class zpp_nape.space.ZPP_Space

import zpp_nape.space.Space;

Available on all platforms

Instance Fields

function new(gravity:ZPP_Vec2, broadphase:Broadphase):Void

function addBody(body:ZPP_Body, ?flag:Int = -1):Void

function added_shape(s:ZPP_Shape, ?dontwake:Bool = false):Void

function bodiesInAABB(aabb:AABB, strict:Bool, cont:Bool, filter:ZPP_InteractionFilter, output:BodyList):BodyList

function bodiesInCircle(pos:Vec2, rad:Float, cont:Bool, filter:ZPP_InteractionFilter, output:BodyList):BodyList

function bodiesInShape(shape:ZPP_Shape, cont:Bool, filter:ZPP_InteractionFilter, output:BodyList):BodyList

function clear():Void

function continuousCollisions(deltaTime:Float):Void

function convexCast(shape:ZPP_Shape, deltaTime:Float, filter:InteractionFilter, dynamics:Bool):ConvexResult

function convexMultiCast(shape:ZPP_Shape, deltaTime:Float, filter:InteractionFilter, dynamics:Bool, output:ConvexResultList):ConvexResultList

function doForests(dt:Float):Void

function getgravity():Void

function iteratePos(times:Int):Void

function iterateVel(times:Int):Void

function narrowPhase(s1:ZPP_Shape, s2:ZPP_Shape, stat:Bool, in_arb:ZPP_Arbiter, continuous:Bool):ZPP_Arbiter

function non_inlined_wake(o:ZPP_Body, ?fst:Bool = false):Void

function prestep(dt:Float):Void

function presteparb(arb:ZPP_Arbiter, dt:Float, ?cont:Bool = false):Bool

function rayCast(ray:Ray, inner:Bool, filter:InteractionFilter):RayResult

function rayMultiCast(ray:Ray, inner:Bool, filter:InteractionFilter, output:RayResultList):RayResultList

function really_wake(o:ZPP_Body, ?fst:Bool = false):Void

function remBody(body:ZPP_Body, ?flag:Int = -1):Void

function removed_shape(s:ZPP_Shape, ?deleting:Bool = false):Void

function shapesInAABB(aabb:AABB, strict:Bool, cont:Bool, filter:ZPP_InteractionFilter, output:ShapeList):ShapeList

function shapesInCircle(pos:Vec2, rad:Float, cont:Bool, filter:ZPP_InteractionFilter, output:ShapeList):ShapeList

function sleepArbiters():Void

function step(deltaTime:Float, velocityIterations:Int, positionIterations:Int):Void

function transmitType(p:ZPP_Body, new_type:Int):Void

function updatePos(dt:Float):Void

function updateVel(dt:Float):Void

function validation():Void

function wake_constraint(con:ZPP_Constraint, ?fst:Bool = false):Bool

function warmStart():Void