mirror of
https://github.com/odin-lang/Odin.git
synced 2026-01-06 04:57:55 +00:00
1735 lines
77 KiB
Odin
1735 lines
77 KiB
Odin
package vendor_box2d
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import "base:intrinsics"
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import "core:c"
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when ODIN_ARCH == .wasm32 || ODIN_ARCH == .wasm64p32 {
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@(private) VECTOR_EXT :: "_simd" when #config(VENDOR_BOX2D_ENABLE_SIMD128, intrinsics.has_target_feature("simd128")) else ""
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} else {
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@(private) VECTOR_EXT :: "avx2" when #config(VENDOR_BOX2D_ENABLE_AVX2, intrinsics.has_target_feature("avx2")) else "sse2"
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}
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when ODIN_OS == .Windows {
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@(private) LIB_PATH :: "lib/box2d_windows_amd64_" + VECTOR_EXT + ".lib"
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} else when ODIN_OS == .Darwin && ODIN_ARCH == .arm64 {
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@(private) LIB_PATH :: "lib/box2d_darwin_arm64.a"
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} else when ODIN_OS == .Darwin {
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@(private) LIB_PATH :: "lib/box2d_darwin_amd64_" + VECTOR_EXT + ".a"
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} else when ODIN_ARCH == .amd64 {
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@(private) LIB_PATH :: "lib/box2d_other_amd64_" + VECTOR_EXT + ".a"
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} else when ODIN_ARCH == .wasm32 || ODIN_ARCH == .wasm64p32 {
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@(private) LIB_PATH :: "lib/box2d_wasm" + VECTOR_EXT + ".o"
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} else {
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@(private) LIB_PATH :: "lib/box2d_other.a"
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}
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when !#exists(LIB_PATH) {
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#panic("Could not find the compiled box2d libraries at \"" + LIB_PATH + "\", they can be compiled by running the `build_box2d.sh` script at `" + ODIN_ROOT + "vendor/box2d/build_box2d.sh\"`")
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}
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foreign import lib {
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LIB_PATH,
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}
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// Prototype for user allocation function
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// @param size the allocation size in bytes
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// @param alignment the required alignment, guaranteed to be a power of 2
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AllocFcn :: #type proc "c" (size: u32, alignment: i32) -> rawptr
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// Prototype for user free function
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// @param mem the memory previously allocated through `b2AllocFcn`
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FreeFcn :: #type proc "c" (mem: rawptr)
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// Prototype for the user assert callback. Return 0 to skip the debugger break.
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AssertFcn :: #type proc "c" (condition, file_name: cstring, line_number: i32) -> i32
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// Version numbering scheme.
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//
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// See https://semver.org/
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Version :: struct {
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major: i32, // Significant changes
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minor: i32, // Incremental changes
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revision: i32, // Bug fixes
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}
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HASH_INIT :: 5381
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@(link_prefix="b2", default_calling_convention="c", require_results)
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foreign lib {
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// This allows the user to override the allocation functions. These should be
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// set during application startup.
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SetAllocator :: proc(allocFcn: AllocFcn, freefcn: FreeFcn) ---
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// @return the total bytes allocated by Box2D
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GetByteCount :: proc() -> c.int ---
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// Override the default assert callback
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// @param assertFcn a non-null assert callback
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SetAssertFcn :: proc(assertfcn: AssertFcn) ---
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// Get the absolute number of system ticks. The value is platform specific.
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GetTicks :: proc() -> u64 ---
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// Get the milliseconds passed from an initial tick value.
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GetMilliseconds :: proc(ticks: u64) -> f32 ---
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// Get the milliseconds passed from an initial tick value. Resets the passed in
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// value to the current tick value.
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GetMillisecondsAndReset :: proc(ticks: ^u64) -> f32 ---
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// Yield to be used in a busy loop.
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Yield :: proc() ---
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// Simple djb2 hash function for determinism testing.
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Hash :: proc(hash: u32, data: [^]byte, count: c.int) -> u32 ---
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// Box2D bases all length units on meters, but you may need different units for your game.
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// You can set this value to use different units. This should be done at application startup
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// and only modified once. Default value is 1.
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// For example, if your game uses pixels for units you can use pixels for all length values
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// sent to Box2D. There should be no extra cost. However, Box2D has some internal tolerances
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// and thresholds that have been tuned for meters. By calling this function, Box2D is able
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// to adjust those tolerances and thresholds to improve accuracy.
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// A good rule of thumb is to pass the height of your player character to this function. So
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// if your player character is 32 pixels high, then pass 32 to this function. Then you may
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// confidently use pixels for all the length values sent to Box2D. All length values returned
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// from Box2D will also be pixels because Box2D does not do any scaling internally.
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// However, you are now on the hook for coming up with good values for gravity, density, and
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// forces.
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// @warning This must be modified before any calls to Box2D
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SetLengthUnitsPerMeter :: proc(lengthUnits: f32) ---
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// Get the current length units per meter.
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GetLengthUnitsPerMeter :: proc() -> f32 ---
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}
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@(link_prefix="b2", default_calling_convention="c", require_results)
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foreign lib {
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// Use this to initialize your world definition
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// @ingroup world
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DefaultWorldDef :: proc() -> WorldDef ---
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// Use this to initialize your body definition
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// @ingroup body
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DefaultBodyDef :: proc() -> BodyDef ---
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// Use this to initialize your filter
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// @ingroup shape
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DefaultFilter :: proc() -> Filter ---
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// Use this to initialize your query filter
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// @ingroup shape
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DefaultQueryFilter :: proc() -> QueryFilter ---
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// Use this to initialize your surface material
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// @ingroup shape
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DefaultSurfaceMaterial :: proc() -> SurfaceMaterial ---
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// Use this to initialize your shape definition
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// @ingroup shape
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DefaultShapeDef :: proc() -> ShapeDef ---
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// Use this to initialize your chain definition
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// @ingroup shape
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DefaultChainDef :: proc() -> ChainDef ---
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// Use this to initialize your joint definition
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// @ingroup distance_joint
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DefaultDistanceJointDef :: proc() -> DistanceJointDef ---
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// Use this to initialize your joint definition
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// @ingroup motor_joint
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DefaultMotorJointDef :: proc() -> MotorJointDef ---
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// Use this to initialize your joint definition
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// @ingroup mouse_joint
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DefaultMouseJointDef :: proc() -> MouseJointDef ---
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// Use this to initialize your joint definition
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// @ingroup filter_joint
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DefaultFilterJointDef :: proc() -> FilterJointDef ---
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// Use this to initialize your joint definition
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// @ingroupd prismatic_joint
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DefaultPrismaticJointDef :: proc() -> PrismaticJointDef ---
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// Use this to initialize your joint definition.
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// @ingroup revolute_joint
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DefaultRevoluteJointDef :: proc() -> RevoluteJointDef ---
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// Use this to initialize your joint definition
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// @ingroup weld_joint
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DefaultWeldJointDef :: proc() -> WeldJointDef ---
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// Use this to initialize your joint definition
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// @ingroup wheel_joint
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DefaultWheelJointDef :: proc() -> WheelJointDef ---
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// Use this to initialize your explosion definition
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// @ingroup world
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DefaultExplosionDef :: proc() -> ExplosionDef ---
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// Use this to initialize your drawing interface. This allows you to implement a sub-set
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// of the drawing functions.
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DefaultDebugDraw :: proc() -> DebugDraw ---
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}
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@(link_prefix="b2", default_calling_convention="c", require_results)
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foreign lib {
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// Validate ray cast input data (NaN, etc)
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IsValidRay :: proc(#by_ptr input: RayCastInput) -> bool ---
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// Make a convex polygon from a convex hull. This will assert if the hull is not valid.
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// @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
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MakePolygon :: proc(#by_ptr hull: Hull, radius: f32) -> Polygon ---
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// Make an offset convex polygon from a convex hull. This will assert if the hull is not valid.
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// @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
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MakeOffsetPolygon :: proc(#by_ptr hull: Hull, position: Vec2, rotation: Rot) -> Polygon ---
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// Make an offset convex polygon from a convex hull. This will assert if the hull is not valid.
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// @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
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MakeOffsetRoundedPolygon :: proc(#by_ptr hull: Hull, position: Vec2, rotation: Rot, radius: f32) -> Polygon ---
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// Make a square polygon, bypassing the need for a convex hull.
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MakeSquare :: proc(halfWidth: f32) -> Polygon ---
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// Make a box (rectangle) polygon, bypassing the need for a convex hull.
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MakeBox :: proc(halfWidth, halfHeight: f32) -> Polygon ---
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// Make a rounded box, bypassing the need for a convex hull.
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MakeRoundedBox :: proc(halfWidth, halfHeight: f32, radius: f32) -> Polygon ---
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// Make an offset box, bypassing the need for a convex hull.
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MakeOffsetBox :: proc(halfWidth, halfHeight: f32, center: Vec2, rotation: Rot) -> Polygon ---
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// Make an offset rounded box, bypassing the need for a convex hull.
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MakeOffsetRoundedBox :: proc(halfWidth, halfHeight: f32, center: Vec2, rotation: Rot, radius: f32) -> Polygon ---
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// Transform a polygon. This is useful for transferring a shape from one body to another.
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TransformPolygon :: proc(transform: Transform, #by_ptr polygon: Polygon) -> Polygon ---
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// Compute mass properties of a circle
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ComputeCircleMass :: proc(#by_ptr shape: Circle, density: f32) -> MassData ---
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// Compute mass properties of a capsule
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ComputeCapsuleMass :: proc(#by_ptr shape: Capsule, density: f32) -> MassData ---
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// Compute mass properties of a polygon
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ComputePolygonMass :: proc(#by_ptr shape: Polygon, density: f32) -> MassData ---
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// Compute the bounding box of a transformed circle
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ComputeCircleAABB :: proc(#by_ptr shape: Circle, transform: Transform) -> AABB ---
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// Compute the bounding box of a transformed capsule
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ComputeCapsuleAABB :: proc(#by_ptr shape: Capsule, transform: Transform) -> AABB ---
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// Compute the bounding box of a transformed polygon
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ComputePolygonAABB :: proc(#by_ptr shape: Polygon, transform: Transform) -> AABB ---
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// Compute the bounding box of a transformed line segment
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ComputeSegmentAABB :: proc(#by_ptr shape: Segment, transform: Transform) -> AABB ---
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// Test a point for overlap with a circle in local space
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PointInCircle :: proc(point: Vec2, #by_ptr shape: Circle) -> bool ---
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// Test a point for overlap with a capsule in local space
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PointInCapsule :: proc(point: Vec2, #by_ptr shape: Capsule) -> bool ---
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// Test a point for overlap with a convex polygon in local space
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PointInPolygon :: proc(point: Vec2, #by_ptr shape: Polygon) -> bool ---
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// Ray cast versus circle in shape local space. Initial overlap is treated as a miss.
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RayCastCircle :: proc(#by_ptr input: RayCastInput, #by_ptr shape: Circle) -> CastOutput ---
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// Ray cast versus capsule in shape local space. Initial overlap is treated as a miss.
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RayCastCapsule :: proc(#by_ptr input: RayCastInput, #by_ptr shape: Capsule) -> CastOutput ---
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// Ray cast versus segment in shape local space. Optionally treat the segment as one-sided with hits from
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// the left side being treated as a miss.
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RayCastSegment :: proc(#by_ptr input: RayCastInput, #by_ptr shape: Segment, oneSided: bool) -> CastOutput ---
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// Ray cast versus polygon in shape local space. Initial overlap is treated as a miss.
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RayCastPolygon :: proc(#by_ptr input: RayCastInput, #by_ptr shape: Polygon) -> CastOutput ---
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// Shape cast versus a circle. Initial overlap is treated as a miss.
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ShapeCastCircle :: proc(#by_ptr input: ShapeCastInput, #by_ptr shape: Circle) -> CastOutput ---
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// Shape cast versus a capsule. Initial overlap is treated as a miss.
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ShapeCastCapsule :: proc(#by_ptr input: ShapeCastInput, #by_ptr shape: Capsule) -> CastOutput ---
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// Shape cast versus a line segment. Initial overlap is treated as a miss.
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ShapeCastSegment :: proc(#by_ptr input: ShapeCastInput, #by_ptr shape: Segment) -> CastOutput ---
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// Shape cast versus a convex polygon. Initial overlap is treated as a miss.
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ShapeCastPolygon :: proc(#by_ptr input: ShapeCastInput, #by_ptr shape: Polygon) -> CastOutput ---
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}
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// Compute the convex hull of a set of points. Returns an empty hull if it fails.
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// Some failure cases:
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// - all points very close together
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// - all points on a line
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// - less than 3 points
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// - more than MAX_POLYGON_VERTICES points
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// This welds close points and removes collinear points.
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// @warning Do not modify a hull once it has been computed
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@(require_results)
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ComputeHull :: proc "c" (points: []Vec2) -> Hull {
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foreign lib {
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b2ComputeHull :: proc "c" (points: [^]Vec2, count: i32) -> Hull ---
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}
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return b2ComputeHull(raw_data(points), i32(len(points)))
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}
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@(link_prefix="b2", default_calling_convention="c", require_results)
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foreign lib {
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// This determines if a hull is valid. Checks for:
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// - convexity
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// - collinear points
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// This is expensive and should not be called at runtime.
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ValidateHull :: proc(#by_ptr hull: Hull) -> bool ---
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}
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@(link_prefix="b2", default_calling_convention="c", require_results)
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foreign lib {
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// Compute the distance between two line segments, clamping at the end points if needed.
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SegmentDistance :: proc(p1, q1: Vec2, p2, q2: Vec2) -> SegmentDistanceResult ---
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}
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// Compute the closest points between two shapes represented as point clouds.
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// SimplexCache cache is input/output. On the first call set SimplexCache.count to zero.
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// The underlying GJK algorithm may be debugged by passing in debug simplexes and capacity. You may pass in NULL and 0 for these.
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@(require_results)
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ShapeDistance :: proc "c" (#by_ptr input: DistanceInput, cache: ^SimplexCache, simplexes: []Simplex) -> DistanceOutput {
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foreign lib {
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b2ShapeDistance :: proc "c" (#by_ptr input: DistanceInput, cache: ^SimplexCache, simplexes: [^]Simplex, simplexCapacity: c.int) -> DistanceOutput ---
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}
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return b2ShapeDistance(input, cache, raw_data(simplexes), i32(len(simplexes)))
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}
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// Make a proxy for use in overlap, shape cast, and related functions. This is a deep copy of the points.
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@(require_results)
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MakeProxy :: proc "c" (points: []Vec2, radius: f32) -> ShapeProxy {
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foreign lib {
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b2MakeProxy :: proc "c" (points: [^]Vec2, count: i32, radius: f32) -> ShapeProxy ---
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}
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return b2MakeProxy(raw_data(points), i32(len(points)), radius)
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}
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// Make a proxy with a transform. This is a deep copy of the points.
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@(require_results)
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MakeOffsetProxy :: proc "c" (points: []Vec2, radius: f32, position: Vec2, rotation: Rot) -> ShapeProxy {
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foreign lib {
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b2MakeOffsetProxy :: proc "c" (points: [^]Vec2, count: i32, radius: f32, position: Vec2, rotation: Rot) -> ShapeProxy ---
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}
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return b2MakeOffsetProxy(raw_data(points), i32(len(points)), radius, position, rotation)
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}
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@(link_prefix="b2", default_calling_convention="c", require_results)
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foreign lib {
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// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
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// You may optionally supply an array to hold debug data.
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ShapeCast :: proc(#by_ptr input: ShapeCastPairInput) -> CastOutput ---
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// Evaluate the transform sweep at a specific time.
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GetSweepTransform :: proc(#by_ptr sweep: Sweep, time: f32) -> Transform ---
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// Compute the upper bound on time before two shapes penetrate. Time is represented as
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// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
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// non-tunneling collisions. If you change the time interval, you should call this function
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// again.
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TimeOfImpact :: proc(#by_ptr input: TOIInput) -> TOIOutput ---
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}
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@(link_prefix="b2", default_calling_convention="c", require_results)
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foreign lib {
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// Compute the contact manifold between two circles
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CollideCircles :: proc(#by_ptr circleA: Circle, xfA: Transform, #by_ptr circleB: Circle, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between a capsule and circle
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CollideCapsuleAndCircle :: proc(#by_ptr capsuleA: Capsule, xfA: Transform, #by_ptr circleB: Circle, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between an segment and a circle
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CollideSegmentAndCircle :: proc(#by_ptr segmentA: Segment, xfA: Transform, #by_ptr circleB: Circle, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between a polygon and a circle
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CollidePolygonAndCircle :: proc(#by_ptr polygonA: Polygon, xfA: Transform, #by_ptr circleB: Circle, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between a capsule and circle
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CollideCapsules :: proc(#by_ptr capsuleA: Capsule, xfA: Transform, #by_ptr capsuleB: Capsule, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between an segment and a capsule
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CollideSegmentAndCapsule :: proc(#by_ptr segmentA: Segment, xfA: Transform, #by_ptr capsuleB: Capsule, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between a polygon and capsule
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CollidePolygonAndCapsule :: proc(#by_ptr polygonA: Polygon, xfA: Transform, #by_ptr capsuleB: Capsule, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between two polygons
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CollidePolygons :: proc(#by_ptr polygonA: Polygon, xfA: Transform, #by_ptr polygonB: Polygon, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between an segment and a polygon
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CollideSegmentAndPolygon :: proc(#by_ptr segmentA: Segment, xfA: Transform, #by_ptr polygonB: Polygon, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between a chain segment and a circle
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CollideChainSegmentAndCircle :: proc(#by_ptr segmentA: ChainSegment, xfA: Transform, #by_ptr circleB: Circle, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between an segment and a capsule
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CollideChainSegmentAndCapsule :: proc(#by_ptr segmentA: ChainSegment, xfA: Transform, #by_ptr capsuleB: Capsule, xfB: Transform, cache: ^SimplexCache) -> Manifold ---
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// Compute the contact manifold between a chain segment and a rounded polygon
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CollideChainSegmentAndPolygon :: proc(#by_ptr segmentA: ChainSegment, xfA: Transform, #by_ptr polygonB: Polygon, xfB: Transform, cache: ^SimplexCache) -> Manifold ---
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}
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@(link_prefix="b2", default_calling_convention="c", require_results)
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foreign lib {
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// Constructing the tree initializes the node pool.
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DynamicTree_Create :: proc() -> DynamicTree ---
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// Destroy the tree, freeing the node pool.
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DynamicTree_Destroy :: proc(tree: ^DynamicTree) ---
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// Create a proxy. Provide an AABB and a userData value.
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DynamicTree_CreateProxy :: proc(tree: ^DynamicTree, aabb: AABB, categoryBits: u64, userData: u64) -> i32 ---
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// Destroy a proxy. This asserts if the id is invalid.
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DynamicTree_DestroyProxy :: proc(tree: ^DynamicTree, proxyId: i32) ---
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// Move a proxy to a new AABB by removing and reinserting into the tree.
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DynamicTree_MoveProxy :: proc(tree: ^DynamicTree, proxyId: i32, aabb: AABB) ---
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// Enlarge a proxy and enlarge ancestors as necessary.
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DynamicTree_EnlargeProxy :: proc(tree: ^DynamicTree, proxyId: i32, aabb: AABB) ---
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// Modify the category bits on a proxy. This is an expensive operation.
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DynamicTree_SetCategoryBits :: proc(tree: ^DynamicTree, proxyId: i32, categoryBits: u64) ---
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// Get the category bits on a proxy.
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DynamicTree_GetCategoryBits :: proc(tree: ^DynamicTree, proxyId: i32) ---
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// Query an AABB for overlapping proxies. The callback class is called for each proxy that overlaps the supplied AABB.
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// @return performance data
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DynamicTree_Query :: proc(#by_ptr tree: DynamicTree, aabb: AABB, maskBits: u64, callback: TreeQueryCallbackFcn, ctx: rawptr) -> TreeStats ---
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// Ray cast against the proxies in the tree. This relies on the callback
|
|
// to perform a exact ray cast in the case were the proxy contains a shape.
|
|
// The callback also performs the any collision filtering. This has performance
|
|
// roughly equal to k * log(n), where k is the number of collisions and n is the
|
|
// number of proxies in the tree.
|
|
// Bit-wise filtering using mask bits can greatly improve performance in some scenarios.
|
|
// However, this filtering may be approximate, so the user should still apply filtering to results.
|
|
// @param tree the dynamic tree to ray cast
|
|
// @param input the ray cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1)
|
|
// @param maskBits mask bit hint: `bool accept = (maskBits & node->categoryBits) != 0;`
|
|
// @param callback a callback class that is called for each proxy that is hit by the ray
|
|
// @param context user context that is passed to the callback
|
|
// @return performance data
|
|
DynamicTree_RayCast :: proc(#by_ptr tree: DynamicTree, #by_ptr input: RayCastInput, maskBits: u64, callback: TreeRayCastCallbackFcn, ctx: rawptr) -> TreeStats ---
|
|
|
|
// Ray cast against the proxies in the tree. This relies on the callback
|
|
// to perform a exact ray cast in the case were the proxy contains a shape.
|
|
// The callback also performs the any collision filtering. This has performance
|
|
// roughly equal to k * log(n), where k is the number of collisions and n is the
|
|
// number of proxies in the tree.
|
|
// @param tree the dynamic tree to ray cast
|
|
// @param input the ray cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
|
|
// @param maskBits filter bits: `bool accept = (maskBits & node->categoryBits) != 0 ---`
|
|
// @param callback a callback class that is called for each proxy that is hit by the shape
|
|
// @param context user context that is passed to the callback
|
|
// @return performance data
|
|
DynamicTree_ShapeCast :: proc(#by_ptr tree: DynamicTree, #by_ptr input: ShapeCastInput, maskBits: u32, callback: TreeShapeCastCallbackFcn, ctx: rawptr) -> TreeStats ---
|
|
|
|
// Get the height of the binary tree.
|
|
DynamicTree_GetHeight :: proc(#by_ptr tree: DynamicTree) -> c.int ---
|
|
|
|
// Get the ratio of the sum of the node areas to the root area.
|
|
DynamicTree_GetAreaRatio :: proc(#by_ptr tree: DynamicTree) -> f32 ---
|
|
|
|
// Get the bounding box that contains the entire tree
|
|
DynamicTree_GetRootBounds :: proc(#by_ptr tree: DynamicTree) -> AABB ---
|
|
|
|
// Get the number of proxies created
|
|
DynamicTree_GetProxyCount :: proc(#by_ptr tree: DynamicTree) -> c.int ---
|
|
|
|
// Rebuild the tree while retaining subtrees that haven't changed. Returns the number of boxes sorted.
|
|
DynamicTree_Rebuild :: proc(tree: ^DynamicTree, fullBuild: bool) -> c.int ---
|
|
|
|
// Get the number of bytes used by this tree
|
|
DynamicTree_GetByteCount :: proc(#by_ptr tree: DynamicTree) -> c.int ---
|
|
|
|
// Get proxy user data
|
|
DynamicTree_GetUserData :: proc(#by_ptr tree: DynamicTree, proxyId: c.int) -> u64 ---
|
|
|
|
// Get the AABB of a proxy
|
|
DynamicTree_GetAABB :: proc(#by_ptr tree: DynamicTree, proxyId: c.int) -> AABB ---
|
|
|
|
// Validate this tree. For testing.
|
|
DynamicTree_Validate :: proc(#by_ptr tree: DynamicTree) ---
|
|
|
|
// Validate this tree has no enlarged AABBs. For testing.
|
|
DynamicTree_ValidateNoEnlarged :: proc(#by_ptr tree: DynamicTree) ---
|
|
}
|
|
|
|
/**
|
|
* @defgroup character Character mover
|
|
* Character movement solver
|
|
* @{
|
|
*/
|
|
|
|
@(require_results)
|
|
SolvePlanes :: proc(position: Vec2, planes: []CollisionPlane) -> PlaneSolverResult {
|
|
foreign lib {
|
|
b2SolvePlanes :: proc "c" (position: Vec2, planes: [^]CollisionPlane, count: i32) -> PlaneSolverResult ---
|
|
}
|
|
|
|
return b2SolvePlanes(position, raw_data(planes), i32(len(planes)))
|
|
}
|
|
|
|
@(require_results)
|
|
ClipVector :: proc(vector: Vec2, planes: []CollisionPlane) -> Vec2 {
|
|
foreign lib {
|
|
b2ClipVector :: proc "c" (vector: Vec2, planes: [^]CollisionPlane, count: i32) -> Vec2 ---
|
|
}
|
|
|
|
return b2ClipVector(vector, raw_data(planes), i32(len(planes)))
|
|
}
|
|
|
|
/**@}*/
|
|
|
|
|
|
@(link_prefix="b2", default_calling_convention="c", require_results)
|
|
foreign lib {
|
|
/**
|
|
* @defgroup world World
|
|
* These functions allow you to create a simulation world.
|
|
*
|
|
* You can add rigid bodies and joint constraints to the world and run the simulation. You can get contact
|
|
* information to get contact points and normals as well as events. You can query to world, checking for overlaps and casting rays
|
|
* or shapes. There is also debugging information such as debug draw, timing information, and counters. You can find documentation
|
|
* here: https://box2d.org/
|
|
*/
|
|
|
|
// Create a world for rigid body simulation. A world contains bodies, shapes, and constraints. You make create
|
|
// up to 128 worlds. Each world is completely independent and may be simulated in parallel.
|
|
// @return the world id.
|
|
CreateWorld :: proc(#by_ptr def: WorldDef) -> WorldId ---
|
|
|
|
// Destroy a world
|
|
DestroyWorld :: proc(worldId: WorldId) ---
|
|
|
|
// World id validation. Provides validation for up to 64K allocations.
|
|
World_IsValid :: proc(id: WorldId) -> bool ---
|
|
|
|
// Simulate a world for one time step. This performs collision detection, integration, and constraint solution.
|
|
// @param worldId The world to simulate
|
|
// @param timeStep The amount of time to simulate, this should be a fixed number. Usually 1/60.
|
|
// @param subStepCount The number of sub-steps, increasing the sub-step count can increase accuracy. Usually 4.
|
|
World_Step :: proc(worldId: WorldId, timeStep: f32 , subStepCount: c.int) ---
|
|
|
|
// Call this to draw shapes and other debug draw data
|
|
World_Draw :: proc(worldId: WorldId, draw: ^DebugDraw) ---
|
|
|
|
// Get the body events for the current time step. The event data is transient. Do not store a reference to this data.
|
|
World_GetBodyEvents :: proc(worldId: WorldId) -> BodyEvents ---
|
|
|
|
// Get sensor events for the current time step. The event data is transient. Do not store a reference to this data.
|
|
World_GetSensorEvents :: proc(worldId: WorldId) -> SensorEvents ---
|
|
|
|
// Get contact events for this current time step. The event data is transient. Do not store a reference to this data.
|
|
World_GetContactEvents :: proc(worldId: WorldId) -> ContactEvents ---
|
|
|
|
// Overlap test for all shapes that *potentially* overlap the provided AABB
|
|
World_OverlapAABB :: proc(worldId: WorldId, aabb: AABB, filter: QueryFilter, fcn: OverlapResultFcn, ctx: rawptr) -> TreeStats ---
|
|
|
|
// Overlap test for all shapes that overlap the provided shape proxy.
|
|
World_OverlapShape :: proc(worldId: WorldId, #by_ptr proxy: ShapeProxy, filter: QueryFilter, fcn: OverlapResultFcn, ctx: rawptr) -> TreeStats ---
|
|
|
|
// Cast a ray into the world to collect shapes in the path of the ray.
|
|
// Your callback function controls whether you get the closest point, any point, or n-points.
|
|
// The ray-cast ignores shapes that contain the starting point.
|
|
// @note The callback function may receive shapes in any order
|
|
// @param worldId The world to cast the ray against
|
|
// @param origin The start point of the ray
|
|
// @param translation The translation of the ray from the start point to the end point
|
|
// @param filter Contains bit flags to filter unwanted shapes from the results
|
|
// @param fcn A user implemented callback function
|
|
// @param context A user context that is passed along to the callback function
|
|
// @return traversal performance counters
|
|
World_CastRay :: proc(worldId: WorldId, origin: Vec2, translation: Vec2, filter: QueryFilter, fcn: CastResultFcn, ctx: rawptr) -> TreeStats ---
|
|
|
|
// Cast a ray into the world to collect the closest hit. This is a convenience function.
|
|
// This is less general than b2World_CastRay() and does not allow for custom filtering.
|
|
World_CastRayClosest :: proc(worldId: WorldId, origin: Vec2, translation: Vec2, filter: QueryFilter) -> RayResult ---
|
|
|
|
// Cast a shape through the world. Similar to a cast ray except that a shape is cast instead of a point.
|
|
// @see World_CastRay
|
|
World_CastShape :: proc(worldId: WorldId, #by_ptr shape: ShapeProxy, translation: Vec2, filter: QueryFilter, fcn: CastResultFcn, ctx: rawptr) -> TreeStats ---
|
|
|
|
// Cast a capsule mover through the world. This is a special shape cast that handles sliding along other shapes while reducing
|
|
// clipping.
|
|
World_CastMover :: proc(worldId: WorldId, #by_ptr mover: Capsule, translation: Vec2, filter: QueryFilter) -> f32 ---
|
|
|
|
// Collide a capsule mover with the world, gathering collision planes that can be fed to b2SolvePlanes. Useful for
|
|
// kinematic character movement.
|
|
World_CollideMover :: proc(worldId: WorldId, #by_ptr mover: Capsule, filter: QueryFilter, fcn: PlaneResultFcn, ctx: rawptr) ---
|
|
|
|
// Enable/disable sleep. If your application does not need sleeping, you can gain some performance
|
|
// by disabling sleep completely at the world level.
|
|
// @see WorldDef
|
|
World_EnableSleeping :: proc(worldId: WorldId, flag: bool) ---
|
|
|
|
// Is body sleeping enabled?
|
|
World_IsSleepingEnabled :: proc(worldId: WorldId) -> bool ---
|
|
|
|
// Enable/disable continuous collision between dynamic and static bodies. Generally you should keep continuous
|
|
// collision enabled to prevent fast moving objects from going through static objects. The performance gain from
|
|
// disabling continuous collision is minor.
|
|
// @see WorldDef
|
|
World_EnableContinuous :: proc(worldId: WorldId, flag: bool) ---
|
|
|
|
// Is continuous collision enabled?
|
|
World_IsContinuousEnabled :: proc(worldId: WorldId) -> bool ---
|
|
|
|
// Adjust the restitution threshold. It is recommended not to make this value very small
|
|
// because it will prevent bodies from sleeping. Usually in meters per second.
|
|
// @see WorldDef
|
|
World_SetRestitutionThreshold :: proc(worldId: WorldId, value: f32) ---
|
|
|
|
// Get the restitution speed threshold. Usually in meters per second.
|
|
World_GetRestitutionThreshold :: proc(worldId: WorldId) -> f32 ---
|
|
|
|
// Adjust the hit event threshold. This controls the collision velocity needed to generate a b2ContactHitEvent.
|
|
// Usually in meters per second.
|
|
// @see WorldDef::hitEventThreshold
|
|
World_SetHitEventThreshold :: proc(worldId: WorldId, value: f32) ---
|
|
|
|
// Get the hit event speed threshold. Usually in meters per second.
|
|
World_GetHitEventThreshold :: proc(worldId: WorldId) -> f32 ---
|
|
|
|
// Register the custom filter callback. This is optional.
|
|
World_SetCustomFilterCallback :: proc(worldId: WorldId, fcn: CustomFilterFcn, ctx: rawptr) ---
|
|
|
|
// Register the pre-solve callback. This is optional.
|
|
World_SetPreSolveCallback :: proc(worldId: WorldId, fcn: PreSolveFcn, ctx: rawptr) ---
|
|
|
|
// Set the gravity vector for the entire world. Box2D has no concept of an up direction and this
|
|
// is left as a decision for the application. Usually in m/s^2.
|
|
// @see WorldDef
|
|
World_SetGravity :: proc(worldId: WorldId, gravity: Vec2) ---
|
|
|
|
// Get the gravity vector
|
|
World_GetGravity :: proc(worldId: WorldId) -> Vec2 ---
|
|
|
|
// Apply a radial explosion
|
|
// @param worldId The world id
|
|
// @param explosionDef The explosion definition
|
|
World_Explode :: proc(worldId: WorldId, #by_ptr explosionDef: ExplosionDef) ---
|
|
|
|
// Adjust contact tuning parameters
|
|
// @param worldId The world id
|
|
// @param hertz The contact stiffness (cycles per second)
|
|
// @param dampingRatio The contact bounciness with 1 being critical damping (non-dimensional)
|
|
// @param pushSpeed The maximum contact constraint push out speed (meters per second)
|
|
// @note Advanced feature
|
|
World_SetContactTuning :: proc(worldId: WorldId, hertz: f32, dampingRatio: f32, pushSpeed: f32) ---
|
|
|
|
// Adjust joint tuning parameters
|
|
// @param worldId The world id
|
|
// @param hertz The contact stiffness (cycles per second)
|
|
// @param dampingRatio The contact bounciness with 1 being critical damping (non-dimensional)
|
|
// @note Advanced feature
|
|
World_SetJointTuning :: proc(worldId: WorldId, hertz: f32, dampingRatio: f32) ---
|
|
|
|
// Set the maximum linear speed. Usually in m/s.
|
|
World_SetMaximumLinearSpeed :: proc(worldId: WorldId, maximumLinearSpeed: f32) ---
|
|
|
|
// Get the maximum linear speed. Usually in m/s.
|
|
World_GetMaximumLinearSpeed :: proc(worldId: WorldId) -> f32 ---
|
|
|
|
// Enable/disable constraint warm starting. Advanced feature for testing. Disabling
|
|
// warm starting greatly reduces stability and provides no performance gain.
|
|
World_EnableWarmStarting :: proc(worldId: WorldId, flag: bool) ---
|
|
|
|
// Is constraint warm starting enabled?
|
|
World_IsWarmStartingEnabled :: proc(worldId: WorldId) -> bool ---
|
|
|
|
// Get the number of awake bodies.
|
|
World_GetAwakeBodyCount :: proc(worldId: WorldId) -> c.int ---
|
|
|
|
// Get the current world performance profile
|
|
World_GetProfile :: proc(worldId: WorldId) -> Profile ---
|
|
|
|
// Get world counters and sizes
|
|
World_GetCounters :: proc(worldId: WorldId) -> Counters ---
|
|
|
|
// Set the user data pointer.
|
|
World_SetUserData :: proc(worldId: WorldId, userData: rawptr) ---
|
|
|
|
// Get the user data pointer.
|
|
World_GetUserData :: proc(worldId: WorldId) -> rawptr ---
|
|
|
|
// Set the friction callback. Passing nil resets to default.
|
|
World_SetFrictionCallback :: proc(worldId: WorldId, callback: FrictionCallback) ---
|
|
|
|
// Set the restitution callback. Passing nil resets to default.
|
|
World_SetRestitutionCallback :: proc(worldId: WorldId, callback: RestitutionCallback) ---
|
|
|
|
// Dump memory stats to box2d_memory.txt
|
|
World_DumpMemoryStats :: proc(worldId: WorldId) ---
|
|
|
|
// This is for internal testing
|
|
World_RebuildStaticTree :: proc(worldId: WorldId) ---
|
|
|
|
// This is for internal testing
|
|
World_EnableSpeculative :: proc(worldId: WorldId, flag: bool) ---
|
|
}
|
|
|
|
|
|
@(link_prefix="b2", default_calling_convention="c", require_results)
|
|
foreign lib {
|
|
/**
|
|
* @defgroup body Body
|
|
* This is the body API.
|
|
*/
|
|
|
|
// Create a rigid body given a definition. No reference to the definition is retained. So you can create the definition
|
|
// on the stack and pass it as a pointer.
|
|
// @code{.odin}
|
|
// body_def := b2.DefaultBodyDef()
|
|
// my_body_id =: b2.CreateBody(my_world_id, body_def)
|
|
// @endcode
|
|
// @warning This function is locked during callbacks.
|
|
CreateBody :: proc(worldId: WorldId, #by_ptr def: BodyDef) -> BodyId ---
|
|
|
|
// Destroy a rigid body given an id. This destroys all shapes and joints attached to the body.
|
|
// Do not keep references to the associated shapes and joints.
|
|
DestroyBody :: proc(bodyId: BodyId) ---
|
|
|
|
// Body identifier validation. Can be used to detect orphaned ids. Provides validation for up to 64K allocations.
|
|
Body_IsValid :: proc(id: BodyId) -> bool ---
|
|
|
|
// Get the body type: static, kinematic, or dynamic
|
|
Body_GetType :: proc(bodyId: BodyId) -> BodyType ---
|
|
|
|
// Change the body type. This is an expensive operation. This automatically updates the mass
|
|
// properties regardless of the automatic mass setting.
|
|
Body_SetType :: proc(bodyId: BodyId, type: BodyType) ---
|
|
|
|
// Set the body name. Up to 32 characters excluding 0 termination.
|
|
Body_SetName :: proc(bodyId: BodyId, name: cstring) ---
|
|
|
|
// Get the body name. May be nil.
|
|
Body_GetName :: proc(bodyId: BodyId) -> cstring ---
|
|
|
|
// Set the user data for a body
|
|
Body_SetUserData :: proc(bodyId: BodyId, userData: rawptr) ---
|
|
|
|
// Get the user data stored in a body
|
|
Body_GetUserData :: proc(bodyId: BodyId) -> rawptr ---
|
|
|
|
// Get the world position of a body. This is the location of the body origin.
|
|
Body_GetPosition :: proc(bodyId: BodyId) -> Vec2 ---
|
|
|
|
// Get the world rotation of a body as a cosine/sine pair (complex number)
|
|
Body_GetRotation :: proc(bodyId: BodyId) -> Rot ---
|
|
|
|
// Get the world transform of a body.
|
|
Body_GetTransform :: proc(bodyId: BodyId) -> Transform ---
|
|
|
|
// Set the world transform of a body. This acts as a teleport and is fairly expensive.
|
|
// @note Generally you should create a body with then intended transform.
|
|
// @see BodyDef::position and BodyDef::angle
|
|
Body_SetTransform :: proc(bodyId: BodyId, position: Vec2, rotation: Rot) ---
|
|
|
|
// Get a local point on a body given a world point
|
|
Body_GetLocalPoint :: proc(bodyId: BodyId, worldPoint: Vec2) -> Vec2 ---
|
|
|
|
// Get a world point on a body given a local point
|
|
Body_GetWorldPoint :: proc(bodyId: BodyId, localPoint: Vec2) -> Vec2 ---
|
|
|
|
// Get a local vector on a body given a world vector
|
|
Body_GetLocalVector :: proc(bodyId: BodyId, worldVector: Vec2) -> Vec2 ---
|
|
|
|
// Get a world vector on a body given a local vector
|
|
Body_GetWorldVector :: proc(bodyId: BodyId, localVector: Vec2) -> Vec2 ---
|
|
|
|
// Get the linear velocity of a body's center of mass. Usually in meters per second.
|
|
Body_GetLinearVelocity :: proc(bodyId: BodyId) -> Vec2 ---
|
|
|
|
// Get the angular velocity of a body in radians per second
|
|
Body_GetAngularVelocity :: proc(bodyId: BodyId) -> f32 ---
|
|
|
|
// Set the linear velocity of a body. Usually in meters per second.
|
|
Body_SetLinearVelocity :: proc(bodyId: BodyId, linearVelocity: Vec2) ---
|
|
|
|
// Set the angular velocity of a body in radians per second
|
|
Body_SetAngularVelocity :: proc(bodyId: BodyId, angularVelocity: f32) ---
|
|
|
|
// Set the velocity to reach the given transform after a given time step.
|
|
// The result will be close but maybe not exact. This is meant for kinematic bodies.
|
|
// This will automatically wake the body if asleep.
|
|
Body_SetTargetTransform :: proc(bodyId: BodyId, target: Transform, timeStep: f32) ---
|
|
|
|
// Get the linear velocity of a local point attached to a body. Usually in meters per second.
|
|
Body_GetLocalPointVelocity :: proc(bodyId: BodyId, localPoint: Vec2) -> Vec2 ---
|
|
|
|
// Get the linear velocity of a world point attached to a body. Usually in meters per second.
|
|
GetWorldPointVelocity :: proc(bodyId: BodyId, worldPoint: Vec2) -> Vec2 ---
|
|
|
|
// Apply a force at a world point. If the force is not applied at the center of mass,
|
|
// it will generate a torque and affect the angular velocity. This optionally wakes up the body.
|
|
// The force is ignored if the body is not awake.
|
|
// @param bodyId The body id
|
|
// @param force The world force vector, usually in newtons (N)
|
|
// @param point The world position of the point of application
|
|
// @param wake Option to wake up the body
|
|
Body_ApplyForce :: proc(bodyId: BodyId, force: Vec2, point: Vec2, wake: bool) ---
|
|
|
|
// Apply a force to the center of mass. This optionally wakes up the body.
|
|
// The force is ignored if the body is not awake.
|
|
// @param bodyId The body id
|
|
// @param force the world force vector, usually in newtons (N).
|
|
// @param wake also wake up the body
|
|
Body_ApplyForceToCenter :: proc(bodyId: BodyId, force: Vec2, wake: bool) ---
|
|
|
|
// Apply a torque. This affects the angular velocity without affecting the linear velocity.
|
|
// This optionally wakes the body. The torque is ignored if the body is not awake.
|
|
// @param bodyId The body id
|
|
// @param torque about the z-axis (out of the screen), usually in N*m.
|
|
// @param wake also wake up the body
|
|
Body_ApplyTorque :: proc(bodyId: BodyId, torque: f32, wake: bool) ---
|
|
|
|
// Apply an impulse at a point. This immediately modifies the velocity.
|
|
// It also modifies the angular velocity if the point of application
|
|
// is not at the center of mass. This optionally wakes the body.
|
|
// The impulse is ignored if the body is not awake.
|
|
// @param bodyId The body id
|
|
// @param impulse the world impulse vector, usually in N*s or kg*m/s.
|
|
// @param point the world position of the point of application.
|
|
// @param wake also wake up the body
|
|
// @warning This should be used for one-shot impulses. If you need a steady force,
|
|
// use a force instead, which will work better with the sub-stepping solver.
|
|
Body_ApplyLinearImpulse :: proc(bodyId: BodyId, impulse: Vec2, point: Vec2, wake: bool) ---
|
|
|
|
// Apply an impulse to the center of mass. This immediately modifies the velocity.
|
|
// The impulse is ignored if the body is not awake. This optionally wakes the body.
|
|
// @param bodyId The body id
|
|
// @param impulse the world impulse vector, usually in N*s or kg*m/s.
|
|
// @param wake also wake up the body
|
|
// @warning This should be used for one-shot impulses. If you need a steady force,
|
|
// use a force instead, which will work better with the sub-stepping solver.
|
|
Body_ApplyLinearImpulseToCenter :: proc(bodyId: BodyId, impulse: Vec2, wake: bool) ---
|
|
|
|
// Apply an angular impulse. The impulse is ignored if the body is not awake.
|
|
// This optionally wakes the body.
|
|
// @param bodyId The body id
|
|
// @param impulse the angular impulse, usually in units of kg*m*m/s
|
|
// @param wake also wake up the body
|
|
// @warning This should be used for one-shot impulses. If you need a steady force,
|
|
// use a force instead, which will work better with the sub-stepping solver.
|
|
Body_ApplyAngularImpulse :: proc(bodyId: BodyId, impulse: f32, wake: bool) ---
|
|
|
|
// Get the mass of the body, usually in kilograms
|
|
Body_GetMass :: proc(bodyId: BodyId) -> f32 ---
|
|
|
|
// Get the rotational inertia of the body, usually in kg*m^2
|
|
Body_GetRotationalInertia :: proc(bodyId: BodyId) -> f32 ---
|
|
|
|
// Get the center of mass position of the body in local space
|
|
Body_GetLocalCenterOfMass :: proc(bodyId: BodyId) -> Vec2 ---
|
|
|
|
// Get the center of mass position of the body in world space
|
|
Body_GetWorldCenterOfMass :: proc(bodyId: BodyId) -> Vec2 ---
|
|
|
|
// Override the body's mass properties. Normally this is computed automatically using the
|
|
// shape geometry and density. This information is lost if a shape is added or removed or if the
|
|
// body type changes.
|
|
Body_SetMassData :: proc(bodyId: BodyId, massData: MassData) ---
|
|
|
|
// Get the mass data for a body
|
|
Body_GetMassData :: proc(bodyId: BodyId) -> MassData ---
|
|
|
|
// This update the mass properties to the sum of the mass properties of the shapes.
|
|
// This normally does not need to be called unless you called SetMassData to override
|
|
// the mass and you later want to reset the mass.
|
|
// You may also use this when automatic mass computation has been disabled.
|
|
// You should call this regardless of body type.
|
|
Body_ApplyMassFromShapes :: proc(bodyId: BodyId) ---
|
|
|
|
// Adjust the linear damping. Normally this is set in BodyDef before creation.
|
|
Body_SetLinearDamping :: proc(bodyId: BodyId, linearDamping: f32) ---
|
|
|
|
// Get the current linear damping.
|
|
Body_GetLinearDamping :: proc(bodyId: BodyId) -> f32 ---
|
|
|
|
// Adjust the angular damping. Normally this is set in BodyDef before creation.
|
|
Body_SetAngularDamping :: proc(bodyId: BodyId, angularDamping: f32) ---
|
|
|
|
// Get the current angular damping.
|
|
Body_GetAngularDamping :: proc(bodyId: BodyId) -> f32 ---
|
|
|
|
// Adjust the gravity scale. Normally this is set in BodyDef before creation.
|
|
// @see BodyDef::gravityScale
|
|
Body_SetGravityScale :: proc(bodyId: BodyId, gravityScale: f32) ---
|
|
|
|
// Get the current gravity scale
|
|
Body_GetGravityScale :: proc(bodyId: BodyId) -> f32 ---
|
|
|
|
// @return true if this body is awake
|
|
Body_IsAwake :: proc(bodyId: BodyId) -> bool ---
|
|
|
|
// Wake a body from sleep. This wakes the entire island the body is touching.
|
|
// @warning Putting a body to sleep will put the entire island of bodies touching this body to sleep,
|
|
// which can be expensive and possibly unintuitive.
|
|
Body_SetAwake :: proc(bodyId: BodyId, awake: bool) ---
|
|
|
|
// Enable or disable sleeping for this body. If sleeping is disabled the body will wake.
|
|
Body_EnableSleep :: proc(bodyId: BodyId, enableSleep: bool) ---
|
|
|
|
// Returns true if sleeping is enabled for this body
|
|
Body_IsSleepEnabled :: proc(bodyId: BodyId) -> bool ---
|
|
|
|
// Set the sleep threshold, usually in meters per second
|
|
Body_SetSleepThreshold :: proc(bodyId: BodyId, sleepThreshold: f32) ---
|
|
|
|
// Get the sleep threshold, usually in meters per second.
|
|
Body_GetSleepThreshold :: proc(bodyId: BodyId) -> f32 ---
|
|
|
|
// Returns true if this body is enabled
|
|
Body_IsEnabled :: proc(bodyId: BodyId) -> bool ---
|
|
|
|
// Disable a body by removing it completely from the simulation. This is expensive.
|
|
Body_Disable :: proc(bodyId: BodyId) ---
|
|
|
|
// Enable a body by adding it to the simulation. This is expensive.
|
|
Body_Enable :: proc(bodyId: BodyId) ---
|
|
|
|
// Set this body to have fixed rotation. This causes the mass to be reset in all cases.
|
|
Body_SetFixedRotation :: proc(bodyId: BodyId, flag: bool) ---
|
|
|
|
// Does this body have fixed rotation?
|
|
Body_IsFixedRotation :: proc(bodyId: BodyId) -> bool ---
|
|
|
|
// Set this body to be a bullet. A bullet does continuous collision detection
|
|
// against dynamic bodies (but not other bullets).
|
|
Body_SetBullet :: proc(bodyId: BodyId, flag: bool) ---
|
|
|
|
// Is this body a bullet?
|
|
Body_IsBullet :: proc(bodyId: BodyId) -> bool ---
|
|
|
|
// Enable/disable contact events on all shapes.
|
|
// @see b2ShapeDef::enableContactEvents
|
|
// @warning changing this at runtime may cause mismatched begin/end touch events
|
|
Body_EnableContactEvents :: proc(bodyId: BodyId, flag: bool) ---
|
|
|
|
// Enable/disable hit events on all shapes
|
|
// @see b2ShapeDef::enableHitEvents
|
|
Body_EnableHitEvents :: proc(bodyId: BodyId, flag: bool) ---
|
|
|
|
// Get the world that owns this body
|
|
Body_GetWorld :: proc(bodyId: BodyId) -> WorldId ---
|
|
|
|
// Get the number of shapes on this body
|
|
Body_GetShapeCount :: proc(bodyId: BodyId) -> c.int ---
|
|
|
|
// Get the number of joints on this body
|
|
Body_GetJointCount :: proc(bodyId: BodyId) -> c.int ---
|
|
|
|
// Get the maximum capacity required for retrieving all the touching contacts on a body
|
|
Body_GetContactCapacity :: proc(bodyId: BodyId) -> c.int ---
|
|
|
|
// Get the current world AABB that contains all the attached shapes. Note that this may not encompass the body origin.
|
|
// If there are no shapes attached then the returned AABB is empty and centered on the body origin.
|
|
Body_ComputeAABB :: proc(bodyId: BodyId) -> AABB ---
|
|
}
|
|
|
|
// Get the shape ids for all shapes on this body, up to the provided capacity.
|
|
// @returns the shape ids stored in the user array
|
|
@(require_results)
|
|
Body_GetShapes :: proc "c" (bodyId: BodyId, shapeArray: []ShapeId) -> []ShapeId {
|
|
foreign lib {
|
|
b2Body_GetShapes :: proc "c" (bodyId: BodyId, shapeArray: [^]ShapeId, capacity: c.int) -> c.int ---
|
|
}
|
|
n := b2Body_GetShapes(bodyId, raw_data(shapeArray), c.int(len(shapeArray)))
|
|
return shapeArray[:n]
|
|
|
|
}
|
|
|
|
// Get the joint ids for all joints on this body, up to the provided capacity
|
|
// @returns the joint ids stored in the user array
|
|
@(require_results)
|
|
Body_GetJoints :: proc "c" (bodyId: BodyId, jointArray: []JointId) -> []JointId {
|
|
foreign lib {
|
|
b2Body_GetJoints :: proc "c" (bodyId: BodyId, jointArray: [^]JointId, capacity: c.int) -> c.int ---
|
|
}
|
|
n := b2Body_GetJoints(bodyId, raw_data(jointArray), c.int(len(jointArray)))
|
|
return jointArray[:n]
|
|
|
|
}
|
|
|
|
// Get the touching contact data for a body
|
|
@(require_results)
|
|
Body_GetContactData :: proc "c" (bodyId: BodyId, contactData: []ContactData) -> []ContactData {
|
|
foreign lib {
|
|
b2Body_GetContactData :: proc "c" (bodyId: BodyId, contactData: [^]ContactData, capacity: c.int) -> c.int ---
|
|
}
|
|
n := b2Body_GetContactData(bodyId, raw_data(contactData), c.int(len(contactData)))
|
|
return contactData[:n]
|
|
|
|
}
|
|
|
|
@(link_prefix="b2", default_calling_convention="c", require_results)
|
|
foreign lib {
|
|
/**
|
|
* @defgroup shape Shape
|
|
* Functions to create, destroy, and access.
|
|
* Shapes bind raw geometry to bodies and hold material properties including friction and restitution.
|
|
*/
|
|
|
|
// Create a circle shape and attach it to a body. The shape definition and geometry are fully cloned.
|
|
// Contacts are not created until the next time step.
|
|
// @return the shape id for accessing the shape
|
|
CreateCircleShape :: proc(bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr circle: Circle) -> ShapeId ---
|
|
|
|
// Create a line segment shape and attach it to a body. The shape definition and geometry are fully cloned.
|
|
// Contacts are not created until the next time step.
|
|
// @return the shape id for accessing the shape
|
|
CreateSegmentShape :: proc(bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr segment: Segment) -> ShapeId ---
|
|
|
|
// Create a capsule shape and attach it to a body. The shape definition and geometry are fully cloned.
|
|
// Contacts are not created until the next time step.
|
|
// @return the shape id for accessing the shape
|
|
CreateCapsuleShape :: proc(bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr capsule: Capsule) -> ShapeId ---
|
|
|
|
// Create a polygon shape and attach it to a body. The shape definition and geometry are fully cloned.
|
|
// Contacts are not created until the next time step.
|
|
// @return the shape id for accessing the shape
|
|
CreatePolygonShape :: proc(bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr polygon: Polygon) -> ShapeId ---
|
|
|
|
// Destroy a shape. You may defer the body mass update which can improve performance if several shapes on a
|
|
// body are destroyed at once.
|
|
// @see b2Body_ApplyMassFromShapes
|
|
DestroyShape :: proc(shapeId: ShapeId, updateBodyMass: bool) ---
|
|
|
|
// Shape identifier validation. Provides validation for up to 64K allocations.
|
|
Shape_IsValid :: proc(id: ShapeId) -> bool ---
|
|
|
|
// Get the type of a shape
|
|
Shape_GetType :: proc(shapeId: ShapeId) -> ShapeType ---
|
|
|
|
// Get the id of the body that a shape is attached to
|
|
Shape_GetBody :: proc(shapeId: ShapeId) -> BodyId ---
|
|
|
|
// Get the world that owns this shape.
|
|
Shape_GetWorld :: proc(shapeId: ShapeId) -> WorldId ---
|
|
|
|
// Returns true if the shape is a sensor. It is not possible to change a shape
|
|
// from sensor to solid dynamically because this breaks the contract for
|
|
// sensor events.
|
|
Shape_IsSensor :: proc(shapeId: ShapeId) -> bool ---
|
|
|
|
// Set the user data for a shape
|
|
Shape_SetUserData :: proc(shapeId: ShapeId, userData: rawptr) ---
|
|
|
|
// Get the user data for a shape. This is useful when you get a shape id
|
|
// from an event or query.
|
|
Shape_GetUserData :: proc(shapeId: ShapeId) -> rawptr ---
|
|
|
|
// Set the mass density of a shape, usually in kg/m^2.
|
|
// This will optionally update the mass properties on the parent body.
|
|
// @see b2ShapeDef::density, b2Body_ApplyMassFromShapes
|
|
Shape_SetDensity :: proc(shapeId: ShapeId, density: f32, updateBodyMass: bool) ---
|
|
|
|
// Get the density of a shape, usually in kg/m^2
|
|
Shape_GetDensity :: proc(shapeId: ShapeId) -> f32 ---
|
|
|
|
// Set the friction on a shape
|
|
// @see b2ShapeDef::friction
|
|
Shape_SetFriction :: proc(shapeId: ShapeId, friction: f32) ---
|
|
|
|
// Get the friction of a shape
|
|
Shape_GetFriction :: proc(shapeId: ShapeId) -> f32 ---
|
|
|
|
// Set the shape restitution (bounciness)
|
|
// @see b2ShapeDef::restitution
|
|
Shape_SetRestitution :: proc(shapeId: ShapeId, restitution: f32) ---
|
|
|
|
// Get the shape restitution
|
|
Shape_GetRestitution :: proc(shapeId: ShapeId) -> f32 ---
|
|
|
|
// Set the shape material identifier
|
|
// @see b2ShapeDef::material
|
|
Shape_SetMaterial :: proc(shapeId: ShapeId, material: c.int) ---
|
|
|
|
// Get the shape material identifier
|
|
Shape_GetMaterial :: proc(shapeId: ShapeId) -> c.int ---
|
|
|
|
// Get the shape filter
|
|
Shape_GetFilter :: proc(shapeId: ShapeId) -> Filter ---
|
|
|
|
// Set the current filter. This is almost as expensive as recreating the shape. This may cause
|
|
// contacts to be immediately destroyed. However contacts are not created until the next world step.
|
|
// Sensor overlap state is also not updated until the next world step.
|
|
// @see b2ShapeDef::filter
|
|
Shape_SetFilter :: proc(shapeId: ShapeId, filter: Filter) ---
|
|
|
|
// Enable sensor events for this shape.
|
|
// @see b2ShapeDef::enableSensorEvents
|
|
Shape_EnableSensorEvents :: proc(shapeId: ShapeId, flag: bool) ---
|
|
|
|
// Returns true if sensor events are enabled
|
|
Shape_AreSensorEventsEnabled :: proc(shapeId: ShapeId) -> bool ---
|
|
|
|
// Enable contact events for this shape. Only applies to kinematic and dynamic bodies. Ignored for sensors.
|
|
// @see b2ShapeDef::enableContactEvents
|
|
// @warning changing this at run-time may lead to lost begin/end events
|
|
Shape_EnableContactEvents :: proc(shapeId: ShapeId, flag: bool) ---
|
|
|
|
// Returns true if contact events are enabled
|
|
Shape_AreContactEventsEnabled :: proc(shapeId: ShapeId) -> bool ---
|
|
|
|
// Enable pre-solve contact events for this shape. Only applies to dynamic bodies. These are expensive
|
|
// and must be carefully handled due to multithreading. Ignored for sensors.
|
|
// @see b2PreSolveFcn
|
|
Shape_EnablePreSolveEvents :: proc(shapeId: ShapeId, flag: bool) ---
|
|
|
|
// Returns true if pre-solve events are enabled
|
|
Shape_ArePreSolveEventsEnabled :: proc(shapeId: ShapeId) -> bool ---
|
|
|
|
// Enable contact hit events for this shape. Ignored for sensors.
|
|
// @see WorldDef.hitEventThreshold
|
|
Shape_EnableHitEvents :: proc(shapeId: ShapeId, flag: bool) ---
|
|
|
|
// Returns true if hit events are enabled
|
|
Shape_AreHitEventsEnabled :: proc(shapeId: ShapeId) -> bool ---
|
|
|
|
// Test a point for overlap with a shape
|
|
Shape_TestPoint :: proc(shapeId: ShapeId, point: Vec2) -> bool ---
|
|
|
|
// Ray cast a shape directly
|
|
Shape_RayCast :: proc(shapeId: ShapeId, #by_ptr input: RayCastInput) -> CastOutput ---
|
|
|
|
// Get a copy of the shape's circle. Asserts the type is correct.
|
|
Shape_GetCircle :: proc(shapeId: ShapeId) -> Circle ---
|
|
|
|
// Get a copy of the shape's line segment. Asserts the type is correct.
|
|
Shape_GetSegment :: proc(shapeId: ShapeId) -> Segment ---
|
|
|
|
// Get a copy of the shape's chain segment. These come from chain shapes.
|
|
// Asserts the type is correct.
|
|
Shape_GetChainSegment :: proc(shapeId: ShapeId) -> ChainSegment ---
|
|
|
|
// Get a copy of the shape's capsule. Asserts the type is correct.
|
|
Shape_GetCapsule :: proc(shapeId: ShapeId) -> Capsule ---
|
|
|
|
// Get a copy of the shape's convex polygon. Asserts the type is correct.
|
|
Shape_GetPolygon :: proc(shapeId: ShapeId) -> Polygon ---
|
|
|
|
// Allows you to change a shape to be a circle or update the current circle.
|
|
// This does not modify the mass properties.
|
|
// @see b2Body_ApplyMassFromShapes
|
|
Shape_SetCircle :: proc(shapeId: ShapeId, #by_ptr circle: Circle) ---
|
|
|
|
// Allows you to change a shape to be a capsule or update the current capsule.
|
|
// This does not modify the mass properties.
|
|
// @see b2Body_ApplyMassFromShapes
|
|
Shape_SetCapsule :: proc(shapeId: ShapeId, #by_ptr capsule: Capsule) ---
|
|
|
|
// Allows you to change a shape to be a segment or update the current segment.
|
|
Shape_SetSegment :: proc(shapeId: ShapeId, #by_ptr segment: Segment) ---
|
|
|
|
// Allows you to change a shape to be a polygon or update the current polygon.
|
|
// This does not modify the mass properties.
|
|
// @see b2Body_ApplyMassFromShapes
|
|
Shape_SetPolygon :: proc(shapeId: ShapeId, #by_ptr polygon: Polygon) ---
|
|
|
|
// Get the parent chain id if the shape type is a chain segment, otherwise
|
|
// returns b2_nullChainId.
|
|
Shape_GetParentChain :: proc(shapeId: ShapeId) -> ChainId ---
|
|
|
|
// Get the maximum capacity required for retrieving all the touching contacts on a shape
|
|
Shape_GetContactCapacity :: proc(shapeId: ShapeId) -> c.int ---
|
|
|
|
// Get the maximum capacity required for retrieving all the overlapped shapes on a sensor shape.
|
|
// This returns 0 if the provided shape is not a sensor.
|
|
// @param shapeId the id of a sensor shape
|
|
// @returns the required capacity to get all the overlaps in b2Shape_GetSensorOverlaps
|
|
Shape_GetSensorCapacity :: proc(shapeId: ShapeId) -> c.int ---
|
|
|
|
// Get the overlapped shapes for a sensor shape.
|
|
// @param shapeId the id of a sensor shape
|
|
// @param overlaps a user allocated array that is filled with the overlapping shapes
|
|
// @param capacity the capacity of overlappedShapes
|
|
// @returns the number of elements filled in the provided array
|
|
// @warning do not ignore the return value, it specifies the valid number of elements
|
|
// @warning overlaps may contain destroyed shapes so use b2Shape_IsValid to confirm each overlap
|
|
Shape_GetSensorOverlaps :: proc(shapeId: ShapeId, overlaps: [^]ShapeId, capacity: c.int) -> c.int ---
|
|
|
|
// Get the current world AABB
|
|
Shape_GetAABB :: proc(shapeId: ShapeId) -> AABB ---
|
|
|
|
// Get the mass data of a shape
|
|
Shape_GetMassData :: proc(shapeId: ShapeId) -> MassData ---
|
|
|
|
// Get the closest point on a shape to a target point. Target and result are in world space.
|
|
Shape_GetClosestPoint :: proc(shapeId: ShapeId, target: Vec2) -> Vec2 ---
|
|
}
|
|
|
|
// Get the touching contact data for a shape. The provided shapeId will be either shapeIdA or shapeIdB on the contact data.
|
|
@(require_results)
|
|
Shape_GetContactData :: proc "c" (shapeId: ShapeId, contactData: []ContactData) -> []ContactData {
|
|
foreign lib {
|
|
b2Shape_GetContactData :: proc "c" (shapeId: ShapeId, contactData: [^]ContactData, capacity: c.int) -> c.int ---
|
|
}
|
|
n := b2Shape_GetContactData(shapeId, raw_data(contactData), c.int(len(contactData)))
|
|
return contactData[:n]
|
|
}
|
|
|
|
|
|
@(link_prefix="b2", default_calling_convention="c", require_results)
|
|
foreign lib {
|
|
// Chain Shape
|
|
|
|
// Create a chain shape
|
|
// @see b2ChainDef for details
|
|
CreateChain :: proc(bodyId: BodyId, #by_ptr def: ChainDef) -> ChainId ---
|
|
|
|
// Destroy a chain shape
|
|
DestroyChain :: proc(chainId: ChainId) ---
|
|
|
|
// Get the world that owns this chain shape
|
|
Chain_GetWorld :: proc(chainId: ChainId) -> WorldId ---
|
|
|
|
// Get the number of segments on this chain
|
|
Chain_GetSegmentCount :: proc(chainId: ChainId) -> c.int ---
|
|
|
|
// Fill a user array with chain segment shape ids up to the specified capacity. Returns
|
|
// the actual number of segments returned.
|
|
Chain_GetSegments :: proc(chainId: ChainId, segmentArray: [^]ShapeId, capacity: c.int) -> c.int ---
|
|
|
|
// Set the chain friction
|
|
// @see b2ChainDef::friction
|
|
Chain_SetFriction :: proc(chainId: ChainId, friction: f32) ---
|
|
|
|
// Get the chain friction
|
|
Chain_GetFriction :: proc(chainId: ChainId) -> f32 ---
|
|
|
|
// Set the chain restitution (bounciness)
|
|
// @see b2ChainDef::restitution
|
|
Chain_SetRestitution :: proc(chainId: ChainId, restitution: f32) ---
|
|
|
|
// Get the chain restitution
|
|
Chain_GetRestitution :: proc(chainId: ChainId) -> f32 ---
|
|
|
|
// Set the chain material
|
|
// @see b2ChainDef::material
|
|
Chain_SetMaterial :: proc(chainId: ChainId, material: c.int) ---
|
|
|
|
// Get the chain material
|
|
Chain_GetMaterial :: proc(chainId: ChainId) -> c.int ---
|
|
|
|
// Chain identifier validation. Provides validation for up to 64K allocations.
|
|
Chain_IsValid :: proc(id: ChainId) -> bool ---
|
|
|
|
/**
|
|
* @defgroup joint Joint
|
|
* @brief Joints allow you to connect rigid bodies together while allowing various forms of relative motions.
|
|
*/
|
|
|
|
// Destroy a joint
|
|
DestroyJoint :: proc(jointId: JointId) ---
|
|
|
|
// Joint identifier validation. Provides validation for up to 64K allocations.
|
|
Joint_IsValid :: proc(id: JointId) -> bool ---
|
|
|
|
// Get the joint type
|
|
Joint_GetType :: proc(jointId: JointId) -> JointType ---
|
|
|
|
// Get body A id on a joint
|
|
Joint_GetBodyA :: proc(jointId: JointId) -> BodyId ---
|
|
|
|
// Get body B id on a joint
|
|
Joint_GetBodyB :: proc(jointId: JointId) -> BodyId ---
|
|
|
|
// Get the world that owns this joint
|
|
Joint_GetWorld :: proc(jointId: JointId) -> WorldId ---
|
|
|
|
// Get the local anchor on bodyA
|
|
Joint_GetLocalAnchorA :: proc(jointId: JointId) -> Vec2 ---
|
|
|
|
// Get the local anchor on bodyB
|
|
Joint_GetLocalAnchorB :: proc(jointId: JointId) -> Vec2 ---
|
|
|
|
// Toggle collision between connected bodies
|
|
Joint_SetCollideConnected :: proc(jointId: JointId, shouldCollide: bool) ---
|
|
|
|
// Is collision allowed between connected bodies?
|
|
Joint_GetCollideConnected :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Set the user data on a joint
|
|
Joint_SetUserData :: proc(jointId: JointId, userData: rawptr) ---
|
|
|
|
// Get the user data on a joint
|
|
Joint_GetUserData :: proc(jointId: JointId) -> rawptr ---
|
|
|
|
// Wake the bodies connect to this joint
|
|
Joint_WakeBodies :: proc(jointId: JointId) ---
|
|
|
|
// Get the current constraint force for this joint. Usually in Newtons.
|
|
Joint_GetConstraintForce :: proc(jointId: JointId) -> Vec2 ---
|
|
|
|
// Get the current constraint torque for this joint. Usually in Newton * meters.
|
|
Joint_GetConstraintTorque :: proc(jointId: JointId) -> f32 ---
|
|
|
|
/**
|
|
* @defgroup distance_joint Distance Joint
|
|
* @brief Functions for the distance joint.
|
|
*/
|
|
|
|
// Create a distance joint
|
|
// @see b2DistanceJointDef for details
|
|
CreateDistanceJoint :: proc(worldId: WorldId, #by_ptr def: DistanceJointDef) -> JointId ---
|
|
|
|
// Set the rest length of a distance joint
|
|
// @param jointId The id for a distance joint
|
|
// @param length The new distance joint length
|
|
DistanceJoint_SetLength :: proc(jointId: JointId, length: f32) ---
|
|
|
|
// Get the rest length of a distance joint
|
|
DistanceJoint_GetLength :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Enable/disable the distance joint spring. When disabled the distance joint is rigid.
|
|
DistanceJoint_EnableSpring :: proc(jointId: JointId, enableSpring: bool) ---
|
|
|
|
// Is the distance joint spring enabled?
|
|
DistanceJoint_IsSpringEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Set the spring stiffness in Hertz
|
|
DistanceJoint_SetSpringHertz :: proc(jointId: JointId, hertz: f32) ---
|
|
|
|
// Set the spring damping ratio, non-dimensional
|
|
DistanceJoint_SetSpringDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
|
|
|
|
// Get the spring Hertz
|
|
DistanceJoint_GetSpringHertz :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the spring damping ratio
|
|
DistanceJoint_GetSpringDampingRatio :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Enable joint limit. The limit only works if the joint spring is enabled. Otherwise the joint is rigid
|
|
// and the limit has no effect.
|
|
DistanceJoint_EnableLimit :: proc(jointId: JointId, enableLimit: bool) ---
|
|
|
|
// Is the distance joint limit enabled?
|
|
DistanceJoint_IsLimitEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Set the minimum and maximum length parameters of a distance joint
|
|
DistanceJoint_SetLengthRange :: proc(jointId: JointId, minLength, maxLength: f32) ---
|
|
|
|
// Get the distance joint minimum length
|
|
DistanceJoint_GetMinLength :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the distance joint maximum length
|
|
DistanceJoint_GetMaxLength :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the current length of a distance joint
|
|
DistanceJoint_GetCurrentLength :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Enable/disable the distance joint motor
|
|
DistanceJoint_EnableMotor :: proc(jointId: JointId, enableMotor: bool) ---
|
|
|
|
// Is the distance joint motor enabled?
|
|
DistanceJoint_IsMotorEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Set the distance joint motor speed, usually in meters per second
|
|
DistanceJoint_SetMotorSpeed :: proc(jointId: JointId, motorSpeed: f32) ---
|
|
|
|
// Get the distance joint motor speed, usually in meters per second
|
|
DistanceJoint_GetMotorSpeed :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the distance joint maximum motor force, usually in newtons
|
|
DistanceJoint_SetMaxMotorForce :: proc(jointId: JointId, force: f32) ---
|
|
|
|
// Get the distance joint maximum motor force, usually in newtons
|
|
DistanceJoint_GetMaxMotorForce :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the distance joint current motor force, usually in newtons
|
|
DistanceJoint_GetMotorForce :: proc(jointId: JointId) -> f32 ---
|
|
|
|
/**
|
|
* @defgroup motor_joint Motor Joint
|
|
* @brief Functions for the motor joint.
|
|
*
|
|
* The motor joint is used to drive the relative transform between two bodies. It takes
|
|
* a relative position and rotation and applies the forces and torques needed to achieve
|
|
* that relative transform over time.
|
|
*/
|
|
|
|
// Create a motor joint
|
|
// @see b2MotorJointDef for details
|
|
CreateMotorJoint :: proc(worldId: WorldId, def: MotorJointDef) -> JointId ---
|
|
|
|
// Set the motor joint linear offset target
|
|
MotorJoint_SetLinearOffset :: proc(jointId: JointId, linearOffset: Vec2) ---
|
|
|
|
// Get the motor joint linear offset target
|
|
MotorJoint_GetLinearOffset :: proc(jointId: JointId) -> Vec2 ---
|
|
|
|
// Set the motor joint angular offset target in radians
|
|
MotorJoint_SetAngularOffset :: proc(jointId: JointId, angularOffset: f32) ---
|
|
|
|
// Get the motor joint angular offset target in radians
|
|
MotorJoint_GetAngularOffset :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the motor joint maximum force, usually in newtons
|
|
MotorJoint_SetMaxForce :: proc(jointId: JointId, maxForce: f32) ---
|
|
|
|
// Get the motor joint maximum force, usually in newtons
|
|
MotorJoint_GetMaxForce :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the motor joint maximum torque, usually in newton-meters
|
|
MotorJoint_SetMaxTorque :: proc(jointId: JointId, maxTorque: f32) ---
|
|
|
|
// Get the motor joint maximum torque, usually in newton-meters
|
|
MotorJoint_GetMaxTorque :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the motor joint correction factor, usually in [0, 1]
|
|
MotorJoint_SetCorrectionFactor :: proc(jointId: JointId, correctionFactor: f32) ---
|
|
|
|
// Get the motor joint correction factor, usually in [0, 1]
|
|
MotorJoint_GetCorrectionFactor :: proc(jointId: JointId) -> f32 ---
|
|
|
|
/**@}*/
|
|
|
|
/**
|
|
* @defgroup mouse_joint Mouse Joint
|
|
* @brief Functions for the mouse joint.
|
|
*
|
|
* The mouse joint is designed for use in the samples application, but you may find it useful in applications where
|
|
* the user moves a rigid body with a cursor.
|
|
*/
|
|
|
|
// Create a mouse joint
|
|
// @see b2MouseJointDef for details
|
|
CreateMouseJoint :: proc(worldId: WorldId, #by_ptr def: MouseJointDef) -> JointId ---
|
|
|
|
// Set the mouse joint target
|
|
MouseJoint_SetTarget :: proc(jointId: JointId, target: Vec2) ---
|
|
|
|
// Get the mouse joint target
|
|
MouseJoint_GetTarget :: proc(jointId: JointId) -> Vec2 ---
|
|
|
|
// Set the mouse joint spring stiffness in Hertz
|
|
MouseJoint_SetSpringHertz :: proc(jointId: JointId, hertz: f32) ---
|
|
|
|
// Get the mouse joint spring stiffness in Hertz
|
|
MouseJoint_GetSpringHertz :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the mouse joint spring damping ratio, non-dimensional
|
|
MouseJoint_SetSpringDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
|
|
|
|
// Get the mouse joint damping ratio, non-dimensional
|
|
MouseJoint_GetSpringDampingRatio :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the mouse joint maximum force, usually in newtons
|
|
MouseJoint_SetMaxForce :: proc(jointId: JointId, maxForce: f32) ---
|
|
|
|
// Get the mouse joint maximum force, usually in newtons
|
|
MouseJoint_GetMaxForce :: proc(jointId: JointId) -> f32 ---
|
|
|
|
/**@}*/
|
|
|
|
/**
|
|
* @defgroup filter_joint Filter Joint
|
|
* @brief Functions for the filter joint.
|
|
*
|
|
* The filter joint is used to disable collision between two bodies. As a side effect of being a joint, it also
|
|
* keeps the two bodies in the same simulation island.
|
|
* @{
|
|
*/
|
|
|
|
// Create a filter joint.
|
|
// @see b2FilterJointDef for details
|
|
CreateFilterJoint :: proc(worldId: WorldId, #by_ptr def: FilterJointDef) -> JointId ---
|
|
|
|
/**@}*/
|
|
|
|
/**
|
|
* @defgroup prismatic_joint Prismatic Joint
|
|
* @brief A prismatic joint allows for translation along a single axis with no rotation.
|
|
*
|
|
* The prismatic joint is useful for things like pistons and moving platforms, where you want a body to translate
|
|
* along an axis and have no rotation. Also called a *slider* joint.
|
|
*/
|
|
|
|
// Create a prismatic (slider) joint.
|
|
// @see b2PrismaticJointDef for details
|
|
CreatePrismaticJoint :: proc(worldId: WorldId, #by_ptr def: PrismaticJointDef) -> JointId ---
|
|
|
|
// Enable/disable the joint spring.
|
|
PrismaticJoint_EnableSpring :: proc(jointId: JointId, enableSpring: bool) ---
|
|
|
|
// Is the prismatic joint spring enabled or not?
|
|
PrismaticJoint_IsSpringEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Set the prismatic joint stiffness in Hertz.
|
|
// This should usually be less than a quarter of the simulation rate. For example, if the simulation
|
|
// runs at 60Hz then the joint stiffness should be 15Hz or less.
|
|
PrismaticJoint_SetSpringHertz :: proc(jointId: JointId, hertz: f32) ---
|
|
|
|
// Get the prismatic joint stiffness in Hertz
|
|
PrismaticJoint_GetSpringHertz :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the prismatic joint damping ratio (non-dimensional)
|
|
PrismaticJoint_SetSpringDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
|
|
|
|
// Get the prismatic spring damping ratio (non-dimensional)
|
|
PrismaticJoint_GetSpringDampingRatio :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Enable/disable a prismatic joint limit
|
|
PrismaticJoint_EnableLimit :: proc(jointId: JointId, enableLimit: bool) ---
|
|
|
|
// Is the prismatic joint limit enabled?
|
|
PrismaticJoint_IsLimitEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Get the prismatic joint lower limit
|
|
PrismaticJoint_GetLowerLimit :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the prismatic joint upper limit
|
|
PrismaticJoint_GetUpperLimit :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the prismatic joint limits
|
|
PrismaticJoint_SetLimits :: proc(jointId: JointId, lower, upper: f32) ---
|
|
|
|
// Enable/disable a prismatic joint motor
|
|
PrismaticJoint_EnableMotor :: proc(jointId: JointId, enableMotor: bool) ---
|
|
|
|
// Is the prismatic joint motor enabled?
|
|
PrismaticJoint_IsMotorEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Set the prismatic joint motor speed, usually in meters per second
|
|
PrismaticJoint_SetMotorSpeed :: proc(jointId: JointId, motorSpeed: f32) ---
|
|
|
|
// Get the prismatic joint motor speed, usually in meters per second
|
|
PrismaticJoint_GetMotorSpeed :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the prismatic joint maximum motor force, usually in newtons
|
|
PrismaticJoint_SetMaxMotorForce :: proc(jointId: JointId, force: f32) ---
|
|
|
|
// Get the prismatic joint maximum motor force, usually in newtons
|
|
PrismaticJoint_GetMaxMotorForce :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the prismatic joint current motor force, usually in newtons
|
|
PrismaticJoint_GetMotorForce :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the current joint translation, usually in meters.
|
|
PrismaticJoint_GetTranslation :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the current joint translation speed, usually in meters per second.
|
|
PrismaticJoint_GetSpeed :: proc(jointId: JointId) -> f32 ---
|
|
|
|
/**
|
|
* @defgroup revolute_joint Revolute Joint
|
|
* @brief A revolute joint allows for relative rotation in the 2D plane with no relative translation.
|
|
*
|
|
* The revolute joint is probably the most common joint. It can be used for ragdolls and chains.
|
|
* Also called a *hinge* or *pin* joint.
|
|
*/
|
|
|
|
// Create a revolute joint
|
|
// @see b2RevoluteJointDef for details
|
|
CreateRevoluteJoint :: proc(worldId: WorldId, #by_ptr def: RevoluteJointDef) -> JointId ---
|
|
|
|
// Enable/disable the revolute joint spring
|
|
RevoluteJoint_EnableSpring :: proc(jointId: JointId, enableSpring: bool) ---
|
|
|
|
// Is the revolute spring enabled?
|
|
RevoluteJoint_IsSpringEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Set the revolute joint spring stiffness in Hertz
|
|
RevoluteJoint_SetSpringHertz :: proc(jointId: JointId, hertz: f32) ---
|
|
|
|
// Get the revolute joint spring stiffness in Hertz
|
|
RevoluteJoint_GetSpringHertz :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the revolute joint spring damping ratio, non-dimensional
|
|
RevoluteJoint_SetSpringDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
|
|
|
|
// Get the revolute joint spring damping ratio, non-dimensional
|
|
RevoluteJoint_GetSpringDampingRatio :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the revolute joint current angle in radians relative to the reference angle
|
|
// @see b2RevoluteJointDef::referenceAngle
|
|
RevoluteJoint_GetAngle :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Enable/disable the revolute joint limit
|
|
RevoluteJoint_EnableLimit :: proc(jointId: JointId, enableLimit: bool) ---
|
|
|
|
// Is the revolute joint limit enabled?
|
|
RevoluteJoint_IsLimitEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Get the revolute joint lower limit in radians
|
|
RevoluteJoint_GetLowerLimit :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the revolute joint upper limit in radians
|
|
RevoluteJoint_GetUpperLimit :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the revolute joint limits in radians. It is expected that lower <= upper
|
|
// and that -0.95 * B2_PI <= lower && upper <= -0.95 * B2_PI.
|
|
RevoluteJoint_SetLimits :: proc(jointId: JointId, lower, upper: f32) ---
|
|
|
|
// Enable/disable a revolute joint motor
|
|
RevoluteJoint_EnableMotor :: proc(jointId: JointId, enableMotor: bool) ---
|
|
|
|
// Is the revolute joint motor enabled?
|
|
RevoluteJoint_IsMotorEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Set the revolute joint motor speed in radians per second
|
|
RevoluteJoint_SetMotorSpeed :: proc(jointId: JointId, motorSpeed: f32) ---
|
|
|
|
// Get the revolute joint motor speed in radians per second
|
|
RevoluteJoint_GetMotorSpeed :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the revolute joint current motor torque, usually in newton-meters
|
|
RevoluteJoint_GetMotorTorque :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the revolute joint maximum motor torque, usually in newton-meters
|
|
RevoluteJoint_SetMaxMotorTorque :: proc(jointId: JointId, torque: f32) ---
|
|
|
|
// Get the revolute joint maximum motor torque, usually in newton-meters
|
|
RevoluteJoint_GetMaxMotorTorque :: proc(jointId: JointId) -> f32 ---
|
|
|
|
/**@}*/
|
|
|
|
/**
|
|
* @defgroup weld_joint Weld Joint
|
|
* @brief A weld joint fully constrains the relative transform between two bodies while allowing for springiness
|
|
*
|
|
* A weld joint constrains the relative rotation and translation between two bodies. Both rotation and translation
|
|
* can have damped springs.
|
|
*
|
|
* @note The accuracy of weld joint is limited by the accuracy of the solver. Long chains of weld joints may flex.
|
|
*/
|
|
|
|
// Create a weld joint
|
|
// @see b2WeldJointDef for details
|
|
CreateWeldJoint :: proc(worldId: WorldId, #by_ptr def: WeldJointDef) -> JointId ---
|
|
|
|
// Get the weld joint reference angle in radians
|
|
WeldJoint_GetReferenceAngle :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the weld joint reference angle in radians, must be in [-pi,pi].
|
|
WeldJoint_SetReferenceAngle :: proc(jointId: JointId, angleInRadians: f32) ---
|
|
|
|
// Set the weld joint linear stiffness in Hertz. 0 is rigid.
|
|
WeldJoint_SetLinearHertz :: proc(jointId: JointId, hertz: f32) ---
|
|
|
|
// Get the weld joint linear stiffness in Hertz
|
|
WeldJoint_GetLinearHertz :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the weld joint linear damping ratio (non-dimensional)
|
|
WeldJoint_SetLinearDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
|
|
|
|
// Get the weld joint linear damping ratio (non-dimensional)
|
|
WeldJoint_GetLinearDampingRatio :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the weld joint angular stiffness in Hertz. 0 is rigid.
|
|
WeldJoint_SetAngularHertz :: proc(jointId: JointId, hertz: f32) ---
|
|
|
|
// Get the weld joint angular stiffness in Hertz
|
|
WeldJoint_GetAngularHertz :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set weld joint angular damping ratio, non-dimensional
|
|
WeldJoint_SetAngularDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
|
|
|
|
// Get the weld joint angular damping ratio, non-dimensional
|
|
WeldJoint_GetAngularDampingRatio :: proc(jointId: JointId) -> f32 ---
|
|
|
|
/**
|
|
* @defgroup wheel_joint Wheel Joint
|
|
* The wheel joint can be used to simulate wheels on vehicles.
|
|
*
|
|
* The wheel joint restricts body B to move along a local axis in body A. Body B is free to
|
|
* rotate. Supports a linear spring, linear limits, and a rotational motor.
|
|
*
|
|
*/
|
|
|
|
// Create a wheel joint
|
|
// @see b2WheelJointDef for details
|
|
CreateWheelJoint :: proc(worldId: WorldId, #by_ptr def: WheelJointDef) -> JointId ---
|
|
|
|
// Enable/disable the wheel joint spring
|
|
WheelJoint_EnableSpring :: proc(jointId: JointId, enableSpring: bool) ---
|
|
|
|
// Is the wheel joint spring enabled?
|
|
WheelJoint_IsSpringEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Set the wheel joint stiffness in Hertz
|
|
WheelJoint_SetSpringHertz :: proc(jointId: JointId, hertz: f32) ---
|
|
|
|
// Get the wheel joint stiffness in Hertz
|
|
WheelJoint_GetSpringHertz :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the wheel joint damping ratio, non-dimensional
|
|
WheelJoint_SetSpringDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
|
|
|
|
// Get the wheel joint damping ratio, non-dimensional
|
|
WheelJoint_GetSpringDampingRatio :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Enable/disable the wheel joint limit
|
|
WheelJoint_EnableLimit :: proc(jointId: JointId, enableLimit: bool) ---
|
|
|
|
// Is the wheel joint limit enabled?
|
|
WheelJoint_IsLimitEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Get the wheel joint lower limit
|
|
WheelJoint_GetLowerLimit :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the wheel joint upper limit
|
|
WheelJoint_GetUpperLimit :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the wheel joint limits
|
|
WheelJoint_SetLimits :: proc(jointId: JointId, lower, upper: f32) ---
|
|
|
|
// Enable/disable the wheel joint motor
|
|
WheelJoint_EnableMotor :: proc(jointId: JointId, enableMotor: bool) ---
|
|
|
|
// Is the wheel joint motor enabled?
|
|
WheelJoint_IsMotorEnabled :: proc(jointId: JointId) -> bool ---
|
|
|
|
// Set the wheel joint motor speed in radians per second
|
|
WheelJoint_SetMotorSpeed :: proc(jointId: JointId, motorSpeed: f32) ---
|
|
|
|
// Get the wheel joint motor speed in radians per second
|
|
WheelJoint_GetMotorSpeed :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Set the wheel joint maximum motor torque, usually in newton-meters
|
|
WheelJoint_SetMaxMotorTorque :: proc(jointId: JointId, torque: f32) ---
|
|
|
|
// Get the wheel joint maximum motor torque, usually in newton-meters
|
|
WheelJoint_GetMaxMotorTorque :: proc(jointId: JointId) -> f32 ---
|
|
|
|
// Get the wheel joint current motor torque, usually in newton-meters
|
|
WheelJoint_GetMotorTorque :: proc(jointId: JointId) -> f32 ---
|
|
}
|
|
|
|
|
|
|
|
IsValid :: proc{
|
|
IsValidFloat,
|
|
IsValidVec2,
|
|
IsValidRotation,
|
|
IsValidAABB,
|
|
IsValidPlane,
|
|
World_IsValid,
|
|
Body_IsValid,
|
|
Shape_IsValid,
|
|
Chain_IsValid,
|
|
Joint_IsValid,
|
|
|
|
IsValidRay,
|
|
}
|