/* Copyright (c) 2013 Scott Lembcke and Howling Moon Software * * 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. */ /// @defgroup cpBody cpBody /// Chipmunk's rigid body type. Rigid bodies hold the physical properties of an object like /// it's mass, and position and velocity of it's center of gravity. They don't have an shape on their own. /// They are given a shape by creating collision shapes (cpShape) that point to the body. /// @{ typedef enum cpBodyType { /// A dynamic body is one that is affected by gravity, forces, and collisions. /// This is the default body type. CP_BODY_TYPE_DYNAMIC, /// A kinematic body is an infinite mass, user controlled body that is not affected by gravity, forces or collisions. /// Instead the body only moves based on it's velocity. /// Dynamic bodies collide normally with kinematic bodies, though the kinematic body will be unaffected. /// Collisions between two kinematic bodies, or a kinematic body and a static body produce collision callbacks, but no collision response. CP_BODY_TYPE_KINEMATIC, /// A static body is a body that never (or rarely) moves. If you move a static body, you must call one of the cpSpaceReindex*() functions. /// Chipmunk uses this information to optimize the collision detection. /// Static bodies do not produce collision callbacks when colliding with other static bodies. CP_BODY_TYPE_STATIC, } cpBodyType; /// Rigid body velocity update function type. typedef void (*cpBodyVelocityFunc)(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt); /// Rigid body position update function type. typedef void (*cpBodyPositionFunc)(cpBody *body, cpFloat dt); /// Allocate a cpBody. CP_EXPORT cpBody* cpBodyAlloc(void); /// Initialize a cpBody. CP_EXPORT cpBody* cpBodyInit(cpBody *body, cpFloat mass, cpFloat moment); /// Allocate and initialize a cpBody. CP_EXPORT cpBody* cpBodyNew(cpFloat mass, cpFloat moment); /// Allocate and initialize a cpBody, and set it as a kinematic body. CP_EXPORT cpBody* cpBodyNewKinematic(void); /// Allocate and initialize a cpBody, and set it as a static body. CP_EXPORT cpBody* cpBodyNewStatic(void); /// Destroy a cpBody. CP_EXPORT void cpBodyDestroy(cpBody *body); /// Destroy and free a cpBody. CP_EXPORT void cpBodyFree(cpBody *body); // Defined in cpSpace.c /// Wake up a sleeping or idle body. CP_EXPORT void cpBodyActivate(cpBody *body); /// Wake up any sleeping or idle bodies touching a static body. CP_EXPORT void cpBodyActivateStatic(cpBody *body, cpShape *filter); /// Force a body to fall asleep immediately. CP_EXPORT void cpBodySleep(cpBody *body); /// Force a body to fall asleep immediately along with other bodies in a group. CP_EXPORT void cpBodySleepWithGroup(cpBody *body, cpBody *group); /// Returns true if the body is sleeping. CP_EXPORT cpBool cpBodyIsSleeping(const cpBody *body); /// Get the type of the body. CP_EXPORT cpBodyType cpBodyGetType(cpBody *body); /// Set the type of the body. CP_EXPORT void cpBodySetType(cpBody *body, cpBodyType type); /// Get the space this body is added to. CP_EXPORT cpSpace* cpBodyGetSpace(const cpBody *body); /// Get the mass of the body. CP_EXPORT cpFloat cpBodyGetMass(const cpBody *body); /// Set the mass of the body. CP_EXPORT void cpBodySetMass(cpBody *body, cpFloat m); /// Get the moment of inertia of the body. CP_EXPORT cpFloat cpBodyGetMoment(const cpBody *body); /// Set the moment of inertia of the body. CP_EXPORT void cpBodySetMoment(cpBody *body, cpFloat i); /// Set the position of a body. CP_EXPORT cpVect cpBodyGetPosition(const cpBody *body); /// Set the position of the body. CP_EXPORT void cpBodySetPosition(cpBody *body, cpVect pos); /// Get the offset of the center of gravity in body local coordinates. CP_EXPORT cpVect cpBodyGetCenterOfGravity(const cpBody *body); /// Set the offset of the center of gravity in body local coordinates. CP_EXPORT void cpBodySetCenterOfGravity(cpBody *body, cpVect cog); /// Get the velocity of the body. CP_EXPORT cpVect cpBodyGetVelocity(const cpBody *body); /// Set the velocity of the body. CP_EXPORT void cpBodySetVelocity(cpBody *body, cpVect velocity); /// Get the force applied to the body for the next time step. CP_EXPORT cpVect cpBodyGetForce(const cpBody *body); /// Set the force applied to the body for the next time step. CP_EXPORT void cpBodySetForce(cpBody *body, cpVect force); /// Get the angle of the body. CP_EXPORT cpFloat cpBodyGetAngle(const cpBody *body); /// Set the angle of a body. CP_EXPORT void cpBodySetAngle(cpBody *body, cpFloat a); /// Get the angular velocity of the body. CP_EXPORT cpFloat cpBodyGetAngularVelocity(const cpBody *body); /// Set the angular velocity of the body. CP_EXPORT void cpBodySetAngularVelocity(cpBody *body, cpFloat angularVelocity); /// Get the torque applied to the body for the next time step. CP_EXPORT cpFloat cpBodyGetTorque(const cpBody *body); /// Set the torque applied to the body for the next time step. CP_EXPORT void cpBodySetTorque(cpBody *body, cpFloat torque); /// Get the rotation vector of the body. (The x basis vector of it's transform.) CP_EXPORT cpVect cpBodyGetRotation(const cpBody *body); /// Get the user data pointer assigned to the body. CP_EXPORT cpDataPointer cpBodyGetUserData(const cpBody *body); /// Set the user data pointer assigned to the body. CP_EXPORT void cpBodySetUserData(cpBody *body, cpDataPointer userData); /// Set the callback used to update a body's velocity. CP_EXPORT void cpBodySetVelocityUpdateFunc(cpBody *body, cpBodyVelocityFunc velocityFunc); /// Set the callback used to update a body's position. /// NOTE: It's not generally recommended to override this unless you call the default position update function. CP_EXPORT void cpBodySetPositionUpdateFunc(cpBody *body, cpBodyPositionFunc positionFunc); /// Default velocity integration function.. CP_EXPORT void cpBodyUpdateVelocity(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt); /// Default position integration function. CP_EXPORT void cpBodyUpdatePosition(cpBody *body, cpFloat dt); /// Convert body relative/local coordinates to absolute/world coordinates. CP_EXPORT cpVect cpBodyLocalToWorld(const cpBody *body, const cpVect point); /// Convert body absolute/world coordinates to relative/local coordinates. CP_EXPORT cpVect cpBodyWorldToLocal(const cpBody *body, const cpVect point); /// Apply a force to a body. Both the force and point are expressed in world coordinates. CP_EXPORT void cpBodyApplyForceAtWorldPoint(cpBody *body, cpVect force, cpVect point); /// Apply a force to a body. Both the force and point are expressed in body local coordinates. CP_EXPORT void cpBodyApplyForceAtLocalPoint(cpBody *body, cpVect force, cpVect point); /// Apply an impulse to a body. Both the impulse and point are expressed in world coordinates. CP_EXPORT void cpBodyApplyImpulseAtWorldPoint(cpBody *body, cpVect impulse, cpVect point); /// Apply an impulse to a body. Both the impulse and point are expressed in body local coordinates. CP_EXPORT void cpBodyApplyImpulseAtLocalPoint(cpBody *body, cpVect impulse, cpVect point); /// Get the velocity on a body (in world units) at a point on the body in world coordinates. CP_EXPORT cpVect cpBodyGetVelocityAtWorldPoint(const cpBody *body, cpVect point); /// Get the velocity on a body (in world units) at a point on the body in local coordinates. CP_EXPORT cpVect cpBodyGetVelocityAtLocalPoint(const cpBody *body, cpVect point); /// Get the amount of kinetic energy contained by the body. CP_EXPORT cpFloat cpBodyKineticEnergy(const cpBody *body); /// Body/shape iterator callback function type. typedef void (*cpBodyShapeIteratorFunc)(cpBody *body, cpShape *shape, void *data); /// Call @c func once for each shape attached to @c body and added to the space. CP_EXPORT void cpBodyEachShape(cpBody *body, cpBodyShapeIteratorFunc func, void *data); /// Body/constraint iterator callback function type. typedef void (*cpBodyConstraintIteratorFunc)(cpBody *body, cpConstraint *constraint, void *data); /// Call @c func once for each constraint attached to @c body and added to the space. CP_EXPORT void cpBodyEachConstraint(cpBody *body, cpBodyConstraintIteratorFunc func, void *data); /// Body/arbiter iterator callback function type. typedef void (*cpBodyArbiterIteratorFunc)(cpBody *body, cpArbiter *arbiter, void *data); /// Call @c func once for each arbiter that is currently active on the body. CP_EXPORT void cpBodyEachArbiter(cpBody *body, cpBodyArbiterIteratorFunc func, void *data); ///@}