C# 클래스 BEPUphysics.Entities.Entity

Superclass of movable rigid bodies. Contains information for both dynamic and kinematic simulation.
상속: IBroadPhaseEntryOwner, IDeferredEventCreatorOwner, ISimulationIslandMemberOwner, ICCDPositionUpdateable, IForceUpdateable, ISpaceObject, IMaterialOwner, ICollisionRulesOwner
파일 보기 프로젝트 열기: Indiefreaks/igf 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
collisionInformation BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable
locker BEPUutilities.SpinLock

Private Properties

프로퍼티 타입 설명
ICCDPositionUpdateable void
ICCDPositionUpdateable void
IForceUpdateable void
IPositionUpdateable void
ISpaceObject void
InitializeId void
OnMaterialChanged void

공개 메소드들

메소드 설명
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

보호된 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

ApplyAngularImpulse() 공개 메소드

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.
리턴 void

ApplyImpulse() 공개 메소드

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.
리턴 void

ApplyLinearImpulse() 공개 메소드

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.
리턴 void

BecomeDynamic() 공개 메소드

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.
리턴 void

BecomeDynamic() 공개 메소드

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.
리턴 void

BecomeKinematic() 공개 메소드

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

Entity() 보호된 메소드

protected Entity ( ) : System
리턴 System

Entity() 공개 메소드

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

Entity() 공개 메소드

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.
리턴 System

Entity() 공개 메소드

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.
리턴 System

Entity() 공개 메소드

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.
리턴 System

Entity() 공개 메소드

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

Entity() 공개 메소드

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.
리턴 System

Entity() 공개 메소드

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.
리턴 System

Entity() 공개 메소드

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.
리턴 System

GetHashCode() 공개 메소드

public GetHashCode ( ) : int
리턴 int

Initialize() 보호된 메소드

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

Initialize() 보호된 메소드

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

Initialize() 보호된 메소드

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

Initialize() 보호된 메소드

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

ModifyAngularDamping() 공개 메소드

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.
리턴 void

ModifyLinearDamping() 공개 메소드

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.
리턴 void

OnAdditionToSpace() 보호된 메소드

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

OnRemovalFromSpace() 보호된 메소드

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

OnShapeChanged() 보호된 메소드

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

ToString() 공개 메소드

public ToString ( ) : string
리턴 string

프로퍼티 상세

collisionInformation 보호되어 있는 프로퍼티

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

locker 보호되어 있는 프로퍼티

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