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World (libgdx API)
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  SUMMARY:&nbsp;NESTED&nbsp;|&nbsp;<A HREF="#field_summary">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_summary">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_summary">METHOD</A></FONT></TD>
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<FONT SIZE="-1">
com.badlogic.gdx.physics.box2d</FONT>
<BR>
Class World</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.World</B>
</PRE>
<DL>
<DT><B>All Implemented Interfaces:</B> <DD><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public final class <B>World</B><DT>extends java.lang.Object<DT>implements <A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</A></DL>
</PRE>

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

<P>
<DL>
<DT><B>Author:</B></DT>
  <DD>mzechner</DD>
</DL>
<HR>

<P>
<!-- =========== FIELD SUMMARY =========== -->

<A NAME="field_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Field Summary</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/utils/LongMap.html" title="class in com.badlogic.gdx.utils">LongMap</A>&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#bodies">bodies</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;all known bodies</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactFilter.html" title="interface in com.badlogic.gdx.physics.box2d">ContactFilter</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#contactFilter">contactFilter</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Contact filter</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactListener.html" title="interface in com.badlogic.gdx.physics.box2d">ContactListener</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#contactListener">contactListener</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Contact listener</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/utils/LongMap.html" title="class in com.badlogic.gdx.utils">LongMap</A>&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#fixtures">fixtures</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;all known fixtures</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/utils/Pool.html" title="class in com.badlogic.gdx.utils">Pool</A>&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#freeBodies">freeBodies</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;pool for bodies</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/utils/Pool.html" title="class in com.badlogic.gdx.utils">Pool</A>&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#freeFixtures">freeFixtures</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;pool for fixtures</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/utils/LongMap.html" title="class in com.badlogic.gdx.utils">LongMap</A>&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#joints">joints</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;all known joints</TD>
</TR>
</TABLE>
&nbsp;
<!-- ======== CONSTRUCTOR SUMMARY ======== -->

<A NAME="constructor_summary"><!-- --></A>
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<B>Constructor Summary</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#World(com.badlogic.gdx.math.Vector2, boolean)">World</A></B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;gravity,
      boolean&nbsp;doSleep)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Construct a world object.</TD>
</TR>
</TABLE>
&nbsp;
<!-- ========== METHOD SUMMARY =========== -->

