reflexion 0.1.7 → 0.1.8

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Files changed (223) hide show
  1. checksums.yaml +4 -4
  2. data/.doc/ext/reflex/application.cpp +5 -5
  3. data/.doc/ext/reflex/body.cpp +167 -0
  4. data/.doc/ext/reflex/capture_event.cpp +4 -4
  5. data/.doc/ext/reflex/draw_event.cpp +4 -4
  6. data/.doc/ext/reflex/event.cpp +4 -4
  7. data/.doc/ext/reflex/fixture.cpp +101 -0
  8. data/.doc/ext/reflex/focus_event.cpp +4 -4
  9. data/.doc/ext/reflex/frame_event.cpp +4 -4
  10. data/.doc/ext/reflex/image_view.cpp +22 -5
  11. data/.doc/ext/reflex/key_event.cpp +4 -4
  12. data/.doc/ext/reflex/native.cpp +6 -0
  13. data/.doc/ext/reflex/pointer_event.cpp +4 -4
  14. data/.doc/ext/reflex/reflex.cpp +2 -3
  15. data/.doc/ext/reflex/scroll_event.cpp +4 -4
  16. data/.doc/ext/reflex/selector.cpp +4 -4
  17. data/.doc/ext/reflex/style.cpp +4 -4
  18. data/.doc/ext/reflex/style_length.cpp +4 -4
  19. data/.doc/ext/reflex/style_length2.cpp +4 -4
  20. data/.doc/ext/reflex/style_length4.cpp +4 -4
  21. data/.doc/ext/reflex/update_event.cpp +4 -4
  22. data/.doc/ext/reflex/view.cpp +110 -8
  23. data/.doc/ext/reflex/wheel_event.cpp +4 -4
  24. data/.doc/ext/reflex/window.cpp +36 -12
  25. data/README.md +2 -2
  26. data/Rakefile +2 -1
  27. data/VERSION +1 -1
  28. data/ext/reflex/application.cpp +8 -8
  29. data/ext/reflex/body.cpp +181 -0
  30. data/ext/reflex/capture_event.cpp +4 -4
  31. data/ext/reflex/draw_event.cpp +4 -4
  32. data/ext/reflex/event.cpp +4 -4
  33. data/ext/reflex/fixture.cpp +108 -0
  34. data/ext/reflex/focus_event.cpp +4 -4
  35. data/ext/reflex/frame_event.cpp +4 -4
  36. data/ext/reflex/image_view.cpp +24 -5
  37. data/ext/reflex/key_event.cpp +4 -4
  38. data/ext/reflex/native.cpp +6 -0
  39. data/ext/reflex/pointer_event.cpp +4 -4
  40. data/ext/reflex/reflex.cpp +2 -3
  41. data/ext/reflex/scroll_event.cpp +4 -4
  42. data/ext/reflex/selector.cpp +4 -4
  43. data/ext/reflex/style.cpp +4 -4
  44. data/ext/reflex/style_length.cpp +4 -4
  45. data/ext/reflex/style_length2.cpp +4 -4
  46. data/ext/reflex/style_length4.cpp +4 -4
  47. data/ext/reflex/update_event.cpp +4 -4
  48. data/ext/reflex/view.cpp +126 -12
  49. data/ext/reflex/wheel_event.cpp +4 -4
  50. data/ext/reflex/window.cpp +39 -12
  51. data/include/reflex/bitmap.h +20 -0
  52. data/include/reflex/body.h +82 -0
  53. data/include/reflex/bounds.h +20 -0
  54. data/include/reflex/color.h +20 -0
  55. data/include/reflex/color_space.h +20 -0
  56. data/include/reflex/defs.h +5 -1
  57. data/include/reflex/event.h +16 -25
  58. data/include/reflex/fixture.h +116 -0
  59. data/include/reflex/font.h +20 -0
  60. data/include/reflex/image.h +20 -0
  61. data/include/reflex/image_view.h +1 -1
  62. data/include/reflex/matrix.h +20 -0
  63. data/include/reflex/painter.h +20 -0
  64. data/include/reflex/point.h +24 -0
  65. data/include/reflex/ruby/application.h +6 -0
  66. data/include/reflex/ruby/body.h +41 -0
  67. data/include/reflex/ruby/event.h +68 -0
  68. data/include/reflex/ruby/fixture.h +41 -0
  69. data/include/reflex/ruby/image_view.h +14 -0
  70. data/include/reflex/ruby/selector.h +14 -0
  71. data/include/reflex/ruby/style.h +14 -0
  72. data/include/reflex/ruby/style_length.h +26 -0
  73. data/include/reflex/ruby/view.h +43 -39
  74. data/include/reflex/ruby/window.h +27 -21
  75. data/include/reflex/ruby.h +2 -0
  76. data/include/reflex/shader.h +20 -0
  77. data/include/reflex/style.h +2 -3
  78. data/include/reflex/texture.h +20 -0
  79. data/include/reflex/view.h +45 -24
  80. data/include/reflex/window.h +11 -14
  81. data/include/reflex.h +3 -0
  82. data/lib/reflex/application.rb +6 -2
  83. data/lib/reflex/body.rb +17 -0
  84. data/lib/reflex/fixture.rb +17 -0
  85. data/lib/reflex/view.rb +16 -1
  86. data/lib/reflex/window.rb +13 -1
  87. data/lib/reflex.rb +2 -0
  88. data/reflex.gemspec +1 -1
  89. data/samples/bats.rb +4 -3
  90. data/samples/checker.rb +4 -3
  91. data/samples/fans.rb +4 -3
  92. data/samples/fps.rb +5 -3
  93. data/samples/grid.rb +5 -4
  94. data/samples/hello.rb +1 -1
  95. data/samples/image.rb +3 -2
  96. data/samples/ios/hello/hello/main.cpp +12 -3
  97. data/samples/ios/hello/hello.xcodeproj/project.pbxproj +376 -123
  98. data/samples/key.rb +5 -4
  99. data/samples/layout.rb +3 -2
  100. data/samples/model.rb +3 -2
  101. data/samples/osx/hello/hello/main.cpp +12 -3
  102. data/samples/osx/hello/hello.xcodeproj/project.pbxproj +375 -120
  103. data/samples/physics.rb +37 -0
  104. data/samples/repl.rb +3 -2
  105. data/samples/shader.rb +4 -4
  106. data/samples/shapes.rb +4 -4
  107. data/samples/text.rb +6 -4
  108. data/samples/tree.rb +5 -4
  109. data/samples/views.rb +3 -2
  110. data/samples/visuals.rb +1 -2
  111. data/src/body.cpp +244 -0
  112. data/src/event.cpp +18 -18
  113. data/src/fixture.cpp +108 -0
  114. data/src/image_view.cpp +1 -1
  115. data/src/ios/native_window.h +2 -0
  116. data/src/ios/native_window.mm +18 -1
  117. data/src/ios/opengl_view.mm +8 -0
  118. data/src/ios/window.mm +24 -3
  119. data/src/ios/window_data.h +3 -3
  120. data/src/osx/native_window.mm +17 -1
  121. data/src/osx/window.mm +24 -3
  122. data/src/osx/window_data.h +3 -3
  123. data/src/physics/Box2D/Box2D.h +68 -0
  124. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.cpp +193 -0
  125. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.h +105 -0
  126. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.cpp +99 -0
  127. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.h +91 -0
  128. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.cpp +138 -0
  129. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.h +74 -0
  130. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.cpp +467 -0
  131. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.h +101 -0
  132. data/src/physics/Box2D/Collision/Shapes/b2Shape.h +101 -0
  133. data/src/physics/Box2D/Collision/b2BroadPhase.cpp +119 -0
  134. data/src/physics/Box2D/Collision/b2BroadPhase.h +257 -0
  135. data/src/physics/Box2D/Collision/b2CollideCircle.cpp +154 -0
  136. data/src/physics/Box2D/Collision/b2CollideEdge.cpp +698 -0
  137. data/src/physics/Box2D/Collision/b2CollidePolygon.cpp +239 -0
  138. data/src/physics/Box2D/Collision/b2Collision.cpp +252 -0
  139. data/src/physics/Box2D/Collision/b2Collision.h +277 -0
  140. data/src/physics/Box2D/Collision/b2Distance.cpp +603 -0
  141. data/src/physics/Box2D/Collision/b2Distance.h +141 -0
  142. data/src/physics/Box2D/Collision/b2DynamicTree.cpp +778 -0
  143. data/src/physics/Box2D/Collision/b2DynamicTree.h +289 -0
  144. data/src/physics/Box2D/Collision/b2TimeOfImpact.cpp +486 -0
  145. data/src/physics/Box2D/Collision/b2TimeOfImpact.h +58 -0
  146. data/src/physics/Box2D/Common/b2BlockAllocator.cpp +215 -0
  147. data/src/physics/Box2D/Common/b2BlockAllocator.h +62 -0
  148. data/src/physics/Box2D/Common/b2Draw.cpp +44 -0
  149. data/src/physics/Box2D/Common/b2Draw.h +86 -0
  150. data/src/physics/Box2D/Common/b2GrowableStack.h +85 -0
  151. data/src/physics/Box2D/Common/b2Math.cpp +94 -0
  152. data/src/physics/Box2D/Common/b2Math.h +720 -0
  153. data/src/physics/Box2D/Common/b2Settings.cpp +44 -0
  154. data/src/physics/Box2D/Common/b2Settings.h +151 -0
  155. data/src/physics/Box2D/Common/b2StackAllocator.cpp +83 -0
  156. data/src/physics/Box2D/Common/b2StackAllocator.h +60 -0
  157. data/src/physics/Box2D/Common/b2Timer.cpp +101 -0
  158. data/src/physics/Box2D/Common/b2Timer.h +50 -0
  159. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp +53 -0
  160. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h +39 -0
  161. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp +53 -0
  162. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h +39 -0
  163. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.cpp +52 -0
  164. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.h +39 -0
  165. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.cpp +247 -0
  166. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.h +349 -0
  167. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.cpp +838 -0
  168. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.h +95 -0
  169. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp +49 -0
  170. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h +39 -0
  171. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp +49 -0
  172. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h +39 -0
  173. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp +49 -0
  174. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h +38 -0
  175. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.cpp +52 -0
  176. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.h +39 -0
  177. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.cpp +260 -0
  178. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.h +169 -0
  179. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.cpp +251 -0
  180. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.h +119 -0
  181. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.cpp +419 -0
  182. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.h +125 -0
  183. data/src/physics/Box2D/Dynamics/Joints/b2Joint.cpp +211 -0
  184. data/src/physics/Box2D/Dynamics/Joints/b2Joint.h +226 -0
  185. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.cpp +304 -0
  186. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.h +133 -0
  187. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.cpp +222 -0
  188. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.h +129 -0
  189. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp +629 -0
  190. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.h +196 -0
  191. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.cpp +348 -0
  192. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.h +152 -0
  193. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp +502 -0
  194. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.h +204 -0
  195. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.cpp +241 -0
  196. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.h +114 -0
  197. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.cpp +344 -0
  198. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.h +126 -0
  199. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.cpp +419 -0
  200. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.h +210 -0
  201. data/src/physics/Box2D/Dynamics/b2Body.cpp +549 -0
  202. data/src/physics/Box2D/Dynamics/b2Body.h +860 -0
  203. data/src/physics/Box2D/Dynamics/b2ContactManager.cpp +296 -0
  204. data/src/physics/Box2D/Dynamics/b2ContactManager.h +52 -0
  205. data/src/physics/Box2D/Dynamics/b2Fixture.cpp +303 -0
  206. data/src/physics/Box2D/Dynamics/b2Fixture.h +345 -0
  207. data/src/physics/Box2D/Dynamics/b2Island.cpp +539 -0
  208. data/src/physics/Box2D/Dynamics/b2Island.h +93 -0
  209. data/src/physics/Box2D/Dynamics/b2TimeStep.h +70 -0
  210. data/src/physics/Box2D/Dynamics/b2World.cpp +1339 -0
  211. data/src/physics/Box2D/Dynamics/b2World.h +354 -0
  212. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.cpp +36 -0
  213. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.h +155 -0
  214. data/src/physics/Box2D/Rope/b2Rope.cpp +259 -0
  215. data/src/physics/Box2D/Rope/b2Rope.h +115 -0
  216. data/src/style.cpp +2 -2
  217. data/src/view.cpp +217 -17
  218. data/src/window.cpp +25 -15
  219. data/src/world.cpp +206 -0
  220. data/src/world.h +96 -0
  221. data/task/box2d.rake +25 -0
  222. data/test/test_view.rb +5 -5
  223. metadata +125 -3
@@ -0,0 +1,549 @@
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+ /*
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+ * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
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+ *
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+ * This software is provided 'as-is', without any express or implied
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+ * warranty. In no event will the authors be held liable for any damages
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+ * arising from the use of this software.
