Difference between revisions of "Contact"
m (Add World:getContectList to See Also) |
(add example showing how to avoid "Attempt to use destroyed contact." I don't know how to make it shorter.) |
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Contacts are objects created to manage collisions in worlds. | Contacts are objects created to manage collisions in worlds. | ||
+ | |||
+ | The lifetimes of Contacts are short. When you receive them in callbacks, they may be destroyed immediately after the callback returns. Cache their values instead of storing Contacts directly. | ||
+ | |||
== Functions == | == Functions == | ||
{{#ask: [[Category:Functions]] [[parent::Contact||Object]] [[Concept:Current]] | {{#ask: [[Category:Functions]] [[parent::Contact||Object]] [[Concept:Current]] | ||
Line 13: | Line 16: | ||
== Supertypes == | == Supertypes == | ||
* [[parent::Object]] | * [[parent::Object]] | ||
+ | |||
== See Also == | == See Also == | ||
* [[parent::World:setCallbacks]] | * [[parent::World:setCallbacks]] | ||
− | * [[parent::World: | + | * [[parent::World:getContacts]] |
* [[parent::love.physics]] | * [[parent::love.physics]] | ||
+ | |||
+ | == Examples == | ||
+ | |||
+ | <source lang="lua"> | ||
+ | -- Demonstration of correct use of Contacts to avoid "Attempt to use destroyed contact." | ||
+ | -- Most relevant parts are physics.collisionOnEnter, love.update, love.draw. | ||
+ | |||
+ | local screen = { | ||
+ | x = 500, | ||
+ | y = 500, | ||
+ | } | ||
+ | local color = { | ||
+ | blue = {0.23, 0.25, 0.59, 1}, | ||
+ | purple = {0.25, 0.09, 0.28, 1}, | ||
+ | white = {0.89, 0.91, 0.90, 1}, | ||
+ | } | ||
+ | |||
+ | local physics = { | ||
+ | normals = {}, | ||
+ | } | ||
+ | |||
+ | -- Source: https://www.love2d.org/forums/viewtopic.php?p=17018&sid=5c8509cf6b97e3ce5aab1bc49e85acc5#p17018 | ||
+ | local function draw_arrow(x1, y1, x2, y2) | ||
+ | local head_length = 10 | ||
+ | local head_angle = math.pi * 0.2 | ||
+ | love.graphics.line(x1, y1, x2, y2) | ||
+ | local a = math.atan2(y1 - y2, x1 - x2) | ||
+ | love.graphics.polygon('fill', x2, y2, x2 + head_length * math.cos(a + head_angle), y2 + head_length * math.sin(a + head_angle), x2 + head_length * math.cos(a - head_angle), y2 + head_length * math.sin(a - head_angle)) | ||
+ | end | ||
+ | |||
+ | |||
+ | function physics.collisionOnEnter(fixture_a, fixture_b, contact) | ||
+ | local dx,dy = contact:getNormal() | ||
+ | dx = dx * 30 | ||
+ | dy = dy * 30 | ||
+ | local point = {contact:getPositions()} | ||
+ | for i=1,#point,2 do | ||
+ | local x,y = point[i], point[i+1] | ||
+ | -- Cache the values inside the contacts because they're not guaranteed | ||
+ | -- to be valid later in the frame. | ||
+ | table.insert(physics.normals, {x,y, x+dx, y+dy}) | ||
+ | end | ||
+ | |||
+ | -- do not use contact after this function returns | ||
+ | end | ||
+ | |||
+ | function love.load() | ||
+ | love.physics.setMeter(64) | ||
+ | local can_bodies_sleep = true | ||
+ | physics.world = love.physics.newWorld(0, 9.8, can_bodies_sleep) | ||
+ | physics.world:setCallbacks(physics.collisionOnEnter) | ||
+ | |||
+ | physics.geo = {} | ||
+ | for y=0,1 do | ||
+ | local side = {} | ||
+ | side.body = love.physics.newBody(physics.world, screen.x/2, screen.y * y) | ||
+ | side.shape = love.physics.newRectangleShape(screen.x, 50) | ||
+ | side.fixture = love.physics.newFixture(side.body, side.shape) | ||
+ | table.insert(physics.geo, side) | ||
+ | end | ||
+ | for x=0,1 do | ||
+ | local side = {} | ||
+ | side.body = love.physics.newBody(physics.world, screen.x * x, screen.y/2) | ||
+ | side.shape = love.physics.newRectangleShape(50, screen.y) | ||
+ | side.fixture = love.physics.newFixture(side.body, side.shape) | ||
+ | table.insert(physics.geo, side) | ||
+ | end | ||
+ | |||
+ | physics.bouncers = {} | ||
+ | for y=50,screen.y-50,50 do | ||
+ | for x=50,screen.x-100,50 do | ||
+ | local ball = {} | ||
+ | ball.body = love.physics.newBody(physics.world, x, y, "dynamic") | ||
+ | ball.shape = love.physics.newCircleShape(20) | ||
+ | ball.fixture = love.physics.newFixture(ball.body, ball.shape, 1) | ||
+ | ball.fixture:setRestitution(0.9) | ||
+ | ball.body:setMass(50) | ||
+ | ball.body:setLinearVelocity(100, 10) | ||
+ | table.insert(physics.bouncers, ball) | ||
+ | end | ||
+ | end | ||
+ | |||
+ | love.graphics.setBackgroundColor(color.blue) | ||
+ | love.window.setMode(screen.x, screen.y) | ||
+ | end | ||
+ | |||
+ | function love.update(dt) | ||
+ | -- Updating the world will trigger collisionOnEnter | ||
+ | physics.world:update(dt) | ||
+ | |||
+ | if love.keyboard.isDown("space") then | ||
+ | for _,ball in ipairs(physics.bouncers) do | ||
+ | ball.body:applyLinearImpulse(0, 1000) | ||
+ | end | ||
+ | elseif love.keyboard.isDown("escape") then | ||
+ | love.event.quit() | ||
+ | end | ||
+ | end | ||
+ | |||
+ | function love.draw() | ||
+ | love.graphics.setColor(color.purple) | ||
+ | for i,side in ipairs(physics.geo) do | ||
+ | love.graphics.polygon("fill", side.body:getWorldPoints(side.shape:getPoints())) | ||
+ | end | ||
+ | for i,ball in ipairs(physics.bouncers) do | ||
+ | love.graphics.circle("fill", ball.body:getX(), ball.body:getY(), ball.shape:getRadius()) | ||
+ | end | ||
+ | |||
+ | love.graphics.setColor(color.white) | ||
+ | love.graphics.printf("smoosh balls with space", 5,5, 200, "left") | ||
+ | love.graphics.printf(string.format("%i contacts", #physics.normals), screen.x-100,5, 100, "right") | ||
+ | love.graphics.printf("arrows show contact normals", 5,screen.y-20, 200, "left") | ||
+ | |||
+ | -- Use our cached normals | ||
+ | for key,args in pairs(physics.normals) do | ||
+ | local x1, y1, x2, y2 = unpack(args) | ||
+ | draw_arrow(x1, y1, x2, y2) | ||
+ | physics.normals[key] = nil | ||
+ | end | ||
+ | end | ||
+ | </source> | ||
+ | |||
+ | |||
[[Category:Types]] | [[Category:Types]] | ||
{{#set:Description=Contacts are objects created to manage collisions in worlds.}} | {{#set:Description=Contacts are objects created to manage collisions in worlds.}} |
Latest revision as of 16:10, 3 March 2022
Contacts are objects created to manage collisions in worlds.
The lifetimes of Contacts are short. When you receive them in callbacks, they may be destroyed immediately after the callback returns. Cache their values instead of storing Contacts directly.
Functions
Contact:getChildren | Gets the child indices of the shapes of the two colliding fixtures. | 0.9.0 | |
Contact:getFixtures | Gets the two Fixtures that hold the shapes that are in contact. | 0.9.2 | |
Contact:getFriction | Get the friction between two shapes that are in contact. | ||
Contact:getNormal | Get the normal vector between two shapes that are in contact. | ||
Contact:getPosition | Get the location of the contact point between two shapes. | 0.8.0 | |
Contact:getPositions | Returns the contact points of the two colliding fixtures. | 0.8.0 | |
Contact:getRestitution | Get the restitution between two shapes that are in contact. | ||
Contact:getSeparation | Get the separation between two shapes that are in contact. | 0.8.0 | |
Contact:getVelocity | Get the linear impact velocity of a contact. | 0.8.0 | |
Contact:isEnabled | Returns whether the contact is enabled. | 0.8.0 | |
Contact:isTouching | Returns whether the two colliding fixtures are touching each other. | 0.8.0 | |
Contact:resetFriction | Resets the contact friction to the mixture value of both fixtures. | 0.8.0 | |
Contact:resetRestitution | Resets the contact restitution to the mixture value of both fixtures. | 0.8.0 | |
Contact:setEnabled | Enables or disables the contact. | 0.8.0 | |
Contact:setFriction | Sets the contact friction. | 0.8.0 | |
Contact:setRestitution | Sets the contact restitution. | 0.8.0 | |
Object:release | Immediately destroys the object's Lua reference. | 11.0 | |
Object:type | Gets the type of the object as a string. | ||
Object:typeOf | Checks whether an object is of a certain type. | ||
World:setCallbacks | Sets functions to be called when shapes collide. | 0.8.0 |
Supertypes
See Also
Examples
-- Demonstration of correct use of Contacts to avoid "Attempt to use destroyed contact."
