@awayfl/awayfl-player
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Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript
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text/typescript
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* 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.
*/
import { b2ShapeDef } from '../Collision/Shapes/b2ShapeDef';
import { b2Shape } from '../Collision/Shapes/b2Shape';
import { b2MassData } from '../Collision/Shapes/b2MassData';
import { b2XForm, b2Sweep, b2Vec2, b2Mat22, b2Math } from '../Common/Math';
import { b2JointEdge } from './Joints';
import { b2ContactEdge } from './Contacts/b2ContactEdge';
import { b2BodyDef } from './b2BodyDef';
import { b2World } from './b2World';
import { b2CircleShape } from '../Collision/Shapes/b2CircleShape';
import { b2PolygonShape } from '../Collision/Shapes/b2PolygonShape';
/// A rigid body.
export class b2Body {
__fast__ = true;
/// Creates a shape and attach it to this body.
/// @param shapeDef the shape definition.
/// @warning This function is locked during callbacks.
public CreateShape(def: b2ShapeDef): b2Shape {
//b2Settings.b2Assert(this.m_world.m_lock == false);
if (this.m_world.m_lock == true) {
return null;
}
let s: b2Shape;
switch (def.type) {
case b2Shape.e_circleShape:
{
//void* mem = allocator->Allocate(sizeof(b2CircleShape));
s = new b2CircleShape(def);
break;
}
case b2Shape.e_polygonShape:
{
//void* mem = allocator->Allocate(sizeof(b2PolygonShape));
s = new b2PolygonShape(def);
break;
}
}
s.m_next = this.m_shapeList;
this.m_shapeList = s;
++this.m_shapeCount;
s.m_body = this;
// Add the shape to the world's broad-phase.
s.CreateProxy(this.m_world.m_broadPhase, this.m_xf);
// Compute the sweep radius for CCD.
s.UpdateSweepRadius(this.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.
/// @param shape the shape to be removed.
/// @warning This function is locked during callbacks.
public DestroyShape(s: b2Shape): void {
//b2Settings.b2Assert(this.m_world.m_lock == false);
if (this.m_world.m_lock == true) {
return;
}
//b2Settings.b2Assert(s.m_body == this);
s.DestroyProxy(this.m_world.m_broadPhase);
//b2Settings.b2Assert(this.m_shapeCount > 0);
//b2Shape** node = &this.m_shapeList;
let node: b2Shape = this.m_shapeList;
let ppS: b2Shape = null; // Fix pointer-pointer stuff
let found: boolean = false;
while (node != null) {
if (node == s) {
if (ppS)
ppS.m_next = s.m_next;
else
this.m_shapeList = s.m_next;
//node = s.m_next;
found = true;
break;
}
ppS = node;
node = node.m_next;
}
// You tried to remove a shape that is not attached to this body.
//b2Settings.b2Assert(found);
s.m_body = null;
s.m_next = null;
--this.m_shapeCount;
b2Shape.Destroy(s, this.m_world.m_blockAllocator);
}
/// 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 SetMass(massData: b2MassData): void {
let s: b2Shape;
//b2Settings.b2Assert(this.m_world.m_lock == false);
if (this.m_world.m_lock == true) {
return;
}
this.m_invMass = 0.0;
this.m_I = 0.0;
this.m_invI = 0.0;
this.m_mass = massData.mass;
if (this.m_mass > 0.0) {
this.m_invMass = 1.0 / this.m_mass;
}
if ((this.m_flags & b2Body.e_fixedRotationFlag) == 0) {
this.m_I = massData.I;
}
if (this.m_I > 0.0) {
this.m_invI = 1.0 / this.m_I;
}
// Move center of mass.
this.m_sweep.localCenter.SetV(massData.center);
//this.m_sweep.c0 = this.m_sweep.c = b2Mul(this.m_xf, this.m_sweep.localCenter);
//b2MulMV(this.m_xf.R, this.m_sweep.localCenter);
const tMat: b2Mat22 = this.m_xf.R;
const tVec: b2Vec2 = this.m_sweep.localCenter;
// (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y)
this.m_sweep.c.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
// (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y)
this.m_sweep.c.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
//return T.position + b2Mul(T.R, v);
this.m_sweep.c.x += this.m_xf.position.x;
this.m_sweep.c.y += this.m_xf.position.y;
//this.m_sweep.c0 = this.m_sweep.c
this.m_sweep.c0.SetV(this.m_sweep.c);
// Update the sweep radii of all child shapes.
for (s = this.m_shapeList; s; s = s.m_next) {
s.UpdateSweepRadius(this.m_sweep.localCenter);
}
const oldType: number /** int */ = this.m_type;
if (this.m_invMass == 0.0 && this.m_invI == 0.0) {
this.m_type = b2Body.e_staticType;
} else {
this.m_type = b2Body.e_dynamicType;
}
// If the body type changed, we need to refilter the broad-phase proxies.
if (oldType != this.m_type) {
for (s = this.m_shapeList; s; s = s.m_next) {
s.RefilterProxy(this.m_world.m_broadPhase, this.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.
private static s_massData: b2MassData = new b2MassData();
public SetMassFromShapes(): void {
let s: b2Shape;
//b2Settings.b2Assert(this.m_world.m_lock == false);
if (this.m_world.m_lock == true) {
return;
}
// Compute mass data from shapes. Each shape has its own density.
this.m_mass = 0.0;
this.m_invMass = 0.0;
this.m_I = 0.0;
this.m_invI = 0.0;
//b2Vec2 center = b2Vec2_zero;
let centerX: number = 0.0;
let centerY: number = 0.0;
const massData: b2MassData = b2Body.s_massData;
for (s = this.m_shapeList; s; s = s.m_next) {
s.ComputeMass(massData);
if(massData.mass < 1e-10)
continue; // CHRIS EDIT: if mass is 0, center gets set to NaN
this.m_mass += massData.mass;
//center += massData.mass * massData.center;
centerX += massData.mass * massData.center.x;
centerY += massData.mass * massData.center.y;
this.m_I += massData.I;
}
// Compute center of mass, and shift the origin to the COM.
if (this.m_mass > 0.0) {
this.m_invMass = 1.0 / this.m_mass;
centerX *= this.m_invMass;
centerY *= this.m_invMass;
}
if (this.m_I > 0.0 && (this.m_flags & b2Body.e_fixedRotationFlag) == 0) {
// Center the inertia about the center of mass.
//this.m_I -= this.m_mass * b2Dot(center, center);
this.m_I -= this.m_mass * (centerX * centerX + centerY * centerY);
//b2Settings.b2Assert(this.m_I > 0.0);
this.m_invI = 1.0 / this.m_I;
} else {
this.m_I = 0.0;
this.m_invI = 0.0;
}
// Move center of mass.
this.m_sweep.localCenter.Set(centerX, centerY);
//this.m_sweep.c0 = this.m_sweep.c = b2Mul(this.m_xf, this.m_sweep.localCenter);
//b2MulMV(this.m_xf.R, this.m_sweep.localCenter);
const tMat: b2Mat22 = this.m_xf.R;
const tVec: b2Vec2 = this.m_sweep.localCenter;
// (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y)
this.m_sweep.c.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
// (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y)
this.m_sweep.c.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
//return T.position + b2Mul(T.R, v);
this.m_sweep.c.x += this.m_xf.position.x;
this.m_sweep.c.y += this.m_xf.position.y;
//this.m_sweep.c0 = this.m_sweep.c
this.m_sweep.c0.SetV(this.m_sweep.c);
// Update the sweep radii of all child shapes.
for (s = this.m_shapeList; s; s = s.m_next) {
s.UpdateSweepRadius(this.m_sweep.localCenter);
}
const oldType: number /** int */ = this.m_type;
if (this.m_invMass == 0.0 && this.m_invI == 0.0) {
this.m_type = b2Body.e_staticType;
} else {
this.m_type = b2Body.e_dynamicType;
}
// If the body type changed, we need to refilter the broad-phase proxies.
