| BasePhysicsComponent Properties |
The BasePhysicsComponent type exposes the following members.
| Name | Description | |
|---|---|---|
| _GameObject |
Get the game object this component is attached to.
(Inherited from BaseComponent.) | |
| CollisionGroup |
The collision group this body belongs to.
Note: compare bits mask.
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| CollisionMask |
With which collision groups this body will collide?
Note: compare bits mask.
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| Enabled |
Is this component currently enabled.
(Inherited from BaseComponent.) | |
| EnableSimulation |
Get / set simulation state.
If true, will simulate forces etc on this body (default).
If false, will not simulate forces and basically behave like a kinematic body.
| |
| Friction |
Get / set body friction.
| |
| InvokeCollisionEvents |
If true (default) will invoke collision events.
You can turn this off for optimizations.
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| IsEthereal |
If ethereal, other bodies will be able to pass through this object, but it will still trigger contact events.
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| IsKinematic |
Return if this is a kinematic object.
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| IsStatic |
Return if this is a static object.
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| Name |
Get / set the name of this component.
(Inherited from IComponent.) | |
| Position |
Get / set current body position.
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| Restitution |
Get / set body restitution.
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| Scale |
Set / get body scale.
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| WorldTransform |
Get / set physical body world transformation.
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