embedded_libs/box2d-2.4.1/src/dynamics/b2_body.cpp
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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "box2d/b2_body.h"
#include "box2d/b2_contact.h"
#include "box2d/b2_fixture.h"
#include "box2d/b2_joint.h"
#include "box2d/b2_world.h"
#include <new>
b2Body::b2Body(const b2BodyDef* bd, b2World* world)
{
b2Assert(bd->position.IsValid());
b2Assert(bd->linearVelocity.IsValid());
b2Assert(b2IsValid(bd->angle));
b2Assert(b2IsValid(bd->angularVelocity));
b2Assert(b2IsValid(bd->angularDamping) && bd->angularDamping >= 0.0f);
b2Assert(b2IsValid(bd->linearDamping) && bd->linearDamping >= 0.0f);
m_flags = 0;
if (bd->bullet)
{
m_flags |= e_bulletFlag;
}
if (bd->fixedRotation)
{
m_flags |= e_fixedRotationFlag;
}
if (bd->allowSleep)
{
m_flags |= e_autoSleepFlag;
}
if (bd->awake && bd->type != b2_staticBody)
{
m_flags |= e_awakeFlag;
}
if (bd->enabled)
{
m_flags |= e_enabledFlag;
}
m_world = world;
m_xf.p = bd->position;
m_xf.q.Set(bd->angle);
m_sweep.localCenter.SetZero();
m_sweep.c0 = m_xf.p;
m_sweep.c = m_xf.p;
m_sweep.a0 = bd->angle;
m_sweep.a = bd->angle;
m_sweep.alpha0 = 0.0f;
m_jointList = nullptr;
m_contactList = nullptr;
m_prev = nullptr;
m_next = nullptr;
m_linearVelocity = bd->linearVelocity;
m_angularVelocity = bd->angularVelocity;
m_linearDamping = bd->linearDamping;
m_angularDamping = bd->angularDamping;
m_gravityScale = bd->gravityScale;
m_force.SetZero();
m_torque = 0.0f;
m_sleepTime = 0.0f;
m_type = bd->type;
m_mass = 0.0f;
m_invMass = 0.0f;
m_I = 0.0f;
m_invI = 0.0f;
m_userData = bd->userData;
m_fixtureList = nullptr;
m_fixtureCount = 0;
}
b2Body::~b2Body()
{
// shapes and joints are destroyed in b2World::Destroy
}
void b2Body::SetType(b2BodyType type)
{
b2Assert(m_world->IsLocked() == false);
if (m_world->IsLocked() == true)
{
return;
}
if (m_type == type)
{
return;
}
m_type = type;
ResetMassData();
if (m_type == b2_staticBody)
{
m_linearVelocity.SetZero();
m_angularVelocity = 0.0f;
m_sweep.a0 = m_sweep.a;
m_sweep.c0 = m_sweep.c;
m_flags &= ~e_awakeFlag;
SynchronizeFixtures();
}
SetAwake(true);
m_force.SetZero();
m_torque = 0.0f;
// Delete the attached contacts.
b2ContactEdge* ce = m_contactList;
while (ce)
{
b2ContactEdge* ce0 = ce;
ce = ce->next;
m_world->m_contactManager.Destroy(ce0->contact);
}
m_contactList = nullptr;
// Touch the proxies so that new contacts will be created (when appropriate)
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
int32 proxyCount = f->m_proxyCount;
for (int32 i = 0; i < proxyCount; ++i)
{
broadPhase->TouchProxy(f->m_proxies[i].proxyId);
}
}
}
b2Fixture* b2Body::CreateFixture(const b2FixtureDef* def)
{
b2Assert(m_world->IsLocked() == false);
if (m_world->IsLocked() == true)
{
return nullptr;
}
b2BlockAllocator* allocator = &m_world->m_blockAllocator;
void* memory = allocator->Allocate(sizeof(b2Fixture));
b2Fixture* fixture = new (memory) b2Fixture;
fixture->Create(allocator, this, def);
if (m_flags & e_enabledFlag)
{
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
fixture->CreateProxies(broadPhase, m_xf);
}
fixture->m_next = m_fixtureList;
m_fixtureList = fixture;
++m_fixtureCount;
fixture->m_body = this;
// Adjust mass properties if needed.
if (fixture->m_density > 0.0f)
{
ResetMassData();
}
// Let the world know we have a new fixture. This will cause new contacts
// to be created at the beginning of the next time step.
m_world->m_newContacts = true;
return fixture;
}
b2Fixture* b2Body::CreateFixture(const b2Shape* shape, float density)
{
b2FixtureDef def;
def.shape = shape;
def.density = density;
return CreateFixture(&def);
}
void b2Body::DestroyFixture(b2Fixture* fixture)
{
if (fixture == NULL)
{
return;
}
b2Assert(m_world->IsLocked() == false);
if (m_world->IsLocked() == true)
{
return;
}
b2Assert(fixture->m_body == this);
// Remove the fixture from this body's singly linked list.
b2Assert(m_fixtureCount > 0);
b2Fixture** node = &m_fixtureList;
bool found = false;
while (*node != nullptr)
{
if (*node == fixture)
{
*node = fixture->m_next;
found = true;
break;
}
node = &(*node)->m_next;
}
// You tried to remove a shape that is not attached to this body.
b2Assert(found);
// Destroy any contacts associated with the fixture.
b2ContactEdge* edge = m_contactList;
while (edge)
{
b2Contact* c = edge->contact;
edge = edge->next;
b2Fixture* fixtureA = c->GetFixtureA();
b2Fixture* fixtureB = c->GetFixtureB();
if (fixture == fixtureA || fixture == fixtureB)
{
// This destroys the contact and removes it from
// this body's contact list.
m_world->m_contactManager.Destroy(c);
}
}
b2BlockAllocator* allocator = &m_world->m_blockAllocator;
if (m_flags & e_enabledFlag)
{
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
fixture->DestroyProxies(broadPhase);
}
fixture->m_body = nullptr;
fixture->m_next = nullptr;
fixture->Destroy(allocator);
fixture->~b2Fixture();
allocator->Free(fixture, sizeof(b2Fixture));
--m_fixtureCount;
// Reset the mass data.
ResetMassData();
}
void b2Body::ResetMassData()
{
// Compute mass data from shapes. Each shape has its own density.
m_mass = 0.0f;
m_invMass = 0.0f;
m_I = 0.0f;
m_invI = 0.0f;
m_sweep.localCenter.SetZero();
// Static and kinematic bodies have zero mass.
if (m_type == b2_staticBody || m_type == b2_kinematicBody)
{
m_sweep.c0 = m_xf.p;
m_sweep.c = m_xf.p;
m_sweep.a0 = m_sweep.a;
return;
}
b2Assert(m_type == b2_dynamicBody);
// Accumulate mass over all fixtures.
b2Vec2 localCenter = b2Vec2_zero;
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
if (f->m_density == 0.0f)
{
continue;
}
b2MassData massData;
f->GetMassData(&massData);
m_mass += massData.mass;
localCenter += massData.mass * massData.center;
m_I += massData.I;
}
// Compute center of mass.
if (m_mass > 0.0f)
{
m_invMass = 1.0f / m_mass;
localCenter *= m_invMass;
}
if (m_I > 0.0f && (m_flags & e_fixedRotationFlag) == 0)
{
// Center the inertia about the center of mass.
m_I -= m_mass * b2Dot(localCenter, localCenter);
b2Assert(m_I > 0.0f);
m_invI = 1.0f / m_I;
}
else
{
m_I = 0.0f;
m_invI = 0.0f;
}
// Move center of mass.
b2Vec2 oldCenter = m_sweep.c;
m_sweep.localCenter = localCenter;
m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
// Update center of mass velocity.
m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
}
void b2Body::SetMassData(const b2MassData* massData)
{
b2Assert(m_world->IsLocked() == false);
if (m_world->IsLocked() == true)
{
return;
}
if (m_type != b2_dynamicBody)
{
return;
}
m_invMass = 0.0f;
m_I = 0.0f;
m_invI = 0.0f;
m_mass = massData->mass;
if (m_mass <= 0.0f)
{
m_mass = 1.0f;
}
m_invMass = 1.0f / m_mass;
if (massData->I > 0.0f && (m_flags & b2Body::e_fixedRotationFlag) == 0)
{
m_I = massData->I - m_mass * b2Dot(massData->center, massData->center);
b2Assert(m_I > 0.0f);
m_invI = 1.0f / m_I;
}
// Move center of mass.
