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/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CONTROLLER_H
#define B2_CONTROLLER_H
#include "../../Dynamics/b2World.h"
#include "../../Dynamics/b2Body.h"
class b2Body;
class b2World;
class b2Controller;
/// The various controller types supported by Box2D.
enum b2ControllerType
{
e_unknownController = -1,
e_buoyancyController,
e_constantAccelController,
e_constantForceController,
e_gravityController,
e_tensorDampingController,
};
/// A controller edge is used to connect bodies and controllers together
/// in a bipartite graph.
struct b2ControllerEdge
{
b2Controller* controller; ///< provides quick access to other end of this edge.
b2Body* body; ///< the body
b2ControllerEdge* prevBody; ///< the previous controller edge in the controllers's joint list
b2ControllerEdge* nextBody; ///< the next controller edge in the controllers's joint list
b2ControllerEdge* prevController; ///< the previous controller edge in the body's joint list
b2ControllerEdge* nextController; ///< the next controller edge in the body's joint list
};
class b2ControllerDef;
/// Base class for controllers. Controllers are a convience for encapsulating common
/// per-step functionality.
class b2Controller
{
public:
virtual ~b2Controller();
/// Controllers override this to implement per-step functionality.
virtual void Step(const b2TimeStep& step) = 0;
/// Controllers override this to provide debug drawing.
virtual void Draw(b2DebugDraw *debugDraw) {B2_NOT_USED(debugDraw);};
/// Adds a body to the controller list.
void AddBody(b2Body* body);
/// Removes a body from the controller list.
void RemoveBody(b2Body* body);
/// Removes all bodies from the controller list.
void Clear();
/// Get the type of the controller
b2ControllerType GetType();
/// Get the next controller in the world's body list.
b2Controller* GetNext();
/// Get the parent world of this body.
b2World* GetWorld();
/// Get the attached body list
b2ControllerEdge* GetBodyList();
protected:
friend class b2World;
b2World* m_world;
b2ControllerEdge* m_bodyList;
int32 m_bodyCount;
b2ControllerType m_type;
b2Controller(const b2ControllerDef* def):
m_world(NULL),
m_bodyList(NULL),
m_bodyCount(0),
m_type(e_unknownController),
m_prev(NULL),
m_next(NULL)
{
B2_NOT_USED(def);
}
virtual void Destroy(b2BlockAllocator* allocator) = 0;
private:
b2Controller* m_prev;
b2Controller* m_next;
static void Destroy(b2Controller* controller, b2BlockAllocator* allocator);
};
class b2ControllerDef
{
public:
virtual ~b2ControllerDef() {};
private:
friend class b2World;
virtual b2Controller* Create(b2BlockAllocator* allocator) = 0;
};
inline b2Controller* b2Controller::GetNext()
{
return m_next;
}
inline b2World* b2Controller::GetWorld()
{
return m_world;
}
inline b2ControllerEdge* b2Controller::GetBodyList()
{
return m_bodyList;
}
inline void b2Controller::Destroy(b2Controller* controller, b2BlockAllocator* allocator)
{
controller->Destroy(allocator);
}
inline b2ControllerType b2Controller::GetType()
{
return m_type;
}
#endif
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