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/Dlls/Delta.PhysicsEngines.Jitter.xml

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XML | 441 lines | 440 code | 1 blank | 0 comment | 0 complexity | 25c54603585573271f18a7bf0265da09 MD5 | raw file
  1<?xml version="1.0"?>
  2<doc>
  3    <assembly>
  4        <name>Delta.PhysicsEngines.Jitter</name>
  5    </assembly>
  6    <members>
  7        <member name="T:Delta.PhysicsEngines.Jitter.JitterDatatypesMapping">
  8            <summary>
  9            Implements mapping between Jitter data types and Delta engine data types.
 10            
 11            Sadly we can't do all the nice union stuff we do with XNA, because we
 12            don't have Jitter referenced in the datatypes.
 13            </summary>
 14        </member>
 15        <member name="M:Delta.PhysicsEngines.Jitter.JitterDatatypesMapping.Convert(Delta.Utilities.Datatypes.Matrix@)">
 16            <summary>
 17            Perform conversion between DeltaEngine Matrix and Jitter Matrix.
 18            </summary>
 19            <param name="matrix">The DeltaEngine matrix.</param>
 20            <returns>The converted Jitter matrix.</returns>
 21        </member>
 22        <member name="M:Delta.PhysicsEngines.Jitter.JitterDatatypesMapping.Convert(Jitter.LinearMath.JMatrix,Delta.Utilities.Datatypes.Matrix@)">
 23            <summary>
 24            Convert a Jitter matrix into a Delta Matrix.
 25            </summary>
 26            <param name="matrix">The Jitter matrix to convert.</param>
 27            <param name="result">The converterd delta matrix.</param>
 28        </member>
 29        <member name="M:Delta.PhysicsEngines.Jitter.JitterDatatypesMapping.Convert(Delta.Utilities.Datatypes.Vector@)">
 30            <summary>
 31            Convert DeltaEngine vector to Jitter vector.
 32            </summary>
 33            <param name="vector">DeltaEngine vector.</param>
 34            <returns>The converted Jitter vector.</returns>
 35        </member>
 36        <member name="M:Delta.PhysicsEngines.Jitter.JitterDatatypesMapping.Convert(Delta.Utilities.Datatypes.Vector@,Jitter.LinearMath.JVector@)">
 37            <summary>
 38            Convert DeltaEngine vector to Jitter vector.
 39            </summary>
 40            <param name="vector">DeltaEngine vector.</param>
 41            <param name="result">The converted Jitter vector.</param>
 42        </member>
 43        <member name="M:Delta.PhysicsEngines.Jitter.JitterDatatypesMapping.ConvertSlow(Delta.Utilities.Datatypes.Vector)">
 44            <summary>
 45            Convert DeltaEngine vector to Jitter vector.
 46            </summary>
 47            <param name="vector">DeltaEngine vector.</param>
 48            <returns>The converted Jitter vector.</returns>
 49        </member>
 50        <member name="M:Delta.PhysicsEngines.Jitter.JitterDatatypesMapping.Convert(Jitter.LinearMath.JVector,Delta.Utilities.Datatypes.Vector@)">
 51            <summary>
 52            Convert Jitter vector to DeltaEngine vector.
 53            </summary>
 54            <param name="vector">Jitter vector.</param>
 55            <param name="result">The converted Jitter vector.</param>
 56        </member>
 57        <member name="M:Delta.PhysicsEngines.Jitter.JitterDatatypesMapping.Convert(Jitter.LinearMath.JVector@,Delta.Utilities.Datatypes.Vector@)">
 58            <summary>
 59            Convert Jitter vector to DeltaEngine vector.
 60            </summary>
 61            <param name="vector">Jitter vector.</param>
 62            <param name="result">The converted Jitter vector.</param>
 63        </member>
 64        <member name="T:Delta.PhysicsEngines.Jitter.JitterBody">
 65            <summary>
 66            Jitter body implementation.
 67            </summary>
 68        </member>
 69        <member name="F:Delta.PhysicsEngines.Jitter.JitterBody.rotationMatrix">
 70            <summary>
 71            Create rotation matrix to be filled in by the Jitter matrix. It is
 72            very important that M44 is set to 1.0 to be rendered correctly!
