World Class |
Namespace: Internal.tainicom.Aether.Physics2D.Dynamics
public class World
The World type exposes the following members.
Name | Description | |
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World |
Initializes a new instance of the World class.
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World(IBroadPhase) |
Initializes a new instance of the World class.
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World(Vector2) |
Initializes a new instance of the World class.
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Name | Description | |
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AddRemoveTime | ||
ContactCount |
Get the number of contacts (each may have 0 or more contact points).
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ContactList |
Get the world contact list.
ContactList is the head of a circular linked list. Use Contact.Next to get
the next contact in the world list. A contact equal to ContactList indicates the end of the list.
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ContactsUpdateTime | ||
ContinuousPhysicsTime | ||
ControllersUpdateTime | ||
Enabled |
If false, the whole simulation stops. It still processes added and removed geometries.
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Gravity |
Change the global gravity vector.
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Island | ||
IsLocked |
Is the world locked (in the middle of a time step).
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NewContactsTime | ||
ProxyCount |
Get the number of broad-phase proxies.
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SolveUpdateTime | ||
UpdateTime |
Name | Description | |
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Add(Body) |
Add a rigid body.
Warning: This method is locked during callbacks.
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Add(Controller) |
Warning: This method is locked during callbacks.
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Add(Joint) |
Create a joint to constrain bodies together. This may cause the connected bodies to cease colliding.
Warning: This method is locked during callbacks.
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Clear |
Warning: This method is locked during callbacks.
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ClearForces |
Call this after you are done with time steps to clear the forces. You normally
call this after each call to Step, unless you are performing sub-steps. By default,
forces will be automatically cleared, so you don't need to call this function.
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CreateBody | ||
CreateCapsule(Single, Single, Single, Vector2, Single, BodyType) | ||
CreateCapsule(Single, Single, Int32, Single, Int32, Single, Vector2, Single, BodyType) | ||
CreateChain |
Creates a chain.
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CreateChainShape | ||
CreateCircle | ||
CreateCompoundPolygon | ||
CreateEdge | ||
CreateEllipse | ||
CreateGear | ||
CreateLineArc | ||
CreateLoopShape | ||
CreatePolygon | ||
CreateRectangle | ||
CreateRoundedRectangle | ||
CreateSolidArc | ||
Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetHashCode | Serves as the default hash function. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
QueryAABB(QueryReportFixtureDelegate, AABB) |
Query the world for all fixtures that potentially overlap the provided AABB.
Inside the callback:
Return true: Continues the query
Return false: Terminate the query
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QueryAABB(QueryReportFixtureDelegate, AABB) |
Query the world for all fixtures that potentially overlap the provided AABB.
Inside the callback:
Return true: Continues the query
Return false: Terminate the query
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RayCast |
Ray-cast the world for all fixtures in the path of the ray. Your callback
controls whether you get the closest point, any point, or n-points.
The ray-cast ignores shapes that contain the starting point.
Inside the callback:
return -1: ignore this fixture and continue
return 0: terminate the ray cast
return fraction: clip the ray to this point
return 1: don't clip the ray and continue
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Remove(Body) |
Destroy a rigid body.
Warning: This automatically deletes all associated shapes and joints.
Warning: This method is locked during callbacks.
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Remove(Controller) |
Warning: This method is locked during callbacks.
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Remove(Joint) |
Destroy a joint. This may cause the connected bodies to begin colliding.
Warning: This method is locked during callbacks.
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ShiftOrigin | ||
Step(Single) |
Take a time step. This performs collision detection, integration,
and consraint solution.
Warning: This method is locked during callbacks.
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Step(TimeSpan) |
Take a time step. This performs collision detection, integration,
and consraint solution.
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Step(Single, SolverIterations) |
Take a time step. This performs collision detection, integration,
and consraint solution.
Warning: This method is locked during callbacks.
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Step(TimeSpan, SolverIterations) |
Take a time step. This performs collision detection, integration,
and consraint solution.
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TestPoint | ||
ToString | Returns a string that represents the current object. (Inherited from Object.) |
Name | Description | |
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BodyAdded |
Fires whenever a body has been added
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BodyList |
Get the world body list.
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BodyRemoved |
Fires whenever a body has been removed
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ContactManager |
Get the contact manager for testing.
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ControllerAdded |
Fires every time a controller is added to the World.
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ControllerList | ||
ControllerRemoved |
Fires every time a controlelr is removed form the World.
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FixtureAdded |
Fires whenever a fixture has been added
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FixtureRemoved |
Fires whenever a fixture has been removed
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JointAdded |
Fires whenever a joint has been added
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JointList |
Get the world joint list.
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JointRemoved |
Fires whenever a joint has been removed
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Tag |
Set the user data. Use this to store your application specific data.
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Name | Description | |
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MethodInvoke |
Calls the object method by name.
(Defined by ObjectEx.) | |
PropertyGet(String, Object, Boolean) | Overloaded.
Gets the value of the object property by name.
(Defined by ObjectEx.) | |
PropertyGetT(String, Object, Boolean) | Overloaded.
Gets the value of the object property by name.
(Defined by ObjectEx.) | |
PropertySet |
Sets the value of the object property by name.
(Defined by ObjectEx.) |