Box3D 0.1.0
A 3D physics engine for games
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Simulation

Rigid body simulation is the primary feature of Box3D. It is the most complex part of Box3D and is the part you will likely interact with the most. Simulation sits on top of the foundation and collision layers, so you should be somewhat familiar with those by now.

Rigid body simulation contains:

  • worlds
  • bodies
  • shapes
  • contacts
  • joints
  • events

There are many dependencies between these objects so it is difficult to describe one without referring to another. In the following, you may see some references to objects that have not been described yet. Therefore, you may want to quickly skim this section before reading it closely.

Ids

Box3D has a C interface. Typically in a C/C++ library when you create an object with a long lifetime you will keep a pointer (or smart pointer) to the object.

Box3D works differently. Instead of pointers, you are given an id when you create an object. This id acts as a handle which helps avoid problems with dangling pointers.

This also allows Box3D to use data-oriented design internally. This helps to reduce cache misses drastically and also allows for SIMD optimizations.

So you will be dealing with b3WorldId, b3BodyId, etc. These are small opaque structures that you will pass around by value, just like pointers. Box3D creation functions return an id. Functions that operate on Box3D objects take ids.

b3BodyId myBodyId = b3CreateBody(myWorldId, &myBodyDef);
b3BodyId b3CreateBody(b3WorldId worldId, const b3BodyDef *def)
Create a rigid body given a definition.
Body id references a body instance. This should be treated as an opaque handle.
Definition id.h:45

There are functions to check if an id is valid. Box3D functions will assert if you use an invalid id. This makes debugging easier than using dangling pointers.

if (b3Body_IsValid(myBodyId) == false)
{
// oops
}
bool b3Body_IsValid(b3BodyId id)
Body identifier validation.

Null ids can be established in a couple of ways. You can use predefined constants or zero initialization.

b3BodyId myNullBodyId = b3_nullBodyId;
b3BodyId otherNullBodyId = {0};

You can test if an id is null using some helper macros:

if (B3_IS_NULL(myBodyId))
{
// do something
}
#define B3_IS_NULL(id)
Macro to determine if any id is null.
Definition id.h:99
if (B3_IS_NON_NULL(myShapeId))
{
// do something
}
#define B3_IS_NON_NULL(id)
Macro to determine if any id is non-null.
Definition id.h:102

World

The Box3D world contains the bodies and joints. It manages all aspects of the simulation and allows for asynchronous queries (like AABB queries and ray-casts). Much of your interactions with Box3D will be with a world object, using b3WorldId.

World Definition

Worlds are created using a definition structure. This is a temporary structure that you can use to configure options for world creation. You must initialize the world definition using b3DefaultWorldDef().

b3WorldDef b3DefaultWorldDef(void)
Use this to initialize your world definition.
World definition used to create a simulation world.
Definition types.h:141

The world definition has lots of options, but for most you will use the defaults. You may want to set the gravity:

// +Y is up; default is {0, -10, 0}
worldDef.gravity = (b3Vec3){0.0f, -10.0f, 0.0f};
A 3D vector.
Definition math_functions.h:41
b3Vec3 gravity
Gravity vector. Box3D has no up-vector defined.
Definition types.h:143

Box3D has no built-in concept of an up direction. Gravity is simply a b3Vec3 applied to every dynamic body each step.

If your game doesn't need sleep, you can get a performance boost by completely disabling sleep:

worldDef.enableSleep = false;
bool enableSleep
Can bodies go to sleep to improve performance.
Definition types.h:175

You can also configure multithreading to improve performance:

worldDef.workerCount = 4;
worldDef.enqueueTask = myAddTaskFunction;
worldDef.finishTask = myFinishTaskFunction;
worldDef.userTaskContext = &myTaskSystem;
uint32_t workerCount
Number of workers to use with the provided task system.
Definition types.h:186
b3FinishTaskCallback * finishTask
function to finish a task
Definition types.h:192
void * userTaskContext
User context that is provided to enqueueTask and finishTask.
Definition types.h:195
b3EnqueueTaskCallback * enqueueTask
function to spawn task
Definition types.h:189

Multithreading is not required but it can improve performance substantially.

World Lifetime

Creating a world is done using a world definition.

b3WorldId myWorldId = b3CreateWorld(&worldDef);
// ... do stuff ...
b3DestroyWorld(myWorldId);
// Nullify id for safety
myWorldId = b3_nullWorldId;
World id references a world instance. This should be treated as an opaque handle.
Definition id.h:38
b3WorldId b3CreateWorld(const b3WorldDef *def)
Create a world for rigid body simulation.
void b3DestroyWorld(b3WorldId worldId)
Destroy a world.

You can create up to 128 worlds. These worlds do not interact and may be simulated in parallel.

When you destroy a world, every body, shape, and joint is also destroyed. This is much faster than destroying individual objects.

Simulation

The world is used to drive the simulation. You specify a time step and a sub-step count. For example:

float timeStep = 1.0f / 60.0f;
int subStepCount = 4;
b3World_Step(myWorldId, timeStep, subStepCount);
void b3World_Step(b3WorldId worldId, float timeStep, int subStepCount)
Simulate a world for one time step.

After the time step you can examine your bodies and joints for information. Most likely you will grab the position off the bodies so that you can update your game objects and render them. Or more optimally, you will use b3World_GetBodyEvents().

You can perform the time step anywhere in your game loop, but you should be aware of the order of things. For example, you must create bodies before the time step if you want to get collision results for the new bodies in that frame.

You should use a fixed time step. By using a larger time step you can improve performance in low frame rate scenarios. But generally you should use a time step of 1/30 seconds (30Hz) or smaller. A time step of 1/60 seconds (60Hz) will usually deliver a high quality simulation.

The sub-step count is used to increase accuracy. By sub-stepping the solver divides up time into small increments and the bodies move by a small amount. This allows joints and contacts to respond with finer detail. The recommended sub-step count is 4. However, increasing the sub-step count may improve accuracy. For example, long joint chains will stretch less with more sub-steps.

Rigid Bodies

Rigid bodies, or just bodies, have position and velocity. You can apply forces, torques, and impulses to bodies. Bodies can be static, kinematic, or dynamic.

A 3D rigid body has 6 degrees of freedom: 3 translational (position along x, y, z) and 3 rotational (rotation about x, y, z axes). Orientation is represented as a quaternion (b3Quat), and angular velocity and torque are both b3Vec3 quantities.

Here are the body type definitions:

Body Types

b3_staticBody: A static body does not move under simulation and behaves as if it has infinite mass. Internally, Box3D stores zero for the mass and the inverse mass. A static body has zero velocity. Static bodies do not collide with other static or kinematic bodies.

b3_kinematicBody: A kinematic body moves under simulation according to its velocity. Kinematic bodies do not respond to forces. A kinematic body is moved by setting its velocity. A kinematic body behaves as if it has infinite mass, however, Box3D stores zero for the mass and the inverse mass. Kinematic bodies do not collide with other kinematic or static bodies. Generally you should use a kinematic body if you want a shape to be animated and not affected by forces or collisions.

b3_dynamicBody: A dynamic body is fully simulated and moves according to forces and torques. A dynamic body can collide with all body types. A dynamic body always has finite, non-zero mass.

Caution: Generally you should not set the transform on bodies after creation. Box3D treats this as a teleport and may result in undesirable behavior and/or performance problems.

Bodies carry shapes and move them around in the world. Bodies are always rigid bodies in Box3D. That means two shapes attached to the same rigid body never move relative to each other, and shapes attached to the same body don't collide.

Shapes have collision geometry and density. Normally, bodies acquire their mass properties from the shapes. However, you can override the mass properties after a body is constructed.

You usually keep ids to all the bodies you create. This way you can query the body positions to update the positions of your graphical entities. You should also keep body ids so you can destroy them when you are done with them.

Body Definition

Before a body is created you must create a body definition (b3BodyDef). The body definition holds the data needed to create and initialize a body correctly.

Because Box3D uses a C API, a function is provided to create a default body definition.

b3BodyDef b3DefaultBodyDef(void)
Use this to initialize your body definition.
A body definition holds all the data needed to construct a rigid body.
Definition types.h:268

This ensures the body definition is valid and this initialization is mandatory.

Box3D copies the data out of the body definition; it does not keep a pointer to the body definition. This means you can recycle a body definition to create multiple bodies.

Body Type

As discussed previously, there are three different body types: static, kinematic, and dynamic. b3_staticBody is the default. You should establish the body type at creation because changing the body type later is expensive.

bodyDef.type = b3_dynamicBody;
b3BodyType type
The body type: static, kinematic, or dynamic.
Definition types.h:270
@ b3_dynamicBody
positive mass, velocity determined by forces, moved by solver
Definition types.h:233

Position and Orientation

You can initialize the body position and orientation in the body definition. This has far better performance than creating the body at the world origin and then moving the body.

Caution: Do not create a body at the origin and then move it. If you create several bodies at the origin, then performance will suffer.

A body has two main points of interest. The first point is the body's origin. Shapes and joints are attached relative to the body's origin. The second point of interest is the center of mass. The center of mass is determined from the mass distribution of the attached shapes or is explicitly set using b3MassData. Much of Box3D's internal computations use the center of mass position. For example the body stores the linear velocity for the center of mass, not the body origin.

Body Origin and Center of Mass

When you are building the body definition, you may not know where the center of mass is located. Therefore you specify the position of the body's origin. You may also specify the body's orientation as a b3Quat. If you later change the mass properties of the body, then the center of mass may move on the body, but the origin position and orientation do not change and the attached shapes and joints do not move.

bodyDef.position = (b3Vec3){0.0f, 2.0f, 0.0f};
// Rotate 45 degrees about the Y axis
b3Vec3 axis = {0.0f, 1.0f, 0.0f};
bodyDef.rotation = b3MakeQuatFromAxisAngle(axis, 0.25f * B3_PI);
b3Pos position
The initial world position of the body.
Definition types.h:275
b3Quat rotation
The initial world rotation of the body.
Definition types.h:278
#define B3_PI
https://en.wikipedia.org/wiki/Pi
Definition math_functions.h:21
b3Quat b3MakeQuatFromAxisAngle(b3Vec3 axis, float radians)
Make a quaternion that is equivalent to rotating around an axis by a specified angle.
Definition math_functions.h:529

To read the axis and angle back from a quaternion:

b3Quat q = b3Body_GetRotation(myBodyId);
float radians;
b3Vec3 axis = b3GetAxisAngle(&radians, q);
b3Quat b3Body_GetRotation(b3BodyId bodyId)
Get the world rotation of a body as a quaternion.
b3Vec3 b3GetAxisAngle(float *radians, b3Quat q)
Get the axis and angle from a quaternion. Assumes the quaternion is normalized.
Definition math_functions.h:538
A quaternion.
Definition math_functions.h:58

A rigid body is a frame of reference. You can define shapes and joints in that frame. Those shapes and joint anchors never move in the local frame of the body.

Damping

Damping is used to reduce the world velocity of bodies. Damping is different than friction because friction only occurs with contact. Damping is not a replacement for friction and the two effects are used together.

