A body affect by physics. More...
Inherits Component.
Public Member Functions | |
virtual PhysicsShape * | addShape (PhysicsShape *shape, bool addMassAndMoment=true) |
Add a shape to body. More... | |
void | removeShape (PhysicsShape *shape, bool reduceMassAndMoment=true) |
Remove a shape from body. More... | |
void | removeShape (int tag, bool reduceMassAndMoment=true) |
Remove a shape from body. More... | |
void | removeAllShapes (bool reduceMassAndMoment=true) |
Remove all shapes. More... | |
const Vector< PhysicsShape * > & | getShapes () const |
Get the body shapes. More... | |
local | getShapes () |
Get the body shapes. More... | |
PhysicsShape * | getFirstShape () const |
Get the first shape of the body shapes. More... | |
var | getFirstShape () |
Get the first shape of the body shapes. More... | |
local | getFirstShape () |
Get the first shape of the body shapes. More... | |
PhysicsShape * | getShape (int tag) const |
Get the shape of the body. More... | |
local | getShape ( local tag) |
Get the shape of the body. More... | |
virtual void | applyForce (const Vect &force) |
Applies a continuous force to body. More... | |
local | applyForce ( local force) |
Applies a continuous force to body. More... | |
virtual void | applyForce (const Vect &force, const Vec2 &offset) |
Applies a continuous force to body. More... | |
var | applyForce ( var force, var offset) |
Applies a continuous force to body. More... | |
local | applyForce ( local force, local offset) |
Applies a continuous force to body. More... | |
virtual void | resetForces () |
reset all the force applied to body. | |
virtual void | applyImpulse (const Vect &impulse) |
Applies a immediate force to body. More... | |
var | applyImpulse ( var impulse) |
Applies a immediate force to body. More... | |
local | applyImpulse ( local impulse) |
Applies a immediate force to body. More... | |
virtual void | applyImpulse (const Vect &impulse, const Vec2 &offset) |
Applies a immediate force to body. More... | |
local | applyImpulse ( local impulse, local offset) |
Applies a immediate force to body. More... | |
virtual void | applyTorque (float torque) |
Applies a torque force to body. More... | |
var | applyTorque ( var torque) |
Applies a torque force to body. More... | |
local | applyTorque ( local torque) |
Applies a torque force to body. More... | |
virtual void | setVelocity (const Vec2 &velocity) |
Set the velocity of a body. More... | |
var | setVelocity ( var velocity) |
Set the velocity of a body. More... | |
local | setVelocity ( local velocity) |
Set the velocity of a body. More... | |
virtual Vec2 | getVelocity () |
Get the velocity of a body. | |
var | getVelocity () |
Get the velocity of a body. | |
local | getVelocity () |
Get the velocity of a body. | |
virtual void | setAngularVelocity (float velocity) |
Set the angular velocity of a body. More... | |
virtual Vec2 | getVelocityAtLocalPoint (const Vec2 &point) |
Get the angular velocity of a body at a local point. | |
virtual Vec2 | getVelocityAtWorldPoint (const Vec2 &point) |
get the angular velocity of a body at a world point | |
virtual float | getAngularVelocity () |
get the angular velocity of a body | |
var | getAngularVelocity () |
get the angular velocity of a body | |
local | getAngularVelocity () |
get the angular velocity of a body | |
virtual void | setVelocityLimit (float limit) |
set the max of velocity | |
var | setVelocityLimit ( var limit) |
set the max of velocity | |
local | setVelocityLimit ( local limit) |
set the max of velocity | |
virtual float | getVelocityLimit () |
get the max of velocity | |
var | getVelocityLimit () |
get the max of velocity | |
local | getVelocityLimit () |
get the max of velocity | |
virtual void | setAngularVelocityLimit (float limit) |
set the max of angular velocity | |
var | setAngularVelocityLimit ( var limit) |
set the max of angular velocity | |
local | setAngularVelocityLimit ( local limit) |
set the max of angular velocity | |
virtual float | getAngularVelocityLimit () |
get the max of angular velocity | |
var | getAngularVelocityLimit () |
get the max of angular velocity | |
local | getAngularVelocityLimit () |
get the max of angular velocity | |
void | removeFromWorld () |
remove the body from the world it added to | |
var | removeFromWorld () |
remove the body from the world it added to | |
local | removeFromWorld () |
remove the body from the world it added to | |
PhysicsWorld * | getWorld () const |
get the world body added to. | |
var | getWorld () |
get the world body added to. | |
local | getWorld () |
get the world body added to. | |
const std::vector < PhysicsJoint * > & | getJoints () const |
get all joints the body have | |
local | getJoints () |
get all joints the body have | |
Node * | getNode () const |
get the sprite the body set to. | |
void | setCategoryBitmask (int bitmask) |
A mask that defines which categories this physics body belongs to. More... | |
void | setContactTestBitmask (int bitmask) |
A mask that defines which categories of bodies cause intersection notifications with this physics body. More... | |
void | setCollisionBitmask (int bitmask) |
A mask that defines which categories of physics bodies can collide with this physics body. More... | |
int | getCategoryBitmask () const |
Return bitmask of first shape. More... | |
int | getContactTestBitmask () const |
Return bitmask of first shape. More... | |
int | getCollisionBitmask () const |
Return bitmask of first shape. More... | |
var | getCollisionBitmask () |
Return bitmask of first shape. More... | |
local | getCollisionBitmask () |
Return bitmask of first shape. More... | |
void | setGroup (int group) |
Set the group of body. More... | |
int | getGroup () const |
Return group of first shape. More... | |
var | getGroup () |
Return group of first shape. More... | |
local | getGroup () |
Return group of first shape. More... | |
Vec2 | getPosition () const |
get the body position. | |
var | getPosition () |
get the body position. | |
local | getPosition () |
get the body position. | |
float | getRotation () |
get the body rotation. | |
var | getRotation () |
get the body rotation. | |
local | getRotation () |
get the body rotation. | |
void | setPositionOffset (const Vec2 &position) |
set body position offset, it's the position witch relative to node | |
var | setPositionOffset ( var position) |
set body position offset, it's the position witch relative to node | |
local | setPositionOffset ( local position) |
set body position offset, it's the position witch relative to node | |
const Vec2 & | getPositionOffset () const |
get body position offset. | |
void | setRotationOffset (float rotation) |
set body rotation offset, it's the rotation witch relative to node | |
var | setRotationOffset ( var rotation) |
set body rotation offset, it's the rotation witch relative to node | |
local | setRotationOffset ( local rotation) |
set body rotation offset, it's the rotation witch relative to node | |
float | getRotationOffset () const |
set the body rotation offset | |
bool | isDynamic () const |
Test the body is dynamic or not. More... | |
var | isDynamic () |
Test the body is dynamic or not. More... | |
local | isDynamic () |
Test the body is dynamic or not. More... | |
void | setDynamic (bool dynamic) |
Set dynamic to body. More... | |
var | setDynamic ( var dynamic) |
Set dynamic to body. More... | |
local | setDynamic ( local dynamic) |
Set dynamic to body. More... | |
void | setMass (float mass) |
Set the body mass. More... | |
var | setMass ( var mass) |
Set the body mass. More... | |
local | setMass ( local mass) |
Set the body mass. More... | |
float | getMass () const |
Get the body mass. | |
var | getMass () |
Get the body mass. | |
local | getMass () |
Get the body mass. | |
void | addMass (float mass) |
Add mass to body. More... | |
local | addMass ( local mass) |
Add mass to body. More... | |
void | setMoment (float moment) |
Set the body moment of inertia. More... | |
float | getMoment () const |
Get the body moment of inertia. | |
var | getMoment () |
Get the body moment of inertia. | |
local | getMoment () |
Get the body moment of inertia. | |
void | addMoment (float moment) |
Add moment of inertia to body. More... | |
local | addMoment ( local moment) |
Add moment of inertia to body. More... | |
float | getLinearDamping () const |
get linear damping. | |
var | getLinearDamping () |
get linear damping. | |
local | getLinearDamping () |
get linear damping. | |
void | setLinearDamping (float damping) |
Set linear damping. More... | |
float | getAngularDamping () const |
Get angular damping. | |
void | setAngularDamping (float damping) |
Set angular damping. More... | |
bool | isResting () const |
Whether the body is at rest. | |
void | setResting (bool rest) const |
set body to rest | |
var | setResting ( var rest) |
set body to rest | |
local | setResting ( local rest) |
set body to rest | |
bool | isEnabled () const |
Whether the body is enabled. More... | |
virtual void | setEnabled (bool enable) override |
Set the enable value. More... | |
local | setEnabled ( local enable) |
Set the enable value. More... | |
bool | isRotationEnabled () const |
Whether the body can rotation. | |
void | setRotationEnable (bool enable) |
Set the body is allow rotation or not. | |
var | setRotationEnable ( var enable) |
Set the body is allow rotation or not. | |
local | setRotationEnable ( local enable) |
Set the body is allow rotation or not. | |
bool | isGravityEnabled () const |
Whether this physics body is affected by the physics world’s gravitational force. | |
void | setGravityEnable (bool enable) |
Set the body is affected by the physics world's gravitational force or not. | |
int | getTag () const |
Get the body's tag. | |
void | setTag (int tag) |
set the body's tag. | |
var | setTag ( var tag) |
set the body's tag. | |
local | setTag ( local tag) |
set the body's tag. | |
Vec2 | world2Local (const Vec2 &point) |
Convert the world point to local. | |
var | world2Local ( var point) |
Convert the world point to local. | |
local | world2Local ( local point) |
Convert the world point to local. | |
Vec2 | local2World (const Vec2 &point) |
Convert the local point to world. | |
cpBody * | getCPBody () const |
Get the rigid body of chipmunk. | |
Static Public Member Functions | |
static PhysicsBody * | create () |
Create a body with default mass and moment. More... | |
var | create () |
Create a body with default mass and moment. More... | |
local | create () |
Create a body with default mass and moment. More... | |
static PhysicsBody * | create (float mass) |
Create a body with mass and default moment. More... | |
static PhysicsBody * | create (float mass, float moment) |
Create a body with mass and moment. More... | |
var | create ( var mass, var moment) |
Create a body with mass and moment. More... | |
local | create ( local mass, local moment) |
Create a body with mass and moment. More... | |
static PhysicsBody * | createCircle (float radius, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Vec2 &offset=Vec2::ZERO) |
Create a body contains a circle. More... | |
static PhysicsBody * | createBox (const Size &size, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Vec2 &offset=Vec2::ZERO) |
Create a body contains a box shape. More... | |
var | createBox ( var size, var PHYSICSBODY_MATERIAL_DEFAULT, var ZERO) |
Create a body contains a box shape. More... | |
local | createBox ( local size, local PHYSICSBODY_MATERIAL_DEFAULT, local ZERO) |
Create a body contains a box shape. More... | |
static PhysicsBody * | createPolygon (const Vec2 *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Vec2 &offset=Vec2::ZERO) |
Create a body contains a polygon shape. More... | |
static PhysicsBody * | createEdgeSegment (const Vec2 &a, const Vec2 &b, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1) |
Create a body contains a EdgeSegment shape. More... | |
static PhysicsBody * | createEdgeBox (const Size &size, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1, const Vec2 &offset=Vec2::ZERO) |
Create a body contains a EdgeBox shape. More... | |
static PhysicsBody * | createEdgePolygon (const Vec2 *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1) |
Create a body contains a EdgePolygon shape. More... | |
var | createEdgePolygon ( var points, var count, var PHYSICSBODY_MATERIAL_DEFAULT, var 1) |
Create a body contains a EdgePolygon shape. More... | |
local | createEdgePolygon ( local points, local count, local PHYSICSBODY_MATERIAL_DEFAULT, local 1) |
Create a body contains a EdgePolygon shape. More... | |
static PhysicsBody * | createEdgeChain (const Vec2 *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1) |
Create a body contains a EdgeChain shape. More... | |
A body affect by physics.
It can attach one or more shapes. If you create body with createXXX, it will automatically compute mass and moment with density your specified(which is PHYSICSBODY_MATERIAL_DEFAULT by default, and the density value is 0.1f), and it based on the formula: mass = density * area. If you create body with createEdgeXXX, the mass and moment will be PHYSICS_INFINITY by default. And it's a static body. You can change mass and moment with setMass() and setMoment(). And you can change the body to be dynamic or static by use function setDynamic().
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Create a body with default mass and moment.
This default mass value is 1.0. This default moment value is 200. An autoreleased PhysicsBody object pointer.
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Create a body with default mass and moment.
This default mass value is 1.0. This default moment value is 200. An autoreleased PhysicsBody object pointer.
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Create a body with default mass and moment.
This default mass value is 1.0. This default moment value is 200. An autoreleased PhysicsBody object pointer.
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Create a body with mass and default moment.
This body's mass. An autoreleased PhysicsBody object pointer.
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Create a body with mass and default moment.
This body's mass. An autoreleased PhysicsBody object pointer.
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Create a body with mass and default moment.
This body's mass. An autoreleased PhysicsBody object pointer.
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Create a body with mass and moment.
This body's mass. This body's moment. An autoreleased PhysicsBody object pointer.
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Create a body with mass and moment.
This body's mass. This body's moment. An autoreleased PhysicsBody object pointer.
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Create a body with mass and moment.
This body's mass. This body's moment. An autoreleased PhysicsBody object pointer.
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Create a body contains a circle.
A float number, it is the circle's radius. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a circle.
A float number, it is the circle's radius. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a circle.
A float number, it is the circle's radius. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a box shape.
Size contains this box's width and height. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a box shape.
Size contains this box's width and height. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a box shape.
Size contains this box's width and height. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a polygon shape.
Points is an array of Vec2 structs defining a convex hull with a clockwise winding. An interger number, contains the count of the points array. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a polygon shape.
Points is an array of Vec2 structs defining a convex hull with a clockwise winding. An interger number, contains the count of the points array. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a polygon shape.
Points is an array of Vec2 structs defining a convex hull with a clockwise winding. An interger number, contains the count of the points array. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgeSegment shape.
It's the edge's begin position. It's the edge's end position. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgeSegment shape.
It's the edge's begin position. It's the edge's end position. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgeSegment shape.
It's the edge's begin position. It's the edge's end position. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgeBox shape.
Size contains this box's width and height. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgeBox shape.
Size contains this box's width and height. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgeBox shape.
Size contains this box's width and height. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. A Vec2 object, it is the offset from the body’s center of gravity in body local coordinates. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgePolygon shape.
Points is an array of Vec2 structs defining a convex hull with a clockwise winding. An interger number, contains the count of the points array. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgePolygon shape.
Points is an array of Vec2 structs defining a convex hull with a clockwise winding. An interger number, contains the count of the points array. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgePolygon shape.
Points is an array of Vec2 structs defining a convex hull with a clockwise winding. An interger number, contains the count of the points array. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgeChain shape.
A Vec2 object pointer, it contains an array of points. An interger number, contains the count of the points array. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgeChain shape.
A Vec2 object pointer, it contains an array of points. An interger number, contains the count of the points array. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. An autoreleased PhysicsBody object pointer.
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Create a body contains a EdgeChain shape.
A Vec2 object pointer, it contains an array of points. An interger number, contains the count of the points array. A PhysicsMaterial object, the default value is PHYSICSSHAPE_MATERIAL_DEFAULT. It's a edge's border width. An autoreleased PhysicsBody object pointer.
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Add a shape to body.
The shape to be added. If this is true, the shape's mass and moment will be added to body. The default is true. This shape's pointer if added success or nullptr if failed.
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Add a shape to body.
The shape to be added. If this is true, the shape's mass and moment will be added to body. The default is true. This shape's pointer if added success or nullptr if failed.
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Add a shape to body.
The shape to be added. If this is true, the shape's mass and moment will be added to body. The default is true. This shape's pointer if added success or nullptr if failed.
void removeShape | ( | PhysicsShape * | shape, |
bool | reduceMassAndMoment = true |
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Remove a shape from body.
Shape the shape to be removed. If this is true, the body mass and moment will be reduced by shape. The default is true.
var removeShape | ( | var | shape, |
var | reduceMassAndMoment = true |
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) |
Remove a shape from body.
Shape the shape to be removed. If this is true, the body mass and moment will be reduced by shape. The default is true.
local removeShape | ( | local | shape, |
local | reduceMassAndMoment = true |
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) |
Remove a shape from body.
Shape the shape to be removed. If this is true, the body mass and moment will be reduced by shape. The default is true.
void removeShape | ( | int | tag, |
bool | reduceMassAndMoment = true |
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) |
Remove a shape from body.
The tag of the shape to be removed. If this is true, the body mass and moment will be reduced by shape. The default is true.
var removeShape | ( | var | tag, |
var | reduceMassAndMoment = true |
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) |
Remove a shape from body.
The tag of the shape to be removed. If this is true, the body mass and moment will be reduced by shape. The default is true.
local removeShape | ( | local | tag, |
local | reduceMassAndMoment = true |
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) |
Remove a shape from body.
The tag of the shape to be removed. If this is true, the body mass and moment will be reduced by shape. The default is true.
void removeAllShapes | ( | bool | reduceMassAndMoment = true | ) |
Remove all shapes.
If this is true, the body mass and moment will be reduced by shape. The default is true.
var removeAllShapes | ( | var | reduceMassAndMoment = true | ) |
Remove all shapes.
If this is true, the body mass and moment will be reduced by shape. The default is true.
local removeAllShapes | ( | local | reduceMassAndMoment = true | ) |
Remove all shapes.
If this is true, the body mass and moment will be reduced by shape. The default is true.
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Get the body shapes.
A Vector<PhysicsShape*> object contains PhysicsShape pointer.
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Get the body shapes.
A Vector<PhysicsShape*> object contains PhysicsShape pointer.
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Get the body shapes.
A Vector<PhysicsShape*> object contains PhysicsShape pointer.
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Get the first shape of the body shapes.
The first shape in this body.
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Get the first shape of the body shapes.
The first shape in this body.
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Get the first shape of the body shapes.
The first shape in this body.
PhysicsShape* getShape | ( | int | tag | ) | const |
Get the shape of the body.
An interger number that identifies a PhysicsShape object. A PhysicsShape object pointer or nullptr if no shapes were found.
var getShape | ( | var | tag | ) |
Get the shape of the body.
An interger number that identifies a PhysicsShape object. A PhysicsShape object pointer or nullptr if no shapes were found.
local getShape | ( | local | tag | ) |
Get the shape of the body.
An interger number that identifies a PhysicsShape object. A PhysicsShape object pointer or nullptr if no shapes were found.
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Applies a continuous force to body.
The force is applies to this body.
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Applies a continuous force to body.
The force is applies to this body.
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Applies a continuous force to body.
The force is applies to this body.
Applies a continuous force to body.
The force is applies to this body. A Vec2 object, it is the offset from the body’s center of gravity in world coordinates.
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Applies a continuous force to body.
The force is applies to this body. A Vec2 object, it is the offset from the body’s center of gravity in world coordinates.
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Applies a continuous force to body.
The force is applies to this body. A Vec2 object, it is the offset from the body’s center of gravity in world coordinates.
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Applies a immediate force to body.
The impulse is applies to this body.
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Applies a immediate force to body.
The impulse is applies to this body.
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Applies a immediate force to body.
The impulse is applies to this body.
Applies a immediate force to body.
The impulse is applies to this body. A Vec2 object, it is the offset from the body’s center of gravity in world coordinates.
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Applies a immediate force to body.
The impulse is applies to this body. A Vec2 object, it is the offset from the body’s center of gravity in world coordinates.
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Applies a immediate force to body.
The impulse is applies to this body. A Vec2 object, it is the offset from the body’s center of gravity in world coordinates.
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Applies a torque force to body.
The torque is applies to this body.
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Applies a torque force to body.
The torque is applies to this body.
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Applies a torque force to body.
The torque is applies to this body.
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Set the velocity of a body.
The velocity is set to this body.
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Set the velocity of a body.
The velocity is set to this body.
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Set the velocity of a body.
The velocity is set to this body.
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Set the angular velocity of a body.
The angular velocity is set to this body.
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Set the angular velocity of a body.
The angular velocity is set to this body.
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Set the angular velocity of a body.
The angular velocity is set to this body.
void setCategoryBitmask | ( | int | bitmask | ) |
A mask that defines which categories this physics body belongs to.
Every physics body in a scene can be assigned to up to 32 different categories, each corresponding to a bit in the bit mask. You define the mask values used in your game. In conjunction with the collisionBitMask and contactTestBitMask properties, you define which physics bodies interact with each other and when your game is notified of these interactions. An interger number, the default value is 0xFFFFFFFF (all bits set).
var setCategoryBitmask | ( | var | bitmask | ) |
A mask that defines which categories this physics body belongs to.
Every physics body in a scene can be assigned to up to 32 different categories, each corresponding to a bit in the bit mask. You define the mask values used in your game. In conjunction with the collisionBitMask and contactTestBitMask properties, you define which physics bodies interact with each other and when your game is notified of these interactions. An interger number, the default value is 0xFFFFFFFF (all bits set).
local setCategoryBitmask | ( | local | bitmask | ) |
A mask that defines which categories this physics body belongs to.
Every physics body in a scene can be assigned to up to 32 different categories, each corresponding to a bit in the bit mask. You define the mask values used in your game. In conjunction with the collisionBitMask and contactTestBitMask properties, you define which physics bodies interact with each other and when your game is notified of these interactions. An interger number, the default value is 0xFFFFFFFF (all bits set).
void setContactTestBitmask | ( | int | bitmask | ) |
A mask that defines which categories of bodies cause intersection notifications with this physics body.
When two bodies share the same space, each body’s category mask is tested against the other body’s contact mask by performing a logical AND operation. If either comparison results in a non-zero value, an PhysicsContact object is created and passed to the physics world’s delegate. For best performance, only set bits in the contacts mask for interactions you are interested in. An interger number, the default value is 0x00000000 (all bits cleared).
var setContactTestBitmask | ( | var | bitmask | ) |
A mask that defines which categories of bodies cause intersection notifications with this physics body.
When two bodies share the same space, each body’s category mask is tested against the other body’s contact mask by performing a logical AND operation. If either comparison results in a non-zero value, an PhysicsContact object is created and passed to the physics world’s delegate. For best performance, only set bits in the contacts mask for interactions you are interested in. An interger number, the default value is 0x00000000 (all bits cleared).
local setContactTestBitmask | ( | local | bitmask | ) |
A mask that defines which categories of bodies cause intersection notifications with this physics body.
When two bodies share the same space, each body’s category mask is tested against the other body’s contact mask by performing a logical AND operation. If either comparison results in a non-zero value, an PhysicsContact object is created and passed to the physics world’s delegate. For best performance, only set bits in the contacts mask for interactions you are interested in. An interger number, the default value is 0x00000000 (all bits cleared).
void setCollisionBitmask | ( | int | bitmask | ) |
A mask that defines which categories of physics bodies can collide with this physics body.
When two physics bodies contact each other, a collision may occur. This body’s collision mask is compared to the other body’s category mask by performing a logical AND operation. If the result is a non-zero value, then this body is affected by the collision. Each body independently chooses whether it wants to be affected by the other body. For example, you might use this to avoid collision calculations that would make negligible changes to a body’s velocity. An interger number, the default value is 0xFFFFFFFF (all bits set).
var setCollisionBitmask | ( | var | bitmask | ) |
A mask that defines which categories of physics bodies can collide with this physics body.
When two physics bodies contact each other, a collision may occur. This body’s collision mask is compared to the other body’s category mask by performing a logical AND operation. If the result is a non-zero value, then this body is affected by the collision. Each body independently chooses whether it wants to be affected by the other body. For example, you might use this to avoid collision calculations that would make negligible changes to a body’s velocity. An interger number, the default value is 0xFFFFFFFF (all bits set).
local setCollisionBitmask | ( | local | bitmask | ) |
A mask that defines which categories of physics bodies can collide with this physics body.
When two physics bodies contact each other, a collision may occur. This body’s collision mask is compared to the other body’s category mask by performing a logical AND operation. If the result is a non-zero value, then this body is affected by the collision. Each body independently chooses whether it wants to be affected by the other body. For example, you might use this to avoid collision calculations that would make negligible changes to a body’s velocity. An interger number, the default value is 0xFFFFFFFF (all bits set).
int getCategoryBitmask | ( | ) | const |
Return bitmask of first shape.
If there is no shape in body, return default value(0xFFFFFFFF).
var getCategoryBitmask | ( | ) |
Return bitmask of first shape.
If there is no shape in body, return default value(0xFFFFFFFF).
local getCategoryBitmask | ( | ) |
Return bitmask of first shape.
If there is no shape in body, return default value(0xFFFFFFFF).
int getContactTestBitmask | ( | ) | const |
Return bitmask of first shape.
If there is no shape in body, return default value(0x00000000).
var getContactTestBitmask | ( | ) |
Return bitmask of first shape.
If there is no shape in body, return default value(0x00000000).
local getContactTestBitmask | ( | ) |
Return bitmask of first shape.
If there is no shape in body, return default value(0x00000000).
int getCollisionBitmask | ( | ) | const |
Return bitmask of first shape.
If there is no shape in body, return default value.(0xFFFFFFFF)
var getCollisionBitmask | ( | ) |
Return bitmask of first shape.
If there is no shape in body, return default value.(0xFFFFFFFF)
local getCollisionBitmask | ( | ) |
Return bitmask of first shape.
If there is no shape in body, return default value.(0xFFFFFFFF)
void setGroup | ( | int | group | ) |
Set the group of body.
Collision groups let you specify an integral group index. You can have all shapes with the same group index always collide (positive index) or never collide (negative index). It have high priority than bit masks.
var setGroup | ( | var | group | ) |
Set the group of body.
Collision groups let you specify an integral group index. You can have all shapes with the same group index always collide (positive index) or never collide (negative index). It have high priority than bit masks.
local setGroup | ( | local | group | ) |
Set the group of body.
Collision groups let you specify an integral group index. You can have all shapes with the same group index always collide (positive index) or never collide (negative index). It have high priority than bit masks.
int getGroup | ( | ) | const |
Return group of first shape.
If there is no shape in body, return default value(0).
var getGroup | ( | ) |
Return group of first shape.
If there is no shape in body, return default value(0).
local getGroup | ( | ) |
Return group of first shape.
If there is no shape in body, return default value(0).
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Test the body is dynamic or not.
A dynamic body will effect with gravity.
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Test the body is dynamic or not.
A dynamic body will effect with gravity.
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Test the body is dynamic or not.
A dynamic body will effect with gravity.
void setDynamic | ( | bool | dynamic | ) |
Set dynamic to body.
A dynamic body will effect with gravity.
var setDynamic | ( | var | dynamic | ) |
Set dynamic to body.
A dynamic body will effect with gravity.
local setDynamic | ( | local | dynamic | ) |
Set dynamic to body.
