public TransformF getDeployTransform(Point3F pos, Point3F normal) { return(new TransformF(pInvokes.m_ts.fnShapeBaseData_getDeployTransform(_ID, pos.AsString(), normal.AsString()))); }
public TransformF getDeployTransform(Point3F pos, Point3F normal){ return new TransformF ( pInvokes.m_ts.fnShapeBaseData_getDeployTransform(_ID, pos.AsString(), normal.AsString())); }
public void attach(Point3F start, Point3F direction, float maxDist){ pInvokes.m_ts.fnPhysicsForce_attach(_ID, start.AsString(), direction.AsString(), maxDist); }
public bool setPathDestination(Point3F goal){ return pInvokes.m_ts.fnAIPlayer_setPathDestination(_ID, goal.AsString()); }
public int addLink(Point3F from, Point3F to, uint flags = 0){ return pInvokes.m_ts.fnNavMesh_addLink(_ID, from.AsString(), to.AsString(), flags); }
public void setDamageVector(Point3F vec){ pInvokes.m_ts.fnShapeBase_setDamageVector(_ID, vec.AsString()); }
public void setScale(Point3F scale){ pInvokes.m_ts.fnSceneObject_setScale(_ID, scale.AsString()); }
/// <summary> /// @brief Set Euler rotation of this turret's heading and pitch nodes in degrees. /// @param rot The rotation in degrees. The pitch is the X component and the /// heading is the Z component. The Y component is ignored.) /// /// </summary> public void setTurretEulerRotation(Point3F rot) { TorqueScriptTemplate.m_ts.fnTurretShape_setTurretEulerRotation(_mSimObjectId, rot.AsString()); }
public void editDecalDetails(uint id, Point3F pos, Point3F tan, float size) { pInvokes.m_ts.fn_GuiDecalEditorCtrl_editDecalDetails(_ID, id, pos.AsString(), tan.AsString(), size); }
/// <summary> /// @brief Apply an impulse to this object as defined by a world position and velocity vector. /// /// @param pos impulse world position /// @param vel impulse velocity (impulse force F = m * v) /// @return Always true /// /// @note Not all objects that derrive from GameBase have this defined.) /// /// </summary> public bool applyImpulse(Point3F pos, Point3F vel) { return(TorqueScriptTemplate.m_ts.fnGameBase_applyImpulse(_mSimObjectId, pos.AsString(), vel.AsString())); }
/// <summary> /// @brief Applies a radial impulse to the object using the given origin and force. /// /// @param origin World point of origin of the radial impulse. /// @param radius The radius of the impulse area. /// @param magnitude The strength of the impulse. /// /// @note Not all objects that derrive from GameBase have this defined.) /// /// </summary> public void applyRadialImpulse(Point3F origin, float radius, float magnitude) { TorqueScriptTemplate.m_ts.fnGameBase_applyRadialImpulse(_mSimObjectId, origin.AsString(), radius, magnitude); }
public void setLightDirection(Point3F direction) { pInvokes.m_ts.fnGuiObjectView_setLightDirection(_ID, direction.AsString()); }
public int getLink(Point3F pos) { return(pInvokes.m_ts.fnNavMesh_getLink(_ID, pos.AsString())); }
public int addLink(Point3F from, Point3F to, uint flags = 0) { return(pInvokes.m_ts.fnNavMesh_addLink(_ID, from.AsString(), to.AsString(), flags)); }
public void setOffset(Point3F offset){ pInvokes.m_ts.fnCamera_setOffset(_ID, offset.AsString()); }
public bool checkDismountPoint(Point3F oldPos, Point3F pos) { return(pInvokes.m_ts.fnPlayer_checkDismountPoint(_ID, oldPos.AsString(), pos.AsString())); }
public void setRotation(Point3F rot){ pInvokes.m_ts.fnCamera_setRotation(_ID, rot.AsString()); }
public string getDamageLocation(Point3F pos) { return(pInvokes.m_ts.fnPlayer_getDamageLocation(_ID, pos.AsString())); }
public new bool applyImpulse(Point3F pos, Point3F vec){ return pInvokes.m_ts.fnShapeBase_applyImpulse(_ID, pos.AsString(), vec.AsString()); }
public void setTurretEulerRotation(Point3F rot) { pInvokes.m_ts.fnTurretShape_setTurretEulerRotation(_ID, rot.AsString()); }
public void setAimLocation(Point3F target){ pInvokes.m_ts.fnAIPlayer_setAimLocation(_ID, target.AsString()); }
public void setNodeNormal(Point3F normal) { pInvokes.m_ts.fn_GuiRiverEditorCtrl_setNodeNormal(_ID, normal.AsString()); }
public void applyRadialImpulse(Point3F origin, float radius, float magnitude){ pInvokes.m_ts.fnGameBase_applyRadialImpulse(_ID, origin.AsString(), radius, magnitude); }
public void setNodePosition(Point3F pos) { pInvokes.m_ts.fn_GuiRiverEditorCtrl_setNodePosition(_ID, pos.AsString()); }
public void setLightDirection(Point3F direction){ pInvokes.m_ts.fnGuiObjectView_setLightDirection(_ID, direction.AsString()); }
