/** * ***************************************************************************** * Copyright (c) 2013, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, * are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. ***************************************************************************** */ package org.jbox2d.dynamics; import org.jbox2d.collision.broadphase.BroadPhase; import org.jbox2d.collision.shapes.MassData; import org.jbox2d.collision.shapes.Shape; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Rot; import org.jbox2d.common.Sweep; import org.jbox2d.common.Transform; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.contacts.Contact; import org.jbox2d.dynamics.contacts.ContactEdge; import org.jbox2d.dynamics.joints.JointEdge; /** * A rigid body. These are created via World.createBody. * * @author Daniel Murphy */ public class Body { public static final int E_ISLAND_FLAG = 0x0001; public static final int E_AWAKE_FLAG = 0x0002; public static final int E_AUTO_SLEEP_FLAG = 0x0004; public static final int E_BULLET_FLAG = 0x0008; public static final int E_FIXED_ROTATION_FLAG = 0x0010; public static final int E_ACTIVE_FLAG = 0x0020; public static final int E_TO_I_FLAG = 0x0040; public BodyType m_type; public int m_flags; public int m_islandIndex; /** * The body origin transform. */ public final Transform m_xf = new Transform(); /** * The previous transform for particle simulation */ public final Transform m_xf0 = new Transform(); /** * The swept motion for CCD */ public final Sweep m_sweep = new Sweep(); public final Vec2 m_linearVelocity = new Vec2(); public float m_angularVelocity = 0; public final Vec2 m_force = new Vec2(); public float m_torque = 0; public World m_world; public Body m_prev; public Body m_next; public Fixture m_fixtureList; public int m_fixtureCount; public JointEdge m_jointList; public ContactEdge m_contactList; public float m_mass, m_invMass; // Rotational inertia about the center of mass. public float m_I, m_invI; public float m_linearDamping; public float m_angularDamping; public float m_gravityScale; public float m_sleepTime; public Object m_userData; public Body(final BodyDef bd, World world) { assert (bd.position.isValid()); assert (bd.linearVelocity.isValid()); assert (bd.gravityScale >= 0.0f); assert (bd.angularDamping >= 0.0f); assert (bd.linearDamping >= 0.0f); m_flags = 0; if (bd.bullet) { m_flags |= E_BULLET_FLAG; } if (bd.fixedRotation) { m_flags |= E_FIXED_ROTATION_FLAG; } if (bd.allowSleep) { m_flags |= E_AUTO_SLEEP_FLAG; } if (bd.awake) { m_flags |= E_AWAKE_FLAG; } if (bd.active) { m_flags |= E_ACTIVE_FLAG; } m_world = world; m_xf.p.set(bd.position); m_xf.q.set(bd.angle); m_sweep.localCenter.setZero(); m_sweep.c0.set(m_xf.p); m_sweep.c.set(m_xf.p); m_sweep.a0 = bd.angle; m_sweep.a = bd.angle; m_sweep.alpha0 = 0.0f; m_jointList = null; m_contactList = null; m_prev = null; m_next = null; m_linearVelocity.set(bd.linearVelocity); m_angularVelocity = bd.angularVelocity; m_linearDamping = bd.linearDamping; m_angularDamping = bd.angularDamping; m_gravityScale = bd.gravityScale; m_force.setZero(); m_torque = 0.0f; m_sleepTime = 0.0f; m_type = bd.type; if (m_type == BodyType.DYNAMIC) { m_mass = 1f; m_invMass = 1f; } else { m_mass = 0f; m_invMass = 0f; } m_I = 0.0f; m_invI = 0.0f; m_userData = bd.userData; m_fixtureList = null; m_fixtureCount = 0; } /** * Creates a fixture and attach it to this body. Use this function if you * need to set some fixture parameters, like friction. Otherwise you can * create the fixture directly from a shape. If the density is non-zero, * this function automatically updates the mass of the body. Contacts are * not created until the next time step. * * @param def the fixture definition. * @return * @warning This function is locked during callbacks. */ public final Fixture createFixture(FixtureDef def) { assert (m_world.isLocked() == false); if (m_world.isLocked() == true) { return null; } Fixture fixture = new Fixture(); fixture.create(this, def); if ((m_flags & E_ACTIVE_FLAG) == E_ACTIVE_FLAG) { BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase; fixture.createProxies(broadPhase, m_xf); } fixture.m_next = m_fixtureList; m_fixtureList = fixture; ++m_fixtureCount; fixture.m_body = this; // Adjust mass properties if needed. if (fixture.m_density > 0.0f) { resetMassData(); } // Let the world know we have a new fixture. This will cause new contacts // to be created at the beginning of the next time step. m_world.m_flags |= World.NEW_FIXTURE; return fixture; } private final FixtureDef fixDef = new FixtureDef(); /** * Creates a fixture from a shape and attach it to this body. This is a * convenience function. Use FixtureDef if you need to set parameters like * friction, restitution, user data, or filtering. If the density is * non-zero, this function automatically updates the mass of the body. * * @param shape the shape to be cloned. * @param density the shape density (set to zero for static bodies). * @return * @warning This function is locked during callbacks. */ public final Fixture createFixture(Shape shape, float density) { fixDef.shape = shape; fixDef.density = density; return createFixture(fixDef); } /** * Destroy a fixture. This removes the fixture from the broad-phase and * destroys all contacts associated with this fixture. This will * automatically adjust the mass of the body if the body is dynamic and the * fixture has positive density. All fixtures attached to a body are * implicitly destroyed when the body is destroyed. * * @param fixture the fixture to be removed. * @warning This function is locked during callbacks. */ public final void destroyFixture(Fixture fixture) { assert (m_world.isLocked() == false); if (m_world.isLocked() == true) { return; } assert (fixture.m_body == this); // Remove the fixture from this body's singly linked list. assert (m_fixtureCount > 0); Fixture node = m_fixtureList; Fixture last = null; // java change boolean found = false; while (node != null) { if (node == fixture) { node = fixture.m_next; found = true; break; } last = node; node = node.m_next; } // You tried to remove a shape that is not attached to this body. assert (found); // java change, remove it from the list if (last == null) { m_fixtureList = fixture.m_next; } else { last.m_next = fixture.m_next; } // Destroy any contacts associated with the fixture. ContactEdge edge = m_contactList; while (edge != null) { Contact c = edge.contact; edge = edge.next; Fixture fixtureA = c.getFixtureA(); Fixture fixtureB = c.getFixtureB(); if (fixture == fixtureA || fixture == fixtureB) { // This destroys the contact and removes it from // this body's contact list. m_world.m_contactManager.destroy(c); } } if ((m_flags & E_ACTIVE_FLAG) == E_ACTIVE_FLAG) { BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase; fixture.destroyProxies(broadPhase); } fixture.destroy(); fixture.m_body = null; fixture.m_next = null; fixture = null; --m_fixtureCount; // Reset the mass data. resetMassData(); } /** * Set the position of the body's origin and rotation. This breaks any * contacts and wakes the other bodies. Manipulating a body's transform may * cause non-physical behavior. Note: contacts are updated on the next call * to World.step(). * * @param position the world position of the body's local origin. * @param angle the world rotation in radians. */ public final void setTransform(Vec2 position, float angle) { assert (m_world.isLocked() == false); if (m_world.isLocked() == true) { return; } m_xf.q.set(angle); m_xf.p.set(position); // m_sweep.c0 = m_sweep.c = Mul(m_xf, m_sweep.localCenter); Transform.mulToOutUnsafe(m_xf, m_sweep.localCenter, m_sweep.c); m_sweep.a = angle; m_sweep.c0.set(m_sweep.c); m_sweep.a0 = m_sweep.a; BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase; for (Fixture f = m_fixtureList; f != null; f = f.m_next) { f.synchronize(broadPhase, m_xf, m_xf); } } /** * Get the body transform for the body's origin. * * @return the world transform of the body's origin. */ public final Transform getTransform() { return m_xf; } /** * Get the world body origin position. Do not