Click here to Skip to main content
Click here to Skip to main content
Add your own
alternative version

Multi-touch development with WPF - A multi-touch RSS reader

, 1 Nov 2009
A multi-touch RSS reader built with Multi-Touch Vista.
MultiTouchRSS_Demo.zip
MultiTouchVista
AddIns
MultipleMice
MultipleMice.dll
TuioProvider
TUIO.dll
TuioProvider.dll
Framework
AdvanceMath.dll
DynamicUtilities.dll
Multitouch.Framework.dll
Multitouch.Framework.WPF.dll
Physics2DDotNet.dll
HIDLibrary.dll
ManagedWinapi.dll
Microsoft.Practices.Composite.dll
Microsoft.Practices.Composite.Presentation.dll
Microsoft.Practices.Composite.UnityExtensions.dll
Microsoft.Practices.ObjectBuilder2.dll
Microsoft.Practices.ServiceLocation.dll
Microsoft.Practices.Unity.dll
Multitouch.Configuration.dll
Multitouch.Configuration.Resources.dll
Multitouch.Configuration.Resources.ilk
Multitouch.Configuration.WPF.exe
Multitouch.Contracts.dll
Multitouch.Driver.Console.exe
Multitouch.Driver.Logic.dll
Multitouch.Driver.Service.exe
Multitouch.Framework.dll
Multitouch.Service.Console.exe
Multitouch.Service.exe
Multitouch.Service.Logic.dll
System.ComponentModel.Composition.dll
TouchReader
AdvanceMath.dll
DynamicUtilities.dll
Interop.Microsoft.Feeds.Interop.dll
Multitouch.Framework.dll
Multitouch.Framework.WPF.dll
MvvmFoundation.Wpf.dll
Physics2DDotNet.dll
Ricciolo.PaperBoy.Feeds.dll
TouchReader.exe
MultiTouchRSS_Source.zip
Behavior
Factory
ViewFactory.cd
HTMLConverter
MultiTouchVista
AddIns
MultipleMice
MultipleMice.dll
TuioProvider
TUIO.dll
TuioProvider.dll
Framework
AdvanceMath.dll
DynamicUtilities.dll
Multitouch.Framework.dll
Multitouch.Framework.WPF.dll
Physics2DDotNet.dll
HIDLibrary.dll
ManagedWinapi.dll
Microsoft.Practices.Composite.dll
Microsoft.Practices.Composite.Presentation.dll
Microsoft.Practices.Composite.UnityExtensions.dll
Microsoft.Practices.ObjectBuilder2.dll
Microsoft.Practices.ServiceLocation.dll
Microsoft.Practices.Unity.dll
Multitouch.Configuration.dll
Multitouch.Configuration.Resources.dll
Multitouch.Configuration.Resources.ilk
Multitouch.Configuration.WPF.exe
Multitouch.Contracts.dll
Multitouch.Driver.Console.exe
Multitouch.Driver.Logic.dll
Multitouch.Driver.Service.exe
Multitouch.Framework.dll
Multitouch.Service.Console.exe
Multitouch.Service.exe
Multitouch.Service.Logic.dll
System.ComponentModel.Composition.dll
MvvmFoundation
MvvmFoundation.Wpf.dll
PaperBoy
Interop.Microsoft.Feeds.Interop.dll
Ricciolo.PaperBoy.Feeds.dll
Properties
Settings.settings
Resources
Images
feed.png
folder.png
trash.png
View
ViewModel
ViewModel.cd
<?xml version="1.0"?>
<doc>
    <assembly>
        <name>Physics2DDotNet</name>
    </assembly>
    <members>
        <member name="T:Physics2DDotNet.Body">
            <summary>
            This is the Physical Body that collides in the engine.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Body.#ctor(Physics2DDotNet.PhysicsState,Physics2DDotNet.Shapes.IShape,System.Double,Physics2DDotNet.Coefficients,Physics2DDotNet.Lifespan)">
            <summary>
            Creates a new Body Instance.
            </summary>
            <param name="state">The State of the Body.</param>
            <param name="shape">The Shape of the Body.</param>
            <param name="mass">The mass of the Body The inertia will be aquired from the Shape.</param>
            <param name="coefficients">A object containing coefficients.</param>
            <param name="lifeTime">A object Describing how long the object will be in the engine.</param>
        </member>
        <member name="M:Physics2DDotNet.Body.#ctor(Physics2DDotNet.PhysicsState,Physics2DDotNet.Shapes.IShape,Physics2DDotNet.MassInfo,Physics2DDotNet.Coefficients,Physics2DDotNet.Lifespan)">
            <summary>
            Creates a new Body Instance.
            </summary>
            <param name="state">The State of the Body.</param>
            <param name="shape">The Shape of the Body.</param>
            <param name="massInfo">A object describing the mass and inertia of the Body.</param>
            <param name="coefficients">A object containing coefficients.</param>
            <param name="lifeTime">A object Describing how long the object will be in the engine.</param>
        </member>
        <member name="M:Physics2DDotNet.Body.ApplyProxy">
            <summary>
            This applys the proxy.
            This will cause all other bodies in the proxy list to have their velocity set 
            to this body’s. 
            With the appropriate transformations applied. 
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Body.RemoveFromProxy">
            <summary>
            This will remove this body from any proxy list it is a part of.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Body.ApplyPosition">
            <summary>
            Updates all the values caluclated from the State.Position.
            Re-calculates the Matrices property the re-calculates the Rectangle property
            from that.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Body.ClearForces">
            <summary>
            Sets Acceleration and ForceAccumulator to Zero.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Body.ApplyForce(AdvanceMath.Vector2D)">
            <summary>
            Applys a Force
            </summary>
            <param name="force">The direction and magnitude of the force</param>
        </member>
        <member name="M:Physics2DDotNet.Body.ApplyForce(AdvanceMath.Vector2D@)">
            <summary>
            Applys a Force
            </summary>
            <param name="force">The direction and magnitude of the force</param>
        </member>
        <member name="M:Physics2DDotNet.Body.ApplyForce(AdvanceMath.Vector2D,AdvanceMath.Vector2D)">
            <summary>
            Applys a Force
            </summary>
            <param name="force">The direction and magnitude of the force</param>
            <param name="position">The Location where the force will be applied (Offset: Body Rotation: World) </param>
        </member>
        <member name="M:Physics2DDotNet.Body.ApplyForce(AdvanceMath.Vector2D@,AdvanceMath.Vector2D@)">
            <summary>
            Applys a Force
            </summary>
            <param name="force">The direction and magnitude of the force</param>
            <param name="position">The Location where the force will be applied (Offset: Body Rotation: World) </param>
        </member>
        <member name="M:Physics2DDotNet.Body.ApplyTorque(System.Double)">
            <summary>
            Applys Torque
            </summary>
            <param name="torque">The direction and magnitude of the torque</param>
        </member>
        <member name="M:Physics2DDotNet.Body.ApplyImpulse(AdvanceMath.Vector2D)">
            <summary>
            Applys Impulse
            </summary>
            <param name="impulse">The direction and magnitude of the impulse</param>
        </member>
        <member name="M:Physics2DDotNet.Body.ApplyImpulse(AdvanceMath.Vector2D@)">
            <summary>
            Applys Impulse
            </summary>
            <param name="impulse">The direction and magnitude of the impulse.</param>
        </member>
        <member name="M:Physics2DDotNet.Body.ApplyImpulse(AdvanceMath.Vector2D,AdvanceMath.Vector2D)">
            <summary>
            Applys Impulse
            </summary>
            <param name="impulse">The direction and magnitude of the impulse.</param>
            <param name="position">The Location where the impulse will be applied (Offset: Body Rotation: World)</param>
        </member>
        <member name="M:Physics2DDotNet.Body.ApplyImpulse(AdvanceMath.Vector2D@,AdvanceMath.Vector2D@)">
            <summary>
            Applys Impulse
            </summary>
            <param name="impulse">The direction and magnitude of the impulse.</param>
            <param name="position">The Location where the impulse will be applied (Offset: Body Rotation: World)</param>
        </member>
        <member name="E:Physics2DDotNet.Body.LifetimeChanged">
            <summary>
            Raised when the Lifetime property has been Changed.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Body.ShapeChanged">
            <summary>
            Raised when the Shape of the Body has been Changed.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Body.Pending">
            <summary>
            Raised when the object is Added to the engine but is not yet part of the update process.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Body.Added">
            <summary>
            Raised when the object is added to a Physics Engine.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Body.Removed">
            <summary>
            Raised when the object is Removed from a Physics Engine. 
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Body.PositionChanged">
            <summary>
            Raised when the Position has been Changed.
            Raised by either the Solver or a call to ApplyMatrix.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Body.Updated">
            <summary>
            Raised when the Body has been updated to a change in time.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Body.Collided">
            <summary>
            Raised when the Body collides with another.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Body.JointAdded">
            <summary>
            Raised when a joint is added that affects this body.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Body.JointRemoved">
            <summary>
            Raised when a joint is removed that affects this body.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.Rectangle">
            <summary>
            This is the Baunding rectangle It is calculated on the call to apply matrix.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.Matrices">
            <summary>
            The Matrices that are tranfroming this bodies Shape.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.LinearDamping">
            <summary>
            Gets and Sets The value represents how much Linear velocity is kept each time step. 
            This Dampens the Body's Linear velocity a little per time step. Valid values are zero exclusive to one inclusive.  
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.AngularDamping">
            <summary>
            Gets and Sets The value represents how much Angular velocity is kept each time step. 
            This Dampens the Body's Angular velocity a little per time step. Valid values are zero exclusive to one inclusive.  
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.Proxies">
            <summary>
            These are bodies that are mirrors of this body. 
            It's useful for bodies that are being teleported.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.ProxiesCount">
            <summary>
            The number of proxies that this body has.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.ID">
            <summary>
            Unique ID of a PhysicsEntity in the PhysicsEngine
            Assigned on being Added.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.Engine">
            <summary>
            Gets The PhysicsEngine the object is currently in. Null if it is in none.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.State">
            <summary>
            Gets The current State of the object IE Velocity 
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.Shape">
            <summary>
            Gets and Sets the Shape of the Body. 
            If setting the shape to a shape another body has it will duplicate the shape.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.Mass">
            <summary>
            Gets The MassInfo of the body.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.CollisionIgnorer">
            <summary>
            Gets and Sets the Ignore object that decides what collisons to ignore.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.EventIgnorer">
            <summary>
            Gets and Sets the Ignore object that decides what collison events to ignore.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.Coefficients">
            <summary>
            Gets and Sets the Coefficients for the class.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.Lifetime">
            <summary>
            Gets and Sets the LifeTime of the object. The object will be removed from the engine when it is Expired.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.Tag">
            <summary>
            Gets and Sets a User defined object.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.SolverTag">
            <summary>
            Gets a Solver Defined object.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.DetectorTag">
            <summary>
            Gets a Detector Defined object.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.Joints">
            <summary>
            Gets the Joints attached to this body.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.IgnoresGravity">
            <summary>
            Gets and Sets if the Body will ignore Gravity.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.IgnoresPhysicsLogics">
            <summary>
            Gets and Sets if the Body will Ignore all Physics Logics
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.IgnoresCollisionResponse">
            <summary>
            Gets and Sets if the Object will ignore the collison Responce but still generate the Collision event.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.IgnoreVertexes">
            <summary>
            Gets and Sets if this body's shape's Vertexes will be used in collision detection.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.IsPending">
            <summary>
            Gets if it has been added the the Engine's PendingQueue, but not yet added to the engine.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.IsAdded">
            <summary>
            Gets if the object has been added to the engine.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.IsCollidable">
            <summary>
            gets and sets if the body will have any collision detection ran on it.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.IsEventable">
            <summary>
            Gets and Sets if other objects will have their collided 
            event raised when colliding with this body
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.IsBroadPhaseOnly">
            <summary>
            Gets and Sets if the Body will trigger the Collided event at the broadphase level
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.KineticEnergy">
            <summary>
            Gets the Total Kinetic Energy of the Body.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Body.Transformation">
            <summary>
            Gets and Sets the Matrix2x3 that transforms the Shape belonging to the Body.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Ignorers.ObjectIgnorer">
            <summary>
            A collision ignorer that uses reference comparison. 
            All Bodies with the same instance of this ignorer then they will not collide.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Ignorers.Ignorer">
            <summary>
            Base class for Collision Ignorers to impliment.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Ignorers.Ignorer.IsInverted">
            <summary>
            Get and sets if the result of this ignorer is inverted.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.PhysicsLogics.GlobalFluidLogic">
            <summary>
            Applys drag and buoyancy to all items in the engine.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.PhysicsLogics.PhysicsLogic">
            <summary>
            A physics logic is a way for the engine to effect object within the Update call.
            Gravity is a Example of a PhysicsLogic.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.PhysicsLogics.PhysicsLogic.BeforeAddCheck(Physics2DDotNet.PhysicsEngine)">
            <summary>
            Before the item is allowed to be added to pending this method is called to 
            throw any exceptions without corrupting the state of the Physics engine.
            </summary>
            <param name="engine">The engine the item is about to be added too.</param>
        </member>
        <member name="E:Physics2DDotNet.PhysicsLogics.PhysicsLogic.LifetimeChanged">
            <summary>
            Raised when the Lifetime property has been Changed.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Added">
            <summary>
            Raised when the object is added to a Physics Engine.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Pending">
            <summary>
            Raised when the object is Added to the engine but is not yet part of the update process.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Removed">
            <summary>
            Raised when the object is Removed from a Physics Engine. 
