Difference between revisions of "B2.Fixture"
From GiderosMobile
m (Text replacement - "</source" to "</syntaxhighlight") |
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__NOTOC__ | __NOTOC__ | ||
− | '''Supported platforms:''' android | + | <!-- GIDEROSOBJ:b2.Fixture --> |
+ | '''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 === | |
− | A fixture is used to attach a shape to a body for collision detection. A fixture inherits its | + | 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. |
− | transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc. | + | |
− | Fixtures are created via [[ | + | Fixtures are created via [[b2.Body:createFixture]]. |
− | + | ||
− | === | + | === Examples === |
− | '''Example of fixtures collision filtering''' | + | '''Example of fixtures collision filtering''' |
− | < | + | <syntaxhighlight lang="lua"> |
+ | local BALL_MASK = 1 | ||
local CRATE_MASK = 2 | local CRATE_MASK = 2 | ||
local WALL_MASK = 4 | local WALL_MASK = 4 | ||
Line 41: | Line 43: | ||
friction = 1, restitution = 0.3} | friction = 1, restitution = 0.3} | ||
-- walls will collide with both balls and crates | -- walls will collide with both balls and crates | ||
− | fixture:setFilterData({categoryBits = WALL_MASK, maskBits = CRATE_MASK + BALL_MASK, groupIndex = 0})</ | + | fixture:setFilterData({categoryBits = WALL_MASK, maskBits = CRATE_MASK + BALL_MASK, groupIndex = 0}) |
+ | </syntaxhighlight> | ||
+ | |||
{|- | {|- | ||
| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
− | === | + | === Methods === |
− | [[ | + | [[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/><!--GIDEROSMTD:b2.Fixture:getFilterData() returns the contact filtering data--> | |
− | + | [[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/><!--GIDEROSMTD:b2.Fixture:setFilterData(filterData) sets the contact filtering data--> | |
− | + | [[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%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
− | === | + | === Events === |
− | === | + | === Constants === |
|} | |} | ||
+ | |||
+ | ---- | ||
+ | *'''[[LiquidFun]]''' |
Latest revision as of 16:57, 12 July 2023
Supported platforms:
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})
Methodsb2.Fixture:getBody returns the parent body of this fixture |
EventsConstants |