Difference between revisions of "B2.Body:createFixture"

From GiderosMobile
(added example + another little warning)
m (Text replacement - "</source" to "</syntaxhighlight")
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<source lang="lua">
 
<source lang="lua">
 
(b2.Fixture) = b2.Body:createFixture(fixtureDef)
 
(b2.Fixture) = b2.Body:createFixture(fixtureDef)
</source>
+
</syntaxhighlight>
  
 
'''Warning''': this function is locked during callbacks.
 
'''Warning''': this function is locked during callbacks.
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shape = playershape, density = params.density, restitution = params.restitution, friction = params.friction,
 
shape = playershape, density = params.density, restitution = params.restitution, friction = params.friction,
 
}
 
}
</source>
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</syntaxhighlight>
  
 
{{B2.Body}}
 
{{B2.Body}}

Revision as of 17:36, 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.

<source lang="lua"> (b2.Fixture) = b2.Body:createFixture(fixtureDef) </syntaxhighlight>

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

<source 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>




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