Damping parameters are non-negative. Normally you will use a damping value between 0 and 1. Linear damping is generally undesirable because it makes bodies look like they are floating.

bodyDef.linearDamping = 0.0f;
bodyDef.angularDamping = 0.1f;
float linearDamping
Linear damping is used to reduce the linear velocity.
Definition types.h:291
float angularDamping
Angular damping is used to reduce the angular velocity.
Definition types.h:297

Damping is approximated to improve performance. At small damping values the damping effect is mostly independent of the time step. At larger damping values, the damping effect will vary with the time step. This is not an issue if you use a fixed time step (recommended).

Gravity Scale

You can use the gravity scale to adjust the gravity on a single body. Be careful though, a large gravity magnitude can decrease stability.

// Set the gravity scale to zero so this body will float
bodyDef.gravityScale = 0.0f;
float gravityScale
Scale the gravity applied to this body. Non-dimensional.
Definition types.h:300

Sleep Parameters

When a body comes to rest, Box3D can stop simulating it to save CPU time. This is called sleeping. When Box3D determines that a body (or group of bodies) has come to rest, the body enters a sleep state which has very little CPU overhead. If a body is awake and collides with a sleeping body, then the sleeping body wakes up. Bodies will also wake up if a joint or contact attached to them is destroyed. You can also wake a body manually.

The body definition lets you specify whether a body can sleep and whether a body is created sleeping.

bodyDef.enableSleep = true;
bodyDef.isAwake = true;
bool isAwake
Is this body initially awake or sleeping?
Definition types.h:318
bool enableSleep
Set this flag to false if this body should never fall asleep.
Definition types.h:315

The isAwake flag is ignored if enableSleep is false.

Motion Locks

In 3D you sometimes want to restrict a body to a subset of its six degrees of freedom. For example, you might want a door hinge that only rotates about the Y axis, or a platform that only translates along X. Box3D provides b3MotionLocks for this:

b3MotionLocks locks = {0};
locks.linearY = true; // prevent translation along Y
locks.angularX = true; // prevent rotation about X
locks.angularZ = true; // prevent rotation about Z
bodyDef.motionLocks = locks;
bool angularX
Prevent rotation around the x-axis.
Definition types.h:253
bool angularZ
Prevent rotation around the z-axis.
Definition types.h:259
b3MotionLocks motionLocks
Motions locks to restrict linear and angular movement.
Definition types.h:312
bool linearY
Prevent translation along the y-axis.
Definition types.h:247
Motion locks to restrict the body movement.
Definition types.h:242

You can also update locks after creation:

b3Body_SetMotionLocks(myBodyId, locks);
void b3Body_SetMotionLocks(b3BodyId bodyId, b3MotionLocks locks)
Set the motion locks on this body.
b3MotionLocks b3Body_GetMotionLocks(b3BodyId bodyId)
Get the motion locks for this body.

Locking all three angular axes is equivalent to fixing the rotation entirely.

Bullets

Game simulation usually generates a sequence of transforms that are played at some frame rate. This is called discrete simulation. In discrete simulation, rigid bodies can move by a large amount in one time step. If a physics engine doesn't account for the large motion, you may see some objects incorrectly pass through each other. This effect is called tunneling.

Tunneling 1
Tunneling 2

By default, Box3D uses continuous collision detection (CCD) to prevent dynamic bodies from tunneling through static bodies. This is done by sweeping shapes from their old position to their new positions. The engine looks for new collisions during the sweep and computes the time of impact (TOI) for these collisions. Bodies are moved to their first TOI at the end of the time step.

Captured TOI
Missed TOI

Normally CCD is not used between dynamic bodies. This is done to keep performance reasonable. In some game scenarios you need dynamic bodies to use CCD. For example, you may want to shoot a high speed bullet at a stack of dynamic bricks. Without CCD, the bullet might tunnel through the bricks.

Fast moving objects in Box3D can be configured as bullets. Bullets will perform CCD with all body types, but not other bullets. You should decide what bodies should be bullets based on your game design. If you decide a body should be treated as a bullet, use the following setting.

bodyDef.isBullet = true;
bool isBullet
Treat this body as a high speed object that performs continuous collision detection against dynamic a...
Definition types.h:334

The bullet flag only affects dynamic bodies. Bullets should be used sparingly.

Disabling

You may wish a body to be created but not participate in collision or simulation. This state is similar to sleeping except the body will not be woken by other bodies and the body's shapes will not collide with anything. This means the body will not participate in collisions, ray casts, etc.

You can create a body as disabled and later enable it.

bodyDef.isEnabled = false;
// Later ...
b3Body_Enable(myBodyId);
bool isEnabled
Used to disable a body. A disabled body does not move or collide.
Definition types.h:337
void b3Body_Enable(b3BodyId bodyId)
Enable a body by adding it to the simulation. This is expensive.

Joints may be connected to disabled bodies. These joints will not be simulated. You should be careful when you enable a body that its joints are not distorted.

Note that enabling a body is almost as expensive as creating the body from scratch. So you should not use body disabling for streaming worlds. Instead, use creation/destruction for streaming worlds to save memory.

User Data

User data is a void pointer. This gives you a hook to link your application objects to bodies. You should be consistent to use the same object type for all body user data.

bodyDef.userData = &myGameObject;
void * userData
Use this to store application specific body data.
Definition types.h:309

This is useful when you receive results from a query such as a ray-cast or event and you want to get back to your game object. You can acquire the user data from a body using b3Body_GetUserData().

Body Lifetime

Bodies are created and destroyed using a world id. This lets the world create the body with an efficient allocator and add the body to the world data structure.

b3BodyId myBodyId = b3CreateBody(myWorldId, &bodyDef);
// ... do stuff ...
b3DestroyBody(myBodyId);
// Nullify body id for safety
myBodyId = b3_nullBodyId;
void b3DestroyBody(b3BodyId bodyId)
Destroy a rigid body given an id.

Box3D does not keep a reference to the body definition or any of the data it holds (except user data pointers). So you can create temporary body definitions and reuse the same body definitions.

Box3D allows you to avoid destroying bodies by destroying the world directly using b3DestroyWorld(), which does all the cleanup work for you. However, you should be mindful to nullify body ids that you keep in your application.

When you destroy a body, the attached shapes and joints are automatically destroyed. This has important implications for how you manage shape and joint ids. You should nullify these ids after destroying a body.

Using a Body

After creating a body, there are many operations you can perform on the body. These include setting mass properties, accessing position and velocity, applying forces, and transforming points and vectors.

Mass Data

A body has mass (scalar), center of mass (b3Vec3), and a rotational inertia tensor (b3Matrix3). For static bodies, the mass and rotational inertia are set to zero. When all angular motion locks are active, the rotational inertia is effectively zero.

Normally the mass properties of a body are established automatically when shapes are added to the body. You can also adjust the mass of a body at run-time. This is usually done when you have special game scenarios that require altering the mass.

b3MassData myMassData;
myMassData.mass = 10.0f;
myMassData.center = (b3Vec3){0.0f, 0.0f, 0.0f};
myMassData.inertia = b3Mat3_identity; // b3Matrix3 inertia tensor
b3Body_SetMassData(myBodyId, myMassData);
void b3Body_SetMassData(b3BodyId bodyId, b3MassData massData)
Override the body's mass properties.
float mass
The shape mass.
Definition types.h:1869
b3Matrix3 inertia
The inertia tensor about the shape center of mass.
Definition types.h:1875
b3Vec3 center
The local center of mass position.
Definition types.h:1872
This holds the mass data computed for a shape.
Definition types.h:1867

After setting a body's mass directly, you may wish to revert to the mass determined by the shapes. You can do this with:

void b3Body_ApplyMassFromShapes(b3BodyId bodyId)
This updates the mass properties to the sum of the mass properties of the shapes.

The body's mass data is available through the following functions:

float mass = b3Body_GetMass(myBodyId);
b3Vec3 localCenter = b3Body_GetLocalCenterOfMass(myBodyId);
b3MassData massData = b3Body_GetMassData(myBodyId);
b3Vec3 b3Body_GetLocalCenterOfMass(b3BodyId bodyId)
Get the center of mass position of the body in local space.
float b3Body_GetMass(b3BodyId bodyId)
Get the mass of the body, usually in kilograms.
b3Matrix3 b3Body_GetLocalRotationalInertia(b3BodyId bodyId)
Get the rotational inertia of the body in local space, usually in kg*m^2.
b3MassData b3Body_GetMassData(b3BodyId bodyId)
Get the mass data for a body.
A 3x3 matrix.
Definition math_functions.h:99

State Information

There are many aspects to the body's state. You can access this state data through the following functions:

b3BodyType bodyType = b3Body_GetType(myBodyId);
b3Body_SetBullet(myBodyId, true);
bool isBullet = b3Body_IsBullet(myBodyId);
b3Body_EnableSleep(myBodyId, false);
bool isSleepEnabled = b3Body_IsSleepEnabled(myBodyId);
b3Body_SetAwake(myBodyId, true);
bool isAwake = b3Body_IsAwake(myBodyId);
b3Body_Disable(myBodyId);
b3Body_Enable(myBodyId);
bool isEnabled = b3Body_IsEnabled(myBodyId);
b3Body_SetMotionLocks(myBodyId, locks);
b3BodyType
The body simulation type.
Definition types.h:225
void b3Body_Disable(b3BodyId bodyId)
Disable a body by removing it completely from the simulation. This is expensive.
void b3Body_SetBullet(b3BodyId bodyId, bool flag)
Set this body to be a bullet.
void b3Body_SetAwake(b3BodyId bodyId, bool awake)
Wake a body from sleep.
bool b3Body_IsSleepEnabled(b3BodyId bodyId)
Returns true if sleeping is enabled for this body.
void b3Body_EnableSleep(b3BodyId bodyId, bool enableSleep)
Enable or disable sleeping for this body. If sleeping is disabled the body will wake.
bool b3Body_IsBullet(b3BodyId bodyId)
Is this body a bullet?
bool b3Body_IsAwake(b3BodyId bodyId)
b3BodyType b3Body_GetType(b3BodyId bodyId)
Get the body type: static, kinematic, or dynamic.
bool b3Body_IsEnabled(b3BodyId bodyId)
Returns true if this body is enabled.
void b3Body_SetType(b3BodyId bodyId, b3BodyType type)
Change the body type.
@ b3_kinematicBody
zero mass, velocity set by user, moved by solver
Definition types.h:230

Please see the comments on these functions for more details.

Position and Velocity

You can access the position and orientation of a body. This is common when rendering your associated game object. You can also set the position and orientation, although this is less common since you will normally use Box3D to simulate movement.

b3Body_SetTransform(myBodyId, position, rotation);
b3Transform transform = b3Body_GetTransform(myBodyId);
b3Vec3 position = b3Body_GetPosition(myBodyId);
b3Quat rotation = b3Body_GetRotation(myBodyId);
void b3Body_SetTransform(b3BodyId bodyId, b3Pos position, b3Quat rotation)
Set the world transform of a body.
b3Pos b3Body_GetPosition(b3BodyId bodyId)
Get the world position of a body. This is the location of the body origin.
b3WorldTransform b3Body_GetTransform(b3BodyId bodyId)
Get the world transform of a body.
A rigid transform.
Definition math_functions.h:65

You can access the center of mass position in local and world coordinates. Much of the internal simulation in Box3D uses the center of mass. However, you should normally not need to access it. Instead you will usually work with the body transform. For example, you may have a body that is a box. The body origin might be a corner of the box, while the center of mass is located at the center of the box.

b3Vec3 worldCenter = b3Body_GetWorldCenterOfMass(myBodyId);
b3Vec3 localCenter = b3Body_GetLocalCenterOfMass(myBodyId);
b3Pos b3Body_GetWorldCenterOfMass(b3BodyId bodyId)
Get the center of mass position of the body in world space.

