Difference between revisions of "LiquidFun"
From GiderosMobile
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[[b2]] '''(Joint defs, ...)'''<br/> | [[b2]] '''(Joint defs, ...)'''<br/> | ||
[[b2.Body]]<br/> | [[b2.Body]]<br/> | ||
− | <!--[[ | + | <!--[[b2.ChainShape]]<br/>--> |
− | <!--[[ | + | <!--[[b2.CircleShape]]<br/>--> |
[[b2.Contact]]<br/> | [[b2.Contact]]<br/> | ||
[[b2.DebugDraw]]<br/> | [[b2.DebugDraw]]<br/> | ||
− | <!--[[ | + | <!--[[b2.DistanceJoint]]<br/>--> |
− | <!--[[ | + | <!--[[b2.EdgeShape]]<br/>--> |
[[b2.Fixture]]<br/> | [[b2.Fixture]]<br/> | ||
− | <!--[[ | + | <!--[[b2.FrictionJoint]]<br/>--> |
− | <!--[[ | + | <!--[[b2.GearJoint]]<br/>--> |
[[b2.Joint]]<br/> | [[b2.Joint]]<br/> | ||
[[b2.Manifold]]<br/> | [[b2.Manifold]]<br/> | ||
− | <!--[[ | + | <!--[[b2.MouseJoint]]<br/>--> |
[[b2.ParticleSystem]]<br/> | [[b2.ParticleSystem]]<br/> | ||
− | <!--[[ | + | <!--[[b2.PolygonShape]]<br/>--> |
− | <!--[[ | + | <!--[[b2.PrismaticJoint]]<br/>--> |
− | <!--[[ | + | <!--[[b2.PulleyJoint]]<br/>--> |
− | <!--[[ | + | <!--[[b2.RevoluteJoint]]<br/>--> |
− | <!--[[ | + | <!--[[b2.RopeJoint]]<br/>--> |
[[b2.Shape]]<br/> | [[b2.Shape]]<br/> | ||
− | <!--[[ | + | <!--[[b2.WeldJoint]]<br/>--> |
− | <!--[[ | + | <!--[[b2.WheelJoint]]<br/>--> |
[[b2.World]]<br/> | [[b2.World]]<br/> | ||
[[b2.WorldManifold]]<br/> | [[b2.WorldManifold]]<br/> |
Revision as of 23:47, 1 March 2023
Supported platforms:
Available since: Gideros 2011.6
Description
LiquidFun physics engine, is a 2D rigid-body and fluid simulation C++ engine based on Box2D. The fluid simulation was implemented by Google http://google.github.io/liquidfun/Programmers-Guide/html/index.html.
To add LiquidFun physics engine to your application you call:
require "liquidfun"
Basically you:
- create the 2d world => B2.World.new
- debug drawing (recommanded for testing) => B2.DebugDraw
- create your body => B2.World
- define the shape of your body => example: a sphere B2.CircleShape
- add the fixture => B2.Body:createFixture
- add joints (optional) => B2.World:createJoint
- HAVE FUN!
Classes
b2 (Joint defs, ...)
b2.Body
b2.Contact
b2.DebugDraw
b2.Fixture
b2.Joint
b2.Manifold
b2.ParticleSystem
b2.Shape
b2.World
b2.WorldManifold