Difference between revisions of "B2.Body"
From GiderosMobile
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| | style="width: 50%;"| | | style="width: 50%;"| | ||
| === Methods === | === Methods === | ||
| − | [[b2.Body:applyAngularImpulse]]  | + | [[b2.Body:applyAngularImpulse]] {{<translate>applies an angular impulse</translate>}}<br/> | 
| − | [[b2.Body:applyForce]]  | + | [[b2.Body:applyForce]] {{<translate>applies a force at a world point</translate>}}<br/> | 
| − | [[b2.Body:applyLinearImpulse]]  | + | [[b2.Body:applyLinearImpulse]] {{<translate>applies an impulse at a point</translate>}}<br/> | 
| − | [[b2.Body:applyTorque]]  | + | [[b2.Body:applyTorque]] {{<translate>applies a torque</translate>}}<br/> | 
| − | [[b2.Body:createFixture]]  | + | [[b2.Body:createFixture]] {{<translate>creates a fixture and attach it to this body</translate>}}<br/> | 
| − | [[b2.Body:destroyFixture]]  | + | [[b2.Body:destroyFixture]] {{<translate>destroys a fixture</translate>}}<br/> | 
| − | [[b2.Body:getAngle]]  | + | [[b2.Body:getAngle]] {{<translate>returns the current world rotation angle in radians</translate>}}<br/> | 
| − | [[b2.Body:getAngularDamping]]  | + | [[b2.Body:getAngularDamping]] {{<translate>returns the angular damping of the body</translate>}}<br/> | 
| − | [[b2.Body:getAngularVelocity]]  | + | [[b2.Body:getAngularVelocity]] {{<translate>returns the angular velocity</translate>}}<br/> | 
| − | [[b2.Body:getGravityScale]]  | + | [[b2.Body:getGravityScale]] {{<translate>returns the gravity scale of the body</translate>}}<br/> | 
| − | [[b2.Body:getInertia]]  | + | [[b2.Body:getInertia]] {{<translate>returns the rotational inertia of the body about the local origin in kg-m^2</translate>}}<br/> | 
| − | [[b2.Body:getLinearDamping]]  | + | [[b2.Body:getLinearDamping]] {{<translate>returns the linear damping of the body</translate>}}<br/> | 
| − | [[b2.Body:getLinearVelocity]]  | + | [[b2.Body:getLinearVelocity]] {{<translate>returns the linear velocity of the center of mass</translate>}}<br/> | 
| − | [[b2.Body:getLocalCenter]]  | + | [[b2.Body:getLocalCenter]] {{<translate>returns the local position of the center of mass</translate>}}<br/> | 
| − | [[b2.Body:getLocalPoint]]  | + | [[b2.Body:getLocalPoint]] {{<translate></translate>}}<br/> | 
| − | [[b2.Body:getLocalVector]]  | + | [[b2.Body:getLocalVector]] {{<translate></translate>}}<br/> | 
| − | [[b2.Body:getMass]]  | + | [[b2.Body:getMass]] {{<translate>returns the total mass of the body in kilograms (kg)</translate>}}<br/> | 
| − | [[b2.Body:getPosition]]  | + | [[b2.Body:getPosition]] {{<translate>returns the world body origin position</translate>}}<br/> | 
| − | [[b2.Body:getWorldCenter]]  | + | [[b2.Body:getWorldCenter]] {{<translate>returns the world position of the center of mass</translate>}}<br/> | 
| − | [[b2.Body:getWorldPoint]]  | + | [[b2.Body:getWorldPoint]] {{<translate></translate>}}<br/> | 
| − | [[b2.Body:getWorldVector]]  | + | [[b2.Body:getWorldVector]] {{<translate></translate>}}<br/> | 
| − | [[b2.Body:isActive]]  | + | [[b2.Body:isActive]] {{<translate>returns the active state of the body</translate>}}<br/> | 
