64 lines
2.9 KiB
QBasic
64 lines
2.9 KiB
QBasic
sub getSpriteCenter( spr_id, ByRef x, ByRef y)
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sub setSpriteLinearVelocity( spr_id, x, y)
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sub getSpriteLinearVelocity( spr_id, ByRef x, ByRef y)
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sub setSpriteAngularVelocity( spr_id, av)
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function getSpriteAngularVelocity( spr_id)
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sub applySpriteForce( spr_id, fX, fY, pX, pY)
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sub applySpriteCentralForce( spr_id, x, y)
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sub applySpriteTorque( spr_id, torque)
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sub applySpriteLinearImpulse( spr_id, iX, iY, pX, pY)
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sub applySpriteAngularImpulse( spr_id, impulse)
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function getSpriteMass( spr_id)
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function getSpriteInertia( spr_id)
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sub getSpriteWorldPoint( spr_id, lX, lY, ByRef x, ByRef y)
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sub getSpriteWorldVector( spr_id, lX, lY, ByRef x, ByRef y)
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sub getSpriteLocalPoint( spr_id, wX, wY, ByRef x, ByRef y)
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sub getSpriteLocalVector( spr_id, wX, wY, ByRef x, ByRef y)
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sub getSpriteLinearVelocityFromLocalPoint( spr_id, pX, pY, ByRef x, ByRef y)
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sub getSpriteLinearVelocityFromWorldPoint( spr_id, wX, wY, ByRef x, ByRef y)
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function getSpriteLinearDamping( spr_id)
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sub setSpriteLinearDamping( spr_id, linearDamping)
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function getSpriteAngularDamping( spr_id)
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sub setSpriteAngularDamping( spr_id, angularDamping)
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function getSpriteGravityScale( spr_id)
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sub setSpriteGravityScale( spr_id, g_scale)
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sub setSpriteBullet( spr_id, flag)
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function spriteIsBullet( spr_id)
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sub setSpriteSleepAllowed( spr_id, flag)
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function spriteSleepAllowed( spr_id)
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sub setSpriteAwake( spr_id, flag)
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function spriteIsAwake( spr_id)
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sub setSpriteFixedRotation( spr_id, flag)
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function spriteIsFixedRotation( spr_id)
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sub SetSpriteDensity( spr_id, density )
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function GetSpriteDensity( spr_id )
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sub SetSpriteFriction( spr_id, friction )
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function GetSpriteFriction( spr_id )
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sub SetSpriteRestitution( spr_id, restitution )
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function GetSpriteRestitution( spr_id )
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sub SetSpriteRestitutionThreshold( spr_id, threshold )
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function GetSpriteRestitutionThreshold( spr_id )
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sub GetSpriteAABB( spr_id, ByRef x1, ByRef y1, ByRef x2, ByRef y2 )
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sub SetGravity2D( x, y )
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sub GetGravity2D( ByRef x, ByRef y )
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sub SetWorld2DTimeStep( ts )
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sub SetWorld2DVelocityIterations( v )
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sub SetWorld2DPositionIterations( p )
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function GetWorld2DTimeStep()
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function GetWorld2DVelocityIterations()
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function GetWorld2DPositionIterations()
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sub SetWorld2DAutoClearForces( flag )
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function GetWorld2DAutoClearForces()
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function CastRay2D( from_x, from_y, to_x, to_y )
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function CastRay2D_All( from_x, from_y, to_x, to_y )
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sub GetRayHit2D( index, ByRef spr_id, ByRef x, ByRef y, ByRef normal_x, ByRef normal_y )
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Sub SetSpriteCollisionShape(spr_id, shape)
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Function GetSpriteCollisionShape(spr_id)
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Sub SetSpriteRadius(spr_id, radius)
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Function GetSpriteRadius(spr_id)
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Sub SetSpriteBox(spr_id, w, h)
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Sub GetSpriteBoxSize(spr_id, ByRef w, ByRef h)
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Sub SetSpriteChain(spr_id, ByRef vx, ByRef vy, v_count, prev_x, prev_y, next_x, next_y)
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Sub SetSpriteChainLoop(spr_id, ByRef vx, ByRef vy, v_count)
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Sub SetSpritePolygon(spr_id, ByRef vx, ByRef vy, v_count)
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