Box2D .NET Standard is the port of Box2D from C++ to C# by Ben Oukhanov & Hugh Phoenix-Hulme 2020.
Loosely based on Box2DX by Ihar Kalasouski 2008.
- The purpose of this repository is to create Box2D .NET Standard library.
- The .NET Standard supports .NET Framework, .NET Core, and .NET 5.0.
- The NuGet package is available on Box2D.NetStandard.
- The latest non-pre-release version on NuGet (v1.x.x) is essentially Box2DX from 2008 updated to work with .NET Standard and cleaned up.
- The current pre-release version may be unstable. For example, an earlier version was known to produce Null Reference Exceptions. The API is unstable - the intent is to change all casing to lowerCamelCase to match Erin's code, and replace all Get...() and Set...(value) methods with Properties. Some features beyond Box2D 2.4.0 are implemented, but not all. If you take the pre-release version, PLEASE feel free to raise Issues and create Pull Requests, but at the same time DON'T expect perfection or stability.
In v1.0.x:
- None.
In v2.4.x:
- Code Optimisation must be enabled for things to work properly, and you must not have a debugger attached.
- If you create two Bodies at the same Position, Bad Things will happen. It might crash, or it might just poison the DynamicTree. This could be fixed by checking every contact to make sure the objects are never in the exact same position, but this should never happen once the simulation is running, so the number of times the check would be useful is statistically insignificant. Just don't put things at the same place as other things. They only need to be different by float.Epsilon in either dimension.
├── docs
│ └── images
├── examples
│ ├── Box2D.Window
│ ├── Box2D.WindowTests
│ └── Box2D.WorldTests
└── src
└── box2dx
├── Box2D.NetStandard
│ ├── Collision
│ ├── Common
│ ├── Dynamics
│ │ ├── Bodies
│ │ ├── Contacts
│ │ ├── Fixtures
│ │ ├── Joints
│ │ └── World
└── Box2D.NetStandard.UnitTests
Please read and follow the contributing guidelines.
- Continuous collision detection.
- Contact callbacks: add, persist, remove.
- Convex polygons and circles.
- Multiple shapes per body.
- One-shot contact manifolds.
- Incremental sweep-and-prune broadphase.
- Efficient pair management.
- Fast broadphase AABB queries.
- Collision groups and categories.
- Continuous physics with time of impact solver.
- Persistent body-joint-contact graph.
- Island solution and sleep management.
- Contact, friction, and restitution.
- Stable stacking with a linear-time solver.
- Revolute, prismatic, distance, pulley, gear, and mouse joints.
- Joint limits, motors, and friction.
- Momentum decoupled position correction.
- Fairly accurate reaction forces/impulses.
- Centralized tuning parameters.
- Pure .NET Standard 2.1+ library.[^1]
- Please See .NET Implementation Support.
Original C++ Box2D is developed by Erin Catto, under the MIT license.
[^1] .net standard 2.0 lacks System.MathF which is a dependency. System.Numerics.Vectors is not part of .net standard 2.0, but it is available as a Nuget package. There is a discussion here about including System.MathF in System.Runtime.Extensions but it was decided not to do so. We also use stackalloc, Span, System.HashCode, Math.Clamp and range expressions, which are not supported in .net standard 2.0.