C# 클래스 BEPUphysics.DeactivationManagement.SimulationIslandMember

Object owned by an entity which lives in a simulation island. Can be considered the entity's deactivation system proxy, just as the CollisionInformation property stores the collision pipeline proxy.
파일 보기 프로젝트 열기: Indiefreaks/igf 1 사용 예제들

공개 메소드들

메소드 설명
Activate ( ) : void

Attempts to activate the entity.

UpdateDeactivationCandidacy ( float dt ) : void

Updates the member's deactivation state.

보호된 메소드들

메소드 설명
OnActivated ( ) : void
OnBecameDeactivationCandidate ( ) : void
OnBecameNonDeactivationCandidate ( ) : void
OnDeactivated ( ) : void

비공개 메소드들

메소드 설명
AddConnectionReference ( BEPUphysics.DeactivationManagement.SimulationIslandConnection connection ) : int

Adds a connection reference to the member.

RemoveConnectionReference ( BEPUphysics.DeactivationManagement.SimulationIslandConnection connection, int index ) : void

Removes a connection reference from the member.

SimulationIslandMember ( Entity owner ) : System
TryToCompressIslandHierarchy ( ) : void

메소드 상세

Activate() 공개 메소드

Attempts to activate the entity.
public Activate ( ) : void
리턴 void

OnActivated() 보호된 메소드

protected OnActivated ( ) : void
리턴 void

OnBecameDeactivationCandidate() 보호된 메소드

protected OnBecameDeactivationCandidate ( ) : void
리턴 void

OnBecameNonDeactivationCandidate() 보호된 메소드

protected OnBecameNonDeactivationCandidate ( ) : void
리턴 void

OnDeactivated() 보호된 메소드

protected OnDeactivated ( ) : void
리턴 void

UpdateDeactivationCandidacy() 공개 메소드

Updates the member's deactivation state.
public UpdateDeactivationCandidacy ( float dt ) : void
dt float Timestep duration.
리턴 void