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ContactManager Class

Inheritance Hierarchy
SystemObject
  Internal.tainicom.Aether.Physics2D.DynamicsContactManager

Namespace:  Internal.tainicom.Aether.Physics2D.Dynamics
Assembly:  NeoAxis.Core (in NeoAxis.Core.dll) Version: 2024.1.1.0 (2024.1.1.0)
Syntax
C#
public class ContactManager

The ContactManager type exposes the following members.

Properties
  NameDescription
Public propertyContactCount
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Methods
  NameDescription
Public methodEquals
Determines whether the specified object is equal to the current object.
(Inherited from Object.)
Protected methodFinalize
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
Public methodGetHashCode
Serves as the default hash function.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
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Fields
  NameDescription
Public fieldBeginContact
Fires when a contact is created
Public fieldBroadPhase
Public fieldCollideMultithreadThreshold
A threshold for activating multiple cores to solve Collide. An World with a contact count above this threshold will use multiple threads to solve Collide. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}.
Public fieldContactFilter
The filter used by the contact manager.
Public fieldContactList
Public fieldEndContact
Fires when a contact is deleted
Public fieldOnBroadphaseCollision
Fires when the broadphase detects that two Fixtures are close to each other.
Public fieldPositionConstraintsMultithreadThreshold
A threshold for activating multiple cores to solve PositionConstraints. An Island with a contact count above this threshold will use multiple threads to solve PositionConstraints. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}.
Public fieldPostSolve
Fires after the solver has run
Public fieldPreSolve
Fires before the solver runs
Public fieldVelocityConstraintsMultithreadThreshold
A threshold for activating multiple cores to solve VelocityConstraints. An Island with a contact count above this threshold will use multiple threads to solve VelocityConstraints. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}.
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Extension Methods
See Also