modify. * * @return the world position of the body's origin. */ public final Vec2 getPosition() { return m_xf.p; } /** * Get the angle in radians. * * @return the current world rotation angle in radians. */ public final float getAngle() { return m_sweep.a; } /** * Get the world position of the center of mass. Do not modify. * @return */ public final Vec2 getWorldCenter() { return m_sweep.c; } /** * Get the local position of the center of mass. Do not modify. * @return */ public final Vec2 getLocalCenter() { return m_sweep.localCenter; } /** * Set the linear velocity of the center of mass. * * @param v the new linear velocity of the center of mass. */ public final void setLinearVelocity(Vec2 v) { if (m_type == BodyType.STATIC) { return; } if (Vec2.dot(v, v) > 0.0f) { setAwake(true); } m_linearVelocity.set(v); } /** * Get the linear velocity of the center of mass. Do not modify, instead use * {@link #setLinearVelocity(Vec2)}. * * @return the linear velocity of the center of mass. */ public final Vec2 getLinearVelocity() { return m_linearVelocity; } /** * Set the angular velocity. * * @param w the new angular velocity in radians/second. */ public final void setAngularVelocity(float w) { if (m_type == BodyType.STATIC) { return; } if (w * w > 0f) { setAwake(true); } m_angularVelocity = w; } /** * Get the angular velocity. * * @return the angular velocity in radians/second. */ public final float getAngularVelocity() { return m_angularVelocity; } /** * Get the gravity scale of the body. * * @return */ public float getGravityScale() { return m_gravityScale; } /** * Set the gravity scale of the body. * * @param gravityScale */ public void setGravityScale(float gravityScale) { this.m_gravityScale = gravityScale; } /** * Apply a force at a world point. If the force is not applied at the center * of mass, it will generate a torque and affect the angular velocity. This * wakes up the body. * * @param force the world force vector, usually in Newtons (N). * @param point the world position of the point of application. */ public final void applyForce(Vec2 force, Vec2 point) { if (m_type != BodyType.DYNAMIC) { return; } if (isAwake() == false) { setAwake(true); } // m_force.addLocal(force); // Vec2 temp = tltemp.get(); // temp.set(point).subLocal(m_sweep.c); // m_torque += Vec2.cross(temp, force); m_force.x += force.x; m_force.y += force.y; m_torque += (point.x - m_sweep.c.x) * force.y - (point.y - m_sweep.c.y) * force.x; } /** * Apply a force to the center of mass. This wakes up the body. * * @param force the world force vector, usually in Newtons (N). */ public final void applyForceToCenter(Vec2 force) { if (m_type != BodyType.DYNAMIC) { return; } if (isAwake() == false) { setAwake(true); } m_force.x += force.x; m_force.y += force.y; } /** * Apply a torque. This affects the angular velocity without affecting the * linear velocity of the center of mass. This wakes up the body. * * @param torque about the z-axis (out of the screen), usually in N-m. */ public final void applyTorque(float torque) { if (m_type != BodyType.DYNAMIC) { return; } if (isAwake() == false) { setAwake(true); } m_torque += torque; } /** * Apply an impulse at a point. This immediately modifies the velocity. It * also modifies the angular velocity if the point of application is not at * the center of mass. This wakes up the body if 'wake' is set to true. If * the body is sleeping and 'wake' is false, then there is no effect. * * @param impulse the world impulse vector, usually in N-seconds or kg-m/s. * @param point the world position of the point of application. * @param wake also wake up the body */ public final void applyLinearImpulse(Vec2 impulse, Vec2 point, boolean wake) { if (m_type != BodyType.DYNAMIC) { return; } if (!isAwake()) { if (wake) { setAwake(true); } else { return; } } m_linearVelocity.x += impulse.x * m_invMass; m_linearVelocity.y += impulse.y * m_invMass; m_angularVelocity += m_invI * ((point.x - m_sweep.c.x) * impulse.y - (point.y - m_sweep.c.y) * impulse.x); } /** * Apply an angular impulse. * * @param