/* * 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 #include #include #include #include #include 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* m_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