Méthode | Description | |
---|---|---|
AddChain ( Primitive shape1, Primitive shape2 ) : Primitive |
Add a chain between two existing shapes.
|
|
AddExplosion ( Primitive posX, Primitive posY, Primitive power, Primitive damping, Primitive colour ) : void |
Make an explosion, which consists of 50x20kg particles blast apart over 500ms.
|
|
AddFixedAnchor ( Primitive posX, Primitive posY ) : Primitive |
Add a new small, transparent shape to be used as a fixed anchor point.
|
|
AddFixedShape ( Primitive shapeName, Primitive friction, Primitive restitution ) : void |
Add an existing SmallBasic shape to the physics engine as a fixed (non-dynamic) shape with friction and restitution that affects shapes that hit it.
|
|
AddInactiveShape ( Primitive shapeName ) : void |
Add an existing SmallBasic shape to the physics engine as an inactive (non-dynamic and non-interacting) shape which only moves with the PanView method.
|
|
AddMovingAnchor ( Primitive posX, Primitive posY ) : Primitive |
Add a new small, transparent and high density shape to be used as a moving anchor point.
|
|
AddMovingShape ( Primitive shapeName, Primitive friction, Primitive restitution, Primitive density ) : void |
Add an existing SmallBasic shape to the physics engine as a moving (dynamic) shape.
|
|
AddRope ( Primitive shape1, Primitive shape2 ) : Primitive |
Add a rope between two existing shapes.
|
|
AttachShapes ( Primitive shape1, Primitive shape2 ) : void |
Connect two shapes to move together as one. The shapes are connected with a distance joint and may wobble a bit if they are hit.
|
|
AttachShapesWithJoint ( Primitive shape1, Primitive shape2, Primitive type, Primitive collide, Primitive parameters ) : Primitive |
Connect two shapes to move together as one with one of several joint types. These can be advanced and require reference to Box2D manual. In many cases it is best to prevent shape rotation for the joints to behave as desired. Multiple joints may also be applied to shapes. The methods use the initial shape positions, so set these first.
|
|
AttachShapesWithRotation ( Primitive shape1, Primitive shape2 ) : void |
Connect two shapes to move together as one, but allow the shapes to rotate about each other.
|
|
BoxShape ( Primitive shapeName, Primitive x1, Primitive y1, Primitive x2, Primitive y2 ) : void |
Set a shape to remain within a box within the view. This is similar to PanView, except that the view pans automatically to keep the specified shape within a box region of the GraphicsWindow. Only one shape can be boxed. To unset shape box, set the shapeName to "".
|
|
BrakeTire ( Primitive shapeName ) : void |
Apply a brake to a tire shape.
|
|
DetachJoint ( Primitive jointName ) : void |
Disconnect two shapes that were previously joined with a joint.
|
|
DetachShapes ( Primitive shape1, Primitive shape2 ) : void |
Disconnect two shapes that were previously attached.
|
|
DisconnectShape ( Primitive shapeName ) : void |
Disconnect shape from the physics engine without deleting the shape.
|
|
DoTimestep ( ) : void |
Perform a time-step update.
|
|
FollowShapeX ( Primitive shapeName ) : void |
Set a shape to remain stationary at X position in the view. This is similar to PanView, except that the view pans automatically to keep the specified shape at a constant visual X location. Only one shape can be followed in X direction. To unset shape following, set the shapeName to "".
|
|
FollowShapeY ( Primitive shapeName ) : void |
Set a shape to remain stationary at Y position in the view. This is similar to PanView, except that the view pans automatically to keep the specified shape at a constant visual Y location. Only one shape can be followed in Y direction. To unset shape following, set the shapeName to "".
|
|
GetAllShapesAt ( Primitive posX, Primitive posY ) : Primitive |
Get an array of all the physics engine shapes (if any) at the input coordinates. The coordinates for this method are the physics engine coordinates if panning is present.
|
|
GetAngle ( Primitive shapeName ) : Primitive |
Get the angle of rotation for the shape.
|
|
GetCollisions ( Primitive shapeName ) : Primitive |
Get an array of all the shapes that the specified shape collided with during the last DoTimestep().
|
|
GetContacts ( Primitive posX, Primitive posY, Primitive distance ) : Primitive |
Get a list of shapes that collided within a distance of a specified contact point.
