Difference between revisions of "B2.Fixture"

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__NOTOC__
 
__NOTOC__
'''Supported platforms:''' android, ios, mac, pc<br/>
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<!-- GIDEROSOBJ:b2.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/>
 
'''Available since:''' Gideros 2011.6<br/>
 
'''Available since:''' Gideros 2011.6<br/>
 +
 
=== Description ===
 
=== Description ===
<br />
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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.
A fixture is used to attach a shape to a body for collision detection. A fixture inherits its<br />
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transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc.<br />
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Fixtures are created via [[b2.Body:createFixture]].
Fixtures are created via `b2.Body:createFixture`.<br />
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<br />{|-
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=== Examples ===
| style="width: 50%;"|
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'''Example of fixtures collision filtering'''
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<syntaxhighlight lang="lua">
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local BALL_MASK = 1
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local CRATE_MASK = 2
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local WALL_MASK = 4
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-- ball
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local body = world:createBody{type = b2.DYNAMIC_BODY}
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local circle = b2.CircleShape.new(0, 0, radius)
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local fixture = body:createFixture{shape = circle, density = 1.0,
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friction = 0.1, restitution = 0.2}
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-- ball will collide with other ball and wall
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fixture:setFilterData({categoryBits = BALL_MASK, maskBits = BALL_MASK + WALL_MASK, groupIndex = 0})
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local body = world:createBody{type = b2.DYNAMIC_BODY}
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local poly = b2.PolygonShape.new()
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poly:setAsBox(width, height)
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local fixture = body:createFixture{shape = poly, density = 1.0,
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friction = 0.1, restitution = 0.2}
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-- crate will collide with other crate and wall
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fixture:setFilterData({categoryBits = CRATE_MASK, maskBits = CRATE_MASK + WALL_MASK, groupIndex = 0})
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local body = world:createBody{type = b2.STATIC_BODY}
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local chain = b2.ChainShape.new()
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chain:createLoop(
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0,0,
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application:getContentWidth(), 0,
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application:getContentWidth(), application:getContentHeight(),
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0, application:getContentHeight()
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)
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local fixture = body:createFixture{shape = chain, density = 1.0,
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friction = 1, restitution = 0.3}
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-- walls will collide with both balls and crates
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fixture:setFilterData({categoryBits = WALL_MASK, maskBits = CRATE_MASK + BALL_MASK, groupIndex = 0})
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</syntaxhighlight>
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{|-
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| style="width: 50%; vertical-align:top;"|
 
=== Methods ===
 
=== Methods ===
[[b2.Fixture:getBody]] - returns the parent body of this fixture<br/>
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[[b2.Fixture:getBody]] ''returns the parent body of this fixture''<br/><!--GIDEROSMTD:b2.Fixture:getBody() returns the parent body of this fixture-->
[[b2.Fixture:getFilterData]] - returns the contact filtering data<br/>
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[[b2.Fixture:getFilterData]] ''returns the contact filtering data''<br/><!--GIDEROSMTD:b2.Fixture:getFilterData() returns the contact filtering data-->
[[b2.Fixture:isSensor]] - is this fixture a sensor (non-solid)?<br/>
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[[b2.Fixture:isSensor]] ''is this fixture a sensor (non-solid)?''<br/><!--GIDEROSMTD:b2.Fixture:isSensor() is this fixture a sensor (non-solid)?-->
[[b2.Fixture:setFilterData]] - sets the contact filtering data<br/>
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[[b2.Fixture:setFilterData]] ''sets the contact filtering data''<br/><!--GIDEROSMTD:b2.Fixture:setFilterData(filterData) sets the contact filtering data-->
[[b2.Fixture:setSensor]] - sets if this fixture is a sensor<br/>
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[[b2.Fixture:setSensor]] ''sets if this fixture is a sensor''<br/><!--GIDEROSMTD:b2.Fixture:setSensor(sensor) sets if this fixture is a sensor-->
| style="width: 50%;"|
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 +
| style="width: 50%; vertical-align:top;"|
 
=== Events ===
 
=== Events ===
 
=== Constants ===
 
=== Constants ===
 
|}
 
|}
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 +
----
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*'''[[LiquidFun]]'''

Latest revision as of 16:57, 12 July 2023

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
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