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Jypeli 4
The simple game programming library
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The Engine that will Apply Physics to object added to it. Lisää...
Luokat | |
| class | LogicComparer |
Julkiset jäsenfunktiot | |
| void | AddBody (Body item) |
| Adds a Body to the pending queue and will be truly added on a call to Update. | |
| void | AddBodyRange (ICollection< Body > collection) |
| Adds a collection of Bodies to the pending queue and will be truly added on a call to Update. | |
| void | AddJoint (Joint item) |
| Adds a Joint to the pending queue and will be truly added on a call to Update. | |
| void | AddJointRange (ICollection< Joint > collection) |
| Adds a collection of Joints to the pending queue and will be truly added on a call to Update. | |
| void | AddJointRange< T > (ICollection< T > collection) |
| Adds a collection of Joints to the pending queue and will be truly added on a call to Update. | |
| void | AddLogic (PhysicsLogic item) |
| Adds a PhysicsLogic to the pending queue and will be truly added on a call to Update. | |
| void | AddLogicRange (ICollection< PhysicsLogic > collection) |
| Adds a collection of PhysicsLogics to the pending queue and will be truly added on a call to Update. | |
| void | AddLogicRange< T > (ICollection< T > collection) |
| Adds a collection of PhysicsLogics to the pending queue and will be truly added on a call to Update. | |
| void | AddProxy (Body body1, Body body2, Matrix2x2 transformation) |
| Adds 2 bodies to the same proxy list. If they are both already part of their own proxy list then the lists will merge. The transformations will be calcualted automatically. | |
| void | Update (Scalar dt) |
| Updates the Engine with a change in time. This call will block all access to the engine while it is running. A complete call to this method is also known as a timestep. | |
| void | Clear () |
| Clears the Engine of all objects. Also clears the Detector and Solver. | |
Ominaisuudet | |
| ReadOnlyThreadSafeCollection < Joint > | Joints [get] |
| Gets A threadSafe List of Joints (You wont get the "The collection has changed" Exception with this) | |
| ReadOnlyThreadSafeCollection < Body > | Bodies [get] |
| Gets A threadSafe List of Bodies (You wont get the "The collection has changed" Exception with this) | |
| ReadOnlyThreadSafeCollection < PhysicsLogic > | Logics [get] |
| Gets A threadSafe List of PhysicsLogics (You wont get the "The collection has changed" Exception with this) | |
| BroadPhaseCollisionDetector | BroadPhase [get, set] |
| Gets and Sets The BroadPhase collision Detector. (This must be Set to a non-Null value before any calls to Update) | |
| CollisionSolver | Solver [get, set] |
| Gets and Sets the Collision Solver (This must be Set to a non-Null value before any calls to Update) | |
| int | UpdateCount [get] |
| The number of updates that the engine has completed. | |
Tapahtumat | |
| EventHandler < CollectionEventArgs< Body > > | BodiesAdded |
| Generated when Bodies are truly added to the Engine. | |
| EventHandler < CollectionEventArgs< Joint > > | JointsAdded |
| Generated when Joints are truly added to the Engine. | |
| EventHandler < CollectionEventArgs < PhysicsLogic > > | LogicsAdded |
| Generated when PhysicsLogics are truly added to the Engine. | |
| EventHandler < CollectionEventArgs< Body > > | BodiesRemoved |
| Generated when a Bodies are removed to the Engine. | |
| EventHandler < CollectionEventArgs< Joint > > | JointsRemoved |
| Generated when a Joints are removed to the Engine. | |
| EventHandler < CollectionEventArgs < PhysicsLogic > > | LogicsRemoved |
| Generated when a PhysicsLogics are removed to the Engine. | |
| EventHandler< UpdatedEventArgs > | Updated |
| Generated when the engine is update;. | |
The Engine that will Apply Physics to object added to it.
| void AddBody | ( | Body | item | ) | [inline] |
| void AddBodyRange | ( | ICollection< Body > | collection | ) | [inline] |
Adds a collection of Bodies to the pending queue and will be truly added on a call to Update.
