class PhysicsShape
Represents a basic, convex shape. A PhysicsBody consists of one or more of these.
public PhysicsBody Body { get; }
The physics body we belong to.
public object Collider { get; set; }
The collider object that created / owns this shape
public bool IsTrigger { get; set; }
This is a trigger (!)
public Vector3 SurfaceVelocity { get; set; }
Set the local velocity of the surface so things can slide along it, like a conveyor belt
public bool EnableSolidCollisions { get; set; }
Controls whether this shape has solid collisions.
public bool EnableTouch { get; set; }
Controls whether this shape can fire touch events for its owning entity. (Entity.StartTouch, Touch and EndTouch)
public bool EnableTouchPersists { get; set; }
Controls whether this shape can fire continuous touch events for its owning entity (i.e. calling Entity.Touch every frame)
public bool IsMeshShape { get; }
Is this a MeshShape
public bool IsHullShape { get; }
Is this a HullShape
public bool IsSphereShape { get; }
Is this a SphereShape
public bool IsCapsuleShape { get; }
Is this a CapsuleShape
public bool IsHeightfieldShape { get; }
Is this a HeightfieldShape
public Sphere Sphere { get; }
Get sphere properties if we're a sphere type
public Capsule Capsule { get; }
Get capsule properties if we're a capsule type
public string SurfaceMaterial { get; set; }
Controls physical properties of this shape.
public Surface[] Surfaces { set; }
Multiple surfaces referenced by mesh or heightfield collision.
public void Triangulate( ref Vector3[] positions, ref uint[] indices )
Triangulate this shape.
public float Friction { get; set; }
The friction value
public bool HasTag( string tag )
Does this shape have a specific tag?
public bool AddTag( string tag )
Add a tag to this shape.
public bool RemoveTag( string tag )
Remove a tag from this shape.
public Type GetType( )
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public string ToString( )
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public ITagSet Tags { get; }
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public bool ClearTags( )
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public int GetHashCode( )
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public Surface Surface { get; set; }
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public void UpdateHull( Vector3 position, Rotation rotation, Span<Vector3> points )
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public void UpdateMesh( Span<Vector3> vertices, Span<int> indices )
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public bool Equals( object obj )
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public void DisableAllCollision( )
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public void EnableAllCollision( )
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public Vector3 Scale { get; }
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public void Remove( )
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public void UpdateMesh( List<Vector3> vertices, List<int> indices )
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