Angulos
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Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent Class Reference

A component that represents a point mass in physics. More...

Inheritance diagram for Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent:
Angulos._3d.Components.IAngulosComponent

Public Member Functions

void Destroy ()
 Destroy the point mass.
void Disable ()
 Disable the physics for the mass.
void ParentMeshUpdate ()
 This doesn't do anything, as point masses are just point masses, so they have no shape.
void TickCall ()
 Called every frame.
void Start ()
 Start the physics on the point mass.
void UpdateCall ()
 Called every few frames.
Public Member Functions inherited from Angulos._3d.Components.IAngulosComponent
void FrameIndependentUpdate ()
 Called every [FrameIndependentUpdateTiming] units of time. Will be constant, even if a the renderer is frozen. This should not be overused.

Properties

ushort calls [get, set]
 See IAngulosComponent.calls.
bool Working [get, set]
 See IAngulosComponent.Working.
ushort UpdateTiming [get, set]
 See IAngulosComponent.UpdateTiming"/>.
SimulatedObject Parent [get, set]
 See IAngulosComponent.Parent.
TimeSpan FrameIndependentUpdateTiming [get, set]
 See IAngulosComponent.FrameIndependentUpdateTiming.
bool HasBeenInitialized = false [get, set]
 If the component has been initialized. If false, the ECS will call Start() on the component.
bool EnableFrameIndependentUpdate = false [get, set]
 If frame independant updates should be performed. This should only be used for time-sensitive components like animation.

Detailed Description

A component that represents a point mass in physics.

Member Function Documentation

◆ Destroy()

void Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.Destroy ( )
inline

Destroy the point mass.

Implements Angulos._3d.Components.IAngulosComponent.

◆ Disable()

void Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.Disable ( )
inline

Disable the physics for the mass.

Implements Angulos._3d.Components.IAngulosComponent.

◆ ParentMeshUpdate()

void Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.ParentMeshUpdate ( )
inline

This doesn't do anything, as point masses are just point masses, so they have no shape.

Implements Angulos._3d.Components.IAngulosComponent.

◆ Start()

void Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.Start ( )
inline

Start the physics on the point mass.

Implements Angulos._3d.Components.IAngulosComponent.

◆ TickCall()

void Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.TickCall ( )
inline

Called every frame.

Implements Angulos._3d.Components.IAngulosComponent.

◆ UpdateCall()

void Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.UpdateCall ( )
inline

Called every few frames.

Implements Angulos._3d.Components.IAngulosComponent.

Property Documentation

◆ calls

ushort Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.calls
getset

◆ EnableFrameIndependentUpdate

bool Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.EnableFrameIndependentUpdate = false
getset

If frame independant updates should be performed. This should only be used for time-sensitive components like animation.

Implements Angulos._3d.Components.IAngulosComponent.

◆ FrameIndependentUpdateTiming

TimeSpan Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.FrameIndependentUpdateTiming
getset

◆ HasBeenInitialized

bool Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.HasBeenInitialized = false
getset

If the component has been initialized. If false, the ECS will call Start() on the component.

Implements Angulos._3d.Components.IAngulosComponent.

◆ Parent

SimulatedObject Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.Parent
getset

◆ UpdateTiming

ushort Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.UpdateTiming
getset

◆ Working

bool Angulos._3d.Components.PhysicsComponents.PhysicsPointMassComponent.Working
getset

The documentation for this class was generated from the following file:
  • Sharp/_3d/Components/PhysicsComponents/PhysicsPointMassComponent.cs