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			355 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			355 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
|   | /*
 | ||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||
|  | * | ||
|  | * 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 <Box2D/Common/b2Math.h>
 | ||
|  | #include <Box2D/Common/b2BlockAllocator.h>
 | ||
|  | #include <Box2D/Common/b2StackAllocator.h>
 | ||
|  | #include <Box2D/Dynamics/b2ContactManager.h>
 | ||
|  | #include <Box2D/Dynamics/b2WorldCallbacks.h>
 | ||
|  | #include <Box2D/Dynamics/b2TimeStep.h>
 | ||
|  | 
 | ||
|  | struct b2AABB; | ||
|  | struct b2BodyDef; | ||
|  | struct b2Color; | ||
|  | struct b2JointDef; | ||
|  | class b2Body; | ||
|  | class b2Draw; | ||
|  | class b2Fixture; | ||
|  | class b2Joint; | ||
|  | 
 | ||
|  | /// 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 gravity the world gravity vector.
 | ||
|  | 	b2World(const b2Vec2& gravity); | ||
|  | 
 | ||
|  | 	/// Destruct the world. All physics entities are destroyed and all heap memory is released.
 | ||
|  | 	~b2World(); | ||
|  | 
 | ||
|  | 	/// Register a destruction listener. The listener is owned by you and must
 | ||
|  | 	/// remain in scope.
 | ||
|  | 	void SetDestructionListener(b2DestructionListener* listener); | ||
|  | 
 | ||
|  | 	/// Register a contact filter to provide specific control over collision.
 | ||
|  | 	/// Otherwise the default filter is used (b2_defaultFilter). The listener is
 | ||
|  | 	/// owned by you and must remain in scope. 
 | ||
|  | 	void SetContactFilter(b2ContactFilter* filter); | ||
|  | 
 | ||
|  | 	/// Register a contact event listener. The listener is owned by you and must
 | ||
|  | 	/// remain in scope.
 | ||
|  | 	void SetContactListener(b2ContactListener* listener); | ||
|  | 
 | ||
|  | 	/// Register a routine for debug drawing. The debug draw functions are called
 | ||
|  | 	/// inside with b2World::DrawDebugData method. The debug draw object is owned
 | ||
|  | 	/// by you and must remain in scope.
 | ||
|  | 	void SetDebugDraw(b2Draw* 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); | ||
|  | 
 | ||
|  | 	/// 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 velocityIterations for the velocity constraint solver.
 | ||
|  | 	/// @param positionIterations for the position constraint solver.
 | ||
|  | 	void Step(	float32 timeStep, | ||
|  | 				int32 velocityIterations, | ||
|  | 				int32 positionIterations); | ||
|  | 
 | ||
|  | 	/// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
 | ||
|  | 	/// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
 | ||
|  | 	/// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
 | ||
|  | 	/// a fixed sized time step under a variable frame-rate.
 | ||
|  | 	/// When you perform sub-stepping you will disable auto clearing of forces and instead call
 | ||
|  | 	/// ClearForces after all sub-steps are complete in one pass of your game loop.
 | ||
|  | 	/// @see SetAutoClearForces
 | ||
|  | 	void ClearForces(); | ||
|  | 
 | ||
|  | 	/// Call this to draw shapes and other debug draw data. This is intentionally non-const.
 | ||
|  | 	void DrawDebugData(); | ||
|  | 
 | ||
|  | 	/// Query the world for all fixtures that potentially overlap the
 | ||
|  | 	/// provided AABB.
 | ||
|  | 	/// @param callback a user implemented callback class.
 | ||
|  | 	/// @param aabb the query box.
 | ||
|  | 	void QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const; | ||
|  | 
 | ||
|  | 	/// Ray-cast the world for all fixtures in the path of the ray. Your callback
 | ||
|  | 	/// controls whether you get the closest point, any point, or n-points.
 | ||
|  | 	/// The ray-cast ignores shapes that contain the starting point.
 | ||
|  | 	/// @param callback a user implemented callback class.
 | ||
|  | 	/// @param point1 the ray starting point
 | ||
|  | 	/// @param point2 the ray ending point
 | ||
|  | 	void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const; | ||
|  | 
 | ||
|  | 	/// 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(); | ||
|  | 	const b2Body* GetBodyList() const; | ||
|  | 
 | ||
|  | 	/// 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(); | ||
|  | 	const b2Joint* GetJointList() const; | ||
|  | 
 | ||
|  | 	/// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
 | ||
|  | 	/// the next contact in the world list. A NULL contact indicates the end of the list.
 | ||
|  | 	/// @return the head of the world contact list.
 | ||
|  | 	/// @warning contacts are created and destroyed in the middle of a time step.
