Files
LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Dynamics/Body.cs

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45 KiB
C#

/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto 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.
*/
//#define USE_AWAKE_BODY_SET
using System;
using System.Collections.Generic;
using System.Diagnostics;
using FarseerPhysics.Collision;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Common;
using FarseerPhysics.Common.PhysicsLogic;
using FarseerPhysics.Controllers;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Dynamics
{
/// <summary>
/// The body type.
/// </summary>
public enum BodyType
{
/// <summary>
/// Zero velocity, may be manually moved. Note: even static bodies have mass.
/// </summary>
Static,
/// <summary>
/// Zero mass, non-zero velocity set by user, moved by solver
/// </summary>
Kinematic,
/// <summary>
/// Positive mass, non-zero velocity determined by forces, moved by solver
/// </summary>
Dynamic,
}
public class Body : IDisposable
{
[ThreadStatic]
private static int _bodyIdCounter;
private float _angularDamping;
private BodyType _bodyType;
private float _inertia;
private float _linearDamping;
private float _mass;
private bool _sleepingAllowed = true;
private bool _awake = true;
private bool _fixedRotation;
internal bool _enabled = true;
internal float _angularVelocity;
internal Vector2 _linearVelocity;
internal Vector2 _force;
internal float _invI;
internal float _invMass;
internal float _sleepTime;
internal Sweep _sweep; // the swept motion for CCD
internal float _torque;
internal World _world;
internal Transform _xf; // the body origin transform
internal bool _island;
public PhysicsLogicFilter PhysicsLogicFilter;
public ControllerFilter ControllerFilter;
public Body(World world, Vector2? position = null, float rotation = 0, object userdata = null)
{
FixtureList = new List<Fixture>();
BodyId = _bodyIdCounter++;
_world = world;
UserData = userdata;
GravityScale = 1.0f;
BodyType = BodyType.Static;
Enabled = true; //FPE note: Also creates proxies in the broadphase
_xf.q.Set(rotation);
if (position.HasValue)
{
_xf.p = position.Value;
_sweep.C0 = _xf.p;
_sweep.C = _xf.p;
_sweep.A0 = rotation;
_sweep.A = rotation;
}
world.AddBody(this); //FPE note: bodies can't live without a World
}
/// <summary>
/// A unique id for this body.
/// </summary>
public int BodyId { get; private set; }
public int IslandIndex { get; set; }
/// <summary>
/// Scale the gravity applied to this body.
/// Defaults to 1. A value of 2 means double the gravity is applied to this body.
/// </summary>
public float GravityScale { get; set; }
/// <summary>
/// Set the user data. Use this to store your application specific data.
/// </summary>
/// <value>The user data.</value>
public object UserData { get; set; }
/// <summary>
/// Gets the total number revolutions the body has made.
/// </summary>
/// <value>The revolutions.</value>
public float Revolutions
{
get { return Rotation / (float)Math.PI; }
}
/// <summary>
/// Gets or sets the body type.
/// Warning: Calling this mid-update might cause a crash.
/// </summary>
/// <value>The type of body.</value>
public BodyType BodyType
{
get { return _bodyType; }
set
{
if (_bodyType == value)
return;
_bodyType = value;
ResetMassData();
if (_bodyType == BodyType.Static)
{
_linearVelocity = Vector2.Zero;
_angularVelocity = 0.0f;
_sweep.A0 = _sweep.A;
_sweep.C0 = _sweep.C;
SynchronizeFixtures();
}
Awake = true;
_force = Vector2.Zero;
_torque = 0.0f;
// Delete the attached contacts.
ContactEdge ce = ContactList;
while (ce != null)
{
ContactEdge ce0 = ce;
ce = ce.Next;
_world.ContactManager.Destroy(ce0.Contact);
}
ContactList = null;
// Touch the proxies so that new contacts will be created (when appropriate)
IBroadPhase broadPhase = _world.ContactManager.BroadPhase;
foreach (Fixture fixture in FixtureList)
{
int proxyCount = fixture.ProxyCount;
for (int j = 0; j < proxyCount; j++)
{
broadPhase.TouchProxy(fixture.Proxies[j].ProxyId);
}
}
}
}
/// <summary>
/// Get or sets the linear velocity of the center of mass.
