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From GiderosMobile
- '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>2 KB (253 words) - 15:27, 13 July 2023
- ...dy.lua''" for example. This will be the Component responsible for adding a body to entities. -- body physics properties2 KB (246 words) - 04:34, 20 December 2023
- LiquidFun physics engine, is a 2D rigid-body and fluid simulation C++ engine based on '''Box2D'''. The fluid simulation # '''create your body''' => [[B2.World]]2 KB (258 words) - 15:30, 13 July 2023
- '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Returns the rotational inertia of the body about the local origin in kg-m^2.436 bytes (57 words) - 18:00, 12 July 2023
- ...nstance of [[Special:MyLanguage/b2.Fixture|b2.Fixture]] of first colliding body</translate><br/> ...stance of [[Special:MyLanguage/b2.Fixture|b2.Fixture]] of second colliding body</translate><br/>1 KB (138 words) - 17:36, 18 February 2020
- ...nstance of [[Special:MyLanguage/b2.Fixture|b2.Fixture]] of first colliding body</translate><br/> ...stance of [[Special:MyLanguage/b2.Fixture|b2.Fixture]] of second colliding body</translate><br/>1 KB (135 words) - 17:33, 18 February 2020
- ...es passed to yield (if the coroutine yields) or any values returned by the body function (if the coroutine terminates). If there is any error, resume retur1 KB (158 words) - 15:26, 13 July 2023
- A fixture is used to attach a shape to a body for collision detection. A fixture inherits its transform from its parent. Fixtures are created via [[b2.Body:createFixture]].3 KB (366 words) - 17:57, 12 July 2023
- <!-- GIDEROSOBJ:b2.Body --> A rigid body created via [[B2.World:createBody]].7 KB (955 words) - 02:42, 1 December 2023
- '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>1 KB (194 words) - 15:27, 13 July 2023
- --create empty box2d body for joint 200, 100, --coordinates where "imaginary string" is attached in the air for body 13 KB (420 words) - 17:55, 12 July 2023
- '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>1 KB (193 words) - 15:27, 13 July 2023
- ...d to this joint''<br/><!--GIDEROSMTD:b2.Joint:getBodyA() returns the first body attached to this joint--> ...to this joint''<br/><!--GIDEROSMTD:b2.Joint:getBodyB() returns the second body attached to this joint-->2 KB (312 words) - 02:50, 1 December 2023
- '''Class:''' [[b2.Body]]<br/> Sets the angular damping of the body.1 KB (153 words) - 18:21, 12 July 2023
- '''Class:''' [[b2.Body]]<br/> Creates a fixture and attach it to this body. If the density is non-zero, this function automatically2 KB (246 words) - 18:03, 12 July 2023
- ...of the first body of the joint is known, the relative motion of the second body has at most six degrees of freedom (three for the translation and three for1 KB (198 words) - 03:15, 1 December 2023
- local body = world:createBody{type = b2.STATIC_BODY} body:setPosition(0, 0)2 KB (236 words) - 17:56, 12 July 2023
- '''Class:''' [[R3d.Body]]<br/> Checks if a point is inside any collision shapes of the body.751 bytes (109 words) - 15:32, 13 July 2023
- '''Class:''' [[b2.Body]]<br/> Sets the linear damping of the body.1 KB (165 words) - 17:58, 12 July 2023
- ...ormed against multiple bodies, a single body or any proxy shape of a given body. for k, v in pairs(c.body) do2 KB (244 words) - 15:31, 13 July 2023