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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_WORLD_H
- #define B2_WORLD_H
- #include "b2_api.h"
- #include "b2_block_allocator.h"
- #include "b2_contact_manager.h"
- #include "b2_math.h"
- #include "b2_stack_allocator.h"
- #include "b2_time_step.h"
- #include "b2_world_callbacks.h"
- struct b2AABB;
- struct b2BodyDef;
- struct b2Color;
- struct b2JointDef;
- class b2Body;
- class b2Draw;
- class b2Fixture;
- class b2Joint;
- /// The world class manages all physics entities, dynamic simulation,
- /// and asynchronous queries. The world also contains efficient memory
- /// management facilities.
- class B2_API b2World
- {
- public:
- /// Construct a world object.
- /// @param gravity the world gravity vector.
- b2World(const b2Vec2& gravity);
- /// Destruct the world. All physics entities are destroyed and all heap memory is released.
- ~b2World();
- /// Register a destruction listener. The listener is owned by you and must
- /// remain in scope.
- void SetDestructionListener(b2DestructionListener* listener);
- /// Register a contact filter to provide specific control over collision.
- /// Otherwise the default filter is used (b2_defaultFilter). The listener is
- /// owned by you and must remain in scope.
- void SetContactFilter(b2ContactFilter* filter);
- /// Register a contact event listener. The listener is owned by you and must
- /// remain in scope.
- void SetContactListener(b2ContactListener* listener);
- /// Register a routine for debug drawing. The debug draw functions are called
- /// inside with b2World::DebugDraw method. The debug draw object is owned
- /// by you and must remain in scope.
- void SetDebugDraw(b2Draw* 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);
- /// 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( float timeStep,
- int32 velocityIterations,
- int32 positionIterations);
- /// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
- /// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
- /// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
- /// a fixed sized time step under a variable frame-rate.
- /// When you perform sub-stepping you will disable auto clearing of forces and instead call
- /// ClearForces after all sub-steps are complete in one pass of your game loop.
- /// @see SetAutoClearForces
- void ClearForces();
- /// Call this to draw shapes and other debug draw data. This is intentionally non-const.
- void DebugDraw();
- /// Query the world for all fixtures that potentially overlap the
- /// provided AABB.
- /// @param callback a user implemented callback class.
- /// @param aabb the query box.
- void QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const;
- /// 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.
- /// @param callback a user implemented callback class.
- /// @param point1 the ray starting point
- /// @param point2 the ray ending point
- void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const;
- /// Get the world body list. With the returned body, use b2Body::GetNext to get
- /// the next body in the world list. A nullptr body indicates the end of the list.
- /// @return the head of the world body list.
- b2Body* GetBodyList();
- const b2Body* GetBodyList() const;
- /// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
- /// the next joint in the world list. A nullptr joint indicates the end of the list.
- /// @return the head of the world joint list.
- b2Joint* GetJointList();
- const b2Joint* GetJointList() const;
- /// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
- /// the next contact in the world list. A nullptr contact indicates the end of the list.
- /// @return the head of the world contact list.
- /// @warning contacts are created and destroyed in the middle of a time step.
- /// Use b2ContactListener to avoid missing contacts.
- b2Contact* GetContactList();
- const b2Contact* GetContactList() const;
- /// Enable/disable sleep.
- void SetAllowSleeping(bool flag);
- bool GetAllowSleeping() const { return m_allowSleep; }
- /// Enable/disable warm starting. For testing.
- void SetWarmStarting(bool flag) { m_warmStarting = flag; }
- bool GetWarmStarting() const { return m_warmStarting; }
- /// Enable/disable continuous physics. For testing.
- void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
- bool GetContinuousPhysics() const { return m_continuousPhysics; }
- /// Enable/disable single stepped continuous physics. For testing.
- void SetSubStepping(bool flag) { m_subStepping = flag; }
- bool GetSubStepping() const { return m_subStepping; }
- /// Get the number of broad-phase proxies.
- int32 GetProxyCount() 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 height of the dynamic tree.
- int32 GetTreeHeight() const;
- /// Get the balance of the dynamic tree.
- int32 GetTreeBalance() const;
- /// Get the quality metric of the dynamic tree. The smaller the better.
- /// The minimum is 1.
- float GetTreeQuality() const;
- /// Change the global gravity vector.
- void SetGravity(const b2Vec2& gravity);
- /// Get the global gravity vector.
- b2Vec2 GetGravity() const;
- /// Is the world locked (in the middle of a time step).
- bool IsLocked() const;
- /// Set flag to control automatic clearing of forces after each time step.
- void SetAutoClearForces(bool flag);
- /// Get the flag that controls automatic clearing of forces after each time step.
- bool GetAutoClearForces() const;
- /// Shift the world origin. Useful for large worlds.
- /// The body shift formula is: position -= newOrigin
- /// @param newOrigin the new origin with respect to the old origin
- void ShiftOrigin(const b2Vec2& newOrigin);
- /// Get the contact manager for testing.
- const b2ContactManager& GetContactManager() const;
- /// Get the current profile.
- const b2Profile& GetProfile() const;
- /// Dump the world into the log file.
- /// @warning this should be called outside of a time step.
- void Dump();
- private:
- friend class b2Body;
- friend class b2Fixture;
- friend class b2ContactManager;
- friend class b2Controller;
- void Solve(const b2TimeStep& step);
- void SolveTOI(const b2TimeStep& step);
- void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color);
- b2BlockAllocator m_blockAllocator;
- b2StackAllocator m_stackAllocator;
- b2ContactManager m_contactManager;
- b2Body* m_bodyList;
- b2Joint* m_jointList;
- int32 m_bodyCount;
- int32 m_jointCount;
- b2Vec2 m_gravity;
- bool m_allowSleep;
- b2DestructionListener* m_destructionListener;
- b2Draw* m_debugDraw;
- // This is used to compute the time step ratio to
- // support a variable time step.
- float m_inv_dt0;
- bool m_newContacts;
- bool m_locked;
- bool m_clearForces;
- // These are for debugging the solver.
- bool m_warmStarting;
- bool m_continuousPhysics;
- bool m_subStepping;
- bool m_stepComplete;
- b2Profile m_profile;
- };
- inline b2Body* b2World::GetBodyList()
- {
- return m_bodyList;
- }
- inline const b2Body* b2World::GetBodyList() const
- {
- return m_bodyList;
- }
- inline b2Joint* b2World::GetJointList()
- {
- return m_jointList;
- }
- inline const b2Joint* b2World::GetJointList() const
- {
- return m_jointList;
- }
- inline b2Contact* b2World::GetContactList()
- {
- return m_contactManager.m_contactList;
- }
- inline const b2Contact* b2World::GetContactList() const
- {
- return m_contactManager.m_contactList;
- }
- inline int32 b2World::GetBodyCount() const
- {
- return m_bodyCount;
- }
- inline int32 b2World::GetJointCount() const
- {
- return m_jointCount;
- }
- inline int32 b2World::GetContactCount() const
- {
- return m_contactManager.m_contactCount;
- }
- inline void b2World::SetGravity(const b2Vec2& gravity)
- {
- m_gravity = gravity;
- }
- inline b2Vec2 b2World::GetGravity() const
- {
- return m_gravity;
- }
- inline bool b2World::IsLocked() const
- {
- return m_locked;
- }
- inline void b2World::SetAutoClearForces(bool flag)
- {
- m_clearForces = flag;
- }
- /// Get the flag that controls automatic clearing of forces after each time step.
- inline bool b2World::GetAutoClearForces() const
- {
- return m_clearForces;
- }
- inline const b2ContactManager& b2World::GetContactManager() const
- {
- return m_contactManager;
- }
- inline const b2Profile& b2World::GetProfile() const
- {
- return m_profile;
- }
- #endif
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