--- /dev/null
+/*
+* Copyright (c) 2006-2007 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 "../Common/b2Math.h"
+#include "../Collision/Shapes/b2Shape.h"
+#include "Joints/b2Joint.h"
+
+#include <memory>
+
+class b2Joint;
+class b2Contact;
+class b2World;
+struct b2JointEdge;
+struct b2ContactEdge;
+
+/// A body definition holds all the data needed to construct a rigid body.
+/// You can safely re-use body definitions.
+struct b2BodyDef
+{
+ /// This constructor sets the body definition default values.
+ b2BodyDef()
+ {
+ massData.center.SetZero();
+ massData.mass = 0.0f;
+ massData.I = 0.0f;
+ userData = NULL;
+ position.Set(0.0f, 0.0f);
+ angle = 0.0f;
+ linearDamping = 0.0f;
+ angularDamping = 0.0f;
+ allowSleep = true;
+ isSleeping = false;
+ fixedRotation = false;
+ isBullet = false;
+ }
+
+ /// You can use this to initialized the mass properties of the body.
+ /// If you prefer, you can set the mass properties after the shapes
+ /// have been added using b2Body::SetMassFromShapes.
+ b2MassData massData;
+
+ /// Use this to store application specific body data.
+ void* userData;
+
+ /// 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;
+
+ /// 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 sleeping?
+ bool isSleeping;
+
+ /// 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
+ /// static bodies.
+ /// @warning You should use this flag sparingly since it increases processing time.
+ bool isBullet;
+};
+
+/// A rigid body.
+class b2Body
+{
+public:
+ /// Creates a shape and attach it to this body.
+ /// @param shapeDef the shape definition.
+ /// @warning This function is locked during callbacks.
+ b2Shape* CreateShape(b2ShapeDef* shapeDef);
+
+ /// Destroy a shape. This removes the shape from the broad-phase and
+ /// therefore destroys any contacts associated with this shape. All shapes
+ /// attached to a body are implicitly destroyed when the body is destroyed.
+ /// @param shape the shape to be removed.
+ /// @warning This function is locked during callbacks.
+ void DestroyShape(b2Shape* shape);
+
+ /// Set the mass properties. Note that this changes the center of mass position.
+ /// If you are not sure how to compute mass properties, use SetMassFromShapes.
+ /// The inertia tensor is assumed to be relative to the center of mass.
+ /// @param massData the mass properties.
+ void SetMass(const b2MassData* massData);
+
+ /// Compute the mass properties from the attached shapes. You typically call this
+ /// after adding all the shapes. If you add or remove shapes later, you may want
+ /// to call this again. Note that this changes the center of mass position.
+ void SetMassFromShapes();
+
+ /// Set the position of the body's origin and rotation (radians).
+ /// This breaks any contacts and wakes the other bodies.
+ /// @param position the new world position of the body's origin (not necessarily
+ /// the center of mass).
+ /// @param angle the new world rotation angle of the body in radians.
+ /// @return false if the movement put a shape outside the world. In this case the
+ /// body is automatically frozen.
+ bool SetXForm(const b2Vec2& position, float32 angle);
+
+ /// Get the body transform for the body's origin.
+ /// @return the world transform of the body's origin.
+ const b2XForm& GetXForm() 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 ApplyImpulse(const b2Vec2& impulse, const b2Vec2& point);
+
+ /// Get the total mass of the body.
+ /// @return the mass, usually in kilograms (kg).
+ float32 GetMass() const;
+
+ /// Get the central rotational inertia of the body.
+ /// @return the rotational inertia, usually in kg-m^2.
+ float32 GetInertia() const;
+
+ /// 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;
+
+ /// Is this body treated like a bullet for continuous collision detection?
+ bool IsBullet() const;
+
+ /// Should this body be treated like a bullet for continuous collision detection?
+ void SetBullet(bool flag);
+
+ /// Is this body static (immovable)?
+ bool IsStatic() const;
+
+ /// Is this body dynamic (movable)?
+ bool IsDynamic() const;
+
+ /// Is this body frozen?
+ bool IsFrozen() const;
+
+ /// Is this body sleeping (not simulating).
+ bool IsSleeping() const;
+
+ /// You can disable sleeping on this body.
+ void AllowSleeping(bool flag);
+
+ /// Wake up this body so it will begin simulating.
+ void WakeUp();
+
+ /// Put this body to sleep so it will stop simulating.
+ /// This also sets the velocity to zero.
+ void PutToSleep();
+
+ /// Get the list of all shapes attached to this body.
+ b2Shape* GetShapeList();
+
+ /// Get the list of all joints attached to this body.
+ b2JointEdge* GetJointList();
+
+ /// Get the next body in the world's body list.
+ b2Body* GetNext();
+
+ /// Get the user data pointer that was provided in the body definition.
+ void* GetUserData();
+
+ /// 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();
+
+private:
+
+ friend class b2World;
+ friend class b2Island;
+ friend class b2ContactManager;
+ friend class b2ContactSolver;
+
+ friend class b2DistanceJoint;
+ friend class b2GearJoint;
+ friend class b2MouseJoint;
+ friend class b2PrismaticJoint;
+ friend class b2PulleyJoint;
+ friend class b2RevoluteJoint;
+
+ // m_flags
+ enum
+ {
+ e_frozenFlag = 0x0002,
+ e_islandFlag = 0x0004,
+ e_sleepFlag = 0x0008,
+ e_allowSleepFlag = 0x0010,
+ e_bulletFlag = 0x0020,
+ e_fixedRotationFlag = 0x0040,
+ };
+
+ // m_type
+ enum
+ {
+ e_staticType,
+ e_dynamicType,
+ e_maxTypes,
+ };
+
+ b2Body(const b2BodyDef* bd, b2World* world);
+ ~b2Body();
+
+ bool SynchronizeShapes();
+
+ void SynchronizeTransform();
+
+ // This is used to prevent connected bodies from colliding.
+ // It may lie, depending on the collideConnected flag.
+ bool IsConnected(const b2Body* other) const;
+
+ void Advance(float32 t);
+
+ uint16 m_flags;
+ int16 m_type;
+
+ b2XForm 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;
+
+ b2Shape* m_shapeList;
+ int32 m_shapeCount;
+
+ b2JointEdge* m_jointList;
+ b2ContactEdge* m_contactList;
+
+ float32 m_mass, m_invMass;
+ float32 m_I, m_invI;
+
+ float32 m_linearDamping;
+ float32 m_angularDamping;
+
+ float32 m_sleepTime;
+
+ void* m_userData;
+};
+
+inline const b2XForm& b2Body::GetXForm() 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)
+{
+ m_linearVelocity = v;
+}
+
+inline b2Vec2 b2Body::GetLinearVelocity() const
+{
+ return m_linearVelocity;
+}
+
+inline void b2Body::SetAngularVelocity(float32 w)
+{
+ 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;
+}
+
+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 bool b2Body::IsBullet() const
+{
+ return (m_flags & e_bulletFlag) == e_bulletFlag;
+}
+
+inline void b2Body::SetBullet(bool flag)
+{
+ if (flag)
+ {
+ m_flags |= e_bulletFlag;
+ }
+ else
+ {
+ m_flags &= ~e_bulletFlag;
+ }
+}
+
+inline bool b2Body::IsStatic() const
+{
+ return m_type == e_staticType;
+}
+
+inline bool b2Body::IsDynamic() const
+{
+ return m_type == e_dynamicType;
+}
+
+inline bool b2Body::IsFrozen() const
+{
+ return (m_flags & e_frozenFlag) == e_frozenFlag;
+}
+
+inline bool b2Body::IsSleeping() const
+{
+ return (m_flags & e_sleepFlag) == e_sleepFlag;
+}
+
+inline void b2Body::AllowSleeping(bool flag)
+{
+ if (flag)
+ {
+ m_flags |= e_allowSleepFlag;
+ }
+ else
+ {
+ m_flags &= ~e_allowSleepFlag;
+ WakeUp();
+ }
+}
+
+inline void b2Body::WakeUp()
+{
+ m_flags &= ~e_sleepFlag;
+ m_sleepTime = 0.0f;
+}
+
+inline void b2Body::PutToSleep()
+{
+ m_flags |= e_sleepFlag;
+ m_sleepTime = 0.0f;
+ m_linearVelocity.SetZero();
+ m_angularVelocity = 0.0f;
+ m_force.SetZero();
+ m_torque = 0.0f;
+}
+
+inline b2Shape* b2Body::GetShapeList()
+{
+ return m_shapeList;
+}
+
+inline b2JointEdge* b2Body::GetJointList()
+{
+ return m_jointList;
+}
+
+inline b2Body* b2Body::GetNext()
+{
+ return m_next;
+}
+
+inline void* b2Body::GetUserData()
+{
+ return m_userData;
+}
+
+inline void b2Body::SetUserData(void* data)
+{
+ m_userData = data;
+}
+
+inline bool b2Body::IsConnected(const b2Body* other) const
+{
+ for (b2JointEdge* jn = m_jointList; jn; jn = jn->next)
+ {
+ if (jn->other == other)
+ return jn->joint->m_collideConnected == false;
+ }
+
+ return false;
+}
+
+inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point)
+{
+ if (IsSleeping())
+ {
+ WakeUp();
+ }
+ m_force += force;
+ m_torque += b2Cross(point - m_sweep.c, force);
+}
+
+inline void b2Body::ApplyTorque(float32 torque)
+{
+ if (IsSleeping())
+ {
+ WakeUp();
+ }
+ m_torque += torque;
+}
+
+inline void b2Body::ApplyImpulse(const b2Vec2& impulse, const b2Vec2& point)
+{
+ if (IsSleeping())
+ {
+ WakeUp();
+ }
+ m_linearVelocity += m_invMass * impulse;
+ m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, 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;
+}
+
+#endif