Chipmunk2D Pro API Reference
7.0.1
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Chipmunk spaces are simulation containers. More...
#import <ChipmunkSpace.h>
Inherits NSObject.
Inherited by ChipmunkHastySpace.
Public Types | |
typedef void(^ | ChipmunkPostStepBlock )(void) |
Block type used with [ChipmunkSpace addPostStepBlock:]. | |
Instance Methods | |
(void) | - setDefaultCollisionHandler:begin:preSolve:postSolve:separate: |
Set the default collision handler. More... | |
(void) | - addCollisionHandler:typeA:typeB:begin:preSolve:postSolve:separate: |
Set a collision handler to handle specific collision types. More... | |
(id) | - add: |
Add an object to the space. More... | |
(id) | - remove: |
Remove an object from the space. More... | |
(BOOL) | - contains: |
Check if a space already contains a particular object: | |
(id) | - smartAdd: |
If the space is locked and it's unsafe to call add: it will call addPostStepAddition: instead. | |
(id) | - smartRemove: |
If the space is locked and it's unsafe to call remove: it will call addPostStepRemoval: instead. | |
(NSArray *) | - addBounds:thickness:elasticity:friction:filter:collisionType: |
Handy utility method to add a border of collision segments around a box. More... | |
(BOOL) | - addPostStepCallback:selector:key: |
Define a callback to be run just before [ChipmunkSpace step:] finishes. More... | |
(BOOL) | - addPostStepBlock:key: |
Same as [ChipmunkSpace addPostStepCallback:] but with a block. The block is copied. | |
(void) | - addPostStepAddition: |
Add the Chipmunk Object to the space at the end of the step. | |
(void) | - addPostStepRemoval: |
Remove the Chipmunk Object from the space at the end of the step. | |
(NSArray *) | - pointQueryAll:maxDistance:filter: |
Return an array of ChipmunkNearestPointQueryInfo objects for shapes within maxDistance of point . More... | |
(ChipmunkPointQueryInfo *) | - pointQueryNearest:maxDistance:filter: |
Find the closest shape to a point that is within maxDistance of point . More... | |
(NSArray *) | - segmentQueryAllFrom:to:radius:filter: |
Return a NSArray of ChipmunkSegmentQueryInfo objects for all the shapes that overlap the segment. The objects are unsorted. | |
(ChipmunkSegmentQueryInfo *) | - segmentQueryFirstFrom:to:radius:filter: |
Returns the first shape that overlaps the given segment. The segment is treated as having the given group and layers. | |
(NSArray *) | - bbQueryAll:filter: |
Returns a NSArray of all shapes whose bounding boxes overlap the given bounding box. The box is treated as having the given group and layers. | |
(NSArray *) | - shapeQueryAll: |
Returns a NSArray of ChipmunkShapeQueryInfo objects for all the shapes that overlap shape . | |
(BOOL) | - shapeTest: |
Returns true if the shape overlaps anything in the space. | |
(NSArray *) | - bodies |
Get a copy of the list of all the bodies in the space. | |
(NSArray *) | - shapes |
Get a copy of the list of all the shapes in the space. | |
(NSArray *) | - constraints |
Get a copy of the list of all the constraints in the space. | |
(void) | - reindexStatic |
Update all the static shapes. | |
(void) | - reindexShape: |
Update the collision info for a single shape. More... | |
(void) | - reindexShapesForBody: |
Update the collision info for all shapes attached to a body. | |
(void) | - step: |
Step time forward. While variable timesteps may be used, a constant timestep will allow you to reduce CPU usage by using fewer iterations. | |
Class Methods | |
(ChipmunkSpace *) | + spaceFromCPSpace: |
Get the ChipmunkSpace object associciated with a cpSpace pointer. More... | |
Properties | |
int | iterations |
The iteration count is how many solver passes the space should use when solving collisions and joints (default is 10). More... | |
cpVect | gravity |
Global gravity value to use for all rigid bodies in this space (default value is cpvzero ). | |
cpFloat | damping |
Global viscous damping value to use for all rigid bodies in this space (default value is 1.0 which disables damping). More... | |
cpFloat | idleSpeedThreshold |
If a body is moving slower than this speed, it is considered idle. The default value is 0, which signals that the space should guess a good value based on the current gravity. | |
cpFloat | sleepTimeThreshold |
Elapsed time before a group of idle bodies is put to sleep (defaults to infinity which disables sleeping). More... | |
cpFloat | collisionSlop |
Amount of encouraged penetration between colliding shapes. More... | |
cpFloat | collisionBias |
Determines how fast overlapping shapes are pushed apart. More... | |
cpTimestamp | collisionPersistence |
Number of frames that contact information should persist. More... | |
cpSpace * | space |
Returns a pointer to the underlying cpSpace C struct. | |
ChipmunkBody * | staticBody |
The space's designated static body. More... | |
cpFloat | currentTimeStep |
Retrieves the current (if you are in a callback from [ChipmunkSpace step:]) or most recent (outside of a [ChipmunkSpace step:] call) timestep. | |
BOOL | locked |
Returns true if the space is currently executing a timestep. | |
id | userData |
An object that this space is associated with. More... | |
Chipmunk spaces are simulation containers.
You add a bunch of physics objects to a space (rigid bodies, collision shapes, and joints) and step the entire space forward through time as a whole. If you have Chipmunk Pro, you'll want to use the ChipmunkHastySpace subclass instead as it has iPhone specific optimizations. Unfortunately because of how Objective-C code is linked I can't dynamically substitute a ChipmunkHastySpace from a static library.
- (id) add: | (NSObject< ChipmunkObject > *) | obj |
Add an object to the space.
This can be any object that implements the ChipmunkObject protocol. This includes all the basic types such as ChipmunkBody, ChipmunkShape and ChipmunkConstraint as well as any composite game objects you may define that implement the protocol.
- (NSArray *) addBounds: | (cpBB) | bounds | |
thickness: | (cpFloat) | radius | |
elasticity: | (cpFloat) | elasticity | |
friction: | (cpFloat) | friction | |
filter: | (cpShapeFilter) | filter | |
collisionType: | (id) | collisionType | |
Handy utility method to add a border of collision segments around a box.
See ChipmunkShape for more information on the other parameters. Returns an NSArray of the shapes. Since NSArray implements the ChipmunkObject protocol, you can use the [ChipmunkSpace remove:] method to remove the bounds.
- (void) addCollisionHandler: | (id) | delegate | |
typeA: | (cpCollisionType) | a | |
typeB: | (cpCollisionType) | b | |
begin: | (SEL) | begin | |
preSolve: | (SEL) | preSolve | |
postSolve: | (SEL) | postSolve | |
separate: | (SEL) | separate | |
Set a collision handler to handle specific collision types.
The methods are called only when shapes with the specified collisionTypes collide.
typeA
and typeB
should be the same object references set to ChipmunkShape.collisionType. They can be any uniquely identifying object. Class and global NSString objects work well as collision types as they are easy to get a reference to and do not require you to allocate any objects.
The expected method selectors are as follows:
- (BOOL) addPostStepCallback: | (id) | target | |
selector: | (SEL) | selector | |
key: | (id) | key | |
Define a callback to be run just before [ChipmunkSpace step:] finishes.
The main reason you want to define post-step callbacks is to get around the restriction that you cannot call the add/remove methods from a collision handler callback. Post-step callbacks run right before the next (or current) call to step: returns when it is safe to add and remove objects. You can only schedule one post-step callback per key value, this prevents you from accidentally removing an object twice. Registering a second callback for the same key is a no-op.
The method signature of the method should be:
This makes it easy to call a removal method on your game controller to remove a game object that died or was destroyed as the result of a collision:
target
and object
cannot be retained by the ChipmunkSpace. If you need to release either after registering the callback, use autorelease to ensure that they won't be deallocated until after [ChipmunkSpace step:] returns. - (NSArray *) pointQueryAll: | (cpVect) | point | |
maxDistance: | (cpFloat) | maxDistance | |
filter: | (cpShapeFilter) | filter | |
Return an array of ChipmunkNearestPointQueryInfo objects for shapes within maxDistance
of point
.
The point is treated as having the given group and layers.
- (ChipmunkPointQueryInfo *) pointQueryNearest: | (cpVect) | point | |
maxDistance: | (cpFloat) | maxDistance | |
filter: | (cpShapeFilter) | filter | |
Find the closest shape to a point that is within maxDistance
of point
.
The point is treated as having the given layers and group.
- (void) reindexShape: | (ChipmunkShape *) | shape |
Update the collision info for a single shape.
Can be used to update individual static shapes that were moved or active shapes that were moved that you want to query against.
- (id) remove: | (NSObject< ChipmunkObject > *) | obj |
Remove an object from the space.
This can be any object that implements the ChipmunkObject protocol. This includes all the basic types such as ChipmunkBody, ChipmunkShape and ChipmunkConstraint as well as any composite game objects you may define that implement the protocol.
- (void) setDefaultCollisionHandler: | (id) | delegate | |
begin: | (SEL) | begin | |
preSolve: | (SEL) | preSolve | |
postSolve: | (SEL) | postSolve | |
separate: | (SEL) | separate | |
Set the default collision handler.
The default handler is used for all collisions when a specific collision handler cannot be found.
The expected method selectors are as follows:
+ (ChipmunkSpace *) spaceFromCPSpace: | (cpSpace *) | space |
Get the ChipmunkSpace object associciated with a cpSpace pointer.
Undefined if the cpSpace wasn't created using Objective-Chipmunk.
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readwritenonatomicassign |
Determines how fast overlapping shapes are pushed apart.
Expressed as a fraction of the error remaining after each second. Defaults to pow(1.0 - 0.1, 60.0) meaning that Chipmunk fixes 10% of overlap each frame at 60Hz.
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readwritenonatomicassign |
Number of frames that contact information should persist.
Defaults to 3. There is probably never a reason to change this value.
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readwritenonatomicassign |
Amount of encouraged penetration between colliding shapes.
Used to reduce oscillating contacts and keep the collision cache warm. Defaults to 0.1. If you have poor simulation quality, increase this number as much as possible without allowing visible amounts of overlap.
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readwritenonatomicassign |
Global viscous damping value to use for all rigid bodies in this space (default value is 1.0 which disables damping).
This value is the fraction of velocity a body should have after 1 second. A value of 0.9 would mean that each second, a body would have 80% of the velocity it had the previous second.
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readwritenonatomicassign |
The iteration count is how many solver passes the space should use when solving collisions and joints (default is 10).
Fewer iterations mean less CPU usage, but lower quality (mushy looking) physics.
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readwritenonatomicassign |
Elapsed time before a group of idle bodies is put to sleep (defaults to infinity which disables sleeping).
If an entire group of touching or jointed bodies has been idle for at least this long, the space will put all of the bodies into a sleeping state where they consume very little CPU.
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readnonatomicassign |
The space's designated static body.
Collision shapes added to the body will automatically be marked as static shapes, and rigid bodies that come to rest while touching or jointed to this body will fall asleep.
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readwritenonatomicassign |
An object that this space is associated with.
You can use this get a reference to your game state or controller object from within callbacks.
delegate
properties this is a weak reference and does not call retain
. This prevents reference cycles from occuring.