Chipmunk spaces are simulation containers. More...
#import <ChipmunkSpace.h>
Public Member Functions | |
(id) | - init |
Initialize a space. | |
(void) | - setDefaultCollisionHandler:begin:preSolve:postSolve:separate: |
Set the default collision handler. | |
(void) | - addCollisionHandler:typeA:typeB:begin:preSolve:postSolve:separate: |
Set a collision handler to handle specific collision types. | |
(void) | - addShapeAHandler:typeA:typeB:begin:preSolve:postSolve:separate: |
Deprecated in 5.3.0. | |
(void) | - addShapeBHandler:typeA:typeB:begin:preSolve:postSolve:separate: |
Deprecated in 5.3.0. | |
(void) | - removeCollisionHandlerForTypeA:andB: |
Remove a collision handler. | |
(id) | - add: |
Add an object to the space. | |
(void) | - addBaseObjects: |
Add a collection of ChipmunkBaseObject objects to the space. | |
(id) | - remove: |
Remove an object from the space. | |
(void) | - removeBaseObjects: |
Remove a collection of ChipmunkBaseObject objects from the space. | |
(void) | - addPostStepCallback:selector:context: |
Define a callback to be run at the end of a step. | |
(void) | - addPostStepRemoval: |
Remove the Chipmunk Object from the space at the end of the step: | |
(NSArray *) | - pointQueryAll:layers:group: |
Returns a NSArray of all shapes that overlap the given point. The point is treated as having the given group and layers. | |
(ChipmunkShape *) | - pointQueryFirst:layers:group: |
Returns the first shape that overlaps the given point. The point is treated as having the given group and layers. | |
(NSArray *) | - segmentQueryAllFrom:to:layers:group: |
Return a NSArray of ChipmunkSegmentQueryInfo objects for all the shapes that overlap the segment. The objects are unsorted. | |
(ChipmunkSegmentQueryInfo *) | - segmentQueryFirstFrom:to:layers:group: |
Returns the first shape that overlaps the given segment. The segment is treated as having the given group and layers. | |
(NSArray *) | - bbQueryAll:layers:group: |
Returns a NSArray of all shapes whose bounding boxes overlap the given bounding box. The box is treated as having the given group and layers. | |
(NSArray *) | - shapeQueryAll: |
Returns a NSArray of ChipmunkShapeQueryInfo objects for all the shapes that overlap shape . | |
(BOOL) | - shapeTest: |
Returns true if the shape overlaps anything in the space. | |
(void) | - activateShapesTouchingShape: |
Perform a shape query for shape and call cpBodyActivate() for everythnig it touches. | |
(void) | - resizeStaticHashWithDim:andCount: |
Retune the performance of the static shapes hash. See the C API documentation for a detailed description. | |
(void) | - resizeActiveHashWithDim:andCount: |
Retune the performance of the active shapes hash. See the C API documentation for a detailed description. | |
(void) | - rehashStatic |
Update all the static shapes. | |
(void) | - rehashShape: |
Update the collision info for a single shape. | |
(void) | - step: |
Step time forward. While variable timesteps may be used, a constant timestep will allow you to reduce CPU usage by using fewer iterations. | |
(void) | - addBounds:thickness:elasticity:friction:layers:group:collisionType: |
Add a border of collision segments around a box. See ChipmunkShape for more information on the other parameters. | |
(ChipmunkBody *) | - addBody: |
Add a body to the space. Normally you would simply use add:. | |
(ChipmunkBody *) | - removeBody: |
Remove a body to the space. Normally you would simply use remove:. | |
(ChipmunkShape *) | - addShape: |
Add a shape to the space. Normally you would simply use add:. | |
(ChipmunkShape *) | - removeShape: |
Remove a shape to the space. Normally you would simply use remove:. | |
(ChipmunkShape *) | - addStaticShape: |
Add a static shape to the space. Normally you would simply create a static shape use add:. | |
(ChipmunkShape *) | - removeStaticShape: |
Remove a static shape to the space. Normally you would simply create a static shape use remove:. | |
(ChipmunkConstraint *) | - addConstraint: |
Add a constraint to the space. Normally you would simply use add:. | |
(ChipmunkConstraint *) | - removeConstraint: |
Remove a constraint to the space. Normally you would simply use remove:. | |
Properties | |
int | iterations |
The iteration count is how many solver passes the space should use when solving collisions and joints (default is 10). | |
int | elasticIterations |
Deprecated in 5.3.0, should not be needed. | |
cpVect | gravity |
Global gravity value to use for all rigid bodies in this space (default value is cpvzero ). | |
cpFloat | damping |
Global viscous damping value to use for all rigid bodies in this space (default value is 1.0 which disables damping). | |
cpFloat | idleSpeedThreshold |
If a body is moving slower than this speed, it is considered idle. The default value is 0, which signals that the space should guess a good value based on the current gravity. | |
cpFloat | sleepTimeThreshold |
Elapsed time before a group of idle bodies is put to sleep (defaults to infinity which disables sleeping). | |
cpSpace * | space |
Returns a pointer to the underlying cpSpace C struct. | |
ChipmunkBody * | staticBody |
The space's designated static body. |
Chipmunk spaces are simulation containers.
You add a bunch of physics objects to a space (rigid bodies, collision shapes, and joints) and step the entire space forward through time as a whole.
- (id) add: | (NSObject< ChipmunkObject > *) | obj |
Add an object to the space.
