b2Body.h
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- /*
- * Copyright (c) 2006-2009 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_BODY_H
- #define B2_BODY_H
- #include <Box2D/Common/b2Math.h>
- #include <Box2D/Collision/Shapes/b2Shape.h>
- #include <memory>
- class b2Fixture;
- class b2Joint;
- class b2Contact;
- class b2Controller;
- class b2World;
- struct b2FixtureDef;
- struct b2JointEdge;
- struct b2ContactEdge;
- /// The body type.
- /// static: zero mass, zero velocity, may be manually moved
- /// kinematic: zero mass, non-zero velocity set by user, moved by solver
- /// dynamic: positive mass, non-zero velocity determined by forces, moved by solver
- enum b2BodyType
- {
- b2_staticBody = 0,
- b2_kinematicBody,
- b2_dynamicBody,
- };
- /// A body definition holds all the data needed to construct a rigid body.
- /// You can safely re-use body definitions. Shapes are added to a body after construction.
- struct b2BodyDef
- {
- /// This constructor sets the body definition default values.
- b2BodyDef()
- {
- userData = NULL;
- position.Set(0.0f, 0.0f);
- angle = 0.0f;
- linearVelocity.Set(0.0f, 0.0f);
- angularVelocity = 0.0f;
- linearDamping = 0.0f;
- angularDamping = 0.0f;
- allowSleep = true;
- awake = true;
- fixedRotation = false;
- bullet = false;
- type = b2_staticBody;
- active = true;
- inertiaScale = 1.0f;
- }
- /// The body type: static, kinematic, or dynamic.
- /// Note: if a dynamic body would have zero mass, the mass is set to one.
- b2BodyType type;
- /// The world position of the body. Avoid creating bodies at the origin
- /// since this can lead to many overlapping shapes.
- b2Vec2 position;
- /// The world angle of the body in radians.
- float32 angle;
- /// The linear velocity of the body's origin in world co-ordinates.
- b2Vec2 linearVelocity;
- /// The angular velocity of the body.
- float32 angularVelocity;
- /// Linear damping is use to reduce the linear velocity. The damping parameter
- /// can be larger than 1.0f but the damping effect becomes sensitive to the
- /// time step when the damping parameter is large.
- float32 linearDamping;
- /// Angular damping is use to reduce the angular velocity. The damping parameter
- /// can be larger than 1.0f but the damping effect becomes sensitive to the
- /// time step when the damping parameter is large.
- float32 angularDamping;
- /// Set this flag to false if this body should never fall asleep. Note that
- /// this increases CPU usage.
- bool allowSleep;
- /// Is this body initially awake or sleeping?
- bool awake;
- /// Should this body be prevented from rotating? Useful for characters.
- bool fixedRotation;
- /// Is this a fast moving body that should be prevented from tunneling through
- /// other moving bodies? Note that all bodies are prevented from tunneling through
- /// kinematic and static bodies. This setting is only considered on dynamic bodies.
- /// @warning You should use this flag sparingly since it increases processing time.
- bool bullet;
- /// Does this body start out active?
- bool active;
- /// Use this to store application specific body data.
- void* userData;
- /// Experimental: scales the inertia tensor.
- float32 inertiaScale;
- };
- /// A rigid body. These are created via b2World::CreateBody.
- class b2Body
- {
- public:
- /// Creates a fixture and attach it to this body. Use this function if you need
- /// to set some fixture parameters, like friction. Otherwise you can create the
- /// fixture directly from a shape.
- /// If the density is non-zero, this function automatically updates the mass of the body.
- /// Contacts are not created until the next time step.
- /// @param def the fixture definition.
- /// @warning This function is locked during callbacks.
- b2Fixture* CreateFixture(const b2FixtureDef* def);
- /// Creates a fixture from a shape and attach it to this body.
- /// This is a convenience function. Use b2FixtureDef if you need to set parameters
- /// like friction, restitution, user data, or filtering.
- /// If the density is non-zero, this function automatically updates the mass of the body.
- /// @param shape the shape to be cloned.
- /// @param density the shape density (set to zero for static bodies).
- /// @warning This function is locked during callbacks.
- b2Fixture* CreateFixture(const b2Shape* shape, float32 density);
- /// Destroy a fixture. This removes the fixture from the broad-phase and
- /// destroys all contacts associated with this fixture. This will
- /// automatically adjust the mass of the body if the body is dynamic and the
- /// fixture has positive density.
- /// All fixtures attached to a body are implicitly destroyed when the body is destroyed.
- /// @param fixture the fixture to be removed.
- /// @warning This function is locked during callbacks.
- void DestroyFixture(b2Fixture* fixture);
- /// Set the position of the body's origin and rotation.
- /// This breaks any contacts and wakes the other bodies.
- /// Manipulating a body's transform may cause non-physical behavior.
- /// @param position the world position of the body's local origin.
- /// @param angle the world rotation in radians.
- void SetTransform(const b2Vec2& position, float32 angle);
- /// Get the body transform for the body's origin.
- /// @return the world transform of the body's origin.
- const b2Transform& GetTransform() const;
- /// Get the world body origin position.
- /// @return the world position of the body's origin.
- const b2Vec2& GetPosition() const;
- /// Get the angle in radians.
- /// @return the current world rotation angle in radians.
- float32 GetAngle() const;
- /// Get the world position of the center of mass.
- const b2Vec2& GetWorldCenter() const;
- /// Get the local position of the center of mass.
- const b2Vec2& GetLocalCenter() const;
- /// Set the linear velocity of the center of mass.
- /// @param v the new linear velocity of the center of mass.
- void SetLinearVelocity(const b2Vec2& v);
- /// Get the linear velocity of the center of mass.
- /// @return the linear velocity of the center of mass.
- b2Vec2 GetLinearVelocity() const;
- /// Set the angular velocity.
- /// @param omega the new angular velocity in radians/second.
- void SetAngularVelocity(float32 omega);
- /// Get the angular velocity.
- /// @return the angular velocity in radians/second.
- float32 GetAngularVelocity() const;
- /// Apply a force at a world point. If the force is not
- /// applied at the center of mass, it will generate a torque and
- /// affect the angular velocity. This wakes up the body.
- /// @param force the world force vector, usually in Newtons (N).
- /// @param point the world position of the point of application.
- void ApplyForce(const b2Vec2& force, const b2Vec2& point);
- /// Apply a torque. This affects the angular velocity
- /// without affecting the linear velocity of the center of mass.
- /// This wakes up the body.
- /// @param torque about the z-axis (out of the screen), usually in N-m.
- void ApplyTorque(float32 torque);
- /// Apply an impulse at a point. This immediately modifies the velocity.
- /// It also modifies the angular velocity if the point of application
- /// is not at the center of mass. This wakes up the body.
- /// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
- /// @param point the world position of the point of application.
- void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point);
- /// Apply an angular impulse.
- /// @param impulse the angular impulse in units of kg*m*m/s
- void ApplyAngularImpulse(float32 impulse);
- /// Get the total mass of the body.
- /// @return the mass, usually in kilograms (kg).
- float32 GetMass() const;
- /// Get the rotational inertia of the body about the local origin.
- /// @return the rotational inertia, usually in kg-m^2.
- float32 GetInertia() const;
- /// Get the mass data of the body.
- /// @return a struct containing the mass, inertia and center of the body.
- void GetMassData(b2MassData* data) const;
- /// Set the mass properties to override the mass properties of the fixtures.
- /// Note that this changes the center of mass position.
- /// Note that creating or destroying fixtures can also alter the mass.
- /// This function has no effect if the body isn't dynamic.
- /// @param massData the mass properties.
- void SetMassData(const b2MassData* data);
- /// This resets the mass properties to the sum of the mass properties of the fixtures.
- /// This normally does not need to be called unless you called SetMassData to override
- /// the mass and you later want to reset the mass.
- void ResetMassData();
- /// Get the world coordinates of a point given the local coordinates.
- /// @param localPoint a point on the body measured relative the the body's origin.
- /// @return the same point expressed in world coordinates.
- b2Vec2 GetWorldPoint(const b2Vec2& localPoint) const;
- /// Get the world coordinates of a vector given the local coordinates.
- /// @param localVector a vector fixed in the body.
- /// @return the same vector expressed in world coordinates.
- b2Vec2 GetWorldVector(const b2Vec2& localVector) const;
- /// Gets a local point relative to the body's origin given a world point.
- /// @param a point in world coordinates.
- /// @return the corresponding local point relative to the body's origin.
- b2Vec2 GetLocalPoint(const b2Vec2& worldPoint) const;
- /// Gets a local vector given a world vector.
