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- // MIT License
- // Copyright (c) 2019 Erin Catto
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- // The above copyright notice and this permission notice shall be included in all
- // copies or substantial portions of the Software.
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- // SOFTWARE.
- #ifndef B2_FIXTURE_H
- #define B2_FIXTURE_H
- #include "b2_api.h"
- #include "b2_body.h"
- #include "b2_collision.h"
- #include "b2_shape.h"
- class b2BlockAllocator;
- class b2Body;
- class b2BroadPhase;
- class b2Fixture;
- /// This holds contact filtering data.
- struct B2_API b2Filter
- {
- b2Filter()
- {
- categoryBits = 0x0001;
- maskBits = 0xFFFF;
- groupIndex = 0;
- }
- /// The collision category bits. Normally you would just set one bit.
- uint16 categoryBits;
- /// The collision mask bits. This states the categories that this
- /// shape would accept for collision.
- uint16 maskBits;
- /// Collision groups allow a certain group of objects to never collide (negative)
- /// or always collide (positive). Zero means no collision group. Non-zero group
- /// filtering always wins against the mask bits.
- int16 groupIndex;
- };
- /// A fixture definition is used to create a fixture. This class defines an
- /// abstract fixture definition. You can reuse fixture definitions safely.
- struct B2_API b2FixtureDef
- {
- /// The constructor sets the default fixture definition values.
- b2FixtureDef()
- {
- shape = nullptr;
- friction = 0.2f;
- restitution = 0.0f;
- restitutionThreshold = 1.0f * b2_lengthUnitsPerMeter;
- density = 0.0f;
- isSensor = false;
- }
- /// The shape, this must be set. The shape will be cloned, so you
- /// can create the shape on the stack.
- const b2Shape* shape;
- /// Use this to store application specific fixture data.
- b2FixtureUserData userData;
- /// The friction coefficient, usually in the range [0,1].
- float friction;
- /// The restitution (elasticity) usually in the range [0,1].
- float restitution;
- /// Restitution velocity threshold, usually in m/s. Collisions above this
- /// speed have restitution applied (will bounce).
- float restitutionThreshold;
- /// The density, usually in kg/m^2.
- float density;
- /// A sensor shape collects contact information but never generates a collision
- /// response.
- bool isSensor;
- /// Contact filtering data.
- b2Filter filter;
- };
- /// This proxy is used internally to connect fixtures to the broad-phase.
- struct B2_API b2FixtureProxy
- {
- b2AABB aabb;
- b2Fixture* fixture;
- int32 childIndex;
- int32 proxyId;
- };
- /// A fixture is used to attach a shape to a body for collision detection. A fixture
- /// inherits its transform from its parent. Fixtures hold additional non-geometric data
- /// such as friction, collision filters, etc.
- /// Fixtures are created via b2Body::CreateFixture.
- /// @warning you cannot reuse fixtures.
- class B2_API b2Fixture
- {
- public:
- /// Get the type of the child shape. You can use this to down cast to the concrete shape.
- /// @return the shape type.
- b2Shape::Type GetType() const;
- /// Get the child shape. You can modify the child shape, however you should not change the
- /// number of vertices because this will crash some collision caching mechanisms.
- /// Manipulating the shape may lead to non-physical behavior.
- b2Shape* GetShape();
- const b2Shape* GetShape() const;
- /// Set if this fixture is a sensor.
- void SetSensor(bool sensor);
- /// Is this fixture a sensor (non-solid)?
- /// @return the true if the shape is a sensor.
- bool IsSensor() const;
- /// Set the contact filtering data. This will not update contacts until the next time
- /// step when either parent body is active and awake.
- /// This automatically calls Refilter.
- void SetFilterData(const b2Filter& filter);
- /// Get the contact filtering data.
- const b2Filter& GetFilterData() const;
- /// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
- void Refilter();
- /// Get the parent body of this fixture. This is nullptr if the fixture is not attached.
- /// @return the parent body.
- b2Body* GetBody();
- const b2Body* GetBody() const;
- /// Get the next fixture in the parent body's fixture list.
- /// @return the next shape.
- b2Fixture* GetNext();
- const b2Fixture* GetNext() const;
- /// Get the user data that was assigned in the fixture definition. Use this to
- /// store your application specific data.
- b2FixtureUserData& GetUserData();
- const b2FixtureUserData& GetUserData() const;
- /// Test a point for containment in this fixture.
- /// @param p a point in world coordinates.
- bool TestPoint(const b2Vec2& p) const;
- /// Cast a ray against this shape.
- /// @param output the ray-cast results.
- /// @param input the ray-cast input parameters.
- /// @param childIndex the child shape index (e.g. edge index)
- bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const;
- /// Get the mass data for this fixture. The mass data is based on the density and
- /// the shape. The rotational inertia is about the shape's origin. This operation
- /// may be expensive.
- void GetMassData(b2MassData* massData) const;
- /// Set the density of this fixture. This will _not_ automatically adjust the mass
- /// of the body. You must call b2Body::ResetMassData to update the body's mass.
- void SetDensity(float density);
- /// Get the density of this fixture.
- float GetDensity() const;
- /// Get the coefficient of friction.
- float GetFriction() const;
- /// Set the coefficient of friction. This will _not_ change the friction of
- /// existing contacts.
- void SetFriction(float friction);
- /// Get the coefficient of restitution.
- float GetRestitution() const;
- /// Set the coefficient of restitution. This will _not_ change the restitution of
- /// existing contacts.
- void SetRestitution(float restitution);
- /// Get the restitution velocity threshold.
- float GetRestitutionThreshold() const;
- /// Set the restitution threshold. This will _not_ change the restitution threshold of
- /// existing contacts.
- void SetRestitutionThreshold(float threshold);
- /// Get the fixture's AABB. This AABB may be enlarge and/or stale.
- /// If you need a more accurate AABB, compute it using the shape and
- /// the body transform.
- const b2AABB& GetAABB(int32 childIndex) const;
- /// Dump this fixture to the log file.
- void Dump(int32 bodyIndex);
- protected:
- friend class b2Body;
- friend class b2World;
- friend class b2Contact;
- friend class b2ContactManager;
- b2Fixture();
- // We need separation create/destroy functions from the constructor/destructor because
- // the destructor cannot access the allocator (no destructor arguments allowed by C++).
- void Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def);
- void Destroy(b2BlockAllocator* allocator);
- // These support body activation/deactivation.
- void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
- void DestroyProxies(b2BroadPhase* broadPhase);
- void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);
- float m_density;
- b2Fixture* m_next;
- b2Body* m_body;
- b2Shape* m_shape;
- float m_friction;
- float m_restitution;
- float m_restitutionThreshold;
- b2FixtureProxy* m_proxies;
- int32 m_proxyCount;
- b2Filter m_filter;
- bool m_isSensor;
- b2FixtureUserData m_userData;
- };
- inline b2Shape::Type b2Fixture::GetType() const
- {
- return m_shape->GetType();
- }
- inline b2Shape* b2Fixture::GetShape()
- {
- return m_shape;
- }
- inline const b2Shape* b2Fixture::GetShape() const
- {
- return m_shape;
- }
- inline bool b2Fixture::IsSensor() const
- {
- return m_isSensor;
- }
- inline const b2Filter& b2Fixture::GetFilterData() const
- {
- return m_filter;
- }
- inline b2FixtureUserData& b2Fixture::GetUserData()
- {
- return m_userData;
- }
- inline const b2FixtureUserData& b2Fixture::GetUserData() const
- {
- return m_userData;
- }
- inline b2Body* b2Fixture::GetBody()
- {
- return m_body;
- }
- inline const b2Body* b2Fixture::GetBody() const
- {
- return m_body;
- }
- inline b2Fixture* b2Fixture::GetNext()
- {
- return m_next;
- }
- inline const b2Fixture* b2Fixture::GetNext() const
- {
- return m_next;
- }
- inline void b2Fixture::SetDensity(float density)
- {
- b2Assert(b2IsValid(density) && density >= 0.0f);
- m_density = density;
- }
- inline float b2Fixture::GetDensity() const
- {
- return m_density;
- }
- inline float b2Fixture::GetFriction() const
- {
- return m_friction;
- }
- inline void b2Fixture::SetFriction(float friction)
- {
- m_friction = friction;
- }
- inline float b2Fixture::GetRestitution() const
- {
- return m_restitution;
- }
- inline void b2Fixture::SetRestitution(float restitution)
- {
- m_restitution = restitution;
- }
- inline float b2Fixture::GetRestitutionThreshold() const
- {
- return m_restitutionThreshold;
- }
- inline void b2Fixture::SetRestitutionThreshold(float threshold)
- {
- m_restitutionThreshold = threshold;
- }
- inline bool b2Fixture::TestPoint(const b2Vec2& p) const
- {
- return m_shape->TestPoint(m_body->GetTransform(), p);
- }
- inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const
- {
- return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
- }
- inline void b2Fixture::GetMassData(b2MassData* massData) const
- {
- m_shape->ComputeMass(massData, m_density);
- }
- inline const b2AABB& b2Fixture::GetAABB(int32 childIndex) const
- {
- b2Assert(0 <= childIndex && childIndex < m_proxyCount);
- return m_proxies[childIndex].aabb;
- }
- #endif
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