This can be any object that implements the ChipmunkObject protocol. This includes all the basic types such as ChipmunkBody, ChipmunkShape and ChipmunkConstraint as well as any composite game objects you may define that implement the protocol.
- (void) addBaseObjects: | (id< NSFastEnumeration >) | objects |
Add a collection of ChipmunkBaseObject objects to the space.
The objects must implement the ChipmunkBaseObject protocol. These include ChipmunkBody, ChipmunkShape and ChipmunkConstraint objects.
- (void) addCollisionHandler: | (id) | target | ||
typeA: | (id) | a | ||
typeB: | (id) | b | ||
begin: | (SEL) | begin | ||
preSolve: | (SEL) | preSolve | ||
postSolve: | (SEL) | postSolve | ||
separate: | (SEL) | separate | ||
Set a collision handler to handle specific collision types.
The methods are called only when shapes with the specified collisionTypes collide.
typeA
and typeB
should be the same object references set to ChipmunkShape.collisionType. They can be any uniquely identifying object. Class and global NSString objects work well as collision types as they are easy to get a reference to and do not require you to allocate any objects.
The expected method selectors are as follows:
- (bool)begin:(cpArbiter *)arbiter space:(ChipmunkSpace*)space - (bool)preSolve:(cpArbiter *)arbiter space:(ChipmunkSpace*)space - (void)postSolve:(cpArbiter *)arbiter space:(ChipmunkSpace*)space - (void)separate:(cpArbiter *)arbiter space:(ChipmunkSpace*)space
- (void) addPostStepCallback: | (id) | target | ||
selector: | (SEL) | selector | ||
context: | (id) | context | ||
Define a callback to be run at the end of a step.
The main reason you want to define post-step callbacks is to get around the restriction that you cannot call the add/remove methods from a collision handler callback. Post-step callbacks run right before the next (or current) call to step: returns when it is safe to add and remove objects.
The method signature of the method should be:
- (void)postStepCallback:(id)context</code></pre>
This makes it easy to call a removal method on your game controller to remove a game object that died or was destroyed as the result of a collision:
[space addPostStepCallback:gameController selector:\@selector(remove:) context:gameObject];
- (void) addShapeAHandler: | (Class) | klass | ||
typeA: | (id) | a | ||
typeB: | (id) | b | ||
begin: | (SEL) | begin | ||
preSolve: | (SEL) | preSolve | ||
postSolve: | (SEL) | postSolve | ||
separate: | (SEL) | separate | ||
Deprecated in 5.3.0.
- (void) addShapeBHandler: | (Class) | klass | ||
typeA: | (id) | a | ||
typeB: | (id) | b | ||
begin: | (SEL) | begin | ||
preSolve: | (SEL) | preSolve | ||
postSolve: | (SEL) | postSolve | ||
separate: | (SEL) | separate | ||
Deprecated in 5.3.0.
- (void) rehashShape: | (ChipmunkShape *) | shape |
Update the collision info for a single shape.
Can be used to update individual static shapes that were moved or active shapes that were moved that you want to query against.
- (id) remove: | (NSObject< ChipmunkObject > *) | obj |
Remove an object from the space.
This can be any object that implements the ChipmunkObject protocol. This includes all the basic types such as ChipmunkBody, ChipmunkShape and ChipmunkConstraint as well as any composite game objects you may define that implement the protocol.
- (void) removeBaseObjects: | (id< NSFastEnumeration >) | objects |
Remove a collection of ChipmunkBaseObject objects from the space.
The objects must implement the ChipmunkBaseObject protocol. These include ChipmunkBody, ChipmunkShape and ChipmunkConstraint objects.
- (void) setDefaultCollisionHandler: | (id) | target | ||
begin: | (SEL) | begin | ||
preSolve: | (SEL) | preSolve | ||
postSolve: | (SEL) | postSolve | ||
separate: | (SEL) | separate | ||
Set the default collision handler.
The default handler is used for all collisions when a specific collision handler cannot be found.
The expected method selectors are as follows:
- (bool)begin:(cpArbiter *)arbiter space:(ChipmunkSpace*)space - (bool)preSolve:(cpArbiter *)arbiter space:(ChipmunkSpace*)space - (void)postSolve:(cpArbiter *)arbiter space:(ChipmunkSpace*)space - (void)separate:(cpArbiter *)arbiter space:(ChipmunkSpace*)space
- (cpFloat) damping [read, write, assign] |
Global viscous damping value to use for all rigid bodies in this space (default value is 1.0 which disables damping).
This value is the fraction of velocity a body should have after 1 second. A value of 0.9 would mean that each second, a body would have 80% of the velocity it had the previous second.
- (int) elasticIterations [read, write, assign] |
Deprecated in 5.3.0, should not be needed.
- (int) iterations [read, write, assign] |
The iteration count is how many solver passes the space should use when solving collisions and joints (default is 10).
Fewer iterations mean less CPU usage, but lower quality (mushy looking) physics.
- (cpFloat) sleepTimeThreshold [read, write, assign] |
Elapsed time before a group of idle bodies is put to sleep (defaults to infinity which disables sleeping).
If an entire group of touching or jointed bodies has been idle for at least this long, the space will put all of the bodies into a sleeping state where they consume very little CPU.
- (ChipmunkBody*) staticBody [read, assign] |
The space's designated static body.
Collision shapes added to the body will automatically be marked as static shapes, and rigid bodies that come to rest while touching or jointed to this body will fall asleep.