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- <Type Name="RigidBody" FullName="Urho.Physics.RigidBody">
- <TypeSignature Language="C#" Value="public class RigidBody : Urho.Component" />
- <TypeSignature Language="ILAsm" Value=".class public auto ansi beforefieldinit RigidBody extends Urho.Component" />
- <AssemblyInfo>
- <AssemblyName>Urho</AssemblyName>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Base>
- <BaseTypeName>Urho.Component</BaseTypeName>
- </Base>
- <Interfaces />
- <Docs>
- <summary>
- Physics rigid body component.
- </summary>
- <remarks>
- <para>
- RigidBodies can be either static or moving. A body is static
- if its mass is 0, and moving if the mass is greater than
- 0. Note that the triangle mesh collision shape is not
- supported for moving objects; it will not collide properly due
- to limitations in the Bullet library. In this case the convex
- hull shape can be used instead.
- </para>
- <para>
- The collision behaviour of a rigid body is controlled by
- several variables. First, the collision layer and mask define
- which other objects to collide with: see
- <see cref="P:Urho.Physics.RigidBody.CollisionLayer" /> and
- <see cref="P:Urho.Physics.RigidBody.CollisionMask" />.
- </para>
- <para>
- By default a rigid body is on layer 1; the layer will be ANDed
- with the other body's collision mask to see if the collision
- should be reported. A rigid body can also be set to trigger
- mode to only report collisions without actually applying
- collision forces. This can be used to implement trigger
- areas. Use the
- <see cref="P:Urho.Physics.RigidBody.SetTrigger" /> method to do
- this.
- </para>
- <para>
- Friction, rolling friction and restitution
- coefficients control how kinetic energy is
- transferred in the collisions. These are set with the
- <see cref="P:Urho.Physics.RigidBody.Friction" />,
- <see cref="P:Urho.Physics.RigidBody.RollingFriction" /> and
- <see cref="P:Urho.Physics.RigidBody.Restitution" /> properties.
- </para>
- <para>
- Note that rolling friction is
- by default zero, and if you want for example a sphere rolling
- on the floor to eventually stop, you need to set a non-zero
- rolling friction on both the sphere and floor rigid bodies.
- </para>
- <para>
- By default rigid bodies can move and rotate about all 3
- coordinate axes when forces are applied. To limit the
- movement, use
- <see cref="M:Urho.Physics.RigidBody.SetLinearFactor" /> and <see cref="M:Urho.Physics.RigidBody.SetAngularFactor" /> and set
- the axes you wish to use to 1 and those you do not wish to use
- to 0. For example moving humanoid characters are often
- represented by a capsule shape: to ensure they stay upright
- and only rotate when you explicitly set the rotation in code,
- set the angular factor to 0, 0, 0.
- </para>
- <para>
- To prevent tunneling of a fast moving rigid body through
- obstacles, continuous collision detection (CCD) can be used. It
- approximates the object as a swept sphere, but has a
- performance cost, so it should be used only when
- necessary. Set the
- <see cref="P:Urho.Physics.RigidBody.CcdRadius" /> and
- <see cref="P:Urho.Physics.RigidBody.CcdMotionThreshold" /> properties
- to non-zero values to enable. To prevent false collisions,
- the body's actual collision shape should completely contain
- the radius. The motion threshold is the required motion per
- simulation step for CCD to kick in: for example a box with
- size 1 should have motion threshold 1 as well.
- </para>
- <para>
- All physics calculations are performed in world space. Nodes
- containing a RigidBody component should preferably be parented
- to the Scene (root node) to ensure independent motion. For
- ragdolls this is not absolute, as retaining proper bone
- hierarchy is more important, but be aware that the ragdoll
- bones may drift far from the animated model's root scene node.
- </para>
- <para>
- When several collision shapes are present in the same node,
- edits to them can cause redundant mass/inertia update
- computation in the RigidBody. To optimize performance in these
- cases, the edits can be enclosed between calls to
- <see cref="M:Urho.Physics.RigidBody.DisableMassUpdate" /> and <see cref="P:Urho.Physics.RigidBody.EnableMassUpdate" />.