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+ * Permission is granted to anyone to use this software for any purpose,
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+ * including commercial applications, and to alter it and redistribute it
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+ * freely, subject to the following restrictions:
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+ * 1. The origin of this software must not be misrepresented; you must not
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+ * claim that you wrote the original software. If you use this software
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+ * in a product, an acknowledgment in the product documentation would be
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+ * appreciated but is not required.
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+ * 2. Altered source versions must be plainly marked as such, and must not be
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+ * misrepresented as being the original software.
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+ * 3. This notice may not be removed or altered from any source distribution.
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+ */
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+
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+ #include <Box2D/Dynamics/b2Body.h>
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+ #include <Box2D/Dynamics/b2Fixture.h>
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+ #include <Box2D/Dynamics/b2World.h>
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+ #include <Box2D/Dynamics/Contacts/b2Contact.h>
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+ #include <Box2D/Dynamics/Joints/b2Joint.h>
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+
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+ b2Body::b2Body(const b2BodyDef* bd, b2World* world)
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+ {
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+ b2Assert(bd->position.IsValid());
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+ b2Assert(bd->linearVelocity.IsValid());
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+ b2Assert(b2IsValid(bd->angle));
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+ b2Assert(b2IsValid(bd->angularVelocity));
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+ b2Assert(b2IsValid(bd->angularDamping) && bd->angularDamping >= 0.0f);
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+ b2Assert(b2IsValid(bd->linearDamping) && bd->linearDamping >= 0.0f);
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+
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+ m_flags = 0;
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+
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+ if (bd->bullet)
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+ {
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+ m_flags |= e_bulletFlag;
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+ }
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+ if (bd->fixedRotation)
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+ {
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+ m_flags |= e_fixedRotationFlag;
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+ }
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+ if (bd->allowSleep)
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+ {
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+ m_flags |= e_autoSleepFlag;
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+ }
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+ if (bd->awake)
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+ {
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+ m_flags |= e_awakeFlag;
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+ }
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+ if (bd->active)
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+ {
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+ m_flags |= e_activeFlag;
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+ }
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+
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+ m_world = world;
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+
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+ m_xf.p = bd->position;
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+ m_xf.q.Set(bd->angle);
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+
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+ m_sweep.localCenter.SetZero();
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+ m_sweep.c0 = m_xf.p;
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+ m_sweep.c = 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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+
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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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+
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+ m_linearVelocity = bd->linearVelocity;
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+ m_angularVelocity = bd->angularVelocity;
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+
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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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+
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+ m_force.SetZero();
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+ m_torque = 0.0f;
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+
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+ m_sleepTime = 0.0f;
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+
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+ m_type = bd->type;
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+
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+ if (m_type == b2_dynamicBody)
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+ {
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+ m_mass = 1.0f;
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+ m_invMass = 1.0f;
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+ }
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+ else
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+ {
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+ m_mass = 0.0f;
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+ m_invMass = 0.0f;
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+ }
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+
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+ m_I = 0.0f;
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+ m_invI = 0.0f;
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+
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+ m_userData = bd->userData;
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+
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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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+ b2Body::~b2Body()
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+ {
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+ // shapes and joints are destroyed in b2World::Destroy
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+ }
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+
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+ void b2Body::SetType(b2BodyType type)
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+ {
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+ b2Assert(m_world->IsLocked() == false);
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+ if (m_world->IsLocked() == true)
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+ {
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+ return;
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+ }
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+
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+ if (m_type == type)
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+ {
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+ return;
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+ }
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+
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+ m_type = type;
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+
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+ ResetMassData();
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+
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+ if (m_type == b2_staticBody)
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+ {
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+ m_linearVelocity.SetZero();
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+ m_angularVelocity = 0.0f;
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+ m_sweep.a0 = m_sweep.a;
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+ m_sweep.c0 = m_sweep.c;
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+ SynchronizeFixtures();
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+ }
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+
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+ SetAwake(true);
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+
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+ m_force.SetZero();
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+ m_torque = 0.0f;
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+
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+ // Delete the attached contacts.
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+ b2ContactEdge* ce = m_contactList;
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+ while (ce)
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+ {
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+ b2ContactEdge* ce0 = ce;
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+ ce = ce->next;
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+ m_world->m_contactManager.Destroy(ce0->contact);
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+ }
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+ m_contactList = NULL;
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+
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+ // Touch the proxies so that new contacts will be created (when appropriate)
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+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
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+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
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+ {
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+ int32 proxyCount = f->m_proxyCount;
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+ for (int32 i = 0; i < proxyCount; ++i)
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+ {
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+ broadPhase->TouchProxy(f->m_proxies[i].proxyId);
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+ }
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+ }
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+ }
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+
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+ b2Fixture* b2Body::CreateFixture(const b2FixtureDef* def)
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+ {
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+ b2Assert(m_world->IsLocked() == false);
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+ if (m_world->IsLocked() == true)
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+ {
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+ return NULL;
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+ }
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+
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+ b2BlockAllocator* allocator = &m_world->m_blockAllocator;
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+
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+ void* memory = allocator->Allocate(sizeof(b2Fixture));
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+ b2Fixture* fixture = new (memory) b2Fixture;
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+ fixture->Create(allocator, this, def);
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+
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+ if (m_flags & e_activeFlag)
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+ {
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+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
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+ fixture->CreateProxies(broadPhase, m_xf);
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+ }
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+
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+ fixture->m_next = m_fixtureList;
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+ m_fixtureList = fixture;
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+ ++m_fixtureCount;
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+
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+ fixture->m_body = this;
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+
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+ // Adjust mass properties if needed.
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+ if (fixture->m_density > 0.0f)
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+ {
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+ ResetMassData();
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+ }
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+
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+ // Let the world know we have a new fixture. This will cause new contacts
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+ // to be created at the beginning of the next time step.
200
+ m_world->m_flags |= b2World::e_newFixture;
201
+
202
+ return fixture;
203
+ }
204
+
205
+ b2Fixture* b2Body::CreateFixture(const b2Shape* shape, float32 density)
206
+ {
207
+ b2FixtureDef def;
208
+ def.shape = shape;
209
+ def.density = density;
210
+
211
+ return CreateFixture(&def);
212
+ }
213
+
214
+ void b2Body::DestroyFixture(b2Fixture* fixture)
215
+ {
216
+ b2Assert(m_world->IsLocked() == false);
217
+ if (m_world->IsLocked() == true)
218
+ {
219
+ return;
220
+ }
221
+
222
+ b2Assert(fixture->m_body == this);
223
+
224
+ // Remove the fixture from this body's singly linked list.
225
+ b2Assert(m_fixtureCount > 0);
226
+ b2Fixture** node = &m_fixtureList;
227
+ bool found = false;
228
+ while (*node != NULL)
229
+ {
230
+ if (*node == fixture)
231
+ {
232
+ *node = fixture->m_next;
233
+ found = true;
234
+ break;
235
+ }
236
+
237
+ node = &(*node)->m_next;
238
+ }
239
+
240
+ // You tried to remove a shape that is not attached to this body.
241
+ b2Assert(found);
242
+
243
+ // Destroy any contacts associated with the fixture.
244
+ b2ContactEdge* edge = m_contactList;
245
+ while (edge)
246
+ {
247
+ b2Contact* c = edge->contact;
248
+ edge = edge->next;
249
+
250
+ b2Fixture* fixtureA = c->GetFixtureA();
251
+ b2Fixture* fixtureB = c->GetFixtureB();
252
+
253
+ if (fixture == fixtureA || fixture == fixtureB)
254
+ {
255
+ // This destroys the contact and removes it from
256
+ // this body's contact list.
257
+ m_world->m_contactManager.Destroy(c);
258
+ }
259
+ }
260
+
261
+ b2BlockAllocator* allocator = &m_world->m_blockAllocator;
262
+
263
+ if (m_flags & e_activeFlag)
264
+ {
265
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
266
+ fixture->DestroyProxies(broadPhase);
267
+ }
268
+
269
+ fixture->Destroy(allocator);
270
+ fixture->m_body = NULL;
271
+ fixture->m_next = NULL;
272
+ fixture->~b2Fixture();
273
+ allocator->Free(fixture, sizeof(b2Fixture));
274
+
275
+ --m_fixtureCount;
276
+
277
+ // Reset the mass data.
278
+ ResetMassData();
279
+ }
280
+
281
+ void b2Body::ResetMassData()
282
+ {
283
+ // Compute mass data from shapes. Each shape has its own density.
284
+ m_mass = 0.0f;
285
+ m_invMass = 0.0f;
286
+ m_I = 0.0f;
287
+ m_invI = 0.0f;
288
+ m_sweep.localCenter.SetZero();
289
+
290
+ // Static and kinematic bodies have zero mass.
291
+ if (m_type == b2_staticBody || m_type == b2_kinematicBody)
292
+ {
293
+ m_sweep.c0 = m_xf.p;
294
+ m_sweep.c = m_xf.p;
295
+ m_sweep.a0 = m_sweep.a;
296
+ return;
297
+ }
298
+
299
+ b2Assert(m_type == b2_dynamicBody);
300
+
301
+ // Accumulate mass over all fixtures.
302
+ b2Vec2 localCenter = b2Vec2_zero;
303
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
304
+ {
305
+ if (f->m_density == 0.0f)
306
+ {
307
+ continue;
308
+ }
309
+
310
+ b2MassData massData;
311
+ f->GetMassData(&massData);
312
+ m_mass += massData.mass;
313
+ localCenter += massData.mass * massData.center;
314
+ m_I += massData.I;
315
+ }
316
+
317
+ // Compute center of mass.
318
+ if (m_mass > 0.0f)
319
+ {
320
+ m_invMass = 1.0f / m_mass;
321
+ localCenter *= m_invMass;
322
+ }
323
+ else
324
+ {
325
+ // Force all dynamic bodies to have a positive mass.
326
+ m_mass = 1.0f;
327
+ m_invMass = 1.0f;
328
+ }
329
+
330
+ if (m_I > 0.0f && (m_flags & e_fixedRotationFlag) == 0)
331
+ {
332
+ // Center the inertia about the center of mass.
333
+ m_I -= m_mass * b2Dot(localCenter, localCenter);
334
+ b2Assert(m_I > 0.0f);
335
+ m_invI = 1.0f / m_I;
336
+
337
+ }
338
+ else
339
+ {
340
+ m_I = 0.0f;
341
+ m_invI = 0.0f;
342
+ }
343
+
344
+ // Move center of mass.
345
+ b2Vec2 oldCenter = m_sweep.c;
346
+ m_sweep.localCenter = localCenter;
347
+ m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
348
+
349
+ // Update center of mass velocity.
350
+ m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
351
+ }
352
+
353
+ void b2Body::SetMassData(const b2MassData* massData)
354
+ {
355
+ b2Assert(m_world->IsLocked() == false);
356
+ if (m_world->IsLocked() == true)
357
+ {
358
+ return;
359
+ }
360
+
361
+ if (m_type != b2_dynamicBody)
362
+ {
363
+ return;
364
+ }
365
+
366
+ m_invMass = 0.0f;
367
+ m_I = 0.0f;
368
+ m_invI = 0.0f;
369
+
370
+ m_mass = massData->mass;
371
+ if (m_mass <= 0.0f)
372
+ {
373
+ m_mass = 1.0f;
374
+ }
375
+
376
+ m_invMass = 1.0f / m_mass;
377
+
378
+ if (massData->I > 0.0f && (m_flags & b2Body::e_fixedRotationFlag) == 0)
379
+ {
380
+ m_I = massData->I - m_mass * b2Dot(massData->center, massData->center);
381
+ b2Assert(m_I > 0.0f);
382
+ m_invI = 1.0f / m_I;
383
+ }
384
+
385
+ // Move center of mass.
386
+ b2Vec2 oldCenter = m_sweep.c;
387
+ m_sweep.localCenter = massData->center;
388
+ m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
389
+
390
+ // Update center of mass velocity.
391
+ m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
392
+ }
393
+
394
+ bool b2Body::ShouldCollide(const b2Body* other) const
395
+ {
396
+ // At least one body should be dynamic.
397
+ if (m_type != b2_dynamicBody && other->m_type != b2_dynamicBody)
398
+ {
399
+ return false;
400
+ }
401
+
402
+ // Does a joint prevent collision?
