Namespace with 26 public types
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.
Island This is an internal class.
World The world class manages all physics entities, dynamic simulation, and asynchronous queries.
FixtureProxy This proxy is used internally to connect fixtures to the broad-phase.
TimeStep This is an internal structure.
BodyType The body type.
FilterData Contains filter data that can determine whether an object should be processed or not.