/usr/include/chipmunk/cpBody.h is in chipmunk-dev 5.3.4-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 | /* Copyright (c) 2007 Scott Lembcke
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
struct cpBody;
struct cpShape;
struct cpSpace;
typedef void (*cpBodyVelocityFunc)(struct cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt);
typedef void (*cpBodyPositionFunc)(struct cpBody *body, cpFloat dt);
extern cpBodyVelocityFunc cpBodyUpdateVelocityDefault;
extern cpBodyPositionFunc cpBodyUpdatePositionDefault;
// Structure to hold information about the contact graph components
// when putting groups of objects to sleep.
// No interesting user accessible fields.
typedef struct cpComponentNode {
struct cpBody *parent;
struct cpBody *next;
int rank;
cpFloat idleTime;
} cpComponentNode;
typedef struct cpBody{
// *** Integration Functions.
// Function that is called to integrate the body's velocity. (Defaults to cpBodyUpdateVelocity)
cpBodyVelocityFunc velocity_func;
// Function that is called to integrate the body's position. (Defaults to cpBodyUpdatePosition)
cpBodyPositionFunc position_func;
// *** Mass Properties
// Mass and it's inverse.
// Always use cpBodySetMass() whenever changing the mass as these values must agree.
cpFloat m, m_inv;
// Moment of inertia and it's inverse.
// Always use cpBodySetMoment() whenever changing the moment as these values must agree.
cpFloat i, i_inv;
// *** Positional Properties
// Linear components of motion (position, velocity, and force)
cpVect p, v, f;
// Angular components of motion (angle, angular velocity, and torque)
// Always use cpBodySetAngle() to set the angle of the body as a and rot must agree.
cpFloat a, w, t;
// Cached unit length vector representing the angle of the body.
// Used for fast vector rotation using cpvrotate().
cpVect rot;
// *** User Definable Fields
// User defined data pointer.
cpDataPointer data;
// *** Other Fields
// Maximum velocities this body can move at after integrating velocity
cpFloat v_limit, w_limit;
// *** Internally Used Fields
// Velocity bias values used when solving penetrations and correcting constraints.
CP_PRIVATE(cpVect v_bias);
CP_PRIVATE(cpFloat w_bias);
// Space this body has been added to
CP_PRIVATE(struct cpSpace *space);
// Pointer to the shape list.
// Shapes form a linked list using cpShape.next when added to a space.
CP_PRIVATE(struct cpShape *shapesList);
// Used by cpSpaceStep() to store contact graph information.
CP_PRIVATE(cpComponentNode node);
} cpBody;
// Basic allocation/destruction functions
cpBody *cpBodyAlloc(void);
cpBody *cpBodyInit(cpBody *body, cpFloat m, cpFloat i);
cpBody *cpBodyNew(cpFloat m, cpFloat i);
cpBody *cpBodyInitStatic(cpBody *body);
cpBody *cpBodyNewStatic();
void cpBodyDestroy(cpBody *body);
void cpBodyFree(cpBody *body);
// Wake up a sleeping or idle body. (defined in cpSpace.c)
void cpBodyActivate(cpBody *body);
// Force a body to sleep;
// defined in cpSpaceComponent.c
void cpBodySleep(cpBody *body);
void cpBodySleepWithGroup(cpBody *body, cpBody *group);
static inline cpBool
cpBodyIsSleeping(const cpBody *body)
{
return (CP_PRIVATE(body->node).next != ((cpBody*)0));
}
static inline cpBool
cpBodyIsStatic(const cpBody *body)
{
return CP_PRIVATE(body->node).idleTime == INFINITY;
}
static inline cpBool
cpBodyIsRogue(const cpBody *body)
{
return (body->CP_PRIVATE(space) == ((struct cpSpace*)0));
}
#define CP_DefineBodyGetter(type, member, name) \
static inline type cpBodyGet##name(const cpBody *body){return body->member;}
#define CP_DefineBodySetter(type, member, name) \
static inline void \
cpBodySet##name(cpBody *body, const type value){ \
cpBodyActivate(body); \
body->member = value; \
} \
#define CP_DefineBodyProperty(type, member, name) \
CP_DefineBodyGetter(type, member, name) \
CP_DefineBodySetter(type, member, name)
// Accessors for cpBody struct members
CP_DefineBodyGetter(cpFloat, m, Mass);
void cpBodySetMass(cpBody *body, cpFloat m);
CP_DefineBodyGetter(cpFloat, i, Moment);
void cpBodySetMoment(cpBody *body, cpFloat i);
CP_DefineBodyProperty(cpVect, p, Pos);
CP_DefineBodyProperty(cpVect, v, Vel);
CP_DefineBodyProperty(cpVect, f, Force);
CP_DefineBodyGetter(cpFloat, a, Angle);
void cpBodySetAngle(cpBody *body, cpFloat a);
CP_DefineBodyProperty(cpFloat, w, AngVel);
CP_DefineBodyProperty(cpFloat, t, Torque);
CP_DefineBodyGetter(cpVect, rot, Rot);
CP_DefineBodyProperty(cpFloat, v_limit, VelLimit);
CP_DefineBodyProperty(cpFloat, w_limit, AngVelLimit);
// Modify the velocity of the body so that it will move to the specified absolute coordinates in the next timestep.
// Intended for objects that are moved manually with a custom velocity integration function.
void cpBodySlew(cpBody *body, cpVect pos, cpFloat dt);
// Default Integration functions.
void cpBodyUpdateVelocity(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt);
void cpBodyUpdatePosition(cpBody *body, cpFloat dt);
// Convert body local to world coordinates
static inline cpVect
cpBodyLocal2World(const cpBody *body, const cpVect v)
{
return cpvadd(body->p, cpvrotate(v, body->rot));
}
// Convert world to body local coordinates
static inline cpVect
cpBodyWorld2Local(const cpBody *body, const cpVect v)
{
return cpvunrotate(cpvsub(v, body->p), body->rot);
}
// Apply an impulse (in world coordinates) to the body at a point relative to the center of gravity (also in world coordinates).
static inline void
cpBodyApplyImpulse(cpBody *body, const cpVect j, const cpVect r)
{
body->v = cpvadd(body->v, cpvmult(j, body->m_inv));
body->w += body->i_inv*cpvcross(r, j);
}
// Zero the forces on a body.
void cpBodyResetForces(cpBody *body);
// Apply a force (in world coordinates) to a body at a point relative to the center of gravity (also in world coordinates).
void cpBodyApplyForce(cpBody *body, const cpVect f, const cpVect r);
static inline cpFloat
cpBodyKineticEnergy(const cpBody *body)
{
// Need to do some fudging to avoid NaNs
cpFloat vsq = cpvdot(body->v, body->v);
cpFloat wsq = body->w*body->w;
return (vsq ? vsq*body->m : 0.0f) + (wsq ? wsq*body->i : 0.0f);
}
// Apply a damped spring force between two bodies.
// Warning: Large damping values can be unstable. Use a cpDampedSpring constraint for this instead.
void cpApplyDampedSpring(cpBody *a, cpBody *b, cpVect anchr1, cpVect anchr2, cpFloat rlen, cpFloat k, cpFloat dmp, cpFloat dt);
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