Jypeli 4
The simple game programming library
|
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;.