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/*******************************************************************************
 * Copyright (c) 2011, Daniel Murphy
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the  nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL DANIEL MURPHY BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 ******************************************************************************/
package org.jbox2d.dynamics;

import org.jbox2d.collision.broadphase.BroadPhase;
import org.jbox2d.collision.shapes.MassData;
import org.jbox2d.collision.shapes.Shape;
import org.jbox2d.common.Mat22;
import org.jbox2d.common.MathUtils;
import org.jbox2d.common.Sweep;
import org.jbox2d.common.Transform;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.contacts.Contact;
import org.jbox2d.dynamics.contacts.ContactEdge;
import org.jbox2d.dynamics.joints.JointEdge;

// updated to rev 100
// thead safe pooling
/**
 * A rigid body. These are created via World.createBody.
 * 
 * @author Daniel Murphy
 */
public class Body {
	public static final int e_islandFlag = 0x0001;
	public static final int e_awakeFlag = 0x0002;
	public static final int e_autoSleepFlag = 0x0004;
	public static final int e_bulletFlag = 0x0008;
	public static final int e_fixedRotationFlag = 0x0010;
	public static final int e_activeFlag = 0x0020;
	public static final int e_toiFlag = 0x0040;
	
	public BodyType m_type;
	
	public int m_flags;
	
	public int m_islandIndex;
	
	/**
	 * The body origin transform.
	 */
	public final Transform m_xf = new Transform();
	
	/**
	 * The swept motion for CCD
	 */
	public final Sweep m_sweep = new Sweep();
	
	public final Vec2 m_linearVelocity = new Vec2();
	public float m_angularVelocity = 0;
	
	public final Vec2 m_force = new Vec2();
	public float m_torque = 0;
	
	public World m_world;
	public Body m_prev;
	public Body m_next;
	
	public Fixture m_fixtureList;
	public int m_fixtureCount;
	
	public JointEdge m_jointList;
	public ContactEdge m_contactList;
	
	public float m_mass, m_invMass;
	
	// Rotational inertia about the center of mass.
	public float m_I, m_invI;
	
	public float m_linearDamping;
	public float m_angularDamping;
	
	public float m_sleepTime;
	
	public Object m_userData;
	
	public Body(final BodyDef bd, World world) {
		assert (bd.position.isValid());
		assert (bd.linearVelocity.isValid());
		assert (bd.inertiaScale >= 0.0f);
		assert (bd.angularDamping >= 0.0f);
		assert (bd.linearDamping >= 0.0f);
		
		m_flags = 0;
		
		if (bd.bullet) {
			m_flags |= e_bulletFlag;
		}
		if (bd.fixedRotation) {
			m_flags |= e_fixedRotationFlag;
		}
		if (bd.allowSleep) {
			m_flags |= e_autoSleepFlag;
		}
		if (bd.awake) {
			m_flags |= e_awakeFlag;
		}
		if (bd.active) {
			m_flags |= e_activeFlag;
		}
		
		m_world = world;
		
		m_xf.position.set(bd.position);
		m_xf.R.set(bd.angle);
		
		m_sweep.localCenter.setZero();
		m_sweep.a0 = m_sweep.a = bd.angle;
		// m_sweep.c0 = m_sweep.c = Transform.mul(m_xf, m_sweep.localCenter);
		Transform.mulToOut(m_xf, m_sweep.localCenter, m_sweep.c0);
		m_sweep.c.set(m_sweep.c0);
		
		m_jointList = null;
		m_contactList = null;
		m_prev = null;
		m_next = null;
		
		m_linearVelocity.set(bd.linearVelocity);
		m_angularVelocity = bd.angularVelocity;
		
		m_linearDamping = bd.linearDamping;
		m_angularDamping = bd.angularDamping;
		
		m_force.setZero();
		m_torque = 0.0f;
		
		m_sleepTime = 0.0f;
		
		m_type = bd.type;
		
		if (m_type == BodyType.DYNAMIC) {
			m_mass = 1f;
			m_invMass = 1f;
		}
		else {
			m_mass = 0f;
			m_invMass = 0f;
		}
		
		m_I = 0.0f;
		m_invI = 0.0f;
		
		m_userData = bd.userData;
		
		m_fixtureList = null;
		m_fixtureCount = 0;
	}
	
	// TODO djm: check out about this new fixture here
	/**
	 * Creates a fixture and attach it to this body. Use this function if you need
	 * to set some fixture parameters, like friction. Otherwise you can create the
	 * fixture directly from a shape.
	 * If the density is non-zero, this function automatically updates the mass of the
	 * body.
	 * Contacts are not created until the next time step.
	 * 
	 * @param def
	 *            the fixture definition.
	 * @warning This function is locked during callbacks.
	 */
	public final Fixture createFixture(FixtureDef def) {
		assert (m_world.isLocked() == false);
		
		if (m_world.isLocked() == true) {
			return null;
		}
		
		// djm TODO from pool?
		Fixture fixture = new Fixture();
		fixture.create(this, def);
		
		if ((m_flags & e_activeFlag) == e_activeFlag) {
			BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
			fixture.createProxy(broadPhase, m_xf);
		}
		
		fixture.m_next = m_fixtureList;
		m_fixtureList = fixture;
		++m_fixtureCount;
		
		fixture.m_body = this;
		
		// Adjust mass properties if needed.
		if (fixture.m_density > 0.0f) {
			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.
		m_world.m_flags |= World.NEW_FIXTURE;
		
		return fixture;
	}
	
	private final FixtureDef fixDef = new FixtureDef();
	
	/**
	 * Creates a fixture from a shape and attach it to this body.
	 * This is a convenience function. Use FixtureDef if you need to set parameters
	 * like friction, restitution, user data, or filtering.
	 * If the density is non-zero, this function automatically updates the mass of the
	 * body.
	 * 
	 * @param shape
	 *            the shape to be cloned.
	 * @param density
	 *            the shape density (set to zero for static bodies).
	 * @warning This function is locked during callbacks.
	 */
	public final Fixture createFixture(Shape shape, float density) {
		fixDef.shape = shape;
		fixDef.density = density;
		
		return createFixture(fixDef);
	}
	
	/**
	 * Destroy a fixture. This removes the fixture from the broad-phase and
	 * destroys all contacts associated with this fixture. This will
	 * automatically adjust the mass of the body if the body is dynamic and the
	 * fixture has positive density.
	 * All fixtures attached to a body are implicitly destroyed when the body is
	 * destroyed.
	 * 
	 * @param fixture
	 *            the fixture to be removed.
	 * @warning This function is locked during callbacks.
	 */
	public final void destroyFixture(Fixture fixture) {
		assert (m_world.isLocked() == false);
		if (m_world.isLocked() == true) {
			return;
		}
		
		assert (fixture.m_body == this);
		
		// Remove the fixture from this body's singly linked list.
		assert (m_fixtureCount > 0);
		Fixture node = m_fixtureList;
		Fixture last = null; // java change
		boolean found = false;
		while (node != null) {
			if (node == fixture) {
				node = fixture.m_next;
				found = true;
				break;
			}
			last = node;
			node = node.m_next;
		}
		
		// You tried to remove a shape that is not attached to this body.
		assert (found);
		
		// java change, remove it from the list
		if (last == null) {
			m_fixtureList = fixture.m_next;
		}
		else {
			last.m_next = fixture.m_next;
		}
		
		// Destroy any contacts associated with the fixture.
		ContactEdge edge = m_contactList;
		while (edge != null) {
			Contact c = edge.contact;
			edge = edge.next;
			
			Fixture fixtureA = c.getFixtureA();
			Fixture fixtureB = c.getFixtureB();
			
			if (fixture == fixtureA || fixture == fixtureB) {
				// This destroys the contact and removes it from
				// this body's contact list.
				m_world.m_contactManager.destroy(c);
			}
		}
		
		if ((m_flags & e_activeFlag) == e_activeFlag) {
			assert (fixture.m_proxy != null);
			BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
			fixture.destroyProxy(broadPhase);
		}
		else {
			assert (fixture.m_proxy == null);
		}
		
		fixture.destroy();
		fixture.m_body = null;
		fixture.m_next = null;
		fixture = null;
		
		--m_fixtureCount;
		
		// Reset the mass data.
		resetMassData();
	}
	
	/**
	 * Set the position of the body's origin and rotation.
	 * This breaks any contacts and wakes the other bodies.
	 * Manipulating a body's transform may cause non-physical behavior.
	 * 
	 * @param position
	 *            the world position of the body's local origin.
	 * @param angle
	 *            the world rotation in radians.
	 */
	public final void setTransform(Vec2 position, float angle) {
		assert (m_world.isLocked() == false);
		if (m_world.isLocked() == true) {
			return;
		}
		
		m_xf.R.set(angle);
		m_xf.position.set(position);
		
		// m_sweep.c0 = m_sweep.c = Mul(m_xf, m_sweep.localCenter);
		Transform.mulToOut(m_xf, m_sweep.localCenter, m_sweep.c0);
		m_sweep.c.set(m_sweep.c0);
		
		m_sweep.a0 = m_sweep.a = angle;
		
		BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
		for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
			f.synchronize(broadPhase, m_xf, m_xf);
		}
		
		m_world.m_contactManager.findNewContacts();
	}
	
	/**
	 * Get the body transform for the body's origin.
	 * 
	 * @return the world transform of the body's origin.
	 */
	public final Transform getTransform() {
		return m_xf;
	}
	
	/**
	 * Get the world body origin position. Do not modify.
	 * 
	 * @return the world position of the body's origin.
	 */
	public final Vec2 getPosition() {
		return m_xf.position;
	}
	
	/**
	 * Get the angle in radians.
	 * 
	 * @return the current world rotation angle in radians.
	 */
	public final float getAngle() {
		return m_sweep.a;
	}
	
	/**
	 * Get the world position of the center of mass. Do not modify.
	 */
	public final Vec2 getWorldCenter() {
		return m_sweep.c;
	}
	
	/**
	 * Get the local position of the center of mass. Do not modify.
	 */
	public final Vec2 getLocalCenter() {
		return m_sweep.localCenter;
	}
	
	/**
	 * Set the linear velocity of the center of mass.
	 * 
	 * @param v
	 *            the new linear velocity of the center of mass.
	 */
	public final void setLinearVelocity(Vec2 v) {
		if (m_type == BodyType.STATIC) {
			return;
		}
		
		if (Vec2.dot(v, v) > 0.0f) {
			setAwake(true);
		}
		
		m_linearVelocity.set(v);
	}
	
	/**
	 * Get the linear velocity of the center of mass. Do not modify,
	 * instead use {@link #setLinearVelocity(Vec2)}.
	 * 
	 * @return the linear velocity of the center of mass.
	 */
	public final Vec2 getLinearVelocity() {
		return m_linearVelocity;
	}
	
	/**
	 * Set the angular velocity.
	 * 
	 * @param w
	 *            the new angular velocity in radians/second.
	 */
	public final void setAngularVelocity(float w) {
		if (m_type == BodyType.STATIC) {
			return;
		}
		
		if (w * w > 0f) {
			setAwake(true);
		}
		
		m_angularVelocity = w;
	}
	
	/**
	 * Get the angular velocity.
	 * 
	 * @return the angular velocity in radians/second.
	 */
	public final float getAngularVelocity() {
		return m_angularVelocity;
	}
	
	/**
	 * Apply a force at a world point. If the force is not
	 * applied at the center of mass, it will generate a torque and
	 * affect the angular velocity. This wakes up the body.
	 * 
	 * @param force
	 *            the world force vector, usually in Newtons (N).
	 * @param point
	 *            the world position of the point of application.
	 */
	public final void applyForce(Vec2 force, Vec2 point) {
		if (m_type != BodyType.DYNAMIC) {
			return;
		}
		
		if (isAwake() == false) {
			setAwake(true);
		}
		
		// m_force.addLocal(force);
		// Vec2 temp = tltemp.get();
		// temp.set(point).subLocal(m_sweep.c);
		// m_torque += Vec2.cross(temp, force);
		
		m_force.x += force.x;
		m_force.y += force.y;
		
		m_torque += (point.x - m_sweep.c.x) * force.y - (point.y - m_sweep.c.y) * force.x;
	}
	
