Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Base abstract class for physical entities.
Namespace: Visual3D.PhysicsNewAssembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
[SerializableAttribute] public abstract class PhysicalEntity : ComponentBase, IAttachable, IInstanced, ICloneable<PhysicalEntity>, ICloneable, IComponent, INamed, IDisposable
<SerializableAttribute> _ Public MustInherit Class PhysicalEntity _ Inherits ComponentBase _ Implements IAttachable, IInstanced, ICloneable(Of PhysicalEntity), _ ICloneable, IComponent, INamed, IDisposable
Members
| All Members | Constructors | Properties | Methods | Events |
| Member | Description | |
|---|---|---|
| PhysicalEntity()()()() | Initializes a new instance of the PhysicalEntity class | |
| PhysicalEntity(SceneEntity) | Initializes a new instance of the PhysicalEntity class | |
| Activate(ObjectPhysics) | ||
| Clone()()()() | ||
| Components | Components that are attached to this Entity. (Inherited from ComponentBase.) | |
| ComponentsForGlobalSceneFolders | (Inherited from ComponentBase.) | |
| ContactBegan | ||
| ContactEnded | ||
| Context | Defines the Owner of this component as well as the role (i.e. 'slot') that this component fulfills. (Inherited from ComponentBase.) | |
| CreateInstance(Boolean) | ||
| CreateService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| Deactivate()()()() | ||
| DestroyOnNextSimulationStep()()()() | ||
| Dispose()()()() | (Inherited from ComponentBase.) | |
| Disposed | ||
| GetMaxmumDimeshion(Vector3) | ||
| GetService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| GetService<(Of <<'(TService>)>>)(TService%) | (Inherited from ComponentBase.) | |
| HasComponents | (Inherited from ComponentBase.) | |
| HasOwner | ||
| 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 |
Indicates if physical entity is included to physics based GetHeightAt querry by default.
It is used by Terain, GroundSurface, MoveablePlatform physical classes by default.
| |
| IsInitialized |
Indicates if a physical entity is initialized and ready for use.
| |
| IsInitializedWithOwner | ||
| IsInSimulation |
Gets\Sets if a physical entity is in physics simulation.
| |
| IsInWorld |
Indicates if physical entity is added to physics world.
| |
| 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.) | |
| 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.
| |
| Motion | ||
| Name | ||
| NonScaledSize | ||
| OnContactBegin(CollisionEventArgs) | ||
| OnContactEnded(CollisionEventArgs) | ||
| OnMemberwiseClone()()()() | (Inherited from ComponentBase.) | |
| OnOwnerPreparedForUse()()()() | ||
| OnOwnerSpeedScalarChanged(Single, Single) | Override with logic to respond to changes in Owner Speed. | |
| OwnerEntity |
Gets owner of a physical entity.
| |
| OwnerSettings | ||
| OwnerSpatial | ||
| PhysicalType |
Type of physical entity.
| |
| PhysicsSystem |
Gets\Sets a physical system in which a physical entity is placed.
| |
| PhysicsSystemChanged | ||
| ReportCollisions | ||
| Scale | ||
| SetPhysicsSystemWithoutNotification(PhysicsSystem) | ||
| SetWorldTransform(Matrix, Boolean) | ||
| Size | ||
| ToString()()()() | (Overrides ComponentBase..::..ToString()()()().) | |
| VisualOffset | ||
| VisualWorldOffset | ||
| WorldPosition | ||
| WorldTransform |
Gets\Sets world transform of a physical entity.
|
Inheritance Hierarchy
System..::..Object
Visual3D.EntityModel..::..ComponentBase
Visual3D.PhysicsNew..::..PhysicalEntity
Visual3D.PhysicsNew.Bullet..::..BulletCollisionObject
Visual3D.PhysicsNew.Bullet..::..BulletKinematicCharacter
Visual3D.PhysicsNew.Bullet..::..BulletVehicle
Visual3D.PhysicsNew.Bullet..::..RagDoll
Visual3D.EntityModel..::..ComponentBase
Visual3D.PhysicsNew..::..PhysicalEntity
Visual3D.PhysicsNew.Bullet..::..BulletCollisionObject
Visual3D.PhysicsNew.Bullet..::..BulletKinematicCharacter
Visual3D.PhysicsNew.Bullet..::..BulletVehicle
Visual3D.PhysicsNew.Bullet..::..RagDoll