org.jbox2d.dynamics
Class Body

java.lang.Object
  extended by org.jbox2d.dynamics.Body

public class Body
extends Object

A rigid body. These are created via World.createBody.

Author:
Daniel Murphy

Field Summary
static int e_activeFlag
           
static int e_autoSleepFlag
           
static int e_awakeFlag
           
static int e_bulletFlag
           
static int e_fixedRotationFlag
           
static int e_islandFlag
           
static int e_toiFlag
           
 float m_angularDamping
           
 float m_angularVelocity
           
 ContactEdge m_contactList
           
 int m_fixtureCount
           
 Fixture m_fixtureList
           
 int m_flags
           
 Vec2 m_force
           
 float m_gravityScale
           
 float m_I
           
 float m_invI
           
 float m_invMass
           
 int m_islandIndex
           
 JointEdge m_jointList
           
 float m_linearDamping
           
 Vec2 m_linearVelocity
           
 float m_mass
           
 Body m_next
           
 Body m_prev
           
 float m_sleepTime
           
 Sweep m_sweep
          The swept motion for CCD
 float m_torque
           
 BodyType m_type
           
 Object m_userData
           
 World m_world
           
 Transform m_xf
          The body origin transform.
 
Constructor Summary
Body(BodyDef bd, World world)
           
 
Method Summary
protected  void advance(float t)
           
 void applyAngularImpulse(float impulse)
          Apply an angular impulse.
 void applyForce(Vec2 force, Vec2 point)
          Apply a force at a world point.
 void applyForceToCenter(Vec2 force)
          Apply a force to the center of mass.
 void applyLinearImpulse(Vec2 impulse, Vec2 point)
          Apply an impulse at a point.
 void applyTorque(float torque)
          Apply a torque.
 Fixture createFixture(FixtureDef def)
          Creates a fixture and attach it to this body.
 Fixture createFixture(Shape shape, float density)
          Creates a fixture from a shape and attach it to this body.
 void destroyFixture(Fixture fixture)
          Destroy a fixture.
 float getAngle()
          Get the angle in radians.
 float getAngularDamping()
          Get the angular damping of the body.
 float getAngularVelocity()
          Get the angular velocity.
 ContactEdge getContactList()
          Get the list of all contacts attached to this body.
 Fixture getFixtureList()
          Get the list of all fixtures attached to this body.
 float getGravityScale()
          Get the gravity scale of the body.
 float getInertia()
          Get the central rotational inertia of the body.
 JointEdge getJointList()
          Get the list of all joints attached to this body.
 float getLinearDamping()
          Get the linear damping of the body.
 Vec2 getLinearVelocity()
          Get the linear velocity of the center of mass.
 Vec2 getLinearVelocityFromLocalPoint(Vec2 localPoint)
          Get the world velocity of a local point.
 void getLinearVelocityFromLocalPointToOut(Vec2 localPoint, Vec2 out)
           
 Vec2 getLinearVelocityFromWorldPoint(Vec2 worldPoint)
          Get the world linear velocity of a world point attached to this body.
 void getLinearVelocityFromWorldPointToOut(Vec2 worldPoint, Vec2 out)
           
 Vec2 getLocalCenter()
          Get the local position of the center of mass.
 Vec2 getLocalPoint(Vec2 worldPoint)
          Gets a local point relative to the body's origin given a world point.
 void getLocalPointToOut(Vec2 worldPoint, Vec2 out)
           
 Vec2 getLocalVector(Vec2 worldVector)
          Gets a local vector given a world vector.
 void getLocalVectorToOut(Vec2 worldVector, Vec2 out)
           
 void getLocalVectorToOutUnsafe(Vec2 worldVector, Vec2 out)
           
 float getMass()
          Get the total mass of the body.
 void getMassData(MassData data)
          Get the mass data of the body.
 Body getNext()
          Get the next body in the world's body list.
 Vec2 getPosition()
          Get the world body origin position.
 Transform getTransform()
          Get the body transform for the body's origin.
 BodyType getType()
           
