#include <test.h>
Inherits b2ContactListener.
Inherited by AddPair, ApplyForce, BodyTypes, BoxStack, Breakable, Bridge, BulletTest, Cantilever, Car, Chain, ChainProblem, CharacterCollision, CircleStack, CollisionFiltering, CollisionProcessing, CompoundShapes, Confined, ContinuousTest, ConvexHull, ConveyorBelt, DistanceJoint, DistanceTest, Dominos, DumpLoader, DynamicTree, EdgeShapes, EdgeTest, Friction, GearJoint, Heavy1, Heavy2, MobileBalanced, MobileUnbalanced, MotorJoint, Pinball, Platformer, PolygonCollision, PolygonShapes, PrismaticJoint, PulleyJoint, Pyramid, RayCast, Restitution, RevoluteJoint, Rope, Sensors, ShapeCast, ShapeEditing, Skier, SliderCrank1, SliderCrank2, TheoJansen, Tiles, TimeOfImpact, Tumbler, Web, WheelJoint, and WreckingBall.
Definition at line 80 of file test.h.
◆ Test()
◆ ~Test()
◆ BeginContact()
◆ CompleteBombSpawn()
◆ DrawTitle()
void Test::DrawTitle |
( |
const char * |
string | ) |
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◆ EndContact()
◆ JointDestroyed()
Reimplemented in Web.
Definition at line 103 of file test.h.
◆ Keyboard()
virtual void Test::Keyboard |
( |
int |
key | ) |
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inlinevirtual |
Reimplemented in Car, TheoJansen, PolygonShapes, EdgeShapes, Web, DynamicTree, Pinball, SliderCrank2, Skier, BodyTypes, Confined, DistanceTest, BoxStack, PolygonCollision, Heavy2, MotorJoint, ConvexHull, and ShapeEditing.
Definition at line 90 of file test.h.
◆ KeyboardUp()
virtual void Test::KeyboardUp |
( |
int |
key | ) |
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inlinevirtual |
◆ LaunchBomb() [1/2]
void Test::LaunchBomb |
( |
| ) |
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◆ LaunchBomb() [2/2]
◆ MouseDown()
◆ MouseMove()
◆ MouseUp()
◆ PostSolve()
This lets you inspect a contact after the solver is finished. This is useful for inspecting impulses. Note: the contact manifold does not include time of impact impulses, which can be arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly in a separate data structure. Note: this is only called for contacts that are touching, solid, and awake.
Reimplemented from b2ContactListener.
Reimplemented in Breakable.
Definition at line 109 of file test.h.
◆ PreSolve()
This is called after a contact is updated. This allows you to inspect a contact before it goes to the solver. If you are careful, you can modify the contact manifold (e.g. disable contact). A copy of the old manifold is provided so that you can detect changes. Note: this is called only for awake bodies. Note: this is called even when the number of contact points is zero. Note: this is not called for sensors. Note: if you set the number of contact points to zero, you will not get an EndContact callback. However, you may get a BeginContact callback the next step.
Reimplemented from b2ContactListener.
Reimplemented in Platformer, and ConveyorBelt.
Definition at line 73 of file test.cpp.
◆ ShiftMouseDown()
◆ ShiftOrigin()
void Test::ShiftOrigin |
( |
const b2Vec2 & |
newOrigin | ) |
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◆ SpawnBomb()
◆ Step()
Reimplemented in RayCast, Car, EdgeTest, Rope, CharacterCollision, PolygonShapes, TheoJansen, EdgeShapes, Web, ApplyForce, GearJoint, Sensors, SliderCrank2, WreckingBall, RevoluteJoint, BodyTypes, BoxStack, Skier, Tiles, CollisionProcessing, Breakable, Pinball, Confined, ContinuousTest, Platformer, PrismaticJoint, BulletTest, ShapeCast, ConveyorBelt, ShapeEditing, MotorJoint, PulleyJoint, WheelJoint, Pyramid, Tumbler, ConvexHull, DynamicTree, CircleStack, DumpLoader, DistanceTest, PolygonCollision, and TimeOfImpact.
Definition at line 278 of file test.cpp.
◆ UpdateUI()
virtual void Test::UpdateUI |
( |
| ) |
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inlinevirtual |
◆ BoundaryListener
friend class BoundaryListener |
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friend |
◆ ContactListener
friend class ContactListener |
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friend |
◆ DestructionListener
◆ m_bomb
◆ m_bombSpawning
bool Test::m_bombSpawning |
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protected |
◆ m_bombSpawnPoint
◆ m_destructionListener
◆ m_groundBody
◆ m_maxProfile
◆ m_mouseJoint
◆ m_mouseWorld
◆ m_pointCount
◆ m_points
◆ m_stepCount
◆ m_textIncrement
int32 Test::m_textIncrement |
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protected |
◆ m_textLine
◆ m_totalProfile
◆ m_world
◆ m_worldAABB
The documentation for this class was generated from the following files: