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.
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Gondwana.Physics.Collisions Namespace Reference

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.

Enumeration Type Documentation

◆ CollisionResponseType

Defines how a collider responds to collisions with other colliders.

Enumerator
Solid 

Solid collision response that pushes out overlapping colliders and blocks movement.

Trigger 

Trigger collision response that reports overlaps without applying push-out or blocking movement.

Definition at line 10 of file CollisionResponseType.cs.

◆ TileCollisionType

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.

Function Documentation

◆ ColliderInstance()

readonly record struct Gondwana.Physics.Collisions.ColliderInstance ( ICollider Collider,
Aabb BoundsWorldPx )

A canonical collider and the world-space bounds of one queried periodic instance.

Parameters
ColliderThe original registered collider; never a clone.
BoundsWorldPxTranslated bounds to use for overlap and resolution.