HughPH.Box2D
Organised dotnet bindings for Box2D 3.1.0
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CBox2D.AABBAn Axis-Aligned Bounding Box
 CBox2D.BodyA Box2D physics body. The body's transform is the base transform for all shapes attached to this body
 CBox2D.BodyDefA 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. Body definitions are temporary objects used to bundle creation parameters
 CBox2D.BodyEventsBody events are buffered in the Box2D world and are available as event arrays after the time step is complete. Note: this data becomes invalid if bodies are destroyed
 CBox2D.BodyMoveEventBody move events triggered when a body moves. Triggered when a body moves due to simulation. Not reported for bodies moved by the user. This also has a flag to indicate that the body went to sleep so the application can also sleep that actor/entity/object associated with the body. On the other hand if the flag does not indicate the body went to sleep then the application can treat the actor/entity/object associated with the body as awake. This is an efficient way for an application to update game object transforms rather than calling functions such as Body.GetTransform() because this data is delivered as a contiguous array and it is only populated with bodies that have moved. Note: If sleeping is disabled all dynamic and kinematic bodies will trigger move events.
 CBox2D.Box2DVersionBox2D version information
 CBox2D.CapsuleA solid capsule can be viewed as two semicircles connected by a rectangle
 CBox2D.CastOutputLow level ray cast or shape-cast output data
 CBox2D.ChainDefUsed to create a chain of line segments. This is designed to eliminate ghost collisions with some limitations
 CBox2D.ChainSegmentA line segment with one-sided collision. Only collides on the right side. Several of these are generated for a chain shape.
ghost1 -> point1 -> point2 -> ghost2
 CBox2D.ChainShapeA chain shape is a series of connected line segments
 CBox2D.CircleA solid circle
 CBox2D.Character_Movement.CollisionPlaneThese are collision planes that can be fed to b2SolvePlanes. Normally this is assembled by the user from plane results in b2PlaneResult
 CBox2D.ContactBeginTouchEventA begin touch event is generated when two shapes begin touching
 CBox2D.ContactDataThe contact data for two shapes. By convention the manifold normal points from shape A to shape B
 CBox2D.ContactEndTouchEventAn end touch event is generated when two shapes stop touching. You will get an end event if you do anything that destroys contacts previous to the last world step. These include things like setting the transform, destroying a body or shape, or changing a filter or body type
 CBox2D.ContactEventsContact events are buffered in the Box2D world and are available as event arrays after the time step is complete. Note: these may become invalid if bodies and/or shapes are destroyed
 CBox2D.ContactHitEventA hit touch event is generated when two shapes collide with a speed faster than the hit speed threshold
 CBox2D.CountersCounters that give details of the simulation size
 CBox2D.DebugDrawDebug Draw base class. You cannot set DebugDraw delegates with this class. Use an instance of one of these implementations:
 CBox2D.DebugDrawGeneric< TContext >This class holds callbacks you can implement to draw a Box2D world
 CBox2D.DebugDrawGenericBase< TContext >Base class for DebugDrawGeneric implementations - i.e. those that receive a managed type context
 CBox2D.DebugDrawSimpleThis class holds callbacks you can implement to draw a Box2D world
 CBox2D.DebugDrawSimpleBaseBase class for simple debug draw implementations - i.e. without context
 CBox2D.DebugDrawUnsafeThis class holds callbacks you can implement to draw a Box2D world
 CBox2D.DebugDrawUnsafeBaseBase class for unsafe debug draw implementations - i.e. those that use pointers
 CBox2D.DebugDrawInternalThis struct holds callbacks you can implement to draw a Box2D world. This structure should be zero initialized
 CBox2D.DistanceInputInput for ShapeDistance
 CBox2D.DistanceJointDefDistance joint definition
This requires defining an anchor point on both bodies and the non-zero distance of the distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game
 CBox2D.DistanceOutputOutput for ShapeDistance
 CBox2D.DynamicTreeDynamic tree for broad-phase collision detection
 CBox2D.ExplosionDefThe explosion definition is used to configure options for explosions. Explosions consider shape geometry when computing the impulse
 CBox2D.FilterThis is used to filter collision on shapes. It affects shape-vs-shape collision and shape-versus-query collision (such as World.CastRay)
 CBox2D.FilterJointDefThe filter joint is used to disable collision between two bodies. As a side effect of being a joint, it also keeps the two bodies in the same simulation island
 CBox2D.GearsGear calculation functionality no included in Box2D
 CBox2D.HullA convex hull. Used to create convex polygons
 CBox2D.JointJoints allow you to connect rigid bodies together while allowing various forms of relative motions
 CBox2D.DistanceJointA distance joint.
This requires defining an anchor point on both bodies and the non-zero distance of the distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game
 CBox2D.MotorJointThe motor joint is used to drive the relative transform between two bodies. It takes a relative position and rotation and applies the forces and torques needed to achieve that relative transform over time
 CBox2D.MouseJointThe mouse joint is designed for use in the samples application, but you may find it useful in applications where the user moves a rigid body with a cursor
 CBox2D.PrismaticJointA prismatic joint allows for translation along a single axis with no rotation
 CBox2D.RevoluteJointA revolute joint allows for relative rotation in the 2D plane with no relative translation
 CBox2D.WeldJointA weld joint fully constrains the relative transform between two bodies while allowing for springiness A weld joint constrains the relative rotation and translation between two bodies. Both rotation and translation can have damped springs.
