Box2D.Dynamics
Namespace Box2D.Dynamics
Namespaces
Classes
A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are added to a body after construction.
A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are added to a body after construction.
Implement this class to provide collision filtering. In other words, you can implement this class if you want finer control over contact creation.
Implement this class to provide collision filtering. In other words, you can implement this class if you want finer control over contact creation.
Implement this class to get contact information. You can use these results for things like sounds and game logic. You can also get contact results by traversing the contact lists after the time step. However, you might miss some contacts because continuous physics leads to sub-stepping. Additionally you may receive multiple callbacks for the same contact in a single time step. You should strive to make your callbacks efficient because there may be many callbacks per time step. @warning You cannot create/destroy Box2D entities inside these callbacks. ///
Implement this class to get contact information. You can use these results for things like sounds and game logic. You can also get contact results by traversing the contact lists after the time step. However, you might miss some contacts because continuous physics leads to sub-stepping. Additionally you may receive multiple callbacks for the same contact in a single time step. You should strive to make your callbacks efficient because there may be many callbacks per time step. @warning You cannot create/destroy Box2D entities inside these callbacks. ///
Joints and fixtures are destroyed when their associated body is destroyed. Implement this listener so that you may nullify references to these joints and shapes.
Joints and fixtures are destroyed when their associated body is destroyed. Implement this listener so that you may nullify references to these joints and shapes.
A fixture definition is used to create a fixture. This class defines an abstract fixture definition. You can reuse fixture definitions safely.
A fixture definition is used to create a fixture. This class defines an abstract fixture definition. You can reuse fixture definitions safely.
Callback class for AABB queries. See b2World::Query
Callback class for AABB queries. See b2World::Query
Structs
Contact impulses for reporting. Impulses are used instead of forces because sub-step forces may approach infinity for rigid body collisions. These match up one-to-one with the contact points in b2Manifold.
Contact impulses for reporting. Impulses are used instead of forces because sub-step forces may approach infinity for rigid body collisions. These match up one-to-one with the contact points in b2Manifold.