if (oldType != this.m_type) {
for (s = this.m_shapeList; s; s = s.m_next) {
s.RefilterProxy(this.m_world.m_broadPhase, this.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 SetXForm(position: b2Vec2, angle: number): boolean {
let s: b2Shape;
//b2Settings.b2Assert(this.m_world.m_lock == false);
if (this.m_world.m_lock == true) {
return true;
}
if (this.IsFrozen()) {
return false;
}
this.m_xf.R.Set(angle);
this.m_xf.position.SetV(position);
//this.m_sweep.c0 = this.m_sweep.c = b2Mul(this.m_xf, this.m_sweep.localCenter);
//b2MulMV(this.m_xf.R, this.m_sweep.localCenter);
const tMat: b2Mat22 = this.m_xf.R;
const tVec: b2Vec2 = this.m_sweep.localCenter;
// (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y)
this.m_sweep.c.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
// (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y)
this.m_sweep.c.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
//return T.position + b2Mul(T.R, v);
this.m_sweep.c.x += this.m_xf.position.x;
this.m_sweep.c.y += this.m_xf.position.y;
//this.m_sweep.c0 = this.m_sweep.c
this.m_sweep.c0.SetV(this.m_sweep.c);
this.m_sweep.a0 = this.m_sweep.a = angle;
let freeze: boolean = false;
for (s = this.m_shapeList; s; s = s.m_next) {
const inRange: boolean = s.Synchronize(this.m_world.m_broadPhase, this.m_xf, this.m_xf);
if (inRange == false) {
freeze = true;
break;
}
}
if (freeze == true) {
this.m_flags |= b2Body.e_frozenFlag;
this.m_linearVelocity.SetZero();
this.m_angularVelocity = 0.0;
for (s = this.m_shapeList; s; s = s.m_next) {
s.DestroyProxy(this.m_world.m_broadPhase);
}
// Failure
return false;
}
// Success
this.m_world.m_broadPhase.Commit();
return true;
}
/// Get the body transform for the body's origin.
/// @return the world transform of the body's origin.
public GetXForm(): b2XForm {
return this.m_xf;
}
/// Get the world body origin position.
/// @return the world position of the body's origin.
public GetPosition(): b2Vec2 {
return this.m_xf.position;
}
/// Get the angle in radians.
/// @return the current world rotation angle in radians.
public GetAngle(): number {
return this.m_sweep.a;
}
/// Get the world position of the center of mass.
public GetWorldCenter(): b2Vec2 {
return this.m_sweep.c;
}
/// Get the local position of the center of mass.
public GetLocalCenter(): b2Vec2 {
return this.m_sweep.localCenter;
}
/// Set the linear velocity of the center of mass.
/// @param v the new linear velocity of the center of mass.
public SetLinearVelocity(v: b2Vec2): void {
this.m_linearVelocity.SetV(v);
}
/// Get the linear velocity of the center of mass.
/// @return the linear velocity of the center of mass.
public GetLinearVelocity(): b2Vec2 {
return this.m_linearVelocity;
}
/// Set the angular velocity.
/// @param omega the new angular velocity in radians/second.
public SetAngularVelocity(omega: number): void {
this.m_angularVelocity = omega;
}
/// Get the angular velocity.
/// @return the angular velocity in radians/second.
public GetAngularVelocity(): number {
return this.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 ApplyForce(force: b2Vec2, point: b2Vec2): void {
if (this.IsSleeping()) {
this.WakeUp();
}
//this.m_force += force;
this.m_force.x += force.x;
this.m_force.y += force.y;
//this.m_torque += b2Cross(point - this.m_sweep.c, force);
this.m_torque += ((point.x - this.m_sweep.c.x) * force.y - (point.y - this.m_sweep.c.y) * force.x);
}
/// 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 ApplyTorque(torque: number): void {
if (this.IsSleeping()) {
this.WakeUp();
}
this.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 ApplyImpulse(impulse: b2Vec2, point: b2Vec2): void {
if (this.IsSleeping()) {
this.WakeUp();
}
//this.m_linearVelocity += this.m_invMass * impulse;
this.m_linearVelocity.x += this.m_invMass * impulse.x;
this.m_linearVelocity.y += this.m_invMass * impulse.y;
//this.m_angularVelocity += this.m_invI * b2Cross(point - this.m_sweep.c, impulse);
this.m_angularVelocity += this.m_invI * ((point.x - this.m_sweep.c.x) * impulse.y - (point.y - this.m_sweep.c.y) * impulse.x);
}
/// Get the total mass of the body.
/// @return the mass, usually in kilograms (kg).
public GetMass(): number {
return this.m_mass;
}
/// Get the central rotational inertia of the body.
/// @return the rotational inertia, usually in kg-m^2.
public GetInertia(): number {
return this.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 GetWorldPoint(localPoint: b2Vec2): b2Vec2 {
//return b2Math.b2MulX(this.m_xf, localPoint);
const A: b2Mat22 = this.m_xf.R;
const u: b2Vec2 = new b2Vec2(A.col1.x * localPoint.x + A.col2.x * localPoint.y,
A.col1.y * localPoint.x + A.col2.y * localPoint.y);
u.x += this.m_xf.position.x;
u.y += this.m_xf.position.y;
return u;
}
/// 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 GetWorldVector(localVector: b2Vec2): b2Vec2 {
return b2Math.b2MulMV(this.m_xf.R, localVector);
}
/// Gets a local point relative to the body's origin given a world point.
/// @param a point in world coordinates.
/// @return the corresponding local point relative to the body's origin.
public GetLocalPoint(worldPoint: b2Vec2): b2Vec2 {
return b2Math.b2MulXT(this.m_xf, worldPoint);
}
/// Gets a local vector given a world vector.
/// @param a vector in world coordinates.
/// @return the corresponding local vector.
public GetLocalVector(worldVector: b2Vec2): b2Vec2 {
return b2Math.b2MulTMV(this.m_xf.R, worldVector);
}
/// Get the world linear velocity of a world point attached to this body.
/// @param a point in world coordinates.
/// @return the world velocity of a point.
public GetLinearVelocityFromWorldPoint(worldPoint: b2Vec2): b2Vec2 {
//return this.m_linearVelocity + b2Cross(this.m_angularVelocity, worldPoint - this.m_sweep.c);
return new b2Vec2(this.m_linearVelocity.x + this.m_angularVelocity * (worldPoint.y - this.m_sweep.c.y),
this.m_linearVelocity.y - this.m_angularVelocity * (worldPoint.x - this.m_sweep.c.x));
}
/// Get the world velocity of a local point.
/// @param a point in local coordinates.
/// @return the world velocity of a point.
public GetLinearVelocityFromLocalPoint(localPoint: b2Vec2): b2Vec2 {
//return GetLinearVelocityFromWorldPoint(GetWorldPoint(localPoint));
const A: b2Mat22 = this.m_xf.R;
const worldPoint: b2Vec2 = new b2Vec2(A.col1.x * localPoint.x + A.col2.x * localPoint.y,
A.col1.y * localPoint.x + A.col2.y * localPoint.y);
worldPoint.x += this.m_xf.position.x;
worldPoint.y += this.m_xf.position.y;
return new b2Vec2(this.m_linearVelocity.x + this.m_angularVelocity * (worldPoint.y - this.m_sweep.c.y),
this.m_linearVelocity.y - this.m_angularVelocity * (worldPoint.x - this.m_sweep.c.x));
}
/// Is this body treated like a bullet for continuous collision detection?
public IsBullet(): boolean {
return (this.m_flags & b2Body.e_bulletFlag) == b2Body.e_bulletFlag;
}
/// Should this body be treated like a bullet for continuous collision detection?
public SetBullet(flag: boolean): void {
if (flag) {
this.m_flags |= b2Body.e_bulletFlag;
} else {
this.m_flags &= ~b2Body.e_bulletFlag;
}
}
/// Is this body static (immovable)?
public IsStatic(): boolean {
return this.m_type == b2Body.e_staticType;
}
/// Is this body dynamic (movable)?
public IsDynamic(): boolean {
return this.m_type == b2Body.e_dynamicType;
}
/// Is this body frozen?
public IsFrozen(): boolean {
return (this.m_flags & b2Body.e_frozenFlag) == b2Body.e_frozenFlag;
}
/// Is this body sleeping (not simulating).
public IsSleeping(): boolean {
return (this.m_flags & b2Body.e_sleepFlag) == b2Body.e_sleepFlag;
}
/// You can disable sleeping on this body.
public AllowSleeping(flag: boolean): void {
if (flag) {
this.m_flags |= b2Body.e_allowSleepFlag;
} else {
this.m_flags &= ~b2Body.e_allowSleepFlag;
this.WakeUp();
}
}
/// Wake up this body so it will begin simulating.
public WakeUp(): void {
this.m_flags &= ~b2Body.e_sleepFlag;
this.m_sleepTime = 0.0;
}
/// Put this body to sleep so it will stop simulating.
/// This also sets the velocity to zero.
public PutToSleep(): void {
this.m_flags |= b2Body.e_sleepFlag;
this.m_sleepTime = 0.0;
this.m_linearVelocity.SetZero();
this.m_angularVelocity = 0.0;
this.m_force.SetZero();
this.m_torque = 0.0;
}
/// Get the list of all shapes attached to this body.
public GetShapeList(): b2Shape {
return this.m_shapeList;
}
/// Get the list of all joints attached to this body.
public GetJointList(): b2JointEdge {
return this.m_jointList;
}
/// Get the next body in the world's body list.
public GetNext(): b2Body {
return this.m_next;
}
/// Get the user data pointer that was provided in the body definition.
public GetUserData(): any {
return this.m_userData;
}
/// Set the user data. Use this to store your application specific data.
public SetUserData(data: any): void {
this.m_userData = data;
}
/// Get the parent world of this body.
public GetWorld(): b2World {
return this.m_world;
}
//--------------- Internals Below -------------------
// Constructor
constructor(bd: b2BodyDef, world: b2World) {
//b2Settings.b2Assert(world.m_lock == false);
this.m_flags = 0;
if (bd.isBullet) {
this.m_flags |= b2Body.e_bulletFlag;
}
if (bd.fixedRotation) {
this.m_flags |= b2Body.e_fixedRotationFlag;
}
if (bd.allowSleep) {
this.m_flags |= b2Body.e_allowSleepFlag;
}
if (bd.isSleeping) {
this.m_flags |= b2Body.e_sleepFlag;
}
this.m_world = world;
this.m_xf.position.SetV(bd.position);
this.m_xf.R.Set(bd.angle);
this.m_sweep.localCenter.SetV(bd.massData.center);
this.m_sweep.t0 = 1.0;
this.m_sweep.a0 = this.m_sweep.a = bd.angle;
//this.m_sweep.c0 = this.m_sweep.c = b2Mul(this.m_xf, this.m_sweep.localCenter);
//b2MulMV(this.m_xf.R, this.m_sweep.localCenter);
const tMat: b2Mat22 = this.m_xf.R;
const tVec: b2Vec2 = this.m_sweep.localCenter;
// (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y)
this.m_sweep.c.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
// (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y)
this.m_sweep.c.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
//return T.position + b2Mul(T.R, v);
this.m_sweep.c.x += this.m_xf.position.x;
this.m_sweep.c.y += this.m_xf.position.y;
//this.m_sweep.c0 = this.m_sweep.c
this.m_sweep.c0.SetV(this.m_sweep.c);
this.m_jointList = null;
this.m_contactList = null;
this.m_prev = null;
this.m_next = null;
this.m_linearDamping = bd.linearDamping;
this.m_angularDamping = bd.angularDamping;
this.m_force.Set(0.0, 0.0);
this.m_torque = 0.0;
this.m_linearVelocity.SetZero();
this.m_angularVelocity = 0.0;
this.m_sleepTime = 0.0;
this.m_invMass = 0.0;
this.m_I = 0.0;
this.m_invI = 0.0;
this.m_mass = bd.massData.mass;
if (this.m_mass > 0.0) {
this.m_invMass = 1.0 / this.m_mass;
}
if ((this.m_flags & b2Body.e_fixedRotationFlag) == 0) {
this.m_I = bd.massData.I;
}
if (this.m_I > 0.0) {
this.m_invI = 1.0 / this.m_I;
}
if (this.m_invMass == 0.0 && this.m_invI == 0.0) {
this.m_type = b2Body.e_staticType;
} else {
this.m_type = b2Body.e_dynamicType;
}
this.m_userData = bd.userData;
this.m_shapeList = null;
this.m_shapeCount = 0;
}
// Destructor
//~b2Body();
//
private static s_xf1: b2XForm = new b2XForm();
//
public SynchronizeShapes(): boolean {
const xf1: b2XForm = b2Body.s_xf1;
xf1.R.Set(this.m_sweep.a0);
//xf1.position = this.m_sweep.c0 - b2Mul(xf1.R, this.m_sweep.localCenter);
const tMat: b2Mat22 = xf1.R;
const tVec: b2Vec2 = this.m_sweep.localCenter;
xf1.position.x = this.m_sweep.c0.x - (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
xf1.position.y = this.m_sweep.c0.y - (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
let s: b2Shape;
let inRange: boolean = true;
for (s = this.m_shapeList; s; s = s.m_next) {
inRange = s.Synchronize(this.m_world.m_broadPhase, xf1, this.m_xf);
if (inRange == false) {
break;
}
}
if (inRange == false) {
this.m_flags |= b2Body.e_frozenFlag;
this.m_linearVelocity.SetZero();
this.m_angularVelocity = 0.0;
for (s = this.m_shapeList; s; s = s.m_next) {
s.DestroyProxy(this.m_world.m_broadPhase);
}
// Failure
return false;
}
// Success
return true;
}
public SynchronizeTransform(): void {
this.m_xf.R.Set(this.m_sweep.a);
//this.m_xf.position = this.m_sweep.c - b2Mul(this.m_xf.R, this.m_sweep.localCenter);
const tMat: b2Mat22 = this.m_xf.R;
const tVec: b2Vec2 = this.m_sweep.localCenter;
this.m_xf.position.x = this.m_sweep.c.x - (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
this.m_xf.position.y = this.m_sweep.c.y - (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
}
// This is used to prevent connected bodies from colliding.
// It may lie, depending on the collideConnected flag.
public IsConnected(other: b2Body): boolean {
for (let jn: b2JointEdge = this.m_jointList; jn; jn = jn.next) {
if (jn.other == other)
return jn.joint.m_collideConnected == false;
}
return false;
}
public Advance(t: number): void {
// Advance to the new safe time.
this.m_sweep.Advance(t);
this.m_sweep.c.SetV(this.m_sweep.c0);
this.m_sweep.a = this.m_sweep.a0;
this.SynchronizeTransform();
}
public m_flags: number /** uint */;
public m_type: number /** int */;
public m_xf: b2XForm = new b2XForm(); // the body origin transform
public m_sweep: b2Sweep = new b2Sweep(); // the swept motion for CCD
public m_linearVelocity: b2Vec2 = new b2Vec2();
public m_angularVelocity: number;
public m_force: b2Vec2 = new b2Vec2();
public m_torque: number;
public m_world: b2World;
public m_prev: b2Body;
public m_next: b2Body;
public m_shapeList: b2Shape;
public m_shapeCount: number /** int */;
public m_jointList: b2JointEdge;
public m_contactList: b2ContactEdge;
public m_mass: number
public m_invMass: number;
public m_I: number
public m_invI: number;
public m_linearDamping: number;
public m_angularDamping: number;
public m_sleepTime: number;
public m_userData: any;
// this.m_flags
//enum
//{
public static e_frozenFlag: number /** uint */ = 0x0002;
public static e_islandFlag: number /** uint */ = 0x0004;
public static e_sleepFlag: number /** uint */ = 0x0008;
public static e_allowSleepFlag: number /** uint */ = 0x0010;
public static e_bulletFlag: number /** uint */ = 0x0020;
public static e_fixedRotationFlag: number /** uint */ = 0x0040;
//};
// this.m_type
//enum
//{
public static e_staticType: number /** uint */ = 1;
public static e_dynamicType: number /** uint */ = 2;
public static e_maxTypes: number /** uint */ = 3;
//};
}