Property | Type | Description | |
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collisionInformation | |||
locker |
Property | Type | Description | |
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ICCDPositionUpdateable | void | ||
ICCDPositionUpdateable | void | ||
IForceUpdateable | void | ||
IPositionUpdateable | void | ||
ISpaceObject | void | ||
InitializeId | void | ||
OnMaterialChanged | void |
Method | Description | |
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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.
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ApplyImpulse ( Vector3 location, Vector3 impulse ) : void |
Applies an impulse to the entity.
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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.
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BecomeDynamic ( float mass ) : void |
Forces the entity to become dynamic. Dynamic entities respond to collisions and have finite mass and inertia.
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BecomeDynamic ( float mass, |
Forces the entity to become dynamic. Dynamic entities respond to collisions and have finite mass and inertia.
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BecomeKinematic ( ) : void |
Forces the entity to become kinematic. Kinematic entities have infinite mass and inertia.
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Entity ( |
Constructs a new kinematic entity.
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Entity ( |
Constructs a new dynamic entity.
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Entity ( |
Constructs a new dynamic entity.
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Entity ( |
Constructs a new dynamic entity.
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Entity ( |
Constructs a new kinematic entity.
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Entity ( |
Constructs a new dynamic entity.
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Entity ( |
Constructs a new dynamic entity.
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Entity ( |
Constructs a new dynamic entity.
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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.
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ModifyLinearDamping ( float damping ) : void |
Temporarily adjusts the linear damping by an amount. After the value is used, the damping returns to the base value.
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ToString ( ) : string |
Method | Description | |
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Entity ( ) : System | ||
Initialize ( |
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Initialize ( |
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Initialize ( |
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Initialize ( |
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OnAdditionToSpace ( ISpace newSpace ) : void | ||
OnRemovalFromSpace ( ISpace oldSpace ) : void | ||
OnShapeChanged ( BEPUphysics.CollisionShapes.CollisionShape shape ) : void |
Method | Description | |
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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 |
public ApplyAngularImpulse ( Vector3 &impulse ) : void | ||
impulse | Vector3 | Impulse to apply. |
return | void |
public ApplyImpulse ( Vector3 location, Vector3 impulse ) : void | ||
location | Vector3 | Location to apply the impulse. |
impulse | Vector3 | Impulse to apply. |
return | void |
public ApplyLinearImpulse ( Vector3 &impulse ) : void | ||
impulse | Vector3 | Impulse to apply. |
return | void |
public BecomeDynamic ( float mass ) : void | ||
mass | float | Mass to use for the entity. |
return | void |
public BecomeDynamic ( float mass, |
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mass | float | Mass to use for the entity. |
localInertiaTensor | Inertia tensor to use for the entity. | |
return | void |
public Entity ( |
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collisionInformation | Collidable to use with the entity. | |
return | System |
public Entity ( |
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collisionInformation | Collidable to use with the entity. | |
mass | float | Mass of the entity. |
return | System |
public Entity ( |
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collisionInformation | Collidable to use with the entity. | |
mass | float | Mass of the entity. |
inertiaTensor | Inertia tensor of the entity. | |
return | System |
public Entity ( |
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collisionInformation | Collidable to use with the entity. | |
mass | float | Mass of the entity. |
inertiaTensor | Inertia tensor of the entity. | |
volume | float | Volume of the entity. |
return | System |
public Entity ( |
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shape | Shape to use with the entity. | |
return | System |
public Entity ( |
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shape | Shape to use with the entity. | |
mass | float | Mass of the entity. |
return | System |
public Entity ( |
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shape | Shape to use with the entity. | |
mass | float | Mass of the entity. |
inertiaTensor | Inertia tensor of the entity. | |
return | System |
public Entity ( |
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shape | Shape to use with the entity. | |
mass | float | Mass of the entity. |
inertiaTensor | Inertia tensor of the entity. | |
volume | float | Volume of the entity. |
return | System |
protected Initialize ( |
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collisionInformation | ||
return | void |
protected Initialize ( |
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collisionInformation | ||
mass | float | |
return | void |
protected Initialize ( |
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collisionInformation | ||
mass | float | |
inertiaTensor | ||
return | void |
protected Initialize ( |
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collisionInformation | ||
mass | float | |
inertiaTensor | ||
volume | float | |
return | void |
public ModifyAngularDamping ( float damping ) : void | ||
damping | float | Damping to add. |
return | void |
public ModifyLinearDamping ( float damping ) : void | ||
damping | float | Damping to add. |
return | void |
protected OnAdditionToSpace ( ISpace newSpace ) : void | ||
newSpace | ISpace | |
return | void |
protected OnRemovalFromSpace ( ISpace oldSpace ) : void | ||
oldSpace | ISpace | |
return | void |
protected OnShapeChanged ( BEPUphysics.CollisionShapes.CollisionShape shape ) : void | ||
shape | BEPUphysics.CollisionShapes.CollisionShape | |
return | void |
protected EntityCollidable,BEPUphysics.BroadPhaseEntries.MobileCollidables collisionInformation | ||
return |