|
|
GetInertia ( Primitive shapeName ) : Primitive |
Get the moment of inertia of a shape.
|
|
GetMass ( Primitive shapeName ) : Primitive |
Get the mass of a shape.
|
|
GetPan ( ) : Primitive |
Get the current pan offset, see PanView, FollowShapeX(Y) and BoxShape. World coordinates = screen coordinates + pan offset.
|
|
GetPosition ( Primitive shapeName ) : Primitive |
Get the centre of the shape coordinates.
|
|
GetRotation ( Primitive shapeName ) : Primitive |
Get the shape rotation speed.
|
|
GetShapeAt ( Primitive posX, Primitive posY ) : Primitive |
Get the shape (if any) at the input coordinates. The coordinates for this method are the screen coordinates if panning is present.
|
|
GetTireInformation ( Primitive shapeName ) : Primitive |
Get tire information, it includes: Skid (if this value exceeds the property AntiSkid, then the tire is skidding) Crash (the value is the speed of the impact)
|
|
GetTireProperties ( Primitive shapeName ) : Primitive |
Get tire properties, they include: AntiSkid (higher value reduces skid) Drag (higher value increases forward/backward drag) Brake (higher value increases braking power) Straighten (higher value restores steering more quickly) BrakeStraighten (higher value restores steering more quickly while braking)
|
|
GetVelocity ( Primitive shapeName ) : Primitive |
Get the velocity of the shape.
|
|
GroupShapes ( Primitive shape1, Primitive shape2 ) : void |
Solidly group two shapes to move together as one. Shape1 is added to shape2 to act as one shape.
|
|
Help ( ) : void |
This function is just to display this help. The extension uses Box2D (http://box2d.org) as an engine and provides an interface between it and the graphics capabilities of SmallBasic. Only shapes that are connected to the physics engine take part in the motion physics, for example you may add normal shapes (e.g. a gun and not connect it to the physics engine). Once a shape is connected to the engine, it is best to only interact with it through the methods provided by the extension. All positions are in the SmallBasic GraphicsWindow pixels and refer to shape centres. Image and text shapes are treated as rectangles, and ellipses as circles; there is also triangle and convex polygon support, but not lines. Images may be treated as circles by setting the property LoadImagesAsCircles to "True". One issue that Box2D has difficulty with is small fast moving objects that can 'tunnel' through other shapes without being deflected (see the SetBullet option). Another problem is shapes of very different size and hence mass, especially large shapes when they are connected together. It may be necessary to modify the density for these (the Anchor options are an attempt to automate this a bit), otherwise the default density of 1 is good. Resist the temptation to connect too many shapes together. It may be possible to improve the stability of some 'difficult' models using the TimestepControl settings, but the defaults look good for most cases. Do not call the physics methods inside SmallBasic event subroutines directly, rather set flags that can be processed in a main game loop. There are sample SmallBasic programs and a Getting Started Guide that comes with the extension dll - this is the best place to start. Report bugs and problems to the SmallBasic forum (http://social.msdn.microsoft.com/Forums/en-US/smallbasic/threads), but first simplify your SmallBasic code to isolate the issue before providing a short 'runnable' code sample.
|
|
MoveTire ( Primitive shapeName, Primitive force ) : void |
Move a tire shape, apply a forward or backward force.
|
|
PanView ( Primitive panHorizontal, Primitive panVertical ) : void |
Pan the camera view, including window boundaries.
|
|
RayCast ( Primitive shapeName, Primitive angle, Primitive distance ) : Primitive |
Cast an invisible ray to detect the proximity of shapes.
|
|
ReadJson ( Primitive fileName, Primitive scale, Primitive reverseY, Primitive stationary, Primitive offsetX, Primitive offsetY ) : Primitive |
Read in a json script compatible with R.U.B.E. and create a LDPhysics model. See https://www.iforce2d.net/rube for more details.
|
|
RemoveChain ( Primitive shapeName ) : void |
Remove a chain.
|
|
RemoveFrozen ( ) : void |
Removes all frozen shapes - outside the AABB for the engine.
|
|
RemoveRope ( Primitive shapeName ) : void |
Remove a rope.
|
|
RemoveShape ( Primitive shapeName ) : void |
Remove a shape.
