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- /*
- * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
- #ifndef B2_WORLD_H
- #define B2_WORLD_H
- #include "../Common/b2Math.h"
- #include "../Common/b2BlockAllocator.h"
- #include "../Common/b2StackAllocator.h"
- #include "b2ContactManager.h"
- #include "b2WorldCallbacks.h"
- struct b2AABB;
- struct b2ShapeDef;
- struct b2BodyDef;
- struct b2JointDef;
- class b2Body;
- class b2Joint;
- class b2Shape;
- class b2Contact;
- class b2BroadPhase;
- class b2Controller;
- class b2ControllerDef;
- struct b2TimeStep
- {
- float32 dt; // time step
- float32 inv_dt; // inverse time step (0 if dt == 0).
- float32 dtRatio; // dt * inv_dt0
- int32 velocityIterations;
- int32 positionIterations;
- bool warmStarting;
- };
- /// The world class manages all physics entities, dynamic simulation,
- /// and asynchronous queries. The world also contains efficient memory
- /// management facilities.
- class b2World
- {
- public:
- /// Construct a world object.
- /// @param worldAABB a bounding box that completely encompasses all your shapes.
- /// @param gravity the world gravity vector.
- /// @param doSleep improve performance by not simulating inactive bodies.
- b2World(const b2AABB& worldAABB, const b2Vec2& gravity, bool doSleep);
- /// Destruct the world. All physics entities are destroyed and all heap memory is released.
- ~b2World();
- /// Register a destruction listener.
- void SetDestructionListener(b2DestructionListener* listener);
- /// Register a broad-phase boundary listener.
- void SetBoundaryListener(b2BoundaryListener* listener);
- /// Register a contact filter to provide specific control over collision.
- /// Otherwise the default filter is used (b2_defaultFilter).
- void SetContactFilter(b2ContactFilter* filter);
- /// Register a contact event listener
- void SetContactListener(b2ContactListener* listener);
- /// Register a routine for debug drawing. The debug draw functions are called
- /// inside the b2World::Step method, so make sure your renderer is ready to
- /// consume draw commands when you call Step().
- void SetDebugDraw(b2DebugDraw* debugDraw);
- /// Create a rigid body given a definition. No reference to the definition
- /// is retained.
- /// @warning This function is locked during callbacks.
- b2Body* CreateBody(const b2BodyDef* def);
- /// 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.
- /// @warning This function is locked during callbacks.
- void DestroyBody(b2Body* body);
- /// 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.
- b2Joint* CreateJoint(const b2JointDef* def);
- /// Destroy a joint. This may cause the connected bodies to begin colliding.
- /// @warning This function is locked during callbacks.
- void DestroyJoint(b2Joint* joint);
- /// Add a controller to the world.
- b2Controller* CreateController(b2ControllerDef* def);
- /// Removes a controller from the world.
- void DestroyController(b2Controller* controller);
- /// The world provides a single static ground body with no collision shapes.
- /// You can use this to simplify the creation of joints and static shapes.
- b2Body* GetGroundBody();
- /// Take a time step. This performs collision detection, integration,
- /// and constraint solution.
- /// @param timeStep the amount of time to simulate, this should not vary.
- /// @param velocityIterations for the velocity constraint solver.
- /// @param positionIterations for the position constraint solver.
- void Step(float32 timeStep, int32 velocityIterations, int32 positionIterations);
- /// Query the world for all shapes that potentially overlap the
- /// provided AABB. You provide a shape pointer buffer of specified
- /// size. The number of shapes found is returned.
- /// @param aabb the query box.
- /// @param shapes a user allocated shape pointer array of size maxCount (or greater).
- /// @param maxCount the capacity of the shapes array.
- /// @return the number of shapes found in aabb.
- int32 Query(const b2AABB& aabb, b2Shape** shapes, int32 maxCount);
- /// Query the world for all shapes that intersect a given segment. You provide a shap
- /// pointer buffer of specified size. The number of shapes found is returned, and the buffer
- /// is filled in order of intersection
- /// @param segment defines the begin and end point of the ray cast, from p1 to p2.
- /// Use b2Segment.Extend to create (semi-)infinite rays
- /// @param shapes a user allocated shape pointer array of size maxCount (or greater).
- /// @param maxCount the capacity of the shapes array
- /// @param solidShapes determines if shapes that the ray starts in are counted as hits.
- /// @param userData passed through the worlds contact filter, with method RayCollide. This can be used to filter valid shapes
- /// @returns the number of shapes found
- int32 Raycast(const b2Segment& segment, b2Shape** shapes, int32 maxCount, bool solidShapes, void* userData);
- /// Performs a raycast as with Raycast, finding the first intersecting shape.
- /// @param segment defines the begin and end point of the ray cast, from p1 to p2.
- /// Use b2Segment.Extend to create (semi-)infinite rays
- /// @param lambda returns the hit fraction. You can use this to compute the contact point
- /// p = (1 - lambda) * segment.p1 + lambda * segment.p2.
- /// @param normal returns the normal at the contact point. If there is no intersection, the normal
- /// is not set.
- /// @param solidShapes determines if shapes that the ray starts in are counted as hits.
- /// @returns the colliding shape shape, or null if not found
- b2Shape* RaycastOne(const b2Segment& segment, float32* lambda, b2Vec2* normal, bool solidShapes, void* userData);
- /// Check if the AABB is within the broadphase limits.
- bool InRange(const b2AABB& aabb) const;
- /// Get the world body list. With the returned body, use b2Body::GetNext to get
- /// the next body in the world list. A NULL body indicates the end of the list.
- /// @return the head of the world body list.
- b2Body* GetBodyList();
- /// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
- /// the next joint in the world list. A NULL joint indicates the end of the list.
- /// @return the head of the world joint list.
- b2Joint* GetJointList();
- /// Get the world controller list. With the returned controller, use b2Controller::GetNext to get
- /// the next controller in the world list. A NULL controller indicates the end of the list.
- /// @return the head of the world controller list.
- b2Controller* GetControllerList();
- /// Re-filter a shape. This re-runs contact filtering on a shape.
- void Refilter(b2Shape* shape);
- /// Enable/disable warm starting. For testing.
- void SetWarmStarting(bool flag) { m_warmStarting = flag; }
- /// Enable/disable continuous physics. For testing.
- void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
- /// Perform validation of internal data structures.
- void Validate();
- /// Get the number of broad-phase proxies.
- int32 GetProxyCount() const;
- /// Get the number of broad-phase pairs.
- int32 GetPairCount() const;
- /// Get the number of bodies.
- int32 GetBodyCount() const;
- /// Get the number of joints.
- int32 GetJointCount() const;
- /// Get the number of contacts (each may have 0 or more contact points).
- int32 GetContactCount() const;
- /// Get the number of controllers.
- int32 GetControllerCount() const;
- /// Change the global gravity vector.
- void SetGravity(const b2Vec2& gravity);
-
- /// Get the global gravity vector.
- b2Vec2 GetGravity() const;
- private:
- friend class b2Body;
- friend class b2ContactManager;
- friend class b2Controller;
- void Solve(const b2TimeStep& step);
- void SolveTOI(const b2TimeStep& step);
- void DrawJoint(b2Joint* joint);
- void DrawShape(b2Shape* shape, const b2XForm& xf, const b2Color& color, bool core);
- void DrawDebugData();
- //Is it safe to pass private static function pointers?
- static float32 RaycastSortKey(void* shape);
- b2BlockAllocator m_blockAllocator;
- b2StackAllocator m_stackAllocator;
- bool m_lock;
- b2BroadPhase* m_broadPhase;
- b2ContactManager m_contactManager;
- b2Body* m_bodyList;
- b2Joint* m_jointList;
- b2Controller* m_controllerList;
- b2Vec2 m_raycastNormal;
- void* m_raycastUserData;
- const b2Segment* m_raycastSegment;
- bool m_raycastSolidShape;
- // Do not access
- b2Contact* m_contactList;
- int32 m_bodyCount;
- int32 m_contactCount;
- int32 m_jointCount;
- int32 m_controllerCount;
- b2Vec2 m_gravity;
- bool m_allowSleep;
- b2Body* m_groundBody;
- b2DestructionListener* m_destructionListener;
- b2BoundaryListener* m_boundaryListener;
- b2ContactFilter* m_contactFilter;
- b2ContactListener* m_contactListener;
- b2DebugDraw* m_debugDraw;
- // This is used to compute the time step ratio to
- // support a variable time step.
- float32 m_inv_dt0;
- // This is for debugging the solver.
- bool m_warmStarting;
- // This is for debugging the solver.
- bool m_continuousPhysics;
- };
- inline b2Body* b2World::GetGroundBody()
- {
- return m_groundBody;
- }
- inline b2Body* b2World::GetBodyList()
- {
- return m_bodyList;
- }
- inline b2Joint* b2World::GetJointList()
- {
- return m_jointList;
- }
- inline b2Controller* b2World::GetControllerList()
- {
- return m_controllerList;
- }
- inline int32 b2World::GetBodyCount() const
- {
- return m_bodyCount;
- }
- inline int32 b2World::GetJointCount() const
- {
- return m_jointCount;
- }
- inline int32 b2World::GetContactCount() const
- {
- return m_contactCount;
- }
- inline int32 b2World::GetControllerCount() const
- {
- return m_controllerCount;
- }
- inline void b2World::SetGravity(const b2Vec2& gravity)
- {
- m_gravity = gravity;
- }
- inline b2Vec2 b2World::GetGravity() const
- {
- return m_gravity;
- }
- #endif
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