Hipmunk-5.2.0.2: Chipmunk-5.3.4/include/chipmunk/cpSpace.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 cpSpace;
// Number of frames that contact information should persist.
extern cpTimestamp cp_contact_persistence;
// User collision handler function types.
typedef cpBool (*cpCollisionBeginFunc)(cpArbiter *arb, struct cpSpace *space, void *data);
typedef cpBool (*cpCollisionPreSolveFunc)(cpArbiter *arb, struct cpSpace *space, void *data);
typedef void (*cpCollisionPostSolveFunc)(cpArbiter *arb, struct cpSpace *space, void *data);
typedef void (*cpCollisionSeparateFunc)(cpArbiter *arb, struct cpSpace *space, void *data);
// Structure for holding collision pair function information.
// Used internally.
typedef struct cpCollisionHandler {
cpCollisionType a;
cpCollisionType b;
cpCollisionBeginFunc begin;
cpCollisionPreSolveFunc preSolve;
cpCollisionPostSolveFunc postSolve;
cpCollisionSeparateFunc separate;
void *data;
} cpCollisionHandler;
typedef struct cpContactBufferHeader {
cpTimestamp stamp;
struct cpContactBufferHeader *next;
unsigned int numContacts;
} cpContactBufferHeader;
typedef struct cpSpace{
// *** User definable fields
// Number of iterations to use in the impulse solver to solve contacts.
int iterations;
// Number of iterations to use in the impulse solver to solve elastic collisions.
int elasticIterations;
// Default gravity to supply when integrating rigid body motions.
cpVect gravity;
// Default damping to supply when integrating rigid body motions.
cpFloat damping;
// Speed threshold for a body to be considered idle.
// The default value of 0 means to let the space guess a good threshold based on gravity.
cpFloat idleSpeedThreshold;
// Time a group of bodies must remain idle in order to fall asleep
// The default value of INFINITY disables the sleeping algorithm.
cpFloat sleepTimeThreshold;
// *** Internally Used Fields
// When the space lock count is non zero you cannot add or remove objects
CP_PRIVATE(int locked);
// Time stamp. Is incremented on every call to cpSpaceStep().
CP_PRIVATE(cpTimestamp stamp);
// The static and active shape spatial hashes.
CP_PRIVATE(cpSpaceHash *staticShapes);
CP_PRIVATE(cpSpaceHash *activeShapes);
// List of bodies in the system.
CP_PRIVATE(cpArray *bodies);
// List of groups of sleeping bodies.
CP_PRIVATE(cpArray *sleepingComponents);
// List of bodies that have been flagged to be awoken.
CP_PRIVATE(cpArray *rousedBodies);
// List of active arbiters for the impulse solver.
CP_PRIVATE(cpArray *arbiters);
CP_PRIVATE(cpArray *pooledArbiters);
// Linked list ring of contact buffers.
// Head is the newest buffer, and each buffer points to a newer buffer.
// Head wraps around and points to the oldest (tail) buffer.
CP_PRIVATE(cpContactBufferHeader *contactBuffersHead);
CP_PRIVATE(cpContactBufferHeader *_contactBuffersTail_Deprecated);
// List of buffers to be free()ed when destroying the space.
CP_PRIVATE(cpArray *allocatedBuffers);
// Persistant contact set.
CP_PRIVATE(cpHashSet *contactSet);
// List of constraints in the system.
CP_PRIVATE(cpArray *constraints);
// Set of collisionpair functions.
CP_PRIVATE(cpHashSet *collFuncSet);
// Default collision handler.
CP_PRIVATE(cpCollisionHandler defaultHandler);
CP_PRIVATE(cpHashSet *postStepCallbacks);
cpBody staticBody;
} cpSpace;
// Basic allocation/destruction functions.
cpSpace* cpSpaceAlloc(void);
cpSpace* cpSpaceInit(cpSpace *space);
cpSpace* cpSpaceNew(void);
void cpSpaceDestroy(cpSpace *space);
void cpSpaceFree(cpSpace *space);
// Convenience function. Frees all referenced entities. (bodies, shapes and constraints)
void cpSpaceFreeChildren(cpSpace *space);
// Collision handler management functions.
void cpSpaceSetDefaultCollisionHandler(
cpSpace *space,
cpCollisionBeginFunc begin,
cpCollisionPreSolveFunc preSolve,
cpCollisionPostSolveFunc postSolve,
cpCollisionSeparateFunc separate,
void *data
);
void cpSpaceAddCollisionHandler(
cpSpace *space,
cpCollisionType a, cpCollisionType b,
cpCollisionBeginFunc begin,
cpCollisionPreSolveFunc preSolve,
cpCollisionPostSolveFunc postSolve,
cpCollisionSeparateFunc separate,
void *data
);
void cpSpaceRemoveCollisionHandler(cpSpace *space, cpCollisionType a, cpCollisionType b);
// Add and remove entities from the system.
cpShape *cpSpaceAddShape(cpSpace *space, cpShape *shape);
cpShape *cpSpaceAddStaticShape(cpSpace *space, cpShape *shape);
cpBody *cpSpaceAddBody(cpSpace *space, cpBody *body);
cpConstraint *cpSpaceAddConstraint(cpSpace *space, cpConstraint *constraint);
void cpSpaceRemoveShape(cpSpace *space, cpShape *shape);
void cpSpaceRemoveStaticShape(cpSpace *space, cpShape *shape);
void cpSpaceRemoveBody(cpSpace *space, cpBody *body);
void cpSpaceRemoveConstraint(cpSpace *space, cpConstraint *constraint);
// Post Step function definition
typedef void (*cpPostStepFunc)(cpSpace *space, void *obj, void *data);
// Register a post step function to be called after cpSpaceStep() has finished.
// obj is used a key, you can only register one callback per unique value for obj
void cpSpaceAddPostStepCallback(cpSpace *space, cpPostStepFunc func, void *obj, void *data);
// Point query callback function
typedef void (*cpSpacePointQueryFunc)(cpShape *shape, void *data);
void cpSpacePointQuery(cpSpace *space, cpVect point, cpLayers layers, cpGroup group, cpSpacePointQueryFunc func, void *data);
cpShape *cpSpacePointQueryFirst(cpSpace *space, cpVect point, cpLayers layers, cpGroup group);
// Segment query callback function
typedef void (*cpSpaceSegmentQueryFunc)(cpShape *shape, cpFloat t, cpVect n, void *data);
void cpSpaceSegmentQuery(cpSpace *space, cpVect start, cpVect end, cpLayers layers, cpGroup group, cpSpaceSegmentQueryFunc func, void *data);
cpShape *cpSpaceSegmentQueryFirst(cpSpace *space, cpVect start, cpVect end, cpLayers layers, cpGroup group, cpSegmentQueryInfo *out);
// BB query callback function
typedef void (*cpSpaceBBQueryFunc)(cpShape *shape, void *data);
void cpSpaceBBQuery(cpSpace *space, cpBB bb, cpLayers layers, cpGroup group, cpSpaceBBQueryFunc func, void *data);
// Shape query callback function
typedef void (*cpSpaceShapeQueryFunc)(cpShape *shape, cpContactPointSet *points, void *data);
cpBool cpSpaceShapeQuery(cpSpace *space, cpShape *shape, cpSpaceShapeQueryFunc func, void *data);
void cpSpaceActivateShapesTouchingShape(cpSpace *space, cpShape *shape);
// Iterator function for iterating the bodies in a space.
typedef void (*cpSpaceBodyIterator)(cpBody *body, void *data);
void cpSpaceEachBody(cpSpace *space, cpSpaceBodyIterator func, void *data);
// Spatial hash management functions.
void cpSpaceResizeStaticHash(cpSpace *space, cpFloat dim, int count);
void cpSpaceResizeActiveHash(cpSpace *space, cpFloat dim, int count);
void cpSpaceRehashStatic(cpSpace *space);
void cpSpaceRehashShape(cpSpace *space, cpShape *shape);
// Update the space.
void cpSpaceStep(cpSpace *space, cpFloat dt);