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	<File path="Classes/CCPhysicsNode.html">
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/cl/CCPhysicsNode</TokenIdentifier>
			<Abstract type="html">A CCNode that enables physics simulation in it&apos;s children.
To use CCPhysics, you create a physics node, and then attach CCPhysicsBody objects to any child node that you want to have gravity or collisions applied to.
Physics nodes are also where you set up a delegate object that can tell you about collision events.
Lastly, you can query for physics objects near a point, along a ray, or within a certain bounding box.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
            
			
			<NodeRef refid="103"/>
		</Token>
		
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/setDebugDraw:</TokenIdentifier>
			<Abstract type="html">Should the node draw a debug overlay of the joints and collision shapes? Defaults to NO.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) BOOL debugDraw</Declaration>
			
			
			<Anchor>//api/name/debugDraw</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/debugDraw</TokenIdentifier>
			<Abstract type="html">Should the node draw a debug overlay of the joints and collision shapes? Defaults to NO.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) BOOL debugDraw</Declaration>
			
			
			<Anchor>//api/name/debugDraw</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instp/CCPhysicsNode/debugDraw</TokenIdentifier>
			<Abstract type="html">Should the node draw a debug overlay of the joints and collision shapes? Defaults to NO.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) BOOL debugDraw</Declaration>
			
			
			<Anchor>//api/name/debugDraw</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/setGravity:</TokenIdentifier>
			<Abstract type="html">Gravity applied to the dynamic bodies in the world. Defaults to CGPointZero.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) CGPoint gravity</Declaration>
			
			
			<Anchor>//api/name/gravity</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/gravity</TokenIdentifier>
			<Abstract type="html">Gravity applied to the dynamic bodies in the world. Defaults to CGPointZero.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) CGPoint gravity</Declaration>
			
			
			<Anchor>//api/name/gravity</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instp/CCPhysicsNode/gravity</TokenIdentifier>
			<Abstract type="html">Gravity applied to the dynamic bodies in the world. Defaults to CGPointZero.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) CGPoint gravity</Declaration>
			
			
			<Anchor>//api/name/gravity</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/setIterations:</TokenIdentifier>
			<Abstract type="html">The number of solver iterations the underlying physics engine should run.
This allows you to tune the performance and quality of the physics.
Low numbers will improve performance, but make the physics spongy or rubbery.
High numbers will use more CPU time, but make the physics look more solid.
The default value is 10.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) int iterations</Declaration>
			
			
			<Anchor>//api/name/iterations</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/iterations</TokenIdentifier>
			<Abstract type="html">The number of solver iterations the underlying physics engine should run.
This allows you to tune the performance and quality of the physics.
Low numbers will improve performance, but make the physics spongy or rubbery.
High numbers will use more CPU time, but make the physics look more solid.
The default value is 10.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) int iterations</Declaration>
			
			
			<Anchor>//api/name/iterations</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instp/CCPhysicsNode/iterations</TokenIdentifier>
			<Abstract type="html">The number of solver iterations the underlying physics engine should run.
This allows you to tune the performance and quality of the physics.
Low numbers will improve performance, but make the physics spongy or rubbery.
High numbers will use more CPU time, but make the physics look more solid.
The default value is 10.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) int iterations</Declaration>
			
			
			<Anchor>//api/name/iterations</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/setSleepTimeThreshold:</TokenIdentifier>
			<Abstract type="html">Physics bodies fall asleep when a group of them move slowly for longer than the threshold.
Sleeping bodies use minimal CPU resources and wake automatically when a collision happens.
Defaults to 0.5 seconds.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) CCTime sleepTimeThreshold</Declaration>
			
			
			<Anchor>//api/name/sleepTimeThreshold</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/sleepTimeThreshold</TokenIdentifier>
			<Abstract type="html">Physics bodies fall asleep when a group of them move slowly for longer than the threshold.
Sleeping bodies use minimal CPU resources and wake automatically when a collision happens.
Defaults to 0.5 seconds.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) CCTime sleepTimeThreshold</Declaration>
			
			
			<Anchor>//api/name/sleepTimeThreshold</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instp/CCPhysicsNode/sleepTimeThreshold</TokenIdentifier>
			<Abstract type="html">Physics bodies fall asleep when a group of them move slowly for longer than the threshold.
Sleeping bodies use minimal CPU resources and wake automatically when a collision happens.
Defaults to 0.5 seconds.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) CCTime sleepTimeThreshold</Declaration>
			
			
			<Anchor>//api/name/sleepTimeThreshold</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/setCollisionDelegate:</TokenIdentifier>
			<Abstract type="html">The delegate that is called when two physics bodies collide.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) NSObject&lt;CCPhysicsCollisionDelegate&gt; *collisionDelegate</Declaration>
			
			
			<Anchor>//api/name/collisionDelegate</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/collisionDelegate</TokenIdentifier>
			<Abstract type="html">The delegate that is called when two physics bodies collide.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) NSObject&lt;CCPhysicsCollisionDelegate&gt; *collisionDelegate</Declaration>
			
			
			<Anchor>//api/name/collisionDelegate</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instp/CCPhysicsNode/collisionDelegate</TokenIdentifier>
			<Abstract type="html">The delegate that is called when two physics bodies collide.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>@property (nonatomic, assign) NSObject&lt;CCPhysicsCollisionDelegate&gt; *collisionDelegate</Declaration>
			
			
			<Anchor>//api/name/collisionDelegate</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/pointQueryAt:within:block:</TokenIdentifier>
			<Abstract type="html">Find all CCPhysicsShapes within a certain distance of a point. The block is called once for each shape found.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>- (void)pointQueryAt:(CGPoint)point within:(CGFloat)radius block:(void ( ^ ) ( CCPhysicsShape *shape , CGPoint nearest , CGFloat distance ))block</Declaration>
			<Parameters>
				<Parameter>
					<Name>point</Name>
					<Abstract type="html">Center point of query.</Abstract>
				</Parameter><Parameter>
					<Name>radius</Name>
					<Abstract type="html">Radius to sweep.</Abstract>
				</Parameter><Parameter>
					<Name>block</Name>
					<Abstract type="html">Block to execute per result.</Abstract>
				</Parameter>
			</Parameters>
			
			<Anchor>//api/name/pointQueryAt:within:block:</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/rayQueryFirstFrom:to:block:</TokenIdentifier>
			<Abstract type="html">Shoot a ray from &apos;start&apos; to &apos;end&apos; and find all of the CCPhysicsShapes that it would hit.
The block is called once for each shape found.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>- (void)rayQueryFirstFrom:(CGPoint)start to:(CGPoint)end block:(void ( ^ ) ( CCPhysicsShape *shape , CGPoint point , CGPoint normal , CGFloat distance ))block</Declaration>
			<Parameters>
				<Parameter>
					<Name>start</Name>
					<Abstract type="html">Start point.</Abstract>
				</Parameter><Parameter>
					<Name>end</Name>
					<Abstract type="html">End point.</Abstract>
				</Parameter><Parameter>
					<Name>block</Name>
					<Abstract type="html">Block to execute per result.</Abstract>
				</Parameter>
			</Parameters>
			
			<Anchor>//api/name/rayQueryFirstFrom:to:block:</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
		<Token>
			<TokenIdentifier>//apple_ref/occ/instm/CCPhysicsNode/rectQuery:block:</TokenIdentifier>
			<Abstract type="html">Find all CCPhysicsShapes whose bounding boxes overlap the given CGRect.
The block is called once for each shape found.</Abstract>
			<DeclaredIn>CCPhysicsNode.h</DeclaredIn>
			
			<Declaration>- (void)rectQuery:(CGRect)rect block:(void ( ^ ) ( CCPhysicsShape *shape ))block</Declaration>
			<Parameters>
				<Parameter>
					<Name>rect</Name>
					<Abstract type="html">Rectangle area to check.</Abstract>
				</Parameter><Parameter>
					<Name>block</Name>
					<Abstract type="html">The block is called once for each shape found.</Abstract>
				</Parameter>
			</Parameters>
			
			<Anchor>//api/name/rectQuery:block:</Anchor>
            <NodeRef refid="103"/>
		</Token>
		
        
	</File>
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