Android Open Source - gameengine World






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Apache License

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Java Source Code

/*******************************************************************************
 * Copyright 2011 See AUTHORS file.//from  w w w.  j av a2 s .  com
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.physics.box2d;

import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;

import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.JointDef.JointType;
import com.badlogic.gdx.physics.box2d.joints.DistanceJoint;
import com.badlogic.gdx.physics.box2d.joints.DistanceJointDef;
import com.badlogic.gdx.physics.box2d.joints.FrictionJoint;
import com.badlogic.gdx.physics.box2d.joints.FrictionJointDef;
import com.badlogic.gdx.physics.box2d.joints.GearJoint;
import com.badlogic.gdx.physics.box2d.joints.GearJointDef;
import com.badlogic.gdx.physics.box2d.joints.MouseJoint;
import com.badlogic.gdx.physics.box2d.joints.MouseJointDef;
import com.badlogic.gdx.physics.box2d.joints.PrismaticJoint;
import com.badlogic.gdx.physics.box2d.joints.PrismaticJointDef;
import com.badlogic.gdx.physics.box2d.joints.PulleyJoint;
import com.badlogic.gdx.physics.box2d.joints.PulleyJointDef;
import com.badlogic.gdx.physics.box2d.joints.RevoluteJoint;
import com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef;
import com.badlogic.gdx.physics.box2d.joints.RopeJoint;
import com.badlogic.gdx.physics.box2d.joints.RopeJointDef;
import com.badlogic.gdx.physics.box2d.joints.WeldJoint;
import com.badlogic.gdx.physics.box2d.joints.WeldJointDef;
import com.badlogic.gdx.physics.box2d.joints.WheelJoint;
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.utils.LongMap;
import com.badlogic.gdx.utils.Pool;

/**
 * The world class manages all physics entities, dynamic simulation, and
 * asynchronous queries. The world also contains efficient memory management
 * facilities.
 * 
 * @author mzechner
 */
public final class World implements Disposable {
    /*
     * JNI #include <Box2D/Box2D.h>
     * 
     * static jclass worldClass = 0; static jmethodID shouldCollideID = 0;
     * static jmethodID beginContactID = 0; static jmethodID endContactID = 0;
     * static jmethodID preSolveID = 0; static jmethodID postSolveID = 0; static
     * jmethodID reportFixtureID = 0; static jmethodID reportRayFixtureID = 0;
     * 
     * class CustomRayCastCallback: public b2RayCastCallback { private: JNIEnv*
     * env; jobject obj;
     * 
     * public: CustomRayCastCallback( JNIEnv *env, jobject obj ) { this->env =
     * env; this->obj = obj; }
     * 
     * virtual float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point,
     * const b2Vec2& normal, float32 fraction) { return
     * env->CallFloatMethod(obj, reportRayFixtureID, (jlong)fixture,
     * (jfloat)point.x, (jfloat)point.y, (jfloat)normal.x, (jfloat)normal.y,
     * (jfloat)fraction ); } };
     * 
     * class CustomContactFilter: public b2ContactFilter { private: JNIEnv* env;
     * jobject obj;
     * 
     * public: CustomContactFilter( JNIEnv* env, jobject obj ) { this->env =
     * env; this->obj = obj; }
     * 
     * virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB) {
     * if( shouldCollideID != 0 ) return env->CallBooleanMethod( obj,
     * shouldCollideID, (jlong)fixtureA, (jlong)fixtureB ); else return true; }
     * };
     * 
     * class CustomContactListener: public b2ContactListener { private: JNIEnv*
     * env; jobject obj;
     * 
     * public: CustomContactListener( JNIEnv* env, jobject obj ) { this->env =
     * env; this->obj = obj; }
     * 
     * /// Called when two fixtures begin to touch. virtual void
     * BeginContact(b2Contact* contact) { if( beginContactID != 0 )
     * env->CallVoidMethod(obj, beginContactID, (jlong)contact ); }
     * 
     * /// Called when two fixtures cease to touch. virtual void
     * EndContact(b2Contact* contact) { if( endContactID != 0 )
     * env->CallVoidMethod(obj, endContactID, (jlong)contact); }
     * 
     * /// This is called after a contact is updated. virtual void
     * PreSolve(b2Contact* contact, const b2Manifold* oldManifold) { if(
     * preSolveID != 0 ) env->CallVoidMethod(obj, preSolveID, (jlong)contact,
     * (jlong)oldManifold); }
     * 
     * /// This lets you inspect a contact after the solver is finished. virtual
     * void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) { if(
     * postSolveID != 0 ) env->CallVoidMethod(obj, postSolveID, (jlong)contact,
     * (jlong)impulse); } };
     * 
     * class CustomQueryCallback: public b2QueryCallback { private: JNIEnv* env;
     * jobject obj;
     * 
     * public: CustomQueryCallback( JNIEnv* env, jobject obj ) { this->env =
     * env; this->obj = obj; }
     * 
     * virtual bool ReportFixture( b2Fixture* fixture ) { return
     * env->CallBooleanMethod(obj, reportFixtureID, (jlong)fixture ); } };
     * 
     * inline b2BodyType getBodyType( int type ) { switch( type ) { case 0:
     * return b2_staticBody; case 1: return b2_kinematicBody; case 2: return
     * b2_dynamicBody; default: return b2_staticBody; } }
     * 
     * b2ContactFilter defaultFilter;
     */

    /** pool for bodies **/
    protected final Pool<Body> freeBodies = new Pool<Body>(100, 200) {
        @Override
        protected Body newObject() {
            return new Body(World.this, 0);
        }
    };

    /** pool for fixtures **/
    protected final Pool<Fixture> freeFixtures = new Pool<Fixture>(100, 200) {
        @Override
        protected Fixture newObject() {
            return new Fixture(null, 0);
        }
    };

    /** the address of the world instance **/
    private final long addr;

    /** all known bodies **/
    protected final LongMap<Body> bodies = new LongMap<Body>(100);

    /** all known fixtures **/
    protected final LongMap<Fixture> fixtures = new LongMap<Fixture>(100);

    /** all known joints **/
    protected final LongMap<Joint> joints = new LongMap<Joint>(100);

    /** Contact filter **/
    protected ContactFilter contactFilter = null;

    /** Contact listener **/
    protected ContactListener contactListener = null;

    /**
     * Construct a world object.
     * 
     * @param gravity
     *            the world gravity vector.
     * @param doSleep
     *            improve performance by not simulating inactive bodies.
     */
    public World(Vector2 gravity, boolean doSleep) {
        addr = newWorld(gravity.x, gravity.y, doSleep);

        contacts.ensureCapacity(contactAddrs.length);
        freeContacts.ensureCapacity(contactAddrs.length);

        for (int i = 0; i < contactAddrs.length; i++)
            freeContacts.add(new Contact(this, 0));
    }

    private native long newWorld(float gravityX, float gravityY, boolean doSleep); /*
                                                                                    * /
                                                                                    * /
                                                                                    * we
                                                                                    * leak
                                                                                    * one
                                                                                    * global
                                                                                    * ref
                                                                                    * .
                                                                                    * if
                                                                                    * (
                                                                                    * !
                                                                                    * worldClass
                                                                                    * )
                                                                                    * {
                                                                                    * worldClass
                                                                                    * =
                                                                                    * (
                                                                                    * jclass
                                                                                    * )
                                                                                    * env
                                                                                    * -
                                                                                    * >
                                                                                    * NewGlobalRef
                                                                                    * (
                                                                                    * env
                                                                                    * -
                                                                                    * >
                                                                                    * GetObjectClass
                                                                                    * (
                                                                                    * object
                                                                                    * )
                                                                                    * )
                                                                                    * ;
                                                                                    * beginContactID
                                                                                    * =
                                                                                    * env
                                                                                    * -
                                                                                    * >
                                                                                    * GetMethodID
                                                                                    * (
                                                                                    * worldClass
                                                                                    * ,
                                                                                    * "beginContact"
                                                                                    * ,
                                                                                    * "(J)V"
                                                                                    * )
                                                                                    * ;
                                                                                    * endContactID
                                                                                    * =
                                                                                    * env
                                                                                    * -
                                                                                    * >
                                                                                    * GetMethodID
                                                                                    * (
                                                                                    * worldClass
                                                                                    * ,
                                                                                    * "endContact"
                                                                                    * ,
                                                                                    * "(J)V"
                                                                                    * )
                                                                                    * ;
                                                                                    * preSolveID
                                                                                    * =
                                                                                    * env
                                                                                    * -
                                                                                    * >
                                                                                    * GetMethodID
                                                                                    * (
                                                                                    * worldClass
                                                                                    * ,
                                                                                    * "preSolve"
                                                                                    * ,
                                                                                    * "(JJ)V"
                                                                                    * )
                                                                                    * ;
                                                                                    * postSolveID
                                                                                    * =
                                                                                    * env
                                                                                    * -
                                                                                    * >
                                                                                    * GetMethodID
                                                                                    * (
                                                                                    * worldClass
                                                                                    * ,
                                                                                    * "postSolve"
                                                                                    * ,
                                                                                    * "(JJ)V"
                                                                                    * )
                                                                                    * ;
                                                                                    * reportFixtureID
                                                                                    * =
                                                                                    * env
                                                                                    * -
                                                                                    * >
                                                                                    * GetMethodID
                                                                                    * (
                                                                                    * worldClass
                                                                                    * ,
                                                                                    * "reportFixture"
                                                                                    * ,
                                                                                    * "(J)Z"
                                                                                    * )
                                                                                    * ;
                                                                                    * reportRayFixtureID
                                                                                    * =
                                                                                    * env
                                                                                    * -
                                                                                    * >
                                                                                    * GetMethodID
                                                                                    * (
                                                                                    * worldClass
                                                                                    * ,
                                                                                    * "reportRayFixture"
                                                                                    * ,
                                                                                    * "(JFFFFF)F"
                                                                                    * )
                                                                                    * ;
                                                                                    * shouldCollideID
                                                                                    * =
                                                                                    * env
                                                                                    * -
                                                                                    * >
                                                                                    * GetMethodID
                                                                                    * (
                                                                                    * worldClass
                                                                                    * ,
                                                                                    * "contactFilter"
                                                                                    * ,
                                                                                    * "(JJ)Z"
                                                                                    * )
                                                                                    * ;
                                                                                    * }
                                                                                    * 
                                                                                    * b2World
                                                                                    * *
                                                                                    * world
                                                                                    * =
                                                                                    * new
                                                                                    * b2World
                                                                                    * (
                                                                                    * b2Vec2
                                                                                    * (
                                                                                    * gravityX
                                                                                    * ,
                                                                                    * gravityY
                                                                                    * )
                                                                                    * ,
                                                                                    * doSleep
                                                                                    * )
                                                                                    * ;
                                                                                    * return
                                                                                    * (
                                                                                    * jlong
                                                                                    * )
                                                                                    * world
                                                                                    * ;
                                                                                    */

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

    }

    /**
     * Register a contact filter to provide specific control over collision.
     * Otherwise the default filter is used (b2_defaultFilter). The listener is
     * owned by you and must remain in scope.
     */
    public void setContactFilter(ContactFilter filter) {
        this.contactFilter = filter;
        setUseDefaultContactFilter(filter == null);
    }

    /** tells the native code not to call the Java world class if use is false **/
    private native void setUseDefaultContactFilter(boolean use); /*
                                                                  * // FIXME
                                                                  */

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

    /**
     * Create a rigid body given a definition. No reference to the definition is
     * retained.
     * 
     * @warning This function is locked during callbacks.
     */
    public Body createBody(BodyDef def) {
        long bodyAddr = jniCreateBody(addr, def.type.getValue(), def.position.x, def.position.y, def.angle, def.linearVelocity.x, def.linearVelocity.y,
                def.angularVelocity, def.linearDamping, def.angularDamping, def.allowSleep, def.awake, def.fixedRotation, def.bullet, def.active,
                def.gravityScale);
        Body body = freeBodies.obtain();
        body.reset(bodyAddr);
        this.bodies.put(body.addr, body);
        return body;
    }

    private native long jniCreateBody(long addr, int type, float positionX, float positionY, float angle, float linearVelocityX, float linearVelocityY,
            float angularVelocity, float linearDamping, float angularDamping, boolean allowSleep, boolean awake, boolean fixedRotation, boolean bullet,
            boolean active, float inertiaScale); /*
                                                  * b2BodyDef bodyDef;
                                                  * bodyDef.type =
                                                  * getBodyType(type);
                                                  * bodyDef.position.Set(
                                                  * positionX, positionY );
                                                  * bodyDef.angle = angle;
                                                  * bodyDef.linearVelocity.Set(
                                                  * linearVelocityX,
                                                  * linearVelocityY );
                                                  * bodyDef.angularVelocity =
                                                  * angularVelocity;
                                                  * bodyDef.linearDamping =
                                                  * linearDamping;
                                                  * bodyDef.angularDamping =
                                                  * angularDamping;
                                                  * bodyDef.allowSleep =
                                                  * allowSleep; bodyDef.awake =
                                                  * awake; bodyDef.fixedRotation
                                                  * = fixedRotation;
                                                  * bodyDef.bullet = bullet;
                                                  * bodyDef.active = active;
                                                  * bodyDef.gravityScale =
                                                  * inertiaScale;
                                                  * 
                                                  * b2World* world =
                                                  * (b2World*)addr; b2Body* body
                                                  * = world->CreateBody(
                                                  * &bodyDef ); return
                                                  * (jlong)body;
                                                  */

    /**
     * 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 void destroyBody(Body body) {
        body.setUserData(null);
        this.bodies.remove(body.addr);
        List<Fixture> fixtureList = body.getFixtureList();
        while (!fixtureList.isEmpty()) {
            this.fixtures.remove(fixtureList.remove(0).addr)
                         .setUserData(null);
        }
        List<JointEdge> jointList = body.getJointList();
        while (!jointList.isEmpty())
            destroyJoint(body.getJointList()
                             .get(0).joint);
        jniDestroyBody(addr, body.addr);
        freeBodies.free(body);
    }

    private native void jniDestroyBody(long addr, long bodyAddr); /*
                                                                   * b2World*
                                                                   * world =
                                                                   * (b2World
                                                                   * *)addr;
                                                                   * b2Body*
                                                                   * body =
                                                                   * (b2Body
                                                                   * *)bodyAddr;
                                                                   * world
                                                                   * ->DestroyBody
                                                                   * (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.
     */
    public Joint createJoint(JointDef def) {
        long jointAddr = createProperJoint(def);
        Joint joint = null;
        if (def.type == JointType.DistanceJoint)
            joint = new DistanceJoint(this, jointAddr);
        if (def.type == JointType.FrictionJoint)
            joint = new FrictionJoint(this, jointAddr);
        if (def.type == JointType.GearJoint)
            joint = new GearJoint(this, jointAddr);
        if (def.type == JointType.MouseJoint)
            joint = new MouseJoint(this, jointAddr);
        if (def.type == JointType.PrismaticJoint)
            joint = new PrismaticJoint(this, jointAddr);
        if (def.type == JointType.PulleyJoint)
            joint = new PulleyJoint(this, jointAddr);
        if (def.type == JointType.RevoluteJoint)
            joint = new RevoluteJoint(this, jointAddr);
        if (def.type == JointType.WeldJoint)
            joint = new WeldJoint(this, jointAddr);
        if (def.type == JointType.RopeJoint)
            joint = new RopeJoint(this, jointAddr);
        if (def.type == JointType.WheelJoint)
            joint = new WheelJoint(this, jointAddr);
        if (joint != null)
            joints.put(joint.addr, joint);
        JointEdge jointEdgeA = new JointEdge(def.bodyB, joint);
        JointEdge jointEdgeB = new JointEdge(def.bodyA, joint);
        joint.jointEdgeA = jointEdgeA;
        joint.jointEdgeB = jointEdgeB;
        def.bodyA.joints.add(jointEdgeA);
        def.bodyB.joints.add(jointEdgeB);
        return joint;
    }

