Method | Description | |
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ApplyObjectForce ( Microsoft.Xna.Framework.Vector3 objectforce ) : void |
Applies force to the object. The total force is used to move the object during the next call to Begin().
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ApplyObjectForce ( Microsoft.Xna.Framework.Vector3 objectposition, Microsoft.Xna.Framework.Vector3 objectforce ) : void |
Applies force to the object. The total force is used to move the object during the next call to Update().
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ApplyWorldForce ( Microsoft.Xna.Framework.Vector3 worldposition, Microsoft.Xna.Framework.Vector3 worldforce ) : void |
Applies force to the object. The total force is used to move the object during the next call to Update().
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ApplyWorldForce ( Microsoft.Xna.Framework.Vector3 worldforce, bool constantforce ) : void |
Applies force to the object. The total force is used to move the object during the next call to Begin().
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Begin ( ) : void |
Applies eventual ParentObject collision information changes to the current ISpaceObject instance.
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End ( ) : void |
Applies the current ISpaceObject World matrix changes to the ParentObject.
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Initialize ( ) : void | ||
RemoveForces ( ) : void |
Removes all accumulated forces acting on the object. This will halt the object movement, however future forces (such as gravity) can immediately begin acting on the object again.
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StaticMeshCollisionMove ( ICollisionObject collisionObject, |
Creates a new instance
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StaticMeshCollisionMove ( ICollisionObject collisionObject, Microsoft.Xna.Framework.Vector3 vertices, int indices ) : BEPUphysics.BroadPhaseEntries |
Creates a new instance
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Method | Description | |
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OnStaticMeshCollisionDetected ( |
Raises the appropriate ParentObject collision events depending on its CollisionType value
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public ApplyObjectForce ( Microsoft.Xna.Framework.Vector3 objectforce ) : void | ||
objectforce | Microsoft.Xna.Framework.Vector3 | Amount of object-space force to apply to the object. |
return | void |
public ApplyObjectForce ( Microsoft.Xna.Framework.Vector3 objectposition, Microsoft.Xna.Framework.Vector3 objectforce ) : void | ||
objectposition | Microsoft.Xna.Framework.Vector3 | Object-space location the force is applied to the object. /// This allows off-center forces, which cause rotation. |
objectforce | Microsoft.Xna.Framework.Vector3 | Amount of object-space force to apply to the object. |
return | void |
public ApplyWorldForce ( Microsoft.Xna.Framework.Vector3 worldposition, Microsoft.Xna.Framework.Vector3 worldforce ) : void | ||
worldposition | Microsoft.Xna.Framework.Vector3 | World-space location the force is applied to the object. /// This allows off-center forces, which cause rotation. |
worldforce | Microsoft.Xna.Framework.Vector3 | Amount of world-space force to apply to the object. |
return | void |
public ApplyWorldForce ( Microsoft.Xna.Framework.Vector3 worldforce, bool constantforce ) : void | ||
worldforce | Microsoft.Xna.Framework.Vector3 | Amount of world-space force to apply to the object. |
constantforce | bool | Determines if the force is from a constant /// source such as gravity, wind, or similar (eg: applied by the caller /// every frame instead of a single time). |
return | void |
public StaticMeshCollisionMove ( ICollisionObject collisionObject, |
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collisionObject | ICollisionObject | The ParentObject this instance will be associated with |
model | The Model used to compute the BEPUPgysics StaticMesh | |
return | BEPUphysics.BroadPhaseEntries |
public StaticMeshCollisionMove ( ICollisionObject collisionObject, Microsoft.Xna.Framework.Vector3 vertices, int indices ) : BEPUphysics.BroadPhaseEntries | ||
collisionObject | ICollisionObject | The ParentObject this instance will be associated with |
vertices | Microsoft.Xna.Framework.Vector3 | The Model vertices used to compute the BEPUPgysics StaticMesh |
indices | int | The Model indices used to compute the BEPUPgysics StaticMesh |
return | BEPUphysics.BroadPhaseEntries |