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World Class

The world class manages all physics entities, dynamic simulation, and asynchronous queries.
Inheritance Hierarchy
SystemObject
  Internal.tainicom.Aether.Physics2D.DynamicsWorld

Namespace: Internal.tainicom.Aether.Physics2D.Dynamics
Assembly: NeoAxis.Core (in NeoAxis.Core.dll) Version: 2026.1.1.0 (2026.1.1.0)
Syntax
C#
public class World

The World type exposes the following members.

Constructors
 NameDescription
Public methodWorld Initializes a new instance of the World class.
Public methodWorld(IBroadPhase) Initializes a new instance of the World class.
Public methodWorld(Vector2) Initializes a new instance of the World class.
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Properties
 NameDescription
Public propertyAddRemoveTime 
Public propertyContactCount Get the number of contacts (each may have 0 or more contact points).
Public propertyCode exampleContactList Get the world contact list. ContactList is the head of a circular linked list. Use Contact.Next to get the next contact in the world list. A contact equal to ContactList indicates the end of the list.
Public propertyContactsUpdateTime 
Public propertyContinuousPhysicsTime 
Public propertyControllersUpdateTime 
Public propertyEnabled If false, the whole simulation stops. It still processes added and removed geometries.
Public propertyGravity Change the global gravity vector.
Public propertyIsland 
Public propertyIsLocked Is the world locked (in the middle of a time step).
Public propertyNewContactsTime 
Public propertyProxyCount Get the number of broad-phase proxies.
Public propertySolveUpdateTime 
Public propertyUpdateTime 
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Methods
 NameDescription
Public methodAdd(Body) Add a rigid body. Warning: This method is locked during callbacks.
Public methodAdd(Controller) Warning: This method is locked during callbacks.
Public methodAdd(Joint) Create a joint to constrain bodies together. This may cause the connected bodies to cease colliding. Warning: This method is locked during callbacks.
Public methodClear Warning: This method is locked during callbacks.
Public methodClearForces Call this after you are done with time steps to clear the forces. You normally call this after each call to Step, unless you are performing sub-steps. By default, forces will be automatically cleared, so you don't need to call this function.
Public methodCreateBody 
Public methodCreateCapsule(Single, Single, Single, Vector2, Single, BodyType) 
Public methodCreateCapsule(Single, Single, Int32, Single, Int32, Single, Vector2, Single, BodyType) 
Public methodCreateChain Creates a chain.
Public methodCreateChainShape 
Public methodCreateCircle 
Public methodCreateCompoundPolygon 
Public methodCreateEdge 
Public methodCreateEllipse 
Public methodCreateGear 
Public methodCreateLineArc 
Public methodCreateLoopShape 
Public methodCreatePolygon 
Public methodCreateRectangle 
Public methodCreateRoundedRectangle 
Public methodCreateSolidArc 
Public methodEqualsDetermines whether the specified object is equal to the current object.
(Inherited from Object)
Protected methodFinalizeAllows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object)
Public methodGetHashCodeServes as the default hash function.
(Inherited from Object)
Public methodGetTypeGets the Type of the current instance.
(Inherited from Object)
Protected methodMemberwiseCloneCreates a shallow copy of the current Object.
(Inherited from Object)
Public methodQueryAABB(QueryReportFixtureDelegate, AABB) Query the world for all fixtures that potentially overlap the provided AABB. Inside the callback: Return true: Continues the query Return false: Terminate the query
Public methodQueryAABB(QueryReportFixtureDelegate, AABB) Query the world for all fixtures that potentially overlap the provided AABB. Inside the callback: Return true: Continues the query Return false: Terminate the query
Public methodRayCast Ray-cast the world for all fixtures in the path of the ray. Your callback controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the starting point. Inside the callback: 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
Public methodRemove(Body) Destroy a rigid body. Warning: This automatically deletes all associated shapes and joints. Warning: This method is locked during callbacks.
Public methodRemove(Controller) Warning: This method is locked during callbacks.
Public methodRemove(Joint) Destroy a joint. This may cause the connected bodies to begin colliding. Warning: This method is locked during callbacks.
Public methodShiftOrigin 
Public methodStep(Single) Take a time step. This performs collision detection, integration, and consraint solution. Warning: This method is locked during callbacks.
Public methodStep(TimeSpan) Take a time step. This performs collision detection, integration, and consraint solution.
Public methodStep(Single, SolverIterations) Take a time step. This performs collision detection, integration, and consraint solution. Warning: This method is locked during callbacks.
Public methodStep(TimeSpan, SolverIterations) Take a time step. This performs collision detection, integration, and consraint solution.
Public methodTestPoint 
Public methodToStringReturns a string that represents the current object.
(Inherited from Object)
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Fields
 NameDescription
Public fieldBodyAdded Fires whenever a body has been added
Public fieldBodyList Get the world body list.
Public fieldBodyRemoved Fires whenever a body has been removed
Public fieldContactManager Get the contact manager for testing.
Public fieldControllerAdded Fires every time a controller is added to the World.
Public fieldControllerList 
Public fieldControllerRemoved Fires every time a controlelr is removed form the World.
Public fieldFixtureAdded Fires whenever a fixture has been added
Public fieldFixtureRemoved Fires whenever a fixture has been removed
Public fieldJointAdded Fires whenever a joint has been added
Public fieldJointList Get the world joint list.
Public fieldJointRemoved Fires whenever a joint has been removed
Public fieldTag Set the user data. Use this to store your application specific data.
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Extension Methods
 NameDescription
Public Extension MethodMethodInvoke Calls the object method by name.
(Defined by ObjectEx)
Public Extension MethodPropertyGet Gets the value of the object property by name.
(Defined by ObjectEx)
Public Extension MethodPropertyGetT Gets the value of the object property by name.
(Defined by ObjectEx)
Public Extension MethodPropertySet Sets the value of the object property by name.
(Defined by ObjectEx)
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See Also