diff options
author | chai <chaifix@163.com> | 2021-12-13 00:07:19 +0800 |
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committer | chai <chaifix@163.com> | 2021-12-13 00:07:19 +0800 |
commit | 60cbbdec07ab7a5636eac5b3c024ae44e937f4d4 (patch) | |
tree | b2c7b0a868f18159dbc43d8954e1bd7668549a88 /Client/ThirdParty/Box2D/include/box2d/b2_body.h |
+init
Diffstat (limited to 'Client/ThirdParty/Box2D/include/box2d/b2_body.h')
-rw-r--r-- | Client/ThirdParty/Box2D/include/box2d/b2_body.h | 878 |
1 files changed, 878 insertions, 0 deletions
diff --git a/Client/ThirdParty/Box2D/include/box2d/b2_body.h b/Client/ThirdParty/Box2D/include/box2d/b2_body.h new file mode 100644 index 0000000..ff4adec --- /dev/null +++ b/Client/ThirdParty/Box2D/include/box2d/b2_body.h @@ -0,0 +1,878 @@ +// 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_BODY_H +#define B2_BODY_H + +#include "b2_api.h" +#include "b2_math.h" +#include "b2_shape.h" + +class b2Fixture; +class b2Joint; +class b2Contact; +class b2Controller; +class b2World; +struct b2FixtureDef; +struct b2JointEdge; +struct b2ContactEdge; + +/// The body type. +/// static: zero mass, zero velocity, may be manually moved +/// kinematic: zero mass, non-zero velocity set by user, moved by solver +/// dynamic: positive mass, non-zero velocity determined by forces, moved by solver +enum b2BodyType +{ + b2_staticBody = 0, + b2_kinematicBody, + b2_dynamicBody +}; + +/// A body definition holds all the data needed to construct a rigid body. +/// You can safely re-use body definitions. Shapes are added to a body after construction. +struct B2_API b2BodyDef +{ + /// This constructor sets the body definition default values. + b2BodyDef() + { + position.Set(0.0f, 0.0f); + angle = 0.0f; + linearVelocity.Set(0.0f, 0.0f); + angularVelocity = 0.0f; + linearDamping = 0.0f; + angularDamping = 0.0f; + allowSleep = true; + awake = true; + fixedRotation = false; + bullet = false; + type = b2_staticBody; + enabled = true; + gravityScale = 1.0f; + } + + /// The body type: static, kinematic, or dynamic. + /// Note: if a dynamic body would have zero mass, the mass is set to one. + b2BodyType type; + + /// The world position of the body. Avoid creating bodies at the origin + /// since this can lead to many overlapping shapes. + b2Vec2 position; + + /// The world angle of the body in radians. + float angle; + + /// The linear velocity of the body's origin in world co-ordinates. + b2Vec2 linearVelocity; + + /// The angular velocity of the body. + float angularVelocity; + + /// Linear damping is use to reduce the linear velocity. The damping parameter + /// can be larger than 1.0f but the damping effect becomes sensitive to the + /// time step when the damping parameter is large. + /// Units are 1/time + float linearDamping; + + /// Angular damping is use to reduce the angular velocity. The damping parameter + /// can be larger than 1.0f but the damping effect becomes sensitive to the + /// time step when the damping parameter is large. + /// Units are 1/time + float angularDamping; + + /// Set this flag to false if this body should never fall asleep. Note that + /// this increases CPU usage. + bool allowSleep; + + /// Is this body initially awake or sleeping? + bool awake; + + /// Should this body be prevented from rotating? Useful for characters. + bool fixedRotation; + + /// Is this a fast moving body that should be prevented from tunneling through + /// other moving bodies? Note that all bodies are prevented from tunneling through + /// kinematic and static bodies. This setting is only considered on dynamic bodies. + /// @warning You should use this flag sparingly since it increases processing time. + bool bullet; + + /// Does this body start out enabled? + bool enabled; + + /// Use this to store application specific body data. + b2BodyUserData userData; + + /// Scale the gravity applied to this body. + float gravityScale; +}; + +/// A rigid body. These are created via b2World::CreateBody. +class B2_API b2Body +{ +public: + /// Creates a fixture and attach it to this body. Use this function if you need + /// to set some fixture parameters, like friction. Otherwise you can create the + /// fixture directly from a shape. + /// If the density is non-zero, this function automatically updates the mass of the body. + /// Contacts are not created until the next time step. + /// @param def the fixture definition. + /// @warning This function is locked during callbacks. + b2Fixture* CreateFixture(const b2FixtureDef* def); + + /// Creates a fixture from a shape and attach it to this body. + /// This is a convenience function. Use b2FixtureDef if you need to set parameters + /// like friction, restitution, user data, or filtering. + /// If the density is non-zero, this function automatically updates the mass of the body. + /// @param shape the shape to be cloned. + /// @param density the shape density (set to zero for static bodies). + /// @warning This function is locked during callbacks. + b2Fixture* CreateFixture(const b2Shape* shape, float density); + + /// Destroy a fixture. This removes the fixture from the broad-phase and + /// destroys all contacts associated with this fixture. This will + /// automatically adjust the mass of the body if the body is dynamic and the + /// fixture has positive density. + /// All fixtures attached to a body are implicitly destroyed when the body is destroyed. + /// @param fixture the fixture to be removed. + /// @warning This function is locked during callbacks. + void DestroyFixture(b2Fixture* fixture); + + /// Set the position of the body's origin and rotation. + /// Manipulating a body's transform may cause non-physical behavior. + /// Note: contacts are updated on the next call to b2World::Step. + /// @param position the world position of the body's local origin. + /// @param angle the world rotation in radians. + void SetTransform(const b2Vec2& position, float angle); + + /// Get the body transform for the body's origin. + /// @return the world transform of the body's origin. + const b2Transform& GetTransform() const; + + /// Get the world body origin position. + /// @return the world position of the body's origin. + const b2Vec2& GetPosition() const; + + /// Get the angle in radians. + /// @return the current world rotation angle in radians. + float GetAngle() const; + + /// Get the world position of the center of mass. + const b2Vec2& GetWorldCenter() const; + + /// Get the local position of the center of mass. + const b2Vec2& GetLocalCenter() const; + + /// Set the linear velocity of the center of mass. + /// @param v the new linear velocity of the center of mass. + void SetLinearVelocity(const b2Vec2& v); + + /// Get the linear velocity of the center of mass. + /// @return the linear velocity of the center of mass. + const b2Vec2& GetLinearVelocity() const; + + /// Set the angular velocity. + /// @param omega the new angular velocity in radians/second. + void SetAngularVelocity(float omega); + + /// Get the angular velocity. + /// @return the angular velocity in radians/second. + float GetAngularVelocity() const; + + /// Apply a force at a world point. If the force is not + /// applied at the center of mass, it will generate a torque and + /// affect the angular velocity. This wakes up the body. + /// @param force the world force vector, usually in Newtons (N). + /// @param point the world position of the point of application. + /// @param wake also wake up the body + void ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake); + + /// Apply a force to the center of mass. This wakes up the body. + /// @param force the world force vector, usually in Newtons (N). + /// @param wake also wake up the body + void ApplyForceToCenter(const b2Vec2& force, bool wake); + + /// Apply a torque. This affects the angular velocity + /// without affecting the linear velocity of the center of mass. + /// @param torque about the z-axis (out of the screen), usually in N-m. + /// @param wake also wake up the body + void ApplyTorque(float torque, bool wake); + + /// Apply an impulse at a point. This immediately modifies the velocity. + /// It also modifies the angular velocity if the point of application + /// is not at the center of mass. This wakes up the body. + /// @param impulse the world impulse vector, usually in N-seconds or kg-m/s. + /// @param point the world position of the point of application. + /// @param wake also wake up the body + void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake); + + /// Apply an impulse to the center of mass. This immediately modifies the velocity. + /// @param impulse the world impulse vector, usually in N-seconds or kg-m/s. + /// @param wake also wake up the body + void ApplyLinearImpulseToCenter(const b2Vec2& impulse, bool wake); + + /// Apply an angular impulse. + /// @param impulse the angular impulse in units of kg*m*m/s + /// @param wake also wake up the body + void ApplyAngularImpulse(float impulse, bool wake); + + /// Get the total mass of the body. + /// @return the mass, usually in kilograms (kg). + float GetMass() const; + + /// Get the rotational inertia of the body about the local origin. + /// @return the rotational inertia, usually in kg-m^2. + float GetInertia() const; + + /// Get the mass data of the body. + /// @return a struct containing the mass, inertia and center of the body. + void GetMassData(b2MassData* data) const; + + /// Set the mass properties to override the mass properties of the fixtures. + /// Note that this changes the center of mass position. + /// Note that creating or destroying fixtures can also alter the mass. + /// This function has no effect if the body isn't dynamic. + /// @param data the mass properties. + void SetMassData(const b2MassData* data); + + /// This resets the mass properties to the sum of the mass properties of the fixtures. + /// This normally does not need to be called unless you called SetMassData to override + /// the mass and you later want to reset the mass. + void ResetMassData(); + + /// Get the world coordinates of a point given the local coordinates. + /// @param localPoint a point on the body measured relative the the body's origin. + /// @return the same point expressed in world coordinates. + b2Vec2 GetWorldPoint(const b2Vec2& localPoint) const; + + /// Get the world coordinates of a vector given the local coordinates. + /// @param localVector a vector fixed in the body. + /// @return the same vector expressed in world coordinates. + b2Vec2 GetWorldVector(const b2Vec2& localVector) const; + + /// Gets a local point relative to the body's origin given a world point. + /// @param worldPoint a point in world coordinates. + /// @return the corresponding local point relative to the body's origin. + b2Vec2 GetLocalPoint(const b2Vec2& worldPoint) const; + + /// Gets a local vector given a world vector. + /// @param worldVector a vector in world coordinates. + /// @return the corresponding local vector. + b2Vec2 GetLocalVector(const b2Vec2& worldVector) const; + + /// Get the world linear velocity of a world point attached to this body. + /// @param worldPoint a point in world coordinates. + /// @return the world velocity of a point. + b2Vec2 GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const; + + /// Get the world velocity of a local point. + /// @param localPoint a point in local coordinates. + /// @return the world velocity of a point. + b2Vec2 GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const; + + /// Get the linear damping of the body. + float GetLinearDamping() const; + + /// Set the linear damping of the body. + void SetLinearDamping(float linearDamping); + + /// Get the angular damping of the body. + float GetAngularDamping() const; + + /// Set the angular damping of the body. + void SetAngularDamping(float angularDamping); + + /// Get the gravity scale