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| CelestialBody | body |
| | the depth below sea level (or above) for the center, the lowest point, and the highest point. More...
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| Vector3[] | boundCoords = new Vector3[8] |
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| Bounds | bounds |
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| Vector3 | boundsCenter |
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| double | buoyantGeeForce |
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| Vector3 | centerOfBuoyancy |
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| Vector3 | centerOfDisplacement |
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| bool | dead = false |
| | if the part has a chute, and a PACKED cube, and isn't set to only use the PACKED cube, if this is true we set that. More...
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| double | depth |
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| double[] | depths = new double[8] |
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| double | displacement |
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| double | drag |
| | above converted to unity form for rb.drag More...
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| double | dragScalar |
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| bool | early |
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| Vector3 | effectiveForce |
| | buoyant force. More...
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| Vector3 | lastBuoyantForce |
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| Vector3 | lastForcePosition |
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| double | liftScalar |
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| double | localVelocityMag |
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| Vector3d | maxCoords |
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| float | maxDimension |
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| DragCube | overrideCube = null |
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| bool | physWarp = false |
| | variables to track which portion of a given projection facing is actually part, and which is see-through (i.e. nothing there). More...
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| bool | splashed |
| | the estimated displacement of the object, in cubic meters More...
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| double | splashedCounter = 0d |
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| double | submergedPortion |
| | naive linear portion of the part's volume that is submerged, using min and max depth, above. More...
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| bool | wasSplashed = false |
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| double | waterLevel = 0d |
| | offset in meters to the water level, positive raises the water level, negative lowers it. More...
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| double | xPortion |
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| void PartBuoyancy.Start |
( |
| ) |
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inline |
< in case cubes aren't right until first FixedUpdate.
the depth below sea level (or above) for the center, the lowest point, and the highest point.
| Vector3 [] PartBuoyancy.boundCoords = new Vector3[8] |
| Bounds PartBuoyancy.bounds |
| Vector3 PartBuoyancy.boundsCenter |
| double PartBuoyancy.buoyantGeeForce |
| Vector3 PartBuoyancy.centerOfBuoyancy |
| Vector3 PartBuoyancy.centerOfDisplacement |
| bool PartBuoyancy.dead = false |
if the part has a chute, and a PACKED cube, and isn't set to only use the PACKED cube, if this is true we set that.
| double PartBuoyancy.depth |
| double [] PartBuoyancy.depths = new double[8] |
| double PartBuoyancy.displacement |
above converted to unity form for rb.drag
| double PartBuoyancy.dragScalar |
| Vector3 PartBuoyancy.effectiveForce |
| Vector3 PartBuoyancy.lastBuoyantForce |
| Vector3 PartBuoyancy.lastForcePosition |
| double PartBuoyancy.liftScalar |
| double PartBuoyancy.localVelocityMag |
| float PartBuoyancy.maxDimension |
| DragCube PartBuoyancy.overrideCube = null |
| bool PartBuoyancy.overrideCubeOnChutesIfUnspecified = true |
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static |
| bool PartBuoyancy.physWarp = false |
variables to track which portion of a given projection facing is actually part, and which is see-through (i.e. nothing there).
| bool PartBuoyancy.splashed |
the estimated displacement of the object, in cubic meters
| double PartBuoyancy.splashedCounter = 0d |
| double PartBuoyancy.submergedPortion |
naive linear portion of the part's volume that is submerged, using min and max depth, above.
| bool PartBuoyancy.wasSplashed = false |
| double PartBuoyancy.waterLevel = 0d |
offset in meters to the water level, positive raises the water level, negative lowers it.
| double PartBuoyancy.xPortion |
The documentation for this class was generated from the following file: