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allocator


in world.solve


b2World.prototype.Solve = function (step) {
      var b;
      for (var controller = this.m_controllerList; controller; controller = controller.m_next) {
         controller.Step(step);
      }
      var island = this.m_island;
      island.Initialize(this.m_bodyCount, this.m_contactCount, this.m_jointCount, null, this.m_contactManager.m_contactListener, this.m_contactSolver);

then in island.initialize


 b2Island.prototype.Initialize = function (bodyCapacity, contactCapacity, jointCapacity, allocator, listener, contactSolver) {
      if (bodyCapacity === undefined) bodyCapacity = 0;
      if (contactCapacity === undefined) contactCapacity = 0;
      if (jointCapacity === undefined) jointCapacity = 0;
      var i = 0;
      this.m_bodyCapacity = bodyCapacity;
      this.m_contactCapacity = contactCapacity;
      this.m_jointCapacity = jointCapacity;
      this.m_bodyCount = 0;
      this.m_contactCount = 0;
      this.m_jointCount = 0;
      this.m_allocator = allocator;
      this.m_listener = listener;
      this.m_contactSolver = contactSolver;
      for (i = this.m_bodies.length;
      i < bodyCapacity; i++)
      this.m_bodies[i] = null;
      for (i = this.m_contacts.length;
      i < contactCapacity; i++)
      this.m_contacts[i] = null;
      for (i = this.m_joints.length;
      i < jointCapacity; i++)
      this.m_joints[i] = null;
   }

and in island.solve


b2Island.prototype.Solve = function (step, gravity, allowSleep) {
      var i = 0;
      var j = 0;
      var b;
      var joint;
      for (i = 0;
      i < this.m_bodyCount; ++i) {
         b = this.m_bodies[i];
         if (b.GetType() != b2Body.b2_dynamicBody) continue;
         b.m_linearVelocity.x += step.dt * (gravity.x + b.m_invMass * b.m_force.x);
         b.m_linearVelocity.y += step.dt * (gravity.y + b.m_invMass * b.m_force.y);
         b.m_angularVelocity += step.dt * b.m_invI * b.m_torque;
         b.m_linearVelocity.Multiply(b2Math.Clamp(1.0 - step.dt * b.m_linearDamping, 0.0, 1.0));
         b.m_angularVelocity *= b2Math.Clamp(1.0 - step.dt * b.m_angularDamping, 0.0, 1.0);
      }
      this.m_contactSolver.Initialize(step, this.m_contacts, this.m_contactCount, this.m_allocator);

in contact factory


 b2ContactFactory.prototype.b2ContactFactory = function (allocator) { this.m_allocator = allocator; this.InitializeRegisters(); }


and it is actually used when a contact constraint is created.


 b2ContactFactory.prototype.Create = function (fixtureA, fixtureB) {
      var type1 = parseInt(fixtureA.GetType());
      var type2 = parseInt(fixtureB.GetType());
      var reg = this.m_registers[type1][type2];
      var c;
      if (reg.pool) {
         c = reg.pool;
         reg.pool = c.m_next;
         reg.poolCount--;
         c.Reset(fixtureA, fixtureB);
         return c;
      }
      var createFcn = reg.createFcn;
      if (createFcn != null) {
         if (reg.primary) {
            c = createFcn(this.m_allocator);
            c.Reset(fixtureA, fixtureB);
            return c;
         }
         else {
            c = createFcn(this.m_allocator);
            c.Reset(fixtureB, fixtureA);
            return c;
         }
      }
      else {
         return null;
      }
   }

which is in turn used by the relevant contact creation function <<<--- note allocator is passed as parameter, but is not used?


 b2CircleContact.Create = function (allocator) {
      return new b2CircleContact();
   }

which is defined like below


Box2D.inherit(b2CircleContact, Box2D.Dynamics.Contacts.b2Contact);
   b2CircleContact.prototype.__super = Box2D.Dynamics.Contacts.b2Contact.prototype;
   b2CircleContact.b2CircleContact = function () {
      Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this, arguments);
   };

inheriting property of b3Contact

b2Contact.b2Contact = function () {
      this.m_nodeA = new b2ContactEdge();
      this.m_nodeB = new b2ContactEdge();
      this.m_manifold = new b2Manifold();
      this.m_oldManifold = new b2Manifold();
   };

and referred to when the contact constraint is solved


b2ContactSolver.prototype.Initialize = function (step, contacts, contactCount, allocator) {
      if (contactCount === undefined) contactCount = 0;
      var contact;
      this.m_step.Set(step);
      this.m_allocator = allocator;
      var i = 0;
      var tVec;
      var tMat;
      this.m_constraintCount = contactCount;
      while (this.m_constraints.length < this.m_constraintCount) {
         this.m_constraints[this.m_constraints.length] = new b2ContactConstraint();
      }
      for (i = 0;
      i < contactCount; ++i) {
         contact = contacts[i];
         var fixtureA = contact.m_fixtureA;
         var fixtureB = contact.m_fixtureB;
         var shapeA = fixtureA.m_shape;
         var shapeB = fixtureB.m_shape;
         var radiusA = shapeA.m_radius;
         var radiusB = shapeB.m_radius;
         var bodyA = fixtureA.m_body;
         var bodyB = fixtureB.m_body;
         var manifold = contact.GetManifold();
         var friction = b2Settings.b2MixFriction(fixtureA.GetFriction(), fixtureB.GetFriction());
         var restitution = b2Settings.b2MixRestitution(fixtureA.GetRestitution(), fixtureB.GetRestitution());
         var vAX = bodyA.m_linearVelocity.x;
         var vAY = bodyA.m_linearVelocity.y;
         var vBX = bodyB.m_linearVelocity.x;
         var vBY = bodyB.m_linearVelocity.y;
         var wA = bodyA.m_angularVelocity;
         var wB = bodyB.m_angularVelocity;
         b2Settings.b2Assert(manifold.m_pointCount > 0);
         b2ContactSolver.s_worldManifold.Initialize(manifold, bodyA.m_xf, radiusA, bodyB.m_xf, radiusB);
         var normalX = b2ContactSolver.s_worldManifold.m_normal.x;
         var normalY = b2ContactSolver.s_worldManifold.m_normal.y;
         var cc = this.m_constraints[i];
         cc.bodyA = bodyA;
         cc.bodyB = bodyB;
         cc.manifold = manifold;
         cc.normal.x = normalX;
         cc.normal.y = normalY;
         cc.pointCount = manifold.m_pointCount;
         cc.friction = friction;
         cc.restitution = restitution;
         cc.localPlaneNormal.x = manifold.m_localPlaneNormal.x;
         cc.localPlaneNormal.y = manifold.m_localPlaneNormal.y;
         cc.localPoint.x = manifold.m_localPoint.x;
         cc.localPoint.y = manifold.m_localPoint.y;
         cc.radius = radiusA + radiusB;
         cc.type = manifold.m_type;
         for (var k = 0; k < cc.pointCount; ++k) {
            var cp = manifold.m_points[k];
            var ccp = cc.points[k];
            ccp.normalImpulse = cp.m_normalImpulse;
            ccp.tangentImpulse = cp.m_tangentImpulse;
            ccp.localPoint.SetV(cp.m_localPoint);
            var rAX = ccp.rA.x = b2ContactSolver.s_worldManifold.m_points[k].x - bodyA.m_sweep.c.x;
            var rAY = ccp.rA.y = b2ContactSolver.s_worldManifold.m_points[k].y - bodyA.m_sweep.c.y;
            var rBX = ccp.rB.x = b2ContactSolver.s_worldManifold.m_points[k].x - bodyB.m_sweep.c.x;
            var rBY = ccp.rB.y = b2ContactSolver.s_worldManifold.m_points[k].y - bodyB.m_sweep.c.y;
            var rnA = rAX * normalY - rAY * normalX;
            var rnB = rBX * normalY - rBY * normalX;
            rnA *= rnA;
            rnB *= rnB;
            var kNormal = bodyA.m_invMass + bodyB.m_invMass + bodyA.m_invI * rnA + bodyB.m_invI * rnB;
            ccp.normalMass = 1.0 / kNormal;
            var kEqualized = bodyA.m_mass * bodyA.m_invMass + bodyB.m_mass * bodyB.m_invMass;
            kEqualized += bodyA.m_mass * bodyA.m_invI * rnA + bodyB.m_mass * bodyB.m_invI * rnB;
            ccp.equalizedMass = 1.0 / kEqualized;
            var tangentX = normalY;
            var tangentY = (-normalX);
            var rtA = rAX * tangentY - rAY * tangentX;
            var rtB = rBX * tangentY - rBY * tangentX;
            rtA *= rtA;
            rtB *= rtB;
            var kTangent = bodyA.m_invMass + bodyB.m_invMass + bodyA.m_invI * rtA + bodyB.m_invI * rtB;
            ccp.tangentMass = 1.0 / kTangent;
            ccp.velocityBias = 0.0;
            var tX = vBX + ((-wB * rBY)) - vAX - ((-wA * rAY));
            var tY = vBY + (wB * rBX) - vAY - (wA * rAX);
            var vRel = cc.normal.x * tX + cc.normal.y * tY;
            if (vRel < (-b2Settings.b2_velocityThreshold)) {
               ccp.velocityBias += (-cc.restitution * vRel);
            }
         }
         if (cc.pointCount == 2) {
            var ccp1 = cc.points[0];
            var ccp2 = cc.points[1];
            var invMassA = bodyA.m_invMass;
            var invIA = bodyA.m_invI;
            var invMassB = bodyB.m_invMass;
            var invIB = bodyB.m_invI;
            var rn1A = ccp1.rA.x * normalY - ccp1.rA.y * normalX;
            var rn1B = ccp1.rB.x * normalY - ccp1.rB.y * normalX;
            var rn2A = ccp2.rA.x * normalY - ccp2.rA.y * normalX;
            var rn2B = ccp2.rB.x * normalY - ccp2.rB.y * normalX;
            var k11 = invMassA + invMassB + invIA * rn1A * rn1A + invIB * rn1B * rn1B;
            var k22 = invMassA + invMassB + invIA * rn2A * rn2A + invIB * rn2B * rn2B;
            var k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * rn1B * rn2B;
            var k_maxConditionNumber = 100.0;
            if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12)) {
               cc.K.col1.Set(k11, k12);
               cc.K.col2.Set(k12, k22);
               cc.K.GetInverse(cc.normalMass);
            }
            else {
               cc.pointCount = 1;
            }
         }
      }
   }

