World Class |
public class World
The World type exposes the following members.
| Name | Description | |
|---|---|---|
| World | Initializes a new instance of the World class. | |
| World(IBroadPhase) | Initializes a new instance of the World class. | |
| World(Vector2) | Initializes a new instance of the World class. |
| Name | Description | |
|---|---|---|
| AddRemoveTime | ||
| ContactCount | Get the number of contacts (each may have 0 or more contact points). | |
| ContactList | Get the world contact list. ContactList is the head of a circular linked list. Use Contact.Next to get the next contact in the world list. A contact equal to ContactList indicates the end of the list. | |
| ContactsUpdateTime | ||
| ContinuousPhysicsTime | ||
| ControllersUpdateTime | ||
| Enabled | If false, the whole simulation stops. It still processes added and removed geometries. | |
| Gravity | Change the global gravity vector. | |
| Island | ||
| IsLocked | Is the world locked (in the middle of a time step). | |
| NewContactsTime | ||
| ProxyCount | Get the number of broad-phase proxies. | |
| SolveUpdateTime | ||
| UpdateTime |
| Name | Description | |
|---|---|---|
| Add(Body) | Add a rigid body. Warning: This method is locked during callbacks. | |
| Add(Controller) | Warning: This method is locked during callbacks. | |
| Add(Joint) | Create a joint to constrain bodies together. This may cause the connected bodies to cease colliding. Warning: This method is locked during callbacks. | |
| Clear | Warning: This method is locked during callbacks. | |
| ClearForces | Call this after you are done with time steps to clear the forces. You normally call this after each call to Step, unless you are performing sub-steps. By default, forces will be automatically cleared, so you don't need to call this function. | |
| CreateBody | ||
| CreateCapsule(Single, Single, Single, Vector2, Single, BodyType) | ||
| CreateCapsule(Single, Single, Int32, Single, Int32, Single, Vector2, Single, BodyType) | ||
| CreateChain | Creates a chain. | |
| CreateChainShape | ||
| CreateCircle | ||
| CreateCompoundPolygon | ||
| CreateEdge | ||
| CreateEllipse | ||
| CreateGear | ||
| CreateLineArc | ||
| CreateLoopShape | ||
| CreatePolygon | ||
| CreateRectangle | ||
| CreateRoundedRectangle | ||
| CreateSolidArc | ||
| Equals | Determines whether the specified object is equal to the current object. (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 the default hash function. (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) | |
| QueryAABB(QueryReportFixtureDelegate, AABB) | Query the world for all fixtures that potentially overlap the provided AABB. Inside the callback: Return true: Continues the query Return false: Terminate the query | |
| QueryAABB(QueryReportFixtureDelegate, AABB) | Query the world for all fixtures that potentially overlap the provided AABB. Inside the callback: Return true: Continues the query Return false: Terminate the query | |
| RayCast | Ray-cast the world for all fixtures in the path of the ray. Your callback controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the starting point. Inside the callback: return -1: ignore this fixture and continue return 0: terminate the ray cast return fraction: clip the ray to this point return 1: don't clip the ray and continue | |
| Remove(Body) | Destroy a rigid body. Warning: This automatically deletes all associated shapes and joints. Warning: This method is locked during callbacks. | |
| Remove(Controller) | Warning: This method is locked during callbacks. | |
| Remove(Joint) | Destroy a joint. This may cause the connected bodies to begin colliding. Warning: This method is locked during callbacks. | |
| ShiftOrigin | ||
| Step(Single) | Take a time step. This performs collision detection, integration, and consraint solution. Warning: This method is locked during callbacks. | |
| Step(TimeSpan) | Take a time step. This performs collision detection, integration, and consraint solution. | |
| Step(Single, SolverIterations) | Take a time step. This performs collision detection, integration, and consraint solution. Warning: This method is locked during callbacks. | |
| Step(TimeSpan, SolverIterations) | Take a time step. This performs collision detection, integration, and consraint solution. | |
| TestPoint | ||
| ToString | Returns a string that represents the current object. (Inherited from Object) |
| Name | Description | |
|---|---|---|
| BodyAdded | Fires whenever a body has been added | |
| BodyList | Get the world body list. | |
| BodyRemoved | Fires whenever a body has been removed | |
| ContactManager | Get the contact manager for testing. | |
| ControllerAdded | Fires every time a controller is added to the World. | |
| ControllerList | ||
| ControllerRemoved | Fires every time a controlelr is removed form the World. | |
| FixtureAdded | Fires whenever a fixture has been added | |
| FixtureRemoved | Fires whenever a fixture has been removed | |
| JointAdded | Fires whenever a joint has been added | |
| JointList | Get the world joint list. | |
| JointRemoved | Fires whenever a joint has been removed | |
| Tag | Set the user data. Use this to store your application specific data. |
| Name | Description | |
|---|---|---|
| MethodInvoke |
Calls the object method by name.
(Defined by ObjectEx) | |
| PropertyGet |
Gets the value of the object property by name.
(Defined by ObjectEx) | |
| PropertyGetT |
Gets the value of the object property by name.
(Defined by ObjectEx) | |
| PropertySet |
Sets the value of the object property by name.
(Defined by ObjectEx) |