From: <bor...@us...> - 2011-02-15 15:16:51
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Revision: 260 http://axiomcontrib.svn.sourceforge.net/axiomcontrib/?rev=260&view=rev Author: borrillis Date: 2011-02-15 15:16:40 +0000 (Tue, 15 Feb 2011) Log Message: ----------- Updated Samples Browser to latest Axiom Samples Modified Paths: -------------- AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.OpenGL.OpenTK.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.OpenGL.OpenTK.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.Content.dll AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.Content.pdb AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.dll 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------------- AxiomContrib.Samples/trunk/Source/Jitter/Jitter.XML AxiomContrib.Samples/trunk/Source/Jitter/Jitter.dll AxiomContrib.Samples/trunk/Source/Jitter/Jitter.pdb AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.DevILCodecs.dll AxiomContrib.Samples/trunk/bin/win32/Axiom.Plugins.DevILCodecs.pdb Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.Framework.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.DirectX9.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.OpenGL.OpenTK.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.OpenGL.OpenTK.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.Content.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.Content.pdb =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference Assemblies/Axiom.RenderSystems.Xna.dll =================================================================== (Binary files differ) Modified: AxiomContrib.Samples/trunk/Reference 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(rev 259) +++ AxiomContrib.Samples/trunk/Source/Jitter/Jitter.XML 2011-02-15 15:16:40 UTC (rev 260) @@ -1,3118 +0,0 @@ -<?xml version="1.0"?> -<doc> - <assembly> - <name>Jitter</name> - </assembly> - <members> - <member name="T:Jitter.WorldStep"> - <summary> - </summary> - <param name="timeStep">The timestep of the step.</param> - </member> - <member name="T:Jitter.World"> - <summary> - This class brings 'dynamics' and 'collisions' together. It handles - all bodies and constraints. - </summary> - </member> - <member name="F:Jitter.World.ContactBreakThreshold"> - <summary> - If a contact exceeds this breakThreshold it - gets removed from the <see cref="T:Jitter.Dynamics.ContactList"/> of an <see cref="T:Jitter.Dynamics.Arbiter"/>. - </summary> - </member> - <member name="M:Jitter.World.#ctor(Jitter.Collision.CollisionSystem)"> - <summary> - Create a new instance of the <see cref="T:Jitter.World"/> class. - </summary> - <param name="collision">The collisionSystem which is used to detect - collisions. See for example: <see cref="T:Jitter.Collision.CollisionSystemSAP"/> - or <see cref="T:Jitter.Collision.CollisionSystemBrute"/>. - </param> - </member> - <member name="M:Jitter.World.ResetResourcePools"> - <summary> - In Jitter many objects get added to stacks after they were used. - If a new object is needed the old object gets removed from the stack - and is reused. This saves some time and also garbage collections. - Calling this method removes all cached objects from all - stacks. - </summary> - </member> - <member name="M:Jitter.World.Clear"> - <summary> - Removes all objects from the world and removes all memory cached objects. - </summary> - </member> - <member name="M:Jitter.World.SetDampingFactors(System.Single,System.Single)"> - <summary> - Every computation <see cref="M:Jitter.World.Step(System.Single,System.Boolean)"/> the angular and linear velocity - of a <see cref="T:Jitter.Dynamics.RigidBody"/> gets multiplied by this value. - </summary> - <param name="angularDamping">The factor multiplied with the angular velocity. - The default value is 0.8.</param> - <param name="linearDamping">The factor multiplied with the linear velocity. - The default value is 0.9</param> - </member> - <member name="M:Jitter.World.SetInactivityThreshold(System.Single,System.Single,System.Single)"> - <summary> - Sets parameters for the <see cref="T:Jitter.Dynamics.RigidBody"/> deactivation process. - If the bodies angular velocity is less than the angular velocity threshold - and its linear velocity is lower then the linear velocity threshold for a - specific time the body gets deactivated. A body can be reactivated by setting - <see cref="P:Jitter.Dynamics.RigidBody.IsActive"/> to true. A body gets also automatically - reactivated if another moving object hits it or the <see cref="T:Jitter.Collision.CollisionIsland"/> - the object is in gets activated. - </summary> - <param name="angularVelocity">The threshold value for the angular velocity. The default value - is 0.1.</param> - <param name="linearVelocity">The threshold value for the linear velocity. The default value - is 0.1</param> - <param name="time">The threshold value for the time in seconds. The default value is 2.</param> - </member> - <member name="M:Jitter.World.SetIterations(System.Int32)"> - <summary> - Jitter uses an iterativ approach to solve collisions and contacts. You can set the number of - iterations Jitter should do. In general the more iterations the more stable a simulation gets - but also costs computation time. - </summary> - <param name="iterations">The number of contact iterations. Default value 6.