the contact factory is created by the contact manager when instantiated.


 b2ContactManager.prototype.b2ContactManager = function () {
      this.m_world = null;
      this.m_contactCount = 0;
      this.m_contactFilter = b2ContactFilter.b2_defaultFilter;
      this.m_contactListener = b2ContactListener.b2_defaultListener;
      this.m_contactFactory = new b2ContactFactory(this.m_allocator);
      this.m_broadPhase = new b2DynamicTreeBroadPhase();
   }

in summary, property m_allocator is defined by:


  1. contact factory

 b2ContactFactory.prototype.b2ContactFactory = function (allocator) {
      this.m_allocator = allocator;
      this.InitializeRegisters();
   }

2. contact solver


  b2ContactSolver.prototype.Initialize = function (step, contacts, contactCount, allocator) {
      if (contactCount === undefined) contactCount = 0;
      var contact;
      this.m_step.Set(step);
      this.m_allocator = allocator;

3. island

 b2Island.prototype.Initialize = function (bodyCapacity, contactCapacity, jointCapacity, allocator, listener, contactSolver) { if (bodyCapacity === undefined) bodyCapacity = 0; if (contactCapacity === undefined) contactCapacity = 0; if (jointCapacity === undefined) jointCapacity = 0; var i = 0; this.m_bodyCapacity = bodyCapacity; this.m_contactCapacity = contactCapacity; this.m_jointCapacity = jointCapacity; this.m_bodyCount = 0; this.m_contactCount = 0; this.m_jointCount = 0; this.m_allocator = allocator;




as far as I can see, not used by any other class



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