Difference between revisions of "B2.ChainShape"
From GiderosMobile
Line 11: | Line 11: | ||
</ul><br /> | </ul><br /> | ||
<br /> | <br /> | ||
+ | === Examples === | ||
+ | '''Create world bounds using ChainShape'''<br/> | ||
+ | <source lang="lua">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}</source> | ||
{|- | {|- | ||
| style="width: 50%;"| | | style="width: 50%;"| |
Revision as of 10:45, 23 August 2018
Supported platforms: android, ios, mac, pc
Available since: Gideros 2012.2.2
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.
<ul>
<li>*Note:** The chain will not collide properly if there are self-intersections.</li>
</ul>
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}
Methodsb2.ChainShape.new - |
EventsConstants |