Project290.Physics.Dynamics.Body.ResetMassData C# (CSharp) Method

ResetMassData() public method

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.
public ResetMassData ( ) : void
return void
        public void ResetMassData()
        {
            // Compute mass data from shapes. Each shape has its own density.
            _mass = 0.0f;
            InvMass = 0.0f;
            _inertia = 0.0f;
            InvI = 0.0f;
            Sweep.LocalCenter = Vector2.Zero;

            // Kinematic bodies have zero mass.
            if (BodyType == BodyType.Kinematic)
            {
                Sweep.C0 = Sweep.C = Xf.Position;
                return;
            }

            Debug.Assert(BodyType == BodyType.Dynamic || BodyType == BodyType.Static);

            // Accumulate mass over all fixtures.
            Vector2 center = Vector2.Zero;
            foreach (Fixture f in FixtureList)
            {
                if (f.Shape._density == 0)
                {
                    continue;
                }

                MassData massData = f.Shape.MassData;
                _mass += massData.Mass;
                center += massData.Mass*massData.Centroid;
                _inertia += massData.Inertia;
            }

            //Static bodies only have mass, they don't have other properties. A little hacky tho...
            if (BodyType == BodyType.Static)
            {
                Sweep.C0 = Sweep.C = Xf.Position;
                return;
            }

            // Compute center of mass.
            if (_mass > 0.0f)
            {
                InvMass = 1.0f/_mass;
                center *= InvMass;
            }
            else
            {
                // Force all dynamic bodies to have a positive mass.
                _mass = 1.0f;
                InvMass = 1.0f;
            }

            if (_inertia > 0.0f && (Flags & BodyFlags.FixedRotation) == 0)
            {
                // Center the inertia about the center of mass.
                _inertia -= _mass*Vector2.Dot(center, center);

                Debug.Assert(_inertia > 0.0f);
                InvI = 1.0f/_inertia;
            }
            else
            {
                _inertia = 0.0f;
                InvI = 0.0f;
            }

            // Move center of mass.
            Vector2 oldCenter = Sweep.C;
            Sweep.LocalCenter = center;
            Sweep.C0 = Sweep.C = MathUtils.Multiply(ref Xf, ref Sweep.LocalCenter);

            // Update center of mass velocity.
            Vector2 a = Sweep.C - oldCenter;
            LinearVelocityInternal += new Vector2(-AngularVelocityInternal*a.Y, AngularVelocityInternal*a.X);
        }

Usage Example

Example #1
0
        public Fixture(Body body, Shape shape, Object userData)
        {
            CollisionFilter = new CollisionFilter(this);

            //Fixture defaults
            Friction    = 0.2f;
            Restitution = 0;

            IsSensor = false;

            Body     = body;
            UserData = userData;

            if (Settings.ConserveMemory)
            {
                Shape = shape;
            }
            else
            {
                Shape = shape.Clone();
            }

            // Reserve proxy space
            int childCount = Shape.ChildCount;

            Proxies = new FixtureProxy[childCount];
            for (int i = 0; i < childCount; ++i)
            {
                Proxies[i]         = new FixtureProxy();
                Proxies[i].Fixture = null;
                Proxies[i].ProxyId = BroadPhase.NullProxy;
            }
            ProxyCount = 0;

            FixtureId = _fixtureIdCounter++;

            if ((Body.Flags & BodyFlags.Enabled) == BodyFlags.Enabled)
            {
                BroadPhase broadPhase = Body.World.ContactManager.BroadPhase;
                CreateProxies(broadPhase, ref Body.Xf);
            }

            Body.FixtureList.Add(this);

            // Adjust mass properties if needed.
            if (Shape._density > 0.0f)
            {
                Body.ResetMassData();
            }

            // Let the world know we have a new fixture. This will cause new contacts
            // to be created at the beginning of the next time step.
            Body.World.Flags |= WorldFlags.NewFixture;

            if (Body.World.FixtureAdded != null)
            {
                Body.World.FixtureAdded(this);
            }
        }
All Usage Examples Of Project290.Physics.Dynamics.Body::ResetMassData