reflexion 0.1.12 → 0.1.13

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Files changed (329) hide show
  1. checksums.yaml +5 -5
  2. data/.doc/ext/reflex/application.cpp +9 -5
  3. data/.doc/ext/reflex/capture_event.cpp +0 -4
  4. data/.doc/ext/reflex/contact_event.cpp +17 -10
  5. data/.doc/ext/reflex/draw_event.cpp +1 -5
  6. data/.doc/ext/reflex/ellipse_shape.cpp +51 -24
  7. data/.doc/ext/reflex/event.cpp +0 -4
  8. data/.doc/ext/reflex/filter.cpp +81 -0
  9. data/.doc/ext/reflex/focus_event.cpp +9 -13
  10. data/.doc/ext/reflex/frame_event.cpp +40 -6
  11. data/.doc/ext/reflex/image_view.cpp +1 -10
  12. data/.doc/ext/reflex/key_event.cpp +2 -6
  13. data/.doc/ext/reflex/line_shape.cpp +99 -0
  14. data/.doc/ext/reflex/motion_event.cpp +75 -0
  15. data/.doc/ext/reflex/native.cpp +18 -18
  16. data/.doc/ext/reflex/pointer_event.cpp +5 -11
  17. data/.doc/ext/reflex/polygon_shape.cpp +65 -0
  18. data/.doc/ext/reflex/rect_shape.cpp +102 -23
  19. data/.doc/ext/reflex/reflex.cpp +21 -2
  20. data/.doc/ext/reflex/scroll_event.cpp +0 -6
  21. data/.doc/ext/reflex/selector.cpp +43 -15
  22. data/.doc/ext/reflex/shape.cpp +211 -0
  23. data/.doc/ext/reflex/style.cpp +359 -185
  24. data/.doc/ext/reflex/style_length.cpp +163 -35
  25. data/.doc/ext/reflex/timer.cpp +101 -0
  26. data/.doc/ext/reflex/timer_event.cpp +123 -0
  27. data/.doc/ext/reflex/update_event.cpp +11 -6
  28. data/.doc/ext/reflex/view.cpp +548 -144
  29. data/.doc/ext/reflex/wheel_event.cpp +0 -22
  30. data/.doc/ext/reflex/window.cpp +7 -15
  31. data/README.md +1 -1
  32. data/Rakefile +14 -12
  33. data/VERSION +1 -1
  34. data/ext/reflex/application.cpp +10 -5
  35. data/ext/reflex/capture_event.cpp +1 -5
  36. data/ext/reflex/contact_event.cpp +19 -11
  37. data/ext/reflex/defs.h +5 -2
  38. data/ext/reflex/draw_event.cpp +2 -6
  39. data/ext/reflex/ellipse_shape.cpp +56 -25
  40. data/ext/reflex/event.cpp +0 -4
  41. data/ext/reflex/extconf.rb +1 -2
  42. data/ext/reflex/filter.cpp +86 -0
  43. data/ext/reflex/focus_event.cpp +11 -15
  44. data/ext/reflex/frame_event.cpp +46 -7
  45. data/ext/reflex/image_view.cpp +1 -10
  46. data/ext/reflex/key_event.cpp +3 -7
  47. data/ext/reflex/line_shape.cpp +104 -0
  48. data/ext/reflex/motion_event.cpp +79 -0
  49. data/ext/reflex/native.cpp +18 -18
  50. data/ext/reflex/pointer_event.cpp +6 -12
  51. data/ext/reflex/polygon_shape.cpp +68 -0
  52. data/ext/reflex/rect_shape.cpp +113 -24
  53. data/ext/reflex/reflex.cpp +21 -2
  54. data/ext/reflex/scroll_event.cpp +1 -7
  55. data/ext/reflex/selector.cpp +46 -16
  56. data/ext/reflex/selector.h +130 -0
  57. data/ext/reflex/shape.cpp +231 -0
  58. data/ext/reflex/style.cpp +363 -192
  59. data/ext/reflex/style_length.cpp +164 -37
  60. data/ext/reflex/timer.cpp +108 -0
  61. data/ext/reflex/timer_event.cpp +133 -0
  62. data/ext/reflex/update_event.cpp +13 -7
  63. data/ext/reflex/view.cpp +594 -150
  64. data/ext/reflex/wheel_event.cpp +1 -25
  65. data/ext/reflex/window.cpp +7 -15
  66. data/include/reflex/application.h +2 -0
  67. data/include/reflex/debug.h +22 -0
  68. data/include/reflex/defs.h +45 -0
  69. data/include/reflex/event.h +60 -16
  70. data/include/reflex/exception.h +9 -0
  71. data/include/reflex/filter.h +56 -0
  72. data/include/reflex/image_view.h +1 -1
  73. data/include/reflex/ruby/application.h +17 -9
  74. data/include/reflex/ruby/event.h +22 -0
  75. data/include/reflex/ruby/filter.h +69 -0
  76. data/include/reflex/ruby/selector.h +1 -1
  77. data/include/reflex/ruby/shape.h +140 -0
  78. data/include/reflex/ruby/style.h +1 -1
  79. data/include/reflex/ruby/timer.h +69 -0
  80. data/include/reflex/ruby/view.h +43 -76
  81. data/include/reflex/ruby/window.h +17 -32
  82. data/include/reflex/ruby.h +6 -4
  83. data/include/reflex/selector.h +54 -2
  84. data/include/reflex/shape.h +211 -0
  85. data/include/reflex/style.h +111 -77
  86. data/include/reflex/timer.h +73 -0
  87. data/include/reflex/view.h +181 -59
  88. data/include/reflex/window.h +4 -3
  89. data/include/reflex.h +5 -4
  90. data/lib/reflex/application.rb +6 -3
  91. data/lib/reflex/button.rb +2 -2
  92. data/lib/reflex/capture_event.rb +7 -6
  93. data/lib/reflex/contact_event.rb +10 -12
