PhysicsEngine Class | 
[Missing <summary> documentation for "T:Demo3D.Visuals.PhysicsEngine"]
Namespace: Demo3D.Visuals
public class PhysicsEngine : IDisposable
The PhysicsEngine type exposes the following members.
| Name | Description | |
|---|---|---|
| CallbacksCount | 
            The total number of ProcessContact calls made following the collision detection phase.
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| CCD | 
            Whether Continuous Collision Detection should be performed.
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| ContactsCount | 
            The total number of contact points generated in the collision detection phase.
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| ConveyorsGroup | 
            The collision group for conveyors.
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| DeflectorsGroup | 
            The collision group for deflectors.
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| DiagnosticSensorsGroup | 
            The collision group for diagnostic sensors.
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| EngineCollisionDetectionTime | 
            The time spent detecting collisions in the most recent timestep.
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| EngineProcessingTime | 
            The total time spent processing physics in the most recent timestep.
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| EngineSolverTime | 
            The time spent solving constraints in the most recent timestep.
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| FloorsGroup | 
            The collision group for floors.
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| LoadsGroup | 
            The collision group for loads.
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| NoneGroup | 
            The special "None" collision group.
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| PhysicsStepSubscribed | 
            Whether anything has subscribed to receive physics step notifications.
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| ProcessCollisionsSingleThreaded | 
            Whether to process collisions received from the physics engine in the simulation thread.
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| ProcessCollisionsTime | 
            The time spent processing collisions in the most recent timestep.
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| RandomSeed | 
            The random seed for the physics engine.
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| RenderBodyProperties | 
            Whether to render physics body properties.
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| RenderPhysics | 
            Whether to render physics.
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| SensorsGroup | 
            The collision group for sensors.
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| SimulationGroup | 
            The collision group for planar physics.
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| SleepingTime | 
            The time that a rigid body must be idle, according to the rigid body's
            LinearSleepingThreshold and
            AngularSleepingThreshold values, before it is allowed to
            enter the sleeping state.
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| SolverIterations | 
            Number of iterations to use when solving constraints in the dynamics response phase.
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| StopBladesGroup | 
            The collision group for stop blades.
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| Ticks | 
            Counter incremented every time AdvanceTime(Boolean, Double) is called, and reset to zero on Reset.
             
            Can be used to notice in other code if a new physics step has been started,
            allowing per-physics step caches to be implemented.
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| Time | 
            The current simulation time.
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| VehiclesGroup | 
            The collision group for vehicles.
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| Name | Description | |
|---|---|---|
| AddGeometryProcessCollisionHandler | 
            Add a delegate for a specific geometry that is called for each collision that the
            specified geometry is involved in.
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| AddGeometryProcessContactHandler |  Obsolete.  
            Add a delegate for a specific geometry that is called for each contact point generated
            when the specified geometry collides with another physics object's geometry.
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| AddPostCollideDelegate(PostCollideDelegate, Visual) | 
            Subscribes to be notified after the collision detection phase has been completed.
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| AddPostCollideDelegate(PostCollideDataDelegate, Visual, Object) | 
            Subscribes to be notified after the collision detection phase has been completed.
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| AddRenderPoint |  Obsolete.  
            Renders the specified "render point".
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| AddSensorDelegate | 
            Subscribes to be notified of blocked and cleared events.
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| Clear | 
            Destroys and reconstructs the physics world.
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| Clear(Boolean) | 
            Destroys and reconstructs the physics world if specified.
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| ClearAllRenderLabels | ||
| ClearAllRenderLines | ||
| ClearAllRenderLines(String) | ||
| ClearAllRenderPoints | ||
| ClearAllRenderPoints(String) | ||
| ClearRenderLines | ||
| ClearRenderPoints | ||
| ClearRenderPoints(String) | ||
| Collide(BBox, PhysicsGroup, Boolean) | 
            Finds all physics bodies prescribed to the specified group that are
            intersecting the specified bounding box.
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| Collide(BBox, IListPhysicsGroup, Boolean) | 
            Finds all physics bodies prescribed to any of the groups specified in the group list
            that are intersecting the specified bounding box.
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| Collide(BSphere, PhysicsGroup, Boolean) | 
            Finds all physics bodies prescribed to the specified group that are
            intersecting the specified bounding sphere.
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| Collide(BSphere, IListPhysicsGroup, Boolean) | 
            Finds all physics objects prescribed to any of the groups specified in the group list
            that are intersecting the specified bounding sphere.
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| Collide(PhysicsBody, PhysicsGroup, Boolean) | 
            Finds all physics bodies prescribed to the specified group that are
            colliding with the specified body.
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| Collide(PhysicsBody, IListPhysicsGroup, Boolean) | 
            Finds all physics objects prescribed to any of the groups specified in the group list
            that are colliding with the specified body.
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| Collides(IListPhysicsGroup, IListPhysicsGroup) | 
            Whether physics objects prescribing to any of the groups in
            groupListA are tested for collisions against physics objects
            prescribing to any of the groups in groupListB.
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| Collides(PhysicsBody, PhysicsBody) | 
            Whether the first physics object is tested for collisions against the second collision
            object by virtue of their groups.
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| Collides(PhysicsGroup, PhysicsGroup) | 
            Whether physics objects prescribing to groupA should collide with
            physics objects prescribing to groupB.
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| Collides(PhysicsGroup, PhysicsGroup, Boolean) | 
            Specifies whether physics objects prescribing to groupA should
            collide with physics objects prescribing to groupB.
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| CountBodies | 
            Counts the number of bodies in the physics world.
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| CountBodies(PhysicsGroup) | 
            Counts the number of bodies in the physics world that prescribe to the specified group.
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| CountBodies(PredicatePhysicsBody) | 
            Counts the number of bodies in the physics world matching the provided predicate.
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| CountLoads | 
            Counts the number of loads in the physics world.
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| CreateApproximateCylinderGeometry | 
            Approximates a cylindrical collision geometry using a convex-hull.
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| CreateBallSocketJoint(PhysicsRigidBody, Vector3) | 
            Creates a ball and socket (spherical) joint in the physics world that constrains the
            specified rigid body to maintain a fixed distance from the specified world-space anchor
            position.
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| CreateBallSocketJoint(PhysicsRigidBody, PhysicsRigidBody, Vector3) | 
            Creates a ball and socket (spherical) joint in the physics world that constrains the
            two specified rigid bodies to maintain a fixed distance from the specified world-space
            anchor position.
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| CreateBoxGeometry | 
            Creates a box (rectangular parallelepiped) collision geometry.
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| CreateCompoundGeometry | 
            Creates an empty compound collision geometry.
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| CreateContactJoint(PhysicsBody, PhysicsBody, ContactInfo, Boolean) |  Obsolete.  
            Instructs the physics engine to create a contact joint for the specified contact point.
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| CreateContactJoint(Visual, Visual, ContactInfo, Boolean) |  Obsolete.  
            Instructs the physics engine to create a contact joint for the specified contact point.
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| CreateConvexHullGeometry(IEnumerableVector3, Double) | 
            Creates a convex-hull geometry from the provided collection of points that form the
            convex-hull.
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| CreateConvexHullGeometry(IMesh, Double) | 
            Creates a convex-hull geometry that tightly wraps the vertices that form the provided
            mesh.
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| CreateConvexHullGeometryByDecomposition | 
            Decomposes the provided mesh into a number of convex-hulls.
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| CreateCylinderGeometry | 
            Creates a cylindrical collision geometry formed about the z-axis.
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| CreateFixedJoint(PhysicsRigidBody) | 
            Creates a fixed joint in the physics world that constrains the specified rigid body
            to maintain its current position and orientation in the physics world.
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| CreateFixedJoint(PhysicsRigidBody, PhysicsRigidBody) | 
            Creates a fixed joint in the physics world that constrains the two specified rigid
            bodies to maintain their current positions and orientations relative to each other.
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| CreateGroup | 
            Creates a collision group identified by the specified name.
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| CreateGroupList | 
            Creates an empty collision group list.
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| CreateHingeJoint(PhysicsRigidBody, Matrix) | 
            Creates a hinge (revolute) joint in the physics world that constrains the specified
            rigid body to maintain a fixed distance from the origin of the speicied transform but is
            allowed to pivot about the z-axis of the specified transform.
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| CreateHingeJoint(PhysicsRigidBody, PhysicsRigidBody, Matrix) | 
            Creates a hinge (revolute) joint in the physics world that constrains the two specified
            rigid bodies to maintain a fixed distance from the origin of the specified transform but
            are allowed to pivot about the z-axis of the specified transform.
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| CreateRigidBody | 
            Creates a rigid body in the physics world.
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| CreateRigidBodyProperties | 
            Creates an empty container of properties that is used to instantiate a rigid body.
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| CreateSimulationSensor | 
            Creates a non-movable sensor for planar physics with the specified geometry and
            world-space transform in the physics world.
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| CreateSliderJoint(PhysicsRigidBody, Matrix) | 
            Creates a slider (prismatic) joint in the physics world that constrains the specified
            rigid body to maintain a fixed orientation in the physics world but is allowed to move
            in the direction of the specified transform's x-axis.
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| CreateSliderJoint(PhysicsRigidBody, PhysicsRigidBody, Matrix) | 
            Creates a slider (prismatic) joint in the physics world that constrains the specified
            rigid bodies to maintain a fixed orientation relative to each other but are allowed to
            move in the direction of the specified transform's x-axis.
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| CreateSphereGeometry | 
            Creates a spherical collision geometry.
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| CreateStaticBody | 
            Creates a static body in the physics world.
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| CreateStaticBodyProperties | 
            Creates an empty container of properties that is used to instantiate a static body.
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| CreateTriangleMeshGeometry | 
            Creates a concave collision geometry formed of triangular faces.
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| DestroyBody | 
            Destroys the specified physics body.
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| DestroyGeometry | 
            Removes the specified geometry from the physics world and disposes of it.
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| DestroyJoint | 
            Removes the specified joint from the physics world and disposes of it.
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| DestroySimulationSensor | 
            Removes the specifed planar physics sensor from the physics world.
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| DetectLoad | 
            Records a load as having been detected by a sensor.
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| DisableCCD | 
            Disables continuous collision detection on the specified physics
            body.
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| EnableCCD | 
            Enables continuous collision detection on the specified physics body.
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| Export | ||
| FindCollisions(SpaceType, Visual) | Obsolete. | |
| FindCollisions(SpaceType, Visual, Double) | Obsolete. | |
| FrictionMaterial(PhysicsGeometry) | 
            Retrieves the friction material for the specified geometry.
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| FrictionMaterial(Visual) | 
            Retrieves the friction material for the geometry of the specified visual.
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| IsDeflector(PhysicsBody) | ||
| IsDeflector(Visual) | ||
| IsDeflectorBlocksSensors(PhysicsBody) | ||
| IsDeflectorBlocksSensors(Visual) | ||
| IsDynamic | ||
| IsFirstContact | 
            Record the specified sensor and load as touching. The ProcessCollision(PhysicsCollision, Visual, PhysicsBody)
            method will be called with other=null when the contact is broken, and the first time
            the load is seen this method will return true.
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| IsFloor | ||
| IsKinematic | ||
| IsLoad(PhysicsBody) | ||
| IsLoad(Visual) | ||
| IsSensor(PhysicsBody) | ||
| IsSensor(Visual) | ||
| IsStatic | ||
| IsStopBlade | ||
| IsTrigger | ||
| IsVehicle(PhysicsBody) | ||
| IsVehicle(Visual) | ||
| KeepAwake | 
            Keeps the specified rigid body awake for the physics auto-disable time.
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| RemoveGeometryProcessCollisionHandler | 
            Remove a collision handler delegate from a geometry.
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| RemoveGeometryProcessContactHandler |  Obsolete.  
            Remove a contact handler delegate from a geom.
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| RemoveVisual | 
            Removes the physics body from the specified visual and then destroys the removed physics
            body.
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| RenderLabel(String, Color, Vector3, Boolean) | ||
| RenderLabel(String, Color, Vector3, Vector2, Boolean) | ||
| RenderLine | ||
| RenderPoint | ||
| SetFrictionMaterialRecursive | 
            Sets the friction material down the geometry hierarchy.
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| UndetectLoad | 
            Unrecords a load as having been detected by a sensor.
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| WakeUp | 
            Wakes up the specified physics rigid body.
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| WakeUpLoads(BBox) | 
            Wakes up any loads that intersect the specified bounding box.
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| WakeUpLoads(BSphere) | 
            Wakes up any loads that intersect the specified bounding sphere.
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| Name | Description | |
|---|---|---|
| PhysicsStepBeforeProcessCollisions | 
            Subscribe/unsubscribe to be notified before collisions are processed.
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| PhysicsStepBeforeResolve | 
            Subscribe/unsubscribe to be notified before the dynamics response phase is performed.
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| PhysicsStepCompleted | 
            Subscribe/unsubscribe to be notified after the dynamics response phase has been
            performed.
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| PhysicsStepStarted | 
            Subscribe/unsubscribe to be notified before the collision detection phase is performed.
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