/// </summary>
/// <value>The linear velocity.</value>
public Vector2 LinearVelocity
{
set
{
Debug.Assert(!float.IsNaN(value.X) && !float.IsNaN(value.Y));
if (_bodyType == BodyType.Static)
return;
if (Vector2.Dot(value, value) > 0.0f)
Awake = true;
_linearVelocity = value;
}
get { return _linearVelocity; }
}
/// <summary>
/// Gets or sets the angular velocity. Radians/second.
/// </summary>
/// <value>The angular velocity.</value>
public float AngularVelocity
{
set
{
Debug.Assert(!float.IsNaN(value));
if (_bodyType == BodyType.Static)
return;
if (value * value > 0.0f)
Awake = true;
_angularVelocity = value;
}
get { return _angularVelocity; }
}
/// <summary>
/// Gets or sets the linear damping.
/// </summary>
/// <value>The linear damping.</value>
public float LinearDamping
{
get { return _linearDamping; }
set
{
Debug.Assert(!float.IsNaN(value));
_linearDamping = value;
}
}
/// <summary>
/// Gets or sets the angular damping.
/// </summary>
/// <value>The angular damping.</value>
public float AngularDamping
{
get { return _angularDamping; }
set
{
Debug.Assert(!float.IsNaN(value));
_angularDamping = value;
}
}
/// <summary>
/// Gets or sets a value indicating whether this body should be included in the CCD solver.
/// </summary>
/// <value><c>true</c> if this instance is included in CCD; otherwise, <c>false</c>.</value>
public bool IsBullet { get; set; }
/// <summary>
/// You can disable sleeping on this body. If you disable sleeping, the
/// body will be woken.
/// </summary>
/// <value><c>true</c> if sleeping is allowed; otherwise, <c>false</c>.</value>
public bool SleepingAllowed
{
set
{
if (!value)
Awake = true;
_sleepingAllowed = value;
}
get { return _sleepingAllowed; }
}
/// <summary>
/// Set the sleep state of the body. A sleeping body has very
/// low CPU cost.
/// </summary>
/// <value><c>true</c> if awake; otherwise, <c>false</c>.</value>
public bool Awake
{
set
{
if (value)
{
if (!_awake)
{
_sleepTime = 0.0f;
_world.ContactManager.UpdateContacts(ContactList, true);
#if USE_AWAKE_BODY_SET
if (InWorld && !World.AwakeBodySet.Contains(this))
{
World.AwakeBodySet.Add(this);
}
#endif
}
}
else
{
#if USE_AWAKE_BODY_SET
// Check even for BodyType.Static because if this body had just been changed to Static it will have
// set Awake = false in the process.
if (InWorld && World.AwakeBodySet.Contains(this))
{
World.AwakeBodySet.Remove(this);
}
#endif
ResetDynamics();
_sleepTime = 0.0f;
_world.ContactManager.UpdateContacts(ContactList, false);
}
_awake = value;
}
get { return _awake; }
}
/// <summary>
/// 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 b2World object and remains
/// in the body list.
/// </summary>
/// <value><c>true</c> if active; otherwise, <c>false</c>.</value>
public bool Enabled
{
set
{
if (value == _enabled)
return;
if (value)
{
// Create all proxies.
IBroadPhase broadPhase = _world.ContactManager.BroadPhase;
for (int i = 0; i < FixtureList.Count; i++)
{
FixtureList[i].CreateProxies(broadPhase, ref _xf);
}
// Contacts are created the next time step.
}
else
{
// Destroy all proxies.
IBroadPhase broadPhase = _world.ContactManager.BroadPhase;
for (int i = 0; i < FixtureList.Count; i++)
{
FixtureList[i].DestroyProxies(broadPhase);
}
// Destroy the attached contacts.
ContactEdge ce = ContactList;
while (ce != null)
{
ContactEdge ce0 = ce;
ce = ce.Next;
_world.ContactManager.Destroy(ce0.Contact);
}
ContactList = null;
}
_enabled = value;
}
get { return _enabled; }
}
/// <summary>
/// Set this body to have fixed rotation. This causes the mass
/// to be reset.