    private long createProperJoint(JointDef def) {
        if (def.type == JointType.DistanceJoint) {
            DistanceJointDef d = (DistanceJointDef) def;
            return jniCreateDistanceJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.localAnchorA.x, d.localAnchorA.y, d.localAnchorB.x,
                    d.localAnchorB.y, d.length, d.frequencyHz, d.dampingRatio);
        }
        if (def.type == JointType.FrictionJoint) {
            FrictionJointDef d = (FrictionJointDef) def;
            return jniCreateFrictionJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.localAnchorA.x, d.localAnchorA.y, d.localAnchorB.x,
                    d.localAnchorB.y, d.maxForce, d.maxTorque);
        }
        if (def.type == JointType.GearJoint) {
            GearJointDef d = (GearJointDef) def;
            return jniCreateGearJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.joint1.addr, d.joint2.addr, d.ratio);
        }
        if (def.type == JointType.MouseJoint) {
            MouseJointDef d = (MouseJointDef) def;
            return jniCreateMouseJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.target.x, d.target.y, d.maxForce, d.frequencyHz, d.dampingRatio);
        }
        if (def.type == JointType.PrismaticJoint) {
            PrismaticJointDef d = (PrismaticJointDef) def;
            return jniCreatePrismaticJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.localAnchorA.x, d.localAnchorA.y, d.localAnchorB.x,
                    d.localAnchorB.y, d.localAxisA.x, d.localAxisA.y, d.referenceAngle, d.enableLimit, d.lowerTranslation, d.upperTranslation, d.enableMotor,
                    d.maxMotorForce, d.motorSpeed);
        }
        if (def.type == JointType.PulleyJoint) {
            PulleyJointDef d = (PulleyJointDef) def;
            return jniCreatePulleyJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.groundAnchorA.x, d.groundAnchorA.y, d.groundAnchorB.x,
                    d.groundAnchorB.y, d.localAnchorA.x, d.localAnchorA.y, d.localAnchorB.x, d.localAnchorB.y, d.lengthA, d.lengthB, d.ratio);

        }
        if (def.type == JointType.RevoluteJoint) {
            RevoluteJointDef d = (RevoluteJointDef) def;
            return jniCreateRevoluteJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.localAnchorA.x, d.localAnchorA.y, d.localAnchorB.x,
                    d.localAnchorB.y, d.referenceAngle, d.enableLimit, d.lowerAngle, d.upperAngle, d.enableMotor, d.motorSpeed, d.maxMotorTorque);
        }
        if (def.type == JointType.WeldJoint) {
            WeldJointDef d = (WeldJointDef) def;
            return jniCreateWeldJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.localAnchorA.x, d.localAnchorA.y, d.localAnchorB.x,
                    d.localAnchorB.y, d.referenceAngle);
        }
        if (def.type == JointType.RopeJoint) {
            RopeJointDef d = (RopeJointDef) def;
            return jniCreateRopeJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.localAnchorA.x, d.localAnchorA.y, d.localAnchorB.x,
                    d.localAnchorB.y, d.maxLength);
        }
        if (def.type == JointType.WheelJoint) {
            WheelJointDef d = (WheelJointDef) def;
            return jniCreateWheelJoint(addr, d.bodyA.addr, d.bodyB.addr, d.collideConnected, d.localAnchorA.x, d.localAnchorA.y, d.localAnchorB.x,
                    d.localAnchorB.y, d.localAxisA.x, d.localAxisA.y, d.enableMotor, d.maxMotorTorque, d.motorSpeed, d.frequencyHz, d.dampingRatio);
        }

        return 0;
    }

    private native long jniCreateWheelJoint(long addr, long bodyA, long bodyB, boolean collideConnected, float localAnchorAX, float localAnchorAY,
            float localAnchorBX, float localAnchorBY, float localAxisAX, float localAxisAY, boolean enableMotor, float maxMotorTorque, float motorSpeed,
            float frequencyHz, float dampingRatio); /*
                                                     * b2World* world =
                                                     * (b2World*)addr;
                                                     * b2WheelJointDef def;
                                                     * def.bodyA =
                                                     * (b2Body*)bodyA; def.bodyB
                                                     * = (b2Body*)bodyB;
                                                     * def.collideConnected =
                                                     * collideConnected;
                                                     * def.localAnchorA =
                                                     * b2Vec2(localAnchorAX,
                                                     * localAnchorAY);
                                                     * def.localAnchorB =
                                                     * b2Vec2(localAnchorBX,
                                                     * localAnchorBY);
                                                     * def.localAxisA =
                                                     * b2Vec2(localAxisAX,
                                                     * localAxisAY);
                                                     * def.enableMotor =
                                                     * enableMotor;
                                                     * def.maxMotorTorque =
                                                     * maxMotorTorque;
                                                     * def.motorSpeed =
                                                     * motorSpeed;
                                                     * def.frequencyHz =
                                                     * frequencyHz;
                                                     * def.dampingRatio =
                                                     * dampingRatio;
                                                     * 
                                                     * return
                                                     * (jlong)world->CreateJoint
                                                     * (&def);
                                                     */

    private native long jniCreateRopeJoint(long addr, long bodyA, long bodyB, boolean collideConnected, float localAnchorAX, float localAnchorAY,
            float localAnchorBX, float localAnchorBY, float maxLength); /*
                                                                         * b2World*
                                                                         * world
                                                                         * =
                                                                         * (b2World
                                                                         * *
                                                                         * )addr
                                                                         * ;
                                                                         * b2RopeJointDef
                                                                         * def;
                                                                         * def
                                                                         * .bodyA
                                                                         * =
                                                                         * (b2Body
                                                                         * *
                                                                         * )bodyA
                                                                         * ;
                                                                         * def.
                                                                         * bodyB
                                                                         * =
                                                                         * (b2Body
                                                                         * *
                                                                         * )bodyB
                                                                         * ;
                                                                         * def.
                                                                         * collideConnected
                                                                         * =
                                                                         * collideConnected
                                                                         * ;
                                                                         * def.
                                                                         * localAnchorA
                                                                         * =
                                                                         * b2Vec2
                                                                         * (
                                                                         * localAnchorAX
                                                                         * ,
                                                                         * localAnchorAY
                                                                         * );
                                                                         * def.
                                                                         * localAnchorB
                                                                         * =
                                                                         * b2Vec2
                                                                         * (
                                                                         * localAnchorBX
                                                                         * ,
                                                                         * localAnchorBY
                                                                         * );
                                                                         * def.
                                                                         * maxLength
                                                                         * =
                                                                         * maxLength
                                                                         * ;
                                                                         * 
                                                                         * return
                                                                         * (
                                                                         * jlong
                                                                         * )
                                                                         * world
                                                                         * ->
                                                                         * CreateJoint
                                                                         * (
                                                                         * &def)
                                                                         * ;
                                                                         */

