Class Bullet
java.lang.Object
zombie.core.physics.Bullet
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Field Summary
FieldsModifier and TypeFieldDescriptionstatic ByteBufferstatic final bytestatic final bytestatic final bytestatic final bytestatic final bytestatic final bytestatic final bytestatic final bytestatic final byte -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionstatic voidactivateChunkMap(int var0, int var1, int var2, int var3) static intaddBallisticsTarget(int var0) static intaddHingeConstraint(int var0, int var1, float var2, float var3, float var4, float var5, float var6, float var7) static intaddPhysicsObject(float var0, float var1) static intaddPointConstraint(int var0, int var1, float var2, float var3, float var4, float var5, float var6, float var7) static voidaddRagdoll(int var0, float var1, float var2, float var3, float var4, float var5, float var6, float var7) static voidaddRagdoll(int int0, org.lwjgl.util.vector.Vector3f vector3f, org.lwjgl.util.vector.Quaternion quaternion) static intaddRopeConstraint(int var0, int var1, float var2, float var3, float var4, float var5, float var6, float var7, float var8) static voidaddVehicle(int var0, float var1, float var2, float var3, float var4, float var5, float var6, float var7, String var8) static voidapplyCentralForceToVehicle(int var0, float var1, float var2, float var3) static voidapplyForce(int var0, int var1, float[] var2) static voidapplyImpulse(int var0, int var1, float[] var2) static voidapplyTorqueToVehicle(int var0, float var1, float var2, float var3) static voidbeginUpdateChunk(IsoChunk chunk, int int0) static voidCatchToBullet(ByteBuffer byteBuffer) static booleancheckWheelCollision(int var0, int var1, int var2) static voidstatic voidcontrolVehicle(int var0, float var1, float var2, float var3) static voidcreateServerCell(int var0, int var1) static voiddeactivateChunkMap(int var0) static voiddefinePhysicsMesh(int var0, boolean var1, float[] var2) static booleandefineRagdollAnchors(float[] var0, boolean var1) static booleandefineRagdollBodyDynamics(float[] var0, boolean var1) static booleandefineRagdollBodyPartInfo(float[] var0, boolean var1) static booleandefineRagdollConstraints(float[] var0, boolean var1) static voiddefineVehiclePhysicsMesh(String var0, int var1, float[] var2) static voiddefineVehicleScript(String var0, float[] var1) static voidstatic voiddetachConstraint(int var0, int var1) static voiddrawDebugRagdollBodyParts(int var0, boolean var1, boolean var2) static voiddrawDebugRagdollSkeleton(int var0, boolean var1, boolean var2) static voiddrawDebugSingleBone(int var0, boolean var1) static voidstatic intgetBallisticsCameraTargets(int var0, float var1, int var2, boolean var3, float[] var4) static intgetBallisticsTargets(int var0, float var1, int var2, float[] var3) static intgetBallisticsTargetsSpreadData(int var0, float var1, float var2, float var3, int var4, int var5, float[] var6) static voidgetCorrectedWorldSpace(int var0, float[] var1) static intgetObjectPhysics(float[] var0) static intgetOwnVehiclePhysics(int var0, float[] var1) static intgetRagdollSimulationState(int var0) static intgetTargetedBodyPart(int var0) static intstatic intgetVehiclePhysics(int var0, float[] var1) static voidhighlightRagdollBodyPart(int var0, int var1) static voidinit()static voidinitializeRagdollPose(int var0, float[] var1, float var2, float var3, float var4) static voidinitializeRagdollSkeleton(int var0, int[] var1) static voidstatic voidstatic voidinitWorld(int var0, int var1, int var2, int var3, int var4, int var5, boolean var6) static voidinitWorld(int int0, int int1, int int2, int int3, int int4, int int5, int int6, int int7, int int8) static booleanstatic Matrix4fpostMultiplyTranslateRotateScale(Vector3f vector3f0, Vector3f vector3f1, float float0, Matrix4f matrix4f1) static voidremoveBallistics(int var0) static intremoveBallisticsTarget(int var0) static voidremoveConstraint(int var0) static voidremoveRagdoll(int var0) static voidremoveServerCell(int var0, int