/// </summary>
/// <value><c>true</c> if it has fixed rotation; otherwise, <c>false</c>.</value>
public bool FixedRotation
{
set
{
if (_fixedRotation == value)
return;
_fixedRotation = value;
_angularVelocity = 0f;
ResetMassData();
}
get { return _fixedRotation; }
}
/// <summary>
/// Gets all the fixtures attached to this body.
/// </summary>
/// <value>The fixture list.</value>
public List<Fixture> FixtureList { get; internal set; }
/// <summary>
/// Get the list of all joints attached to this body.
/// </summary>
/// <value>The joint list.</value>
public JointEdge JointList { get; internal set; }
/// <summary>
/// Get the list of all contacts attached to this body.
/// Warning: this list changes during the time step and you may
/// miss some collisions if you don't use ContactListener.
/// </summary>
/// <value>The contact list.</value>
public ContactEdge ContactList { get; internal set; }
/// <summary>
/// Get the world body origin position.
/// </summary>
/// <returns>Return the world position of the body's origin.</returns>
public Vector2 Position
{
get { return _xf.p; }
set
{
Debug.Assert(!float.IsNaN(value.X) && !float.IsNaN(value.Y));
SetTransform(ref value, Rotation);
}
}
/// <summary>
/// Get the angle in radians.
/// </summary>
/// <returns>Return the current world rotation angle in radians.</returns>
public float Rotation
{
get { return _sweep.A; }
set
{
Debug.Assert(!float.IsNaN(value));
SetTransform(ref _xf.p, value);
}
}
/// <summary>
/// Gets or sets a value indicating whether this body is static.
/// </summary>
/// <value><c>true</c> if this instance is static; otherwise, <c>false</c>.</value>
public bool IsStatic
{
get { return _bodyType == BodyType.Static; }
set { BodyType = value ? BodyType.Static : BodyType.Dynamic; }
}
/// <summary>
/// Gets or sets a value indicating whether this body is kinematic.
/// </summary>
/// <value><c>true</c> if this instance is kinematic; otherwise, <c>false</c>.</value>
public bool IsKinematic
{
get { return _bodyType == BodyType.Kinematic; }
set { BodyType = value ? BodyType.Kinematic : BodyType.Dynamic; }
}
/// <summary>
/// Gets or sets a value indicating whether this body ignores gravity.
/// </summary>
/// <value><c>true</c> if it ignores gravity; otherwise, <c>false</c>.</value>
public bool IgnoreGravity { get; set; }
/// <summary>
/// Get the world position of the center of mass.
/// </summary>
/// <value>The world position.</value>
public Vector2 WorldCenter
{
get { return _sweep.C; }
}
/// <summary>
/// Get the local position of the center of mass.
/// </summary>
/// <value>The local position.</value>
public Vector2 LocalCenter
{
get { return _sweep.LocalCenter; }
set
{
if (_bodyType != BodyType.Dynamic)
return;
// Move center of mass.
Vector2 oldCenter = _sweep.C;
_sweep.LocalCenter = value;
_sweep.C0 = _sweep.C = MathUtils.Mul(ref _xf, ref _sweep.LocalCenter);
// Update center of mass velocity.
Vector2 a = _sweep.C - oldCenter;
_linearVelocity += new Vector2(-_angularVelocity * a.Y, _angularVelocity * a.X);
}
}
/// <summary>
/// Gets or sets the mass. Usually in kilograms (kg).
/// </summary>
/// <value>The mass.</value>
public float Mass
{
get { return _mass; }
set
{
Debug.Assert(!float.IsNaN(value));
if (_bodyType != BodyType.Dynamic) //Make an assert
return;
_mass = value;
if (_mass <= 0.0f)
_mass = 1.0f;
_invMass = 1.0f / _mass;
}
}
/// <summary>
/// Get or set the rotational inertia of the body about the local origin. usually in kg-m^2.
