A shape for body. More...
#include <CCPhysicsShape.h>
Public Types | |
enum | Type { UNKNOWN, CIRCLE, BOX, POLYGEN, EDGESEGMENT, EDGEBOX, EDGEPOLYGEN, EDGECHAIN } |
Public Member Functions | |
PhysicsBody * | getBody () const |
Get the body that this shape attaches. More... | |
Type | getType () const |
Return the type of this shape. More... | |
var | getType () |
Return the type of this shape. More... | |
local | getType () |
Return the type of this shape. More... | |
float | getArea () const |
return the area of this shape More... | |
local | getArea () |
return the area of this shape More... | |
float | getMoment () const |
get moment More... | |
local | getMoment () |
get moment More... | |
void | setMoment (float moment) |
Set moment, it will change the body's moment this shape attaches. More... | |
var | setMoment ( var moment) |
Set moment, it will change the body's moment this shape attaches. More... | |
local | setMoment ( local moment) |
Set moment, it will change the body's moment this shape attaches. More... | |
void | setTag (int tag) |
int | getTag () const |
local | getTag () |
float | getMass () const |
get mass More... | |
var | getMass () |
get mass More... | |
local | getMass () |
get mass More... | |
void | setMass (float mass) |
Set mass, it will change the body's mass this shape attaches. More... | |
var | setMass ( var mass) |
Set mass, it will change the body's mass this shape attaches. More... | |
local | setMass ( local mass) |
Set mass, it will change the body's mass this shape attaches. More... | |
float | getDensity () const |
local | getDensity () |
void | setDensity (float density) |
local | setDensity ( local density) |
float | getRestitution () const |
local | getRestitution () |
void | setRestitution (float restitution) |
local | setRestitution ( local restitution) |
float | getFriction () const |
var | getFriction () |
local | getFriction () |
void | setFriction (float friction) |
local | setFriction ( local friction) |
const PhysicsMaterial & | getMaterial () const |
void | setMaterial (const PhysicsMaterial &material) |
var | setMaterial ( var material) |
local | setMaterial ( local material) |
virtual float | calculateDefaultMoment () |
Calculate the default moment value. More... | |
var | calculateDefaultMoment () |
Calculate the default moment value. More... | |
local | calculateDefaultMoment () |
Calculate the default moment value. More... | |
virtual Vec2 | getOffset () |
Get offset. More... | |
local | getOffset () |
Get offset. More... | |
virtual Vec2 | getCenter () |
Get center of this shape. More... | |
var | getCenter () |
Get center of this shape. More... | |
local | getCenter () |
Get center of this shape. More... | |
bool | containsPoint (const Vec2 &point) const |
Test point is in shape or not. More... | |
var | containsPoint ( var point) |
Test point is in shape or not. More... | |
local | containsPoint ( local point) |
Test point is in shape or not. More... | |
void | setCategoryBitmask (int bitmask) |
A mask that defines which categories this physics body belongs to. More... | |
int | getCategoryBitmask () const |
void | setContactTestBitmask (int bitmask) |
A mask that defines which categories of bodies cause intersection notifications with this physics body. More... | |
int | getContactTestBitmask () const |
var | getContactTestBitmask () |
local | getContactTestBitmask () |
void | setCollisionBitmask (int bitmask) |
A mask that defines which categories of physics bodies can collide with this physics body. More... | |
int | getCollisionBitmask () const |
local | getCollisionBitmask () |
void | setGroup (int group) |
set the group of body Collision groups let you specify an integral group index. More... | |
var | setGroup ( var group) |
set the group of body Collision groups let you specify an integral group index. More... | |
local | setGroup ( local group) |
set the group of body Collision groups let you specify an integral group index. More... | |
int | getGroup () |
var | getGroup () |
local | getGroup () |
Public Member Functions inherited from Ref | |
void | 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... | |
virtual | ~Ref () |
Static Public Member Functions | |
static void | recenterPoints (Vec2 *points, int count, const Vec2 ¢er=Vec2::ZERO) |
move the points to the center More... | |
static Vec2 | getPolyonCenter (const Vec2 *points, int count) |
get center of the polyon points More... | |
var | getPolyonCenter ( var points, var count) |
get center of the polyon points More... | |
local | getPolyonCenter ( local points, local count) |
get center of the polyon points More... | |
Protected Member Functions | |
bool | init (Type type) |
local | init ( local type) |
PhysicsBodyInfo * | bodyInfo () const |
PhysicsShape is PhysicsBody's friend class, but all the subclasses isn't. More... | |
var | bodyInfo () |
PhysicsShape is PhysicsBody's friend class, but all the subclasses isn't. More... | |
local | bodyInfo () |
PhysicsShape is PhysicsBody's friend class, but all the subclasses isn't. More... | |
void | setBody (PhysicsBody *body) |
virtual float | calculateArea () |
calculate the area of this shape More... | |
var | calculateArea () |
calculate the area of this shape More... | |
local | calculateArea () |
calculate the area of this shape More... | |
virtual void | setScale (float scale) |
local | setScale ( local scale) |
virtual void | setScale (float scaleX, float scaleY) |
var | setScale ( var scaleX, var scaleY) |
local | setScale ( local scaleX, local scaleY) |
virtual void | setScaleX (float scaleX) |
local | setScaleX ( local scaleX) |
virtual void | setScaleY (float scaleY) |
var | setScaleY ( var scaleY) |
local | setScaleY ( local scaleY) |
virtual void | update (float delta) |
var | update ( var delta) |
local | update ( local delta) |
PhysicsShape () | |
PhysicsShape () | |
virtual | ~PhysicsShape ()=0 |
local | ~PhysicsShape () |
Protected Member Functions inherited from Ref | |
Ref () | |
Constructor. More... | |
Protected Attributes | |
PhysicsBody * | _body |
PhysicsShapeInfo * | _info |
var | _info |
local | _info |
Type | _type |
var | _type |
local | _type |
float | _area |
var | _area |
local | _area |
float | _mass |
var | _mass |
local | _mass |
float | _moment |
var | _moment |
local | _moment |
float | _scaleX |
var | _scaleX |
local | _scaleX |
float | _scaleY |
var | _scaleY |
local | _scaleY |
float | _newScaleX |
var | _newScaleX |
local | _newScaleX |
float | _newScaleY |
var | _newScaleY |
local | _newScaleY |
bool | _dirty |
var | _dirty |
local | _dirty |
PhysicsMaterial | _material |
var | _material |
local | _material |
int | _tag |
var | _tag |
local | _tag |
int | _categoryBitmask |
var | _categoryBitmask |
local | _categoryBitmask |
int | _collisionBitmask |
local | _collisionBitmask |
int | _contactTestBitmask |
local | _contactTestBitmask |
int | _group |
local | _group |
Protected Attributes inherited from Ref | |
unsigned int | _referenceCount |
count of references More... | |
Friends | |
class | PhysicsWorld |
class | PhysicsBody |
class | PhysicsJoint |
class | PhysicsDebugDraw |
A shape for body.
You do not create PhysicsWorld objects directly, instead, you can view PhysicsBody to see how to create it.
|
strong |
|
strong |
|
strong |
|
protected |
|
protected |
|
protected |
|
protectedpure virtual |
|
protectedpure virtual |
|
protectedpure virtual |
|
protected |
PhysicsShape is PhysicsBody's friend class, but all the subclasses isn't.
so this method is use for subclasses to catch the bodyInfo from PhysicsBody.
|
protected |
PhysicsShape is PhysicsBody's friend class, but all the subclasses isn't.
so this method is use for subclasses to catch the bodyInfo from PhysicsBody.
|
protected |
PhysicsShape is PhysicsBody's friend class, but all the subclasses isn't.
so this method is use for subclasses to catch the bodyInfo from PhysicsBody.
|
inlineprotectedvirtual |
calculate the area of this shape
Reimplemented in PhysicsShapePolygon, and PhysicsShapeCircle.
|
inlineprotectedvirtual |
calculate the area of this shape
Reimplemented in PhysicsShapePolygon, and PhysicsShapeCircle.
|
inlineprotectedvirtual |
calculate the area of this shape
Reimplemented in PhysicsShapePolygon, and PhysicsShapeCircle.
|
inlinevirtual |
Calculate the default moment value.
Reimplemented in PhysicsShapePolygon, and PhysicsShapeCircle.
|
inlinevirtual |
Calculate the default moment value.
Reimplemented in PhysicsShapePolygon, and PhysicsShapeCircle.
|
inlinevirtual |
Calculate the default moment value.
Reimplemented in PhysicsShapePolygon, and PhysicsShapeCircle.
bool containsPoint | ( | const Vec2 & | point | ) | const |
Test point is in shape or not.
var containsPoint | ( | var | point | ) |
Test point is in shape or not.
local containsPoint | ( | local | point | ) |
Test point is in shape or not.
|
inline |
return the area of this shape
|
inline |
return the area of this shape
|
inline |
return the area of this shape
|
inline |
Get the body that this shape attaches.
|
inline |
Get the body that this shape attaches.
|
inline |
Get the body that this shape attaches.
|
inline |
|
inline |
|
inline |
|
inlinevirtual |
Get center of this shape.
