Package-level declarations
Types
Which rule is applied to both friction or restitution coefficients of bodies that have come into contact, in order to determine the final coefficient.
A physical volume in space which can be collided with by other physics structures. This holds a shape and physics properties, and may be attached to a PhysicsSpace to simulate it inside that space. A collider may also be attached (parented) to a RigidBody, which will make the collider determine its position based on its parent body.
A key used to index into a PhysicsSpace to gain a reference, mutable or immutable, to a Collider.
A shape consisting of multiple already-created sub-Shapes, which can be positioned at different Child.delta offsets to the root compound. Shapes from a Compound can not be a child, and you must provide at least one child.
A cone shape centered around zero, with its length along the Y axis, defined by a half-height and radius. The shape starts at its largest radius at the bottom, and approaches zero at the top.
A convex shape defined by a set of points, which will be used to compute a convex hull (smallest convex shape containing the given points) when baked into a Shape.
A shape assumed to be already convex, defined by an array of vertices and array of triangle face indices. If the shape is not convex, collision detection will not be accurate. Building a Shape out of this is faster than making one out of a ConvexHull, but is not as safe.
An object which is tied to a resource that must be manually destroyed after use. You must only call the destroy method once; implementations may throw an exception if a double-free is attempted.
Utility class for disallowing double-free in native resources.
A raw, serializable form of a physical volume that can be constructed by a user. You can not use this object as the shape of a Collider, however you can convert it into a Shape using PhysicsEngine.createShape. This object stores no information on world-space position; all parameters are given in local-space.
A key used to index into a PhysicsSpace to gain a reference, mutable or immutable, to an ImpulseJoint.
A field in an InteractionGroup, consisting of InteractionLayers.
Specifies which Colliders a collider will collide with, by using bit masks of InteractionLayers. This object stores two InteractionFields:
A single layer which a Collider may be placed on, via an InteractionGroup.
The entry point to the physics system; an engine represents the manager of all physics resources and structures. An engine is tied to a specific physics backend, and allows creating native objects to interface with the physics backend.
A set of physical properties that can be applied to a Collider.
How a Collider behaves when other colliders come into contact with it.
An independent object storing simulation data for a set of physics structures. This takes ownership of objects like RigidBody and Collider instances, and allows manipulating and querying the internal structures. An instance can be created through PhysicsEngine.createSpace.
A physics structure which simulates dynamics - velocity, forces, friction, etc. - when attached to a PhysicsSpace. A body may have Colliders attached to it, which provide the physical collision shape used in contact response.
A key used to index into a PhysicsSpace to gain a reference, mutable or immutable, to a RigidBody.
How the dynamics of a body are simulated. See RigidBody for details.
Options for the VHACD convex decomposition process. See VHACD for details.
Properties
The default multiplier to slow a RigidBody's angular velocity down by on every physics step.
The default friction of a PhysicsMaterial.
The default multiplier to slow a RigidBody's linear velocity down by on every physics step.
The default restitution of a PhysicsMaterial.