Property | Type | Description | |
---|---|---|---|
enabled | bool | ||
fixtureA | Fixture | ||
fixtureB | Fixture | ||
friction | float | ||
manifold | |||
restitution | float | ||
tangentSpeed | float |
Method | Description | |
---|---|---|
Contact ( Fixture fA, int indexA, Fixture fB, int indexB ) : System.Collections.Generic | ||
evaluate ( |
Evaluate this contact with your own manifold and transforms.
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getWorldManifold ( System.Vector2 &normal, FixedArray2 |
Gets the world manifold.
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reset ( Fixture fA, int indexA, Fixture fB, int indexB ) : void | ||
resetFriction ( ) : void | ||
resetRestitution ( ) : void |
Method | Description | |
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create ( Fixture fixtureA, int indexA, Fixture fixtureB, int indexB ) : |
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destroy ( ) : void | ||
update ( ContactManager contactManager ) : void |
Update the contact manifold and touching status. Note: do not assume the fixture AABBs are overlapping or are valid.
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public Contact ( Fixture fA, int indexA, Fixture fB, int indexB ) : System.Collections.Generic | ||
fA | Fixture | |
indexA | int | |
fB | Fixture | |
indexB | int | |
return | System.Collections.Generic |
public evaluate ( |
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manifold | The manifold. | |
transformA | Transform | The first transform. |
transformB | Transform | The second transform. |
return | void |
public getWorldManifold ( System.Vector2 &normal, FixedArray2 |
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normal | System.Vector2 | |
points | FixedArray2 |
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return | void |
public reset ( Fixture fA, int indexA, Fixture fB, int indexB ) : void | ||
fA | Fixture | |
indexA | int | |
fB | Fixture | |
indexB | int | |
return | void |
public Manifold,FarseerPhysics.Collision manifold | ||
return |