C# 클래스 FarseerPhysics.Factories.FixtureFactory

An easy to use factory for creating bodies
파일 보기 프로젝트 열기: prime31/Nez 1 사용 예제들

공개 메소드들

메소드 설명
AttachChainShape ( Vertices vertices, Body body, object userData = null ) : Fixture
AttachCircle ( float radius, float density, Body body, Vector2 offset, object userData = null ) : Fixture
AttachCircle ( float radius, float density, Body body, object userData = null ) : Fixture
AttachCompoundPolygon ( List list, float density, Body body, object userData = null ) : List
AttachEdge ( Vector2 start, Vector2 end, Body body, object userData = null ) : Fixture
AttachEllipse ( float xRadius, float yRadius, int edges, float density, Body body, object userData = null ) : Fixture
AttachLineArc ( float radians, int sides, float radius, bool closed, Body body ) : Fixture
AttachLoopShape ( Vertices vertices, Body body, object userData = null ) : Fixture
AttachPolygon ( Vertices vertices, float density, Body body, object userData = null ) : Fixture
AttachRectangle ( float width, float height, float density, Vector2 offset, Body body, object userData = null ) : Fixture
AttachSolidArc ( float density, float radians, int sides, float radius, Body body ) : List

메소드 상세

AttachChainShape() 공개 정적인 메소드

public static AttachChainShape ( Vertices vertices, Body body, object userData = null ) : Fixture
vertices Vertices
body FarseerPhysics.Dynamics.Body
userData object
리턴 FarseerPhysics.Dynamics.Fixture

AttachCircle() 공개 정적인 메소드

public static AttachCircle ( float radius, float density, Body body, Vector2 offset, object userData = null ) : Fixture
radius float
density float
body FarseerPhysics.Dynamics.Body
offset Vector2
userData object
리턴 FarseerPhysics.Dynamics.Fixture

AttachCircle() 공개 정적인 메소드

public static AttachCircle ( float radius, float density, Body body, object userData = null ) : Fixture
radius float
density float
body FarseerPhysics.Dynamics.Body
userData object
리턴 FarseerPhysics.Dynamics.Fixture

AttachCompoundPolygon() 공개 정적인 메소드

public static AttachCompoundPolygon ( List list, float density, Body body, object userData = null ) : List
list List
density float
body FarseerPhysics.Dynamics.Body
userData object
리턴 List

AttachEdge() 공개 정적인 메소드

public static AttachEdge ( Vector2 start, Vector2 end, Body body, object userData = null ) : Fixture
start Vector2
end Vector2
body FarseerPhysics.Dynamics.Body
userData object
리턴 FarseerPhysics.Dynamics.Fixture

AttachEllipse() 공개 정적인 메소드

public static AttachEllipse ( float xRadius, float yRadius, int edges, float density, Body body, object userData = null ) : Fixture
xRadius float
yRadius float
edges int
density float
body FarseerPhysics.Dynamics.Body
userData object
리턴 FarseerPhysics.Dynamics.Fixture

AttachLineArc() 공개 정적인 메소드

public static AttachLineArc ( float radians, int sides, float radius, bool closed, Body body ) : Fixture
radians float
sides int
radius float
closed bool
body FarseerPhysics.Dynamics.Body
리턴 FarseerPhysics.Dynamics.Fixture

AttachLoopShape() 공개 정적인 메소드

public static AttachLoopShape ( Vertices vertices, Body body, object userData = null ) : Fixture
vertices Vertices
body FarseerPhysics.Dynamics.Body
userData object
리턴 FarseerPhysics.Dynamics.Fixture

AttachPolygon() 공개 정적인 메소드

public static AttachPolygon ( Vertices vertices, float density, Body body, object userData = null ) : Fixture
vertices Vertices
density float
body FarseerPhysics.Dynamics.Body
userData object
리턴 FarseerPhysics.Dynamics.Fixture

AttachRectangle() 공개 정적인 메소드

public static AttachRectangle ( float width, float height, float density, Vector2 offset, Body body, object userData = null ) : Fixture
width float
height float
density float
offset Vector2
body FarseerPhysics.Dynamics.Body
userData object
리턴 FarseerPhysics.Dynamics.Fixture

AttachSolidArc() 공개 정적인 메소드

public static AttachSolidArc ( float density, float radians, int sides, float radius, Body body ) : List
density float
radians float
sides int
radius float
body FarseerPhysics.Dynamics.Body
리턴 List