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Angulos
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A interface that can be derived from to allow objects to handle collisions. More...
Public Member Functions | |
| void | HandleCollision (PhysicsCollisionData pcd, bool CalledFromCollided) |
| Handles a collision. Normally this moves the object when called in some way. | |
| Public Member Functions inherited from Angulos._3d.Components.IAngulosComponent | |
| void | Start () |
| Start the work. | |
| void | Disable () |
| Pause the work. | |
| void | TickCall () |
| Called every frame. | |
| void | UpdateCall () |
| Called every [UpdateTiming] frames. | |
| void | ParentMeshUpdate () |
| Called when a the parent mesh changes. | |
| void | Destroy () |
| Permanently remove the component/clean up. | |
| void | FrameIndependentUpdate () |
| Called every [FrameIndependentUpdateTiming] units of time. Will be constant, even if a the renderer is frozen. This should not be overused. | |
Additional Inherited Members | |
| Properties inherited from Angulos._3d.Components.IAngulosComponent | |
| ushort | calls [get, set] |
| You shouldn't change this. You can, but it will affect the timing of the UpdateCall call. Just remove the throw new NotImplementedException() in the getter. | |
| bool | Working [get, set] |
| If the component is currently working. | |
| ushort | UpdateTiming [get, set] |
| The number of calls to do before executing Update. 2 means Tick will be called 2x more than Update. | |
| TimeSpan | FrameIndependentUpdateTiming [get, set] |
| The time between each call of the FrameIndependentUpdate method. Measured in actual time, not loops. | |
| 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 [get, set] |
| If frame independant updates should be performed. This should only be used for time-sensitive components like animation. | |
A interface that can be derived from to allow objects to handle collisions.
| void Angulos._3d.Components.PhysicsComponents.ICompoundCollideable.HandleCollision | ( | PhysicsCollisionData | pcd, |
| bool | CalledFromCollided ) |
Handles a collision. Normally this moves the object when called in some way.
| pcd | |
| CalledFromCollided |