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FarseerDuality.xml
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FarseerDuality.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>FarseerDuality</name>
</assembly>
<members>
<member name="T:FarseerPhysics.Collision.ContactFeature">
<summary>
The features that intersect to form the contact point
This must be 4 bytes or less.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.ContactFeature.IndexA">
<summary>
Feature index on ShapeA
</summary>
</member>
<member name="F:FarseerPhysics.Collision.ContactFeature.IndexB">
<summary>
Feature index on ShapeB
</summary>
</member>
<member name="F:FarseerPhysics.Collision.ContactFeature.TypeA">
<summary>
The feature type on ShapeA
</summary>
</member>
<member name="F:FarseerPhysics.Collision.ContactFeature.TypeB">
<summary>
The feature type on ShapeB
</summary>
</member>
<member name="T:FarseerPhysics.Collision.ContactID">
<summary>
Contact ids to facilitate warm starting.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.ContactID.Features">
<summary>
The features that intersect to form the contact point
</summary>
</member>
<member name="F:FarseerPhysics.Collision.ContactID.Key">
<summary>
Used to quickly compare contact ids.
</summary>
</member>
<member name="T:FarseerPhysics.Collision.ManifoldPoint">
<summary>
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.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.ManifoldPoint.Id">
<summary>
Uniquely identifies a contact point between two Shapes
</summary>
</member>
<member name="T:FarseerPhysics.Collision.Manifold">
<summary>
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.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Manifold.LocalNormal">
<summary>
Not use for Type.SeparationFunction.Points
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Manifold.LocalPoint">
<summary>
Usage depends on manifold type
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Manifold.PointCount">
<summary>
The number of manifold points
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Manifold.Points">
<summary>
The points of contact
</summary>
</member>
<member name="T:FarseerPhysics.Collision.PointState">
<summary>
This is used for determining the state of contact points.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.PointState.Null">
<summary>
Point does not exist
</summary>
</member>
<member name="F:FarseerPhysics.Collision.PointState.Add">
<summary>
Point was added in the update
</summary>
</member>
<member name="F:FarseerPhysics.Collision.PointState.Persist">
<summary>
Point persisted across the update
</summary>
</member>
<member name="F:FarseerPhysics.Collision.PointState.Remove">
<summary>
Point was removed in the update
</summary>
</member>
<member name="T:FarseerPhysics.Collision.ClipVertex">
<summary>
Used for computing contact manifolds.
</summary>
</member>
<member name="T:FarseerPhysics.Collision.RayCastInput">
<summary>
Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
</summary>
</member>
<member name="T:FarseerPhysics.Collision.RayCastOutput">
<summary>
Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
come from RayCastInput.
</summary>
</member>
<member name="T:FarseerPhysics.Collision.AABB">
<summary>
An axis aligned bounding box.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.AABB.LowerBound">
<summary>
The lower vertex
</summary>
</member>
<member name="F:FarseerPhysics.Collision.AABB.UpperBound">
<summary>
The upper vertex
</summary>
</member>
<member name="M:FarseerPhysics.Collision.AABB.IsValid">
<summary>
Verify that the bounds are sorted.
</summary>
<returns>
<c>true</c> if this instance is valid; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:FarseerPhysics.Collision.AABB.Combine(FarseerPhysics.Collision.AABB@)">
<summary>
Combine an AABB into this one.
</summary>
<param name="aabb">The aabb.</param>
</member>
<member name="M:FarseerPhysics.Collision.AABB.Combine(FarseerPhysics.Collision.AABB@,FarseerPhysics.Collision.AABB@)">
<summary>
Combine two AABBs into this one.
</summary>
<param name="aabb1">The aabb1.</param>
<param name="aabb2">The aabb2.</param>
</member>
<member name="M:FarseerPhysics.Collision.AABB.Contains(FarseerPhysics.Collision.AABB@)">
<summary>
Does this aabb contain the provided AABB.
</summary>
<param name="aabb">The aabb.</param>
<returns>
<c>true</c> if it contains the specified aabb; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:FarseerPhysics.Collision.AABB.Contains(Duality.Vector2@)">
<summary>
Determines whether the AAABB contains the specified point.
</summary>
<param name="point">The point.</param>
<returns>
<c>true</c> if it contains the specified point; otherwise, <c>false</c>.
</returns>
</member>
<member name="P:FarseerPhysics.Collision.AABB.Center">
<summary>
Get the center of the AABB.
</summary>
<value></value>
</member>
<member name="P:FarseerPhysics.Collision.AABB.Extents">
<summary>
Get the extents of the AABB (half-widths).
</summary>
<value></value>
</member>
<member name="P:FarseerPhysics.Collision.AABB.Perimeter">
<summary>
Get the perimeter length
</summary>
<value></value>
</member>
<member name="P:FarseerPhysics.Collision.AABB.Vertices">
<summary>
Gets the vertices of the AABB.
</summary>
<value>The corners of the AABB</value>
</member>
<member name="P:FarseerPhysics.Collision.AABB.Q1">
<summary>
first quadrant
</summary>
</member>
<member name="T:FarseerPhysics.Collision.FatEdge">
<summary>
Edge shape plus more stuff.
</summary>
</member>
<member name="T:FarseerPhysics.Collision.EPProxy">
<summary>
This lets us treate and edge shape and a polygon in the same
way in the SAT collider.
</summary>
</member>
<member name="M:FarseerPhysics.Collision.Collision.GetWorldManifold(FarseerPhysics.Collision.Manifold@,FarseerPhysics.Common.Transform@,System.Single,FarseerPhysics.Common.Transform@,System.Single,Duality.Vector2@,FarseerPhysics.Common.FixedArray2{Duality.Vector2}@)">
<summary>
Evaluate the manifold with supplied transforms. This assumes
modest motion from the original state. This does not change the
point count, impulses, etc. The radii must come from the Shapes
that generated the manifold.
</summary>
<param name="manifold">The manifold.</param>
<param name="transformA">The transform for A.</param>
<param name="radiusA">The radius for A.</param>
<param name="transformB">The transform for B.</param>
<param name="radiusB">The radius for B.</param>
<param name="normal">World vector pointing from A to B</param>
<param name="points">Torld contact point (point of intersection).</param>
</member>
<member name="M:FarseerPhysics.Collision.Collision.CollideCircles(FarseerPhysics.Collision.Manifold@,FarseerPhysics.Collision.Shapes.CircleShape,FarseerPhysics.Common.Transform@,FarseerPhysics.Collision.Shapes.CircleShape,FarseerPhysics.Common.Transform@)">
Compute the collision manifold between two circles.
</member>
<member name="M:FarseerPhysics.Collision.Collision.CollidePolygonAndCircle(FarseerPhysics.Collision.Manifold@,FarseerPhysics.Collision.Shapes.PolygonShape,FarseerPhysics.Common.Transform@,FarseerPhysics.Collision.Shapes.CircleShape,FarseerPhysics.Common.Transform@)">
<summary>
Compute the collision manifold between a polygon and a circle.
</summary>
<param name="manifold">The manifold.</param>
<param name="polygonA">The polygon A.</param>
<param name="transformA">The transform of A.</param>
<param name="circleB">The circle B.</param>
<param name="transformB">The transform of B.</param>
</member>
<member name="M:FarseerPhysics.Collision.Collision.CollidePolygons(FarseerPhysics.Collision.Manifold@,FarseerPhysics.Collision.Shapes.PolygonShape,FarseerPhysics.Common.Transform@,FarseerPhysics.Collision.Shapes.PolygonShape,FarseerPhysics.Common.Transform@)">
<summary>
Compute the collision manifold between two polygons.
</summary>
<param name="manifold">The manifold.</param>
<param name="polyA">The poly A.</param>
<param name="transformA">The transform A.</param>
<param name="polyB">The poly B.</param>
<param name="transformB">The transform B.</param>
</member>
<member name="M:FarseerPhysics.Collision.Collision.CollideEdgeAndCircle(FarseerPhysics.Collision.Manifold@,FarseerPhysics.Collision.Shapes.EdgeShape,FarseerPhysics.Common.Transform@,FarseerPhysics.Collision.Shapes.CircleShape,FarseerPhysics.Common.Transform@)">
<summary>
Compute contact points for edge versus circle.
This accounts for edge connectivity.
</summary>
<param name="manifold">The manifold.</param>
<param name="edgeA">The edge A.</param>
<param name="transformA">The transform A.</param>
<param name="circleB">The circle B.</param>
<param name="transformB">The transform B.</param>
</member>
<member name="M:FarseerPhysics.Collision.Collision.CollideEdgeAndPolygon(FarseerPhysics.Collision.Manifold@,FarseerPhysics.Collision.Shapes.EdgeShape,FarseerPhysics.Common.Transform@,FarseerPhysics.Collision.Shapes.PolygonShape,FarseerPhysics.Common.Transform@)">
<summary>
Collides and edge and a polygon, taking into account edge adjacency.
</summary>
<param name="manifold">The manifold.</param>
<param name="edgeA">The edge A.</param>
<param name="xfA">The xf A.</param>
<param name="polygonB">The polygon B.</param>
<param name="xfB">The xf B.</param>
</member>
<member name="M:FarseerPhysics.Collision.Collision.ClipSegmentToLine(FarseerPhysics.Common.FixedArray2{FarseerPhysics.Collision.ClipVertex}@,FarseerPhysics.Common.FixedArray2{FarseerPhysics.Collision.ClipVertex}@,Duality.Vector2,System.Single,System.Int32)">
<summary>
Clipping for contact manifolds.
</summary>
<param name="vOut">The v out.</param>
<param name="vIn">The v in.</param>
<param name="normal">The normal.</param>
<param name="offset">The offset.</param>
<param name="vertexIndexA">The vertex index A.</param>
<returns></returns>
</member>
<member name="M:FarseerPhysics.Collision.Collision.EdgeSeparation(FarseerPhysics.Collision.Shapes.PolygonShape,FarseerPhysics.Common.Transform@,System.Int32,FarseerPhysics.Collision.Shapes.PolygonShape,FarseerPhysics.Common.Transform@)">
<summary>
Find the separation between poly1 and poly2 for a give edge normal on poly1.
</summary>
<param name="poly1">The poly1.</param>
<param name="xf1">The XF1.</param>
<param name="edge1">The edge1.</param>
<param name="poly2">The poly2.</param>
<param name="xf2">The XF2.</param>
<returns></returns>
</member>
<member name="M:FarseerPhysics.Collision.Collision.FindMaxSeparation(System.Int32@,FarseerPhysics.Collision.Shapes.PolygonShape,FarseerPhysics.Common.Transform@,FarseerPhysics.Collision.Shapes.PolygonShape,FarseerPhysics.Common.Transform@)">
<summary>
Find the max separation between poly1 and poly2 using edge normals from poly1.
</summary>
<param name="edgeIndex">Index of the edge.</param>
<param name="poly1">The poly1.</param>
<param name="xf1">The XF1.</param>
<param name="poly2">The poly2.</param>
<param name="xf2">The XF2.</param>
<returns></returns>
</member>
<member name="T:FarseerPhysics.Collision.DistanceProxy">
<summary>
A distance proxy is used by the GJK algorithm.
It encapsulates any shape.
</summary>
</member>
<member name="M:FarseerPhysics.Collision.DistanceProxy.Set(FarseerPhysics.Collision.Shapes.Shape,System.Int32)">
<summary>
Initialize the proxy using the given shape. The shape
must remain in scope while the proxy is in use.
</summary>
<param name="shape">The shape.</param>
<param name="index">The index.</param>
</member>
<member name="M:FarseerPhysics.Collision.DistanceProxy.GetSupport(Duality.Vector2)">
<summary>
Get the supporting vertex index in the given direction.
</summary>
<param name="direction">The direction.</param>
<returns></returns>
</member>
<member name="M:FarseerPhysics.Collision.DistanceProxy.GetSupportVertex(Duality.Vector2)">
<summary>
Get the supporting vertex in the given direction.
</summary>
<param name="direction">The direction.</param>
<returns></returns>
</member>
<member name="T:FarseerPhysics.Collision.SimplexCache">
<summary>
Used to warm start ComputeDistance.
Set count to zero on first call.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.SimplexCache.Count">
<summary>
Length or area
</summary>
</member>
<member name="F:FarseerPhysics.Collision.SimplexCache.IndexA">
<summary>
Vertices on shape A
</summary>
</member>
<member name="F:FarseerPhysics.Collision.SimplexCache.IndexB">
<summary>
Vertices on shape B
</summary>
</member>
<member name="T:FarseerPhysics.Collision.DistanceInput">
<summary>
Input for ComputeDistance.
You have to option to use the shape radii
in the computation.
