Internal.tainicom.Aether.Physics2D.Dynamics Namespace |
Class | Description | |
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Body | ||
BodyCollection | ||
ContactManager | ||
ControllerCollection | ||
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.
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FixtureCollection | ||
Island |
This is an internal class.
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JointCollection | ||
World |
The world class manages all physics entities, dynamic simulation,
and asynchronous queries.
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Structure | Description | |
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BodyCollectionBodyEnumerator | ||
ControllerCollectionControllerEnumerator | ||
FixtureCollectionFixtureEnumerator | ||
FixtureProxy |
This proxy is used internally to connect fixtures to the broad-phase.
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JointCollectionJointEnumerator | ||
SolverIterations |
Delegate | Description | |
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AfterCollisionEventHandler | ||
BeforeCollisionEventHandler | ||
BeginContactDelegate |
This delegate is called when a contact is created
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BodyDelegate | ||
BroadphaseDelegate | ||
CollisionFilterDelegate | ||
ControllerDelegate | ||
EndContactDelegate |
This delegate is called when a contact is deleted
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FixtureDelegate | ||
JointDelegate | ||
OnCollisionEventHandler | ||
OnSeparationEventHandler | ||
PostSolveDelegate | ||
PreSolveDelegate | ||
QueryReportFixtureDelegate |
Called for each fixture found in the query.
Return ValueType:true: Continues the query, false: Terminate the query | |
RayCastReportFixtureDelegate |
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
@param fixture the fixture hit by the ray
@param point the point of initial intersection
@param normal the normal vector at the point of intersection
@return 0 to terminate, fraction to clip the ray for closest hit, 1 to continue
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