B2.Fixture
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 <syntaxhighlight lang="lua"> 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}) </source>
Methodsb2.Fixture:getBody returns the parent body of this fixture |
EventsConstants |