Aether.Physics2D
2.0
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Classes | |
class | Body |
class | BodyCollection |
class | ContactManager |
class | ControllerCollection |
class | Fixture |
A 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. More... | |
class | FixtureCollection |
struct | FixtureProxy |
This proxy is used internally to connect fixtures to the broad-phase. More... | |
class | Island |
This is an internal class. More... | |
class | JointCollection |
struct | SolverIterations |
struct | TimeStep |
This is an internal structure. | |
struct | SolverPosition |
This is an internal structure. | |
struct | SolverVelocity |
This is an internal structure. | |
struct | SolverData |
Solver Data. | |
class | World |
The world class manages all physics entities, dynamic simulation, and asynchronous queries. More... | |
Enumerations | |
enum class | BodyType { Static , Kinematic , Dynamic } |
The body type. More... | |
enum class | Category { None = 0x00000000 , Cat1 = 0x00000001 , Cat2 = 0x00000002 , Cat3 = 0x00000004 , Cat4 = 0x00000008 , Cat5 = 0x00000010 , Cat6 = 0x00000020 , Cat7 = 0x00000040 , Cat8 = 0x00000080 , Cat9 = 0x00000100 , Cat10 = 0x00000200 , Cat11 = 0x00000400 , Cat12 = 0x00000800 , Cat13 = 0x00001000 , Cat14 = 0x00002000 , Cat15 = 0x00004000 , Cat16 = 0x00008000 , Cat17 = 0x00010000 , Cat18 = 0x00020000 , Cat19 = 0x00040000 , Cat20 = 0x00080000 , Cat21 = 0x00100000 , Cat22 = 0x00200000 , Cat23 = 0x00400000 , Cat24 = 0x00800000 , Cat25 = 0x01000000 , Cat26 = 0x02000000 , Cat27 = 0x04000000 , Cat28 = 0x08000000 , Cat29 = 0x10000000 , Cat30 = 0x20000000 , Cat31 = 0x40000000 , All = int.MaxValue } |
Functions | |
delegate bool | QueryReportFixtureDelegate (Fixture fixture) |
Called for each fixture found in the query.
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delegate float | RayCastReportFixtureDelegate (Fixture fixture, Vector2 point, Vector2 normal, float fraction) |
Called for each fixture found in the query. You control how the ray cast proceeds by returning a float: return -1: ignore this fixture and continue return 0: terminate the ray cast return fraction: clip the ray to this point return 1: don't clip the ray and continue More... | |
delegate void | EndContactDelegate (Contact contact) |
This delegate is called when a contact is deleted More... | |
delegate bool | BeginContactDelegate (Contact contact) |
This delegate is called when a contact is created More... | |
delegate void | PreSolveDelegate (Contact contact, ref Manifold oldManifold) |
delegate void | PostSolveDelegate (Contact contact, ContactVelocityConstraint impulse) |
delegate void | FixtureDelegate (World sender, Body body, Fixture fixture) |
delegate void | JointDelegate (World sender, Joint joint) |
delegate void | BodyDelegate (World sender, Body body) |
delegate void | ControllerDelegate (World sender, Controller controller) |
delegate bool | CollisionFilterDelegate (Fixture fixtureA, Fixture fixtureB) |
delegate bool | BeforeCollisionEventHandler (Fixture sender, Fixture other) |
delegate bool | OnCollisionEventHandler (Fixture sender, Fixture other, Contact contact) |
delegate void | AfterCollisionEventHandler (Fixture sender, Fixture other, Contact contact, ContactVelocityConstraint impulse) |
delegate void | OnSeparationEventHandler (Fixture sender, Fixture other, Contact contact) |
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strong |
delegate bool nkast.Aether.Physics2D.Dynamics.BeginContactDelegate | ( | Contact | contact | ) |
This delegate is called when a contact is created
delegate void nkast.Aether.Physics2D.Dynamics.EndContactDelegate | ( | Contact | contact | ) |
This delegate is called when a contact is deleted
delegate bool nkast.Aether.Physics2D.Dynamics.QueryReportFixtureDelegate | ( | Fixture | fixture | ) |
Called for each fixture found in the query.
delegate float nkast.Aether.Physics2D.Dynamics.RayCastReportFixtureDelegate | ( | Fixture | fixture, |
Vector2 | point, | ||
Vector2 | normal, | ||
float | fraction | ||
) |
Called for each fixture found in the query. You control how the ray cast proceeds by returning a float: return -1: ignore this fixture and continue return 0: terminate the ray cast return fraction: clip the ray to this point return 1: don't clip the ray and continue
fixture | the fixture hit by the ray |
point | the point of initial intersection |
normal | the normal vector at the point of intersection |