  94. data/lib/reflex/draw_event.rb +6 -1
  95. data/lib/reflex/ellipse_shape.rb +27 -0
  96. data/lib/reflex/filter.rb +18 -0
  97. data/lib/reflex/fixture.rb +4 -0
  98. data/lib/reflex/focus_event.rb +10 -12
  99. data/lib/reflex/frame_event.rb +1 -1
  100. data/lib/reflex/helper.rb +17 -29
  101. data/lib/reflex/key_event.rb +13 -11
  102. data/lib/reflex/line_shape.rb +18 -0
  103. data/lib/reflex/{texture.rb → matrix.rb} +2 -2
  104. data/lib/reflex/module.rb +4 -19
  105. data/lib/reflex/pointer_event.rb +26 -37
  106. data/lib/reflex/polygon.rb +14 -0
  107. data/lib/reflex/polygon_shape.rb +23 -0
  108. data/lib/reflex/polyline.rb +13 -0
  109. data/lib/reflex/rect_shape.rb +20 -0
  110. data/lib/reflex/reflex.rb +1 -3
  111. data/lib/reflex/scroll_event.rb +1 -1
  112. data/lib/reflex/selector.rb +2 -2
  113. data/lib/reflex/shape.rb +62 -0
  114. data/lib/reflex/style.rb +78 -11
  115. data/lib/reflex/style_length.rb +0 -11
  116. data/lib/reflex/text_view.rb +7 -24
  117. data/lib/reflex/timer.rb +30 -0
  118. data/lib/reflex/timer_event.rb +29 -0
  119. data/lib/reflex/update_event.rb +1 -1
  120. data/lib/reflex/view.rb +127 -32
  121. data/lib/reflex/wheel_event.rb +9 -1
  122. data/lib/reflex/window.rb +29 -9
  123. data/lib/reflex.rb +11 -5
  124. data/lib/reflexion.rb +23 -7
  125. data/reflex.gemspec +8 -10
  126. data/samples/bats.rb +4 -4
  127. data/samples/fans.rb +1 -1
  128. data/samples/fps.rb +5 -3
  129. data/samples/hello.rb +4 -6
  130. data/samples/image.rb +5 -4
  131. data/samples/ios/hello/hello.xcodeproj/project.pbxproj +0 -2
  132. data/samples/layout.rb +16 -7
  133. data/samples/model.rb +10 -7
  134. data/samples/physics.rb +22 -20
  135. data/samples/reflexion/breakout.rb +4 -5
  136. data/samples/reflexion/hello.rb +2 -2
  137. data/samples/reflexion/jump_action.rb +191 -0
  138. data/samples/reflexion/noise.rb +23 -0
  139. data/samples/reflexion/paint.rb +7 -6
  140. data/samples/reflexion/physics.rb +15 -8
  141. data/samples/reflexion/pulse.rb +24 -10
  142. data/samples/shader.rb +8 -6
  143. data/samples/shapes.rb +63 -14
  144. data/samples/tree.rb +9 -10
  145. data/samples/views.rb +3 -3
  146. data/samples/visuals.rb +2 -5
  147. data/src/body.cpp +146 -345
  148. data/src/body.h +91 -0
  149. data/src/event.cpp +66 -16
  150. data/src/exception.cpp +13 -3
  151. data/src/filter.cpp +76 -0
  152. data/src/fixture.cpp +164 -39
  153. data/src/fixture.h +85 -0
  154. data/src/image_view.cpp +4 -4
  155. data/src/ios/app_delegate.h +5 -10
  156. data/src/ios/app_delegate.mm +79 -41
  157. data/src/ios/application.h +32 -0
  158. data/src/ios/application.mm +35 -25
  159. data/src/ios/event.mm +8 -4
  160. data/src/ios/reflex.mm +0 -7
  161. data/src/ios/view_controller.h +33 -0
  162. data/src/ios/view_controller.mm +436 -0
  163. data/src/ios/window.h +40 -0
  164. data/src/ios/window.mm +59 -250
  165. data/src/osx/app_delegate.h +5 -10
  166. data/src/osx/app_delegate.mm +52 -55
  167. data/src/osx/application.h +32 -0
  168. data/src/osx/application.mm +44 -39
  169. data/src/osx/native_window.h +0 -15
  170. data/src/osx/native_window.mm +131 -115
  171. data/src/osx/opengl_view.h +0 -2
  172. data/src/osx/opengl_view.mm +12 -3
  173. data/src/osx/reflex.mm +0 -9
  174. data/src/osx/window.h +42 -0
  175. data/src/osx/window.mm +45 -252
  176. data/src/selector.cpp +232 -7
  177. data/src/selector.h +52 -0
  178. data/src/shape.cpp +1191 -0
  179. data/src/shape.h +61 -0
  180. data/src/style.cpp +571 -374
  181. data/src/style.h +39 -0
  182. data/src/timer.cpp +291 -0
  183. data/src/timer.h +55 -0
  184. data/src/view.cpp +1624 -984
  185. data/src/view.h +56 -0
  186. data/src/win32/window.cpp +3 -4
  187. data/src/window.cpp +275 -20
  188. data/src/window.h +92 -0
  189. data/src/world.cpp +112 -111
  190. data/src/world.h +34 -53
  191. data/task/box2d.rake +31 -10
  192. data/test/test_capture_event.rb +8 -6
  193. data/test/test_pointer_event.rb +85 -0
  194. data/test/test_selector.rb +1 -1
  195. data/test/test_shape.rb +71 -0
  196. data/test/test_style.rb +77 -11
  197. data/test/test_style_length.rb +42 -13
  198. data/test/test_view.rb +138 -14
  199. metadata +109 -210
  200. data/.doc/ext/reflex/arc_shape.cpp +0 -89
  201. data/.doc/ext/reflex/body.cpp +0 -299
  202. data/.doc/ext/reflex/fixture.cpp +0 -101
  203. data/.doc/ext/reflex/shape_view.cpp +0 -153
  204. data/ext/reflex/arc_shape.cpp +0 -94
  205. data/ext/reflex/body.cpp +0 -328
  206. data/ext/reflex/fixture.cpp +0 -108
  207. data/ext/reflex/shape_view.cpp +0 -161
  208. data/include/reflex/bitmap.h +0 -20
  209. data/include/reflex/body.h +0 -128
  210. data/include/reflex/bounds.h +0 -20
  211. data/include/reflex/color.h +0 -20
  212. data/include/reflex/color_space.h +0 -20
  213. data/include/reflex/fixture.h +0 -117
  214. data/include/reflex/font.h +0 -20
  215. data/include/reflex/image.h +0 -20
  216. data/include/reflex/matrix.h +0 -20
  217. data/include/reflex/painter.h +0 -20
  218. data/include/reflex/point.h +0 -24
  219. data/include/reflex/ruby/body.h +0 -41
  220. data/include/reflex/ruby/fixture.h +0 -41
  221. data/include/reflex/ruby/shape_view.h +0 -96
  222. data/include/reflex/shader.h +0 -20
  223. data/include/reflex/shape_view.h +0 -146
  224. data/include/reflex/texture.h +0 -20
  225. data/lib/reflex/body.rb +0 -22
  226. data/lib/reflex/flags.rb +0 -18
  227. data/lib/reflex/shape_view.rb +0 -25
  228. data/src/ios/application_data.h +0 -45
  229. data/src/ios/native_window.h +0 -39
  230. data/src/ios/native_window.mm +0 -224
  231. data/src/ios/opengl_view.h +0 -13
  232. data/src/ios/opengl_view.mm +0 -139
  233. data/src/ios/window_data.h +0 -75
  234. data/src/osx/application_data.h +0 -45
  235. data/src/osx/window_data.h +0 -75
  236. data/src/physics/Box2D/Box2D.h +0 -68
  237. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.cpp +0 -193
  238. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.h +0 -105
  239. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.cpp +0 -99
  240. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.h +0 -91
  241. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.cpp +0 -138
  242. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.h +0 -74
  243. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.cpp +0 -467
  244. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.h +0 -101
  245. data/src/physics/Box2D/Collision/Shapes/b2Shape.h +0 -101
  246. data/src/physics/Box2D/Collision/b2BroadPhase.cpp +0 -119
  247. data/src/physics/Box2D/Collision/b2BroadPhase.h +0 -257
  248. data/src/physics/Box2D/Collision/b2CollideCircle.cpp +0 -154
  249. data/src/physics/Box2D/Collision/b2CollideEdge.cpp +0 -698
  250. data/src/physics/Box2D/Collision/b2CollidePolygon.cpp +0 -239
  251. data/src/physics/Box2D/Collision/b2Collision.cpp +0 -252
  252. data/src/physics/Box2D/Collision/b2Collision.h +0 -277
  253. data/src/physics/Box2D/Collision/b2Distance.cpp +0 -603
  254. data/src/physics/Box2D/Collision/b2Distance.h +0 -141
  255. data/src/physics/Box2D/Collision/b2DynamicTree.cpp +0 -778
  256. data/src/physics/Box2D/Collision/b2DynamicTree.h +0 -289
  257. data/src/physics/Box2D/Collision/b2TimeOfImpact.cpp +0 -486
  258. data/src/physics/Box2D/Collision/b2TimeOfImpact.h +0 -58
  259. data/src/physics/Box2D/Common/b2BlockAllocator.cpp +0 -215
  260. data/src/physics/Box2D/Common/b2BlockAllocator.h +0 -62
  261. data/src/physics/Box2D/Common/b2Draw.cpp +0 -44
  262. data/src/physics/Box2D/Common/b2Draw.h +0 -86
  263. data/src/physics/Box2D/Common/b2GrowableStack.h +0 -85
  264. data/src/physics/Box2D/Common/b2Math.cpp +0 -94
  265. data/src/physics/Box2D/Common/b2Math.h +0 -720
  266. data/src/physics/Box2D/Common/b2Settings.cpp +0 -44
  267. data/src/physics/Box2D/Common/b2Settings.h +0 -151
  268. data/src/physics/Box2D/Common/b2StackAllocator.cpp +0 -83
  269. data/src/physics/Box2D/Common/b2StackAllocator.h +0 -60
  270. data/src/physics/Box2D/Common/b2Timer.cpp +0 -101
  271. data/src/physics/Box2D/Common/b2Timer.h +0 -50
  272. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp +0 -53
  273. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h +0 -39
  274. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp +0 -53
  275. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h +0 -39
  276. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.cpp +0 -52
  277. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.h +0 -39
  278. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.cpp +0 -247
  279. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.h +0 -349
  280. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.cpp +0 -838
  281. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.h +0 -95
  282. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp +0 -49
  283. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h +0 -39
  284. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp +0 -49
  285. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h +0 -39
  286. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp +0 -49
  287. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h +0 -38
  288. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.cpp +0 -52
  289. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.h +0 -39
  290. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.cpp +0 -260
  291. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.h +0 -169
  292. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.cpp +0 -251
  293. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.h +0 -119
  294. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.cpp +0 -419
  295. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.h +0 -125
  296. data/src/physics/Box2D/Dynamics/Joints/b2Joint.cpp +0 -211
  297. data/src/physics/Box2D/Dynamics/Joints/b2Joint.h +0 -226
  298. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.cpp +0 -304
  299. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.h +0 -133
  300. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.cpp +0 -222
  301. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.h +0 -129
  302. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp +0 -629
  303. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.h +0 -196
  304. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.cpp +0 -348
  305. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.h +0 -152
  306. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp +0 -502
  307. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.h +0 -204
  308. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.cpp +0 -241
  309. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.h +0 -114
  310. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.cpp +0 -344
  311. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.h +0 -126
  312. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.cpp +0 -419
  313. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.h +0 -210
  314. data/src/physics/Box2D/Dynamics/b2Body.cpp +0 -549
  315. data/src/physics/Box2D/Dynamics/b2Body.h +0 -860
  316. data/src/physics/Box2D/Dynamics/b2ContactManager.cpp +0 -296
  317. data/src/physics/Box2D/Dynamics/b2ContactManager.h +0 -52
  318. data/src/physics/Box2D/Dynamics/b2Fixture.cpp +0 -303
  319. data/src/physics/Box2D/Dynamics/b2Fixture.h +0 -345
  320. data/src/physics/Box2D/Dynamics/b2Island.cpp +0 -539
  321. data/src/physics/Box2D/Dynamics/b2Island.h +0 -93
  322. data/src/physics/Box2D/Dynamics/b2TimeStep.h +0 -70
  323. data/src/physics/Box2D/Dynamics/b2World.cpp +0 -1339
  324. data/src/physics/Box2D/Dynamics/b2World.h +0 -354
  325. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.cpp +0 -36
  326. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.h +0 -155
  327. data/src/physics/Box2D/Rope/b2Rope.cpp +0 -259
  328. data/src/physics/Box2D/Rope/b2Rope.h +0 -115
  329. data/src/shape_view.cpp +0 -306
@@ -1,354 +0,0 @@
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- /*
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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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- * in a product, an acknowledgment in the product documentation would be
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- * appreciated but is not required.
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- * 2. Altered source versions must be plainly marked as such, and must not be
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- * misrepresented as being the original software.
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- * 3. This notice may not be removed or altered from any source distribution.
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- */
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-
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- #ifndef B2_WORLD_H
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- #define B2_WORLD_H
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-
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- #include <Box2D/Common/b2Math.h>
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- #include <Box2D/Common/b2BlockAllocator.h>
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- #include <Box2D/Common/b2StackAllocator.h>
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- #include <Box2D/Dynamics/b2ContactManager.h>
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- #include <Box2D/Dynamics/b2WorldCallbacks.h>
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- #include <Box2D/Dynamics/b2TimeStep.h>
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-
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- struct b2AABB;
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- struct b2BodyDef;
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- struct b2Color;
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- struct b2JointDef;
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- class b2Body;
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- class b2Draw;
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- class b2Fixture;
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- class b2Joint;
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-
38
- /// The world class manages all physics entities, dynamic simulation,
39
- /// and asynchronous queries. The world also contains efficient memory
40
- /// management facilities.
41
- class b2World
42
- {
43
- public:
44
- /// Construct a world object.
45
- /// @param gravity the world gravity vector.
46
- b2World(const b2Vec2& gravity);
47
-
48
- /// Destruct the world. All physics entities are destroyed and all heap memory is released.
49
- ~b2World();
50
-
51
- /// Register a destruction listener. The listener is owned by you and must
52
- /// remain in scope.
53
- void SetDestructionListener(b2DestructionListener* listener);
54
-
55
- /// Register a contact filter to provide specific control over collision.
56
- /// Otherwise the default filter is used (b2_defaultFilter). The listener is
57
- /// owned by you and must remain in scope.
58
- void SetContactFilter(b2ContactFilter* filter);
59
-
60
- /// Register a contact event listener. The listener is owned by you and must
61
- /// remain in scope.
62
- void SetContactListener(b2ContactListener* listener);
63
-
64
- /// Register a routine for debug drawing. The debug draw functions are called
65
- /// inside with b2World::DrawDebugData method. The debug draw object is owned
66
- /// by you and must remain in scope.
67
- void SetDebugDraw(b2Draw* debugDraw);
68
-
69
- /// Create a rigid body given a definition. No reference to the definition
70
- /// is retained.
71
- /// @warning This function is locked during callbacks.
72
- b2Body* CreateBody(const b2BodyDef* def);
73
-
74
- /// Destroy a rigid body given a definition. No reference to the definition
75
- /// is retained. This function is locked during callbacks.
76
- /// @warning This automatically deletes all associated shapes and joints.
77
- /// @warning This function is locked during callbacks.
78
- void DestroyBody(b2Body* body);
79
-
80
- /// Create a joint to constrain bodies together. No reference to the definition
81
- /// is retained. This may cause the connected bodies to cease colliding.
82
- /// @warning This function is locked during callbacks.
83
- b2Joint* CreateJoint(const b2JointDef* def);
84
-
85
- /// Destroy a joint. This may cause the connected bodies to begin colliding.
86
- /// @warning This function is locked during callbacks.
87
- void DestroyJoint(b2Joint* joint);
88
-
89
- /// Take a time step. This performs collision detection, integration,
90
- /// and constraint solution.
91
- /// @param timeStep the amount of time to simulate, this should not vary.
92
- /// @param velocityIterations for the velocity constraint solver.
93
- /// @param positionIterations for the position constraint solver.
94
- void Step( float32 timeStep,
95
- int32 velocityIterations,
96
- int32 positionIterations);
97
-
98
- /// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
99
- /// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
100
- /// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
101
- /// a fixed sized time step under a variable frame-rate.
102
- /// When you perform sub-stepping you will disable auto clearing of forces and instead call
103
- /// ClearForces after all sub-steps are complete in one pass of your game loop.
104
- /// @see SetAutoClearForces
105
- void ClearForces();
106
-
107
- /// Call this to draw shapes and other debug draw data. This is intentionally non-const.
108
- void DrawDebugData();
109
-
110
- /// Query the world for all fixtures that potentially overlap the
111
- /// provided AABB.
112
- /// @param callback a user implemented callback class.
113
- /// @param aabb the query box.
114
- void QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const;
115
-
116
- /// Ray-cast the world for all fixtures in the path of the ray. Your callback
117
- /// controls whether you get the closest point, any point, or n-points.
118
- /// The ray-cast ignores shapes that contain the starting point.
119
- /// @param callback a user implemented callback class.
120
- /// @param point1 the ray starting point
121
- /// @param point2 the ray ending point
122
- void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const;
123
-
124
- /// Get the world body list. With the returned body, use b2Body::GetNext to get
125
- /// the next body in the world list. A NULL body indicates the end of the list.
126
- /// @return the head of the world body list.
127
- b2Body* GetBodyList();
128
- const b2Body* GetBodyList() const;
129
-
130
- /// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
131
- /// the next joint in the world list. A NULL joint indicates the end of the list.
132
- /// @return the head of the world joint list.
133
- b2Joint* GetJointList();
134
- const b2Joint* GetJointList() const;
135
-
136
- /// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
137
- /// the next contact in the world list. A NULL contact indicates the end of the list.
138
- /// @return the head of the world contact list.
139
- /// @warning contacts are created and destroyed in the middle of a time step.
140
- /// Use b2ContactListener to avoid missing contacts.
141
- b2Contact* GetContactList();
142
- const b2Contact* GetContactList() const;
143
-
144
- /// Enable/disable sleep.
145
- void SetAllowSleeping(bool flag);
146
- bool GetAllowSleeping() const { return m_allowSleep; }
147
-
148
- /// Enable/disable warm starting. For testing.
149
- void SetWarmStarting(bool flag) { m_warmStarting = flag; }
150
- bool GetWarmStarting() const { return m_warmStarting; }
151
-
152
- /// Enable/disable continuous physics. For testing.
153
- void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
154
- bool GetContinuousPhysics() const { return m_continuousPhysics; }
155
-
156
- /// Enable/disable single stepped continuous physics. For testing.
157
- void SetSubStepping(bool flag) { m_subStepping = flag; }
158
- bool GetSubStepping() const { return m_subStepping; }
159
-
160
- /// Get the number of broad-phase proxies.
161
- int32 GetProxyCount() const;
162
-
163
- /// Get the number of bodies.
164
- int32 GetBodyCount() const;
165
-
166
- /// Get the number of joints.
167
- int32 GetJointCount() const;
168
-
169
- /// Get the number of contacts (each may have 0 or more contact points).
170
- int32 GetContactCount() const;
171
-
172
- /// Get the height of the dynamic tree.
173
- int32 GetTreeHeight() const;
174
-
175
- /// Get the balance of the dynamic tree.
176
- int32 GetTreeBalance() const;
177
-
178
- /// Get the quality metric of the dynamic tree. The smaller the better.
179
- /// The minimum is 1.
180
- float32 GetTreeQuality() const;
181
-
182
- /// Change the global gravity vector.
183
- void SetGravity(const b2Vec2& gravity);
184
-
185
- /// Get the global gravity vector.
186
- b2Vec2 GetGravity() const;
187
-
188
- /// Is the world locked (in the middle of a time step).
189
- bool IsLocked() const;
190
-
191
- /// Set flag to control automatic clearing of forces after each time step.
192
- void SetAutoClearForces(bool flag);
193
-
194
- /// Get the flag that controls automatic clearing of forces after each time step.
195
- bool GetAutoClearForces() const;
196
-
197
- /// Shift the world origin. Useful for large worlds.
198
- /// The body shift formula is: position -= newOrigin
199
- /// @param newOrigin the new origin with respect to the old origin
200
- void ShiftOrigin(const b2Vec2& newOrigin);
201
-
202
- /// Get the contact manager for testing.
203
- const b2ContactManager& GetContactManager() const;
204
-
205
- /// Get the current profile.
206
- const b2Profile& GetProfile() const;
207
-
208
- /// Dump the world into the log file.
209
- /// @warning this should be called outside of a time step.
210
- void Dump();
211
-
212
- private:
213
-
214
- // m_flags
215
- enum
216
- {
217
- e_newFixture = 0x0001,
218
- e_locked = 0x0002,
219
- e_clearForces = 0x0004
220
- };
221
-
222
- friend class b2Body;
223
- friend class b2Fixture;
224
- friend class b2ContactManager;
225
- friend class b2Controller;
226
-
227
- void Solve(const b2TimeStep& step);
228
- void SolveTOI(const b2TimeStep& step);
229
-
230
- void DrawJoint(b2Joint* joint);
231
- void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color);
232
-
233
- b2BlockAllocator m_blockAllocator;
234
- b2StackAllocator m_stackAllocator;
235
-
236
- int32 m_flags;
237
-
238
- b2ContactManager m_contactManager;
239
-
240
- b2Body* m_bodyList;
241
- b2Joint* m_jointList;
242
-
243
- int32 m_bodyCount;
244
- int32 m_jointCount;
245
-
246
- b2Vec2 m_gravity;
247
- bool m_allowSleep;
248
-
249
- b2DestructionListener* m_destructionListener;
250
- b2Draw* g_debugDraw;
251
-
252
- // This is used to compute the time step ratio to
253
- // support a variable time step.
254
- float32 m_inv_dt0;
255
-
256
- // These are for debugging the solver.
