Property | Type | Description | |
---|---|---|---|
controllerFilter | |||
gravityScale | float | ||
ignoreCCD | bool | ||
ignoreGravity | bool | ||
isBullet | bool | ||
islandIndex | int | ||
physicsLogicFilter | |||
userData | object |
Method | Description | |
---|---|---|
Body ( |
||
Dispose ( ) : void | ||
applyAngularImpulse ( float impulse ) : void |
Apply an angular impulse.
|
|
applyForce ( Vector2 &force ) : void |
Applies a force at the center of mass.
|
|
applyForce ( Vector2 force, Vector2 point ) : void |
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body.
|
|
applyLinearImpulse ( Vector2 impulse ) : void |
Apply an impulse at a point. This immediately modifies the velocity. This wakes up the body.
|
|
applyLinearImpulse ( Vector2 impulse, Vector2 point ) : void |
Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of application is not at the center of mass. This wakes up the body.
|
|
applyTorque ( float torque ) : void |
Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass. This wakes up the body.
|
|
clone ( |
Makes a clone of the body. Fixtures and therefore shapes are not included. Use DeepClone() to clone the body, as well as fixtures and shapes.
|
|
createFixture ( |
Creates a fixture and attach it to this body. If the density is non-zero, this function automatically updates the mass of the body. Contacts are not created until the next time step. Warning: This function is locked during callbacks.
|
|
deepClone ( |
Clones the body and all attached fixtures and shapes. Simply said, it makes a complete copy of the body.
|
|
destroyFixture ( |
Destroy a fixture. This removes the fixture from the broad-phase and destroys all contacts associated with this fixture. This will automatically adjust the mass of the body if the body is dynamic and the fixture has positive density. All fixtures attached to a body are implicitly destroyed when the body is destroyed. Warning: This function is locked during callbacks.
|
|
getLinearVelocityFromLocalPoint ( Vector2 localPoint ) : Vector2 |
Get the world velocity of a local point.
|
|
getLinearVelocityFromWorldPoint ( Vector2 worldPoint ) : Vector2 |
Get the world linear velocity of a world point attached to this body.
|
|
getLocalPoint ( Vector2 &worldPoint ) : Vector2 |
Gets a local point relative to the body's origin given a world point. Note that the vector only takes the rotation into account, not the position.
|
|
getLocalVector ( Vector2 &worldVector ) : Vector2 |
Gets a local vector given a world vector. Note that the vector only takes the rotation into account, not the position.
|
|
getTransform ( Transform &transform ) : void |
Get the body transform for the body's origin.
|
|
getWorldPoint ( Vector2 &localPoint ) : Vector2 |
Get the world coordinates of a point given the local coordinates.
|
|
getWorldVector ( Vector2 &localVector ) : Vector2 |
Get the world coordinates of a vector given the local coordinates. Note that the vector only takes the rotation into account, not the position.
|
|
ignoreCollisionWith ( |
||
resetDynamics ( ) : void |
Resets the dynamics of this body. Sets torque, force and linear/angular velocity to 0
|
|
resetMassData ( ) : void |
This resets the mass properties to the sum of the mass properties of the fixtures. This normally does not need to be called unless you called SetMassData to override the mass and you later want to reset the mass.
|
|
restoreCollisionWith ( |
||
setTransform ( Vector2 &position, float rotation ) : void |
Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a body's transform may cause non-physical behavior.
|
|
setTransformIgnoreContacts ( Vector2 &position, float angle ) : void |
For teleporting a body without considering new contacts immediately.
|
Method | Description | |
---|---|---|
advance ( float alpha ) : void | ||
shouldCollide ( |
This is used to prevent connected bodies from colliding. It may lie, depending on the collideConnected flag.
|
|
synchronizeFixtures ( ) : void | ||
synchronizeTransform ( ) : void |
public Body ( |
||
world | ||
position | Vector2 | |
rotation | float | |
bodyType | BodyType | |
userdata | object | |
return | System |
public applyAngularImpulse ( float impulse ) : void | ||
impulse | float | The angular impulse in units of kg*m*m/s. |
return | void |
public applyForce ( Vector2 &force ) : void | ||
force | Vector2 | The force. |
return | void |
public applyForce ( Vector2 force, Vector2 point ) : void | ||
force | Vector2 | The world force vector, usually in Newtons (N). |
point | Vector2 | The world position of the point of application. |
return | void |
public applyLinearImpulse ( Vector2 impulse ) : void | ||
impulse | Vector2 | The world impulse vector, usually in N-seconds or kg-m/s. |
return | void |
public applyLinearImpulse ( Vector2 impulse, Vector2 point ) : void | ||
impulse | Vector2 | The world impulse vector, usually in N-seconds or kg-m/s. |
point | Vector2 | The world position of the point of application. |
return | void |
public applyTorque ( float torque ) : void | ||
torque | float | The torque about the z-axis (out of the screen), usually in N-m. |
return | void |
public createFixture ( |
||
shape | The shape. | |
userData | object | Application specific data |
return |
public destroyFixture ( |
||
fixture | The fixture to be removed. | |
return | void |
public getLinearVelocityFromLocalPoint ( Vector2 localPoint ) : Vector2 | ||
localPoint | Vector2 | A point in local coordinates. |
return | Vector2 |
public getLinearVelocityFromWorldPoint ( Vector2 worldPoint ) : Vector2 | ||
worldPoint | Vector2 | A point in world coordinates. |
return | Vector2 |
public getLocalPoint ( Vector2 &worldPoint ) : Vector2 | ||
worldPoint | Vector2 | A point in world coordinates. |
return | Vector2 |
public getLocalVector ( Vector2 &worldVector ) : Vector2 | ||
worldVector | Vector2 | A vector in world coordinates. |
return | Vector2 |
public getTransform ( Transform &transform ) : void | ||
transform | Transform | The transform of the body's origin. |
return | void |
public getWorldPoint ( Vector2 &localPoint ) : Vector2 | ||
localPoint | Vector2 | A point on the body measured relative the the body's origin. |
return | Vector2 |
public getWorldVector ( Vector2 &localVector ) : Vector2 | ||
localVector | Vector2 | A vector fixed in the body. |
return | Vector2 |
public ignoreCollisionWith ( |
||
other | ||
return | void |
public restoreCollisionWith ( |
||
other | ||
return | void |
public setTransform ( Vector2 &position, float rotation ) : void | ||
position | Vector2 | The world position of the body's local origin. |
rotation | float | The world rotation in radians. |
return | void |
public setTransformIgnoreContacts ( Vector2 &position, float angle ) : void | ||
position | Vector2 | The position. |
angle | float | The angle. |
return | void |
public ControllerFilter,FarseerPhysics.Controllers controllerFilter | ||
return |
public PhysicsLogicFilter,FarseerPhysics.Common.PhysicsLogic physicsLogicFilter | ||
return |