Package org.jbox2d.dynamics

Source Code of org.jbox2d.dynamics.WorldRayCastWrapper

/*******************************************************************************
* Copyright (c) 2013, Daniel Murphy
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*   * Redistributions of source code must retain the above copyright notice,
*     this list of conditions and the following disclaimer.
*   * Redistributions in binary form must reproduce the above copyright notice,
*     this list of conditions and the following disclaimer in the documentation
*     and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
package org.jbox2d.dynamics;

import org.jbox2d.callbacks.ContactFilter;
import org.jbox2d.callbacks.ContactListener;
import org.jbox2d.callbacks.DebugDraw;
import org.jbox2d.callbacks.DestructionListener;
import org.jbox2d.callbacks.QueryCallback;
import org.jbox2d.callbacks.RayCastCallback;
import org.jbox2d.callbacks.TreeCallback;
import org.jbox2d.callbacks.TreeRayCastCallback;
import org.jbox2d.collision.AABB;
import org.jbox2d.collision.RayCastInput;
import org.jbox2d.collision.RayCastOutput;
import org.jbox2d.collision.TimeOfImpact.TOIInput;
import org.jbox2d.collision.TimeOfImpact.TOIOutput;
import org.jbox2d.collision.TimeOfImpact.TOIOutputState;
import org.jbox2d.collision.broadphase.BroadPhase;
import org.jbox2d.collision.broadphase.BroadPhaseStrategy;
import org.jbox2d.collision.broadphase.DefaultBroadPhaseBuffer;
import org.jbox2d.collision.broadphase.DynamicTree;
import org.jbox2d.collision.shapes.ChainShape;
import org.jbox2d.collision.shapes.CircleShape;
import org.jbox2d.collision.shapes.EdgeShape;
import org.jbox2d.collision.shapes.PolygonShape;
import org.jbox2d.collision.shapes.ShapeType;
import org.jbox2d.common.Color3f;
import org.jbox2d.common.MathUtils;
import org.jbox2d.common.Settings;
import org.jbox2d.common.Sweep;
import org.jbox2d.common.Timer;
import org.jbox2d.common.Transform;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.contacts.Contact;
import org.jbox2d.dynamics.contacts.ContactEdge;
import org.jbox2d.dynamics.contacts.ContactRegister;
import org.jbox2d.dynamics.joints.Joint;
import org.jbox2d.dynamics.joints.JointDef;
import org.jbox2d.dynamics.joints.JointEdge;
import org.jbox2d.dynamics.joints.PulleyJoint;
import org.jbox2d.pooling.IDynamicStack;
import org.jbox2d.pooling.IWorldPool;
import org.jbox2d.pooling.arrays.Vec2Array;
import org.jbox2d.pooling.normal.DefaultWorldPool;

/**
* The world class manages all physics entities, dynamic simulation, and asynchronous queries. The
* world also contains efficient memory management facilities.
*
* @author Daniel Murphy
*/
public class World {
  public static final int WORLD_POOL_SIZE = 100;
  public static final int WORLD_POOL_CONTAINER_SIZE = 10;

  public static final int NEW_FIXTURE = 0x0001;
  public static final int LOCKED = 0x0002;
  public static final int CLEAR_FORCES = 0x0004;


  // statistics gathering
  public int activeContacts = 0;
  public int contactPoolCount = 0;

  protected int m_flags;

  protected ContactManager m_contactManager;

  private Body m_bodyList;
  private Joint m_jointList;

  private int m_bodyCount;
  private int m_jointCount;

  private final Vec2 m_gravity = new Vec2();
  private boolean m_allowSleep;

  // private Body m_groundBody;

  private DestructionListener m_destructionListener;
  private DebugDraw m_debugDraw;

  private final IWorldPool pool;

  /**
   * This is used to compute the time step ratio to support a variable time step.
   */
  private float m_inv_dt0;

  // these are for debugging the solver
  private boolean m_warmStarting;
  private boolean m_continuousPhysics;
  private boolean m_subStepping;

  private boolean m_stepComplete;

  private Profile m_profile;


  private ContactRegister[][] contactStacks =
      new ContactRegister[ShapeType.values().length][ShapeType.values().length];

  /**
   * Construct a world object.
   *
   * @param gravity the world gravity vector.
   */
  public World(Vec2 gravity) {
    this(gravity, new DefaultWorldPool(WORLD_POOL_SIZE, WORLD_POOL_CONTAINER_SIZE));
  }

  /**
   * Construct a world object.
   *
   * @param gravity the world gravity vector.
   */
  public World(Vec2 gravity, IWorldPool pool) {
    this(gravity, pool, new DynamicTree());
  }
 
  public World(Vec2 gravity, IWorldPool pool, BroadPhaseStrategy strategy) {
    this(gravity, pool, new DefaultBroadPhaseBuffer(strategy));
  }

  public World(Vec2 gravity, IWorldPool pool, BroadPhase broadPhase) {
    this.pool = pool;
    m_destructionListener = null;
    m_debugDraw = null;

    m_bodyList = null;
    m_jointList = null;

    m_bodyCount = 0;
    m_jointCount = 0;

    m_warmStarting = true;
    m_continuousPhysics = true;
    m_subStepping = false;
    m_stepComplete = true;

    m_allowSleep = true;
    m_gravity.set(gravity);

    m_flags = CLEAR_FORCES;

    m_inv_dt0 = 0f;

    m_contactManager = new ContactManager(this, broadPhase);
    m_profile = new Profile();

