Files
RCBASIC4/rcbasic_build/intern_lib/sprite_physics.bas
2025-03-20 17:29:11 -04:00

64 lines
2.9 KiB
QBasic

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