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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_CHAIN_AND_CIRCLE_CONTACT_H
#define B2_CHAIN_AND_CIRCLE_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class b2ChainAndCircleContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
~b2ChainAndCircleContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_CHAIN_AND_POLYGON_CONTACT_H
#define B2_CHAIN_AND_POLYGON_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class b2ChainAndPolygonContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
~b2ChainAndPolygonContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_CIRCLE_CONTACT_H
#define B2_CIRCLE_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class b2CircleContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2CircleContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_CONTACT_H
#define B2_CONTACT_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/Shapes/b2Shape.h>
#include <Box2D/Dynamics/b2Fixture.h>
class b2Body;
class b2Contact;
class b2Fixture;
class b2World;
class b2BlockAllocator;
class b2StackAllocator;
class b2ContactListener;
/// Friction mixing law. The idea is to allow either fixture to drive the restitution to zero.
/// For example, anything slides on ice.
inline float32 b2MixFriction(float32 friction1, float32 friction2)
{
return b2Sqrt(friction1 * friction2);
}
/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
/// For example, a superball bounces on anything.
inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
{
return restitution1 > restitution2 ? restitution1 : restitution2;
}
typedef b2Contact* b2ContactCreateFcn( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB,
b2BlockAllocator* allocator);
typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
struct b2ContactRegister
{
b2ContactCreateFcn* createFcn;
b2ContactDestroyFcn* destroyFcn;
bool primary;
};
/// A contact edge is used to connect bodies and contacts together
/// in a contact graph where each body is a node and each contact
/// is an edge. A contact edge belongs to a doubly linked list
/// maintained in each attached body. Each contact has two contact
/// nodes, one for each attached body.
struct b2ContactEdge
{
b2Body* other; ///< provides quick access to the other body attached.
b2Contact* contact; ///< the contact
b2ContactEdge* prev; ///< the previous contact edge in the body's contact list
b2ContactEdge* next; ///< the next contact edge in the body's contact list
};
/// The class manages contact between two shapes. A contact exists for each overlapping
/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
/// that has no contact points.
class b2Contact
{
public:
/// Get the contact manifold. Do not modify the manifold unless you understand the
/// internals of Box2D.
b2Manifold* GetManifold();
const b2Manifold* GetManifold() const;
/// Get the world manifold.
void GetWorldManifold(b2WorldManifold* worldManifold) const;
/// Is this contact touching?
bool IsTouching() const;
/// Enable/disable this contact. This can be used inside the pre-solve
/// contact listener. The contact is only disabled for the current
/// time step (or sub-step in continuous collisions).
void SetEnabled(bool flag);
/// Has this contact been disabled?
bool IsEnabled() const;
/// Get the next contact in the world's contact list.
b2Contact* GetNext();
const b2Contact* GetNext() const;
/// Get fixture A in this contact.
b2Fixture* GetFixtureA();
const b2Fixture* GetFixtureA() const;
/// Get the child primitive index for fixture A.
int32 GetChildIndexA() const;
/// Get fixture B in this contact.
b2Fixture* GetFixtureB();
const b2Fixture* GetFixtureB() const;
/// Get the child primitive index for fixture B.
int32 GetChildIndexB() const;
/// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
/// This value persists until set or reset.
void SetFriction(float32 friction);
/// Get the friction.
float32 GetFriction() const;
/// Reset the friction mixture to the default value.
void ResetFriction();
/// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
/// The value persists until you set or reset.
void SetRestitution(float32 restitution);
/// Get the restitution.
float32 GetRestitution() const;
/// Reset the restitution to the default value.
void ResetRestitution();
/// Set the desired tangent speed for a conveyor belt behavior. In meters per second.
void SetTangentSpeed(float32 speed);
/// Get the desired tangent speed. In meters per second.
float32 GetTangentSpeed() const;
/// Evaluate this contact with your own manifold and transforms.
virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
protected:
friend class b2ContactManager;
friend class b2World;
friend class b2ContactSolver;
friend class b2Body;
friend class b2Fixture;
// Flags stored in m_flags
enum
{
// Used when crawling contact graph when forming islands.
e_islandFlag = 0x0001,
// Set when the shapes are touching.
e_touchingFlag = 0x0002,
// This contact can be disabled (by user)
e_enabledFlag = 0x0004,
// This contact needs filtering because a fixture filter was changed.
e_filterFlag = 0x0008,
// This bullet contact had a TOI event
e_bulletHitFlag = 0x0010,
// This contact has a valid TOI in m_toi
e_toiFlag = 0x0020
};
/// Flag this contact for filtering. Filtering will occur the next time step.
void FlagForFiltering();
static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
b2Shape::Type typeA, b2Shape::Type typeB);
static void InitializeRegisters();
static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}
b2Contact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
virtual ~b2Contact() {}
void Update(b2ContactListener* listener);
static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
static bool s_initialized;
uint32 m_flags;
// World pool and list pointers.
b2Contact* m_prev;
b2Contact* m_next;
// Nodes for connecting bodies.
b2ContactEdge m_nodeA;
b2ContactEdge m_nodeB;
b2Fixture* m_fixtureA;
b2Fixture* m_fixtureB;
int32 m_indexA;
int32 m_indexB;
b2Manifold m_manifold;
int32 m_toiCount;
float32 m_toi;
float32 m_friction;
float32 m_restitution;
float32 m_tangentSpeed;
};
inline b2Manifold* b2Contact::GetManifold()
{
return &m_manifold;
}
inline const b2Manifold* b2Contact::GetManifold() const
{
return &m_manifold;
}
inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const
{
const b2Body* bodyA = m_fixtureA->GetBody();
const b2Body* bodyB = m_fixtureB->GetBody();
const b2Shape* shapeA = m_fixtureA->GetShape();
const b2Shape* shapeB = m_fixtureB->GetShape();
worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius);
}
inline void b2Contact::SetEnabled(bool flag)
{
if (flag)
{
m_flags |= e_enabledFlag;
}
else
{
m_flags &= ~e_enabledFlag;
}
}
inline bool b2Contact::IsEnabled() const
{
return (m_flags & e_enabledFlag) == e_enabledFlag;
}
inline bool b2Contact::IsTouching() const
{
return (m_flags & e_touchingFlag) == e_touchingFlag;
}
inline b2Contact* b2Contact::GetNext()
{
return m_next;
}
inline const b2Contact* b2Contact::GetNext() const
{
return m_next;
}
inline b2Fixture* b2Contact::GetFixtureA()
{
return m_fixtureA;
}
inline const b2Fixture* b2Contact::GetFixtureA() const
{
return m_fixtureA;
}
inline b2Fixture* b2Contact::GetFixtureB()
{
return m_fixtureB;
}
inline int32 b2Contact::GetChildIndexA() const
{
return m_indexA;
}
inline const b2Fixture* b2Contact::GetFixtureB() const
{
return m_fixtureB;
}
inline int32 b2Contact::GetChildIndexB() const
{
return m_indexB;
}
inline void b2Contact::FlagForFiltering()
{
m_flags |= e_filterFlag;
}
inline void b2Contact::SetFriction(float32 friction)
{
m_friction = friction;
}
inline float32 b2Contact::GetFriction() const
{
return m_friction;
}
inline void b2Contact::ResetFriction()
{
m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
}
inline void b2Contact::SetRestitution(float32 restitution)
{
m_restitution = restitution;
}
inline float32 b2Contact::GetRestitution() const
{
return m_restitution;
}
inline void b2Contact::ResetRestitution()
{
m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
}
inline void b2Contact::SetTangentSpeed(float32 speed)
{
m_tangentSpeed = speed;
}
inline float32 b2Contact::GetTangentSpeed() const
{
return m_tangentSpeed;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_CONTACT_SOLVER_H
#define B2_CONTACT_SOLVER_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Dynamics/b2TimeStep.h>
class b2Contact;
class b2Body;
class b2StackAllocator;
struct b2ContactPositionConstraint;
struct b2VelocityConstraintPoint
{
b2Vec2 rA;
b2Vec2 rB;
float32 normalImpulse;
float32 tangentImpulse;
float32 normalMass;
float32 tangentMass;
float32 velocityBias;
};
struct b2ContactVelocityConstraint
{
b2VelocityConstraintPoint points[b2_maxManifoldPoints];
b2Vec2 normal;
b2Mat22 normalMass;
b2Mat22 K;
int32 indexA;
int32 indexB;
float32 invMassA, invMassB;
float32 invIA, invIB;
float32 friction;
float32 restitution;
float32 tangentSpeed;
int32 pointCount;
int32 contactIndex;
};
struct b2ContactSolverDef
{
b2TimeStep step;
b2Contact** contacts;
int32 count;
b2Position* positions;
b2Velocity* velocities;
b2StackAllocator* allocator;
};
class b2ContactSolver
{
public:
b2ContactSolver(b2ContactSolverDef* def);
~b2ContactSolver();
void InitializeVelocityConstraints();
void WarmStart();
void SolveVelocityConstraints();
void StoreImpulses();
bool SolvePositionConstraints();
bool SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB);
b2TimeStep m_step;
b2Position* m_positions;
b2Velocity* m_velocities;
b2StackAllocator* m_allocator;
b2ContactPositionConstraint* m_positionConstraints;
b2ContactVelocityConstraint* m_velocityConstraints;
b2Contact** m_contacts;
int m_count;
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_EDGE_AND_CIRCLE_CONTACT_H
#define B2_EDGE_AND_CIRCLE_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class b2EdgeAndCircleContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2EdgeAndCircleContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_EDGE_AND_POLYGON_CONTACT_H
#define B2_EDGE_AND_POLYGON_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class b2EdgeAndPolygonContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2EdgeAndPolygonContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_POLYGON_AND_CIRCLE_CONTACT_H
#define B2_POLYGON_AND_CIRCLE_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class b2PolygonAndCircleContact : public b2Contact
{
public:
static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2PolygonAndCircleContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_POLYGON_CONTACT_H
#define B2_POLYGON_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class b2PolygonContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2PolygonContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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_DISTANCE_JOINT_H
#define B2_DISTANCE_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Distance joint definition. This requires defining an
/// anchor point on both bodies and the non-zero length of the
/// distance joint. The definition uses local anchor points
/// so that the initial configuration can violate the constraint
/// slightly. This helps when saving and loading a game.
/// @warning Do not use a zero or short length.
struct b2DistanceJointDef : public b2JointDef
{
b2DistanceJointDef()
{
type = e_distanceJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
length = 1.0f;
frequencyHz = 0.0f;
dampingRatio = 0.0f;
}
/// Initialize the bodies, anchors, and length using the world
/// anchors.
void Initialize(b2Body* bodyA, b2Body* bodyB,
const b2Vec2& anchorA, const b2Vec2& anchorB);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The natural length between the anchor points.
float32 length;
/// The mass-spring-damper frequency in Hertz. A value of 0
/// disables softness.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// A distance joint constrains two points on two bodies
/// to remain at a fixed distance from each other. You can view
/// this as a massless, rigid rod.
class b2DistanceJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
/// Get the reaction force given the inverse time step.
/// Unit is N.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Get the reaction torque given the inverse time step.
/// Unit is N*m. This is always zero for a distance joint.
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set/get the natural length.
/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
void SetLength(float32 length);
float32 GetLength() const;
/// Set/get frequency in Hz.
void SetFrequency(float32 hz);
float32 GetFrequency() const;
/// Set/get damping ratio.
void SetDampingRatio(float32 ratio);
float32 GetDampingRatio() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2DistanceJoint(const b2DistanceJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_bias;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_gamma;
float32 m_impulse;
float32 m_length;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_u;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
};
inline void b2DistanceJoint::SetLength(float32 length)
{
m_length = length;
}
inline float32 b2DistanceJoint::GetLength() const
{
return m_length;
}
inline void b2DistanceJoint::SetFrequency(float32 hz)
{
m_frequencyHz = hz;
}
inline float32 b2DistanceJoint::GetFrequency() const
{
return m_frequencyHz;
}
inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
{
m_dampingRatio = ratio;
}
inline float32 b2DistanceJoint::GetDampingRatio() const
{
return m_dampingRatio;
}
#endif

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/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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_FRICTION_JOINT_H
#define B2_FRICTION_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Friction joint definition.
struct b2FrictionJointDef : public b2JointDef
{
b2FrictionJointDef()
{
type = e_frictionJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
maxForce = 0.0f;
maxTorque = 0.0f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The maximum friction force in N.
float32 maxForce;
/// The maximum friction torque in N-m.
float32 maxTorque;
};
/// Friction joint. This is used for top-down friction.
/// It provides 2D translational friction and angular friction.
class b2FrictionJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set the maximum friction force in N.
void SetMaxForce(float32 force);
/// Get the maximum friction force in N.
float32 GetMaxForce() const;
/// Set the maximum friction torque in N*m.
void SetMaxTorque(float32 torque);
/// Get the maximum friction torque in N*m.
float32 GetMaxTorque() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2FrictionJoint(const b2FrictionJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
// Solver shared
b2Vec2 m_linearImpulse;
float32 m_angularImpulse;
float32 m_maxForce;
float32 m_maxTorque;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat22 m_linearMass;
float32 m_angularMass;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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_GEAR_JOINT_H
#define B2_GEAR_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Gear joint definition. This definition requires two existing
/// revolute or prismatic joints (any combination will work).
struct b2GearJointDef : public b2JointDef
{
b2GearJointDef()
{
type = e_gearJoint;
joint1 = NULL;
joint2 = NULL;
ratio = 1.0f;
}
/// The first revolute/prismatic joint attached to the gear joint.
b2Joint* joint1;
/// The second revolute/prismatic joint attached to the gear joint.
b2Joint* joint2;
/// The gear ratio.
/// @see b2GearJoint for explanation.
float32 ratio;
};
/// A gear joint is used to connect two joints together. Either joint
/// can be a revolute or prismatic joint. You specify a gear ratio
/// to bind the motions together:
/// coordinate1 + ratio * coordinate2 = constant
/// The ratio can be negative or positive. If one joint is a revolute joint
/// and the other joint is a prismatic joint, then the ratio will have units
/// of length or units of 1/length.
/// @warning You have to manually destroy the gear joint if joint1 or joint2
/// is destroyed.
class b2GearJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the first joint.
b2Joint* GetJoint1() { return m_joint1; }
/// Get the second joint.
b2Joint* GetJoint2() { return m_joint2; }
/// Set/Get the gear ratio.
void SetRatio(float32 ratio);
float32 GetRatio() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2GearJoint(const b2GearJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Joint* m_joint1;
b2Joint* m_joint2;
b2JointType m_typeA;
b2JointType m_typeB;
// Body A is connected to body C
// Body B is connected to body D
b2Body* m_bodyC;
b2Body* m_bodyD;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localAnchorC;
b2Vec2 m_localAnchorD;
b2Vec2 m_localAxisC;
b2Vec2 m_localAxisD;
float32 m_referenceAngleA;
float32 m_referenceAngleB;
float32 m_constant;
float32 m_ratio;
float32 m_impulse;
// Solver temp
int32 m_indexA, m_indexB, m_indexC, m_indexD;
b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
float32 m_mA, m_mB, m_mC, m_mD;
float32 m_iA, m_iB, m_iC, m_iD;
b2Vec2 m_JvAC, m_JvBD;
float32 m_JwA, m_JwB, m_JwC, m_JwD;
float32 m_mass;
};
#endif

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/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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_JOINT_H
#define B2_JOINT_H
#include <Box2D/Common/b2Math.h>
class b2Body;
class b2Joint;
struct b2SolverData;
class b2BlockAllocator;
enum b2JointType
{
e_unknownJoint,
e_revoluteJoint,
e_prismaticJoint,
e_distanceJoint,
e_pulleyJoint,
e_mouseJoint,
e_gearJoint,
e_wheelJoint,
e_weldJoint,
e_frictionJoint,
e_ropeJoint,
e_motorJoint
};
enum b2LimitState
{
e_inactiveLimit,
e_atLowerLimit,
e_atUpperLimit,
e_equalLimits
};
struct b2Jacobian
{
b2Vec2 linear;
float32 angularA;
float32 angularB;
};
/// A joint edge is used to connect bodies and joints together
/// in a joint graph where each body is a node and each joint
/// is an edge. A joint edge belongs to a doubly linked list
/// maintained in each attached body. Each joint has two joint
/// nodes, one for each attached body.
struct b2JointEdge
{
b2Body* other; ///< provides quick access to the other body attached.
b2Joint* joint; ///< the joint
b2JointEdge* prev; ///< the previous joint edge in the body's joint list
b2JointEdge* next; ///< the next joint edge in the body's joint list
};
/// Joint definitions are used to construct joints.
struct b2JointDef
{
b2JointDef()
{
type = e_unknownJoint;
userData = NULL;
bodyA = NULL;
bodyB = NULL;
collideConnected = false;
}
/// The joint type is set automatically for concrete joint types.
b2JointType type;
/// Use this to attach application specific data to your joints.
void* userData;
/// The first attached body.
b2Body* bodyA;
/// The second attached body.
b2Body* bodyB;
/// Set this flag to true if the attached bodies should collide.
bool collideConnected;
};
/// The base joint class. Joints are used to constraint two bodies together in
/// various fashions. Some joints also feature limits and motors.
class b2Joint
{
public:
/// Get the type of the concrete joint.
b2JointType GetType() const;
/// Get the first body attached to this joint.
b2Body* GetBodyA();
/// Get the second body attached to this joint.
b2Body* GetBodyB();
/// Get the anchor point on bodyA in world coordinates.
virtual b2Vec2 GetAnchorA() const = 0;
/// Get the anchor point on bodyB in world coordinates.
virtual b2Vec2 GetAnchorB() const = 0;
/// Get the reaction force on bodyB at the joint anchor in Newtons.
virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
/// Get the reaction torque on bodyB in N*m.
virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
/// Get the next joint the world joint list.
b2Joint* GetNext();
const b2Joint* GetNext() const;
/// Get the user data pointer.
void* GetUserData() const;
/// Set the user data pointer.
void SetUserData(void* data);
/// Short-cut function to determine if either body is inactive.
bool IsActive() const;
/// Get collide connected.
/// Note: modifying the collide connect flag won't work correctly because
/// the flag is only checked when fixture AABBs begin to overlap.
bool GetCollideConnected() const;
/// Dump this joint to the log file.
virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
/// Shift the origin for any points stored in world coordinates.
virtual void ShiftOrigin(const b2Vec2& newOrigin) { B2_NOT_USED(newOrigin); }
protected:
friend class b2World;
friend class b2Body;
friend class b2Island;
friend class b2GearJoint;
static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
b2Joint(const b2JointDef* def);
virtual ~b2Joint() {}
virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
// This returns true if the position errors are within tolerance.
virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
b2JointType m_type;
b2Joint* m_prev;
b2Joint* m_next;
b2JointEdge m_edgeA;
b2JointEdge m_edgeB;
b2Body* m_bodyA;
b2Body* m_bodyB;
int32 m_index;
bool m_islandFlag;
bool m_collideConnected;
void* m_userData;
};
inline b2JointType b2Joint::GetType() const
{
return m_type;
}
inline b2Body* b2Joint::GetBodyA()
{
return m_bodyA;
}
inline b2Body* b2Joint::GetBodyB()
{
return m_bodyB;
}
inline b2Joint* b2Joint::GetNext()
{
return m_next;
}
inline const b2Joint* b2Joint::GetNext() const
{
return m_next;
}
inline void* b2Joint::GetUserData() const
{
return m_userData;
}
inline void b2Joint::SetUserData(void* data)
{
m_userData = data;
}
inline bool b2Joint::GetCollideConnected() const
{
return m_collideConnected;
}
#endif

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/*
* Copyright (c) 2006-2012 Erin Catto http://www.box2d.org
*
* 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_MOTOR_JOINT_H
#define B2_MOTOR_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Motor joint definition.
struct b2MotorJointDef : public b2JointDef
{
b2MotorJointDef()
{
type = e_motorJoint;
linearOffset.SetZero();
angularOffset = 0.0f;
maxForce = 1.0f;
maxTorque = 1.0f;
correctionFactor = 0.3f;
}
/// Initialize the bodies and offsets using the current transforms.
void Initialize(b2Body* bodyA, b2Body* bodyB);
/// Position of bodyB minus the position of bodyA, in bodyA's frame, in meters.
b2Vec2 linearOffset;
/// The bodyB angle minus bodyA angle in radians.
float32 angularOffset;
/// The maximum motor force in N.
float32 maxForce;
/// The maximum motor torque in N-m.
float32 maxTorque;
/// Position correction factor in the range [0,1].
float32 correctionFactor;
};
/// A motor joint is used to control the relative motion
/// between two bodies. A typical usage is to control the movement
/// of a dynamic body with respect to the ground.
class b2MotorJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Set/get the target linear offset, in frame A, in meters.
void SetLinearOffset(const b2Vec2& linearOffset);
const b2Vec2& GetLinearOffset() const;
/// Set/get the target angular offset, in radians.
void SetAngularOffset(float32 angularOffset);
float32 GetAngularOffset() const;
/// Set the maximum friction force in N.
void SetMaxForce(float32 force);
/// Get the maximum friction force in N.
float32 GetMaxForce() const;
/// Set the maximum friction torque in N*m.
void SetMaxTorque(float32 torque);
/// Get the maximum friction torque in N*m.
float32 GetMaxTorque() const;
/// Set the position correction factor in the range [0,1].
void SetCorrectionFactor(float32 factor);
/// Get the position correction factor in the range [0,1].
float32 GetCorrectionFactor() const;
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
b2MotorJoint(const b2MotorJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_linearOffset;
float32 m_angularOffset;
b2Vec2 m_linearImpulse;
float32 m_angularImpulse;
float32 m_maxForce;
float32 m_maxTorque;
float32 m_correctionFactor;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
b2Vec2 m_linearError;
float32 m_angularError;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat22 m_linearMass;
float32 m_angularMass;
};
#endif

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/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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_MOUSE_JOINT_H
#define B2_MOUSE_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Mouse joint definition. This requires a world target point,
/// tuning parameters, and the time step.
struct b2MouseJointDef : public b2JointDef
{
b2MouseJointDef()
{
type = e_mouseJoint;
target.Set(0.0f, 0.0f);
maxForce = 0.0f;
frequencyHz = 5.0f;
dampingRatio = 0.7f;
}
/// The initial world target point. This is assumed
/// to coincide with the body anchor initially.
b2Vec2 target;
/// The maximum constraint force that can be exerted
/// to move the candidate body. Usually you will express
/// as some multiple of the weight (multiplier * mass * gravity).
float32 maxForce;
/// The response speed.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// A mouse joint is used to make a point on a body track a
/// specified world point. This a soft constraint with a maximum
/// force. This allows the constraint to stretch and without
/// applying huge forces.
/// NOTE: this joint is not documented in the manual because it was
/// developed to be used in the testbed. If you want to learn how to
/// use the mouse joint, look at the testbed.
class b2MouseJoint : public b2Joint
{
public:
/// Implements b2Joint.
b2Vec2 GetAnchorA() const;
/// Implements b2Joint.
b2Vec2 GetAnchorB() const;
/// Implements b2Joint.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Implements b2Joint.
float32 GetReactionTorque(float32 inv_dt) const;
/// Use this to update the target point.
void SetTarget(const b2Vec2& target);
const b2Vec2& GetTarget() const;
/// Set/get the maximum force in Newtons.
void SetMaxForce(float32 force);
float32 GetMaxForce() const;
/// Set/get the frequency in Hertz.
void SetFrequency(float32 hz);
float32 GetFrequency() const;
/// Set/get the damping ratio (dimensionless).
void SetDampingRatio(float32 ratio);
float32 GetDampingRatio() const;
/// The mouse joint does not support dumping.
void Dump() { b2Log("Mouse joint dumping is not supported.\n"); }
/// Implement b2Joint::ShiftOrigin
void ShiftOrigin(const b2Vec2& newOrigin);
protected:
friend class b2Joint;
b2MouseJoint(const b2MouseJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchorB;
b2Vec2 m_targetA;
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_beta;
// Solver shared
b2Vec2 m_impulse;
float32 m_maxForce;
float32 m_gamma;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rB;
b2Vec2 m_localCenterB;
float32 m_invMassB;
float32 m_invIB;
b2Mat22 m_mass;
b2Vec2 m_C;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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_PRISMATIC_JOINT_H
#define B2_PRISMATIC_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Prismatic joint definition. This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
struct b2PrismaticJointDef : public b2JointDef
{
b2PrismaticJointDef()
{
type = e_prismaticJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxisA.Set(1.0f, 0.0f);
referenceAngle = 0.0f;
enableLimit = false;
lowerTranslation = 0.0f;
upperTranslation = 0.0f;
enableMotor = false;
maxMotorForce = 0.0f;
motorSpeed = 0.0f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and unit world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The local translation unit axis in bodyA.
b2Vec2 localAxisA;
/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
float32 referenceAngle;
/// Enable/disable the joint limit.
bool enableLimit;
/// The lower translation limit, usually in meters.
float32 lowerTranslation;
/// The upper translation limit, usually in meters.
float32 upperTranslation;
/// Enable/disable the joint motor.
bool enableMotor;
/// The maximum motor torque, usually in N-m.
float32 maxMotorForce;
/// The desired motor speed in radians per second.
float32 motorSpeed;
};
/// A prismatic joint. This joint provides one degree of freedom: translation
/// along an axis fixed in bodyA. Relative rotation is prevented. You can
/// use a joint limit to restrict the range of motion and a joint motor to
/// drive the motion or to model joint friction.
class b2PrismaticJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// The local joint axis relative to bodyA.
const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Get the current joint translation, usually in meters.
float32 GetJointTranslation() const;
/// Get the current joint translation speed, usually in meters per second.
float32 GetJointSpeed() const;
/// Is the joint limit enabled?
bool IsLimitEnabled() const;
/// Enable/disable the joint limit.
void EnableLimit(bool flag);
/// Get the lower joint limit, usually in meters.
float32 GetLowerLimit() const;
/// Get the upper joint limit, usually in meters.
float32 GetUpperLimit() const;
/// Set the joint limits, usually in meters.
void SetLimits(float32 lower, float32 upper);
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed, usually in meters per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed, usually in meters per second.
float32 GetMotorSpeed() const;
/// Set the maximum motor force, usually in N.
void SetMaxMotorForce(float32 force);
float32 GetMaxMotorForce() const { return m_maxMotorForce; }
/// Get the current motor force given the inverse time step, usually in N.
float32 GetMotorForce(float32 inv_dt) const;
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
friend class b2GearJoint;
b2PrismaticJoint(const b2PrismaticJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localXAxisA;
b2Vec2 m_localYAxisA;
float32 m_referenceAngle;
b2Vec3 m_impulse;
float32 m_motorImpulse;
float32 m_lowerTranslation;
float32 m_upperTranslation;
float32 m_maxMotorForce;
float32 m_motorSpeed;
bool m_enableLimit;
bool m_enableMotor;
b2LimitState m_limitState;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Vec2 m_axis, m_perp;
float32 m_s1, m_s2;
float32 m_a1, m_a2;
b2Mat33 m_K;
float32 m_motorMass;
};
inline float32 b2PrismaticJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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_PULLEY_JOINT_H
#define B2_PULLEY_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
const float32 b2_minPulleyLength = 2.0f;
/// Pulley joint definition. This requires two ground anchors,
/// two dynamic body anchor points, and a pulley ratio.
struct b2PulleyJointDef : public b2JointDef
{
b2PulleyJointDef()
{
type = e_pulleyJoint;
groundAnchorA.Set(-1.0f, 1.0f);
groundAnchorB.Set(1.0f, 1.0f);
localAnchorA.Set(-1.0f, 0.0f);
localAnchorB.Set(1.0f, 0.0f);
lengthA = 0.0f;
lengthB = 0.0f;
ratio = 1.0f;
collideConnected = true;
}
/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
void Initialize(b2Body* bodyA, b2Body* bodyB,
const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
const b2Vec2& anchorA, const b2Vec2& anchorB,
float32 ratio);
/// The first ground anchor in world coordinates. This point never moves.
b2Vec2 groundAnchorA;
/// The second ground anchor in world coordinates. This point never moves.
b2Vec2 groundAnchorB;
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The a reference length for the segment attached to bodyA.
float32 lengthA;
/// The a reference length for the segment attached to bodyB.
float32 lengthB;
/// The pulley ratio, used to simulate a block-and-tackle.
float32 ratio;
};
/// The pulley joint is connected to two bodies and two fixed ground points.
/// The pulley supports a ratio such that:
/// length1 + ratio * length2 <= constant
/// Yes, the force transmitted is scaled by the ratio.
/// Warning: the pulley joint can get a bit squirrelly by itself. They often
/// work better when combined with prismatic joints. You should also cover the
/// the anchor points with static shapes to prevent one side from going to
/// zero length.
class b2PulleyJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the first ground anchor.
b2Vec2 GetGroundAnchorA() const;
/// Get the second ground anchor.
b2Vec2 GetGroundAnchorB() const;
/// Get the current length of the segment attached to bodyA.
float32 GetLengthA() const;
/// Get the current length of the segment attached to bodyB.
float32 GetLengthB() const;
/// Get the pulley ratio.
float32 GetRatio() const;
/// Get the current length of the segment attached to bodyA.
float32 GetCurrentLengthA() const;
/// Get the current length of the segment attached to bodyB.
float32 GetCurrentLengthB() const;
/// Dump joint to dmLog
void Dump();
/// Implement b2Joint::ShiftOrigin
void ShiftOrigin(const b2Vec2& newOrigin);
protected:
friend class b2Joint;
b2PulleyJoint(const b2PulleyJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_groundAnchorA;
b2Vec2 m_groundAnchorB;
float32 m_lengthA;
float32 m_lengthB;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_constant;
float32 m_ratio;
float32 m_impulse;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_uA;
b2Vec2 m_uB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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_REVOLUTE_JOINT_H
#define B2_REVOLUTE_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Revolute joint definition. This requires defining an
/// anchor point where the bodies are joined. The definition
/// uses local anchor points so that the initial configuration
/// can violate the constraint slightly. You also need to
/// specify the initial relative angle for joint limits. This
/// helps when saving and loading a game.
/// The local anchor points are measured from the body's origin
/// rather than the center of mass because:
/// 1. you might not know where the center of mass will be.
/// 2. if you add/remove shapes from a body and recompute the mass,
/// the joints will be broken.
struct b2RevoluteJointDef : public b2JointDef
{
b2RevoluteJointDef()
{
type = e_revoluteJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
referenceAngle = 0.0f;
lowerAngle = 0.0f;
upperAngle = 0.0f;
maxMotorTorque = 0.0f;
motorSpeed = 0.0f;
enableLimit = false;
enableMotor = false;
}
/// Initialize the bodies, anchors, and reference angle using a world
/// anchor point.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The bodyB angle minus bodyA angle in the reference state (radians).
float32 referenceAngle;
/// A flag to enable joint limits.
bool enableLimit;
/// The lower angle for the joint limit (radians).
float32 lowerAngle;
/// The upper angle for the joint limit (radians).
float32 upperAngle;
/// A flag to enable the joint motor.
bool enableMotor;
/// The desired motor speed. Usually in radians per second.
float32 motorSpeed;
/// The maximum motor torque used to achieve the desired motor speed.
/// Usually in N-m.
float32 maxMotorTorque;
};
/// A revolute joint constrains two bodies to share a common point while they
/// are free to rotate about the point. The relative rotation about the shared
/// point is the joint angle. You can limit the relative rotation with
/// a joint limit that specifies a lower and upper angle. You can use a motor
/// to drive the relative rotation about the shared point. A maximum motor torque
/// is provided so that infinite forces are not generated.
class b2RevoluteJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Get the current joint angle in radians.
float32 GetJointAngle() const;
/// Get the current joint angle speed in radians per second.
float32 GetJointSpeed() const;
/// Is the joint limit enabled?
bool IsLimitEnabled() const;
/// Enable/disable the joint limit.
void EnableLimit(bool flag);
/// Get the lower joint limit in radians.
float32 GetLowerLimit() const;
/// Get the upper joint limit in radians.
float32 GetUpperLimit() const;
/// Set the joint limits in radians.
void SetLimits(float32 lower, float32 upper);
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed in radians per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed in radians per second.
float32 GetMotorSpeed() const;
/// Set the maximum motor torque, usually in N-m.
void SetMaxMotorTorque(float32 torque);
float32 GetMaxMotorTorque() const { return m_maxMotorTorque; }
/// Get the reaction force given the inverse time step.
/// Unit is N.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Get the reaction torque due to the joint limit given the inverse time step.
/// Unit is N*m.
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the current motor torque given the inverse time step.
/// Unit is N*m.
float32 GetMotorTorque(float32 inv_dt) const;
/// Dump to b2Log.
void Dump();
protected:
friend class b2Joint;
friend class b2GearJoint;
b2RevoluteJoint(const b2RevoluteJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec3 m_impulse;
float32 m_motorImpulse;
bool m_enableMotor;
float32 m_maxMotorTorque;
float32 m_motorSpeed;
bool m_enableLimit;
float32 m_referenceAngle;
float32 m_lowerAngle;
float32 m_upperAngle;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat33 m_mass; // effective mass for point-to-point constraint.
float32 m_motorMass; // effective mass for motor/limit angular constraint.
b2LimitState m_limitState;
};
inline float32 b2RevoluteJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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_ROPE_JOINT_H
#define B2_ROPE_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Rope joint definition. This requires two body anchor points and
/// a maximum lengths.
