PhysicsBuildCollisionFromGTA
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Makes gta collision get copied into bullet physics collision world. Doesn't load areas thats are not streamed in ( don't have loaded collisions )
Syntax
bool physicsBuildCollisionFromGTA( physics thePhysics, [float x, float y, float z, float radius ] )
Required Arguments
- x, y, z, radius: area you want to load.
If position and radius passed, only this area got loaded, if not, flag got set to automatically scan all gta models every short period of time and load it for you.
Returns
True if success, false otherwise
Example
See Also
- physicsCreateWorld
- physicsDestroy
- physicsCreateShape
- physicsCreateShapeFromModel
- physicsCreateRigidBody
- physicsCreateStaticCollision
- physicsCreateConstraint
- physicsAddChildShape
- physicsRemoveChildShape
- physicsGetChildShapes
- physicsSetChildShapeOffsets
- physicsGetChildShapeOffsets
- physicsGetShapes
- physicsGetRigidBodies
- physicsGetStaticCollisions
- physicsGetConstraints
- physicsSetProperties
- physicsGetProperties
- physicsDrawDebug
- physicsSetDebugMode
- physicsBuildCollisionFromGTA
- physicsApplyVelocity
- physicsApplyVelocityForce
- physicsApplyAngularVelocity
- physicsApplyAngularVelocityForce
- physicsApplyDamping
- physicsRayCast
- physicsShapeCast
- physicsGetElementType
- physicsIsElement