input
stringlengths 10
828
| output
stringlengths 5
107
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|---|---|
public boolean is touching return m flags touching flag touching flag
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is this contact touching
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public void set awake boolean flag if flag if m flags e awake flag 0 m flags e awake flag m sleep time 0 0f else m flags e awake flag m sleep time 0 0f m linear velocity set zero m angular velocity 0 0f m force set zero m torque 0 0f
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set the sleep state of the body
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public void set enabled boolean flag if flag m flags enabled flag else m flags enabled flag
|
enable disable this contact
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public boolean is enabled return m flags enabled flag enabled flag
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has this contact been disabled
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public contact get next return m next
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get the next contact in the worlds contact list
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public fixture get fixture a return m fixture a
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get the first fixture in this contact
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public fixture get fixture b return m fixture b
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get the second fixture in this contact
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public boolean is awake return m flags e awake flag e awake flag
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get the sleeping state of this body
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public shape type get type return m shape get type
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get the type of the child shape
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public void flag for filtering m flags filter flag
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flag this contact for filtering
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public shape get shape return m shape
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get the child shape
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public void set sensor boolean sensor m is sensor sensor
|
set if this fixture is a sensor
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public void set filter data final filter filter m filter set filter if m body null return flag associated contacts for filtering contact edge edge m body get contact list while edge null contact contact edge contact fixture fixture a contact get fixture a fixture fixture b contact get fixture b if fixture a this fixture b this contact flag for filtering edge edge next
|
set the contact filtering data
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public filter get filter data return m filter
|
get the contact filtering data
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public fixture get next return m next
|
get the next fixture in the parent bodys fixture list
|
public void set destruction listener destruction listener listener m destruction listener listener
|
register a destruction listener
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public boolean is active return m flags e active flag e active flag
|
get the active state of the body
|
public void set contact filter contact filter filter m contact manager m contact filter filter
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register a contact filter to provide specific control over collision
|
public boolean test point final vec2 p return m shape test point m body m xf p
|
test a point for containment in this fixture
|
public void set fixed rotation boolean flag if flag m flags e fixed rotation flag else m flags e fixed rotation flag reset mass data
|
set this body to have fixed rotation
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public boolean raycast ray cast output output ray cast input input return m shape raycast output input m body m xf
|
cast a ray against this shape
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public void get mass data mass data mass data m shape compute mass mass data m density
|
get the mass data for this fixture
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public void set contact listener contact listener listener m contact manager m contact listener listener
|
register a contact event listener
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public boolean is fixed rotation return m flags e fixed rotation flag e fixed rotation flag
|
does this body have fixed rotation
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public aabb get aabb return m aabb
|
get the fixtures aabb
|
public void get closest point final vec2 out switch m count case 0 assert false out set zero return case 1 out set m v1 w return case 2 case22 set m v2 w mul local m v2 a case2 set m v1 w mul local m v1 a add local case22 out set case2 return case 3 out set zero return default assert false out set zero return
|
this returns pooled objects
|
public boolean should collide body other at least one body should be dynamic if m type body type dynamic other m type body type dynamic return false does a joint prevent collision for joint edge jn m joint list jn null jn jn next if jn other other if jn joint m collide connected false return false return true
|
this is used to prevent connected bodies from colliding
|
public body create body body def def assert is locked false if is locked return null todo djm pooling body b new body def this add to world doubly linked list b m prev null b m next m body list if m body list null m body list m prev b m body list b m body count return b
|
create a rigid body given a definition
|
public void set final manifold point cp local point set cp local point normal impulse cp normal impulse tangent impulse cp tangent impulse id set cp id
|
sets this manifold point form the given one
|
public void zero features flip 0 features incident edge 0 features incident vertex 0 features reference edge 0
|
zeros out the data
|
public void set manifold cp for int i 0 i cp point count i points i set cp points i type cp type local normal set cp local normal local point set cp local point point count cp point count