    initializeRegisters();
  }

  public void setAllowSleep(boolean flag) {
    if (flag == m_allowSleep) {
      return;
    }

    m_allowSleep = flag;
    if (m_allowSleep == false) {
      for (Body b = m_bodyList; b != null; b = b.m_next) {
        b.setAwake(true);
      }
    }
  }

  public void setSubStepping(boolean subStepping) {
    this.m_subStepping = subStepping;
  }

  public boolean isSubStepping() {
    return m_subStepping;
  }

  public boolean isAllowSleep() {
    return m_allowSleep;
  }

  private void addType(IDynamicStack<Contact> creator, ShapeType type1, ShapeType type2) {
    ContactRegister register = new ContactRegister();
    register.creator = creator;
    register.primary = true;
    contactStacks[type1.ordinal()][type2.ordinal()] = register;

    if (type1 != type2) {
      ContactRegister register2 = new ContactRegister();
      register2.creator = creator;
      register2.primary = false;
      contactStacks[type2.ordinal()][type1.ordinal()] = register2;
    }
  }

  private void initializeRegisters() {
    addType(pool.getCircleContactStack(), ShapeType.CIRCLE, ShapeType.CIRCLE);
    addType(pool.getPolyCircleContactStack(), ShapeType.POLYGON, ShapeType.CIRCLE);
    addType(pool.getPolyContactStack(), ShapeType.POLYGON, ShapeType.POLYGON);
    addType(pool.getEdgeCircleContactStack(), ShapeType.EDGE, ShapeType.CIRCLE);
    addType(pool.getEdgePolyContactStack(), ShapeType.EDGE, ShapeType.POLYGON);
    addType(pool.getChainCircleContactStack(), ShapeType.CHAIN, ShapeType.CIRCLE);
    addType(pool.getChainPolyContactStack(), ShapeType.CHAIN, ShapeType.POLYGON);
  }

  public Contact popContact(Fixture fixtureA, int indexA, Fixture fixtureB, int indexB) {
    final ShapeType type1 = fixtureA.getType();
    final ShapeType type2 = fixtureB.getType();

    final ContactRegister reg = contactStacks[type1.ordinal()][type2.ordinal()];
    final IDynamicStack<Contact> creator = reg.creator;
    if (creator != null) {
      if (reg.primary) {
        Contact c = creator.pop();
        c.init(fixtureA, indexA, fixtureB, indexB);
        return c;
      } else {
        Contact c = creator.pop();
        c.init(fixtureB, indexB, fixtureA, indexA);
        return c;
      }
    } else {
      return null;
    }
  }

  public void pushContact(Contact contact) {
    Fixture fixtureA = contact.getFixtureA();
    Fixture fixtureB = contact.getFixtureB();

    if (contact.m_manifold.pointCount > 0 && !fixtureA.isSensor() && !fixtureB.isSensor()) {
      fixtureA.getBody().setAwake(true);
      fixtureB.getBody().setAwake(true);
    }

    ShapeType type1 = fixtureA.getType();
    ShapeType type2 = fixtureB.getType();

    IDynamicStack<Contact> creator = contactStacks[type1.ordinal()][type2.ordinal()].creator;
    creator.push(contact);
  }

  public IWorldPool getPool() {
    return pool;
  }

  /**
   * Register a destruction listener. The listener is owned by you and must remain in scope.
   *
   * @param listener
   */
  public void setDestructionListener(DestructionListener listener) {
    m_destructionListener = listener;
  }

  /**
   * Register a contact filter to provide specific control over collision. Otherwise the default
   * filter is used (_defaultFilter). The listener is owned by you and must remain in scope.
   *
   * @param filter
   */
  public void setContactFilter(ContactFilter filter) {
    m_contactManager.m_contactFilter = filter;
  }

  /**
   * Register a contact event listener. The listener is owned by you and must remain in scope.
   *
   * @param listener
   */
  public void setContactListener(ContactListener listener) {
    m_contactManager.m_contactListener = listener;
  }

  /**
   * Register a routine for debug drawing. The debug draw functions are called inside with
   * World.DrawDebugData method. The debug draw object is owned by you and must remain in scope.
   *
   * @param debugDraw
   */
  public void setDebugDraw(DebugDraw debugDraw) {
    m_debugDraw = debugDraw;
  }

  /**
   * create a rigid body given a definition. No reference to the definition is retained.
   *
   * @warning This function is locked during callbacks.
   * @param def
   * @return
   */
  public Body createBody(BodyDef def) {
    assert (isLocked() == false);
    if (isLocked()) {
      return null;
    }
    // TODO djm pooling
    Body b = new Body(def, this);

    // add to world doubly linked list
    b.m_prev = null;
    b.m_next = m_bodyList;
    if (m_bodyList != null) {
      m_bodyList.m_prev = b;
    }
    m_bodyList = b;
    ++m_bodyCount;

    return b;
  }

  /**
   * destroy a rigid body given a definition. No reference to the definition is retained. This
   * function is locked during callbacks.
   *
   * @warning This automatically deletes all associated shapes and joints.
   * @warning This function is locked during callbacks.
   * @param body
   */
  public void destroyBody(Body body) {
    assert (m_bodyCount > 0);
    assert (isLocked() == false);
    if (isLocked()) {
      return;
    }

    // Delete the attached joints.
    JointEdge je = body.m_jointList;
    while (je != null) {
      JointEdge je0 = je;
      je = je.next;
      if (m_destructionListener != null) {
        m_destructionListener.sayGoodbye(je0.joint);
      }

      destroyJoint(je0.joint);

      body.m_jointList = je;
    }
    body.m_jointList = null;

    // Delete the attached contacts.
    ContactEdge ce = body.m_contactList;
    while (ce != null) {
      ContactEdge ce0 = ce;
      ce = ce.next;
      m_contactManager.destroy(ce0.contact);
    }
    body.m_contactList = null;

    Fixture f = body.m_fixtureList;
    while (f != null) {
      Fixture f0 = f;
      f = f.m_next;

      if (m_destructionListener != null) {
        m_destructionListener.sayGoodbye(f0);
      }

      f0.destroyProxies(m_contactManager.m_broadPhase);
      f0.destroy();
      // TODO djm recycle fixtures (here or in that destroy method)
      body.m_fixtureList = f;
      body.m_fixtureCount -= 1;
    }
    body.m_fixtureList = null;
    body.m_fixtureCount = 0;

    // Remove world body list.
    if (body.m_prev != null) {
      body.m_prev.m_next = body.m_next;
    }

    if (body.m_next != null) {
      body.m_next.m_prev = body.m_prev;
    }

    if (body == m_bodyList) {
      m_bodyList = body.m_next;
    }

    --m_bodyCount;
    // TODO djm recycle body
  }

  /**
   * create a joint to constrain bodies together. No reference to the definition is retained. This
   * may cause the connected bodies to cease colliding.
   *
   * @warning This function is locked during callbacks.
   * @param def
   * @return
   */
  public Joint createJoint(JointDef def) {
    assert (isLocked() == false);
    if (isLocked()) {
      return null;
    }

    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;
    ++m_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 == false) {
      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;
      }
    }

    // Note: creating a joint doesn't wake the bodies.

    return j;
  }

  /**
   * destroy a joint. This may cause the connected bodies to begin colliding.
   *
   * @warning This function is locked during callbacks.
   * @param joint
   */
  public void destroyJoint(Joint j) {
    assert (isLocked() == false);
    if (isLocked()) {
      return;
    }

    boolean collideConnected = j.getCollideConnected();

    // Remove from the doubly linked list.
    if (j.m_prev != null) {
      j.m_prev.m_next = j.m_next;
    }

    if (j.m_next != null) {
      j.m_next.m_prev = j.m_prev;
    }

    if (j == m_jointList) {
      m_jointList = j.m_next;
    }

    // Disconnect from island graph.
    Body bodyA = j.getBodyA();
    Body bodyB = j.getBodyB();

    // Wake up connected bodies.
    bodyA.setAwake(true);
    bodyB.setAwake(true);

    // Remove from body 1.
    if (j.m_edgeA.prev != null) {
      j.m_edgeA.prev.next = j.m_edgeA.next;
    }

    if (j.m_edgeA.next != null) {
      j.m_edgeA.next.prev = j.m_edgeA.prev;
    }

    if (j.m_edgeA == bodyA.m_jointList) {
      bodyA.m_jointList = j.m_edgeA.next;
    }

    j.m_edgeA.prev = null;
    j.m_edgeA.next = null;

    // Remove from body 2
    if (j.m_edgeB.prev != null) {
      j.m_edgeB.prev.next = j.m_edgeB.next;
    }

    if (j.m_edgeB.next != null) {
      j.m_edgeB.next.prev = j.m_edgeB.prev;
    }

    if (j.m_edgeB == bodyB.m_jointList) {
      bodyB.m_jointList = j.m_edgeB.next;
    }

    j.m_edgeB.prev = null;
    j.m_edgeB.next = null;

    Joint.destroy(j);

    assert (m_jointCount > 0);
    --m_jointCount;

    // If the joint prevents collisions, then flag any contacts for filtering.
    if (collideConnected == false) {
      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;
      }
    }
  }

  // djm pooling
  private final TimeStep step = new TimeStep();
  private final Timer stepTimer = new Timer();
  private final Timer tempTimer = new Timer();

  /**
   * Take a time step. This performs collision detection, integration, and constraint solution.
   *
   * @param timeStep the amount of time to simulate, this should not vary.
   * @param velocityIterations for the velocity constraint solver.
   * @param positionIterations for the position constraint solver.
   */
  public void step(float dt, int velocityIterations, int positionIterations) {
    stepTimer.reset();
    // log.debug("Starting step");
    // If new fixtures were added, we need to find the new contacts.
    if ((m_flags & NEW_FIXTURE) == NEW_FIXTURE) {
      // log.debug("There's a new fixture, lets look for new contacts");
      m_contactManager.findNewContacts();
      m_flags &= ~NEW_FIXTURE;
    }

    m_flags |= LOCKED;

    step.dt = dt;
    step.velocityIterations = velocityIterations;
    step.positionIterations = positionIterations;
    if (dt > 0.0f) {
      step.inv_dt = 1.0f / dt;
    } else {
      step.inv_dt = 0.0f;
    }

    step.dtRatio = m_inv_dt0 * dt;

    step.warmStarting = m_warmStarting;

    // Update contacts. This is where some contacts are destroyed.
    tempTimer.reset();
    m_contactManager.collide();
    m_profile.collide = tempTimer.getMilliseconds();

    // Integrate velocities, solve velocity constraints, and integrate positions.
    if (m_stepComplete && step.dt > 0.0f) {
      tempTimer.reset();
      solve(step);
      m_profile.solve = tempTimer.getMilliseconds();
    }

    // Handle TOI events.
    if (m_continuousPhysics && step.dt > 0.0f) {
      tempTimer.reset();
      solveTOI(step);
      m_profile.solveTOI = tempTimer.getMilliseconds();
    }

    if (step.dt > 0.0f) {
      m_inv_dt0 = step.inv_dt;
    }

    if ((m_flags & CLEAR_FORCES) == CLEAR_FORCES) {
      clearForces();
    }

    m_flags &= ~LOCKED;
    // log.debug("ending step");

    m_profile.step = stepTimer.getMilliseconds();
  }

  /**
   * Call this after you are done with time steps to clear the forces. You normally call this after
   * each call to Step, unless you are performing sub-steps. By default, forces will be
   * automatically cleared, so you don't need to call this function.
   *
   * @see setAutoClearForces
   */
  public void clearForces() {
    for (Body body = m_bodyList; body != null; body = body.getNext()) {
      body.m_force.setZero();
      body.m_torque = 0.0f;
    }
  }

  private final Color3f color = new Color3f();
  private final Transform xf = new Transform();
  private final Vec2 cA = new Vec2();
  private final Vec2 cB = new Vec2();
  private final Vec2Array avs = new Vec2Array();

  /**
   * Call this to draw shapes and other debug draw data.
   */
  public void drawDebugData() {
    if (m_debugDraw == null) {
      return;
    }

    int flags = m_debugDraw.getFlags();

    if ((flags & DebugDraw.e_shapeBit) == DebugDraw.e_shapeBit) {
      for (Body b = m_bodyList; b != null; b = b.getNext()) {
        xf.set(b.getTransform());
        for (Fixture f = b.getFixtureList(); f != null; f = f.getNext()) {
          if (b.isActive() == false) {
            color.set(0.5f, 0.5f, 0.3f);
            drawShape(f, xf, color);
          } else if (b.getType() == BodyType.STATIC) {
            color.set(0.5f, 0.9f, 0.3f);
            drawShape(f, xf, color);
          } else if (b.getType() == BodyType.KINEMATIC) {
            color.set(0.5f, 0.5f, 0.9f);
            drawShape(f, xf, color);
          } else if (b.isAwake() == false) {
            color.set(0.5f, 0.5f, 0.5f);
            drawShape(f, xf, color);
          } else {
            color.set(0.9f, 0.7f, 0.7f);
            drawShape(f, xf, color);
          }
        }
      }
    }

    if ((flags & DebugDraw.e_jointBit) == DebugDraw.e_jointBit) {
      for (Joint j = m_jointList; j != null; j = j.getNext()) {
        drawJoint(j);
      }
    }

    if ((flags & DebugDraw.e_pairBit) == DebugDraw.e_pairBit) {
      color.set(0.3f, 0.9f, 0.9f);
      for (Contact c = m_contactManager.m_contactList; c != null; c = c.getNext()) {
        Fixture fixtureA = c.getFixtureA();
        Fixture fixtureB = c.getFixtureB();
        fixtureA.getAABB(c.getChildIndexA()).getCenterToOut(cA);
        fixtureB.getAABB(c.getChildIndexB()).getCenterToOut(cB);
        m_debugDraw.drawSegment(cA, cB, color);
      }
    }

    if ((flags & DebugDraw.e_aabbBit) == DebugDraw.e_aabbBit) {
      color.set(0.9f, 0.3f, 0.9f);

      for (Body b = m_bodyList; b != null; b = b.getNext()) {
        if (b.isActive() == false) {
          continue;
        }

        for (Fixture f = b.getFixtureList(); f != null; f = f.getNext()) {
          for (int i = 0; i < f.m_proxyCount; ++i) {
            FixtureProxy proxy = f.m_proxies[i];
            AABB aabb = m_contactManager.m_broadPhase.getFatAABB(proxy.proxyId);
            if (aabb != null) {
              Vec2[] vs = avs.get(4);
              vs[0].set(aabb.lowerBound.x, aabb.lowerBound.y);
              vs[1].set(aabb.upperBound.x, aabb.lowerBound.y);
              vs[2].set(aabb.upperBound.x, aabb.upperBound.y);
              vs[3].set(aabb.lowerBound.x, aabb.upperBound.y);
              m_debugDraw.drawPolygon(vs, 4, color);
            }
          }
        }
      }
    }

    if ((flags & DebugDraw.e_centerOfMassBit) == DebugDraw.e_centerOfMassBit) {
      for (Body b = m_bodyList; b != null; b = b.getNext()) {
        xf.set(b.getTransform());
        xf.p.set(b.getWorldCenter());
        m_debugDraw.drawTransform(xf);
      }
    }

    if ((flags & DebugDraw.e_dynamicTreeBit) == DebugDraw.e_dynamicTreeBit) {
      m_contactManager.m_broadPhase.drawTree(m_debugDraw);
    }
  }

  private final WorldQueryWrapper wqwrapper = new WorldQueryWrapper();

  /**
   * Query the world for all fixtures that potentially overlap the provided AABB.
   *
   * @param callback a user implemented callback class.
   * @param aabb the query box.
   */
  public void queryAABB(QueryCallback callback, AABB aabb) {
    wqwrapper.broadPhase = m_contactManager.m_broadPhase;
    wqwrapper.callback = callback;
    m_contactManager.m_broadPhase.query(wqwrapper, aabb);
  }

  private final WorldRayCastWrapper wrcwrapper = new WorldRayCastWrapper();
  private final RayCastInput input = new RayCastInput();

