reflexion 0.1.11 → 0.1.16
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- checksums.yaml +5 -5
- data/.doc/ext/reflex/application.cpp +9 -5
- data/.doc/ext/reflex/capture_event.cpp +4 -9
- data/.doc/ext/reflex/contact_event.cpp +17 -13
- data/.doc/ext/reflex/draw_event.cpp +3 -8
- data/.doc/ext/reflex/ellipse_shape.cpp +51 -24
- data/.doc/ext/reflex/event.cpp +0 -4
- data/.doc/ext/reflex/filter.cpp +81 -0
- data/.doc/ext/reflex/focus_event.cpp +9 -13
- data/.doc/ext/reflex/frame_event.cpp +47 -14
- data/.doc/ext/reflex/image_view.cpp +1 -10
- data/.doc/ext/reflex/key_event.cpp +9 -14
- data/.doc/ext/reflex/line_shape.cpp +99 -0
- data/.doc/ext/reflex/motion_event.cpp +73 -0
- data/.doc/ext/reflex/native.cpp +18 -18
- data/.doc/ext/reflex/pointer_event.cpp +27 -25
- data/.doc/ext/reflex/polygon_shape.cpp +65 -0
- data/.doc/ext/reflex/rect_shape.cpp +102 -23
- data/.doc/ext/reflex/reflex.cpp +24 -3
- data/.doc/ext/reflex/scroll_event.cpp +8 -15
- data/.doc/ext/reflex/selector.cpp +43 -15
- data/.doc/ext/reflex/shape.cpp +211 -0
- data/.doc/ext/reflex/style.cpp +359 -185
- data/.doc/ext/reflex/style_length.cpp +163 -35
- data/.doc/ext/reflex/timer.cpp +101 -0
- data/.doc/ext/reflex/timer_event.cpp +123 -0
- data/.doc/ext/reflex/update_event.cpp +12 -8
- data/.doc/ext/reflex/view.cpp +548 -144
- data/.doc/ext/reflex/wheel_event.cpp +5 -28
- data/.doc/ext/reflex/window.cpp +7 -15
- data/LICENSE +21 -0
- data/README.md +1 -1
- data/Rakefile +14 -12
- data/VERSION +1 -1
- data/ext/reflex/application.cpp +10 -5
- data/ext/reflex/capture_event.cpp +4 -9
- data/ext/reflex/contact_event.cpp +18 -13
- data/ext/reflex/defs.h +5 -2
- data/ext/reflex/draw_event.cpp +3 -8
- data/ext/reflex/ellipse_shape.cpp +56 -25
- data/ext/reflex/event.cpp +0 -4
- data/ext/reflex/extconf.rb +1 -2
- data/ext/reflex/filter.cpp +86 -0
- data/ext/reflex/focus_event.cpp +11 -15
- data/ext/reflex/frame_event.cpp +52 -14
- data/ext/reflex/image_view.cpp +1 -10
- data/ext/reflex/key_event.cpp +9 -14
- data/ext/reflex/line_shape.cpp +104 -0
- data/ext/reflex/motion_event.cpp +77 -0
- data/ext/reflex/native.cpp +18 -18
- data/ext/reflex/pointer_event.cpp +27 -25
- data/ext/reflex/polygon_shape.cpp +68 -0
- data/ext/reflex/rect_shape.cpp +113 -24
- data/ext/reflex/reflex.cpp +24 -3
- data/ext/reflex/scroll_event.cpp +8 -15
- data/ext/reflex/selector.cpp +46 -16
- data/ext/reflex/selector.h +130 -0
- data/ext/reflex/shape.cpp +231 -0
- data/ext/reflex/style.cpp +363 -192
- data/ext/reflex/style_length.cpp +164 -37
- data/ext/reflex/timer.cpp +108 -0
- data/ext/reflex/timer_event.cpp +133 -0
- data/ext/reflex/update_event.cpp +13 -8
- data/ext/reflex/view.cpp +594 -150
- data/ext/reflex/wheel_event.cpp +5 -30
- data/ext/reflex/window.cpp +7 -15
- data/include/reflex.h +5 -4
- data/include/reflex/application.h +2 -0
- data/include/reflex/debug.h +22 -0
- data/include/reflex/defs.h +45 -2
- data/include/reflex/event.h +55 -11
- data/include/reflex/exception.h +17 -2
- data/include/reflex/filter.h +56 -0
- data/include/reflex/image_view.h +1 -1
- data/include/reflex/ruby.h +6 -4
- data/include/reflex/ruby/application.h +17 -9
- data/include/reflex/ruby/event.h +22 -0
- data/include/reflex/ruby/filter.h +69 -0
- data/include/reflex/ruby/reflex.h +1 -0
- data/include/reflex/ruby/selector.h +1 -1
- data/include/reflex/ruby/shape.h +140 -0
- data/include/reflex/ruby/style.h +1 -1
- data/include/reflex/ruby/timer.h +69 -0
- data/include/reflex/ruby/view.h +43 -76
- data/include/reflex/ruby/window.h +17 -32
- data/include/reflex/selector.h +54 -2
- data/include/reflex/shape.h +211 -0
- data/include/reflex/style.h +136 -76
- data/include/reflex/timer.h +73 -0
- data/include/reflex/view.h +181 -59
- data/include/reflex/window.h +4 -3
- data/lib/reflex.rb +13 -6
- data/lib/reflex/application.rb +6 -3
- data/lib/reflex/button.rb +2 -2
- data/lib/reflex/{texture.rb → camera.rb} +2 -2
- data/lib/reflex/capture_event.rb +7 -6
- data/lib/reflex/contact_event.rb +10 -12
- data/lib/reflex/draw_event.rb +6 -1
- data/lib/reflex/ellipse_shape.rb +27 -0
- data/lib/reflex/filter.rb +18 -0
- data/lib/reflex/fixture.rb +4 -0
- data/lib/reflex/focus_event.rb +10 -12
- data/lib/reflex/frame_event.rb +1 -1
- data/lib/reflex/helper.rb +17 -29
- data/lib/reflex/key_event.rb +13 -11
- data/lib/reflex/line_shape.rb +18 -0
- data/lib/reflex/matrix.rb +13 -0
- data/lib/reflex/module.rb +4 -19
- data/lib/reflex/pointer_event.rb +28 -35
- data/lib/reflex/polygon.rb +14 -0
- data/lib/reflex/polygon_shape.rb +23 -0
- data/lib/reflex/polyline.rb +13 -0
- data/lib/reflex/rect_shape.rb +20 -0
- data/lib/reflex/reflex.rb +1 -3
- data/lib/reflex/scroll_event.rb +1 -1
- data/lib/reflex/selector.rb +2 -2
- data/lib/reflex/shape.rb +62 -0
- data/lib/reflex/style.rb +78 -11
- data/lib/reflex/style_length.rb +0 -11
- data/lib/reflex/text_view.rb +7 -24
- data/lib/reflex/timer.rb +30 -0
- data/lib/reflex/timer_event.rb +29 -0
- data/lib/reflex/update_event.rb +1 -1
- data/lib/reflex/view.rb +127 -32
- data/lib/reflex/wheel_event.rb +9 -1
- data/lib/reflex/window.rb +29 -9
- data/lib/reflexion.rb +23 -7
- data/reflex.gemspec +7 -8
- data/samples/bats.rb +4 -4
- data/samples/camera.rb +32 -0
- data/samples/fans.rb +1 -1
- data/samples/fps.rb +5 -3
- data/samples/hello.rb +4 -6
- data/samples/image.rb +5 -4
- data/samples/ios/hello/hello.xcodeproj/project.pbxproj +0 -2
- data/samples/layout.rb +16 -7
- data/samples/model.rb +10 -7
- data/samples/physics.rb +22 -20
- data/samples/reflexion/breakout.rb +4 -5
- data/samples/reflexion/hello.rb +2 -2
- data/samples/reflexion/jump_action.rb +191 -0
- data/samples/reflexion/noise.rb +23 -0
- data/samples/reflexion/paint.rb +7 -6
- data/samples/reflexion/physics.rb +15 -8
- data/samples/reflexion/pulse.rb +24 -10
- data/samples/shader.rb +8 -6
- data/samples/shapes.rb +79 -14
- data/samples/tree.rb +9 -10
- data/samples/views.rb +3 -3
- data/samples/visuals.rb +2 -5
- data/src/body.cpp +146 -345
- data/src/body.h +91 -0
- data/src/event.cpp +65 -15
- data/src/exception.cpp +13 -3
- data/src/filter.cpp +76 -0
- data/src/fixture.cpp +164 -39
- data/src/fixture.h +85 -0
- data/src/image_view.cpp +4 -4
- data/src/ios/app_delegate.h +5 -10
- data/src/ios/app_delegate.mm +79 -41
- data/src/ios/application.h +32 -0
- data/src/ios/application.mm +35 -25
- data/src/ios/event.mm +8 -4
- data/src/ios/reflex.mm +0 -7
- data/src/ios/view_controller.h +37 -0
- data/src/ios/view_controller.mm +424 -0
- data/src/ios/window.h +40 -0
- data/src/ios/window.mm +59 -250
- data/src/osx/app_delegate.h +5 -10
- data/src/osx/app_delegate.mm +52 -55
- data/src/osx/application.h +32 -0
- data/src/osx/application.mm +44 -39
- data/src/osx/native_window.h +0 -15
- data/src/osx/native_window.mm +127 -127
- data/src/osx/opengl_view.h +0 -2
- data/src/osx/opengl_view.mm +12 -3
- data/src/osx/reflex.mm +0 -9
- data/src/osx/window.h +42 -0
- data/src/osx/window.mm +45 -252
- data/src/selector.cpp +232 -7
- data/src/selector.h +52 -0
- data/src/shape.cpp +1191 -0
- data/src/shape.h +61 -0
- data/src/style.cpp +573 -376
- data/src/style.h +39 -0
- data/src/timer.cpp +288 -0
- data/src/timer.h +55 -0
- data/src/view.cpp +1624 -984
- data/src/view.h +56 -0
- data/src/win32/window.cpp +3 -4
- data/src/window.cpp +302 -20
- data/src/window.h +94 -0
- data/src/world.cpp +112 -111
- data/src/world.h +34 -53
- data/task/box2d.rake +31 -10
- data/test/test_capture_event.rb +8 -6
- data/test/test_pointer_event.rb +130 -0
- data/test/test_selector.rb +1 -1
- data/test/test_shape.rb +71 -0
- data/test/test_style.rb +77 -11
- data/test/test_style_length.rb +42 -13
- data/test/test_view.rb +138 -14
- metadata +118 -202
- data/.doc/ext/reflex/arc_shape.cpp +0 -89
- data/.doc/ext/reflex/body.cpp +0 -299
- data/.doc/ext/reflex/fixture.cpp +0 -101
- data/.doc/ext/reflex/shape_view.cpp +0 -153
- data/ext/reflex/arc_shape.cpp +0 -94
- data/ext/reflex/body.cpp +0 -328
- data/ext/reflex/fixture.cpp +0 -108
- data/ext/reflex/shape_view.cpp +0 -161
- data/include/reflex/bitmap.h +0 -20
- data/include/reflex/body.h +0 -128
- data/include/reflex/bounds.h +0 -20
- data/include/reflex/color.h +0 -20
- data/include/reflex/color_space.h +0 -20
- data/include/reflex/fixture.h +0 -117
- data/include/reflex/font.h +0 -20
- data/include/reflex/image.h +0 -20
- data/include/reflex/matrix.h +0 -20
- data/include/reflex/painter.h +0 -20
- data/include/reflex/point.h +0 -24
- data/include/reflex/ruby/body.h +0 -41
- data/include/reflex/ruby/fixture.h +0 -41
- data/include/reflex/ruby/shape_view.h +0 -96
- data/include/reflex/shader.h +0 -20
- data/include/reflex/shape_view.h +0 -146
- data/include/reflex/texture.h +0 -20
- data/lib/reflex/body.rb +0 -22
- data/lib/reflex/flags.rb +0 -18
- data/lib/reflex/shape_view.rb +0 -25
- data/src/ios/application_data.h +0 -45
- data/src/ios/native_window.h +0 -39
- data/src/ios/native_window.mm +0 -224
- data/src/ios/opengl_view.h +0 -13
- data/src/ios/opengl_view.mm +0 -139
- data/src/ios/window_data.h +0 -75
- data/src/osx/application_data.h +0 -45
- data/src/osx/window_data.h +0 -75
- data/src/physics/Box2D/Box2D.h +0 -68
- data/src/physics/Box2D/Collision/Shapes/b2ChainShape.cpp +0 -193
- data/src/physics/Box2D/Collision/Shapes/b2ChainShape.h +0 -105
- data/src/physics/Box2D/Collision/Shapes/b2CircleShape.cpp +0 -99
- data/src/physics/Box2D/Collision/Shapes/b2CircleShape.h +0 -91
- data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.cpp +0 -138
- data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.h +0 -74
- data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.cpp +0 -467
- data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.h +0 -101
- data/src/physics/Box2D/Collision/Shapes/b2Shape.h +0 -101
- data/src/physics/Box2D/Collision/b2BroadPhase.cpp +0 -119
- data/src/physics/Box2D/Collision/b2BroadPhase.h +0 -257
- data/src/physics/Box2D/Collision/b2CollideCircle.cpp +0 -154
- data/src/physics/Box2D/Collision/b2CollideEdge.cpp +0 -698
- data/src/physics/Box2D/Collision/b2CollidePolygon.cpp +0 -239
- data/src/physics/Box2D/Collision/b2Collision.cpp +0 -252
- data/src/physics/Box2D/Collision/b2Collision.h +0 -277
- data/src/physics/Box2D/Collision/b2Distance.cpp +0 -603
- data/src/physics/Box2D/Collision/b2Distance.h +0 -141
- data/src/physics/Box2D/Collision/b2DynamicTree.cpp +0 -778
- data/src/physics/Box2D/Collision/b2DynamicTree.h +0 -289
- data/src/physics/Box2D/Collision/b2TimeOfImpact.cpp +0 -486
- data/src/physics/Box2D/Collision/b2TimeOfImpact.h +0 -58
- data/src/physics/Box2D/Common/b2BlockAllocator.cpp +0 -215
- data/src/physics/Box2D/Common/b2BlockAllocator.h +0 -62
- data/src/physics/Box2D/Common/b2Draw.cpp +0 -44
- data/src/physics/Box2D/Common/b2Draw.h +0 -86
- data/src/physics/Box2D/Common/b2GrowableStack.h +0 -85
- data/src/physics/Box2D/Common/b2Math.cpp +0 -94
- data/src/physics/Box2D/Common/b2Math.h +0 -720
- data/src/physics/Box2D/Common/b2Settings.cpp +0 -44
- data/src/physics/Box2D/Common/b2Settings.h +0 -151
- data/src/physics/Box2D/Common/b2StackAllocator.cpp +0 -83
- data/src/physics/Box2D/Common/b2StackAllocator.h +0 -60
- data/src/physics/Box2D/Common/b2Timer.cpp +0 -101
- data/src/physics/Box2D/Common/b2Timer.h +0 -50
- data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp +0 -53
- data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h +0 -39
- data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp +0 -53
- data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h +0 -39
- data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.cpp +0 -52
- data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.h +0 -39
- data/src/physics/Box2D/Dynamics/Contacts/b2Contact.cpp +0 -247
- data/src/physics/Box2D/Dynamics/Contacts/b2Contact.h +0 -349
- data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.cpp +0 -838
- data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.h +0 -95
- data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp +0 -49
- data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h +0 -39
- data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp +0 -49
- data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h +0 -39
- data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp +0 -49
- data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h +0 -38
- data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.cpp +0 -52
- data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.h +0 -39
- data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.cpp +0 -260
- data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.h +0 -169
- data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.cpp +0 -251
- data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.h +0 -119
- data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.cpp +0 -419
- data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.h +0 -125
- data/src/physics/Box2D/Dynamics/Joints/b2Joint.cpp +0 -211
- data/src/physics/Box2D/Dynamics/Joints/b2Joint.h +0 -226
- data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.cpp +0 -304
- data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.h +0 -133
- data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.cpp +0 -222
- data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.h +0 -129
- data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp +0 -629
- data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.h +0 -196
- data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.cpp +0 -348
- data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.h +0 -152
- data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp +0 -502
- data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.h +0 -204
- data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.cpp +0 -241
- data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.h +0 -114
- data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.cpp +0 -344
- data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.h +0 -126
- data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.cpp +0 -419
- data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.h +0 -210
- data/src/physics/Box2D/Dynamics/b2Body.cpp +0 -549
- data/src/physics/Box2D/Dynamics/b2Body.h +0 -860
- data/src/physics/Box2D/Dynamics/b2ContactManager.cpp +0 -296
- data/src/physics/Box2D/Dynamics/b2ContactManager.h +0 -52
- data/src/physics/Box2D/Dynamics/b2Fixture.cpp +0 -303
- data/src/physics/Box2D/Dynamics/b2Fixture.h +0 -345
- data/src/physics/Box2D/Dynamics/b2Island.cpp +0 -539
- data/src/physics/Box2D/Dynamics/b2Island.h +0 -93
- data/src/physics/Box2D/Dynamics/b2TimeStep.h +0 -70
- data/src/physics/Box2D/Dynamics/b2World.cpp +0 -1339
- data/src/physics/Box2D/Dynamics/b2World.h +0 -354
- data/src/physics/Box2D/Dynamics/b2WorldCallbacks.cpp +0 -36
- data/src/physics/Box2D/Dynamics/b2WorldCallbacks.h +0 -155
- data/src/physics/Box2D/Rope/b2Rope.cpp +0 -259
- data/src/physics/Box2D/Rope/b2Rope.h +0 -115
- data/src/shape_view.cpp +0 -306
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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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* 2. Altered source versions must be plainly marked as such, and must not be
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*/
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#ifndef B2_BODY_H
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#include <memory>
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class b2Fixture;
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class b2Joint;
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class b2Contact;
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class b2Controller;
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class b2World;
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struct b2JointEdge;
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struct b2ContactEdge;
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enum b2BodyType
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{
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struct b2BodyDef
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{
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b2BodyDef()
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{
|
56
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-
userData = NULL;
|
57
|
-
position.Set(0.0f, 0.0f);
|
58
|
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angle = 0.0f;
|
59
|
-
linearVelocity.Set(0.0f, 0.0f);
|
60
|
-
angularVelocity = 0.0f;
|
61
|
-
linearDamping = 0.0f;
|
62
|
-
angularDamping = 0.0f;
|
63
|
-
allowSleep = true;
|
64
|
-
awake = true;
|
65
|
-
fixedRotation = false;
|
66
|
-
bullet = false;
|
67
|
-
type = b2_staticBody;
|
68
|
-
active = true;
|
69
|
-
gravityScale = 1.0f;
|
70
|
-
}
|
71
|
-
|
72
|
-
/// The body type: static, kinematic, or dynamic.
|
73
|
-
/// Note: if a dynamic body would have zero mass, the mass is set to one.
|
74
|
-
b2BodyType type;
|
75
|
-
|
76
|
-
/// The world position of the body. Avoid creating bodies at the origin
|
77
|
-
/// since this can lead to many overlapping shapes.
|
78
|
-
b2Vec2 position;
|
79
|
-
|
80
|
-
/// The world angle of the body in radians.
|
81
|
-
float32 angle;
|
82
|
-
|
83
|
-
/// The linear velocity of the body's origin in world co-ordinates.
|
84
|
-
b2Vec2 linearVelocity;
|
85
|
-
|
86
|
-
/// The angular velocity of the body.
|
87
|
-
float32 angularVelocity;
|
88
|
-
|
89
|
-
/// Linear damping is use to reduce the linear velocity. The damping parameter
|
90
|
-
/// can be larger than 1.0f but the damping effect becomes sensitive to the
|
91
|
-
/// time step when the damping parameter is large.
|
92
|
-
float32 linearDamping;
|
93
|
-
|
94
|
-
/// Angular damping is use to reduce the angular velocity. The damping parameter
|
95
|
-
/// can be larger than 1.0f but the damping effect becomes sensitive to the
|
96
|
-
/// time step when the damping parameter is large.
|
97
|
-
float32 angularDamping;
|
98
|
-
|
99
|
-
/// Set this flag to false if this body should never fall asleep. Note that
|
100
|
-
/// this increases CPU usage.
|
101
|
-
bool allowSleep;
|
102
|
-
|
103
|
-
/// Is this body initially awake or sleeping?
|
104
|
-
bool awake;
|
105
|
-
|
106
|
-
/// Should this body be prevented from rotating? Useful for characters.
|
107
|
-
bool fixedRotation;
|
108
|
-
|
109
|
-
/// Is this a fast moving body that should be prevented from tunneling through
|
110
|
-
/// other moving bodies? Note that all bodies are prevented from tunneling through
|
111
|
-
/// kinematic and static bodies. This setting is only considered on dynamic bodies.
|
112
|
-
/// @warning You should use this flag sparingly since it increases processing time.
|
113
|
-
bool bullet;
|
114
|
-
|
115
|
-
/// Does this body start out active?
|
116
|
-
bool active;
|
117
|
-
|
118
|
-
/// Use this to store application specific body data.
|
119
|
-
void* userData;
|
120
|
-
|
121
|
-
/// Scale the gravity applied to this body.
|
122
|
-
float32 gravityScale;
|
123
|
-
};
|
124
|
-
|
125
|
-
/// A rigid body. These are created via b2World::CreateBody.
|
126
|
-
class b2Body
|
127
|
-
{
|
128
|
-
public:
|
129
|
-
/// Creates a fixture and attach it to this body. Use this function if you need
|
130
|
-
/// to set some fixture parameters, like friction. Otherwise you can create the
|
131
|
-
/// fixture directly from a shape.
|
132
|
-
/// If the density is non-zero, this function automatically updates the mass of the body.
|
133
|
-
/// Contacts are not created until the next time step.
|
134
|
-
/// @param def the fixture definition.
|
135
|
-
/// @warning This function is locked during callbacks.
|
136
|
-
b2Fixture* CreateFixture(const b2FixtureDef* def);
|
137
|
-
|
138
|
-
/// Creates a fixture from a shape and attach it to this body.
|
139
|
-
/// This is a convenience function. Use b2FixtureDef if you need to set parameters
|
140
|
-
/// like friction, restitution, user data, or filtering.
|
141
|
-
/// If the density is non-zero, this function automatically updates the mass of the body.
|
142
|
-
/// @param shape the shape to be cloned.
|
143
|
-
/// @param density the shape density (set to zero for static bodies).
|
144
|
-
/// @warning This function is locked during callbacks.
|
145
|
-
b2Fixture* CreateFixture(const b2Shape* shape, float32 density);
|
146
|
-
|
147
|
-
/// Destroy a fixture. This removes the fixture from the broad-phase and
|
148
|
-
/// destroys all contacts associated with this fixture. This will
|
149
|
-
/// automatically adjust the mass of the body if the body is dynamic and the
|
150
|
-
/// fixture has positive density.
|
151
|
-
/// All fixtures attached to a body are implicitly destroyed when the body is destroyed.
|
152
|
-
/// @param fixture the fixture to be removed.
|
153
|
-
/// @warning This function is locked during callbacks.
|
154
|
-
void DestroyFixture(b2Fixture* fixture);
|
155
|
-
|
156
|
-
/// Set the position of the body's origin and rotation.
|
157
|
-
/// Manipulating a body's transform may cause non-physical behavior.
|
158
|
-
/// Note: contacts are updated on the next call to b2World::Step.
|
159
|
-
/// @param position the world position of the body's local origin.
|
160
|
-
/// @param angle the world rotation in radians.
|
161
|
-
void SetTransform(const b2Vec2& position, float32 angle);
|
162
|
-
|
163
|
-
/// Get the body transform for the body's origin.
|
164
|
-
/// @return the world transform of the body's origin.
|
165
|
-
const b2Transform& GetTransform() const;
|
166
|
-
|
167
|
-
/// Get the world body origin position.
|
168
|
-
/// @return the world position of the body's origin.
|
169
|
-
const b2Vec2& GetPosition() const;
|
170
|
-
|
171
|
-
/// Get the angle in radians.
|
172
|
-
/// @return the current world rotation angle in radians.
|
173
|
-
float32 GetAngle() const;
|
174
|
-
|
175
|
-
/// Get the world position of the center of mass.
|
176
|
-
const b2Vec2& GetWorldCenter() const;
|
177
|
-
|
178
|
-
/// Get the local position of the center of mass.
|
179
|
-
const b2Vec2& GetLocalCenter() const;
|
180
|
-
|
181
|
-
/// Set the linear velocity of the center of mass.
|
182
|
-
/// @param v the new linear velocity of the center of mass.
|
183
|
-
void SetLinearVelocity(const b2Vec2& v);
|
184
|
-
|
185
|
-
/// Get the linear velocity of the center of mass.
|
186
|
-
/// @return the linear velocity of the center of mass.
|
187
|
-
const b2Vec2& GetLinearVelocity() const;
|
188
|
-
|
189
|
-
/// Set the angular velocity.
|
190
|
-
/// @param omega the new angular velocity in radians/second.
|
191
|
-
void SetAngularVelocity(float32 omega);
|
192
|
-
|
193
|
-
/// Get the angular velocity.
|
194
|
-
/// @return the angular velocity in radians/second.
|
195
|
-
float32 GetAngularVelocity() const;
|
196
|
-
|
197
|
-
/// Apply a force at a world point. If the force is not
|
198
|
-
/// applied at the center of mass, it will generate a torque and
|
199
|
-
/// affect the angular velocity. This wakes up the body.
|
200
|
-
/// @param force the world force vector, usually in Newtons (N).
|
201
|
-
/// @param point the world position of the point of application.
|
202
|
-
/// @param wake also wake up the body
|
203
|
-
void ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake);
|
204
|
-
|
205
|
-
/// Apply a force to the center of mass. This wakes up the body.
|
206
|
-
/// @param force the world force vector, usually in Newtons (N).
|
207
|
-
/// @param wake also wake up the body
|
208
|
-
void ApplyForceToCenter(const b2Vec2& force, bool wake);
|
209
|
-
|
210
|
-
/// Apply a torque. This affects the angular velocity
|
211
|
-
/// without affecting the linear velocity of the center of mass.
|
212
|
-
/// This wakes up the body.
|
213
|
-
/// @param torque about the z-axis (out of the screen), usually in N-m.
|
214
|
-
/// @param wake also wake up the body
|
215
|
-
void ApplyTorque(float32 torque, bool wake);
|
216
|
-
|
217
|
-
/// Apply an impulse at a point. This immediately modifies the velocity.
|
218
|
-
/// It also modifies the angular velocity if the point of application
|
219
|
-
/// is not at the center of mass. This wakes up the body.
|
220
|
-
/// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
|
221
|
-
/// @param point the world position of the point of application.
|
222
|
-
/// @param wake also wake up the body
|
223
|
-
void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake);
|
224
|
-
|
225
|
-
/// Apply an angular impulse.
|
226
|
-
/// @param impulse the angular impulse in units of kg*m*m/s
|
227
|
-
/// @param wake also wake up the body
|
228
|
-
void ApplyAngularImpulse(float32 impulse, bool wake);
|
229
|
-
|
230
|
-
/// Get the total mass of the body.
|
231
|
-
/// @return the mass, usually in kilograms (kg).
|
232
|
-
float32 GetMass() const;
|
233
|
-
|
234
|
-
/// Get the rotational inertia of the body about the local origin.
|
235
|
-
/// @return the rotational inertia, usually in kg-m^2.
|
236
|
-
float32 GetInertia() const;
|
237
|
-
|
238
|
-
/// Get the mass data of the body.
|
239
|
-
/// @return a struct containing the mass, inertia and center of the body.
|
240
|
-
void GetMassData(b2MassData* data) const;
|
241
|
-
|
242
|
-
/// Set the mass properties to override the mass properties of the fixtures.
|
243
|
-
/// Note that this changes the center of mass position.
|
244
|
-
/// Note that creating or destroying fixtures can also alter the mass.
|
245
|
-
/// This function has no effect if the body isn't dynamic.
|
246
|
-
/// @param massData the mass properties.
|
247
|
-
void SetMassData(const b2MassData* data);
|
248
|
-
|
249
|
-
/// This resets the mass properties to the sum of the mass properties of the fixtures.
|
250
|
-
/// This normally does not need to be called unless you called SetMassData to override
|
251
|
-
/// the mass and you later want to reset the mass.
|
252
|
-
void ResetMassData();
|
253
|
-
|
254
|
-
/// Get the world coordinates of a point given the local coordinates.
|
255
|
-
/// @param localPoint a point on the body measured relative the the body's origin.
|
256
|
-
/// @return the same point expressed in world coordinates.
|
257
|
-
b2Vec2 GetWorldPoint(const b2Vec2& localPoint) const;
|
258
|
-
|
259
|
-
/// Get the world coordinates of a vector given the local coordinates.
|
260
|
-
/// @param localVector a vector fixed in the body.
|
261
|
-
/// @return the same vector expressed in world coordinates.
|
262
|
-
b2Vec2 GetWorldVector(const b2Vec2& localVector) const;
|
263
|
-
|
264
|
-
/// Gets a local point relative to the body's origin given a world point.
|
265
|
-
/// @param a point in world coordinates.
|
266
|
-
/// @return the corresponding local point relative to the body's origin.
|
267
|
-
b2Vec2 GetLocalPoint(const b2Vec2& worldPoint) const;
|
268
|
-
|
269
|
-
/// Gets a local vector given a world vector.
|
270
|
-
/// @param a vector in world coordinates.
|
271
|
-
/// @return the corresponding local vector.
|
272
|
-
b2Vec2 GetLocalVector(const b2Vec2& worldVector) const;
|
273
|
-
|
274
|
-
/// Get the world linear velocity of a world point attached to this body.
|
275
|
-
/// @param a point in world coordinates.
|
276
|
-
/// @return the world velocity of a point.
|
277
|
-
b2Vec2 GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const;
|
278
|
-
|
279
|
-
/// Get the world velocity of a local point.
|
280
|
-
/// @param a point in local coordinates.
|
281
|
-
/// @return the world velocity of a point.
|
282
|
-
b2Vec2 GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const;
|
283
|
-
|
284
|
-
/// Get the linear damping of the body.
|
285
|
-
float32 GetLinearDamping() const;
|
286
|
-
|
287
|
-
/// Set the linear damping of the body.
|
288
|
-
void SetLinearDamping(float32 linearDamping);
|
289
|
-
|
290
|
-
/// Get the angular damping of the body.
|
291
|
-
float32 GetAngularDamping() const;
|
292
|
-
|
293
|
-
/// Set the angular damping of the body.
|
294
|
-
void SetAngularDamping(float32 angularDamping);
|
295
|
-
|
296
|
-
/// Get the gravity scale of the body.
|
297
|
-
float32 GetGravityScale() const;
|
298
|
-
|
299
|
-
/// Set the gravity scale of the body.
|
300
|
-
void SetGravityScale(float32 scale);
|
301
|
-
|
302
|
-
/// Set the type of this body. This may alter the mass and velocity.
|
303
|
-
void SetType(b2BodyType type);
|
304
|
-
|
305
|
-
/// Get the type of this body.
|
306
|
-
b2BodyType GetType() const;
|
307
|
-
|
308
|
-
/// Should this body be treated like a bullet for continuous collision detection?
|
309
|
-
void SetBullet(bool flag);
|
310
|
-
|
311
|
-
/// Is this body treated like a bullet for continuous collision detection?
|
312
|
-
bool IsBullet() const;
|
313
|
-
|
314
|
-
/// You can disable sleeping on this body. If you disable sleeping, the
|
315
|
-
/// body will be woken.
|
316
|
-
void SetSleepingAllowed(bool flag);
|
317
|
-
|
318
|
-
/// Is this body allowed to sleep
|
319
|
-
bool IsSleepingAllowed() const;
|
320
|
-
|
321
|
-
/// Set the sleep state of the body. A sleeping body has very
|
322
|
-
/// low CPU cost.
|
323
|
-
/// @param flag set to true to wake the body, false to put it to sleep.
|
324
|
-
void SetAwake(bool flag);
|
325
|
-
|
326
|
-
/// Get the sleeping state of this body.
|
327
|
-
/// @return true if the body is awake.
|
328
|
-
bool IsAwake() const;
|
329
|
-
|
330
|
-
/// Set the active state of the body. An inactive body is not
|
331
|
-
/// simulated and cannot be collided with or woken up.
|
332
|
-
/// If you pass a flag of true, all fixtures will be added to the
|
333
|
-
/// broad-phase.
|
334
|
-
/// If you pass a flag of false, all fixtures will be removed from
|
335
|
-
/// the broad-phase and all contacts will be destroyed.
|
336
|
-
/// Fixtures and joints are otherwise unaffected. You may continue
|
337
|
-
/// to create/destroy fixtures and joints on inactive bodies.
|
338
|
-
/// Fixtures on an inactive body are implicitly inactive and will
|
339
|
-
/// not participate in collisions, ray-casts, or queries.
|
340
|
-
/// Joints connected to an inactive body are implicitly inactive.
|
341
|
-
/// An inactive body is still owned by a b2World object and remains
|
342
|
-
/// in the body list.
|
343
|
-
void SetActive(bool flag);
|
344
|
-
|
345
|
-
/// Get the active state of the body.
|
346
|
-
bool IsActive() const;
|
347
|
-
|
348
|
-
/// Set this body to have fixed rotation. This causes the mass
|
349
|
-
/// to be reset.
|
350
|
-
void SetFixedRotation(bool flag);
|
351
|
-
|
352
|
-
/// Does this body have fixed rotation?
|
353
|
-
bool IsFixedRotation() const;
|
354
|
-
|
355
|
-
/// Get the list of all fixtures attached to this body.
|
356
|
-
b2Fixture* GetFixtureList();
|
357
|
-
const b2Fixture* GetFixtureList() const;
|
358
|
-
|
359
|
-
/// Get the list of all joints attached to this body.
|
360
|
-
b2JointEdge* GetJointList();
|
361
|
-
const b2JointEdge* GetJointList() const;
|
362
|
-
|
363
|
-
/// Get the list of all contacts attached to this body.
|
364
|
-
/// @warning this list changes during the time step and you may
|
365
|
-
/// miss some collisions if you don't use b2ContactListener.
|
366
|
-
b2ContactEdge* GetContactList();
|
367
|
-
const b2ContactEdge* GetContactList() const;
|
368
|
-
|
369
|
-
/// Get the next body in the world's body list.
|
370
|
-
b2Body* GetNext();
|
371
|
-
const b2Body* GetNext() const;
|
372
|
-
|
373
|
-
/// Get the user data pointer that was provided in the body definition.
|
374
|
-
void* GetUserData() const;
|
375
|
-
|
376
|
-
/// Set the user data. Use this to store your application specific data.
|
377
|
-
void SetUserData(void* data);
|
378
|
-
|
379
|
-
/// Get the parent world of this body.
|
380
|
-
b2World* GetWorld();
|
381
|
-
const b2World* GetWorld() const;
|
382
|
-
|
383
|
-
/// Dump this body to a log file
|
384
|
-
void Dump();
|
385
|
-
|
386
|
-
private:
|
387
|
-
|
388
|
-
friend class b2World;
|
389
|
-
friend class b2Island;
|
390
|
-
friend class b2ContactManager;
|
391
|
-
friend class b2ContactSolver;
|
392
|
-
friend class b2Contact;
|
393
|
-
|
394
|
-
friend class b2DistanceJoint;
|
395
|
-
friend class b2FrictionJoint;
|
396
|
-
friend class b2GearJoint;
|
397
|
-
friend class b2MotorJoint;
|
398
|
-
friend class b2MouseJoint;
|
399
|
-
friend class b2PrismaticJoint;
|
400
|
-
friend class b2PulleyJoint;
|
401
|
-
friend class b2RevoluteJoint;
|
402
|
-
friend class b2RopeJoint;
|
403
|
-
friend class b2WeldJoint;
|
404
|
-
friend class b2WheelJoint;
|
405
|
-
|
406
|
-
// m_flags
|
407
|
-
enum
|
408
|
-
{
|
409
|
-
e_islandFlag = 0x0001,
|
410
|
-
e_awakeFlag = 0x0002,
|
411
|
-
e_autoSleepFlag = 0x0004,
|
412
|
-
e_bulletFlag = 0x0008,
|
413
|
-
e_fixedRotationFlag = 0x0010,
|
414
|
-
e_activeFlag = 0x0020,
|
415
|
-
e_toiFlag = 0x0040
|
416
|
-
};
|
417
|
-
|
418
|
-
b2Body(const b2BodyDef* bd, b2World* world);
|
419
|
-
~b2Body();
|
420
|
-
|
421
|
-
void SynchronizeFixtures();
|
422
|
-
void SynchronizeTransform();
|
423
|
-
|
424
|
-
// This is used to prevent connected bodies from colliding.
|
425
|
-
// It may lie, depending on the collideConnected flag.
|
426
|
-
bool ShouldCollide(const b2Body* other) const;
|
427
|
-
|
428
|
-
void Advance(float32 t);
|
429
|
-
|
430
|
-
b2BodyType m_type;
|
431
|
-
|
432
|
-
uint16 m_flags;
|
433
|
-
|
434
|
-
int32 m_islandIndex;
|
435
|
-
|
436
|
-
b2Transform m_xf; // the body origin transform
|
437
|
-
b2Sweep m_sweep; // the swept motion for CCD
|
438
|
-
|
439
|
-
b2Vec2 m_linearVelocity;
|
440
|
-
float32 m_angularVelocity;
|
441
|
-
|
442
|
-
b2Vec2 m_force;
|
443
|
-
float32 m_torque;
|
444
|
-
|
445
|
-
b2World* m_world;
|
446
|
-
b2Body* m_prev;
|
447
|
-
b2Body* m_next;
|
448
|
-
|
449
|
-
b2Fixture* m_fixtureList;
|
450
|
-
int32 m_fixtureCount;
|
451
|
-
|
452
|
-
b2JointEdge* m_jointList;
|
453
|
-
b2ContactEdge* m_contactList;
|
454
|
-
|
455
|
-
float32 m_mass, m_invMass;
|
456
|
-
|
457
|
-
// Rotational inertia about the center of mass.
|
458
|
-
float32 m_I, m_invI;
|
459
|
-
|
460
|
-
float32 m_linearDamping;
|
461
|
-
float32 m_angularDamping;
|
462
|
-
float32 m_gravityScale;
|
463
|
-
|
464
|
-
float32 m_sleepTime;
|
465
|
-
|
466
|
-
void* m_userData;
|
467
|
-
};
|
468
|
-
|
469
|
-
inline b2BodyType b2Body::GetType() const
|
470
|
-
{
|
471
|
-
return m_type;
|
472
|
-
}
|
473
|
-
|
474
|
-
inline const b2Transform& b2Body::GetTransform() const
|
475
|
-
{
|
476
|
-
return m_xf;
|
477
|
-
}
|
478
|
-
|
479
|
-
inline const b2Vec2& b2Body::GetPosition() const
|
480
|
-
{
|
481
|
-
return m_xf.p;
|
482
|
-
}
|
483
|
-
|
484
|
-
inline float32 b2Body::GetAngle() const
|
485
|
-
{
|
486
|
-
return m_sweep.a;
|
487
|
-
}
|
488
|
-
|
489
|
-
inline const b2Vec2& b2Body::GetWorldCenter() const
|
490
|
-
{
|
491
|
-
return m_sweep.c;
|
492
|
-
}
|
493
|
-
|
494
|
-
inline const b2Vec2& b2Body::GetLocalCenter() const
|
495
|
-
{
|
496
|
-
return m_sweep.localCenter;
|
497
|
-
}
|
498
|
-
|
499
|
-
inline void b2Body::SetLinearVelocity(const b2Vec2& v)
|
500
|
-
{
|
501
|
-
if (m_type == b2_staticBody)
|
502
|
-
{
|
503
|
-
return;
|
504
|
-
}
|
505
|
-
|
506
|
-
if (b2Dot(v,v) > 0.0f)
|
507
|
-
{
|
508
|
-
SetAwake(true);
|
509
|
-
}
|
510
|
-
|
511
|
-
m_linearVelocity = v;
|
512
|
-
}
|
513
|
-
|
514
|
-
inline const b2Vec2& b2Body::GetLinearVelocity() const
|
515
|
-
{
|
516
|
-
return m_linearVelocity;
|
517
|
-
}
|
518
|
-
|
519
|
-
inline void b2Body::SetAngularVelocity(float32 w)
|
520
|
-
{
|
521
|
-
if (m_type == b2_staticBody)
|
522
|
-
{
|
523
|
-
return;
|
524
|
-
}
|
525
|
-
|
526
|
-
if (w * w > 0.0f)
|
527
|
-
{
|
528
|
-
SetAwake(true);
|
529
|
-
}
|
530
|
-
|
531
|
-
m_angularVelocity = w;
|
532
|
-
}
|
533
|
-
|
534
|
-
inline float32 b2Body::GetAngularVelocity() const
|
535
|
-
{
|
536
|
-
return m_angularVelocity;
|
537
|
-
}
|
538
|
-
|
539
|
-
inline float32 b2Body::GetMass() const
|
540
|
-
{
|
541
|
-
return m_mass;
|
542
|
-
}
|
543
|
-
|
544
|
-
inline float32 b2Body::GetInertia() const
|
545
|
-
{
|
546
|
-
return m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
|
547
|
-
}
|
548
|
-
|
549
|
-
inline void b2Body::GetMassData(b2MassData* data) const
|
550
|
-
{
|
551
|
-
data->mass = m_mass;
|
552
|
-
data->I = m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
|
553
|
-
data->center = m_sweep.localCenter;
|
554
|
-
}
|
555
|
-
|
556
|
-
inline b2Vec2 b2Body::GetWorldPoint(const b2Vec2& localPoint) const
|
557
|
-
{
|
558
|
-
return b2Mul(m_xf, localPoint);
|
559
|
-
}
|
560
|
-
|
561
|
-
inline b2Vec2 b2Body::GetWorldVector(const b2Vec2& localVector) const
|
562
|
-
{
|
563
|
-
return b2Mul(m_xf.q, localVector);
|
564
|
-
}
|
565
|
-
|
566
|
-
inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const
|
567
|
-
{
|
568
|
-
return b2MulT(m_xf, worldPoint);
|
569
|
-
}
|
570
|
-
|
571
|
-
inline b2Vec2 b2Body::GetLocalVector(const b2Vec2& worldVector) const
|
572
|
-
{
|
573
|
-
return b2MulT(m_xf.q, worldVector);
|
574
|
-
}
|
575
|
-
|
576
|
-
inline b2Vec2 b2Body::GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const
|
577
|
-
{
|
578
|
-
return m_linearVelocity + b2Cross(m_angularVelocity, worldPoint - m_sweep.c);
|
579
|
-
}
|
580
|
-
|
581
|
-
inline b2Vec2 b2Body::GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const
|
582
|
-
{
|
583
|
-
return GetLinearVelocityFromWorldPoint(GetWorldPoint(localPoint));
|
584
|
-
}
|
585
|
-
|
586
|
-
inline float32 b2Body::GetLinearDamping() const
|
587
|
-
{
|
588
|
-
return m_linearDamping;
|
589
|
-
}
|
590
|
-
|
591
|
-
inline void b2Body::SetLinearDamping(float32 linearDamping)
|
592
|
-
{
|
593
|
-
m_linearDamping = linearDamping;
|
594
|
-
}
|
595
|
-
|
596
|
-
inline float32 b2Body::GetAngularDamping() const
|
597
|
-
{
|
598
|
-
return m_angularDamping;
|
599
|
-
}
|
600
|
-
|
601
|
-
inline void b2Body::SetAngularDamping(float32 angularDamping)
|
602
|
-
{
|
603
|
-
m_angularDamping = angularDamping;
|
604
|
-
}
|
605
|
-
|
606
|
-
inline float32 b2Body::GetGravityScale() const
|
607
|
-
{
|
608
|
-
return m_gravityScale;
|
609
|
-
}
|
610
|
-
|
611
|
-
inline void b2Body::SetGravityScale(float32 scale)
|
612
|
-
{
|
613
|
-
m_gravityScale = scale;
|
614
|
-
}
|
615
|
-
|
616
|
-
inline void b2Body::SetBullet(bool flag)
|
617
|
-
{
|
618
|
-
if (flag)
|
619
|
-
{
|
620
|
-
m_flags |= e_bulletFlag;
|
621
|
-
}
|
622
|
-
else
|
623
|
-
{
|
624
|
-
m_flags &= ~e_bulletFlag;
|
625
|
-
}
|
626
|
-
}
|
627
|
-
|
628
|
-
inline bool b2Body::IsBullet() const
|
629
|
-
{
|
630
|
-
return (m_flags & e_bulletFlag) == e_bulletFlag;
|
631
|
-
}
|
632
|
-
|
633
|
-
inline void b2Body::SetAwake(bool flag)
|
634
|
-
{
|
635
|
-
if (flag)
|
636
|
-
{
|
637
|
-
if ((m_flags & e_awakeFlag) == 0)
|
638
|
-
{
|
639
|
-
m_flags |= e_awakeFlag;
|
640
|
-
m_sleepTime = 0.0f;
|
641
|
-
}
|
642
|
-
}
|
643
|
-
else
|
644
|
-
{
|
645
|
-
m_flags &= ~e_awakeFlag;
|
646
|
-
m_sleepTime = 0.0f;
|
647
|
-
m_linearVelocity.SetZero();
|
648
|
-
m_angularVelocity = 0.0f;
|
649
|
-
m_force.SetZero();
|
650
|
-
m_torque = 0.0f;
|
651
|
-
}
|
652
|
-
}
|
653
|
-
|
654
|
-
inline bool b2Body::IsAwake() const
|
655
|
-
{
|
656
|
-
return (m_flags & e_awakeFlag) == e_awakeFlag;
|
657
|
-
}
|
658
|
-
|
659
|
-
inline bool b2Body::IsActive() const
|
660
|
-
{
|
661
|
-
return (m_flags & e_activeFlag) == e_activeFlag;
|
662
|
-
}
|
663
|
-
|
664
|
-
inline bool b2Body::IsFixedRotation() const
|
665
|
-
{
|
666
|
-
return (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
|
667
|
-
}
|
668
|
-
|
669
|
-
inline void b2Body::SetSleepingAllowed(bool flag)
|
670
|
-
{
|
671
|
-
if (flag)
|
672
|
-
{
|
673
|
-
m_flags |= e_autoSleepFlag;
|
674
|
-
}
|
675
|
-
else
|
676
|
-
{
|
677
|
-
m_flags &= ~e_autoSleepFlag;
|
678
|
-
SetAwake(true);
|
679
|
-
}
|
680
|
-
}
|
681
|
-
|
682
|
-
inline bool b2Body::IsSleepingAllowed() const
|
683
|
-
{
|
684
|
-
return (m_flags & e_autoSleepFlag) == e_autoSleepFlag;
|
685
|
-
}
|
686
|
-
|
687
|
-
inline b2Fixture* b2Body::GetFixtureList()
|
688
|
-
{
|
689
|
-
return m_fixtureList;
|
690
|
-
}
|
691
|
-
|
692
|
-
inline const b2Fixture* b2Body::GetFixtureList() const
|
693
|
-
{
|
694
|
-
return m_fixtureList;
|
695
|
-
}
|
696
|
-
|
697
|
-
inline b2JointEdge* b2Body::GetJointList()
|
698
|
-
{
|
699
|
-
return m_jointList;
|
700
|
-
}
|
701
|
-
|
702
|
-
inline const b2JointEdge* b2Body::GetJointList() const
|
703
|
-
{
|
704
|
-
return m_jointList;
|
705
|
-
}
|
706
|
-
|
707
|
-
inline b2ContactEdge* b2Body::GetContactList()
|
708
|
-
{
|
709
|
-
return m_contactList;
|
710
|
-
}
|
711
|
-
|
712
|
-
inline const b2ContactEdge* b2Body::GetContactList() const
|
713
|
-
{
|
714
|
-
return m_contactList;
|
715
|
-
}
|
716
|
-
|
717
|
-
inline b2Body* b2Body::GetNext()
|
718
|
-
{
|
719
|
-
return m_next;
|
720
|
-
}
|
721
|
-
|
722
|
-
inline const b2Body* b2Body::GetNext() const
|
723
|
-
{
|
724
|
-
return m_next;
|
725
|
-
}
|
726
|
-
|
727
|
-
inline void b2Body::SetUserData(void* data)
|
728
|
-
{
|
729
|
-
m_userData = data;
|
730
|
-
}
|
731
|
-
|
732
|
-
inline void* b2Body::GetUserData() const
|
733
|
-
{
|
734
|
-
return m_userData;
|
735
|
-
}
|
736
|
-
|
737
|
-
inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake)
|
738
|
-
{
|
739
|
-
if (m_type != b2_dynamicBody)
|
740
|
-
{
|
741
|
-
return;
|
742
|
-
}
|
743
|
-
|
744
|
-
if (wake && (m_flags & e_awakeFlag) == 0)
|
745
|
-
{
|
746
|
-
SetAwake(true);
|
747
|
-
}
|
748
|
-
|
749
|
-
// Don't accumulate a force if the body is sleeping.
|
750
|
-
if (m_flags & e_awakeFlag)
|
751
|
-
{
|
752
|
-
m_force += force;
|
753
|
-
m_torque += b2Cross(point - m_sweep.c, force);
|
754
|
-
}
|
755
|
-
}
|
756
|
-
|
757
|
-
inline void b2Body::ApplyForceToCenter(const b2Vec2& force, bool wake)
|
758
|
-
{
|
759
|
-
if (m_type != b2_dynamicBody)
|
760
|
-
{
|
761
|
-
return;
|
762
|
-
}
|
763
|
-
|
764
|
-
if (wake && (m_flags & e_awakeFlag) == 0)
|
765
|
-
{
|
766
|
-
SetAwake(true);
|
767
|
-
}
|
768
|
-
|
769
|
-
// Don't accumulate a force if the body is sleeping
|
770
|
-
if (m_flags & e_awakeFlag)
|
771
|
-
{
|
772
|
-
m_force += force;
|
773
|
-
}
|
774
|
-
}
|
775
|
-
|
776
|
-
inline void b2Body::ApplyTorque(float32 torque, bool wake)
|
777
|
-
{
|
778
|
-
if (m_type != b2_dynamicBody)
|
779
|
-
{
|
780
|
-
return;
|
781
|
-
}
|
782
|
-
|
783
|
-
if (wake && (m_flags & e_awakeFlag) == 0)
|
784
|
-
{
|
785
|
-
SetAwake(true);
|
786
|
-
}
|
787
|
-
|
788
|
-
// Don't accumulate a force if the body is sleeping
|
789
|
-
if (m_flags & e_awakeFlag)
|
790
|
-
{
|
791
|
-
m_torque += torque;
|
792
|
-
}
|
793
|
-
}
|
794
|
-
|
795
|
-
inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake)
|
796
|
-
{
|
797
|
-
if (m_type != b2_dynamicBody)
|
798
|
-
{
|
799
|
-
return;
|
800
|
-
}
|
801
|
-
|
802
|
-
if (wake && (m_flags & e_awakeFlag) == 0)
|
803
|
-
{
|
804
|
-
SetAwake(true);
|
805
|
-
}
|
806
|
-
|
807
|
-
// Don't accumulate velocity if the body is sleeping
|
808
|
-
if (m_flags & e_awakeFlag)
|
809
|
-
{
|
810
|
-
m_linearVelocity += m_invMass * impulse;
|
811
|
-
m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, impulse);
|
812
|
-
}
|
813
|
-
}
|
814
|
-
|
815
|
-
inline void b2Body::ApplyAngularImpulse(float32 impulse, bool wake)
|
816
|
-
{
|
817
|
-
if (m_type != b2_dynamicBody)
|
818
|
-
{
|
819
|
-
return;
|
820
|
-
}
|
821
|
-
|
822
|
-
if (wake && (m_flags & e_awakeFlag) == 0)
|
823
|
-
{
|
824
|
-
SetAwake(true);
|
825
|
-
}
|
826
|
-
|
827
|
-
// Don't accumulate velocity if the body is sleeping
|
828
|
-
if (m_flags & e_awakeFlag)
|
829
|
-
{
|
830
|
-
m_angularVelocity += m_invI * impulse;
|
831
|
-
}
|
832
|
-
}
|
833
|
-
|
834
|
-
inline void b2Body::SynchronizeTransform()
|
835
|
-
{
|
836
|
-
m_xf.q.Set(m_sweep.a);
|
837
|
-
m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
|
838
|
-
}
|
839
|
-
|
840
|
-
inline void b2Body::Advance(float32 alpha)
|
841
|
-
{
|
842
|
-
// Advance to the new safe time. This doesn't sync the broad-phase.
|
843
|
-
m_sweep.Advance(alpha);
|
844
|
-
m_sweep.c = m_sweep.c0;
|
845
|
-
m_sweep.a = m_sweep.a0;
|
846
|
-
m_xf.q.Set(m_sweep.a);
|
847
|
-
m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
|
848
|
-
}
|
849
|
-
|
850
|
-
inline b2World* b2Body::GetWorld()
|
851
|
-
{
|
852
|
-
return m_world;
|
853
|
-
}
|
854
|
-
|
855
|
-
inline const b2World* b2Body::GetWorld() const
|
856
|
-
{
|
857
|
-
return m_world;
|
858
|
-
}
|
859
|
-
|
860
|
-
#endif
|