mobile-graphic-enchant-dev-plugins-physics.gl.enchant.js / js
@fileOverview physics.gl.enchant.js
version: 0.3.6 @require enchant.js v0.4.5+ @require gl.enchant.js v0.3.6+ @require primitive.gl.enchant.js v0.3.5+ @require gl-matrix.js 1.3.7+
author: Ubiquitous Entertainment Inc. @description [lang:ja] ammo.jsを使用している物理演算ライブラリ. gl.enchant.jsで物理演算によって動作するオブジェクトを使えるようにする. [/lang] [lang:en] Physical calculation library using ammo.js Allows object movement using the gl.enchant.js physical calculator. [/lang] @detail ammo.js: github.com/kripken/ammo.js
namespace object @type {Object}
@scope enchant.gl.physics.World.prototype
[lang:ja] 物理演算が適用される世界. ここに剛体オブジェクトを追加し, 時間を進めることで物理演算が実行される.
see: enchant.gl.physics.PhyScene3D @constructs [/lang] [lang:en] World in which physical calculator is used. Here we add a rigid object, and by proceeding forward in time physical calculation will be processed.
see: enchant.gl.physics.PhyScene3D @constructs [/lang]
[lang:ja] Worldの重力を設定する.
parameter: {Number} gx x軸方向の重力.
parameter: {Number} gy y軸方向の重力.
parameter: {Number} gz z軸方向の重力. [/lang] [lang:en] Set gravity of World.
parameter: {Number} gx x axis gravity.
parameter: {Number} gy y axis gravity.
parameter: {Number} gz z axis gravity. [/lang]
[lang:ja] Worldの時間を進める. timeStepがfixedTimeStepより大きい場合, maxSubStepで指定した回数まで続けて時間を進める.
parameter: {Number} timeStep 進めたい時間.単位は秒.
parameter: {Number} maxSubSteps シミュレーションの最大追加回数.
parameter: {Number} fixedTimeStep 基本となる時間. デフォルト値は1/60.
returns: {Number} subStepsNum [/lang] [lang:en] Continue World time. When timeStep is bigger than fixedTimeStep, you continue the number of times set in maxSubStep and continue with time.
parameter: {Number} Amount of time you wish to proceed. Units are in seconds.
parameter: {Number} maxSubSteps Maximum number of repetitions to be added to simulation.
parameter: {Number} fixedTimeStep Standard time. The default level is 1/60.
returns: {Number} subStepsNum [/lang]
[lang:ja] Worldに剛体を追加する.
parameter: {enchant.gl.physics.Rigid} Rigid 追加する剛体オブジェクト. [/lang] [lang:en] Add rigid body to World.
parameter: {enchant.gl.physics.Rigid} Rigid Rigid body object to be added. [/lang]
[lang:ja] Worldから剛体を削除する.
parameter: {enchant.gl.physics.Rigid} Rigid 削除する剛体オブジェクト. [/lang] [lang:en] Delete rigid body form world.
parameter: {enchant.gl.physics.Rigid} Rigid Rigid body to be deleted. [/lang]
[lang:ja] Rigid同士が衝突しているかを判定する.
parameter: {enchant.gl.physics.Rigid} rigid1 判定するRigid1.
parameter: {enchant.gl.physics.Rigid} rigid2 判定するRigid2.
returns: {Boolean} bool 衝突の有無. [/lang] [lang:en] Judges whether or not two rigid objects have collided.
parameter: {enchant.gl.physics.Rigid} rigid1 Rigid1 to be judged.
parameter: {enchant.gl.physics.Rigid} rigid2 Rigid2 to be judged.
returns: {Boolean} bool Collison presence or absence. [/lang]
@scope enchant.gl.physics.Rigid.prototype
[lang:ja] 剛体オブジェクト. Worldに追加して使用する.
parameter: shape Ammo.btCollisionShapeオブジェクト.
parameter: {Number} mass 剛体の質量.
parameter: {Number} linearDamping 剛体の線形速度の減衰率.
parameter: {Number} angularDamping 剛体の角速度の減衰率.
see: enchant.gl.physics.RigidBox
see: enchant.gl.physics.RigidCube
see: enchant.gl.physics.RigidSphere
see: enchant.gl.physics.RigidCylinder
see: enchant.gl.physics.RigidCapsule
see: enchant.gl.physics.RigidPlane
see: enchant.gl.physics.RigidContainer @constructs [/lang] [lang:en] Rigid body object. Add to World and activate.
parameter: shape Ammo.btCollisionShape object.
parameter: {Number} mass Mass of rigid object.
parameter: {Number} linearDamping Rate of decay of speed on straight line speed of rigid object.
parameter: {Number} angularDamping Rate of decay of angled speed of rigid object.
see: enchant.gl.physics.RigidBox
see: enchant.gl.physics.RigidCube
see: enchant.gl.physics.RigidSphere
see: enchant.gl.physics.RigidCylinder
see: enchant.gl.physics.RigidCapsule
see: enchant.gl.physics.RigidPlane
see: enchant.gl.physics.RigidContainer @constructs [/lang]
[lang:ja] Rigidが所属するWorld [/lang] [lang:en] World that Rigid belongs to [/lang]
[lang:ja] Ammoの剛体オブジェクト [/lang] [lang:en] Ammo rigid body object [/lang]
[lang:ja] Rigidを拡大縮小する. Worldでの現在の拡大率から, 各軸に対して指定された倍率分だけ拡大縮小をする.
parameter: {Number} x x軸方向の拡大率.
parameter: {Number} y y軸方向の拡大率.
parameter: {Number} z z軸方向の拡大率. [/lang] [lang:en] Expand and contract Rigid. Expand or contract each axis the designated amount from the current rate of expansion in World.
parameter: {Number} x Rate of expansion on x axis.
parameter: {Number} y Rate of expansion on y axis.
parameter: {Number} z Rate of expansion on z axis. [/lang]
[lang:ja] Rigidを平行移動する. Worldでの現在の位置から, 各軸に対して指定された分だけ平行移動をする.
parameter: {Number} x x軸方向の平行移動量.
parameter: {Number} y y軸方向の平行移動量.
parameter: {Number} z z軸方向の平行移動量. [/lang] [lang:en] Move Rigid in a parallel direciton. Move the designated amount in a parallel direction along each axis from the current World position.
parameter: {Number} x Amount of parallel movement along x axis.
parameter: {Number} y Amount of parallel movement along y axis.
parameter: {Number} z Amount of parallel movement along z axis. [/lang]
[lang:ja] クォータニオンで表した姿勢をRigidにセットする.
parameter: {enchant.gl.Quat} quat [/lang] [lang:en] Set posture expressed in quaternion in Rigid.
parameter: {enchant.gl.Quat} quat [/lang]
[lang:ja] クォータニオンで表した回転をRigidに適用する.
parameter: {enchant.gl.Quat} quat [/lang] [lang:en] Applies rotation expressed in quaternion to Rigid.
parameter: {enchant.gl.Quat} quat [/lang]
[lang:ja] Rigidを止める. [/lang] [lang:en] Stops Rigid object. [/lang]
[lang:ja] 他のRigidとの衝突判定.
parameter: {enchant.gl.physics.Rigid} rigid 判定するRigid.
returns: {Boolean} bool 衝突の有無. [/lang] [lang:en] Collision detection with another Rigid object.
parameter: {enchant.gl.physics.Rigid} rigid Rigid to be judged.
returns: {Boolean} bool Presence or absence of rigid. [/lang]
[lang:ja] Rigidを有効化する.
parameter: {Boolean} force 強制的に有効化する. [/lang] [lang:en] Make Rigid valid.
parameter: {Boolean} force Forcibly make valid. [/lang]
[lang:ja] Rigidに力を加える. 力はRigidの中心に加えられる.
parameter: {Number} powerX x軸方向の力.
