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 |