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsLogics.PhysicsLogic.IsPending">
            <summary>
            Gets if it has been added the the Engine's PendingQueue, but not yet added to the engine.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsLogics.PhysicsLogic.IsAdded">
            <summary>
            Gets if the object has been added to the engine.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Engine">
            <summary>
            Gets The PhysicsEngine the object is currently in. Null if it is in none.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Tag">
            <summary>
            Gets and Sets a User defined object.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Lifetime">
            <summary>
            Gets and Sets the LifeTime of the object. The object will be removed from the engine when it is Expired.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsLogics.PhysicsLogic.Order">
            <summary>
            Get and Sets The order number of when it will be ran.
            All Logics with a higher order will run after this one and all logics
            with a lower order number will be ran before this one.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Lifespan">
            <summary>
            A object that describes the time a object will remain in the Physics engine.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Lifespan.#ctor">
            <summary>
            Creates a new Lifespan Instance that is Immortal.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Lifespan.#ctor(System.Double)">
            <summary>
            Creates a new Lifespan Instance that is mortal.
            </summary>
            <param name="maxAge">How long the item will stay in the engine. (in seconds)</param>
        </member>
        <member name="M:Physics2DDotNet.Lifespan.#ctor(System.Double,System.Double)">
            <summary>
            Creates a new Lifespan Instance that is mortal and has already aged.
            </summary>
            <param name="age">How old the item is. (in seconds)</param>
            <param name="maxAge">How long the item will stay in the engine. (in seconds)</param>
        </member>
        <member name="M:Physics2DDotNet.Lifespan.Update(Physics2DDotNet.TimeStep)">
            <summary>
            Increases the Age of object by a change in time.
            </summary>
            <param name="update">the update's number (It wont age more then once on a update)</param>
            <param name="step">The TimeStep describing the change in time.</param>
        </member>
        <member name="P:Physics2DDotNet.Lifespan.IsExpired">
            <summary>
            Gets and Sets if it IsExpired and should be removed from the engine.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Lifespan.IsImmortal">
            <summary>
            Gets if the only way for the object to leave the engine is for it to be set to expired.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Lifespan.IsOverAged">
            <summary>
            Gets if it is expired becuase of old age.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Lifespan.MaxAge">
            <summary>
            Gets and Sets how long the object will stay in the engine.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Lifespan.TimeLeft">
            <summary>
            Gets how much time the object has left.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Lifespan.Age">
            <summary>
            Gets and Sets The current age of the object.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Joints.FixedAngleJoint">
            <summary>
            A Joint between 2 Bodies that will keep the Angles between the 2 bodies at a certain amount.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Joints.Joint">
            <summary>
            Describes a Connection between 2 objects. 
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Joints.Joint.BeforeAddCheck(Physics2DDotNet.PhysicsEngine)">
            <summary>
            Before the item is allowed to be added to pending this method is called to 
            throw any exceptions without corrupting the state of the Physics engine.
            </summary>
            <param name="engine">The engine the item is about to be added too.</param>
        </member>
        <member name="E:Physics2DDotNet.Joints.Joint.LifetimeChanged">
            <summary>
            Raised when the Lifetime property has been Changed.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Joints.Joint.Added">
            <summary>
            Raised when the object is added to a Physics Engine.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Joints.Joint.Pending">
            <summary>
            Raised when the object is Added to the engine but is not yet part of the update process.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.Joints.Joint.Removed">
            <summary>
            Raised when the object is Removed from a Physics Engine. 
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Joints.Joint.IsPending">
            <summary>
            Gets if it has been added the the Engine's PendingQueue, but not yet added to the engine.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Joints.Joint.Tag">
            <summary>
            Gets and Sets a User defined object.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Joints.Joint.Lifetime">
            <summary>
            Gets and Sets the LifeTime of the object. The object will be removed from the engine when it is Expired.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Joints.Joint.Engine">
            <summary>
            Gets The PhysicsEngine the object is currently in. Null if it is in none.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Joints.Joint.IsAdded">
            <summary>
            Gets if the object has been added to the engine.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Joints.Joint.Bodies">
            <summary>
            Gets the bodies the Joint effects.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Shapes.ParticleShape">
            <summary>
            Represents a Single point.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Shapes.IShape.VertexNormals">
            <summary>
            These are the normals for the original vertexes.
            </summary>
        </member>
        <member name="F:Physics2DDotNet.Shapes.ParticleShape.Default">
            <summary>
            All particles are the same! so use this one!
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Shapes.ParticleShape.#ctor">
            <summary>
            Creates a new Particle Instance.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.IContactPointInfo">
            <summary>
            Describes a Contact in a collision.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.IContactPointInfo.Position">
            <summary>
            Gets The world coordinates of the contact.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.IContactPointInfo.Normal">
            <summary>
            Gets a Direction Vector Pointing away from the Edge.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.IContactPointInfo.Distance">
            <summary>
            Gets The distance the contact is inside the other object.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.IContact.Body1">
            <summary>
            Gets The First Body that is part of the Contact.
            (The Normal belongs to this Body.)
            </summary>
        </member>
        <member name="P:Physics2DDotNet.IContact.Body2">
            <summary>
            Gets The Second Body that is part of the Contact.
            (The Position of the Vertex belongs to this Body.)
            </summary>
        </member>
        <member name="T:Physics2DDotNet.PhysicsLogics.RaySegmentsCollisionLogic">
            <summary>
            A class to manage a RaySegmentsShape collisions
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Solvers.CollisionSolver.Engine">
            <summary>
            The engine this solver is in.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Shapes.RaySegment">
            <summary>
            A Ray Segment is a Ray that has a length. It can be used to represent 
            lasers or very fast projectiles.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Shapes.RaySegmentIntersectionInfo">
            <summary>
            The information of an intersection with another shape. 
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Shapes.RaySegmentIntersectionInfo.Distances">
            <summary>
            An collection of distances away from the Ray Segments. 
            The indexes match up with the Segments in the Ray Segments class. 
            A negative value means there was no intersection. 
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Shapes.RaySegmentsShape">
            <summary>
            A shape that holds multiple Ray Segments and generates custom collision events 
            for when they intersect something. The Sequential Impulses Solver does not 
            handle collisions with this shape.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Shapes.MultiPolygonShape">
            <summary>
            A shape that contains multiple polygons.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.PhysicsLogics.ExplosionLogic">
            <summary>
            Simulates a simple explosion.  
            </summary>
        </member>
        <member name="M:Physics2DDotNet.PhysicsLogics.ExplosionLogic.#ctor(AdvanceMath.Vector2D,AdvanceMath.Vector2D,System.Double,System.Double,System.Double,Physics2DDotNet.Lifespan)">
            <summary>
            Creates a new instance of the ExplosionLogic
            </summary>
            <param name="location">ground zero</param>
            <param name="velocity">the velocity of the explosion (this would be from the missile or bomb that spawns it).</param>
            <param name="pressurePulseSpeed">the speed at which the explosion expands</param>
            <param name="dragCoefficient">the drag Coefficient</param>
            <param name="mass">the mass of the expanding cloud</param>
            <param name="lifetime"></param>
        </member>
        <member name="T:Physics2DDotNet.DistanceGrid">
            <summary>
            A class used by some Shape Objects for Narrow Phased collision.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Joints.FixedHingeJoint">
            <summary>
            A joint that makes a single Body Pivot around an Anchor.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Joints.FixedHingeJoint.DistanceTolerance">
            <summary>
            The distance the joint can stretch before breaking. 
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Joints.AngleJoint">
            <summary>
            A Joint between 2 Bodies that will keep the Angles between the 2 bodies at a certain amount.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Ignorers.AdvGroupIgnorer">
            <summary>
            A collision ignorer that uses group numbers to do collision ignoring.
            If a object is member of a group that the other body is ignoring then they will not collide. 
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Shapes.VertexHelper.CreateFromBitmap(System.Boolean[0:,0:])">
            <summary>
            Takes a 2D Boolean array with a true value representing a collidable pixel and converts 
            it to an array of vertex that surrounds that bitmap. The bitmap should be a single piece 
            if there are many pieces it will only return the geometry of the first piece it comes 
            across. Make sure there are at least 3 pixels in a piece otherwise an exception will be 
            thrown (it wont be a polygon). 
            </summary>
            <param name="bitmap">a bitmap to be converted. true means its collidable.</param>
            <returns>A Vector2D[] representing the bitmap.</returns>
        </member>
        <member name="M:Physics2DDotNet.Shapes.VertexHelper.CreateRectangle(System.Double,System.Double)">
            <summary>
            creates vertexes that describe a Rectangle.
            </summary>
            <param name="width"></param>
            <param name="height">The length of the Rectangle</param>
            <returns>array of vectors the describe a rectangle</returns>
        </member>
        <member name="M:Physics2DDotNet.Shapes.VertexHelper.GetInertia(AdvanceMath.Vector2D[])">
            <summary>
            Calculates the moment of inertia for a polygon
            </summary>
            <param name="vertexes"></param>
            <returns>the moment of inertia</returns>
        </member>
        <member name="M:Physics2DDotNet.Shapes.VertexHelper.GetIntersection(AdvanceMath.Vector2D[],System.Double)">
            <summary>
            INCOMPLETE! TODO: FINISH
            </summary>
            <param name="vertexes"></param>
            <param name="radius"></param>
            <returns></returns>
        </member>
        <member name="M:Physics2DDotNet.Shapes.VertexHelper.Subdivide(AdvanceMath.Vector2D[],System.Double)">
            <summary>
            makes sure the distance between 2 vertexes is under the length passed, by adding vertexes between them.
            </summary>
            <param name="vertexes">the original vertexes.</param>
            <param name="maxLength">the maximum distance allowed between 2 vertexes</param>
            <returns>The new vertexes.</returns>
        </member>
        <member name="M:Physics2DDotNet.Shapes.VertexHelper.Subdivide(AdvanceMath.Vector2D[],System.Double,System.Boolean)">
            <summary>
            makes sure the distance between 2 vertexes is under the length passed, by adding vertexes between them.
            </summary>
            <param name="vertexes">the original vertexes.</param>
            <param name="maxLength">the maximum distance allowed between 2 vertexes</param>
            <param name="loop">if it should check the distance between the first and last vertex.</param>
            <returns>The new vertexes.</returns>
        </member>
        <member name="M:Physics2DDotNet.Shapes.VertexHelper.Reduce(AdvanceMath.Vector2D[])">
            <summary>
            Reduces a Polygon's number of vertexes.
            </summary>
            <param name="vertexes">The Polygon to reduce.</param>
            <returns>The reduced vertexes.</returns>
        </member>
        <member name="M:Physics2DDotNet.Shapes.VertexHelper.Reduce(AdvanceMath.Vector2D[],System.Double)">
            <summary>
            Reduces a Polygon's number of vertexes.
            </summary>
            <param name="vertexes">The Polygon to reduce.</param>
            <param name="areaTolerance">
            The amount the removal of a vertex is allowed to change the area of the polygon.
            (Setting this value to 0 will reverse what the Subdivide method does) 
            </param>
            <returns>The reduced vertexes.</returns>
        </member>
        <member name="M:Physics2DDotNet.Shapes.VertexHelper.GetArea(AdvanceMath.Vector2D[])">
            <summary>
            Calculates the area of a polygon.
            </summary>
            <param name="vertexes">The vertexes of the polygon.</param>
            <returns>The area.</returns>
        </member>
        <member name="M:Physics2DDotNet.Shapes.VertexHelper.GetCentroid(AdvanceMath.Vector2D[])">
            <summary>
            Calculates the Centroid of a polygon.
            </summary>
            <param name="vertexes">The vertexes of the polygon.</param>
            <returns>The Centroid of a polygon.</returns>
            <remarks>
            This is Also known as Center of Gravity/Mass.
            </remarks>
        </member>
        <member name="M:Physics2DDotNet.Shapes.VertexHelper.CenterVertexes(AdvanceMath.Vector2D[])">
            <summary>
            repositions the polygon so the Centroid is the origin.
            </summary>
            <param name="vertexes">The vertexes of the polygon.</param>
            <returns>The vertexes of the polygon with the Centroid as the Origin.</returns>
        </member>
        <member name="T:Physics2DDotNet.PhysicsLogics.GravityPointField">
            <summary>
            A PhysicsLogic to causes a Gravity a a certain point with zero dropoff.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.PhysicsLogics.GravityPointField.#ctor(AdvanceMath.Vector2D,System.Double,Physics2DDotNet.Lifespan)">
            <summary>
            Creates a new GravityPointField Instance.
            </summary>
            <param name="location">The location of the Gravity point.</param>
            <param name="gravity"></param>
            <param name="lifetime"></param>
        </member>
        <member name="T:Physics2DDotNet.Coefficients">
            <summary>
            Describes the Coefficients of a surface.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Coefficients.Restitution">
            <summary>
            AKA Bounciness. This is how much energy is kept as kinetic energy after a collision.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Coefficients.StaticFriction">
            <summary>
            (NOT USED)
            http://en.wikipedia.org/wiki/Friction
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Coefficients.DynamicFriction">
            <summary>
            http://en.wikipedia.org/wiki/Friction
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Ignorers.OneWayPlatformIgnorer">
            <summary>
            this allows you to have platforms that are one way. like in platform games.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Ignorers.GroupedOneWayPlatformIgnorer">
            <summary>
            this allows you to have platforms that are one way. like in platform games.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.TimerState">
            <summary>
            The State of a PhysicsTimer
            </summary>
        </member>
        <member name="F:Physics2DDotNet.TimerState.Paused">
            <summary>
            The PhysicsTimer is Paused.
            </summary>
        </member>
        <member name="F:Physics2DDotNet.TimerState.Normal">
            <summary>
            The PhysicsTimer's calls to the Callback are on time.
            </summary>
        </member>
        <member name="F:Physics2DDotNet.TimerState.Slow">
            <summary>
            The PhysicsTimer's calls to the Callback are behind schedule.
            </summary>
        </member>
        <member name="F:Physics2DDotNet.TimerState.Fast">
            <summary>
            The PhysicsTimer's calls to the Callback are delayed to be on time.
            </summary>
        </member>
        <member name="F:Physics2DDotNet.TimerState.Disposed">
            <summary>
            The PhysicsTimer is Disposed.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.PhysicsCallback">
            <summary>
            A Callback used by the PhysicsTimer
            </summary>
            <param name="dt">The change in time.</param>
        </member>
        <member name="T:Physics2DDotNet.PhysicsTimer">
            <summary>
            A class to update the PhysicsEngine at regular intervals.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.PhysicsTimer.#ctor(Physics2DDotNet.PhysicsCallback,System.Double)">
            <summary>
            Creates a new PhysicsTimer Instance.
            </summary>
            <param name="callback">The callback to call.</param>
            <param name="targetDt">The target change in time.</param>
        </member>
        <member name="M:Physics2DDotNet.PhysicsTimer.Dispose">
            <summary>
            Stops the Timer 
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsTimer.IsBackground">
            <summary>
            Gets or sets a value indicating whether or not the thread that runs the time is a background thread.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsTimer.IsRunning">
            <summary>
            Gets and Sets if the PhysicsTimer is currently calling the Callback.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsTimer.TargetInterval">
            <summary>
            Gets and Sets the desired Interval between Callback calls.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsTimer.State">
            <summary>
            Gets the current State of the PhysicsTimer.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsTimer.Callback">
            <summary>
            Gets and Sets the current Callback that will be called.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Detectors.SweepAndPruneDetector">
            <summary>
            The Sweep and Prune detector should be O(nlogn), but can be O(n^2) if everything is colliding.  
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Joints.HingeJoint">
            <summary>
            A Joint Between 2 Bodies that will pivot around an Anchor.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Joints.HingeJoint.#ctor(Physics2DDotNet.Body,Physics2DDotNet.Body,AdvanceMath.Vector2D,Physics2DDotNet.Lifespan)">
            <summary>
            Creates a new HingeJoint Instance.
            </summary>
            <param name="body1">One of the bodies to be Jointed.</param>
            <param name="body2">One of the bodies to be Jointed.</param>
            <param name="anchor">The location of the Hinge.</param>
            <param name="lifeTime">A object Describing how long the object will be in the engine.</param>
        </member>
        <member name="P:Physics2DDotNet.Joints.HingeJoint.DistanceTolerance">
            <summary>
            The Distance the joint can stretch before breaking. 
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Ignorers.GroupCollection">
            <summary>
            A collection that stores ints that represent groups
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.Add(System.Int32)">
            <summary>
            Trys to add a group.
            </summary>
            <param name="item">The group ID to add.</param>
            <returns>false if the ignorer was already part of the group; otherwise false.</returns>
        </member>
        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.AddRange(System.Int32[])">
            <summary>
            adds an array of group ids.
            </summary>
            <param name="array">The array of group IDs. (this will be sorted)</param>
            <returns>the number of IDs that were not already part of the group.</returns>
        </member>
        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.Contains(System.Int32)">
            <summary>
            returns true if the ignorer is part of the group.
            </summary>
            <param name="item">The group ID.</param>
            <returns>true if the ignorer is part of the group; otherwise false.</returns>
        </member>
        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.ContainsRange(System.Int32[])">
            <summary>
            returns the number of groups in the array it is part of.
            </summary>
            <param name="array">The array of group IDs. (this will be sorted)</param>
            <returns>The number of groups in the array it is part of.</returns>
        </member>
        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.Remove(System.Int32)">
            <summary>
            Trys to remove the ignorer from a group.
            </summary>
            <param name="item">The group ID.</param>
            <returns>true if the ignore was part of the group; otherwise false.</returns>
        </member>
        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.RemoveRange(System.Int32[])">
            <summary>
            Trys to remove the ignorer from a range of groups.
            </summary>
            <param name="array">The array of group IDs. (this will be sorted)</param>
            <returns>the number of groups the ignore was removed from.</returns>
        </member>
        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.System#Collections#Generic#ICollection{System#Int32}#Add(System.Int32)">
            <summary>
            returns if the 2 ignores are not part of the same group.
            </summary>
            <param name="other">the other CollisionGroupIgnorer</param>
            <returns>true if they are not part of the same group; otherwiase false.</returns>
        </member>
        <member name="M:Physics2DDotNet.Ignorers.GroupCollection.Clear">
            <summary>
            removes the ignorer from all groups.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.Ignorers.GroupCollection.Count">
            <summary>
            Gets the number of collison Groups the ignorer is part of.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Detectors.SelectiveSweepDetector">
            <summary>
            Faster then sweep and prune and does not stutter like SingleSweep
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Detectors.SelectiveSweepDetector.Update">
            <summary>
            updates all the nodes to their new values and sorts the lists
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Detectors.SelectiveSweepDetector.ShouldDoX">
            <summary>
            Finds how many collisions there are on the x and y and returns if
            the x axis has the least
            </summary>
        </member>
        <member name="F:Physics2DDotNet.Matrices.ToWorld">
            <summary>
            The matrix that is multiplied against to transform a vertex from relative 
            to the Body to the vertex relative to the World.
            </summary>
        </member>
        <member name="F:Physics2DDotNet.Matrices.ToBody">
            <summary>
            The matrix that is multiplied against to transform a vertex from relative 
            to the World to the vertex relative to the Body.
            </summary>
        </member>
        <member name="F:Physics2DDotNet.Matrices.ToWorldNormal">
            <summary>
            The matrix that is multiplied against to transform a normal (unit vector) from relative 
            to the Body to the normal relative to the World.
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "F:Physics2DDotNet.Matrices.ToBodyNormal" -->
        <member name="T:Physics2DDotNet.PhysicsHelper">
            <summary>
            contains some methods to do physics calculations.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Ignorers.GroupIgnorer">
            <summary>
            A collision ignorer that uses group numbers to do collision ignoring.
            If 2 objects are members of the same group then they will not collide.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector">
            <summary>
            Full name is Frame Coherent Sweep and Prune. 
            This class is used to isolate the AABB pairs that are currently in a collision
            state without having to check all pair combinations. It relies heavily on frame
            coherence or the idea that objects will typically be near their last position
            from frame to frame. The class caches the various state information and doesn't
            update it unless an extent on an axis "swaps" positions with its neighbor.
            Note: If your application has "teleporting" objects or objects that are 
            extremely high-speed in relation to other objects, then this Sweep and Prune
            method may breakdown. 
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.TestForCollisions(Physics2DDotNet.Body,Physics2DDotNet.Body)">
            <summary>
            Test AABB collisions between two geometries. Tests include checking if the
            geometries are enabled, static, in the right collision categories, etc.
            </summary>
            <returns>Returns true if there is a collision, false otherwise</returns>
        </member>
        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.AddGeom(Physics2DDotNet.Body)">
            <summary>
            This method is used by the PhysicsSimulator to notify Sweep and Prune that 
            new geometry is to be tracked.
            </summary>
            <param name="g">The geometry to be added</param>
        </member>
        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.UpdateExtentValues">
            <summary>
            Updates the values in the x and y extent lists by the changing aabb values.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.HandleCollisions">
            <summary>
            Iterates over the collision pairs and creates arbiters.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.Run">
            <summary>
            Just calls Update.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.Update">
            <summary>
            Incrementally updates the system. Assumes relatively good frame coherence.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.ForceNonIncrementalUpdate">
            <summary>
            This function can be used for times when frame-coherence is temporarily lost
            or when it is simply more convenient to completely rebuild all the cached
            data instead of incrementally updating it. Currently it is used after
            removing disposed/removed geometries. If your application had an object
            that teleported across the universe or some other situation where
            frame-coherence was lost, you might consider this function.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.ExtentInfoList">
            <summary>
            This class keeps a list of information that relates extents to geometries.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.CollisionPairDictionary">
            <summary>
            This class is used to keep track of the pairs of geometry that need to be
            passed on to the narrow phase. The keys stored in the dictionary are
            the actual geometry pairs (the boolean value is currently unused).
            NOTE: May eventually want to add OnEnterCollisionState / 
            OnExitCollisionState callbacks which might be useful for debugging
            or possibly in user applications.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.CollisionPair">
            <summary>
            Houses collision pairs as geom1 and geom2. The pairs are always ordered such
            that the lower id geometry is first. This allows the CollisionPairDictionary
            to have a consistent key / hash code for a pair of geometry.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.Extent">
            <summary>
            This class represents a single extent of an AABB on a single axis. It has a
            reference to ExtentInfo which has information about the geometry it belongs
            to.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.ExtentList">
            <summary>
            Represents a lists of extents for a given axis. This list will be kept
            sorted incrementally.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.ExtentList.IncrementalSort">
            <summary>
            Incrementally sorts ExtentList. It is assumed that there is a high level
            of frame coherence and that much of the list is already fairly well
            sorted. This algorithm makes use of "insert sort" which is notoriously
            slow - except for when a list is already almost sorted - which is the
            case when there is high frame coherence.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Detectors.FrameCoherentSAPDetector.ExtentInfo">
            <summary>
            This class contains represents additional extent info for a particular axis
            It has a reference to the geometry whose extents are being tracked. It
            also has a min and max extent reference into the ExtentList itself.
            The class keeps track of overlaps with other geometries.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.BodyProxy">
            <summary>
            This is a Proxy. That keeps 2 bodies velocities synchronized. 
            </summary>
        </member>
        <member name="P:Physics2DDotNet.BodyProxy.Body1">
            <summary>
            This is the other body to be Synchronized with.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.BodyProxy.Body2">
            <summary>
            This is the other body to be Synchronized with.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.BodyProxy.Transformation">
            <summary>
            This is how the Velocity will be transformed when syncronized.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.BodyProxy.InvertedTwin">
            <summary>
            This is the inverted twin of this velocity. It's matrix will be invert of this one's.
            And its body will be the body that contains this.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.Shapes.CircleShape">
            <summary>
            A Circle
            </summary>
        </member>
        <member name="M:Physics2DDotNet.Shapes.CircleShape.#ctor(System.Double,System.Int32)">
            <summary>
            Creates a new Circle Instance.
            </summary>
            <param name="radius">how large the circle is.</param>
            <param name="vertexCount">
            The number or vertex that will be generated along the perimeter of the circle. 
            This is for collision detection.
            </param>
        </member>
        <member name="M:Physics2DDotNet.Shapes.CircleShape.#ctor(System.Double,System.Int32,System.Double)">
            <summary>
            Creates a new Circle Instance.
            </summary>
            <param name="radius">how large the circle is.</param>
            <param name="vertexCount">
            The number or vertex that will be generated along the perimeter of the circle. 
            This is for collision detection.
            </param>
            <param name="inertia">
            How hard it is to turn the shape. Depending on the construtor in the 
            Body this will be multiplied with the mass to determine the moment of inertia.
            </param>
        </member>
        <member name="P:Physics2DDotNet.Shapes.CircleShape.Radius">
            <summary>
            the distance from the position where the circle ends.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.PhysicsLogics.LineFluidLogic">
            <summary>
            Applys drag and buoyancy to items on one side of a line;
            </summary>
        </member>
        <member name="T:Physics2DDotNet.PhysicsState">
            <summary>
            This class holds the variables usually changed mulitple times  each update like the postion of an object.
            </summary>
        </member>
        <member name="F:Physics2DDotNet.PhysicsState.Position">
            <summary>
            This is Position and Orientation.
            </summary>
            <remarks>
            <seealso href="http://en.wikipedia.org/wiki/Position"/>
            </remarks>
        </member>
        <member name="F:Physics2DDotNet.PhysicsState.Velocity">
            <summary>
            Angular and Linear Velocity.
            </summary>
            <remarks>
            <seealso href="http://en.wikipedia.org/wiki/Velocity"/>
            </remarks>
        </member>
        <member name="F:Physics2DDotNet.PhysicsState.Acceleration">
            <summary>
            Angular and Linear Acceleration.
            </summary>
            <remarks>
            <seealso href="http://en.wikipedia.org/wiki/Acceleration"/>
            </remarks>
        </member>
        <member name="F:Physics2DDotNet.PhysicsState.ForceAccumulator">
            <summary>
            Torque and Force
            </summary>
            <remarks>
            <seealso href="http://en.wikipedia.org/wiki/Torque"/>
            <seealso href="http://en.wikipedia.org/wiki/Force"/>
            </remarks>
        </member>
        <member name="T:Physics2DDotNet.MassInfo">
            <summary>
            This class Stores mass information and Moment of Inertia Together since they are very closly related.
            </summary>
        </member>
        <member name="P:Physics2DDotNet.MassInfo.Infinite">
            <summary>
            A body with this mass will not be affected by forces or impulse.
            </summary>
            <remarks>
            This is the mass of Chuck Norris.
            </remarks>
        </member>
        <member name="T:Physics2DDotNet.PhysicsEngine">
            <summary>
            The Engine that will Apply Physics to object added to it.
            </summary>
        </member>
        <member name="F:Physics2DDotNet.PhysicsEngine.firstBodyID">
            <summary>
            This is the ID the first body added to the engine will get.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.PhysicsEngine.AddBody(Physics2DDotNet.Body)">
            <summary>
            Adds a Body to the pending queue and will be truly added on a call to Update.
            </summary>
            <param name="item">The Body to be added.</param>
        </member>
        <member name="M:Physics2DDotNet.PhysicsEngine.AddBodyRange(System.Collections.Generic.ICollection{Physics2DDotNet.Body})">
            <summary>
            Adds a collection of Bodies to the pending queue and will be truly added on a call to Update.
            </summary>
            <param name="collection">The collection to be Added</param>
        </member>
        <member name="M:Physics2DDotNet.PhysicsEngine.AddJoint(Physics2DDotNet.Joints.Joint)">
            <summary>
            Adds a Joint to the pending queue and will be truly added on a call to Update.
            </summary>
            <param name="item">The Joint to be added.</param>
        </member>
        <member name="M:Physics2DDotNet.PhysicsEngine.AddJointRange(System.Collections.Generic.ICollection{Physics2DDotNet.Joints.Joint})">
            <summary>
            Adds a collection of Joints to the pending queue and will be truly added on a call to Update.
            </summary>
            <param name="collection">The collection to be Added</param>
        </member>
        <member name="M:Physics2DDotNet.PhysicsEngine.AddJointRange``1(System.Collections.Generic.ICollection{``0})">
            <summary>
            Adds a collection of Joints to the pending queue and will be truly added on a call to Update.
            </summary>
            <param name="collection">The collection to be Added</param>
            <typeparam name="T">A Type inherited from Joint</typeparam>
        </member>
        <member name="M:Physics2DDotNet.PhysicsEngine.AddLogic(Physics2DDotNet.PhysicsLogics.PhysicsLogic)">
            <summary>
            Adds a PhysicsLogic to the pending queue and will be truly added on a call to Update.
            </summary>
            <param name="item">The PhysicsLogic to be added.</param>
        </member>
        <member name="M:Physics2DDotNet.PhysicsEngine.AddLogicRange(System.Collections.Generic.ICollection{Physics2DDotNet.PhysicsLogics.PhysicsLogic})">
            <summary>
            Adds a collection of PhysicsLogics to the pending queue and will be truly added on a call to Update.
            </summary>
            <param name="collection">The collection to be Added</param>
        </member>
        <member name="M:Physics2DDotNet.PhysicsEngine.AddLogicRange``1(System.Collections.Generic.ICollection{``0})">
            <summary>
            Adds a collection of PhysicsLogics to the pending queue and will be truly added on a call to Update.
            </summary>
            <param name="collection">The collection to be Added</param>
            <typeparam name="T">A Type inherited from PhysicsLogic</typeparam>
        </member>
        <member name="M:Physics2DDotNet.PhysicsEngine.AddProxy(Physics2DDotNet.Body,Physics2DDotNet.Body,AdvanceMath.Matrix2x2)">
            <summary>
            Adds 2 bodies to the same proxy list. 
            If they are both already part of their own proxy list then the lists will merge.
            The transformations will be calcualted automatically. 
            </summary>
            <param name="body1">The first Body.</param>
            <param name="body2">The second Body.</param>
            <param name="transformation">How velocities will be transformed from body1 to body2.</param>
            <remarks>
            This will most likely be removed if i ever figure out how to make a joint like this.
            </remarks>
        </member>
        <member name="M:Physics2DDotNet.PhysicsEngine.Update(System.Double,System.Double)">
            <summary>
            Updates the Engine with a change in time. 
            This call will block all access to the engine while it is running.
            A complete call to this method is also known as a timestep.
            </summary>
            <param name="dt">The change in time since the last call to this method. (In Seconds)</param>
        </member>
        <member name="M:Physics2DDotNet.PhysicsEngine.Clear">
            <summary>
            Clears the Engine of all objects. Also clears the Detector and Solver.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.PhysicsEngine.BodiesAdded">
            <summary>
            Generated when Bodies are truly added to the Engine.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.PhysicsEngine.JointsAdded">
            <summary>
            Generated when Joints are truly added to the Engine.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.PhysicsEngine.LogicsAdded">
            <summary>
            Generated when PhysicsLogics are truly added to the Engine.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.PhysicsEngine.BodiesRemoved">
            <summary>
            Generated when a Bodies are removed to the Engine.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.PhysicsEngine.JointsRemoved">
            <summary>
            Generated when a Joints are removed to the Engine.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.PhysicsEngine.LogicsRemoved">
            <summary>
            Generated when a PhysicsLogics are removed to the Engine.
            </summary>
        </member>
        <member name="E:Physics2DDotNet.PhysicsEngine.Updated">
            <summary>
            Generated when the engine is update;
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsEngine.Joints">
            <summary>
            Gets A threadSafe List of Joints (You wont get the "The collection has changed" Exception with this)
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsEngine.Bodies">
            <summary>
            Gets A threadSafe List of Bodies (You wont get the "The collection has changed" Exception with this)
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsEngine.Logics">
            <summary>
            Gets A threadSafe List of PhysicsLogics (You wont get the "The collection has changed" Exception with this)
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsEngine.BroadPhase">
            <summary>
            Gets and Sets The BroadPhase collision Detector. (This must be Set to a non-Null value before any calls to Update)
            </summary>
        </member>
        <member name="P:Physics2DDotNet.PhysicsEngine.Solver">
            <summary>
            Gets and Sets the Collision Solver (This must be Set to a non-Null value before any calls to Update)
            </summary>
        </member>
        <member name="T:Physics2DDotNet.TimeStep">
            <summary>
            Class that holds information about a change in time;
            </summary>
        </member>
        <member name="M:Physics2DDotNet.TimeStep.#ctor(System.Double,System.Double,System.Int32)">
            <summary>
            Creates a new Timestep instance.
            </summary>
            <param name="dt">The current change in time. (seconds)</param>
            <param name="updateCount">The number for the current update.</param>
        </member>
        <member name="P:Physics2DDotNet.TimeStep.Dt">
            <summary>
            The current change in time. (seconds)
            </summary>
        </member>
        <member name="P:Physics2DDotNet.TimeStep.DtInv">
            <summary>
            The inverse of the change in time. (0 if dt is 0)
            </summary>
        </member>
        <member name="P:Physics2DDotNet.TimeStep.TrueDt">
            <summary>
            The actaul change in time. (seconds)
            </summary>
        </member>
        <member name="P:Physics2DDotNet.TimeStep.TrueDtInv">
            <summary>
            The inverse of the actaul change in time. (0 if dt is 0)
            </summary>
        </member>
        <member name="P:Physics2DDotNet.TimeStep.UpdateCount">
            <summary>
            The number for the current update.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.CollectionEventArgs`1">
            <summary>
            a generic EventArgs for read only collections.
            </summary>
            <typeparam name="T">The type of the items on the collection. </typeparam>
        </member>
        <member name="P:Physics2DDotNet.CollectionEventArgs`1.Collection">
            <summary>
            The readonly collection of items.
            </summary>
        </member>
        <member name="T:Physics2DDotNet.ALVector2D">
            <summary>
            Class Used to store a Linear Value along with an Angular Value. Like Position and Orientation. 
