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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: