An PhysicsWorld object simulates collisions and other physical properties. More...
#include <CCPhysicsWorld.h>
Public Member Functions | |
virtual void | addJoint (PhysicsJoint *joint) |
Adds a joint to the physics world. More... | |
var | addJoint ( var joint) |
Adds a joint to the physics world. More... | |
local | addJoint ( local joint) |
Adds a joint to the physics world. More... | |
virtual void | removeJoint (PhysicsJoint *joint, bool destroy=true) |
Remove a joint from physics world. More... | |
local | removeJoint ( local joint, local true) |
Remove a joint from physics world. More... | |
virtual void | removeAllJoints (bool destroy=true) |
Remove all joints from physics world. More... | |
virtual void | removeBody (PhysicsBody *body) |
Remove a body from physics world. More... | |
local | removeBody ( local body) |
Remove a body from physics world. More... | |
virtual void | removeBody (int tag) |
Remove body by tag. More... | |
local | removeBody ( local tag) |
Remove body by tag. More... | |
virtual void | removeAllBodies () |
Remove all bodies from physics world. More... | |
var | removeAllBodies () |
Remove all bodies from physics world. More... | |
local | removeAllBodies () |
Remove all bodies from physics world. More... | |
void | rayCast (PhysicsRayCastCallbackFunc func, const Vec2 &start, const Vec2 &end, void *data) |
Searches for physics shapes that intersects the ray. More... | |
var | rayCast ( var func, var start, var end, var data) |
Searches for physics shapes that intersects the ray. More... | |
local | rayCast ( local func, local start, local end, local data) |
Searches for physics shapes that intersects the ray. More... | |
void | queryRect (PhysicsQueryRectCallbackFunc func, const Rect &rect, void *data) |
Searches for physics shapes that contains in the rect. More... | |
void | queryPoint (PhysicsQueryPointCallbackFunc func, const Vec2 &point, void *data) |
Searches for physics shapes that contains the point. More... | |
Vector< PhysicsShape * > | getShapes (const Vec2 &point) const |
Get phsyics shapes that contains the point. More... | |
PhysicsShape * | getShape (const Vec2 &point) const |
return physics shape that contains the point. More... | |
var | getShape ( var point) |
return physics shape that contains the point. More... | |
local | getShape ( local point) |
return physics shape that contains the point. More... | |
const Vector< PhysicsBody * > & | getAllBodies () const |
Get all the bodys that in the physics world. More... | |
var | getAllBodies () |
Get all the bodys that in the physics world. More... | |
local | getAllBodies () |
Get all the bodys that in the physics world. More... | |
PhysicsBody * | getBody (int tag) const |
Get body by tag. More... | |
local | getBody ( local tag) |
Get body by tag. More... | |
Scene & | getScene () const |
Get scene contain this physics world. More... | |
Vect | getGravity () const |
get the gravity value More... | |
void | setGravity (const Vect &gravity) |
set the gravity value More... | |
var | setGravity ( var gravity) |
set the gravity value More... | |
local | setGravity ( local gravity) |
set the gravity value More... | |
void | setSpeed (float speed) |
Set the speed of physics world, speed is the rate at which the simulation executes. More... | |
float | getSpeed () |
get the speed of physics world More... | |
local | getSpeed () |
get the speed of physics world More... | |
void | setUpdateRate (int rate) |
set the update rate of physics world, update rate is the value of EngineUpdateTimes/PhysicsWorldUpdateTimes. More... | |
int | getUpdateRate () |
get the update rate More... | |
void | setSubsteps (int steps) |
set the number of substeps in an update of the physics world. More... | |
var | setSubsteps ( var steps) |
set the number of substeps in an update of the physics world. More... | |
local | setSubsteps ( local steps) |
set the number of substeps in an update of the physics world. More... | |
int | getSubsteps () const |
get the number of substeps More... | |
void | setDebugDrawMask (int mask) |
set the debug draw mask More... | |
var | setDebugDrawMask ( var mask) |
set the debug draw mask More... | |
local | setDebugDrawMask ( local mask) |
set the debug draw mask More... | |
int | getDebugDrawMask () |
get the bebug draw mask More... | |
void | setAutoStep (bool autoStep) |
To control the step of physics, if you want control it by yourself( fixed-timestep for example ), you can set this to false and call step by yourself. More... | |
bool | isAutoStep () |
Get the auto step. More... | |
void | step (float delta) |
The step for physics world, The times passing for simulate the physics. More... | |
var | step ( var delta) |
The step for physics world, The times passing for simulate the physics. More... | |
local | step ( local delta) |
The step for physics world, The times passing for simulate the physics. More... | |
Static Public Attributes | |
static const int | DEBUGDRAW_NONE |
draw nothing More... | |
var | DEBUGDRAW_NONE |
draw nothing More... | |
local | DEBUGDRAW_NONE |
draw nothing More... | |
static const int | DEBUGDRAW_SHAPE |
draw shapes More... | |
var | DEBUGDRAW_SHAPE |
draw shapes More... | |
local | DEBUGDRAW_SHAPE |
draw shapes More... | |
static const int | DEBUGDRAW_JOINT |
draw joints More... | |
var | DEBUGDRAW_JOINT |
draw joints More... | |
local | DEBUGDRAW_JOINT |
draw joints More... | |
static const int | DEBUGDRAW_CONTACT |
draw contact More... | |
var | DEBUGDRAW_CONTACT |
draw contact More... | |
local | DEBUGDRAW_CONTACT |
draw contact More... | |
static const int | DEBUGDRAW_ALL |
draw all More... | |
var | DEBUGDRAW_ALL |
draw all More... | |
local | DEBUGDRAW_ALL |
draw all More... | |
Protected Member Functions | |
bool | init (Scene &scene) |
local | init ( local scene) |
virtual void | addBody (PhysicsBody *body) |
local | addBody ( local body) |
virtual void | addShape (PhysicsShape *shape) |
local | addShape ( local shape) |
virtual void | removeShape (PhysicsShape *shape) |
local | removeShape ( local shape) |
virtual void | update (float delta, bool userCall=false) |
virtual void | debugDraw () |
var | debugDraw () |
local | debugDraw () |
virtual int | collisionBeginCallback (PhysicsContact &contact) |
local | collisionBeginCallback ( local contact) |
virtual int | collisionPreSolveCallback (PhysicsContact &contact) |
local | collisionPreSolveCallback ( local contact) |
virtual void | collisionPostSolveCallback (PhysicsContact &contact) |
local | collisionPostSolveCallback ( local contact) |
virtual void | collisionSeparateCallback (PhysicsContact &contact) |
local | collisionSeparateCallback ( local contact) |
virtual void | doAddBody (PhysicsBody *body) |
local | doAddBody ( local body) |
virtual void | doRemoveBody (PhysicsBody *body) |
var | doRemoveBody ( var body) |
local | doRemoveBody ( local body) |
virtual void | doAddJoint (PhysicsJoint *joint) |
local | doAddJoint ( local joint) |
virtual void | doRemoveJoint (PhysicsJoint *joint) |
local | doRemoveJoint ( local joint) |
virtual void | addBodyOrDelay (PhysicsBody *body) |
local | addBodyOrDelay ( local body) |
virtual void | removeBodyOrDelay (PhysicsBody *body) |
local | removeBodyOrDelay ( local body) |
virtual void | addJointOrDelay (PhysicsJoint *joint) |
var | addJointOrDelay ( var joint) |
local | addJointOrDelay ( local joint) |
virtual void | removeJointOrDelay (PhysicsJoint *joint) |
local | removeJointOrDelay ( local joint) |
virtual void | updateBodies () |
var | updateBodies () |
local | updateBodies () |
virtual void | updateJoints () |
local | updateJoints () |
PhysicsWorld () | |
PhysicsWorld () | |
virtual | ~PhysicsWorld () |
local | ~PhysicsWorld () |
Static Protected Member Functions | |
static PhysicsWorld * | construct (Scene &scene) |
var | construct ( var scene) |
Friends | |
class | Node |
class | Sprite |
class | Scene |
class | PhysicsBody |
class | PhysicsShape |
class | PhysicsJoint |
class | PhysicsWorldCallback |
class | PhysicsDebugDraw |
An PhysicsWorld object simulates collisions and other physical properties.
