C# 클래스 Project290.Physics.Factories.PathManager

An easy to use manager for creating paths.
파일 보기 프로젝트 열기: scastle/Solitude

공개 메소드들

메소드 설명
AttachBodiesWithRevoluteJoint ( World world, List bodies, Vector2 localAnchorA, Vector2 localAnchorB, bool connectFirstAndLast, bool collideConnected ) : List

Attaches the bodies with revolute joints.

AttachBodiesWithSliderJoint ( World world, List bodies, Vector2 localAnchorA, Vector2 localAnchorB, bool connectFirstAndLast, bool collideConnected, float minLength, float maxLength ) : List

Attaches the bodies with revolute joints.

ConvertPathToEdges ( Path path, Body body, int subdivisions ) : void

Convert a path into a set of edges and attaches them to the specified body. Note: use only for static edges.

ConvertPathToPolygon ( Path path, Body body, float density, int subdivisions ) : void

Convert a closed path into a polygon. Convex decomposition is automatically performed.

EvenlyDistributeShapesAlongPath ( World world, Path path, IEnumerable shapes, BodyType type, int copies ) : List
EvenlyDistributeShapesAlongPath ( World world, Path path, IEnumerable shapes, BodyType type, int copies, Object userData ) : List

Duplicates the given Body along the given path for approximatly the given copies.

EvenlyDistributeShapesAlongPath ( World world, Path path, Shape shape, BodyType type, int copies ) : List
EvenlyDistributeShapesAlongPath ( World world, Path path, Shape shape, BodyType type, int copies, Object userData ) : List

Duplicates the given Body along the given path for approximatly the given copies.

MoveBodyOnPath ( Path path, Body body, float time, float strength, float timeStep ) : void

Moves the body on the path.

메소드 상세

AttachBodiesWithRevoluteJoint() 공개 정적인 메소드

Attaches the bodies with revolute joints.
public static AttachBodiesWithRevoluteJoint ( World world, List bodies, Vector2 localAnchorA, Vector2 localAnchorB, bool connectFirstAndLast, bool collideConnected ) : List
world Project290.Physics.Dynamics.World The world.
bodies List The bodies.
localAnchorA Vector2 The local anchor A.
localAnchorB Vector2 The local anchor B.
connectFirstAndLast bool if set to true [connect first and last].
collideConnected bool if set to true [collide connected].
리턴 List

AttachBodiesWithSliderJoint() 공개 정적인 메소드

Attaches the bodies with revolute joints.
public static AttachBodiesWithSliderJoint ( World world, List bodies, Vector2 localAnchorA, Vector2 localAnchorB, bool connectFirstAndLast, bool collideConnected, float minLength, float maxLength ) : List
world Project290.Physics.Dynamics.World The world.
bodies List The bodies.
localAnchorA Vector2 The local anchor A.
localAnchorB Vector2 The local anchor B.
connectFirstAndLast bool if set to true [connect first and last].
collideConnected bool if set to true [collide connected].
minLength float Minimum length of the slider joint.
maxLength float Maximum length of the slider joint.
리턴 List

ConvertPathToEdges() 공개 정적인 메소드

Convert a path into a set of edges and attaches them to the specified body. Note: use only for static edges.
public static ConvertPathToEdges ( Path path, Body body, int subdivisions ) : void
path Project290.Physics.Common.Path The path.
body Project290.Physics.Dynamics.Body The body.
subdivisions int The subdivisions.
리턴 void

ConvertPathToPolygon() 공개 정적인 메소드

Convert a closed path into a polygon. Convex decomposition is automatically performed.
public static ConvertPathToPolygon ( Path path, Body body, float density, int subdivisions ) : void
path Project290.Physics.Common.Path The path.
body Project290.Physics.Dynamics.Body The body.
density float The density.
subdivisions int The subdivisions.
리턴 void

EvenlyDistributeShapesAlongPath() 공개 정적인 메소드

public static EvenlyDistributeShapesAlongPath ( World world, Path path, IEnumerable shapes, BodyType type, int copies ) : List
world Project290.Physics.Dynamics.World
path Project290.Physics.Common.Path
shapes IEnumerable
type BodyType
copies int
리턴 List

EvenlyDistributeShapesAlongPath() 공개 정적인 메소드

Duplicates the given Body along the given path for approximatly the given copies.
public static EvenlyDistributeShapesAlongPath ( World world, Path path, IEnumerable shapes, BodyType type, int copies, Object userData ) : List
world Project290.Physics.Dynamics.World The world.
path Project290.Physics.Common.Path The path.
shapes IEnumerable The shapes.
type BodyType The type.
copies int The copies.
userData Object
리턴 List

EvenlyDistributeShapesAlongPath() 공개 정적인 메소드

public static EvenlyDistributeShapesAlongPath ( World world, Path path, Shape shape, BodyType type, int copies ) : List
world Project290.Physics.Dynamics.World
path Project290.Physics.Common.Path
shape Project290.Physics.Collision.Shapes.Shape
type BodyType
copies int
리턴 List

EvenlyDistributeShapesAlongPath() 공개 정적인 메소드

Duplicates the given Body along the given path for approximatly the given copies.
public static EvenlyDistributeShapesAlongPath ( World world, Path path, Shape shape, BodyType type, int copies, Object userData ) : List
world Project290.Physics.Dynamics.World The world.
path Project290.Physics.Common.Path The path.
shape Project290.Physics.Collision.Shapes.Shape The shape.
type BodyType The type.
copies int The copies.
userData Object
리턴 List

MoveBodyOnPath() 공개 정적인 메소드

Moves the body on the path.
public static MoveBodyOnPath ( Path path, Body body, float time, float strength, float timeStep ) : void
path Project290.Physics.Common.Path The path.
body Project290.Physics.Dynamics.Body The body.
time float The time.
strength float The strength.
timeStep float The time step.
리턴 void