Types
chain-physics: basicsource
Fields
type: type
chain-joints: chain-physics-joint
num-joints: uint8
root-joint-index: uint8
joint-length: float
gravity: vector
gravity-target: vector
stretch-vel: float
stretch-vel-parallel: float
compress-vel: float
compress-vel-parallel: float
negate-y: symbol
axial-slop: float
maximum-stretch: float
turn-off-start: time-frame
turn-off-duration: time-frame
Methods
initialize-chain-joints(obj: chain-physics) => symbolsource
turn-off(obj: chain-physics, arg0: time-frame) => nonesource
update(obj: chain-physics, arg0: process-drawable) => nonesource
gravity-update(obj: chain-physics, arg0: process-drawable) => nonesource
apply-gravity(obj: chain-physics, arg0: vector, arg1: int, arg2: process-drawable) => nonesource
chain-physics-method-14(obj: chain-physics, arg0: vector, arg1: int) => nonesource
clamp-length(obj: chain-physics, arg0: vector, arg1: vector, arg2: object, arg3: process-drawable) => vectorsource
chain-physics-method-16(obj: chain-physics, arg0: int) => floatsource
chain-physics-method-17(obj: chain-physics, arg0: vector, arg1: int) => nonesource
chain-physics-joint: structuresource
chain-physics-setup: structuresource
Fields
joint-index: int32
Functions
chain-physics-initialize
chain-physics-initialize(arg0: process-drawable, arg1: chain-physics, arg2: int, arg3: float, arg4: array) => intsource
Types
dynamics: basicsource
Functions
time-to-apex(arg0: float, arg1: float) => intsource
time-to-ground(arg0: float, arg1: float, arg2: float) => intsource
Variables
*standard-dynamics*: dynamicssource
Types
rigid-body: structuresource
Fields
work: rigid-body-work
info: rigid-body-info
flags: rigid-body-flag
force-callback: function
blocked-by: rigid-body-object
time-remaining: float
step-count: int16
position: vector
rot: vector
rotation: quaternion
lin-momentum: vector
ang-momentum: vector
force: vector
torque: vector
lin-velocity: vector
ang-velocity: vector
matrix: matrix
inv-i-world: matrix
Methods
rigid-body-method-9(obj: rigid-body, arg0: collide-shape-moving, arg1: float) => nonesource
rigid-body-method-10: unknown
rigid-body-method-11(obj: rigid-body, arg0: collide-shape-moving) => nonesource
rigid-body-method-12(obj: rigid-body, arg0: float) => nonesource
rigid-body-method-13(obj: rigid-body) => nonesource
rigid-body-method-14(obj: rigid-body, arg0: float) => nonesource
rigid-body-method-15(obj: rigid-body, arg0: collide-shape-moving, arg1: float) => nonesource
clear-force-torque!(obj: rigid-body) => nonesource
clear-momentum!(obj: rigid-body) => nonesource
rigid-body-method-18(obj: rigid-body, arg0: vector, arg1: vector) => nonesource
rigid-body-method-19(obj: rigid-body, arg0: vector, arg1: vector) => nonesource
rigid-body-method-20(obj: rigid-body, arg0: vector) => nonesource
rigid-body-method-21(obj: rigid-body, arg0: vector, arg1: vector, arg2: float) => nonesource
rigid-body-method-22(obj: rigid-body, arg0: vector, arg1: vector) => vectorsource
rigid-body-method-23(obj: rigid-body, arg0: vector) => vectorsource
rigid-body-method-24(obj: rigid-body) => nonesource
rigid-body-method-25(obj: rigid-body, arg0: rigid-body-info, arg1: vector, arg2: quaternion, arg3: function) => nonesource
rigid-body-method-26(obj: rigid-body, arg0: vector, arg1: quaternion) => nonesource
print-physics(obj: rigid-body, arg0: object) => nonesource
print-force-torque(obj: rigid-body, arg0: object) => nonesource
print-position-rotation(obj: rigid-body, arg0: object) => nonesource
print-momentum(obj: rigid-body, arg0: object) => nonesource
print-velocity(obj: rigid-body, arg0: object) => nonesource
rigid-body-control: basicsource
Fields
type: type
process: process
state: rigid-body
Methods
