Property | Type | Description | |
---|---|---|---|
CheckValidTransform | void | ||
CleanupBody | void | ||
CleanupJoints | void | ||
FlagBodyShape | bool | ||
ICmpEditorUpdatable | void | ||
ICmpInitializable | void | ||
ICmpInitializable | void | ||
ICmpUpdatable | void | ||
InitBody | void | ||
Initialize | void | ||
NotifyCollisionBegin | void | ||
NotifyCollisionEnd | void | ||
NotifyCollisionSolve | void | ||
OnTransformChanged | void | ||
ProcessCollisionEvents | void | ||
ProcessSingleCollisionEvent | void | ||
Raycast_DefaultCallback | float | ||
RemoveDisposedJoints | void | ||
SetFarseerBodyType | void | ||
SetJoints | void | ||
SetShapes | void | ||
Shutdown | void | ||
UpdateBodyMass | void | ||
UpdateBodyShape | void | ||
body_OnCollision | bool | ||
body_OnSeparation | void | ||
body_PostSolve | void |
Method | Description | |
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AddJoint ( Duality.Components.Physics.JointInfo joint, |
Adds a new joint to the Collider
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AddShape ( Duality.Components.Physics.ShapeInfo shape ) : void |
Adds a new shape to the Collider
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ApplyLocalForce ( System.Vector2 force ) : void |
Applies a Transform-local force to the objects mass center. You don't need to apply Time.TimeMult here, the physics simulation takes care of this.
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ApplyLocalForce ( System.Vector2 force, System.Vector2 applyAt ) : void |
Applies a Transform-local force to the specified local point. You don't need to apply Time.TimeMult here, the physics simulation takes care of this.
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ApplyLocalForce ( float angularForce ) : void |
Applies a Transform-local angular force to the object. You don't need to apply Time.TimeMult here, the physics simulation takes care of this.
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ApplyLocalImpulse ( System.Vector2 impulse ) : void |
Applies a Transform-local impulse to the objects mass center. You don't usually need to apply Time.TimeMult here because it is inteded to be a one-time force impact.
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ApplyLocalImpulse ( System.Vector2 impulse, System.Vector2 applyAt ) : void |
Applies a Transform-local impulse to the specified point. You don't usually need to apply Time.TimeMult here because it is inteded to be a one-time force impact.
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ApplyLocalImpulse ( float angularImpulse ) : void |
Applies a Transform-local angular impulse to the object. You don't usually need to apply Time.TimeMult here because it is inteded to be a one-time force impact.
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ApplyWorldForce ( System.Vector2 force ) : void |
Applies a world force to the objects mass center. You don't need to apply Time.TimeMult here, the physics simulation takes care of this.
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ApplyWorldForce ( System.Vector2 force, System.Vector2 applyAt ) : void |
Applies a world force to the specified world point. You don't need to apply Time.TimeMult here, the physics simulation takes care of this.
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ApplyWorldImpulse ( System.Vector2 impulse ) : void |
Applies a world impulse to the objects mass center. You don't usually need to apply Time.TimeMult here because it is inteded to be a one-time force impact.
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ApplyWorldImpulse ( System.Vector2 impulse, System.Vector2 applyAt ) : void |
Applies a world impulse to the specified world point. You don't usually need to apply Time.TimeMult here because it is inteded to be a one-time force impact.
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AwakeAll ( ) : void |
Awakes all currently existing RigidBodies.
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AwakeBody ( ) : void |
Awakes the body if it has been in a resting state that is now being left, such as when changing physical properties at runtime. You usually don't need to call this.
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BeginUpdateBodyShape ( ) : void |
Prepares this RigidBody for a large-scale shape update. This isn't required but might boost update performance.
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ClearJoints ( ) : void |
Removes all existing joints from the Collider.
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ClearShapes ( ) : void |
Removes all existing shapes from the Collider.
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EndUpdateBodyShape ( ) : void |
Restores this RigidBody after a large-scale shape update. See BeginUpdateBodyShape.
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PickShape ( System.Vector2 worldCoord ) : Duality.Components.Physics.ShapeInfo |
Performs a physical picking operation and returns the
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PickShapeGlobal ( System.Vector2 worldCoord ) : Duality.Components.Physics.ShapeInfo |
Performs a global physical picking operation and returns the
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PickShapes ( System.Vector2 worldCoord ) : List |
Performs a physical picking operation and returns the
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PickShapes ( System.Vector2 worldCoord, System.Vector2 size ) : List |
Performs a physical picking operation and returns the
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PickShapesGlobal ( System.Vector2 worldCoord ) : List |
Performs a global physical picking operation and returns the
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PickShapesGlobal ( System.Vector2 worldCoord, System.Vector2 size ) : List |
Performs a global physical picking operation and returns the
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QueryRectGlobal ( System.Vector2 worldCoord, System.Vector2 size ) : List |
Performs a global physical AABB query and returns the
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RayCast ( System.Vector2 worldCoordA, System.Vector2 worldCoordB, RayCastCallback callback = null ) : List |
Performs a 2d physical raycast in world coordinates.
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RemoveJoint ( Duality.Components.Physics.JointInfo joint ) : void |
Removes an existing joint from the Collider.
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RemoveShape ( Duality.Components.Physics.ShapeInfo shape ) : void |
Removes an existing shape from the Collider.
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RigidBody ( ) : System | ||
SynchronizeBodyShape ( ) : void |
Forces previously scheduled body shape updates to execute. Changes to a RigidBodies shape are normally cached and executed in the following frame. Calling this method guarantes all scheduled updates to be performed immediately.
