C# Class Nez.Farseer.FSRigidBody

Inheritance: Component, IUpdatable
Datei anzeigen Open project: prime31/Nez Class Usage Examples

Public Properties

Property Type Description
body FarseerPhysics.Dynamics.Body

Public Methods

Method Description
IUpdatable ( ) : void
createBody ( ) : void
destroyBody ( ) : void
onAddedToEntity ( ) : void
onDisabled ( ) : void
onEnabled ( ) : void
onEntityTransformChanged ( Transform comp ) : void
onRemovedFromEntity ( ) : void
setAngularDamping ( float angularDamping ) : FSRigidBody
setAngularVelocity ( float angularVelocity ) : FSRigidBody
setBodyType ( BodyType bodyType ) : FSRigidBody
setFixedRotation ( bool fixedRotation ) : FSRigidBody
setGravityScale ( float gravityScale ) : FSRigidBody
setIgnoreGravity ( bool ignoreGravity ) : FSRigidBody
setInertia ( float inertia ) : FSRigidBody
setIsAwake ( bool isAwake ) : FSRigidBody
setIsBullet ( bool isBullet ) : FSRigidBody
setIsSleepingAllowed ( bool isSleepingAllowed ) : FSRigidBody
setLinearDamping ( float linearDamping ) : FSRigidBody
setLinearVelocity ( Vector2 linearVelocity ) : FSRigidBody
setMass ( float mass ) : FSRigidBody

Method Details

IUpdatable() public method

public IUpdatable ( ) : void
return void

createBody() public method

public createBody ( ) : void
return void

destroyBody() public method

public destroyBody ( ) : void
return void

onAddedToEntity() public method

public onAddedToEntity ( ) : void
return void

onDisabled() public method

public onDisabled ( ) : void
return void

onEnabled() public method

public onEnabled ( ) : void
return void

onEntityTransformChanged() public method

public onEntityTransformChanged ( Transform comp ) : void
comp Transform
return void

onRemovedFromEntity() public method

public onRemovedFromEntity ( ) : void
return void

setAngularDamping() public method

public setAngularDamping ( float angularDamping ) : FSRigidBody
angularDamping float
return FSRigidBody

setAngularVelocity() public method

public setAngularVelocity ( float angularVelocity ) : FSRigidBody
angularVelocity float
return FSRigidBody

setBodyType() public method

public setBodyType ( BodyType bodyType ) : FSRigidBody
bodyType BodyType
return FSRigidBody

setFixedRotation() public method

public setFixedRotation ( bool fixedRotation ) : FSRigidBody
fixedRotation bool
return FSRigidBody

setGravityScale() public method

public setGravityScale ( float gravityScale ) : FSRigidBody
gravityScale float
return FSRigidBody

setIgnoreGravity() public method

public setIgnoreGravity ( bool ignoreGravity ) : FSRigidBody
ignoreGravity bool
return FSRigidBody

setInertia() public method

public setInertia ( float inertia ) : FSRigidBody
inertia float
return FSRigidBody

setIsAwake() public method

public setIsAwake ( bool isAwake ) : FSRigidBody
isAwake bool
return FSRigidBody

setIsBullet() public method

public setIsBullet ( bool isBullet ) : FSRigidBody
isBullet bool
return FSRigidBody

setIsSleepingAllowed() public method

public setIsSleepingAllowed ( bool isSleepingAllowed ) : FSRigidBody
isSleepingAllowed bool
return FSRigidBody

setLinearDamping() public method

public setLinearDamping ( float linearDamping ) : FSRigidBody
linearDamping float
return FSRigidBody

setLinearVelocity() public method

public setLinearVelocity ( Vector2 linearVelocity ) : FSRigidBody
linearVelocity Microsoft.Xna.Framework.Vector2
return FSRigidBody

setMass() public method

public setMass ( float mass ) : FSRigidBody
mass float
return FSRigidBody

Property Details

body public_oe property

public Body,FarseerPhysics.Dynamics body
return FarseerPhysics.Dynamics.Body