C# (CSharp) Project290.Physics.Collision 네임스페이스

중첩된 네임스페이스

Project290.Physics.Collision.Shapes

클래스들

이름 설명
AABB An axis aligned bounding box.
ClipVertex Used for computing contact manifolds.
Collision
ContactFeature The features that intersect to form the contact point This must be 4 bytes or less.
ContactID
Distance
DistanceInput Input for ComputeDistance. You have to option to use the shape radii in the computation.
DistanceOutput Output for ComputeDistance.
DistanceProxy A distance proxy is used by the GJK algorithm. It encapsulates any shape.
EPAxis
EPProxy This lets us treate and edge shape and a polygon in the same way in the SAT collider.
FatEdge Edge shape plus more stuff.
Manifold A manifold for two touching convex Shapes. Box2D supports multiple types of contact: - clip point versus plane with radius - point versus point with radius (circles) The local point usage depends on the manifold type: -ShapeType.Circles: the local center of circleA -SeparationFunction.FaceA: the center of faceA -SeparationFunction.FaceB: the center of faceB Similarly the local normal usage: -ShapeType.Circles: not used -SeparationFunction.FaceA: the normal on polygonA -SeparationFunction.FaceB: the normal on polygonB We store contacts in this way so that position correction can account for movement, which is critical for continuous physics. All contact scenarios must be expressed in one of these types. This structure is stored across time steps, so we keep it small.
ManifoldPoint A manifold point is a contact point belonging to a contact manifold. It holds details related to the geometry and dynamics of the contact points. The local point usage depends on the manifold type: -ShapeType.Circles: the local center of circleB -SeparationFunction.FaceA: the local center of cirlceB or the clip point of polygonB -SeparationFunction.FaceB: the clip point of polygonA This structure is stored across time steps, so we keep it small. Note: the impulses are used for internal caching and may not provide reliable contact forces, especially for high speed collisions.
RayCastInput Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
RayCastOutput Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2 come from RayCastInput.
SeparationFunction
Simplex
SimplexCache Used to warm start ComputeDistance. Set count to zero on first call.
SimplexVertex
TOIInput Input parameters for CalculateTimeOfImpact
TOIOutput
TimeOfImpact