    private native long jniCreateDistanceJoint(long addr, long bodyA, long bodyB, boolean collideConnected, float localAnchorAX, float localAnchorAY,
            float localAnchorBX, float localAnchorBY, float length, float frequencyHz, float dampingRatio); /*
                                                                                                             * b2World
                                                                                                             * *
                                                                                                             * world
                                                                                                             * =
                                                                                                             * (
                                                                                                             * b2World
                                                                                                             * *
                                                                                                             * )
                                                                                                             * addr
                                                                                                             * ;
                                                                                                             * b2DistanceJointDef
                                                                                                             * def
                                                                                                             * ;
                                                                                                             * def
                                                                                                             * .
                                                                                                             * bodyA
                                                                                                             * =
                                                                                                             * (
                                                                                                             * b2Body
                                                                                                             * *
                                                                                                             * )
                                                                                                             * bodyA
                                                                                                             * ;
                                                                                                             * def
                                                                                                             * .
                                                                                                             * bodyB
                                                                                                             * =
                                                                                                             * (
                                                                                                             * b2Body
                                                                                                             * *
                                                                                                             * )
                                                                                                             * bodyB
                                                                                                             * ;
                                                                                                             * def
                                                                                                             * .
                                                                                                             * collideConnected
                                                                                                             * =
                                                                                                             * collideConnected
                                                                                                             * ;
                                                                                                             * def
                                                                                                             * .
                                                                                                             * localAnchorA
                                                                                                             * =
                                                                                                             * b2Vec2
                                                                                                             * (
                                                                                                             * localAnchorAX
                                                                                                             * ,
                                                                                                             * localAnchorAY
                                                                                                             * )
                                                                                                             * ;
                                                                                                             * def
                                                                                                             * .
                                                                                                             * localAnchorB
                                                                                                             * =
                                                                                                             * b2Vec2
                                                                                                             * (
                                                                                                             * localAnchorBX
                                                                                                             * ,
                                                                                                             * localAnchorBY
                                                                                                             * )
                                                                                                             * ;
                                                                                                             * def
                                                                                                             * .
                                                                                                             * length
                                                                                                             * =
                                                                                                             * length
                                                                                                             * ;
                                                                                                             * def
                                                                                                             * .
                                                                                                             * frequencyHz
                                                                                                             * =
                                                                                                             * frequencyHz
                                                                                                             * ;
                                                                                                             * def
                                                                                                             * .
                                                                                                             * dampingRatio
                                                                                                             * =
                                                                                                             * dampingRatio
                                                                                                             * ;
                                                                                                             * 
                                                                                                             * return
                                                                                                             * (
                                                                                                             * jlong
                                                                                                             * )
                                                                                                             * world
                                                                                                             * -
                                                                                                             * >
                                                                                                             * CreateJoint
                                                                                                             * (
                                                                                                             * &
                                                                                                             * def
                                                                                                             * )
                                                                                                             * ;
                                                                                                             */

    private native long jniCreateFrictionJoint(long addr, long bodyA, long bodyB, boolean collideConnected, float localAnchorAX, float localAnchorAY,
            float localAnchorBX, float localAnchorBY, float maxForce, float maxTorque); /*
                                                                                         * b2World
                                                                                         * *
                                                                                         * world
                                                                                         * =
                                                                                         * (
                                                                                         * b2World
                                                                                         * *
                                                                                         * )
                                                                                         * addr
                                                                                         * ;
                                                                                         * b2FrictionJointDef
                                                                                         * def
                                                                                         * ;
                                                                                         * def
                                                                                         * .
                                                                                         * bodyA
                                                                                         * =
                                                                                         * (
                                                                                         * b2Body
                                                                                         * *
                                                                                         * )
                                                                                         * bodyA
                                                                                         * ;
                                                                                         * def
                                                                                         * .
                                                                                         * bodyB
                                                                                         * =
                                                                                         * (
                                                                                         * b2Body
                                                                                         * *
                                                                                         * )
                                                                                         * bodyB
                                                                                         * ;
                                                                                         * def
                                                                                         * .
                                                                                         * collideConnected
                                                                                         * =
                                                                                         * collideConnected
                                                                                         * ;
                                                                                         * def
                                                                                         * .
                                                                                         * localAnchorA
                                                                                         * =
                                                                                         * b2Vec2
                                                                                         * (
                                                                                         * localAnchorAX
                                                                                         * ,
                                                                                         * localAnchorAY
                                                                                         * )
                                                                                         * ;
                                                                                         * def
                                                                                         * .
                                                                                         * localAnchorB
                                                                                         * =
                                                                                         * b2Vec2
                                                                                         * (
                                                                                         * localAnchorBX
                                                                                         * ,
                                                                                         * localAnchorBY
                                                                                         * )
                                                                                         * ;
                                                                                         * def
                                                                                         * .
                                                                                         * maxForce
                                                                                         * =
                                                                                         * maxForce
                                                                                         * ;
                                                                                         * def
                                                                                         * .
                                                                                         * maxTorque
                                                                                         * =
                                                                                         * maxTorque
                                                                                         * ;
                                                                                         * return
                                                                                         * (
                                                                                         * jlong
                                                                                         * )
                                                                                         * world
                                                                                         * -
                                                                                         * >
                                                                                         * CreateJoint
                                                                                         * (
                                                                                         * &
                                                                                         * def
                                                                                         * )
                                                                                         * ;
                                                                                         */

    private native long jniCreateGearJoint(long addr, long bodyA, long bodyB, boolean collideConnected, long joint1, long joint2, float ratio); /*
                                                                                                                                                 * b2World
                                                                                                                                                 * *
                                                                                                                                                 * world
                                                                                                                                                 * =
                                                                                                                                                 * (
                                                                                                                                                 * b2World
                                                                                                                                                 * *
                                                                                                                                                 * )
                                                                                                                                                 * addr
                                                                                                                                                 * ;
                                                                                                                                                 * b2GearJointDef
                                                                                                                                                 * def
                                                                                                                                                 * ;
                                                                                                                                                 * def
                                                                                                                                                 * .
                                                                                                                                                 * bodyA
                                                                                                                                                 * =
                                                                                                                                                 * (
                                                                                                                                                 * b2Body
                                                                                                                                                 * *
                                                                                                                                                 * )
                                                                                                                                                 * bodyA
                                                                                                                                                 * ;
                                                                                                                                                 * def
                                                                                                                                                 * .
                                                                                                                                                 * bodyB
                                                                                                                                                 * =
                                                                                                                                                 * (
                                                                                                                                                 * b2Body
                                                                                                                                                 * *
                                                                                                                                                 * )
                                                                                                                                                 * bodyB
                                                                                                                                                 * ;
                                                                                                                                                 * def
                                                                                                                                                 * .
                                                                                                                                                 * collideConnected
                                                                                                                                                 * =
                                                                                                                                                 * collideConnected
                                                                                                                                                 * ;
                                                                                                                                                 * def
                                                                                                                                                 * .
                                                                                                                                                 * joint1
                                                                                                                                                 * =
                                                                                                                                                 * (
                                                                                                                                                 * b2Joint
                                                                                                                                                 * *
                                                                                                                                                 * )
                                                                                                                                                 * joint1
                                                                                                                                                 * ;
                                                                                                                                                 * def
                                                                                                                                                 * .
                                                                                                                                                 * joint2
                                                                                                                                                 * =
                                                                                                                                                 * (
                                                                                                                                                 * b2Joint
                                                                                                                                                 * *
                                                                                                                                                 * )
                                                                                                                                                 * joint2
                                                                                                                                                 * ;
                                                                                                                                                 * def
                                                                                                                                                 * .
                                                                                                                                                 * ratio
                                                                                                                                                 * =
                                                                                                                                                 * ratio
                                                                                                                                                 * ;
                                                                                                                                                 * return
                                                                                                                                                 * (
                                                                                                                                                 * jlong
                                                                                                                                                 * )
                                                                                                                                                 * world
                                                                                                                                                 * -
                                                                                                                                                 * >
                                                                                                                                                 * CreateJoint
                                                                                                                                                 * (
                                                                                                                                                 * &
                                                                                                                                                 * def
                                                                                                                                                 * )
                                                                                                                                                 * ;
                                                                                                                                                 */

