/* * 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. */ package Box2D.Dynamics{ import Box2D.Common.Math.*; import Box2D.Common.*; import Box2D.Collision.*; import Box2D.Collision.Shapes.*; import Box2D.Dynamics.*; import Box2D.Dynamics.Contacts.*; import Box2D.Dynamics.Joints.*; public class b2World { // Construct a world object. /// @param worldAABB a bounding box that completely encompasses all your shapes. /// @param gravity the world gravity vector. /// @param doSleep improve performance by not simulating inactive bodies. public function b2World(worldAABB:b2AABB, gravity:b2Vec2, doSleep:Boolean){ m_destructionListener = null; m_boundaryListener = null; m_contactFilter = b2ContactFilter.b2_defaultFilter; m_contactListener = null; m_debugDraw = null; m_bodyList = null; m_contactList = null; m_jointList = null; m_bodyCount = 0; m_contactCount = 0; m_jointCount = 0; m_positionCorrection = true; m_warmStarting = true; m_continuousPhysics = true; m_allowSleep = doSleep; m_gravity = gravity; m_lock = false; m_inv_dt0 = 0.0; m_contactManager.m_world = this; //void* mem = b2Alloc(sizeof(b2BroadPhase)); m_broadPhase = new b2BroadPhase(worldAABB, m_contactManager); var bd:b2BodyDef = new b2BodyDef(); m_groundBody = CreateBody(bd); var b2Dis:b2Distance =new b2Distance(); b2Distance.InitializeRegisters(); } /// Destruct the world. All physics entities are destroyed and all heap memory is released. //~b2World(); /// Register a destruction listener. public function SetDestructionListener(listener:b2DestructionListener) : void{ m_destructionListener = listener; } /// Register a broad-phase boundary listener. public function SetBoundaryListener(listener:b2BoundaryListener) : void{ m_boundaryListener = listener; } /// Register a contact filter to provide specific control over collision. /// Otherwise the default filter is used (b2_defaultFilter). public function SetContactFilter(filter:b2ContactFilter) : void{ m_contactFilter = filter; } /// Register a contact event listener public function SetContactListener(listener:b2ContactListener) : void{ m_contactListener = listener; } /// Register a routine for debug drawing. The debug draw functions are called /// inside the b2World::Step method, so make sure your renderer is ready to /// consume draw commands when you call Step(). public function SetDebugDraw(debugDraw:b2DebugDraw) : void{ m_debugDraw = debugDraw; } /// Perform validation of internal data structures. public function Validate() : void { m_broadPhase.Validate(); } /// Get the number of broad-phase proxies. public function GetProxyCount() : int { return m_broadPhase.m_proxyCount; } /// Get the number of broad-phase pairs. public function GetPairCount() : int { return m_broadPhase.m_pairManager.m_pairCount; } /// Create a rigid body given a definition. No reference to the definition /// is retained. /// @warning This function is locked during callbacks. public function CreateBody(def:b2BodyDef) : b2Body{ //b2Settings.b2Assert(m_lock == false); if (m_lock == true) { return null; } //void* mem = m_blockAllocator.Allocate(sizeof(b2Body)); var b:b2Body = new b2Body(def, this); // Add to world doubly linked list. b.m_prev = null; b.m_next = m_bodyList; if (m_bodyList) { 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. public function DestroyBody(b:b2Body) : void{ //b2Settings.b2Assert(m_bodyCount > 0); //b2Settings.b2Assert(m_lock == false); if (m_lock == true) { return; } // Delete the attached joints. var jn:b2JointEdge = b.m_jointList; while (jn) { var jn0:b2JointEdge = jn; jn = jn.next; if (m_destructionListener) { m_destructionListener.SayGoodbyeJoint(jn0.joint); } DestroyJoint(jn0.joint); } // Delete the attached shapes. This destroys broad-phase // proxies and pairs, leading to the destruction of contacts. var s:b2Shape = b.m_shapeList; while (s) { var s0:b2Shape = s; s = s.m_next; if (m_destructionListener) { m_destructionListener.SayGoodbyeShape(s0); } s0.DestroyProxy(m_broadPhase); b2Shape.Destroy(s0, m_blockAllocator); } // Remove world body list. if (b.m_prev) { b.m_prev.m_next = b.m_next; } if (b.m_next) { b.m_next.m_prev = b.m_prev; } if (b == m_bodyList) { m_bodyList = b.m_next; } --m_bodyCount; //b->~b2Body(); //m_blockAllocator.Free(b, sizeof(b2Body)); } /// 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. public function CreateJoint(def:b2JointDef) : b2Joint{ //b2Settings.b2Assert(m_lock == false); var j:b2Joint = b2Joint.Create(def, m_blockAllocator); // Connect to the world list. j.m_prev = null; j.m_next = m_jointList; if (m_jointList) { m_jointList.m_prev = j; } m_jointList = j; ++m_jointCount; // Connect to the bodies' doubly linked lists. j.m_node1.joint = j; j.m_node1.other = j.m_body2; j.m_node1.prev = null; j.m_node1.next = j.m_body1.m_jointList; if (j.m_body1.m_jointList) j.m_body1.m_jointList.prev = j.m_node1; j.m_body1.m_jointList = j.m_node1; j.m_node2.joint = j; j.m_node2.other = j.m_body1; j.m_node2.prev = null; j.m_node2.next = j.m_body2.m_jointList; if (j.m_body2.m_jointList) j.m_body2.m_jointList.prev = j.m_node2; j.m_body2.m_jointList = j.m_node2; // If the joint prevents collisions, then reset collision filtering. if (def.collideConnected == false) { // Reset the proxies on the body with the minimum number of shapes. var b:b2Body = def.body1.m_shapeCount < def.body2.m_shapeCount ? def.body1 : def.body2; for (var s:b2Shape = b.m_shapeList; s; s = s.m_next) { s.RefilterProxy(m_broadPhase, b.m_xf); } } return j; } /// Destroy a joint. This may cause the connected bodies to begin colliding. /// @warning This function is locked during callbacks. public function DestroyJoint(j:b2Joint) : void{ //b2Settings.b2Assert(m_lock == false); var collideConnected:Boolean = j.m_collideConnected; // Remove from the doubly linked list. if (j.m_prev) { j.m_prev.m_next = j.m_next; } if (j.m_next) { j.m_next.m_prev = j.m_prev; } if (j == m_jointList) { m_jointList = j.m_next; } // Disconnect from island graph. var body1:b2Body = j.m_body1; var body2:b2Body = j.m_body2; // Wake up connected bodies. body1.WakeUp(); body2.WakeUp(); // Remove from body 1. if (j.m_node1.prev) { j.m_node1.prev.next = j.m_node1.next; } if (j.m_node1.next) { j.m_node1.next.prev = j.m_node1.prev; } if (j.m_node1 == body1.m_jointList) { body1.m_jointList = j.m_node1.next; } j.m_node1.prev = null; j.m_node1.next = null; // Remove from body 2 if (j.m_node2.prev) { j.m_node2.prev.next = j.m_node2.next; } if (j.m_node2.next) { j.m_node2.next.prev = j.m_node2.prev; } if (j.m_node2 == body2.m_jointList) { body2.m_jointList = j.m_node2.next; } j.m_node2.prev = null; j.m_node2.next = null; b2Joint.Destroy(j, m_blockAllocator); //b2Settings.b2Assert(m_jointCount > 0); --m_jointCount; // If the joint prevents collisions, then reset collision filtering. if (collideConnected == false) { // Reset the proxies on the body with the minimum number of shapes. var b:b2Body = body1.m_shapeCount < body2.m_shapeCount ? body1 : body2; for (var s:b2Shape = b.m_shapeList; s; s = s.m_next) { s.RefilterProxy(m_broadPhase, b.m_xf); } } } public function CreateGroundShape(def:b2ShapeDef) : * { //b2Settings.b2Assert(m_lock == false); if (m_lock == true) { return null; } switch (def.type) { case b2Shape.e_staticEdgeShape: return new b2StaticEdgeChain(def, this); default: return m_groundBody.CreateShape(def); } } /// Re-filter a shape. This re-runs contact filtering on a shape. public function Refilter(shape:b2Shape) : void { shape.RefilterProxy(m_broadPhase, shape.m_body.m_xf); } /// Enable/disable warm starting. For testing. public function SetWarmStarting(flag: Boolean) : void { m_warmStarting = flag; } /// Enable/disable position correction. For testing. public function SetPositionCorrection(flag: Boolean) : void { m_positionCorrection = flag; } /// Enable/disable continuous physics. For testing. public function SetContinuousPhysics(flag: Boolean) : void { m_continuousPhysics = flag; } /// Get the number of bodies. public function GetBodyCount() : int { return m_bodyCount; } /// Get the number joints. public function GetJointCount() : int { return m_jointCount; } /// Get the number of contacts (each may have 0 or more contact points). public function GetContactCount() : int { return m_contactCount; } /// Change the global gravity vector. public function SetGravity(gravity: b2Vec2): void { m_gravity = gravity; } /// The world provides a single static ground body with no collision shapes. /// You can use this to simplify the creation of joints and static shapes. public function GetGroundBody() : b2Body{ return m_groundBody; } /// 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 iterations the number of iterations to be used by the constraint solver. public function Step(dt:Number, iterations:int) : void{ m_lock = true; var step:b2TimeStep = new b2TimeStep(); step.dt = dt; step.maxIterations = iterations; if (dt > 0.0) { step.inv_dt = 1.0 / dt; } else { step.inv_dt = 0.0; } step.dtRatio = m_inv_dt0 * dt; step.positionCorrection = m_positionCorrection; step.warmStarting = m_warmStarting; // Update contacts. m_contactManager.Collide(); // Integrate velocities, solve velocity constraints, and integrate positions. if (step.dt > 0.0) { Solve(step); } // Handle TOI events. if (m_continuousPhysics && step.dt > 0.0) { SolveTOI(step); } // Draw debug information. DrawDebugData(); m_inv_dt0 = step.inv_dt; m_lock = false; } /// Query the world for all shapes that potentially overlap the /// provided AABB. You provide a shape pointer buffer of specified /// size. The number of shapes found is returned. /// @param aabb the query box. /// @param shapes a user allocated shape pointer array of size maxCount (or greater). /// @param maxCount the capacity of the shapes array. /// @return the number of shapes found in aabb. public function Query(aabb:b2AABB, shapes:Array, maxCount:int) : int{ //void** results = (void**)m_stackAllocator.Allocate(maxCount * sizeof(void*)); var results:Array = new Array(maxCount); var count:int = m_broadPhase.QueryAABB(aabb, results, maxCount); for (var i:int = 0; i < count; ++i) { shapes[i] = results[i]; } //m_stackAllocator.Free(results); return count; } /// Get the world body list. With the returned body, use b2Body::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 function GetBodyList() : b2Body{ return m_bodyList; } /// Get the world joint list. With the returned joint, use b2Joint::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 function GetJointList() : b2Joint{ return m_jointList; } //--------------- Internals Below ------------------- // Internal yet public to make life easier. // Find islands, integrate and solve constraints, solve position constraints public function Solve(step:b2TimeStep) : void{ var b:b2Body; m_positionIterationCount = 0; // Size the island for the worst case. var island:b2Island = new b2Island(m_bodyCount, m_contactCount, m_jointCount, m_stackAllocator, m_contactListener); // Clear all the island flags. for (b = m_bodyList; b; b = b.m_next) { b.m_flags &= ~b2Body.e_islandFlag; } for (var c:b2Contact = m_contactList; c; c = c.m_next) { c.m_flags &= ~b2Contact.e_islandFlag; } for (var j:b2Joint = m_jointList; j; j = j.m_next) { j.m_islandFlag = false; } // Build and simulate all awake islands. var stackSize:int = m_bodyCount; //b2Body** stack = (b2Body**)m_stackAllocator.Allocate(stackSize * sizeof(b2Body*)); var stack:Array = new Array(stackSize); for (var seed:b2Body = m_bodyList; seed; seed = seed.m_next) { if (seed.m_flags & (b2Body.e_islandFlag | b2Body.e_sleepFlag | b2Body.e_frozenFlag)) { continue; } if (seed.IsStatic()) { continue; } // Reset island and stack. island.Clear(); var stackCount:int = 0; stack[stackCount++] = seed; seed.m_flags |= b2Body.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. b = stack[--stackCount]; island.AddBody(b); // Make sure the body is awake. b.m_flags &= ~b2Body.e_sleepFlag; // To keep islands as small as possible, we don't // propagate islands across static bodies. if (b.IsStatic()) { continue; } var other:b2Body; // Search all contacts connected to this body. for (var cn:b2ContactEdge = b.m_contactList; cn; cn = cn.next) { // Has this contact already been added to an island? if (cn.contact.m_flags & (b2Contact.e_islandFlag | b2Contact.e_nonSolidFlag)) { continue; } // Is this contact touching? if (cn.contact.m_manifoldCount == 0) { continue; } island.AddContact(cn.contact); cn.contact.m_flags |= b2Contact.e_islandFlag; //var other:b2Body = cn.other; other = cn.other; // Was the other body already added to this island? if (other.m_flags & b2Body.e_islandFlag) { continue; } //b2Settings.b2Assert(stackCount < stackSize); stack[stackCount++] = other; other.m_flags |= b2Body.e_islandFlag; } // Search all joints connect to this body. for (var jn:b2JointEdge = b.m_jointList; jn; jn = jn.next) { if (jn.joint.m_islandFlag == true) { continue; } island.AddJoint(jn.joint); jn.joint.m_islandFlag = true; //var other:b2Body = jn.other; other = jn.other; if (other.m_flags & b2Body.e_islandFlag) { continue; } //b2Settings.b2Assert(stackCount < stackSize); stack[stackCount++] = other; other.m_flags |= b2Body.e_islandFlag; } } island.Solve(step, m_gravity, m_positionCorrection, m_allowSleep); //m_positionIterationCount = Math.max(m_positionIterationCount, island.m_positionIterationCount); if (island.m_positionIterationCount > m_positionIterationCount) { m_positionIterationCount = island.m_positionIterationCount; } // Post solve cleanup. for (var i:int = 0; i < island.m_bodyCount; ++i) { // Allow static bodies to participate in other islands. b = island.m_bodies[i]; if (b.IsStatic()) { b.m_flags &= ~b2Body.e_islandFlag; } } } //m_stackAllocator.Free(stack); // Synchronize shapes, check for out of range bodies. for (b = m_bodyList; b; b = b.m_next) { if (b.m_flags & (b2Body.e_sleepFlag | b2Body.e_frozenFlag)) { continue; } if (b.IsStatic()) { continue; } // Update shapes (for broad-phase). If the shapes go out of // the world AABB then shapes and contacts may be destroyed, // including contacts that are var inRange:Boolean = b.SynchronizeShapes(); // Did the body's shapes leave the world? if (inRange == false && m_boundaryListener != null) { m_boundaryListener.Violation(b); } } // Commit shape proxy movements to the broad-phase so that new contacts are created. // Also, some contacts can be destroyed. m_broadPhase.Commit(); } // Find TOI contacts and solve them. public function SolveTOI(step:b2TimeStep) : void{ var b:b2Body; var s1:b2Shape; var s2:b2Shape; var b1:b2Body; var b2:b2Body; var cn:b2ContactEdge; // Reserve an island and a stack for TOI island solution. var island:b2Island = new b2Island(m_bodyCount, b2Settings.b2_maxTOIContactsPerIsland, 0, m_stackAllocator, m_contactListener); var stackSize:int = m_bodyCount; //b2Body** stack = (b2Body**)m_stackAllocator.Allocate(stackSize * sizeof(b2Body*)); var stack:Array = new Array(stackSize); for (b = m_bodyList; b; b = b.m_next) { b.m_flags &= ~b2Body.e_islandFlag; b.m_sweep.t0 = 0.0; } var c:b2Contact; for (c = m_contactList; c; c = c.m_next) { // Invalidate TOI c.m_flags &= ~(b2Contact.e_toiFlag | b2Contact.e_islandFlag); } // Find TOI events and solve them. for (;;) { // Find the first TOI. var minContact:b2Contact = null; var minTOI:Number = 1.0; for (c = m_contactList; c; c = c.m_next) { if (c.m_flags & (b2Contact.e_slowFlag | b2Contact.e_nonSolidFlag)) { continue; } // TODO_ERIN keep a counter on the contact, only respond to M TOIs per contact. var toi:Number = 1.0; if (c.m_flags & b2Contact.e_toiFlag) { // This contact has a valid cached TOI. toi = c.m_toi; } else { // Compute the TOI for this contact. s1 = c.m_shape1; s2 = c.m_shape2; b1 = s1.m_body; b2 = s2.m_body; if ((b1.IsStatic() || b1.IsSleeping()) && (b2.IsStatic() || b2.IsSleeping())) { continue; } // Put the sweeps onto the same time interval. var t0:Number = b1.m_sweep.t0; if (b1.m_sweep.t0 < b2.m_sweep.t0) { t0 = b2.m_sweep.t0; b1.m_sweep.Advance(t0); } else if (b2.m_sweep.t0 < b1.m_sweep.t0) { t0 = b1.m_sweep.t0; b2.m_sweep.Advance(t0); } //b2Settings.b2Assert(t0 < 1.0f); // Compute the time of impact. toi = b2TimeOfImpact.TimeOfImpact(c.m_shape1, b1.m_sweep, c.m_shape2, b2.m_sweep); //b2Settings.b2Assert(0.0 <= toi && toi <= 1.0); if (toi > 0.0 && toi < 1.0) { //toi = Math.min((1.0 - toi) * t0 + toi, 1.0); toi = (1.0 - toi) * t0 + toi; if (toi > 1) toi = 1; } c.m_toi = toi; c.m_flags |= b2Contact.e_toiFlag; } if (Number.MIN_VALUE < toi && toi < minTOI) { // This is the minimum TOI found so far. minContact = c; minTOI = toi; } } if (minContact == null || 1.0 - 100.0 * Number.MIN_VALUE < minTOI) { // No more TOI events. Done! break; } // Advance the bodies to the TOI. s1 = minContact.m_shape1; s2 = minContact.m_shape2; b1 = s1.m_body; b2 = s2.m_body; b1.Advance(minTOI); b2.Advance(minTOI); // The TOI contact likely has some new contact points. minContact.Update(m_contactListener); minContact.m_flags &= ~b2Contact.e_toiFlag; if (minContact.m_manifoldCount == 0) { // This shouldn't happen. Numerical error? //b2Assert(false); continue; } // Build the TOI island. We need a dynamic seed. var seed:b2Body = b1; if (seed.IsStatic()) { seed = b2; } // Reset island and stack. island.Clear(); var stackCount:int = 0; stack[stackCount++] = seed; seed.m_flags |= b2Body.e_islandFlag; // Perform a depth first search (DFS) on the contact graph. while (stackCount > 0) { // Grab the next body off the stack and add it to the island. b = stack[--stackCount]; island.AddBody(b); // Make sure the body is awake. b.m_flags &= ~b2Body.e_sleepFlag; // To keep islands as small as possible, we don't // propagate islands across static bodies. if (b.IsStatic()) { continue; } // Search all contacts connected to this body. for (cn = b.m_contactList; cn; cn = cn.next) { // Does the TOI island still have space for contacts? if (island.m_contactCount == island.m_contactCapacity) { continue; } // Has this contact already been added to an island? Skip slow or non-solid contacts. if (cn.contact.m_flags & (b2Contact.e_islandFlag | b2Contact.e_slowFlag | b2Contact.e_nonSolidFlag)) { continue; } // Is this contact touching? For performance we are not updating this contact. if (cn.contact.m_manifoldCount == 0) { continue; } island.AddContact(cn.contact); cn.contact.m_flags |= b2Contact.e_islandFlag; // Update other body. var other:b2Body = cn.other; // Was the other body already added to this island? if (other.m_flags & b2Body.e_islandFlag) { continue; } // March forward, this can do no harm since this is the min TOI. if (other.IsStatic() == false) { other.Advance(minTOI); other.WakeUp(); } //b2Settings.b2Assert(stackCount < stackSize); stack[stackCount++] = other; other.m_flags |= b2Body.e_islandFlag; } } var subStep:b2TimeStep = new b2TimeStep(); subStep.dt = (1.0 - minTOI) * step.dt; //b2Settings.b2Assert(subStep.dt > Number.MIN_VALUE); subStep.inv_dt = 1.0 / subStep.dt; subStep.maxIterations = step.maxIterations; island.SolveTOI(subStep); var i:int; // Post solve cleanup. for (i = 0; i < island.m_bodyCount; ++i) { // Allow bodies to participate in future TOI islands. b = island.m_bodies[i]; b.m_flags &= ~b2Body.e_islandFlag; if (b.m_flags & (b2Body.e_sleepFlag | b2Body.e_frozenFlag)) { continue; } if (b.IsStatic()) { continue; } // Update shapes (for broad-phase). If the shapes go out of // the world AABB then shapes and contacts may be destroyed, // including contacts that are var inRange:Boolean = b.SynchronizeShapes(); // Did the body's shapes leave the world? if (inRange == false && m_boundaryListener != null) { m_boundaryListener.Violation(b); } // Invalidate all contact TOIs associated with this body. Some of these // may not be in the island because they were not touching. for (cn = b.m_contactList; cn; cn = cn.next) { cn.contact.m_flags &= ~b2Contact.e_toiFlag; } } for (i = 0; i < island.m_contactCount; ++i) { // Allow contacts to participate in future TOI islands. c = island.m_contacts[i]; c.m_flags &= ~(b2Contact.e_toiFlag | b2Contact.e_islandFlag); } // Commit shape proxy movements to the broad-phase so that new contacts are created. // Also, some contacts can be destroyed. m_broadPhase.Commit(); } //m_stackAllocator.Free(stack); } static private var s_jointColor:b2Color = new b2Color(0.5, 0.8, 0.8); // public function DrawJoint(joint:b2Joint) : void{ var b1:b2Body = joint.m_body1; var b2:b2Body = joint.m_body2; var xf1:b2XForm = b1.m_xf; var xf2:b2XForm = b2.m_xf; var x1:b2Vec2 = xf1.position; var x2:b2Vec2 = xf2.position; var p1:b2Vec2 = joint.GetAnchor1(); var p2:b2Vec2 = joint.GetAnchor2(); //b2Color color(0.5f, 0.8f, 0.8f); var color:b2Color = s_jointColor; switch (joint.m_type) { case b2Joint.e_distanceJoint: m_debugDraw.DrawSegment(p1, p2, color); break; case b2Joint.e_pulleyJoint: { var pulley:b2PulleyJoint = (joint as b2PulleyJoint); var s1:b2Vec2 = pulley.GetGroundAnchor1(); var s2:b2Vec2 = pulley.GetGroundAnchor2(); m_debugDraw.DrawSegment(s1, p1, color); m_debugDraw.DrawSegment(s2, p2, color); m_debugDraw.DrawSegment(s1, s2, color); } break; case b2Joint.e_mouseJoint: m_debugDraw.DrawSegment(p1, p2, color); break; default: if (b1 != m_groundBody) m_debugDraw.DrawSegment(x1, p1, color); m_debugDraw.DrawSegment(p1, p2, color); if (b2 != m_groundBody) m_debugDraw.DrawSegment(x2, p2, color); } } static private var s_coreColor:b2Color = new b2Color(0.9, 0.6, 0.6); public function DrawShape(shape:b2Shape, xf:b2XForm, color:b2Color, core:Boolean) : void{ var coreColor:b2Color = s_coreColor; switch (shape.m_type) { case b2Shape.e_circleShape: { var circle:b2CircleShape = (shape as b2CircleShape); var center:b2Vec2 = b2Math.b2MulX(xf, circle.m_localPosition); var radius:Number = circle.m_radius; var axis:b2Vec2 = xf.R.col1; m_debugDraw.DrawSolidCircle(center, radius, axis, color); if (core) { m_debugDraw.DrawCircle(center, radius - b2Settings.b2_toiSlop, coreColor); } } break; case b2Shape.e_polygonShape: { var i:int; var poly:b2PolygonShape = (shape as b2PolygonShape); var vertexCount:int = poly.GetVertexCount(); var localVertices:Array = poly.GetVertices(); //b2Assert(vertexCount <= b2_maxPolygonVertices); var vertices:Array = new Array(b2Settings.b2_maxPolygonVertices); for (i = 0; i < vertexCount; ++i) { vertices[i] = b2Math.b2MulX(xf, localVertices[i]); } m_debugDraw.DrawSolidPolygon(vertices, vertexCount, color); if (core) { var localCoreVertices:Array = poly.GetCoreVertices(); for (i = 0; i < vertexCount; ++i) { vertices[i] = b2Math.b2MulX(xf, localCoreVertices[i]); } m_debugDraw.DrawPolygon(vertices, vertexCount, coreColor); } } break; case b2Shape.e_concaveArcShape: { var arc:b2ConcaveArcShape = (shape as b2ConcaveArcShape); vertexCount = arc.GetVertexCount(); localVertices = arc.GetVertices(); center = b2Math.b2MulX(xf, arc.m_arcCenter); //b2Assert(vertexCount <= b2_maxPolygonVertices); vertices = new Array(b2Settings.b2_maxPolygonVertices); for (i = 0; i < vertexCount; ++i) { vertices[i] = b2Math.b2MulX(xf, localVertices[i]); } m_debugDraw.DrawSolidConcaveArc(vertices, vertexCount, center, color); if (core) { localCoreVertices = arc.GetCoreVertices(); for (i = 0; i < vertexCount; ++i) { vertices[i] = b2Math.b2MulX(xf, localCoreVertices[i]); } m_debugDraw.DrawConcaveArc(vertices, vertexCount, center, coreColor); } } break; case b2Shape.e_staticEdgeShape: { var edge:b2StaticEdgeShape = (shape as b2StaticEdgeShape); m_debugDraw.DrawSegment(edge.m_v1, edge.m_v2, color); if (core) { m_debugDraw.DrawSegment(edge.m_coreV1, edge.m_coreV2, coreColor); } } break; } } static private var s_xf:b2XForm = new b2XForm(); public function DrawDebugData() : void{ if (m_debugDraw == null) { return; } m_debugDraw.m_sprite.graphics.clear(); var flags:uint = m_debugDraw.GetFlags(); var i:int; var b:b2Body; var s:b2Shape; var j:b2Joint; var bp:b2BroadPhase; var invQ:b2Vec2 = new b2Vec2; var x1:b2Vec2 = new b2Vec2; var x2:b2Vec2 = new b2Vec2; var color:b2Color = new b2Color(0,0,0); var xf:b2XForm; var b1:b2AABB = new b2AABB(); var b2:b2AABB = new b2AABB(); var vs:Array = [new b2Vec2(), new b2Vec2(), new b2Vec2(), new b2Vec2()]; if (flags & b2DebugDraw.e_shapeBit) { var core:Boolean = (flags & b2DebugDraw.e_coreShapeBit) == b2DebugDraw.e_coreShapeBit; for (b = m_bodyList; b; b = b.m_next) { xf = b.m_xf; for (s = b.GetShapeList(); s; s = s.m_next) { if (b.IsStatic()) { DrawShape(s, xf, new b2Color(0.5, 0.9, 0.5), core); } else if (b.IsSleeping()) { DrawShape(s, xf, new b2Color(0.5, 0.5, 0.9), core); } else { DrawShape(s, xf, new b2Color(0.9, 0.9, 0.9), core); } } } } if (flags & b2DebugDraw.e_jointBit) { for (j = m_jointList; j; j = j.m_next) { //if (j.m_type != b2Joint.e_mouseJoint) //{ DrawJoint(j); //} } } if (flags & b2DebugDraw.e_pairBit) { bp = m_broadPhase; //b2Vec2 invQ; invQ.Set(1.0 / bp.m_quantizationFactor.x, 1.0 / bp.m_quantizationFactor.y); //b2Color color(0.9f, 0.9f, 0.3f); color.Set(0.9, 0.9, 0.3); for (i = 0; i < b2Pair.b2_tableCapacity; ++i) { var index:uint = bp.m_pairManager.m_hashTable[i]; while (index != b2Pair.b2_nullPair) { var pair:b2Pair = bp.m_pairManager.m_pairs[ index ]; var p1:b2Proxy = bp.m_proxyPool[ pair.proxyId1 ]; var p2:b2Proxy = bp.m_proxyPool[ pair.proxyId2 ]; //b2AABB b1, b2; b1.lowerBound.x = bp.m_worldAABB.lowerBound.x + invQ.x * bp.m_bounds[0][p1.lowerBounds[0]].value; b1.lowerBound.y = bp.m_worldAABB.lowerBound.y + invQ.y * bp.m_bounds[1][p1.lowerBounds[1]].value; b1.upperBound.x = bp.m_worldAABB.lowerBound.x + invQ.x * bp.m_bounds[0][p1.upperBounds[0]].value; b1.upperBound.y = bp.m_worldAABB.lowerBound.y + invQ.y * bp.m_bounds[1][p1.upperBounds[1]].value; b2.lowerBound.x = bp.m_worldAABB.lowerBound.x + invQ.x * bp.m_bounds[0][p2.lowerBounds[0]].value; b2.lowerBound.y = bp.m_worldAABB.lowerBound.y + invQ.y * bp.m_bounds[1][p2.lowerBounds[1]].value; b2.upperBound.x = bp.m_worldAABB.lowerBound.x + invQ.x * bp.m_bounds[0][p2.upperBounds[0]].value; b2.upperBound.y = bp.m_worldAABB.lowerBound.y + invQ.y * bp.m_bounds[1][p2.upperBounds[1]].value; //b2Vec2 x1 = 0.5f * (b1.lowerBound + b1.upperBound); x1.x = 0.5 * (b1.lowerBound.x + b1.upperBound.x); x1.y = 0.5 * (b1.lowerBound.y + b1.upperBound.y); //b2Vec2 x2 = 0.5f * (b2.lowerBound + b2.upperBound); x2.x = 0.5 * (b2.lowerBound.x + b2.upperBound.x); x2.y = 0.5 * (b2.lowerBound.y + b2.upperBound.y); m_debugDraw.DrawSegment(x1, x2, color); index = pair.next; } } } if (flags & b2DebugDraw.e_aabbBit) { bp = m_broadPhase; var worldLower:b2Vec2 = bp.m_worldAABB.lowerBound; var worldUpper:b2Vec2 = bp.m_worldAABB.upperBound; //b2Vec2 invQ; invQ.Set(1.0 / bp.m_quantizationFactor.x, 1.0 / bp.m_quantizationFactor.y); //b2Color color(0.9f, 0.3f, 0.9f); color.Set(0.9, 0.3, 0.9); for (i = 0; i < b2Settings.b2_maxProxies; ++i) { var p:b2Proxy = bp.m_proxyPool[ i]; if (p.IsValid() == false) { continue; } //b2AABB b1; b1.lowerBound.x = worldLower.x + invQ.x * bp.m_bounds[0][p.lowerBounds[0]].value; b1.lowerBound.y = worldLower.y + invQ.y * bp.m_bounds[1][p.lowerBounds[1]].value; b1.upperBound.x = worldLower.x + invQ.x * bp.m_bounds[0][p.upperBounds[0]].value; b1.upperBound.y = worldLower.y + invQ.y * bp.m_bounds[1][p.upperBounds[1]].value; //b2Vec2 vs[4]; vs[0].Set(b1.lowerBound.x, b1.lowerBound.y); vs[1].Set(b1.upperBound.x, b1.lowerBound.y); vs[2].Set(b1.upperBound.x, b1.upperBound.y); vs[3].Set(b1.lowerBound.x, b1.upperBound.y); m_debugDraw.DrawPolygon(vs, 4, color); } //b2Vec2 vs[4]; vs[0].Set(worldLower.x, worldLower.y); vs[1].Set(worldUpper.x, worldLower.y); vs[2].Set(worldUpper.x, worldUpper.y); vs[3].Set(worldLower.x, worldUpper.y); m_debugDraw.DrawPolygon(vs, 4, new b2Color(0.3, 0.9, 0.9)); } if (flags & b2DebugDraw.e_obbBit) { //b2Color color(0.5f, 0.3f, 0.5f); color.Set(0.5, 0.3, 0.5); for (b = m_bodyList; b; b = b.m_next) { xf = b.m_xf; for (s = b.GetShapeList(); s; s = s.m_next) { if (s.m_type != b2Shape.e_polygonShape) { continue; } var poly:b2PolygonShape = (s as b2PolygonShape); var obb:b2OBB = poly.GetOBB(); var h:b2Vec2 = obb.extents; //b2Vec2 vs[4]; vs[0].Set(-h.x, -h.y); vs[1].Set( h.x, -h.y); vs[2].Set( h.x, h.y); vs[3].Set(-h.x, h.y); for (i = 0; i < 4; ++i) { //vs[i] = obb.center + b2Mul(obb.R, vs[i]); var tMat:b2Mat22 = obb.R; var tVec:b2Vec2 = vs[i]; var tX:Number; tX = obb.center.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); vs[i].y = obb.center.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); vs[i].x = tX; //vs[i] = b2Mul(xf, vs[i]); tMat = xf.R; tX = xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); vs[i].y = xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); vs[i].x = tX; } m_debugDraw.DrawPolygon(vs, 4, color); } } } if (flags & b2DebugDraw.e_centerOfMassBit) { for (b = m_bodyList; b; b = b.m_next) { xf = s_xf; xf.R = b.m_xf.R; xf.position = b.GetWorldCenter(); m_debugDraw.DrawXForm(xf); } } } public var m_blockAllocator:*; public var m_stackAllocator:*; public var m_lock:Boolean; public var m_broadPhase:b2BroadPhase; public var m_contactManager:b2ContactManager = new b2ContactManager(); public var m_bodyList:b2Body; public var m_jointList:b2Joint; // Do not access public var m_contactList:b2Contact; public var m_bodyCount:int; public var m_contactCount:int; public var m_jointCount:int; public var m_gravity:b2Vec2; public var m_allowSleep:Boolean; public var m_groundBody:b2Body; public var m_destructionListener:b2DestructionListener; public var m_boundaryListener:b2BoundaryListener; public var m_contactFilter:b2ContactFilter; public var m_contactListener:b2ContactListener; public var m_debugDraw:b2DebugDraw; public var m_inv_dt0:Number; public var m_positionIterationCount:int; // This is for debugging the solver. static public var m_positionCorrection:Boolean; // This is for debugging the solver. static public var m_warmStarting:Boolean; // This is for debugging the solver. static public var m_continuousPhysics:Boolean; }; }