 Object getUserData()
          Get the user data pointer that was provided in the body definition.
 World getWorld()
          Get the parent world of this body.
 Vec2 getWorldCenter()
          Get the world position of the center of mass.
 Vec2 getWorldPoint(Vec2 localPoint)
          Get the world coordinates of a point given the local coordinates.
 void getWorldPointToOut(Vec2 localPoint, Vec2 out)
           
 Vec2 getWorldVector(Vec2 localVector)
          Get the world coordinates of a vector given the local coordinates.
 void getWorldVectorToOut(Vec2 localVector, Vec2 out)
           
 void getWorldVectorToOutUnsafe(Vec2 localVector, Vec2 out)
           
 boolean isActive()
          Get the active state of the body.
 boolean isAwake()
          Get the sleeping state of this body.
 boolean isBullet()
          Is this body treated like a bullet for continuous collision detection?
 boolean isFixedRotation()
          Does this body have fixed rotation?
 boolean isSleepingAllowed()
          Is this body allowed to sleep
 void resetMassData()
          This resets the mass properties to the sum of the mass properties of the fixtures.
 void setActive(boolean flag)
          Set the active state of the body.
 void setAngularDamping(float angularDamping)
          Set the angular damping of the body.
 void setAngularVelocity(float w)
          Set the angular velocity.
 void setAwake(boolean flag)
          Set the sleep state of the body.
 void setBullet(boolean flag)
          Should this body be treated like a bullet for continuous collision detection?
 void setFixedRotation(boolean flag)
          Set this body to have fixed rotation.
 void setGravityScale(float gravityScale)
          Set the gravity scale of the body.
 void setLinearDamping(float linearDamping)
          Set the linear damping of the body.
 void setLinearVelocity(Vec2 v)
          Set the linear velocity of the center of mass.
 void setMassData(MassData massData)
          Set the mass properties to override the mass properties of the fixtures.
 void setSleepingAllowed(boolean flag)
          You can disable sleeping on this body.
 void setTransform(Vec2 position, float angle)
          Set the position of the body's origin and rotation.
 void setType(BodyType type)
          Set the type of this body.
 void setUserData(Object data)
          Set the user data.
 boolean shouldCollide(Body other)
          This is used to prevent connected bodies from colliding.
protected  void synchronizeFixtures()
           
 void synchronizeTransform()
           
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

e_islandFlag

public static final int e_islandFlag
See Also:
Constant Field Values

e_awakeFlag

public static final int e_awakeFlag
See Also:
Constant Field Values

e_autoSleepFlag

public static final int e_autoSleepFlag
See Also:
Constant Field Values

e_bulletFlag

public static final int e_bulletFlag
See Also:
Constant Field Values

e_fixedRotationFlag

public static final int e_fixedRotationFlag
See Also:
Constant Field Values

e_activeFlag

public static final int e_activeFlag
See Also:
Constant Field Values

e_toiFlag

public static final int e_toiFlag
See Also:
Constant Field Values

m_type

public BodyType m_type

m_flags

public int m_flags

m_islandIndex

public int m_islandIndex

m_xf

public final Transform m_xf
The body origin transform.


m_sweep

public final Sweep m_sweep
The swept motion for CCD


m_linearVelocity

public final Vec2 m_linearVelocity

m_angularVelocity

public float m_angularVelocity

m_force

public final Vec2 m_force

m_torque

public float m_torque

m_world

public World m_world

m_prev

public Body m_prev

m_next

public Body m_next

m_fixtureList

public Fixture m_fixtureList

m_fixtureCount

public int m_fixtureCount

m_jointList

public JointEdge m_jointList

m_contactList

public ContactEdge m_contactList

m_mass

public float m_mass

m_invMass

public float m_invMass

m_I

public float m_I

m_invI

public float m_invI

m_linearDamping

public float m_linearDamping

m_angularDamping

public float m_angularDamping

m_gravityScale

public float m_gravityScale

m_sleepTime

public float m_sleepTime

m_userData

public Object m_userData
Constructor Detail

Body

public Body(BodyDef bd,
            World world)
Method Detail

createFixture

public final Fixture createFixture(FixtureDef def)
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.

Parameters:
def - the fixture definition.

createFixture

public final Fixture createFixture(Shape shape,
                                   float density)
Creates a fixture from a shape and attach it to this body. This is a convenience function. Use FixtureDef 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.

