Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Bullet implementation of IRigidBody.

Namespace: Visual3D.PhysicsNew.Bullet
Assembly: Visual3D.Physics (in Visual3D.Physics.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
Public Class BulletRigidBody _
	Inherits BulletCollisionObject _
	Implements IRigidBody, ICollisionObject, IGravityAffected

Members

                  
 All Members  Constructors   Fields   Properties   Methods   Events  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
BulletRigidBody()()()()
Initializes a new instance of the BulletRigidBody class
BulletRigidBody(RigidBody)
Initializes a new instance of the BulletRigidBody class
BulletRigidBody(SceneEntity)
Initializes a new instance of the BulletRigidBody class
Activate(ObjectPhysics) (Overrides BulletCollisionObject..::..Activate(ObjectPhysics).)
AddConstraint(ConstraintBase)
AngularDamping
AngularSleepingThreshold
ApplySettings(PhysicalBodyConstructionInfo) (Overrides BulletCollisionObject..::..ApplySettings(PhysicalBodyConstructionInfo).)
BodyType
BulletCollisionWorld (Inherited from BulletCollisionObject.)
BulletDynamicWorld
ChangeCollisionShape(PhysicalBodyConstructionInfo) (Overrides BulletCollisionObject..::..ChangeCollisionShape(PhysicalBodyConstructionInfo).)
Clone()()()() (Inherited from PhysicalEntity.)
Components
Components that are attached to this Entity.
(Inherited from ComponentBase.)
ComponentsForGlobalSceneFolders (Inherited from ComponentBase.)
ContactBegan (Inherited from PhysicalEntity.)
ContactEnded (Inherited from PhysicalEntity.)
Context
Defines the Owner of this component as well as the role (i.e. 'slot') that this component fulfills.
(Inherited from ComponentBase.)
CreateInstance(Boolean) (Inherited from PhysicalEntity.)
CreateService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
Deactivate()()()() (Inherited from BulletCollisionObject.)
DefaultGravityMagnitude
DefaultGravityVector
DestroyOnNextSimulationStep()()()() (Inherited from BulletCollisionObject.)
Dispose()()()() (Inherited from ComponentBase.)
Disposed (Inherited from PhysicalEntity.)
Friction
GetService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
GetService<(Of <<'(TService>)>>)(TService%) (Inherited from ComponentBase.)
Gravity
GravityMultiplier
HasComponents (Inherited from ComponentBase.)
HasContactResponse
HasOwner (Inherited from PhysicalEntity.)
IsDeserialized
Indicates if Instance was created by Deserialization.
(Inherited from ComponentBase.)
IsDisposed
Indicates if Dispose() was called for this instance (and it's either in process of Disposing or already fully disposed).
(Inherited from ComponentBase.)
IsGroundSurface (Inherited from BulletCollisionObject.)
IsInitialized
Indicates if a physical entity is initialized and ready for use.
(Inherited from PhysicalEntity.)
IsInitializedWithOwner (Inherited from PhysicalEntity.)
IsInSimulation (Inherited from BulletCollisionObject.)
IsInWorld
Indicates if physical entity is added to physics world.
(Inherited from PhysicalEntity.)
IsSaved
Indicates if the component is to be Saved when the owning context is saved (e.g. for components in your scene, this controls whether or not they are saved to the scene file when the scene is saved). Typically objects are 'Saved', unless they are transient to be programmatically created each time.
(Inherited from ComponentBase.)
LinearDamping
LinearSleepingThreshold
LoadInactive
Set it to TRUE and a physical entity will be loaded to scene in inactive state. Using of this option increases perfromance on start-up.
(Inherited from PhysicalEntity.)
Mass
Motion (Inherited from PhysicalEntity.)
MotionState
Name (Inherited from PhysicalEntity.)
NativeBulletCollisionObject (Inherited from BulletCollisionObject.)
NativeBulletCollisionWorld (Inherited from BulletCollisionObject.)
NativeBulletDynamicWorld
NativeBulletRigidBody
NativeCollisionObject (Inherited from BulletCollisionObject.)
NativeRigidBody
NonScaledSize (Inherited from PhysicalEntity.)
OnContactBegin(CollisionEventArgs) (Inherited from PhysicalEntity.)
OnContactEnded(CollisionEventArgs) (Inherited from PhysicalEntity.)
OnMemberwiseClone()()()() (Inherited from ComponentBase.)
OnOwnerPreparedForUse()()()() (Inherited from PhysicalEntity.)
OnOwnerSpeedScalarChanged(Single, Single)
Override with logic to respond to changes in Owner Speed.
(Inherited from PhysicalEntity.)
OwnerEntity
Gets owner of a physical entity.
(Inherited from PhysicalEntity.)
OwnerSettings (Inherited from PhysicalEntity.)
OwnerSpatial (Inherited from PhysicalEntity.)
PhysicalType
Type of physical entity.
(Inherited from PhysicalEntity.)
PhysicsSystem
Gets\Sets a physical system in which a physical entity is placed.
(Inherited from PhysicalEntity.)
PhysicsSystemChanged (Inherited from PhysicalEntity.)
ReportCollisions (Inherited from PhysicalEntity.)
Restitution
Scale (Inherited from PhysicalEntity.)
SetPhysicsSystemWithoutNotification(PhysicsSystem) (Inherited from PhysicalEntity.)
SetWorldTransform(Matrix, Boolean) (Inherited from PhysicalEntity.)
SetWorldTransform(Matrix, Boolean)
Shape (Inherited from BulletCollisionObject.)
ShapeType (Inherited from BulletCollisionObject.)
Size (Inherited from PhysicalEntity.)
Sleeping (Inherited from BulletCollisionObject.)
StaticToKinematicMovementTimeThreshold
StaticToKinematicMovementUpdatesThreshold
ToString()()()() (Inherited from PhysicalEntity.)
VisualOffset (Inherited from PhysicalEntity.)
VisualWorldOffset (Inherited from PhysicalEntity.)
WakeUp()()()() (Inherited from BulletCollisionObject.)
WorldPosition (Inherited from PhysicalEntity.)
WorldTransform (Overrides BulletCollisionObject..::..WorldTransform.)

Inheritance Hierarchy

See Also