impulse the angular impulse in units of kg*m*m/s */ public void applyAngularImpulse(float impulse) { if (m_type != BodyType.DYNAMIC) { return; } if (isAwake() == false) { setAwake(true); } m_angularVelocity += m_invI * impulse; } /** * Get the total mass of the body. * * @return the mass, usually in kilograms (kg). */ public final float getMass() { return m_mass; } /** * Get the central rotational inertia of the body. * * @return the rotational inertia, usually in kg-m^2. */ public final float getInertia() { return m_I + m_mass * (m_sweep.localCenter.x * m_sweep.localCenter.x + m_sweep.localCenter.y * m_sweep.localCenter.y); } /** * Get the mass data of the body. The rotational inertia is relative to the * center of mass. * * @param data */ public final void getMassData(MassData data) { // data.mass = m_mass; // data.I = m_I + m_mass * Vec2.dot(m_sweep.localCenter, m_sweep.localCenter); // data.center.set(m_sweep.localCenter); data.mass = m_mass; data.I = m_I + m_mass * (m_sweep.localCenter.x * m_sweep.localCenter.x + m_sweep.localCenter.y * m_sweep.localCenter.y); data.center.x = m_sweep.localCenter.x; data.center.y = m_sweep.localCenter.y; } /** * Set the mass properties to override the mass properties of the fixtures. * Note that this changes the center of mass position. Note that creating or * destroying fixtures can also alter the mass. This function has no effect * if the body isn't dynamic. * * @param massData the mass properties. */ public final void setMassData(MassData massData) { // TODO_ERIN adjust linear velocity and torque to account for movement of center. assert (m_world.isLocked() == false); if (m_world.isLocked() == true) { return; } if (m_type != BodyType.DYNAMIC) { return; } m_invMass = 0.0f; m_I = 0.0f; m_invI = 0.0f; m_mass = massData.mass; if (m_mass <= 0.0f) { m_mass = 1f; } m_invMass = 1.0f / m_mass; if (massData.I > 0.0f && (m_flags & E_FIXED_ROTATION_FLAG) == 0) { m_I = massData.I - m_mass * Vec2.dot(massData.center, massData.center); assert (m_I > 0.0f); m_invI = 1.0f / m_I; } final Vec2 oldCenter = m_world.getPool().popVec2(); // Move center of mass. oldCenter.set(m_sweep.c); m_sweep.localCenter.set(massData.center); // m_sweep.c0 = m_sweep.c = Mul(m_xf, m_sweep.localCenter); Transform.mulToOutUnsafe(m_xf, m_sweep.localCenter, m_sweep.c0); m_sweep.c.set(m_sweep.c0); // Update center of mass velocity. // m_linearVelocity += Cross(m_angularVelocity, m_sweep.c - oldCenter); final Vec2 temp = m_world.getPool().popVec2(); temp.set(m_sweep.c).subLocal(oldCenter); Vec2.crossToOut(m_angularVelocity, temp, temp); m_linearVelocity.addLocal(temp); m_world.getPool().pushVec2(2); } private final MassData pmd = new MassData(); /** * This resets the mass properties to the sum of the mass properties of the * fixtures. This normally does not need to be called unless you called * setMassData to override the mass and you later want to reset the mass. */ public final void resetMassData() { // Compute mass data from shapes. Each shape has its own density. m_mass = 0.0f; m_invMass = 0.0f; m_I = 0.0f; m_invI = 0.0f; m_sweep.localCenter.setZero(); // Static and kinematic bodies have zero mass. if (m_type == BodyType.STATIC || m_type == BodyType.KINEMATIC) { // m_sweep.c0 = m_sweep.c = m_xf.position; m_sweep.c0.set(m_xf.p); m_sweep.c.set(m_xf.p); m_sweep.a0 = m_sweep.a; return; } assert (m_type == BodyType.DYNAMIC); // Accumulate mass over all fixtures. final Vec2 localCenter = m_world.getPool().popVec2(); localCenter.setZero(); final Vec2 temp = m_world.getPool().popVec2(); final MassData massData = pmd; for (Fixture f = m_fixtureList; f != null; f = f.m_next) { if (f.m_density == 0.0f) { continue; } f.getMassData(massData); m_mass += massData.mass; // center += massData.mass * massData.center; temp.set(massData.center).mulLocal(massData.mass); localCenter.addLocal(temp); m_I += massData.I; } // Compute center of mass. if (m_mass > 0.0f) { m_invMass = 1.0f / m_mass; localCenter.mulLocal(m_invMass); } else { // Force all dynamic bodies to have a positive mass. m_mass = 1.0f; m_invMass = 1.0f; } if (m_I > 0.0f && (m_flags & E_FIXED_ROTATION_FLAG) == 0) { // Center the inertia about the center of mass. m_I -= m_mass * Vec2.dot(localCenter, localCenter); assert (m_I > 0.0f); m_invI = 1.0f / m_I; } else { m_I = 0.0f; m_invI = 0.0f; } Vec2 oldCenter = m_world.getPool().popVec2(); // Move center of mass. oldCenter.set(m_sweep.c); m_sweep.localCenter.set(localCenter); // m_sweep.c0 = m_sweep.c = Mul(m_xf, m_sweep.localCenter); Transform.mulToOutUnsafe(m_xf, m_sweep.localCenter, m_sweep.c0); m_sweep.c.set(m_sweep.c0); // Update center of mass velocity. // m_linearVelocity += Cross(m_angularVelocity, m_sweep.c - oldCenter); temp.set(m_sweep.c).subLocal(oldCenter); final Vec2 temp2 = oldCenter; Vec2.crossToOutUnsafe(m_angularVelocity, temp, temp2); m_linearVelocity.addLocal(temp2); m_world.getPool().pushVec2(3); } /** * Get the world coordinates of a point given the local coordinates. * * @param localPoint a point on the body measured relative the the body's * origin. * @return the same point expressed in world coordinates. */ public final Vec2 getWorldPoint(Vec2 localPoint) { Vec2 v = new Vec2(); getWorldPointToOut(localPoint, v); return v; } public final void getWorldPointToOut(Vec2 localPoint, Vec2 out) { Transform.mulToOut(m_xf, localPoint, out); } /** * Get the world coordinates of a vector given the local coordinates. * * @param localVector a vector fixed in the body. * @return the same vector expressed in world coordinates. */ public final Vec2 getWorldVector(Vec2 localVector) { Vec2 out = new Vec2(); getWorldVectorToOut(localVector, out); return out; } public final void getWorldVectorToOut(Vec2 localVector, Vec2 out) { Rot.mulToOut(m_xf.q, localVector, out); } public final void getWorldVectorToOutUnsafe(Vec2 localVector, Vec2 out) { Rot.mulToOutUnsafe(m_xf.q, localVector, out); } /** * Gets a local point relative to the body's origin given a world point. * * @param worldPoint a point in world coordinates. * @return the corresponding local point relative to the body's origin. */ public final Vec2 getLocalPoint(Vec2 worldPoint) { Vec2 out = new Vec2(); getLocalPointToOut(worldPoint, out); return out; } public final void getLocalPointToOut(Vec2 worldPoint, Vec2 out) { Transform.mulTransToOut(m_xf, worldPoint, out); } /** * Gets a local vector given a world vector. * * @param worldVector a vector in world coordinates. * @return the corresponding local vector. */ public final Vec2 getLocalVector(Vec2 worldVector) { Vec2 out = new Vec2(); getLocalVectorToOut(worldVector, out); return out; } public final void getLocalVectorToOut(Vec2 worldVector, Vec2 out) { Rot.mulTrans(m_xf.q, worldVector, out); } public final void getLocalVectorToOutUnsafe(Vec2 worldVector, Vec2 out) { Rot.mulTransUnsafe(m_xf.q, worldVector, out); } /** * Get the world linear velocity of a world point attached to this body. * * @param worldPoint a point in world coordinates. * @return the world velocity of a point. */ public final Vec2 getLinearVelocityFromWorldPoint(Vec2 worldPoint) { Vec2 out = new Vec2(); getLinearVelocityFromWorldPointToOut(worldPoint, out); return out; } public final void getLinearVelocityFromWorldPointToOut(Vec2 worldPoint, Vec2 out) { final float tempX = worldPoint.x - m_sweep.c.x; final float tempY = worldPoint.y - m_sweep.c.y; out.x = -m_angularVelocity * tempY + m_linearVelocity.x; out.y = m_angularVelocity * tempX + m_linearVelocity.y; } /** * Get the world velocity of a local point. * * @param localPoint a point in local coordinates. * @return the world velocity of a point. */ public final Vec2 getLinearVelocityFromLocalPoint(Vec2 localPoint) { Vec2 out = new Vec2(); getLinearVelocityFromLocalPointToOut(localPoint, out); return out; } public final void getLinearVelocityFromLocalPointToOut(Vec2 localPoint, Vec2 out) { getWorldPointToOut(localPoint, out); getLinearVelocityFromWorldPointToOut(out, out); } /** * Get the linear damping of the body. * * @return */ public final float getLinearDamping() { return m_linearDamping; } /** * Set the linear damping of the body. * * @param linearDamping */ public final void setLinearDamping(float linearDamping) { m_linearDamping = linearDamping; } /** * Get the angular damping of the body. * * @return */ public final float getAngularDamping() { return m_angularDamping; } /** * Set the angular damping of the body. * * @param angularDamping */ public final void setAngularDamping(float angularDamping) { m_angularDamping = angularDamping; } public BodyType getType() { return m_type; } /** * Set the type of this body. This may alter the mass and velocity. * * @param type */ public void setType(BodyType type) { assert (m_world.isLocked() == false); if (m_world.isLocked() == true) { return; } if (m_type == type) { return; } m_type = type; resetMassData(); if (m_type == BodyType.STATIC) { m_linearVelocity.setZero(); m_angularVelocity = 0.0f; m_sweep.a0 = m_sweep.a; m_sweep.c0.set(m_sweep.c); synchronizeFixtures(); } setAwake(true); m_force.setZero(); m_torque = 0.0f; // Delete the attached contacts. ContactEdge ce = m_contactList; while (ce != null) { ContactEdge ce0 = ce; ce = ce.next; m_world.m_contactManager.destroy(ce0.contact); } m_contactList = null; // Touch the proxies so that new contacts will be created (when appropriate) BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase; for (Fixture f = m_fixtureList; f != null; f = f.m_next) { int proxyCount = f.m_proxyCount; for (int i = 0; i < proxyCount; ++i) { broadPhase.touchProxy(f.m_proxies[i].proxyId); } } } /** * Is this body treated like a bullet for continuous collision detection? * * @return */ public final boolean isBullet() { return (m_flags & E_BULLET_FLAG) == E_BULLET_FLAG; } /** * Should this body be treated like a bullet for continuous collision * detection? * * @param flag */ public final void setBullet(boolean flag) { if (flag) { m_flags |= E_BULLET_FLAG; } else { m_flags &= ~E_BULLET_FLAG; } } /** * You can disable sleeping on this body. If you disable sleeping, the body * will be woken. * * @param flag */ public void setSleepingAllowed(boolean flag) { if (flag) { m_flags |= E_AUTO_SLEEP_FLAG; } else { m_flags &= ~E_AUTO_SLEEP_FLAG; setAwake(true); } } /** * Is this body allowed to sleep * * @return */ public boolean isSleepingAllowed() { return (m_flags & E_AUTO_SLEEP_FLAG) == E_AUTO_SLEEP_FLAG; } /** * Set the sleep state of the body. A sleeping body has very low CPU cost. * * @param flag set to true to put body to sleep, false to wake it. */ public void setAwake(boolean flag) { if (flag) { if ((m_flags & E_AWAKE_FLAG) == 0) { m_flags |= E_AWAKE_FLAG; m_sleepTime = 0.0f; } } else { m_flags &= ~E_AWAKE_FLAG; m_sleepTime = 0.0f; m_linearVelocity.setZero(); m_angularVelocity = 0.0f; m_force.setZero(); m_torque = 0.0f; } } /** * Get the sleeping state of this body. * * @return true if the body is awake. */ public boolean isAwake() { return (m_flags & E_AWAKE_FLAG) == E_AWAKE_FLAG; } /** * Set the active state of the body. An inactive body is not simulated and * cannot be collided with or woken up. If you pass a flag of true, all * fixtures will be added to the broad-phase. If you pass a flag of false, * all fixtures will be removed from the broad-phase and all contacts will * be destroyed. Fixtures and joints are otherwise unaffected. You may * continue to create/destroy fixtures and joints on inactive bodies. * Fixtures on an inactive body are implicitly inactive and will not * participate in collisions, ray-casts, or queries. Joints connected to an * inactive body are implicitly inactive. An inactive body is still owned by * a World object and remains in the body list. * * @param flag */ public void setActive(boolean flag) { assert (m_world.isLocked() == false); if (flag == isActive()) { return; } if (flag) { m_flags |= E_ACTIVE_FLAG; // Create all proxies. BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase; for (Fixture f = m_fixtureList; f != null; f = f.m_next) { f.createProxies(broadPhase, m_xf); } // Contacts are created the next time step. } else { m_flags &= ~E_ACTIVE_FLAG; // Destroy all