	/**
	 * Apply a torque. This affects the angular velocity
	 * without affecting the linear velocity of the center of mass.
	 * This wakes up the body.
	 * 
	 * @param torque
	 *            about the z-axis (out of the screen), usually in N-m.
	 */
	public final void applyTorque(float torque) {
		if (m_type != BodyType.DYNAMIC) {
			return;
		}
		
		if (isAwake() == false) {
			setAwake(true);
		}
		
		m_torque += torque;
	}
	
	/**
	 * Apply an impulse at a point. This immediately modifies the velocity.
	 * It also modifies the angular velocity if the point of application
	 * is not at the center of mass. This wakes up the body.
	 * 
	 * @param impulse
	 *            the world impulse vector, usually in N-seconds or kg-m/s.
	 * @param point
	 *            the world position of the point of application.
	 */
	public final void applyLinearImpulse(Vec2 impulse, Vec2 point) {
		if (m_type != BodyType.DYNAMIC) {
			return;
		}
		
		if (isAwake() == false) {
			setAwake(true);
		}
		
		// Vec2 temp = tltemp.get();
		// temp.set(impulse).mulLocal(m_invMass);
		// m_linearVelocity.addLocal(temp);
		//
		// temp.set(point).subLocal(m_sweep.c);
		// m_angularVelocity += m_invI * Vec2.cross(temp, impulse);
		
		m_linearVelocity.x += impulse.x * m_invMass;
		m_linearVelocity.y += impulse.y * m_invMass;
		
		m_angularVelocity += m_invI * ((point.x - m_sweep.c.x) * impulse.y - (point.y - m_sweep.c.y) * impulse.x);
	}
	
	/**
	 * Apply an angular impulse.
	 * 
	 * @param impulse
	 *            the angular impulse in units of kg*m*m/s
	 */
	public void applyAngularImpulse(float impulse) {
		if (m_type != BodyType.DYNAMIC) {
			return;
		}
		
		if (isAwake() == false) {
			setAwake(true);
		}
		m_angularVelocity += m_invI * impulse;
	}
	
	/**
	 * Get the total mass of the body.
	 * 
	 * @return the mass, usually in kilograms (kg).
	 */
	public final float getMass() {
		return m_mass;
	}
	
	/**
	 * Get the central rotational inertia of the body.
	 * 
	 * @return the rotational inertia, usually in kg-m^2.
	 */
	public final float getInertia() {
		return m_I + m_mass
				* (m_sweep.localCenter.x * m_sweep.localCenter.x + m_sweep.localCenter.y * m_sweep.localCenter.y);
	}
	
	/**
	 * Get the mass data of the body. The rotational inertia is relative
	 * to the center of mass.
	 */
	public final void getMassData(MassData data) {
		// data.mass = m_mass;
		// data.I = m_I + m_mass * Vec2.dot(m_sweep.localCenter, m_sweep.localCenter);
		// data.center.set(m_sweep.localCenter);
		
		data.mass = m_mass;
		data.I = m_I + m_mass
				* (m_sweep.localCenter.x * m_sweep.localCenter.x + m_sweep.localCenter.y * m_sweep.localCenter.y);
		data.center.x = m_sweep.localCenter.x;
		data.center.y = m_sweep.localCenter.y;
	}
	
	/**
	 * Set the mass properties to override the mass properties of the fixtures.
	 * Note that this changes the center of mass position.
	 * Note that creating or destroying fixtures can also alter the mass.
	 * This function has no effect if the body isn't dynamic.
	 * 
	 * @param massData
	 *            the mass properties.
	 */
	public final void setMassData(MassData massData) {
		// TODO_ERIN adjust linear velocity and torque to account for movement of center.
		assert (m_world.isLocked() == false);
		if (m_world.isLocked() == true) {
			return;
		}
		
		if (m_type != BodyType.DYNAMIC) {
			return;
		}
		
		m_invMass = 0.0f;
		m_I = 0.0f;
		m_invI = 0.0f;
		
		m_mass = massData.mass;
		if (m_mass <= 0.0f) {
			m_mass = 1f;
		}
		
		m_invMass = 1.0f / m_mass;
		
		if (massData.I > 0.0f && (m_flags & e_fixedRotationFlag) == 0) {
			m_I = massData.I - m_mass * Vec2.dot(massData.center, massData.center);
			assert (m_I > 0.0f);
			m_invI = 1.0f / m_I;
		}
		
		final Vec2 oldCenter = m_world.getPool().popVec2();
		// Move center of mass.
		oldCenter.set(m_sweep.c);
		m_sweep.localCenter.set(massData.center);
		// m_sweep.c0 = m_sweep.c = Mul(m_xf, m_sweep.localCenter);
		Transform.mulToOut(m_xf, m_sweep.localCenter, m_sweep.c0);
		m_sweep.c.set(m_sweep.c0);
		
		// Update center of mass velocity.
		// m_linearVelocity += Cross(m_angularVelocity, m_sweep.c - oldCenter);
		final Vec2 temp = m_world.getPool().popVec2();
		temp.set(m_sweep.c).subLocal(oldCenter);
		Vec2.crossToOut(m_angularVelocity, temp, temp);
		m_linearVelocity.addLocal(temp);
		
		m_world.getPool().pushVec2(2);
	}
	
	private final MassData pmd = new MassData();
	
	/**
	 * 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 final void resetMassData() {
		// Compute mass data from shapes. Each shape has its own density.
		m_mass = 0.0f;
		m_invMass = 0.0f;
		m_I = 0.0f;
		m_invI = 0.0f;
		m_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;
			m_sweep.c.set(m_xf.position);
			m_sweep.c0.set(m_xf.position);
			return;
		}
		
		assert (m_type == BodyType.DYNAMIC);
		
		// Accumulate mass over all fixtures.
		final Vec2 center = m_world.getPool().popVec2();
		center.setZero();
		final Vec2 temp = m_world.getPool().popVec2();
		final MassData massData = pmd;
		for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
			if (f.m_density == 0.0f) {
				continue;
			}
			f.getMassData(massData);
			m_mass += massData.mass;
			// center += massData.mass * massData.center;
			temp.set(massData.center).mulLocal(massData.mass);
			center.addLocal(temp);
			m_I += massData.I;
		}
		
		// Compute center of mass.
		if (m_mass > 0.0f) {
			m_invMass = 1.0f / m_mass;
			center.mulLocal(m_invMass);
		}
		else {
			// Force all dynamic bodies to have a positive mass.
			m_mass = 1.0f;
			m_invMass = 1.0f;
		}
		
		if (m_I > 0.0f && (m_flags & e_fixedRotationFlag) == 0) {
			// Center the inertia about the center of mass.
			m_I -= m_mass * Vec2.dot(center, center);
			assert (m_I > 0.0f);
			m_invI = 1.0f / m_I;
		}
		else {
			m_I = 0.0f;
			m_invI = 0.0f;
		}
		
		Vec2 oldCenter = m_world.getPool().popVec2();
		// Move center of mass.
		oldCenter.set(m_sweep.c);
		m_sweep.localCenter.set(center);
		// m_sweep.c0 = m_sweep.c = Mul(m_xf, m_sweep.localCenter);
		Transform.mulToOut(m_xf, m_sweep.localCenter, m_sweep.c0);
		m_sweep.c.set(m_sweep.c0);
		
		// Update center of mass velocity.
		// m_linearVelocity += Cross(m_angularVelocity, m_sweep.c - oldCenter);
		temp.set(m_sweep.c).subLocal(oldCenter);
		Vec2.crossToOut(m_angularVelocity, temp, temp);
		m_linearVelocity.addLocal(temp);
		
		m_world.getPool().pushVec2(3);
	}
	
	/**
	 * Get the world coordinates of a point given the local coordinates.
	 * 
	 * @param localPoint
	 *            a point on the body measured relative the the body's origin.
	 * @return the same point expressed in world coordinates.
	 */
	public final Vec2 getWorldPoint(Vec2 localPoint) {
		Vec2 v = new Vec2();
		getWorldPointToOut(localPoint, v);
		return v;
	}
	
	public final void getWorldPointToOut(Vec2 localPoint, Vec2 out) {
		Transform.mulToOut(m_xf, localPoint, out);
	}
	
