--- /dev/null
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
+*
+* This software is provided 'as-is', without any express or implied
+* warranty. In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_WORLD_H
+#define B2_WORLD_H
+
+#include "../Common/b2Math.h"
+#include "../Common/b2BlockAllocator.h"
+#include "../Common/b2StackAllocator.h"
+#include "b2ContactManager.h"
+#include "b2WorldCallbacks.h"
+
+struct b2AABB;
+struct b2ShapeDef;
+struct b2BodyDef;
+struct b2JointDef;
+class b2Body;
+class b2Joint;
+class b2Shape;
+class b2Contact;
+class b2BroadPhase;
+
+struct b2TimeStep
+{
+ float32 dt; // time step
+ float32 inv_dt; // inverse time step (0 if dt == 0).
+ float32 dtRatio; // dt * inv_dt0
+ int32 maxIterations;
+ bool warmStarting;
+ bool positionCorrection;
+};
+
+/// The world class manages all physics entities, dynamic simulation,
+/// and asynchronous queries. The world also contains efficient memory
+/// management facilities.
+class b2World
+{
+public:
+ /// Construct a world object.
+ /// @param worldAABB a bounding box that completely encompasses all your shapes.
+ /// @param gravity the world gravity vector.
+ /// @param doSleep improve performance by not simulating inactive bodies.
+ b2World(const b2AABB& worldAABB, const b2Vec2& gravity, bool doSleep);
+
+ /// Destruct the world. All physics entities are destroyed and all heap memory is released.
+ ~b2World();
+
+ /// Register a destruction listener.
+ void SetDestructionListener(b2DestructionListener* listener);
+
+ /// Register a broad-phase boundary listener.
+ void SetBoundaryListener(b2BoundaryListener* listener);
+
+ /// Register a contact filter to provide specific control over collision.
+ /// Otherwise the default filter is used (b2_defaultFilter).
+ void SetContactFilter(b2ContactFilter* filter);
+
+ /// Register a contact event listener
+ void SetContactListener(b2ContactListener* listener);
+
+ /// Register a routine for debug drawing. The debug draw functions are called
+ /// inside the b2World::Step method, so make sure your renderer is ready to
+ /// consume draw commands when you call Step().
+ void SetDebugDraw(b2DebugDraw* debugDraw);
+
+ /// Create a rigid body given a definition. No reference to the definition
+ /// is retained.
+ /// @warning This function is locked during callbacks.
+ b2Body* CreateBody(const b2BodyDef* def);
+
+ /// Destroy a rigid body given a definition. No reference to the definition
+ /// is retained. This function is locked during callbacks.
+ /// @warning This automatically deletes all associated shapes and joints.
+ /// @warning This function is locked during callbacks.
+ void DestroyBody(b2Body* body);
+
+ /// Create a joint to constrain bodies together. No reference to the definition
+ /// is retained. This may cause the connected bodies to cease colliding.
+ /// @warning This function is locked during callbacks.
+ b2Joint* CreateJoint(const b2JointDef* def);
+
+ /// Destroy a joint. This may cause the connected bodies to begin colliding.
+ /// @warning This function is locked during callbacks.
+ void DestroyJoint(b2Joint* joint);
+
+ /// The world provides a single static ground body with no collision shapes.
+ /// You can use this to simplify the creation of joints and static shapes.
+ b2Body* GetGroundBody();
+
+ /// Take a time step. This performs collision detection, integration,
+ /// and constraint solution.
+ /// @param timeStep the amount of time to simulate, this should not vary.
+ /// @param iterations the number of iterations to be used by the constraint solver.
+ void Step(float32 timeStep, int32 iterations);
+
+ /// Query the world for all shapes that potentially overlap the
+ /// provided AABB. You provide a shape pointer buffer of specified
+ /// size. The number of shapes found is returned.
+ /// @param aabb the query box.
+ /// @param shapes a user allocated shape pointer array of size maxCount (or greater).