/// Note: by default the connected objects will not collide.
/// see collideConnected in b2JointDef.
struct b2RopeJointDef : public b2JointDef
{
b2RopeJointDef()
{
type = e_ropeJoint;
localAnchorA.Set(-1.0f, 0.0f);
localAnchorB.Set(1.0f, 0.0f);
maxLength = 0.0f;
}
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The maximum length of the rope.
/// Warning: this must be larger than b2_linearSlop or
/// the joint will have no effect.
float32 maxLength;
};
/// A rope joint enforces a maximum distance between two points
/// on two bodies. It has no other effect.
/// Warning: if you attempt to change the maximum length during
/// the simulation you will get some non-physical behavior.
/// A model that would allow you to dynamically modify the length
/// would have some sponginess, so I chose not to implement it
/// that way. See b2DistanceJoint if you want to dynamically
/// control length.
class b2RopeJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set/Get the maximum length of the rope.
void SetMaxLength(float32 length) { m_maxLength = length; }
float32 GetMaxLength() const;
b2LimitState GetLimitState() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2RopeJoint(const b2RopeJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_maxLength;
float32 m_length;
float32 m_impulse;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_u;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
b2LimitState m_state;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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_WELD_JOINT_H
#define B2_WELD_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Weld joint definition. You need to specify local anchor points
/// where they are attached and the relative body angle. The position
/// of the anchor points is important for computing the reaction torque.
struct b2WeldJointDef : public b2JointDef
{
b2WeldJointDef()
{
type = e_weldJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
referenceAngle = 0.0f;
frequencyHz = 0.0f;
dampingRatio = 0.0f;
}
/// Initialize the bodies, anchors, and reference angle using a world
/// anchor point.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The bodyB angle minus bodyA angle in the reference state (radians).
float32 referenceAngle;
/// The mass-spring-damper frequency in Hertz. Rotation only.
/// Disable softness with a value of 0.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// A weld joint essentially glues two bodies together. A weld joint may
/// distort somewhat because the island constraint solver is approximate.
class b2WeldJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Set/get frequency in Hz.
void SetFrequency(float32 hz) { m_frequencyHz = hz; }
float32 GetFrequency() const { return m_frequencyHz; }
/// Set/get damping ratio.
void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; }
float32 GetDampingRatio() const { return m_dampingRatio; }
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
b2WeldJoint(const b2WeldJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_bias;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_referenceAngle;
float32 m_gamma;
b2Vec3 m_impulse;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat33 m_mass;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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_WHEEL_JOINT_H
#define B2_WHEEL_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Wheel joint definition. This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
struct b2WheelJointDef : public b2JointDef
{
b2WheelJointDef()
{
type = e_wheelJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxisA.Set(1.0f, 0.0f);
enableMotor = false;
maxMotorTorque = 0.0f;
motorSpeed = 0.0f;
frequencyHz = 2.0f;
dampingRatio = 0.7f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The local translation axis in bodyA.
b2Vec2 localAxisA;
/// Enable/disable the joint motor.
bool enableMotor;
/// The maximum motor torque, usually in N-m.
float32 maxMotorTorque;
/// The desired motor speed in radians per second.
float32 motorSpeed;
/// Suspension frequency, zero indicates no suspension
float32 frequencyHz;
/// Suspension damping ratio, one indicates critical damping
float32 dampingRatio;
};
/// A wheel joint. This joint provides two degrees of freedom: translation
/// along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to
/// line constraint with a rotational motor and a linear spring/damper.
/// This joint is designed for vehicle suspensions.
class b2WheelJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// The local joint axis relative to bodyA.
const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
/// Get the current joint translation, usually in meters.
float32 GetJointTranslation() const;
/// Get the current joint linear speed, usually in meters per second.
float32 GetJointLinearSpeed() const;
/// Get the current joint angle in radians.
float32 GetJointAngle() const;
/// Get the current joint angular speed in radians per second.
float32 GetJointAngularSpeed() const;
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed, usually in radians per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed, usually in radians per second.
float32 GetMotorSpeed() const;
/// Set/Get the maximum motor force, usually in N-m.
void SetMaxMotorTorque(float32 torque);
float32 GetMaxMotorTorque() const;
/// Get the current motor torque given the inverse time step, usually in N-m.
float32 GetMotorTorque(float32 inv_dt) const;
/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
void SetSpringFrequencyHz(float32 hz);
float32 GetSpringFrequencyHz() const;
/// Set/Get the spring damping ratio
void SetSpringDampingRatio(float32 ratio);
float32 GetSpringDampingRatio() const;
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
b2WheelJoint(const b2WheelJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localXAxisA;
b2Vec2 m_localYAxisA;
float32 m_impulse;
float32 m_motorImpulse;
float32 m_springImpulse;
float32 m_maxMotorTorque;
float32 m_motorSpeed;
bool m_enableMotor;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Vec2 m_ax, m_ay;
float32 m_sAx, m_sBx;
float32 m_sAy, m_sBy;
float32 m_mass;
float32 m_motorMass;
float32 m_springMass;
float32 m_bias;
float32 m_gamma;
};
inline float32 b2WheelJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
inline float32 b2WheelJoint::GetMaxMotorTorque() const
{
return m_maxMotorTorque;
}
inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
{
m_frequencyHz = hz;
}
inline float32 b2WheelJoint::GetSpringFrequencyHz() const
{
return m_frequencyHz;
}
inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
{
m_dampingRatio = ratio;
}
inline float32 b2WheelJoint::GetSpringDampingRatio() const
{
return m_dampingRatio;
}
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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
// TODO_ERIN
//b2_bulletBody,
};
/// 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;
gravityScale = 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;
/// Scale the gravity applied to this body.
float32 gravityScale;
};
/// 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.
/// Manipulating a body's transform may cause non-physical behavior.
/// Note: contacts are updated on the next call to b2World::Step.
/// @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.
const 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.
/// @param wake also wake up the body
void ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake);
/// Apply a force to the center of mass. This wakes up the body.
/// @param force the world force vector, usually in Newtons (N).
/// @param wake also wake up the body
void ApplyForceToCenter(const b2Vec2& force, bool wake);
/// Apply a torque. This affects the angular velocity
/// without affecting the linear velocity of the center of mass.
/// @param torque about the z-axis (out of the screen), usually in N-m.
/// @param wake also wake up the body
void ApplyTorque(float32 torque, bool wake);
/// 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.
/// @param wake also wake up the body
void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake);
/// Apply an impulse to the center of mass. This immediately modifies the velocity.
/// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
/// @param wake also wake up the body
void ApplyLinearImpulseToCenter(const b2Vec2& impulse, bool wake);
/// Apply an angular impulse.
/// @param impulse the angular impulse in units of kg*m*m/s
/// @param wake also wake up the body
void ApplyAngularImpulse(float32 impulse, bool wake);
/// 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);
/// Get the gravity scale of the body.
float32 GetGravityScale() const;
/// Set the gravity scale of the body.
void SetGravityScale(float32 scale);
/// 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 wake the body, false to put it to sleep.
void SetAwake(bool flag);
/// Get the sleeping state of this body.
/// @return true if the body is awake.
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;
/// Dump this body to a log file
void Dump();
private:
friend class b2World;
friend class b2Island;
friend class b2ContactManager;
friend class b2ContactSolver;
friend class b2Contact;
friend class b2DistanceJoint;
friend class b2FrictionJoint;
friend class b2GearJoint;
friend class b2MotorJoint;
friend class b2MouseJoint;
friend class b2PrismaticJoint;
friend class b2PulleyJoint;
friend class b2RevoluteJoint;
friend class b2RopeJoint;
friend class b2WeldJoint;
friend class b2WheelJoint;
// 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_gravityScale;
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.p;
}
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 const 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.q, 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.q, 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 float32 b2Body::GetGravityScale() const
{
return m_gravityScale;
}
inline void b2Body::SetGravityScale(float32 scale)
{
m_gravityScale = scale;
}
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 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, bool wake)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (wake && (m_flags & e_awakeFlag) == 0)
{
SetAwake(true);
}
// Don't accumulate a force if the body is sleeping.