    private native long jniCreateMouseJoint(long addr, long bodyA, long bodyB, boolean collideConnected, float targetX, float targetY, float maxForce,
            float frequencyHz, float dampingRatio); /*
                                                     * b2World* world =
                                                     * (b2World*)addr;
                                                     * b2MouseJointDef def;
                                                     * def.bodyA =
                                                     * (b2Body*)bodyA; def.bodyB
                                                     * = (b2Body*)bodyB;
                                                     * def.collideConnected =
                                                     * collideConnected;
                                                     * def.target = b2Vec2(
                                                     * targetX, targetY );
                                                     * def.maxForce = maxForce;
                                                     * def.frequencyHz =
                                                     * frequencyHz;
                                                     * def.dampingRatio =
                                                     * dampingRatio; return
                                                     * (jlong
                                                     * )world->CreateJoint(
                                                     * &def);
                                                     */

    private native long jniCreatePrismaticJoint(long addr, long bodyA, long bodyB, boolean collideConnected, float localAnchorAX, float localAnchorAY,
            float localAnchorBX, float localAnchorBY, float localAxisAX, float localAxisAY, float referenceAngle, boolean enableLimit, float lowerTranslation,
            float upperTranslation, boolean enableMotor, float maxMotorForce, float motorSpeed); /*
                                                                                                  * b2World
                                                                                                  * *
                                                                                                  * world
                                                                                                  * =
                                                                                                  * (
                                                                                                  * b2World
                                                                                                  * *
                                                                                                  * )
                                                                                                  * addr
                                                                                                  * ;
                                                                                                  * b2PrismaticJointDef
                                                                                                  * def
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * bodyA
                                                                                                  * =
                                                                                                  * (
                                                                                                  * b2Body
                                                                                                  * *
                                                                                                  * )
                                                                                                  * bodyA
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * bodyB
                                                                                                  * =
                                                                                                  * (
                                                                                                  * b2Body
                                                                                                  * *
                                                                                                  * )
                                                                                                  * bodyB
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * collideConnected
                                                                                                  * =
                                                                                                  * collideConnected
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * localAnchorA
                                                                                                  * =
                                                                                                  * b2Vec2
                                                                                                  * (
                                                                                                  * localAnchorAX
                                                                                                  * ,
                                                                                                  * localAnchorAY
                                                                                                  * )
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * localAnchorB
                                                                                                  * =
                                                                                                  * b2Vec2
                                                                                                  * (
                                                                                                  * localAnchorBX
                                                                                                  * ,
                                                                                                  * localAnchorBY
                                                                                                  * )
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * localAxisA
                                                                                                  * =
                                                                                                  * b2Vec2
                                                                                                  * (
                                                                                                  * localAxisAX
                                                                                                  * ,
                                                                                                  * localAxisAY
                                                                                                  * )
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * referenceAngle
                                                                                                  * =
                                                                                                  * referenceAngle
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * enableLimit
                                                                                                  * =
                                                                                                  * enableLimit
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * lowerTranslation
                                                                                                  * =
                                                                                                  * lowerTranslation
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * upperTranslation
                                                                                                  * =
                                                                                                  * upperTranslation
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * enableMotor
                                                                                                  * =
                                                                                                  * enableMotor
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * maxMotorForce
                                                                                                  * =
                                                                                                  * maxMotorForce
                                                                                                  * ;
                                                                                                  * def
                                                                                                  * .
                                                                                                  * motorSpeed
                                                                                                  * =
                                                                                                  * motorSpeed
                                                                                                  * ;
                                                                                                  * return
                                                                                                  * (
                                                                                                  * jlong
                                                                                                  * )
                                                                                                  * world
                                                                                                  * -
                                                                                                  * >
                                                                                                  * CreateJoint
                                                                                                  * (
                                                                                                  * &
                                                                                                  * def
                                                                                                  * )
                                                                                                  * ;
                                                                                                  */

    private native long jniCreatePulleyJoint(long addr, long bodyA, long bodyB, boolean collideConnected, float groundAnchorAX, float groundAnchorAY,
            float groundAnchorBX, float groundAnchorBY, float localAnchorAX, float localAnchorAY, float localAnchorBX, float localAnchorBY, float lengthA,
            float lengthB, float ratio); /*
                                          * b2World* world = (b2World*)addr;
                                          * b2PulleyJointDef def; def.bodyA =
                                          * (b2Body*)bodyA; def.bodyB =
                                          * (b2Body*)bodyB; def.collideConnected
                                          * = collideConnected;
                                          * def.groundAnchorA = b2Vec2(
                                          * groundAnchorAX, groundAnchorAY );
                                          * def.groundAnchorB = b2Vec2(
                                          * groundAnchorBX, groundAnchorBY );
                                          * def.localAnchorA =
                                          * b2Vec2(localAnchorAX,
                                          * localAnchorAY); def.localAnchorB =
                                          * b2Vec2(localAnchorBX,
                                          * localAnchorBY); def.lengthA =
                                          * lengthA; def.lengthB = lengthB;
                                          * def.ratio = ratio;
                                          * 
                                          * return
                                          * (jlong)world->CreateJoint(&def);
                                          */

    private native long jniCreateRevoluteJoint(long addr, long bodyA, long bodyB, boolean collideConnected, float localAnchorAX, float localAnchorAY,
            float localAnchorBX, float localAnchorBY, float referenceAngle, boolean enableLimit, float lowerAngle, float upperAngle, boolean enableMotor,
            float motorSpeed, float maxMotorTorque); /*
                                                      * b2World* world =
                                                      * (b2World*)addr;
                                                      * b2RevoluteJointDef def;
                                                      * def.bodyA =
                                                      * (b2Body*)bodyA;
                                                      * def.bodyB =
                                                      * (b2Body*)bodyB;
                                                      * def.collideConnected =
                                                      * collideConnected;
                                                      * def.localAnchorA =
                                                      * b2Vec2(localAnchorAX,
                                                      * localAnchorAY);
                                                      * def.localAnchorB =
                                                      * b2Vec2(localAnchorBX,
                                                      * localAnchorBY);
                                                      * def.referenceAngle =
                                                      * referenceAngle;
                                                      * def.enableLimit =
                                                      * enableLimit;
                                                      * def.lowerAngle =
                                                      * lowerAngle;
                                                      * def.upperAngle =
                                                      * upperAngle;
                                                      * def.enableMotor =
                                                      * enableMotor;
                                                      * def.motorSpeed =
                                                      * motorSpeed;
                                                      * def.maxMotorTorque =
                                                      * maxMotorTorque; return
                                                      * (jlong
                                                      * )world->CreateJoint
                                                      * (&def);
                                                      */

    private native long jniCreateWeldJoint(long addr, long bodyA, long bodyB, boolean collideConnected, float localAnchorAX, float localAnchorAY,
            float localAnchorBX, float localAnchorBY, float referenceAngle); /*
                                                                              * b2World
                                                                              * *
                                                                              * world
                                                                              * =
                                                                              * (
                                                                              * b2World
                                                                              * *
                                                                              * )
                                                                              * addr
                                                                              * ;
                                                                              * b2WeldJointDef
                                                                              * def
                                                                              * ;
                                                                              * def
                                                                              * .
                                                                              * bodyA
                                                                              * =
                                                                              * (
                                                                              * b2Body
                                                                              * *
                                                                              * )
                                                                              * bodyA
                                                                              * ;
                                                                              * def
                                                                              * .
                                                                              * bodyB
                                                                              * =
                                                                              * (
                                                                              * b2Body
                                                                              * *
                                                                              * )
                                                                              * bodyB
                                                                              * ;
                                                                              * def
                                                                              * .
                                                                              * collideConnected
                                                                              * =
                                                                              * collideConnected
                                                                              * ;
                                                                              * def
                                                                              * .
                                                                              * localAnchorA
                                                                              * =
                                                                              * b2Vec2
                                                                              * (
                                                                              * localAnchorAX
                                                                              * ,
                                                                              * localAnchorAY
                                                                              * )
                                                                              * ;
                                                                              * def
                                                                              * .
                                                                              * localAnchorB
                                                                              * =
                                                                              * b2Vec2
                                                                              * (
                                                                              * localAnchorBX
                                                                              * ,
                                                                              * localAnchorBY
                                                                              * )
                                                                              * ;
                                                                              * def
                                                                              * .
                                                                              * referenceAngle
                                                                              * =
                                                                              * referenceAngle
                                                                              * ;
                                                                              * 
                                                                              * return
                                                                              * (
                                                                              * jlong
                                                                              * )
                                                                              * world
                                                                              * -
                                                                              * >
                                                                              * CreateJoint
                                                                              * (
                                                                              * &
                                                                              * def
                                                                              * )
                                                                              * ;
                                                                              */