/// </summary>
/// <value>The inertia.</value>
public float Inertia
{
get { return _inertia + Mass * Vector2.Dot(_sweep.LocalCenter, _sweep.LocalCenter); }
set
{
Debug.Assert(!float.IsNaN(value));
if (_bodyType != BodyType.Dynamic) //Make an assert
return;
if (value > 0.0f && !_fixedRotation) //Make an assert
{
_inertia = value - Mass * Vector2.Dot(LocalCenter, LocalCenter);
Debug.Assert(_inertia > 0.0f);
_invI = 1.0f / _inertia;
}
}
}
public float Restitution
{
get
{
float res = 0;
for (int i = 0; i < FixtureList.Count; i++)
{
Fixture f = FixtureList[i];
res += f.Restitution;
}
return FixtureList.Count > 0 ? res / FixtureList.Count : 0;
}
set
{
for (int i = 0; i < FixtureList.Count; i++)
{
Fixture f = FixtureList[i];
f.Restitution = value;
}
}
}
public float Friction
{
get
{
float res = 0;
for (int i = 0; i < FixtureList.Count; i++)
{
Fixture f = FixtureList[i];
res += f.Friction;
}
return FixtureList.Count > 0 ? res / FixtureList.Count : 0;
}
set
{
for (int i = 0; i < FixtureList.Count; i++)
{
Fixture f = FixtureList[i];
f.Friction = value;
}
}
}
public Category CollisionCategories
{
set
{
for (int i = 0; i < FixtureList.Count; i++)
{
Fixture f = FixtureList[i];
f.CollisionCategories = value;
}
}
}
public Category CollidesWith
{
set
{
for (int i = 0; i < FixtureList.Count; i++)
{
Fixture f = FixtureList[i];
f.CollidesWith = value;
}
}
}
/// <summary>
/// Body objects can define which categories of bodies they wish to ignore CCD with.
/// This allows certain bodies to be configured to ignore CCD with objects that
/// aren't a penetration problem due to the way content has been prepared.
/// This is compared against the other Body's fixture CollisionCategories within World.SolveTOI().
/// </summary>
public Category IgnoreCCDWith
{
set
{
for (int i = 0; i < FixtureList.Count; i++)
{
Fixture f = FixtureList[i];
f.IgnoreCCDWith = value;
}
}
}
public short CollisionGroup
{
set
{
for (int i = 0; i < FixtureList.Count; i++)
{
Fixture f = FixtureList[i];
f.CollisionGroup = value;
}
}
}
public bool IsSensor
{
set
{
for (int i = 0; i < FixtureList.Count; i++)
{
Fixture f = FixtureList[i];
f.IsSensor = value;
}
}
}
public bool IgnoreCCD { get; set; }
/// <summary>
/// Resets the dynamics of this body.
/// Sets torque, force and linear/angular velocity to 0
/// </summary>
public void ResetDynamics()
{
_torque = 0;
_angularVelocity = 0;
_force = Vector2.Zero;
_linearVelocity = Vector2.Zero;
}
/// <summary>
/// Creates a fixture and attach it to this body.
/// If the density is non-zero, this function automatically updates the mass of the body.
/// Contacts are not created until the next time step.
/// Warning: This function is locked during callbacks.
/// </summary>
/// <param name="shape">The shape.</param>
/// <param name="userData">Application specific data</param>
/// <returns></returns>
public Fixture CreateFixture(Shape shape, object userData = null)
{
return new Fixture(this, shape, userData);
}
/// <summary>
/// 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.
/// Warning: This function is locked during callbacks.
/// </summary>
/// <param name="fixture">The fixture to be removed.</param>
public void DestroyFixture(Fixture fixture)
{
Debug.Assert(fixture.Body == this);
// Remove the fixture from this body's singly linked list.
Debug.Assert(FixtureList.Count > 0);
// You tried to remove a fixture that not present in the fixturelist.
Debug.Assert(FixtureList.Contains(fixture));
// Destroy any contacts associated with the fixture.
ContactEdge edge = ContactList;
while (edge != null)
{
Contact c = edge.Contact;
edge = edge.Next;
Fixture fixtureA = c.FixtureA;
Fixture fixtureB = c.FixtureB;
if (fixture == fixtureA || fixture == fixtureB)
{
// This destroys the contact and removes it from
// this body's contact list.
_world.ContactManager.Destroy(c);
}
}
if (_enabled)
{
IBroadPhase broadPhase = _world.ContactManager.BroadPhase;
fixture.DestroyProxies(broadPhase);
}
FixtureList.Remove(fixture);
fixture.Destroy();
fixture.Body = null;
ResetMassData();
}
/// <summary>
/// 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.
/// </summary>
/// <param name="position">The world position of the body's local origin.</param>
/// <param name="rotation">The world rotation in radians.</param>
public void SetTransform(ref Vector2 position, float rotation)
{
SetTransformIgnoreContacts(ref position, rotation);
_world.ContactManager.FindNewContacts();
}
/// <summary>
/// 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.
/// </summary>
/// <param name="position">The world position of the body's local origin.</param>
/// <param name="rotation">The world rotation in radians.</param>
public void SetTransform(Vector2 position, float rotation)
{
Debug.Assert(position.IsValid());
SetTransform(ref position, rotation);
}
/// <summary>
/// For teleporting a body without considering new contacts immediately.
/// </summary>
/// <param name="position">The position.</param>
/// <param name="angle">The angle.</param>
public void SetTransformIgnoreContacts(ref Vector2 position, float angle)
{
_xf.q.Set(angle);
_xf.p = position;
_sweep.C = MathUtils.Mul(ref _xf, _sweep.LocalCenter);
_sweep.A = angle;
_sweep.C0 = _sweep.C;
_sweep.A0 = angle;
IBroadPhase broadPhase = _world.ContactManager.BroadPhase;
for (int i = 0; i < FixtureList.Count; i++)
{
FixtureList[i].Synchronize(broadPhase, ref _xf, ref _xf);
}
}
/// <summary>
/// Get the body transform for the body's origin.
/// </summary>
/// <param name="transform">The transform of the body's origin.</param>
public void GetTransform(out Transform transform)
{
transform = _xf;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="force">The world force vector, usually in Newtons (N).</param>
/// <param name="point">The world position of the point of application.</param>
public void ApplyForce(Vector2 force, Vector2 point)
{
Debug.Assert(force.IsValid());
ApplyForce(ref force, ref point);
}
/// <summary>
/// Applies a force at the center of mass.
/// </summary>
/// <param name="force">The force.</param>
public void ApplyForce(ref Vector2 force)
{
ApplyForce(ref force, ref _xf.p);
}
/// <summary>
/// Applies a force at the center of mass.
/// </summary>
/// <param name="force">The force.</param>
public void ApplyForce(Vector2 force)
{
Debug.Assert(force.IsValid());
ApplyForce(ref force, ref _xf.p);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="force">The world force vector, usually in Newtons (N).</param>
/// <param name="point">The world position of the point of application.</param>
public void ApplyForce(ref Vector2 force, ref Vector2 point)
{
Debug.Assert(!float.IsNaN(force.X));
Debug.Assert(!float.IsNaN(force.Y));
Debug.Assert(!float.IsNaN(point.X));
Debug.Assert(!float.IsNaN(point.Y));
if (_bodyType == BodyType.Dynamic)
{
if (Awake == false)
{
Awake = true;
}
_force += force;
_torque += (point.X - _sweep.C.X) * force.Y - (point.Y - _sweep.C.Y) * force.X;
}
}
/// <summary>
/// Apply a torque. This affects the angular velocity
/// without affecting the linear velocity of the center of mass.
/// This wakes up the body.
/// </summary>
/// <param name="torque">The torque about the z-axis (out of the screen), usually in N-m.</param>
public void ApplyTorque(float torque)
{
Debug.Assert(!float.IsNaN(torque));
if (_bodyType == BodyType.Dynamic)
{
if (Awake == false)
{
Awake = true;
}
_torque += torque;
}
}
/// <summary>
/// Apply an impulse at a point. This immediately modifies the velocity.
/// This wakes up the body.
/// </summary>
/// <param name="impulse">The world impulse vector, usually in N-seconds or kg-m/s.</param>
public void ApplyLinearImpulse(Vector2 impulse)
{
Debug.Assert(impulse.IsValid());
ApplyLinearImpulse(ref impulse);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="impulse">The world impulse vector, usually in N-seconds or kg-m/s.</param>
/// <param name="point">The world position of the point of application.</param>
public void ApplyLinearImpulse(Vector2 impulse, Vector2 point)
{
Debug.Assert(impulse.IsValid());
ApplyLinearImpulse(ref impulse, ref point);
}
/// <summary>
/// Apply an impulse at a point. This immediately modifies the velocity.
/// This wakes up the body.
/// </summary>
/// <param name="impulse">The world impulse vector, usually in N-seconds or kg-m/s.</param>
public void ApplyLinearImpulse(ref Vector2 impulse)
{
if (_bodyType != BodyType.Dynamic)
{
return;
}
if (Awake == false)
{
Awake = true;
}
_linearVelocity += _invMass * impulse;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="impulse">The world impulse vector, usually in N-seconds or kg-m/s.</param>
/// <param name="point">The world position of the point of application.</param>
public void ApplyLinearImpulse(ref Vector2 impulse, ref Vector2 point)
{
if (_bodyType != BodyType.Dynamic)
return;
if (Awake == false)
Awake = true;
_linearVelocity += _invMass * impulse;
_angularVelocity += _invI * ((point.X - _sweep.C.X) * impulse.Y - (point.Y - _sweep.C.Y) * impulse.X);
}
/// <summary>
/// Apply an angular impulse.
/// </summary>
/// <param name="impulse">The angular impulse in units of kg*m*m/s.</param>
public void ApplyAngularImpulse(float impulse)
{
if (_bodyType != BodyType.Dynamic)
{
return;
}
if (Awake == false)
{
Awake = true;
}
_angularVelocity += _invI * impulse;
}
/// <summary>
/// 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.
/// </summary>
public void ResetMassData()
{
// Compute mass data from shapes. Each shape has its own density.
_mass = 0.0f;
_invMass = 0.0f;
_inertia = 0.0f;
_invI = 0.0f;
_sweep.LocalCenter = Vector2.Zero;
// Kinematic bodies have zero mass.
if (BodyType == BodyType.Kinematic)
{
_sweep.C0 = _xf.p;
_sweep.C = _xf.p;
_sweep.A0 = _sweep.A;
return;
}
Debug.Assert(BodyType == BodyType.Dynamic || BodyType == BodyType.Static);
// Accumulate mass over all fixtures.
Vector2 localCenter = Vector2.Zero;
foreach (Fixture f in FixtureList)
{
if (f.Shape._density == 0)
{
continue;
}
MassData massData = f.Shape.MassData;
_mass += massData.Mass;
localCenter += massData.Mass * massData.Centroid;
_inertia += massData.Inertia;
}
//Static bodies only have mass, they don't have other properties. A little hacky tho...
if (BodyType == BodyType.Static)
{
_sweep.C0 = _sweep.C = _xf.p;
return;
}
// Compute center of mass.
if (_mass > 0.0f)
{
_invMass = 1.0f / _mass;
localCenter *= _invMass;
}
else
{
// Force all dynamic bodies to have a positive mass.
_mass = 1.0f;
_invMass = 1.0f;
}
if (_inertia > 0.0f && !_fixedRotation)
{
// Center the inertia about the center of mass.
_inertia -= _mass * Vector2.Dot(localCenter, localCenter);
Debug.Assert(_inertia > 0.0f);
_invI = 1.0f / _inertia;
}
else
{
_inertia = 0.0f;
_invI = 0.0f;
}
// Move center of mass.
Vector2 oldCenter = _sweep.C;
_sweep.LocalCenter = localCenter;
_sweep.C0 = _sweep.C = MathUtils.Mul(ref _xf, ref _sweep.LocalCenter);
// Update center of mass velocity.
Vector2 a = _sweep.C - oldCenter;
_linearVelocity += new Vector2(-_angularVelocity * a.Y, _angularVelocity * a.X);
}
/// <summary>
/// Get the world coordinates of a point given the local coordinates.
/// </summary>
/// <param name="localPoint">A point on the body measured relative the the body's origin.</param>
/// <returns>The same point expressed in world coordinates.</returns>
public Vector2 GetWorldPoint(ref Vector2 localPoint)
{
return MathUtils.Mul(ref _xf, ref localPoint);
}
/// <summary>
/// Get the world coordinates of a point given the local coordinates.
/// </summary>
/// <param name="localPoint">A point on the body measured relative the the body's origin.</param>
/// <returns>The same point expressed in world coordinates.</returns>
public Vector2 GetWorldPoint(Vector2 localPoint)
{
return GetWorldPoint(ref localPoint);
}
/// <summary>
/// Get the world coordinates of a vector given the local coordinates.
