Table of Contents

Namespace Box3D

Namespaces

Box3D.Interop
Box3D.Native

Classes

CharacterMover

The plane solver behind a kinematic character controller.

CollisionMesh

A triangle mesh, used for static level geometry.

CompoundBuilder

Collects the children of a baked compound.

CompoundGeometry

Many child shapes baked into one, used for static geometry.

ConvexHull

A convex hull built from a point cloud.

HeightField

A terrain surface defined by a grid of heights.

PhysicsWorld

A simulation world: the container for bodies, shapes and constraints, and the thing you step forward in time.

UserData

Application data attached to physics objects.

Structs

Body

A rigid body: a position, an orientation and a velocity, with shapes attached to give it collision geometry.

BodyDefinition

Everything needed to create a body.

BodyMoveEvent

A body was moved by the simulation.

WorldEvents.BodyMoveEventList

A read-only view over the body move events.

WorldEvents.BodyMoveEventList

A read-only view over the body move events.

BoundingBox

An axis-aligned bounding box.

Box

An axis-aligned box, described by its half-widths.

Capsule

A capsule: a sphere swept along a segment.

CharacterContact

A plane between a character capsule and something it is touching.

CollisionFilter

Controls which shapes are allowed to collide with each other.

CollisionPlane

A constraint handed to the character plane solver.

ContactBeginEvent

Two shapes started touching.

WorldEvents.ContactBeginEventList

A read-only view over the begin-touch events.

WorldEvents.ContactBeginEventList

A read-only view over the begin-touch events.

ContactEndEvent

Two shapes stopped touching.

WorldEvents.ContactEndEventList

A read-only view over the end-touch events.

WorldEvents.ContactEndEventList

A read-only view over the end-touch events.

ContactHitEvent

Two shapes collided fast enough to be worth reporting.

WorldEvents.ContactHitEventList

A read-only view over the hit events.

WorldEvents.ContactHitEventList

A read-only view over the hit events.

DebugColor

A colour handed to a debug drawer, as 24-bit RGB plus a material hint.

DebugDrawOptions

Selects what a call to Box3D.PhysicsWorld.Draw``1(``0@,Box3D.DebugDrawOptions@) emits.

DebugShape

The shape Box3D is asking the application to build a drawable for.

DistanceJoint

Holds two points a set distance apart.

DistanceJointDefinition

Holds two points a set distance apart. The basis for ropes and springs.

WorldEvents.BodyMoveEventList.Enumerator

Walks the body move events.

WorldEvents.SensorBeginEventList.Enumerator

Walks the sensor begin-overlap events.

WorldEvents.SensorEndEventList.Enumerator

Walks the sensor end-overlap events.

WorldEvents.ContactHitEventList.Enumerator

Walks the hit events.

WorldEvents.ContactHitEventList.Enumerator

Walks the hit events.

WorldEvents.ContactEndEventList.Enumerator

Walks the end-touch events.

WorldEvents.ContactEndEventList.Enumerator

Walks the end-touch events.

WorldEvents.ContactEndEventList.Enumerator

Walks the end-touch events.

WorldEvents.ContactEndEventList.Enumerator

Walks the end-touch events.

WorldEvents.ContactHitEventList.Enumerator

Walks the hit events.

WorldEvents.ContactHitEventList.Enumerator

Walks the hit events.

WorldEvents.BodyMoveEventList.Enumerator

Walks the body move events.

WorldEvents.SensorBeginEventList.Enumerator

Walks the sensor begin-overlap events.

WorldEvents.BodyMoveEventList.Enumerator

Walks the body move events.

WorldEvents.SensorBeginEventList.Enumerator

Walks the sensor begin-overlap events.

WorldEvents.ContactBeginEventList.Enumerator

Walks the begin-touch events.

WorldEvents.ContactBeginEventList.Enumerator

Walks the begin-touch events.

WorldEvents.ContactBeginEventList.Enumerator

Walks the begin-touch events.

WorldEvents.ContactBeginEventList.Enumerator

Walks the begin-touch events.