You can access the linear and angular velocity. The linear velocity is for the center of mass. The angular velocity is a b3Vec3 whose direction is the axis of rotation and whose magnitude is the rotation rate in radians per second.

b3Vec3 linearVelocity = b3Body_GetLinearVelocity(myBodyId);
b3Vec3 angularVelocity = b3Body_GetAngularVelocity(myBodyId);
b3Vec3 b3Body_GetAngularVelocity(b3BodyId bodyId)
Get the angular velocity of a body in radians per second.
b3Vec3 b3Body_GetLinearVelocity(b3BodyId bodyId)
Get the linear velocity of a body's center of mass. Usually in meters per second.

You can drive a body to a specific transform. This is useful for kinematic bodies.

b3Pos targetPosition = {42.0f, 0.0f, -100.0f};
b3Quat targetRotation = b3MakeQuatFromAxisAngle(b3Vec3_axisY, B3_PI);
b3WorldTransform target = {targetPosition, targetRotation};
float timeStep = 1.0f / 60.0f;
b3Body_SetTargetTransform(myBodyId, target, timeStep, true);
void b3Body_SetTargetTransform(b3BodyId bodyId, b3WorldTransform target, float timeStep, bool wake)
Set the velocity to reach the given transform after a given time step.
b3Vec3 b3Pos
In single precision mode these types are the same.
Definition math_functions.h:90
b3Transform b3WorldTransform
In single precision mode these types are the same.
Definition math_functions.h:93

Forces and Impulses

You can apply forces, torques, and impulses to a body. When you apply a force or an impulse, you can provide a world point where the load is applied. This often results in a torque about the center of mass.

b3Body_ApplyForce(myBodyId, force, worldPoint, wake);
b3Body_ApplyTorque(myBodyId, torque, wake);
b3Body_ApplyLinearImpulse(myBodyId, linearImpulse, worldPoint, wake);
b3Body_ApplyAngularImpulse(myBodyId, angularImpulse, wake);
void b3Body_ApplyLinearImpulse(b3BodyId bodyId, b3Vec3 impulse, b3Pos point, bool wake)
Apply an impulse at a point.
void b3Body_ApplyAngularImpulse(b3BodyId bodyId, b3Vec3 impulse, bool wake)
Apply an angular impulse in world space.
void b3Body_ApplyTorque(b3BodyId bodyId, b3Vec3 torque, bool wake)
Apply a torque.
void b3Body_ApplyForce(b3BodyId bodyId, b3Vec3 force, b3Pos point, bool wake)
Apply a force at a world point.

All force, torque, and impulse values are b3Vec3 in world space. Applying a force, torque, or impulse optionally wakes the body. If you don't wake the body and it is asleep, then the force or impulse will be ignored.

You can also apply a force and linear impulse to the center of mass to avoid rotation.

b3Body_ApplyForceToCenter(myBodyId, force, wake);
b3Body_ApplyLinearImpulseToCenter(myBodyId, linearImpulse, wake);
void b3Body_ApplyForceToCenter(b3BodyId bodyId, b3Vec3 force, bool wake)
Apply a force to the center of mass.
void b3Body_ApplyLinearImpulseToCenter(b3BodyId bodyId, b3Vec3 impulse, bool wake)
Apply an impulse to the center of mass.

Caution: Since Box3D uses sub-stepping, you should not apply a steady impulse for several frames. Instead you should apply a force which Box3D will spread out evenly across the sub-steps, resulting in smoother movement.

Coordinate Transformations

The body has some utility functions to help you transform points and vectors between local and world space. If you don't understand these concepts, I recommend reading "Essential Mathematics for Games and Interactive Applications" by Jim Van Verth and Lars Bishop.

b3Vec3 worldPoint = b3Body_GetWorldPoint(myBodyId, localPoint);
b3Vec3 worldVector = b3Body_GetWorldVector(myBodyId, localVector);
b3Vec3 localPoint = b3Body_GetLocalPoint(myBodyId, worldPoint);
b3Vec3 localVector = b3Body_GetLocalVector(myBodyId, worldVector);
b3Pos b3Body_GetWorldPoint(b3BodyId bodyId, b3Vec3 localPoint)
Get a world point on a body given a local point.
b3Vec3 b3Body_GetLocalVector(b3BodyId bodyId, b3Vec3 worldVector)
Get a local vector on a body given a world vector.
b3Vec3 b3Body_GetLocalPoint(b3BodyId bodyId, b3Pos worldPoint)
Get a local point on a body given a world point.
b3Vec3 b3Body_GetWorldVector(b3BodyId bodyId, b3Vec3 localVector)
Get a world vector on a body given a local vector.

Accessing Shapes and Joints

You can access the shapes on a body. You can get the number of shapes first.

int shapeCount = b3Body_GetShapeCount(myBodyId);
int b3Body_GetShapeCount(b3BodyId bodyId)
Get the number of shapes on this body.

If you have bodies with many shapes, you can allocate an array or if you know the number is limited you can use a fixed size array.

b3ShapeId shapeIds[10];
int returnCount = b3Body_GetShapes(myBodyId, shapeIds, 10);
for (int i = 0; i < returnCount; ++i)
{
b3ShapeId shapeId = shapeIds[i];
// do something with shapeId
}
int b3Body_GetShapes(b3BodyId bodyId, b3ShapeId *shapeArray, int capacity)
Get the shape ids for all shapes on this body, up to the provided capacity.
Shape id references a shape instance. This should be treated as an opaque handle.
Definition id.h:53

You can similarly get an array of the joints on a body.

Body Events

While you can gather transforms from all your bodies after every time step, this is inefficient. Many bodies may not have moved because they are sleeping. Also iterating across many bodies will have lots of cache misses.

Box3D provides b3BodyEvents that you can access after every call to b3World_Step() to get an array of body movement events. Since this data is contiguous, it is cache friendly.

b3BodyEvents events = b3World_GetBodyEvents(myWorldId);
for (int i = 0; i < events.moveCount; ++i)
{
const b3BodyMoveEvent* event = events.moveEvents + i;
MyGameObject* gameObject = event->userData;
MoveGameObject(gameObject, event->transform);
if (event->fellAsleep)
{
SleepGameObject(gameObject);
}
}
b3BodyMoveEvent * moveEvents
Array of move events.
Definition types.h:1218
int moveCount
Number of move events.
Definition types.h:1221
void * userData
The body user data.
Definition types.h:1200
Body events are buffered in the world and are available as event arrays after the time step is comple...
Definition types.h:1216
Body move events triggered when a body moves.
Definition types.h:1198
b3BodyEvents b3World_GetBodyEvents(b3WorldId worldId)
Get the body events for the current time step. The event data is transient. Do not store a reference ...

The body event also indicates if the body fell asleep this time step. This might be useful to optimize your application.

Shapes

A body may have zero or more shapes. A body with multiple shapes is sometimes called a compound body.

Shapes hold the following:

  • a shape primitive
  • density, friction, and restitution (via baseMaterial)
  • collision filtering flags
  • parent body id
  • user data
  • sensor flag

These are described in the following sections.

The geometry types (sphere, capsule, hull, mesh, height field) are documented in detail in collision.md. Compound shapes are documented in compound.md. This section covers the shape lifecycle and material properties.

Shape Lifetime

Shapes are created by initializing a shape definition and a shape primitive. These are passed to a creation function specific to each shape type.

shapeDef.density = 10.0f;
shapeDef.baseMaterial.friction = 0.7f;
b3BoxHull box = b3MakeBoxHull(0.5f, 0.5f, 1.0f);
b3ShapeId myShapeId = b3CreateHullShape(myBodyId, &shapeDef, &box.base);
b3HullData base
The embedded hull. So the offsets index into the arrays that follow.
Definition types.h:2025
b3BoxHull b3MakeBoxHull(float hx, float hy, float hz)
Make a box as a hull. Do not call b3DestroyHull on this.
Efficient box hull.
Definition types.h:2023
float friction
The Coulomb (dry) friction coefficient, usually in the range [0,1].
Definition types.h:401
float density
The density, usually in kg/m^3.
Definition types.h:471
b3SurfaceMaterial baseMaterial
The base surface material. Ignored for compound shapes.
Definition types.h:468
b3ShapeId b3CreateHullShape(b3BodyId bodyId, const b3ShapeDef *def, const b3HullData *hull)
Create a convex hull shape and attach it to a body.
b3ShapeDef b3DefaultShapeDef(void)
Use this to initialize your shape definition.
Used to create a shape.
Definition types.h:457

This creates a hull shape and attaches it to the body. You do not need to store the shape id since the shape will automatically be destroyed when the parent body is destroyed. However, you may wish to store the shape id if you plan to change properties on it later.

You can create multiple shapes on a single body. They all can contribute to the mass of the body. These shapes never collide with each other and may overlap.

You can destroy a shape on the parent body. You may do this to model a breakable object. Otherwise you can just leave the shape alone and let the body destruction take care of destroying the attached shapes.

b3DestroyShape(myShapeId, true);
void b3DestroyShape(b3ShapeId shapeId, bool updateBodyMass)
Destroy a shape.

The second argument controls whether the parent body's mass is updated immediately.

Material properties such as density, friction, and restitution are associated with shapes instead of bodies. Since you can attach multiple shapes to a body, this allows for more possible setups. For example, you can make a vehicle that is heavier in the back.

Density

The shape density is used to compute the mass properties of the parent body. The density can be zero or positive. You should generally use similar densities for all your shapes. This will improve stacking stability.

The mass of a body is not adjusted when you set the density. You must call b3Body_ApplyMassFromShapes() for this to occur. Generally you should establish the shape density in b3ShapeDef and avoid modifying it later because this can be expensive, especially on a compound body.

b3Shape_SetDensity(myShapeId, 5.0f, true);
void b3Shape_SetDensity(b3ShapeId shapeId, float density, bool updateBodyMass)
Set the mass density of a shape, usually in kg/m^3.

Friction

Friction is used to make objects slide along each other realistically. Box3D supports static and dynamic friction, but uses the same parameter for both. Box3D attempts to simulate friction accurately and the friction strength is proportional to the normal force. This is called Coulomb friction. The friction parameter is usually set between 0 and 1, but can be any non-negative value. A friction value of 0 turns off friction and a value of 1 makes the friction strong. When the friction force is computed between two shapes, Box3D must combine the friction parameters of the two parent shapes. This is done with the geometric mean:

float mixedFriction = sqrtf(b3Shape_GetFriction(shapeIdA) * b3Shape_GetFriction(shapeIdB));
float b3Shape_GetFriction(b3ShapeId shapeId)
Get the friction of a shape.

If one shape has zero friction then the mixed friction will be zero.

Friction is stored as part of the shape's base surface material:

shapeDef.baseMaterial.friction = 0.5f;

Restitution

Restitution is used to make objects bounce. The restitution value is usually set to be between 0 and 1. Consider dropping a ball on a table. A value of zero means the ball won't bounce. This is called an inelastic collision. A value of one means the ball's velocity will be exactly reflected. This is called a perfectly elastic collision. Restitution is combined using the following formula.

float mixedRestitution = b3MaxFloat(b3Shape_GetRestitution(shapeIdA), b3Shape_GetRestitution(shapeIdB));
float b3MaxFloat(float a, float b)
Definition math_functions.h:174
float b3Shape_GetRestitution(b3ShapeId shapeId)
Get the shape restitution.

Restitution is combined this way so that you can have a bouncy super ball without having a bouncy floor.

When a shape develops multiple contacts, restitution is simulated approximately. This is because Box3D uses a sequential solver. Box3D also uses inelastic collisions when the collision velocity is small. This is done to prevent jitter. See b3WorldDef::restitutionThreshold.

Restitution is stored as part of the shape's base surface material:

shapeDef.baseMaterial.restitution = 0.3f;
float restitution
The coefficient of restitution (bounce) usually in the range [0,1].
Definition types.h:405

Friction and Restitution Callbacks

Advanced users can override friction and restitution mixing using b3FrictionCallback and b3RestitutionCallback. These should be very lightweight functions because they are called frequently. The callbacks receive the two friction (or restitution) values and the user material ids from each shape's surface material.

float MyFrictionCallback(float frictionA, uint64_t userMaterialIdA,
float frictionB, uint64_t userMaterialIdB)
{
if (userMaterialIdA > userMaterialIdB)
{
return frictionA;
}
return frictionB;
}
worldDef.frictionCallback = MyFrictionCallback;
b3FrictionCallback * frictionCallback
Optional mixing callback for friction. The default uses sqrt(frictionA * frictionB).
Definition types.h:169

Filtering

Collision filtering allows you to efficiently prevent collision between shapes. For example, say you make a character that rides a bicycle. You want the bicycle to collide with the terrain and the character to collide with the terrain, but you don't want the character to collide with the bicycle (because they must overlap). Box3D supports such collision filtering using categories, masks, and groups.

Box3D supports 64 collision categories (stored as uint64_t). For each shape you can specify which category it belongs to. You can also specify what other categories this shape can collide with. For example, you could specify in a multiplayer game that players don't collide with each other. Rather than identifying all the situations where things should not collide, I recommend identifying all the situations where things should collide. This way you don't get into situations where you are using double negatives. You can specify which things can collide using mask bits. For example:

enum MyCategories
{
PLAYER = 0x00000002,
MONSTER = 0x00000004,
};
b3ShapeDef playerShapeDef = b3DefaultShapeDef();
b3ShapeDef monsterShapeDef = b3DefaultShapeDef();
playerShapeDef.filter.categoryBits = PLAYER;
monsterShapeDef.filter.categoryBits = MONSTER;
// Players collide with monsters, but not with other players
playerShapeDef.filter.maskBits = MONSTER;
// Monsters collide with players and other monsters
monsterShapeDef.filter.maskBits = PLAYER | MONSTER;
uint64_t categoryBits
The collision category bits.
Definition types.h:372
b3Filter filter
Contact filtering data.
Definition types.h:477
uint64_t maskBits
The collision mask bits.
Definition types.h:381

Here is the rule for a collision to occur:

uint64_t catA = shapeA.filter.categoryBits;
uint64_t maskA = shapeA.filter.maskBits;
uint64_t catB = shapeB.filter.categoryBits;
uint64_t maskB = shapeB.filter.maskBits;
if ((catA & maskB) != 0 && (catB & maskA) != 0)
{
// shapes can collide
}

Another filtering feature is collision groups. Collision groups let you specify a group index. You can have all shapes with the same group index always collide (positive index) or never collide (negative index). Group indices are usually used for things that are somehow related, like the parts of a vehicle. In the following example, shape1 and shape2 always collide, but shape3 and shape4 never collide.

shape1Def.filter.groupIndex = 2;
shape2Def.filter.groupIndex = 2;
shape3Def.filter.groupIndex = -8;
shape4Def.filter.groupIndex = -8;

Collisions between shapes of different group indices are filtered according the category and mask bits. If two shapes have the same non-zero group index, then this overrides the category and mask. Collision groups have a higher priority than categories and masks.

Note that additional collision filtering occurs automatically in Box3D. Here is a list:

  • A shape on a static body can only collide with a dynamic body.
  • A shape on a kinematic body can only collide with a dynamic body.
  • Shapes on the same body never collide with each other.
  • You can optionally enable/disable collision between bodies connected by a joint.

Sometimes you might need to change collision filtering after a shape has already been created. You can get and set the b3Filter structure on an existing shape using b3Shape_GetFilter() and b3Shape_SetFilter(). Changing the filter is expensive because it causes contacts to be destroyed.

Sensors

Sometimes game logic needs to know when two shapes overlap yet there should be no collision response. This is done by using sensors. A sensor is a shape that detects overlap but does not produce a response.

You can flag any shape as being a sensor. Sensors may be static, kinematic, or dynamic. Remember that you may have multiple shapes per body and you can have any mix of sensors and solid shapes. Sensors can also detect other sensors. Sensor shapes have mass like regular shapes. You can set the density to zero if you don't want a sensor to have mass.

shapeDef.isSensor = true;
bool isSensor
A sensor shape generates overlap events but never generates a collision response.
Definition types.h:487

For both sensors and non-sensors, sensor events must also be enabled. There is a performance cost to generate sensor events, so they are disabled by default.

shapeDef.enableSensorEvents = true;
bool enableSensorEvents
Enable sensor events for this shape. This applies to sensors and non-sensors. False by default,...
Definition types.h:490

Both shapes involved must have this flag set to true. This allows a game to disable a specific sensor using b3Shape_EnableSensorEvents.

Sensors are processed at the end of the world step and generate begin and end events without delay. User operations may cause overlaps to begin or end. These are processed the next time step. Such operations include:

  • destroying a body or shape
  • changing a shape filter
  • disabling or enabling a body
  • setting a body transform
  • disabling or enabling sensor events on a shape

Sensors do not detect objects that pass through the sensor shape within one time step. So sensors do not have continuous collision detection. If you have a fast moving object and/or small sensors then you should use a ray or shape cast to detect these events.

You can access the current sensor overlaps from the previous world step. Be careful because some shape ids may be invalid due to a shape being destroyed. Use b3Shape_IsValid to ensure an overlapping shape is still valid.

// First determine the required array capacity to hold all the overlapping shape ids.
int capacity = b3Shape_GetSensorCapacity(sensorShapeId);
b3ShapeId overlaps[64]; // or dynamically allocate capacity items
// Now get all overlaps and record the actual count
int count = b3Shape_GetSensorData(sensorShapeId, overlaps, capacity);
for (int i = 0; i < count; ++i)
{
b3ShapeId visitorId = overlaps[i];
// Ensure the visitorId is valid
if (b3Shape_IsValid(visitorId) == false)
{
continue;
}
// process overlap using game logic
}
int b3Shape_GetSensorCapacity(b3ShapeId shapeId)
Get the maximum capacity required for retrieving all the overlapped shapes on a sensor shape.
int b3Shape_GetSensorData(b3ShapeId shapeId, b3ShapeId *visitorIds, int capacity)
Get the overlap data for a sensor shape.
bool b3Shape_IsValid(b3ShapeId id)
Shape identifier validation. Provides validation for up to 64K allocations.

Sensor overlap can also be determined using events, which are described below.

Sensor Events

Sensor events are available after every call to b3World_Step(). Sensor events are the best way to get information about sensor overlaps. There are events for when a shape begins to overlap with a sensor.

b3SensorEvents sensorEvents = b3World_GetSensorEvents(myWorldId);
for (int i = 0; i < sensorEvents.beginCount; ++i)
{
b3SensorBeginTouchEvent* beginTouch = sensorEvents.beginEvents + i;
void* myUserData = b3Shape_GetUserData(beginTouch->visitorShapeId);
// process begin event
}
int beginCount
The number of begin touch events.
Definition types.h:1087
b3SensorBeginTouchEvent * beginEvents
Array of sensor begin touch events.
Definition types.h:1081
b3ShapeId visitorShapeId
The id of the shape that began touching the sensor shape.
Definition types.h:1055
A begin-touch event is generated when a shape starts to overlap a sensor shape.
Definition types.h:1050
Sensor events are buffered in the world and are available as begin/end overlap event arrays after the...
Definition types.h:1079
void * b3Shape_GetUserData(b3ShapeId shapeId)
Get the user data for a shape.
b3SensorEvents b3World_GetSensorEvents(b3WorldId worldId)
Get sensor events for the current time step. The event data is transient. Do not store a reference to...

And there are events when a shape stops overlapping with a sensor. Be careful with end touch events because they may be generated when shapes are destroyed. Test the shape ids with b3Shape_IsValid.

for (int i = 0; i < sensorEvents.endCount; ++i)
{
b3SensorEndTouchEvent* endTouch = sensorEvents.endEvents + i;
{
void* myUserData = b3Shape_GetUserData(endTouch->visitorShapeId);
// process end event
}
}
b3ShapeId visitorShapeId
The id of the shape that stopped touching the sensor shape.
Definition types.h:1072
int endCount
The number of end touch events.
Definition types.h:1090
b3SensorEndTouchEvent * endEvents
Array of sensor end touch events.
Definition types.h:1084
An end touch event is generated when a shape stops overlapping a sensor shape.
Definition types.h:1063

Sensor events should be processed after the world step and before other game logic. This should help you avoid processing stale data.

Sensor events are only enabled for shapes if b3ShapeDef::enableSensorEvents is set to true.

Note: A shape cannot start or stop being a sensor. Such a feature would break sensor events, potentially causing bugs in game logic.

Contacts

Contacts are internal objects created by Box3D to manage collision between pairs of shapes. They are fundamental to rigid body simulation in games.

Terminology

Contacts have a fair bit of terminology that are important to review.

contact point

A contact point is a point where two shapes touch. Box3D approximates contact with a small number of points.

contact normal

A contact normal is a unit vector that points from one shape to another. By convention, the normal points from shapeA to shapeB.

contact separation

Separation is the opposite of penetration. Separation is negative when shapes overlap.

contact manifold

Contact between two convex shapes may generate multiple contact points. These points share the same normal, so they are grouped into a contact manifold, which is an approximation of a continuous region of contact.

normal impulse

The normal force is the force applied at a contact point to prevent the shapes from penetrating. For convenience, Box3D uses impulses. The normal impulse is just the normal force multiplied by the time step. Since Box3D uses sub-stepping, this is the sub-step time step.

tangent impulse

The tangent force is generated at a contact point to simulate friction. For convenience, this is stored as an impulse.

contact point id

Box3D tries to re-use the contact impulse results from a time step as the initial guess for the next time step. Box3D uses contact point ids to match contact points across time steps. The ids contain geometric feature indices that help to distinguish one contact point from another.

speculative contact

When two shapes are close together, Box3D will create contact points even if the shapes are not touching. This lets Box3D anticipate collision to improve behavior. Speculative contact points have positive separation.

Contact Lifetime

Contacts are created when two shapes' AABBs (bounding boxes) begin to overlap. Sometimes collision filtering will prevent the creation of contacts. Contacts are destroyed when the AABBs cease to overlap.

So you might gather that there may be contacts created for shapes that are not touching (just their AABBs). Well, this is correct. It's a "chicken or egg" problem. We don't know if we need a contact object until one is created to analyze the collision. We could delete the contact right away if the shapes are not touching, or we can just wait until the AABBs stop overlapping. Box3D takes the latter approach because it lets the system cache information to improve performance.

Contact Data

As mentioned before, the contact is created and destroyed by Box3D automatically. Contact data is not created by the user. However, you are able to access the contact data.

You can get contact data from shapes or bodies. The contact data on a shape is a sub-set of the contact data on a body. The contact data is only returned for touching contacts. Contacts that are not touching provide no meaningful information for an application.

Contact data is returned in arrays. So first you can ask a shape or body how much space you'll need in your array. This number is conservative and the actual number of contacts you'll receive may be less than this number, but never more.

int shapeContactCapacity = b3Shape_GetContactCapacity(myShapeId);
int bodyContactCapacity = b3Body_GetContactCapacity(myBodyId);
int b3Body_GetContactCapacity(b3BodyId bodyId)
Get the maximum capacity required for retrieving all the touching contacts on a body.
int b3Shape_GetContactCapacity(b3ShapeId shapeId)
Get the maximum capacity required for retrieving all the touching contacts on a shape.

You could allocate array space to get all the contact data in all cases, or you could use a fixed size array and get a limited number of results.

b3ContactData contactData[10];
int shapeContactCount = b3Shape_GetContactData(myShapeId, contactData, 10);
int bodyContactCount = b3Body_GetContactData(myBodyId, contactData, 10);
int b3Body_GetContactData(b3BodyId bodyId, b3ContactData *contactData, int capacity)
Get the touching contact data for a body.
The contact data for two shapes.
Definition types.h:1251
int b3Shape_GetContactData(b3ShapeId shapeId, b3ContactData *contactData, int capacity)
Get the touching contact data for a shape.

b3ContactData contains the two shape ids and the manifold array.

for (int i = 0; i < bodyContactCount; ++i)
{
b3ContactData* data = contactData + i;
printf("manifold count = %d\n", data->manifoldCount);
}
int manifoldCount
The number of contact manifolds. For mesh and height-field collision there can be multiple manifolds.
Definition types.h:1267

Getting contact data off shapes and bodies is not the most efficient way to handle contact data. Instead you should use contact events.

Contact Events

Contact events are available after each world step. Like sensor events these should be retrieved and processed before performing other game logic. Otherwise you may be accessing orphaned/invalid data.

You can access all contact events in a single data structure. This is much more efficient than using functions like b3Body_GetContactData().

b3ContactEvents contactEvents = b3World_GetContactEvents(myWorldId);
Contact events are buffered in the world and are available as event arrays after the time step is com...
Definition types.h:1167
b3ContactEvents b3World_GetContactEvents(b3WorldId worldId)
Get contact events for this current time step. The event data is transient. Do not store a reference ...

None of this data applies to sensors because they are handled separately. All events involve at least one dynamic body.

There are three kinds of contact events:

  1. Begin touch events
  2. End touch events
  3. Hit events

Contact Touch Event

b3ContactBeginTouchEvent is recorded when two shapes begin touching.

for (int i = 0; i < contactEvents.beginCount; ++i)
{
b3ContactBeginTouchEvent* beginEvent = contactEvents.beginEvents + i;
ShapesStartTouching(beginEvent->shapeIdA, beginEvent->shapeIdB);
}
b3ContactBeginTouchEvent * beginEvents
Array of begin touch events.
Definition types.h:1169
b3ShapeId shapeIdB
Id of the second shape.
Definition types.h:1100
b3ShapeId shapeIdA
Id of the first shape.
Definition types.h:1097
int beginCount
Number of begin touch events.
Definition types.h:1178
A begin-touch event is generated when two shapes begin touching.
Definition types.h:1095

b3ContactEndTouchEvent is recorded when two shapes stop touching.

for (int i = 0; i < contactEvents.endCount; ++i)
{
b3ContactEndTouchEvent* endEvent = contactEvents.endEvents + i;
// Use b3Shape_IsValid because a shape may have been destroyed
if (b3Shape_IsValid(endEvent->shapeIdA) && b3Shape_IsValid(endEvent->shapeIdB))
{
ShapesStopTouching(endEvent->shapeIdA, endEvent->shapeIdB);
}
}
b3ShapeId shapeIdA
Id of the first shape.
Definition types.h:1116
int endCount
Number of end touch events.
Definition types.h:1181
b3ShapeId shapeIdB
Id of the first shape.
Definition types.h:1121
b3ContactEndTouchEvent * endEvents
Array of end touch events.
Definition types.h:1172
An end touch event is generated when two shapes stop touching.
Definition types.h:1112

Similar to b3SensorEndTouchEvent, b3ContactEndTouchEvent may be generated due to a user operation, such as destroying a body or shape. These events are included with simulation events after the next b3World_Step.

Shapes only generate begin and end touch events if b3ShapeDef::enableContactEvents is true.

Hit Events

Typically in games you are mainly concerned about getting contact events for when two shapes collide at a significant speed so you can play a sound and/or particle effect. Hit events are the answer for this.

for (int i = 0; i < contactEvents.hitCount; ++i)
{
b3ContactHitEvent* hitEvent = contactEvents.hitEvents + i;
if (hitEvent->approachSpeed > 10.0f)
{
// play sound
}
}
int hitCount
Number of hit events.
Definition types.h:1184
float approachSpeed
The speed the shapes are approaching. Always positive. Typically in meters per second.
Definition types.h:1153
b3ContactHitEvent * hitEvents
Array of hit events.
Definition types.h:1175
A hit touch event is generated when two shapes collide with a speed faster than the hit speed thresho...
Definition types.h:1132

Shapes only generate hit events if b3ShapeDef::enableHitEvents is true. Only enable this for shapes that need hit events because it creates some overhead. Box3D also only reports hit events that have an approach speed larger than b3WorldDef::hitEventThreshold.

Contact Filtering

Often in a game you don't want all objects to collide. For example, you may want to create a door that only certain characters can pass through. This is called contact filtering, because some interactions are filtered out.

Contact filtering is setup on shapes and is covered herehere.

Advanced Contact Handling

Custom Filtering Callback

For the best performance, use the contact filtering provided by b3Filter. However, in some cases you may need custom filtering. You can do this by registering a custom filter callback that implements b3CustomFilterFcn().

bool MyCustomFilter(b3ShapeId shapeIdA, b3ShapeId shapeIdB, void* context)
{
MyGame* myGame = context;
return myGame->WantsCollision(shapeIdA, shapeIdB);
}
// Elsewhere
b3World_SetCustomFilterCallback(myWorldId, MyCustomFilter, myGame);
void b3World_SetCustomFilterCallback(b3WorldId worldId, b3CustomFilterFcn *fcn, void *context)
Register the custom filter callback. This is optional.

This function must be thread-safe and must not read from or write to the Box3D world. Otherwise you will get a race condition.

Pre-Solve Callback

This is called after collision detection, but before collision resolution. This gives you a chance to disable the contact based on the contact geometry. For example, you can implement a one-sided platform using this callback.

The contact will be re-enabled each time through collision processing, so you will need to disable the contact every time-step. This function must be thread-safe and must not read from or write to the Box3D world.

The pre-solve callback for Box3D receives the two shape ids, the contact point, and the contact normal:

bool MyPreSolve(b3ShapeId shapeIdA, b3ShapeId shapeIdB,
b3Vec3 point, b3Vec3 normal, void* context)
{
MyGame* myGame = context;
if (myGame->ShouldDisableContact(shapeIdA, shapeIdB, point, normal))
{
return false;
}
return true;
}
// Elsewhere
b3World_SetPreSolveCallback(myWorldId, MyPreSolve, myGame);
void b3World_SetPreSolveCallback(b3WorldId worldId, b3PreSolveFcn *fcn, void *context)
Register the pre-solve callback. This is optional.

Note this currently does not work with high speed collisions, so you may see a pause in those situations.

Joints

Joints are used to constrain bodies to the world or to each other. Typical examples in games include ragdolls, teeters, and pulleys. Joints can be combined in many different ways to create interesting motions.

Some joints provide limits so you can control the range of motion. Some joints provide motors which can be used to drive the joint at a prescribed speed until a prescribed force/torque is exceeded. And some joints provide springs with damping.

Joint motors can be used in many ways. You can use motors to control position by specifying a joint velocity that is proportional to the difference between the actual and desired position. You can also use motors to simulate joint friction: set the joint velocity to zero and provide a small, but significant maximum motor force/torque. Then the motor will attempt to keep the joint from moving until the load becomes too strong.

Joint Definition

Each joint type has an associated joint definition that embeds a b3JointDef base. All joints are connected between two different bodies. One body may be static. Joints between static and/or kinematic bodies are allowed, but have no effect and use some processing time.

If a joint is connected to a disabled body, that joint is effectively disabled. When both bodies on a joint become enabled, the joint will automatically be enabled as well. In other words, you do not need to explicitly enable or disable a joint.

You can specify user data for any joint type and you can provide a flag to prevent the attached bodies from colliding with each other. This is the default behavior and you must set collideConnected to true to allow collision between two connected bodies.

Many joint definitions require that you provide some geometric data. In Box3D joints use local frames (b3Transform localFrameA and b3Transform localFrameB) rather than anchor points. The local frame specifies both the attachment point and the orientation axes used to measure joint quantities. These frames are specified in the local space of the attached bodies. This way the joint can be specified even when the current body transforms violate the joint constraint.

Joint Lifetime

Joints are created using creation functions supplied for each joint type. They are destroyed with a shared function. All joint types share a single id type b3JointId.

Here's an example of the lifetime of a revolute joint:

jointDef.base.bodyIdA = myBodyA;
jointDef.base.bodyIdB = myBodyB;
// Set up local frames so the hinge aligns with the desired pivot
jointDef.base.localFrameA = b3Transform_identity;
jointDef.base.localFrameB = b3Transform_identity;
b3JointId myJointId = b3CreateRevoluteJoint(myWorldId, &jointDef);
// ... do stuff ...
b3DestroyJoint(myJointId, false);
myJointId = b3_nullJointId;
Joint id references a joint instance. This should be treated as an opaque handle.
Definition id.h:61
b3Transform localFrameB
The second local joint frame.
Definition types.h:619
b3BodyId bodyIdA
The first attached body.
Definition types.h:610
b3Transform localFrameA
The first local joint frame.
Definition types.h:616
b3BodyId bodyIdB
The second attached body.
Definition types.h:613
void b3DestroyJoint(b3JointId jointId, bool wakeAttached)
Destroy a joint.
b3JointDef base
Base joint definition.
Definition types.h:822
b3RevoluteJointDef b3DefaultRevoluteJointDef(void)
Use this to initialize your joint definition.
b3JointId b3CreateRevoluteJoint(b3WorldId worldId, const b3RevoluteJointDef *def)
Create a revolute joint.
Revolute joint definition.
Definition types.h:820

It is always good to nullify your ids after they are destroyed.

Joint lifetime is related to body lifetime. Joints cannot exist detached from a body. So when a body is destroyed, all joints attached to that body are automatically destroyed. This means you need to be careful to avoid using joint ids when the attached body was destroyed. Box3D will assert if you use a dangling joint id.

Caution: Joints are destroyed when an attached body is destroyed.

Fortunately you can check if your joint id is valid.

if (b3Joint_IsValid(myJointId) == false)
{
myJointId = b3_nullJointId;
}
bool b3Joint_IsValid(b3JointId id)
Joint identifier validation. Provides validation for up to 64K allocations.

Using Joints

Many simulations create the joints and don't access them again until they are destroyed. However, there is a lot of useful data contained in joints that you can use to create a rich simulation.

First of all, you can get the type, bodies, local frames, and user data from a joint.

b3JointType jointType = b3Joint_GetType(myJointId);
b3BodyId bodyIdA = b3Joint_GetBodyA(myJointId);
b3BodyId bodyIdB = b3Joint_GetBodyB(myJointId);
b3Transform localFrameA = b3Joint_GetLocalFrameA(myJointId);
b3Transform localFrameB = b3Joint_GetLocalFrameB(myJointId);
void* myUserData = b3Joint_GetUserData(myJointId);
b3JointType
Joint type enumeration.
Definition types.h:587
void * b3Joint_GetUserData(b3JointId jointId)
Get the user data on a joint.
b3JointType b3Joint_GetType(b3JointId jointId)
Get the joint type.
b3Transform b3Joint_GetLocalFrameA(b3JointId jointId)
Get the local frame on bodyA.
b3BodyId b3Joint_GetBodyA(b3JointId jointId)
Get body A id on a joint.
b3BodyId b3Joint_GetBodyB(b3JointId jointId)
Get body B id on a joint.
b3Transform b3Joint_GetLocalFrameB(b3JointId jointId)
Get the local frame on bodyB.

All joints have a reaction force and torque. Reaction forces are related to the free body diagram. The Box3D convention is that the reaction force is applied to body B at the anchor point. You can use reaction forces to break joints or trigger other game events. These functions may do some computations, so don't call them if you don't need the result.

b3Vec3 torque = b3Joint_GetConstraintTorque(myJointId);
b3Vec3 b3Joint_GetConstraintForce(b3JointId jointId)
Get the current constraint force for this joint.
b3Vec3 b3Joint_GetConstraintTorque(b3JointId jointId)
Get the current constraint torque for this joint.

Distance Joint

One of the simplest joints is a distance joint which says that the distance between two anchor points on two bodies must be constant. When you specify a distance joint the two bodies should already be in place. Then you specify the two anchor points via local frames. These points imply the length of the distance constraint.

Here is an example of a distance joint definition:

jointDef.base.bodyIdA = myBodyIdA;
jointDef.base.bodyIdB = myBodyIdB;
// Place anchor A at world point anchorA, measured in body A's local frame
b3Vec3 localAnchorA = b3Body_GetLocalPoint(myBodyIdA, anchorA);
b3Vec3 localAnchorB = b3Body_GetLocalPoint(myBodyIdB, anchorB);
jointDef.base.localFrameA.p = localAnchorA;
jointDef.base.localFrameB.p = localAnchorB;
jointDef.length = b3Distance(anchorA, anchorB);
jointDef.base.collideConnected = true;
b3JointId myJointId = b3CreateDistanceJoint(myWorldId, &jointDef);
b3JointDef base
Base joint definition.
Definition types.h:650
float length
The rest length of this joint. Clamped to a stable minimum value.
Definition types.h:653
b3JointId b3CreateDistanceJoint(b3WorldId worldId, const b3DistanceJointDef *def)
Create a distance joint.
b3DistanceJointDef b3DefaultDistanceJointDef(void)
Use this to initialize your joint definition.
Distance joint definition.
Definition types.h:648
bool collideConnected
Set this flag to true if the attached bodies should collide.
Definition types.h:637
float b3Distance(b3Vec3 a, b3Vec3 b)
Distance between two points.
Definition math_functions.h:265

The distance joint can also be made soft, like a spring-damper connection. Softness is achieved by enabling the spring and tuning two values in the definition: Hertz and damping ratio.

jointDef.enableSpring = true;
jointDef.hertz = 2.0f;
jointDef.dampingRatio = 0.5f;
bool enableSpring
Enable the distance constraint to behave like a spring.
Definition types.h:657
float dampingRatio
The spring linear damping ratio, non-dimensional.
Definition types.h:669
float hertz
The spring linear stiffness Hertz, cycles per second.
Definition types.h:666

The hertz is the frequency of a harmonic oscillator (like a guitar string). Typically the frequency should be less than a half the frequency of the time step. So if you are using a 60Hz time step, the frequency of the distance joint should be less than 30Hz. The reason is related to the Nyquist frequency.

The damping ratio controls how fast the oscillations dissipate. A damping ratio of one is critical damping and prevents oscillation.

It is also possible to define a minimum and maximum length for the distance joint. You can even motorize the distance joint to adjust its length dynamically. See b3DistanceJointDef and the DistanceJoint sample for details.

Revolute Joint

A revolute joint (also called a hinge or pin joint) forces two bodies to share a common anchor point and allows relative rotation about a single axis — the z-axis of the local frame. It has one rotational degree of freedom.

The joint angle is measured as the twist of frame B's z-axis relative to frame A's z-axis.

jointDef.base.bodyIdA = myBodyIdA;
jointDef.base.bodyIdB = myBodyIdB;
jointDef.base.localFrameA.p = b3Body_GetLocalPoint(myBodyIdA, worldPivot);
jointDef.base.localFrameB.p = b3Body_GetLocalPoint(myBodyIdB, worldPivot);
b3JointId myJointId = b3CreateRevoluteJoint(myWorldId, &jointDef);

In some cases you might wish to control the joint angle. For this, the revolute joint can simulate a joint limit and/or a motor.

A joint limit forces the joint angle to remain between a lower and upper angle. The limit will apply as much torque as needed to make this happen. The limit range should include zero, otherwise the joint will lurch when the simulation begins.

A joint motor allows you to specify the joint speed. The speed can be negative or positive. A motor can have infinite torque, but this is usually not desirable. Recall the eternal question:

What happens when an irresistible force meets an immovable object?

I can tell you it's not pretty. So you can provide a maximum torque for the joint motor. The joint motor will maintain the specified speed unless the required torque exceeds the specified maximum. When the maximum torque is exceeded, the joint will slow down and can even reverse.

You can use a joint motor to simulate joint friction. Just set the joint speed to zero, and set the maximum torque to some small, but significant value. The motor will try to prevent the joint from rotating, but will yield to a significant load.

Here's an example revolute joint with a limit and a motor enabled. The motor is setup to simulate joint friction.

jointDef.base.localFrameA.p = b3Body_GetLocalPoint(myBodyIdA, worldPivot);
jointDef.base.localFrameB.p = b3Body_GetLocalPoint(myBodyIdB, worldPivot);
jointDef.lowerAngle = -0.5f * B3_PI; // -90 degrees
jointDef.upperAngle = 0.25f * B3_PI; // 45 degrees
jointDef.enableLimit = true;
jointDef.maxMotorTorque = 10.0f;
jointDef.motorSpeed = 0.0f;
jointDef.enableMotor = true;
bool enableLimit
Enable/disable the joint limit.
Definition types.h:672
bool enableMotor
Enable/disable the joint motor.
Definition types.h:681
float motorSpeed
The desired motor speed, usually in meters per second.
Definition types.h:687

You can access a revolute joint's angle, speed, and motor torque.

float angleInRadians = b3RevoluteJoint_GetAngle(myJointId);
float speed = b3RevoluteJoint_GetMotorSpeed(myJointId);
float currentTorque = b3RevoluteJoint_GetMotorTorque(myJointId);
float b3RevoluteJoint_GetMotorSpeed(b3JointId jointId)
Get the revolute joint motor speed in radians per second.
float b3RevoluteJoint_GetMotorTorque(b3JointId jointId)
Get the revolute joint current motor torque, usually in newton-meters.
float b3RevoluteJoint_GetAngle(b3JointId jointId)
Get the revolute joint current angle in radians relative to the reference angle.

You can also update the motor parameters each step.

void b3RevoluteJoint_SetMotorSpeed(b3JointId jointId, float motorSpeed)
Set the revolute joint motor speed in radians per second.
void b3RevoluteJoint_SetMaxMotorTorque(b3JointId jointId, float torque)
Set the revolute joint maximum motor torque, usually in newton-meters.

Joint motors have some interesting abilities. You can update the joint speed every time step so you can make the joint move back-and-forth like a sine-wave or according to whatever function you want.

// ... Game Loop Begin ...
b3RevoluteJoint_SetMotorSpeed(myJointId, cosf(0.5f * time));
// ... Game Loop End ...

Prismatic Joint

A prismatic joint (also called a slider joint) allows for relative translation of two bodies along the x-axis of local frame A. A prismatic joint prevents relative rotation. Therefore, a prismatic joint has a single degree of freedom.

The prismatic joint definition is similar to the revolute joint description; just substitute translation for angle and force for torque. Using this analogy provides an example prismatic joint definition with a joint limit and a friction motor:

jointDef.base.bodyIdA = myBodyIdA;
jointDef.base.bodyIdB = myBodyIdB;
jointDef.base.localFrameA.p = b3Body_GetLocalPoint(myBodyIdA, worldPivot);
jointDef.base.localFrameB.p = b3Body_GetLocalPoint(myBodyIdB, worldPivot);
jointDef.lowerTranslation = -5.0f;
jointDef.upperTranslation = 2.5f;
jointDef.enableLimit = true;
jointDef.maxMotorForce = 1.0f;
jointDef.motorSpeed = 0.0f;
jointDef.enableMotor = true;
b3JointId myJointId = b3CreatePrismaticJoint(myWorldId, &jointDef);
bool enableLimit
Enable/disable the joint limit.
Definition types.h:794
float upperTranslation
The upper translation limit.
Definition types.h:800
b3JointDef base
Base joint definition.
Definition types.h:778
float maxMotorForce
The maximum motor force, typically in newtons.
Definition types.h:806
bool enableMotor
Enable/disable the joint motor.
Definition types.h:803
float lowerTranslation
The lower translation limit.
Definition types.h:797
float motorSpeed
The desired motor speed, typically in meters per second.
Definition types.h:809
b3PrismaticJointDef b3DefaultPrismaticJointDef(void)
Use this to initialize your joint definition.
b3JointId b3CreatePrismaticJoint(b3WorldId worldId, const b3PrismaticJointDef *def)
Create a prismatic (slider) joint.
Prismatic joint definition.
Definition types.h:776

The slide axis is the x-axis of local frame A.

The prismatic joint translation is zero when the frame origins coincide.

Using a prismatic joint is similar to using a revolute joint. Here are the relevant functions:

float translation = b3PrismaticJoint_GetTranslation(myJointId);
float speed = b3PrismaticJoint_GetSpeed(myJointId);
float motorForce = b3PrismaticJoint_GetMotorForce(myJointId);
float b3PrismaticJoint_GetSpeed(b3JointId jointId)
Get the current joint translation speed, usually in meters per second.
void b3PrismaticJoint_SetMotorSpeed(b3JointId jointId, float motorSpeed)
Set the prismatic joint motor speed, usually in meters per second.
void b3PrismaticJoint_SetMaxMotorForce(b3JointId jointId, float force)
Set the prismatic joint maximum motor force, usually in newtons.
float b3PrismaticJoint_GetMotorForce(b3JointId jointId)
Get the prismatic joint current motor force, usually in newtons.
float b3PrismaticJoint_GetTranslation(b3JointId jointId)
Get the current joint translation, usually in meters.

Weld Joint

The weld joint attempts to constrain all relative motion between two bodies. Both translation and rotation can have spring-damper softness. See b3WeldJointDef and the Cantilever sample for details.

It is tempting to use the weld joint to define breakable structures. However, the Box3D solver is approximate so the joints can be soft in some cases regardless of the joint settings. So chains of bodies connected by weld joints may flex.

jointDef.base.bodyIdA = myBodyIdA;
jointDef.base.bodyIdB = myBodyIdB;
jointDef.linearHertz = 0.0f; // 0 = rigid
jointDef.angularHertz = 0.0f; // 0 = rigid
jointDef.linearDampingRatio = 1.0f;
jointDef.angularDampingRatio = 1.0f;
b3JointId myJointId = b3CreateWeldJoint(myWorldId, &jointDef);
b3WeldJointDef b3DefaultWeldJointDef(void)
Use this to initialize your joint definition.
b3JointId b3CreateWeldJoint(b3WorldId worldId, const b3WeldJointDef *def)
Create a weld joint.
Weld joint definition Connects two bodies together rigidly.
Definition types.h:916

Motor Joint

A motor joint lets you control the motion of a body by specifying target linear and angular velocities. You can set the maximum motor force and torque that will be applied. If the body is blocked, it will stop and the contact forces will be proportional to the maximum motor force and torque.

The motor joint also has an optional position spring that drives the relative transform toward a target. See b3MotorJointDef and the MotorJoint sample for details.

jointDef.base.bodyIdA = myBodyIdA;
jointDef.base.bodyIdB = myBodyIdB;
jointDef.linearVelocity = (b3Vec3){0.0f, 0.0f, 0.0f};
jointDef.maxVelocityForce = 1000.0f;
jointDef.angularVelocity = (b3Vec3){0.0f, 1.0f, 0.0f};
jointDef.maxVelocityTorque = 500.0f;
b3JointId myJointId = b3CreateMotorJoint(myWorldId, &jointDef);
b3MotorJointDef b3DefaultMotorJointDef(void)
Use this to initialize your joint definition.
b3JointId b3CreateMotorJoint(b3WorldId worldId, const b3MotorJointDef *def)
Create a motor joint.
A motor joint is used to control the relative position and velocity between two bodies.
Definition types.h:697

Wheel Joint

The wheel joint is designed specifically for vehicles. Body A is the chassis and body B is the wheel. The wheel:

  • translates along the x-axis of frame A (suspension direction),
  • spins about the z-axis of frame B,
  • optionally steers about the suspension axis.

The translation has a spring and damper to simulate vehicle suspension. The spin allows the wheel to rotate. You can specify a rotational motor to drive the wheel and to apply braking. Steering adds a rotation about the suspension axis. See b3WheelJointDef and the Drive sample for details.

jointDef.base.bodyIdA = chassisBodyId;
jointDef.base.bodyIdB = wheelBodyId;
jointDef.enableSuspensionSpring = true;
jointDef.suspensionHertz = 4.0f;
jointDef.suspensionDampingRatio = 0.7f;
jointDef.enableSpinMotor = true;
jointDef.maxSpinTorque = 300.0f;
jointDef.spinSpeed = 0.0f;
jointDef.enableSteering = true;
jointDef.steeringHertz = 5.0f;
jointDef.steeringDampingRatio = 0.7f;
b3JointId myJointId = b3CreateWheelJoint(myWorldId, &jointDef);
b3JointId b3CreateWheelJoint(b3WorldId worldId, const b3WheelJointDef *def)
Create a wheel joint.
b3WheelJointDef b3DefaultWheelJointDef(void)
Use this to initialize your joint definition.
Wheel joint definition Body A is the chassis and body B is the wheel.
Definition types.h:944

Spherical Joint

A spherical joint (also called a ball-in-socket or point-to-point joint) fixes a point on body B to a point on body A and allows free rotation about all three axes. This gives 3 rotational degrees of freedom with no translation.

The cone limit restricts how far the z-axis of frame B can deviate from the z-axis of frame A. The twist limit restricts rotation about the z-axis of frame B.

jointDef.base.bodyIdA = myBodyIdA;
jointDef.base.bodyIdB = myBodyIdB;
// Cone limit: allows ±45 degrees of swing
jointDef.enableConeLimit = true;
jointDef.coneAngle = 0.25f * B3_PI; // half-angle, radians
// Twist limit: ±30 degrees of twist about z
jointDef.enableTwistLimit = true;
jointDef.lowerTwistAngle = -B3_PI / 6.0f;
jointDef.upperTwistAngle = B3_PI / 6.0f;
b3JointId myJointId = b3CreateSphericalJoint(myWorldId, &jointDef);
b3JointId b3CreateSphericalJoint(b3WorldId worldId, const b3SphericalJointDef *def)
Create a spherical joint.
b3SphericalJointDef b3DefaultSphericalJointDef(void)
Use this to initialize your joint definition.
Spherical joint definition.
Definition types.h:864

At runtime you can query and adjust the limits:

float currentConeAngle = b3SphericalJoint_GetConeAngle(myJointId);
b3SphericalJoint_SetTwistLimits(myJointId, -0.5f, 0.5f);
float twistAngle = b3SphericalJoint_GetTwistAngle(myJointId);
void b3SphericalJoint_SetTwistLimits(b3JointId jointId, float lowerLimitRadians, float upperLimitRadians)
Set the spherical joint limits in radians.
void b3SphericalJoint_EnableTwistLimit(b3JointId jointId, bool enableLimit)
Enable/disable the spherical joint limit.
float b3SphericalJoint_GetConeAngle(b3JointId jointId)
Get the spherical joint current cone angle in radians.
float b3SphericalJoint_GetTwistAngle(b3JointId jointId)
Get the spherical joint current twist angle in radians.
void b3SphericalJoint_SetConeLimit(b3JointId jointId, float angleRadians)
Set the spherical joint limits in radians.
void b3SphericalJoint_EnableConeLimit(b3JointId jointId, bool enableLimit)
Enable/disable the spherical joint cone limit.

The spherical joint also supports an optional alignment spring. When enabled it drives the relative orientation toward a target quaternion using a spring-damper:

jointDef.enableSpring = true;
jointDef.hertz = 5.0f;
jointDef.dampingRatio = 0.7f;
jointDef.targetRotation = b3Quat_identity;
bool enableSpring
Enable a linear spring along the prismatic joint axis.
Definition types.h:781
float dampingRatio
The spring damping ratio, non-dimensional.
Definition types.h:787
float hertz
The spring stiffness Hertz, cycles per second.
Definition types.h:784

And an angular velocity motor:

jointDef.enableMotor = true;
jointDef.motorVelocity = (b3Vec3){0.0f, 1.0f, 0.0f};
jointDef.maxMotorTorque = 100.0f;

Parallel Joint

The parallel joint constrains the z-axis of body B to remain parallel to the z-axis of body A, using a spring-damper. This is useful for keeping a body upright without fully fixing its translation or other rotation axes.

jointDef.base.bodyIdA = myBodyIdA;
jointDef.base.bodyIdB = myBodyIdB;
jointDef.hertz = 5.0f;
jointDef.dampingRatio = 0.7f;
jointDef.maxTorque = 200.0f;
b3JointId myJointId = b3CreateParallelJoint(myWorldId, &jointDef);
b3ParallelJointDef b3DefaultParallelJointDef(void)
Use this to initialize your joint definition.
b3JointId b3CreateParallelJoint(b3WorldId worldId, const b3ParallelJointDef *def)
Create a parallel joint.
Parallel joint definition.
Definition types.h:752

You can also adjust the spring and torque limit at runtime:

b3ParallelJoint_SetMaxTorque(myJointId, 500.0f);
void b3ParallelJoint_SetSpringHertz(b3JointId jointId, float hertz)
Set the spring stiffness in Hertz.
void b3ParallelJoint_SetMaxTorque(b3JointId jointId, float force)
Set the maximum spring torque, usually in newton-meters.
void b3ParallelJoint_SetSpringDampingRatio(b3JointId jointId, float dampingRatio)
Set the spring damping ratio, non-dimensional.

Filter Joint

The filter (or null) joint is used to disable collision between two specific bodies. As a side effect of being a joint, it also keeps the two bodies in the same simulation island, which can be useful for performance.

jointDef.base.bodyIdA = myBodyIdA;
jointDef.base.bodyIdB = myBodyIdB;
b3JointId myJointId = b3CreateFilterJoint(myWorldId, &jointDef);
b3JointId b3CreateFilterJoint(b3WorldId worldId, const b3FilterJointDef *def)
Create a filter joint.
b3FilterJointDef b3DefaultFilterJointDef(void)
Use this to initialize your joint definition.
A filter joint is used to disable collision between two specific bodies.
Definition types.h:739

Spatial Queries

Spatial queries allow you to inspect the world geometrically. There are overlap queries, ray-casts, and shape-casts. These allow you to do things like:

  • find a treasure chest near the player
  • shoot a laser beam and destroy all objects in the path
  • throw a grenade that is represented as a sphere moving along a parabolic path

Overlap Queries

Sometimes you want to determine all the shapes in a region. The world has a fast log(N) method for this using the broad-phase data structure. Box3D provides these overlap tests:

  • axis-aligned bounding box (AABB) overlap
  • shape proxy overlap
Overlap Test

Query Filtering

A basic understanding of query filtering is needed before considering the specific queries. Shape versus shape filtering was discussed herehere. A similar setup is used for queries. This lets your queries only consider certain categories of shapes, and also lets your shapes ignore certain queries.

Just like shapes, queries themselves can have a category. For example, you can have a CAMERA or PROJECTILE category.

enum MyCategories
{
STATIC = 0x00000001,
PLAYER = 0x00000002,
MONSTER = 0x00000004,
WINDOW = 0x00000008,
CAMERA = 0x00000010,
PROJECTILE = 0x00000020,
};
// Grenades collide with the static world, monsters, and windows but
// not players or other projectiles.
b3QueryFilter grenadeFilter;
grenadeFilter.categoryBits = PROJECTILE;
grenadeFilter.maskBits = STATIC | MONSTER | WINDOW;
// The view collides with the static world, monsters, and players.
b3QueryFilter viewFilter;
viewFilter.categoryBits = CAMERA;
viewFilter.maskBits = STATIC | PLAYER | MONSTER;
uint64_t maskBits
The collision mask bits.
Definition types.h:1290
uint64_t categoryBits
The collision category bits of this query. Normally you would just set one bit.
Definition types.h:1286
The query filter is used to filter collisions between queries and shapes.
Definition types.h:1284

If you want to query everything you can use b3DefaultQueryFilter().

AABB Overlap

You provide a b3AABB in world coordinates and an implementation of b3OverlapResultFcn(). The world calls your function with each shape whose AABB overlaps the query AABB. Return true to continue the query, otherwise return false. For example, the following code finds all the shapes that potentially intersect a specified AABB and wakes up all of the associated bodies.

bool MyOverlapCallback(b3ShapeId shapeId, void* context)
{
b3BodyId bodyId = b3Shape_GetBody(shapeId);
b3Body_SetAwake(bodyId, true);
// Return true to continue the query.
return true;
}
// Elsewhere ...
b3AABB aabb;
aabb.lowerBound = (b3Vec3){-1.0f, -1.0f, -1.0f};
aabb.upperBound = (b3Vec3){ 1.0f, 1.0f, 1.0f};
b3World_OverlapAABB(myWorldId, aabb, filter, MyOverlapCallback, &myGame);
Axis aligned bounding box.
Definition math_functions.h:105
b3QueryFilter b3DefaultQueryFilter(void)
Use this to initialize your query filter.
b3BodyId b3Shape_GetBody(b3ShapeId shapeId)
Get the id of the body that a shape is attached to.
b3TreeStats b3World_OverlapAABB(b3WorldId worldId, b3AABB aabb, b3QueryFilter filter, b3OverlapResultFcn *fcn, void *context)
Overlap test for all shapes that potentially overlap the provided AABB.

Do not make any assumptions about the order of the callback. The order shapes are returned to your callback may seem arbitrary.

Shape Overlap

The AABB overlap is very fast but not very accurate because it only considers the shape bounding box. If you want an accurate overlap test, you can use a shape overlap query.

The overlap function uses a b3ShapeProxy which is an abstract shape consisting of some points and a radius. You can think of it as a cloud of spheres that has been shrink wrapped. This can represent a point, a sphere, a capsule, a convex hull, and so on.

In this example, I'm creating a shape proxy from a sphere and then calling b3World_OverlapShape(). This takes a b3OverlapResultFcn() to receive results and control the search progress.

b3Sphere sphere = {{0.0f, 0.0f, 0.0f}, 0.2f};
proxy.points = &sphere.center;
proxy.count = 1;
proxy.radius = sphere.radius;
b3World_OverlapShape(myWorldId, b3Pos_zero, &proxy, grenadeFilter, MyOverlapCallback, &myGame);
float radius
The external radius of the point cloud.
Definition types.h:1366
const b3Vec3 * points
The point cloud.
Definition types.h:1360
int count
The number of points. Do not exceed B3_MAX_SHAPE_CAST_POINTS.
Definition types.h:1363
A shape proxy is used by the GJK algorithm. It can represent a convex shape.
Definition types.h:1358
b3Vec3 center
The local center.
Definition types.h:1888
float radius
The radius.
Definition types.h:1891
A solid sphere.
Definition types.h:1886
b3TreeStats b3World_OverlapShape(b3WorldId worldId, b3Pos origin, const b3ShapeProxy *proxy, b3QueryFilter filter, b3OverlapResultFcn *fcn, void *context)
Overlap test for all shapes that overlap the provided shape proxy.

Ray-casts

You can use ray-casts to do line-of-sight checks, fire guns, etc. You perform a ray-cast by implementing the b3CastResultFcn() callback function and providing the origin point and translation. The world calls your function with each shape hit by the ray. Your callback is provided with the shape, the point of intersection, the unit normal vector, and the fractional distance along the ray. You cannot make any assumptions about the order of the points sent to the callback. The callback may receive points that are further away before receiving points that are closer.

Ray Cast

You control the continuation of the ray-cast by returning a fraction. Returning a fraction of zero indicates the ray-cast should be terminated. A fraction of one indicates the ray-cast should continue as if no hit occurred. If you return the fraction from the argument list, the ray will be clipped to the current intersection point. So you can ray-cast any shape, ray-cast all shapes, or ray-cast the closest shape by returning the appropriate fraction.

You may also return a fraction of -1 to filter the shape. Then the ray-cast will proceed as if the shape does not exist.

Here is an example:

struct MyRayCastContext
{
b3ShapeId shapeId;
b3Vec3 point;
b3Vec3 normal;
float fraction;
};
float MyCastCallback(b3ShapeId shapeId, b3Vec3 point, b3Vec3 normal,
float fraction, uint64_t userMaterialId,
int triangleIndex, int childIndex, void* context)
{
MyRayCastContext* myContext = context;
myContext->shapeId = shapeId;
myContext->point = point;
myContext->normal = normal;
myContext->fraction = fraction;
return fraction;
}
// Elsewhere ...
MyRayCastContext context = {0};
b3Vec3 origin = {-1.0f, 0.0f, 0.0f};
b3Vec3 translation = { 4.0f, 1.0f, 0.0f};
b3World_CastRay(myWorldId, origin, translation, viewFilter, MyCastCallback, &context);
b3TreeStats b3World_CastRay(b3WorldId worldId, b3Pos origin, b3Vec3 translation, b3QueryFilter filter, b3CastResultFcn *fcn, void *context)
Cast a ray into the world to collect shapes in the path of the ray.

There is also a convenience function for the closest hit:

b3RayResult result = b3World_CastRayClosest(myWorldId, origin, translation, filter);
if (result.hit)
{
// result.point, result.normal, result.fraction
}
bool hit
Did the ray hit? If false, all other data is invalid.
Definition types.h:1353
Result from b3World_RayCastClosest.
Definition types.h:1322
b3RayResult b3World_CastRayClosest(b3WorldId worldId, b3Pos origin, b3Vec3 translation, b3QueryFilter filter)
Cast a ray into the world to collect the closest hit.

Ray-cast results may be delivered in an arbitrary order. When you are collecting multiple hits along the ray, you may want to sort them according to the hit fraction.

Shape-casts

Shape-casts are similar to ray-casts. You can view a ray-cast as tracing a point along a line. A shape-cast allows you to trace a shape along a line. Like the shape overlap query, the shape cast uses a b3ShapeProxy to represent an arbitrary shape.

struct MyRayCastContext
{
b3ShapeId shapeId;
b3Vec3 point;
b3Vec3 normal;
float fraction;
};
float MyCastCallback(b3ShapeId shapeId, b3Vec3 point, b3Vec3 normal,
float fraction, uint64_t userMaterialId,
int triangleIndex, int childIndex, void* context)
{
MyRayCastContext* myContext = context;
myContext->shapeId = shapeId;
myContext->point = point;
myContext->normal = normal;
myContext->fraction = fraction;
return fraction;
}
// Elsewhere ...
MyRayCastContext context = {0};
b3Sphere sphere = {{-1.0f, 0.0f, 0.0f}, 0.05f};
proxy.points = &sphere.center;
proxy.count = 1;
proxy.radius = sphere.radius;
b3Vec3 translation = {10.0f, -5.0f, 0.0f};
b3World_CastShape(myWorldId, b3Pos_zero, &proxy, translation, grenadeFilter, MyCastCallback, &context);
b3TreeStats b3World_CastShape(b3WorldId worldId, b3Pos origin, const b3ShapeProxy *proxy, b3Vec3 translation, b3QueryFilter filter, b3CastResultFcn *fcn, void *context)
Cast a shape through the world.

Shape-casts are setup similarly to ray-casts. Shape-casts are generally slower than ray-casts, so only use a shape-cast if a ray-cast won't do.

Like ray-casts, shape-cast results may be sent to the callback in any order. If you need multiple sorted results, you will need to write some code to collect and sort the results.

Simulation Loop

Simulation Loop

The Box3D simulation loop can be useful to understand when you process results.

Multithreading is represented in the diagram.

  • rectangles are parallel-for work
  • rounded rectangles are single-threaded work, but may be in parallel with other work

Let's review each of these stages.

time step

The game starts the simulation by calling b3World_Step supplying the time step.

find pairs

Box3D maintains a record of every shape that has moved. For each of these shapes the broad-phase (BVH) is queried for overlaps. New overlaps are recorded for processing in the next step. Existing overlaps are tracked in a hash set of all existing shape pairs. This operation is a parallel-for. Box3D maintains separate BVH trees for static, kinematic, and dynamic bodies.

create contacts

This takes the pair results and creates the internal contact pair structure. This structure is persistent across time steps. It is used for the island graph and holding contact manifolds. This operation is single-threaded but most of the work is done in find pairs.

rebuild BVH

After the new shape pairs are known the BVH is not considered until later in the time step. Therefore the BVH for dynamic and kinematic shapes may be optimized. This involves identifying the part of the collision tree that is stale from refitting and then performing a rebuild of that sub-tree. This is a single-threaded operation that is done concurrently with other work.

narrow phase

This is where the contact manifolds and points are computed. Each active contact pair is confirmed as touching or non-touching. If the touching state changes then contact begin and end events are generated. This is a parallel-for operation.

Contact points are computed at the beginning of the time step, before bodies have moved and before impulses are known. This is necessary for obtaining good simulation results efficiently. If contacts were computed at the end of the time step then new contact points would not be known to the constraint solver and shapes would sink into each other.

The b3PreSolveFcn is called within the parallel-for so it should be efficient and thread-safe. This is only called for shapes that have enablePreSolveEvents == true.

merge islands

Simulation islands are merged when shapes begin touching. Existing islands that have shapes that stop touching are flagged as candidates for splitting. This stage is single-threaded.

split island

A split island task may be generated if:

  • there is an island that has shapes that stopped touching
  • this island has a body that is moving slow enough to sleep

Splitting an island may result in several new islands being created. Only a single island will be split per time step because it is expensive. Delaying the split may delay some bodies from sleeping. This is a single-threaded operation that is done concurrently with other work.

solve constraints

This solves contact and joint constraints and applies restitution. This is a parallel-for with multiple internal stages.

update transforms

This stage does several tasks:

  • updates body transforms
  • updates the body sleeping status
  • generates body move events
  • generates island splitting candidates
  • resets forces and torques
  • updates shape bounding boxes
  • performs continuous collision between dynamic and static bodies

This stage is a parallel-for.

Note that continuous collision does not generate events. Instead they are generated the next time step. However, continuous collision will issue a b3PreSolveFcn callback.

hit events

Active contacts are scanned for fast approach velocities and added to a buffer. This considers contact points that have an impulse. This includes touching contacts and speculative contacts that generated an impulse (they are confirmed). So you may get hit events for contact points that have a positive separation. This is a single-threaded operation.

refit BVH

This updates the BVH for shapes that have moved significantly. This is done by enlarging the shapes' bounding box and all ancestor bounding boxes in the BVH. This is a single-threaded operation.

This can result in an inefficient BVH, which is why the rebuild BVH stage exists. Refitting is faster than rebuilding the BVH but is necessary to ensure the BVH is valid for subsequent queries, such as ray casts.

bullets

This is where bullets are processed. Note that this comes after hit events because continuous collision in Box3D does not generate events until the next time step.

island sleep

When an island goes to sleep the simulation data associated with that island is moved to separate storage. This keeps the active simulation data contiguous and cache friendly.

sensors

Sensor overlaps are checked in the final stage. The overlap state reflects the final body transform. Sensors do not consider sleep so they may react to the user setting a body transform or creating a sleeping body. This is a parallel-for operation. The cost is roughly proportional to the number of sensors.

Determinism

Box3D is designed to be deterministic across thread counts and platforms. This is important for debugging and game design.

Multithreaded determinism is achieved by basing simulation order on creation order. This includes bodies, shapes, and joint creation order. Determinism includes results reported to users (events). These events must be in deterministic order.

Cross-platform determinism is achieved on 64-bit platforms by using compiler flags and by avoiding non-deterministic library functions.

  • Precise math is used on MSVC.
  • Floating point contraction is disabled on Clang and GCC via -ffp-contract=off.
  • Box3D has custom implementations of atan2, cosine, and sine.

Determinism is on by default and there is no explicit option to disable it. However, you can break determinism by choosing different compiler flags. Box3D was designed to provide determinism with minimal cost. So there is no advantage to attempting to disable determinism.

A unit test for determinism is run for every pull request. Determinism is easy to break, so it is important to have regular validation.

Caution: Box3D determinism does not mean your application will be deterministic. Consider using similar strategies to make your application deterministic as have been used for Box3D.