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Diffstat (limited to 'Client/ThirdParty/Box2D/include/box2d/b2_world.h')
-rw-r--r-- | Client/ThirdParty/Box2D/include/box2d/b2_world.h | 345 |
1 files changed, 345 insertions, 0 deletions
diff --git a/Client/ThirdParty/Box2D/include/box2d/b2_world.h b/Client/ThirdParty/Box2D/include/box2d/b2_world.h new file mode 100644 index 0000000..57d3709 --- /dev/null +++ b/Client/ThirdParty/Box2D/include/box2d/b2_world.h @@ -0,0 +1,345 @@ +// 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_WORLD_H +#define B2_WORLD_H + +#include "b2_api.h" +#include "b2_block_allocator.h" +#include "b2_contact_manager.h" +#include "b2_math.h" +#include "b2_stack_allocator.h" +#include "b2_time_step.h" +#include "b2_world_callbacks.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 B2_API 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::DebugDraw 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( float 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 DebugDraw(); + + /// 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. + float 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: + + friend class b2Body; + friend class b2Fixture; + friend class b2ContactManager; + friend class b2Controller; + + void Solve(const b2TimeStep& step); + void SolveTOI(const b2TimeStep& step); + + void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color); + + b2BlockAllocator m_blockAllocator; + b2StackAllocator m_stackAllocator; + + 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. + float m_inv_dt0; + + bool m_newContacts; + bool m_locked; + bool m_clearForces; + + // 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_locked; +} + +inline void b2World::SetAutoClearForces(bool flag) +{ + m_clearForces = flag; +} + +/// Get the flag that controls automatic clearing of forces after each time step. +inline bool b2World::GetAutoClearForces() const +{ + return m_clearForces; +} + +inline const b2ContactManager& b2World::GetContactManager() const +{ + return m_contactManager; +} + +inline const b2Profile& b2World::GetProfile() const +{ + return m_profile; +} + +#endif |