C# 클래스 Box2D.Dynamics.Contacts.Contact

The class manages contact between two shapes. A contact exists for each overlapping AABB in the broad-phase (except if filtered). Therefore a contact object may exist that has no contact points.
파일 보기 프로젝트 열기: gerich-home/box2dnet 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
Flags ContactFlags
NodeA ContactEdge
NodeB ContactEdge
Prev Contact
Toi float
ToiCount float

보호된 프로퍼티들

프로퍼티 타입 설명
Pool IWorldPool

공개 메소드들

메소드 설명
Evaluate ( Manifold manifold, Transform xfA, Transform xfB ) : void
GetWorldManifold ( WorldManifold worldManifold ) : void

Get the world manifold.

Init ( Fixture fA, int indexA, Fixture fB, int indexB ) : void

initialization for pooling

MixFriction ( float friction1, float friction2 ) : float

Friction mixing law. The idea is to allow either fixture to drive the restitution to zero. For example, anything slides on ice.

MixRestitution ( float restitution1, float restitution2 ) : float

Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface. For example, a superball bounces on anything.

ResetFriction ( ) : void
ResetRestitution ( ) : void
SetFlagForFiltering ( ) : void

Flag this contact for filtering. Filtering will occur the next time step.

Update ( IContactListener listener ) : void

보호된 메소드들

메소드 설명
Contact ( IWorldPool argPool ) : System

메소드 상세

Contact() 보호된 메소드

protected Contact ( IWorldPool argPool ) : System
argPool IWorldPool
리턴 System

Evaluate() 공개 추상적인 메소드

public abstract Evaluate ( Manifold manifold, Transform xfA, Transform xfB ) : void
manifold Box2D.Collision.Manifold
xfA Box2D.Common.Transform
xfB Box2D.Common.Transform
리턴 void

GetWorldManifold() 공개 메소드

Get the world manifold.
public GetWorldManifold ( WorldManifold worldManifold ) : void
worldManifold Box2D.Collision.WorldManifold
리턴 void

Init() 공개 메소드

initialization for pooling
public Init ( Fixture fA, int indexA, Fixture fB, int indexB ) : void
fA Fixture
indexA int
fB Fixture
indexB int
리턴 void

MixFriction() 공개 정적인 메소드

Friction mixing law. The idea is to allow either fixture to drive the restitution to zero. For example, anything slides on ice.
public static MixFriction ( float friction1, float friction2 ) : float
friction1 float
friction2 float
리턴 float

MixRestitution() 공개 정적인 메소드

Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface. For example, a superball bounces on anything.
public static MixRestitution ( float restitution1, float restitution2 ) : float
restitution1 float
restitution2 float
리턴 float

ResetFriction() 공개 메소드

public ResetFriction ( ) : void
리턴 void

ResetRestitution() 공개 메소드

public ResetRestitution ( ) : void
리턴 void

SetFlagForFiltering() 공개 메소드

Flag this contact for filtering. Filtering will occur the next time step.
public SetFlagForFiltering ( ) : void
리턴 void

Update() 공개 메소드

public Update ( IContactListener listener ) : void
listener IContactListener
리턴 void

프로퍼티 상세

Flags 공개적으로 프로퍼티

public ContactFlags Flags
리턴 ContactFlags

NodeA 공개적으로 프로퍼티

public ContactEdge,Box2D.Dynamics.Contacts NodeA
리턴 ContactEdge

NodeB 공개적으로 프로퍼티

public ContactEdge,Box2D.Dynamics.Contacts NodeB
리턴 ContactEdge

Pool 보호되어 있는 프로퍼티

protected IWorldPool Pool
리턴 IWorldPool

Prev 공개적으로 프로퍼티

public Contact,Box2D.Dynamics.Contacts Prev
리턴 Contact

Toi 공개적으로 프로퍼티

public float Toi
리턴 float

ToiCount 공개적으로 프로퍼티

public float ToiCount
리턴 float