Space – Create a “space” to put your objects into and simulate them.Shape – Attach collision shapes to rigid bodies.Body – Create and work with rigid bodies.BB – Create and manipulate 2D axis-aligned bounding boxes.Vec2 – Create and manipulate 2D vectors.To represent vectors, Chipmunk defines the Vec2 typeĪnd a set of operators for working with them. CP.flerpconst(f1, f2, d) Linearly interpolate from f1 towards f2 by no more than d.įloating point infinity is defined for you as CP::INFINITY,Īnd also as Float::INFINITY if your version of Ruby doesn’t define CP.flerp(f1, f2, t) Linearly interpolate between f1 and f2. There are a few functions in the CP module you will probably find very useful: CP.clamp(f, min, max) Clamp f to be between min and max. These bindings commonly use Ruby Float for calculations. Yes, I know this is annoying,īut I hope to reduce the occurrence of such problems in later versions. Which may crash the bindings and Ruby with it. The underlying C library will sometimes throw an assertion, This occurs especially when you're using these methods in ways that Chipmunkĭoes not allow. Some methods in these wrappers, if used incorrectly, may crash Ruby. Methods that may fail to do what they should do, will return self on success Most methods will raise a Ruby exception when used incorrectly. Has to be copied out, and no reference to the Arbiter should be held, sinceĬhipmunk erases the arbiters after calling the collision callback. May only be referenced inside a collision callback. One important exception are objects of the Arbiter class, which Ruby is garbage collected, so normallly you don't have to worry about this. In these Ruby bindings, Chipmunk is automatically initialized when you do Sprite’s and the collision shape’s position and rotation are controlled Invisible property that defines how objects should collide. Visual representation of an object, while a collision shape is an Shapes in Chipmunk and how they relate to sprites. There is often confusion between rigid bodies and their collision You add bodies, shapes and joints to a space, and then update Space Spaces are the basic simulation unit inĬhipmunk.Constraint Constraints and joints describe how bodies are attached to each other.ShapesĬontain the surface properties of an object such as how much friction or Single body as you need to in order to define a complex shape. If you’ve done physics with particlesīefore, rigid bodies differ in that they are able to rotate. (mass, position, rotation, velocity, etc.) Itĭoes not have a shape by itself. There are 4 basic objects you will use in Chipmunk. Look there for anything that's missing here. It describes how you can use Chipmunk in Ruby. This file contains the documentation of theīy John Mair and Beoran. Overview of Collision Detection in ChipmunkĬhipmunk is a 2D rigid body physics library distributed under the MIT license by Scott Lembcke.
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