|
|
Reset ( ) : void |
Reset (delete all physics engine attached shapes).
|
|
SetAABB ( Primitive minX, Primitive maxX, Primitive minY, Primitive maxY ) : void |
The physics engine AABB (axis-aligned bounding box). The units are the engine units of m. A Reset is required after setting. It is not recommended to change this.
|
|
SetAngle ( Primitive shapeName, Primitive angle ) : void |
Reset the angle of rotation for a shape.
|
|
SetBoundaries ( Primitive left, Primitive right, Primitive top, Primitive bottom ) : void |
Set solid boundaries (positioning a boundary outside the GraphicsWindow removes it).
|
|
SetBullet ( Primitive shapeName ) : void |
Set a shape as a bullet. This prevents 'tunnelling' of fast moving small objects at the expense of performance.
|
|
SetDamping ( Primitive shapeName, Primitive linear, Primitive angular ) : void |
Set a damping factor for a shape (default 0).
|
|
SetForce ( Primitive shapeName, Primitive forceX, Primitive forceY ) : void |
Set a force to apply to a shape (Remember F = ma).
|
|
SetGravity ( Primitive gravX, Primitive gravY ) : void |
Set the gravity direction and magnitude (default 0,100).
|
|
SetGroup ( Primitive shapeName, Primitive group, Primitive mask ) : void |
Control which sprites interact (collide) with other shapes.
|
|
SetImpulse ( Primitive shapeName, Primitive impulseX, Primitive impulseY ) : void |
Set an impulse to a shape (a kick).
|
|
SetJointMotor ( Primitive jointName, Primitive speed, Primitive maxForce ) : void |
Set a motor for selected joints (Line, Prismatic_H, Prismatic_V and Revolute).
|
|
SetPosition ( Primitive shapeName, Primitive posX, Primitive posY, Primitive angle ) : void |
Reset shape position.
|
|
SetRotation ( Primitive shapeName, Primitive rotation ) : void |
Set shape rotation speed.
|
|
SetShapeGravity ( Primitive shapeName, Primitive gravX, Primitive gravY ) : void |
Set the gravity direction and magnitude for an individual shape (default 0,100).
|
|
SetTire ( Primitive shapeName ) : void |
Set an object to act as a drivable tire for a top down game. Usually gravity will be 0 and the shape should already be added to the engine. The object should be initially positioned facing forward up on the display.
|
|
SetTireProperties ( Primitive shapeName, Primitive properties ) : void |
Set tire properties, they include: AntiSkid (higher value reduces skid) Drag (higher value increases forward/backward drag) Brake (higher value increases braking power) Straighten (higher value restores stearing more quickly) BrakeStraighten (higher value restores stearing more quickly while braking)
|
|
SetTorque ( Primitive shapeName, Primitive torque ) : void |
Set a torque to a shape (a rotational kick).
|
|
SetVelocity ( Primitive shapeName, Primitive velX, Primitive velY ) : void |
Set the velocity of a shape.
|
|
TimestepControl ( Primitive timestep, Primitive velocityIterations, Primitive positionIterations ) : void |
Modify default timestep control parameters - also can be set using individual parameters.
|
|
ToggleMoving ( Primitive shapeName ) : void |
Toggle a moving shape to be fixed and vice-versa. This method also sets the rotation to be on or off to match if it is moving or fixed.
|
|
ToggleRotation ( Primitive shapeName ) : void |
Toggle a shape to not rotate and vice-versa. This method toggles the rotation property for fixed and moving shapes.
|
|
ToggleSensor ( Primitive shapeName ) : void |
Toggle a shape to act as a sensor and vice-versa. A sensor shape does not interact with other shapes, but still provides collision data.
|
|
TurnTire ( Primitive shapeName, Primitive torque ) : void |
Turn a tire shape, steer left or right.
|
|
UngroupShapes ( Primitive shape1, Primitive shape2 ) : void |
Remove shape group pairing.
|
|
UnsetBullet ( Primitive shapeName ) : void |
Unset a shape as a bullet. This reverts the shape to normal collision detection.
|
|
WakeAll ( ) : void |
Wake all sleeping shapes - shapes sleep due to no applied forces or contacts. They wake automatically on any contact or applied force, so this action is rarely required.
|
|
WriteJson ( Primitive fileName ) : void |
Write out a json script compatible with R.U.B.E. from current LDPhysics model. See https://www.iforce2d.net/rube for more details.
|
Méthode | Description | |
---|---|---|
Cast ( double value, bool reverseY ) : Primitive | ||
GetJointName ( |
public static AddChain ( Primitive shape1, Primitive shape2 ) : Primitive | ||
shape1 | Primitive | /// First shape. /// |
shape2 | Primitive | /// Second shape. /// |
Résultat | Primitive |
public static AddExplosion ( Primitive posX, Primitive posY, Primitive power, Primitive damping, Primitive colour ) : void | ||
posX | Primitive | The X coordinate of the explosion. |
posY | Primitive | The Y coordinate of the explosion. |
power | Primitive | The explosion force, this is the initial velocity of the blast particles. |
damping | Primitive | A damping for the blast, the smaller this value the larger the blast range (default 10). |
colour | Primitive | An optional colour of the explosion particles ("" for none). |
Résultat | void |
public static AddFixedAnchor ( Primitive posX, Primitive posY ) : Primitive | ||
posX | Primitive | /// The X coordinate of the anchor. /// |
posY | Primitive | /// The Y coordinate of the anchor. /// |
Résultat | Primitive |
public static AddFixedShape ( Primitive shapeName, Primitive friction, Primitive restitution ) : void | ||
shapeName | Primitive | /// The name of the shape. /// |
friction | Primitive | /// The shape friction (usually 0 to 1). /// |
restitution | Primitive | /// The shape restitution or bounciness (usually 0 to 1). /// |
Résultat | void |
public static AddInactiveShape ( Primitive shapeName ) : void | ||
shapeName | Primitive | /// The name of the shape. /// |
Résultat | void |
public static AddMovingAnchor ( Primitive posX, Primitive posY ) : Primitive | ||
posX | Primitive | /// The X coordinate of the anchor. /// |
posY | Primitive | /// The Y coordinate of the anchor. /// |
Résultat | Primitive |
public static AddMovingShape ( Primitive shapeName, Primitive friction, Primitive restitution, Primitive density ) : void | ||
shapeName | Primitive | /// The name of the shape. /// |
friction | Primitive | /// The shape friction (usually 0 to 1). /// |
restitution | Primitive | /// The shape restitution or bounciness (usually 0 to 1). /// If a negative value is set for restitution, then the shape will be added with a very small size which may be used to add an inactive image that can be grouped within an irregular compound shape that matches the image boundary. /// |
density | Primitive | /// The shape density (default 1). /// |
Résultat | void |
public static AddRope ( Primitive shape1, Primitive shape2 ) : Primitive | ||
shape1 | Primitive | /// First shape. /// |
shape2 | Primitive | /// Second shape. /// |
Résultat | Primitive |
public static AttachShapes ( Primitive shape1, Primitive shape2 ) : void | ||
shape1 | Primitive | /// The first shape name. /// |
shape2 | Primitive | /// The second shape name. /// |
Résultat | void |
public static AttachShapesWithJoint ( Primitive shape1, Primitive shape2, Primitive type, Primitive collide, Primitive parameters ) : Primitive | ||
shape1 | Primitive | The first shape name. |
shape2 | Primitive | The second shape name. |
type | Primitive | One of the following joint types. /// /// "Distance" - maintain a fixed distance between the shapes. /// "Gear" - link Prismatic or Revolute joints (previously created) of 2 shapes. /// "Line" - move the shapes along a line initially connecting the shapes. /// "Mouse" - move the shape to follow the mouse (both shape names should be the same). /// "Prismatic_H" - move shapes vertically along a line between the two shapes. /// "Prismatic_V" - move shapes horizontally along a line between the two shapes. /// "Pulley" - a pulley system, one shape moves up as the other moves down - position the shapes initially at the extreme points of the pulley motion. /// "Revolute" - the shapes can rotate about each other. /// |
collide | Primitive | The connected shapes can interact with each other "True" or "False" (default). /// |
