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Xors3d Engine
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Functions | |
BBDECL float BBCALL | xEntityGetAngularVelocityX (Entity *entity, bool isGlobal=true) |
Returns the x-component of the angular velocity of the entity's body. | |
BBDECL float BBCALL | xEntityGetAngularVelocityY (Entity *entity, bool isGlobal=true) |
Returns the y-component of the angular velocity of the entity's body. | |
BBDECL float BBCALL | xEntityGetAngularVelocityZ (Entity *entity, bool isGlobal=true) |
Returns the z-component of the angular velocity of the entity's body. | |
BBDECL float BBCALL | xEntityGetLinearVelocityX (Entity *entity, bool isGlobal=true) |
Returns the x-component of the linear velocity of the entity's body. | |
BBDECL float BBCALL | xEntityGetLinearVelocityY (Entity *entity, bool isGlobal=true) |
Returns the y-component of the linear velocity of the entity's body. | |
BBDECL float BBCALL | xEntityGetLinearVelocityZ (Entity *entity, bool isGlobal=true) |
Returns the z-component of the linear velocity of the entity's body. | |
BBDECL void BBCALL | xEntitySetAngularVelocity (Entity *entity, float x, float y, float z, bool isGlobal=true) |
Sets the angular velocity of the entity's body. | |
BBDECL void BBCALL | xEntitySetLinearVelocity (Entity *entity, float x, float y, float z, bool isGlobal=true) |
Sets the linear velocity of the entity's body. |
BBDECL void BBCALL xEntitySetLinearVelocity | ( | Entity * | entity, |
float | x, | ||
float | y, | ||
float | z, | ||
bool | isGlobal = true |
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) |
Sets the linear velocity of the entity's body.
entity | Entity handle. |
x | X-component of the velocity vector. |
y | Y-component of the velocity vector. |
z | Z-component of the velocity vector. |
isGlobal | True to set the velocity in global coordinates. False - in local coordinates. Default value is true. |
BBDECL float BBCALL xEntityGetLinearVelocityX | ( | Entity * | entity, |
bool | isGlobal = true |
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) |
Returns the x-component of the linear velocity of the entity's body.
entity | Entity handle. |
isGlobal | True to get a velocity in global coordinates. False - in local coordinates. Default value is true. |
BBDECL float BBCALL xEntityGetLinearVelocityY | ( | Entity * | entity, |
bool | isGlobal = true |
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) |
Returns the y-component of the linear velocity of the entity's body.
entity | Entity handle. |
isGlobal | True to get a velocity in global coordinates. False - in local coordinates. Default value is true. |
BBDECL float BBCALL xEntityGetLinearVelocityZ | ( | Entity * | entity, |
bool | isGlobal = true |
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) |
Returns the z-component of the linear velocity of the entity's body.
entity | Entity handle. |
isGlobal | True to get a velocity in global coordinates. False - in local coordinates. Default value is true. |
BBDECL void BBCALL xEntitySetAngularVelocity | ( | Entity * | entity, |
float | x, | ||
float | y, | ||
float | z, | ||
bool | isGlobal = true |
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) |
Sets the angular velocity of the entity's body.
entity | Entity handle. |
x | X-component of the velocity vector. |
y | Y-component of the velocity vector. |
z | Z-component of the velocity vector. |
isGlobal | True to set the velocity in global coordinates. False - in local coordinates. Default value is true. |
BBDECL float BBCALL xEntityGetAngularVelocityX | ( | Entity * | entity, |
bool | isGlobal = true |
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) |
Returns the x-component of the angular velocity of the entity's body.
entity | Entity handle. |
isGlobal | True to get a velocity in global coordinates. False - in local coordinates. Default value is true. |
BBDECL float BBCALL xEntityGetAngularVelocityY | ( | Entity * | entity, |
bool | isGlobal = true |
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) |
Returns the y-component of the angular velocity of the entity's body.
entity | Entity handle. |
isGlobal | True to get a velocity in global coordinates. False - in local coordinates. Default value is true. |
BBDECL float BBCALL xEntityGetAngularVelocityZ | ( | Entity * | entity, |
bool | isGlobal = true |
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) |
Returns the z-component of the angular velocity of the entity's body.
entity | Entity handle. |
isGlobal | True to get a velocity in global coordinates. False - in local coordinates. Default value is true. |