ackb2d 0.9
3D Gamestudio Box 2d Wraper
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Go to the source code of this file.
Functions | |
b2World * | b2World_Create (VECTOR *gravity, BOOL doSleep) |
void | b2World_Destroy (b2World *world) |
void | b2World_SetDestructionListener (b2World *world, b2DestructionListener *listener) |
void | b2World_SetContactFilter (b2World *world, b2ContactFilter *filter) |
void | b2World_SetContactListener (b2World *world, b2ContactListener *listener) |
void | b2World_SetDebugDraw (b2World *world, b2DebugDraw *debugDraw) |
b2Body * | b2World_CreateBody (b2World *world, const b2BodyDef *def) |
void | b2World_DestroyBody (b2World *world, b2Body *body) |
b2Joint * | b2World_CreateJoint (b2World *world, const b2JointDef *def) |
void | b2World_DestroyJoint (b2World *world, b2Joint *joint) |
void | b2World_Step (b2World *world, var timeStep, var velocityIterations, var positionIterations) |
void | b2World_ClearForces (b2World *world) |
void | b2World_DrawDebugData (b2World *world) |
Call this to draw shapes and other debug draw data. | |
void | b2World_QueryAABB (b2World *world, b2QueryCallback *callback, const b2AABB *aabb) |
void | b2World_RayCast (b2World *world, b2RayCastCallback *callback, const VECTOR *point1, const VECTOR *point2) |
b2Body * | b2World_GetBodyList (b2World *world) |
b2Joint * | b2World_GetJointList (b2World *world) |
b2Contact * | b2World_GetContactList (b2World *world) |
void | b2World_SetWarmStarting (b2World *world, var flag) |
Enable/disable warm starting. For testing. | |
void | b2World_SetContinuousPhysics (b2World *world, var flag) |
Enable/disable continuous physics. For testing. | |
var | b2World_GetProxyCount (b2World *world) |
Get the number of broad-phase proxies. | |
var | b2World_GetBodyCount (b2World *world) |
Get the number of bodies. | |
var | b2World_GetJointCount (b2World *world) |
Get the number of joints. | |
var | b2World_GetContactCount (b2World *world) |
Get the number of contacts (each may have 0 or more contact points). | |
void | b2World_SetGravity (b2World *world, const VECTOR *gravity) |
Change the global gravity vector. | |
void | b2World_GetGravity (b2World *world, VECTOR *outGravity) |
Get the global gravity vector. | |
var | b2World_IsLocked (b2World *world) |
Is the world locked (in the middle of a time step). | |
void | b2World_SetAutoClearForces (b2World *world, var flag) |
Set flag to control automatic clearing of forces after each time step. | |
var | b2World_GetAutoClearForces (b2World *world) |
Get the flag that controls automatic clearing of forces after each time step. |
void b2World_ClearForces | ( | b2World * | world | ) |
Call this after you are done with time steps to clear the forces. You normally call this after each call to Step, unless you are performing sub-steps. By default, forces will be automatically cleared, so you don't need to call this function.
b2World* b2World_Create | ( | VECTOR * | gravity, |
BOOL | doSleep | ||
) |
Create a rigid body given a definition. No reference to the definition is retained.
b2Joint* b2World_CreateJoint | ( | b2World * | world, |
const b2JointDef * | def | ||
) |
Create a joint to constrain bodies together. No reference to the definition is retained. This may cause the connected bodies to cease colliding.
void b2World_Destroy | ( | b2World * | world | ) |
Destroy a rigid body given a definition. No reference to the definition is retained. This function is locked during callbacks.
Destroy a joint. This may cause the connected bodies to begin colliding.
void b2World_DrawDebugData | ( | b2World * | world | ) |
Call this to draw shapes and other debug draw data.
var b2World_GetAutoClearForces | ( | b2World * | world | ) |
Get the flag that controls automatic clearing of forces after each time step.
var b2World_GetBodyCount | ( | b2World * | world | ) |
Get the number of bodies.
Get the world body list. With the returned body, use b2Body::GetNext to get the next body in the world list. A NULL body indicates the end of the list.
var b2World_GetContactCount | ( | b2World * | world | ) |
Get the number of contacts (each may have 0 or more contact points).
Get the world contact list. With the returned contact, use b2Contact::GetNext to get the next contact in the world list. A NULL contact indicates the end of the list.
void b2World_GetGravity | ( | b2World * | world, |
VECTOR * | outGravity | ||
) |
Get the global gravity vector.
var b2World_GetJointCount | ( | b2World * | world | ) |
Get the number of joints.
Get the world joint list. With the returned joint, use b2Joint::GetNext to get the next joint in the world list. A NULL joint indicates the end of the list.
var b2World_GetProxyCount | ( | b2World * | world | ) |
Get the number of broad-phase proxies.
var b2World_IsLocked | ( | b2World * | world | ) |
Is the world locked (in the middle of a time step).
void b2World_QueryAABB | ( | b2World * | world, |
b2QueryCallback * | callback, | ||
const b2AABB * | aabb | ||
) |
Query the world for all fixtures that potentially overlap the provided AABB.
callback | a user implemented callback class. |
aabb | the query box. |
void b2World_RayCast | ( | b2World * | world, |
b2RayCastCallback * | callback, | ||
const VECTOR * | point1, | ||
const VECTOR * | point2 | ||
) |
Ray-cast the world for all fixtures in the path of the ray. Your callback controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the starting point.
callback | a user implemented callback class. |
point1 | the ray starting point |
point2 | the ray ending point |
void b2World_SetAutoClearForces | ( | b2World * | world, |
var | flag | ||
) |
Set flag to control automatic clearing of forces after each time step.
void b2World_SetContactFilter | ( | b2World * | world, |
b2ContactFilter * | filter | ||
) |
Register a contact filter to provide specific control over collision. Otherwise the default filter is used (b2_defaultFilter). The listener is owned by you and must remain in scope.
void b2World_SetContactListener | ( | b2World * | world, |
b2ContactListener * | listener | ||
) |
Register a contact event listener. The listener is owned by you and must remain in scope.
void b2World_SetContinuousPhysics | ( | b2World * | world, |
var | flag | ||
) |
Enable/disable continuous physics. For testing.
void b2World_SetDebugDraw | ( | b2World * | world, |
b2DebugDraw * | debugDraw | ||
) |
Register a routine for debug drawing. The debug draw functions are called inside with b2World::DrawDebugData method. The debug draw object is owned by you and must remain in scope.
void b2World_SetDestructionListener | ( | b2World * | world, |
b2DestructionListener * | listener | ||
) |
Register a destruction listener. The listener is owned by you and must remain in scope.
void b2World_SetGravity | ( | b2World * | world, |
const VECTOR * | gravity | ||
) |
Change the global gravity vector.
void b2World_SetWarmStarting | ( | b2World * | world, |
var | flag | ||
) |
Enable/disable warm starting. For testing.
void b2World_Step | ( | b2World * | world, |
var | timeStep, | ||
var | velocityIterations, | ||
var | positionIterations | ||
) |
Take a time step. This performs collision detection, integration, and constraint solution.
timeStep | the amount of time to simulate, this should not vary. |
velocityIterations | for the velocity constraint solver. |
positionIterations | for the position constraint solver. |