Paradox Game Engine
v1.0.0 beta06
Main Page
Related Pages
Packages
Classes
Files
File List
File Members
All
Classes
Namespaces
Files
Functions
Variables
Typedefs
Enumerations
Enumerator
Properties
Events
Macros
Pages
RigidBodyTypes.cs
Go to the documentation of this file.
1
// Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2
// This file is distributed under GPL v3. See LICENSE.md for details.
3
namespace
SiliconStudio.
Paradox
.
Physics
4
{
5
public
enum
RigidBodyTypes
6
{
7
/// <summary>
8
/// They are supposed to never move, they are not automatically updated by the engine.
9
/// They can be moved tho by an explicit call to UpdateTransformation(), results are not realist for dynamic simulation
10
/// so use it wisely.
11
/// If you plan to move the entity it is advised to use Kinematic, which allows the normal dynamic simulation.
12
/// </summary>
13
Static,
14
15
/// <summary>
16
/// The Physics engine is the authority for this kind of rigidbody, you should move them using forces and/or impulses,
17
/// never directly editing the Transformation
18
/// </summary>
19
Dynamic,
20
21
/// <summary>
22
/// You can move this kind of rigidbody around and the physics engine will interpolate and perform dynamic interactions
23
/// with dynamic bodies
24
/// Notice that there is no dynamic interaction with static and other kinematic bodies
25
/// </summary>
26
Kinematic
27
}
28
}
SiliconStudio.Paradox.Physics.RigidBodyTypes
RigidBodyTypes
Definition:
RigidBodyTypes.cs:5
SiliconStudio.Paradox.Physics.Kinematic
You can move this kind of rigidbody around and the physics engine will interpolate and perform dynami...
SiliconStudio.Paradox.Graphics.Paradox
Paradox image file.
Physics
using SiliconStudio.Paradox. Physics
Definition:
ColliderShapeAssetCompiler.cs:17
sources
engine
SiliconStudio.Paradox.Physics
RigidBodyTypes.cs
Generated on Sat Dec 20 2014 21:51:58 for Paradox Game Engine by
1.8.7