Class EntityBehaviorPassivePhysics
- Namespace
- Vintagestory.API.Common
- Assembly
- VintagestoryAPI.dll
public class EntityBehaviorPassivePhysics : EntityBehavior, IRenderer, IDisposable
- Inheritance
-
EntityBehaviorPassivePhysics
- Implements
- Inherited Members
Constructors
EntityBehaviorPassivePhysics(Entity)
public EntityBehaviorPassivePhysics(Entity entity)
Parameters
entity
Entity
Fields
OnPhysicsTickCallback
If set, will test for entity collision every tick (expensive)
public Action<float> OnPhysicsTickCallback
Field Value
UsePhysicsDormancyStateClient
True when theres 1000 currently loaded entities. This will cause dropped items to enter a physics dormancy state if the conditions are right. Set by ModSystemDormancyStateChecker in EntityItemRenderer.cs
public static bool UsePhysicsDormancyStateClient
Field Value
UsePhysicsDormancyStateServer
True when theres 1000 currently loaded entities. This will cause dropped items to enter a physics dormancy state if the conditions are right. Set by ModSystemDormancyStateChecker in EntityItemRenderer.cs
public static bool UsePhysicsDormancyStateServer
Field Value
clientPhysicsTickTimeThreshold
public float clientPhysicsTickTimeThreshold
Field Value
collisionYExtra
public float collisionYExtra
Field Value
duringRenderFrame
protected bool duringRenderFrame
Field Value
Properties
RenderOrder
0 = drawn first, 1 = drawn last
Default render orders by render stage:
Before:
0 = Ambient Manager
0 = Camera
Opaque:
0.1 = Blue sky (Icosahedron)
0.2 = Night skybox
0.3 = Sun and moon
0.37 = Terrain opaque
0.4 = Enitities
0.5 = Decals
0.5 = Debug wireframe
0.6 = particles
0.7 = Cinematic camera line preview
0.8 = fp held item
0.9 = held item opaque custom renderer
OIT:
0.2 = Frame buffer debug screen
0.35 = Clouds
0.37 = Terrain oit
0.4 = Enitities
0.6 = particles
0.9 = held item oit custom renderer
Shadow far:
0 = shadow map init
0.37 = Terrain shadow far
0.4 = Enitities
Shadow far done:
1 = shadow map finish
Shadow near:
0 = shadow map init
0.37 = Terrain shadow near
0.4 = Enitities
Shadow near done:
1 = shadow map finish
Ortho:
0.2 = Frame buffer debug screen
0.4 = Enitities
0.9 = held item ortho custom renderer
0.95 = sleeping overlay
0.98 = bow/spear aiming reticle
1 = Gui manager
1.02 = crosshair and mouse cursor
AfterFinalComposition:
2 = screenshot
Done:
0.1 = gui manager
2 = screenshot
0.98 = Cinematic camera camera advancing and frame capture when recording
0.99 = Chunk Tesselator Manager (uploads new/modified chunk meshes)
0.999 = Compress chunks scan
1 = video recorder
public double RenderOrder { get; }
Property Value
RenderRange
Within what range to the player OnRenderFrame() should be called (currently not used!)
public int RenderRange { get; }
Property Value
Methods
Dispose()
Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
public void Dispose()
DoPhysics(float, EntityPos)
Performs the physics on the specified entity.
public void DoPhysics(float dt, EntityPos pos)
Parameters
Initialize(EntityProperties, JsonObject)
Initializes the entity.
If your code modifies the supplied attributes (not recommended!), then your changes will apply to all entities of the same type.
public override void Initialize(EntityProperties properties, JsonObject attributes)
Parameters
properties
EntityPropertiesThe properties of this entity.
attributes
JsonObjectThe attributes of this entity.
OnEntityDespawn(EntityDespawnData)
The event fired when the entity is despawned.
public override void OnEntityDespawn(EntityDespawnData despawn)
Parameters
despawn
EntityDespawnDataThe reason the entity despawned.
OnGameTick(float)
The event fired when a game ticks over.
public override void OnGameTick(float deltaTime)
Parameters
deltaTime
float
OnRenderFrame(float, EnumRenderStage)
Called every frame for rendering whatever you need to render
public void OnRenderFrame(float deltaTime, EnumRenderStage stage)
Parameters
deltaTime
floatstage
EnumRenderStage
PropertyName()
The name of the property tied to this entity behavior.
public override string PropertyName()
Returns
onPhysicsTick(float, bool)
public void onPhysicsTick(float deltaTime, bool usePhysicsDormancyState)