Box2D Physics
Made by Eric Catto : Wrapped by Diggsey
General Commands:
b2SetUnits
Pos as Float, Ang as Float
Return as Float = b2GetPositionUnits(*No
parameters*)
Return as Float = b2GetRotationUnits(*No
parameters*)
World Commands: Return as Integer = b2CreateWorld(Left as Float, Top as Float, Right as Float, Bottom as Float, GravX as Float, GravY as Float, doSleep as Dword) b2DeleteWorld ID as Integer b2SetWorldSleep ID as Integer, doSleep as Dword b2SetWorldGravity ID as Integer, GravX as Float, GravY as Float b2DrawDebugInfo ID as Integer, Left as Float, Top as Float, ScaleX as Float, ScaleY as Float, Draggable as boolean b2Step ID as Integer Return as Dword = b2GetWorldSleep(ID as Integer) Return as Float = b2GetWorldGravityX(ID as Integer) Return as Float = b2GetWorldGravityY(ID as Integer) Return as Integer = b2GetWorldBodyCount(ID as Integer) Return as Integer = b2GetWorldBody(ID as Integer, Index as Integer) Return as Integer = b2GetWorldJointCount(ID as Integer) Return as Integer = b2GetWorldJoint(ID as Integer, Index as Integer) Return as Integer = b2GetWorldContactCount(ID as Integer) Return as Integer = b2GetWorldContact(ID as Integer, Index as Integer)
Shape and Template Commands:
b2SetShapeGroups
ShapeID as Integer, Groups as Integer
b2SetShapeCollides
ShapeID as Integer, Collides as Integer
Return as Integer = b2CreateBodyTemplate()
Return as Integer = b2CreateCircleShape(Radius as Float)
Return as Integer = b2CreateBoxShape(Width as Float, Height as Float)
Return as Integer = b2CreatePolygonShape(x1 as Float, y1 as Float, x2 as Float, y2 as
Float,...x8 as Float, y8 as Float)
b2DeleteShape ID as Integer
b2AddShapeToBodyTemplate
BodyTemplateID as Integer, ShapeID as Integer, x as Float, y as Float, ang as Float
Return as Integer = b2GetShapeType(ShapeID as Integer)
Body Commands:
Return as Integer = b2CreateBody(ID as Integer, BodyTemplateID as Integer)
Return as Integer = b2CreateCircleBody(ID as Integer, Radius as Float, Density as Float, Restitution as Float, Friction as Float)
Return as Integer = b2CreateBoxBody(ID as Integer, Width as Float, Height as Float, Density as Float, Restitution as Float, Friction as Float)
b2DeleteBody ID as Integer, BodyID as Integer
b2PositionBody BodyID as Integer, x as Float, y as Float
b2XPositionBody BodyID as Integer, x as Float
b2YPositionBody BodyID as Integer, y as Float
b2RotateBody BodyID as Integer, ang as Float
b2ApplyForce BodyID as Integer, px as Float, py as Float, fx as Float, fy as Float
b2ApplyImpulse BodyID as Integer, px as Float, py as Float, fx as Float, fy as Float
b2ApplyTorque BodyID as Integer, w as Float
b2SetBodyLinearVelocity
BodyID as Integer, x as Float, y as Float
b2SetBodyAngularVelocity
BodyID as Integer, w as Float
b2EnableBodyRotation
BodyID as Integer, Enable as Dword
b2EnableBodyPosition
BodyID as Integer, Enable as Dword
Return as Float = b2GetBodyX(BodyID as Integer)
Return as Float = b2GetBodyY(BodyID as Integer)
Return as Float = b2GetBodyAngle(BodyID as Integer)
Return as Float = b2GetBodyLinearVelocityX(BodyID as Integer)
Return as Float = b2GetBodyLinearVelocityY(BodyID as Integer)
Return as Float = b2GetBodyAngularVelocity(BodyID as Integer)
Return as Float = b2GetBodyMass(BodyID as Integer)
Joint Commands:
b2DeleteJoint
ID as Integer, JointID as Integer
Return as Integer = b2CreateDistanceJoint(ID
