Class Bullet

java.lang.Object
zombie.core.physics.Bullet

public class Bullet extends Object
  • Field Details

  • Constructor Details

    • Bullet

      public Bullet()
  • Method Details

    • init

      public static void init()
    • CatchToBullet

      public static void CatchToBullet(ByteBuffer bb)
    • 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 playerIndex, int wx, int wy, int chunkGridWidth)
    • deactivateChunkMap

      public static void deactivateChunkMap(int playerIndex)
    • 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

      public static float[] transformPhysicsMeshPoints(org.joml.Vector3f vector3f0, org.joml.Vector3f vector3f1, float float0, org.joml.Matrix4f matrix4f1, float[] float2, boolean boolean0)
    • transformPhysicsMeshPoints

      public static float[] transformPhysicsMeshPoints(org.joml.Matrix4f matrix4f, float[] float1, boolean boolean0)
    • translationRotateScale

      public static org.joml.Matrix4f translationRotateScale(org.joml.Vector3f vector3f1, org.joml.Vector3f vector3f0, float float0, org.joml.Matrix4f matrix4f)
    • postMultiplyTranslateRotateScale

      public static org.joml.Matrix4f postMultiplyTranslateRotateScale(org.joml.Vector3f vector3f0, org.joml.Vector3f vector3f1, float float0, org.joml.Matrix4f matrix4f1)
    • updatePlayerList

      public static void updatePlayerList(ArrayList<IsoPlayer> players)
    • beginUpdateChunk

      public static void beginUpdateChunk(IsoChunk isoChunk, int int0)
    • updateChunk

      public static void updateChunk(int int0, int int1, int int2, byte[] byte0)
    • endUpdateChunk

      public static void endUpdateChunk()
    • scrollChunkMap

      public static void scrollChunkMap(int playerIndex, int dir)
    • scrollChunkMapLeft

      public static void scrollChunkMapLeft(int playerIndex)
    • scrollChunkMapRight

      public static void scrollChunkMapRight(int playerIndex)
    • scrollChunkMapUp

      public static void scrollChunkMapUp(int playerIndex)
    • scrollChunkMapDown

      public static void scrollChunkMapDown(int playerIndex)
    • setVehicleActive

      public static void setVehicleActive(BaseVehicle vehicle, boolean isActive)
    • setVehicleStatic

      public static int setVehicleStatic(BaseVehicle vehicle, boolean isStatic)
    • 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 ID, float x, float y, float z, float qx, float qy, float qz, float qw, String scriptName)
    • removeVehicle

      public static void removeVehicle(int ID)
    • controlVehicle

      public static void controlVehicle(int ID, float engineForce, float brakeForce, float steerAngle)
    • setVehicleActive

      public static void setVehicleActive(int ID, boolean active)
    • applyCentralForceToVehicle

      public static void applyCentralForceToVehicle(int ID, float fx, float fy, float fz)
    • applyTorqueToVehicle

      public static void applyTorqueToVehicle(int ID, float tx, float ty, float tz)
    • teleportVehicle

      public static void teleportVehicle(int ID, float x, float y, float z, float qx, float qy, float qz, float qw)
    • setTireInflation

      public static void setTireInflation(int ID, int wheelIndex, float inflation)
    • setTireRemoved

      public static void setTireRemoved(int ID, int wheelIndex, boolean removed)
    • stepSimulation

      public static void stepSimulation(float timeStep, int maxSubSteps, float fixedTimeStep)
    • 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 vid, float mass)
    • getObjectPhysics

      public static int getObjectPhysics(float[] var0)
    • createServerCell

      public static void createServerCell(int x, int y)
    • removeServerCell

      public static void removeServerCell(int x, int y)
    • addPhysicsObject

      public static int addPhysicsObject(float x, float y)
    • defineVehicleScript

      public static void defineVehicleScript(String var0, float[] var1)
    • defineVehiclePhysicsMesh

      public static void defineVehiclePhysicsMesh(String var0, int var1, float[] var2)
    • setVehicleVelocityMultiplier

      public static void setVehicleVelocityMultiplier(int vid, float maxSpeed, float multiplier)
    • setVehicleStatic

      public static int setVehicleStatic(int vid, boolean isStatic)
    • addHingeConstraint

      public static int addHingeConstraint(int vidA, int vidB, float pivotXA, float pivotYA, float pivotZA, float pivotXB, float pivotYB, float pivotZB)
    • addPointConstraint

      public static int addPointConstraint(int vidA, int vidB, float pivotXA, float pivotYA, float pivotZA, float pivotXB, float pivotYB, float pivotZB)
    • addRopeConstraint

      public static int addRopeConstraint(int vidA, int vidB, float pivotXA, float pivotYA, float pivotZA, float pivotXB, float pivotYB, float pivotZB, float linearLimit)
    • removeConstraint

      public static void removeConstraint(int id)
    • 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)
    • 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)
    • updateBallisticsAimDirection

      public static void updateBallisticsAimDirection(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)
    • updateBallisticsAimPosition

      public static void updateBallisticsAimPosition(float var0, float var1, float var2)
    • updateBallisticsAimRotation

      public static void updateBallisticsAimRotation(float var0, float var1, float var2, float var3)
    • updateBallisticsAimQuaternion

      public static void updateBallisticsAimQuaternion(float var0, float var1, float var2, float var3)
    • updateBallisticsAimRotate

      public static void updateBallisticsAimRotate(float var0, float var1, float var2, float var3)
    • 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)
    • getBodyPartFriction

      public static float getBodyPartFriction(int var0, int var1)
    • getBodyPartRollingFriction

      public static float getBodyPartRollingFriction(int var0, int var1)
    • setBodyPartFriction

      public static void setBodyPartFriction(int var0, int var1, float var2, float var3)
    • setRagdollFriction

      public static void setRagdollFriction(float var0, float var1)
    • 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)
    • setBallisticsTargetAdjustingShapeScale

      public static void setBallisticsTargetAdjustingShapeScale(float var0, float var1, float var2)