|
copies this manifold from the given one
|
public vec2 centroid final transform xf return transform mul xf m centroid
|
get the centroid and apply the supplied transform
|
public void clear forces for body body m body list body null body body get next body m force set zero body m torque 0 0f
|
call this after you are done with time steps to clear the forces
|
public vec2 centroid to out final transform xf final vec2 out transform mul to out xf m centroid out return out
|
get the centroid and apply the supplied transform
|
public void query aabb query callback callback aabb aabb wqwrapper broad phase m contact manager m broad phase wqwrapper callback callback m contact manager m broad phase query wqwrapper aabb
|
query the world for all fixtures that potentially overlap the
|
public mat22 get transform return box r
|
gets the transform of the viewport transforms around the center
|
public void set transform mat22 transform box r set transform
|
sets the transform of the viewport
|
public void mul by transform mat22 arg transform box r mul local arg transform
|
multiplies the obb transform by the given transform
|
public void raycast ray cast callback callback vec2 point1 vec2 point2 wrcwrapper broad phase m contact manager m broad phase wrcwrapper callback callback input max fraction 1 0f input p1 set point1 input p2 set point2 m contact manager m broad phase raycast wrcwrapper input
|
ray cast the world for all fixtures in the path of the ray
|
public contact get contact list return m contact manager m contact list
|
get the world contact list
|
public void set warm starting boolean flag m warm starting flag
|
enable disable warm starting
|
public void set continuous physics boolean flag m continuous physics flag
|
enable disable continuous physics
|
public int get proxy count return m contact manager m broad phase get proxy count
|
get the number of broad phase proxies
|
public int get contact count return m contact manager m contact count
|
get the number of contacts each may have 0 or more contact points
|
public void set gravity vec2 gravity m gravity set gravity
|
change the global gravity vector
|
public vec2 get gravity return m gravity
|
get the global gravity vector
|
public boolean is locked return m flags locked locked
|
is the world locked in the middle of a time step
|
public void set auto clear forces boolean flag if flag m flags clear forces else m flags clear forces
|
set flag to control automatic clearing of forces after each time step
|
public boolean get auto clear forces return m flags clear forces clear forces
|
get the flag that controls automatic clearing of forces after each time step
|
public void on module load flex table navi table new flex table navi table set style name navigator bar table image tasklog logo new image resources en us tasklog logo png navi table set widget 0 0 tasklog logo root panel get navigator add navi table display panel create make new tasklog panel
|
this is the entry point method
|
public void set min val double min val this min val min val
|
set the bottom edge of variability range for the parameter
|
public void set max val double max val this max val max val
|
set the upper edge of variability range for the parameter
|
public void set source file string file name throws illegal parameter value exception source file new file file name if source file exists throw new illegal parameter value exception file file name not found if source file is file throw new illegal parameter value exception file name is not a valid path
|
set the file name of the source file containing the parameter definition
|
public void insert update document event e button set enabled true
|
enable the button
|
public void remove update document event e button set enabled true
|
enable the button
|
public void action performed action event e button set enabled true
|
enable the button
|
private string get concat sql list string values if values size 1 return values get 0 else return start concat values get 0 sep concat get concat sql values sub list 1 values size end concat
|
recursive way of building concat instruction
|
public time type get time type return new time type
|
returns the actual database specific data type to use a time column
|
public char type get char type return new char type
|
returns the actual database specific data type to use for a char column
|
public varchar type get varchar type return new varchar type
|
returns the actual database specific data type to use for a varchar column
|
public nvarchar type get nvarchar type return new nvarchar type
|
returns the actual database specific data type to use for a varchar column
|
public float type get float type return new float type
|
returns the actual database specific data type to use for a float column
|
public double type get double type return new double type
|
returns the actual database specific data type to use for a double column
|
public int type get int type return new int type
|
returns the actual database specific data type to use for a int column
|
public tiny int type get tiny int type return new tiny int type
|
returns the actual database specific data type to use for a tinyint column
|
public void clear for int i 0 i cols length i cols i 0 for int i 0 i rows length i rows i 0
|
remove all objects from the implicit grid
|
public void set rigid and convex boolean p new if p new properties mask is rigid and convex else properties mask is rigid and convex
|
pass true if this body can be regarded as convex
|
public void init int p gravity int p visibility aabbs gravity p gravity visibility aabbs p visibility aabbs tmp dynamic bodies new vector tmp static bodies new vector tmp particles new vector collided tiles cache new int max collided tiles 2 object pools inited false inited true
|
inits the simulation
|
public void set sticky boolean p new ifdef debug if properties mask can stick 0 system out println can t stick nonsticky body endif if p new properties mask is sticky else properties mask is sticky
|
pass true if this body is allowed to stick to objects
|
public void die if p1 info mass point mask world point 0 p1 info mass point mask dead signal that this point will die if p2 null p2 info mass point mask world point 0 p2 info mass point mask dead p1 null signal that this spring should be removed if the game holds this pointer somewhere else
|
notifies this spring to break itself after next apply
|
public void notify points to unstick p1 info mass point mask is sticked mass point mask is sticked to world erase old info if p2 null p2 info mass point mask is sticked mass point mask is sticked to world else if p2 pos null p2 pos x integer max value signal the point should be deleted else we need to do nothing for spr sp2
|
tells the spring to die due to unsticking
|
public void set object int p id int p aabb set object p id p aabb 0 tile size shift p aabb 1 tile size shift p aabb 2 tile size shift p aabb 3 tile size shift
|
mark the presence of an object in the grid
|
public void add mass point mass point p point tmp mass points add element p point
|
adds mass point to the body definition
|
public void unset object int p id int p aabb unset object p id p aabb 0 tile size shift p aabb 1 tile size shift p aabb 2 tile size shift p aabb 3 tile size shift
|
unmark the presence of an object in the grid
|
public void move vector2 p move for int i 0 i sticked points len i sticked points i add p move vector2 pt new vector2 pos pos add p move if world ig static bodies null world ig static bodies update object id aabb local 0 pt x aabb local 1 pt y aabb local 2 pt x aabb local 3 pt y aabb local 0 pos x aabb local 1 pos y aabb local 2 pos x aabb local 3 pos y
|
moves this object by p move
|
public void translate vector2 p pos move p pos minus pos
|
changes position of this object to p pos
|
public void add sticked point vector2 p to add if sticked points null sticked points new vector2 8 else if sticked points len sticked points length vector2 tmp new vector2 sticked points len 1 system arraycopy sticked points 0 tmp 0 sticked points len sticked points tmp sticked points sticked points len p to add
|
for internal use only sticks a point to this body
|
public void remove dead sticked points for int i 0 i sticked points len i vector2 pt sticked points i if pt x integer max value sticked points len sticked points i null if i sticked points len sticked points i sticked points sticked points len sticked points sticked points len null i
|
for internal use clears data holding sticked points
|
public void d draw shape graphics p graph vector2 p offset int p edges color int len points length int positions new int len 2 for int i 0 i len i positions i 0 pos x points i x p offset x game draw shift positions i 1 pos y points i y p offset y game draw shift p graph set color p edges color for int i 0 j len 1 i len j i i p graph draw line positions i 0 positions i 1 positions j 0 positions j 1
|
draws a shape of this object useful for debug
|
public void clean points null pos null sticked points null aabb local null aabb null world null
|
clears memory allocated by this object
|
public void add mass points mass point p points for int i 0 i p points length i tmp mass points add element p points i
|
adds multiple mass points to the body definition
|
public vector2 get center pos return point pos
|
returns a position of the center no work is done
|
public void pre collision init point info mass point mask was colliding mass point mask was colliding with world mass point mask was colliding with movables erase old info
|
clears collision data for internal use
|
public void invalidate aabb aabb invalid true
|
clears info about aabb and forces it to update for internal use
|
public void update aabb implicit grid p ig int min x aabb 0 int min y aabb 1 int max x aabb 2 int max y aabb 3 aabb invalid true get aabb p ig update object id min x min y max x max y aabb 0 aabb 1 aabb 2 aabb 3
|
force update of the aabb for internal use
|
public void apply buyoancy int p water surface y int p gravity int p inv damping int ratio int long aabb 3 p water surface y math utils shift count long aabb 3 aabb 1 if ratio math utils shift koef ratio math utils shift koef if ratio 0 int force int long p gravity ratio math utils shift count 1 force point pos y point last pos y p inv damping add force times mass new vector2 0 force
|
apply water buoyancy to simulate swimming
|
public void clamp velocity vector2 v new vector2 point pos x point last pos x point pos y point last pos y if long v x v x long v y v y soft world max speed squared v normalise with shift point last pos x point pos x v x soft world max speed math utils shift count point last pos y point pos y v y soft world max speed math utils shift count
|
clamps the velocity if its too high to prevent tunneling for internal use
|
public void add mass points mass point p points vector2 p offset for int i 0 i p points length i p points i translate position p offset tmp mass points add element p points i
|
adds multiple mass points to the body definition
|
public vector2 get opposite return new vector2 x y
|
returns an opposite vector
|
public void add mass points vector2 p points vector2 p offset int p mass for int i 0 i p points length i tmp mass points add element new mass point p points i plus p offset p mass
|
adds multiple mass points to the body definition
|
public vector2 shift left x x math utils shift count y y math utils shift count return this
|
shift coords to the left
|
public vector2 shift left int p shift count x x math utils shift count p shift count y y math utils shift count p shift count return this
|
shift coords to the left by shift count p shift count
|
public void add mass points vector2 p points int p mass for int i 0 i p points length i tmp mass points add element new mass point p points i p mass
|
adds multiple mass points to the body definition
|
public vector2 shift right x x math utils shift count y y math utils shift count return this
|
similar to shift left
|
public vector2 shift right int p shift count x x math utils shift count p shift count y y math utils shift count p shift count return this
|
similar to shift left
|
public void add vector2 p to add x p to add x y p to add y
|
adds other vector to this vectors data
|
public void set center mass point mass point p point center point p point
|
sets a mass point which become the center point of this object
|
public void add int p x int p y x p x y p y
|
adds values to coords
|
public void multiply int p scalar x p scalar y p scalar
|
multiplies this vectors data by scalar
|
public void add spring spring p spring tmp springs add element p spring
|
adds an internal spring to this body
|
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