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distrib > Mageia > 7 > armv7hl > media > core-release > by-pkgid > deebb45492ddfb87b1d0b33e0be8a2b3 > files > 230

libbox2d-devel-2.3.1-3.mga7.armv7hl.rpm

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   <div id="projectname">Box2D
   &#160;<span id="projectnumber">2.3.0</span>
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   <div id="projectbrief">A 2D Physics Engine for Games</div>
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  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
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<div class="title">b2World Class Reference</div>  </div>
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<p><code>#include &lt;<a class="el" href="b2_world_8h_source.html">b2World.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:aeccc87fd9e36702c821a8244ca7cd875"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#aeccc87fd9e36702c821a8244ca7cd875">b2World</a> (const <a class="el" href="structb2_vec2.html">b2Vec2</a> &amp;gravity)</td></tr>
<tr class="separator:aeccc87fd9e36702c821a8244ca7cd875"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5250ae4487475c33ccefdead07c768c8"><td class="memItemLeft" align="right" valign="top"><a id="a5250ae4487475c33ccefdead07c768c8"></a>
&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a5250ae4487475c33ccefdead07c768c8">~b2World</a> ()</td></tr>
<tr class="memdesc:a5250ae4487475c33ccefdead07c768c8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Destruct the world. All physics entities are destroyed and all heap memory is released. <br /></td></tr>
<tr class="separator:a5250ae4487475c33ccefdead07c768c8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae377f2dd5512ada7d27f4ad3541c75bf"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#ae377f2dd5512ada7d27f4ad3541c75bf">SetDestructionListener</a> (<a class="el" href="classb2_destruction_listener.html">b2DestructionListener</a> *listener)</td></tr>
<tr class="separator:ae377f2dd5512ada7d27f4ad3541c75bf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a85e6e1e911c7d6366f8c7d57a12b72ff"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a85e6e1e911c7d6366f8c7d57a12b72ff">SetContactFilter</a> (<a class="el" href="classb2_contact_filter.html">b2ContactFilter</a> *filter)</td></tr>
<tr class="separator:a85e6e1e911c7d6366f8c7d57a12b72ff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a614549967fb8a1584b61c11e2d553d42"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a614549967fb8a1584b61c11e2d553d42">SetContactListener</a> (<a class="el" href="classb2_contact_listener.html">b2ContactListener</a> *listener)</td></tr>
<tr class="separator:a614549967fb8a1584b61c11e2d553d42"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6976d2c67400df03c0d44174ffcfb7ee"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a6976d2c67400df03c0d44174ffcfb7ee">SetDebugDraw</a> (<a class="el" href="classb2_draw.html">b2Draw</a> *debugDraw)</td></tr>
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<tr class="memitem:a2eb36e967e43294bfa03ec3d177c2dae"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classb2_body.html">b2Body</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a2eb36e967e43294bfa03ec3d177c2dae">CreateBody</a> (const <a class="el" href="structb2_body_def.html">b2BodyDef</a> *def)</td></tr>
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<tr class="memitem:ad52231ad7a9556ef5735ac79cbcd8fcf"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#ad52231ad7a9556ef5735ac79cbcd8fcf">DestroyBody</a> (<a class="el" href="classb2_body.html">b2Body</a> *body)</td></tr>
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<tr class="memitem:a5cba9d0653149eb62504154e6fb35021"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classb2_joint.html">b2Joint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a5cba9d0653149eb62504154e6fb35021">CreateJoint</a> (const <a class="el" href="structb2_joint_def.html">b2JointDef</a> *def)</td></tr>
<tr class="separator:a5cba9d0653149eb62504154e6fb35021"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:add5942aef171e54cfa384c8975746dca"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#add5942aef171e54cfa384c8975746dca">DestroyJoint</a> (<a class="el" href="classb2_joint.html">b2Joint</a> *joint)</td></tr>
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<tr class="memitem:a7a8eff61af98461f978fe43f3af7be90"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a7a8eff61af98461f978fe43f3af7be90">Step</a> (float32 timeStep, int32 velocityIterations, int32 positionIterations)</td></tr>
<tr class="separator:a7a8eff61af98461f978fe43f3af7be90"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac082ab4c4ad0b1c5ec4674315eeec643"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#ac082ab4c4ad0b1c5ec4674315eeec643">ClearForces</a> ()</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a293d9865e407fd463e168b0a29856acc">DrawDebugData</a> ()</td></tr>
<tr class="memdesc:a293d9865e407fd463e168b0a29856acc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Call this to draw shapes and other debug draw data. This is intentionally non-const. <br /></td></tr>
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<tr class="memitem:ad169fae775be1e1f16386f7587786fa8"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#ad169fae775be1e1f16386f7587786fa8">QueryAABB</a> (<a class="el" href="classb2_query_callback.html">b2QueryCallback</a> *callback, const <a class="el" href="structb2_a_a_b_b.html">b2AABB</a> &amp;aabb) const</td></tr>
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<tr class="memitem:aa9955d94a254253997daaf16ce77bab6"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#aa9955d94a254253997daaf16ce77bab6">RayCast</a> (<a class="el" href="classb2_ray_cast_callback.html">b2RayCastCallback</a> *callback, const <a class="el" href="structb2_vec2.html">b2Vec2</a> &amp;point1, const <a class="el" href="structb2_vec2.html">b2Vec2</a> &amp;point2) const</td></tr>
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<tr class="memitem:a1b87c03955e3312d308ddf679adf3c85"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classb2_body.html">b2Body</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a1b87c03955e3312d308ddf679adf3c85">GetBodyList</a> ()</td></tr>
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const <a class="el" href="classb2_body.html">b2Body</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetBodyList</b> () const</td></tr>
<tr class="separator:a8afde497a719bb1507fdfb474e79881a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a55db7240f8290aa02cab79f181934de8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classb2_joint.html">b2Joint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a55db7240f8290aa02cab79f181934de8">GetJointList</a> ()</td></tr>
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const <a class="el" href="classb2_joint.html">b2Joint</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetJointList</b> () const</td></tr>
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<tr class="memitem:ab1e1c59fd7534c0268c2a3e31370a425"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classb2_contact.html">b2Contact</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#ab1e1c59fd7534c0268c2a3e31370a425">GetContactList</a> ()</td></tr>
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const <a class="el" href="classb2_contact.html">b2Contact</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetContactList</b> () const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a6755872564fc3db70c69d2b9d349fa33">SetAllowSleeping</a> (bool flag)</td></tr>
<tr class="memdesc:a6755872564fc3db70c69d2b9d349fa33"><td class="mdescLeft">&#160;</td><td class="mdescRight">Enable/disable sleep. <br /></td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><b>GetAllowSleeping</b> () const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a8e8c12142e8c4884a18787926a261359">SetWarmStarting</a> (bool flag)</td></tr>
<tr class="memdesc:a8e8c12142e8c4884a18787926a261359"><td class="mdescLeft">&#160;</td><td class="mdescRight">Enable/disable warm starting. For testing. <br /></td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><b>GetWarmStarting</b> () const</td></tr>
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<tr class="memitem:a536dd9181c2e20096073e3cfe2c8530a"><td class="memItemLeft" align="right" valign="top"><a id="a536dd9181c2e20096073e3cfe2c8530a"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a536dd9181c2e20096073e3cfe2c8530a">SetContinuousPhysics</a> (bool flag)</td></tr>
<tr class="memdesc:a536dd9181c2e20096073e3cfe2c8530a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Enable/disable continuous physics. For testing. <br /></td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><b>GetContinuousPhysics</b> () const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#ae8aacc78ea4753075067daff51b61778">SetSubStepping</a> (bool flag)</td></tr>
<tr class="memdesc:ae8aacc78ea4753075067daff51b61778"><td class="mdescLeft">&#160;</td><td class="mdescRight">Enable/disable single stepped continuous physics. For testing. <br /></td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><b>GetSubStepping</b> () const</td></tr>
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int32&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a088742d580bfc42531790ea8747bb8f8">GetProxyCount</a> () const</td></tr>
<tr class="memdesc:a088742d580bfc42531790ea8747bb8f8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the number of broad-phase proxies. <br /></td></tr>
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<tr class="memitem:a41c8b37baf5165c06932e8f08eb758de"><td class="memItemLeft" align="right" valign="top"><a id="a41c8b37baf5165c06932e8f08eb758de"></a>
int32&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a41c8b37baf5165c06932e8f08eb758de">GetBodyCount</a> () const</td></tr>
<tr class="memdesc:a41c8b37baf5165c06932e8f08eb758de"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the number of bodies. <br /></td></tr>
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int32&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a98bd6ca53dbc376f210beced33901934">GetJointCount</a> () const</td></tr>
<tr class="memdesc:a98bd6ca53dbc376f210beced33901934"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the number of joints. <br /></td></tr>
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<tr class="memitem:aa47375fc3ca9f09d0350c61cfeabcee9"><td class="memItemLeft" align="right" valign="top"><a id="aa47375fc3ca9f09d0350c61cfeabcee9"></a>
int32&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#aa47375fc3ca9f09d0350c61cfeabcee9">GetContactCount</a> () const</td></tr>
<tr class="memdesc:aa47375fc3ca9f09d0350c61cfeabcee9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the number of contacts (each may have 0 or more contact points). <br /></td></tr>
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int32&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#abc99b2beb6ba79ac6c80f33bac264b52">GetTreeHeight</a> () const</td></tr>
<tr class="memdesc:abc99b2beb6ba79ac6c80f33bac264b52"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the height of the dynamic tree. <br /></td></tr>
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int32&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#aaca027331f06d93d978b44e065873f80">GetTreeBalance</a> () const</td></tr>
<tr class="memdesc:aaca027331f06d93d978b44e065873f80"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the balance of the dynamic tree. <br /></td></tr>
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<tr class="memitem:a562935b3b8161dd18a467e02f479e88a"><td class="memItemLeft" align="right" valign="top">float32&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a562935b3b8161dd18a467e02f479e88a">GetTreeQuality</a> () const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#aeafa43d6580e1dddb0675e672ca2375c">SetGravity</a> (const <a class="el" href="structb2_vec2.html">b2Vec2</a> &amp;gravity)</td></tr>
<tr class="memdesc:aeafa43d6580e1dddb0675e672ca2375c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Change the global gravity vector. <br /></td></tr>
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<a class="el" href="structb2_vec2.html">b2Vec2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#abd41cdde8eaa3d1c58d2f00eaf688ec3">GetGravity</a> () const</td></tr>
<tr class="memdesc:abd41cdde8eaa3d1c58d2f00eaf688ec3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the global gravity vector. <br /></td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a71ca09a3082945a7e77f3f39fb021237">IsLocked</a> () const</td></tr>
<tr class="memdesc:a71ca09a3082945a7e77f3f39fb021237"><td class="mdescLeft">&#160;</td><td class="mdescRight">Is the world locked (in the middle of a time step). <br /></td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#aa2bced28ddef5bbb00ed5666e5e9f620">SetAutoClearForces</a> (bool flag)</td></tr>
<tr class="memdesc:aa2bced28ddef5bbb00ed5666e5e9f620"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set flag to control automatic clearing of forces after each time step. <br /></td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#ae1fa8272edf37a4e2a7be08f6e0a8cc6">GetAutoClearForces</a> () const</td></tr>
<tr class="memdesc:ae1fa8272edf37a4e2a7be08f6e0a8cc6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the flag that controls automatic clearing of forces after each time step. <br /></td></tr>
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<tr class="memitem:afc33e20e64252c5be115216051408047"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#afc33e20e64252c5be115216051408047">ShiftOrigin</a> (const <a class="el" href="structb2_vec2.html">b2Vec2</a> &amp;newOrigin)</td></tr>
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const <a class="el" href="classb2_contact_manager.html">b2ContactManager</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a3d321151cd851d39bdc8fe52a5be426c">GetContactManager</a> () const</td></tr>
<tr class="memdesc:a3d321151cd851d39bdc8fe52a5be426c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the contact manager for testing. <br /></td></tr>
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const <a class="el" href="structb2_profile.html">b2Profile</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#aec4fb0a888e69e0db7f37a4921761711">GetProfile</a> () const</td></tr>
<tr class="memdesc:aec4fb0a888e69e0db7f37a4921761711"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the current profile. <br /></td></tr>
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<tr class="memitem:a73c1fec260d460514edd335d4c235893"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classb2_world.html#a73c1fec260d460514edd335d4c235893">Dump</a> ()</td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="friends"></a>
Friends</h2></td></tr>
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class&#160;</td><td class="memItemRight" valign="bottom"><b>b2Body</b></td></tr>
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class&#160;</td><td class="memItemRight" valign="bottom"><b>b2Fixture</b></td></tr>
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class&#160;</td><td class="memItemRight" valign="bottom"><b>b2ContactManager</b></td></tr>
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class&#160;</td><td class="memItemRight" valign="bottom"><b>b2Controller</b></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>The world class manages all physics entities, dynamic simulation, and asynchronous queries. The world also contains efficient memory management facilities. </p>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#aeccc87fd9e36702c821a8244ca7cd875">&#9670;&nbsp;</a></span>b2World()</h2>

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          <td class="paramtype">const <a class="el" href="structb2_vec2.html">b2Vec2</a> &amp;&#160;</td>
          <td class="paramname"><em>gravity</em></td><td>)</td>
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<p>Construct a world object. </p><dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">gravity</td><td>the world gravity vector. </td></tr>
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<h2 class="groupheader">Member Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ac082ab4c4ad0b1c5ec4674315eeec643">&#9670;&nbsp;</a></span>ClearForces()</h2>

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<p>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. </p><dl class="section see"><dt>See also</dt><dd><a class="el" href="classb2_world.html#aa2bced28ddef5bbb00ed5666e5e9f620" title="Set flag to control automatic clearing of forces after each time step. ">SetAutoClearForces</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a2eb36e967e43294bfa03ec3d177c2dae">&#9670;&nbsp;</a></span>CreateBody()</h2>

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          <td class="memname"><a class="el" href="classb2_body.html">b2Body</a> * b2World::CreateBody </td>
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<p>Create a rigid body given a definition. No reference to the definition is retained. </p><dl class="section warning"><dt>Warning</dt><dd>This function is locked during callbacks. </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a5cba9d0653149eb62504154e6fb35021">&#9670;&nbsp;</a></span>CreateJoint()</h2>

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          <td class="memname"><a class="el" href="classb2_joint.html">b2Joint</a> * b2World::CreateJoint </td>
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<p>Create a joint to constrain bodies together. No reference to the definition is retained. This may cause the connected bodies to cease colliding. </p><dl class="section warning"><dt>Warning</dt><dd>This function is locked during callbacks. </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ad52231ad7a9556ef5735ac79cbcd8fcf">&#9670;&nbsp;</a></span>DestroyBody()</h2>

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          <td class="memname">void b2World::DestroyBody </td>
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          <td class="paramtype"><a class="el" href="classb2_body.html">b2Body</a> *&#160;</td>
          <td class="paramname"><em>body</em></td><td>)</td>
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<p>Destroy a rigid body given a definition. No reference to the definition is retained. This function is locked during callbacks. </p><dl class="section warning"><dt>Warning</dt><dd>This automatically deletes all associated shapes and joints. </dd>
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<h2 class="memtitle"><span class="permalink"><a href="#add5942aef171e54cfa384c8975746dca">&#9670;&nbsp;</a></span>DestroyJoint()</h2>

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          <td class="memname">void b2World::DestroyJoint </td>
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          <td class="paramtype"><a class="el" href="classb2_joint.html">b2Joint</a> *&#160;</td>
          <td class="paramname"><em>joint</em></td><td>)</td>
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<p>Destroy a joint. This may cause the connected bodies to begin colliding. </p><dl class="section warning"><dt>Warning</dt><dd>This function is locked during callbacks. </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a73c1fec260d460514edd335d4c235893">&#9670;&nbsp;</a></span>Dump()</h2>

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          <td class="memname">void b2World::Dump </td>
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<p>Dump the world into the log file. </p><dl class="section warning"><dt>Warning</dt><dd>this should be called outside of a time step. </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a1b87c03955e3312d308ddf679adf3c85">&#9670;&nbsp;</a></span>GetBodyList()</h2>

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<p>Get the world body list. With the returned body, use <a class="el" href="classb2_body.html#ad54182a11d02362b027a0eb072775bdc" title="Get the next body in the world&#39;s body list. ">b2Body::GetNext</a> to get the next body in the world list. A NULL body indicates the end of the list. </p><dl class="section return"><dt>Returns</dt><dd>the head of the world body list. </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ab1e1c59fd7534c0268c2a3e31370a425">&#9670;&nbsp;</a></span>GetContactList()</h2>

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<p>Get the world contact list. With the returned contact, use <a class="el" href="classb2_contact.html#aebfebb1e4b27dc0bd7aa120093e3d650" title="Get the next contact in the world&#39;s contact list. ">b2Contact::GetNext</a> to get the next contact in the world list. A NULL contact indicates the end of the list. </p><dl class="section return"><dt>Returns</dt><dd>the head of the world contact list. </dd></dl>
<dl class="section warning"><dt>Warning</dt><dd>contacts are created and destroyed in the middle of a time step. Use <a class="el" href="classb2_contact_listener.html">b2ContactListener</a> to avoid missing contacts. </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a55db7240f8290aa02cab79f181934de8">&#9670;&nbsp;</a></span>GetJointList()</h2>

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<p>Get the world joint list. With the returned joint, use <a class="el" href="classb2_joint.html#a1a0e2137b631010750c728cb4e276e5d" title="Get the next joint the world joint list. ">b2Joint::GetNext</a> to get the next joint in the world list. A NULL joint indicates the end of the list. </p><dl class="section return"><dt>Returns</dt><dd>the head of the world joint list. </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a562935b3b8161dd18a467e02f479e88a">&#9670;&nbsp;</a></span>GetTreeQuality()</h2>

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          <td class="memname">float32 b2World::GetTreeQuality </td>
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<p>Get the quality metric of the dynamic tree. The smaller the better. The minimum is 1. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ad169fae775be1e1f16386f7587786fa8">&#9670;&nbsp;</a></span>QueryAABB()</h2>

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<p>Query the world for all fixtures that potentially overlap the provided AABB. </p><dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">aabb</td><td>the query box. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#aa9955d94a254253997daaf16ce77bab6">&#9670;&nbsp;</a></span>RayCast()</h2>

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          <td class="paramtype">const <a class="el" href="structb2_vec2.html">b2Vec2</a> &amp;&#160;</td>
          <td class="paramname"><em>point2</em>&#160;</td>
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          <td></td>
          <td>)</td>
          <td></td><td> const</td>
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<p>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. </p><dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">callback</td><td>a user implemented callback class. </td></tr>
    <tr><td class="paramname">point1</td><td>the ray starting point </td></tr>
    <tr><td class="paramname">point2</td><td>the ray ending point </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a85e6e1e911c7d6366f8c7d57a12b72ff">&#9670;&nbsp;</a></span>SetContactFilter()</h2>

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          <td class="memname">void b2World::SetContactFilter </td>
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          <td class="paramtype"><a class="el" href="classb2_contact_filter.html">b2ContactFilter</a> *&#160;</td>
          <td class="paramname"><em>filter</em></td><td>)</td>
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<p>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. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a614549967fb8a1584b61c11e2d553d42">&#9670;&nbsp;</a></span>SetContactListener()</h2>

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          <td class="memname">void b2World::SetContactListener </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classb2_contact_listener.html">b2ContactListener</a> *&#160;</td>
          <td class="paramname"><em>listener</em></td><td>)</td>
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<p>Register a contact event listener. The listener is owned by you and must remain in scope. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a6976d2c67400df03c0d44174ffcfb7ee">&#9670;&nbsp;</a></span>SetDebugDraw()</h2>

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          <td class="memname">void b2World::SetDebugDraw </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classb2_draw.html">b2Draw</a> *&#160;</td>
          <td class="paramname"><em>debugDraw</em></td><td>)</td>
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<p>Register a routine for debug drawing. The debug draw functions are called inside with <a class="el" href="classb2_world.html#a293d9865e407fd463e168b0a29856acc" title="Call this to draw shapes and other debug draw data. This is intentionally non-const. ">b2World::DrawDebugData</a> method. The debug draw object is owned by you and must remain in scope. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ae377f2dd5512ada7d27f4ad3541c75bf">&#9670;&nbsp;</a></span>SetDestructionListener()</h2>

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          <td class="memname">void b2World::SetDestructionListener </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classb2_destruction_listener.html">b2DestructionListener</a> *&#160;</td>
          <td class="paramname"><em>listener</em></td><td>)</td>
          <td></td>
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<p>Register a destruction listener. The listener is owned by you and must remain in scope. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#afc33e20e64252c5be115216051408047">&#9670;&nbsp;</a></span>ShiftOrigin()</h2>

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          <td class="memname">void b2World::ShiftOrigin </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="structb2_vec2.html">b2Vec2</a> &amp;&#160;</td>
          <td class="paramname"><em>newOrigin</em></td><td>)</td>
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<p>Shift the world origin. Useful for large worlds. The body shift formula is: position -= newOrigin </p><dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">newOrigin</td><td>the new origin with respect to the old origin </td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a7a8eff61af98461f978fe43f3af7be90">&#9670;&nbsp;</a></span>Step()</h2>

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          <td class="memname">void b2World::Step </td>
          <td>(</td>
          <td class="paramtype">float32&#160;</td>
          <td class="paramname"><em>timeStep</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int32&#160;</td>
          <td class="paramname"><em>velocityIterations</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int32&#160;</td>
          <td class="paramname"><em>positionIterations</em>&#160;</td>
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          <td></td>
          <td>)</td>
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<p>Take a time step. This performs collision detection, integration, and constraint solution. </p><dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">timeStep</td><td>the amount of time to simulate, this should not vary. </td></tr>
    <tr><td class="paramname">velocityIterations</td><td>for the velocity constraint solver. </td></tr>
    <tr><td class="paramname">positionIterations</td><td>for the position constraint solver. </td></tr>
  </table>
  </dd>
</dl>

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<hr/>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="b2_world_8h_source.html">b2World.h</a></li>
<li>b2World.cpp</li>
</ul>
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