use of com.almasb.fxgl.physics.box2d.dynamics.joints.Joint in project FXGL by AlmasB.
the class World method solve.
private void solve(TimeStep step) {
// update previous transforms
for (Body b : bodies) {
b.m_xf0.set(b.m_xf);
}
// Size the island for the worst case.
island.init(getBodyCount(), contactManager.contactCount, jointCount, contactManager.getContactListener());
// Clear all the island flags.
for (Body b : bodies) {
b.m_flags &= ~Body.e_islandFlag;
}
for (Contact c = contactManager.contactList; c != null; c = c.m_next) {
c.m_flags &= ~Contact.ISLAND_FLAG;
}
for (Joint j = m_jointList; j != null; j = j.m_next) {
j.m_islandFlag = false;
}
// Build and simulate all awake islands.
int stackSize = getBodyCount();
if (stack.length < stackSize) {
stack = new Body[stackSize];
}
for (Body seed : bodies) {
if ((seed.m_flags & Body.e_islandFlag) == Body.e_islandFlag) {
continue;
}
if (!seed.isAwake() || !seed.isActive()) {
continue;
}
// The seed can be dynamic or kinematic.
if (seed.getType() == BodyType.STATIC) {
continue;
}
// Reset island and stack.
island.clear();
int stackCount = 0;
stack[stackCount++] = seed;
seed.m_flags |= Body.e_islandFlag;
// Perform a depth first search (DFS) on the constraint graph.
while (stackCount > 0) {
// Grab the next body off the stack and add it to the island.
Body b = stack[--stackCount];
assert (b.isActive());
island.add(b);
// Make sure the body is awake.
b.setAwake(true);
// propagate islands across static bodies.
if (b.getType() == BodyType.STATIC) {
continue;
}
// Search all contacts connected to this body.
for (ContactEdge ce = b.m_contactList; ce != null; ce = ce.next) {
Contact contact = ce.contact;
// Has this contact already been added to an island?
if ((contact.m_flags & Contact.ISLAND_FLAG) == Contact.ISLAND_FLAG) {
continue;
}
// Is this contact solid and touching?
if (!contact.isEnabled() || !contact.isTouching()) {
continue;
}
// Skip sensors.
boolean sensorA = contact.m_fixtureA.isSensor();
boolean sensorB = contact.m_fixtureB.isSensor();
if (sensorA || sensorB) {
continue;
}
island.add(contact);
contact.m_flags |= Contact.ISLAND_FLAG;
Body other = ce.other;
// Was the other body already added to this island?
if ((other.m_flags & Body.e_islandFlag) == Body.e_islandFlag) {
continue;
}
assert (stackCount < stackSize);
stack[stackCount++] = other;
other.m_flags |= Body.e_islandFlag;
}
// Search all joints connect to this body.
for (JointEdge je = b.m_jointList; je != null; je = je.next) {
if (je.joint.m_islandFlag) {
continue;
}
Body other = je.other;
// Don't simulate joints connected to inactive bodies.
if (!other.isActive()) {
continue;
}
island.add(je.joint);
je.joint.m_islandFlag = true;
if ((other.m_flags & Body.e_islandFlag) == Body.e_islandFlag) {
continue;
}
assert (stackCount < stackSize);
stack[stackCount++] = other;
other.m_flags |= Body.e_islandFlag;
}
}
island.solve(step, gravity, allowSleep);
// Post solve cleanup.
for (int i = 0; i < island.m_bodyCount; ++i) {
// Allow static bodies to participate in other islands.
Body b = island.m_bodies[i];
if (b.getType() == BodyType.STATIC) {
b.m_flags &= ~Body.e_islandFlag;
}
}
}
// Synchronize fixtures, check for out of range bodies.
for (Body b : bodies) {
// If a body was not in an island then it did not move.
if ((b.m_flags & Body.e_islandFlag) == 0) {
continue;
}
if (b.getType() == BodyType.STATIC) {
continue;
}
// Update fixtures (for broad-phase).
b.synchronizeFixtures();
}
// Look for new contacts.
contactManager.findNewContacts();
}
use of com.almasb.fxgl.physics.box2d.dynamics.joints.Joint in project FXGL by AlmasB.
the class Island method init.
public void init(int bodyCapacity, int contactCapacity, int jointCapacity, ContactListener listener) {
m_bodyCapacity = bodyCapacity;
m_contactCapacity = contactCapacity;
m_jointCapacity = jointCapacity;
m_bodyCount = 0;
m_contactCount = 0;
m_jointCount = 0;
this.listener = listener;
if (m_bodies == null || m_bodyCapacity > m_bodies.length) {
m_bodies = new Body[m_bodyCapacity];
}
if (m_joints == null || m_jointCapacity > m_joints.length) {
m_joints = new Joint[m_jointCapacity];
}
if (m_contacts == null || m_contactCapacity > m_contacts.length) {
m_contacts = new Contact[m_contactCapacity];
}
// dynamic array
if (m_velocities == null || m_bodyCapacity > m_velocities.length) {
final Velocity[] old = m_velocities == null ? new Velocity[0] : m_velocities;
m_velocities = new Velocity[m_bodyCapacity];
System.arraycopy(old, 0, m_velocities, 0, old.length);
for (int i = old.length; i < m_velocities.length; i++) {
m_velocities[i] = new Velocity();
}
}
// dynamic array
if (m_positions == null || m_bodyCapacity > m_positions.length) {
final Position[] old = m_positions == null ? new Position[0] : m_positions;
m_positions = new Position[m_bodyCapacity];
System.arraycopy(old, 0, m_positions, 0, old.length);
for (int i = old.length; i < m_positions.length; i++) {
m_positions[i] = new Position();
}
}
}
use of com.almasb.fxgl.physics.box2d.dynamics.joints.Joint in project FXGL by AlmasB.
the class World method createJoint.
/**
* Create a joint to constrain bodies together.
* No reference to the definition is retained.
* This may cause the connected bodies to cease colliding.
* This function is locked during callbacks.
* Note: creating a joint doesn't wake the bodies.
*
* @param def joint definition
* @return joint
*/
public Joint createJoint(JointDef def) {
assertNotLocked();
Joint j = Joint.create(this, def);
// Connect to the world list.
j.m_prev = null;
j.m_next = m_jointList;
if (m_jointList != null) {
m_jointList.m_prev = j;
}
m_jointList = j;
++jointCount;
// Connect to the bodies' doubly linked lists.
j.m_edgeA.joint = j;
j.m_edgeA.other = j.getBodyB();
j.m_edgeA.prev = null;
j.m_edgeA.next = j.getBodyA().m_jointList;
if (j.getBodyA().m_jointList != null) {
j.getBodyA().m_jointList.prev = j.m_edgeA;
}
j.getBodyA().m_jointList = j.m_edgeA;
j.m_edgeB.joint = j;
j.m_edgeB.other = j.getBodyA();
j.m_edgeB.prev = null;
j.m_edgeB.next = j.getBodyB().m_jointList;
if (j.getBodyB().m_jointList != null) {
j.getBodyB().m_jointList.prev = j.m_edgeB;
}
j.getBodyB().m_jointList = j.m_edgeB;
Body bodyA = def.bodyA;
Body bodyB = def.bodyB;
// If the joint prevents collisions, then flag any contacts for filtering.
if (!def.collideConnected) {
ContactEdge edge = bodyB.getContactList();
while (edge != null) {
if (edge.other == bodyA) {
// Flag the contact for filtering at the next time step (where either body is awake).
edge.contact.flagForFiltering();
}
edge = edge.next;
}
}
return j;
}
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