Aether.Physics2D  1.6
tainicom.Aether.Physics2D.Collision Namespace Reference

Classes

struct  ContactFeature
 The features that intersect to form the contact point This must be 4 bytes or less. More...
 
struct  ContactID
 Contact ids to facilitate warm starting. More...
 
struct  ManifoldPoint
 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. More...
 
struct  Manifold
 A manifold for two touching convex Shapes. Box2D supports multiple types of contact: More...
 
struct  ClipVertex
 Used for computing contact manifolds. More...
 
struct  RayCastInput
 Ray-cast input data. More...
 
struct  RayCastOutput
 Ray-cast output data. More...
 
struct  AABB
 An axis aligned bounding box. More...
 
struct  EPAxis
 This structure is used to keep track of the best separating axis. More...
 
struct  ReferenceFace
 Reference face used for clipping More...
 
class  Collision
 Collision methods
 
struct  DistanceProxy
 A distance proxy is used by the GJK algorithm. It encapsulates any shape. More...
 
struct  SimplexCache
 Used to warm start ComputeDistance. Set count to zero on first call. More...
 
struct  DistanceInput
 Input for Distance.ComputeDistance(). You have to option to use the shape radii in the computation. More...
 
struct  DistanceOutput
 Output for Distance.ComputeDistance(). More...
 
struct  SimplexVertex
 
struct  Simplex
 
class  Distance
 The Gilbert–Johnson–Keerthi distance algorithm that provides the distance between shapes.
 
struct  TreeNode
 A node in the dynamic tree. The client does not interact with this directly.
 
class  DynamicTree
 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. More...
 
struct  Pair
 
class  DynamicTreeBroadPhase
 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. More...
 
interface  IBroadPhase
 
class  Element
 
class  QuadTree
 
class  QuadTreeBroadPhase
 
class  TOIInput
 Input parameters for CalculateTimeOfImpact More...
 
struct  TOIOutput
 
class  SeparationFunction
 
class  TimeOfImpact
 

Enumerations

enum class  ManifoldType { Circles , FaceA , FaceB }
 
enum class  PointState { Null , Add , Persist , Remove }
 This is used for determining the state of contact points. More...
 
enum class  EPAxisType { Unknown , EdgeA , EdgeB }
 
enum class  TOIOutputState {
  Unknown , Failed , Overlapped , Touching ,
  Seperated
}
 
enum class  SeparationFunctionType { Points , FaceA , FaceB }
 

Functions

delegate bool BroadPhaseQueryCallback (int proxyId)
 
delegate float BroadPhaseRayCastCallback (ref RayCastInput input, int proxyId)
 

Enumeration Type Documentation

◆ PointState

enum PointState
strong

This is used for determining the state of contact points.

Enumerator
Null 

Point does not exist

Add 

Point was added in the update

Persist 

Point persisted across the update

Remove 

Point was removed in the update