/* 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); } // 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); // Apply an impulse (in world coordinates) to the body at a point relative to the center of gravity (also in world coordinates). void cpBodyApplyImpulse(cpBody *body, const cpVect j, 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);