A body affect by physics. More...
#include <CCPhysicsBody.h>
Public Member Functions | |
virtual PhysicsShape * | addShape (PhysicsShape *shape, bool addMassAndMoment=true) |
void | removeShape (PhysicsShape *shape, bool reduceMassAndMoment=true) |
void | removeShape (int tag, bool reduceMassAndMoment=true) |
void | removeAllShapes (bool reduceMassAndMoment=true) |
Array * | getShapes () const |
PhysicsShape * | getFirstShape () const |
local | getFirstShape () |
PhysicsShape * | getShape (int tag) const |
local | getShape ( local tag) |
virtual void | applyForce (const Vect &force) |
Applies a immediate force to body. More... | |
local | applyForce ( local force) |
Applies a immediate force to body. More... | |
virtual void | applyForce (const Vect &force, const Point &offset) |
Applies a immediate force to body. More... | |
local | applyForce ( local force, local offset) |
Applies a immediate force to body. More... | |
virtual void | resetForces () |
reset all the force applied to body. More... | |
virtual void | applyImpulse (const Vect &impulse) |
Applies a continuous force to body. More... | |
var | applyImpulse ( var impulse) |
Applies a continuous force to body. More... | |
local | applyImpulse ( local impulse) |
Applies a continuous force to body. More... | |
virtual void | applyImpulse (const Vect &impulse, const Point &offset) |
Applies a continuous force to body. More... | |
virtual void | applyTorque (float torque) |
Applies a torque force to body. More... | |
virtual void | setVelocity (const Vect &velocity) |
set the velocity of a body More... | |
local | setVelocity ( local velocity) |
set the velocity of a body More... | |
virtual Point | getVelocity () |
get the velocity of a body More... | |
virtual void | setAngularVelocity (float velocity) |
set the angular velocity of a body More... | |
local | setAngularVelocity ( local velocity) |
set the angular velocity of a body More... | |
virtual Point | getVelocityAtLocalPoint (const Point &point) |
get the angular velocity of a body at a local point More... | |
local | getVelocityAtLocalPoint ( local point) |
get the angular velocity of a body at a local point More... | |
virtual Point | getVelocityAtWorldPoint (const Point &point) |
get the angular velocity of a body at a world point More... | |
var | getVelocityAtWorldPoint ( var point) |
get the angular velocity of a body at a world point More... | |
local | getVelocityAtWorldPoint ( local point) |
get the angular velocity of a body at a world point More... | |
virtual float | getAngularVelocity () |
get the angular velocity of a body More... | |
virtual void | setVelocityLimit (float limit) |
set the max of velocity More... | |
var | setVelocityLimit ( var limit) |
set the max of velocity More... | |
local | setVelocityLimit ( local limit) |
set the max of velocity More... | |
virtual float | getVelocityLimit () |
get the max of velocity More... | |
virtual void | setAngularVelocityLimit (float limit) |
set the max of angular velocity More... | |
virtual float | getAngularVelocityLimit () |
get the max of angular velocity More... | |
void | removeFromWorld () |
remove the body from the world it added to More... | |
PhysicsWorld * | getWorld () const |
get the world body added to. More... | |
var | getWorld () |
get the world body added to. More... | |
local | getWorld () |
get the world body added to. More... | |
const std::vector < PhysicsJoint * > & | getJoints () const |
get all joints the body have More... | |
local | getJoints () |
get all joints the body have More... | |
Node * | getNode () const |
get the sprite the body set to. More... | |
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 |
get the category bit mask More... | |
int | getContactTestBitmask () const |
get the contact test bit mask More... | |
int | getCollisionBitmask () const |
get the collision bit mask More... | |
void | setGroup (int group) |
set the group of body Collision groups let you specify an integral group index. More... | |
int | getGroup () const |
get the group of body More... | |
Point | getPosition () const |
get the body position. More... | |
float | getRotation () const |
get the body rotation. More... | |
bool | isDynamic () const |
test the body is dynamic or not. More... | |
void | setDynamic (bool dynamic) |
set dynamic to body. More... | |
local | setDynamic ( local dynamic) |
set dynamic to body. More... | |
void | setMass (float mass) |
set the body mass. More... | |
float | getMass () const |
get the body mass. More... | |
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 (float moment) const |
get the body moment of inertia. More... | |
local | getMoment ( local moment) |
get the body moment of inertia. More... | |
void | addMoment (float moment) |
add moment of inertia to body. More... | |
float | getLinearDamping () const |
get linear damping. More... | |
var | getLinearDamping () |
get linear damping. More... | |
local | getLinearDamping () |
get linear damping. More... | |
void | setLinearDamping (float damping) |
set linear damping. More... | |
float | getAngularDamping () const |
get angular damping. More... | |
void | setAngularDamping (float damping) |
set angular damping. More... | |
bool | isResting () const |
whether the body is at rest More... | |
bool | isEnabled () const |
whether the body is enabled if the body it isn't enabled, it will not has simulation by world More... | |
void | setEnable (bool enable) |
set the enable value. More... | |
local | setEnable ( local enable) |
set the enable value. More... | |
bool | isRotationEnabled () const |
whether the body can rotation More... | |
void | setRotationEnable (bool enable) |
set the body is allow rotation or not More... | |
bool | isGravityEnabled () const |
whether this physics body is affected by the physics world’s gravitational force. More... | |
void | setGravityEnable (bool enable) |
set the body is affected by the physics world's gravitational force or not. More... | |
int | getTag () const |
get the body's tag More... | |
void | setTag (int tag) |
set the body's tag More... | |
local | setTag ( local tag) |
set the body's tag More... | |
Point | world2Local (const Point &point) |
convert the world point to local More... | |
Point | local2World (const Point &point) |
convert the local point to world More... | |
Public Member Functions inherited from Object | |
Object () | |
Constructor. More... | |
virtual | ~Object () |
void | release () |
Release the ownership immediately. More... | |
void | retain () |
Retains the ownership. More... | |
Object * | autorelease () |
Release the ownership sometime soon automatically. More... | |
bool | isSingleReference () const |
Returns a boolean value that indicates whether there is only one reference to the object. More... | |
unsigned int | retainCount () const |
Returns the object's current reference count. More... | |
virtual bool | isEqual (const Object *object) |
Returns a boolean value that indicates whether this object and a given object are equal. More... | |
virtual void | acceptVisitor (DataVisitor &visitor) |
Static Public Member Functions | |
static PhysicsBody * | create () |
create a body with defult mass and moment. More... | |
static PhysicsBody * | create (float mass) |
create a body with mass and defult moment. More... | |
static PhysicsBody * | create (float mass, float 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 Point &offset=Point::ZERO) |
Create a body contains a circle shape. More... | |
static PhysicsBody * | createBox (const Size &size, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Point &offset=Point::ZERO) |
Create a body contains a box shape. More... | |
static PhysicsBody * | createPolygon (const Point *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, const Point &offset=Point::ZERO) |
Create a body contains a polygon shape. More... | |
static PhysicsBody * | createEdgeSegment (const Point &a, const Point &b, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1) |
Create a body contains a EdgeSegment shape. More... | |
var | createEdgeSegment ( var a, var b, var PHYSICSBODY_MATERIAL_DEFAULT, var 1) |
Create a body contains a EdgeSegment shape. More... | |
local | createEdgeSegment ( local a, local b, local PHYSICSBODY_MATERIAL_DEFAULT, local 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 Point &offset=Point::ZERO) |
Create a body contains a EdgeBox shape. More... | |
static PhysicsBody * | createEdgePolygon (const Point *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 Point *points, int count, const PhysicsMaterial &material=PHYSICSBODY_MATERIAL_DEFAULT, float border=1) |
Create a body contains a EdgeChain shape. More... | |
local | createEdgeChain ( local points, local count, local PHYSICSBODY_MATERIAL_DEFAULT, local 1) |
Create a body contains a EdgeChain shape. More... | |
Protected Member Functions | |
bool | init () |
virtual void | setPosition (Point position) |
local | setPosition ( local position) |
virtual void | setRotation (float rotation) |
local | setRotation ( local rotation) |
virtual void | update (float delta) override |