parameters | Primitive | Optional parameters (default ""), multiple parameters are in an array. /// /// "Distance" - damping ratio (default 0) /// "Gear" - gear ratio, first joint, second joint (default 1, auto detect joints) /// "Line" - X direction, Y direction, lower translation, upper translation (default line connecting shapes, no limits) /// "Mouse" - max acceleration, damping ratio (default 10000, 0.7) /// "Prismatic_H" - X direction, Y direction, lower translation, upper translation (default 1,0, no limits) /// "Prismatic_V" - X direction, Y direction, lower translation, upper translation (default 0,1, no limits) /// "Pulley" - pulley ratio (block and tackle) (default 1) /// "Revolute" - lower angle, upper angle (default no limits) /// |
Résultat | Primitive |
public static AttachShapesWithRotation ( Primitive shape1, Primitive shape2 ) : void | ||
shape1 | Primitive | /// The first shape name. /// |
shape2 | Primitive | /// The second shape name. /// |
Résultat | void |
public static BoxShape ( Primitive shapeName, Primitive x1, Primitive y1, Primitive x2, Primitive y2 ) : void | ||
shapeName | Primitive | The shape to box or "". |
x1 | Primitive | The left x coordinate of the box. |
y1 | Primitive | The top y coordinate of the box. |
x2 | Primitive | The right x coordinate of the box. |
y2 | Primitive | The bottom y coordinate of the box. |
Résultat | void |
public static BrakeTire ( Primitive shapeName ) : void | ||
shapeName | Primitive | The tire shape to brake. |
Résultat | void |
public static DetachJoint ( Primitive jointName ) : void | ||
jointName | Primitive | /// The joint name. /// |
Résultat | void |
public static DetachShapes ( Primitive shape1, Primitive shape2 ) : void | ||
shape1 | Primitive | /// The first shape name. /// |
shape2 | Primitive | /// The second shape name. /// |
Résultat | void |
public static DisconnectShape ( Primitive shapeName ) : void | ||
shapeName | Primitive | /// The shape name. /// |
Résultat | void |
public static FollowShapeX ( Primitive shapeName ) : void | ||
shapeName | Primitive | /// The shape to follow or "". /// |
Résultat | void |
public static FollowShapeY ( Primitive shapeName ) : void | ||
shapeName | Primitive | /// The shape to follow or "". /// |
Résultat | void |
public static GetAllShapesAt ( Primitive posX, Primitive posY ) : Primitive | ||
posX | Primitive | /// The X coordinate. /// |
posY | Primitive | /// The Y coordinate. /// |
Résultat | Primitive |
public static GetAngle ( Primitive shapeName ) : Primitive | ||
shapeName | Primitive | /// The shape name. /// |
Résultat | Primitive |
public static GetCollisions ( Primitive shapeName ) : Primitive | ||
shapeName | Primitive | /// The shape to check for collisions. /// |
Résultat | Primitive |
public static GetContacts ( Primitive posX, Primitive posY, Primitive distance ) : Primitive | ||
posX | Primitive | /// The X coordinate of a contact position to check. /// |
posY | Primitive | /// The Y coordinate of a contact position to check. /// |
distance | Primitive | /// A maximum distance from the contact point for the contact. /// |
Résultat | Primitive |
public static GetInertia ( Primitive shapeName ) : Primitive | ||
shapeName | Primitive | /// The shape name. /// |
Résultat | Primitive |
public static GetMass ( Primitive shapeName ) : Primitive | ||
shapeName | Primitive | /// The shape name. /// |
Résultat | Primitive |
public static GetPosition ( Primitive shapeName ) : Primitive | ||
shapeName | Primitive | /// The shape name. /// |
Résultat | Primitive |
public static GetRotation ( Primitive shapeName ) : Primitive | ||
shapeName | Primitive | /// The shape name. /// |
Résultat | Primitive |
public static GetShapeAt ( Primitive posX, Primitive posY ) : Primitive | ||
posX | Primitive | /// The X coordinate. /// |
posY | Primitive | /// The Y coordinate. /// |
Résultat | Primitive |
public static GetTireInformation ( Primitive shapeName ) : Primitive | ||
shapeName | Primitive | The tire shape. |
Résultat | Primitive |
public static GetTireProperties ( Primitive shapeName ) : Primitive | ||
shapeName | Primitive | The tire shape. |
Résultat | Primitive |
public static GetVelocity ( Primitive shapeName ) : Primitive | ||
shapeName | Primitive | /// The shape name. /// |
Résultat | Primitive |
public static GroupShapes ( Primitive shape1, Primitive shape2 ) : void | ||
shape1 | Primitive | /// The first shape name. /// |
shape2 | Primitive | /// The second shape name. /// |
Résultat | void |
public static MoveTire ( Primitive shapeName, Primitive force ) : void | ||
shapeName | Primitive | The tire shape to move. |
force | Primitive | The force to apply, positive is forward, negative is backward. |
Résultat | void |
public static PanView ( Primitive panHorizontal, Primitive panVertical ) : void | ||
panHorizontal | Primitive | /// Pan in the horizontal direction (negative is left). /// |
panVertical | Primitive | /// Pan in the vertical direction (negative is up). /// |
Résultat | void |
public static RayCast ( Primitive shapeName, Primitive angle, Primitive distance ) : Primitive | ||
shapeName | Primitive | The shape to cast the ray from. |
angle | Primitive | The angle in degrees to check, this can also be an array of angles. |
distance | Primitive | A maximum distance to check. |
Résultat | Primitive |
public static ReadJson ( Primitive fileName, Primitive scale, Primitive reverseY, Primitive stationary, Primitive offsetX, Primitive offsetY ) : Primitive | ||
fileName | Primitive | The full path to the json file to read. |
scale | Primitive | Scale all shapes, default 1 (no scaling). |
reverseY | Primitive | Reverse the Y direction up to down ("True" or "False"). |
stationary | Primitive | Set all shapes to be initially at rest, joint motors are still enabled ("True" or "False"). |
offsetX | Primitive | Add an x coordinate offset to all shapes. |
offsetY | Primitive | Add a y coordinate offset to all shapes, especially useful when reverseY is set. |
Résultat | Primitive |
public static RemoveChain ( Primitive shapeName ) : void | ||
shapeName | Primitive | /// The chain name. /// |
Résultat | void |
public static RemoveRope ( Primitive shapeName ) : void | ||
shapeName | Primitive | /// The rope name. /// |
Résultat | void |
public static RemoveShape ( Primitive shapeName ) : void | ||
shapeName | Primitive | /// The name of the shape. /// |
Résultat | void |
public static SetAABB ( Primitive minX, Primitive maxX, Primitive minY, Primitive maxY ) : void | ||
minX | Primitive | /// The left coordinate of the universe (default -100). /// |
maxX | Primitive | /// The right coordinate of the universe (default 200). /// |
minY | Primitive | /// The top coordinate of the universe (default -100). /// |
maxY | Primitive | /// The bottom coordinate of the universe (default 200). /// |
Résultat | void |
public static SetAngle ( Primitive shapeName, Primitive angle ) : void | ||
shapeName | Primitive | /// The shape name. /// |
angle | Primitive | /// The angle of rotation in degrees. /// |
Résultat | void |
public static SetBoundaries ( Primitive left, Primitive right, Primitive top, Primitive bottom ) : void | ||
left | Primitive | /// The left boundary X value. /// |
right | Primitive | /// The right boundary X value. /// |
top | Primitive | /// The top boundary Y value. /// |
bottom | Primitive | /// The bottom (ground) boundary Y value. /// |
Résultat | void |
public static SetBullet ( Primitive shapeName ) : void | ||
shapeName | Primitive | /// The shape name. /// |
Résultat | void |
public static SetDamping ( Primitive shapeName, Primitive linear, Primitive angular ) : void | ||
shapeName | Primitive | /// The shape to modify. /// |
linear | Primitive | /// Linear damping factor. /// |
angular | Primitive | /// Angular damping factor. /// |
Résultat | void |
public static SetForce ( Primitive shapeName, Primitive forceX, Primitive forceY ) : void | ||
shapeName | Primitive | /// The shape to modify. /// |
forceX | Primitive | /// X component of the force. /// |
forceY | Primitive | /// Y component of the force. /// |
Résultat | void |
public static SetGravity ( Primitive gravX, Primitive gravY ) : void | ||
gravX | Primitive | /// The X component of gravity. /// |
gravY | Primitive | /// The Y component of gravity. /// |
Résultat | void |
public static SetGroup ( Primitive shapeName, Primitive group, Primitive mask ) : void | ||
shapeName | Primitive | /// The shape to modify. /// |
group | Primitive | /// The group that the current shape belongs to (default 0). This should be an integer between 0 and 15. /// |
mask | Primitive | /// An array of groups that this shape will collide with (default all groups 0,1,2,..,14,15). /// To allow the shape to only interact with groups 0, 1 and 4 would be "1=0;2=1;3=4;". /// |
Résultat | void |
public static SetImpulse ( Primitive shapeName, Primitive impulseX, Primitive impulseY ) : void | ||
shapeName | Primitive | /// The shape to modify. /// |
impulseX | Primitive | /// X component of the impulse. /// |
impulseY | Primitive | /// Y component of the impulse. /// |
Résultat | void |
public static SetJointMotor ( Primitive jointName, Primitive speed, Primitive maxForce ) : void | ||
jointName | Primitive | /// The joint name. /// |
speed | Primitive | The desired motor speed. |
maxForce | Primitive | The maximum motor force (torque for Revolute). /// A zero value turns motor off. |
Résultat | void |
public static SetPosition ( Primitive shapeName, Primitive posX, Primitive posY, Primitive angle ) : void | ||
shapeName | Primitive | /// The shape to modify. /// |
posX | Primitive | /// X component shape centre. /// |
posY | Primitive | /// Y component shape centre. /// |
angle | Primitive | /// The angle of rotation in degrees. /// |
Résultat | void |
public static SetRotation ( Primitive shapeName, Primitive rotation ) : void | ||
shapeName | Primitive | /// The shape to modify. /// |
rotation | Primitive | /// The angular rotation speed degrees/s. /// |
Résultat | void |
public static SetShapeGravity ( Primitive shapeName, Primitive gravX, Primitive gravY ) : void | ||
shapeName | Primitive | /// The shape to modify. /// |
gravX | Primitive | /// The X component of gravity. /// |
gravY | Primitive | /// The Y component of gravity. /// |
Résultat | void |
public static SetTire ( Primitive shapeName ) : void | ||
shapeName | Primitive | The shape to make a tire. |
Résultat | void |
public static SetTireProperties ( Primitive shapeName, Primitive properties ) : void | ||
shapeName | Primitive | The tire shape. |
properties | Primitive | An array of one or more properties to set. /// The index is one of the properties (case sensitive) and the value is the property value. |
Résultat | void |
public static SetTorque ( Primitive shapeName, Primitive torque ) : void | ||
shapeName | Primitive | /// The shape to modify. /// |
torque | Primitive | /// The torque to apply. /// |
Résultat | void |
public static SetVelocity ( Primitive shapeName, Primitive velX, Primitive velY ) : void | ||
shapeName | Primitive | /// The shape to modify. /// |
velX | Primitive | /// X component of the velocity. /// |
velY | Primitive | /// Y component of the velocity. /// |
Résultat | void |
public static TimestepControl ( Primitive timestep, Primitive velocityIterations, Primitive positionIterations ) : void | ||
timestep | Primitive | /// Time-step (default 0.025). /// |
velocityIterations | Primitive | /// Velocity iterations (default 6). /// |
positionIterations | Primitive | /// Position iterations (default 2). /// |
Résultat | void |
public static ToggleMoving ( Primitive shapeName ) : void | ||
shapeName | Primitive | The shape name. |
Résultat | void |
public static ToggleRotation ( Primitive shapeName ) : void | ||
shapeName | Primitive | The shape name. |
Résultat | void |
public static ToggleSensor ( Primitive shapeName ) : void | ||
shapeName | Primitive | The shape name. |
Résultat | void |
public static TurnTire ( Primitive shapeName, Primitive torque ) : void | ||
shapeName | Primitive | The tire shape to turn. |
torque | Primitive | The torque, rotation force to apply, positive is turn right, negative is turn left. |
Résultat | void |
public static UngroupShapes ( Primitive shape1, Primitive shape2 ) : void | ||
shape1 | Primitive | /// The first shape name. /// |
shape2 | Primitive | /// The second shape name. /// |
Résultat | void |
public static UnsetBullet ( Primitive shapeName ) : void | ||
shapeName | Primitive | /// The shape name. /// |
Résultat | void |
public static WriteJson ( Primitive fileName ) : void | ||
fileName | Primitive | The full path to the json file to create. |
Résultat | void |