/// Note that the vector only takes the rotation into account, not the position.
/// </summary>
/// <param name="localVector">A vector fixed in the body.</param>
/// <returns>The same vector expressed in world coordinates.</returns>
public Vector2 GetWorldVector(ref Vector2 localVector)
{
return MathUtils.Mul(_xf.q, localVector);
}
/// <summary>
/// Get the world coordinates of a vector given the local coordinates.
/// </summary>
/// <param name="localVector">A vector fixed in the body.</param>
/// <returns>The same vector expressed in world coordinates.</returns>
public Vector2 GetWorldVector(Vector2 localVector)
{
return GetWorldVector(ref localVector);
}
/// <summary>
/// Gets a local point relative to the body's origin given a world point.
/// Note that the vector only takes the rotation into account, not the position.
/// </summary>
/// <param name="worldPoint">A point in world coordinates.</param>
/// <returns>The corresponding local point relative to the body's origin.</returns>
public Vector2 GetLocalPoint(ref Vector2 worldPoint)
{
return MathUtils.MulT(ref _xf, worldPoint);
}
/// <summary>
/// Gets a local point relative to the body's origin given a world point.
/// </summary>
/// <param name="worldPoint">A point in world coordinates.</param>
/// <returns>The corresponding local point relative to the body's origin.</returns>
public Vector2 GetLocalPoint(Vector2 worldPoint)
{
return GetLocalPoint(ref worldPoint);
}
/// <summary>
/// Gets a local vector given a world vector.
/// Note that the vector only takes the rotation into account, not the position.
/// </summary>
/// <param name="worldVector">A vector in world coordinates.</param>
/// <returns>The corresponding local vector.</returns>
public Vector2 GetLocalVector(ref Vector2 worldVector)
{
return MathUtils.MulT(_xf.q, worldVector);
}
/// <summary>
/// Gets a local vector given a world vector.
/// Note that the vector only takes the rotation into account, not the position.
/// </summary>
/// <param name="worldVector">A vector in world coordinates.</param>
/// <returns>The corresponding local vector.</returns>
public Vector2 GetLocalVector(Vector2 worldVector)
{
return GetLocalVector(ref worldVector);
}
/// <summary>
/// Get the world linear velocity of a world point attached to this body.
/// </summary>
/// <param name="worldPoint">A point in world coordinates.</param>
/// <returns>The world velocity of a point.</returns>
public Vector2 GetLinearVelocityFromWorldPoint(Vector2 worldPoint)
{
return GetLinearVelocityFromWorldPoint(ref worldPoint);
}
/// <summary>
/// Get the world linear velocity of a world point attached to this body.
/// </summary>
/// <param name="worldPoint">A point in world coordinates.</param>
/// <returns>The world velocity of a point.</returns>
public Vector2 GetLinearVelocityFromWorldPoint(ref Vector2 worldPoint)
{
return _linearVelocity +
new Vector2(-_angularVelocity * (worldPoint.Y - _sweep.C.Y),
_angularVelocity * (worldPoint.X - _sweep.C.X));
}
/// <summary>
/// Get the world velocity of a local point.
/// </summary>
/// <param name="localPoint">A point in local coordinates.</param>
/// <returns>The world velocity of a point.</returns>
public Vector2 GetLinearVelocityFromLocalPoint(Vector2 localPoint)
{
return GetLinearVelocityFromLocalPoint(ref localPoint);
}
/// <summary>
/// Get the world velocity of a local point.
/// </summary>
/// <param name="localPoint">A point in local coordinates.</param>
/// <returns>The world velocity of a point.</returns>
public Vector2 GetLinearVelocityFromLocalPoint(ref Vector2 localPoint)
{
return GetLinearVelocityFromWorldPoint(GetWorldPoint(ref localPoint));
}
internal void SynchronizeFixtures()
{
Transform xf1 = new Transform();
xf1.q.Set(_sweep.A0);
xf1.p = _sweep.C0 - MathUtils.Mul(xf1.q, _sweep.LocalCenter);
IBroadPhase broadPhase = _world.ContactManager.BroadPhase;
for (int i = 0; i < FixtureList.Count; i++)
{
FixtureList[i].Synchronize(broadPhase, ref xf1, ref _xf);
}
}
internal void SynchronizeTransform()
{
_xf.q.Set(_sweep.A);
_xf.p = _sweep.C - MathUtils.Mul(_xf.q, _sweep.LocalCenter);
}
/// <summary>
/// This is used to prevent connected bodies from colliding.
