Files
eepp/src/physics/cbody.cpp

183 lines
3.4 KiB
C++

#include "cbody.hpp"
namespace EE { namespace Physics {
cBody * cBody::New( cpFloat m, cpFloat i ) {
return eeNew( cBody, ( m, i ) );
}
cBody * cBody::New( cpBody * body ) {
return eeNew( cBody, ( body ) );
}
cBody * cBody::New() {
return eeNew( cBody, () );
}
cBody::cBody( cpBody * body ) {
mBody = body;
mBody->data = (void*)this;
}
cBody::cBody( cpFloat m, cpFloat i ) {
mBody = cpBodyNew( m, i );
mBody->data = (void*)this;
}
cBody::cBody() {
mBody = cpBodyNewStatic();
}
cBody::~cBody() {
}
void cBody::Activate() {
cpBodyActivate( mBody );
}
void cBody::Sleep() {
cpBodySleep( mBody );
}
void cBody::SleepWithGroup( cBody * Group ) {
cpBodySleepWithGroup( mBody, Group->Body() );
}
bool cBody::IsSleeping() {
return cpFalse != cpBodyIsSleeping( mBody );
}
bool cBody::IsStatic() {
return cpFalse != cpBodyIsStatic( mBody );
}
bool cBody::IsRogue() {
return cpFalse != cpBodyIsRogue( mBody );
}
cpBody * cBody::Body() const {
return mBody;
}
cpFloat cBody::Mass() const {
return cpBodyGetMass( mBody );
}
void cBody::Mass( const cpFloat& mass ) {
cpBodySetMass( mBody, mass );
}
cpFloat cBody::Moment() const {
return cpBodyGetMoment( mBody );
}
void cBody::Moment( const cpFloat& i ) {
cpBodySetMoment( mBody, i );
}
cVect cBody::Pos() const {
return tovect( cpBodyGetPos( mBody ) );
}
void cBody::Pos( const cVect& pos ) {
cpBodySetPos( mBody, tocpv( pos ) );
}
cVect cBody::Vel() const {
return tovect( cpBodyGetVel( mBody ) );
}
void cBody::Vel( const cVect& vel ) {
cpBodySetVel( mBody, tocpv( vel ) );
}
cVect cBody::Force() const {
return tovect( cpBodyGetForce( mBody ) );
}
void cBody::Force( const cVect& force ) {
cpBodySetForce( mBody, tocpv( force ) );
}
cpFloat cBody::Angle() const {
return cpBodyGetAngle( mBody );
}
void cBody::Angle( const cpFloat& rads ) {
cpBodySetAngle( mBody, rads );
}
cpFloat cBody::AngleDeg() {
return Degrees( mBody->a );
}
void cBody::AngleDeg( const cpFloat& angle ) {
Angle( Radians( angle ) );
}
cpFloat cBody::AngVel() const {
return cpBodyGetAngVel( mBody );
}
void cBody::AngVel( const cpFloat& rotVel ) {
cpBodySetAngVel( mBody, rotVel );
}
cVect cBody::Rot() const {
return tovect( cpBodyGetRot( mBody ) );
}
cpFloat cBody::VelLimit() const {
return cpBodyGetVelLimit( mBody );
}
void cBody::VelLimit( const cpFloat& speed ) {
cpBodySetVelLimit( mBody, speed );
}
cpFloat cBody::AngVelLimit() const {
return cpBodyGetAngVelLimit( mBody );
}
void cBody::AngVelLimit( const cpFloat& speed ) {
cpBodySetAngVelLimit( mBody, speed );
}
void cBody::Slew( cVect pos, cpFloat dt ) {
cpBodySlew( mBody, tocpv( pos ), dt );
}
void cBody::UpdateVelocity( cVect gravity, cpFloat damping, cpFloat dt ) {
cpBodyUpdateVelocity( mBody, tocpv( gravity ), damping, dt );
}
void cBody::UpdatePosition( cpFloat dt ) {
cpBodyUpdatePosition( mBody, dt );
}
cVect cBody::Local2World( const cVect v ) {
return tovect( cpBodyLocal2World( mBody, tocpv( v ) ) );
}
cVect cBody::World2Local( const cVect v ) {
return tovect( cpBodyWorld2Local( mBody, tocpv( v ) ) );
}
void cBody::ApplyImpulse( const cVect j, const cVect r ) {
cpBodyApplyImpulse( mBody, tocpv( j ), tocpv( r ) );
}
void cBody::ResetForces() {
cpBodyResetForces( mBody );
}
void cBody::ApplyForce( const cVect f, const cVect r ) {
cpBodyApplyForce( mBody, tocpv( f ), tocpv( r ) );
}
cpFloat cBody::KineticEnergy() {
return cpBodyKineticEnergy( mBody );
}
}}