Difference between revisions of "B2.Fixture"

From GiderosMobile
Line 8: Line 8:
 
Fixtures are created via `b2.Body:createFixture`.<br />
 
Fixtures are created via `b2.Body:createFixture`.<br />
 
<br />
 
<br />
 +
=== Examples ===
 +
'''Example of fixtures collision filtering'''<br/>
 +
<source lang="lua">local BALL_MASK = 1
 +
local CRATE_MASK = 2
 +
local WALL_MASK = 4
 +
 +
-- ball
 +
local body = world:createBody{type = b2.DYNAMIC_BODY}
 +
local circle = b2.CircleShape.new(0, 0, radius)
 +
local fixture = body:createFixture{shape = circle, density = 1.0,
 +
friction = 0.1, restitution = 0.2}
 +
-- ball will collide with other ball and wall
 +
fixture:setFilterData({categoryBits = BALL_MASK, maskBits = BALL_MASK + WALL_MASK, groupIndex = 0})
 +
 +
local body = world:createBody{type = b2.DYNAMIC_BODY}
 +
local poly = b2.PolygonShape.new()
 +
poly:setAsBox(width, height)
 +
local fixture = body:createFixture{shape = poly, density = 1.0,
 +
friction = 0.1, restitution = 0.2}
 +
-- crate will collide with other crate and wall
 +
fixture:setFilterData({categoryBits = CRATE_MASK, maskBits = CRATE_MASK + WALL_MASK, groupIndex = 0})
 +
 +
local body = world:createBody{type = b2.STATIC_BODY}
 +
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}
 +
-- walls will collide with both balls and crates
 +
fixture:setFilterData({categoryBits = WALL_MASK, maskBits = CRATE_MASK + BALL_MASK, groupIndex = 0})</source>
 
{|-
 
{|-
 
| style="width: 50%;"|
 
| style="width: 50%;"|

Revision as of 11:44, 23 August 2018

Supported platforms: android, ios, mac, pc
Available since: Gideros 2011.6

Description


A fixture is used to attach a shape to a body for collision detection. A fixture inherits its
transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc.
Fixtures are created via `b2.Body:createFixture`.

Examples

Example of fixtures collision filtering

local BALL_MASK = 1
local CRATE_MASK = 2
local WALL_MASK = 4
 
-- ball
local body = world:createBody{type = b2.DYNAMIC_BODY}
local circle = b2.CircleShape.new(0, 0, radius)
local fixture = body:createFixture{shape = circle, density = 1.0, 
friction = 0.1, restitution = 0.2}
-- ball will collide with other ball and wall
fixture:setFilterData({categoryBits = BALL_MASK, maskBits = BALL_MASK + WALL_MASK, groupIndex = 0})

local body = world:createBody{type = b2.DYNAMIC_BODY}
local poly = b2.PolygonShape.new()
poly:setAsBox(width, height)
local fixture = body:createFixture{shape = poly, density = 1.0, 
friction = 0.1, restitution = 0.2}
-- crate will collide with other crate and wall
fixture:setFilterData({categoryBits = CRATE_MASK, maskBits = CRATE_MASK + WALL_MASK, groupIndex = 0})

local body = world:createBody{type = b2.STATIC_BODY}
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}
-- walls will collide with both balls and crates
fixture:setFilterData({categoryBits = WALL_MASK, maskBits = CRATE_MASK + BALL_MASK, groupIndex = 0})

Methods

b2.Fixture:getBody - returns the parent body of this fixture
b2.Fixture:getFilterData - returns the contact filtering data
b2.Fixture:isSensor - is this fixture a sensor (non-solid)?
b2.Fixture:setFilterData - sets the contact filtering data
b2.Fixture:setSensor - sets if this fixture is a sensor

Events

Constants