555 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			555 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
| /*
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| * Copyright (c) 2006-2007 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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| #include "Box2D/Dynamics/b2Body.h"
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| #include "Box2D/Dynamics/b2Fixture.h"
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| #include "Box2D/Dynamics/b2World.h"
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| #include "Box2D/Dynamics/Contacts/b2Contact.h"
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| #include "Box2D/Dynamics/Joints/b2Joint.h"
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| 
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| b2Body::b2Body(const b2BodyDef* bd, b2World* world)
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| {
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| 	b2Assert(bd->position.IsValid());
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| 	b2Assert(bd->linearVelocity.IsValid());
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| 	b2Assert(b2IsValid(bd->angle));
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| 	b2Assert(b2IsValid(bd->angularVelocity));
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| 	b2Assert(b2IsValid(bd->angularDamping) && bd->angularDamping >= 0.0f);
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| 	b2Assert(b2IsValid(bd->linearDamping) && bd->linearDamping >= 0.0f);
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| 
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| 	m_flags = 0;
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| 
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| 	if (bd->bullet)
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| 	{
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| 		m_flags |= e_bulletFlag;
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| 	}
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| 	if (bd->fixedRotation)
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| 	{
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| 		m_flags |= e_fixedRotationFlag;
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| 	}
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| 	if (bd->allowSleep)
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| 	{
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| 		m_flags |= e_autoSleepFlag;
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| 	}
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| 	if (bd->awake)
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| 	{
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| 		m_flags |= e_awakeFlag;
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| 	}
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| 	if (bd->active)
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| 	{
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| 		m_flags |= e_activeFlag;
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| 	}
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| 
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| 	m_world = world;
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| 
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| 	m_xf.p = bd->position;
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| 	m_xf.q.Set(bd->angle);
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| 
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| 	m_sweep.localCenter.SetZero();
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| 	m_sweep.c0 = m_xf.p;
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| 	m_sweep.c = m_xf.p;
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| 	m_sweep.a0 = bd->angle;
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| 	m_sweep.a = bd->angle;
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| 	m_sweep.alpha0 = 0.0f;
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| 
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| 	m_jointList = nullptr;
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| 	m_contactList = nullptr;
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| 	m_prev = nullptr;
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| 	m_next = nullptr;
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| 
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| 	m_linearVelocity = bd->linearVelocity;
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| 	m_angularVelocity = bd->angularVelocity;
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| 
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| 	m_linearDamping = bd->linearDamping;
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| 	m_angularDamping = bd->angularDamping;
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| 	m_gravityScale = bd->gravityScale;
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| 
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| 	m_force.SetZero();
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| 	m_torque = 0.0f;
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| 
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| 	m_sleepTime = 0.0f;
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| 
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| 	m_type = bd->type;
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| 
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| 	if (m_type == b2_dynamicBody)
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| 	{
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| 		m_mass = 1.0f;
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| 		m_invMass = 1.0f;
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| 	}
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| 	else
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| 	{
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| 		m_mass = 0.0f;
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| 		m_invMass = 0.0f;
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| 	}
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| 
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| 	m_I = 0.0f;
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| 	m_invI = 0.0f;
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| 
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| 	m_userData = bd->userData;
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| 
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| 	m_fixtureList = nullptr;
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| 	m_fixtureCount = 0;
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| }
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| 
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| b2Body::~b2Body()
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| {
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| 	// shapes and joints are destroyed in b2World::Destroy
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| }
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| 
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| void b2Body::SetType(b2BodyType type)
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| {
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| 	b2Assert(m_world->IsLocked() == false);
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| 	if (m_world->IsLocked() == true)
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| 	{
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| 		return;
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| 	}
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| 
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| 	if (m_type == type)
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| 	{
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| 		return;
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| 	}
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| 
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| 	m_type = type;
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| 
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| 	ResetMassData();
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| 
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| 	if (m_type == b2_staticBody)
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| 	{
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| 		m_linearVelocity.SetZero();
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| 		m_angularVelocity = 0.0f;
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| 		m_sweep.a0 = m_sweep.a;
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| 		m_sweep.c0 = m_sweep.c;
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| 		SynchronizeFixtures();
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| 	}
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| 
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| 	SetAwake(true);
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| 
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| 	m_force.SetZero();
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| 	m_torque = 0.0f;
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| 
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| 	// Delete the attached contacts.
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| 	b2ContactEdge* ce = m_contactList;
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| 	while (ce)
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| 	{
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| 		b2ContactEdge* ce0 = ce;
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| 		ce = ce->next;
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| 		m_world->m_contactManager.Destroy(ce0->contact);
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| 	}
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| 	m_contactList = nullptr;
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| 
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| 	// Touch the proxies so that new contacts will be created (when appropriate)
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| 	b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
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| 	for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
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| 	{
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| 		int32 proxyCount = f->m_proxyCount;
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| 		for (int32 i = 0; i < proxyCount; ++i)
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| 		{
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| 			broadPhase->TouchProxy(f->m_proxies[i].proxyId);
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| 		}
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| 	}
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| }
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| 
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| b2Fixture* b2Body::CreateFixture(const b2FixtureDef* def)
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| {
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| 	b2Assert(m_world->IsLocked() == false);
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| 	if (m_world->IsLocked() == true)
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| 	{
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| 		return nullptr;
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| 	}
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| 
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| 	b2BlockAllocator* allocator = &m_world->m_blockAllocator;
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| 
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| 	void* memory = allocator->Allocate(sizeof(b2Fixture));
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| 	b2Fixture* fixture = new (memory) b2Fixture;
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| 	fixture->Create(allocator, this, def);
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| 
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| 	if (m_flags & e_activeFlag)
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| 	{
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| 		b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
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| 		fixture->CreateProxies(broadPhase, m_xf);
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| 	}
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| 
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| 	fixture->m_next = m_fixtureList;
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| 	m_fixtureList = fixture;
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| 	++m_fixtureCount;
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| 
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| 	fixture->m_body = this;
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| 
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| 	// Adjust mass properties if needed.
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| 	if (fixture->m_density > 0.0f)
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| 	{
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| 		ResetMassData();
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| 	}
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| 
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| 	// Let the world know we have a new fixture. This will cause new contacts
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| 	// to be created at the beginning of the next time step.
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| 	m_world->m_flags |= b2World::e_newFixture;
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| 
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| 	return fixture;
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| }
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| 
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| b2Fixture* b2Body::CreateFixture(const b2Shape* shape, float32 density)
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| {
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| 	b2FixtureDef def;
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| 	def.shape = shape;
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| 	def.density = density;
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| 
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| 	return CreateFixture(&def);
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| }
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| 
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| void b2Body::DestroyFixture(b2Fixture* fixture)
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| {
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| 	if (fixture == NULL)
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| 	{
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| 		return;
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| 	}
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| 
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| 	b2Assert(m_world->IsLocked() == false);
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| 	if (m_world->IsLocked() == true)
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| 	{
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| 		return;
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| 	}
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| 
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| 	b2Assert(fixture->m_body == this);
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| 
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| 	// Remove the fixture from this body's singly linked list.
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| 	b2Assert(m_fixtureCount > 0);
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| 	b2Fixture** node = &m_fixtureList;
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| 	bool found = false;
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| 	while (*node != nullptr)
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| 	{
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| 		if (*node == fixture)
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| 		{
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| 			*node = fixture->m_next;
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| 			found = true;
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| 			break;
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| 		}
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| 
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| 		node = &(*node)->m_next;
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| 	}
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| 
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| 	// You tried to remove a shape that is not attached to this body.
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| 	b2Assert(found);
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| 
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| 	// Destroy any contacts associated with the fixture.
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| 	b2ContactEdge* edge = m_contactList;
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| 	while (edge)
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| 	{
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| 		b2Contact* c = edge->contact;
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| 		edge = edge->next;
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| 
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| 		b2Fixture* fixtureA = c->GetFixtureA();
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| 		b2Fixture* fixtureB = c->GetFixtureB();
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| 
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| 		if (fixture == fixtureA || fixture == fixtureB)
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| 		{
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| 			// This destroys the contact and removes it from
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| 			// this body's contact list.
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| 			m_world->m_contactManager.Destroy(c);
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| 		}
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| 	}
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| 
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| 	b2BlockAllocator* allocator = &m_world->m_blockAllocator;
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| 
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| 	if (m_flags & e_activeFlag)
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| 	{
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| 		b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
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| 		fixture->DestroyProxies(broadPhase);
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| 	}
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| 
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| 	fixture->m_body = nullptr;
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| 	fixture->m_next = nullptr;
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| 	fixture->Destroy(allocator);
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| 	fixture->~b2Fixture();
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| 	allocator->Free(fixture, sizeof(b2Fixture));
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| 
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| 	--m_fixtureCount;
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| 
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| 	// Reset the mass data.
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| 	ResetMassData();
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| }
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| 
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| void b2Body::ResetMassData()
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| {
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| 	// Compute mass data from shapes. Each shape has its own density.
