63 lines
3.6 KiB
QBasic
63 lines
3.6 KiB
QBasic
sub SetGravity3D(x, y, z)
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sub GetGravity3D(ByRef x, ByRef y, ByRef z)
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sub SetActorShape( actor, shape_type, mass)
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function GetActorShape(actor)
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sub SetActorSolid(actor, flag)
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function ActorIsSolid(actor)
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function GetActorCollision(actor1, actor2)
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sub SetActorGravity( actor, x, y, z )
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sub GetActorGravity( actor, ByRef x, ByRef y, ByRef z )
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sub setActorDamping( actor, lin_damping, ang_damping)
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function getActorLinearDamping( actor)
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function getActorAngularDamping( actor)
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function getActorLinearSleepThreshold( actor)
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function getActorAngularSleepThreshold( actor)
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sub applyActorDamping( actor, timeStep)
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sub setActorMassProperties( actor, mass, inertia_x, inertia_y, inertia_z)
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sub getActorLinearFactor( actor, ByRef x, ByRef y, ByRef z)
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sub setActorLinearFactor( actor, x, y, z)
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function getActorInverseMass( actor)
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sub integrateActorVelocities( actor, v_step)
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sub applyActorCentralForceLocal( actor, x, y, z)
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sub applyActorCentralForceWorld( actor, x, y, z)
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sub getActorTotalForce( actor, ByRef x, ByRef y, ByRef z)
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sub getActorTotalTorque( actor, ByRef x, ByRef y, ByRef z)
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sub getActorInverseInertiaDiagLocal( actor, ByRef x, ByRef y, ByRef z)
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sub setActorInverseInertiaDiagLocal( actor, x, y, z)
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sub setActorSleepThresholds( actor, linear, angular)
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sub applyActorTorqueLocal( actor, x, y, z)
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sub applyActorTorqueWorld( actor, x, y, z)
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sub applyActorForceLocal( actor, x, y, z, rel_x, rel_y, rel_z)
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sub applyActorForceWorld( actor, x, y, z, rel_x, rel_y, rel_z)
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sub applyActorCentralImpulseLocal( actor, x, y, z)
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sub applyActorCentralImpulseWorld( actor, x, y, z)
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sub applyActorTorqueImpulseLocal( actor, x, y, z)
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sub applyActorTorqueImpulseWorld( actor, x, y, z)
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sub applyActorImpulseLocal( actor, x, y, z, rel_x, rel_y, rel_z)
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sub applyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z)
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sub clearActorForces( actor)
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sub updateActorInertiaTensor( actor)
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sub getActorCenter( actor, ByRef x, ByRef y, ByRef z)
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sub getActorRotationQ( actor, ByRef x, ByRef y, ByRef z, ByRef w)
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sub getActorLinearVelocityWorld( actor, ByRef x, ByRef y, ByRef z)
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sub getActorAngularVelocityWorld( actor, ByRef x, ByRef y, ByRef z)
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sub setActorLinearVelocityLocal( actor, x, y, z)
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sub setActorLinearVelocityWorld( actor, x, y, z)
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sub setActorAngularVelocityLocal( actor, x, y, z)
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sub setActorAngularVelocityWorld( actor, x, y, z)
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sub getActorVelocityInLocalPoint( actor, rel_x, rel_y, rel_z, ByRef x, ByRef y, ByRef z)
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sub getActorLinearVelocityLocal( actor, ByRef x, ByRef y, ByRef z)
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sub getActorAngularVelocityLocal( actor, ByRef x, ByRef y, ByRef z)
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sub getActorAABB( actor, ByRef min_x, ByRef min_y, ByRef min_z, ByRef max_x, ByRef max_y, ByRef max_z)
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function computeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z)
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function computeActorAngularImpulseDenominator( actor, x, y, z)
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sub setActorAngularFactor( actor, x, y, z)
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sub getActorAngularFactor( actor, ByRef x, ByRef y, ByRef z)
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sub computeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z)
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sub computeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z)
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sub getActorLocalInertia( actor, ByRef x, ByRef y, ByRef z)
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sub SetActorSleepState(actor, state)
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function CastRay3D( from_x, from_y, from_z, to_x, to_y, to_z )
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function CastRay3D_All( from_x, from_y, from_z, to_x, to_y, to_z )
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sub GetRayHit3D( index, ByRef actor_id, ByRef x, ByRef y, ByRef z, ByRef normal_x, ByRef normal_y, ByRef normal_z )
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