World Class |
Namespace: Internal.tainicom.Aether.Physics2D.Dynamics
public class World
The World type exposes the following members.
| Name | Description | |
|---|---|---|
| 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 | |
|---|---|---|
| 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 | |
|---|---|---|
| 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 | |
|---|---|---|
| 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 | |
|---|---|---|
| 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.) |