Versions in this module Expand all Collapse all v0 v0.1.0 Mar 14, 2019 Changes in this version + const Awake + const Capsule + const CollideEvent + const Dynamic + const Kinematic + const Mesh + const SleepEvent + const Sleeping + const Sleepy + const SleepyEvent + const Sphere + const Static + const WakeUpEvent + type Body struct + func NewBody(igraphic graphic.IGraphic) *Body + func (b *Body) AllowSleep() bool + func (b *Body) AngularDamping() float32 + func (b *Body) AngularFactor() math32.Vector3 + func (b *Body) AngularVelocity() math32.Vector3 + func (b *Body) ApplyDamping(dt float32) + func (b *Body) ApplyForce(force, relativePoint *math32.Vector3) + func (b *Body) ApplyForceField(force *math32.Vector3) + func (b *Body) ApplyImpulse(impulse, relativePoint *math32.Vector3) + func (b *Body) ApplyLocalForce(localForce, localPoint *math32.Vector3) + func (b *Body) ApplyLocalImpulse(localImpulse, localPoint *math32.Vector3) + func (b *Body) ApplyVelocityDeltas(linearD, angularD *math32.Vector3) + func (b *Body) BodyType() BodyType + func (b *Body) BoundingBox() math32.Box3 + func (b *Body) ClearForces() + func (b *Body) CollidableWith(other *Body) bool + func (b *Body) CollisionResponse() bool + func (b *Body) Force() math32.Vector3 + func (b *Body) GetVelocityAtWorldPoint(worldPoint *math32.Vector3) *math32.Vector3 + func (b *Body) Index() int + func (b *Body) Integrate(dt float32, quatNormalize, quatNormalizeFast bool) + func (b *Body) InvMassEff() float32 + func (b *Body) InvRotInertiaWorldEff() *math32.Matrix3 + func (b *Body) LinearDamping() float32 + func (b *Body) LinearFactor() math32.Vector3 + func (b *Body) Material() *material.Material + func (b *Body) Name() string + func (b *Body) PointToLocal(worldPoint *math32.Vector3) math32.Vector3 + func (b *Body) PointToWorld(localPoint *math32.Vector3) math32.Vector3 + func (b *Body) Position() math32.Vector3 + func (b *Body) Quaternion() *math32.Quaternion + func (b *Body) SetAllowSleep(state bool) + func (b *Body) SetAngularDamping(d float32) + func (b *Body) SetAngularFactor(factor *math32.Vector3) + func (b *Body) SetAngularVelocity(vel *math32.Vector3) + func (b *Body) SetBodyType(bodyType BodyType) + func (b *Body) SetFixedRotation(state bool) + func (b *Body) SetIndex(i int) + func (b *Body) SetLinearDamping(d float32) + func (b *Body) SetLinearFactor(factor *math32.Vector3) + func (b *Body) SetMass(mass float32) + func (b *Body) SetName(name string) + func (b *Body) SetShape(shape shape.IShape) + func (b *Body) SetVelocity(vel *math32.Vector3) + func (b *Body) SetWakeUpAfterNarrowphase(state bool) + func (b *Body) Shape() shape.IShape + func (b *Body) Sleep() + func (b *Body) SleepSpeedLimit() float32 + func (b *Body) SleepState() BodySleepState + func (b *Body) SleepTick(time float32) + func (b *Body) Sleeping() bool + func (b *Body) Torque() math32.Vector3 + func (b *Body) UpdateEffectiveMassProperties() + func (b *Body) UpdateInertiaWorld(force bool) + func (b *Body) UpdateMassProperties() + func (b *Body) VectorToLocal(worldVector *math32.Vector3) math32.Vector3 + func (b *Body) VectorToWorld(localVector *math32.Vector3) math32.Vector3 + func (b *Body) Velocity() math32.Vector3 + func (b *Body) WakeUp() + func (b *Body) WakeUpAfterNarrowphase() bool + type BodySleepState int + type BodyType int + type HullType int