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DigitalRuneGeometricAreaOfEffect Class
Applies a force field effect to all rigid bodies that touch a certain CollisionObject.
Inheritance Hierarchy
SystemObject
  DigitalRune.Physics.ForceEffectsGeometricAreaOfEffect

Namespace: DigitalRune.Physics.ForceEffects
Assembly: DigitalRune.Physics (in DigitalRune.Physics.dll) Version: 1.10.0.0 (1.10.0.14427)
Syntax
public class GeometricAreaOfEffect : IAreaOfEffect

The GeometricAreaOfEffect type exposes the following members.

Constructors
  NameDescription
Public methodGeometricAreaOfEffect
Initializes a new instance of the GeometricAreaOfEffect class.
Public methodGeometricAreaOfEffect(CollisionObject)
Initializes a new instance of the GeometricAreaOfEffect class.
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Methods
  NameDescription
Public methodApply
Calls Apply(RigidBody) of the given force field for all objects in the area of effect.
Public methodEquals
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
Protected methodFinalize
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
Public methodGetHashCode
Serves as a hash function for a particular type.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
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Properties
  NameDescription
Public propertyCollisionObject
Gets or sets the collision object that defines the area of effect.
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Remarks

This IAreaOfEffect uses the collision detection to define which objects are in the area of effect. Per default no CollisionObject is set, which means that no objects are in the area of effect. A CollisionObject must be created by the user and set in the property CollisionObject. The properties of the collision object must be set appropriately and the collision object must be added to the CollisionDomain of the Simulation by the user.

Performance Tip: If the CollisionObject is not used for other purposes it is good for performance if the Type is set to Trigger.

Collision Filtering: As with all other collision objects the standard collision filtering (see CollisionFilter) can be used to define which objects can collide with the CollisionObject.

See Also