    /**
     * Destroy a joint. This may cause the connected bodies to begin colliding.
     * 
     * @warning This function is locked during callbacks.
     */
    public void destroyJoint(Joint joint) {
        joints.remove(joint.addr);
        joint.jointEdgeA.other.joints.remove(joint.jointEdgeB);
        joint.jointEdgeB.other.joints.remove(joint.jointEdgeA);
        jniDestroyJoint(addr, joint.addr);
    }

    private native void jniDestroyJoint(long addr, long jointAddr); /*
                                                                     * b2World*
                                                                     * world =
                                                                     * (b2World
                                                                     * *)addr;
                                                                     * b2Joint*
                                                                     * joint =
                                                                     * (b2Joint
                                                                     * *)
                                                                     * jointAddr
                                                                     * ; world->
                                                                     * DestroyJoint
                                                                     * ( joint
                                                                     * );
                                                                     */

    /**
     * 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 timeStep, int velocityIterations, int positionIterations) {
        jniStep(addr, timeStep, velocityIterations, positionIterations);
    }

    private native void jniStep(long addr, float timeStep, int velocityIterations, int positionIterations); /*
                                                                                                             * b2World
                                                                                                             * *
                                                                                                             * world
                                                                                                             * =
                                                                                                             * (
                                                                                                             * b2World
                                                                                                             * *
                                                                                                             * )
                                                                                                             * addr
                                                                                                             * ;
                                                                                                             * CustomContactFilter
                                                                                                             * contactFilter
                                                                                                             * (
                                                                                                             * env
                                                                                                             * ,
                                                                                                             * object
                                                                                                             * )
                                                                                                             * ;
                                                                                                             * CustomContactListener
                                                                                                             * contactListener
                                                                                                             * (
                                                                                                             * env
                                                                                                             * ,
                                                                                                             * object
                                                                                                             * )
                                                                                                             * ;
                                                                                                             * world
                                                                                                             * -
                                                                                                             * >
                                                                                                             * SetContactFilter
                                                                                                             * (
                                                                                                             * &
                                                                                                             * contactFilter
                                                                                                             * )
                                                                                                             * ;
                                                                                                             * world
                                                                                                             * -
                                                                                                             * >
                                                                                                             * SetContactListener
                                                                                                             * (
                                                                                                             * &
                                                                                                             * contactListener
                                                                                                             * )
                                                                                                             * ;
                                                                                                             * world
                                                                                                             * -
                                                                                                             * >
                                                                                                             * Step
                                                                                                             * (
                                                                                                             * timeStep
                                                                                                             * ,
                                                                                                             * velocityIterations
                                                                                                             * ,
                                                                                                             * positionIterations
                                                                                                             * )
                                                                                                             * ;
                                                                                                             * world
                                                                                                             * -
                                                                                                             * >
                                                                                                             * SetContactFilter
                                                                                                             * (
                                                                                                             * &
                                                                                                             * defaultFilter
                                                                                                             * )
                                                                                                             * ;
                                                                                                             * world
                                                                                                             * -
                                                                                                             * >
                                                                                                             * SetContactListener
                                                                                                             * (
                                                                                                             * 0
                                                                                                             * )
                                                                                                             * ;
                                                                                                             */

    /**
     * Manually clear the force buffer on all bodies. By default, forces are
     * cleared automatically after each call to Step. The default behavior is
     * modified by calling SetAutoClearForces. The purpose of this function is
     * to support sub-stepping. Sub-stepping is often used to maintain a fixed
     * sized time step under a variable frame-rate. When you perform
     * sub-stepping you will disable auto clearing of forces and instead call
     * ClearForces after all sub-steps are complete in one pass of your game
     * loop. {@link #setAutoClearForces(boolean)}
     */
    public void clearForces() {
        jniClearForces(addr);
    }

    private native void jniClearForces(long addr); /*
                                                    * b2World* world =
                                                    * (b2World*)addr;
                                                    * world->ClearForces();
                                                    */

    /** Enable/disable warm starting. For testing. */
    public void setWarmStarting(boolean flag) {
        jniSetWarmStarting(addr, flag);
    }

    private native void jniSetWarmStarting(long addr, boolean flag); /*
                                                                      * b2World*
                                                                      * world =
                                                                      * (
                                                                      * b2World*
                                                                      * )addr;
                                                                      * world->
                                                                      * SetWarmStarting
                                                                      * (flag);
                                                                      */

    /** Enable/disable continuous physics. For testing. */
    public void setContinuousPhysics(boolean flag) {
        jniSetContiousPhysics(addr, flag);
    }

    private native void jniSetContiousPhysics(long addr, boolean flag); /*
                                                                         * b2World*
                                                                         * world
                                                                         * =
                                                                         * (b2World
                                                                         * *
                                                                         * )addr
                                                                         * ;
                                                                         * world
                                                                         * ->
                                                                         * SetContinuousPhysics
                                                                         * (
                                                                         * flag)
                                                                         * ;
                                                                         */

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

    private native int jniGetProxyCount(long addr); /*
                                                     * b2World* world =
                                                     * (b2World*)addr; return
                                                     * world->GetProxyCount();
                                                     */

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

    private native int jniGetBodyCount(long addr); /*
                                                    * b2World* world =
                                                    * (b2World*)addr; return
                                                    * world->GetBodyCount();
                                                    */

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

    private native int jniGetJointcount(long addr); /*
                                                     * b2World* world =
                                                     * (b2World*)addr; return
                                                     * world->GetJointCount();
                                                     */

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

    private native int jniGetContactCount(long addr); /*
                                                       * b2World* world =
                                                       * (b2World*)addr; return
                                                       * world
                                                       * ->GetContactCount();
                                                       */

    /** Change the global gravity vector. */
    public void setGravity(Vector2 gravity) {
        jniSetGravity(addr, gravity.x, gravity.y);
    }

    private native void jniSetGravity(long addr, float gravityX, float gravityY); /*
                                                                                   * b2World
                                                                                   * *
                                                                                   * world
                                                                                   * =
                                                                                   * (
                                                                                   * b2World
                                                                                   * *
                                                                                   * )
                                                                                   * addr
                                                                                   * ;
                                                                                   * world
                                                                                   * -
                                                                                   * >
                                                                                   * SetGravity
                                                                                   * (
                                                                                   * b2Vec2
                                                                                   * (
                                                                                   * gravityX
                                                                                   * ,
                                                                                   * gravityY
                                                                                   * )
                                                                                   * )
                                                                                   * ;
                                                                                   */

    /** Get the global gravity vector. */
    final float[] tmpGravity = new float[2];
    final Vector2 gravity = new Vector2();

    public Vector2 getGravity() {
        jniGetGravity(addr, tmpGravity);
        gravity.x = tmpGravity[0];
        gravity.y = tmpGravity[1];
        return gravity;
    }

    private native void jniGetGravity(long addr, float[] gravity); /*
                                                                    * b2World*
                                                                    * world =
                                                                    * (b2World
                                                                    * *)addr;
                                                                    * b2Vec2 g =
                                                                    * world
                                                                    * ->GetGravity
                                                                    * ();
                                                                    * gravity[0]
                                                                    * = g.x;
                                                                    * gravity[1]
                                                                    * = g.y;
                                                                    */

    /** Is the world locked (in the middle of a time step). */
    public boolean isLocked() {
        return jniIsLocked(addr);
    }

    private native boolean jniIsLocked(long addr); /*
                                                    * b2World* world =
                                                    * (b2World*)addr; return
                                                    * world->IsLocked();
                                                    */

