diff --git a/documentation/annotated.html b/documentation/annotated.html index a3f73b9..d0c2454 100644 --- a/documentation/annotated.html +++ b/documentation/annotated.html @@ -38,7 +38,7 @@
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <limits.h>
#include "b2_api.h"
#include "b2_math.h"
Go to the source code of this file.
--Classes | |
struct | b2ContactFeature |
union | b2ContactID |
Contact ids to facilitate warm starting. More... | |
struct | b2ManifoldPoint |
struct | b2Manifold |
struct | b2WorldManifold |
This is used to compute the current state of a contact manifold. More... | |
struct | b2ClipVertex |
Used for computing contact manifolds. More... | |
struct | b2RayCastInput |
Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1). More... | |
struct | b2RayCastOutput |
struct | b2AABB |
An axis aligned bounding box. More... | |
-Enumerations | |
enum | b2PointState { b2_nullState, -b2_addState, -b2_persistState, -b2_removeState - } |
This is used for determining the state of contact points. More... | |
-Functions | |
B2_API void | b2GetPointStates (b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints], const b2Manifold *manifold1, const b2Manifold *manifold2) |
-B2_API void | b2CollideCircles (b2Manifold *manifold, const b2CircleShape *circleA, const b2Transform &xfA, const b2CircleShape *circleB, const b2Transform &xfB) |
Compute the collision manifold between two circles. | |
-B2_API void | b2CollidePolygonAndCircle (b2Manifold *manifold, const b2PolygonShape *polygonA, const b2Transform &xfA, const b2CircleShape *circleB, const b2Transform &xfB) |
Compute the collision manifold between a polygon and a circle. | |
-B2_API void | b2CollidePolygons (b2Manifold *manifold, const b2PolygonShape *polygonA, const b2Transform &xfA, const b2PolygonShape *polygonB, const b2Transform &xfB) |
Compute the collision manifold between two polygons. | |
-B2_API void | b2CollideEdgeAndCircle (b2Manifold *manifold, const b2EdgeShape *polygonA, const b2Transform &xfA, const b2CircleShape *circleB, const b2Transform &xfB) |
Compute the collision manifold between an edge and a circle. | |
-B2_API void | b2CollideEdgeAndPolygon (b2Manifold *manifold, const b2EdgeShape *edgeA, const b2Transform &xfA, const b2PolygonShape *circleB, const b2Transform &xfB) |
Compute the collision manifold between an edge and a polygon. | |
-B2_API int32 | b2ClipSegmentToLine (b2ClipVertex vOut[2], const b2ClipVertex vIn[2], const b2Vec2 &normal, float offset, int32 vertexIndexA) |
Clipping for contact manifolds. | |
-B2_API bool | b2TestOverlap (const b2Shape *shapeA, int32 indexA, const b2Shape *shapeB, int32 indexB, const b2Transform &xfA, const b2Transform &xfB) |
Determine if two generic shapes overlap. | |
-bool | b2TestOverlap (const b2AABB &a, const b2AABB &b) |
-Variables | |
-const uint8 | b2_nullFeature = UCHAR_MAX |
Structures and functions used for computing contact points, distance queries, and TOI queries.
-enum b2PointState | -
B2_API void b2GetPointStates | -( | -b2PointState | -state1[b2_maxManifoldPoints], | -
- | - | b2PointState | -state2[b2_maxManifoldPoints], | -
- | - | const b2Manifold * | -manifold1, | -
- | - | const b2Manifold * | -manifold2 | -
- | ) | -- |
Compute the point states given two manifolds. The states pertain to the transition from manifold1 to manifold2. So state1 is either persist or remove while state2 is either add or persist.
- -
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
Go to the source code of this file.
--Classes | |
struct | b2Version |
-Macros | |
-#define | b2DEBUG |
-#define | B2_NOT_USED(x) ((void)(x)) |
-#define | b2Assert(A) assert(A) |
-#define | b2_maxFloat FLT_MAX |
-#define | b2_epsilon FLT_EPSILON |
-#define | b2_pi 3.14159265359f |
#define | b2_maxManifoldPoints 2 |
#define | b2_aabbExtension (0.1f * b2_lengthUnitsPerMeter) |
#define | b2_aabbMultiplier 4.0f |
#define | b2_linearSlop (0.005f * b2_lengthUnitsPerMeter) |
#define | b2_angularSlop (2.0f / 180.0f * b2_pi) |
#define | b2_polygonRadius (2.0f * b2_linearSlop) |
-#define | b2_maxSubSteps 8 |
Maximum number of sub-steps per contact in continuous physics simulation. | |
-#define | b2_maxTOIContacts 32 |
Maximum number of contacts to be handled to solve a TOI impact. | |
#define | b2_maxLinearCorrection (0.2f * b2_lengthUnitsPerMeter) |
#define | b2_maxAngularCorrection (8.0f / 180.0f * b2_pi) |
#define | b2_maxTranslation (2.0f * b2_lengthUnitsPerMeter) |
-#define | b2_maxTranslationSquared (b2_maxTranslation * b2_maxTranslation) |
#define | b2_maxRotation (0.5f * b2_pi) |
-#define | b2_maxRotationSquared (b2_maxRotation * b2_maxRotation) |
#define | b2_baumgarte 0.2f |
-#define | b2_toiBaumgarte 0.75f |
-#define | b2_timeToSleep 0.5f |
The time that a body must be still before it will go to sleep. | |
-#define | b2_linearSleepTolerance (0.01f * b2_lengthUnitsPerMeter) |
A body cannot sleep if its linear velocity is above this tolerance. | |
-#define | b2_angularSleepTolerance (2.0f / 180.0f * b2_pi) |
A body cannot sleep if its angular velocity is above this tolerance. | |
-Functions | |
-void | b2OpenDump (const char *fileName) |
Dump to a file. Only one dump file allowed at a time. | |
-void | b2Dump (const char *string,...) |
-void | b2CloseDump () |
-Variables | |
-B2_API b2Version | b2_version |
Current version. | |
Global tuning constants based on meters-kilograms-seconds (MKS) units.
-#define b2_aabbExtension (0.1f * b2_lengthUnitsPerMeter) | -
This is used to fatten AABBs in the dynamic tree. This allows proxies to move by a small amount without triggering a tree adjustment. This is in meters.
- -#define b2_aabbMultiplier 4.0f | -
This is used to fatten AABBs in the dynamic tree. This is used to predict the future position based on the current displacement. This is a dimensionless multiplier.
- -#define b2_angularSlop (2.0f / 180.0f * b2_pi) | -
A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
- -#define b2_baumgarte 0.2f | -
This scale factor controls how fast overlap is resolved. Ideally this would be 1 so that overlap is removed in one time step. However using values close to 1 often lead to overshoot.
- -#define b2_linearSlop (0.005f * b2_lengthUnitsPerMeter) | -
A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant. In meters.
- -#define b2_maxAngularCorrection (8.0f / 180.0f * b2_pi) | -
The maximum angular position correction used when solving constraints. This helps to prevent overshoot.
- -#define b2_maxLinearCorrection (0.2f * b2_lengthUnitsPerMeter) | -
The maximum linear position correction used when solving constraints. This helps to prevent overshoot. Meters.
- -#define b2_maxManifoldPoints 2 | -
The maximum number of contact points between two convex shapes. Do not change this value.
- -#define b2_maxRotation (0.5f * b2_pi) | -
The maximum angular velocity of a body. This limit is very large and is used to prevent numerical problems. You shouldn't need to adjust this.
- -#define b2_maxTranslation (2.0f * b2_lengthUnitsPerMeter) | -
The maximum linear translation of a body per step. This limit is very large and is used to prevent numerical problems. You shouldn't need to adjust this. Meters.
- -#define b2_polygonRadius (2.0f * b2_linearSlop) | -
The radius of the polygon/edge shape skin. This should not be modified. Making this smaller means polygons will have an insufficient buffer for continuous collision. Making it larger may create artifacts for vertex collision.
- -
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.0
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include "b2_types.h"
#include "b2_api.h"
#include <stdarg.h>
#include <stdint.h>
#include "b2_common.h"
Go to the source code of this file.
--Classes | |
struct | b2BodyUserData |
You can define this to inject whatever data you want in b2Body. More... | |
struct | b2FixtureUserData |
You can define this to inject whatever data you want in b2Fixture. More... | |
struct | b2JointUserData |
You can define this to inject whatever data you want in b2Joint. More... | |
-Macros | |
#define | b2_lengthUnitsPerMeter 1.0f |
Define this macro in your build if you want to override settings. More... | |
#define | b2_maxPolygonVertices 8 |
-Functions | |
-B2_API void * | b2Alloc_Default (int32 size) |
Default allocation functions. | |
-B2_API void | b2Free_Default (void *mem) |
-void * | b2Alloc (int32 size) |
Implement this function to use your own memory allocator. | |
-void | b2Free (void *mem) |
If you implement b2Alloc, you should also implement this function. | |
-B2_API void | b2Log_Default (const char *string, va_list args) |
Default logging function. | |
-void | b2Log (const char *string,...) |
Implement this to use your own logging. | |
Settings that can be overriden for your application
-#define b2_lengthUnitsPerMeter 1.0f | -
Define this macro in your build if you want to override settings.
-You can use this to change the length scale used by your game. For example for inches you could use 39.4.
- -#define b2_maxPolygonVertices 8 | -
The maximum number of vertices on a convex polygon. You cannot increase this too much because b2BlockAllocator has a maximum object size.
- -
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
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-
This is the complete list of members for b2BlockAllocator, including all inherited members.
-Allocate(int32 size) | b2BlockAllocator | |
b2BlockAllocator() (defined in b2BlockAllocator) | b2BlockAllocator | |
Clear() (defined in b2BlockAllocator) | b2BlockAllocator | |
Free(void *p, int32 size) | b2BlockAllocator | |
~b2BlockAllocator() (defined in b2BlockAllocator) | b2BlockAllocator |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_block_allocator.h>
-Public Member Functions | |
-void * | Allocate (int32 size) |
Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize. | |
-void | Free (void *p, int32 size) |
Free memory. This will use b2Free if the size is larger than b2_maxBlockSize. | |
-void | Clear () |
This is a small object allocator used for allocating small objects that persist for more than one time step. See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
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- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2Body, including all inherited members.
-ApplyAngularImpulse(float impulse, bool wake) | b2Body | inline |
ApplyForce(const b2Vec2 &force, const b2Vec2 &point, bool wake) | b2Body | inline |
ApplyForceToCenter(const b2Vec2 &force, bool wake) | b2Body | inline |
ApplyLinearImpulse(const b2Vec2 &impulse, const b2Vec2 &point, bool wake) | b2Body | inline |
ApplyLinearImpulseToCenter(const b2Vec2 &impulse, bool wake) | b2Body | inline |
ApplyTorque(float torque, bool wake) | b2Body | inline |
b2Contact (defined in b2Body) | b2Body | friend |
b2ContactManager (defined in b2Body) | b2Body | friend |
b2ContactSolver (defined in b2Body) | b2Body | friend |
b2DistanceJoint (defined in b2Body) | b2Body | friend |
b2FrictionJoint (defined in b2Body) | b2Body | friend |
b2GearJoint (defined in b2Body) | b2Body | friend |
b2Island (defined in b2Body) | b2Body | friend |
b2MotorJoint (defined in b2Body) | b2Body | friend |
b2MouseJoint (defined in b2Body) | b2Body | friend |
b2PrismaticJoint (defined in b2Body) | b2Body | friend |
b2PulleyJoint (defined in b2Body) | b2Body | friend |
b2RevoluteJoint (defined in b2Body) | b2Body | friend |
b2RopeJoint (defined in b2Body) | b2Body | friend |
b2WeldJoint (defined in b2Body) | b2Body | friend |
b2WheelJoint (defined in b2Body) | b2Body | friend |
b2World (defined in b2Body) | b2Body | friend |
CreateFixture(const b2FixtureDef *def) | b2Body | |
CreateFixture(const b2Shape *shape, float density) | b2Body | |
DestroyFixture(b2Fixture *fixture) | b2Body | |
Dump() | b2Body | |
GetAngle() const | b2Body | inline |
GetAngularDamping() const | b2Body | inline |
GetAngularVelocity() const | b2Body | inline |
GetContactList() | b2Body | inline |
GetContactList() const (defined in b2Body) | b2Body | |
GetFixtureList() | b2Body | inline |
GetFixtureList() const (defined in b2Body) | b2Body | |
GetGravityScale() const | b2Body | inline |
GetInertia() const | b2Body | inline |
GetJointList() | b2Body | inline |
GetJointList() const (defined in b2Body) | b2Body | |
GetLinearDamping() const | b2Body | inline |
GetLinearVelocity() const | b2Body | inline |
GetLinearVelocityFromLocalPoint(const b2Vec2 &localPoint) const | b2Body | inline |
GetLinearVelocityFromWorldPoint(const b2Vec2 &worldPoint) const | b2Body | inline |
GetLocalCenter() const | b2Body | inline |
GetLocalPoint(const b2Vec2 &worldPoint) const | b2Body | inline |
GetLocalVector(const b2Vec2 &worldVector) const | b2Body | inline |
GetMass() const | b2Body | inline |
GetMassData(b2MassData *data) const | b2Body | inline |
GetNext() | b2Body | inline |
GetNext() const (defined in b2Body) | b2Body | |
GetPosition() const | b2Body | inline |
GetTransform() const | b2Body | inline |
GetType() const | b2Body | inline |
GetUserData() | b2Body | inline |
GetWorld() | b2Body | inline |
GetWorld() const (defined in b2Body) | b2Body | |
GetWorldCenter() const | b2Body | inline |
GetWorldPoint(const b2Vec2 &localPoint) const | b2Body | inline |
GetWorldVector(const b2Vec2 &localVector) const | b2Body | inline |
IsAwake() const | b2Body | inline |
IsBullet() const | b2Body | inline |
IsEnabled() const | b2Body | inline |
IsFixedRotation() const | b2Body | inline |
IsSleepingAllowed() const | b2Body | inline |
ResetMassData() | b2Body | |
SetAngularDamping(float angularDamping) | b2Body | inline |
SetAngularVelocity(float omega) | b2Body | inline |
SetAwake(bool flag) | b2Body | inline |
SetBullet(bool flag) | b2Body | inline |
SetEnabled(bool flag) | b2Body | |
SetFixedRotation(bool flag) | b2Body | |
SetGravityScale(float scale) | b2Body | inline |
SetLinearDamping(float linearDamping) | b2Body | inline |
SetLinearVelocity(const b2Vec2 &v) | b2Body | inline |
SetMassData(const b2MassData *data) | b2Body | |
SetSleepingAllowed(bool flag) | b2Body | inline |
SetTransform(const b2Vec2 &position, float angle) | b2Body | |
SetType(b2BodyType type) | b2Body | |
SetUserData(void *data) | b2Body |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
A rigid body. These are created via b2World::CreateBody. - More...
- -#include <b2_body.h>
-Public Member Functions | |
b2Fixture * | CreateFixture (const b2FixtureDef *def) |
b2Fixture * | CreateFixture (const b2Shape *shape, float density) |
void | DestroyFixture (b2Fixture *fixture) |
void | SetTransform (const b2Vec2 &position, float angle) |
const b2Transform & | GetTransform () const |
const b2Vec2 & | GetPosition () const |
float | GetAngle () const |
-const b2Vec2 & | GetWorldCenter () const |
Get the world position of the center of mass. | |
-const b2Vec2 & | GetLocalCenter () const |
Get the local position of the center of mass. | |
void | SetLinearVelocity (const b2Vec2 &v) |
const b2Vec2 & | GetLinearVelocity () const |
void | SetAngularVelocity (float omega) |
float | GetAngularVelocity () const |
void | ApplyForce (const b2Vec2 &force, const b2Vec2 &point, bool wake) |
void | ApplyForceToCenter (const b2Vec2 &force, bool wake) |
void | ApplyTorque (float torque, bool wake) |
void | ApplyLinearImpulse (const b2Vec2 &impulse, const b2Vec2 &point, bool wake) |
void | ApplyLinearImpulseToCenter (const b2Vec2 &impulse, bool wake) |
void | ApplyAngularImpulse (float impulse, bool wake) |
float | GetMass () const |
float | GetInertia () const |
void | GetMassData (b2MassData *data) const |
void | SetMassData (const b2MassData *data) |
void | ResetMassData () |
b2Vec2 | GetWorldPoint (const b2Vec2 &localPoint) const |
b2Vec2 | GetWorldVector (const b2Vec2 &localVector) const |
b2Vec2 | GetLocalPoint (const b2Vec2 &worldPoint) const |
b2Vec2 | GetLocalVector (const b2Vec2 &worldVector) const |
b2Vec2 | GetLinearVelocityFromWorldPoint (const b2Vec2 &worldPoint) const |
b2Vec2 | GetLinearVelocityFromLocalPoint (const b2Vec2 &localPoint) const |
-float | GetLinearDamping () const |
Get the linear damping of the body. | |
-void | SetLinearDamping (float linearDamping) |
Set the linear damping of the body. | |
-float | GetAngularDamping () const |
Get the angular damping of the body. | |
-void | SetAngularDamping (float angularDamping) |
Set the angular damping of the body. | |
-float | GetGravityScale () const |
Get the gravity scale of the body. | |
-void | SetGravityScale (float scale) |
Set the gravity scale of the body. | |
-void | SetType (b2BodyType type) |
Set the type of this body. This may alter the mass and velocity. | |
-b2BodyType | GetType () const |
Get the type of this body. | |
-void | SetBullet (bool flag) |
Should this body be treated like a bullet for continuous collision detection? | |
-bool | IsBullet () const |
Is this body treated like a bullet for continuous collision detection? | |
void | SetSleepingAllowed (bool flag) |
-bool | IsSleepingAllowed () const |
Is this body allowed to sleep. | |
void | SetAwake (bool flag) |
bool | IsAwake () const |
void | SetEnabled (bool flag) |
-bool | IsEnabled () const |
Get the active state of the body. | |
void | SetFixedRotation (bool flag) |
-bool | IsFixedRotation () const |
Does this body have fixed rotation? | |
-b2Fixture * | GetFixtureList () |
Get the list of all fixtures attached to this body. | |
-const b2Fixture * | GetFixtureList () const |
-b2JointEdge * | GetJointList () |
Get the list of all joints attached to this body. | |
-const b2JointEdge * | GetJointList () const |
b2ContactEdge * | GetContactList () |
-const b2ContactEdge * | GetContactList () const |
-b2Body * | GetNext () |
Get the next body in the world's body list. | |
-const b2Body * | GetNext () const |
-b2BodyUserData & | GetUserData () |
Get the user data pointer that was provided in the body definition. | |
-void | SetUserData (void *data) |
Set the user data. Use this to store your application specific data. | |
-b2World * | GetWorld () |
Get the parent world of this body. | |
-const b2World * | GetWorld () const |
-void | Dump () |
Dump this body to a file. | |
A rigid body. These are created via b2World::CreateBody.
-
-
|
- -inline | -
Apply an angular impulse.
impulse | the angular impulse in units of kg*m*m/s |
wake | also wake up the body |
-
|
- -inline | -
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body.
force | the world force vector, usually in Newtons (N). |
point | the world position of the point of application. |
wake | also wake up the body |
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|
- -inline | -
Apply a force to the center of mass. This wakes up the body.
force | the world force vector, usually in Newtons (N). |
wake | also wake up the body |
-
|
- -inline | -
Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of application is not at the center of mass. This wakes up the body.
impulse | the world impulse vector, usually in N-seconds or kg-m/s. |
point | the world position of the point of application. |
wake | also wake up the body |
-
|
- -inline | -
Apply an impulse to the center of mass. This immediately modifies the velocity.
impulse | the world impulse vector, usually in N-seconds or kg-m/s. |
wake | also wake up the body |
-
|
- -inline | -
Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass.
torque | about the z-axis (out of the screen), usually in N-m. |
wake | also wake up the body |
b2Fixture* b2Body::CreateFixture | -( | -const b2FixtureDef * | -def | ) | -- |
Creates a fixture and attach it to this body. Use this function if you need to set some fixture parameters, like friction. Otherwise you can create the fixture directly from a shape. If the density is non-zero, this function automatically updates the mass of the body. Contacts are not created until the next time step.
def | the fixture definition. |
b2Fixture* b2Body::CreateFixture | -( | -const b2Shape * | -shape, | -
- | - | float | -density | -
- | ) | -- |
Creates a fixture from a shape and attach it to this body. This is a convenience function. Use b2FixtureDef if you need to set parameters like friction, restitution, user data, or filtering. If the density is non-zero, this function automatically updates the mass of the body.
shape | the shape to be cloned. |
density | the shape density (set to zero for static bodies). |
void b2Body::DestroyFixture | -( | -b2Fixture * | -fixture | ) | -- |
Destroy a fixture. This removes the fixture from the broad-phase and destroys all contacts associated with this fixture. This will automatically adjust the mass of the body if the body is dynamic and the fixture has positive density. All fixtures attached to a body are implicitly destroyed when the body is destroyed.
fixture | the fixture to be removed. |
-
|
- -inline | -
Get the angle in radians.
-
|
- -inline | -
Get the angular velocity.
-
|
- -inline | -
Get the list of all contacts attached to this body.
-
|
- -inline | -
Get the rotational inertia of the body about the local origin.
-
|
- -inline | -
Get the linear velocity of the center of mass.
-
|
- -inline | -
Get the world velocity of a local point.
localPoint | a point in local coordinates. |
-
|
- -inline | -
Get the world linear velocity of a world point attached to this body.
worldPoint | a point in world coordinates. |
-
|
- -inline | -
Gets a local point relative to the body's origin given a world point.
worldPoint | a point in world coordinates. |
-
|
- -inline | -
Gets a local vector given a world vector.
worldVector | a vector in world coordinates. |
-
|
- -inline | -
Get the total mass of the body.
-
|
- -inline | -
Get the mass data of the body.
-
|
- -inline | -
Get the world body origin position.
-
|
- -inline | -
Get the body transform for the body's origin.
-
|
- -inline | -
Get the world coordinates of a point given the local coordinates.
localPoint | a point on the body measured relative the the body's origin. |
-
|
- -inline | -
Get the world coordinates of a vector given the local coordinates.
localVector | a vector fixed in the body. |
-
|
- -inline | -
Get the sleeping state of this body.
void b2Body::ResetMassData | -( | -) | -- |
This resets the mass properties to the sum of the mass properties of the fixtures. This normally does not need to be called unless you called SetMassData to override the mass and you later want to reset the mass.
- -
-
|
- -inline | -
Set the angular velocity.
omega | the new angular velocity in radians/second. |
-
|
- -inline | -
Set the sleep state of the body. A sleeping body has very low CPU cost.
flag | set to true to wake the body, false to put it to sleep. |
void b2Body::SetEnabled | -( | -bool | -flag | ) | -- |
Allow a body to be disabled. A disabled body is not simulated and cannot be collided with or woken up. If you pass a flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, all fixtures will be removed from the broad-phase and all contacts will be destroyed. Fixtures and joints are otherwise unaffected. You may continue to create/destroy fixtures and joints on disabled bodies. Fixtures on a disabled body are implicitly disabled and will not participate in collisions, ray-casts, or queries. Joints connected to a disabled body are implicitly disabled. An diabled body is still owned by a b2World object and remains in the body list.
- -void b2Body::SetFixedRotation | -( | -bool | -flag | ) | -- |
Set this body to have fixed rotation. This causes the mass to be reset.
- -
-
|
- -inline | -
Set the linear velocity of the center of mass.
v | the new linear velocity of the center of mass. |
void b2Body::SetMassData | -( | -const b2MassData * | -data | ) | -- |
Set the mass properties to override the mass properties of the fixtures. Note that this changes the center of mass position. Note that creating or destroying fixtures can also alter the mass. This function has no effect if the body isn't dynamic.
data | the mass properties. |
-
|
- -inline | -
You can disable sleeping on this body. If you disable sleeping, the body will be woken.
- -void b2Body::SetTransform | -( | -const b2Vec2 & | -position, | -
- | - | float | -angle | -
- | ) | -- |
Set the position of the body's origin and rotation. Manipulating a body's transform may cause non-physical behavior. Note: contacts are updated on the next call to b2World::Step.
position | the world position of the body's local origin. |
angle | the world rotation in radians. |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2BroadPhase, including all inherited members.
-b2BroadPhase() (defined in b2BroadPhase) | b2BroadPhase | |
b2DynamicTree (defined in b2BroadPhase) | b2BroadPhase | friend |
CreateProxy(const b2AABB &aabb, void *userData) | b2BroadPhase | |
DestroyProxy(int32 proxyId) | b2BroadPhase | |
e_nullProxy enum value (defined in b2BroadPhase) | b2BroadPhase | |
GetFatAABB(int32 proxyId) const | b2BroadPhase | inline |
GetProxyCount() const | b2BroadPhase | inline |
GetTreeBalance() const | b2BroadPhase | inline |
GetTreeHeight() const | b2BroadPhase | inline |
GetTreeQuality() const | b2BroadPhase | inline |
GetUserData(int32 proxyId) const | b2BroadPhase | inline |
MoveProxy(int32 proxyId, const b2AABB &aabb, const b2Vec2 &displacement) | b2BroadPhase | |
Query(T *callback, const b2AABB &aabb) const | b2BroadPhase | inline |
RayCast(T *callback, const b2RayCastInput &input) const | b2BroadPhase | inline |
ShiftOrigin(const b2Vec2 &newOrigin) | b2BroadPhase | inline |
TestOverlap(int32 proxyIdA, int32 proxyIdB) const | b2BroadPhase | inline |
TouchProxy(int32 proxyId) | b2BroadPhase | |
UpdatePairs(T *callback) | b2BroadPhase | |
~b2BroadPhase() (defined in b2BroadPhase) | b2BroadPhase |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_broad_phase.h>
-Public Types | |
enum | { e_nullProxy = -1 - } |
-Public Member Functions | |
int32 | CreateProxy (const b2AABB &aabb, void *userData) |
-void | DestroyProxy (int32 proxyId) |
Destroy a proxy. It is up to the client to remove any pairs. | |
void | MoveProxy (int32 proxyId, const b2AABB &aabb, const b2Vec2 &displacement) |
-void | TouchProxy (int32 proxyId) |
Call to trigger a re-processing of it's pairs on the next call to UpdatePairs. | |
-const b2AABB & | GetFatAABB (int32 proxyId) const |
Get the fat AABB for a proxy. | |
-void * | GetUserData (int32 proxyId) const |
Get user data from a proxy. Returns nullptr if the id is invalid. | |
-bool | TestOverlap (int32 proxyIdA, int32 proxyIdB) const |
Test overlap of fat AABBs. | |
-int32 | GetProxyCount () const |
Get the number of proxies. | |
-template<typename T > | |
void | UpdatePairs (T *callback) |
Update the pairs. This results in pair callbacks. This can only add pairs. | |
template<typename T > | |
void | Query (T *callback, const b2AABB &aabb) const |
template<typename T > | |
void | RayCast (T *callback, const b2RayCastInput &input) const |
-int32 | GetTreeHeight () const |
Get the height of the embedded tree. | |
-int32 | GetTreeBalance () const |
Get the balance of the embedded tree. | |
-float | GetTreeQuality () const |
Get the quality metric of the embedded tree. | |
void | ShiftOrigin (const b2Vec2 &newOrigin) |
-Friends | |
-class | b2DynamicTree |
The broad-phase is used for computing pairs and performing volume queries and ray casts. This broad-phase does not persist pairs. Instead, this reports potentially new pairs. It is up to the client to consume the new pairs and to track subsequent overlap.
-int32 b2BroadPhase::CreateProxy | -( | -const b2AABB & | -aabb, | -
- | - | void * | -userData | -
- | ) | -- |
Create a proxy with an initial AABB. Pairs are not reported until UpdatePairs is called.
- -void b2BroadPhase::MoveProxy | -( | -int32 | -proxyId, | -
- | - | const b2AABB & | -aabb, | -
- | - | const b2Vec2 & | -displacement | -
- | ) | -- |
Call MoveProxy as many times as you like, then when you are done call UpdatePairs to finalized the proxy pairs (for your time step).
- -
-
|
- -inline | -
Query an AABB for overlapping proxies. The callback class is called for each proxy that overlaps the supplied AABB.
- -
-
|
- -inline | -
Ray-cast against the proxies in the tree. This relies on the callback to perform a exact ray-cast in the case were the proxy contains a shape. The callback also performs the any collision filtering. This has performance roughly equal to k * log(n), where k is the number of collisions and n is the number of proxies in the tree.
input | the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1). |
callback | a callback class that is called for each proxy that is hit by the ray. |
-
|
- -inline | -
Shift the world origin. Useful for large worlds. The shift formula is: position -= newOrigin
newOrigin | the new origin with respect to the old origin |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2ChainShape, including all inherited members.
-b2ChainShape() (defined in b2ChainShape) | b2ChainShape | inline |
Clear() | b2ChainShape | |
Clone(b2BlockAllocator *allocator) const override | b2ChainShape | virtual |
ComputeAABB(b2AABB *aabb, const b2Transform &transform, int32 childIndex) const override | b2ChainShape | virtual |
ComputeMass(b2MassData *massData, float density) const override | b2ChainShape | virtual |
CreateChain(const b2Vec2 *vertices, int32 count, const b2Vec2 &prevVertex, const b2Vec2 &nextVertex) | b2ChainShape | |
CreateLoop(const b2Vec2 *vertices, int32 count) | b2ChainShape | |
e_chain enum value (defined in b2Shape) | b2Shape | |
e_circle enum value (defined in b2Shape) | b2Shape | |
e_edge enum value (defined in b2Shape) | b2Shape | |
e_polygon enum value (defined in b2Shape) | b2Shape | |
e_typeCount enum value (defined in b2Shape) | b2Shape | |
GetChildCount() const override | b2ChainShape | virtual |
GetChildEdge(b2EdgeShape *edge, int32 index) const | b2ChainShape | |
GetType() const | b2Shape | inline |
m_count | b2ChainShape | |
m_nextVertex (defined in b2ChainShape) | b2ChainShape | |
m_prevVertex (defined in b2ChainShape) | b2ChainShape | |
m_radius | b2Shape | |
m_type (defined in b2Shape) | b2Shape | |
m_vertices | b2ChainShape | |
RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const override | b2ChainShape | virtual |
TestPoint(const b2Transform &transform, const b2Vec2 &p) const override | b2ChainShape | virtual |
Type enum name (defined in b2Shape) | b2Shape | |
~b2ChainShape() | b2ChainShape | |
~b2Shape() (defined in b2Shape) | b2Shape | inlinevirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_chain_shape.h>
-Public Member Functions | |
- | ~b2ChainShape () |
The destructor frees the vertices using b2Free. | |
-void | Clear () |
Clear all data. | |
void | CreateLoop (const b2Vec2 *vertices, int32 count) |
void | CreateChain (const b2Vec2 *vertices, int32 count, const b2Vec2 &prevVertex, const b2Vec2 &nextVertex) |
-b2Shape * | Clone (b2BlockAllocator *allocator) const override |
Implement b2Shape. Vertices are cloned using b2Alloc. | |
int32 | GetChildCount () const override |
-void | GetChildEdge (b2EdgeShape *edge, int32 index) const |
Get a child edge. | |
bool | TestPoint (const b2Transform &transform, const b2Vec2 &p) const override |
-bool | RayCast (b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const override |
Implement b2Shape. | |
void | ComputeAABB (b2AABB *aabb, const b2Transform &transform, int32 childIndex) const override |
void | ComputeMass (b2MassData *massData, float density) const override |
![]() | |
Type | GetType () const |
-Public Attributes | |
-b2Vec2 * | m_vertices |
The vertices. Owned by this class. | |
-int32 | m_count |
The vertex count. | |
-b2Vec2 | m_prevVertex |
-b2Vec2 | m_nextVertex |
![]() | |
-Type | m_type |
float | m_radius |
-Additional Inherited Members | |
![]() | |
enum | Type { - e_circle = 0, -e_edge = 1, -e_polygon = 2, -e_chain = 3, - - e_typeCount = 4 - - } |
A chain shape is a free form sequence of line segments. The chain has one-sided collision, with the surface normal pointing to the right of the edge. This provides a counter-clockwise winding like the polygon shape. Connectivity information is used to create smooth collisions.
-
|
- -overridevirtual | -
Implements b2Shape.
- -
-
|
- -overridevirtual | -
void b2ChainShape::CreateChain | -( | -const b2Vec2 * | -vertices, | -
- | - | int32 | -count, | -
- | - | const b2Vec2 & | -prevVertex, | -
- | - | const b2Vec2 & | -nextVertex | -
- | ) | -- |
Create a chain with ghost vertices to connect multiple chains together.
vertices | an array of vertices, these are copied |
count | the vertex count |
prevVertex | previous vertex from chain that connects to the start |
nextVertex | next vertex from chain that connects to the end |
void b2ChainShape::CreateLoop | -( | -const b2Vec2 * | -vertices, | -
- | - | int32 | -count | -
- | ) | -- |
Create a loop. This automatically adjusts connectivity.
vertices | an array of vertices, these are copied |
count | the vertex count |
-
|
- -overridevirtual | -
Implements b2Shape.
- -
-
|
- -overridevirtual | -
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2CircleShape, including all inherited members.
-b2CircleShape() (defined in b2CircleShape) | b2CircleShape | inline |
Clone(b2BlockAllocator *allocator) const override | b2CircleShape | virtual |
ComputeAABB(b2AABB *aabb, const b2Transform &transform, int32 childIndex) const override | b2CircleShape | virtual |
ComputeMass(b2MassData *massData, float density) const override | b2CircleShape | virtual |
e_chain enum value (defined in b2Shape) | b2Shape | |
e_circle enum value (defined in b2Shape) | b2Shape | |
e_edge enum value (defined in b2Shape) | b2Shape | |
e_polygon enum value (defined in b2Shape) | b2Shape | |
e_typeCount enum value (defined in b2Shape) | b2Shape | |
GetChildCount() const override | b2CircleShape | virtual |
GetType() const | b2Shape | inline |
m_p | b2CircleShape | |
m_radius | b2Shape | |
m_type (defined in b2Shape) | b2Shape | |
RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const override | b2CircleShape | virtual |
TestPoint(const b2Transform &transform, const b2Vec2 &p) const override | b2CircleShape | virtual |
Type enum name (defined in b2Shape) | b2Shape | |
~b2Shape() (defined in b2Shape) | b2Shape | inlinevirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
A solid circle shape. - More...
- -#include <b2_circle_shape.h>
-Public Member Functions | |
-b2Shape * | Clone (b2BlockAllocator *allocator) const override |
Implement b2Shape. | |
int32 | GetChildCount () const override |
-bool | TestPoint (const b2Transform &transform, const b2Vec2 &p) const override |
Implement b2Shape. | |
bool | RayCast (b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const override |
void | ComputeAABB (b2AABB *aabb, const b2Transform &transform, int32 childIndex) const override |
void | ComputeMass (b2MassData *massData, float density) const override |
![]() | |
Type | GetType () const |
-Public Attributes | |
-b2Vec2 | m_p |
Position. | |
![]() | |
-Type | m_type |
float | m_radius |
-Additional Inherited Members | |
![]() | |
enum | Type { - e_circle = 0, -e_edge = 1, -e_polygon = 2, -e_chain = 3, - - e_typeCount = 4 - - } |
A solid circle shape.
-
-
|
- -overridevirtual | -
Implements b2Shape.
- -
-
|
- -overridevirtual | -
Implements b2Shape.
- -
-
|
- -overridevirtual | -
Implements b2Shape.
- -
-
|
- -overridevirtual | -
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2Contact, including all inherited members.
-AddType(b2ContactCreateFcn *createFcn, b2ContactDestroyFcn *destroyFcn, b2Shape::Type typeA, b2Shape::Type typeB) (defined in b2Contact) | b2Contact | protectedstatic |
b2Body (defined in b2Contact) | b2Contact | friend |
b2Contact() (defined in b2Contact) | b2Contact | inlineprotected |
b2Contact(b2Fixture *fixtureA, int32 indexA, b2Fixture *fixtureB, int32 indexB) (defined in b2Contact) | b2Contact | protected |
b2ContactManager (defined in b2Contact) | b2Contact | friend |
b2ContactSolver (defined in b2Contact) | b2Contact | friend |
b2Fixture (defined in b2Contact) | b2Contact | friend |
b2World (defined in b2Contact) | b2Contact | friend |
Create(b2Fixture *fixtureA, int32 indexA, b2Fixture *fixtureB, int32 indexB, b2BlockAllocator *allocator) (defined in b2Contact) | b2Contact | protectedstatic |
Destroy(b2Contact *contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator *allocator) (defined in b2Contact) | b2Contact | protectedstatic |
Destroy(b2Contact *contact, b2BlockAllocator *allocator) (defined in b2Contact) | b2Contact | protectedstatic |
e_bulletHitFlag enum value (defined in b2Contact) | b2Contact | protected |
e_enabledFlag enum value (defined in b2Contact) | b2Contact | protected |
e_filterFlag enum value (defined in b2Contact) | b2Contact | protected |
e_islandFlag enum value (defined in b2Contact) | b2Contact | protected |
e_toiFlag enum value (defined in b2Contact) | b2Contact | protected |
e_touchingFlag enum value (defined in b2Contact) | b2Contact | protected |
Evaluate(b2Manifold *manifold, const b2Transform &xfA, const b2Transform &xfB)=0 | b2Contact | pure virtual |
FlagForFiltering() | b2Contact | inlineprotected |
GetChildIndexA() const | b2Contact | inline |
GetChildIndexB() const | b2Contact | inline |
GetFixtureA() | b2Contact | inline |
GetFixtureA() const (defined in b2Contact) | b2Contact | |
GetFixtureB() | b2Contact | inline |
GetFixtureB() const (defined in b2Contact) | b2Contact | |
GetFriction() const | b2Contact | inline |
GetManifold() | b2Contact | inline |
GetManifold() const (defined in b2Contact) | b2Contact | |
GetNext() | b2Contact | inline |
GetNext() const (defined in b2Contact) | b2Contact | |
GetRestitution() const | b2Contact | inline |
GetRestitutionThreshold() const | b2Contact | inline |
GetTangentSpeed() const | b2Contact | inline |
GetWorldManifold(b2WorldManifold *worldManifold) const | b2Contact | inline |
InitializeRegisters() (defined in b2Contact) | b2Contact | protectedstatic |
IsEnabled() const | b2Contact | inline |
IsTouching() const | b2Contact | inline |
m_fixtureA (defined in b2Contact) | b2Contact | protected |
m_fixtureB (defined in b2Contact) | b2Contact | protected |
m_flags (defined in b2Contact) | b2Contact | protected |
m_friction (defined in b2Contact) | b2Contact | protected |
m_indexA (defined in b2Contact) | b2Contact | protected |
m_indexB (defined in b2Contact) | b2Contact | protected |
m_manifold (defined in b2Contact) | b2Contact | protected |
m_next (defined in b2Contact) | b2Contact | protected |
m_nodeA (defined in b2Contact) | b2Contact | protected |
m_nodeB (defined in b2Contact) | b2Contact | protected |
m_prev (defined in b2Contact) | b2Contact | protected |
m_restitution (defined in b2Contact) | b2Contact | protected |
m_restitutionThreshold (defined in b2Contact) | b2Contact | protected |
m_tangentSpeed (defined in b2Contact) | b2Contact | protected |
m_toi (defined in b2Contact) | b2Contact | protected |
m_toiCount (defined in b2Contact) | b2Contact | protected |
ResetFriction() | b2Contact | inline |
ResetRestitution() | b2Contact | inline |
ResetRestitutionThreshold() | b2Contact | inline |
s_initialized (defined in b2Contact) | b2Contact | protectedstatic |
s_registers (defined in b2Contact) | b2Contact | protectedstatic |
SetEnabled(bool flag) | b2Contact | inline |
SetFriction(float friction) | b2Contact | inline |
SetRestitution(float restitution) | b2Contact | inline |
SetRestitutionThreshold(float threshold) | b2Contact | inline |
SetTangentSpeed(float speed) | b2Contact | inline |
Update(b2ContactListener *listener) (defined in b2Contact) | b2Contact | protected |
~b2Contact() (defined in b2Contact) | b2Contact | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_contact.h>
-Public Member Functions | |
b2Manifold * | GetManifold () |
-const b2Manifold * | GetManifold () const |
-void | GetWorldManifold (b2WorldManifold *worldManifold) const |
Get the world manifold. | |
-bool | IsTouching () const |
Is this contact touching? | |
void | SetEnabled (bool flag) |
-bool | IsEnabled () const |
Has this contact been disabled? | |
-b2Contact * | GetNext () |
Get the next contact in the world's contact list. | |
-const b2Contact * | GetNext () const |
-b2Fixture * | GetFixtureA () |
Get fixture A in this contact. | |
-const b2Fixture * | GetFixtureA () const |
-int32 | GetChildIndexA () const |
Get the child primitive index for fixture A. | |
-b2Fixture * | GetFixtureB () |
Get fixture B in this contact. | |
-const b2Fixture * | GetFixtureB () const |
-int32 | GetChildIndexB () const |
Get the child primitive index for fixture B. | |
void | SetFriction (float friction) |
-float | GetFriction () const |
Get the friction. | |
-void | ResetFriction () |
Reset the friction mixture to the default value. | |
void | SetRestitution (float restitution) |
-float | GetRestitution () const |
Get the restitution. | |
-void | ResetRestitution () |
Reset the restitution to the default value. | |
void | SetRestitutionThreshold (float threshold) |
-float | GetRestitutionThreshold () const |
Get the restitution threshold. | |
-void | ResetRestitutionThreshold () |
Reset the restitution threshold to the default value. | |
-void | SetTangentSpeed (float speed) |
Set the desired tangent speed for a conveyor belt behavior. In meters per second. | |
-float | GetTangentSpeed () const |
Get the desired tangent speed. In meters per second. | |
-virtual void | Evaluate (b2Manifold *manifold, const b2Transform &xfA, const b2Transform &xfB)=0 |
Evaluate this contact with your own manifold and transforms. | |
-Protected Types | |
enum | { - e_islandFlag = 0x0001, -e_touchingFlag = 0x0002, -e_enabledFlag = 0x0004, -e_filterFlag = 0x0008, - - e_bulletHitFlag = 0x0010, -e_toiFlag = 0x0020 - - } |
-Protected Member Functions | |
-void | FlagForFiltering () |
Flag this contact for filtering. Filtering will occur the next time step. | |
- | b2Contact (b2Fixture *fixtureA, int32 indexA, b2Fixture *fixtureB, int32 indexB) |
-void | Update (b2ContactListener *listener) |
-Static Protected Member Functions | |
-static void | AddType (b2ContactCreateFcn *createFcn, b2ContactDestroyFcn *destroyFcn, b2Shape::Type typeA, b2Shape::Type typeB) |
-static void | InitializeRegisters () |
-static b2Contact * | Create (b2Fixture *fixtureA, int32 indexA, b2Fixture *fixtureB, int32 indexB, b2BlockAllocator *allocator) |
-static void | Destroy (b2Contact *contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator *allocator) |
-static void | Destroy (b2Contact *contact, b2BlockAllocator *allocator) |
-Protected Attributes | |
-uint32 | m_flags |
-b2Contact * | m_prev |
-b2Contact * | m_next |
-b2ContactEdge | m_nodeA |
-b2ContactEdge | m_nodeB |
-b2Fixture * | m_fixtureA |
-b2Fixture * | m_fixtureB |
-int32 | m_indexA |
-int32 | m_indexB |
-b2Manifold | m_manifold |
-int32 | m_toiCount |
-float | m_toi |
-float | m_friction |
-float | m_restitution |
-float | m_restitutionThreshold |
-float | m_tangentSpeed |
-Static Protected Attributes | |
-static b2ContactRegister | s_registers [b2Shape::e_typeCount][b2Shape::e_typeCount] |
-static bool | s_initialized |
-Friends | |
-class | b2ContactManager |
-class | b2World |
-class | b2ContactSolver |
-class | b2Body |
-class | b2Fixture |
The class manages contact between two shapes. A contact exists for each overlapping AABB in the broad-phase (except if filtered). Therefore a contact object may exist that has no contact points.
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- -inline | -
Get the contact manifold. Do not modify the manifold unless you understand the internals of Box2D.
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- -inline | -
Enable/disable this contact. This can be used inside the pre-solve contact listener. The contact is only disabled for the current time step (or sub-step in continuous collisions).
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- -inline | -
Override the default friction mixture. You can call this in b2ContactListener::PreSolve. This value persists until set or reset.
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- -inline | -
Override the default restitution mixture. You can call this in b2ContactListener::PreSolve. The value persists until you set or reset.
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- -inline | -
Override the default restitution velocity threshold mixture. You can call this in b2ContactListener::PreSolve. The value persists until you set or reset.
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- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2ContactFilter, including all inherited members.
-ShouldCollide(b2Fixture *fixtureA, b2Fixture *fixtureB) | b2ContactFilter | virtual |
~b2ContactFilter() (defined in b2ContactFilter) | b2ContactFilter | inlinevirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_world_callbacks.h>
-Public Member Functions | |
virtual bool | ShouldCollide (b2Fixture *fixtureA, b2Fixture *fixtureB) |
Implement this class to provide collision filtering. In other words, you can implement this class if you want finer control over contact creation.
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- -virtual | -
Return true if contact calculations should be performed between these two shapes.
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2ContactListener, including all inherited members.
-BeginContact(b2Contact *contact) | b2ContactListener | inlinevirtual |
EndContact(b2Contact *contact) | b2ContactListener | inlinevirtual |
PostSolve(b2Contact *contact, const b2ContactImpulse *impulse) | b2ContactListener | inlinevirtual |
PreSolve(b2Contact *contact, const b2Manifold *oldManifold) | b2ContactListener | inlinevirtual |
~b2ContactListener() (defined in b2ContactListener) | b2ContactListener | inlinevirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_world_callbacks.h>
-Public Member Functions | |
-virtual void | BeginContact (b2Contact *contact) |
Called when two fixtures begin to touch. | |
-virtual void | EndContact (b2Contact *contact) |
Called when two fixtures cease to touch. | |
virtual void | PreSolve (b2Contact *contact, const b2Manifold *oldManifold) |
virtual void | PostSolve (b2Contact *contact, const b2ContactImpulse *impulse) |
Implement this class to get contact information. You can use these results for things like sounds and game logic. You can also get contact results by traversing the contact lists after the time step. However, you might miss some contacts because continuous physics leads to sub-stepping. Additionally you may receive multiple callbacks for the same contact in a single time step. You should strive to make your callbacks efficient because there may be many callbacks per time step.
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- -inlinevirtual | -
This lets you inspect a contact after the solver is finished. This is useful for inspecting impulses. Note: the contact manifold does not include time of impact impulses, which can be arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly in a separate data structure. Note: this is only called for contacts that are touching, solid, and awake.
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- -inlinevirtual | -
This is called after a contact is updated. This allows you to inspect a contact before it goes to the solver. If you are careful, you can modify the contact manifold (e.g. disable contact). A copy of the old manifold is provided so that you can detect changes. Note: this is called only for awake bodies. Note: this is called even when the number of contact points is zero. Note: this is not called for sensors. Note: if you set the number of contact points to zero, you will not get an EndContact callback. However, you may get a BeginContact callback the next step.
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- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2ContactManager, including all inherited members.
-AddPair(void *proxyUserDataA, void *proxyUserDataB) (defined in b2ContactManager) | b2ContactManager | |
b2ContactManager() (defined in b2ContactManager) | b2ContactManager | |
Collide() (defined in b2ContactManager) | b2ContactManager | |
Destroy(b2Contact *c) (defined in b2ContactManager) | b2ContactManager | |
FindNewContacts() (defined in b2ContactManager) | b2ContactManager | |
m_allocator (defined in b2ContactManager) | b2ContactManager | |
m_broadPhase (defined in b2ContactManager) | b2ContactManager | |
m_contactCount (defined in b2ContactManager) | b2ContactManager | |
m_contactFilter (defined in b2ContactManager) | b2ContactManager | |
m_contactList (defined in b2ContactManager) | b2ContactManager | |
m_contactListener (defined in b2ContactManager) | b2ContactManager |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
-Public Member Functions | |
-void | AddPair (void *proxyUserDataA, void *proxyUserDataB) |
-void | FindNewContacts () |
-void | Destroy (b2Contact *c) |
-void | Collide () |
-Public Attributes | |
-b2BroadPhase | m_broadPhase |
-b2Contact * | m_contactList |
-int32 | m_contactCount |
-b2ContactFilter * | m_contactFilter |
-b2ContactListener * | m_contactListener |
-b2BlockAllocator * | m_allocator |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2DestructionListener, including all inherited members.
-SayGoodbye(b2Joint *joint)=0 | b2DestructionListener | pure virtual |
SayGoodbye(b2Fixture *fixture)=0 | b2DestructionListener | pure virtual |
~b2DestructionListener() (defined in b2DestructionListener) | b2DestructionListener | inlinevirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_world_callbacks.h>
-Public Member Functions | |
virtual void | SayGoodbye (b2Joint *joint)=0 |
virtual void | SayGoodbye (b2Fixture *fixture)=0 |
Joints and fixtures are destroyed when their associated body is destroyed. Implement this listener so that you may nullify references to these joints and shapes.
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- -pure virtual | -
Called when any fixture is about to be destroyed due to the destruction of its parent body.
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- -pure virtual | -
Called when any joint is about to be destroyed due to the destruction of one of its attached bodies.
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- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2DistanceJoint, including all inherited members.
-b2DistanceJoint(const b2DistanceJointDef *data) (defined in b2DistanceJoint) | b2DistanceJoint | protected |
b2Joint (defined in b2DistanceJoint) | b2DistanceJoint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const override | b2DistanceJoint | virtual |
Dump() override | b2DistanceJoint | virtual |
GetAnchorA() const override | b2DistanceJoint | virtual |
GetAnchorB() const override | b2DistanceJoint | virtual |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetCurrentLength() const | b2DistanceJoint | |
GetDamping() const (defined in b2DistanceJoint) | b2DistanceJoint | inline |
GetLength() const | b2DistanceJoint | inline |
GetLocalAnchorA() const | b2DistanceJoint | inline |
GetLocalAnchorB() const | b2DistanceJoint | inline |
GetMaxLength() const | b2DistanceJoint | inline |
GetMinLength() const | b2DistanceJoint | inline |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetReactionForce(float inv_dt) const override | b2DistanceJoint | virtual |
GetReactionTorque(float inv_dt) const override | b2DistanceJoint | virtual |
GetStiffness() const (defined in b2DistanceJoint) | b2DistanceJoint | inline |
GetType() const | b2Joint | inline |
GetUserData() | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data) override (defined in b2DistanceJoint) | b2DistanceJoint | protectedvirtual |
IsEnabled() const | b2Joint | |
m_bias (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_currentLength (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_damping (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_gamma (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_impulse (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_indexA (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_indexB (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_invIA (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_invIB (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_invMassA (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_invMassB (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_length (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_localAnchorA (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_localAnchorB (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_localCenterA (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_localCenterB (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_lowerImpulse (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_mass (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_maxLength (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_minLength (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_rA (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_rB (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_softMass (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_stiffness (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_u (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_upperImpulse (defined in b2DistanceJoint) | b2DistanceJoint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
SetDamping(float damping) | b2DistanceJoint | inline |
SetLength(float length) | b2DistanceJoint | |
SetMaxLength(float maxLength) | b2DistanceJoint | |
SetMinLength(float minLength) | b2DistanceJoint | |
SetStiffness(float stiffness) | b2DistanceJoint | inline |
ShiftOrigin(const b2Vec2 &newOrigin) | b2Joint | inlinevirtual |
SolvePositionConstraints(const b2SolverData &data) override (defined in b2DistanceJoint) | b2DistanceJoint | protectedvirtual |
SolveVelocityConstraints(const b2SolverData &data) override (defined in b2DistanceJoint) | b2DistanceJoint | protectedvirtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_distance_joint.h>
-Public Member Functions | |
-b2Vec2 | GetAnchorA () const override |
Get the anchor point on bodyA in world coordinates. | |
-b2Vec2 | GetAnchorB () const override |
Get the anchor point on bodyB in world coordinates. | |
b2Vec2 | GetReactionForce (float inv_dt) const override |
float | GetReactionTorque (float inv_dt) const override |
-const b2Vec2 & | GetLocalAnchorA () const |
The local anchor point relative to bodyA's origin. | |
-const b2Vec2 & | GetLocalAnchorB () const |
The local anchor point relative to bodyB's origin. | |
-float | GetLength () const |
Get the rest length. | |
float | SetLength (float length) |
-float | GetMinLength () const |
Get the minimum length. | |
float | SetMinLength (float minLength) |
-float | GetMaxLength () const |
Get the maximum length. | |
float | SetMaxLength (float maxLength) |
-float | GetCurrentLength () const |
Get the current length. | |
-void | SetStiffness (float stiffness) |
Set/get the linear stiffness in N/m. | |
-float | GetStiffness () const |
-void | SetDamping (float damping) |
Set/get linear damping in N*s/m. | |
-float | GetDamping () const |
-void | Dump () override |
Dump joint to dmLog. | |
-void | Draw (b2Draw *draw) const override |
Debug draw this joint. | |
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-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-b2JointUserData & | GetUserData () |
Get the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
Shift the origin for any points stored in world coordinates. | |
-Protected Member Functions | |
- | b2DistanceJoint (const b2DistanceJointDef *data) |
-void | InitVelocityConstraints (const b2SolverData &data) override |
-void | SolveVelocityConstraints (const b2SolverData &data) override |
-bool | SolvePositionConstraints (const b2SolverData &data) override |
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- | b2Joint (const b2JointDef *def) |
-Protected Attributes | |
-float | m_stiffness |
-float | m_damping |
-float | m_bias |
-float | m_length |
-float | m_minLength |
-float | m_maxLength |
-b2Vec2 | m_localAnchorA |
-b2Vec2 | m_localAnchorB |
-float | m_gamma |
-float | m_impulse |
-float | m_lowerImpulse |
-float | m_upperImpulse |
-int32 | m_indexA |
-int32 | m_indexB |
-b2Vec2 | m_u |
-b2Vec2 | m_rA |
-b2Vec2 | m_rB |
-b2Vec2 | m_localCenterA |
-b2Vec2 | m_localCenterB |
-float | m_currentLength |
-float | m_invMassA |
-float | m_invMassB |
-float | m_invIA |
-float | m_invIB |
-float | m_softMass |
-float | m_mass |
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-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-b2JointUserData | m_userData |
-Friends | |
-class | b2Joint |
-Additional Inherited Members | |
![]() | |
-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
A distance joint constrains two points on two bodies to remain at a fixed distance from each other. You can view this as a massless, rigid rod.
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- -overridevirtual | -
Get the reaction force given the inverse time step. Unit is N.
- -Implements b2Joint.
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- -overridevirtual | -
Get the reaction torque given the inverse time step. Unit is N*m. This is always zero for a distance joint.
- -Implements b2Joint.
- -float b2DistanceJoint::SetLength | -( | -float | -length | ) | -- |
Set the rest length
float b2DistanceJoint::SetMaxLength | -( | -float | -maxLength | ) | -- |
Set the maximum length
float b2DistanceJoint::SetMinLength | -( | -float | -minLength | ) | -- |
Set the minimum length
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2Draw, including all inherited members.
-AppendFlags(uint32 flags) | b2Draw | |
b2Draw() (defined in b2Draw) | b2Draw | |
ClearFlags(uint32 flags) | b2Draw | |
DrawCircle(const b2Vec2 ¢er, float radius, const b2Color &color)=0 | b2Draw | pure virtual |
DrawPoint(const b2Vec2 &p, float size, const b2Color &color)=0 | b2Draw | pure virtual |
DrawPolygon(const b2Vec2 *vertices, int32 vertexCount, const b2Color &color)=0 | b2Draw | pure virtual |
DrawSegment(const b2Vec2 &p1, const b2Vec2 &p2, const b2Color &color)=0 | b2Draw | pure virtual |
DrawSolidCircle(const b2Vec2 ¢er, float radius, const b2Vec2 &axis, const b2Color &color)=0 | b2Draw | pure virtual |
DrawSolidPolygon(const b2Vec2 *vertices, int32 vertexCount, const b2Color &color)=0 | b2Draw | pure virtual |
DrawTransform(const b2Transform &xf)=0 | b2Draw | pure virtual |
e_aabbBit enum value | b2Draw | |
e_centerOfMassBit enum value | b2Draw | |
e_jointBit enum value | b2Draw | |
e_pairBit enum value | b2Draw | |
e_shapeBit enum value | b2Draw | |
GetFlags() const | b2Draw | |
m_drawFlags (defined in b2Draw) | b2Draw | protected |
SetFlags(uint32 flags) | b2Draw | |
~b2Draw() (defined in b2Draw) | b2Draw | inlinevirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_draw.h>
-Public Types | |
enum | { - e_shapeBit = 0x0001, -e_jointBit = 0x0002, -e_aabbBit = 0x0004, -e_pairBit = 0x0008, - - e_centerOfMassBit = 0x0010 - - } |
-Public Member Functions | |
-void | SetFlags (uint32 flags) |
Set the drawing flags. | |
-uint32 | GetFlags () const |
Get the drawing flags. | |
-void | AppendFlags (uint32 flags) |
Append flags to the current flags. | |
-void | ClearFlags (uint32 flags) |
Clear flags from the current flags. | |
-virtual void | DrawPolygon (const b2Vec2 *vertices, int32 vertexCount, const b2Color &color)=0 |
Draw a closed polygon provided in CCW order. | |
-virtual void | DrawSolidPolygon (const b2Vec2 *vertices, int32 vertexCount, const b2Color &color)=0 |
Draw a solid closed polygon provided in CCW order. | |
-virtual void | DrawCircle (const b2Vec2 ¢er, float radius, const b2Color &color)=0 |
Draw a circle. | |
-virtual void | DrawSolidCircle (const b2Vec2 ¢er, float radius, const b2Vec2 &axis, const b2Color &color)=0 |
Draw a solid circle. | |
-virtual void | DrawSegment (const b2Vec2 &p1, const b2Vec2 &p2, const b2Color &color)=0 |
Draw a line segment. | |
virtual void | DrawTransform (const b2Transform &xf)=0 |
-virtual void | DrawPoint (const b2Vec2 &p, float size, const b2Color &color)=0 |
Draw a point. | |
-Protected Attributes | |
-uint32 | m_drawFlags |
Implement and register this class with a b2World to provide debug drawing of physics entities in your game.
-anonymous enum | -
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- -pure virtual | -
Draw a transform. Choose your own length scale.
xf | a transform. |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2DynamicTree, including all inherited members.
-b2DynamicTree() | b2DynamicTree | |
ClearMoved(int32 proxyId) (defined in b2DynamicTree) | b2DynamicTree | inline |
CreateProxy(const b2AABB &aabb, void *userData) | b2DynamicTree | |
DestroyProxy(int32 proxyId) | b2DynamicTree | |
GetAreaRatio() const | b2DynamicTree | |
GetFatAABB(int32 proxyId) const | b2DynamicTree | inline |
GetHeight() const | b2DynamicTree | |
GetMaxBalance() const | b2DynamicTree | |
GetUserData(int32 proxyId) const | b2DynamicTree | inline |
MoveProxy(int32 proxyId, const b2AABB &aabb1, const b2Vec2 &displacement) | b2DynamicTree | |
Query(T *callback, const b2AABB &aabb) const | b2DynamicTree | inline |
RayCast(T *callback, const b2RayCastInput &input) const | b2DynamicTree | inline |
RebuildBottomUp() | b2DynamicTree | |
ShiftOrigin(const b2Vec2 &newOrigin) | b2DynamicTree | |
Validate() const | b2DynamicTree | |
WasMoved(int32 proxyId) const (defined in b2DynamicTree) | b2DynamicTree | inline |
~b2DynamicTree() | b2DynamicTree |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_dynamic_tree.h>
-Public Member Functions | |
- | b2DynamicTree () |
Constructing the tree initializes the node pool. | |
- | ~b2DynamicTree () |
Destroy the tree, freeing the node pool. | |
-int32 | CreateProxy (const b2AABB &aabb, void *userData) |
Create a proxy. Provide a tight fitting AABB and a userData pointer. | |
-void | DestroyProxy (int32 proxyId) |
Destroy a proxy. This asserts if the id is invalid. | |
bool | MoveProxy (int32 proxyId, const b2AABB &aabb1, const b2Vec2 &displacement) |
void * | GetUserData (int32 proxyId) const |
-bool | WasMoved (int32 proxyId) const |
-void | ClearMoved (int32 proxyId) |
-const b2AABB & | GetFatAABB (int32 proxyId) const |
Get the fat AABB for a proxy. | |
template<typename T > | |
void | Query (T *callback, const b2AABB &aabb) const |
template<typename T > | |
void | RayCast (T *callback, const b2RayCastInput &input) const |
-void | Validate () const |
Validate this tree. For testing. | |
int32 | GetHeight () const |
int32 | GetMaxBalance () const |
-float | GetAreaRatio () const |
Get the ratio of the sum of the node areas to the root area. | |
-void | RebuildBottomUp () |
Build an optimal tree. Very expensive. For testing. | |
void | ShiftOrigin (const b2Vec2 &newOrigin) |
A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt. A dynamic tree arranges data in a binary tree to accelerate queries such as volume queries and ray casts. Leafs are proxies with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor so that the proxy AABB is bigger than the client object. This allows the client object to move by small amounts without triggering a tree update.
-Nodes are pooled and relocatable, so we use node indices rather than pointers.
-int32 b2DynamicTree::GetHeight | -( | -) | -const | -
Compute the height of the binary tree in O(N) time. Should not be called often.
- -int32 b2DynamicTree::GetMaxBalance | -( | -) | -const | -
Get the maximum balance of an node in the tree. The balance is the difference in height of the two children of a node.
- -
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- -inline | -
Get proxy user data.
bool b2DynamicTree::MoveProxy | -( | -int32 | -proxyId, | -
- | - | const b2AABB & | -aabb1, | -
- | - | const b2Vec2 & | -displacement | -
- | ) | -- |
Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB, then the proxy is removed from the tree and re-inserted. Otherwise the function returns immediately.
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- -inline | -
Query an AABB for overlapping proxies. The callback class is called for each proxy that overlaps the supplied AABB.
- -
-
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- -inline | -
Ray-cast against the proxies in the tree. This relies on the callback to perform a exact ray-cast in the case were the proxy contains a shape. The callback also performs the any collision filtering. This has performance roughly equal to k * log(n), where k is the number of collisions and n is the number of proxies in the tree.
input | the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1). |
callback | a callback class that is called for each proxy that is hit by the ray. |
void b2DynamicTree::ShiftOrigin | -( | -const b2Vec2 & | -newOrigin | ) | -- |
Shift the world origin. Useful for large worlds. The shift formula is: position -= newOrigin
newOrigin | the new origin with respect to the old origin |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2EdgeShape, including all inherited members.
-b2EdgeShape() (defined in b2EdgeShape) | b2EdgeShape | inline |
Clone(b2BlockAllocator *allocator) const override | b2EdgeShape | virtual |
ComputeAABB(b2AABB *aabb, const b2Transform &transform, int32 childIndex) const override | b2EdgeShape | virtual |
ComputeMass(b2MassData *massData, float density) const override | b2EdgeShape | virtual |
e_chain enum value (defined in b2Shape) | b2Shape | |
e_circle enum value (defined in b2Shape) | b2Shape | |
e_edge enum value (defined in b2Shape) | b2Shape | |
e_polygon enum value (defined in b2Shape) | b2Shape | |
e_typeCount enum value (defined in b2Shape) | b2Shape | |
GetChildCount() const override | b2EdgeShape | virtual |
GetType() const | b2Shape | inline |
m_oneSided | b2EdgeShape | |
m_radius | b2Shape | |
m_type (defined in b2Shape) | b2Shape | |
m_vertex0 | b2EdgeShape | |
m_vertex1 | b2EdgeShape | |
m_vertex2 (defined in b2EdgeShape) | b2EdgeShape | |
m_vertex3 (defined in b2EdgeShape) | b2EdgeShape | |
RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const override | b2EdgeShape | virtual |
SetOneSided(const b2Vec2 &v0, const b2Vec2 &v1, const b2Vec2 &v2, const b2Vec2 &v3) | b2EdgeShape | |
SetTwoSided(const b2Vec2 &v1, const b2Vec2 &v2) | b2EdgeShape | |
TestPoint(const b2Transform &transform, const b2Vec2 &p) const override | b2EdgeShape | virtual |
Type enum name (defined in b2Shape) | b2Shape | |
~b2Shape() (defined in b2Shape) | b2Shape | inlinevirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_edge_shape.h>
-Public Member Functions | |
void | SetOneSided (const b2Vec2 &v0, const b2Vec2 &v1, const b2Vec2 &v2, const b2Vec2 &v3) |
-void | SetTwoSided (const b2Vec2 &v1, const b2Vec2 &v2) |
Set this as an isolated edge. Collision is two-sided. | |
-b2Shape * | Clone (b2BlockAllocator *allocator) const override |
Implement b2Shape. | |
int32 | GetChildCount () const override |
bool | TestPoint (const b2Transform &transform, const b2Vec2 &p) const override |
-bool | RayCast (b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const override |
Implement b2Shape. | |
void | ComputeAABB (b2AABB *aabb, const b2Transform &transform, int32 childIndex) const override |
void | ComputeMass (b2MassData *massData, float density) const override |
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Type | GetType () const |
-Public Attributes | |
-b2Vec2 | m_vertex1 |
These are the edge vertices. | |
-b2Vec2 | m_vertex2 |
-b2Vec2 | m_vertex0 |
Optional adjacent vertices. These are used for smooth collision. | |
-b2Vec2 | m_vertex3 |
-bool | m_oneSided |
Uses m_vertex0 and m_vertex3 to create smooth collision. | |
![]() | |
-Type | m_type |
float | m_radius |
-Additional Inherited Members | |
![]() | |
enum | Type { - e_circle = 0, -e_edge = 1, -e_polygon = 2, -e_chain = 3, - - e_typeCount = 4 - - } |
A line segment (edge) shape. These can be connected in chains or loops to other edge shapes. Edges created independently are two-sided and do no provide smooth movement across junctions.
-
-
|
- -overridevirtual | -
Implements b2Shape.
- -
-
|
- -overridevirtual | -
Implements b2Shape.
- -
-
|
- -overridevirtual | -
Implements b2Shape.
- -void b2EdgeShape::SetOneSided | -( | -const b2Vec2 & | -v0, | -
- | - | const b2Vec2 & | -v1, | -
- | - | const b2Vec2 & | -v2, | -
- | - | const b2Vec2 & | -v3 | -
- | ) | -- |
Set this as a part of a sequence. Vertex v0 precedes the edge and vertex v3 follows. These extra vertices are used to provide smooth movement across junctions. This also makes the collision one-sided. The edge normal points to the right looking from v1 to v2.
- -
-
|
- -overridevirtual | -
Implements b2Shape.
- -
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2Fixture, including all inherited members.
-b2Body (defined in b2Fixture) | b2Fixture | friend |
b2Contact (defined in b2Fixture) | b2Fixture | friend |
b2ContactManager (defined in b2Fixture) | b2Fixture | friend |
b2Fixture() (defined in b2Fixture) | b2Fixture | protected |
b2World (defined in b2Fixture) | b2Fixture | friend |
Create(b2BlockAllocator *allocator, b2Body *body, const b2FixtureDef *def) (defined in b2Fixture) | b2Fixture | protected |
CreateProxies(b2BroadPhase *broadPhase, const b2Transform &xf) (defined in b2Fixture) | b2Fixture | protected |
Destroy(b2BlockAllocator *allocator) (defined in b2Fixture) | b2Fixture | protected |
DestroyProxies(b2BroadPhase *broadPhase) (defined in b2Fixture) | b2Fixture | protected |
Dump(int32 bodyIndex) | b2Fixture | |
GetAABB(int32 childIndex) const | b2Fixture | inline |
GetBody() | b2Fixture | inline |
GetBody() const (defined in b2Fixture) | b2Fixture | |
GetDensity() const | b2Fixture | inline |
GetFilterData() const | b2Fixture | inline |
GetFriction() const | b2Fixture | inline |
GetMassData(b2MassData *massData) const | b2Fixture | inline |
GetNext() | b2Fixture | inline |
GetNext() const (defined in b2Fixture) | b2Fixture | |
GetRestitution() const | b2Fixture | inline |
GetRestitutionThreshold() const | b2Fixture | inline |
GetShape() | b2Fixture | inline |
GetShape() const (defined in b2Fixture) | b2Fixture | |
GetType() const | b2Fixture | inline |
GetUserData() | b2Fixture | inline |
IsSensor() const | b2Fixture | inline |
m_body (defined in b2Fixture) | b2Fixture | protected |
m_density (defined in b2Fixture) | b2Fixture | protected |
m_filter (defined in b2Fixture) | b2Fixture | protected |
m_friction (defined in b2Fixture) | b2Fixture | protected |
m_isSensor (defined in b2Fixture) | b2Fixture | protected |
m_next (defined in b2Fixture) | b2Fixture | protected |
m_proxies (defined in b2Fixture) | b2Fixture | protected |
m_proxyCount (defined in b2Fixture) | b2Fixture | protected |
m_restitution (defined in b2Fixture) | b2Fixture | protected |
m_restitutionThreshold (defined in b2Fixture) | b2Fixture | protected |
m_shape (defined in b2Fixture) | b2Fixture | protected |
m_userData (defined in b2Fixture) | b2Fixture | protected |
RayCast(b2RayCastOutput *output, const b2RayCastInput &input, int32 childIndex) const | b2Fixture | inline |
Refilter() | b2Fixture | |
SetDensity(float density) | b2Fixture | inline |
SetFilterData(const b2Filter &filter) | b2Fixture | |
SetFriction(float friction) | b2Fixture | inline |
SetRestitution(float restitution) | b2Fixture | inline |
SetRestitutionThreshold(float threshold) | b2Fixture | inline |
SetSensor(bool sensor) | b2Fixture | |
Synchronize(b2BroadPhase *broadPhase, const b2Transform &xf1, const b2Transform &xf2) (defined in b2Fixture) | b2Fixture | protected |
TestPoint(const b2Vec2 &p) const | b2Fixture | inline |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_fixture.h>
-Public Member Functions | |
b2Shape::Type | GetType () const |
b2Shape * | GetShape () |
-const b2Shape * | GetShape () const |
-void | SetSensor (bool sensor) |
Set if this fixture is a sensor. | |
bool | IsSensor () const |
void | SetFilterData (const b2Filter &filter) |
-const b2Filter & | GetFilterData () const |
Get the contact filtering data. | |
-void | Refilter () |
Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide. | |
b2Body * | GetBody () |
-const b2Body * | GetBody () const |
b2Fixture * | GetNext () |
-const b2Fixture * | GetNext () const |
b2FixtureUserData & | GetUserData () |
bool | TestPoint (const b2Vec2 &p) const |
bool | RayCast (b2RayCastOutput *output, const b2RayCastInput &input, int32 childIndex) const |
void | GetMassData (b2MassData *massData) const |
void | SetDensity (float density) |
-float | GetDensity () const |
Get the density of this fixture. | |
-float | GetFriction () const |
Get the coefficient of friction. | |
void | SetFriction (float friction) |
-float | GetRestitution () const |
Get the coefficient of restitution. | |
void | SetRestitution (float restitution) |
-float | GetRestitutionThreshold () const |
Get the restitution velocity threshold. | |
void | SetRestitutionThreshold (float threshold) |
const b2AABB & | GetAABB (int32 childIndex) const |
-void | Dump (int32 bodyIndex) |
Dump this fixture to the log file. | |
-Protected Member Functions | |
-void | Create (b2BlockAllocator *allocator, b2Body *body, const b2FixtureDef *def) |
-void | Destroy (b2BlockAllocator *allocator) |
-void | CreateProxies (b2BroadPhase *broadPhase, const b2Transform &xf) |
-void | DestroyProxies (b2BroadPhase *broadPhase) |
-void | Synchronize (b2BroadPhase *broadPhase, const b2Transform &xf1, const b2Transform &xf2) |
-Protected Attributes | |
-float | m_density |
-b2Fixture * | m_next |
-b2Body * | m_body |
-b2Shape * | m_shape |
-float | m_friction |
-float | m_restitution |
-float | m_restitutionThreshold |
-b2FixtureProxy * | m_proxies |
-int32 | m_proxyCount |
-b2Filter | m_filter |
-bool | m_isSensor |
-b2FixtureUserData | m_userData |
-Friends | |
-class | b2Body |
-class | b2World |
-class | b2Contact |
-class | b2ContactManager |
A fixture is used to attach a shape to a body for collision detection. A fixture inherits its transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc. Fixtures are created via b2Body::CreateFixture.
-
|
- -inline | -
Get the fixture's AABB. This AABB may be enlarge and/or stale. If you need a more accurate AABB, compute it using the shape and the body transform.
- -
-
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- -inline | -
Get the parent body of this fixture. This is nullptr if the fixture is not attached.
-
|
- -inline | -
Get the mass data for this fixture. The mass data is based on the density and the shape. The rotational inertia is about the shape's origin. This operation may be expensive.
- -
-
|
- -inline | -
Get the next fixture in the parent body's fixture list.
-
|
- -inline | -
Get the child shape. You can modify the child shape, however you should not change the number of vertices because this will crash some collision caching mechanisms. Manipulating the shape may lead to non-physical behavior.
- -
-
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- -inline | -
Get the type of the child shape. You can use this to down cast to the concrete shape.
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- -inline | -
Get the user data that was assigned in the fixture definition. Use this to store your application specific data.
- -
-
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- -inline | -
Is this fixture a sensor (non-solid)?
-
|
- -inline | -
Cast a ray against this shape.
output | the ray-cast results. |
input | the ray-cast input parameters. |
childIndex | the child shape index (e.g. edge index) |
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|
- -inline | -
Set the density of this fixture. This will not automatically adjust the mass of the body. You must call b2Body::ResetMassData to update the body's mass.
- -void b2Fixture::SetFilterData | -( | -const b2Filter & | -filter | ) | -- |
Set the contact filtering data. This will not update contacts until the next time step when either parent body is active and awake. This automatically calls Refilter.
- -
-
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- -inline | -
Set the coefficient of friction. This will not change the friction of existing contacts.
- -
-
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- -inline | -
Set the coefficient of restitution. This will not change the restitution of existing contacts.
- -
-
|
- -inline | -
Set the restitution threshold. This will not change the restitution threshold of existing contacts.
- -
-
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- -inline | -
Test a point for containment in this fixture.
p | a point in world coordinates. |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2FrictionJoint, including all inherited members.
-b2FrictionJoint(const b2FrictionJointDef *def) (defined in b2FrictionJoint) | b2FrictionJoint | protected |
b2Joint (defined in b2FrictionJoint) | b2FrictionJoint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const | b2Joint | virtual |
Dump() override | b2FrictionJoint | virtual |
GetAnchorA() const override | b2FrictionJoint | virtual |
GetAnchorB() const override | b2FrictionJoint | virtual |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetLocalAnchorA() const | b2FrictionJoint | inline |
GetLocalAnchorB() const | b2FrictionJoint | inline |
GetMaxForce() const | b2FrictionJoint | |
GetMaxTorque() const | b2FrictionJoint | |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetReactionForce(float inv_dt) const override | b2FrictionJoint | virtual |
GetReactionTorque(float inv_dt) const override | b2FrictionJoint | virtual |
GetType() const | b2Joint | inline |
GetUserData() | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data) override (defined in b2FrictionJoint) | b2FrictionJoint | protectedvirtual |
IsEnabled() const | b2Joint | |
m_angularImpulse (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_angularMass (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_indexA (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_indexB (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_invIA (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_invIB (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_invMassA (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_invMassB (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_linearImpulse (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_linearMass (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_localAnchorA (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_localAnchorB (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_localCenterA (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_localCenterB (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_maxForce (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_maxTorque (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_rA (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_rB (defined in b2FrictionJoint) | b2FrictionJoint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
SetMaxForce(float force) | b2FrictionJoint | |
SetMaxTorque(float torque) | b2FrictionJoint | |
ShiftOrigin(const b2Vec2 &newOrigin) | b2Joint | inlinevirtual |
SolvePositionConstraints(const b2SolverData &data) override (defined in b2FrictionJoint) | b2FrictionJoint | protectedvirtual |
SolveVelocityConstraints(const b2SolverData &data) override (defined in b2FrictionJoint) | b2FrictionJoint | protectedvirtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_friction_joint.h>
-Public Member Functions | |
-b2Vec2 | GetAnchorA () const override |
Get the anchor point on bodyA in world coordinates. | |
-b2Vec2 | GetAnchorB () const override |
Get the anchor point on bodyB in world coordinates. | |
-b2Vec2 | GetReactionForce (float inv_dt) const override |
Get the reaction force on bodyB at the joint anchor in Newtons. | |
-float | GetReactionTorque (float inv_dt) const override |
Get the reaction torque on bodyB in N*m. | |
-const b2Vec2 & | GetLocalAnchorA () const |
The local anchor point relative to bodyA's origin. | |
-const b2Vec2 & | GetLocalAnchorB () const |
The local anchor point relative to bodyB's origin. | |
-void | SetMaxForce (float force) |
Set the maximum friction force in N. | |
-float | GetMaxForce () const |
Get the maximum friction force in N. | |
-void | SetMaxTorque (float torque) |
Set the maximum friction torque in N*m. | |
-float | GetMaxTorque () const |
Get the maximum friction torque in N*m. | |
-void | Dump () override |
Dump joint to dmLog. | |
![]() | |
-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-b2JointUserData & | GetUserData () |
Get the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
Shift the origin for any points stored in world coordinates. | |
-virtual void | Draw (b2Draw *draw) const |
Debug draw this joint. | |
-Protected Member Functions | |
- | b2FrictionJoint (const b2FrictionJointDef *def) |
-void | InitVelocityConstraints (const b2SolverData &data) override |
-void | SolveVelocityConstraints (const b2SolverData &data) override |
-bool | SolvePositionConstraints (const b2SolverData &data) override |
![]() | |
- | b2Joint (const b2JointDef *def) |
-Protected Attributes | |
-b2Vec2 | m_localAnchorA |
-b2Vec2 | m_localAnchorB |
-b2Vec2 | m_linearImpulse |
-float | m_angularImpulse |
-float | m_maxForce |
-float | m_maxTorque |
-int32 | m_indexA |
-int32 | m_indexB |
-b2Vec2 | m_rA |
-b2Vec2 | m_rB |
-b2Vec2 | m_localCenterA |
-b2Vec2 | m_localCenterB |
-float | m_invMassA |
-float | m_invMassB |
-float | m_invIA |
-float | m_invIB |
-b2Mat22 | m_linearMass |
-float | m_angularMass |
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-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-b2JointUserData | m_userData |
-Friends | |
-class | b2Joint |
-Additional Inherited Members | |
![]() | |
-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction.
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2GearJoint, including all inherited members.
-b2GearJoint(const b2GearJointDef *data) (defined in b2GearJoint) | b2GearJoint | protected |
b2Joint (defined in b2GearJoint) | b2GearJoint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const | b2Joint | virtual |
Dump() override | b2GearJoint | virtual |
GetAnchorA() const override | b2GearJoint | virtual |
GetAnchorB() const override | b2GearJoint | virtual |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetJoint1() | b2GearJoint | inline |
GetJoint2() | b2GearJoint | inline |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetRatio() const (defined in b2GearJoint) | b2GearJoint | |
GetReactionForce(float inv_dt) const override | b2GearJoint | virtual |
GetReactionTorque(float inv_dt) const override | b2GearJoint | virtual |
GetType() const | b2Joint | inline |
GetUserData() | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data) override (defined in b2GearJoint) | b2GearJoint | protectedvirtual |
IsEnabled() const | b2Joint | |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_bodyC (defined in b2GearJoint) | b2GearJoint | protected |
m_bodyD (defined in b2GearJoint) | b2GearJoint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_constant (defined in b2GearJoint) | b2GearJoint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_iA (defined in b2GearJoint) | b2GearJoint | protected |
m_iB (defined in b2GearJoint) | b2GearJoint | protected |
m_iC (defined in b2GearJoint) | b2GearJoint | protected |
m_iD (defined in b2GearJoint) | b2GearJoint | protected |
m_impulse (defined in b2GearJoint) | b2GearJoint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_indexA (defined in b2GearJoint) | b2GearJoint | protected |
m_indexB (defined in b2GearJoint) | b2GearJoint | protected |
m_indexC (defined in b2GearJoint) | b2GearJoint | protected |
m_indexD (defined in b2GearJoint) | b2GearJoint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_joint1 (defined in b2GearJoint) | b2GearJoint | protected |
m_joint2 (defined in b2GearJoint) | b2GearJoint | protected |
m_JvAC (defined in b2GearJoint) | b2GearJoint | protected |
m_JvBD (defined in b2GearJoint) | b2GearJoint | protected |
m_JwA (defined in b2GearJoint) | b2GearJoint | protected |
m_JwB (defined in b2GearJoint) | b2GearJoint | protected |
m_JwC (defined in b2GearJoint) | b2GearJoint | protected |
m_JwD (defined in b2GearJoint) | b2GearJoint | protected |
m_lcA (defined in b2GearJoint) | b2GearJoint | protected |
m_lcB (defined in b2GearJoint) | b2GearJoint | protected |
m_lcC (defined in b2GearJoint) | b2GearJoint | protected |
m_lcD (defined in b2GearJoint) | b2GearJoint | protected |
m_localAnchorA (defined in b2GearJoint) | b2GearJoint | protected |
m_localAnchorB (defined in b2GearJoint) | b2GearJoint | protected |
m_localAnchorC (defined in b2GearJoint) | b2GearJoint | protected |
m_localAnchorD (defined in b2GearJoint) | b2GearJoint | protected |
m_localAxisC (defined in b2GearJoint) | b2GearJoint | protected |
m_localAxisD (defined in b2GearJoint) | b2GearJoint | protected |
m_mA (defined in b2GearJoint) | b2GearJoint | protected |
m_mass (defined in b2GearJoint) | b2GearJoint | protected |
m_mB (defined in b2GearJoint) | b2GearJoint | protected |
m_mC (defined in b2GearJoint) | b2GearJoint | protected |
m_mD (defined in b2GearJoint) | b2GearJoint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_ratio (defined in b2GearJoint) | b2GearJoint | protected |
m_referenceAngleA (defined in b2GearJoint) | b2GearJoint | protected |
m_referenceAngleB (defined in b2GearJoint) | b2GearJoint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_typeA (defined in b2GearJoint) | b2GearJoint | protected |
m_typeB (defined in b2GearJoint) | b2GearJoint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
SetRatio(float ratio) | b2GearJoint | |
ShiftOrigin(const b2Vec2 &newOrigin) | b2Joint | inlinevirtual |
SolvePositionConstraints(const b2SolverData &data) override (defined in b2GearJoint) | b2GearJoint | protectedvirtual |
SolveVelocityConstraints(const b2SolverData &data) override (defined in b2GearJoint) | b2GearJoint | protectedvirtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_gear_joint.h>
-Public Member Functions | |
-b2Vec2 | GetAnchorA () const override |
Get the anchor point on bodyA in world coordinates. | |
-b2Vec2 | GetAnchorB () const override |
Get the anchor point on bodyB in world coordinates. | |
-b2Vec2 | GetReactionForce (float inv_dt) const override |
Get the reaction force on bodyB at the joint anchor in Newtons. | |
-float | GetReactionTorque (float inv_dt) const override |
Get the reaction torque on bodyB in N*m. | |
-b2Joint * | GetJoint1 () |
Get the first joint. | |
-b2Joint * | GetJoint2 () |
Get the second joint. | |
-void | SetRatio (float ratio) |
Set/Get the gear ratio. | |
-float | GetRatio () const |
-void | Dump () override |
Dump joint to dmLog. | |
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-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-b2JointUserData & | GetUserData () |
Get the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
Shift the origin for any points stored in world coordinates. | |
-virtual void | Draw (b2Draw *draw) const |
Debug draw this joint. | |
-Protected Member Functions | |
- | b2GearJoint (const b2GearJointDef *data) |
-void | InitVelocityConstraints (const b2SolverData &data) override |
-void | SolveVelocityConstraints (const b2SolverData &data) override |
-bool | SolvePositionConstraints (const b2SolverData &data) override |
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- | b2Joint (const b2JointDef *def) |
-Protected Attributes | |
-b2Joint * | m_joint1 |
-b2Joint * | m_joint2 |
-b2JointType | m_typeA |
-b2JointType | m_typeB |
-b2Body * | m_bodyC |
-b2Body * | m_bodyD |
-b2Vec2 | m_localAnchorA |
-b2Vec2 | m_localAnchorB |
-b2Vec2 | m_localAnchorC |
-b2Vec2 | m_localAnchorD |
-b2Vec2 | m_localAxisC |
-b2Vec2 | m_localAxisD |
-float | m_referenceAngleA |
-float | m_referenceAngleB |
-float | m_constant |
-float | m_ratio |
-float | m_impulse |
-int32 | m_indexA |
-int32 | m_indexB |
-int32 | m_indexC |
-int32 | m_indexD |
-b2Vec2 | m_lcA |
-b2Vec2 | m_lcB |
-b2Vec2 | m_lcC |
-b2Vec2 | m_lcD |
-float | m_mA |
-float | m_mB |
-float | m_mC |
-float | m_mD |
-float | m_iA |
-float | m_iB |
-float | m_iC |
-float | m_iD |
-b2Vec2 | m_JvAC |
-b2Vec2 | m_JvBD |
-float | m_JwA |
-float | m_JwB |
-float | m_JwC |
-float | m_JwD |
-float | m_mass |
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-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-b2JointUserData | m_userData |
-Friends | |
-class | b2Joint |
-Additional Inherited Members | |
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-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear ratio to bind the motions together: coordinate1 + ratio * coordinate2 = constant The ratio can be negative or positive. If one joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 1/length.
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2GrowableStack< T, N >, including all inherited members.
-b2GrowableStack() (defined in b2GrowableStack< T, N >) | b2GrowableStack< T, N > | inline |
GetCount() (defined in b2GrowableStack< T, N >) | b2GrowableStack< T, N > | inline |
Pop() (defined in b2GrowableStack< T, N >) | b2GrowableStack< T, N > | inline |
Push(const T &element) (defined in b2GrowableStack< T, N >) | b2GrowableStack< T, N > | inline |
~b2GrowableStack() (defined in b2GrowableStack< T, N >) | b2GrowableStack< T, N > | inline |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_growable_stack.h>
-Public Member Functions | |
-void | Push (const T &element) |
-T | Pop () |
-int32 | GetCount () |
This is a growable LIFO stack with an initial capacity of N. If the stack size exceeds the initial capacity, the heap is used to increase the size of the stack.
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- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2Joint, including all inherited members.
-b2Body (defined in b2Joint) | b2Joint | friend |
b2GearJoint (defined in b2Joint) | b2Joint | friend |
b2Island (defined in b2Joint) | b2Joint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
b2World (defined in b2Joint) | b2Joint | friend |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const | b2Joint | virtual |
Dump() | b2Joint | inlinevirtual |
GetAnchorA() const =0 | b2Joint | pure virtual |
GetAnchorB() const =0 | b2Joint | pure virtual |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetReactionForce(float inv_dt) const =0 | b2Joint | pure virtual |
GetReactionTorque(float inv_dt) const =0 | b2Joint | pure virtual |
GetType() const | b2Joint | inline |
GetUserData() | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data)=0 (defined in b2Joint) | b2Joint | protectedpure virtual |
IsEnabled() const | b2Joint | |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
ShiftOrigin(const b2Vec2 &newOrigin) | b2Joint | inlinevirtual |
SolvePositionConstraints(const b2SolverData &data)=0 (defined in b2Joint) | b2Joint | protectedpure virtual |
SolveVelocityConstraints(const b2SolverData &data)=0 (defined in b2Joint) | b2Joint | protectedpure virtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_joint.h>
-Public Member Functions | |
-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-virtual b2Vec2 | GetAnchorA () const =0 |
Get the anchor point on bodyA in world coordinates. | |
-virtual b2Vec2 | GetAnchorB () const =0 |
Get the anchor point on bodyB in world coordinates. | |
-virtual b2Vec2 | GetReactionForce (float inv_dt) const =0 |
Get the reaction force on bodyB at the joint anchor in Newtons. | |
-virtual float | GetReactionTorque (float inv_dt) const =0 |
Get the reaction torque on bodyB in N*m. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-b2JointUserData & | GetUserData () |
Get the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | Dump () |
Dump this joint to the log file. | |
-virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
Shift the origin for any points stored in world coordinates. | |
-virtual void | Draw (b2Draw *draw) const |
Debug draw this joint. | |
-Protected Member Functions | |
- | b2Joint (const b2JointDef *def) |
-virtual void | InitVelocityConstraints (const b2SolverData &data)=0 |
-virtual void | SolveVelocityConstraints (const b2SolverData &data)=0 |
-virtual bool | SolvePositionConstraints (const b2SolverData &data)=0 |
-Static Protected Member Functions | |
-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
-Protected Attributes | |
-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-b2JointUserData | m_userData |
-Friends | |
-class | b2World |
-class | b2Body |
-class | b2Island |
-class | b2GearJoint |
The base joint class. Joints are used to constraint two bodies together in various fashions. Some joints also feature limits and motors.
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- -inline | -
Get collide connected. Note: modifying the collide connect flag won't work correctly because the flag is only checked when fixture AABBs begin to overlap.
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- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2MotorJoint, including all inherited members.
-b2Joint (defined in b2MotorJoint) | b2MotorJoint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
b2MotorJoint(const b2MotorJointDef *def) (defined in b2MotorJoint) | b2MotorJoint | protected |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const | b2Joint | virtual |
Dump() override | b2MotorJoint | virtual |
GetAnchorA() const override | b2MotorJoint | virtual |
GetAnchorB() const override | b2MotorJoint | virtual |
GetAngularOffset() const (defined in b2MotorJoint) | b2MotorJoint | |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetCorrectionFactor() const | b2MotorJoint | |
GetLinearOffset() const (defined in b2MotorJoint) | b2MotorJoint | |
GetMaxForce() const | b2MotorJoint | |
GetMaxTorque() const | b2MotorJoint | |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetReactionForce(float inv_dt) const override | b2MotorJoint | virtual |
GetReactionTorque(float inv_dt) const override | b2MotorJoint | virtual |
GetType() const | b2Joint | inline |
GetUserData() | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data) override (defined in b2MotorJoint) | b2MotorJoint | protectedvirtual |
IsEnabled() const | b2Joint | |
m_angularError (defined in b2MotorJoint) | b2MotorJoint | protected |
m_angularImpulse (defined in b2MotorJoint) | b2MotorJoint | protected |
m_angularMass (defined in b2MotorJoint) | b2MotorJoint | protected |
m_angularOffset (defined in b2MotorJoint) | b2MotorJoint | protected |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_correctionFactor (defined in b2MotorJoint) | b2MotorJoint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_indexA (defined in b2MotorJoint) | b2MotorJoint | protected |
m_indexB (defined in b2MotorJoint) | b2MotorJoint | protected |
m_invIA (defined in b2MotorJoint) | b2MotorJoint | protected |
m_invIB (defined in b2MotorJoint) | b2MotorJoint | protected |
m_invMassA (defined in b2MotorJoint) | b2MotorJoint | protected |
m_invMassB (defined in b2MotorJoint) | b2MotorJoint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_linearError (defined in b2MotorJoint) | b2MotorJoint | protected |
m_linearImpulse (defined in b2MotorJoint) | b2MotorJoint | protected |
m_linearMass (defined in b2MotorJoint) | b2MotorJoint | protected |
m_linearOffset (defined in b2MotorJoint) | b2MotorJoint | protected |
m_localCenterA (defined in b2MotorJoint) | b2MotorJoint | protected |
m_localCenterB (defined in b2MotorJoint) | b2MotorJoint | protected |
m_maxForce (defined in b2MotorJoint) | b2MotorJoint | protected |
m_maxTorque (defined in b2MotorJoint) | b2MotorJoint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_rA (defined in b2MotorJoint) | b2MotorJoint | protected |
m_rB (defined in b2MotorJoint) | b2MotorJoint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
SetAngularOffset(float angularOffset) | b2MotorJoint | |
SetCorrectionFactor(float factor) | b2MotorJoint | |
SetLinearOffset(const b2Vec2 &linearOffset) | b2MotorJoint | |
SetMaxForce(float force) | b2MotorJoint | |
SetMaxTorque(float torque) | b2MotorJoint | |
ShiftOrigin(const b2Vec2 &newOrigin) | b2Joint | inlinevirtual |
SolvePositionConstraints(const b2SolverData &data) override (defined in b2MotorJoint) | b2MotorJoint | protectedvirtual |
SolveVelocityConstraints(const b2SolverData &data) override (defined in b2MotorJoint) | b2MotorJoint | protectedvirtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_motor_joint.h>
-Public Member Functions | |
-b2Vec2 | GetAnchorA () const override |
Get the anchor point on bodyA in world coordinates. | |
-b2Vec2 | GetAnchorB () const override |
Get the anchor point on bodyB in world coordinates. | |
-b2Vec2 | GetReactionForce (float inv_dt) const override |
Get the reaction force on bodyB at the joint anchor in Newtons. | |
-float | GetReactionTorque (float inv_dt) const override |
Get the reaction torque on bodyB in N*m. | |
-void | SetLinearOffset (const b2Vec2 &linearOffset) |
Set/get the target linear offset, in frame A, in meters. | |
-const b2Vec2 & | GetLinearOffset () const |
-void | SetAngularOffset (float angularOffset) |
Set/get the target angular offset, in radians. | |
-float | GetAngularOffset () const |
-void | SetMaxForce (float force) |
Set the maximum friction force in N. | |
-float | GetMaxForce () const |
Get the maximum friction force in N. | |
-void | SetMaxTorque (float torque) |
Set the maximum friction torque in N*m. | |
-float | GetMaxTorque () const |
Get the maximum friction torque in N*m. | |
-void | SetCorrectionFactor (float factor) |
Set the position correction factor in the range [0,1]. | |
-float | GetCorrectionFactor () const |
Get the position correction factor in the range [0,1]. | |
-void | Dump () override |
Dump to b2Log. | |
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-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-b2JointUserData & | GetUserData () |
Get the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
Shift the origin for any points stored in world coordinates. | |
-virtual void | Draw (b2Draw *draw) const |
Debug draw this joint. | |
-Protected Member Functions | |
- | b2MotorJoint (const b2MotorJointDef *def) |
-void | InitVelocityConstraints (const b2SolverData &data) override |
-void | SolveVelocityConstraints (const b2SolverData &data) override |
-bool | SolvePositionConstraints (const b2SolverData &data) override |
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- | b2Joint (const b2JointDef *def) |
-Protected Attributes | |
-b2Vec2 | m_linearOffset |
-float | m_angularOffset |
-b2Vec2 | m_linearImpulse |
-float | m_angularImpulse |
-float | m_maxForce |
-float | m_maxTorque |
-float | m_correctionFactor |
-int32 | m_indexA |
-int32 | m_indexB |
-b2Vec2 | m_rA |
-b2Vec2 | m_rB |
-b2Vec2 | m_localCenterA |
-b2Vec2 | m_localCenterB |
-b2Vec2 | m_linearError |
-float | m_angularError |
-float | m_invMassA |
-float | m_invMassB |
-float | m_invIA |
-float | m_invIB |
-b2Mat22 | m_linearMass |
-float | m_angularMass |
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-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-b2JointUserData | m_userData |
-Friends | |
-class | b2Joint |
-Additional Inherited Members | |
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-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
A motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a dynamic body with respect to the ground.
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- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2MouseJoint, including all inherited members.
-b2Joint (defined in b2MouseJoint) | b2MouseJoint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
b2MouseJoint(const b2MouseJointDef *def) (defined in b2MouseJoint) | b2MouseJoint | protected |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const | b2Joint | virtual |
Dump() override | b2MouseJoint | inlinevirtual |
GetAnchorA() const override | b2MouseJoint | virtual |
GetAnchorB() const override | b2MouseJoint | virtual |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetDamping() const (defined in b2MouseJoint) | b2MouseJoint | inline |
GetMaxForce() const (defined in b2MouseJoint) | b2MouseJoint | |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetReactionForce(float inv_dt) const override | b2MouseJoint | virtual |
GetReactionTorque(float inv_dt) const override | b2MouseJoint | virtual |
GetStiffness() const (defined in b2MouseJoint) | b2MouseJoint | inline |
GetTarget() const (defined in b2MouseJoint) | b2MouseJoint | |
GetType() const | b2Joint | inline |
GetUserData() | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data) override (defined in b2MouseJoint) | b2MouseJoint | protectedvirtual |
IsEnabled() const | b2Joint | |
m_beta (defined in b2MouseJoint) | b2MouseJoint | protected |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_C (defined in b2MouseJoint) | b2MouseJoint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_damping (defined in b2MouseJoint) | b2MouseJoint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_gamma (defined in b2MouseJoint) | b2MouseJoint | protected |
m_impulse (defined in b2MouseJoint) | b2MouseJoint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_indexA (defined in b2MouseJoint) | b2MouseJoint | protected |
m_indexB (defined in b2MouseJoint) | b2MouseJoint | protected |
m_invIB (defined in b2MouseJoint) | b2MouseJoint | protected |
m_invMassB (defined in b2MouseJoint) | b2MouseJoint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_localAnchorB (defined in b2MouseJoint) | b2MouseJoint | protected |
m_localCenterB (defined in b2MouseJoint) | b2MouseJoint | protected |
m_mass (defined in b2MouseJoint) | b2MouseJoint | protected |
m_maxForce (defined in b2MouseJoint) | b2MouseJoint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_rB (defined in b2MouseJoint) | b2MouseJoint | protected |
m_stiffness (defined in b2MouseJoint) | b2MouseJoint | protected |
m_targetA (defined in b2MouseJoint) | b2MouseJoint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
SetDamping(float damping) | b2MouseJoint | inline |
SetMaxForce(float force) | b2MouseJoint | |
SetStiffness(float stiffness) | b2MouseJoint | inline |
SetTarget(const b2Vec2 &target) | b2MouseJoint | |
ShiftOrigin(const b2Vec2 &newOrigin) override | b2MouseJoint | virtual |
SolvePositionConstraints(const b2SolverData &data) override (defined in b2MouseJoint) | b2MouseJoint | protectedvirtual |
SolveVelocityConstraints(const b2SolverData &data) override (defined in b2MouseJoint) | b2MouseJoint | protectedvirtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_mouse_joint.h>
-Public Member Functions | |
-b2Vec2 | GetAnchorA () const override |
Implements b2Joint. | |
-b2Vec2 | GetAnchorB () const override |
Implements b2Joint. | |
-b2Vec2 | GetReactionForce (float inv_dt) const override |
Implements b2Joint. | |
-float | GetReactionTorque (float inv_dt) const override |
Implements b2Joint. | |
-void | SetTarget (const b2Vec2 &target) |
Use this to update the target point. | |
-const b2Vec2 & | GetTarget () const |
-void | SetMaxForce (float force) |
Set/get the maximum force in Newtons. | |
-float | GetMaxForce () const |
-void | SetStiffness (float stiffness) |
Set/get the linear stiffness in N/m. | |
-float | GetStiffness () const |
-void | SetDamping (float damping) |
Set/get linear damping in N*s/m. | |
-float | GetDamping () const |
-void | Dump () override |
The mouse joint does not support dumping. | |
-void | ShiftOrigin (const b2Vec2 &newOrigin) override |
Implement b2Joint::ShiftOrigin. | |
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-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-b2JointUserData & | GetUserData () |
Get the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | Draw (b2Draw *draw) const |
Debug draw this joint. | |
-Protected Member Functions | |
- | b2MouseJoint (const b2MouseJointDef *def) |
-void | InitVelocityConstraints (const b2SolverData &data) override |
-void | SolveVelocityConstraints (const b2SolverData &data) override |
-bool | SolvePositionConstraints (const b2SolverData &data) override |
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- | b2Joint (const b2JointDef *def) |
-Protected Attributes | |
-b2Vec2 | m_localAnchorB |
-b2Vec2 | m_targetA |
-float | m_stiffness |
-float | m_damping |
-float | m_beta |
-b2Vec2 | m_impulse |
-float | m_maxForce |
-float | m_gamma |
-int32 | m_indexA |
-int32 | m_indexB |
-b2Vec2 | m_rB |
-b2Vec2 | m_localCenterB |
-float | m_invMassB |
-float | m_invIB |
-b2Mat22 | m_mass |
-b2Vec2 | m_C |
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-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-b2JointUserData | m_userData |
-Friends | |
-class | b2Joint |
-Additional Inherited Members | |
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-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force. This allows the constraint to stretch and without applying huge forces. NOTE: this joint is not documented in the manual because it was developed to be used in the testbed. If you want to learn how to use the mouse joint, look at the testbed.
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2PolygonShape, including all inherited members.
-b2PolygonShape() (defined in b2PolygonShape) | b2PolygonShape | inline |
Clone(b2BlockAllocator *allocator) const override | b2PolygonShape | virtual |
ComputeAABB(b2AABB *aabb, const b2Transform &transform, int32 childIndex) const override | b2PolygonShape | virtual |
ComputeMass(b2MassData *massData, float density) const override | b2PolygonShape | virtual |
e_chain enum value (defined in b2Shape) | b2Shape | |
e_circle enum value (defined in b2Shape) | b2Shape | |
e_edge enum value (defined in b2Shape) | b2Shape | |
e_polygon enum value (defined in b2Shape) | b2Shape | |
e_typeCount enum value (defined in b2Shape) | b2Shape | |
GetChildCount() const override | b2PolygonShape | virtual |
GetType() const | b2Shape | inline |
m_centroid (defined in b2PolygonShape) | b2PolygonShape | |
m_count (defined in b2PolygonShape) | b2PolygonShape | |
m_normals (defined in b2PolygonShape) | b2PolygonShape | |
m_radius | b2Shape | |
m_type (defined in b2Shape) | b2Shape | |
m_vertices (defined in b2PolygonShape) | b2PolygonShape | |
RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const override | b2PolygonShape | virtual |
Set(const b2Vec2 *points, int32 count) | b2PolygonShape | |
SetAsBox(float hx, float hy) | b2PolygonShape | |
SetAsBox(float hx, float hy, const b2Vec2 ¢er, float angle) | b2PolygonShape | |
TestPoint(const b2Transform &transform, const b2Vec2 &p) const override | b2PolygonShape | virtual |
Type enum name (defined in b2Shape) | b2Shape | |
Validate() const | b2PolygonShape | |
~b2Shape() (defined in b2Shape) | b2Shape | inlinevirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_polygon_shape.h>
-Public Member Functions | |
-b2Shape * | Clone (b2BlockAllocator *allocator) const override |
Implement b2Shape. | |
int32 | GetChildCount () const override |
void | Set (const b2Vec2 *points, int32 count) |
void | SetAsBox (float hx, float hy) |
void | SetAsBox (float hx, float hy, const b2Vec2 ¢er, float angle) |
bool | TestPoint (const b2Transform &transform, const b2Vec2 &p) const override |
bool | RayCast (b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const override |
void | ComputeAABB (b2AABB *aabb, const b2Transform &transform, int32 childIndex) const override |
void | ComputeMass (b2MassData *massData, float density) const override |
bool | Validate () const |
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Type | GetType () const |
-Public Attributes | |
-b2Vec2 | m_centroid |
-b2Vec2 | m_vertices [b2_maxPolygonVertices] |
-b2Vec2 | m_normals [b2_maxPolygonVertices] |
-int32 | m_count |
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-Type | m_type |
float | m_radius |
-Additional Inherited Members | |
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enum | Type { - e_circle = 0, -e_edge = 1, -e_polygon = 2, -e_chain = 3, - - e_typeCount = 4 - - } |
A solid convex polygon. It is assumed that the interior of the polygon is to the left of each edge. Polygons have a maximum number of vertices equal to b2_maxPolygonVertices. In most cases you should not need many vertices for a convex polygon.
-
-
|
- -overridevirtual | -
Implements b2Shape.
- -
-
|
- -overridevirtual | -
Implements b2Shape.
- -
-
|
- -overridevirtual | -
Implements b2Shape.
- -
-
|
- -overridevirtual | -
void b2PolygonShape::Set | -( | -const b2Vec2 * | -points, | -
- | - | int32 | -count | -
- | ) | -- |
Create a convex hull from the given array of local points. The count must be in the range [3, b2_maxPolygonVertices].
void b2PolygonShape::SetAsBox | -( | -float | -hx, | -
- | - | float | -hy | -
- | ) | -- |
Build vertices to represent an axis-aligned box centered on the local origin.
hx | the half-width. |
hy | the half-height. |
void b2PolygonShape::SetAsBox | -( | -float | -hx, | -
- | - | float | -hy, | -
- | - | const b2Vec2 & | -center, | -
- | - | float | -angle | -
- | ) | -- |
Build vertices to represent an oriented box.
hx | the half-width. |
hy | the half-height. |
center | the center of the box in local coordinates. |
angle | the rotation of the box in local coordinates. |
-
|
- -overridevirtual | -
Implements b2Shape.
- -bool b2PolygonShape::Validate | -( | -) | -const | -
Validate convexity. This is a very time consuming operation.
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2PrismaticJoint, including all inherited members.
-b2GearJoint (defined in b2PrismaticJoint) | b2PrismaticJoint | friend |
b2Joint (defined in b2PrismaticJoint) | b2PrismaticJoint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
b2PrismaticJoint(const b2PrismaticJointDef *def) (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const override | b2PrismaticJoint | virtual |
Dump() override | b2PrismaticJoint | virtual |
EnableLimit(bool flag) | b2PrismaticJoint | |
EnableMotor(bool flag) | b2PrismaticJoint | |
GetAnchorA() const override | b2PrismaticJoint | virtual |
GetAnchorB() const override | b2PrismaticJoint | virtual |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetJointSpeed() const | b2PrismaticJoint | |
GetJointTranslation() const | b2PrismaticJoint | |
GetLocalAnchorA() const | b2PrismaticJoint | inline |
GetLocalAnchorB() const | b2PrismaticJoint | inline |
GetLocalAxisA() const | b2PrismaticJoint | inline |
GetLowerLimit() const | b2PrismaticJoint | |
GetMaxMotorForce() const (defined in b2PrismaticJoint) | b2PrismaticJoint | inline |
GetMotorForce(float inv_dt) const | b2PrismaticJoint | |
GetMotorSpeed() const | b2PrismaticJoint | inline |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetReactionForce(float inv_dt) const override | b2PrismaticJoint | virtual |
GetReactionTorque(float inv_dt) const override | b2PrismaticJoint | virtual |
GetReferenceAngle() const | b2PrismaticJoint | inline |
GetType() const | b2Joint | inline |
GetUpperLimit() const | b2PrismaticJoint | |
GetUserData() | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data) override (defined in b2PrismaticJoint) | b2PrismaticJoint | protectedvirtual |
IsEnabled() const | b2Joint | |
IsLimitEnabled() const | b2PrismaticJoint | |
IsMotorEnabled() const | b2PrismaticJoint | |
m_a1 (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_a2 (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_axialMass (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_axis (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_enableLimit (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_enableMotor (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_impulse (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_indexA (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_indexB (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_invIA (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_invIB (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_invMassA (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_invMassB (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_K (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_localAnchorA (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_localAnchorB (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_localCenterA (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_localCenterB (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_localXAxisA (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_localYAxisA (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_lowerImpulse (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_lowerTranslation (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_maxMotorForce (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_motorImpulse (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_motorSpeed (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_perp (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_referenceAngle (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_s1 (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_s2 (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_translation (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_upperImpulse (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_upperTranslation (defined in b2PrismaticJoint) | b2PrismaticJoint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
SetLimits(float lower, float upper) | b2PrismaticJoint | |
SetMaxMotorForce(float force) | b2PrismaticJoint | |
SetMotorSpeed(float speed) | b2PrismaticJoint | |
ShiftOrigin(const b2Vec2 &newOrigin) | b2Joint | inlinevirtual |
SolvePositionConstraints(const b2SolverData &data) override (defined in b2PrismaticJoint) | b2PrismaticJoint | protectedvirtual |
SolveVelocityConstraints(const b2SolverData &data) override (defined in b2PrismaticJoint) | b2PrismaticJoint | protectedvirtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_prismatic_joint.h>
-Public Member Functions | |
-b2Vec2 | GetAnchorA () const override |
Get the anchor point on bodyA in world coordinates. | |
-b2Vec2 | GetAnchorB () const override |
Get the anchor point on bodyB in world coordinates. | |
-b2Vec2 | GetReactionForce (float inv_dt) const override |
Get the reaction force on bodyB at the joint anchor in Newtons. | |
-float | GetReactionTorque (float inv_dt) const override |
Get the reaction torque on bodyB in N*m. | |
-const b2Vec2 & | GetLocalAnchorA () const |
The local anchor point relative to bodyA's origin. | |
-const b2Vec2 & | GetLocalAnchorB () const |
The local anchor point relative to bodyB's origin. | |
-const b2Vec2 & | GetLocalAxisA () const |
The local joint axis relative to bodyA. | |
-float | GetReferenceAngle () const |
Get the reference angle. | |
-float | GetJointTranslation () const |
Get the current joint translation, usually in meters. | |
-float | GetJointSpeed () const |
Get the current joint translation speed, usually in meters per second. | |
-bool | IsLimitEnabled () const |
Is the joint limit enabled? | |
-void | EnableLimit (bool flag) |
Enable/disable the joint limit. | |
-float | GetLowerLimit () const |
Get the lower joint limit, usually in meters. | |
-float | GetUpperLimit () const |
Get the upper joint limit, usually in meters. | |
-void | SetLimits (float lower, float upper) |
Set the joint limits, usually in meters. | |
-bool | IsMotorEnabled () const |
Is the joint motor enabled? | |
-void | EnableMotor (bool flag) |
Enable/disable the joint motor. | |
-void | SetMotorSpeed (float speed) |
Set the motor speed, usually in meters per second. | |
-float | GetMotorSpeed () const |
Get the motor speed, usually in meters per second. | |
-void | SetMaxMotorForce (float force) |
Set the maximum motor force, usually in N. | |
-float | GetMaxMotorForce () const |
-float | GetMotorForce (float inv_dt) const |
Get the current motor force given the inverse time step, usually in N. | |
-void | Dump () override |
Dump to b2Log. | |
-void | Draw (b2Draw *draw) const override |
Debug draw this joint. | |
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-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-b2JointUserData & | GetUserData () |
Get the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
Shift the origin for any points stored in world coordinates. | |
-Protected Member Functions | |
- | b2PrismaticJoint (const b2PrismaticJointDef *def) |
-void | InitVelocityConstraints (const b2SolverData &data) override |
-void | SolveVelocityConstraints (const b2SolverData &data) override |
-bool | SolvePositionConstraints (const b2SolverData &data) override |
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- | b2Joint (const b2JointDef *def) |
-Protected Attributes | |
-b2Vec2 | m_localAnchorA |
-b2Vec2 | m_localAnchorB |
-b2Vec2 | m_localXAxisA |
-b2Vec2 | m_localYAxisA |
-float | m_referenceAngle |
-b2Vec2 | m_impulse |
-float | m_motorImpulse |
-float | m_lowerImpulse |
-float | m_upperImpulse |
-float | m_lowerTranslation |
-float | m_upperTranslation |
-float | m_maxMotorForce |
-float | m_motorSpeed |
-bool | m_enableLimit |
-bool | m_enableMotor |
-int32 | m_indexA |
-int32 | m_indexB |
-b2Vec2 | m_localCenterA |
-b2Vec2 | m_localCenterB |
-float | m_invMassA |
-float | m_invMassB |
-float | m_invIA |
-float | m_invIB |
-b2Vec2 | m_axis |
-b2Vec2 | m_perp |
-float | m_s1 |
-float | m_s2 |
-float | m_a1 |
-float | m_a2 |
-b2Mat22 | m_K |
-float | m_translation |
-float | m_axialMass |
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-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-b2JointUserData | m_userData |
-Friends | |
-class | b2Joint |
-class | b2GearJoint |
-Additional Inherited Members | |
![]() | |
-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in bodyA. Relative rotation is prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint friction.
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2PulleyJoint, including all inherited members.
-b2Joint (defined in b2PulleyJoint) | b2PulleyJoint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
b2PulleyJoint(const b2PulleyJointDef *data) (defined in b2PulleyJoint) | b2PulleyJoint | protected |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const | b2Joint | virtual |
Dump() override | b2PulleyJoint | virtual |
GetAnchorA() const override | b2PulleyJoint | virtual |
GetAnchorB() const override | b2PulleyJoint | virtual |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetCurrentLengthA() const | b2PulleyJoint | |
GetCurrentLengthB() const | b2PulleyJoint | |
GetGroundAnchorA() const | b2PulleyJoint | |
GetGroundAnchorB() const | b2PulleyJoint | |
GetLengthA() const | b2PulleyJoint | |
GetLengthB() const | b2PulleyJoint | |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetRatio() const | b2PulleyJoint | |
GetReactionForce(float inv_dt) const override | b2PulleyJoint | virtual |
GetReactionTorque(float inv_dt) const override | b2PulleyJoint | virtual |
GetType() const | b2Joint | inline |
GetUserData() | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data) override (defined in b2PulleyJoint) | b2PulleyJoint | protectedvirtual |
IsEnabled() const | b2Joint | |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_constant (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_groundAnchorA (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_groundAnchorB (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_impulse (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_indexA (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_indexB (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_invIA (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_invIB (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_invMassA (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_invMassB (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_lengthA (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_lengthB (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_localAnchorA (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_localAnchorB (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_localCenterA (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_localCenterB (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_mass (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_rA (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_ratio (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_rB (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_uA (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_uB (defined in b2PulleyJoint) | b2PulleyJoint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
ShiftOrigin(const b2Vec2 &newOrigin) override | b2PulleyJoint | virtual |
SolvePositionConstraints(const b2SolverData &data) override (defined in b2PulleyJoint) | b2PulleyJoint | protectedvirtual |
SolveVelocityConstraints(const b2SolverData &data) override (defined in b2PulleyJoint) | b2PulleyJoint | protectedvirtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_pulley_joint.h>
-Public Member Functions | |
-b2Vec2 | GetAnchorA () const override |
Get the anchor point on bodyA in world coordinates. | |
-b2Vec2 | GetAnchorB () const override |
Get the anchor point on bodyB in world coordinates. | |
-b2Vec2 | GetReactionForce (float inv_dt) const override |
Get the reaction force on bodyB at the joint anchor in Newtons. | |
-float | GetReactionTorque (float inv_dt) const override |
Get the reaction torque on bodyB in N*m. | |
-b2Vec2 | GetGroundAnchorA () const |
Get the first ground anchor. | |
-b2Vec2 | GetGroundAnchorB () const |
Get the second ground anchor. | |
-float | GetLengthA () const |
Get the current length of the segment attached to bodyA. | |
-float | GetLengthB () const |
Get the current length of the segment attached to bodyB. | |
-float | GetRatio () const |
Get the pulley ratio. | |
-float | GetCurrentLengthA () const |
Get the current length of the segment attached to bodyA. | |
-float | GetCurrentLengthB () const |
Get the current length of the segment attached to bodyB. | |
-void | Dump () override |
Dump joint to dmLog. | |
-void | ShiftOrigin (const b2Vec2 &newOrigin) override |
Implement b2Joint::ShiftOrigin. | |
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-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-b2JointUserData & | GetUserData () |
Get the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | Draw (b2Draw *draw) const |
Debug draw this joint. | |
-Protected Member Functions | |
- | b2PulleyJoint (const b2PulleyJointDef *data) |
-void | InitVelocityConstraints (const b2SolverData &data) override |
-void | SolveVelocityConstraints (const b2SolverData &data) override |
-bool | SolvePositionConstraints (const b2SolverData &data) override |
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- | b2Joint (const b2JointDef *def) |
-Protected Attributes | |
-b2Vec2 | m_groundAnchorA |
-b2Vec2 | m_groundAnchorB |
-float | m_lengthA |
-float | m_lengthB |
-b2Vec2 | m_localAnchorA |
-b2Vec2 | m_localAnchorB |
-float | m_constant |
-float | m_ratio |
-float | m_impulse |
-int32 | m_indexA |
-int32 | m_indexB |
-b2Vec2 | m_uA |
-b2Vec2 | m_uB |
-b2Vec2 | m_rA |
-b2Vec2 | m_rB |
-b2Vec2 | m_localCenterA |
-b2Vec2 | m_localCenterB |
-float | m_invMassA |
-float | m_invMassB |
-float | m_invIA |
-float | m_invIB |
-float | m_mass |
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-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-b2JointUserData | m_userData |
-Friends | |
-class | b2Joint |
-Additional Inherited Members | |
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-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
The pulley joint is connected to two bodies and two fixed ground points. The pulley supports a ratio such that: length1 + ratio * length2 <= constant Yes, the force transmitted is scaled by the ratio. Warning: the pulley joint can get a bit squirrelly by itself. They often work better when combined with prismatic joints. You should also cover the the anchor points with static shapes to prevent one side from going to zero length.
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- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2QueryCallback, including all inherited members.
-ReportFixture(b2Fixture *fixture)=0 | b2QueryCallback | pure virtual |
~b2QueryCallback() (defined in b2QueryCallback) | b2QueryCallback | inlinevirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_world_callbacks.h>
-Public Member Functions | |
virtual bool | ReportFixture (b2Fixture *fixture)=0 |
Callback class for AABB queries. See b2World::Query
-
-
|
- -pure virtual | -
Called for each fixture found in the query AABB.
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2RayCastCallback, including all inherited members.
-ReportFixture(b2Fixture *fixture, const b2Vec2 &point, const b2Vec2 &normal, float fraction)=0 | b2RayCastCallback | pure virtual |
~b2RayCastCallback() (defined in b2RayCastCallback) | b2RayCastCallback | inlinevirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_world_callbacks.h>
-Public Member Functions | |
virtual float | ReportFixture (b2Fixture *fixture, const b2Vec2 &point, const b2Vec2 &normal, float fraction)=0 |
Callback class for ray casts. See b2World::RayCast
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-
|
- -pure virtual | -
Called for each fixture found in the query. You control how the ray cast proceeds by returning a float: return -1: ignore this fixture and continue return 0: terminate the ray cast return fraction: clip the ray to this point return 1: don't clip the ray and continue
fixture | the fixture hit by the ray |
point | the point of initial intersection |
normal | the normal vector at the point of intersection |
fraction | the fraction along the ray at the point of intersection |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2RevoluteJoint, including all inherited members.
-b2GearJoint (defined in b2RevoluteJoint) | b2RevoluteJoint | friend |
b2Joint (defined in b2RevoluteJoint) | b2RevoluteJoint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
b2RevoluteJoint(const b2RevoluteJointDef *def) (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const override | b2RevoluteJoint | virtual |
Dump() override | b2RevoluteJoint | virtual |
EnableLimit(bool flag) | b2RevoluteJoint | |
EnableMotor(bool flag) | b2RevoluteJoint | |
GetAnchorA() const override | b2RevoluteJoint | virtual |
GetAnchorB() const override | b2RevoluteJoint | virtual |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetJointAngle() const | b2RevoluteJoint | |
GetJointSpeed() const | b2RevoluteJoint | |
GetLocalAnchorA() const | b2RevoluteJoint | inline |
GetLocalAnchorB() const | b2RevoluteJoint | inline |
GetLowerLimit() const | b2RevoluteJoint | |
GetMaxMotorTorque() const (defined in b2RevoluteJoint) | b2RevoluteJoint | inline |
GetMotorSpeed() const | b2RevoluteJoint | inline |
GetMotorTorque(float inv_dt) const | b2RevoluteJoint | |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetReactionForce(float inv_dt) const override | b2RevoluteJoint | virtual |
GetReactionTorque(float inv_dt) const override | b2RevoluteJoint | virtual |
GetReferenceAngle() const | b2RevoluteJoint | inline |
GetType() const | b2Joint | inline |
GetUpperLimit() const | b2RevoluteJoint | |
GetUserData() | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data) override (defined in b2RevoluteJoint) | b2RevoluteJoint | protectedvirtual |
IsEnabled() const | b2Joint | |
IsLimitEnabled() const | b2RevoluteJoint | |
IsMotorEnabled() const | b2RevoluteJoint | |
m_angle (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_axialMass (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_enableLimit (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_enableMotor (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_impulse (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_indexA (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_indexB (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_invIA (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_invIB (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_invMassA (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_invMassB (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_K (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_localAnchorA (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_localAnchorB (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_localCenterA (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_localCenterB (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_lowerAngle (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_lowerImpulse (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_maxMotorTorque (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_motorImpulse (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_motorSpeed (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_rA (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_rB (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_referenceAngle (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_upperAngle (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_upperImpulse (defined in b2RevoluteJoint) | b2RevoluteJoint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
SetLimits(float lower, float upper) | b2RevoluteJoint | |
SetMaxMotorTorque(float torque) | b2RevoluteJoint | |
SetMotorSpeed(float speed) | b2RevoluteJoint | |
ShiftOrigin(const b2Vec2 &newOrigin) | b2Joint | inlinevirtual |
SolvePositionConstraints(const b2SolverData &data) override (defined in b2RevoluteJoint) | b2RevoluteJoint | protectedvirtual |
SolveVelocityConstraints(const b2SolverData &data) override (defined in b2RevoluteJoint) | b2RevoluteJoint | protectedvirtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_revolute_joint.h>
-Public Member Functions | |
-b2Vec2 | GetAnchorA () const override |
Get the anchor point on bodyA in world coordinates. | |
-b2Vec2 | GetAnchorB () const override |
Get the anchor point on bodyB in world coordinates. | |
-const b2Vec2 & | GetLocalAnchorA () const |
The local anchor point relative to bodyA's origin. | |
-const b2Vec2 & | GetLocalAnchorB () const |
The local anchor point relative to bodyB's origin. | |
-float | GetReferenceAngle () const |
Get the reference angle. | |
-float | GetJointAngle () const |
Get the current joint angle in radians. | |
-float | GetJointSpeed () const |
Get the current joint angle speed in radians per second. | |
-bool | IsLimitEnabled () const |
Is the joint limit enabled? | |
-void | EnableLimit (bool flag) |
Enable/disable the joint limit. | |
-float | GetLowerLimit () const |
Get the lower joint limit in radians. | |
-float | GetUpperLimit () const |
Get the upper joint limit in radians. | |
-void | SetLimits (float lower, float upper) |
Set the joint limits in radians. | |
-bool | IsMotorEnabled () const |
Is the joint motor enabled? | |
-void | EnableMotor (bool flag) |
Enable/disable the joint motor. | |
-void | SetMotorSpeed (float speed) |
Set the motor speed in radians per second. | |
-float | GetMotorSpeed () const |
Get the motor speed in radians per second. | |
-void | SetMaxMotorTorque (float torque) |
Set the maximum motor torque, usually in N-m. | |
-float | GetMaxMotorTorque () const |
b2Vec2 | GetReactionForce (float inv_dt) const override |
float | GetReactionTorque (float inv_dt) const override |
float | GetMotorTorque (float inv_dt) const |
-void | Dump () override |
Dump to b2Log. | |
-void | Draw (b2Draw *draw) const override |
Debug draw this joint. | |
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-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-b2JointUserData & | GetUserData () |
Get the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
Shift the origin for any points stored in world coordinates. | |
-Protected Member Functions | |
- | b2RevoluteJoint (const b2RevoluteJointDef *def) |
-void | InitVelocityConstraints (const b2SolverData &data) override |
-void | SolveVelocityConstraints (const b2SolverData &data) override |
-bool | SolvePositionConstraints (const b2SolverData &data) override |
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- | b2Joint (const b2JointDef *def) |
-Protected Attributes | |
-b2Vec2 | m_localAnchorA |
-b2Vec2 | m_localAnchorB |
-b2Vec2 | m_impulse |
-float | m_motorImpulse |
-float | m_lowerImpulse |
-float | m_upperImpulse |
-bool | m_enableMotor |
-float | m_maxMotorTorque |
-float | m_motorSpeed |
-bool | m_enableLimit |
-float | m_referenceAngle |
-float | m_lowerAngle |
-float | m_upperAngle |
-int32 | m_indexA |
-int32 | m_indexB |
-b2Vec2 | m_rA |
-b2Vec2 | m_rB |
-b2Vec2 | m_localCenterA |
-b2Vec2 | m_localCenterB |
-float | m_invMassA |
-float | m_invMassB |
-float | m_invIA |
-float | m_invIB |
-b2Mat22 | m_K |
-float | m_angle |
-float | m_axialMass |
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-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-b2JointUserData | m_userData |
-Friends | |
-class | b2Joint |
-class | b2GearJoint |
-Additional Inherited Members | |
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-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
A revolute joint constrains two bodies to share a common point while they are free to rotate about the point. The relative rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a lower and upper angle. You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is provided so that infinite forces are not generated.
-float b2RevoluteJoint::GetMotorTorque | -( | -float | -inv_dt | ) | -const | -
Get the current motor torque given the inverse time step. Unit is N*m.
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- -overridevirtual | -
Get the reaction force given the inverse time step. Unit is N.
- -Implements b2Joint.
- -
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- -overridevirtual | -
Get the reaction torque due to the joint limit given the inverse time step. Unit is N*m.
- -Implements b2Joint.
- -
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2Rope, including all inherited members.
-b2Rope() (defined in b2Rope) | b2Rope | |
Create(const b2RopeDef &def) (defined in b2Rope) | b2Rope | |
Draw(b2Draw *draw) const (defined in b2Rope) | b2Rope | |
Reset(const b2Vec2 &position) (defined in b2Rope) | b2Rope | |
SetTuning(const b2RopeTuning &tuning) (defined in b2Rope) | b2Rope | |
Step(float timeStep, int32 iterations, const b2Vec2 &position) (defined in b2Rope) | b2Rope | |
~b2Rope() (defined in b2Rope) | b2Rope |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
-Public Member Functions | |
-void | Create (const b2RopeDef &def) |
-void | SetTuning (const b2RopeTuning &tuning) |
-void | Step (float timeStep, int32 iterations, const b2Vec2 &position) |
-void | Reset (const b2Vec2 &position) |
-void | Draw (b2Draw *draw) const |
- Box2D
- 2.4.0
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2RopeJoint, including all inherited members.
-b2Joint (defined in b2RopeJoint) | b2RopeJoint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
b2RopeJoint(const b2RopeJointDef *data) (defined in b2RopeJoint) | b2RopeJoint | protected |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const | b2Joint | virtual |
Dump() override | b2RopeJoint | virtual |
GetAnchorA() const override | b2RopeJoint | virtual |
GetAnchorB() const override | b2RopeJoint | virtual |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetLength() const (defined in b2RopeJoint) | b2RopeJoint | |
GetLocalAnchorA() const | b2RopeJoint | inline |
GetLocalAnchorB() const | b2RopeJoint | inline |
GetMaxLength() const (defined in b2RopeJoint) | b2RopeJoint | |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetReactionForce(float inv_dt) const override | b2RopeJoint | virtual |
GetReactionTorque(float inv_dt) const override | b2RopeJoint | virtual |
GetType() const | b2Joint | inline |
GetUserData() const | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data) override (defined in b2RopeJoint) | b2RopeJoint | protectedvirtual |
IsEnabled() const | b2Joint | |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_impulse (defined in b2RopeJoint) | b2RopeJoint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_indexA (defined in b2RopeJoint) | b2RopeJoint | protected |
m_indexB (defined in b2RopeJoint) | b2RopeJoint | protected |
m_invIA (defined in b2RopeJoint) | b2RopeJoint | protected |
m_invIB (defined in b2RopeJoint) | b2RopeJoint | protected |
m_invMassA (defined in b2RopeJoint) | b2RopeJoint | protected |
m_invMassB (defined in b2RopeJoint) | b2RopeJoint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_length (defined in b2RopeJoint) | b2RopeJoint | protected |
m_localAnchorA (defined in b2RopeJoint) | b2RopeJoint | protected |
m_localAnchorB (defined in b2RopeJoint) | b2RopeJoint | protected |
m_localCenterA (defined in b2RopeJoint) | b2RopeJoint | protected |
m_localCenterB (defined in b2RopeJoint) | b2RopeJoint | protected |
m_mass (defined in b2RopeJoint) | b2RopeJoint | protected |
m_maxLength (defined in b2RopeJoint) | b2RopeJoint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_rA (defined in b2RopeJoint) | b2RopeJoint | protected |
m_rB (defined in b2RopeJoint) | b2RopeJoint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_u (defined in b2RopeJoint) | b2RopeJoint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
SetMaxLength(float length) | b2RopeJoint | inline |
SetUserData(void *data) | b2Joint | inline |
ShiftOrigin(const b2Vec2 &newOrigin) | b2Joint | inlinevirtual |
SolvePositionConstraints(const b2SolverData &data) override (defined in b2RopeJoint) | b2RopeJoint | protectedvirtual |
SolveVelocityConstraints(const b2SolverData &data) override (defined in b2RopeJoint) | b2RopeJoint | protectedvirtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.0
-
- A 2D physics engine for games
- |
-
#include <b2_rope_joint.h>
-Public Member Functions | |
-b2Vec2 | GetAnchorA () const override |
Get the anchor point on bodyA in world coordinates. | |
-b2Vec2 | GetAnchorB () const override |
Get the anchor point on bodyB in world coordinates. | |
-b2Vec2 | GetReactionForce (float inv_dt) const override |
Get the reaction force on bodyB at the joint anchor in Newtons. | |
-float | GetReactionTorque (float inv_dt) const override |
Get the reaction torque on bodyB in N*m. | |
-const b2Vec2 & | GetLocalAnchorA () const |
The local anchor point relative to bodyA's origin. | |
-const b2Vec2 & | GetLocalAnchorB () const |
The local anchor point relative to bodyB's origin. | |
-void | SetMaxLength (float length) |
Set/Get the maximum length of the rope. | |
-float | GetMaxLength () const |
-float | GetLength () const |
-void | Dump () override |
Dump joint to dmLog. | |
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-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-void * | GetUserData () const |
Get the user data pointer. | |
-void | SetUserData (void *data) |
Set the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
Shift the origin for any points stored in world coordinates. | |
-virtual void | Draw (b2Draw *draw) const |
Debug draw this joint. | |
-Protected Member Functions | |
- | b2RopeJoint (const b2RopeJointDef *data) |
-void | InitVelocityConstraints (const b2SolverData &data) override |
-void | SolveVelocityConstraints (const b2SolverData &data) override |
-bool | SolvePositionConstraints (const b2SolverData &data) override |
![]() | |
- | b2Joint (const b2JointDef *def) |
-Protected Attributes | |
-b2Vec2 | m_localAnchorA |
-b2Vec2 | m_localAnchorB |
-float | m_maxLength |
-float | m_length |
-float | m_impulse |
-int32 | m_indexA |
-int32 | m_indexB |
-b2Vec2 | m_u |
-b2Vec2 | m_rA |
-b2Vec2 | m_rB |
-b2Vec2 | m_localCenterA |
-b2Vec2 | m_localCenterB |
-float | m_invMassA |
-float | m_invMassB |
-float | m_invIA |
-float | m_invIB |
-float | m_mass |
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-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-void * | m_userData |
-Friends | |
-class | b2Joint |
-Additional Inherited Members | |
![]() | |
-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. Warning: if you attempt to change the maximum length during the simulation you will get some non-physical behavior. A model that would allow you to dynamically modify the length would have some sponginess, so I chose not to implement it that way. See b2DistanceJoint if you want to dynamically control length.
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2Shape, including all inherited members.
-Clone(b2BlockAllocator *allocator) const =0 | b2Shape | pure virtual |
ComputeAABB(b2AABB *aabb, const b2Transform &xf, int32 childIndex) const =0 | b2Shape | pure virtual |
ComputeMass(b2MassData *massData, float density) const =0 | b2Shape | pure virtual |
e_chain enum value (defined in b2Shape) | b2Shape | |
e_circle enum value (defined in b2Shape) | b2Shape | |
e_edge enum value (defined in b2Shape) | b2Shape | |
e_polygon enum value (defined in b2Shape) | b2Shape | |
e_typeCount enum value (defined in b2Shape) | b2Shape | |
GetChildCount() const =0 | b2Shape | pure virtual |
GetType() const | b2Shape | inline |
m_radius | b2Shape | |
m_type (defined in b2Shape) | b2Shape | |
RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const =0 | b2Shape | pure virtual |
TestPoint(const b2Transform &xf, const b2Vec2 &p) const =0 | b2Shape | pure virtual |
Type enum name (defined in b2Shape) | b2Shape | |
~b2Shape() (defined in b2Shape) | b2Shape | inlinevirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_shape.h>
-Public Types | |
enum | Type { - e_circle = 0, -e_edge = 1, -e_polygon = 2, -e_chain = 3, - - e_typeCount = 4 - - } |
-Public Member Functions | |
-virtual b2Shape * | Clone (b2BlockAllocator *allocator) const =0 |
Clone the concrete shape using the provided allocator. | |
Type | GetType () const |
-virtual int32 | GetChildCount () const =0 |
Get the number of child primitives. | |
virtual bool | TestPoint (const b2Transform &xf, const b2Vec2 &p) const =0 |
virtual bool | RayCast (b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const =0 |
virtual void | ComputeAABB (b2AABB *aabb, const b2Transform &xf, int32 childIndex) const =0 |
virtual void | ComputeMass (b2MassData *massData, float density) const =0 |
-Public Attributes | |
-Type | m_type |
float | m_radius |
A shape is used for collision detection. You can create a shape however you like. Shapes used for simulation in b2World are created automatically when a b2Fixture is created. Shapes may encapsulate a one or more child shapes.
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-
|
- -pure virtual | -
Given a transform, compute the associated axis aligned bounding box for a child shape.
aabb | returns the axis aligned box. |
xf | the world transform of the shape. |
childIndex | the child shape |
Implemented in b2ChainShape, b2PolygonShape, b2EdgeShape, and b2CircleShape.
- -
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|
- -pure virtual | -
Compute the mass properties of this shape using its dimensions and density. The inertia tensor is computed about the local origin.
massData | returns the mass data for this shape. |
density | the density in kilograms per meter squared. |
Implemented in b2ChainShape, b2PolygonShape, b2EdgeShape, and b2CircleShape.
- -
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- -inline | -
Get the type of this shape. You can use this to down cast to the concrete shape.
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- -pure virtual | -
Cast a ray against a child shape.
output | the ray-cast results. |
input | the ray-cast input parameters. |
transform | the transform to be applied to the shape. |
childIndex | the child shape index |
Implemented in b2ChainShape, b2PolygonShape, b2EdgeShape, and b2CircleShape.
- -
-
|
- -pure virtual | -
Test a point for containment in this shape. This only works for convex shapes.
xf | the shape world transform. |
p | a point in world coordinates. |
Implemented in b2ChainShape, b2PolygonShape, b2EdgeShape, and b2CircleShape.
- -float b2Shape::m_radius | -
Radius of a shape. For polygonal shapes this must be b2_polygonRadius. There is no support for making rounded polygons.
- -
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2StackAllocator, including all inherited members.
-Allocate(int32 size) (defined in b2StackAllocator) | b2StackAllocator | |
b2StackAllocator() (defined in b2StackAllocator) | b2StackAllocator | |
Free(void *p) (defined in b2StackAllocator) | b2StackAllocator | |
GetMaxAllocation() const (defined in b2StackAllocator) | b2StackAllocator | |
~b2StackAllocator() (defined in b2StackAllocator) | b2StackAllocator |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
-Public Member Functions | |
-void * | Allocate (int32 size) |
-void | Free (void *p) |
-int32 | GetMaxAllocation () const |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_timer.h>
-Public Member Functions | |
- | b2Timer () |
Constructor. | |
-void | Reset () |
Reset the timer. | |
-float | GetMilliseconds () const |
Get the time since construction or the last reset. | |
Timer for profiling. This has platform specific code and may not work on every platform.
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2WeldJoint, including all inherited members.
-b2Joint (defined in b2WeldJoint) | b2WeldJoint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
b2WeldJoint(const b2WeldJointDef *def) (defined in b2WeldJoint) | b2WeldJoint | protected |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const | b2Joint | virtual |
Dump() override | b2WeldJoint | virtual |
GetAnchorA() const override | b2WeldJoint | virtual |
GetAnchorB() const override | b2WeldJoint | virtual |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetDamping() const (defined in b2WeldJoint) | b2WeldJoint | inline |
GetLocalAnchorA() const | b2WeldJoint | inline |
GetLocalAnchorB() const | b2WeldJoint | inline |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetReactionForce(float inv_dt) const override | b2WeldJoint | virtual |
GetReactionTorque(float inv_dt) const override | b2WeldJoint | virtual |
GetReferenceAngle() const | b2WeldJoint | inline |
GetStiffness() const (defined in b2WeldJoint) | b2WeldJoint | inline |
GetType() const | b2Joint | inline |
GetUserData() | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data) override (defined in b2WeldJoint) | b2WeldJoint | protectedvirtual |
IsEnabled() const | b2Joint | |
m_bias (defined in b2WeldJoint) | b2WeldJoint | protected |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_damping (defined in b2WeldJoint) | b2WeldJoint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_gamma (defined in b2WeldJoint) | b2WeldJoint | protected |
m_impulse (defined in b2WeldJoint) | b2WeldJoint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_indexA (defined in b2WeldJoint) | b2WeldJoint | protected |
m_indexB (defined in b2WeldJoint) | b2WeldJoint | protected |
m_invIA (defined in b2WeldJoint) | b2WeldJoint | protected |
m_invIB (defined in b2WeldJoint) | b2WeldJoint | protected |
m_invMassA (defined in b2WeldJoint) | b2WeldJoint | protected |
m_invMassB (defined in b2WeldJoint) | b2WeldJoint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_localAnchorA (defined in b2WeldJoint) | b2WeldJoint | protected |
m_localAnchorB (defined in b2WeldJoint) | b2WeldJoint | protected |
m_localCenterA (defined in b2WeldJoint) | b2WeldJoint | protected |
m_localCenterB (defined in b2WeldJoint) | b2WeldJoint | protected |
m_mass (defined in b2WeldJoint) | b2WeldJoint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_rA (defined in b2WeldJoint) | b2WeldJoint | protected |
m_rB (defined in b2WeldJoint) | b2WeldJoint | protected |
m_referenceAngle (defined in b2WeldJoint) | b2WeldJoint | protected |
m_stiffness (defined in b2WeldJoint) | b2WeldJoint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
SetDamping(float damping) | b2WeldJoint | inline |
SetStiffness(float hz) | b2WeldJoint | inline |
ShiftOrigin(const b2Vec2 &newOrigin) | b2Joint | inlinevirtual |
SolvePositionConstraints(const b2SolverData &data) override (defined in b2WeldJoint) | b2WeldJoint | protectedvirtual |
SolveVelocityConstraints(const b2SolverData &data) override (defined in b2WeldJoint) | b2WeldJoint | protectedvirtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_weld_joint.h>
-Public Member Functions | |
-b2Vec2 | GetAnchorA () const override |
Get the anchor point on bodyA in world coordinates. | |
-b2Vec2 | GetAnchorB () const override |
Get the anchor point on bodyB in world coordinates. | |
-b2Vec2 | GetReactionForce (float inv_dt) const override |
Get the reaction force on bodyB at the joint anchor in Newtons. | |
-float | GetReactionTorque (float inv_dt) const override |
Get the reaction torque on bodyB in N*m. | |
-const b2Vec2 & | GetLocalAnchorA () const |
The local anchor point relative to bodyA's origin. | |
-const b2Vec2 & | GetLocalAnchorB () const |
The local anchor point relative to bodyB's origin. | |
-float | GetReferenceAngle () const |
Get the reference angle. | |
-void | SetStiffness (float hz) |
Set/get stiffness in N*m. | |
-float | GetStiffness () const |
-void | SetDamping (float damping) |
Set/get damping in N*m*s. | |
-float | GetDamping () const |
-void | Dump () override |
Dump to b2Log. | |
![]() | |
-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-b2JointUserData & | GetUserData () |
Get the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
Shift the origin for any points stored in world coordinates. | |
-virtual void | Draw (b2Draw *draw) const |
Debug draw this joint. | |
-Protected Member Functions | |
- | b2WeldJoint (const b2WeldJointDef *def) |
-void | InitVelocityConstraints (const b2SolverData &data) override |
-void | SolveVelocityConstraints (const b2SolverData &data) override |
-bool | SolvePositionConstraints (const b2SolverData &data) override |
![]() | |
- | b2Joint (const b2JointDef *def) |
-Protected Attributes | |
-float | m_stiffness |
-float | m_damping |
-float | m_bias |
-b2Vec2 | m_localAnchorA |
-b2Vec2 | m_localAnchorB |
-float | m_referenceAngle |
-float | m_gamma |
-b2Vec3 | m_impulse |
-int32 | m_indexA |
-int32 | m_indexB |
-b2Vec2 | m_rA |
-b2Vec2 | m_rB |
-b2Vec2 | m_localCenterA |
-b2Vec2 | m_localCenterB |
-float | m_invMassA |
-float | m_invMassB |
-float | m_invIA |
-float | m_invIB |
-b2Mat33 | m_mass |
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-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-b2JointUserData | m_userData |
-Friends | |
-class | b2Joint |
-Additional Inherited Members | |
![]() | |
-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is approximate.
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- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2WheelJoint, including all inherited members.
-b2Joint (defined in b2WheelJoint) | b2WheelJoint | friend |
b2Joint(const b2JointDef *def) (defined in b2Joint) | b2Joint | protected |
b2WheelJoint(const b2WheelJointDef *def) (defined in b2WheelJoint) | b2WheelJoint | protected |
Create(const b2JointDef *def, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Destroy(b2Joint *joint, b2BlockAllocator *allocator) (defined in b2Joint) | b2Joint | protectedstatic |
Draw(b2Draw *draw) const override | b2WheelJoint | virtual |
Dump() override | b2WheelJoint | virtual |
EnableLimit(bool flag) | b2WheelJoint | |
EnableMotor(bool flag) | b2WheelJoint | |
GetAnchorA() const override | b2WheelJoint | virtual |
GetAnchorB() const override | b2WheelJoint | virtual |
GetBodyA() | b2Joint | inline |
GetBodyB() | b2Joint | inline |
GetCollideConnected() const | b2Joint | inline |
GetDamping() const (defined in b2WheelJoint) | b2WheelJoint | |
GetJointAngle() const | b2WheelJoint | |
GetJointAngularSpeed() const | b2WheelJoint | |
GetJointLinearSpeed() const | b2WheelJoint | |
GetJointTranslation() const | b2WheelJoint | |
GetLocalAnchorA() const | b2WheelJoint | inline |
GetLocalAnchorB() const | b2WheelJoint | inline |
GetLocalAxisA() const | b2WheelJoint | inline |
GetLowerLimit() const | b2WheelJoint | |
GetMaxMotorTorque() const (defined in b2WheelJoint) | b2WheelJoint | inline |
GetMotorSpeed() const | b2WheelJoint | inline |
GetMotorTorque(float inv_dt) const | b2WheelJoint | |
GetNext() | b2Joint | inline |
GetNext() const (defined in b2Joint) | b2Joint | |
GetReactionForce(float inv_dt) const override | b2WheelJoint | virtual |
GetReactionTorque(float inv_dt) const override | b2WheelJoint | virtual |
GetStiffness() const (defined in b2WheelJoint) | b2WheelJoint | |
GetType() const | b2Joint | inline |
GetUpperLimit() const | b2WheelJoint | |
GetUserData() | b2Joint | inline |
InitVelocityConstraints(const b2SolverData &data) override (defined in b2WheelJoint) | b2WheelJoint | protectedvirtual |
IsEnabled() const | b2Joint | |
IsLimitEnabled() const | b2WheelJoint | |
IsMotorEnabled() const | b2WheelJoint | |
m_ax (defined in b2WheelJoint) | b2WheelJoint | protected |
m_axialMass (defined in b2WheelJoint) | b2WheelJoint | protected |
m_ay (defined in b2WheelJoint) | b2WheelJoint | protected |
m_bias (defined in b2WheelJoint) | b2WheelJoint | protected |
m_bodyA (defined in b2Joint) | b2Joint | protected |
m_bodyB (defined in b2Joint) | b2Joint | protected |
m_collideConnected (defined in b2Joint) | b2Joint | protected |
m_damping (defined in b2WheelJoint) | b2WheelJoint | protected |
m_edgeA (defined in b2Joint) | b2Joint | protected |
m_edgeB (defined in b2Joint) | b2Joint | protected |
m_enableLimit (defined in b2WheelJoint) | b2WheelJoint | protected |
m_enableMotor (defined in b2WheelJoint) | b2WheelJoint | protected |
m_gamma (defined in b2WheelJoint) | b2WheelJoint | protected |
m_impulse (defined in b2WheelJoint) | b2WheelJoint | protected |
m_index (defined in b2Joint) | b2Joint | protected |
m_indexA (defined in b2WheelJoint) | b2WheelJoint | protected |
m_indexB (defined in b2WheelJoint) | b2WheelJoint | protected |
m_invIA (defined in b2WheelJoint) | b2WheelJoint | protected |
m_invIB (defined in b2WheelJoint) | b2WheelJoint | protected |
m_invMassA (defined in b2WheelJoint) | b2WheelJoint | protected |
m_invMassB (defined in b2WheelJoint) | b2WheelJoint | protected |
m_islandFlag (defined in b2Joint) | b2Joint | protected |
m_localAnchorA (defined in b2WheelJoint) | b2WheelJoint | protected |
m_localAnchorB (defined in b2WheelJoint) | b2WheelJoint | protected |
m_localCenterA (defined in b2WheelJoint) | b2WheelJoint | protected |
m_localCenterB (defined in b2WheelJoint) | b2WheelJoint | protected |
m_localXAxisA (defined in b2WheelJoint) | b2WheelJoint | protected |
m_localYAxisA (defined in b2WheelJoint) | b2WheelJoint | protected |
m_lowerImpulse (defined in b2WheelJoint) | b2WheelJoint | protected |
m_lowerTranslation (defined in b2WheelJoint) | b2WheelJoint | protected |
m_mass (defined in b2WheelJoint) | b2WheelJoint | protected |
m_maxMotorTorque (defined in b2WheelJoint) | b2WheelJoint | protected |
m_motorImpulse (defined in b2WheelJoint) | b2WheelJoint | protected |
m_motorMass (defined in b2WheelJoint) | b2WheelJoint | protected |
m_motorSpeed (defined in b2WheelJoint) | b2WheelJoint | protected |
m_next (defined in b2Joint) | b2Joint | protected |
m_prev (defined in b2Joint) | b2Joint | protected |
m_sAx (defined in b2WheelJoint) | b2WheelJoint | protected |
m_sAy (defined in b2WheelJoint) | b2WheelJoint | protected |
m_sBx (defined in b2WheelJoint) | b2WheelJoint | protected |
m_sBy (defined in b2WheelJoint) | b2WheelJoint | protected |
m_springImpulse (defined in b2WheelJoint) | b2WheelJoint | protected |
m_springMass (defined in b2WheelJoint) | b2WheelJoint | protected |
m_stiffness (defined in b2WheelJoint) | b2WheelJoint | protected |
m_translation (defined in b2WheelJoint) | b2WheelJoint | protected |
m_type (defined in b2Joint) | b2Joint | protected |
m_upperImpulse (defined in b2WheelJoint) | b2WheelJoint | protected |
m_upperTranslation (defined in b2WheelJoint) | b2WheelJoint | protected |
m_userData (defined in b2Joint) | b2Joint | protected |
SetDamping(float damping) | b2WheelJoint | |
SetLimits(float lower, float upper) | b2WheelJoint | |
SetMaxMotorTorque(float torque) | b2WheelJoint | |
SetMotorSpeed(float speed) | b2WheelJoint | |
SetStiffness(float stiffness) | b2WheelJoint | |
ShiftOrigin(const b2Vec2 &newOrigin) | b2Joint | inlinevirtual |
SolvePositionConstraints(const b2SolverData &data) override (defined in b2WheelJoint) | b2WheelJoint | protectedvirtual |
SolveVelocityConstraints(const b2SolverData &data) override (defined in b2WheelJoint) | b2WheelJoint | protectedvirtual |
~b2Joint() (defined in b2Joint) | b2Joint | inlineprotectedvirtual |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
#include <b2_wheel_joint.h>
-Public Member Functions | |
-b2Vec2 | GetAnchorA () const override |
Get the anchor point on bodyA in world coordinates. | |
-b2Vec2 | GetAnchorB () const override |
Get the anchor point on bodyB in world coordinates. | |
-b2Vec2 | GetReactionForce (float inv_dt) const override |
Get the reaction force on bodyB at the joint anchor in Newtons. | |
-float | GetReactionTorque (float inv_dt) const override |
Get the reaction torque on bodyB in N*m. | |
-const b2Vec2 & | GetLocalAnchorA () const |
The local anchor point relative to bodyA's origin. | |
-const b2Vec2 & | GetLocalAnchorB () const |
The local anchor point relative to bodyB's origin. | |
-const b2Vec2 & | GetLocalAxisA () const |
The local joint axis relative to bodyA. | |
-float | GetJointTranslation () const |
Get the current joint translation, usually in meters. | |
-float | GetJointLinearSpeed () const |
Get the current joint linear speed, usually in meters per second. | |
-float | GetJointAngle () const |
Get the current joint angle in radians. | |
-float | GetJointAngularSpeed () const |
Get the current joint angular speed in radians per second. | |
-bool | IsLimitEnabled () const |
Is the joint limit enabled? | |
-void | EnableLimit (bool flag) |
Enable/disable the joint translation limit. | |
-float | GetLowerLimit () const |
Get the lower joint translation limit, usually in meters. | |
-float | GetUpperLimit () const |
Get the upper joint translation limit, usually in meters. | |
-void | SetLimits (float lower, float upper) |
Set the joint translation limits, usually in meters. | |
-bool | IsMotorEnabled () const |
Is the joint motor enabled? | |
-void | EnableMotor (bool flag) |
Enable/disable the joint motor. | |
-void | SetMotorSpeed (float speed) |
Set the motor speed, usually in radians per second. | |
-float | GetMotorSpeed () const |
Get the motor speed, usually in radians per second. | |
-void | SetMaxMotorTorque (float torque) |
Set/Get the maximum motor force, usually in N-m. | |
-float | GetMaxMotorTorque () const |
-float | GetMotorTorque (float inv_dt) const |
Get the current motor torque given the inverse time step, usually in N-m. | |
-void | SetStiffness (float stiffness) |
Access spring stiffness. | |
-float | GetStiffness () const |
-void | SetDamping (float damping) |
Access damping. | |
-float | GetDamping () const |
-void | Dump () override |
Dump to b2Log. | |
-void | Draw (b2Draw *draw) const override |
Debug draw this joint. | |
![]() | |
-b2JointType | GetType () const |
Get the type of the concrete joint. | |
-b2Body * | GetBodyA () |
Get the first body attached to this joint. | |
-b2Body * | GetBodyB () |
Get the second body attached to this joint. | |
-b2Joint * | GetNext () |
Get the next joint the world joint list. | |
-const b2Joint * | GetNext () const |
-b2JointUserData & | GetUserData () |
Get the user data pointer. | |
-bool | IsEnabled () const |
Short-cut function to determine if either body is enabled. | |
bool | GetCollideConnected () const |
-virtual void | ShiftOrigin (const b2Vec2 &newOrigin) |
Shift the origin for any points stored in world coordinates. | |
-Protected Member Functions | |
- | b2WheelJoint (const b2WheelJointDef *def) |
-void | InitVelocityConstraints (const b2SolverData &data) override |
-void | SolveVelocityConstraints (const b2SolverData &data) override |
-bool | SolvePositionConstraints (const b2SolverData &data) override |
![]() | |
- | b2Joint (const b2JointDef *def) |
-Protected Attributes | |
-b2Vec2 | m_localAnchorA |
-b2Vec2 | m_localAnchorB |
-b2Vec2 | m_localXAxisA |
-b2Vec2 | m_localYAxisA |
-float | m_impulse |
-float | m_motorImpulse |
-float | m_springImpulse |
-float | m_lowerImpulse |
-float | m_upperImpulse |
-float | m_translation |
-float | m_lowerTranslation |
-float | m_upperTranslation |
-float | m_maxMotorTorque |
-float | m_motorSpeed |
-bool | m_enableLimit |
-bool | m_enableMotor |
-float | m_stiffness |
-float | m_damping |
-int32 | m_indexA |
-int32 | m_indexB |
-b2Vec2 | m_localCenterA |
-b2Vec2 | m_localCenterB |
-float | m_invMassA |
-float | m_invMassB |
-float | m_invIA |
-float | m_invIB |
-b2Vec2 | m_ax |
-b2Vec2 | m_ay |
-float | m_sAx |
-float | m_sBx |
-float | m_sAy |
-float | m_sBy |
-float | m_mass |
-float | m_motorMass |
-float | m_axialMass |
-float | m_springMass |
-float | m_bias |
-float | m_gamma |
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-b2JointType | m_type |
-b2Joint * | m_prev |
-b2Joint * | m_next |
-b2JointEdge | m_edgeA |
-b2JointEdge | m_edgeB |
-b2Body * | m_bodyA |
-b2Body * | m_bodyB |
-int32 | m_index |
-bool | m_islandFlag |
-bool | m_collideConnected |
-b2JointUserData | m_userData |
-Friends | |
-class | b2Joint |
-Additional Inherited Members | |
![]() | |
-static b2Joint * | Create (const b2JointDef *def, b2BlockAllocator *allocator) |
-static void | Destroy (b2Joint *joint, b2BlockAllocator *allocator) |
A wheel joint. This joint provides two degrees of freedom: translation along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to line constraint with a rotational motor and a linear spring/damper. The spring/damper is initialized upon creation. This joint is designed for vehicle suspensions.
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
This is the complete list of members for b2World, including all inherited members.
-b2Body (defined in b2World) | b2World | friend |
b2ContactManager (defined in b2World) | b2World | friend |
b2Controller (defined in b2World) | b2World | friend |
b2Fixture (defined in b2World) | b2World | friend |
b2World(const b2Vec2 &gravity) | b2World | |
ClearForces() | b2World | |
CreateBody(const b2BodyDef *def) | b2World | |
CreateJoint(const b2JointDef *def) | b2World | |
DebugDraw() | b2World | |
DestroyBody(b2Body *body) | b2World | |
DestroyJoint(b2Joint *joint) | b2World | |
Dump() | b2World | |
GetAllowSleeping() const (defined in b2World) | b2World | inline |
GetAutoClearForces() const | b2World | inline |
GetBodyCount() const | b2World | inline |
GetBodyList() | b2World | inline |
GetBodyList() const (defined in b2World) | b2World | |
GetContactCount() const | b2World | inline |
GetContactList() | b2World | inline |
GetContactList() const (defined in b2World) | b2World | |
GetContactManager() const | b2World | inline |
GetContinuousPhysics() const (defined in b2World) | b2World | inline |
GetGravity() const | b2World | inline |
GetJointCount() const | b2World | inline |
GetJointList() | b2World | inline |
GetJointList() const (defined in b2World) | b2World | |
GetProfile() const | b2World | inline |
GetProxyCount() const | b2World | |
GetSubStepping() const (defined in b2World) | b2World | inline |
GetTreeBalance() const | b2World | |
GetTreeHeight() const | b2World | |
GetTreeQuality() const | b2World | |
GetWarmStarting() const (defined in b2World) | b2World | inline |
IsLocked() const | b2World | inline |
QueryAABB(b2QueryCallback *callback, const b2AABB &aabb) const | b2World | |
RayCast(b2RayCastCallback *callback, const b2Vec2 &point1, const b2Vec2 &point2) const | b2World | |
SetAllowSleeping(bool flag) | b2World | |
SetAutoClearForces(bool flag) | b2World | inline |
SetContactFilter(b2ContactFilter *filter) | b2World | |
SetContactListener(b2ContactListener *listener) | b2World | |
SetContinuousPhysics(bool flag) | b2World | inline |
SetDebugDraw(b2Draw *debugDraw) | b2World | |
SetDestructionListener(b2DestructionListener *listener) | b2World | |
SetGravity(const b2Vec2 &gravity) | b2World | inline |
SetSubStepping(bool flag) | b2World | inline |
SetWarmStarting(bool flag) | b2World | inline |
ShiftOrigin(const b2Vec2 &newOrigin) | b2World | |
Step(float timeStep, int32 velocityIterations, int32 positionIterations) | b2World | |
~b2World() | b2World |
- Box2D
- 2.4.1
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- A 2D physics engine for games
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#include <b2_world.h>
-Public Member Functions | |
b2World (const b2Vec2 &gravity) | |
- | ~b2World () |
Destruct the world. All physics entities are destroyed and all heap memory is released. | |
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 (float timeStep, int32 velocityIterations, int32 positionIterations) |
void | ClearForces () |
-void | DebugDraw () |
Call this to draw shapes and other debug draw data. This is intentionally non-const. | |
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. | |
-bool | GetAllowSleeping () const |
-void | SetWarmStarting (bool flag) |
Enable/disable warm starting. For testing. | |
-bool | GetWarmStarting () const |
-void | SetContinuousPhysics (bool flag) |
Enable/disable continuous physics. For testing. | |
-bool | GetContinuousPhysics () const |
-void | SetSubStepping (bool flag) |
Enable/disable single stepped continuous physics. For testing. | |
-bool | GetSubStepping () const |
-int32 | GetProxyCount () const |
Get the number of broad-phase proxies. | |
-int32 | GetBodyCount () const |
Get the number of bodies. | |
-int32 | GetJointCount () const |
Get the number of joints. | |
-int32 | GetContactCount () const |
Get the number of contacts (each may have 0 or more contact points). | |
-int32 | GetTreeHeight () const |
Get the height of the dynamic tree. | |
-int32 | GetTreeBalance () const |
Get the balance of the dynamic tree. | |
float | GetTreeQuality () const |
-void | SetGravity (const b2Vec2 &gravity) |
Change the global gravity vector. | |
-b2Vec2 | GetGravity () const |
Get the global gravity vector. | |
-bool | IsLocked () const |
Is the world locked (in the middle of a time step). | |
-void | SetAutoClearForces (bool flag) |
Set flag to control automatic clearing of forces after each time step. | |
-bool | GetAutoClearForces () const |
Get the flag that controls automatic clearing of forces after each time step. | |
void | ShiftOrigin (const b2Vec2 &newOrigin) |
-const b2ContactManager & | GetContactManager () const |
Get the contact manager for testing. | |
-const b2Profile & | GetProfile () const |
Get the current profile. | |
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.
-b2World::b2World | -( | -const b2Vec2 & | -gravity | ) | -- |
Construct a world object.
gravity | the world gravity vector. |
void b2World::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* b2World::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 b2World::DestroyBody | -( | -b2Body * | -body | ) | -- |
Destroy a rigid body given a definition. No reference to the definition is retained. This function is locked during callbacks.
void b2World::DestroyJoint | -( | -b2Joint * | -joint | ) | -- |
Destroy a joint. This may cause the connected bodies to begin colliding.
void b2World::Dump | -( | -) | -- |
Dump the world into the log file.
-
|
- -inline | -
Get the world body list. With the returned body, use b2Body::GetNext to get the next body in the world list. A nullptr body indicates the end of the list.
-
|
- -inline | -
Get the world contact list. With the returned contact, use b2Contact::GetNext to get the next contact in the world list. A nullptr contact indicates the end of the list.
-
|
- -inline | -
Get the world joint list. With the returned joint, use b2Joint::GetNext to get the next joint in the world list. A nullptr joint indicates the end of the list.
float b2World::GetTreeQuality | -( | -) | -const | -
Get the quality metric of the dynamic tree. The smaller the better. The minimum is 1.
- -void b2World::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 b2World::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 b2World::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 b2World::SetContactListener | -( | -b2ContactListener * | -listener | ) | -- |
Register a contact event listener. The listener is owned by you and must remain in scope.
- -void b2World::SetDebugDraw | -( | -b2Draw * | -debugDraw | ) | -- |
Register a routine for debug drawing. The debug draw functions are called inside with b2World::DebugDraw method. The debug draw object is owned by you and must remain in scope.
- -void b2World::SetDestructionListener | -( | -b2DestructionListener * | -listener | ) | -- |
Register a destruction listener. The listener is owned by you and must remain in scope.
- -void b2World::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 b2World::Step | -( | -float | -timeStep, | -
- | - | int32 | -velocityIterations, | -
- | - | int32 | -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. |
- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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- Box2D
- 2.4.1
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- A 2D physics engine for games
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This overrides that behavior and causes contact creation. This significantly slows down static body creation which can be important when there are many static shapes.
+Normally shapes on static bodies don't invoke contact creation when they are added to the world.This overrides that behavior and causes contact creation. This significantly slows down static body creation which can be important when there are many static shapes. This is implicitly always true for sensors.
- Box2D
- 2.4.1
-
- A 2D physics engine for games
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Cb2AABB | An axis aligned bounding box |
Cb2BlockAllocator | |
Cb2Body | A rigid body. These are created via b2World::CreateBody |
Cb2BodyDef | |
Cb2BodyUserData | You can define this to inject whatever data you want in b2Body |
Cb2BroadPhase | |
Cb2ClipVertex | Used for computing contact manifolds |
Cb2Color | Color for debug drawing. Each value has the range [0,1] |
Cb2Contact | |
Cb2ContactEdge | |
Cb2ContactFeature | |
Cb2ContactFilter | |
Cb2ContactID | Contact ids to facilitate warm starting |
Cb2ContactImpulse | |
Cb2ContactListener | |
Cb2ContactManager | |
Cb2ContactRegister | |
Cb2DestructionListener | |
Cb2DistanceInput | |
Cb2DistanceOutput | Output for b2Distance |
Cb2DistanceProxy | |
Cb2Draw | |
Cb2DynamicTree | |
Cb2Filter | This holds contact filtering data |
Cb2Fixture | |
Cb2FixtureDef | |
Cb2FixtureProxy | This proxy is used internally to connect fixtures to the broad-phase |
Cb2FixtureUserData | You can define this to inject whatever data you want in b2Fixture |
Cb2GrowableStack< T, N > | |
Cb2Jacobian | |
▼Cb2Joint | |
Cb2DistanceJoint | |
Cb2FrictionJoint | |
Cb2GearJoint | |
Cb2MotorJoint | |
Cb2MouseJoint | |
Cb2PrismaticJoint | |
Cb2PulleyJoint | |
Cb2RevoluteJoint | |
Cb2WeldJoint | |
Cb2WheelJoint | |
▼Cb2JointDef | Joint definitions are used to construct joints |
Cb2DistanceJointDef | |
Cb2FrictionJointDef | Friction joint definition |
Cb2GearJointDef | |
Cb2MotorJointDef | Motor joint definition |
Cb2MouseJointDef | |
Cb2PrismaticJointDef | |
Cb2PulleyJointDef | |
Cb2RevoluteJointDef | |
Cb2WeldJointDef | |
Cb2WheelJointDef | |
Cb2JointEdge | |
Cb2JointUserData | You can define this to inject whatever data you want in b2Joint |
Cb2Manifold | |
Cb2ManifoldPoint | |
Cb2MassData | This holds the mass data computed for a shape |
Cb2Mat22 | A 2-by-2 matrix. Stored in column-major order |
Cb2Mat33 | A 3-by-3 matrix. Stored in column-major order |
Cb2Pair | |
Cb2Position | This is an internal structure |
Cb2Profile | Profiling data. Times are in milliseconds |
Cb2QueryCallback | |
Cb2RayCastCallback | |
Cb2RayCastInput | Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1) |
Cb2RayCastOutput | |
Cb2Rope | |
Cb2RopeDef | |
Cb2RopeTuning | |
Cb2Rot | Rotation |
▼Cb2Shape | |
Cb2ChainShape | |
Cb2CircleShape | A solid circle shape |
Cb2EdgeShape | |
Cb2PolygonShape | |
Cb2ShapeCastInput | Input parameters for b2ShapeCast |
Cb2ShapeCastOutput | Output results for b2ShapeCast |
Cb2SimplexCache | |
Cb2SolverData | Solver Data |
Cb2StackAllocator | |
Cb2StackEntry | |
Cb2Sweep | |
Cb2Timer | |
Cb2TimeStep | This is an internal structure |
Cb2TOIInput | Input parameters for b2TimeOfImpact |
Cb2TOIOutput | Output parameters for b2TimeOfImpact |
Cb2Transform | |
Cb2TreeNode | A node in the dynamic tree. The client does not interact with this directly |
Cb2Vec2 | A 2D column vector |
Cb2Vec3 | A 2D column vector with 3 elements |
Cb2Velocity | This is an internal structure |
Cb2Version | |
Cb2World | |
Cb2WorldManifold | This is used to compute the current state of a contact manifold |
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
Box2D is a feature rich 2D rigid body physics engine, written in C++ by Erin Catto. It has been used in many games, including Crayon Physics Deluxe, winner of the 2008 Independant Game Festival Grand Prize.
-Box2D uses the MIT license license and can be used free of charge.
-Box2D is developed on Windows using Visual C++. Ports are also available for Flash, Java, C#, Python.
-Erin Catto maintains the C++ version, but provides no support for other languages. Other languages are supported by the community and possibly by the authors of those ports.
-Erin Catto is the driving force behind Box2D, with various others supporting the ports. Box2D is an open source project, and accepts community feedback.
-You should read the documentation and the rest of this FAQ first. Also, you should study the examples included in the source distribution. Then you can visit the subreddit to ask any remaining questions.
-Please to not PM or email Erin Catto for support. It is best to ask questions in the forum so that everyone can benefit from the discussion.
-If you grab the latest code from the git master branch you will likely find features that are not documented in the manual. New features are added to the manual after they are mature and a new point release is imminent. However, all major features added to Box2D are accompanied by example code in the testbed to test the feature and show the intended usage.
-You should have a working knowledge of C++ before you use Box2D. You should understand classes, inheritance, and pointers. There are plenty of resources on the web for learning C++. You should also understand your development environment: compilation, linking, and debugging.
-You should have a basic knowledge of rigid bodies, force, torque, and impulses. If you come across a math or physics concept you don't understand, please read about it on Wikipedia. Visit this page if you want a deeper knowledge of the algorithms used in Box2D.
-Box2D is tuned for meters-kilograms-seconds (MKS). Your moving objects should be between 0.1 - 10 meters. Do not use pixels as units! You will get a jittery simulation.
-Suppose you have a sprite for a character that is 100x100 pixels. You decide to use a scaling factor that is 0.01. This will make the character physics box 1m x 1m. So go make a physics box that is 1x1. Now suppose the character starts out at pixel coordinate (345,679). So position the physics box at (3.45,6.79). Now simulate the physics world. Suppose the character physics box moves to (2.31,4.98), so move your character sprite to pixel coordinates (231,498). Now the only tricky part is choosing a scaling factor. This really depends on your game. You should try to get your moving objects in the range 0.1 - 10 meters, with 1 meter being the sweet spot.
-Box2D is designed to be portable, so I try to keep the C++ usage simple. Also, I don't use the STL (except sort) or other libraries to keep the dependencies low. I keep template usage low and don't use name spaces. Remember, just because a C++ feature exists, that doesn't mean you need to use it.
-The many ports of Box2D to other languages platforms shows that this strategy has been successful.
-Box2D was not designed to be used in a DLL. You may have to change how static data is used to make this work.
-No. Box2D will likely never be thread-safe. Box2D has a large API and trying to make such an API thread-safe would have a large performance and complexity impact.
-There are many reasons why a build can go bad. Here are a few that have come up:
-Box2D is only a physics engine. How you draw stuff is up to you.
-Visualization is very important for debugging collision and physics. I wrote the test bed to help me test Box2D and give you examples of how to use Box2D. The TestBed is not part of the Box2D library.
-Drawing shapes is not supported and shape internal data is likely to change. Instead you should implement the b2DebugDraw
interface.
Box2D uses approximate methods for a few reasons.
-What this means is that constraints are not perfectly rigid and sometimes you will see some bounce even when the restitution is zero. Box2D uses Gauss-Seidel to approximately solve constraints. Box2D also uses Semi-implicit Euler to approximately solve the differential equations. Box2D also does not have exact collision. Polygons are covered with a thin skin (around 0.5cm thick) to avoid numerical problems. This can sometimes lead to unexpected contact normals. Also, some shapes may begin to overlap and then be pushed apart by the solver.
-Making a worms clone requires arbitrarily destructible terrain. This is beyond the scope of Box2D, so you will have to figure out how to do this on your own.
-Using many boxes for your terrain may not work well because box-like characters can get snagged on internal corners. A future update to Box2D should allow for smooth motion over edge chains. In general you should avoid using a rectangular character because collision tolerances will still lead to undesirable snagging.
-Box2D does not have any support for coordinate frame wrapping. You would likely need to customize Box2D for this purpose. You may need to use a different broad-phase for this to work.
-For the same input, and same binary, Box2D will reproduce any simulation. Box2D does not use any random numbers nor base any computation on random events (such as timers, etc).
-However, people often want more stringent determinism. People often want to know if Box2D can produce identical results on different binaries and on different platforms. The answer is no. The reason for this answer has to do with how floating point math is implemented in many compilers and processors. I recommend reading this article if you are curious: http://www.yosefk.com/blog/consistency-how-to-defeat-the-purpose-of-ieee-floating-point.html
-This naturally leads to the question of fixed-point math. Box2D does not support fixed-point math. In the past Box2D was ported to the NDS in fixed-point and apparently it worked okay. Fixed-point math is slower and more tedious to develop, so I have chosen not to use fixed-point for the development of Box2D.
-A physically correct restitution value must be measured in experiments. But as soon as you change the geometry from the experiment then the value is wrong. Next, adding simultaneous collision makes the answer worse. We've been down this road before.
-So the question of accuracy has been answered: failure.
-The only remaining question is how do we make it convenient. On this opinions may vary.
-b2Settings
is just that. Settings you can adjust if you know what you are doing.
- Box2D
- 2.4.1
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- A 2D physics engine for games
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The Collision module contains shapes and functions that operate on them. The module also contains a dynamic tree and broad-phase to acceleration collision processing of large systems.
-The collision module is designed to be usable outside of the dynamic system. For example, you can use the dynamic tree for other aspects of your game besides physics.
-However, the main purpose of Box2D is to provide a rigid body physics engine, so the using the collision module by itself may feel limited for some applications. Likewise, I will not make a strong effort to document it or polish the APIs.
-Shapes describe collision geometry and may be used independently of physics simulation. At a minimum, you should understand how to create shapes that can be later attached to rigid bodies.
-Box2D shapes implement the b2Shape base class. The base class defines functions to:
In addition, each shape has a type member and a radius. The radius even applies to polygons, as discussed below.
-Keep in mind that a shape does not know about bodies and stand apart from the dynamics system. Shapes are stored in a compact form that is optimized for size and performance. As such, shapes are not easily moved around. You have to manually set the shape vertex positions to move a shape. However, when a shape is attached to a body using a fixture, the shapes move rigidly with the host body. In summary:
Circle shapes have a position and radius. Circles are solid. You cannot make a hollow circle using the circle shape.
-Polygon shapes are solid convex polygons. A polygon is convex when all line segments connecting two points in the interior do not cross any edge of the polygon. Polygons are solid and never hollow. A polygon must have 3 or more vertices.
-Polygons vertices are stored with a counter clockwise winding (CCW). We must be careful because the notion of CCW is with respect to a right-handed coordinate system with the z-axis pointing out of the plane. This might turn out to be clockwise on your screen, depending on your coordinate system conventions.
-The polygon members are public, but you should use initialization functions to create a polygon. The initialization functions create normal vectors and perform validation.
-You can create a polygon shape by passing in a vertex array. The maximal size of the array is controlled by b2_maxPolygonVertices
which has a default value of 8. This is sufficient to describe most convex polygons.
The b2PolygonShape::Set
function automatically computes the convex hull and establishes the proper winding order. This function is fast when the number of vertices is low. If you increase b2_maxPolygonVertices
, then the convex hull computation might become slow. Also note that the convex hull function may eliminate and/or re-order the points you provide. Vertices that are closer than b2_linearSlop
may be merged.
The polygon shape has some convenience functions to create boxes.
-Polygons inherit a radius from b2Shape. The radius creates a skin around the polygon. The skin is used in stacking scenarios to keep polygons slightly separated. This allows continuous collision to work against the core polygon.
-The polygon skin helps prevent tunneling by keeping the polygons separated. This results in small gaps between the shapes. Your visual representation can be larger than the polygon to hide any gaps.
-Not that polygon skin is only provided to help with continuous collision. The purpose is not to simulate rounded polygons.
-Edge shapes are line segments. These are provided to assist in making a free-form static environment for your game. A major limitation of edge shapes is that they can collide with circles and polygons but not with themselves. The collision algorithms used by Box2D require that at least one of two colliding shapes have volume. Edge shapes have no volume, so edge-edge collision is not possible.
-In many cases a game environment is constructed by connecting several edge shapes end-to-end. This can give rise to an unexpected artifact when a polygon slides along the chain of edges. In the figure below we see a box colliding with an internal vertex. These ghost collisions are caused when the polygon collides with an internal vertex generating an internal collision normal.
-If edge1 did not exist this collision would seem fine. With edge1 present, the internal collision seems like a bug. But normally when Box2D collides two shapes, it views them in isolation.
-Fortunately, the edge shape provides a mechanism for eliminating ghost collisions by storing the adjacent ghost vertices. Box2D uses these ghost vertices to prevent internal collisions.
-The Box2D algorithm for dealing with ghost collisions only supports one-sided collision. The front face is to the right when looking from the first vertex towards the second vertex. This matches the CCW winding order used by polygons.
-In general stitching edges together this way is a bit wasteful and tedious. This brings us to chain shapes.
-The chain shape provides an efficient way to connect many edges together to construct your static game worlds. Chain shapes automatically eliminate ghost collisions and provide one-sided collision. The collision is one-sided to eliminate ghost collisions.
-If you don't care about ghost collisions, you can just create a bunch of two-sided edge shapes. The efficiency is similar.
-The simplest way to use chain shapes is to create loops. Simply provide an array of vertices.
-The edge normal depends on the winding order. A counter-clockwise winding order orients the normal outwards and a clockwise winding order orients the normal inwards.
-You may have a scrolling game world and would like to connect several chains together. You can connect chains together using ghost vertices, like we did with b2EdgeShape.
-Self-intersection of chain shapes is not supported. It might work, it might not. The code that prevents ghost collisions assumes there are no self-intersections of the chain. Also, very close vertices can cause problems. Make sure all your edges are longer than b2_linearSlop (5mm).
-Each edge in the chain is treated as a child shape and can be accessed by index. When a chain shape is connected to a body, each edge gets its own bounding box in the broad-phase collision tree.
-You can perform a couple geometric queries on a single shape.
-You can test a point for overlap with a shape. You provide a transform for the shape and a world point.
-Edge and chain shapes always return false, even if the chain is a loop.
-You can cast a ray at a shape to get the point of first intersection and normal vector. A child index is included for chain shapes because the ray cast will only check a single edge at a time.
---Caution: No hit will register if the ray starts inside a convex shape like a circle or polygon. This is consistent with Box2D treating convex shapes as solid.
- -
The Collision module contains functions that take a pair of shapes and compute some results. These include:
You can test two shapes for overlap using this function:
-Again you must provide child indices to for the case of chain shapes.
-Box2D has functions to compute contact points for overlapping shapes. If we consider circle-circle or circle-polygon, we can only get one contact point and normal. In the case of polygon-polygon we can get two points. These points share the same normal vector so Box2D groups them into a manifold structure. The contact solver takes advantage of this to improve stacking stability.
-Normally you don't need to compute contact manifolds directly, however you will likely use the results produced in the simulation.
-The b2Manifold structure holds a normal vector and up to two contact points. The normal and points are held in local coordinates. As a convenience for the contact solver, each point stores the normal and tangential (friction) impulses.
-The data stored in b2Manifold is optimized for internal use. If you need this data, it is usually best to use the b2WorldManifold structure to generate the world coordinates of the contact normal and points. You need to provide a b2Manifold and the shape transforms and radii.
-Notice that the world manifold uses the point count from the original manifold.
-During simulation shapes may move and the manifolds may change. Points may be added or removed. You can detect this using b2GetPointStates.
-The b2Distance
function can be used to compute the distance between two shapes. The distance function needs both shapes to be converted into a b2DistanceProxy. There is also some caching used to warm start the distance function for repeated calls.
If two shapes are moving fast, they may tunnel through each other in a single time step.
-The b2TimeOfImpact
function is used to determine the time when two moving shapes collide. This is called the time of impact (TOI). The main purpose of b2TimeOfImpact
is for tunnel prevention. In particular, it is designed to prevent moving objects from tunneling outside of static level geometry.
This function accounts for rotation and translation of both shapes, however if the rotations are large enough, then the function may miss a collision. However the function will still report a non-overlapped time and will capture all translational collisions.
-The time of impact function identities an initial separating axis and ensures the shapes do not cross on that axis. This might miss collisions that are clear at the final positions. While this approach may miss some collisions, it is very fast and adequate for tunnel prevention.
-It is difficult to put a restriction on the rotation magnitude. There may be cases where collisions are missed for small rotations. Normally, these missed rotational collisions should not harm game play. They tend to be glancing collisions.
-The function requires two shapes (converted to b2DistanceProxy) and two b2Sweep structures. The sweep structure defines the initial and final transforms of the shapes.
-You can use fixed rotations to perform a shape cast. In this case, the time of impact function will not miss any collisions.
-The b2DynamicTree class is used by Box2D to organize large numbers of shapes efficiently. The class does not know about shapes. Instead it operates on axis-aligned bounding boxes (AABBs) with user data pointers.
-The dynamic tree is a hierarchical AABB tree. Each internal node in the tree has two children. A leaf node is a single user AABB. The tree uses rotations to keep the tree balanced, even in the case of degenerate input.
-The tree structure allows for efficient ray casts and region queries. For example, you may have hundreds of shapes in your scene. You could perform a ray cast against the scene in a brute force manner by ray casting each shape. This would be inefficient because it does not take advantage of shapes being spread out. Instead, you can maintain a dynamic tree and perform ray casts against the tree. This traverses the ray through the tree skipping large numbers of shapes.
-A region query uses the tree to find all leaf AABBs that overlap a query AABB. This is faster than a brute force approach because many shapes can be skipped.
-Normally you will not use the dynamic tree directly. Rather you will go through the b2World class for ray casts and region queries. If you plan to instantiate your own dynamic tree, you can learn how to use it by looking at how Box2D uses it.
-Collision processing in a physics step can be divided into narrow-phase and broad-phase. In the narrow-phase we compute contact points between pairs of shapes. Imagine we have N shapes. Using brute force, we would need to perform the narrow-phase for N*N/2 pairs.
-The b2BroadPhase class reduces this load by using a dynamic tree for pair management. This greatly reduces the number of narrow-phase calls.
-Normally you do not interact with the broad-phase directly. Instead, Box2D creates and manages a broad-phase internally. Also, b2BroadPhase is designed with Box2D's simulation loop in mind, so it is likely not suited for other use cases.
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
The Common module contains settings, memory management, and vector math.
-The header b2Settings.h contains:
Box2D defines various types such as int8, etc. to make it easy to determine the size of structures.
-Box2D defines several constants. These are all documented in b2Settings.h. Normally you do not need to adjust these constants.
-Box2D uses floating point math for collision and simulation. Due to round-off error some numerical tolerances are defined. Some tolerances are absolute and some are relative. Absolute tolerances use MKS units.
-The settings file defines b2Alloc and b2Free for large allocations. You may forward these calls to your own memory management system.
-The b2Version structure holds the current version so you can query this at run-time.
-A large number of the decisions about the design of Box2D were based on the need for quick and efficient use of memory. In this section I will discuss how and why Box2D allocates memory.
-Box2D tends to allocate a large number of small objects (around 50-300 bytes). Using the system heap through malloc or new for small objects is inefficient and can cause fragmentation. Many of these small objects may have a short life span, such as contacts, but can persist for several time steps. So we need an allocator that can efficiently provide heap memory for these objects.
-Box2D's solution is to use a small object allocator (SOA) called b2BlockAllocator. The SOA keeps a number of growable pools of varying sizes. When a request is made for memory, the SOA returns a block of memory that best fits the requested size. When a block is freed, it is returned to the pool. Both of these operations are fast and cause little heap traffic.
-Since Box2D uses a SOA, you should never new or malloc a body, fixture, or joint. However, you do have to allocate a b2World on your own. The b2World class provides factories for you to create bodies, fixtures, and joints. This allows Box2D to use the SOA and hide the gory details from you. Never, call delete or free on a body, fixture, or joint.
-While executing a time step, Box2D needs some temporary workspace memory. For this, it uses a stack allocator called b2StackAllocator to avoid per-step heap allocations. You don't need to interact with the stack allocator, but it's good to know it's there.
-Box2D includes a simple small vector and matrix module. This has been designed to suit the internal needs of Box2D and the API. All the members are exposed, so you may use them freely in your application.
-The math library is kept simple to make Box2D easy to port and maintain.
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
The Dynamics module is the most complex part of Box2D and is the part you likely interact with the most. The Dynamics module sits on top of the Common and Collision modules, so you should be somewhat familiar with those by now.
-The Dynamics module contains:
There are many dependencies between these classes so it is difficult to describe one class without referring to another. In the following, you may see some references to classes that have not been described yet. Therefore, you may want to quickly skim this chapter before reading it closely.
-The dynamics module is covered in the following chapters.
-Bodies have position and velocity. You can apply forces, torques, and impulses to bodies. Bodies can be static, kinematic, or dynamic. Here are the body type definitions:
-A static body does not move under simulation and behaves as if it has infinite mass. Internally, Box2D stores zero for the mass and the inverse mass. Static bodies can be moved manually by the user. A static body has zero velocity. Static bodies do not collide with other static or kinematic bodies.
-A kinematic body moves under simulation according to its velocity. Kinematic bodies do not respond to forces. They can be moved manually by the user, but normally a kinematic body is moved by setting its velocity. A kinematic body behaves as if it has infinite mass, however, Box2D stores zero for the mass and the inverse mass. Kinematic bodies do not collide with other kinematic or static bodies.
-A dynamic body is fully simulated. They can be moved manually by the user, but normally they move according to forces. A dynamic body can collide with all body types. A dynamic body always has finite, non-zero mass. If you try to set the mass of a dynamic body to zero, it will automatically acquire a mass of one kilogram and it won't rotate.
-Bodies are the backbone for fixtures (shapes). Bodies carry fixtures and move them around in the world. Bodies are always rigid bodies in Box2D. That means that two fixtures attached to the same rigid body never move relative to each other and fixtures attached to the same body don't collide.
-Fixtures have collision geometry and density. Normally, bodies acquire their mass properties from the fixtures. However, you can override the mass properties after a body is constructed.
-You usually keep pointers to all the bodies you create. This way you can query the body positions to update the positions of your graphical entities. You should also keep body pointers so you can destroy them when you are done with them.
-Before a body is created you must create a body definition (b2BodyDef). The body definition holds the data needed to create and initialize a body.
-Box2D copies the data out of the body definition; it does not keep a pointer to the body definition. This means you can recycle a body definition to create multiple bodies.
-Let's go over some of the key members of the body definition.
-As discussed at the beginning of this chapter, there are three different body types: static, kinematic, and dynamic. You should establish the body type at creation because changing the body type later is expensive.
-Setting the body type is mandatory.
-The body definition gives you the chance to initialize the position of the body on creation. This has far better performance than creating the body at the world origin and then moving the body.
---Caution: Do not create a body at the origin and then move it. If you create several bodies at the origin, then performance will suffer.
-
A body has two main points of interest. The first point is the body's origin. Fixtures and joints are attached relative to the body's origin. The second point of interest is the center of mass. The center of mass is determined from mass distribution of the attached shapes or is explicitly set with b2MassData. Much of Box2D's internal computations use the center of mass position. For example b2Body stores the linear velocity for the center of mass.
-When you are building the body definition, you may not know where the center of mass is located. Therefore you specify the position of the body's origin. You may also specify the body's angle in radians, which is not affected by the position of the center of mass. If you later change the mass properties of the body, then the center of mass may move on the body, but the origin position does not change and the attached shapes and joints do not move.
-A rigid body is also a frame of reference. You can define fixtures and joints in that frame. Those fixtures and joint anchors never move in the local frame of the body.
-Damping is used to reduce the world velocity of bodies. Damping is different than friction because friction only occurs with contact. Damping is not a replacement for friction and the two effects should be used together.
-Damping parameters should be between 0 and infinity, with 0 meaning no damping, and infinity meaning full damping. Normally you will use a damping value between 0 and 0.1. I generally do not use linear damping because it makes bodies look like they are floating.
-Damping is approximated for stability and performance. At small damping values the damping effect is mostly independent of the time step. At larger damping values, the damping effect will vary with the time step. This is not an issue if you use a fixed time step (recommended).
-You can use the gravity scale to adjust the gravity on a single body. Be careful though, increased gravity can decrease stability.
-What does sleep mean? Well it is expensive to simulate bodies, so the less we have to simulate the better. When a body comes to rest we would like to stop simulating it.
-When Box2D determines that a body (or group of bodies) has come to rest, the body enters a sleep state which has very little CPU overhead. If a body is awake and collides with a sleeping body, then the sleeping body wakes up. Bodies will also wake up if a joint or contact attached to them is destroyed. You can also wake a body manually.
-The body definition lets you specify whether a body can sleep and whether a body is created sleeping.
-You may want a rigid body, such as a character, to have a fixed rotation. Such a body should not rotate, even under load. You can use the fixed rotation setting to achieve this:
-The fixed rotation flag causes the rotational inertia and its inverse to be set to zero.
-Game simulation usually generates a sequence of images that are played at some frame rate. This is called discrete simulation. In discrete simulation, rigid bodies can move by a large amount in one time step. If a physics engine doesn't account for the large motion, you may see some objects incorrectly pass through each other. This effect is called tunneling.
-By default, Box2D uses continuous collision detection (CCD) to prevent dynamic bodies from tunneling through static bodies. This is done by sweeping shapes from their old position to their new positions. The engine looks for new collisions during the sweep and computes the time of impact (TOI) for these collisions. Bodies are moved to their first TOI and then the solver performs a sub-step to complete the full time step. There may be additional TOI events within a sub-step.
-Normally CCD is not used between dynamic bodies. This is done to keep performance reasonable. In some game scenarios you need dynamic bodies to use CCD. For example, you may want to shoot a high speed bullet at a stack of dynamic bricks. Without CCD, the bullet might tunnel through the bricks.
-Fast moving objects in Box2D can be labeled as bullets. Bullets will perform CCD with both static and dynamic bodies. You should decide what bodies should be bullets based on your game design. If you decide a body should be treated as a bullet, use the following setting.
-The bullet flag only affects dynamic bodies.
-You may wish a body to be created but not participate in collision or dynamics. This state is similar to sleeping except the body will not be woken by other bodies and the body's fixtures will not be placed in the broad-phase. This means the body will not participate in collisions, ray casts, etc.
-You can create a body in an inactive state and later re-activate it.
-Joints may be connected to inactive bodies. These joints will not be simulated. You should be careful when you activate a body that its joints are not distorted.
-Note that activating a body is almost as expensive as creating the body from scratch. So you should not use activation for streaming worlds. Use creation/destruction for streaming worlds to save memory.
-User data is a void pointer. This gives you a hook to link your application objects to bodies. You should be consistent to use the same object type for all body user data.
-Bodies are created and destroyed using a body factory provided by the world class. This lets the world create the body with an efficient allocator and add the body to the world data structure.
---Caution: You should never use new or malloc to create a body. The world won't know about the body and the body won't be properly initialized.
-
Box2D does not keep a reference to the body definition or any of the data it holds (except user data pointers). So you can create temporary body definitions and reuse the same body definitions.
-Box2D allows you to avoid destroying bodies by deleting your b2World object, which does all the cleanup work for you. However, you should be mindful to nullify body pointers that you keep in your game engine.
-When you destroy a body, the attached fixtures and joints are automatically destroyed. This has important implications for how you manage shape and joint pointers.
-After creating a body, there are many operations you can perform on the body. These include setting mass properties, accessing position and velocity, applying forces, and transforming points and vectors.
-A body has mass (scalar), center of mass (2-vector), and rotational inertia (scalar). For static bodies, the mass and rotational inertia are set to zero. When a body has fixed rotation, its rotational inertia is zero.
-Normally the mass properties of a body are established automatically when fixtures are added to the body. You can also adjust the mass of a body at run-time. This is usually done when you have special game scenarios that require altering the mass.
-After setting a body's mass directly, you may wish to revert to the natural mass dictated by the fixtures. You can do this with:
-The body's mass data is available through the following functions:
-There are many aspects to the body's state. You can access this state data efficiently through the following functions:
-You can access the position and rotation of a body. This is common when rendering your associated game actor. You can also set the position, although this is less common since you will normally use Box2D to simulate movement.
-You can access the center of mass position in local and world coordinates. Much of the internal simulation in Box2D uses the center of mass. However, you should normally not need to access it. Instead you will usually work with the body transform. For example, you may have a body that is square. The body origin might be a corner of the square, while the center of mass is located at the center of the square.
-You can access the linear and angular velocity. The linear velocity is for the center of mass. Therefore, the linear velocity may change if the mass properties change.
-You can apply forces, torques, and impulses to a body. When you apply a force or an impulse, you provide a world point where the load is applied. This often results in a torque about the center of mass.
-Applying a force, torque, or impulse wakes the body. Sometimes this is undesirable. For example, you may be applying a steady force and want to allow the body to sleep to improve performance. In this case you can use the following code.
-The body class has some utility functions to help you transform points and vectors between local and world space. If you don't understand these concepts, please read "Essential Mathematics for Games and Interactive Applications" by Jim Van Verth and Lars Bishop. These functions are efficient (when inlined).
-You can iterate over a body's fixtures. This is mainly useful if you need to access the fixture's user data.
-You can similarly iterate over the body's joint list.
-The body also provides a list of associated contacts. You can use this to get information about the current contacts. Be careful, because the contact list may not contain all the contacts that existed during the previous time step.
-Recall that shapes don't know about bodies and may be used independently of the physics simulation. Therefore Box2D provides the b2Fixture class to attach shapes to bodies. A body may have zero or more fixtures. A body with multiple fixtures is sometimes called a compound body.
-Fixtures hold the following:
These are described in the following sections.
-Fixtures are created by initializing a fixture definition and then passing the definition to the parent body.
-This creates the fixture and attaches it to the body. You do not need to store the fixture pointer since the fixture will automatically be destroyed when the parent body is destroyed. You can create multiple fixtures on a single body.
-You can destroy a fixture on the parent body. You may do this to model a breakable object. Otherwise you can just leave the fixture alone and let the body destruction take care of destroying the attached fixtures.
-The fixture density is used to compute the mass properties of the parent body. The density can be zero or positive. You should generally use similar densities for all your fixtures. This will improve stacking stability.
-The mass of a body is not adjusted when you set the density. You must call ResetMassData for this to occur.
-Friction is used to make objects slide along each other realistically. Box2D supports static and dynamic friction, but uses the same parameter for both. Friction is simulated accurately in Box2D and the friction strength is proportional to the normal force (this is called Coulomb friction). The friction parameter is usually set between 0 and 1, but can be any non-negative value. A friction value of 0 turns off friction and a value of 1 makes the friction strong. When the friction force is computed between two shapes, Box2D must combine the friction parameters of the two parent fixtures. This is done with the geometric mean:
-So if one fixture has zero friction then the contact will have zero friction.
-You can override the default mixed friction using b2Contact::SetFriction
. This is usually done in the b2ContactListener
callback.
Restitution is used to make objects bounce. The restitution value is usually set to be between 0 and 1. Consider dropping a ball on a table. A value of zero means the ball won't bounce. This is called an inelastic collision. A value of one means the ball's velocity will be exactly reflected. This is called a perfectly elastic collision. Restitution is combined using the following formula.
-Restitution is combined this way so that you can have a bouncy super ball without having a bouncy floor.
-You can override the default mixed restitution using b2Contact::SetRestitution
. This is usually done in the b2ContactListener callback.
When a shape develops multiple contacts, restitution is simulated approximately. This is because Box2D uses an iterative solver. Box2D also uses inelastic collisions when the collision velocity is small. This is done to prevent jitter. See b2_velocityThreshold
.
Collision filtering allows you to prevent collision between fixtures. For example, say you make a character that rides a bicycle. You want the bicycle to collide with the terrain and the character to collide with the terrain, but you don't want the character to collide with the bicycle (because they must overlap). Box2D supports such collision filtering using categories and groups.
-Box2D supports 16 collision categories. For each fixture you can specify which category it belongs to. You also specify what other categories this fixture can collide with. For example, you could specify in a multiplayer game that all players don't collide with each other and monsters don't collide with each other, but players and monsters should collide. This is done with masking bits. For example:
-Here is the rule for a collision to occur:
-Collision groups let you specify an integral group index. You can have all fixtures with the same group index always collide (positive index) or never collide (negative index). Group indices are usually used for things that are somehow related, like the parts of a bicycle. In the following example, fixture1 and fixture2 always collide, but fixture3 and fixture4 never collide.
-Collisions between fixtures of different group indices are filtered according the category and mask bits. In other words, group filtering has higher precedence than category filtering.
-Note that additional collision filtering occurs in Box2D. Here is a list:
Sometimes you might need to change collision filtering after a fixture has already been created. You can get and set the b2Filter structure on an existing fixture using b2Fixture::GetFilterData and b2Fixture::SetFilterData. Note that changing the filter data will not add or remove contacts until the next time step (see the World class).
-Sometimes game logic needs to know when two fixtures overlap yet there should be no collision response. This is done by using sensors. A sensor is a fixture that detects collision but does not produce a response.
-You can flag any fixture as being a sensor. Sensors may be static, kinematic, or dynamic. Remember that you may have multiple fixtures per body and you can have any mix of sensors and solid fixtures. Also, sensors only form contacts when at least one body is dynamic, so you will not get a contact for kinematic versus kinematic, kinematic versus static, or static versus static.
-Sensors do not generate contact points. There are two ways to get the state of a sensor:
-Joints are used to constrain bodies to the world or to each other. Typical examples in games include ragdolls, teeters, and pulleys. Joints can be combined in many different ways to create interesting motions.
-Some joints provide limits so you can control the range of motion. Some joint provide motors which can be used to drive the joint at a prescribed speed until a prescribed force/torque is exceeded.
-Joint motors can be used in many ways. You can use motors to control position by specifying a joint velocity that is proportional to the difference between the actual and desired position. You can also use motors to simulate joint friction: set the joint velocity to zero and provide a small, but significant maximum motor force/torque. Then the motor will attempt to keep the joint from moving until the load becomes too strong.
-Each joint type has a definition that derives from b2JointDef. All joints are connected between two different bodies. One body may static. Joints between static and/or kinematic bodies are allowed, but have no effect and use some processing time.
-You can specify user data for any joint type and you can provide a flag to prevent the attached bodies from colliding with each other. This is actually the default behavior and you must set the collideConnected Boolean to allow collision between to connected bodies.
-Many joint definitions require that you provide some geometric data. Often a joint will be defined by anchor points. These are points fixed in the attached bodies. Box2D requires these points to be specified in local coordinates. This way the joint can be specified even when the current body transforms violate the joint constraint --- a common occurrence when a game is saved and reloaded. Additionally, some joint definitions need to know the default relative angle between the bodies. This is necessary to constrain rotation correctly.
-Initializing the geometric data can be tedious, so many joints have initialization functions that use the current body transforms to remove much of the work. However, these initialization functions should usually only be used for prototyping. Production code should define the geometry directly. This will make joint behavior more robust.
-The rest of the joint definition data depends on the joint type. We cover these now.
-Joints are created and destroyed using the world factory methods. This brings up an old issue:
---Caution: Don't try to create a joint on the stack or on the heap using new or malloc. You must create and destroy bodies and joints using the create and destroy methods of the b2World class.
-
Here's an example of the lifetime of a revolute joint:
-It is always good to nullify your pointer after they are destroyed. This will make the program crash in a controlled manner if you try to reuse the pointer.
-The lifetime of a joint is not simple. Heed this warning well:
---Caution: Joints are destroyed when an attached body is destroyed.
-
This precaution is not always necessary. You may organize your game engine so that joints are always destroyed before the attached bodies. In this case you don't need to implement the listener class. See the section on Implicit Destruction for details.
-Many simulations create the joints and don't access them again until they are destroyed. However, there is a lot of useful data contained in joints that you can use to create a rich simulation.
-First of all, you can get the bodies, anchor points, and user data from a joint.
-All joints have a reaction force and torque. This the reaction force applied to body 2 at the anchor point. You can use reaction forces to break joints or trigger other game events. These functions may do some computations, so don't call them if you don't need the result.
-One of the simplest joint is a distance joint which says that the distance between two points on two bodies must be constant. When you specify a distance joint the two bodies should already be in place. Then you specify the two anchor points in world coordinates. The first anchor point is connected to body 1, and the second anchor point is connected to body 2. These points imply the length of the distance constraint.
-Here is an example of a distance joint definition. In this case we decide to allow the bodies to collide.
-The distance joint can also be made soft, like a spring-damper connection. See the Web example in the testbed to see how this behaves.
-Softness is achieved by tuning two constants in the definition: stiffness and damping. It can be non-intuitive setting these values directly since they have units in terms on Newtons. Box2D provides and API to compute these values in terms of frequency and damping ratio.
Think of the frequency as the frequency of a harmonic oscillator (like a guitar string). The frequency is specified in Hertz. Typically the frequency should be less than a half the frequency of the time step. So if you are using a 60Hz time step, the frequency of the distance joint should be less than 30Hz. The reason is related to the Nyquist frequency.
-The damping ratio is non-dimensional and is typically between 0 and 1, but can be larger. At 1, the damping is critical (all oscillations should vanish).
-It is also possible to define a minimum and maximum length for the distance joint. See b2DistanceJointDef
for details.
A revolute joint forces two bodies to share a common anchor point, often called a hinge point. The revolute joint has a single degree of freedom: the relative rotation of the two bodies. This is called the joint angle.
-To specify a revolute you need to provide two bodies and a single anchor point in world space. The initialization function assumes that the bodies are already in the correct position.
-In this example, two bodies are connected by a revolute joint at the first body's center of mass.
-The revolute joint angle is positive when bodyB rotates CCW about the angle point. Like all angles in Box2D, the revolute angle is measured in radians. By convention the revolute joint angle is zero when the joint is created using Initialize(), regardless of the current rotation of the two bodies.
-In some cases you might wish to control the joint angle. For this, the revolute joint can optionally simulate a joint limit and/or a motor.
-A joint limit forces the joint angle to remain between a lower and upper bound. The limit will apply as much torque as needed to make this happen. The limit range should include zero, otherwise the joint will lurch when the simulation begins.
-A joint motor allows you to specify the joint speed (the time derivative of the angle). The speed can be negative or positive. A motor can have infinite force, but this is usually not desirable. Recall the eternal question:
---What happens when an irresistible force meets an immovable object?
-
I can tell you it's not pretty. So you can provide a maximum torque for the joint motor. The joint motor will maintain the specified speed unless the required torque exceeds the specified maximum. When the maximum torque is exceeded, the joint will slow down and can even reverse.
-You can use a joint motor to simulate joint friction. Just set the joint speed to zero, and set the maximum torque to some small, but significant value. The motor will try to prevent the joint from rotating, but will yield to a significant load.
-Here's a revision of the revolute joint definition above; this time the joint has a limit and a motor enabled. The motor is setup to simulate joint friction.
-You can access a revolute joint's angle, speed, and motor torque.
-You also update the motor parameters each step.
-Joint motors have some interesting abilities. You can update the joint speed every time step so you can make the joint move back-and-forth like a sine-wave or according to whatever function you want.
-You can also use joint motors to track a desired joint angle. For example:
-Generally your gain parameter should not be too large. Otherwise your joint may become unstable.
-A prismatic joint allows for relative translation of two bodies along a specified axis. A prismatic joint prevents relative rotation. Therefore, a prismatic joint has a single degree of freedom.
-The prismatic joint definition is similar to the revolute joint description; just substitute translation for angle and force for torque. Using this analogy provides an example prismatic joint definition with a joint limit and a friction motor:
-The revolute joint has an implicit axis coming out of the screen. The prismatic joint needs an explicit axis parallel to the screen. This axis is fixed in the two bodies and follows their motion.
-Like the revolute joint, the prismatic joint translation is zero when the joint is created using Initialize(). So be sure zero is between your lower and upper translation limits.
-Using a prismatic joint is similar to using a revolute joint. Here are the relevant member functions:
-A pulley is used to create an idealized pulley. The pulley connects two bodies to ground and to each other. As one body goes up, the other goes down. The total length of the pulley rope is conserved according to the initial configuration.
-You can supply a ratio that simulates a block and tackle. This causes one side of the pulley to extend faster than the other. At the same time the constraint force is smaller on one side than the other. You can use this to create mechanical leverage.
-For example, if the ratio is 2, then length1 will vary at twice the rate of length2. Also the force in the rope attached to body1 will have half the constraint force as the rope attached to body2.
-Pulleys can be troublesome when one side is fully extended. The rope on the other side will have zero length. At this point the constraint equations become singular (bad). You should configure collision shapes to prevent this.
-Here is an example pulley definition:
-Pulley joints provide the current lengths.
-If you want to create a sophisticated mechanical contraption you might want to use gears. In principle you can create gears in Box2D by using compound shapes to model gear teeth. This is not very efficient and might be tedious to author. You also have to be careful to line up the gears so the teeth mesh smoothly. Box2D has a simpler method of creating gears: the gear joint.
-The gear joint can only connect revolute and/or prismatic joints.
-Like the pulley ratio, you can specify a gear ratio. However, in this case the gear ratio can be negative. Also keep in mind that when one joint is a revolute joint (angular) and the other joint is prismatic (translation), and then the gear ratio will have units of length or one over length.
-Here is an example gear joint. The bodies myBodyA and myBodyB are any bodies from the two joints, as long as they are not the same bodies.
-Note that the gear joint depends on two other joints. This creates a fragile situation. What happens if those joints are deleted?
---Caution: Always delete gear joints before the revolute/prismatic joints on the gears. Otherwise your code will crash in a bad way due to the orphaned joint pointers in the gear joint. You should also delete the gear joint before you delete any of the bodies involved.
-
The mouse joint is used in the testbed to manipulate bodies with the mouse. It attempts to drive a point on a body towards the current position of the cursor. There is no restriction on rotation.
-The mouse joint definition has a target point, maximum force, frequency, and damping ratio. The target point initially coincides with the body's anchor point. The maximum force is used to prevent violent reactions when multiple dynamic bodies interact. You can make this as large as you like. The frequency and damping ratio are used to create a spring/damper effect similar to the distance joint.
-Many users have tried to adapt the mouse joint for game play. Users often want to achieve precise positioning and instantaneous response. The mouse joint doesn't work very well in that context. You may wish to consider using kinematic bodies instead.
-The wheel joint restricts a point on bodyB to a line on bodyA. The wheel joint also provides a suspension spring. See b2WheelJoint.h and Car.h for details.
-The weld joint attempts to constrain all relative motion between two bodies. See the Cantilever.h in the testbed to see how the weld joint behaves.
-It is tempting to use the weld joint to define breakable structures. However, the Box2D solver is iterative so the joints are a bit soft. So chains of bodies connected by weld joints will flex.
-Instead it is better to create breakable bodies starting with a single body with multiple fixtures. When the body breaks, you can destroy a fixture and recreate it on a new body. See the Breakable example in the testbed.
-The rope joint restricts the maximum distance between two points. This can be useful to prevent chains of bodies from stretching, even under high load. See b2RopeJoint.h and rope_joint.cpp for details.
-The friction joint is used for top-down friction. The joint provides 2D translational friction and angular friction. See b2FrictionJoint.h and apply_force.cpp for details.
-A motor joint lets you control the motion of a body by specifying target position and rotation offsets. You can set the maximum motor force and torque that will be applied to reach the target position and rotation. If the body is blocked, it will stop and the contact forces will be proportional the maximum motor force and torque. See b2MotorJoint and motor_joint.cpp for details.
-The wheel joint is designed specifically for vehicles. It provides a translation and rotation. The translation has a spring and damper to simulate the vehicle suspension. The rotation allows the wheel to rotate. You can specify an rotational motor to drive the wheel and to apply braking. See b2WheelJoint, wheel_joint.cpp, and car.cpp for details.
-Contacts are objects created by Box2D to manage collision between two fixtures. If the fixture has children, such as a chain shape, then a contact exists for each relevant child. There are different kinds of contacts, derived from b2Contact, for managing contact between different kinds of fixtures. For example there is a contact class for managing polygon-polygon collision and another contact class for managing circle-circle collision.
-Here is some terminology associated with contacts.
-A contact point is a point where two shapes touch. Box2D approximates contact with a small number of points.
-A contact normal is a unit vector that points from one shape to another. By convention, the normal points from fixtureA to fixtureB.
-Separation is the opposite of penetration. Separation is negative when shapes overlap. It is possible that future versions of Box2D will create contact points with positive separation, so you may want to check the sign when contact points are reported.
-Contact between two convex polygons may generate up to 2 contact points. Both of these points use the same normal, so they are grouped into a contact manifold, which is an approximation of a continuous region of contact.
-The normal force is the force applied at a contact point to prevent the shapes from penetrating. For convenience, Box2D works with impulses. The normal impulse is just the normal force multiplied by the time step.
-The tangent force is generated at a contact point to simulate friction. For convenience, this is stored as an impulse.
-Box2D tries to re-use the contact force results from a time step as the initial guess for the next time step. Box2D uses contact ids to match contact points across time steps. The ids contain geometric features indices that help to distinguish one contact point from another.
-Contacts are created when two fixture's AABBs overlap. Sometimes collision filtering will prevent the creation of contacts. Contacts are destroyed with the AABBs cease to overlap.
-So you might gather that there may be contacts created for fixtures that are not touching (just their AABBs). Well, this is correct. It's a "chicken or egg" problem. We don't know if we need a contact object until one is created to analyze the collision. We could delete the contact right away if the shapes are not touching, or we can just wait until the AABBs stop overlapping. Box2D takes the latter approach because it lets the system cache information to improve performance.
-As mentioned before, the contact class is created and destroyed by Box2D. Contact objects are not created by the user. However, you are able to access the contact class and interact with it.
-You can access the raw contact manifold:
-You can potentially modify the manifold, but this is generally not supported and is for advanced usage.
-There is a helper function to get the b2WorldManifold
:
This uses the current positions of the bodies to compute world positions of the contact points.
-Sensors do not create manifolds, so for them use:
-This function also works for non-sensors.
-You can get the fixtures from a contact. From those you can get the bodies.
-You can disable a contact. This only works inside the b2ContactListener::PreSolve event, discussed below.
-You can get access to contacts in several ways. You can access the contacts directly on the world and body structures. You can also implement a contact listener.
-You can iterate over all contacts in the world:
-You can also iterate over all the contacts on a body. These are stored in a graph using a contact edge structure.
-You can also access contacts using the contact listener that is described below.
---Caution: Accessing contacts off b2World and b2Body may miss some transient contacts that occur in the middle of the time step. Use b2ContactListener to get the most accurate results.
-
You can receive contact data by implementing b2ContactListener. The contact listener supports several events: begin, end, pre-solve, and post-solve.
---Caution: Do not keep a reference to the pointers sent to b2ContactListener. Instead make a deep copy of the contact point data into your own buffer. The example below shows one way of doing this.
-
At run-time you can create an instance of the listener and register it with b2World::SetContactListener. Be sure your listener remains in scope while the world object exists.
-This is called when two fixtures begin to overlap. This is called for sensors and non-sensors. This event can only occur inside the time step.
-This is called when two fixtures cease to overlap. This is called for sensors and non-sensors. This may be called when a body is destroyed, so this event can occur outside the time step.
-This is called after collision detection, but before collision resolution. This gives you a chance to disable the contact based on the current configuration. For example, you can implement a one-sided platform using this callback and calling b2Contact::SetEnabled(false). The contact will be re-enabled each time through collision processing, so you will need to disable the contact every time-step. The pre-solve event may be fired multiple times per time step per contact due to continuous collision detection.
-The pre-solve event is also a good place to determine the point state and the approach velocity of collisions.
-The post solve event is where you can gather collision impulse results. If you don't care about the impulses, you should probably just implement the pre-solve event.
-It is tempting to implement game logic that alters the physics world inside a contact callback. For example, you may have a collision that applies damage and try to destroy the associated actor and its rigid body. However, Box2D does not allow you to alter the physics world inside a callback because you might destroy objects that Box2D is currently processing, leading to orphaned pointers.
-The recommended practice for processing contact points is to buffer all contact data that you care about and process it after the time step. You should always process the contact points immediately after the time step; otherwise some other client code might alter the physics world, invalidating the contact buffer. When you process the contact buffer you can alter the physics world, but you still need to be careful that you don't orphan pointers stored in the contact point buffer. The testbed has example contact point processing that is safe from orphaned pointers.
-This code from the CollisionProcessing test shows how to handle orphaned bodies when processing the contact buffer. Here is an excerpt. Be sure to read the comments in the listing. This code assumes that all contact points have been buffered in the b2ContactPoint array m_points.
-Often in a game you don't want all objects to collide. For example, you may want to create a door that only certain characters can pass through. This is called contact filtering, because some interactions are filtered out.
-Box2D allows you to achieve custom contact filtering by implementing a b2ContactFilter class. This class requires you to implement a ShouldCollide function that receives two b2Shape pointers. Your function returns true if the shapes should collide.
-The default implementation of ShouldCollide uses the b2FilterData defined in Chapter 6, Fixtures.
-At run-time you can create an instance of your contact filter and register it with b2World::SetContactFilter. Make sure your filter stays in scope while the world exists.
-The b2World
class contains the bodies and joints. It manages all aspects of the simulation and allows for asynchronous queries (like AABB queries and ray-casts). Much of your interactions with Box2D will be with a b2World object.
Creating a world is fairly simple. You just need to provide a gravity vector and a Boolean indicating if bodies can sleep. Usually you will create and destroy a world using new and delete.
-The world class contains factories for creating and destroying bodies and joints. These factories are discussed later in the sections on bodies and joints. There are some other interactions with b2World that I will cover now.
-The world class is used to drive the simulation. You specify a time step and a velocity and position iteration count. For example:
-After the time step you can examine your bodies and joints for information. Most likely you will grab the position off the bodies so that you can update your actors and render them. You can perform the time step anywhere in your game loop, but you should be aware of the order of things. For example, you must create bodies before the time step if you want to get collision results for the new bodies in that frame.
-As I discussed above in the HelloWorld tutorial, you should use a fixed time step. By using a larger time step you can improve performance in low frame rate scenarios. But generally you should use a time step no larger than 1/30 seconds. A time step of 1/60 seconds will usually deliver a high quality simulation.
-The iteration count controls how many times the constraint solver sweeps over all the contacts and joints in the world. More iteration always yields a better simulation. But don't trade a small time step for a large iteration count. 60Hz and 10 iterations is far better than 30Hz and 20 iterations.
-After stepping, you should clear any forces you have applied to your bodies. This is done with the command b2World::ClearForces
. This lets you take multiple sub-steps with the same force field.
The world is a container for bodies, contacts, and joints. You can grab the body, contact, and joint lists off the world and iterate over them. For example, this code wakes up all the bodies in the world:
-Unfortunately real programs can be more complicated. For example, the following code is broken:
-Everything goes ok until a body is destroyed. Once a body is destroyed, its next pointer becomes invalid. So the call to b2Body::GetNext()
will return garbage. The solution to this is to copy the next pointer before destroying the body.
This safely destroys the current body. However, you may want to call a game function that may destroy multiple bodies. In this case you need to be very careful. The solution is application specific, but for convenience I'll show one method of solving the problem.
-Obviously to make this work, GameCrazyBodyDestroyer must be honest about what it has destroyed.
-Sometimes you want to determine all the shapes in a region. The b2World class has a fast log(N) method for this using the broad-phase data structure. You provide an AABB in world coordinates and an implementation of b2QueryCallback. The world calls your class with each fixture whose AABB overlaps the query AABB. Return true to continue the query, otherwise return false. For example, the following code finds all the fixtures that potentially intersect a specified AABB and wakes up all of the associated bodies.
-You cannot make any assumptions about the order of the callbacks.
-You can use ray casts to do line-of-sight checks, fire guns, etc. You perform a ray cast by implementing a callback class and providing the start and end points. The world class calls your class with each fixture hit by the ray. Your callback is provided with the fixture, the point of intersection, the unit normal vector, and the fractional distance along the ray. You cannot make any assumptions about the order of the callbacks.
-You control the continuation of the ray cast by returning a fraction. Returning a fraction of zero indicates the ray cast should be terminated. A fraction of one indicates the ray cast should continue as if no hit occurred. If you return the fraction from the argument list, the ray will be clipped to the current intersection point. So you can ray cast any shape, ray cast all shapes, or ray cast the closest shape by returning the appropriate fraction.
-You may also return of fraction of -1 to filter the fixture. Then the ray cast will proceed as if the fixture does not exist.
-Here is an example:
---Caution: Due to round-off errors, ray casts can sneak through small cracks between polygons in your static environment. If this is not acceptable in your application, trying slightly overlapping your polygons.
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
In the distribution of Box2D is a Hello World project. The program creates a large ground box and a small dynamic box. This code does not contain any graphics. All you will see is text output in the console of the box's position over time.
-This is a good example of how to get up and running with Box2D.
-Every Box2D program begins with the creation of a b2World object. b2World is the physics hub that manages memory, objects, and simulation. You can allocate the physics world on the stack, heap, or data section.
-It is easy to create a Box2D world. First, we define the gravity vector.
-Now we create the world object. Note that we are creating the world on the stack, so the world must remain in scope.
-So now we have our physics world, let's start adding some stuff to it.
-Bodies are built using the following steps:
For step 1 we create the ground body. For this we need a body definition. With the body definition we specify the initial position of the ground body.
-For step 2 the body definition is passed to the world object to create the ground body. The world object does not keep a reference to the body definition. Bodies are static by default. Static bodies don't collide with other static bodies and are immovable.
-For step 3 we create a ground polygon. We use the SetAsBox shortcut to form the ground polygon into a box shape, with the box centered on the origin of the parent body.
-The SetAsBox function takes the half-**width** and half-**height** (extents). So in this case the ground box is 100 units wide (x-axis) and 20 units tall (y-axis). Box2D is tuned for meters, kilograms, and seconds. So you can consider the extents to be in meters. Box2D generally works best when objects are the size of typical real world objects. For example, a barrel is about 1 meter tall. Due to the limitations of floating point arithmetic, using Box2D to model the movement of glaciers or dust particles is not a good idea.
-We finish the ground body in step 4 by creating the shape fixture. For this step we have a shortcut. We do not have a need to alter the default fixture material properties, so we can pass the shape directly to the body without creating a fixture definition. Later we will see how to use a fixture definition for customized material properties. The second parameter is the shape density in kilograms per meter squared. A static body has zero mass by definition, so the density is not used in this case.
-Box2D does not keep a reference to the shape. It clones the data into a new b2Shape object.
-Note that every fixture must have a parent body, even fixtures that are static. However, you can attach all static fixtures to a single static body.
-When you attach a shape to a body using a fixture, the shape's coordinates become local to the body. So when the body moves, so does the shape. A fixture's world transform is inherited from the parent body. A fixture does not have a transform independent of the body. So we don't move a shape around on the body. Moving or modifying a shape that is on a body is not supported. The reason is simple: a body with morphing shapes is not a rigid body, but Box2D is a rigid body engine. Many of the assumptions made in Box2D are based on the rigid body model. If this is violated many things will break
-So now we have a ground body. We can use the same technique to create a dynamic body. The main difference, besides dimensions, is that we must establish the dynamic body's mass properties.
-First we create the body using CreateBody. By default bodies are static, so we should set the b2BodyType at construction time to make the body dynamic.
---Caution: You must set the body type to b2_dynamicBody if you want the body to move in response to forces.
-
Next we create and attach a polygon shape using a fixture definition. First we create a box shape:
-Next we create a fixture definition using the box. Notice that we set density to 1. The default density is zero. Also, the friction on the shape is set to 0.3.
---Caution: A dynamic body should have at least one fixture with a non-zero density. Otherwise you will get strange behavior.
-
Using the fixture definition we can now create the fixture. This automatically updates the mass of the body. You can add as many fixtures as you like to a body. Each one contributes to the total mass.
-That's it for initialization. We are now ready to begin simulating.
-So we have initialized the ground box and a dynamic box. Now we are ready to set Newton loose to do his thing. We just have a couple more issues to consider.
-Box2D uses a computational algorithm called an integrator. Integrators simulate the physics equations at discrete points of time. This goes along with the traditional game loop where we essentially have a flip book of movement on the screen. So we need to pick a time step for Box2D. Generally physics engines for games like a time step at least as fast as 60Hz or 1/60 seconds. You can get away with larger time steps, but you will have to be more careful about setting up the definitions for your world. We also don't like the time step to change much. A variable time step produces variable results, which makes it difficult to debug. So don't tie the time step to your frame rate (unless you really, really have to). Without further ado, here is the time step.
-In addition to the integrator, Box2D also uses a larger bit of code called a constraint solver. The constraint solver solves all the constraints in the simulation, one at a time. A single constraint can be solved perfectly. However, when we solve one constraint, we slightly disrupt other constraints. To get a good solution, we need to iterate over all constraints a number of times.
-There are two phases in the constraint solver: a velocity phase and a position phase. In the velocity phase the solver computes the impulses necessary for the bodies to move correctly. In the position phase the solver adjusts the positions of the bodies to reduce overlap and joint detachment. Each phase has its own iteration count. In addition, the position phase may exit iterations early if the errors are small.
-The suggested iteration count for Box2D is 8 for velocity and 3 for position. You can tune this number to your liking, just keep in mind that this has a trade-off between performance and accuracy. Using fewer iterations increases performance but accuracy suffers. Likewise, using more iterations decreases performance but improves the quality of your simulation. For this simple example, we don't need much iteration. Here are our chosen iteration counts.
-Note that the time step and the iteration count are completely unrelated. An iteration is not a sub-step. One solver iteration is a single pass over all the constraints within a time step. You can have multiple passes over the constraints within a single time step.
-We are now ready to begin the simulation loop. In your game the simulation loop can be merged with your game loop. In each pass through your game loop you call b2World::Step. Just one call is usually enough, depending on your frame rate and your physics time step.
-The Hello World program was designed to be simple, so it has no graphical output. The code prints out the position and rotation of the dynamic body. Here is the simulation loop that simulates 60 time steps for a total of 1 second of simulated time.
-The output shows the box falling and landing on the ground box. Your output should look like this:
-When a world leaves scope or is deleted by calling delete on a pointer, all the memory reserved for bodies, fixtures, and joints is freed. This is done to improve performance and make your life easier. However, you will need to nullify any body, fixture, or joint pointers you have because they will become invalid.
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
The b2Fixture
, b2Body
, and b2Joint
classes allow you to attach user data as a uintptr_t. This is handy when you are examining Box2D data structures and you want to determine how they relate to the objects in your game engine.
For example, it is typical to attach an actor pointer to the rigid body on that actor. This sets up a circular reference. If you have the actor, you can get the body. If you have the body, you can get the actor.
-You can also use this to hold an integral value rather than a pointer.
-Here are some examples of cases where you would need the user data:
Keep in mind that user data is optional and you can put anything in it. However, you should be consistent. For example, if you want to store an actor pointer on one body, you should keep an actor pointer on all bodies. Don't store an actor pointer on one body, and a foo pointer on another body. Casting an actor pointer to a foo pointer may lead to a crash.
-User data pointers are 0 by default.
-For fixtures you might consider defining a user data structure that lets you store game specific information, such as material type, effects hooks, sound hooks, etc.
-You can define custom data structures that are embedded in the Box2D data structures. This is done by defining B2_USER_SETTINGS
and providing the file b2_user_settings.h
. See b2_settings.h
for details.
Box2D doesn't use reference counting. So if you destroy a body it is really gone. Accessing a pointer to a destroyed body has undefined behavior. In other words, your program will likely crash and burn. To help fix these problems, the debug build memory manager fills destroyed entities with FDFDFDFD. This can help find problems more easily in some cases.
-If you destroy a Box2D entity, it is up to you to make sure you remove all references to the destroyed object. This is easy if you only have a single reference to the entity. If you have multiple references, you might consider implementing a handle class to wrap the raw pointer.
-Often when using Box2D you will create and destroy many bodies, shapes, and joints. Managing these entities is somewhat automated by Box2D. If you destroy a body then all associated shapes and joints are automatically destroyed. This is called implicit destruction.
-When you destroy a body, all its attached shapes, joints, and contacts are destroyed. This is called implicit destruction. Any body connected to one of those joints and/or contacts is woken. This process is usually convenient. However, you must be aware of one crucial issue:
---Caution: When a body is destroyed, all fixtures and joints attached to the body are automatically destroyed. You must nullify any pointers you have to those shapes and joints. Otherwise, your program will die horribly if you try to access or destroy those shapes or joints later.
-
To help you nullify your joint pointers, Box2D provides a listener class named b2DestructionListener that you can implement and provide to your world object. Then the world object will notify you when a joint is going to be implicitly destroyed
-Note that there no notification when a joint or fixture is explicitly destroyed. In this case ownership is clear and you can perform the necessary cleanup on the spot. If you like, you can call your own implementation of b2DestructionListener to keep cleanup code centralized.
-Implicit destruction is a great convenience in many cases. It can also make your program fall apart. You may store pointers to shapes and joints somewhere in your code. These pointers become orphaned when an associated body is destroyed. The situation becomes worse when you consider that joints are often created by a part of the code unrelated to management of the associated body. For example, the testbed creates a b2MouseJoint for interactive manipulation of bodies on the screen.
-Box2D provides a callback mechanism to inform your application when implicit destruction occurs. This gives your application a chance to nullify the orphaned pointers. This callback mechanism is described later in this manual.
-You can implement a b2DestructionListener
that allows b2World to inform you when a shape or joint is implicitly destroyed because an associated body was destroyed. This will help prevent your code from accessing orphaned pointers.
You can then register an instance of your destruction listener with your world object. You should do this during world initialization.
-Recall that Box2D uses MKS (meters, kilograms, and seconds) units and radians for angles. You may have trouble working with meters because your game is expressed in terms of pixels. To deal with this in the testbed I have the whole game work in meters and just use an OpenGL viewport transformation to scale the world into screen space.
-If your game must work in pixel units then you should convert your length units from pixels to meters when passing values from Box2D. Likewise you should convert the values received from Box2D from meters to pixels. This will improve the stability of the physics simulation.
-You have to come up with a reasonable conversion factor. I suggest making this choice based on the size of your characters. Suppose you have determined to use 50 pixels per meter (because your character is 75 pixels tall). Then you can convert from pixels to meters using these formulas:
-In reverse:
-You should consider using MKS units in your game code and just convert to pixels when you render. This will simplify your game logic and reduce the chance for errors since the rendering conversion can be isolated to a small amount of code.
-If you use a conversion factor, you should try tweaking it globally to make sure nothing breaks. You can also try adjusting it to improve stability.
-You can implement the b2DebugDraw class to get detailed drawing of the physics world. Here are the available entities:
This is the preferred method of drawing these physics entities, rather than accessing the data directly. The reason is that much of the necessary data is internal and subject to change.
-The testbed draws physics entities using the debug draw facility and the contact listener, so it serves as the primary example of how to implement debug drawing as well as how to draw contact points.
-Box2D uses several approximations to simulate rigid body physics efficiently. This brings some limitations.
-Here are the current limitations:
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
- Box2D
- 2.4.1
-
- A 2D physics engine for games
- |
-
Once you have conquered the HelloWorld example, you should start looking at Box2D's testbed. The testbed is a testing framework and demo environment. Here are some of the features:
The testbed has many examples of Box2D usage in the test cases and the framework itself. I encourage you to explore and tinker with the testbed as you learn Box2D.
-Note: the testbed is written using GLFW and imgui. The testbed is not part of the Box2D library. The Box2D library is agnostic about rendering. As shown by the HelloWorld example, you don't need a renderer to use Box2D.
-Box2D is a feature rich 2D rigid body physics engine, written in C11 by Erin Catto. It has been used in many games and in many game engines.
+Box2D is a feature rich 2D rigid body physics engine, written in C17 by Erin Catto. It has been used in many games and in many game engines.
Box2D uses the MIT license license and can be used free of charge. Credit should be included if possible. Support is appreciated. You may use the Box2D logo.
Box2D is developed using C11. Ports and bindings are likely available for most languages and platforms.
-Erin Catto maintains the C11 version, but provides no support for other languages. Other languages are supported by the community and possibly by the authors of those ports.
+Box2D is developed using C17. Ports and bindings are likely available for most languages and platforms.
+Erin Catto maintains the C17 version, but provides no support for other languages. Other languages are supported by the community and possibly by the authors of those ports.
Erin Catto is the creator and sole contributor of the C11 version of Box2D, with various others supporting the ports. Box2D is an open source project, and accepts community feedback.
+Erin Catto is the creator and sole contributor of the C17 version of Box2D, with various others supporting the ports. Box2D is an open source project, and accepts community feedback.
You should read the documentation and the rest of this FAQ first. Also, you should study the examples included in the source distribution. Then you can visit the Discord to ask any remaining questions.
@@ -147,7 +147,7 @@This repo shows how to convert meters to pixels.
Box2D is designed to be portable and easy to wrap with other languages, so I decided to use C11. I used C11 to get support for atomics.
+Box2D is designed to be portable and easy to wrap with other languages, so I decided to use C17. I used C17 to get support for atomics.
Yes. See the CMake option BUILD_SHARED_LIBS
.
Since chains are their own concept now, they get their own identifier, b2ChainId
. You can view chains as macro objects, they create many b2SmoothSegment
shapes internally. Normally you don't interact with these. However they are returned from queries. You can use b2Shape_GetParentChain()
to get the b2ChainId
for a smooth segment that you get from a query.
DO NOT destroy or modify a
@@ -257,13 +257,13 @@b2SmoothSegment
that belongs to a chain shape directly
jointDef.enableLimit = true;:b2RevolutionJoint* joint = (b2RevoluteJoint*)world->CreateJoint(&jointDef);-- -float lowerAngleThe lower angle for the joint limit in radians.Definition types.h:721-float motorSpeedThe desired motor speed in radians per second.Definition types.h:733-float upperAngleThe upper angle for the joint limit in radians.Definition types.h:724-bool enableMotorA flag to enable the joint motor.Definition types.h:727- +float maxMotorTorqueThe maximum motor torque, typically in newton-meters.Definition types.h:730+ +float lowerAngleThe lower angle for the joint limit in radians.Definition types.h:722+float motorSpeedThe desired motor speed in radians per second.Definition types.h:734+float upperAngleThe upper angle for the joint limit in radians.Definition types.h:725+bool enableMotorA flag to enable the joint motor.Definition types.h:728+float maxMotorTorqueThe maximum motor torque, typically in newton-meters.Definition types.h:731Version 3.0:
b2Vec2 pivot = {-10.0f, 20.5f};b2RevoluteJointDef jointDef = b2DefaultRevoluteJointDef();jointDef.bodyIdA = groundId;@@ -279,10 +279,10 @@
b2JointId jointId = b2CreateRevoluteJoint(worldId, &jointDef);b2Vec2 b2Body_GetLocalPoint(b2BodyId bodyId, b2Vec2 worldPoint)Get a local point on a body given a world point.-Joint id references a joint instance. This should be treated as an opaque handle.Definition id.h:61-b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:702- - +b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:699+b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:703+ +b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:700b2RevoluteJointDef b2DefaultRevoluteJointDef(void)Use this to initialize your joint definition.b2JointId b2CreateRevoluteJoint(b2WorldId worldId, const b2RevoluteJointDef *def)Create a revolute joint.Some of the joints have more options now. Check the code comments and samples for details.
@@ -307,7 +307,7 @@
Therefore all callbacks except
PreSolve
have been removed. Instead you can now access all events and contact data after the time step. Version 3.0 no longer uses collision sub-stepping for continuous collision. This means all contacts data are valid at the end of the time step. Just keep in mind that Box2D computes contact points at the beginning of the time step, so the contact points apply to the previous position of the body.Here is how you access contact data in v3.0:
b2ContactEvents contactEvents = b2World_GetContactEvents(worldId);-+Contact events are buffered in the Box2D world and are available as event arrays after the time step ...Definition types.h:964Contact events are buffered in the Box2D world and are available as event arrays after the time step ...Definition types.h:965b2ContactEvents b2World_GetContactEvents(b2WorldId worldId)Get contact events for this current time step. The event data is transient. Do not store a reference ...The contact events structure has begin and end events:
{@@ -318,21 +318,21 @@
int endCount;int hitCount;-- - - -b2ContactBeginTouchEvent * beginEventsArray of begin touch events.Definition types.h:966- -b2ContactEndTouchEvent * endEventsArray of end touch events.Definition types.h:969-A begin touch event is generated when two shapes begin touching.Definition types.h:923-An end touch event is generated when two shapes stop touching.Definition types.h:933+A hit touch event is generated when two shapes collide with a speed faster than the hit speed thresho...Definition types.h:943+ + + +b2ContactBeginTouchEvent * beginEventsArray of begin touch events.Definition types.h:967+ +b2ContactEndTouchEvent * endEventsArray of end touch events.Definition types.h:970+A begin touch event is generated when two shapes begin touching.Definition types.h:924+An end touch event is generated when two shapes stop touching.Definition types.h:934A hit touch event is generated when two shapes collide with a speed faster than the hit speed thresho...Definition types.h:944You can loop through these events after the time step. These events are in deterministic order, even with multithreading. See the
sample_events.cpp
file for examples.You may not want Box2D to save all contact events, so you can disable them for a given shape using
enableContactEvents
onb2ShapeDef
.If you want to access persistent contacts, you can get the data from bodies or shapes.
b2ContactData contactData[10];int count = b2Body_GetContactData(bodyId, contactData, 10);- +int b2Body_GetContactData(b2BodyId bodyId, b2ContactData *contactData, int capacity)Get the touching contact data for a body.b2ContactData contactData[10];int count = b2Shape_GetContactData(shapeId, contactData, 10);@@ -340,7 +340,7 @@int b2Shape_GetContactData(b2ShapeId shapeId, b2ContactData *contactData, int capacity)Get the touching contact data for a shape. The provided shapeId will be either shapeIdA or shapeIdB o...
Pre-solve contact modification is available using a callback.
typedef bool b2PreSolveFcn(b2ShapeId shapeIdA, b2ShapeId shapeIdB, b2Manifold* manifold, void* context);-A contact manifold describes the contact points between colliding shapes.Definition collision.h:513+bool b2PreSolveFcn(b2ShapeId shapeIdA, b2ShapeId shapeIdB, b2Manifold *manifold, void *context)Prototype for a pre-solve callback.Definition types.h:1052bool b2PreSolveFcn(b2ShapeId shapeIdA, b2ShapeId shapeIdB, b2Manifold *manifold, void *context)Prototype for a pre-solve callback.Definition types.h:1053void b2World_SetPreSolveCallback(b2WorldId worldId, b2PreSolveFcn *fcn, void *context)Register the pre-solve callback. This is optional.You can define a pre-solve callback and register that with the world. You can also provide a context variable that will be passed back to your callback. This is not enough to get a pre-solve callback. You also need to enable it on your shape using
enablePreSolveEvents
inb2ShapeDef
. This is false by default.@@ -349,7 +349,7 @@
Sensors
In v2.4 sensor events were mixed in with contact events. I have split them up to make user code simpler.
-+Sensor events are buffered in the Box2D world and are available as begin/end overlap event arrays aft...Definition types.h:907Sensor events are buffered in the Box2D world and are available as begin/end overlap event arrays aft...Definition types.h:908b2SensorEvents b2World_GetSensorEvents(b2WorldId worldId)Get sensor events for the current time step. The event data is transient. Do not store a reference to...Note that contact data on bodies and shapes have no information about sensors. That data only has touching contacts.
Sensor events are available to all shapes on dynamic bodies except chains. You can disable them using
diff --git a/documentation/md_reading.html b/documentation/md_reading.html index e8144fd..1b17f3d 100644 --- a/documentation/md_reading.html +++ b/documentation/md_reading.html @@ -38,7 +38,7 @@enableSensorEvents
onb2ShapeDef
.- diff --git a/documentation/md_simulation.html b/documentation/md_simulation.html index 3b714b1..9f65f42 100644 --- a/documentation/md_simulation.html +++ b/documentation/md_simulation.html @@ -38,7 +38,7 @@Box2D 3.0.0 +Box2D 3.0.1A 2D physics engine for games- @@ -477,10 +477,10 @@Box2D 3.0.0 +Box2D 3.0.1A 2D physics engine for games
SleepGameObject(gameObject);}}- - -- + + +Body events are buffered in the Box2D world and are available as event arrays after the time step is ...Definition types.h:1006+Body events are buffered in the Box2D world and are available as event arrays after the time step is ...Definition types.h:1007b2BodyEvents b2World_GetBodyEvents(b2WorldId worldId)Get the body events for the current time step. The event data is transient. Do not store a reference ...The body event also indicates if the body fell asleep this time step. This might be useful to optimize your application.
@@ -607,12 +607,12 @@
// Nullify id for safetymyChainId = b2_nullChainId;-Chain id references a chain instances. This should be treated as an opaque handle.Definition id.h:69- +const b2Vec2 * pointsAn array of at least 4 points. These are cloned and may be temporary.Definition types.h:377+ - +const b2Vec2 * pointsAn array of at least 4 points. These are cloned and may be temporary.Definition types.h:378The segment normal depends on the winding order. A counter-clockwise winding order orients the normal outwards and a clockwise winding order orients the normal inwards.
@@ -688,7 +688,7 @@
int shapeContactCount = b2Shape_GetContactData(myShapeId, contactData, 10);int bodyContactCount = b2Body_GetContactData(myBodyId, contactData, 10);- +int b2Body_GetContactData(b2BodyId bodyId, b2ContactData *contactData, int capacity)Get the touching contact data for a body.int b2Shape_GetContactData(b2ShapeId shapeId, b2ContactData *contactData, int capacity)Get the touching contact data for a shape. The provided shapeId will be either shapeIdA or shapeIdB o...
b2ContactData
contains the two shape ids and the manifold.for (int i = 0; i < bodyContactCount; ++i)@@ -708,11 +708,11 @@
// process begin event}- --b2ShapeId visitorShapeIdThe id of the dynamic shape that began touching the sensor shape.Definition types.h:890-b2SensorBeginTouchEvent * beginEventsArray of sensor begin touch events.Definition types.h:909-A begin touch event is generated when a shape starts to overlap a sensor shape.Definition types.h:885+ +Sensor events are buffered in the Box2D world and are available as begin/end overlap event arrays aft...Definition types.h:907+b2ShapeId visitorShapeIdThe id of the dynamic shape that began touching the sensor shape.Definition types.h:891+b2SensorBeginTouchEvent * beginEventsArray of sensor begin touch events.Definition types.h:910+A begin touch event is generated when a shape starts to overlap a sensor shape.Definition types.h:886Sensor events are buffered in the Box2D world and are available as begin/end overlap event arrays aft...Definition types.h:908b2SensorEvents b2World_GetSensorEvents(b2WorldId worldId)Get sensor events for the current time step. The event data is transient. Do not store a reference to...And there are events when a shape stops overlapping with a sensor.
@@ -722,10 +722,10 @@
// process end event}-- -b2SensorEndTouchEvent * endEventsArray of sensor end touch events.Definition types.h:912-b2ShapeId visitorShapeIdThe id of the dynamic shape that stopped touching the sensor shape.Definition types.h:900+An end touch event is generated when a shape stops overlapping a sensor shape.Definition types.h:895+ +b2SensorEndTouchEvent * endEventsArray of sensor end touch events.Definition types.h:913+b2ShapeId visitorShapeIdThe id of the dynamic shape that stopped touching the sensor shape.Definition types.h:901An end touch event is generated when a shape stops overlapping a sensor shape.Definition types.h:896You will not get end events if a shape is destroyed. Sensor events should be processed after the world step and before other game logic. This should help you avoid processing stale data.
Sensor events are only enabled for a non-sensor shape if
b2ShapeDef::enableSensorEvents
is true.@@ -733,7 +733,7 @@
Contact events are available after each world step. Like sensor events these should be retrieved and processed before performing other game logic. Otherwise you may be accessing orphaned/invalid data.
You can access all contact events in a single data structure. This is much more efficient than using functions like
b2Body_GetContactData()
.b2ContactEvents contactEvents = b2World_GetContactEvents(myWorldId);-+Contact events are buffered in the Box2D world and are available as event arrays after the time step ...Definition types.h:964Contact events are buffered in the Box2D world and are available as event arrays after the time step ...Definition types.h:965b2ContactEvents b2World_GetContactEvents(b2WorldId worldId)Get contact events for this current time step. The event data is transient. Do not store a reference ...None of this data applies to sensors. All events involve at least one dynamic body.
There are three kinds of contact events:
@@ -749,22 +749,22 @@
b2ContactBeginTouchEvent* beginEvent = contactEvents.beginEvents + i;}-- - - -b2ContactBeginTouchEvent * beginEventsArray of begin touch events.Definition types.h:966+A begin touch event is generated when two shapes begin touching.Definition types.h:923+ + + +b2ContactBeginTouchEvent * beginEventsArray of begin touch events.Definition types.h:967A begin touch event is generated when two shapes begin touching.Definition types.h:924
b2ContactEndTouchEvent
is recorded when two shapes stop touching. These only contain the two shape ids.{b2ContactEndTouchEvent* endEvent = contactEvents.endEvents + i;}- - - --b2ContactEndTouchEvent * endEventsArray of end touch events.Definition types.h:969+ + + +An end touch event is generated when two shapes stop touching.Definition types.h:933+b2ContactEndTouchEvent * endEventsArray of end touch events.Definition types.h:970An end touch event is generated when two shapes stop touching.Definition types.h:934The end touch events are not generated when you destroy a shape or the body that owns it.
Shapes only generate begin and end touch events if
b2ShapeDef::enableContactEvents
is true.@@ -778,10 +778,10 @@
// play sound}}-- - -float approachSpeedThe speed the shapes are approaching. Always positive. Typically in meters per second.Definition types.h:957+A hit touch event is generated when two shapes collide with a speed faster than the hit speed thresho...Definition types.h:943+ + +float approachSpeedThe speed the shapes are approaching. Always positive. Typically in meters per second.Definition types.h:958A hit touch event is generated when two shapes collide with a speed faster than the hit speed thresho...Definition types.h:944Shapes only generate hit events if
b2ShapeDef::enableHitEvents
is true. I recommend you only enable this for shapes that need hit events because it creates some overhead. Box2D also only reports hit events that have an approach speed larger thanb2WorldDef::hitEventThreshold
.Contact Filtering
@@ -854,13 +854,13 @@
myJointId = b2_nullJointId;-Joint id references a joint instance. This should be treated as an opaque handle.Definition id.h:61-b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:702- - +b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:699+b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:703+ +b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:700b2RevoluteJointDef b2DefaultRevoluteJointDef(void)Use this to initialize your joint definition.- +b2JointId b2CreateRevoluteJoint(b2WorldId worldId, const b2RevoluteJointDef *def)Create a revolute joint.It is always good to nullify your ids after they are destroyed.
Joint lifetime is related to body lifetime. Joints cannot exist detached from a body. So when a body is destroyed, all joints attached to that body are automatically destroyed. This means you need to be careful to avoid using joint ids when the attached body was destroyed. Box2D will assert if you use a dangling joint id.
@@ -883,7 +883,7 @@
b2Vec2 localAnchorA = b2Joint_GetLocalAnchorA(myJointId);b2Vec2 localAnchorB = b2Joint_GetLocalAnchorB(myJointId);void* myUserData = b2Joint_GetUserData(myJointId);- +@@ -915,23 +915,23 @@b2Vec2 b2Joint_GetLocalAnchorA(b2JointId jointId)Get the local anchor on bodyA.
jointDef.collideConnected = true;b2JointId myJointId = b2CreateDistanceJoint(myWorldId, &jointDef);--float lengthThe rest length of this joint. Clamped to a stable minimum value.Definition types.h:486-b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:480-bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:517- - +b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:483+float lengthThe rest length of this joint. Clamped to a stable minimum value.Definition types.h:487+b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:481+bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:518+ +b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:484b2DistanceJointDef b2DefaultDistanceJointDef(void)Use this to initialize your joint definition.- +b2JointId b2CreateDistanceJoint(b2WorldId worldId, const b2DistanceJointDef *def)Create a distance joint.float b2Distance(b2Vec2 a, b2Vec2 b)Get the distance between two points.Definition math_functions.h:251The distance joint can also be made soft, like a spring-damper connection. Softness is achieved by enabling the spring and tuning two values in the definition: Hertz and damping ratio.
jointDef.enableSpring = true;jointDef.hertz = 2.0f;jointDef.dampingRatio = 0.5f;--float dampingRatioThe spring linear damping ratio, non-dimensional.Definition types.h:496-bool enableSpringEnable the distance constraint to behave like a spring.Definition types.h:490+float hertzThe spring linear stiffness Hertz, cycles per second.Definition types.h:493+float dampingRatioThe spring linear damping ratio, non-dimensional.Definition types.h:497+bool enableSpringEnable the distance constraint to behave like a spring.Definition types.h:491float hertzThe spring linear stiffness Hertz, cycles per second.Definition types.h:494The hertz is the frequency of a harmonic oscillator (like a guitar string). Typically the frequency should be less than a half the frequency of the time step. So if you are using a 60Hz time step, the frequency of the distance joint should be less than 30Hz. The reason is related to the Nyquist frequency.
The damping ratio controls how fast the oscillations dissipate. A damping ratio of one is critical damping and prevents oscillation.
It is also possible to define a minimum and maximum length for the distance joint. You can even motorize the distance joint to adjust its length dynamically. See
@@ -973,9 +973,9 @@b2DistanceJointDef
and theDistanceJoint
sample for details.
jointDef.maxMotorTorque = 10.0f;jointDef.motorSpeed = 0.0f;jointDef.enableMotor = true;--bool enableLimitEnable/disable the joint limit.Definition types.h:499-bool enableMotorEnable/disable the joint motor.Definition types.h:508+float motorSpeedThe desired motor speed, usually in meters per second.Definition types.h:514+bool enableLimitEnable/disable the joint limit.Definition types.h:500+bool enableMotorEnable/disable the joint motor.Definition types.h:509float motorSpeedThe desired motor speed, usually in meters per second.Definition types.h:515You can access a revolute joint's angle, speed, and motor torque.
float angleInRadians = b2RevoluteJoint_GetAngle(myJointId);float speed = b2RevoluteJoint_GetMotorSpeed(myJointId);@@ -1026,18 +1026,18 @@
jointDef.maxMotorForce = 1.0f;jointDef.motorSpeed = 0.0f;jointDef.enableMotor = true;--float lowerTranslationThe lower translation limit.Definition types.h:650-bool enableMotorEnable/disable the joint motor.Definition types.h:656-float motorSpeedThe desired motor speed, typically in meters per second.Definition types.h:662- -b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:629-float upperTranslationThe upper translation limit.Definition types.h:653-bool enableLimitEnable/disable the joint limit.Definition types.h:647- -b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:626-b2Vec2 localAxisAThe local translation unit axis in bodyA.Definition types.h:632- +float maxMotorForceThe maximum motor force, typically in newtons.Definition types.h:659+float lowerTranslationThe lower translation limit.Definition types.h:651+bool enableMotorEnable/disable the joint motor.Definition types.h:657+float motorSpeedThe desired motor speed, typically in meters per second.Definition types.h:663+ +b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:630+float upperTranslationThe upper translation limit.Definition types.h:654+bool enableLimitEnable/disable the joint limit.Definition types.h:648+ +b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:627+b2Vec2 localAxisAThe local translation unit axis in bodyA.Definition types.h:633+float maxMotorForceThe maximum motor force, typically in newtons.Definition types.h:660The revolute joint has an implicit axis coming out of the screen. The prismatic joint needs an explicit axis parallel to the screen. This axis is fixed in body A.
The prismatic joint translation is zero when the anchor points overlap. I recommend to have the prismatic anchor points close to the center of mass of the two bodies. This will improve joint stiffness.
Using a prismatic joint is similar to using a revolute joint. Here are the relevant member functions:
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a/documentation/search/variables_d.html b/documentation/search/variables_d.html deleted file mode 100644 index 84d878b..0000000 --- a/documentation/search/variables_d.html +++ /dev/null @@ -1,30 +0,0 @@ - -Loading...- - -Searching...-No Matches- -- - - - - - - - -- - diff --git a/documentation/search/variables_e.html b/documentation/search/variables_e.html deleted file mode 100644 index b0d9b7b..0000000 --- a/documentation/search/variables_e.html +++ /dev/null @@ -1,30 +0,0 @@ - -Loading...- - -Searching...-No Matches- -- - - - - - - - -- - diff --git a/documentation/search/variables_f.html b/documentation/search/variables_f.html deleted file mode 100644 index a708dbf..0000000 --- a/documentation/search/variables_f.html +++ /dev/null @@ -1,30 +0,0 @@ - -Loading...- - -Searching...-No Matches- -- - - - - - - - -- - diff --git a/documentation/skin_collision.svg b/documentation/skin_collision.svg deleted file mode 100644 index 29ac847..0000000 --- a/documentation/skin_collision.svg +++ /dev/null @@ -1,140 +0,0 @@ - - - - diff --git a/documentation/skinned_polygon.svg b/documentation/skinned_polygon.svg deleted file mode 100644 index d93934c..0000000 --- a/documentation/skinned_polygon.svg +++ /dev/null @@ -1,181 +0,0 @@ - - - - diff --git a/documentation/structb2_a_a_b_b-members.html b/documentation/structb2_a_a_b_b-members.html deleted file mode 100644 index b98d206..0000000 --- a/documentation/structb2_a_a_b_b-members.html +++ /dev/null @@ -1,116 +0,0 @@ - - - - - - - -Loading...- - -Searching...-No Matches- -Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_a_a_b_b.html b/documentation/structb2_a_a_b_b.html deleted file mode 100644 index 1756f6b..0000000 --- a/documentation/structb2_a_a_b_b.html +++ /dev/null @@ -1,164 +0,0 @@ - - - - - - - --- - -- -- -----b2AABB Member List- --This is the complete list of members for b2AABB, including all inherited members.
--
- Combine(const b2AABB &aabb) b2AABB inline - Combine(const b2AABB &aabb1, const b2AABB &aabb2) b2AABB inline - Contains(const b2AABB &aabb) const b2AABB inline - GetCenter() const b2AABB inline - GetExtents() const b2AABB inline - GetPerimeter() const b2AABB inline - IsValid() const b2AABB inline - lowerBound b2AABB - RayCast(b2RayCastOutput *output, const b2RayCastInput &input) const (defined in b2AABB) b2AABB - upperBound b2AABB Box2D: b2AABB Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_a_a_b_b.js b/documentation/structb2_a_a_b_b.js deleted file mode 100644 index f6ea19e..0000000 --- a/documentation/structb2_a_a_b_b.js +++ /dev/null @@ -1,13 +0,0 @@ -var structb2_a_a_b_b = -[ - [ "Combine", "structb2_a_a_b_b.html#ad551edba62d2ad6094672a9ba3e26496", null ], - [ "Combine", "structb2_a_a_b_b.html#a34b9c7d824df845c10caa9c12ae90452", null ], - [ "Contains", "structb2_a_a_b_b.html#acf98175d3a53bca755d5c4852fa85a00", null ], - [ "GetCenter", "structb2_a_a_b_b.html#a2c4051e79001a3166cc7f8ad811137fe", null ], - [ "GetExtents", "structb2_a_a_b_b.html#a2a4f550a18d2a0895fbc5c4d3ec17d22", null ], - [ "GetPerimeter", "structb2_a_a_b_b.html#a1a99ebbc150518667f24c853a5b6168b", null ], - [ "IsValid", "structb2_a_a_b_b.html#a70bb45c086fcc2d7ee8694deb386070e", null ], - [ "RayCast", "structb2_a_a_b_b.html#af6a8b26716ec07d326e5ce95556e8c7e", null ], - [ "lowerBound", "structb2_a_a_b_b.html#ab94b68fbad8348b22b0522469b11bdb5", null ], - [ "upperBound", "structb2_a_a_b_b.html#ad4a8ec483ba13a2c02918b01d058a18f", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_body_def-members.html b/documentation/structb2_body_def-members.html deleted file mode 100644 index 1538b18..0000000 --- a/documentation/structb2_body_def-members.html +++ /dev/null @@ -1,121 +0,0 @@ - - - - - - - --- - -- -- -- ----b2AABB Struct Reference- --An axis aligned bounding box. - More...
- --
#include <b2_collision.h>
-
- -Public Member Functions
- -bool IsValid () const - Verify that the bounds are sorted. - - -b2Vec2 GetCenter () const - Get the center of the AABB. - - -b2Vec2 GetExtents () const - Get the extents of the AABB (half-widths). - - -float GetPerimeter () const - Get the perimeter length. - - -void Combine (const b2AABB &aabb) - Combine an AABB into this one. - - -void Combine (const b2AABB &aabb1, const b2AABB &aabb2) - Combine two AABBs into this one. - - -bool Contains (const b2AABB &aabb) const - Does this aabb contain the provided AABB. - - -bool RayCast (b2RayCastOutput *output, const b2RayCastInput &input) const - -
-- -Public Attributes
- -b2Vec2 lowerBound - the lower vertex - - -b2Vec2 upperBound - the upper vertex - Detailed Description
-An axis aligned bounding box.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_collision.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_body_def.html b/documentation/structb2_body_def.html deleted file mode 100644 index e308ff1..0000000 --- a/documentation/structb2_body_def.html +++ /dev/null @@ -1,261 +0,0 @@ - - - - - - - --- - -- -- -----b2BodyDef Member List- --This is the complete list of members for b2BodyDef, including all inherited members.
-Box2D: b2BodyDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_body_def.js b/documentation/structb2_body_def.js deleted file mode 100644 index 258cf5f..0000000 --- a/documentation/structb2_body_def.js +++ /dev/null @@ -1,18 +0,0 @@ -var structb2_body_def = -[ - [ "b2BodyDef", "structb2_body_def.html#a87bee47596b3b3eced0d9dd1f4c18fee", null ], - [ "allowSleep", "structb2_body_def.html#a0765068172e521ed63cb34084c59c003", null ], - [ "angle", "structb2_body_def.html#ab92ebd313164742c001724c6d00d5497", null ], - [ "angularDamping", "structb2_body_def.html#afc1f985f274c93ac99b4dea71e1d77cc", null ], - [ "angularVelocity", "structb2_body_def.html#aa1dff31771e6b9c4f041869693571d7f", null ], - [ "awake", "structb2_body_def.html#a17a8102638aac41e7ab94278651a45bd", null ], - [ "bullet", "structb2_body_def.html#a7c0047c9a98a1d20614eeddcdbce7586", null ], - [ "enabled", "structb2_body_def.html#a30e30e3af5977a325a918b848f774fb0", null ], - [ "fixedRotation", "structb2_body_def.html#a273a51c57440a8884de5939d76b6e3ea", null ], - [ "gravityScale", "structb2_body_def.html#ac9e6956338f4bd35c162bf1ac8deddd6", null ], - [ "linearDamping", "structb2_body_def.html#a973e312d5d95d2cd53c335ac3994d3ec", null ], - [ "linearVelocity", "structb2_body_def.html#a25fa5aa78d93159c344241af95bec2bf", null ], - [ "position", "structb2_body_def.html#a680cadc09ad6cf4b3366cbf0914c648b", null ], - [ "type", "structb2_body_def.html#a89cc3ad1873908042b002147b3861381", null ], - [ "userData", "structb2_body_def.html#ae913ce354e5602ddafecd5999c2db170", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_body_user_data-members.html b/documentation/structb2_body_user_data-members.html deleted file mode 100644 index fca41d6..0000000 --- a/documentation/structb2_body_user_data-members.html +++ /dev/null @@ -1,108 +0,0 @@ - - - - - - - --- - -- -- -- ----b2BodyDef Struct Reference- ---
#include <b2_body.h>
-
- -Public Member Functions
- - b2BodyDef () - This constructor sets the body definition default values. - -
-- -Public Attributes
- b2BodyType type - - b2Vec2 position - - -float angle - The world angle of the body in radians. - - -b2Vec2 linearVelocity - The linear velocity of the body's origin in world co-ordinates. - - -float angularVelocity - The angular velocity of the body. - - float linearDamping - - float angularDamping - - bool allowSleep - - -bool awake - Is this body initially awake or sleeping? - - -bool fixedRotation - Should this body be prevented from rotating? Useful for characters. - - bool bullet - - -bool enabled - Does this body start out enabled? - - -b2BodyUserData userData - Use this to store application specific body data. - - -float gravityScale - Scale the gravity applied to this body. - Detailed Description
-A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are added to a body after construction.
-Member Data Documentation
- -◆ allowSleep
- --- ---
-- -bool b2BodyDef::allowSleep ---Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.
- -◆ angularDamping
- --- ---
-- -float b2BodyDef::angularDamping ---Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 1.0f but the damping effect becomes sensitive to the time step when the damping parameter is large. Units are 1/time
- -◆ bullet
- --- ---
-- -bool b2BodyDef::bullet ---Is this a fast moving body that should be prevented from tunneling through other moving bodies? Note that all bodies are prevented from tunneling through kinematic and static bodies. This setting is only considered on dynamic bodies.
- -
- Warning
- You should use this flag sparingly since it increases processing time.
◆ linearDamping
- --- ---
-- -float b2BodyDef::linearDamping ---Linear damping is use to reduce the linear velocity. The damping parameter can be larger than 1.0f but the damping effect becomes sensitive to the time step when the damping parameter is large. Units are 1/time
- -◆ position
- --- ---
-- -b2Vec2 b2BodyDef::position ---The world position of the body. Avoid creating bodies at the origin since this can lead to many overlapping shapes.
- -◆ type
- -----
-- -b2BodyType b2BodyDef::type ---The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the mass is set to one.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_body.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_body_user_data.html b/documentation/structb2_body_user_data.html deleted file mode 100644 index 265fc19..0000000 --- a/documentation/structb2_body_user_data.html +++ /dev/null @@ -1,125 +0,0 @@ - - - - - - - --- - -- -- -----b2BodyUserData Member List- --This is the complete list of members for b2BodyUserData, including all inherited members.
--
- b2BodyUserData() (defined in b2BodyUserData) b2BodyUserData inline - pointer b2BodyUserData Box2D: b2BodyUserData Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_body_user_data.js b/documentation/structb2_body_user_data.js deleted file mode 100644 index 8eb985a..0000000 --- a/documentation/structb2_body_user_data.js +++ /dev/null @@ -1,5 +0,0 @@ -var structb2_body_user_data = -[ - [ "b2BodyUserData", "structb2_body_user_data.html#acc592c3f586d4bd7bcf1ed02b876abcf", null ], - [ "pointer", "structb2_body_user_data.html#ae23e3ff9873138240adc85619ba38fb6", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_clip_vertex-members.html b/documentation/structb2_clip_vertex-members.html deleted file mode 100644 index a9e817d..0000000 --- a/documentation/structb2_clip_vertex-members.html +++ /dev/null @@ -1,108 +0,0 @@ - - - - - - - --- - -- -- -- ----b2BodyUserData Struct Reference- --You can define this to inject whatever data you want in b2Body. - More...
- --
#include <b2_settings.h>
-
-- -Public Attributes
- -uintptr_t pointer - For legacy compatibility. - Detailed Description
-You can define this to inject whatever data you want in b2Body.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_settings.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_clip_vertex.html b/documentation/structb2_clip_vertex.html deleted file mode 100644 index c0e0c1b..0000000 --- a/documentation/structb2_clip_vertex.html +++ /dev/null @@ -1,127 +0,0 @@ - - - - - - - --- - -- -- -----b2ClipVertex Member List- --This is the complete list of members for b2ClipVertex, including all inherited members.
--
- id (defined in b2ClipVertex) b2ClipVertex - v (defined in b2ClipVertex) b2ClipVertex Box2D: b2ClipVertex Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_clip_vertex.js b/documentation/structb2_clip_vertex.js deleted file mode 100644 index 267e71c..0000000 --- a/documentation/structb2_clip_vertex.js +++ /dev/null @@ -1,5 +0,0 @@ -var structb2_clip_vertex = -[ - [ "id", "structb2_clip_vertex.html#ac0f6d48eafc40a665bc18d4aa821689d", null ], - [ "v", "structb2_clip_vertex.html#a6c8d8e4c0667755d5295a9c0d91d5b87", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_color-members.html b/documentation/structb2_color-members.html deleted file mode 100644 index 8d16349..0000000 --- a/documentation/structb2_color-members.html +++ /dev/null @@ -1,113 +0,0 @@ - - - - - - - --- - -- -- -- ----b2ClipVertex Struct Reference- --Used for computing contact manifolds. - More...
- --
#include <b2_collision.h>
-
-- -Public Attributes
- -b2Vec2 v - - -b2ContactID id - Detailed Description
-Used for computing contact manifolds.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_collision.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_color.html b/documentation/structb2_color.html deleted file mode 100644 index 2a739ac..0000000 --- a/documentation/structb2_color.html +++ /dev/null @@ -1,143 +0,0 @@ - - - - - - - --- - -- -- -----b2Color Member List- --This is the complete list of members for b2Color, including all inherited members.
--
- a (defined in b2Color) b2Color - b (defined in b2Color) b2Color - b2Color() (defined in b2Color) b2Color inline - b2Color(float rIn, float gIn, float bIn, float aIn=1.0f) (defined in b2Color) b2Color inline - g (defined in b2Color) b2Color - r (defined in b2Color) b2Color - Set(float rIn, float gIn, float bIn, float aIn=1.0f) (defined in b2Color) b2Color inline Box2D: b2Color Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_color.js b/documentation/structb2_color.js deleted file mode 100644 index 9cc459d..0000000 --- a/documentation/structb2_color.js +++ /dev/null @@ -1,10 +0,0 @@ -var structb2_color = -[ - [ "b2Color", "structb2_color.html#aab8716defcdf745729d1164cd8b08437", null ], - [ "b2Color", "structb2_color.html#ae95ab55c05480f35c324705c3ed5a4fa", null ], - [ "Set", "structb2_color.html#aaee21f8d6d183f2706185f06be043d87", null ], - [ "a", "structb2_color.html#ad0b8325cf66220fbdc9035069266c597", null ], - [ "b", "structb2_color.html#a5237647aaf3b5d72e6e4d935d71d5bfb", null ], - [ "g", "structb2_color.html#ac8afa9ae5ee0916b1ba74cc4d0c73a32", null ], - [ "r", "structb2_color.html#a422cd1408fe28b3a51e9fc10767b5fe4", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_contact_edge-members.html b/documentation/structb2_contact_edge-members.html deleted file mode 100644 index ded16b6..0000000 --- a/documentation/structb2_contact_edge-members.html +++ /dev/null @@ -1,110 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Color Struct Reference- --Color for debug drawing. Each value has the range [0,1]. - More...
- --
#include <b2_draw.h>
-
- -Public Member Functions
- - b2Color (float rIn, float gIn, float bIn, float aIn=1.0f) - - -void Set (float rIn, float gIn, float bIn, float aIn=1.0f) - -
-- -Public Attributes
- -float r - - -float g - - -float b - - -float a - Detailed Description
-Color for debug drawing. Each value has the range [0,1].
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_draw.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_contact_edge.html b/documentation/structb2_contact_edge.html deleted file mode 100644 index d1c3d23..0000000 --- a/documentation/structb2_contact_edge.html +++ /dev/null @@ -1,134 +0,0 @@ - - - - - - - --- - -- -- -----b2ContactEdge Member List- --This is the complete list of members for b2ContactEdge, including all inherited members.
--
- contact b2ContactEdge - next b2ContactEdge - other b2ContactEdge - prev b2ContactEdge Box2D: b2ContactEdge Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_contact_edge.js b/documentation/structb2_contact_edge.js deleted file mode 100644 index 0c3c741..0000000 --- a/documentation/structb2_contact_edge.js +++ /dev/null @@ -1,7 +0,0 @@ -var structb2_contact_edge = -[ - [ "contact", "structb2_contact_edge.html#a2fbfaffa0dfdf715fd1a709cff939dee", null ], - [ "next", "structb2_contact_edge.html#a9af32b3cfadf35a927f4dffcf6338a6d", null ], - [ "other", "structb2_contact_edge.html#a69015fc22e064eac04ed74f27a13ae78", null ], - [ "prev", "structb2_contact_edge.html#a606dfacb78dc5c51672e4d7449006b8c", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_contact_feature-members.html b/documentation/structb2_contact_feature-members.html deleted file mode 100644 index fb97f1d..0000000 --- a/documentation/structb2_contact_feature-members.html +++ /dev/null @@ -1,113 +0,0 @@ - - - - - - - --- - -- -- -- ----b2ContactEdge Struct Reference- ---
#include <b2_contact.h>
-
-- -Public Attributes
- -b2Body * other - provides quick access to the other body attached. - - -b2Contact * contact - the contact - - -b2ContactEdge * prev - the previous contact edge in the body's contact list - - -b2ContactEdge * next - the next contact edge in the body's contact list - Detailed Description
-A contact edge is used to connect bodies and contacts together in a contact graph where each body is a node and each contact is an edge. A contact edge belongs to a doubly linked list maintained in each attached body. Each contact has two contact nodes, one for each attached body.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_contact.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_contact_feature.html b/documentation/structb2_contact_feature.html deleted file mode 100644 index d27db26..0000000 --- a/documentation/structb2_contact_feature.html +++ /dev/null @@ -1,142 +0,0 @@ - - - - - - - --- - -- -- -----b2ContactFeature Member List- --This is the complete list of members for b2ContactFeature, including all inherited members.
--
- e_face enum value (defined in b2ContactFeature) b2ContactFeature - e_vertex enum value (defined in b2ContactFeature) b2ContactFeature - indexA b2ContactFeature - indexB b2ContactFeature - Type enum name (defined in b2ContactFeature) b2ContactFeature - typeA b2ContactFeature - typeB b2ContactFeature Box2D: b2ContactFeature Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_contact_feature.js b/documentation/structb2_contact_feature.js deleted file mode 100644 index 1fc6865..0000000 --- a/documentation/structb2_contact_feature.js +++ /dev/null @@ -1,11 +0,0 @@ -var structb2_contact_feature = -[ - [ "Type", "structb2_contact_feature.html#a29fb037bd886215d2ddd6e68148ac154", [ - [ "e_vertex", "structb2_contact_feature.html#a29fb037bd886215d2ddd6e68148ac154aa95b71c62e0571ed761fb1f86e344d87", null ], - [ "e_face", "structb2_contact_feature.html#a29fb037bd886215d2ddd6e68148ac154a175f380cac64d8475b95c0d5ad6ef55c", null ] - ] ], - [ "indexA", "structb2_contact_feature.html#a833bc746e7cb5e3cd458f1c0809101d0", null ], - [ "indexB", "structb2_contact_feature.html#ad96712b6a0cc1f4b22b85b5948eab81d", null ], - [ "typeA", "structb2_contact_feature.html#a3361b651f0a88fb60ec6aba9f4921cc2", null ], - [ "typeB", "structb2_contact_feature.html#abb74afd6ee5b60834a3f8e2616182bdf", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_contact_impulse-members.html b/documentation/structb2_contact_impulse-members.html deleted file mode 100644 index b372780..0000000 --- a/documentation/structb2_contact_impulse-members.html +++ /dev/null @@ -1,109 +0,0 @@ - - - - - - - --- - -- -- -- ----b2ContactFeature Struct Reference- ---
#include <b2_collision.h>
-
- -Public Types
- enum Type { e_vertex = 0, -e_face = 1 - } - -
-- -Public Attributes
- -uint8 indexA - Feature index on shapeA. - - -uint8 indexB - Feature index on shapeB. - - -uint8 typeA - The feature type on shapeA. - - -uint8 typeB - The feature type on shapeB. - Detailed Description
-The features that intersect to form the contact point This must be 4 bytes or less.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_collision.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_contact_impulse.html b/documentation/structb2_contact_impulse.html deleted file mode 100644 index 9e0b962..0000000 --- a/documentation/structb2_contact_impulse.html +++ /dev/null @@ -1,127 +0,0 @@ - - - - - - - --- - -- -- -----b2ContactImpulse Member List- --This is the complete list of members for b2ContactImpulse, including all inherited members.
--
- count (defined in b2ContactImpulse) b2ContactImpulse - normalImpulses (defined in b2ContactImpulse) b2ContactImpulse - tangentImpulses (defined in b2ContactImpulse) b2ContactImpulse Box2D: b2ContactImpulse Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_contact_impulse.js b/documentation/structb2_contact_impulse.js deleted file mode 100644 index 23e0ea2..0000000 --- a/documentation/structb2_contact_impulse.js +++ /dev/null @@ -1,6 +0,0 @@ -var structb2_contact_impulse = -[ - [ "count", "structb2_contact_impulse.html#a258e094ab0d769971f40d6c144420bf7", null ], - [ "normalImpulses", "structb2_contact_impulse.html#af003693bfcc2b2f5d299c8da5b366af3", null ], - [ "tangentImpulses", "structb2_contact_impulse.html#a1e47e368c2c4e7dc882e7577ee45b829", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_contact_register-members.html b/documentation/structb2_contact_register-members.html deleted file mode 100644 index 4632aac..0000000 --- a/documentation/structb2_contact_register-members.html +++ /dev/null @@ -1,109 +0,0 @@ - - - - - - - --- - -- -- -- ----b2ContactImpulse Struct Reference- ---
#include <b2_world_callbacks.h>
-
-- -Public Attributes
- -float normalImpulses [b2_maxManifoldPoints] - - -float tangentImpulses [b2_maxManifoldPoints] - - -int32 count - Detailed Description
-Contact impulses for reporting. Impulses are used instead of forces because sub-step forces may approach infinity for rigid body collisions. These match up one-to-one with the contact points in b2Manifold.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_world_callbacks.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_contact_register.html b/documentation/structb2_contact_register.html deleted file mode 100644 index 90754ee..0000000 --- a/documentation/structb2_contact_register.html +++ /dev/null @@ -1,123 +0,0 @@ - - - - - - - --- - -- -- -----b2ContactRegister Member List- --This is the complete list of members for b2ContactRegister, including all inherited members.
--
- createFcn (defined in b2ContactRegister) b2ContactRegister - destroyFcn (defined in b2ContactRegister) b2ContactRegister - primary (defined in b2ContactRegister) b2ContactRegister Box2D: b2ContactRegister Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_contact_register.js b/documentation/structb2_contact_register.js deleted file mode 100644 index 965bc43..0000000 --- a/documentation/structb2_contact_register.js +++ /dev/null @@ -1,6 +0,0 @@ -var structb2_contact_register = -[ - [ "createFcn", "structb2_contact_register.html#ae065de11ab2f164bd1b8e3a461b41824", null ], - [ "destroyFcn", "structb2_contact_register.html#a95862aec746f5fd6ffa00a6729dec61f", null ], - [ "primary", "structb2_contact_register.html#a43f2d79909505b785b9034b21a56525e", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_debug_draw.html b/documentation/structb2_debug_draw.html index 4595f30..99985c0 100644 --- a/documentation/structb2_debug_draw.html +++ b/documentation/structb2_debug_draw.html @@ -38,7 +38,7 @@-- - -- -- -- ----b2ContactRegister Struct Reference---
-- -Public Attributes
- -b2ContactCreateFcn * createFcn - - -b2ContactDestroyFcn * destroyFcn - - -bool primary -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_contact.h
-- diff --git a/documentation/structb2_distance_input-members.html b/documentation/structb2_distance_input-members.html deleted file mode 100644 index 333781b..0000000 --- a/documentation/structb2_distance_input-members.html +++ /dev/null @@ -1,111 +0,0 @@ - - - - - - - -Box2D 3.0.0 +Box2D 3.0.1A 2D physics engine for gamesBox2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_distance_input.html b/documentation/structb2_distance_input.html deleted file mode 100644 index 6c50bbf..0000000 --- a/documentation/structb2_distance_input.html +++ /dev/null @@ -1,133 +0,0 @@ - - - - - - - --- - -- -- -----b2DistanceInput Member List- --This is the complete list of members for b2DistanceInput, including all inherited members.
--
- proxyA (defined in b2DistanceInput) b2DistanceInput - proxyB (defined in b2DistanceInput) b2DistanceInput - transformA (defined in b2DistanceInput) b2DistanceInput - transformB (defined in b2DistanceInput) b2DistanceInput - useRadii (defined in b2DistanceInput) b2DistanceInput Box2D: b2DistanceInput Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_distance_input.js b/documentation/structb2_distance_input.js deleted file mode 100644 index 2349703..0000000 --- a/documentation/structb2_distance_input.js +++ /dev/null @@ -1,8 +0,0 @@ -var structb2_distance_input = -[ - [ "proxyA", "structb2_distance_input.html#a84d378f4f0e2f06fbe03d413e9dfbbd9", null ], - [ "proxyB", "structb2_distance_input.html#ad08521a9cdf9d418ececfd44de83a5d3", null ], - [ "transformA", "structb2_distance_input.html#a0889c2f7120ba521d6e40e2a22834ddb", null ], - [ "transformB", "structb2_distance_input.html#a47352d7c5b3db80b2fb8cf338f1c1895", null ], - [ "useRadii", "structb2_distance_input.html#ab72a770be4a91997d00112409de5fea7", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_distance_joint_def-members.html b/documentation/structb2_distance_joint_def-members.html deleted file mode 100644 index cf36b6e..0000000 --- a/documentation/structb2_distance_joint_def-members.html +++ /dev/null @@ -1,121 +0,0 @@ - - - - - - - --- - -- -- -- ----b2DistanceInput Struct Reference- ---
#include <b2_distance.h>
-
-- -Public Attributes
- -b2DistanceProxy proxyA - - -b2DistanceProxy proxyB - - -b2Transform transformA - - -b2Transform transformB - - -bool useRadii - Detailed Description
-Input for b2Distance. You have to option to use the shape radii in the computation. Even
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_distance.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_distance_joint_def.html b/documentation/structb2_distance_joint_def.html deleted file mode 100644 index b075b13..0000000 --- a/documentation/structb2_distance_joint_def.html +++ /dev/null @@ -1,224 +0,0 @@ - - - - - - - --- - -- -- -----b2DistanceJointDef Member List- --This is the complete list of members for b2DistanceJointDef, including all inherited members.
--
- b2DistanceJointDef() (defined in b2DistanceJointDef) b2DistanceJointDef inline - b2JointDef() (defined in b2JointDef) b2JointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - damping b2DistanceJointDef - Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchorA, const b2Vec2 &anchorB) b2DistanceJointDef - length b2DistanceJointDef - localAnchorA b2DistanceJointDef - localAnchorB b2DistanceJointDef - maxLength b2DistanceJointDef - minLength b2DistanceJointDef - stiffness b2DistanceJointDef - type b2JointDef - userData b2JointDef Box2D: b2DistanceJointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_distance_joint_def.js b/documentation/structb2_distance_joint_def.js deleted file mode 100644 index 5b4d3c9..0000000 --- a/documentation/structb2_distance_joint_def.js +++ /dev/null @@ -1,12 +0,0 @@ -var structb2_distance_joint_def = -[ - [ "b2DistanceJointDef", "structb2_distance_joint_def.html#a91925a15ed268144ddc9df04f935801c", null ], - [ "Initialize", "structb2_distance_joint_def.html#a99788a534638cc28cd1e44e0036503f0", null ], - [ "damping", "structb2_distance_joint_def.html#aa488d9b1f5300e795587b844b6db0d98", null ], - [ "length", "structb2_distance_joint_def.html#a001acbbd67326ab5e5d5ec6dc64faf78", null ], - [ "localAnchorA", "structb2_distance_joint_def.html#a15c7a75fa277e2056bf1b44198658518", null ], - [ "localAnchorB", "structb2_distance_joint_def.html#a3c8995be726238eee084af750442255c", null ], - [ "maxLength", "structb2_distance_joint_def.html#ace0033f63ca1cbede5e415e72f6c0698", null ], - [ "minLength", "structb2_distance_joint_def.html#a91529f9af7d7881ac71cd96737b65cd9", null ], - [ "stiffness", "structb2_distance_joint_def.html#a858640393f567a2aca1b40cbe534b4e2", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_distance_joint_def.png b/documentation/structb2_distance_joint_def.png deleted file mode 100644 index 5503b1f..0000000 Binary files a/documentation/structb2_distance_joint_def.png and /dev/null differ diff --git a/documentation/structb2_distance_output-members.html b/documentation/structb2_distance_output-members.html deleted file mode 100644 index 65754a7..0000000 --- a/documentation/structb2_distance_output-members.html +++ /dev/null @@ -1,110 +0,0 @@ - - - - - - - --- - -- -- -- ----b2DistanceJointDef Struct Reference- ---
#include <b2_distance_joint.h>
-Inheritance diagram for b2DistanceJointDef:----- -
-
- -Public Member Functions
- void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchorA, const b2Vec2 &anchorB) - -
-- -Public Attributes
- -b2Vec2 localAnchorA - The local anchor point relative to bodyA's origin. - - -b2Vec2 localAnchorB - The local anchor point relative to bodyB's origin. - - -float length - The rest length of this joint. Clamped to a stable minimum value. - - -float minLength - Minimum length. Clamped to a stable minimum value. - - -float maxLength - Maximum length. Must be greater than or equal to the minimum length. - - -float stiffness - The linear stiffness in N/m. - - -float damping - The linear damping in N*s/m. - - Public Attributes inherited from b2JointDef
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -b2JointUserData userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Distance joint definition. This requires defining an anchor point on both bodies and the non-zero distance of the distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. This helps when saving and loading a game.
-Member Function Documentation
- -◆ Initialize()
- -----
-- -void b2DistanceJointDef::Initialize -( -b2Body * -bodyA, -- -- - b2Body * -bodyB, -- -- - const b2Vec2 & -anchorA, -- -- - const b2Vec2 & -anchorB -- -- ) -- --Initialize the bodies, anchors, and rest length using world space anchors. The minimum and maximum lengths are set to the rest length.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_distance_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_distance_output.html b/documentation/structb2_distance_output.html deleted file mode 100644 index 9c263db..0000000 --- a/documentation/structb2_distance_output.html +++ /dev/null @@ -1,136 +0,0 @@ - - - - - - - --- - -- -- -----b2DistanceOutput Member List- --This is the complete list of members for b2DistanceOutput, including all inherited members.
--
- distance (defined in b2DistanceOutput) b2DistanceOutput - iterations b2DistanceOutput - pointA b2DistanceOutput - pointB b2DistanceOutput Box2D: b2DistanceOutput Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_distance_output.js b/documentation/structb2_distance_output.js deleted file mode 100644 index d42468a..0000000 --- a/documentation/structb2_distance_output.js +++ /dev/null @@ -1,7 +0,0 @@ -var structb2_distance_output = -[ - [ "distance", "structb2_distance_output.html#a32e1ffb8d8ebeec15bc66b0388ad6a1f", null ], - [ "iterations", "structb2_distance_output.html#ae2d4c84dd3d05ea4f4d20c91099ec8d5", null ], - [ "pointA", "structb2_distance_output.html#a7e0f1f44a64e596dc7d37570c69eefce", null ], - [ "pointB", "structb2_distance_output.html#aa85beca17337a506cd4a924d0c6f92cc", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_distance_proxy-members.html b/documentation/structb2_distance_proxy-members.html deleted file mode 100644 index e156ec0..0000000 --- a/documentation/structb2_distance_proxy-members.html +++ /dev/null @@ -1,117 +0,0 @@ - - - - - - - --- - -- -- -- ----b2DistanceOutput Struct Reference- --Output for b2Distance. - More...
- --
#include <b2_distance.h>
-
-- -Public Attributes
- -b2Vec2 pointA - closest point on shapeA - - -b2Vec2 pointB - closest point on shapeB - - -float distance - - -int32 iterations - number of GJK iterations used - Detailed Description
-Output for b2Distance.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_distance.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_distance_proxy.html b/documentation/structb2_distance_proxy.html deleted file mode 100644 index 4496208..0000000 --- a/documentation/structb2_distance_proxy.html +++ /dev/null @@ -1,219 +0,0 @@ - - - - - - - --- - -- -- -----b2DistanceProxy Member List- --This is the complete list of members for b2DistanceProxy, including all inherited members.
--
- b2DistanceProxy() (defined in b2DistanceProxy) b2DistanceProxy inline - GetSupport(const b2Vec2 &d) const b2DistanceProxy inline - GetSupportVertex(const b2Vec2 &d) const b2DistanceProxy inline - GetVertex(int32 index) const b2DistanceProxy inline - GetVertexCount() const b2DistanceProxy inline - m_buffer (defined in b2DistanceProxy) b2DistanceProxy - m_count (defined in b2DistanceProxy) b2DistanceProxy - m_radius (defined in b2DistanceProxy) b2DistanceProxy - m_vertices (defined in b2DistanceProxy) b2DistanceProxy - Set(const b2Shape *shape, int32 index) b2DistanceProxy - Set(const b2Vec2 *vertices, int32 count, float radius) b2DistanceProxy Box2D: b2DistanceProxy Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_distance_proxy.js b/documentation/structb2_distance_proxy.js deleted file mode 100644 index 443914f..0000000 --- a/documentation/structb2_distance_proxy.js +++ /dev/null @@ -1,14 +0,0 @@ -var structb2_distance_proxy = -[ - [ "b2DistanceProxy", "structb2_distance_proxy.html#ae3b74189ecd4d85b078a9386274dd9b6", null ], - [ "GetSupport", "structb2_distance_proxy.html#a39de286cc0c1e829adfacfa0061b04f2", null ], - [ "GetSupportVertex", "structb2_distance_proxy.html#a245993f09e9f3d3f374bb95041acf822", null ], - [ "GetVertex", "structb2_distance_proxy.html#a9073b2c680d3fee6399f15be79ad144a", null ], - [ "GetVertexCount", "structb2_distance_proxy.html#a99c461f28d484429dac8f14b58f63d89", null ], - [ "Set", "structb2_distance_proxy.html#a80a59a9c9e952482a8fc6db4b883365d", null ], - [ "Set", "structb2_distance_proxy.html#a5cd9ba137f6ed9ab73648e5151692fbb", null ], - [ "m_buffer", "structb2_distance_proxy.html#a3fc5ebfa3d34ac66390b88f9277fb330", null ], - [ "m_count", "structb2_distance_proxy.html#ae36efab1361bb1f94e32f9b956c6f1b3", null ], - [ "m_radius", "structb2_distance_proxy.html#a55c8e00251b21baf36bc0e88b4ec834d", null ], - [ "m_vertices", "structb2_distance_proxy.html#abaf1495b8214b74d944b57170a762f32", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_filter-members.html b/documentation/structb2_filter-members.html deleted file mode 100644 index 3107eec..0000000 --- a/documentation/structb2_filter-members.html +++ /dev/null @@ -1,110 +0,0 @@ - - - - - - - --- - -- -- -- ----b2DistanceProxy Struct Reference- ---
#include <b2_distance.h>
-
- -Public Member Functions
- void Set (const b2Shape *shape, int32 index) - - void Set (const b2Vec2 *vertices, int32 count, float radius) - - -int32 GetSupport (const b2Vec2 &d) const - Get the supporting vertex index in the given direction. - - -const b2Vec2 & GetSupportVertex (const b2Vec2 &d) const - Get the supporting vertex in the given direction. - - -int32 GetVertexCount () const - Get the vertex count. - - -const b2Vec2 & GetVertex (int32 index) const - Get a vertex by index. Used by b2Distance. - -
-- -Public Attributes
- -b2Vec2 m_buffer [2] - - -const b2Vec2 * m_vertices - - -int32 m_count - - -float m_radius - Detailed Description
-A distance proxy is used by the GJK algorithm. It encapsulates any shape.
-Member Function Documentation
- -◆ Set() [1/2]
- --- ---
-- -void b2DistanceProxy::Set -( -const b2Shape * -shape, -- -- - int32 -index -- -- ) -- --Initialize the proxy using the given shape. The shape must remain in scope while the proxy is in use.
- -◆ Set() [2/2]
- -----
-- -void b2DistanceProxy::Set -( -const b2Vec2 * -vertices, -- -- - int32 -count, -- -- - float -radius -- -- ) -- --Initialize the proxy using a vertex cloud and radius. The vertices must remain in scope while the proxy is in use.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_distance.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_filter.html b/documentation/structb2_filter.html deleted file mode 100644 index 7b505aa..0000000 --- a/documentation/structb2_filter.html +++ /dev/null @@ -1,160 +0,0 @@ - - - - - - - --- - -- -- -----b2Filter Member List- --This is the complete list of members for b2Filter, including all inherited members.
--
- b2Filter() (defined in b2Filter) b2Filter inline - categoryBits b2Filter - groupIndex b2Filter - maskBits b2Filter Box2D: b2Filter Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_filter.js b/documentation/structb2_filter.js deleted file mode 100644 index 0e9ec31..0000000 --- a/documentation/structb2_filter.js +++ /dev/null @@ -1,7 +0,0 @@ -var structb2_filter = -[ - [ "b2Filter", "structb2_filter.html#aeb3c0a8af990a7a3f06ae18312be50d4", null ], - [ "categoryBits", "structb2_filter.html#a368907397168d39af8b4fc5201d50bba", null ], - [ "groupIndex", "structb2_filter.html#a572a8f4a1672f6d5d71123a35e872950", null ], - [ "maskBits", "structb2_filter.html#a533cccf85e3ba3d9e3700d73b819f6e2", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_fixture_def-members.html b/documentation/structb2_fixture_def-members.html deleted file mode 100644 index e863b13..0000000 --- a/documentation/structb2_fixture_def-members.html +++ /dev/null @@ -1,115 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Filter Struct Reference- --This holds contact filtering data. - More...
- --
#include <b2_fixture.h>
-
-- -Public Attributes
- -uint16 categoryBits - The collision category bits. Normally you would just set one bit. - - uint16 maskBits - - int16 groupIndex - Detailed Description
-This holds contact filtering data.
-Member Data Documentation
- -◆ groupIndex
- --- ---
-- -int16 b2Filter::groupIndex ---Collision groups allow a certain group of objects to never collide (negative) or always collide (positive). Zero means no collision group. Non-zero group filtering always wins against the mask bits.
- -◆ maskBits
- -----
-- -uint16 b2Filter::maskBits ---The collision mask bits. This states the categories that this shape would accept for collision.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_fixture.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_fixture_def.html b/documentation/structb2_fixture_def.html deleted file mode 100644 index 6002358..0000000 --- a/documentation/structb2_fixture_def.html +++ /dev/null @@ -1,198 +0,0 @@ - - - - - - - --- - -- -- -----b2FixtureDef Member List- --This is the complete list of members for b2FixtureDef, including all inherited members.
-Box2D: b2FixtureDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_fixture_def.js b/documentation/structb2_fixture_def.js deleted file mode 100644 index e55e1eb..0000000 --- a/documentation/structb2_fixture_def.js +++ /dev/null @@ -1,12 +0,0 @@ -var structb2_fixture_def = -[ - [ "b2FixtureDef", "structb2_fixture_def.html#aa34ba06bcf0d6d981931a83cf124a602", null ], - [ "density", "structb2_fixture_def.html#a386a1e68b7bebb7d1de64332d3bf34ce", null ], - [ "filter", "structb2_fixture_def.html#a4c3e493a13d11ab27fcc2eee9f52fd61", null ], - [ "friction", "structb2_fixture_def.html#a13799607109ebee16538facf1f0e1701", null ], - [ "isSensor", "structb2_fixture_def.html#ac8cfcc6208663c92861eaab3b3fdc57e", null ], - [ "restitution", "structb2_fixture_def.html#a87e1f5db5b7164fc7198e18a02ee6e36", null ], - [ "restitutionThreshold", "structb2_fixture_def.html#ad56b10047e9c1b3bb317e7e5249f030c", null ], - [ "shape", "structb2_fixture_def.html#a1e41753d89abf3443e7897e2498a3240", null ], - [ "userData", "structb2_fixture_def.html#a480da3de55f826e8df9e7d2c0f7e911f", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_fixture_proxy-members.html b/documentation/structb2_fixture_proxy-members.html deleted file mode 100644 index 956a4dd..0000000 --- a/documentation/structb2_fixture_proxy-members.html +++ /dev/null @@ -1,110 +0,0 @@ - - - - - - - --- - -- -- -- ----b2FixtureDef Struct Reference- ---
#include <b2_fixture.h>
-
- -Public Member Functions
- - b2FixtureDef () - The constructor sets the default fixture definition values. - -
-- -Public Attributes
- const b2Shape * shape - - -b2FixtureUserData userData - Use this to store application specific fixture data. - - -float friction - The friction coefficient, usually in the range [0,1]. - - -float restitution - The restitution (elasticity) usually in the range [0,1]. - - float restitutionThreshold - - -float density - The density, usually in kg/m^2. - - bool isSensor - - -b2Filter filter - Contact filtering data. - Detailed Description
-A fixture definition is used to create a fixture. This class defines an abstract fixture definition. You can reuse fixture definitions safely.
-Member Data Documentation
- -◆ isSensor
- --- ---
-- -bool b2FixtureDef::isSensor ---A sensor shape collects contact information but never generates a collision response.
- -◆ restitutionThreshold
- --- ---
-- -float b2FixtureDef::restitutionThreshold ---Restitution velocity threshold, usually in m/s. Collisions above this speed have restitution applied (will bounce).
- -◆ shape
- -----
-- -const b2Shape* b2FixtureDef::shape ---The shape, this must be set. The shape will be cloned, so you can create the shape on the stack.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_fixture.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_fixture_proxy.html b/documentation/structb2_fixture_proxy.html deleted file mode 100644 index ee7cb6c..0000000 --- a/documentation/structb2_fixture_proxy.html +++ /dev/null @@ -1,133 +0,0 @@ - - - - - - - --- - -- -- -----b2FixtureProxy Member List- --This is the complete list of members for b2FixtureProxy, including all inherited members.
--
- aabb (defined in b2FixtureProxy) b2FixtureProxy - childIndex (defined in b2FixtureProxy) b2FixtureProxy - fixture (defined in b2FixtureProxy) b2FixtureProxy - proxyId (defined in b2FixtureProxy) b2FixtureProxy Box2D: b2FixtureProxy Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_fixture_proxy.js b/documentation/structb2_fixture_proxy.js deleted file mode 100644 index 6806c33..0000000 --- a/documentation/structb2_fixture_proxy.js +++ /dev/null @@ -1,7 +0,0 @@ -var structb2_fixture_proxy = -[ - [ "aabb", "structb2_fixture_proxy.html#ad8950f61ce28cfa5b676065d4d843da7", null ], - [ "childIndex", "structb2_fixture_proxy.html#a2edb15552cf71f48dacc3608bb134166", null ], - [ "fixture", "structb2_fixture_proxy.html#a3a0842dc9699c25658548c2005d0ef62", null ], - [ "proxyId", "structb2_fixture_proxy.html#aa0ca7e71341368fe6c6913fb39c7283b", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_fixture_user_data-members.html b/documentation/structb2_fixture_user_data-members.html deleted file mode 100644 index 6a3d01b..0000000 --- a/documentation/structb2_fixture_user_data-members.html +++ /dev/null @@ -1,108 +0,0 @@ - - - - - - - --- - -- -- -- ----b2FixtureProxy Struct Reference- --This proxy is used internally to connect fixtures to the broad-phase. - More...
- --
#include <b2_fixture.h>
-
-- -Public Attributes
- -b2AABB aabb - - -b2Fixture * fixture - - -int32 childIndex - - -int32 proxyId - Detailed Description
-This proxy is used internally to connect fixtures to the broad-phase.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_fixture.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_fixture_user_data.html b/documentation/structb2_fixture_user_data.html deleted file mode 100644 index 884addb..0000000 --- a/documentation/structb2_fixture_user_data.html +++ /dev/null @@ -1,125 +0,0 @@ - - - - - - - --- - -- -- -----b2FixtureUserData Member List- --This is the complete list of members for b2FixtureUserData, including all inherited members.
--
- b2FixtureUserData() (defined in b2FixtureUserData) b2FixtureUserData inline - pointer b2FixtureUserData Box2D: b2FixtureUserData Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_fixture_user_data.js b/documentation/structb2_fixture_user_data.js deleted file mode 100644 index 40863a0..0000000 --- a/documentation/structb2_fixture_user_data.js +++ /dev/null @@ -1,5 +0,0 @@ -var structb2_fixture_user_data = -[ - [ "b2FixtureUserData", "structb2_fixture_user_data.html#abf240412b23254d682a2fc51984950ca", null ], - [ "pointer", "structb2_fixture_user_data.html#a7de93df0f0e8a734795b04b7255f55a8", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_friction_joint_def-members.html b/documentation/structb2_friction_joint_def-members.html deleted file mode 100644 index 3af5b69..0000000 --- a/documentation/structb2_friction_joint_def-members.html +++ /dev/null @@ -1,118 +0,0 @@ - - - - - - - --- - -- -- -- ----b2FixtureUserData Struct Reference- --You can define this to inject whatever data you want in b2Fixture. - More...
- --
#include <b2_settings.h>
-
-- -Public Attributes
- -uintptr_t pointer - For legacy compatibility. - Detailed Description
-You can define this to inject whatever data you want in b2Fixture.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_settings.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_friction_joint_def.html b/documentation/structb2_friction_joint_def.html deleted file mode 100644 index 8758d83..0000000 --- a/documentation/structb2_friction_joint_def.html +++ /dev/null @@ -1,209 +0,0 @@ - - - - - - - --- - -- -- -----b2FrictionJointDef Member List- --This is the complete list of members for b2FrictionJointDef, including all inherited members.
--
- b2FrictionJointDef() (defined in b2FrictionJointDef) b2FrictionJointDef inline - b2JointDef() (defined in b2JointDef) b2JointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor) b2FrictionJointDef - localAnchorA b2FrictionJointDef - localAnchorB b2FrictionJointDef - maxForce b2FrictionJointDef - maxTorque b2FrictionJointDef - type b2JointDef - userData b2JointDef Box2D: b2FrictionJointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_friction_joint_def.js b/documentation/structb2_friction_joint_def.js deleted file mode 100644 index 9eb4b69..0000000 --- a/documentation/structb2_friction_joint_def.js +++ /dev/null @@ -1,9 +0,0 @@ -var structb2_friction_joint_def = -[ - [ "b2FrictionJointDef", "structb2_friction_joint_def.html#a40c1092cc8b3b348cdf2f8d445e835e6", null ], - [ "Initialize", "structb2_friction_joint_def.html#aee104f2aeb34dec4e17e3c52a98f7915", null ], - [ "localAnchorA", "structb2_friction_joint_def.html#a00b246e60ae282a956a42b662993e92a", null ], - [ "localAnchorB", "structb2_friction_joint_def.html#ad6d5a5614a7ac77b13e53fda3e32ed05", null ], - [ "maxForce", "structb2_friction_joint_def.html#ab481751b52e3c4a9b11592b4bb248928", null ], - [ "maxTorque", "structb2_friction_joint_def.html#ad3a5caf9f40f632e996c2b0717ba0948", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_friction_joint_def.png b/documentation/structb2_friction_joint_def.png deleted file mode 100644 index f29c54c..0000000 Binary files a/documentation/structb2_friction_joint_def.png and /dev/null differ diff --git a/documentation/structb2_gear_joint_def-members.html b/documentation/structb2_gear_joint_def-members.html deleted file mode 100644 index 51fafd0..0000000 --- a/documentation/structb2_gear_joint_def-members.html +++ /dev/null @@ -1,116 +0,0 @@ - - - - - - - --- - -- -- -- ----b2FrictionJointDef Struct Reference- --Friction joint definition. - More...
- --
#include <b2_friction_joint.h>
-Inheritance diagram for b2FrictionJointDef:----- -
-
- -Public Member Functions
- void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor) - -
-- -Public Attributes
- -b2Vec2 localAnchorA - The local anchor point relative to bodyA's origin. - - -b2Vec2 localAnchorB - The local anchor point relative to bodyB's origin. - - -float maxForce - The maximum friction force in N. - - -float maxTorque - The maximum friction torque in N-m. - - Public Attributes inherited from b2JointDef
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -b2JointUserData userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Friction joint definition.
-Member Function Documentation
- -◆ Initialize()
- -----
-- -void b2FrictionJointDef::Initialize -( -b2Body * -bodyA, -- -- - b2Body * -bodyB, -- -- - const b2Vec2 & -anchor -- -- ) -- --Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_friction_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_gear_joint_def.html b/documentation/structb2_gear_joint_def.html deleted file mode 100644 index 64f9184..0000000 --- a/documentation/structb2_gear_joint_def.html +++ /dev/null @@ -1,174 +0,0 @@ - - - - - - - --- - -- -- -----b2GearJointDef Member List- --This is the complete list of members for b2GearJointDef, including all inherited members.
--
- b2GearJointDef() (defined in b2GearJointDef) b2GearJointDef inline - b2JointDef() (defined in b2JointDef) b2JointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - joint1 b2GearJointDef - joint2 b2GearJointDef - ratio b2GearJointDef - type b2JointDef - userData b2JointDef Box2D: b2GearJointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_gear_joint_def.js b/documentation/structb2_gear_joint_def.js deleted file mode 100644 index f647d99..0000000 --- a/documentation/structb2_gear_joint_def.js +++ /dev/null @@ -1,7 +0,0 @@ -var structb2_gear_joint_def = -[ - [ "b2GearJointDef", "structb2_gear_joint_def.html#a2e9309a9065ff59704a09b198e57c876", null ], - [ "joint1", "structb2_gear_joint_def.html#ae42d33b54291a9e256f3810926883473", null ], - [ "joint2", "structb2_gear_joint_def.html#a73cf056fe40e63355073a01b097f4c82", null ], - [ "ratio", "structb2_gear_joint_def.html#adb8dc3bcfa6e5149ba71630251edca22", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_gear_joint_def.png b/documentation/structb2_gear_joint_def.png deleted file mode 100644 index dab484a..0000000 Binary files a/documentation/structb2_gear_joint_def.png and /dev/null differ diff --git a/documentation/structb2_jacobian-members.html b/documentation/structb2_jacobian-members.html deleted file mode 100644 index f1babc6..0000000 --- a/documentation/structb2_jacobian-members.html +++ /dev/null @@ -1,109 +0,0 @@ - - - - - - - --- - -- -- -- ----b2GearJointDef Struct Reference- ---
#include <b2_gear_joint.h>
-Inheritance diagram for b2GearJointDef:----- -
-
-- -Public Attributes
- -b2Joint * joint1 - The first revolute/prismatic joint attached to the gear joint. - - -b2Joint * joint2 - The second revolute/prismatic joint attached to the gear joint. - - float ratio - - Public Attributes inherited from b2JointDef
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -b2JointUserData userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Gear joint definition. This definition requires two existing revolute or prismatic joints (any combination will work).
-
- Warning
- bodyB on the input joints must both be dynamic
Member Data Documentation
- -◆ ratio
- -----
-- -float b2GearJointDef::ratio ---The gear ratio.
- -
- See also
- b2GearJoint for explanation.
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_gear_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_jacobian.html b/documentation/structb2_jacobian.html deleted file mode 100644 index 39087e2..0000000 --- a/documentation/structb2_jacobian.html +++ /dev/null @@ -1,123 +0,0 @@ - - - - - - - --- - -- -- -----b2Jacobian Member List- --This is the complete list of members for b2Jacobian, including all inherited members.
--
- angularA (defined in b2Jacobian) b2Jacobian - angularB (defined in b2Jacobian) b2Jacobian - linear (defined in b2Jacobian) b2Jacobian Box2D: b2Jacobian Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_jacobian.js b/documentation/structb2_jacobian.js deleted file mode 100644 index 4da044a..0000000 --- a/documentation/structb2_jacobian.js +++ /dev/null @@ -1,6 +0,0 @@ -var structb2_jacobian = -[ - [ "angularA", "structb2_jacobian.html#a9337787b34812d371eea4b4bd0d906bf", null ], - [ "angularB", "structb2_jacobian.html#a4d0d1467fbb7d33b4e1b17678b8dce5f", null ], - [ "linear", "structb2_jacobian.html#aa63199b443d411972b9cb6aac6c7cb34", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_joint_def-members.html b/documentation/structb2_joint_def-members.html deleted file mode 100644 index 87de781..0000000 --- a/documentation/structb2_joint_def-members.html +++ /dev/null @@ -1,112 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Jacobian Struct Reference---
-- -Public Attributes
- -b2Vec2 linear - - -float angularA - - -float angularB -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_joint_def.html b/documentation/structb2_joint_def.html deleted file mode 100644 index 7c6b83f..0000000 --- a/documentation/structb2_joint_def.html +++ /dev/null @@ -1,159 +0,0 @@ - - - - - - - --- - -- -- -----b2JointDef Member List- --This is the complete list of members for b2JointDef, including all inherited members.
--
- b2JointDef() (defined in b2JointDef) b2JointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - type b2JointDef - userData b2JointDef Box2D: b2JointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_joint_def.js b/documentation/structb2_joint_def.js deleted file mode 100644 index 8c8381c..0000000 --- a/documentation/structb2_joint_def.js +++ /dev/null @@ -1,9 +0,0 @@ -var structb2_joint_def = -[ - [ "b2JointDef", "structb2_joint_def.html#a1fdb44829d4fd13c72edb1daacb72f89", null ], - [ "bodyA", "structb2_joint_def.html#a8cd54c93da396be75a9788f2c6897f05", null ], - [ "bodyB", "structb2_joint_def.html#aa4f4dee2fbcd12187b19506b60e68e3d", null ], - [ "collideConnected", "structb2_joint_def.html#aef099a1f89b64e230173b6016848ea9b", null ], - [ "type", "structb2_joint_def.html#a470f2879b24adb05facbd49f338856fb", null ], - [ "userData", "structb2_joint_def.html#a78ae1ebbdd3d9b9a6b409c0b05096ded", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_joint_def.png b/documentation/structb2_joint_def.png deleted file mode 100644 index 3c691dc..0000000 Binary files a/documentation/structb2_joint_def.png and /dev/null differ diff --git a/documentation/structb2_joint_edge-members.html b/documentation/structb2_joint_edge-members.html deleted file mode 100644 index ea585ad..0000000 --- a/documentation/structb2_joint_edge-members.html +++ /dev/null @@ -1,110 +0,0 @@ - - - - - - - --- - -- -- -- ----b2JointDef Struct Reference- --Joint definitions are used to construct joints. - More...
- --
#include <b2_joint.h>
-Inheritance diagram for b2JointDef:----- -
-
-- -Public Attributes
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -b2JointUserData userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Joint definitions are used to construct joints.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_joint_edge.html b/documentation/structb2_joint_edge.html deleted file mode 100644 index 62175c6..0000000 --- a/documentation/structb2_joint_edge.html +++ /dev/null @@ -1,134 +0,0 @@ - - - - - - - --- - -- -- -----b2JointEdge Member List- --This is the complete list of members for b2JointEdge, including all inherited members.
--
- joint b2JointEdge - next b2JointEdge - other b2JointEdge - prev b2JointEdge Box2D: b2JointEdge Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_joint_edge.js b/documentation/structb2_joint_edge.js deleted file mode 100644 index 58e6dba..0000000 --- a/documentation/structb2_joint_edge.js +++ /dev/null @@ -1,7 +0,0 @@ -var structb2_joint_edge = -[ - [ "joint", "structb2_joint_edge.html#ab5bac5d495af1280c50271f56a221503", null ], - [ "next", "structb2_joint_edge.html#a3d17286bc697bb620ee151e4cd07438c", null ], - [ "other", "structb2_joint_edge.html#a64aef21fb91211871de8796baecccb95", null ], - [ "prev", "structb2_joint_edge.html#acc3621e38d9664db2805e0fc29d71335", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_joint_user_data-members.html b/documentation/structb2_joint_user_data-members.html deleted file mode 100644 index 38e1fe0..0000000 --- a/documentation/structb2_joint_user_data-members.html +++ /dev/null @@ -1,108 +0,0 @@ - - - - - - - --- - -- -- -- ----b2JointEdge Struct Reference- ---
#include <b2_joint.h>
-
-- -Public Attributes
- -b2Body * other - provides quick access to the other body attached. - - -b2Joint * joint - the joint - - -b2JointEdge * prev - the previous joint edge in the body's joint list - - -b2JointEdge * next - the next joint edge in the body's joint list - Detailed Description
-A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for each attached body.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_joint_user_data.html b/documentation/structb2_joint_user_data.html deleted file mode 100644 index b7f759d..0000000 --- a/documentation/structb2_joint_user_data.html +++ /dev/null @@ -1,125 +0,0 @@ - - - - - - - --- - -- -- -----b2JointUserData Member List- --This is the complete list of members for b2JointUserData, including all inherited members.
--
- b2JointUserData() (defined in b2JointUserData) b2JointUserData inline - pointer b2JointUserData Box2D: b2JointUserData Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_joint_user_data.js b/documentation/structb2_joint_user_data.js deleted file mode 100644 index 6812173..0000000 --- a/documentation/structb2_joint_user_data.js +++ /dev/null @@ -1,5 +0,0 @@ -var structb2_joint_user_data = -[ - [ "b2JointUserData", "structb2_joint_user_data.html#ac685ff1a24056ab17df7ac7135029aff", null ], - [ "pointer", "structb2_joint_user_data.html#a1aa036ecc13e8f99e35e961fd39fdc97", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_manifold-members.html b/documentation/structb2_manifold-members.html deleted file mode 100644 index e22175c..0000000 --- a/documentation/structb2_manifold-members.html +++ /dev/null @@ -1,115 +0,0 @@ - - - - - - - --- - -- -- -- ----b2JointUserData Struct Reference- --You can define this to inject whatever data you want in b2Joint. - More...
- --
#include <b2_settings.h>
-
-- -Public Attributes
- -uintptr_t pointer - For legacy compatibility. - Detailed Description
-You can define this to inject whatever data you want in b2Joint.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_settings.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_manifold.html b/documentation/structb2_manifold.html deleted file mode 100644 index 6e44b81..0000000 --- a/documentation/structb2_manifold.html +++ /dev/null @@ -1,149 +0,0 @@ - - - - - - - --- - -- -- -----b2Manifold Member List- --This is the complete list of members for b2Manifold, including all inherited members.
--
- e_circles enum value (defined in b2Manifold) b2Manifold - e_faceA enum value (defined in b2Manifold) b2Manifold - e_faceB enum value (defined in b2Manifold) b2Manifold - localNormal b2Manifold - localPoint b2Manifold - pointCount b2Manifold - points b2Manifold - type (defined in b2Manifold) b2Manifold - Type enum name (defined in b2Manifold) b2Manifold Box2D: b2Manifold Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_manifold.js b/documentation/structb2_manifold.js deleted file mode 100644 index 589439e..0000000 --- a/documentation/structb2_manifold.js +++ /dev/null @@ -1,13 +0,0 @@ -var structb2_manifold = -[ - [ "Type", "structb2_manifold.html#aa9c347e2ff2e27ee820a926efbb33e12", [ - [ "e_circles", "structb2_manifold.html#aa9c347e2ff2e27ee820a926efbb33e12a8263240a3d2b01ca3c19dff3f5fad008", null ], - [ "e_faceA", "structb2_manifold.html#aa9c347e2ff2e27ee820a926efbb33e12a42af1689472a0f5c7797ef196b9a666b", null ], - [ "e_faceB", "structb2_manifold.html#aa9c347e2ff2e27ee820a926efbb33e12a08643d45b9a9e499dfc774d2cafb8fd2", null ] - ] ], - [ "localNormal", "structb2_manifold.html#a3604e9fef2a03347c5649c71a9fd4c79", null ], - [ "localPoint", "structb2_manifold.html#a8825cea31b27dbbaf22c13c3070870d5", null ], - [ "pointCount", "structb2_manifold.html#abf59ff6fa36bed34b0242ad54951a696", null ], - [ "points", "structb2_manifold.html#ab8021128e9792cc7391a8804ea02173d", null ], - [ "type", "structb2_manifold.html#a4cb6ceba7105513b1e5bd6dbf0cce168", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_manifold_point-members.html b/documentation/structb2_manifold_point-members.html deleted file mode 100644 index 32e8945..0000000 --- a/documentation/structb2_manifold_point-members.html +++ /dev/null @@ -1,110 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Manifold Struct Reference- ---
#include <b2_collision.h>
-
- -Public Types
- enum Type { e_circles, -e_faceA, -e_faceB - } - -
-- -Public Attributes
- -b2ManifoldPoint points [b2_maxManifoldPoints] - the points of contact - - -b2Vec2 localNormal - not use for Type::e_points - - -b2Vec2 localPoint - usage depends on manifold type - - -Type type - - -int32 pointCount - the number of manifold points - Detailed Description
-A manifold for two touching convex shapes. Box2D supports multiple types of contact:
-
-- clip point versus plane with radius
-- point versus point with radius (circles) The local point usage depends on the manifold type: -e_circles: the local center of circleA -e_faceA: the center of faceA -e_faceB: the center of faceB Similarly the local normal usage: -e_circles: not used -e_faceA: the normal on polygonA -e_faceB: the normal on polygonB We store contacts in this way so that position correction can account for movement, which is critical for continuous physics. All contact scenarios must be expressed in one of these types. This structure is stored across time steps, so we keep it small.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_collision.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_manifold_point.html b/documentation/structb2_manifold_point.html deleted file mode 100644 index 1f5a4d0..0000000 --- a/documentation/structb2_manifold_point.html +++ /dev/null @@ -1,134 +0,0 @@ - - - - - - - --- - -- -- -----b2ManifoldPoint Member List- --This is the complete list of members for b2ManifoldPoint, including all inherited members.
--
- id b2ManifoldPoint - localPoint b2ManifoldPoint - normalImpulse b2ManifoldPoint - tangentImpulse b2ManifoldPoint Box2D: b2ManifoldPoint Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_manifold_point.js b/documentation/structb2_manifold_point.js deleted file mode 100644 index 040b1e3..0000000 --- a/documentation/structb2_manifold_point.js +++ /dev/null @@ -1,7 +0,0 @@ -var structb2_manifold_point = -[ - [ "id", "structb2_manifold_point.html#afa7ec272b2b27abe129540f8fbe57fc5", null ], - [ "localPoint", "structb2_manifold_point.html#ab3616990e7d1644deeeb691246094bfa", null ], - [ "normalImpulse", "structb2_manifold_point.html#a09176fb626391441d9335af818ce51f2", null ], - [ "tangentImpulse", "structb2_manifold_point.html#a15021bfbefe740207617baf5ba41a74b", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_mass_data-members.html b/documentation/structb2_mass_data-members.html deleted file mode 100644 index 3cfc132..0000000 --- a/documentation/structb2_mass_data-members.html +++ /dev/null @@ -1,109 +0,0 @@ - - - - - - - --- - -- -- -- ----b2ManifoldPoint Struct Reference- ---
#include <b2_collision.h>
-
-- -Public Attributes
- -b2Vec2 localPoint - usage depends on manifold type - - -float normalImpulse - the non-penetration impulse - - -float tangentImpulse - the friction impulse - - -b2ContactID id - uniquely identifies a contact point between two shapes - Detailed Description
-A manifold point is a contact point belonging to a contact manifold. It holds details related to the geometry and dynamics of the contact points. The local point usage depends on the manifold type: -e_circles: the local center of circleB -e_faceA: the local center of cirlceB or the clip point of polygonB -e_faceB: the clip point of polygonA This structure is stored across time steps, so we keep it small. Note: the impulses are used for internal caching and may not provide reliable contact forces, especially for high speed collisions.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_collision.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_mass_data.html b/documentation/structb2_mass_data.html deleted file mode 100644 index 5a369e4..0000000 --- a/documentation/structb2_mass_data.html +++ /dev/null @@ -1,133 +0,0 @@ - - - - - - - --- - -- -- -----b2MassData Member List- --This is the complete list of members for b2MassData, including all inherited members.
--
- center b2MassData - I b2MassData - mass b2MassData Box2D: b2MassData Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_mass_data.js b/documentation/structb2_mass_data.js deleted file mode 100644 index bc51ef7..0000000 --- a/documentation/structb2_mass_data.js +++ /dev/null @@ -1,6 +0,0 @@ -var structb2_mass_data = -[ - [ "center", "structb2_mass_data.html#a1d59bebc7030c4dded0c2febc57ebdd7", null ], - [ "I", "structb2_mass_data.html#aea3213483fc61bb84e84c869875732a0", null ], - [ "mass", "structb2_mass_data.html#a28306cd337e0a58f07ad21648367e35b", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_mat22-members.html b/documentation/structb2_mat22-members.html deleted file mode 100644 index 4441cd2..0000000 --- a/documentation/structb2_mat22-members.html +++ /dev/null @@ -1,116 +0,0 @@ - - - - - - - --- - -- -- -- ----b2MassData Struct Reference- --This holds the mass data computed for a shape. - More...
- --
#include <b2_shape.h>
-
-- -Public Attributes
- -float mass - The mass of the shape, usually in kilograms. - - -b2Vec2 center - The position of the shape's centroid relative to the shape's origin. - - -float I - The rotational inertia of the shape about the local origin. - Detailed Description
-This holds the mass data computed for a shape.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_shape.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_mat22.html b/documentation/structb2_mat22.html deleted file mode 100644 index d5a4cfe..0000000 --- a/documentation/structb2_mat22.html +++ /dev/null @@ -1,188 +0,0 @@ - - - - - - - --- - -- -- -----b2Mat22 Member List- --This is the complete list of members for b2Mat22, including all inherited members.
--
- b2Mat22() b2Mat22 inline - b2Mat22(const b2Vec2 &c1, const b2Vec2 &c2) b2Mat22 inline - b2Mat22(float a11, float a12, float a21, float a22) b2Mat22 inline - ex (defined in b2Mat22) b2Mat22 - ey (defined in b2Mat22) b2Mat22 - GetInverse() const (defined in b2Mat22) b2Mat22 inline - Set(const b2Vec2 &c1, const b2Vec2 &c2) b2Mat22 inline - SetIdentity() b2Mat22 inline - SetZero() b2Mat22 inline - Solve(const b2Vec2 &b) const b2Mat22 inline Box2D: b2Mat22 Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_mat22.js b/documentation/structb2_mat22.js deleted file mode 100644 index 2a208a0..0000000 --- a/documentation/structb2_mat22.js +++ /dev/null @@ -1,13 +0,0 @@ -var structb2_mat22 = -[ - [ "b2Mat22", "structb2_mat22.html#ac3e10f6d457c8dab9062ba378f66bc4d", null ], - [ "b2Mat22", "structb2_mat22.html#abd674c6d92e26962977f34bcd92ff24d", null ], - [ "b2Mat22", "structb2_mat22.html#a1a5d89430e2ac3cb71ff57347f54f2f3", null ], - [ "GetInverse", "structb2_mat22.html#ad0b0676deea081b761c67be48e0ac850", null ], - [ "Set", "structb2_mat22.html#aed3bee1de38a0b3f36e21c90faa24112", null ], - [ "SetIdentity", "structb2_mat22.html#a7192f063b771ac9ded060e41df890509", null ], - [ "SetZero", "structb2_mat22.html#aaeae95f61cf3171ffb94703980e3594b", null ], - [ "Solve", "structb2_mat22.html#a3313c8d135c01fbf74e7fea31f1ea4c1", null ], - [ "ex", "structb2_mat22.html#abaffa5fc1d401ea36415acffa6205689", null ], - [ "ey", "structb2_mat22.html#af19db58941d2cd146325ef3191b776fd", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_mat33-members.html b/documentation/structb2_mat33-members.html deleted file mode 100644 index 4fe3c3f..0000000 --- a/documentation/structb2_mat33-members.html +++ /dev/null @@ -1,116 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Mat22 Struct Reference- --A 2-by-2 matrix. Stored in column-major order. - More...
- --
#include <b2_math.h>
-
- -Public Member Functions
- - b2Mat22 () - The default constructor does nothing (for performance). - - - b2Mat22 (const b2Vec2 &c1, const b2Vec2 &c2) - Construct this matrix using columns. - - - b2Mat22 (float a11, float a12, float a21, float a22) - Construct this matrix using scalars. - - -void Set (const b2Vec2 &c1, const b2Vec2 &c2) - Initialize this matrix using columns. - - -void SetIdentity () - Set this to the identity matrix. - - -void SetZero () - Set this matrix to all zeros. - - -b2Mat22 GetInverse () const - - b2Vec2 Solve (const b2Vec2 &b) const - -
-- -Public Attributes
- -b2Vec2 ex - - -b2Vec2 ey - Detailed Description
-A 2-by-2 matrix. Stored in column-major order.
-Member Function Documentation
- -◆ Solve()
- -----Solve A * x = b, where b is a column vector. This is more efficient than computing the inverse in one-shot cases.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_math.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_mat33.html b/documentation/structb2_mat33.html deleted file mode 100644 index 39932fd..0000000 --- a/documentation/structb2_mat33.html +++ /dev/null @@ -1,231 +0,0 @@ - - - - - - - --- - -- -- -----b2Mat33 Member List- --This is the complete list of members for b2Mat33, including all inherited members.
--
- b2Mat33() b2Mat33 inline - b2Mat33(const b2Vec3 &c1, const b2Vec3 &c2, const b2Vec3 &c3) b2Mat33 inline - ex (defined in b2Mat33) b2Mat33 - ey (defined in b2Mat33) b2Mat33 - ez (defined in b2Mat33) b2Mat33 - GetInverse22(b2Mat33 *M) const b2Mat33 - GetSymInverse33(b2Mat33 *M) const b2Mat33 - SetZero() b2Mat33 inline - Solve22(const b2Vec2 &b) const b2Mat33 - Solve33(const b2Vec3 &b) const b2Mat33 Box2D: b2Mat33 Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_mat33.js b/documentation/structb2_mat33.js deleted file mode 100644 index 0818a46..0000000 --- a/documentation/structb2_mat33.js +++ /dev/null @@ -1,13 +0,0 @@ -var structb2_mat33 = -[ - [ "b2Mat33", "structb2_mat33.html#a1f4d7ddf1c8a202fc08ec64dfe191463", null ], - [ "b2Mat33", "structb2_mat33.html#a36d99a037008776c8d09fe0aeb5c759c", null ], - [ "GetInverse22", "structb2_mat33.html#aa020bfd08e28c4cecda303ba335fe517", null ], - [ "GetSymInverse33", "structb2_mat33.html#a2620944663233096d3b82bc4b1a991e9", null ], - [ "SetZero", "structb2_mat33.html#a42fc6953b025e1c8b59717d0ee7accde", null ], - [ "Solve22", "structb2_mat33.html#acdf892aab7e26283f8aa600ade91dcef", null ], - [ "Solve33", "structb2_mat33.html#a2ce48f409ba5951a04da821dada9e285", null ], - [ "ex", "structb2_mat33.html#a132f00e6550d1e19c75fb60ce1229638", null ], - [ "ey", "structb2_mat33.html#ababc69c718c73a04a651f7a6a981ecf4", null ], - [ "ez", "structb2_mat33.html#ae700fc46f679b4ef211a2517005b0557", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_motor_joint_def-members.html b/documentation/structb2_motor_joint_def-members.html deleted file mode 100644 index 50cff43..0000000 --- a/documentation/structb2_motor_joint_def-members.html +++ /dev/null @@ -1,119 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Mat33 Struct Reference- --A 3-by-3 matrix. Stored in column-major order. - More...
- --
#include <b2_math.h>
-
- -Public Member Functions
- - b2Mat33 () - The default constructor does nothing (for performance). - - - b2Mat33 (const b2Vec3 &c1, const b2Vec3 &c2, const b2Vec3 &c3) - Construct this matrix using columns. - - -void SetZero () - Set this matrix to all zeros. - - b2Vec3 Solve33 (const b2Vec3 &b) const - - b2Vec2 Solve22 (const b2Vec2 &b) const - - void GetInverse22 (b2Mat33 *M) const - - void GetSymInverse33 (b2Mat33 *M) const - -
-- -Public Attributes
- -b2Vec3 ex - - -b2Vec3 ey - - -b2Vec3 ez - Detailed Description
-A 3-by-3 matrix. Stored in column-major order.
-Member Function Documentation
- -◆ GetInverse22()
- --- ---
-- -void b2Mat33::GetInverse22 -( -b2Mat33 * -M ) -const ---Get the inverse of this matrix as a 2-by-2. Returns the zero matrix if singular.
- -◆ GetSymInverse33()
- --- ---
-- -void b2Mat33::GetSymInverse33 -( -b2Mat33 * -M ) -const ---Get the symmetric inverse of this matrix as a 3-by-3. Returns the zero matrix if singular.
- -◆ Solve22()
- --- ---Solve A * x = b, where b is a column vector. This is more efficient than computing the inverse in one-shot cases. Solve only the upper 2-by-2 matrix equation.
- -◆ Solve33()
- -----Solve A * x = b, where b is a column vector. This is more efficient than computing the inverse in one-shot cases.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_math.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_motor_joint_def.html b/documentation/structb2_motor_joint_def.html deleted file mode 100644 index 853d697..0000000 --- a/documentation/structb2_motor_joint_def.html +++ /dev/null @@ -1,179 +0,0 @@ - - - - - - - --- - -- -- -----b2MotorJointDef Member List- --This is the complete list of members for b2MotorJointDef, including all inherited members.
--
- angularOffset b2MotorJointDef - b2JointDef() (defined in b2JointDef) b2JointDef inline - b2MotorJointDef() (defined in b2MotorJointDef) b2MotorJointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - correctionFactor b2MotorJointDef - Initialize(b2Body *bodyA, b2Body *bodyB) b2MotorJointDef - linearOffset b2MotorJointDef - maxForce b2MotorJointDef - maxTorque b2MotorJointDef - type b2JointDef - userData b2JointDef Box2D: b2MotorJointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_motor_joint_def.js b/documentation/structb2_motor_joint_def.js deleted file mode 100644 index a3fa07f..0000000 --- a/documentation/structb2_motor_joint_def.js +++ /dev/null @@ -1,10 +0,0 @@ -var structb2_motor_joint_def = -[ - [ "b2MotorJointDef", "structb2_motor_joint_def.html#a70c6d6e66090cef696f401df8ce89898", null ], - [ "Initialize", "structb2_motor_joint_def.html#a90eb924b6e04da8d75d9cefad0655960", null ], - [ "angularOffset", "structb2_motor_joint_def.html#a2ecc5d74b75bd20b27d2a0d28ad1bd76", null ], - [ "correctionFactor", "structb2_motor_joint_def.html#a2844c52e534602bae52c4531bdf49c26", null ], - [ "linearOffset", "structb2_motor_joint_def.html#a2c957cffc2af66c6c8077c069b906bc4", null ], - [ "maxForce", "structb2_motor_joint_def.html#a0048cc0264f23707214ad96273c5fc0d", null ], - [ "maxTorque", "structb2_motor_joint_def.html#acfeb8b3e2275da2f8f4365c1848e5385", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_motor_joint_def.png b/documentation/structb2_motor_joint_def.png deleted file mode 100644 index a039449..0000000 Binary files a/documentation/structb2_motor_joint_def.png and /dev/null differ diff --git a/documentation/structb2_mouse_joint_def-members.html b/documentation/structb2_mouse_joint_def-members.html deleted file mode 100644 index 4f066f8..0000000 --- a/documentation/structb2_mouse_joint_def-members.html +++ /dev/null @@ -1,117 +0,0 @@ - - - - - - - --- - -- -- -- ----b2MotorJointDef Struct Reference- --Motor joint definition. - More...
- --
#include <b2_motor_joint.h>
-Inheritance diagram for b2MotorJointDef:----- -
-
- -Public Member Functions
- -void Initialize (b2Body *bodyA, b2Body *bodyB) - Initialize the bodies and offsets using the current transforms. - -
-- -Public Attributes
- -b2Vec2 linearOffset - Position of bodyB minus the position of bodyA, in bodyA's frame, in meters. - - -float angularOffset - The bodyB angle minus bodyA angle in radians. - - -float maxForce - The maximum motor force in N. - - -float maxTorque - The maximum motor torque in N-m. - - -float correctionFactor - Position correction factor in the range [0,1]. - - Public Attributes inherited from b2JointDef
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -b2JointUserData userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Motor joint definition.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_motor_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_mouse_joint_def.html b/documentation/structb2_mouse_joint_def.html deleted file mode 100644 index 6e00bcc..0000000 --- a/documentation/structb2_mouse_joint_def.html +++ /dev/null @@ -1,191 +0,0 @@ - - - - - - - --- - -- -- -----b2MouseJointDef Member List- --This is the complete list of members for b2MouseJointDef, including all inherited members.
--
- b2JointDef() (defined in b2JointDef) b2JointDef inline - b2MouseJointDef() (defined in b2MouseJointDef) b2MouseJointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - damping b2MouseJointDef - maxForce b2MouseJointDef - stiffness b2MouseJointDef - target b2MouseJointDef - type b2JointDef - userData b2JointDef Box2D: b2MouseJointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_mouse_joint_def.js b/documentation/structb2_mouse_joint_def.js deleted file mode 100644 index 0849f66..0000000 --- a/documentation/structb2_mouse_joint_def.js +++ /dev/null @@ -1,8 +0,0 @@ -var structb2_mouse_joint_def = -[ - [ "b2MouseJointDef", "structb2_mouse_joint_def.html#ac367e7d89eadeeac53473f248f4dcdf7", null ], - [ "damping", "structb2_mouse_joint_def.html#a0887471452796ff614965a7518e1f5aa", null ], - [ "maxForce", "structb2_mouse_joint_def.html#a6ae811967747e4d1752b571c894c1ba7", null ], - [ "stiffness", "structb2_mouse_joint_def.html#ae44cee9f187989e20dfa4346970391ce", null ], - [ "target", "structb2_mouse_joint_def.html#aa1b76f72df9aca8d42bdc3e9922e310a", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_mouse_joint_def.png b/documentation/structb2_mouse_joint_def.png deleted file mode 100644 index fed572b..0000000 Binary files a/documentation/structb2_mouse_joint_def.png and /dev/null differ diff --git a/documentation/structb2_pair-members.html b/documentation/structb2_pair-members.html deleted file mode 100644 index 13612b2..0000000 --- a/documentation/structb2_pair-members.html +++ /dev/null @@ -1,108 +0,0 @@ - - - - - - - --- - -- -- -- ----b2MouseJointDef Struct Reference- ---
#include <b2_mouse_joint.h>
-Inheritance diagram for b2MouseJointDef:----- -
-
-- -Public Attributes
- b2Vec2 target - - float maxForce - - -float stiffness - The linear stiffness in N/m. - - -float damping - The linear damping in N*s/m. - - Public Attributes inherited from b2JointDef
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -b2JointUserData userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Mouse joint definition. This requires a world target point, tuning parameters, and the time step.
-Member Data Documentation
- -◆ maxForce
- --- ---
-- -float b2MouseJointDef::maxForce ---The maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of the weight (multiplier * mass * gravity).
- -◆ target
- -----
-- -b2Vec2 b2MouseJointDef::target ---The initial world target point. This is assumed to coincide with the body anchor initially.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_mouse_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_pair.html b/documentation/structb2_pair.html deleted file mode 100644 index 1a271bf..0000000 --- a/documentation/structb2_pair.html +++ /dev/null @@ -1,120 +0,0 @@ - - - - - - - --- - -- -- --- ---b2Pair Member ListBox2D: b2Pair Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_pair.js b/documentation/structb2_pair.js deleted file mode 100644 index 568a933..0000000 --- a/documentation/structb2_pair.js +++ /dev/null @@ -1,5 +0,0 @@ -var structb2_pair = -[ - [ "proxyIdA", "structb2_pair.html#abae3df5e877cf0c4611334e3eec4b84c", null ], - [ "proxyIdB", "structb2_pair.html#af2bd888ccb34535ab9126497349da749", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_position-members.html b/documentation/structb2_position-members.html deleted file mode 100644 index 2551ffe..0000000 --- a/documentation/structb2_position-members.html +++ /dev/null @@ -1,108 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Pair Struct Reference---
-- -Public Attributes
- -int32 proxyIdA - - -int32 proxyIdB -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_broad_phase.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_position.html b/documentation/structb2_position.html deleted file mode 100644 index 97c2eca..0000000 --- a/documentation/structb2_position.html +++ /dev/null @@ -1,127 +0,0 @@ - - - - - - - --- - -- -- -----b2Position Member List- --This is the complete list of members for b2Position, including all inherited members.
--
- a (defined in b2Position) b2Position - c (defined in b2Position) b2Position Box2D: b2Position Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_position.js b/documentation/structb2_position.js deleted file mode 100644 index a1dbc7d..0000000 --- a/documentation/structb2_position.js +++ /dev/null @@ -1,5 +0,0 @@ -var structb2_position = -[ - [ "a", "structb2_position.html#a2bd754e583c250f7ecdc5f50c9e9d0bd", null ], - [ "c", "structb2_position.html#a64b6d764d272385f84e4cac5ceb5af27", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_prismatic_joint_def-members.html b/documentation/structb2_prismatic_joint_def-members.html deleted file mode 100644 index a692810..0000000 --- a/documentation/structb2_prismatic_joint_def-members.html +++ /dev/null @@ -1,124 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Position Struct Reference- --This is an internal structure. - More...
- --
#include <b2_time_step.h>
-
-- -Public Attributes
- -b2Vec2 c - - -float a - Detailed Description
-This is an internal structure.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_time_step.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_prismatic_joint_def.html b/documentation/structb2_prismatic_joint_def.html deleted file mode 100644 index a5c28f0..0000000 --- a/documentation/structb2_prismatic_joint_def.html +++ /dev/null @@ -1,236 +0,0 @@ - - - - - - - --- - -- -- -----b2PrismaticJointDef Member List- --This is the complete list of members for b2PrismaticJointDef, including all inherited members.
--
- b2JointDef() (defined in b2JointDef) b2JointDef inline - b2PrismaticJointDef() (defined in b2PrismaticJointDef) b2PrismaticJointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - enableLimit b2PrismaticJointDef - enableMotor b2PrismaticJointDef - Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis) b2PrismaticJointDef - localAnchorA b2PrismaticJointDef - localAnchorB b2PrismaticJointDef - localAxisA b2PrismaticJointDef - lowerTranslation b2PrismaticJointDef - maxMotorForce b2PrismaticJointDef - motorSpeed b2PrismaticJointDef - referenceAngle b2PrismaticJointDef - type b2JointDef - upperTranslation b2PrismaticJointDef - userData b2JointDef Box2D: b2PrismaticJointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_prismatic_joint_def.js b/documentation/structb2_prismatic_joint_def.js deleted file mode 100644 index 0de9f67..0000000 --- a/documentation/structb2_prismatic_joint_def.js +++ /dev/null @@ -1,15 +0,0 @@ -var structb2_prismatic_joint_def = -[ - [ "b2PrismaticJointDef", "structb2_prismatic_joint_def.html#aed2cd56b9d870058413f9bd33ee915b9", null ], - [ "Initialize", "structb2_prismatic_joint_def.html#ae60043bc22b077e8c59ab248dc34652f", null ], - [ "enableLimit", "structb2_prismatic_joint_def.html#aa61a03b68caac62a5cf66354f6756eae", null ], - [ "enableMotor", "structb2_prismatic_joint_def.html#a58ac79a54a8110d3a745e1d6d36990dc", null ], - [ "localAnchorA", "structb2_prismatic_joint_def.html#abb51df8daff7a55f47adc83e4f7fa5b9", null ], - [ "localAnchorB", "structb2_prismatic_joint_def.html#a5acc1f2f14d1b659fc9d804ab1baf4a3", null ], - [ "localAxisA", "structb2_prismatic_joint_def.html#af36fdbcedca5a392a2649cd235c42676", null ], - [ "lowerTranslation", "structb2_prismatic_joint_def.html#a4ad5f83296c7be60f1b0ecd5a442f8dc", null ], - [ "maxMotorForce", "structb2_prismatic_joint_def.html#af7bb74b4f5188352c704d9822fb20d5a", null ], - [ "motorSpeed", "structb2_prismatic_joint_def.html#a58c40902a70a31bf4f6e17f3d4c7413a", null ], - [ "referenceAngle", "structb2_prismatic_joint_def.html#abdfbcaa344eeebd0c0bf07e1030bc285", null ], - [ "upperTranslation", "structb2_prismatic_joint_def.html#a7606811782ccef96beeccbc0b56eaf34", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_prismatic_joint_def.png b/documentation/structb2_prismatic_joint_def.png deleted file mode 100644 index 10f9ce1..0000000 Binary files a/documentation/structb2_prismatic_joint_def.png and /dev/null differ diff --git a/documentation/structb2_profile-members.html b/documentation/structb2_profile-members.html deleted file mode 100644 index 28207f5..0000000 --- a/documentation/structb2_profile-members.html +++ /dev/null @@ -1,114 +0,0 @@ - - - - - - - --- - -- -- -- ----b2PrismaticJointDef Struct Reference- ---
#include <b2_prismatic_joint.h>
-Inheritance diagram for b2PrismaticJointDef:----- -
-
- -Public Member Functions
- void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis) - -
-- -Public Attributes
- -b2Vec2 localAnchorA - The local anchor point relative to bodyA's origin. - - -b2Vec2 localAnchorB - The local anchor point relative to bodyB's origin. - - -b2Vec2 localAxisA - The local translation unit axis in bodyA. - - -float referenceAngle - The constrained angle between the bodies: bodyB_angle - bodyA_angle. - - -bool enableLimit - Enable/disable the joint limit. - - -float lowerTranslation - The lower translation limit, usually in meters. - - -float upperTranslation - The upper translation limit, usually in meters. - - -bool enableMotor - Enable/disable the joint motor. - - -float maxMotorForce - The maximum motor torque, usually in N-m. - - -float motorSpeed - The desired motor speed in radians per second. - - Public Attributes inherited from b2JointDef
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -b2JointUserData userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Prismatic joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.
-Member Function Documentation
- -◆ Initialize()
- -----
-- -void b2PrismaticJointDef::Initialize -( -b2Body * -bodyA, -- -- - b2Body * -bodyB, -- -- - const b2Vec2 & -anchor, -- -- - const b2Vec2 & -axis -- -- ) -- --Initialize the bodies, anchors, axis, and reference angle using the world anchor and unit world axis.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_prismatic_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_profile.html b/documentation/structb2_profile.html deleted file mode 100644 index ee7434c..0000000 --- a/documentation/structb2_profile.html +++ /dev/null @@ -1,145 +0,0 @@ - - - - - - - --- - -- -- -----b2Profile Member List- --This is the complete list of members for b2Profile, including all inherited members.
--
- broadphase (defined in b2Profile) b2Profile - collide (defined in b2Profile) b2Profile - solve (defined in b2Profile) b2Profile - solveInit (defined in b2Profile) b2Profile - solvePosition (defined in b2Profile) b2Profile - solveTOI (defined in b2Profile) b2Profile - solveVelocity (defined in b2Profile) b2Profile - step (defined in b2Profile) b2Profile Box2D: b2Profile Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_profile.js b/documentation/structb2_profile.js deleted file mode 100644 index 882217f..0000000 --- a/documentation/structb2_profile.js +++ /dev/null @@ -1,11 +0,0 @@ -var structb2_profile = -[ - [ "broadphase", "structb2_profile.html#aabec27f37e180c3d1b5acb7278685c89", null ], - [ "collide", "structb2_profile.html#a0979e064312ed8925524e91f1281bc42", null ], - [ "solve", "structb2_profile.html#a6602b842b1aaec7c806fd747bc46c776", null ], - [ "solveInit", "structb2_profile.html#af22046f92b4be25ae9ff00156189f68d", null ], - [ "solvePosition", "structb2_profile.html#a3eae533b54120f67eded45189a2b8fd1", null ], - [ "solveTOI", "structb2_profile.html#ac89fb41a9d5169573c03936f49224cf9", null ], - [ "solveVelocity", "structb2_profile.html#af632bd1e0b258b622ae86b1eec3b3bd0", null ], - [ "step", "structb2_profile.html#a2a298f6bd1393201ddcf73b1d5895fdc", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_pulley_joint_def-members.html b/documentation/structb2_pulley_joint_def-members.html deleted file mode 100644 index b6e44e8..0000000 --- a/documentation/structb2_pulley_joint_def-members.html +++ /dev/null @@ -1,121 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Profile Struct Reference- --Profiling data. Times are in milliseconds. - More...
- --
#include <b2_time_step.h>
-
-- -Public Attributes
- -float step - - -float collide - - -float solve - - -float solveInit - - -float solveVelocity - - -float solvePosition - - -float broadphase - - -float solveTOI - Detailed Description
-Profiling data. Times are in milliseconds.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_time_step.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_pulley_joint_def.html b/documentation/structb2_pulley_joint_def.html deleted file mode 100644 index c956eb7..0000000 --- a/documentation/structb2_pulley_joint_def.html +++ /dev/null @@ -1,184 +0,0 @@ - - - - - - - --- - -- -- -----b2PulleyJointDef Member List- --This is the complete list of members for b2PulleyJointDef, including all inherited members.
--
- b2JointDef() (defined in b2JointDef) b2JointDef inline - b2PulleyJointDef() (defined in b2PulleyJointDef) b2PulleyJointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - groundAnchorA b2PulleyJointDef - groundAnchorB b2PulleyJointDef - Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &groundAnchorA, const b2Vec2 &groundAnchorB, const b2Vec2 &anchorA, const b2Vec2 &anchorB, float ratio) b2PulleyJointDef - lengthA b2PulleyJointDef - lengthB b2PulleyJointDef - localAnchorA b2PulleyJointDef - localAnchorB b2PulleyJointDef - ratio b2PulleyJointDef - type b2JointDef - userData b2JointDef Box2D: b2PulleyJointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_pulley_joint_def.js b/documentation/structb2_pulley_joint_def.js deleted file mode 100644 index 8ac965a..0000000 --- a/documentation/structb2_pulley_joint_def.js +++ /dev/null @@ -1,12 +0,0 @@ -var structb2_pulley_joint_def = -[ - [ "b2PulleyJointDef", "structb2_pulley_joint_def.html#ab006bb8b7ea6bea6e0fd8cbaaacb33b0", null ], - [ "Initialize", "structb2_pulley_joint_def.html#ae2dae1dd8369da56efd96226a0fb99a2", null ], - [ "groundAnchorA", "structb2_pulley_joint_def.html#aae77c020ce4629ab9e03560e28aa853d", null ], - [ "groundAnchorB", "structb2_pulley_joint_def.html#aa412b9f3bffd1fb69ace14f9b3e03b82", null ], - [ "lengthA", "structb2_pulley_joint_def.html#a2b6b3838cfacf564fffafab3e83d1320", null ], - [ "lengthB", "structb2_pulley_joint_def.html#a2ec809343365486cd04bea67b12c4b74", null ], - [ "localAnchorA", "structb2_pulley_joint_def.html#ad7677a4ad02a6e7cb8699fc5012eac3e", null ], - [ "localAnchorB", "structb2_pulley_joint_def.html#aed3f9c9f5f4145ceb32e7e164de73144", null ], - [ "ratio", "structb2_pulley_joint_def.html#a173782e8ef86e9e4b4c53b60f5b1b4d9", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_pulley_joint_def.png b/documentation/structb2_pulley_joint_def.png deleted file mode 100644 index 681e731..0000000 Binary files a/documentation/structb2_pulley_joint_def.png and /dev/null differ diff --git a/documentation/structb2_ray_cast_input-members.html b/documentation/structb2_ray_cast_input-members.html deleted file mode 100644 index 3c8d437..0000000 --- a/documentation/structb2_ray_cast_input-members.html +++ /dev/null @@ -1,109 +0,0 @@ - - - - - - - --- - -- -- -- ----b2PulleyJointDef Struct Reference- ---
#include <b2_pulley_joint.h>
-Inheritance diagram for b2PulleyJointDef:----- -
-
- -Public Member Functions
- -void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &groundAnchorA, const b2Vec2 &groundAnchorB, const b2Vec2 &anchorA, const b2Vec2 &anchorB, float ratio) - Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. - -
-- -Public Attributes
- -b2Vec2 groundAnchorA - The first ground anchor in world coordinates. This point never moves. - - -b2Vec2 groundAnchorB - The second ground anchor in world coordinates. This point never moves. - - -b2Vec2 localAnchorA - The local anchor point relative to bodyA's origin. - - -b2Vec2 localAnchorB - The local anchor point relative to bodyB's origin. - - -float lengthA - The a reference length for the segment attached to bodyA. - - -float lengthB - The a reference length for the segment attached to bodyB. - - -float ratio - The pulley ratio, used to simulate a block-and-tackle. - - Public Attributes inherited from b2JointDef
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -b2JointUserData userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, and a pulley ratio.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_pulley_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_ray_cast_input.html b/documentation/structb2_ray_cast_input.html deleted file mode 100644 index 84f9c7d..0000000 --- a/documentation/structb2_ray_cast_input.html +++ /dev/null @@ -1,130 +0,0 @@ - - - - - - - --- - -- -- -----b2RayCastInput Member List- --This is the complete list of members for b2RayCastInput, including all inherited members.
--
- maxFraction (defined in b2RayCastInput) b2RayCastInput - p1 (defined in b2RayCastInput) b2RayCastInput - p2 (defined in b2RayCastInput) b2RayCastInput Box2D: b2RayCastInput Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_ray_cast_input.js b/documentation/structb2_ray_cast_input.js deleted file mode 100644 index cd1fe42..0000000 --- a/documentation/structb2_ray_cast_input.js +++ /dev/null @@ -1,6 +0,0 @@ -var structb2_ray_cast_input = -[ - [ "maxFraction", "structb2_ray_cast_input.html#ae845282b02a2a8cd5c8187f8ca719627", null ], - [ "p1", "structb2_ray_cast_input.html#a7254a7062422833b1124fa464ab4caf3", null ], - [ "p2", "structb2_ray_cast_input.html#a850102c843469781a3a627c871043d0b", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_ray_cast_output-members.html b/documentation/structb2_ray_cast_output-members.html deleted file mode 100644 index 6dfc464..0000000 --- a/documentation/structb2_ray_cast_output-members.html +++ /dev/null @@ -1,108 +0,0 @@ - - - - - - - --- - -- -- -- ----b2RayCastInput Struct Reference- --Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1). - More...
- --
#include <b2_collision.h>
-
-- -Public Attributes
- -b2Vec2 p1 - - -b2Vec2 p2 - - -float maxFraction - Detailed Description
-Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_collision.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_ray_cast_output.html b/documentation/structb2_ray_cast_output.html deleted file mode 100644 index 682d283..0000000 --- a/documentation/structb2_ray_cast_output.html +++ /dev/null @@ -1,124 +0,0 @@ - - - - - - - --- - -- -- -----b2RayCastOutput Member List- --This is the complete list of members for b2RayCastOutput, including all inherited members.
--
- fraction (defined in b2RayCastOutput) b2RayCastOutput - normal (defined in b2RayCastOutput) b2RayCastOutput Box2D: b2RayCastOutput Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_ray_cast_output.js b/documentation/structb2_ray_cast_output.js deleted file mode 100644 index 40955ce..0000000 --- a/documentation/structb2_ray_cast_output.js +++ /dev/null @@ -1,5 +0,0 @@ -var structb2_ray_cast_output = -[ - [ "fraction", "structb2_ray_cast_output.html#a7d89f293c3c618f36005955ceacc60fa", null ], - [ "normal", "structb2_ray_cast_output.html#aa9bbfe75afa23c21e85cb1bd3736529b", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_revolute_joint_def-members.html b/documentation/structb2_revolute_joint_def-members.html deleted file mode 100644 index 224a26e..0000000 --- a/documentation/structb2_revolute_joint_def-members.html +++ /dev/null @@ -1,123 +0,0 @@ - - - - - - - --- - -- -- -- ----b2RayCastOutput Struct Reference- ---
#include <b2_collision.h>
-
-- -Public Attributes
- -b2Vec2 normal - - -float fraction - Detailed Description
-Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2 come from b2RayCastInput.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_collision.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_revolute_joint_def.html b/documentation/structb2_revolute_joint_def.html deleted file mode 100644 index 7a39296..0000000 --- a/documentation/structb2_revolute_joint_def.html +++ /dev/null @@ -1,243 +0,0 @@ - - - - - - - --- - -- -- -----b2RevoluteJointDef Member List- --This is the complete list of members for b2RevoluteJointDef, including all inherited members.
--
- b2JointDef() (defined in b2JointDef) b2JointDef inline - b2RevoluteJointDef() (defined in b2RevoluteJointDef) b2RevoluteJointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - enableLimit b2RevoluteJointDef - enableMotor b2RevoluteJointDef - Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor) b2RevoluteJointDef - localAnchorA b2RevoluteJointDef - localAnchorB b2RevoluteJointDef - lowerAngle b2RevoluteJointDef - maxMotorTorque b2RevoluteJointDef - motorSpeed b2RevoluteJointDef - referenceAngle b2RevoluteJointDef - type b2JointDef - upperAngle b2RevoluteJointDef - userData b2JointDef Box2D: b2RevoluteJointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_revolute_joint_def.js b/documentation/structb2_revolute_joint_def.js deleted file mode 100644 index 6cd01cf..0000000 --- a/documentation/structb2_revolute_joint_def.js +++ /dev/null @@ -1,14 +0,0 @@ -var structb2_revolute_joint_def = -[ - [ "b2RevoluteJointDef", "structb2_revolute_joint_def.html#a20296c13c3102d03eb8787e463ff63d1", null ], - [ "Initialize", "structb2_revolute_joint_def.html#a6401b2a663533415d032a525e4fa2806", null ], - [ "enableLimit", "structb2_revolute_joint_def.html#a2eaefc5fc5caf879cfd59ebcd852b756", null ], - [ "enableMotor", "structb2_revolute_joint_def.html#aa94d9e66be9f03818d0cfbd9c70b2996", null ], - [ "localAnchorA", "structb2_revolute_joint_def.html#a76337d07aa63232a7b20d50decc862ae", null ], - [ "localAnchorB", "structb2_revolute_joint_def.html#a3f33bc1d9f6c22043a5ff2f1d89f04e0", null ], - [ "lowerAngle", "structb2_revolute_joint_def.html#a27e17792157fff2aedcabb4b98d96f24", null ], - [ "maxMotorTorque", "structb2_revolute_joint_def.html#af059ed0a6290622637814d5003739082", null ], - [ "motorSpeed", "structb2_revolute_joint_def.html#a2ef3e7869ceacdf7212cf813fcc18074", null ], - [ "referenceAngle", "structb2_revolute_joint_def.html#a7d70409545eecd92b84b3d55724019e1", null ], - [ "upperAngle", "structb2_revolute_joint_def.html#a59d3a65db0f9ddde1416afa1f9b635a2", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_revolute_joint_def.png b/documentation/structb2_revolute_joint_def.png deleted file mode 100644 index 5b945fe..0000000 Binary files a/documentation/structb2_revolute_joint_def.png and /dev/null differ diff --git a/documentation/structb2_rope_def-members.html b/documentation/structb2_rope_def-members.html deleted file mode 100644 index 423c4a7..0000000 --- a/documentation/structb2_rope_def-members.html +++ /dev/null @@ -1,113 +0,0 @@ - - - - - - - --- - -- -- -- ----b2RevoluteJointDef Struct Reference- ---
#include <b2_revolute_joint.h>
-Inheritance diagram for b2RevoluteJointDef:----- -
-
- -Public Member Functions
- void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor) - -
-- -Public Attributes
- -b2Vec2 localAnchorA - The local anchor point relative to bodyA's origin. - - -b2Vec2 localAnchorB - The local anchor point relative to bodyB's origin. - - -float referenceAngle - The bodyB angle minus bodyA angle in the reference state (radians). - - -bool enableLimit - A flag to enable joint limits. - - -float lowerAngle - The lower angle for the joint limit (radians). - - -float upperAngle - The upper angle for the joint limit (radians). - - -bool enableMotor - A flag to enable the joint motor. - - -float motorSpeed - The desired motor speed. Usually in radians per second. - - float maxMotorTorque - - Public Attributes inherited from b2JointDef
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -b2JointUserData userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Revolute joint definition. This requires defining an anchor point where the bodies are joined. The definition uses local anchor points so that the initial configuration can violate the constraint slightly. You also need to specify the initial relative angle for joint limits. This helps when saving and loading a game. The local anchor points are measured from the body's origin rather than the center of mass because:
-
-- you might not know where the center of mass will be.
-- if you add/remove shapes from a body and recompute the mass, the joints will be broken.
-Member Function Documentation
- -◆ Initialize()
- -----
-- -void b2RevoluteJointDef::Initialize -( -b2Body * -bodyA, -- -- - b2Body * -bodyB, -- -- - const b2Vec2 & -anchor -- -- ) -- --Initialize the bodies, anchors, and reference angle using a world anchor point.
- -Member Data Documentation
- -◆ maxMotorTorque
- -----
-- -float b2RevoluteJointDef::maxMotorTorque ---The maximum motor torque used to achieve the desired motor speed. Usually in N-m.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_revolute_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_rope_def.html b/documentation/structb2_rope_def.html deleted file mode 100644 index 1f67cdb..0000000 --- a/documentation/structb2_rope_def.html +++ /dev/null @@ -1,132 +0,0 @@ - - - - - - - --- - -- -- -----b2RopeDef Member List- --This is the complete list of members for b2RopeDef, including all inherited members.
--
- b2RopeDef() (defined in b2RopeDef) b2RopeDef inline - count (defined in b2RopeDef) b2RopeDef - gravity (defined in b2RopeDef) b2RopeDef - masses (defined in b2RopeDef) b2RopeDef - position (defined in b2RopeDef) b2RopeDef - tuning (defined in b2RopeDef) b2RopeDef - vertices (defined in b2RopeDef) b2RopeDef Box2D: b2RopeDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_rope_def.js b/documentation/structb2_rope_def.js deleted file mode 100644 index 52f9907..0000000 --- a/documentation/structb2_rope_def.js +++ /dev/null @@ -1,10 +0,0 @@ -var structb2_rope_def = -[ - [ "b2RopeDef", "structb2_rope_def.html#a180ccb1c45c5e979e08ce6d0484638fd", null ], - [ "count", "structb2_rope_def.html#a0c75d4289a807e31f32dc43a2276671f", null ], - [ "gravity", "structb2_rope_def.html#a90d98969150047662ce835ec1670fb32", null ], - [ "masses", "structb2_rope_def.html#a3b14fdb5c9fa565fc6a817212a35b4e2", null ], - [ "position", "structb2_rope_def.html#af9f6c80648c5678383137a1b38061f8b", null ], - [ "tuning", "structb2_rope_def.html#a76749fd9067a03af7a475eca07b710b3", null ], - [ "vertices", "structb2_rope_def.html#ae18ad98b9796c505ae62ce58fa2f7051", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_rope_joint_def-members.html b/documentation/structb2_rope_joint_def-members.html deleted file mode 100644 index 6c1ce7b..0000000 --- a/documentation/structb2_rope_joint_def-members.html +++ /dev/null @@ -1,116 +0,0 @@ - - - - - - - --- - -- -- -- ----b2RopeDef Struct Reference---
-- -Public Attributes
- -b2Vec2 position - - -b2Vec2 * vertices - - -int32 count - - -float * masses - - -b2Vec2 gravity - - -b2RopeTuning tuning -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_rope.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.0 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_rope_joint_def.html b/documentation/structb2_rope_joint_def.html deleted file mode 100644 index af43a1d..0000000 --- a/documentation/structb2_rope_joint_def.html +++ /dev/null @@ -1,174 +0,0 @@ - - - - - - - --- - -- -- -----b2RopeJointDef Member List- --This is the complete list of members for b2RopeJointDef, including all inherited members.
--
- b2JointDef() (defined in b2JointDef) b2JointDef inline - b2RopeJointDef() (defined in b2RopeJointDef) b2RopeJointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - localAnchorA b2RopeJointDef - localAnchorB b2RopeJointDef - maxLength b2RopeJointDef - type b2JointDef - userData b2JointDef Box2D: b2RopeJointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.0 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_rope_joint_def.js b/documentation/structb2_rope_joint_def.js deleted file mode 100644 index f67f2e1..0000000 --- a/documentation/structb2_rope_joint_def.js +++ /dev/null @@ -1,7 +0,0 @@ -var structb2_rope_joint_def = -[ - [ "b2RopeJointDef", "structb2_rope_joint_def.html#abb2efd3b2edbd4df73dbbc32a2f01f92", null ], - [ "localAnchorA", "structb2_rope_joint_def.html#ab680fcc3cd44741a7a824ddff86ff01e", null ], - [ "localAnchorB", "structb2_rope_joint_def.html#a3271da0e4027e25546aa6a81e8fbe4e2", null ], - [ "maxLength", "structb2_rope_joint_def.html#aa4b72cff0a666276fafcf4c94e44dd4e", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_rope_joint_def.png b/documentation/structb2_rope_joint_def.png deleted file mode 100644 index 1b3a235..0000000 Binary files a/documentation/structb2_rope_joint_def.png and /dev/null differ diff --git a/documentation/structb2_rope_tuning-members.html b/documentation/structb2_rope_tuning-members.html deleted file mode 100644 index aeece23..0000000 --- a/documentation/structb2_rope_tuning-members.html +++ /dev/null @@ -1,119 +0,0 @@ - - - - - - - --- - -- -- -- ----b2RopeJointDef Struct Reference- ---
#include <b2_rope_joint.h>
-Inheritance diagram for b2RopeJointDef:----- -
-
-- -Public Attributes
- -b2Vec2 localAnchorA - The local anchor point relative to bodyA's origin. - - -b2Vec2 localAnchorB - The local anchor point relative to bodyB's origin. - - float maxLength - - Public Attributes inherited from b2JointDef
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -void * userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Rope joint definition. This requires two body anchor points and a maximum lengths. Note: by default the connected objects will not collide. see collideConnected in b2JointDef.
-Member Data Documentation
- -◆ maxLength
- -----
-- -float b2RopeJointDef::maxLength ---The maximum length of the rope. Warning: this must be larger than b2_linearSlop or the joint will have no effect.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_rope_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_rope_tuning.html b/documentation/structb2_rope_tuning.html deleted file mode 100644 index 01e9ad0..0000000 --- a/documentation/structb2_rope_tuning.html +++ /dev/null @@ -1,150 +0,0 @@ - - - - - - - --- - -- -- -----b2RopeTuning Member List- --This is the complete list of members for b2RopeTuning, including all inherited members.
--
- b2RopeTuning() (defined in b2RopeTuning) b2RopeTuning inline - bendDamping (defined in b2RopeTuning) b2RopeTuning - bendHertz (defined in b2RopeTuning) b2RopeTuning - bendingModel (defined in b2RopeTuning) b2RopeTuning - bendStiffness (defined in b2RopeTuning) b2RopeTuning - damping (defined in b2RopeTuning) b2RopeTuning - fixedEffectiveMass (defined in b2RopeTuning) b2RopeTuning - isometric (defined in b2RopeTuning) b2RopeTuning - stretchDamping (defined in b2RopeTuning) b2RopeTuning - stretchHertz (defined in b2RopeTuning) b2RopeTuning - stretchingModel (defined in b2RopeTuning) b2RopeTuning - stretchStiffness (defined in b2RopeTuning) b2RopeTuning - warmStart (defined in b2RopeTuning) b2RopeTuning Box2D: b2RopeTuning Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_rope_tuning.js b/documentation/structb2_rope_tuning.js deleted file mode 100644 index a661743..0000000 --- a/documentation/structb2_rope_tuning.js +++ /dev/null @@ -1,16 +0,0 @@ -var structb2_rope_tuning = -[ - [ "b2RopeTuning", "structb2_rope_tuning.html#af027abf245a89b456ec8823d5e4a0f49", null ], - [ "bendDamping", "structb2_rope_tuning.html#ae2ce4a37e471174882da15b771339fb8", null ], - [ "bendHertz", "structb2_rope_tuning.html#aedf0982d715ad0a7b54eecca3a685b36", null ], - [ "bendingModel", "structb2_rope_tuning.html#ab2cce3e543adf1c539c27391e33a91f4", null ], - [ "bendStiffness", "structb2_rope_tuning.html#a436710445402bdef2636e571104927b3", null ], - [ "damping", "structb2_rope_tuning.html#acf03028dd7a64644a817a3fc885be584", null ], - [ "fixedEffectiveMass", "structb2_rope_tuning.html#a3809a5967f1f684dbd8f9e37610f3c3e", null ], - [ "isometric", "structb2_rope_tuning.html#a367cef87611572ed56c2a5f036877588", null ], - [ "stretchDamping", "structb2_rope_tuning.html#a5116eea155bd005537a17bc3852c2ceb", null ], - [ "stretchHertz", "structb2_rope_tuning.html#aba3f9d247339684608ec0b9ab2413dc5", null ], - [ "stretchingModel", "structb2_rope_tuning.html#a74a341f139b19aeec78c856e44e8f6b1", null ], - [ "stretchStiffness", "structb2_rope_tuning.html#ab7444b8ef6be5286ac7a34552dded1fa", null ], - [ "warmStart", "structb2_rope_tuning.html#a9670c23a46a43b81353ec7aa5aac8fc0", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_rot-members.html b/documentation/structb2_rot-members.html deleted file mode 100644 index e27a33d..0000000 --- a/documentation/structb2_rot-members.html +++ /dev/null @@ -1,115 +0,0 @@ - - - - - - - --- - -- -- -- ----b2RopeTuning Struct Reference--
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_rope.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_rot.html b/documentation/structb2_rot.html deleted file mode 100644 index ead27ca..0000000 --- a/documentation/structb2_rot.html +++ /dev/null @@ -1,214 +0,0 @@ - - - - - - - --- - -- -- -----b2Rot Member List- --This is the complete list of members for b2Rot, including all inherited members.
--
- b2Rot() (defined in b2Rot) b2Rot inline - b2Rot(float angle) b2Rot inlineexplicit - c (defined in b2Rot) b2Rot - GetAngle() const b2Rot inline - GetXAxis() const b2Rot inline - GetYAxis() const b2Rot inline - s b2Rot - Set(float angle) b2Rot inline - SetIdentity() b2Rot inline Box2D: b2Rot Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_rot.js b/documentation/structb2_rot.js deleted file mode 100644 index 5f4532d..0000000 --- a/documentation/structb2_rot.js +++ /dev/null @@ -1,12 +0,0 @@ -var structb2_rot = -[ - [ "b2Rot", "structb2_rot.html#a8cabd61f7e293b67748640fa5aa19841", null ], - [ "b2Rot", "structb2_rot.html#aaebeb46656eb895a9c376c54579cecfb", null ], - [ "GetAngle", "structb2_rot.html#a7db29fc002fc40827446bd2608d38f3a", null ], - [ "GetXAxis", "structb2_rot.html#a952a5555c1f68ce3e39ac992fcf4eba9", null ], - [ "GetYAxis", "structb2_rot.html#ab057c4e9dc821099949391a6ded36dd6", null ], - [ "Set", "structb2_rot.html#a16a35e0f8e38c2855d528ca0ae044bf3", null ], - [ "SetIdentity", "structb2_rot.html#a7f534cb7ece8d325662d7d0e27d4f617", null ], - [ "c", "structb2_rot.html#a0f889d93df2c1b57415c148943fc8d41", null ], - [ "s", "structb2_rot.html#a481158564d4e66b742b591cd68575dda", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_shape_cast_input-members.html b/documentation/structb2_shape_cast_input-members.html deleted file mode 100644 index 0a4e1d6..0000000 --- a/documentation/structb2_shape_cast_input-members.html +++ /dev/null @@ -1,111 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Rot Struct Reference- --Rotation. - More...
- --
#include <b2_math.h>
-
- -Public Member Functions
- b2Rot (float angle) - Initialize from an angle in radians. More... - - void Set (float angle) - Set using an angle in radians. More... - - -void SetIdentity () - Set to the identity rotation. - - -float GetAngle () const - Get the angle in radians. - - -b2Vec2 GetXAxis () const - Get the x-axis. - - -b2Vec2 GetYAxis () const - Get the u-axis. - -
-- -Public Attributes
- -float s - Sine and cosine. - - -float c - Detailed Description
-Rotation.
-Constructor & Destructor Documentation
- -◆ b2Rot()
- -----
-- -- --
-- -b2Rot::b2Rot -( -float -angle ) -- -inlineexplicit -- --Initialize from an angle in radians.
-TODO_ERIN optimize
- -Member Function Documentation
- -◆ Set()
- -----
-- -- --
-- -void b2Rot::Set -( -float -angle ) -- -inline -- --Set using an angle in radians.
-TODO_ERIN optimize
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_math.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_shape_cast_input.html b/documentation/structb2_shape_cast_input.html deleted file mode 100644 index 1dd3a8e..0000000 --- a/documentation/structb2_shape_cast_input.html +++ /dev/null @@ -1,136 +0,0 @@ - - - - - - - --- - -- -- -----b2ShapeCastInput Member List- --This is the complete list of members for b2ShapeCastInput, including all inherited members.
--
- proxyA (defined in b2ShapeCastInput) b2ShapeCastInput - proxyB (defined in b2ShapeCastInput) b2ShapeCastInput - transformA (defined in b2ShapeCastInput) b2ShapeCastInput - transformB (defined in b2ShapeCastInput) b2ShapeCastInput - translationB (defined in b2ShapeCastInput) b2ShapeCastInput Box2D: b2ShapeCastInput Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_shape_cast_input.js b/documentation/structb2_shape_cast_input.js deleted file mode 100644 index 069f526..0000000 --- a/documentation/structb2_shape_cast_input.js +++ /dev/null @@ -1,8 +0,0 @@ -var structb2_shape_cast_input = -[ - [ "proxyA", "structb2_shape_cast_input.html#a36d39b94a45503d3d6e71798346ea8d4", null ], - [ "proxyB", "structb2_shape_cast_input.html#a6e9bb5155a3484d722db155593878ecb", null ], - [ "transformA", "structb2_shape_cast_input.html#acc829c2d81e7b7363f8c3b4daa433db1", null ], - [ "transformB", "structb2_shape_cast_input.html#a817359ad6acc1931a7e657605d593c51", null ], - [ "translationB", "structb2_shape_cast_input.html#ab3d7478f4c4028bb919fda87fd08a9a8", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_shape_cast_output-members.html b/documentation/structb2_shape_cast_output-members.html deleted file mode 100644 index 39e6150..0000000 --- a/documentation/structb2_shape_cast_output-members.html +++ /dev/null @@ -1,110 +0,0 @@ - - - - - - - --- - -- -- -- ----b2ShapeCastInput Struct Reference- --Input parameters for b2ShapeCast. - More...
- --
#include <b2_distance.h>
-
-- -Public Attributes
- -b2DistanceProxy proxyA - - -b2DistanceProxy proxyB - - -b2Transform transformA - - -b2Transform transformB - - -b2Vec2 translationB - Detailed Description
-Input parameters for b2ShapeCast.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_distance.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_shape_cast_output.html b/documentation/structb2_shape_cast_output.html deleted file mode 100644 index 74d06ac..0000000 --- a/documentation/structb2_shape_cast_output.html +++ /dev/null @@ -1,133 +0,0 @@ - - - - - - - --- - -- -- -----b2ShapeCastOutput Member List- --This is the complete list of members for b2ShapeCastOutput, including all inherited members.
--
- iterations (defined in b2ShapeCastOutput) b2ShapeCastOutput - lambda (defined in b2ShapeCastOutput) b2ShapeCastOutput - normal (defined in b2ShapeCastOutput) b2ShapeCastOutput - point (defined in b2ShapeCastOutput) b2ShapeCastOutput Box2D: b2ShapeCastOutput Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_shape_cast_output.js b/documentation/structb2_shape_cast_output.js deleted file mode 100644 index d49a408..0000000 --- a/documentation/structb2_shape_cast_output.js +++ /dev/null @@ -1,7 +0,0 @@ -var structb2_shape_cast_output = -[ - [ "iterations", "structb2_shape_cast_output.html#a06ee8768ab225444be7b7c43a38d7924", null ], - [ "lambda", "structb2_shape_cast_output.html#aba784a19f9e73fb8abf38c75f13fc48e", null ], - [ "normal", "structb2_shape_cast_output.html#aaf13d43e95b681103d125157a083be88", null ], - [ "point", "structb2_shape_cast_output.html#a5565d41ded672d5c70c5374408144434", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_simplex_cache-members.html b/documentation/structb2_simplex_cache-members.html deleted file mode 100644 index 6aea158..0000000 --- a/documentation/structb2_simplex_cache-members.html +++ /dev/null @@ -1,110 +0,0 @@ - - - - - - - --- - -- -- -- ----b2ShapeCastOutput Struct Reference- --Output results for b2ShapeCast. - More...
- --
#include <b2_distance.h>
-
-- -Public Attributes
- -b2Vec2 point - - -b2Vec2 normal - - -float lambda - - -int32 iterations - Detailed Description
-Output results for b2ShapeCast.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_distance.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_simplex_cache.html b/documentation/structb2_simplex_cache.html deleted file mode 100644 index eaaece4..0000000 --- a/documentation/structb2_simplex_cache.html +++ /dev/null @@ -1,133 +0,0 @@ - - - - - - - --- - -- -- -----b2SimplexCache Member List- --This is the complete list of members for b2SimplexCache, including all inherited members.
--
- count (defined in b2SimplexCache) b2SimplexCache - indexA b2SimplexCache - indexB b2SimplexCache - metric b2SimplexCache Box2D: b2SimplexCache Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_simplex_cache.js b/documentation/structb2_simplex_cache.js deleted file mode 100644 index ef69148..0000000 --- a/documentation/structb2_simplex_cache.js +++ /dev/null @@ -1,7 +0,0 @@ -var structb2_simplex_cache = -[ - [ "count", "structb2_simplex_cache.html#a5ef63839988cc06210ae76bcef96f56c", null ], - [ "indexA", "structb2_simplex_cache.html#ab574159e69dda7e14ead8de848ca6b67", null ], - [ "indexB", "structb2_simplex_cache.html#ab7586465ee2c5f7c3bdd8f80d5e256a7", null ], - [ "metric", "structb2_simplex_cache.html#a700adfcbce992d5efcadf62490f3100e", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_solver_data-members.html b/documentation/structb2_solver_data-members.html deleted file mode 100644 index 8e2c7ff..0000000 --- a/documentation/structb2_solver_data-members.html +++ /dev/null @@ -1,109 +0,0 @@ - - - - - - - --- - -- -- -- ----b2SimplexCache Struct Reference- ---
#include <b2_distance.h>
-
-- -Public Attributes
- -float metric - length or area - - -uint16 count - - -uint8 indexA [3] - vertices on shape A - - -uint8 indexB [3] - vertices on shape B - Detailed Description
-Used to warm start b2Distance. Set count to zero on first call.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_distance.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_solver_data.html b/documentation/structb2_solver_data.html deleted file mode 100644 index aee9022..0000000 --- a/documentation/structb2_solver_data.html +++ /dev/null @@ -1,130 +0,0 @@ - - - - - - - --- - -- -- -----b2SolverData Member List- --This is the complete list of members for b2SolverData, including all inherited members.
--
- positions (defined in b2SolverData) b2SolverData - step (defined in b2SolverData) b2SolverData - velocities (defined in b2SolverData) b2SolverData Box2D: b2SolverData Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_solver_data.js b/documentation/structb2_solver_data.js deleted file mode 100644 index 3019863..0000000 --- a/documentation/structb2_solver_data.js +++ /dev/null @@ -1,6 +0,0 @@ -var structb2_solver_data = -[ - [ "positions", "structb2_solver_data.html#a5eb6ee68b42d96164579a4a0df8be04b", null ], - [ "step", "structb2_solver_data.html#a99998296de1b4f128c396def56392eea", null ], - [ "velocities", "structb2_solver_data.html#a1072627a3e962a8bc7088657a512191c", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_stack_entry-members.html b/documentation/structb2_stack_entry-members.html deleted file mode 100644 index f3d5343..0000000 --- a/documentation/structb2_stack_entry-members.html +++ /dev/null @@ -1,109 +0,0 @@ - - - - - - - --- - -- -- -- ----b2SolverData Struct Reference- --Solver Data. - More...
- --
#include <b2_time_step.h>
-
-- -Public Attributes
- -b2TimeStep step - - -b2Position * positions - - -b2Velocity * velocities - Detailed Description
-Solver Data.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_time_step.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_stack_entry.html b/documentation/structb2_stack_entry.html deleted file mode 100644 index 8f683ba..0000000 --- a/documentation/structb2_stack_entry.html +++ /dev/null @@ -1,123 +0,0 @@ - - - - - - - --- - -- -- -----b2StackEntry Member List- --This is the complete list of members for b2StackEntry, including all inherited members.
--
- data (defined in b2StackEntry) b2StackEntry - size (defined in b2StackEntry) b2StackEntry - usedMalloc (defined in b2StackEntry) b2StackEntry Box2D: b2StackEntry Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_stack_entry.js b/documentation/structb2_stack_entry.js deleted file mode 100644 index 89033e8..0000000 --- a/documentation/structb2_stack_entry.js +++ /dev/null @@ -1,6 +0,0 @@ -var structb2_stack_entry = -[ - [ "data", "structb2_stack_entry.html#af98aedeec2c20af0b7d3508a687ddd86", null ], - [ "size", "structb2_stack_entry.html#a910c62f05317f8906224b2569e0cb344", null ], - [ "usedMalloc", "structb2_stack_entry.html#a581b5e4699bb66a28ec0727497a4e478", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_sweep-members.html b/documentation/structb2_sweep-members.html deleted file mode 100644 index 0171e4c..0000000 --- a/documentation/structb2_sweep-members.html +++ /dev/null @@ -1,115 +0,0 @@ - - - - - - - --- - -- -- -- ----b2StackEntry Struct Reference---
-- -Public Attributes
- -char * data - - -int32 size - - -bool usedMalloc -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_stack_allocator.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_sweep.html b/documentation/structb2_sweep.html deleted file mode 100644 index ccb2da6..0000000 --- a/documentation/structb2_sweep.html +++ /dev/null @@ -1,269 +0,0 @@ - - - - - - - --- - -- -- -----b2Sweep Member List- --This is the complete list of members for b2Sweep, including all inherited members.
--
- a b2Sweep - a0 (defined in b2Sweep) b2Sweep - Advance(float alpha) b2Sweep inline - alpha0 b2Sweep - c b2Sweep - c0 (defined in b2Sweep) b2Sweep - GetTransform(b2Transform *transform, float beta) const b2Sweep inline - localCenter b2Sweep - Normalize() b2Sweep inline Box2D: b2Sweep Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_sweep.js b/documentation/structb2_sweep.js deleted file mode 100644 index c435c1a..0000000 --- a/documentation/structb2_sweep.js +++ /dev/null @@ -1,12 +0,0 @@ -var structb2_sweep = -[ - [ "Advance", "structb2_sweep.html#a4252f7b2f4c5fe4c6fb9c611704c6298", null ], - [ "GetTransform", "structb2_sweep.html#ac3d40511e86ab6dba3fc6c2fc872a363", null ], - [ "Normalize", "structb2_sweep.html#ad66a3086bc7656df9cf7454013a2f61b", null ], - [ "a", "structb2_sweep.html#abe0aef7b6e9abcf39757c613a37173fc", null ], - [ "a0", "structb2_sweep.html#aa25e4a38f95ead2bf40f8e229872ead3", null ], - [ "alpha0", "structb2_sweep.html#af284c234d58bd026efd63254700accae", null ], - [ "c", "structb2_sweep.html#a1b5402e01b92cc82473389fc6f0375c3", null ], - [ "c0", "structb2_sweep.html#a16dacd7188f3c7b2adef3242012587d8", null ], - [ "localCenter", "structb2_sweep.html#a4bcc302cf78771896d6256fc53f2f8be", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_t_o_i_input-members.html b/documentation/structb2_t_o_i_input-members.html deleted file mode 100644 index 9a95617..0000000 --- a/documentation/structb2_t_o_i_input-members.html +++ /dev/null @@ -1,111 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Sweep Struct Reference- ---
#include <b2_math.h>
-
- -Public Member Functions
- void GetTransform (b2Transform *transform, float beta) const - - void Advance (float alpha) - - void Normalize () - Normalize the angles. More... - -
-- -Public Attributes
- -b2Vec2 localCenter - local center of mass position - - -b2Vec2 c0 - - -b2Vec2 c - center world positions - - -float a0 - - -float a - world angles - - float alpha0 - Detailed Description
-This describes the motion of a body/shape for TOI computation. Shapes are defined with respect to the body origin, which may no coincide with the center of mass. However, to support dynamics we must interpolate the center of mass position.
-Member Function Documentation
- -◆ Advance()
- --- ---
-- -- --
-- -void b2Sweep::Advance -( -float -alpha ) -- -inline ---Advance the sweep forward, yielding a new initial state.
- -
- Parameters
- -
--
-- alpha the new initial time. ◆ GetTransform()
- --- ---
-- -- --
-- -void b2Sweep::GetTransform -( -b2Transform * -transform, -- -- - float -beta -- -- ) -const --inline ---Get the interpolated transform at a specific time.
- -
- Parameters
- -
--
-- transform the output transform - beta is a factor in [0,1], where 0 indicates alpha0. ◆ Normalize()
- -----
-- -- --
-- -void b2Sweep::Normalize -( -) -- -inline -- --Normalize the angles.
-Normalize an angle in radians to be between -pi and pi.
- -Member Data Documentation
- -◆ alpha0
- -----
-- -float b2Sweep::alpha0 ---Fraction of the current time step in the range [0,1] c0 and a0 are the positions at alpha0.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_math.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_t_o_i_input.html b/documentation/structb2_t_o_i_input.html deleted file mode 100644 index 65d7c0d..0000000 --- a/documentation/structb2_t_o_i_input.html +++ /dev/null @@ -1,136 +0,0 @@ - - - - - - - --- - -- -- -----b2TOIInput Member List- --This is the complete list of members for b2TOIInput, including all inherited members.
--
- proxyA (defined in b2TOIInput) b2TOIInput - proxyB (defined in b2TOIInput) b2TOIInput - sweepA (defined in b2TOIInput) b2TOIInput - sweepB (defined in b2TOIInput) b2TOIInput - tMax (defined in b2TOIInput) b2TOIInput Box2D: b2TOIInput Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_t_o_i_input.js b/documentation/structb2_t_o_i_input.js deleted file mode 100644 index eb3f285..0000000 --- a/documentation/structb2_t_o_i_input.js +++ /dev/null @@ -1,8 +0,0 @@ -var structb2_t_o_i_input = -[ - [ "proxyA", "structb2_t_o_i_input.html#a5c5fb931435d92ac2d2080552400cd57", null ], - [ "proxyB", "structb2_t_o_i_input.html#a7f4e614d1c574006402e9610c984a93f", null ], - [ "sweepA", "structb2_t_o_i_input.html#adf63a4b9969aa839c2d520bf6d76148a", null ], - [ "sweepB", "structb2_t_o_i_input.html#af506b6adc7eca852f08460ec76c7b9a7", null ], - [ "tMax", "structb2_t_o_i_input.html#a9471e4b475a1bbf0dcf1ebec6b67cbd4", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_t_o_i_output-members.html b/documentation/structb2_t_o_i_output-members.html deleted file mode 100644 index f24ac9e..0000000 --- a/documentation/structb2_t_o_i_output-members.html +++ /dev/null @@ -1,114 +0,0 @@ - - - - - - - --- - -- -- -- ----b2TOIInput Struct Reference- --Input parameters for b2TimeOfImpact. - More...
- --
#include <b2_time_of_impact.h>
-
-- -Public Attributes
- -b2DistanceProxy proxyA - - -b2DistanceProxy proxyB - - -b2Sweep sweepA - - -b2Sweep sweepB - - -float tMax - Detailed Description
-Input parameters for b2TimeOfImpact.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_time_of_impact.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_t_o_i_output.html b/documentation/structb2_t_o_i_output.html deleted file mode 100644 index 3e6d3f5..0000000 --- a/documentation/structb2_t_o_i_output.html +++ /dev/null @@ -1,141 +0,0 @@ - - - - - - - --- - -- -- -----b2TOIOutput Member List- --This is the complete list of members for b2TOIOutput, including all inherited members.
--
- e_failed enum value (defined in b2TOIOutput) b2TOIOutput - e_overlapped enum value (defined in b2TOIOutput) b2TOIOutput - e_separated enum value (defined in b2TOIOutput) b2TOIOutput - e_touching enum value (defined in b2TOIOutput) b2TOIOutput - e_unknown enum value (defined in b2TOIOutput) b2TOIOutput - state (defined in b2TOIOutput) b2TOIOutput - State enum name (defined in b2TOIOutput) b2TOIOutput - t (defined in b2TOIOutput) b2TOIOutput Box2D: b2TOIOutput Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_t_o_i_output.js b/documentation/structb2_t_o_i_output.js deleted file mode 100644 index ec4ff2a..0000000 --- a/documentation/structb2_t_o_i_output.js +++ /dev/null @@ -1,12 +0,0 @@ -var structb2_t_o_i_output = -[ - [ "State", "structb2_t_o_i_output.html#a12c3cf4dc0551f5c8249dc1dd867959a", [ - [ "e_unknown", "structb2_t_o_i_output.html#a12c3cf4dc0551f5c8249dc1dd867959aab73a45bbab8c3b7d82a6b43ec66ff3c5", null ], - [ "e_failed", "structb2_t_o_i_output.html#a12c3cf4dc0551f5c8249dc1dd867959aac25604b5e961c2f50353d0c5114b0f2f", null ], - [ "e_overlapped", "structb2_t_o_i_output.html#a12c3cf4dc0551f5c8249dc1dd867959aa305f55a9143e09cf416f6a994c786c84", null ], - [ "e_touching", "structb2_t_o_i_output.html#a12c3cf4dc0551f5c8249dc1dd867959aa4d4178a0a0f89410d1b6b3a49f0c08d9", null ], - [ "e_separated", "structb2_t_o_i_output.html#a12c3cf4dc0551f5c8249dc1dd867959aad8752c7cabc15b4522bd97e99acf66d1", null ] - ] ], - [ "state", "structb2_t_o_i_output.html#aaacbf28f437b965ffecabf1407a77915", null ], - [ "t", "structb2_t_o_i_output.html#a1861be19f1e72c6f8103061ae7901488", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_time_step-members.html b/documentation/structb2_time_step-members.html deleted file mode 100644 index 3067a68..0000000 --- a/documentation/structb2_time_step-members.html +++ /dev/null @@ -1,112 +0,0 @@ - - - - - - - --- - -- -- -- ----b2TOIOutput Struct Reference- --Output parameters for b2TimeOfImpact. - More...
- --
#include <b2_time_of_impact.h>
-
- -Public Types
- enum State {
- e_unknown, -e_failed, -e_overlapped, -e_touching, -
- e_separated -
- }- -
-- -Public Attributes
- -State state - - -float t - Detailed Description
-Output parameters for b2TimeOfImpact.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_time_of_impact.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_time_step.html b/documentation/structb2_time_step.html deleted file mode 100644 index 7d49214..0000000 --- a/documentation/structb2_time_step.html +++ /dev/null @@ -1,139 +0,0 @@ - - - - - - - --- - -- -- -----b2TimeStep Member List- --This is the complete list of members for b2TimeStep, including all inherited members.
--
- dt (defined in b2TimeStep) b2TimeStep - dtRatio (defined in b2TimeStep) b2TimeStep - inv_dt (defined in b2TimeStep) b2TimeStep - positionIterations (defined in b2TimeStep) b2TimeStep - velocityIterations (defined in b2TimeStep) b2TimeStep - warmStarting (defined in b2TimeStep) b2TimeStep Box2D: b2TimeStep Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_time_step.js b/documentation/structb2_time_step.js deleted file mode 100644 index b8a77c8..0000000 --- a/documentation/structb2_time_step.js +++ /dev/null @@ -1,9 +0,0 @@ -var structb2_time_step = -[ - [ "dt", "structb2_time_step.html#a36196cdfc71e726d7ed08ca73e2e62e4", null ], - [ "dtRatio", "structb2_time_step.html#a389cad0308d55b5f3e8b5d434b01e2d4", null ], - [ "inv_dt", "structb2_time_step.html#a9795ece2eb17e13c2dadff487dffe853", null ], - [ "positionIterations", "structb2_time_step.html#ab7938eec17a1a3d7961d8364e150f1be", null ], - [ "velocityIterations", "structb2_time_step.html#a9f2a0ccd8029681f254003b66f201ce1", null ], - [ "warmStarting", "structb2_time_step.html#add80f7f86c84f005ad817f0313df3f32", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_transform-members.html b/documentation/structb2_transform-members.html deleted file mode 100644 index 1dec896..0000000 --- a/documentation/structb2_transform-members.html +++ /dev/null @@ -1,112 +0,0 @@ - - - - - - - --- - -- -- -- ----b2TimeStep Struct Reference- --This is an internal structure. - More...
- --
#include <b2_time_step.h>
-
-- -Public Attributes
- -float dt - - -float inv_dt - - -float dtRatio - - -int32 velocityIterations - - -int32 positionIterations - - -bool warmStarting - Detailed Description
-This is an internal structure.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_time_step.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_transform.html b/documentation/structb2_transform.html deleted file mode 100644 index d46da1a..0000000 --- a/documentation/structb2_transform.html +++ /dev/null @@ -1,144 +0,0 @@ - - - - - - - --- - -- -- -----b2Transform Member List- --This is the complete list of members for b2Transform, including all inherited members.
--
- b2Transform() b2Transform inline - b2Transform(const b2Vec2 &position, const b2Rot &rotation) b2Transform inline - p (defined in b2Transform) b2Transform - q (defined in b2Transform) b2Transform - Set(const b2Vec2 &position, float angle) b2Transform inline - SetIdentity() b2Transform inline Box2D: b2Transform Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_transform.js b/documentation/structb2_transform.js deleted file mode 100644 index f495bd4..0000000 --- a/documentation/structb2_transform.js +++ /dev/null @@ -1,9 +0,0 @@ -var structb2_transform = -[ - [ "b2Transform", "structb2_transform.html#a765a2e5c692a2e1d05c7a5441019373d", null ], - [ "b2Transform", "structb2_transform.html#a823e190e4810e35e8100f4414d0bef62", null ], - [ "Set", "structb2_transform.html#a79d07c5469f6ee6e2d99d80827b6038f", null ], - [ "SetIdentity", "structb2_transform.html#af92af4ec6833552b1b22a6ca6d4f5644", null ], - [ "p", "structb2_transform.html#a9eeeb643a016c29a4d389e480ba6c628", null ], - [ "q", "structb2_transform.html#ae4aaac23f32686e165138c4e5dc4ce85", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_tree_node-members.html b/documentation/structb2_tree_node-members.html deleted file mode 100644 index f456736..0000000 --- a/documentation/structb2_tree_node-members.html +++ /dev/null @@ -1,115 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Transform Struct Reference- ---
#include <b2_math.h>
-
- -Public Member Functions
- - b2Transform () - The default constructor does nothing. - - - b2Transform (const b2Vec2 &position, const b2Rot &rotation) - Initialize using a position vector and a rotation. - - -void SetIdentity () - Set this to the identity transform. - - -void Set (const b2Vec2 &position, float angle) - Set this based on the position and angle. - -
-- -Public Attributes
- -b2Vec2 p - - -b2Rot q - Detailed Description
-A transform contains translation and rotation. It is used to represent the position and orientation of rigid frames.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_math.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_tree_node.html b/documentation/structb2_tree_node.html deleted file mode 100644 index 510e4b8..0000000 --- a/documentation/structb2_tree_node.html +++ /dev/null @@ -1,157 +0,0 @@ - - - - - - - --- - -- -- -----b2TreeNode Member List- --This is the complete list of members for b2TreeNode, including all inherited members.
--
- aabb b2TreeNode - child1 (defined in b2TreeNode) b2TreeNode - child2 (defined in b2TreeNode) b2TreeNode - height (defined in b2TreeNode) b2TreeNode - IsLeaf() const (defined in b2TreeNode) b2TreeNode inline - moved (defined in b2TreeNode) b2TreeNode - next (defined in b2TreeNode) b2TreeNode - parent (defined in b2TreeNode) b2TreeNode - userData (defined in b2TreeNode) b2TreeNode Box2D: b2TreeNode Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_tree_node.js b/documentation/structb2_tree_node.js deleted file mode 100644 index dae250c..0000000 --- a/documentation/structb2_tree_node.js +++ /dev/null @@ -1,12 +0,0 @@ -var structb2_tree_node = -[ - [ "IsLeaf", "structb2_tree_node.html#a540267ce6fa890822f1eea2d1967f646", null ], - [ "aabb", "structb2_tree_node.html#a798f1a594b33c713be45e76e79912239", null ], - [ "child1", "structb2_tree_node.html#a3a320f2afc7d223e92ee3629602be5ca", null ], - [ "child2", "structb2_tree_node.html#aa6774ce329715b20d8b7cc8b6e3d50bc", null ], - [ "height", "structb2_tree_node.html#acd183ac94a8d44195c787111be4c22e2", null ], - [ "moved", "structb2_tree_node.html#a5cef5935aeac831fcacd53e4d01e4027", null ], - [ "next", "structb2_tree_node.html#a67ac768e9227b165198d3d4e2299f9b3", null ], - [ "parent", "structb2_tree_node.html#a6d293fa25192db51808ebec05ee7e56e", null ], - [ "userData", "structb2_tree_node.html#aff77b3eb48326aca1b0762f5c45e56e7", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_vec2-members.html b/documentation/structb2_vec2-members.html deleted file mode 100644 index 1f51a9b..0000000 --- a/documentation/structb2_vec2-members.html +++ /dev/null @@ -1,123 +0,0 @@ - - - - - - - --- - -- -- -- ----b2TreeNode Struct Reference- --A node in the dynamic tree. The client does not interact with this directly. - More...
- --
#include <b2_dynamic_tree.h>
-
- -Public Member Functions
- -bool IsLeaf () const - -
-- -Public Attributes
- -b2AABB aabb - Enlarged AABB. - - -void * userData - - -union { - - int32 parent - - - int32 next - - }; - - -int32 child1 - - -int32 child2 - - -int32 height - - -bool moved - Detailed Description
-A node in the dynamic tree. The client does not interact with this directly.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_dynamic_tree.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_vec2.html b/documentation/structb2_vec2.html deleted file mode 100644 index be44705..0000000 --- a/documentation/structb2_vec2.html +++ /dev/null @@ -1,216 +0,0 @@ - - - - - - - --- - -- -- -----b2Vec2 Member List- --This is the complete list of members for b2Vec2, including all inherited members.
--
- b2Vec2() b2Vec2 inline - b2Vec2(float xIn, float yIn) b2Vec2 inline - IsValid() const b2Vec2 inline - Length() const b2Vec2 inline - LengthSquared() const b2Vec2 inline - Normalize() b2Vec2 inline - operator()(int32 i) const b2Vec2 inline - operator()(int32 i) b2Vec2 inline - operator*=(float a) b2Vec2 inline - operator+=(const b2Vec2 &v) b2Vec2 inline - operator-() const b2Vec2 inline - operator-=(const b2Vec2 &v) b2Vec2 inline - Set(float x_, float y_) b2Vec2 inline - SetZero() b2Vec2 inline - Skew() const b2Vec2 inline - x (defined in b2Vec2) b2Vec2 - y (defined in b2Vec2) b2Vec2 Box2D: b2Vec2 Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_vec2.js b/documentation/structb2_vec2.js deleted file mode 100644 index 9e5b925..0000000 --- a/documentation/structb2_vec2.js +++ /dev/null @@ -1,20 +0,0 @@ -var structb2_vec2 = -[ - [ "b2Vec2", "structb2_vec2.html#a9171b31deb83af96872f99689939a12f", null ], - [ "b2Vec2", "structb2_vec2.html#ab1e279a69f5c3e7e83c3a51e3b2339c0", null ], - [ "IsValid", "structb2_vec2.html#abad59bf9a0269f02cda9dc919592c0ee", null ], - [ "Length", "structb2_vec2.html#a84f3b0f645f5e6fc6e4a36772a506903", null ], - [ "LengthSquared", "structb2_vec2.html#adb7d6b9fdf5b0e5b74fd347ec0b98575", null ], - [ "Normalize", "structb2_vec2.html#ae0128c95454ebf5dfe152c5644f06d21", null ], - [ "operator()", "structb2_vec2.html#aedbd9f04609149375add7dea10759669", null ], - [ "operator()", "structb2_vec2.html#a6a45b081724bb89b6cfe3d21ee7d98b7", null ], - [ "operator*=", "structb2_vec2.html#a45b516a561fc43409194fc183c1feb68", null ], - [ "operator+=", "structb2_vec2.html#a590789342e22ac1e7f9c1a63a2778b6d", null ], - [ "operator-", "structb2_vec2.html#a6cb15514ea571b4ddf73b6829551a127", null ], - [ "operator-=", "structb2_vec2.html#a6b48cab4695a979ae40b7613aedc8b17", null ], - [ "Set", "structb2_vec2.html#a78f0e635a664a563dd9246397d5f6e7e", null ], - [ "SetZero", "structb2_vec2.html#a5c6cbe27cfb29c6dbb29b9a3285b88d0", null ], - [ "Skew", "structb2_vec2.html#aaf36e082a20368b24edb635511872a74", null ], - [ "x", "structb2_vec2.html#a7922601d8b8ad0550c2082ebaf74c78a", null ], - [ "y", "structb2_vec2.html#a3bbbbf0925b982a044fef8b3517a61c7", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_vec3-members.html b/documentation/structb2_vec3-members.html deleted file mode 100644 index 9eecd8c..0000000 --- a/documentation/structb2_vec3-members.html +++ /dev/null @@ -1,117 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Vec2 Struct Reference- --A 2D column vector. - More...
- --
#include <b2_math.h>
-
- -Public Member Functions
- - b2Vec2 () - Default constructor does nothing (for performance). - - - b2Vec2 (float xIn, float yIn) - Construct using coordinates. - - -void SetZero () - Set this vector to all zeros. - - -void Set (float x_, float y_) - Set this vector to some specified coordinates. - - -b2Vec2 operator- () const - Negate this vector. - - -float operator() (int32 i) const - Read from and indexed element. - - -float & operator() (int32 i) - Write to an indexed element. - - -void operator+= (const b2Vec2 &v) - Add a vector to this vector. - - -void operator-= (const b2Vec2 &v) - Subtract a vector from this vector. - - -void operator*= (float a) - Multiply this vector by a scalar. - - -float Length () const - Get the length of this vector (the norm). - - float LengthSquared () const - - -float Normalize () - Convert this vector into a unit vector. Returns the length. - - -bool IsValid () const - Does this vector contain finite coordinates? - - -b2Vec2 Skew () const - Get the skew vector such that dot(skew_vec, other) == cross(vec, other) - -
-- -Public Attributes
- -float x - - -float y - Detailed Description
-A 2D column vector.
-Member Function Documentation
- -◆ LengthSquared()
- -----
-- -- --
-- -float b2Vec2::LengthSquared -( -) -const --inline ---Get the length squared. For performance, use this instead of b2Vec2::Length (if possible).
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_math.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_vec3.html b/documentation/structb2_vec3.html deleted file mode 100644 index 1297c6f..0000000 --- a/documentation/structb2_vec3.html +++ /dev/null @@ -1,166 +0,0 @@ - - - - - - - --- - -- -- -----b2Vec3 Member List- --This is the complete list of members for b2Vec3, including all inherited members.
--
- b2Vec3() b2Vec3 inline - b2Vec3(float xIn, float yIn, float zIn) b2Vec3 inline - operator*=(float s) b2Vec3 inline - operator+=(const b2Vec3 &v) b2Vec3 inline - operator-() const b2Vec3 inline - operator-=(const b2Vec3 &v) b2Vec3 inline - Set(float x_, float y_, float z_) b2Vec3 inline - SetZero() b2Vec3 inline - x (defined in b2Vec3) b2Vec3 - y (defined in b2Vec3) b2Vec3 - z (defined in b2Vec3) b2Vec3 Box2D: b2Vec3 Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_vec3.js b/documentation/structb2_vec3.js deleted file mode 100644 index 9c1398f..0000000 --- a/documentation/structb2_vec3.js +++ /dev/null @@ -1,14 +0,0 @@ -var structb2_vec3 = -[ - [ "b2Vec3", "structb2_vec3.html#a837423f66d6fb72d815e7390c09938b9", null ], - [ "b2Vec3", "structb2_vec3.html#aa775073da7fc5db39460b692819b8d9f", null ], - [ "operator*=", "structb2_vec3.html#af3e82a3f544c89c52817b6a5d30c73d5", null ], - [ "operator+=", "structb2_vec3.html#a2aaeed3f5308aad85d19c5f0efc72641", null ], - [ "operator-", "structb2_vec3.html#a396e2b5b3c53a502859ff80544c27db8", null ], - [ "operator-=", "structb2_vec3.html#a9e5b535548e1c5dfc0dc258d08f5ca32", null ], - [ "Set", "structb2_vec3.html#abac600f1ab36d68f152bfb35f61c74c6", null ], - [ "SetZero", "structb2_vec3.html#a5a459ed49f1910a347ca247f848a2dd8", null ], - [ "x", "structb2_vec3.html#aa8bc525b92ce1716c257925fd62a6789", null ], - [ "y", "structb2_vec3.html#a6aea565ecdaa8ef250004e289a2a6008", null ], - [ "z", "structb2_vec3.html#a2edd53a381be4b6ebb35ff784422538a", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_velocity-members.html b/documentation/structb2_velocity-members.html deleted file mode 100644 index 313d17b..0000000 --- a/documentation/structb2_velocity-members.html +++ /dev/null @@ -1,108 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Vec3 Struct Reference- --A 2D column vector with 3 elements. - More...
- --
#include <b2_math.h>
-
- -Public Member Functions
- - b2Vec3 () - Default constructor does nothing (for performance). - - - b2Vec3 (float xIn, float yIn, float zIn) - Construct using coordinates. - - -void SetZero () - Set this vector to all zeros. - - -void Set (float x_, float y_, float z_) - Set this vector to some specified coordinates. - - -b2Vec3 operator- () const - Negate this vector. - - -void operator+= (const b2Vec3 &v) - Add a vector to this vector. - - -void operator-= (const b2Vec3 &v) - Subtract a vector from this vector. - - -void operator*= (float s) - Multiply this vector by a scalar. - -
-- -Public Attributes
- -float x - - -float y - - -float z - Detailed Description
-A 2D column vector with 3 elements.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_math.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_velocity.html b/documentation/structb2_velocity.html deleted file mode 100644 index 9077330..0000000 --- a/documentation/structb2_velocity.html +++ /dev/null @@ -1,127 +0,0 @@ - - - - - - - --- - -- -- -----b2Velocity Member List- --This is the complete list of members for b2Velocity, including all inherited members.
--
- v (defined in b2Velocity) b2Velocity - w (defined in b2Velocity) b2Velocity Box2D: b2Velocity Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_velocity.js b/documentation/structb2_velocity.js deleted file mode 100644 index 9618265..0000000 --- a/documentation/structb2_velocity.js +++ /dev/null @@ -1,5 +0,0 @@ -var structb2_velocity = -[ - [ "v", "structb2_velocity.html#a73b92ceff532491e71b9dbc53eecaa70", null ], - [ "w", "structb2_velocity.html#ad5fbf32fa038657264120879a65bd1c3", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_version-members.html b/documentation/structb2_version-members.html deleted file mode 100644 index 68cc00c..0000000 --- a/documentation/structb2_version-members.html +++ /dev/null @@ -1,109 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Velocity Struct Reference- --This is an internal structure. - More...
- --
#include <b2_time_step.h>
-
-- -Public Attributes
- -b2Vec2 v - - -float w - Detailed Description
-This is an internal structure.
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_time_step.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_version.html b/documentation/structb2_version.html deleted file mode 100644 index 2d83386..0000000 --- a/documentation/structb2_version.html +++ /dev/null @@ -1,130 +0,0 @@ - - - - - - - --- - -- -- --- ---b2Version Member ListBox2D: b2Version Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_version.js b/documentation/structb2_version.js deleted file mode 100644 index eb0cdd6..0000000 --- a/documentation/structb2_version.js +++ /dev/null @@ -1,6 +0,0 @@ -var structb2_version = -[ - [ "major", "structb2_version.html#a720da8e346364d1cb34d176125380b44", null ], - [ "minor", "structb2_version.html#a115b8797a6e0b8e53f54502bd20d89da", null ], - [ "revision", "structb2_version.html#a395cfe1434e348115d2ead3d72b88847", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_weld_joint_def-members.html b/documentation/structb2_weld_joint_def-members.html deleted file mode 100644 index 577d70d..0000000 --- a/documentation/structb2_weld_joint_def-members.html +++ /dev/null @@ -1,119 +0,0 @@ - - - - - - - --- - -- -- -- ----b2Version Struct Reference- ---
#include <b2_common.h>
-
-- -Public Attributes
- -int32 major - significant changes - - -int32 minor - incremental changes - - -int32 revision - bug fixes - Detailed Description
-Version numbering scheme. See http://en.wikipedia.org/wiki/Software_versioning
-
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_common.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_weld_joint_def.html b/documentation/structb2_weld_joint_def.html deleted file mode 100644 index 287651e..0000000 --- a/documentation/structb2_weld_joint_def.html +++ /dev/null @@ -1,231 +0,0 @@ - - - - - - - --- - -- -- -----b2WeldJointDef Member List- --This is the complete list of members for b2WeldJointDef, including all inherited members.
--
- b2JointDef() (defined in b2JointDef) b2JointDef inline - b2WeldJointDef() (defined in b2WeldJointDef) b2WeldJointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - damping b2WeldJointDef - Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor) b2WeldJointDef - localAnchorA b2WeldJointDef - localAnchorB b2WeldJointDef - referenceAngle b2WeldJointDef - stiffness b2WeldJointDef - type b2JointDef - userData b2JointDef Box2D: b2WeldJointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_weld_joint_def.js b/documentation/structb2_weld_joint_def.js deleted file mode 100644 index 962f7c2..0000000 --- a/documentation/structb2_weld_joint_def.js +++ /dev/null @@ -1,10 +0,0 @@ -var structb2_weld_joint_def = -[ - [ "b2WeldJointDef", "structb2_weld_joint_def.html#a18f4a2f33109edc37a3a977c6296bc31", null ], - [ "Initialize", "structb2_weld_joint_def.html#a9f6592c2a7eba6ce6e07e40c4e82aab5", null ], - [ "damping", "structb2_weld_joint_def.html#a59dcfbbd7c8d4421b3c621946ab4ec7d", null ], - [ "localAnchorA", "structb2_weld_joint_def.html#a3b04af6164bb32efc3f5cf3e8d2b7109", null ], - [ "localAnchorB", "structb2_weld_joint_def.html#a528262b92dac10de37411ad8c5637149", null ], - [ "referenceAngle", "structb2_weld_joint_def.html#a88841acce3b4e88fb33997a2f9eedb52", null ], - [ "stiffness", "structb2_weld_joint_def.html#aeb881c0408c9674b2a1869b491fdc6a0", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_weld_joint_def.png b/documentation/structb2_weld_joint_def.png deleted file mode 100644 index 2631a58..0000000 Binary files a/documentation/structb2_weld_joint_def.png and /dev/null differ diff --git a/documentation/structb2_wheel_joint_def-members.html b/documentation/structb2_wheel_joint_def-members.html deleted file mode 100644 index 9bb76f6..0000000 --- a/documentation/structb2_wheel_joint_def-members.html +++ /dev/null @@ -1,125 +0,0 @@ - - - - - - - --- - -- -- -- ----b2WeldJointDef Struct Reference- ---
#include <b2_weld_joint.h>
-Inheritance diagram for b2WeldJointDef:----- -
-
- -Public Member Functions
- void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor) - -
-- -Public Attributes
- -b2Vec2 localAnchorA - The local anchor point relative to bodyA's origin. - - -b2Vec2 localAnchorB - The local anchor point relative to bodyB's origin. - - -float referenceAngle - The bodyB angle minus bodyA angle in the reference state (radians). - - float stiffness - - -float damping - The rotational damping in N*m*s. - - Public Attributes inherited from b2JointDef
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -b2JointUserData userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Weld joint definition. You need to specify local anchor points where they are attached and the relative body angle. The position of the anchor points is important for computing the reaction torque.
-Member Function Documentation
- -◆ Initialize()
- -----
-- -void b2WeldJointDef::Initialize -( -b2Body * -bodyA, -- -- - b2Body * -bodyB, -- -- - const b2Vec2 & -anchor -- -- ) -- --Initialize the bodies, anchors, reference angle, stiffness, and damping.
- -
- Parameters
- -
--
-- bodyA the first body connected by this joint - bodyB the second body connected by this joint - anchor the point of connection in world coordinates Member Data Documentation
- -◆ stiffness
- -----
-- -float b2WeldJointDef::stiffness ---The rotational stiffness in N*m Disable softness with a value of 0
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_weld_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_wheel_joint_def.html b/documentation/structb2_wheel_joint_def.html deleted file mode 100644 index 9eab5e0..0000000 --- a/documentation/structb2_wheel_joint_def.html +++ /dev/null @@ -1,240 +0,0 @@ - - - - - - - --- - -- -- -----b2WheelJointDef Member List- --This is the complete list of members for b2WheelJointDef, including all inherited members.
--
- b2JointDef() (defined in b2JointDef) b2JointDef inline - b2WheelJointDef() (defined in b2WheelJointDef) b2WheelJointDef inline - bodyA b2JointDef - bodyB b2JointDef - collideConnected b2JointDef - damping b2WheelJointDef - enableLimit b2WheelJointDef - enableMotor b2WheelJointDef - Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis) b2WheelJointDef - localAnchorA b2WheelJointDef - localAnchorB b2WheelJointDef - localAxisA b2WheelJointDef - lowerTranslation b2WheelJointDef - maxMotorTorque b2WheelJointDef - motorSpeed b2WheelJointDef - stiffness b2WheelJointDef - type b2JointDef - upperTranslation b2WheelJointDef - userData b2JointDef Box2D: b2WheelJointDef Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_wheel_joint_def.js b/documentation/structb2_wheel_joint_def.js deleted file mode 100644 index f0621bf..0000000 --- a/documentation/structb2_wheel_joint_def.js +++ /dev/null @@ -1,16 +0,0 @@ -var structb2_wheel_joint_def = -[ - [ "b2WheelJointDef", "structb2_wheel_joint_def.html#a3da0f9e8e69eb228c6b24b851802da88", null ], - [ "Initialize", "structb2_wheel_joint_def.html#af26887092d36c3cd03898401a38783e2", null ], - [ "damping", "structb2_wheel_joint_def.html#abfef1664c79bc98b782cc8035931aad0", null ], - [ "enableLimit", "structb2_wheel_joint_def.html#a3d46200f4f5342a46f5ef79f6a059d28", null ], - [ "enableMotor", "structb2_wheel_joint_def.html#a8e7193d6c34c784ffd71e79d3a70acc6", null ], - [ "localAnchorA", "structb2_wheel_joint_def.html#a9429d2273bfdd8bdc0db416e73b89ae4", null ], - [ "localAnchorB", "structb2_wheel_joint_def.html#a88ba0f7108076b9d7ced68425be95c27", null ], - [ "localAxisA", "structb2_wheel_joint_def.html#ad635ee7b77b50037dc0e021a0f5c93a6", null ], - [ "lowerTranslation", "structb2_wheel_joint_def.html#a74d5dd6cf83e7984e599da98500fd949", null ], - [ "maxMotorTorque", "structb2_wheel_joint_def.html#ac2f848b113782cf594f7fe28aaeb7a97", null ], - [ "motorSpeed", "structb2_wheel_joint_def.html#a3afc5f07648a13caedc9ca3f223a556f", null ], - [ "stiffness", "structb2_wheel_joint_def.html#a4a93efb807f7ab44d51941748b42f038", null ], - [ "upperTranslation", "structb2_wheel_joint_def.html#a63cf58bd91517985d824cd983d3c7b94", null ] -]; \ No newline at end of file diff --git a/documentation/structb2_wheel_joint_def.png b/documentation/structb2_wheel_joint_def.png deleted file mode 100644 index 2eb7921..0000000 Binary files a/documentation/structb2_wheel_joint_def.png and /dev/null differ diff --git a/documentation/structb2_world_manifold-members.html b/documentation/structb2_world_manifold-members.html deleted file mode 100644 index 580b177..0000000 --- a/documentation/structb2_world_manifold-members.html +++ /dev/null @@ -1,110 +0,0 @@ - - - - - - - --- - -- -- -- ----b2WheelJointDef Struct Reference- ---
#include <b2_wheel_joint.h>
-Inheritance diagram for b2WheelJointDef:----- -
-
- -Public Member Functions
- void Initialize (b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis) - -
-- -Public Attributes
- -b2Vec2 localAnchorA - The local anchor point relative to bodyA's origin. - - -b2Vec2 localAnchorB - The local anchor point relative to bodyB's origin. - - -b2Vec2 localAxisA - The local translation axis in bodyA. - - -bool enableLimit - Enable/disable the joint limit. - - -float lowerTranslation - The lower translation limit, usually in meters. - - -float upperTranslation - The upper translation limit, usually in meters. - - -bool enableMotor - Enable/disable the joint motor. - - -float maxMotorTorque - The maximum motor torque, usually in N-m. - - -float motorSpeed - The desired motor speed in radians per second. - - -float stiffness - Suspension stiffness. Typically in units N/m. - - -float damping - Suspension damping. Typically in units of N*s/m. - - Public Attributes inherited from b2JointDef
- -b2JointType type - The joint type is set automatically for concrete joint types. - - -b2JointUserData userData - Use this to attach application specific data to your joints. - - -b2Body * bodyA - The first attached body. - - -b2Body * bodyB - The second attached body. - - -bool collideConnected - Set this flag to true if the attached bodies should collide. - Detailed Description
-Wheel joint definition. This requires defining a line of motion using an axis and an anchor point. The definition uses local anchor points and a local axis so that the initial configuration can violate the constraint slightly. The joint translation is zero when the local anchor points coincide in world space. Using local anchors and a local axis helps when saving and loading a game.
-Member Function Documentation
- -◆ Initialize()
- -----
-- -void b2WheelJointDef::Initialize -( -b2Body * -bodyA, -- -- - b2Body * -bodyB, -- -- - const b2Vec2 & -anchor, -- -- - const b2Vec2 & -axis -- -- ) -- --Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_wheel_joint.h
-Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_world_manifold.html b/documentation/structb2_world_manifold.html deleted file mode 100644 index 0c62d17..0000000 --- a/documentation/structb2_world_manifold.html +++ /dev/null @@ -1,187 +0,0 @@ - - - - - - - --- - -- -- -----b2WorldManifold Member List- --This is the complete list of members for b2WorldManifold, including all inherited members.
--
- Initialize(const b2Manifold *manifold, const b2Transform &xfA, float radiusA, const b2Transform &xfB, float radiusB) b2WorldManifold - normal b2WorldManifold - points b2WorldManifold - separations b2WorldManifold Box2D: b2WorldManifold Struct Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/structb2_world_manifold.js b/documentation/structb2_world_manifold.js deleted file mode 100644 index ddef983..0000000 --- a/documentation/structb2_world_manifold.js +++ /dev/null @@ -1,7 +0,0 @@ -var structb2_world_manifold = -[ - [ "Initialize", "structb2_world_manifold.html#a205cd53748c5ee68f0958af96f45f5a4", null ], - [ "normal", "structb2_world_manifold.html#acf8de61b73d9784d16f7d0e824ce44bf", null ], - [ "points", "structb2_world_manifold.html#af15e84b90f102c0ac433be2d63604021", null ], - [ "separations", "structb2_world_manifold.html#a0bbe5473b313e7cc590ffd80ae4b4616", null ] -]; \ No newline at end of file diff --git a/documentation/testbed.gif b/documentation/testbed.gif deleted file mode 100644 index 4ba75d8..0000000 Binary files a/documentation/testbed.gif and /dev/null differ diff --git a/documentation/testbed.png b/documentation/testbed.png deleted file mode 100644 index e2de2ad..0000000 Binary files a/documentation/testbed.png and /dev/null differ diff --git a/documentation/topics.html b/documentation/topics.html index a32d3bf..8c20688 100644 --- a/documentation/topics.html +++ b/documentation/topics.html @@ -38,7 +38,7 @@-- - -- -- -- ----b2WorldManifold Struct Reference- --This is used to compute the current state of a contact manifold. - More...
- --
#include <b2_collision.h>
-
- -Public Member Functions
- void Initialize (const b2Manifold *manifold, const b2Transform &xfA, float radiusA, const b2Transform &xfB, float radiusB) - -
-- -Public Attributes
- -b2Vec2 normal - world vector pointing from A to B - - -b2Vec2 points [b2_maxManifoldPoints] - world contact point (point of intersection) - - -float separations [b2_maxManifoldPoints] - a negative value indicates overlap, in meters - Detailed Description
-This is used to compute the current state of a contact manifold.
-Member Function Documentation
- -◆ Initialize()
- -----
-- -void b2WorldManifold::Initialize -( -const b2Manifold * -manifold, -- -- - const b2Transform & -xfA, -- -- - float -radiusA, -- -- - const b2Transform & -xfB, -- -- - float -radiusB -- -- ) -- --Evaluate the manifold with supplied transforms. This assumes modest motion from the original state. This does not change the point count, impulses, etc. The radii must come from the shapes that generated the manifold.
- -
The documentation for this struct was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_collision.h
-- diff --git a/documentation/types_8h_source.html b/documentation/types_8h_source.html index eea7a6e..3e1765e 100644 --- a/documentation/types_8h_source.html +++ b/documentation/types_8h_source.html @@ -38,7 +38,7 @@Box2D 3.0.0 +Box2D 3.0.1A 2D physics engine for games- @@ -303,672 +303,672 @@ - - - - + + + + - - - -Box2D 3.0.0 +Box2D 3.0.1A 2D physics engine for games- - - - - - - - - - - - - - - - - - + + + ++ + + + + + + + + + + + + + + + + +- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ++ + + + + + + + + +- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + ++ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +- - - -- - - - - - - - - - - - - - - - - - - - - - + + + ++ + + + + + + + + + + + + + + + + + + + + +- - - -- - - - - - - - - - - - - - - - - - - - + + + ++ + + + + + + + + + + + + + + + + + + +- - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + ++ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +- - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + ++ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +- - - -- - - - - - - - - - - - - - - - - - - - - - - - - - + + + ++ + + + + + + + + + + + + + + + + + + + + + + + + +- - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + ++ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +- - - -- - - - - - + + + ++ + + + + +- -- - - - - - + ++ + + + + +- -- - - - - - - - - - + ++ + + + + + + + + +- -- - - - - - + ++ + + + + +- -- - - - - - + ++ + + + + +- -- - - - - - - - - - - - + ++ + + + + + + + + + + +- -- - - - - - - - - - - - - - + ++ + + + + + + + + + + + + +- -- - - - - - - + ++ + + + + + +- -- - - - - - + +diff --git a/documentation/unionb2_contact_i_d-members.html b/documentation/unionb2_contact_i_d-members.html deleted file mode 100644 index f7e59bf..0000000 --- a/documentation/unionb2_contact_i_d-members.html +++ /dev/null @@ -1,108 +0,0 @@ - - - - - - - -+ + + + + +- -- - - - - - + ++ + + + + +- - - -1052typedef bool b2PreSolveFcn( b2ShapeId shapeIdA, b2ShapeId shapeIdB, b2Manifold* manifold, void* context );- - - -1076typedef float b2CastResultFcn( b2ShapeId shapeId, b2Vec2 point, b2Vec2 normal, float fraction, void* context );- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- - -1247 void ( *DrawPolygon )( const b2Vec2* vertices, int vertexCount, b2HexColor color, void* context );- -1250 void ( *DrawSolidPolygon )( b2Transform transform, const b2Vec2* vertices, int vertexCount, float radius, b2HexColor color,- - - - -1257 void ( *DrawSolidCircle )( b2Transform transform, float radius, b2HexColor color, void* context );- - - -1263 void ( *DrawSolidCapsule )( b2Vec2 p1, b2Vec2 p2, float radius, b2HexColor color, void* context );- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + +1053typedef bool b2PreSolveFcn( b2ShapeId shapeIdA, b2ShapeId shapeIdB, b2Manifold* manifold, void* context );+ + + +1077typedef float b2CastResultFcn( b2ShapeId shapeId, b2Vec2 point, b2Vec2 normal, float fraction, void* context );+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ++ + +1248 void ( *DrawPolygon )( const b2Vec2* vertices, int vertexCount, b2HexColor color, void* context );+ +1251 void ( *DrawSolidPolygon )( b2Transform transform, const b2Vec2* vertices, int vertexCount, float radius, b2HexColor color,+ + + + +1258 void ( *DrawSolidCircle )( b2Transform transform, float radius, b2HexColor color, void* context );+ + + +1264 void ( *DrawSolidCapsule )( b2Vec2 p1, b2Vec2 p2, float radius, b2HexColor color, void* context );+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +float sleepThresholdSleep velocity threshold, default is 0.05 meter per second.Definition types.h:181@@ -996,134 +996,134 @@bool automaticMassAutomatically compute mass and related properties on this body from shapes.Definition types.h:206A body definition holds all the data needed to construct a rigid body.Definition types.h:146-A contact manifold describes the contact points between colliding shapes.Definition collision.h:513-float lengthThe rest length of this joint. Clamped to a stable minimum value.Definition types.h:486-bool enableLimitEnable/disable the joint limit.Definition types.h:499-b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:480-bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:517-int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:523-float dampingRatioThe spring linear damping ratio, non-dimensional.Definition types.h:496-float maxMotorForceThe maximum motor force, usually in newtons.Definition types.h:511- - - -b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:483-bool enableSpringEnable the distance constraint to behave like a spring.Definition types.h:490-float minLengthMinimum length. Clamped to a stable minimum value.Definition types.h:502-bool enableMotorEnable/disable the joint motor.Definition types.h:508-float maxLengthMaximum length. Must be greater than or equal to the minimum length.Definition types.h:505-float hertzThe spring linear stiffness Hertz, cycles per second.Definition types.h:493+float motorSpeedThe desired motor speed, usually in meters per second.Definition types.h:514+float lengthThe rest length of this joint. Clamped to a stable minimum value.Definition types.h:487+bool enableLimitEnable/disable the joint limit.Definition types.h:500+b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:481+bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:518+int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:524+float dampingRatioThe spring linear damping ratio, non-dimensional.Definition types.h:497+float maxMotorForceThe maximum motor force, usually in newtons.Definition types.h:512+ + + +b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:484+bool enableSpringEnable the distance constraint to behave like a spring.Definition types.h:491+float minLengthMinimum length. Clamped to a stable minimum value.Definition types.h:503+bool enableMotorEnable/disable the joint motor.Definition types.h:509+float maxLengthMaximum length. Must be greater than or equal to the minimum length.Definition types.h:506+float hertzThe spring linear stiffness Hertz, cycles per second.Definition types.h:494float motorSpeedThe desired motor speed, usually in meters per second.Definition types.h:515- - -b2DistanceJointDef b2DefaultDistanceJointDef(void)Use this to initialize your joint definition.-b2ShapeId sensorShapeIdThe id of the sensor shape.Definition types.h:887-b2ContactBeginTouchEvent * beginEventsArray of begin touch events.Definition types.h:966- - - - -float approachSpeedThe speed the shapes are approaching. Always positive. Typically in meters per second.Definition types.h:957- - -b2Vec2 normalNormal vector pointing from shape A to shape B.Definition types.h:954- - -b2SensorEndTouchEvent * endEventsArray of sensor end touch events.Definition types.h:912- -b2ShapeId sensorShapeIdThe id of the sensor shape.Definition types.h:897- -b2ShapeId visitorShapeIdThe id of the dynamic shape that stopped touching the sensor shape.Definition types.h:900- - - - -b2ContactEndTouchEvent * endEventsArray of end touch events.Definition types.h:969-b2ShapeId visitorShapeIdThe id of the dynamic shape that began touching the sensor shape.Definition types.h:890-b2SensorBeginTouchEvent * beginEventsArray of sensor begin touch events.Definition types.h:909- -Body events are buffered in the Box2D world and are available as event arrays after the time step is ...Definition types.h:1006- -A begin touch event is generated when two shapes begin touching.Definition types.h:923-An end touch event is generated when two shapes stop touching.Definition types.h:933-Contact events are buffered in the Box2D world and are available as event arrays after the time step ...Definition types.h:964-A hit touch event is generated when two shapes collide with a speed faster than the hit speed thresho...Definition types.h:943-A begin touch event is generated when a shape starts to overlap a sensor shape.Definition types.h:885-An end touch event is generated when a shape stops overlapping a sensor shape.Definition types.h:895+ + +Sensor events are buffered in the Box2D world and are available as begin/end overlap event arrays aft...Definition types.h:907+b2ShapeId sensorShapeIdThe id of the sensor shape.Definition types.h:888+b2ContactBeginTouchEvent * beginEventsArray of begin touch events.Definition types.h:967+ + + + +float approachSpeedThe speed the shapes are approaching. Always positive. Typically in meters per second.Definition types.h:958+ + +b2Vec2 normalNormal vector pointing from shape A to shape B.Definition types.h:955+ + +b2SensorEndTouchEvent * endEventsArray of sensor end touch events.Definition types.h:913+ +b2ShapeId sensorShapeIdThe id of the sensor shape.Definition types.h:898+ +b2ShapeId visitorShapeIdThe id of the dynamic shape that stopped touching the sensor shape.Definition types.h:901+ + + + +b2ContactEndTouchEvent * endEventsArray of end touch events.Definition types.h:970+b2ShapeId visitorShapeIdThe id of the dynamic shape that began touching the sensor shape.Definition types.h:891+b2SensorBeginTouchEvent * beginEventsArray of sensor begin touch events.Definition types.h:910+ +Body events are buffered in the Box2D world and are available as event arrays after the time step is ...Definition types.h:1007+ +A begin touch event is generated when two shapes begin touching.Definition types.h:924+An end touch event is generated when two shapes stop touching.Definition types.h:934+Contact events are buffered in the Box2D world and are available as event arrays after the time step ...Definition types.h:965+A hit touch event is generated when two shapes collide with a speed faster than the hit speed thresho...Definition types.h:944+A begin touch event is generated when a shape starts to overlap a sensor shape.Definition types.h:886+An end touch event is generated when a shape stops overlapping a sensor shape.Definition types.h:896Sensor events are buffered in the Box2D world and are available as begin/end overlap event arrays aft...Definition types.h:908Body id references a body instance. This should be treated as an opaque handle.Definition id.h:45- +Shape id references a shape instance. This should be treated as an opaque handle.Definition id.h:53- -2D rotation This is similar to using a complex number for rotationDefinition math_functions.h:31-float correctionFactorPosition correction factor in the range [0,1].Definition types.h:555-b2Vec2 linearOffsetPosition of bodyB minus the position of bodyA, in bodyA's frame.Definition types.h:543- - - -float angularOffsetThe bodyB angle minus bodyA angle in radians.Definition types.h:546-int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:564-float maxTorqueThe maximum motor torque in newton-meters.Definition types.h:552+ +bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:558+float correctionFactorPosition correction factor in the range [0,1].Definition types.h:556+b2Vec2 linearOffsetPosition of bodyB minus the position of bodyA, in bodyA's frame.Definition types.h:544+ + + +float angularOffsetThe bodyB angle minus bodyA angle in radians.Definition types.h:547+int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:565+float maxTorqueThe maximum motor torque in newton-meters.Definition types.h:553bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:559-b2MotorJointDef b2DefaultMotorJointDef(void)Use this to initialize your joint definition.- -A motor joint is used to control the relative motion between two bodies.Definition types.h:535- - - - -bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:597-float dampingRatioDamping ratio, non-dimensional.Definition types.h:591- +int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:603+ +A motor joint is used to control the relative motion between two bodies.Definition types.h:536+ + + + +bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:598+float dampingRatioDamping ratio, non-dimensional.Definition types.h:592+int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:604-b2MouseJointDef b2DefaultMouseJointDef(void)Use this to initialize your joint definition.- -A mouse joint is used to make a point on a body track a specified world point.Definition types.h:577-float lowerTranslationThe lower translation limit.Definition types.h:650-bool enableMotorEnable/disable the joint motor.Definition types.h:656-float motorSpeedThe desired motor speed, typically in meters per second.Definition types.h:662- -b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:629-bool enableSpringEnable a linear spring along the prismatic joint axis.Definition types.h:638-float upperTranslationThe upper translation limit.Definition types.h:653-float dampingRatioThe spring damping ratio, non-dimensional.Definition types.h:644-bool enableLimitEnable/disable the joint limit.Definition types.h:647-float hertzThe spring stiffness Hertz, cycles per second.Definition types.h:641-b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:626-float referenceAngleThe constrained angle between the bodies: bodyB_angle - bodyA_angle.Definition types.h:635- -int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:671-bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:665-b2Vec2 localAxisAThe local translation unit axis in bodyA.Definition types.h:632- -float maxMotorForceThe maximum motor force, typically in newtons.Definition types.h:659-float dampingRatioThe spring damping ratio, non-dimensional.Definition types.h:715- -float lowerAngleThe lower angle for the joint limit in radians.Definition types.h:721-float motorSpeedThe desired motor speed in radians per second.Definition types.h:733- -b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:702-float upperAngleThe upper angle for the joint limit in radians.Definition types.h:724-b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:699-float referenceAngleThe bodyB angle minus bodyA angle in the reference state (radians).Definition types.h:706-bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:739- -bool enableSpringEnable a rotational spring on the revolute hinge axis.Definition types.h:709-float hertzThe spring stiffness Hertz, cycles per second.Definition types.h:712- -bool enableMotorA flag to enable the joint motor.Definition types.h:727-int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:745- +float maxMotorTorqueThe maximum motor torque, typically in newton-meters.Definition types.h:730+ +A mouse joint is used to make a point on a body track a specified world point.Definition types.h:578+float lowerTranslationThe lower translation limit.Definition types.h:651+bool enableMotorEnable/disable the joint motor.Definition types.h:657+float motorSpeedThe desired motor speed, typically in meters per second.Definition types.h:663+ +b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:630+bool enableSpringEnable a linear spring along the prismatic joint axis.Definition types.h:639+float upperTranslationThe upper translation limit.Definition types.h:654+float dampingRatioThe spring damping ratio, non-dimensional.Definition types.h:645+bool enableLimitEnable/disable the joint limit.Definition types.h:648+float hertzThe spring stiffness Hertz, cycles per second.Definition types.h:642+b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:627+float referenceAngleThe constrained angle between the bodies: bodyB_angle - bodyA_angle.Definition types.h:636+ +int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:672+bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:666+b2Vec2 localAxisAThe local translation unit axis in bodyA.Definition types.h:633+ +float maxMotorForceThe maximum motor force, typically in newtons.Definition types.h:660+float dampingRatioThe spring damping ratio, non-dimensional.Definition types.h:716+ +float lowerAngleThe lower angle for the joint limit in radians.Definition types.h:722+float motorSpeedThe desired motor speed in radians per second.Definition types.h:734+ +b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:703+float upperAngleThe upper angle for the joint limit in radians.Definition types.h:725+b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:700+float referenceAngleThe bodyB angle minus bodyA angle in the reference state (radians).Definition types.h:707+bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:740+ +bool enableSpringEnable a rotational spring on the revolute hinge axis.Definition types.h:710+float hertzThe spring stiffness Hertz, cycles per second.Definition types.h:713+ +bool enableMotorA flag to enable the joint motor.Definition types.h:728+int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:746+float maxMotorTorqueThe maximum motor torque, typically in newton-meters.Definition types.h:731- - -b2RevoluteJointDef b2DefaultRevoluteJointDef(void)Use this to initialize your joint definition.+ + +bool isLoopIndicates a closed chain formed by connecting the first and last points.Definition types.h:392bool isLoopIndicates a closed chain formed by connecting the first and last points.Definition types.h:393float restitutionThe restitution (bounce) usually in the range [0,1].Definition types.h:316-uint32_t categoryBitsThe collision category bits of this query. Normally you would just set one bit.Definition types.h:268+void * userDataUse this to store application specific shape data.Definition types.h:374void * userDataUse this to store application specific shape data.Definition types.h:375bool enablePreSolveEventsEnable pre-solve contact events for this shape.Definition types.h:341float frictionThe Coulomb (dry) friction coefficient, usually in the range [0,1].Definition types.h:313@@ -1131,19 +1131,19 @@int32_t groupIndexCollision groups allow a certain group of objects to never collide (negative) or always collide (posi...Definition types.h:254bool isSensorA sensor shape generates overlap events but never generates a collision response.Definition types.h:328-void * userDataUse this to store application specific shape data.Definition types.h:310+const b2Vec2 * pointsAn array of at least 4 points. These are cloned and may be temporary.Definition types.h:377const b2Vec2 * pointsAn array of at least 4 points. These are cloned and may be temporary.Definition types.h:378-bool enableContactEventsEnable contact events for this shape. Only applies to kinematic and dynamic bodies....Definition types.h:334-float restitutionThe restitution (elasticity) usually in the range [0,1].Definition types.h:386-float frictionThe friction coefficient, usually in the range [0,1].Definition types.h:383+bool forceContactCreationNormally shapes on static bodies don't invoke contact creation when they are added to the world.Definition types.h:346+float restitutionThe restitution (elasticity) usually in the range [0,1].Definition types.h:387+float frictionThe friction coefficient, usually in the range [0,1].Definition types.h:384bool forceContactCreationNormally shapes on static bodies don't invoke contact creation when they are added to the world.Definition types.h:347-bool enableHitEventsEnable hit events for this shape. Only applies to kinematic and dynamic bodies. Ignored for sensors.Definition types.h:337+int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:349int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:350- -bool enableSensorEventsEnable sensor events for this shape. Only applies to kinematic and dynamic bodies....Definition types.h:331+ +int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:395int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:396@@ -1156,43 +1156,43 @@ - +b2QueryFilter b2DefaultQueryFilter(void)Use this to initialize your query filter.-The query filter is used to filter collisions between queries and shapes.Definition types.h:266-float linearHertzLinear stiffness expressed as Hertz (cycles per second). Use zero for maximum stiffness.Definition types.h:776- -b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:767- -b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:770- -float referenceAngleThe bodyB angle minus bodyA angle in the reference state (radians)Definition types.h:773-int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:794-float angularHertzAngular stiffness as Hertz (cycles per second). Use zero for maximum stiffness.Definition types.h:779-float angularDampingRatioLinear damping ratio, non-dimensional. Use 1 for critical damping.Definition types.h:785-float linearDampingRatioLinear damping ratio, non-dimensional. Use 1 for critical damping.Definition types.h:782+bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:788+float linearHertzLinear stiffness expressed as Hertz (cycles per second). Use zero for maximum stiffness.Definition types.h:777+ +b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:768+ +b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:771+ +float referenceAngleThe bodyB angle minus bodyA angle in the reference state (radians)Definition types.h:774+int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:795+float angularHertzAngular stiffness as Hertz (cycles per second). Use zero for maximum stiffness.Definition types.h:780+float angularDampingRatioLinear damping ratio, non-dimensional. Use 1 for critical damping.Definition types.h:786+float linearDampingRatioLinear damping ratio, non-dimensional. Use 1 for critical damping.Definition types.h:783bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:789- -b2WeldJointDef b2DefaultWeldJointDef(void)Use this to initialize your joint definition.- -bool enableSpringEnable a linear spring along the local axis.Definition types.h:826-float motorSpeedThe desired motor speed in radians per second.Definition types.h:850-bool enableLimitEnable/disable the joint linear limit.Definition types.h:835-float upperTranslationThe upper translation limit.Definition types.h:841-float lowerTranslationThe lower translation limit.Definition types.h:838-bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:853-int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:859-b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:820- -float dampingRatioSpring damping ratio, non-dimensional.Definition types.h:832-bool enableMotorEnable/disable the joint rotational motor.Definition types.h:844- - -b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:817-float maxMotorTorqueThe maximum motor torque, typically in newton-meters.Definition types.h:847+ +b2Vec2 localAxisAThe local translation unit axis in bodyA.Definition types.h:823+ +bool enableSpringEnable a linear spring along the local axis.Definition types.h:827+float motorSpeedThe desired motor speed in radians per second.Definition types.h:851+bool enableLimitEnable/disable the joint linear limit.Definition types.h:836+float upperTranslationThe upper translation limit.Definition types.h:842+float lowerTranslationThe lower translation limit.Definition types.h:839+bool collideConnectedSet this flag to true if the attached bodies should collide.Definition types.h:854+int32_t internalValueUsed internally to detect a valid definition. DO NOT SET.Definition types.h:860+b2Vec2 localAnchorBThe local anchor point relative to bodyB's origin.Definition types.h:821+ +float dampingRatioSpring damping ratio, non-dimensional.Definition types.h:833+bool enableMotorEnable/disable the joint rotational motor.Definition types.h:845+ + +b2Vec2 localAnchorAThe local anchor point relative to bodyA's origin.Definition types.h:818+float maxMotorTorqueThe maximum motor torque, typically in newton-meters.Definition types.h:848b2Vec2 localAxisAThe local translation unit axis in bodyA.Definition types.h:824- +b2WheelJointDef b2DefaultWheelJointDef(void)Use this to initialize your joint definition.float contactHertzContact stiffness. Cycles per second.Definition types.h:80@@ -1209,40 +1209,40 @@float contactDampingRatioContact bounciness. Non-dimensional.Definition types.h:83b2EnqueueTaskCallback * enqueueTaskFunction to spawn tasks.Definition types.h:106float maximumLinearVelocityMaximum linear velocity. Usually meters per second.Definition types.h:92-float jointDampingRatioJoint bounciness. Non-dimensional.Definition types.h:89+bool b2OverlapResultFcn(b2ShapeId shapeId, void *context)Prototype callback for overlap queries.Definition types.h:1059bool b2OverlapResultFcn(b2ShapeId shapeId, void *context)Prototype callback for overlap queries.Definition types.h:1060-void b2TaskCallback(int32_t startIndex, int32_t endIndex, uint32_t workerIndex, void *taskContext)Task interface This is prototype for a Box2D task.Definition types.h:30+bool b2PreSolveFcn(b2ShapeId shapeIdA, b2ShapeId shapeIdB, b2Manifold *manifold, void *context)Prototype for a pre-solve callback.Definition types.h:1052bool b2PreSolveFcn(b2ShapeId shapeIdA, b2ShapeId shapeIdB, b2Manifold *manifold, void *context)Prototype for a pre-solve callback.Definition types.h:1053-void * b2EnqueueTaskCallback(b2TaskCallback *task, int32_t itemCount, int32_t minRange, void *taskContext, void *userContext)These functions can be provided to Box2D to invoke a task system.Definition types.h:43-float b2CastResultFcn(b2ShapeId shapeId, b2Vec2 point, b2Vec2 normal, float fraction, void *context)Prototype callback for ray casts.Definition types.h:1076+bool b2CustomFilterFcn(b2ShapeId shapeIdA, b2ShapeId shapeIdB, void *context)Prototype for a contact filter callback.Definition types.h:1037+float b2CastResultFcn(b2ShapeId shapeId, b2Vec2 point, b2Vec2 normal, float fraction, void *context)Prototype callback for ray casts.Definition types.h:1077bool b2CustomFilterFcn(b2ShapeId shapeIdA, b2ShapeId shapeIdB, void *context)Prototype for a contact filter callback.Definition types.h:1038-void b2FinishTaskCallback(void *userTask, void *userContext)Finishes a user task object that wraps a Box2D task.Definition types.h:48-This struct holds callbacks you can implement to draw a Box2D world.Definition types.h:1245- -b2AABB drawingBoundsBounds to use if restricting drawing to a rectangular region.Definition types.h:1278-bool drawFrictionImpulsesOption to draw contact friction impulses.Definition types.h:1311-void(* DrawSegment)(b2Vec2 p1, b2Vec2 p2, b2HexColor color, void *context)Draw a line segment.Definition types.h:1266- -bool drawContactImpulsesOption to draw contact normal impulses.Definition types.h:1308-void(* DrawSolidCircle)(b2Transform transform, float radius, b2HexColor color, void *context)Draw a solid circle.Definition types.h:1257-void * contextUser context that is passed as an argument to drawing callback functions.Definition types.h:1314-void(* DrawSolidCapsule)(b2Vec2 p1, b2Vec2 p2, float radius, b2HexColor color, void *context)Draw a solid capsule.Definition types.h:1263- -void(* DrawSolidPolygon)(b2Transform transform, const b2Vec2 *vertices, int vertexCount, float radius, b2HexColor color, void *context)Draw a solid closed polygon provided in CCW order.Definition types.h:1250-bool drawJointExtrasOption to draw additional information for joints.Definition types.h:1290-void(* DrawString)(b2Vec2 p, const char *s, void *context)Draw a string.Definition types.h:1275-void(* DrawCapsule)(b2Vec2 p1, b2Vec2 p2, float radius, b2HexColor color, void *context)Draw a capsule.Definition types.h:1260-bool drawAABBsOption to draw the bounding boxes for shapes.Definition types.h:1293-bool drawGraphColorsOption to visualize the graph coloring used for contacts and joints.Definition types.h:1302-bool drawContactNormalsOption to draw contact normals.Definition types.h:1305-void(* DrawPoint)(b2Vec2 p, float size, b2HexColor color, void *context)Draw a point.Definition types.h:1272-bool useDrawingBoundsOption to restrict drawing to a rectangular region. May suffer from unstable depth sorting.Definition types.h:1281-void(* DrawTransform)(b2Transform transform, void *context)Draw a transform. Choose your own length scale.Definition types.h:1269-bool drawMassOption to draw the mass and center of mass of dynamic bodies.Definition types.h:1296-void(* DrawCircle)(b2Vec2 center, float radius, b2HexColor color, void *context)Draw a circle.Definition types.h:1254+void(* DrawPolygon)(const b2Vec2 *vertices, int vertexCount, b2HexColor color, void *context)Draw a closed polygon provided in CCW order.Definition types.h:1247+This struct holds callbacks you can implement to draw a Box2D world.Definition types.h:1246+ +b2AABB drawingBoundsBounds to use if restricting drawing to a rectangular region.Definition types.h:1279+bool drawFrictionImpulsesOption to draw contact friction impulses.Definition types.h:1312+void(* DrawSegment)(b2Vec2 p1, b2Vec2 p2, b2HexColor color, void *context)Draw a line segment.Definition types.h:1267+ +bool drawContactImpulsesOption to draw contact normal impulses.Definition types.h:1309+void(* DrawSolidCircle)(b2Transform transform, float radius, b2HexColor color, void *context)Draw a solid circle.Definition types.h:1258+void * contextUser context that is passed as an argument to drawing callback functions.Definition types.h:1315+void(* DrawSolidCapsule)(b2Vec2 p1, b2Vec2 p2, float radius, b2HexColor color, void *context)Draw a solid capsule.Definition types.h:1264+ +void(* DrawSolidPolygon)(b2Transform transform, const b2Vec2 *vertices, int vertexCount, float radius, b2HexColor color, void *context)Draw a solid closed polygon provided in CCW order.Definition types.h:1251+bool drawJointExtrasOption to draw additional information for joints.Definition types.h:1291+void(* DrawString)(b2Vec2 p, const char *s, void *context)Draw a string.Definition types.h:1276+void(* DrawCapsule)(b2Vec2 p1, b2Vec2 p2, float radius, b2HexColor color, void *context)Draw a capsule.Definition types.h:1261+bool drawAABBsOption to draw the bounding boxes for shapes.Definition types.h:1294+bool drawGraphColorsOption to visualize the graph coloring used for contacts and joints.Definition types.h:1303+bool drawContactNormalsOption to draw contact normals.Definition types.h:1306+void(* DrawPoint)(b2Vec2 p, float size, b2HexColor color, void *context)Draw a point.Definition types.h:1273+bool useDrawingBoundsOption to restrict drawing to a rectangular region. May suffer from unstable depth sorting.Definition types.h:1282+void(* DrawTransform)(b2Transform transform, void *context)Draw a transform. Choose your own length scale.Definition types.h:1270+bool drawMassOption to draw the mass and center of mass of dynamic bodies.Definition types.h:1297+void(* DrawCircle)(b2Vec2 center, float radius, b2HexColor color, void *context)Draw a circle.Definition types.h:1255void(* DrawPolygon)(const b2Vec2 *vertices, int vertexCount, b2HexColor color, void *context)Draw a closed polygon provided in CCW order.Definition types.h:1248Box2D: Member List - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/unionb2_contact_i_d.html b/documentation/unionb2_contact_i_d.html deleted file mode 100644 index e7058dd..0000000 --- a/documentation/unionb2_contact_i_d.html +++ /dev/null @@ -1,128 +0,0 @@ - - - - - - - --- - -- -- -----b2ContactID Member List- --This is the complete list of members for b2ContactID, including all inherited members.
--
- cf (defined in b2ContactID) b2ContactID - key b2ContactID Box2D: b2ContactID Union Reference - - - - - - - - - - - - - - --- - --- - - - - - - -- -
-- - -- - -Box2D - 2.4.1 --A 2D physics engine for games-- -- - - - diff --git a/documentation/unionb2_contact_i_d.js b/documentation/unionb2_contact_i_d.js deleted file mode 100644 index 4ca7a68..0000000 --- a/documentation/unionb2_contact_i_d.js +++ /dev/null @@ -1,5 +0,0 @@ -var unionb2_contact_i_d = -[ - [ "cf", "unionb2_contact_i_d.html#a58b6732f909bc760f75e7aff3cd4be08", null ], - [ "key", "unionb2_contact_i_d.html#a04c04f8fdcb799b33552d01b3aa3f245", null ] -]; \ No newline at end of file diff --git a/files/benchmark_results.html b/files/benchmark_results.html index 61d3e90..0d1c44a 100644 --- a/files/benchmark_results.html +++ b/files/benchmark_results.html @@ -5,7 +5,7 @@ SPDX-FileCopyrightText: 2024 Erin Catto SPDX-License-Identifier: MIT --> - + @@ -37,7 +37,7 @@ } .chart-item { width: 100%; - height: 500px; /* Fixed height for each chart */ + height: 700px; /* Fixed height for each chart */ } canvas { background-color: #1e1e1e; @@ -110,7 +110,26 @@-- - -- -- -- ----b2ContactID Union Reference- --Contact ids to facilitate warm starting. - More...
- --
#include <b2_collision.h>
-
-- -Public Attributes
- -b2ContactFeature cf - - -uint32 key - Used to quickly compare contact ids. - Detailed Description
-Contact ids to facilitate warm starting.
-
The documentation for this union was generated from the following file:-
-- D:/GitHub/box2d/include/box2d/b2_collision.h
-Box2D Benchmarks
} ]; - const processors = ['amd7950x', 'm2air']; + const processors = [ + { + folder: 'amd7950x', + label: 'avx2' + }, + { + folder: 'm2air', + label: 'neon' + }, + { + folder: 'amd7950x_sse2', + label: 'sse2', + }, + { + + folder: 'amd7950x_float', + label: 'float' + } + ]; + const branchSelect = document.getElementById('branchSelect'); const loadButton = document.getElementById('loadButton'); var currentBranch = null; @@ -167,7 +186,7 @@Box2D Benchmarks
{ for (const processor of processors) { - const csvUrl = repoBaseUrl + '/' + branch + '/benchmark/' + processor + '/' + file; + const csvUrl = repoBaseUrl + '/' + branch + '/benchmark/' + processor.folder + '/' + file; try { @@ -177,13 +196,31 @@Box2D Benchmarks
if (data != null) { - datasets.push({ - label: processor + '-' + branch, + if (branch == 'main') + { + datasets.push({ + label: processor.label, + + // convert the csv data into chart ready data + data: data.map(row => ({ x: row.threads, y: row.fps })), + fill: false + }); + } + else + { + // remove leading name from branch name (e.g. erincatto) + const branchLabel = branch.split('/').pop(); - // convert the csv data into chart ready data - data: data.map(row => ({ x: row.threads, y: row.fps })), - fill: false - }); + datasets.push({ + label: processor.label + '/' + branchLabel, + + // convert the csv data into chart ready data + data: data.map(row => ({ x: row.threads, y: row.fps })), + + borderDash: [5, 5], + fill: false + }); + } } } catch (error) {