World class

The world class manages all physics entities, dynamic simulation, and asynchronous queries. The world also contains efficient memory management facilities.

Constructors

World([Vector2? gravity, BroadPhase? broadPhase])

Properties

autoClearForces bool
Get the flag that controls automatic clearing of forces after each time step.
no setter
bodies List<Body>
final
broadphaseTimer → Timer
final
cA Vector2
final
cB Vector2
final
color Color3i
final
contactManager ContactManager
getter/setter pair
debugDraw DebugDraw?
getter/setter pair
destroyListener DestroyListener?
getter/setter pair
flags int
getter/setter pair
gravity Vector2
The current World's gravity.
getter/setter pair
hashCode int
The hash code for this object.
no setterinherited
island Island
final
isLocked bool
Is the world locked (in the middle of a time step).
no setter
joints List<Joint>
final
particleDestroyListener ParticleDestroyListener?
getter/setter pair
particleSystem ParticleSystem
getter/setter pair
proxyCount int
Get the number of broad-phase proxies.
no setter
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
stack List<Body>
final
xf Transform
final

Methods

clearForces() → void
Call this after you are done with time steps to clear the forces. You normally call this after each call to stepDt, unless you are performing sub-steps. By default, forces will be automatically cleared, so you don't need to call this function.
createBody(BodyDef def) Body
Create a rigid body given a definition. No reference to the definition is retained.
createJoint(Joint joint) → void
Adds a joint to constrain bodies together.
destroyBody(Body body) → void
Destroys a rigid body given a definition. No reference to the definition is retained. This function is locked during callbacks.
destroyJoint(Joint joint) → void
Destroys a joint. This may cause the connected bodies to begin colliding.
drawDebugData() → void
Call this to draw shapes and other debug draw data.
getTreeBalance() int
Gets the balance of the dynamic tree
getTreeHeight() int
Gets the height of the dynamic tree
getTreeQuality() double
Gets the quality of the dynamic tree
isAllowSleep() bool
isSubStepping() bool
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
queryAABB(QueryCallback callback, AABB aabb) → void
Query the world for all fixtures that potentially overlap the provided AABB.
queryAABBParticle(ParticleQueryCallback particleCallback, AABB aabb) → void
Query the world for all particles that potentially overlap the provided AABB.
queryAABBTwoCallbacks(QueryCallback callback, ParticleQueryCallback particleCallback, AABB aabb) → void
Query the world for all fixtures and particles that potentially overlap the provided AABB.
raycast(RayCastCallback callback, Vector2 point1, Vector2 point2) → void
Ray-cast the world for all fixtures in the path of the ray. Your callback controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the starting point.
raycastParticle(ParticleRaycastCallback particleCallback, Vector2 point1, Vector2 point2) → void
Ray-cast the world for all particles in the path of the ray. Your callback controls whether you get the closest point, any point, or n-points.
raycastTwoCallBacks(RayCastCallback callback, ParticleRaycastCallback particleCallback, Vector2 point1, Vector2 point2) → void
Ray-cast the world for all fixtures and particles in the path of the ray. Your callback controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the starting point.
setAllowSleep(bool flag) → void
setAutoClearForces(bool shouldAutoClear) → void
Set flag to control automatic clearing of forces after each time step.
setContactFilter(ContactFilter filter) → void
Register a contact filter to provide specific control over collision. Otherwise the default filter is used (_defaultFilter). The listener is owned by you and must remain in scope.
setContactListener(ContactListener listener) → void
Register a contact event listener. The listener is owned by you and must remain in scope.
setSubStepping(bool subStepping) → void
solve(TimeStep step) → void
solveTOI(TimeStep step) → void
stepDt(double dt) → void
Take a time step. This performs collision detection, integration, and constraint solution.
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited

Static Properties

collision Collision
final
distance Distance
final
toi TimeOfImpact
final

Constants

clearForcesBit → const int
locked → const int
newFixture → const int