- Global TA::DynamicObject::SetCollisionListEnabled (bool bValue)
- This function has no longer has an effect. This function was added because previously there was a memory and speed penalty for keeping collision tests. This is no longer the case, there for collision lists are always accessible.
- Global TA::DynamicObject::CollisionListEnabled () const
- This function has no longer has an effect. This function was added because previously there was a memory and speed penalty for keeping collision tests. This is no longer the case, there for collision lists are always accessible.
- Global TA::DynamicObject::AddJoint (DynamicObject *pOtherObject, const Vec3 &v3LocalPos, const Vec3 &v3LocalPosOnOtherObject, const Mat33 &m33DefaultRotationOfOtherObject, const EulerAngles &minAngles, const EulerAngles &maxAngles)
- Use TA::DynamicObject::AddJoint(DynamicObject* pOtherObject) and TA::PhysicsJoint::InitialiseEulerConstraint instead.
- Global TA::DynamicObject::AddJointTypeHinge (DynamicObject *pOtherObject, const Vec3 &v3LocalPos, const Vec3 &v3LocalPosOnOtherObject, const Vec3 &v3LocalHingeAxis, const Vec3 &v3LocalHingeNormal, float fMinAngle, float fMaxAngle)
- Use TA::DynamicObject::AddJoint(DynamicObject* pOtherObject) and TA::PhysicsJoint::InitialiseHinge instead.
- Global TA::DynamicObject::AddJointTypeSocket (DynamicObject *pOtherObject, const Vec3 &v3LocalPos, const Vec3 &v3LocalPosOnOtherObject, const Vec3 &v3LimitCenterNormal, const Vec3 &v3LimitCenterNormalOnOtherObject, float fMaxAngle)
- Use TA::DynamicObject::AddJoint(DynamicObject* pOtherObject) and TA::PhysicsJoint::InitialiseBallAndSocket instead.
- Global TA::DynamicObject::AddJointTypeLimitedSocket (DynamicObject *pOtherObject, const Vec3 &v3LocalPos, const Vec3 &v3LocalPosOnOtherObject, const Mat33 &m33DefaultRotationOfOtherObject, float fMaxAngleY, float fMaxAngleXZ)
- Use TA::DynamicObject::AddJoint(DynamicObject* pOtherObject) and TA::PhysicsJoint::InitialiseLimitedBallAndSocket instead.
- Global TA::DynamicObject::AddJointTypeSquareSocket (DynamicObject *pOtherObject, const Vec3 &v3LocalPos, const Vec3 &v3LocalPosOnOtherObject, const Mat33 &m33DefaultRotationOfOtherObject, float fMinX, float fMaxX, float fMinY, float fMaxY, float fMinZ, float fMaxZ)
- Use TA::DynamicObject::AddJoint(DynamicObject* pOtherObject) and TA::PhysicsJoint::InitialiseSquareSocket instead.
- Global TA::DynamicObject::AddJointTypeSlider (DynamicObject *pOtherObject, const Vec3 &v3LocalPos, const Vec3 &v3StartPosOnOtherObject, const Vec3 &v3EndPosPosOnOtherObject)
- Use TA::DynamicObject::AddJoint(DynamicObject* pOtherObject) and TA::PhysicsJoint::InitialiseSlider instead.
- Global TA::DynamicObject::AddRotationConstraint (DynamicObject *pOtherObject, const Mat33 &m33DefaultRotationOfOtherObject, const EulerAngles &minAngles, const EulerAngles &maxAngles)
- Use TA::DynamicObject::AddJoint(DynamicObject* pOtherObject) and TA::PhysicsJoint::InitialiseRotationConstraint instead.
- Global TA::DynamicObject::AddVectorConstraint (DynamicObject *pOtherObject, const Vec3 &v3LimitCenterNormal, const Vec3 &v3LimitCenterNormalOnOtherObject, float fMaxAngle)
- Use TA::DynamicObject::AddJoint(DynamicObject* pOtherObject) and TA::PhysicsJoint::InitialiseVectorConstraint instead.
- Global TA::DynamicObject::SetCollisionUserData (void *pData)
- Use TA::DynamicObject::SetUserData.
- Global TA::DynamicObject::GetCollisionUserData () const
- Use TA::DynamicObject::GetUserData.
- Global TA::Physics::CreateInstance (const AABB &worldAABB, const Vec3 &v3Gravity=Vec3(0.0f,-9.81f, 0.0f), u32 nFlags=FLAG_XZ_COLLISION_GRID, float fMinSpacialDivision=10.0f, int nSpacialDivisionMemory=0x40000)
- Use TA::Physics::CreateInstance() instead.
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