parameter: {Number} powerY y軸方向の力.
parameter: {Number} powerZ z軸方向の力. [/lang] [lang:en] Add power to Rigid. Power is added to the center of Rigid.
parameter: {Number} powerX Power in x axis.
parameter: {Number} powerY Power in y axis.
parameter: {Number} powerZ Power in z axis. [/lang]
[lang:ja] Rigidに力を加える. 力は指定した位置に加えられる.
parameter: {Number} powerX x軸方向の力.
parameter: {Number} powerY y軸方向の力.
parameter: {Number} powerZ z軸方向の力.
parameter: {Number} positonX 力を加える位置のx座標.
parameter: {Number} positonY 力を加える位置のy座標.
parameter: {Number} positonZ 力を加える位置のz座標. [/lang] [lang:en] Add power to Rigid. Power is added to the specified position.
parameter: {Number} powerX x axis power.
parameter: {Number} powerY y axis power.
parameter: {Number} powerZ z axis power.
parameter: {Number} positonX Coordinate on x axis to add power to.
parameter: {Number} positonY Coordinate on y axis to add power to.
parameter: {Number} positonZ Coordinate on z axis to add power to. [/lang]
[lang:ja] Rigidをユーザが動かすためのオブジェクトとして設定する. [/lang] [lang:en] Kinematize Rigid. [/lang]
[lang:ja] Rigidの反発係数. @type Number [/lang] [lang:en] Rigid restitutions. @type Number [/lang]
[lang:ja] Rigidの摩擦係数. @type Number [/lang] [lang:en] Rigid frictions. @type Number [/lang]
@scope enchant.gl.physics.RigidBox.prototype
[lang:ja] 直方体型の剛体オブジェクト.
parameter: {Number} scaleX 直方体の中心からx軸に垂直な面までの距離.
parameter: {Number} scaleY 直方体の中心からy軸に垂直な面までの距離.
parameter: {Number} scaleZ 直方体の中心からz軸に垂直な面までの距離.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhyBox @constructs @extends enchant.gl.physics.Rigid [/lang] [lang:en] Rectangular solid rigid body object.
parameter: {Number} scaleX Vertical distance along the x axis from rectangular body's center.
parameter: {Number} scaleY Vertical distance along the y axis from rectangular body's center.
parameter: {Number} scaleZ Vertical distance along the z axis from rectangular body's center.
parameter: {Number} mass Rigid body's mass.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhyBox @constructs @extends enchant.gl.physics.Rigid [/lang]
@scope enchant.gl.physics.RigidCube.prototype
[lang:ja] 立方体型の剛体オブジェクト.
parameter: {Number} scale 箱の中心から面までの距離.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.PhyCube @constructs
see: enchant.gl.physics.Rigid @extends enchant.gl.physics.PhyCube [/lang] [lang:en] Rectangular solid rigid object.
parameter: {Number} scale Distance between center of box and surface.
parameter: {Number} mass Rigid body mass.
see: enchant.gl.physics.PhyCube @constructs
see: enchant.gl.physics.Rigid @extends enchant.gl.physics.PhyCube [/lang]
@scope enchant.gl.physics.RigidSphere.prototype
[lang:ja] 球体型の剛体オブジェクト.
parameter: {Number} radius 球体の半径.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhySphere @constructs @extends enchant.gl.physics.Rigid [/lang] [lang:en] Spherical rigid object.
parameter: {Number} radius Sphere radius.
parameter: {Number} mass Rigid body mass.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhySphere @constructs @extends enchant.gl.physics.Rigid [/lang]
@scope enchant.gl.physics.RigidCylinder.prototype
[lang:ja] 円柱型の剛体オブジェクト.
parameter: {Number} radius 円柱の半径.
parameter: {Number} height 円柱の高さ.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhyCylinder @constructs @extends enchant.gl.physics.Rigid [/lang] [lang:en] Cylindrical rigid object.
parameter: {Number} radius Cylinder radius.
parameter: {Number} height Cylinder height.
parameter: {Number} mass Rigid object mass.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhyCylinder @constructs @extends enchant.gl.physics.Rigid [/lang]
@scope enchant.gl.physics.RigidCapsule.prototype
[lang:ja] カプセル型の剛体オブジェクト. y軸に沿う円柱の両端に半球をつけた形状.
parameter: {Number} radius 半球体の半径.
parameter: {Number} height 円柱の高さの半分.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhyCapsule @constructs @extends enchant.gl.physics.Rigid [/lang] [lang:en] Capsule-shaped rigid object. A shape with a cylinder running along the y axis and hemispheres at both ends.
parameter: {Number} radius Hemisphere radius.
parameter: {Number} height Half the height of the cylinder.
parameter: {Number} mass Mass of the rigid object.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhyCapsule @constructs @extends enchant.gl.physics.Rigid [/lang]
@scope enchant.gl.physics.RigidPlane.prototype
[lang:ja] 無限平面型の剛体オブジェクト.
parameter: {Number} NormalX 平面の法線ベクトルのx成分.
parameter: {Number} NormalY 平面の法線ベクトルのy成分.
parameter: {Number} NormalZ 平面の法線ベクトルのz成分.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhyPlane @constructs @extends enchant.gl.physics.Rigid [/lang] [lang:en] Infinite level surface rigid body object.
parameter: {Number} NormalX Level surface normal vector x component.
parameter: {Number} NormalY Level surface normal vector y component.
parameter: {Number} NormalZ Level surface normal vector z component.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhyPlane @constructs @extends enchant.gl.physics.Rigid [/lang]
@scope enchant.gl.physics.RigidContainer.prototype
[lang:ja] 枡型の剛体オブジェクト.
parameter: {Number} scale 枡の中心から枠までの距離.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhyContainer @constructs @extends enchant.gl.physics.Rigid [/lang] [lang:en] Box shape solid object.
parameter: {Number} scale Distance between center of box to border.
parameter: {Number} mass Mass of rigid object.
see: enchant.gl.physics.Rigid
see: enchant.gl.physics.PhyContainer @constructs @extends enchant.gl.physics.Rigid [/lang]
@scope enchant.gl.physics.PhyScene3D.prototype
[lang:ja] Worldを持つScene3D. 時間を進めることで, addChildされたSprite3Dに物理演算が適用される.
see: enchant.gl.physics.World @constructs @extends enchant.gl.Scene3D [/lang] [lang:en] Scene3D containing World. As time passes, physical calculation will be applied to the Sprite3D effected by addChild.
see: enchant.gl.physics.World @constructs @extends enchant.gl.Scene3D [/lang]
[lang:ja] 子Sprite3Dを追加する. PhySprite3Dを追加した場合, PhySprite3Dが持つ剛体オブジェクトがPhyScene3Dが持つWorldに追加される.
parameter: {enchant.gl.Sprite3D|enchant.gl.physics.PhySprite3D} Sprite3D 追加する子Sprite3D. [/lang] [lang:en] Add child Sprite3D. When adding PhySprite3D, the rigid body object containing PhySprite3D will be added to the World containing PhyScene3D.
parameter: {enchant.gl.Sprite3D|enchant.gl.physics.PhySprite3D} Sprite3D Child Sprite3D to be added. [/lang]
[lang:ja] 指定された子Sprite3Dを削除する. PhySprite3Dを指定した場合, PhySprite3Dが持つ剛体オブジェクトがPhyScene3Dが持つWorldから削除される.
parameter: {enchant.gl.Sprite3D|enchant.gl.physics.PhySprite3D} Sprite3D 追加する子Sprite3D. [/lang] [lang:en] Delete designated child Sprite3D. When PhySprite3D is set, the rigid body object containing PhySprite3D will be deleted from the World containing PhyScene3D.
parameter: {enchant.gl.Sprite3D|enchant.gl.physics.PhySprite3D} Sprite3D 追加する子Sprite3D. [/lang]
[lang:ja] PhyScene3Dが持つWorldの重力を設定する。
parameter: {Number} gx x軸方向の重力
parameter: {Number} gy y軸方向の重力
parameter: {Number} gz z軸方向の重力 [/lang] [lang:en] Set the gravity of World containing PhyScene3D.
parameter: {Number} gx x axis gravity
parameter: {Number} gy y axis gravity
parameter: {Number} gz z axis gravity [/lang]
[lang:ja] PhySprite3Dが持つWorldの時間を進める.
parameter: {Number} timeStep 進めたい時間.単位は秒.
parameter: {Number} maxSubSteps
parameter: {Number} fixedTimeStep [/lang] [lang:en] Proceed forward in time for World containing PhySprite3D.
parameter: {Number} timeStep Amount of time you wish to proceed. Units are seconds.
parameter: {Number} maxSubSteps
parameter: {Number} fixedTimeStep [/lang]
[lang:ja] Worldの時間の進行を始める. enterframeごとにstepSimulationが自動で呼び出される. [/lang] [lang:en] Begin World time progress. Ever other enterframe, stepSimulation will be automaticall called up. [/lang]
[lang:ja] Worldの時間の進行を止める. [/lang] [lang:en] Stop World time progress. [/lang]
@scope enchant.gl.physics.PhySprite3D.prototype
[lang:ja] 物理スプライト. PhySprite3Dに追加すると, stepSimulationを呼び出した際に物理演算が適用される.
parameter: {enchant.gl.physics.Rigid} rigid
see: enchant.gl.physics.PhyBox
see: enchant.gl.physics.PhyCube
see: enchant.gl.physics.PhySphere
see: enchant.gl.physics.PhyCylinder
see: enchant.gl.physics.PhyCapsule
see: enchant.gl.physics.PhyPlane
see: enchant.gl.physics.PhyContainer @constructs [/lang] [lang:en] Physical Sprite. If you add to PhySprite3D, physical calculation will be applied when stepSimulation is called up.
parameter: {enchant.gl.physics.Rigid} rigid
see: enchant.gl.physics.PhyBox
see: enchant.gl.physics.PhyCube
see: enchant.gl.physics.PhySphere
see: enchant.gl.physics.PhyCylinder
see: enchant.gl.physics.PhyCapsule
see: enchant.gl.physics.PhyPlane
see: enchant.gl.physics.PhyContainer @constructs [/lang]
[lang:ja] PhySprite3Dを拡大縮小する. 表示上の拡大率とWorldでの拡大率が同時に変更される.
parameter: {Number} x x軸方向の拡大率.
parameter: {Number} y y軸方向の拡大率.
parameter: {Number} z z軸方向の拡大率. [/lang] [lang:en] Expand and contract PhySprite3D. The expansion rate displayed on the expansion rate in World will be changed at the same time.
parameter: {Number} x x axis expansion rate.
parameter: {Number} y y axis expansion rate.
parameter: {Number} z z axis expansion rate. [/lang]
[lang:ja] PhySprite3Dを平行移動する. 表示上の位置とWorldでの位置が変更される.
parameter: {Number} x x軸方向の平行移動量.
parameter: {Number} y y軸方向の平行移動量.
parameter: {Number} z z軸方向の平行移動量. [/lang] [lang:en] Move PhySprite3D horizontally. Displayed position and World position will be changed.
parameter: {Number} x Amount of parallel movement on x axis.
parameter: {Number} y Amount of parallel movement on y axis.
parameter: {Number} z Amount of parallel movement on z axis. [/lang]
[lang:ja] 回転行列にクォータニオンから得られる回転行列をセットする. Worldでの姿勢も変更される.
parameter: {enchant.gl.Quat} quat [/lang] [lang:en] Set rotation line acquired from quaternion in rotation line. Posture in World will also be changed.
parameter: {enchant.gl.Quat} quat [/lang]
[lang:ja] 回転行列にクォータニオンから得られる回転行列を適用する. Worldでの姿勢も変更される.
