/*
* JBox2D - A Java Port of Erin Catto's Box2D
*
* JBox2D homepage: http://jbox2d.sourceforge.net/
* Box2D homepage: http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package org.jbox2d.dynamics;
import org.jbox2d.collision.MassData;
import org.jbox2d.collision.Shape;
import org.jbox2d.collision.ShapeDef;
import org.jbox2d.common.*;
import org.jbox2d.dynamics.contacts.ContactEdge;
import org.jbox2d.dynamics.joints.JointEdge;
// Updated to rev. 54->118->142 of b2Body.cpp/.h
// Rewritten completely for rev. 118 (too many changes, needed reorganization for maintainability)
/**
* A 2-dimensional rigid body. Do not create Body objects directly;
* instead, pass a BodyDef to either World::createStaticBody or
* World::createDynamicBody and then call Body::createShape(ShapeDef)
* to add geometry. For a dynamic body, don't forget to call
* Body::setMassFromShapes or (for experts) Body::setMass(MassData) -
* if you forget to set the mass, the simulation will have problems.
*
* When possible, quantities of interest should be accessed via
* getters/setters rather than through the m_* variables. These are
* internal variables, and their use is generally unsupported.
*/
public class Body {
//m_flags
public static final int e_frozenFlag = 0x0002;
public static final int e_islandFlag = 0x0004;
public static final int e_sleepFlag = 0x0008;
public static final int e_allowSleepFlag = 0x0010;
public static final int e_bulletFlag = 0x0020;
public static final int e_fixedRotationFlag = 0x0040;
public int m_flags;
//m_type
public static final int e_staticType = 0;
public static final int e_dynamicType = 1;
public static final int e_maxTypes = 2;
public int m_type;
/** The body origin transform */
public XForm m_xf;
/** The swept motion for CCD */
public Sweep m_sweep;
public Vec2 m_linearVelocity;
public float m_angularVelocity;
public Vec2 m_force;
public float m_torque;
public World m_world;
public Body m_prev;
public Body m_next;
public Shape m_shapeList;
public int m_shapeCount;
public JointEdge m_jointList;
public ContactEdge m_contactList;
public float m_mass, m_invMass;
public float m_I, m_invI;
public float m_linearDamping;
public float m_angularDamping;
public float m_sleepTime;
/**
* A holder to attach external data to a body.
* Useful to keep track of what game entity
* each body represents. This is copied from
* the BodyDef used to create the body, so may
* be set there instead.
*/
public Object m_userData;
/**
* Should not be called by user, as it will not
* be properly added to the world. Instead,
* create a BodyDef object and pass it
* to World.createDynamicBody or World.createStaticBody.
*
* @param bd Body definition
* @param world World to create body in
*/
public Body(BodyDef bd, World world) {
//assert(world.m_lock == false);
m_flags = 0;
if (bd.isBullet) m_flags |= e_bulletFlag;
if (bd.fixedRotation) m_flags |= e_fixedRotationFlag;
if (bd.allowSleep) m_flags |= e_allowSleepFlag;
if (bd.isSleeping) m_flags |= e_sleepFlag;
m_world = world;
m_xf = new XForm();
m_xf.position.set(bd.position);
m_xf.R.set(bd.angle);
m_sweep = new Sweep();
m_sweep.localCenter.set(bd.massData.center);
m_sweep.t0 = 1.0f;
m_sweep.a0 = m_sweep.a = bd.angle;
m_sweep.c.set(XForm.mul(m_xf, m_sweep.localCenter));
m_sweep.c0.set(m_sweep.c);
m_jointList = null;
m_contactList = null;
m_prev = null;
m_next = null;
m_linearDamping = bd.linearDamping;
m_angularDamping = bd.angularDamping;
m_force = new Vec2(0.0f, 0.0f);
m_torque = 0.0f;
m_linearVelocity = new Vec2(0.0f, 0.0f);
m_angularVelocity = 0.0f;
m_sleepTime = 0.0f;
m_invMass = 0.0f;
m_I = 0.0f;
m_invI = 0.0f;
m_mass = bd.massData.mass;
if (m_mass > 0.0f) {
m_invMass = 1.0f / m_mass;
}
if ((m_flags & Body.e_fixedRotationFlag) == 0) {
m_I = bd.massData.I;
}
if (m_I > 0.0f) {
m_invI = 1.0f / m_I;
}
if (m_invMass == 0.0f && m_invI == 0.0f) {
m_type = e_staticType;
} else {
m_type = e_dynamicType;
}
m_userData = bd.userData;
m_shapeList = null;
m_shapeCount = 0;
}
/**
* Creates a shape and attach it to this body.
