Box2D
2.3.0
A 2D Physics Engine for Games
Box2D
Dynamics
b2Island.h
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_ISLAND_H
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#define B2_ISLAND_H
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#include <Box2D/Common/b2Math.h>
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#include <Box2D/Dynamics/b2Body.h>
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#include <Box2D/Dynamics/b2TimeStep.h>
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class
b2Contact
;
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class
b2Joint
;
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class
b2StackAllocator
;
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class
b2ContactListener
;
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struct
b2ContactVelocityConstraint
;
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struct
b2Profile
;
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class
b2Island
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{
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public
:
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b2Island
(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity,
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b2StackAllocator
* allocator,
b2ContactListener
* listener);
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~
b2Island
();
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void
Clear()
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{
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m_bodyCount = 0;
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m_contactCount = 0;
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m_jointCount = 0;
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}
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void
Solve(
b2Profile
* profile,
const
b2TimeStep
& step,
const
b2Vec2
& gravity,
bool
allowSleep);
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void
SolveTOI(
const
b2TimeStep
& subStep, int32 toiIndexA, int32 toiIndexB);
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void
Add(
b2Body
* body)
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{
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b2Assert(m_bodyCount < m_bodyCapacity);
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body->m_islandIndex = m_bodyCount;
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m_bodies[m_bodyCount] = body;
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++m_bodyCount;
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}
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void
Add(
b2Contact
* contact)
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{
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b2Assert(m_contactCount < m_contactCapacity);
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m_contacts[m_contactCount++] = contact;
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}
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void
Add(
b2Joint
* joint)
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{
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b2Assert(m_jointCount < m_jointCapacity);
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m_joints[m_jointCount++] = joint;
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}
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void
Report(
const
b2ContactVelocityConstraint
* constraints);
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b2StackAllocator
* m_allocator;
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b2ContactListener
* m_listener;
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b2Body
** m_bodies;
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b2Contact
** m_contacts;
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b2Joint
** m_joints;
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b2Position
* m_positions;
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b2Velocity
* m_velocities;
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int32 m_bodyCount;
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int32 m_jointCount;
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int32 m_contactCount;
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int32 m_bodyCapacity;
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int32 m_contactCapacity;
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int32 m_jointCapacity;
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};
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#endif
b2Profile
Profiling data. Times are in milliseconds.
Definition:
b2TimeStep.h:25
b2StackAllocator
Definition:
b2StackAllocator.h:37
b2ContactListener
Definition:
b2WorldCallbacks.h:81
b2Joint
Definition:
b2Joint.h:103
b2Position
This is an internal structure.
Definition:
b2TimeStep.h:49
b2TimeStep
This is an internal structure.
Definition:
b2TimeStep.h:38
b2Body
A rigid body. These are created via b2World::CreateBody.
Definition:
b2Body.h:126
b2Island
This is an internal class.
Definition:
b2Island.h:34
b2ContactVelocityConstraint
Definition:
b2ContactSolver.h:42
b2Velocity
This is an internal structure.
Definition:
b2TimeStep.h:56
b2Vec2
A 2D column vector.
Definition:
b2Math.h:53
b2Contact
Definition:
b2Contact.h:77
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