A dynamic body will effect with gravity.
void setMass | ( | float | mass | ) |
var setMass | ( | var | mass | ) |
local setMass | ( | local | mass | ) |
void addMass | ( | float | mass | ) |
Add mass to body.
if mass == PHYSICS_INFINITY, _mass will be PHYSICS_INFINITY. if mass == -PHYSICS_INFINITY, _mass will not change. if mass + _mass <= 0, _mass will equal to MASS_DEFAULT(1.0) other wise, mass = mass + _mass;
var addMass | ( | var | mass | ) |
Add mass to body.
if mass == PHYSICS_INFINITY, _mass will be PHYSICS_INFINITY. if mass == -PHYSICS_INFINITY, _mass will not change. if mass + _mass <= 0, _mass will equal to MASS_DEFAULT(1.0) other wise, mass = mass + _mass;
local addMass | ( | local | mass | ) |
Add mass to body.
if mass == PHYSICS_INFINITY, _mass will be PHYSICS_INFINITY. if mass == -PHYSICS_INFINITY, _mass will not change. if mass + _mass <= 0, _mass will equal to MASS_DEFAULT(1.0) other wise, mass = mass + _mass;
void setMoment | ( | float | moment | ) |
Set the body moment of inertia.
If you need add/subtract moment to body, don't use setMoment(getMoment() +/- moment), because the moment of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMoment() instead.
var setMoment | ( | var | moment | ) |
Set the body moment of inertia.
If you need add/subtract moment to body, don't use setMoment(getMoment() +/- moment), because the moment of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMoment() instead.
local setMoment | ( | local | moment | ) |
Set the body moment of inertia.
If you need add/subtract moment to body, don't use setMoment(getMoment() +/- moment), because the moment of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMoment() instead.
void addMoment | ( | float | moment | ) |
Add moment of inertia to body.
if moment == PHYSICS_INFINITY, _moment will be PHYSICS_INFINITY. if moment == -PHYSICS_INFINITY, _moment will not change. if moment + _moment <= 0, _moment will equal to MASS_DEFAULT(1.0) other wise, moment = moment + _moment;
var addMoment | ( | var | moment | ) |
Add moment of inertia to body.
if moment == PHYSICS_INFINITY, _moment will be PHYSICS_INFINITY. if moment == -PHYSICS_INFINITY, _moment will not change. if moment + _moment <= 0, _moment will equal to MASS_DEFAULT(1.0) other wise, moment = moment + _moment;
local addMoment | ( | local | moment | ) |
Add moment of inertia to body.
if moment == PHYSICS_INFINITY, _moment will be PHYSICS_INFINITY. if moment == -PHYSICS_INFINITY, _moment will not change. if moment + _moment <= 0, _moment will equal to MASS_DEFAULT(1.0) other wise, moment = moment + _moment;
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Set linear damping.
it is used to simulate fluid or air friction forces on the body. The value is 0.0f to 1.0f.
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Set linear damping.
it is used to simulate fluid or air friction forces on the body. The value is 0.0f to 1.0f.
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Set linear damping.
it is used to simulate fluid or air friction forces on the body. The value is 0.0f to 1.0f.
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Set angular damping.
It is used to simulate fluid or air friction forces on the body. The value is 0.0f to 1.0f.
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Set angular damping.
It is used to simulate fluid or air friction forces on the body. The value is 0.0f to 1.0f.
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Set angular damping.
It is used to simulate fluid or air friction forces on the body. The value is 0.0f to 1.0f.
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Whether the body is enabled.
If the body it isn't enabled, it will not has simulation by world.
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Whether the body is enabled.
If the body it isn't enabled, it will not has simulation by world.
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Whether the body is enabled.
If the body it isn't enabled, it will not has simulation by world.
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Set the enable value.
If the body it isn't enabled, it will not has simulation by world.
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Set the enable value.
If the body it isn't enabled, it will not has simulation by world.
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Set the enable value.
If the body it isn't enabled, it will not has simulation by world.