Difference between revisions of "B2.Fixture"
From GiderosMobile
Line 8: | Line 8: | ||
Fixtures are created via `b2.Body:createFixture`.<br /> | Fixtures are created via `b2.Body:createFixture`.<br /> | ||
<br /> | <br /> | ||
+ | === Examples === | ||
+ | '''Example of fixtures collision filtering'''<br/> | ||
+ | <source lang="lua">local BALL_MASK = 1 | ||
+ | local CRATE_MASK = 2 | ||
+ | local WALL_MASK = 4 | ||
+ | |||
+ | -- ball | ||
+ | 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 will collide with other ball and wall | ||
+ | fixture:setFilterData({categoryBits = BALL_MASK, maskBits = BALL_MASK + WALL_MASK, groupIndex = 0}) | ||
+ | |||
+ | local body = world:createBody{type = b2.DYNAMIC_BODY} | ||
+ | local poly = b2.PolygonShape.new() | ||
+ | poly:setAsBox(width, height) | ||
+ | local fixture = body:createFixture{shape = poly, density = 1.0, | ||
+ | friction = 0.1, restitution = 0.2} | ||
+ | -- crate will collide with other crate and wall | ||
+ | fixture:setFilterData({categoryBits = CRATE_MASK, maskBits = CRATE_MASK + WALL_MASK, groupIndex = 0}) | ||
+ | |||
+ | local body = world:createBody{type = b2.STATIC_BODY} | ||
+ | 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} | ||
+ | -- walls will collide with both balls and crates | ||
+ | fixture:setFilterData({categoryBits = WALL_MASK, maskBits = CRATE_MASK + BALL_MASK, groupIndex = 0})</source> | ||
{|- | {|- | ||
| style="width: 50%;"| | | style="width: 50%;"| |
Revision as of 10:44, 23 August 2018
Supported platforms: android, ios, mac, pc
Available since: Gideros 2011.6
Description
A fixture is used to attach a shape to a body for collision detection. A fixture inherits its
transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc.
Fixtures are created via `b2.Body:createFixture`.
Examples
Example of fixtures collision filtering
local BALL_MASK = 1
local CRATE_MASK = 2
local WALL_MASK = 4
-- ball
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 will collide with other ball and wall
fixture:setFilterData({categoryBits = BALL_MASK, maskBits = BALL_MASK + WALL_MASK, groupIndex = 0})
local body = world:createBody{type = b2.DYNAMIC_BODY}
local poly = b2.PolygonShape.new()
poly:setAsBox(width, height)
local fixture = body:createFixture{shape = poly, density = 1.0,
friction = 0.1, restitution = 0.2}
-- crate will collide with other crate and wall
fixture:setFilterData({categoryBits = CRATE_MASK, maskBits = CRATE_MASK + WALL_MASK, groupIndex = 0})
local body = world:createBody{type = b2.STATIC_BODY}
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}
-- walls will collide with both balls and crates
fixture:setFilterData({categoryBits = WALL_MASK, maskBits = CRATE_MASK + BALL_MASK, groupIndex = 0})
Methodsb2.Fixture:getBody - returns the parent body of this fixture |
EventsConstants |