346 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			346 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
| /*
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| * Copyright (c) 2006-2009 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_FIXTURE_H
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| #define B2_FIXTURE_H
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| 
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| #include "Box2D/Dynamics/b2Body.h"
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| #include "Box2D/Collision/b2Collision.h"
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| #include "Box2D/Collision/Shapes/b2Shape.h"
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| 
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| class b2BlockAllocator;
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| class b2Body;
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| class b2BroadPhase;
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| class b2Fixture;
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| 
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| /// This holds contact filtering data.
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| struct b2Filter
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| {
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| 	b2Filter()
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| 	{
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| 		categoryBits = 0x0001;
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| 		maskBits = 0xFFFF;
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| 		groupIndex = 0;
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| 	}
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| 
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| 	/// The collision category bits. Normally you would just set one bit.
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| 	uint16 categoryBits;
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| 
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| 	/// The collision mask bits. This states the categories that this
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| 	/// shape would accept for collision.
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| 	uint16 maskBits;
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| 
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| 	/// Collision groups allow a certain group of objects to never collide (negative)
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| 	/// or always collide (positive). Zero means no collision group. Non-zero group
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| 	/// filtering always wins against the mask bits.
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| 	int16 groupIndex;
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| };
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| 
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| /// A fixture definition is used to create a fixture. This class defines an
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| /// abstract fixture definition. You can reuse fixture definitions safely.
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| struct b2FixtureDef
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| {
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| 	/// The constructor sets the default fixture definition values.
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| 	b2FixtureDef()
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| 	{
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| 		shape = nullptr;
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| 		userData = nullptr;
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| 		friction = 0.2f;
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| 		restitution = 0.0f;
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| 		density = 0.0f;
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| 		isSensor = false;
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| 	}
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| 
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| 	/// The shape, this must be set. The shape will be cloned, so you
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| 	/// can create the shape on the stack.
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| 	const b2Shape* shape;
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| 
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| 	/// Use this to store application specific fixture data.
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| 	void* userData;
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| 
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| 	/// The friction coefficient, usually in the range [0,1].
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| 	float32 friction;
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| 
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| 	/// The restitution (elasticity) usually in the range [0,1].
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| 	float32 restitution;
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| 
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| 	/// The density, usually in kg/m^2.
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| 	float32 density;
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| 
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| 	/// A sensor shape collects contact information but never generates a collision
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| 	/// response.
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| 	bool isSensor;
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| 
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| 	/// Contact filtering data.
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| 	b2Filter filter;
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| };
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| 
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| /// This proxy is used internally to connect fixtures to the broad-phase.
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| struct b2FixtureProxy
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| {
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| 	b2AABB aabb;
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| 	b2Fixture* fixture;
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| 	int32 childIndex;
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| 	int32 proxyId;
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| };
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| 
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| /// A fixture is used to attach a shape to a body for collision detection. A fixture
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| /// inherits its transform from its parent. Fixtures hold additional non-geometric data
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| /// such as friction, collision filters, etc.
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| /// Fixtures are created via b2Body::CreateFixture.
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| /// @warning you cannot reuse fixtures.
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| class b2Fixture
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| {
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| public:
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| 	/// Get the type of the child shape. You can use this to down cast to the concrete shape.
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| 	/// @return the shape type.
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| 	b2Shape::Type GetType() const;
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| 
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| 	/// Get the child shape. You can modify the child shape, however you should not change the
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| 	/// number of vertices because this will crash some collision caching mechanisms.
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| 	/// Manipulating the shape may lead to non-physical behavior.
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| 	b2Shape* GetShape();
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| 	const b2Shape* GetShape() const;
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| 
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| 	/// Set if this fixture is a sensor.
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| 	void SetSensor(bool sensor);
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| 
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| 	/// Is this fixture a sensor (non-solid)?
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| 	/// @return the true if the shape is a sensor.
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| 	bool IsSensor() const;
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| 
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| 	/// Set the contact filtering data. This will not update contacts until the next time
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| 	/// step when either parent body is active and awake.
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| 	/// This automatically calls Refilter.
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| 	void SetFilterData(const b2Filter& filter);
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| 
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| 	/// Get the contact filtering data.
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| 	const b2Filter& GetFilterData() const;
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| 
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| 	/// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
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| 	void Refilter();
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| 
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| 	/// Get the parent body of this fixture. This is nullptr if the fixture is not attached.
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| 	/// @return the parent body.
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| 	b2Body* GetBody();
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| 	const b2Body* GetBody() const;
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| 
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| 	/// Get the next fixture in the parent body's fixture list.
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| 	/// @return the next shape.
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| 	b2Fixture* GetNext();
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| 	const b2Fixture* GetNext() const;
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| 
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| 	/// Get the user data that was assigned in the fixture definition. Use this to
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| 	/// store your application specific data.
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| 	void* GetUserData() const;
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| 
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| 	/// Set the user data. Use this to store your application specific data.
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| 	void SetUserData(void* data);
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| 
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| 	/// Test a point for containment in this fixture.
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| 	/// @param p a point in world coordinates.
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| 	bool TestPoint(const b2Vec2& p) const;
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| 
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| 	/// Cast a ray against this shape.
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| 	/// @param output the ray-cast results.
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| 	/// @param input the ray-cast input parameters.
