Difference between revisions of "B2.Fixture"

From GiderosMobile
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__NOTOC__
 
__NOTOC__
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<!-- GIDEROSOBJ:b2.Fixture -->
 
'''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]]<br/>
 
'''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]]<br/>
 
'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
 
'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
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| style="width: 50%; vertical-align:top;"|
 
| style="width: 50%; vertical-align:top;"|
 
=== <translate>Methods</translate> ===
 
=== <translate>Methods</translate> ===
[[Special:MyLanguage/b2.Fixture:getBody|b2.Fixture:getBody]] ''<translate>returns the parent body of this fixture</translate>''<br/>
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[[Special:MyLanguage/b2.Fixture:getBody|b2.Fixture:getBody]] ''<translate>returns the parent body of this fixture</translate>''<br/><!-- GIDEROSMTD:b2.Fixture:getBody -->
[[Special:MyLanguage/b2.Fixture:getFilterData|b2.Fixture:getFilterData]] ''<translate>returns the contact filtering data</translate>''<br/>
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[[Special:MyLanguage/b2.Fixture:getFilterData|b2.Fixture:getFilterData]] ''<translate>returns the contact filtering data</translate>''<br/><!-- GIDEROSMTD:b2.Fixture:getFilterData -->
[[Special:MyLanguage/b2.Fixture:isSensor|b2.Fixture:isSensor]] ''<translate>is this fixture a sensor (non-solid)?</translate>''<br/>
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[[Special:MyLanguage/b2.Fixture:isSensor|b2.Fixture:isSensor]] ''<translate>is this fixture a sensor (non-solid)?</translate>''<br/><!-- GIDEROSMTD:b2.Fixture:isSensor -->
[[Special:MyLanguage/b2.Fixture:setFilterData|b2.Fixture:setFilterData]] ''<translate>sets the contact filtering data</translate>''<br/>
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[[Special:MyLanguage/b2.Fixture:setFilterData|b2.Fixture:setFilterData]] ''<translate>sets the contact filtering data</translate>''<br/><!-- GIDEROSMTD:b2.Fixture:setFilterData -->
[[Special:MyLanguage/b2.Fixture:setSensor|b2.Fixture:setSensor]] ''<translate>sets if this fixture is a sensor</translate>''<br/>
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[[Special:MyLanguage/b2.Fixture:setSensor|b2.Fixture:setSensor]] ''<translate>sets if this fixture is a sensor</translate>''<br/><!-- GIDEROSMTD:b2.Fixture:setSensor -->
 
| style="width: 50%; vertical-align:top;"|
 
| style="width: 50%; vertical-align:top;"|
 
=== <translate>Events</translate> ===
 
=== <translate>Events</translate> ===
 
=== <translate>Constants</translate> ===
 
=== <translate>Constants</translate> ===
 
|}
 
|}

Revision as of 14:54, 31 August 2018

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.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