class nape.dynamics.Arbiter
Available on all platforms
Sub classes | ||||||
![]() | CollisionArbiter, FluidArbiter |
|
Arbiter representing the state of an interaction between two Bodys.
*
* These objects are automatically reused, and you should not keep your own
* references to them.
Instance Fields
The first body in Arbiter interaction.
*
* It will always be the case that arb.shape1.body == arb.body1
The second body in Arbiter interaction.
*
* It will always be the case that arb.shape2.body == arb.body2
var collisionArbiter:Null<CollisionArbiter>
Fast equivalent to casting this object to a CollisionArbiter.
*
* This value is null when this arbiter is not a collision type.
var fluidArbiter:Null<FluidArbiter>
Fast equivalent to casting this object to a FluidArbiter.
*
* This value is null when this arbiter is not a fluid type.
The first shape in Arbiter interaction.
*
* It will always be the case that arb.shape1.id < arb.shape2.id
The second shape in Arbiter interaction.
*
* It will always be the case that arb.shape1.id < arb.shape2.id
The interaction state of this Arbiter.
*
* This flag will, except for in a PreListener handler, always be either
* ImmState.ACCEPT
or ImmState.IGNORE
*
* During a PreListener handler, you can query this property to see what
* the current state of the arbiter has been set to, and returning null from
* the handler will keep the state unchanged.
function isCollisionArbiter():Bool
Equivalent to: arb.type == ArbiterType.COLLISION
*
*
*
returns | True if this Arbiter is a Collision type arbiter. |
function isFluidArbiter():Bool
Equivalent to: arb.type == ArbiterType.FLUID
*
*
*
returns | True if this Arbiter is a Fluid type arbiter. |
function isSensorArbiter():Bool
Equivalent to: arb.type == ArbiterType.SENSOR
*
*
*
returns | True if this Arbiter is a Sensor type arbiter. |
function totalImpulse(?body:Body = null, ?freshOnly:Bool = false):Vec3
Evaluate the total impulse this arbiter applied to the given body for
* the previous space step including angular impulse based on things like
* contact position, or centre of buoyancy etc.
*
* If body is null, then the constraint space impulse will be returned instead
*
*
body | The body to query impulse for. (default null) * |
freshOnly | If true, then only 'new' contact points will be queried for * collision type arbiters. This field has no use on fluid type * arbiters. (default false) * |
returns | The total impulse applied to the given body, or the constraint space impule if the body is null. |