WorldEvents.SensorEndEventList.Enumerator

Walks the sensor end-overlap events.

WorldEvents.SensorEndEventList.Enumerator

Walks the sensor end-overlap events.

WorldEvents.BodyMoveEventList.Enumerator

Walks the body move events.

WorldEvents.SensorBeginEventList.Enumerator

Walks the sensor begin-overlap events.

WorldEvents.SensorEndEventList.Enumerator

Walks the sensor end-overlap events.

FilterJoint

Stops two specific bodies from colliding.

FilterJointDefinition

Applies no constraint. It exists solely to stop two bodies colliding.

Joint

A constraint between two bodies.

JointDefinition

The settings every joint shares.

JointFrame

A joint frame: where a joint attaches to a body, and how it is oriented there.

MeshOptions

How a mesh is built from its triangles.

MotionLocks

Which axes a body is prevented from moving along or rotating about.

MotorJoint

Drives the relative position and velocity of two bodies.

MotorJointDefinition

Drives the relative position and velocity of two bodies while leaving them responsive to collisions.

ParallelJoint

Keeps two frames' z axes aligned with a spring.

ParallelJointDefinition

Keeps the z axes of the two joint frames aligned, using a spring.

PhysicsMaterial

The surface properties of a shape: how it rubs, how it bounces, and how it drags things along.

PlaneSolverResult

The outcome of solving a set of character collision planes.

PrismaticJoint

A slider. Body B translates along one axis and cannot rotate relative to body A.

PrismaticJointDefinition

Creates a slider: body B translates along the x axis of the joint frame and cannot rotate relative to body A.

QueryFilter

Restricts which shapes a query such as a ray cast is allowed to hit.

RaycastAction

Tells a ray cast what to do after each shape it finds.

RaycastHit

Where a ray met a shape.

RevoluteJoint

A hinge. Body B rotates about one axis relative to body A.

RevoluteJointDefinition

Creates a hinge: body B may rotate about the z axis of the joint frame, and nothing else.

SensorBeginEvent

A shape started overlapping a sensor.

WorldEvents.SensorBeginEventList

A read-only view over the sensor begin-overlap events.

WorldEvents.SensorBeginEventList

A read-only view over the sensor begin-overlap events.

SensorEndEvent

A shape stopped overlapping a sensor.

WorldEvents.SensorEndEventList

A read-only view over the sensor end-overlap events.

WorldEvents.SensorEndEventList

A read-only view over the sensor end-overlap events.

Shape

A piece of collision geometry attached to a Box3D.Shape.Body.

ShapeDefinition

Everything needed to attach a shape to a body, other than the geometry itself.

Sphere

A sphere, positioned relative to the body it is attached to.

SphericalJoint

A ball-in-socket joint.

SphericalJointDefinition

A ball-in-socket: the bodies share a point and may rotate freely about it, within optional cone and twist limits.

WeldJoint

Holds two bodies rigidly together.

WeldJointDefinition

Holds two bodies rigidly together, with optional softness in either translation or rotation.

WheelJoint

A wheel with suspension, spin and optional steering.

WheelJointDefinition

A wheel with suspension, a spin motor and optional steering.

WorldEvents

The events raised during the most recent step.

WorldReference

Identifies the world a body, shape or joint belongs to.

WorldSettings

The tuning applied to a Box3D.PhysicsWorld when it is created.

Interfaces

ICharacterCollisionCallback

Receives the surfaces a character capsule is touching.

IDebugDrawer

Receives the primitives Box3D emits while drawing a world.

IDebugShapeFactory

Builds and releases the drawable that represents a shape.

IOverlapCallback

Receives the shapes found by an overlap query.

IRaycastCallback

Receives the shapes a ray cast passes through.

Enums

BodyType

How a body participates in the simulation.

DebugMaterial

The surface appearance Box3D suggests for a debug primitive.

JointType

The kind of constraint a joint applies.

ShapeType

The kind of geometry backing a shape.