Difference between revisions of "Contact"

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Contacts are objects created to manage collisions in worlds.
 
Contacts are objects created to manage collisions in worlds.
 
== Functions ==
 
== Functions ==
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{{#ask: [[Category:Functions]] [[parent::Contact]] OR [[parent::Object]] [[Since::<071]]
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[[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.}}
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== Other Languages ==
 
== Other Languages ==
 
{{i18n|Contact}}
 
{{i18n|Contact}}

Revision as of 10:57, 25 March 2011

Contacts are objects created to manage collisions in worlds.

Functions

BodyBodies are objects with velocity and position.
CircleShapeCircle extends Shape and adds a radius and a local position.
ContactContacts are objects created to manage collisions in worlds.
Contact:getChildrenGets the child indices of the shapes of the two colliding fixtures.
Contact:getFixturesGets the two Fixtures that hold the shapes that are in contact.
Contact:getFrictionGet the friction between two shapes that are in contact.
Contact:getNormalGet the normal vector between two shapes that are in contact.
Contact:getPositionGet the location of the contact point between two shapes.
Contact:getPositionsReturns the contact points of the two colliding fixtures.
Contact:getRestitutionGet the restitution between two shapes that are in contact.
Contact:getSeparationGet the separation between two shapes that are in contact.
Contact:getShapesGets the two Shapess that are in contact.
Contact:getVelocityGet the linear impact velocity of a contact.
Contact:isEnabledReturns whether the contact is enabled.
Contact:isTouchingReturns whether the two colliding fixtures are touching each other.
Contact:resetFrictionResets the contact friction to the mixture value of both fixtures.
Contact:resetRestitutionResets the contact restitution to the mixture value of both fixtures.
Contact:setEnabledEnables or disables the contact.
Contact:setFrictionSets the contact friction.
Contact:setRestitutionSets the contact restitution.
DataThe superclass of all data.
DecoderAn object which can gradually decode a sound file.
DistanceJointKeeps two bodies at the same distance.
DrawableSuperclass for all things that can be drawn on screen.
FileRepresents a file on the filesystem.
FileDataData representing the contents of a file.
FontDefines the shape of characters than can be drawn onto the screen.
FontDataA FontData represents a font.
FramebufferOff-screen render target.
GearJointKeeps bodies together in such a way that they act like gears.
GlyphDataA GlyphData represents a drawable symbol of a font.
ImageDrawable image type.
ImageDataRaw (decoded) image data.
JointAttach multiple bodies together to interact in unique ways.
MouseJointFor controlling objects with the mouse.
Object:typeGets the type of the object as a string.
Object:typeOfChecks whether an object is of a certain type.
ParticleSystemUsed to create cool effects, like fire.
PolygonShapePolygon is a convex polygon with up to 8 sides.
PrismaticJointRestricts relative motion between Bodies to one shared axis.
PulleyJointAllows you to simulate bodies connected through pulleys.
QuadA quadrilateral with texture coordinate information.
RasterizerA Rasterizer represents font data and glyphs.
RevoluteJointAllow two Bodies to revolve around a shared point.
ShapeShapes are objects used to control mass and collisions.
Shape (Français)Les Shapes sont des objets pour contrôler les masses et les collisions.
SoundDataContains raw audio samples.
SourceA Source represents audio you can play back.
SpriteBatchStore image positions in a buffer, and draw it in one call.
SpriteBatch (Français)Stock des positions d'image dans un tampon, puis les trace en un seul appel.
... further results

Supertypes

Object

See Also


Other Languages