var | update ( var delta) |
local | update ( local delta) |
void | removeJoint (PhysicsJoint *joint) |
PhysicsBody () | |
virtual | ~PhysicsBody () |
Protected Attributes | |
Node * | _node |
std::vector< PhysicsJoint * > | _joints |
var | _joints |
local | _joints |
Array * | _shapes |
PhysicsWorld * | _world |
var | _world |
local | _world |
PhysicsBodyInfo * | _info |
local | _info |
bool | _dynamic |
bool | _enable |
bool | _rotationEnable |
var | _rotationEnable |
local | _rotationEnable |
bool | _gravityEnable |
var | _gravityEnable |
local | _gravityEnable |
bool | _massDefault |
var | _massDefault |
local | _massDefault |
bool | _momentDefault |
var | _momentDefault |
local | _momentDefault |
float | _mass |
float | _area |
float | _density |
float | _moment |
float | _linearDamping |
var | _linearDamping |
local | _linearDamping |
float | _angularDamping |
var | _angularDamping |
local | _angularDamping |
int | _tag |
int | _categoryBitmask |
local | _categoryBitmask |
int | _collisionBitmask |
var | _collisionBitmask |
local | _collisionBitmask |
int | _contactTestBitmask |
int | _group |
Protected Attributes inherited from Object | |
unsigned int | _reference |
count of references More... | |
unsigned int | _autoReleaseCount |
count of autorelease More... | |
Friends | |
class | PhysicsWorld |
class | PhysicsShape |
class | PhysicsJoint |
class | Node |
Additional Inherited Members | |
Public Attributes inherited from Object | |
unsigned int | _ID |
object id, ScriptSupport need public _ID More... | |
int | _luaID |
Lua reference id. 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 formular: mass = density * area. if you create body with createEdgeXXX, the mass and moment will be 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().
|
protected |
|
protected |
|
protected |
|
protectedvirtual |
|
protectedvirtual |
|
protectedvirtual |
void addMass | ( | float | mass) |
add mass to body.
if _mass(mass of the body) == PHYSICS_INFINITY, it remains. 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(mass of the body) == PHYSICS_INFINITY, it remains. 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(mass of the body) == PHYSICS_INFINITY, it remains. 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 addMoment | ( | float | moment) |
add moment of inertia to body.
if _moment(moment of the body) == PHYSICS_INFINITY, it remains. 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(moment of the body) == PHYSICS_INFINITY, it remains. 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(moment of the body) == PHYSICS_INFINITY, it remains. 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;
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Applies a immediate force to body.
|
virtual |
Applies a immediate force to body.
|
virtual |
Applies a immediate force to body.
Applies a immediate force to body.
|
virtual |
Applies a immediate force to body.
|
virtual |
Applies a immediate force to body.
|
virtual |
Applies a continuous force to body.
|
virtual |
Applies a continuous force to body.
|
virtual |
Applies a continuous force to body.
Applies a continuous force to body.
|
virtual |
Applies a continuous force to body.
|
virtual |
Applies a continuous force to body.
|
virtual |
Applies a torque force to body.
|
virtual |
Applies a torque force to body.
|
virtual |
Applies a torque force to body.
|
static |
create a body with defult mass and moment.
|
static |
create a body with defult mass and moment.
|
static |
create a body with defult mass and moment.
|
static |
create a body with mass and defult moment.
|
static |
create a body with mass and defult moment.
|
static |
create a body with mass and defult moment.
|
static |
create a body with mass and moment.
|
static |
create a body with mass and moment.
|
static |
create a body with mass and moment.
|
static |
Create a body contains a box shape.
|
static |
Create a body contains a box shape.
|
static |
Create a body contains a box shape.
|
static |
Create a body contains a circle shape.
|
static |
Create a body contains a circle shape.
|
static |
Create a body contains a circle shape.
|
static |
Create a body contains a EdgeBox shape.
|
static |
Create a body contains a EdgeBox shape.
|
static |
Create a body contains a EdgeBox shape.
|
static |
Create a body contains a EdgeChain shape.
|
static |
Create a body contains a EdgeChain shape.
|
static |
Create a body contains a EdgeChain shape.
|
static |
Create a body contains a EdgePolygon shape.
|
static |
Create a body contains a EdgePolygon shape.
