/*
* Farseer Physics Engine based on Box2D.XNA port:
* Copyright (c) 2010 Ian Qvist
* 
* Box2D.XNA port of Box2D:
* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
*
* Original source Box2D:
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com 
* 
* 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. 
*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
using FarseerPhysics.Collision;
using FarseerPhysics.Common;
using FarseerPhysics.Controllers;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Dynamics
{
    /// 
    /// Contains filter data that can determine whether an object should be processed or not.
    /// 
    public abstract class FilterData
    {
        public Category DisabledOnCategories = Category.None;
        public int DisabledOnGroup;
        public Category EnabledOnCategories = Category.All;
        public int EnabledOnGroup;
        public virtual bool IsActiveOn(Body body)
        {
            if (body == null || !body.Enabled || body.IsStatic)
                return false;
            if (body.FixtureList == null)
                return false;
            foreach (Fixture fixture in body.FixtureList)
            {
                //Disable
                if ((fixture.CollisionGroup == DisabledOnGroup) &&
                    fixture.CollisionGroup != 0 && DisabledOnGroup != 0)
                    return false;
                if ((fixture.CollisionCategories & DisabledOnCategories) != Category.None)
                    return false;
                if (EnabledOnGroup != 0 || EnabledOnCategories != Category.All)
                {
                    //Enable
                    if ((fixture.CollisionGroup == EnabledOnGroup) &&
                        fixture.CollisionGroup != 0 && EnabledOnGroup != 0)
                        return true;
                    if ((fixture.CollisionCategories & EnabledOnCategories) != Category.None &&
                        EnabledOnCategories != Category.All)
                        return true;
                }
                else
                {
                    return true;
                }
            }
            return false;
        }
        /// 
        /// Adds the category.
        /// 
        /// The category.
        public void AddDisabledCategory(Category category)
        {
            DisabledOnCategories |= category;
        }
        /// 
        /// Removes the category.
        /// 
        /// The category.
        public void RemoveDisabledCategory(Category category)
        {
            DisabledOnCategories &= ~category;
        }
        /// 
        /// Determines whether this body ignores the the specified controller.
        /// 
        /// The category.
        /// 
        /// 	true if the object has the specified category; otherwise, false.
        /// 
        public bool IsInDisabledCategory(Category category)
        {
            return (DisabledOnCategories & category) == category;
        }
        /// 
        /// Adds the category.
        /// 
        /// The category.
        public void AddEnabledCategory(Category category)
        {
            EnabledOnCategories |= category;
        }
        /// 
        /// Removes the category.
        /// 
        /// The category.
        public void RemoveEnabledCategory(Category category)
        {
            EnabledOnCategories &= ~category;
        }
        /// 
        /// Determines whether this body ignores the the specified controller.
        /// 
        /// The category.
        /// 
        /// 	true if the object has the specified category; otherwise, false.
        /// 
        public bool IsInEnabledCategory(Category category)
        {
            return (EnabledOnCategories & category) == category;
        }
    }
    [Flags]
    public enum WorldFlags
    {
        /// 
        /// Flag that indicates a new fixture has been added to the world.
        /// 
        NewFixture = (1 << 0),
        /// 
        /// Flag that clear the forces after each time step.
        /// 
        ClearForces = (1 << 2),
        SubStepping = (1 << 4),
    }
    /// 
    /// The world class manages all physics entities, dynamic simulation,
    /// and asynchronous queries.
    /// 
    public class World
    {
        /// 
        /// Fires whenever a body has been added
        /// 
        public BodyDelegate BodyAdded;
        /// 
        /// Fires whenever a body has been removed
        /// 
        public BodyDelegate BodyRemoved;
        internal Queue ContactPool = new Queue(256);
        /// 
        /// Fires whenever a fixture has been added
        /// 
        public FixtureDelegate FixtureAdded;
        /// 
        /// Fires whenever a fixture has been removed
        /// 
        public FixtureDelegate FixtureRemoved;
        internal WorldFlags Flags;
        /// 
        /// Fires whenever a joint has been added
        /// 
        public JointDelegate JointAdded;
        /// 
        /// Fires whenever a joint has been removed
        /// 
        public JointDelegate JointRemoved;
        public ControllerDelegate ControllerAdded;
        public ControllerDelegate ControllerRemoved;
        private float _invDt0;
        public Island Island = new Island();
        private Body[] _stack = new Body[64];
        private bool _stepComplete;
        private HashSet _bodyAddList = new HashSet();
        private HashSet _bodyRemoveList = new HashSet();
        private HashSet _jointAddList = new HashSet();
        private HashSet _jointRemoveList = new HashSet();
        private TOIInput _input = new TOIInput();
        /// 
        /// If false, the whole simulation stops. It still processes added and removed geometries.
        /// 
        public bool Enabled = true;
#if (!SILVERLIGHT)
        private Stopwatch _watch = new Stopwatch();
#endif
        /// 
        /// Initializes a new instance of the  class.
        /// 
        private World()
        {
            Flags = WorldFlags.ClearForces;
            ControllerList = new List();
            BreakableBodyList = new List();
            BodyList = new List(32);
            JointList = new List(32);
        }
        public World(Vector2 gravity, AABB span)
            : this()
        {
            Gravity = gravity;
            ContactManager = new ContactManager(new QuadTreeBroadPhase(span));
        }
        /// 
        /// Initializes a new instance of the  class.
        /// 
        /// The gravity.
        public World(Vector2 gravity)
            : this()
        {
            ContactManager = new ContactManager(new DynamicTreeBroadPhase());
            Gravity = gravity;
        }
        public List ControllerList { get; private set; }
        public List BreakableBodyList { get; private set; }
        public float UpdateTime { get; private set; }
        public float ContinuousPhysicsTime { get; private set; }
        public float ControllersUpdateTime { get; private set; }
        public float AddRemoveTime { get; private set; }
        public float ContactsUpdateTime { get; private set; }
        public float SolveUpdateTime { get; private set; }
        /// 
        /// Get the number of broad-phase proxies.
        /// 
        /// The proxy count.
        public int ProxyCount
        {
            get { return ContactManager.BroadPhase.ProxyCount; }
        }
        /// 
        /// Change the global gravity vector.
        /// 
        /// The gravity.
        public Vector2 Gravity;
        /// 
        /// Set flag to control automatic clearing of forces after each time step.
        /// 
        /// true if it should auto clear forces; otherwise, false.
        public bool AutoClearForces
        {
            set
            {
                if (value)
                {
                    Flags |= WorldFlags.ClearForces;
                }
                else
                {
                    Flags &= ~WorldFlags.ClearForces;
                }
            }
            get { return (Flags & WorldFlags.ClearForces) == WorldFlags.ClearForces; }
        }
        /// 
        /// Get the contact manager for testing.
        /// 
        /// The contact manager.
        public ContactManager ContactManager { get; private set; }
        /// 
        /// Get the world body list.
        /// 
        /// Thehead of the world body list.
        public List BodyList { get; private set; }
        /// 
        /// Get the world joint list. 
        /// 
        /// The joint list.
        public List JointList { get; private set; }
        /// 
        /// Get the world contact list. With the returned contact, use Contact.GetNext to get
        /// the next contact in the world list. A null contact indicates the end of the list.
        /// 
        /// The head of the world contact list.
        public List ContactList
        {
            get { return ContactManager.ContactList; }
        }
        /// 
        /// Enable/disable single stepped continuous physics. For testing.
        /// 
        public bool EnableSubStepping
        {
            set
            {
                if (value)
                {
                    Flags |= WorldFlags.SubStepping;
                }
                else
                {
                    Flags &= ~WorldFlags.SubStepping;
                }
            }
            get { return (Flags & WorldFlags.SubStepping) == WorldFlags.SubStepping; }
        }
        /// 
        /// Add a rigid body.
        /// 
        /// 
        internal void AddBody(Body body)
        {
            Debug.Assert(!_bodyAddList.Contains(body), "You are adding the same body more than once.");
            if (!_bodyAddList.Contains(body))
                _bodyAddList.Add(body);
        }
        /// 
        /// Destroy a rigid body.
        /// Warning: This automatically deletes all associated shapes and joints.
        /// 
        /// The body.
        public void RemoveBody(Body body)
        {
            Debug.Assert(!_bodyRemoveList.Contains(body),
                         "The body is already marked for removal. You are removing the body more than once.");
            if (!_bodyRemoveList.Contains(body))
                _bodyRemoveList.Add(body);
        }
        /// 
        /// Create a joint to constrain bodies together. This may cause the connected bodies to cease colliding.
        /// 
        /// The joint.
        public void AddJoint(Joint joint)
        {
            Debug.Assert(!_jointAddList.Contains(joint), "You are adding the same joint more than once.");
            if (!_jointAddList.Contains(joint))
                _jointAddList.Add(joint);
        }
        private void RemoveJoint(Joint joint, bool doCheck)
        {
            if (doCheck)
            {
                Debug.Assert(!_jointRemoveList.Contains(joint),
                             "The joint is already marked for removal. You are removing the joint more than once.");
            }
            if (!_jointRemoveList.Contains(joint))
                _jointRemoveList.Add(joint);
        }
        /// 
        /// Destroy a joint. This may cause the connected bodies to begin colliding.
        /// 
        /// The joint.
        public void RemoveJoint(Joint joint)
        {
            RemoveJoint(joint, true);
        }
        /// 
        /// All adds and removes are cached by the World duing a World step.
        /// To process the changes before the world updates again, call this method.
        /// 
        public void ProcessChanges()
        {
            ProcessAddedBodies();
            ProcessAddedJoints();
            ProcessRemovedBodies();
            ProcessRemovedJoints();
        }
        private void ProcessRemovedJoints()
        {
            if (_jointRemoveList.Count > 0)
            {
                foreach (Joint joint in _jointRemoveList)
                {
                    bool collideConnected = joint.CollideConnected;
                    // Remove from the world list.
                    JointList.Remove(joint);
                    // Disconnect from island graph.
                    Body bodyA = joint.BodyA;
                    Body bodyB = joint.BodyB;
                    // Wake up connected bodies.
                    bodyA.Awake = true;
                    // WIP David
                    if (!joint.IsFixedType())
                    {
                        bodyB.Awake = true;
                    }
                    // Remove from body 1.
                    if (joint.EdgeA.Prev != null)
                    {
                        joint.EdgeA.Prev.Next = joint.EdgeA.Next;
                    }
                    if (joint.EdgeA.Next != null)
                    {
                        joint.EdgeA.Next.Prev = joint.EdgeA.Prev;
                    }
                    if (joint.EdgeA == bodyA.JointList)
                    {
                        bodyA.JointList = joint.EdgeA.Next;
                    }
                    joint.EdgeA.Prev = null;
                    joint.EdgeA.Next = null;
                    // WIP David
                    if (!joint.IsFixedType())
                    {
                        // Remove from body 2
                        if (joint.EdgeB.Prev != null)
                        {
                            joint.EdgeB.Prev.Next = joint.EdgeB.Next;
                        }
                        if (joint.EdgeB.Next != null)
                        {
                            joint.EdgeB.Next.Prev = joint.EdgeB.Prev;
                        }
                        if (joint.EdgeB == bodyB.JointList)
                        {
                            bodyB.JointList = joint.EdgeB.Next;
                        }
                        joint.EdgeB.Prev = null;
                        joint.EdgeB.Next = null;
                    }
                    // WIP David
                    if (!joint.IsFixedType())
                    {
                        // If the joint prevents collisions, then flag any contacts for filtering.
                        if (collideConnected == false)
                        {
                            ContactEdge edge = bodyB.ContactList;
                            while (edge != null)
                            {
                                if (edge.Other == bodyA)
                                {
                                    // Flag the contact for filtering at the next time step (where either
                                    // body is awake).
                                    edge.Contact.FlagForFiltering();
                                }
                                edge = edge.Next;
                            }
                        }
                    }
                    if (JointRemoved != null)
                    {
                        JointRemoved(joint);
                    }
                }
                _jointRemoveList.Clear();
            }
        }
        private void ProcessAddedJoints()
        {
            if (_jointAddList.Count > 0)
            {
                foreach (Joint joint in _jointAddList)
                {
                    // Connect to the world list.
                    JointList.Add(joint);
                    // Connect to the bodies' doubly linked lists.
                    joint.EdgeA.Joint = joint;
                    joint.EdgeA.Other = joint.BodyB;
                    joint.EdgeA.Prev = null;
                    joint.EdgeA.Next = joint.BodyA.JointList;
                    if (joint.BodyA.JointList != null)
                        joint.BodyA.JointList.Prev = joint.EdgeA;
                    joint.BodyA.JointList = joint.EdgeA;
                    // WIP David
                    if (!joint.IsFixedType())
                    {
                        joint.EdgeB.Joint = joint;
                        joint.EdgeB.Other = joint.BodyA;
                        joint.EdgeB.Prev = null;
                        joint.EdgeB.Next = joint.BodyB.JointList;
                        if (joint.BodyB.JointList != null)
                            joint.BodyB.JointList.Prev = joint.EdgeB;
                        joint.BodyB.JointList = joint.EdgeB;
                        Body bodyA = joint.BodyA;
                        Body bodyB = joint.BodyB;
                        // If the joint prevents collisions, then flag any contacts for filtering.
                        if (joint.CollideConnected == false)
                        {
                            ContactEdge edge = bodyB.ContactList;
                            while (edge != null)
                            {
                                if (edge.Other == bodyA)
                                {
                                    // Flag the contact for filtering at the next time step (where either
                                    // body is awake).
                                    edge.Contact.FlagForFiltering();
                                }
                                edge = edge.Next;
                            }
                        }
                    }
                    if (JointAdded != null)
                        JointAdded(joint);
                    // Note: creating a joint doesn't wake the bodies.
                }
                _jointAddList.Clear();
            }
        }
        private void ProcessAddedBodies()
        {
            if (_bodyAddList.Count > 0)
            {
                foreach (Body body in _bodyAddList)
                {
                    // Add to world list.
                    BodyList.Add(body);
                    if (BodyAdded != null)
                        BodyAdded(body);
                }
                _bodyAddList.Clear();
            }
        }
        private void ProcessRemovedBodies()
        {
            if (_bodyRemoveList.Count > 0)
            {
                foreach (Body body in _bodyRemoveList)
                {
                    Debug.Assert(BodyList.Count > 0);
                    // You tried to remove a body that is not contained in the BodyList.
                    // Are you removing the body more than once?
                    Debug.Assert(BodyList.Contains(body));
                    // Delete the attached joints.
                    JointEdge je = body.JointList;
                    while (je != null)
                    {
                        JointEdge je0 = je;
                        je = je.Next;
                        RemoveJoint(je0.Joint, false);
                    }
                    body.JointList = null;
                    // Delete the attached contacts.
                    ContactEdge ce = body.ContactList;
                    while (ce != null)
                    {
                        ContactEdge ce0 = ce;
                        ce = ce.Next;
                        ContactManager.Destroy(ce0.Contact);
                    }
                    body.ContactList = null;
                    // Delete the attached fixtures. This destroys broad-phase proxies.
                    for (int i = 0; i < body.FixtureList.Count; i++)
                    {
                        body.FixtureList[i].DestroyProxies(ContactManager.BroadPhase);
                        body.FixtureList[i].Destroy();
                    }
                    body.FixtureList = null;
                    // Remove world body list.
                    BodyList.Remove(body);
                    if (BodyRemoved != null)
                        BodyRemoved(body);
                }
                _bodyRemoveList.Clear();
            }
        }
        /// 
        /// Take a time step. This performs collision detection, integration,
        /// and consraint solution.
        /// 
        /// The amount of time to simulate, this should not vary.
        public void Step(float dt)
        {
#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
                _watch.Start();
#endif
            ProcessChanges();
#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
                AddRemoveTime = _watch.ElapsedTicks;
#endif
            //If there is no change in time, no need to calculate anything.
            if (dt == 0 || !Enabled)
            {
#if (!SILVERLIGHT)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Stop();
                    _watch.Reset();
                }
#endif
                return;
            }
            // If new fixtures were added, we need to find the new contacts.
            if ((Flags & WorldFlags.NewFixture) == WorldFlags.NewFixture)
            {
                ContactManager.FindNewContacts();
                Flags &= ~WorldFlags.NewFixture;
            }
            TimeStep step;
            step.inv_dt = 1.0f / dt;
            step.dt = dt;
            step.dtRatio = _invDt0 * dt;
            //Update controllers
            for (int i = 0; i < ControllerList.Count; i++)
            {
                ControllerList[i].Update(dt);
            }
#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
                ControllersUpdateTime = _watch.ElapsedTicks - AddRemoveTime;
#endif
            // Update contacts. This is where some contacts are destroyed.
            ContactManager.Collide();
#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
                ContactsUpdateTime = _watch.ElapsedTicks - (AddRemoveTime + ControllersUpdateTime);
#endif
            // Integrate velocities, solve velocity raints, and integrate positions.
            Solve(ref step);
#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
                SolveUpdateTime = _watch.ElapsedTicks - (AddRemoveTime + ControllersUpdateTime + ContactsUpdateTime);
#endif
            // Handle TOI events.
            if (Settings.ContinuousPhysics)
            {
                SolveTOI(ref step);
            }
#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
                ContinuousPhysicsTime = _watch.ElapsedTicks -
                                        (AddRemoveTime + ControllersUpdateTime + ContactsUpdateTime + SolveUpdateTime);
#endif
            _invDt0 = step.inv_dt;
            if ((Flags & WorldFlags.ClearForces) != 0)
            {
                ClearForces();
            }
            for (int i = 0; i < BreakableBodyList.Count; i++)
            {
                BreakableBodyList[i].Update();
            }
#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
            {
                _watch.Stop();
                //AddRemoveTime = 1000 * AddRemoveTime / Stopwatch.Frequency;
                UpdateTime = _watch.ElapsedTicks;
                _watch.Reset();
            }
#endif
        }
        /// 
        /// Call this after you are done with time steps to clear the forces. You normally
        /// call this after each call to Step, unless you are performing sub-steps. By default,
        /// forces will be automatically cleared, so you don't need to call this function.
        /// 
        public void ClearForces()
        {
            for (int i = 0; i < BodyList.Count; i++)
            {
                Body body = BodyList[i];
                body.Force = Vector2.Zero;
                body.Torque = 0.0f;
            }
        }
        /// 
        /// Query the world for all fixtures that potentially overlap the
        /// provided AABB.
        /// 
        /// Inside the callback:
        /// Return true: Continues the query
        /// Return false: Terminate the query
        /// 
        /// A user implemented callback class.
        /// The aabb query box.
        public void QueryAABB(Func callback, ref AABB aabb)
        {
            ContactManager.BroadPhase.Query(proxyId =>
                                                {
                                                    FixtureProxy proxy = ContactManager.BroadPhase.GetProxy(proxyId);
                                                    return callback(proxy.Fixture);
                                                }, ref aabb);
        }
        /// 
        /// Ray-cast the world for all fixtures in the path of the ray. Your callback
        /// controls whether you get the closest point, any point, or n-points.
        /// The ray-cast ignores shapes that contain the starting point.
        /// 
        /// Inside the callback:
        /// return -1: ignore this fixture and continue
        /// return 0: terminate the ray cast
        /// return fraction: clip the ray to this point
        /// return 1: don't clip the ray and continue
        /// 
        /// A user implemented callback class.
        /// The ray starting point.
        /// The ray ending point.
        public void RayCast(RayCastCallback callback, Vector2 point1, Vector2 point2)
        {
            RayCastInput input = new RayCastInput();
            input.MaxFraction = 1.0f;
            input.Point1 = point1;
            input.Point2 = point2;
            ContactManager.BroadPhase.RayCast((rayCastInput, proxyId) =>
                                                  {
                                                      FixtureProxy proxy = ContactManager.BroadPhase.GetProxy(proxyId);
                                                      Fixture fixture = proxy.Fixture;
                                                      int index = proxy.ChildIndex;
                                                      RayCastOutput output;
                                                      bool hit = fixture.RayCast(out output, ref rayCastInput, index);
                                                      if (hit)
                                                      {
                                                          float fraction = output.Fraction;
                                                          Vector2 point = (1.0f - fraction) * input.Point1 +
                                                                          fraction * input.Point2;
                                                          return callback(fixture, point, output.Normal, fraction);
                                                      }
                                                      return input.MaxFraction;
                                                  }, ref input);
        }
        private void Solve(ref TimeStep step)
        {
            // Size the island for the worst case.
            Island.Reset(BodyList.Count,
                         ContactManager.ContactList.Count,
                         JointList.Count,
                         ContactManager);
            // Clear all the island flags.
            foreach (Body b in BodyList)
            {
                b.Flags &= ~BodyFlags.Island;
            }
            for (int i = 0; i < ContactManager.ContactList.Count; i++)
            {
                Contact c = ContactManager.ContactList[i];
                c.Flags &= ~ContactFlags.Island;
            }
            foreach (Joint j in JointList)
            {
                j.IslandFlag = false;
            }
            // Build and simulate all awake islands.
            int stackSize = BodyList.Count;
            if (stackSize > _stack.Length)
                _stack = new Body[Math.Max(_stack.Length * 2, stackSize)];
            for (int index = BodyList.Count - 1; index >= 0; index--)
            {
                Body seed = BodyList[index];
                if ((seed.Flags & (BodyFlags.Island)) != BodyFlags.None)
                {
                    continue;
                }
                if (seed.Awake == false || seed.Enabled == false)
                {
                    continue;
                }
                // The seed can be dynamic or kinematic.
                if (seed.BodyType == BodyType.Static)
                {
                    continue;
                }
                // Reset island and stack.
                Island.Clear();
                int stackCount = 0;
                _stack[stackCount++] = seed;
                seed.Flags |= BodyFlags.Island;
                // Perform a depth first search (DFS) on the constraint graph.
                while (stackCount > 0)
                {
                    // Grab the next body off the stack and add it to the island.
                    Body b = _stack[--stackCount];
                    Debug.Assert(b.Enabled);
                    Island.Add(b);
                    // Make sure the body is awake.
                    b.Awake = true;
                    // To keep islands as small as possible, we don't
                    // propagate islands across static bodies.
                    if (b.BodyType == BodyType.Static)
                    {
                        continue;
                    }
                    // Search all contacts connected to this body.
                    for (ContactEdge ce = b.ContactList; ce != null; ce = ce.Next)
                    {
                        Contact contact = ce.Contact;
                        // Has this contact already been added to an island?
                        if ((contact.Flags & ContactFlags.Island) != ContactFlags.None)
                        {
                            continue;
                        }
                        // Is this contact solid and touching?
                        if (!ce.Contact.Enabled || !ce.Contact.IsTouching())
                        {
                            continue;
                        }
                        // Skip sensors.
                        bool sensorA = contact.FixtureA.IsSensor;
                        bool sensorB = contact.FixtureB.IsSensor;
                        if (sensorA || sensorB)
                        {
                            continue;
                        }
                        Island.Add(contact);
                        contact.Flags |= ContactFlags.Island;
                        Body other = ce.Other;
                        // Was the other body already added to this island?
                        if ((other.Flags & BodyFlags.Island) != BodyFlags.None)
                        {
                            continue;
                        }
                        Debug.Assert(stackCount < stackSize);
                        _stack[stackCount++] = other;
                        other.Flags |= BodyFlags.Island;
                    }
                    // Search all joints connect to this body.
                    for (JointEdge je = b.JointList; je != null; je = je.Next)
                    {
                        if (je.Joint.IslandFlag)
                        {
                            continue;
                        }
                        Body other = je.Other;
                        // WIP David
                        //Enter here when it's a non-fixed joint. Non-fixed joints have a other body.
                        if (other != null)
                        {
                            // Don't simulate joints connected to inactive bodies.
                            if (other.Enabled == false)
                            {
                                continue;
                            }
                            Island.Add(je.Joint);
                            je.Joint.IslandFlag = true;
                            if ((other.Flags & BodyFlags.Island) != BodyFlags.None)
                            {
                                continue;
                            }
                            Debug.Assert(stackCount < stackSize);
                            _stack[stackCount++] = other;
                            other.Flags |= BodyFlags.Island;
                        }
                        else
                        {
                            Island.Add(je.Joint);
                            je.Joint.IslandFlag = true;
                        }
                    }
                }
                Island.Solve(ref step, ref Gravity);
                // Post solve cleanup.
                for (int i = 0; i < Island.BodyCount; ++i)
                {
                    // Allow static bodies to participate in other islands.
                    Body b = Island.Bodies[i];
                    if (b.BodyType == BodyType.Static)
                    {
                        b.Flags &= ~BodyFlags.Island;
                    }
                }
            }
            // Synchronize fixtures, check for out of range bodies.
            foreach (Body b in BodyList)
            {
                // If a body was not in an island then it did not move.
                if ((b.Flags & BodyFlags.Island) != BodyFlags.Island)
                {
                    continue;
                }
                if (b.BodyType == BodyType.Static)
                {
                    continue;
                }
                // Update fixtures (for broad-phase).
                b.SynchronizeFixtures();
            }
            // Look for new contacts.
            ContactManager.FindNewContacts();
        }
        /// 
        /// Find TOI contacts and solve them.
        /// 
        /// The step.
        private void SolveTOI(ref TimeStep step)
        {
            Island.Reset(2 * Settings.MaxTOIContacts, Settings.MaxTOIContacts, 0, ContactManager);
            if (_stepComplete)
            {
                for (int i = 0; i < BodyList.Count; i++)
                {
                    BodyList[i].Flags &= ~BodyFlags.Island;
                    BodyList[i].Sweep.Alpha0 = 0.0f;
                }
                for (int i = 0; i < ContactManager.ContactList.Count; i++)
                {
                    Contact c = ContactManager.ContactList[i];
                    // Invalidate TOI
                    c.Flags &= ~(ContactFlags.TOI | ContactFlags.Island);
                    c.TOICount = 0;
                    c.TOI = 1.0f;
                }
            }
            // Find TOI events and solve them.
            for (; ; )
            {
                // Find the first TOI.
                Contact minContact = null;
                float minAlpha = 1.0f;
                for (int i = 0; i < ContactManager.ContactList.Count; i++)
                {
                    Contact c = ContactManager.ContactList[i];
                    // Is this contact disabled?
                    if (c.Enabled == false)
                    {
                        continue;
                    }
                    // Prevent excessive sub-stepping.
                    if (c.TOICount > Settings.MaxSubSteps)
                    {
                        continue;
                    }
                    float alpha;
                    if ((c.Flags & ContactFlags.TOI) == ContactFlags.TOI)
                    {
                        // This contact has a valid cached TOI.
                        alpha = c.TOI;
                    }
                    else
                    {
                        Fixture fA = c.FixtureA;
                        Fixture fB = c.FixtureB;
                        // Is there a sensor?
                        if (fA.IsSensor || fB.IsSensor)
                        {
                            continue;
                        }
                        Body bA = fA.Body;
                        Body bB = fB.Body;
                        BodyType typeA = bA.BodyType;
                        BodyType typeB = bB.BodyType;
                        //Debug.Assert(typeA == BodyType.Dynamic || typeB == BodyType.Dynamic);
                        bool awakeA = bA.Awake && typeA != BodyType.Static;
                        bool awakeB = bB.Awake && typeB != BodyType.Static;
                        // Is at least one body awake?
                        if (awakeA == false && awakeB == false)
                        {
                            continue;
                        }
                        bool collideA = (bA.IsBullet || typeA != BodyType.Dynamic) && !bA.IgnoreCCD;
                        bool collideB = (bB.IsBullet || typeB != BodyType.Dynamic) && !bB.IgnoreCCD;
                        // Are these two non-bullet dynamic bodies?
                        if (collideA == false && collideB == false)
                        {
                            continue;
                        }
                        // Compute the TOI for this contact.
                        // Put the sweeps onto the same time interval.
                        float alpha0 = bA.Sweep.Alpha0;
                        if (bA.Sweep.Alpha0 < bB.Sweep.Alpha0)
                        {
                            alpha0 = bB.Sweep.Alpha0;
                            bA.Sweep.Advance(alpha0);
                        }
                        else if (bB.Sweep.Alpha0 < bA.Sweep.Alpha0)
                        {
                            alpha0 = bA.Sweep.Alpha0;
                            bB.Sweep.Advance(alpha0);
                        }
                        Debug.Assert(alpha0 < 1.0f);
                        // Compute the time of impact in interval [0, minTOI]
                        _input.ProxyA.Set(fA.Shape, c.ChildIndexA);
                        _input.ProxyB.Set(fB.Shape, c.ChildIndexB);
                        _input.SweepA = bA.Sweep;
                        _input.SweepB = bB.Sweep;
                        _input.TMax = 1.0f;
                        TOIOutput output;
                        TimeOfImpact.CalculateTimeOfImpact(out output, _input);
                        // Beta is the fraction of the remaining portion of the .
                        float beta = output.T;
                        if (output.State == TOIOutputState.Touching)
                        {
                            alpha = Math.Min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
                        }
                        else
                        {
                            alpha = 1.0f;
                        }
                        c.TOI = alpha;
                        c.Flags |= ContactFlags.TOI;
                    }
                    if (alpha < minAlpha)
                    {
                        // This is the minimum TOI found so far.
                        minContact = c;
                        minAlpha = alpha;
                    }
                }
                if (minContact == null || 1.0f - 10.0f * Settings.Epsilon < minAlpha)
                {
                    // No more TOI events. Done!
                    _stepComplete = true;
                    break;
                }
                // Advance the bodies to the TOI.
                Fixture fA1 = minContact.FixtureA;
                Fixture fB1 = minContact.FixtureB;
                Body bA1 = fA1.Body;
                Body bB1 = fB1.Body;
                Sweep backup1 = bA1.Sweep;
                Sweep backup2 = bB1.Sweep;
                bA1.Advance(minAlpha);
                bB1.Advance(minAlpha);
                // The TOI contact likely has some new contact points.
                minContact.Update(ContactManager);
                minContact.Flags &= ~ContactFlags.TOI;
                ++minContact.TOICount;
                // Is the contact solid?
                if (minContact.Enabled == false || minContact.IsTouching() == false)
                {
                    // Restore the sweeps.
                    minContact.Enabled = false;
                    bA1.Sweep = backup1;
                    bB1.Sweep = backup2;
                    bA1.SynchronizeTransform();
                    bB1.SynchronizeTransform();
                    continue;
                }
                bA1.Awake = true;
                bB1.Awake = true;
                // Build the island
                Island.Clear();
                Island.Add(bA1);
                Island.Add(bB1);
                Island.Add(minContact);
                bA1.Flags |= BodyFlags.Island;
                bB1.Flags |= BodyFlags.Island;
                minContact.Flags |= ContactFlags.Island;
                // Get contacts on bodyA and bodyB.
                Body[] bodies = { bA1, bB1 };
                for (int i = 0; i < 2; ++i)
                {
                    Body body = bodies[i];
                    if (body.BodyType == BodyType.Dynamic)
                    {
                        // for (ContactEdge ce = body.ContactList; ce && Island.BodyCount < Settings.MaxTOIContacts; ce = ce.Next)
                        for (ContactEdge ce = body.ContactList; ce != null; ce = ce.Next)
                        {
                            Contact contact = ce.Contact;
                            // Has this contact already been added to the island?
                            if ((contact.Flags & ContactFlags.Island) == ContactFlags.Island)
                            {
                                continue;
                            }
                            // Only add static, kinematic, or bullet bodies.
                            Body other = ce.Other;
                            if (other.BodyType == BodyType.Dynamic &&
                                body.IsBullet == false && other.IsBullet == false)
                            {
                                continue;
                            }
                            // Skip sensors.
                            if (contact.FixtureA.IsSensor || contact.FixtureB.IsSensor)
                            {
                                continue;
                            }
                            // Tentatively advance the body to the TOI.
                            Sweep backup = other.Sweep;
                            if ((other.Flags & BodyFlags.Island) == 0)
                            {
                                other.Advance(minAlpha);
                            }
                            // Update the contact points
                            contact.Update(ContactManager);
                            // Was the contact disabled by the user?
                            if (contact.Enabled == false)
                            {
                                other.Sweep = backup;
                                other.SynchronizeTransform();
                                continue;
                            }
                            // Are there contact points?
                            if (contact.IsTouching() == false)
                            {
                                other.Sweep = backup;
                                other.SynchronizeTransform();
                                continue;
                            }
                            // Add the contact to the island
                            contact.Flags |= ContactFlags.Island;
                            Island.Add(contact);
                            // Has the other body already been added to the island?
                            if ((other.Flags & BodyFlags.Island) == BodyFlags.Island)
                            {
                                continue;
                            }
                            // Add the other body to the island.
                            other.Flags |= BodyFlags.Island;
                            if (other.BodyType != BodyType.Static)
                            {
                                other.Awake = true;
                            }
                            Island.Add(other);
                        }
                    }
                }
                TimeStep subStep;
                subStep.dt = (1.0f - minAlpha) * step.dt;
                subStep.inv_dt = 1.0f / subStep.dt;
                subStep.dtRatio = 1.0f;
                //subStep.positionIterations = 20;
                //subStep.velocityIterations = step.velocityIterations;
                //subStep.warmStarting = false;
                Island.SolveTOI(ref subStep);
                // Reset island flags and synchronize broad-phase proxies.
                for (int i = 0; i < Island.BodyCount; ++i)
                {
                    Body body = Island.Bodies[i];
                    body.Flags &= ~BodyFlags.Island;
                    if (body.BodyType != BodyType.Dynamic)
                    {
                        continue;
                    }
                    body.SynchronizeFixtures();
                    // Invalidate all contact TOIs on this displaced body.
                    for (ContactEdge ce = body.ContactList; ce != null; ce = ce.Next)
                    {
                        ce.Contact.Flags &= ~(ContactFlags.TOI | ContactFlags.Island);
                    }
                }
                // Commit fixture proxy movements to the broad-phase so that new contacts are created.
                // Also, some contacts can be destroyed.
                ContactManager.FindNewContacts();
                if (EnableSubStepping)
                {
                    _stepComplete = false;
                    break;
                }
            }
        }
        public void AddController(Controller controller)
        {
            Debug.Assert(!ControllerList.Contains(controller), "You are adding the same controller more than once.");
            controller.World = this;
            ControllerList.Add(controller);
            if (ControllerAdded != null)
                ControllerAdded(controller);
        }
        public void RemoveController(Controller controller)
        {
            Debug.Assert(ControllerList.Contains(controller),
                         "You are removing a controller that is not in the simulation.");
            if (ControllerList.Contains(controller))
            {
                ControllerList.Remove(controller);
                if (ControllerRemoved != null)
                    ControllerRemoved(controller);
            }
        }
        public void AddBreakableBody(BreakableBody breakableBody)
        {
            BreakableBodyList.Add(breakableBody);
        }
        public void RemoveBreakableBody(BreakableBody breakableBody)
        {
            //The breakable body list does not contain the body you tried to remove.
            Debug.Assert(BreakableBodyList.Contains(breakableBody));
            BreakableBodyList.Remove(breakableBody);
        }
        public Fixture TestPoint(Vector2 point)
        {
            AABB aabb;
            Vector2 d = new Vector2(Settings.Epsilon, Settings.Epsilon);
            aabb.LowerBound = point - d;
            aabb.UpperBound = point + d;
            Fixture myFixture = null;
            // Query the world for overlapping shapes.
            QueryAABB(
                fixture =>
                {
                    bool inside = fixture.TestPoint(ref point);
                    if (inside)
                    {
                        myFixture = fixture;
                        return false;
                    }
                    // Continue the query.
                    return true;
                }, ref aabb);
            return myFixture;
        }
        /// 
        /// Returns a list of fixtures that are at the specified point.
        /// 
        /// The point.
        /// 
        public List TestPointAll(Vector2 point)
        {
            AABB aabb;
            Vector2 d = new Vector2(Settings.Epsilon, Settings.Epsilon);
            aabb.LowerBound = point - d;
            aabb.UpperBound = point + d;
            List fixtures = new List();
            // Query the world for overlapping shapes.
            QueryAABB(
                fixture =>
                {
                    bool inside = fixture.TestPoint(ref point);
                    if (inside)
                        fixtures.Add(fixture);
                    // Continue the query.
                    return true;
                }, ref aabb);
            return fixtures;
        }
        public void Clear()
        {
            ProcessChanges();
            for (int i = BodyList.Count - 1; i >= 0; i--)
            {
                RemoveBody(BodyList[i]);
            }
            for (int i = ControllerList.Count - 1; i >= 0; i--)
            {
                RemoveController(ControllerList[i]);
            }
            for (int i = BreakableBodyList.Count - 1; i >= 0; i--)
            {
                RemoveBreakableBody(BreakableBodyList[i]);
            }
            ProcessChanges();
        }
    }
}