ackb2d 0.9
3D Gamestudio Box 2d Wraper
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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__