403
+ for (b2JointEdge* jn = m_jointList; jn; jn = jn->next)
404
+ {
405
+ if (jn->other == other)
406
+ {
407
+ if (jn->joint->m_collideConnected == false)
408
+ {
409
+ return false;
410
+ }
411
+ }
412
+ }
413
+
414
+ return true;
415
+ }
416
+
417
+ void b2Body::SetTransform(const b2Vec2& position, float32 angle)
418
+ {
419
+ b2Assert(m_world->IsLocked() == false);
420
+ if (m_world->IsLocked() == true)
421
+ {
422
+ return;
423
+ }
424
+
425
+ m_xf.q.Set(angle);
426
+ m_xf.p = position;
427
+
428
+ m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
429
+ m_sweep.a = angle;
430
+
431
+ m_sweep.c0 = m_sweep.c;
432
+ m_sweep.a0 = angle;
433
+
434
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
435
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
436
+ {
437
+ f->Synchronize(broadPhase, m_xf, m_xf);
438
+ }
439
+ }
440
+
441
+ void b2Body::SynchronizeFixtures()
442
+ {
443
+ b2Transform xf1;
444
+ xf1.q.Set(m_sweep.a0);
445
+ xf1.p = m_sweep.c0 - b2Mul(xf1.q, m_sweep.localCenter);
446
+
447
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
448
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
449
+ {
450
+ f->Synchronize(broadPhase, xf1, m_xf);
451
+ }
452
+ }
453
+
454
+ void b2Body::SetActive(bool flag)
455
+ {
456
+ b2Assert(m_world->IsLocked() == false);
457
+
458
+ if (flag == IsActive())
459
+ {
460
+ return;
461
+ }
462
+
463
+ if (flag)
464
+ {
465
+ m_flags |= e_activeFlag;
466
+
467
+ // Create all proxies.
468
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
469
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
470
+ {
471
+ f->CreateProxies(broadPhase, m_xf);
472
+ }
473
+
474
+ // Contacts are created the next time step.
475
+ }
476
+ else
477
+ {
478
+ m_flags &= ~e_activeFlag;
479
+
480
+ // Destroy all proxies.
481
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
482
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
483
+ {
484
+ f->DestroyProxies(broadPhase);
485
+ }
486
+
487
+ // Destroy the attached contacts.
488
+ b2ContactEdge* ce = m_contactList;
489
+ while (ce)
490
+ {
491
+ b2ContactEdge* ce0 = ce;
492
+ ce = ce->next;
493
+ m_world->m_contactManager.Destroy(ce0->contact);
494
+ }
495
+ m_contactList = NULL;
496
+ }
497
+ }
498
+
499
+ void b2Body::SetFixedRotation(bool flag)
500
+ {
501
+ bool status = (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
502
+ if (status == flag)
503
+ {
504
+ return;
505
+ }
506
+
507
+ if (flag)
508
+ {
509
+ m_flags |= e_fixedRotationFlag;
510
+ }
511
+ else
512
+ {
513
+ m_flags &= ~e_fixedRotationFlag;
514
+ }
515
+
516
+ m_angularVelocity = 0.0f;
517
+
518
+ ResetMassData();
519
+ }
520
+
521
+ void b2Body::Dump()
522
+ {
523
+ int32 bodyIndex = m_islandIndex;
524
+
525
+ b2Log("{\n");
526
+ b2Log(" b2BodyDef bd;\n");
527
+ b2Log(" bd.type = b2BodyType(%d);\n", m_type);
528
+ b2Log(" bd.position.Set(%.15lef, %.15lef);\n", m_xf.p.x, m_xf.p.y);
529
+ b2Log(" bd.angle = %.15lef;\n", m_sweep.a);
530
+ b2Log(" bd.linearVelocity.Set(%.15lef, %.15lef);\n", m_linearVelocity.x, m_linearVelocity.y);
531
+ b2Log(" bd.angularVelocity = %.15lef;\n", m_angularVelocity);
532
+ b2Log(" bd.linearDamping = %.15lef;\n", m_linearDamping);
533
+ b2Log(" bd.angularDamping = %.15lef;\n", m_angularDamping);
534
+ b2Log(" bd.allowSleep = bool(%d);\n", m_flags & e_autoSleepFlag);
535
+ b2Log(" bd.awake = bool(%d);\n", m_flags & e_awakeFlag);
536
+ b2Log(" bd.fixedRotation = bool(%d);\n", m_flags & e_fixedRotationFlag);
537
+ b2Log(" bd.bullet = bool(%d);\n", m_flags & e_bulletFlag);
538
+ b2Log(" bd.active = bool(%d);\n", m_flags & e_activeFlag);
539
+ b2Log(" bd.gravityScale = %.15lef;\n", m_gravityScale);
540
+ b2Log(" bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex);
541
+ b2Log("\n");
542
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
543
+ {
544
+ b2Log(" {\n");
545
+ f->Dump(bodyIndex);
546
+ b2Log(" }\n");
547
+ }
548
+ b2Log("}\n");
549
+ }