Parameters:
shape - the shape to be cloned.
density - the shape density (set to zero for static bodies).

destroyFixture

public final void destroyFixture(Fixture fixture)
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.

Parameters:
fixture - the fixture to be removed.

setTransform

public final void setTransform(Vec2 position,
                               float 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.

Parameters:
position - the world position of the body's local origin.
angle - the world rotation in radians.

getTransform

public final Transform getTransform()
Get the body transform for the body's origin.

Returns:
the world transform of the body's origin.

getPosition

public final Vec2 getPosition()
Get the world body origin position. Do not modify.

Returns:
the world position of the body's origin.

getAngle

public final float getAngle()
Get the angle in radians.

Returns:
the current world rotation angle in radians.

getWorldCenter

public final Vec2 getWorldCenter()
Get the world position of the center of mass. Do not modify.


getLocalCenter

public final Vec2 getLocalCenter()
Get the local position of the center of mass. Do not modify.


setLinearVelocity

public final void setLinearVelocity(Vec2 v)
Set the linear velocity of the center of mass.

Parameters:
v - the new linear velocity of the center of mass.

getLinearVelocity

public final Vec2 getLinearVelocity()
Get the linear velocity of the center of mass. Do not modify, instead use setLinearVelocity(Vec2).

Returns:
the linear velocity of the center of mass.

setAngularVelocity

public final void setAngularVelocity(float w)
Set the angular velocity.

Parameters:
omega - the new angular velocity in radians/second.

getAngularVelocity

public final float getAngularVelocity()
Get the angular velocity.

Returns:
the angular velocity in radians/second.

getGravityScale

public float getGravityScale()
Get the gravity scale of the body.

Returns:

setGravityScale

public void setGravityScale(float gravityScale)
Set the gravity scale of the body.

Parameters:
gravityScale -

applyForce

public final void applyForce(Vec2 force,
                             Vec2 point)
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.

Parameters:
force - the world force vector, usually in Newtons (N).
point - the world position of the point of application.

applyForceToCenter

public final void applyForceToCenter(Vec2 force)
Apply a force to the center of mass. This wakes up the body.

Parameters:
force - the world force vector, usually in Newtons (N).

applyTorque

public final void applyTorque(float torque)
Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass. This wakes up the body.

Parameters:
torque - about the z-axis (out of the screen), usually in N-m.

applyLinearImpulse

public final void applyLinearImpulse(Vec2 impulse,
                                     Vec2 point)
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.

Parameters:
impulse - the world impulse vector, usually in N-seconds or kg-m/s.
point - the world position of the point of application.

applyAngularImpulse

public void applyAngularImpulse(float impulse)
Apply an angular impulse.

Parameters:
impulse - the angular impulse in units of kg*m*m/s

getMass

public final float getMass()
Get the total mass of the body.

Returns:
the mass, usually in kilograms (kg).

getInertia

public final float getInertia()
Get the central rotational inertia of the body.

Returns:
the rotational inertia, usually in kg-m^2.

getMassData

public final void getMassData(MassData data)
Get the mass data of the body. The rotational inertia is relative to the center of mass.


setMassData

public final void setMassData(MassData 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.

Parameters:
massData - the mass properties.

resetMassData

public final void resetMassData()
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.


getWorldPoint

public final Vec2 getWorldPoint(Vec2 localPoint)
Get the world coordinates of a point given the local coordinates.

Parameters:
localPoint - a point on the body measured relative the the body's origin.
Returns:
the same point expressed in world coordinates.

getWorldPointToOut

public final void getWorldPointToOut(Vec2 localPoint,
                                     Vec2 out)

getWorldVector

public final Vec2 getWorldVector(Vec2 localVector)
Get the world coordinates of a vector given the local coordinates.

Parameters:
localVector - a vector fixed in the body.
Returns:
the same vector expressed in world coordinates.

getWorldVectorToOut

public final void getWorldVectorToOut(Vec2 localVector,
                                      Vec2 out)

getWorldVectorToOutUnsafe

public final void getWorldVectorToOutUnsafe(Vec2 localVector,
                                            Vec2 out)

getLocalPoint

public final Vec2 getLocalPoint(Vec2 worldPoint)
Gets a local point relative to the body's origin given a world point.

Parameters:
a - point in world coordinates.
Returns:
the corresponding local point relative to the body's origin.

getLocalPointToOut

public final void getLocalPointToOut(Vec2 worldPoint,
                                     Vec2 out)

getLocalVector

public final Vec2 getLocalVector(Vec2 worldVector)
Gets a local vector given a world vector.

Parameters:
a - vector in world coordinates.
Returns:
the corresponding local vector.

getLocalVectorToOut

public final void getLocalVectorToOut(Vec2 worldVector,
                                      Vec2 out)

getLocalVectorToOutUnsafe

public final void getLocalVectorToOutUnsafe(Vec2 worldVector,
                                            Vec2 out)

getLinearVelocityFromWorldPoint

public final Vec2 getLinearVelocityFromWorldPoint(Vec2 worldPoint)
Get the world linear velocity of a world point attached to this body.

Parameters:
a - point in world coordinates.
Returns:
the world velocity of a point.

getLinearVelocityFromWorldPointToOut

public final void getLinearVelocityFromWorldPointToOut(Vec2 worldPoint,
                                                       Vec2 out)

getLinearVelocityFromLocalPoint

public final Vec2 getLinearVelocityFromLocalPoint(Vec2 localPoint)
Get the world velocity of a local point.

Parameters:
a - point in local coordinates.
Returns:
the world velocity of a point.

getLinearVelocityFromLocalPointToOut

public final void getLinearVelocityFromLocalPointToOut(Vec2 localPoint,
                                                       Vec2 out)

getLinearDamping

public final float getLinearDamping()
Get the linear damping of the body.


setLinearDamping

public final void setLinearDamping(float linearDamping)
Set the linear damping of the body.


getAngularDamping

public final float getAngularDamping()
Get the angular damping of the body.


setAngularDamping

public final void setAngularDamping(float angularDamping)
Set the angular damping of the body.


getType

public BodyType getType()

setType

public void setType(BodyType type)
Set the type of this body. This may alter the mass and velocity.

Parameters:
type -

isBullet

public final boolean isBullet()
Is this body treated like a bullet for continuous collision detection?


setBullet

public final void setBullet(boolean flag)
Should this body be treated like a bullet for continuous collision detection?


setSleepingAllowed

public void setSleepingAllowed(boolean flag)
You can disable sleeping on this body. If you disable sleeping, the body will be woken.

Parameters:
flag -

isSleepingAllowed

public boolean isSleepingAllowed()
Is this body allowed to sleep

Returns:

setAwake

public void setAwake(boolean flag)
Set the sleep state of the body. A sleeping body has very low CPU cost.

Parameters:
flag - set to true to put body to sleep, false to wake it.
flag -

isAwake

public boolean isAwake()
Get the sleeping state of this body.

Returns:
true if the body is sleeping.

setActive

public void setActive(boolean flag)
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 World object and remains in the body list.

Parameters:
flag -

isActive

public boolean isActive()
Get the active state of the body.

Returns:

setFixedRotation

public void setFixedRotation(boolean flag)
Set this body to have fixed rotation. This causes the mass to be reset.

Parameters:
flag -

isFixedRotation

public boolean isFixedRotation()
Does this body have fixed rotation?

Returns:

getFixtureList

public final Fixture getFixtureList()
Get the list of all fixtures attached to this body.


getJointList

public final JointEdge getJointList()
Get the list of all joints attached to this body.


getContactList

public final ContactEdge getContactList()
Get the list of all contacts attached to this body.


getNext

public final Body getNext()
Get the next body in the world's body list.


getUserData

public final Object getUserData()
Get the user data pointer that was provided in the body definition.


setUserData

public final void setUserData(Object data)
Set the user data. Use this to store your application specific data.


getWorld

public final World getWorld()
Get the parent world of this body.


synchronizeFixtures

protected final void synchronizeFixtures()

synchronizeTransform

public final void synchronizeTransform()

shouldCollide

public boolean shouldCollide(Body other)
This is used to prevent connected bodies from colliding. It may lie, depending on the collideConnected flag.

Parameters:
other -
Returns:

advance

protected final void advance(float t)


Copyright © 2013. All Rights Reserved.