Hipmunk-5.2.0.2: Chipmunk-5.3.4/include/chipmunk/cpBody.h
/* Copyright (c) 2007 Scott Lembcke
*
* 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.
*/
struct cpBody;
struct cpShape;
struct cpSpace;
typedef void (*cpBodyVelocityFunc)(struct cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt);
typedef void (*cpBodyPositionFunc)(struct cpBody *body, cpFloat dt);
extern cpBodyVelocityFunc cpBodyUpdateVelocityDefault;
extern cpBodyPositionFunc cpBodyUpdatePositionDefault;
// Structure to hold information about the contact graph components
// when putting groups of objects to sleep.
// No interesting user accessible fields.
typedef struct cpComponentNode {
struct cpBody *parent;
struct cpBody *next;
int rank;
cpFloat idleTime;
} cpComponentNode;
typedef struct cpBody{
// *** Integration Functions.
// Function that is called to integrate the body's velocity. (Defaults to cpBodyUpdateVelocity)
cpBodyVelocityFunc velocity_func;
// Function that is called to integrate the body's position. (Defaults to cpBodyUpdatePosition)
cpBodyPositionFunc position_func;
// *** Mass Properties
// Mass and it's inverse.
// Always use cpBodySetMass() whenever changing the mass as these values must agree.
cpFloat m, m_inv;
// Moment of inertia and it's inverse.
// Always use cpBodySetMoment() whenever changing the moment as these values must agree.
cpFloat i, i_inv;
// *** Positional Properties
// Linear components of motion (position, velocity, and force)
cpVect p, v, f;
// Angular components of motion (angle, angular velocity, and torque)
// Always use cpBodySetAngle() to set the angle of the body as a and rot must agree.
cpFloat a, w, t;
// Cached unit length vector representing the angle of the body.
// Used for fast vector rotation using cpvrotate().
cpVect rot;
// *** User Definable Fields
// User defined data pointer.
cpDataPointer data;
// *** Other Fields
// Maximum velocities this body can move at after integrating velocity
cpFloat v_limit, w_limit;
// *** Internally Used Fields
// Velocity bias values used when solving penetrations and correcting constraints.
CP_PRIVATE(cpVect v_bias);
CP_PRIVATE(cpFloat w_bias);
// Space this body has been added to
CP_PRIVATE(struct cpSpace *space);
// Pointer to the shape list.
// Shapes form a linked list using cpShape.next when added to a space.
CP_PRIVATE(struct cpShape *shapesList);
// Used by cpSpaceStep() to store contact graph information.
CP_PRIVATE(cpComponentNode node);
} cpBody;
// Basic allocation/destruction functions
cpBody *cpBodyAlloc(void);
cpBody *cpBodyInit(cpBody *body, cpFloat m, cpFloat i);
cpBody *cpBodyNew(cpFloat m, cpFloat i);
cpBody *cpBodyInitStatic(cpBody *body);
cpBody *cpBodyNewStatic();
void cpBodyDestroy(cpBody *body);
void cpBodyFree(cpBody *body);
// Wake up a sleeping or idle body. (defined in cpSpace.c)
void cpBodyActivate(cpBody *body);
// Force a body to sleep;
// defined in cpSpaceComponent.c
void cpBodySleep(cpBody *body);
void cpBodySleepWithGroup(cpBody *body, cpBody *group);
static inline cpBool
cpBodyIsSleeping(const cpBody *body)
{
return (CP_PRIVATE(body->node).next != ((cpBody*)0));
}
static inline cpBool
cpBodyIsStatic(const cpBody *body)
{
return CP_PRIVATE(body->node).idleTime == INFINITY;
}
static inline cpBool
cpBodyIsRogue(const cpBody *body)
{
return (body->CP_PRIVATE(space) == ((struct cpSpace*)0));
}
#define CP_DefineBodyGetter(type, member, name) \
static inline type cpBodyGet##name(const cpBody *body){return body->member;}
#define CP_DefineBodySetter(type, member, name) \
static inline void \
cpBodySet##name(cpBody *body, const type value){ \
cpBodyActivate(body); \
body->member = value; \
} \
#define CP_DefineBodyProperty(type, member, name) \
CP_DefineBodyGetter(type, member, name) \
CP_DefineBodySetter(type, member, name)
// Accessors for cpBody struct members
CP_DefineBodyGetter(cpFloat, m, Mass);
void cpBodySetMass(cpBody *body, cpFloat m);
CP_DefineBodyGetter(cpFloat, i, Moment);
void cpBodySetMoment(cpBody *body, cpFloat i);
CP_DefineBodyProperty(cpVect, p, Pos);
CP_DefineBodyProperty(cpVect, v, Vel);
CP_DefineBodyProperty(cpVect, f, Force);
CP_DefineBodyGetter(cpFloat, a, Angle);
void cpBodySetAngle(cpBody *body, cpFloat a);
CP_DefineBodyProperty(cpFloat, w, AngVel);
CP_DefineBodyProperty(cpFloat, t, Torque);
CP_DefineBodyGetter(cpVect, rot, Rot);
CP_DefineBodyProperty(cpFloat, v_limit, VelLimit);
CP_DefineBodyProperty(cpFloat, w_limit, AngVelLimit);
// Modify the velocity of the body so that it will move to the specified absolute coordinates in the next timestep.
// Intended for objects that are moved manually with a custom velocity integration function.
void cpBodySlew(cpBody *body, cpVect pos, cpFloat dt);
// Default Integration functions.
void cpBodyUpdateVelocity(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt);
void cpBodyUpdatePosition(cpBody *body, cpFloat dt);
// Convert body local to world coordinates
static inline cpVect
cpBodyLocal2World(const cpBody *body, const cpVect v)
{
return cpvadd(body->p, cpvrotate(v, body->rot));
}
// Convert world to body local coordinates
static inline cpVect
cpBodyWorld2Local(const cpBody *body, const cpVect v)
{
return cpvunrotate(cpvsub(v, body->p), body->rot);
}
// Apply an impulse (in world coordinates) to the body at a point relative to the center of gravity (also in world coordinates).
static inline void
cpBodyApplyImpulse(cpBody *body, const cpVect j, const cpVect r)
{
body->v = cpvadd(body->v, cpvmult(j, body->m_inv));
body->w += body->i_inv*cpvcross(r, j);
}
// Zero the forces on a body.
void cpBodyResetForces(cpBody *body);
// Apply a force (in world coordinates) to a body at a point relative to the center of gravity (also in world coordinates).
void cpBodyApplyForce(cpBody *body, const cpVect f, const cpVect r);
static inline cpFloat
cpBodyKineticEnergy(const cpBody *body)
{
// Need to do some fudging to avoid NaNs
cpFloat vsq = cpvdot(body->v, body->v);
cpFloat wsq = body->w*body->w;
return (vsq ? vsq*body->m : 0.0f) + (wsq ? wsq*body->i : 0.0f);
}
// Apply a damped spring force between two bodies.
// Warning: Large damping values can be unstable. Use a cpDampedSpring constraint for this instead.
void cpApplyDampedSpring(cpBody *a, cpBody *b, cpVect anchr1, cpVect anchr2, cpFloat rlen, cpFloat k, cpFloat dmp, cpFloat dt);