![]() |
Gondwana Game Engine Development (master) - 2.6.1
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop and web platforms using SkiaSharp for graphics and pluggable audio backends for desktop and browser targets.
|
Classes | |
| struct | Aabb |
| Represents an axis-aligned bounding box (AABB) defined by its minimum and maximum coordinates along the X and Y axes. This is the collision area of a Drawing.Tile.". More... | |
| class | ColliderRegistry |
| Manages registration and querying of colliders, separating them into static and dynamic collections for efficient collision detection. More... | |
| struct | CollisionAdjust |
| Per-edge inset amounts applied to visual bounds to produce a collision rectangle. More... | |
| class | CollisionGroupRegistry |
| Manages collision group definitions and provides bitwise mask values for collision filtering. Groups are represented as bit flags to allow efficient collision detection using bitwise operations. More... | |
| class | CollisionMasks |
| Provides predefined collision mask constants for common collision filtering scenarios. | |
| class | CollisionProfile |
| Describes a reusable, scene-level collision-filtering role using collision group names rather than scene-specific integer masks. More... | |
| class | CollisionProfileNames |
| Provides the names of the collision profiles installed in every scene by default. | |
| class | CollisionProfileRegistry |
| Stores named collision-filtering profiles for a scene. Profiles resolve their group names through the scene's CollisionGroupRegistry. More... | |
| class | CollisionResolver |
| Simple collision resolution for dynamic colliders against colliders in the registry. | |
| interface | ICollider |
| World-space axis-aligned collider used by the collision system. More... | |
| interface | ICollisionEntity |
| Represents an entity that participates in the collision system and has a defined collision area. More... | |
| interface | ICollisionMovableEntity |
| Represents a collision entity that can be moved or repositioned in response to collision resolution. More... | |
Enumerations | |
| enum | CollisionResponseType { Solid , Trigger } |
| Defines how a collider responds to collisions with other colliders. More... | |
| enum | TileCollisionType { None = 0 , Blocking = 1 , Trigger = 2 } |
| Defines the default collision behavior associated with a tilesheet region, frame, or runtime tile. More... | |
Functions | |
| readonly record struct | ColliderInstance (ICollider Collider, Aabb BoundsWorldPx) |
| A canonical collider and the world-space bounds of one queried periodic instance. | |
Defines how a collider responds to collisions with other colliders.
Definition at line 10 of file CollisionResponseType.cs.
Defines the default collision behavior associated with a tilesheet region, frame, or runtime tile.
| Enumerator | |
|---|---|
| None | Collision is disabled. |
| Blocking | Collision is enabled and overlapping solid colliders block movement. |
| Trigger | Collision is enabled and overlaps are reported without blocking movement. |
Definition at line 11 of file TileCollisionType.cs.
| readonly record struct Gondwana.Physics.Collisions.ColliderInstance | ( | ICollider | Collider, |
| Aabb | BoundsWorldPx ) |
A canonical collider and the world-space bounds of one queried periodic instance.
| Collider | The original registered collider; never a clone. |
| BoundsWorldPx | Translated bounds to use for overlap and resolution. |