</param> - <remarks>The number of iterations for collision and contact should be between 3 - 15. - More iterations means more stability and also a longer calculation time.</remarks> - </member> - <member name="M:Jitter.World.RemoveBody(Jitter.Dynamics.RigidBody)"> - <summary> - Removes a <see cref="T:Jitter.Dynamics.RigidBody"/> from the world. - </summary> - <param name="body">The body which should be removed.</param> - <returns>Returns false if the body could not be removed from the world.</returns> - </member> - <member name="M:Jitter.World.AddBody(Jitter.Dynamics.RigidBody)"> - <summary> - Adds a <see cref="T:Jitter.Dynamics.RigidBody"/> to the world. - </summary> - <param name="body">The body which should be added.</param> - </member> - <member name="M:Jitter.World.RemoveConstraint(Jitter.Dynamics.Constraints.Constraint)"> - <summary> - Add a <see cref="T:Jitter.Dynamics.Constraints.Constraint"/> to the world. Fast, O(log(N)). - </summary> - <param name="constraint">The constraint which should be added.</param> - <returns>True if the constraint was successfully removed.</returns> - </member> - <member name="M:Jitter.World.AddConstraint(Jitter.Dynamics.Constraints.Constraint)"> - <summary> - Add a <see cref="T:Jitter.Dynamics.Constraints.Constraint"/> to the world. Fast, O(log(N)). - </summary> - <param name="constraint">The constraint which should be removed.</param> - </member> - <member name="M:Jitter.World.Step(System.Single,System.Boolean)"> - <summary> - Integrates the whole world a timestep further in time. - </summary> - <param name="timestep">The timestep in seconds. - It should be small as possible to keep the simulation stable. - The physics simulation shouldn't run slower than 60fps. - (timestep=1/60).</param> - <param name="multithread">If true the engine uses several threads to - integrate the world. This is faster on multicore CPUs.</param> - </member> - <member name="P:Jitter.World.Solver"> - <summary> - Set the solver which is used. Simultaneuos means that all collisions - get solved together. For nearly all practical purposes this is the - solver you want to use - it's more stable. Using the Sequential solver - comes closer to real world physics and also handles cases like - the Newton Cradle but it took alot more iterations to get stacking stable. - </summary> - </member> - <member name="P:Jitter.World.CollisionSystem"> - <summary> - Gets the <see cref="P:Jitter.World.CollisionSystem"/> used - to detect collisions. - </summary> - </member> - <member name="E:Jitter.World.PreStep"> - <summary> - It's a good idea to add force and torque here. - </summary> - </member> - <member name="E:Jitter.World.PostStep"> - <summary> - Called at the end of every step. - </summary> - </member> - <member name="P:Jitter.World.ArbiterMap"> - <summary> - Holds a list of <see cref="T:Jitter.Dynamics.Arbiter"/>. All currently - active arbiter in the <see cref="T:Jitter.World"/> are stored in this map. - </summary> - </member> - <member name="P:Jitter.World.RigidBodies"> - <summary> - Gets a read only collection of the <see cref="T:Jitter.Dynamics.RigidBody"/> objects managed by - this class. - </summary> - </member> - <member name="P:Jitter.World.Constraints"> - <summary> - Gets a read only collection of the <see cref="T:Jitter.Dynamics.Constraints.Constraint"/> objects managed by - this class. - </summary> - </member> - <member name="P:Jitter.World.Islands"> - <summary> - Gets a read only collection of the <see cref="T:Jitter.Collision.CollisionIsland"/> objects managed by - this class. - </summary> - </member> - <member name="P:Jitter.World.Gravity"> - <summary> - Gets or sets the gravity in this <see cref="T:Jitter.World"/>. The default gravity - is (0,-9.81,0) - </summary> - </member> - <member name="P:Jitter.World.AllowDeactivation"> - <summary> - Global sets or gets if a body is able to be temporarily deactivated by the engine to - safe computation time. Use <see cref="M:Jitter.World.SetInactivityThreshold(System.Single,System.Single,System.Single)"/> to set parameters - of the deactivation process. - </summary> - </member> - <member name="T:Jitter.Dynamics.Joints.Joint"> - <summary> - A joint is a collection of internally handled constraints. - </summary> - </member> - <member name="M:Jitter.Dynamics.Joints.Joint.#ctor(Jitter.World)"> - <summary> - Creates a new instance of the Joint class. - </summary> - <param name="world">The world class to which the internal constraints - should be added.