*
Warning: This function is locked during callbacks.
* @param def the shape definition.
*/
public Shape createShape(ShapeDef def){
//assert(m_world.m_lock == false);
if (m_world.m_lock == true){
return null;
}
Shape s = Shape.create(def);
s.m_next = m_shapeList;
m_shapeList = s;
++m_shapeCount;
s.m_body = this;
// Add the shape to the world's broad-phase.
s.createProxy(m_world.m_broadPhase, m_xf);
// Compute the sweep radius for CCD.
s.updateSweepRadius(m_sweep.localCenter);
return s;
}
/**
* Destroy a shape. This removes the shape from the broad-phase and
* therefore destroys any contacts associated with this shape. All shapes
* attached to a body are implicitly destroyed when the body is destroyed.
*
Warning: This function is locked during callbacks.
* @param s the shape to be removed.
*/
public void destroyShape(Shape s){
//assert(m_world.m_lock == false);
if (m_world.m_lock == true) {
return;
}
//assert(s.getBody() == this);
s.destroyProxy(m_world.m_broadPhase);
//assert(m_shapeCount > 0);
// Remove s from linked list, fix up connections
// TODO: verify that this works right
Shape node = m_shapeList;
Shape prevNode = null;
boolean found = false;
while (node != null) {
if (node == s) {
if (prevNode == null) {
m_shapeList = s.m_next;
found = true;
break;
} else {
prevNode.m_next = s.m_next;
found = true;
break;
}
}
prevNode = node;
node = node.m_next;
}
/*
Shape** node = &m_shapeList;
boolean found = false;
while (*node != NULL)
{
if (*node == s)
{
*node = s->m_next;
found = true;
break;
}
node = &(*node)->m_next;
}
*/
// You tried to remove a shape that is not attached to this body.
//assert(found);
s.m_body = null;
s.m_next = null;
--m_shapeCount;
Shape.destroy(s);
}
/**
* Set the mass properties. Note that this changes the center of mass position.
* If you are not sure how to compute mass properties, use setMassFromShapes().
* The inertia tensor is assumed to be relative to the center of mass.
* @param massData the mass properties.
*/
public void setMass(MassData massData){
//assert(m_world.m_lock == false);
if (m_world.m_lock == true) return;
m_invMass = 0.0f;
m_I = 0.0f;
m_invI = 0.0f;
m_mass = massData.mass;
if (m_mass > 0.0f) {
m_invMass = 1.0f / m_mass;
}
if ((m_flags & Body.e_fixedRotationFlag) == 0) {
m_I = massData.I;
}
if (m_I > 0.0f) {
m_invI = 1.0f / m_I;
}
// Move center of mass.
m_sweep.localCenter.set(massData.center);
m_sweep.c.set(XForm.mul(m_xf, m_sweep.localCenter));
m_sweep.c0.set(m_sweep.c);
// Update the sweep radii of all child shapes
for (Shape s = m_shapeList; s != null; s = s.m_next) {
s.updateSweepRadius(m_sweep.localCenter);
}
int oldType = m_type;
if (m_invMass == 0.0f && m_invI == 0.0f) {
m_type = e_staticType;
} else {
m_type = e_dynamicType;
}
// If the body type changed, we need to refilter the broad-phase proxies.
if (oldType != m_type) {
for (Shape s = m_shapeList; s != null; s = s.m_next)
{
s.refilterProxy(m_world.m_broadPhase, m_xf);
}
}
}
/**
* Compute the mass properties from the attached shapes. You typically call this
* after adding all the shapes. If you add or remove shapes later, you may want
* to call this again. Note that this changes the center of mass position.
