Box2D  2.3.0
A 2D Physics Engine for Games
b2Island.h
1 /*
2 * Copyright (c) 2006-2009 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_ISLAND_H
20 #define B2_ISLAND_H
21 
22 #include <Box2D/Common/b2Math.h>
23 #include <Box2D/Dynamics/b2Body.h>
24 #include <Box2D/Dynamics/b2TimeStep.h>
25 
26 class b2Contact;
27 class b2Joint;
28 class b2StackAllocator;
29 class b2ContactListener;
31 struct b2Profile;
32 
34 class b2Island
35 {
36 public:
37  b2Island(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity,
38  b2StackAllocator* allocator, b2ContactListener* listener);
39  ~b2Island();
40 
41  void Clear()
42  {
43  m_bodyCount = 0;
44  m_contactCount = 0;
45  m_jointCount = 0;
46  }
47 
48  void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
49 
50  void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB);
51 
52  void Add(b2Body* body)
53  {
54  b2Assert(m_bodyCount < m_bodyCapacity);
55  body->m_islandIndex = m_bodyCount;
56  m_bodies[m_bodyCount] = body;
57  ++m_bodyCount;
58  }
59 
60  void Add(b2Contact* contact)
61  {
62  b2Assert(m_contactCount < m_contactCapacity);
63  m_contacts[m_contactCount++] = contact;
64  }
65 
66  void Add(b2Joint* joint)
67  {
68  b2Assert(m_jointCount < m_jointCapacity);
69  m_joints[m_jointCount++] = joint;
70  }
71 
72  void Report(const b2ContactVelocityConstraint* constraints);
73 
74  b2StackAllocator* m_allocator;
75  b2ContactListener* m_listener;
76 
77  b2Body** m_bodies;
78  b2Contact** m_contacts;
79  b2Joint** m_joints;
80 
81  b2Position* m_positions;
82  b2Velocity* m_velocities;
83 
84  int32 m_bodyCount;
85  int32 m_jointCount;
86  int32 m_contactCount;
87 
88  int32 m_bodyCapacity;
89  int32 m_contactCapacity;
90  int32 m_jointCapacity;
91 };
92 
93 #endif
Profiling data. Times are in milliseconds.
Definition: b2TimeStep.h:25
Definition: b2StackAllocator.h:37
Definition: b2WorldCallbacks.h:81
Definition: b2Joint.h:103
This is an internal structure.
Definition: b2TimeStep.h:49
This is an internal structure.
Definition: b2TimeStep.h:38
A rigid body. These are created via b2World::CreateBody.
Definition: b2Body.h:126
This is an internal class.
Definition: b2Island.h:34
Definition: b2ContactSolver.h:42
This is an internal structure.
Definition: b2TimeStep.h:56
A 2D column vector.
Definition: b2Math.h:53
Definition: b2Contact.h:77