container for simulating objects (Chipmunk Physics Only) More...
Public Member Functions | |
number | getCollisionBias () |
get the percentage of overlap between colliding bodies that is left unfixed after each step | |
number | getCollisionPersistence () |
get how many steps collision solutions are maintained to prevent jittering | |
number | getCollisionSlop () |
get allowed amount of overlap between shapes | |
number | getIdleSpeedThreshold () |
get speed threshold for a body to be considered idle | |
number | getSleepTimeThreshold () |
get time a group of bodies must remain idle in order to fall asleep | |
reindexStatic () | |
Update the collision detection info for the all static shapes in the space. | |
CpSpace | setCollisionBias (number inCollisionBias) |
set the percentage of overlap between colliding bodies that is left unfixed after each step | |
CpSpace | setCollisionPersistence (number inCollisionPersistence) |
set how many steps collision solutions are maintained to prevent jittering | |
CpSpace | setCollisionSlop (number inCollisionSlop) |
set allowed amount of overlap between shapes | |
CpSpace | setIdleSpeedThreshold (number inIdleSpeedThreshold) |
set speed threshold for a body to be considered idle | |
CpSpace | setSleepTimeThreshold (number inSleepTimeThreshold) |
set time a group of bodies must remain idle in order to fall asleep | |
step (number dt) | |
step forward in time | |
useSpatialHash (number dim, int count) | |
use the spacial hash algorithm for collision detection | |
container for simulating objects (Chipmunk Physics Only)
getCollisionBias | ( | ) |
get the percentage of overlap between colliding bodies that is left unfixed after each step
getCollisionPersistence | ( | ) |
get how many steps collision solutions are maintained to prevent jittering
getCollisionSlop | ( | ) |
get allowed amount of overlap between shapes
getIdleSpeedThreshold | ( | ) |
get speed threshold for a body to be considered idle
From Chipmunk cpSpace comments:
The default value of 0 means to let the space guess a good threshold based on gravity.
getSleepTimeThreshold | ( | ) |
get time a group of bodies must remain idle in order to fall asleep
From Chipmunk cpSpace comments:
Enabling sleeping also implicitly enables the the contact graph. The default value of INFINITY disables the sleeping algorithm.
reindexStatic | ( | ) |
Update the collision detection info for the all static shapes in the space.
setCollisionBias | ( | number | inCollisionBias | ) |
set the percentage of overlap between colliding bodies that is left unfixed after each step
From cpSpace comments:
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
setCollisionPersistence | ( | number | inCollisionPersistence | ) |
set how many steps collision solutions are maintained to prevent jittering
From the cpSpace comments:
Defaults to 3. There is probably never a reason to change this value.
setCollisionSlop | ( | number | inCollisionSlop | ) |
set allowed amount of overlap between shapes
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.
setIdleSpeedThreshold | ( | number | inIdleSpeedThreshold | ) |
set speed threshold for a body to be considered idle
From Chipmunk cpSpace comments:
The default value of 0 means to let the space guess a good threshold based on gravity.
setSleepTimeThreshold | ( | number | inSleepTimeThreshold | ) |
set time a group of bodies must remain idle in order to fall asleep
From Chipmunk cpSpace comments:
Enabling sleeping also implicitly enables the the contact graph. The default value of INFINITY disables the sleeping algorithm.
step | ( | number | dt | ) |
step forward in time
dt | the number of seconds to shift |
useSpatialHash | ( | number | dim, |
int | count | ||
) |
use the spacial hash algorithm for collision detection
This can be more efficient when you have a lot of objects that are the same size. See the detailed documentation in Chipmunk docs for more info.