Difference between revisions of "B2.ChainShape"

From GiderosMobile
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and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions.<br />
 
and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions.<br />
 
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&lt;ul&gt;<br />
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&lt;li&gt;*Note:** The chain will not collide properly if there are self-intersections.&lt;/li&gt;<br />
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'''Note:''' The chain will not collide properly if there are self-intersections.<br />
&lt;/ul&gt;<br />
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<br /></translate>
 
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=== <translate>Examples</translate> ===
 
=== <translate>Examples</translate> ===

Revision as of 19:16, 5 October 2018


Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2012.2.2
Inherits from: b2.Shape

Description


A chain shape is a free form sequence of line segments. The chain has two-sided collision, so you can use inside
and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions.


Note: The chain will not collide properly if there are self-intersections.


Examples

Create world bounds using ChainShape

local body = world:createBody{type = b2.STATIC_BODY}
body:setPosition(0, 0)
local chain = b2.ChainShape.new()
chain:createLoop(
	0,0,
	application:getContentWidth(), 0,
	application:getContentWidth(), application:getContentHeight(),
	0, application:getContentHeight()
)
local fixture = body:createFixture{shape = chain, density = 1.0, 
friction = 1, restitution = 0.3}

Methods

b2.ChainShape.new
b2.ChainShape:createChain creates a chain with isolated end vertices
b2.ChainShape:createLoop creates a loop

Events

Constants