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<?php |
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declare(strict_types=1); |
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namespace Chipmunk; |
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use Chipmunk\Exception\RuntimeException; |
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/** |
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* A Body can be copied and pickled. Sleeping bodies that are copied will be |
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* awake in the fresh copy. When a Body is copied any spaces, shapes or |
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* constraints attached to the body will not be copied. |
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* |
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* A rigid body |
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* |
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* - Use forces to modify the rigid bodies if possible. This is likely to be |
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* the most stable. |
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* - Modifying a body’s velocity shouldn’t necessarily be avoided, but applying |
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* large changes can cause strange results in the simulation. Experiment |
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* freely, but be warned. |
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* - Don’t modify a body’s position every step unless you really know what you |
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* are doing. Otherwise you’re likely to get the position/velocity badly out |
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* of sync. |
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*/ |
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class Body extends AbstractFfi |
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{ |
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/** |
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* Alias of CP_BODY_TYPE_DYNAMIC |
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* |
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* A dynamic body is one that is affected by gravity, forces, and collisions. |
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* This is the default body type. |
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*/ |
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public const TYPE_DYNAMIC = 0; |
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/** |
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* Alias of CP_BODY_TYPE_KINEMATIC |
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* |
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* A kinematic body is an infinite mass, user controlled body that is not |
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* affected by gravity, forces or collisions. |
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* |
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* Instead the body only moves based on it's velocity. |
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* |
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* Dynamic bodies collide normally with kinematic bodies, though the |
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* kinematic body will be unaffected. |
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* |
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* Collisions between two kinematic bodies, or a kinematic body and a static |
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* body produce collision callbacks, but no collision response. |
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*/ |
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public const TYPE_KINEMATIC = 1; |
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/** |
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* Alias of CP_BODY_TYPE_STATIC |
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* |
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* A static body is a body that never (or rarely) moves. If you move a |
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* static body, you must call one of the cpSpaceReindex*() functions. |
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* |
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* Chipmunk uses this information to optimize the collision detection. |
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* |
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* Static bodies do not produce collision callbacks when colliding with |
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* other static bodies. |
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*/ |
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public const TYPE_STATIC = 2; |
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/** |
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* Create a new Body |
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* |
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* Mass and moment are ignored when $type is Body::TYPE_KINEMATIC or Body::TYPE_STATIC. |
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* |
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* Guessing the mass for a body is usually fine, but guessing a moment of |
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* inertia can lead to a very poor simulation so it’s recommended to use |
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* Chipmunk’s moment calculations to estimate the moment for you. |
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* |
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* There are two ways to set up a dynamic body. The easiest option is to |
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* create a body with a mass and moment of 0, and set the mass or density of |
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* each collision shape added to the body. Chipmunk will automatically |
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* calculate the mass, moment of inertia, and center of gravity for you. |
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* This is probably preferred in most cases. Note that these will only be |
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* correctly calculated after the body and shape are added to a space. |
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* |
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* The other option is to set the mass of the body when it’s created, and |
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* leave the mass of the shapes added to it as 0.0. This approach is more |
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* flexible, but is not as easy to use. Don’t set the mass of both the body |
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* and the shapes. If you do so, it will recalculate and overwrite your |
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* custom mass value when the shapes are added to the body. |
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* |
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* @throws RuntimeException if specified type does not exists |
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* |
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*/ |
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public function __construct(float $mass = 0.0, float $moment = 0.0, int $type = self::TYPE_DYNAMIC) |
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{ |
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parent::__construct(); |
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$this->setCData($this->getFfi()->cpBodyNew($mass, $moment)); |
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$this->setType($type); |
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} |
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/** |
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* Get a Space's static body reference |
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*/ |
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public static function fromSpace(Space $space): self |
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{ |
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$body = new self(); |
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$body->setCData($body->getFfi()->cpSpaceGetStaticBody($space->getCData())); |
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return $body; |
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} |
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/** |
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* @throws RuntimeException if specified type does not exists |
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*/ |
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private function assertType(int $type): void |
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{ |
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if (!in_array($type, [self::TYPE_DYNAMIC, self::TYPE_KINEMATIC, self::TYPE_STATIC])) { |
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throw new RuntimeException(sprintf('Unrecognized type "%s"', $type)); |
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} |
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} |
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/** |
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* The type of a body (Body::TYPE_DYNAMIC, Body::TYPE_KINEMATIC or |
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* Body::TYPE_STATIC). |
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* |
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* When changing an body to a dynamic body, the mass and moment of inertia |
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* are recalculated from the shapes added tothe body. Custom calculated |
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* moments of inertia are not preserved when changing types. |
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* |
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* This function cannot be called directly in a collision callback. |
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*/ |
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public function getType(): int |
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{ |
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return $this->getFfi()->cpBodyGetType($this->getCData()); |
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} |
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/** |
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* The type of a body (Body::TYPE_DYNAMIC, Body::TYPE_KINEMATIC or |
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* Body::TYPE_STATIC). |
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* |
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* When changing an body to a dynamic body, the mass and moment of inertia |
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* are recalculated from the shapes added tothe body. Custom calculated |
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* moments of inertia are not preserved when changing types. |
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* |
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* This function cannot be called directly in a collision callback. |
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* |
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* @throws RuntimeException if specified type does not exists |
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*/ |
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public function setType(int $type): self |
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{ |
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$this->assertType($type); |
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$this->getFfi()->cpBodySetType($this->getCData(), $type); |
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return $this; |
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} |
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public function getMass(): float |
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{ |
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return $this->getFfi()->cpBodyGetMass($this->getCData()); |
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} |
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public function setMass(float $mass): self |
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{ |
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return $this->getFfi()->cpBodySetMass($this->getCData(), $mass); |
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} |
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public function getMoment(): float |
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{ |
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return $this->getFfi()->cpBodyGetMoment($this->getCData()); |
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} |
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public function setMoment(float $moment): self |
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{ |
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return $this->getFfi()->cpBodySetMoment($this->getCData(), $moment); |
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} |
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} |
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This check looks for calls to methods that do not seem to exist on a given type. It looks for the method on the type itself as well as in inherited classes or implemented interfaces.
This is most likely a typographical error or the method has been renamed.