Physx/CPhysxlib/MagicPhysX.Toolkit.xml
2023-07-31 13:55:44 +08:00

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<?xml version="1.0"?>
<doc>
<assembly>
<name>MagicPhysX.Toolkit</name>
</assembly>
<members>
<member name="T:MagicPhysX.Toolkit.Colliders.BoxCollider">
<summary>
<para>A box-shaped primitive collider.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Colliders.BoxCollider.center">
<summary>
<para>The center of the box, measured in the object's local space.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Colliders.BoxCollider.size">
<summary>
<para>The size of the box, measured in the object's local space.</para>
</summary>
</member>
<member name="T:MagicPhysX.Toolkit.Colliders.CapsuleCollider">
<summary>
<para>A capsule-shaped primitive collider.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Colliders.CapsuleCollider.center">
<summary>
<para>The center of the capsule, measured in the object's local space.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Colliders.CapsuleCollider.radius">
<summary>
<para>The radius of the sphere, measured in the object's local space.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Colliders.CapsuleCollider.height">
<summary>
<para>The height of the capsule measured in the object's local space.</para>
</summary>
</member>
<member name="T:MagicPhysX.Toolkit.Colliders.Collider">
<summary>
<para>A base class of all colliders.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Colliders.PlaneCollider.center">
<summary>
<para>The center of the plane in the object's local space.</para>
</summary>
</member>
<member name="T:MagicPhysX.Toolkit.Colliders.SphereCollider">
<summary>
<para>A sphere-shaped primitive collider.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Colliders.SphereCollider.center">
<summary>
<para>The center of the sphere in the object's local space.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Colliders.SphereCollider.radius">
<summary>
<para>The radius of the sphere measured in the object's local space.</para>
</summary>
</member>
<member name="T:MagicPhysX.Toolkit.CollisionDetectionMode">
<summary>
<para>The collision detection mode constants used for Rigidbody.collisionDetectionMode.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.CollisionDetectionMode.Discrete">
<summary>
<para>Continuous collision detection is off for this Rigidbody.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.CollisionDetectionMode.Continuous">
<summary>
<para>Continuous collision detection is on for colliding with static mesh geometry.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.CollisionDetectionMode.ContinuousDynamic">
<summary>
<para>Continuous collision detection is on for colliding with static and dynamic geometry.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.CollisionDetectionMode.ContinuousSpeculative">
<summary>
<para>Speculative continuous collision detection is on for static and dynamic geometries</para>
</summary>
</member>
<member name="T:MagicPhysX.Toolkit.ForceMode">
<summary>
<para>Use ForceMode to specify how to apply a force using Rigidbody.AddForce or ArticulationBody.AddForce.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.ForceMode.Force">
<summary>
<para>Add a continuous force to the rigidbody, using its mass.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.ForceMode.Impulse">
<summary>
<para>Add an instant force impulse to the rigidbody, using its mass.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.ForceMode.VelocityChange">
<summary>
<para>Add an instant velocity change to the rigidbody, ignoring its mass.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.ForceMode.Acceleration">
<summary>
<para>Add a continuous acceleration to the rigidbody, ignoring its mass.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.ContactPairsMode.DefaultContactPairs">
<summary>
Receive collision and trigger events from all contact pairs except kinematic-kinematic and kinematic-static pairs.
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.ContactPairsMode.EnableKinematicKinematicPairs">
<summary>
Receive collision and trigger events from kinematic-kinematic contact pairs.
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.ContactPairsMode.EnableKinematicStaticPairs">
<summary>
Receive collision and trigger events from kinematic-static contact pairs.
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.ContactPairsMode.EnableAllContactPairs">
<summary>
Receive collision and trigger events from all contact pairs.
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.FrictionType.PatchFrictionType">
<summary>
A basic strong friction algorithm which typically leads to the most stable results at low solver iteration counts. This method uses only up to four scalar solver constraints per pair of touching objects.
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.FrictionType.OneDirectionalFrictionType">
<summary>
A simplification of the Coulomb friction model, in which the friction for a given point of contact is applied in the alternating tangent directions of the contacts normal. This requires more solver iterations than patch friction but is not as accurate as the two-directional model. For Articulation bodies to work with this friction type, set the Solver Type to Temporal Gauss Seidel.
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.FrictionType.TwoDirectionalFrictionType">
<summary>
Like the one-directional model, but applies friction in both tangent directions simultaneously. This requires more solver iterations but is more accurate. More expensive than patch friction for scenarios with many contact points because it is applied at every contact point. For Articulation bodies to work with this friction type, set the Solver Type to Temporal Gauss Seidel.
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.SolverType.ProjectedGaussSeidel">
<summary>
The default PhysX solver.
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.SolverType.TemporalGaussSeidel">
<summary>
This solver offers a better convergence and a better handling of high-mass ratios, minimizes energy introduced when correcting penetrations and improves the resistance of joints
to overstretch. It usually helps when you experience some erratic behavior during simulation with the default solver.
</summary>
</member>
<member name="T:MagicPhysX.Toolkit.Rigidbody">
<summary>
<para>Control of an object's position through physics simulation.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.velocity">
<summary>
<para>The velocity vector of the rigidbody. It represents the rate of change of Rigidbody position.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.angularVelocity">
<summary>
<para>The angular velocity vector of the rigidbody measured in radians per second.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.drag">
<summary>
<para>The drag of the object.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.angularDrag">
<summary>
<para>The angular drag of the object.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.mass">
<summary>
<para>The mass of the rigidbody.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.useGravity">
<summary>
<para>Controls whether gravity affects this rigidbody.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.maxDepenetrationVelocity">
<summary>
<para>Maximum velocity of a rigidbody when moving out of penetrating state.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.isKinematic">
<summary>
<para>Controls whether physics affects the rigidbody.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.freezeRotation">
<summary>
<para>Controls whether physics will change the rotation of the object.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.constraints">
<summary>
<para>Controls which degrees of freedom are allowed for the simulation of this Rigidbody.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.collisionDetectionMode">
<summary>
<para>The Rigidbody's collision detection mode.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.centerOfMass">
<summary>
<para>The center of mass relative to the transform's origin.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.worldCenterOfMass">
<summary>
<para>The center of mass of the rigidbody in world space (Read Only).</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.inertiaTensor">
<summary>
<para>The inertia tensor of this body, defined as a diagonal matrix in a reference frame positioned at this body's center of mass and rotated by Rigidbody.inertiaTensorRotation.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.detectCollisions">
<summary>
<para>Should collision detection be enabled? (By default always enabled).</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.position">
<summary>
<para>The position of the rigidbody.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.rotation">
<summary>
<para>The rotation of the Rigidbody.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.solverIterations">
<summary>
<para>The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.sleepThreshold">
<summary>
<para>The mass-normalized energy threshold, below which objects start going to sleep.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.maxAngularVelocity">
<summary>
<para>The maximimum angular velocity of the rigidbody measured in radians per second. (Default 7) range { 0, infinity }.</para>
</summary>
</member>
<member name="P:MagicPhysX.Toolkit.Rigidbody.solverVelocityIterations">
<summary>
<para>The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive.</para>
</summary>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.SetDensity(System.Single)">
<summary>
<para>Sets the mass based on the attached colliders assuming a constant density.</para>
</summary>
<param name="density"></param>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.Sleep">
<summary>
<para>Forces a rigidbody to sleep at least one frame.</para>
</summary>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.IsSleeping">
<summary>
<para>Is the rigidbody sleeping?</para>
</summary>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.WakeUp">
<summary>
<para>Forces a rigidbody to wake up.</para>
</summary>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.ResetCenterOfMass">
<summary>
<para>Reset the center of mass of the rigidbody.</para>
</summary>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.ResetInertiaTensor">
<summary>
<para>Reset the inertia tensor value and rotation.</para>
</summary>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.AddForce(System.Numerics.Vector3,MagicPhysX.Toolkit.ForceMode)">
<summary>
<para>Adds a force to the Rigidbody.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
<param name="mode">Type of force to apply.</param>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.AddForce(System.Numerics.Vector3)">
<summary>
<para>Adds a force to the Rigidbody.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.AddRelativeForce(System.Numerics.Vector3,MagicPhysX.Toolkit.ForceMode)">
<summary>
<para>Adds a force to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="force">Force vector in local coordinates.</param>
<param name="mode">Type of force to apply.</param>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.AddRelativeForce(System.Numerics.Vector3)">
<summary>
<para>Adds a force to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="force">Force vector in local coordinates.</param>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.AddTorque(System.Numerics.Vector3,MagicPhysX.Toolkit.ForceMode)">
<summary>
<para>Adds a torque to the rigidbody.</para>
</summary>
<param name="torque">Torque vector in world coordinates.</param>
<param name="mode">The type of torque to apply.</param>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.AddTorque(System.Numerics.Vector3)">
<summary>
<para>Adds a torque to the rigidbody.</para>
</summary>
<param name="torque">Torque vector in world coordinates.</param>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.AddRelativeTorque(System.Numerics.Vector3,MagicPhysX.Toolkit.ForceMode)">
<summary>
<para>Adds a torque to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="torque">Torque vector in local coordinates.</param>
<param name="mode">Type of force to apply.</param>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.AddRelativeTorque(System.Numerics.Vector3)">
<summary>
<para>Adds a torque to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="torque">Torque vector in local coordinates.</param>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.AddForceAtPosition(System.Numerics.Vector3,System.Numerics.Vector3,MagicPhysX.Toolkit.ForceMode)">
<summary>
<para>Applies force at position. As a result this will apply a torque and force on the object.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
<param name="position">Position in world coordinates.</param>
<param name="mode">Type of force to apply.</param>
</member>
<member name="M:MagicPhysX.Toolkit.Rigidbody.AddForceAtPosition(System.Numerics.Vector3,System.Numerics.Vector3)">
<summary>
<para>Applies force at position. As a result this will apply a torque and force on the object.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
<param name="position">Position in world coordinates.</param>
</member>
<member name="T:MagicPhysX.Toolkit.RigidbodyConstraints">
<summary>
<para>Use these flags to constrain motion of Rigidbodies.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.RigidbodyConstraints.None">
<summary>
<para>No constraints.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.RigidbodyConstraints.FreezePositionX">
<summary>
<para>Freeze motion along the X-axis.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.RigidbodyConstraints.FreezePositionY">
<summary>
<para>Freeze motion along the Y-axis.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.RigidbodyConstraints.FreezePositionZ">
<summary>
<para>Freeze motion along the Z-axis.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.RigidbodyConstraints.FreezePosition">
<summary>
<para>Freeze motion along all axes.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.RigidbodyConstraints.FreezeRotationX">
<summary>
<para>Freeze rotation along the X-axis.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.RigidbodyConstraints.FreezeRotationY">
<summary>
<para>Freeze rotation along the Y-axis.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.RigidbodyConstraints.FreezeRotationZ">
<summary>
<para>Freeze rotation along the Z-axis.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.RigidbodyConstraints.FreezeRotation">
<summary>
<para>Freeze rotation along all axes.</para>
</summary>
</member>
<member name="F:MagicPhysX.Toolkit.RigidbodyConstraints.FreezeAll">
<summary>
<para>Freeze rotation and motion along all axes.</para>
</summary>
</member>
</members>
</doc>