Kerbal Space Program  1.12.4
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PartBuoyancy Class Reference
Inheritance diagram for PartBuoyancy:

Public Member Functions

void Start ()
 

Public Attributes

CelestialBody body
 the depth below sea level (or above) for the center, the lowest point, and the highest point. More...
 
Vector3[] boundCoords = new Vector3[8]
 
Bounds bounds
 
Vector3 boundsCenter
 
double buoyantGeeForce
 
Vector3 centerOfBuoyancy
 
Vector3 centerOfDisplacement
 
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...
 
double depth
 
double[] depths = new double[8]
 
double displacement
 
double drag
 above converted to unity form for rb.drag More...
 
double dragScalar
 
bool early
 
Vector3 effectiveForce
 buoyant force. More...
 
Vector3 lastBuoyantForce
 
Vector3 lastForcePosition
 
double liftScalar
 
double localVelocityMag
 
Vector3d maxCoords
 
float maxDimension
 
DragCube overrideCube = null
 
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...
 
bool splashed
 the estimated displacement of the object, in cubic meters More...
 
double splashedCounter = 0d
 
double submergedPortion
 naive linear portion of the part's volume that is submerged, using min and max depth, above. More...
 
bool wasSplashed = false
 
double waterLevel = 0d
 offset in meters to the water level, positive raises the water level, negative lowers it. More...
 
double xPortion
 

Static Public Attributes

static bool overrideCubeOnChutesIfUnspecified = true
 

Member Function Documentation

void PartBuoyancy.Start ( )
inline

< in case cubes aren't right until first FixedUpdate.

Member Data Documentation

CelestialBody PartBuoyancy.body

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
double PartBuoyancy.drag

above converted to unity form for rb.drag

double PartBuoyancy.dragScalar
bool PartBuoyancy.early
Vector3 PartBuoyancy.effectiveForce

buoyant force.

Vector3 PartBuoyancy.lastBuoyantForce
Vector3 PartBuoyancy.lastForcePosition
double PartBuoyancy.liftScalar
double PartBuoyancy.localVelocityMag
Vector3d PartBuoyancy.maxCoords
float PartBuoyancy.maxDimension
DragCube PartBuoyancy.overrideCube = null
bool PartBuoyancy.overrideCubeOnChutesIfUnspecified = true
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: