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  • 282 bytes (33 words) - 06:09, 17 February 2020
  • 282 bytes (33 words) - 06:08, 17 February 2020
  • 282 bytes (33 words) - 06:09, 17 February 2020
  • '''<translate>Defined by</translate>:''' [[R3d.Body|R3d.Body]]<br/> A dynamic body can collide with other dynamic, static or kinematic bodies.
    459 bytes (69 words) - 15:32, 13 July 2023
  • '''<translate>Defined by</translate>:''' [[R3d.Body|R3d.Body]]<br/> A kinematic body does not collide with other static or kinematic bodies.
    460 bytes (70 words) - 15:32, 13 July 2023
  • '''<translate>Defined by</translate>:''' [[R3d.Body|R3d.Body]]<br/> A static body does not collide with other static or kinematic bodies.
    425 bytes (66 words) - 15:31, 13 July 2023

Page text matches

  • Destroys a rigid body in the dynamics world. r3d.World:destroyBody(body)
    469 bytes (60 words) - 15:32, 13 July 2023
  • Destroys a rigid body. b2.World:destroyBody(body)
    403 bytes (51 words) - 15:27, 13 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Sets the sleep state of the body. A sleeping body has very low CPU cost.
    406 bytes (58 words) - 17:58, 12 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> ...density. All fixtures attached to a body are implicitly destroyed when the body is destroyed.
    695 bytes (96 words) - 17:58, 12 July 2023
  • '''bodyA''': (b3d body) body A<br/> '''bodyB''': (b3d body) body B<br/>
    738 bytes (91 words) - 15:32, 13 July 2023
  • '''bodyA''': (b3d body) body A<br/> '''bodyB''': (b3d body) body B<br/>
    772 bytes (93 words) - 15:32, 13 July 2023
  • '''bodyA''': (body) the body A '''optional'''<br/> '''bodyB''': (body) the body B '''optional'''<br/>
    723 bytes (84 words) - 15:32, 13 July 2023
  • '''bodyA''': (body) the first body to test collisions with<br/> '''bodyB''': (body) the second body to test collisions with<br/>
    723 bytes (88 words) - 15:32, 13 July 2023
  • UrlLoader:load(url,method,headers,body) ...UrlLoader.new]] for more detailed description of ''url'', ''method'' and ''body'' parameters.
    782 bytes (105 words) - 15:32, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> ...gular damping. Damping is the effect of reducing the velocity of the rigid body during the simulation (like air friction for instance).
    419 bytes (57 words) - 15:32, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> ...inear damping. Damping is the effect of reducing the velocity of the rigid body during the simulation (like air friction for instance).
    416 bytes (57 words) - 15:31, 13 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Returns the sleeping state of this body. Returns ''true'' if body is awake (not sleeping), ''false'' otherwise.
    426 bytes (55 words) - 18:10, 12 July 2023
  • '''bodyA''': (body) the first body to test collisions with<br/> '''bodyB''': (body) the second body to test collisions with<br/>
    728 bytes (88 words) - 15:32, 13 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Strengthens or weakens the effect of the world gravity on a body.
    565 bytes (77 words) - 17:59, 12 July 2023
  • '''Class:''' [[R3d.Body]]<br/> ...gular damping. Damping is the effect of reducing the velocity of the rigid body during the simulation (like air friction for instance).
    592 bytes (74 words) - 15:32, 13 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Whether the body can rotate.
    336 bytes (39 words) - 18:04, 12 July 2023
  • '''Class:''' [[R3d.Body]]<br/> ...e at which the body linear velocity comes to a stop (linear damping is the body linear velocity lost per second).
    642 bytes (82 words) - 15:32, 13 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Returns the world body origin position.
    435 bytes (54 words) - 18:20, 12 July 2023
  • '''<translate>Defined by</translate>:''' [[R3d.Body|R3d.Body]]<br/> A static body does not collide with other static or kinematic bodies.
    425 bytes (66 words) - 15:31, 13 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Sets the active state of the body. An inactive body is not simulated and cannot be collided with or woken up.
    978 bytes (151 words) - 18:23, 12 July 2023
  • ...e is about to interact with a rigid body or stops interacting with a rigid body. This results in an expensive operation compared to using b2_fixtureContact
    458 bytes (59 words) - 19:10, 26 April 2022
  • '''<translate>Defined by</translate>:''' [[R3d.Body|R3d.Body]]<br/> A kinematic body does not collide with other static or kinematic bodies.
    460 bytes (70 words) - 15:32, 13 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Whether the body can sleep.
    346 bytes (42 words) - 18:00, 12 July 2023
  • A rigid body represents an object that you want to simulate in the world. It has a mass, In order to create a rigid body, you need to specify its transform.
    1 KB (162 words) - 15:32, 13 July 2023
  • <!-- GIDEROSOBJ:r3d.Body --> A rigid body represents an object that you want to simulate in the world. It has a mass,
    4 KB (669 words) - 23:05, 17 December 2020
  • '''bodyA''': (b3d body) body A<br/> '''bodyB''': (b3d body) body B<br/>
    1 KB (125 words) - 15:31, 13 July 2023
  • '''bodyA''': (r3d body) body A<br/> '''bodyB''': (r3d body) body B<br/>
    1 KB (133 words) - 15:32, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Gets the body transform.
    366 bytes (43 words) - 15:32, 13 July 2023
  • '''<translate>Defined by</translate>:''' [[R3d.Body|R3d.Body]]<br/> A dynamic body can collide with other dynamic, static or kinematic bodies.
    459 bytes (69 words) - 15:32, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Sets the body linear velocity.
    351 bytes (40 words) - 15:32, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Sets the mass of the body.
    326 bytes (40 words) - 15:32, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Sets the body angular velocity.
    354 bytes (40 words) - 15:32, 13 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Returns the active state of the body.
    372 bytes (47 words) - 18:22, 12 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Whether a body has fixed rotation set.
    362 bytes (45 words) - 18:21, 12 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Whether a body is allowed to sleep.
    358 bytes (45 words) - 18:06, 12 July 2023
  • ...tion. The body definition is given as an ordinary table. The fields of the body definition table are: ...[[Special:MyLanguage/b2.DYNAMIC_BODY|b2.DYNAMIC_BODY]]. Note: if a dynamic body would have zero mass, the mass is set to one.<br/>
    3 KB (433 words) - 15:26, 13 July 2023
  • Returns the parent body of this fixture. This is ''nil'' if the fixture is not attached. (b2.Body) = b2.Fixture:getBody()
    374 bytes (50 words) - 18:22, 12 July 2023
  • UrlLoader.new(url,method,headers,body) ''body'' parameter specifies the HTTP body data. This parameter is used only when the HTTP method is '''UrlLoader.POST
    2 KB (238 words) - 15:32, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Gets the body mass.
    338 bytes (42 words) - 15:32, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Sets the body type. Can be one of the following:
    558 bytes (86 words) - 15:31, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Gets the body angular velocity.
    366 bytes (42 words) - 15:32, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Gets the body linear velocity.
    363 bytes (42 words) - 15:32, 13 July 2023
  • Once you have created a rigid body in the world, you need to add one or more collision shapes to it so that it ...to a rigid body, you need to specify the mass of the shape. Then the rigid body will recompute its total mass, its center of mass and its inertia tensor ta
    1 KB (206 words) - 23:44, 12 December 2020
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Sets the body to behave as a bullet.
    353 bytes (47 words) - 18:01, 12 July 2023
  • Returns the second body attached to this joint. (b2.Body) = b2.Joint:getBodyB()
    379 bytes (49 words) - 18:19, 12 July 2023
  • Returns the first body attached to this joint. (b2.Body) = b2.Joint:getBodyA()
    377 bytes (49 words) - 18:00, 12 July 2023
  • '''Creating Box2d body and moving Bitmap along the body''' local body = world:createBody{type = b2.DYNAMIC_BODY}
    2 KB (214 words) - 15:27, 13 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Returns the angular damping of the body.
    370 bytes (45 words) - 18:13, 12 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Returns the gravity scale of the body.
    366 bytes (45 words) - 17:40, 12 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Returns the linear damping of the body.
    367 bytes (45 words) - 18:21, 12 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Whether a body is set to behave as a bullet.
    367 bytes (51 words) - 18:00, 12 July 2023
  • '''Creating a circle body''' local body = world:createBody{type = b2.DYNAMIC_BODY}
    2 KB (209 words) - 18:18, 12 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Sets the body location and rotation transform matrix.
    593 bytes (72 words) - 15:32, 13 July 2023
  • '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>
    1 KB (159 words) - 15:26, 13 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Returns the total mass of the body in kilograms (kg).
    386 bytes (51 words) - 17:56, 12 July 2023
  • '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>
    1 KB (160 words) - 15:27, 13 July 2023
  • ...nstance of [[Special:MyLanguage/b2.Fixture|b2.Fixture]] of first colliding body</translate><br/> ...stance of [[Special:MyLanguage/b2.Fixture|b2.Fixture]] of second colliding body</translate><br/>
    869 bytes (109 words) - 17:32, 18 February 2020
  • '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>
    2 KB (320 words) - 15:26, 13 July 2023
  • ...This will not update contacts until the next time step when either parent body is active and awake. The filter data definition is given as an ordinary tab local body = world:createBody{type = b2.DYNAMIC_BODY}
    2 KB (301 words) - 17:50, 12 July 2023
  • '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>
    2 KB (253 words) - 15:27, 13 July 2023
  • ...dy.lua''" for example. This will be the Component responsible for adding a body to entities. -- body physics properties
    2 KB (246 words) - 04:34, 20 December 2023
  • LiquidFun physics engine, is a 2D rigid-body and fluid simulation C++ engine based on '''Box2D'''. The fluid simulation # '''create your body''' => [[B2.World]]
    2 KB (258 words) - 15:30, 13 July 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Returns the rotational inertia of the body about the local origin in kg-m^2.
    436 bytes (57 words) - 18:00, 12 July 2023
  • ...nstance of [[Special:MyLanguage/b2.Fixture|b2.Fixture]] of first colliding body</translate><br/> ...stance of [[Special:MyLanguage/b2.Fixture|b2.Fixture]] of second colliding body</translate><br/>
    1 KB (138 words) - 17:36, 18 February 2020
  • ...nstance of [[Special:MyLanguage/b2.Fixture|b2.Fixture]] of first colliding body</translate><br/> ...stance of [[Special:MyLanguage/b2.Fixture|b2.Fixture]] of second colliding body</translate><br/>
    1 KB (135 words) - 17:33, 18 February 2020
  • ...es passed to yield (if the coroutine yields) or any values returned by the body function (if the coroutine terminates). If there is any error, resume retur
    1 KB (158 words) - 15:26, 13 July 2023
  • A fixture is used to attach a shape to a body for collision detection. A fixture inherits its transform from its parent. Fixtures are created via [[b2.Body:createFixture]].
    3 KB (366 words) - 17:57, 12 July 2023
  • <!-- GIDEROSOBJ:b2.Body --> A rigid body created via [[B2.World:createBody]].
    7 KB (955 words) - 02:42, 1 December 2023
  • '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>
    1 KB (194 words) - 15:27, 13 July 2023
  • --create empty box2d body for joint 200, 100, --coordinates where "imaginary string" is attached in the air for body 1
    3 KB (420 words) - 17:55, 12 July 2023
  • '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>
    1 KB (193 words) - 15:27, 13 July 2023
  • ...d to this joint''<br/><!--GIDEROSMTD:b2.Joint:getBodyA() returns the first body attached to this joint--> ...to this joint''<br/><!--GIDEROSMTD:b2.Joint:getBodyB() returns the second body attached to this joint-->
    2 KB (312 words) - 02:50, 1 December 2023
  • '''Class:''' [[b2.Body]]<br/> Sets the angular damping of the body.
    1 KB (153 words) - 18:21, 12 July 2023
  • '''Class:''' [[b2.Body]]<br/> Creates a fixture and attach it to this body. If the density is non-zero, this function automatically
    2 KB (246 words) - 18:03, 12 July 2023
  • ...of the first body of the joint is known, the relative motion of the second body has at most six degrees of freedom (three for the translation and three for
    1 KB (198 words) - 03:15, 1 December 2023
  • local body = world:createBody{type = b2.STATIC_BODY} body:setPosition(0, 0)
    2 KB (236 words) - 17:56, 12 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Checks if a point is inside any collision shapes of the body.
    751 bytes (109 words) - 15:32, 13 July 2023
  • '''Class:''' [[b2.Body]]<br/> Sets the linear damping of the body.
    1 KB (165 words) - 17:58, 12 July 2023
  • ...ormed against multiple bodies, a single body or any proxy shape of a given body. for k, v in pairs(c.body) do
    2 KB (244 words) - 15:31, 13 July 2023
  • '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>
    2 KB (230 words) - 15:27, 13 July 2023
  • Shortcut function to determine if either body is inactive.
    368 bytes (46 words) - 17:46, 12 July 2023
  • ...ew body''<br/><!--GIDEROSMTD:r3d.World:createBody(transform) creates a new body--> ...estroys a body''<br/><!--GIDEROSMTD:r3d.World:destroyBody(body) destroys a body-->
    3 KB (473 words) - 20:12, 15 April 2022
  • # '''create your body''' => [[r3d.World:createBody]] # '''define the shape of your body''' => example: a sphere [[r3d.SphereShape.new]]
    2 KB (296 words) - 15:32, 13 July 2023
  • --so we can for example get body local body = fixture:getBody()
    2 KB (373 words) - 15:27, 13 July 2023
  • --getting body of fixture local body = fixtures[i]:getBody()
    1 KB (175 words) - 15:27, 13 July 2023
  • '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>
    1 KB (158 words) - 15:27, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Enables or disables gravity force on the body. Default is '''true'''.
    424 bytes (52 words) - 15:31, 13 July 2023
  • '''Class:''' [[R3d.Body]]<br/> Allows or disallows a body to sleep.
    429 bytes (51 words) - 15:31, 13 July 2023
  • A mouse joint is used to make a point on a body track a specified world point. This is a soft constraint with a maximum for --create empty box2d body for joint
    3 KB (378 words) - 02:57, 1 December 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> This wakes up the body.
    435 bytes (57 words) - 17:57, 12 July 2023
  • '''bodyA''': (b2.Body) the first attached body <br/> '''bodyB''': (b2.Body) the second attached body <br/>
    1 KB (167 words) - 15:27, 13 July 2023
  • '''bodyA''': (b2.Body) The first attached body.<br /> '''bodyB''': (b2.Body) The second attached body.<br />
    11 KB (1,642 words) - 15:27, 13 July 2023
  • '''Creating Box2d body and moving Bitmap along the body''' local body = world:createBody{type = b2.DYNAMIC_BODY}
    5 KB (762 words) - 15:27, 13 July 2023
  • '''bodyA''': (b2.Body) the first attached body<br/> '''bodyB''': (b2.Body) the second attached body<br/>
    1 KB (190 words) - 15:26, 13 July 2023
  • local body = world:createBody{type = b2.STATIC_BODY} local fixture = body:createFixture{shape = poly, density = 1.0, friction = 0.1, restitution = 0.
    2 KB (213 words) - 17:51, 12 July 2023
  • '''Class:''' [[b2.Body]]<br/> (number) = b2.Body:getAngle()
    328 bytes (40 words) - 18:19, 12 July 2023
  • ...y shape (also called fixture) is what links a given collision shape to the body it has been added. ...e to get or set parameters of the given collision shape in that particular body.
    2 KB (245 words) - 22:58, 17 December 2020
  • --create empty box2d body for joint local jointDef = b2.createFrictionJointDef(body, ground, 350, 200)
    2 KB (225 words) - 02:54, 1 December 2023
  • '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> Sets the world body origin position.
    393 bytes (51 words) - 18:11, 12 July 2023
  • Creates a new coroutine, with body f. f must be a Lua function.
    390 bytes (46 words) - 15:26, 13 July 2023

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