- </para>
- <para>The following example shows how you setup both the rigid body on a node to be a box shape, and how to set it up so it detects collisions:</para>
- <para></para>
- <code lang="C#"><![CDATA[void SetupNode (Node node)
- var body = node.CreateComponent<RigidBody> ();
- body.Mass = 1;
- body.SetKinematic (true);
- var shape = node.CreateComponent<CollisionShape> ();
- shape.SetBox (new Vector3(1,1,1), Vector.Zero, Quaternion.Identity);
- node.NodeCollisionStart += (args) => {
- Console.WriteLine (“Collision with {0}”, args.OtherNode);
- };
- }]]></code>
- <para></para>
- </remarks>
- </Docs>
- <Members>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="public RigidBody ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor() cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Parameters />
- <Docs>
- <summary>
- <para>Constructs a new instance of Urho.Physics.RigidBody which is tied to the <see cref="P:Urho.Application.CurrentContext" />.</para>
- </summary>
- <remarks></remarks>
- </Docs>
- </Member>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="public RigidBody (IntPtr handle);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(native int handle) cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Parameters>
- <Parameter Name="handle" Type="System.IntPtr" />
- </Parameters>
- <Docs>
- <param name="handle">Pointer to the raw unmanaged Urho object.</param>
- <summary>Constructs a new instance of Urho.Physics.RigidBody, given a raw pointer to an unmanaged object</summary>
- <remarks>
- <para>This creates a new managed wrapper for the type using the raw pointer to an unmanaged object.</para>
- <para>Objects that are created in this fashion get registered with the UrhoSharp runtime.</para>
- <para>This is intended to be used by the UrhoSharp runtime, and is not intended to be used by users.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="public RigidBody (Urho.Context context);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(class Urho.Context context) cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Parameters>
- <Parameter Name="context" Type="Urho.Context" />
- </Parameters>
- <Docs>
- <param name="context">The context that this object will be attached to.</param>
- <summary>
- <para>Constructs a new instance of Urho.Physics.RigidBody linked to a specific <see cref="T:Urho.Context" />.</para>
- </summary>
- <remarks></remarks>
- </Docs>
- </Member>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="protected RigidBody (Urho.UrhoObjectFlag emptyFlag);" />
- <MemberSignature Language="ILAsm" Value=".method familyhidebysig specialname rtspecialname instance void .ctor(valuetype Urho.UrhoObjectFlag emptyFlag) cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Parameters>
- <Parameter Name="emptyFlag" Type="Urho.UrhoObjectFlag" />
- </Parameters>
- <Docs>
- <param name="emptyFlag">Pass UrhoObjectFlag.Empty.</param>
- <summary>Empty constructor, chain to this constructor when you provide your own constructor that sets the handle field.</summary>
- <remarks>
- <para>This constructor should be invoked by your code if you provide your own constructor that sets the handle field.</para>
- <para>This essentially circumvents the default path that creates a new object and sets the handle and does not call RegisterObject on the target, you must do this on your own constructor.</para>
- <para>You would typically chain to this constructor from your own, and then set the handle to the unmanaged object from your code, and then register your object.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="Activate">
- <MemberSignature Language="C#" Value="public void Activate ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void Activate() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Activate rigid body if it was resting.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Active">
- <MemberSignature Language="C#" Value="public bool Active { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool Active" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return whether rigid body is active (not sleeping).</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="AddConstraint">
- <MemberSignature Language="C#" Value="public void AddConstraint (Urho.Physics.Constraint constraint);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void AddConstraint(class Urho.Physics.Constraint constraint) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="constraint" Type="Urho.Physics.Constraint" />
- </Parameters>
- <Docs>
- <param name="constraint">To be added.</param>
- <summary>
- Add a constraint that refers to this rigid body.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="AngularDamping">
- <MemberSignature Language="C#" Value="public float AngularDamping { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 AngularDamping" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return angular velocity damping factor.
- Or
- Set angular velocity damping factor.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="AngularFactor">
- <MemberSignature Language="C#" Value="public Urho.Vector3 AngularFactor { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.Vector3 AngularFactor" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Vector3</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return angular degrees of freedom.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="AngularRestThreshold">
- <MemberSignature Language="C#" Value="public float AngularRestThreshold { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 AngularRestThreshold" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return angular velocity deactivation threshold.
- Or
- Set angular velocity deactivation threshold.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="AngularVelocity">
- <MemberSignature Language="C#" Value="public Urho.Vector3 AngularVelocity { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.Vector3 AngularVelocity" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Vector3</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return angular velocity.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="AnisotropicFriction">
- <MemberSignature Language="C#" Value="public Urho.Vector3 AnisotropicFriction { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.Vector3 AnisotropicFriction" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Vector3</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return anisotropic friction.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ApplyAttributes">
- <MemberSignature Language="C#" Value="public override void ApplyAttributes ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig virtual instance void ApplyAttributes() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ApplyForce">
- <MemberSignature Language="C#" Value="public void ApplyForce (Urho.Vector3 force);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ApplyForce(valuetype Urho.Vector3 force) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="force" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="force">To be added.</param>
- <summary>
- Apply force to center of mass.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ApplyForce">
- <MemberSignature Language="C#" Value="public void ApplyForce (Urho.Vector3 force, Urho.Vector3 position);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ApplyForce(valuetype Urho.Vector3 force, valuetype Urho.Vector3 position) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="force" Type="Urho.Vector3" />
- <Parameter Name="position" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="force">To be added.</param>
- <param name="position">To be added.</param>
- <summary>
- Apply force at local position.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ApplyImpulse">
- <MemberSignature Language="C#" Value="public void ApplyImpulse (Urho.Vector3 impulse);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ApplyImpulse(valuetype Urho.Vector3 impulse) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="impulse" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="impulse">To be added.</param>
- <summary>
- Apply impulse to center of mass.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ApplyImpulse">
- <MemberSignature Language="C#" Value="public void ApplyImpulse (Urho.Vector3 impulse, Urho.Vector3 position);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ApplyImpulse(valuetype Urho.Vector3 impulse, valuetype Urho.Vector3 position) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="impulse" Type="Urho.Vector3" />
- <Parameter Name="position" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="impulse">To be added.</param>
- <param name="position">To be added.</param>
- <summary>
- Apply impulse at local position.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ApplyTorque">
- <MemberSignature Language="C#" Value="public void ApplyTorque (Urho.Vector3 torque);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ApplyTorque(valuetype Urho.Vector3 torque) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="torque" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="torque">To be added.</param>
- <summary>
- Apply torque.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ApplyTorqueImpulse">
- <MemberSignature Language="C#" Value="public void ApplyTorqueImpulse (Urho.Vector3 torque);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ApplyTorqueImpulse(valuetype Urho.Vector3 torque) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="torque" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="torque">To be added.</param>
- <summary>
- Apply torque impulse.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ApplyWorldTransform">
- <MemberSignature Language="C#" Value="public void ApplyWorldTransform (Urho.Vector3 newWorldPosition, Urho.Quaternion newWorldRotation);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ApplyWorldTransform(valuetype Urho.Vector3 newWorldPosition, valuetype Urho.Quaternion newWorldRotation) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="newWorldPosition" Type="Urho.Vector3" />
- <Parameter Name="newWorldRotation" Type="Urho.Quaternion" />
- </Parameters>
- <Docs>
- <param name="newWorldPosition">To be added.</param>
- <param name="newWorldRotation">To be added.</param>
- <summary>
- Apply new world transform after a simulation step. Called internally.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="CcdMotionThreshold">
- <MemberSignature Language="C#" Value="public float CcdMotionThreshold { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 CcdMotionThreshold" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return continuous collision detection motion-per-simulation-step threshold.
- Or
- Set continuous collision detection motion-per-simulation-step threshold. 0 disables, which is the default.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="CcdRadius">
- <MemberSignature Language="C#" Value="public float CcdRadius { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 CcdRadius" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return Continuous Collision Detection (CCD) swept sphere radius.