<A NAME="method_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Method Summary</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#clearForces()">clearForces</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Manually clear the force buffer on all bodies.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#createBody(com.badlogic.gdx.physics.box2d.BodyDef)">createBody</A></B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html" title="class in com.badlogic.gdx.physics.box2d">BodyDef</A>&nbsp;def)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Create a rigid body given a definition.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#createJoint(com.badlogic.gdx.physics.box2d.JointDef)">createJoint</A></B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A>&nbsp;def)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Create a joint to constrain bodies together.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#destroyBody(com.badlogic.gdx.physics.box2d.Body)">destroyBody</A></B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;body)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Destroy a rigid body given a definition.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#destroyJoint(com.badlogic.gdx.physics.box2d.Joint)">destroyJoint</A></B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A>&nbsp;joint)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Destroy a joint.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#dispose()">dispose</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Releases all resources of this object.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#getAutoClearForces()">getAutoClearForces</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the flag that controls automatic clearing of forces after each time step.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.util.Iterator&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#getBodies()">getBodies</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#getBodyCount()">getBodyCount</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the number of bodies.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#getContactCount()">getContactCount</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the number of contacts (each may have 0 or more contact points).</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.util.List&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Contact.html" title="class in com.badlogic.gdx.physics.box2d">Contact</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#getContactList()">getContactList</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the list of <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Contact.html" title="class in com.badlogic.gdx.physics.box2d"><CODE>Contact</CODE></A> instances produced by the last call to <A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#step(float, int, int)"><CODE>step(float, int, int)</CODE></A>.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#getGravity()">getGravity</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#getJointCount()">getJointCount</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the number of joints.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.util.Iterator&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#getJoints()">getJoints</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#getProxyCount()">getProxyCount</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the number of broad-phase proxies.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#getVelocityThreshold()">getVelocityThreshold</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#isLocked()">isLocked</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Is the world locked (in the middle of a time step).</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#QueryAABB(com.badlogic.gdx.physics.box2d.QueryCallback, float, float, float, float)">QueryAABB</A></B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/QueryCallback.html" title="interface in com.badlogic.gdx.physics.box2d">QueryCallback</A>&nbsp;callback,
          float&nbsp;lowerX,
          float&nbsp;lowerY,
          float&nbsp;upperX,
          float&nbsp;upperY)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Query the world for all fixtures that potentially overlap the provided AABB.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#rayCast(com.badlogic.gdx.physics.box2d.RayCastCallback, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2)">rayCast</A></B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/RayCastCallback.html" title="interface in com.badlogic.gdx.physics.box2d">RayCastCallback</A>&nbsp;callback,
        <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;point1,
        <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;point2)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Ray-cast the world for all fixtures in the path of the ray.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#setAutoClearForces(boolean)">setAutoClearForces</A></B>(boolean&nbsp;flag)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set flag to control automatic clearing of forces after each time step.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#setContactFilter(com.badlogic.gdx.physics.box2d.ContactFilter)">setContactFilter</A></B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactFilter.html" title="interface in com.badlogic.gdx.physics.box2d">ContactFilter</A>&nbsp;filter)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Register a contact filter to provide specific control over collision.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#setContactListener(com.badlogic.gdx.physics.box2d.ContactListener)">setContactListener</A></B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactListener.html" title="interface in com.badlogic.gdx.physics.box2d">ContactListener</A>&nbsp;listener)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Register a contact event listener.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#setContinuousPhysics(boolean)">setContinuousPhysics</A></B>(boolean&nbsp;flag)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Enable/disable continuous physics.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#setDestructionListener(com.badlogic.gdx.physics.box2d.DestructionListener)">setDestructionListener</A></B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/DestructionListener.html" title="interface in com.badlogic.gdx.physics.box2d">DestructionListener</A>&nbsp;listener)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Register a destruction listener.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#setGravity(com.badlogic.gdx.math.Vector2)">setGravity</A></B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;gravity)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Change the global gravity vector.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#setVelocityThreshold(float)">setVelocityThreshold</A></B>(float&nbsp;threshold)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the box2d velocity threshold globally, for all World instances.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#setWarmStarting(boolean)">setWarmStarting</A></B>(boolean&nbsp;flag)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Enable/disable warm starting.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#step(float, int, int)">step</A></B>(float&nbsp;timeStep,
     int&nbsp;velocityIterations,
     int&nbsp;positionIterations)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Take a time step.</TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
</TR>
</TABLE>
&nbsp;
<P>

<!-- ============ FIELD DETAIL =========== -->

<A NAME="field_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Field Detail</B></FONT></TH>
</TR>
</TABLE>

<A NAME="freeBodies"><!-- --></A><H3>
freeBodies</H3>
<PRE>
protected final <A HREF="../../../../../com/badlogic/gdx/utils/Pool.html" title="class in com.badlogic.gdx.utils">Pool</A>&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&gt; <B>freeBodies</B></PRE>
<DL>
<DD>pool for bodies
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="freeFixtures"><!-- --></A><H3>
freeFixtures</H3>
<PRE>
protected final <A HREF="../../../../../com/badlogic/gdx/utils/Pool.html" title="class in com.badlogic.gdx.utils">Pool</A>&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</A>&gt; <B>freeFixtures</B></PRE>
<DL>
<DD>pool for fixtures
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="bodies"><!-- --></A><H3>
bodies</H3>
<PRE>
protected final <A HREF="../../../../../com/badlogic/gdx/utils/LongMap.html" title="class in com.badlogic.gdx.utils">LongMap</A>&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&gt; <B>bodies</B></PRE>
<DL>
<DD>all known bodies
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="fixtures"><!-- --></A><H3>
fixtures</H3>
<PRE>
protected final <A HREF="../../../../../com/badlogic/gdx/utils/LongMap.html" title="class in com.badlogic.gdx.utils">LongMap</A>&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</A>&gt; <B>fixtures</B></PRE>
<DL>
<DD>all known fixtures
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="joints"><!-- --></A><H3>
joints</H3>
<PRE>
protected final <A HREF="../../../../../com/badlogic/gdx/utils/LongMap.html" title="class in com.badlogic.gdx.utils">LongMap</A>&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A>&gt; <B>joints</B></PRE>
<DL>
<DD>all known joints
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="contactFilter"><!-- --></A><H3>
contactFilter</H3>
<PRE>
protected <A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactFilter.html" title="interface in com.badlogic.gdx.physics.box2d">ContactFilter</A> <B>contactFilter</B></PRE>
<DL>
<DD>Contact filter
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="contactListener"><!-- --></A><H3>
contactListener</H3>
<PRE>
protected <A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactListener.html" title="interface in com.badlogic.gdx.physics.box2d">ContactListener</A> <B>contactListener</B></PRE>
<DL>
<DD>Contact listener
<P>
<DL>
</DL>
</DL>

<!-- ========= CONSTRUCTOR DETAIL ======== -->

<A NAME="constructor_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Constructor Detail</B></FONT></TH>
</TR>
</TABLE>

<A NAME="World(com.badlogic.gdx.math.Vector2, boolean)"><!-- --></A><H3>
World</H3>
<PRE>
public <B>World</B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;gravity,
             boolean&nbsp;doSleep)</PRE>
<DL>
<DD>Construct a world object.
<P>
<DL>
<DT><B>Parameters:</B><DD><CODE>gravity</CODE> - the world gravity vector.<DD><CODE>doSleep</CODE> - improve performance by not simulating inactive bodies.</DL>
</DL>

<!-- ============ METHOD DETAIL ========== -->

<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Method Detail</B></FONT></TH>
</TR>
</TABLE>

<A NAME="setDestructionListener(com.badlogic.gdx.physics.box2d.DestructionListener)"><!-- --></A><H3>
setDestructionListener</H3>
<PRE>
public void <B>setDestructionListener</B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/DestructionListener.html" title="interface in com.badlogic.gdx.physics.box2d">DestructionListener</A>&nbsp;listener)</PRE>
<DL>
<DD>Register a destruction listener. The listener is owned by you and must remain in scope.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setContactFilter(com.badlogic.gdx.physics.box2d.ContactFilter)"><!-- --></A><H3>
setContactFilter</H3>
<PRE>
public void <B>setContactFilter</B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactFilter.html" title="interface in com.badlogic.gdx.physics.box2d">ContactFilter</A>&nbsp;filter)</PRE>
<DL>
<DD>Register a contact filter to provide specific control over collision. Otherwise the default filter is used
 (b2_defaultFilter). The listener is owned by you and must remain in scope.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setContactListener(com.badlogic.gdx.physics.box2d.ContactListener)"><!-- --></A><H3>
setContactListener</H3>
<PRE>
public void <B>setContactListener</B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactListener.html" title="interface in com.badlogic.gdx.physics.box2d">ContactListener</A>&nbsp;listener)</PRE>
<DL>
<DD>Register a contact event listener. The listener is owned by you and must remain in scope.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="createBody(com.badlogic.gdx.physics.box2d.BodyDef)"><!-- --></A><H3>
createBody</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A> <B>createBody</B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html" title="class in com.badlogic.gdx.physics.box2d">BodyDef</A>&nbsp;def)</PRE>
<DL>
<DD>Create a rigid body given a definition. No reference to the definition is retained.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="destroyBody(com.badlogic.gdx.physics.box2d.Body)"><!-- --></A><H3>
destroyBody</H3>
<PRE>
public void <B>destroyBody</B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&nbsp;body)</PRE>
<DL>
<DD>Destroy a rigid body given a definition. No reference to the definition is retained. This function is locked during
 callbacks.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="createJoint(com.badlogic.gdx.physics.box2d.JointDef)"><!-- --></A><H3>
createJoint</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A> <B>createJoint</B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/JointDef.html" title="class in com.badlogic.gdx.physics.box2d">JointDef</A>&nbsp;def)</PRE>
<DL>
<DD>Create a joint to constrain bodies together. No reference to the definition is retained. This may cause the connected bodies
 to cease colliding.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="destroyJoint(com.badlogic.gdx.physics.box2d.Joint)"><!-- --></A><H3>
destroyJoint</H3>
<PRE>
public void <B>destroyJoint</B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A>&nbsp;joint)</PRE>
<DL>
<DD>Destroy a joint. This may cause the connected bodies to begin colliding.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="step(float, int, int)"><!-- --></A><H3>
step</H3>
<PRE>
public void <B>step</B>(float&nbsp;timeStep,
                 int&nbsp;velocityIterations,
                 int&nbsp;positionIterations)</PRE>
<DL>
<DD>Take a time step. This performs collision detection, integration, and constraint solution.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>timeStep</CODE> - the amount of time to simulate, this should not vary.<DD><CODE>velocityIterations</CODE> - for the velocity constraint solver.<DD><CODE>positionIterations</CODE> - for the position constraint solver.</DL>
</DD>
</DL>
<HR>

