Mass Constructor | Constructor |
acceleration | The object's current acceleration |
adhesion | Used to calculate bonding factor to other game objects |
boundingVolume | Bounding volume of this mass |
cohesion | Used to calculate bonding factor to like objects |
collisionChecked | Have we completed all collisions on this mass |
COR | Coefficient Of Restitution for this object |
currentPosition | The objects center location |
currentRotation | Stores current rotation information |
deadObject | Does the object need to be recycled |
dynamicFrictionCoefficient | Dynamic Friction Coefficient of this object |
energy | Initial Fire energy given to player |
fallingDamageMultiplier | Amount of damage to be applied when this mass falls/hits the terrain |
gameObjectPointer | Pointer from this mass back up to the game object associated with it |
isChanging | Temperature change check |
isMoving | Motion check |
lastMaxHeight | Used for falling damage calculations |
lastPosition | Needed for updating the lookup map |
mass | Kilos |
movementType | Motion type of this object |
normalVector | Straight ahead - normalized |
numberOfCollision | Number of times this object has collided with something |
objectHeight | Object height above the terrain. Based on model properties |
objectType | Tells us what type of an object his is |
perpVector | Straight to the right - normalized |
scale | Model Scale Factor |
sensorDirection | Orientation of the Sensor |
stateChangeThreshold | Temperature (Celcius) at which a particle changes state |
staticFrictionCoefficient | Static Friction Coefficient of this object |
totalForce | Used to sum the forces on a GameObject during Update |
upVector | Straight up - normalized |
velocity | Un-Normalized Vector in the direction of object movement |
AddForce | Add an external force to be applied to the mass |
AddFriction | Add force caused due to friction |
ChangeEnergy | Add/Remove energy to the mass |
ClearValues | Reset mass to initial state |
EnforceLevelBoundary | Boundary checking |
Equals (inherited from Object) | Determines whether the specified Object is equal to the current Object. |
GetHashCode (inherited from Object) | Serves as a hash function for a particular type. GetHashCode is suitable for use in hashing algorithms and data structures like a hash table. |
GetType (inherited from Object) | Gets the Type of the current instance. |
KickBack | Force applied when the player hits something |
MoveObject | Move the player based on the controller inputs |
Rotate | Rotate the coordinate system |
SetPosition | Set this mass's position vectors |
ToString (inherited from Object) | Returns a String that represents the current Object. |
Update | Update the mass's position |
Finalize (inherited from Object) | Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection. |
MemberwiseClone (inherited from Object) | Creates a shallow copy of the current Object. |
Mass Class | DarkWynter.Engine.Physics Namespace