*/
public void setMassFromShapes(){
//assert(m_world.m_lock == false);
if (m_world.m_lock == true) return;
// 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;
Vec2 center = new Vec2(0.0f, 0.0f);
for (Shape s = m_shapeList; s != null; s = s.m_next) {
MassData massData = new MassData();
s.computeMass(massData);
m_mass += massData.mass;
center.x += massData.mass * massData.center.x;
center.y += massData.mass * massData.center.y;
m_I += massData.I;
}
// Compute center of mass, and shift the origin to the COM
if (m_mass > 0.0f) {
m_invMass = 1.0f / m_mass;
center.x *= m_invMass;
center.y *= m_invMass;
}
if (m_I > 0.0f && (m_flags & e_fixedRotationFlag) == 0) {
// Center the inertia about the center of mass
m_I -= m_mass * Vec2.dot(center, center);
//assert(m_I > 0.0f);
m_invI = 1.0f / m_I;
} else {
m_I = 0.0f;
m_invI = 0.0f;
}
// Move center of mass
m_sweep.localCenter.set(center);
m_sweep.c.set(XForm.mul(m_xf, m_sweep.localCenter));
m_sweep.c0.set(m_sweep.c);
// Update the sweep radii of all child shapes
for (Shape s = m_shapeList; s != null; s = s.m_next) {
s.updateSweepRadius(m_sweep.localCenter);
}
int oldType = m_type;
if (m_invMass == 0.0f && m_invI == 0.0f) {
m_type = e_staticType;
} else {
m_type = e_dynamicType;
}
// If the body type changed, we need to refilter the broad-phase proxies.
if (oldType != m_type) {
for (Shape s = m_shapeList; s != null; s = s.m_next) {
s.refilterProxy(m_world.m_broadPhase, m_xf);
}
}
}
/**
* Set the position of the body's origin and rotation (radians).
* This breaks any contacts and wakes the other bodies.
* @param position the new world position of the body's origin (not necessarily
* the center of mass).
* @param angle the new world rotation angle of the body in radians.
* @return false if the movement put a shape outside the world. In this case the
* body is automatically frozen.
*/
public boolean setXForm(Vec2 position, float angle){
//assert(m_world.m_lock == false);
if (m_world.m_lock == true) return true;
if (isFrozen()) return false;
m_xf.R.set(angle);
m_xf.position.set(position);
m_sweep.c.set(XForm.mul(m_xf, m_sweep.localCenter));
m_sweep.c0.set(m_sweep.c);
m_sweep.a0 = m_sweep.a = angle;
boolean freeze = false;
for (Shape s = m_shapeList; s != null; s = s.m_next) {
boolean inRange = s.synchronize(m_world.m_broadPhase, m_xf, m_xf);
if (inRange == false) {
freeze = true;
break;
}
}
if (freeze == true) {
m_flags |= e_frozenFlag;
m_linearVelocity.setZero();
m_angularVelocity = 0.0f;
for (Shape s = m_shapeList; s != null; s = s.m_next) {
s.destroyProxy(m_world.m_broadPhase);
}
// Failure
return false;
}
// Success
m_world.m_broadPhase.commit();
return true;
}
/**
* Get a copy of the body transform for the body's origin.
* @return the world transform of the body's origin.
*/
public XForm getXForm(){
XForm xf = new XForm();
xf.set(m_xf);
return xf;
}
/**
* Get a copy of the world body origin position. This
* is not necessarily the same as the center of mass.
* @return the world position of the body's origin.
*/
public Vec2 getPosition(){
return m_xf.position.clone();
}
/**
* Get the angle in radians.
