/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.physics.box2d; import java.util.ArrayList; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; /** * A rigid body. These are created via World.CreateBody. * @author mzechner * */ public class Body { /** the address of the body **/ protected final long addr; /** temporary float array **/ private final float[] tmp = new float[4]; /** World **/ private final World world; /** Fixtures of this body **/ private ArrayList<Fixture> fixtures = new ArrayList<Fixture>(2); /** Joints of this body **/ protected ArrayList<JointEdge> joints = new ArrayList<JointEdge>(2); /** user data **/ private Object userData; /** * Constructs a new body with the given address * @param world the world * @param addr the address */ protected Body (World world, long addr) { this.world = world; this.addr = addr; } /** * Creates a fixture and attach it to this body. Use this function if you need to set some fixture parameters, like friction. * Otherwise you can create the fixture directly from a shape. If the density is non-zero, this function automatically updates * the mass of the body. Contacts are not created until the next time step. * @param def the fixture definition. * @warning This function is locked during callbacks. */ public Fixture createFixture (FixtureDef def) { Fixture fixture = new Fixture(this, jniCreateFixture(addr, def.shape.addr, def.friction, def.restitution, def.density, def.isSensor, def.filter.categoryBits, def.filter.maskBits, def.filter.groupIndex)); this.world.fixtures.put(fixture.addr, fixture); this.fixtures.add(fixture); return fixture; } private native long jniCreateFixture (long addr, long shapeAddr, float friction, float restitution, float density, boolean isSensor, short filterCategoryBits, short filterMaskBits, short filterGroupIndex); /** * Creates a fixture from a shape and attach it to this body. This is a convenience function. Use b2FixtureDef if you need to * set parameters like friction, restitution, user data, or filtering. If the density is non-zero, this function automatically * updates the mass of the body. * @param shape the shape to be cloned. * @param density the shape density (set to zero for static bodies). * @warning This function is locked during callbacks. */ public Fixture createFixture (Shape shape, float density) { Fixture fixture = new Fixture(this, jniCreateFixture(addr, shape.addr, density)); this.world.fixtures.put(fixture.addr, fixture); this.fixtures.add(fixture); return fixture; } private native long jniCreateFixture (long addr, long shapeAddr, float density); /** * 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. * @param fixture the fixture to be removed. * @warning This function is locked during callbacks. */ public void destroyFixture (Fixture fixture) { jniDestroyFixture(addr, fixture.addr); this.world.fixtures.remove(fixture.addr); this.fixtures.remove(fixture); } private native void jniDestroyFixture (long addr, long fixtureAddr); /** * 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. * @param position the world position of the body's local origin. * @param angle the world rotation in radians. */ public void setTransform (Vector2 position, float angle) { jniSetTransform(addr, position.x, position.y, angle); } /** * 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. * @param x the world position on the x-axis * @param y the world position on the y-axis * @param angle the world rotation in radians. */ public void setTransform(float x, float y, float angle) { jniSetTransform(addr, x, y, angle); } private native void jniSetTransform (long addr, float positionX, float positionY, float angle); /** * Get the body transform for the body's origin. FIXME */ private final Transform transform = new Transform(); public Transform getTransform () { jniGetTransform(addr, transform.vals); return transform; } private native void jniGetTransform (long addr, float[] vals); private final Vector2 position = new Vector2(); /** * Get the world body origin position. * @return the world position of the body's origin. */ public Vector2 getPosition () { jniGetPosition(addr, tmp); position.x = tmp[0]; position.y = tmp[1]; return position; } private native void jniGetPosition (long addr, float[] position); /** * Get the angle in radians. * @return the current world rotation angle in radians. */ public float getAngle () { return jniGetAngle(addr); } private native float jniGetAngle (long addr); /** * Get the world position of the center of mass. */ private final Vector2 worldCenter = new Vector2(); public Vector2 getWorldCenter () { jniGetWorldCenter(addr, tmp); worldCenter.x = tmp[0]; worldCenter.y = tmp[1]; return worldCenter; } private native void jniGetWorldCenter (long addr, float[] worldCenter); /** * Get the local position of the center of mass. */ private final Vector2 localCenter = new Vector2(); public Vector2 getLocalCenter () { jniGetLocalCenter(addr, tmp); localCenter.x = tmp[0]; localCenter.y = tmp[1]; return localCenter; } private native void jniGetLocalCenter (long addr, float[] localCenter); /** * Set the linear velocity of the center of mass. */ public void setLinearVelocity (Vector2 v) { jniSetLinearVelocity(addr, v.x, v.y); } /** * Set the linear velocity of the center of mass. */ public void setLinearVelocity (float vX, float vY) { jniSetLinearVelocity(addr, vX, vY); } private native void jniSetLinearVelocity (long addr, float x, float y); /** * Get the linear velocity of the center of mass. */ private final Vector2 linearVelocity = new Vector2(); public Vector2 getLinearVelocity () { jniGetLinearVelocity(addr, tmp); linearVelocity.x = tmp[0]; linearVelocity.y = tmp[1]; return linearVelocity; } private native void jniGetLinearVelocity (long addr, float[] tmpLinearVelocity); /** * Set the angular velocity. */ public void setAngularVelocity (float omega) { jniSetAngularVelocity(addr, omega); } private native void jniSetAngularVelocity (long addr, float omega); /** * Get the angular velocity. */ public float getAngularVelocity () { return jniGetAngularVelocity(addr); } private native float jniGetAngularVelocity (long addr); /** * 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 (Vector2 force, Vector2 point) { jniApplyForce(addr, force.x, force.y, point.x, point.y); } /** * 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 forceX the world force vector on x, usually in Newtons (N). * @param forceY the world force vector on y, usually in Newtons (N). * @param pointX the world position of the point of application on x. * @param pointY the world position of the point of application on y. */ public void applyForce (float forceX, float forceY, float pointX, float pointY) { jniApplyForce(addr, forceX, forceY, pointX, pointY); } private native void jniApplyForce (long addr, float forceX, float forceY, float pointX, float pointY); /** * 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) { jniApplyTorque(addr, torque); } private native void jniApplyTorque (long addr, float 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 applyLinearImpulse (Vector2 impulse, Vector2 point) { jniApplyLinearImpulse(addr, impulse.x, impulse.y, point.x, point.y); } /** * 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 impulseX the world impulse vector on the x-axis, usually in N-seconds or kg-m/s. * @param impulseY the world impulse vector on the y-axis, usually in N-seconds or kg-m/s. * @param pointX the world position of the point of application on the x-axis. * @param pointY the world position of the point of application on the y-axis. */ public void applyLinearImpulse(float impulseX, float impulseY, float pointX, float pointY) { jniApplyLinearImpulse(addr, impulseX, impulseY, pointX, pointY); } private native void jniApplyLinearImpulse (long addr, float impulseX, float impulseY, float pointX, float pointY); /** * Apply an angular impulse. * @param impulse the angular impulse in units of kg*m*m/s */ public void applyAngularImpulse (float impulse) { jniApplyAngularImpulse(addr, impulse); } private native void jniApplyAngularImpulse (long addr, float impulse); /** * Get the total mass of the body. * @return the mass, usually in kilograms (kg). */ public float getMass () { return jniGetMass(addr); } private native float jniGetMass (long addr); /** * Get the rotational inertia of the body about the local origin. * @return the rotational inertia, usually in kg-m^2. */ public float getInertia () { return jniGetInertia(addr); } private native float jniGetInertia (long addr); private final MassData massData = new MassData(); /** * Get the mass data of the body. * @return a struct containing the mass, inertia and center of the body. */ public MassData getMassData () { jniGetMassData(addr, tmp); massData.mass = tmp[0]; massData.center.x = tmp[1]; massData.center.y = tmp[2]; massData.I = tmp[3]; return massData; } private native void jniGetMassData (long addr, float[] massData); /** * Set the mass properties to override the mass properties of the fixtures. Note that this changes the center of mass position. * Note that creating or destroying fixtures can also alter the mass. This function has no effect if the body isn't dynamic. * @param data the mass properties. */ public void setMassData (MassData data) { jniSetMassData(addr, data.mass, data.center.x, data.center.y, data.I); } private native void jniSetMassData (long addr, float mass, float centerX, float centerY, float I); /** * 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. */ public void resetMassData () { jniResetMassData(addr); } private native void jniResetMassData (long addr); private final Vector2 localPoint = new Vector2(); /** * 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 Vector2 getWorldPoint (Vector2 localPoint) { jniGetWorldPoint(addr, localPoint.x, localPoint.y, tmp); this.localPoint.x = tmp[0]; this.localPoint.y = tmp[1]; return this.localPoint; } private native void jniGetWorldPoint (long addr, float localPointX, float localPointY, float[] worldPoint); private final Vector2 worldVector = new Vector2(); /** * 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 Vector2 getWorldVector (Vector2 localVector) { jniGetWorldVector(addr, localVector.x, localVector.y, tmp); worldVector.x = tmp[0]; worldVector.y = tmp[1]; return worldVector; } private native void jniGetWorldVector (long addr, float localVectorX, float localVectorY, float[] worldVector); public final Vector2 localPoint2 = new Vector2(); /** * 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 Vector2 getLocalPoint (Vector2 worldPoint) { jniGetLocalPoint(addr, worldPoint.x, worldPoint.y, tmp); localPoint2.x = tmp[0]; localPoint2.y = tmp[1]; return localPoint2; } private native void jniGetLocalPoint (long addr, float worldPointX, float worldPointY, float[] localPoint); public final Vector2 localVector = new Vector2(); /** * Gets