Particle physics support for velocity, acceleration, and collision of particles with RigidShapes
Found in Chapter 10, page 648 of the textbook
Examples: 10.1 Particles, 10.2 Particles Colliding with Rigid Shapes, 10.3 Particle Emitters- Source:
Methods
(static) getSystemAcceleration() → {vec2}
Returns the acceleration vector for the system
- Source:
Returns:
the system acceleration
- Type
- vec2
(static) init()
Initialize the Transform, RigidCircle, and CollisionInfo for the particle system
- Source:
(static) resolveRigidShapeCollision(obj, pSet) → {boolean}
Resolve collisions between a GameObject and each Particle within a ParticleSet
Parameters:
| Name | Type | Description |
|---|---|---|
obj |
GameObject | the GameObject to collide against |
pSet |
ParticleSet | the ParticleSet to collide with |
- Source:
Returns:
true if a collision occured for
- Type
- boolean
(static) resolveRigidShapeSetCollision(objSet, pSet) → {boolean}
Resolve collisions between each GameObject in a GameObjectSet and each Particle within a ParticleSet
Parameters:
| Name | Type | Description |
|---|---|---|
objSet |
GameObjectSet | the GameObjectSet to collide against |
pSet |
ParticleSet | the ParticleSet to collide with |
- Source:
Returns:
true if a collision occured
- Type
- boolean
(static) setSystemAcceleration(x, y)
Set the particle system acceleration
Parameters:
| Name | Type | Description |
|---|---|---|
x |
float | the acceleration in the x direction |
y |
float | the acceleration in the y direction |
- Source: