Libraries.Game.Physics.CollisionSolver2D Documentation

This class is a calculation tool that updates an object's impulse to move the object aroun

Inherits from: Libraries.Language.Object

Summary

Actions Summary Table

ActionsDescription
Compare(Libraries.Language.Object object)This action compares two object hash codes and returns an integer.
Equals(Libraries.Language.Object object)This action determines if two objects are equal based on their hash code values.
GetHashCode()This action gets the hash code for an object.
Initialize()This action initializes the arrays that are inside this CollisionSolver2D clas
InitializeVelocityConstraints()This action stores all of the velocity constraint
SetAnglesList(Libraries.Containers.Array<number> anglesList)This action sets a list of the target tilt of each object at the end of the current physics step relative to the global coordinate
SetAngularVelocitiesList(Libraries.Containers.Array<number> angularVelocitiesList)This action sets a list of angular velocities of each objec
SetCollisionList(Libraries.Containers.Array<Libraries.Interface.Events.CollisionEvent2D> collisionList)This action allows the solver to know how many collision has happened during the current physics step by passing in an array of CollisionEvent2
SetLinearVelocitiesList(Libraries.Containers.Array<Libraries.Compute.Vector2> linearVelocitiesList)This action sets a list of linear velocities of each object currently with respect to the global coordinate
SetPositionsList(Libraries.Containers.Array<Libraries.Compute.Vector2> positionsList)This action sets a list of the target center of each objects at the end of the current physics step relative to the global coordinate
SetTimeStep(Libraries.Game.Physics.TimeStep timeStep)This action sets the timeStep of this CollisionSolver2D using another timeStep that is passed i
SolvePositionConstraints()This action makes sure that all of the position constraints are me
SolveTimeOfImpactPositionConstraints(integer timeOfImpactIndexA, integer timeOfImpactIndexB)This action calculates when the two objects will collide, and makes sure that these two objects don't penetrate each othe
SolveVelocityConstraints()This action makes sure that all of the velocity constraints are me
StoreImpulses()This action stores the impulses that will satisfy the velocity constraint
WarmStart()This action solves the collision using an initial gues

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.

Example Code

Object o
        Object t
        integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smalle

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Example Code

use Libraries.Language.Object
        use Libraries.Language.Types.Text
        Object o
        Text t
        boolean result = o:Equals(

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

GetHashCode()

This action gets the hash code for an object.

Example Code

Object o
        integer hash = o:GetHashCode

Return

integer: The integer hash code of the object.

Initialize()

This action initializes the arrays that are inside this CollisionSolver2D clas

InitializeVelocityConstraints()

This action stores all of the velocity constraint

SetAnglesList(Libraries.Containers.Array<number> anglesList)

This action sets a list of the target tilt of each object at the end of the current physics step relative to the global coordinate

Parameters

SetAngularVelocitiesList(Libraries.Containers.Array<number> angularVelocitiesList)

This action sets a list of angular velocities of each objec

Parameters

SetCollisionList(Libraries.Containers.Array<Libraries.Interface.Events.CollisionEvent2D> collisionList)

This action allows the solver to know how many collision has happened during the current physics step by passing in an array of CollisionEvent2

Parameters

SetLinearVelocitiesList(Libraries.Containers.Array<Libraries.Compute.Vector2> linearVelocitiesList)

This action sets a list of linear velocities of each object currently with respect to the global coordinate

Parameters

SetPositionsList(Libraries.Containers.Array<Libraries.Compute.Vector2> positionsList)

This action sets a list of the target center of each objects at the end of the current physics step relative to the global coordinate

Parameters

SetTimeStep(Libraries.Game.Physics.TimeStep timeStep)

This action sets the timeStep of this CollisionSolver2D using another timeStep that is passed i

Parameters

SolvePositionConstraints()

This action makes sure that all of the position constraints are me

Return

boolean:

SolveTimeOfImpactPositionConstraints(integer timeOfImpactIndexA, integer timeOfImpactIndexB)

This action calculates when the two objects will collide, and makes sure that these two objects don't penetrate each othe

Parameters

Return

boolean:

SolveVelocityConstraints()

This action makes sure that all of the velocity constraints are me

StoreImpulses()

This action stores the impulses that will satisfy the velocity constraint

WarmStart()

This action solves the collision using an initial gues