Aether.Physics2D  2.0
Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234]
 CAABBAn axis aligned bounding box
 CBody
 CBreakableBodyA type of body that supports multiple fixtures that can break apart
 CClipVertexUsed for computing contact manifolds
 CComplex
 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
 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
 CContactFeatureThe features that intersect to form the contact point This must be 4 bytes or less
 CContactIDContact ids to facilitate warm starting
 CContactManager
 CContactPositionConstraint
 CContactSolver
 CContactVelocityConstraint
 CControllerFilter
 CDistanceInputInput for Distance.ComputeDistance(). You have to option to use the shape radii in the computation
 CDistanceOutputOutput for Distance.ComputeDistance()
 CDistanceProxyA distance proxy is used by the GJK algorithm. It encapsulates any shape
 CDTSweepContext.DTSweepBasin
 CDTSweepContext.DTSweepEdgeEvent
 CDynamicTree< TNode >A 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
 CEPAxisThis structure is used to keep track of the best separating axis
 CFilterDataContains filter data that can determine whether an object should be processed or not
 CFixedArray2< T >
 CFixedArray2< nkast.Aether.Physics2D.Collision.ManifoldPoint >
 CFixedArray3< T >
 CFixedArray3< byte >
 CFixedArray3< SimplexVertex >
 CFixedArray4< T >
 CFixedArray8< T >
 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
 CFixtureProxyThis proxy is used internally to connect fixtures to the broad-phase
 CIBroadPhase< TNode >
 CICollection
 CIEnumerable
 CIEnumerator
 CIEquatable
 CIList
 CIslandThis is an internal class
 CJoint
 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
 CList
 CManifoldA manifold for two touching convex Shapes. Box2D supports multiple types of contact:
 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
 CMat22A 2-by-2 matrix. Stored in column-major order
 CMat33A 3-by-3 matrix. Stored in column-major order
 CPathPath: Very similar to Vertices, but this class contains vectors describing control points on a Catmull-Rom curve
 CRayCastInputRay-cast input data
 CRayCastOutputRay-cast output data
 CReferenceFaceReference face used for clipping
 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
 CSimplexCacheUsed to warm start ComputeDistance. Set count to zero on first call
 CSolverIterations
 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
 CTerrainSimple class to maintain a terrain. It can keep track
 CTextureConverter
 CTOIInputInput parameters for CalculateTimeOfImpact
 CTOIOutput
 CTransformA transform contains translation and rotation. It is used to represent the position and orientation of rigid frames
 CVelocityConstraintPoint
 CWorldThe world class manages all physics entities, dynamic simulation, and asynchronous queries