/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2019 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ // Libraries #include "Body.h" #include "collision/shapes/CollisionShape.h" #include "utils/Logger.h" // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; // Constructor /** * @param id ID of the new body */ Body::Body(bodyindex id) : mID(id), mIsAlreadyInIsland(false), mIsAllowedToSleep(true), mIsActive(true), mIsSleeping(false), mSleepTime(0), mUserData(nullptr) { #ifdef IS_LOGGING_ACTIVE mLogger = nullptr; #endif } // Set whether or not the body is active /** * @param isActive True if you want to activate the body */ void Body::setIsActive(bool isActive) { mIsActive = isActive; RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body, "Body " + std::to_string(mID) + ": Set isActive=" + (mIsActive ? "true" : "false")); } // Set the variable to know whether or not the body is sleeping void Body::setIsSleeping(bool isSleeping) { if (isSleeping) { mSleepTime = decimal(0.0); } else { if (mIsSleeping) { mSleepTime = decimal(0.0); } } if (mIsSleeping != isSleeping) { mIsSleeping = isSleeping; RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body, "Body " + std::to_string(mID) + ": Set isSleeping=" + (mIsSleeping ? "true" : "false")); } } // Set whether or not the body is allowed to go to sleep /** * @param isAllowedToSleep True if the body is allowed to sleep */ void Body::setIsAllowedToSleep(bool isAllowedToSleep) { mIsAllowedToSleep = isAllowedToSleep; if (!mIsAllowedToSleep) setIsSleeping(false); RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body, "Body " + std::to_string(mID) + ": Set isAllowedToSleep=" + (mIsAllowedToSleep ? "true" : "false")); }