|
static |
Create a body contains a EdgePolygon shape.
|
static |
Create a body contains a EdgeSegment shape.
|
static |
Create a body contains a EdgeSegment shape.
|
static |
Create a body contains a EdgeSegment shape.
|
static |
Create a body contains a polygon shape.
points is an array of Point structs defining a convex hull with a clockwise winding.
|
static |
Create a body contains a polygon shape.
points is an array of Point structs defining a convex hull with a clockwise winding.
|
static |
Create a body contains a polygon shape.
points is an array of Point structs defining a convex hull with a clockwise winding.
|
inline |
get angular damping.
|
inline |
get angular damping.
|
inline |
get angular damping.
|
virtual |
get the angular velocity of a body
|
virtual |
get the angular velocity of a body
|
virtual |
get the angular velocity of a body
|
virtual |
get the max of angular velocity
|
virtual |
get the max of angular velocity
|
virtual |
get the max of angular velocity
|
inline |
get the category bit mask
|
inline |
get the category bit mask
|
inline |
get the category bit mask
|
inline |
get the collision bit mask
|
inline |
get the collision bit mask
|
inline |
get the collision bit mask
|
inline |
get the contact test bit mask
|
inline |
get the contact test bit mask
|
inline |
get the contact test bit mask
|
inline |
|
inline |
|
inline |
|
inline |
get the group of body
|
inline |
get the group of body
|
inline |
get the group of body
|
inline |
get all joints the body have
|
inline |
get all joints the body have
|
inline |
get all joints the body have
|
inline |
get linear damping.
|
inline |
get linear damping.
|
inline |
get linear damping.
|
inline |
get the body mass.
|
inline |
get the body mass.
|
inline |
get the body mass.
|
inline |
get the body moment of inertia.
|
inline |
get the body moment of inertia.
|
inline |
get the body moment of inertia.
|
inline |
get the sprite the body set to.
|
inline |
get the sprite the body set to.
|
inline |
get the sprite the body set to.
Point getPosition | ( | ) | const |
get the body position.
var getPosition | ( | ) |
get the body position.
local getPosition | ( | ) |
get the body position.
float getRotation | ( | ) | const |
get the body rotation.
var getRotation | ( | ) |
get the body rotation.
local getRotation | ( | ) |
get the body rotation.
PhysicsShape* getShape | ( | int | tag) | const |
var getShape | ( | var | tag) |
local getShape | ( | local | tag) |
|
inline |
|
inline |
|
inline |
|
inline |
get the body's tag
|
inline |
get the body's tag
|
inline |
get the body's tag
|
virtual |
get the velocity of a body
|
virtual |
get the velocity of a body
|
virtual |
get the velocity of a body
get the angular velocity of a body at a local point
|
virtual |
get the angular velocity of a body at a local point
|
virtual |
get the angular velocity of a body at a local point
get the angular velocity of a body at a world point
|
virtual |
get the angular velocity of a body at a world point
|
virtual |
get the angular velocity of a body at a world point
|
virtual |
get the max of velocity
|
virtual |
get the max of velocity
|
virtual |
get the max of velocity
|
inline |
get the world body added to.
|
inline |
get the world body added to.
|
inline |
get the world body added to.
|
protected |
|
protected |
|
protected |
|
inline |
test the body is dynamic or not.
a dynamic body will effect with gravity.
|
inline |
test the body is dynamic or not.
a dynamic body will effect with gravity.
|
inline |
test the body is dynamic or not.
a dynamic body will effect with gravity.
|
inline |
whether the body is enabled if the body it isn't enabled, it will not has simulation by world
|
inline |
whether the body is enabled if the body it isn't enabled, it will not has simulation by world
|
inline |
whether the body is enabled if the body it isn't enabled, it will not has simulation by world
|
inline |
whether this physics body is affected by the physics world’s gravitational force.
|
inline |
whether this physics body is affected by the physics world’s gravitational force.
|
inline |
whether this physics body is affected by the physics world’s gravitational force.