	/**
	 * Get the world coordinates of a vector given the local coordinates.
	 * 
	 * @param localVector
	 *            a vector fixed in the body.
	 * @return the same vector expressed in world coordinates.
	 */
	public final Vec2 getWorldVector(Vec2 localVector) {
		Vec2 out = new Vec2();
		getWorldVectorToOut(localVector, out);
		return out;
	}
	
	public final void getWorldVectorToOut(Vec2 localVector, Vec2 out) {
		Mat22.mulToOut(m_xf.R, localVector, out);
	}
	
	/**
	 * Gets a local point relative to the body's origin given a world point.
	 * 
	 * @param worldPoint
	 *            point in world coordinates.
	 * @return the corresponding local point relative to the body's origin.
	 */
	public final Vec2 getLocalPoint(Vec2 worldPoint) {
		Vec2 out = new Vec2();
		getLocalPointToOut(worldPoint, out);
		return out;
	}
	
	public final void getLocalPointToOut(Vec2 worldPoint, Vec2 out) {
		Transform.mulTransToOut(m_xf, worldPoint, out);
	}
	
	/**
	 * Gets a local vector given a world vector.
	 * 
	 * @param worldVector
	 *            vector in world coordinates.
	 * @return the corresponding local vector.
	 */
	public final Vec2 getLocalVector(Vec2 worldVector) {
		Vec2 out = new Vec2();
		getLocalVectorToOut(worldVector, out);
		return out;
	}
	
	public final void getLocalVectorToOut(Vec2 worldVector, Vec2 out) {
		Mat22.mulTransToOut(m_xf.R, worldVector, out);
	}
	
	/**
	 * Get the world linear velocity of a world point attached to this body.
	 * 
	 * @param worldPoint
	 *            point in world coordinates.
	 * @return the world velocity of a point.
	 */
	public final Vec2 getLinearVelocityFromWorldPoint(Vec2 worldPoint) {
		Vec2 out = new Vec2();
		getLinearVelocityFromWorldPointToOut(worldPoint, out);
		return out;
	}
	
	public final void getLinearVelocityFromWorldPointToOut(Vec2 worldPoint, Vec2 out) {
		out.set(worldPoint).subLocal(m_sweep.c);
		Vec2.crossToOut(m_angularVelocity, out, out);
		out.addLocal(m_linearVelocity);
	}
	
	/**
	 * Get the world velocity of a local point.
	 * 
	 * @param localPoint
	 *            point in local coordinates.
	 * @return the world velocity of a point.
	 */
	public final Vec2 getLinearVelocityFromLocalPoint(Vec2 localPoint) {
		Vec2 out = new Vec2();
		getLinearVelocityFromLocalPointToOut(localPoint, out);
		return out;
	}
	
	public final void getLinearVelocityFromLocalPointToOut(Vec2 localPoint, Vec2 out) {
		getWorldPointToOut(localPoint, out);
		getLinearVelocityFromWorldPointToOut(out, out);
	}
	
	/** Get the linear damping of the body. */
	public final float getLinearDamping() {
		return m_linearDamping;
	}
	
	/** Set the linear damping of the body. */
	public final void setLinearDamping(float linearDamping) {
		m_linearDamping = linearDamping;
	}
	
	/** Get the angular damping of the body. */
	public final float getAngularDamping() {
		return m_angularDamping;
	}
	
	/** Set the angular damping of the body. */
	public final void setAngularDamping(float angularDamping) {
		m_angularDamping = angularDamping;
	}
	
	public BodyType getType() {
		return m_type;
	}
	
	/**
	 * Set the type of this body. This may alter the mass and velocity.
	 * 
	 * @param type
	 */
	public void setType(BodyType type) {
		if (m_type == type) {
			return;
		}
		
		m_type = type;
		
		resetMassData();
		
		if (m_type == BodyType.STATIC) {
			m_linearVelocity.setZero();
			m_angularVelocity = 0.0f;
		}
		
		setAwake(true);
		
		m_force.setZero();
		m_torque = 0.0f;
		
