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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* 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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package org.jbox2d.dynamics;
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import org.jbox2d.common.Vec2;
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/**
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* A body definition holds all the data needed to construct a rigid body. You can safely re-use body
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* definitions. Shapes are added to a body after construction.
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*
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* @author daniel
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*/
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public class BodyDef {
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/**
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* The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the
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* mass is set to one.
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*/
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public BodyType type;
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/**
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* Use this to store application specific body data.
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*/
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public Object userData;
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/**
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* The world position of the body. Avoid creating bodies at the origin since this can lead to many
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* overlapping shapes.
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*/
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public Vec2 position;
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/**
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* The world angle of the body in radians.
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*/
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public float angle;
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/**
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* The linear velocity of the body in world co-ordinates.
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*/
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public Vec2 linearVelocity;
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/**
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* The angular velocity of the body.
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*/
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public float angularVelocity;
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/**
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* Linear damping is use to reduce the linear velocity. The damping parameter can be larger than
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* 1.0f but the damping effect becomes sensitive to the time step when the damping parameter is
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* large.
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*/
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public float linearDamping;
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/**
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* Angular damping is use to reduce the angular velocity. The damping parameter can be larger than
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* 1.0f but the damping effect becomes sensitive to the time step when the damping parameter is
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* large.
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*/
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public float angularDamping;
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/**
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* Set this flag to false if this body should never fall asleep. Note that this increases CPU
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* usage.
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*/
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public boolean allowSleep;
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/**
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* Is this body initially sleeping?
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*/
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public boolean awake;
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/**
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* Should this body be prevented from rotating? Useful for characters.
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*/
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public boolean fixedRotation;
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/**
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* Is this a fast moving body that should be prevented from tunneling through other moving bodies?
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* Note that all bodies are prevented from tunneling through kinematic and static bodies. This
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* setting is only considered on dynamic bodies.
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*
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* @warning You should use this flag sparingly since it increases processing time.
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*/
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public boolean bullet;
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/**
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* Does this body start out active?
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*/
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public boolean active;
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/**
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* Experimental: scales the inertia tensor.
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*/
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public float gravityScale;
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/**
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*
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*/
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public BodyDef() {
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userData = null;
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position = new Vec2();
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angle = 0f;
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linearVelocity = new Vec2();
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angularVelocity = 0f;
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linearDamping = 0f;
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angularDamping = 0f;
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allowSleep = true;
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awake = true;
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fixedRotation = false;
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bullet = false;
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type = BodyType.STATIC;
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active = true;
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gravityScale = 1.0f;
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}
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/**
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* The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the
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* mass is set to one.
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* @return
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*/
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public BodyType getType() {
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return type;
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}
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/**
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* The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the
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* mass is set to one.
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* @param type
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*/
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public void setType(BodyType type) {
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this.type = type;
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}
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/**
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* Use this to store application specific body data.
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* @return
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*/
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public Object getUserData() {
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return userData;
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}
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/**
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* Use this to store application specific body data.
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* @param userData
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*/
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public void setUserData(Object userData) {
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this.userData = userData;
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}
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/**
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* The world position of the body. Avoid creating bodies at the origin since this can lead to many
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* overlapping shapes.
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* @return
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*/
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public Vec2 getPosition() {
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return position;
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}
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/**
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* The world position of the body. Avoid creating bodies at the origin since this can lead to many
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* overlapping shapes.
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* @param position
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*/
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public void setPosition(Vec2 position) {
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this.position = position;
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}
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/**
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* The world angle of the body in radians.
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* @return
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*/
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public float getAngle() {
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return angle;
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}
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/**
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* The world angle of the body in radians.
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* @param angle
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*/
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public void setAngle(float angle) {
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this.angle = angle;
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}
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/**
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* The linear velocity of the body in world co-ordinates.
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* @return
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*/
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public Vec2 getLinearVelocity() {
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return linearVelocity;
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}
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/**
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* The linear velocity of the body in world co-ordinates.
