box2d-rails 0.0.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (73) hide show
  1. data/.gitignore +17 -0
  2. data/Gemfile +4 -0
  3. data/LICENSE.txt +22 -0
  4. data/README.md +29 -0
  5. data/Rakefile +1 -0
  6. data/box2d-rails.gemspec +20 -0
  7. data/lib/box2d-rails.rb +8 -0
  8. data/lib/box2d-rails/version.rb +5 -0
  9. data/vendor/assets/javascripts/box2d/collision/ClipVertex.js +35 -0
  10. data/vendor/assets/javascripts/box2d/collision/Features.js +61 -0
  11. data/vendor/assets/javascripts/box2d/collision/b2AABB.js +45 -0
  12. data/vendor/assets/javascripts/box2d/collision/b2Bound.js +43 -0
  13. data/vendor/assets/javascripts/box2d/collision/b2BoundValues.js +31 -0
  14. data/vendor/assets/javascripts/box2d/collision/b2BroadPhase.js +898 -0
  15. data/vendor/assets/javascripts/box2d/collision/b2BufferedPair.js +26 -0
  16. data/vendor/assets/javascripts/box2d/collision/b2Collision.js +738 -0
  17. data/vendor/assets/javascripts/box2d/collision/b2ContactID.js +52 -0
  18. data/vendor/assets/javascripts/box2d/collision/b2ContactPoint.js +35 -0
  19. data/vendor/assets/javascripts/box2d/collision/b2Distance.js +333 -0
  20. data/vendor/assets/javascripts/box2d/collision/b2Manifold.js +34 -0
  21. data/vendor/assets/javascripts/box2d/collision/b2OBB.js +34 -0
  22. data/vendor/assets/javascripts/box2d/collision/b2Pair.js +60 -0
  23. data/vendor/assets/javascripts/box2d/collision/b2PairCallback.js +34 -0
  24. data/vendor/assets/javascripts/box2d/collision/b2PairManager.js +386 -0
  25. data/vendor/assets/javascripts/box2d/collision/b2Proxy.js +40 -0
  26. data/vendor/assets/javascripts/box2d/collision/shapes/b2BoxDef.js +49 -0
  27. data/vendor/assets/javascripts/box2d/collision/shapes/b2CircleDef.js +49 -0
  28. data/vendor/assets/javascripts/box2d/collision/shapes/b2CircleShape.js +198 -0
  29. data/vendor/assets/javascripts/box2d/collision/shapes/b2MassData.js +36 -0
  30. data/vendor/assets/javascripts/box2d/collision/shapes/b2PolyDef.js +58 -0
  31. data/vendor/assets/javascripts/box2d/collision/shapes/b2PolyShape.js +492 -0
  32. data/vendor/assets/javascripts/box2d/collision/shapes/b2Shape.js +339 -0
  33. data/vendor/assets/javascripts/box2d/collision/shapes/b2ShapeDef.js +109 -0
  34. data/vendor/assets/javascripts/box2d/common/b2Settings.js +72 -0
  35. data/vendor/assets/javascripts/box2d/common/math/b2Mat22.js +130 -0
  36. data/vendor/assets/javascripts/box2d/common/math/b2Math.js +218 -0
  37. data/vendor/assets/javascripts/box2d/common/math/b2Vec2.js +131 -0
  38. data/vendor/assets/javascripts/box2d/dynamics/b2Body.js +469 -0
  39. data/vendor/assets/javascripts/box2d/dynamics/b2BodyDef.js +69 -0
  40. data/vendor/assets/javascripts/box2d/dynamics/b2CollisionFilter.js +42 -0
  41. data/vendor/assets/javascripts/box2d/dynamics/b2ContactManager.js +337 -0
  42. data/vendor/assets/javascripts/box2d/dynamics/b2Island.js +331 -0
  43. data/vendor/assets/javascripts/box2d/dynamics/b2TimeStep.js +27 -0
  44. data/vendor/assets/javascripts/box2d/dynamics/b2World.js +522 -0
  45. data/vendor/assets/javascripts/box2d/dynamics/b2WorldListener.js +52 -0
  46. data/vendor/assets/javascripts/box2d/dynamics/contacts/b2CircleContact.js +102 -0
  47. data/vendor/assets/javascripts/box2d/dynamics/contacts/b2Conservative.js +228 -0
  48. data/vendor/assets/javascripts/box2d/dynamics/contacts/b2Contact.js +201 -0
  49. data/vendor/assets/javascripts/box2d/dynamics/contacts/b2ContactConstraint.js +45 -0
  50. data/vendor/assets/javascripts/box2d/dynamics/contacts/b2ContactConstraintPoint.js +40 -0
  51. data/vendor/assets/javascripts/box2d/dynamics/contacts/b2ContactNode.js +33 -0
  52. data/vendor/assets/javascripts/box2d/dynamics/contacts/b2ContactRegister.js +30 -0
  53. data/vendor/assets/javascripts/box2d/dynamics/contacts/b2ContactSolver.js +537 -0
  54. data/vendor/assets/javascripts/box2d/dynamics/contacts/b2NullContact.js +65 -0
  55. data/vendor/assets/javascripts/box2d/dynamics/contacts/b2PolyAndCircleContact.js +103 -0
  56. data/vendor/assets/javascripts/box2d/dynamics/contacts/b2PolyContact.js +163 -0
  57. data/vendor/assets/javascripts/box2d/dynamics/joints/b2DistanceJoint.js +264 -0
  58. data/vendor/assets/javascripts/box2d/dynamics/joints/b2DistanceJointDef.js +49 -0
  59. data/vendor/assets/javascripts/box2d/dynamics/joints/b2GearJoint.js +307 -0
  60. data/vendor/assets/javascripts/box2d/dynamics/joints/b2GearJointDef.js +50 -0