  /**
   * Ray-cast the world for all fixtures in the path of the ray. Your callback controls whether you
   * get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the
   * starting point.
   *
   * @param callback a user implemented callback class.
   * @param point1 the ray starting point
   * @param point2 the ray ending point
   */
  public void raycast(RayCastCallback callback, Vec2 point1, Vec2 point2) {
    wrcwrapper.broadPhase = m_contactManager.m_broadPhase;
    wrcwrapper.callback = callback;
    input.maxFraction = 1.0f;
    input.p1.set(point1);
    input.p2.set(point2);
    m_contactManager.m_broadPhase.raycast(wrcwrapper, input);
  }

  /**
   * Get the world body list. With the returned body, use Body.getNext to get the next body in the
   * world list. A null body indicates the end of the list.
   *
   * @return the head of the world body list.
   */
  public Body getBodyList() {
    return m_bodyList;
  }

  /**
   * Get the world joint list. With the returned joint, use Joint.getNext to get the next joint in
   * the world list. A null joint indicates the end of the list.
   *
   * @return the head of the world joint list.
   */
  public Joint getJointList() {
    return m_jointList;
  }

  /**
   * Get the world contact list. With the returned contact, use Contact.getNext to get the next
   * contact in the world list. A null contact indicates the end of the list.
   *
   * @return the head of the world contact list.
   * @warning contacts are created and destroyed in the middle of a time step. Use ContactListener
   *          to avoid missing contacts.
   */
  public Contact getContactList() {
    return m_contactManager.m_contactList;
  }

  public boolean isSleepingAllowed() {
    return m_allowSleep;
  }

  public void setSleepingAllowed(boolean sleepingAllowed) {
    m_allowSleep = sleepingAllowed;
  }

  /**
   * Enable/disable warm starting. For testing.
   *
   * @param flag
   */
  public void setWarmStarting(boolean flag) {
    m_warmStarting = flag;
  }

  public boolean isWarmStarting() {
    return m_warmStarting;
  }

  /**
   * Enable/disable continuous physics. For testing.
   *
   * @param flag
   */
  public void setContinuousPhysics(boolean flag) {
    m_continuousPhysics = flag;
  }

  public boolean isContinuousPhysics() {
    return m_continuousPhysics;
  }



  /**
   * Get the number of broad-phase proxies.
   *
   * @return
   */
  public int getProxyCount() {
    return m_contactManager.m_broadPhase.getProxyCount();
  }

  /**
   * Get the number of bodies.
   *
   * @return
   */
  public int getBodyCount() {
    return m_bodyCount;
  }

  /**
   * Get the number of joints.
   *
   * @return
   */
  public int getJointCount() {
    return m_jointCount;
  }

  /**
   * Get the number of contacts (each may have 0 or more contact points).
   *
   * @return
   */
  public int getContactCount() {
    return m_contactManager.m_contactCount;
  }

  /**
   * Gets the height of the dynamic tree
   *
   * @return
   */
  public int getTreeHeight() {
    return m_contactManager.m_broadPhase.getTreeHeight();
  }

  /**
   * Gets the balance of the dynamic tree
   *
   * @return
   */
  public int getTreeBalance() {
    return m_contactManager.m_broadPhase.getTreeBalance();
  }

  /**
   * Gets the quality of the dynamic tree
   *
   * @return
   */
  public float getTreeQuality() {
    return m_contactManager.m_broadPhase.getTreeQuality();
  }

  /**
   * Change the global gravity vector.
   *
   * @param gravity
   */
  public void setGravity(Vec2 gravity) {
    m_gravity.set(gravity);
  }

  /**
   * Get the global gravity vector.
   *
   * @return
   */
  public Vec2 getGravity() {
    return m_gravity;
  }

  /**
   * Is the world locked (in the middle of a time step).
   *
   * @return
   */
  public boolean isLocked() {
    return (m_flags & LOCKED) == LOCKED;
  }

  /**
   * Set flag to control automatic clearing of forces after each time step.
   *
   * @param flag
   */
  public void setAutoClearForces(boolean flag) {
    if (flag) {
      m_flags |= CLEAR_FORCES;
    } else {
      m_flags &= ~CLEAR_FORCES;
    }
  }

  /**
   * Get the flag that controls automatic clearing of forces after each time step.
   *
   * @return
   */
  public boolean getAutoClearForces() {
    return (m_flags & CLEAR_FORCES) == CLEAR_FORCES;
  }

  /**
   * Get the contact manager for testing purposes
   *
   * @return
   */
  public ContactManager getContactManager() {
    return m_contactManager;
  }

  public Profile getProfile() {
    return m_profile;
  }

  private final Island island = new Island();
  private Body[] stack = new Body[10]; // TODO djm find a good initial stack number;
  private final Profile islandProfile = new Profile();
  private final Timer broadphaseTimer = new Timer();

  private void solve(TimeStep step) {
    m_profile.solveInit = 0;
    m_profile.solveVelocity = 0;
    m_profile.solvePosition = 0;

    // Size the island for the worst case.
    island.init(m_bodyCount, m_contactManager.m_contactCount, m_jointCount,
        m_contactManager.m_contactListener);

    // Clear all the island flags.
    for (Body b = m_bodyList; b != null; b = b.m_next) {
      b.m_flags &= ~Body.e_islandFlag;
    }
    for (Contact c = m_contactManager.m_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 = m_bodyCount;
    if (stack.length < stackSize) {
      stack = new Body[stackSize];
    }
    for (Body seed = m_bodyList; seed != null; seed = seed.m_next) {
      if ((seed.m_flags & Body.e_islandFlag) == Body.e_islandFlag) {
        continue;
      }

      if (seed.isAwake() == false || seed.isActive() == false) {
        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() == true);
        island.add(b);