 73            </summary>
 74        </member>
 75        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.#ctor(Delta.PhysicsEngines.Jitter.JitterPhysics,Delta.PhysicsEngines.PhysicsShape,Delta.Utilities.Datatypes.Vector)">
 76            <summary>
 77            Constructor
 78            </summary>
 79            <param name="physicsManager">The physics manager.</param>
 80            <param name="shape">The shape.</param>
 81            <param name="setInitialPosition">Body initial position.</param>
 82        </member>
 83        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.#ctor(Delta.PhysicsEngines.Jitter.JitterPhysics,Jitter.Dynamics.RigidBody)">
 84            <summary>
 85            Internal constructor for creating GroundBody.
 86            </summary>
 87            <param name="physicsManager">Jitter physics manager.</param>
 88            <param name="jitterBody">Initial jitter body created manually.</param>
 89        </member>
 90        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.ApplyForce(Delta.Utilities.Datatypes.Vector)">
 91            <summary>
 92            Applies a force at the center of mass.
 93            </summary>
 94            <param name="force">The force.</param>
 95        </member>
 96        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.ApplyForce(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector)">
 97            <summary>
 98            Apply a force at a world point. If the force is not
 99            applied at the center of mass, it will generate a torque and
100            affect the angular velocity. This wakes up the body.
101            </summary>
102            <param name="force">Force vector data.</param>
103            <param name="position">Position in 3D where to apply force.</param>
104        </member>
105        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.ApplyTorque(Delta.Utilities.Datatypes.Vector)">
106            <summary>
107            Apply a torque. This affects the angular velocity without affecting the
108            linear velocity of the center of mass.
109            <remarks>
110            This wakes up the body.
111            </remarks>
112            </summary>
113            <param name="torque">
114            Vector containing torque data for both 2D and 3D shapes.
115            </param>
116        </member>
117        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.ApplyLinearImpulse(Delta.Utilities.Datatypes.Vector)">
118            <summary>
119            Apply an impulse at a point. This immediately modifies the velocity.
120            <remarks>
121            This wakes up the body.
122            </remarks>
123            </summary>
124            <param name="impulse">Impulse vector data.</param>
125        </member>
126        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.ApplyLinearImpulse(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector)">
127            <summary>
128            Apply an impulse at a point. This immediately modifies the velocity.
129            It also modifies the angular velocity if the point of application
130            is not at the center of mass.
131            <remarks>
132            This wakes up the body.
133            </remarks>
134            </summary>
135            <param name="impulse">Impulse vector data.</param>
136            <param name="position">Position in 3D where to apply impulse.</param>
137        </member>
138        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.ApplyAngularImpulse(Delta.Utilities.Datatypes.Vector)">
139            <summary>
140            Apply an angular impulse.
141            </summary>
142            <param name="impulse">
143            Vector containing impulse data for both 2D and 3D shapes.
144            </param>
145        </member>
146        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.CreateShape">
147            <summary>
148            Creates Jitter shape from properties.
149            </summary>
150        </member>
151        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.FireCollisionBegin(Delta.PhysicsEngines.PhysicsBody)">
152            <summary>
153            Method for access collision event from JitterPhysicsManager.
154            </summary>
155            <param name="other">Other body with which collision begin.</param>
156        </member>
157        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.FireCollisionEnd(Delta.PhysicsEngines.PhysicsBody)">
158            <summary>
159            Method for access collision event from JitterPhysicsManager.
160            </summary>
161            <param name="other">Other body with which collision end.</param>
162        </member>
163        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.SetIsStatic(System.Boolean)">
164            <summary>
165            Set if the body should be static or not.
166            </summary>
167            <param name="value">True if body should be static, otherwise False.
168            </param>
169        </member>
170        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.SetIsActive(System.Boolean)">
171            <summary>
172            Set if the body should be active or not.
173            </summary>
174            <param name="value">True if body should be active, otherwise False.
175            </param>
176        </member>
177        <member name="M:Delta.PhysicsEngines.Jitter.JitterBody.SetFriction(System.Single)">
178            <summary>
179            Set the friction of the body.
180            </summary>
181            <param name="value">Friction value to set.</param>
182        </member>
183        <member name="P:Delta.PhysicsEngines.Jitter.JitterBody.Body">
184            <summary>
185            Gets the body.
186            </summary>
187        </member>
188        <member name="P:Delta.PhysicsEngines.Jitter.JitterBody.Position">
189            <summary>
190            Position given in world space.
191            </summary>
192        </member>
193        <member name="P:Delta.PhysicsEngines.Jitter.JitterBody.Position2D">
194            <summary>
195            Position 2D given in world space (same as Position, just easier to
196            access for 2D code not having to convert Position to a Point anymore).
