Overview
Definition
Namespace: Brine2D.ECS
| 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\(Vector2\)](KinematicCharacterBody/MoveAndSlide(Vector2).md 'Brine2D.ECS.Components.KinematicCharacterBody.MoveAndSlide\(System\.Numerics\.Vector2\)')); 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 \([Position](TransformComponent/Position.md 'Brine2D\.ECS\.Components\.TransformComponent\.Position'), [Rotation](TransformComponent/Rotation.md 'Brine2D\.ECS\.Components\.TransformComponent\.Rotation'), [Scale](TransformComponent/Scale.md 'Brine2D\.ECS\.Components\.TransformComponent\.Scale')\) walk the parent hierarchy automatically; local-space accessors bypass it. |