public void setAimLocation(Point3F v) { pInvokes.m_ts.fn_AIClient_setAimLocation(_ID, v.AsString()); }
public Point3F unproject(Point3F screenPosition){ return new Point3F ( pInvokes.m_ts.fnGuiTSCtrl_unproject(_ID, screenPosition.AsString())); }
public void setMoveDestination(Point3F v) { pInvokes.m_ts.fn_AIClient_setMoveDestination(_ID, v.AsString()); }
public void setNodePosition(Point3F pos){ pInvokes.m_ts.fn_GuiRiverEditorCtrl_setNodePosition(_ID, pos.AsString()); }
public void renderBox(Point3F pos, Point3F size) { pInvokes.m_ts.fnEditTSCtrl_renderBox(_ID, pos.AsString(), size.AsString()); }
public void setEditOrbitPoint(Point3F point){ pInvokes.m_ts.fnCamera_setEditOrbitPoint(_ID, point.AsString()); }
public void renderCircle(Point3F pos, Point3F normal, float radius, int segments = 0) { pInvokes.m_ts.fnEditTSCtrl_renderCircle(_ID, pos.AsString(), normal.AsString(), radius, segments); }
public bool setOrbitObject(string orbitObject, Point3F rotation, float minDistance, float maxDistance, float initDistance, bool ownClientObject = false, Point3F offset = null , bool lockedx = false){ if (offset== null) {offset = new Point3F(0.0f, 0.0f, 0.0f);} return pInvokes.m_ts.fnCamera_setOrbitObject(_ID, orbitObject, rotation.AsString(), minDistance, maxDistance, initDistance, ownClientObject, offset.AsString(), lockedx); }
public void renderLine(Point3F start, Point3F end, float lineWidth = 0) { pInvokes.m_ts.fnEditTSCtrl_renderLine(_ID, start.AsString(), end.AsString(), lineWidth); }
public new void setVelocity(Point3F velocity){ pInvokes.m_ts.fnCamera_setVelocity(_ID, velocity.AsString()); }
public void renderSphere(Point3F pos, float radius, int sphereLevel = 0) { pInvokes.m_ts.fnEditTSCtrl_renderSphere(_ID, pos.AsString(), radius, sphereLevel); }
public bool setVelocity(Point3F vel){ return pInvokes.m_ts.fnShapeBase_setVelocity(_ID, vel.AsString()); }
public void renderTriangle(Point3F a, Point3F b, Point3F c) { pInvokes.m_ts.fnEditTSCtrl_renderTriangle(_ID, a.AsString(), b.AsString(), c.AsString()); }
public void setOrbitPos(Point3F pos){ pInvokes.m_ts.fnGuiShapeEdPreview_setOrbitPos(_ID, pos.AsString()); }
/// <summary> /// @brief Check if it is safe to dismount at this position. /// /// Internally this method casts a ray from oldPos to pos to determine if it hits the /// terrain, an interior object, a water object, another player, a static shape, /// a vehicle (exluding the one currently mounted), or physical zone. If this ray /// is in the clear, then the player's bounding box is also checked for a collision at /// the pos position. If this displaced bounding box is also in the clear, then /// checkDismountPoint() returns true. /// /// @param oldPos The player's current position /// @param pos The dismount position to check /// @return True if the dismount position is clear, false if not /// /// @note The player must be already mounted for this method to not assert.) /// /// </summary> public bool checkDismountPoint(Point3F oldPos, Point3F pos) { return(TorqueScriptTemplate.m_ts.fnPlayer_checkDismountPoint(_mSimObjectId, oldPos.AsString(), pos.AsString())); }
public int findCover(Point3F from, float radius){ return pInvokes.m_ts.fnAIPlayer_findCover(_ID, from.AsString(), radius); }
/// <summary> /// @brief Get the named damage location and modifier for a given world position. /// /// the Player object can simulate different hit locations based on a pre-defined set /// of PlayerData defined percentages. These hit percentages divide up the Player's /// bounding box into different regions. The diagram below demonstrates how the various /// PlayerData properties split up the bounding volume: /// /// img src=\"images/player_damageloc.png\"> /// /// While you may pass in any world position and getDamageLocation() will provide a best-fit /// location, you should be aware that this can produce some interesting results. For example, /// any position that is above PlayerData::boxHeadPercentage will be considered a 'head' hit, even /// if the world position is high in the sky. Therefore it may be wise to keep the passed in point /// to somewhere on the surface of, or within, the Player's bounding volume. /// /// @note This method will not return an accurate location when the player is /// prone or swimming. /// /// @param pos A world position for which to retrieve a body region on this player. /// /// @return a string containing two words (space separated strings), where the /// first is a location and the second