proxies. BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase; for (Fixture f = m_fixtureList; f != null; f = f.m_next) { f.destroyProxies(broadPhase); } // Destroy the attached contacts. ContactEdge ce = m_contactList; while (ce != null) { ContactEdge ce0 = ce; ce = ce.next; m_world.m_contactManager.destroy(ce0.contact); } m_contactList = null; } } /** * Get the active state of the body. * * @return */ public boolean isActive() { return (m_flags & E_ACTIVE_FLAG) == E_ACTIVE_FLAG; } /** * Set this body to have fixed rotation. This causes the mass to be reset. * * @param flag */ public void setFixedRotation(boolean flag) { if (flag) { m_flags |= E_FIXED_ROTATION_FLAG; } else { m_flags &= ~E_FIXED_ROTATION_FLAG; } resetMassData(); } /** * Does this body have fixed rotation? * * @return */ public boolean isFixedRotation() { return (m_flags & E_FIXED_ROTATION_FLAG) == E_FIXED_ROTATION_FLAG; } /** * Get the list of all fixtures attached to this body. * * @return */ public final Fixture getFixtureList() { return m_fixtureList; } /** * Get the list of all joints attached to this body. * * @return */ public final JointEdge getJointList() { return m_jointList; } /** * Get the list of all contacts attached to this body. * * @return * @warning this list changes during the time step and you may miss some * collisions if you don't use ContactListener. */ public final ContactEdge getContactList() { return m_contactList; } /** * Get the next body in the world's body list. * * @return */ public final Body getNext() { return m_next; } /** * Get the user data pointer that was provided in the body definition. * * @return */ public final Object getUserData() { return m_userData; } /** * Set the user data. Use this to store your application specific data. * * @param data */ public final void setUserData(Object data) { m_userData = data; } /** * Get the parent world of this body. * * @return */ public final World getWorld() { return m_world; } // djm pooling private final Transform pxf = new Transform(); protected final void synchronizeFixtures() { final Transform xf1 = pxf; // xf1.position = m_sweep.c0 - Mul(xf1.R, m_sweep.localCenter); // xf1.q.set(m_sweep.a0); // Rot.mulToOutUnsafe(xf1.q, m_sweep.localCenter, xf1.p); // xf1.p.mulLocal(-1).addLocal(m_sweep.c0); // inlined: xf1.q.s = MathUtils.sin(m_sweep.a0); xf1.q.c = MathUtils.cos(m_sweep.a0); xf1.p.x = m_sweep.c0.x - xf1.q.c * m_sweep.localCenter.x + xf1.q.s * m_sweep.localCenter.y; xf1.p.y = m_sweep.c0.y - xf1.q.s * m_sweep.localCenter.x - xf1.q.c * m_sweep.localCenter.y; // end inline for (Fixture f = m_fixtureList; f != null; f = f.m_next) { f.synchronize(m_world.m_contactManager.m_broadPhase, xf1, m_xf); } } public final void synchronizeTransform() { // m_xf.q.set(m_sweep.a); // // // m_xf.position = m_sweep.c - Mul(m_xf.R, m_sweep.localCenter); // Rot.mulToOutUnsafe(m_xf.q, m_sweep.localCenter, m_xf.p); // m_xf.p.mulLocal(-1).addLocal(m_sweep.c); // m_xf.q.s = MathUtils.sin(m_sweep.a); m_xf.q.c = MathUtils.cos(m_sweep.a); Rot q = m_xf.q; Vec2 v = m_sweep.localCenter; m_xf.p.x = m_sweep.c.x - q.c * v.x + q.s * v.y; m_xf.p.y = m_sweep.c.y - q.s * v.x - q.c * v.y; } /** * This is used to prevent connected bodies from colliding. It may lie, * depending on the collideConnected flag. * * @param other * @return */ public boolean shouldCollide(Body other) { // At least one body should be dynamic. if (m_type != BodyType.DYNAMIC && other.m_type != BodyType.DYNAMIC) { return false; } // Does a joint prevent collision? for (JointEdge jn = m_jointList; jn != null; jn = jn.next) { if (jn.other == other) { if (jn.joint.getCollideConnected() == false) { return false; } } } return true; } protected final void advance(float t) { // Advance to the new safe time. This doesn't sync the broad-phase. m_sweep.advance(t); m_sweep.c.set(m_sweep.c0); m_sweep.a = m_sweep.a0; m_xf.q.set(m_sweep.a); // m_xf.position = m_sweep.c - Mul(m_xf.R, m_sweep.localCenter); Rot.mulToOutUnsafe(m_xf.q, m_sweep.localCenter, m_xf.p); m_xf.p.mulLocal(-1).addLocal(m_sweep.c); } }