arbitrates collisions between sprites using Chipmunk Physics (Chipmunk Physics Only) More...
Public Member Functions | |
number | getCount () |
number of contacts tracked by this arbiter More... | |
number | getDepth (int i) |
get the depth of penetration for a particular contact point More... | |
Vector | getNormal () |
get collision normal More... | |
Point | getPointA (int i) |
get the location of a particular contact point More... | |
Point | getPointB (int i) |
get the location of a particular contact point More... | |
boolean | isFirstContact () |
is this this first moment of contact in a collision? More... | |
arbitrates collisions between sprites using Chipmunk Physics (Chipmunk Physics Only)
getCount | ( | ) |
number of contacts tracked by this arbiter
A collision can involve multiple contact points between objects. This tells you how many different contact points are involved in this collision.
getDepth | ( | int | i | ) |
get the depth of penetration for a particular contact point
i | index into contact points |
getNormal | ( | ) |
get collision normal
Get the normal vector (magnitude of 1.0) that expresses the relative x and y direction of the collision.
getPointA | ( | int | i | ) |
get the location of a particular contact point
i | index into contact points |
getPointB | ( | int | i | ) |
get the location of a particular contact point
i | index into contact points |
isFirstContact | ( | ) |
is this this first moment of contact in a collision?