if (m_flags & e_awakeFlag)
{
m_force += force;
m_torque += b2Cross(point - m_sweep.c, force);
}
}
inline void b2Body::ApplyForceToCenter(const b2Vec2& force, bool wake)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (wake && (m_flags & e_awakeFlag) == 0)
{
SetAwake(true);
}
// Don't accumulate a force if the body is sleeping
if (m_flags & e_awakeFlag)
{
m_force += force;
}
}
inline void b2Body::ApplyTorque(float32 torque, bool wake)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (wake && (m_flags & e_awakeFlag) == 0)
{
SetAwake(true);
}
// Don't accumulate a force if the body is sleeping
if (m_flags & e_awakeFlag)
{
m_torque += torque;
}
}
inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (wake && (m_flags & e_awakeFlag) == 0)
{
SetAwake(true);
}
// Don't accumulate velocity if the body is sleeping
if (m_flags & e_awakeFlag)
{
m_linearVelocity += m_invMass * impulse;
m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, impulse);
}
}
inline void b2Body::ApplyLinearImpulseToCenter(const b2Vec2& impulse, bool wake)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (wake && (m_flags & e_awakeFlag) == 0)
{
SetAwake(true);
}
// Don't accumulate velocity if the body is sleeping
if (m_flags & e_awakeFlag)
{
m_linearVelocity += m_invMass * impulse;
}
}
inline void b2Body::ApplyAngularImpulse(float32 impulse, bool wake)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (wake && (m_flags & e_awakeFlag) == 0)
{
SetAwake(true);
}
// Don't accumulate velocity if the body is sleeping
if (m_flags & e_awakeFlag)
{
m_angularVelocity += m_invI * impulse;
}
}
inline void b2Body::SynchronizeTransform()
{
m_xf.q.Set(m_sweep.a);
m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
}
inline void b2Body::Advance(float32 alpha)
{
// Advance to the new safe time. This doesn't sync the broad-phase.
m_sweep.Advance(alpha);
m_sweep.c = m_sweep.c0;
m_sweep.a = m_sweep.a0;
m_xf.q.Set(m_sweep.a);
m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
}
inline b2World* b2Body::GetWorld()
{
return m_world;
}
inline const b2World* b2Body::GetWorld() const
{
return m_world;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_CONTACT_MANAGER_H
#define B2_CONTACT_MANAGER_H
#include <Box2D/Collision/b2BroadPhase.h>
class b2Contact;
class b2ContactFilter;
class b2ContactListener;
class b2BlockAllocator;
// Delegate of b2World.
class b2ContactManager
{
public:
b2ContactManager();
// Broad-phase callback.
void AddPair(void* proxyUserDataA, void* proxyUserDataB);
void FindNewContacts();
void Destroy(b2Contact* c);
void Collide();
b2BroadPhase m_broadPhase;
b2Contact* m_contactList;
int32 m_contactCount;
b2ContactFilter* m_contactFilter;
b2ContactListener* m_contactListener;
b2BlockAllocator* m_allocator;
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_FIXTURE_H
#define B2_FIXTURE_H
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/Shapes/b2Shape.h>
class b2BlockAllocator;
class b2Body;
class b2BroadPhase;
class b2Fixture;
/// This holds contact filtering data.
struct b2Filter
{
b2Filter()
{
categoryBits = 0x0001;
maskBits = 0xFFFF;
groupIndex = 0;
}
/// The collision category bits. Normally you would just set one bit.
uint16 categoryBits;
/// The collision mask bits. This states the categories that this
/// shape would accept for collision.
uint16 maskBits;
/// Collision groups allow a certain group of objects to never collide (negative)
/// or always collide (positive). Zero means no collision group. Non-zero group
/// filtering always wins against the mask bits.
int16 groupIndex;
};
/// A fixture definition is used to create a fixture. This class defines an
/// abstract fixture definition. You can reuse fixture definitions safely.
struct b2FixtureDef
{
/// The constructor sets the default fixture definition values.
b2FixtureDef()
{
shape = NULL;
userData = NULL;
friction = 0.2f;
restitution = 0.0f;
density = 0.0f;
isSensor = false;
}
/// The shape, this must be set. The shape will be cloned, so you
/// can create the shape on the stack.
const b2Shape* shape;
/// Use this to store application specific fixture data.
void* userData;
/// The friction coefficient, usually in the range [0,1].
float32 friction;
/// The restitution (elasticity) usually in the range [0,1].
float32 restitution;
/// The density, usually in kg/m^2.
float32 density;
/// A sensor shape collects contact information but never generates a collision
/// response.
bool isSensor;
/// Contact filtering data.
b2Filter filter;
};
/// This proxy is used internally to connect fixtures to the broad-phase.
struct b2FixtureProxy
{
b2AABB aabb;
b2Fixture* fixture;
int32 childIndex;
int32 proxyId;
};
/// A fixture is used to attach a shape to a body for collision detection. A fixture
/// inherits its transform from its parent. Fixtures hold additional non-geometric data
/// such as friction, collision filters, etc.
/// Fixtures are created via b2Body::CreateFixture.
/// @warning you cannot reuse fixtures.
class b2Fixture
{
public:
/// Get the type of the child shape. You can use this to down cast to the concrete shape.
/// @return the shape type.
b2Shape::Type GetType() const;
/// Get the child shape. You can modify the child shape, however you should not change the
/// number of vertices because this will crash some collision caching mechanisms.
/// Manipulating the shape may lead to non-physical behavior.
b2Shape* GetShape();
const b2Shape* GetShape() const;
/// Set if this fixture is a sensor.
void SetSensor(bool sensor);
/// Is this fixture a sensor (non-solid)?
/// @return the true if the shape is a sensor.
bool IsSensor() const;
/// Set the contact filtering data. This will not update contacts until the next time
/// step when either parent body is active and awake.
/// This automatically calls Refilter.
void SetFilterData(const b2Filter& filter);
/// Get the contact filtering data.
const b2Filter& GetFilterData() const;
/// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
void Refilter();
/// Get the parent body of this fixture. This is NULL if the fixture is not attached.
/// @return the parent body.
b2Body* GetBody();
const b2Body* GetBody() const;
/// Get the next fixture in the parent body's fixture list.
/// @return the next shape.
b2Fixture* GetNext();
const b2Fixture* GetNext() const;
/// Get the user data that was assigned in the fixture definition. Use this to
/// store your application specific data.
void* GetUserData() const;
/// Set the user data. Use this to store your application specific data.
void SetUserData(void* data);
/// Test a point for containment in this fixture.
/// @param p a point in world coordinates.
bool TestPoint(const b2Vec2& p) const;
/// Cast a ray against this shape.
/// @param output the ray-cast results.
/// @param input the ray-cast input parameters.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const;
/// Get the mass data for this fixture. The mass data is based on the density and
/// the shape. The rotational inertia is about the shape's origin. This operation
/// may be expensive.
void GetMassData(b2MassData* massData) const;
/// Set the density of this fixture. This will _not_ automatically adjust the mass
/// of the body. You must call b2Body::ResetMassData to update the body's mass.
void SetDensity(float32 density);
/// Get the density of this fixture.
float32 GetDensity() const;
/// Get the coefficient of friction.
float32 GetFriction() const;
/// Set the coefficient of friction. This will _not_ change the friction of
/// existing contacts.
void SetFriction(float32 friction);
/// Get the coefficient of restitution.
float32 GetRestitution() const;
/// Set the coefficient of restitution. This will _not_ change the restitution of
/// existing contacts.
void SetRestitution(float32 restitution);
/// Get the fixture's AABB. This AABB may be enlarge and/or stale.
/// If you need a more accurate AABB, compute it using the shape and
/// the body transform.
const b2AABB& GetAABB(int32 childIndex) const;
/// Dump this fixture to the log file.
void Dump(int32 bodyIndex);
protected:
friend class b2Body;
friend class b2World;
friend class b2Contact;
friend class b2ContactManager;
b2Fixture();
// We need separation create/destroy functions from the constructor/destructor because
// the destructor cannot access the allocator (no destructor arguments allowed by C++).
void Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def);
void Destroy(b2BlockAllocator* allocator);
// These support body activation/deactivation.