| − | [[b2.Body:isAwake]]  | + | [[b2.Body:isAwake]] {{<translate>returns the sleeping state of the body</translate>}}<br/> | 
| − | [[b2.Body:isBullet]]  | + | [[b2.Body:isBullet]] {{<translate></translate>}}<br/> | 
| − | [[b2.Body:isFixedRotation]]  | + | [[b2.Body:isFixedRotation]] {{<translate></translate>}}<br/> | 
| − | [[b2.Body:isSleepingAllowed]]  | + | [[b2.Body:isSleepingAllowed]] {{<translate></translate>}}<br/> | 
| − | [[b2.Body:setActive]]  | + | [[b2.Body:setActive]] {{<translate>sets the active state of the body</translate>}}<br/> | 
| − | [[b2.Body:setAngle]]  | + | [[b2.Body:setAngle]] {{<translate></translate>}}<br/> | 
| − | [[b2.Body:setAngularDamping]]  | + | [[b2.Body:setAngularDamping]] {{<translate>sets the angular damping of the body</translate>}}<br/> | 
| − | [[b2.Body:setAngularVelocity]]  | + | [[b2.Body:setAngularVelocity]] {{<translate>sets the angular velocity</translate>}}<br/> | 
| − | [[b2.Body:setAwake]]  | + | [[b2.Body:setAwake]] {{<translate>sets the sleep state of the body</translate>}}<br/> | 
| − | [[b2.Body:setBullet]]  | + | [[b2.Body:setBullet]] {{<translate></translate>}}<br/> | 
| − | [[b2.Body:setFixedRotation]]  | + | [[b2.Body:setFixedRotation]] {{<translate></translate>}}<br/> | 
| − | [[b2.Body:setGravityScale]]  | + | [[b2.Body:setGravityScale]] {{<translate>sets the gravity scale of the body</translate>}}<br/> | 
| − | [[b2.Body:setLinearDamping]]  | + | [[b2.Body:setLinearDamping]] {{<translate>sets the linear damping of the body</translate>}}<br/> | 
| − | [[b2.Body:setLinearVelocity]]  | + | [[b2.Body:setLinearVelocity]] {{<translate>sets the linear velocity of the center of mass</translate>}}<br/> | 
| − | [[b2.Body:setPosition]]  | + | [[b2.Body:setPosition]] {{<translate>sets the world body origin position</translate>}}<br/> | 
| − | [[b2.Body:setSleepingAllowed]]  | + | [[b2.Body:setSleepingAllowed]] {{<translate></translate>}}<br/> | 
| | style="width: 50%;"| | | style="width: 50%;"| | ||
| === Events === | === Events === | ||
| === Constants === | === Constants === | ||
| |} | |} | ||
Revision as of 14:20, 23 August 2018
Supported platforms: android, ios, mac, pc
Available since: Gideros 2011.6
Description
A rigid body. These are created via b2.World:createBody.
Examples
Creating Box2d body and moving Bitmap along the body
require "box2d"
local world = b2.World.new(0, 10, true)
--create ball bitmap object from ball graphic
local ball = Bitmap.new(Texture.new("ball.png"))
--reference center of the ball for positioning
ball:setAnchorPoint(0.5,0.5)
 
ball:setPosition(100,100)
 
--get radius
local radius = ball:getWidth()/2
 
--create box2d physical object
local body = world:createBody{type = b2.DYNAMIC_BODY}
local circle = b2.CircleShape.new(0, 0, radius)
local fixture = body:createFixture{shape = circle, density = 1.0, 
friction = 0.1, restitution = 0.2}
ball.body = body
 
--add to scene
stage:addChild(ball)
stage:addEventListener(Event.ENTER_FRAME, function()
	-- edit the step values if required. These are good defaults!
    world:step(1/60, 8, 3)
	ball:setPosition(ball.body:getPosition())
	ball:setRotation(math.rad(ball.body:getAngle()))
end)