rigid-body-control-method-9(obj: rigid-body-control, arg0: collide-shape-moving, arg1: float) => nonesource
rigid-body-control-method-10(obj: rigid-body-control, arg0: rigid-body-object, arg1: float, arg2: float) => objectsource
rigid-body-control-method-11(obj: rigid-body-control, arg0: collide-shape-moving) => nonesource
rigid-body-control-method-12(obj: rigid-body-control, arg0: float) => nonesource
rigid-body-control-method-13(obj: rigid-body-control) => nonesource
rigid-body-control-method-14(obj: rigid-body-control, arg0: float) => nonesource
clear-force-torque!(obj: rigid-body-control) => nonesource
clear-momentum!(obj: rigid-body-control) => nonesource
rigid-body-control-method-17(obj: rigid-body-control, arg0: vector, arg1: vector) => nonesource
rigid-body-control-method-18(obj: rigid-body-control, arg0: vector, arg1: vector) => nonesource
rigid-body-control-method-19(obj: rigid-body-control, arg0: vector) => nonesource
rigid-body-control-method-20(obj: rigid-body-control, arg0: vector, arg1: vector, arg2: float) => nonesource
rigid-body-control-method-21(obj: rigid-body-control, arg0: vector, arg1: vector) => vectorsource
rigid-body-control-method-22(obj: rigid-body-control, arg0: vector) => vectorsource
rigid-body-control-method-23(obj: rigid-body-control) => nonesource
rigid-body-control-method-24(obj: rigid-body-control, arg0: rigid-body-info, arg1: vector, arg2: quaternion, arg3: basic) => nonesource
rigid-body-control-method-25(obj: rigid-body-control, arg0: vector, arg1: quaternion) => nonesource
rigid-body-impact: structuresource
rigid-body-info: structuresource
rigid-body-object: process-focusablesource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
root-override-2: collide-shape-moving
info: rigid-body-object-constants
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
Methods
idle: unknown
active: unknown
rigid-body-object-method-29(obj: rigid-body-platform, arg0: float) => nonesource
rigid-body-object-method-30(obj: rigid-body-platform) => nonesource
alloc-and-init-rigid-body-control(obj: rigid-body-platform, arg0: rigid-body-object-constants) => nonesource
allocate-and-init-cshape(obj: rigid-body-platform) => nonesource
init-skel-and-rigid-body(obj: rigid-body-platform) => nonesource
rigid-body-object-method-34(obj: rigid-body-object) => nonesource
rigid-body-object-method-35(obj: rigid-body-object) => nonesource
do-engine-sounds(obj: rigid-body-object) => nonesource
rigid-body-object-method-37(obj: rigid-body-platform) => nonesource
rigid-body-object-method-38(obj: rigid-body-object) => nonesource
rigid-body-object-method-39(obj: rigid-body-object) => nonesource
rigid-body-object-method-40(obj: rigid-body-object) => nonesource
rigid-body-object-method-41(obj: rigid-body-object) => nonesource
rigid-body-object-method-42(obj: rigid-body-object) => nonesource
rigid-body-object-method-43(obj: rigid-body-object) => nonesource
apply-damage(obj: rigid-body-object, arg0: float, arg1: rigid-body-impact) => nonesource
rigid-body-object-method-45(obj: rigid-body-object, arg0: rigid-body-impact) => nonesource
rigid-body-object-method-46(obj: rigid-body-platform, arg0: process-drawable, arg1: int, arg2: symbol, arg3: event-message-block) => objectsource
rigid-body-object-method-47(obj: rigid-body-platform, arg0: process-drawable, arg1: attack-info, arg2: touching-shapes-entry, arg3: penetrate) => symbolsource
rigid-body-object-method-48(obj: rigid-body-object, arg0: process-focusable, arg1: touching-shapes-entry) => symbolsource
rigid-body-object-method-49(obj: rigid-body-object, arg0: rigid-body-impact, arg1: touching-shapes-entry) => nonesource
rigid-body-object-method-50(obj: rigid-body-platform, arg0: float) => nonesource
rigid-body-object-method-51(obj: rigid-body-object) => nonesource
