Magic_Game/src/kiwano-physics/Body.h

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// Copyright (c) 2018-2019 Kiwano - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
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#include <kiwano-physics/ContactEdge.h>
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#include <kiwano-physics/Fixture.h>
#include <kiwano-physics/Shape.h>
#include <kiwano-physics/helper.h>
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namespace kiwano
{
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namespace physics
{
class World;
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KGE_DECLARE_SMART_PTR(Body);
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/**
* \addtogroup Physics
* @{
*/
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>
class KGE_API Body : public virtual ObjectBase
{
public:
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
enum class Type
{
Static = 0, ///< <20><>̬<EFBFBD><CCAC><EFBFBD><EFBFBD>
Kinematic, ///< <20><><EFBFBD><EFBFBD>ѧ<EFBFBD><D1A7><EFBFBD><EFBFBD>
Dynamic, ///< <20><>̬<EFBFBD><CCAC><EFBFBD><EFBFBD>
};
Body();
virtual ~Body();
/// \~chinese
/// @brief <20><>ʼ<EFBFBD><CABC>
/// @param[in] world <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param[in] actor <20>󶨵Ľ<F3B6A8B5>ɫ
bool InitBody(World* world, ActorPtr actor);
/// \~chinese
/// @brief <20><>ʼ<EFBFBD><CABC>
/// @param[in] world <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param[in] actor <20>󶨵Ľ<F3B6A8B5>ɫ
bool InitBody(World* world, Actor* actor);
/// \~chinese
/// @brief <20><><EFBFBD>Ӽо<D3BC>
/// @param shape <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
/// @param density <20><><EFBFBD><EFBFBD><EFBFBD>ܶ<EFBFBD>
Fixture AddFixture(Shape* shape, const Fixture::Param& param);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>μо<CEBC>
/// @param radius Բ<>ΰ뾶
/// @param density <20><><EFBFBD><EFBFBD><EFBFBD>ܶ<EFBFBD>
Fixture AddCircleShape(float radius, float density = 0.f);
/// \~chinese
/// @brief <20><><EFBFBD>Ӻ<EFBFBD><D3BA>μо<CEBC>
/// @param size <20>д<EFBFBD>С
/// @param density <20><><EFBFBD><EFBFBD><EFBFBD>ܶ<EFBFBD>
Fixture AddBoxShape(Vec2 const& size, float density = 0.f);
/// \~chinese
/// @brief <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>μо<CEBC>
/// @param vertexs <20><><EFBFBD><EFBFBD><EFBFBD>ζ˵<CEB6>
/// @param density <20><><EFBFBD><EFBFBD><EFBFBD>ܶ<EFBFBD>
Fixture AddPolygonShape(Vector<Point> const& vertexs, float density = 0.f);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>߶<EFBFBD><DFB6>μо<CEBC>
/// @param p1 <20>߶<EFBFBD><DFB6><EFBFBD><EFBFBD><EFBFBD>
/// @param p2 <20>߶<EFBFBD><DFB6>յ<EFBFBD>
/// @param density <20><><EFBFBD><EFBFBD><EFBFBD>ܶ<EFBFBD>
Fixture AddEdgeShape(Point const& p1, Point const& p2, float density = 0.f);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>μо<CEBC>
/// @param vertexs <20><><EFBFBD><EFBFBD><EFBFBD>˵<EFBFBD>
/// @param loop <20>Ƿ<EFBFBD><C7B7>պ<EFBFBD>
/// @param density <20><><EFBFBD><EFBFBD><EFBFBD>ܶ<EFBFBD>
Fixture AddChainShape(Vector<Point> const& vertexs, bool loop, float density = 0.f);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD>о<EFBFBD><D0BE>б<EFBFBD>
FixtureList GetFixtureList() const;
/// \~chinese
/// @brief <20>Ƴ<EFBFBD><C6B3>о<EFBFBD>
void RemoveFixture(Fixture const& fixture);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD>Ӵ<EFBFBD><D3B4><EFBFBD><EFBFBD>б<EFBFBD>
ContactEdgeList GetContactList() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
uint16_t GetCategoryBits() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetCategoryBits(uint16_t category_bits);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
uint16_t GetMaskBits() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
void SetMaskBits(uint16_t mask_bits);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int16_t GetGroupIndex() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetGroupIndex(int16_t index);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>ת<EFBFBD>Ƕ<EFBFBD>
float GetBodyRotation() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
void SetBodyRotation(float angle);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
Point GetBodyPosition() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
void SetBodyPosition(Point const& pos);
/// \~chinese
/// @brief λ<>ú<EFBFBD><C3BA><EFBFBD>ת<EFBFBD>
void SetBodyTransform(Point const& pos, float angle);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD> [kg]
float GetMass() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
float GetInertia() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param[out] mass <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [kg]
/// @param[out] center <20><><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
/// @param[out] inertia <20><><EFBFBD><EFBFBD>
void GetMassData(float* mass, Point* center, float* inertia) const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param mass <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [kg]
/// @param center <20><><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
/// @param inertia <20><><EFBFBD><EFBFBD>
void SetMassData(float mass, Point const& center, float inertia);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ResetMassData();
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD>ϵĵ<CFB5><C4B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD>λ<EFBFBD><CEBB>
Point GetLocalPoint(Point const& world) const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ϵĵ<CFB5><C4B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><CFB5>λ<EFBFBD><CEBB>
Point GetWorldPoint(Point const& local) const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
Point GetLocalCenter() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
Point GetWorldCenter() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Type GetType() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetType(Type type);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>
float GetGravityScale() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>
void SetGravityScale(float scale);
/// \~chinese
/// @brief ʩ<><CAA9>
/// @param force <20><><EFBFBD>Ĵ<EFBFBD>С<EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD>
/// @param point ʩ<><CAA9><EFBFBD><EFBFBD>
/// @param wake <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ApplyForce(Vec2 const& force, Point const& point, bool wake = true);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʩ<EFBFBD><CAA9>