parameter: {enchant.gl.Quat} quat [/lang] [lang:en] Rotation line acquired from quaternion is applied in rotation line. Posture in World will also be changed.
parameter: {enchant.gl.Quat} quat [/lang]
[lang:ja] Rigidを止める. [/lang] [lang:ja] Stops Rigid object. [/lang]
[lang:ja] 他のPhySprite3Dとの衝突判定.
parameter: {enchant.gl.physics.PhySprite3D} sprite 判定するPhySprite3D.
returns: {Boolean} bool 衝突の有無. [/lang] [lang:en] Collision detection with another PhySprite3D.
parameter: {enchant.gl.physics.PhySprite3D} sprite PhySprite3D to be detected.
returns: {Boolean} bool Presence or absence of collision. [/lang]
[lang:ja] 剛体に力を加える. 力は剛体の中心に加えられる.
parameter: {Number} powerX x軸方向の力.
parameter: {Number} powerY y軸方向の力.
parameter: {Number} powerZ z軸方向の力.
see: enchant.gl.physics.Rigid#applyCentralImpulse [/lang] [lang:en] Add power to rigid body. Power is added to center of rigid body.
parameter: {Number} powerX Power on x axis.
parameter: {Number} powerY Power on y axis.
parameter: {Number} powerZ Power on z axis.
see: enchant.gl.physics.Rigid#applyCentralImpulse [/lang]
[lang:ja] 剛体に力を加える. 力は指定した位置に加えられる.
parameter: {Number} powerX x軸方向の力.
parameter: {Number} powerY y軸方向の力.
parameter: {Number} powerZ z軸方向の力.
parameter: {Number} positonX 力を加える位置のx座標.
parameter: {Number} positonY 力を加える位置のy座標.
parameter: {Number} positonZ 力を加える位置のz座標.
see: enchant.gl.physics.Rigid#applyImpulse [/lang] [lang:en] Add power to rigid body. Power is added to designated position.
parameter: {Number} powerX x axis power.
parameter: {Number} powerY y axis power.
parameter: {Number} powerZ z axis power.
parameter: {Number} positonX x coordinates to which power is added.
parameter: {Number} positonY y coordinates to which power is added.
parameter: {Number} positonZ z coordinates to which power is added.
see: enchant.gl.physics.Rigid#applyImpulse [/lang]
[lang:ja] PhySprite3Dをユーザが動かすためのオブジェクトとして設定する. [/lang] [lang:en] Kinematize Rigid. [/lang]
[lang:ja] PhySprite3Dの反発係数. @type Number
see: enchant.gl.physics.Rigid#restitution [/lang] [lang:en] PhySprite3D restitutions. @type Number
see: enchant.gl.physics.Rigid#restitution [/lang]
[lang:ja] PhySprite3Dの摩擦係数. @type Number
see: enchant.gl.physics.Rigid#friction [/lang] [lang:en] PhySprite3D frictions. @type Number
see: enchant.gl.physics.Rigid#friction [/lang]
@scope enchant.gl.physics.PhyBox.prototype
[lang:ja] 直方体型のPhySprite3D. PhySprite3Dに追加すると, stepSimulationを呼び出した際に物理演算が適用される.
parameter: {Number} scaleX 直方体の中心からx軸に垂直な面までの距離.
parameter: {Number} scaleY 直方体の中心からy軸に垂直な面までの距離.
parameter: {Number} scaleZ 直方体の中心からz軸に垂直な面までの距離.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang] [lang:en] Rectangular PhySprite3D. If PhySprite3D is added, physical calculation will be applied each time stepSimulation is called up.
parameter: {Number} scaleX Distance between center of rectangular body and perpendicular x-axis surface.
parameter: {Number} scaleY Distance between center of rectangular body and perpendicular y-axis surface.
parameter: {Number} scaleZ Distance between center of rectangular body and perpendicular z-axis surface.
