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From GiderosMobile
- '''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 properties2 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 retur1 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 13 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 automatically2 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 for1 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) do2 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 joint3 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