new Arbiter(a, b)
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Properties:
Name | Type | Description |
---|---|---|
a |
cp.Shape | |
b |
cp.Shape |
A colliding pair of shapes.
Parameters:
Name | Type | Description |
---|---|---|
a |
cp.Shape | |
b |
cp.Shape |
Members
e :number
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Calculated value to use for the elasticity coefficient.
Override in a pre-solve collision handler for custom behavior.
Type:
- number
surface_vr :cp.Vect
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- Default Value:
- vzero
Calculated value to use for applying surface velocities.
Override in a pre-solve collision handler for custom behavior.
Type:
u :number
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Calculated value to use for the friction coefficient.
Override in a pre-solve collision handler for custom behavior.
Type:
- number
Methods
applyCachedImpulse(dt_coef)
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Parameters:
Name | Type | Description |
---|---|---|
dt_coef |
number |
applyImpulse()
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callSeparate(space)
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Parameters:
Name | Type | Description |
---|---|---|
space |
cp.Space |
getA() → {cp.Shape}
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Return the colliding shapes involved for this arbiter.
The order of their cpSpace.collision_type values will match
the order set when the collision handler was registered.
Returns:
- Type
- cp.Shape
getB() → {cp.Shape}
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Returns:
- Type
- cp.Shape
getContactPointSet() → {Array.<ContactPoint>}
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Return a contact set from an arbiter.
Returns:
- Type
- Array.<ContactPoint>
getDepth(i) → {number}
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Get the depth of the ith contact point.
Parameters:
Name | Type | Description |
---|---|---|
i |
number | Index of target contact point. |
Returns:
- Type
- number
getNormal(i) → {cp.Vect}
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Get the normal of the ith contact point.
Parameters:
Name | Type | Description |
---|---|---|
i |
number | Index of target contact point. |
Returns:
- Type
- cp.Vect
getPoint(i)
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Get the position of the ith contact point.
Parameters:
Name | Type | Description |
---|---|---|
i |
number | Index of target contact point. |
getShapes() → {Array.<cp.Shape>}
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Return the colliding shapes involved for this arbiter.
Returns:
Array of colliding shapes.
- Type
- Array.<cp.Shape>
ignore()
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Causes a collision pair to be ignored as if you returned false from a begin callback.
If called from a pre-step callback, you will still need to return false
if you want it to be ignored in the current step.
isFirstContact() → {boolean}
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Returns true if this is the first step a pair of objects started colliding.
Returns:
- Type
- boolean
next(body) → {Arbiter}
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From chipmunk_private.h
Parameters:
Name | Type | Description |
---|---|---|
body |
cp.Body |
Returns:
- Type
- Arbiter
preStep(dt, slop, bias)
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Parameters:
Name | Type | Description |
---|---|---|
dt |
number | |
slop |
number | |
bias |
number |
totalImpulse() → {cp.Vect}
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Calculate the total impulse that was applied by this arbiter.
This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback.
Returns:
- Type
- cp.Vect
totalImpulseWithFriction() → {cp.Vect}
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Calculate the total impulse including the friction that was applied by this arbiter.
This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback.
Returns:
- Type
- cp.Vect
totalKE() → {number}
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Calculate the amount of energy lost in a collision including static, but not dynamic friction.
This function should only be called from a post-solve, post-step or cpBodyEachArbiter callback.
Returns:
- Type
- number
unthread()
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update(contacts, handler, a, b)
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Parameters:
Name | Type | Description |
---|---|---|
contacts |
Array.<Contact> | |
handler |
cp.CollisionHandler | |
a |
cp.Shape | |
b |
cp.Shape |