/// @param force <20><><EFBFBD>Ĵ<EFBFBD>С<EFBFBD>ͷ<EFBFBD><CDB7><EFBFBD>
/// @param wake <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ApplyForceToCenter(Vec2 const& force, bool wake = true);
/// \~chinese
/// @brief ʩ<><CAA9>Ť<EFBFBD><C5A4>
/// @param torque Ť<><C5A4>
/// @param wake <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ApplyTorque(float torque, bool wake = false);
/// \~chinese
/// @brief <20><>ת<EFBFBD>Ƕ<EFBFBD><C7B6>Ƿ<EFBFBD><C7B7>̶<EFBFBD>
bool IsIgnoreRotation() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>̶<EFBFBD><CCB6><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
void SetIgnoreRotation(bool flag);
/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD>
bool IsBullet() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD>
void SetBullet(bool flag);
/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ڻ<EFBFBD><DABB><EFBFBD>״̬
bool IsAwake() const;
/// \~chinese
/// @brief <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD>״̬
void SetAwake(bool flag);
/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool IsSleepingAllowed() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetSleepingAllowed(bool flag);
/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
bool IsActive() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
void SetActive(bool flag);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
World* GetWorld() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>󶨵Ľ<F3B6A8B5>ɫ
Actor* GetActor() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>󶨵Ľ<F3B6A8B5>ɫ
void SetActor(Actor* actor);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD>µ<EFBFBD><C2B5><EFBFBD>ɫ
void UpdateActor();
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>Ϣ<EFBFBD><CFA2><EFBFBD>µ<EFBFBD><C2B5><EFBFBD><EFBFBD><EFBFBD>
void UpdateFromActor();
b2Body* GetB2Body() const;
void SetB2Body(b2Body* body);
private:
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UpdateFixtureFilter(b2Fixture* fixture);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Destroy();
private:
Actor* actor_;
World* world_;
b2Body* body_;
uint16_t category_bits_;
uint16_t mask_bits_;
int16_t group_index_;
};
/** @} */
inline bool Body::InitBody(World* world, ActorPtr actor)
{
return InitBody(world, actor.get());
}
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inline FixtureList Body::GetFixtureList() const
{
KGE_ASSERT(body_);
return FixtureList(Fixture(body_->GetFixtureList()));
}
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inline ContactEdgeList Body::GetContactList() const
{
KGE_ASSERT(body_);
return ContactEdgeList(ContactEdge(body_->GetContactList()));
}
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inline uint16_t Body::GetCategoryBits() const
{
return category_bits_;
}
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inline uint16_t Body::GetMaskBits() const
{
return mask_bits_;
}
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inline int16_t Body::GetGroupIndex() const
{
return group_index_;
}
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inline float Body::GetBodyRotation() const
{
KGE_ASSERT(body_);
return math::Radian2Degree(body_->GetAngle());
}
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inline void Body::SetBodyRotation(float angle)
{
SetBodyTransform(GetBodyPosition(), angle);
}
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inline void Body::SetBodyPosition(Point const& pos)
{
SetBodyTransform(pos, GetBodyRotation());
}
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inline float Body::GetMass() const
{
KGE_ASSERT(body_);
return body_->GetMass();
}
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inline float Body::GetInertia() const
{
KGE_ASSERT(body_);
return body_->GetInertia();
}
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inline Body::Type Body::GetType() const
{
KGE_ASSERT(body_);
return Type(body_->GetType());
}
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inline void Body::SetType(Type type)
{
KGE_ASSERT(body_);
body_->SetType(static_cast<b2BodyType>(type));
}
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inline float Body::GetGravityScale() const
{
KGE_ASSERT(body_);
return body_->GetGravityScale();
}
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inline void Body::SetGravityScale(float scale)
{
KGE_ASSERT(body_);
body_->SetGravityScale(scale);
}
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inline bool Body::IsIgnoreRotation() const
{
KGE_ASSERT(body_);
return body_->IsFixedRotation();
}
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inline void Body::SetIgnoreRotation(bool flag)
{
KGE_ASSERT(body_);
body_->SetFixedRotation(flag);
}
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inline bool Body::IsBullet() const
{
KGE_ASSERT(body_);
return body_->IsBullet();
}
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inline void Body::SetBullet(bool flag)
{
KGE_ASSERT(body_);
body_->SetBullet(flag);
}
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inline bool Body::IsAwake() const
{
KGE_ASSERT(body_);
return body_->IsAwake();
}
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inline void Body::SetAwake(bool flag)
{
KGE_ASSERT(body_);
body_->SetAwake(flag);
}
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inline bool Body::IsSleepingAllowed() const
{
KGE_ASSERT(body_);
return body_->IsSleepingAllowed();
}
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inline void Body::SetSleepingAllowed(bool flag)
{
KGE_ASSERT(body_);
body_->SetSleepingAllowed(flag);
}
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inline bool Body::IsActive() const
{
KGE_ASSERT(body_);
return body_->IsActive();
}
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inline void Body::SetActive(bool flag)
{
KGE_ASSERT(body_);
body_->SetActive(flag);
}
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inline Actor* Body::GetActor() const
{
return actor_;
}
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inline void Body::SetActor(Actor* actor)
{
actor_ = actor;
}
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inline b2Body* Body::GetB2Body() const
{
return body_;
}
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inline World* Body::GetWorld() const
{
return world_;
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}
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} // namespace physics
} // namespace kiwano