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| 	m_mass = 0.0f;
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| 	m_invMass = 0.0f;
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| 	m_I = 0.0f;
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| 	m_invI = 0.0f;
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| 	m_sweep.localCenter.SetZero();
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| 
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| 	// Static and kinematic bodies have zero mass.
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| 	if (m_type == b2_staticBody || m_type == b2_kinematicBody)
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| 	{
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| 		m_sweep.c0 = m_xf.p;
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| 		m_sweep.c = m_xf.p;
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| 		m_sweep.a0 = m_sweep.a;
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| 		return;
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| 	}
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| 
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| 	b2Assert(m_type == b2_dynamicBody);
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| 
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| 	// Accumulate mass over all fixtures.
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| 	b2Vec2 localCenter = b2Vec2_zero;
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| 	for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
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| 	{
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| 		if (f->m_density == 0.0f)
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| 		{
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| 			continue;
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| 		}
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| 
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| 		b2MassData massData;
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| 		f->GetMassData(&massData);
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| 		m_mass += massData.mass;
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| 		localCenter += massData.mass * massData.center;
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| 		m_I += massData.I;
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| 	}
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| 
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| 	// Compute center of mass.
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| 	if (m_mass > 0.0f)
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| 	{
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| 		m_invMass = 1.0f / m_mass;
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| 		localCenter *= m_invMass;
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| 	}
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| 	else
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| 	{
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| 		// Force all dynamic bodies to have a positive mass.
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| 		m_mass = 1.0f;
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| 		m_invMass = 1.0f;
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| 	}
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| 
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| 	if (m_I > 0.0f && (m_flags & e_fixedRotationFlag) == 0)
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| 	{
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| 		// Center the inertia about the center of mass.
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| 		m_I -= m_mass * b2Dot(localCenter, localCenter);
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| 		b2Assert(m_I > 0.0f);
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| 		m_invI = 1.0f / m_I;
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| 
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| 	}
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| 	else
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| 	{
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| 		m_I = 0.0f;
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| 		m_invI = 0.0f;
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| 	}
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| 
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| 	// Move center of mass.
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| 	b2Vec2 oldCenter = m_sweep.c;
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| 	m_sweep.localCenter = localCenter;
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| 	m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
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| 
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| 	// Update center of mass velocity.
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| 	m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
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| }
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| 
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| void b2Body::SetMassData(const b2MassData* massData)
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| {
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| 	b2Assert(m_world->IsLocked() == false);
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| 	if (m_world->IsLocked() == true)
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| 	{
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| 		return;
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| 	}
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| 
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| 	if (m_type != b2_dynamicBody)
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| 	{
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| 		return;
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| 	}
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| 
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| 	m_invMass = 0.0f;
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| 	m_I = 0.0f;
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| 	m_invI = 0.0f;
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| 
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| 	m_mass = massData->mass;
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| 	if (m_mass <= 0.0f)
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| 	{
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| 		m_mass = 1.0f;
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| 	}
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| 
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| 	m_invMass = 1.0f / m_mass;
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| 
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| 	if (massData->I > 0.0f && (m_flags & b2Body::e_fixedRotationFlag) == 0)
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| 	{
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| 		m_I = massData->I - m_mass * b2Dot(massData->center, massData->center);
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| 		b2Assert(m_I > 0.0f);
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| 		m_invI = 1.0f / m_I;
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| 	}
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| 
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| 	// Move center of mass.
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| 	b2Vec2 oldCenter = m_sweep.c;
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| 	m_sweep.localCenter =  massData->center;
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| 	m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
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| 
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| 	// Update center of mass velocity.
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| 	m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
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| }
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| 
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| bool b2Body::ShouldCollide(const b2Body* other) const
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| {
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| 	// At least one body should be dynamic.
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| 	if (m_type != b2_dynamicBody && other->m_type != b2_dynamicBody)
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| 	{
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| 		return false;
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| 	}
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| 
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| 	// Does a joint prevent collision?