</param> - </member> - <member name="M:Jitter.Dynamics.Joints.Joint.Activate"> - <summary> - Adds the internal constraints of this joint to the world class. - </summary> - </member> - <member name="M:Jitter.Dynamics.Joints.Joint.Deactivate"> - <summary> - Removes the internal constraints of this joint from the world class. - </summary> - </member> - <member name="P:Jitter.Dynamics.Joints.Joint.World"> - <summary> - The world class to which the internal constraints - should be added. - </summary> - </member> - <member name="T:Jitter.Collision.Shapes.Multishape"> - <summary> - Represents a variable form of a shape. - </summary> - </member> - <member name="T:Jitter.Collision.Shapes.Shape"> - <summary> - Represents the collision part of the RigidBody. A shape is mainly definied through it's supportmap. - Shapes represent convex objects. Inherited classes have to overwrite the supportmap function. - To implement you own shape: derive a class from <see cref="T:Jitter.Collision.Shapes.Shape"/>, implement the support map function - and call 'UpdateShape' within the constructor. GeometricCenter, Mass, BoundingBox and Inertia is calculated numerically - based on your SupportMap implementation. - </summary> - </member> - <member name="T:Jitter.Collision.ISupportMappable"> - <summary> - The implementation of the ISupportMappable interface defines the form - of a shape. <seealso cref="T:Jitter.Collision.GJKCollide"/> <seealso cref="T:Jitter.Collision.XenoCollide"/> - </summary> - </member> - <member name="M:Jitter.Collision.ISupportMappable.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="M:Jitter.Collision.ISupportMappable.SupportCenter(Jitter.LinearMath.JVector@)"> - <summary> - The center of the SupportMap. - </summary> - <param name="center"></param> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.RaiseShapeUpdated"> - <summary> - Informs all listener that the shape changed. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.#ctor"> - <summary> - Creates a new instance of a shape. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.GetBoundingBox(Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JBBox@)"> - <summary> - Uses the supportMapping to calculate the bounding box. Should be overidden - to make this faster. - </summary> - <param name="orientation">The orientation of the shape.</param> - <param name="box">The resulting axis aligned bounding box.</param> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.UpdateShape"> - <summary> - This method uses the <see cref="T:Jitter.Collision.ISupportMappable"/> implementation - to calculate the local bounding box, the mass, geometric center and - the inertia of the shape. In custom shapes this method should be overidden - to compute this values faster. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.CalculateMassInertia(Jitter.Collision.Shapes.Shape,Jitter.LinearMath.JVector@,Jitter.LinearMath.JMatrix@)"> - <summary> - Calculated the inertia of the shape relative to the center of mass. - </summary> - <param name="shape"></param> - <param name="centerOfMass"></param> - <param name="inertia"></param> - <returns></returns> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.CalculateMassInertia"> - <summary> - Numerically calculates the inertia, mass and geometric center of the shape. - This gets a good value for "normal" shapes. The algorithm isn't very accurate - for very flat shapes. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="M:Jitter.Collision.Shapes.Shape.SupportCenter(Jitter.LinearMath.JVector@)"> - <summary> - The center of the SupportMap. - </summary> - <param name="geomCenter">The center of the SupportMap.</param> - </member> - <member name="E:Jitter.Collision.Shapes.Shape.ShapeUpdated"> - <summary> - Gets called when the shape changes one of the parameters. - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.Shape.Inertia"> - <summary> - Returns the inertia of the untransformed shape. - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.Shape.Mass"> - <summary> - Gets the mass of the shape. This is the volume. (density = 1) - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.Shape.AABBMin"> - <summary> - Returns the minimum point of the axis aligned bounding box - of the untransformed shape. - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.Shape.AABBMax"> - <summary> - Returns the maximum point of the axis aligned bounding box - of the untransformed shape. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.Multishape.SetCurrentShape(System.Int32)"> - <summary> - Sets the current shape. First <see cref="M:Jitter.Collision.Shapes.Multishape.Prepare(Jitter.LinearMath.JBBox@)"/> has to be called. - After SetCurrentShape the shape immitates another shape. - </summary> - <param name="index"></param> - </member> - <member name="M:Jitter.Collision.Shapes.Multishape.Prepare(Jitter.LinearMath.JBBox@)"> - <summary> - Passes a axis aligned bounding box to the shape where collision - could occour. - </summary> - <param name="box">The bounding box where collision could occur.</param> - <returns>The upper index with which <see cref="M:Jitter.Collision.Shapes.Multishape.SetCurrentShape(System.Int32)"/> can be - called.</returns> - </member> - <member name="M:Jitter.Collision.Shapes.Multishape.Prepare(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - - </summary> - <param name="rayOrigin"></param> - <param name="rayDelta"></param> - <returns></returns> - </member> - <member name="M:Jitter.Collision.Shapes.Multishape.GetBoundingBox(Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JBBox@)"> - <summary> - Gets the axis aligned bounding box of the orientated shape. This includes - the whole shape. - </summary> - <param name="orientation">The orientation of the shape.</param> - <param name="box">The axis aligned bounding box of the shape.</param> - </member> - <member name="M:Jitter.Collision.Shapes.Multishape.CalculateMassInertia"> - <summary> - Calculates the inertia of a box with the sides of the multishape. - </summary> - </member> - <member name="T:Jitter.Collision.Shapes.CylinderShape"> - <summary> - A <see cref="T:Jitter.Collision.Shapes.Shape"/> representing a cylinder. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.CylinderShape.#ctor(System.Single,System.Single)"> - <summary> - Initializes a new instance of the CylinderShape class. - </summary> - <param name="height">The height of the cylinder.</param> - <param name="radius">The radius of the cylinder.</param> - </member> - <member name="M:Jitter.Collision.Shapes.CylinderShape.CalculateMassInertia"> - <summary> - - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.CylinderShape.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="P:Jitter.Collision.Shapes.CylinderShape.Height"> - <summary> - Sets the height of the cylinder. - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.CylinderShape.Radius"> - <summary> - Sets the radius of the cylinder. - </summary> - </member> - <member name="T:Jitter.Collision.Shapes.CapsuleShape"> - <summary> - A <see cref="T:Jitter.Collision.Shapes.Shape"/> representing a capsule. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.CapsuleShape.#ctor(System.Single,System.Single)"> - <summary> - Create a new instance of the capsule. - </summary> - <param name="length">The length of the capsule (exclusive the round endcaps).</param> - <param name="radius">The radius of the endcaps.</param> - </member> - <member name="M:Jitter.Collision.Shapes.CapsuleShape.CalculateMassInertia"> - <summary> - - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.CapsuleShape.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="P:Jitter.Collision.Shapes.CapsuleShape.Length"> - <summary> - Gets or sets the length of the capsule (exclusive the round endcaps). - </summary> - </member> - <member name="P:Jitter.Collision.Shapes.CapsuleShape.Radius"> - <summary> - Gets or sets the radius of the endcaps. - </summary> - </member> - <member name="T:Jitter.Collision.CollisionIsland"> - <summary> - Holds a list of bodies which are in contact with each other. - </summary> - </member> - <member name="F:Jitter.Collision.CollisionIsland.Pool"> - <summary> - A CollisionIsland pool. - </summary> - </member> - <member name="M:Jitter.Collision.CollisionIsland.#ctor"> - <summary> - Constructor of CollisionIsland class. - </summary> - </member> - <member name="M:Jitter.Collision.CollisionIsland.IsActive"> - <summary> - Whether the island is active or not. - </summary> - <returns>Returns true if the island is active, otherwise false.</returns> - <seealso cref="P:Jitter.Dynamics.RigidBody.IsActive"/> - </member> - <member name="M:Jitter.Collision.CollisionIsland.SetStatus(System.Boolean)"> - <summary> - Sets the status of every body in this island to active or inactive. - </summary> - <param name="active">If true the island gets activated, if false it - gets deactivated. </param> - <seealso cref="P:Jitter.Dynamics.RigidBody.IsActive"/> - </member> - <member name="P:Jitter.Collision.CollisionIsland.Bodies"> - <summary> - Gets a read only list of <see cref="T:Jitter.Dynamics.RigidBody"/> which are in contact with each other. - </summary> - </member> - <member name="P:Jitter.Collision.CollisionIsland.Arbiter"> - <summary> - Gets a read only list of <see cref="P:Jitter.Collision.CollisionIsland.Arbiter"/> which are involved in this island. - </summary> - </member> - <member name="P:Jitter.Collision.CollisionIsland.Constraints"> - <summary> - Gets a read only list of <see cref="T:Jitter.Dynamics.Constraints.Constraint"/> which are involved in this island. - </summary> - </member> - <member name="T:Jitter.Dynamics.Arbiter"> - <summary> - An arbiter holds all contact information of two bodies. - </summary> - </member> - <member name="F:Jitter.Dynamics.Arbiter.Pool"> - <summary> - A arbiter resource pool. - </summary> - </member> - <member name="M:Jitter.Dynamics.Arbiter.#ctor(Jitter.Dynamics.RigidBody,Jitter.Dynamics.RigidBody)"> - <summary> - Initializes a new instance of the Arbiter class. - </summary> - <param name="body1">The first body.</param> - <param name="body2">The second body.</param> - </member> - <member name="M:Jitter.Dynamics.Arbiter.#ctor"> - <summary> - Initializes a new instance of the Arbiter class. - </summary> - </member> - <member name="M:Jitter.Dynamics.Arbiter.AddContact(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@,System.Single)"> - <summary> - Adds a contact to the arbiter. No more than four contacts - are stored in the contactList. When adding a new contact - to the arbiter the existing are checked and the best are kept. - </summary> - <param name="point">Collision point in world space.</param> - <param name="n">The normal pointing to body2.</param> - <param name="p">The estimated penetration depth.</param> - </member> - <member name="P:Jitter.Dynamics.Arbiter.Body1"> - <summary> - The first body. - </summary> - </member> - <member name="P:Jitter.Dynamics.Arbiter.Body2"> - <summary> - The second body. - </summary> - </member> - <member name="P:Jitter.Dynamics.Arbiter.ContactList"> - <summary> - The contact list containing all contacts of both bodies. - </summary> - </member> - <member name="T:Jitter.LinearMath.JQuaternion"> - <summary> - A Quaternion representing an orientation. Member of the math - namespace, so every method has it's 'by reference' equivalent - to speed up time critical math operations. - </summary> - </member> - <member name="F:Jitter.LinearMath.JQuaternion.X"> - <summary>The X component of the quaternion.