        // Make sure the body is awake.
        b.setAwake(true);

        // To keep islands as small as possible, we don't
        // 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() == false || contact.isTouching() == false) {
            continue;
          }

          // Skip sensors.
          boolean sensorA = contact.m_fixtureA.m_isSensor;
          boolean sensorB = contact.m_fixtureB.m_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 == true) {
            continue;
          }

          Body other = je.other;

          // Don't simulate joints connected to inactive bodies.
          if (other.isActive() == false) {
            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(islandProfile, step, m_gravity, m_allowSleep);
      m_profile.solveInit += islandProfile.solveInit;
      m_profile.solveVelocity += islandProfile.solveVelocity;
      m_profile.solvePosition += islandProfile.solvePosition;

      // 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;
        }
      }
    }

    broadphaseTimer.reset();
    // Synchronize fixtures, check for out of range bodies.
    for (Body b = m_bodyList; b != null; b = b.getNext()) {
      // 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.
    m_contactManager.findNewContacts();
    m_profile.broadphase = broadphaseTimer.getMilliseconds();
  }

  private final Island toiIsland = new Island();
  private final TOIInput toiInput = new TOIInput();
  private final TOIOutput toiOutput = new TOIOutput();
  private final TimeStep subStep = new TimeStep();
  private final Body[] tempBodies = new Body[2];
  private final Sweep backup1 = new Sweep();
  private final Sweep backup2 = new Sweep();

  private void solveTOI(final TimeStep step) {

    final Island island = toiIsland;
    island.init(2 * Settings.maxTOIContacts, Settings.maxTOIContacts, 0,
        m_contactManager.m_contactListener);
    if (m_stepComplete) {
      for (Body b = m_bodyList; b != null; b = b.m_next) {
        b.m_flags &= ~Body.e_islandFlag;
        b.m_sweep.alpha0 = 0.0f;
      }

      for (Contact c = m_contactManager.m_contactList; c != null; c = c.m_next) {
        // Invalidate TOI
        c.m_flags &= ~(Contact.TOI_FLAG | Contact.ISLAND_FLAG);
        c.m_toiCount = 0;
        c.m_toi = 1.0f;
      }
    }

    // Find TOI events and solve them.
    for (;;) {
      // Find the first TOI.
      Contact minContact = null;
      float minAlpha = 1.0f;

      for (Contact c = m_contactManager.m_contactList; c != null; c = c.m_next) {
        // Is this contact disabled?
        if (c.isEnabled() == false) {
          continue;
        }

        // Prevent excessive sub-stepping.
        if (c.m_toiCount > Settings.maxSubSteps) {
          continue;
        }

        float alpha = 1.0f;
        if ((c.m_flags & Contact.TOI_FLAG) != 0) {
          // This contact has a valid cached TOI.
          alpha = c.m_toi;
        } else {
          Fixture fA = c.getFixtureA();
          Fixture fB = c.getFixtureB();

          // Is there a sensor?
          if (fA.isSensor() || fB.isSensor()) {
            continue;
          }

          Body bA = fA.getBody();
          Body bB = fB.getBody();

          BodyType typeA = bA.m_type;
          BodyType typeB = bB.m_type;
          assert (typeA == BodyType.DYNAMIC || typeB == BodyType.DYNAMIC);

          boolean activeA = bA.isAwake() && typeA != BodyType.STATIC;
          boolean activeB = bB.isAwake() && typeB != BodyType.STATIC;

          // Is at least one body active (awake and dynamic or kinematic)?
          if (activeA == false && activeB == false) {
            continue;
          }

          boolean collideA = bA.isBullet() || typeA != BodyType.DYNAMIC;
          boolean collideB = bB.isBullet() || typeB != BodyType.DYNAMIC;

          // Are these two non-bullet dynamic bodies?
          if (collideA == false && collideB == false) {
            continue;
          }

          // Compute the TOI for this contact.
          // Put the sweeps onto the same time interval.
          float alpha0 = bA.m_sweep.alpha0;

          if (bA.m_sweep.alpha0 < bB.m_sweep.alpha0) {
            alpha0 = bB.m_sweep.alpha0;
            bA.m_sweep.advance(alpha0);
          } else if (bB.m_sweep.alpha0 < bA.m_sweep.alpha0) {
            alpha0 = bA.m_sweep.alpha0;
            bB.m_sweep.advance(alpha0);
          }

          assert (alpha0 < 1.0f);

          int indexA = c.getChildIndexA();
          int indexB = c.getChildIndexB();

          // Compute the time of impact in interval [0, minTOI]
          final TOIInput input = toiInput;
          input.proxyA.set(fA.getShape(), indexA);
          input.proxyB.set(fB.getShape(), indexB);
          input.sweepA.set(bA.m_sweep);
          input.sweepB.set(bB.m_sweep);
          input.tMax = 1.0f;

          pool.getTimeOfImpact().timeOfImpact(toiOutput, input);

          // Beta is the fraction of the remaining portion of the .
          float beta = toiOutput.t;
          if (toiOutput.state == TOIOutputState.TOUCHING) {
            alpha = MathUtils.min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
          } else {
            alpha = 1.0f;
          }

          c.m_toi = alpha;
          c.m_flags |= Contact.TOI_FLAG;
        }

        if (alpha < minAlpha) {
          // This is the minimum TOI found so far.
          minContact = c;
          minAlpha = alpha;
        }
      }

      if (minContact == null || 1.0f - 10.0f * Settings.EPSILON < minAlpha) {
        // No more TOI events. Done!
        m_stepComplete = true;
        break;
      }

