Box2D
2.3.0
A 2D Physics Engine for Games
|
#include <Box2D/Common/b2Math.h>
#include <limits.h>
Go to the source code of this file.
Classes | |
struct | b2ManifoldPoint |
struct | b2Manifold |
struct | b2WorldManifold |
This is used to compute the current state of a contact manifold. 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 | |
void | b2GetPointStates (b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints], const b2Manifold *manifold1, const b2Manifold *manifold2) |
int32 | b2ClipSegmentToLine (b2ClipVertex vOut[2], const b2ClipVertex vIn[2], const b2Vec2 &normal, float32 offset, int32 vertexIndexA) |
Clipping for contact manifolds. | |
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 |
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.