Table of Contents

Class Bullet2PhysicsSystem

Namespace
Stride.Physics
Assembly
Stride.Physics.dll
public class Bullet2PhysicsSystem : GameSystem, IDisposable, ICollectorHolder, IUpdateable, IDrawable, IContentable, IPhysicsSystem, IGameSystemBase, IComponent, IReferencable
Inheritance
object
Bullet2PhysicsSystem
Implements
Inherited Members
Extension Methods

Constructors

Bullet2PhysicsSystem(IServiceRegistry)

public Bullet2PhysicsSystem(IServiceRegistry registry)

Parameters

registry IServiceRegistry

Methods

Create(PhysicsProcessor, PhysicsEngineFlags)

public Simulation Create(PhysicsProcessor sceneProcessor, PhysicsEngineFlags flags = PhysicsEngineFlags.None)

Parameters

sceneProcessor PhysicsProcessor
flags PhysicsEngineFlags

Returns

Simulation

Destroy()

Disposes the object's resources.

protected override void Destroy()

Remarks

Override in a derived class to implement disposal logic specific to it.

This method is automatically called whenever a call to Dispose() (or to Release()) has decreased the internal reference count to zero, meaning no other objects (hopefully) hold a reference to this one and its resources can be safely released.

Initialize()

Initializes the Game System.

public override void Initialize()

Remarks

This method is called when the component is added to the Game. This can be used for tasks like querying for services the component needs and setting up non-graphics resources (as here the Graphics Device may have not been initialized yet).

Release(PhysicsProcessor)

public void Release(PhysicsProcessor processor)

Parameters

processor PhysicsProcessor

Update(GameTime)

This method is called when this game component is updated.

public override void Update(GameTime gameTime)

Parameters

gameTime GameTime

The current timing.