Drag[en]gine Script Module DragonScript
1.23
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Public Member Functions | |
Constructors | |
ColliderComponent | new () |
Create component collider. More... | |
Bones | |
void | copyStatesFromComponent () |
Copy states from set component to collider. More... | |
void | copyStateFromComponent (int bone) |
Copy state from set component bone to collider. More... | |
void | copyStatesToComponent () |
Copy states from collider to set component. More... | |
void | copyStateToComponent (int bone) |
Copy states from collider bone to set component bone. More... | |
Public Member Functions inherited from Dragengine.Scenery.ColliderRig | |
DVector | boneGetPosition (int bone) |
Center mass position of bone in world coordinates. More... | |
void | boneSetPosition (int bone, DVector position) |
Set center mass position of bone in world coordinates. More... | |
Quaternion | boneGetOrientation (int bone) |
Center mass orientation of bone in world coordinates. More... | |
void | boneSetOrientation (int bone, Quaternion orientation) |
Set center mass orientation of bone in world coordinates. More... | |
Vector | boneGetLinearVelocity (int bone) |
Center mass linear velocity of bone in m/s in world coordinates. More... | |
void | boneSetLinearVelocity (int bone, Vector velocity) |
Set center mass linear velocity of bone in m/s in world coordinates. More... | |
Vector | boneGetAngularVelocity (int bone) |
Center mass angular velocity of bone in degrees/s in world coordinates. More... | |
void | boneSetAngularVelocity (int bone, Vector velocity) |
Set center mass angular velocity of bone in degrees/s in world coordinates. More... | |
DMatrix | boneGetMatrix (int bone) |
Center mass matrix of bone in world coordinates. More... | |
DMatrix | boneGetInverseMatrix (int bone) |
Inverse center mass matrix of bone in world coordinates. More... | |
void | enableRigBoneConstraints (int bone, bool enable) |
Enable or disable bone constraints defined in rig. More... | |
void | copyStatesFromCollider (ColliderRig collider) |
Copy bone states from collider. More... | |
void | copyStateFromCollider (int bone, ColliderRig collider) |
Copy bone state from collider. More... | |
void | copyStateFromCollider (int boneFrom, int boneTo, ColliderRig collider) |
Copy bone state from collider bone. More... | |
void | attachRig (Object resource) |
Attach collider rig or component synchronizing bone states. More... | |
void | attachBone (Object resource, String targetBone) |
Attach collider at bone relative to current position. More... | |
void | attachBone (Object resource, String targetBone, Vector position, Quaternion orientation) |
Attach collider at bone with specific position. More... | |
void | attachWeight (Object resource, CollisionInfo colInfo) |
Attach collider at position defined by weighting bones. More... | |
void | boneApplyImpuls (int bone, Vector impuls) |
Apply impulse at center mass point of bone. More... | |
void | boneApplyImpulsAt (int bone, Vector impuls, Vector position) |
Apply impulse at position relative to bone. More... | |
void | boneApplyTorque (int bone, Vector torque) |
Apply torque at center mass point of bone. More... | |
void | boneApplyTorqueImpuls (int bone, Vector torqueImpuls) |
Apply torque and impulse at center mass point of bone. More... | |
void | boneApplyForce (int bone, Vector force) |
Apply force at center mass point of bone. More... | |
void | boneApplyForceAt (int bone, Vector force, Vector position) |
Apply force at position relative to bone. More... | |
Rig | getRig () |
Rig or null if not set. More... | |
void | setRig (Rig rig) |
Set rig or null if not set. More... | |
Public Member Functions inherited from Dragengine.Scenery.Collider | |
int | getAttachmentCount () |
Number of attachments. More... | |
Object | getAttachedResource (int index) |
Resource of attachment at index. More... | |
void | attachStatic (Object resource) |
Attach resource using static mode relative to current position. More... | |
void | attachStatic (Object resource, Vector position, Quaternion orientation) |
Attach resource using static mode with specific position. More... | |
void | attachRelativeMovement (Object resource) |
Attach collider keeping relative position and orientation. More... | |
void | detach (Object resource) |
Detach resource. More... | |
void | detachAll () |
Detach all resources. More... | |
void | attachmentsForceUpdate () |
Force update of all attachments. More... | |
int | getConstraintCount () |
Number of constraints. More... | |
void | addConstraint (ColliderConstraint constraint) |
Add constraint from a collider constraint. More... | |
bool | hasConstraint (ColliderConstraint constraint) |
Constraint with same bone, target collider and target bone is present. More... | |
int | indexOfConstraint (ColliderConstraint constraint) |
Index of constraint with same bone, target collider and target bone or -1 if absent. More... | |
ColliderConstraint | getConstraintAt (int index) |
Constraint at index. More... | |
void | setConstraintAt (int index, ColliderConstraint constraint) |
Set constraint from a collider constraint. More... | |
void | removeConstraint (ColliderConstraint constraint) |
Remove constraint with same bone, target collider and target bone. More... | |
void | removeConstraintFrom (int index) |
Remove constraint from index. More... | |
void | removeAllConstraints () |
Remove all constraints. More... | |
int | getIgnoreColliderCount () |
Number of colliders to ignore. More... | |
Collider | getIgnoreColliderAt (int index) |
Ignore collider at index. More... | |
bool | hasIgnoreCollider (Collider collider) |
Ignore collider is present. More... | |
void | addIgnoreCollider (Collider collider) |
Add collider to ignore. More... | |
void | removeIgnoreCollider (Collider collider) |
Remove collider to ignore. More... | |
void | removeAllIgnoreColliders () |
Remove all colliders to ignore. More... | |
int | getCollisionTestCount () |
Number of post physics collision tests. More... | |
ColliderCollisionTest | getCollisionTestAt (int index) |
Post physics collision test at index. More... | |
void | addCollisionTest (ColliderCollisionTest collisionTest) |
Add post physics collision test. More... | |
void | removeCollisionTest (ColliderCollisionTest collisionTest) |
Remove post physics collision test. More... | |
void | removeAllCollisionTests () |
Remove all post physics collision tests. More... | |
void | applyImpuls (Vector impuls) |
Apply impulse at central mass point. More... | |
void | applyImpulsAt (Vector impuls, Vector position) |
Apply impulse at position. More... | |
void | applyTorque (Vector torque) |
Apply torque at central mass point. More... | |
void | applyTorqueImpuls (Vector torqueImpuls) |
Apply torque and impulse at center mass point. More... | |
void | applyForce (Vector force) |
Apply force at central mass point. More... | |
void | applyForceAt (Vector force, Vector position) |
Apply force at position. More... | |
ColliderListener | getColliderListener () |
Collider listener or null if not set. More... | |
void | setColliderListener (ColliderListener listener) |
Set collider listener or null to clear. More... | |
bool | colliderListenerGetCustomCanHit () |
Custom can hit callback is enabled. More... | |
void | colliderListenerSetCustomCanHit (bool customCanHit) |
Set if custom can hit callback is enabled. More... | |
ColliderBreakingListener | getBreakingListener () |
Breaking listener or null if not set. More... | |
void | setBreakingListener (ColliderBreakingListener listener) |
Set breaking listener or null if not set. More... | |
bool | pointInside (DVector point) |
Point is inside collider. More... | |
void | rayHits (DVector rayOrigin, Vector rayDirection, ColliderListener listener) |
Ray cast intersection test. More... | |
void | rayHitsClosest (DVector rayOrigin, Vector rayDirection, ColliderListener listener) |
Closest ray cast intersection test. More... | |
void | colliderHits (Collider collider, ColliderListener listener) |
Test collider for intersection. More... | |
void | colliderMoveHits (Collider collider, Vector displacement, ColliderListener listener) |
Tests moving collider for collision. More... | |
void | colliderMoveHitsCLosest (Collider collider, Vector displacement, ColliderListener listener) |
Tests moving collider for collision. More... | |
void | colliderRotateHits (Collider collider, ColliderListener listener) |
Test rotating collider for collision. More... | |
void | colliderRotateHitsClosest (Collider collider, ColliderListener listener) |
Test rotating collider for collision. More... | |
void | colliderMoveRotateHits (Collider collider, Vector displacement, ColliderListener listener) |
Test moving and rotating collider for collision. More... | |
void | colliderMoveRotateHitsClosest (Collider collider, Vector displacement, ColliderListener listener) |
Test moving and rotating collider for collision. More... | |
DVector | getPosition () |
Position. More... | |
void | setPosition (DVector position) |
Set position. More... | |
Quaternion | getOrientation () |
Oorientation. More... | |
void | setOrientation (Quaternion orientation) |
Set orientation. More... | |
Vector | getScale () |
Scale. More... | |
void | setScale (Vector scale) |
Set scale. More... | |
void | setGeometry (DVector position, Quaternion orientation) |
Set position and orientation at the same time. More... | |
void | setGeometry (DVector position, Quaternion orientation, Vector scale) |
Set position and orientation at the same time. More... | |
Vector | getView () |
View direction. More... | |
Vector | getUp () |
Up direction. More... | |
Vector | getRight () |
Right direction. More... | |
DMatrix | getMatrix () |
Get matrix. More... | |
DMatrix | getInverseMatrix () |
Get inverse matrix. More... | |
Vector | getLinearVelocity () |
Linear velocity in m/s. More... | |
void | setLinearVelocity (Vector linVelo) |
Set linear velocity in m/s. More... | |
Vector | getAngularVelocity () |
Angular velocity in degrees/s. More... | |
void | setAngularVelocity (Vector angVelo) |
Set angular velocity degrees/s. More... | |
float | getMass () |
Mass in kg. More... | |
void | setMass (float mass) |
Set mass in kg. More... | |
Vector | getGravity () |
Constant acceleration in N/s^2. More... | |
void | setGravity (Vector force) |
Set constant acceleration in N/s^2. More... | |
bool | getEnabled () |
Collider is enabled. More... | |
void | setEnabled (bool enabled) |
Set if collider is enabled. More... | |
CollisionResponse | getResponseType () |
Response type. More... | |
void | setResponseType (CollisionResponse responseType) |
Set response type. More... | |
bool | getUseLocalGravity () |
Collider defined gravity is used instead of World gravity. More... | |
void | setUseLocalGravity (bool useLocalGravity) |
Set if collider defined gravity is used instead of World gravity. More... | |
Object | getOwner () |
Object owning the collider for interaction or null if not used. More... | |
void | setOwner (Object owner) |
Set object owning the collider for interaction or null if not used. More... | |
