C# 클래스 Nez.Farseer.BodyExt

파일 보기 프로젝트 열기: prime31/Nez

공개 메소드들

메소드 설명
attachCapsule ( this body, float height, float endRadius, float density ) : void
attachChainShape ( this body, List vertices ) : Fixture
attachCircle ( this body, float radius, float density, Vector2 offset = default(Vector2) ) : Fixture
attachCompoundPolygon ( this body, List list, float density ) : List
attachEdge ( this body, Vector2 start, Vector2 end ) : Fixture
attachEllipse ( this body, float xRadius, float yRadius, int edges, float density ) : Fixture
attachGear ( this body, float radius, int numberOfTeeth, float tipPercentage, float toothHeight, float density ) : List
attachLineArc ( this body, float radians, int sides, float radius, bool closed ) : Fixture
attachLoopShape ( this body, List vertices ) : Fixture
attachPolygon ( this body, List vertices, float density ) : Fixture
attachRectangle ( this body, float width, float height, float density, Vector2 offset = default(Vector2) ) : Fixture
attachSolidArc ( this body, float density, float radians, int sides, float radius ) : List
createAngleJoint ( this body, Body bodyB ) : AngleJoint
createDistanceJoint ( this body, Body bodyB ) : DistanceJoint
createDistanceJoint ( this body, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : DistanceJoint
createFixedMouseJoint ( this body, Vector2 worldAnchor ) : FixedMouseJoint
createFrictionJoint ( this body, Body bodyB ) : FrictionJoint
createFrictionJoint ( this body, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false ) : FrictionJoint
createGearJoint ( this body, Body bodyB, Joint jointA, Joint jointB, float ratio ) : GearJoint
createMotorJoint ( this body, Body bodyB, bool useWorldCoordinates = false ) : MotorJoint
createPrismaticJoint ( this body, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false ) : PrismaticJoint
createPulleyJoint ( this body, Body bodyB, Vector2 anchorA, Vector2 anchorB, Vector2 worldAnchorA, Vector2 worldAnchorB, float ratio, bool useWorldCoordinates = false ) : PulleyJoint
createRevoluteJoint ( this body, Body bodyB, Vector2 anchor ) : RevoluteJoint
createRevoluteJoint ( this body, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : RevoluteJoint
createRopeJoint ( this body, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : RopeJoint
createWeldJoint ( this body, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : WeldJoint
createWheelJoint ( this body, Body bodyB, Vector2 axis ) : WheelJoint
createWheelJoint ( this body, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false ) : WheelJoint

메소드 상세

attachCapsule() 공개 정적인 메소드

public static attachCapsule ( this body, float height, float endRadius, float density ) : void
body this
height float
endRadius float
density float
리턴 void

attachChainShape() 공개 정적인 메소드

public static attachChainShape ( this body, List vertices ) : Fixture
body this
vertices List
리턴 FarseerPhysics.Dynamics.Fixture

attachCircle() 공개 정적인 메소드

public static attachCircle ( this body, float radius, float density, Vector2 offset = default(Vector2) ) : Fixture
body this
radius float
density float
offset Microsoft.Xna.Framework.Vector2
리턴 FarseerPhysics.Dynamics.Fixture

attachCompoundPolygon() 공개 정적인 메소드

public static attachCompoundPolygon ( this body, List list, float density ) : List
body this
list List
density float
리턴 List

attachEdge() 공개 정적인 메소드

public static attachEdge ( this body, Vector2 start, Vector2 end ) : Fixture
body this
start Microsoft.Xna.Framework.Vector2
end Microsoft.Xna.Framework.Vector2
리턴 FarseerPhysics.Dynamics.Fixture

attachEllipse() 공개 정적인 메소드

public static attachEllipse ( this body, float xRadius, float yRadius, int edges, float density ) : Fixture
body this
xRadius float
yRadius float
edges int
density float
리턴 FarseerPhysics.Dynamics.Fixture

attachGear() 공개 정적인 메소드

public static attachGear ( this body, float radius, int numberOfTeeth, float tipPercentage, float toothHeight, float density ) : List
body this
radius float
numberOfTeeth int
tipPercentage float
toothHeight float
density float
리턴 List

attachLineArc() 공개 정적인 메소드

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

attachLoopShape() 공개 정적인 메소드

public static attachLoopShape ( this body, List vertices ) : Fixture
body this
vertices List
리턴 FarseerPhysics.Dynamics.Fixture

attachPolygon() 공개 정적인 메소드

public static attachPolygon ( this body, List vertices, float density ) : Fixture
body this
vertices List
density float
리턴 FarseerPhysics.Dynamics.Fixture

attachRectangle() 공개 정적인 메소드

public static attachRectangle ( this body, float width, float height, float density, Vector2 offset = default(Vector2) ) : Fixture
body this
width float
height float
density float
offset Microsoft.Xna.Framework.Vector2
리턴 FarseerPhysics.Dynamics.Fixture

attachSolidArc() 공개 정적인 메소드

public static attachSolidArc ( this body, float density, float radians, int sides, float radius ) : List
body this
density float
radians float
sides int
radius float
리턴 List