      // Advance the bodies to the TOI.
      Fixture fA = minContact.getFixtureA();
      Fixture fB = minContact.getFixtureB();
      Body bA = fA.getBody();
      Body bB = fB.getBody();

      backup1.set(bA.m_sweep);
      backup2.set(bB.m_sweep);

      bA.advance(minAlpha);
      bB.advance(minAlpha);

      // The TOI contact likely has some new contact points.
      minContact.update(m_contactManager.m_contactListener);
      minContact.m_flags &= ~Contact.TOI_FLAG;
      ++minContact.m_toiCount;

      // Is the contact solid?
      if (minContact.isEnabled() == false || minContact.isTouching() == false) {
        // Restore the sweeps.
        minContact.setEnabled(false);
        bA.m_sweep.set(backup1);
        bB.m_sweep.set(backup2);
        bA.synchronizeTransform();
        bB.synchronizeTransform();
        continue;
      }

      bA.setAwake(true);
      bB.setAwake(true);

      // Build the island
      island.clear();
      island.add(bA);
      island.add(bB);
      island.add(minContact);

      bA.m_flags |= Body.e_islandFlag;
      bB.m_flags |= Body.e_islandFlag;
      minContact.m_flags |= Contact.ISLAND_FLAG;

      // Get contacts on bodyA and bodyB.
      tempBodies[0] = bA;
      tempBodies[1] = bB;
      for (int i = 0; i < 2; ++i) {
        Body body = tempBodies[i];
        if (body.m_type == BodyType.DYNAMIC) {
          for (ContactEdge ce = body.m_contactList; ce != null; ce = ce.next) {
            if (island.m_bodyCount == island.m_bodyCapacity) {
              break;
            }

            if (island.m_contactCount == island.m_contactCapacity) {
              break;
            }

            Contact contact = ce.contact;

            // Has this contact already been added to the island?
            if ((contact.m_flags & Contact.ISLAND_FLAG) != 0) {
              continue;
            }

            // Only add static, kinematic, or bullet bodies.
            Body other = ce.other;
            if (other.m_type == BodyType.DYNAMIC && body.isBullet() == false
                && other.isBullet() == false) {
              continue;
            }

            // Skip sensors.
            boolean sensorA = contact.m_fixtureA.m_isSensor;
            boolean sensorB = contact.m_fixtureB.m_isSensor;
            if (sensorA || sensorB) {
              continue;
            }

            // Tentatively advance the body to the TOI.
            backup1.set(other.m_sweep);
            if ((other.m_flags & Body.e_islandFlag) == 0) {
              other.advance(minAlpha);
            }

            // Update the contact points
            contact.update(m_contactManager.m_contactListener);

            // Was the contact disabled by the user?
            if (contact.isEnabled() == false) {
              other.m_sweep.set(backup1);
              other.synchronizeTransform();
              continue;
            }

            // Are there contact points?
            if (contact.isTouching() == false) {
              other.m_sweep.set(backup1);
              other.synchronizeTransform();
              continue;
            }

            // Add the contact to the island
            contact.m_flags |= Contact.ISLAND_FLAG;
            island.add(contact);

            // Has the other body already been added to the island?
            if ((other.m_flags & Body.e_islandFlag) != 0) {
              continue;
            }

            // Add the other body to the island.
            other.m_flags |= Body.e_islandFlag;

            if (other.m_type != BodyType.STATIC) {
              other.setAwake(true);
            }

            island.add(other);
          }
        }
      }

      subStep.dt = (1.0f - minAlpha) * step.dt;
      subStep.inv_dt = 1.0f / subStep.dt;
      subStep.dtRatio = 1.0f;
      subStep.positionIterations = 20;
      subStep.velocityIterations = step.velocityIterations;
      subStep.warmStarting = false;
      island.solveTOI(subStep, bA.m_islandIndex, bB.m_islandIndex);

      // Reset island flags and synchronize broad-phase proxies.
      for (int i = 0; i < island.m_bodyCount; ++i) {
        Body body = island.m_bodies[i];
        body.m_flags &= ~Body.e_islandFlag;

        if (body.m_type != BodyType.DYNAMIC) {
          continue;
        }

        body.synchronizeFixtures();

        // Invalidate all contact TOIs on this displaced body.
        for (ContactEdge ce = body.m_contactList; ce != null; ce = ce.next) {
          ce.contact.m_flags &= ~(Contact.TOI_FLAG | Contact.ISLAND_FLAG);
        }
      }

      // Commit fixture proxy movements to the broad-phase so that new contacts are created.
      // Also, some contacts can be destroyed.
      m_contactManager.findNewContacts();

      if (m_subStepping) {
        m_stepComplete = false;
        break;
      }
    }
  }

  private void drawJoint(Joint joint) {
    Body bodyA = joint.getBodyA();
    Body bodyB = joint.getBodyB();
    Transform xf1 = bodyA.getTransform();
    Transform xf2 = bodyB.getTransform();
    Vec2 x1 = xf1.p;
    Vec2 x2 = xf2.p;
    Vec2 p1 = pool.popVec2();
    Vec2 p2 = pool.popVec2();
    joint.getAnchorA(p1);
    joint.getAnchorB(p2);

    color.set(0.5f, 0.8f, 0.8f);

    switch (joint.getType()) {
    // TODO djm write after writing joints
      case DISTANCE:
        m_debugDraw.drawSegment(p1, p2, color);
        break;

      case PULLEY: {
        PulleyJoint pulley = (PulleyJoint) joint;
        Vec2 s1 = pulley.getGroundAnchorA();
        Vec2 s2 = pulley.getGroundAnchorB();
        m_debugDraw.drawSegment(s1, p1, color);
        m_debugDraw.drawSegment(s2, p2, color);
        m_debugDraw.drawSegment(s1, s2, color);
      }
        break;
      case CONSTANT_VOLUME:
      case MOUSE:
        // don't draw this
        break;
      default:
        m_debugDraw.drawSegment(x1, p1, color);
        m_debugDraw.drawSegment(p1, p2, color);
        m_debugDraw.drawSegment(x2, p2, color);
    }
    pool.pushVec2(2);
  }

