Beispiel #1
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.
   * @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;
    }

    // djm TODO from pool?
    Fixture fixture = new Fixture();
    fixture.create(this, def);

    if ((m_flags & e_activeFlag) == e_activeFlag) {
      BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
      fixture.createProxy(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;
  }
Beispiel #2
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  /**
   * 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_fixedRotationFlag) == 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.mulToOut(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);
  }
Beispiel #3
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  /**
   * 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.
   *
   * @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.R.set(angle);
    m_xf.position.set(position);

    // m_sweep.c0 = m_sweep.c = Mul(m_xf, m_sweep.localCenter);
    Transform.mulToOut(m_xf, m_sweep.localCenter, m_sweep.c0);
    m_sweep.c.set(m_sweep.c0);

    m_sweep.a0 = m_sweep.a = angle;

    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);
    }

    m_world.m_contactManager.findNewContacts();
  }
Beispiel #4
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  /**
   * 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_activeFlag) == e_activeFlag) {
      assert (fixture.m_proxy != null);
      BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
      fixture.destroyProxy(broadPhase);
    } else {
      assert (fixture.m_proxy == null);
    }

    fixture.destroy();
    fixture.m_body = null;
    fixture.m_next = null;
    fixture = null;

    --m_fixtureCount;

    // Reset the mass data.
    resetMassData();
  }