C# Class BEPUphysics.Entities.Entity

Superclass of movable rigid bodies. Contains information for both dynamic and kinematic simulation.
Inheritance: IBroadPhaseEntryOwner, IDeferredEventCreatorOwner, ISimulationIslandMemberOwner, ICCDPositionUpdateable, IForceUpdateable, ISpaceObject, IMaterialOwner, ICollisionRulesOwner
Afficher le fichier Open project: Indiefreaks/igf Class Usage Examples

Protected Properties

Свойство Type Description
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable
locker BEPUutilities.SpinLock

Private Properties

Свойство Type Description
ICCDPositionUpdateable void
ICCDPositionUpdateable void
IForceUpdateable void
IPositionUpdateable void
ISpaceObject void
InitializeId void
OnMaterialChanged void

Méthodes publiques

Méthode Description
ApplyAngularImpulse ( Vector3 &impulse ) : void

Applies an angular velocity change to the entity using the given impulse. This method does not wake up the object or perform any other nonessential operation; it is meant to be used for performance-sensitive constraint solving. Consider equivalently adding to the AngularMomentum property for convenience instead.

ApplyImpulse ( Vector3 location, Vector3 impulse ) : void

Applies an impulse to the entity.

ApplyLinearImpulse ( Vector3 &impulse ) : void

Applies a linear velocity change to the entity using the given impulse. This method does not wake up the object or perform any other nonessential operation; it is meant to be used for performance-sensitive constraint solving. Consider equivalently adding to the LinearMomentum property for convenience instead.

BecomeDynamic ( float mass ) : void

Forces the entity to become dynamic. Dynamic entities respond to collisions and have finite mass and inertia.

BecomeDynamic ( float mass, Matrix3x3 localInertiaTensor ) : void

Forces the entity to become dynamic. Dynamic entities respond to collisions and have finite mass and inertia.

BecomeKinematic ( ) : void

Forces the entity to become kinematic. Kinematic entities have infinite mass and inertia.

Entity ( EntityCollidable collisionInformation ) : System

Constructs a new kinematic entity.

Entity ( EntityCollidable collisionInformation, float mass ) : System

Constructs a new dynamic entity.

Entity ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor ) : System

Constructs a new dynamic entity.

Entity ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor, float volume ) : System

Constructs a new dynamic entity.

Entity ( EntityShape shape ) : System

Constructs a new kinematic entity.

Entity ( EntityShape shape, float mass ) : System

Constructs a new dynamic entity.

Entity ( EntityShape shape, float mass, Matrix3x3 inertiaTensor ) : System

Constructs a new dynamic entity.

Entity ( EntityShape shape, float mass, Matrix3x3 inertiaTensor, float volume ) : System

Constructs a new dynamic entity.

GetHashCode ( ) : int
ModifyAngularDamping ( float damping ) : void

Temporarily adjusts the angular damping by an amount. After the value is used, the damping returns to the base value.

ModifyLinearDamping ( float damping ) : void

Temporarily adjusts the linear damping by an amount. After the value is used, the damping returns to the base value.

ToString ( ) : string

Méthodes protégées

Méthode Description
Entity ( ) : System
Initialize ( EntityCollidable collisionInformation ) : void
Initialize ( EntityCollidable collisionInformation, float mass ) : void
Initialize ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor ) : void
Initialize ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor, float volume ) : void
OnAdditionToSpace ( ISpace newSpace ) : void
OnRemovalFromSpace ( ISpace oldSpace ) : void
OnShapeChanged ( BEPUphysics.CollisionShapes.CollisionShape shape ) : void

Private Methods

Méthode Description
ICCDPositionUpdateable ( ) : void
ICCDPositionUpdateable ( float dt ) : void
IForceUpdateable ( float dt ) : void
IPositionUpdateable ( float dt ) : void
ISpaceObject ( ISpace newSpace ) : void
InitializeId ( ) : void
OnMaterialChanged ( BEPUphysics.Materials.Material newMaterial ) : void

Method Details

ApplyAngularImpulse() public méthode

Applies an angular velocity change to the entity using the given impulse. This method does not wake up the object or perform any other nonessential operation; it is meant to be used for performance-sensitive constraint solving. Consider equivalently adding to the AngularMomentum property for convenience instead.
public ApplyAngularImpulse ( Vector3 &impulse ) : void
impulse Vector3 Impulse to apply.
Résultat void

ApplyImpulse() public méthode

Applies an impulse to the entity.
public ApplyImpulse ( Vector3 location, Vector3 impulse ) : void
location Vector3 Location to apply the impulse.
impulse Vector3 Impulse to apply.
Résultat void

ApplyLinearImpulse() public méthode

Applies a linear velocity change to the entity using the given impulse. This method does not wake up the object or perform any other nonessential operation; it is meant to be used for performance-sensitive constraint solving. Consider equivalently adding to the LinearMomentum property for convenience instead.
public ApplyLinearImpulse ( Vector3 &impulse ) : void
impulse Vector3 Impulse to apply.
Résultat void

