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cpBody.js
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cpBody.js
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/* Copyright (c) 2007 Scott Lembcke
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/// @defgroup cpBody cpBody
/// Chipmunk's rigid body type. Rigid bodies hold the physical properties of an object like
/// it's mass, and position and velocity of it's center of gravity. They don't have an shape on their own.
/// They are given a shape by creating collision shapes (cpShape) that point to the body.
/// @{
var Body = cp.Body = function(m, i) {
/// Mass of the body.
/// Must agree with cpBody.m_inv! Use body.setMass() when changing the mass for this reason.
//this.m;
/// Mass inverse.
//this.m_inv;
/// Moment of inertia of the body.
/// Must agree with cpBody.i_inv! Use body.setMoment() when changing the moment for this reason.
//this.i;
/// Moment of inertia inverse.
//this.i_inv;
/// Position of the rigid body's center of gravity.
this.p = new Vect(0,0);
/// Velocity of the rigid body's center of gravity.
this.vx = this.vy = 0;
/// Force acting on the rigid body's center of gravity.
this.f = new Vect(0,0);
/// Rotation of the body around it's center of gravity in radians.
/// Must agree with cpBody.rot! Use cpBodySetAngle() when changing the angle for this reason.
//this.a;
/// Angular velocity of the body around it's center of gravity in radians/second.
this.w = 0;
/// Torque applied to the body around it's center of gravity.
this.t = 0;
/// Cached unit length vector representing the angle of the body.
/// Used for fast rotations using cpvrotate().
//cpVect rot;
/// Maximum velocity allowed when updating the velocity.
this.v_limit = Infinity;
/// Maximum rotational rate (in radians/second) allowed when updating the angular velocity.
this.w_limit = Infinity;
// This stuff is all private.
this.v_biasx = this.v_biasy = 0;
this.w_bias = 0;
this.space = null;
this.shapeList = [];
this.arbiterList = null; // These are both wacky linked lists.
this.constraintList = null;
// This stuff is used to track information on the collision graph.
this.nodeRoot = null;
this.nodeNext = null;
this.nodeIdleTime = 0;
// Set this.m and this.m_inv
this.setMass(m);
// Set this.i and this.i_inv
this.setMoment(i);
// Set this.a and this.rot
this.rot = new Vect(0,0);
this.setAngle(0);
};
// I wonder if this should use the constructor style like Body...
var createStaticBody = function()
{
var body = new Body(Infinity, Infinity);
body.nodeIdleTime = Infinity;
return body;
};
if (typeof DEBUG !== 'undefined' && DEBUG) {
var v_assert_nan = function(v, message){assert(v.x == v.x && v.y == v.y, message); };
var v_assert_infinite = function(v, message){assert(Math.abs(v.x) !== Infinity && Math.abs(v.y) !== Infinity, message);};
var v_assert_sane = function(v, message){v_assert_nan(v, message); v_assert_infinite(v, message);};
Body.prototype.sanityCheck = function()
{
assert(this.m === this.m && this.m_inv === this.m_inv, "Body's mass is invalid.");
assert(this.i === this.i && this.i_inv === this.i_inv, "Body's moment is invalid.");
v_assert_sane(this.p, "Body's position is invalid.");
v_assert_sane(this.f, "Body's force is invalid.");
assert(this.vx === this.vx && Math.abs(this.vx) !== Infinity, "Body's velocity is invalid.");
assert(this.vy === this.vy && Math.abs(this.vy) !== Infinity, "Body's velocity is invalid.");
assert(this.a === this.a && Math.abs(this.a) !== Infinity, "Body's angle is invalid.");
assert(this.w === this.w && Math.abs(this.w) !== Infinity, "Body's angular velocity is invalid.");
assert(this.t === this.t && Math.abs(this.t) !== Infinity, "Body's torque is invalid.");
v_assert_sane(this.rot, "Body's rotation vector is invalid.");
assert(this.v_limit === this.v_limit, "Body's velocity limit is invalid.");
assert(this.w_limit === this.w_limit, "Body's angular velocity limit is invalid.");
};
} else {
Body.prototype.sanityCheck = function(){};
}
Body.prototype.getPos = function() { return this.p; };
Body.prototype.getVel = function() { return new Vect(this.vx, this.vy); };
Body.prototype.getAngVel = function() { return this.w; };
/// Returns true if the body is sleeping.
Body.prototype.isSleeping = function()
{
return this.nodeRoot !== null;
};
/// Returns true if the body is static.
Body.prototype.isStatic = function()
{
return this.nodeIdleTime === Infinity;
};
/// Returns true if the body has not been added to a space.
Body.prototype.isRogue = function()
{
return this.space === null;
};
// It would be nicer to use defineProperty for this, but its about 30x slower:
// http://jsperf.com/defineproperty-vs-setter
Body.prototype.setMass = function(mass)
{
assert(mass > 0, "Mass must be positive and non-zero.");
//activate is defined in cpSpaceComponent
this.activate();
this.m = mass;
this.m_inv = 1/mass;
};
Body.prototype.setMoment = function(moment)
{
assert(moment > 0, "Moment of Inertia must be positive and non-zero.");
this.activate();
this.i = moment;
this.i_inv = 1/moment;
};
Body.prototype.addShape = function(shape)
{
this.shapeList.push(shape);
};
Body.prototype.removeShape = function(shape)
{
// This implementation has a linear time complexity with the number of shapes.
