Internal.tainicom.Aether.Physics2D.Collision.Shapes Namespace |
| Class | Description | |
|---|---|---|
| ChainShape |
A chain shape is a free form sequence of line segments.
The chain has two-sided collision, so you can use inside and outside collision.
Therefore, you may use any winding order.
Connectivity information is used to create smooth collisions.
WARNING: The chain will not collide properly if there are self-intersections.
| |
| CircleShape |
A circle shape.
| |
| EdgeShape |
A line segment (edge) shape. These can be connected in chains or loops
to other edge shapes.
The connectivity information is used to ensure correct contact normals.
| |
| PolygonShape |
Represents a simple non-selfintersecting convex polygon.
Create a convex hull from the given array of points.
| |
| Shape |
A shape is used for collision detection. You can create a shape however you like.
Shapes used for simulation in World are created automatically when a Fixture
is created. Shapes may encapsulate a one or more child shapes.
|
| Structure | Description | |
|---|---|---|
| MassData |
This holds the mass data computed for a shape.
|
| Enumeration | Description | |
|---|---|---|
| ShapeType |