</summary>
</member>
<member name="T:FarseerPhysics.Collision.DistanceOutput">
<summary>
Output for ComputeDistance.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.DistanceOutput.Iterations">
<summary>
Number of GJK iterations used
</summary>
</member>
<member name="F:FarseerPhysics.Collision.DistanceOutput.PointA">
<summary>
Closest point on shapeA
</summary>
</member>
<member name="F:FarseerPhysics.Collision.DistanceOutput.PointB">
<summary>
Closest point on shapeB
</summary>
</member>
<member name="F:FarseerPhysics.Collision.SimplexVertex.A">
<summary>
Barycentric coordinate for closest point
</summary>
</member>
<member name="F:FarseerPhysics.Collision.SimplexVertex.IndexA">
<summary>
wA index
</summary>
</member>
<member name="F:FarseerPhysics.Collision.SimplexVertex.IndexB">
<summary>
wB index
</summary>
</member>
<member name="F:FarseerPhysics.Collision.SimplexVertex.W">
<summary>
wB - wA
</summary>
</member>
<member name="F:FarseerPhysics.Collision.SimplexVertex.WA">
<summary>
Support point in proxyA
</summary>
</member>
<member name="F:FarseerPhysics.Collision.SimplexVertex.WB">
<summary>
Support point in proxyB
</summary>
</member>
<member name="T:FarseerPhysics.Collision.DynamicTreeNode`1">
<summary>
A node in the dynamic tree. The client does not interact with this directly.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.DynamicTreeNode`1.AABB">
<summary>
This is the fattened AABB.
</summary>
</member>
<member name="T:FarseerPhysics.Collision.DynamicTree`1">
<summary>
A dynamic tree arranges data in a binary tree to accelerate
queries such as volume queries and ray casts. Leafs are proxies
with an AABB. In the tree we expand the proxy AABB by Settings.b2_fatAABBFactor
so that the proxy AABB is bigger than the client object. This allows the client
object to move by small amounts without triggering a tree update.
Nodes are pooled and relocatable, so we use node indices rather than pointers.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.DynamicTree`1._path">
<summary>
This is used incrementally traverse the tree for re-balancing.
</summary>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTree`1.#ctor">
<summary>
Constructing the tree initializes the node pool.
</summary>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTree`1.AddProxy(FarseerPhysics.Collision.AABB@,`0)">
<summary>
Create a proxy in the tree as a leaf node. We return the index
of the node instead of a pointer so that we can grow
the node pool.
/// </summary>
<param name="aabb">The aabb.</param>
<param name="userData">The user data.</param>
<returns>Index of the created proxy</returns>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTree`1.RemoveProxy(System.Int32)">
<summary>
Destroy a proxy. This asserts if the id is invalid.
</summary>
<param name="proxyId">The proxy id.</param>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTree`1.MoveProxy(System.Int32,FarseerPhysics.Collision.AABB@,Duality.Vector2)">
<summary>
Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB,
then the proxy is removed from the tree and re-inserted. Otherwise
the function returns immediately.
</summary>
<param name="proxyId">The proxy id.</param>
<param name="aabb">The aabb.</param>
<param name="displacement">The displacement.</param>
<returns>true if the proxy was re-inserted.</returns>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTree`1.Rebalance(System.Int32)">
<summary>
Perform some iterations to re-balance the tree.
</summary>
<param name="iterations">The iterations.</param>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTree`1.GetUserData(System.Int32)">
<summary>
Get proxy user data.
</summary>
<param name="proxyId">The proxy id.</param>
<returns>the proxy user data or 0 if the id is invalid.</returns>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTree`1.GetFatAABB(System.Int32,FarseerPhysics.Collision.AABB@)">
<summary>
Get the fat AABB for a proxy.
</summary>
<param name="proxyId">The proxy id.</param>
<param name="fatAABB">The fat AABB.</param>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTree`1.ComputeHeight">
<summary>
Compute the height of the binary tree in O(N) time. Should not be
called often.
</summary>
<returns></returns>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTree`1.Query(System.Func{System.Int32,System.Boolean},FarseerPhysics.Collision.AABB@)">
<summary>
Query an AABB for overlapping proxies. The callback class
is called for each proxy that overlaps the supplied AABB.
</summary>
<param name="callback">The callback.</param>
<param name="aabb">The aabb.</param>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTree`1.RayCast(System.Func{FarseerPhysics.Collision.RayCastInput,System.Int32,System.Single},FarseerPhysics.Collision.RayCastInput@)">
<summary>
Ray-cast against the proxies in the tree. This relies on the callback
to perform a exact ray-cast in the case were the proxy contains a Shape.
The callback also performs the any collision filtering. This has performance
roughly equal to k * log(n), where k is the number of collisions and n is the
number of proxies in the tree.
</summary>
<param name="callback">A callback class that is called for each proxy that is hit by the ray.</param>
<param name="input">The ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).</param>
</member>
<member name="T:FarseerPhysics.Collision.DynamicTreeBroadPhase">
<summary>
The broad-phase is used for computing pairs and performing volume queries and ray casts.
This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
It is up to the client to consume the new pairs and to track subsequent overlap.
</summary>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTreeBroadPhase.AddProxy(FarseerPhysics.Dynamics.FixtureProxy@)">
<summary>
Create a proxy with an initial AABB. Pairs are not reported until
UpdatePairs is called.
</summary>
<param name="proxy">The user data.</param>
<returns></returns>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTreeBroadPhase.RemoveProxy(System.Int32)">
<summary>
Destroy a proxy. It is up to the client to remove any pairs.
</summary>
<param name="proxyId">The proxy id.</param>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTreeBroadPhase.GetFatAABB(System.Int32,FarseerPhysics.Collision.AABB@)">
<summary>
Get the AABB for a proxy.
</summary>
<param name="proxyId">The proxy id.</param>
<param name="aabb">The aabb.</param>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTreeBroadPhase.GetProxy(System.Int32)">
<summary>
Get user data from a proxy. Returns null if the id is invalid.
</summary>
<param name="proxyId">The proxy id.</param>
<returns></returns>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTreeBroadPhase.TestOverlap(System.Int32,System.Int32)">
<summary>
Test overlap of fat AABBs.
</summary>
<param name="proxyIdA">The proxy id A.</param>
<param name="proxyIdB">The proxy id B.</param>
<returns></returns>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTreeBroadPhase.UpdatePairs(FarseerPhysics.Dynamics.BroadphaseDelegate)">
<summary>
Update the pairs. This results in pair callbacks. This can only add pairs.
</summary>
<param name="callback">The callback.</param>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTreeBroadPhase.Query(System.Func{System.Int32,System.Boolean},FarseerPhysics.Collision.AABB@)">
<summary>
Query an AABB for overlapping proxies. The callback class
is called for each proxy that overlaps the supplied AABB.
</summary>
<param name="callback">The callback.</param>
<param name="aabb">The aabb.</param>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTreeBroadPhase.RayCast(System.Func{FarseerPhysics.Collision.RayCastInput,System.Int32,System.Single},FarseerPhysics.Collision.RayCastInput@)">
<summary>
Ray-cast against the proxies in the tree. This relies on the callback
to perform a exact ray-cast in the case were the proxy contains a shape.
The callback also performs the any collision filtering. This has performance
roughly equal to k * log(n), where k is the number of collisions and n is the
number of proxies in the tree.
</summary>
<param name="callback">A callback class that is called for each proxy that is hit by the ray.</param>
<param name="input">The ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).</param>
</member>
<member name="M:FarseerPhysics.Collision.DynamicTreeBroadPhase.ComputeHeight">
<summary>
Compute the height of the embedded tree.
</summary>
<returns></returns>
</member>
<member name="P:FarseerPhysics.Collision.DynamicTreeBroadPhase.ProxyCount">
<summary>
Get the number of proxies.
</summary>
<value>The proxy count.</value>
</member>
<member name="M:QuadTree`1.Partition(FarseerPhysics.Collision.AABB,FarseerPhysics.Collision.AABB)">
<summary>
returns the quadrant of span that entirely contains test. if none, return 0.
</summary>
<param name="span"></param>
<param name="test"></param>
<returns></returns>
</member>
<member name="M:QuadTree`1.RayCastAABB(FarseerPhysics.Collision.AABB,Duality.Vector2,Duality.Vector2)">
<summary>
tests if ray intersects AABB
</summary>
<param name="aabb"></param>
<returns></returns>
</member>
<member name="M:QuadTreeBroadPhase.#ctor(FarseerPhysics.Collision.AABB)">
<summary>
Creates a new quad tree broadphase with the specified span.
</summary>
<param name="span">the maximum span of the tree (world size)</param>
</member>
<member name="M:QuadTreeBroadPhase.TestOverlap(System.Int32,System.Int32)">
<summary>
Test overlap of fat AABBs.