            </summary>
        </member>
        <member name="F:Physics2DDotNet.ALVector2D.Zero">
            <summary>
            ALVector2D(0,Vector2D.Zero)
            </summary>
        </member>
        <member name="F:Physics2DDotNet.ALVector2D.Angular">
            <summary>
            This is the Angular value of this ALVector2D. 
            </summary>
            <remarks>Example: Angular would be Orientation and Linear would be Location Completly describing a Position.</remarks>
        </member>
        <member name="F:Physics2DDotNet.ALVector2D.Linear">
            <summary>
            This is the Linear value of this ALVector2D. 
            </summary>
            <remarks>Example: Angular would be Orientation and Linear would be Location Completly describing a Position.</remarks>
        </member>
        <member name="M:Physics2DDotNet.ALVector2D.#ctor(System.Double,AdvanceMath.Vector2D)">
            <summary>
            Creates a new ALVector2D instance on the stack.
            </summary>
            <param name="Angular">The Angular value.</param>
            <param name="Linear">The Linear value.</param>
        </member>
        <member name="M:Physics2DDotNet.ALVector2D.op_Addition(Physics2DDotNet.ALVector2D,Physics2DDotNet.ALVector2D)">
            <summary>
            Does Addition of 2 ALVector2Ds.
            </summary>
            <param name="left">The left ALVector2D operand.</param>
            <param name="right">The right ALVector2D operand.</param>
            <returns>The Sum of the ALVector2Ds.</returns>
        </member>
        <member name="M:Physics2DDotNet.ALVector2D.op_Subtraction(Physics2DDotNet.ALVector2D,Physics2DDotNet.ALVector2D)">
            <summary>
            Does Subtraction of 2 ALVector2Ds.
            </summary>
            <param name="left">The left ALVector2D operand.</param>
            <param name="right">The right ALVector2D operand.</param>
            <returns>The Difference of the ALVector2Ds.</returns>
        </member>
        <member name="M:Physics2DDotNet.ALVector2D.op_Multiply(Physics2DDotNet.ALVector2D,System.Double)">
            <summary>
            Does Multiplication of 2 ALVector2Ds 
            </summary>
            <param name="source">The ALVector2D to be Multiplied.</param>
            <param name="scalar">The Scalar multiplier.</param>
            <returns>The Product of the ALVector2Ds.</returns>
            <remarks>It does normal Multiplication of the Angular value but does Scalar Multiplication of the Linear value.</remarks>
        </member>
        <member name="M:Physics2DDotNet.ALVector2D.op_Multiply(System.Double,Physics2DDotNet.ALVector2D)">
            <summary>
            Does Multiplication of 2 ALVector2Ds 
            </summary>
            <param name="scalar">The Scalar multiplier.</param>
            <param name="source">The ALVector2D to be Multiplied.</param>
            <returns>The Product of the ALVector2Ds.</returns>
            <remarks>It does normal Multiplication of the Angular value but does Scalar Multiplication of the Linear value.</remarks>
        </member>
        <member name="T:Physics2DDotNet.Shapes.PolygonShape">
            <summary>
            Use this to Represent a Polygon in the engine
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:Physics2DDotNet.Shapes.PolygonShape.#ctor(AdvanceMath.Vector2D[],System.Double)" -->
        <member name="M:Physics2DDotNet.Shapes.PolygonShape.#ctor(AdvanceMath.Vector2D[],System.Double,System.Double)">
            <summary>
            Creates a new Polygon Instance.
            </summary>
            <param name="vertexes">the vertexes that make up the shape of the Polygon</param>
            <param name="gridSpacing">
            How large a grid cell is. Usualy you will want at least 2 cells between major vertexes.
            The smaller this is the better precision you get, but higher cost in memory. 
            The larger the less precision and if it's to high collision detection may fail completely.
            </param>
            <param name="momentOfInertiaMultiplier">
            How hard it is to turn the shape. Depending on the construtor in the 
            Body this will be multiplied with the mass to determine the moment of inertia.
            </param>
        </member>
        <member name="T:Physics2DDotNet.PhysicsLogics.GravityPointMass">
            <summary>
            A PhysicsLogic to causes a Body to have a realistic pull of Gravity with a exponential drop-off. 
            </summary>
        </member>
        <member name="M:Physics2DDotNet.PhysicsLogics.GravityPointMass.#ctor(Physics2DDotNet.Body)">
            <summary>
            Creates a new GravityPointMass Instance.
            </summary>
            <param name="body">The body that will be the source of gravity.</param>
            <param name="lifetime">A object Describing how long the object will be in the engine.</param>
        </member>
        <member name="M:Physics2DDotNet.PhysicsLogics.GravityPointMass.#ctor(Physics2DDotNet.Body,System.Double)">
            <summary>
            Creates a new GravityPointMass Instance.
            </summary>
            <param name="body">The body that will be the source of gravity.</param>
            <param name="metersPerDistanceUnit">The scale of of the universe.</param>
            <param name="lifetime">A object Describing how long the object will be in the engine.</param>
        </member>
        <member name="T:Physics2DDotNet.PhysicsLogics.GravityField">
            <summary>
            A Gravity Field that apply gravity pulling in one direction regardless of the Body's position with zero dropoff.
            </summary>
        </member>
        <member name="M:Physics2DDotNet.PhysicsLogics.GravityField.#ctor(AdvanceMath.Vector2D,Physics2DDotNet.Lifespan)">
            <summary>
            Creates a new GravityField Instance.
            </summary>
            <param name="gravity">The direction and magnitude of the gravity.</param>
            <param name="lifeTime">A object Describing how long the object will be in the engine.</param>
        </member>
        <member name="P:Physics2DDotNet.DragInfo.DragCenter">
            <summary>
            (In Body Coordinates)
            </summary>
        </member>
    </members>
</doc>

By viewing downloads associated with this article you agree to the Terms of Service and the article's licence.

If a file you wish to view isn't highlighted, and is a text file (not binary), please let us know and we'll add colourisation support for it.

License

This article, along with any associated source code and files, is licensed under The GNU General Public License (GPLv3)

About the Author

Roberto Sonnino
Virtual Dreams
Brazil Brazil
Hi! I'm Roberto. I'm a Brazilian Engineering student at the University of São Paulo and the Ecole Centrale de Lille (France).
 
I've participated in the Imagine Cup competition and went to the world finals every year from 2005 to 2009. I also won the 1st place award in 2006, in India, for the Interface Design invitational, in 2007 in Korea, for the Embedded Development invitational, and in 2009 in Egypt for the Windows Mobile Award.
 
Currently I keep a blog (in English and Portuguese) at http://virtualdreams.com.br/blog/ and a weekly webcast about WPF and Silverlight (in Portuguese) at http://www.xamlcast.net.
Follow on   Twitter

| Advertise | Privacy | Mobile
Web03 | 2.8.140721.1 | Last Updated 1 Nov 2009
Article Copyright 2009 by Roberto Sonnino
Everything else Copyright © CodeProject, 1999-2014
Terms of Service
Layout: fixed | fluid