BecomeDynamic() public méthode

Forces the entity to become dynamic. Dynamic entities respond to collisions and have finite mass and inertia.
public BecomeDynamic ( float mass ) : void
mass float Mass to use for the entity.
Résultat void

BecomeDynamic() public méthode

Forces the entity to become dynamic. Dynamic entities respond to collisions and have finite mass and inertia.
public BecomeDynamic ( float mass, Matrix3x3 localInertiaTensor ) : void
mass float Mass to use for the entity.
localInertiaTensor BEPUutilities.Matrix3x3 Inertia tensor to use for the entity.
Résultat void

BecomeKinematic() public méthode

Forces the entity to become kinematic. Kinematic entities have infinite mass and inertia.
public BecomeKinematic ( ) : void
Résultat void

Entity() protected méthode

protected Entity ( ) : System
Résultat System

Entity() public méthode

Constructs a new kinematic entity.
public Entity ( EntityCollidable collisionInformation ) : System
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable Collidable to use with the entity.
Résultat System

Entity() public méthode

Constructs a new dynamic entity.
public Entity ( EntityCollidable collisionInformation, float mass ) : System
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable Collidable to use with the entity.
mass float Mass of the entity.
Résultat System

Entity() public méthode

Constructs a new dynamic entity.
public Entity ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor ) : System
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable Collidable to use with the entity.
mass float Mass of the entity.
inertiaTensor BEPUutilities.Matrix3x3 Inertia tensor of the entity.
Résultat System

Entity() public méthode

Constructs a new dynamic entity.
public Entity ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor, float volume ) : System
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable Collidable to use with the entity.
mass float Mass of the entity.
inertiaTensor BEPUutilities.Matrix3x3 Inertia tensor of the entity.
volume float Volume of the entity.
Résultat System

Entity() public méthode

Constructs a new kinematic entity.
public Entity ( EntityShape shape ) : System
shape BEPUphysics.CollisionShapes.EntityShape Shape to use with the entity.
Résultat System

Entity() public méthode

Constructs a new dynamic entity.
public Entity ( EntityShape shape, float mass ) : System
shape BEPUphysics.CollisionShapes.EntityShape Shape to use with the entity.
mass float Mass of the entity.
Résultat System

Entity() public méthode

Constructs a new dynamic entity.
public Entity ( EntityShape shape, float mass, Matrix3x3 inertiaTensor ) : System
shape BEPUphysics.CollisionShapes.EntityShape Shape to use with the entity.
mass float Mass of the entity.
inertiaTensor BEPUutilities.Matrix3x3 Inertia tensor of the entity.
Résultat System

Entity() public méthode

Constructs a new dynamic entity.
public Entity ( EntityShape shape, float mass, Matrix3x3 inertiaTensor, float volume ) : System
shape BEPUphysics.CollisionShapes.EntityShape Shape to use with the entity.
mass float Mass of the entity.
inertiaTensor BEPUutilities.Matrix3x3 Inertia tensor of the entity.
volume float Volume of the entity.
Résultat System

GetHashCode() public méthode

public GetHashCode ( ) : int
Résultat int

Initialize() protected méthode

protected Initialize ( EntityCollidable collisionInformation ) : void
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable
Résultat void

Initialize() protected méthode

protected Initialize ( EntityCollidable collisionInformation, float mass ) : void
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable
mass float
Résultat void

Initialize() protected méthode

protected Initialize ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor ) : void
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable
mass float
inertiaTensor BEPUutilities.Matrix3x3
Résultat void

Initialize() protected méthode

protected Initialize ( EntityCollidable collisionInformation, float mass, Matrix3x3 inertiaTensor, float volume ) : void
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable
mass float
inertiaTensor BEPUutilities.Matrix3x3
volume float
Résultat void

ModifyAngularDamping() public méthode

Temporarily adjusts the angular damping by an amount. After the value is used, the damping returns to the base value.
public ModifyAngularDamping ( float damping ) : void
damping float Damping to add.
Résultat void

ModifyLinearDamping() public méthode

Temporarily adjusts the linear damping by an amount. After the value is used, the damping returns to the base value.
public ModifyLinearDamping ( float damping ) : void
damping float Damping to add.
Résultat void

OnAdditionToSpace() protected méthode

protected OnAdditionToSpace ( ISpace newSpace ) : void
newSpace ISpace
Résultat void

OnRemovalFromSpace() protected méthode

protected OnRemovalFromSpace ( ISpace oldSpace ) : void
oldSpace ISpace
Résultat void

OnShapeChanged() protected méthode

protected OnShapeChanged ( BEPUphysics.CollisionShapes.CollisionShape shape ) : void
shape BEPUphysics.CollisionShapes.CollisionShape
Résultat void

ToString() public méthode

public ToString ( ) : string
Résultat string

Property Details

collisionInformation protected_oe property

protected EntityCollidable,BEPUphysics.BroadPhaseEntries.MobileCollidables collisionInformation
Résultat BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable

locker protected_oe property

Gets the synchronization object used by systems that need exclusive access to the entity's properties.
protected SpinLock,BEPUutilities locker
Résultat BEPUutilities.SpinLock