Contact |
The ContactManager type exposes the following members.
| Name | Description | |
|---|---|---|
| BeginContact | Fires when a contact is created | |
| BroadPhase | ||
| CollideMultithreadThreshold | 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}. | |
| ContactFilter | The filter used by the contact manager. | |
| ContactList | ||
| EndContact | Fires when a contact is deleted | |
| OnBroadphaseCollision | Fires when the broadphase detects that two Fixtures are close to each other. | |
| PositionConstraintsMultithreadThreshold | 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}. | |
| PostSolve | Fires after the solver has run | |
| PreSolve | Fires before the solver runs | |
| VelocityConstraintsMultithreadThreshold | 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}. |