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* @param linearVelocity
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*/
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public void setLinearVelocity(Vec2 linearVelocity) {
|
218
|
+
this.linearVelocity = linearVelocity;
|
219
|
+
}
|
220
|
+
|
221
|
+
/**
|
222
|
+
* The angular velocity of the body.
|
223
|
+
* @return
|
224
|
+
*/
|
225
|
+
public float getAngularVelocity() {
|
226
|
+
return angularVelocity;
|
227
|
+
}
|
228
|
+
|
229
|
+
/**
|
230
|
+
* The angular velocity of the body.
|
231
|
+
* @param angularVelocity
|
232
|
+
*/
|
233
|
+
public void setAngularVelocity(float angularVelocity) {
|
234
|
+
this.angularVelocity = angularVelocity;
|
235
|
+
}
|
236
|
+
|
237
|
+
/**
|
238
|
+
* Linear damping is use to reduce the linear velocity. The damping parameter can be larger than
|
239
|
+
* 1.0f but the damping effect becomes sensitive to the time step when the damping parameter is
|
240
|
+
* large.
|
241
|
+
* @return
|
242
|
+
*/
|
243
|
+
public float getLinearDamping() {
|
244
|
+
return linearDamping;
|
245
|
+
}
|
246
|
+
|
247
|
+
/**
|
248
|
+
* Linear damping is use to reduce the linear velocity. The damping parameter can be larger than
|
249
|
+
* 1.0f but the damping effect becomes sensitive to the time step when the damping parameter is
|
250
|
+
* large.
|
251
|
+
* @param linearDamping
|
252
|
+
*/
|
253
|
+
public void setLinearDamping(float linearDamping) {
|
254
|
+
this.linearDamping = linearDamping;
|
255
|
+
}
|
256
|
+
|
257
|
+
/**
|
258
|
+
* Angular damping is use to reduce the angular velocity. The damping parameter can be larger than
|
259
|
+
* 1.0f but the damping effect becomes sensitive to the time step when the damping parameter is
|
260
|
+
* large.
|
261
|
+
* @return
|
262
|
+
*/
|
263
|
+
public float getAngularDamping() {
|
264
|
+
return angularDamping;
|
265
|
+
}
|
266
|
+
|
267
|
+
/**
|
268
|
+
* Angular damping is use to reduce the angular velocity. The damping parameter can be larger than
|
269
|
+
* 1.0f but the damping effect becomes sensitive to the time step when the damping parameter is
|
270
|
+
* large.
|
271
|
+
* @param angularDamping
|
272
|
+
*/
|
273
|
+
public void setAngularDamping(float angularDamping) {
|
274
|
+
this.angularDamping = angularDamping;
|
275
|
+
}
|
276
|
+
|
277
|
+
/**
|
278
|
+
* Set this flag to false if this body should never fall asleep. Note that this increases CPU
|
279
|
+
* usage.
|
280
|
+
* @return
|
281
|
+
*/
|
282
|
+
public boolean isAllowSleep() {
|
283
|
+
return allowSleep;
|
284
|
+
}
|
285
|
+
|
286
|
+
/**
|
287
|
+
* Set this flag to false if this body should never fall asleep. Note that this increases CPU
|
288
|
+
* usage.
|
289
|
+
* @param allowSleep
|
290
|
+
*/
|
291
|
+
public void setAllowSleep(boolean allowSleep) {
|
292
|
+
this.allowSleep = allowSleep;
|
293
|
+
}
|
294
|
+
|
295
|
+
/**
|
296
|
+
* Is this body initially sleeping?
|
297
|
+
* @return
|
298
|
+
*/
|
299
|
+
public boolean isAwake() {
|
300
|
+
return awake;
|
301
|
+
}
|
302
|
+
|
303
|
+
/**
|
304
|
+
* Is this body initially sleeping?
|
305
|
+
* @param awake
|
306
|
+
*/
|
307
|
+
public void setAwake(boolean awake) {
|
308
|
+
this.awake = awake;
|
309
|
+
}
|
310
|
+
|
311
|
+
/**
|
312
|
+
* Should this body be prevented from rotating? Useful for characters.
|
313
|
+
* @return
|
314
|
+
*/
|
315
|
+
public boolean isFixedRotation() {
|
316
|
+
return fixedRotation;
|
317
|
+
}
|
318
|
+
|
319
|
+
/**
|
320
|
+
* Should this body be prevented from rotating? Useful for characters.
|
321
|
+
* @param fixedRotation
|
322
|
+
*/
|
323
|
+
public void setFixedRotation(boolean fixedRotation) {
|
324
|
+
this.fixedRotation = fixedRotation;
|
325
|
+
}
|
326
|
+
|
327
|
+
/**
|
328
|
+
* Is this a fast moving body that should be prevented from tunneling through other moving bodies?
|
329
|
+
* Note that all bodies are prevented from tunneling through kinematic and static bodies. This
|
330
|
+
* setting is only considered on dynamic bodies.
