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<title>Objective Chipmunk: ChipmunkShape.h Source File</title>
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<h1>ChipmunkShape.h</h1> </div>
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<div class="fragment"><pre class="fragment"><a name="l00001"></a>00001
<a name="l00002"></a><a class="code" href="interface_chipmunk_shape.html">00002</a> <span class="keyword">@interface </span><a class="code" href="interface_chipmunk_shape.html" title="Abstract base class for collsion shape types.">ChipmunkShape</a> : NSObject <<a class="code" href="protocol_chipmunk_base_object-p.html" title="This protocol is implemented by objects that know how to add themselves to a space.">ChipmunkBaseObject</a>> {
<a name="l00003"></a>00003 <span class="keyword">@public</span>
<a name="l00004"></a><a class="code" href="interface_chipmunk_shape.html#a00de9897a0f58f140054a6dbb0b9e389">00004</a> <span class="keywordtype">id</span> data;
<a name="l00005"></a>00005 }
<a name="l00006"></a>00006
<a name="l00008"></a><a class="code" href="interface_chipmunk_shape.html#adcc8138bf6513071dd956adcd45c1a2f">00008</a> @property (readonly) cpShape *shape;
<a name="l00009"></a>00009
<a name="l00011"></a><a class="code" href="interface_chipmunk_shape.html#a0ca84366c13237a0e387d28e15865192">00011</a> @property (retain) <a class="code" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> *body;
<a name="l00012"></a>00012
<a name="l00014"></a><a class="code" href="interface_chipmunk_shape.html#af76755f32475329226932c1d6dacff41">00014</a> @property (readonly) cpBB bb;
<a name="l00015"></a>00015
<a name="l00017"></a><a class="code" href="interface_chipmunk_shape.html#af2916f8e94f1e148e506781bbbe9e31f">00017</a> @property BOOL sensor;
<a name="l00018"></a>00018
<a name="l00020"></a><a class="code" href="interface_chipmunk_shape.html#aa25644777b090207dc5be78da2922f85">00020</a> @property cpFloat elasticity;
<a name="l00021"></a>00021
<a name="l00023"></a><a class="code" href="interface_chipmunk_shape.html#ac161b9d079be6c15166a7e94232eb296">00023</a> @property cpFloat friction;
<a name="l00024"></a>00024
<a name="l00029"></a><a class="code" href="interface_chipmunk_shape.html#a9bdd914e4b665ca108e5aebb09caf228">00029</a> @property cpVect surfaceVel;
<a name="l00030"></a>00030
<a name="l00035"></a><a class="code" href="interface_chipmunk_shape.html#a8dc205ce246e673d60cc40d2bbd8a693">00035</a> @property (assign) <span class="keywordtype">id</span> collisionType;
<a name="l00036"></a>00036
<a name="l00041"></a><a class="code" href="interface_chipmunk_shape.html#a5720f10418920f7645c12eb5d57c51e5">00041</a> @property (assign) <span class="keywordtype">id</span> group;
<a name="l00042"></a>00042
<a name="l00044"></a><a class="code" href="interface_chipmunk_shape.html#a41a959241f56e4fee8a6610d86f93937">00044</a> @property (assign) cpLayers layers;
<a name="l00045"></a>00045
<a name="l00050"></a>00050 @property (assign) <span class="keywordtype">id</span> data;
<a name="l00051"></a>00051
<a name="l00053"></a>00053 - (cpBB)cacheBB;
<a name="l00054"></a>00054
<a name="l00056"></a>00056 - (<span class="keywordtype">bool</span>)pointQuery:(cpVect)point;
<a name="l00057"></a>00057
<a name="l00058"></a>00058 @end
<a name="l00059"></a>00059
<a name="l00060"></a>00060
<a name="l00062"></a><a class="code" href="interface_chipmunk_segment_query_info.html">00062</a> @interface <a class="code" href="interface_chipmunk_segment_query_info.html" title="Holds collision information from segment queries. You should never need to create one...">ChipmunkSegmentQueryInfo</a> : NSObject {
<a name="l00063"></a>00063 <span class="keyword">@private</span>
<a name="l00064"></a>00064 cpSegmentQueryInfo _info;
<a name="l00065"></a>00065 cpVect _start, _end;
<a name="l00066"></a>00066 }
<a name="l00067"></a>00067
<a name="l00068"></a>00068 - (id)initWithStart:(cpVect)start end:(cpVect)end;
<a name="l00069"></a>00069
<a name="l00071"></a><a class="code" href="interface_chipmunk_segment_query_info.html#a7978e8423a50400626f1b0997a35ccee">00071</a> @property (readonly) cpSegmentQueryInfo *info;
<a name="l00072"></a>00072
<a name="l00074"></a><a class="code" href="interface_chipmunk_segment_query_info.html#a79ce64322c3a3cde349186dac2c9b352">00074</a> @property (readonly) <a class="code" href="interface_chipmunk_shape.html" title="Abstract base class for collsion shape types.">ChipmunkShape</a> *shape;
<a name="l00075"></a>00075