197            </summary>
198        </member>
199        <member name="P:Delta.PhysicsEngines.Jitter.JitterBody.RotationMatrix">
200            <summary>
201            Returns the rotation matrix from Jitter back for rendering.
202            </summary>
203        </member>
204        <member name="P:Delta.PhysicsEngines.Jitter.JitterBody.LinearVelocity">
205            <summary>
206            The linear velocity of the body.
207            </summary>
208        </member>
209        <member name="P:Delta.PhysicsEngines.Jitter.JitterBody.AngularVelocity">
210            <summary>
211            The angular velocity of the body.
212            <remarks>
213            For 2D physics simulation only X component is used.
214            </remarks>
215            </summary>
216        </member>
217        <member name="P:Delta.PhysicsEngines.Jitter.JitterBody.AngularVelocity2D">
218            <summary>
219            Angular velocity 2D as a float, for 2D only the .x component is used!
220            </summary>
221        </member>
222        <member name="P:Delta.PhysicsEngines.Jitter.JitterBody.Mass">
223            <summary>
224            Gets or sets the mass. Usually in kilograms (kg).
225            </summary>
226        </member>
227        <member name="P:Delta.PhysicsEngines.Jitter.JitterBody.Restitution">
228            <summary>
229            Gets the restitution of the body.
230            </summary>
231        </member>
232        <member name="P:Delta.PhysicsEngines.Jitter.JitterBody.BoundingBox">
233            <summary>
234            Gets the BoundingBox of the body.
235            <remarks>
236            Used during 3D simulation.
237            </remarks>
238            </summary>
239        </member>
240        <member name="M:Delta.PhysicsEngines.Jitter.Helpers.CreateFrom(Delta.Rendering.Models.Mesh,Delta.Utilities.Datatypes.Matrix,System.Boolean)">
241            <summary>
242            Helper method used for creation of Jitter TriangleMeshShape by 
243            populating data with vertices and indices gathered from out Mesh.
244            </summary>
245            <param name="mesh">The mesh.</param>
246            <param name="localSpaceMatrix">The local space matrix.</param>
247            <param name="invertTriangles">
248            if set to <c>true</c> we invert winding order of triangles.
249            </param>
250            <returns>
251            New created jitter TriangleMeshShape created from Delta engine mesh.
252            </returns>
253        </member>
254        <member name="T:Delta.PhysicsEngines.Jitter.JitterJoint">
255            <summary>
256            JItter joint implementation
257            </summary>
258        </member>
259        <member name="M:Delta.PhysicsEngines.Jitter.JitterJoint.#ctor(Delta.PhysicsEngines.Jitter.JitterPhysics,Delta.PhysicsEngines.Enums.JointType,Delta.PhysicsEngines.PhysicsBody,Delta.PhysicsEngines.PhysicsBody,System.Object[])">
260            <summary>
261            Initializes a new instance of the <see cref="T:Delta.PhysicsEngines.Jitter.JitterJoint"/> class.
262            </summary>
263            <param name="physicsManager">The physics manager.</param>
264            <param name="jointType">Type of the joint.</param>
265            <param name="bodyA">The body A.</param>
266            <param name="bodyB">The body B.</param>
267            <param name="args">The args.</param>
268        </member>
269        <member name="M:Delta.PhysicsEngines.Jitter.JitterJoint.CreateJoint">
270            <summary>
271            Creates jitter joint.
272            </summary>
273        </member>
274        <member name="P:Delta.PhysicsEngines.Jitter.JitterJoint.Constraint">
275            <summary>
276            Gets jitter Constraint
277            </summary>
278        </member>
279        <member name="P:Delta.PhysicsEngines.Jitter.JitterJoint.Joint">
280            <summary>
281            Gets jitter Joint.
282            </summary>
283        </member>
284        <member name="P:Delta.PhysicsEngines.Jitter.JitterJoint.Softness">
285            <summary>
286            Defines how big the applied impulses can get.
287            </summary>
288            <value>
289            The softness.
290            </value>
291        </member>
292        <member name="P:Delta.PhysicsEngines.Jitter.JitterJoint.Anchor1">
293            <summary>
294            The anchor 1 point in the world.
295            </summary>
296            <value>
297            The anchor1.
298            </value>
299        </member>
300        <member name="P:Delta.PhysicsEngines.Jitter.JitterJoint.Anchor2">
301            <summary>
302            The anchor 2 point in the world.
303            </summary>
304            <value>
305            The anchor2.
306            </value>
307        </member>
308        <member name="T:Delta.PhysicsEngines.Jitter.JitterPhysics">
309            <summary>
310            Jitter physics implementation.
311            </summary>
312        </member>
313        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.#ctor">
314            <summary>
315            Initializes a new instance of the <see cref="!:JitterPhysicsManager"/> class.
316            </summary>
317        </member>
318        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.IsShapeSupported(Delta.PhysicsEngines.Enums.ShapeType)">
319            <summary>
320            Gets whether the current physics module supports given shape type.
321            </summary>
322            <param name="shapeType">Type of the shape.</param>
323            <returns>
324              <c>true</c> if [is shape supported] [the specified shape type]; otherwise, <c>false</c>.
