Box2D
2.3.0
A 2D Physics Engine for Games
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Box2D
Dynamics
b2TimeStep.h
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/*
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_TIME_STEP_H
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#define B2_TIME_STEP_H
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#include <Box2D/Common/b2Math.h>
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struct
b2Profile
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{
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float32 step;
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float32 collide;
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float32 solve;
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float32 solveInit;
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float32 solveVelocity;
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float32 solvePosition;
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float32 broadphase;
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float32 solveTOI;
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};
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struct
b2TimeStep
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{
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float32 dt;
// time step
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float32 inv_dt;
// inverse time step (0 if dt == 0).
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float32 dtRatio;
// dt * inv_dt0
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int32 velocityIterations;
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int32 positionIterations;
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bool
warmStarting;
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};
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struct
b2Position
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{
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b2Vec2
c;
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float32 a;
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};
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struct
b2Velocity
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{
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b2Vec2
v;
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float32 w;
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};
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struct
b2SolverData
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{
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b2TimeStep step;
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b2Position* positions;
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b2Velocity* velocities;
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};
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#endif
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