of the body. + float GetGravityScale() const; + + /// Set the gravity scale of the body. + void SetGravityScale(float scale); + + /// Set the type of this body. This may alter the mass and velocity. + void SetType(b2BodyType type); + + /// Get the type of this body. + b2BodyType GetType() const; + + /// Should this body be treated like a bullet for continuous collision detection? + void SetBullet(bool flag); + + /// Is this body treated like a bullet for continuous collision detection? + bool IsBullet() const; + + /// You can disable sleeping on this body. If you disable sleeping, the + /// body will be woken. + void SetSleepingAllowed(bool flag); + + /// Is this body allowed to sleep + bool IsSleepingAllowed() const; + + /// Set the sleep state of the body. A sleeping body has very + /// low CPU cost. + /// @param flag set to true to wake the body, false to put it to sleep. + void SetAwake(bool flag); + + /// Get the sleeping state of this body. + /// @return true if the body is awake. + bool IsAwake() const; + + /// Allow a body to be disabled. A disabled body is not simulated and cannot + /// be collided with or woken up. + /// If you pass a flag of true, all fixtures will be added to the broad-phase. + /// If you pass a flag of false, all fixtures will be removed from the + /// broad-phase and all contacts will be destroyed. + /// Fixtures and joints are otherwise unaffected. You may continue + /// to create/destroy fixtures and joints on disabled bodies. + /// Fixtures on a disabled body are implicitly disabled and will + /// not participate in collisions, ray-casts, or queries. + /// Joints connected to a disabled body are implicitly disabled. + /// An diabled body is still owned by a b2World object and remains + /// in the body list. + void SetEnabled(bool flag); + + /// Get the active state of the body. + bool IsEnabled() const; + + /// Set this body to have fixed rotation. This causes the mass + /// to be reset. + void SetFixedRotation(bool flag); + + /// Does this body have fixed rotation? + bool IsFixedRotation() const; + + /// Get the list of all fixtures attached to this body. + b2Fixture* GetFixtureList(); + const b2Fixture* GetFixtureList() const; + + /// Get the list of all joints attached to this body. + b2JointEdge* GetJointList(); + const b2JointEdge* GetJointList() const; + + /// Get the list of all contacts attached to this body. + /// @warning this list changes during the time step and you may + /// miss some collisions if you don't use b2ContactListener. + b2ContactEdge* GetContactList(); + const b2ContactEdge* GetContactList() const; + + /// Get the next body in the world's body list. + b2Body* GetNext(); + const b2Body* GetNext() const; + + /// Get the user data pointer that was provided in the body definition. + b2BodyUserData& GetUserData(); + + /// Get the parent world of this body. + b2World* GetWorld(); + const b2World* GetWorld() const; + + /// Dump this body to a file + void Dump(); + +private: + + friend class b2World; + friend class b2Island; + friend class b2ContactManager; + friend class b2ContactSolver; + friend class b2Contact; + + friend class b2DistanceJoint; + friend class b2FrictionJoint; + friend class b2GearJoint; + friend class b2MotorJoint; + friend class b2MouseJoint; + friend class b2PrismaticJoint; + friend class b2PulleyJoint; + friend class b2RevoluteJoint; + friend class b2RopeJoint; + friend class b2WeldJoint; + friend class b2WheelJoint; + + // m_flags + enum + { + e_islandFlag = 0x0001, + e_awakeFlag = 0x0002, + e_autoSleepFlag = 0x0004, + e_bulletFlag = 0x0008, + e_fixedRotationFlag = 0x0010, + e_enabledFlag = 0x0020, + e_toiFlag = 0x0040 + }; + + b2Body(const b2BodyDef* bd, b2World* world); + ~b2Body(); + + void SynchronizeFixtures(); + void SynchronizeTransform(); + + // This is used to prevent connected bodies from colliding. + // It may lie, depending on the collideConnected flag. + bool ShouldCollide(const b2Body* other) const; + + void Advance(float t); + + b2BodyType m_type; + + uint16 m_flags; + + int32 m_islandIndex; + + b2Transform m_xf; // the body origin transform + b2Sweep m_sweep; // the swept motion for CCD + + b2Vec2 m_linearVelocity; + float m_angularVelocity; + + b2Vec2 m_force; + float m_torque; + + b2World* m_world; + b2Body* m_prev; + b2Body* m_next; + + b2Fixture* m_fixtureList; + int32 m_fixtureCount; + + b2JointEdge* m_jointList; + b2ContactEdge* m_contactList; + + float m_mass, m_invMass; + + // Rotational inertia about the center of mass. + float m_I, m_invI; + + float m_linearDamping; + float m_angularDamping; + float m_gravityScale; + + float m_sleepTime; + + b2BodyUserData m_userData; +}; + +inline b2BodyType b2Body::GetType() const +{ + return m_type; +} + +inline const b2Transform& b2Body::GetTransform() const +{ + return m_xf; +} + +inline const b2Vec2& b2Body::GetPosition() const +{ + return m_xf.p; +} + +inline float b2Body::GetAngle() const +{ + return m_sweep.a; +} + +inline const b2Vec2& b2Body::GetWorldCenter() const +{ + return m_sweep.c; +} + +inline const b2Vec2& b2Body::GetLocalCenter() const +{ + return m_sweep.localCenter; +} + +inline void b2Body::SetLinearVelocity(const b2Vec2& v) +{ + if (m_type == b2_staticBody) + { + return; + } + + if (b2Dot(v,v) > 0.0f) + { + SetAwake(true); + } + + m_linearVelocity = v; +} + +inline const b2Vec2& b2Body::GetLinearVelocity() const +{ + return m_linearVelocity; +} + +inline void b2Body::SetAngularVelocity(float w) +{ + if (m_type == b2_staticBody) + { + return; + } + + if (w * w > 0.0f) + { + SetAwake(true); + } + + m_angularVelocity = w; +} + +inline float b2Body::GetAngularVelocity() const +{ + return m_angularVelocity; +} + +inline float b2Body::GetMass() const +{ + return m_mass; +} + +inline float b2Body::GetInertia() const +{ + return m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter); +} + +inline void b2Body::GetMassData(b2MassData* data) const +{ + data->mass = m_mass; + data->I = m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter); + data->center = m_sweep.localCenter; +} + +inline b2Vec2 b2Body::GetWorldPoint(const b2Vec2& localPoint) const +{ + return b2Mul(m_xf, localPoint); +} + +inline b2Vec2 b2Body::GetWorldVector(const b2Vec2& localVector) const +{ + return b2Mul(m_xf.q, localVector); +} + +inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const +{ + return b2MulT(m_xf, worldPoint); +} + +inline b2Vec2 b2Body::GetLocalVector(const b2Vec2& worldVector) const +{ + return b2MulT(m_xf.q, worldVector); +} + +inline b2Vec2 b2Body::GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const +{ + return m_linearVelocity + b2Cross(m_angularVelocity, worldPoint - m_sweep.c); +} + +inline b2Vec2 b2Body::GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const +{ + return GetLinearVelocityFromWorldPoint(GetWorldPoint(localPoint)); +} + +inline float b2Body::GetLinearDamping() const +{ + return m_linearDamping; +} + +inline void b2Body::SetLinearDamping(float linearDamping) +{ + m_linearDamping = linearDamping; +} + +inline float b2Body::GetAngularDamping() const +{ + return m_angularDamping; +} + +inline void b2Body::SetAngularDamping(float angularDamping) +{ + m_angularDamping = angularDamping; +} + +inline float b2Body::GetGravityScale() const +{ + return m_gravityScale; +} + +inline void b2Body::SetGravityScale(float scale) +{ + m_gravityScale = scale; +} + +inline void b2Body::SetBullet(bool flag) +{ + if (flag) + { + m_flags |= e_bulletFlag; + } + else + { + m_flags &= ~e_bulletFlag; + } +} + +inline bool b2Body::IsBullet() const +{ + return (m_flags & e_bulletFlag) == e_bulletFlag; +} + +inline void b2Body::SetAwake(bool flag) +{ + if (m_type == b2_staticBody) + { + return; + } + + if (flag) + { + m_flags |= e_awakeFlag; + m_sleepTime = 0.0f; + } + else + { + m_flags &= ~e_awakeFlag; + m_sleepTime = 0.0f; + m_linearVelocity.SetZero(); + m_angularVelocity = 0.0f; + m_force.SetZero(); + m_torque = 0.0f; + } +} + +inline bool b2Body::IsAwake() const +{ + return (m_flags & e_awakeFlag) == e_awakeFlag; +} + +inline bool b2Body::IsEnabled() const +{ + return (m_flags & e_enabledFlag) == e_enabledFlag; +} + +inline bool b2Body::IsFixedRotation() const +{ + return (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag; +} + +inline void b2Body::SetSleepingAllowed(bool flag) +{ + if (flag) + { + m_flags |= e_autoSleepFlag; + } + else + { + m_flags &= ~e_autoSleepFlag; + SetAwake(true); + } +} + +inline bool b2Body::IsSleepingAllowed() const +{ + return (m_flags & e_autoSleepFlag) == e_autoSleepFlag; +} + +inline b2Fixture* b2Body::GetFixtureList() +{ + return m_fixtureList; +} + +inline const b2Fixture* b2Body::GetFixtureList() const +{ + return m_fixtureList; +} + +inline b2JointEdge* b2Body::GetJointList() +{ + return m_jointList; +} + +inline const b2JointEdge* b2Body::GetJointList() const +{ + return m_jointList; +} + +inline b2ContactEdge* b2Body::GetContactList() +{ + return m_contactList; +} + +inline const b2ContactEdge* b2Body::GetContactList() const +{ + return m_contactList; +} + +inline b2Body* b2Body::GetNext() +{ + return m_next; +} + +inline const b2Body* b2Body::GetNext() const +{ + return m_next; +} + +inline b2BodyUserData& b2Body::GetUserData() +{ + return m_userData; +} + +inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake) +{ + if (m_type != b2_dynamicBody) + { + return; + } + + if (wake && (m_flags & e_awakeFlag) == 0) + { + SetAwake(true); + } + + // Don't accumulate a force if the body is sleeping. + if (m_flags & e_awakeFlag) + { + m_force += force; + m_torque += b2Cross(point - m_sweep.c, force); + } +} + +inline void b2Body::ApplyForceToCenter(const b2Vec2& force, bool wake) +{ + if (m_type != b2_dynamicBody) + { + return; + } + + if (wake && (m_flags & e_awakeFlag) == 0) + { + SetAwake(true); + } + + // Don't accumulate a force if the body is sleeping + if (m_flags & e_awakeFlag) + { + m_force += force; + } +} + +inline void b2Body::ApplyTorque(float torque, bool wake) +{ + if (m_type != b2_dynamicBody) + { + return; + } + + if (wake && (m_flags & e_awakeFlag) == 0) + { + SetAwake(true); + } + + // Don't accumulate a force if the body is sleeping + if (m_flags & e_awakeFlag) + { + m_torque += torque; + } +} + +inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake) +{ + if (m_type != b2_dynamicBody) + { + return; + } + + if (wake && (m_flags & e_awakeFlag) == 0) + { + SetAwake(true); + } + + // Don't accumulate velocity if the body is sleeping + if (m_flags & e_awakeFlag) + { + m_linearVelocity += m_invMass * impulse; + m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, impulse); + } +} + +inline void b2Body::ApplyLinearImpulseToCenter(const b2Vec2& impulse, bool wake) +{ + if (m_type != b2_dynamicBody) + { + return; + } + + if (wake && (m_flags & e_awakeFlag) == 0) + { + SetAwake(true); + } + + // Don't accumulate velocity if the body is sleeping + if (m_flags & e_awakeFlag) + { + m_linearVelocity += m_invMass * impulse; + } +} + +inline void b2Body::ApplyAngularImpulse(float impulse, bool wake) +{ + if (m_type != b2_dynamicBody) + { + return; + } + + if (wake && (m_flags & e_awakeFlag) == 0) + { + SetAwake(true); + } + + // Don't accumulate velocity if the body is sleeping + if (m_flags & e_awakeFlag) + { + m_angularVelocity += m_invI * impulse; + } +} + +inline void b2Body::SynchronizeTransform() +{ + m_xf.q.Set(m_sweep.a); + m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter); +} + +inline void b2Body::Advance(float alpha) +{ + // Advance to the new safe time. This doesn't sync the broad-phase. + m_sweep.Advance(alpha); + m_sweep.c = m_sweep.c0; + m_sweep.a = m_sweep.a0; + m_xf.q.Set(m_sweep.a); + m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter); +} + +inline b2World* b2Body::GetWorld() +{ + return m_world; +} + +inline const b2World* b2Body::GetWorld() const +{ + return m_world; +} + +#endif |