Difference between revisions of "Category:Physics Engine/Bodies"
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− | A body holds the physical properties (mass, position, rotation, velocity, etc.) of an object. | + | A body holds the physical properties (mass, position, rotation, velocity, etc.) of an object. It does not have a [[#Shape|shape]] until you attach one (or more) to it. |
+ | Its type is TI.cpBody. | ||
+ | |||
+ | |||
+ | ===== Body ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | body = physics.Body(mass, inertia) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | mass | ||
+ | | '''in''' number | ||
+ | | Mass of the body | ||
+ | |- | ||
+ | | inertia | ||
+ | | '''in''' number | ||
+ | | The inertia of the body | ||
+ | |- | ||
+ | | body | ||
+ | | '''out''' physics.Body | ||
+ | | A new Body with the supplied mass and inertia | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns a new Body with the given mass and moment of inertia. | ||
+ | |||
+ | Use the [[#inertia|provided helper functions]] to compute the moment of inertia. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== activate ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:activate() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Activates a sleeping body. | ||
+ | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" | ||
+ | |- | ||
+ | | <span style="color:#0000AA">'''INFO'''</span><hr> | ||
+ | |- | ||
+ | |||
+ | <div style="white-space: pre"> | ||
+ | |||
+ | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of this routine. | ||
+ | |||
+ | </div> | ||
+ | |} | ||
+ | <br/> | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== angle ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | angle = physics.Body:angle() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | angle | ||
+ | | '''out''' number | ||
+ | | The angle of the Body in radians | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the angle in radians of the orientation of the body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== angVel ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | avel = physics.Body:angVel() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | avel | ||
+ | | '''out''' number | ||
+ | | The angular velocity of the Body in radians per unit time | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the angular velocity of the body in radians per unit time. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== applyForce ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:applyForce(forceVect, rOffset) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | forceVect | ||
+ | | '''in''' physics.Vect | ||
+ | | A force vector | ||
+ | |- | ||
+ | | rOffset | ||
+ | | '''in''' physics.Vect | ||
+ | | Vector offset of the force relative to the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Apply force [[#vector|vector]] on ''self'' at a relative offset from the center of gravity. | ||
+ | |||
+ | Introducted in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== applyImpulse ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:applyImpulse(impulseVect, rOffset) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | impulseVect | ||
+ | | '''in''' physics.Vect | ||
+ | | Impulse force on the Body | ||
+ | |- | ||
+ | | rOffset | ||
+ | | '''in''' physics.Vect | ||
+ | | Vector offset of the force relative to the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Apply the impulse [[#vector|vector]] to ''self'' at a relative offset from the center of gravity. | ||
+ | |||
+ | Introducted in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== data ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | obj = physics.Body:data() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | obj | ||
+ | | '''out''' Lua object | ||
+ | | An object previously set on the Body by the programmer | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the contents of the programmer data field of the Body. | ||
+ | |||
+ | Introducted in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== force ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | fvec = physics.Body:force() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | fvec | ||
+ | | '''out''' physics.Vect | ||
+ | | The force vector on the Body | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the force [[#vector|vector]] on the body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== isRogue ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | bool = physics.Body:isRogue() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | bool | ||
+ | | '''out''' boolean | ||
+ | | True if the Body is a rogue Body | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns true if the Body is a rogue Body, never having been added to the simulation [[#Space|Space]]. | ||
+ | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" | ||
+ | |- | ||
+ | | <span style="color:#0000AA">'''INFO'''</span><hr> | ||
+ | |- | ||
+ | |||
+ | <div style="white-space: pre"> | ||
+ | |||
+ | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of rogue bodies. | ||
+ | |||
+ | </div> | ||
+ | |} | ||
+ | <br/> | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== isSleeping ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | bool = physics.Body:isSleeping() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | bool | ||
+ | | '''out''' boolean | ||
+ | | True if the Body is sleeping | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns true if the body is sleeping. | ||
+ | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" | ||
+ | |- | ||
+ | | <span style="color:#0000AA">'''INFO'''</span><hr> | ||
+ | |- | ||
+ | |||
+ | <div style="white-space: pre"> | ||
+ | |||
+ | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of sleeping bodies. | ||
+ | |||
+ | </div> | ||
+ | |} | ||
+ | <br/> | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== local2World ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | wvec = physics.Body:local2World(lvec) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | lvec | ||
+ | | '''in''' physics.Vect | ||
+ | | A vector relative to the position of the Body | ||
+ | |- | ||
+ | | wvec | ||
+ | | '''out''' physics.Vect | ||
+ | | A vector in world coordinates | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Converts ''lvec'' from body-relative coordinates to world coordinates. Returns the converted [[#vector|vector]]. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== kineticEnergy ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | ke = physics.Body:kineticEnergy() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | ke | ||
+ | | '''out''' number | ||
+ | | The total kinetic energy of the Body | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the kinetic energy of the body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== mass ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | m = physics.Body:mass() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | m | ||
+ | | '''out''' number | ||
+ | | The mass of the Body | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the mass of the body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== moment ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | m = physics.Body:moment() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | m | ||
+ | | '''out''' number | ||
+ | | The moment of inertia of the Body | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the moment of inertia of the body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== pos ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | p = physics.Body:pos() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | p | ||
+ | | '''out''' physics.Vect | ||
+ | | The position of the Body | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the [[#vector|vector]] position of the body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== resetForces ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:resetForces() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Zero both the force and torque accumulated on ''self''. | ||
+ | |||
+ | Introducted in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== rot ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | rvec = physics.Body:rot() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | rvec | ||
+ | | '''out''' physics.Vect | ||
+ | | The unit vector orientation of the Body | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the [[#vector|vector]] orientation of the body. This is a unit vector cached from the last calculated angle of the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== setAngle ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:setAngle(angle) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | angle | ||
+ | | '''in''' number | ||
+ | | The angle of rotation in radians of the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Updates the angle of rotation in radians of the body. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== setAngVel ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:setAngVel(vel) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | vel | ||
+ | | '''in''' number | ||
+ | | The angular velocity in radians per unit time of the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Updates the angular velocity of the body. The angular velocity is in radians per unit time. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== setData ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:setData(value) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | value | ||
+ | | '''in''' object | ||
+ | | A programmer-supplied Lua object | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Sets the programmer data field of the Body. The programmer can store any Lua object in this field. This is a handy place to store a reference to a simulation object. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== setForce ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:setForce(vector) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | vector | ||
+ | | '''in''' physics.Vect | ||
+ | | The vector of force on the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Updates the force [[#vector|vector]] on the body. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== setMass ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:setMass(mass) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | mass | ||
+ | | '''in''' number | ||
+ | | The mass of the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Updates the mass of the body. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== setMoment ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:setMoment(moment) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | moment | ||
+ | | '''in''' number | ||
+ | | The moment of inertia of the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Updates the moment of inertia of the body. | ||
+ | |||
+ | Use the [[#inertia|provided helper functions]] to compute the moment of inertia. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== setPos ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:setPos(vector) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | vector | ||
+ | | '''in''' physics.Vect | ||
+ | | The position of the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Updates the position of the body. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== setPositionFunc ===== | ||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd">self = physics.Body:setPositionFunc(func) | ||
+ | </pre><!-- code end--> | ||
+ | <!-- table start --> | ||
+ | |||
+ | {| border="1" width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | |- | ||
+ | ! Parameter | ||
+ | ! Type | ||
+ | ! Description <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | func | ||
+ | | '''in''' function(body, dt) | ||
+ | | A callback function that updates the position of the Body on each time step | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |} | ||
+ | <!-- table end --> | ||
+ | <br> Sets the position function of the body. The position function must be a function that accepts a Body and a time step value and at some point calls body:updatePosition to update the position of the body. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | |||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== setTorque ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:setTorque(torque) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | torque | ||
+ | | '''in''' number | ||
+ | | The torque of the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Updates the torque on the body. Torque is a numeric magnitude. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== setVel ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:setVel(vector) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | vector | ||
+ | | '''in''' physics.Vect | ||
+ | | The velocity vector of the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Updates the velocity of the body. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== setVelocityFunc ===== | ||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd">self = physics.Body:setVelocityFunc(func) | ||
+ | </pre><!-- code end--> | ||
+ | <!-- table start --> | ||
+ | |||
+ | {| border="1" width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | |- | ||
+ | ! Parameter | ||
+ | ! Type | ||
+ | ! Description <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | func | ||
+ | | '''in''' function(body, grav, damping, dt) | ||
+ | | A callback function that updates the velocity of the Body on each time step | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |} | ||
+ | <!-- table end --> | ||
+ | <br> Sets the velocity function of the body. The velocity function must be a function that accepts a Body, a gravity [[#vector|vector]], a numeric damping factor, and a time step value. The function should call body:updateVelocity to adjust the velocity of the body. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#ddffdd;" | ||
+ | |- | ||
+ | | | ||
+ | <span style="color:#00AA00">'''TIP''':</span> '''Example''' | ||
+ | |||
+ | <br>function sampleVelocityFunc(body, gravity, damping, dt)<br>local pos = body:pos()<br>local sqdist = pos:lengthsq()<br>local g = pos:mult(-GravityStrength / (sqdist * math.sqrt(sqdist)))<br>body:updateVelocity(g, damping, dt)<br>end | ||
+ | |||
+ | body:setVelocityFunc(sampleVelocityFunc)<br><br> | ||
+ | |||
+ | ---- | ||
+ | |||
+ | |} | ||
+ | |||
+ | <br> | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== setVLimit ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:setVLimit(limit) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | limit | ||
+ | | '''in''' number | ||
+ | | The maximum speed of the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Sets the limit for the maximum speed of the body. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== setWLimit ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:setWLimit(limit) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | limit | ||
+ | | '''in''' number | ||
+ | | The maximum angular velocity of the Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Updates the limit of the angular velocity of the body. Angular velocity is in radians per unit time. | ||
+ | |||
+ | Returns the Body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== sleep ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:sleep() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Puts the body to sleep. | ||
+ | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" | ||
+ | |- | ||
+ | | <span style="color:#0000AA">'''INFO'''</span><hr> | ||
+ | |- | ||
+ | |||
+ | <div style="white-space: pre"> | ||
+ | |||
+ | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of sleeping bodies. | ||
+ | |||
+ | </div> | ||
+ | |} | ||
+ | <br/> | ||
+ | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#FFFFCE;" | ||
+ | |- | ||
+ | | <span style="color:#AAAA00">'''NOTE''':</span> '''NOTES'''<hr> | ||
+ | |- | ||
+ | |||
+ | <div style="white-space: pre"> | ||
+ | The body must be added to a [[#Space|Space]] before it can be put to sleep. | ||
+ | |||
+ | Calling this function within a query or callback is not allowed. | ||
+ | </div> | ||
+ | |} | ||
+ | <br/> | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== sleepWithGroup ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | self = physics.Body:sleepWithGroup( [group] ) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | group | ||
+ | | '''in''' physics.Body | ||
+ | | A sleeping body. If this parameter is not supplied, a new group is created | ||
+ | |- | ||
+ | | self | ||
+ | | '''out''' physics.Body | ||
+ | | The input Body is returned as the output | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Puts the Body to sleep and adds it to a group of other sleeping bodies. | ||
+ | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" | ||
+ | |- | ||
+ | | <span style="color:#0000AA">'''INFO'''</span><hr> | ||
+ | |- | ||
+ | |||
+ | <div style="white-space: pre"> | ||
+ | |||
+ | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of this routine. | ||
+ | |||
+ | </div> | ||
+ | |} | ||
+ | <br/> | ||
+ | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#FFFFCE;" | ||
+ | |- | ||
+ | | <span style="color:#AAAA00">'''NOTE''':</span> '''NOTE'''<hr> | ||
+ | |- | ||
+ | |||
+ | <div style="white-space: pre"> | ||
+ | The body must be added to a [[#Space|Space]] before it can be put to sleep. | ||
+ | |||
+ | Calling this function within a query or callback is not allowed. | ||
+ | </div> | ||
+ | |} | ||
+ | <br/> | ||
+ | |||
+ | This routine will raise an exception if ''group'' is not sleeping. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== torque ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | t = physics.Body:torque() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | torque | ||
+ | | '''out''' number | ||
+ | | The torque on the Body | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the torque on the body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== updatePosition ===== | ||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | physics.Body:updatePosition(dt) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | dt | ||
+ | | '''in''' number | ||
+ | | The time interval in seconds | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Updates the position of the body using Euler integration. | ||
+ | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" | ||
+ | |- | ||
+ | | <span style="color:#0000AA">'''INFO'''</span><hr> | ||
+ | |- | ||
+ | |||
+ | <div style="white-space: pre"> | ||
+ | |||
+ | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of this routine. | ||
+ | |||
+ | </div> | ||
+ | |} | ||
+ | <br/> | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== updateVelocity ===== | ||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | physics.Body:updateVelocity(grav, damp, dt) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | grav | ||
+ | | '''in''' physics.Vect | ||
+ | | The force of gravity | ||
+ | |- | ||
+ | | damp | ||
+ | | '''in''' physics.Vect | ||
+ | | The damping factor | ||
+ | |- | ||
+ | | dt | ||
+ | | '''in''' physics.Vect | ||
+ | | The time interval in seconds | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Updates the velocity of the body using Euler integration. | ||
+ | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" | ||
+ | |- | ||
+ | | <span style="color:#0000AA">'''INFO'''</span><hr> | ||
+ | |- | ||
+ | |||
+ | <div style="white-space: pre"> | ||
+ | |||
+ | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of this routine. | ||
+ | |||
+ | </div> | ||
+ | |} | ||
+ | <br/> | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== vel ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | vvel = physics.Body:vel() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | vvel | ||
+ | | '''out''' physics.Vect | ||
+ | | The velocity of the Body | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the [[#vector|vector]] velocity of the body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== vLimit ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | vmax = physics.Body:vLimit() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | vmax | ||
+ | | '''out''' number | ||
+ | | The maximum speed of the Body | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the speed limit of the body. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== wLimit ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | wmax = physics.Body:wLimit() | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | wmax | ||
+ | | '''out''' number | ||
+ | | The maximum angular velocity of the Body in radians per unit time | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Returns the angular velocity limit of the body. The angular velocity is in radians per unit time. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
+ | ---- | ||
+ | ===== world2Local ===== | ||
+ | |||
+ | |||
+ | <!-- code start--> | ||
+ | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> | ||
+ | lvec = physics.Body:world2Local(wvec) | ||
+ | </pre><!-- code end--> | ||
+ | |||
+ | |||
+ | <!-- table start --> | ||
+ | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" | ||
+ | <!-- header row start --> | ||
+ | ! Parameter !! Type !! Description | ||
+ | <!-- header row end --> | ||
+ | |- | ||
+ | | self | ||
+ | | '''in''' physics.Body | ||
+ | | The input Body | ||
+ | |- | ||
+ | | wvec | ||
+ | | '''in''' physics.Vect | ||
+ | | A vector in world coordinates | ||
+ | |- | ||
+ | | lvec | ||
+ | | '''out''' physics.Vect | ||
+ | | A vector relative to the position of the Body | ||
+ | |}<!-- table end --> | ||
+ | |||
+ | <br/> | ||
+ | Converts ''wvec'' from world coordinates to body-relative coordinates. Returns the converted [[#vector|vector]]. | ||
+ | |||
+ | Introduced in platform.apiLevel = '2.0' | ||
+ | |||
[[Category:Physics_Engine]] | [[Category:Physics_Engine]] |
Latest revision as of 09:44, 18 July 2012
A body holds the physical properties (mass, position, rotation, velocity, etc.) of an object. It does not have a shape until you attach one (or more) to it. Its type is TI.cpBody.
Contents
- 1 Body
- 2 activate
- 3 angle
- 4 angVel
- 5 applyForce
- 6 applyImpulse
- 7 data
- 8 force
- 9 isRogue
- 10 isSleeping
- 11 local2World
- 12 kineticEnergy
- 13 mass
- 14 moment
- 15 pos
- 16 resetForces
- 17 rot
- 18 setAngle
- 19 setAngVel
- 20 setData
- 21 setForce
- 22 setMass
- 23 setMoment
- 24 setPos
- 25 setPositionFunc
- 26 setTorque
- 27 setVel
- 28 setVelocityFunc
- 29 setVLimit
- 30 setWLimit
- 31 sleep
- 32 sleepWithGroup
- 33 torque
- 34 updatePosition
- 35 updateVelocity
- 36 vel
- 37 vLimit
- 38 wLimit
- 39 world2Local
Body
body = physics.Body(mass, inertia)
Parameter | Type | Description |
---|---|---|
mass | in number | Mass of the body |
inertia | in number | The inertia of the body |
body | out physics.Body | A new Body with the supplied mass and inertia |
Returns a new Body with the given mass and moment of inertia.
Use the provided helper functions to compute the moment of inertia.
Introduced in platform.apiLevel = '2.0'
activate
self = physics.Body:activate()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
self | out physics.Body | The input Body is returned as the output |
Activates a sleeping body.
See [http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/] for an explanation of this routine.
INFO |
Introduced in platform.apiLevel = '2.0'
angle
angle = physics.Body:angle()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
angle | out number | The angle of the Body in radians |
Returns the angle in radians of the orientation of the body.
Introduced in platform.apiLevel = '2.0'
angVel
avel = physics.Body:angVel()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
avel | out number | The angular velocity of the Body in radians per unit time |
Returns the angular velocity of the body in radians per unit time.
Introduced in platform.apiLevel = '2.0'
applyForce
self = physics.Body:applyForce(forceVect, rOffset)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
forceVect | in physics.Vect | A force vector |
rOffset | in physics.Vect | Vector offset of the force relative to the Body |
self | out physics.Body | The input Body is returned as the output |
Apply force vector on self at a relative offset from the center of gravity.
Introducted in platform.apiLevel = '2.0'
applyImpulse
self = physics.Body:applyImpulse(impulseVect, rOffset)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
impulseVect | in physics.Vect | Impulse force on the Body |
rOffset | in physics.Vect | Vector offset of the force relative to the Body |
self | out physics.Body | The input Body is returned as the output |
Apply the impulse vector to self at a relative offset from the center of gravity.
Introducted in platform.apiLevel = '2.0'
data
obj = physics.Body:data()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
obj | out Lua object | An object previously set on the Body by the programmer |
Returns the contents of the programmer data field of the Body.
Introducted in platform.apiLevel = '2.0'
force
fvec = physics.Body:force()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
fvec | out physics.Vect | The force vector on the Body |
Returns the force vector on the body.
Introduced in platform.apiLevel = '2.0'
isRogue
bool = physics.Body:isRogue()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
bool | out boolean | True if the Body is a rogue Body |
Returns true if the Body is a rogue Body, never having been added to the simulation Space.
See [http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/] for an explanation of rogue bodies.
INFO |
Introduced in platform.apiLevel = '2.0'
isSleeping
bool = physics.Body:isSleeping()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
bool | out boolean | True if the Body is sleeping |
Returns true if the body is sleeping.
See [http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/] for an explanation of sleeping bodies.
INFO |
Introduced in platform.apiLevel = '2.0'
local2World
wvec = physics.Body:local2World(lvec)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
lvec | in physics.Vect | A vector relative to the position of the Body |
wvec | out physics.Vect | A vector in world coordinates |
Converts lvec from body-relative coordinates to world coordinates. Returns the converted vector.
Introduced in platform.apiLevel = '2.0'
kineticEnergy
ke = physics.Body:kineticEnergy()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
ke | out number | The total kinetic energy of the Body |
Returns the kinetic energy of the body.
Introduced in platform.apiLevel = '2.0'
mass
m = physics.Body:mass()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
m | out number | The mass of the Body |
Returns the mass of the body.
Introduced in platform.apiLevel = '2.0'
moment
m = physics.Body:moment()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
m | out number | The moment of inertia of the Body |
Returns the moment of inertia of the body.
Introduced in platform.apiLevel = '2.0'
pos
p = physics.Body:pos()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
p | out physics.Vect | The position of the Body |
Returns the vector position of the body.
Introduced in platform.apiLevel = '2.0'
resetForces
self = physics.Body:resetForces()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
self | out physics.Body | The input Body is returned as the output |
Zero both the force and torque accumulated on self.
Introducted in platform.apiLevel = '2.0'
rot
rvec = physics.Body:rot()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
rvec | out physics.Vect | The unit vector orientation of the Body |
Returns the vector orientation of the body. This is a unit vector cached from the last calculated angle of the Body.
Introduced in platform.apiLevel = '2.0'
setAngle
self = physics.Body:setAngle(angle)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
angle | in number | The angle of rotation in radians of the Body |
self | out physics.Body | The input Body is returned as the output |
Updates the angle of rotation in radians of the body.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
setAngVel
self = physics.Body:setAngVel(vel)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
vel | in number | The angular velocity in radians per unit time of the Body |
self | out physics.Body | The input Body is returned as the output |
Updates the angular velocity of the body. The angular velocity is in radians per unit time.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
setData
self = physics.Body:setData(value)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
value | in object | A programmer-supplied Lua object |
self | out physics.Body | The input Body is returned as the output |
Sets the programmer data field of the Body. The programmer can store any Lua object in this field. This is a handy place to store a reference to a simulation object.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
setForce
self = physics.Body:setForce(vector)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
vector | in physics.Vect | The vector of force on the Body |
self | out physics.Body | The input Body is returned as the output |
Updates the force vector on the body.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
setMass
self = physics.Body:setMass(mass)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
mass | in number | The mass of the Body |
self | out physics.Body | The input Body is returned as the output |
Updates the mass of the body.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
setMoment
self = physics.Body:setMoment(moment)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
moment | in number | The moment of inertia of the Body |
self | out physics.Body | The input Body is returned as the output |
Updates the moment of inertia of the body.
Use the provided helper functions to compute the moment of inertia.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
setPos
self = physics.Body:setPos(vector)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
vector | in physics.Vect | The position of the Body |
self | out physics.Body | The input Body is returned as the output |
Updates the position of the body.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
setPositionFunc
self = physics.Body:setPositionFunc(func)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
func | in function(body, dt) | A callback function that updates the position of the Body on each time step |
self | out physics.Body | The input Body is returned as the output |
Sets the position function of the body. The position function must be a function that accepts a Body and a time step value and at some point calls body:updatePosition to update the position of the body.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
setTorque
self = physics.Body:setTorque(torque)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
torque | in number | The torque of the Body |
self | out physics.Body | The input Body is returned as the output |
Updates the torque on the body. Torque is a numeric magnitude.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
setVel
self = physics.Body:setVel(vector)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
vector | in physics.Vect | The velocity vector of the Body |
self | out physics.Body | The input Body is returned as the output |
Updates the velocity of the body.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
setVelocityFunc
self = physics.Body:setVelocityFunc(func)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
func | in function(body, grav, damping, dt) | A callback function that updates the velocity of the Body on each time step |
self | out physics.Body | The input Body is returned as the output |
Sets the velocity function of the body. The velocity function must be a function that accepts a Body, a gravity vector, a numeric damping factor, and a time step value. The function should call body:updateVelocity to adjust the velocity of the body.
Returns the Body.
TIP: Example
body:setVelocityFunc(sampleVelocityFunc) |
Introduced in platform.apiLevel = '2.0'
setVLimit
self = physics.Body:setVLimit(limit)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
limit | in number | The maximum speed of the Body |
self | out physics.Body | The input Body is returned as the output |
Sets the limit for the maximum speed of the body.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
setWLimit
self = physics.Body:setWLimit(limit)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
limit | in number | The maximum angular velocity of the Body |
self | out physics.Body | The input Body is returned as the output |
Updates the limit of the angular velocity of the body. Angular velocity is in radians per unit time.
Returns the Body.
Introduced in platform.apiLevel = '2.0'
sleep
self = physics.Body:sleep()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
self | out physics.Body | The input Body is returned as the output |
Puts the body to sleep.
See [http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/] for an explanation of sleeping bodies.
INFO |
The body must be added to a Space before it can be put to sleep.
Calling this function within a query or callback is not allowed.
NOTE: NOTES |
Introduced in platform.apiLevel = '2.0'
sleepWithGroup
self = physics.Body:sleepWithGroup( [group] )
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
group | in physics.Body | A sleeping body. If this parameter is not supplied, a new group is created |
self | out physics.Body | The input Body is returned as the output |
Puts the Body to sleep and adds it to a group of other sleeping bodies.
See [http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/] for an explanation of this routine.
INFO |
The body must be added to a Space before it can be put to sleep.
Calling this function within a query or callback is not allowed.
NOTE: NOTE |
This routine will raise an exception if group is not sleeping.
Introduced in platform.apiLevel = '2.0'
torque
t = physics.Body:torque()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
torque | out number | The torque on the Body |
Returns the torque on the body.
Introduced in platform.apiLevel = '2.0'
updatePosition
physics.Body:updatePosition(dt)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
dt | in number | The time interval in seconds |
Updates the position of the body using Euler integration.
See [http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/] for an explanation of this routine.
INFO |
Introduced in platform.apiLevel = '2.0'
updateVelocity
physics.Body:updateVelocity(grav, damp, dt)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
grav | in physics.Vect | The force of gravity |
damp | in physics.Vect | The damping factor |
dt | in physics.Vect | The time interval in seconds |
Updates the velocity of the body using Euler integration.
See [http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/] for an explanation of this routine.
INFO |
Introduced in platform.apiLevel = '2.0'
vel
vvel = physics.Body:vel()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
vvel | out physics.Vect | The velocity of the Body |
Returns the vector velocity of the body.
Introduced in platform.apiLevel = '2.0'
vLimit
vmax = physics.Body:vLimit()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
vmax | out number | The maximum speed of the Body |
Returns the speed limit of the body.
Introduced in platform.apiLevel = '2.0'
wLimit
wmax = physics.Body:wLimit()
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
wmax | out number | The maximum angular velocity of the Body in radians per unit time |
Returns the angular velocity limit of the body. The angular velocity is in radians per unit time.
Introduced in platform.apiLevel = '2.0'
world2Local
lvec = physics.Body:world2Local(wvec)
Parameter | Type | Description |
---|---|---|
self | in physics.Body | The input Body |
wvec | in physics.Vect | A vector in world coordinates |
lvec | out physics.Vect | A vector relative to the position of the Body |
Converts wvec from world coordinates to body-relative coordinates. Returns the converted vector.
Introduced in platform.apiLevel = '2.0'
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