API
b2World
The world class manages all physics entities, dynamic simulation, and asynchronous queries. The world also contains efficient memory management facilities.
List of all members
- b2World - The world class manages all physics entities, dynamic simulation, and asynchronous queries. The world also contains efficient memory management facilities.
- this([xGravity[,yGravity[,doSleep[,enableCollisions]]]]) - Construct a world object.
- step(timeStep,velocityIterations,velocityIterations ) - Take a time step. This performs collision detection, integration, and constraint solution.
- clearForces() - Manually clear the force buffer on all bodies. By default, forces are cleared automatically after each call to Step.
- doDraw(canvas) - Call this to redraw all objects in curent world.
- doDebugDraw(canvas) - Call this to draw shapes and other debug draw data.
- createBody(shape, [bodyTypeSym, density, friction, bounce, x, y]) - Create new box2d body and place it to the x, y.
- createDistanceJoint(bodyA, bodyB, anchorXA, anchorYA, anchorXB, anchorYB, scriptDef[, collideConnected]) - Create distance joint between two objects. Distance joints says that the distance between two points on two bodies must be constant.
- createRevoluteJoint( bodyA, bodyB, anchorX, anchorY, scriptDef [,collideConnected]) - 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.
- createFrictionJoint(bodyA, bodyB, anchorX, anchorY, scriptDef[, collideConnected]) - The friction joint is used for top-down friction. The joint provides 2D translational friction and angular friction.
- createGearJoint(bodyA, bodyB, jojnt1, jojnt2, ratio [, collideConnected]) - If you want to create a sophisticated mechanical contraption you might want to use gears. Gear joint connects two other types of joints and move them with set ratio.
- createPrismaticJoint( bodyA, bodyB, anchorX, anchorY, axisX, axisY, referenceAngle, scriptDef [, collideConnected]) - A prismatic joint allows for relative translation of two bodies along a specified axis.
- createLineJoint(bodyA, bodyB, anchorX, anchorY, axisX, axisY, scriptDef[, collideConnected]) - This joint provides two degrees of freedom: translation along an axis fixed in body1 and rotation in the plane.
- createMouseJoint(bodyA, bodyB, scriptDef[, collideConnected]) - A mouse joint is used to make a point on a body track a specified world point.
- createPulleyJoint(bodyA, bodyB, groundAnchorAX, groundAnchorAY, groundAnchorBX, groundAnchorBY, anchorAX, anchorAY, anchorBX, anchorBY, ratio[, collideConnected]) - The pulley joint is connected to two bodies and two fixed ground points.
- createWeldJoint(bodyA, bodyB, anchorX, anchorY[, collideConnected]) - A weld joint essentially glues two bodies together.A weld joint may distort somewhat because the island constraint solver is approximate.
- destroyJoint(joint) - Destroy a joint.
- createBody(body) - Destroy existing physics body.
- setWarmStarting(flag) - Enable/disable warm starting. For testing.
- setContinuousPhysics(flag) - Enable/disable continuous physics. For testing.
- getProxyCount() - Get the number of broad-phase proxies.
- getBodyCount() - Get the number of bodies.
- getJointCount() - Get the number of joints.
- getContactCount() - Get the number of contacts (each may have 0 or more contact points).
- setGravity(gx, gy) - Set world’s gravity (separately for x and y axis).
- getGravity() - Get the global gravity.
- autoClearForces - Flag to control automatic clearing of forces after each time step. By default it is set to true.
- scale - Value represent scale of box2d world against screen resolution.
- onBeginContact(sender, contact) - This function is called, when two bodies collide.
- onEndContact(sender, contact) - This function is called, when contact ends.
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b2Contact |
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