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| 	for (b2JointEdge* jn = m_jointList; jn; jn = jn->next)
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| 	{
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| 		if (jn->other == other)
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| 		{
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| 			if (jn->joint->m_collideConnected == false)
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| 			{
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| 				return false;
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| 			}
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| 		}
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| 	}
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| 
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| 	return true;
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| }
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| 
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| void b2Body::SetTransform(const b2Vec2& position, float32 angle)
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| {
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| 	b2Assert(m_world->IsLocked() == false);
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| 	if (m_world->IsLocked() == true)
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| 	{
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| 		return;
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| 	}
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| 
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| 	m_xf.q.Set(angle);
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| 	m_xf.p = position;
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| 
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| 	m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
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| 	m_sweep.a = angle;
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| 
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| 	m_sweep.c0 = m_sweep.c;
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| 	m_sweep.a0 = angle;
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| 
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| 	b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
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| 	for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
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| 	{
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| 		f->Synchronize(broadPhase, m_xf, m_xf);
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| 	}
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| }
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| 
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| void b2Body::SynchronizeFixtures()
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| {
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| 	b2Transform xf1;
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| 	xf1.q.Set(m_sweep.a0);
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| 	xf1.p = m_sweep.c0 - b2Mul(xf1.q, m_sweep.localCenter);
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| 
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| 	b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
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| 	for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
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| 	{
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| 		f->Synchronize(broadPhase, xf1, m_xf);
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| 	}
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| }
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| 
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| void b2Body::SetActive(bool flag)
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| {
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| 	b2Assert(m_world->IsLocked() == false);
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| 
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| 	if (flag == IsActive())
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| 	{
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| 		return;
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| 	}
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| 
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| 	if (flag)
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| 	{
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| 		m_flags |= e_activeFlag;
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| 
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| 		// Create all proxies.
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| 		b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
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| 		for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
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| 		{
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| 			f->CreateProxies(broadPhase, m_xf);
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| 		}
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| 
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| 		// Contacts are created the next time step.
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| 	}
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| 	else
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| 	{
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| 		m_flags &= ~e_activeFlag;
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| 
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| 		// Destroy all proxies.
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| 		b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
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| 		for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
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| 		{
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| 			f->DestroyProxies(broadPhase);
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| 		}
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| 
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| 		// Destroy the attached contacts.
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| 		b2ContactEdge* ce = m_contactList;
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| 		while (ce)
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| 		{
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| 			b2ContactEdge* ce0 = ce;
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| 			ce = ce->next;
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| 			m_world->m_contactManager.Destroy(ce0->contact);
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| 		}
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| 		m_contactList = nullptr;
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| 	}
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| }
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| 
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| void b2Body::SetFixedRotation(bool flag)
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| {
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| 	bool status = (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
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| 	if (status == flag)
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| 	{
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| 		return;
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| 	}
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| 
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| 	if (flag)
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| 	{
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| 		m_flags |= e_fixedRotationFlag;
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| 	}
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| 	else
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| 	{
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| 		m_flags &= ~e_fixedRotationFlag;
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| 	}
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| 
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| 	m_angularVelocity = 0.0f;
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| 
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| 	ResetMassData();
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| }
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| 
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| void b2Body::Dump()
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| {
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| 	int32 bodyIndex = m_islandIndex;
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| 
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| 	b2Log("{\n");
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| 	b2Log("  b2BodyDef bd;\n");
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| 	b2Log("  bd.type = b2BodyType(%d);\n", m_type);
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| 	b2Log("  bd.position.Set(%.15lef, %.15lef);\n", m_xf.p.x, m_xf.p.y);
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| 	b2Log("  bd.angle = %.15lef;\n", m_sweep.a);
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| 	b2Log("  bd.linearVelocity.Set(%.15lef, %.15lef);\n", m_linearVelocity.x, m_linearVelocity.y);
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| 	b2Log("  bd.angularVelocity = %.15lef;\n", m_angularVelocity);
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| 	b2Log("  bd.linearDamping = %.15lef;\n", m_linearDamping);
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| 	b2Log("  bd.angularDamping = %.15lef;\n", m_angularDamping);
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| 	b2Log("  bd.allowSleep = bool(%d);\n", m_flags & e_autoSleepFlag);
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| 	b2Log("  bd.awake = bool(%d);\n", m_flags & e_awakeFlag);
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| 	b2Log("  bd.fixedRotation = bool(%d);\n", m_flags & e_fixedRotationFlag);
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| 	b2Log("  bd.bullet = bool(%d);\n", m_flags & e_bulletFlag);
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| 	b2Log("  bd.active = bool(%d);\n", m_flags & e_activeFlag);
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| 	b2Log("  bd.gravityScale = %.15lef;\n", m_gravityScale);
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| 	b2Log("  bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex);
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| 	b2Log("\n");
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| 	for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
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| 	{
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| 		b2Log("  {\n");
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| 		f->Dump(bodyIndex);
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| 		b2Log("  }\n");
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| 	}
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| 	b2Log("}\n");
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| }
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