pbox2d 0.6.0-java → 0.8.0-java
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- checksums.yaml +4 -4
- data/.mvn/extensions.xml +8 -0
- data/.mvn/wrapper/maven-wrapper.properties +1 -0
- data/.travis.yml +23 -0
- data/CHANGELOG.md +8 -0
- data/README.md +7 -7
- data/Rakefile +1 -2
- data/lib/box2d.jar +0 -0
- data/lib/pbox2d/version.rb +1 -1
- data/lib/pbox2d.rb +1 -0
- data/pbox2d.gemspec +6 -11
- data/pom.rb +59 -0
- data/pom.xml +82 -73
- data/src/org/jbox2d/JBox2D.gwt.xml +12 -0
- data/src/org/jbox2d/callbacks/ContactAdaptor.java +27 -0
- data/src/org/jbox2d/callbacks/ContactFilter.java +59 -0
- data/src/org/jbox2d/callbacks/ContactImpulse.java +42 -0
- data/src/org/jbox2d/callbacks/ContactListener.java +87 -0
- data/src/org/jbox2d/callbacks/DebugDraw.java +297 -0
- data/src/org/jbox2d/callbacks/DestructionListener.java +53 -0
- data/src/org/jbox2d/callbacks/PairCallback.java +29 -0
- data/src/org/jbox2d/callbacks/ParticleDestructionListener.java +20 -0
- data/src/org/jbox2d/callbacks/ParticleQueryCallback.java +19 -0
- data/src/org/jbox2d/callbacks/ParticleRaycastCallback.java +19 -0
- data/src/org/jbox2d/callbacks/QueryCallback.java +45 -0
- data/src/org/jbox2d/callbacks/RayCastCallback.java +55 -0
- data/src/org/jbox2d/callbacks/TreeCallback.java +42 -0
- data/src/org/jbox2d/callbacks/TreeRayCastCallback.java +44 -0
- data/src/org/jbox2d/collision/AABB.java +338 -0
- data/src/org/jbox2d/collision/Collision.java +1444 -0
- data/src/org/jbox2d/collision/ContactID.java +106 -0
- data/src/org/jbox2d/collision/Distance.java +773 -0
- data/src/org/jbox2d/collision/DistanceInput.java +41 -0
- data/src/org/jbox2d/collision/DistanceOutput.java +43 -0
- data/src/org/jbox2d/collision/Manifold.java +116 -0
- data/src/org/jbox2d/collision/ManifoldPoint.java +104 -0
- data/src/org/jbox2d/collision/RayCastInput.java +47 -0
- data/src/org/jbox2d/collision/RayCastOutput.java +46 -0
- data/src/org/jbox2d/collision/TimeOfImpact.java +526 -0
- data/src/org/jbox2d/collision/WorldManifold.java +200 -0
- data/src/org/jbox2d/collision/broadphase/BroadPhase.java +92 -0
- data/src/org/jbox2d/collision/broadphase/BroadPhaseStrategy.java +88 -0
- data/src/org/jbox2d/collision/broadphase/DefaultBroadPhaseBuffer.java +268 -0
- data/src/org/jbox2d/collision/broadphase/DynamicTree.java +883 -0
- data/src/org/jbox2d/collision/broadphase/DynamicTreeFlatNodes.java +873 -0
- data/src/org/jbox2d/collision/broadphase/DynamicTreeNode.java +54 -0
- data/src/org/jbox2d/collision/broadphase/Pair.java +46 -0
- data/src/org/jbox2d/collision/shapes/ChainShape.java +264 -0
- data/src/org/jbox2d/collision/shapes/CircleShape.java +207 -0
- data/src/org/jbox2d/collision/shapes/EdgeShape.java +254 -0
- data/src/org/jbox2d/collision/shapes/MassData.java +105 -0
- data/src/org/jbox2d/collision/shapes/PolygonShape.java +718 -0
- data/src/org/jbox2d/collision/shapes/Shape.java +136 -0
- data/src/org/jbox2d/collision/shapes/ShapeType.java +32 -0
- data/src/org/jbox2d/common/BufferUtils.java +209 -0
- data/src/org/jbox2d/common/Color3f.java +88 -0
- data/src/org/jbox2d/common/IViewportTransform.java +133 -0
- data/src/org/jbox2d/common/Mat22.java +609 -0
- data/src/org/jbox2d/common/Mat33.java +290 -0
- data/src/org/jbox2d/common/MathUtils.java +335 -0
- data/src/org/jbox2d/common/OBBViewportTransform.java +174 -0
- data/src/org/jbox2d/common/PlatformMathUtils.java +46 -0
- data/src/org/jbox2d/common/RaycastResult.java +37 -0
- data/src/org/jbox2d/common/Rot.java +150 -0
- data/src/org/jbox2d/common/Settings.java +246 -0
- data/src/org/jbox2d/common/Sweep.java +116 -0
- data/src/org/jbox2d/common/Timer.java +46 -0
- data/src/org/jbox2d/common/Transform.java +203 -0
- data/src/org/jbox2d/common/Vec2.java +388 -0
- data/src/org/jbox2d/common/Vec3.java +170 -0
- data/src/org/jbox2d/dynamics/Body.java +1246 -0
- data/src/org/jbox2d/dynamics/BodyDef.java +382 -0
- data/src/org/jbox2d/dynamics/BodyType.java +41 -0
- data/src/org/jbox2d/dynamics/ContactManager.java +293 -0
- data/src/org/jbox2d/dynamics/Filter.java +62 -0
- data/src/org/jbox2d/dynamics/Fixture.java +454 -0
- data/src/org/jbox2d/dynamics/FixtureDef.java +214 -0
- data/src/org/jbox2d/dynamics/FixtureProxy.java +38 -0
- data/src/org/jbox2d/dynamics/Island.java +602 -0
- data/src/org/jbox2d/dynamics/Profile.java +97 -0
- data/src/org/jbox2d/dynamics/SolverData.java +33 -0
- data/src/org/jbox2d/dynamics/TimeStep.java +46 -0
- data/src/org/jbox2d/dynamics/World.java +2075 -0
- data/src/org/jbox2d/dynamics/contacts/ChainAndCircleContact.java +57 -0
- data/src/org/jbox2d/dynamics/contacts/ChainAndPolygonContact.java +57 -0
- data/src/org/jbox2d/dynamics/contacts/CircleContact.java +50 -0
- data/src/org/jbox2d/dynamics/contacts/Contact.java +365 -0
- data/src/org/jbox2d/dynamics/contacts/ContactCreator.java +35 -0
- data/src/org/jbox2d/dynamics/contacts/ContactEdge.java +56 -0
- data/src/org/jbox2d/dynamics/contacts/ContactPositionConstraint.java +49 -0
- data/src/org/jbox2d/dynamics/contacts/ContactRegister.java +31 -0
- data/src/org/jbox2d/dynamics/contacts/ContactSolver.java +1104 -0
- data/src/org/jbox2d/dynamics/contacts/ContactVelocityConstraint.java +60 -0
- data/src/org/jbox2d/dynamics/contacts/EdgeAndCircleContact.java +52 -0
- data/src/org/jbox2d/dynamics/contacts/EdgeAndPolygonContact.java +52 -0
- data/src/org/jbox2d/dynamics/contacts/PolygonAndCircleContact.java +51 -0
- data/src/org/jbox2d/dynamics/contacts/PolygonContact.java +50 -0
- data/src/org/jbox2d/dynamics/contacts/Position.java +31 -0
- data/src/org/jbox2d/dynamics/contacts/Velocity.java +31 -0
- data/src/org/jbox2d/dynamics/joints/ConstantVolumeJoint.java +258 -0
- data/src/org/jbox2d/dynamics/joints/ConstantVolumeJointDef.java +75 -0
- data/src/org/jbox2d/dynamics/joints/DistanceJoint.java +356 -0
- data/src/org/jbox2d/dynamics/joints/DistanceJointDef.java +106 -0
- data/src/org/jbox2d/dynamics/joints/FrictionJoint.java +294 -0
- data/src/org/jbox2d/dynamics/joints/FrictionJointDef.java +78 -0
- data/src/org/jbox2d/dynamics/joints/GearJoint.java +520 -0
- data/src/org/jbox2d/dynamics/joints/GearJointDef.java +58 -0
- data/src/org/jbox2d/dynamics/joints/Jacobian.java +32 -0
- data/src/org/jbox2d/dynamics/joints/Joint.java +235 -0
- data/src/org/jbox2d/dynamics/joints/JointDef.java +65 -0
- data/src/org/jbox2d/dynamics/joints/JointEdge.java +57 -0
- data/src/org/jbox2d/dynamics/joints/JointType.java +28 -0
- data/src/org/jbox2d/dynamics/joints/LimitState.java +28 -0
- data/src/org/jbox2d/dynamics/joints/MotorJoint.java +339 -0
- data/src/org/jbox2d/dynamics/joints/MotorJointDef.java +55 -0
- data/src/org/jbox2d/dynamics/joints/MouseJoint.java +262 -0
- data/src/org/jbox2d/dynamics/joints/MouseJointDef.java +62 -0
- data/src/org/jbox2d/dynamics/joints/PrismaticJoint.java +808 -0
- data/src/org/jbox2d/dynamics/joints/PrismaticJointDef.java +120 -0
- data/src/org/jbox2d/dynamics/joints/PulleyJoint.java +393 -0
- data/src/org/jbox2d/dynamics/joints/PulleyJointDef.java +105 -0
- data/src/org/jbox2d/dynamics/joints/RevoluteJoint.java +554 -0
- data/src/org/jbox2d/dynamics/joints/RevoluteJointDef.java +137 -0
- data/src/org/jbox2d/dynamics/joints/RopeJoint.java +276 -0
- data/src/org/jbox2d/dynamics/joints/RopeJointDef.java +34 -0
- data/src/org/jbox2d/dynamics/joints/WeldJoint.java +424 -0
- data/src/org/jbox2d/dynamics/joints/WeldJointDef.java +85 -0
- data/src/org/jbox2d/dynamics/joints/WheelJoint.java +498 -0
- data/src/org/jbox2d/dynamics/joints/WheelJointDef.java +98 -0
- data/src/org/jbox2d/particle/ParticleBodyContact.java +17 -0
- data/src/org/jbox2d/particle/ParticleColor.java +52 -0
- data/src/org/jbox2d/particle/ParticleContact.java +14 -0
- data/src/org/jbox2d/particle/ParticleDef.java +24 -0
- data/src/org/jbox2d/particle/ParticleGroup.java +154 -0
- data/src/org/jbox2d/particle/ParticleGroupDef.java +62 -0
- data/src/org/jbox2d/particle/ParticleGroupType.java +8 -0
- data/src/org/jbox2d/particle/ParticleSystem.java +2172 -0
- data/src/org/jbox2d/particle/ParticleType.java +28 -0
- data/src/org/jbox2d/particle/StackQueue.java +44 -0
- data/src/org/jbox2d/particle/VoronoiDiagram.java +209 -0
- data/src/org/jbox2d/pooling/IDynamicStack.java +47 -0
- data/src/org/jbox2d/pooling/IOrderedStack.java +57 -0
- data/src/org/jbox2d/pooling/IWorldPool.java +101 -0
- data/src/org/jbox2d/pooling/arrays/FloatArray.java +50 -0
- data/src/org/jbox2d/pooling/arrays/GeneratorArray.java +33 -0
- data/src/org/jbox2d/pooling/arrays/IntArray.java +53 -0
- data/src/org/jbox2d/pooling/arrays/Vec2Array.java +57 -0
- data/src/org/jbox2d/pooling/normal/CircleStack.java +77 -0
- data/src/org/jbox2d/pooling/normal/DefaultWorldPool.java +331 -0
- data/src/org/jbox2d/pooling/normal/MutableStack.java +72 -0
- data/src/org/jbox2d/pooling/normal/OrderedStack.java +73 -0
- data/src/org/jbox2d/pooling/stacks/DynamicIntStack.java +60 -0
- metadata +161 -14
- data/lib/jbox2d-library-2.3.1-SNAPSHOT.jar +0 -0
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/**
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* *****************************************************************************
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* Copyright (c) 2013, Daniel Murphy
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************
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*/
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package org.jbox2d.dynamics;
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import org.jbox2d.collision.broadphase.BroadPhase;
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import org.jbox2d.collision.shapes.MassData;