</summary> - </member> - <member name="F:Jitter.LinearMath.JQuaternion.Y"> - <summary>The Y component of the quaternion.</summary> - </member> - <member name="F:Jitter.LinearMath.JQuaternion.Z"> - <summary>The Z component of the quaternion.</summary> - </member> - <member name="F:Jitter.LinearMath.JQuaternion.W"> - <summary>The W component of the quaternion.</summary> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.#ctor(System.Single,System.Single,System.Single,System.Single)"> - <summary> - Initializes a new instance of the JQuaternion structure. - </summary> - <param name="x">The X component of the quaternion.</param> - <param name="y">The Y component of the quaternion.</param> - <param name="z">The Z component of the quaternion.</param> - <param name="w">The W component of the quaternion.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Add(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Quaternions are added. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <returns>The sum of both quaternions.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Add(Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@)"> - <summary> - Quaternions are added. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <param name="result">The sum of both quaternions.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Subtract(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Quaternions are subtracted. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <returns>The difference of both quaternions.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Subtract(Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@)"> - <summary> - Quaternions are subtracted. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <param name="result">The difference of both quaternions.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Multiply(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Multiply two quaternions. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <returns>The product of both quaternions.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Multiply(Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@,Jitter.LinearMath.JQuaternion@)"> - <summary> - Multiply two quaternions. - </summary> - <param name="quaternion1">The first quaternion.</param> - <param name="quaternion2">The second quaternion.</param> - <param name="result">The product of both quaternions.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Multiply(Jitter.LinearMath.JQuaternion,System.Single)"> - <summary> - Scale a quaternion - </summary> - <param name="quaternion1">The quaternion to scale.</param> - <param name="scaleFactor">Scale factor.</param> - <returns>The scaled quaternion.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Multiply(Jitter.LinearMath.JQuaternion@,System.Single,Jitter.LinearMath.JQuaternion@)"> - <summary> - Scale a quaternion - </summary> - <param name="quaternion1">The quaternion to scale.</param> - <param name="scaleFactor">Scale factor.</param> - <param name="result">The scaled quaternion.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.Normalize"> - <summary> - Sets the length of the quaternion to one. - </summary> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.CreateFromMatrix(Jitter.LinearMath.JMatrix)"> - <summary> - Creates a quaternion from a matrix. - </summary> - <param name="matrix">A matrix representing an orientation.</param> - <returns>JQuaternion representing an orientation.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.CreateFromMatrix(Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JQuaternion@)"> - <summary> - Creates a quaternion from a matrix. - </summary> - <param name="matrix">A matrix representing an orientation.</param> - <param name="result">JQuaternion representing an orientation.</param> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.op_Multiply(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Multiply two quaternions. - </summary> - <param name="value1">The first quaternion.</param> - <param name="value2">The second quaternion.</param> - <returns>The product of both quaternions.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.op_Addition(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Add two quaternions. - </summary> - <param name="value1">The first quaternion.</param> - <param name="value2">The second quaternion.</param> - <returns>The sum of both quaternions.</returns> - </member> - <member name="M:Jitter.LinearMath.JQuaternion.op_Subtraction(Jitter.LinearMath.JQuaternion,Jitter.LinearMath.JQuaternion)"> - <summary> - Subtract two quaternions. - </summary> - <param name="value1">The first quaternion.</param> - <param name="value2">The second quaternion.</param> - <returns>The difference of both quaternions.</returns> - </member> - <member name="T:Jitter.LinearMath.JBBox"> - <summary> - Bounding Box defined through min and max vectors. Member - of the math namespace, so every method has it's 'by reference' - equivalent to speed up time critical math operations. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.CornersPool"> - <summary> - Resource pool for JVector arrays. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.Min"> - <summary> - The maximum point of the box. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.Max"> - <summary> - The minimum point of the box. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.LargeBox"> - <summary> - Returns the largest box possible. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.SmallBox"> - <summary> - Returns the smalltest box possible. - </summary> - </member> - <member name="M:Jitter.LinearMath.JBBox.#ctor(Jitter.LinearMath.JVector,Jitter.LinearMath.JVector)"> - <summary> - Constructor - </summary> - <param name="min">The minimum point of the box.</param> - <param name="max">The maximum point of the box.</param> - </member> - <member name="M:Jitter.LinearMath.JBBox.Intersect1D(System.Single,System.Single,System.Single,System.Single,System.Single@,System.Single@)"> - <summary> - Checks whether a point is inside, outside or intersecting - a point. - </summary> - <returns>The ContainmentType of the point.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.Contains(Jitter.LinearMath.JVector)"> - <summary> - Checks wether a point is within a box or not. - </summary> - <param name="point"></param> - <returns></returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.Contains(Jitter.LinearMath.JVector@)"> - <summary> - Checks whether a point is inside, outside or intersecting - a point. - </summary> - <param name="point">A point in space.</param> - <returns>The ContainmentType of the point.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.GetCorners(Jitter.LinearMath.JVector[])"> - <summary> - Retrieves the 8 corners of the box. - </summary> - <returns>An array of 8 JVector entries.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.CreateFromPoints(Jitter.LinearMath.JVector[])"> - <summary> - Expands a bounding box with the volume 0 by all points - given. - </summary> - <param name="points">A array of JVector.</param> - <returns>The resulting bounding box containing all points.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.Contains(Jitter.LinearMath.JBBox)"> - <summary> - Checks whether another bounding box is inside, outside or intersecting - this box. - </summary> - <param name="box">The other bounding box to check.</param> - <returns>The ContainmentType of the box.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.Contains(Jitter.LinearMath.JBBox@)"> - <summary> - Checks whether another bounding box is inside, outside or intersecting - this box. - </summary> - <param name="box">The other bounding box to check.</param> - <returns>The ContainmentType of the box.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.CreateMerged(Jitter.LinearMath.JBBox,Jitter.LinearMath.JBBox)"> - <summary> - Creates a new box containing the two given ones. - </summary> - <param name="original">First box.</param> - <param name="additional">Second box.</param> - <returns>A JBBox containing the two given boxes.</returns> - </member> - <member name="M:Jitter.LinearMath.JBBox.CreateMerged(Jitter.LinearMath.JBBox@,Jitter.LinearMath.JBBox@,Jitter.LinearMath.JBBox@)"> - <summary> - Creates a new box containing the two given ones. - </summary> - <param name="original">First box.</param> - <param name="additional">Second box.</param> - <param name="result">A JBBox containing the two given boxes.</param> - </member> - <member name="T:Jitter.LinearMath.JBBox.ContainmentType"> - <summary> - Containment type used within the <see cref="T:Jitter.LinearMath.JBBox"/> structure. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.ContainmentType.Disjoint"> - <summary> - The objects don't intersect. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.ContainmentType.Contains"> - <summary> - One object is within the other. - </summary> - </member> - <member name="F:Jitter.LinearMath.JBBox.ContainmentType.Intersects"> - <summary> - The two objects intersect. - </summary> - </member> - <member name="T:Jitter.Collision.Shapes.TriangleMeshShape"> - <summary> - A <see cref="T:Jitter.Collision.Shapes.Shape"/> representing a triangleMesh. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.#ctor(Jitter.LinearMath.JOctree)"> - <summary> - Creates a new istance if the TriangleMeshShape class. - </summary> - <param name="octree">The octree which holds the triangles - of a mesh.</param> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.Prepare(Jitter.LinearMath.JBBox@)"> - <summary> - Passes a axis aligned bounding box to the shape where collision - could occour. - </summary> - <param name="box">The bounding box where collision could occur.</param> - <returns>The upper index with which <see cref="M:Jitter.Collision.Shapes.TriangleMeshShape.SetCurrentShape(System.Int32)"/> can be - called.</returns> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.Prepare(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - - </summary> - <param name="rayOrigin"></param> - <param name="rayDelta"></param> - <returns></returns> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.GetBoundingBox(Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JBBox@)"> - <summary> - Gets the axis aligned bounding box of the orientated shape. This includes - the whole shape. - </summary> - <param name="orientation">The orientation of the shape.