325            </returns>
326        </member>
327        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.IsJointSupported(Delta.PhysicsEngines.Enums.JointType)">
328            <summary>
329            Gets whether the current physics module supports given joint type.
330            </summary>
331            <param name="jointType">Type of the shape.</param>
332            <returns>
333              <c>true</c> if the specified shape type is supported, <c>false</c> otherwise.
334            </returns>
335        </member>
336        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.IsFeatureSupported(Delta.PhysicsEngines.Enums.FeatureSupport)">
337            <summary>
338            Gets whether the current physics module supports given feature.
339            </summary>
340            <param name="support">The support.</param>
341            <returns>
342              <c>true</c> if [is feature supported] [the specified support]; otherwise, <c>false</c>.
343            </returns>
344        </member>
345        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.SetGroundPlane(System.Boolean,System.Single)">
346            <summary>
347            Implementation of SetGroundPlane
348            </summary>
349            <param name="enable">True to enable the ground plane, false otherwise.</param>
350            <param name="height">The height of the plane.</param>
351        </member>
352        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.CreateGroundBody">
353            <summary>
354            Create the body that will be used as ground.
355            </summary>
356        </member>
357        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.CreateBody(System.Boolean,Delta.PhysicsEngines.PhysicsShape,Delta.Utilities.Datatypes.Vector)">
358            <summary>
359            Creates a Jitter from base implementation.
360            </summary>
361            <param name="is2DBody">True if the body is 2D, false means that is 3D.</param>
362            <param name="shape">The shape to attach to the new create body.</param>
363            <param name="initialPosition">Initial position of the body.</param>
364            <returns>New PhysicsBody instance or null if not supported.</returns>
365        </member>
366        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.CreateJoint(Delta.PhysicsEngines.Enums.JointType,Delta.PhysicsEngines.PhysicsBody,Delta.PhysicsEngines.PhysicsBody,System.Object[])">
367            <summary>
368            Creates a JitterJoint from base implementation.
369            </summary>
370            <param name="jointType">The type of joint to create.</param>
371            <param name="bodyA">The first required body.</param>
372            <param name="bodyB">The second [optional] body.</param>
373            <param name="args">Array of args to pass to Joint implementation.</param>
374            <returns>The new created PhysicsJoint.</returns>
375        </member>
376        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.RayCastImpl(Delta.Utilities.Datatypes.Ray,System.Boolean,Delta.PhysicsEngines.PhysicsBody@,Delta.Utilities.Datatypes.Vector@,System.Single@,System.Object@)">
377            <summary>
378            FindRayCast implementation.
379            </summary>
380            <param name="ray">The ray to perform.</param>
381            <param name="checkGround">Whether to check agains ground too.</param>
382            <param name="foundBody">PhysicsBody or null if no intersection happen.</param>
383            <param name="surfaceNormal">
384            The normals of the surfaces in the intersection points.
385            </param>
386            <param name="fraction">
387            Intersection fraction value or zero if no intersection.
388            </param>
389            <param name="userData">Optional user data.</param>
390            <returns>True if any intersection happen, false otherwise.</returns>
391        </member>
392        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.SetGravity(Delta.Utilities.Datatypes.Vector)">
393            <summary>
394            Sets gravity implementation.
395            </summary>
396            <param name="gravity">The 3D gravity vector.</param>
397        </member>
398        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.SetMultithreading(System.Boolean)">
399            <summary>
400            Sets multithreading on Jitter implementation.
401            </summary>
402            <param name="enable">True to enable, false otherwise.</param>
403        </member>
404        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.GetTotalPhysicsTime">
405            <summary>
406            Gets total physics simulation time.
407            </summary>
408            <returns>Total physics simulation time expressed in double.</returns>
409        </member>
410        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.UpdateSimulation(System.Single)">
411            <summary>
412            Update simulation implementation of Physics.
413            </summary>
414        </member>
415        <member name="T:Delta.PhysicsEngines.Jitter.JitterPhysics.JitterPhysicsTests">
416            <summary>
417            Tests
418            </summary>
419        </member>
420        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.JitterPhysicsTests.TestInitialization">
421            <summary>
422            Test whether initialization has been done.
423            </summary>
424        </member>
425        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.JitterPhysicsTests.TestCreate3DBodyWithShape">
426            <summary>
427            Test creation of 3 body with shape.
428            </summary>
429        </member>
430        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.JitterPhysicsTests.TestFeatureSupport">
431            <summary>
432            Test whether given feature is supoorted.
433            </summary>
434        </member>
435        <member name="M:Delta.PhysicsEngines.Jitter.JitterPhysics.JitterPhysicsTests.TestShapeSupport">
436            <summary>
437            Test whether given shape is supoorted.
438            </summary>
439        </member>
440    </members>
441</doc>