RigidBody Class |
Namespace: GeonBit.Core.Physics
public class RigidBody : BasicPhysicalBody
The RigidBody type exposes the following members.
Name | Description | |
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AngularDamping |
Get / set angular damping.
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AngularFactor |
Get / set angular factor.
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AngularVelocity |
Get / set angular velocity.
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BoundingBox |
Get the axis-aligned bounding box of this physical body.
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CollisionGroup |
The collision group this body belongs to.
Note: compare bits mask.
(Inherited from BasicPhysicalBody.) | |
CollisionMask |
With which collision groups this body will collide?
Note: compare bits mask.
(Inherited from BasicPhysicalBody.) | |
EnableSimulation |
If false, will not simulate forces on this body and will make it behave like a kinematic body.
(Inherited from BasicPhysicalBody.) | |
Friction |
Get / set body friction.
(Inherited from BasicPhysicalBody.) | |
Gravity |
Set / get body gravity factor.
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HasCustomGravity |
Return true if this body has alternative gravity (instead of default world gravity).
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InvokeCollisionEvents |
If true (default) will invoke collision events.
You can turn this off for optimizations.
(Inherited from BasicPhysicalBody.) | |
IsActive |
Return if the physical body is currently active.
(Inherited from BasicPhysicalBody.) | |
IsDirty |
Get if the physical body currently have any forces on it.
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IsEthereal |
If true, this object will not have a physical body (eg other objects will pass through it), but will still trigger contact events.
(Inherited from BasicPhysicalBody.) | |
IsKinematic |
Return if this is a kinematic object.
(Inherited from BasicPhysicalBody.) | |
IsStatic |
Return if this is a static object.
(Inherited from BasicPhysicalBody.) | |
LinearDamping |
Get / set linear damping.
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LinearFactor |
Get / set linear factor.
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LinearVelocity |
Get / set linear velocity.
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Position |
Get / set body position.
(Inherited from BasicPhysicalBody.) | |
Restitution |
Get / set body restitution.
(Inherited from BasicPhysicalBody.) | |
Scale |
Get / Set body scale.
(Inherited from BasicPhysicalBody.) | |
Shape |
Get the collision shape.
(Inherited from BasicPhysicalBody.) | |
WorldTransform |
Get world transform from physical body.
(Inherited from BasicPhysicalBody.) |
Name | Description | |
---|---|---|
ApplyForce(Vector3) |
Apply force on the body, from its center.
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ApplyForce(Vector3, Vector3) |
Apply force on the body, from a given position.
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ApplyImpulse(Vector3) |
Apply impulse on the body, from its center.
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ApplyImpulse(Vector3, Vector3) |
Apply impulse on the body, from a given position.
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ApplyTorque |
Apply torque force on the body.
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CallCollisionEnd |
Called when this physical body stop colliding with another body.
(Inherited from BasicPhysicalBody.) | |
CallCollisionProcess |
Called while this physical body is colliding with another body.
(Inherited from BasicPhysicalBody.) | |
CallCollisionStart |
Called when this physical body start colliding with another body.
(Inherited from BasicPhysicalBody.) | |
ClearForces |
Clear all forces from the body.
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ClearVelocity |
Clear current velocity.
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CopyConditionFrom |
Copy transformation, forces, velocity etc. from another physical body.
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Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) | |
GetHashCode | Serves as the default hash function. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
SetDamping |
Set damping.
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SetMassAndInertia |
Update the mass and inertia of this body.
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ToString | Returns a string that represents the current object. (Inherited from Object.) |