- /// @param a vector in world coordinates.
- /// @return the corresponding local vector.
- b2Vec2 GetLocalVector(const b2Vec2& worldVector) const;
- /// Get the world linear velocity of a world point attached to this body.
- /// @param a point in world coordinates.
- /// @return the world velocity of a point.
- b2Vec2 GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const;
- /// Get the world velocity of a local point.
- /// @param a point in local coordinates.
- /// @return the world velocity of a point.
- b2Vec2 GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const;
- /// Get the linear damping of the body.
- float32 GetLinearDamping() const;
- /// Set the linear damping of the body.
- void SetLinearDamping(float32 linearDamping);
- /// Get the angular damping of the body.
- float32 GetAngularDamping() const;
- /// Set the angular damping of the body.
- void SetAngularDamping(float32 angularDamping);
- /// Set the type of this body. This may alter the mass and velocity.
- void SetType(b2BodyType type);
- /// Get the type of this body.
- b2BodyType GetType() const;
- /// Should this body be treated like a bullet for continuous collision detection?
- void SetBullet(bool flag);
- /// Is this body treated like a bullet for continuous collision detection?
- bool IsBullet() const;
- /// You can disable sleeping on this body. If you disable sleeping, the
- /// body will be woken.
- void SetSleepingAllowed(bool flag);
- /// Is this body allowed to sleep
- bool IsSleepingAllowed() const;
- /// Set the sleep state of the body. A sleeping body has very
- /// low CPU cost.
- /// @param flag set to true to put body to sleep, false to wake it.
- void SetAwake(bool flag);
- /// Get the sleeping state of this body.
- /// @return true if the body is sleeping.
- bool IsAwake() const;
- /// Set the active state of the body. An inactive body is not
- /// simulated and cannot be collided with or woken up.
- /// If you pass a flag of true, all fixtures will be added to the
- /// broad-phase.
- /// If you pass a flag of false, all fixtures will be removed from
- /// the broad-phase and all contacts will be destroyed.
- /// Fixtures and joints are otherwise unaffected. You may continue
- /// to create/destroy fixtures and joints on inactive bodies.
- /// Fixtures on an inactive body are implicitly inactive and will
- /// not participate in collisions, ray-casts, or queries.
- /// Joints connected to an inactive body are implicitly inactive.
- /// An inactive body is still owned by a b2World object and remains
- /// in the body list.
- void SetActive(bool flag);
- /// Get the active state of the body.
- bool IsActive() const;
- /// Set this body to have fixed rotation. This causes the mass
- /// to be reset.
- void SetFixedRotation(bool flag);
- /// Does this body have fixed rotation?
- bool IsFixedRotation() const;
- /// Get the list of all fixtures attached to this body.
- b2Fixture* GetFixtureList();
- const b2Fixture* GetFixtureList() const;
- /// Get the list of all joints attached to this body.
- b2JointEdge* GetJointList();
- const b2JointEdge* GetJointList() const;
- /// Get the list of all contacts attached to this body.
- /// @warning this list changes during the time step and you may
- /// miss some collisions if you don't use b2ContactListener.
- b2ContactEdge* GetContactList();
- const b2ContactEdge* GetContactList() const;
- /// Get the next body in the world's body list.
- b2Body* GetNext();
- const b2Body* GetNext() const;
- /// Get the user data pointer that was provided in the body definition.
- void* GetUserData() const;
- /// Set the user data. Use this to store your application specific data.
- void SetUserData(void* data);
- /// Get the parent world of this body.
- b2World* GetWorld();
- const b2World* GetWorld() const;
- private:
- friend class b2World;
- friend class b2Island;
- friend class b2ContactManager;
- friend class b2ContactSolver;
- friend class b2TOISolver;
-
- friend class b2DistanceJoint;
- friend class b2GearJoint;
- friend class b2LineJoint;
- friend class b2MouseJoint;
- friend class b2PrismaticJoint;
- friend class b2PulleyJoint;
- friend class b2RevoluteJoint;
- friend class b2WeldJoint;
- friend class b2FrictionJoint;
- // m_flags
- enum
- {
- e_islandFlag = 0x0001,
- e_awakeFlag = 0x0002,
- e_autoSleepFlag = 0x0004,
- e_bulletFlag = 0x0008,
- e_fixedRotationFlag = 0x0010,
- e_activeFlag = 0x0020,
- e_toiFlag = 0x0040,
- };
- b2Body(const b2BodyDef* bd, b2World* world);
- ~b2Body();
- void SynchronizeFixtures();
- void SynchronizeTransform();
- // This is used to prevent connected bodies from colliding.
- // It may lie, depending on the collideConnected flag.
- bool ShouldCollide(const b2Body* other) const;
- void Advance(float32 t);
- b2BodyType m_type;
- uint16 m_flags;
- int32 m_islandIndex;
- b2Transform m_xf; // the body origin transform
- b2Sweep m_sweep; // the swept motion for CCD
- b2Vec2 m_linearVelocity;
- float32 m_angularVelocity;
- b2Vec2 m_force;
- float32 m_torque;
- b2World* m_world;
- b2Body* m_prev;
- b2Body* m_next;
- b2Fixture* m_fixtureList;
- int32 m_fixtureCount;
- b2JointEdge* m_jointList;
- b2ContactEdge* m_contactList;
- float32 m_mass, m_invMass;
- // Rotational inertia about the center of mass.
- float32 m_I, m_invI;
- float32 m_linearDamping;
- float32 m_angularDamping;
- float32 m_sleepTime;
- void* m_userData;
- };
- inline b2BodyType b2Body::GetType() const
- {
- return m_type;
- }
- inline const b2Transform& b2Body::GetTransform() const
- {
- return m_xf;
- }
- inline const b2Vec2& b2Body::GetPosition() const
- {
- return m_xf.position;
- }
- inline float32 b2Body::GetAngle() const
- {
- return m_sweep.a;
- }
- inline const b2Vec2& b2Body::GetWorldCenter() const
- {
- return m_sweep.c;
- }
- inline const b2Vec2& b2Body::GetLocalCenter() const
- {
- return m_sweep.localCenter;
- }
- inline void b2Body::SetLinearVelocity(const b2Vec2& v)
- {
- if (m_type == b2_staticBody)
- {
- return;
- }
- if (b2Dot(v,v) > 0.0f)
- {
- SetAwake(true);
- }
- m_linearVelocity = v;
- }
- inline b2Vec2 b2Body::GetLinearVelocity() const
- {
- return m_linearVelocity;
- }
- inline void b2Body::SetAngularVelocity(float32 w)
- {
- if (m_type == b2_staticBody)
- {
- return;
- }
- if (w * w > 0.0f)
- {
- SetAwake(true);
- }
- m_angularVelocity = w;
- }
- inline float32 b2Body::GetAngularVelocity() const
- {
- return m_angularVelocity;
- }
- inline float32 b2Body::GetMass() const
- {
- return m_mass;
- }
- inline float32 b2Body::GetInertia() const
- {
- return m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
- }
- inline void b2Body::GetMassData(b2MassData* data) const
- {
- data->mass = m_mass;
- data->I = m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
- data->center = m_sweep.localCenter;
- }
- inline b2Vec2 b2Body::GetWorldPoint(const b2Vec2& localPoint) const
- {
- return b2Mul(m_xf, localPoint);
- }
- inline b2Vec2 b2Body::GetWorldVector(const b2Vec2& localVector) const
- {
- return b2Mul(m_xf.R, localVector);
- }
- inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const
- {
- return b2MulT(m_xf, worldPoint);
- }
- inline b2Vec2 b2Body::GetLocalVector(const b2Vec2& worldVector) const
- {
- return b2MulT(m_xf.R, worldVector);
- }
- inline b2Vec2 b2Body::GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const
- {
- return m_linearVelocity + b2Cross(m_angularVelocity, worldPoint - m_sweep.c);
- }
- inline b2Vec2 b2Body::GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const
- {
- return GetLinearVelocityFromWorldPoint(GetWorldPoint(localPoint));
- }
- inline float32 b2Body::GetLinearDamping() const
- {
- return m_linearDamping;
- }
- inline void b2Body::SetLinearDamping(float32 linearDamping)
- {
- m_linearDamping = linearDamping;
- }
- inline float32 b2Body::GetAngularDamping() const
- {
- return m_angularDamping;
- }
- inline void b2Body::SetAngularDamping(float32 angularDamping)
- {
- m_angularDamping = angularDamping;
- }
- inline void b2Body::SetBullet(bool flag)
- {
- if (flag)
- {
- m_flags |= e_bulletFlag;
- }
- else
- {
- m_flags &= ~e_bulletFlag;
- }
- }
- inline bool b2Body::IsBullet() const
- {
- return (m_flags & e_bulletFlag) == e_bulletFlag;
- }
- inline void b2Body::SetAwake(bool flag)
- {
- if (flag)
- {
- if ((m_flags & e_awakeFlag) == 0)
- {
- m_flags |= e_awakeFlag;
- m_sleepTime = 0.0f;
- }
- }
- else
- {
- m_flags &= ~e_awakeFlag;
- m_sleepTime = 0.0f;
- m_linearVelocity.SetZero();
- m_angularVelocity = 0.0f;
- m_force.SetZero();
- m_torque = 0.0f;
- }
- }
- inline bool b2Body::IsAwake() const
- {
- return (m_flags & e_awakeFlag) == e_awakeFlag;
- }
- inline bool b2Body::IsActive() const
- {
- return (m_flags & e_activeFlag) == e_activeFlag;
- }
- inline void b2Body::SetFixedRotation(bool flag)
- {
- if (flag)
- {
- m_flags |= e_fixedRotationFlag;
- }
- else
- {
- m_flags &= ~e_fixedRotationFlag;
- }
- ResetMassData();
- }
- inline bool b2Body::IsFixedRotation() const
- {
- return (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
- }
- inline void b2Body::SetSleepingAllowed(bool flag)
- {
- if (flag)
- {
- m_flags |= e_autoSleepFlag;
- }
- else
- {
- m_flags &= ~e_autoSleepFlag;
- SetAwake(true);
- }
- }
- inline bool b2Body::IsSleepingAllowed() const
- {
- return (m_flags & e_autoSleepFlag) == e_autoSleepFlag;
- }
- inline b2Fixture* b2Body::GetFixtureList()
- {
- return m_fixtureList;
- }
- inline const b2Fixture* b2Body::GetFixtureList() const
- {
- return m_fixtureList;
- }
- inline b2JointEdge* b2Body::GetJointList()
- {
- return m_jointList;
- }
- inline const b2JointEdge* b2Body::GetJointList() const
- {
- return m_jointList;
- }
- inline b2ContactEdge* b2Body::GetContactList()
- {
- return m_contactList;
- }
- inline const b2ContactEdge* b2Body::GetContactList() const
- {
- return m_contactList;
- }
- inline b2Body* b2Body::GetNext()
- {
- return m_next;
- }
- inline const b2Body* b2Body::GetNext() const
- {
- return m_next;
- }
- inline void b2Body::SetUserData(void* data)
- {
- m_userData = data;
- }
- inline void* b2Body::GetUserData() const
- {
- return m_userData;
- }
- inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point)
- {
- if (m_type != b2_dynamicBody)
- {
- return;
- }
- if (IsAwake() == false)
- {
- SetAwake(true);
- }
- m_force += force;
- m_torque += b2Cross(point - m_sweep.c, force);
- }
- inline void b2Body::ApplyTorque(float32 torque)
- {
- if (m_type != b2_dynamicBody)
- {
- return;
- }
- if (IsAwake() == false)
- {
- SetAwake(true);
- }
- m_torque += torque;
- }
- inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point)
- {
- if (m_type != b2_dynamicBody)
- {
- return;
- }
- if (IsAwake() == false)
- {
- SetAwake(true);
- }
- m_linearVelocity += m_invMass * impulse;
- m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, impulse);
- }
- inline void b2Body::ApplyAngularImpulse(float32 impulse)
- {
- if (m_type != b2_dynamicBody)
- {
- return;
- }
- if (IsAwake() == false)
- {
- SetAwake(true);
- }
- m_angularVelocity += m_invI * impulse;
- }
- inline void b2Body::SynchronizeTransform()
- {
- m_xf.R.Set(m_sweep.a);
- m_xf.position = m_sweep.c - b2Mul(m_xf.R, m_sweep.localCenter);
- }
- inline void b2Body::Advance(float32 t)
- {
- // Advance to the new safe time.
- m_sweep.Advance(t);
- m_sweep.c = m_sweep.c0;
- m_sweep.a = m_sweep.a0;
- SynchronizeTransform();
- }
- inline b2World* b2Body::GetWorld()
- {
- return m_world;
- }
- inline const b2World* b2Body::GetWorld() const
- {
- return m_world;
- }
- #endif