Box2D Version 1.1.0 Released

News about Box2D
Erin Catto
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Box2D Version 1.1.0 Released

Postby Erin Catto » Thu Sep 20, 2007 11:14 pm

Change List:
- Descriptions are now Definitions (Def for short).
- Shape definitions are no longer fat. They use inheritance for boxes, polygons, and circles.
- Vectors and matrices can now have constructors. This makes it easier to write test programs.
- Began filling out the API.
- Added a HelloWorld project and test program.
- Added accessors and utility functions.
- Added fast collision filtering: groups and categories.
- API improvements.
- Added a flag to joint definitions to control collision of connected bodies.
- Fixed doSleep.
- Added user data void pointers to b2Shape, b2Body, and b2Joint.
- Added a callback for implicitly destroyed joints.
- Fixed crash pressing 'r' in the test bed while using the mouse joint.

Please see TODO.txt for future plans.

Please see Readme.txt for instructions.

http://sourceforge.net/projects/box2d

Wahooney
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Re: Box2D Version 1.1.0 Released

Postby Wahooney » Thu Sep 20, 2007 11:50 pm

Well played, sah!

Methinks the programmer doest progress too much ;)

Erin Catto wrote:- Added a callback for implicitly destroyed joints.


Does this mean that joints can be destroyed under force?
Or can that be easily added?

Erin Catto
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Re: Box2D Version 1.1.0 Released

Postby Erin Catto » Fri Sep 21, 2007 12:04 am

Say you destroy a body connected to a joint. Box2D will automatically destroy that joint. Before the joint is destroyed, you can get a call back from Box2D with the joint pointer so you can remove any reference you have to that joint. This prevents you from accidently trying to destroy that joint later.

See the Web demo where you can destroy bodies and see the joint pointers get nullified in the callback.

Wahooney
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Re: Box2D Version 1.1.0 Released

Postby Wahooney » Fri Sep 21, 2007 12:39 am

Ahhh, I see.
That's cool too :)

Any plans for force/torque destroyable joints? :D

Erin Catto
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Re: Box2D Version 1.1.0 Released

Postby Erin Catto » Fri Sep 21, 2007 9:42 am

What I'll do is provide initially is provide the reaction force/torque for all joints. This is more generally useful. Then later I'll add some strength parameter for automatic breakage.


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