Click or drag to resize

Internal.tainicom.Aether.Physics2D.Collision Namespace

 
Classes
 ClassDescription
Public classCollision Collision methods
Public classDistance The Gilbert–Johnson–Keerthi distance algorithm that provides the distance between shapes.
Public classDynamicTreeT A dynamic tree arranges data in a binary tree to accelerate queries such as volume queries and ray casts. Leafs are proxies with an AABB. In the tree we expand the proxy AABB by Settings.b2_fatAABBFactor so that the proxy AABB is bigger than the client object. This allows the client object to move by small amounts without triggering a tree update. Nodes are pooled and relocatable, so we use node indices rather than pointers.
Public classDynamicTreeBroadPhase The broad-phase is used for computing pairs and performing volume queries and ray casts. This broad-phase does not persist pairs. Instead, this reports potentially new pairs. It is up to the client to consume the new pairs and to track subsequent overlap.
Public classSeparationFunction 
Public classTimeOfImpact 
Public classTOIInput Input parameters for CalculateTimeOfImpact
Structures
 StructureDescription
Public structureAABB An axis aligned bounding box.
Public structureClipVertex Used for computing contact manifolds.
Public structureContactFeature The features that intersect to form the contact point This must be 4 bytes or less.
Public structureContactID Contact ids to facilitate warm starting.
Public structureDistanceInput Input for Distance.ComputeDistance(). You have to option to use the shape radii in the computation.
Public structureDistanceOutput Output for Distance.ComputeDistance().
Public structureDistanceProxy A distance proxy is used by the GJK algorithm. It encapsulates any shape.
Public structureEPAxis This structure is used to keep track of the best separating axis.
Public structureManifold A manifold for two touching convex Shapes. Box2D supports multiple types of contact: - Clip point versus plane with radius - Point versus point with radius (circles) The local point usage depends on the manifold type: - ShapeType.Circles: the local center of circleA - SeparationFunction.FaceA: the center of faceA - SeparationFunction.FaceB: the center of faceB Similarly the local normal usage: - ShapeType.Circles: not used - SeparationFunction.FaceA: the normal on polygonA - SeparationFunction.FaceB: the normal on polygonB We store contacts in this way so that position correction can account for movement, which is critical for continuous physics. All contact scenarios must be expressed in one of these types. This structure is stored across time steps, so we keep it small.
Public structureManifoldPoint A manifold point is a contact point belonging to a contact manifold. It holds details related to the geometry and dynamics of the contact points. The local point usage depends on the manifold type: -ShapeType.Circles: the local center of circleB -SeparationFunction.FaceA: the local center of cirlceB or the clip point of polygonB -SeparationFunction.FaceB: the clip point of polygonA This structure is stored across time steps, so we keep it small. Note: the impulses are used for internal caching and may not provide reliable contact forces, especially for high speed collisions.
Public structureRayCastInput Ray-cast input data.
Public structureRayCastOutput Ray-cast output data.
Public structureReferenceFace Reference face used for clipping
Public structureSimplexCache Used to warm start ComputeDistance. Set count to zero on first call.
Public structureTOIOutput 
Interfaces
 InterfaceDescription
Public interfaceIBroadPhase 
Delegates
Enumerations
 EnumerationDescription
Public enumerationEPAxisType 
Public enumerationManifoldType 
Public enumerationPointState This is used for determining the state of contact points.
Public enumerationSeparationFunctionType 
Public enumerationTOIOutputState