Torque2D Reference
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#include <b2World.h>
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b2World (const b2Vec2 &gravity) | |
~b2World () | |
Destruct the world. All physics entities are destroyed and all heap memory is released. More... | |
void | SetDestructionListener (b2DestructionListener *listener) |
void | SetContactFilter (b2ContactFilter *filter) |
void | SetContactListener (b2ContactListener *listener) |
void | SetDebugDraw (b2Draw *debugDraw) |
b2Body * | CreateBody (const b2BodyDef *def) |
void | DestroyBody (b2Body *body) |
b2Joint * | CreateJoint (const b2JointDef *def) |
void | DestroyJoint (b2Joint *joint) |
void | Step (float32 timeStep, int32 velocityIterations, int32 positionIterations) |
void | ClearForces () |
void | DrawDebugData () |
Call this to draw shapes and other debug draw data. More... | |
void | QueryAABB (b2QueryCallback *callback, const b2AABB &aabb) const |
void | RayCast (b2RayCastCallback *callback, const b2Vec2 &point1, const b2Vec2 &point2) const |
b2Body * | GetBodyList () |
const b2Body * | GetBodyList () const |
b2Joint * | GetJointList () |
const b2Joint * | GetJointList () const |
b2Contact * | GetContactList () |
const b2Contact * | GetContactList () const |
void | SetAllowSleeping (bool flag) |
Enable/disable sleep. More... | |
bool | GetAllowSleeping () const |
void | SetWarmStarting (bool flag) |
Enable/disable warm starting. For testing. More... | |
bool | GetWarmStarting () const |
void | SetContinuousPhysics (bool flag) |
Enable/disable continuous physics. For testing. More... | |
bool | GetContinuousPhysics () const |
void | SetSubStepping (bool flag) |
Enable/disable single stepped continuous physics. For testing. More... | |
bool | GetSubStepping () const |
int32 | GetProxyCount () const |
Get the number of broad-phase proxies. More... | |
int32 | GetBodyCount () const |
Get the number of bodies. More... | |
int32 | GetJointCount () const |
Get the number of joints. More... | |
int32 | GetContactCount () const |
Get the number of contacts (each may have 0 or more contact points). More... | |
int32 | GetTreeHeight () const |
Get the height of the dynamic tree. More... | |
int32 | GetTreeBalance () const |
Get the balance of the dynamic tree. More... | |
float32 | GetTreeQuality () const |
void | SetGravity (const b2Vec2 &gravity) |
Change the global gravity vector. More... | |
b2Vec2 | GetGravity () const |
Get the global gravity vector. More... | |
bool | IsLocked () const |
Is the world locked (in the middle of a time step). More... | |
void | SetAutoClearForces (bool flag) |
Set flag to control automatic clearing of forces after each time step. More... | |
bool | GetAutoClearForces () const |
Get the flag that controls automatic clearing of forces after each time step. More... | |
void | ShiftOrigin (const b2Vec2 &newOrigin) |
const b2ContactManager & | GetContactManager () const |
Get the contact manager for testing. More... | |
const b2Profile & | GetProfile () const |
Get the current profile. More... | |
void | Dump () |
Friends | |
class | b2Body |
class | b2Fixture |
class | b2ContactManager |
class | b2Controller |
The world class manages all physics entities, dynamic simulation, and asynchronous queries. The world also contains efficient memory management facilities.
Construct a world object.
gravity | the world gravity vector. |
~b2World | ( | ) |
Destruct the world. All physics entities are destroyed and all heap memory is released.
void ClearForces | ( | ) |
Manually clear the force buffer on all bodies. By default, forces are cleared automatically after each call to Step. The default behavior is modified by calling SetAutoClearForces. The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain a fixed sized time step under a variable frame-rate. When you perform sub-stepping you will disable auto clearing of forces and instead call ClearForces after all sub-steps are complete in one pass of your game loop.
Create a rigid body given a definition. No reference to the definition is retained.
b2Joint * CreateJoint | ( | 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 DestroyBody | ( | b2Body * | body | ) |
Destroy a rigid body given a definition. No reference to the definition is retained. This function is locked during callbacks.
void DestroyJoint | ( | b2Joint * | joint | ) |
Destroy a joint. This may cause the connected bodies to begin colliding.
void DrawDebugData | ( | ) |
Call this to draw shapes and other debug draw data.
void Dump | ( | ) |
Dump the world into the log file.
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Get the flag that controls automatic clearing of forces after each time step.
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Get the number of bodies.
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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.
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Get the number of contacts (each may have 0 or more contact points).
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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.
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Get the contact manager for testing.
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Get the global gravity vector.
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Get the number of joints.
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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.
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Get the current profile.
int32 GetProxyCount | ( | ) | const |
Get the number of broad-phase proxies.
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int32 GetTreeBalance | ( | ) | const |
Get the balance of the dynamic tree.
int32 GetTreeHeight | ( | ) | const |
Get the height of the dynamic tree.
float32 GetTreeQuality | ( | ) | const |
Get the quality metric of the dynamic tree. The smaller the better. The minimum is 1.
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Is the world locked (in the middle of a time step).
void QueryAABB | ( | b2QueryCallback * | callback, |
const b2AABB & | aabb | ||
) | const |
Query the world for all fixtures that potentially overlap the provided AABB.
callback | a user implemented callback class. |
aabb | the query box. |
void RayCast | ( | b2RayCastCallback * | callback, |
const b2Vec2 & | point1, | ||
const b2Vec2 & | point2 | ||
) | const |
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 SetAllowSleeping | ( | bool | flag | ) |
Enable/disable sleep.
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Set flag to control automatic clearing of forces after each time step.
void SetContactFilter | ( | 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 SetContactListener | ( | b2ContactListener * | listener | ) |
Register a contact event listener. The listener is owned by you and must remain in scope.
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Enable/disable continuous physics. For testing.
void SetDebugDraw | ( | b2Draw * | 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 SetDestructionListener | ( | b2DestructionListener * | listener | ) |
Register a destruction listener. The listener is owned by you and must remain in scope.
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Change the global gravity vector.
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Enable/disable single stepped continuous physics. For testing.
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Enable/disable warm starting. For testing.
void ShiftOrigin | ( | const b2Vec2 & | newOrigin | ) |
Shift the world origin. Useful for large worlds. The body shift formula is: position -= newOrigin
newOrigin | the new origin with respect to the old origin |
void Step | ( | float32 | timeStep, |
int32 | velocityIterations, | ||
int32 | positionIterations | ||
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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. |
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