ackb2d 0.9
3D Gamestudio Box 2d Wraper

b2World.h

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00001 #ifndef __B2WORLD_H__
00002 #define __B2WORLD_H__
00003 
00005 // Create Box2D world
00007 b2World *b2World_Create(VECTOR *gravity, BOOL doSleep);
00008 
00010 // Destroy Box2D World
00012 void b2World_Destroy(b2World *world);
00013 
00014 
00017 void b2World_SetDestructionListener(b2World *world, b2DestructionListener* listener);
00018 
00022 void b2World_SetContactFilter(b2World *world, b2ContactFilter* filter);
00023 
00026 void b2World_SetContactListener(b2World *world, b2ContactListener* listener);
00027 
00031 void b2World_SetDebugDraw(b2World *world, b2DebugDraw* debugDraw);
00032 
00036 b2Body* b2World_CreateBody(b2World *world, const b2BodyDef* def);
00037 
00042 void b2World_DestroyBody(b2World *world, b2Body* body);
00043 
00047 b2Joint* b2World_CreateJoint(b2World *world, const b2JointDef* def);
00048 
00051 void b2World_DestroyJoint(b2World *world, b2Joint* joint);
00052 
00058 void b2World_Step(      b2World *world, 
00059                         var timeStep,
00060                         var velocityIterations,
00061                         var positionIterations);
00062 
00067 void b2World_ClearForces(b2World *world);
00068 
00070 void b2World_DrawDebugData(b2World *world);
00071 
00076 void b2World_QueryAABB(b2World *world, b2QueryCallback* callback, const b2AABB *aabb);
00077 
00084 void b2World_RayCast(b2World *world, b2RayCastCallback* callback, const VECTOR *point1, const VECTOR *point2);
00085 
00089 b2Body* b2World_GetBodyList(b2World *world);
00090 
00094 b2Joint* b2World_GetJointList(b2World *world);
00095 
00100 b2Contact* b2World_GetContactList(b2World *world);
00101 
00103 void b2World_SetWarmStarting(b2World *world, var flag);
00104 
00106 void b2World_SetContinuousPhysics(b2World *world, var flag);
00107 
00109 var b2World_GetProxyCount(b2World *world);
00110 
00112 var b2World_GetBodyCount(b2World *world);
00113 
00115 var b2World_GetJointCount(b2World *world);
00116 
00118 var b2World_GetContactCount(b2World *world);
00119 
00121 void b2World_SetGravity(b2World *world, const VECTOR *gravity);
00122         
00124 void b2World_GetGravity(b2World *world, VECTOR *outGravity);
00125 
00127 var b2World_IsLocked(b2World *world);
00128 
00130 void b2World_SetAutoClearForces(b2World *world, var flag);
00131 
00133 var b2World_GetAutoClearForces(b2World *world);
00134 
00135 #endif // __B2WORLD_H__
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