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Paradox Game Engine
v1.0.0 beta06
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Enumerator | |
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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.
Definition at line 8 of file CollisionFilterGroups.cs.
Definition at line 5 of file ConstraintTypes.cs.
Enumerator | |
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None | |
CollisionsOnly | |
SoftBodySupport | |
MultiThreaded | |
UseHardwareWhenPossible | |
ContinuosCollisionDetection |
Definition at line 8 of file PhysicsEngineFlags.cs.
Enumerator | |
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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.