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- '''<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
- 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
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_fixtureContact458 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 angular velocity.354 bytes (40 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:''' [[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.POST2 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 linear velocity.363 bytes (42 words) - 15:32, 13 July 2023
- '''Class:''' [[R3d.Body]]<br/> Gets the body angular velocity.366 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 ta1 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 linear damping of the body.367 bytes (45 words) - 18:21, 12 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/> 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
- name @ (| ...body... |) The same marker should be used to close macro body with closing parenthesis right after it.2 KB (257 words) - 15:31, 13 July 2023
- --body568 bytes (81 words) - 15:32, 13 July 2023
- '''for p, c in utf8.codes(s) do body end'''570 bytes (80 words) - 22:37, 1 December 2023
- '''Class:''' [[R3d.Body]]<br/> Applies a torque to the body.555 bytes (76 words) - 15:32, 13 July 2023
- for i,v in pairs(t) do body end617 bytes (82 words) - 15:32, 13 July 2023
- ...eA''': (b2.Fixture) contains instance of [[b2.Fixture]] of first colliding body<br/> ...B''': (b2.Fixture) contains instance of [[b2.Fixture]] of second colliding body<br/>3 KB (409 words) - 15:26, 13 July 2023
- '''Class:''' [[b2.Body]]<br/> This wakes up the body.653 bytes (95 words) - 17:56, 12 July 2023
- ''for i,v in ipairs(t) do '''body''' end''665 bytes (87 words) - 15:31, 13 July 2023
- ...g URL contains a recipient (user@foo.com), a subject (Test), and a message body (Just a test) application:openUrl("mailto:user@foo.com?subject=Test&body=Just a test")967 bytes (138 words) - 17:56, 12 July 2023
- (bounciness) (frictionCoefficient) (rollingResistance) = r3d.Body:getMaterial() -- the body1 KB (122 words) - 15:32, 13 July 2023
- '''warnings''': material.rollingResistance is deprecated use '''[[R3d.Body:setAngularDamping]]''' instead -- the body1 KB (135 words) - 15:32, 13 July 2023
- ...s resumed another coroutine); and 'dead' if the coroutine has finished its body function, or if it has stopped with an error'''765 bytes (111 words) - 15:27, 13 July 2023
- '''Creates a new coroutine, with body f. f must be a Lua function. Returns a function that resumes the coroutine822 bytes (115 words) - 15:26, 13 July 2023
- '''Class:''' [[R3d.Body]]<br/> (fixture) = r3d.Body:createFixture(shape,transform,mass)965 bytes (131 words) - 15:31, 13 July 2023
- -- body980 bytes (147 words) - 15:30, 13 July 2023
- '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> This wakes up the body.885 bytes (129 words) - 18:03, 12 July 2023
- return ent.isactor and ent.body -- only actors with body component ent.body.vx = -ent.body.speed4 KB (717 words) - 07:44, 21 December 2023
- '''Class:''' [[R3d.Body]]<br/> Performs a ray cast on the body.792 bytes (123 words) - 15:31, 13 July 2023
- '''notes''': it cannot be used with a dynamic body that is allowed to move. Moreover, make sure to use a ConcaveMeshShape only1 KB (169 words) - 04:46, 13 March 2021
- --create empty box2d body for joint local jointDef = b2.createPrismaticJointDef(body, ground, 350, 100, 0.3, 1)4 KB (539 words) - 17:54, 12 July 2023
- --create empty box2d body for joint local jointDef = b2.createRevoluteJointDef(body, ground, 300, 300)5 KB (624 words) - 17:51, 12 July 2023
- '''Class:''' [[R3d.Body]]<br/> Applies a force to the body.867 bytes (126 words) - 15:31, 13 July 2023
- --create empty box2d body for joint local jointDef = b2.createWheelJointDef(body, ground, 350, 200, 1, 1)5 KB (609 words) - 15:26, 13 July 2023
- local matrix = self.player1.body:getTransform() local playerx, playery, playerz = self.player1.body:getTransform():getPosition()1 KB (180 words) - 15:30, 13 July 2023
- posx, posy = self.player1.body:getPosition() for k, v in pairs(self.myobjects) do -- k=sprite, v=box2d body1 KB (202 words) - 15:30, 13 July 2023
- -- BODY COMPONENT: function CBody:init(xspeed, xjumpspeed) self.body = CBody.new(4*16, 6*16) -- xspeed, xjumpspeed6 KB (928 words) - 07:47, 21 December 2023
- ...new UrlLoader object''<br/><!--GIDEROSMTD:UrlLoader.new(url,method,headers,body) creates a new UrlLoader object--> ...m the specified URL''<br/><!--GIDEROSMTD:UrlLoader:load(url,method,headers,body) loads data from the specified URL-->4 KB (520 words) - 23:28, 9 October 2023
- ...ppcodingeasy.com/Gideros-Mobile/Gideros--remove-object-on-collision Remove body on collision]5 KB (401 words) - 20:56, 11 September 2018
- --create empty box2d body for joint2 KB (279 words) - 02:55, 1 December 2023
- -- body planeview.body = xworld:createBody(planeview:getMatrix())2 KB (312 words) - 23:41, 18 November 2023
- ...OSMTD:coroutine.create(f: function): thread, creates a new coroutine, with body f. f must be a Lua function-->8 KB (1,297 words) - 07:48, 4 January 2024
- ...self.world.player.body:setPosition(object.x, object.y) -- position the body, the bitmap will follow in enterframe -- body27 KB (3,976 words) - 23:54, 18 November 2023
- ...s is dispatched for sensors and non-sensors. This may be dispatched when a body is destroyed, so this event can occur outside the time step.14 KB (2,156 words) - 23:21, 18 November 2023
- *[plugin/rp3d] add Body:setSprite() so that rp3d can update Sprites after each physics simulation s *[plugin/rp3d] don't try to destroy a body twice54 KB (7,756 words) - 19:02, 2 April 2024
- ...nds known at compile time, such as for i=1,4 do, can be unrolled. The loop body must be simple enough for the optimization to be profitable; compiler uses ...s local function foo or local foo = function) can be inlined. The function body must be simple enough for the optimization to be profitable; compiler uses146 KB (24,034 words) - 01:16, 31 March 2023