var1) static voidremoveVehicle(int var0) static booleanresetRagdollBodyDynamics(int var0) static voidresetSkeletonPose(int var0) static voidscrollChunkMap(int var0, int var1) static voidscrollChunkMapDown(int int0) static voidscrollChunkMapLeft(int int0) static voidscrollChunkMapRight(int int0) static voidscrollChunkMapUp(int int0) static voidsetBallisticsColor(int var0, float var1, float var2, float var3) static voidsetBallisticsRange(int var0, float var1) static voidsetBallisticsSize(int var0, float var1) static voidsetBallisticsTargetAdjustingShapeScale(float var0, float var1, float var2) static voidsetBallisticsTargetAllPartsColor(float var0, float var1, float var2) static voidsetBallisticsTargetAxis(int var0, float var1, float var2, float var3) static voidsetChunkMinMaxLevel(int var0, int var1, int var2, int var3) static intsetOwnVehiclePhysics(int var0, float[] var1) static voidsetRagdollActive(int var0, boolean var1) static booleansetRagdollBodyDynamics(int var0, float[] var1) static voidsetRagdollLocalTransformRotation(int var0, float var1, float var2, float var3, float var4) static voidsetRagdollMass(float var0) static voidsetTireInflation(int var0, int var1, float var2) static voidsetTireRemoved(int var0, int var1, boolean var2) static voidsetVehicleActive(int var0, boolean var1) static voidsetVehicleActive(BaseVehicle vehicle, boolean boolean0) static intsetVehicleMass(int var0, float var1) static intsetVehicleParams(int var0, float[] var1) static intsetVehicleStatic(int var0, boolean var1) static intsetVehicleStatic(BaseVehicle vehicle, boolean boolean0) static voidsetVehicleVelocityMultiplier(int var0, float var1, float var2) static intsimulateRagdoll(int var0, float[] var1) static intsimulateRagdollWithRigidBodyOutput(int var0, float[] var1, float[] var2) static voidstatic voidstepSimulation(float var0, int var1, float var2) static voidteleportVehicle(int var0, float var1, float var2, float var3, float var4, float var5, float var6, float var7) static float[]transformPhysicsMeshPoints(Matrix4f matrix4f, float[] floats1, boolean boolean0) static float[]transformPhysicsMeshPoints(Vector3f vector3f0, Vector3f vector3f1, float float0, Matrix4f matrix4f1, float[] floats1, boolean boolean0) static Matrix4ftranslationRotateScale(Vector3f vector3f1, Vector3f vector3f0, float float0, Matrix4f matrix4f) static voidupdateBallistics(int var0, float var1, float var2, float var3) static voidupdateBallisticsAimReticlePosition(int var0, float var1, float var2, float var3) static voidupdateBallisticsAimReticleQuaternion(int var0, float var1, float var2, float var3, float var4) static voidupdateBallisticsAimReticleRotate(int var0, float var1, float var2, float var3, float var4) static voidupdateBallisticsAimReticleRotation(int var0, float var1, float var2, float var3, float var4) static voidupdateBallisticsMuzzleAimDirection(int var0, float var1, float var2, float var3) static voidupdateBallisticsTarget(int var0, float var1, float var2, float var3, float var4, float var5, float var6, float var7, boolean var8) static voidupdateBallisticsTargetSkeleton(int var0, int var1, float[] var2) static voidupdateChunk(int int0, int int1, int int2, byte[] bytes) static booleanupdatePhysicsForLevelIfNeeded(int int0, int int1, int int2) static voidupdatePlayerList(ArrayList<IsoPlayer> arrayList) static voidupdateRagdoll(int var0, float var1, float var2, float var3, float var4, float var5, float var6, float var7) static voidupdateRagdoll(int int0, org.lwjgl.util.vector.Vector3f vector3f, org.lwjgl.util.vector.Quaternion quaternion) static voidupdateRagdollSkeletonPreviousTransforms(int var0, int var1, float var2, float[] var3) static voidupdateRagdollSkeletonTransforms(int var0, int var1, float[] var2) static intupdateSkeletonFromNetworkPhysics(int var0, float[] var1, float[] var2)
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Field Details
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TO_ADD_VEHICLE
public static final byte TO_ADD_VEHICLE- See Also:
