C# (CSharp) Box2DX.Dynamics Namespace

Nested Namespaces

Box2DX.Dynamics.Controllers

Classes

Name Description
Body
BodyDef A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions.
BoundaryListener
CircleContact
CircleDef This structure is used to build a fixture with a circle shape.
Color Color for debug drawing. Each value has the range [0,1].
Contact
ContactConstraint
ContactConstraintPoint
ContactConstraintPoint.ContactConstraint
ContactConstraintPoint.ContactConstraintPoint
ContactConstraintPoint.ContactSolver
ContactConstraintPoint.ContactSolver.PositionSolverManifold
ContactEdge A contact edge is used to connect bodies and contacts together in a contact graph where each body is a node and each contact is an edge. A contact edge belongs to a doubly linked list maintained in each attached body. Each contact has two contact nodes, one for each attached body.
ContactFilter
ContactListener
ContactManager
ContactPoint
ContactRegister
ContactResult
ContactSolver
DebugDraw Implement and register this class with a b2World to provide debug drawing of physics entities in your game.
DestructionListener
DistanceJoint A distance joint constrains two points on two bodies to remain at a fixed distance from each other. You can view this as a massless, rigid rod.
DistanceJointDef Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game. @warning Do not use a zero or short length.
EdgeDef This structure is used to build a chain of edges.
FilterData This holds contact filtering data.
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.
FixtureDef A fixture definition is used to create a fixture. This class defines an abstract fixture definition. You can reuse fixture definitions safely.
GearJoint A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear ratio to bind the motions together: coordinate1 + ratio * coordinate2 = constant The ratio can be negative or positive. If one joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 1/length. @warning The revolute and prismatic joints must be attached to fixed bodies (which must be body1 on those joints).
GearJointDef Gear joint definition. This definition requires two existing revolute or prismatic joints (any combination will work). The provided joints must attach a dynamic body to a static body.
Island
Jacobian
Joint
JointDef Joint definitions are used to construct joints.
JointEdge A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for each attached body.
LineJoint
LineJointDef Line joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.
MouseJoint A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force. This allows the constraint to stretch and without applying huge forces.
MouseJointDef Mouse joint definition. This requires a world target point, tuning parameters, and the time step.
NullContact
PolyAndCircleContact
PolyAndEdgeContact
PolygonContact
PolygonDef Convex polygon. The vertices must be ordered so that the outside of the polygon is on the right side of the edges (looking along the edge from start to end).
Position
PrismaticJoint A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in body1. Relative rotation is prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint friction.
PrismaticJointDef Prismatic joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.
PulleyJoint
PulleyJointDef Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, max lengths for each side, and a pulley ratio.
RevoluteJoint
RevoluteJointDef
TimeStep
Velocity
World The world class manages all physics entities, dynamic simulation, and asynchronous queries.
WorldCallback