You do not create PhysicsWorld objects directly; instead, you can get it from an Scene object.
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Adds a joint to the physics world.
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Adds a joint to the physics world.
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Adds a joint to the physics world.
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const Vector<PhysicsBody*> & getAllBodies |
( | ) | const |
Get all the bodys that in the physics world.
var getAllBodies | ( | ) |
Get all the bodys that in the physics world.
local getAllBodies | ( | ) |
Get all the bodys that in the physics world.
PhysicsBody* getBody | ( | int | tag | ) | const |
Get body by tag.
var getBody | ( | var | tag | ) |
Get body by tag.
local getBody | ( | local | tag | ) |
Get body by tag.
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get the bebug draw mask
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get the bebug draw mask
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get the bebug draw mask
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get the gravity value
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get the gravity value
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get the gravity value
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Get scene contain this physics world.
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Get scene contain this physics world.
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Get scene contain this physics world.
PhysicsShape* getShape | ( | const Vec2 & | point | ) | const |
return physics shape that contains the point.
var getShape | ( | var | point | ) |
return physics shape that contains the point.
local getShape | ( | local | point | ) |
return physics shape that contains the point.
Vector<PhysicsShape*> getShapes | ( | const Vec2 & | point | ) | const |
Get phsyics shapes that contains the point.
var getShapes | ( | var | point | ) |
Get phsyics shapes that contains the point.
local getShapes | ( | local | point | ) |
Get phsyics shapes that contains the point.
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get the speed of physics world
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get the speed of physics world
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get the speed of physics world
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get the number of substeps
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get the number of substeps
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get the number of substeps
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get the update rate
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get the update rate
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get the update rate
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Get the auto step.
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Get the auto step.
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Get the auto step.
void queryPoint | ( | PhysicsQueryPointCallbackFunc | func, |
const Vec2 & | point, | ||
void * | data | ||
) |
Searches for physics shapes that contains the point.
var queryPoint | ( | var | func, |
var | point, | ||
var | data | ||
) |
Searches for physics shapes that contains the point.
local queryPoint | ( | local | func, |
local | point, | ||
local | data | ||
) |
Searches for physics shapes that contains the point.
void queryRect | ( | PhysicsQueryRectCallbackFunc | func, |
const Rect & | rect, | ||
void * | data | ||
) |
Searches for physics shapes that contains in the rect.
var queryRect | ( | var | func, |
var | rect, | ||
var | data | ||
) |
Searches for physics shapes that contains in the rect.
local queryRect | ( | local | func, |
local | rect, | ||
local | data | ||
) |
Searches for physics shapes that contains in the rect.
void rayCast | ( | PhysicsRayCastCallbackFunc | func, |
const Vec2 & | start, | ||
const Vec2 & | end, | ||
void * | data | ||
) |
Searches for physics shapes that intersects the ray.
var rayCast | ( | var | func, |
var | start, | ||
var | end, | ||
var | data | ||
) |
Searches for physics shapes that intersects the ray.
local rayCast | ( | local | func, |
local | start, | ||
local | end, | ||
local | data | ||
) |
Searches for physics shapes that intersects the ray.
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Remove all bodies from physics world.
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Remove all bodies from physics world.
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Remove all bodies from physics world.
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Remove all joints from physics world.
