Chipmunk2D Pro API Reference
7.0.1
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objectivec
include
ObjectiveChipmunk
ChipmunkBody.h
1
/* Copyright (c) 2013 Scott Lembcke and Howling Moon Software
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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@class
ChipmunkShape
;
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@class
ChipmunkConstraint
;
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@interface
ChipmunkBody
: NSObject <
ChipmunkBaseObject
>
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+(
ChipmunkBody
*)bodyFromCPBody:(
cpBody
*)body;
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+ (id)bodyWithMass:(
cpFloat
)mass andMoment:(
cpFloat
)moment;
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+ (id)
staticBody
;
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+ (id)
kinematicBody
;
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- (id)initWithMass:(
cpFloat
)mass andMoment:(
cpFloat
)moment;
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@property
(nonatomic, assign)
cpBodyType
type
;
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@property
(nonatomic, assign)
cpFloat
mass
;
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@property
(nonatomic, assign)
cpFloat
moment
;
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@property
(nonatomic, assign)
cpVect
centerOfGravity
;
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@property
(nonatomic, assign)
cpVect
position
;
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@property
(nonatomic, assign)
cpVect
velocity
;
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@property
(nonatomic, assign)
cpVect
force
;
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@property
(nonatomic, assign)
cpFloat
angle
;
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@property
(nonatomic, assign)
cpFloat
angularVelocity
;
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@property
(nonatomic, assign)
cpFloat
torque
;
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@property
(nonatomic, readonly)
cpTransform
transform
;
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@property
(nonatomic, readonly)
cpBody
*body;
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@property
(nonatomic, assign)
id
userData
;
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@property
(nonatomic, readonly)
bool
isSleeping
;
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@property
(nonatomic, readonly)
cpFloat
kineticEnergy
;
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@property
(nonatomic, readonly)
ChipmunkSpace
*
space
;
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- (
cpVect
)localToWorld:(
cpVect
)v;
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- (
cpVect
)worldToLocal:(
cpVect
)v;
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- (
cpVect
)velocityAtLocalPoint:(
cpVect
)p;
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- (
cpVect
)velocityAtWorldPoint:(
cpVect
)p;
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- (void)applyForce:(
cpVect
)force atLocalPoint:(
cpVect
)point;
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- (void)applyForce:(
cpVect
)force atWorldPoint:(
cpVect
)point;
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- (void)applyImpulse:(
cpVect
)impulse atLocalPoint:(
cpVect
)point;
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- (void)applyImpulse:(
cpVect
)impulse atWorldPoint:(
cpVect
)point;
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- (void)
activate
;
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- (void)activateStatic:(
ChipmunkShape
*)filter;
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- (void)sleepWithGroup:(
ChipmunkBody
*)group;
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- (void)
sleep
;
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- (NSArray *)
shapes
;
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- (NSArray *)
constraints
;
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typedef
void (^
ChipmunkBodyArbiterIteratorBlock
)(
cpArbiter
*arbiter);
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- (void)eachArbiter:(
ChipmunkBodyArbiterIteratorBlock
)block;
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- (void)addToSpace:(
ChipmunkSpace
*)space;
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- (void)removeFromSpace:(
ChipmunkSpace
*)space;
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-(void)updateVelocity:(
cpFloat
)dt gravity:(
cpVect
)gravity damping:(
cpFloat
)damping;
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-(void)updatePosition:(
cpFloat
)dt;
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@end
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