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. |