The Body type exposes the following members.
Constructors
Name | Description | |
---|---|---|
![]() | Body |
Constructor
|
Methods
Name | Description | |
---|---|---|
![]() | AddBodyForce(Vector3) |
AddBodyForce
|
![]() | AddBodyForce(Vector3, Vector3) |
AddBodyForce
|
![]() | AddBodyTorque |
AddBodyTorque
|
![]() | AddConstraint |
AddConstraint
|
![]() | AddExternalForces |
Allow the body to add on any additional forces (including
gravity)/impulses etc. Default behaviour sets to gravity.
|
![]() | AddGravityToExternalForce |
Adds the force of global gravity to the external force, if the body is marked
to be effected via global gravity
|
![]() | AddMovementActivation |
Adds the other body to the list of bodies to be activated if
this body moves more than a certain distance from either a
previously stored position, or the position passed in.
|
![]() | AddWorldForce(Vector3) |
AddWorldForce
|
![]() | AddWorldForce(Vector3, Vector3) |
AddWordForce
|
![]() | AddWorldTorque |
AddWorldTorque
|
![]() | ApplyBodyAngImpulse |
ApplyBodyAngImpulse
|
![]() | ApplyBodyImpulse(Vector3) |
ApplyBodyImpulse
|
![]() | ApplyBodyImpulse(Vector3, Vector3) |
ApplyBodyImpulse
|
![]() | ApplyBodyWorldImpulse(Vector3, Vector3) |
ApplyBodyWorldImpulse
|
![]() | ApplyBodyWorldImpulse(Vector3%, Vector3%) |
ApplyBodyWorldImpulse
|
![]() | ApplyBodyWorldImpulseAux |
ApplyBodyWorldImpulseAux
|
![]() | ApplyNegativeBodyImpulse(Vector3) |
ApplyNegativeBodyImpulse
|
![]() | ApplyNegativeBodyImpulse(Vector3, Vector3) |
ApplyNegativeBodyImpulse
|
![]() | ApplyNegativeBodyWorldImpulse(Vector3, Vector3) |
ApplyNegativeBodyWorldImpulse
|
![]() | ApplyNegativeBodyWorldImpulse(Vector3%, Vector3%) |
ApplyNegativeBodyWorldImpulse
|
![]() | ApplyNegativeBodyWorldImpulseAux |
ApplyNegativeBodyWorldImpulseAux
|
![]() | ApplyNegativeWorldImpulse(Vector3) |
ApplyNegativeWorldImpulse
|
![]() | ApplyNegativeWorldImpulse(Vector3, Vector3) |
ApplyNegativeWorldImpulse
|
![]() | ApplyNegativeWorldImpulseAux(Vector3) |
ApplyNegativeWorldImpulseAux
|
![]() | ApplyNegativeWorldImpulseAux(Vector3, Vector3) |
ApplyNegativeWorldImpulseAux
|
![]() | ApplyWorldAngImpulse |
ApplyWorldAngImpulse
|
![]() | ApplyWorldImpulse(Vector3) |
ApplyWorldImpulse
|
![]() | ApplyWorldImpulse(Vector3, Vector3) |
ApplyWorldImpulse
|
![]() | ApplyWorldImpulse(Vector3%, Vector3%) |
ApplyWorldImpulse
|
![]() | ApplyWorldImpulseAux(Vector3) |
ApplyWorldImpulseAux
|
![]() | ApplyWorldImpulseAux(Vector3, Vector3) |
ApplyWorldImpulseAux
|
![]() | ClearForces |
This just sets all forces/impulses etc to zero
|
![]() | ClearVelChanged |
Sets velChanged to false
|
![]() | CopyCurrentStateToOld |
Copies the current position etc to old - normally called only
by tPhysicsSystem.
|
![]() | DampForDeactivation |
Damp movement as the body approaches deactivation
|
![]() | DisableBody |
Deregiser from the physics system.
|
![]() | EnableBody |
Register with the physics system.
|
![]() | Equals | (Inherited from Object.) |
![]() | Finalize |
Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection.
(Inherited from Object.) |
![]() | GetHashCode |
Serves as a hash function for a particular type.
(Inherited from Object.) |
![]() | GetShouldBeActive |
Indicates if the velocity is above the threshold for freezing
|
![]() | GetShouldBeActiveAux |
GetShouldBeActiveAux
|
![]() | GetType |
Gets the Type of the current instance.