<A NAME="clearForces()"><!-- --></A><H3>
clearForces</H3>
<PRE>
public void <B>clearForces</B>()</PRE>
<DL>
<DD>Manually clear the force buffer on all bodies. By default, forces are cleared automatically after each call to Step. The
 default behavior is modified by calling SetAutoClearForces. The purpose of this function is to support sub-stepping.
 Sub-stepping is often used to maintain a fixed sized time step under a variable frame-rate. When you perform sub-stepping
 you will disable auto clearing of forces and instead call ClearForces after all sub-steps are complete in one pass of your
 game loop. <A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#setAutoClearForces(boolean)"><CODE>setAutoClearForces(boolean)</CODE></A>
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setWarmStarting(boolean)"><!-- --></A><H3>
setWarmStarting</H3>
<PRE>
public void <B>setWarmStarting</B>(boolean&nbsp;flag)</PRE>
<DL>
<DD>Enable/disable warm starting. For testing.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setContinuousPhysics(boolean)"><!-- --></A><H3>
setContinuousPhysics</H3>
<PRE>
public void <B>setContinuousPhysics</B>(boolean&nbsp;flag)</PRE>
<DL>
<DD>Enable/disable continuous physics. For testing.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getProxyCount()"><!-- --></A><H3>
getProxyCount</H3>
<PRE>
public int <B>getProxyCount</B>()</PRE>
<DL>
<DD>Get the number of broad-phase proxies.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getBodyCount()"><!-- --></A><H3>
getBodyCount</H3>
<PRE>
public int <B>getBodyCount</B>()</PRE>
<DL>
<DD>Get the number of bodies.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getJointCount()"><!-- --></A><H3>
getJointCount</H3>
<PRE>
public int <B>getJointCount</B>()</PRE>
<DL>
<DD>Get the number of joints.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getContactCount()"><!-- --></A><H3>
getContactCount</H3>
<PRE>
public int <B>getContactCount</B>()</PRE>
<DL>
<DD>Get the number of contacts (each may have 0 or more contact points).
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setGravity(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
setGravity</H3>
<PRE>
public void <B>setGravity</B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;gravity)</PRE>
<DL>
<DD>Change the global gravity vector.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getGravity()"><!-- --></A><H3>
getGravity</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>getGravity</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="isLocked()"><!-- --></A><H3>
isLocked</H3>
<PRE>
public boolean <B>isLocked</B>()</PRE>
<DL>
<DD>Is the world locked (in the middle of a time step).
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setAutoClearForces(boolean)"><!-- --></A><H3>
setAutoClearForces</H3>
<PRE>
public void <B>setAutoClearForces</B>(boolean&nbsp;flag)</PRE>
<DL>
<DD>Set flag to control automatic clearing of forces after each time step.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getAutoClearForces()"><!-- --></A><H3>
getAutoClearForces</H3>
<PRE>
public boolean <B>getAutoClearForces</B>()</PRE>
<DL>
<DD>Get the flag that controls automatic clearing of forces after each time step.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="QueryAABB(com.badlogic.gdx.physics.box2d.QueryCallback, float, float, float, float)"><!-- --></A><H3>
QueryAABB</H3>
<PRE>
public void <B>QueryAABB</B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/QueryCallback.html" title="interface in com.badlogic.gdx.physics.box2d">QueryCallback</A>&nbsp;callback,
                      float&nbsp;lowerX,
                      float&nbsp;lowerY,
                      float&nbsp;upperX,
                      float&nbsp;upperY)</PRE>
<DL>
<DD>Query the world for all fixtures that potentially overlap the provided AABB.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>callback</CODE> - a user implemented callback class.<DD><CODE>lowerX</CODE> - the x coordinate of the lower left corner<DD><CODE>lowerY</CODE> - the y coordinate of the lower left corner<DD><CODE>upperX</CODE> - the x coordinate of the upper right corner<DD><CODE>upperY</CODE> - the y coordinate of the upper right corner</DL>
</DD>
</DL>
<HR>

