[This is preliminary documentation and is subject to change.]

The Collider type exposes the following members.

Constructors

  NameDescription
Public methodCollider

Methods

  NameDescription
Public methodChildEnumerator
An enumerator to pass through all the child objects (not recursively) for a specific type
(Inherited from SceneObject.)
Public methodCreateContact
Call to create the ODE contact based on the class settings
Public methodCreateObjRef
Creates an object that contains all the relevant information required to generate a proxy used to communicate with a remote object.
(Inherited from MarshalByRefObject.)
Protected methodDisableObject
Used by external API sets, like Physics, to Disable the object in the simulation
(Inherited from SceneObject.)
Protected methodEnableObject
Used by external API sets, like Physics, to Enable the object in the simulation
(Inherited from SceneObject.)
Public methodEquals
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
Public methodFinaliseSimulation
Finalise (cleanup) the object at the end of Simulation
(Inherited from SceneObject.)
Protected methodFinalize
Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection.
(Inherited from Object.)
Public methodGetHashCode
Serves as a hash function for a particular type. GetHashCode()()() is suitable for use in hashing algorithms and data structures like a hash table.
(Inherited from Object.)
Public methodGetLifetimeService
Retrieves the current lifetime service object that controls the lifetime policy for this instance.
(Inherited from MarshalByRefObject.)
Protected methodgetname
An overridable function to get the name of the Object, useful for fixed objects, or providing read-only references, etc..
(Inherited from SceneObject.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Public methodInitialiseSimulation
Initialise the object at the start of Simulation. This hierarchially calls all InitialiseSimulations in all children Note that if the object is Disabled at the time of main simulation start, then InitialiseSimulation is NOT called. It is up to the developer to determine if a live call is needed should Enabled be set to True later.
(Inherited from SceneObject.)
Public methodInitializeLifetimeService
Obtains a lifetime service object to control the lifetime policy for this instance.
(Inherited from MarshalByRefObject.)
Protected methodMemberwiseCloneOverloaded.
Public methodRenderDesign
Render the object as a design element. This is intended to be overriden by descendents. Once overridden, it can also be called to recursively render all Child objects. In general, for rendering, do not wrap a push/pop matrix around this function, keep the matrices clean and the behaviour consistent.
(Inherited from SceneObject.)
Public methodRenderNormal
Render the object normally. This is intended to be overriden by descendents. Once overridden, it can also be called to recursively render all Child objects. In general, for rendering, do not wrap a push/pop matrix around this function, keep the matrices clean and the behaviour consistent.
(Inherited from SceneObject.)
Public methodStepSimulation
Advance the simulation by the specified timestep
(Inherited from SceneObject.)
Public methodToString
Returns a String that represents the current Object.
(Inherited from Object.)

Fields

  NameDescription
Public fieldChildren
List of all the child objects underneath this object
(Inherited from SceneObject.)
Protected fieldisLocked (Inherited from SceneObject.)

Properties

  NameDescription
Public propertyApprox0flag
Public propertyApprox1_1flag
Public propertyApprox1_2flag
Public propertyApprox1flag
Public propertyBounce
Public propertyBounce_Vel
Public propertyBounceflag
Public propertyCollisionID1
A collision ID represents a group ID for collision testing. The collision logic will result in a matching collision if the Collision ID from both objects are the same
Public propertyCollisionID2
A collision ID represents a group ID for collision testing. The collision logic will result in a matching collision if the Collision ID from both objects are the same
Public propertyEnabled
If Enabled, the Object will participate in the Scene and Render accordingly. Also, if Enabled, all child objects will subsequently Step the Simulation and Render accordingly.
(Inherited from SceneObject.)
Public propertyFdir1flag
Public propertyLocked
Locked represents a Designer feature only. It is used to determine whether the object can currently be selected
(Inherited from SceneObject.)
Public propertyMotion1
Public propertyMotion1flag
Public propertyMotion2
Public propertyMotion2flag
Public propertyMu
Public propertyMu2
Public propertyMu2flag
Public propertyName
The Name of the object, used by the Designer. Calls getname() to get the current name
(Inherited from SceneObject.)
Public propertySlip1
Public propertySlip1flag
Public propertySlip2
Public propertySlip2flag
Public propertySoft_CFM
Public propertySoft_ERP
Public propertySoftcfmflag
Public propertySofterpflag

See Also