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import org.jbox2d.collision.shapes.Shape;
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import org.jbox2d.common.MathUtils;
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import org.jbox2d.common.Rot;
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import org.jbox2d.common.Sweep;
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import org.jbox2d.common.Transform;
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import org.jbox2d.common.Vec2;
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import org.jbox2d.dynamics.contacts.Contact;
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import org.jbox2d.dynamics.contacts.ContactEdge;
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import org.jbox2d.dynamics.joints.JointEdge;
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/**
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* A rigid body. These are created via World.createBody.
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*
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* @author Daniel Murphy
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*/
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public class Body {
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public static final int E_ISLAND_FLAG = 0x0001;
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public static final int E_AWAKE_FLAG = 0x0002;
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public static final int E_AUTO_SLEEP_FLAG = 0x0004;
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public static final int E_BULLET_FLAG = 0x0008;
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public static final int E_FIXED_ROTATION_FLAG = 0x0010;
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public static final int E_ACTIVE_FLAG = 0x0020;
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public static final int E_TO_I_FLAG = 0x0040;
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public BodyType m_type;
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public int m_flags;
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public int m_islandIndex;
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/**
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* The body origin transform.
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*/
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public final Transform m_xf = new Transform();
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/**
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* The previous transform for particle simulation
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*/
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public final Transform m_xf0 = new Transform();
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/**
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* The swept motion for CCD
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*/
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public final Sweep m_sweep = new Sweep();
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public final Vec2 m_linearVelocity = new Vec2();
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public float m_angularVelocity = 0;
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public final Vec2 m_force = new Vec2();
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public float m_torque = 0;
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public World m_world;
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public Body m_prev;
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public Body m_next;
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public Fixture m_fixtureList;
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public int m_fixtureCount;
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public JointEdge m_jointList;
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public ContactEdge m_contactList;
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public float m_mass, m_invMass;
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// Rotational inertia about the center of mass.
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public float m_I, m_invI;
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public float m_linearDamping;
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public float m_angularDamping;
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public float m_gravityScale;
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public float m_sleepTime;
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public Object m_userData;
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public Body(final BodyDef bd, World world) {
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assert (bd.position.isValid());
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assert (bd.linearVelocity.isValid());
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assert (bd.gravityScale >= 0.0f);
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assert (bd.angularDamping >= 0.0f);
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assert (bd.linearDamping >= 0.0f);
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m_flags = 0;
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if (bd.bullet) {
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m_flags |= E_BULLET_FLAG;
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}
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if (bd.fixedRotation) {
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m_flags |= E_FIXED_ROTATION_FLAG;
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}
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if (bd.allowSleep) {
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m_flags |= E_AUTO_SLEEP_FLAG;
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}
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if (bd.awake) {
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m_flags |= E_AWAKE_FLAG;
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}
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if (bd.active) {
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m_flags |= E_ACTIVE_FLAG;
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}
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m_world = world;
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m_xf.p.set(bd.position);
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m_xf.q.set(bd.angle);
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m_sweep.localCenter.setZero();
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m_sweep.c0.set(m_xf.p);
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m_sweep.c.set(m_xf.p);
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m_sweep.a0 = bd.angle;
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m_sweep.a = bd.angle;
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m_sweep.alpha0 = 0.0f;
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m_jointList = null;
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m_contactList = null;
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m_prev = null;
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m_next = null;
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m_linearVelocity.set(bd.linearVelocity);
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m_angularVelocity = bd.angularVelocity;
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m_linearDamping = bd.linearDamping;
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m_angularDamping = bd.angularDamping;
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m_gravityScale = bd.gravityScale;
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m_force.setZero();
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m_torque = 0.0f;
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m_sleepTime = 0.0f;
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m_type = bd.type;
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if (m_type == BodyType.DYNAMIC) {
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m_mass = 1f;
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m_invMass = 1f;
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} else {
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m_mass = 0f;
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m_invMass = 0f;
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}
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m_I = 0.0f;
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m_invI = 0.0f;
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m_userData = bd.userData;
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m_fixtureList = null;
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m_fixtureCount = 0;
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}
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/**
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* Creates a fixture and attach it to this body. Use this function if you
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* need to set some fixture parameters, like friction. Otherwise you can
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* create the fixture directly from a shape. If the density is non-zero,
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* this function automatically updates the mass of the body. Contacts are
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* not created until the next time step.
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*
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* @param def the fixture definition.
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* @return
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* @warning This function is locked during callbacks.
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*/
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public final Fixture createFixture(FixtureDef def) {
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assert (m_world.isLocked() == false);
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if (m_world.isLocked() == true) {
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return null;
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}
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Fixture fixture = new Fixture();
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fixture.create(this, def);
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|
+
if ((m_flags & E_ACTIVE_FLAG) == E_ACTIVE_FLAG) {
|
199
|
+
BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
|
200
|
+
fixture.createProxies(broadPhase, m_xf);
|
201
|
+
}
|
202
|
+
|
203
|
+
fixture.m_next = m_fixtureList;
|
204
|
+
m_fixtureList = fixture;
|
205
|
+
++m_fixtureCount;
|
206
|
+
|
207
|
+
fixture.m_body = this;
|
208
|
+
|
209
|
+
// Adjust mass properties if needed.
|
210
|
+
if (fixture.m_density > 0.0f) {
|
211
|
+
resetMassData();
|
212
|
+
}
|
213
|
+
|
214
|
+
// Let the world know we have a new fixture. This will cause new contacts
|
215
|
+
// to be created at the beginning of the next time step.
|
216
|
+
m_world.m_flags |= World.NEW_FIXTURE;
|
217
|
+
|
218
|
+
return fixture;
|
219
|
+
}
|
220
|
+
|
221
|
+
private final FixtureDef fixDef = new FixtureDef();
|
222
|
+
|
223
|
+
/**
|
224
|
+
* Creates a fixture from a shape and attach it to this body. This is a
|
225
|
+
* convenience function. Use FixtureDef if you need to set parameters like
|
226
|
+
* friction, restitution, user data, or filtering. If the density is
|
227
|
+
* non-zero, this function automatically updates the mass of the body.
|
228
|
+
*
|
229
|
+
* @param shape the shape to be cloned.
|
230
|
+
* @param density the shape density (set to zero for static bodies).
|
231
|
+
* @return
|
232
|
+
* @warning This function is locked during callbacks.
|
233
|
+
*/
|
234
|
+
public final Fixture createFixture(Shape shape, float density) {
|
235
|
+
fixDef.shape = shape;
|
236
|
+
fixDef.density = density;
|
237
|
+
|
238
|
+
return createFixture(fixDef);
|
239
|
+
}
|
240
|
+
|
241
|
+
/**
|
242
|
+
* Destroy a fixture. This removes the fixture from the broad-phase and
|
243
|
+
* destroys all contacts associated with this fixture. This will
|
244
|
+
* automatically adjust the mass of the body if the body is dynamic and the
|
245
|
+
* fixture has positive density. All fixtures attached to a body are
|
246
|
+
* implicitly destroyed when the body is destroyed.
|
247
|
+
*
|
248
|
+
* @param fixture the fixture to be removed.
|
249
|
+
* @warning This function is locked during callbacks.
|
250
|
+
*/
|
251
|
+
public final void destroyFixture(Fixture fixture) {
|
252
|
+
assert (m_world.isLocked() == false);
|
253
|
+
if (m_world.isLocked() == true) {
|
254
|
+
return;
|
255
|
+
}
|
256
|
+
|
257
|
+
assert (fixture.m_body == this);
|
258
|
+
|
259
|
+
// Remove the fixture from this body's singly linked list.
|
260
|
+
assert (m_fixtureCount > 0);
|
261
|
+
Fixture node = m_fixtureList;
|
262
|
+
Fixture last = null; // java change
|
263
|
+
boolean found = false;
|
264
|
+
while (node != null) {
|
265
|
+
if (node == fixture) {
|
266
|
+
node = fixture.m_next;
|
267
|
+
found = true;
|
268
|
+
break;
|
269
|
+
}
|
270
|
+
last = node;
|
271
|
+
node = node.m_next;
|
272
|
+
}
|
273
|
+
|
274
|
+
// You tried to remove a shape that is not attached to this body.
|
275
|
+
assert (found);
|
276
|
+
|
277
|
+
// java change, remove it from the list
|
278
|
+
if (last == null) {
|
279
|
+
m_fixtureList = fixture.m_next;
|
280
|
+
} else {
|
281
|
+
last.m_next = fixture.m_next;
|
282
|
+
}
|
283
|
+
|
284
|
+
// Destroy any contacts associated with the fixture.
|
285
|
+
ContactEdge edge = m_contactList;
|
286
|
+
while (edge != null) {
|
287
|
+
Contact c = edge.contact;
|
288
|
+
edge = edge.next;
|
289
|
+
|
290
|
+
Fixture fixtureA = c.getFixtureA();
|
291
|
+
Fixture fixtureB = c.getFixtureB();
|
292
|
+
|
293
|
+
if (fixture == fixtureA || fixture == fixtureB) {
|
294
|
+
// This destroys the contact and removes it from
|
295
|
+
// this body's contact list.
|
296
|
+
m_world.m_contactManager.destroy(c);
|
297
|
+
}
|
298
|
+
}
|
299
|
+
|
300
|
+
if ((m_flags & E_ACTIVE_FLAG) == E_ACTIVE_FLAG) {
|
301
|
+
BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
|
302
|
+
fixture.destroyProxies(broadPhase);
|
303
|
+
}
|
304
|
+
|
305
|
+
fixture.destroy();
|
306
|
+
fixture.m_body = null;
|
307
|
+
fixture.m_next = null;
|
308
|
+
fixture = null;
|
309
|
+
|
310
|
+
--m_fixtureCount;
|
311
|
+
|
312
|
+
// Reset the mass data.
|
313
|
+
resetMassData();
|
314
|
+
}
|
315
|
+
|
316
|
+
/**
|
317
|
+
* Set the position of the body's origin and rotation. This breaks any
|
318
|
+
* contacts and wakes the other bodies. Manipulating a body's transform may
|
319
|
+
* cause non-physical behavior. Note: contacts are updated on the next call
|
320
|
+
* to World.step().
|
321
|
+
*
|
322
|
+
* @param position the world position of the body's local origin.
|
323
|
+
* @param angle the world rotation in radians.
|
324
|
+
*/
|
325
|
+
public final void setTransform(Vec2 position, float angle) {
|
326
|
+
assert (m_world.isLocked() == false);
|
327
|
+
if (m_world.isLocked() == true) {
|
328
|
+
return;
|
329
|
+
}
|
330
|
+
|
331
|
+
m_xf.q.set(angle);
|
332
|
+
m_xf.p.set(position);
|
333
|
+
|
334
|
+
// m_sweep.c0 = m_sweep.c = Mul(m_xf, m_sweep.localCenter);
|
335
|
+
Transform.mulToOutUnsafe(m_xf, m_sweep.localCenter, m_sweep.c);
|
336
|
+
m_sweep.a = angle;
|
337
|
+
|
338
|
+
m_sweep.c0.set(m_sweep.c);
|
339
|
+
m_sweep.a0 = m_sweep.a;
|
340
|
+
|
341
|
+
BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
|
342
|
+
for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
|
343
|
+
f.synchronize(broadPhase, m_xf, m_xf);
|
344
|
+
}
|
345
|
+
}
|
346
|
+
|
347
|
+
/**
|
348
|
+
* Get the body transform for the body's origin.
|
349
|
+
*
|
350
|
+
* @return the world transform of the body's origin.
|
351
|
+
*/
|
352
|
+
public final Transform getTransform() {
|
353
|
+
return m_xf;
|
354
|
+
}
|
355
|
+
|
356
|
+
/**
|
357
|
+
* Get the world body origin position. Do not modify.
|
358
|
+
*
|
359
|
+
* @return the world position of the body's origin.
|
360
|
+
*/
|
361
|
+
public final Vec2 getPosition() {
|
362
|
+
return m_xf.p;
|
363
|
+
}
|
364
|
+
|
365
|
+
/**
|
366
|
+
* Get the angle in radians.
|
367
|
+
*
|
368
|
+
* @return the current world rotation angle in radians.
|
369
|
+
*/
|
370
|
+
public final float getAngle() {
|
371
|
+
return m_sweep.a;
|
372
|
+
}
|
373
|
+
|
374
|
+
/**
|
375
|
+
* Get the world position of the center of mass. Do not modify.
|
376
|
+
* @return
|
377
|
+
*/
|
378
|
+
public final Vec2 getWorldCenter() {
|
379
|
+
return m_sweep.c;
|
380
|
+
}
|
381
|
+
|
382
|
+
/**
|
383
|
+
* Get the local position of the center of mass. Do not modify.
|
384
|
+
* @return
|
385
|
+
*/
|
386
|
+
public final Vec2 getLocalCenter() {
|
387
|
+
return m_sweep.localCenter;
|
388
|
+
}
|
389
|
+
|
390
|
+
/**
|
391
|
+
* Set the linear velocity of the center of mass.
|
392
|
+
*
|
393
|
+
* @param v the new linear velocity of the center of mass.
|
394
|
+
*/
|
395
|
+
public final void setLinearVelocity(Vec2 v) {
|
396
|
+
if (m_type == BodyType.STATIC) {
|
397
|
+
return;
|
398
|
+
}
|
399
|
+
|
400
|
+
if (Vec2.dot(v, v) > 0.0f) {
|
401
|
+
setAwake(true);
|
402
|
+
}
|
403
|
+
|
404
|
+
m_linearVelocity.set(v);
|
405
|
+
}
|
406
|
+
|
407
|
+
/**
|
408
|
+
* Get the linear velocity of the center of mass. Do not modify, instead use
|
409
|
+
* {@link #setLinearVelocity(Vec2)}.
|
410
|
+
*
|
411
|
+
* @return the linear velocity of the center of mass.
|
412
|
+
*/
|
413
|
+
public final Vec2 getLinearVelocity() {
|
414
|
+
return m_linearVelocity;
|
415
|
+
}
|
416
|
+
|
417
|
+
/**
|
418
|
+
* Set the angular velocity.
|
419
|
+
*
|
420
|
+
* @param w the new angular velocity in radians/second.
|
421
|
+
*/
|
422
|
+
public final void setAngularVelocity(float w) {
|
423
|
+
if (m_type == BodyType.STATIC) {
|
424
|
+
return;
|
425
|
+
}
|
426
|
+
|
427
|
+
if (w * w > 0f) {
|
428
|
+
setAwake(true);
|
429
|
+
}
|
430
|
+
|
431
|
+
m_angularVelocity = w;
|
432
|
+
}
|
433
|
+
|
434
|
+
/**
|
435
|
+
* Get the angular velocity.
|
436
|
+
*
|
437
|
+
* @return the angular velocity in radians/second.
|
438
|
+
*/
|
439
|
+
public final float getAngularVelocity() {
|
440
|
+
return m_angularVelocity;
|
441
|
+
}
|
442
|
+
|
443
|
+
/**
|
444
|
+
* Get the gravity scale of the body.
|
445
|
+
*
|
446
|
+
* @return
|
447
|
+
*/
|
448
|
+
public float getGravityScale() {
|
449
|
+
return m_gravityScale;
|
450
|
+
}
|
451
|
+
|
452
|
+
/**
|
453
|
+
* Set the gravity scale of the body.
|
454
|
+
*
|
455
|
+
* @param gravityScale
|
456
|
+
*/
|
457
|
+
public void setGravityScale(float gravityScale) {
|
458
|
+
this.m_gravityScale = gravityScale;
|
459
|
+
}
|
460
|
+
|
461
|
+
/**
|
462
|
+
* Apply a force at a world point. If the force is not applied at the center
|
463
|
+
* of mass, it will generate a torque and affect the angular velocity. This
|
464
|
+
* wakes up the body.
|
465
|
+
*
|
466
|
+
* @param force the world force vector, usually in Newtons (N).
|
467
|
+
* @param point the world position of the point of application.
|
468
|
+
*/
|
469
|
+
public final void applyForce(Vec2 force, Vec2 point) {
|
470
|
+
if (m_type != BodyType.DYNAMIC) {
|
471
|
+
return;
|
472
|
+
}
|
473
|
+
|
474
|
+
if (isAwake() == false) {
|
475
|
+
setAwake(true);
|
476
|
+
}
|
477
|
+
|
478
|
+
// m_force.addLocal(force);
|
479
|
+
// Vec2 temp = tltemp.get();
|
480
|
+
// temp.set(point).subLocal(m_sweep.c);
|
481
|
+
// m_torque += Vec2.cross(temp, force);
|
482
|
+
m_force.x += force.x;
|
483
|
+
m_force.y += force.y;
|
484
|
+
|
485
|
+
m_torque += (point.x - m_sweep.c.x) * force.y - (point.y - m_sweep.c.y) * force.x;
|
486
|
+
}
|
487
|
+
|
488
|
+
/**
|
489
|
+
* Apply a force to the center of mass. This wakes up the body.
|
490
|
+
*
|
491
|
+
* @param force the world force vector, usually in Newtons (N).
|
492
|
+
*/
|
493
|
+
public final void applyForceToCenter(Vec2 force) {
|
494
|
+
if (m_type != BodyType.DYNAMIC) {
|
495
|
+
return;
|
496
|
+
}
|
497
|
+
|
498
|
+
if (isAwake() == false) {
|
499
|
+
setAwake(true);
|
500
|
+
}
|
501
|
+
|
502
|
+
m_force.x += force.x;
|
503
|
+
m_force.y += force.y;
|
504
|
+
}
|
505
|
+
|
506
|
+
/**
|
507
|
+
* Apply a torque. This affects the angular velocity without affecting the
|
508
|
+
* linear velocity of the center of mass. This wakes up the body.
|
509
|
+
*
|
510
|
+
* @param torque about the z-axis (out of the screen), usually in N-m.
|
511
|
+
*/
|
512
|
+
public final void applyTorque(float torque) {
|
513
|
+
if (m_type != BodyType.DYNAMIC) {
|
514
|
+
return;
|
515
|
+
}
|
516
|
+
|
517
|
+
if (isAwake() == false) {
|
518
|
+
setAwake(true);
|
519
|
+
}
|
520
|
+
|
521
|
+
m_torque += torque;
|
522
|
+
}
|
523
|
+
|
524
|
+
/**
|
525
|
+
* Apply an impulse at a point. This immediately modifies the velocity. It
|
526
|
+
* also modifies the angular velocity if the point of application is not at
|
527
|
+
* the center of mass. This wakes up the body if 'wake' is set to true. If
|
528
|
+
* the body is sleeping and 'wake' is false, then there is no effect.
|
529
|
+
*
|
530
|
+
* @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
|
531
|
+
* @param point the world position of the point of application.
|
532
|
+
* @param wake also wake up the body
|
533
|
+
*/
|
534
|
+
public final void applyLinearImpulse(Vec2 impulse, Vec2 point, boolean wake) {
|
535
|
+
if (m_type != BodyType.DYNAMIC) {
|
536
|
+
return;
|
537
|
+
}
|
538
|
+
|
539
|
+
if (!isAwake()) {
|
540
|
+
if (wake) {
|
541
|
+
setAwake(true);
|
542
|
+
} else {
|
543
|
+
return;
|
544
|
+
}
|
545
|
+
}
|
546
|
+
|
547
|
+
m_linearVelocity.x += impulse.x * m_invMass;
|
548
|
+
m_linearVelocity.y += impulse.y * m_invMass;
|
549
|
+
|
550
|
+
m_angularVelocity
|
551
|
+
+= m_invI * ((point.x - m_sweep.c.x) * impulse.y - (point.y - m_sweep.c.y) * impulse.x);
|
552
|
+
}
|
553
|
+
|
554
|
+
/**
|
555
|
+
* Apply an angular impulse.
|
556
|
+
*
|
557
|
+
* @param impulse the angular impulse in units of kg*m*m/s
|
558
|
+
*/
|
559
|
+
public void applyAngularImpulse(float impulse) {
|
560
|
+
if (m_type != BodyType.DYNAMIC) {
|
561
|
+
return;
|
562
|
+
}
|
563
|
+
|
564
|
+
if (isAwake() == false) {
|
565
|
+
setAwake(true);
|
566
|
+
}
|
567
|
+
m_angularVelocity += m_invI * impulse;
|
568
|
+
}
|
569
|
+
|
570
|
+
/**
|
571
|
+
* Get the total mass of the body.
|
572
|
+
*
|
573
|
+
* @return the mass, usually in kilograms (kg).
|
574
|
+
*/
|
575
|
+
public final float getMass() {
|
576
|
+
return m_mass;
|
577
|
+
}
|
578
|
+
|
579
|
+
/**
|
580
|
+
* Get the central rotational inertia of the body.
|
581
|
+
*
|
582
|
+
* @return the rotational inertia, usually in kg-m^2.
|
583
|
+
*/
|
584
|
+
public final float getInertia() {
|
585
|
+
return m_I
|
586
|
+
+ m_mass
|
587
|
+
* (m_sweep.localCenter.x * m_sweep.localCenter.x + m_sweep.localCenter.y
|
588
|
+
* m_sweep.localCenter.y);
|
589
|
+
}
|
590
|
+
|
591
|
+
/**
|
592
|
+
* Get the mass data of the body. The rotational inertia is relative to the
|
593
|
+
* center of mass.
|
594
|
+
*
|
595
|
+
* @param data
|
596
|
+
*/
|
597
|
+
public final void getMassData(MassData data) {
|
598
|
+
// data.mass = m_mass;
|
599
|
+
// data.I = m_I + m_mass * Vec2.dot(m_sweep.localCenter, m_sweep.localCenter);
|
600
|
+
// data.center.set(m_sweep.localCenter);
|
601
|
+
|
602
|
+
data.mass = m_mass;
|
603
|
+
data.I
|
604
|
+
= m_I
|
605
|
+
+ m_mass
|
606
|
+
* (m_sweep.localCenter.x * m_sweep.localCenter.x + m_sweep.localCenter.y
|
607
|
+
* m_sweep.localCenter.y);
|
608
|
+
data.center.x = m_sweep.localCenter.x;
|
609
|
+
data.center.y = m_sweep.localCenter.y;
|
610
|
+
}
|
611
|
+
|
612
|
+
/**
|
613
|
+
* Set the mass properties to override the mass properties of the fixtures.
|
614
|
+
* Note that this changes the center of mass position. Note that creating or
|
615
|
+
* destroying fixtures can also alter the mass. This function has no effect
|
616
|
+
* if the body isn't dynamic.
|
617
|
+
*
|
618
|
+
* @param massData the mass properties.
|
619
|
+
*/
|
620
|
+
public final void setMassData(MassData massData) {
|
621
|
+
// TODO_ERIN adjust linear velocity and torque to account for movement of center.
|
622
|
+
assert (m_world.isLocked() == false);
|
623
|
+
if (m_world.isLocked() == true) {
|
624
|
+
return;
|
625
|
+
}
|
626
|
+
|
627
|
+
if (m_type != BodyType.DYNAMIC) {
|
628
|
+
return;
|
629
|
+
}
|
630
|
+
|
631
|
+
m_invMass = 0.0f;
|
632
|
+
m_I = 0.0f;
|
633
|
+
m_invI = 0.0f;
|
634
|
+
|
635
|
+
m_mass = massData.mass;
|
636
|
+
if (m_mass <= 0.0f) {
|
637
|
+
m_mass = 1f;
|
638
|
+
}
|
639
|
+
|
640
|
+
m_invMass = 1.0f / m_mass;
|
641
|
+
|
642
|
+
if (massData.I > 0.0f && (m_flags & E_FIXED_ROTATION_FLAG) == 0) {
|
643
|
+
m_I = massData.I - m_mass * Vec2.dot(massData.center, massData.center);
|
644
|
+
assert (m_I > 0.0f);
|
645
|
+
m_invI = 1.0f / m_I;
|
646
|
+
}
|
647
|
+
|
648
|
+
final Vec2 oldCenter = m_world.getPool().popVec2();
|
649
|
+
// Move center of mass.
|
650
|
+
oldCenter.set(m_sweep.c);
|
651
|
+
m_sweep.localCenter.set(massData.center);
|
652
|
+
// m_sweep.c0 = m_sweep.c = Mul(m_xf, m_sweep.localCenter);
|
653
|
+
Transform.mulToOutUnsafe(m_xf, m_sweep.localCenter, m_sweep.c0);
|
654
|
+
m_sweep.c.set(m_sweep.c0);
|
655
|
+
|
656
|
+
// Update center of mass velocity.
|
657
|
+
// m_linearVelocity += Cross(m_angularVelocity, m_sweep.c - oldCenter);
|
658
|
+
final Vec2 temp = m_world.getPool().popVec2();
|
659
|
+
temp.set(m_sweep.c).subLocal(oldCenter);
|
660
|
+
Vec2.crossToOut(m_angularVelocity, temp, temp);
|
661
|
+
m_linearVelocity.addLocal(temp);
|
662
|
+
|
663
|
+
m_world.getPool().pushVec2(2);
|
664
|
+
}
|
665
|
+
|
666
|
+
private final MassData pmd = new MassData();
|
667
|
+
|
668
|
+
/**
|
669
|
+
* This resets the mass properties to the sum of the mass properties of the
|
670
|
+
* fixtures. This normally does not need to be called unless you called
|
671
|
+
* setMassData to override the mass and you later want to reset the mass.
|
672
|
+
*/
|
673
|
+
public final void resetMassData() {
|
674
|
+
// Compute mass data from shapes. Each shape has its own density.
|
675
|
+
m_mass = 0.0f;
|
676
|
+
m_invMass = 0.0f;
|
677
|
+
m_I = 0.0f;
|
678
|
+
m_invI = 0.0f;
|
679
|
+
m_sweep.localCenter.setZero();
|
680
|
+
|
681
|
+
// Static and kinematic bodies have zero mass.
|
682
|
+
if (m_type == BodyType.STATIC || m_type == BodyType.KINEMATIC) {
|
683
|
+
// m_sweep.c0 = m_sweep.c = m_xf.position;
|
684
|
+
m_sweep.c0.set(m_xf.p);
|
685
|
+
m_sweep.c.set(m_xf.p);
|
686
|
+
m_sweep.a0 = m_sweep.a;
|
687
|
+
return;
|
688
|
+
}
|
689
|
+
|
690
|
+
assert (m_type == BodyType.DYNAMIC);
|
691
|
+
|
692
|
+
// Accumulate mass over all fixtures.
|
693
|
+
final Vec2 localCenter = m_world.getPool().popVec2();
|
694
|
+
localCenter.setZero();
|
695
|
+
final Vec2 temp = m_world.getPool().popVec2();
|
696
|
+
final MassData massData = pmd;
|
697
|
+
for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
|
698
|
+
if (f.m_density == 0.0f) {
|
699
|
+
continue;
|
700
|
+
}
|
701
|
+
f.getMassData(massData);
|
702
|
+
m_mass += massData.mass;
|
703
|
+
// center += massData.mass * massData.center;
|
704
|
+
temp.set(massData.center).mulLocal(massData.mass);
|
705
|
+
localCenter.addLocal(temp);
|
706
|
+
m_I += massData.I;
|
707
|
+
}
|
708
|
+
|
709
|
+
// Compute center of mass.
|
710
|
+
if (m_mass > 0.0f) {
|
711
|
+
m_invMass = 1.0f / m_mass;
|
712
|
+
localCenter.mulLocal(m_invMass);
|
713
|
+
} else {
|
714
|
+
// Force all dynamic bodies to have a positive mass.
|
715
|
+
m_mass = 1.0f;
|
716
|
+
m_invMass = 1.0f;
|
717
|
+
}
|
718
|
+
|
719
|
+
if (m_I > 0.0f && (m_flags & E_FIXED_ROTATION_FLAG) == 0) {
|
720
|
+
// Center the inertia about the center of mass.
|
721
|
+
m_I -= m_mass * Vec2.dot(localCenter, localCenter);
|
722
|
+
assert (m_I > 0.0f);
|
723
|
+
m_invI = 1.0f / m_I;
|
724
|
+
} else {
|
725
|
+
m_I = 0.0f;
|
726
|
+
m_invI = 0.0f;
|
727
|
+
}
|
728
|
+
|
729
|
+
Vec2 oldCenter = m_world.getPool().popVec2();
|
730
|
+
// Move center of mass.
|
731
|
+
oldCenter.set(m_sweep.c);
|
732
|
+
m_sweep.localCenter.set(localCenter);
|
733
|
+
// m_sweep.c0 = m_sweep.c = Mul(m_xf, m_sweep.localCenter);
|
734
|
+
Transform.mulToOutUnsafe(m_xf, m_sweep.localCenter, m_sweep.c0);
|
735
|
+
m_sweep.c.set(m_sweep.c0);
|
736
|
+
|
737
|
+
// Update center of mass velocity.
|
738
|
+
// m_linearVelocity += Cross(m_angularVelocity, m_sweep.c - oldCenter);
|
739
|
+
temp.set(m_sweep.c).subLocal(oldCenter);
|
740
|
+
|
741
|
+
final Vec2 temp2 = oldCenter;
|
742
|
+
Vec2.crossToOutUnsafe(m_angularVelocity, temp, temp2);
|
743
|
+
m_linearVelocity.addLocal(temp2);
|
744
|
+
|
745
|
+
m_world.getPool().pushVec2(3);
|
746
|
+
}
|
747
|
+
|
748
|
+
/**
|
749
|
+
* Get the world coordinates of a point given the local coordinates.
|
750
|
+
*
|
751
|
+
* @param localPoint a point on the body measured relative the the body's
|
752
|
+
* origin.
|
753
|
+
* @return the same point expressed in world coordinates.
|
754
|
+
*/
|
755
|
+
public final Vec2 getWorldPoint(Vec2 localPoint) {
|
756
|
+
Vec2 v = new Vec2();
|
757
|
+
getWorldPointToOut(localPoint, v);
|
758
|
+
return v;
|
759
|
+
}
|
760
|
+
|
761
|
+
public final void getWorldPointToOut(Vec2 localPoint, Vec2 out) {
|
762
|
+
Transform.mulToOut(m_xf, localPoint, out);
|
763
|
+
}
|
764
|
+
|
765
|
+
/**
|
766
|
+
* Get the world coordinates of a vector given the local coordinates.
|
767
|
+
*
|
768
|
+
* @param localVector a vector fixed in the body.
|
769
|
+
* @return the same vector expressed in world coordinates.
|
770
|
+
*/
|
771
|
+
public final Vec2 getWorldVector(Vec2 localVector) {
|
772
|
+
Vec2 out = new Vec2();
|
773
|
+
getWorldVectorToOut(localVector, out);
|
774
|
+
return out;
|
775
|
+
}
|
776
|
+
|
777
|
+
public final void getWorldVectorToOut(Vec2 localVector, Vec2 out) {
|
778
|
+
Rot.mulToOut(m_xf.q, localVector, out);
|
779
|
+
}
|
780
|
+
|
781
|
+
public final void getWorldVectorToOutUnsafe(Vec2 localVector, Vec2 out) {
|
782
|
+
Rot.mulToOutUnsafe(m_xf.q, localVector, out);
|
783
|
+
}
|
784
|
+
|
785
|
+
/**
|
786
|
+
* Gets a local point relative to the body's origin given a world point.
|
787
|
+
*
|
788
|
+
* @param worldPoint a point in world coordinates.
|
789
|
+
* @return the corresponding local point relative to the body's origin.
|
790
|
+
*/
|
791
|
+
public final Vec2 getLocalPoint(Vec2 worldPoint) {
|
792
|
+
Vec2 out = new Vec2();
|
793
|
+
getLocalPointToOut(worldPoint, out);
|
794
|
+
return out;
|
795
|
+
}
|
796
|
+
|
797
|
+
public final void getLocalPointToOut(Vec2 worldPoint, Vec2 out) {
|
798
|
+
Transform.mulTransToOut(m_xf, worldPoint, out);
|
799
|
+
}
|
800
|
+
|
801
|
+
/**
|
802
|
+
* Gets a local vector given a world vector.
|
803
|
+
*
|
804
|
+
* @param worldVector a vector in world coordinates.
|
805
|
+
* @return the corresponding local vector.
|
806
|
+
*/
|
807
|
+
public final Vec2 getLocalVector(Vec2 worldVector) {
|
808
|
+
Vec2 out = new Vec2();
|
809
|
+
getLocalVectorToOut(worldVector, out);
|
810
|
+
return out;
|
811
|
+
}
|
812
|
+
|
813
|
+
public final void getLocalVectorToOut(Vec2 worldVector, Vec2 out) {
|
814
|
+
Rot.mulTrans(m_xf.q, worldVector, out);
|
815
|
+
}
|
816
|
+
|
817
|
+
public final void getLocalVectorToOutUnsafe(Vec2 worldVector, Vec2 out) {
|
818
|
+
Rot.mulTransUnsafe(m_xf.q, worldVector, out);
|
819
|
+
}
|
820
|
+
|
821
|
+
/**
|
822
|
+
* Get the world linear velocity of a world point attached to this body.
|
823
|
+
*
|
824
|
+
* @param worldPoint a point in world coordinates.
|
825
|
+
* @return the world velocity of a point.
|
826
|
+
*/
|
827
|
+
public final Vec2 getLinearVelocityFromWorldPoint(Vec2 worldPoint) {
|
828
|
+
Vec2 out = new Vec2();
|
829
|
+
getLinearVelocityFromWorldPointToOut(worldPoint, out);
|
830
|
+
return out;
|
831
|
+
}
|
832
|
+
|
833
|
+
public final void getLinearVelocityFromWorldPointToOut(Vec2 worldPoint, Vec2 out) {
|
834
|
+
final float tempX = worldPoint.x - m_sweep.c.x;
|
835
|
+
final float tempY = worldPoint.y - m_sweep.c.y;
|
836
|
+
out.x = -m_angularVelocity * tempY + m_linearVelocity.x;
|
837
|
+
out.y = m_angularVelocity * tempX + m_linearVelocity.y;
|
838
|
+
}
|
839
|
+
|
840
|
+
/**
|
841
|
+
* Get the world velocity of a local point.
|
842
|
+
*
|
843
|
+
* @param localPoint a point in local coordinates.
|
844
|
+
* @return the world velocity of a point.
|
845
|
+
*/
|
846
|
+
public final Vec2 getLinearVelocityFromLocalPoint(Vec2 localPoint) {
|
847
|
+
Vec2 out = new Vec2();
|
848
|
+
getLinearVelocityFromLocalPointToOut(localPoint, out);
|
849
|
+
return out;
|
850
|
+
}
|
851
|
+
|
852
|
+
public final void getLinearVelocityFromLocalPointToOut(Vec2 localPoint, Vec2 out) {
|
853
|
+
getWorldPointToOut(localPoint, out);
|
854
|
+
getLinearVelocityFromWorldPointToOut(out, out);
|
855
|
+
}
|
856
|
+
|
857
|
+
/**
|
858
|
+
* Get the linear damping of the body.
|
859
|
+
*
|
860
|
+
* @return
|
861
|
+
*/
|
862
|
+
public final float getLinearDamping() {
|
863
|
+
return m_linearDamping;
|
864
|
+
}
|
865
|
+
|
866
|
+
/**
|
867
|
+
* Set the linear damping of the body.
|
868
|
+
*
|
869
|
+
* @param linearDamping
|
870
|
+
*/
|
871
|
+
public final void setLinearDamping(float linearDamping) {
|
872
|
+
m_linearDamping = linearDamping;
|
873
|
+
}
|
874
|
+
|
875
|
+
/**
|
876
|
+
* Get the angular damping of the body.
|
877
|
+
*
|
878
|
+
* @return
|
879
|
+
*/
|
880
|
+
public final float getAngularDamping() {
|
881
|
+
return m_angularDamping;
|
882
|
+
}
|
883
|
+
|
884
|
+
/**
|
885
|
+
* Set the angular damping of the body.
|
886
|
+
*
|
887
|
+
* @param angularDamping
|
888
|
+
*/
|
889
|
+
public final void setAngularDamping(float angularDamping) {
|
890
|
+
m_angularDamping = angularDamping;
|
891
|
+
}
|
892
|
+
|
893
|
+
public BodyType getType() {
|
894
|
+
return m_type;
|
895
|
+
}
|
896
|
+
|
897
|
+
/**
|
898
|
+
* Set the type of this body. This may alter the mass and velocity.
|
899
|
+
*
|
900
|
+
* @param type
|
901
|
+
*/
|
902
|
+
public void setType(BodyType type) {
|
903
|
+
assert (m_world.isLocked() == false);
|
904
|
+
if (m_world.isLocked() == true) {
|
905
|
+
return;
|
906
|
+
}
|
907
|
+
|
908
|
+
if (m_type == type) {
|
909
|
+
return;
|
910
|
+
}
|
911
|
+
|
912
|
+
m_type = type;
|
913
|
+
|
914
|
+
resetMassData();
|
915
|
+
|
916
|
+
if (m_type == BodyType.STATIC) {
|
917
|
+
m_linearVelocity.setZero();
|
918
|
+
m_angularVelocity = 0.0f;
|
919
|
+
m_sweep.a0 = m_sweep.a;
|
920
|
+
m_sweep.c0.set(m_sweep.c);
|
921
|
+
synchronizeFixtures();
|
922
|
+
}
|
923
|
+
|
924
|
+
setAwake(true);
|
925
|
+
|
926
|
+
m_force.setZero();
|
927
|
+
m_torque = 0.0f;
|
928
|
+
|
929
|
+
// Delete the attached contacts.
|
930
|
+
ContactEdge ce = m_contactList;
|
931
|
+
while (ce != null) {
|
932
|
+
ContactEdge ce0 = ce;
|
933
|
+
ce = ce.next;
|
934
|
+
m_world.m_contactManager.destroy(ce0.contact);
|
935
|
+
}
|
936
|
+
m_contactList = null;
|
937
|
+
|
938
|
+
// Touch the proxies so that new contacts will be created (when appropriate)
|
939
|
+
BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
|
940
|
+
for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
|
941
|
+
int proxyCount = f.m_proxyCount;
|
942
|
+
for (int i = 0; i < proxyCount; ++i) {
|
943
|
+
broadPhase.touchProxy(f.m_proxies[i].proxyId);
|
944
|
+
}
|
945
|
+
}
|
946
|
+
}
|
947
|
+
|
948
|
+
/**
|
949
|
+
* Is this body treated like a bullet for continuous collision detection?
|
950
|
+
*
|
951
|
+
* @return
|
952
|
+
*/
|
953
|
+
public final boolean isBullet() {
|
954
|
+
return (m_flags & E_BULLET_FLAG) == E_BULLET_FLAG;
|
955
|
+
}
|
956
|
+
|
957
|
+
/**
|
958
|
+
* Should this body be treated like a bullet for continuous collision
|
959
|
+
* detection?
|
960
|
+
*
|
961
|
+
* @param flag
|
962
|
+
*/
|
963
|
+
public final void setBullet(boolean flag) {
|
964
|
+
if (flag) {
|
965
|
+
m_flags |= E_BULLET_FLAG;
|
966
|
+
} else {
|
967
|
+
m_flags &= ~E_BULLET_FLAG;
|
968
|
+
}
|
969
|
+
}
|
970
|
+
|
971
|
+
/**
|
972
|
+
* You can disable sleeping on this body. If you disable sleeping, the body
|
973
|
+
* will be woken.
|
974
|
+
*
|
975
|
+
* @param flag
|
976
|
+
*/
|
977
|
+
public void setSleepingAllowed(boolean flag) {
|
978
|
+
if (flag) {
|
979
|
+
m_flags |= E_AUTO_SLEEP_FLAG;
|
980
|
+
} else {
|
981
|
+
m_flags &= ~E_AUTO_SLEEP_FLAG;
|
982
|
+
setAwake(true);
|
983
|
+
}
|
984
|
+
}
|
985
|
+
|
986
|
+
/**
|
987
|
+
* Is this body allowed to sleep
|
988
|
+
*
|
989
|
+
* @return
|
990
|
+
*/
|
991
|
+
public boolean isSleepingAllowed() {
|
992
|
+
return (m_flags & E_AUTO_SLEEP_FLAG) == E_AUTO_SLEEP_FLAG;
|
993
|
+
}
|
994
|
+
|
995
|
+
/**
|
996
|
+
* Set the sleep state of the body. A sleeping body has very low CPU cost.
|
997
|
+
*
|
998
|
+
* @param flag set to true to put body to sleep, false to wake it.
|
999
|
+
*/
|
1000
|
+
public void setAwake(boolean flag) {
|
1001
|
+
if (flag) {
|
1002
|
+
if ((m_flags & E_AWAKE_FLAG) == 0) {
|
1003
|
+
m_flags |= E_AWAKE_FLAG;
|
1004
|
+
m_sleepTime = 0.0f;
|
1005
|
+
}
|
1006
|
+
} else {
|
1007
|
+
m_flags &= ~E_AWAKE_FLAG;
|
1008
|
+
m_sleepTime = 0.0f;
|
1009
|
+
m_linearVelocity.setZero();
|
1010
|
+
m_angularVelocity = 0.0f;
|
1011
|
+
m_force.setZero();
|
1012
|
+
m_torque = 0.0f;
|
1013
|
+
}
|
1014
|
+
}
|
1015
|
+
|
1016
|
+
/**
|
1017
|
+
* Get the sleeping state of this body.
|
1018
|
+
*
|
1019
|
+
* @return true if the body is awake.
|
1020
|
+
*/
|
1021
|
+
public boolean isAwake() {
|
1022
|
+
return (m_flags & E_AWAKE_FLAG) == E_AWAKE_FLAG;
|
1023
|
+
}
|
1024
|
+
|
1025
|
+
/**
|
1026
|
+
* Set the active state of the body. An inactive body is not simulated and
|
1027
|
+
* cannot be collided with or woken up. If you pass a flag of true, all
|
1028
|
+
* fixtures will be added to the broad-phase. If you pass a flag of false,
|
1029
|
+
* all fixtures will be removed from the broad-phase and all contacts will
|
1030
|
+
* be destroyed. Fixtures and joints are otherwise unaffected. You may
|
1031
|
+
* continue to create/destroy fixtures and joints on inactive bodies.
|
1032
|
+
* Fixtures on an inactive body are implicitly inactive and will not
|
1033
|
+
* participate in collisions, ray-casts, or queries. Joints connected to an
|
1034
|
+
* inactive body are implicitly inactive. An inactive body is still owned by
|
1035
|
+
* a World object and remains in the body list.
|
1036
|
+
*
|
1037
|
+
* @param flag
|
1038
|
+
*/
|
1039
|
+
public void setActive(boolean flag) {
|
1040
|
+
assert (m_world.isLocked() == false);
|
1041
|
+
|
1042
|
+
if (flag == isActive()) {
|
1043
|
+
return;
|
1044
|
+
}
|
1045
|
+
|
1046
|
+
if (flag) {
|
1047
|
+
m_flags |= E_ACTIVE_FLAG;
|
1048
|
+
|
1049
|
+
// Create all proxies.
|
1050
|
+
BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
|
1051
|
+
for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
|
1052
|
+
f.createProxies(broadPhase, m_xf);
|
1053
|
+
}
|
1054
|
+
|
1055
|
+
// Contacts are created the next time step.
|
1056
|
+
} else {
|
1057
|
+
m_flags &= ~E_ACTIVE_FLAG;
|
1058
|
+
|
1059
|
+
// Destroy all proxies.
|
1060
|
+
BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
|
1061
|
+
for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
|
1062
|
+
f.destroyProxies(broadPhase);
|
1063
|
+
}
|
1064
|
+
|
1065
|
+
// Destroy the attached contacts.
|
1066
|
+
ContactEdge ce = m_contactList;
|
1067
|
+
while (ce != null) {
|
1068
|
+
ContactEdge ce0 = ce;
|
1069
|
+
ce = ce.next;
|
1070
|
+
m_world.m_contactManager.destroy(ce0.contact);
|
1071
|
+
}
|
1072
|
+
m_contactList = null;
|
1073
|
+
}
|
1074
|
+
}
|
1075
|
+
|
1076
|
+
/**
|
1077
|
+
* Get the active state of the body.
|
1078
|
+
*
|
1079
|
+
* @return
|
1080
|
+
*/
|
1081
|
+
public boolean isActive() {
|
1082
|
+
return (m_flags & E_ACTIVE_FLAG) == E_ACTIVE_FLAG;
|
1083
|
+
}
|
1084
|
+
|
1085
|
+
/**
|
1086
|
+
* Set this body to have fixed rotation. This causes the mass to be reset.
|
1087
|
+
*
|
1088
|
+
* @param flag
|
1089
|
+
*/
|
1090
|
+
public void setFixedRotation(boolean flag) {
|
1091
|
+
if (flag) {
|
1092
|
+
m_flags |= E_FIXED_ROTATION_FLAG;
|
1093
|
+
} else {
|
1094
|
+
m_flags &= ~E_FIXED_ROTATION_FLAG;
|
1095
|
+
}
|
1096
|
+
|
1097
|
+
resetMassData();
|
1098
|
+
}
|
1099
|
+
|
1100
|
+
/**
|
1101
|
+
* Does this body have fixed rotation?
|
1102
|
+
*
|
1103
|
+
* @return
|
1104
|
+
*/
|
1105
|
+
public boolean isFixedRotation() {
|
1106
|
+
return (m_flags & E_FIXED_ROTATION_FLAG) == E_FIXED_ROTATION_FLAG;
|
1107
|
+
}
|
1108
|
+
|
1109
|
+
/**
|
1110
|
+
* Get the list of all fixtures attached to this body.
|
1111
|
+
*
|
1112
|
+
* @return
|
1113
|
+
*/
|
1114
|
+
public final Fixture getFixtureList() {
|
1115
|
+
return m_fixtureList;
|
1116
|
+
}
|
1117
|
+
|
1118
|
+
/**
|
1119
|
+
* Get the list of all joints attached to this body.
|
1120
|
+
*
|
1121
|
+
* @return
|
1122
|
+
*/
|
1123
|
+
public final JointEdge getJointList() {
|
1124
|
+
return m_jointList;
|
1125
|
+
}
|
1126
|
+
|
1127
|
+
/**
|
1128
|
+
* Get the list of all contacts attached to this body.
|
1129
|
+
*
|
1130
|
+
* @return
|
1131
|
+
* @warning this list changes during the time step and you may miss some
|
1132
|
+
* collisions if you don't use ContactListener.
|
1133
|
+
*/
|
1134
|
+
public final ContactEdge getContactList() {
|
1135
|
+
return m_contactList;
|
1136
|
+
}
|
1137
|
+
|
1138
|
+
/**
|
1139
|
+
* Get the next body in the world's body list.
|
1140
|
+
*
|
1141
|
+
* @return
|
1142
|
+
*/
|
1143
|
+
public final Body getNext() {
|
1144
|
+
return m_next;
|
1145
|
+
}
|
1146
|
+
|
1147
|
+
/**
|
1148
|
+
* Get the user data pointer that was provided in the body definition.
|
1149
|
+
*
|
1150
|
+
* @return
|
1151
|
+
*/
|
1152
|
+
public final Object getUserData() {
|
1153
|
+
return m_userData;
|
1154
|
+
}
|
1155
|
+
|
1156
|
+
/**
|
1157
|
+
* Set the user data. Use this to store your application specific data.
|
1158
|
+
*
|
1159
|
+
* @param data
|
1160
|
+
*/
|
1161
|
+
public final void setUserData(Object data) {
|
1162
|
+
m_userData = data;
|
1163
|
+
}
|
1164
|
+
|
1165
|
+
/**
|
1166
|
+
* Get the parent world of this body.
|
1167
|
+
*
|
1168
|
+
* @return
|
1169
|
+
*/
|
1170
|
+
public final World getWorld() {
|
1171
|
+
return m_world;
|
1172
|
+
}
|
1173
|
+
|
1174
|
+
// djm pooling
|
1175
|
+
private final Transform pxf = new Transform();
|
1176
|
+
|
1177
|
+
protected final void synchronizeFixtures() {
|
1178
|
+
final Transform xf1 = pxf;
|
1179
|
+
// xf1.position = m_sweep.c0 - Mul(xf1.R, m_sweep.localCenter);
|
1180
|
+
|
1181
|
+
// xf1.q.set(m_sweep.a0);
|
1182
|
+
// Rot.mulToOutUnsafe(xf1.q, m_sweep.localCenter, xf1.p);
|
1183
|
+
// xf1.p.mulLocal(-1).addLocal(m_sweep.c0);
|
1184
|
+
// inlined:
|
1185
|
+
xf1.q.s = MathUtils.sin(m_sweep.a0);
|
1186
|
+
xf1.q.c = MathUtils.cos(m_sweep.a0);
|
1187
|
+
xf1.p.x = m_sweep.c0.x - xf1.q.c * m_sweep.localCenter.x + xf1.q.s * m_sweep.localCenter.y;
|
1188
|
+
xf1.p.y = m_sweep.c0.y - xf1.q.s * m_sweep.localCenter.x - xf1.q.c * m_sweep.localCenter.y;
|
1189
|
+
// end inline
|
1190
|
+
|
1191
|
+
for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
|
1192
|
+
f.synchronize(m_world.m_contactManager.m_broadPhase, xf1, m_xf);
|
1193
|
+
}
|
1194
|
+
}
|
1195
|
+
|
1196
|
+
public final void synchronizeTransform() {
|
1197
|
+
// m_xf.q.set(m_sweep.a);
|
1198
|
+
//
|
1199
|
+
// // m_xf.position = m_sweep.c - Mul(m_xf.R, m_sweep.localCenter);
|
1200
|
+
// Rot.mulToOutUnsafe(m_xf.q, m_sweep.localCenter, m_xf.p);
|
1201
|
+
// m_xf.p.mulLocal(-1).addLocal(m_sweep.c);
|
1202
|
+
//
|
1203
|
+
m_xf.q.s = MathUtils.sin(m_sweep.a);
|
1204
|
+
m_xf.q.c = MathUtils.cos(m_sweep.a);
|
1205
|
+
Rot q = m_xf.q;
|
1206
|
+
Vec2 v = m_sweep.localCenter;
|
1207
|
+
m_xf.p.x = m_sweep.c.x - q.c * v.x + q.s * v.y;
|
1208
|
+
m_xf.p.y = m_sweep.c.y - q.s * v.x - q.c * v.y;
|
1209
|
+
}
|
1210
|
+
|
1211
|
+
/**
|
1212
|
+
* This is used to prevent connected bodies from colliding. It may lie,
|
1213
|
+
* depending on the collideConnected flag.
|
1214
|
+
*
|
1215
|
+
* @param other
|
1216
|
+
* @return
|
1217
|
+
*/
|
1218
|
+
public boolean shouldCollide(Body other) {
|
1219
|
+
// At least one body should be dynamic.
|
1220
|
+
if (m_type != BodyType.DYNAMIC && other.m_type != BodyType.DYNAMIC) {
|
1221
|
+
return false;
|
1222
|
+
}
|
1223
|
+
|
1224
|
+
// Does a joint prevent collision?
|
1225
|
+
for (JointEdge jn = m_jointList; jn != null; jn = jn.next) {
|
1226
|
+
if (jn.other == other) {
|
1227
|
+
if (jn.joint.getCollideConnected() == false) {
|
1228
|
+
return false;
|
1229
|
+
}
|
1230
|
+
}
|
1231
|
+
}
|
1232
|
+
|
1233
|
+
return true;
|
1234
|
+
}
|
1235
|
+
|
1236
|
+
protected final void advance(float t) {
|
1237
|
+
// Advance to the new safe time. This doesn't sync the broad-phase.
|
1238
|
+
m_sweep.advance(t);
|
1239
|
+
m_sweep.c.set(m_sweep.c0);
|
1240
|
+
m_sweep.a = m_sweep.a0;
|
1241
|
+
m_xf.q.set(m_sweep.a);
|
1242
|
+
// m_xf.position = m_sweep.c - Mul(m_xf.R, m_sweep.localCenter);
|
1243
|
+
Rot.mulToOutUnsafe(m_xf.q, m_sweep.localCenter, m_xf.p);
|
1244
|
+
m_xf.p.mulLocal(-1).addLocal(m_sweep.c);
|
1245
|
+
}
|
1246
|
+
}
|