is a modifier. /// /// Posible locations:ul> /// li>head/li> /// li>torso/li> /// li>legs/li>/ul> /// /// Head modifiers:ul> /// li>left_back/li> /// li>middle_back/li> /// li>right_back/li> /// li>left_middle/li> /// li>middle_middle/li> /// li>right_middle/li> /// li>left_front/li> /// li>middle_front/li> /// li>right_front/li>/ul> /// /// Legs/Torso modifiers:ul> /// li>front_left/li> /// li>front_right/li> /// li>back_left/li> /// li>back_right/li>/ul> /// /// @see PlayerData::boxHeadPercentage /// @see PlayerData::boxHeadFrontPercentage /// @see PlayerData::boxHeadBackPercentage /// @see PlayerData::boxHeadLeftPercentage /// @see PlayerData::boxHeadRightPercentage /// @see PlayerData::boxTorsoPercentage /// ) /// /// </summary> public string getDamageLocation(Point3F pos) { return(TorqueScriptTemplate.m_ts.fnPlayer_getDamageLocation(_mSimObjectId, pos.AsString())); }
public void setMoveDestination(Point3F goal, bool slowDown = true){ pInvokes.m_ts.fnAIPlayer_setMoveDestination(_ID, goal.AsString(), slowDown); }
/// <summary> /// @brief Attempts to associate the PhysicsForce with a PhysicsBody. /// Performs a physics ray cast of the provided length and direction. The %PhysicsForce /// will attach itself to the first dynamic PhysicsBody the ray collides with. /// On every tick, the attached body will be attracted towards the position of the %PhysicsForce. /// A %PhysicsForce can only be attached to one body at a time. /// @note To determine if an %attach was successful, check isAttached() immediately after /// calling this function.n) /// /// </summary> public void attach(Point3F start, Point3F direction, float maxDist) { TorqueScriptTemplate.m_ts.fnPhysicsForce_attach(_mSimObjectId, start.AsString(), direction.AsString(), maxDist); }
public bool applyImpulse(Point3F pos, Point3F vel){ return pInvokes.m_ts.fnGameBase_applyImpulse(_ID, pos.AsString(), vel.AsString()); }
/// <summary> /// @brief Disassociates the PhysicsForce from any attached PhysicsBody. /// @param force Optional force to apply to the attached PhysicsBody /// before detaching. /// @note Has no effect if the %PhysicsForce is not attached to anything.) /// /// </summary> public void detach(Point3F force) { TorqueScriptTemplate.m_ts.fnPhysicsForce_detach(_mSimObjectId, force.AsString()); }
public bool setSequenceGroundSpeed(string name, Point3F transSpeed, Point3F rotSpeed = null ){ if (rotSpeed== null) {rotSpeed = new Point3F(0.0f, 0.0f, 0.0f);} return pInvokes.m_ts.fnTSShapeConstructor_setSequenceGroundSpeed(_ID, name, transSpeed.AsString(), rotSpeed.AsString()); }
public int findCover(Point3F from, float radius) { return(pInvokes.m_ts.fnAIPlayer_findCover(_ID, from.AsString(), radius)); }
public int getLink(Point3F pos){ return pInvokes.m_ts.fnNavMesh_getLink(_ID, pos.AsString()); }
public void setAimLocation(Point3F target) { pInvokes.m_ts.fnAIPlayer_setAimLocation(_ID, target.AsString()); }
public void drawLine(Point3F a, Point3F b, ColorF color = null ){ if (color== null) {color = new ColorF(1.0f, 1.0f, 1.0f,1.0f);} pInvokes.m_ts.fnDebugDrawer_drawLine(_ID, a.AsString(), b.AsString(), color.AsString()); }
public void setMoveDestination(Point3F goal, bool slowDown = true) { pInvokes.m_ts.fnAIPlayer_setMoveDestination(_ID, goal.AsString(), slowDown); }
public Point3F project(Point3F worldPosition){ return new Point3F ( pInvokes.m_ts.fnGuiTSCtrl_project(_ID, worldPosition.AsString())); }
public bool setPathDestination(Point3F goal) { return(pInvokes.m_ts.fnAIPlayer_setPathDestination(_ID, goal.AsString())); }
public void setTurretEulerRotation(Point3F rot){ pInvokes.m_ts.fnTurretShape_setTurretEulerRotation(_ID, rot.AsString()); }
public bool applyImpulse(Point3F pos, Point3F vel) { return(pInvokes.m_ts.fnGameBase_applyImpulse(_ID, pos.AsString(), vel.AsString())); }
public void setNodeNormal(Point3F normal){ pInvokes.m_ts.fn_GuiRiverEditorCtrl_setNodeNormal(_ID, normal.AsString()); }
public void lookAt(Point3F point){ pInvokes.m_ts.fnCamera_lookAt(_ID, point.AsString()); }
public static void clientCmdPlayTeleportEffect(Point3F position, SimDataBlock effectDataBlock) { if (!effectDataBlock.isObject()) return; ObjectCreator tch = new ObjectCreator("Explosion"); tch["position"] = position.AsString(); tch["datablock"] = effectDataBlock; tch.Create(); }
public new bool applyImpulse(Point3F pos, Point3F vec) { return(pInvokes.m_ts.fnShapeBase_applyImpulse(_ID, pos.AsString(), vec.AsString())); }