createAngleJoint() 공개 정적인 메소드

public static createAngleJoint ( this body, Body bodyB ) : AngleJoint
body this
bodyB FarseerPhysics.Dynamics.Body
리턴 FarseerPhysics.Dynamics.Joints.AngleJoint

createDistanceJoint() 공개 정적인 메소드

public static createDistanceJoint ( this body, Body bodyB ) : DistanceJoint
body this
bodyB FarseerPhysics.Dynamics.Body
리턴 FarseerPhysics.Dynamics.Joints.DistanceJoint

createDistanceJoint() 공개 정적인 메소드

public static createDistanceJoint ( this body, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : DistanceJoint
body this
bodyB FarseerPhysics.Dynamics.Body
anchorA Microsoft.Xna.Framework.Vector2
anchorB Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.DistanceJoint

createFixedMouseJoint() 공개 정적인 메소드

public static createFixedMouseJoint ( this body, Vector2 worldAnchor ) : FixedMouseJoint
body this
worldAnchor Microsoft.Xna.Framework.Vector2
리턴 FarseerPhysics.Dynamics.Joints.FixedMouseJoint

createFrictionJoint() 공개 정적인 메소드

public static createFrictionJoint ( this body, Body bodyB ) : FrictionJoint
body this
bodyB FarseerPhysics.Dynamics.Body
리턴 FarseerPhysics.Dynamics.Joints.FrictionJoint

createFrictionJoint() 공개 정적인 메소드

public static createFrictionJoint ( this body, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false ) : FrictionJoint
body this
bodyB FarseerPhysics.Dynamics.Body
anchor Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.FrictionJoint

createGearJoint() 공개 정적인 메소드

public static createGearJoint ( this body, Body bodyB, Joint jointA, Joint jointB, float ratio ) : GearJoint
body this
bodyB FarseerPhysics.Dynamics.Body
jointA FarseerPhysics.Dynamics.Joints.Joint
jointB FarseerPhysics.Dynamics.Joints.Joint
ratio float
리턴 FarseerPhysics.Dynamics.Joints.GearJoint

createMotorJoint() 공개 정적인 메소드

public static createMotorJoint ( this body, Body bodyB, bool useWorldCoordinates = false ) : MotorJoint
body this
bodyB FarseerPhysics.Dynamics.Body
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.MotorJoint

createPrismaticJoint() 공개 정적인 메소드

public static createPrismaticJoint ( this body, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false ) : PrismaticJoint
body this
bodyB FarseerPhysics.Dynamics.Body
anchor Microsoft.Xna.Framework.Vector2
axis Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.PrismaticJoint

createPulleyJoint() 공개 정적인 메소드

public static createPulleyJoint ( this body, Body bodyB, Vector2 anchorA, Vector2 anchorB, Vector2 worldAnchorA, Vector2 worldAnchorB, float ratio, bool useWorldCoordinates = false ) : PulleyJoint
body this
bodyB FarseerPhysics.Dynamics.Body
anchorA Microsoft.Xna.Framework.Vector2
anchorB Microsoft.Xna.Framework.Vector2
worldAnchorA Microsoft.Xna.Framework.Vector2
worldAnchorB Microsoft.Xna.Framework.Vector2
ratio float
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.PulleyJoint

createRevoluteJoint() 공개 정적인 메소드

public static createRevoluteJoint ( this body, Body bodyB, Vector2 anchor ) : RevoluteJoint
body this
bodyB FarseerPhysics.Dynamics.Body
anchor Microsoft.Xna.Framework.Vector2
리턴 FarseerPhysics.Dynamics.Joints.RevoluteJoint

createRevoluteJoint() 공개 정적인 메소드

public static createRevoluteJoint ( this body, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : RevoluteJoint
body this
bodyB FarseerPhysics.Dynamics.Body
anchorA Microsoft.Xna.Framework.Vector2
anchorB Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.RevoluteJoint

createRopeJoint() 공개 정적인 메소드

public static createRopeJoint ( this body, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : RopeJoint
body this
bodyB FarseerPhysics.Dynamics.Body
anchorA Microsoft.Xna.Framework.Vector2
anchorB Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.RopeJoint

createWeldJoint() 공개 정적인 메소드

public static createWeldJoint ( this body, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false ) : WeldJoint
body this
bodyB FarseerPhysics.Dynamics.Body
anchorA Microsoft.Xna.Framework.Vector2
anchorB Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.WeldJoint

createWheelJoint() 공개 정적인 메소드

public static createWheelJoint ( this body, Body bodyB, Vector2 axis ) : WheelJoint
body this
bodyB FarseerPhysics.Dynamics.Body
axis Microsoft.Xna.Framework.Vector2
리턴 FarseerPhysics.Dynamics.Joints.WheelJoint

createWheelJoint() 공개 정적인 메소드

public static createWheelJoint ( this body, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false ) : WheelJoint
body this
bodyB FarseerPhysics.Dynamics.Body
anchor Microsoft.Xna.Framework.Vector2
axis Microsoft.Xna.Framework.Vector2
useWorldCoordinates bool
리턴 FarseerPhysics.Dynamics.Joints.WheelJoint