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=head1 NAME

Box2D::b2World - Manages all aspects of the simulation.

=head1 SYNOPSIS

  my $world = Box2D::b2World->new( $gravity, $doSleep );

=head1 DESCRIPTION

The C<Box2D::b2World> class contains the bodies and joints. It manages
all aspects of the simulation and allows for asynchronous queries (like
AABB queries and ray-casts). Much of your interactions with Box2D will
be with a C<Box2D::b2World> object.

=head1 METHODS

=head2 new( $gravity, $doSleep )

Construct a world object.

Parameters:

=over 4

=item * C<Box2D::b2Vec2> C<$gravity> - the world gravity vector.

=item * C<bool> C<$doSleep> - improve performance by not simulating inactive
bodies.

=back

Returns a C<Box2D::b2World>

=head2 ClearForces()

Call this after you are done with time steps to clear the forces.
You normally call this after each call to Step, unless you are
performing sub-steps. By default, forces will be automatically cleared,
so you don't need to call this function.

See also: SetAutoClearForces

=head2 CreateBody( $def )

Create a rigid body given a definition. No reference to the definition
is retained.

Warning: This function is locked during callbacks.

Parameters:

=over 4

=item * C<Box2D::b2BodyDef> C<$def>

=back

Returns a C<Box2D::b2Body>

=head2 CreateJoint( $def )

Create a joint to constrain bodies together. No reference to the
definition is retained. This may cause the connected bodies to cease
colliding.

Warning: This function is locked during callbacks.

Parameters:

=over 4

=item * C<Box2D::b2JointDef> C<$def>

=back

Returns a C<Box2D::b2Joint>

=head2 DestroyBody( $body )

Destroy a rigid body given a definition. No reference to the definition
is retained. This function is locked during callbacks.

Warning: This automatically deletes all associated shapes and joints.
This function is locked during callbacks.

Parameters:

=over 4

=item * C<Box2D::b2Body> C<$body>

=back

=head2 GetGravity()

Get the global gravity vector.

Returns a C<Box2D::b2Vec2>

=head2 RayCast( $callback, $point1, $point2 )

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.

Parameters:

=over 4

=item * C<Box2D::b2RayCastCallback> C<$callback> - a user implemented
callback class.

=item * C<Box2D::b2Vec2> C<$point1> - the ray starting point

=item * C<Box2D::b2Vec2> C<$point2> - the ray ending point

=back

=head2 SetContactListener( $listener )

Register a contact event listener. The listener is owned by you and
must remain in scope.

Parameters:

=over 4

=item * C<Box2D::b2ContactListener> C<$listener>

=back

=head2 SetGravity( $gravity )

Change the global gravity vector.

Parameters:

=over 4

=item * C<Box2D::b2Vec2> C<$gravity>

=back

=head2 Step( $timeStep, $velocityIterations, $positionIterations )

Take a time step. This performs collision detection, integration, and
constraint solution.

Parameters:

=over 4

=item * C<float32> C<$timeStep> - the amount of time to simulate, this should
not vary.

=item * C<int32> C<$velocityIterations> - for the velocity constraint solver.

=item * C<int32> C<$positionIterations> - for the position constraint solver.

=back

=head1 SEE ALSO

=over 4

=item * L<Box2D>

=item * L<Box2D::b2Vec2>

=item * L<Box2D::b2BodyDef>

=item * L<Box2D::b2JointDef>

=item * L<Box2D::b2RayCastCallback>

=item * L<Box2D::b2ContactListener>

=back

=head1 BUGS

See L<Box2D/BUGS>

=head1 AUTHORS

See L<Box2D/AUTHORS>

=head1 COPYRIGHT & LICENSE

See L<Box2D/"COPYRIGHT & LICENSE">

=cut