reflexion 0.1.7 → 0.1.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (223) hide show
  1. checksums.yaml +4 -4
  2. data/.doc/ext/reflex/application.cpp +5 -5
  3. data/.doc/ext/reflex/body.cpp +167 -0
  4. data/.doc/ext/reflex/capture_event.cpp +4 -4
  5. data/.doc/ext/reflex/draw_event.cpp +4 -4
  6. data/.doc/ext/reflex/event.cpp +4 -4
  7. data/.doc/ext/reflex/fixture.cpp +101 -0
  8. data/.doc/ext/reflex/focus_event.cpp +4 -4
  9. data/.doc/ext/reflex/frame_event.cpp +4 -4
  10. data/.doc/ext/reflex/image_view.cpp +22 -5
  11. data/.doc/ext/reflex/key_event.cpp +4 -4
  12. data/.doc/ext/reflex/native.cpp +6 -0
  13. data/.doc/ext/reflex/pointer_event.cpp +4 -4
  14. data/.doc/ext/reflex/reflex.cpp +2 -3
  15. data/.doc/ext/reflex/scroll_event.cpp +4 -4
  16. data/.doc/ext/reflex/selector.cpp +4 -4
  17. data/.doc/ext/reflex/style.cpp +4 -4
  18. data/.doc/ext/reflex/style_length.cpp +4 -4
  19. data/.doc/ext/reflex/style_length2.cpp +4 -4
  20. data/.doc/ext/reflex/style_length4.cpp +4 -4
  21. data/.doc/ext/reflex/update_event.cpp +4 -4
  22. data/.doc/ext/reflex/view.cpp +110 -8
  23. data/.doc/ext/reflex/wheel_event.cpp +4 -4
  24. data/.doc/ext/reflex/window.cpp +36 -12
  25. data/README.md +2 -2
  26. data/Rakefile +2 -1
  27. data/VERSION +1 -1
  28. data/ext/reflex/application.cpp +8 -8
  29. data/ext/reflex/body.cpp +181 -0
  30. data/ext/reflex/capture_event.cpp +4 -4
  31. data/ext/reflex/draw_event.cpp +4 -4
  32. data/ext/reflex/event.cpp +4 -4
  33. data/ext/reflex/fixture.cpp +108 -0
  34. data/ext/reflex/focus_event.cpp +4 -4
  35. data/ext/reflex/frame_event.cpp +4 -4
  36. data/ext/reflex/image_view.cpp +24 -5
  37. data/ext/reflex/key_event.cpp +4 -4
  38. data/ext/reflex/native.cpp +6 -0
  39. data/ext/reflex/pointer_event.cpp +4 -4
  40. data/ext/reflex/reflex.cpp +2 -3
  41. data/ext/reflex/scroll_event.cpp +4 -4
  42. data/ext/reflex/selector.cpp +4 -4
  43. data/ext/reflex/style.cpp +4 -4
  44. data/ext/reflex/style_length.cpp +4 -4
  45. data/ext/reflex/style_length2.cpp +4 -4
  46. data/ext/reflex/style_length4.cpp +4 -4
  47. data/ext/reflex/update_event.cpp +4 -4
  48. data/ext/reflex/view.cpp +126 -12
  49. data/ext/reflex/wheel_event.cpp +4 -4
  50. data/ext/reflex/window.cpp +39 -12
  51. data/include/reflex/bitmap.h +20 -0
  52. data/include/reflex/body.h +82 -0
  53. data/include/reflex/bounds.h +20 -0
  54. data/include/reflex/color.h +20 -0
  55. data/include/reflex/color_space.h +20 -0
  56. data/include/reflex/defs.h +5 -1
  57. data/include/reflex/event.h +16 -25
  58. data/include/reflex/fixture.h +116 -0
  59. data/include/reflex/font.h +20 -0
  60. data/include/reflex/image.h +20 -0
  61. data/include/reflex/image_view.h +1 -1
  62. data/include/reflex/matrix.h +20 -0
  63. data/include/reflex/painter.h +20 -0
  64. data/include/reflex/point.h +24 -0
  65. data/include/reflex/ruby/application.h +6 -0
  66. data/include/reflex/ruby/body.h +41 -0
  67. data/include/reflex/ruby/event.h +68 -0
  68. data/include/reflex/ruby/fixture.h +41 -0
  69. data/include/reflex/ruby/image_view.h +14 -0
  70. data/include/reflex/ruby/selector.h +14 -0
  71. data/include/reflex/ruby/style.h +14 -0
  72. data/include/reflex/ruby/style_length.h +26 -0
  73. data/include/reflex/ruby/view.h +43 -39
  74. data/include/reflex/ruby/window.h +27 -21
  75. data/include/reflex/ruby.h +2 -0
  76. data/include/reflex/shader.h +20 -0
  77. data/include/reflex/style.h +2 -3
  78. data/include/reflex/texture.h +20 -0
  79. data/include/reflex/view.h +45 -24
  80. data/include/reflex/window.h +11 -14
  81. data/include/reflex.h +3 -0
  82. data/lib/reflex/application.rb +6 -2
  83. data/lib/reflex/body.rb +17 -0
  84. data/lib/reflex/fixture.rb +17 -0
  85. data/lib/reflex/view.rb +16 -1
  86. data/lib/reflex/window.rb +13 -1
  87. data/lib/reflex.rb +2 -0
  88. data/reflex.gemspec +1 -1
  89. data/samples/bats.rb +4 -3
  90. data/samples/checker.rb +4 -3
  91. data/samples/fans.rb +4 -3
  92. data/samples/fps.rb +5 -3
  93. data/samples/grid.rb +5 -4
  94. data/samples/hello.rb +1 -1
  95. data/samples/image.rb +3 -2
  96. data/samples/ios/hello/hello/main.cpp +12 -3
  97. data/samples/ios/hello/hello.xcodeproj/project.pbxproj +376 -123
  98. data/samples/key.rb +5 -4
  99. data/samples/layout.rb +3 -2
  100. data/samples/model.rb +3 -2
  101. data/samples/osx/hello/hello/main.cpp +12 -3
  102. data/samples/osx/hello/hello.xcodeproj/project.pbxproj +375 -120
  103. data/samples/physics.rb +37 -0
  104. data/samples/repl.rb +3 -2
  105. data/samples/shader.rb +4 -4
  106. data/samples/shapes.rb +4 -4
  107. data/samples/text.rb +6 -4
  108. data/samples/tree.rb +5 -4
  109. data/samples/views.rb +3 -2
  110. data/samples/visuals.rb +1 -2
  111. data/src/body.cpp +244 -0
  112. data/src/event.cpp +18 -18
  113. data/src/fixture.cpp +108 -0
  114. data/src/image_view.cpp +1 -1
  115. data/src/ios/native_window.h +2 -0
  116. data/src/ios/native_window.mm +18 -1
  117. data/src/ios/opengl_view.mm +8 -0
  118. data/src/ios/window.mm +24 -3
  119. data/src/ios/window_data.h +3 -3
  120. data/src/osx/native_window.mm +17 -1
  121. data/src/osx/window.mm +24 -3
  122. data/src/osx/window_data.h +3 -3
  123. data/src/physics/Box2D/Box2D.h +68 -0
  124. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.cpp +193 -0
  125. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.h +105 -0
  126. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.cpp +99 -0
  127. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.h +91 -0
  128. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.cpp +138 -0
  129. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.h +74 -0
  130. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.cpp +467 -0
  131. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.h +101 -0
  132. data/src/physics/Box2D/Collision/Shapes/b2Shape.h +101 -0
  133. data/src/physics/Box2D/Collision/b2BroadPhase.cpp +119 -0
  134. data/src/physics/Box2D/Collision/b2BroadPhase.h +257 -0
  135. data/src/physics/Box2D/Collision/b2CollideCircle.cpp +154 -0
  136. data/src/physics/Box2D/Collision/b2CollideEdge.cpp +698 -0
  137. data/src/physics/Box2D/Collision/b2CollidePolygon.cpp +239 -0
  138. data/src/physics/Box2D/Collision/b2Collision.cpp +252 -0
  139. data/src/physics/Box2D/Collision/b2Collision.h +277 -0
  140. data/src/physics/Box2D/Collision/b2Distance.cpp +603 -0
  141. data/src/physics/Box2D/Collision/b2Distance.h +141 -0
  142. data/src/physics/Box2D/Collision/b2DynamicTree.cpp +778 -0
  143. data/src/physics/Box2D/Collision/b2DynamicTree.h +289 -0
  144. data/src/physics/Box2D/Collision/b2TimeOfImpact.cpp +486 -0
  145. data/src/physics/Box2D/Collision/b2TimeOfImpact.h +58 -0
  146. data/src/physics/Box2D/Common/b2BlockAllocator.cpp +215 -0
  147. data/src/physics/Box2D/Common/b2BlockAllocator.h +62 -0
  148. data/src/physics/Box2D/Common/b2Draw.cpp +44 -0
  149. data/src/physics/Box2D/Common/b2Draw.h +86 -0
  150. data/src/physics/Box2D/Common/b2GrowableStack.h +85 -0
  151. data/src/physics/Box2D/Common/b2Math.cpp +94 -0
  152. data/src/physics/Box2D/Common/b2Math.h +720 -0
  153. data/src/physics/Box2D/Common/b2Settings.cpp +44 -0
  154. data/src/physics/Box2D/Common/b2Settings.h +151 -0
  155. data/src/physics/Box2D/Common/b2StackAllocator.cpp +83 -0
  156. data/src/physics/Box2D/Common/b2StackAllocator.h +60 -0
  157. data/src/physics/Box2D/Common/b2Timer.cpp +101 -0
  158. data/src/physics/Box2D/Common/b2Timer.h +50 -0
  159. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp +53 -0
  160. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h +39 -0
  161. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp +53 -0
  162. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h +39 -0
  163. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.cpp +52 -0
  164. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.h +39 -0
  165. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.cpp +247 -0
  166. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.h +349 -0
  167. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.cpp +838 -0
  168. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.h +95 -0
  169. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp +49 -0
  170. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h +39 -0
  171. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp +49 -0
  172. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h +39 -0
  173. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp +49 -0
  174. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h +38 -0
  175. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.cpp +52 -0
  176. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.h +39 -0
  177. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.cpp +260 -0
  178. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.h +169 -0
  179. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.cpp +251 -0
  180. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.h +119 -0
  181. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.cpp +419 -0
  182. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.h +125 -0
  183. data/src/physics/Box2D/Dynamics/Joints/b2Joint.cpp +211 -0
  184. data/src/physics/Box2D/Dynamics/Joints/b2Joint.h +226 -0
  185. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.cpp +304 -0
  186. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.h +133 -0
  187. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.cpp +222 -0
  188. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.h +129 -0
  189. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp +629 -0
  190. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.h +196 -0
  191. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.cpp +348 -0
  192. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.h +152 -0
  193. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp +502 -0
  194. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.h +204 -0
  195. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.cpp +241 -0
  196. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.h +114 -0
  197. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.cpp +344 -0
  198. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.h +126 -0
  199. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.cpp +419 -0
  200. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.h +210 -0
  201. data/src/physics/Box2D/Dynamics/b2Body.cpp +549 -0
  202. data/src/physics/Box2D/Dynamics/b2Body.h +860 -0
  203. data/src/physics/Box2D/Dynamics/b2ContactManager.cpp +296 -0
  204. data/src/physics/Box2D/Dynamics/b2ContactManager.h +52 -0
  205. data/src/physics/Box2D/Dynamics/b2Fixture.cpp +303 -0
  206. data/src/physics/Box2D/Dynamics/b2Fixture.h +345 -0
  207. data/src/physics/Box2D/Dynamics/b2Island.cpp +539 -0
  208. data/src/physics/Box2D/Dynamics/b2Island.h +93 -0
  209. data/src/physics/Box2D/Dynamics/b2TimeStep.h +70 -0
  210. data/src/physics/Box2D/Dynamics/b2World.cpp +1339 -0
  211. data/src/physics/Box2D/Dynamics/b2World.h +354 -0
  212. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.cpp +36 -0
  213. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.h +155 -0
  214. data/src/physics/Box2D/Rope/b2Rope.cpp +259 -0
  215. data/src/physics/Box2D/Rope/b2Rope.h +115 -0
  216. data/src/style.cpp +2 -2
  217. data/src/view.cpp +217 -17
  218. data/src/window.cpp +25 -15
  219. data/src/world.cpp +206 -0
  220. data/src/world.h +96 -0
  221. data/task/box2d.rake +25 -0
  222. data/test/test_view.rb +5 -5
  223. metadata +125 -3
@@ -0,0 +1,860 @@
1
+ /*
2
+ * Copyright (c) 2006-2011 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_BODY_H
20
+ #define B2_BODY_H
21
+
22
+ #include <Box2D/Common/b2Math.h>
23
+ #include <Box2D/Collision/Shapes/b2Shape.h>
24
+ #include <memory>
25
+
26
+ class b2Fixture;
27
+ class b2Joint;
28
+ class b2Contact;
29
+ class b2Controller;
30
+ class b2World;
31
+ struct b2FixtureDef;
32
+ struct b2JointEdge;
33
+ struct b2ContactEdge;
34
+
35
+ /// The body type.
36
+ /// static: zero mass, zero velocity, may be manually moved
37
+ /// kinematic: zero mass, non-zero velocity set by user, moved by solver
38
+ /// dynamic: positive mass, non-zero velocity determined by forces, moved by solver
39
+ enum b2BodyType
40
+ {
41
+ b2_staticBody = 0,
42
+ b2_kinematicBody,
43
+ b2_dynamicBody
44
+
45
+ // TODO_ERIN
46
+ //b2_bulletBody,
47
+ };
48
+
49
+ /// A body definition holds all the data needed to construct a rigid body.
50
+ /// You can safely re-use body definitions. Shapes are added to a body after construction.
51
+ struct b2BodyDef
52
+ {
53
+ /// This constructor sets the body definition default values.
54
+ b2BodyDef()
55
+ {
56
+ userData = NULL;
57
+ position.Set(0.0f, 0.0f);
58
+ 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