a local vector given a world vector. * @param worldVector a vector in world coordinates. * @return the corresponding local vector. */ public Vector2 getLocalVector (Vector2 worldVector) { jniGetLocalVector(addr, worldVector.x, worldVector.y, tmp); localVector.x = tmp[0]; localVector.y = tmp[1]; return localVector; } private native void jniGetLocalVector (long addr, float worldVectorX, float worldVectorY, float[] worldVector); public final Vector2 linVelWorld = new Vector2(); /** * 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 Vector2 getLinearVelocityFromWorldPoint (Vector2 worldPoint) { jniGetLinearVelocityFromWorldPoint(addr, worldPoint.x, worldPoint.y, tmp); linVelWorld.x = tmp[0]; linVelWorld.y = tmp[1]; return linVelWorld; } private native void jniGetLinearVelocityFromWorldPoint (long addr, float worldPointX, float worldPointY, float[] linVelWorld); public final Vector2 linVelLoc = new Vector2(); /** * Get the world velocity of a local point. * @param localPoint a point in local coordinates. * @return the world velocity of a point. */ public Vector2 getLinearVelocityFromLocalPoint (Vector2 localPoint) { jniGetLinearVelocityFromLocalPoint(addr, localPoint.x, localPoint.y, tmp); linVelLoc.x = tmp[0]; linVelLoc.y = tmp[1]; return linVelLoc; } private native void jniGetLinearVelocityFromLocalPoint (long addr, float localPointX, float localPointY, float[] linVelLoc); /** * Get the linear damping of the body. */ public float getLinearDamping () { return jniGetLinearDamping(addr); } private native float jniGetLinearDamping (long add); /** * Set the linear damping of the body. */ public void setLinearDamping (float linearDamping) { jniSetLinearDamping(addr, linearDamping); } private native void jniSetLinearDamping (long addr, float linearDamping); /** * Get the angular damping of the body. */ public float getAngularDamping () { return jniGetAngularDamping(addr); } private native float jniGetAngularDamping (long addr); /** * Set the angular damping of the body. */ public void setAngularDamping (float angularDamping) { jniSetAngularDamping(addr, angularDamping); } private native void jniSetAngularDamping (long addr, float angularDamping); /** * Set the type of this body. This may alter the mass and velocity. */ public void setType (BodyType type) { jniSetType(addr, type.getValue()); } private native void jniSetType (long addr, int type); /** * Get the type of this body. */ public BodyType getType () { int type = jniGetType(addr); if (type == 0) return BodyType.StaticBody; if (type == 1) return BodyType.KinematicBody; if (type == 2) return BodyType.DynamicBody; return BodyType.StaticBody; } private native int jniGetType (long addr); /** * Should this body be treated like a bullet for continuous collision detection? */ public void setBullet (boolean flag) { jniSetBullet(addr, flag); } private native void jniSetBullet (long addr, boolean flag); /** * Is this body treated like a bullet for continuous collision detection? */ public boolean isBullet () { return jniIsBullet(addr); } private native boolean jniIsBullet (long addr); /** * You can disable sleeping on this body. If you disable sleeping, the */ public void setSleepingAllowed (boolean flag) { jniSetSleepingAllowed(addr, flag); } private native void jniSetSleepingAllowed (long addr, boolean flag); /** * Is this body allowed to sleep */ public boolean isSleepingAllowed () { return jniIsSleepingAllowed(addr); } private native boolean jniIsSleepingAllowed (long addr); /** * Set the sleep state of the body. A sleeping body has very low CPU cost. * @param flag set to true to put body to sleep, false to wake it. */ public void setAwake (boolean flag) { jniSetAwake(addr, flag); } private native void jniSetAwake (long addr, boolean flag); /** * Get the sleeping state of this body. * @return true if the body is sleeping. */ public boolean isAwake () { return jniIsAwake(addr); } private native boolean jniIsAwake (long addr); /** * 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. */ public void setActive (boolean flag) { jniSetActive(addr, flag); } private native void jniSetActive (long addr, boolean flag); /** * Get the active state of the body. */ public boolean isActive () { return jniIsActive(addr); } private native boolean jniIsActive (long addr); /** * Set this body to have fixed rotation. This causes the mass to be reset. */ public void setFixedRotation (boolean flag) { jniSetFixedRotation(addr, flag); } private native void jniSetFixedRotation (long addr, boolean flag); /** * Does this body have fixed rotation? */ public boolean isFixedRotation () { return jniIsFixedRotation(addr); } private native boolean jniIsFixedRotation (long addr); /** * Get the list of all fixtures attached to this body. Do not modify the list! */ public ArrayList<Fixture> getFixtureList () { return fixtures; } /** * Get the list of all joints attached to this body. Do not modify the list! */ public ArrayList<JointEdge> getJointList () { return joints; } /** * 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 b2ContactListener. Do not * modify the returned list! */ // ArrayList<ContactEdge> getContactList() // { // return contacts; // } /** * Get the parent world of this body. */ public World getWorld () { return world; } /** * Get the user data */ public Object getUserData () { return userData; } /** * Set the user data */ public void setUserData (Object userData) { this.userData = userData; } }