<A NAME="getContactList()"><!-- --></A><H3>
getContactList</H3>
<PRE>
public java.util.List&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Contact.html" title="class in com.badlogic.gdx.physics.box2d">Contact</A>&gt; <B>getContactList</B>()</PRE>
<DL>
<DD>Returns the list of <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Contact.html" title="class in com.badlogic.gdx.physics.box2d"><CODE>Contact</CODE></A> instances produced by the last call to <A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#step(float, int, int)"><CODE>step(float, int, int)</CODE></A>. Note that the
 returned list will have O(1) access times when using indexing. contacts are created and destroyed in the middle of a time
 step. Use <A HREF="../../../../../com/badlogic/gdx/physics/box2d/ContactListener.html" title="interface in com.badlogic.gdx.physics.box2d"><CODE>ContactListener</CODE></A> to avoid missing contacts
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>the contact list</DL>
</DD>
</DL>
<HR>

<A NAME="getBodies()"><!-- --></A><H3>
getBodies</H3>
<PRE>
public java.util.Iterator&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body</A>&gt; <B>getBodies</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>all bodies currently in the simulation</DL>
</DD>
</DL>
<HR>

<A NAME="getJoints()"><!-- --></A><H3>
getJoints</H3>
<PRE>
public java.util.Iterator&lt;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Joint.html" title="class in com.badlogic.gdx.physics.box2d">Joint</A>&gt; <B>getJoints</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>all joints currently in the simulation</DL>
</DD>
</DL>
<HR>

<A NAME="dispose()"><!-- --></A><H3>
dispose</H3>
<PRE>
public void <B>dispose</B>()</PRE>
<DL>
<DD><B>Description copied from interface: <CODE><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">Disposable</A></CODE></B></DD>
<DD>Releases all resources of this object.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">dispose</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setVelocityThreshold(float)"><!-- --></A><H3>
setVelocityThreshold</H3>
<PRE>
public static void <B>setVelocityThreshold</B>(float&nbsp;threshold)</PRE>
<DL>
<DD>Sets the box2d velocity threshold globally, for all World instances.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>threshold</CODE> - the threshold, default 1.0f</DL>
</DD>
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<HR>

<A NAME="getVelocityThreshold()"><!-- --></A><H3>
getVelocityThreshold</H3>
<PRE>
public static float <B>getVelocityThreshold</B>()</PRE>
<DL>
<DD><DL>
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<DD><DL>

<DT><B>Returns:</B><DD>the global box2d velocity threshold.</DL>
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<A NAME="rayCast(com.badlogic.gdx.physics.box2d.RayCastCallback, com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
rayCast</H3>
<PRE>
public void <B>rayCast</B>(<A HREF="../../../../../com/badlogic/gdx/physics/box2d/RayCastCallback.html" title="interface in com.badlogic.gdx.physics.box2d">RayCastCallback</A>&nbsp;callback,
                    <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;point1,
                    <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;point2)</PRE>
<DL>
<DD>Ray-cast the world for all fixtures in the path of the ray. The ray-cast ignores shapes that contain the starting point.
<P>
<DD><DL>
</DL>
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<DT><B>Parameters:</B><DD><CODE>callback</CODE> - a user implemented callback class.<DD><CODE>point1</CODE> - the ray starting point<DD><CODE>point2</CODE> - the ray ending point</DL>
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