 | ||
|  | 	/// Use b2ContactListener to avoid missing contacts.
 | ||
|  | 	b2Contact* GetContactList(); | ||
|  | 	const b2Contact* GetContactList() const; | ||
|  | 
 | ||
|  | 	/// Enable/disable sleep.
 | ||
|  | 	void SetAllowSleeping(bool flag); | ||
|  | 	bool GetAllowSleeping() const { return m_allowSleep; } | ||
|  | 
 | ||
|  | 	/// Enable/disable warm starting. For testing.
 | ||
|  | 	void SetWarmStarting(bool flag) { m_warmStarting = flag; } | ||
|  | 	bool GetWarmStarting() const { return m_warmStarting; } | ||
|  | 
 | ||
|  | 	/// Enable/disable continuous physics. For testing.
 | ||
|  | 	void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; } | ||
|  | 	bool GetContinuousPhysics() const { return m_continuousPhysics; } | ||
|  | 
 | ||
|  | 	/// Enable/disable single stepped continuous physics. For testing.
 | ||
|  | 	void SetSubStepping(bool flag) { m_subStepping = flag; } | ||
|  | 	bool GetSubStepping() const { return m_subStepping; } | ||
|  | 
 | ||
|  | 	/// Get the number of broad-phase proxies.
 | ||
|  | 	int32 GetProxyCount() const; | ||
|  | 
 | ||
|  | 	/// Get the number of bodies.
 | ||
|  | 	int32 GetBodyCount() const; | ||
|  | 
 | ||
|  | 	/// Get the number of joints.
 | ||
|  | 	int32 GetJointCount() const; | ||
|  | 
 | ||
|  | 	/// Get the number of contacts (each may have 0 or more contact points).
 | ||
|  | 	int32 GetContactCount() const; | ||
|  | 
 | ||
|  | 	/// Get the height of the dynamic tree.
 | ||
|  | 	int32 GetTreeHeight() const; | ||
|  | 
 | ||
|  | 	/// Get the balance of the dynamic tree.
 | ||
|  | 	int32 GetTreeBalance() const; | ||
|  | 
 | ||
|  | 	/// Get the quality metric of the dynamic tree. The smaller the better.
 | ||
|  | 	/// The minimum is 1.
 | ||
|  | 	float32 GetTreeQuality() const; | ||
|  | 
 | ||
|  | 	/// Change the global gravity vector.
 | ||
|  | 	void SetGravity(const b2Vec2& gravity); | ||
|  | 	 | ||
|  | 	/// Get the global gravity vector.
 | ||
|  | 	b2Vec2 GetGravity() const; | ||
|  | 
 | ||
|  | 	/// Is the world locked (in the middle of a time step).
 | ||
|  | 	bool IsLocked() const; | ||
|  | 
 | ||
|  | 	/// Set flag to control automatic clearing of forces after each time step.
 | ||
|  | 	void SetAutoClearForces(bool flag); | ||
|  | 
 | ||
|  | 	/// Get the flag that controls automatic clearing of forces after each time step.
 | ||
|  | 	bool GetAutoClearForces() const; | ||
|  | 
 | ||
|  | 	/// Shift the world origin. Useful for large worlds.
 | ||
|  | 	/// The body shift formula is: position -= newOrigin
 | ||
|  | 	/// @param newOrigin the new origin with respect to the old origin
 | ||
|  | 	void ShiftOrigin(const b2Vec2& newOrigin); | ||
|  | 
 | ||
|  | 	/// Get the contact manager for testing.
 | ||
|  | 	const b2ContactManager& GetContactManager() const; | ||
|  | 
 | ||
|  | 	/// Get the current profile.
 | ||
|  | 	const b2Profile& GetProfile() const; | ||
|  | 
 | ||
|  | 	/// Dump the world into the log file.
 | ||
|  | 	/// @warning this should be called outside of a time step.
 | ||
|  | 	void Dump(); | ||
|  | 
 | ||
|  | private: | ||
|  | 
 | ||
|  | 	// m_flags
 | ||
|  | 	enum | ||
|  | 	{ | ||
|  | 		e_newFixture	= 0x0001, | ||
|  | 		e_locked		= 0x0002, | ||
|  | 		e_clearForces	= 0x0004 | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	friend class b2Body; | ||
|  | 	friend class b2Fixture; | ||
|  | 	friend class b2ContactManager; | ||
|  | 	friend class b2Controller; | ||
|  | 
 | ||
|  | 	void Solve(const b2TimeStep& step); | ||
|  | 	void SolveTOI(const b2TimeStep& step); | ||
|  | 
 | ||
|  | 	void DrawJoint(b2Joint* joint); | ||
|  | 	void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color); | ||
|  | 
 | ||
|  | 	b2BlockAllocator m_blockAllocator; | ||
|  | 	b2StackAllocator m_stackAllocator; | ||
|  | 
 | ||
|  | 	int32 m_flags; | ||
|  | 
 | ||
|  | 	b2ContactManager m_contactManager; | ||
|  | 
 | ||
|  | 	b2Body* m_bodyList; | ||
|  | 	b2Joint* m_jointList; | ||
|  | 
 | ||
|  | 	int32 m_bodyCount; | ||
|  | 	int32 m_jointCount; | ||
|  | 
 | ||
|  | 	b2Vec2 m_gravity; | ||
|  | 	bool m_allowSleep; | ||
|  | 
 | ||
|  | 	b2DestructionListener* m_destructionListener; | ||
|  | 	b2Draw* g_debugDraw; | ||
|  | 
 | ||
|  | 	// This is used to compute the time step ratio to
 | ||
|  | 	// support a variable time step.
 | ||
|  | 	float32 m_inv_dt0; | ||
|  | 
 | ||
|  | 	// These are for debugging the solver.
 | ||
|  | 	bool m_warmStarting; | ||
|  | 	bool m_continuousPhysics; | ||
|  | 	bool m_subStepping; | ||
|  | 
 | ||
|  | 	bool m_stepComplete; | ||
|  | 
 | ||
|  | 	b2Profile m_profile; | ||
|  | }; | ||
|  | 
 | ||
|  | inline b2Body* b2World::GetBodyList() | ||
|  | { | ||
|  | 	return m_bodyList; | ||
|  | } | ||
|  | 
 | ||
|  | inline const b2Body* b2World::GetBodyList() const | ||
|  | { | ||
|  | 	return m_bodyList; | ||
|  | } | ||
|  | 
 | ||
|  | inline b2Joint* b2World::GetJointList() | ||
|  | { | ||
|  | 	return m_jointList; | ||
|  | } | ||
|  | 
 | ||
|  | inline const b2Joint* b2World::GetJointList() const | ||
|  | { | ||
|  | 	return m_jointList; | ||
|  | } | ||
|  | 
 | ||
|  | inline b2Contact* b2World::GetContactList() | ||
|  | { | ||
|  | 	return m_contactManager.m_contactList; | ||
|  | } | ||
|  | 
 | ||
|  | inline const b2Contact* b2World::GetContactList() const | ||
|  | { | ||
|  | 	return m_contactManager.m_contactList; | ||
|  | } | ||
|  | 
 | ||
|  | inline int32 b2World::GetBodyCount() const | ||
|  | { | ||
|  | 	return m_bodyCount; | ||
|  | } | ||
|  | 
 | ||
|  | inline int32 b2World::GetJointCount() const | ||
|  | { | ||
|  | 	return m_jointCount; | ||
|  | } | ||
|  | 
 | ||
|  | inline int32 b2World::GetContactCount() const | ||
|  | { | ||
|  | 	return m_contactManager.m_contactCount; | ||
|  | } | ||
|  | 
 | ||
|  | inline void b2World::SetGravity(const b2Vec2& gravity) | ||
|  | { | ||
|  | 	m_gravity = gravity; | ||
|  | } | ||
|  | 
 | ||
|  | inline b2Vec2 b2World::GetGravity() const | ||
|  | { | ||
|  | 	return m_gravity; | ||
|  | } | ||
|  | 
 | ||
|  | inline bool b2World::IsLocked() const | ||
|  | { | ||
|  | 	return (m_flags & e_locked) == e_locked; | ||
|  | } | ||
|  | 
 | ||
|  | inline void b2World::SetAutoClearForces(bool flag) | ||
|  | { | ||
|  | 	if (flag) | ||
|  | 	{ | ||
|  | 		m_flags |= e_clearForces; | ||
|  | 	} | ||
|  | 	else | ||
|  | 	{ | ||
|  | 		m_flags &= ~e_clearForces; | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | /// Get the flag that controls automatic clearing of forces after each time step.
 | ||
|  | inline bool b2World::GetAutoClearForces() const | ||
|  | { | ||
|  | 	return (m_flags & e_clearForces) == e_clearForces; | ||
|  | } | ||
|  | 
 | ||
|  | inline const b2ContactManager& b2World::GetContactManager() const | ||
|  | { | ||
|  | 	return m_contactManager; | ||
|  | } | ||
|  | 
 | ||
|  | inline const b2Profile& b2World::GetProfile() const | ||
|  | { | ||
|  | 	return m_profile; | ||
|  | } | ||
|  | 
 | ||
|  | #endif
 |