</param> - <param name="box">The axis aligned bounding box of the shape.</param> - </member> - <member name="M:Jitter.Collision.Shapes.TriangleMeshShape.SetCurrentShape(System.Int32)"> - <summary> - Sets the current shape. First <see cref="M:Jitter.Collision.Shapes.TriangleMeshShape.Prepare(Jitter.LinearMath.JBBox@)"/> has to be called. - After SetCurrentShape the shape immitates another shape. - </summary> - <param name="index"></param> - </member> - <member name="T:Jitter.Collision.Shapes.BoxShape"> - <summary> - A <see cref="T:Jitter.Collision.Shapes.Shape"/> representing a box. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.BoxShape.#ctor(Jitter.LinearMath.JVector)"> - <summary> - Creates a new instance of the BoxShape class. - </summary> - <param name="size">The size of the box.</param> - </member> - <member name="M:Jitter.Collision.Shapes.BoxShape.#ctor(System.Single,System.Single,System.Single)"> - <summary> - Creates a new instance of the BoxShape class. - </summary> - <param name="length">The length of the box.</param> - <param name="height">The height of the box.</param> - <param name="width">The width of the box</param> - </member> - <member name="M:Jitter.Collision.Shapes.BoxShape.GetBoundingBox(Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JBBox@)"> - <summary> - Gets the axis aligned bounding box of the orientated shape. - </summary> - <param name="orientation">The orientation of the shape.</param> - <param name="box">The axis aligned bounding box of the shape.</param> - </member> - <member name="M:Jitter.Collision.Shapes.BoxShape.CalculateMassInertia"> - <summary> - This method uses the <see cref="T:Jitter.Collision.ISupportMappable"/> implementation - to calculate the local bounding box, the mass, geometric center and - the inertia of the shape. In custom shapes this method should be overidden - to compute this values faster. - </summary> - </member> - <member name="M:Jitter.Collision.Shapes.BoxShape.SupportMapping(Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - SupportMapping. Finds the point in the shape furthest away from the given direction. - Imagine a plane with a normal in the search direction. Now move the plane along the normal - until the plane does not intersect the shape. The last intersection point is the result. - </summary> - <param name="direction">The direction.</param> - <param name="result">The result.</param> - </member> - <member name="P:Jitter.Collision.Shapes.BoxShape.Size"> - <summary> - The sidelength of the box. - </summary> - </member> - <member name="T:Jitter.Collision.GJKCollide"> - <summary> - GJK based implementation of Raycasting. - </summary> - </member> - <member name="M:Jitter.Collision.GJKCollide.Pointcast(Jitter.Collision.ISupportMappable,Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@)"> - <summary> - Checks if given point is within a shape. - </summary> - <param name="support">The supportmap implementation representing the shape.</param> - <param name="orientation">The orientation of the shape.</param> - <param name="invOrientation">The inverse orientation of the shape.</param> - <param name="position">The position of the shape.</param> - <param name="point">The point to check.</param> - <returns>Returns true if the point is within the shape, otherwise false.</returns> - </member> - <member name="M:Jitter.Collision.GJKCollide.Raycast(Jitter.Collision.ISupportMappable,Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JMatrix@,Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@,Jitter.LinearMath.JVector@,System.Single@,Jitter.LinearMath.JVector@)"> - <summary> - Checks if a ray definied through it's origin and direction collides - with a shape. - </summary> - <param name="support">The supportmap implementation representing the shape.</param> - <param name="orientation">The orientation of the shape.</param> - <param name="invOrientation">The inverse orientation of the shape.</param> - <param name="position">The position of the shape.</param> - <param name="origin">The origin of the ray.</param> - <param name="direction">The direction of the ray.</param> - <param name="fraction">The fraction which gives information where at the - ray the collision occured. The hitPoint is calculated by: origin+friction*direction.</param> - <param name="normal">The normal from the ray collision.</param> - <returns>Returns true if the ray hit the shape, false otherwise.</returns> - </member> - <member name="T:Jitter.Collision.GJKCollide.VoronoiSimplexSolver"> - VoronoiSimplexSolver is an implementation of the closest point distance - algorithm from a 1-4 points simplex to the origin. - Can be used with GJK, as an alternative to Johnson distance algorithm. - </member> - <member name="M:Jitter.Collision.GJKCollide.VoronoiSimplexSolver.PointOutsideOfPlane(Jitter.LinearMath.JVector,Jitter.LinearMath.JVector,Jitter.LinearMath.JVector,Jitter.LinearMath.JVector,Jitter.LinearMath.JVector)"> - Test if point p and d lie on opposite sides of plane through abc - </member> - <member name="T:Jitter.Forces.ForceGenerator"> - <summary> - Base class for physic effect. - </summary> - </member> - <member name="F:Jitter.Forces.ForceGenerator.world"> - <summary> - - </summary> - </member> - <member name="M:Jitter.Forces.ForceGenerator.#ctor(Jitter.World)"> - <summary> - - </summary> - <param name="world"></param> - </member> - <member name="M:Jitter.Forces.ForceGenerator.PreStep(System.Single)"> - <summary> - - </summary> - <param name="timeStep"></param> - </member> - <member name="M:Jitter.Forces.ForceGenerator.PostStep(System.Single)"> - <summary> - - </summary> - <param name="timeStep"></param> - </member> - <member name="M:Jitter.Forces.ForceGenerator.RemoveEffect"> - <summary> - - </summary> - </member> - <member name="T:Jitter.Dynamics.Constraints.Constraint"> - <summary> - A constraints forces a body to behave in a specific way. - </summary> - </member> - <member name="T:Jitter.IDebugDraw"> - <summary> - Interface for providing the possibility to get drawable debug information - from an object. - </summary> - </member> - <member name="M:Jitter.IDebugDraw.AddToDebugDrawList(System.Collections.Generic.List{Jitter.LinearMath.JVector},System.Collections.Generic.List{Jitter.LinearMath.JVector})"> - <summary> - This method is used to debug draw the object. - </summary> - <param name="lineList">A list of <see cref="T:Jitter.LinearMath.JVector"/> to which lines (definied trough two points) - are added.</param> - <param name="pointList">A list of <see cref="T:Jitter.LinearMath.JVector"/> defining points.</param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.#ctor(Jitter.Dynamics.RigidBody,Jitter.Dynamics.RigidBody)"> - <summary> - Constructor. - </summary> - <param name="body1">The first body which should get constrained. Can be null.</param> - <param name="body2">The second body which should get constrained. Can be null.</param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.AddToDebugDrawList(System.Collections.Generic.List{Jitter.LinearMath.JVector},System.Collections.Generic.List{Jitter.LinearMath.JVector})"> - <summary> - This method is used to debug draw the constraints. - </summary> - <param name="lineList">A list of <see cref="T:Jitter.LinearMath.JVector"/> to which lines (definied trough two points) - are added.</param> - <param name="pointList">A list of <see cref="T:Jitter.LinearMath.JVector"/> defining points.</param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.BuildKMatrix(Jitter.Dynamics.RigidBody,Jitter.LinearMath.JVector@,Jitter.LinearMath.JMatrix@)"> - <summary> - Builds the KMatrix which calculates the impulse needed to get a specific velocity in a - point. - </summary> - <param name="body">The body to calculate the KMatrix for.</param> - <param name="relativePosition">The position on the body.</param> - <param name="k">The KMatrix.</param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.ApplyImpulse(Jitter.LinearMath.JVector,Jitter.LinearMath.JVector,Jitter.LinearMath.JVector)"> - <summary> - Applies an impulse on both bodies. - </summary> - <param name="relativePos1">The position on body1 where the -impulse is applied.</param> - <param name="relativePos2">The position on body2 wehre the +impulse is applied</param> - <param name="impulse"></param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.PrepareForIteration(System.Single)"> - <summary> - Called once before iteration starts. - </summary> - <param name="timestep">The simulation timestep</param> - </member> - <member name="M:Jitter.Dynamics.Constraints.Constraint.Iterate"> - <summary> - Iteratively solve this constraint. - </summary> - </member> - <member name="P:Jitter.Dynamics.Constraints.Constraint.Body1"> - <summary> - Gets the first body. Can be null. - </summary> - </member> - <member name="P:Jitter.Dynamics.Constraints.Constraint.Body2"> - <summary> - Gets the second body. Can be null. - </summary> - </member> - <member name="T:Jitter.ResourcePool`1"> - <summary> - A thread safe resource pool. - </summary> - <typeparam name="T">The type of the object to cache. The type T must - have a parameterless constructor.</typeparam> - </member> - <member name="M:Jitter.ResourcePool`1.#ctor"> - <summary> - Creates a new instance of the ResourcePool class. - </summary> - </member> - <member name="M:Jitter.ResourcePool`1.ResetResourcePool"> - <summary> - Removes all cached resources. - So they can get garbage collected. - </summary> - </member> - <member name="M:Jitter.ResourcePool`1.GiveBack(`0)"> - <summary> - Gives a resource back to the pool. - </summary> - <param name="obj">The resource to give back</param> - </member> - <member name="M:Jitter.ResourcePool`1.GetNew"> - <summary> - Get a free resource. - </summary> - <returns>The free resource.</returns> - </member> - <member name="T:Jitter.ArrayResourcePool`1"> - <summary> - A thread safe resource pool. - </summary> - <typeparam name="T">The type of the array of objects to cache. The type T must - have a parameterless constructor. Do not specify [].</typeparam> - </member> - <member name="F:Jitter.ArrayResourcePool`1.arrayLength"> - <summary> - The length of each array object to be created in the pool. - </summary> - </m... [truncated message content] |