Quantum 3
3.0.14
Prototype of the PhysicsBody2D Quantum component. More...
Inherits Quantum.ComponentPrototype< Quantum.PhysicsBody2D >.
Public Member Functions | |
| sealed override bool | AddToEntity (FrameBase f, EntityRef entity, in PrototypeMaterializationContext context) |
| Creates an instance of the PhysicsBody2D component, materializes and adds it to the entity. More... | |
| unsafe void | Materialize (FrameBase frame, ref PhysicsBody2D component) |
| void | Materialize (FrameBase frame, ref Quantum.PhysicsBody2D result, in PrototypeMaterializationContext context) |
| Applies the prototype's fields to the actual component. More... | |
Public Attributes | |
| FP | AngularDrag = FP._0_50 |
| The PhysicsBody's angular drag. More... | |
| FPVector2 | CenterOfMass = FPVector2.Zero |
| The PhysicsBody's center of mass. More... | |
| QEnum8< Quantum.PhysicsBody2D.ConfigFlags > | Config = Quantum.PhysicsBody2D.ConfigFlags.Default |
| The configuration flags used by the PhysicsBody. More... | |
| FP | Drag = FP._0_50 |
| The PhysicsBody's drag. More... | |
| FP | ExplicitInertia = FP._1 |
| The body inertia tensor when InertiaMode is set to PhysicsBodyInertiaMode.Explicit. More... | |
| NullableFP | GravityScale = new NullableFP(){_hasValue = 0, _value = FP._1} |
| The PhysicsBody's gravity scale. More... | |
| PhysicsBodyInertiaMode | InertiaMode = PhysicsBodyInertiaMode.ColliderShape |
| The mode in which the body's inertia tensor is computed. More... | |
| NullableFP | InertiaScale = new NullableFP() { _hasValue = 0, _value = FP._1 } |
| The scale of the body inertia tensor. More... | |
| FP | Mass = 1 |
| The PhysicsBody's mass. More... | |
| Shape2DConfig | ParametricInertiaShape = new Shape2DConfig() { ShapeType = Shape2DType.Box, BoxExtents = FPVector2.One * FP._0_50 } |
| The parametric shape used to compute the body inertia tensor when InertiaMode is set to PhysicsBodyInertiaMode.ParametricShape. More... | |
Prototype of the PhysicsBody2D Quantum component.
|
inline |
Creates an instance of the PhysicsBody2D component, materializes and adds it to the entity.
| f | |
| entity | |
| context |
true if adding the component to the entity succeeds.
|
inline |
Applies the prototype's fields to the actual component.
| QEnum8<Quantum.PhysicsBody2D.ConfigFlags> Quantum.Prototypes.PhysicsBody2DPrototype.Config = Quantum.PhysicsBody2D.ConfigFlags.Default |
The configuration flags used by the PhysicsBody.
| FP Quantum.Prototypes.PhysicsBody2DPrototype.Mass = 1 |
The PhysicsBody's mass.
| FPVector2 Quantum.Prototypes.PhysicsBody2DPrototype.CenterOfMass = FPVector2.Zero |
The PhysicsBody's center of mass.
| NullableFP Quantum.Prototypes.PhysicsBody2DPrototype.GravityScale = new NullableFP(){_hasValue = 0, _value = FP._1} |
The PhysicsBody's gravity scale.
| NullableFP Quantum.Prototypes.PhysicsBody2DPrototype.InertiaScale = new NullableFP() { _hasValue = 0, _value = FP._1 } |
The scale of the body inertia tensor.
| PhysicsBodyInertiaMode Quantum.Prototypes.PhysicsBody2DPrototype.InertiaMode = PhysicsBodyInertiaMode.ColliderShape |
The mode in which the body's inertia tensor is computed.
The body inertia tensor when InertiaMode is set to PhysicsBodyInertiaMode.Explicit.
| Shape2DConfig Quantum.Prototypes.PhysicsBody2DPrototype.ParametricInertiaShape = new Shape2DConfig() { ShapeType = Shape2DType.Box, BoxExtents = FPVector2.One * FP._0_50 } |
The parametric shape used to compute the body inertia tensor when InertiaMode is set to PhysicsBodyInertiaMode.ParametricShape.