|
331
|
+
*
|
332
|
+
* @return
|
333
|
+
* @warning You should use this flag sparingly since it increases processing time.
|
334
|
+
*/
|
335
|
+
public boolean isBullet() {
|
336
|
+
return bullet;
|
337
|
+
}
|
338
|
+
|
339
|
+
/**
|
340
|
+
* Is this a fast moving body that should be prevented from tunneling through other moving bodies?
|
341
|
+
* Note that all bodies are prevented from tunneling through kinematic and static bodies. This
|
342
|
+
* setting is only considered on dynamic bodies.
|
343
|
+
*
|
344
|
+
* @param bullet
|
345
|
+
* @warning You should use this flag sparingly since it increases processing time.
|
346
|
+
*/
|
347
|
+
public void setBullet(boolean bullet) {
|
348
|
+
this.bullet = bullet;
|
349
|
+
}
|
350
|
+
|
351
|
+
/**
|
352
|
+
* Does this body start out active?
|
353
|
+
* @return
|
354
|
+
*/
|
355
|
+
public boolean isActive() {
|
356
|
+
return active;
|
357
|
+
}
|
358
|
+
|
359
|
+
/**
|
360
|
+
* Does this body start out active?
|
361
|
+
* @param active
|
362
|
+
*/
|
363
|
+
public void setActive(boolean active) {
|
364
|
+
this.active = active;
|
365
|
+
}
|
366
|
+
|
367
|
+
/**
|
368
|
+
* Experimental: scales the inertia tensor.
|
369
|
+
* @return
|
370
|
+
*/
|
371
|
+
public float getGravityScale() {
|
372
|
+
return gravityScale;
|
373
|
+
}
|
374
|
+
|
375
|
+
/**
|
376
|
+
* Experimental: scales the inertia tensor.
|
377
|
+
* @param gravityScale
|
378
|
+
*/
|
379
|
+
public void setGravityScale(float gravityScale) {
|
380
|
+
this.gravityScale = gravityScale;
|
381
|
+
}
|
382
|
+
}
|
@@ -0,0 +1,41 @@
|
|
1
|
+
/*******************************************************************************
|
2
|
+
* Copyright (c) 2013, Daniel Murphy
|
3
|
+
* All rights reserved.
|
4
|
+
*
|
5
|
+
* Redistribution and use in source and binary forms, with or without modification,
|
6
|
+
* are permitted provided that the following conditions are met:
|
7
|
+
* * Redistributions of source code must retain the above copyright notice,
|
8
|
+
* this list of conditions and the following disclaimer.
|
9
|
+
* * Redistributions in binary form must reproduce the above copyright notice,
|
10
|
+
* this list of conditions and the following disclaimer in the documentation
|
11
|
+
* and/or other materials provided with the distribution.
|
12
|
+
*
|
13
|
+
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
14
|
+
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
15
|
+
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
16
|
+
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
17
|
+
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
18
|
+
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
19
|
+
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
20
|
+
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
21
|
+
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
22
|
+
* POSSIBILITY OF SUCH DAMAGE.
|
23
|
+
******************************************************************************/
|
24
|
+
/**
|
25
|
+
* Created at 3:59:59 AM Jul 7, 2010
|
26
|
+
*/
|
27
|
+
package org.jbox2d.dynamics;
|
28
|
+
|
29
|
+
// updated to rev 100
|
30
|
+
|
31
|
+
/**
|
32
|
+
* The body type.
|
33
|
+
* static: zero mass, zero velocity, may be manually moved
|
34
|
+
* kinematic: zero mass, non-zero velocity set by user, moved by solver
|
35
|
+
* dynamic: positive mass, non-zero velocity determined by forces, moved by solver
|
36
|
+
*
|
37
|
+
* @author daniel
|
38
|
+
*/
|
39
|
+
public enum BodyType {
|
40
|
+
STATIC, KINEMATIC, DYNAMIC
|
41
|
+
}
|
@@ -0,0 +1,293 @@
|
|
1
|
+
/*******************************************************************************
|
2
|
+
* Copyright (c) 2013, Daniel Murphy
|
3
|
+
* All rights reserved.
|
4
|
+
*
|
5
|
+
* Redistribution and use in source and binary forms, with or without modification,
|
6
|
+
* are permitted provided that the following conditions are met:
|
7
|
+
* * Redistributions of source code must retain the above copyright notice,
|
8
|
+
* this list of conditions and the following disclaimer.
|
9
|
+
* * Redistributions in binary form must reproduce the above copyright notice,
|
10
|
+
* this list of conditions and the following disclaimer in the documentation
|
11
|
+
* and/or other materials provided with the distribution.
|
12
|
+
*
|
13
|
+
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
14
|
+
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
15
|
+
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
16
|
+
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
17
|
+
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
18
|
+
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
19
|
+
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
20
|
+
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
21
|
+
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
22
|
+
* POSSIBILITY OF SUCH DAMAGE.
|
23
|
+
******************************************************************************/
|
24
|
+
package org.jbox2d.dynamics;
|
25
|
+
|
26
|
+
import org.jbox2d.callbacks.ContactFilter;
|
27
|
+
import org.jbox2d.callbacks.ContactListener;
|
28
|
+
import org.jbox2d.callbacks.PairCallback;
|
29
|
+
import org.jbox2d.collision.broadphase.BroadPhase;
|
30
|
+
import org.jbox2d.dynamics.contacts.Contact;
|
31
|
+
import org.jbox2d.dynamics.contacts.ContactEdge;
|
32
|
+
|
33
|
+
/**
|
34
|
+
* Delegate of World.
|
35
|
+
*
|
36
|
+
* @author Daniel Murphy
|
37
|
+
*/
|
38
|
+
public class ContactManager implements PairCallback {
|
39
|
+
|
40
|
+
public BroadPhase m_broadPhase;
|
41
|
+
public Contact m_contactList;
|
42
|
+
public int m_contactCount;
|
43
|
+
public ContactFilter m_contactFilter;
|
44
|
+
public ContactListener m_contactListener;
|
45
|
+
|
46
|
+
private final World pool;
|
47
|
+
|
48
|
+
public ContactManager(World argPool, BroadPhase broadPhase) {
|
49
|
+
m_contactList = null;
|
50
|
+
m_contactCount = 0;
|
51
|
+
m_contactFilter = new ContactFilter();
|
52
|
+
m_contactListener = null;
|
53
|
+
m_broadPhase = broadPhase;
|
54
|
+
pool = argPool;
|
55
|
+
}
|
56
|
+
|
57
|
+
/**
|
58
|
+
* Broad-phase callback.
|
59
|
+
*
|
60
|
+
* @param proxyUserDataA
|
61
|
+
* @param proxyUserDataB
|
62
|
+
*/
|
63
|
+
@Override
|
64
|
+
public void addPair(Object proxyUserDataA, Object proxyUserDataB) {
|
65
|
+
FixtureProxy proxyA = (FixtureProxy) proxyUserDataA;
|
66
|
+
FixtureProxy proxyB = (FixtureProxy) proxyUserDataB;
|
67
|
+
|
68
|
+
Fixture fixtureA = proxyA.fixture;
|
69
|
+
Fixture fixtureB = proxyB.fixture;
|
70
|
+
|
71
|
+
int indexA = proxyA.childIndex;
|
72
|
+
int indexB = proxyB.childIndex;
|
73
|
+
|
74
|
+
Body bodyA = fixtureA.getBody();
|
75
|
+
Body bodyB = fixtureB.getBody();
|
76
|
+
|
77
|
+
// Are the fixtures on the same body?
|
78
|
+
if (bodyA == bodyB) {
|
79
|
+
return;
|
80
|
+
}
|
81
|
+
|
82
|
+
// TODO_ERIN use a hash table to remove a potential bottleneck when both
|
83
|
+
// bodies have a lot of contacts.
|
84
|
+
// Does a contact already exist?
|
85
|
+
ContactEdge edge = bodyB.getContactList();
|
86
|
+
while (edge != null) {
|
87
|
+
if (edge.other == bodyA) {
|
88
|
+
Fixture fA = edge.contact.getFixtureA();
|
89
|
+
Fixture fB = edge.contact.getFixtureB();
|
90
|
+
int iA = edge.contact.getChildIndexA();
|
91
|
+
int iB = edge.contact.getChildIndexB();
|
92
|
+
|
93
|
+
if (fA == fixtureA && iA == indexA && fB == fixtureB && iB == indexB) {
|
94
|
+
// A contact already exists.
|
95
|
+
return;
|
96
|
+
}
|
97
|
+
|
98
|
+
if (fA == fixtureB && iA == indexB && fB == fixtureA && iB == indexA) {
|
99
|
+
// A contact already exists.
|
100
|
+
return;
|
101
|
+
}
|
102
|
+
}
|
103
|
+
|
104
|
+
edge = edge.next;
|
105
|
+
}
|
106
|
+
|
107
|
+
// Does a joint override collision? is at least one body dynamic?
