Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET

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

Syntax

      
 C#  Visual Basic 
public interface IPhysicsBody : IDisposable
Public Interface IPhysicsBody _
	Inherits IDisposable

Members

            
 All Members  Properties   Methods   Events  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
AddAcceleration(Acceleration)
AddAngularAcceleration(Acceleration..::..Angular)
AddLinearAcceleration(Acceleration..::..Linear)
AddYPRAcceleration(Acceleration..::..YPR)
AngularAcceleration
AngularDamping
AngularVelocity
Angular velocity of this Body (specified as Vector3).
ApplyAngularImpulse(Single, Vector3, TransformSpace)
ApplyCentralForce(Vector3)
ApplyCentralImpulse(Vector3)
ApplyForce(Vector3, Vector3)
ApplyImpulse(Vector3, Vector3)
ApplyLinearImpulse(Vector3, TransformSpace)
ApplyPitchImpulse(Single)
ApplyRollImpulse(Single)
ApplyTorque(Vector3)
ApplyTorqueImpulse(Vector3)
ApplyWorldYawImpulse(Single)
ApplyYawImpulse(Single)
Bounces
BuoyancyFactor
Ratio of upward force relative to the current Gravity force. 0 = NoBuoyancy, and 1 = WeightlessBuoyancy, and '>1' = Floats upward.
CaptureBaselineYaw()()()()
CaptureBaselineYawPitch()()()()
CaptureBaselineYPROrientation()()()()
Sets the baseline Orientation of this object from which Yaw, Pitch, and Roll shall be controlled. This is useful for controllers which are controlling this object's Yaw, Pitch, and Roll values.
CcdSquareMotionThreshold
Don't do continuous collision detection if square motion (in one step) is less then CcdSquareMotionThreshold
CenterOfMassPosition
CreateCopy(SceneObject)
DefaultAngularDamping
DefaultAngularFallDamping
DefaultLinearDamping
DefaultLinearFallDamping
Friction
GetOrientation()()()()
GetWorldOrigin()()()()
GravityScale
Scales amount that Gravity pulls on this body. 0 = Weightless, 1 = Normal.
HasContactResponse
HasLinearAcceleration
An efficient check to see if Linear Acceleration is non-zero.
IntervalLinearVelocity
Linear velocity of this body, in terms of units per physics update frame.
IsActive
IsDisposed
Indicates that body is Disposed (can't be used anymore).
IsInWorld
Is this rigidbody added to a PhysicsSystem/DynamicsWorld/Broadphase?
IsKinematicObject
IsLinearVelocityRotated
Indicates if the Linear Velocity should be re-directed along with the body's orientation (so that it maintains it's speed in the new direction, just like a train on tracks).
IsSleeping
IsStaticObject
IsTouchingGroundSurface
IsTrulyFalling
LinearAcceleration
Linear acceleration of this body (units per second-squared).
LinearDamping
LinearDampingDelay
LinearVelocity
Linear velocity of this body (units per second).
LocalInertia
ManualSpin
True when angular motion is being applied manually over time. This is needed, so that physics won't think motion is stopping, which causes CaptureBaselineYPROrientation.
Mass
MotionStarted
MotionStopped
MotionType
Name
NotifyParentObjectMoved()()()()
Called when Parent Object is moved, and Body needs to be synchronized.
NotifyParentObjectRotated()()()()
Called when Parent Object is rotated, and Body needs to be synchronized.
Orientation
ParentObject
SceneObject attached to this Body, which moves with it in unison.
PhysicsSystem
Physics System that manages the state of this Body.
Pitch
PitchDegrees
Position
RelativeBodyPositionOffset
Current Body WorldPosition offset with respect to the ParentObject WorldPosition.
RelativeBodyRotationalOffset
Body relative orientation with respec to the ParentObject orientation.
RemoveAcceleration(Acceleration)
RemoveAllAccelerations()()()()
RemoveAngularAcceleration(Acceleration..::..Angular)
RemoveLinearAcceleration(Acceleration..::..Linear)
RemoveYPRAcceleration(Acceleration..::..YPR)
Restitution
Roll
RollDegrees
RotatePitch(Single)
RotateRoll(Single)
RotateYaw(Single)
SetDamping(Single, Single)
SetOrientation(Quaternion)
SetOrientationWithoutEvents(Quaternion)
SetOrigin(Vector3)
SnapPositionToParentObjectWithoutEvents()()()()
StopMotion()()()()
Stops all body motion and clears out any attached accelerations.
Translate(Vector3)
TrueFallingHeight
UpdateAccelerations()()()()
UpdateAngularAccelerations()()()()
UpdateDynamicState()()()()
UpdateLinearAccelerations()()()()
UpdateMotion()()()()
Updates the Body's motion.
UseAABBMinYHeight
WorldMatrix
Yaw
YawDegrees

See Also