Name |
Description |
Body |
|
BreakableBody |
A type of body that supports multiple fixtures that can break apart. |
CollisionFilter |
|
ContactManager |
|
FilterData |
Contains filter data that can determine whether an object should be processed or not. |
Fixture |
A fixture is used to attach a Shape to a body for collision detection. A fixture inherits its transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc. Fixtures are created via Body.CreateFixture. Warning: You cannot reuse fixtures. |
FixtureProxy |
This proxy is used internally to connect fixtures to the broad-phase. |
Island |
This is an internal class. |
TimeStep |
This is an internal structure. |
World |
The world class manages all physics entities, dynamic simulation, and asynchronous queries. |