mirror of
https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
89 lines
2.6 KiB
Modula-2
89 lines
2.6 KiB
Modula-2
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#include "vphysics2/iphysicsbody.h"
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#include "vphysics2/iphysicsjoint.h"
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[Handle:Sandbox.Physics.PhysicsJoint]
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native class IPhysicsJoint as NativeEngine.IPhysicsJoint
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{
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IPhysicsWorld GetWorld();
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IPhysicsBody GetBody1();
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IPhysicsBody GetBody2();
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void GetLocalFrameA( cref out Vector3 position, cref out Quaternion rotation );
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void GetLocalFrameB( cref out Vector3 position, cref out Quaternion rotation );
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void SetLocalFrameA( Vector3 position, Quaternion rotation );
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void SetLocalFrameB( Vector3 position, Quaternion rotation );
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void SetEnableCollision( bool bEnabled );
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bool IsCollisionEnabled();
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PhysicsJointType GetType();
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void SetLinearSpring( Vector3 vec );
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Vector3 GetLinearSpring();
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void SetAngularSpring( Vector3 vec );
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Vector3 GetAngularSpring();
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void SetAngularMotor( float targetVelocity, float maxTorque );
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void SetMinLength( float f );
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float GetMinLength();
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void SetMaxLength( float f );
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float GetMaxLength();
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void SetMinForce( float f );
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float GetMinForce();
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void SetMaxForce( float f );
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float GetMaxForce();
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void SetFriction( float f );
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void SetLimit( string name, Vector3 limit );
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void SetLimitEnabled( string name, bool state );
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float GetAngle();
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float GetLinearImpulse();
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float GetAngularImpulse();
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float GetMaxLinearImpulse();
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float GetMaxAngularImpulse();
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void SetMaxLinearImpulse( float flMaxLinearImpulse );
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void SetMaxAngularImpulse( float flMaxAngularImpulse );
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void SetMotorVelocity( Vector3 velocity, float maxTorque );
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void SetTargetRotation( Rotation rotation, float hertz, float damping );
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void Motor_SetLinearVelocity( Vector3 velocity );
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void Motor_SetAngularVelocity( Vector3 velocity );
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void Motor_SetMaxVelocityForce( float maxForce );
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void Motor_SetMaxVelocityTorque( float maxTorque );
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void Motor_SetLinearHertz( float hertz );
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void Motor_SetLinearDampingRatio( float damping );
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void Motor_SetAngularHertz( float hertz );
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void Motor_SetAngularDampingRatio( float damping );
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void Motor_SetMaxSpringForce( float maxForce );
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void Motor_SetMaxSpringTorque( float maxTorque );
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Vector3 Motor_GetLinearVelocity();
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Vector3 Motor_GetAngularVelocity();
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float Motor_GetMaxVelocityForce();
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float Motor_GetMaxVelocityTorque();
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float Motor_GetLinearHertz();
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float Motor_GetLinearDampingRatio();
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float Motor_GetAngularHertz();
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float Motor_GetAngularDampingRatio();
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float Motor_GetMaxSpringForce();
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float Motor_GetMaxSpringTorque();
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}
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managed static class Sandbox.Physics.PhysicsEngine
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{
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static void OnPhysicsJointBreak( IPhysicsJoint joint );
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static void OnActive( IPhysicsBody body, Transform transform, Vector3 velocity, Vector3 linearVelocity );
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}
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