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Angulos
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A component that represents a rigid body in the physics engine. More...
Public Member Functions | |
| PhysicsRigidBodyComponent (SimulatedObject parent) | |
| void | Destroy () |
| Permanently remove the component/clean up. | |
| void | Disable () |
| Pause the work. | |
| bool | PointInTriangle (Vector3 point, Triangle3D tri) |
| Essentially copied from https://blackpawn.com/texts/pointinpoly/default.html. | |
| void | TickCall () |
| Called every frame. | |
| void | HandleCollision (PhysicsCollisionData? pcd, bool CalledFromCollided) |
| void | Start () |
| Start the work. | |
| void | UpdateCall () |
| Called every [UpdateTiming] frames. | |
| void | ParentMeshUpdate () |
| Called when a the parent mesh changes. | |
| 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. | |
| Public Member Functions inherited from Angulos._3d.Components.PhysicsComponents.ICompoundCollideable | |
| void | HandleCollision (PhysicsCollisionData pcd, bool CalledFromCollided) |
| Handles a collision. Normally this moves the object when called in some way. | |
Static Public Member Functions | |
| static Vector3 | QuaternionAsVector3 (Quaternion q) |
| static float | VolumeFromDensityAndMesh (Mesh mesh, Vector3 scale, out Vector3 centerOfMass) |
Properties | |
| ushort | calls [get, set] |
| See IAngulosComponent.calls. | |
| bool | Working [get, set] |
| See If the rigid body is being simulated. | |
| ushort | UpdateTiming [get, set] |
| The timing of updates in frames. Update() gets called every [UpdateTiming] frames. See IAngulosComponent.UpdateTiming. | |
| int | TargetDT [get, set] |
| int | TicksPerSecond [get, set] |
| The number of ticks per second. | |
| float | Density = 1.0f [get, set] |
| float | Mass [get, set] |
| Mesh? | OverrideColliderMesh [get, set] |
| SimulatedObject | Parent [get, set] |
| The parent object of the component. | |
| bool | HasBeenInitialized [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. | |
A component that represents a rigid body in the physics engine.
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inline |
Permanently remove the component/clean up.
Implements Angulos._3d.Components.IAngulosComponent.
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inline |
Pause the work.
Implements Angulos._3d.Components.IAngulosComponent.
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inline |
Called when a the parent mesh changes.
Implements Angulos._3d.Components.IAngulosComponent.
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inline |
Essentially copied from https://blackpawn.com/texts/pointinpoly/default.html.
| p | |
| tri |
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inline |
Start the work.
Implements Angulos._3d.Components.IAngulosComponent.
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inline |
Called every frame.
Implements Angulos._3d.Components.IAngulosComponent.
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inline |
Called every [UpdateTiming] frames.
Implements Angulos._3d.Components.IAngulosComponent.
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getset |
Implements Angulos._3d.Components.IAngulosComponent.
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getset |
If frame independant updates should be performed. This should only be used for time-sensitive components like animation.
Implements Angulos._3d.Components.IAngulosComponent.
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getset |
If the component has been initialized. If false, the ECS will call Start() on the component.
Implements Angulos._3d.Components.IAngulosComponent.
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getset |
The parent object of the component.
Implements Angulos._3d.Components.IAngulosComponent.
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getset |
The timing of updates in frames. Update() gets called every [UpdateTiming] frames. See IAngulosComponent.UpdateTiming.
Implements Angulos._3d.Components.IAngulosComponent.
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getset |