mirror of https://github.com/axmolengine/axmol.git
412 lines
13 KiB
C
412 lines
13 KiB
C
|
// MIT License
|
||
|
|
||
|
// Copyright (c) 2019 Erin Catto
|
||
|
|
||
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||
|
// of this software and associated documentation files (the "Software"), to deal
|
||
|
// in the Software without restriction, including without limitation the rights
|
||
|
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||
|
// copies of the Software, and to permit persons to whom the Software is
|
||
|
// furnished to do so, subject to the following conditions:
|
||
|
|
||
|
// The above copyright notice and this permission notice shall be included in all
|
||
|
// copies or substantial portions of the Software.
|
||
|
|
||
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||
|
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||
|
// SOFTWARE.
|
||
|
|
||
|
#ifndef B2_WORLD_H
|
||
|
#define B2_WORLD_H
|
||
|
|
||
|
#include "b2_api.h"
|
||
|
#include "b2_block_allocator.h"
|
||
|
#include "b2_contact_manager.h"
|
||
|
#include "b2_math.h"
|
||
|
#include "b2_stack_allocator.h"
|
||
|
#include "b2_time_step.h"
|
||
|
#include "b2_world_callbacks.h"
|
||
|
#include "b2_particle_system.h"
|
||
|
|
||
|
struct b2AABB;
|
||
|
struct b2BodyDef;
|
||
|
struct b2Color;
|
||
|
struct b2JointDef;
|
||
|
class b2Body;
|
||
|
class b2Draw;
|
||
|
class b2Fixture;
|
||
|
class b2Joint;
|
||
|
|
||
|
class b2ParticleGroup;
|
||
|
|
||
|
/// The world class manages all physics entities, dynamic simulation,
|
||
|
/// and asynchronous queries. The world also contains efficient memory
|
||
|
/// management facilities.
|
||
|
class B2_API 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);
|
||
|
|
||
|
#ifdef ENABLE_LIQUID
|
||
|
/// Create a particle system given a definition. No reference to the
|
||
|
/// definition is retained.
|
||
|
/// @warning This function is locked during callbacks.
|
||
|
b2ParticleSystem* CreateParticleSystem(const b2ParticleSystemDef* def);
|
||
|
|
||
|
/// Destroy a particle system.
|
||
|
/// @warning This function is locked during callbacks.
|
||
|
void DestroyParticleSystem(b2ParticleSystem* p);
|
||
|
|
||
|
/// Get the world particle-system list. With the returned body, use
|
||
|
/// b2ParticleSystem::GetNext to get the next particle-system in the world
|
||
|
/// list. A NULL particle-system indicates the end of the list.
|
||
|
/// @return the head of the world particle-system list.
|
||
|
b2ParticleSystem* GetParticleSystemList();
|
||
|
const b2ParticleSystem* GetParticleSystemList() const;
|
||
|
#endif // ENABLE_LIQUID
|
||
|
|
||
|
/// Take a time step. This performs collision detection, integration,
|
||
|
/// and constraint solution.
|
||
|
/// For the numerical stability of particles, minimize the following
|
||
|
/// dimensionless gravity acceleration:
|
||
|
/// gravity / particleRadius * (timeStep / particleIterations)^2
|
||
|
/// b2CalculateParticleIterations() or
|
||
|
/// CalculateReasonableParticleIterations() help to determine the optimal
|
||
|
/// particleIterations.
|
||
|
/// @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.
|
||
|
/// @param particleIterations for the particle simulation.
|
||
|
void Step( float32 timeStep,
|
||
|
int32 velocityIterations,
|
||
|
int32 positionIterations,
|
||
|
int32 particleIterations);
|
||
|
|
||
|
/// 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( float timeStep,
|
||
|
int32 velocityIterations,
|
||
|
int32 positionIterations)
|
||
|
{
|
||
|
Step(timeStep, velocityIterations, positionIterations, 1);
|
||
|
}
|
||
|
|
||
|
/// 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 DebugDraw();
|
||
|
|
||
|
/// 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);
|
||
|
|
||
|
/// 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);
|
||
|
|
||
|
/// Get the world body list. With the returned body, use b2Body::GetNext to get
|
||
|
/// the next body in the world list. A nullptr 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 nullptr 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 special marker contact, returned by GetContactListEnd, 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* GetContactListStart();
|
||
|
const b2Contact* GetContactListStart() const;
|
||
|
|
||
|
/// @return a special marker contact that marks the end of iteration for the contact list.
|
||
|
b2Contact* GetContactListEnd();
|
||
|
const b2Contact* GetContactListEnd() 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;
|
||
|
|
||
|
/// 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:
|
||
|
|
||
|
friend class b2Body;
|
||
|
friend class b2Fixture;
|
||
|
friend class b2ContactManager;
|
||
|
friend class b2Controller;
|
||
|
|
||
|
friend class b2ParticleSystem;
|
||
|
|
||
|
void RemoveDeadContacts();
|
||
|
|
||
|
void Solve(const b2TimeStep& step);
|
||
|
void SolveTOI(const b2TimeStep& step);
|
||
|
float CalculateTOI(b2Contact* c);
|
||
|
|
||
|
void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color);
|
||
|
|
||
|
void DrawParticleSystem(const b2ParticleSystem& system);
|
||
|
|
||
|
b2BlockAllocator m_blockAllocator;
|
||
|
b2StackAllocator m_stackAllocator;
|
||
|
|
||
|
b2ContactManager m_contactManager;
|
||
|
|
||
|
b2Body* m_bodyListHead;
|
||
|
b2Body* m_bodyListTail;
|
||
|
b2Joint* m_jointList;
|
||
|
b2ParticleSystem* m_particleSystemList;
|
||
|
|
||
|
int32 m_bodyCount;
|
||
|
int32 m_jointCount;
|
||
|
|
||
|
b2Vec2 m_gravity;
|
||
|
bool m_allowSleep;
|
||
|
|
||
|
b2DestructionListener* m_destructionListener;
|
||
|
b2Draw* m_debugDraw;
|
||
|
|
||
|
// This is used to compute the time step ratio to
|
||
|
// support a variable time step.
|
||
|
float m_inv_dt0;
|
||
|
|
||
|
bool m_newContacts;
|
||
|
bool m_removedBodies;
|
||
|
bool m_locked;
|
||
|
bool m_clearForces;
|
||
|
|
||
|
// 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_bodyListHead;
|
||
|
}
|
||
|
|
||
|
inline const b2Body* b2World::GetBodyList() const
|
||
|
{
|
||
|
return m_bodyListHead;
|
||
|
}
|
||
|
|
||
|
inline b2Joint* b2World::GetJointList()
|
||
|
{
|
||
|
return m_jointList;
|
||
|
}
|
||
|
|
||
|
inline const b2Joint* b2World::GetJointList() const
|
||
|
{
|
||
|
return m_jointList;
|
||
|
}
|
||
|
|
||
|
inline b2Contact* b2World::GetContactListStart() {
|
||
|
return m_contactManager.Start();
|
||
|
}
|
||
|
|
||
|
inline const b2Contact* b2World::GetContactListStart() const {
|
||
|
return m_contactManager.Start();
|
||
|
}
|
||
|
|
||
|
inline b2Contact* b2World::GetContactListEnd() {
|
||
|
return m_contactManager.End();
|
||
|
}
|
||
|
|
||
|
inline const b2Contact* b2World::GetContactListEnd() const {
|
||
|
return m_contactManager.End();
|
||
|
}
|
||
|
|
||
|
#ifdef ENABLE_LIQUID
|
||
|
inline b2ParticleSystem* b2World::GetParticleSystemList()
|
||
|
{
|
||
|
return m_particleSystemList;
|
||
|
}
|
||
|
|
||
|
inline const b2ParticleSystem* b2World::GetParticleSystemList() const
|
||
|
{
|
||
|
return m_particleSystemList;
|
||
|
}
|
||
|
#endif // ENABLE_LIQUID
|
||
|
|
||
|
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_locked;
|
||
|
}
|
||
|
|
||
|
inline void b2World::SetAutoClearForces(bool flag)
|
||
|
{
|
||
|
m_clearForces = flag;
|
||
|
}
|
||
|
|
||
|
/// Get the flag that controls automatic clearing of forces after each time step.
|
||
|
inline bool b2World::GetAutoClearForces() const
|
||
|
{
|
||
|
return m_clearForces;
|
||
|
}
|
||
|
|
||
|
inline const b2ContactManager& b2World::GetContactManager() const
|
||
|
{
|
||
|
return m_contactManager;
|
||
|
}
|
||
|
|
||
|
inline const b2Profile& b2World::GetProfile() const
|
||
|
{
|
||
|
return m_profile;
|
||
|
}
|
||
|
|
||
|
#endif
|