Reimplemented in PhysicsShapeEdgeChain, PhysicsShapeEdgePolygon, PhysicsShapeEdgeSegment, and PhysicsShapePolygon.
|
inlinevirtual |
Get center of this shape.
Reimplemented in PhysicsShapeEdgeChain, PhysicsShapeEdgePolygon, PhysicsShapeEdgeSegment, and PhysicsShapePolygon.
|
inlinevirtual |
Get center of this shape.
Reimplemented in PhysicsShapeEdgeChain, PhysicsShapeEdgePolygon, PhysicsShapeEdgeSegment, and PhysicsShapePolygon.
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
get mass
|
inline |
get mass
|
inline |
get mass
|
inline |
|
inline |
|
inline |
|
inline |
get moment
|
inline |
get moment
|
inline |
get moment
|
inlinevirtual |
Get offset.
Reimplemented in PhysicsShapeEdgeBox, PhysicsShapeBox, and PhysicsShapeCircle.
|
inlinevirtual |
Get offset.
Reimplemented in PhysicsShapeEdgeBox, PhysicsShapeBox, and PhysicsShapeCircle.
|
inlinevirtual |
Get offset.
Reimplemented in PhysicsShapeEdgeBox, PhysicsShapeBox, and PhysicsShapeCircle.
get center of the polyon points
|
static |
get center of the polyon points
|
static |
get center of the polyon points
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
Return the type of this shape.
|
inline |
Return the type of this shape.
|
inline |
Return the type of this shape.
|
protected |
|
protected |
|
protected |
|
static |
move the points to the center
|
static |
move the points to the center
|
static |
move the points to the center
|
protected |
|
protected |
|
protected |
|
inline |
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. The default value is 0xFFFFFFFF (all bits set).
|
inline |
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. The default value is 0xFFFFFFFF (all bits set).
|
inline |
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. The default value is 0xFFFFFFFF (all bits set).
|
inline |
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. The default value is 0xFFFFFFFF (all bits set).
|
inline |
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. The default value is 0xFFFFFFFF (all bits set).
|
inline |
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. The default value is 0xFFFFFFFF (all bits set).
|
inline |
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. The default value is 0x00000000 (all bits cleared).
|
inline |
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. The default value is 0x00000000 (all bits cleared).
|
inline |
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. The default value is 0x00000000 (all bits cleared).
void setDensity | ( | float | density | ) |
var setDensity | ( | var | density | ) |
local setDensity | ( | local | density | ) |
void setFriction | ( | float | friction | ) |
var setFriction | ( | var | friction | ) |
local setFriction | ( | local | friction | ) |
void setGroup | ( | int | group | ) |
set the group of body Collision groups let you specify an integral group index.
You can have all fixtures 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 fixtures 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 fixtures with the same group index always collide (positive index) or never collide (negative index) it have high priority than bit masks
void setMass | ( | float | mass | ) |
Set mass, it will change the body's mass this shape attaches.
var setMass | ( | var | mass | ) |
Set mass, it will change the body's mass this shape attaches.
local setMass | ( | local | mass | ) |
Set mass, it will change the body's mass this shape attaches.
void setMaterial | ( | const PhysicsMaterial & | material | ) |
var setMaterial | ( | var | material | ) |
local setMaterial | ( | local | material | ) |
void setMoment | ( | float | moment | ) |
Set moment, it will change the body's moment this shape attaches.
var setMoment | ( | var | moment | ) |
Set moment, it will change the body's moment this shape attaches.
local setMoment | ( | local | moment | ) |
Set moment, it will change the body's moment this shape attaches.
void setRestitution | ( | float | restitution | ) |
var setRestitution | ( | var | restitution | ) |
local setRestitution | ( | local | restitution | ) |
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeCircle.
|
inline |
|
inline |
|
inline |
|
protectedvirtual |
Reimplemented in PhysicsShapeEdgeChain, PhysicsShapeEdgePolygon, PhysicsShapeEdgeSegment, PhysicsShapePolygon, and PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeEdgeChain, PhysicsShapeEdgePolygon, PhysicsShapeEdgeSegment, PhysicsShapePolygon, and PhysicsShapeCircle.
|
protectedvirtual |
Reimplemented in PhysicsShapeEdgeChain, PhysicsShapeEdgePolygon, PhysicsShapeEdgeSegment, PhysicsShapePolygon, and PhysicsShapeCircle.
|
friend |
|
friend |
|
friend |
|
friend |
|
friend |
|
friend |
|
friend |
|
friend |
|
friend |
|
friend |
|
friend |
|
friend |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |