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