1 /*
2 * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
3 *
4 * This software is provided 'as-is', without any express or implied
5 * warranty.  In no event will the authors be held liable for any damages
6 * arising from the use of this software.
7 * Permission is granted to anyone to use this software for any purpose,
8 * including commercial applications, and to alter it and redistribute it
9 * freely, subject to the following restrictions:
10 * 1. The origin of this software must not be misrepresented; you must not
11 * claim that you wrote the original software. If you use this software
12 * in a product, an acknowledgment in the product documentation would be
13 * appreciated but is not required.
14 * 2. Altered source versions must be plainly marked as such, and must not be
15 * misrepresented as being the original software.
16 * 3. This notice may not be removed or altered from any source distribution.
17 */
18 
19 #ifndef B2_WORLD_H
20 #define B2_WORLD_H
21 
22 #include <Box2D/Common/b2Math.h>
23 #include <Box2D/Common/b2BlockAllocator.h>
24 #include <Box2D/Common/b2StackAllocator.h>
25 #include <Box2D/Dynamics/b2ContactManager.h>
26 #include <Box2D/Dynamics/b2WorldCallbacks.h>
27 #include <Box2D/Dynamics/b2TimeStep.h>
28 
29 struct b2AABB;
30 struct b2BodyDef;
31 struct b2Color;
32 struct b2JointDef;
33 class b2Body;
34 class b2Draw;
35 class b2Fixture;
36 class b2Joint;
37 
38 /// The world class manages all physics entities, dynamic simulation,
39 /// and asynchronous queries. The world also contains efficient memory
40 /// management facilities.
41 class b2World
42 {
43 public:
44 	/// Construct a world object.
45 	/// @param gravity the world gravity vector.
46 	b2World(const b2Vec2& gravity);
47 
48 	/// Destruct the world. All physics entities are destroyed and all heap memory is released.
49 	~b2World();
50 
51 	/// Register a destruction listener. The listener is owned by you and must
52 	/// remain in scope.
53 	void SetDestructionListener(b2DestructionListener* listener);
54 
55 	/// Register a contact filter to provide specific control over collision.
56 	/// Otherwise the default filter is used (b2_defaultFilter). The listener is
57 	/// owned by you and must remain in scope.
58 	void SetContactFilter(b2ContactFilter* filter);
59 
60 	/// Register a contact event listener. The listener is owned by you and must
61 	/// remain in scope.
62 	void SetContactListener(b2ContactListener* listener);
63 
64 	/// Register a routine for debug drawing. The debug draw functions are called
65 	/// inside with b2World::DrawDebugData method. The debug draw object is owned
66 	/// by you and must remain in scope.
67 	void SetDebugDraw(b2Draw* debugDraw);
68 
69 	/// Create a rigid body given a definition. No reference to the definition
70 	/// is retained.
71 	/// @warning This function is locked during callbacks.
72 	b2Body* CreateBody(const b2BodyDef* def);
73 
74 	/// Destroy a rigid body given a definition. No reference to the definition
75 	/// is retained. This function is locked during callbacks.
76 	/// @warning This automatically deletes all associated shapes and joints.
77 	/// @warning This function is locked during callbacks.
78 	void DestroyBody(b2Body* body);
79 
80 	/// Create a joint to constrain bodies together. No reference to the definition
81 	/// is retained. This may cause the connected bodies to cease colliding.
82 	/// @warning This function is locked during callbacks.
83 	b2Joint* CreateJoint(const b2JointDef* def);
84 
85 	/// Destroy a joint. This may cause the connected bodies to begin colliding.
86 	/// @warning This function is locked during callbacks.
87 	void DestroyJoint(b2Joint* joint);
88 
89 	/// Take a time step. This performs collision detection, integration,
90 	/// and constraint solution.
91 	/// @param timeStep the amount of time to simulate, this should not vary.
92 	/// @param velocityIterations for the velocity constraint solver.
93 	/// @param positionIterations for the position constraint solver.
94 	void Step(	float32 timeStep,
95 				int32 velocityIterations,
96 				int32 positionIterations);
97 
98 	/// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
99 	/// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
100 	/// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
101 	/// a fixed sized time step under a variable frame-rate.
102 	/// When you perform sub-stepping you will disable auto clearing of forces and instead call
103 	/// ClearForces after all sub-steps are complete in one pass of your game loop.
104 	/// @see SetAutoClearForces
105 	void ClearForces();
106 
107 	/// Call this to draw shapes and other debug draw data. This is intentionally non-const.
108 	void DrawDebugData();
109 
110 	/// Query the world for all fixtures that potentially overlap the
111 	/// provided AABB.
112 	/// @param callback a user implemented callback class.
113 	/// @param aabb the query box.
114 	void QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const;
115 
116 	/// Ray-cast the world for all fixtures in the path of the ray. Your callback
117 	/// controls whether you get the closest point, any point, or n-points.
118 	/// The ray-cast ignores shapes that contain the starting point.
119 	/// @param callback a user implemented callback class.
120 	/// @param point1 the ray starting point
121 	/// @param point2 the ray ending point
122 	void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const;
123 
124 	/// Get the world body list. With the returned body, use b2Body::GetNext to get
125 	/// the next body in the world list. A NULL body indicates the end of the list.
126 	/// @return the head of the world body list.
127 	b2Body* GetBodyList();
128 	const b2Body* GetBodyList() const;
129 
130 	/// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
131 	/// the next joint in the world list. A NULL joint indicates the end of the list.
132 	/// @return the head of the world joint list.
133 	b2Joint* GetJointList();
134 	const b2Joint* GetJointList() const;
135 
136 	/// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
137 	/// the next contact in the world list. A NULL contact indicates the end of the list.
138 	/// @return the head of the world contact list.
139 	/// @warning contacts are created and destroyed in the middle of a time step.
140 	/// Use b2ContactListener to avoid missing contacts.
141 	b2Contact* GetContactList();
142 	const b2Contact* GetContactList() const;
143 
144 	/// Enable/disable sleep.
145 	void SetAllowSleeping(bool flag);
GetAllowSleeping()146 	bool GetAllowSleeping() const { return m_allowSleep; }
147 
148 	/// Enable/disable warm starting. For testing.
SetWarmStarting(bool flag)149 	void SetWarmStarting(bool flag) { m_warmStarting = flag; }
GetWarmStarting()150 	bool GetWarmStarting() const { return m_warmStarting; }
151 
152 	/// Enable/disable continuous physics. For testing.
SetContinuousPhysics(bool flag)153 	void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
GetContinuousPhysics()154 	bool GetContinuousPhysics() const { return m_continuousPhysics; }
155 
156 	/// Enable/disable single stepped continuous physics. For testing.
SetSubStepping(bool flag)157 	void SetSubStepping(bool flag) { m_subStepping = flag; }
GetSubStepping()158 	bool GetSubStepping() const { return m_subStepping; }
159 
160 	/// Get the number of broad-phase proxies.
161 	int32 GetProxyCount() const;
162 
163 	/// Get the number of bodies.
164 	int32 GetBodyCount() const;
165 
166 	/// Get the number of joints.
167 	int32 GetJointCount() const;
168 
169 	/// Get the number of contacts (each may have 0 or more contact points).
170 	int32 GetContactCount() const;
171 
172 	/// Get the height of the dynamic tree.
173 	int32 GetTreeHeight() const;
174 
175 	/// Get the balance of the dynamic tree.
176 	int32 GetTreeBalance() const;
177 
178 	/// Get the quality metric of the dynamic tree. The smaller the better.
179 	/// The minimum is 1.
180 	float32 GetTreeQuality() const;
181 
182 	/// Change the global gravity vector.
183 	void SetGravity(const b2Vec2& gravity);
184 
185 	/// Get the global gravity vector.
186 	b2Vec2 GetGravity() const;
187 
188 	/// Is the world locked (in the middle of a time step).
189 	bool IsLocked() const;
190 
191 	/// Set flag to control automatic clearing of forces after each time step.
192 	void SetAutoClearForces(bool flag);
193 
194 	/// Get the flag that controls automatic clearing of forces after each time step.
195 	bool GetAutoClearForces() const;
196 
197 	/// Shift the world origin. Useful for large worlds.
198 	/// The body shift formula is: position -= newOrigin
199 	/// @param newOrigin the new origin with respect to the old origin
200 	void ShiftOrigin(const b2Vec2& newOrigin);
201 
202 	/// Get the contact manager for testing.
203 	const b2ContactManager& GetContactManager() const;
204 
205 	/// Get the current profile.
206 	const b2Profile& GetProfile() const;
207 
208 	/// Dump the world into the log file.
209 	/// @warning this should be called outside of a time step.
210 	void Dump();
211 
212 private:
213 
214 	// m_flags
215 	enum
216 	{
217 		e_newFixture	= 0x0001,
218 		e_locked		= 0x0002,
219 		e_clearForces	= 0x0004
220 	};
221 
222 	friend class b2Body;
223 	friend class b2Fixture;
224 	friend class b2ContactManager;
225 	friend class b2Controller;
226 
227 	void Solve(const b2TimeStep& step);
228 	void SolveTOI(const b2TimeStep& step);
229 
230 	void DrawJoint(b2Joint* joint);
231 	void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color);
232 
233 	b2BlockAllocator m_blockAllocator;
234 	b2StackAllocator m_stackAllocator;
235 
236 	int32 m_flags;
237 
238 	b2ContactManager m_contactManager;
239 
240 	b2Body* m_bodyList;
241 	b2Joint* m_jointList;
242 
243 	int32 m_bodyCount;
244 	int32 m_jointCount;
245 
246 	b2Vec2 m_gravity;
247 	bool m_allowSleep;
248 
249 	b2DestructionListener* m_destructionListener;
250 	b2Draw* g_debugDraw;
251 
252 	// This is used to compute the time step ratio to
253 	// support a variable time step.
254 	float32 m_inv_dt0;
255 
256 	// These are for debugging the solver.
257 	bool m_warmStarting;
258 	bool m_continuousPhysics;
259 	bool m_subStepping;
260 
261 	bool m_stepComplete;
262 
263 	b2Profile m_profile;
264 };
265 
GetBodyList()266 inline b2Body* b2World::GetBodyList()
267 {
268 	return m_bodyList;
269 }
270 
GetBodyList()271 inline const b2Body* b2World::GetBodyList() const
272 {
273 	return m_bodyList;
274 }
275 
GetJointList()276 inline b2Joint* b2World::GetJointList()
277 {
278 	return m_jointList;
279 }
280 
GetJointList()281 inline const b2Joint* b2World::GetJointList() const
282 {
283 	return m_jointList;
284 }
285 
GetContactList()286 inline b2Contact* b2World::GetContactList()
287 {
288 	return m_contactManager.m_contactList;
289 }
290 
GetContactList()291 inline const b2Contact* b2World::GetContactList() const
292 {
293 	return m_contactManager.m_contactList;
294 }
295 
GetBodyCount()296 inline int32 b2World::GetBodyCount() const
297 {
298 	return m_bodyCount;
299 }
300 
GetJointCount()301 inline int32 b2World::GetJointCount() const
302 {
303 	return m_jointCount;
304 }
305 
GetContactCount()306 inline int32 b2World::GetContactCount() const
307 {
308 	return m_contactManager.m_contactCount;
309 }
310 
SetGravity(const b2Vec2 & gravity)311 inline void b2World::SetGravity(const b2Vec2& gravity)
312 {
313 	m_gravity = gravity;
314 }
315 
GetGravity()316 inline b2Vec2 b2World::GetGravity() const
317 {
318 	return m_gravity;
319 }
320 
IsLocked()321 inline bool b2World::IsLocked() const
322 {
323 	return (m_flags & e_locked) == e_locked;
324 }
325 
SetAutoClearForces(bool flag)326 inline void b2World::SetAutoClearForces(bool flag)
327 {
328 	if (flag)
329 	{
330 		m_flags |= e_clearForces;
331 	}
332 	else
333 	{
334 		m_flags &= ~e_clearForces;
335 	}
336 }
337 
338 /// Get the flag that controls automatic clearing of forces after each time step.
GetAutoClearForces()339 inline bool b2World::GetAutoClearForces() const
340 {
341 	return (m_flags & e_clearForces) == e_clearForces;
342 }
343 
GetContactManager()344 inline const b2ContactManager& b2World::GetContactManager() const
345 {
346 	return m_contactManager;
347 }
348 
GetProfile()349 inline const b2Profile& b2World::GetProfile() const
350 {
351 	return m_profile;
352 }
353 
354 #endif
355