/** Clean up the arbiters for departied bodies */ private void cleanUpArbiters() { for (int i = 0; i < arbiters.size(); i++) { Arbiter arbiter = arbiters.get(i); if (!arbiter.getBody1().added() || !arbiter.getBody2().added()) { arbiters.remove(arbiter); i--; } } }
/** * Get a list of collisions at the current time for a given body * * @param body The body to check for * @return The list of collision events describing the current contacts */ public CollisionEvent[] getContacts(Body body) { ArrayList collisions = new ArrayList(); for (int i = 0; i < arbiters.size(); i++) { Arbiter arb = arbiters.get(i); if (arb.concerns(body)) { for (int j = 0; j < arb.getNumContacts(); j++) { Contact contact = arb.getContact(j); CollisionEvent event = new CollisionEvent( 0, arb.getBody1(), arb.getBody2(), contact.getPosition(), contact.getNormal(), contact.getSeparation()); collisions.add(event); } } } return (CollisionEvent[]) collisions.toArray(new CollisionEvent[0]); }
/** * Prepare the media, and sit in a busy wait until the preparation of the data-structure is * done... we might want to display some type of wait-thing on the UI thread, but I guess that * will come later. */ private void preparePlayer() { this.root.prepare(); Arbiter subject = this.root.getSubject(); subject.setRootSeq(this.root); }
/** * Step the simulation. Currently anything other than 1/60f as a step leads to unpredictable * results - hence the default step fixes us to this step * * @param dt The amount of time to step */ public void step(float dt) { for (int i = 0; i < bodies.size(); ++i) { for (int j = 0; j < sources.size(); j++) { ((ForceSource) sources.get(j)).apply(bodies.get(i), dt); } } BodyList bodies = getActiveBodies(); JointList joints = getActiveJoints(); float invDT = dt > 0.0f ? 1.0f / dt : 0.0f; if (restingBodyDetection) { for (int i = 0; i < bodies.size(); ++i) { Body b = bodies.get(i); b.startFrame(); } for (int i = 0; i < joints.size(); ++i) { Joint j = joints.get(i); j.getBody1().setIsResting(false); j.getBody2().setIsResting(false); } } broadPhase(dt); for (int i = 0; i < bodies.size(); ++i) { Body b = bodies.get(i); if (b.getInvMass() == 0.0f) { continue; } if (b.isResting() && restingBodyDetection) { continue; } Vector2f temp = new Vector2f(b.getForce()); temp.scale(b.getInvMass()); if (b.getGravityEffected()) { temp.add(gravity); } temp.scale(dt); b.adjustVelocity(temp); Vector2f damping = new Vector2f(b.getVelocity()); damping.scale(-b.getDamping() * b.getInvMass()); b.adjustVelocity(damping); b.adjustAngularVelocity(dt * b.getInvI() * b.getTorque()); b.adjustAngularVelocity(-b.getAngularVelocity() * b.getInvI() * b.getRotDamping()); } for (int i = 0; i < arbiters.size(); i++) { Arbiter arb = arbiters.get(i); if (!restingBodyDetection || !arb.hasRestingPair()) { arb.preStep(invDT, dt, damping); } } for (int i = 0; i < joints.size(); ++i) { Joint j = joints.get(i); j.preStep(invDT); } for (int i = 0; i < iterations; ++i) { for (int k = 0; k < arbiters.size(); k++) { Arbiter arb = arbiters.get(k); if (!restingBodyDetection || !arb.hasRestingPair()) { arb.applyImpulse(); } else { arb.getBody1().collided(arb.getBody2()); arb.getBody2().collided(arb.getBody1()); } } for (int k = 0; k < joints.size(); ++k) { Joint j = joints.get(k); j.applyImpulse(); } } for (int i = 0; i < bodies.size(); ++i) { Body b = bodies.get(i); if (b.getInvMass() == 0.0f) { continue; } if (restingBodyDetection) { if (b.isResting()) { continue; } } b.adjustPosition(b.getVelocity(), dt); b.adjustPosition(b.getBiasedVelocity(), dt); b.adjustRotation(dt * b.getAngularVelocity()); b.adjustRotation(dt * b.getBiasedAngularVelocity()); b.resetBias(); b.setForce(0, 0); b.setTorque(0); } if (restingBodyDetection) { for (int i = 0; i < bodies.size(); ++i) { Body b = bodies.get(i); b.endFrame(); } } cleanUpArbiters(); }