Difference between revisions of "B2.ChainShape"

From GiderosMobile
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__NOTOC__
 
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<!-- GIDEROSOBJ:b2.ChainShape -->
 
'''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]]<br/>
 
'''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]]<br/>
 
'''<translate>Available since</translate>:''' Gideros 2012.2.2<br/>
 
'''<translate>Available since</translate>:''' Gideros 2012.2.2<br/>
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| style="width: 50%; vertical-align:top;"|
 
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=== <translate>Methods</translate> ===
 
=== <translate>Methods</translate> ===
[[Special:MyLanguage/b2.ChainShape.new|b2.ChainShape.new]] <br/>
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[[Special:MyLanguage/b2.ChainShape.new|b2.ChainShape.new]] <br/><!-- GIDEROSMTD:b2.ChainShape.new -->
[[Special:MyLanguage/b2.ChainShape:createChain|b2.ChainShape:createChain]] ''<translate>creates a chain with isolated end vertices</translate>''<br/>
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[[Special:MyLanguage/b2.ChainShape:createChain|b2.ChainShape:createChain]] ''<translate>creates a chain with isolated end vertices</translate>''<br/><!-- GIDEROSMTD:b2.ChainShape:createChain -->
[[Special:MyLanguage/b2.ChainShape:createLoop|b2.ChainShape:createLoop]] ''<translate>creates a loop</translate>''<br/>
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[[Special:MyLanguage/b2.ChainShape:createLoop|b2.ChainShape:createLoop]] ''<translate>creates a loop</translate>''<br/><!-- GIDEROSMTD:b2.ChainShape:createLoop -->
 
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| style="width: 50%; vertical-align:top;"|
 
=== <translate>Events</translate> ===
 
=== <translate>Events</translate> ===
 
=== <translate>Constants</translate> ===
 
=== <translate>Constants</translate> ===
 
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Revision as of 15:54, 31 August 2018

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.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.

<ul>
<li>*Note:** The chain will not collide properly if there are self-intersections.</li>
</ul>

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