Note: The accuracy of weld joint is limited by the accuracy of the solver. Long chains of weld joints may flex.
 CBox2D.WheelJointThe wheel joint can be used to simulate wheels on vehicles
 CBox2D.ManifoldA contact manifold describes the contact points between colliding shapes
 CBox2D.ManifoldPointA manifold point is a contact point belonging to a contact manifold. It holds details related to the geometry and dynamics of the contact points. Box2D uses speculative collision so some contact points may be separated. You may use the maxNormalImpulse to determine if there was an interaction during the time step
 CBox2D.MassDataThis holds the mass data computed for a shape
 CBox2D.MotorJointDefA motor joint is used to control the relative motion between two bodies
 CBox2D.MouseJointDefA mouse joint is used to make a point on a body track a specified world point.
 CBox2D.Character_Movement.PlaneA plane in 2D space
 CBox2D.Character_Movement.PlaneResultThese are the collision planes returned from b2World_CollideMover
 CBox2D.Character_Movement.PlaneSolverResultResult returned by b2SolvePlanes
 CBox2D.PolygonA solid convex polygon. It is assumed that the interior of the polygon is to the left of each edge. Polygons have a maximum number of vertices equal to B2_MAX_POLYGON_VERTICES. In most cases you should not need many vertices for a convex polygon. Warning: DO NOT fill this out manually, instead use a helper function like MakePolygon or MakeBox.
 CBox2D.PrismaticJointDefPrismatic joint definition
 CBox2D.ProfileProfiling data for Box2D. All times are in milliseconds
 CBox2D.QueryFilterThe query filter is used to filter collisions between queries and shapes. For example, you may want a ray-cast representing a projectile to hit players and the static environment but not debris
 CBox2D.RayCastInputLow level ray cast input data
 CBox2D.RayResultResults of a Box2D raycast query, including intersection details and traversal statistics
 CBox2D.RevoluteJointDefRevolute joint definition
 CBox2D.RotationRotation expressed as a cosine and sine
 CBox2D.SegmentA line segment with two-sided collision
 CBox2D.SegmentDistanceResultResult of computing the distance between two line segments
 CBox2D.SensorBeginTouchEventA begin touch event is generated when a shape starts to overlap a sensor shape
 CBox2D.SensorEndTouchEventAn end touch event is generated when a shape stops overlapping a sensor shape. These include things like setting the transform, destroying a body or shape, or changing a filter. You will also get an end event if the sensor or visitor are destroyed. Therefore you should always confirm the shape is valid using Shape.Valid
 CBox2D.SensorEventsSensor events are buffered in the Box2D world and are available as begin/end overlap event arrays after the time step is complete. Note: these may become invalid if bodies and/or shapes are destroyed
 CBox2D.ShapeA shape is a geometric object used for collision detection
 CBox2D.ShapeCastInputLow level shape cast input in generic form. This allows casting an arbitrary point cloud wrap with a radius. For example, a circle is a single point with a non-zero radius. A capsule is two points with a non-zero radius. A box is four points with a zero radius
 CBox2D.ShapeCastPairInputInput parameters for ShapeCast
 CBox2D.ShapeDefUsed to create a shape. This is a temporary object used to bundle shape creation parameters. You may use the same shape definition to create multiple shapes
 CBox2D.ShapeProxyA distance proxy is used by the GJK algorithm. It encapsulates any shape. You can provide between 1 and Constants.MAX_POLYGON_VERTICES and a radius
 CBox2D.SimplexSimplex from the GJK algorithm
 CBox2D.SimplexCacheUsed to warm start the GJK simplex. If you call this function multiple times with nearby transforms this might improve performance. Otherwise you can zero initialize this. The distance cache must be initialized to zero on the first call. Users should generally just zero initialize this structure for each call
 CBox2D.SimplexVertexSimplex vertex for debugging the GJK algorithm
 CBox2D.SurfaceMaterialSurface materials allow chain shapes to have per segment surface properties
 CBox2D.SweepThis describes the motion of a body/shape for TOI computation. Shapes are defined with respect to the body origin, which may not coincide with the center of mass. However, to support dynamics we must interpolate the center of mass position
 CBox2D.TOIInputInput parameters for TimeOfImpact
 CBox2D.TOIOutputOutput parameters for TimeOfImpact
 CBox2D.TransformA transform contains translation and rotation
 CBox2D.TreeChildrenThe children of a TreeNode
 CBox2D.TreeNodeA node in a DynamicTree
 CBox2D.TreeStatsThese are performance results returned by dynamic tree queries
 CBox2D.WeldJointDefWeld joint definition
 CBox2D.WheelJointDefWheel joint definition
 CBox2D.WorldA Box2D World, the container for all bodies, shapes, and constraints
 CBox2D.WorldDefWorld definition used to create a simulation world