프로퍼티 | 타입 | 설명 | |
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World |
프로퍼티 | 타입 | 설명 | |
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game |
메소드 | 설명 | |
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BuildConvexHullShape ( SharpDX.Toolkit.Graphics.Model model ) : Jitter.Collision.Shapes.ConvexHullShape | ||
BuildOctree ( SharpDX.Toolkit.Graphics.Model model ) : Jitter.Collision.Octree | ||
BuildTriangleMeshShape ( SharpDX.Toolkit.Graphics.Model model ) : Jitter.Collision.Shapes.TriangleMeshShape | ||
OnManipulationCompleted ( |
Releases physics body (if applicable) on release of pointer, either mouse button up or removal of touch input
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OnManipulationStarted ( |
Handle initial starting movement of touch/mouse pointer
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OnManipulationUpdated ( |
Handle touch/mouse manipulation updated
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PhysicsSystem ( |
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Tapped ( |
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Update ( SharpDX.Toolkit.GameTime time ) : void |
This method is automagically called as part of GameSystem to update the physics simulation. Physics system interpolates current running time with at max 1 itteration of the system over 1/60 seconds (by default).
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addTestBox ( System.Vector3 position, float mass ) : void |
Adds a unit sized test cube to the physics world. Deprecated.
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toJMatrix ( System.Matrix matrix ) : Jitter.LinearMath.JMatrix |
Helper method to interface SharpDX matrix class with Jitter matrix class.
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toJVector ( System.Vector3 vector ) : Jitter.LinearMath.JVector |
Helper method to interface SharpDX vector class with Jitter vector class.
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toMatrix ( Jitter.LinearMath.JMatrix matrix ) : System.Matrix |
Helper method to interface SharpDX matrix class with Jitter matrix class.
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toVector3 ( Jitter.LinearMath.JVector vector ) : System.Vector3 |
Helper method to interface SharpDX vector class with Jitter vector class.
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메소드 | 설명 | |
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AddBody ( RigidBody rigidBody ) : void | ||
ExtractVertices ( SharpDX.Toolkit.Graphics.Model model ) : List |
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HandleGrabBody ( System.Vector2 location ) : void |
Searches for physics objects to "grab" based on in input location.
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HandleMoveGrabBody ( System.Vector2 location ) : void |
Moves physics body based on input (touch or mouse) movement location.
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RayTo ( System.Vector2 mousePos ) : Ray |
Takes a screen space point and maps it to a unit length ray vector in world space.
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RaycastCallback ( RigidBody body, Jitter.LinearMath.JVector normal, float fraction ) : bool |
Callback for Jitter Raycast method to check if an encountered physics object is static or the player (don't pick up if so..)
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RemoveBody ( RigidBody rigidBody ) : void |
public static BuildConvexHullShape ( SharpDX.Toolkit.Graphics.Model model ) : Jitter.Collision.Shapes.ConvexHullShape | ||
model | SharpDX.Toolkit.Graphics.Model | |
리턴 | Jitter.Collision.Shapes.ConvexHullShape |
public static BuildOctree ( SharpDX.Toolkit.Graphics.Model model ) : Jitter.Collision.Octree | ||
model | SharpDX.Toolkit.Graphics.Model | |
리턴 | Jitter.Collision.Octree |
public static BuildTriangleMeshShape ( SharpDX.Toolkit.Graphics.Model model ) : Jitter.Collision.Shapes.TriangleMeshShape | ||
model | SharpDX.Toolkit.Graphics.Model | |
리턴 | Jitter.Collision.Shapes.TriangleMeshShape |
public OnManipulationCompleted ( |
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sender | ||
args | ||
리턴 | void |
public OnManipulationStarted ( |
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sender | ||
args | ||
리턴 | void |
public OnManipulationUpdated ( |
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sender | ||
args | ||
리턴 | void |
public PhysicsSystem ( |
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game | ||
리턴 | System |
public Tapped ( |
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sender | ||
args | ||
리턴 | void |
public Update ( SharpDX.Toolkit.GameTime time ) : void | ||
time | SharpDX.Toolkit.GameTime | |
리턴 | void |
public addTestBox ( System.Vector3 position, float mass ) : void | ||
position | System.Vector3 | |
mass | float | |
리턴 | void |
public static toJMatrix ( System.Matrix matrix ) : Jitter.LinearMath.JMatrix | ||
matrix | System.Matrix | |
리턴 | Jitter.LinearMath.JMatrix |
public static toJVector ( System.Vector3 vector ) : Jitter.LinearMath.JVector | ||
vector | System.Vector3 | |
리턴 | Jitter.LinearMath.JVector |
public static toMatrix ( Jitter.LinearMath.JMatrix matrix ) : System.Matrix | ||
matrix | Jitter.LinearMath.JMatrix | |
리턴 | System.Matrix |
public static toVector3 ( Jitter.LinearMath.JVector vector ) : System.Vector3 | ||
vector | Jitter.LinearMath.JVector | |
리턴 | System.Vector3 |