|
Chipmunk
6.0.3
Chipmunk API Reference for Kobold2D developers
|
Chipmunk's rigid body struct. More...
#include <cpBody.h>
Public Member Functions | |
| CP_PRIVATE (cpVect v_bias) | |
| CP_PRIVATE (cpFloat w_bias) | |
| CP_PRIVATE (cpSpace *space) | |
| CP_PRIVATE (cpShape *shapeList) | |
| CP_PRIVATE (cpArbiter *arbiterList) | |
| CP_PRIVATE (cpConstraint *constraintList) | |
| CP_PRIVATE (cpComponentNode node) | |
Data Fields | |
| cpBodyVelocityFunc | velocity_func |
| Function that is called to integrate the body's velocity. (Defaults to cpBodyUpdateVelocity) | |
| cpBodyPositionFunc | position_func |
| Function that is called to integrate the body's position. (Defaults to cpBodyUpdatePosition) | |
| cpFloat | m |
| cpFloat | m_inv |
| Mass inverse. | |
| cpFloat | i |
| cpFloat | i_inv |
| Moment of inertia inverse. | |
| cpVect | p |
| Position of the rigid body's center of gravity. | |
| cpVect | v |
| Velocity of the rigid body's center of gravity. | |
| cpVect | f |
| Force acting on the rigid body's center of gravity. | |
| cpFloat | a |
| cpFloat | w |
| Angular velocity of the body around it's center of gravity in radians/second. | |
| cpFloat | t |
| Torque applied to the body around it's center of gravity. | |
| cpVect | rot |
| cpDataPointer | data |
| cpFloat | v_limit |
| Maximum velocity allowed when updating the velocity. | |
| cpFloat | w_limit |
| Maximum rotational rate (in radians/second) allowed when updating the angular velocity. | |
Chipmunk's rigid body struct.
| cpBody::CP_PRIVATE | ( | cpVect | v_bias | ) |
| cpBody::CP_PRIVATE | ( | cpFloat | w_bias | ) |
| cpBody::CP_PRIVATE | ( | cpSpace * | space | ) |
| cpBody::CP_PRIVATE | ( | cpShape * | shapeList | ) |
| cpBody::CP_PRIVATE | ( | cpArbiter * | arbiterList | ) |
| cpBody::CP_PRIVATE | ( | cpConstraint * | constraintList | ) |
| cpBody::CP_PRIVATE | ( | cpComponentNode | node | ) |
Rotation of the body around it's center of gravity in radians. Must agree with cpBody.rot! Use cpBodySetAngle() when changing the angle for this reason.
User definable data pointer. Generally this points to your the game object class so you can access it when given a cpBody reference in a callback.
Moment of inertia of the body. Must agree with cpBody.i_inv! Use cpBodySetMoment() when changing the moment for this reason.
Moment of inertia inverse.
Mass of the body. Must agree with cpBody.m_inv! Use cpBodySetMass() when changing the mass for this reason.
Mass inverse.
Function that is called to integrate the body's position. (Defaults to cpBodyUpdatePosition)
Cached unit length vector representing the angle of the body. Used for fast rotations using cpvrotate().
Maximum velocity allowed when updating the velocity.
Function that is called to integrate the body's velocity. (Defaults to cpBodyUpdateVelocity)
Maximum rotational rate (in radians/second) allowed when updating the angular velocity.