A shape for body, you can view PhysicsBody to see how to create it. More...
Inherits Ref.
Inherited by PhysicsShapeCircle, PhysicsShapeEdgeChain, PhysicsShapeEdgePolygon, PhysicsShapeEdgeSegment, and PhysicsShapePolygon.
Public Member Functions | |
PhysicsBody * | getBody () const |
Get the body that this shape attaches. More... | |
Type | getType () const |
Return this shape's type. More... | |
float | getArea () const |
Return this shape's area. More... | |
float | getMoment () const |
Get this shape's moment. More... | |
void | setMoment (float moment) |
Set this shape's moment. More... | |
void | setTag (int tag) |
Set this shape's tag. More... | |
int | getTag () const |
Get this shape's tag. More... | |
float | getMass () const |
Get the mass of this shape. More... | |
void | setMass (float mass) |
Set this shape's mass. More... | |
float | getDensity () const |
Get this shape's density. More... | |
void | setDensity (float density) |
Set this shape's density. More... | |
float | getRestitution () const |
Get this shape's restitution. More... | |
void | setRestitution (float restitution) |
Set this shape's restitution. More... | |
float | getFriction () const |
Get this shape's friction. More... | |
void | setFriction (float friction) |
Set this shape's friction. More... | |
const PhysicsMaterial & | getMaterial () const |
Get this shape's PhysicsMaterial object. More... | |
local | getMaterial () |
Get this shape's PhysicsMaterial object. More... | |
void | setMaterial (const PhysicsMaterial &material) |
Set this shape's material. More... | |
virtual float | calculateDefaultMoment () |
Calculate the default moment value. More... | |
local | calculateDefaultMoment () |
Calculate the default moment value. More... | |
virtual Vec2 | getOffset () |
Get this shape's position offset. More... | |
virtual Vec2 | getCenter () |
Get this shape's center position. More... | |
bool | containsPoint (const Vec2 &point) const |
Test point is inside this shape or not. More... | |
void | setCategoryBitmask (int bitmask) |
Set a mask that defines which categories this physics shape belongs to. More... | |
int | getCategoryBitmask () const |
Get a mask that defines which categories this physics shape belongs to. More... | |
void | setContactTestBitmask (int bitmask) |
A mask that defines which categories of bodies cause intersection notifications with this physics shape. More... | |
int | getContactTestBitmask () const |
Get a mask that defines which categories of bodies cause intersection notifications with this physics shape. More... | |
void | setCollisionBitmask (int bitmask) |
A mask that defines which categories of physics bodies can collide with this physics shape. More... | |
int | getCollisionBitmask () const |
Get a mask that defines which categories of physics bodies can collide with this physics shape. More... | |
void | setGroup (int group) |
Set the group of shape. More... | |
int | getGroup () |
Get the group of shape. More... | |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
local | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
local | getReferenceCount () |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. | |
Static Public Member Functions | |
static void | recenterPoints (Vec2 *points, int count, const Vec2 ¢er=Vec2::ZERO) |
Move the points to the center. More... | |
local | recenterPoints ( local points, local count, local ZERO) |
Move the points to the center. More... | |
static Vec2 | getPolyonCenter (const Vec2 *points, int count) |
Get center of the polyon points. More... | |
Additional Inherited Members | |
Public Attributes inherited from Ref | |
unsigned int | _ID |
object id, ScriptSupport need public _ID | |
local | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
local | _luaID |
Lua reference id. | |
void * | _scriptObject |
scriptObject, support for swift | |
local | _scriptObject |
scriptObject, support for swift | |
bool | _rooted |
When true, it means that the object was already rooted. | |
local | _rooted |
When true, it means that the object was already rooted. | |
bool | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
local | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
A shape for body, you can view PhysicsBody to see how to create it.
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Get the body that this shape attaches.
A PhysicsBody object pointer.
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Get the body that this shape attaches.
A PhysicsBody object pointer.
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Get the body that this shape attaches.
A PhysicsBody object pointer.
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Return this shape's type.
A Type object.
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Return this shape's type.
A Type object.
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Return this shape's type.
A Type object.
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Return this shape's area.
A float number.
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Return this shape's area.
A float number.
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Return this shape's area.
A float number.
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Get this shape's moment.
A float number.
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Get this shape's moment.
A float number.
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Get this shape's moment.
A float number.
void setMoment | ( | float | moment | ) |
Set this shape's moment.
It will change the body's moment this shape attaches.
A float number.
var setMoment | ( | var | moment | ) |
Set this shape's moment.
It will change the body's moment this shape attaches.
A float number.
local setMoment | ( | local | moment | ) |
Set this shape's moment.
It will change the body's moment this shape attaches.
A float number.
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Set this shape's tag.
An interger number that identifies a shape object.
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Set this shape's tag.
An interger number that identifies a shape object.
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Set this shape's tag.
An interger number that identifies a shape object.
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Get this shape's tag.
An interger number.
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Get this shape's tag.
An interger number.
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Get this shape's tag.
An interger number.
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Get the mass of this shape.
A float number.
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Get the mass of this shape.
A float number.
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Get the mass of this shape.
A float number.
void setMass | ( | float | mass | ) |
Set this shape's mass.
It will change the body's mass this shape attaches.
A float number.
var setMass | ( | var | mass | ) |
Set this shape's mass.
It will change the body's mass this shape attaches.
A float number.
local setMass | ( | local | mass | ) |
Set this shape's mass.
It will change the body's mass this shape attaches.
A float number.
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Get this shape's density.
A float number.
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Get this shape's density.
A float number.
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Get this shape's density.
A float number.
void setDensity | ( | float | density | ) |
Set this shape's density.
It will change the body's mass this shape attaches.
A float number.
var setDensity | ( | var | density | ) |
Set this shape's density.
It will change the body's mass this shape attaches.
A float number.
local setDensity | ( | local | density | ) |
Set this shape's density.
It will change the body's mass this shape attaches.
A float number.
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Get this shape's restitution.
A float number.
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Get this shape's restitution.
A float number.
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Get this shape's restitution.
A float number.
void setRestitution | ( | float | restitution | ) |
Set this shape's restitution.
It will change the shape's elasticity. A float number.
var setRestitution | ( | var | restitution | ) |
Set this shape's restitution.
It will change the shape's elasticity. A float number.
local setRestitution | ( | local | restitution | ) |
Set this shape's restitution.
It will change the shape's elasticity. A float number.
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Get this shape's friction.
A float number.
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Get this shape's friction.
A float number.
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Get this shape's friction.
A float number.
void setFriction | ( | float | friction | ) |
Set this shape's friction.
It will change the shape's friction.
A float number.
var setFriction | ( | var | friction | ) |
Set this shape's friction.
It will change the shape's friction.
A float number.
local setFriction | ( | local | friction | ) |
Set this shape's friction.
It will change the shape's friction.
A float number.
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Get this shape's PhysicsMaterial object.
A PhysicsMaterial object reference.
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Get this shape's PhysicsMaterial object.
A PhysicsMaterial object reference.
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Get this shape's PhysicsMaterial object.
A PhysicsMaterial object reference.
void setMaterial | ( | const PhysicsMaterial & | material | ) |
Set this shape's material.
It will change the shape's mass, elasticity and friction. A PhysicsMaterial object.
var setMaterial | ( | var | material | ) |
Set this shape's material.
It will change the shape's mass, elasticity and friction. A PhysicsMaterial object.
local setMaterial | ( | local | material | ) |
Set this shape's material.
It will change the shape's mass, elasticity and friction. A PhysicsMaterial object.
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inlinevirtual |
Calculate the default moment value.
This function should be overridden in inherit classes. A float number, equals 0.0.
Reimplemented in PhysicsShapePolygon, and PhysicsShapeCircle.
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inlinevirtual |
Calculate the default moment value.
This function should be overridden in inherit classes. A float number, equals 0.0.
Reimplemented in PhysicsShapePolygon, and PhysicsShapeCircle.
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inlinevirtual |
Calculate the default moment value.
This function should be overridden in inherit classes. A float number, equals 0.0.
Reimplemented in PhysicsShapePolygon, and PhysicsShapeCircle.
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inlinevirtual |
Get this shape's position offset.
This function should be overridden in inherit classes. A Vec2 object.
Reimplemented in PhysicsShapeEdgeBox, PhysicsShapeBox, and PhysicsShapeCircle.
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inlinevirtual |
Get this shape's position offset.
This function should be overridden in inherit classes. A Vec2 object.
Reimplemented in PhysicsShapeEdgeBox, PhysicsShapeBox, and PhysicsShapeCircle.
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inlinevirtual |
Get this shape's position offset.
This function should be overridden in inherit classes. A Vec2 object.
Reimplemented in PhysicsShapeEdgeBox, PhysicsShapeBox, and PhysicsShapeCircle.
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inlinevirtual |
Get this shape's center position.
This function should be overridden in inherit classes. A Vec2 object.
