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Chipmunk2D Pro API Reference
7.0.2
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Abstract base class for collsion shape types. More...
#import <ChipmunkShape.h>
Inherits NSObject, and <ChipmunkBaseObject>.
Inherited by ChipmunkCircleShape, ChipmunkPolyShape, and ChipmunkSegmentShape.
Instance Methods | |
| (cpBB) | - cacheBB |
| Update and cache the axis-aligned bounding box for this shape. | |
Class Methods | |
| (ChipmunkShape *) | + shapeFromCPShape: |
| Get the ChipmunkShape object associciated with a cpShape pointer. More... | |
Properties | |
| cpShape * | shape |
| Returns a pointer to the underlying cpShape C struct. | |
| ChipmunkBody * | body |
| The ChipmunkBody that this shape is attached to. | |
| cpBB | bb |
| The axis-aligned bounding box for this shape. | |
| BOOL | sensor |
| Sensor shapes send collision callback messages, but don't create a collision response. | |
| cpFloat | elasticity |
| How bouncy this shape is. | |
| cpFloat | friction |
| How much friction this shape has. | |
| cpVect | surfaceVelocity |
| The velocity of the shape's surface. More... | |
| cpCollisionType | collisionType |
| An object reference used as a collision type identifier. More... | |
| cpShapeFilter | filter |
| The collision filtering parameters of this shape. | |
| ChipmunkSpace * | space |
| Get the space the body is added to. | |
| id | userData |
| An object that this shape is associated with. More... | |
Abstract base class for collsion shape types.
| + (ChipmunkShape *) shapeFromCPShape: | (cpShape *) | shape |
Get the ChipmunkShape object associciated with a cpShape pointer.
Undefined if the cpShape wasn't created using Objective-Chipmunk.
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readwritenonatomicassign |
An object reference used as a collision type identifier.
This is used when defining collision handlers.
delegate properties this is a weak reference and does not call retain.
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readwritenonatomicassign |
The velocity of the shape's surface.
This velocity is used in the collision response when calculating the friction only.
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readwritenonatomicassign |
An object that this shape is associated with.
You can use this get a reference to your game object or controller object from within callbacks.
delegate properties this is a weak reference and does not call retain. This prevents reference cycles from occuring.
1.8.3.1