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| 	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const;
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| 
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| 	/// Get the mass data for this fixture. The mass data is based on the density and
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| 	/// the shape. The rotational inertia is about the shape's origin. This operation
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| 	/// may be expensive.
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| 	void GetMassData(b2MassData* massData) const;
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| 
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| 	/// Set the density of this fixture. This will _not_ automatically adjust the mass
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| 	/// of the body. You must call b2Body::ResetMassData to update the body's mass.
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| 	void SetDensity(float32 density);
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| 
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| 	/// Get the density of this fixture.
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| 	float32 GetDensity() const;
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| 
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| 	/// Get the coefficient of friction.
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| 	float32 GetFriction() const;
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| 
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| 	/// Set the coefficient of friction. This will _not_ change the friction of
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| 	/// existing contacts.
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| 	void SetFriction(float32 friction);
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| 
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| 	/// Get the coefficient of restitution.
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| 	float32 GetRestitution() const;
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| 
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| 	/// Set the coefficient of restitution. This will _not_ change the restitution of
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| 	/// existing contacts.
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| 	void SetRestitution(float32 restitution);
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| 
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| 	/// Get the fixture's AABB. This AABB may be enlarge and/or stale.
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| 	/// If you need a more accurate AABB, compute it using the shape and
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| 	/// the body transform.
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| 	const b2AABB& GetAABB(int32 childIndex) const;
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| 
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| 	/// Dump this fixture to the log file.
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| 	void Dump(int32 bodyIndex);
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| 
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| protected:
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| 
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| 	friend class b2Body;
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| 	friend class b2World;
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| 	friend class b2Contact;
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| 	friend class b2ContactManager;
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| 
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| 	b2Fixture();
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| 
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| 	// We need separation create/destroy functions from the constructor/destructor because
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| 	// the destructor cannot access the allocator (no destructor arguments allowed by C++).
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| 	void Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def);
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| 	void Destroy(b2BlockAllocator* allocator);
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| 
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| 	// These support body activation/deactivation.
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| 	void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
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| 	void DestroyProxies(b2BroadPhase* broadPhase);
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| 
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| 	void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);
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| 
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| 	float32 m_density;
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| 
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| 	b2Fixture* m_next;
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| 	b2Body* m_body;
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| 
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| 	b2Shape* m_shape;
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| 
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| 	float32 m_friction;
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| 	float32 m_restitution;
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| 
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| 	b2FixtureProxy* m_proxies;
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| 	int32 m_proxyCount;
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| 
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| 	b2Filter m_filter;
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| 
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| 	bool m_isSensor;
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| 
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| 	void* m_userData;
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| };
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| 
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| inline b2Shape::Type b2Fixture::GetType() const
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| {
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| 	return m_shape->GetType();
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| }
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| 
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| inline b2Shape* b2Fixture::GetShape()
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| {
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| 	return m_shape;
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| }
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| 
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| inline const b2Shape* b2Fixture::GetShape() const
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| {
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| 	return m_shape;
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| }
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| 
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| inline bool b2Fixture::IsSensor() const
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| {
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| 	return m_isSensor;
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| }
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| 
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| inline const b2Filter& b2Fixture::GetFilterData() const
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| {
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| 	return m_filter;
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| }
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| 
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| inline void* b2Fixture::GetUserData() const
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| {
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| 	return m_userData;
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| }
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| 
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| inline void b2Fixture::SetUserData(void* data)
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| {
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| 	m_userData = data;
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| }
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| 
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| inline b2Body* b2Fixture::GetBody()
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| {
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| 	return m_body;
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| }
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| 
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| inline const b2Body* b2Fixture::GetBody() const
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| {
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| 	return m_body;
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| }
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| 
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| inline b2Fixture* b2Fixture::GetNext()
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| {
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| 	return m_next;
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| }
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| 
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| inline const b2Fixture* b2Fixture::GetNext() const
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| {
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| 	return m_next;
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| }
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| 
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| inline void b2Fixture::SetDensity(float32 density)
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| {
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| 	b2Assert(b2IsValid(density) && density >= 0.0f);
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| 	m_density = density;
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| }
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| 
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| inline float32 b2Fixture::GetDensity() const
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| {
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| 	return m_density;
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| }
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| 
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| inline float32 b2Fixture::GetFriction() const
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| {
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| 	return m_friction;
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| }
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| 
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| inline void b2Fixture::SetFriction(float32 friction)
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| {
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| 	m_friction = friction;
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| }
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| 
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| inline float32 b2Fixture::GetRestitution() const
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| {
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| 	return m_restitution;
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| }
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| 
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| inline void b2Fixture::SetRestitution(float32 restitution)
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| {
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| 	m_restitution = restitution;
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| }
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| 
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| inline bool b2Fixture::TestPoint(const b2Vec2& p) const
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| {
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| 	return m_shape->TestPoint(m_body->GetTransform(), p);
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| }
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| 
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| inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const
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| {
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| 	return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
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| }
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| 
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| inline void b2Fixture::GetMassData(b2MassData* massData) const
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| {
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| 	m_shape->ComputeMass(massData, m_density);
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| }
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| 
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| inline const b2AABB& b2Fixture::GetAABB(int32 childIndex) const
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| {
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| 	b2Assert(0 <= childIndex && childIndex < m_proxyCount);
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| 	return m_proxies[childIndex].aabb;
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| }
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| 
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| #endif
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