| collection | The collection to be Added |
| void AddJoint | ( | Joint | item | ) | [inline] |
Adds a Joint to the pending queue and will be truly added on a call to Update.
| item | The Joint to be added. |
| void AddJointRange | ( | ICollection< Joint > | collection | ) | [inline] |
Adds a collection of Joints to the pending queue and will be truly added on a call to Update.
| collection | The collection to be Added |
| void AddJointRange< T > | ( | ICollection< T > | collection | ) | [inline] |
Adds a collection of Joints to the pending queue and will be truly added on a call to Update.
| collection | The collection to be Added |
| T | A Type inherited from Joint |
| T | : | Joint |
| void AddLogic | ( | PhysicsLogic | item | ) | [inline] |
Adds a PhysicsLogic to the pending queue and will be truly added on a call to Update.
| item | The PhysicsLogic to be added. |
| void AddLogicRange | ( | ICollection< PhysicsLogic > | collection | ) | [inline] |
Adds a collection of PhysicsLogics to the pending queue and will be truly added on a call to Update.
| collection | The collection to be Added |
| void AddLogicRange< T > | ( | ICollection< T > | collection | ) | [inline] |
Adds a collection of PhysicsLogics to the pending queue and will be truly added on a call to Update.
| collection | The collection to be Added |
| T | A Type inherited from PhysicsLogic |
| T | : | PhysicsLogic |
Adds 2 bodies to the same proxy list. If they are both already part of their own proxy list then the lists will merge. The transformations will be calcualted automatically.
| body1 | The first Body. |
| body2 | The second Body. |
| transformation | How velocities will be transformed from body1 to body2. |
This will most likely be removed if i ever figure out how to make a joint like this.
| void Clear | ( | ) | [inline] |
Clears the Engine of all objects. Also clears the Detector and Solver.
| void Update | ( | Scalar | dt | ) | [inline] |
Updates the Engine with a change in time. This call will block all access to the engine while it is running. A complete call to this method is also known as a timestep.
| dt | The change in time since the last call to this method. (In Seconds) |
ReadOnlyThreadSafeCollection<Body> Bodies [get] |
Gets A threadSafe List of Bodies (You wont get the "The collection has changed" Exception with this)
BroadPhaseCollisionDetector BroadPhase [get, set] |
Gets and Sets The BroadPhase collision Detector. (This must be Set to a non-Null value before any calls to Update)
ReadOnlyThreadSafeCollection<Joint> Joints [get] |
Gets A threadSafe List of Joints (You wont get the "The collection has changed" Exception with this)
ReadOnlyThreadSafeCollection<PhysicsLogic> Logics [get] |
Gets A threadSafe List of PhysicsLogics (You wont get the "The collection has changed" Exception with this)
CollisionSolver Solver [get, set] |
Gets and Sets the Collision Solver (This must be Set to a non-Null value before any calls to Update)
int UpdateCount [get] |
The number of updates that the engine has completed.
This is used for making sure actions are not duplicated on a single time step.
| EventHandler<CollectionEventArgs<Body> > BodiesAdded |
Generated when Bodies are truly added to the Engine.
| EventHandler<CollectionEventArgs<Body> > BodiesRemoved |
Generated when a Bodies are removed to the Engine.
| EventHandler<CollectionEventArgs<Joint> > JointsAdded |
Generated when Joints are truly added to the Engine.
| EventHandler<CollectionEventArgs<Joint> > JointsRemoved |
Generated when a Joints are removed to the Engine.
| EventHandler<CollectionEventArgs<PhysicsLogic> > LogicsAdded |
Generated when PhysicsLogics are truly added to the Engine.
| EventHandler<CollectionEventArgs<PhysicsLogic> > LogicsRemoved |
Generated when a PhysicsLogics are removed to the Engine.
| EventHandler<UpdatedEventArgs> Updated |
Generated when the engine is update;.
1.7.4