float | getForceFieldDirect () |
Factor for direct type force fields. More... | |
void | setForceFieldDirect (float factor) |
Set factor for direct type force fields. More... | |
float | getForceFieldSurface () |
Factor for surface type force fields. More... | |
void | setForceFieldSurface (float factor) |
Set factor for surface type force fields. More... | |
float | getForceFieldMass () |
Factor for mass type force fields. More... | |
void | setForceFieldMass (float factor) |
Set factor for mass type force fields. More... | |
float | getForceFieldSpeed () |
Factor for speed type force fields. More... | |
void | setForceFieldSpeed (float factor) |
Set factor for speed type force fields. More... | |
CollisionFilter | getCollisionFilter () |
Collision filter. More... | |
void | setCollisionFilter (CollisionFilter collisionFilter) |
Set collision filter. More... | |
Management | |
Component | getComponent () |
Component or null if not set. More... | |
void | setComponent (Component component) |
Set component or null if not set. More... | |
bool | equals (Object other) |
Collider is equal to another object. More... | |
int | hashCode () |
Hash code for use as dictionary keys. More... | |
static bool | equals (Collider collider1, Collider collider2) |
Two colliders are equal. More... | |
Additional Inherited Members | |
Static Public Member Functions inherited from Dragengine.Scenery.ColliderRig | |
Static Public Member Functions inherited from Dragengine.Scenery.Collider | |
Constructors |
Component collider.
Extended version of ColliderRig. Rig is taken from a component. The component is updated by the physics module during simulation. States can be copied from and to the component. This class is the most simple solution for dealing with physics simulation and collision detection. Just set the component of your scenery element and it works.
The position and orientation of collider bones is located at the center mass point not the rig bone origin in world space. If you use collider bone position or matrix you have to subtract the Rig.boneGetCentralMassPoint(int) for the respective bone to obtain the world position of the rig bone as used by animations.
This is a native class.
void Dragengine.Scenery.ColliderComponent.copyStateFromComponent | ( | int | bone | ) |
Copy state from set component bone to collider.
If no component is set this method does nothing. Call this method if you want to enable physics simulation from the current component state when CollisionResponse.kinematic response mode is used. In this mode bones are not synchronized as this would be a waste of performance. If you switch to CollisionResponse.dynamic the bone states would be initialized to zero. This call initializes the bones states from the current component bone states. The linear and angular velocities are taken from the collider linear and angular velocities.
EOutOfBoundary | bone is less than 0 or larger than or equal to rig bone count. |
void Dragengine.Scenery.ColliderComponent.copyStatesFromComponent | ( | ) |
Copy states from set component to collider.
If no component is set this method does nothing. Call this method if you want to enable physics simulation from the current component state when CollisionResponse.kinematic response mode is used. In this mode bones are not synchronized as this would be a waste of performance. If you switch to CollisionResponse.dynamic the bone states would be initialized to zero. This call initializes the bones states from the current component bone states. The linear and angular velocities are taken from the collider linear and angular velocities.
void Dragengine.Scenery.ColliderComponent.copyStatesToComponent | ( | ) |
Copy states from collider to set component.
If no component is set this method does nothing. Call this method if you want to disable physics simulation transfering the current collider state for example to create an animation snapshot to transition. This call initializes the bones states from the current collider states.
void Dragengine.Scenery.ColliderComponent.copyStateToComponent | ( | int | bone | ) |
Copy states from collider bone to set component bone.
If no component is set this method does nothing. Call this method if you want to disable physics simulation transfering the current collider state for example to create an animation snapshot to transition. This call initializes the bones states from the current collider states.
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Two colliders are equal.
This is an extended version of equals() accepting also null for collider1 and collider2. equals() would thrown an exception if null is compared to anything. This call though allows to compare null against colliders or even null itself. If collider1 or collider2 is null false is returned. If both are null true is returned.
Reimplemented from Dragengine.Scenery.ColliderRig.
bool Dragengine.Scenery.ColliderComponent.equals | ( | Object | other | ) |
Collider is equal to another object.
Implements Object.equals(Object).
Reimplemented from Dragengine.Scenery.ColliderRig.
int Dragengine.Scenery.ColliderComponent.hashCode | ( | ) |
Hash code for use as dictionary keys.
Implements Object.hashCode().
Reimplemented from Dragengine.Scenery.ColliderRig.
ColliderComponent Dragengine.Scenery.ColliderComponent.new | ( | ) |
Create component collider.
Reimplemented from Dragengine.Scenery.ColliderRig.
void Dragengine.Scenery.ColliderComponent.setComponent | ( | Component | component | ) |
Set component or null if not set.