1 | /* |
2 | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org |
3 | * |
4 | * This software is provided 'as-is', without any express or implied |
5 | * warranty. In no event will the authors be held liable for any damages |
6 | * arising from the use of this software. |
7 | * Permission is granted to anyone to use this software for any purpose, |
8 | * including commercial applications, and to alter it and redistribute it |
9 | * freely, subject to the following restrictions: |
10 | * 1. The origin of this software must not be misrepresented; you must not |
11 | * claim that you wrote the original software. If you use this software |
12 | * in a product, an acknowledgment in the product documentation would be |
13 | * appreciated but is not required. |
14 | * 2. Altered source versions must be plainly marked as such, and must not be |
15 | * misrepresented as being the original software. |
16 | * 3. This notice may not be removed or altered from any source distribution. |
17 | */ |
18 | |
19 | #ifndef B2_BODY_H |
20 | #define B2_BODY_H |
21 | |
22 | #include <Box2D/Common/b2Math.h> |
23 | #include <Box2D/Collision/Shapes/b2Shape.h> |
24 | #include <memory> |
25 | |
26 | class b2Fixture; |
27 | class b2Joint; |
28 | class b2Contact; |
29 | class b2Controller; |
30 | class b2World; |
31 | struct b2FixtureDef; |
32 | struct b2JointEdge; |
33 | struct b2ContactEdge; |
34 | |
35 | /// The body type. |
36 | /// static: zero mass, zero velocity, may be manually moved |
37 | /// kinematic: zero mass, non-zero velocity set by user, moved by solver |
38 | /// dynamic: positive mass, non-zero velocity determined by forces, moved by solver |
39 | enum b2BodyType |
40 | { |
41 | b2_staticBody = 0, |
42 | b2_kinematicBody, |
43 | b2_dynamicBody |
44 | |
45 | // TODO_ERIN |
46 | //b2_bulletBody, |
47 | }; |
48 | |
49 | /// A body definition holds all the data needed to construct a rigid body. |
50 | /// You can safely re-use body definitions. Shapes are added to a body after construction. |
51 | struct b2BodyDef |
52 | { |
53 | /// This constructor sets the body definition default values. |
54 | b2BodyDef() |
55 | { |
56 | userData = NULL; |
57 | position.Set(0.0f, 0.0f); |
58 | angle = 0.0f; |
59 | linearVelocity.Set(0.0f, 0.0f); |
60 | angularVelocity = 0.0f; |
61 | linearDamping = 0.0f; |
62 | angularDamping = 0.0f; |
63 | allowSleep = true; |
64 | awake = true; |
65 | fixedRotation = false; |
66 | bullet = false; |
67 | type = b2_staticBody; |
68 | active = true; |
69 | gravityScale = 1.0f; |
70 | } |
71 | |
72 | /// The body type: static, kinematic, or dynamic. |
73 | /// Note: if a dynamic body would have zero mass, the mass is set to one. |
74 | b2BodyType type; |
75 | |
76 | /// The world position of the body. Avoid creating bodies at the origin |
77 | /// since this can lead to many overlapping shapes. |
78 | b2Vec2 position; |
79 | |
80 | /// The world angle of the body in radians. |
81 | float32 angle; |
82 | |
83 | /// The linear velocity of the body's origin in world co-ordinates. |
84 | b2Vec2 linearVelocity; |
85 | |
86 | /// The angular velocity of the body. |
87 | float32 angularVelocity; |
88 | |
89 | /// Linear damping is use to reduce the linear velocity. The damping parameter |
90 | /// can be larger than 1.0f but the damping effect becomes sensitive to the |
91 | /// time step when the damping parameter is large. |
92 | float32 linearDamping; |
93 | |
94 | /// Angular damping is use to reduce the angular velocity. The damping parameter |
95 | /// can be larger than 1.0f but the damping effect becomes sensitive to the |
96 | /// time step when the damping parameter is large. |
97 | float32 angularDamping; |
98 | |
99 | /// Set this flag to false if this body should never fall asleep. Note that |
100 | /// this increases CPU usage. |
101 | bool allowSleep; |
102 | |
103 | /// Is this body initially awake or sleeping? |
104 | bool awake; |
105 | |
106 | /// Should this body be prevented from rotating? Useful for characters. |
107 | bool fixedRotation; |
108 | |
109 | /// Is this a fast moving body that should be prevented from tunneling through |
110 | /// other moving bodies? Note that all bodies are prevented from tunneling through |
111 | /// kinematic and static bodies. This setting is only considered on dynamic bodies. |
112 | /// @warning You should use this flag sparingly since it increases processing time. |
113 | bool bullet; |
114 | |
115 | /// Does this body start out active? |
116 | bool active; |
117 | |
118 | /// Use this to store application specific body data. |
119 | void* userData; |
120 | |
121 | /// Scale the gravity applied to this body. |
122 | float32 gravityScale; |
123 | }; |
124 | |
125 | /// A rigid body. These are created via b2World::CreateBody. |
126 | class b2Body |
127 | { |
128 | public: |
129 | /// Creates a fixture and attach it to this body. Use this function if you need |
130 | /// to set some fixture parameters, like friction. Otherwise you can create the |
131 | /// fixture directly from a shape. |
132 | /// If the density is non-zero, this function automatically updates the mass of the body. |
133 | /// Contacts are not created until the next time step. |
134 | /// @param def the fixture definition. |
135 | /// @warning This function is locked during callbacks. |
136 | b2Fixture* CreateFixture(const b2FixtureDef* def); |
137 | |
138 | /// Creates a fixture from a shape and attach it to this body. |
139 | /// This is a convenience function. Use b2FixtureDef if you need to set parameters |
140 | /// like friction, restitution, user data, or filtering. |
141 | /// If the density is non-zero, this function automatically updates the mass of the body. |
142 | /// @param shape the shape to be cloned. |
143 | /// @param density the shape density (set to zero for static bodies). |
144 | /// @warning This function is locked during callbacks. |
145 | b2Fixture* CreateFixture(const b2Shape* shape, float32 density); |
146 | |
147 | /// Destroy a fixture. This removes the fixture from the broad-phase and |
148 | /// destroys all contacts associated with this fixture. This will |
149 | /// automatically adjust the mass of the body if the body is dynamic and the |
150 | /// fixture has positive density. |
151 | /// All fixtures attached to a body are implicitly destroyed when the body is destroyed. |
152 | /// @param fixture the fixture to be removed. |
153 | /// @warning This function is locked during callbacks. |
154 | void DestroyFixture(b2Fixture* fixture); |
155 | |
156 | /// Set the position of the body's origin and rotation. |
157 | /// Manipulating a body's transform may cause non-physical behavior. |
158 | /// Note: contacts are updated on the next call to b2World::Step. |
159 | /// @param position the world position of the body's local origin. |
160 | /// @param angle the world rotation in radians. |
161 | void SetTransform(const b2Vec2& position, float32 angle); |
162 | |
163 | /// Get the body transform for the body's origin. |
164 | /// @return the world transform of the body's origin. |
165 | const b2Transform& GetTransform() const; |
166 | |
167 | /// Get the world body origin position. |
168 | /// @return the world position of the body's origin. |
169 | const b2Vec2& GetPosition() const; |
170 | |
171 | /// Get the angle in radians. |
172 | /// @return the current world rotation angle in radians. |
173 | float32 GetAngle() const; |
174 | |
175 | /// Get the world position of the center of mass. |
176 | const b2Vec2& GetWorldCenter() const; |
177 | |
178 | /// Get the local position of the center of mass. |
179 | const b2Vec2& GetLocalCenter() const; |
180 | |
181 | /// Set the linear velocity of the center of mass. |
182 | /// @param v the new linear velocity of the center of mass. |
183 | void SetLinearVelocity(const b2Vec2& v); |
184 | |
185 | /// Get the linear velocity of the center of mass. |
186 | /// @return the linear velocity of the center of mass. |
187 | const b2Vec2& GetLinearVelocity() const; |
188 | |
189 | /// Set the angular velocity. |
190 | /// @param omega the new angular velocity in radians/second. |
191 | void SetAngularVelocity(float32 omega); |
192 | |
193 | /// Get the angular velocity. |
194 | /// @return the angular velocity in radians/second. |
195 | float32 GetAngularVelocity() const; |
196 | |
197 | /// Apply a force at a world point. If the force is not |
198 | /// applied at the center of mass, it will generate a torque and |
199 | /// affect the angular velocity. This wakes up the body. |
200 | /// @param force the world force vector, usually in Newtons (N). |
201 | /// @param point the world position of the point of application. |
202 | /// @param wake also wake up the body |
203 | void ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake); |
204 | |
205 | /// Apply a force to the center of mass. This wakes up the body. |
206 | /// @param force the world force vector, usually in Newtons (N). |
207 | /// @param wake also wake up the body |
208 | void ApplyForceToCenter(const b2Vec2& force, bool wake); |
209 | |
210 | /// Apply a torque. This affects the angular velocity |
211 | /// without affecting the linear velocity of the center of mass. |
212 | /// This wakes up the body. |
213 | /// @param torque about the z-axis (out of the screen), usually in N-m. |
214 | /// @param wake also wake up the body |
215 | void ApplyTorque(float32 torque, bool wake); |
216 | |
217 | /// Apply an impulse at a point. This immediately modifies the velocity. |
218 | /// It also modifies the angular velocity if the point of application |
219 | /// is not at the center of mass. This wakes up the body. |
220 | /// @param impulse the world impulse vector, usually in N-seconds or kg-m/s. |
221 | /// @param point the world position of the point of application. |
222 | /// @param wake also wake up the body |
223 | void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake); |
224 | |
225 | /// Apply an angular impulse. |
226 | /// @param impulse the angular impulse in units of kg*m*m/s |
227 | /// @param wake also wake up the body |
228 | void ApplyAngularImpulse(float32 impulse, bool wake); |
229 | |
230 | /// Get the total mass of the body. |
231 | /// @return the mass, usually in kilograms (kg). |
232 | float32 GetMass() const; |
233 | |
234 | /// Get the rotational inertia of the body about the local origin. |
235 | /// @return the rotational inertia, usually in kg-m^2. |
236 | float32 GetInertia() const; |
237 | |
238 | /// Get the mass data of the body. |
239 | /// @return a struct containing the mass, inertia and center of the body. |
240 | void GetMassData(b2MassData* data) const; |
241 | |
242 | /// Set the mass properties to override the mass properties of the fixtures. |
243 | /// Note that this changes the center of mass position. |
244 | /// Note that creating or destroying fixtures can also alter the mass. |
245 | /// This function has no effect if the body isn't dynamic. |
246 | /// @param massData the mass properties. |
247 | void SetMassData(const b2MassData* data); |
248 | |
249 | /// This resets the mass properties to the sum of the mass properties of the fixtures. |
250 | /// This normally does not need to be called unless you called SetMassData to override |
251 | /// the mass and you later want to reset the mass. |
252 | void ResetMassData(); |
253 | |
254 | /// Get the world coordinates of a point given the local coordinates. |
255 | /// @param localPoint a point on the body measured relative the the body's origin. |
256 | /// @return the same point expressed in world coordinates. |
257 | b2Vec2 GetWorldPoint(const b2Vec2& localPoint) const; |
258 | |
259 | /// Get the world coordinates of a vector given the local coordinates. |
260 | /// @param localVector a vector fixed in the body. |
261 | /// @return the same vector expressed in world coordinates. |
262 | b2Vec2 GetWorldVector(const b2Vec2& localVector) const; |
263 | |
264 | /// Gets a local point relative to the body's origin given a world point. |
265 | /// @param a point in world coordinates. |
266 | /// @return the corresponding local point relative to the body's origin. |
267 | b2Vec2 GetLocalPoint(const b2Vec2& worldPoint) const; |
268 | |
269 | /// Gets a local vector given a world vector. |
270 | /// @param a vector in world coordinates. |
271 | /// @return the corresponding local vector. |
272 | b2Vec2 GetLocalVector(const b2Vec2& worldVector) const; |
273 | |
274 | /// Get the world linear velocity of a world point attached to this body. |
275 | /// @param a point in world coordinates. |
276 | /// @return the world velocity of a point. |
277 | b2Vec2 GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const; |
278 | |
279 | /// Get the world velocity of a local point. |
280 | /// @param a point in local coordinates. |
281 | /// @return the world velocity of a point. |
282 | b2Vec2 GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const; |
283 | |
284 | /// Get the linear damping of the body. |
285 | float32 GetLinearDamping() const; |
286 | |
287 | /// Set the linear damping of the body. |
288 | void SetLinearDamping(float32 linearDamping); |
289 | |
290 | /// Get the angular damping of the body. |
291 | float32 GetAngularDamping() const; |
292 | |
293 | /// Set the angular damping of the body. |
294 | void SetAngularDamping(float32 angularDamping); |
295 | |
296 | /// Get the gravity scale of the body. |
297 | float32 GetGravityScale() const; |
298 | |
299 | /// Set the gravity scale of the body. |
300 | void SetGravityScale(float32 scale); |
301 | |
302 | /// Set the type of this body. This may alter the mass and velocity. |
303 | void SetType(b2BodyType type); |
304 | |
305 | /// Get the type of this body. |
306 | b2BodyType GetType() const; |
307 | |
308 | /// Should this body be treated like a bullet for continuous collision detection? |
309 | void SetBullet(bool flag); |
310 | |
311 | /// Is this body treated like a bullet for continuous collision detection? |
312 | bool IsBullet() const; |
313 | |
314 | /// You can disable sleeping on this body. If you disable sleeping, the |
315 | /// body will be woken. |
316 | void SetSleepingAllowed(bool flag); |
317 | |
318 | /// Is this body allowed to sleep |
319 | bool IsSleepingAllowed() const; |
320 | |
321 | /// Set the sleep state of the body. A sleeping body has very |
322 | /// low CPU cost. |
323 | /// @param flag set to true to wake the body, false to put it to sleep. |
324 | void SetAwake(bool flag); |
325 | |
326 | /// Get the sleeping state of this body. |
327 | /// @return true if the body is awake. |
328 | bool IsAwake() const; |
329 | |
330 | /// Set the active state of the body. An inactive body is not |
331 | /// simulated and cannot be collided with or woken up. |
332 | /// If you pass a flag of true, all fixtures will be added to the |
333 | /// broad-phase. |
334 | /// If you pass a flag of false, all fixtures will be removed from |
335 | /// the broad-phase and all contacts will be destroyed. |
336 | /// Fixtures and joints are otherwise unaffected. You may continue |
337 | /// to create/destroy fixtures and joints on inactive bodies. |
338 | /// Fixtures on an inactive body are implicitly inactive and will |
339 | /// not participate in collisions, ray-casts, or queries. |
340 | /// Joints connected to an inactive body are implicitly inactive. |
341 | /// An inactive body is still owned by a b2World object and remains |
342 | /// in the body list. |
343 | void SetActive(bool flag); |
344 | |
345 | /// Get the active state of the body. |
346 | bool IsActive() const; |
347 | |
348 | /// Set this body to have fixed rotation. This causes the mass |
349 | /// to be reset. |
350 | void SetFixedRotation(bool flag); |
351 | |
352 | /// Does this body have fixed rotation? |
353 | bool IsFixedRotation() const; |
354 | |
355 | /// Get the list of all fixtures attached to this body. |
356 | b2Fixture* GetFixtureList(); |
357 | const b2Fixture* GetFixtureList() const; |
358 | |
359 | /// Get the list of all joints attached to this body. |
360 | b2JointEdge* GetJointList(); |
361 | const b2JointEdge* GetJointList() const; |
362 | |
363 | /// Get the list of all contacts attached to this body. |
364 | /// @warning this list changes during the time step and you may |
365 | /// miss some collisions if you don't use b2ContactListener. |
366 | b2ContactEdge* GetContactList(); |
367 | const b2ContactEdge* GetContactList() const; |
368 | |
369 | /// Get the next body in the world's body list. |
370 | b2Body* GetNext(); |
371 | const b2Body* GetNext() const; |
372 | |
373 | /// Get the user data pointer that was provided in the body definition. |
374 | void* GetUserData() const; |
375 | |
376 | /// Set the user data. Use this to store your application specific data. |
377 | void SetUserData(void* data); |
378 | |
379 | /// Get the parent world of this body. |
380 | b2World* GetWorld(); |
381 | const b2World* GetWorld() const; |
382 | |
383 | /// Dump this body to a log file |
384 | void Dump(); |
385 | |
386 | private: |
387 | |
388 | friend class b2World; |
389 | friend class b2Island; |
390 | friend class b2ContactManager; |
391 | friend class b2ContactSolver; |
392 | friend class b2Contact; |
393 | |
394 | friend class b2DistanceJoint; |
395 | friend class b2FrictionJoint; |
396 | friend class b2GearJoint; |
397 | friend class b2MotorJoint; |
398 | friend class b2MouseJoint; |
399 | friend class b2PrismaticJoint; |
400 | friend class b2PulleyJoint; |
401 | friend class b2RevoluteJoint; |
402 | friend class b2RopeJoint; |
403 | friend class b2WeldJoint; |
404 | friend class b2WheelJoint; |
405 | |
406 | // m_flags |
407 | enum |
408 | { |
409 | e_islandFlag = 0x0001, |
410 | e_awakeFlag = 0x0002, |
411 | e_autoSleepFlag = 0x0004, |
412 | e_bulletFlag = 0x0008, |
413 | e_fixedRotationFlag = 0x0010, |
414 | e_activeFlag = 0x0020, |
415 | e_toiFlag = 0x0040 |
416 | }; |
417 | |
418 | b2Body(const b2BodyDef* bd, b2World* world); |
419 | ~b2Body(); |
420 | |
421 | void SynchronizeFixtures(); |
422 | void SynchronizeTransform(); |
423 | |
424 | // This is used to prevent connected bodies from colliding. |
425 | // It may lie, depending on the collideConnected flag. |
426 | bool ShouldCollide(const b2Body* other) const; |
427 | |
428 | void Advance(float32 t); |
429 | |
430 | b2BodyType m_type; |
431 | |
432 | uint16 m_flags; |
433 | |
434 | int32 m_islandIndex; |
435 | |
436 | b2Transform m_xf; // the body origin transform |
437 | b2Sweep m_sweep; // the swept motion for CCD |
438 | |
439 | b2Vec2 m_linearVelocity; |
440 | float32 m_angularVelocity; |
441 | |
442 | b2Vec2 m_force; |
443 | float32 m_torque; |
444 | |
445 | b2World* m_world; |
446 | b2Body* m_prev; |
447 | b2Body* m_next; |
448 | |
449 | b2Fixture* m_fixtureList; |
450 | int32 m_fixtureCount; |
451 | |
452 | b2JointEdge* m_jointList; |
453 | b2ContactEdge* m_contactList; |
454 | |
455 | float32 m_mass, m_invMass; |
456 | |
457 | // Rotational inertia about the center of mass. |
458 | float32 m_I, m_invI; |
459 | |
460 | float32 m_linearDamping; |
461 | float32 m_angularDamping; |
462 | float32 m_gravityScale; |
463 | |
464 | float32 m_sleepTime; |
465 | |
466 | void* m_userData; |
467 | }; |
468 | |
469 | inline b2BodyType b2Body::GetType() const |
470 | { |
471 | return m_type; |
472 | } |
473 | |
474 | inline const b2Transform& b2Body::GetTransform() const |
475 | { |
476 | return m_xf; |
477 | } |
478 | |
479 | inline const b2Vec2& b2Body::GetPosition() const |
480 | { |
481 | return m_xf.p; |
482 | } |
483 | |
484 | inline float32 b2Body::GetAngle() const |
485 | { |
486 | return m_sweep.a; |
487 | } |
488 | |
489 | inline const b2Vec2& b2Body::GetWorldCenter() const |
490 | { |
491 | return m_sweep.c; |
492 | } |
493 | |
494 | inline const b2Vec2& b2Body::GetLocalCenter() const |
495 | { |
496 | return m_sweep.localCenter; |
497 | } |
498 | |
499 | inline void b2Body::SetLinearVelocity(const b2Vec2& v) |
500 | { |
501 | if (m_type == b2_staticBody) |
502 | { |
503 | return; |
504 | } |
505 | |
506 | if (b2Dot(v,v) > 0.0f) |
507 | { |
508 | SetAwake(true); |
509 | } |
510 | |
511 | m_linearVelocity = v; |
512 | } |
513 | |
514 | inline const b2Vec2& b2Body::GetLinearVelocity() const |
515 | { |
516 | return m_linearVelocity; |
517 | } |
518 | |
519 | inline void b2Body::SetAngularVelocity(float32 w) |
520 | { |
521 | if (m_type == b2_staticBody) |
522 | { |
523 | return; |
524 | } |
525 | |
526 | if (w * w > 0.0f) |
527 | { |
528 | SetAwake(true); |
529 | } |
530 | |
531 | m_angularVelocity = w; |
532 | } |
533 | |
534 | inline float32 b2Body::GetAngularVelocity() const |
535 | { |
536 | return m_angularVelocity; |
537 | } |
538 | |
539 | inline float32 b2Body::GetMass() const |
540 | { |
541 | return m_mass; |
542 | } |
543 | |
544 | inline float32 b2Body::GetInertia() const |
545 | { |
546 | return m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter); |
547 | } |
548 | |
549 | inline void b2Body::GetMassData(b2MassData* data) const |
550 | { |
551 | data->mass = m_mass; |
552 | data->I = m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter); |
553 | data->center = m_sweep.localCenter; |
554 | } |
555 | |
556 | inline b2Vec2 b2Body::GetWorldPoint(const b2Vec2& localPoint) const |
557 | { |
558 | return b2Mul(m_xf, localPoint); |
559 | } |
560 | |
561 | inline b2Vec2 b2Body::GetWorldVector(const b2Vec2& localVector) const |
562 | { |
563 | return b2Mul(m_xf.q, localVector); |
564 | } |
565 | |
566 | inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const |
567 | { |
568 | return b2MulT(m_xf, worldPoint); |
569 | } |
570 | |
571 | inline b2Vec2 b2Body::GetLocalVector(const b2Vec2& worldVector) const |
572 | { |
573 | return b2MulT(m_xf.q, worldVector); |
574 | } |
575 | |
576 | inline b2Vec2 b2Body::GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const |
577 | { |
578 | return m_linearVelocity + b2Cross(m_angularVelocity, worldPoint - m_sweep.c); |
579 | } |
580 | |
581 | inline b2Vec2 b2Body::GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const |
582 | { |
583 | return GetLinearVelocityFromWorldPoint(GetWorldPoint(localPoint)); |
584 | } |
585 | |
586 | inline float32 b2Body::GetLinearDamping() const |
587 | { |
588 | return m_linearDamping; |
589 | } |
590 | |
591 | inline void b2Body::SetLinearDamping(float32 linearDamping) |
592 | { |
593 | m_linearDamping = linearDamping; |
594 | } |
595 | |
596 | inline float32 b2Body::GetAngularDamping() const |
597 | { |
598 | return m_angularDamping; |
599 | } |
600 | |
601 | inline void b2Body::SetAngularDamping(float32 angularDamping) |
602 | { |
603 | m_angularDamping = angularDamping; |
604 | } |
605 | |
606 | inline float32 b2Body::GetGravityScale() const |
607 | { |
608 | return m_gravityScale; |
609 | } |
610 | |
611 | inline void b2Body::SetGravityScale(float32 scale) |
612 | { |
613 | m_gravityScale = scale; |
614 | } |
615 | |
616 | inline void b2Body::SetBullet(bool flag) |
617 | { |
618 | if (flag) |
619 | { |
620 | m_flags |= e_bulletFlag; |
621 | } |
622 | else |
623 | { |
624 | m_flags &= ~e_bulletFlag; |
625 | } |
626 | } |
627 | |
628 | inline bool b2Body::IsBullet() const |
629 | { |
630 | return (m_flags & e_bulletFlag) == e_bulletFlag; |
631 | } |
632 | |
633 | inline void b2Body::SetAwake(bool flag) |
634 | { |
635 | if (flag) |
636 | { |
637 | if ((m_flags & e_awakeFlag) == 0) |
638 | { |
639 | m_flags |= e_awakeFlag; |
640 | m_sleepTime = 0.0f; |
641 | } |
642 | } |
643 | else |
644 | { |
645 | m_flags &= ~e_awakeFlag; |
646 | m_sleepTime = 0.0f; |
647 | m_linearVelocity.SetZero(); |
648 | m_angularVelocity = 0.0f; |
649 | m_force.SetZero(); |
650 | m_torque = 0.0f; |
651 | } |
652 | } |
653 | |
654 | inline bool b2Body::IsAwake() const |
655 | { |
656 | return (m_flags & e_awakeFlag) == e_awakeFlag; |
657 | } |
658 | |
659 | inline bool b2Body::IsActive() const |
660 | { |
661 | return (m_flags & e_activeFlag) == e_activeFlag; |
662 | } |
663 | |
664 | inline bool b2Body::IsFixedRotation() const |
665 | { |
666 | return (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag; |
667 | } |
668 | |
669 | inline void b2Body::SetSleepingAllowed(bool flag) |
670 | { |
671 | if (flag) |
672 | { |
673 | m_flags |= e_autoSleepFlag; |
674 | } |
675 | else |
676 | { |
677 | m_flags &= ~e_autoSleepFlag; |
678 | SetAwake(true); |
679 | } |
680 | } |
681 | |
682 | inline bool b2Body::IsSleepingAllowed() const |
683 | { |
684 | return (m_flags & e_autoSleepFlag) == e_autoSleepFlag; |
685 | } |
686 | |
687 | inline b2Fixture* b2Body::GetFixtureList() |
688 | { |
689 | return m_fixtureList; |
690 | } |
691 | |
692 | inline const b2Fixture* b2Body::GetFixtureList() const |
693 | { |
694 | return m_fixtureList; |
695 | } |
696 | |
697 | inline b2JointEdge* b2Body::GetJointList() |
698 | { |
699 | return m_jointList; |
700 | } |
701 | |
702 | inline const b2JointEdge* b2Body::GetJointList() const |
703 | { |
704 | return m_jointList; |
705 | } |
706 | |
707 | inline b2ContactEdge* b2Body::GetContactList() |
708 | { |
709 | return m_contactList; |
710 | } |
711 | |
712 | inline const b2ContactEdge* b2Body::GetContactList() const |
713 | { |
714 | return m_contactList; |
715 | } |
716 | |
717 | inline b2Body* b2Body::GetNext() |
718 | { |
719 | return m_next; |
720 | } |
721 | |
722 | inline const b2Body* b2Body::GetNext() const |
723 | { |
724 | return m_next; |
725 | } |
726 | |
727 | inline void b2Body::SetUserData(void* data) |
728 | { |
729 | m_userData = data; |
730 | } |
731 | |
732 | inline void* b2Body::GetUserData() const |
733 | { |
734 | return m_userData; |
735 | } |
736 | |
737 | inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake) |
738 | { |
739 | if (m_type != b2_dynamicBody) |
740 | { |
741 | return; |
742 | } |
743 | |
744 | if (wake && (m_flags & e_awakeFlag) == 0) |
745 | { |
746 | SetAwake(true); |
747 | } |
748 | |
749 | // Don't accumulate a force if the body is sleeping. |
750 | if (m_flags & e_awakeFlag) |
751 | { |
752 | m_force += force; |
753 | m_torque += b2Cross(point - m_sweep.c, force); |
754 | } |
755 | } |
756 | |
757 | inline void b2Body::ApplyForceToCenter(const b2Vec2& force, bool wake) |
758 | { |
759 | if (m_type != b2_dynamicBody) |
760 | { |
761 | return; |
762 | } |
763 | |
764 | if (wake && (m_flags & e_awakeFlag) == 0) |
765 | { |
766 | SetAwake(true); |
767 | } |
768 | |
769 | // Don't accumulate a force if the body is sleeping |
770 | if (m_flags & e_awakeFlag) |
771 | { |
772 | m_force += force; |
773 | } |
774 | } |
775 | |
776 | inline void b2Body::ApplyTorque(float32 torque, bool wake) |
777 | { |
778 | if (m_type != b2_dynamicBody) |
779 | { |
780 | return; |
781 | } |
782 | |
783 | if (wake && (m_flags & e_awakeFlag) == 0) |
784 | { |
785 | SetAwake(true); |
786 | } |
787 | |
788 | // Don't accumulate a force if the body is sleeping |
789 | if (m_flags & e_awakeFlag) |
790 | { |
791 | m_torque += torque; |
792 | } |
793 | } |
794 | |
795 | inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake) |
796 | { |
797 | if (m_type != b2_dynamicBody) |
798 | { |
799 | return; |
800 | } |
801 | |
802 | if (wake && (m_flags & e_awakeFlag) == 0) |
803 | { |
804 | SetAwake(true); |
805 | } |
806 | |
807 | // Don't accumulate velocity if the body is sleeping |
808 | if (m_flags & e_awakeFlag) |
809 | { |
810 | m_linearVelocity += m_invMass * impulse; |
811 | m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, impulse); |
812 | } |
813 | } |
814 | |
815 | inline void b2Body::ApplyAngularImpulse(float32 impulse, bool wake) |
816 | { |
817 | if (m_type != b2_dynamicBody) |
818 | { |
819 | return; |
820 | } |
821 | |
822 | if (wake && (m_flags & e_awakeFlag) == 0) |
823 | { |
824 | SetAwake(true); |
825 | } |
826 | |
827 | // Don't accumulate velocity if the body is sleeping |
828 | if (m_flags & e_awakeFlag) |
829 | { |
830 | m_angularVelocity += m_invI * impulse; |
831 | } |
832 | } |
833 | |
834 | inline void b2Body::SynchronizeTransform() |
835 | { |
836 | m_xf.q.Set(m_sweep.a); |
837 | m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter); |
838 | } |
839 | |
840 | inline void b2Body::Advance(float32 alpha) |
841 | { |
842 | // Advance to the new safe time. This doesn't sync the broad-phase. |
843 | m_sweep.Advance(alpha); |
844 | m_sweep.c = m_sweep.c0; |
845 | m_sweep.a = m_sweep.a0; |
846 | m_xf.q.Set(m_sweep.a); |
847 | m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter); |
848 | } |
849 | |
850 | inline b2World* b2Body::GetWorld() |
851 | { |
852 | return m_world; |
853 | } |
854 | |
855 | inline const b2World* b2Body::GetWorld() const |
856 | { |
857 | return m_world; |
858 | } |
859 | |
860 | #endif |
861 | |