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Box2D
2.4.1
A 2D physics engine for games
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27 #include "b2_block_allocator.h"
28 #include "b2_contact_manager.h"
30 #include "b2_stack_allocator.h"
31 #include "b2_time_step.h"
32 #include "b2_world_callbacks.h"
100 int32 velocityIterations,
101 int32 positionIterations);
133 const b2Body* GetBodyList()
const;
139 const b2Joint* GetJointList()
const;
151 bool GetAllowSleeping()
const {
return m_allowSleep; }
155 bool GetWarmStarting()
const {
return m_warmStarting; }
159 bool GetContinuousPhysics()
const {
return m_continuousPhysics; }
163 bool GetSubStepping()
const {
return m_subStepping; }
169 int32 GetBodyCount()
const;
172 int32 GetJointCount()
const;
175 int32 GetContactCount()
const;
188 void SetGravity(
const b2Vec2& gravity);
191 b2Vec2 GetGravity()
const;
194 bool IsLocked()
const;
197 void SetAutoClearForces(
bool flag);
200 bool GetAutoClearForces()
const;
222 friend class b2Controller;
256 bool m_continuousPhysics;
286 return m_contactManager.m_contactList;
291 return m_contactManager.m_contactList;
306 return m_contactManager.m_contactCount;
326 m_clearForces = flag;
332 return m_clearForces;
337 return m_contactManager;
b2Joint * CreateJoint(const b2JointDef *def)
void DebugDraw()
Call this to draw shapes and other debug draw data. This is intentionally non-const.
A 2D column vector.
Definition: b2_math.h:42
This is an internal structure.
Definition: b2_time_step.h:43
A rigid body. These are created via b2World::CreateBody.
Definition: b2_body.h:129
b2Joint * GetJointList()
Definition: b2_world.h:274
void SetDestructionListener(b2DestructionListener *listener)
void SetContactListener(b2ContactListener *listener)
int32 GetContactCount() const
Get the number of contacts (each may have 0 or more contact points).
Definition: b2_world.h:304
Profiling data. Times are in milliseconds.
Definition: b2_time_step.h:30
b2Body * CreateBody(const b2BodyDef *def)
const b2ContactManager & GetContactManager() const
Get the contact manager for testing.
Definition: b2_world.h:335
void DestroyBody(b2Body *body)
void SetWarmStarting(bool flag)
Enable/disable warm starting. For testing.
Definition: b2_world.h:154
Joint definitions are used to construct joints.
Definition: b2_joint.h:73
Definition: b2_world_callbacks.h:129
int32 GetBodyCount() const
Get the number of bodies.
Definition: b2_world.h:294
void SetGravity(const b2Vec2 &gravity)
Change the global gravity vector.
Definition: b2_world.h:309
int32 GetTreeHeight() const
Get the height of the dynamic tree.
Definition: b2_stack_allocator.h:43
float GetTreeQuality() const
void DestroyJoint(b2Joint *joint)
int32 GetJointCount() const
Get the number of joints.
Definition: b2_world.h:299
b2Body * GetBodyList()
Definition: b2_world.h:264
Color for debug drawing. Each value has the range [0,1].
Definition: b2_draw.h:31
void SetDebugDraw(b2Draw *debugDraw)
int32 GetTreeBalance() const
Get the balance of the dynamic tree.
Definition: b2_fixture.h:117
An axis aligned bounding box.
Definition: b2_collision.h:169
void SetContinuousPhysics(bool flag)
Enable/disable continuous physics. For testing.
Definition: b2_world.h:158
void SetAutoClearForces(bool flag)
Set flag to control automatic clearing of forces after each time step.
Definition: b2_world.h:324
Definition: b2_block_allocator.h:38
b2World(const b2Vec2 &gravity)
b2Contact * GetContactList()
Definition: b2_world.h:284
~b2World()
Destruct the world. All physics entities are destroyed and all heap memory is released.
void ShiftOrigin(const b2Vec2 &newOrigin)
b2Vec2 GetGravity() const
Get the global gravity vector.
Definition: b2_world.h:314
void RayCast(b2RayCastCallback *callback, const b2Vec2 &point1, const b2Vec2 &point2) const
void SetSubStepping(bool flag)
Enable/disable single stepped continuous physics. For testing.
Definition: b2_world.h:162
Definition: b2_world_callbacks.h:141
Definition: b2_world.h:47
void QueryAABB(b2QueryCallback *callback, const b2AABB &aabb) const
int32 GetProxyCount() const
Get the number of broad-phase proxies.
const b2Profile & GetProfile() const
Get the current profile.
Definition: b2_world.h:340
void SetAllowSleeping(bool flag)
Enable/disable sleep.
Definition: b2_joint.h:111
bool GetAutoClearForces() const
Get the flag that controls automatic clearing of forces after each time step.
Definition: b2_world.h:330
Definition: b2_world_callbacks.h:42
void SetContactFilter(b2ContactFilter *filter)
void Step(float timeStep, int32 velocityIterations, int32 positionIterations)
bool IsLocked() const
Is the world locked (in the middle of a time step).
Definition: b2_world.h:319