public GetMassData ( |
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massData | ||
Результат | void |
/// <summary> /// This resets the mass properties to the sum of the mass properties of the fixtures. This /// normally does not need to be called unless you called setMassData to override the mass and you /// later want to reset the mass. /// </summary> public void ResetMassData() { // Compute mass data from shapes. Each shape has its own density. Mass = 0.0f; InvMass = 0.0f; I = 0.0f; InvI = 0.0f; Sweep.LocalCenter.SetZero(); // Static and kinematic bodies have zero mass. if (m_type == BodyType.Static || m_type == BodyType.Kinematic) { // m_sweep.c0 = m_sweep.c = m_xf.position; Sweep.C0.Set(Xf.P); Sweep.C.Set(Xf.P); Sweep.A0 = Sweep.A; return; } Debug.Assert(m_type == BodyType.Dynamic); // Accumulate mass over all fixtures. Vec2 localCenter = World.Pool.PopVec2(); localCenter.SetZero(); Vec2 temp = World.Pool.PopVec2(); MassData massData = pmd; for (Fixture f = FixtureList; f != null; f = f.Next) { if (f.Density == 0.0f) { continue; } f.GetMassData(massData); Mass += massData.Mass; // center += massData.mass * massData.center; temp.Set(massData.Center).MulLocal(massData.Mass); localCenter.AddLocal(temp); I += massData.I; } // Compute center of mass. if (Mass > 0.0f) { InvMass = 1.0f / Mass; localCenter.MulLocal(InvMass); } else { // Force all dynamic bodies to have a positive mass. Mass = 1.0f; InvMass = 1.0f; } if (I > 0.0f && (Flags & TypeFlags.FixedRotation) == 0) { // Center the inertia about the center of mass. I -= Mass * Vec2.Dot(localCenter, localCenter); Debug.Assert(I > 0.0f); InvI = 1.0f / I; } else { I = 0.0f; InvI = 0.0f; } Vec2 oldCenter = World.Pool.PopVec2(); // Move center of mass. oldCenter.Set(Sweep.C); Sweep.LocalCenter.Set(localCenter); // m_sweep.c0 = m_sweep.c = Mul(m_xf, m_sweep.localCenter); Transform.MulToOutUnsafe(Xf, Sweep.LocalCenter, Sweep.C0); Sweep.C.Set(Sweep.C0); // Update center of mass velocity. // m_linearVelocity += Cross(m_angularVelocity, m_sweep.c - oldCenter); temp.Set(Sweep.C).SubLocal(oldCenter); Vec2 temp2 = oldCenter; Vec2.CrossToOutUnsafe(m_angularVelocity, temp, temp2); m_linearVelocity.AddLocal(temp2); World.Pool.PushVec2(3); }