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Remove all joints from physics world.
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Remove all joints from physics world.
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Remove a body from physics world.
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Remove a body from physics world.
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Remove a body from physics world.
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Remove body by tag.
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Remove body by tag.
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Remove body by tag.
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Remove a joint from physics world.
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Remove a joint from physics world.
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Remove a joint from physics world.
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To control the step of physics, if you want control it by yourself( fixed-timestep for example ), you can set this to false and call step by yourself.
Defaut value is true. Note: if you set auto step to false, setSpeed setSubsteps and setUpdateRate won't work, you need to control the time step by yourself.
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To control the step of physics, if you want control it by yourself( fixed-timestep for example ), you can set this to false and call step by yourself.
Defaut value is true. Note: if you set auto step to false, setSpeed setSubsteps and setUpdateRate won't work, you need to control the time step by yourself.
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To control the step of physics, if you want control it by yourself( fixed-timestep for example ), you can set this to false and call step by yourself.
Defaut value is true. Note: if you set auto step to false, setSpeed setSubsteps and setUpdateRate won't work, you need to control the time step by yourself.
void setDebugDrawMask | ( | int | mask | ) |
set the debug draw mask
var setDebugDrawMask | ( | var | mask | ) |
set the debug draw mask
local setDebugDrawMask | ( | local | mask | ) |
set the debug draw mask
void setGravity | ( | const Vect & | gravity | ) |
set the gravity value
var setGravity | ( | var | gravity | ) |
set the gravity value
local setGravity | ( | local | gravity | ) |
set the gravity value
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Set the speed of physics world, speed is the rate at which the simulation executes.
default value is 1.0 Note: if you setAutoStep(false), this won't work.
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Set the speed of physics world, speed is the rate at which the simulation executes.
default value is 1.0 Note: if you setAutoStep(false), this won't work.
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Set the speed of physics world, speed is the rate at which the simulation executes.
default value is 1.0 Note: if you setAutoStep(false), this won't work.
void setSubsteps | ( | int | steps | ) |
set the number of substeps in an update of the physics world.
One physics update will be divided into several substeps to increase its accuracy. default value is 1
var setSubsteps | ( | var | steps | ) |
set the number of substeps in an update of the physics world.
One physics update will be divided into several substeps to increase its accuracy. default value is 1
local setSubsteps | ( | local | steps | ) |
set the number of substeps in an update of the physics world.
One physics update will be divided into several substeps to increase its accuracy. default value is 1
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set the update rate of physics world, update rate is the value of EngineUpdateTimes/PhysicsWorldUpdateTimes.
set it higher can improve performance, set it lower can improve accuracy of physics world simulation. default value is 1.0 Note: if you setAutoStep(false), this won't work.
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set the update rate of physics world, update rate is the value of EngineUpdateTimes/PhysicsWorldUpdateTimes.
set it higher can improve performance, set it lower can improve accuracy of physics world simulation. default value is 1.0 Note: if you setAutoStep(false), this won't work.
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set the update rate of physics world, update rate is the value of EngineUpdateTimes/PhysicsWorldUpdateTimes.
set it higher can improve performance, set it lower can improve accuracy of physics world simulation. default value is 1.0 Note: if you setAutoStep(false), this won't work.
void step | ( | float | delta | ) |
The step for physics world, The times passing for simulate the physics.
Note: you need to setAutoStep(false) first before it can work.
var step | ( | var | delta | ) |
The step for physics world, The times passing for simulate the physics.
Note: you need to setAutoStep(false) first before it can work.
local step | ( | local | delta | ) |
The step for physics world, The times passing for simulate the physics.
Note: you need to setAutoStep(false) first before it can work.
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draw all
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draw all
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draw all
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draw contact
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draw contact
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draw contact
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draw joints
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draw joints
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draw joints
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draw nothing
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draw nothing
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draw nothing
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draw shapes
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draw shapes
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draw shapes