Internal.tainicom.Aether.Physics2D.Collision.Shapes Namespace |
Class | Description | |
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ChainShape |
A 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.
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CircleShape |
A circle shape.
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EdgeShape |
A 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.
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PolygonShape |
Represents a simple non-selfintersecting convex polygon.
Create a convex hull from the given array of points.
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Shape |
A 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.
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Structure | Description | |
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MassData |
This holds the mass data computed for a shape.
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Enumeration | Description | |
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ShapeType |