Chipmunk2D Pro API Reference  7.0.1
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Classes | Macros | Functions
cpArbiter

The cpArbiter struct tracks pairs of colliding shapes. More...

Classes

struct  cpContactPointSet
 A struct that wraps up the important collision data for an arbiter. More...
 

Macros

#define CP_ARBITER_GET_SHAPES(__arb__, __a__, __b__)   cpShape *__a__, *__b__; cpArbiterGetShapes(__arb__, &__a__, &__b__);
 A macro shortcut for defining and retrieving the shapes from an arbiter.
 
#define CP_ARBITER_GET_BODIES(__arb__, __a__, __b__)   cpBody *__a__, *__b__; cpArbiterGetBodies(__arb__, &__a__, &__b__);
 A macro shortcut for defining and retrieving the bodies from an arbiter.
 

Functions

CP_EXPORT cpFloat cpArbiterGetRestitution (const cpArbiter *arb)
 Get the restitution (elasticity) that will be applied to the pair of colliding objects.
 
CP_EXPORT void cpArbiterSetRestitution (cpArbiter *arb, cpFloat restitution)
 Override the restitution (elasticity) that will be applied to the pair of colliding objects.
 
CP_EXPORT cpFloat cpArbiterGetFriction (const cpArbiter *arb)
 Get the friction coefficient that will be applied to the pair of colliding objects.
 
CP_EXPORT void cpArbiterSetFriction (cpArbiter *arb, cpFloat friction)
 Override the friction coefficient that will be applied to the pair of colliding objects.
 
CP_EXPORT cpDataPointer cpArbiterGetUserData (const cpArbiter *arb)
 Get the user data pointer associated with this pair of colliding objects.
 
CP_EXPORT void cpArbiterSetUserData (cpArbiter *arb, cpDataPointer userData)
 Set a user data point associated with this pair of colliding objects. More...
 
CP_EXPORT cpVect cpArbiterTotalImpulse (const cpArbiter *arb)
 Calculate the total impulse including the friction that was applied by this arbiter. More...
 
CP_EXPORT cpFloat cpArbiterTotalKE (const cpArbiter *arb)
 Calculate the amount of energy lost in a collision including static, but not dynamic friction. More...
 
CP_EXPORT cpBool cpArbiterIgnore (cpArbiter *arb)
 Mark a collision pair to be ignored until the two objects separate. More...
 
CP_EXPORT void cpArbiterGetShapes (const cpArbiter *arb, cpShape **a, cpShape **b)
 Return the colliding shapes involved for this arbiter. More...
 
CP_EXPORT void cpArbiterGetBodies (const cpArbiter *arb, cpBody **a, cpBody **b)
 Return the colliding bodies involved for this arbiter. More...
 
CP_EXPORT cpContactPointSet cpArbiterGetContactPointSet (const cpArbiter *arb)
 Return a contact set from an arbiter.
 
CP_EXPORT void cpArbiterSetContactPointSet (cpArbiter *arb, cpContactPointSet *set)
 Replace the contact point set for an arbiter. More...
 
CP_EXPORT cpBool cpArbiterIsFirstContact (const cpArbiter *arb)
 Returns true if this is the first step a pair of objects started colliding.
 
CP_EXPORT cpBool cpArbiterIsRemoval (const cpArbiter *arb)
 Returns true if the separate callback is due to a shape being removed from the space.
 
CP_EXPORT int cpArbiterGetCount (const cpArbiter *arb)
 Get the number of contact points for this arbiter.
 
CP_EXPORT cpVect cpArbiterGetNormal (const cpArbiter *arb)
 Get the normal of the collision.
 
CP_EXPORT cpVect cpArbiterGetPointA (const cpArbiter *arb, int i)
 Get the position of the ith contact point on the surface of the first shape.
 
CP_EXPORT cpVect cpArbiterGetPointB (const cpArbiter *arb, int i)
 Get the position of the ith contact point on the surface of the second shape.
 
CP_EXPORT cpFloat cpArbiterGetDepth (const cpArbiter *arb, int i)
 Get the depth of the ith contact point.
 
CP_EXPORT cpBool cpArbiterCallWildcardBeginA (cpArbiter *arb, cpSpace *space)
 If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly. More...
 
CP_EXPORT cpBool cpArbiterCallWildcardBeginB (cpArbiter *arb, cpSpace *space)
 If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly. More...
 
CP_EXPORT cpBool cpArbiterCallWildcardPreSolveA (cpArbiter *arb, cpSpace *space)
 If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly. More...
 
CP_EXPORT cpBool cpArbiterCallWildcardPreSolveB (cpArbiter *arb, cpSpace *space)
 If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly. More...
 
CP_EXPORT void cpArbiterCallWildcardPostSolveA (cpArbiter *arb, cpSpace *space)
 If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly.
 
CP_EXPORT void cpArbiterCallWildcardPostSolveB (cpArbiter *arb, cpSpace *space)
 If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly.
 
CP_EXPORT void cpArbiterCallWildcardSeparateA (cpArbiter *arb, cpSpace *space)
 If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly.
 
CP_EXPORT void cpArbiterCallWildcardSeparateB (cpArbiter *arb, cpSpace *space)
 If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly.
 

Detailed Description

The cpArbiter struct tracks pairs of colliding shapes.

They are also used in conjuction with collision handler callbacks allowing you to retrieve information on the collision or change it. A unique arbiter value is used for each pair of colliding objects. It persists until the shapes separate.

Function Documentation

CP_EXPORT cpBool cpArbiterCallWildcardBeginA ( cpArbiter arb,
cpSpace space 
)

If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly.

You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own.

CP_EXPORT cpBool cpArbiterCallWildcardBeginB ( cpArbiter arb,
cpSpace space 
)

If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly.

You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own.

CP_EXPORT cpBool cpArbiterCallWildcardPreSolveA ( cpArbiter arb,
cpSpace space 
)

If you want a custom callback to invoke the wildcard callback for the first collision type, you must call this function explicitly.

You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own.

CP_EXPORT cpBool cpArbiterCallWildcardPreSolveB ( cpArbiter arb,
cpSpace space 
)

If you want a custom callback to invoke the wildcard callback for the second collision type, you must call this function explicitly.

You must decide how to handle the wildcard's return value since it may disagree with the other wildcard handler's return value or your own.

CP_EXPORT void cpArbiterGetBodies ( const cpArbiter arb,
cpBody **  a,
cpBody **  b 
)

Return the colliding bodies involved for this arbiter.

The order of the cpSpace.collision_type the bodies are associated with values will match the order set when the collision handler was registered.

CP_EXPORT void cpArbiterGetShapes ( const cpArbiter arb,
cpShape **  a,
cpShape **  b 
)

Return the colliding shapes involved for this arbiter.

The order of their cpSpace.collision_type values will match the order set when the collision handler was registered.

CP_EXPORT cpBool cpArbiterIgnore ( cpArbiter arb)

Mark a collision pair to be ignored until the two objects separate.

Pre-solve and post-solve callbacks will not be called, but the separate callback will be called.

CP_EXPORT void cpArbiterSetContactPointSet ( cpArbiter arb,
cpContactPointSet set 
)

Replace the contact point set for an arbiter.

This can be a very powerful feature, but use it with caution!

CP_EXPORT void cpArbiterSetUserData ( cpArbiter arb,
cpDataPointer  userData 
)

Set a user data point associated with this pair of colliding objects.

If you need to perform any cleanup for this pointer, you must do it yourself, in the separate callback for instance.

CP_EXPORT cpVect cpArbiterTotalImpulse ( const cpArbiter arb)

Calculate the total impulse including the friction that was applied by this arbiter.

This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback.

CP_EXPORT cpFloat cpArbiterTotalKE ( const cpArbiter arb)

Calculate the amount of energy lost in a collision including static, but not dynamic friction.

This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback.