box2d-rails 0.0.1
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- data/.gitignore +17 -0
- data/Gemfile +4 -0
- data/LICENSE.txt +22 -0
- data/README.md +29 -0
- data/Rakefile +1 -0
- data/box2d-rails.gemspec +20 -0
- data/lib/box2d-rails.rb +8 -0
- data/lib/box2d-rails/version.rb +5 -0
- data/vendor/assets/javascripts/box2d/collision/ClipVertex.js +35 -0
- data/vendor/assets/javascripts/box2d/collision/Features.js +61 -0
- data/vendor/assets/javascripts/box2d/collision/b2AABB.js +45 -0
- data/vendor/assets/javascripts/box2d/collision/b2Bound.js +43 -0
- data/vendor/assets/javascripts/box2d/collision/b2BoundValues.js +31 -0
- data/vendor/assets/javascripts/box2d/collision/b2BroadPhase.js +898 -0
- data/vendor/assets/javascripts/box2d/collision/b2BufferedPair.js +26 -0
- data/vendor/assets/javascripts/box2d/collision/b2Collision.js +738 -0
- data/vendor/assets/javascripts/box2d/collision/b2ContactID.js +52 -0
- data/vendor/assets/javascripts/box2d/collision/b2ContactPoint.js +35 -0
- data/vendor/assets/javascripts/box2d/collision/b2Distance.js +333 -0
- data/vendor/assets/javascripts/box2d/collision/b2Manifold.js +34 -0
- data/vendor/assets/javascripts/box2d/collision/b2OBB.js +34 -0
- data/vendor/assets/javascripts/box2d/collision/b2Pair.js +60 -0
- data/vendor/assets/javascripts/box2d/collision/b2PairCallback.js +34 -0
- data/vendor/assets/javascripts/box2d/collision/b2PairManager.js +386 -0
- data/vendor/assets/javascripts/box2d/collision/b2Proxy.js +40 -0
- data/vendor/assets/javascripts/box2d/collision/shapes/b2BoxDef.js +49 -0
- data/vendor/assets/javascripts/box2d/collision/shapes/b2CircleDef.js +49 -0
- data/vendor/assets/javascripts/box2d/collision/shapes/b2CircleShape.js +198 -0
- data/vendor/assets/javascripts/box2d/collision/shapes/b2MassData.js +36 -0
- data/vendor/assets/javascripts/box2d/collision/shapes/b2PolyDef.js +58 -0
- data/vendor/assets/javascripts/box2d/collision/shapes/b2PolyShape.js +492 -0
- data/vendor/assets/javascripts/box2d/collision/shapes/b2Shape.js +339 -0
- data/vendor/assets/javascripts/box2d/collision/shapes/b2ShapeDef.js +109 -0
- data/vendor/assets/javascripts/box2d/common/b2Settings.js +72 -0
- data/vendor/assets/javascripts/box2d/common/math/b2Mat22.js +130 -0
- data/vendor/assets/javascripts/box2d/common/math/b2Math.js +218 -0
- data/vendor/assets/javascripts/box2d/common/math/b2Vec2.js +131 -0
- data/vendor/assets/javascripts/box2d/dynamics/b2Body.js +469 -0
- data/vendor/assets/javascripts/box2d/dynamics/b2BodyDef.js +69 -0
- data/vendor/assets/javascripts/box2d/dynamics/b2CollisionFilter.js +42 -0
- data/vendor/assets/javascripts/box2d/dynamics/b2ContactManager.js +337 -0
- data/vendor/assets/javascripts/box2d/dynamics/b2Island.js +331 -0
- data/vendor/assets/javascripts/box2d/dynamics/b2TimeStep.js +27 -0
- data/vendor/assets/javascripts/box2d/dynamics/b2World.js +522 -0
- data/vendor/assets/javascripts/box2d/dynamics/b2WorldListener.js +52 -0
- data/vendor/assets/javascripts/box2d/dynamics/contacts/b2CircleContact.js +102 -0
- data/vendor/assets/javascripts/box2d/dynamics/contacts/b2Conservative.js +228 -0
- data/vendor/assets/javascripts/box2d/dynamics/contacts/b2Contact.js +201 -0
- data/vendor/assets/javascripts/box2d/dynamics/contacts/b2ContactConstraint.js +45 -0
- data/vendor/assets/javascripts/box2d/dynamics/contacts/b2ContactConstraintPoint.js +40 -0
- data/vendor/assets/javascripts/box2d/dynamics/contacts/b2ContactNode.js +33 -0
- data/vendor/assets/javascripts/box2d/dynamics/contacts/b2ContactRegister.js +30 -0
- data/vendor/assets/javascripts/box2d/dynamics/contacts/b2ContactSolver.js +537 -0
- data/vendor/assets/javascripts/box2d/dynamics/contacts/b2NullContact.js +65 -0
- data/vendor/assets/javascripts/box2d/dynamics/contacts/b2PolyAndCircleContact.js +103 -0
- data/vendor/assets/javascripts/box2d/dynamics/contacts/b2PolyContact.js +163 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2DistanceJoint.js +264 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2DistanceJointDef.js +49 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2GearJoint.js +307 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2GearJointDef.js +50 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2Jacobian.js +49 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2Joint.js +200 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2JointDef.js +40 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2JointNode.js +33 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2MouseJoint.js +234 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2MouseJointDef.js +53 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2PrismaticJoint.js +676 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2PrismaticJointDef.js +56 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2PulleyJoint.js +618 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2PulleyJointDef.js +70 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2RevoluteJoint.js +491 -0
- data/vendor/assets/javascripts/box2d/dynamics/joints/b2RevoluteJointDef.js +55 -0
- metadata +133 -0
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/*
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* Copyright (c) 2006-2007 Erin Catto http:
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked, and must not be
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* misrepresented the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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// A rigid body. Internal computation are done in terms
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// of the center of mass position. The center of mass may
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// be offset from the body's origin.
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var b2Body = Class.create();
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b2Body.prototype =
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{
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// Set the position of the body's origin and rotation (radians).
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// This breaks any contacts and wakes the other bodies.
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SetOriginPosition: function(position, rotation){
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if (this.IsFrozen())
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{
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return;
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}
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this.m_rotation = rotation;
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this.m_R.Set(this.m_rotation);
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this.m_position = b2Math.AddVV(position , b2Math.b2MulMV(this.m_R, this.m_center));
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this.m_position0.SetV(this.m_position);
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this.m_rotation0 = this.m_rotation;
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for (var s = this.m_shapeList; s != null; s = s.m_next)
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{
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s.Synchronize(this.m_position, this.m_R, this.m_position, this.m_R);
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}
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this.m_world.m_broadPhase.Commit();
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},
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// Get the position of the body's origin. The body's origin does not
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// necessarily coincide with the center of mass. It depends on how the
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// shapes are created.
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GetOriginPosition: function(){
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return b2Math.SubtractVV(this.m_position, b2Math.b2MulMV(this.m_R, this.m_center));
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},
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// Set the position of the body's center of mass and rotation (radians).
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// This breaks any contacts and wakes the other bodies.
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SetCenterPosition: function(position, rotation){
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if (this.IsFrozen())
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{
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return;
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}
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this.m_rotation = rotation;
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this.m_R.Set(this.m_rotation);
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this.m_position.SetV( position );
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this.m_position0.SetV(this.m_position);
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this.m_rotation0 = this.m_rotation;
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for (var s = this.m_shapeList; s != null; s = s.m_next)
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{
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s.Synchronize(this.m_position, this.m_R, this.m_position, this.m_R);
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}
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this.m_world.m_broadPhase.Commit();
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},
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// Get the position of the body's center of mass. The body's center of mass
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// does not necessarily coincide with the body's origin. It depends on how the
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// shapes are created.
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GetCenterPosition: function(){
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return this.m_position;
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},
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// Get the rotation in radians.
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GetRotation: function(){
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return this.m_rotation;
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},
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GetRotationMatrix: function(){
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return this.m_R;
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},
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// Set/Get the linear velocity of the center of mass.
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SetLinearVelocity: function(v){
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this.m_linearVelocity.SetV(v);
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},
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GetLinearVelocity: function(){
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return this.m_linearVelocity;
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},
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// Set/Get the angular velocity.
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SetAngularVelocity: function(w){
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this.m_angularVelocity = w;
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},
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GetAngularVelocity: function(){
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return this.m_angularVelocity;
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},
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// Apply a force at a world point. Additive.
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ApplyForce: function(force, point)
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{
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if (this.IsSleeping() == false)
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{
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this.m_force.Add( force );
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this.m_torque += b2Math.b2CrossVV(b2Math.SubtractVV(point, this.m_position), force);
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}
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},
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// Apply a torque. Additive.
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ApplyTorque: function(torque)
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{
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if (this.IsSleeping() == false)
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{
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this.m_torque += torque;
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}
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},
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// Apply an impulse at a point. This immediately modifies the velocity.
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ApplyImpulse: function(impulse, point)
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{
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if (this.IsSleeping() == false)
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{
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this.m_linearVelocity.Add( b2Math.MulFV(this.m_invMass, impulse) );
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this.m_angularVelocity += ( this.m_invI * b2Math.b2CrossVV( b2Math.SubtractVV(point, this.m_position), impulse) );
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}
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},
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GetMass: function(){
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return this.m_mass;
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},
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GetInertia: function(){
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return this.m_I;
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},
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// Get the world coordinates of a point give the local coordinates
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// relative to the body's center of mass.
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GetWorldPoint: function(localPoint){
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return b2Math.AddVV(this.m_position , b2Math.b2MulMV(this.m_R, localPoint));
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},
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// Get the world coordinates of a vector given the local coordinates.
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GetWorldVector: function(localVector){
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return b2Math.b2MulMV(this.m_R, localVector);
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},
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// Returns a local point relative to the center of mass given a world point.
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GetLocalPoint: function(worldPoint){
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return b2Math.b2MulTMV(this.m_R, b2Math.SubtractVV(worldPoint, this.m_position));
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},
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// Returns a local vector given a world vector.
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GetLocalVector: function(worldVector){
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return b2Math.b2MulTMV(this.m_R, worldVector);
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},
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// Is this body static (immovable)?
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IsStatic: function(){
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return (this.m_flags & b2Body.e_staticFlag) == b2Body.e_staticFlag;
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},
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IsFrozen: function()
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{
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return (this.m_flags & b2Body.e_frozenFlag) == b2Body.e_frozenFlag;
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},
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// Is this body sleeping (not simulating).
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IsSleeping: function(){
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return (this.m_flags & b2Body.e_sleepFlag) == b2Body.e_sleepFlag;
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},
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// You can disable sleeping on this particular body.
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AllowSleeping: function(flag)
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{
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if (flag)
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{
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this.m_flags |= b2Body.e_allowSleepFlag;
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}
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else
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{
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this.m_flags &= ~b2Body.e_allowSleepFlag;
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this.WakeUp();
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}
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},
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// Wake up this body so it will begin simulating.
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WakeUp: function(){
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this.m_flags &= ~b2Body.e_sleepFlag;
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this.m_sleepTime = 0.0;
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},
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// Get the list of all shapes attached to this body.
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GetShapeList: function(){
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return this.m_shapeList;
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},
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GetContactList: function()
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{
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return this.m_contactList;
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},
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GetJointList: function()
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{
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return this.m_jointList;
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},
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// Get the next body in the world's body list.
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GetNext: function(){
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return this.m_next;
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},
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GetUserData: function(){
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return this.m_userData;
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},
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//--------------- Internals Below -------------------
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initialize: function(bd, world){
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// initialize instance variables for references
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this.sMat0 = new b2Mat22();
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this.m_position = new b2Vec2();
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this.m_R = new b2Mat22(0);
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this.m_position0 = new b2Vec2();
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//
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var i = 0;
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var sd;
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var massData;
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this.m_flags = 0;
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this.m_position.SetV( bd.position );
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this.m_rotation = bd.rotation;
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this.m_R.Set(this.m_rotation);
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this.m_position0.SetV(this.m_position);
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this.m_rotation0 = this.m_rotation;
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this.m_world = world;
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this.m_linearDamping = b2Math.b2Clamp(1.0 - bd.linearDamping, 0.0, 1.0);
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this.m_angularDamping = b2Math.b2Clamp(1.0 - bd.angularDamping, 0.0, 1.0);
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this.m_force = new b2Vec2(0.0, 0.0);
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this.m_torque = 0.0;
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this.m_mass = 0.0;
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var massDatas = new Array(b2Settings.b2_maxShapesPerBody);
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for (i = 0; i < b2Settings.b2_maxShapesPerBody; i++){
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massDatas[i] = new b2MassData();
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}
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// Compute the shape mass properties, the bodies total mass and COM.
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this.m_shapeCount = 0;
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this.m_center = new b2Vec2(0.0, 0.0);
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for (i = 0; i < b2Settings.b2_maxShapesPerBody; ++i)
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{
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sd = bd.shapes[i];
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if (sd == null) break;
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massData = massDatas[ i ];
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sd.ComputeMass(massData);
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this.m_mass += massData.mass;
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//this.m_center += massData->mass * (sd->localPosition + massData->center);
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this.m_center.x += massData.mass * (sd.localPosition.x + massData.center.x);
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this.m_center.y += massData.mass * (sd.localPosition.y + massData.center.y);
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++this.m_shapeCount;
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+
}
|
282
|
+
|
283
|
+
// Compute center of mass, and shift the origin to the COM.
|
284
|
+
if (this.m_mass > 0.0)
|
285
|
+
{
|
286
|
+
this.m_center.Multiply( 1.0 / this.m_mass );
|
287
|
+
this.m_position.Add( b2Math.b2MulMV(this.m_R, this.m_center) );
|
288
|
+
}
|
289
|
+
else
|
290
|
+
{
|
291
|
+
this.m_flags |= b2Body.e_staticFlag;
|
292
|
+
}
|
293
|
+
|
294
|
+
// Compute the moment of inertia.
|
295
|
+
this.m_I = 0.0;
|
296
|
+
for (i = 0; i < this.m_shapeCount; ++i)
|
297
|
+
{
|
298
|
+
sd = bd.shapes[i];
|
299
|
+
massData = massDatas[ i ];
|
300
|
+
this.m_I += massData.I;
|
301
|
+
var r = b2Math.SubtractVV( b2Math.AddVV(sd.localPosition, massData.center), this.m_center );
|
302
|
+
this.m_I += massData.mass * b2Math.b2Dot(r, r);
|
303
|
+
}
|
304
|
+
|
305
|
+
if (this.m_mass > 0.0)
|
306
|
+
{
|
307
|
+
this.m_invMass = 1.0 / this.m_mass;
|
308
|
+
}
|
309
|
+
else
|
310
|
+
{
|
311
|
+
this.m_invMass = 0.0;
|
312
|
+
}
|
313
|
+
|
314
|
+
if (this.m_I > 0.0 && bd.preventRotation == false)
|
315
|
+
{
|
316
|
+
this.m_invI = 1.0 / this.m_I;
|
317
|
+
}
|
318
|
+
else
|
319
|
+
{
|
320
|
+
this.m_I = 0.0;
|
321
|
+
this.m_invI = 0.0;
|
322
|
+
}
|
323
|
+
|
324
|
+
// Compute the center of mass velocity.
|
325
|
+
this.m_linearVelocity = b2Math.AddVV(bd.linearVelocity, b2Math.b2CrossFV(bd.angularVelocity, this.m_center));
|
326
|
+
this.m_angularVelocity = bd.angularVelocity;
|
327
|
+
|
328
|
+
this.m_jointList = null;
|
329
|
+
this.m_contactList = null;
|
330
|
+
this.m_prev = null;
|
331
|
+
this.m_next = null;
|
332
|
+
|
333
|
+
// Create the shapes.
|
334
|
+
this.m_shapeList = null;
|
335
|
+
for (i = 0; i < this.m_shapeCount; ++i)
|
336
|
+
{
|
337
|
+
sd = bd.shapes[i];
|
338
|
+
var shape = b2Shape.Create(sd, this, this.m_center);
|
339
|
+
shape.m_next = this.m_shapeList;
|
340
|
+
this.m_shapeList = shape;
|
341
|
+
}
|
342
|
+
|
343
|
+
this.m_sleepTime = 0.0;
|
344
|
+
if (bd.allowSleep)
|
345
|
+
{
|
346
|
+
this.m_flags |= b2Body.e_allowSleepFlag;
|
347
|
+
}
|
348
|
+
if (bd.isSleeping)
|
349
|
+
{
|
350
|
+
this.m_flags |= b2Body.e_sleepFlag;
|
351
|
+
}
|
352
|
+
|
353
|
+
if ((this.m_flags & b2Body.e_sleepFlag) || this.m_invMass == 0.0)
|
354
|
+
{
|
355
|
+
this.m_linearVelocity.Set(0.0, 0.0);
|
356
|
+
this.m_angularVelocity = 0.0;
|
357
|
+
}
|
358
|
+
|
359
|
+
this.m_userData = bd.userData;
|
360
|
+
},
|
361
|
+
// does not support destructors
|
362
|
+
/*~b2Body(){
|
363
|
+
b2Shape* s = this.m_shapeList;
|
364
|
+
while (s)
|
365
|
+
{
|
366
|
+
b2Shape* s0 = s;
|
367
|
+
s = s->this.m_next;
|
368
|
+
|
369
|
+
b2Shape::this.Destroy(s0);
|
370
|
+
}
|
371
|
+
}*/
|
372
|
+
|
373
|
+
Destroy: function(){
|
374
|
+
var s = this.m_shapeList;
|
375
|
+
while (s)
|
376
|
+
{
|
377
|
+
var s0 = s;
|
378
|
+
s = s.m_next;
|
379
|
+
|
380
|
+
b2Shape.Destroy(s0);
|
381
|
+
}
|
382
|
+
},
|
383
|
+
|
384
|
+
// Temp mat
|
385
|
+
sMat0: new b2Mat22(),
|
386
|
+
SynchronizeShapes: function(){
|
387
|
+
//b2Mat22 R0(this.m_rotation0);
|
388
|
+
this.sMat0.Set(this.m_rotation0);
|
389
|
+
for (var s = this.m_shapeList; s != null; s = s.m_next)
|
390
|
+
{
|
391
|
+
s.Synchronize(this.m_position0, this.sMat0, this.m_position, this.m_R);
|
392
|
+
}
|
393
|
+
},
|
394
|
+
|
395
|
+
QuickSyncShapes: function(){
|
396
|
+
for (var s = this.m_shapeList; s != null; s = s.m_next)
|
397
|
+
{
|
398
|
+
s.QuickSync(this.m_position, this.m_R);
|
399
|
+
}
|
400
|
+
},
|
401
|
+
|
402
|
+
// This is used to prevent connected bodies from colliding.
|
403
|
+
// It may lie, depending on the collideConnected flag.
|
404
|
+
IsConnected: function(other){
|
405
|
+
for (var jn = this.m_jointList; jn != null; jn = jn.next)
|
406
|
+
{
|
407
|
+
if (jn.other == other)
|
408
|
+
return jn.joint.m_collideConnected == false;
|
409
|
+
}
|
410
|
+
|
411
|
+
return false;
|
412
|
+
},
|
413
|
+
|
414
|
+
Freeze: function(){
|
415
|
+
this.m_flags |= b2Body.e_frozenFlag;
|
416
|
+
this.m_linearVelocity.SetZero();
|
417
|
+
this.m_angularVelocity = 0.0;
|
418
|
+
|
419
|
+
for (var s = this.m_shapeList; s != null; s = s.m_next)
|
420
|
+
{
|
421
|
+
s.DestroyProxy();
|
422
|
+
}
|
423
|
+
},
|
424
|
+
|
425
|
+
m_flags: 0,
|
426
|
+
|
427
|
+
m_position: new b2Vec2(),
|
428
|
+
m_rotation: null,
|
429
|
+
m_R: new b2Mat22(0),
|
430
|
+
|
431
|
+
// Conservative advancement data.
|
432
|
+
m_position0: new b2Vec2(),
|
433
|
+
m_rotation0: null,
|
434
|
+
|
435
|
+
m_linearVelocity: null,
|
436
|
+
m_angularVelocity: null,
|
437
|
+
|
438
|
+
m_force: null,
|
439
|
+
m_torque: null,
|
440
|
+
|
441
|
+
m_center: null,
|
442
|
+
|
443
|
+
m_world: null,
|
444
|
+
m_prev: null,
|
445
|
+
m_next: null,
|
446
|
+
|
447
|
+
m_shapeList: null,
|
448
|
+
m_shapeCount: 0,
|
449
|
+
|
450
|
+
m_jointList: null,
|
451
|
+
m_contactList: null,
|
452
|
+
|
453
|
+
m_mass: null,
|
454
|
+
m_invMass: null,
|
455
|
+
m_I: null,
|
456
|
+
m_invI: null,
|
457
|
+
|
458
|
+
m_linearDamping: null,
|
459
|
+
m_angularDamping: null,
|
460
|
+
|
461
|
+
m_sleepTime: null,
|
462
|
+
|
463
|
+
m_userData: null};
|
464
|
+
b2Body.e_staticFlag = 0x0001;
|
465
|
+
b2Body.e_frozenFlag = 0x0002;
|
466
|
+
b2Body.e_islandFlag = 0x0004;
|
467
|
+
b2Body.e_sleepFlag = 0x0008;
|
468
|
+
b2Body.e_allowSleepFlag = 0x0010;
|
469
|
+
b2Body.e_destroyFlag = 0x0020;
|