rigid-body-object-method-52(obj: rigid-body-object) => nonesource
rigid-body-object-constants
rigid-body-object-constants: structuresource
rigid-body-object-extra-info
rigid-body-object-extra-info: structuresource
Fields
max-time-step: float
gravity: meters
idle-distance: meters
attack-force-scale: float
rigid-body-queue: structuresource
Types
rigid-body-queue-manager
rigid-body-queue-manager: processsource
Functions
rigid-body-queue-manager-init-by-other
rigid-body-queue-manager-init-by-other(arg0: rigid-body-queue) => objectsource
rigid-body-queue-manager-spawn
rigid-body-queue-manager-spawn(arg0: rigid-body-queue, arg1: process-tree) => processsource
Types
rb-work: structuresource
rigid-body-work: structuresource
Fields
max-ang-momentum: float
max-ang-velocity: float
Functions
damping-time-adjust(arg0: float, arg1: float) => floatsource
matrix-3x3-triple-transpose-product
matrix-3x3-triple-transpose-product(arg0: matrix, arg1: matrix, arg2: matrix) => matrixsource
rigid-body-object-event-handler
rigid-body-object-event-handler(arg0: process, arg1: int, arg2: symbol, arg3: event-message-block) => nonesource
transform-rigid-body-prims
transform-rigid-body-prims(arg0: collide-shape-prim, arg1: matrix) => symbolsource
Variables
*rigid-body-object-constants*
*rigid-body-object-constants*: rigid-body-object-constantssource
*rigid-body-work*: rigid-body-worksource
Types
combo-tracker: point-trackersource
cubic-curve: structuresource
Fields
mat: matrix
Methods
cubic-curve-method-9(obj: cubic-curve, arg0: vector, arg1: vector, arg2: vector, arg3: vector) => nonesource
cubic-curve-method-10(obj: cubic-curve, arg0: vector, arg1: float) => vectorsource
cubic-curve-method-11(obj: cubic-curve, arg0: vector, arg1: float) => vectorsource
cubic-curve-method-12(obj: cubic-curve, arg0: vector, arg1: float) => vectorsource
debug-draw-curve(obj: cubic-curve) => nonesource
impact-control: structuresource
point-tracker: structuresource
Fields
trans: vector
Methods
initialize(obj: point-tracker, arg0: vector, arg1: vector) => point-trackersource
point-tracker-method-10(obj: point-tracker, arg0: vector, arg1: vector, arg2: vector, arg3: float) => vectorsource
point-tracker-method-11(obj: point-tracker, arg0: vector, arg1: vector, arg2: vector, arg3: float) => vectorsource
traj2d-params: structuresource
Fields
x: float
y: float
gravity: float
initial-tilt: float
initial-speed: float
time: float
traj3d-params: structuresource
Fields
gravity: float
initial-tilt: float
initial-speed: float
time: float
src: vector
dest: vector
diff: vector
initial-velocity: vector
trajectory: structuresource
Fields
initial-position: vector
initial-velocity: vector
time: float
gravity: meters
Methods
compute-trans-at-time(obj: trajectory, arg0: float, arg1: vector) => vectorsource
compute-transv-at-time(obj: trajectory, arg0: float, arg1: vector) => vectorsource
compute-time-until-apex(obj: trajectory) => floatsource
setup-from-to-duration!(obj: trajectory, arg0: vector, arg1: vector, arg2: float, arg3: float) => nonesource
setup-from-to-xz-vel!(obj: trajectory, arg0: vector, arg1: vector, arg2: float, arg3: float) => nonesource
setup-from-to-y-vel!(obj: trajectory, arg0: vector, arg1: vector, arg2: float, arg3: float) => nonesource
setup-from-to-height!(obj: trajectory, arg0: vector, arg1: vector, arg2: float, arg3: float) => nonesource
setup-from-to-duration-and-height!(obj: trajectory, arg0: vector, arg1: vector, arg2: float, arg3: float) => nonesource
debug-draw(obj: trajectory) => nonesource
Functions
traj2d-calc-initial-speed-using-tilt
traj2d-calc-initial-speed-using-tilt(arg0: traj2d-params) => symbolsource
traj3d-calc-initial-velocity-using-tilt
traj3d-calc-initial-velocity-using-tilt(arg0: traj3d-params) => symbolsource