    /** Set flag to control automatic clearing of forces after each time step. */
    public void setAutoClearForces(boolean flag) {
        jniSetAutoClearForces(addr, flag);
    }

    private native void jniSetAutoClearForces(long addr, boolean flag); /*
                                                                         * b2World*
                                                                         * world
                                                                         * =
                                                                         * (b2World
                                                                         * *
                                                                         * )addr
                                                                         * ;
                                                                         * world
                                                                         * ->
                                                                         * SetAutoClearForces
                                                                         * (
                                                                         * flag)
                                                                         * ;
                                                                         */

    /**
     * Get the flag that controls automatic clearing of forces after each time
     * step.
     */
    public boolean getAutoClearForces() {
        return jniGetAutoClearForces(addr);
    }

    private native boolean jniGetAutoClearForces(long addr); /*
                                                              * b2World* world =
                                                              * (b2World*)addr;
                                                              * return world->
                                                              * GetAutoClearForces
                                                              * ();
                                                              */

    /**
     * Query the world for all fixtures that potentially overlap the provided
     * AABB.
     * 
     * @param callback
     *            a user implemented callback class.
     * @param lowerX
     *            the x coordinate of the lower left corner
     * @param lowerY
     *            the y coordinate of the lower left corner
     * @param upperX
     *            the x coordinate of the upper right corner
     * @param upperY
     *            the y coordinate of the upper right corner
     */
    public void QueryAABB(QueryCallback callback, float lowerX, float lowerY, float upperX, float upperY) {
        queryCallback = callback;
        jniQueryAABB(addr, lowerX, lowerY, upperX, upperY);
    }

    private QueryCallback queryCallback = null;;

    private native void jniQueryAABB(long addr, float lowX, float lowY, float upX, float upY); /*
                                                                                                * b2World
                                                                                                * *
                                                                                                * world
                                                                                                * =
                                                                                                * (
                                                                                                * b2World
                                                                                                * *
                                                                                                * )
                                                                                                * addr
                                                                                                * ;
                                                                                                * b2AABB
                                                                                                * aabb
                                                                                                * ;
                                                                                                * aabb
                                                                                                * .
                                                                                                * lowerBound
                                                                                                * =
                                                                                                * b2Vec2
                                                                                                * (
                                                                                                * lowX
                                                                                                * ,
                                                                                                * lowY
                                                                                                * )
                                                                                                * ;
                                                                                                * aabb
                                                                                                * .
                                                                                                * upperBound
                                                                                                * =
                                                                                                * b2Vec2
                                                                                                * (
                                                                                                * upX
                                                                                                * ,
                                                                                                * upY
                                                                                                * )
                                                                                                * ;
                                                                                                * 
                                                                                                * CustomQueryCallback
                                                                                                * callback
                                                                                                * (
                                                                                                * env
                                                                                                * ,
                                                                                                * object
                                                                                                * )
                                                                                                * ;
                                                                                                * world
                                                                                                * -
                                                                                                * >
                                                                                                * QueryAABB
                                                                                                * (
                                                                                                * &
                                                                                                * callback
                                                                                                * ,
                                                                                                * aabb
                                                                                                * )
                                                                                                * ;
                                                                                                */

    //
    // /// 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
    // void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const
    // b2Vec2& point2) const;
    //
    // /// Get the world contact list. With the returned contact, use
    // b2Contact::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
    // b2Contact* GetContactList();

    private long[] contactAddrs = new long[200];
    private final ArrayList<Contact> contacts = new ArrayList<Contact>();
    private final ArrayList<Contact> freeContacts = new ArrayList<Contact>();

    /**
     * Returns the list of {@link Contact} instances produced by the last call
     * to {@link #step(float, int, int)}. Note that the returned list will have
     * O(1) access times when using indexing. contacts are created and destroyed
     * in the middle of a time step. Use {@link ContactListener} to avoid
     * missing contacts
     * 
     * @return the contact list
     */
    public List<Contact> getContactList() {
        int numContacts = getContactCount();
        if (numContacts > contactAddrs.length) {
            int newSize = 2 * numContacts;
            contactAddrs = new long[newSize];
            contacts.ensureCapacity(newSize);
            freeContacts.ensureCapacity(newSize);
        }
        if (numContacts > freeContacts.size()) {
            int freeConts = freeContacts.size();
            for (int i = 0; i < numContacts - freeConts; i++)
                freeContacts.add(new Contact(this, 0));
        }
        jniGetContactList(addr, contactAddrs);

        contacts.clear();
        for (int i = 0; i < numContacts; i++) {
            Contact contact = freeContacts.get(i);
            contact.addr = contactAddrs[i];
            contacts.add(contact);
        }

        return contacts;
    }

    /** @return all bodies currently in the simulation */
    public Iterator<Body> getBodies() {
        return bodies.values();
    }

    /** @return all joints currently in the simulation */
    public Iterator<Joint> getJoints() {
        return joints.values();
    }

    private native void jniGetContactList(long addr, long[] contacts); /*
                                                                        * b2World*
                                                                        * world
                                                                        * =
                                                                        * (b2World
                                                                        * *
                                                                        * )addr;
                                                                        * 
                                                                        * b2Contact*
                                                                        * contact
                                                                        * =
                                                                        * world
                                                                        * ->
                                                                        * GetContactList
                                                                        * ();
                                                                        * int i
                                                                        * = 0;
                                                                        * while(
                                                                        * contact
                                                                        * != 0 )
                                                                        * {
                                                                        * contacts
                                                                        * [i++]
                                                                        * =
                                                                        * (long
                                                                        * long
                                                                        * )contact
                                                                        * ;
                                                                        * contact
                                                                        * =
                                                                        * contact
                                                                        * -
                                                                        * >GetNext
                                                                        * (); }
                                                                        */

    public void dispose() {
        jniDispose(addr);
    }

    private native void jniDispose(long addr); /*
                                                * b2World* world =
                                                * (b2World*)(addr); delete
                                                * world;
                                                */

    /**
     * Internal method called from JNI in case a contact happens
     * 
     * @param fixtureA
     * @param fixtureB
     * @return whether the things collided
     */
    private boolean contactFilter(long fixtureA, long fixtureB) {
        if (contactFilter != null)
            return contactFilter.shouldCollide(fixtures.get(fixtureA), fixtures.get(fixtureB));
        else {
            Filter filterA = fixtures.get(fixtureA)
                                     .getFilterData();
            Filter filterB = fixtures.get(fixtureB)
                                     .getFilterData();

            if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0) {
                return filterA.groupIndex > 0;
            }

            boolean collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
            return collide;
        }
    }

    private final Contact contact = new Contact(this, 0);
    private final Manifold manifold = new Manifold(0);
    private final ContactImpulse impulse = new ContactImpulse(this, 0);

    private void beginContact(long contactAddr) {
        contact.addr = contactAddr;
        if (contactListener != null)
            contactListener.beginContact(contact);
    }

    private void endContact(long contactAddr) {
        contact.addr = contactAddr;
        if (contactListener != null)
            contactListener.endContact(contact);
    }

    private void preSolve(long contactAddr, long manifoldAddr) {
        contact.addr = contactAddr;
        manifold.addr = manifoldAddr;
        if (contactListener != null)
            contactListener.preSolve(contact, manifold);
    }

    private void postSolve(long contactAddr, long impulseAddr) {
        contact.addr = contactAddr;
        impulse.addr = impulseAddr;
        if (contactListener != null)
            contactListener.postSolve(contact, impulse);
    }

    private boolean reportFixture(long addr) {
        if (queryCallback != null)
            return queryCallback.reportFixture(fixtures.get(addr));
        else
            return false;
    }

    /**
     * Sets the box2d velocity threshold globally, for all World instances.
     * 
     * @param threshold
     *            the threshold, default 1.0f
     */
    public static native void setVelocityThreshold(float threshold); /*
                                                                      * b2_velocityThreshold
                                                                      * =
                                                                      * threshold
                                                                      * ;
                                                                      */

