|
AddsShapeToParent |
Indicates that this entity must be a child entity and that it adds one or more shapes to its parent rather than defining its own shapes.
|
|
ChildCount |
Number of children, used in serialization and deserialization of VisualEntities
|
|
Children |
Runtime only list of child entities so simulation engine can render and update on our behalf
|
|
DeferredTaskQueue |
To avoid contention with physics simulation which runs in a different thread than what the entity APIs might get called in, we just package up the parameters and queue CCR tasks. During the Update method we then process the queued requests
|
|
Device |
Current graphics device
|
|
Effect |
Vertex and pixel shader effect file (*.fx). If not specified, default effect is used
|
|
EmbeddedResourceAssemblies |
List of assemblies contain embedded resources this entity needs to be properly loaded
|
|
EntityBoundingSphere |
Bounding sphere approximating collision mesh for entity
|
|
EntityState |
This field exposes the entity state so that the simulation editor can access it.
|
|
EntityWorldBoundingSphere |
Bounding sphere approximating collision mesh for entity
|
|
Flags |
Flags which define the rendering and behavior of this entity.
|
|
HasBeenInitialized |
true if this VisualEntity has been successfully initialized
|
|
InitError |
Contains a description of any errors that occurred during initialization
|
|
InternalHandle |
Simulation internal use
(Inherited from Entity.) |
|
Meshes |
DirectX meshes used for rendering the entity in 3D
|
|
MeshRotation |
Gets or sets the rotation of the entity meshes
|
|
MeshScale |
Gets or sets the scale of the entity meshes
|
|
MeshTransform |
Get the local transform the entity uses on its meshes
|
|
MeshTranslation |
Gets or sets the translation of the entity meshes
|
|
Parent |
Optional Parent entity.
|
|
ParentJoint |
Gets the joint that connects this entity to its parent. Null if either this or parent do not have physics entity.
|
|
PhysicsEngine |
Physics Engine instance
|
|
PhysicsEntity |
Instance used for modifying and inspecting physics simulation behavior for this entity
|
|
PhysicsJoint |
Gets the joint that connects this entity to its parent. Null if either this or parent do not have physics entity.
|
|
Position |
This field exposes the entity position as an xna.Vector3 so that the simulation editor can access it.
|
|
ReferenceFrame |
Specifies the meaning of the entity's position This is used for serialization and to help with joining child entities. It is not meant to be changed outside of the simulation engine.
|
|
RenderPhysicsPrimitives |
True if simplified rendering (using just physics geometry) is requests
|
|
Rotation |
This field exposes the entity rotation so that the simulation editor can access it.
|
|
RotationAngles |
This field exposes the entity rotation converted to Euler angles from the orientation quaternion.
|
|
RotationAnglesInWorldSpace |
This field exposes the entity rotation in world space converted to Euler angles from the orientation quaternion.
|
|
ServiceContract |
The contract for a service associated with this entity.
|
|
UsesSphereCulling |
this entity uses frustum culling on rendering affected by children in this entity's hierarchy default is true, but should be false for (special effects, terrain, invisible objs) if true, a valid bounding sphere should be present we should make this internal, since we expose the DisableViewFrustumCulling flag, and this flag is with respect to the the hierarchy which the user shouldn't be able to set however, making this internal could is a breaking change to user code, do we really want to do this -- not at the moment at least
|
|
World |
World transform
|