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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 properties
    2 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 retur
    1 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 1
    3 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 automatically
    2 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 for
    1 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) do
    2 KB (244 words) - 15:31, 13 July 2023

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