added the basic requiements for physics with box2d

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2026-01-18 20:01:12 +01:00
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16 changed files with 4861 additions and 1 deletions

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// SPDX-FileCopyrightText: 2023 Erin Catto
// SPDX-License-Identifier: MIT
#pragma once
#include "base.h"
#include "math_functions.h"
#include <stdbool.h>
typedef struct b2SimplexCache b2SimplexCache;
typedef struct b2Hull b2Hull;
/**
* @defgroup geometry Geometry
* @brief Geometry types and algorithms
*
* Definitions of circles, capsules, segments, and polygons. Various algorithms to compute hulls, mass properties, and so on.
* @{
*/
/// The maximum number of vertices on a convex polygon. Changing this affects performance even if you
/// don't use more vertices.
#define B2_MAX_POLYGON_VERTICES 8
/// Low level ray cast input data
typedef struct b2RayCastInput
{
/// Start point of the ray cast
b2Vec2 origin;
/// Translation of the ray cast
b2Vec2 translation;
/// The maximum fraction of the translation to consider, typically 1
float maxFraction;
} b2RayCastInput;
/// A distance proxy is used by the GJK algorithm. It encapsulates any shape.
/// You can provide between 1 and B2_MAX_POLYGON_VERTICES and a radius.
typedef struct b2ShapeProxy
{
/// The point cloud
b2Vec2 points[B2_MAX_POLYGON_VERTICES];
/// The number of points. Must be greater than 0.
int count;
/// The external radius of the point cloud. May be zero.
float radius;
} b2ShapeProxy;
/// Low level shape cast input in generic form. This allows casting an arbitrary point
/// cloud wrap with a radius. For example, a circle is a single point with a non-zero radius.
/// A capsule is two points with a non-zero radius. A box is four points with a zero radius.
typedef struct b2ShapeCastInput
{
/// A generic shape
b2ShapeProxy proxy;
/// The translation of the shape cast
b2Vec2 translation;
/// The maximum fraction of the translation to consider, typically 1
float maxFraction;
/// Allow shape cast to encroach when initially touching. This only works if the radius is greater than zero.
bool canEncroach;
} b2ShapeCastInput;
/// Low level ray cast or shape-cast output data. Returns a zero fraction and normal in the case of initial overlap.
typedef struct b2CastOutput
{
/// The surface normal at the hit point
b2Vec2 normal;
/// The surface hit point
b2Vec2 point;
/// The fraction of the input translation at collision
float fraction;
/// The number of iterations used
int iterations;
/// Did the cast hit?
bool hit;
} b2CastOutput;
/// This holds the mass data computed for a shape.
typedef struct b2MassData
{
/// The mass of the shape, usually in kilograms.
float mass;
/// The position of the shape's centroid relative to the shape's origin.
b2Vec2 center;
/// The rotational inertia of the shape about the local origin.
float rotationalInertia;
} b2MassData;
/// A solid circle
typedef struct b2Circle
{
/// The local center
b2Vec2 center;
/// The radius
float radius;
} b2Circle;
/// A solid capsule can be viewed as two semicircles connected
/// by a rectangle.
typedef struct b2Capsule
{
/// Local center of the first semicircle
b2Vec2 center1;
/// Local center of the second semicircle
b2Vec2 center2;
/// The radius of the semicircles
float radius;
} b2Capsule;
/// A solid convex polygon. It is assumed that the interior of the polygon is to
/// the left of each edge.
/// Polygons have a maximum number of vertices equal to B2_MAX_POLYGON_VERTICES.
/// In most cases you should not need many vertices for a convex polygon.
/// @warning DO NOT fill this out manually, instead use a helper function like
/// b2MakePolygon or b2MakeBox.
typedef struct b2Polygon
{
/// The polygon vertices
b2Vec2 vertices[B2_MAX_POLYGON_VERTICES];
/// The outward normal vectors of the polygon sides
b2Vec2 normals[B2_MAX_POLYGON_VERTICES];
/// The centroid of the polygon
b2Vec2 centroid;
/// The external radius for rounded polygons
float radius;
/// The number of polygon vertices
int count;
} b2Polygon;
/// A line segment with two-sided collision.
typedef struct b2Segment
{
/// The first point
b2Vec2 point1;
/// The second point
b2Vec2 point2;
} b2Segment;
/// A line segment with one-sided collision. Only collides on the right side.
/// Several of these are generated for a chain shape.
/// ghost1 -> point1 -> point2 -> ghost2
typedef struct b2ChainSegment
{
/// The tail ghost vertex
b2Vec2 ghost1;
/// The line segment
b2Segment segment;
/// The head ghost vertex
b2Vec2 ghost2;
/// The owning chain shape index (internal usage only)
int chainId;
} b2ChainSegment;
/// Validate ray cast input data (NaN, etc)
B2_API bool b2IsValidRay( const b2RayCastInput* input );
/// Make a convex polygon from a convex hull. This will assert if the hull is not valid.
/// @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
B2_API b2Polygon b2MakePolygon( const b2Hull* hull, float radius );
/// Make an offset convex polygon from a convex hull. This will assert if the hull is not valid.
/// @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
B2_API b2Polygon b2MakeOffsetPolygon( const b2Hull* hull, b2Vec2 position, b2Rot rotation );
/// Make an offset convex polygon from a convex hull. This will assert if the hull is not valid.
/// @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
B2_API b2Polygon b2MakeOffsetRoundedPolygon( const b2Hull* hull, b2Vec2 position, b2Rot rotation, float radius );
/// Make a square polygon, bypassing the need for a convex hull.
/// @param halfWidth the half-width
B2_API b2Polygon b2MakeSquare( float halfWidth );
/// Make a box (rectangle) polygon, bypassing the need for a convex hull.
/// @param halfWidth the half-width (x-axis)
/// @param halfHeight the half-height (y-axis)
B2_API b2Polygon b2MakeBox( float halfWidth, float halfHeight );
/// Make a rounded box, bypassing the need for a convex hull.
/// @param halfWidth the half-width (x-axis)
/// @param halfHeight the half-height (y-axis)
/// @param radius the radius of the rounded extension
B2_API b2Polygon b2MakeRoundedBox( float halfWidth, float halfHeight, float radius );
/// Make an offset box, bypassing the need for a convex hull.
/// @param halfWidth the half-width (x-axis)
/// @param halfHeight the half-height (y-axis)
/// @param center the local center of the box
/// @param rotation the local rotation of the box
B2_API b2Polygon b2MakeOffsetBox( float halfWidth, float halfHeight, b2Vec2 center, b2Rot rotation );
/// Make an offset rounded box, bypassing the need for a convex hull.
/// @param halfWidth the half-width (x-axis)
/// @param halfHeight the half-height (y-axis)
/// @param center the local center of the box
/// @param rotation the local rotation of the box
/// @param radius the radius of the rounded extension
B2_API b2Polygon b2MakeOffsetRoundedBox( float halfWidth, float halfHeight, b2Vec2 center, b2Rot rotation, float radius );
/// Transform a polygon. This is useful for transferring a shape from one body to another.
B2_API b2Polygon b2TransformPolygon( b2Transform transform, const b2Polygon* polygon );
/// Compute mass properties of a circle
B2_API b2MassData b2ComputeCircleMass( const b2Circle* shape, float density );
/// Compute mass properties of a capsule
B2_API b2MassData b2ComputeCapsuleMass( const b2Capsule* shape, float density );
/// Compute mass properties of a polygon
B2_API b2MassData b2ComputePolygonMass( const b2Polygon* shape, float density );
/// Compute the bounding box of a transformed circle
B2_API b2AABB b2ComputeCircleAABB( const b2Circle* shape, b2Transform transform );
/// Compute the bounding box of a transformed capsule
B2_API b2AABB b2ComputeCapsuleAABB( const b2Capsule* shape, b2Transform transform );
/// Compute the bounding box of a transformed polygon
B2_API b2AABB b2ComputePolygonAABB( const b2Polygon* shape, b2Transform transform );
/// Compute the bounding box of a transformed line segment
B2_API b2AABB b2ComputeSegmentAABB( const b2Segment* shape, b2Transform transform );
/// Test a point for overlap with a circle in local space
B2_API bool b2PointInCircle( b2Vec2 point, const b2Circle* shape );
/// Test a point for overlap with a capsule in local space
B2_API bool b2PointInCapsule( b2Vec2 point, const b2Capsule* shape );
/// Test a point for overlap with a convex polygon in local space
B2_API bool b2PointInPolygon( b2Vec2 point, const b2Polygon* shape );
/// Ray cast versus circle shape in local space. Initial overlap is treated as a miss.
B2_API b2CastOutput b2RayCastCircle( const b2RayCastInput* input, const b2Circle* shape );
/// Ray cast versus capsule shape in local space. Initial overlap is treated as a miss.
B2_API b2CastOutput b2RayCastCapsule( const b2RayCastInput* input, const b2Capsule* shape );
/// Ray cast versus segment shape in local space. Optionally treat the segment as one-sided with hits from
/// the left side being treated as a miss.
B2_API b2CastOutput b2RayCastSegment( const b2RayCastInput* input, const b2Segment* shape, bool oneSided );
/// Ray cast versus polygon shape in local space. Initial overlap is treated as a miss.
B2_API b2CastOutput b2RayCastPolygon( const b2RayCastInput* input, const b2Polygon* shape );
/// Shape cast versus a circle. Initial overlap is treated as a miss.
B2_API b2CastOutput b2ShapeCastCircle( const b2ShapeCastInput* input, const b2Circle* shape );
/// Shape cast versus a capsule. Initial overlap is treated as a miss.
B2_API b2CastOutput b2ShapeCastCapsule( const b2ShapeCastInput* input, const b2Capsule* shape );
/// Shape cast versus a line segment. Initial overlap is treated as a miss.
B2_API b2CastOutput b2ShapeCastSegment( const b2ShapeCastInput* input, const b2Segment* shape );
/// Shape cast versus a convex polygon. Initial overlap is treated as a miss.
B2_API b2CastOutput b2ShapeCastPolygon( const b2ShapeCastInput* input, const b2Polygon* shape );
/// A convex hull. Used to create convex polygons.
/// @warning Do not modify these values directly, instead use b2ComputeHull()
typedef struct b2Hull
{
/// The final points of the hull
b2Vec2 points[B2_MAX_POLYGON_VERTICES];
/// The number of points
int count;
} b2Hull;
/// Compute the convex hull of a set of points. Returns an empty hull if it fails.
/// Some failure cases:
/// - all points very close together
/// - all points on a line
/// - less than 3 points
/// - more than B2_MAX_POLYGON_VERTICES points
/// This welds close points and removes collinear points.
/// @warning Do not modify a hull once it has been computed
B2_API b2Hull b2ComputeHull( const b2Vec2* points, int count );
/// This determines if a hull is valid. Checks for:
/// - convexity
/// - collinear points
/// This is expensive and should not be called at runtime.
B2_API bool b2ValidateHull( const b2Hull* hull );
/**@}*/
/**
* @defgroup distance Distance
* Functions for computing the distance between shapes.
*
* These are advanced functions you can use to perform distance calculations. There
* are functions for computing the closest points between shapes, doing linear shape casts,
* and doing rotational shape casts. The latter is called time of impact (TOI).
* @{
*/
/// Result of computing the distance between two line segments
typedef struct b2SegmentDistanceResult
{
/// The closest point on the first segment
b2Vec2 closest1;
/// The closest point on the second segment
b2Vec2 closest2;
/// The barycentric coordinate on the first segment
float fraction1;
/// The barycentric coordinate on the second segment
float fraction2;
/// The squared distance between the closest points
float distanceSquared;
} b2SegmentDistanceResult;
/// Compute the distance between two line segments, clamping at the end points if needed.
B2_API b2SegmentDistanceResult b2SegmentDistance( b2Vec2 p1, b2Vec2 q1, b2Vec2 p2, b2Vec2 q2 );
/// Used to warm start the GJK simplex. If you call this function multiple times with nearby
/// transforms this might improve performance. Otherwise you can zero initialize this.
/// The distance cache must be initialized to zero on the first call.
/// Users should generally just zero initialize this structure for each call.
typedef struct b2SimplexCache
{
/// The number of stored simplex points
uint16_t count;
/// The cached simplex indices on shape A
uint8_t indexA[3];
/// The cached simplex indices on shape B
uint8_t indexB[3];
} b2SimplexCache;
static const b2SimplexCache b2_emptySimplexCache = B2_ZERO_INIT;
/// Input for b2ShapeDistance
typedef struct b2DistanceInput
{
/// The proxy for shape A
b2ShapeProxy proxyA;
/// The proxy for shape B
b2ShapeProxy proxyB;
/// The world transform for shape A
b2Transform transformA;
/// The world transform for shape B
b2Transform transformB;
/// Should the proxy radius be considered?
bool useRadii;
} b2DistanceInput;
/// Output for b2ShapeDistance
typedef struct b2DistanceOutput
{
b2Vec2 pointA; ///< Closest point on shapeA
b2Vec2 pointB; ///< Closest point on shapeB
b2Vec2 normal; ///< Normal vector that points from A to B. Invalid if distance is zero.
float distance; ///< The final distance, zero if overlapped
int iterations; ///< Number of GJK iterations used
int simplexCount; ///< The number of simplexes stored in the simplex array
} b2DistanceOutput;
/// Simplex vertex for debugging the GJK algorithm
typedef struct b2SimplexVertex
{
b2Vec2 wA; ///< support point in proxyA
b2Vec2 wB; ///< support point in proxyB
b2Vec2 w; ///< wB - wA
float a; ///< barycentric coordinate for closest point
int indexA; ///< wA index
int indexB; ///< wB index
} b2SimplexVertex;
/// Simplex from the GJK algorithm
typedef struct b2Simplex
{
b2SimplexVertex v1, v2, v3; ///< vertices
int count; ///< number of valid vertices
} b2Simplex;
/// Compute the closest points between two shapes represented as point clouds.
/// b2SimplexCache cache is input/output. On the first call set b2SimplexCache.count to zero.
/// The underlying GJK algorithm may be debugged by passing in debug simplexes and capacity. You may pass in NULL and 0 for these.
B2_API b2DistanceOutput b2ShapeDistance( const b2DistanceInput* input, b2SimplexCache* cache, b2Simplex* simplexes,
int simplexCapacity );
/// Input parameters for b2ShapeCast
typedef struct b2ShapeCastPairInput
{
b2ShapeProxy proxyA; ///< The proxy for shape A
b2ShapeProxy proxyB; ///< The proxy for shape B
b2Transform transformA; ///< The world transform for shape A
b2Transform transformB; ///< The world transform for shape B
b2Vec2 translationB; ///< The translation of shape B
float maxFraction; ///< The fraction of the translation to consider, typically 1
bool canEncroach; ///< Allows shapes with a radius to move slightly closer if already touching
} b2ShapeCastPairInput;
/// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
/// Initially touching shapes are treated as a miss.
B2_API b2CastOutput b2ShapeCast( const b2ShapeCastPairInput* input );
/// Make a proxy for use in overlap, shape cast, and related functions. This is a deep copy of the points.
B2_API b2ShapeProxy b2MakeProxy( const b2Vec2* points, int count, float radius );
/// Make a proxy with a transform. This is a deep copy of the points.
B2_API b2ShapeProxy b2MakeOffsetProxy( const b2Vec2* points, int count, float radius, b2Vec2 position, b2Rot rotation );
/// This describes the motion of a body/shape for TOI computation. Shapes are defined with respect to the body origin,
/// which may not coincide with the center of mass. However, to support dynamics we must interpolate the center of mass
/// position.
typedef struct b2Sweep
{
b2Vec2 localCenter; ///< Local center of mass position
b2Vec2 c1; ///< Starting center of mass world position
b2Vec2 c2; ///< Ending center of mass world position
b2Rot q1; ///< Starting world rotation
b2Rot q2; ///< Ending world rotation
} b2Sweep;
/// Evaluate the transform sweep at a specific time.
B2_API b2Transform b2GetSweepTransform( const b2Sweep* sweep, float time );
/// Input parameters for b2TimeOfImpact
typedef struct b2TOIInput
{
b2ShapeProxy proxyA; ///< The proxy for shape A
b2ShapeProxy proxyB; ///< The proxy for shape B
b2Sweep sweepA; ///< The movement of shape A
b2Sweep sweepB; ///< The movement of shape B
float maxFraction; ///< Defines the sweep interval [0, maxFraction]
} b2TOIInput;
/// Describes the TOI output
typedef enum b2TOIState
{
b2_toiStateUnknown,
b2_toiStateFailed,
b2_toiStateOverlapped,
b2_toiStateHit,
b2_toiStateSeparated
} b2TOIState;
/// Output parameters for b2TimeOfImpact.
typedef struct b2TOIOutput
{
b2TOIState state; ///< The type of result
float fraction; ///< The sweep time of the collision
} b2TOIOutput;
/// Compute the upper bound on time before two shapes penetrate. Time is represented as
/// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
/// non-tunneling collisions. If you change the time interval, you should call this function
/// again.
B2_API b2TOIOutput b2TimeOfImpact( const b2TOIInput* input );
/**@}*/
/**
* @defgroup collision Collision
* @brief Functions for colliding pairs of shapes
* @{
*/
/// A manifold point is a contact point belonging to a contact manifold.
/// It holds details related to the geometry and dynamics of the contact points.
/// Box2D uses speculative collision so some contact points may be separated.
/// You may use the totalNormalImpulse to determine if there was an interaction during
/// the time step.
typedef struct b2ManifoldPoint
{
/// Location of the contact point in world space. Subject to precision loss at large coordinates.
/// @note Should only be used for debugging.
b2Vec2 point;
/// Location of the contact point relative to shapeA's origin in world space
/// @note When used internally to the Box2D solver, this is relative to the body center of mass.
b2Vec2 anchorA;
/// Location of the contact point relative to shapeB's origin in world space
/// @note When used internally to the Box2D solver, this is relative to the body center of mass.
b2Vec2 anchorB;
/// The separation of the contact point, negative if penetrating
float separation;
/// The impulse along the manifold normal vector.
float normalImpulse;
/// The friction impulse
float tangentImpulse;
/// The total normal impulse applied across sub-stepping and restitution. This is important
/// to identify speculative contact points that had an interaction in the time step.
float totalNormalImpulse;
/// Relative normal velocity pre-solve. Used for hit events. If the normal impulse is
/// zero then there was no hit. Negative means shapes are approaching.
float normalVelocity;
/// Uniquely identifies a contact point between two shapes
uint16_t id;
/// Did this contact point exist the previous step?
bool persisted;
} b2ManifoldPoint;
/// A contact manifold describes the contact points between colliding shapes.
/// @note Box2D uses speculative collision so some contact points may be separated.
typedef struct b2Manifold
{
/// The unit normal vector in world space, points from shape A to bodyB
b2Vec2 normal;
/// Angular impulse applied for rolling resistance. N * m * s = kg * m^2 / s
float rollingImpulse;
/// The manifold points, up to two are possible in 2D
b2ManifoldPoint points[2];
/// The number of contacts points, will be 0, 1, or 2
int pointCount;
} b2Manifold;
/// Compute the contact manifold between two circles
B2_API b2Manifold b2CollideCircles( const b2Circle* circleA, b2Transform xfA, const b2Circle* circleB, b2Transform xfB );
/// Compute the contact manifold between a capsule and circle
B2_API b2Manifold b2CollideCapsuleAndCircle( const b2Capsule* capsuleA, b2Transform xfA, const b2Circle* circleB,
b2Transform xfB );
/// Compute the contact manifold between an segment and a circle
B2_API b2Manifold b2CollideSegmentAndCircle( const b2Segment* segmentA, b2Transform xfA, const b2Circle* circleB,
b2Transform xfB );
/// Compute the contact manifold between a polygon and a circle
B2_API b2Manifold b2CollidePolygonAndCircle( const b2Polygon* polygonA, b2Transform xfA, const b2Circle* circleB,
b2Transform xfB );
/// Compute the contact manifold between a capsule and circle
B2_API b2Manifold b2CollideCapsules( const b2Capsule* capsuleA, b2Transform xfA, const b2Capsule* capsuleB, b2Transform xfB );
/// Compute the contact manifold between an segment and a capsule
B2_API b2Manifold b2CollideSegmentAndCapsule( const b2Segment* segmentA, b2Transform xfA, const b2Capsule* capsuleB,
b2Transform xfB );
/// Compute the contact manifold between a polygon and capsule
B2_API b2Manifold b2CollidePolygonAndCapsule( const b2Polygon* polygonA, b2Transform xfA, const b2Capsule* capsuleB,
b2Transform xfB );
/// Compute the contact manifold between two polygons
B2_API b2Manifold b2CollidePolygons( const b2Polygon* polygonA, b2Transform xfA, const b2Polygon* polygonB, b2Transform xfB );
/// Compute the contact manifold between an segment and a polygon
B2_API b2Manifold b2CollideSegmentAndPolygon( const b2Segment* segmentA, b2Transform xfA, const b2Polygon* polygonB,
b2Transform xfB );
/// Compute the contact manifold between a chain segment and a circle
B2_API b2Manifold b2CollideChainSegmentAndCircle( const b2ChainSegment* segmentA, b2Transform xfA, const b2Circle* circleB,
b2Transform xfB );
/// Compute the contact manifold between a chain segment and a capsule
B2_API b2Manifold b2CollideChainSegmentAndCapsule( const b2ChainSegment* segmentA, b2Transform xfA, const b2Capsule* capsuleB,
b2Transform xfB, b2SimplexCache* cache );
/// Compute the contact manifold between a chain segment and a rounded polygon
B2_API b2Manifold b2CollideChainSegmentAndPolygon( const b2ChainSegment* segmentA, b2Transform xfA, const b2Polygon* polygonB,
b2Transform xfB, b2SimplexCache* cache );
/**@}*/
/**
* @defgroup tree Dynamic Tree
* The dynamic tree is a binary AABB tree to organize and query large numbers of geometric objects
*
* Box2D uses the dynamic tree internally to sort collision shapes into a binary bounding volume hierarchy.
* This data structure may have uses in games for organizing other geometry data and may be used independently
* of Box2D rigid body simulation.
*
* A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
* A dynamic tree arranges data in a binary tree to accelerate
* queries such as AABB queries and ray casts. Leaf nodes are proxies
* with an AABB. These are used to hold a user collision object.
* Nodes are pooled and relocatable, so I use node indices rather than pointers.
* The dynamic tree is made available for advanced users that would like to use it to organize
* spatial game data besides rigid bodies.
* @{
*/
/// The dynamic tree structure. This should be considered private data.
/// It is placed here for performance reasons.
typedef struct b2DynamicTree
{
/// The tree nodes
struct b2TreeNode* nodes;
/// The root index
int root;
/// The number of nodes
int nodeCount;
/// The allocated node space
int nodeCapacity;
/// Node free list
int freeList;
/// Number of proxies created
int proxyCount;
/// Leaf indices for rebuild
int* leafIndices;
/// Leaf bounding boxes for rebuild
b2AABB* leafBoxes;
/// Leaf bounding box centers for rebuild
b2Vec2* leafCenters;
/// Bins for sorting during rebuild
int* binIndices;
/// Allocated space for rebuilding
int rebuildCapacity;
} b2DynamicTree;
/// These are performance results returned by dynamic tree queries.
typedef struct b2TreeStats
{
/// Number of internal nodes visited during the query
int nodeVisits;
/// Number of leaf nodes visited during the query
int leafVisits;
} b2TreeStats;
/// Constructing the tree initializes the node pool.
B2_API b2DynamicTree b2DynamicTree_Create( void );
/// Destroy the tree, freeing the node pool.
B2_API void b2DynamicTree_Destroy( b2DynamicTree* tree );
/// Create a proxy. Provide an AABB and a userData value.
B2_API int b2DynamicTree_CreateProxy( b2DynamicTree* tree, b2AABB aabb, uint64_t categoryBits, uint64_t userData );
/// Destroy a proxy. This asserts if the id is invalid.
B2_API void b2DynamicTree_DestroyProxy( b2DynamicTree* tree, int proxyId );
/// Move a proxy to a new AABB by removing and reinserting into the tree.
B2_API void b2DynamicTree_MoveProxy( b2DynamicTree* tree, int proxyId, b2AABB aabb );
/// Enlarge a proxy and enlarge ancestors as necessary.
B2_API void b2DynamicTree_EnlargeProxy( b2DynamicTree* tree, int proxyId, b2AABB aabb );
/// Modify the category bits on a proxy. This is an expensive operation.
B2_API void b2DynamicTree_SetCategoryBits( b2DynamicTree* tree, int proxyId, uint64_t categoryBits );
/// Get the category bits on a proxy.
B2_API uint64_t b2DynamicTree_GetCategoryBits( b2DynamicTree* tree, int proxyId );
/// This function receives proxies found in the AABB query.
/// @return true if the query should continue
typedef bool b2TreeQueryCallbackFcn( int proxyId, uint64_t userData, void* context );
/// Query an AABB for overlapping proxies. The callback class is called for each proxy that overlaps the supplied AABB.
/// @return performance data
B2_API b2TreeStats b2DynamicTree_Query( const b2DynamicTree* tree, b2AABB aabb, uint64_t maskBits,
b2TreeQueryCallbackFcn* callback, void* context );
/// This function receives clipped ray cast input for a proxy. The function
/// returns the new ray fraction.
/// - return a value of 0 to terminate the ray cast
/// - return a value less than input->maxFraction to clip the ray
/// - return a value of input->maxFraction to continue the ray cast without clipping
typedef float b2TreeRayCastCallbackFcn( const b2RayCastInput* input, int proxyId, uint64_t userData, void* context );
/// 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
B2_API b2TreeStats b2DynamicTree_RayCast( const b2DynamicTree* tree, const b2RayCastInput* input, uint64_t maskBits,
b2TreeRayCastCallbackFcn* callback, void* context );
/// This function receives clipped ray cast input for a proxy. The function
/// returns the new ray fraction.
/// - return a value of 0 to terminate the ray cast
/// - return a value less than input->maxFraction to clip the ray
/// - return a value of input->maxFraction to continue the ray cast without clipping
typedef float b2TreeShapeCastCallbackFcn( const b2ShapeCastInput* input, int proxyId, uint64_t userData, void* context );
/// 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
B2_API b2TreeStats b2DynamicTree_ShapeCast( const b2DynamicTree* tree, const b2ShapeCastInput* input, uint64_t maskBits,
b2TreeShapeCastCallbackFcn* callback, void* context );
/// Get the height of the binary tree.
B2_API int b2DynamicTree_GetHeight( const b2DynamicTree* tree );
/// Get the ratio of the sum of the node areas to the root area.
B2_API float b2DynamicTree_GetAreaRatio( const b2DynamicTree* tree );
/// Get the bounding box that contains the entire tree
B2_API b2AABB b2DynamicTree_GetRootBounds( const b2DynamicTree* tree );
/// Get the number of proxies created
B2_API int b2DynamicTree_GetProxyCount( const b2DynamicTree* tree );
/// Rebuild the tree while retaining subtrees that haven't changed. Returns the number of boxes sorted.
B2_API int b2DynamicTree_Rebuild( b2DynamicTree* tree, bool fullBuild );
/// Get the number of bytes used by this tree
B2_API int b2DynamicTree_GetByteCount( const b2DynamicTree* tree );
/// Get proxy user data
B2_API uint64_t b2DynamicTree_GetUserData( const b2DynamicTree* tree, int proxyId );
/// Get the AABB of a proxy
B2_API b2AABB b2DynamicTree_GetAABB( const b2DynamicTree* tree, int proxyId );
/// Validate this tree. For testing.
B2_API void b2DynamicTree_Validate( const b2DynamicTree* tree );
/// Validate this tree has no enlarged AABBs. For testing.
B2_API void b2DynamicTree_ValidateNoEnlarged( const b2DynamicTree* tree );
/**@}*/
/**
* @defgroup character Character mover
* Character movement solver
* @{
*/
/// These are the collision planes returned from b2World_CollideMover
typedef struct b2PlaneResult
{
/// The collision plane between the mover and a convex shape
b2Plane plane;
// The collision point on the shape.
b2Vec2 point;
/// Did the collision register a hit? If not this plane should be ignored.
bool hit;
} b2PlaneResult;
/// These are collision planes that can be fed to b2SolvePlanes. Normally
/// this is assembled by the user from plane results in b2PlaneResult
typedef struct b2CollisionPlane
{
/// The collision plane between the mover and some shape
b2Plane plane;
/// Setting this to FLT_MAX makes the plane as rigid as possible. Lower values can
/// make the plane collision soft. Usually in meters.
float pushLimit;
/// The push on the mover determined by b2SolvePlanes. Usually in meters.
float push;
/// Indicates if b2ClipVector should clip against this plane. Should be false for soft collision.
bool clipVelocity;
} b2CollisionPlane;
/// Result returned by b2SolvePlanes
typedef struct b2PlaneSolverResult
{
/// The translation of the mover
b2Vec2 translation;
/// The number of iterations used by the plane solver. For diagnostics.
int iterationCount;
} b2PlaneSolverResult;
/// Solves the position of a mover that satisfies the given collision planes.
/// @param targetDelta the desired movement from the position used to generate the collision planes
/// @param planes the collision planes
/// @param count the number of collision planes
B2_API b2PlaneSolverResult b2SolvePlanes( b2Vec2 targetDelta, b2CollisionPlane* planes, int count );
/// Clips the velocity against the given collision planes. Planes with zero push or clipVelocity
/// set to false are skipped.
B2_API b2Vec2 b2ClipVector( b2Vec2 vector, const b2CollisionPlane* planes, int count );
/**@}*/