57        position.Set(0.0f, 0.0f);
 
   59        linearVelocity.Set(0.0f, 0.0f);
 
   60        angularVelocity = 0.0f;
 
   62        angularDamping = 0.0f;
 
   65        fixedRotation = 
false;
 
 
 
  171    const b2Vec2& GetPosition() 
const;
 
  175    float GetAngle() 
const;
 
  178    const b2Vec2& GetWorldCenter() 
const;
 
  181    const b2Vec2& GetLocalCenter() 
const;
 
  185    void SetLinearVelocity(
const b2Vec2& v);
 
  189    const b2Vec2& GetLinearVelocity() 
const;
 
  193    void SetAngularVelocity(
float omega);
 
  197    float GetAngularVelocity() 
const;
 
  205    void ApplyForce(
const b2Vec2& force, 
const b2Vec2& point, 
bool wake);
 
  210    void ApplyForceToCenter(
const b2Vec2& force, 
bool wake);
 
  216    void ApplyTorque(
float torque, 
bool wake);
 
  224    void ApplyLinearImpulse(
const b2Vec2& impulse, 
const b2Vec2& point, 
bool wake);
 
  229    void ApplyLinearImpulseToCenter(
const b2Vec2& impulse, 
bool wake);
 
  234    void ApplyAngularImpulse(
float impulse, 
bool wake);
 
  238    float GetMass() 
const;
 
  242    float GetInertia() 
const;
 
  283    b2Vec2 GetLinearVelocityFromWorldPoint(
const b2Vec2& worldPoint) 
const;
 
  288    b2Vec2 GetLinearVelocityFromLocalPoint(
const b2Vec2& localPoint) 
const;
 
  291    float GetLinearDamping() 
const;
 
  294    void SetLinearDamping(
float linearDamping);
 
  297    float GetAngularDamping() 
const;
 
  300    void SetAngularDamping(
float angularDamping);
 
  303    float GetGravityScale() 
const;
 
  306    void SetGravityScale(
float scale);
 
  312    b2BodyType GetType() 
const;
 
  315    void SetBullet(
bool flag);
 
  318    bool IsBullet() 
const;
 
  322    void SetSleepingAllowed(
bool flag);
 
  325    bool IsSleepingAllowed() 
const;
 
  330    void SetAwake(
bool flag);
 
  334    bool IsAwake() 
const;
 
  351    bool IsEnabled() 
const;
 
  358    bool IsFixedRotation() 
const;
 
  376    const b2Body* GetNext() 
const;
 
  384    const b2World* GetWorld() 
const;
 
  392    friend class b2Island;
 
  394    friend class b2ContactSolver;
 
  411        e_islandFlag        = 0x0001,
 
  412        e_awakeFlag         = 0x0002,
 
  413        e_autoSleepFlag     = 0x0004,
 
  414        e_bulletFlag        = 0x0008,
 
  415        e_fixedRotationFlag = 0x0010,
 
  416        e_enabledFlag       = 0x0020,
 
  423    void SynchronizeFixtures();
 
  424    void SynchronizeTransform();
 
  428    bool ShouldCollide(
const b2Body* other) 
const;
 
  430    void Advance(
float t);
 
  442    float m_angularVelocity;
 
  452    int32 m_fixtureCount;
 
  457    float m_mass, m_invMass;
 
  462    float m_linearDamping;
 
  463    float m_angularDamping;
 
  464    float m_gravityScale;
 
 
  503    if (m_type == b2_staticBody)
 
  508    if (b2Dot(v,v) > 0.0f)
 
  513    m_linearVelocity = v;
 
 
  518    return m_linearVelocity;
 
 
  523    if (m_type == b2_staticBody)
 
  533    m_angularVelocity = w;
 
 
  538    return m_angularVelocity;
 
 
  562    return b2Mul(m_xf, localPoint);
 
 
  567    return b2Mul(m_xf.q, localVector);
 
 
  572    return b2MulT(m_xf, worldPoint);
 
 
  577    return b2MulT(m_xf.q, worldVector);
 
 
  582    return m_linearVelocity + b2Cross(m_angularVelocity, worldPoint - m_sweep.
c);
 
 
  592    return m_linearDamping;
 
 
  597    m_linearDamping = linearDamping;
 
 
  602    return m_angularDamping;
 
 
  607    m_angularDamping = angularDamping;
 
 
  612    return m_gravityScale;
 
 
  617    m_gravityScale = scale;
 
 
  624        m_flags |= e_bulletFlag;
 
  628        m_flags &= ~e_bulletFlag;
 
 
  634    return (m_flags & e_bulletFlag) == e_bulletFlag;
 
 
  639    if (m_type == b2_staticBody)
 
  646        m_flags |= e_awakeFlag;
 
  651        m_flags &= ~e_awakeFlag;
 
  654        m_angularVelocity = 0.0f;
 
 
  662    return (m_flags & e_awakeFlag) == e_awakeFlag;
 
 
  667    return (m_flags & e_enabledFlag) == e_enabledFlag;
 
 
  672    return (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
 
 
  679        m_flags |= e_autoSleepFlag;
 
  683        m_flags &= ~e_autoSleepFlag;
 
 
  690    return (m_flags & e_autoSleepFlag) == e_autoSleepFlag;
 
 
  695    return m_fixtureList;
 
 
  700    return m_fixtureList;
 
  715    return m_contactList;
 
 
  720    return m_contactList;
 
  745    if (m_type != b2_dynamicBody)
 
  750    if (wake && (m_flags & e_awakeFlag) == 0)
 
  756    if (m_flags & e_awakeFlag)
 
  759        m_torque += b2Cross(point - m_sweep.
c, force);
 
 
  765    if (m_type != b2_dynamicBody)
 
  770    if (wake && (m_flags & e_awakeFlag) == 0)
 
  776    if (m_flags & e_awakeFlag)
 
 
  784    if (m_type != b2_dynamicBody)
 
  789    if (wake && (m_flags & e_awakeFlag) == 0)
 
  795    if (m_flags & e_awakeFlag)
 
 
  803    if (m_type != b2_dynamicBody)
 
  808    if (wake && (m_flags & e_awakeFlag) == 0)
 
  814    if (m_flags & e_awakeFlag)
 
  816        m_linearVelocity += m_invMass * impulse;
 
  817        m_angularVelocity += m_invI * b2Cross(point - m_sweep.
c, impulse);
 
 
  823    if (m_type != b2_dynamicBody)
 
  828    if (wake && (m_flags & e_awakeFlag) == 0)
 
  834    if (m_flags & e_awakeFlag)
 
  836        m_linearVelocity += m_invMass * impulse;
 
 
  842    if (m_type != b2_dynamicBody)
 
  847    if (wake && (m_flags & e_awakeFlag) == 0)
 
  853    if (m_flags & e_awakeFlag)
 
  855        m_angularVelocity += m_invI * impulse;
 
 
  859inline void b2Body::SynchronizeTransform()
 
  861    m_xf.q.
Set(m_sweep.
a);
 
  862    m_xf.p = m_sweep.
c - b2Mul(m_xf.q, m_sweep.
localCenter);
 
  865inline void b2Body::Advance(
float alpha)
 
  869    m_sweep.
c = m_sweep.c0;
 
  870    m_sweep.
a = m_sweep.a0;
 
  871    m_xf.q.
Set(m_sweep.
a);
 
  872    m_xf.p = m_sweep.
c - b2Mul(m_xf.q, m_sweep.
localCenter);
 
A rigid body. These are created via b2World::CreateBody.
Definition b2_body.h:129
bool IsEnabled() const
Get the active state of the body.
Definition b2_body.h:665
void SetEnabled(bool flag)
bool IsFixedRotation() const
Does this body have fixed rotation?
Definition b2_body.h:670
b2Vec2 GetLinearVelocityFromLocalPoint(const b2Vec2 &localPoint) const
Definition b2_body.h:585
b2Vec2 GetLocalPoint(const b2Vec2 &worldPoint) const
Definition b2_body.h:570
b2Fixture * CreateFixture(const b2Shape *shape, float density)
b2BodyUserData & GetUserData()
Get the user data pointer that was provided in the body definition.
Definition b2_body.h:733
b2ContactEdge * GetContactList()
Definition b2_body.h:713
float GetAngularDamping() const
Get the angular damping of the body.
Definition b2_body.h:600
void ApplyAngularImpulse(float impulse, bool wake)
Definition b2_body.h:840
void SetAngularVelocity(float omega)
Definition b2_body.h:521
void SetSleepingAllowed(bool flag)
Definition b2_body.h:675
void SetBullet(bool flag)
Should this body be treated like a bullet for continuous collision detection?
Definition b2_body.h:620
void SetType(b2BodyType type)
Set the type of this body. This may alter the mass and velocity.
const b2Vec2 & GetWorldCenter() const
Get the world position of the center of mass.
Definition b2_body.h:491
b2JointEdge * GetJointList()
Get the list of all joints attached to this body.
Definition b2_body.h:703
void SetMassData(const b2MassData *data)
b2Vec2 GetLinearVelocityFromWorldPoint(const b2Vec2 &worldPoint) const
Definition b2_body.h:580
const b2Vec2 & GetLocalCenter() const
Get the local position of the center of mass.
Definition b2_body.h:496
b2Fixture * GetFixtureList()
Get the list of all fixtures attached to this body.
Definition b2_body.h:693
bool IsAwake() const
Definition b2_body.h:660
float GetLinearDamping() const
Get the linear damping of the body.
Definition b2_body.h:590
b2Vec2 GetWorldPoint(const b2Vec2 &localPoint) const
Definition b2_body.h:560
float GetAngularVelocity() const
Definition b2_body.h:536
const b2Vec2 & GetPosition() const
Definition b2_body.h:481
void ApplyLinearImpulse(const b2Vec2 &impulse, const b2Vec2 &point, bool wake)
Definition b2_body.h:801
void SetAngularDamping(float angularDamping)
Set the angular damping of the body.
Definition b2_body.h:605
void SetLinearVelocity(const b2Vec2 &v)
Definition b2_body.h:501
void DestroyFixture(b2Fixture *fixture)
float GetMass() const
Definition b2_body.h:541
b2MassData GetMassData() const
Definition b2_body.h:551
float GetGravityScale() const
Get the gravity scale of the body.
Definition b2_body.h:610
const b2Vec2 & GetLinearVelocity() const
Definition b2_body.h:516
void SetGravityScale(float scale)
Set the gravity scale of the body.
Definition b2_body.h:615
void ApplyForce(const b2Vec2 &force, const b2Vec2 &point, bool wake)
Definition b2_body.h:743
b2BodyType GetType() const
Get the type of this body.
Definition b2_body.h:471
void SetLinearDamping(float linearDamping)
Set the linear damping of the body.
Definition b2_body.h:595
b2Fixture * CreateFixture(const b2FixtureDef *def)
float GetAngle() const
Definition b2_body.h:486
void ApplyForceToCenter(const b2Vec2 &force, bool wake)
Definition b2_body.h:763
b2World * GetWorld()
Get the parent world of this body.
Definition b2_body.h:875
void SetTransform(const b2Vec2 &position, float angle)
bool IsSleepingAllowed() const
Is this body allowed to sleep.
Definition b2_body.h:688
void SetAwake(bool flag)
Definition b2_body.h:637
void Dump()
Dump this body to a file.
void ApplyTorque(float torque, bool wake)
Definition b2_body.h:782
b2Body * GetNext()
Get the next body in the world's body list.
Definition b2_body.h:723
bool IsBullet() const
Is this body treated like a bullet for continuous collision detection?
Definition b2_body.h:632
b2Vec2 GetWorldVector(const b2Vec2 &localVector) const
Definition b2_body.h:565
float GetInertia() const
Definition b2_body.h:546
b2Vec2 GetLocalVector(const b2Vec2 &worldVector) const
Definition b2_body.h:575
void ApplyLinearImpulseToCenter(const b2Vec2 &impulse, bool wake)
Definition b2_body.h:821
const b2Transform & GetTransform() const
Definition b2_body.h:476
void SetFixedRotation(bool flag)
Definition b2_distance_joint.h:77
Definition b2_fixture.h:117
Definition b2_friction_joint.h:61
Definition b2_gear_joint.h:62
Definition b2_joint.h:110
Definition b2_motor_joint.h:65
Definition b2_mouse_joint.h:66
Definition b2_prismatic_joint.h:92
Definition b2_pulley_joint.h:85
Definition b2_revolute_joint.h:95
Definition b2_weld_joint.h:70
Definition b2_wheel_joint.h:96
bool allowSleep
Definition b2_body.h:103
bool awake
Is this body initially awake or sleeping?
Definition b2_body.h:106
b2Vec2 linearVelocity
The linear velocity of the body's origin in world co-ordinates.
Definition b2_body.h:84
bool fixedRotation
Should this body be prevented from rotating? Useful for characters.
Definition b2_body.h:109
bool enabled
Does this body start out enabled?
Definition b2_body.h:118
b2Vec2 position
Definition b2_body.h:78
bool bullet
Definition b2_body.h:115
b2BodyDef()
This constructor sets the body definition default values.
Definition b2_body.h:55
b2BodyType type
Definition b2_body.h:74
float linearDamping
Definition b2_body.h:93
float angularVelocity
The angular velocity of the body.
Definition b2_body.h:87
float angle
The world angle of the body in radians.
Definition b2_body.h:81
float gravityScale
Scale the gravity applied to this body.
Definition b2_body.h:124
b2BodyUserData userData
Use this to store application specific body data.
Definition b2_body.h:121
float angularDamping
Definition b2_body.h:99
You can define this to inject whatever data you want in b2Body.
Definition b2_settings.h:59
Definition b2_fixture.h:62
This holds the mass data computed for a shape.
Definition b2_shape.h:34
b2Vec2 center
The position of the shape's centroid relative to the shape's origin.
Definition b2_shape.h:39
float mass
The mass of the shape, usually in kilograms.
Definition b2_shape.h:36
float I
The rotational inertia of the shape about the local origin.
Definition b2_shape.h:42
void Set(float angle)
Set using an angle in radians.
Definition b2_math.h:300
b2Vec2 c
center world positions
Definition b2_math.h:385
void Advance(float alpha)
Definition b2_math.h:699
b2Vec2 localCenter
local center of mass position
Definition b2_math.h:384
float a
world angles
Definition b2_math.h:386
A 2D column vector.
Definition b2_math.h:42
void SetZero()
Set this vector to all zeros.
Definition b2_math.h:50