void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
void DestroyProxies(b2BroadPhase* broadPhase);
void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);
float32 m_density;
b2Fixture* m_next;
b2Body* m_body;
b2Shape* m_shape;
float32 m_friction;
float32 m_restitution;
b2FixtureProxy* m_proxies;
int32 m_proxyCount;
b2Filter m_filter;
bool m_isSensor;
void* m_userData;
};
inline b2Shape::Type b2Fixture::GetType() const
{
return m_shape->GetType();
}
inline b2Shape* b2Fixture::GetShape()
{
return m_shape;
}
inline const b2Shape* b2Fixture::GetShape() const
{
return m_shape;
}
inline bool b2Fixture::IsSensor() const
{
return m_isSensor;
}
inline const b2Filter& b2Fixture::GetFilterData() const
{
return m_filter;
}
inline void* b2Fixture::GetUserData() const
{
return m_userData;
}
inline void b2Fixture::SetUserData(void* data)
{
m_userData = data;
}
inline b2Body* b2Fixture::GetBody()
{
return m_body;
}
inline const b2Body* b2Fixture::GetBody() const
{
return m_body;
}
inline b2Fixture* b2Fixture::GetNext()
{
return m_next;
}
inline const b2Fixture* b2Fixture::GetNext() const
{
return m_next;
}
inline void b2Fixture::SetDensity(float32 density)
{
b2Assert(b2IsValid(density) && density >= 0.0f);
m_density = density;
}
inline float32 b2Fixture::GetDensity() const
{
return m_density;
}
inline float32 b2Fixture::GetFriction() const
{
return m_friction;
}
inline void b2Fixture::SetFriction(float32 friction)
{
m_friction = friction;
}
inline float32 b2Fixture::GetRestitution() const
{
return m_restitution;
}
inline void b2Fixture::SetRestitution(float32 restitution)
{
m_restitution = restitution;
}
inline bool b2Fixture::TestPoint(const b2Vec2& p) const
{
return m_shape->TestPoint(m_body->GetTransform(), p);
}
inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const
{
return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
}
inline void b2Fixture::GetMassData(b2MassData* massData) const
{
m_shape->ComputeMass(massData, m_density);
}
inline const b2AABB& b2Fixture::GetAABB(int32 childIndex) const
{
b2Assert(0 <= childIndex && childIndex < m_proxyCount);
return m_proxies[childIndex].aabb;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_ISLAND_H
#define B2_ISLAND_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2TimeStep.h>
class b2Contact;
class b2Joint;
class b2StackAllocator;
class b2ContactListener;
struct b2ContactVelocityConstraint;
struct b2Profile;
/// This is an internal class.
class b2Island
{
public:
b2Island(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity,
b2StackAllocator* allocator, b2ContactListener* listener);
~b2Island();
void Clear()
{
m_bodyCount = 0;
m_contactCount = 0;
m_jointCount = 0;
}
void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB);
void Add(b2Body* body)
{
b2Assert(m_bodyCount < m_bodyCapacity);
body->m_islandIndex = m_bodyCount;
m_bodies[m_bodyCount] = body;
++m_bodyCount;
}
void Add(b2Contact* contact)
{
b2Assert(m_contactCount < m_contactCapacity);
m_contacts[m_contactCount++] = contact;
}
void Add(b2Joint* joint)
{
b2Assert(m_jointCount < m_jointCapacity);
m_joints[m_jointCount++] = joint;
}
void Report(const b2ContactVelocityConstraint* constraints);
b2StackAllocator* m_allocator;
b2ContactListener* m_listener;
b2Body** m_bodies;
b2Contact** m_contacts;
b2Joint** m_joints;
b2Position* m_positions;
b2Velocity* m_velocities;
int32 m_bodyCount;
int32 m_jointCount;
int32 m_contactCount;
int32 m_bodyCapacity;
int32 m_contactCapacity;
int32 m_jointCapacity;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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_TIME_STEP_H
#define B2_TIME_STEP_H
#include <Box2D/Common/b2Math.h>
/// Profiling data. Times are in milliseconds.
struct b2Profile
{
float32 step;
float32 collide;
float32 solve;
float32 solveInit;
float32 solveVelocity;
float32 solvePosition;
float32 broadphase;
float32 solveTOI;
};
/// This is an internal structure.
struct b2TimeStep
{
float32 dt; // time step
float32 inv_dt; // inverse time step (0 if dt == 0).
float32 dtRatio; // dt * inv_dt0
int32 velocityIterations;
int32 positionIterations;
bool warmStarting;
};
/// This is an internal structure.
struct b2Position
{
b2Vec2 c;
float32 a;
};
/// This is an internal structure.
struct b2Velocity
{
b2Vec2 v;
float32 w;
};
/// Solver Data
struct b2SolverData
{
b2TimeStep step;
b2Position* positions;
b2Velocity* velocities;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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_WORLD_H
#define B2_WORLD_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Common/b2BlockAllocator.h>
#include <Box2D/Common/b2StackAllocator.h>
#include <Box2D/Dynamics/b2ContactManager.h>
#include <Box2D/Dynamics/b2WorldCallbacks.h>
#include <Box2D/Dynamics/b2TimeStep.h>
struct b2AABB;
struct b2BodyDef;
struct b2Color;
struct b2JointDef;
class b2Body;
class b2Draw;
class b2Fixture;
class b2Joint;
/// The world class manages all physics entities, dynamic simulation,
/// and asynchronous queries. The world also contains efficient memory
/// management facilities.
class b2World
{
public:
/// Construct a world object.
/// @param gravity the world gravity vector.
b2World(const b2Vec2& gravity);
/// Destruct the world. All physics entities are destroyed and all heap memory is released.
~b2World();
/// Register a destruction listener. The listener is owned by you and must
/// remain in scope.
void SetDestructionListener(b2DestructionListener* listener);
/// Register a contact filter to provide specific control over collision.
/// Otherwise the default filter is used (b2_defaultFilter). The listener is
/// owned by you and must remain in scope.
void SetContactFilter(b2ContactFilter* filter);
/// Register a contact event listener. The listener is owned by you and must
/// remain in scope.
void SetContactListener(b2ContactListener* listener);
/// Register a routine for debug drawing. The debug draw functions are called
/// inside with b2World::DrawDebugData method. The debug draw object is owned
/// by you and must remain in scope.
void SetDebugDraw(b2Draw* debugDraw);
/// Create a rigid body given a definition. No reference to the definition
/// is retained.
/// @warning This function is locked during callbacks.
b2Body* CreateBody(const b2BodyDef* def);
/// Destroy a rigid body given a definition. No reference to the definition
/// is retained. This function is locked during callbacks.
/// @warning This automatically deletes all associated shapes and joints.
/// @warning This function is locked during callbacks.
void DestroyBody(b2Body* body);
/// Create a joint to constrain bodies together. No reference to the definition
/// is retained. This may cause the connected bodies to cease colliding.
/// @warning This function is locked during callbacks.
b2Joint* CreateJoint(const b2JointDef* def);
/// Destroy a joint. This may cause the connected bodies to begin colliding.
/// @warning This function is locked during callbacks.
void DestroyJoint(b2Joint* joint);
/// Take a time step. This performs collision detection, integration,
/// and constraint solution.
/// @param timeStep the amount of time to simulate, this should not vary.
/// @param velocityIterations for the velocity constraint solver.
/// @param positionIterations for the position constraint solver.
void Step( float32 timeStep,
int32 velocityIterations,
int32 positionIterations);
/// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
/// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
/// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
/// a fixed sized time step under a variable frame-rate.
/// When you perform sub-stepping you will disable auto clearing of forces and instead call
/// ClearForces after all sub-steps are complete in one pass of your game loop.
/// @see SetAutoClearForces
void ClearForces();
/// Call this to draw shapes and other debug draw data. This is intentionally non-const.
void DrawDebugData();
/// Query the world for all fixtures that potentially overlap the
/// provided AABB.
/// @param callback a user implemented callback class.
/// @param aabb the query box.
void QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const;
/// Ray-cast the world for all fixtures in the path of the ray. Your callback
/// controls whether you get the closest point, any point, or n-points.
/// The ray-cast ignores shapes that contain the starting point.
/// @param callback a user implemented callback class.
/// @param point1 the ray starting point
/// @param point2 the ray ending point
void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const;
/// Get the world body list. With the returned body, use b2Body::GetNext to get
/// the next body in the world list. A NULL body indicates the end of the list.
/// @return the head of the world body list.
b2Body* GetBodyList();
const b2Body* GetBodyList() const;
/// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
/// the next joint in the world list. A NULL joint indicates the end of the list.
/// @return the head of the world joint list.
b2Joint* GetJointList();
const b2Joint* GetJointList() const;
/// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
/// the next contact in the world list. A NULL contact indicates the end of the list.
/// @return the head of the world contact list.
/// @warning contacts are created and destroyed in the middle of a time step.
/// Use b2ContactListener to avoid missing contacts.
b2Contact* GetContactList();
const b2Contact* GetContactList() const;
/// Enable/disable sleep.
void SetAllowSleeping(bool flag);
bool GetAllowSleeping() const { return m_allowSleep; }
/// Enable/disable warm starting. For testing.
void SetWarmStarting(bool flag) { m_warmStarting = flag; }
bool GetWarmStarting() const { return m_warmStarting; }
/// Enable/disable continuous physics. For testing.
void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
bool GetContinuousPhysics() const { return m_continuousPhysics; }
/// Enable/disable single stepped continuous physics. For testing.
void SetSubStepping(bool flag) { m_subStepping = flag; }
bool GetSubStepping() const { return m_subStepping; }
/// Get the number of broad-phase proxies.
int32 GetProxyCount() const;
/// Get the number of bodies.
int32 GetBodyCount() const;
/// Get the number of joints.
int32 GetJointCount() const;
/// Get the number of contacts (each may have 0 or more contact points).
int32 GetContactCount() const;
/// Get the height of the dynamic tree.
int32 GetTreeHeight() const;
/// Get the balance of the dynamic tree.
int32 GetTreeBalance() const;
/// Get the quality metric of the dynamic tree. The smaller the better.
/// The minimum is 1.
float32 GetTreeQuality() const;
/// Change the global gravity vector.
void SetGravity(const b2Vec2& gravity);
/// Get the global gravity vector.
b2Vec2 GetGravity() const;
/// Is the world locked (in the middle of a time step).
bool IsLocked() const;
/// Set flag to control automatic clearing of forces after each time step.
void SetAutoClearForces(bool flag);
/// Get the flag that controls automatic clearing of forces after each time step.
bool GetAutoClearForces() const;
/// Shift the world origin. Useful for large worlds.
/// The body shift formula is: position -= newOrigin
/// @param newOrigin the new origin with respect to the old origin
void ShiftOrigin(const b2Vec2& newOrigin);
/// Get the contact manager for testing.
const b2ContactManager& GetContactManager() const;
/// Get the current profile.
const b2Profile& GetProfile() const;
/// Dump the world into the log file.
/// @warning this should be called outside of a time step.
void Dump();
private:
// m_flags
enum
{
e_newFixture = 0x0001,
e_locked = 0x0002,
e_clearForces = 0x0004
};
friend class b2Body;
friend class b2Fixture;
friend class b2ContactManager;
friend class b2Controller;
void Solve(const b2TimeStep& step);
void SolveTOI(const b2TimeStep& step);
void DrawJoint(b2Joint* joint);
void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color);
b2BlockAllocator m_blockAllocator;
b2StackAllocator m_stackAllocator;
int32 m_flags;
b2ContactManager m_contactManager;
b2Body* m_bodyList;
b2Joint* m_jointList;
int32 m_bodyCount;
int32 m_jointCount;
b2Vec2 m_gravity;
bool m_allowSleep;
b2DestructionListener* m_destructionListener;
b2Draw* g_debugDraw;
// This is used to compute the time step ratio to
// support a variable time step.
float32 m_inv_dt0;
// These are for debugging the solver.
bool m_warmStarting;
bool m_continuousPhysics;
bool m_subStepping;
bool m_stepComplete;
b2Profile m_profile;
};
inline b2Body* b2World::GetBodyList()
{
return m_bodyList;
}
inline const b2Body* b2World::GetBodyList() const
{
return m_bodyList;
}
inline b2Joint* b2World::GetJointList()
{
return m_jointList;
}
inline const b2Joint* b2World::GetJointList() const
{
return m_jointList;
}
inline b2Contact* b2World::GetContactList()
{
return m_contactManager.m_contactList;
}
inline const b2Contact* b2World::GetContactList() const
{
return m_contactManager.m_contactList;
}
inline int32 b2World::GetBodyCount() const
{
return m_bodyCount;
}
inline int32 b2World::GetJointCount() const
{
return m_jointCount;
}
inline int32 b2World::GetContactCount() const
{
return m_contactManager.m_contactCount;
}
inline void b2World::SetGravity(const b2Vec2& gravity)
{
m_gravity = gravity;
}
inline b2Vec2 b2World::GetGravity() const
{
return m_gravity;
}
inline bool b2World::IsLocked() const
{
return (m_flags & e_locked) == e_locked;
}
inline void b2World::SetAutoClearForces(bool flag)
{
if (flag)
{
m_flags |= e_clearForces;
}
else
{
m_flags &= ~e_clearForces;
}
}
/// Get the flag that controls automatic clearing of forces after each time step.
inline bool b2World::GetAutoClearForces() const
{
return (m_flags & e_clearForces) == e_clearForces;
}
inline const b2ContactManager& b2World::GetContactManager() const
{
return m_contactManager;
}
inline const b2Profile& b2World::GetProfile() const
{
return m_profile;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* 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_WORLD_CALLBACKS_H
#define B2_WORLD_CALLBACKS_H
#include <Box2D/Common/b2Settings.h>
struct b2Vec2;
struct b2Transform;
class b2Fixture;
class b2Body;
class b2Joint;
class b2Contact;
struct b2ContactResult;
struct b2Manifold;
/// Joints and fixtures are destroyed when their associated
/// body is destroyed. Implement this listener so that you
/// may nullify references to these joints and shapes.
class b2DestructionListener
{
public:
virtual ~b2DestructionListener() {}
/// Called when any joint is about to be destroyed due
/// to the destruction of one of its attached bodies.
virtual void SayGoodbye(b2Joint* joint) = 0;
/// Called when any fixture is about to be destroyed due
/// to the destruction of its parent body.
virtual void SayGoodbye(b2Fixture* fixture) = 0;
};
/// Implement this class to provide collision filtering. In other words, you can implement
/// this class if you want finer control over contact creation.
class b2ContactFilter
{
public:
virtual ~b2ContactFilter() {}
/// Return true if contact calculations should be performed between these two shapes.
/// @warning for performance reasons this is only called when the AABBs begin to overlap.
virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB);
};
/// Contact impulses for reporting. Impulses are used instead of forces because
/// sub-step forces may approach infinity for rigid body collisions. These
/// match up one-to-one with the contact points in b2Manifold.
struct b2ContactImpulse
{
float32 normalImpulses[b2_maxManifoldPoints];
float32 tangentImpulses[b2_maxManifoldPoints];
int32 count;
};
/// Implement this class to get contact information. You can use these results for
/// things like sounds and game logic. You can also get contact results by
/// traversing the contact lists after the time step. However, you might miss
/// some contacts because continuous physics leads to sub-stepping.
/// Additionally you may receive multiple callbacks for the same contact in a
/// single time step.
/// You should strive to make your callbacks efficient because there may be
/// many callbacks per time step.
/// @warning You cannot create/destroy Box2D entities inside these callbacks.
class b2ContactListener
{
public:
virtual ~b2ContactListener() {}
/// Called when two fixtures begin to touch.
virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
/// Called when two fixtures cease to touch.
virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
/// This is called after a contact is updated. This allows you to inspect a
/// contact before it goes to the solver. If you are careful, you can modify the
/// contact manifold (e.g. disable contact).
/// A copy of the old manifold is provided so that you can detect changes.
/// Note: this is called only for awake bodies.
/// Note: this is called even when the number of contact points is zero.
/// Note: this is not called for sensors.
/// Note: if you set the number of contact points to zero, you will not
/// get an EndContact callback. However, you may get a BeginContact callback
/// the next step.
virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{
B2_NOT_USED(contact);
B2_NOT_USED(oldManifold);
}
/// This lets you inspect a contact after the solver is finished. This is useful
/// for inspecting impulses.
/// Note: the contact manifold does not include time of impact impulses, which can be
/// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
/// in a separate data structure.
/// Note: this is only called for contacts that are touching, solid, and awake.
virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
{
B2_NOT_USED(contact);
B2_NOT_USED(impulse);
}
};
/// Callback class for AABB queries.
/// See b2World::Query
class b2QueryCallback
{
public:
virtual ~b2QueryCallback() {}
/// Called for each fixture found in the query AABB.
/// @return false to terminate the query.
virtual bool ReportFixture(b2Fixture* fixture) = 0;
};
/// Callback class for ray casts.
/// See b2World::RayCast
class b2RayCastCallback
{
public:
virtual ~b2RayCastCallback() {}
/// Called for each fixture found in the query. You control how the ray cast
/// proceeds by returning a float:
/// return -1: ignore this fixture and continue
/// return 0: terminate the ray cast
/// return fraction: clip the ray to this point
/// return 1: don't clip the ray and continue
/// @param fixture the fixture hit by the ray
/// @param point the point of initial intersection
/// @param normal the normal vector at the point of intersection
/// @return -1 to filter, 0 to terminate, fraction to clip the ray for
/// closest hit, 1 to continue
virtual float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point,
const b2Vec2& normal, float32 fraction) = 0;
};
#endif