Difference between revisions of "B2.ChainShape"
From GiderosMobile
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=== Examples === | === Examples === | ||
'''Create world bounds using ChainShape''' | '''Create world bounds using ChainShape''' | ||
− | < | + | <syntaxhighlight lang="lua"> |
local body = world:createBody{type = b2.STATIC_BODY} | local body = world:createBody{type = b2.STATIC_BODY} | ||
body:setPosition(0, 0) | body:setPosition(0, 0) |
Latest revision as of 16:56, 12 July 2023
Supported platforms:
Available since: Gideros 2012.2.2
Inherits from: b2.Shape
Description
A chain shape is a free form sequence of line segments. The chain has two-sided collision, so you can use inside and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions.
Note: the chain will not collide properly if there are self-intersections.
Examples
Create world bounds using ChainShape
local body = world:createBody{type = b2.STATIC_BODY}
body:setPosition(0, 0)
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}
Methodsb2.ChainShape.new |
EventsConstants |