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Method | Description | |
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OnCopyTo ( Component target, Duality provider ) : void |
Method | Description | |
---|---|---|
CheckValidTransform ( ) : void | ||
CleanupBody ( ) : void | ||
CleanupJoints ( ) : void | ||
FlagBodyShape ( ) : bool | ||
ICmpEditorUpdatable ( ) : void | ||
ICmpInitializable ( InitContext context ) : void | ||
ICmpInitializable ( ShutdownContext context ) : void | ||
ICmpUpdatable ( ) : void | ||
InitBody ( ) : void | ||
Initialize ( ) : void | ||
NotifyCollisionBegin ( CollisionEventArgs args ) : void | ||
NotifyCollisionEnd ( CollisionEventArgs args ) : void | ||
NotifyCollisionSolve ( CollisionEventArgs args ) : void | ||
OnTransformChanged ( object sender, TransformChangedEventArgs e ) : void | ||
ProcessCollisionEvents ( ) : void | ||
ProcessSingleCollisionEvent ( ColEvent colEvent ) : void | ||
Raycast_DefaultCallback ( |
||
RemoveDisposedJoints ( ) : void | ||
SetFarseerBodyType ( BodyType value ) : void | ||
SetJoints ( IEnumerable |
||
SetShapes ( IEnumerable |
||
Shutdown ( ) : void | ||
UpdateBodyMass ( ) : void | ||
UpdateBodyShape ( ) : void | ||
body_OnCollision ( |
||
body_OnSeparation ( |
||
body_PostSolve ( |
public AddJoint ( Duality.Components.Physics.JointInfo joint, |
||
joint | Duality.Components.Physics.JointInfo | |
other | ||
return | void |
public AddShape ( Duality.Components.Physics.ShapeInfo shape ) : void | ||
shape | Duality.Components.Physics.ShapeInfo | |
return | void |
public ApplyLocalForce ( System.Vector2 force ) : void | ||
force | System.Vector2 | |
return | void |
public ApplyLocalForce ( System.Vector2 force, System.Vector2 applyAt ) : void | ||
force | System.Vector2 | |
applyAt | System.Vector2 | |
return | void |
public ApplyLocalForce ( float angularForce ) : void | ||
angularForce | float | |
return | void |
public ApplyLocalImpulse ( System.Vector2 impulse ) : void | ||
impulse | System.Vector2 | |
return | void |
public ApplyLocalImpulse ( System.Vector2 impulse, System.Vector2 applyAt ) : void | ||
impulse | System.Vector2 | |
applyAt | System.Vector2 | |
return | void |
public ApplyLocalImpulse ( float angularImpulse ) : void | ||
angularImpulse | float | |
return | void |
public ApplyWorldForce ( System.Vector2 force ) : void | ||
force | System.Vector2 | |
return | void |
public ApplyWorldForce ( System.Vector2 force, System.Vector2 applyAt ) : void | ||
force | System.Vector2 | |
applyAt | System.Vector2 | |
return | void |
public ApplyWorldImpulse ( System.Vector2 impulse ) : void | ||
impulse | System.Vector2 | |
return | void |
public ApplyWorldImpulse ( System.Vector2 impulse, System.Vector2 applyAt ) : void | ||
impulse | System.Vector2 | |
applyAt | System.Vector2 | |
return | void |
protected OnCopyTo ( Component target, Duality provider ) : void | ||
target | Component | |
provider | Duality | |
return | void |
public PickShape ( System.Vector2 worldCoord ) : Duality.Components.Physics.ShapeInfo | ||
worldCoord | System.Vector2 | |
return | Duality.Components.Physics.ShapeInfo |
public static PickShapeGlobal ( System.Vector2 worldCoord ) : Duality.Components.Physics.ShapeInfo | ||
worldCoord | System.Vector2 | |
return | Duality.Components.Physics.ShapeInfo |
public PickShapes ( System.Vector2 worldCoord ) : List |
||
worldCoord | System.Vector2 | |
return | List |
public PickShapes ( System.Vector2 worldCoord, System.Vector2 size ) : List |
||
worldCoord | System.Vector2 | |
size | System.Vector2 | |
return | List |
public static PickShapesGlobal ( System.Vector2 worldCoord ) : List |
||
worldCoord | System.Vector2 | |
return | List |
public static PickShapesGlobal ( System.Vector2 worldCoord, System.Vector2 size ) : List |
||
worldCoord | System.Vector2 | |
size | System.Vector2 | |
return | List |
public static QueryRectGlobal ( System.Vector2 worldCoord, System.Vector2 size ) : List |
||
worldCoord | System.Vector2 | |
size | System.Vector2 | |
return | List |
public static RayCast ( System.Vector2 worldCoordA, System.Vector2 worldCoordB, RayCastCallback callback = null ) : List |
||
worldCoordA | System.Vector2 | The starting point. |
worldCoordB | System.Vector2 | The desired end point. |
callback | RayCastCallback | /// The callback that is invoked for each hit on the raycast. Note that the order in which each hit occurs isn't deterministic /// and may appear random. Return -1 to ignore the curret shape, 0 to terminate the raycast, data.Fraction to clip the ray for current hit, or 1 to continue. /// |
return | List |
public RemoveJoint ( Duality.Components.Physics.JointInfo joint ) : void | ||
joint | Duality.Components.Physics.JointInfo | |
return | void |
public RemoveShape ( Duality.Components.Physics.ShapeInfo shape ) : void | ||
shape | Duality.Components.Physics.ShapeInfo | |
return | void |