		// Since the body type changed, we need to flag contacts for filtering.
		for (ContactEdge ce = m_contactList; ce != null; ce = ce.next) {
			ce.contact.flagForFiltering();
		}
	}
	
	/** Is this body treated like a bullet for continuous collision detection? */
	public final boolean isBullet() {
		return (m_flags & e_bulletFlag) == e_bulletFlag;
	}
	
	/** Should this body be treated like a bullet for continuous collision detection? */
	public final void setBullet(boolean flag) {
		if (flag) {
			m_flags |= e_bulletFlag;
		}
		else {
			m_flags &= ~e_bulletFlag;
		}
	}
	
	/**
	 * You can disable sleeping on this body. If you disable sleeping, the
	 * body will be woken.
	 * 
	 * @param flag
	 */
	public void setSleepingAllowed(boolean flag) {
		if (flag) {
			m_flags |= e_autoSleepFlag;
		}
		else {
			m_flags &= ~e_autoSleepFlag;
			setAwake(true);
		}
	}
	
	/**
	 * Is this body allowed to sleep
	 * 
	 * @return
	 */
	public boolean isSleepingAllowed() {
		return (m_flags & e_autoSleepFlag) == e_autoSleepFlag;
	}
	
	/**
	 * Set the sleep state of the body. A sleeping body has very
	 * low CPU cost.
	 * 
	 * @param flag
	 *            set to true to put body to sleep, false to wake it.
	 */
	public void setAwake(boolean flag) {
		if (flag) {
			if ((m_flags & e_awakeFlag) == 0) {
				m_flags |= e_awakeFlag;
				m_sleepTime = 0.0f;
			}
		}
		else {
			m_flags &= ~e_awakeFlag;
			m_sleepTime = 0.0f;
			m_linearVelocity.setZero();
			m_angularVelocity = 0.0f;
			m_force.setZero();
			m_torque = 0.0f;
		}
	}
	
	/**
	 * Get the sleeping state of this body.
	 * 
	 * @return true if the body is sleeping.
	 */
	public boolean isAwake() {
		return (m_flags & e_awakeFlag) == e_awakeFlag;
	}
	
	/**
	 * Set the active state of the body. An inactive body is not
	 * simulated and cannot be collided with or woken up.
	 * If you pass a flag of true, all fixtures will be added to the
	 * broad-phase.
	 * If you pass a flag of false, all fixtures will be removed from
	 * the broad-phase and all contacts will be destroyed.
	 * Fixtures and joints are otherwise unaffected. You may continue
	 * to create/destroy fixtures and joints on inactive bodies.
	 * Fixtures on an inactive body are implicitly inactive and will
	 * not participate in collisions, ray-casts, or queries.
	 * Joints connected to an inactive body are implicitly inactive.
	 * An inactive body is still owned by a World object and remains
	 * in the body list.
	 * 
	 * @param flag
	 */
	public void setActive(boolean flag) {
		if (flag == isActive()) {
			return;
		}
		
		if (flag) {
			m_flags |= e_activeFlag;
			
			// Create all proxies.
			BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
			for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
				f.createProxy(broadPhase, m_xf);
			}
			
			// Contacts are created the next time step.
		}
		else {
			m_flags &= ~e_activeFlag;
			
			// Destroy all proxies.
			BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
			for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
				f.destroyProxy(broadPhase);
			}
			
			// Destroy the attached contacts.
			ContactEdge ce = m_contactList;
			while (ce != null) {
				ContactEdge ce0 = ce;
				ce = ce.next;
				m_world.m_contactManager.destroy(ce0.contact);
			}
			m_contactList = null;
		}
	}
	
	/**
	 * Get the active state of the body.
	 * 
	 * @return
	 */
	public boolean isActive() {
		return (m_flags & e_activeFlag) == e_activeFlag;
	}
	
	/**
	 * Set this body to have fixed rotation. This causes the mass
	 * to be reset.
	 * 
	 * @param flag
	 */
	public void setFixedRotation(boolean flag) {
		if (flag) {
			m_flags |= e_fixedRotationFlag;
		}
		else {
			m_flags &= ~e_fixedRotationFlag;
		}
		
		resetMassData();
	}
	
	/**
	 * Does this body have fixed rotation?
	 * 
	 * @return
	 */
	public boolean isFixedRotation() {
		return (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
	}
	
	/** Get the list of all fixtures attached to this body. */
	public final Fixture getFixtureList() {
		return m_fixtureList;
	}
	
	/** Get the list of all joints attached to this body. */
	public final JointEdge getJointList() {
		return m_jointList;
	}
	
	/**
	 * Get the list of all contacts attached to this body.
	 * 
	 * @warning this list changes during the time step and you may
	 *          miss some collisions if you don't use ContactListener.
	 */
	public final ContactEdge getContactList() {
		return m_contactList;
	}
	
	/** Get the next body in the world's body list. */
	public final Body getNext() {
		return m_next;
	}
	
	/** Get the user data pointer that was provided in the body definition. */
	public final Object getUserData() {
		return m_userData;
	}
	
	/**
	 * Set the user data. Use this to store your application specific data.
	 */
	public final void setUserData(Object data) {
		m_userData = data;
	}
	
	/**
	 * Get the parent world of this body.
	 */
	public final World getWorld() {
		return m_world;
	}
	
	// djm pooling
	private final Transform pxf = new Transform();
	
	protected final void synchronizeFixtures() {
		final Transform xf1 = pxf;
		xf1.R.set(m_sweep.a0);
		// xf1.position = m_sweep.c0 - Mul(xf1.R, m_sweep.localCenter);
		Mat22.mulToOut(xf1.R, m_sweep.localCenter, xf1.position);
		xf1.position.mulLocal(-1).addLocal(m_sweep.c0);
		
		BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase;
		for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
			f.synchronize(broadPhase, xf1, m_xf);
		}
	}
	
	public final void synchronizeTransform() {
		// m_xf.R.set(m_sweep.a);
		//
		// //m_xf.position = m_sweep.c - Mul(m_xf.R, m_sweep.localCenter);
		// Mat22.mulToOut(m_xf.R, m_sweep.localCenter, m_xf.position);
		// m_xf.position.mulLocal(-1).addLocal(m_sweep.c);
		
    final float c = MathUtils.cos(m_sweep.a), s = MathUtils.sin(m_sweep.a);
    m_xf.R.m11 = c;
    m_xf.R.m21 = -s;
    m_xf.R.m12 = s;
    m_xf.R.m22 = c;
    m_xf.position.x = m_xf.R.m11 * m_sweep.localCenter.x + m_xf.R.m21 * m_sweep.localCenter.y;
    m_xf.position.y = m_xf.R.m12 * m_sweep.localCenter.x + m_xf.R.m22 * m_sweep.localCenter.y;
    m_xf.position.x *= -1f;
    m_xf.position.y *= -1f;
    m_xf.position.x += m_sweep.c.x;
    m_xf.position.y += m_sweep.c.y;
	}
	
	/**
	 * This is used to prevent connected bodies from colliding.
	 * It may lie, depending on the collideConnected flag.
	 * 
	 * @param other
	 * @return
	 */
	public boolean shouldCollide(Body other) {
		// At least one body should be dynamic.
		if (m_type != BodyType.DYNAMIC && other.m_type != BodyType.DYNAMIC) {
			return false;
		}
		
		// Does a joint prevent collision?
		for (JointEdge jn = m_jointList; jn != null; jn = jn.next) {
			if (jn.other == other) {
				if (jn.joint.m_collideConnected == false) {
					return false;
				}
			}
		}
		
		return true;
	}
	
	protected final void advance(float t) {
		// Advance to the new safe time.
		m_sweep.advance(t);
		m_sweep.c.set(m_sweep.c0);
		m_sweep.a = m_sweep.a0;
		synchronizeTransform();
	}
}




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