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Paradox Game Engine
v1.0.0 beta06
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Public Types | |
enum | Types { Types.PhantomCollider, Types.StaticCollider, Types.StaticRigidBody, Types.DynamicRigidBody, Types.KinematicRigidBody, Types.CharacterController } |
enum | CollisionFilterGroups1 { CollisionFilterGroups1.DefaultFilter = 0x1, CollisionFilterGroups1.StaticFilter = 0x2, CollisionFilterGroups1.KinematicFilter = 0x4, CollisionFilterGroups1.DebrisFilter = 0x8, CollisionFilterGroups1.SensorTrigger = 0x10, CollisionFilterGroups1.CharacterFilter = 0x20, CollisionFilterGroups1.CustomFilter1 = 0x40, CollisionFilterGroups1.CustomFilter2 = 0x80, CollisionFilterGroups1.CustomFilter3 = 0x100, CollisionFilterGroups1.CustomFilter4 = 0x200, CollisionFilterGroups1.CustomFilter5 = 0x400, CollisionFilterGroups1.CustomFilter6 = 0x800, CollisionFilterGroups1.CustomFilter7 = 0x1000, CollisionFilterGroups1.CustomFilter8 = 0x2000, CollisionFilterGroups1.CustomFilter9 = 0x4000, CollisionFilterGroups1.CustomFilter10 = 0x8000, CollisionFilterGroups1.AllFilter = 0xFFFF } |
Public Member Functions | |
void | UpdatePhysicsTransformation () |
Forces an update from the TransformationComponent to the Collider.PhysicsWorldTransform. Useful to manually force movements. In the case of dynamic rigidbodies a velocity reset should be applied first. More... | |
Properties | |
Types | Type [get, set] |
string | LinkedBoneName [get, set] |
Gets or sets the link (usually a bone). More... | |
PhysicsColliderShape | Shape [get, set] |
CollisionFilterGroups1 | CollisionGroup [get, set] |
Gets or sets the collision group. More... | |
CollisionFilterGroups | CanCollideWith [get, set] |
Gets or sets the can collide with. More... | |
float | StepHeight [get, set] |
Gets or sets the height of the character step. More... | |
bool | Sprite [get, set] |
Gets or sets a value indicating whether this PhysicsElement is representing a sprite. More... | |
Collider | Collider [get, set] |
RigidBody | RigidBody [get] |
Character | Character [get] |
Definition at line 15 of file PhysicsElement.cs.
Definition at line 52 of file PhysicsElement.cs.
Enumerator | |
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PhantomCollider | |
StaticCollider | |
StaticRigidBody | |
DynamicRigidBody | |
KinematicRigidBody | |
CharacterController |
Definition at line 17 of file PhysicsElement.cs.
void SiliconStudio.Paradox.Physics.PhysicsElement.UpdatePhysicsTransformation | ( | ) |
Forces an update from the TransformationComponent to the Collider.PhysicsWorldTransform. Useful to manually force movements. In the case of dynamic rigidbodies a velocity reset should be applied first.
Definition at line 274 of file PhysicsElement.cs.
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getset |
Gets or sets the can collide with.
The can collide with.
<userdoc> Which collider groups this element can collide with, when nothing is selected AllFilter is intended to be default. </userdoc>
Definition at line 111 of file PhysicsElement.cs.
Referenced by SiliconStudio.Paradox.Physics.PhysicsProcessor.GenerateAssociatedData().
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get |
Definition at line 164 of file PhysicsElement.cs.
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getset |
Definition at line 143 of file PhysicsElement.cs.
Referenced by SiliconStudio.Paradox.Physics.PhysicsProcessor.GenerateAssociatedData().
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getset |
Gets or sets the collision group.
The collision group.
<userdoc> The collision group of this element, default is AllFilter. </userdoc>
Definition at line 99 of file PhysicsElement.cs.
Referenced by SiliconStudio.Paradox.Physics.PhysicsProcessor.GenerateAssociatedData().
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getset |
Gets or sets the link (usually a bone).
The mesh's linked bone name
<userdoc> In the case of skinned mesh this must be the bone node name linked with this element. </userdoc>
Definition at line 43 of file PhysicsElement.cs.
Referenced by SiliconStudio.Paradox.Physics.PhysicsProcessor.GenerateAssociatedData().
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get |
Definition at line 158 of file PhysicsElement.cs.
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getset |
<userdoc> the Collider Shape of this element. </userdoc>
Definition at line 49 of file PhysicsElement.cs.
Referenced by SiliconStudio.Paradox.Physics.PhysicsProcessor.GenerateAssociatedData().
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getset |
Gets or sets a value indicating whether this PhysicsElement is representing a sprite.
true
if sprite; otherwise, false
.
<userdoc> If this element is associated with a Sprite Component's sprite. This is necessary because Sprites use an inverted Y axis and the physics engine must be aware of that. </userdoc>
Definition at line 135 of file PhysicsElement.cs.
Referenced by SiliconStudio.Paradox.Physics.PhysicsProcessor.GenerateAssociatedData().
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getset |
Gets or sets the height of the character step.
The height of the character step.
<userdoc> Only valid for CharacterController type, describes the max slope height a character can climb. </userdoc>
Definition at line 123 of file PhysicsElement.cs.
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getset |
<userdoc> The physics type of this element. </userdoc>
Definition at line 31 of file PhysicsElement.cs.
Referenced by SiliconStudio.Paradox.Physics.PhysicsProcessor.GenerateAssociatedData().