Paradox Game Engine  v1.0.0 beta06
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RigidBodyTypes.cs
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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 }
You can move this kind of rigidbody around and the physics engine will interpolate and perform dynami...
using SiliconStudio.Paradox. Physics