bool isResting | ( | ) | const |
whether the body is at rest
var isResting | ( | ) |
whether the body is at rest
local isResting | ( | ) |
whether the body is at rest
|
inline |
whether the body can rotation
|
inline |
whether the body can rotation
|
inline |
whether the body can rotation
var local2World | ( | var | point) |
convert the local point to world
local local2World | ( | local | point) |
convert the local point to world
void removeAllShapes | ( | bool | reduceMassAndMoment = true ) |
var removeAllShapes | ( | var | reduceMassAndMoment = true ) |
local removeAllShapes | ( | local | reduceMassAndMoment = true ) |
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
|
protected |
|
protected |
|
protected |
void removeShape | ( | PhysicsShape * | shape, |
bool | reduceMassAndMoment = true |
||
) |
var removeShape | ( | var | shape, |
var | reduceMassAndMoment = true |
||
) |
local removeShape | ( | local | shape, |
local | reduceMassAndMoment = true |
||
) |
void removeShape | ( | int | tag, |
bool | reduceMassAndMoment = true |
||
) |
var removeShape | ( | var | tag, |
var | reduceMassAndMoment = true |
||
) |
local removeShape | ( | local | tag, |
local | reduceMassAndMoment = true |
||
) |
|
virtual |
reset all the force applied to body.
|
virtual |
reset all the force applied to body.
|
virtual |
reset all the force applied to body.
|
inline |
set angular damping.
it is used to simulate fluid or air friction forces on the body. the value is 0.0f to 1.0f.
|
inline |
set angular damping.
it is used to simulate fluid or air friction forces on the body. the value is 0.0f to 1.0f.
|
inline |
set angular damping.
it is used to simulate fluid or air friction forces on the body. the value is 0.0f to 1.0f.
|
virtual |
set the angular velocity of a body
|
virtual |
set the angular velocity of a body
|
virtual |
set the angular velocity of a body
|
virtual |
set the max of angular velocity
|
virtual |
set the max of angular velocity
|
virtual |
set the max of angular velocity
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. 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. 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. The default value is 0xFFFFFFFF (all bits set).
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. 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. 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. 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. 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. 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. The default value is 0x00000000 (all bits cleared).
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 setEnable | ( | bool | enable) |
set the enable value.
if the body it isn't enabled, it will not has simulation by world
var setEnable | ( | var | enable) |
set the enable value.
if the body it isn't enabled, it will not has simulation by world
local setEnable | ( | local | enable) |
set the enable value.
if the body it isn't enabled, it will not has simulation by world
void setGravityEnable | ( | bool | enable) |
set the body is affected by the physics world's gravitational force or not.
var setGravityEnable | ( | var | enable) |
set the body is affected by the physics world's gravitational force or not.
local setGravityEnable | ( | local | enable) |
set the body is affected by the physics world's gravitational force or not.
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
|
inline |
set linear damping.
it is used to simulate fluid or air friction forces on the body. the value is 0.0f to 1.0f.
|
inline |
set linear damping.
it is used to simulate fluid or air friction forces on the body. the value is 0.0f to 1.0f.
|
inline |
set linear damping.
it is used to simulate fluid or air friction forces on the body. the value is 0.0f to 1.0f.
void setMass | ( | float | mass) |
var setMass | ( | var | mass) |
local setMass | ( | local | mass) |
void setMoment | ( | float | moment) |
set the body moment of inertia.
var setMoment | ( | var | moment) |
set the body moment of inertia.
local setMoment | ( | local | moment) |
set the body moment of inertia.
|
protectedvirtual |
|
protectedvirtual |
|
protectedvirtual |
|
protectedvirtual |
|
protectedvirtual |
|
protectedvirtual |
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
|
inline |
set the body's tag
|
inline |
set the body's tag
|
inline |
set the body's tag
|
virtual |
set the velocity of a body
|
virtual |
set the velocity of a body
|
virtual |
set the velocity of a body
|
virtual |
set the max of velocity
|
virtual |
set the max of velocity
|
virtual |
set the max of velocity
|
overrideprotectedvirtual |
Reimplemented from Object.
|
overrideprotectedvirtual |
Reimplemented from Object.
|
overrideprotectedvirtual |
Reimplemented from Object.
var world2Local | ( | var | point) |
convert the world point to local
local world2Local | ( | local | point) |
convert the world point to local
|
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 |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |