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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.
+*/
+
+#include "Box2D/Dynamics/b2Body.h"
+#include "Box2D/Dynamics/b2Fixture.h"
+#include "Box2D/Dynamics/b2World.h"
+#include "Box2D/Dynamics/Contacts/b2Contact.h"
+#include "Box2D/Dynamics/Joints/b2Joint.h"
+
+b2Body::b2Body(const b2BodyDef* bd, b2World* world)
+{
+ b2Assert(bd->position.IsValid());
+ b2Assert(bd->linearVelocity.IsValid());
+ b2Assert(b2IsValid(bd->angle));
+ b2Assert(b2IsValid(bd->angularVelocity));
+ b2Assert(b2IsValid(bd->angularDamping) && bd->angularDamping >= 0.0f);
+ b2Assert(b2IsValid(bd->linearDamping) && bd->linearDamping >= 0.0f);
+
+ m_flags = 0;
+
+ if (bd->bullet)
+ {
+ m_flags |= e_bulletFlag;
+ }
+ if (bd->fixedRotation)
+ {
+ m_flags |= e_fixedRotationFlag;
+ }
+ if (bd->allowSleep)
+ {
+ m_flags |= e_autoSleepFlag;
+ }
+ if (bd->awake)
+ {
+ m_flags |= e_awakeFlag;
+ }
+ if (bd->active)
+ {
+ m_flags |= e_activeFlag;
+ }
+
+ m_world = world;
+
+ m_xf.p = bd->position;
+ m_xf.q.Set(bd->angle);
+
+ m_sweep.localCenter.SetZero();
+ m_sweep.c0 = m_xf.p;
+ m_sweep.c = m_xf.p;
+ m_sweep.a0 = bd->angle;
+ m_sweep.a = bd->angle;
+ m_sweep.alpha0 = 0.0f;
+
+ m_jointList = nullptr;
+ m_contactList = nullptr;
+ m_prev = nullptr;
+ m_next = nullptr;
+
+ m_linearVelocity = bd->linearVelocity;
+ m_angularVelocity = bd->angularVelocity;
+
+ m_linearDamping = bd->linearDamping;
+ m_angularDamping = bd->angularDamping;
+ m_gravityScale = bd->gravityScale;
+
+ m_force.SetZero();
+ m_torque = 0.0f;
+
+ m_sleepTime = 0.0f;
+
+ m_type = bd->type;
+
+ if (m_type == b2_dynamicBody)
+ {
+ m_mass = 1.0f;
+ m_invMass = 1.0f;
+ }
+ else
+ {
+ m_mass = 0.0f;
+ m_invMass = 0.0f;
+ }
+
+ m_I = 0.0f;
+ m_invI = 0.0f;
+
+ m_userData = bd->userData;
+
+ m_fixtureList = nullptr;
+ m_fixtureCount = 0;
+}
+
+b2Body::~b2Body()
+{
+ // shapes and joints are destroyed in b2World::Destroy
+}
+
+void b2Body::SetType(b2BodyType type)
+{
+ b2Assert(m_world->IsLocked() == false);
+ if (m_world->IsLocked() == true)
+ {
+ return;
+ }
+
+ if (m_type == type)
+ {
+ return;
+ }
+
+ m_type = type;
+
+ ResetMassData();
+
+ if (m_type == b2_staticBody)
+ {
+ m_linearVelocity.SetZero();
+ m_angularVelocity = 0.0f;
+ m_sweep.a0 = m_sweep.a;
+ m_sweep.c0 = m_sweep.c;
+ SynchronizeFixtures();
+ }
+
+ SetAwake(true);
+
+ m_force.SetZero();
+ m_torque = 0.0f;
+
+ // Delete the attached contacts.
+ b2ContactEdge* ce = m_contactList;
+ while (ce)
+ {
+ b2ContactEdge* ce0 = ce;
+ ce = ce->next;
+ m_world->m_contactManager.Destroy(ce0->contact);
+ }
+ m_contactList = nullptr;
+
+ // Touch the proxies so that new contacts will be created (when appropriate)
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ int32 proxyCount = f->m_proxyCount;
+ for (int32 i = 0; i < proxyCount; ++i)
+ {
+ broadPhase->TouchProxy(f->m_proxies[i].proxyId);
+ }
+ }
+}
+
+b2Fixture* b2Body::CreateFixture(const b2FixtureDef* def)
+{
+ b2Assert(m_world->IsLocked() == false);
+ if (m_world->IsLocked() == true)
+ {
+ return nullptr;
+ }
+
+ b2BlockAllocator* allocator = &m_world->m_blockAllocator;
+
+ void* memory = allocator->Allocate(sizeof(b2Fixture));
+ b2Fixture* fixture = new (memory) b2Fixture;
+ fixture->Create(allocator, this, def);
+
+ if (m_flags & e_activeFlag)
+ {
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ fixture->CreateProxies(broadPhase, m_xf);
+ }
+
+ fixture->m_next = m_fixtureList;
+ m_fixtureList = fixture;
+ ++m_fixtureCount;
+
+ fixture->m_body = this;
+
+ // Adjust mass properties if needed.
+ if (fixture->m_density > 0.0f)
+ {
+ ResetMassData();
+ }
+
+ // Let the world know we have a new fixture. This will cause new contacts
+ // to be created at the beginning of the next time step.
+ m_world->m_flags |= b2World::e_newFixture;
+
+ return fixture;
+}
+
+b2Fixture* b2Body::CreateFixture(const b2Shape* shape, float32 density)
+{
+ b2FixtureDef def;
+ def.shape = shape;
+ def.density = density;
+
+ return CreateFixture(&def);
+}
+
+void b2Body::DestroyFixture(b2Fixture* fixture)
+{
+ if (fixture == NULL)
+ {
+ return;
+ }
+
+ b2Assert(m_world->IsLocked() == false);
+ if (m_world->IsLocked() == true)
+ {
+ return;
+ }
+
+ b2Assert(fixture->m_body == this);
+
+ // Remove the fixture from this body's singly linked list.
+ b2Assert(m_fixtureCount > 0);
+ b2Fixture** node = &m_fixtureList;
+ bool found = false;
+ while (*node != nullptr)
+ {
+ if (*node == fixture)
+ {
+ *node = fixture->m_next;
+ found = true;
+ break;
+ }
+
+ node = &(*node)->m_next;
+ }
+
+ // You tried to remove a shape that is not attached to this body.
+ b2Assert(found);
+
+ // Destroy any contacts associated with the fixture.
+ b2ContactEdge* edge = m_contactList;
+ while (edge)
+ {
+ b2Contact* c = edge->contact;
+ edge = edge->next;
+
+ b2Fixture* fixtureA = c->GetFixtureA();
+ b2Fixture* fixtureB = c->GetFixtureB();
+
+ if (fixture == fixtureA || fixture == fixtureB)
+ {
+ // This destroys the contact and removes it from
+ // this body's contact list.
+ m_world->m_contactManager.Destroy(c);
+ }
+ }
+
+ b2BlockAllocator* allocator = &m_world->m_blockAllocator;
+
+ if (m_flags & e_activeFlag)
+ {
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ fixture->DestroyProxies(broadPhase);
+ }
+
+ fixture->m_body = nullptr;
+ fixture->m_next = nullptr;
+ fixture->Destroy(allocator);
+ fixture->~b2Fixture();
+ allocator->Free(fixture, sizeof(b2Fixture));
+
+ --m_fixtureCount;
+
+ // Reset the mass data.
+ ResetMassData();
+}
+
+void b2Body::ResetMassData()
+{
+ // Compute mass data from shapes. Each shape has its own density.
+ m_mass = 0.0f;
+ m_invMass = 0.0f;
+ m_I = 0.0f;
+ m_invI = 0.0f;
+ m_sweep.localCenter.SetZero();
+
+ // Static and kinematic bodies have zero mass.
+ if (m_type == b2_staticBody || m_type == b2_kinematicBody)
+ {
+ m_sweep.c0 = m_xf.p;
+ m_sweep.c = m_xf.p;
+ m_sweep.a0 = m_sweep.a;
+ return;
+ }
+
+ b2Assert(m_type == b2_dynamicBody);
+
+ // Accumulate mass over all fixtures.
+ b2Vec2 localCenter = b2Vec2_zero;
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ if (f->m_density == 0.0f)
+ {
+ continue;
+ }
+
+ b2MassData massData;
+ f->GetMassData(&massData);
+ m_mass += massData.mass;
+ localCenter += massData.mass * massData.center;
+ m_I += massData.I;
+ }
+
+ // Compute center of mass.
+ if (m_mass > 0.0f)
+ {
+ m_invMass = 1.0f / m_mass;
+ localCenter *= m_invMass;
+ }
+ else
+ {
+ // Force all dynamic bodies to have a positive mass.
+ m_mass = 1.0f;
+ m_invMass = 1.0f;
+ }
+
+ if (m_I > 0.0f && (m_flags & e_fixedRotationFlag) == 0)
+ {
+ // Center the inertia about the center of mass.
+ m_I -= m_mass * b2Dot(localCenter, localCenter);
+ b2Assert(m_I > 0.0f);
+ m_invI = 1.0f / m_I;
+
+ }
+ else
+ {
+ m_I = 0.0f;
+ m_invI = 0.0f;
+ }
+
+ // Move center of mass.
+ b2Vec2 oldCenter = m_sweep.c;
+ m_sweep.localCenter = localCenter;
+ m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
+
+ // Update center of mass velocity.
+ m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
+}
+
+void b2Body::SetMassData(const b2MassData* massData)
+{
+ b2Assert(m_world->IsLocked() == false);
+ if (m_world->IsLocked() == true)
+ {
+ return;
+ }
+
+ if (m_type != b2_dynamicBody)
+ {
+ return;
+ }
+
+ m_invMass = 0.0f;
+ m_I = 0.0f;
+ m_invI = 0.0f;
+
+ m_mass = massData->mass;
+ if (m_mass <= 0.0f)
+ {
+ m_mass = 1.0f;
+ }
+
+ m_invMass = 1.0f / m_mass;
+
+ if (massData->I > 0.0f && (m_flags & b2Body::e_fixedRotationFlag) == 0)
+ {
+ m_I = massData->I - m_mass * b2Dot(massData->center, massData->center);
+ b2Assert(m_I > 0.0f);
+ m_invI = 1.0f / m_I;
+ }
+
+ // Move center of mass.
+ b2Vec2 oldCenter = m_sweep.c;
+ m_sweep.localCenter = massData->center;
+ m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
+
+ // Update center of mass velocity.
+ m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
+}
+
+bool b2Body::ShouldCollide(const b2Body* other) const
+{
+ // At least one body should be dynamic.
+ if (m_type != b2_dynamicBody && other->m_type != b2_dynamicBody)
+ {
+ return false;
+ }
+
+ // Does a joint prevent collision?
+ for (b2JointEdge* jn = m_jointList; jn; jn = jn->next)
+ {
+ if (jn->other == other)
+ {
+ if (jn->joint->m_collideConnected == false)
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+void b2Body::SetTransform(const b2Vec2& position, float32 angle)
+{
+ b2Assert(m_world->IsLocked() == false);
+ if (m_world->IsLocked() == true)
+ {
+ return;
+ }
+
+ m_xf.q.Set(angle);
+ m_xf.p = position;
+
+ m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
+ m_sweep.a = angle;
+
+ m_sweep.c0 = m_sweep.c;
+ m_sweep.a0 = angle;
+
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ f->Synchronize(broadPhase, m_xf, m_xf);
+ }
+}
+
+void b2Body::SynchronizeFixtures()
+{
+ b2Transform xf1;
+ xf1.q.Set(m_sweep.a0);
+ xf1.p = m_sweep.c0 - b2Mul(xf1.q, m_sweep.localCenter);
+
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ f->Synchronize(broadPhase, xf1, m_xf);
+ }
+}
+
+void b2Body::SetActive(bool flag)
+{
+ b2Assert(m_world->IsLocked() == false);
+
+ if (flag == IsActive())
+ {
+ return;
+ }
+
+ if (flag)
+ {
+ m_flags |= e_activeFlag;
+
+ // Create all proxies.
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ f->CreateProxies(broadPhase, m_xf);
+ }
+
+ // Contacts are created the next time step.
+ }
+ else
+ {
+ m_flags &= ~e_activeFlag;
+
+ // Destroy all proxies.
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ f->DestroyProxies(broadPhase);
+ }
+
+ // Destroy the attached contacts.
+ b2ContactEdge* ce = m_contactList;
+ while (ce)
+ {
+ b2ContactEdge* ce0 = ce;
+ ce = ce->next;
+ m_world->m_contactManager.Destroy(ce0->contact);
+ }
+ m_contactList = nullptr;
+ }
+}
+
+void b2Body::SetFixedRotation(bool flag)
+{
+ bool status = (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
+ if (status == flag)
+ {
+ return;
+ }
+
+ if (flag)
+ {
+ m_flags |= e_fixedRotationFlag;
+ }
+ else
+ {
+ m_flags &= ~e_fixedRotationFlag;
+ }
+
+ m_angularVelocity = 0.0f;
+
+ ResetMassData();
+}
+
+void b2Body::Dump()
+{
+ int32 bodyIndex = m_islandIndex;
+
+ b2Log("{\n");
+ b2Log(" b2BodyDef bd;\n");
+ b2Log(" bd.type = b2BodyType(%d);\n", m_type);
+ b2Log(" bd.position.Set(%.15lef, %.15lef);\n", m_xf.p.x, m_xf.p.y);
+ b2Log(" bd.angle = %.15lef;\n", m_sweep.a);
+ b2Log(" bd.linearVelocity.Set(%.15lef, %.15lef);\n", m_linearVelocity.x, m_linearVelocity.y);
+ b2Log(" bd.angularVelocity = %.15lef;\n", m_angularVelocity);
+ b2Log(" bd.linearDamping = %.15lef;\n", m_linearDamping);
+ b2Log(" bd.angularDamping = %.15lef;\n", m_angularDamping);
+ b2Log(" bd.allowSleep = bool(%d);\n", m_flags & e_autoSleepFlag);
+ b2Log(" bd.awake = bool(%d);\n", m_flags & e_awakeFlag);
+ b2Log(" bd.fixedRotation = bool(%d);\n", m_flags & e_fixedRotationFlag);
+ b2Log(" bd.bullet = bool(%d);\n", m_flags & e_bulletFlag);
+ b2Log(" bd.active = bool(%d);\n", m_flags & e_activeFlag);
+ b2Log(" bd.gravityScale = %.15lef;\n", m_gravityScale);
+ b2Log(" bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex);
+ b2Log("\n");
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ b2Log(" {\n");
+ f->Dump(bodyIndex);
+ b2Log(" }\n");
+ }
+ b2Log("}\n");
+}