+ /// @param maxCount the capacity of the shapes array.
+ /// @return the number of shapes found in aabb.
+ int32 Query(const b2AABB& aabb, b2Shape** shapes, int32 maxCount);
+
+ /// Get the world body list. With the returned body, use b2Body::GetNext to get
+ /// the next body in the world list. A NULL body indicates the end of the list.
+ /// @return the head of the world body list.
+ b2Body* GetBodyList();
+
+ /// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
+ /// the next joint in the world list. A NULL joint indicates the end of the list.
+ /// @return the head of the world joint list.
+ b2Joint* GetJointList();
+
+ /// Re-filter a shape. This re-runs contact filtering on a shape.
+ void Refilter(b2Shape* shape);
+
+ /// Enable/disable warm starting. For testing.
+ void SetWarmStarting(bool flag) { m_warmStarting = flag; }
+
+ /// Enable/disable position correction. For testing.
+ void SetPositionCorrection(bool flag) { m_positionCorrection = flag; }
+
+ /// Enable/disable continuous physics. For testing.
+ void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
+
+ /// Perform validation of internal data structures.
+ void Validate();
+
+ /// Get the number of broad-phase proxies.
+ int32 GetProxyCount() const;
+
+ /// Get the number of broad-phase pairs.
+ int32 GetPairCount() const;
+
+ /// Get the number of bodies.
+ int32 GetBodyCount() const;
+
+ /// Get the number joints.
+ int32 GetJointCount() const;
+
+ /// Get the number of contacts (each may have 0 or more contact points).
+ int32 GetContactCount() const;
+
+ /// Change the global gravity vector.
+ void SetGravity(const b2Vec2& gravity);
+
+private:
+
+ friend class b2Body;
+ friend class b2ContactManager;
+
+ void Solve(const b2TimeStep& step);
+ void SolveTOI(const b2TimeStep& step);
+
+ void DrawJoint(b2Joint* joint);
+ void DrawShape(b2Shape* shape, const b2XForm& xf, const b2Color& color, bool core);
+ void DrawDebugData();
+
+ b2BlockAllocator m_blockAllocator;
+ b2StackAllocator m_stackAllocator;
+
+ bool m_lock;
+
+ b2BroadPhase* m_broadPhase;
+ b2ContactManager m_contactManager;
+
+ b2Body* m_bodyList;
+ b2Joint* m_jointList;
+
+ // Do not access
+ b2Contact* m_contactList;
+
+ int32 m_bodyCount;
+ int32 m_contactCount;
+ int32 m_jointCount;
+
+ b2Vec2 m_gravity;
+ bool m_allowSleep;
+
+ b2Body* m_groundBody;
+
+ b2DestructionListener* m_destructionListener;
+ b2BoundaryListener* m_boundaryListener;
+ b2ContactFilter* m_contactFilter;
+ b2ContactListener* m_contactListener;
+ b2DebugDraw* m_debugDraw;
+
+ float32 m_inv_dt0;
+
+ int32 m_positionIterationCount;
+
+ // This is for debugging the solver.
+ bool m_positionCorrection;
+
+ // This is for debugging the solver.
+ bool m_warmStarting;
+
+ // This is for debugging the solver.
+ bool m_continuousPhysics;
+};
+
+inline b2Body* b2World::GetGroundBody()
+{
+ return m_groundBody;
+}
+
+inline b2Body* b2World::GetBodyList()
+{
+ return m_bodyList;
+}
+
+inline b2Joint* b2World::GetJointList()
+{
+ return m_jointList;
+}
+
+inline int32 b2World::GetBodyCount() const
+{
+ return m_bodyCount;
+}
+
+inline int32 b2World::GetJointCount() const
+{
+ return m_jointCount;
+}
+
+inline int32 b2World::GetContactCount() const
+{
+ return m_contactCount;
+}
+
+inline void b2World::SetGravity(const b2Vec2& gravity)
+{
+ m_gravity = gravity;
+}
+
+#endif