Paradox Game Engine  v1.0.0 beta06
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SiliconStudio.Paradox.Physics.PhysicsElement Class Reference

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]
 

Detailed Description

Definition at line 15 of file PhysicsElement.cs.

Member Enumeration Documentation

Enumerator
DefaultFilter 
StaticFilter 
KinematicFilter 
DebrisFilter 
SensorTrigger 
CharacterFilter 
CustomFilter1 
CustomFilter2 
CustomFilter3 
CustomFilter4 
CustomFilter5 
CustomFilter6 
CustomFilter7 
CustomFilter8 
CustomFilter9 
CustomFilter10 
AllFilter 

Definition at line 52 of file PhysicsElement.cs.

Enumerator
PhantomCollider 
StaticCollider 
StaticRigidBody 
DynamicRigidBody 
KinematicRigidBody 
CharacterController 

Definition at line 17 of file PhysicsElement.cs.

Member Function Documentation

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.

Property Documentation

CollisionFilterGroups SiliconStudio.Paradox.Physics.PhysicsElement.CanCollideWith
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().

Character SiliconStudio.Paradox.Physics.PhysicsElement.Character
get

Definition at line 164 of file PhysicsElement.cs.

Collider SiliconStudio.Paradox.Physics.PhysicsElement.Collider
getset
CollisionFilterGroups1 SiliconStudio.Paradox.Physics.PhysicsElement.CollisionGroup
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().

string SiliconStudio.Paradox.Physics.PhysicsElement.LinkedBoneName
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().

RigidBody SiliconStudio.Paradox.Physics.PhysicsElement.RigidBody
get

Definition at line 158 of file PhysicsElement.cs.

PhysicsColliderShape SiliconStudio.Paradox.Physics.PhysicsElement.Shape
getset

<userdoc> the Collider Shape of this element. </userdoc>

Definition at line 49 of file PhysicsElement.cs.

Referenced by SiliconStudio.Paradox.Physics.PhysicsProcessor.GenerateAssociatedData().

bool SiliconStudio.Paradox.Physics.PhysicsElement.Sprite
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().

float SiliconStudio.Paradox.Physics.PhysicsElement.StepHeight
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.

Types SiliconStudio.Paradox.Physics.PhysicsElement.Type
getset

<userdoc> The physics type of this element. </userdoc>

Definition at line 31 of file PhysicsElement.cs.

Referenced by SiliconStudio.Paradox.Physics.PhysicsProcessor.GenerateAssociatedData().


The documentation for this class was generated from the following file: