Aether.Physics2D  2.0
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
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 Nnkast
 NAether
 NPhysics2D
 NCollision
 NShapes
 CChainShapeA chain shape is a free form sequence of line segments. The chain has two-sided collision, so you can use inside and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions. WARNING: The chain will not collide properly if there are self-intersections
 CCircleShapeA circle shape
 CEdgeShapeA line segment (edge) shape. These can be connected in chains or loops to other edge shapes. The connectivity information is used to ensure correct contact normals
 CPolygonShapeRepresents a simple non-selfintersecting convex polygon. Create a convex hull from the given array of points
 CMassDataThis holds the mass data computed for a shape
 CShapeA shape is used for collision detection. You can create a shape however you like. Shapes used for simulation in World are created automatically when a Fixture is created. Shapes may encapsulate a one or more child shapes
 CContactFeatureThe features that intersect to form the contact point This must be 4 bytes or less
 CContactIDContact ids to facilitate warm starting
 CManifoldPointA manifold point is a contact point belonging to a contact manifold. It holds details related to the geometry and dynamics of the contact points. The local point usage depends on the manifold type: -ShapeType.Circles: the local center of circleB -SeparationFunction.FaceA: the local center of cirlceB or the clip point of polygonB -SeparationFunction.FaceB: the clip point of polygonA This structure is stored across time steps, so we keep it small. Note: the impulses are used for internal caching and may not provide reliable contact forces, especially for high speed collisions
 CManifoldA manifold for two touching convex Shapes. Box2D supports multiple types of contact:
 CClipVertexUsed for computing contact manifolds
 CRayCastInputRay-cast input data
 CRayCastOutputRay-cast output data
 CAABBAn axis aligned bounding box
 CEPAxisThis structure is used to keep track of the best separating axis
 CReferenceFaceReference face used for clipping
 CDistanceProxyA distance proxy is used by the GJK algorithm. It encapsulates any shape
 CSimplexCacheUsed to warm start ComputeDistance. Set count to zero on first call
 CDistanceInputInput for Distance.ComputeDistance(). You have to option to use the shape radii in the computation
 CDistanceOutputOutput for Distance.ComputeDistance()
 CDynamicTreeA dynamic tree arranges data in a binary tree to accelerate queries such as volume queries and ray casts. Leafs are proxies with an AABB. In the tree we expand the proxy AABB by Settings.b2_fatAABBFactor so that the proxy AABB is bigger than the client object. This allows the client object to move by small amounts without triggering a tree update
 CDynamicTreeBroadPhaseThe broad-phase is used for computing pairs and performing volume queries and ray casts. This broad-phase does not persist pairs. Instead, this reports potentially new pairs. It is up to the client to consume the new pairs and to track subsequent overlap
 CIBroadPhase
 CTOIInputInput parameters for CalculateTimeOfImpact
 CTOIOutput
 NCommon
 NPhysicsLogic
 CBreakableBodyA type of body that supports multiple fixtures that can break apart
 CControllerFilter
 CFilterDataContains filter data that can determine whether an object should be processed or not
 CPhysicsLogic
 CRealExplosionCreates a realistic explosion based on raycasting. Objects in the open will be affected, but objects behind static bodies will not. A body that is half in cover, half in the open will get half the force applied to the end in the open
 CSimpleExplosionCreates a simple explosion that ignores other bodies hiding behind static bodies
 NTextureTools
 CTerrainSimple class to maintain a terrain. It can keep track
 CTextureConverter
 CComplex
 CFixedArray2
 CFixedArray3
 CFixedArray4
 CFixedArray8
 CMat22A 2-by-2 matrix. Stored in column-major order
 CMat33A 3-by-3 matrix. Stored in column-major order
 CTransformA transform contains translation and rotation. It is used to represent the position and orientation of rigid frames
 CSweepThis describes the motion of a body/shape for TOI computation. Shapes are defined with respect to the body origin, which may no coincide with the center of mass. However, to support dynamics we must interpolate the center of mass position
 CPathPath: Very similar to Vertices, but this class contains vectors describing control points on a Catmull-Rom curve
 CVector2
 CVector3
 CVertices
 NControllers
 CAbstractForceController
 CBuoyancyController
 CController
 CGravityController
 CSimpleWindForceReference implementation for forces based on AbstractForceController It supports all features provided by the base class and illustrates proper usage as an easy to understand example. As a side-effect it is a nice and easy to use wind force for your projects
 CVelocityLimitControllerPut a limit on the linear (translation - the movespeed) and angular (rotation) velocity of bodies added to this controller
 NDynamics
 NContacts
 CContactEdgeA contact edge is used to connect bodies and contacts together in a contact graph where each body is a node and each contact is an edge. A contact edge belongs to a doubly linked list maintained in each attached body. Each contact has two contact nodes, one for each attached body
 CContactThe class manages contact between two shapes. A contact exists for each overlapping AABB in the broad-phase (except if filtered). Therefore a contact object may exist that has no contact points
 CContactListHeadHead of a circular doubly linked list
 CContactPositionConstraint
 CVelocityConstraintPoint
 CContactVelocityConstraint
 CContactSolver
 NJoints
 CAngleJointMaintains a fixed angle between two bodies
 CDistanceJointA distance joint rains two points on two bodies to remain at a fixed distance from each other. You can view this as a massless, rigid rod
 CFixedMouseJointA mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force. This allows the constraint to stretch and without applying huge forces. NOTE: this joint is not documented in the manual because it was developed to be used in the testbed. If you want to learn how to use the mouse joint, look at the testbed
 CFrictionJointFriction joint. This is used for top-down friction. It provides 2D translational friction and angular friction
 CGearJointA gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear ratio to bind the motions together: coordinate1 + ratio * coordinate2 = ant The ratio can be negative or positive. If one joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 1/length
 CJointEdgeA joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for each attached body
 CJoint
 CMotorJointA motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a dynamic body with respect to the ground
 CPrismaticJointA prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in bodyA. Relative rotation is prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint friction
 CPulleyJointThe pulley joint is connected to two bodies and two fixed world points. The pulley supports a ratio such that: length1 + ratio * length2 <= constant Yes, the force transmitted is scaled by the ratio
 CRevoluteJointA revolute joint constrains to bodies to share a common point while they are free to rotate about the point. The relative rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a lower and upper angle. You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is provided so that infinite forces are not generated
 CRopeJointA rope joint enforces a maximum distance between two points on two bodies. It has no other effect. It can be used on ropes that are made up of several connected bodies, and if there is a need to support a heavy body. This joint is used for stabiliation of heavy objects on soft constraint joints
 CWeldJointA weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is approximate
 CWheelJointA wheel joint. This joint provides two degrees of freedom: translation along an axis fixed in bodyA and rotation in the plane. You can use a joint limit to restrict the range of motion and a joint motor to drive the rotation or to model rotational friction. This joint is designed for vehicle suspensions
 CBody
 CBodyCollection
 CBodyEnumerator
 CContactManager
 CControllerCollection
 CControllerEnumerator
 CFixtureA fixture is used to attach a Shape to a body for collision detection. A fixture inherits its transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc
 CFixtureCollection
 CFixtureEnumerator
 CFixtureProxyThis proxy is used internally to connect fixtures to the broad-phase
 CIslandThis is an internal class
 CJointCollection
 CJointEnumerator
 CSolverIterations
 CWorldThe world class manages all physics entities, dynamic simulation, and asynchronous queries