Reimplemented in PhysicsShapeEdgeChain, PhysicsShapeEdgePolygon, PhysicsShapeEdgeSegment, and PhysicsShapePolygon.
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inlinevirtual |
Get this shape's center position.
This function should be overridden in inherit classes. A Vec2 object.
Reimplemented in PhysicsShapeEdgeChain, PhysicsShapeEdgePolygon, PhysicsShapeEdgeSegment, and PhysicsShapePolygon.
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inlinevirtual |
Get this shape's center position.
This function should be overridden in inherit classes. A Vec2 object.
Reimplemented in PhysicsShapeEdgeChain, PhysicsShapeEdgePolygon, PhysicsShapeEdgeSegment, and PhysicsShapePolygon.
bool containsPoint | ( | const Vec2 & | point | ) | const |
Test point is inside this shape or not.
A Vec2 object. A bool object.
var containsPoint | ( | var | point | ) |
Test point is inside this shape or not.
A Vec2 object. A bool object.
local containsPoint | ( | local | point | ) |
Test point is inside this shape or not.
A Vec2 object. A bool object.
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Set a mask that defines which categories this physics shape belongs to.
Every physics shape 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).
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inline |
Set a mask that defines which categories this physics shape belongs to.
Every physics shape 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).
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inline |
Set a mask that defines which categories this physics shape belongs to.
Every physics shape 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).
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inline |
Get a mask that defines which categories this physics shape belongs to.
An interger number.
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inline |
Get a mask that defines which categories this physics shape belongs to.
An interger number.
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inline |
Get a mask that defines which categories this physics shape belongs to.
An interger number.
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inline |
A mask that defines which categories of bodies cause intersection notifications with this physics shape.
When two bodies share the same space, each shape’s category mask is tested against the other shape’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).
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inline |
A mask that defines which categories of bodies cause intersection notifications with this physics shape.
When two bodies share the same space, each shape’s category mask is tested against the other shape’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).
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inline |
A mask that defines which categories of bodies cause intersection notifications with this physics shape.
When two bodies share the same space, each shape’s category mask is tested against the other shape’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).
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Get a mask that defines which categories of bodies cause intersection notifications with this physics shape.
An interger number.
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inline |
Get a mask that defines which categories of bodies cause intersection notifications with this physics shape.
An interger number.
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inline |
Get a mask that defines which categories of bodies cause intersection notifications with this physics shape.
An interger number.
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inline |
A mask that defines which categories of physics bodies can collide with this physics shape.
When two physics bodies contact each other, a collision may occur. This shape’s collision mask is compared to the other shape’s category mask by performing a logical AND operation. If the result is a non-zero value, then this shape is affected by the collision. Each shape independently chooses whether it wants to be affected by the other shape. For example, you might use this to avoid collision calculations that would make negligible changes to a shape’s velocity. An interger number, the default value is 0xFFFFFFFF (all bits set).
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A mask that defines which categories of physics bodies can collide with this physics shape.
When two physics bodies contact each other, a collision may occur. This shape’s collision mask is compared to the other shape’s category mask by performing a logical AND operation. If the result is a non-zero value, then this shape is affected by the collision. Each shape independently chooses whether it wants to be affected by the other shape. For example, you might use this to avoid collision calculations that would make negligible changes to a shape’s velocity. An interger number, the default value is 0xFFFFFFFF (all bits set).
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inline |
A mask that defines which categories of physics bodies can collide with this physics shape.
When two physics bodies contact each other, a collision may occur. This shape’s collision mask is compared to the other shape’s category mask by performing a logical AND operation. If the result is a non-zero value, then this shape is affected by the collision. Each shape independently chooses whether it wants to be affected by the other shape. For example, you might use this to avoid collision calculations that would make negligible changes to a shape’s velocity. An interger number, the default value is 0xFFFFFFFF (all bits set).
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inline |
Get a mask that defines which categories of physics bodies can collide with this physics shape.
An interger number.
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inline |
Get a mask that defines which categories of physics bodies can collide with this physics shape.
An interger number.
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inline |
Get a mask that defines which categories of physics bodies can collide with this physics shape.
An interger number.
void setGroup | ( | int | group | ) |
Set the group of shape.
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). An interger number, it have high priority than bit masks.
var setGroup | ( | var | group | ) |
Set the group of shape.
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). An interger number, it have high priority than bit masks.
local setGroup | ( | local | group | ) |
Set the group of shape.
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). An interger number, it have high priority than bit masks.
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Get the group of shape.
An interger number.
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Get the group of shape.
An interger number.
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Get the group of shape.
An interger number.