Create or return the existing collision handler for the specified pair of collision types.
If wildcard handlers are used with either of the collision types, it's the responibility of the custom handler to invoke the wildcard handlers.
Schedule a post-step callback to be called when cpSpaceStep() finishes.
You can only register one callback per unique value for @c key.
Returns true only if @c key has never been scheduled before.
It's possible to pass @c NULL for @c func if you only want to mark @c key as being used.
Determines how fast overlapping shapes are pushed apart.
Expressed as a fraction of the error remaining after each second.
Defaults to pow(1.0 - 0.1, 60.0) meaning that Chipmunk fixes 10% of overlap each frame at 60Hz.
Amount of encouraged penetration between colliding shapes.
Used to reduce oscillating contacts and keep the collision cache warm.
Defaults to 0.1. If you have poor simulation quality,
increase this number as much as possible without allowing visible amounts of overlap.
Damping rate expressed as the fraction of velocity bodies retain each second.
A value of 0.9 would mean that each body's velocity will drop 10% per second.
The default value is 1.0, meaning no damping is applied.
@note This damping value is different than those of cpDampedSpring and cpDampedRotarySpring.
User definable data pointer.
Generally this points to your game's controller or game state
class so you can access it when given a cpSpace reference in a callback.
Time a group of bodies must remain idle in order to fall asleep.
Enabling sleeping also implicitly enables the the contact graph.
The default value of INFINITY disables the sleeping algorithm.
Perform a fast rectangle query on the space calling @c func for each shape found.
Only the shape's bounding boxes are checked for overlap, not their full shape.
User definable data pointer.
Generally this points to your game's controller or game state
class so you can access it when given a cpSpace reference in a callback.
Determines how fast overlapping shapes are pushed apart.
Expressed as a fraction of the error remaining after each second.
Defaults to pow(1.0 - 0.1, 60.0) meaning that Chipmunk fixes 10% of overlap each frame at 60Hz.
Amount of encouraged penetration between colliding shapes.
Used to reduce oscillating contacts and keep the collision cache warm.
Defaults to 0.1. If you have poor simulation quality,
increase this number as much as possible without allowing visible amounts of overlap.
Damping rate expressed as the fraction of velocity bodies retain each second.
A value of 0.9 would mean that each body's velocity will drop 10% per second.
The default value is 1.0, meaning no damping is applied.
@note This damping value is different than those of cpDampedSpring and cpDampedRotarySpring.
User definable data pointer.
Generally this points to your game's controller or game state
class so you can access it when given a cpSpace reference in a callback.
Time a group of bodies must remain idle in order to fall asleep.
Enabling sleeping also implicitly enables the the contact graph.
The default value of INFINITY disables the sleeping algorithm.