Class: Physics

gEngine.Physics()

new Physics()

Default Constructor

Physics engine supporting projection and impulse collision resolution.

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Methods

(static) getHasMotion() → {boolean}

Return mHasMotion
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Returns:
mHasMotion
Type
boolean

(static) getPositionalCorrection() → {boolean}

Return mCorrectPosition
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Returns:
mCorrectPosition
Type
boolean

(static) getRelaxationCount() → {float}

Return Relaxation Count
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Returns:
mRelaxationCount
Type
float

(static) getSystemtAcceleration() → {Array.<Float>}

Return Acceleration
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Returns:
Current Acceleration [X, Y]
Type
Array.<Float>

(static) incRelaxationCount(dc)

Increment the Relaxation Count
Parameters:
Name Type Description
dc float The amount you want to increment the count by
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(static) positionalCorrection(s1, s2, collisionInfo)

Corrects the position of both colliding objects passed to it
Parameters:
Name Type Description
s1 RigidShape The first rigid shape
s2 RigidShape The second rigid shape
collisionInfo CollisionInfo Used for position correction
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(static) processCollision(set, infoSet)

Handles collisions between all objects within the set
Parameters:
Name Type Description
set GameObjectSet The GameObjetSet that you want to run collision update on
infoSet CollisionInfo Used to collect all collision info
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(static) resolveCollision(s1, s2, collisionInfo)

Updates all of the physics variables of the 2 passed RigidShape
Parameters:
Name Type Description
s1 RigidShape The first rigid shape
s2 RigidShape The second rigid shape
collisionInfo CollisionInfo Used for adjusting physic values
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(static) toggleHasMotion()

Sets mHasMotion from true to false or vice versa
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(static) togglePositionalCorrection()

Sets mCorrectPosition from true to false or vice versa
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