Update to box2d 2.4.1

This commit is contained in:
Garrett Brown
2020-10-17 22:15:18 -04:00
parent 7d24beab90
commit 77f238767f
58 changed files with 879 additions and 367 deletions
+7 -6
View File
@@ -23,6 +23,7 @@
#ifndef B2_WORLD_CALLBACKS_H
#define B2_WORLD_CALLBACKS_H
#include "b2_api.h"
#include "b2_settings.h"
struct b2Vec2;
@@ -37,7 +38,7 @@ struct b2Manifold;
/// Joints and fixtures are destroyed when their associated
/// body is destroyed. Implement this listener so that you
/// may nullify references to these joints and shapes.
class b2DestructionListener
class B2_API b2DestructionListener
{
public:
virtual ~b2DestructionListener() {}
@@ -53,7 +54,7 @@ public:
/// Implement this class to provide collision filtering. In other words, you can implement
/// this class if you want finer control over contact creation.
class b2ContactFilter
class B2_API b2ContactFilter
{
public:
virtual ~b2ContactFilter() {}
@@ -66,7 +67,7 @@ public:
/// Contact impulses for reporting. Impulses are used instead of forces because
/// sub-step forces may approach infinity for rigid body collisions. These
/// match up one-to-one with the contact points in b2Manifold.
struct b2ContactImpulse
struct B2_API b2ContactImpulse
{
float normalImpulses[b2_maxManifoldPoints];
float tangentImpulses[b2_maxManifoldPoints];
@@ -82,7 +83,7 @@ struct b2ContactImpulse
/// You should strive to make your callbacks efficient because there may be
/// many callbacks per time step.
/// @warning You cannot create/destroy Box2D entities inside these callbacks.
class b2ContactListener
class B2_API b2ContactListener
{
public:
virtual ~b2ContactListener() {}
@@ -124,7 +125,7 @@ public:
/// Callback class for AABB queries.
/// See b2World::Query
class b2QueryCallback
class B2_API b2QueryCallback
{
public:
virtual ~b2QueryCallback() {}
@@ -136,7 +137,7 @@ public:
/// Callback class for ray casts.
/// See b2World::RayCast
class b2RayCastCallback
class B2_API b2RayCastCallback
{
public:
virtual ~b2RayCastCallback() {}