| 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 | |