b2Vec2 oldCenter = m_sweep.c;
m_sweep.localCenter = massData->center;
m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
// Update center of mass velocity.
m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
}
bool b2Body::ShouldCollide(const b2Body* other) const
{
// At least one body should be dynamic.
if (m_type != b2_dynamicBody && other->m_type != b2_dynamicBody)
{
return false;
}
// Does a joint prevent collision?
for (b2JointEdge* jn = m_jointList; jn; jn = jn->next)
{
if (jn->other == other)
{
if (jn->joint->m_collideConnected == false)
{
return false;
}
}
}
return true;
}
void b2Body::SetTransform(const b2Vec2& position, float angle)
{
b2Assert(m_world->IsLocked() == false);
if (m_world->IsLocked() == true)
{
return;
}
m_xf.q.Set(angle);
m_xf.p = position;
m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
m_sweep.a = angle;
m_sweep.c0 = m_sweep.c;
m_sweep.a0 = angle;
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
f->Synchronize(broadPhase, m_xf, m_xf);
}
// Check for new contacts the next step
m_world->m_newContacts = true;
}
void b2Body::SynchronizeFixtures()
{
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
if (m_flags & b2Body::e_awakeFlag)
{
b2Transform xf1;
xf1.q.Set(m_sweep.a0);
xf1.p = m_sweep.c0 - b2Mul(xf1.q, m_sweep.localCenter);
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
f->Synchronize(broadPhase, xf1, m_xf);
}
}
else
{
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
f->Synchronize(broadPhase, m_xf, m_xf);
}
}
}
void b2Body::SetEnabled(bool flag)
{
b2Assert(m_world->IsLocked() == false);
if (flag == IsEnabled())
{
return;
}
if (flag)
{
m_flags |= e_enabledFlag;
// Create all proxies.
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
f->CreateProxies(broadPhase, m_xf);
}
// Contacts are created at the beginning of the next
m_world->m_newContacts = true;
}
else
{
m_flags &= ~e_enabledFlag;
// Destroy all proxies.
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
f->DestroyProxies(broadPhase);
}
// Destroy the attached contacts.
b2ContactEdge* ce = m_contactList;
while (ce)
{
b2ContactEdge* ce0 = ce;
ce = ce->next;
m_world->m_contactManager.Destroy(ce0->contact);
}
m_contactList = nullptr;
}
}
void b2Body::SetFixedRotation(bool flag)
{
bool status = (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
if (status == flag)
{
return;
}
if (flag)
{
m_flags |= e_fixedRotationFlag;
}
else
{
m_flags &= ~e_fixedRotationFlag;
}
m_angularVelocity = 0.0f;
ResetMassData();
}
void b2Body::Dump()
{
int32 bodyIndex = m_islandIndex;
// %.9g is sufficient to save and load the same value using text
// FLT_DECIMAL_DIG == 9
b2Dump("{\n");
b2Dump(" b2BodyDef bd;\n");
b2Dump(" bd.type = b2BodyType(%d);\n", m_type);
b2Dump(" bd.position.Set(%.9g, %.9g);\n", m_xf.p.x, m_xf.p.y);
b2Dump(" bd.angle = %.9g;\n", m_sweep.a);
b2Dump(" bd.linearVelocity.Set(%.9g, %.9g);\n", m_linearVelocity.x, m_linearVelocity.y);
b2Dump(" bd.angularVelocity = %.9g;\n", m_angularVelocity);
b2Dump(" bd.linearDamping = %.9g;\n", m_linearDamping);
b2Dump(" bd.angularDamping = %.9g;\n", m_angularDamping);
b2Dump(" bd.allowSleep = bool(%d);\n", m_flags & e_autoSleepFlag);
b2Dump(" bd.awake = bool(%d);\n", m_flags & e_awakeFlag);
b2Dump(" bd.fixedRotation = bool(%d);\n", m_flags & e_fixedRotationFlag);
b2Dump(" bd.bullet = bool(%d);\n", m_flags & e_bulletFlag);
b2Dump(" bd.enabled = bool(%d);\n", m_flags & e_enabledFlag);
b2Dump(" bd.gravityScale = %.9g;\n", m_gravityScale);
b2Dump(" bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex);
b2Dump("\n");
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
b2Dump(" {\n");
f->Dump(bodyIndex);
b2Dump(" }\n");
}
b2Dump("}\n");
}