/// A colliding pair of shapes. public cpArbiter(cpShape a, cpShape b) { this.handler = null; this.swapped = false; this.handlerA = null; this.handlerB = null; /// Calculated value to use for the elasticity coefficient. /// Override in a pre-solve collision handler for custom behavior. this.e = 0; /// Calculated value to use for the friction coefficient. /// Override in a pre-solve collision handler for custom behavior. this.u = 0; /// Calculated value to use for applying surface velocities. /// Override in a pre-solve collision handler for custom behavior. this.surface_vr = cpVect.Zero; this.a = a; this.body_a = a.body; this.b = b; this.body_b = b.body; this.thread_a = new cpArbiterThread(null, null); this.thread_b = new cpArbiterThread(null, null); this.contacts = new List <cpContact>(); this.stamp = 0; this.state = cpArbiterState.FirstCollision; }
/// A colliding pair of shapes. public cpArbiter(cpShape a, cpShape b) { this.handler = null; this.swapped = false; this.handlerA = null; this.handlerB = null; /// Calculated value to use for the elasticity coefficient. /// Override in a pre-solve collision handler for custom behavior. this.e = 0; /// Calculated value to use for the friction coefficient. /// Override in a pre-solve collision handler for custom behavior. this.u = 0; /// Calculated value to use for applying surface velocities. /// Override in a pre-solve collision handler for custom behavior. this.surface_vr = cpVect.Zero; this.a = a; this.body_a = a.body; this.b = b; this.body_b = b.body; this.thread_a = new cpArbiterThread(null, null); this.thread_b = new cpArbiterThread(null, null); this.contacts = new List<cpContact>(); this.stamp = 0; this.state = cpArbiterState.FirstCollision; }