// The original implementation used linked lists instead, which might be faster if
// you're constantly editing the shape of a body. I expect most bodies will never
// have their shape edited, so I'm just going to use the simplest possible implemention.
deleteObjFromList(this.shapeList, shape);
};
var filterConstraints = function(node, body, filter)
{
if(node === filter){
return node.next(body);
} else if(node.a === body){
node.next_a = filterConstraints(node.next_a, body, filter);
} else {
node.next_b = filterConstraints(node.next_b, body, filter);
}
return node;
};
Body.prototype.removeConstraint = function(constraint)
{
// The constraint must be in the constraints list when this is called.
this.constraintList = filterConstraints(this.constraintList, this, constraint);
};
Body.prototype.setPos = function(pos)
{
this.activate();
this.sanityCheck();
// If I allow the position to be set to vzero, vzero will get changed.
if (pos === vzero) {
pos = cp.v(0,0);
}
this.p = pos;
};
Body.prototype.setVel = function(velocity)
{
this.activate();
this.vx = velocity.x;
this.vy = velocity.y;
};
Body.prototype.setAngVel = function(w)
{
this.activate();
this.w = w;
};
Body.prototype.setAngleInternal = function(angle)
{
assert(!isNaN(angle), "Internal Error: Attempting to set body's angle to NaN");
this.a = angle;//fmod(a, (cpFloat)M_PI*2.0f);
//this.rot = vforangle(angle);
this.rot.x = Math.cos(angle);
this.rot.y = Math.sin(angle);
};
Body.prototype.setAngle = function(angle)
{
this.activate();
this.sanityCheck();
this.setAngleInternal(angle);
};
Body.prototype.velocity_func = function(gravity, damping, dt)
{
//this.v = vclamp(vadd(vmult(this.v, damping), vmult(vadd(gravity, vmult(this.f, this.m_inv)), dt)), this.v_limit);
var vx = this.vx * damping + (gravity.x + this.f.x * this.m_inv) * dt;
var vy = this.vy * damping + (gravity.y + this.f.y * this.m_inv) * dt;
//var v = vclamp(new Vect(vx, vy), this.v_limit);
//this.vx = v.x; this.vy = v.y;
var v_limit = this.v_limit;
var lensq = vx * vx + vy * vy;
var scale = (lensq > v_limit*v_limit) ? v_limit / Math.sqrt(lensq) : 1;
this.vx = vx * scale;
this.vy = vy * scale;
var w_limit = this.w_limit;
this.w = clamp(this.w*damping + this.t*this.i_inv*dt, -w_limit, w_limit);
this.sanityCheck();
};
Body.prototype.position_func = function(dt)
{
//this.p = vadd(this.p, vmult(vadd(this.v, this.v_bias), dt));
//this.p = this.p + (this.v + this.v_bias) * dt;
this.p.x += (this.vx + this.v_biasx) * dt;
this.p.y += (this.vy + this.v_biasy) * dt;
this.setAngleInternal(this.a + (this.w + this.w_bias)*dt);
this.v_biasx = this.v_biasy = 0;
this.w_bias = 0;
this.sanityCheck();
};
Body.prototype.resetForces = function()
{
this.activate();
this.f = new Vect(0,0);
this.t = 0;
};
Body.prototype.applyForce = function(force, r)
{
this.activate();
this.f = vadd(this.f, force);
this.t += vcross(r, force);
};
Body.prototype.applyImpulse = function(j, r)
{
this.activate();
apply_impulse(this, j.x, j.y, r);
};
Body.prototype.getVelAtPoint = function(r)
{
return vadd(new Vect(this.vx, this.vy), vmult(vperp(r), this.w));
};
/// Get the velocity on a body (in world units) at a point on the body in world coordinates.
Body.prototype.getVelAtWorldPoint = function(point)
{
return this.getVelAtPoint(vsub(point, this.p));
};
/// Get the velocity on a body (in world units) at a point on the body in local coordinates.
Body.prototype.getVelAtLocalPoint = function(point)
{
return this.getVelAtPoint(vrotate(point, this.rot));
};
Body.prototype.eachShape = function(func)
{
for(var i = 0, len = this.shapeList.length; i < len; i++) {
func(this.shapeList[i]);
}
};
Body.prototype.eachConstraint = function(func)
{
var constraint = this.constraintList;
while(constraint) {
var next = constraint.next(this);
func(constraint);
constraint = next;
}
};
Body.prototype.eachArbiter = function(func)
{
var arb = this.arbiterList;
while(arb){
var next = arb.next(this);
arb.swappedColl = (this === arb.body_b);
func(arb);
arb = next;
}
};
/// Convert body relative/local coordinates to absolute/world coordinates.
Body.prototype.local2World = function(v)
{
return vadd(this.p, vrotate(v, this.rot));
};
/// Convert body absolute/world coordinates to relative/local coordinates.
Body.prototype.world2Local = function(v)
{
return vunrotate(vsub(v, this.p), this.rot);
};
/// Get the kinetic energy of a body.
Body.prototype.kineticEnergy = function()
{
// Need to do some fudging to avoid NaNs
var vsq = this.vx*this.vx + this.vy*this.vy;
var wsq = this.w * this.w;
return (vsq ? vsq*this.m : 0) + (wsq ? wsq*this.i : 0);
};