Functions |
| BBDECL float BBCALL | xEntityGetAngularDamping (Entity *entity) |
| | Returns the coefficient of the angular damping of the entity's body.
|
| BBDECL float BBCALL | xEntityGetAngularFactorX (Entity *entity) |
| | Returns the angular factor of the entity's body around the X axis.
|
| BBDECL float BBCALL | xEntityGetAngularFactorY (Entity *entity) |
| | Returns the angular factor of the entity's body around the Y axis.
|
| BBDECL float BBCALL | xEntityGetAngularFactorZ (Entity *entity) |
| | Returns the angular factor of the entity's body around the Z axis.
|
| BBDECL float BBCALL | xEntityGetAnisotropicFrictionX (Entity *entity) |
| | Returns an anisotropic friction coefficient of the entity's body for X axis.
|
| BBDECL float BBCALL | xEntityGetAnisotropicFrictionY (Entity *entity) |
| | Returns an anisotropic friction coefficient of the entity's body for Y axis.
|
| BBDECL float BBCALL | xEntityGetAnisotropicFrictionZ (Entity *entity) |
| | Returns an anisotropic friction coefficient of the entity's body for Z axis.
|
| BBDECL float BBCALL | xEntityGetFriction (Entity *entity) |
| | Returns a friction coefficient of the entity's body.
|
| BBDECL float BBCALL | xEntityGetLinearDamping (Entity *entity) |
| | Returns the coefficient of the linear damping of the entity's body.
|
| BBDECL float BBCALL | xEntityGetLinearFactorX (Entity *entity) |
| | Returns the linear factor of the entity's body along the X axis.
|
| BBDECL float BBCALL | xEntityGetLinearFactorY (Entity *entity) |
| | Returns the linear factor of the entity's body along the Y axis.
|
| BBDECL float BBCALL | xEntityGetLinearFactorZ (Entity *entity) |
| | Returns the linear factor of the entity's body along the Z axis.
|
| BBDECL float BBCALL | xEntityGetMass (Entity *entity) |
| | Returns a mass of the entity's body.
|
| BBDECL float BBCALL | xEntityGetRestitution (Entity *entity) |
| | Returns the restitution of the entity's body.
|
| BBDECL void BBCALL | xEntitySetAngularFactor (Entity *entity, float x, float y, float z) |
| | Sets the angular factor of the entity's body.
|
| BBDECL void BBCALL | xEntitySetAnisotropicFriction (Entity *entity, float fx, float fy, float fz) |
| | Sets an anisotropic friction coefficient of the entity's body.
|
| BBDECL void BBCALL | xEntitySetDamping (Entity *entity, float linear, float angular) |
| | Sets the linear and angular damping of the entity's body.
|
| BBDECL void BBCALL | xEntitySetFriction (Entity *entity, float friction) |
| | Sets a friction coefficient of the entity's body.
|
| BBDECL void BBCALL | xEntitySetLinearFactor (Entity *entity, float x, float y, float z) |
| | Sets the linear factor of the entity's body.
|
| BBDECL void BBCALL | xEntitySetMass (Entity *entity, float mass) |
| | Sets a new mass of the entity's body.
|
| BBDECL void BBCALL | xEntitySetRestitution (Entity *entity, float restitution) |
| | Sets the restitution of the entity's body.
|
| BBDECL void BBCALL xEntitySetLinearFactor |
( |
Entity * |
entity, |
|
|
float |
x, |
|
|
float |
y, |
|
|
float |
z |
|
) |
| |
Sets the linear factor of the entity's body.
This could be useful for locking the motion along one or more world axis. For instance. If you're making a 2d game it would be useful to lock the motion in the XY plane and allow rotation around the Z axis. It could be done in a such way: xEntityLinearFactor(ent, 1.0, 1.0, 0.0); xEntityAngularFactor(ent, 0.0, 0.0, 1.0);
Default value is (1.0, 1.0, 1.0).
- Parameters:
-
| entity | Entity handle |
| x | The linear factor along the X axis |
| y | The linear factor along the Y axis |
| z | The linear factor along the Z axis |
| BBDECL void BBCALL xEntitySetAngularFactor |
( |
Entity * |
entity, |
|
|
float |
x, |
|
|
float |
y, |
|
|
float |
z |
|
) |
| |
Sets the angular factor of the entity's body.
This could be useful for locking the rotation around one or more world axis. For instance. If you're making a 2d game it would be useful to lock the motion in the XY plane and allow rotation around the Z axis. It could be done in a such way: xEntityLinearFactor(ent, 1.0, 1.0, 0.0); xEntityAngularFactor(ent, 0.0, 0.0, 1.0);
Default value is (1.0, 1.0, 1.0).
- Parameters:
-
| entity | Entity handle |
| x | The angular factor around the X axis |
| y | The angular factor around the Y axis |
| z | The angular factor around the Z axis |