Property | Type | Description | |
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BuildIslands | void | ||
ProcessIslands | void |
Method | Description | |
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Add ( Henge3D.Physics.Constraint constraint ) : void |
Add a constraint to the physics world. A constraint may affect one or two bodies.
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Add ( Henge3D.Physics.Contraption contraption ) : void |
Add a contraption to the physics world.
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Add ( IForceGenerator generator ) : void |
Add a force generator to the physics world.
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Add ( Henge3D.Physics.RigidBody body ) : void |
Add a body to the physics world.
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Clear ( ) : void |
Clears all bodies and force generators.
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Initialize ( ) : void |
Initialize the physics implementation.
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Integrate ( float timeStep ) : void |
Integrates the entire system for a single time step. This method applies forces to objects, performs collision detection, and solves all constraints. Finally, the object positions are updated.
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PhysicsManager ( Microsoft.Xna.Framework.Game game ) : System | ||
Remove ( Henge3D.Physics.Constraint constraint ) : bool |
Removes a constraint from the physics world.
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Remove ( IForceGenerator generator ) : bool |
Remove a force generator from the physics world.
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Remove ( Henge3D.Physics.RigidBody body ) : bool |
Remove a body from the physics world.
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Remove ( Henge3D.Physics.Contraption contraption ) : void |
Remove a contraption from the physics world.
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Update ( |
Standard XNA Update method. If the IsIntegratedOnUpdate property is set to true, the engine will automatically move forward one step.
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Method | Description | |
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Dispose ( bool disposing ) : void |
Method | Description | |
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BuildIslands ( ) : void | ||
ProcessIslands ( ) : void |
public Add ( Henge3D.Physics.Constraint constraint ) : void | ||
constraint | Henge3D.Physics.Constraint | The constraint to add. |
return | void |
public Add ( Henge3D.Physics.Contraption contraption ) : void | ||
contraption | Henge3D.Physics.Contraption | The contraption to add. |
return | void |
public Add ( IForceGenerator generator ) : void | ||
generator | IForceGenerator | The generator to add. |
return | void |
public Add ( Henge3D.Physics.RigidBody body ) : void | ||
body | Henge3D.Physics.RigidBody | The body to add. It must not already be managed by a physics implementation. |
return | void |
public Integrate ( float timeStep ) : void | ||
timeStep | float | The amount of time, in seconds, to step the simulation forward. |
return | void |
public PhysicsManager ( Microsoft.Xna.Framework.Game game ) : System | ||
game | Microsoft.Xna.Framework.Game | |
return | System |
public Remove ( Henge3D.Physics.Constraint constraint ) : bool | ||
constraint | Henge3D.Physics.Constraint | The constraint to remove. |
return | bool |
public Remove ( IForceGenerator generator ) : bool | ||
generator | IForceGenerator | The generator to remove. |
return | bool |
public Remove ( Henge3D.Physics.RigidBody body ) : bool | ||
body | Henge3D.Physics.RigidBody | The body to remove. |
return | bool |
public Remove ( Henge3D.Physics.Contraption contraption ) : void | ||
contraption | Henge3D.Physics.Contraption | The contraption to remove. |
return | void |
public Update ( |
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gameTime | The current game time information. | |
return | void |