(Inherited from Object.) |
![]() | GetVelocity(Vector3) |
Returns the velocity of a point at body-relative position
(in world frame) relPos
|
![]() | GetVelocity(Vector3%, Vector3%) |
Returns the velocity of a point at body-relative position
(in world frame) relPos
|
![]() | GetVelocityAux(Vector3) |
As GetVelocity but just uses the aux velocities
|
![]() | GetVelocityAux(Vector3%, Vector3%) |
As GetVelocity but just uses the aux velocities
|
![]() | InternalSetImmovable |
Used by physics to temporarily make an object immovable -
needs to restore afterwards!
|
![]() | LimitAngVel |
LimitAngVel
|
![]() | LimitVel |
LimitVel
|
![]() | MemberwiseClone |
Creates a shallow copy of the current Object.
(Inherited from Object.) |
![]() | MoveTo |
This sets the position (sets the vel to 0), but it also tries
to make sure that any frozen bodies resting against this one
get activated if necessary. Not very efficient. Be a little
careful about when you call it - it will mess with the physics
collision list. Also, after this call the object will be
active.
|
![]() | PostPhysics |
Called right at the end of the timestep to notify the
derived classes.
|
![]() | PrePhysics |
Called right at the beginning of the timestep to notify the
derived classes.
|
![]() | RemoveConstraint |
RemoveConstraint
|
![]() | RestoreState |
Restore from the stored state into our current state.
|
![]() | SetActive |
Make the body active.
|
![]() | SetActivityThreshold |
Set what the velocity threshold is for activation.
rot is in deg per second.
|
![]() | SetBodyInertia |
SetBodyInertia
|
![]() | SetBodyInvInertia |
SetBodyInvInertia
|
![]() | SetConstraintsAndCollisionsUnsatisfied |
SetConstraintsAndCollisionsUnsatisfied
|
![]() | SetDeactivationTime |
Set how long it takes to deactivate.
|
![]() | SetInactive |
SetInactive
|
![]() | SetOrientation |
SetOrientation
|
![]() | StoreState |
Copy our current state (position, velocity etc) into the stored state
|
![]() | ToString | (Inherited from Object.) |
![]() | UpdateDeactivation |
UpdateDeactivation
|
![]() | UpdatePosition |
Implementation updates the position/orientation with the
current velocties.
|
![]() | UpdatePositionWithAux |
Updates the position with the auxilary velocities, and zeros them.
|
![]() | UpdateVelocity |
Implementation updates the velocity/angular rotation with the
force/torque.
|
Extension Methods
Name | Description | |
---|---|---|
![]() | TransformWireframe |
TransformWireframe
(Defined by BodyRenderExtensions.) |
Fields
Name | Description | |
---|---|---|
![]() | ExternalData |
ExternalData
|
Properties
Name | Description | |
---|---|---|
![]() | AllowFreezing |
Allows getting/setting of whether this body ever freezes
|
![]() | AngularVelocity |
Gets or Sets transformRate.AngularVelocity
|
![]() | AngularVelocityAux |
Gets or Sets transformAux.AngularVelocity
|
![]() | ApplyGravity |
Gets or sets applyGravity
|
![]() | BodyInertia |
Gets or Sets bodyInertia
|
![]() | BodyInvInertia |
Gets or Sets bodyInvInertia
|
![]() | CollisionSkin |
Allowed to return null if this body doesn't engage
in collisions.
|
![]() | DoShockProcessing |
Bodies that use a lot of constraints don't behave very well during the
physics shock step, so they can bypass it.
|
![]() | Force |
Gets or Sets force
|
![]() | Immovable |
Ensures that this object never moves, and reduces collision
checking.
|
![]() | InverseMass |
Gets or Set invMass
|
![]() | IsActive |
Gets activity (bool)
|
![]() | IsBodyEnabled |
Are we registered with the physics system?
|
![]() | Mass |
Gets or Sets mass
|
![]() | OldAngVel |
Gets oldTransformRate.AngularVelocity
|
![]() | OldOrientation |
Gets oldTransform.Orientation
|
![]() | OldPosition |
Gets oldTransform.Position
|
![]() | OldTransform |
Gets oldTransform
|
![]() | OldTransformRate |
Gets oldTransformRate
|
![]() | OldVelocity |
Gets oldTransformRate.Velocity
|
![]() | Orientation |
Gets or Sets transform.Orientation
|
![]() | Position |
Gets or Sets transform.Position
|
![]() | Torque |
Gets or Sets torque
|
![]() | Transform |
Gets or Sets transform
|
![]() | TransformRate |
Gets or Sets transformRate
|
![]() | VelChanged |
Gets velChanged
|
![]() | Velocity |
Gets or Sets transformRate.Velocity
|
![]() | VelocityAux |
Gets or Sets transformRateAux.Velocity
|
![]() | WorldInertia |
Gets worldInertia
|
![]() | WorldInvInertia |
Gets worldInvInertia
|