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Physics.c
Go to the documentation of this file.
1
/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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11
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sealed
class
Physics
:
NativeComponent
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{
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static
const
float
KMH2MS;
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//<! Constant for converting km/h to m/s
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static
const
float
MS2KMH;
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//<! Constant for converting m/s to km/h
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static
const
float
STANDARD_GRAVITY;
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static
const
vector
VGravity;
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proto external
void
Destroy();
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proto external
void
SetInteractionLayer(
int
mask);
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proto external
void
GetWorldTransform(out
vector
mat[4]);
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proto external
void
GetDirectWorldTransform(out
vector
mat[4]);
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proto external
void
SetGeomInteractionLayer(
int
index
,
int
mask);
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proto external
int
GetInteractionLayer();
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proto external
bool
HasInteractionEnabled(
int
mask);
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proto external
int
GetGeomInteractionLayer(
int
index
);
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proto external
void
EnableCCD(
float
maxMotion,
float
sphereCastRadius);
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proto external
void
ChangeSimulationState(
SimulationState
simState);
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proto external
SimulationState
GetSimulationState();
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proto external
vector
GetCenterOfMass
();
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proto external
void
SetActive(
ActiveState
act);
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proto external
bool
IsActive
();
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proto external
bool
IsDynamic
();
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proto external
bool
IsKinematic();
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proto external
bool
EnableGravity(
bool
enable);
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proto external
void
SetDamping(
float
linearDamping,
float
angularDamping);
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proto external
float
GetMass();
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proto external
void
SetMass(
float
mass);
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proto external
void
SetInertiaTensorV(
vector
v);
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proto external
vector
GetAngularVelocity();
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proto external
vector
GetVelocityAt(
vector
pos);
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proto external
void
SetSleepingTreshold(
float
linearTreshold,
float
angularTreshold);
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proto external
void
SetLinearFactor(
vector
linearFactor);
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proto external
vector
GetVelocity
();
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proto external
void
SetVelocity(
vector
velocity);
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proto external
void
SetAngularVelocity(
vector
velocity);
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proto external
void
SetTargetMatrix(
vector
matrix[4],
float
timeslice);
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proto external
void
ApplyImpulse(
vector
impulse
);
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proto external
void
ApplyImpulseAt(
vector
pos,
vector
impulse
);
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proto external
void
ApplyForce(
vector
force);
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proto external
void
ApplyForceAt(
vector
pos,
vector
force);
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proto external
void
ApplyTorque(
vector
torque);
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proto external
void
ClearForces();
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proto external
vector
GetTotalForce();
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proto external
vector
GetTotalTorque();
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proto external
void
SetResponseIndex(
int
responseIndex);
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proto external
int
GetResponseIndex();
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proto external
int
AddGeom(
string
name,
PhysicsGeom
geom,
vector
frame[4],
string
material,
int
interactionLayer);
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proto external
int
GetGeom(
string
name);
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proto external
int
GetNumGeoms();
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proto external
bool
UpdateGeometries(
int
interactionLayerAnd = 0xffffffff,
int
interactionLayerOr = 0);
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proto external
void
GetGeomWorldTransform(
int
index
, out
vector
mat[4]);
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proto external
void
GetGeomTransform(
int
index
, out
vector
mat[4]);
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proto external
void
GetGeomDirectTransform(
int
index
, out
vector
mat[4]);
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proto external
vector
GetGeomWorldPosition(
int
index
);
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proto external
vector
GetGeomPosition(
int
index
);
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proto external
vector
GetGeomDirectPosition(
int
index
);
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proto external
void
GetGeomWorldBounds(
int
index
, out
vector
min, out
vector
max);
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proto external
void
GetGeomDirectBounds(
int
index
, out
vector
min, out
vector
max);
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proto external
void
GetGeomSurfaces(
int
index
, notnull out array<SurfaceProperties> surfaces);
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static
proto
Physics
CreateStatic(notnull
IEntity
ent,
int
layerMask = 0xffffffff);
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static
proto
Physics
CreateStaticEx(notnull
IEntity
ent,
PhysicsGeomDef
geoms[]);
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static
proto
Physics
CreateDynamic(notnull
IEntity
ent,
float
mass,
int
layerMask = 0xffffffff);
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static
proto
Physics
CreateDynamicEx(notnull
IEntity
ent,
vector
centerOfMass,
float
mass,
PhysicsGeomDef
geoms[]);
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static
proto
Physics
CreateGhostEx(notnull
IEntity
ent,
PhysicsGeomDef
geoms[]);
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}
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impulse
SCR_DestructibleTreeV2Class impulse
index
SCR_DestructionSynchronizationComponentClass ScriptComponentClass int index
Definition
SCR_DestructionSynchronizationComponent.c:17
IsActive
bool IsActive()
Definition
SCR_LoadoutSaveBlackListHolder.c:80
IEntity
Definition
IEntity.c:13
NativeComponent
Definition
NativeComponent.c:13
PhysicsGeomDef
Definition
PhysicsGeomDef.c:16
PhysicsGeom
Definition
PhysicsGeom.c:16
Physics
Definition
Physics.c:22
vector
Definition
vector.c:13
GetCenterOfMass
proto external vector GetCenterOfMass()
GetVelocity
proto external vector GetVelocity()
IsDynamic
proto external bool IsDynamic()
Returns true if the light is dynamic, false otherwise.
SimulationState
SimulationState
Definition
SimulationState.c:19
ActiveState
ActiveState
Definition
ActiveState.c:16
scripts
Core
generated
Physics
Physics.c
Generated by
1.17.0