</summary>
<param name="proxyIdA">The proxy id A.</param>
<param name="proxyIdB">The proxy id B.</param>
<returns></returns>
</member>
<member name="P:QuadTreeBroadPhase.ProxyCount">
<summary>
The number of proxies
</summary>
</member>
<member name="T:FarseerPhysics.Collision.Shapes.Shape">
<summary>
A shape is used for collision detection. You can create a shape however you like.
Shapes used for simulation in World are created automatically when a Fixture
is created. Shapes may encapsulate a one or more child shapes.
</summary>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.Shape.Clone">
<summary>
Clone the concrete shape
</summary>
<returns>A clone of the shape</returns>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.Shape.TestPoint(FarseerPhysics.Common.Transform@,Duality.Vector2@)">
<summary>
Test a point for containment in this shape. This only works for convex shapes.
</summary>
<param name="transform">The shape world transform.</param>
<param name="point">a point in world coordinates.</param>
<returns>True if the point is inside the shape</returns>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.Shape.RayCast(FarseerPhysics.Collision.RayCastOutput@,FarseerPhysics.Collision.RayCastInput@,FarseerPhysics.Common.Transform@,System.Int32)">
<summary>
Cast a ray against a child shape.
</summary>
<param name="output">The ray-cast results.</param>
<param name="input">The ray-cast input parameters.</param>
<param name="transform">The transform to be applied to the shape.</param>
<param name="childIndex">The child shape index.</param>
<returns>True if the ray-cast hits the shape</returns>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.Shape.ComputeAABB(FarseerPhysics.Collision.AABB@,FarseerPhysics.Common.Transform@,System.Int32)">
<summary>
Given a transform, compute the associated axis aligned bounding box for a child shape.
</summary>
<param name="aabb">The aabb results.</param>
<param name="transform">The world transform of the shape.</param>
<param name="childIndex">The child shape index.</param>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.Shape.ComputeProperties">
<summary>
Compute the mass properties of this shape using its dimensions and density.
The inertia tensor is computed about the local origin, not the centroid.
</summary>
</member>
<member name="P:FarseerPhysics.Collision.Shapes.Shape.ShapeType">
<summary>
Get the type of this shape.
</summary>
<value>The type of the shape.</value>
</member>
<member name="P:FarseerPhysics.Collision.Shapes.Shape.ChildCount">
<summary>
Get the number of child primitives.
</summary>
<value></value>
</member>
<member name="P:FarseerPhysics.Collision.Shapes.Shape.Density">
<summary>
Gets or sets the density.
</summary>
<value>The density.</value>
</member>
<member name="P:FarseerPhysics.Collision.Shapes.Shape.Radius">
<summary>
Radius of the Shape
</summary>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.CircleShape.TestPoint(FarseerPhysics.Common.Transform@,Duality.Vector2@)">
<summary>
Test a point for containment in this shape. This only works for convex shapes.
</summary>
<param name="transform">The shape world transform.</param>
<param name="point">a point in world coordinates.</param>
<returns>True if the point is inside the shape</returns>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.CircleShape.RayCast(FarseerPhysics.Collision.RayCastOutput@,FarseerPhysics.Collision.RayCastInput@,FarseerPhysics.Common.Transform@,System.Int32)">
<summary>
Cast a ray against a child shape.
</summary>
<param name="output">The ray-cast results.</param>
<param name="input">The ray-cast input parameters.</param>
<param name="transform">The transform to be applied to the shape.</param>
<param name="childIndex">The child shape index.</param>
<returns>True if the ray-cast hits the shape</returns>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.CircleShape.ComputeAABB(FarseerPhysics.Collision.AABB@,FarseerPhysics.Common.Transform@,System.Int32)">
<summary>
Given a transform, compute the associated axis aligned bounding box for a child shape.
</summary>
<param name="aabb">The aabb results.</param>
<param name="transform">The world transform of the shape.</param>
<param name="childIndex">The child shape index.</param>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.CircleShape.ComputeProperties">
<summary>
Compute the mass properties of this shape using its dimensions and density.
The inertia tensor is computed about the local origin, not the centroid.
</summary>
</member>
<member name="T:FarseerPhysics.Collision.Shapes.EdgeShape">
<summary>
A line segment (edge) Shape. These can be connected in chains or loops
to other edge Shapes. The connectivity information is used to ensure
correct contact normals.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Shapes.EdgeShape.Vertex0">
<summary>
Optional adjacent vertices. These are used for smooth collision.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Shapes.EdgeShape.Vertex3">
<summary>
Optional adjacent vertices. These are used for smooth collision.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Shapes.EdgeShape._vertex1">
<summary>
Edge start vertex
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Shapes.EdgeShape._vertex2">
<summary>
Edge end vertex
</summary>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.EdgeShape.Set(Duality.Vector2,Duality.Vector2)">
<summary>
Set this as an isolated edge.
</summary>
<param name="start">The start.</param>
<param name="end">The end.</param>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.EdgeShape.TestPoint(FarseerPhysics.Common.Transform@,Duality.Vector2@)">
<summary>
Test a point for containment in this shape. This only works for convex shapes.
</summary>
<param name="transform">The shape world transform.</param>
<param name="point">a point in world coordinates.</param>
<returns>True if the point is inside the shape</returns>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.EdgeShape.RayCast(FarseerPhysics.Collision.RayCastOutput@,FarseerPhysics.Collision.RayCastInput@,FarseerPhysics.Common.Transform@,System.Int32)">
<summary>
Cast a ray against a child shape.
</summary>
<param name="output">The ray-cast results.</param>
<param name="input">The ray-cast input parameters.</param>
<param name="transform">The transform to be applied to the shape.</param>
<param name="childIndex">The child shape index.</param>
<returns>True if the ray-cast hits the shape</returns>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.EdgeShape.ComputeAABB(FarseerPhysics.Collision.AABB@,FarseerPhysics.Common.Transform@,System.Int32)">
<summary>
Given a transform, compute the associated axis aligned bounding box for a child shape.
</summary>
<param name="aabb">The aabb results.</param>
<param name="transform">The world transform of the shape.</param>
<param name="childIndex">The child shape index.</param>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.EdgeShape.ComputeProperties">
<summary>
Compute the mass properties of this shape using its dimensions and density.
The inertia tensor is computed about the local origin, not the centroid.
</summary>
</member>
<member name="P:FarseerPhysics.Collision.Shapes.EdgeShape.Vertex1">
<summary>
These are the edge vertices
</summary>
</member>
<member name="P:FarseerPhysics.Collision.Shapes.EdgeShape.Vertex2">
<summary>
These are the edge vertices
</summary>
</member>
<member name="T:FarseerPhysics.Collision.Shapes.ChainShape">
<summary>
A chain shape is a free form sequence of line segments.
The chain may cross upon itself, but this is not recommended for smooth collision.
The chain has double sided collision, so you can use inside and outside collision.
Therefore, you may use any winding order.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Shapes.ChainShape.Vertices">
<summary>
The vertices. These are not owned/freed by the loop Shape.
</summary>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.ChainShape.#ctor(FarseerPhysics.Common.Vertices,System.Boolean)">
<summary>
Create a new chainshape from the vertices.
</summary>
<param name="vertices">The vertices to use. Must contain 2 or more vertices.</param>
<param name="createLoop">Set to true to create a closed loop. It connects the first vertice to the last, and automatically adjusts connectivity to create smooth collisions along the chain.</param>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.ChainShape.MakeLoop">
<summary>
Adjusts the shapes previous and next vertex settings in order
to form a loop shape. This requires the first vertex to equal
the last one. If this is not the case, a new vertex will be
added to close the loop.
</summary>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.ChainShape.MakeChain">
<summary>
Adjusts the shapes previous and next vertex settings in order
to form a chain shape. This requires the first vertex to not
equal the last one. If this is the case, the last vertex will be
removed to break the loop.
</summary>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.ChainShape.TestPoint(FarseerPhysics.Common.Transform@,Duality.Vector2@)">
<summary>
Test a point for containment in this shape. This only works for convex shapes.
</summary>
<param name="transform">The shape world transform.</param>
<param name="point">a point in world coordinates.</param>
<returns>True if the point is inside the shape</returns>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.ChainShape.RayCast(FarseerPhysics.Collision.RayCastOutput@,FarseerPhysics.Collision.RayCastInput@,FarseerPhysics.Common.Transform@,System.Int32)">
<summary>
Cast a ray against a child shape.
</summary>
<param name="output">The ray-cast results.</param>
<param name="input">The ray-cast input parameters.</param>
<param name="transform">The transform to be applied to the shape.</param>
<param name="childIndex">The child shape index.</param>
<returns>True if the ray-cast hits the shape</returns>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.ChainShape.ComputeAABB(FarseerPhysics.Collision.AABB@,FarseerPhysics.Common.Transform@,System.Int32)">
<summary>
Given a transform, compute the associated axis aligned bounding box for a child shape.
