void PQS_PartCollider.OnReferenceBodyChange |
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CelestialBody |
body | ) |
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inline |
void PQS_PartCollider.SetTargetSphere |
( |
PQS |
sphere | ) |
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inline |
Collider [] PQS_PartCollider.colliders |
Vector2 PQS_PartCollider.colliderSize |
Set to the approximate section size of collider we're attached to.
Collider PQS_PartCollider.gravityCollider |
double PQS_PartCollider.halfCliffHeight = 500 |
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static |
set this to universes max expected cliff height
double PQS_PartCollider.halfColliderHeight = 100 |
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static |
bool PQS_PartCollider.isGravityColliderActive |
bool PQS_PartCollider.isVelocityColliderActive |
int PQS_PartCollider.layerID |
int PQS_PartCollider.maxVelocityIteration = 2 |
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static |
max number of velocity iterations per frame
Part PQS_PartCollider.part |
double PQS_PartCollider.sampleAngle = 0.0001d |
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static |
PQS PQS_PartCollider.sphere |
bool PQS_PartCollider.useGravityCollider |
use gravity collider. things wot use velocity collider should probably use this too
bool PQS_PartCollider.useVelocityCollider |
Collider PQS_PartCollider.velocityCliffCollider |
Collider PQS_PartCollider.velocityCollider |
double PQS_PartCollider.velocityThinkAhead = 2 |
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static |
double velocity before sticking it into solver
The documentation for this class was generated from the following file: