C# 클래스 Nez.Farseer.FarseerCollisions

파일 보기 프로젝트 열기: prime31/Nez

공개 메소드들

메소드 설명
collideCircles ( CircleShape circleA, FarseerPhysics.Common.Transform &firstTransform, CircleShape circleB, FarseerPhysics.Common.Transform &secondTransform, CollisionResult &result ) : bool
collideEdgeAndCircle ( EdgeShape edge, FarseerPhysics.Common.Transform &edgeTransform, CircleShape circle, FarseerPhysics.Common.Transform &circleTransform, CollisionResult &result ) : bool
collideEdgeAndPolygon ( EdgeShape edge, FarseerPhysics.Common.Transform &edgeTransform, PolygonShape polygon, FarseerPhysics.Common.Transform &polygonTransform, CollisionResult &result ) : bool
collidePolygonCircle ( PolygonShape polygon, FarseerPhysics.Common.Transform &polyTransform, CircleShape circle, FarseerPhysics.Common.Transform &circleTransform, CollisionResult &result ) : bool
collidePolygons ( PolygonShape polygonA, FarseerPhysics.Common.Transform &transformA, PolygonShape polygonB, FarseerPhysics.Common.Transform &transformB, CollisionResult &result ) : bool
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.

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.

메소드 상세

collideCircles() 공개 정적인 메소드

public static collideCircles ( CircleShape circleA, FarseerPhysics.Common.Transform &firstTransform, CircleShape circleB, FarseerPhysics.Common.Transform &secondTransform, CollisionResult &result ) : bool
circleA FarseerPhysics.Collision.Shapes.CircleShape
firstTransform FarseerPhysics.Common.Transform
circleB FarseerPhysics.Collision.Shapes.CircleShape
secondTransform FarseerPhysics.Common.Transform
result CollisionResult
리턴 bool

collideEdgeAndCircle() 공개 정적인 메소드

public static collideEdgeAndCircle ( EdgeShape edge, FarseerPhysics.Common.Transform &edgeTransform, CircleShape circle, FarseerPhysics.Common.Transform &circleTransform, CollisionResult &result ) : bool
edge FarseerPhysics.Collision.Shapes.EdgeShape
edgeTransform FarseerPhysics.Common.Transform
circle FarseerPhysics.Collision.Shapes.CircleShape
circleTransform FarseerPhysics.Common.Transform
result CollisionResult
리턴 bool

collideEdgeAndPolygon() 공개 정적인 메소드

public static collideEdgeAndPolygon ( EdgeShape edge, FarseerPhysics.Common.Transform &edgeTransform, PolygonShape polygon, FarseerPhysics.Common.Transform &polygonTransform, CollisionResult &result ) : bool
edge FarseerPhysics.Collision.Shapes.EdgeShape
edgeTransform FarseerPhysics.Common.Transform
polygon FarseerPhysics.Collision.Shapes.PolygonShape
polygonTransform FarseerPhysics.Common.Transform
result CollisionResult
리턴 bool

collidePolygonCircle() 공개 정적인 메소드

public static collidePolygonCircle ( PolygonShape polygon, FarseerPhysics.Common.Transform &polyTransform, CircleShape circle, FarseerPhysics.Common.Transform &circleTransform, CollisionResult &result ) : bool
polygon FarseerPhysics.Collision.Shapes.PolygonShape
polyTransform FarseerPhysics.Common.Transform
circle FarseerPhysics.Collision.Shapes.CircleShape
circleTransform FarseerPhysics.Common.Transform
result CollisionResult
리턴 bool

collidePolygons() 공개 정적인 메소드

public static collidePolygons ( PolygonShape polygonA, FarseerPhysics.Common.Transform &transformA, PolygonShape polygonB, FarseerPhysics.Common.Transform &transformB, CollisionResult &result ) : bool
polygonA FarseerPhysics.Collision.Shapes.PolygonShape
transformA FarseerPhysics.Common.Transform
polygonB FarseerPhysics.Collision.Shapes.PolygonShape
transformB FarseerPhysics.Common.Transform
result CollisionResult
리턴 bool

collideShapes() 공개 정적인 메소드

handles collisions between two Fixtures. Note that the first Fixture must have a Circle/PolygonShape and one of the Fixtures must be static.
public static collideShapes ( Fixture fixtureA, Fixture fixtureB, CollisionResult &result ) : bool
fixtureA FarseerPhysics.Dynamics.Fixture Fixture a.
fixtureB FarseerPhysics.Dynamics.Fixture Fixture b.
result CollisionResult Result.
리턴 bool

testOverlap() 공개 정적인 메소드

tests for an overlap of shapeA and shapeB. Returns false if both Shapes are chains or if they are not overlapping.
public static testOverlap ( Shape shapeA, Shape shapeB, FarseerPhysics.Common.Transform &transformA, FarseerPhysics.Common.Transform &transformB ) : bool
shapeA FarseerPhysics.Collision.Shapes.Shape Shape a.
shapeB FarseerPhysics.Collision.Shapes.Shape Shape b.
transformA FarseerPhysics.Common.Transform Transform a.
transformB FarseerPhysics.Common.Transform Transform b.
리턴 bool