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Contact

Declaration

public class tainicom.Aether.Physics2D.Dynamics.Contacts.Contact

The class manages contact between two shapes. A contact exists for each overlapping AABB in the broad-phase (except if filtered). Therefore a contact object may exist that has no contact points.

Constructors

Contact protected

void Contact(Fixture fA, int indexA, Fixture fB, int indexB)

Parameters:

Name Type Description
fA tainicom.Aether.Physics2D.Dynamics.Fixture
indexA System.Int32
fB tainicom.Aether.Physics2D.Dynamics.Fixture
indexB System.Int32

Properties

FixtureA

Fixture FixtureA { get }

FixtureB

Fixture FixtureB { get }

Friction

float Friction { get set }

Restitution

float Restitution { get set }

TangentSpeed

float TangentSpeed { get set }

Enabled

bool Enabled { get set }

ChildIndexA

Get the child primitive index for fixture A.

int ChildIndexA { get }

Value: The child index A.

ChildIndexB

Get the child primitive index for fixture B.

int ChildIndexB { get }

Value: The child index B.

Next

Get the next contact in the world's contact list.

Contact Next { get }

Value: The next.

Prev

Get the previous contact in the world's contact list.

Contact Prev { get }

Value: The prev.

IsTouching

Determines whether this contact is touching.

bool IsTouching { get set }

Fields

Manifold

Get the contact manifold. Do not modify the manifold unless you understand the internals of Box2D.

Manifold Manifold

Methods

ResetRestitution

void ResetRestitution()

ResetFriction

void ResetFriction()

GetWorldManifold

Gets the world manifold.

void GetWorldManifold(out Vector2 normal, out FixedArray2<Vector2> points)

Parameters:

Name Type Description
normal out Strawberry.Math.Vector2
points out tainicom.Aether.Physics2D.Common.FixedArray2