- Or
- Set continuous collision detection swept sphere radius.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="CenterOfMass">
- <MemberSignature Language="C#" Value="public Urho.Vector3 CenterOfMass { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.Vector3 CenterOfMass" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Vector3</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return center of mass offset.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="CollisionEventMode">
- <MemberSignature Language="C#" Value="public Urho.Physics.CollisionEventMode CollisionEventMode { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.Physics.CollisionEventMode CollisionEventMode" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Physics.CollisionEventMode</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return collision event signaling mode.
- Or
- Set collision event signaling mode. Default is to signal when rigid bodies are active.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="CollisionLayer">
- <MemberSignature Language="C#" Value="public uint CollisionLayer { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 CollisionLayer" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return collision layer.
- Or
- Set collision layer.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="CollisionMask">
- <MemberSignature Language="C#" Value="public uint CollisionMask { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 CollisionMask" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return collision mask.
- Or
- Set collision mask.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ContactProcessingThreshold">
- <MemberSignature Language="C#" Value="public float ContactProcessingThreshold { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 ContactProcessingThreshold" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return contact processing threshold.
- Or
- Set contact processing threshold.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DisableMassUpdate">
- <MemberSignature Language="C#" Value="public void DisableMassUpdate ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void DisableMassUpdate() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Disable mass update. Call this to optimize performance when adding or editing multiple collision shapes in the same node.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DrawDebugGeometry">
- <MemberSignature Language="C#" Value="public override void DrawDebugGeometry (Urho.DebugRenderer debug, bool depthTest);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig virtual instance void DrawDebugGeometry(class Urho.DebugRenderer debug, bool depthTest) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="debug" Type="Urho.DebugRenderer" />
- <Parameter Name="depthTest" Type="System.Boolean" />
- </Parameters>
- <Docs>
- <param name="debug">To be added.</param>
- <param name="depthTest">To be added.</param>
- <summary>
- Visualize the component as debug geometry.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="EnableMassUpdate">
- <MemberSignature Language="C#" Value="public void EnableMassUpdate ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void EnableMassUpdate() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Re-enable mass update and recalculate the mass/inertia by calling UpdateMass(). Call when collision shape changes are finished.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Friction">
- <MemberSignature Language="C#" Value="public float Friction { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 Friction" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return friction coefficient.
- Or
- Set friction coefficient.
- </summary>
- <value>Value is between 0 and 1.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetVelocityAtPoint">
- <MemberSignature Language="C#" Value="public Urho.Vector3 GetVelocityAtPoint (Urho.Vector3 position);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance valuetype Urho.Vector3 GetVelocityAtPoint(valuetype Urho.Vector3 position) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Vector3</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="position" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="position">To be added.</param>
- <summary>
- Return linear velocity at local point.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GravityOverride">
- <MemberSignature Language="C#" Value="public Urho.Vector3 GravityOverride { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.Vector3 GravityOverride" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Vector3</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return gravity override. If zero (default), uses the physics world's gravity.
- Or
- Set gravity override. If zero, uses physics world's gravity.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Kinematic">
- <MemberSignature Language="C#" Value="public bool Kinematic { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool Kinematic" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Controls the Kinematic mode.</summary>
- <value>To be added.</value>
- <remarks>When the kinematic mode is on, forces are not applied to the rigid body.</remarks>
- </Docs>
- </Member>
- <Member MemberName="LinearDamping">
- <MemberSignature Language="C#" Value="public float LinearDamping { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 LinearDamping" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return linear velocity damping factor.
- Or
- Set linear velocity damping factor.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="LinearFactor">
- <MemberSignature Language="C#" Value="public Urho.Vector3 LinearFactor { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.Vector3 LinearFactor" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Vector3</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return linear degrees of freedom.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="LinearRestThreshold">
- <MemberSignature Language="C#" Value="public float LinearRestThreshold { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 LinearRestThreshold" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return linear velocity deactivation threshold.
- Or
- Set linear velocity deactivation threshold.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="LinearVelocity">
- <MemberSignature Language="C#" Value="public Urho.Vector3 LinearVelocity { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.Vector3 LinearVelocity" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Vector3</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return linear velocity.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Mass">
- <MemberSignature Language="C#" Value="public float Mass { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 Mass" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return mass.
