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Overview

Brine2D

Brine2D.ECS.Components Namespace

Classes
BuoyancyZoneComponent Marks a trigger PhysicsBodyComponent as a fluid zone that applies buoyancy, linear drag, and optional flow forces to overlapping dynamic bodies each fixed-update tick.
KinematicCharacterBody Adds character-controller behaviour to a PhysicsBodyComponent with Kinematic. Set Velocity each fixed-update frame (or call MoveAndSlide(Vector2)); the KinematicCharacterSystem slides the velocity along contact surfaces and integrates it into Position before the physics step. IsGrounded, FloorNormal, CeilingNormal, and GetSlideCollisions() are updated each tick after the step.
PhysicsBodyComponent Component that defines a physics body and collision shape for an entity. Set Shape to any ShapeDefinition subtype to configure the primary shape. Additional shapes can be attached via AddSubShape(ShapeDefinition, bool, Nullable<float>, Nullable<float>). Pure data — logic handled by the physics system.
SubShape An additional collision shape attached to the same Box2D body as a PhysicsBodyComponent. Chain shapes are not supported as sub-shapes.
TransformComponent Position, rotation, and scale for an entity. World-space accessors (Position, Rotation, Scale) walk the parent hierarchy automatically; local-space accessors bypass it.