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TO_SCROLL_CHUNKMAP
public static final byte TO_SCROLL_CHUNKMAP- See Also:
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TO_ACTIVATE_CHUNKMAP
public static final byte TO_ACTIVATE_CHUNKMAP- See Also:
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TO_INIT_WORLD
public static final byte TO_INIT_WORLD- See Also:
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TO_UPDATE_CHUNK
public static final byte TO_UPDATE_CHUNK- See Also:
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TO_DEBUG_DRAW_WORLD
public static final byte TO_DEBUG_DRAW_WORLD- See Also:
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TO_STEP_SIMULATION
public static final byte TO_STEP_SIMULATION- See Also:
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TO_UPDATE_PLAYER_LIST
public static final byte TO_UPDATE_PLAYER_LIST- See Also:
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TO_END
public static final byte TO_END- See Also:
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cmdBuf
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physicsShapeNameToIndex
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Constructor Details
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Bullet
public Bullet()
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Method Details
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init
public static void init() -
CatchToBullet
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initPZBullet
public static void initPZBullet() -
isWorldInit
public static boolean isWorldInit() -
initWorld
public static void initWorld(int var0, int var1, int var2, int var3, int var4, int var5, boolean var6) -
destroyWorld
public static void destroyWorld() -
activateChunkMap
public static void activateChunkMap(int var0, int var1, int var2, int var3) -
deactivateChunkMap
public static void deactivateChunkMap(int var0) -
initWorld
public static void initWorld(int int0, int int1, int int2, int int3, int int4, int int5, int int6, int int7, int int8) -
startLoadingPhysicsMeshes
public static void startLoadingPhysicsMeshes() -
initPhysicsMeshes
public static void initPhysicsMeshes() -
transformPhysicsMeshPoints
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transformPhysicsMeshPoints
public static float[] transformPhysicsMeshPoints(Matrix4f matrix4f, float[] floats1, boolean boolean0) -
translationRotateScale
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postMultiplyTranslateRotateScale
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updatePlayerList
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beginUpdateChunk
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updateChunk
public static void updateChunk(int int0, int int1, int int2, byte[] bytes) -
endUpdateChunk
public static void endUpdateChunk() -
scrollChunkMap
public static void scrollChunkMap(int var0, int var1) -
scrollChunkMapLeft
public static void scrollChunkMapLeft(int int0) -
scrollChunkMapRight
public static void scrollChunkMapRight(int int0) -
scrollChunkMapUp
public static void scrollChunkMapUp(int int0) -
scrollChunkMapDown
public static void scrollChunkMapDown(int int0) -
setVehicleActive
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setVehicleStatic
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updatePhysicsForLevelIfNeeded
public static boolean updatePhysicsForLevelIfNeeded(int int0, int int1, int int2) -
setChunkMinMaxLevel
public static void setChunkMinMaxLevel(int var0, int var1, int var2, int var3) -
addVehicle
public static void addVehicle(int var0, float var1, float var2, float var3, float var4, float var5, float var6, float var7, String var8) -
removeVehicle
public static void removeVehicle(int var0) -
controlVehicle
public static void controlVehicle(int var0, float var1, float var2, float var3) -
setVehicleActive
public static void setVehicleActive(int var0, boolean var1) -
applyCentralForceToVehicle
public static void applyCentralForceToVehicle(int var0, float var1, float var2, float var3) -
applyTorqueToVehicle
public static void applyTorqueToVehicle(int var0, float var1, float var2, float var3) -
teleportVehicle
public static void teleportVehicle(int var0, float var1, float var2, float var3, float var4, float var5, float var6, float var7) -
setTireInflation
public static void setTireInflation(int var0, int var1, float var2) -
setTireRemoved
public static void setTireRemoved(int var0, int var1, boolean var2) -
stepSimulation
public static void stepSimulation(float var0, int var1, float var2) -
getVehicleCount
public static int getVehicleCount() -
getVehiclePhysics
public static int getVehiclePhysics(int var0, float[] var1) -
getOwnVehiclePhysics
public static int getOwnVehiclePhysics(int var0, float[] var1) -
setOwnVehiclePhysics
public static int setOwnVehiclePhysics(int var0, float[] var1) -
setVehicleParams
public static int setVehicleParams(int var0, float[] var1) -
setVehicleMass
public static int setVehicleMass(int var0, float var1) -
getObjectPhysics
public static int getObjectPhysics(float[] var0) -
createServerCell
public static void createServerCell(int var0, int var1) -
removeServerCell
public static void removeServerCell(int var0, int var1) -
addPhysicsObject
public static int addPhysicsObject(float var0, float var1) -
defineVehicleScript
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defineVehiclePhysicsMesh
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setVehicleVelocityMultiplier
public static void setVehicleVelocityMultiplier(int var0, float var1, float var2) -
setVehicleStatic
public static int setVehicleStatic(int var0, boolean var1) -
addHingeConstraint
public static int addHingeConstraint(int var0, int var1, float var2, float var3, float var4, float var5, float var6, float var7) -
addPointConstraint
public static int addPointConstraint(int var0, int var1, float var2, float var3, float var4, float var5, float var6, float var7) -
addRopeConstraint
public static int addRopeConstraint(int var0, int var1, float var2, float var3, float var4, float var5, float var6, float var7, float var8) -
removeConstraint
public static void removeConstraint(int var0) -
clearPhysicsMeshes
public static void clearPhysicsMeshes() -
definePhysicsMesh
public static void definePhysicsMesh(int var0, boolean var1, float[] var2) -
initializeRagdollPose
public static void initializeRagdollPose(int var0, float[] var1, float var2, float var3, float var4) -
initializeRagdollSkeleton
public static void initializeRagdollSkeleton(int var0, int[] var1) -
addRagdoll
public static void addRagdoll(int var0, float var1, float var2, float var3, float var4, float var5, float var6, float var7) -
addRagdoll
public static void addRagdoll(int int0, org.lwjgl.util.vector.Vector3f vector3f, org.lwjgl.util.vector.Quaternion quaternion) -
removeRagdoll
public static void removeRagdoll(int var0) -
simulateRagdoll
public static int simulateRagdoll(int var0, float[] var1) -
simulateRagdollWithRigidBodyOutput
public static int simulateRagdollWithRigidBodyOutput(int var0, float[] var1, float[] var2) -
updateSkeletonFromNetworkPhysics
public static int updateSkeletonFromNetworkPhysics(int var0, float[] var1, float[] var2) -
getCorrectedWorldSpace
public static void getCorrectedWorldSpace(int var0, float[] var1) -
setRagdollLocalTransformRotation
public static void setRagdollLocalTransformRotation(int var0, float var1, float var2, float var3, float var4) -
updateRagdoll
public static void updateRagdoll(int var0, float var1, float var2, float var3, float var4, float var5, float var6, float var7) -
updateRagdoll
public static void updateRagdoll(int int0, org.lwjgl.util.vector.Vector3f vector3f, org.lwjgl.util.vector.Quaternion quaternion) -
updateRagdollSkeletonTransforms
public static void updateRagdollSkeletonTransforms(int var0, int var1, float[] var2) -
updateRagdollSkeletonPreviousTransforms
public static void updateRagdollSkeletonPreviousTransforms(int var0, int var1, float var2, float[] var3) -
getRagdollSimulationState
public static int getRagdollSimulationState(int var0) -
