51 sd.SetAsBox(10.0
f, 2.0
f,
b2Vec2(0.0
f, 20.0
f), 0.0
f);
IMGUI_API void SetNextWindowSize(const ImVec2 &size, ImGuiCond cond=0)
b2Fixture * CreateFixture(const b2FixtureDef *def)
uintptr_t pointer
For legacy compatibility.
void ApplyForce(const b2Vec2 &force, const b2Vec2 &point, bool wake)
void EndContact(b2Contact *contact) override
Called when two fixtures cease to touch.
const b2Vec2 & GetPosition() const
b2BodyUserData & GetUserData()
Get the user data pointer that was provided in the body definition.
void SetTwoSided(const b2Vec2 &v1, const b2Vec2 &v2)
Set this as an isolated edge. Collision is two-sided.
IMGUI_API bool Begin(const char *name, bool *p_open=NULL, ImGuiWindowFlags flags=0)
A rigid body. These are created via b2World::CreateBody.
float LengthSquared() const
void Set(float x_, float y_)
Set this vector to some specified coordinates.
void Step(Settings &settings) override
b2BodyUserData userData
Use this to store application specific body data.
IMGUI_API void SetNextWindowPos(const ImVec2 &pos, ImGuiCond cond=0, const ImVec2 &pivot=ImVec2(0, 0))
IMGUI_API bool SliderFloat(const char *label, float *v, float v_min, float v_max, const char *format="%.3f", float power=1.0f)
void BeginContact(b2Contact *contact) override
Called when two fixtures begin to touch.
float Normalize()
Convert this vector into a unit vector. Returns the length.
b2Vec2 GetWorldPoint(const b2Vec2 &localPoint) const
int RegisterTest(const char *category, const char *name, TestCreateFcn *fcn)
b2Body * m_bodies[e_count]
virtual void Step(Settings &settings)
b2Body * CreateBody(const b2BodyDef *def)