  61. data/vendor/assets/javascripts/box2d/dynamics/joints/b2Jacobian.js +49 -0
  62. data/vendor/assets/javascripts/box2d/dynamics/joints/b2Joint.js +200 -0
  63. data/vendor/assets/javascripts/box2d/dynamics/joints/b2JointDef.js +40 -0
  64. data/vendor/assets/javascripts/box2d/dynamics/joints/b2JointNode.js +33 -0
  65. data/vendor/assets/javascripts/box2d/dynamics/joints/b2MouseJoint.js +234 -0
  66. data/vendor/assets/javascripts/box2d/dynamics/joints/b2MouseJointDef.js +53 -0
  67. data/vendor/assets/javascripts/box2d/dynamics/joints/b2PrismaticJoint.js +676 -0
  68. data/vendor/assets/javascripts/box2d/dynamics/joints/b2PrismaticJointDef.js +56 -0
  69. data/vendor/assets/javascripts/box2d/dynamics/joints/b2PulleyJoint.js +618 -0
  70. data/vendor/assets/javascripts/box2d/dynamics/joints/b2PulleyJointDef.js +70 -0
  71. data/vendor/assets/javascripts/box2d/dynamics/joints/b2RevoluteJoint.js +491 -0
  72. data/vendor/assets/javascripts/box2d/dynamics/joints/b2RevoluteJointDef.js +55 -0
  73. metadata +133 -0
@@ -0,0 +1,331 @@
1
+ /*
2
+ * Copyright (c) 2006-2007 Erin Catto http:
3
+ *
4
+ * This software is provided 'as-is', without any express or implied
5
+ * warranty. In no event will the authors be held liable for any damages
6
+ * arising from the use of this software.
7
+ * Permission is granted to anyone to use this software for any purpose,
8
+ * including commercial applications, and to alter it and redistribute it
9
+ * freely, subject to the following restrictions:
10
+ * 1. The origin of this software must not be misrepresented; you must not
11
+ * claim that you wrote the original software. If you use this software
12
+ * in a product, an acknowledgment in the product documentation would be
13
+ * appreciated but is not required.
14
+ * 2. Altered source versions must be plainly marked, and must not be
15
+ * misrepresented the original software.
16
+ * 3. This notice may not be removed or altered from any source distribution.
17
+ */
18
+
19
+
20
+
21
+
22
+
23
+ /*
24
+ Position Correction Notes
25
+ =========================
26
+ I tried the several algorithms for position correction of the 2D revolute joint.
27
+ I looked at these systems:
28
+ - simple pendulum (1m diameter sphere on massless 5m stick) with initial angular velocity of 100 rad/s.
29
+ - suspension bridge with 30 1m long planks of length 1m.
30
+ - multi-link chain with 30 1m long links.
31
+
32
+ Here are the algorithms:
33
+
34
+ Baumgarte - A fraction of the position error is added to the velocity error. There is no
35
+ separate position solver.
36
+
37
+ Pseudo Velocities - After the velocity solver and position integration,
38
+ the position error, Jacobian, and effective mass are recomputed. Then
39
+ the velocity constraints are solved with pseudo velocities and a fraction
40
+ of the position error is added to the pseudo velocity error. The pseudo
41
+ velocities are initialized to zero and there is no warm-starting. After
42
+ the position solver, the pseudo velocities are added to the positions.
43
+ This is also called the First Order World method or the Position LCP method.
44
+
45
+ Modified Nonlinear Gauss-Seidel (NGS) - Like Pseudo Velocities except the
46
+ position error is re-computed for each constraint and the positions are updated
47
+ after the constraint is solved. The radius vectors (aka Jacobians) are
48
+ re-computed too (otherwise the algorithm has horrible instability). The pseudo
49
+ velocity states are not needed because they are effectively zero at the beginning
50
+ of each iteration. Since we have the current position error, we allow the
51
+ iterations to terminate early if the error becomes smaller than b2_linearSlop.
52
+
53
+ Full NGS or just NGS - Like Modified NGS except the effective mass are re-computed
54
+ each time a constraint is solved.
55
+
56
+ Here are the results:
57
+ Baumgarte - this is the cheapest algorithm but it has some stability problems,
58
+ especially with the bridge. The chain links separate easily close to the root
59
+ and they jitter struggle to pull together. This is one of the most common
60
+ methods in the field. The big drawback is that the position correction artificially
61
+ affects the momentum, thus leading to instabilities and false bounce. I used a
62
+ bias factor of 0.2. A larger bias factor makes the bridge less stable, a smaller
63
+ factor makes joints and contacts more spongy.
64
+
65
+ Pseudo Velocities - the is more stable than the Baumgarte method. The bridge is
66
+ stable. However, joints still separate with large angular velocities. Drag the
67
+ simple pendulum in a circle quickly and the joint will separate. The chain separates
68
+ easily and does not recover. I used a bias factor of 0.2. A larger value lead to
69
+ the bridge collapsing when a heavy cube drops on it.
70
+
71
+ Modified NGS - this algorithm is better in some ways than Baumgarte and Pseudo
72
+ Velocities, but in other ways it is worse. The bridge and chain are much more
73
+ stable, but the simple pendulum goes unstable at high angular velocities.
74
+
75
+ Full NGS - stable in all tests. The joints display good stiffness. The bridge
76
+ still sags, but this is better than infinite forces.
77
+
78
+ Recommendations
79
+ Pseudo Velocities are not really worthwhile because the bridge and chain cannot
80
+ recover from joint separation. In other cases the benefit over Baumgarte is small.
81
+
82
+ Modified NGS is not a robust method for the revolute joint due to the violent
83
+ instability seen in the simple pendulum. Perhaps it is viable with other constraint
84
+ types, especially scalar constraints where the effective mass is a scalar.
85
+
86
+ This leaves Baumgarte and Full NGS. Baumgarte has small, but manageable instabilities
87
+ and is very fast. I don't think we can escape Baumgarte, especially in highly
88
+ demanding cases where high constraint fidelity is not needed.
89
+
90
+ Full NGS is robust and easy on the eyes. I recommend this option for
91
+ higher fidelity simulation and certainly for suspension bridges and long chains.
92
+ Full NGS might be a good choice for ragdolls, especially motorized ragdolls where
93
+ joint separation can be problematic. The number of NGS iterations can be reduced
94
+ for better performance without harming robustness much.
95
+
96
+ Each joint in a can be handled differently in the position solver. So I recommend
97
+ a system where the user can select the algorithm on a per joint basis. I would
98
+ probably default to the slower Full NGS and let the user select the faster
99
+ Baumgarte method in performance critical scenarios.
100
+ */
101
+
102
+
103
+ var b2Island = Class.create();
104
+ b2Island.prototype =
105
+ {
106
+ initialize: function(bodyCapacity, contactCapacity, jointCapacity, allocator)
107
+ {
108
+ var i = 0;
109
+
110
+ this.m_bodyCapacity = bodyCapacity;
111
+ this.m_contactCapacity = contactCapacity;
112
+ this.m_jointCapacity = jointCapacity;
113
+ this.m_bodyCount = 0;
114
+ this.m_contactCount = 0;
115
+ this.m_jointCount = 0;
116
+
117
+
118
+ //this.m_bodies = (b2Body**)allocator->Allocate(bodyCapacity * sizeof(b2Body*));
119
+ this.m_bodies = new Array(bodyCapacity);
120
+ for (i = 0; i < bodyCapacity; i++)
121
+ this.m_bodies[i] = null;
122
+
123
+ //this.m_contacts = (b2Contact**)allocator->Allocate(contactCapacity * sizeof(b2Contact*));
124
+ this.m_contacts = new Array(contactCapacity);
125
+ for (i = 0; i < contactCapacity; i++)
126
+ this.m_contacts[i] = null;
127
+
128
+ //this.m_joints = (b2Joint**)allocator->Allocate(jointCapacity * sizeof(b2Joint*));
129
+ this.m_joints = new Array(jointCapacity);
130
+ for (i = 0; i < jointCapacity; i++)
131
+ this.m_joints[i] = null;
132
+
133
+ this.m_allocator = allocator;
134
+ },
135
+ //~b2Island();
136
+
137
+ Clear: function()
138
+ {
139
+ this.m_bodyCount = 0;
140
+ this.m_contactCount = 0;
141
+ this.m_jointCount = 0;
142
+ },
143
+
144
+ Solve: function(step, gravity)
145
+ {
146
+ var i = 0;
147
+ var b;
148
+
149
+ for (i = 0; i < this.m_bodyCount; ++i)
150
+ {
151
+ b = this.m_bodies[i];
152
+
153
+ if (b.m_invMass == 0.0)
154
+ continue;
155
+
156
+ b.m_linearVelocity.Add( b2Math.MulFV (step.dt, b2Math.AddVV(gravity, b2Math.MulFV( b.m_invMass, b.m_force ) ) ) );
157
+ b.m_angularVelocity += step.dt * b.m_invI * b.m_torque;
158
+
159
+ //b.m_linearVelocity *= b.m_linearDamping;
160
+ b.m_linearVelocity.Multiply(b.m_linearDamping);
161
+ b.m_angularVelocity *= b.m_angularDamping;
162
+
163
+ // Store positions for conservative advancement.
164
+ b.m_position0.SetV(b.m_position);
165
+ b.m_rotation0 = b.m_rotation;
166
+ }
167
+
168
+ var contactSolver = new b2ContactSolver(this.m_contacts, this.m_contactCount, this.m_allocator);
169
+
170
+ // Pre-solve
171
+ contactSolver.PreSolve();
172
+
173
+ for (i = 0; i < this.m_jointCount; ++i)
174
+ {
175
+ this.m_joints[i].PrepareVelocitySolver();
176
+ }
177
+
178
+ // this.Solve velocity constraints.
179
+ for (i = 0; i < step.iterations; ++i)
180
+ {
181
+ contactSolver.SolveVelocityConstraints();
182
+
183
+ for (var j = 0; j < this.m_jointCount; ++j)
184
+ {
185
+ this.m_joints[j].SolveVelocityConstraints(step);
186
+ }
187
+ }
188
+
189
+ // Integrate positions.
190
+ for (i = 0; i < this.m_bodyCount; ++i)
191
+ {
192
+ b = this.m_bodies[i];
193
+
194
+ if (b.m_invMass == 0.0)
195
+ continue;
196
+
197
+ //b.m_position.Add( b2Math.MulFV (step.dt, b.m_linearVelocity) );
198
+ b.m_position.x += step.dt * b.m_linearVelocity.x;
199
+ b.m_position.y += step.dt * b.m_linearVelocity.y;
200
+ b.m_rotation += step.dt * b.m_angularVelocity;
201
+
202
+ b.m_R.Set(b.m_rotation);
203
+ }
204
+
205
+ for (i = 0; i < this.m_jointCount; ++i)
206
+ {
207
+ this.m_joints[i].PreparePositionSolver();
208
+ }
209
+
210
+ // this.Solve position constraints.
211
+ if (b2World.s_enablePositionCorrection)
212
+ {
213
+ for (b2Island.m_positionIterationCount = 0; b2Island.m_positionIterationCount < step.iterations; ++b2Island.m_positionIterationCount)
214
+ {
215
+ var contactsOkay = contactSolver.SolvePositionConstraints(b2Settings.b2_contactBaumgarte);
216
+
217
+ var jointsOkay = true;
218
+ for (i = 0; i < this.m_jointCount; ++i)
219
+ {
220
+ var jointOkay = this.m_joints[i].SolvePositionConstraints();
221
+ jointsOkay = jointsOkay && jointOkay;
222
+ }
223
+
224
+ if (contactsOkay && jointsOkay)
225
+ {
226
+ break;
227
+ }
228
+ }
229
+ }
230
+
231
+ // Post-solve.
232
+ contactSolver.PostSolve();
233
+
234
+ // Synchronize shapes and reset forces.
235
+ for (i = 0; i < this.m_bodyCount; ++i)
236
+ {
237
+ b = this.m_bodies[i];
238
+
239
+ if (b.m_invMass == 0.0)
240
+ continue;
241
+
242
+ b.m_R.Set(b.m_rotation);
243
+
244
+ b.SynchronizeShapes();
245
+ b.m_force.Set(0.0, 0.0);
246
+ b.m_torque = 0.0;
247
+ }
248
+ },
249
+
250
+ UpdateSleep: function(dt)
251
+ {
252
+ var i = 0;
253
+ var b;
254
+
255
+ var minSleepTime = Number.MAX_VALUE;
256
+
257
+ var linTolSqr = b2Settings.b2_linearSleepTolerance * b2Settings.b2_linearSleepTolerance;
258
+ var angTolSqr = b2Settings.b2_angularSleepTolerance * b2Settings.b2_angularSleepTolerance;
259
+
260
+ for (i = 0; i < this.m_bodyCount; ++i)
261
+ {
262
+ b = this.m_bodies[i];
263
+ if (b.m_invMass == 0.0)
264
+ {
265
+ continue;
266
+ }
267
+
268
+ if ((b.m_flags & b2Body.e_allowSleepFlag) == 0)
269
+ {
270
+ b.m_sleepTime = 0.0;
271
+ minSleepTime = 0.0;
272
+ }
273
+
274
+ if ((b.m_flags & b2Body.e_allowSleepFlag) == 0 ||
275
+ b.m_angularVelocity * b.m_angularVelocity > angTolSqr ||
276
+ b2Math.b2Dot(b.m_linearVelocity, b.m_linearVelocity) > linTolSqr)
277
+ {
278
+ b.m_sleepTime = 0.0;
279
+ minSleepTime = 0.0;
280
+ }
281
+ else
282
+ {
283
+ b.m_sleepTime += dt;
284
+ minSleepTime = b2Math.b2Min(minSleepTime, b.m_sleepTime);
285
+ }
286
+ }
287
+
288
+ if (minSleepTime >= b2Settings.b2_timeToSleep)
289
+ {
290
+ for (i = 0; i < this.m_bodyCount; ++i)
291
+ {
292
+ b = this.m_bodies[i];
293
+ b.m_flags |= b2Body.e_sleepFlag;
294
+ }
295
+ }
296
+ },
297
+
298
+ AddBody: function(body)
299
+ {
300
+ //b2Settings.b2Assert(this.m_bodyCount < this.m_bodyCapacity);
301
+ this.m_bodies[this.m_bodyCount++] = body;
302
+ },
303
+
304
+ AddContact: function(contact)
305
+ {
306
+ //b2Settings.b2Assert(this.m_contactCount < this.m_contactCapacity);
307
+ this.m_contacts[this.m_contactCount++] = contact;
308
+ },
309
+
310
+ AddJoint: function(joint)
311
+ {
312
+ //b2Settings.b2Assert(this.m_jointCount < this.m_jointCapacity);
313
+ this.m_joints[this.m_jointCount++] = joint;
314
+ },
315
+
316
+ m_allocator: null,
317
+
318
+ m_bodies: null,
319
+ m_contacts: null,
320
+ m_joints: null,
321
+
322
+ m_bodyCount: 0,
323
+ m_jointCount: 0,
324
+ m_contactCount: 0,
325
+
326
+ m_bodyCapacity: 0,
327
+ m_contactCapacity: 0,
328
+ m_jointCapacity: 0,
329
+
330
+ m_positionError: null};
331
+ b2Island.m_positionIterationCount = 0;
@@ -0,0 +1,27 @@
1
+ /*
2
+ * Copyright (c) 2006-2007 Erin Catto http:
3
+ *
4
+ * This software is provided 'as-is', without any express or implied
5
+ * warranty. In no event will the authors be held liable for any damages
6
+ * arising from the use of this software.
7
+ * Permission is granted to anyone to use this software for any purpose,
8
+ * including commercial applications, and to alter it and redistribute it
9
+ * freely, subject to the following restrictions:
10
+ * 1. The origin of this software must not be misrepresented; you must not
11
+ * claim that you wrote the original software. If you use this software
12
+ * in a product, an acknowledgment in the product documentation would be
13
+ * appreciated but is not required.
14
+ * 2. Altered source versions must be plainly marked, and must not be
15
+ * misrepresented the original software.
16
+ * 3. This notice may not be removed or altered from any source distribution.
17
+ */
18
+
19
+
20
+
21
+ var b2TimeStep = Class.create();
22
+ b2TimeStep.prototype =
23
+ {
24
+ dt: null,
25
+ inv_dt: null,
26
+ iterations: 0,
27
+ initialize: function() {}};
@@ -0,0 +1,522 @@
1
+ /*
2
+ * Copyright (c) 2006-2007 Erin Catto http:
3
+ *
4
+ * This software is provided 'as-is', without any express or implied
5
+ * warranty. In no event will the authors be held liable for any damages
6
+ * arising from the use of this software.
7
+ * Permission is granted to anyone to use this software for any purpose,
8
+ * including commercial applications, and to alter it and redistribute it
9
+ * freely, subject to the following restrictions:
10
+ * 1. The origin of this software must not be misrepresented; you must not
11
+ * claim that you wrote the original software. If you use this software
12
+ * in a product, an acknowledgment in the product documentation would be
13
+ * appreciated but is not required.
14
+ * 2. Altered source versions must be plainly marked, and must not be
15
+ * misrepresented the original software.
16
+ * 3. This notice may not be removed or altered from any source distribution.
17
+ */
18
+
19
+
20
+
21
+
22
+ var b2World = Class.create();
23
+ b2World.prototype =
24
+ {
25
+ initialize: function(worldAABB, gravity, doSleep){
26
+ // initialize instance variables for references
27
+ this.step = new b2TimeStep();
28
+ this.m_contactManager = new b2ContactManager();
29
+ //
30
+
31
+
32
+ this.m_listener = null;
33
+ this.m_filter = b2CollisionFilter.b2_defaultFilter;
34
+
35
+ this.m_bodyList = null;
36
+ this.m_contactList = null;
37
+ this.m_jointList = null;
38
+
39
+ this.m_bodyCount = 0;
40
+ this.m_contactCount = 0;
41
+ this.m_jointCount = 0;
42
+
43
+ this.m_bodyDestroyList = null;
44
+
45
+ this.m_allowSleep = doSleep;
46
+
47
+ this.m_gravity = gravity;
48
+
49
+ this.m_contactManager.m_world = this;
50
+ this.m_broadPhase = new b2BroadPhase(worldAABB, this.m_contactManager);
51
+
52
+ var bd = new b2BodyDef();
53
+ this.m_groundBody = this.CreateBody(bd);
54
+ },
55
+ //~b2World(){
56
+ // this.DestroyBody(this.m_groundBody);
57
+ // delete this.m_broadPhase;
58
+ //}
59
+
60
+ // Set a callback to notify you when a joint is implicitly destroyed
61
+ // when an attached body is destroyed.
62
+ SetListener: function(listener){
63
+ this.m_listener = listener;
64
+ },
65
+
66
+ // Register a collision filter to provide specific control over collision.
67
+ // Otherwise the default filter is used (b2CollisionFilter).
68
+ SetFilter: function(filter){
69
+ this.m_filter = filter;
70
+ },
71
+
72
+ // Create and destroy rigid bodies. Destruction is deferred until the
73
+ // the next call to this.Step. This is done so that bodies may be destroyed
74
+ // while you iterate through the contact list.
75
+ CreateBody: function(def){
76
+ //void* mem = this.m_blockAllocator.Allocate(sizeof(b2Body));
77
+ var b = new b2Body(def, this);
78
+ b.m_prev = null;
79
+
80
+ b.m_next = this.m_bodyList;
81
+ if (this.m_bodyList)
82
+ {
83
+ this.m_bodyList.m_prev = b;
84
+ }
85
+ this.m_bodyList = b;
86
+ ++this.m_bodyCount;
87
+
88
+ return b;
89
+ },
90
+ // Body destruction is deferred to make contact processing more robust.
91
+ DestroyBody: function(b)
92
+ {
93
+
94
+ if (b.m_flags & b2Body.e_destroyFlag)
95
+ {
96
+ return;
97
+ }
98
+
99
+ // Remove from normal body list.
100
+ if (b.m_prev)
101
+ {
102
+ b.m_prev.m_next = b.m_next;
103
+ }
104
+
105
+ if (b.m_next)
106
+ {
107
+ b.m_next.m_prev = b.m_prev;
108
+ }
109
+
110
+ if (b == this.m_bodyList)
111
+ {
112
+ this.m_bodyList = b.m_next;
113
+ }
114
+
115
+ b.m_flags |= b2Body.e_destroyFlag;
116
+ //b2Settings.b2Assert(this.m_bodyCount > 0);
117
+ --this.m_bodyCount;
118
+
119
+ //b->~b2Body();
120
+ //b.Destroy();
121
+ // Add to the deferred destruction list.
122
+ b.m_prev = null;
123
+ b.m_next = this.m_bodyDestroyList;
124
+ this.m_bodyDestroyList = b;
125
+ },
126
+
127
+ CleanBodyList: function()
128
+ {
129
+ this.m_contactManager.m_destroyImmediate = true;
130
+
131
+ var b = this.m_bodyDestroyList;
132
+ while (b)
133
+ {
134
+ //b2Settings.b2Assert((b.m_flags & b2Body.e_destroyFlag) != 0);
135
+
136
+ // Preserve the next pointer.
137
+ var b0 = b;
138
+ b = b.m_next;
139
+
140
+ // Delete the attached joints
141
+ var jn = b0.m_jointList;
142
+ while (jn)
143
+ {
144
+ var jn0 = jn;
145
+ jn = jn.next;
146
+
147
+ if (this.m_listener)
148
+ {
149
+ this.m_listener.NotifyJointDestroyed(jn0.joint);
150
+ }
151
+
152
+ this.DestroyJoint(jn0.joint);
153
+ }
154
+
155
+ b0.Destroy();
156
+ //this.m_blockAllocator.Free(b0, sizeof(b2Body));
157
+ }
158
+
159
+ // Reset the list.
160
+ this.m_bodyDestroyList = null;
161
+
162
+ this.m_contactManager.m_destroyImmediate = false;
163
+ },
164
+
165
+ CreateJoint: function(def){
166
+ var j = b2Joint.Create(def, this.m_blockAllocator);
167
+
168
+ // Connect to the world list.
169
+ j.m_prev = null;
170
+ j.m_next = this.m_jointList;
171
+ if (this.m_jointList)
172
+ {
173
+ this.m_jointList.m_prev = j;
174
+ }
175
+ this.m_jointList = j;
176
+ ++this.m_jointCount;
177
+
178
+ // Connect to the bodies
179
+ j.m_node1.joint = j;
180
+ j.m_node1.other = j.m_body2;
181
+ j.m_node1.prev = null;
182
+ j.m_node1.next = j.m_body1.m_jointList;
183
+ if (j.m_body1.m_jointList) j.m_body1.m_jointList.prev = j.m_node1;
184
+ j.m_body1.m_jointList = j.m_node1;
185
+
186
+ j.m_node2.joint = j;
187
+ j.m_node2.other = j.m_body1;
188
+ j.m_node2.prev = null;
189
+ j.m_node2.next = j.m_body2.m_jointList;
190
+ if (j.m_body2.m_jointList) j.m_body2.m_jointList.prev = j.m_node2;
191
+ j.m_body2.m_jointList = j.m_node2;
192
+
193
+ // If the joint prevents collisions, then reset collision filtering.
194
+ if (def.collideConnected == false)
195
+ {
196
+ // Reset the proxies on the body with the minimum number of shapes.
197
+ var b = def.body1.m_shapeCount < def.body2.m_shapeCount ? def.body1 : def.body2;
198
+ for (var s = b.m_shapeList; s; s = s.m_next)
199
+ {
200
+ s.ResetProxy(this.m_broadPhase);
201
+ }
202
+ }
203
+
204
+ return j;
205
+ },
206
+ DestroyJoint: function(j)
207
+ {
208
+
209
+ var collideConnected = j.m_collideConnected;
210
+
211
+ // Remove from the world.
212
+ if (j.m_prev)
213
+ {
214
+ j.m_prev.m_next = j.m_next;
215
+ }
216
+
217
+ if (j.m_next)
218
+ {
219
+ j.m_next.m_prev = j.m_prev;
220
+ }
221
+
222
+ if (j == this.m_jointList)
223
+ {
224
+ this.m_jointList = j.m_next;
225
+ }
226
+
227
+ // Disconnect from island graph.
228
+ var body1 = j.m_body1;
229
+ var body2 = j.m_body2;
230
+
231
+ // Wake up touching bodies.
232
+ body1.WakeUp();
233
+ body2.WakeUp();
234
+
235
+ // Remove from body 1
236
+ if (j.m_node1.prev)
237
+ {
238
+ j.m_node1.prev.next = j.m_node1.next;
239
+ }
240
+
241
+ if (j.m_node1.next)
242
+ {
243
+ j.m_node1.next.prev = j.m_node1.prev;
244
+ }
245
+
246
+ if (j.m_node1 == body1.m_jointList)
247
+ {
248
+ body1.m_jointList = j.m_node1.next;
249
+ }
250
+
251
+ j.m_node1.prev = null;
252
+ j.m_node1.next = null;
253
+
254
+ // Remove from body 2
255
+ if (j.m_node2.prev)
256
+ {
257
+ j.m_node2.prev.next = j.m_node2.next;
258
+ }
259
+
260
+ if (j.m_node2.next)
261
+ {
262
+ j.m_node2.next.prev = j.m_node2.prev;
263
+ }
264
+
265
+ if (j.m_node2 == body2.m_jointList)
266
+ {
267
+ body2.m_jointList = j.m_node2.next;
268
+ }
269
+
270
+ j.m_node2.prev = null;
271
+ j.m_node2.next = null;
272
+
273
+ b2Joint.Destroy(j, this.m_blockAllocator);
274
+
275
+ //b2Settings.b2Assert(this.m_jointCount > 0);
276
+ --this.m_jointCount;
277
+
278
+ // If the joint prevents collisions, then reset collision filtering.
279
+ if (collideConnected == false)
280
+ {
281
+ // Reset the proxies on the body with the minimum number of shapes.
282
+ var b = body1.m_shapeCount < body2.m_shapeCount ? body1 : body2;
283
+ for (var s = b.m_shapeList; s; s = s.m_next)
284
+ {
285
+ s.ResetProxy(this.m_broadPhase);
286
+ }
287
+ }
288
+ },
289
+
290
+ // The world provides a single ground body with no collision shapes. You
291
+ // can use this to simplify the creation of joints.
292
+ GetGroundBody: function(){
293
+ return this.m_groundBody;
294
+ },
295
+
296
+
297
+ step: new b2TimeStep(),
298
+ // this.Step
299
+ Step: function(dt, iterations){
300
+
301
+ var b;
302
+ var other;
303
+
304
+
305
+ this.step.dt = dt;
306
+ this.step.iterations = iterations;
307
+ if (dt > 0.0)
308
+ {
309
+ this.step.inv_dt = 1.0 / dt;
310
+ }
311
+ else
312
+ {
313
+ this.step.inv_dt = 0.0;
314
+ }
315
+
316
+ this.m_positionIterationCount = 0;
317
+
318
+ // Handle deferred contact destruction.
319
+ this.m_contactManager.CleanContactList();
320
+
321
+ // Handle deferred body destruction.
322
+ this.CleanBodyList();
323
+
324
+ // Update contacts.
325
+ this.m_contactManager.Collide();
326
+
327
+ // Size the island for the worst case.
328
+ var island = new b2Island(this.m_bodyCount, this.m_contactCount, this.m_jointCount, this.m_stackAllocator);
329
+
330
+ // Clear all the island flags.
331
+ for (b = this.m_bodyList; b != null; b = b.m_next)
332
+ {
333
+ b.m_flags &= ~b2Body.e_islandFlag;
334
+ }
335
+ for (var c = this.m_contactList; c != null; c = c.m_next)
336
+ {
337
+ c.m_flags &= ~b2Contact.e_islandFlag;
338
+ }
339
+ for (var j = this.m_jointList; j != null; j = j.m_next)
340
+ {
341
+ j.m_islandFlag = false;
342
+ }
343
+
344
+ // Build and simulate all awake islands.
345
+ var stackSize = this.m_bodyCount;
346
+ //var stack = (b2Body**)this.m_stackAllocator.Allocate(stackSize * sizeof(b2Body*));
347
+ var stack = new Array(this.m_bodyCount);
348
+ for (var k = 0; k < this.m_bodyCount; k++)
349
+ stack[k] = null;
350
+
351
+ for (var seed = this.m_bodyList; seed != null; seed = seed.m_next)
352
+ {
353
+ if (seed.m_flags & (b2Body.e_staticFlag | b2Body.e_islandFlag | b2Body.e_sleepFlag | b2Body.e_frozenFlag))
354
+ {
355
+ continue;
356
+ }
357
+
358
+ // Reset island and stack.
359
+ island.Clear();
360
+ var stackCount = 0;
361
+ stack[stackCount++] = seed;
362
+ seed.m_flags |= b2Body.e_islandFlag;;
363
+
364
+ // Perform a depth first search (DFS) on the constraint graph.
365
+ while (stackCount > 0)
366
+ {
367
+ // Grab the next body off the stack and add it to the island.
368
+ b = stack[--stackCount];
369
+ island.AddBody(b);
370
+
371
+ // Make sure the body is awake.
372
+ b.m_flags &= ~b2Body.e_sleepFlag;
373
+
374
+ // To keep islands, we don't
375
+ // propagate islands across static bodies.
376
+ if (b.m_flags & b2Body.e_staticFlag)
377
+ {
378
+ continue;
379
+ }
380
+
381
+ // Search all contacts connected to this body.
382
+ for (var cn = b.m_contactList; cn != null; cn = cn.next)
383
+ {
384
+ if (cn.contact.m_flags & b2Contact.e_islandFlag)
385
+ {
386
+ continue;
387
+ }
388
+
389
+ island.AddContact(cn.contact);
390
+ cn.contact.m_flags |= b2Contact.e_islandFlag;
391
+
392
+ other = cn.other;
393
+ if (other.m_flags & b2Body.e_islandFlag)
394
+ {
395
+ continue;
396
+ }
397
+
398
+ //b2Settings.b2Assert(stackCount < stackSize);
399
+ stack[stackCount++] = other;
400
+ other.m_flags |= b2Body.e_islandFlag;
401
+ }
402
+
403
+ // Search all joints connect to this body.
404
+ for (var jn = b.m_jointList; jn != null; jn = jn.next)
405
+ {
406
+ if (jn.joint.m_islandFlag == true)
407
+ {
408
+ continue;
409
+ }
410
+
411
+ island.AddJoint(jn.joint);
412
+ jn.joint.m_islandFlag = true;
413
+
414
+ other = jn.other;
415
+ if (other.m_flags & b2Body.e_islandFlag)
416
+ {
417
+ continue;
418
+ }
419
+
420
+ //b2Settings.b2Assert(stackCount < stackSize);
421
+ stack[stackCount++] = other;
422
+ other.m_flags |= b2Body.e_islandFlag;
423
+ }
424
+ }
425
+
426
+ island.Solve(this.step, this.m_gravity);
427
+
428
+ this.m_positionIterationCount = b2Math.b2Max(this.m_positionIterationCount, b2Island.m_positionIterationCount);
429
+
430
+ if (this.m_allowSleep)
431
+ {
432
+ island.UpdateSleep(dt);
433
+ }
434
+
435
+ // Post solve cleanup.
436
+ for (var i = 0; i < island.m_bodyCount; ++i)
437
+ {
438
+ // Allow static bodies to participate in other islands.
439
+ b = island.m_bodies[i];
440
+ if (b.m_flags & b2Body.e_staticFlag)
441
+ {
442
+ b.m_flags &= ~b2Body.e_islandFlag;
443
+ }
444
+
445
+ // Handle newly frozen bodies.
446
+ if (b.IsFrozen() && this.m_listener)
447
+ {
448
+ var response = this.m_listener.NotifyBoundaryViolated(b);
449
+ if (response == b2WorldListener.b2_destroyBody)
450
+ {
451
+ this.DestroyBody(b);
452
+ b = null;
453
+ island.m_bodies[i] = null;
454
+ }
455
+ }
456
+ }
457
+ }
458
+
459
+ this.m_broadPhase.Commit();
460
+
461
+ //this.m_stackAllocator.Free(stack);
462
+ },
463
+
464
+ // this.Query the world for all shapes that potentially overlap the
465
+ // provided AABB. You provide a shape pointer buffer of specified
466
+ // size. The number of shapes found is returned.
467
+ Query: function(aabb, shapes, maxCount){
468
+
469
+ //void** results = (void**)this.m_stackAllocator.Allocate(maxCount * sizeof(void*));
470
+ var results = new Array();
471
+ var count = this.m_broadPhase.QueryAABB(aabb, results, maxCount);
472
+
473
+ for (var i = 0; i < count; ++i)
474
+ {
475
+ shapes[i] = results[i];
476
+ }
477
+
478
+ //this.m_stackAllocator.Free(results);
479
+ return count;
480
+ },
481
+
482
+ // You can use these to iterate over all the bodies, joints, and contacts.
483
+ GetBodyList: function(){
484
+ return this.m_bodyList;
485
+ },
486
+ GetJointList: function(){
487
+ return this.m_jointList;
488
+ },
489
+ GetContactList: function(){
490
+ return this.m_contactList;
491
+ },
492
+
493
+ //--------------- Internals Below -------------------
494
+
495
+ m_blockAllocator: null,
496
+ m_stackAllocator: null,
497
+
498
+ m_broadPhase: null,
499
+ m_contactManager: new b2ContactManager(),
500
+
501
+ m_bodyList: null,
502
+ m_contactList: null,
503
+ m_jointList: null,
504
+
505
+ m_bodyCount: 0,
506
+ m_contactCount: 0,
507
+ m_jointCount: 0,
508
+
509
+ // These bodies will be destroyed at the next time this.step.
510
+ m_bodyDestroyList: null,
511
+
512
+ m_gravity: null,
513
+ m_allowSleep: null,
514
+
515
+ m_groundBody: null,
516
+
517
+ m_listener: null,
518
+ m_filter: null,
519
+
520
+ m_positionIterationCount: 0};
521
+ b2World.s_enablePositionCorrection = 1;
522
+ b2World.s_enableWarmStarting = 1;