  // NOTE this corresponds to the liquid test, so the debugdraw can draw
  // the liquid particles correctly. They should be the same.
  private static Integer LIQUID_INT = new Integer(1234598372);
  private float liquidLength = .12f;
  private float averageLinearVel = -1;
  private final Vec2 liquidOffset = new Vec2();
  private final Vec2 circCenterMoved = new Vec2();
  private final Color3f liquidColor = new Color3f(.4f, .4f, 1f);

  private final Vec2 center = new Vec2();
  private final Vec2 axis = new Vec2();
  private final Vec2 v1 = new Vec2();
  private final Vec2 v2 = new Vec2();
  private final Vec2Array tlvertices = new Vec2Array();

  private void drawShape(Fixture fixture, Transform xf, Color3f color) {
    switch (fixture.getType()) {
      case CIRCLE: {
        CircleShape circle = (CircleShape) fixture.getShape();

        // Vec2 center = Mul(xf, circle.m_p);
        Transform.mulToOutUnsafe(xf, circle.m_p, center);
        float radius = circle.m_radius;
        xf.q.getXAxis(axis);

        if (fixture.getUserData() != null && fixture.getUserData().equals(LIQUID_INT)) {
          Body b = fixture.getBody();
          liquidOffset.set(b.m_linearVelocity);
          float linVelLength = b.m_linearVelocity.length();
          if (averageLinearVel == -1) {
            averageLinearVel = linVelLength;
          } else {
            averageLinearVel = .98f * averageLinearVel + .02f * linVelLength;
          }
          liquidOffset.mulLocal(liquidLength / averageLinearVel / 2);
          circCenterMoved.set(center).addLocal(liquidOffset);
          center.subLocal(liquidOffset);
          m_debugDraw.drawSegment(center, circCenterMoved, liquidColor);
          return;
        }

        m_debugDraw.drawSolidCircle(center, radius, axis, color);
      }
        break;

      case POLYGON: {
        PolygonShape poly = (PolygonShape) fixture.getShape();
        int vertexCount = poly.m_count;
        assert (vertexCount <= Settings.maxPolygonVertices);
        Vec2[] vertices = tlvertices.get(Settings.maxPolygonVertices);

        for (int i = 0; i < vertexCount; ++i) {
          // vertices[i] = Mul(xf, poly.m_vertices[i]);
          Transform.mulToOutUnsafe(xf, poly.m_vertices[i], vertices[i]);
        }

        m_debugDraw.drawSolidPolygon(vertices, vertexCount, color);
      }
        break;
      case EDGE: {
        EdgeShape edge = (EdgeShape) fixture.getShape();
        Transform.mulToOutUnsafe(xf, edge.m_vertex1, v1);
        Transform.mulToOutUnsafe(xf, edge.m_vertex2, v2);
        m_debugDraw.drawSegment(v1, v2, color);
      }
        break;

      case CHAIN: {
        ChainShape chain = (ChainShape) fixture.getShape();
        int count = chain.m_count;
        Vec2[] vertices = chain.m_vertices;

        Transform.mulToOutUnsafe(xf, vertices[0], v1);
        for (int i = 1; i < count; ++i) {
          Transform.mulToOutUnsafe(xf, vertices[i], v2);
          m_debugDraw.drawSegment(v1, v2, color);
          m_debugDraw.drawCircle(v1, 0.05f, color);
          v1.set(v2);
        }
      }
        break;
      default:
        break;
    }
  }
}


class WorldQueryWrapper implements TreeCallback {
  public boolean treeCallback(int nodeId) {
    FixtureProxy proxy = (FixtureProxy) broadPhase.getUserData(nodeId);
    return callback.reportFixture(proxy.fixture);
  }

  BroadPhase broadPhase;
  QueryCallback callback;
};


class WorldRayCastWrapper implements TreeRayCastCallback {

  // djm pooling
  private final RayCastOutput output = new RayCastOutput();
  private final Vec2 temp = new Vec2();
  private final Vec2 point = new Vec2();

  public float raycastCallback(RayCastInput input, int nodeId) {
    Object userData = broadPhase.getUserData(nodeId);
    FixtureProxy proxy = (FixtureProxy) userData;
    Fixture fixture = proxy.fixture;
    int index = proxy.childIndex;
    boolean hit = fixture.raycast(output, input, index);

    if (hit) {
      float fraction = output.fraction;
      // Vec2 point = (1.0f - fraction) * input.p1 + fraction * input.p2;
      temp.set(input.p2).mulLocal(fraction);
      point.set(input.p1).mulLocal(1 - fraction).addLocal(temp);
      return callback.reportFixture(fixture, point, output.normal, fraction);
    }

    return input.maxFraction;
  }

  BroadPhase broadPhase;
  RayCastCallback callback;
};
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Related Classes of org.jbox2d.dynamics.WorldRayCastWrapper

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