-- Most relevant parts are physics.collisionOnEnter, love.update, love.draw.
local screen = {
x = 500,
y = 500,
}
local color = {
blue = {0.23, 0.25, 0.59, 1},
purple = {0.25, 0.09, 0.28, 1},
white = {0.89, 0.91, 0.90, 1},
}
local physics = {
normals = {},
}
-- Source: https://www.love2d.org/forums/viewtopic.php?p=17018&sid=5c8509cf6b97e3ce5aab1bc49e85acc5#p17018
local function draw_arrow(x1, y1, x2, y2)
local head_length = 10
local head_angle = math.pi * 0.2
love.graphics.line(x1, y1, x2, y2)
local a = math.atan2(y1 - y2, x1 - x2)
love.graphics.polygon('fill', x2, y2, x2 + head_length * math.cos(a + head_angle), y2 + head_length * math.sin(a + head_angle), x2 + head_length * math.cos(a - head_angle), y2 + head_length * math.sin(a - head_angle))
end
function physics.collisionOnEnter(fixture_a, fixture_b, contact)
local dx,dy = contact:getNormal()
dx = dx * 30
dy = dy * 30
local point = {contact:getPositions()}
for i=1,#point,2 do
local x,y = point[i], point[i+1]
-- Cache the values inside the contacts because they're not guaranteed
-- to be valid later in the frame.
table.insert(physics.normals, {x,y, x+dx, y+dy})
end
-- do not use contact after this function returns
end
function love.load()
love.physics.setMeter(64)
local can_bodies_sleep = true
physics.world = love.physics.newWorld(0, 9.8, can_bodies_sleep)
physics.world:setCallbacks(physics.collisionOnEnter)
physics.geo = {}
for y=0,1 do
local side = {}
side.body = love.physics.newBody(physics.world, screen.x/2, screen.y * y)
side.shape = love.physics.newRectangleShape(screen.x, 50)
side.fixture = love.physics.newFixture(side.body, side.shape)
table.insert(physics.geo, side)
end
for x=0,1 do
local side = {}
side.body = love.physics.newBody(physics.world, screen.x * x, screen.y/2)
side.shape = love.physics.newRectangleShape(50, screen.y)
side.fixture = love.physics.newFixture(side.body, side.shape)
table.insert(physics.geo, side)
end
physics.bouncers = {}
for y=50,screen.y-50,50 do
for x=50,screen.x-100,50 do
local ball = {}
ball.body = love.physics.newBody(physics.world, x, y, "dynamic")
ball.shape = love.physics.newCircleShape(20)
ball.fixture = love.physics.newFixture(ball.body, ball.shape, 1)
ball.fixture:setRestitution(0.9)
ball.body:setMass(50)
ball.body:setLinearVelocity(100, 10)
table.insert(physics.bouncers, ball)
end
end
love.graphics.setBackgroundColor(color.blue)
love.window.setMode(screen.x, screen.y)
end
function love.update(dt)
-- Updating the world will trigger collisionOnEnter
physics.world:update(dt)
if love.keyboard.isDown("space") then
for _,ball in ipairs(physics.bouncers) do
ball.body:applyLinearImpulse(0, 1000)
end
elseif love.keyboard.isDown("escape") then
love.event.quit()
end
end
function love.draw()
love.graphics.setColor(color.purple)
for i,side in ipairs(physics.geo) do
love.graphics.polygon("fill", side.body:getWorldPoints(side.shape:getPoints()))
end
for i,ball in ipairs(physics.bouncers) do
love.graphics.circle("fill", ball.body:getX(), ball.body:getY(), ball.shape:getRadius())
end
love.graphics.setColor(color.white)
love.graphics.printf("smoosh balls with space", 5,5, 200, "left")
love.graphics.printf(string.format("%i contacts", #physics.normals), screen.x-100,5, 100, "right")
love.graphics.printf("arrows show contact normals", 5,screen.y-20, 200, "left")
-- Use our cached normals
for key,args in pairs(physics.normals) do
local x1, y1, x2, y2 = unpack(args)
draw_arrow(x1, y1, x2, y2)
physics.normals[key] = nil
end
end
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