- Or
- Set mass. Zero mass makes the body static.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="OnSetEnabled">
- <MemberSignature Language="C#" Value="public override void OnSetEnabled ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig virtual instance void OnSetEnabled() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Handle enabled/disabled state change.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="PhysicsWorld">
- <MemberSignature Language="C#" Value="public Urho.Physics.PhysicsWorld PhysicsWorld { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.Physics.PhysicsWorld PhysicsWorld" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Physics.PhysicsWorld</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return physics world.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Position">
- <MemberSignature Language="C#" Value="public Urho.Vector3 Position { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.Vector3 Position" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Vector3</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return rigid body position in world space.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ReAddBodyToWorld">
- <MemberSignature Language="C#" Value="public void ReAddBodyToWorld ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ReAddBodyToWorld() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Readd rigid body to the physics world to clean up internal state like stale contacts.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="RegisterObject">
- <MemberSignature Language="C#" Value="public static void RegisterObject (Urho.Context context);" />
- <MemberSignature Language="ILAsm" Value=".method public static hidebysig void RegisterObject(class Urho.Context context) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="context" Type="Urho.Context" />
- </Parameters>
- <Docs>
- <param name="context">To be added.</param>
- <summary>
- Register object factory.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ReleaseBody">
- <MemberSignature Language="C#" Value="public void ReleaseBody ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ReleaseBody() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Remove the rigid body.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="RemoveConstraint">
- <MemberSignature Language="C#" Value="public void RemoveConstraint (Urho.Physics.Constraint constraint);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void RemoveConstraint(class Urho.Physics.Constraint constraint) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="constraint" Type="Urho.Physics.Constraint" />
- </Parameters>
- <Docs>
- <param name="constraint">To be added.</param>
- <summary>
- Remove a constraint that refers to this rigid body.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ResetForces">
- <MemberSignature Language="C#" Value="public void ResetForces ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ResetForces() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Reset accumulated forces.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Restitution">
- <MemberSignature Language="C#" Value="public float Restitution { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 Restitution" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return restitution coefficient.
- Or
- Set restitution coefficient.
- </summary>
- <value>Value is between 0 and 1.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="RollingFriction">
- <MemberSignature Language="C#" Value="public float RollingFriction { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 RollingFriction" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return rolling friction coefficient.
- Or
- Set rolling friction coefficient.
- </summary>
- <value>Value is between 0 and 1.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Rotation">
- <MemberSignature Language="C#" Value="public Urho.Quaternion Rotation { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.Quaternion Rotation" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Quaternion</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return rigid body rotation in world space.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetAngularFactor">
- <MemberSignature Language="C#" Value="public void SetAngularFactor (Urho.Vector3 factor);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetAngularFactor(valuetype Urho.Vector3 factor) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="factor" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="factor">To be added.</param>
- <summary>
- Set angular degrees of freedom. Use 1 to enable an axis or 0 to disable. Default is all axes enabled (1, 1, 1).
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetAngularVelocity">
- <MemberSignature Language="C#" Value="public void SetAngularVelocity (Urho.Vector3 angularVelocity);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetAngularVelocity(valuetype Urho.Vector3 angularVelocity) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="angularVelocity" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="angularVelocity">To be added.</param>
- <summary>
- Set angular velocity.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetAnisotropicFriction">
- <MemberSignature Language="C#" Value="public void SetAnisotropicFriction (Urho.Vector3 friction);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetAnisotropicFriction(valuetype Urho.Vector3 friction) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="friction" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="friction">To be added.</param>
- <summary>
- Set anisotropic friction.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetCollisionLayerAndMask">
- <MemberSignature Language="C#" Value="public void SetCollisionLayerAndMask (uint layer, uint mask);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetCollisionLayerAndMask(unsigned int32 layer, unsigned int32 mask) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="layer" Type="System.UInt32" />
- <Parameter Name="mask" Type="System.UInt32" />
- </Parameters>
- <Docs>
- <param name="layer">To be added.</param>
- <param name="mask">To be added.</param>
- <summary>
- Set collision group and mask.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetLinearFactor">
- <MemberSignature Language="C#" Value="public void SetLinearFactor (Urho.Vector3 factor);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetLinearFactor(valuetype Urho.Vector3 factor) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="factor" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="factor">To be added.</param>
- <summary>
- Set linear degrees of freedom. Use 1 to enable an axis or 0 to disable. Default is all axes enabled (1, 1, 1).
