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BasePhysicsComponent Class
Basic physical component. All physical components, such as Rigid body, Kinematic body etc, should inherit from this class.
Inheritance Hierarchy

Namespace:  GeonBit.ECS.Components.Physics
Assembly:  GeonBit (in GeonBit.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
C#
public abstract class BasePhysicsComponent : BaseComponent

The BasePhysicsComponent type exposes the following members.

Properties
  NameDescription
Public property_GameObject
Get the game object this component is attached to.
(Inherited from BaseComponent.)
Public propertyCollisionGroup
The collision group this body belongs to. Note: compare bits mask.
Public propertyCollisionMask
With which collision groups this body will collide? Note: compare bits mask.
Public propertyEnabled
Is this component currently enabled.
(Inherited from BaseComponent.)
Public propertyEnableSimulation
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.
Public propertyFriction
Get / set body friction.
Public propertyInvokeCollisionEvents
If true (default) will invoke collision events. You can turn this off for optimizations.
Public propertyIsEthereal
If ethereal, other bodies will be able to pass through this object, but it will still trigger contact events.
Public propertyIsKinematic
Return if this is a kinematic object.
Public propertyIsStatic
Return if this is a static object.
Public propertyName
Get / set the name of this component.
(Inherited from IComponent.)
Public propertyPosition
Get / set current body position.
Public propertyRestitution
Get / set body restitution.
Public propertyScale
Set / get body scale.
Public propertyWorldTransform
Get / set physical body world transformation.
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Methods
  NameDescription
Public methodCallCollisionEnd
Called when this physical body stop colliding with another body.
Public methodCallCollisionProcess
Called while this physical body is colliding with another body.
Public methodCallCollisionStart
Called when this physical body start colliding with another body.
Public methodClone
Clone this component.
(Inherited from BaseComponent.)
Public methodCollisionEnd
Called when this physical body stop colliding with another body.
(Inherited from BaseComponent.)
Public methodCollisionProcess
Called while this physical body is colliding with another body.
(Inherited from BaseComponent.)
Public methodCollisionStart
Called when this physical body start colliding with another body.
(Inherited from BaseComponent.)
Public methodDestroy
Destroy this component.
(Inherited from BaseComponent.)
Public methodEquals
Determines whether the specified object is equal to the current object.
(Inherited from Object.)
Public methodFixedUpdate
Just like Update(), but called every constant amount of time regardless of FPS and Vsync.
(Inherited from BaseComponent.)
Public methodGetHashCode
Serves as the default hash function.
(Inherited from Object.)
Public methodGetImplementedFrameBasedEvents
Get a list of frame-based events this component implements.
(Inherited from BaseComponent.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Public methodHasMethodImplemented
Return if this component has a method implemented.
(Inherited from BaseComponent.)
Public methodHeartbeat
An event that triggers every X miliseconds (defined per GameObject instance).
(Inherited from BaseComponent.)
Public methodRemoveFromParent
Remove this component from parent.
(Inherited from BaseComponent.)
Public methodSendMessage
Send message to this component.
(Inherited from BaseComponent.)
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
Public methodUpdate
Update this component (called every frame parent is active).
(Inherited from BaseComponent.)
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Fields
  NameDescription
Public fieldAsDebug
If true, it means this component was added to its parent in debug mode.
(Inherited from BaseComponent.)
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See Also