parameter: {Number} mass Mass of rigid body.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang]
@scope enchant.gl.physics.PhyCube.prototype
[lang:ja] 立方体型のPhySprite3D. PhySprite3Dに追加すると, stepSimulationを呼び出した際に物理演算が適用される.
parameter: {Number} scale 箱の中心から面までの距離.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhyBox [/lang] [lang:en] Cubic type PhySprite3D. If added to PhySprite3D, physical calculation will be applied each time stepSimulation is called up.
parameter: {Number} scale Distance between center of box and surface.
parameter: {Number} mass Mass of rigid body.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhyBox [/lang]
@scope enchant.gl.physics.PhySphere.prototype
[lang:ja] 球体型のPhySprite3D. PhySprite3Dに追加すると, stepSimulationを呼び出した際に物理演算が適用される.
parameter: {Number} radius 球体の半径.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang] [lang:en] Spherical PhySprite3D. If added to PhySprite3D, physical calculation will be applied each time stepSimulation is called up.
parameter: {Number} radius Spherical body radius.
parameter: {Number} mass Rigid body mass.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang]
@scope enchant.gl.physics.PhyCylinder.prototype
[lang:ja] 円柱型のPhySprite3D. PhySprite3Dに追加すると, stepSimulationを呼び出した際に物理演算が適用される.
parameter: {Number} radius 円柱の半径.
parameter: {Number} height 円柱の高さ.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang] [lang:en] Cylindrical PhySprite3D. If added to PhySprite3D, physical calculation will be applied each time stepSimulation is called up.
parameter: {Number} radius Cylinder radius.
parameter: {Number} height Cylinder height.
parameter: {Number} mass Rigid body mass.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang]
@scope enchant.gl.physics.PhyCapsule.prototype
[lang:ja] カプセル型のPhySprite3D. y軸に沿う円柱の両端に半球をつけた形状. PhySprite3Dに追加すると, stepSimulationを呼び出した際に物理演算が適用される.
parameter: {Number} radius 半球体の半径.
parameter: {Number} height 円柱の高さの半分.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang] [lang:en] Capsule type PhySprite3D. A shape with a cylinder running along the y axis and hemispheres at both ends. If added to PhySprite3D, physical calculation will be applied each time stepSimulation is called up.
parameter: {Number} radius Hemispherical radius.
parameter: {Number} height Half the height of cylinder.
parameter: {Number} mass Rigid body mass.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang]
@scope enchant.gl.physics.PhyPlane.prototype
[lang:ja] 無限平面型のPhySprite3D. PhySprite3Dに追加すると, stepSimulationを呼び出した際に物理演算が適用される.
parameter: {Number} NormalX 平面の法線ベクトルのx成分.
parameter: {Number} NormalY 平面の法線ベクトルのy成分.
parameter: {Number} NormalZ 平面の法線ベクトルのz成分.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang] [lang:en] Infinite plane type PhySprite3D. If added to PhySprite3D, physical calculation will be performed each time stepSimulation is called up.
parameter: {Number} NormalX x component on plane normal vector.
parameter: {Number} NormalY y component on plane normal vector.
parameter: {Number} NormalZ z component on plane normal vector.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang]
@scope enchant.gl.physics.PhyContainer.prototype
[lang:ja] 枡型のPhySprite3D. PhySprite3Dに追加すると, stepSimulationを呼び出した際に物理演算が適用される.
parameter: {Number} scale 枡の中心から枠までの距離.
parameter: {Number} mass 剛体の質量.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang] [lang:en] Square type PhySprite3D. If added to PhySprite3D, physical calculation will be performed each time stepSimulation is called up.
parameter: {Number} scale Distance between center and edge of square.
parameter: {Number} mass Rigid body mass.
see: enchant.gl.physics.PhySprite3D
see: enchant.gl.physics.PhyScene3D @constructs @extends enchant.gl.physics.PhySprite3D [/lang]
(C) Æliens 04/09/2009
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