C# 클래스 Henge3D.Physics.PhysicsManager

상속: Microsoft.Xna.Framework.GameComponent, IDisposable
파일 보기 프로젝트 열기: bretternst/Henge3D 1 사용 예제들

Private Properties

프로퍼티 타입 설명
BuildIslands void
ProcessIslands void

공개 메소드들

메소드 설명
Add ( Henge3D.Physics.Constraint constraint ) : void

Add a constraint to the physics world. A constraint may affect one or two bodies.

Add ( Henge3D.Physics.Contraption contraption ) : void

Add a contraption to the physics world.

Add ( IForceGenerator generator ) : void

Add a force generator to the physics world.

Add ( Henge3D.Physics.RigidBody body ) : void

Add a body to the physics world.

Clear ( ) : void

Clears all bodies and force generators.

Initialize ( ) : void

Initialize the physics implementation.

Integrate ( float timeStep ) : void

Integrates the entire system for a single time step. This method applies forces to objects, performs collision detection, and solves all constraints. Finally, the object positions are updated.

PhysicsManager ( Microsoft.Xna.Framework.Game game ) : System
Remove ( Henge3D.Physics.Constraint constraint ) : bool

Removes a constraint from the physics world.

Remove ( IForceGenerator generator ) : bool

Remove a force generator from the physics world.

Remove ( Henge3D.Physics.RigidBody body ) : bool

Remove a body from the physics world.

Remove ( Henge3D.Physics.Contraption contraption ) : void

Remove a contraption from the physics world.

Update ( GameTime gameTime ) : void

Standard XNA Update method. If the IsIntegratedOnUpdate property is set to true, the engine will automatically move forward one step.

보호된 메소드들

메소드 설명
Dispose ( bool disposing ) : void

비공개 메소드들

메소드 설명
BuildIslands ( ) : void
ProcessIslands ( ) : void

메소드 상세

Add() 공개 메소드

Add a constraint to the physics world. A constraint may affect one or two bodies.
public Add ( Henge3D.Physics.Constraint constraint ) : void
constraint Henge3D.Physics.Constraint The constraint to add.
리턴 void

Add() 공개 메소드

Add a contraption to the physics world.
public Add ( Henge3D.Physics.Contraption contraption ) : void
contraption Henge3D.Physics.Contraption The contraption to add.
리턴 void

Add() 공개 메소드

Add a force generator to the physics world.
public Add ( IForceGenerator generator ) : void
generator IForceGenerator The generator to add.
리턴 void

Add() 공개 메소드

Add a body to the physics world.
public Add ( Henge3D.Physics.RigidBody body ) : void
body Henge3D.Physics.RigidBody The body to add. It must not already be managed by a physics implementation.
리턴 void

Clear() 공개 메소드

Clears all bodies and force generators.
public Clear ( ) : void
리턴 void

Dispose() 보호된 메소드

protected Dispose ( bool disposing ) : void
disposing bool
리턴 void

Initialize() 공개 메소드

Initialize the physics implementation.
public Initialize ( ) : void
리턴 void

Integrate() 공개 메소드

Integrates the entire system for a single time step. This method applies forces to objects, performs collision detection, and solves all constraints. Finally, the object positions are updated.
public Integrate ( float timeStep ) : void
timeStep float The amount of time, in seconds, to step the simulation forward.
리턴 void

PhysicsManager() 공개 메소드

public PhysicsManager ( Microsoft.Xna.Framework.Game game ) : System
game Microsoft.Xna.Framework.Game
리턴 System

Remove() 공개 메소드

Removes a constraint from the physics world.
public Remove ( Henge3D.Physics.Constraint constraint ) : bool
constraint Henge3D.Physics.Constraint The constraint to remove.
리턴 bool

Remove() 공개 메소드

Remove a force generator from the physics world.
public Remove ( IForceGenerator generator ) : bool
generator IForceGenerator The generator to remove.
리턴 bool

Remove() 공개 메소드

Remove a body from the physics world.
public Remove ( Henge3D.Physics.RigidBody body ) : bool
body Henge3D.Physics.RigidBody The body to remove.
리턴 bool

Remove() 공개 메소드

Remove a contraption from the physics world.
public Remove ( Henge3D.Physics.Contraption contraption ) : void
contraption Henge3D.Physics.Contraption The contraption to remove.
리턴 void

Update() 공개 메소드

Standard XNA Update method. If the IsIntegratedOnUpdate property is set to true, the engine will automatically move forward one step.
public Update ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime The current game time information.
리턴 void