Difference between revisions of "B2.World"

From GiderosMobile
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__NOTOC__
 
__NOTOC__
'''Supported platforms:''' android, ios, mac, pc<br/>
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'''<translate>Supported platforms</translate>:''' [[File:Platform android]][[File:Platform ios]][[File:Platform mac]][[File:Platform pc]]<br/>
'''Available since:''' Gideros 2011.6<br/>
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'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
 +
'''<translate>Inherits from</translate>:''' [[Special:MyLanguage/EventDispatcher|EventDispatcher]]<br/>
 
=== <translate>Description</translate> ===
 
=== <translate>Description</translate> ===
<translate>The [[Special:MyLanguage/b2.World|b2.World]] class inherits from the following class: [[Special:MyLanguage/EventDispatcher|EventDispatcher]].<br />
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<translate>The `b2.World` class inherits from the following class: `EventDispatcher`.<br />
 
<br />
 
<br />
The [[Special:MyLanguage/b2.World|b2.World]] class manages all physics entities and dynamic simulation. It is possible to create and manage more than one [[Special:MyLanguage/b2.World|b2.World]] instance.<br />
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The `b2.World` class manages all physics entities and dynamic simulation. It is possible to create and manage more than one `b2.World` instance.<br />
 
<br /></translate>
 
<br /></translate>
 
=== <translate>Examples</translate> ===
 
=== <translate>Examples</translate> ===

Revision as of 10:28, 24 August 2018

Supported platforms: File:Platform androidFile:Platform iosFile:Platform macFile:Platform pc
Available since: Gideros 2011.6
Inherits from: EventDispatcher

Description

The `b2.World` class inherits from the following class: `EventDispatcher`.

The `b2.World` class manages all physics entities and dynamic simulation. It is possible to create and manage more than one `b2.World` instance.

Examples

Creating Box2d body and moving Bitmap along the body

require "box2d"
local world = b2.World.new(0, 10, true)

--create ball bitmap object from ball graphic
local ball = Bitmap.new(Texture.new("ball.png"))
--reference center of the ball for positioning
ball:setAnchorPoint(0.5,0.5)
 
ball:setPosition(100,100)
 
--get radius
local radius = ball:getWidth()/2
 
--create box2d physical object
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.body = body
 
--add to scene
stage:addChild(ball)

stage:addEventListener(Event.ENTER_FRAME, function()
	-- edit the step values if required. These are good defaults!
    world:step(1/60, 8, 3)
	ball:setPosition(ball.body:getPosition())
	ball:setRotation(math.rad(ball.body:getAngle()))
end)

Detecting collisions between bodies

--add collision event listener
world:addEventListener(Event.BEGIN_CONTACT, function(e)
    --getting contact bodies
    local fixtureA = e.fixtureA
    local fixtureB = e.fixtureB
    local bodyA = fixtureA:getBody()
    local bodyB = fixtureB:getBody()
     
    --do what you need with colliding bodies
end)

--add collision event listener
world:addEventListener(Event.END_CONTACT, function(e)
    --getting contact bodies
    local fixtureA = e.fixtureA
    local fixtureB = e.fixtureB
    local bodyA = fixtureA:getBody()
    local bodyB = fixtureB:getBody()
     
    --do what you need with colliding bodies
end)

--add collision event listener
world:addEventListener(Event.PRE_SOLVE, function(e)
    --getting contact bodies
    local fixtureA = e.fixtureA
    local fixtureB = e.fixtureB
    local bodyA = fixtureA:getBody()
    local bodyB = fixtureB:getBody()
     
    --do what you need with colliding bodies
end)

--add collision event listener
world:addEventListener(Event.POST_SOLVE, function(e)
    --getting contact bodies
    local fixtureA = e.fixtureA
    local fixtureB = e.fixtureB
    local bodyA = fixtureA:getBody()
    local bodyB = fixtureB:getBody()
     
    --do what you need with colliding bodies
	
	--additionally get collision force
	print(event.maxImpulse)
end)

Methods

b2.World.new
b2.World:clearForces call this after you are done with time steps to clear the forces
b2.World:createBody creates a rigid body given a definition
b2.World:createJoint creates a joint given a definition
b2.World:createParticleSystem create particle system
b2.World:destroyBody destroys a rigid body
b2.World:destroyJoint destroys a joint
b2.World:getGravity returns the gravity vector
b2.World:queryAABB query the world for all fixtures that potentially overlap the provided AABB
b2.World:rayCast raycast the world for all fixtures in the path of the ray
b2.World:setDebugDraw registers a b2.DebugDraw instance for debug drawing
b2.World:setGravity sets the gravity vector
b2.World:step takes a time step

Events

Event.BEGIN_CONTACT
Event.BEGIN_CONTACT_PARTICLE
Event.END_CONTACT
Event.POST_SOLVE
Event.PRE_SOLVE

Constants