# source:2018/26/OttoJ/SplitScreen/SplitScreen/bin/Windows/Debug/Jypeli.Physics2d.xml@9821

Revision 9821, 89.9 KB checked in by paritala, 12 months ago (diff)
Line
1<?xml version="1.0"?>
2<doc>
3    <assembly>
4        <name>Jypeli.Physics2d</name>
5    </assembly>
6    <members>
7        <member name="M:Physics2DDotNet.Shapes.VertexHelper.CreateFromBitmap(System.Boolean[0:,0:])">
8            <summary>
9            Takes a 2D Boolean array with a true value representing a collidable pixel and converts
10            it to an array of vertex that surrounds that bitmap. The bitmap should be a single piece
11            if there are many pieces it will only return the geometry of the first piece it comes
12            across. Make sure there are at least 3 pixels in a piece otherwise an exception will be
13            thrown (it wont be a polygon).
14            </summary>
15            <param name="bitmap">a bitmap to be converted. true means its collidable.</param>
16            <returns>A Vector2D[] representing the bitmap.</returns>
17        </member>
18        <member name="M:Physics2DDotNet.Shapes.VertexHelper.CreateRectangle(System.Double,System.Double)">
19            <summary>
20            creates vertexes that describe a Rectangle.
21            </summary>
22            <param name="width"></param>
23            <param name="height">The length of the Rectangle</param>
24            <returns>array of vectors the describe a rectangle</returns>
25        </member>
27            <summary>
28            Calculates the moment of inertia for a polygon
29            </summary>
30            <param name="vertexes"></param>
31            <returns>the moment of inertia</returns>
32        </member>
34            <summary>
35            INCOMPLETE! TODO: FINISH
36            </summary>
37            <param name="vertexes"></param>
39            <returns></returns>
40        </member>
42            <summary>
43            makes sure the distance between 2 vertexes is under the length passed, by adding vertexes between them.
44            </summary>
45            <param name="vertexes">the original vertexes.</param>
46            <param name="maxLength">the maximum distance allowed between 2 vertexes</param>
47            <returns>The new vertexes.</returns>
48        </member>
50            <summary>
51            makes sure the distance between 2 vertexes is under the length passed, by adding vertexes between them.
52            </summary>
53            <param name="vertexes">the original vertexes.</param>
54            <param name="maxLength">the maximum distance allowed between 2 vertexes</param>
55            <param name="loop">if it should check the distance between the first and last vertex.</param>
56            <returns>The new vertexes.</returns>
57        </member>
59            <summary>
60            Reduces a Polygon's number of vertexes.
61            </summary>
62            <param name="vertexes">The Polygon to reduce.</param>
63            <returns>The reduced vertexes.</returns>
64        </member>
66            <summary>
67            Reduces a Polygon's number of vertexes.
68            </summary>
69            <param name="vertexes">The Polygon to reduce.</param>
70            <param name="areaTolerance">
71            The amount the removal of a vertex is allowed to change the area of the polygon.
72            (Setting this value to 0 will reverse what the Subdivide method does)
73            </param>
74            <returns>The reduced vertexes.</returns>
75        </member>
77            <summary>
78            Calculates the area of a polygon.
79            </summary>
80            <param name="vertexes">The vertexes of the polygon.</param>
81            <returns>The area.</returns>
82        </member>
84            <summary>
85            Calculates the Centroid of a polygon.
86            </summary>
87            <param name="vertexes">The vertexes of the polygon.</param>
88            <returns>The Centroid of a polygon.</returns>
89            <remarks>
90            This is Also known as Center of Gravity/Mass.
91            </remarks>
92        </member>
94            <summary>
95            repositions the polygon so the Centroid is the origin.
96            </summary>
97            <param name="vertexes">The vertexes of the polygon.</param>
98            <returns>The vertexes of the polygon with the Centroid as the Origin.</returns>
99        </member>
100        <member name="T:Physics2DDotNet.Shapes.CircleShape">
101            <summary>
102            A Circle
103            </summary>
104        </member>
105        <member name="M:Physics2DDotNet.Shapes.CircleShape.#ctor(System.Double,System.Int32)">
106            <summary>
107            Creates a new Circle Instance.
108            </summary>
109            <param name="radius">how large the circle is.</param>
110            <param name="vertexCount">
111            The number or vertex that will be generated along the perimeter of the circle.
112            This is for collision detection.
113            </param>
114        </member>
115        <member name="M:Physics2DDotNet.Shapes.CircleShape.#ctor(System.Double,System.Int32,System.Double)">
116            <summary>
117            Creates a new Circle Instance.
118            </summary>
119            <param name="radius">how large the circle is.</param>
120            <param name="vertexCount">
121            The number or vertex that will be generated along the perimeter of the circle.
122            This is for collision detection.
123            </param>
124            <param name="inertia">
125            How hard it is to turn the shape. Depending on the construtor in the
126            Body this will be multiplied with the mass to determine the moment of inertia.
127            </param>
128        </member>
130            <summary>
131            the distance from the position where the circle ends.
132            </summary>
133        </member>
134        <member name="T:Physics2DDotNet.Shapes.MultiPolygonShape">
135            <summary>
136            A shape that contains multiple polygons.
137            </summary>
138        </member>
139        <member name="T:Physics2DDotNet.Shapes.ParticleShape">
140            <summary>
141            Represents a Single point.
142            </summary>
143        </member>
144        <member name="F:Physics2DDotNet.Shapes.ParticleShape.Default">
145            <summary>
146            All particles are the same! so use this one!
147            </summary>
148        </member>
149        <member name="M:Physics2DDotNet.Shapes.ParticleShape.#ctor">
150            <summary>
151            Creates a new Particle Instance.
152            </summary>
153        </member>
154        <member name="T:Physics2DDotNet.Shapes.PolygonShape">
155            <summary>
156            Use this to Represent a Polygon in the engine
157            </summary>
158        </member>
159        <!-- Badly formed XML comment ignored for member "M:Physics2DDotNet.Shapes.PolygonShape.#ctor(AdvanceMath.Vector2D[],System.Double)" -->
161            <summary>
162            Creates a new Polygon Instance.
163            </summary>
164            <param name="vertexes">the vertexes that make up the shape of the Polygon</param>
165            <param name="gridSpacing">
166            How large a grid cell is. Usualy you will want at least 2 cells between major vertexes.
167            The smaller this is the better precision you get, but higher cost in memory.
168            The larger the less precision and if it's to high collision detection may fail completely.
169            </param>
170            <param name="momentOfInertiaMultiplier">
171            How hard it is to turn the shape. Depending on the construtor in the
172            Body this will be multiplied with the mass to determine the moment of inertia.
173            </param>
174        </member>
175        <member name="T:Physics2DDotNet.Shapes.RaySegment">
176            <summary>
177            A Ray Segment is a Ray that has a length. It can be used to represent
178            lasers or very fast projectiles.
179            </summary>
180        </member>
181        <member name="T:Physics2DDotNet.Shapes.RaySegmentIntersectionInfo">
182            <summary>
183            The information of an intersection with another shape.
184            </summary>
185        </member>
186        <member name="P:Physics2DDotNet.Shapes.RaySegmentIntersectionInfo.Distances">
187            <summary>
188            An collection of distances away from the Ray Segments.
189            The indexes match up with the Segments in the Ray Segments class.
190            A negative value means there was no intersection.
191            </summary>
192        </member>
193        <member name="T:Physics2DDotNet.Shapes.RaySegmentsShape">
194            <summary>
195            A shape that holds multiple Ray Segments and generates custom collision events
196            for when they intersect something. The Sequential Impulses Solver does not
197            handle collisions with this shape.
198            </summary>
199        </member>
200        <member name="P:Physics2DDotNet.Shapes.IShape.VertexNormals">
201            <summary>
202            These are the normals for the original vertexes.
203            </summary>
204        </member>
205        <member name="T:Physics2DDotNet.ALVector2D">
206            <summary>
207            Class Used to store a Linear Value along with an Angular Value. Like Position and Orientation.
208            </summary>
209        </member>
210        <member name="F:Physics2DDotNet.ALVector2D.Zero">
211            <summary>
212            ALVector2D(0,Vector2D.Zero)
213            </summary>
214        </member>
215        <member name="F:Physics2DDotNet.ALVector2D.Angular">
216            <summary>
217            This is the Angular value of this ALVector2D.
218            </summary>
219            <remarks>Example: Angular would be Orientation and Linear would be Location Completly describing a Position.</remarks>
220        </member>
221        <member name="F:Physics2DDotNet.ALVector2D.Linear">
222            <summary>
223            This is the Linear value of this ALVector2D.
224            </summary>
225            <remarks>Example: Angular would be Orientation and Linear would be Location Completly describing a Position.</remarks>
226        </member>
228            <summary>
229            Creates a new ALVector2D instance on the stack.
230            </summary>
231            <param name="Angular">The Angular value.</param>
232            <param name="Linear">The Linear value.</param>
233        </member>
234        <member name="P:Physics2DDotNet.ALVector2D.X">
235            <summary>
236            The Linear.X component
237            </summary>
238        </member>
239        <member name="P:Physics2DDotNet.ALVector2D.Y">
240            <summary>
241            The Linear.Y component
242            </summary>
243        </member>
245            <summary>
246            Does Addition of 2 ALVector2Ds.
247            </summary>
248            <param name="left">The left ALVector2D operand.</param>
249            <param name="right">The right ALVector2D operand.</param>
250            <returns>The Sum of the ALVector2Ds.</returns>
251        </member>
252        <member name="M:Physics2DDotNet.ALVector2D.op_Subtraction(Physics2DDotNet.ALVector2D,Physics2DDotNet.ALVector2D)">
253            <summary>
254            Does Subtraction of 2 ALVector2Ds.
255            </summary>
256            <param name="left">The left ALVector2D operand.</param>
257            <param name="right">The right ALVector2D operand.</param>
258            <returns>The Difference of the ALVector2Ds.</returns>
259        </member>
260        <member name="M:Physics2DDotNet.ALVector2D.op_Multiply(Physics2DDotNet.ALVector2D,System.Double)">
261            <summary>
262            Does Multiplication of 2 ALVector2Ds
263            </summary>
264            <param name="source">The ALVector2D to be Multiplied.</param>
265            <param name="scalar">The Scalar multiplier.</param>
266            <returns>The Product of the ALVector2Ds.</returns>
267            <remarks>It does normal Multiplication of the Angular value but does Scalar Multiplication of the Linear value.</remarks>
268        </member>
269        <member name="M:Physics2DDotNet.ALVector2D.op_Multiply(System.Double,Physics2DDotNet.ALVector2D)">
270            <summary>
271            Does Multiplication of 2 ALVector2Ds
272            </summary>
273            <param name="scalar">The Scalar multiplier.</param>
274            <param name="source">The ALVector2D to be Multiplied.</param>
275            <returns>The Product of the ALVector2Ds.</returns>
276            <remarks>It does normal Multiplication of the Angular value but does Scalar Multiplication of the Linear value.</remarks>
277        </member>
278        <member name="T:Physics2DDotNet.Body">
279            <summary>
280            This is the Physical Body that collides in the engine.
281            </summary>
282        </member>
284            <summary>
285            Raised when the Lifetime property has been Changed.
286            </summary>
287        </member>
288        <member name="E:Physics2DDotNet.Body.ShapeChanged">
289            <summary>
290            Raised when the Shape of the Body has been Changed.
291            </summary>
292        </member>
293        <member name="E:Physics2DDotNet.Body.Pending">
294            <summary>
295            Raised when the object is Added to the engine but is not yet part of the update process.
296            </summary>
297        </member>
299            <summary>
300            Raised when the object is added to a Physics Engine.
301            </summary>
302        </member>
303        <member name="E:Physics2DDotNet.Body.Removed">
304            <summary>
305            Raised when the object is Removed from a Physics Engine.
306            </summary>
307        </member>
308        <member name="E:Physics2DDotNet.Body.PositionChanged">
309            <summary>
310            Raised when the Position has been Changed.
311            Raised by either the Solver or a call to ApplyMatrix.
312            </summary>
313        </member>
314        <member name="E:Physics2DDotNet.Body.Updated">
315            <summary>
316            Raised when the Body has been updated to a change in time.
317            </summary>
318        </member>
319        <member name="E:Physics2DDotNet.Body.Collided">
320            <summary>
321            Raised when the Body collides with another.
322            </summary>
323        </member>
324        <member name="E:Physics2DDotNet.Body.Colliding">
325            <summary>
326            Raised constantly when the Body is colliding with another.
327            </summary>
328        </member>
330            <summary>
331            Raised when a joint is added that affects this body.
332            </summary>
333        </member>
334        <member name="E:Physics2DDotNet.Body.JointRemoved">
335            <summary>
336            Raised when a joint is removed that affects this body.
337            </summary>
338        </member>
339        <member name="M:Physics2DDotNet.Body.#ctor(Physics2DDotNet.PhysicsState,Physics2DDotNet.Shapes.IShape,System.Double,Physics2DDotNet.Coefficients,Physics2DDotNet.Lifespan)">
340            <summary>
341            Creates a new Body Instance.
342            </summary>
343            <param name="state">The State of the Body.</param>
344            <param name="shape">The Shape of the Body.</param>
345            <param name="mass">The mass of the Body The inertia will be aquired from the Shape.</param>
346            <param name="coefficients">A object containing coefficients.</param>
347            <param name="lifeTime">A object Describing how long the object will be in the engine.</param>
348        </member>
349        <member name="M:Physics2DDotNet.Body.#ctor(Physics2DDotNet.PhysicsState,Physics2DDotNet.Shapes.IShape,Physics2DDotNet.MassInfo,Physics2DDotNet.Coefficients,Physics2DDotNet.Lifespan)">
350            <summary>
351            Creates a new Body Instance.
352            </summary>
353            <param name="state">The State of the Body.</param>
354            <param name="shape">The Shape of the Body.</param>
355            <param name="massInfo">A object describing the mass and inertia of the Body.</param>
356            <param name="coefficients">A object containing coefficients.</param>
357            <param name="lifeTime">A object Describing how long the object will be in the engine.</param>
358        </member>
359        <member name="P:Physics2DDotNet.Body.Rectangle">
360            <summary>
361            This is the Baunding rectangle It is calculated on the call to apply matrix.
362            </summary>
363        </member>
364        <member name="P:Physics2DDotNet.Body.Matrices">
365            <summary>
366            The Matrices that are tranfroming this bodies Shape.
367            </summary>
368        </member>
369        <member name="P:Physics2DDotNet.Body.LinearDamping">
370            <summary>
371            Gets and Sets The value represents how much Linear velocity is kept each time step.
372            This Dampens the Body's Linear velocity a little per time step. Valid values are zero exclusive to one inclusive.
373            </summary>
374        </member>
375        <member name="P:Physics2DDotNet.Body.AngularDamping">
376            <summary>
377            Gets and Sets The value represents how much Angular velocity is kept each time step.
378            This Dampens the Body's Angular velocity a little per time step. Valid values are zero exclusive to one inclusive.
379            </summary>
380        </member>
381        <member name="P:Physics2DDotNet.Body.Proxies">
382            <summary>
383            These are bodies that are mirrors of this body.
384            It's useful for bodies that are being teleported.
385            </summary>
386        </member>
387        <member name="P:Physics2DDotNet.Body.ProxiesCount">
388            <summary>
389            The number of proxies that this body has.
390            </summary>
391        </member>
392        <member name="P:Physics2DDotNet.Body.ID">
393            <summary>
394            Unique ID of a PhysicsEntity in the PhysicsEngine
395            Assigned on being Added.
396            </summary>
397        </member>
398        <member name="P:Physics2DDotNet.Body.Engine">
399            <summary>
400            Gets The PhysicsEngine the object is currently in. Null if it is in none.
401            </summary>
402        </member>
403        <member name="P:Physics2DDotNet.Body.State">
404            <summary>
405            Gets The current State of the object IE Velocity
406            </summary>
407        </member>
408        <member name="P:Physics2DDotNet.Body.Shape">
409            <summary>
410            Gets and Sets the Shape of the Body.
411            If setting the shape to a shape another body has it will duplicate the shape.
412            </summary>
413        </member>
414        <member name="P:Physics2DDotNet.Body.Mass">
415            <summary>
416            Gets The MassInfo of the body.
417            </summary>
418        </member>
419        <member name="P:Physics2DDotNet.Body.CollisionIgnorer">
420            <summary>
421            Gets and Sets the Ignore object that decides what collisons to ignore.
422            </summary>
423        </member>
424        <member name="P:Physics2DDotNet.Body.EventIgnorer">
425            <summary>
426            Gets and Sets the Ignore object that decides what collison events to ignore.
427            </summary>
428        </member>
429        <member name="P:Physics2DDotNet.Body.Coefficients">
430            <summary>
431            Gets and Sets the Coefficients for the class.
432            </summary>
433        </member>
435            <summary>
436            Gets and Sets the LifeTime of the object. The object will be removed from the engine when it is Expired.
437            </summary>
438        </member>
439        <member name="P:Physics2DDotNet.Body.Tag">
440            <summary>
441            Gets and Sets a User defined object.
442            </summary>
443        </member>
444        <member name="P:Physics2DDotNet.Body.SolverTag">
445            <summary>
446            Gets a Solver Defined object.
447            </summary>
448        </member>
449        <member name="P:Physics2DDotNet.Body.DetectorTag">
450            <summary>
451            Gets a Detector Defined object.
452            </summary>
453        </member>
454        <member name="P:Physics2DDotNet.Body.Joints">
455            <summary>
456            Gets the Joints attached to this body.
457            </summary>
458        </member>
459        <member name="P:Physics2DDotNet.Body.IgnoresGravity">
460            <summary>
461            Gets and Sets if the Body will ignore Gravity.
462            </summary>
463        </member>
464        <member name="P:Physics2DDotNet.Body.IgnoresPhysicsLogics">
465            <summary>
466            Gets and Sets if the Body will Ignore all Physics Logics
467            </summary>
468        </member>
469        <member name="P:Physics2DDotNet.Body.IgnoresCollisionResponse">
470            <summary>
471            Gets and Sets if the Object will ignore the collison Responce but still generate the Collision event.
472            </summary>
473        </member>
474        <member name="P:Physics2DDotNet.Body.IgnoreVertexes">
475            <summary>
476            Gets and Sets if this body's shape's Vertexes will be used in collision detection.
477            </summary>
478        </member>
479        <member name="P:Physics2DDotNet.Body.IsPending">
480            <summary>
481            Gets if it has been added the the Engine's PendingQueue, but not yet added to the engine.
482            </summary>
483        </member>
485            <summary>
486            Gets if the object has been added to the engine.
487            </summary>
488        </member>
489        <member name="P:Physics2DDotNet.Body.IsCollidable">
490            <summary>
491            gets and sets if the body will have any collision detection ran on it.
492            </summary>
493        </member>
494        <member name="P:Physics2DDotNet.Body.IsEventable">
495            <summary>
496            Gets and Sets if other objects will have their collided
497            event raised when colliding with this body
498            </summary>
499        </member>
501            <summary>
502            Gets and Sets if the Body will trigger the Collided event at the broadphase level
503            </summary>
504        </member>
505        <member name="P:Physics2DDotNet.Body.KineticEnergy">
506            <summary>
507            Gets the Total Kinetic Energy of the Body.
508            </summary>
509        </member>
510        <member name="P:Physics2DDotNet.Body.Transformation">
511            <summary>
512            Gets and Sets the Matrix2x3 that transforms the Shape belonging to the Body.
513            </summary>
514        </member>
515        <member name="M:Physics2DDotNet.Body.ApplyProxy">
516            <summary>
517            This applys the proxy.
518            This will cause all other bodies in the proxy list to have their velocity set
519            to this bodyâs.
520            With the appropriate transformations applied.
521            </summary>
522        </member>
523        <member name="M:Physics2DDotNet.Body.RemoveFromProxy">
524            <summary>
525            This will remove this body from any proxy list it is a part of.
526            </summary>
527        </member>
528        <member name="M:Physics2DDotNet.Body.ApplyPosition">
529            <summary>
530            Updates all the values caluclated from the State.Position.
531            Re-calculates the Matrices property the re-calculates the Rectangle property
532            from that.
533            </summary>
534        </member>
535        <member name="M:Physics2DDotNet.Body.ClearForces">
536            <summary>
537            Sets Acceleration and ForceAccumulator to Zero.
538            </summary>
539        </member>
541            <summary>
542            Applys a Force
543            </summary>
544            <param name="force">The direction and magnitude of the force</param>
545        </member>
547            <summary>
548            Applys a Force
549            </summary>
550            <param name="force">The direction and magnitude of the force</param>
551        </member>
553            <summary>
554            Applys a Force
555            </summary>
556            <param name="force">The direction and magnitude of the force</param>
557            <param name="position">The Location where the force will be applied (Offset: Body Rotation: World) </param>
558        </member>
560            <summary>
561            Applys a Force
562            </summary>
563            <param name="force">The direction and magnitude of the force</param>
564            <param name="position">The Location where the force will be applied (Offset: Body Rotation: World) </param>
565        </member>
566        <member name="M:Physics2DDotNet.Body.ApplyTorque(System.Double)">
567            <summary>
568            Applys Torque
569            </summary>
570            <param name="torque">The direction and magnitude of the torque</param>
571        </member>
573            <summary>
574            Applys Impulse
575            </summary>
576            <param name="impulse">The direction and magnitude of the impulse</param>
577        </member>
579            <summary>
580            Applys Impulse
581            </summary>
582            <param name="impulse">The direction and magnitude of the impulse.</param>
583        </member>
585            <summary>
586            Applys Impulse
587            </summary>
588            <param name="impulse">The direction and magnitude of the impulse.</param>
589            <param name="position">The Location where the impulse will be applied (Offset: Body Rotation: World)</param>
590        </member>
592            <summary>
593            Applys Impulse
594            </summary>
595            <param name="impulse">The direction and magnitude of the impulse.</param>
596            <param name="position">The Location where the impulse will be applied (Offset: Body Rotation: World)</param>
597        </member>
598        <member name="T:Physics2DDotNet.DistanceGrid">
599            <summary>
600            A class used by some Shape Objects for Narrow Phased collision.
601            </summary>
602        </member>
603        <member name="T:Physics2DDotNet.IContactPointInfo">
604            <summary>
605            Describes a Contact in a collision.
606            </summary>
607        </member>
608        <member name="P:Physics2DDotNet.IContactPointInfo.Position">
609            <summary>
610            Gets The world coordinates of the contact.
611            </summary>
612        </member>
613        <member name="P:Physics2DDotNet.IContactPointInfo.Normal">
614            <summary>
615            Gets a Direction Vector Pointing away from the Edge.
616            </summary>
617        </member>
618        <member name="P:Physics2DDotNet.IContactPointInfo.Distance">
619            <summary>
620            Gets The distance the contact is inside the other object.
621            </summary>
622        </member>
623        <member name="P:Physics2DDotNet.IContact.Body1">
624            <summary>
625            Gets The First Body that is part of the Contact.
626            (The Normal belongs to this Body.)
627            </summary>
628        </member>
629        <member name="P:Physics2DDotNet.IContact.Body2">
630            <summary>
631            Gets The Second Body that is part of the Contact.
632            (The Position of the Vertex belongs to this Body.)
633            </summary>
634        </member>
635        <member name="T:Physics2DDotNet.Lifespan">
636            <summary>
637            A object that describes the time a object will remain in the Physics engine.
638            </summary>
639        </member>
640        <member name="M:Physics2DDotNet.Lifespan.#ctor">
641            <summary>
642            Creates a new Lifespan Instance that is Immortal.
643            </summary>
644        </member>
645        <member name="M:Physics2DDotNet.Lifespan.#ctor(System.Double)">
646            <summary>
647            Creates a new Lifespan Instance that is mortal.
648            </summary>
649            <param name="maxAge">How long the item will stay in the engine. (in seconds)</param>
650        </member>
651        <member name="M:Physics2DDotNet.Lifespan.#ctor(System.Double,System.Double)">
652            <summary>
653            Creates a new Lifespan Instance that is mortal and has already aged.
654            </summary>
655            <param name="age">How old the item is. (in seconds)</param>
656            <param name="maxAge">How long the item will stay in the engine. (in seconds)</param>
657        </member>
658        <member name="P:Physics2DDotNet.Lifespan.IsExpired">
659            <summary>
660            Gets and Sets if it IsExpired and should be removed from the engine.
661            </summary>
662        </member>
663        <member name="P:Physics2DDotNet.Lifespan.IsImmortal">
664            <summary>
665            Gets if the only way for the object to leave the engine is for it to be set to expired.
666            </summary>
667        </member>
668        <member name="P:Physics2DDotNet.Lifespan.IsOverAged">
669            <summary>
670            Gets if it is expired becuase of old age.
671            </summary>
672        </member>
673        <member name="P:Physics2DDotNet.Lifespan.MaxAge">
674            <summary>
675            Gets and Sets how long the object will stay in the engine.
676            </summary>
677        </member>
678        <member name="P:Physics2DDotNet.Lifespan.TimeLeft">
679            <summary>
680            Gets how much time the object has left.
681            </summary>
682        </member>
683        <member name="P:Physics2DDotNet.Lifespan.Age">
684            <summary>
685            Gets and Sets The current age of the object.
686            </summary>
687        </member>
688        <member name="M:Physics2DDotNet.Lifespan.Update(Physics2DDotNet.TimeStep)">
689            <summary>
690            Increases the Age of object by a change in time.
691            </summary>
692            <param name="update">the update's number (It wont age more then once on a update)</param>
693            <param name="step">The TimeStep describing the change in time.</param>
694        </member>
695        <member name="T:Physics2DDotNet.PhysicsEngine">
696            <summary>
697            The Engine that will Apply Physics to object added to it.
698            </summary>
699        </member>
700        <member name="F:Physics2DDotNet.PhysicsEngine.firstBodyID">
701            <summary>
702            This is the ID the first body added to the engine will get.
703            </summary>
704        </member>
706            <summary>
707            Generated when Bodies are truly added to the Engine.
708            </summary>
709        </member>
711            <summary>
712            Generated when Joints are truly added to the Engine.
713            </summary>
714        </member>
716            <summary>
717            Generated when PhysicsLogics are truly added to the Engine.
718            </summary>
719        </member>
720        <member name="E:Physics2DDotNet.PhysicsEngine.BodiesRemoved">
721            <summary>
722            Generated when a Bodies are removed to the Engine.
723            </summary>
724        </member>
725        <member name="E:Physics2DDotNet.PhysicsEngine.JointsRemoved">
726            <summary>
727            Generated when a Joints are removed to the Engine.
728            </summary>
729        </member>
730        <member name="E:Physics2DDotNet.PhysicsEngine.LogicsRemoved">
731            <summary>
732            Generated when a PhysicsLogics are removed to the Engine.
733            </summary>
734        </member>
735        <member name="E:Physics2DDotNet.PhysicsEngine.Updated">
736            <summary>
737            Generated when the engine is update;
738            </summary>
739        </member>
740        <member name="P:Physics2DDotNet.PhysicsEngine.Joints">
741            <summary>
742            Gets A threadSafe List of Joints (You wont get the "The collection has changed" Exception with this)
743            </summary>
744        </member>
745        <member name="P:Physics2DDotNet.PhysicsEngine.Bodies">
746            <summary>
747            Gets A threadSafe List of Bodies (You wont get the "The collection has changed" Exception with this)
748            </summary>
749        </member>
750        <member name="P:Physics2DDotNet.PhysicsEngine.Logics">
751            <summary>
752            Gets A threadSafe List of PhysicsLogics (You wont get the "The collection has changed" Exception with this)
753            </summary>
754        </member>
756            <summary>
757            Gets and Sets The BroadPhase collision Detector. (This must be Set to a non-Null value before any calls to Update)
758            </summary>
759        </member>
760        <member name="P:Physics2DDotNet.PhysicsEngine.Solver">
761            <summary>
762            Gets and Sets the Collision Solver (This must be Set to a non-Null value before any calls to Update)
763            </summary>
764        </member>
765        <member name="P:Physics2DDotNet.PhysicsEngine.UpdateCount">
766            <summary>
767            The number of updates that the engine has completed.
768            </summary>
769            <remarks>
770            This is used for making sure actions are not duplicated on a single time step.
771            </remarks>
772        </member>
774            <summary>
775            Adds a Body to the pending queue and will be truly added on a call to Update.
776            </summary>
777            <param name="item">The Body to be added.</param>
778        </member>
780            <summary>
781            Adds a collection of Bodies to the pending queue and will be truly added on a call to Update.
782            </summary>
783            <param name="collection">The collection to be Added</param>
784        </member>
786            <summary>
787            Adds a Joint to the pending queue and will be truly added on a call to Update.
788            </summary>
789            <param name="item">The Joint to be added.</param>
790        </member>
792            <summary>
793            Adds a collection of Joints to the pending queue and will be truly added on a call to Update.
794            </summary>
795            <param name="collection">The collection to be Added</param>
796        </member>
798            <summary>
799            Adds a collection of Joints to the pending queue and will be truly added on a call to Update.
800            </summary>
801            <param name="collection">The collection to be Added</param>
802            <typeparam name="T">A Type inherited from Joint</typeparam>
803        </member>
805            <summary>
806            Adds a PhysicsLogic to the pending queue and will be truly added on a call to Update.
807            </summary>
808            <param name="item">The PhysicsLogic to be added.</param>
809        </member>
811            <summary>
812            Adds a collection of PhysicsLogics to the pending queue and will be truly added on a call to Update.
813            </summary>
814            <param name="collection">The collection to be Added</param>
815        </member>
817            <summary>
818            Adds a collection of PhysicsLogics to the pending queue and will be truly added on a call to Update.
819            </summary>
820            <param name="collection">The collection to be Added</param>
821            <typeparam name="T">A Type inherited from PhysicsLogic</typeparam>
822        </member>
824            <summary>
825            Adds 2 bodies to the same proxy list.
826            If they are both already part of their own proxy list then the lists will merge.
827            The transformations will be calcualted automatically.
828            </summary>
829            <param name="body1">The first Body.</param>
830            <param name="body2">The second Body.</param>
831            <param name="transformation">How velocities will be transformed from body1 to body2.</param>
832            <remarks>
833            This will most likely be removed if i ever figure out how to make a joint like this.
834            </remarks>
835        </member>
836        <member name="M:Physics2DDotNet.PhysicsEngine.Update(System.Double)">
837            <summary>
838            Updates the Engine with a change in time.
839            This call will block all access to the engine while it is running.
840            A complete call to this method is also known as a timestep.
841            </summary>
842            <param name="dt">The change in time since the last call to this method. (In Seconds)</param>
843        </member>
844        <member name="M:Physics2DDotNet.PhysicsEngine.Clear">
845            <summary>
846            Clears the Engine of all objects. Also clears the Detector and Solver.
847            </summary>
848        </member>
849        <member name="T:Physics2DDotNet.PhysicsHelper">
850            <summary>
851            contains some methods to do physics calculations.
852            </summary>
853        </member>
854        <member name="T:Physics2DDotNet.TimerState">
855            <summary>
856            The State of a PhysicsTimer
857            </summary>
858        </member>
859        <member name="F:Physics2DDotNet.TimerState.Paused">
860            <summary>
861            The PhysicsTimer is Paused.
862            </summary>
863        </member>
864        <member name="F:Physics2DDotNet.TimerState.Normal">
865            <summary>
866            The PhysicsTimer's calls to the Callback are on time.
867            </summary>
868        </member>
869        <member name="F:Physics2DDotNet.TimerState.Slow">
870            <summary>
871            The PhysicsTimer's calls to the Callback are behind schedule.
872            </summary>
873        </member>
874        <member name="F:Physics2DDotNet.TimerState.Fast">
875            <summary>
876            The PhysicsTimer's calls to the Callback are delayed to be on time.
877            </summary>
878        </member>
879        <member name="F:Physics2DDotNet.TimerState.Disposed">
880            <summary>
881            The PhysicsTimer is Disposed.
882            </summary>
883        </member>
884        <member name="T:Physics2DDotNet.PhysicsCallback">
885            <summary>
886            A Callback used by the PhysicsTimer
887            </summary>
888            <param name="dt">The change in time.</param>
889        </member>
890        <member name="T:Physics2DDotNet.PhysicsTimer">
891            <summary>
892            A class to update the PhysicsEngine at regular intervals.
893            </summary>
894        </member>
895        <member name="M:Physics2DDotNet.PhysicsTimer.#ctor(Physics2DDotNet.PhysicsCallback,System.Double)">
896            <summary>
897            Creates a new PhysicsTimer Instance.
898            </summary>
899            <param name="callback">The callback to call.</param>
900            <param name="targetDt">The target change in time. (in seconds)</param>
901        </member>
902        <member name="P:Physics2DDotNet.PhysicsTimer.IsBackground">
903            <summary>
904            Gets or sets a value indicating whether or not the thread that runs the time is a background thread.
905            </summary>
906        </member>
907        <member name="P:Physics2DDotNet.PhysicsTimer.IsRunning">
908            <summary>
909            Gets and Sets if the PhysicsTimer is currently calling the Callback.
910            </summary>
911        </member>
912        <member name="P:Physics2DDotNet.PhysicsTimer.TargetInterval">
913            <summary>
914            Gets and Sets the desired Interval between Callback calls.
915            </summary>
916        </member>
917        <member name="P:Physics2DDotNet.PhysicsTimer.State">
918            <summary>
919            Gets the current State of the PhysicsTimer.
920            </summary>
921        </member>
922        <member name="P:Physics2DDotNet.PhysicsTimer.Callback">
923            <summary>
924            Gets and Sets the current Callback that will be called.
925            </summary>
926        </member>
927        <member name="M:Physics2DDotNet.PhysicsTimer.Dispose">
928            <summary>
929            Stops the Timer
930            </summary>
931        </member>
932        <member name="T:Physics2DDotNet.BodyProxy">
933            <summary>
934            This is a Proxy. That keeps 2 bodies velocities synchronized.
935            </summary>
936        </member>
937        <member name="P:Physics2DDotNet.BodyProxy.Body1">
938            <summary>
939            This is the other body to be Synchronized with.
940            </summary>
941        </member>
942        <member name="P:Physics2DDotNet.BodyProxy.Body2">
943            <summary>
944            This is the other body to be Synchronized with.
945            </summary>
946        </member>
947        <member name="P:Physics2DDotNet.BodyProxy.Transformation">
948            <summary>
949            This is how the Velocity will be transformed when syncronized.
950            </summary>
951        </member>
952        <member name="P:Physics2DDotNet.BodyProxy.InvertedTwin">
953            <summary>
954            This is the inverted twin of this velocity. It's matrix will be invert of this one's.
955            And its body will be the body that contains this.
956            </summary>
957        </member>
958        <member name="T:Physics2DDotNet.Coefficients">
959            <summary>
960            Describes the Coefficients of a surface.
961            </summary>
962        </member>
963        <member name="P:Physics2DDotNet.Coefficients.Restitution">
964            <summary>
965            AKA Bounciness. This is how much energy is kept as kinetic energy after a collision.
966            </summary>
967        </member>
968        <member name="P:Physics2DDotNet.Coefficients.StaticFriction">
969            <summary>
970            (NOT USED)
971            http://en.wikipedia.org/wiki/Friction
972            </summary>
973        </member>
974        <member name="P:Physics2DDotNet.Coefficients.DynamicFriction">
975            <summary>
976            http://en.wikipedia.org/wiki/Friction
977            </summary>
978        </member>
979        <member name="T:Physics2DDotNet.CollectionEventArgs`1">
980            <summary>
981            a generic EventArgs for read only collections.
982            </summary>
983            <typeparam name="T">The type of the items on the collection. </typeparam>
984        </member>
985        <member name="P:Physics2DDotNet.CollectionEventArgs`1.Collection">
986            <summary>
987            The readonly collection of items.
988            </summary>
989        </member>
990        <member name="P:Physics2DDotNet.DragInfo.DragCenter">
991            <summary>
992            (In Body Coordinates)
993            </summary>
994        </member>
996            <summary>
997            Custom linked list that allows more liberal insertion of nodes
998            unlike the one provided by .net framework 4.5
999            </summary>
1000        </member>
1001        <member name="T:Physics2DDotNet.MassInfo">
1002            <summary>
1003            This class Stores mass information and Moment of Inertia Together since they are very closly related.
1004            </summary>
1005        </member>
1006        <member name="P:Physics2DDotNet.MassInfo.Infinite">
1007            <summary>
1008            A body with this mass will not be affected by forces or impulse.
1009            </summary>
1010            <remarks>
1011            This is the mass of Chuck Norris.
1012            </remarks>
1013        </member>
1014        <member name="F:Physics2DDotNet.Matrices.ToWorld">
1015            <summary>
1016            The matrix that is multiplied against to transform a vertex from relative
1017            to the Body to the vertex relative to the World.
1018            </summary>
1019        </member>
1020        <member name="F:Physics2DDotNet.Matrices.ToBody">
1021            <summary>
1022            The matrix that is multiplied against to transform a vertex from relative
1023            to the World to the vertex relative to the Body.
1024            </summary>
1025        </member>
1026        <member name="F:Physics2DDotNet.Matrices.ToWorldNormal">
1027            <summary>
1028            The matrix that is multiplied against to transform a normal (unit vector) from relative
1029            to the Body to the normal relative to the World.
1030            </summary>
1031        </member>
1032        <!-- Badly formed XML comment ignored for member "F:Physics2DDotNet.Matrices.ToBodyNormal" -->
1033        <member name="T:Physics2DDotNet.PhysicsState">
1034            <summary>
1035            This class holds the variables usually changed mulitple times  each update like the postion of an object.
1036            </summary>
1037        </member>
1038        <member name="F:Physics2DDotNet.PhysicsState.Position">
1039            <summary>
1040            This is Position and Orientation.
1041            </summary>
1042            <remarks>
1043            <seealso href="http://en.wikipedia.org/wiki/Position"/>
1044            </remarks>
1045        </member>
1046        <member name="F:Physics2DDotNet.PhysicsState.Velocity">
1047            <summary>
1048            Angular and Linear Velocity.
1049            </summary>
1050            <remarks>
1051            <seealso href="http://en.wikipedia.org/wiki/Velocity"/>
1052            </remarks>
1053        </member>
1054        <member name="F:Physics2DDotNet.PhysicsState.Acceleration">
1055            <summary>
1056            Angular and Linear Acceleration.
1057            </summary>
1058            <remarks>
1059            <seealso href="http://en.wikipedia.org/wiki/Acceleration"/>
1060            </remarks>
1061        </member>
1062        <member name="F:Physics2DDotNet.PhysicsState.ForceAccumulator">
1063            <summary>
1064            Torque and Force
1065            </summary>
1066            <remarks>
1067            <seealso href="http://en.wikipedia.org/wiki/Torque"/>
1068            <seealso href="http://en.wikipedia.org/wiki/Force"/>
1069            </remarks>
1070        </member>
1071        <member name="T:Physics2DDotNet.TimeStep">
1072            <summary>
1073            Class that holds information about a change in time;
1074            </summary>
1075        </member>
1076        <member name="M:Physics2DDotNet.TimeStep.#ctor(System.Double,System.Int32)">
1077            <summary>
1078            Creates a new Timestep instance.
1079            </summary>
1080            <param name="dt">The current change in time. (seconds)</param>
1081            <param name="updateCount">The number for the current update.</param>
1082        </member>
1083        <member name="P:Physics2DDotNet.TimeStep.Dt">
1084            <summary>
1085            The current change in time. (seconds)
1086            </summary>
1087        </member>
1088        <member name="P:Physics2DDotNet.TimeStep.DtInv">
1089            <summary>
1090            The inverse of the change in time. (0 if dt is 0)
1091            </summary>
1092        </member>
1093        <member name="P:Physics2DDotNet.TimeStep.TrueDt">
1094            <summary>
1095            The actaul change in time. (seconds)
1096            </summary>
1097        </member>
1098        <member name="P:Physics2DDotNet.TimeStep.TrueDtInv">
1099            <summary>
1100            The inverse of the actaul change in time. (0 if dt is 0)
1101            </summary>
1102        </member>
1103        <member name="P:Physics2DDotNet.TimeStep.UpdateCount">
1104            <summary>
1105            The number for the current update.
1106            </summary>
1107        </member>
1108        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector">
1109            <summary>
1110            Full name is Frame Coherent Sweep and Prune.
1111            This class is used to isolate the AABB pairs that are currently in a collision
1112            state without having to check all pair combinations. It relies heavily on frame
1113            coherence or the idea that objects will typically be near their last position
1114            from frame to frame. The class caches the various state information and doesn't
1115            update it unless an extent on an axis "swaps" positions with its neighbor.
1116            Note: If your application has "teleporting" objects or objects that are
1117            extremely high-speed in relation to other objects, then this Sweep and Prune
1118            method may breakdown.
1119            </summary>
1120        </member>
1121        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.ExtentInfoList">
1122            <summary>
1123            This class keeps a list of information that relates extents to geometries.
1124            </summary>
1125        </member>
1126        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.CollisionPairDictionary">
1127            <summary>
1128            This class is used to keep track of the pairs of geometry that need to be
1129            passed on to the narrow phase. The keys stored in the dictionary are
1130            the actual geometry pairs (the boolean value is currently unused).
1131            NOTE: May eventually want to add OnEnterCollisionState /
1132            OnExitCollisionState callbacks which might be useful for debugging
1133            or possibly in user applications.
1134            </summary>
1135        </member>
1136        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.CollisionPair">
1137            <summary>
1138            Houses collision pairs as geom1 and geom2. The pairs are always ordered such
1139            that the lower id geometry is first. This allows the CollisionPairDictionary
1140            to have a consistent key / hash code for a pair of geometry.
1141            </summary>
1142        </member>
1143        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.Extent">
1144            <summary>
1145            This class represents a single extent of an AABB on a single axis. It has a
1146            reference to ExtentInfo which has information about the geometry it belongs
1147            to.
1148            </summary>
1149        </member>
1150        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.ExtentList">
1151            <summary>
1152            Represents a lists of extents for a given axis. This list will be kept
1153            sorted incrementally.
1154            </summary>
1155        </member>
1156        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.ExtentList.IncrementalSort">
1157            <summary>
1158            Incrementally sorts ExtentList. It is assumed that there is a high level
1159            of frame coherence and that much of the list is already fairly well
1160            sorted. This algorithm makes use of "insert sort" which is notoriously
1161            slow - except for when a list is already almost sorted - which is the
1162            case when there is high frame coherence.
1163            </summary>
1164        </member>
1165        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.ExtentInfo">
1166            <summary>
1167            This class contains represents additional extent info for a particular axis
1168            It has a reference to the geometry whose extents are being tracked. It
1169            also has a min and max extent reference into the ExtentList itself.
1170            The class keeps track of overlaps with other geometries.
1171            </summary>
1172        </member>
1173        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.TestForCollisions(Physics2DDotNet.Body,Physics2DDotNet.Body)">
1174            <summary>
1175            Test AABB collisions between two geometries. Tests include checking if the
1176            geometries are enabled, static, in the right collision categories, etc.
1177            </summary>
1178            <returns>Returns true if there is a collision, false otherwise</returns>
1179        </member>
1181            <summary>
1182            This method is used by the PhysicsSimulator to notify Sweep and Prune that
1183            new geometry is to be tracked.
1184            </summary>
1185            <param name="g">The geometry to be added</param>
1186        </member>
1187        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.UpdateExtentValues">
1188            <summary>
1189            Updates the values in the x and y extent lists by the changing aabb values.
1190            </summary>
1191        </member>
1192        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.HandleCollisions">
1193            <summary>
1194            Iterates over the collision pairs and creates arbiters.
1195            </summary>
1196        </member>
1197        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.Run">
1198            <summary>
1199            Just calls Update.
1200            </summary>
1201        </member>
1202        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.Update">
1203            <summary>
1204            Incrementally updates the system. Assumes relatively good frame coherence.
1205            </summary>
1206        </member>
1207        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.ForceNonIncrementalUpdate">
1208            <summary>
1209            This function can be used for times when frame-coherence is temporarily lost
1210            or when it is simply more convenient to completely rebuild all the cached
1211            data instead of incrementally updating it. Currently it is used after
1212            removing disposed/removed geometries. If your application had an object
1213            that teleported across the universe or some other situation where
1214            frame-coherence was lost, you might consider this function.
1215            </summary>
1216        </member>
1217        <member name="T:Physics2DDotNet.Detectors.SelectiveSweepDetector">
1218            <summary>
1219            Faster then sweep and prune and does not stutter like SingleSweep
1220            </summary>
1221        </member>
1222        <member name="M:Physics2DDotNet.Detectors.SelectiveSweepDetector.StubComparer.AreEqual(Physics2DDotNet.Detectors.SelectiveSweepDetector.Stub,Physics2DDotNet.Detectors.SelectiveSweepDetector.Stub)">
1223            <summary>
1224            Compare-metodia varten metodi, jolla tarkistetaan yhtÃ€suuruutta
1225            valuen ollessa samat.
1226
1227            Yritys korjata kaatumisbugi fysiikkamoottorissa, joka johtui siitÃ€
1228            ettÃ€ Compare ei aina ollut looginen ja merkinnyt erilaisia Stubeja
1229            konsistentisti erisuuriksi.
1230            </summary>
1231        </member>
1232        <member name="M:Physics2DDotNet.Detectors.SelectiveSweepDetector.Update">
1233            <summary>
1234            updates all the nodes to their new values and sorts the lists
1235            </summary>
1236        </member>
1237        <member name="M:Physics2DDotNet.Detectors.SelectiveSweepDetector.ShouldDoX">
1238            <summary>
1239            Finds how many collisions there are on the x and y and returns if
1240            the x axis has the least
1241            </summary>
1242        </member>
1243        <member name="T:Physics2DDotNet.Detectors.SweepAndPruneDetector">
1244            <summary>
1245            The Sweep and Prune detector should be O(nlogn), but can be O(n^2) if everything is colliding.
1246            </summary>
1247        </member>
1249            <summary>
1250            A collision ignorer that uses group numbers to do collision ignoring.
1251            If a object is member of a group that the other body is ignoring then they will not collide.
1252            </summary>
1253        </member>
1254        <member name="T:Physics2DDotNet.Ignorers.GroupCollection">
1255            <summary>
1256            A collection that stores ints that represent groups
1257            </summary>
1258        </member>
1259        <member name="P:Physics2DDotNet.Ignorers.GroupCollection.Count">
1260            <summary>
1261            Gets the number of collison Groups the ignorer is part of.
1262            </summary>
1263        </member>
1265            <summary>
1266            Trys to add a group.
1267            </summary>
1268            <param name="item">The group ID to add.</param>
1269            <returns>false if the ignorer was already part of the group; otherwise false.</returns>
1270        </member>
1272            <summary>
1273            adds an array of group ids.
1274            </summary>
1275            <param name="array">The array of group IDs. (this will be sorted)</param>
1276            <returns>the number of IDs that were not already part of the group.</returns>
1277        </member>
1278        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.Contains(System.Int32)">
1279            <summary>
1280            returns true if the ignorer is part of the group.
1281            </summary>
1282            <param name="item">The group ID.</param>
1283            <returns>true if the ignorer is part of the group; otherwise false.</returns>
1284        </member>
1285        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.ContainsRange(System.Int32[])">
1286            <summary>
1287            returns the number of groups in the array it is part of.
1288            </summary>
1289            <param name="array">The array of group IDs. (this will be sorted)</param>
1290            <returns>The number of groups in the array it is part of.</returns>
1291        </member>
1292        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.Remove(System.Int32)">
1293            <summary>
1294            Trys to remove the ignorer from a group.
1295            </summary>
1296            <param name="item">The group ID.</param>
1297            <returns>true if the ignore was part of the group; otherwise false.</returns>
1298        </member>
1299        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.RemoveRange(System.Int32[])">
1300            <summary>
1301            Trys to remove the ignorer from a range of groups.
1302            </summary>
1303            <param name="array">The array of group IDs. (this will be sorted)</param>
1304            <returns>the number of groups the ignore was removed from.</returns>
1305        </member>
1307            <summary>
1308            returns if the 2 ignores are not part of the same group.
1309            </summary>
1310            <param name="other">the other CollisionGroupIgnorer</param>
1311            <returns>true if they are not part of the same group; otherwiase false.</returns>
1312        </member>
1313        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.Clear">
1314            <summary>
1315            removes the ignorer from all groups.
1316            </summary>
1317        </member>
1318        <member name="T:Physics2DDotNet.Ignorers.GroupIgnorer">
1319            <summary>
1320            A collision ignorer that uses group numbers to do collision ignoring.
1321            If 2 objects are members of the same group then they will not collide.
1322            </summary>
1323        </member>
1324        <member name="T:Physics2DDotNet.Ignorers.Ignorer">
1325            <summary>
1326            Base class for Collision Ignorers to impliment.
1327            </summary>
1328        </member>
1329        <member name="P:Physics2DDotNet.Ignorers.Ignorer.IsInverted">
1330            <summary>
1331            Get and sets if the result of this ignorer is inverted.
1332            </summary>
1333        </member>
1334        <member name="T:Physics2DDotNet.Ignorers.ObjectIgnorer">
1335            <summary>
1336            A collision ignorer that uses reference comparison.
1337            All Bodies with the same instance of this ignorer then they will not collide.
1338            </summary>
1339        </member>
1340        <member name="T:Physics2DDotNet.Ignorers.OneWayPlatformIgnorer">
1341            <summary>
1342            this allows you to have platforms that are one way. like in platform games.
1343            </summary>
1344        </member>
1345        <member name="T:Physics2DDotNet.Ignorers.GroupedOneWayPlatformIgnorer">
1346            <summary>
1347            this allows you to have platforms that are one way. like in platform games.
1348            </summary>
1349        </member>
1350        <member name="T:Physics2DDotNet.Joints.AngleJoint">
1351            <summary>
1352            A Joint between 2 Bodies that will keep the Angles between the 2 bodies at a certain amount.
1353            </summary>
1354        </member>
1355        <member name="T:Physics2DDotNet.Joints.FixedAngleJoint">
1356            <summary>
1357            A Joint between 2 Bodies that will keep the Angles between the 2 bodies at a certain amount.
1358            </summary>
1359        </member>
1360        <member name="T:Physics2DDotNet.Joints.FixedHingeJoint">
1361            <summary>
1362            A joint that makes a single Body Pivot around an Anchor.
1363            </summary>
1364        </member>
1365        <member name="P:Physics2DDotNet.Joints.FixedHingeJoint.DistanceTolerance">
1366            <summary>
1367            The distance the joint can stretch before breaking.
1368            </summary>
1369        </member>
1370        <member name="T:Physics2DDotNet.Joints.HingeJoint">
1371            <summary>
1372            A Joint Between 2 Bodies that will pivot around an Anchor.
1373            </summary>
1374        </member>
1376            <summary>
1377            Creates a new HingeJoint Instance.
1378            </summary>
1379            <param name="body1">One of the bodies to be Jointed.</param>
1380            <param name="body2">One of the bodies to be Jointed.</param>
1381            <param name="anchor">The location of the Hinge.</param>
1382            <param name="lifeTime">A object Describing how long the object will be in the engine.</param>
1383        </member>
1384        <member name="P:Physics2DDotNet.Joints.HingeJoint.DistanceTolerance">
1385            <summary>
1386            The Distance the joint can stretch before breaking.
1387            </summary>
1388        </member>
1389        <member name="T:Physics2DDotNet.Joints.Joint">
1390            <summary>
1391            Describes a Connection between 2 objects.
1392            </summary>
1393        </member>
1395            <summary>
1396            Raised when the Lifetime property has been Changed.
1397            </summary>
1398        </member>
1400            <summary>
1401            Raised when the object is added to a Physics Engine.
1402            </summary>
1403        </member>
1404        <member name="E:Physics2DDotNet.Joints.Joint.Pending">
1405            <summary>
1406            Raised when the object is Added to the engine but is not yet part of the update process.
1407            </summary>
1408        </member>
1409        <member name="E:Physics2DDotNet.Joints.Joint.Removed">
1410            <summary>
1411            Raised when the object is Removed from a Physics Engine.
1412            </summary>
1413        </member>
1414        <member name="P:Physics2DDotNet.Joints.Joint.IsPending">
1415            <summary>
1416            Gets if it has been added the the Engine's PendingQueue, but not yet added to the engine.
1417            </summary>
1418        </member>
1419        <member name="P:Physics2DDotNet.Joints.Joint.Tag">
1420            <summary>
1421            Gets and Sets a User defined object.
1422            </summary>
1423        </member>
1425            <summary>
1426            Gets and Sets the LifeTime of the object. The object will be removed from the engine when it is Expired.
1427            </summary>
1428        </member>
1429        <member name="P:Physics2DDotNet.Joints.Joint.Engine">
1430            <summary>
1431            Gets The PhysicsEngine the object is currently in. Null if it is in none.
1432            </summary>
1433        </member>
1435            <summary>
1436            Gets if the object has been added to the engine.
1437            </summary>
1438        </member>
1439        <member name="P:Physics2DDotNet.Joints.Joint.Bodies">
1440            <summary>
1441            Gets the bodies the Joint effects.
1442            </summary>
1443        </member>
1445            <summary>
1446            Before the item is allowed to be added to pending this method is called to
1447            throw any exceptions without corrupting the state of the Physics engine.
1448            </summary>
1449            <param name="engine">The engine the item is about to be added too.</param>
1450        </member>
1451        <member name="T:Physics2DDotNet.PhysicsLogics.ExplosionLogic">
1452            <summary>
1453            Simulates a simple explosion.
1454            </summary>
1455        </member>
1457            <summary>
1458            Creates a new instance of the ExplosionLogic
1459            </summary>
1460            <param name="location">ground zero</param>
1461            <param name="velocity">the velocity of the explosion (this would be from the missile or bomb that spawns it).</param>
1462            <param name="pressurePulseSpeed">the speed at which the explosion expands</param>
1463            <param name="dragCoefficient">the drag Coefficient</param>
1464            <param name="mass">the mass of the expanding cloud</param>
1466        </member>
1467        <member name="T:Physics2DDotNet.PhysicsLogics.GlobalFluidLogic">
1468            <summary>
1469            Applys drag and buoyancy to all items in the engine.
1470            </summary>
1471        </member>
1472        <member name="T:Physics2DDotNet.PhysicsLogics.GravityField">
1473            <summary>
1474            A Gravity Field that apply gravity pulling in one direction regardless of the Body's position with zero dropoff.
1475            </summary>
1476        </member>
1478            <summary>
1479            Creates a new GravityField Instance.
1480            </summary>
1481            <param name="gravity">The direction and magnitude of the gravity.</param>
1482            <param name="lifeTime">A object Describing how long the object will be in the engine.</param>
1483        </member>
1484        <member name="T:Physics2DDotNet.PhysicsLogics.GravityPointField">
1485            <summary>
1486            A PhysicsLogic to causes a Gravity a a certain point with zero dropoff.
1487            </summary>
1488        </member>
1490            <summary>
1491            Creates a new GravityPointField Instance.
1492            </summary>
1493            <param name="location">The location of the Gravity point.</param>
1494            <param name="gravity"></param>
1496        </member>
1497        <member name="T:Physics2DDotNet.PhysicsLogics.GravityPointMass">
1498            <summary>
1499            A PhysicsLogic to causes a Body to have a realistic pull of Gravity with a exponential drop-off.
1500            </summary>
1501        </member>
1502        <member name="M:Physics2DDotNet.PhysicsLogics.GravityPointMass.#ctor(Physics2DDotNet.Body)">
1503            <summary>
1504            Creates a new GravityPointMass Instance.
1505            </summary>
1506            <param name="body">The body that will be the source of gravity.</param>
1507            <param name="lifetime">A object Describing how long the object will be in the engine.</param>
1508        </member>
1509        <member name="M:Physics2DDotNet.PhysicsLogics.GravityPointMass.#ctor(Physics2DDotNet.Body,System.Double)">
1510            <summary>
1511            Creates a new GravityPointMass Instance.
1512            </summary>
1513            <param name="body">The body that will be the source of gravity.</param>
1514            <param name="metersPerDistanceUnit">The scale of of the universe.</param>
1515            <param name="lifetime">A object Describing how long the object will be in the engine.</param>
1516        </member>
1517        <member name="T:Physics2DDotNet.PhysicsLogics.LineFluidLogic">
1518            <summary>
1519            Applys drag and buoyancy to items on one side of a line;
1520            </summary>
1521        </member>
1522        <member name="T:Physics2DDotNet.PhysicsLogics.MoveToPointLogic">
1523            <summary>
1524            A class that will apply Force to move an object to a certain point and stop it once it gets there.
1525            </summary>
1526        </member>
1528            <summary>
1529            Creates a new MoveToPointLogic object.
1530            </summary>
1531            <param name="body">The Body this logic will act on.</param>
1532            <param name="destination">The Point it will move the Body too.</param>
1533            <param name="maxAcceleration">The maximum acceleration to be applied to the Body</param>
1534        </member>
1536            <summary>
1537            Creates a new MoveToPointLogic object.
1538            </summary>
1539            <param name="body">The Body this logic will act on.</param>
1540            <param name="destination">The Point it will move the Body too.</param>
1541            <param name="maxAcceleration">The maximum acceleration to be applied to the Body</param>
1542            <param name="maxVelocity">The maximum velocity this logic will accelerate the Body too.</param>
1543        </member>
1544        <member name="T:Physics2DDotNet.PhysicsLogics.PhysicsLogic">
1545            <summary>
1546            A physics logic is a way for the engine to effect object within the Update call.
1547            Gravity is a Example of a PhysicsLogic.
1548            </summary>
1549        </member>
1551            <summary>
1552            Raised when the Lifetime property has been Changed.
1553            </summary>
1554        </member>
1556            <summary>
1557            Raised when the object is added to a Physics Engine.
1558            </summary>
1559        </member>
1560        <member name="E:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Pending">
1561            <summary>
1562            Raised when the object is Added to the engine but is not yet part of the update process.
1563            </summary>
1564        </member>
1565        <member name="E:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Removed">
1566            <summary>
1567            Raised when the object is Removed from a Physics Engine.
1568            </summary>
1569        </member>
1570        <member name="P:Physics2DDotNet.PhysicsLogics.PhysicsLogic.IsPending">
1571            <summary>
1572            Gets if it has been added the the Engine's PendingQueue, but not yet added to the engine.
1573            </summary>
1574        </member>
1576            <summary>
1577            Gets if the object has been added to the engine.
1578            </summary>
1579        </member>
1580        <member name="P:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Engine">
1581            <summary>
1582            Gets The PhysicsEngine the object is currently in. Null if it is in none.
1583            </summary>
1584        </member>
1585        <member name="P:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Tag">
1586            <summary>
1587            Gets and Sets a User defined object.
1588            </summary>
1589        </member>
1591            <summary>
1592            Gets and Sets the LifeTime of the object. The object will be removed from the engine when it is Expired.
1593            </summary>
1594        </member>
1595        <member name="P:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Order">
1596            <summary>
1597            Get and Sets The order number of when it will be ran.
1598            All Logics with a higher order will run after this one and all logics
1599            with a lower order number will be ran before this one.
1600            </summary>
1601        </member>
1603            <summary>
1604            Before the item is allowed to be added to pending this method is called to
1605            throw any exceptions without corrupting the state of the Physics engine.
1606            </summary>
1607            <param name="engine">The engine the item is about to be added too.</param>
1608        </member>
1609        <member name="T:Physics2DDotNet.PhysicsLogics.RaySegmentsCollisionLogic">
1610            <summary>
1611            A class to manage a RaySegmentsShape collisions
1612            </summary>
1613        </member>
1614        <member name="P:Physics2DDotNet.Solvers.CollisionSolver.Engine">
1615            <summary>
1616            The engine this solver is in.
1617            </summary>
1618        </member>
1619        <member name="T:Jypeli.PhysicsBody">
1620            <summary>
1621            Peliolio, joka noudattaa fysiikkamoottorin mÃ€Ã€rÃ€Ã€miÃ€ fysiikan lakeja.
1622            Voidaan kuitenkin myÃ¶s laittaa noudattamaan lakeja valikoidusti.
1623            </summary>
1624        </member>
1625        <member name="P:Jypeli.PhysicsBody.StaticFriction">
1626            <summary>
1627            Lepokitka. Liikkeen alkamista vastustava voima, joka ilmenee kun olio yrittÃ€Ã€ lÃ€hteÃ€ liikkeelle
1628            toisen olion pinnalta (esim. laatikkoa yritetÃ€Ã€n tyÃ¶ntÃ€Ã€ eteenpÃ€in).
1629            </summary>
1630        </member>
1631        <member name="P:Jypeli.PhysicsBody.KineticFriction">
1632            <summary>
1633            Liikekitka. LiikettÃ€ vastustava voima joka ilmenee kun kaksi oliota liikkuu toisiaan vasten
1634            (esim. laatikko liukuu maata pitkin). Arvot vÃ€lillÃ€ 0.0 (ei kitkaa) ja 1.0 (tÃ€ysi kitka).
1635            </summary>
1636        </member>
1637        <member name="P:Jypeli.PhysicsBody.Restitution">
1638            <summary>
1639            Olion kimmoisuus. Arvo vÃ€lillÃ€ 0.0-1.0.
1640            Arvolla 1.0 olio sÃ€ilyttÃ€Ã€ kaiken vauhtinsa tÃ¶rmÃ€yksessÃ€. MitÃ€ pienempi arvo,
1641            sitÃ€ enemmÃ€n olion vauhti hidastuu tÃ¶rmÃ€yksessÃ€.
1642            </summary>
1643        </member>
1644        <member name="P:Jypeli.PhysicsBody.CollisionIgnorer">
1645            <summary>
1646            Olio, jolla voi vÃ€lttÃ€Ã€ oliota osumasta tiettyihin muihin olioihin.
1647            </summary>
1648        </member>
1649        <member name="P:Jypeli.PhysicsBody.IgnoresCollisionResponse">
1650            <summary>
1651            JÃ€ttÃ€Ã€kÃ¶ olio tÃ¶rmÃ€yksen huomioimatta. Jos tosi, tÃ¶rmÃ€yksestÃ€
1652            tulee tapahtuma, mutta itse tÃ¶rmÃ€ystÃ€ ei tapahdu.
1653            </summary>
1654        </member>
1655        <member name="E:Jypeli.PhysicsBody.Collided">
1656            <summary>
1657            Tapahtuu kun olio tÃ¶rmÃ€Ã€ toiseen.
1658            </summary>
1659        </member>
1660        <member name="E:Jypeli.PhysicsBody.Colliding">
1661            <summary>
1662            Tapahtuu kun olio on tÃ¶rmÃ€yksessÃ€ toiseen.
1663            </summary>
1664        </member>
1665        <member name="M:Jypeli.PhysicsBody.MakeOneWay">
1666            <summary>
1667            Tekee oliosta lÃ€pimentÃ€vÃ€n alhaalta ylÃ¶spÃ€in (tasohyppelytaso).
1668            Huom. ei toimi yhdessÃ€ CollisionIgnoreGroupien kanssa!
1669            </summary>
1670        </member>
1671        <member name="M:Jypeli.PhysicsBody.MakeOneWay(Jypeli.Vector)">
1672            <summary>
1673            Tekee oliosta lÃ€pimentÃ€vÃ€n vektorin suuntaan.
1674            Huom. ei toimi yhdessÃ€ CollisionIgnoreGroupien kanssa!
1675            </summary>
1676        </member>
1677        <member name="P:Jypeli.PhysicsBody.Body">
1678            <summary>
1679            Fysiikkamoottorin kÃ€yttÃ€mÃ€ tietorakenne.
1680            </summary>
1681        </member>
1682        <member name="P:Jypeli.PhysicsBody.Position">
1683            <summary>
1684            Olion paikka koordinaatistossa. KÃ€sittÃ€Ã€ sekÃ€ X- ettÃ€ Y-koordinaatin.
1685            </summary>
1686        </member>
1687        <member name="P:Jypeli.PhysicsBody.Size">
1688            <summary>
1689            Olion koko (x on leveys, y on korkeus).
1690            </summary>
1691        </member>
1692        <member name="P:Jypeli.PhysicsBody.Angle">
1693            <summary>
1694            Kulma, jossa olio on. Oliota voi pyÃ¶rittÃ€Ã€ kulmaa vaihtamalla.
1695            </summary>
1696        </member>
1697        <member name="P:Jypeli.PhysicsBody.Shape">
1698            <summary>
1699            Olion muoto.
1700            </summary>
1701        </member>
1702        <member name="M:Jypeli.PhysicsBody.CreatePhysicsShape(Jypeli.Shape,Jypeli.Vector,Jypeli.CollisionShapeParameters)">
1703            <summary>
1704            Creates a shape to be used in the Physics Body. A physics shape is scaled to the
1705            size of the object. In addition, it has more vertices and some additional info
1706            that is used in collision detection.
1707            </summary>
1708        </member>
1709        <member name="P:Jypeli.PhysicsBody.CanRotate">
1710            <summary>
1711            Jos <c>false</c>, olio ei voi pyÃ¶riÃ€.
1712            </summary>
1713        </member>
1714        <member name="P:Jypeli.PhysicsBody.Mass">
1715            <summary>
1716            Olion massa. MitÃ€ suurempi massa, sitÃ€ suurempi voima tarvitaan olion liikuttamiseksi.
1717            </summary>
1718            <remarks>
1719            Massan asettaminen muuttaa myÃ¶s hitausmomenttia (<c>MomentOfInertia</c>).
1720            </remarks>
1721        </member>
1722        <member name="P:Jypeli.PhysicsBody.MomentOfInertia">
1723            <summary>
1724            Olion hitausmomentti. MitÃ€ suurempi hitausmomentti, sitÃ€ enemmÃ€n vÃ€Ã€ntÃ¶Ã€ tarvitaan
1725            olion pyÃ¶rittÃ€miseksi.
1726            </summary>
1727        </member>
1728        <member name="M:Jypeli.PhysicsBody.MakeStatic">
1729            <summary>
1730            Tekee oliosta staattisen. Staattinen olio ei liiku muiden olioiden tÃ¶rmÃ€yksistÃ€,
1731            vaan ainoastaan muuttamalla suoraan sen paikkaa tai nopeutta.
1732            </summary>
1733        </member>
1734        <member name="P:Jypeli.PhysicsBody.LinearDamping">
1735            <summary>
1736            Olion hidastuminen. Hidastaa olion vauhtia, vaikka se ei
1737            osuisi mihinkÃ€Ã€n. VÃ€hÃ€n kuin vÃ€liaineen (esim. ilman tai veden)
1738            vastus. Oletusarvo on 1.0, jolloin hidastumista ei ole. MitÃ€
1739            pienempi arvo, sitÃ€ enemmÃ€n kappale hidastuu.
1740
1741            YleensÃ€ kannattaa kÃ€yttÃ€Ã€ arvoja, jotka ovat lÃ€hellÃ€ ykkÃ¶stÃ€,
1742            esim. 0.95.
1743            </summary>
1744        </member>
1745        <member name="P:Jypeli.PhysicsBody.AngularDamping">
1746            <summary>
1747            Olion pyÃ¶rimisen hidastuminen.
1748
1749            <see cref="P:Jypeli.PhysicsBody.LinearDamping"/>
1750            </summary>
1751        </member>
1752        <member name="M:Jypeli.PhysicsBody.SetMassAndInertia(System.Double)">
1753            <summary>
1754            This updates the mass and momentOfInertia based on the new mass.
1755            </summary>
1756        </member>
1757        <member name="P:Jypeli.PhysicsBody.Velocity">
1758            <summary>
1759            Olion nopeus.
1760            </summary>
1761        </member>
1762        <member name="P:Jypeli.PhysicsBody.AngularVelocity">
1763            <summary>
1764            Olion kulmanopeus.
1765            </summary>
1766        </member>
1767        <member name="P:Jypeli.PhysicsBody.MaxVelocity">
1768            <summary>
1769            Suurin nopeus, jonka olio voi saavuttaa.
1770            </summary>
1771        </member>
1772        <member name="P:Jypeli.PhysicsBody.MaxAngularVelocity">
1773            <summary>
1774            Suurin kulmanopeus, jonka olio voi saavuttaa.
1775            </summary>
1776        </member>
1777        <member name="P:Jypeli.PhysicsBody.Acceleration">
1778            <summary>
1779            Olion kiihtyvyys.
1780            </summary>
1781        </member>
1782        <member name="P:Jypeli.PhysicsBody.AngularAcceleration">
1783            <summary>
1784            Olion kulmakiihtyvyys.
1785            </summary>
1786        </member>
1787        <member name="M:Jypeli.PhysicsBody.ApplyForce(Jypeli.Vector)">
1788            <summary>
1789            Kohdistaa kappaleeseen voiman.
1790            </summary>
1791            <param name="force">Voima, jolla oliota tyÃ¶nnetÃ€Ã€n.</param>
1792        </member>
1793        <member name="M:Jypeli.PhysicsBody.ApplyImpulse(Jypeli.Vector)">
1794            <summary>
1795            Kohdistaa kappaleeseen impulssin. TÃ€llÃ€ kappaleen saa nopeasti liikkeeseen.
1796            </summary>
1797        </member>
1798        <member name="M:Jypeli.PhysicsBody.ApplyTorque(System.Double)">
1799            <summary>
1800            Kohdistaa kappaleeseen vÃ€Ã€ntÃ¶voiman. Voiman suunta riippuu merkistÃ€.
1801            </summary>
1802            <param name="torque">VÃ€Ã€ntÃ¶voima.</param>
1803        </member>
1804        <member name="M:Jypeli.PhysicsBody.Stop">
1805            <summary>
1806            PysÃ€yttÃ€Ã€ olion.
1807            </summary>
1808        </member>
1809        <member name="M:Jypeli.PhysicsBody.StopAxial(Jypeli.Vector)">
1810            <summary>
1811            PysÃ€yttÃ€Ã€ liikkeen akselin suunnassa.
1812            </summary>
1813            <param name="axis">Akseli vektorina (ei vÃ€liÃ€ pituudella)</param>
1814        </member>
1815        <member name="M:Jypeli.PhysicsBody.StopAngular">
1816            <summary>
1817            PysÃ€yttÃ€Ã€ kaiken pyÃ¶rimisliikkeen.
1818            </summary>
1819        </member>
1820        <member name="P:Jypeli.PhysicsBody.Owner">
1821            <summary>
1822            Kappaleen omistajaolio.
1823            </summary>
1824        </member>
1825        <member name="P:Jypeli.PhysicsBody.IgnoresGravity">
1826            <summary>
1827            JÃ€ttÃ€Ã€kÃ¶ olio painovoiman huomioimatta.
1828            </summary>
1829        </member>
1830        <member name="P:Jypeli.PhysicsBody.IgnoresPhysicsLogics">
1831            <summary>
1832            JÃ€ttÃ€Ã€kÃ¶ olio kaikki fysiikkalogiikat (ks. <c>AddPhysicsLogic</c>)
1833            huomiotta. Vaikuttaa esim. painovoimaan, mutta ei tÃ¶rmÃ€yksiin.
1834            </summary>
1835        </member>
1836        <member name="M:Jypeli.PhysicsBody.#ctor(System.Double,System.Double)">
1837            <summary>
1838            Luo uuden fysiikkaolion.
1839            </summary>
1840            <param name="width">Leveys.</param>
1841            <param name="height">Korkeus.</param>
1842        </member>
1843        <member name="M:Jypeli.PhysicsBody.#ctor(System.Double,System.Double,Jypeli.Shape)">
1844            <summary>
1845            Luo uuden fysiikkaolion.
1846            </summary>
1847            <param name="width">Leveys.</param>
1848            <param name="height">Korkeus.</param>
1849            <param name="shape">Muoto.</param>
1850        </member>
1851        <member name="M:Jypeli.PhysicsBody.#ctor(Jypeli.RaySegment)">
1852            <summary>
1853            Luo fysiikkaolion, jonka muotona on sÃ€de.
1854            </summary>
1855            <param name="raySegment">SÃ€de.</param>
1856        </member>
1857        <member name="M:Jypeli.PhysicsBody.#ctor(System.Double,System.Double,Jypeli.Shape,Physics2DDotNet.Shapes.IShape)">
1858            <summary>
1859            Initializes the object with the given physics shape. The size of
1860            the physicsShape must be the one given.
1861            </summary>
1862        </member>
1863        <member name="T:Jypeli.CollisionShapeParameters">
1864            <summary>
1865            TÃ¶rmÃ€yskuvion laatuun vaikuttavat parametrit.
1866            </summary>
1867        </member>
1868        <member name="T:Jypeli.CollisionShapeQuality">
1869            <summary>
1870            Kappaleen kuvion laatu tÃ¶rmÃ€yksentunnistuksessa.
1871            </summary>
1872        </member>
1873        <member name="F:Jypeli.CollisionShapeQuality.Value">
1874            <summary>
1875            Laatuarvo.
1876            </summary>
1877        </member>
1878        <member name="M:Jypeli.CollisionShapeQuality.FromValue(System.Double)">
1879            <summary>
1880            Alustaa uuden laatuattribuutin.
1881            </summary>
1882            <param name="value">Lukuarvo vÃ€lillÃ€ <c>0.0</c> (huonoin) ja <c>1.0</c> (paras).</param>
1883        </member>
1884        <member name="F:Jypeli.CollisionShapeQuality.Worst">
1885            <summary>
1886            Huonoin mahdollinen laatu, nopea mutta epÃ€tarkka.
1887            </summary>
1888        </member>
1889        <member name="F:Jypeli.CollisionShapeQuality.Tolerable">
1890            <summary>
1891            VÃ€lttÃ€vÃ€ laatu.
1892            </summary>
1893        </member>
1894        <member name="F:Jypeli.CollisionShapeQuality.Good">
1895            <summary>
1896            HyvÃ€ laatu.
1897            </summary>
1898        </member>
1899        <member name="F:Jypeli.CollisionShapeQuality.Best">
1900            <summary>
1901            Paras mahdollinen laatu, tarkka mutta hidas.
1902            </summary>
1903        </member>
1904        <member name="T:Jypeli.AxleJoint">
1905            <summary>
1906            Saranaliitos kahden olion vÃ€lille.
1907            </summary>
1908        </member>
1909        <member name="P:Jypeli.AxleJoint.Object1">
1910            <summary>
1911            EnsimmÃ€inen olio.
1912            </summary>
1913        </member>
1914        <member name="P:Jypeli.AxleJoint.Object2">
1915            <summary>
1916            Toinen olio (null jos ensimmÃ€inen olio on sidottu pisteeseen)
1917            </summary>
1918        </member>
1919        <member name="P:Jypeli.AxleJoint.AxlePoint">
1920            <summary>
1921            PyÃ¶rimisakselin (tÃ€mÃ€nhetkiset) koordinaatit.
1922            </summary>
1923        </member>
1924        <member name="P:Jypeli.AxleJoint.Softness">
1925            <summary>
1926            Liitoksen pehmeys eli kuinka paljon sillÃ€ on liikkumavaraa.
1927            </summary>
1928        </member>
1929        <member name="M:Jypeli.AxleJoint.#ctor(Jypeli.PhysicsObject)">
1930            <summary>
1931            KiinnittÃ€Ã€ olion akselilla pelikenttÃ€Ã€n.
1932            </summary>
1933            <param name="obj">Olio</param>
1934        </member>
1935        <member name="M:Jypeli.AxleJoint.#ctor(Jypeli.PhysicsObject,Jypeli.Vector)">
1936            <summary>
1937            Luo uuden akseliliitoksen olion ja pisteen vÃ€lille.
1938            </summary>
1939            <param name="obj">EnsimmÃ€inen olio</param>
1940            <param name="axlePosition">Liitoksen akselin paikka</param>
1941        </member>
1942        <member name="M:Jypeli.AxleJoint.#ctor(Jypeli.PhysicsObject,Jypeli.PhysicsObject,Jypeli.Vector)">
1943            <summary>
1944            Luo uuden akseliliitoksen kahden olion vÃ€lille.
1945            </summary>
1946            <param name="firstObject">EnsimmÃ€inen olio</param>
1947            <param name="secondObject">Toinen olio</param>
1948            <param name="axlePosition">Liitoksen akselin paikka</param>
1949        </member>
1950        <member name="M:Jypeli.AxleJoint.#ctor(Jypeli.PhysicsObject,Jypeli.PhysicsObject)">
1951            <summary>
1952            Luo uuden akseliliitoksen kahden olion vÃ€lille.
1953            Liitos sijoitetaan toisen olion keskipisteeseen.
1954            </summary>
1955            <param name="firstObject">EnsimmÃ€inen olio</param>
1956            <param name="secondObject">Toinen olio</param>
1957        </member>
1958        <member name="P:Jypeli.AxleJoint.IsDestroyed">
1959            <summary>
1960            Onko liitos tuhottu.
1961            </summary>
1962        </member>
1963        <member name="E:Jypeli.AxleJoint.Destroyed">
1964            <summary>
1965            Tapahtuu kun liitos on tuhottu.
1966            </summary>
1967        </member>
1968        <member name="M:Jypeli.AxleJoint.Destroy">
1969            <summary>
1970            Tuhoaa liitoksen.
1971            </summary>
1972        </member>
1973        <member name="T:Jypeli.PhysicsGame">
1974            <summary>
1975            Peli, jossa on fysiikan laskenta mukana. Peliin lisÃ€tyt <code>PhysicsObject</code>-oliot
1976            kÃ€yttÃ€ytyvÃ€t fysiikan lakien mukaan.
1977            </summary>
1978        </member>
1979        <member name="P:Jypeli.PhysicsGame.Instance">
1980            <summary>
1981            KÃ€ynnissÃ€ olevan fysiikkapelin pÃ€Ã€olio.
1982            </summary>
1983        </member>
1984        <member name="M:Jypeli.PhysicsGame.#ctor">
1985            <summary>
1986            Alustaa uuden fysiikkapelin.
1987            </summary>
1988        </member>
1989    </members>
1990</doc>
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