    /** @return the global box2d velocity threshold. */
    public static native float getVelocityThreshold(); /*
                                                        * return
                                                        * b2_velocityThreshold;
                                                        */

    /**
     * Ray-cast the world for all fixtures in the path of the ray. 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, Vector2 point1, Vector2 point2) {
        rayCastCallback = callback;
        jniRayCast(addr, point1.x, point1.y, point2.x, point2.y);
    }

    private RayCastCallback rayCastCallback = null;

    private native void jniRayCast(long addr, float aX, float aY, float bX, float bY); /*
                                                                                        * b2World
                                                                                        * *
                                                                                        * world
                                                                                        * =
                                                                                        * (
                                                                                        * b2World
                                                                                        * *
                                                                                        * )
                                                                                        * addr
                                                                                        * ;
                                                                                        * CustomRayCastCallback
                                                                                        * callback
                                                                                        * (
                                                                                        * env
                                                                                        * ,
                                                                                        * object
                                                                                        * )
                                                                                        * ;
                                                                                        * world
                                                                                        * -
                                                                                        * >
                                                                                        * RayCast
                                                                                        * (
                                                                                        * &
                                                                                        * callback
                                                                                        * ,
                                                                                        * b2Vec2
                                                                                        * (
                                                                                        * aX
                                                                                        * ,
                                                                                        * aY
                                                                                        * )
                                                                                        * ,
                                                                                        * b2Vec2
                                                                                        * (
                                                                                        * bX
                                                                                        * ,
                                                                                        * bY
                                                                                        * )
                                                                                        * )
                                                                                        * ;
                                                                                        */

    private Vector2 rayPoint = new Vector2();
    private Vector2 rayNormal = new Vector2();

    private float reportRayFixture(long addr, float pX, float pY, float nX, float nY, float fraction) {
        if (rayCastCallback != null) {
            rayPoint.x = pX;
            rayPoint.y = pY;
            rayNormal.x = nX;
            rayNormal.y = nY;
            return rayCastCallback.reportRayFixture(fixtures.get(addr), rayPoint, rayNormal, fraction);
        } else {
            return 0.0f;
        }
    }
}




Java Source Code List

com.badlogic.gdx.math.MathUtils.java
com.badlogic.gdx.math.Matrix3.java
com.badlogic.gdx.math.Matrix4.java
com.badlogic.gdx.math.Quaternion.java
com.badlogic.gdx.math.Vector2.java
com.badlogic.gdx.math.Vector3.java
com.badlogic.gdx.physics.box2d.BodyDef.java
com.badlogic.gdx.physics.box2d.Body.java
com.badlogic.gdx.physics.box2d.ChainShape.java
com.badlogic.gdx.physics.box2d.CircleShape.java
com.badlogic.gdx.physics.box2d.ContactFilter.java
com.badlogic.gdx.physics.box2d.ContactImpulse.java
com.badlogic.gdx.physics.box2d.ContactListener.java
com.badlogic.gdx.physics.box2d.Contact.java
com.badlogic.gdx.physics.box2d.DestructionListener.java
com.badlogic.gdx.physics.box2d.EdgeShape.java
com.badlogic.gdx.physics.box2d.Filter.java
com.badlogic.gdx.physics.box2d.FixtureDef.java
com.badlogic.gdx.physics.box2d.Fixture.java
com.badlogic.gdx.physics.box2d.JointDef.java
com.badlogic.gdx.physics.box2d.JointEdge.java
com.badlogic.gdx.physics.box2d.Joint.java
com.badlogic.gdx.physics.box2d.Manifold.java
com.badlogic.gdx.physics.box2d.MassData.java
com.badlogic.gdx.physics.box2d.PolygonShape.java
com.badlogic.gdx.physics.box2d.QueryCallback.java
com.badlogic.gdx.physics.box2d.RayCastCallback.java
com.badlogic.gdx.physics.box2d.Shape.java
com.badlogic.gdx.physics.box2d.Transform.java
com.badlogic.gdx.physics.box2d.WorldManifold.java
com.badlogic.gdx.physics.box2d.World.java
com.badlogic.gdx.physics.box2d.joints.DistanceJointDef.java
com.badlogic.gdx.physics.box2d.joints.DistanceJoint.java
com.badlogic.gdx.physics.box2d.joints.FrictionJointDef.java
com.badlogic.gdx.physics.box2d.joints.FrictionJoint.java
com.badlogic.gdx.physics.box2d.joints.GearJointDef.java
com.badlogic.gdx.physics.box2d.joints.GearJoint.java
com.badlogic.gdx.physics.box2d.joints.MouseJointDef.java
com.badlogic.gdx.physics.box2d.joints.MouseJoint.java
com.badlogic.gdx.physics.box2d.joints.PrismaticJointDef.java
com.badlogic.gdx.physics.box2d.joints.PrismaticJoint.java
com.badlogic.gdx.physics.box2d.joints.PulleyJointDef.java
com.badlogic.gdx.physics.box2d.joints.PulleyJoint.java
com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef.java
com.badlogic.gdx.physics.box2d.joints.RevoluteJoint.java
com.badlogic.gdx.physics.box2d.joints.RopeJointDef.java
com.badlogic.gdx.physics.box2d.joints.RopeJoint.java
com.badlogic.gdx.physics.box2d.joints.WeldJointDef.java
com.badlogic.gdx.physics.box2d.joints.WeldJoint.java
com.badlogic.gdx.physics.box2d.joints.WheelJointDef.java
com.badlogic.gdx.physics.box2d.joints.WheelJoint.java
com.badlogic.gdx.utils.Array.java
com.badlogic.gdx.utils.ComparableTimSort.java
com.badlogic.gdx.utils.Disposable.java
com.badlogic.gdx.utils.GdxRuntimeException.java
com.badlogic.gdx.utils.LongArray.java
com.badlogic.gdx.utils.LongMap.java
com.badlogic.gdx.utils.NumberUtils.java
com.badlogic.gdx.utils.Pool.java
com.badlogic.gdx.utils.Sort.java
com.badlogic.gdx.utils.StringBuilder.java
com.badlogic.gdx.utils.TimSort.java
com.garrapeta.MathUtils.java
com.garrapeta.gameengine.Actor.java
com.garrapeta.gameengine.AsyncGameMessage.java
com.garrapeta.gameengine.BitmapManager.java
com.garrapeta.gameengine.Box2DActor.java
com.garrapeta.gameengine.Box2DWorld.java
com.garrapeta.gameengine.GameMessage.java
com.garrapeta.gameengine.GameView.java
com.garrapeta.gameengine.GameWorld.java
com.garrapeta.gameengine.ShapeDrawer.java
com.garrapeta.gameengine.SyncGameMessage.java
com.garrapeta.gameengine.Viewport.java
com.garrapeta.gameengine.actor.Box2DAtomicActor.java
com.garrapeta.gameengine.actor.Box2DCircleActor.java
com.garrapeta.gameengine.actor.Box2DEdgeActor.java
com.garrapeta.gameengine.actor.Box2DLoopActor.java
com.garrapeta.gameengine.actor.Box2DOpenChainActor.java
com.garrapeta.gameengine.actor.Box2DPolygonActor.java
com.garrapeta.gameengine.actor.IAtomicActor.java
com.garrapeta.gameengine.actor.SimpleActor.java
com.garrapeta.gameengine.module.LevelActionsModule.java
com.garrapeta.gameengine.module.LoadedLevelActionsModule.java
com.garrapeta.gameengine.module.SoundModule.java
com.garrapeta.gameengine.module.VibrationModule.java
com.garrapeta.gameengine.utils.IOUtils.java
com.garrapeta.gameengine.utils.LogX.java
com.garrapeta.gameengine.utils.PhysicsUtils.java
com.garrapeta.gameengine.utils.Pool.java