Box2DX.Dynamics.Body.GetNext C# (CSharp) Method

GetNext() public method

Get the next body in the world's body list.
public GetNext ( ) : Body
return Body
		public Body GetNext()
		{
			return _next;
		}

Usage Example

Example #1
0
        // Find islands, integrate and solve constraints, solve position constraints
        private void Solve(TimeStep step)
        {
            // Size the island for the worst case.
            Island island = new Island(_bodyCount,
                                       _contactManager._contactCount,
                                       _jointCount,
                                       _contactManager._contactListener);

            // Clear all the island flags.
            for (Body b = _bodyList; b != null; b = b._next)
            {
                b._flags &= ~Body.BodyFlags.Island;
            }
            for (Contact c = _contactManager._contactList; c != null; c = c.Next)
            {
                c.Flags &= ~ContactFlag.IslandFlag;
            }
            for (Joint j = _jointList; j != null; j = j._next)
            {
                j._islandFlag = false;
            }


            // Build and simulate all awake islands.
            int stackSize = _bodyCount;

            Body[] stack = new Body[stackSize];
            for (Body seed = _bodyList; seed != null; seed = seed._next)
            {
                if ((seed._flags & (Body.BodyFlags.Island | Body.BodyFlags.Sleep)) != 0)
                {
                    continue;
                }

                if (seed.IsStatic())
                {
                    continue;
                }

                // Reset island and stack.
                island.Clear();
                int stackCount = 0;
                stack[stackCount++] = seed;
                seed._flags        |= Body.BodyFlags.Island;

                // Perform a depth first search (DFS) on the constraint graph.
                while (stackCount > 0)
                {
                    // Grab the next body off the stack and add it to the island.
                    Body b = stack[--stackCount];
                    island.Add(ref b);

                    // Make sure the body is awake.
                    b._flags &= ~Body.BodyFlags.Sleep;

                    // To keep islands as small as possible, we don't
                    // propagate islands across static bodies.
                    if (b.IsStatic())
                    {
                        continue;
                    }

                    // Search all contacts connected to this body.
                    for (ContactEdge ce = b._contactList; ce != null; ce = ce.Next)
                    {
                        // Has this contact already been added to an island?
                        if ((ce.Contact.Flags & ContactFlag.IslandFlag) != 0)
                        {
                            continue;
                        }

                        // Is this contact touching?
                        if (ce.Contact.IsSolid() == false || ce.Contact.IsTouching() == false)
                        {
                            continue;
                        }

                        island.Add(ref ce.Contact);
                        ce.Contact.Flags |= ContactFlag.IslandFlag;

                        Body other = ce.Other;

                        // Was the other body already added to this island?
                        if ((other._flags & Body.BodyFlags.Island) != 0)
                        {
                            continue;
                        }

                        Box2DXDebug.Assert(stackCount < stackSize);
                        stack[stackCount++] = other;
                        other._flags       |= Body.BodyFlags.Island;
                    }

                    // Search all joints connect to this body.
                    for (JointEdge je = b._jointList; je != null; je = je.Next)
                    {
                        if (je.Joint._islandFlag == true)
                        {
                            continue;
                        }

                        island.Add(je.Joint);
                        je.Joint._islandFlag = true;

                        Body other = je.Other;
                        if ((other._flags & Body.BodyFlags.Island) != 0)
                        {
                            continue;
                        }

                        Box2DXDebug.Assert(stackCount < stackSize);
                        stack[stackCount++] = other;
                        other._flags       |= Body.BodyFlags.Island;
                    }
                }

                island.Solve(step, _gravity, _allowSleep);

                // Post solve cleanup.
                for (int i = 0; i < island.BodyCount; ++i)
                {
                    // Allow static bodies to participate in other islands.
                    Body b = island.Bodies[i];
                    if (b.IsStatic())
                    {
                        b._flags &= ~Body.BodyFlags.Island;
                    }
                }
            }

            stack = null;

            // Synchronize shapes, check for out of range bodies.
            for (Body b = _bodyList; b != null; b = b.GetNext())
            {
                if ((b._flags & Body.BodyFlags.Sleep) != 0)
                {
                    continue;
                }

                if (b.IsStatic())
                {
                    continue;
                }

                // Update fixtures (for broad-phase).
                b.SynchronizeFixtures();
            }

            // Look for new contacts.
            _contactManager.FindNewContacts();
        }
All Usage Examples Of Box2DX.Dynamics.Body::GetNext