|
108
|
+
if (bodyB.shouldCollide(bodyA) == false) {
|
109
|
+
return;
|
110
|
+
}
|
111
|
+
|
112
|
+
// Check user filtering.
|
113
|
+
if (m_contactFilter != null && m_contactFilter.shouldCollide(fixtureA, fixtureB) == false) {
|
114
|
+
return;
|
115
|
+
}
|
116
|
+
|
117
|
+
// Call the factory.
|
118
|
+
Contact c = pool.popContact(fixtureA, indexA, fixtureB, indexB);
|
119
|
+
if (c == null) {
|
120
|
+
return;
|
121
|
+
}
|
122
|
+
|
123
|
+
// Contact creation may swap fixtures.
|
124
|
+
fixtureA = c.getFixtureA();
|
125
|
+
fixtureB = c.getFixtureB();
|
126
|
+
indexA = c.getChildIndexA();
|
127
|
+
indexB = c.getChildIndexB();
|
128
|
+
bodyA = fixtureA.getBody();
|
129
|
+
bodyB = fixtureB.getBody();
|
130
|
+
|
131
|
+
// Insert into the world.
|
132
|
+
c.m_prev = null;
|
133
|
+
c.m_next = m_contactList;
|
134
|
+
if (m_contactList != null) {
|
135
|
+
m_contactList.m_prev = c;
|
136
|
+
}
|
137
|
+
m_contactList = c;
|
138
|
+
|
139
|
+
// Connect to island graph.
|
140
|
+
|
141
|
+
// Connect to body A
|
142
|
+
c.m_nodeA.contact = c;
|
143
|
+
c.m_nodeA.other = bodyB;
|
144
|
+
|
145
|
+
c.m_nodeA.prev = null;
|
146
|
+
c.m_nodeA.next = bodyA.m_contactList;
|
147
|
+
if (bodyA.m_contactList != null) {
|
148
|
+
bodyA.m_contactList.prev = c.m_nodeA;
|
149
|
+
}
|
150
|
+
bodyA.m_contactList = c.m_nodeA;
|
151
|
+
|
152
|
+
// Connect to body B
|
153
|
+
c.m_nodeB.contact = c;
|
154
|
+
c.m_nodeB.other = bodyA;
|
155
|
+
|
156
|
+
c.m_nodeB.prev = null;
|
157
|
+
c.m_nodeB.next = bodyB.m_contactList;
|
158
|
+
if (bodyB.m_contactList != null) {
|
159
|
+
bodyB.m_contactList.prev = c.m_nodeB;
|
160
|
+
}
|
161
|
+
bodyB.m_contactList = c.m_nodeB;
|
162
|
+
|
163
|
+
// wake up the bodies
|
164
|
+
if (!fixtureA.isSensor() && !fixtureB.isSensor()) {
|
165
|
+
bodyA.setAwake(true);
|
166
|
+
bodyB.setAwake(true);
|
167
|
+
}
|
168
|
+
|
169
|
+
++m_contactCount;
|
170
|
+
}
|
171
|
+
|
172
|
+
public void findNewContacts() {
|
173
|
+
m_broadPhase.updatePairs(this);
|
174
|
+
}
|
175
|
+
|
176
|
+
public void destroy(Contact c) {
|
177
|
+
Fixture fixtureA = c.getFixtureA();
|
178
|
+
Fixture fixtureB = c.getFixtureB();
|
179
|
+
Body bodyA = fixtureA.getBody();
|
180
|
+
Body bodyB = fixtureB.getBody();
|
181
|
+
|
182
|
+
if (m_contactListener != null && c.isTouching()) {
|
183
|
+
m_contactListener.endContact(c);
|
184
|
+
}
|
185
|
+
|
186
|
+
// Remove from the world.
|
187
|
+
if (c.m_prev != null) {
|
188
|
+
c.m_prev.m_next = c.m_next;
|
189
|
+
}
|
190
|
+
|
191
|
+
if (c.m_next != null) {
|
192
|
+
c.m_next.m_prev = c.m_prev;
|
193
|
+
}
|
194
|
+
|
195
|
+
if (c == m_contactList) {
|
196
|
+
m_contactList = c.m_next;
|
197
|
+
}
|
198
|
+
|
199
|
+
// Remove from body 1
|
200
|
+
if (c.m_nodeA.prev != null) {
|
201
|
+
c.m_nodeA.prev.next = c.m_nodeA.next;
|
202
|
+
}
|
203
|
+
|
204
|
+
if (c.m_nodeA.next != null) {
|
205
|
+
c.m_nodeA.next.prev = c.m_nodeA.prev;
|
206
|
+
}
|
207
|
+
|
208
|
+
if (c.m_nodeA == bodyA.m_contactList) {
|
209
|
+
bodyA.m_contactList = c.m_nodeA.next;
|
210
|
+
}
|
211
|
+
|
212
|
+
// Remove from body 2
|
213
|
+
if (c.m_nodeB.prev != null) {
|
214
|
+
c.m_nodeB.prev.next = c.m_nodeB.next;
|
215
|
+
}
|
216
|
+
|
217
|
+
if (c.m_nodeB.next != null) {
|
218
|
+
c.m_nodeB.next.prev = c.m_nodeB.prev;
|
219
|
+
}
|
220
|
+
|
221
|
+
if (c.m_nodeB == bodyB.m_contactList) {
|
222
|
+
bodyB.m_contactList = c.m_nodeB.next;
|
223
|
+
}
|
224
|
+
|
225
|
+
// Call the factory.
|
226
|
+
pool.pushContact(c);
|
227
|
+
--m_contactCount;
|
228
|
+
}
|
229
|
+
|
230
|
+
/**
|
231
|
+
* This is the top level collision call for the time step. Here all the narrow phase collision is
|
232
|
+
* processed for the world contact list.
|
233
|
+
*/
|
234
|
+
public void collide() {
|
235
|
+
// Update awake contacts.
|
236
|
+
Contact c = m_contactList;
|
237
|
+
while (c != null) {
|
238
|
+
Fixture fixtureA = c.getFixtureA();
|
239
|
+
Fixture fixtureB = c.getFixtureB();
|
240
|
+
int indexA = c.getChildIndexA();
|
241
|
+
int indexB = c.getChildIndexB();
|
242
|
+
Body bodyA = fixtureA.getBody();
|
243
|
+
Body bodyB = fixtureB.getBody();
|
244
|
+
|
245
|
+
// is this contact flagged for filtering?
|
246
|
+
if ((c.m_flags & Contact.FILTER_FLAG) == Contact.FILTER_FLAG) {
|
247
|
+
// Should these bodies collide?
|
248
|
+
if (bodyB.shouldCollide(bodyA) == false) {
|
249
|
+
Contact cNuke = c;
|
250
|
+
c = cNuke.getNext();
|
251
|
+
destroy(cNuke);
|
252
|
+
continue;
|
253
|
+
}
|
254
|
+
|
255
|
+
// Check user filtering.
|
256
|
+
if (m_contactFilter != null && m_contactFilter.shouldCollide(fixtureA, fixtureB) == false) {
|
257
|
+
Contact cNuke = c;
|
258
|
+
c = cNuke.getNext();
|
259
|
+
destroy(cNuke);
|
260
|
+
continue;
|
261
|
+
}
|
262
|
+
|
263
|
+
// Clear the filtering flag.
|
264
|
+
c.m_flags &= ~Contact.FILTER_FLAG;
|
265
|
+
}
|
266
|
+
|
267
|
+
boolean activeA = bodyA.isAwake() && bodyA.m_type != BodyType.STATIC;
|
268
|
+
boolean activeB = bodyB.isAwake() && bodyB.m_type != BodyType.STATIC;
|
269
|
+
|
270
|
+
// At least one body must be awake and it must be dynamic or kinematic.
|
271
|
+
if (activeA == false && activeB == false) {
|
272
|
+
c = c.getNext();
|
273
|
+
continue;
|
274
|
+
}
|
275
|
+
|
276
|
+
int proxyIdA = fixtureA.m_proxies[indexA].proxyId;
|
277
|
+
int proxyIdB = fixtureB.m_proxies[indexB].proxyId;
|
278
|
+
boolean overlap = m_broadPhase.testOverlap(proxyIdA, proxyIdB);
|
279
|
+
|
280
|
+
// Here we destroy contacts that cease to overlap in the broad-phase.
|
281
|
+
if (overlap == false) {
|
282
|
+
Contact cNuke = c;
|
283
|
+
c = cNuke.getNext();
|
284
|
+
destroy(cNuke);
|
285
|
+
continue;
|
286
|
+
}
|
287
|
+
|
288
|
+
// The contact persists.
|
289
|
+
c.update(m_contactListener);
|
290
|
+
c = c.getNext();
|
291
|
+
}
|
292
|
+
}
|
293
|
+
}
|