Method |
Description |
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collideCircles ( CircleShape circleA, FarseerPhysics.Common.Transform &firstTransform, CircleShape circleB, FarseerPhysics.Common.Transform &secondTransform, CollisionResult &result ) : bool |
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collideEdgeAndCircle ( EdgeShape edge, FarseerPhysics.Common.Transform &edgeTransform, CircleShape circle, FarseerPhysics.Common.Transform &circleTransform, CollisionResult &result ) : bool |
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collideEdgeAndPolygon ( EdgeShape edge, FarseerPhysics.Common.Transform &edgeTransform, PolygonShape polygon, FarseerPhysics.Common.Transform &polygonTransform, CollisionResult &result ) : bool |
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collidePolygonCircle ( PolygonShape polygon, FarseerPhysics.Common.Transform &polyTransform, CircleShape circle, FarseerPhysics.Common.Transform &circleTransform, CollisionResult &result ) : bool |
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collidePolygons ( PolygonShape polygonA, FarseerPhysics.Common.Transform &transformA, PolygonShape polygonB, FarseerPhysics.Common.Transform &transformB, CollisionResult &result ) : bool |
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collideShapes ( Fixture fixtureA, Fixture fixtureB, CollisionResult &result ) : bool |
handles collisions between two Fixtures. Note that the first Fixture must have a Circle/PolygonShape and one of the Fixtures must be static. |
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testOverlap ( Shape shapeA, Shape shapeB, FarseerPhysics.Common.Transform &transformA, FarseerPhysics.Common.Transform &transformB ) : bool |
tests for an overlap of shapeA and shapeB. Returns false if both Shapes are chains or if they are not overlapping. |
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