<a name="l00077"></a><a class="code" href="interface_chipmunk_segment_query_info.html#a2b3f6aebe041b103b6bb3cc19f4acb38">00077</a> @property (readonly) cpFloat t;
<a name="l00078"></a>00078
<a name="l00080"></a><a class="code" href="interface_chipmunk_segment_query_info.html#a32e919b78a72c40b68045136c09816b2">00080</a> @property (readonly) cpVect normal;
<a name="l00081"></a>00081
<a name="l00083"></a><a class="code" href="interface_chipmunk_segment_query_info.html#af07c70ab113ea5479a55635aef79c93b">00083</a> @property (readonly) cpVect point;
<a name="l00084"></a>00084
<a name="l00086"></a><a class="code" href="interface_chipmunk_segment_query_info.html#a76a230c85eb08417ba499d4df2335008">00086</a> @property (readonly) cpFloat dist;
<a name="l00087"></a>00087
<a name="l00089"></a><a class="code" href="interface_chipmunk_segment_query_info.html#ac0a41963e5c0b9a8b8087850eaaff6c8">00089</a> @property (readonly) cpVect start;
<a name="l00090"></a>00090
<a name="l00092"></a><a class="code" href="interface_chipmunk_segment_query_info.html#acb04c1bcd6055e0f61f6ad68f5ff199f">00092</a> @property (readonly) cpVect end;
<a name="l00093"></a>00093
<a name="l00094"></a>00094 @end
<a name="l00095"></a>00095
<a name="l00096"></a>00096
<a name="l00098"></a><a class="code" href="interface_chipmunk_shape_query_info.html">00098</a> @interface <a class="code" href="interface_chipmunk_shape_query_info.html" title="Holds collision information from segment queries. You should never need to create one...">ChipmunkShapeQueryInfo</a> : NSObject {
<a name="l00099"></a>00099 <span class="keyword">@private</span>
<a name="l00100"></a>00100 <a class="code" href="interface_chipmunk_shape.html" title="Abstract base class for collsion shape types.">ChipmunkShape</a> *_shape;
<a name="l00101"></a>00101 cpContactPointSet _contactPoints;
<a name="l00102"></a>00102 }
<a name="l00103"></a>00103
<a name="l00104"></a>00104 - (id)initWithShape:(<a class="code" href="interface_chipmunk_shape.html" title="Abstract base class for collsion shape types.">ChipmunkShape</a> *)shape andPoints:(cpContactPointSet *)set;
<a name="l00105"></a>00105
<a name="l00106"></a>00106 @property (readonly) <a class="code" href="interface_chipmunk_shape.html" title="Abstract base class for collsion shape types.">ChipmunkShape</a> *shape;
<a name="l00107"></a>00107 @property (readonly) cpContactPointSet *contactPoints;
<a name="l00108"></a>00108
<a name="l00109"></a>00109 @end
<a name="l00110"></a>00110
<a name="l00111"></a>00111
<a name="l00113"></a><a class="code" href="interface_chipmunk_circle_shape.html">00113</a> @interface <a class="code" href="interface_chipmunk_circle_shape.html" title="A perfect circle shape.">ChipmunkCircleShape</a> : <a class="code" href="interface_chipmunk_shape.html" title="Abstract base class for collsion shape types.">ChipmunkShape</a> {
<a name="l00114"></a>00114 <span class="keyword">@private</span>
<a name="l00115"></a>00115 cpCircleShape _shape;
<a name="l00116"></a>00116 }
<a name="l00117"></a>00117
<a name="l00119"></a>00119 + (id)circleWithBody:(<a class="code" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> *)body radius:(cpFloat)radius offset:(cpVect)offset;
<a name="l00120"></a>00120
<a name="l00122"></a>00122 - (id)initWithBody:(<a class="code" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> *)body radius:(cpFloat)radius offset:(cpVect)offset;
<a name="l00123"></a>00123
<a name="l00125"></a><a class="code" href="interface_chipmunk_circle_shape.html#a285871e742cddb6e0a52813cdb71cf4b">00125</a> @property (readonly) cpFloat radius;
<a name="l00126"></a>00126
<a name="l00128"></a><a class="code" href="interface_chipmunk_circle_shape.html#a3ae86d4d818f0f78d14bb9991ac93f5e">00128</a> @property (readonly) cpVect offset;
<a name="l00129"></a>00129
<a name="l00130"></a>00130 @end
<a name="l00131"></a>00131
<a name="l00132"></a>00132
<a name="l00134"></a><a class="code" href="interface_chipmunk_segment_shape.html">00134</a> @interface <a class="code" href="interface_chipmunk_segment_shape.html" title="A beveled (rounded) segment shape.">ChipmunkSegmentShape</a> : <a class="code" href="interface_chipmunk_shape.html" title="Abstract base class for collsion shape types.">ChipmunkShape</a> {
<a name="l00135"></a>00135 <span class="keyword">@private</span>
<a name="l00136"></a>00136 cpSegmentShape _shape;
<a name="l00137"></a>00137 }
<a name="l00138"></a>00138
