| Box2D 2.3.0 A 2D Physics Engine for Games

b2Island.h
1 /*
2 * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
3 *
4 * This software is provided 'as-is', without any express or implied
5 * warranty. In no event will the authors be held liable for any damages
6 * arising from the use of this software.
7 * Permission is granted to anyone to use this software for any purpose,
8 * including commercial applications, and to alter it and redistribute it
9 * freely, subject to the following restrictions:
10 * 1. The origin of this software must not be misrepresented; you must not
11 * claim that you wrote the original software. If you use this software
12 * in a product, an acknowledgment in the product documentation would be
13 * appreciated but is not required.
14 * 2. Altered source versions must be plainly marked as such, and must not be
15 * misrepresented as being the original software.
16 * 3. This notice may not be removed or altered from any source distribution.
17 */
18
19 #ifndef B2_ISLAND_H
20 #define B2_ISLAND_H
21
22 #include <Box2D/Common/b2Math.h>
23 #include <Box2D/Dynamics/b2Body.h>
24 #include <Box2D/Dynamics/b2TimeStep.h>
25
26 class b2Contact;
27 class b2Joint;
28 class b2StackAllocator;
29 class b2ContactListener;
30 struct b2ContactVelocityConstraint;
31 struct b2Profile;
32
34 class b2Island
35 {
36 public:
37 b2Island(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity,
38 b2StackAllocator* allocator, b2ContactListener* listener);
39 ~b2Island();
40
41 void Clear()
42 {
43 m_bodyCount = 0;
44 m_contactCount = 0;
45 m_jointCount = 0;
46 }
47
48 void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
49
50 void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB);
51
52 void Add(b2Body* body)
53 {
54 b2Assert(m_bodyCount < m_bodyCapacity);
55 body->m_islandIndex = m_bodyCount;
56 m_bodies[m_bodyCount] = body;
57 ++m_bodyCount;
58 }
59
60 void Add(b2Contact* contact)
61 {
62 b2Assert(m_contactCount < m_contactCapacity);
63 m_contacts[m_contactCount++] = contact;
64 }
65
66 void Add(b2Joint* joint)
67 {
68 b2Assert(m_jointCount < m_jointCapacity);
69 m_joints[m_jointCount++] = joint;
70 }
71
72 void Report(const b2ContactVelocityConstraint* constraints);
73
74 b2StackAllocator* m_allocator;
75 b2ContactListener* m_listener;
76
77 b2Body** m_bodies;
78 b2Contact** m_contacts;
79 b2Joint** m_joints;
80
81 b2Position* m_positions;
82 b2Velocity* m_velocities;
83
84 int32 m_bodyCount;
85 int32 m_jointCount;
86 int32 m_contactCount;
87
88 int32 m_bodyCapacity;
89 int32 m_contactCapacity;
90 int32 m_jointCapacity;
91 };
92
93 #endif
b2Profile
Profiling data. Times are in milliseconds.
Definition: b2TimeStep.h:25
b2StackAllocator
Definition: b2StackAllocator.h:37
b2ContactListener
Definition: b2WorldCallbacks.h:81
b2Joint
Definition: b2Joint.h:103
b2Position
This is an internal structure.
Definition: b2TimeStep.h:49
b2TimeStep
This is an internal structure.
Definition: b2TimeStep.h:38
b2Body
A rigid body. These are created via b2World::CreateBody.
Definition: b2Body.h:126
b2Island
This is an internal class.
Definition: b2Island.h:34
b2ContactVelocityConstraint
Definition: b2ContactSolver.h:42
b2Velocity
This is an internal structure.
Definition: b2TimeStep.h:56
b2Vec2
A 2D column vector.
Definition: b2Math.h:53
b2Contact
Definition: b2Contact.h:77