Difference between revisions of "R3d.Fixture"

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(update to r3d v0.8)
 
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__NOTOC__
 
__NOTOC__
<languages />
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<!--GIDEROSOBJ:r3d.Fixture-->
<!-- GIDEROSOBJ:r3d.Fixture -->
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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/>
'''<translate>Supported platforms</translate>:''' [[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/>
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'''Available since:''' Gideros 2019.10<br/>
'''<translate>Available since</translate>:''' Gideros 2019.10<br/>
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=== <translate>Description</translate> ===
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=== Description ===
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A proxy shape (also called fixture) is what links a given collision shape to the body it has been added.
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You can use the returned proxy shape to get or set parameters of the given collision shape in that particular body.
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{|-
 
{|-
 
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=== <translate>Methods</translate> ===
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=== Methods ===
[[Special:MyLanguage/r3d.Fixture:setCollisionCategoryBits|r3d.Fixture:setCollisionCategoryBits]] ''<translate>set the categories of this fixture</translate>''<br/><!-- GIDEROSMTD:r3d.Fixture:setCollisionCategoryBits(bits) set the categories of this fixture -->
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[[r3d.Fixture:getMaterial]] ''gets the fixture material''<br/><!--GIDEROSMTD:r3d.Fixture:getMaterial() gets the fixture material-->
[[Special:MyLanguage/r3d.Fixture:setCollideWithMaskBits|r3d.Fixture:setCollideWithMaskBits]] ''<translate>set the categories this fixture can collide with</translate>''<br/><!-- GIDEROSMTD:r3d.Fixture:setCollideWithMaskBits(bits) set the categories this fixture can collide with -->
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[[r3d.Fixture:raycast]] ''performs a ray cast on the fixture''<br/><!--GIDEROSMTD:r3d.Fixture:raycast(sx,sy,sz,ex,ey,ez) performs a ray cast on the fixture-->
[[Special:MyLanguage/r3d.Fixture:raycast|r3d.Fixture:raycast]] ''<translate>perform a ray cast on the fixture</translate>''<br/><!-- GIDEROSMTD:r3d.Fixture:raycast(sx,sy,sz,ex,ey,ez) perform a ray cast on the fixture -->
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[[r3d.Fixture:setCollideWithMaskBits]] ''sets the categories this fixture can collide with''<br/><!--GIDEROSMTD:r3d.Fixture:setCollideWithMaskBits(bits) sets the categories this fixture can collide with-->
[[Special:MyLanguage/r3d.Fixture:testPointInside|r3d.Fixture:testPointInside]] ''<translate>check if a point is inside the fixture</translate>''<br/><!-- GIDEROSMTD:r3d.Fixture:testPointInside(x,y,z) check if a point is inside the fixture -->
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[[r3d.Fixture:setCollisionCategoryBits]] ''sets the fixture collision category bit''<br/><!--GIDEROSMTD:r3d.Fixture:setCollisionCategoryBits(bits) sets the fixture collision category bit-->
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[[r3d.Fixture:setMaterial]] ''sets the fixture material''<br/><!--GIDEROSMTD:r3d.Fixture:setMaterial(mat) sets the fixture material-->
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[[r3d.Fixture:testPointInside]] ''checks if a point is inside the fixture''<br/><!--GIDEROSMTD:r3d.Fixture:testPointInside(x,y,z) checks if a point is inside the fixture-->
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----
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'''[[ReactPhysics3D]]'''

Latest revision as of 22:58, 17 December 2020

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2019.10

Description

A proxy shape (also called fixture) is what links a given collision shape to the body it has been added.

You can use the returned proxy shape to get or set parameters of the given collision shape in that particular body.

Methods

r3d.Fixture:getMaterial gets the fixture material
r3d.Fixture:raycast performs a ray cast on the fixture
r3d.Fixture:setCollideWithMaskBits sets the categories this fixture can collide with
r3d.Fixture:setCollisionCategoryBits sets the fixture collision category bit
r3d.Fixture:setMaterial sets the fixture material
r3d.Fixture:testPointInside checks if a point is inside the fixture


ReactPhysics3D