/// It may lie, depending on the collideConnected flag.
/// </summary>
/// <param name="other">The other body.</param>
/// <returns></returns>
internal bool ShouldCollide(Body other)
{
// At least one body should be dynamic.
if (_bodyType != BodyType.Dynamic && other._bodyType != BodyType.Dynamic)
{
return false;
}
// Does a joint prevent collision?
for (JointEdge jn = JointList; jn != null; jn = jn.Next)
{
if (jn.Other == other)
{
if (jn.Joint.CollideConnected == false)
{
return false;
}
}
}
return true;
}
internal void Advance(float alpha)
{
// Advance to the new safe time. This doesn't sync the broad-phase.
_sweep.Advance(alpha);
_sweep.C = _sweep.C0;
_sweep.A = _sweep.A0;
_xf.q.Set(_sweep.A);
_xf.p = _sweep.C - MathUtils.Mul(_xf.q, _sweep.LocalCenter);
}
public event OnCollisionEventHandler OnCollision
{
add
{
for (int i = 0; i < FixtureList.Count; i++)
{
FixtureList[i].OnCollision += value;
}
}
remove
{
for (int i = 0; i < FixtureList.Count; i++)
{
FixtureList[i].OnCollision -= value;
}
}
}
public event OnSeparationEventHandler OnSeparation
{
add
{
for (int i = 0; i < FixtureList.Count; i++)
{
FixtureList[i].OnSeparation += value;
}
}
remove
{
for (int i = 0; i < FixtureList.Count; i++)
{
FixtureList[i].OnSeparation -= value;
}
}
}
public void IgnoreCollisionWith(Body other)
{
for (int i = 0; i < FixtureList.Count; i++)
{
for (int j = 0; j < other.FixtureList.Count; j++)
{
FixtureList[i].IgnoreCollisionWith(other.FixtureList[j]);
}
}
}
public void RestoreCollisionWith(Body other)
{
for (int i = 0; i < FixtureList.Count; i++)
{
for (int j = 0; j < other.FixtureList.Count; j++)
{
FixtureList[i].RestoreCollisionWith(other.FixtureList[j]);
}
}
}
#region IDisposable Members
public bool IsDisposed { get; set; }
public void Dispose()
{
if (!IsDisposed)
{
_world.RemoveBody(this);
IsDisposed = true;
GC.SuppressFinalize(this);
}
}
#endregion
/// <summary>
/// Makes a clone of the body. Fixtures and therefore shapes are not included.
/// Use DeepClone() to clone the body, as well as fixtures and shapes.
/// </summary>
/// <param name="world"></param>
/// <returns></returns>
public Body Clone(World world = null)
{
Body body = new Body(world ?? _world, Position, Rotation, UserData);
body._bodyType = _bodyType;
body._linearVelocity = _linearVelocity;
body._angularVelocity = _angularVelocity;
body.GravityScale = GravityScale;
body.UserData = UserData;
body._enabled = _enabled;
body._fixedRotation = _fixedRotation;
body._sleepingAllowed = _sleepingAllowed;
body._linearDamping = _linearDamping;
body._angularDamping = _angularDamping;
body._awake = _awake;
body.IsBullet = IsBullet;
body.IgnoreCCD = IgnoreCCD;
body.IgnoreGravity = IgnoreGravity;
body._torque = _torque;
return body;
}
/// <summary>
/// Clones the body and all attached fixtures and shapes. Simply said, it makes a complete copy of the body.
/// </summary>
/// <param name="world"></param>
/// <returns></returns>
public Body DeepClone(World world = null)
{
Body body = Clone(world ?? _world);
int count = FixtureList.Count; //Make a copy of the count. Otherwise it causes an infinite loop.
for (int i = 0; i < count; i++)
{
FixtureList[i].CloneOnto(body);
}
return body;
}
}
}