Difference between revisions of "B2.Body:createFixture"

From GiderosMobile
m (Text replacement - "<source" to "<syntaxhighlight")
 
(6 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
+
'''Available since:''' Gideros 2011.6<br/>
'''<translate>Class</translate>:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/>
+
'''Class:''' [[b2.Body]]<br/>
=== <translate>Description</translate> ===
+
 
<translate><br />
+
=== Description ===
Creates a fixture and attach it to this body. If the density is non-zero, this function automatically<br />
+
Creates a fixture and attach it to this body. If the density is non-zero, this function automatically  
updates the mass of the body. Contacts are not created until the next time step. The fixture definition is given<br />
+
updates the mass of the body. Contacts are not created until the next time step. The fixture definition is given as an ordinary table. The fields of the fixture definition table are:
as a ordinary table. The fields of the fixture definition table are:<br />
+
 
<br />
+
*'''shape''': (b2.Shape) the shape, this must be set
<ul><br />
+
*'''friction''': (number) the friction coefficient, usually in the range [0,1]
<li>`shape`: (b2.Shape) The shape, this must be set.</li><br />
+
*'''restitution''': (number) the restitution (elasticity) usually in the range [0,1]
<li>`friction`: (number) The friction coefficient, usually in the range [0,1].</li><br />
+
*'''density''': (number) the density, usually in kg/m^2
<li>`restitution`: (number) The restitution (elasticity) usually in the range [0,1].</li><br />
+
*'''isSensor''': (boolean) a sensor shape collects contact information but never generates a collision response
<li>`density`: (number) The density, usually in kg/m^2.</li><br />
+
*'''filter''': (table) contact filtering data. The definition of contact filtering data is given at [[b2.Fixture:setFilterData]] function
<li>`isSensor`: (boolean) A sensor shape collects contact information but never generates a collision response.</li><br />
+
 
<li>`filter`: (table) Contact filtering data. The definition of contact filtering data is given at `b2.Fixture:setFilterData` function.</li><br />
+
The unset fields get default values.
</ul><br />
+
 
<br />
+
<syntaxhighlight lang="lua">
The unset fields gets default values.<br />
 
<br />
 
<ul><br />
 
<li>`Warning`: This function is locked during callbacks.</li><br />
 
</ul><br />
 
<br /></translate>
 
<source lang="lua">
 
 
(b2.Fixture) = b2.Body:createFixture(fixtureDef)
 
(b2.Fixture) = b2.Body:createFixture(fixtureDef)
</source>
+
</syntaxhighlight>
=== <translate>Parameters</translate> ===
+
 
'''fixtureDef''': (table) <translate></translate> <br/>
+
'''Warning''': this function is locked during callbacks.
=== <translate>Return values</translate> ===
+
 
'''<translate>Returns</translate>''' (b2.Fixture) <translate>The created fixture instance.</translate><br/>
+
'''Warning''': setting the friction a negative value will crash your game.
 +
 
 +
=== Parameters ===
 +
'''fixtureDef''': (table) <br/>
 +
 
 +
=== Return values ===
 +
'''Returns''' (b2.Fixture) the created fixture instance<br/>
 +
 
 +
=== Example ===
 +
<syntaxhighlight lang="lua">
 +
-- the body
 +
self.body = self.world:createBody{type = b2.DYNAMIC_BODY}
 +
self.body:setFixedRotation(true)
 +
self.body:setPosition(params.posx, params.posy)
 +
-- the shape
 +
self.w, self.h = self.bitmap:getWidth(), self.bitmap:getHeight()
 +
local playershape = b2.CircleShape.new(0, 0, self.w) -- (centerx, centery, radius)
 +
self.fixture = self.body:createFixture{
 +
shape = playershape, density = params.density, restitution = params.restitution, friction = params.friction,
 +
}
 +
</syntaxhighlight>
 +
 
 +
{{B2.Body}}

Latest revision as of 17:03, 12 July 2023

Available since: Gideros 2011.6
Class: b2.Body

Description

Creates a fixture and attach it to this body. If the density is non-zero, this function automatically updates the mass of the body. Contacts are not created until the next time step. The fixture definition is given as an ordinary table. The fields of the fixture definition table are:

  • shape: (b2.Shape) the shape, this must be set
  • friction: (number) the friction coefficient, usually in the range [0,1]
  • restitution: (number) the restitution (elasticity) usually in the range [0,1]
  • density: (number) the density, usually in kg/m^2
  • isSensor: (boolean) a sensor shape collects contact information but never generates a collision response
  • filter: (table) contact filtering data. The definition of contact filtering data is given at b2.Fixture:setFilterData function

The unset fields get default values.

(b2.Fixture) = b2.Body:createFixture(fixtureDef)

Warning: this function is locked during callbacks.

Warning: setting the friction a negative value will crash your game.

Parameters

fixtureDef: (table)

Return values

Returns (b2.Fixture) the created fixture instance

Example

-- the body
self.body = self.world:createBody{type = b2.DYNAMIC_BODY}
self.body:setFixedRotation(true)
self.body:setPosition(params.posx, params.posy)
-- the shape
self.w, self.h = self.bitmap:getWidth(), self.bitmap:getHeight()
local playershape = b2.CircleShape.new(0, 0, self.w) -- (centerx, centery, radius)
self.fixture = self.body:createFixture{
	shape = playershape, density = params.density, restitution = params.restitution, friction = params.friction,
}




LiquidFun