ackb2d 0.9
3D Gamestudio Box 2d Wraper
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Go to the source code of this file.
Functions | |
var | b2Fixture_GetType (b2Fixture *fixture) |
b2Shape * | b2Fixture_GetShape (b2Fixture *fixture) |
void | b2Fixture_SetSensor (b2Fixture *fixture, var sensor) |
Set if this fixture is a sensor. | |
var | b2Fixture_IsSensor (b2Fixture *fixture) |
void | b2Fixture_SetFilterData (b2Fixture *fixture, const b2Filter *filter) |
const b2Filter * | b2Fixture_GetFilterData (b2Fixture *fixture) |
Get the contact filtering data. | |
b2Body * | b2Fixture_GetBody (b2Fixture *fixture) |
b2Fixture * | b2Fixture_GetNext (b2Fixture *fixture) |
void * | b2Fixture_GetUserData (b2Fixture *fixture) |
void | b2Fixture_SetUserData (b2Fixture *fixture, void *data) |
Set the user data. Use this to store your application specific data. | |
var | b2Fixture_TestPoint (b2Fixture *fixture, const VECTOR *p) |
var | b2Fixture_RayCast (b2Fixture *fixture, b2RayCastOutput *output, const b2RayCastInput *input) |
void | b2Fixture_GetMassData (b2Fixture *fixture, b2MassData *massData) |
void | b2Fixture_SetDensity (b2Fixture *fixture, var density) |
var | b2Fixture_GetDensity (b2Fixture *fixture) |
Get the density of this fixture. | |
var | b2Fixture_GetFriction (b2Fixture *fixture) |
Get the coefficient of friction. | |
void | b2Fixture_SetFriction (b2Fixture *fixture, var friction) |
Set the coefficient of friction. | |
var | b2Fixture_GetRestitution (b2Fixture *fixture) |
Get the coefficient of restitution. | |
void | b2Fixture_SetRestitution (b2Fixture *fixture, var restitution) |
Set the coefficient of restitution. | |
const b2AABB * | b2Fixture_GetAABB (b2Fixture *fixture) |
Get the fixture's AABB. This AABB may be enlarge and/or stale. If you need a more accurate AABB, compute it using the shape and the body transform.
Get the parent body of this fixture. This is NULL if the fixture is not attached.
var b2Fixture_GetDensity | ( | b2Fixture * | fixture | ) |
Get the density of this fixture.
var b2Fixture_GetFriction | ( | b2Fixture * | fixture | ) |
Get the coefficient of friction.
void b2Fixture_GetMassData | ( | b2Fixture * | fixture, |
b2MassData * | massData | ||
) |
Get the mass data for this fixture. The mass data is based on the density and the shape. The rotational inertia is about the shape's origin. This operation may be expensive.
Get the next fixture in the parent body's fixture list.
var b2Fixture_GetRestitution | ( | b2Fixture * | fixture | ) |
Get the coefficient of restitution.
Get the child shape. You can modify the child shape, however you should not change the number of vertices because this will crash some collision caching mechanisms. Manipulating the shape may lead to non-physical behavior.
var b2Fixture_GetType | ( | b2Fixture * | fixture | ) |
Get the type of the child shape. You can use this to down cast to the concrete shape.
void* b2Fixture_GetUserData | ( | b2Fixture * | fixture | ) |
Get the user data that was assigned in the fixture definition. Use this to store your application specific data.
var b2Fixture_IsSensor | ( | b2Fixture * | fixture | ) |
Is this fixture a sensor (non-solid)?
var b2Fixture_RayCast | ( | b2Fixture * | fixture, |
b2RayCastOutput * | output, | ||
const b2RayCastInput * | input | ||
) |
Cast a ray against this shape.
output | the ray-cast results. |
input | the ray-cast input parameters. |
void b2Fixture_SetDensity | ( | b2Fixture * | fixture, |
var | density | ||
) |
Set the density of this fixture. This will _not_ automatically adjust the mass of the body. You must call b2Body::ResetMassData to update the body's mass.
Set the contact filtering data. This will not update contacts until the next time step when either parent body is active and awake.
void b2Fixture_SetFriction | ( | b2Fixture * | fixture, |
var | friction | ||
) |
Set the coefficient of friction.
void b2Fixture_SetRestitution | ( | b2Fixture * | fixture, |
var | restitution | ||
) |
Set the coefficient of restitution.
void b2Fixture_SetSensor | ( | b2Fixture * | fixture, |
var | sensor | ||
) |
Set if this fixture is a sensor.
void b2Fixture_SetUserData | ( | b2Fixture * | fixture, |
void * | data | ||
) |
Set the user data. Use this to store your application specific data.
var b2Fixture_TestPoint | ( | b2Fixture * | fixture, |
const VECTOR * | p | ||
) |
Test a point for containment in this fixture.
xf | the shape world transform. |
p | a point in world coordinates. |