as Integer, Body1ID as Integer, Body2ID as Integer, x1 as Float, y1 as Float, x2
as Float, y2 as Float)
Return as Integer = b2CreateRevoluteJoint(ID
as Integer, Body1ID as Integer, Body2ID as Integer, x as Float, y as Float)
Return as Integer = b2CreatePrismaticJoint(ID
as Integer, Body1ID as Integer, Body2ID as Integer, x as Float, y as Float, ax
as Float, ay as Float)
Return as Integer = b2CreateGearJoint(ID
as Integer, Body1ID as Integer, Body2ID as Integer, Joint1ID as Integer,
Joint2ID as Integer, Ratio as Float)
Return as Integer = b2CreatePulleyJoint(ID
as Integer, Body1ID as Integer, Body2ID as Integer, Point1X as Float, Point1Y as
Float, Point2X as Float, Point2Y as Float, Anchor1X as Float, Anchor1Y as Float,
Anchor2X as Float, Anchor2Y as Float, MaxLength1 as Float, MaxLength2 as Float,
Ratio as Float)
b2SetJointMotorForce
JointID as Integer, Force as Float
b2SetJointMotorSpeed
JointID as Integer, Speed as Float
b2SetJointCollideConnected
JointID as Integer, Collide as Dword
b2EnableJointLimit
JointID as Integer, Enable as Dword
b2SetJointLimit JointID as
Integer, MinLimit as Float, MaxLimit as Float
Return as Integer = b2GetBodyFirstJointNode(BodyID
as Integer)
Return as Integer = b2GetNextJointNode(JointNodeID
as Integer)
Return as Integer = b2GetPreviousJointNode(JointNodeID
as Integer)
Return as Integer = b2GetJointNodeBody(JointNodeID
as Integer)
Return as Integer = b2GetJointNodeJoint(JointNodeID
as Integer)
Collision Commands:
Return as Integer = b2GetContactBody(ContactID
as Integer, Body as Dword)
Return as Float = b2GetContactFriction(ContactID
as Integer)
Return as Float = b2GetContactRestitution(ContactID
as Integer)
Return as Integer = b2GetContactManifoldCount(ContactID
as Integer)
Return as Integer = b2GetContactManifold(ContactID
as Integer, Index as Integer)
Return as Integer = b2GetBodyFirstContactNode(BodyID
as Integer)
Return as Integer = b2GetNextContactNode(ContactNodeID
as Integer)
Return as Integer = b2GetPreviousContactNode(ContactNodeID
as Integer)
Return as Integer = b2GetContactNodeBody(ContactNodeID
as Integer)
Return as Integer = b2GetContactNodeContact(ContactNodeID
as Integer)
Return as Float = b2GetManifoldNormalX(ManifoldID
as Integer)
Return as Float = b2GetManifoldNormalY(ManifoldID
as Integer)
Return as Integer = b2GetManifoldPointCount(ManifoldID
as Integer)
Return as Float = b2GetManifoldContactPointX(ManifoldID
as Integer, Index as Integer)
Return as Float = b2GetManifoldContactPointY(ManifoldID
as Integer, Index as Integer)
Return as Float = b2GetManifoldContactPointNormalImpulse(ManifoldID
as Integer, Index as Integer)
Return as Float = b2GetManifoldContactPointTangentImpulse(ManifoldID
as Integer, Index as Integer)
Return as Float = b2GetManifoldContactPointSeparation(ManifoldID
as Integer, Index as Integer)
Part Commands
b2SetPartGroups
PartID as Integer, Groups as Integer
b2SetPartCollides PartID
as Integer, Collides as Integer
Return as Float = b2GetPartGlobalX(PartID
as Integer)
Return as Float = b2GetPartGlobalY(PartID
as Integer)
Return as Float = b2GetPartGlobalAngle(PartID
as Integer)
Return as Float = b2GetPartFriction(PartID
as Integer)
Return as Float = b2GetPartRestitution(PartID
as Integer)
Return as Integer = b2GetPartBody(PartID
as Integer)
Return as Integer = b2GetPartType(PartID
as Integer)
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