* @return the current world rotation angle in radians.
*/
public float getAngle(){
return m_sweep.a;
}
/** Get a copy of the world position of the center of mass. */
public Vec2 getWorldCenter(){
return m_sweep.c.clone();
}
/** Get a copy of the local position of the center of mass. */
public Vec2 getLocalCenter(){
return m_sweep.localCenter.clone();
}
/**
* Set the linear velocity of the center of mass.
* @param v the new linear velocity of the center of mass.
*/
public void setLinearVelocity(Vec2 v){
m_linearVelocity.set(v);
}
/**
* Get a copy of the linear velocity of the center of mass.
* @return the linear velocity of the center of mass.
*/
public Vec2 getLinearVelocity(){
return m_linearVelocity.clone();
}
/**
* Set the angular velocity.
* @param omega the new angular velocity in radians/second.
*/
public void setAngularVelocity(float omega){
m_angularVelocity = omega;
}
/**
* Get the angular velocity.
* @return the angular velocity in radians/second.
*/
public float getAngularVelocity(){
return m_angularVelocity;
}
/**
* 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 void applyForce(Vec2 force, Vec2 point){
if (isSleeping()) wakeUp();
m_force.addLocal(force);
m_torque += Vec2.cross(point.sub(m_sweep.c), force);
}
/**
* 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 void applyTorque(float torque){
if (isSleeping()) wakeUp();
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.
* @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
* @param point the world position of the point of application.
*/
public void applyImpulse(Vec2 impulse, Vec2 point){
if (isSleeping()) wakeUp();
m_linearVelocity.x += m_invMass * impulse.x;
m_linearVelocity.y += m_invMass * impulse.y;
m_angularVelocity += m_invI * Vec2.cross(point.sub(m_sweep.c), impulse);
}
/**
* Get the total mass of the body.
* @return the mass, usually in kilograms (kg).
*/
public float getMass(){
return m_mass;
}
/**
* Get the central rotational inertia of the body.
* @return the rotational inertia, usually in kg-m^2.
*/
public float getInertia(){
return m_I;
}
/**
* 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 Vec2 getWorldPoint(Vec2 localPoint){
return XForm.mul(m_xf, localPoint);
}
/**
* 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 Vec2 getWorldVector(Vec2 localVector){
return Mat22.mul(m_xf.R, localVector);
}
/**
* 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 Vec2 getLocalPoint(Vec2 worldPoint){
return XForm.mulT(m_xf, worldPoint);
}
/**
* Gets a local vector given a world vector.
* @param worldVector a vector in world coordinates.
* @return the corresponding local vector.
*/
public Vec2 getLocalVector(Vec2 worldVector){
return Mat22.mulT(m_xf.R, worldVector);
}
/** Is this body treated like a bullet for continuous collision detection? */
public boolean isBullet(){
return (m_flags & e_bulletFlag) == e_bulletFlag;
}
/**
* Should this body be treated like a bullet for continuous collision detection?
* Use sparingly, as continuous collision detection can be expensive.
*/
public void setBullet(boolean flag){
if (flag) {
m_flags |= e_bulletFlag;
} else {
m_flags &= ~e_bulletFlag;
}
}
/** Is this body static (immovable)? */
public boolean isStatic(){
return m_type == e_staticType;
}
/** Is this body dynamic (movable)? */
public boolean isDynamic(){
return m_type == e_dynamicType;
}
/** Is this body frozen? */
public boolean isFrozen(){
return (m_flags & e_frozenFlag) == e_frozenFlag;
}
/** Is this body sleeping (not simulating). */
public boolean isSleeping(){
return (m_flags & e_sleepFlag) == e_sleepFlag;
}
/** Set to false to prevent this body from sleeping due to inactivity. */
public void allowSleeping(boolean flag){
if (flag) {
m_flags |= e_allowSleepFlag;
} else {
m_flags &= ~e_allowSleepFlag;
wakeUp();
}
}
/** Wake up this body so it will begin simulating. */
public void wakeUp(){
m_flags &= ~e_sleepFlag;
m_sleepTime = 0.0f;
}
/**
* Get the linked list of all shapes attached to this body.
* @return first Shape in linked list
*/
public Shape getShapeList(){
return m_shapeList;
}
/**
* Get the linked list of all joints attached to this body.
* @return first JointEdge in linked list
*/
public JointEdge getJointList(){
return m_jointList;
}
/**
* Get the linked list of all contacts attached to this body.
* @return first ContactEdge in linked list
*/
/* Removed from C++ version
public ContactEdge getContactList(){
return m_contactList;
}*/
/** Get the next body in the world's body list. */
public Body getNext(){
return m_next;
}
/** Get the user data Object reference that was provided in the body definition. */
public Object getUserData(){
return m_userData;
}
/* INTERNALS BELOW */
/** For internal use only. */
public void computeMass(){
//seems to be missing from C++ version...
}
/** For internal use only. */
public boolean synchronizeShapes(){
XForm xf1 = new XForm();
xf1.R.set(m_sweep.a0);
xf1.position.set(m_sweep.c0.sub(Mat22.mul(xf1.R, m_sweep.localCenter)));
boolean inRange = true;
for (Shape s = m_shapeList; s != null; s = s.m_next) {
inRange = s.synchronize(m_world.m_broadPhase, xf1, m_xf);
if (inRange == false) break;
}
if (inRange == false) {
m_flags |= e_frozenFlag;
m_linearVelocity.setZero();
m_angularVelocity = 0.0f;
for (Shape s = m_shapeList; s != null; s = s.m_next) {
s.destroyProxy(m_world.m_broadPhase);
}
// Failure
return false;
}
// Success
return true;
}
/** For internal use only. */
public void synchronizeTransform(){
m_xf.R.set(m_sweep.a);
//m_xf.position.set(m_sweep.c.sub(Mat22.mul(m_xf.R,m_sweep.localCenter)));
Vec2 v1 = m_sweep.localCenter;
m_xf.position.x = m_sweep.c.x - (m_xf.R.col1.x * v1.x + m_xf.R.col2.x * v1.y);
m_xf.position.y = m_sweep.c.y - (m_xf.R.col1.y * v1.x + m_xf.R.col2.y * v1.y);
//System.out.println(m_xf);
}
/**
* This is used to prevent connected bodies from colliding.
* It may lie, depending on the collideConnected flag, so
* it won't be very useful external to the engine.
*/
public boolean isConnected(Body other){
for (JointEdge jn = m_jointList; jn != null; jn = jn.next) {
if (jn.other == other) {
//System.out.println("connected");
return (jn.joint.m_collideConnected == false);
}
}
return false;
}
/** For internal use only. */
public void advance(float t){
// Advance to the new safe time
m_sweep.advance(t);
m_sweep.c.set(m_sweep.c0);
m_sweep.a = m_sweep.a0;
synchronizeTransform();
}
/**
* 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 Vec2 getLinearVelocityFromWorldPoint(Vec2 worldPoint) {
return m_linearVelocity.add(Vec2.cross(m_angularVelocity, worldPoint.sub(m_sweep.c)));
}
/**
* Get the world velocity of a local point.
* @param localPoint a point in local coordinates.
* @return the world velocity of a point.
*/
public Vec2 getLinearVelocityFromLocalPoint(Vec2 localPoint) {
return getLinearVelocityFromWorldPoint(getWorldPoint(localPoint));
}
/**
* Put this body to sleep so it will stop simulating.
* This also sets the velocity to zero.
*/
public void putToSleep() {
m_flags |= e_sleepFlag;
m_sleepTime = 0.0f;
m_linearVelocity.setZero();
m_angularVelocity = 0.0f;
m_force.setZero();
m_torque = 0.0f;
}
public void setUserData(Object data) {
m_userData = data;
}
public World getWorld() {
return m_world;
}
}