GeometricAreaOfEffect Class |
Namespace: DigitalRune.Physics.ForceEffects
The GeometricAreaOfEffect type exposes the following members.
Name | Description | |
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GeometricAreaOfEffect |
Initializes a new instance of the GeometricAreaOfEffect class.
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GeometricAreaOfEffect(CollisionObject) |
Initializes a new instance of the GeometricAreaOfEffect class.
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Name | Description | |
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Apply |
Calls Apply(RigidBody) of the given force field for all objects
in the area of effect.
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Equals | (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
ToString | Returns a string that represents the current object. (Inherited from Object.) |
Name | Description | |
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CollisionObject |
Gets or sets the collision object that defines the area of effect.
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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.