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tainicom.Aether.Physics2D.Collision.Shapes Namespace

Documentation for types in the tainicom.Aether.Physics2D.Collision.Shapes namespace.

Classes

Type Description
tainicom.Aether.Physics2D.Collision.Shapes.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.
tainicom.Aether.Physics2D.Collision.Shapes.CircleShape A circle shape.
tainicom.Aether.Physics2D.Collision.Shapes.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.
tainicom.Aether.Physics2D.Collision.Shapes.PolygonShape Represents a simple non-selfintersecting convex polygon. Create a convex hull from the given array of points.
tainicom.Aether.Physics2D.Collision.Shapes.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.

Enums

Type Description
tainicom.Aether.Physics2D.Collision.Shapes.ShapeType

Structs

Type Description
tainicom.Aether.Physics2D.Collision.Shapes.MassData This holds the mass data computed for a shape.