</summary>
<param name="aabb">The aabb results.</param>
<param name="transform">The world transform of the shape.</param>
<param name="childIndex">The child shape index.</param>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.ChainShape.ComputeProperties">
<summary>
Chains have zero mass.
</summary>
</member>
<member name="T:FarseerPhysics.Collision.Shapes.PolygonShape">
<summary>
Represents a simple non-selfintersecting convex polygon.
If you want to have concave polygons, you will have to use the <see cref="T:FarseerPhysics.Common.Decomposition.BayazitDecomposer"/> or the <see cref="T:FarseerPhysics.Common.Decomposition.EarclipDecomposer"/>
to decompose the concave polygon into 2 or more convex polygons.
</summary>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.PolygonShape.#ctor(FarseerPhysics.Common.Vertices,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:FarseerPhysics.Collision.Shapes.PolygonShape"/> class.
</summary>
<param name="vertices">The vertices.</param>
<param name="density">The density.</param>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.PolygonShape.Set(FarseerPhysics.Common.Vertices)">
<summary>
Copy vertices. This assumes the vertices define a convex polygon.
It is assumed that the exterior is the the right of each edge.
</summary>
<param name="vertices">The vertices.</param>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.PolygonShape.ComputeProperties">
<summary>
Compute the mass properties of this shape using its dimensions and density.
The inertia tensor is computed about the local origin, not the centroid.
</summary>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.PolygonShape.SetAsBox(System.Single,System.Single)">
<summary>
Build vertices to represent an axis-aligned box.
</summary>
<param name="halfWidth">The half-width.</param>
<param name="halfHeight">The half-height.</param>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.PolygonShape.SetAsBox(System.Single,System.Single,Duality.Vector2,System.Single)">
<summary>
Build vertices to represent an oriented box.
</summary>
<param name="halfWidth">The half-width..</param>
<param name="halfHeight">The half-height.</param>
<param name="center">The center of the box in local coordinates.</param>
<param name="angle">The rotation of the box in local coordinates.</param>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.PolygonShape.TestPoint(FarseerPhysics.Common.Transform@,Duality.Vector2@)">
<summary>
Test a point for containment in this shape. This only works for convex shapes.
</summary>
<param name="transform">The shape world transform.</param>
<param name="point">a point in world coordinates.</param>
<returns>True if the point is inside the shape</returns>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.PolygonShape.RayCast(FarseerPhysics.Collision.RayCastOutput@,FarseerPhysics.Collision.RayCastInput@,FarseerPhysics.Common.Transform@,System.Int32)">
<summary>
Cast a ray against a child shape.
</summary>
<param name="output">The ray-cast results.</param>
<param name="input">The ray-cast input parameters.</param>
<param name="transform">The transform to be applied to the shape.</param>
<param name="childIndex">The child shape index.</param>
<returns>True if the ray-cast hits the shape</returns>
</member>
<member name="M:FarseerPhysics.Collision.Shapes.PolygonShape.ComputeAABB(FarseerPhysics.Collision.AABB@,FarseerPhysics.Common.Transform@,System.Int32)">
<summary>
Given a transform, compute the associated axis aligned bounding box for a child shape.
</summary>
<param name="aabb">The aabb results.</param>
<param name="transform">The world transform of the shape.</param>
<param name="childIndex">The child shape index.</param>
</member>
<member name="T:FarseerPhysics.Collision.Shapes.MassData">
<summary>
This holds the mass data computed for a shape.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Shapes.MassData.Area">
<summary>
The area of the shape
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Shapes.MassData.Centroid">
<summary>
The position of the shape's centroid relative to the shape's origin.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Shapes.MassData.Inertia">
<summary>
The rotational inertia of the shape about the local origin.
</summary>
</member>
<member name="F:FarseerPhysics.Collision.Shapes.MassData.Mass">
<summary>
The mass of the shape, usually in kilograms.
</summary>
</member>
<member name="T:FarseerPhysics.Collision.TOIInput">
<summary>
Input parameters for CalculateTimeOfImpact
</summary>
</member>
<member name="M:FarseerPhysics.Collision.TimeOfImpact.CalculateTimeOfImpact(FarseerPhysics.Collision.TOIOutput@,FarseerPhysics.Collision.TOIInput)">