Difference between revisions of "LiquidFun"

From GiderosMobile
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__NOTOC__
 
__NOTOC__
<languages />
 
 
<!-- GIDEROSOBJ:LiquidFun -->
 
<!-- GIDEROSOBJ:LiquidFun -->
'''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/>
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'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/>
'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
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'''Available since:''' Gideros 2011.6<br/>
  
=== <translate>Description</translate> ===
+
=== Description ===
LiquidFun is a physics engine, it's a 2D rigid-body and fluid simulation C++ engine based on Box2D.
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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'''.
  
=== <translate>Classes</translate> ===
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To add LiquidFun physics engine to your application you call:
 +
<syntaxhighlight lang="lua">
 +
require "liquidfun"
 +
</syntaxhighlight>
 +
 
 +
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 ===
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
[[Special:MyLanguage/b2|b2]]<br/>
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[[b2]] '''(Joint defs, ...)'''<br/>
[[Special:MyLanguage/b2.Body|b2.Body]]<br/>
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[[b2.Body]]<br/>
<!--[[Special:MyLanguage/b2.ChainShape|b2.ChainShape]]<br/>-->
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<!--[[b2.ChainShape]]<br/>-->
<!--[[Special:MyLanguage/b2.CircleShape|b2.CircleShape]]<br/>-->
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<!--[[b2.CircleShape]]<br/>-->
[[Special:MyLanguage/b2.Contact|b2.Contact]]<br/>
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[[b2.Contact]]<br/>
[[Special:MyLanguage/b2.DebugDraw|b2.DebugDraw]]<br/>
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[[b2.DebugDraw]]<br/>
[[Special:MyLanguage/b2.DistanceJoint|b2.DistanceJoint]]<br/>
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<!--[[b2.DistanceJoint]]<br/>-->
<!--[[Special:MyLanguage/b2.EdgeShape|b2.EdgeShape]]<br/>-->
+
<!--[[b2.EdgeShape]]<br/>-->
[[Special:MyLanguage/b2.Fixture|b2.Fixture]]<br/>
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[[b2.Fixture]]<br/>
[[Special:MyLanguage/b2.FrictionJoint|b2.FrictionJoint]]<br/>
+
<!--[[b2.FrictionJoint]]<br/>-->
[[Special:MyLanguage/b2.GearJoint|b2.GearJoint]]<br/>
+
<!--[[b2.GearJoint]]<br/>-->
[[Special:MyLanguage/b2.Joint|b2.Joint]]<br/>
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[[b2.Joint]]<br/>
[[Special:MyLanguage/b2.Manifold|b2.Manifold]]<br/>
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[[b2.Manifold]]<br/>
[[Special:MyLanguage/b2.MouseJoint|b2.MouseJoint]]<br/>
+
<!--[[b2.MouseJoint]]<br/>-->
[[Special:MyLanguage/b2.ParticleSystem|b2.ParticleSystem]]<br/>
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[[b2.ParticleSystem]]<br/>
<!--[[Special:MyLanguage/b2.PolygonShape|b2.PolygonShape]]<br/>-->
+
<!--[[b2.PolygonShape]]<br/>-->
[[Special:MyLanguage/b2.PrismaticJoint|b2.PrismaticJoint]]<br/>
+
<!--[[b2.PrismaticJoint]]<br/>-->
[[Special:MyLanguage/b2.PulleyJoint|b2.PulleyJoint]]<br/>
+
<!--[[b2.PulleyJoint]]<br/>-->
[[Special:MyLanguage/b2.RevoluteJoint|b2.RevoluteJoint]]<br/>
+
<!--[[b2.RevoluteJoint]]<br/>-->
[[Special:MyLanguage/b2.RopeJoint|b2.RopeJoint]]<br/>
+
<!--[[b2.RopeJoint]]<br/>-->
[[Special:MyLanguage/b2.Shape|b2.Shape]]<br/>
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[[b2.Shape]]<br/>
[[Special:MyLanguage/b2.WeldJoint|b2.WeldJoint]]<br/>
+
<!--[[b2.WeldJoint]]<br/>-->
[[Special:MyLanguage/b2.WheelJoint|b2.WheelJoint]]<br/>
+
<!--[[b2.WheelJoint]]<br/>-->
[[Special:MyLanguage/b2.World|b2.World]]<br/>
+
[[b2.World]]<br/>
[[Special:MyLanguage/b2.WorldManifold|b2.WorldManifold]]<br/>
+
[[b2.WorldManifold]]<br/>
 
</div>
 
</div>
  
 
{{GIDEROS IMPORTANT LINKS}}
 
{{GIDEROS IMPORTANT LINKS}}

Latest revision as of 14:30, 13 July 2023

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
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:

  1. create the 2d world => B2.World.new
  2. debug drawing (recommanded for testing) => B2.DebugDraw
  3. create your body => B2.World
  4. define the shape of your body => example: a sphere B2.CircleShape
  5. add the fixture => B2.Body:createFixture
  6. add joints (optional) => B2.World:createJoint
  7. HAVE FUN!

Classes