Internal.tainicom.Aether.Physics2D.Dynamics Namespace |
Class | Description | |
---|---|---|
![]() | 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 | |
---|---|---|
![]() | BodyCollectionBodyEnumerator | |
![]() | ControllerCollectionControllerEnumerator | |
![]() | FixtureCollectionFixtureEnumerator | |
![]() | FixtureProxy |
This proxy is used internally to connect fixtures to the broad-phase.
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![]() | JointCollectionJointEnumerator | |
![]() | SolverIterations |
Delegate | Description | |
---|---|---|
![]() | AfterCollisionEventHandler | |
![]() | BeforeCollisionEventHandler | |
![]() | BeginContactDelegate |
This delegate is called when a contact is created
|
![]() | 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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