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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"
72 void SetDebugDraw(
b2Draw* debugDraw);
83 void DestroyBody(
b2Body* body);
92 void DestroyJoint(
b2Joint* joint);
99 void Step(
float timeStep,
100 int32 velocityIterations,
101 int32 positionIterations);
133 const b2Body* GetBodyList()
const;
139 const b2Joint* GetJointList()
const;
150 void SetAllowSleeping(
bool flag);
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; }
166 int32 GetProxyCount()
const;
169 int32 GetBodyCount()
const;
172 int32 GetJointCount()
const;
175 int32 GetContactCount()
const;
178 int32 GetTreeHeight()
const;
181 int32 GetTreeBalance()
const;
185 float GetTreeQuality()
const;
188 void SetGravity(
const b2Vec2& gravity);
191 b2Vec2 GetGravity()
const;
194 bool IsLocked()
const;
197 void SetAutoClearForces(
bool flag);
200 bool GetAutoClearForces()
const;
205 void ShiftOrigin(
const b2Vec2& newOrigin);
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;
A 2D column vector.
Definition: b2_math.h:41
This is an internal structure.
Definition: b2_time_step.h:42
A rigid body. These are created via b2World::CreateBody.
Definition: b2_body.h:128
int32 GetContactCount() const
Get the number of contacts (each may have 0 or more contact points).
Definition: b2_world.h:304
b2Body * GetBodyList()
Definition: b2_world.h:264
Profiling data. Times are in milliseconds.
Definition: b2_time_step.h:29
const b2ContactManager & GetContactManager() const
Get the contact manager for testing.
Definition: b2_world.h:335
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:72
Definition: b2_world_callbacks.h:128
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
Definition: b2_stack_allocator.h:42
b2Joint * GetJointList()
Definition: b2_world.h:274
int32 GetJointCount() const
Get the number of joints.
Definition: b2_world.h:299
Color for debug drawing. Each value has the range [0,1].
Definition: b2_draw.h:30
Definition: b2_fixture.h:116
An axis aligned bounding box.
Definition: b2_collision.h:168
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:37
b2Contact * GetContactList()
Definition: b2_world.h:284
b2Vec2 GetGravity() const
Get the global gravity vector.
Definition: b2_world.h:314
void SetSubStepping(bool flag)
Enable/disable single stepped continuous physics. For testing.
Definition: b2_world.h:162
Definition: b2_world_callbacks.h:140
Definition: b2_world.h:46
const b2Profile & GetProfile() const
Get the current profile.
Definition: b2_world.h:340
Definition: b2_joint.h:110
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:41
bool IsLocked() const
Is the world locked (in the middle of a time step).
Definition: b2_world.h:319