|
Chipmunk2D Pro API Reference
6.1.5
|
The cpShape struct defines the shape of a rigid body. More...
Classes | |
| struct | cpNearestPointQueryInfo |
| Nearest point query info struct. More... | |
| struct | cpSegmentQueryInfo |
| Segment query info struct. More... | |
| struct | cpShape |
| Opaque collision shape struct. More... | |
Typedefs | |
|
typedef struct cpNearestPointQueryInfo | cpNearestPointQueryInfo |
| Nearest point query info struct. | |
| typedef struct cpSegmentQueryInfo | cpSegmentQueryInfo |
| Segment query info struct. | |
Functions | |
| void | cpShapeDestroy (cpShape *shape) |
| Destroy a shape. | |
| void | cpShapeFree (cpShape *shape) |
| Destroy and Free a shape. | |
| cpBB | cpShapeCacheBB (cpShape *shape) |
| Update, cache and return the bounding box of a shape based on the body it's attached to. | |
| cpBB | cpShapeUpdate (cpShape *shape, cpVect pos, cpVect rot) |
| Update, cache and return the bounding box of a shape with an explicit transformation. | |
| cpBool | cpShapePointQuery (cpShape *shape, cpVect p) |
| Test if a point lies within a shape. | |
| cpFloat | cpShapeNearestPointQuery (cpShape *shape, cpVect p, cpNearestPointQueryInfo *out) |
| Perform a nearest point query. More... | |
| cpBool | cpShapeSegmentQuery (cpShape *shape, cpVect a, cpVect b, cpSegmentQueryInfo *info) |
Perform a segment query against a shape. info must be a pointer to a valid cpSegmentQueryInfo structure. | |
| static cpVect | cpSegmentQueryHitPoint (const cpVect start, const cpVect end, const cpSegmentQueryInfo info) |
| Get the hit point for a segment query. | |
| static cpFloat | cpSegmentQueryHitDist (const cpVect start, const cpVect end, const cpSegmentQueryInfo info) |
| Get the hit distance for a segment query. | |
| void | cpResetShapeIdCounter (void) |
| When initializing a shape, it's hash value comes from a counter. More... | |
The cpShape struct defines the shape of a rigid body.
| void cpResetShapeIdCounter | ( | void | ) |
When initializing a shape, it's hash value comes from a counter.
Because the hash value may affect iteration order, you can reset the shape ID counter when recreating a space. This will make the simulation be deterministic.
| cpFloat cpShapeNearestPointQuery | ( | cpShape * | shape, |
| cpVect | p, | ||
| cpNearestPointQueryInfo * | out | ||
| ) |
Perform a nearest point query.
It finds the closest point on the surface of shape to a specific point. The value returned is the distance between the points. A negative distance means the point is inside the shape.
1.8.3.1