<a name="l00140"></a>00140 + (id)segmentWithBody:(<a class="code" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> *)body from:(cpVect)a to:(cpVect)b radius:(cpFloat)radius;
<a name="l00141"></a>00141
<a name="l00143"></a>00143 - (id)initWithBody:(<a class="code" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> *)body from:(cpVect)a to:(cpVect)b radius:(cpFloat)radius;
<a name="l00144"></a>00144
<a name="l00146"></a><a class="code" href="interface_chipmunk_segment_shape.html#a825fc5a48895c525550be202b817cda0">00146</a> @property (readonly) cpVect a;
<a name="l00147"></a>00147
<a name="l00149"></a><a class="code" href="interface_chipmunk_segment_shape.html#a38be78dd0da7ccd9c2bf8b535719cd64">00149</a> @property (readonly) cpVect b;
<a name="l00150"></a>00150
<a name="l00152"></a><a class="code" href="interface_chipmunk_segment_shape.html#a8ca8a1829ebeda87fbcf445a04132cec">00152</a> @property (readonly) cpVect normal;
<a name="l00153"></a>00153
<a name="l00155"></a><a class="code" href="interface_chipmunk_segment_shape.html#a147a6d2e6c69193deb002efff2ac398f">00155</a> @property (readonly) cpFloat radius;
<a name="l00156"></a>00156
<a name="l00157"></a>00157 @end
<a name="l00158"></a>00158
<a name="l00159"></a>00159
<a name="l00161"></a><a class="code" href="interface_chipmunk_poly_shape.html">00161</a> @interface <a class="code" href="interface_chipmunk_poly_shape.html" title="A convex polygon shape.">ChipmunkPolyShape</a> : <a class="code" href="interface_chipmunk_shape.html" title="Abstract base class for collsion shape types.">ChipmunkShape</a> {
<a name="l00162"></a>00162 <span class="keyword">@private</span>
<a name="l00163"></a>00163 cpPolyShape _shape;
<a name="l00164"></a>00164 }
<a name="l00165"></a>00165
<a name="l00167"></a>00167 + (id)polyWithBody:(<a class="code" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> *)body count:(<span class="keywordtype">int</span>)count verts:(cpVect *)verts offset:(cpVect)offset;
<a name="l00168"></a>00168
<a name="l00170"></a>00170 + (id)boxWithBody:(<a class="code" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> *)body width:(cpFloat)width height:(cpFloat)height;
<a name="l00171"></a>00171
<a name="l00173"></a>00173 - (id)initWithBody:(<a class="code" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> *)body count:(<span class="keywordtype">int</span>)count verts:(cpVect *)verts offset:(cpVect)offset;
<a name="l00174"></a>00174
<a name="l00176"></a>00176 - (id)initBoxWithBody:(<a class="code" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> *)body width:(cpFloat)width height:(cpFloat)height;
<a name="l00177"></a>00177
<a name="l00179"></a><a class="code" href="interface_chipmunk_poly_shape.html#a109262ca0ff22d8bb5cb7cfb7031d535">00179</a> @property (readonly) int count;
<a name="l00180"></a>00180
<a name="l00182"></a>00182 - (cpVect)getVertex:(<span class="keywordtype">int</span>)index;
<a name="l00183"></a>00183
<a name="l00184"></a>00184 @end
<a name="l00185"></a>00185
<a name="l00187"></a><a class="code" href="interface_chipmunk_static_circle_shape.html">00187</a> @interface <a class="code" href="interface_chipmunk_static_circle_shape.html" title="A subclass of ChipmunkCircleShape that is added as a static shape when using add: (ChipmunkSpace)...">ChipmunkStaticCircleShape</a> : <a class="code" href="interface_chipmunk_circle_shape.html" title="A perfect circle shape.">ChipmunkCircleShape</a>
<a name="l00188"></a>00188 @end
<a name="l00189"></a>00189
<a name="l00190"></a>00190
<a name="l00192"></a><a class="code" href="interface_chipmunk_static_segment_shape.html">00192</a> @interface <a class="code" href="interface_chipmunk_static_segment_shape.html" title="A subclass of ChipmunkSegmentShape that is added as a static shape when using add: (ChipmunkSpace)...">ChipmunkStaticSegmentShape</a> : <a class="code" href="interface_chipmunk_segment_shape.html" title="A beveled (rounded) segment shape.">ChipmunkSegmentShape</a>
<a name="l00193"></a>00193 @end
<a name="l00194"></a>00194
<a name="l00196"></a><a class="code" href="interface_chipmunk_static_poly_shape.html">00196</a> @interface <a class="code" href="interface_chipmunk_static_poly_shape.html" title="A subclass of ChipmunkPolyShape that is added as a static shape when using add: (ChipmunkSpace).">ChipmunkStaticPolyShape</a> : <a class="code" href="interface_chipmunk_poly_shape.html" title="A convex polygon shape.">ChipmunkPolyShape</a>
<a name="l00197"></a>00197 @end
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