C# Class Nez.Farseer.FarseerCollisions

显示文件 Open project: prime31/Nez

Public Methods

Method Description
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.

Method Details

collideCircles() public static method

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
return bool

collideEdgeAndCircle() public static method

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
return bool

collideEdgeAndPolygon() public static method

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
return bool

collidePolygonCircle() public static method

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
return bool

collidePolygons() public static method

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
return bool

collideShapes() public static method

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.
return bool

testOverlap() public static method

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.
return bool