Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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Functions ¶
This section is empty.
Types ¶
type CharacterController ¶
type CharacterController interface { Delete() Warp(position mgl32.Vec3) Jump() SetWalkDirection(dir mgl32.Vec3) SetVelocityForTimeInterval(speed mgl32.Vec3, time float32) SetUpAxis(axis int) SetFallSpeed(speed float32) SetJumpSpeed(speed float32) SetMaxJumpHeight(height float32) SetGravity(gravity float32) SetMaxSlope(radian float32) GetPosition() mgl32.Vec3 CanJump() bool GetGravity() float32 GetMaxSlope() float32 OnGround() bool }
type Constraint ¶
type Constraint interface{}
type ConstraintSolver ¶
type ConstraintSolver interface {
SolveGroup(stepTime float32, constraints *[]Constraint)
}
type PhysicsObject ¶
type PhysicsObject interface { Delete() ApplyForce(force, position mgl32.Vec3) ApplyTorque(torque mgl32.Vec3) GetPosition() mgl32.Vec3 GetVelocity() mgl32.Vec3 GetOrientation() mgl32.Quat GetAngularVelocityVector() mgl32.Vec3 GetMass() float32 GetRadius() float32 GetFriction() float32 GetRestitution() float32 InertiaTensor() mgl32.Mat3 IsStatic() bool SetPosition(position mgl32.Vec3) SetVelocity(velocity mgl32.Vec3) SetOrientation(orientation mgl32.Quat) SetAngularVelocityVector(av mgl32.Vec3) SetMass(mass float32) SetRadius(radius float32) SetFriction(friction float32) SetRestitution(restitution float32) }
type PhysicsObject2D ¶
type PhysicsObject2D interface { KineticEnergy() float32 SetMass(mass float32) SetMoment(moment float32) GetMoment() float32 SetAngle(angle float32) AddAngle(angle float32) GetMass() float32 SetPosition(pos mgl32.Vec2) AddForce(force mgl32.Vec2) SetForce(force mgl32.Vec2) AddVelocity(velocity mgl32.Vec2) SetVelocity(velocity mgl32.Vec2) AddTorque(t float32) GetTorque() float32 GetAngularVelocity() float32 SetTorque(t float32) AddAngularVelocity(w float32) SetAngularVelocity(w float32) GetVelocity() mgl32.Vec2 GetPosition() mgl32.Vec2 GetAngle() float32 }
type PhysicsSpace ¶
type PhysicsSpace interface { Update(dt float64) SimulateStep(stepTime float32, subSteps int) Delete() AddObject(objects ...PhysicsObject) RemoveObject(objects ...PhysicsObject) AddCharacterController(characterController CharacterController) SetConstraintSolver(solver ConstraintSolver) AddConstraint(constraint Constraint) RemoveConstraints(constraint ...Constraint) SetGravity(gravity mgl32.Vec3) GetGravity() mgl32.Vec3 }
type PhysicsSpace2D ¶
type PhysicsSpace2D interface { Update(dt float64) AddBody(body PhysicsObject2D) RemoveBody(body PhysicsObject2D) SetGravity(gravity mgl32.Vec2) GetGravity() mgl32.Vec2 }
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