Box2D.Dynamics.Body.ResetMassData C# (CSharp) Метод

ResetMassData() публичный Метод

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
Результат void
        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);
        }