Chipmunk2D Pro API Reference
7.0.1
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objectivec
include
ObjectiveChipmunk
ChipmunkShape.h
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/* 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
ChipmunkPointQueryInfo
;
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@class
ChipmunkSegmentQueryInfo
;
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@interface
ChipmunkShape
: NSObject <
ChipmunkBaseObject
> {
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@private
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id
_userData;
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}
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+(
ChipmunkShape
*)shapeFromCPShape:(
cpShape
*)shape;
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@property
(nonatomic, readonly)
cpShape
*shape;
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@property
(nonatomic, retain)
ChipmunkBody
*body;
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// TODO doc
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@property
(nonatomic, assign)
cpFloat
mass;
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@property
(nonatomic, assign)
cpFloat
density;
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@property
(nonatomic, readonly)
cpFloat
moment;
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@property
(nonatomic, readonly)
cpFloat
area;
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@property
(nonatomic, readonly)
cpVect
centerOfGravity;
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@property
(nonatomic, readonly)
cpBB
bb;
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@property
(nonatomic, assign) BOOL sensor;
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@property
(nonatomic, assign)
cpFloat
elasticity;
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@property
(nonatomic, assign)
cpFloat
friction;
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@property
(nonatomic, assign)
cpVect
surfaceVelocity;
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@property
(nonatomic, assign)
cpCollisionType
collisionType;
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@property
(nonatomic, assign)
cpShapeFilter
filter;
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@property
(nonatomic, readonly)
ChipmunkSpace
*space;
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@property
(nonatomic, assign)
id
userData;
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- (
cpBB
)cacheBB;
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- (
ChipmunkPointQueryInfo
*)pointQuery:(
cpVect
)point;
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- (
ChipmunkSegmentQueryInfo
*)segmentQueryFrom:(
cpVect
)start to:(
cpVect
)end radius:(
cpFloat
)radius;
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@end
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@interface
ChipmunkPointQueryInfo
: NSObject {
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@private
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cpPointQueryInfo
_info;
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}
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- (id)initWithInfo:(
cpPointQueryInfo
*)info;
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@property
(nonatomic, readonly)
cpPointQueryInfo
*info;
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@property
(nonatomic, readonly)
ChipmunkShape
*shape;
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@property
(nonatomic, readonly)
cpVect
point;
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@property
(nonatomic, readonly)
cpFloat
distance;
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@property
(nonatomic, readonly)
cpVect
gradient;
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@end
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@interface
ChipmunkSegmentQueryInfo
: NSObject {
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@private
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cpSegmentQueryInfo
_info;
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cpVect
_start, _end;
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}
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- (id)initWithInfo:(
cpSegmentQueryInfo
*)info start:(
cpVect
)start end:(
cpVect
)end;
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@property
(nonatomic, readonly)
cpSegmentQueryInfo
*info;
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@property
(nonatomic, readonly)
ChipmunkShape
*shape;
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@property
(nonatomic, readonly)
cpFloat
t;
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@property
(nonatomic, readonly)
cpVect
normal;
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@property
(nonatomic, readonly)
cpVect
point;
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@property
(nonatomic, readonly)
cpFloat
dist;
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@property
(nonatomic, readonly)
cpVect
start;
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@property
(nonatomic, readonly)
cpVect
end;
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@end
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@interface
ChipmunkShapeQueryInfo
: NSObject {
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@private
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ChipmunkShape
*_shape;
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cpContactPointSet
_contactPoints;
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}
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- (id)initWithShape:(
ChipmunkShape
*)shape andPoints:(
cpContactPointSet
*)set;
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@property
(nonatomic, readonly)
ChipmunkShape
*shape;
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@property
(nonatomic, readonly)
cpContactPointSet
*contactPoints;
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@end
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@interface
ChipmunkCircleShape
:
ChipmunkShape
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+ (id)circleWithBody:(
ChipmunkBody
*)body radius:(
cpFloat
)radius offset:(
cpVect
)offset;
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- (id)initWithBody:(
ChipmunkBody
*)body radius:(
cpFloat
)radius offset:(
cpVect
)offset;
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@property
(nonatomic, readonly)
cpFloat
radius
;
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@property
(nonatomic, readonly)
cpVect
offset;
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@end
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@interface
ChipmunkSegmentShape
:
ChipmunkShape
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+ (id)segmentWithBody:(
ChipmunkBody
*)body from:(
cpVect
)a to:(
cpVect
)b radius:(
cpFloat
)radius;
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- (id)initWithBody:(
ChipmunkBody
*)body from:(
cpVect
)a to:(
cpVect
)b radius:(
cpFloat
)radius;
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- (void)setPrevNeighbor:(
cpVect
)prev nextNeighbor:(
cpVect
)next;
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@property
(nonatomic, readonly)
cpVect
a;
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@property
(nonatomic, readonly)
cpVect
b;
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@property
(nonatomic, readonly)
cpVect
normal
;
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@property
(nonatomic, readonly)
cpFloat
radius
;
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@end
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@interface
ChipmunkPolyShape
:
ChipmunkShape
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+ (id)polyWithBody:(
ChipmunkBody
*)body count:(
int
)count verts:(const
cpVect
*)verts transform:(
cpTransform
)transform radius:(
cpFloat
)radius;
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+ (id)boxWithBody:(
ChipmunkBody
*)body width:(
cpFloat
)width height:(
cpFloat
)height radius:(
cpFloat
)radius;
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+ (id)boxWithBody:(
ChipmunkBody
*)body bb:(
cpBB
)bb radius:(
cpFloat
)radius;
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- (id)initWithBody:(
ChipmunkBody
*)body count:(
int
)count verts:(const
cpVect
*)verts transform:(
cpTransform
)transform radius:(
cpFloat
)radius;
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- (id)initBoxWithBody:(
ChipmunkBody
*)body width:(
cpFloat
)width height:(
cpFloat
)height radius:(
cpFloat
)radius;
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- (id)initBoxWithBody:(
ChipmunkBody
*)body bb:(
cpBB
)bb radius:(
cpFloat
)radius;
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@property
(nonatomic, readonly)
int
count
;
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@property
(nonatomic, readonly)
cpFloat
radius
;
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- (
cpVect
)getVertex:(
int
)index;
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@end
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