resetSkeletonPose
public static void resetSkeletonPose(int var0) -
setRagdollActive
public static void setRagdollActive(int var0, boolean var1) -
drawDebugSingleBone
public static void drawDebugSingleBone(int var0, boolean var1) -
drawDebugRagdollSkeleton
public static void drawDebugRagdollSkeleton(int var0, boolean var1, boolean var2) -
drawDebugRagdollBodyParts
public static void drawDebugRagdollBodyParts(int var0, boolean var1, boolean var2) -
highlightRagdollBodyPart
public static void highlightRagdollBodyPart(int var0, int var1) -
applyForce
public static void applyForce(int var0, int var1, float[] var2) -
applyImpulse
public static void applyImpulse(int var0, int var1, float[] var2) -
detachConstraint
public static void detachConstraint(int var0, int var1) -
updateBallistics
public static void updateBallistics(int var0, float var1, float var2, float var3) -
updateBallisticsMuzzleAimDirection
public static void updateBallisticsMuzzleAimDirection(int var0, float var1, float var2, float var3) -
setBallisticsSize
public static void setBallisticsSize(int var0, float var1) -
setBallisticsColor
public static void setBallisticsColor(int var0, float var1, float var2, float var3) -
getBallisticsTargets
public static int getBallisticsTargets(int var0, float var1, int var2, float[] var3) -
getBallisticsTargetsSpreadData
public static int getBallisticsTargetsSpreadData(int var0, float var1, float var2, float var3, int var4, int var5, float[] var6) -
getBallisticsCameraTargets
public static int getBallisticsCameraTargets(int var0, float var1, int var2, boolean var3, float[] var4) -
setBallisticsRange
public static void setBallisticsRange(int var0, float var1) -
removeBallistics
public static void removeBallistics(int var0) -
updateBallisticsAimReticlePosition
public static void updateBallisticsAimReticlePosition(int var0, float var1, float var2, float var3) -
updateBallisticsAimReticleRotation
public static void updateBallisticsAimReticleRotation(int var0, float var1, float var2, float var3, float var4) -
updateBallisticsAimReticleQuaternion
public static void updateBallisticsAimReticleQuaternion(int var0, float var1, float var2, float var3, float var4) -
updateBallisticsAimReticleRotate
public static void updateBallisticsAimReticleRotate(int var0, float var1, float var2, float var3, float var4) -
updateBallisticsTargetSkeleton
public static void updateBallisticsTargetSkeleton(int var0, int var1, float[] var2) -
updateBallisticsTarget
public static void updateBallisticsTarget(int var0, float var1, float var2, float var3, float var4, float var5, float var6, float var7, boolean var8) -
setBallisticsTargetAxis
public static void setBallisticsTargetAxis(int var0, float var1, float var2, float var3) -
addBallisticsTarget
public static int addBallisticsTarget(int var0) -
removeBallisticsTarget
public static int removeBallisticsTarget(int var0) -
getTargetedBodyPart
public static int getTargetedBodyPart(int var0) -
setRagdollMass
public static void setRagdollMass(float var0) -
checkWheelCollision
public static boolean checkWheelCollision(int var0, int var1, int var2) -
defineRagdollConstraints
public static boolean defineRagdollConstraints(float[] var0, boolean var1) -
defineRagdollAnchors
public static boolean defineRagdollAnchors(float[] var0, boolean var1) -
defineRagdollBodyPartInfo
public static boolean defineRagdollBodyPartInfo(float[] var0, boolean var1) -
defineRagdollBodyDynamics
public static boolean defineRagdollBodyDynamics(float[] var0, boolean var1) -
setRagdollBodyDynamics
public static boolean setRagdollBodyDynamics(int var0, float[] var1) -
resetRagdollBodyDynamics
public static boolean resetRagdollBodyDynamics(int var0) -
setBallisticsTargetAdjustingShapeScale
public static void setBallisticsTargetAdjustingShapeScale(float var0, float var1, float var2) -
setBallisticsTargetAllPartsColor
public static void setBallisticsTargetAllPartsColor(float var0, float var1, float var2)
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