95 int32 velocityIterations,
96 int32 positionIterations);
int32 GetBodyCount() const
Get the number of bodies.
void Step(float32 timeStep, int32 velocityIterations, int32 positionIterations)
int32 GetProxyCount() const
Get the number of broad-phase proxies.
bool GetAutoClearForces() const
Get the flag that controls automatic clearing of forces after each time step.
b2ContactManager m_contactManager
void SetAllowSleeping(bool flag)
Enable/disable sleep.
Joint definitions are used to construct joints.
const b2Profile & GetProfile() const
Get the current profile.
void DrawShape(b2Fixture *shape, const b2Transform &xf, const b2Color &color)
bool GetWarmStarting() const
void SetGravity(const b2Vec2 &gravity)
Change the global gravity vector.
int32 GetJointCount() const
Get the number of joints.
bool GetAllowSleeping() const
float32 GetTreeQuality() const
b2World(const b2Vec2 &gravity)
This is an internal structure.
void SetDebugDraw(b2Draw *debugDraw)
void DestroyJoint(b2Joint *joint)
void SetSubStepping(bool flag)
Enable/disable single stepped continuous physics. For testing.
void ShiftOrigin(const b2Vec2 &newOrigin)
int32 GetTreeBalance() const
Get the balance of the dynamic tree.
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
Color for debug drawing. Each value has the range [0,1].
void Solve(const b2TimeStep &step)
void SolveTOI(const b2TimeStep &step)
A rigid body. These are created via b2World::CreateBody.
int32 GetContactCount() const
Get the number of contacts (each may have 0 or more contact points).
void QueryAABB(b2QueryCallback *callback, const b2AABB &aabb) const
Profiling data. Times are in milliseconds.
b2Joint * CreateJoint(const b2JointDef *def)
void RayCast(b2RayCastCallback *callback, const b2Vec2 &point1, const b2Vec2 &point2) const
~b2World()
Destruct the world. All physics entities are destroyed and all heap memory is released.
void DrawJoint(b2Joint *joint)
b2Contact * GetContactList()
void SetContactListener(b2ContactListener *listener)
void SetContinuousPhysics(bool flag)
Enable/disable continuous physics. For testing.
bool GetSubStepping() const
b2StackAllocator m_stackAllocator
void DrawDebugData()
Call this to draw shapes and other debug draw data. This is intentionally non-const.
b2Vec2 GetGravity() const
Get the global gravity vector.
An axis aligned bounding box.
b2DestructionListener * m_destructionListener
void SetDestructionListener(b2DestructionListener *listener)
bool GetContinuousPhysics() const
friend class b2Controller
void DestroyBody(b2Body *body)
b2BlockAllocator m_blockAllocator
const b2ContactManager & GetContactManager() const
Get the contact manager for testing.
void SetAutoClearForces(bool flag)
Set flag to control automatic clearing of forces after each time step.
int32 GetTreeHeight() const
Get the height of the dynamic tree.
void SetContactFilter(b2ContactFilter *filter)
b2Body * CreateBody(const b2BodyDef *def)
void SetWarmStarting(bool flag)
Enable/disable warm starting. For testing.
bool IsLocked() const
Is the world locked (in the middle of a time step).