Angulos
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Angulos._3d.Components.PhysicsComponents.ICompoundCollideable Interface Reference

A interface that can be derived from to allow objects to handle collisions. More...

Inheritance diagram for Angulos._3d.Components.PhysicsComponents.ICompoundCollideable:
Angulos._3d.Components.IAngulosComponent Angulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponent

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.

Detailed Description

A interface that can be derived from to allow objects to handle collisions.

Member Function Documentation

◆ HandleCollision()

void Angulos._3d.Components.PhysicsComponents.ICompoundCollideable.HandleCollision ( PhysicsCollisionData pcd,
bool CalledFromCollided )

Handles a collision. Normally this moves the object when called in some way.

Parameters
pcd
CalledFromCollided

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