Dayz Explorer 1.28.160049
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Physics system

Topics

 RigidBody API
 

Typedefs

typedef int[] dGeom
 
typedef int[] dJoint
 
typedef int[] dBlock
 

Functions

proto native int dGetNumDynamicBodies (notnull IEntity worldEnt)
 
proto native IEntity dGetDynamicBody (notnull IEntity worldEnt, int index)
 
proto native void dSetInteractionLayer (notnull IEntity worldEntity, int mask1, int mask2, bool enable)
 
proto native bool dGetInteractionLayer (notnull IEntity worldEntity, int mask1, int mask2)
 
proto native vector dGetGravity (notnull IEntity worldEntity)
 Gets global gravity.
 
proto native void dSetGravity (notnull IEntity worldEntity, vector g)
 Changes global gravity.
 
proto native void dSetTimeSlice (notnull IEntity worldEntity, float timeSlice)
 Changes fixed time-slice. Default is 1/40, thus simulation runs on 40fps. With smaller values, there is more precise simulation.
 

Detailed Description

Typedef Documentation

◆ dBlock

typedef int [] dBlock

Definition at line 8 of file enphysics.c.

◆ dGeom

typedef int [] dGeom

Definition at line 6 of file enphysics.c.

◆ dJoint

typedef int [] dJoint

Definition at line 7 of file enphysics.c.

Function Documentation

◆ dGetDynamicBody()

proto native IEntity dGetDynamicBody ( notnull IEntity worldEnt,
int index )

◆ dGetGravity()

proto native vector dGetGravity ( notnull IEntity worldEntity)

Gets global gravity.

◆ dGetInteractionLayer()

proto native bool dGetInteractionLayer ( notnull IEntity worldEntity,
int mask1,
int mask2 )

◆ dGetNumDynamicBodies()

proto native int dGetNumDynamicBodies ( notnull IEntity worldEnt)

◆ dSetGravity()

proto native void dSetGravity ( notnull IEntity worldEntity,
vector g )

Changes global gravity.

◆ dSetInteractionLayer()

proto native void dSetInteractionLayer ( notnull IEntity worldEntity,
int mask1,
int mask2,
bool enable )

◆ dSetTimeSlice()

proto native void dSetTimeSlice ( notnull IEntity worldEntity,
float timeSlice )

Changes fixed time-slice. Default is 1/40, thus simulation runs on 40fps. With smaller values, there is more precise simulation.