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/build/1st/box2d-2.4.1/include/box2d/b2_weld_joint.h Source File\n+Box2D: /build/2/box2d-2.4.1/2nd/include/box2d/b2_weld_joint.h Source File\n \n \n \n \n \n \n \n"}, {"source1": "./usr/share/doc/libbox2d-dev/html/b2__wheel__joint_8h_source.html", "source2": "./usr/share/doc/libbox2d-dev/html/b2__wheel__joint_8h_source.html", "unified_diff": "@@ -1,15 +1,15 @@\n \n \n \n \n \n \n \n-Box2D: /build/1st/box2d-2.4.1/include/box2d/b2_wheel_joint.h Source File\n+Box2D: /build/2/box2d-2.4.1/2nd/include/box2d/b2_wheel_joint.h Source File\n \n \n \n \n \n \n \n"}, {"source1": "./usr/share/doc/libbox2d-dev/html/b2__world_8h_source.html", "source2": "./usr/share/doc/libbox2d-dev/html/b2__world_8h_source.html", "unified_diff": "@@ -1,15 +1,15 @@\n \n \n \n \n \n \n \n-Box2D: /build/1st/box2d-2.4.1/include/box2d/b2_world.h Source File\n+Box2D: /build/2/box2d-2.4.1/2nd/include/box2d/b2_world.h Source File\n \n \n \n \n \n \n \n"}, {"source1": "./usr/share/doc/libbox2d-dev/html/b2__world__callbacks_8h_source.html", "source2": "./usr/share/doc/libbox2d-dev/html/b2__world__callbacks_8h_source.html", "unified_diff": "@@ -1,15 +1,15 @@\n \n \n \n \n \n \n \n-Box2D: /build/1st/box2d-2.4.1/include/box2d/b2_world_callbacks.h Source File\n+Box2D: /build/2/box2d-2.4.1/2nd/include/box2d/b2_world_callbacks.h Source File\n \n \n \n \n \n \n \n"}, {"source1": "./usr/share/doc/libbox2d-dev/html/box2d_8h_source.html", "source2": "./usr/share/doc/libbox2d-dev/html/box2d_8h_source.html", "unified_diff": "@@ -1,15 +1,15 @@\n \n \n \n \n \n \n \n-Box2D: /build/1st/box2d-2.4.1/include/box2d/box2d.h Source File\n+Box2D: /build/2/box2d-2.4.1/2nd/include/box2d/box2d.h Source File\n \n \n \n \n \n \n \n"}, {"source1": "./usr/share/doc/libbox2d-dev/html/classb2_block_allocator.html", "source2": "./usr/share/doc/libbox2d-dev/html/classb2_block_allocator.html", "unified_diff": "@@ -108,15 +108,15 @@\n \n void Clear ()\n  \n \n

Detailed Description

\n

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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The documentation for this class was generated from the following file:\n \n \n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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Override the default restitution velocity threshold mixture. You can call this in b2ContactListener::PreSolve. The value persists until you set or reset.

\n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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Return true if contact calculations should be performed between these two shapes.

Warning
for performance reasons this is only called when the AABBs begin to overlap.
\n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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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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The documentation for this class was generated from the following file:\n \n \n \n
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Called when any joint is about to be destroyed due to the destruction of one of its attached bodies.

\n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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Set the minimum length

Returns
the clamped minimum length
\n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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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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The documentation for this class was generated from the following file:\n \n \n \n
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Validate convexity. This is a very time consuming operation.

Returns
true if valid
\n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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Called for each fixture found in the query AABB.

Returns
false to terminate the query.
\n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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Radius of a shape. For polygonal shapes this must be b2_polygonRadius. There is no support for making rounded polygons.

\n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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The documentation for this class was generated from the following file:\n \n \n \n
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Overview
\n
\n
\n-

Box2D is a 2D rigid body simulation library for games. Programmers can use it in their games to make objects move in realistic ways and make the game world more interactive. From the game engine's point of view, a physics engine is just a system for procedural animation.

\n+

Box2D is a 2D rigid body simulation library for games. Programmers can use it in their games to make objects move in realistic ways and make the game world more interactive. From the game engine's point of view, a physics engine is just a system for procedural animation.

\n

Box2D is written in portable C++. Most of the types defined in the engine begin with the b2 prefix. Hopefully this is sufficient to avoid name clashing with your game engine.

\n

\n Prerequisites

\n

In this manual I'll assume you are familiar with basic physics concepts, such as mass, force, torque, and impulses. If not, please first consult Google search and Wikipedia.

\n

Box2D was created as part of a physics tutorial at the Game Developer Conference. You can get these tutorials from the download section of box2d.org.

\n

Since Box2D is written in C++, you are expected to be experienced in C++ programming. Box2D should not be your first C++ programming project! You should be comfortable with compiling, linking, and debugging.

\n
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determinism\", \"md__build_2_box2d_2_4_1_2nd_docs__f_a_q.html#autotoc_md157\", null]\n ]],\n- [\"Why is the restitution/friction mixing inaccurate?\", \"md__build_1st_box2d_2_4_1_docs__f_a_q.html#autotoc_md158\", null],\n- [\"What are the biggest mistakes made by new users?\", \"md__build_1st_box2d_2_4_1_docs__f_a_q.html#autotoc_md159\", null]\n+ [\"Why is the restitution/friction mixing inaccurate?\", \"md__build_2_box2d_2_4_1_2nd_docs__f_a_q.html#autotoc_md158\", null],\n+ [\"What are the biggest mistakes made by new users?\", \"md__build_2_box2d_2_4_1_2nd_docs__f_a_q.html#autotoc_md159\", null]\n ]],\n [\"Classes\", \"annotated.html\", [\n [\"Class List\", \"annotated.html\", \"annotated_dup\"],\n [\"Class Index\", \"classes.html\", null],\n [\"Class Hierarchy\", \"hierarchy.html\", \"hierarchy\"],\n [\"Class Members\", \"functions.html\", [\n [\"All\", \"functions.html\", \"functions_dup\"],\n@@ -236,13 +236,13 @@\n \n var NAVTREEINDEX = [\n \"annotated.html\",\n 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\n
\n
Related Pages
\n
\n
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\n
\n \n
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b2Vec2 upperBound\n  the upper vertex
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    Detailed Description

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    An axis aligned bounding box.

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The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the mass is set to one.

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Initialize the bodies, anchors, and rest length using world space anchors. The minimum and maximum lengths are set to the rest length.

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Initialize the proxy using a vertex cloud and radius. The vertices must remain in scope while the proxy is in use.

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The collision mask bits. This states the categories that this shape would accept for collision.

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The shape, this must be set. The shape will be cloned, so you can create the shape on the stack.

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Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.

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The gear ratio.

See also
b2GearJoint for explanation.
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Solve A * x = b, where b is a column vector. This is more efficient than computing the inverse in one-shot cases.

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Solve A * x = b, where b is a column vector. This is more efficient than computing the inverse in one-shot cases.

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The initial world target point. This is assumed to coincide with the body anchor initially.

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Initialize the bodies, anchors, axis, and reference angle using the world anchor and unit world axis.

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The maximum motor torque used to achieve the desired motor speed. Usually in N-m.

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Fraction of the current time step in the range [0,1] c0 and a0 are the positions at alpha0.

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Get the length squared. For performance, use this instead of b2Vec2::Length (if possible).

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The rotational stiffness in N*m Disable softness with a value of 0

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Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.

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The documentation for this struct was generated from the following file:\n \n \n \n
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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.

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