Paradox Game Engine  v1.0.0 beta06
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Events Macros Pages
Package SiliconStudio.Paradox.Physics

Classes

class  Box2DColliderShape
 
class  Box2DColliderShapeDesc
 
class  BoxColliderShape
 
class  BoxColliderShapeDesc
 
class  Bullet2PhysicsSystem
 
class  CapsuleColliderShape
 
class  CapsuleColliderShapeDesc
 
class  Character
 
class  Collider
 
class  ColliderShape
 
struct  CollisionArgs
 
class  CompoundColliderShape
 
class  ConeTwistConstraint
 
class  Constraint
 
class  Contact
 Generic contact between colliders, Always using Vector3 as the engine allows mixed 2D/3D contacts. Note: As class because it is shared between the 2 Colliders.. maybe struct is faster? More...
 
class  ConvexHullColliderShape
 
class  ConvexHullColliderShapeDesc
 
class  CylinderColliderShape
 
class  CylinderColliderShapeDesc
 
class  GearConstraint
 
class  Generic6DoFConstraint
 
class  Generic6DoFSpringConstraint
 
class  HingeConstraint
 
struct  HitResult
 
interface  IColliderShapeDesc
 
interface  IPhysicsSystem
 
class  ParadoxMotionState
 
class  PhysicsColliderShape
 
class  PhysicsColliderShapeData
 
class  PhysicsColliderShapeDataConverter
 
class  PhysicsColliderShapeSerializer
 
class  PhysicsComponent
 
class  PhysicsComponentData
 Data type for PhysicsComponent. More...
 
class  PhysicsComponentDataConverter
 Converter type for PhysicsComponent. More...
 
class  PhysicsDebugEffect
 
class  PhysicsElement
 
class  PhysicsElementData
 Data type for PhysicsElement. More...
 
class  PhysicsElementDataConverter
 Converter type for PhysicsElement. More...
 
class  PhysicsEngine
 
class  PhysicsProcessor
 
class  Point2PointConstraint
 
class  RigidBody
 
class  RotationalLimitMotor
 
class  SliderConstraint
 
class  SphereColliderShape
 
class  SphereColliderShapeDesc
 
class  StaticPlaneColliderShape
 
class  StaticPlaneColliderShapeDesc
 
class  TranslationalLimitMotor
 

Enumerations

enum  ColliderShapeTypes {
  ColliderShapeTypes.Box, ColliderShapeTypes.Sphere, ColliderShapeTypes.Cylinder, ColliderShapeTypes.Capsule,
  ColliderShapeTypes.ConvexHull, ColliderShapeTypes.Compound, ColliderShapeTypes.StaticPlane
}
 
enum  CollisionFilterGroups {
  CollisionFilterGroups.DefaultFilter = 0x1, CollisionFilterGroups.StaticFilter = 0x2, CollisionFilterGroups.KinematicFilter = 0x4, CollisionFilterGroups.DebrisFilter = 0x8,
  CollisionFilterGroups.SensorTrigger = 0x10, CollisionFilterGroups.CharacterFilter = 0x20, CollisionFilterGroups.CustomFilter1 = 0x40, CollisionFilterGroups.CustomFilter2 = 0x80,
  CollisionFilterGroups.CustomFilter3 = 0x100, CollisionFilterGroups.CustomFilter4 = 0x200, CollisionFilterGroups.CustomFilter5 = 0x400, CollisionFilterGroups.CustomFilter6 = 0x800,
  CollisionFilterGroups.CustomFilter7 = 0x1000, CollisionFilterGroups.CustomFilter8 = 0x2000, CollisionFilterGroups.CustomFilter9 = 0x4000, CollisionFilterGroups.CustomFilter10 = 0x8000,
  CollisionFilterGroups.AllFilter = 0xFFFF
}
 
enum  ConstraintTypes {
  ConstraintTypes.Point2Point, ConstraintTypes.Hinge, ConstraintTypes.Slider, ConstraintTypes.ConeTwist,
  ConstraintTypes.Generic6DoF, ConstraintTypes.Generic6DoFSpring, ConstraintTypes.Gear
}
 
enum  PhysicsEngineFlags {
  PhysicsEngineFlags.None = 0x0, PhysicsEngineFlags.CollisionsOnly = 0x1, PhysicsEngineFlags.SoftBodySupport = 0x2, PhysicsEngineFlags.MultiThreaded = 0x4,
  PhysicsEngineFlags.UseHardwareWhenPossible = 0x8, PhysicsEngineFlags.ContinuosCollisionDetection = 0x10
}
 
enum  RigidBodyTypes { RigidBodyTypes.Static, RigidBodyTypes.Dynamic, RigidBodyTypes.Kinematic }
 

Enumeration Type Documentation

Enumerator
Box 

3D and 2D ( a plane )

Sphere 

3D and 2D ( a circle )

Cylinder 

3D only

Capsule 

3D and 2D

ConvexHull 
Compound 
StaticPlane 

Definition at line 5 of file ColliderShapeTypes.cs.

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

Definition at line 8 of file CollisionFilterGroups.cs.

Enumerator
Point2Point 

The translation vector of the matrix to create this will represent the pivot, the rest is ignored

Hinge 
Slider 
ConeTwist 
Generic6DoF 
Generic6DoFSpring 
Gear 

The translation vector of the matrix to create this will represent the axis, the rest is ignored

Definition at line 5 of file ConstraintTypes.cs.

Enumerator
None 
CollisionsOnly 
SoftBodySupport 
MultiThreaded 
UseHardwareWhenPossible 
ContinuosCollisionDetection 

Definition at line 8 of file PhysicsEngineFlags.cs.

Enumerator
Static 

They are supposed to never move, they are not automatically updated by the engine. They can be moved tho by an explicit call to UpdateTransformation(), results are not realist for dynamic simulation so use it wisely. If you plan to move the entity it is advised to use Kinematic, which allows the normal dynamic simulation.

Dynamic 

The Physics engine is the authority for this kind of rigidbody, you should move them using forces and/or impulses, never directly editing the Transformation

Kinematic 

You can move this kind of rigidbody around and the physics engine will interpolate and perform dynamic interactions with dynamic bodies Notice that there is no dynamic interaction with static and other kinematic bodies

Definition at line 5 of file RigidBodyTypes.cs.