Aether.Physics2D  1.6
Packages
Here are the packages with brief descriptions (if available):
[detail level 12345678]
 Ntainicom
 NAether
 NPhysics2D
 NCollision
 NShapes
 CContactFeatureThe features that intersect to form the contact point This must be 4 bytes or less
 CContactIDContact ids to facilitate warm starting
 CManifoldPointA 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
 CManifoldA manifold for two touching convex Shapes. Box2D supports multiple types of contact:
 CClipVertexUsed for computing contact manifolds
 CRayCastInputRay-cast input data
 CRayCastOutputRay-cast output data
 CAABBAn axis aligned bounding box
 CEPAxisThis structure is used to keep track of the best separating axis
 CReferenceFaceReference face used for clipping
 CDistanceProxyA distance proxy is used by the GJK algorithm. It encapsulates any shape
 CSimplexCacheUsed to warm start ComputeDistance. Set count to zero on first call
 CDistanceInputInput for Distance.ComputeDistance(). You have to option to use the shape radii in the computation
 CDistanceOutputOutput for Distance.ComputeDistance()
 CDynamicTreeA 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
 CDynamicTreeBroadPhaseThe 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
 CIBroadPhase
 CElement
 CQuadTree
 CQuadTreeBroadPhase
 CTOIInputInput parameters for CalculateTimeOfImpact
 CTOIOutput
 NCommon
 NConvexHull
 NDecomposition
 NPhysicsLogic
 NPolygonManipulation
 NTextureTools
 CComplex
 CFixedArray2
 CFixedArray3
 CFixedArray4
 CFixedArray8
 CMat22A 2-by-2 matrix. Stored in column-major order
 CMat33A 3-by-3 matrix. Stored in column-major order
 CTransformA transform contains translation and rotation. It is used to represent the position and orientation of rigid frames
 CSweepThis describes the motion of a body/shape for TOI computation. Shapes are defined with respect to the body origin, which may no coincide with the center of mass. However, to support dynamics we must interpolate the center of mass position
 CPathPath: Very similar to Vertices, but this class contains vectors describing control points on a Catmull-Rom curve
 CVector2
 CVector3
 CVertices
 NContent
 CFixtureTemplate
 CBodyTemplate
 CBodyContainer
 CPolygon
 CPolygonContainer
 CBodyContainerReader
 CPolygonContainerReader
 NControllers
 CAbstractForceController
 CBuoyancyController
 CController
 CGravityController
 CSimpleWindForceReference implementation for forces based on AbstractForceController It supports all features provided by the base class and illustrates proper usage as an easy to understand example. As a side-effect it is a nice and easy to use wind force for your projects
 CVelocityLimitControllerPut a limit on the linear (translation - the movespeed) and angular (rotation) velocity of bodies added to this controller
 NDynamics
 NContacts
 NJoints
 CBody
 CBodyCollection
 CContactManager
 CControllerCollection
 CFixtureA 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. Fixtures are created via Body.CreateFixture. Warning: You cannot reuse fixtures
 CFixtureCollection
 CFixtureProxyThis proxy is used internally to connect fixtures to the broad-phase
 CIslandThis is an internal class
 CJointCollection
 CSolverIterations
 CWorldThe world class manages all physics entities, dynamic simulation, and asynchronous queries
 NFluids
 CFluidDefinitionFluid parameters, see pvfs.pdf for a detailed explanation
 CFluidParticle
 CFluidSystem1
 CHashGridGrid used by particle system to keep track of neightbor particles
 CSpring
 CSpringHash
 CFluidSystem2
 CParticle
 CSpring2
 CSpatialTable