257
- bool m_warmStarting;
258
- bool m_continuousPhysics;
259
- bool m_subStepping;
260
-
261
- bool m_stepComplete;
262
-
263
- b2Profile m_profile;
264
- };
265
-
266
- inline b2Body* b2World::GetBodyList()
267
- {
268
- return m_bodyList;
269
- }
270
-
271
- inline const b2Body* b2World::GetBodyList() const
272
- {
273
- return m_bodyList;
274
- }
275
-
276
- inline b2Joint* b2World::GetJointList()
277
- {
278
- return m_jointList;
279
- }
280
-
281
- inline const b2Joint* b2World::GetJointList() const
282
- {
283
- return m_jointList;
284
- }
285
-
286
- inline b2Contact* b2World::GetContactList()
287
- {
288
- return m_contactManager.m_contactList;
289
- }
290
-
291
- inline const b2Contact* b2World::GetContactList() const
292
- {
293
- return m_contactManager.m_contactList;
294
- }
295
-
296
- inline int32 b2World::GetBodyCount() const
297
- {
298
- return m_bodyCount;
299
- }
300
-
301
- inline int32 b2World::GetJointCount() const
302
- {
303
- return m_jointCount;
304
- }
305
-
306
- inline int32 b2World::GetContactCount() const
307
- {
308
- return m_contactManager.m_contactCount;
309
- }
310
-
311
- inline void b2World::SetGravity(const b2Vec2& gravity)
312
- {
313
- m_gravity = gravity;
314
- }
315
-
316
- inline b2Vec2 b2World::GetGravity() const
317
- {
318
- return m_gravity;
319
- }
320
-
321
- inline bool b2World::IsLocked() const
322
- {
323
- return (m_flags & e_locked) == e_locked;
324
- }
325
-
326
- inline void b2World::SetAutoClearForces(bool flag)
327
- {
328
- if (flag)
329
- {
330
- m_flags |= e_clearForces;
331
- }
332
- else
333
- {
334
- m_flags &= ~e_clearForces;
335
- }
336
- }
337
-
338
- /// Get the flag that controls automatic clearing of forces after each time step.
339
- inline bool b2World::GetAutoClearForces() const
340
- {
341
- return (m_flags & e_clearForces) == e_clearForces;
342
- }
343
-
344
- inline const b2ContactManager& b2World::GetContactManager() const
345
- {
346
- return m_contactManager;
347
- }
348
-
349
- inline const b2Profile& b2World::GetProfile() const
350
- {
351
- return m_profile;
352
- }
353
-
354
- #endif
@@ -1,36 +0,0 @@
1
- /*
2
- * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
3
- *
4
- * This software is provided 'as-is', without any express or implied
5
- * warranty. In no event will the authors be held liable for any damages
6
- * arising from the use of this software.
7
- * Permission is granted to anyone to use this software for any purpose,
8
- * including commercial applications, and to alter it and redistribute it
9
- * freely, subject to the following restrictions:
10
- * 1. The origin of this software must not be misrepresented; you must not
11
- * claim that you wrote the original software. If you use this software
12
- * in a product, an acknowledgment in the product documentation would be
13
- * appreciated but is not required.
14
- * 2. Altered source versions must be plainly marked as such, and must not be
15
- * misrepresented as being the original software.
16
- * 3. This notice may not be removed or altered from any source distribution.
17
- */
18
-
19
- #include <Box2D/Dynamics/b2WorldCallbacks.h>
20
- #include <Box2D/Dynamics/b2Fixture.h>
21
-
22
- // Return true if contact calculations should be performed between these two shapes.
23
- // If you implement your own collision filter you may want to build from this implementation.
24
- bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
25
- {
26
- const b2Filter& filterA = fixtureA->GetFilterData();
27
- const b2Filter& filterB = fixtureB->GetFilterData();
28
-
29
- if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0)
30
- {
31
- return filterA.groupIndex > 0;
32
- }
33
-
34
- bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
35
- return collide;
36
- }
@@ -1,155 +0,0 @@
1
- /*
2
- * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
3
- *
4
- * This software is provided 'as-is', without any express or implied
5
- * warranty. In no event will the authors be held liable for any damages
6
- * arising from the use of this software.
7
- * Permission is granted to anyone to use this software for any purpose,
8
- * including commercial applications, and to alter it and redistribute it
9
- * freely, subject to the following restrictions:
10
- * 1. The origin of this software must not be misrepresented; you must not
11
- * claim that you wrote the original software. If you use this software
12
- * in a product, an acknowledgment in the product documentation would be
13
- * appreciated but is not required.
14
- * 2. Altered source versions must be plainly marked as such, and must not be
15
- * misrepresented as being the original software.
16
- * 3. This notice may not be removed or altered from any source distribution.
17
- */
18
-
19
- #ifndef B2_WORLD_CALLBACKS_H
20
- #define B2_WORLD_CALLBACKS_H
21
-
22
- #include <Box2D/Common/b2Settings.h>
23
-
24
- struct b2Vec2;
25
- struct b2Transform;
26
- class b2Fixture;
27
- class b2Body;
28
- class b2Joint;
29
- class b2Contact;
30
- struct b2ContactResult;
31
- struct b2Manifold;
32
-
33
- /// Joints and fixtures are destroyed when their associated
34
- /// body is destroyed. Implement this listener so that you
35
- /// may nullify references to these joints and shapes.
36
- class b2DestructionListener
37
- {
38
- public:
39
- virtual ~b2DestructionListener() {}
40
-
41
- /// Called when any joint is about to be destroyed due
42
- /// to the destruction of one of its attached bodies.
43
- virtual void SayGoodbye(b2Joint* joint) = 0;
44
-
45
- /// Called when any fixture is about to be destroyed due
46
- /// to the destruction of its parent body.
47
- virtual void SayGoodbye(b2Fixture* fixture) = 0;
48
- };
49
-
50
- /// Implement this class to provide collision filtering. In other words, you can implement
51
- /// this class if you want finer control over contact creation.
52
- class b2ContactFilter
53
- {
54
- public:
55
- virtual ~b2ContactFilter() {}
56
-
57
- /// Return true if contact calculations should be performed between these two shapes.
58
- /// @warning for performance reasons this is only called when the AABBs begin to overlap.
59
- virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB);
60
- };
61
-
62
- /// Contact impulses for reporting. Impulses are used instead of forces because
63
- /// sub-step forces may approach infinity for rigid body collisions. These
64
- /// match up one-to-one with the contact points in b2Manifold.
65
- struct b2ContactImpulse
66
- {
67
- float32 normalImpulses[b2_maxManifoldPoints];
68
- float32 tangentImpulses[b2_maxManifoldPoints];
69
- int32 count;
70
- };
71
-
72
- /// Implement this class to get contact information. You can use these results for
73
- /// things like sounds and game logic. You can also get contact results by
74
- /// traversing the contact lists after the time step. However, you might miss
75
- /// some contacts because continuous physics leads to sub-stepping.
76
- /// Additionally you may receive multiple callbacks for the same contact in a
77
- /// single time step.
78
- /// You should strive to make your callbacks efficient because there may be
79
- /// many callbacks per time step.
80
- /// @warning You cannot create/destroy Box2D entities inside these callbacks.
81
- class b2ContactListener
82
- {
83
- public:
84
- virtual ~b2ContactListener() {}
85
-
86
- /// Called when two fixtures begin to touch.
87
- virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
88
-
89
- /// Called when two fixtures cease to touch.
90
- virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
91
-
92
- /// This is called after a contact is updated. This allows you to inspect a
93
- /// contact before it goes to the solver. If you are careful, you can modify the
94
- /// contact manifold (e.g. disable contact).
95
- /// A copy of the old manifold is provided so that you can detect changes.
96
- /// Note: this is called only for awake bodies.
97
- /// Note: this is called even when the number of contact points is zero.
98
- /// Note: this is not called for sensors.
99
- /// Note: if you set the number of contact points to zero, you will not
100
- /// get an EndContact callback. However, you may get a BeginContact callback
101
- /// the next step.
102
- virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
103
- {
104
- B2_NOT_USED(contact);
105
- B2_NOT_USED(oldManifold);
106
- }
107
-
108
- /// This lets you inspect a contact after the solver is finished. This is useful
109
- /// for inspecting impulses.
110
- /// Note: the contact manifold does not include time of impact impulses, which can be
111
- /// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
112
- /// in a separate data structure.
113
- /// Note: this is only called for contacts that are touching, solid, and awake.
114
- virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
115
- {
116
- B2_NOT_USED(contact);
117
- B2_NOT_USED(impulse);
118
- }
119
- };
120
-
121
- /// Callback class for AABB queries.
122
- /// See b2World::Query
123
- class b2QueryCallback
124
- {
125
- public:
126
- virtual ~b2QueryCallback() {}
127
-
128
- /// Called for each fixture found in the query AABB.
129
- /// @return false to terminate the query.
130
- virtual bool ReportFixture(b2Fixture* fixture) = 0;
131
- };
132
-
133
- /// Callback class for ray casts.
134
- /// See b2World::RayCast
135
- class b2RayCastCallback
136
- {
137
- public:
138
- virtual ~b2RayCastCallback() {}
139
-
140
- /// Called for each fixture found in the query. You control how the ray cast
141
- /// proceeds by returning a float:
142
- /// return -1: ignore this fixture and continue
143
- /// return 0: terminate the ray cast
144
- /// return fraction: clip the ray to this point
145
- /// return 1: don't clip the ray and continue
146
- /// @param fixture the fixture hit by the ray
147
- /// @param point the point of initial intersection
148
- /// @param normal the normal vector at the point of intersection
149
- /// @return -1 to filter, 0 to terminate, fraction to clip the ray for
150
- /// closest hit, 1 to continue
151
- virtual float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point,
152
- const b2Vec2& normal, float32 fraction) = 0;
153
- };
154
-
155
- #endif