Libraries.Game.Collision.Shapes.Circle Documentation
This class extends the CollisionShape2D by rewritting specific actions that are blueprint actions in CollisionShape2D for the shape of a circle. This class records all of the properties of a circle should have. To display the circle with the properties that you've set, you have to use "use Libraries.Game.Graphics.Drawable".
Inherits from: Libraries.Game.Collision.Shapes.CollisionShape2D, Libraries.Language.Object
Actions Documentation
Compare(Libraries.Language.Object object)
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Parameters
- Libraries.Language.Object: The object to compare to.
Return
integer: The Compare result, Smaller, Equal, or Larger.
Example
Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
ComputeArea()
This action calculates the area of the circle.
Return
number:
ComputeBoundingBox(Libraries.Game.Collision.BoundingBox2D boundingBox, Libraries.Game.Collision.PhysicsPosition2D transform, integer childIndex)
returns the distance of the point relative to the outside edges of the circle
Parameters
ComputeDistance(Libraries.Game.Collision.PhysicsPosition2D transform, Libraries.Compute.Vector2 point, integer childIndex, Libraries.Compute.Vector2 normalOut)
if the length(
Parameters
- Libraries.Game.Collision.PhysicsPosition2D
- Libraries.Compute.Vector2
- integer childIndex
- Libraries.Compute.Vector2
Return
number:
ComputeMass(Libraries.Game.Physics.Mass2D mass, number density)
This action calculates the mass of the circle. The action assumes that the density of the circle is constant at every point on the circle, therefore, the center of mass of the circle is just at the center of the circle.
Parameters
- Libraries.Game.Physics.Mass2D
- number density
Copy()
This action creates a copy of another circle shape using the properties of the current circle properties.
Return
Equals(Libraries.Language.Object object)
This action determines if two objects are equal based on their hash code values.
Parameters
- Libraries.Language.Object: The to be compared.
Return
boolean: True if the hash codes are equal and false if they are not equal.
Example
use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)
GetChildCount()
Because a circle is a primitive shape, therefore, it is its own child (think of it as a circle makes up a circle).
Return
integer:
GetHashCode()
This action gets the hash code for an object.
Return
integer: The integer hash code of the object.
Example
Object o
integer hash = o:GetHashCode()
GetRadius()
This action returns the radius of the shape.
Return
number:
GetSupportVertex()
This action returns the centroid of the circle relative to the circle's local coordinates.
Return
GetType()
This action gets the type of the shape that is used to collide with another 2D shape.
Return
integer:
GetVertex(integer index)
This action returns the centroid of the circle relative to the circle's local coordinates.
Parameters
- integer index
Return
GetVertexCount()
This action returns 1 for a circle.
Return
integer:
Scale(number scaleX, number scaleY)
Because we don't want to change a circle into an oval shape, so this action will use the first number that you passed in to change the size of the circle so that the circle will still be a circle after the change.
Parameters
- number scaleX
- number scaleY
SetRadius(number radius)
This action sets the radius of the shape.
Parameters
- number radius
SetType(integer type)
This action sets the type of the shape that will be used to collide with another 2D shape.
Parameters
- integer type
TestPoint(Libraries.Game.Collision.PhysicsPosition2D transform, Libraries.Compute.Vector2 point)
This action tests if a point of interest is inside the circular shape.
Parameters
- Libraries.Game.Collision.PhysicsPosition2D: The position and the tilt of the circulat shape relative to the global coordinates.
- Libraries.Compute.Vector2: The point of interest written in global coordinates.
Return
boolean:
On this page
Variables TableAction Documentation- Compare(Libraries.Language.Object object)
- ComputeArea()
- ComputeBoundingBox(Libraries.Game.Collision.BoundingBox2D boundingBox, Libraries.Game.Collision.PhysicsPosition2D transform, integer childIndex)
- ComputeDistance(Libraries.Game.Collision.PhysicsPosition2D transform, Libraries.Compute.Vector2 point, integer childIndex, Libraries.Compute.Vector2 normalOut)
- ComputeMass(Libraries.Game.Physics.Mass2D mass, number density)
- Copy()
- Equals(Libraries.Language.Object object)
- GetChildCount()
- GetHashCode()
- GetRadius()
- GetSupportVertex()
- GetType()
- GetVertex(integer index)
- GetVertexCount()
- Scale(number scaleX, number scaleY)
- SetRadius(number radius)
- SetType(integer type)
- TestPoint(Libraries.Game.Collision.PhysicsPosition2D transform, Libraries.Compute.Vector2 point)