Difference between revisions of "B2.ChainShape"

From GiderosMobile
m (Text replacement - "<source" to "<syntaxhighlight")
 
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__NOTOC__
 
__NOTOC__
'''Supported platforms:''' android, ios, mac, pc<br/>
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<languages />
 +
<!-- GIDEROSOBJ:b2.ChainShape -->
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'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/>
 
'''Available since:''' Gideros 2012.2.2<br/>
 
'''Available since:''' Gideros 2012.2.2<br/>
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'''Inherits from:''' [[Special:MyLanguage/b2.Shape|b2.Shape]]<br/>
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=== Description ===
 
=== Description ===
<br />
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A chain shape is a free form sequence of line segments. The chain has two-sided collision, so you can use inside and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions.
A chain shape is a free form sequence of line segments. The chain has two-sided collision, so you can use inside <br />
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and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions.<br />
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'''Note''': the chain will not collide properly if there are self-intersections.
<br />
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&lt;ul&gt;<br />
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=== Examples ===
&lt;li&gt;*Note:** The chain will not collide properly if there are self-intersections.&lt;/li&gt;<br />
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'''Create world bounds using ChainShape'''
&lt;/ul&gt;<br />
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<syntaxhighlight lang="lua">
<br />
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local body = world:createBody{type = b2.STATIC_BODY}
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body:setPosition(0, 0)
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local chain = b2.ChainShape.new()
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chain:createLoop(
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0,0,
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application:getContentWidth(), 0,
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application:getContentWidth(), application:getContentHeight(),
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0, application:getContentHeight()
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)
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local fixture = body:createFixture{shape = chain, density = 1.0, friction = 1, restitution = 0.3}
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</syntaxhighlight>
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{|-
 
{|-
| style="width: 50%;"|
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| style="width: 50%; vertical-align:top;"|
 
=== Methods ===
 
=== Methods ===
[[b2.ChainShape.new]] - <br/>
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[[Special:MyLanguage/b2.ChainShape.new|b2.ChainShape.new]] <br/><!-- GIDEROSMTD:b2.ChainShape.new()  -->
[[b2.ChainShape:createChain]] - creates a chain with isolated end vertices<br/>
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[[Special:MyLanguage/b2.ChainShape:createChain|b2.ChainShape:createChain]] ''creates a chain with isolated end vertices''<br/><!-- GIDEROSMTD:b2.ChainShape:createChain(vertices) creates a chain with isolated end vertices -->
[[b2.ChainShape:createLoop]] - creates a loop<br/>
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[[Special:MyLanguage/b2.ChainShape:createLoop|b2.ChainShape:createLoop]] ''creates a loop''<br/><!-- GIDEROSMTD:b2.ChainShape:createLoop(vertices) creates a loop -->
| style="width: 50%;"|
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 +
| style="width: 50%; vertical-align:top;"|
 
=== Events ===
 
=== Events ===
 
=== Constants ===
 
=== Constants ===
 
|}
 
|}
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 +
----
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*'''[[B2.Shape]]'''
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*'''[[LiquidFun]]'''

Latest revision as of 17:56, 12 July 2023


Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2012.2.2
Inherits from: b2.Shape

Description

A chain shape is a free form sequence of line segments. The chain has two-sided collision, so you can use inside and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions.

Note: the chain will not collide properly if there are self-intersections.

Examples

Create world bounds using ChainShape

local body = world:createBody{type = b2.STATIC_BODY}
body:setPosition(0, 0)
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}

Methods

b2.ChainShape.new
b2.ChainShape:createChain creates a chain with isolated end vertices
b2.ChainShape:createLoop creates a loop

Events

Constants