

There is also a toggle button in the tool bar (two buttons with magnet and grid icons), where you can select to have this movement based on an absolute grid, or relative to the starting point of the movement. If the latter is what you mean, you might be able to make use of the 'step size' settings in the Controls tab of the Options dialog, where you can set discrete units for movement and rotation etc.

But from your last post, it sounds more like you don't have something made yet, and you already know the distance and angle you want to create it with. when you say "measure", I thought you have something made already, and you want to know the distance or angle of some parts of it.

If you google "box2d deterministic" you will see many years of discussion on this The point is, you should not rely on any of this internal info being in any specific state. When solving the joint and contact constraints, I would think the order of the joint list might have some affect too. When detecting which fixtures overlap and calling your BeginContact callback etc, the order the contacts are reported to you depends on the order of that internal list. The outcome will be different depending on which body moves first. For example, continuous collision detection moves each body and checks if it will collide with something during the movement. There are many things in Box2D that depend on the order of internal lists of bodies, fixtures, joints.
