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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 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 nullptr 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