Property | Type | Description | |
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Density | float | ||
Filter | FilterData | ||
Friction | float | ||
Restitution | float | ||
UserData | object |
Property | Type | Description | |
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_isSensor | bool | ||
_proxyId | |||
_shape | |||
_type | ShapeType |
Method | Description | |
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ComputeMass ( |
Compute the mass properties of this shape using its dimensions and density. The inertia tensor is computed about the local origin, not the centroid.
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ComputeSubmergedArea ( Vector2 normal, float offset, Vector2 &c ) : float |
Compute the volume and centroid of this fixture intersected with a half plane.
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ComputeSweepRadius ( Vector2 pivot ) : float |
Get the maximum radius about the parent body's center of mass.
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Create ( |
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Destroy ( |
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Dispose ( ) : void | ||
Fixture ( ) : System | ||
TestPoint ( Vector2 p ) : bool |
Test a point for containment in this fixture. This only works for convex shapes.
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TestSegment ( float &lambda, Vector2 &normal, |
Perform a ray cast against this shape.
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Method | Description | |
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RefilterProxy ( |
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Synchronize ( |
public ComputeMass ( |
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massData | Returns the mass data for this shape. | |
return | void |
public ComputeSubmergedArea ( Vector2 normal, float offset, Vector2 &c ) : float | ||
normal | Vector2 | Normal the surface normal. |
offset | float | Offset the surface offset along normal. |
c | Vector2 | Returns the centroid. |
return | float |
public ComputeSweepRadius ( Vector2 pivot ) : float | ||
pivot | Vector2 | |
return | float |
public Create ( |
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broadPhase | ||
body | ||
xf | Box2DX.Common.Transform | |
def | ||
return | void |
public Destroy ( |
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broadPhase | ||
return | void |
public TestPoint ( Vector2 p ) : bool | ||
p | Vector2 | A point in world coordinates. |
return | bool |
public TestSegment ( float &lambda, Vector2 &normal, |
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lambda | float | Returns the hit fraction. You can use this to compute the contact point /// p = (1 - lambda) * segment.p1 + lambda * segment.p2. |
normal | Vector2 | Returns the normal at the contact point. If there is no intersection, the normal /// is not set. |
segment | Defines the begin and end point of the ray cast. | |
maxLambda | float | A number typically in the range [0,1]. |
return | SegmentCollide |