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetLinearVelocity">
- <MemberSignature Language="C#" Value="public void SetLinearVelocity (Urho.Vector3 velocity);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetLinearVelocity(valuetype Urho.Vector3 velocity) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="velocity" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="velocity">To be added.</param>
- <summary>
- Set linear velocity.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetPosition">
- <MemberSignature Language="C#" Value="public void SetPosition (Urho.Vector3 position);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetPosition(valuetype Urho.Vector3 position) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="position" Type="Urho.Vector3" />
- </Parameters>
- <Docs>
- <param name="position">To be added.</param>
- <summary>
- Set rigid body position in world space.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetRotation">
- <MemberSignature Language="C#" Value="public void SetRotation (Urho.Quaternion rotation);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetRotation(valuetype Urho.Quaternion rotation) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="rotation" Type="Urho.Quaternion" />
- </Parameters>
- <Docs>
- <param name="rotation">To be added.</param>
- <summary>
- Set rigid body rotation in world space.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetTransform">
- <MemberSignature Language="C#" Value="public void SetTransform (Urho.Vector3 position, Urho.Quaternion rotation);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetTransform(valuetype Urho.Vector3 position, valuetype Urho.Quaternion rotation) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="position" Type="Urho.Vector3" />
- <Parameter Name="rotation" Type="Urho.Quaternion" />
- </Parameters>
- <Docs>
- <param name="position">To be added.</param>
- <param name="rotation">To be added.</param>
- <summary>
- Set rigid body position and rotation in world space as an atomic operation.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Trigger">
- <MemberSignature Language="C#" Value="public bool Trigger { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool Trigger" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Controls the trigger mode (whether collisions are reported, but no forces are applied).</summary>
- <value>To be added.</value>
- <remarks>In trigger mode collisions are reported but do not apply forces.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Type">
- <MemberSignature Language="C#" Value="public override Urho.StringHash Type { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.StringHash Type" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.StringHash</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Urho's type system type.</summary>
- <value>StringHash representing the type for this C# type.</value>
- <remarks>This returns the Urho's type and is surfaced for low-level Urho code.</remarks>
- </Docs>
- </Member>
- <Member MemberName="TypeName">
- <MemberSignature Language="C#" Value="public override string TypeName { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance string TypeName" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Urho's low-level type name.</summary>
- <value>Stringified low-level type name.</value>
- <remarks></remarks>
- </Docs>
- </Member>
- <Member MemberName="TypeNameStatic">
- <MemberSignature Language="C#" Value="public static string TypeNameStatic { get; }" />
- <MemberSignature Language="ILAsm" Value=".property string TypeNameStatic" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Urho's low-level type name, accessible as a static method.</summary>
- <value>Stringified low-level type name.</value>
- <remarks></remarks>
- </Docs>
- </Member>
- <Member MemberName="TypeStatic">
- <MemberSignature Language="C#" Value="public static Urho.StringHash TypeStatic { get; }" />
- <MemberSignature Language="ILAsm" Value=".property valuetype Urho.StringHash TypeStatic" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.StringHash</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Urho's low-level type, accessible as a static method.</summary>
- <value>This returns the Urho's type and is surface for the low-level Urho code.</value>
- <remarks></remarks>
- </Docs>
- </Member>
- <Member MemberName="UpdateGravity">
- <MemberSignature Language="C#" Value="public void UpdateGravity ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void UpdateGravity() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Update gravity parameters to the Bullet rigid body.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="UpdateMass">
- <MemberSignature Language="C#" Value="public void UpdateMass ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void UpdateMass() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Update mass and inertia to the Bullet rigid body.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="UseGravity">
- <MemberSignature Language="C#" Value="public bool UseGravity { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool UseGravity" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return whether rigid body uses gravity.
- Or
- Set whether gravity is applied to rigid body.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- </Members>
- </Type>
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