Box2D  2.3.0
A 2D Physics Engine for Games
Public Member Functions | Protected Types | Protected Member Functions | Static Protected Member Functions | Protected Attributes | Static Protected Attributes | Friends | List of all members
b2Contact Class Referenceabstract

#include <b2Contact.h>

Inheritance diagram for b2Contact:
b2ChainAndCircleContact b2ChainAndPolygonContact b2CircleContact b2EdgeAndCircleContact b2EdgeAndPolygonContact b2PolygonAndCircleContact b2PolygonContact

Public Member Functions

b2ManifoldGetManifold ()
 
const b2ManifoldGetManifold () const
 
void GetWorldManifold (b2WorldManifold *worldManifold) const
 Get the world manifold.
 
bool IsTouching () const
 Is this contact touching?
 
void SetEnabled (bool flag)
 
bool IsEnabled () const
 Has this contact been disabled?
 
b2ContactGetNext ()
 Get the next contact in the world's contact list.
 
const b2ContactGetNext () const
 
b2FixtureGetFixtureA ()
 Get fixture A in this contact.
 
const b2FixtureGetFixtureA () const
 
int32 GetChildIndexA () const
 Get the child primitive index for fixture A.
 
b2FixtureGetFixtureB ()
 Get fixture B in this contact.
 
const b2FixtureGetFixtureB () const
 
int32 GetChildIndexB () const
 Get the child primitive index for fixture B.
 
void SetFriction (float32 friction)
 
float32 GetFriction () const
 Get the friction.
 
void ResetFriction ()
 Reset the friction mixture to the default value.
 
void SetRestitution (float32 restitution)
 
float32 GetRestitution () const
 Get the restitution.
 
void ResetRestitution ()
 Reset the restitution to the default value.
 
void SetTangentSpeed (float32 speed)
 Set the desired tangent speed for a conveyor belt behavior. In meters per second.
 
float32 GetTangentSpeed () const
 Get the desired tangent speed. In meters per second.
 
virtual void Evaluate (b2Manifold *manifold, const b2Transform &xfA, const b2Transform &xfB)=0
 Evaluate this contact with your own manifold and transforms.
 

Protected Types

enum  {
  e_islandFlag = 0x0001, e_touchingFlag = 0x0002, e_enabledFlag = 0x0004, e_filterFlag = 0x0008,
  e_bulletHitFlag = 0x0010, e_toiFlag = 0x0020
}
 

Protected Member Functions

void FlagForFiltering ()
 Flag this contact for filtering. Filtering will occur the next time step.
 
 b2Contact (b2Fixture *fixtureA, int32 indexA, b2Fixture *fixtureB, int32 indexB)
 
void Update (b2ContactListener *listener)
 

Static Protected Member Functions

static void AddType (b2ContactCreateFcn *createFcn, b2ContactDestroyFcn *destroyFcn, b2Shape::Type typeA, b2Shape::Type typeB)
 
static void InitializeRegisters ()
 
static b2ContactCreate (b2Fixture *fixtureA, int32 indexA, b2Fixture *fixtureB, int32 indexB, b2BlockAllocator *allocator)
 
static void Destroy (b2Contact *contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator *allocator)
 
static void Destroy (b2Contact *contact, b2BlockAllocator *allocator)
 

Protected Attributes

uint32 m_flags
 
b2Contactm_prev
 
b2Contactm_next
 
b2ContactEdge m_nodeA
 
b2ContactEdge m_nodeB
 
b2Fixturem_fixtureA
 
b2Fixturem_fixtureB
 
int32 m_indexA
 
int32 m_indexB
 
b2Manifold m_manifold
 
int32 m_toiCount
 
float32 m_toi
 
float32 m_friction
 
float32 m_restitution
 
float32 m_tangentSpeed
 

Static Protected Attributes

static b2ContactRegister s_registers [b2Shape::e_typeCount][b2Shape::e_typeCount]
 
static bool s_initialized = false
 

Friends

class b2ContactManager
 
class b2World
 
class b2ContactSolver
 
class b2Body
 
class b2Fixture
 

Detailed Description

The class manages contact between two shapes. A contact exists for each overlapping AABB in the broad-phase (except if filtered). Therefore a contact object may exist that has no contact points.

Member Function Documentation

b2Manifold * b2Contact::GetManifold ( )
inline

Get the contact manifold. Do not modify the manifold unless you understand the internals of Box2D.

void b2Contact::SetEnabled ( bool  flag)
inline

Enable/disable this contact. This can be used inside the pre-solve contact listener. The contact is only disabled for the current time step (or sub-step in continuous collisions).

void b2Contact::SetFriction ( float32  friction)
inline

Override the default friction mixture. You can call this in b2ContactListener::PreSolve. This value persists until set or reset.

void b2Contact::SetRestitution ( float32  restitution)
inline

Override the default restitution mixture. You can call this in b2ContactListener::PreSolve. The value persists until you set or reset.


The documentation for this class was generated from the following files: