migrating to the latest JUCE version
This commit is contained in:
		
							
								
								
									
										134
									
								
								deps/juce/modules/juce_box2d/box2d/Box2D.h
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										134
									
								
								deps/juce/modules/juce_box2d/box2d/Box2D.h
									
									
									
									
										vendored
									
									
								
							@@ -1,67 +1,67 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef BOX2D_H
 | 
			
		||||
#define BOX2D_H
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
\mainpage Box2D API Documentation
 | 
			
		||||
 | 
			
		||||
\section intro_sec Getting Started
 | 
			
		||||
 | 
			
		||||
For documentation please see http://box2d.org/documentation.html
 | 
			
		||||
 | 
			
		||||
For discussion please visit http://box2d.org/forum
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
// These include files constitute the main Box2D API
 | 
			
		||||
 | 
			
		||||
#include "Common/b2Settings.h"
 | 
			
		||||
#include "Common/b2Draw.h"
 | 
			
		||||
#include "Common/b2Timer.h"
 | 
			
		||||
 | 
			
		||||
#include "Collision/Shapes/b2CircleShape.h"
 | 
			
		||||
#include "Collision/Shapes/b2EdgeShape.h"
 | 
			
		||||
#include "Collision/Shapes/b2ChainShape.h"
 | 
			
		||||
#include "Collision/Shapes/b2PolygonShape.h"
 | 
			
		||||
 | 
			
		||||
#include "Collision/b2BroadPhase.h"
 | 
			
		||||
#include "Collision/b2Distance.h"
 | 
			
		||||
#include "Collision/b2DynamicTree.h"
 | 
			
		||||
#include "Collision/b2TimeOfImpact.h"
 | 
			
		||||
 | 
			
		||||
#include "Dynamics/b2Body.h"
 | 
			
		||||
#include "Dynamics/b2Fixture.h"
 | 
			
		||||
#include "Dynamics/b2WorldCallbacks.h"
 | 
			
		||||
#include "Dynamics/b2TimeStep.h"
 | 
			
		||||
#include "Dynamics/b2World.h"
 | 
			
		||||
 | 
			
		||||
#include "Dynamics/Contacts/b2Contact.h"
 | 
			
		||||
 | 
			
		||||
#include "Dynamics/Joints/b2DistanceJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2FrictionJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2GearJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2WheelJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2MouseJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2PrismaticJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2PulleyJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2RevoluteJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2RopeJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2WeldJoint.h"
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef BOX2D_H
 | 
			
		||||
#define BOX2D_H
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
\mainpage Box2D API Documentation
 | 
			
		||||
 | 
			
		||||
\section intro_sec Getting Started
 | 
			
		||||
 | 
			
		||||
For documentation please see http://box2d.org/documentation.html
 | 
			
		||||
 | 
			
		||||
For discussion please visit http://box2d.org/forum
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
// These include files constitute the main Box2D API
 | 
			
		||||
 | 
			
		||||
#include "Common/b2Settings.h"
 | 
			
		||||
#include "Common/b2Draw.h"
 | 
			
		||||
#include "Common/b2Timer.h"
 | 
			
		||||
 | 
			
		||||
#include "Collision/Shapes/b2CircleShape.h"
 | 
			
		||||
#include "Collision/Shapes/b2EdgeShape.h"
 | 
			
		||||
#include "Collision/Shapes/b2ChainShape.h"
 | 
			
		||||
#include "Collision/Shapes/b2PolygonShape.h"
 | 
			
		||||
 | 
			
		||||
#include "Collision/b2BroadPhase.h"
 | 
			
		||||
#include "Collision/b2Distance.h"
 | 
			
		||||
#include "Collision/b2DynamicTree.h"
 | 
			
		||||
#include "Collision/b2TimeOfImpact.h"
 | 
			
		||||
 | 
			
		||||
#include "Dynamics/b2Body.h"
 | 
			
		||||
#include "Dynamics/b2Fixture.h"
 | 
			
		||||
#include "Dynamics/b2WorldCallbacks.h"
 | 
			
		||||
#include "Dynamics/b2TimeStep.h"
 | 
			
		||||
#include "Dynamics/b2World.h"
 | 
			
		||||
 | 
			
		||||
#include "Dynamics/Contacts/b2Contact.h"
 | 
			
		||||
 | 
			
		||||
#include "Dynamics/Joints/b2DistanceJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2FrictionJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2GearJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2WheelJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2MouseJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2PrismaticJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2PulleyJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2RevoluteJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2RopeJoint.h"
 | 
			
		||||
#include "Dynamics/Joints/b2WeldJoint.h"
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,170 +1,170 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2ChainShape.h"
 | 
			
		||||
#include "b2EdgeShape.h"
 | 
			
		||||
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2ChainShape::~b2ChainShape()
 | 
			
		||||
{
 | 
			
		||||
	b2Free(m_vertices);
 | 
			
		||||
	m_vertices = NULL;
 | 
			
		||||
	m_count = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_vertices == NULL && m_count == 0);
 | 
			
		||||
	b2Assert(count >= 3);
 | 
			
		||||
	m_count = count + 1;
 | 
			
		||||
	m_vertices = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
 | 
			
		||||
	memcpy(m_vertices, vertices, count * sizeof(b2Vec2));
 | 
			
		||||
	m_vertices[count] = m_vertices[0];
 | 
			
		||||
	m_prevVertex = m_vertices[m_count - 2];
 | 
			
		||||
	m_nextVertex = m_vertices[1];
 | 
			
		||||
	m_hasPrevVertex = true;
 | 
			
		||||
	m_hasNextVertex = true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_vertices == NULL && m_count == 0);
 | 
			
		||||
	b2Assert(count >= 2);
 | 
			
		||||
	m_count = count;
 | 
			
		||||
	m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));
 | 
			
		||||
	memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));
 | 
			
		||||
	m_hasPrevVertex = false;
 | 
			
		||||
	m_hasNextVertex = false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex)
 | 
			
		||||
{
 | 
			
		||||
	m_prevVertex = prevVertex;
 | 
			
		||||
	m_hasPrevVertex = true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::SetNextVertex(const b2Vec2& nextVertex)
 | 
			
		||||
{
 | 
			
		||||
	m_nextVertex = nextVertex;
 | 
			
		||||
	m_hasNextVertex = true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2ChainShape));
 | 
			
		||||
	b2ChainShape* clone = new (mem) b2ChainShape;
 | 
			
		||||
	clone->CreateChain(m_vertices, m_count);
 | 
			
		||||
	clone->m_prevVertex = m_prevVertex;
 | 
			
		||||
	clone->m_nextVertex = m_nextVertex;
 | 
			
		||||
	clone->m_hasPrevVertex = m_hasPrevVertex;
 | 
			
		||||
	clone->m_hasNextVertex = m_hasNextVertex;
 | 
			
		||||
	return clone;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2ChainShape::GetChildCount() const
 | 
			
		||||
{
 | 
			
		||||
	// edge count = vertex count - 1
 | 
			
		||||
	return m_count - 1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::GetChildEdge(b2EdgeShape* edge, int32 index) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= index && index < m_count - 1);
 | 
			
		||||
	edge->m_type = b2Shape::e_edge;
 | 
			
		||||
	edge->m_radius = m_radius;
 | 
			
		||||
 | 
			
		||||
	edge->m_vertex1 = m_vertices[index + 0];
 | 
			
		||||
	edge->m_vertex2 = m_vertices[index + 1];
 | 
			
		||||
 | 
			
		||||
	if (index > 0)
 | 
			
		||||
	{
 | 
			
		||||
		edge->m_vertex0 = m_vertices[index - 1];
 | 
			
		||||
		edge->m_hasVertex0 = true;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		edge->m_vertex0 = m_prevVertex;
 | 
			
		||||
		edge->m_hasVertex0 = m_hasPrevVertex;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (index < m_count - 2)
 | 
			
		||||
	{
 | 
			
		||||
		edge->m_vertex3 = m_vertices[index + 2];
 | 
			
		||||
		edge->m_hasVertex3 = true;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		edge->m_vertex3 = m_nextVertex;
 | 
			
		||||
		edge->m_hasVertex3 = m_hasNextVertex;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2ChainShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(xf);
 | 
			
		||||
	B2_NOT_USED(p);
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2ChainShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
							const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(childIndex < m_count);
 | 
			
		||||
 | 
			
		||||
	b2EdgeShape edgeShape;
 | 
			
		||||
 | 
			
		||||
	int32 i1 = childIndex;
 | 
			
		||||
	int32 i2 = childIndex + 1;
 | 
			
		||||
	if (i2 == m_count)
 | 
			
		||||
	{
 | 
			
		||||
		i2 = 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	edgeShape.m_vertex1 = m_vertices[i1];
 | 
			
		||||
	edgeShape.m_vertex2 = m_vertices[i2];
 | 
			
		||||
 | 
			
		||||
	return edgeShape.RayCast(output, input, xf, 0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(childIndex < m_count);
 | 
			
		||||
 | 
			
		||||
	int32 i1 = childIndex;
 | 
			
		||||
	int32 i2 = childIndex + 1;
 | 
			
		||||
	if (i2 == m_count)
 | 
			
		||||
	{
 | 
			
		||||
		i2 = 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 v1 = b2Mul(xf, m_vertices[i1]);
 | 
			
		||||
	b2Vec2 v2 = b2Mul(xf, m_vertices[i2]);
 | 
			
		||||
 | 
			
		||||
	aabb->lowerBound = b2Min(v1, v2);
 | 
			
		||||
	aabb->upperBound = b2Max(v1, v2);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::ComputeMass(b2MassData* massData, float32 density) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(density);
 | 
			
		||||
 | 
			
		||||
	massData->mass = 0.0f;
 | 
			
		||||
	massData->center.SetZero();
 | 
			
		||||
	massData->I = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2ChainShape.h"
 | 
			
		||||
#include "b2EdgeShape.h"
 | 
			
		||||
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2ChainShape::~b2ChainShape()
 | 
			
		||||
{
 | 
			
		||||
	b2Free(m_vertices);
 | 
			
		||||
	m_vertices = NULL;
 | 
			
		||||
	m_count = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_vertices == NULL && m_count == 0);
 | 
			
		||||
	b2Assert(count >= 3);
 | 
			
		||||
	m_count = count + 1;
 | 
			
		||||
	m_vertices = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
 | 
			
		||||
	memcpy(m_vertices, vertices, count * sizeof(b2Vec2));
 | 
			
		||||
	m_vertices[count] = m_vertices[0];
 | 
			
		||||
	m_prevVertex = m_vertices[m_count - 2];
 | 
			
		||||
	m_nextVertex = m_vertices[1];
 | 
			
		||||
	m_hasPrevVertex = true;
 | 
			
		||||
	m_hasNextVertex = true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_vertices == NULL && m_count == 0);
 | 
			
		||||
	b2Assert(count >= 2);
 | 
			
		||||
	m_count = count;
 | 
			
		||||
	m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));
 | 
			
		||||
	memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));
 | 
			
		||||
	m_hasPrevVertex = false;
 | 
			
		||||
	m_hasNextVertex = false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex)
 | 
			
		||||
{
 | 
			
		||||
	m_prevVertex = prevVertex;
 | 
			
		||||
	m_hasPrevVertex = true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::SetNextVertex(const b2Vec2& nextVertex)
 | 
			
		||||
{
 | 
			
		||||
	m_nextVertex = nextVertex;
 | 
			
		||||
	m_hasNextVertex = true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2ChainShape));
 | 
			
		||||
	b2ChainShape* clone = new (mem) b2ChainShape;
 | 
			
		||||
	clone->CreateChain(m_vertices, m_count);
 | 
			
		||||
	clone->m_prevVertex = m_prevVertex;
 | 
			
		||||
	clone->m_nextVertex = m_nextVertex;
 | 
			
		||||
	clone->m_hasPrevVertex = m_hasPrevVertex;
 | 
			
		||||
	clone->m_hasNextVertex = m_hasNextVertex;
 | 
			
		||||
	return clone;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2ChainShape::GetChildCount() const
 | 
			
		||||
{
 | 
			
		||||
	// edge count = vertex count - 1
 | 
			
		||||
	return m_count - 1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::GetChildEdge(b2EdgeShape* edge, int32 index) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= index && index < m_count - 1);
 | 
			
		||||
	edge->m_type = b2Shape::e_edge;
 | 
			
		||||
	edge->m_radius = m_radius;
 | 
			
		||||
 | 
			
		||||
	edge->m_vertex1 = m_vertices[index + 0];
 | 
			
		||||
	edge->m_vertex2 = m_vertices[index + 1];
 | 
			
		||||
 | 
			
		||||
	if (index > 0)
 | 
			
		||||
	{
 | 
			
		||||
		edge->m_vertex0 = m_vertices[index - 1];
 | 
			
		||||
		edge->m_hasVertex0 = true;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		edge->m_vertex0 = m_prevVertex;
 | 
			
		||||
		edge->m_hasVertex0 = m_hasPrevVertex;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (index < m_count - 2)
 | 
			
		||||
	{
 | 
			
		||||
		edge->m_vertex3 = m_vertices[index + 2];
 | 
			
		||||
		edge->m_hasVertex3 = true;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		edge->m_vertex3 = m_nextVertex;
 | 
			
		||||
		edge->m_hasVertex3 = m_hasNextVertex;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2ChainShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(xf);
 | 
			
		||||
	B2_NOT_USED(p);
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2ChainShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
							const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(childIndex < m_count);
 | 
			
		||||
 | 
			
		||||
	b2EdgeShape edgeShape;
 | 
			
		||||
 | 
			
		||||
	int32 i1 = childIndex;
 | 
			
		||||
	int32 i2 = childIndex + 1;
 | 
			
		||||
	if (i2 == m_count)
 | 
			
		||||
	{
 | 
			
		||||
		i2 = 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	edgeShape.m_vertex1 = m_vertices[i1];
 | 
			
		||||
	edgeShape.m_vertex2 = m_vertices[i2];
 | 
			
		||||
 | 
			
		||||
	return edgeShape.RayCast(output, input, xf, 0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(childIndex < m_count);
 | 
			
		||||
 | 
			
		||||
	int32 i1 = childIndex;
 | 
			
		||||
	int32 i2 = childIndex + 1;
 | 
			
		||||
	if (i2 == m_count)
 | 
			
		||||
	{
 | 
			
		||||
		i2 = 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 v1 = b2Mul(xf, m_vertices[i1]);
 | 
			
		||||
	b2Vec2 v2 = b2Mul(xf, m_vertices[i2]);
 | 
			
		||||
 | 
			
		||||
	aabb->lowerBound = b2Min(v1, v2);
 | 
			
		||||
	aabb->upperBound = b2Max(v1, v2);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainShape::ComputeMass(b2MassData* massData, float32 density) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(density);
 | 
			
		||||
 | 
			
		||||
	massData->mass = 0.0f;
 | 
			
		||||
	massData->center.SetZero();
 | 
			
		||||
	massData->I = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,102 +1,102 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CHAIN_SHAPE_H
 | 
			
		||||
#define B2_CHAIN_SHAPE_H
 | 
			
		||||
 | 
			
		||||
#include "b2Shape.h"
 | 
			
		||||
 | 
			
		||||
class b2EdgeShape;
 | 
			
		||||
 | 
			
		||||
/// A chain shape is a free form sequence of line segments.
 | 
			
		||||
/// The chain has two-sided collision, so you can use inside and outside collision.
 | 
			
		||||
/// Therefore, you may use any winding order.
 | 
			
		||||
/// Since there may be many vertices, they are allocated using b2Alloc.
 | 
			
		||||
/// Connectivity information is used to create smooth collisions.
 | 
			
		||||
/// WARNING: The chain will not collide properly if there are self-intersections.
 | 
			
		||||
class b2ChainShape : public b2Shape
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2ChainShape();
 | 
			
		||||
 | 
			
		||||
	/// The destructor frees the vertices using b2Free.
 | 
			
		||||
	~b2ChainShape();
 | 
			
		||||
 | 
			
		||||
	/// Create a loop. This automatically adjusts connectivity.
 | 
			
		||||
	/// @param vertices an array of vertices, these are copied
 | 
			
		||||
	/// @param count the vertex count
 | 
			
		||||
	void CreateLoop(const b2Vec2* vertices, juce::int32 count);
 | 
			
		||||
 | 
			
		||||
	/// Create a chain with isolated end vertices.
 | 
			
		||||
	/// @param vertices an array of vertices, these are copied
 | 
			
		||||
	/// @param count the vertex count
 | 
			
		||||
	void CreateChain(const b2Vec2* vertices, juce::int32 count);
 | 
			
		||||
 | 
			
		||||
	/// Establish connectivity to a vertex that precedes the first vertex.
 | 
			
		||||
	/// Don't call this for loops.
 | 
			
		||||
	void SetPrevVertex(const b2Vec2& prevVertex);
 | 
			
		||||
 | 
			
		||||
	/// Establish connectivity to a vertex that follows the last vertex.
 | 
			
		||||
	/// Don't call this for loops.
 | 
			
		||||
	void SetNextVertex(const b2Vec2& nextVertex);
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape. Vertices are cloned using b2Alloc.
 | 
			
		||||
	b2Shape* Clone(b2BlockAllocator* allocator) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::GetChildCount
 | 
			
		||||
	juce::int32 GetChildCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get a child edge.
 | 
			
		||||
	void GetChildEdge(b2EdgeShape* edge, juce::int32 index) const;
 | 
			
		||||
 | 
			
		||||
	/// This always return false.
 | 
			
		||||
	/// @see b2Shape::TestPoint
 | 
			
		||||
	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
					const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeAABB
 | 
			
		||||
	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// Chains have zero mass.
 | 
			
		||||
	/// @see b2Shape::ComputeMass
 | 
			
		||||
	void ComputeMass(b2MassData* massData, float32 density) const;
 | 
			
		||||
 | 
			
		||||
	/// The vertices. Owned by this class.
 | 
			
		||||
	b2Vec2* m_vertices;
 | 
			
		||||
 | 
			
		||||
	/// The vertex count.
 | 
			
		||||
	juce::int32 m_count;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_prevVertex, m_nextVertex;
 | 
			
		||||
	bool m_hasPrevVertex, m_hasNextVertex;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2ChainShape::b2ChainShape()
 | 
			
		||||
{
 | 
			
		||||
	m_type = e_chain;
 | 
			
		||||
	m_radius = b2_polygonRadius;
 | 
			
		||||
	m_vertices = NULL;
 | 
			
		||||
	m_count = 0;
 | 
			
		||||
	m_hasPrevVertex = 0;
 | 
			
		||||
	m_hasNextVertex = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CHAIN_SHAPE_H
 | 
			
		||||
#define B2_CHAIN_SHAPE_H
 | 
			
		||||
 | 
			
		||||
#include "b2Shape.h"
 | 
			
		||||
 | 
			
		||||
class b2EdgeShape;
 | 
			
		||||
 | 
			
		||||
/// A chain shape is a free form sequence of line segments.
 | 
			
		||||
/// The chain has two-sided collision, so you can use inside and outside collision.
 | 
			
		||||
/// Therefore, you may use any winding order.
 | 
			
		||||
/// Since there may be many vertices, they are allocated using b2Alloc.
 | 
			
		||||
/// Connectivity information is used to create smooth collisions.
 | 
			
		||||
/// WARNING: The chain will not collide properly if there are self-intersections.
 | 
			
		||||
class b2ChainShape : public b2Shape
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2ChainShape();
 | 
			
		||||
 | 
			
		||||
	/// The destructor frees the vertices using b2Free.
 | 
			
		||||
	~b2ChainShape();
 | 
			
		||||
 | 
			
		||||
	/// Create a loop. This automatically adjusts connectivity.
 | 
			
		||||
	/// @param vertices an array of vertices, these are copied
 | 
			
		||||
	/// @param count the vertex count
 | 
			
		||||
	void CreateLoop(const b2Vec2* vertices, juce::int32 count);
 | 
			
		||||
 | 
			
		||||
	/// Create a chain with isolated end vertices.
 | 
			
		||||
	/// @param vertices an array of vertices, these are copied
 | 
			
		||||
	/// @param count the vertex count
 | 
			
		||||
	void CreateChain(const b2Vec2* vertices, juce::int32 count);
 | 
			
		||||
 | 
			
		||||
	/// Establish connectivity to a vertex that precedes the first vertex.
 | 
			
		||||
	/// Don't call this for loops.
 | 
			
		||||
	void SetPrevVertex(const b2Vec2& prevVertex);
 | 
			
		||||
 | 
			
		||||
	/// Establish connectivity to a vertex that follows the last vertex.
 | 
			
		||||
	/// Don't call this for loops.
 | 
			
		||||
	void SetNextVertex(const b2Vec2& nextVertex);
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape. Vertices are cloned using b2Alloc.
 | 
			
		||||
	b2Shape* Clone(b2BlockAllocator* allocator) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::GetChildCount
 | 
			
		||||
	juce::int32 GetChildCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get a child edge.
 | 
			
		||||
	void GetChildEdge(b2EdgeShape* edge, juce::int32 index) const;
 | 
			
		||||
 | 
			
		||||
	/// This always return false.
 | 
			
		||||
	/// @see b2Shape::TestPoint
 | 
			
		||||
	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
					const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeAABB
 | 
			
		||||
	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// Chains have zero mass.
 | 
			
		||||
	/// @see b2Shape::ComputeMass
 | 
			
		||||
	void ComputeMass(b2MassData* massData, float32 density) const;
 | 
			
		||||
 | 
			
		||||
	/// The vertices. Owned by this class.
 | 
			
		||||
	b2Vec2* m_vertices;
 | 
			
		||||
 | 
			
		||||
	/// The vertex count.
 | 
			
		||||
	juce::int32 m_count;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_prevVertex, m_nextVertex;
 | 
			
		||||
	bool m_hasPrevVertex, m_hasNextVertex;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2ChainShape::b2ChainShape()
 | 
			
		||||
{
 | 
			
		||||
	m_type = e_chain;
 | 
			
		||||
	m_radius = b2_polygonRadius;
 | 
			
		||||
	m_vertices = NULL;
 | 
			
		||||
	m_count = 0;
 | 
			
		||||
	m_hasPrevVertex = 0;
 | 
			
		||||
	m_hasNextVertex = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,100 +1,100 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2CircleShape.h"
 | 
			
		||||
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2CircleShape));
 | 
			
		||||
	b2CircleShape* clone = new (mem) b2CircleShape;
 | 
			
		||||
	*clone = *this;
 | 
			
		||||
	return clone;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2CircleShape::GetChildCount() const
 | 
			
		||||
{
 | 
			
		||||
	return 1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 center = transform.p + b2Mul(transform.q, m_p);
 | 
			
		||||
	b2Vec2 d = p - center;
 | 
			
		||||
	return b2Dot(d, d) <= m_radius * m_radius;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Collision Detection in Interactive 3D Environments by Gino van den Bergen
 | 
			
		||||
// From Section 3.1.2
 | 
			
		||||
// x = s + a * r
 | 
			
		||||
// norm(x) = radius
 | 
			
		||||
bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
							const b2Transform& transform, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 position = transform.p + b2Mul(transform.q, m_p);
 | 
			
		||||
	b2Vec2 s = input.p1 - position;
 | 
			
		||||
	float32 b = b2Dot(s, s) - m_radius * m_radius;
 | 
			
		||||
 | 
			
		||||
	// Solve quadratic equation.
 | 
			
		||||
	b2Vec2 r = input.p2 - input.p1;
 | 
			
		||||
	float32 c =  b2Dot(s, r);
 | 
			
		||||
	float32 rr = b2Dot(r, r);
 | 
			
		||||
	float32 sigma = c * c - rr * b;
 | 
			
		||||
 | 
			
		||||
	// Check for negative discriminant and short segment.
 | 
			
		||||
	if (sigma < 0.0f || rr < b2_epsilon)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Find the point of intersection of the line with the circle.
 | 
			
		||||
	float32 a = -(c + b2Sqrt(sigma));
 | 
			
		||||
 | 
			
		||||
	// Is the intersection point on the segment?
 | 
			
		||||
	if (0.0f <= a && a <= input.maxFraction * rr)
 | 
			
		||||
	{
 | 
			
		||||
		a /= rr;
 | 
			
		||||
		output->fraction = a;
 | 
			
		||||
		output->normal = s + a * r;
 | 
			
		||||
		output->normal.Normalize();
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 p = transform.p + b2Mul(transform.q, m_p);
 | 
			
		||||
	aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);
 | 
			
		||||
	aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2CircleShape::ComputeMass(b2MassData* massData, float32 density) const
 | 
			
		||||
{
 | 
			
		||||
	massData->mass = density * b2_pi * m_radius * m_radius;
 | 
			
		||||
	massData->center = m_p;
 | 
			
		||||
 | 
			
		||||
	// inertia about the local origin
 | 
			
		||||
	massData->I = massData->mass * (0.5f * m_radius * m_radius + b2Dot(m_p, m_p));
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2CircleShape.h"
 | 
			
		||||
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2CircleShape));
 | 
			
		||||
	b2CircleShape* clone = new (mem) b2CircleShape;
 | 
			
		||||
	*clone = *this;
 | 
			
		||||
	return clone;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2CircleShape::GetChildCount() const
 | 
			
		||||
{
 | 
			
		||||
	return 1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 center = transform.p + b2Mul(transform.q, m_p);
 | 
			
		||||
	b2Vec2 d = p - center;
 | 
			
		||||
	return b2Dot(d, d) <= m_radius * m_radius;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Collision Detection in Interactive 3D Environments by Gino van den Bergen
 | 
			
		||||
// From Section 3.1.2
 | 
			
		||||
// x = s + a * r
 | 
			
		||||
// norm(x) = radius
 | 
			
		||||
bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
							const b2Transform& transform, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 position = transform.p + b2Mul(transform.q, m_p);
 | 
			
		||||
	b2Vec2 s = input.p1 - position;
 | 
			
		||||
	float32 b = b2Dot(s, s) - m_radius * m_radius;
 | 
			
		||||
 | 
			
		||||
	// Solve quadratic equation.
 | 
			
		||||
	b2Vec2 r = input.p2 - input.p1;
 | 
			
		||||
	float32 c =  b2Dot(s, r);
 | 
			
		||||
	float32 rr = b2Dot(r, r);
 | 
			
		||||
	float32 sigma = c * c - rr * b;
 | 
			
		||||
 | 
			
		||||
	// Check for negative discriminant and short segment.
 | 
			
		||||
	if (sigma < 0.0f || rr < b2_epsilon)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Find the point of intersection of the line with the circle.
 | 
			
		||||
	float32 a = -(c + b2Sqrt(sigma));
 | 
			
		||||
 | 
			
		||||
	// Is the intersection point on the segment?
 | 
			
		||||
	if (0.0f <= a && a <= input.maxFraction * rr)
 | 
			
		||||
	{
 | 
			
		||||
		a /= rr;
 | 
			
		||||
		output->fraction = a;
 | 
			
		||||
		output->normal = s + a * r;
 | 
			
		||||
		output->normal.Normalize();
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 p = transform.p + b2Mul(transform.q, m_p);
 | 
			
		||||
	aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);
 | 
			
		||||
	aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2CircleShape::ComputeMass(b2MassData* massData, float32 density) const
 | 
			
		||||
{
 | 
			
		||||
	massData->mass = density * b2_pi * m_radius * m_radius;
 | 
			
		||||
	massData->center = m_p;
 | 
			
		||||
 | 
			
		||||
	// inertia about the local origin
 | 
			
		||||
	massData->I = massData->mass * (0.5f * m_radius * m_radius + b2Dot(m_p, m_p));
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,91 +1,91 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CIRCLE_SHAPE_H
 | 
			
		||||
#define B2_CIRCLE_SHAPE_H
 | 
			
		||||
 | 
			
		||||
#include "b2Shape.h"
 | 
			
		||||
 | 
			
		||||
/// A circle shape.
 | 
			
		||||
class b2CircleShape : public b2Shape
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2CircleShape();
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	b2Shape* Clone(b2BlockAllocator* allocator) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::GetChildCount
 | 
			
		||||
	juce::int32 GetChildCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
				const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeAABB
 | 
			
		||||
	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeMass
 | 
			
		||||
	void ComputeMass(b2MassData* massData, float32 density) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the supporting vertex index in the given direction.
 | 
			
		||||
	juce::int32 GetSupport(const b2Vec2& d) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the supporting vertex in the given direction.
 | 
			
		||||
	const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the vertex count.
 | 
			
		||||
	juce::int32 GetVertexCount() const { return 1; }
 | 
			
		||||
 | 
			
		||||
	/// Get a vertex by index. Used by b2Distance.
 | 
			
		||||
	const b2Vec2& GetVertex(juce::int32 index) const;
 | 
			
		||||
 | 
			
		||||
	/// Position
 | 
			
		||||
	b2Vec2 m_p;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2CircleShape::b2CircleShape()
 | 
			
		||||
{
 | 
			
		||||
	m_type = e_circle;
 | 
			
		||||
	m_radius = 0.0f;
 | 
			
		||||
	m_p.SetZero();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2CircleShape::GetSupport(const b2Vec2 &d) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(d);
 | 
			
		||||
	return 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Vec2& b2CircleShape::GetSupportVertex(const b2Vec2 &d) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(d);
 | 
			
		||||
	return m_p;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Vec2& b2CircleShape::GetVertex(juce::int32 index) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(index);
 | 
			
		||||
	b2Assert(index == 0);
 | 
			
		||||
	return m_p;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CIRCLE_SHAPE_H
 | 
			
		||||
#define B2_CIRCLE_SHAPE_H
 | 
			
		||||
 | 
			
		||||
#include "b2Shape.h"
 | 
			
		||||
 | 
			
		||||
/// A circle shape.
 | 
			
		||||
class b2CircleShape : public b2Shape
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2CircleShape();
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	b2Shape* Clone(b2BlockAllocator* allocator) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::GetChildCount
 | 
			
		||||
	juce::int32 GetChildCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
				const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeAABB
 | 
			
		||||
	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeMass
 | 
			
		||||
	void ComputeMass(b2MassData* massData, float32 density) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the supporting vertex index in the given direction.
 | 
			
		||||
	juce::int32 GetSupport(const b2Vec2& d) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the supporting vertex in the given direction.
 | 
			
		||||
	const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the vertex count.
 | 
			
		||||
	juce::int32 GetVertexCount() const { return 1; }
 | 
			
		||||
 | 
			
		||||
	/// Get a vertex by index. Used by b2Distance.
 | 
			
		||||
	const b2Vec2& GetVertex(juce::int32 index) const;
 | 
			
		||||
 | 
			
		||||
	/// Position
 | 
			
		||||
	b2Vec2 m_p;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2CircleShape::b2CircleShape()
 | 
			
		||||
{
 | 
			
		||||
	m_type = e_circle;
 | 
			
		||||
	m_radius = 0.0f;
 | 
			
		||||
	m_p.SetZero();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2CircleShape::GetSupport(const b2Vec2 &d) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(d);
 | 
			
		||||
	return 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Vec2& b2CircleShape::GetSupportVertex(const b2Vec2 &d) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(d);
 | 
			
		||||
	return m_p;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Vec2& b2CircleShape::GetVertex(juce::int32 index) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(index);
 | 
			
		||||
	b2Assert(index == 0);
 | 
			
		||||
	return m_p;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,139 +1,139 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2EdgeShape.h"
 | 
			
		||||
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)
 | 
			
		||||
{
 | 
			
		||||
	m_vertex1 = v1;
 | 
			
		||||
	m_vertex2 = v2;
 | 
			
		||||
	m_hasVertex0 = false;
 | 
			
		||||
	m_hasVertex3 = false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Shape* b2EdgeShape::Clone(b2BlockAllocator* allocator) const
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2EdgeShape));
 | 
			
		||||
	b2EdgeShape* clone = new (mem) b2EdgeShape;
 | 
			
		||||
	*clone = *this;
 | 
			
		||||
	return clone;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2EdgeShape::GetChildCount() const
 | 
			
		||||
{
 | 
			
		||||
	return 1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(xf);
 | 
			
		||||
	B2_NOT_USED(p);
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// p = p1 + t * d
 | 
			
		||||
// v = v1 + s * e
 | 
			
		||||
// p1 + t * d = v1 + s * e
 | 
			
		||||
// s * e - t * d = p1 - v1
 | 
			
		||||
bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
							const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	// Put the ray into the edge's frame of reference.
 | 
			
		||||
	b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
 | 
			
		||||
	b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
 | 
			
		||||
	b2Vec2 d = p2 - p1;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 v1 = m_vertex1;
 | 
			
		||||
	b2Vec2 v2 = m_vertex2;
 | 
			
		||||
	b2Vec2 e = v2 - v1;
 | 
			
		||||
	b2Vec2 normal(e.y, -e.x);
 | 
			
		||||
	normal.Normalize();
 | 
			
		||||
 | 
			
		||||
	// q = p1 + t * d
 | 
			
		||||
	// dot(normal, q - v1) = 0
 | 
			
		||||
	// dot(normal, p1 - v1) + t * dot(normal, d) = 0
 | 
			
		||||
	float32 numerator = b2Dot(normal, v1 - p1);
 | 
			
		||||
	float32 denominator = b2Dot(normal, d);
 | 
			
		||||
 | 
			
		||||
	if (denominator == 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 t = numerator / denominator;
 | 
			
		||||
	if (t < 0.0f || input.maxFraction < t)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 q = p1 + t * d;
 | 
			
		||||
 | 
			
		||||
	// q = v1 + s * r
 | 
			
		||||
	// s = dot(q - v1, r) / dot(r, r)
 | 
			
		||||
	b2Vec2 r = v2 - v1;
 | 
			
		||||
	float32 rr = b2Dot(r, r);
 | 
			
		||||
	if (rr == 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 s = b2Dot(q - v1, r) / rr;
 | 
			
		||||
	if (s < 0.0f || 1.0f < s)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	output->fraction = t;
 | 
			
		||||
	if (numerator > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		output->normal = -normal;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		output->normal = normal;
 | 
			
		||||
	}
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 v1 = b2Mul(xf, m_vertex1);
 | 
			
		||||
	b2Vec2 v2 = b2Mul(xf, m_vertex2);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 lower = b2Min(v1, v2);
 | 
			
		||||
	b2Vec2 upper = b2Max(v1, v2);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 r(m_radius, m_radius);
 | 
			
		||||
	aabb->lowerBound = lower - r;
 | 
			
		||||
	aabb->upperBound = upper + r;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeShape::ComputeMass(b2MassData* massData, float32 density) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(density);
 | 
			
		||||
 | 
			
		||||
	massData->mass = 0.0f;
 | 
			
		||||
	massData->center = 0.5f * (m_vertex1 + m_vertex2);
 | 
			
		||||
	massData->I = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2EdgeShape.h"
 | 
			
		||||
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)
 | 
			
		||||
{
 | 
			
		||||
	m_vertex1 = v1;
 | 
			
		||||
	m_vertex2 = v2;
 | 
			
		||||
	m_hasVertex0 = false;
 | 
			
		||||
	m_hasVertex3 = false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Shape* b2EdgeShape::Clone(b2BlockAllocator* allocator) const
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2EdgeShape));
 | 
			
		||||
	b2EdgeShape* clone = new (mem) b2EdgeShape;
 | 
			
		||||
	*clone = *this;
 | 
			
		||||
	return clone;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2EdgeShape::GetChildCount() const
 | 
			
		||||
{
 | 
			
		||||
	return 1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(xf);
 | 
			
		||||
	B2_NOT_USED(p);
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// p = p1 + t * d
 | 
			
		||||
// v = v1 + s * e
 | 
			
		||||
// p1 + t * d = v1 + s * e
 | 
			
		||||
// s * e - t * d = p1 - v1
 | 
			
		||||
bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
							const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	// Put the ray into the edge's frame of reference.
 | 
			
		||||
	b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
 | 
			
		||||
	b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
 | 
			
		||||
	b2Vec2 d = p2 - p1;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 v1 = m_vertex1;
 | 
			
		||||
	b2Vec2 v2 = m_vertex2;
 | 
			
		||||
	b2Vec2 e = v2 - v1;
 | 
			
		||||
	b2Vec2 normal(e.y, -e.x);
 | 
			
		||||
	normal.Normalize();
 | 
			
		||||
 | 
			
		||||
	// q = p1 + t * d
 | 
			
		||||
	// dot(normal, q - v1) = 0
 | 
			
		||||
	// dot(normal, p1 - v1) + t * dot(normal, d) = 0
 | 
			
		||||
	float32 numerator = b2Dot(normal, v1 - p1);
 | 
			
		||||
	float32 denominator = b2Dot(normal, d);
 | 
			
		||||
 | 
			
		||||
	if (denominator == 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 t = numerator / denominator;
 | 
			
		||||
	if (t < 0.0f || input.maxFraction < t)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 q = p1 + t * d;
 | 
			
		||||
 | 
			
		||||
	// q = v1 + s * r
 | 
			
		||||
	// s = dot(q - v1, r) / dot(r, r)
 | 
			
		||||
	b2Vec2 r = v2 - v1;
 | 
			
		||||
	float32 rr = b2Dot(r, r);
 | 
			
		||||
	if (rr == 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 s = b2Dot(q - v1, r) / rr;
 | 
			
		||||
	if (s < 0.0f || 1.0f < s)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	output->fraction = t;
 | 
			
		||||
	if (numerator > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		output->normal = -normal;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		output->normal = normal;
 | 
			
		||||
	}
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 v1 = b2Mul(xf, m_vertex1);
 | 
			
		||||
	b2Vec2 v2 = b2Mul(xf, m_vertex2);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 lower = b2Min(v1, v2);
 | 
			
		||||
	b2Vec2 upper = b2Max(v1, v2);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 r(m_radius, m_radius);
 | 
			
		||||
	aabb->lowerBound = lower - r;
 | 
			
		||||
	aabb->upperBound = upper + r;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeShape::ComputeMass(b2MassData* massData, float32 density) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(density);
 | 
			
		||||
 | 
			
		||||
	massData->mass = 0.0f;
 | 
			
		||||
	massData->center = 0.5f * (m_vertex1 + m_vertex2);
 | 
			
		||||
	massData->I = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,74 +1,74 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_EDGE_SHAPE_H
 | 
			
		||||
#define B2_EDGE_SHAPE_H
 | 
			
		||||
 | 
			
		||||
#include "b2Shape.h"
 | 
			
		||||
 | 
			
		||||
/// A line segment (edge) shape. These can be connected in chains or loops
 | 
			
		||||
/// to other edge shapes. The connectivity information is used to ensure
 | 
			
		||||
/// correct contact normals.
 | 
			
		||||
class b2EdgeShape : public b2Shape
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2EdgeShape();
 | 
			
		||||
 | 
			
		||||
	/// Set this as an isolated edge.
 | 
			
		||||
	void Set(const b2Vec2& v1, const b2Vec2& v2);
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	b2Shape* Clone(b2BlockAllocator* allocator) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::GetChildCount
 | 
			
		||||
	juce::int32 GetChildCount() const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::TestPoint
 | 
			
		||||
	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
				const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeAABB
 | 
			
		||||
	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeMass
 | 
			
		||||
	void ComputeMass(b2MassData* massData, float32 density) const;
 | 
			
		||||
 | 
			
		||||
	/// These are the edge vertices
 | 
			
		||||
	b2Vec2 m_vertex1, m_vertex2;
 | 
			
		||||
 | 
			
		||||
	/// Optional adjacent vertices. These are used for smooth collision.
 | 
			
		||||
	b2Vec2 m_vertex0, m_vertex3;
 | 
			
		||||
	bool m_hasVertex0, m_hasVertex3;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2EdgeShape::b2EdgeShape()
 | 
			
		||||
{
 | 
			
		||||
	m_type = e_edge;
 | 
			
		||||
	m_radius = b2_polygonRadius;
 | 
			
		||||
	m_vertex0.x = 0.0f;
 | 
			
		||||
	m_vertex0.y = 0.0f;
 | 
			
		||||
	m_vertex3.x = 0.0f;
 | 
			
		||||
	m_vertex3.y = 0.0f;
 | 
			
		||||
	m_hasVertex0 = false;
 | 
			
		||||
	m_hasVertex3 = false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_EDGE_SHAPE_H
 | 
			
		||||
#define B2_EDGE_SHAPE_H
 | 
			
		||||
 | 
			
		||||
#include "b2Shape.h"
 | 
			
		||||
 | 
			
		||||
/// A line segment (edge) shape. These can be connected in chains or loops
 | 
			
		||||
/// to other edge shapes. The connectivity information is used to ensure
 | 
			
		||||
/// correct contact normals.
 | 
			
		||||
class b2EdgeShape : public b2Shape
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2EdgeShape();
 | 
			
		||||
 | 
			
		||||
	/// Set this as an isolated edge.
 | 
			
		||||
	void Set(const b2Vec2& v1, const b2Vec2& v2);
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	b2Shape* Clone(b2BlockAllocator* allocator) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::GetChildCount
 | 
			
		||||
	juce::int32 GetChildCount() const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::TestPoint
 | 
			
		||||
	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
				const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeAABB
 | 
			
		||||
	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeMass
 | 
			
		||||
	void ComputeMass(b2MassData* massData, float32 density) const;
 | 
			
		||||
 | 
			
		||||
	/// These are the edge vertices
 | 
			
		||||
	b2Vec2 m_vertex1, m_vertex2;
 | 
			
		||||
 | 
			
		||||
	/// Optional adjacent vertices. These are used for smooth collision.
 | 
			
		||||
	b2Vec2 m_vertex0, m_vertex3;
 | 
			
		||||
	bool m_hasVertex0, m_hasVertex3;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2EdgeShape::b2EdgeShape()
 | 
			
		||||
{
 | 
			
		||||
	m_type = e_edge;
 | 
			
		||||
	m_radius = b2_polygonRadius;
 | 
			
		||||
	m_vertex0.x = 0.0f;
 | 
			
		||||
	m_vertex0.y = 0.0f;
 | 
			
		||||
	m_vertex3.x = 0.0f;
 | 
			
		||||
	m_vertex3.y = 0.0f;
 | 
			
		||||
	m_hasVertex0 = false;
 | 
			
		||||
	m_hasVertex3 = false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,360 +1,360 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2PolygonShape.h"
 | 
			
		||||
 | 
			
		||||
b2Shape* b2PolygonShape::Clone(b2BlockAllocator* allocator) const
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2PolygonShape));
 | 
			
		||||
	b2PolygonShape* clone = new (mem) b2PolygonShape;
 | 
			
		||||
	*clone = *this;
 | 
			
		||||
	return clone;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonShape::SetAsBox(float32 hx, float32 hy)
 | 
			
		||||
{
 | 
			
		||||
	m_vertexCount = 4;
 | 
			
		||||
	m_vertices[0].Set(-hx, -hy);
 | 
			
		||||
	m_vertices[1].Set( hx, -hy);
 | 
			
		||||
	m_vertices[2].Set( hx,  hy);
 | 
			
		||||
	m_vertices[3].Set(-hx,  hy);
 | 
			
		||||
	m_normals[0].Set(0.0f, -1.0f);
 | 
			
		||||
	m_normals[1].Set(1.0f, 0.0f);
 | 
			
		||||
	m_normals[2].Set(0.0f, 1.0f);
 | 
			
		||||
	m_normals[3].Set(-1.0f, 0.0f);
 | 
			
		||||
	m_centroid.SetZero();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonShape::SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle)
 | 
			
		||||
{
 | 
			
		||||
	m_vertexCount = 4;
 | 
			
		||||
	m_vertices[0].Set(-hx, -hy);
 | 
			
		||||
	m_vertices[1].Set( hx, -hy);
 | 
			
		||||
	m_vertices[2].Set( hx,  hy);
 | 
			
		||||
	m_vertices[3].Set(-hx,  hy);
 | 
			
		||||
	m_normals[0].Set(0.0f, -1.0f);
 | 
			
		||||
	m_normals[1].Set(1.0f, 0.0f);
 | 
			
		||||
	m_normals[2].Set(0.0f, 1.0f);
 | 
			
		||||
	m_normals[3].Set(-1.0f, 0.0f);
 | 
			
		||||
	m_centroid = center;
 | 
			
		||||
 | 
			
		||||
	b2Transform xf;
 | 
			
		||||
	xf.p = center;
 | 
			
		||||
	xf.q.Set(angle);
 | 
			
		||||
 | 
			
		||||
	// Transform vertices and normals.
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_vertices[i] = b2Mul(xf, m_vertices[i]);
 | 
			
		||||
		m_normals[i] = b2Mul(xf.q, m_normals[i]);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2PolygonShape::GetChildCount() const
 | 
			
		||||
{
 | 
			
		||||
	return 1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(count >= 3);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 c; c.Set(0.0f, 0.0f);
 | 
			
		||||
	float32 area = 0.0f;
 | 
			
		||||
 | 
			
		||||
	// pRef is the reference point for forming triangles.
 | 
			
		||||
	// It's location doesn't change the result (except for rounding error).
 | 
			
		||||
	b2Vec2 pRef(0.0f, 0.0f);
 | 
			
		||||
#if 0
 | 
			
		||||
	// This code would put the reference point inside the polygon.
 | 
			
		||||
	for (int32 i = 0; i < count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		pRef += vs[i];
 | 
			
		||||
	}
 | 
			
		||||
	pRef *= 1.0f / count;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	const float32 inv3 = 1.0f / 3.0f;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		// Triangle vertices.
 | 
			
		||||
		b2Vec2 p1 = pRef;
 | 
			
		||||
		b2Vec2 p2 = vs[i];
 | 
			
		||||
		b2Vec2 p3 = i + 1 < count ? vs[i+1] : vs[0];
 | 
			
		||||
 | 
			
		||||
		b2Vec2 e1 = p2 - p1;
 | 
			
		||||
		b2Vec2 e2 = p3 - p1;
 | 
			
		||||
 | 
			
		||||
		float32 D = b2Cross(e1, e2);
 | 
			
		||||
 | 
			
		||||
		float32 triangleArea = 0.5f * D;
 | 
			
		||||
		area += triangleArea;
 | 
			
		||||
 | 
			
		||||
		// Area weighted centroid
 | 
			
		||||
		c += triangleArea * inv3 * (p1 + p2 + p3);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Centroid
 | 
			
		||||
	b2Assert(area > b2_epsilon);
 | 
			
		||||
	c *= 1.0f / area;
 | 
			
		||||
	return c;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(3 <= count && count <= b2_maxPolygonVertices);
 | 
			
		||||
	m_vertexCount = count;
 | 
			
		||||
 | 
			
		||||
	// Copy vertices.
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_vertices[i] = vertices[i];
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute normals. Ensure the edges have non-zero length.
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		int32 i1 = i;
 | 
			
		||||
		int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
 | 
			
		||||
		b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
 | 
			
		||||
		b2Assert(edge.LengthSquared() > b2_epsilon * b2_epsilon);
 | 
			
		||||
		m_normals[i] = b2Cross(edge, 1.0f);
 | 
			
		||||
		m_normals[i].Normalize();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
#ifdef _DEBUG
 | 
			
		||||
	// Ensure the polygon is convex and the interior
 | 
			
		||||
	// is to the left of each edge.
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		int32 i1 = i;
 | 
			
		||||
		int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
 | 
			
		||||
		b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
 | 
			
		||||
 | 
			
		||||
		for (int32 j = 0; j < m_vertexCount; ++j)
 | 
			
		||||
		{
 | 
			
		||||
			// Don't check vertices on the current edge.
 | 
			
		||||
			if (j == i1 || j == i2)
 | 
			
		||||
			{
 | 
			
		||||
				continue;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			b2Vec2 r = m_vertices[j] - m_vertices[i1];
 | 
			
		||||
 | 
			
		||||
			// If this crashes, your polygon is non-convex, has colinear edges,
 | 
			
		||||
			// or the winding order is wrong.
 | 
			
		||||
			float32 s = b2Cross(edge, r);
 | 
			
		||||
			b2Assert(s > 0.0f && "ERROR: Please ensure your polygon is convex and has a CCW winding order");
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	// Compute the polygon centroid.
 | 
			
		||||
	m_centroid = ComputeCentroid(m_vertices, m_vertexCount);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 pLocal = b2MulT(xf.q, p - xf.p);
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
 | 
			
		||||
		if (dot > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			return false;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
								const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	// Put the ray into the polygon's frame of reference.
 | 
			
		||||
	b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
 | 
			
		||||
	b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
 | 
			
		||||
	b2Vec2 d = p2 - p1;
 | 
			
		||||
 | 
			
		||||
	float32 lower = 0.0f, upper = input.maxFraction;
 | 
			
		||||
 | 
			
		||||
	int32 index = -1;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		// p = p1 + a * d
 | 
			
		||||
		// dot(normal, p - v) = 0
 | 
			
		||||
		// dot(normal, p1 - v) + a * dot(normal, d) = 0
 | 
			
		||||
		float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
 | 
			
		||||
		float32 denominator = b2Dot(m_normals[i], d);
 | 
			
		||||
 | 
			
		||||
		if (denominator == 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			if (numerator < 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				return false;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			// Note: we want this predicate without division:
 | 
			
		||||
			// lower < numerator / denominator, where denominator < 0
 | 
			
		||||
			// Since denominator < 0, we have to flip the inequality:
 | 
			
		||||
			// lower < numerator / denominator <==> denominator * lower > numerator.
 | 
			
		||||
			if (denominator < 0.0f && numerator < lower * denominator)
 | 
			
		||||
			{
 | 
			
		||||
				// Increase lower.
 | 
			
		||||
				// The segment enters this half-space.
 | 
			
		||||
				lower = numerator / denominator;
 | 
			
		||||
				index = i;
 | 
			
		||||
			}
 | 
			
		||||
			else if (denominator > 0.0f && numerator < upper * denominator)
 | 
			
		||||
			{
 | 
			
		||||
				// Decrease upper.
 | 
			
		||||
				// The segment exits this half-space.
 | 
			
		||||
				upper = numerator / denominator;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// The use of epsilon here causes the assert on lower to trip
 | 
			
		||||
		// in some cases. Apparently the use of epsilon was to make edge
 | 
			
		||||
		// shapes work, but now those are handled separately.
 | 
			
		||||
		//if (upper < lower - b2_epsilon)
 | 
			
		||||
		if (upper < lower)
 | 
			
		||||
		{
 | 
			
		||||
			return false;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Assert(0.0f <= lower && lower <= input.maxFraction);
 | 
			
		||||
 | 
			
		||||
	if (index >= 0)
 | 
			
		||||
	{
 | 
			
		||||
		output->fraction = lower;
 | 
			
		||||
		output->normal = b2Mul(xf.q, m_normals[index]);
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 lower = b2Mul(xf, m_vertices[0]);
 | 
			
		||||
	b2Vec2 upper = lower;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 1; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 v = b2Mul(xf, m_vertices[i]);
 | 
			
		||||
		lower = b2Min(lower, v);
 | 
			
		||||
		upper = b2Max(upper, v);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 r(m_radius, m_radius);
 | 
			
		||||
	aabb->lowerBound = lower - r;
 | 
			
		||||
	aabb->upperBound = upper + r;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
 | 
			
		||||
{
 | 
			
		||||
	// Polygon mass, centroid, and inertia.
 | 
			
		||||
	// Let rho be the polygon density in mass per unit area.
 | 
			
		||||
	// Then:
 | 
			
		||||
	// mass = rho * int(dA)
 | 
			
		||||
	// centroid.x = (1/mass) * rho * int(x * dA)
 | 
			
		||||
	// centroid.y = (1/mass) * rho * int(y * dA)
 | 
			
		||||
	// I = rho * int((x*x + y*y) * dA)
 | 
			
		||||
	//
 | 
			
		||||
	// We can compute these integrals by summing all the integrals
 | 
			
		||||
	// for each triangle of the polygon. To evaluate the integral
 | 
			
		||||
	// for a single triangle, we make a change of variables to
 | 
			
		||||
	// the (u,v) coordinates of the triangle:
 | 
			
		||||
	// x = x0 + e1x * u + e2x * v
 | 
			
		||||
	// y = y0 + e1y * u + e2y * v
 | 
			
		||||
	// where 0 <= u && 0 <= v && u + v <= 1.
 | 
			
		||||
	//
 | 
			
		||||
	// We integrate u from [0,1-v] and then v from [0,1].
 | 
			
		||||
	// We also need to use the Jacobian of the transformation:
 | 
			
		||||
	// D = cross(e1, e2)
 | 
			
		||||
	//
 | 
			
		||||
	// Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
 | 
			
		||||
	//
 | 
			
		||||
	// The rest of the derivation is handled by computer algebra.
 | 
			
		||||
 | 
			
		||||
	b2Assert(m_vertexCount >= 3);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 center; center.Set(0.0f, 0.0f);
 | 
			
		||||
	float32 area = 0.0f;
 | 
			
		||||
	float32 I = 0.0f;
 | 
			
		||||
 | 
			
		||||
	// s is the reference point for forming triangles.
 | 
			
		||||
	// It's location doesn't change the result (except for rounding error).
 | 
			
		||||
	b2Vec2 s(0.0f, 0.0f);
 | 
			
		||||
 | 
			
		||||
	// This code would put the reference point inside the polygon.
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		s += m_vertices[i];
 | 
			
		||||
	}
 | 
			
		||||
	s *= 1.0f / m_vertexCount;
 | 
			
		||||
 | 
			
		||||
	const float32 k_inv3 = 1.0f / 3.0f;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		// Triangle vertices.
 | 
			
		||||
		b2Vec2 e1 = m_vertices[i] - s;
 | 
			
		||||
		b2Vec2 e2 = i + 1 < m_vertexCount ? m_vertices[i+1] - s : m_vertices[0] - s;
 | 
			
		||||
 | 
			
		||||
		float32 D = b2Cross(e1, e2);
 | 
			
		||||
 | 
			
		||||
		float32 triangleArea = 0.5f * D;
 | 
			
		||||
		area += triangleArea;
 | 
			
		||||
 | 
			
		||||
		// Area weighted centroid
 | 
			
		||||
		center += triangleArea * k_inv3 * (e1 + e2);
 | 
			
		||||
 | 
			
		||||
		float32 ex1 = e1.x, ey1 = e1.y;
 | 
			
		||||
		float32 ex2 = e2.x, ey2 = e2.y;
 | 
			
		||||
 | 
			
		||||
		float32 intx2 = ex1*ex1 + ex2*ex1 + ex2*ex2;
 | 
			
		||||
		float32 inty2 = ey1*ey1 + ey2*ey1 + ey2*ey2;
 | 
			
		||||
 | 
			
		||||
		I += (0.25f * k_inv3 * D) * (intx2 + inty2);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Total mass
 | 
			
		||||
	massData->mass = density * area;
 | 
			
		||||
 | 
			
		||||
	// Center of mass
 | 
			
		||||
	b2Assert(area > b2_epsilon);
 | 
			
		||||
	center *= 1.0f / area;
 | 
			
		||||
	massData->center = center + s;
 | 
			
		||||
 | 
			
		||||
	// Inertia tensor relative to the local origin (point s).
 | 
			
		||||
	massData->I = density * I;
 | 
			
		||||
 | 
			
		||||
	// Shift to center of mass then to original body origin.
 | 
			
		||||
	massData->I += massData->mass * (b2Dot(massData->center, massData->center) - b2Dot(center, center));
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2PolygonShape.h"
 | 
			
		||||
 | 
			
		||||
b2Shape* b2PolygonShape::Clone(b2BlockAllocator* allocator) const
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2PolygonShape));
 | 
			
		||||
	b2PolygonShape* clone = new (mem) b2PolygonShape;
 | 
			
		||||
	*clone = *this;
 | 
			
		||||
	return clone;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonShape::SetAsBox(float32 hx, float32 hy)
 | 
			
		||||
{
 | 
			
		||||
	m_vertexCount = 4;
 | 
			
		||||
	m_vertices[0].Set(-hx, -hy);
 | 
			
		||||
	m_vertices[1].Set( hx, -hy);
 | 
			
		||||
	m_vertices[2].Set( hx,  hy);
 | 
			
		||||
	m_vertices[3].Set(-hx,  hy);
 | 
			
		||||
	m_normals[0].Set(0.0f, -1.0f);
 | 
			
		||||
	m_normals[1].Set(1.0f, 0.0f);
 | 
			
		||||
	m_normals[2].Set(0.0f, 1.0f);
 | 
			
		||||
	m_normals[3].Set(-1.0f, 0.0f);
 | 
			
		||||
	m_centroid.SetZero();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonShape::SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle)
 | 
			
		||||
{
 | 
			
		||||
	m_vertexCount = 4;
 | 
			
		||||
	m_vertices[0].Set(-hx, -hy);
 | 
			
		||||
	m_vertices[1].Set( hx, -hy);
 | 
			
		||||
	m_vertices[2].Set( hx,  hy);
 | 
			
		||||
	m_vertices[3].Set(-hx,  hy);
 | 
			
		||||
	m_normals[0].Set(0.0f, -1.0f);
 | 
			
		||||
	m_normals[1].Set(1.0f, 0.0f);
 | 
			
		||||
	m_normals[2].Set(0.0f, 1.0f);
 | 
			
		||||
	m_normals[3].Set(-1.0f, 0.0f);
 | 
			
		||||
	m_centroid = center;
 | 
			
		||||
 | 
			
		||||
	b2Transform xf;
 | 
			
		||||
	xf.p = center;
 | 
			
		||||
	xf.q.Set(angle);
 | 
			
		||||
 | 
			
		||||
	// Transform vertices and normals.
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_vertices[i] = b2Mul(xf, m_vertices[i]);
 | 
			
		||||
		m_normals[i] = b2Mul(xf.q, m_normals[i]);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2PolygonShape::GetChildCount() const
 | 
			
		||||
{
 | 
			
		||||
	return 1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(count >= 3);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 c; c.Set(0.0f, 0.0f);
 | 
			
		||||
	float32 area = 0.0f;
 | 
			
		||||
 | 
			
		||||
	// pRef is the reference point for forming triangles.
 | 
			
		||||
	// It's location doesn't change the result (except for rounding error).
 | 
			
		||||
	b2Vec2 pRef(0.0f, 0.0f);
 | 
			
		||||
#if 0
 | 
			
		||||
	// This code would put the reference point inside the polygon.
 | 
			
		||||
	for (int32 i = 0; i < count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		pRef += vs[i];
 | 
			
		||||
	}
 | 
			
		||||
	pRef *= 1.0f / count;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	const float32 inv3 = 1.0f / 3.0f;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		// Triangle vertices.
 | 
			
		||||
		b2Vec2 p1 = pRef;
 | 
			
		||||
		b2Vec2 p2 = vs[i];
 | 
			
		||||
		b2Vec2 p3 = i + 1 < count ? vs[i+1] : vs[0];
 | 
			
		||||
 | 
			
		||||
		b2Vec2 e1 = p2 - p1;
 | 
			
		||||
		b2Vec2 e2 = p3 - p1;
 | 
			
		||||
 | 
			
		||||
		float32 D = b2Cross(e1, e2);
 | 
			
		||||
 | 
			
		||||
		float32 triangleArea = 0.5f * D;
 | 
			
		||||
		area += triangleArea;
 | 
			
		||||
 | 
			
		||||
		// Area weighted centroid
 | 
			
		||||
		c += triangleArea * inv3 * (p1 + p2 + p3);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Centroid
 | 
			
		||||
	b2Assert(area > b2_epsilon);
 | 
			
		||||
	c *= 1.0f / area;
 | 
			
		||||
	return c;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(3 <= count && count <= b2_maxPolygonVertices);
 | 
			
		||||
	m_vertexCount = count;
 | 
			
		||||
 | 
			
		||||
	// Copy vertices.
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_vertices[i] = vertices[i];
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute normals. Ensure the edges have non-zero length.
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		int32 i1 = i;
 | 
			
		||||
		int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
 | 
			
		||||
		b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
 | 
			
		||||
		b2Assert(edge.LengthSquared() > b2_epsilon * b2_epsilon);
 | 
			
		||||
		m_normals[i] = b2Cross(edge, 1.0f);
 | 
			
		||||
		m_normals[i].Normalize();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
#ifdef _DEBUG
 | 
			
		||||
	// Ensure the polygon is convex and the interior
 | 
			
		||||
	// is to the left of each edge.
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		int32 i1 = i;
 | 
			
		||||
		int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
 | 
			
		||||
		b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
 | 
			
		||||
 | 
			
		||||
		for (int32 j = 0; j < m_vertexCount; ++j)
 | 
			
		||||
		{
 | 
			
		||||
			// Don't check vertices on the current edge.
 | 
			
		||||
			if (j == i1 || j == i2)
 | 
			
		||||
			{
 | 
			
		||||
				continue;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			b2Vec2 r = m_vertices[j] - m_vertices[i1];
 | 
			
		||||
 | 
			
		||||
			// If this crashes, your polygon is non-convex, has colinear edges,
 | 
			
		||||
			// or the winding order is wrong.
 | 
			
		||||
			float32 s = b2Cross(edge, r);
 | 
			
		||||
			b2Assert(s > 0.0f && "ERROR: Please ensure your polygon is convex and has a CCW winding order");
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	// Compute the polygon centroid.
 | 
			
		||||
	m_centroid = ComputeCentroid(m_vertices, m_vertexCount);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 pLocal = b2MulT(xf.q, p - xf.p);
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
 | 
			
		||||
		if (dot > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			return false;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
								const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	// Put the ray into the polygon's frame of reference.
 | 
			
		||||
	b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
 | 
			
		||||
	b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
 | 
			
		||||
	b2Vec2 d = p2 - p1;
 | 
			
		||||
 | 
			
		||||
	float32 lower = 0.0f, upper = input.maxFraction;
 | 
			
		||||
 | 
			
		||||
	int32 index = -1;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		// p = p1 + a * d
 | 
			
		||||
		// dot(normal, p - v) = 0
 | 
			
		||||
		// dot(normal, p1 - v) + a * dot(normal, d) = 0
 | 
			
		||||
		float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
 | 
			
		||||
		float32 denominator = b2Dot(m_normals[i], d);
 | 
			
		||||
 | 
			
		||||
		if (denominator == 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			if (numerator < 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				return false;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			// Note: we want this predicate without division:
 | 
			
		||||
			// lower < numerator / denominator, where denominator < 0
 | 
			
		||||
			// Since denominator < 0, we have to flip the inequality:
 | 
			
		||||
			// lower < numerator / denominator <==> denominator * lower > numerator.
 | 
			
		||||
			if (denominator < 0.0f && numerator < lower * denominator)
 | 
			
		||||
			{
 | 
			
		||||
				// Increase lower.
 | 
			
		||||
				// The segment enters this half-space.
 | 
			
		||||
				lower = numerator / denominator;
 | 
			
		||||
				index = i;
 | 
			
		||||
			}
 | 
			
		||||
			else if (denominator > 0.0f && numerator < upper * denominator)
 | 
			
		||||
			{
 | 
			
		||||
				// Decrease upper.
 | 
			
		||||
				// The segment exits this half-space.
 | 
			
		||||
				upper = numerator / denominator;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// The use of epsilon here causes the assert on lower to trip
 | 
			
		||||
		// in some cases. Apparently the use of epsilon was to make edge
 | 
			
		||||
		// shapes work, but now those are handled separately.
 | 
			
		||||
		//if (upper < lower - b2_epsilon)
 | 
			
		||||
		if (upper < lower)
 | 
			
		||||
		{
 | 
			
		||||
			return false;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Assert(0.0f <= lower && lower <= input.maxFraction);
 | 
			
		||||
 | 
			
		||||
	if (index >= 0)
 | 
			
		||||
	{
 | 
			
		||||
		output->fraction = lower;
 | 
			
		||||
		output->normal = b2Mul(xf.q, m_normals[index]);
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(childIndex);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 lower = b2Mul(xf, m_vertices[0]);
 | 
			
		||||
	b2Vec2 upper = lower;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 1; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 v = b2Mul(xf, m_vertices[i]);
 | 
			
		||||
		lower = b2Min(lower, v);
 | 
			
		||||
		upper = b2Max(upper, v);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 r(m_radius, m_radius);
 | 
			
		||||
	aabb->lowerBound = lower - r;
 | 
			
		||||
	aabb->upperBound = upper + r;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
 | 
			
		||||
{
 | 
			
		||||
	// Polygon mass, centroid, and inertia.
 | 
			
		||||
	// Let rho be the polygon density in mass per unit area.
 | 
			
		||||
	// Then:
 | 
			
		||||
	// mass = rho * int(dA)
 | 
			
		||||
	// centroid.x = (1/mass) * rho * int(x * dA)
 | 
			
		||||
	// centroid.y = (1/mass) * rho * int(y * dA)
 | 
			
		||||
	// I = rho * int((x*x + y*y) * dA)
 | 
			
		||||
	//
 | 
			
		||||
	// We can compute these integrals by summing all the integrals
 | 
			
		||||
	// for each triangle of the polygon. To evaluate the integral
 | 
			
		||||
	// for a single triangle, we make a change of variables to
 | 
			
		||||
	// the (u,v) coordinates of the triangle:
 | 
			
		||||
	// x = x0 + e1x * u + e2x * v
 | 
			
		||||
	// y = y0 + e1y * u + e2y * v
 | 
			
		||||
	// where 0 <= u && 0 <= v && u + v <= 1.
 | 
			
		||||
	//
 | 
			
		||||
	// We integrate u from [0,1-v] and then v from [0,1].
 | 
			
		||||
	// We also need to use the Jacobian of the transformation:
 | 
			
		||||
	// D = cross(e1, e2)
 | 
			
		||||
	//
 | 
			
		||||
	// Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
 | 
			
		||||
	//
 | 
			
		||||
	// The rest of the derivation is handled by computer algebra.
 | 
			
		||||
 | 
			
		||||
	b2Assert(m_vertexCount >= 3);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 center; center.Set(0.0f, 0.0f);
 | 
			
		||||
	float32 area = 0.0f;
 | 
			
		||||
	float32 I = 0.0f;
 | 
			
		||||
 | 
			
		||||
	// s is the reference point for forming triangles.
 | 
			
		||||
	// It's location doesn't change the result (except for rounding error).
 | 
			
		||||
	b2Vec2 s(0.0f, 0.0f);
 | 
			
		||||
 | 
			
		||||
	// This code would put the reference point inside the polygon.
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		s += m_vertices[i];
 | 
			
		||||
	}
 | 
			
		||||
	s *= 1.0f / m_vertexCount;
 | 
			
		||||
 | 
			
		||||
	const float32 k_inv3 = 1.0f / 3.0f;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		// Triangle vertices.
 | 
			
		||||
		b2Vec2 e1 = m_vertices[i] - s;
 | 
			
		||||
		b2Vec2 e2 = i + 1 < m_vertexCount ? m_vertices[i+1] - s : m_vertices[0] - s;
 | 
			
		||||
 | 
			
		||||
		float32 D = b2Cross(e1, e2);
 | 
			
		||||
 | 
			
		||||
		float32 triangleArea = 0.5f * D;
 | 
			
		||||
		area += triangleArea;
 | 
			
		||||
 | 
			
		||||
		// Area weighted centroid
 | 
			
		||||
		center += triangleArea * k_inv3 * (e1 + e2);
 | 
			
		||||
 | 
			
		||||
		float32 ex1 = e1.x, ey1 = e1.y;
 | 
			
		||||
		float32 ex2 = e2.x, ey2 = e2.y;
 | 
			
		||||
 | 
			
		||||
		float32 intx2 = ex1*ex1 + ex2*ex1 + ex2*ex2;
 | 
			
		||||
		float32 inty2 = ey1*ey1 + ey2*ey1 + ey2*ey2;
 | 
			
		||||
 | 
			
		||||
		I += (0.25f * k_inv3 * D) * (intx2 + inty2);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Total mass
 | 
			
		||||
	massData->mass = density * area;
 | 
			
		||||
 | 
			
		||||
	// Center of mass
 | 
			
		||||
	b2Assert(area > b2_epsilon);
 | 
			
		||||
	center *= 1.0f / area;
 | 
			
		||||
	massData->center = center + s;
 | 
			
		||||
 | 
			
		||||
	// Inertia tensor relative to the local origin (point s).
 | 
			
		||||
	massData->I = density * I;
 | 
			
		||||
 | 
			
		||||
	// Shift to center of mass then to original body origin.
 | 
			
		||||
	massData->I += massData->mass * (b2Dot(massData->center, massData->center) - b2Dot(center, center));
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,95 +1,95 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_POLYGON_SHAPE_H
 | 
			
		||||
#define B2_POLYGON_SHAPE_H
 | 
			
		||||
 | 
			
		||||
#include "../Shapes/b2Shape.h"
 | 
			
		||||
 | 
			
		||||
/// A convex polygon. It is assumed that the interior of the polygon is to
 | 
			
		||||
/// the left of each edge.
 | 
			
		||||
/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
 | 
			
		||||
/// In most cases you should not need many vertices for a convex polygon.
 | 
			
		||||
class b2PolygonShape : public b2Shape
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2PolygonShape();
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	b2Shape* Clone(b2BlockAllocator* allocator) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::GetChildCount
 | 
			
		||||
	juce::int32 GetChildCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Copy vertices. This assumes the vertices define a convex polygon.
 | 
			
		||||
	/// It is assumed that the exterior is the the right of each edge.
 | 
			
		||||
	/// The count must be in the range [3, b2_maxPolygonVertices].
 | 
			
		||||
	void Set(const b2Vec2* vertices, juce::int32 vertexCount);
 | 
			
		||||
 | 
			
		||||
	/// Build vertices to represent an axis-aligned box.
 | 
			
		||||
	/// @param hx the half-width.
 | 
			
		||||
	/// @param hy the half-height.
 | 
			
		||||
	void SetAsBox(float32 hx, float32 hy);
 | 
			
		||||
 | 
			
		||||
	/// Build vertices to represent an oriented box.
 | 
			
		||||
	/// @param hx the half-width.
 | 
			
		||||
	/// @param hy the half-height.
 | 
			
		||||
	/// @param center the center of the box in local coordinates.
 | 
			
		||||
	/// @param angle the rotation of the box in local coordinates.
 | 
			
		||||
	void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::TestPoint
 | 
			
		||||
	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
					const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeAABB
 | 
			
		||||
	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeMass
 | 
			
		||||
	void ComputeMass(b2MassData* massData, float32 density) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the vertex count.
 | 
			
		||||
	juce::int32 GetVertexCount() const { return m_vertexCount; }
 | 
			
		||||
 | 
			
		||||
	/// Get a vertex by index.
 | 
			
		||||
	const b2Vec2& GetVertex(juce::int32 index) const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_centroid;
 | 
			
		||||
	b2Vec2 m_vertices[b2_maxPolygonVertices];
 | 
			
		||||
	b2Vec2 m_normals[b2_maxPolygonVertices];
 | 
			
		||||
	juce::int32 m_vertexCount;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2PolygonShape::b2PolygonShape()
 | 
			
		||||
{
 | 
			
		||||
	m_type = e_polygon;
 | 
			
		||||
	m_radius = b2_polygonRadius;
 | 
			
		||||
	m_vertexCount = 0;
 | 
			
		||||
	m_centroid.SetZero();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Vec2& b2PolygonShape::GetVertex(juce::int32 index) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= index && index < m_vertexCount);
 | 
			
		||||
	return m_vertices[index];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_POLYGON_SHAPE_H
 | 
			
		||||
#define B2_POLYGON_SHAPE_H
 | 
			
		||||
 | 
			
		||||
#include "../Shapes/b2Shape.h"
 | 
			
		||||
 | 
			
		||||
/// A convex polygon. It is assumed that the interior of the polygon is to
 | 
			
		||||
/// the left of each edge.
 | 
			
		||||
/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
 | 
			
		||||
/// In most cases you should not need many vertices for a convex polygon.
 | 
			
		||||
class b2PolygonShape : public b2Shape
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2PolygonShape();
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	b2Shape* Clone(b2BlockAllocator* allocator) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::GetChildCount
 | 
			
		||||
	juce::int32 GetChildCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Copy vertices. This assumes the vertices define a convex polygon.
 | 
			
		||||
	/// It is assumed that the exterior is the the right of each edge.
 | 
			
		||||
	/// The count must be in the range [3, b2_maxPolygonVertices].
 | 
			
		||||
	void Set(const b2Vec2* vertices, juce::int32 vertexCount);
 | 
			
		||||
 | 
			
		||||
	/// Build vertices to represent an axis-aligned box.
 | 
			
		||||
	/// @param hx the half-width.
 | 
			
		||||
	/// @param hy the half-height.
 | 
			
		||||
	void SetAsBox(float32 hx, float32 hy);
 | 
			
		||||
 | 
			
		||||
	/// Build vertices to represent an oriented box.
 | 
			
		||||
	/// @param hx the half-width.
 | 
			
		||||
	/// @param hy the half-height.
 | 
			
		||||
	/// @param center the center of the box in local coordinates.
 | 
			
		||||
	/// @param angle the rotation of the box in local coordinates.
 | 
			
		||||
	void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::TestPoint
 | 
			
		||||
	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
 | 
			
		||||
 | 
			
		||||
	/// Implement b2Shape.
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
					const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeAABB
 | 
			
		||||
	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// @see b2Shape::ComputeMass
 | 
			
		||||
	void ComputeMass(b2MassData* massData, float32 density) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the vertex count.
 | 
			
		||||
	juce::int32 GetVertexCount() const { return m_vertexCount; }
 | 
			
		||||
 | 
			
		||||
	/// Get a vertex by index.
 | 
			
		||||
	const b2Vec2& GetVertex(juce::int32 index) const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_centroid;
 | 
			
		||||
	b2Vec2 m_vertices[b2_maxPolygonVertices];
 | 
			
		||||
	b2Vec2 m_normals[b2_maxPolygonVertices];
 | 
			
		||||
	juce::int32 m_vertexCount;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2PolygonShape::b2PolygonShape()
 | 
			
		||||
{
 | 
			
		||||
	m_type = e_polygon;
 | 
			
		||||
	m_radius = b2_polygonRadius;
 | 
			
		||||
	m_vertexCount = 0;
 | 
			
		||||
	m_centroid.SetZero();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Vec2& b2PolygonShape::GetVertex(juce::int32 index) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= index && index < m_vertexCount);
 | 
			
		||||
	return m_vertices[index];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,101 +1,101 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_SHAPE_H
 | 
			
		||||
#define B2_SHAPE_H
 | 
			
		||||
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../../Common/b2Math.h"
 | 
			
		||||
#include "../b2Collision.h"
 | 
			
		||||
 | 
			
		||||
/// This holds the mass data computed for a shape.
 | 
			
		||||
struct b2MassData
 | 
			
		||||
{
 | 
			
		||||
	/// The mass of the shape, usually in kilograms.
 | 
			
		||||
	float32 mass;
 | 
			
		||||
 | 
			
		||||
	/// The position of the shape's centroid relative to the shape's origin.
 | 
			
		||||
	b2Vec2 center;
 | 
			
		||||
 | 
			
		||||
	/// The rotational inertia of the shape about the local origin.
 | 
			
		||||
	float32 I;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A shape is used for collision detection. You can create a shape however you like.
 | 
			
		||||
/// Shapes used for simulation in b2World are created automatically when a b2Fixture
 | 
			
		||||
/// is created. Shapes may encapsulate a one or more child shapes.
 | 
			
		||||
class b2Shape
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	enum Type
 | 
			
		||||
	{
 | 
			
		||||
		e_circle = 0,
 | 
			
		||||
		e_edge = 1,
 | 
			
		||||
		e_polygon = 2,
 | 
			
		||||
		e_chain = 3,
 | 
			
		||||
		e_typeCount = 4
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	virtual ~b2Shape() {}
 | 
			
		||||
 | 
			
		||||
	/// Clone the concrete shape using the provided allocator.
 | 
			
		||||
	virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Get the type of this shape. You can use this to down cast to the concrete shape.
 | 
			
		||||
	/// @return the shape type.
 | 
			
		||||
	Type GetType() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the number of child primitives.
 | 
			
		||||
	virtual juce::int32 GetChildCount() const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Test a point for containment in this shape. This only works for convex shapes.
 | 
			
		||||
	/// @param xf the shape world transform.
 | 
			
		||||
	/// @param p a point in world coordinates.
 | 
			
		||||
	virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Cast a ray against a child shape.
 | 
			
		||||
	/// @param output the ray-cast results.
 | 
			
		||||
	/// @param input the ray-cast input parameters.
 | 
			
		||||
	/// @param transform the transform to be applied to the shape.
 | 
			
		||||
	/// @param childIndex the child shape index
 | 
			
		||||
	virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
						const b2Transform& transform, juce::int32 childIndex) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Given a transform, compute the associated axis aligned bounding box for a child shape.
 | 
			
		||||
	/// @param aabb returns the axis aligned box.
 | 
			
		||||
	/// @param xf the world transform of the shape.
 | 
			
		||||
	/// @param childIndex the child shape
 | 
			
		||||
	virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, juce::int32 childIndex) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Compute the mass properties of this shape using its dimensions and density.
 | 
			
		||||
	/// The inertia tensor is computed about the local origin.
 | 
			
		||||
	/// @param massData returns the mass data for this shape.
 | 
			
		||||
	/// @param density the density in kilograms per meter squared.
 | 
			
		||||
	virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
 | 
			
		||||
 | 
			
		||||
	Type m_type;
 | 
			
		||||
	float32 m_radius;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2Shape::Type b2Shape::GetType() const
 | 
			
		||||
{
 | 
			
		||||
	return m_type;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_SHAPE_H
 | 
			
		||||
#define B2_SHAPE_H
 | 
			
		||||
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../../Common/b2Math.h"
 | 
			
		||||
#include "../b2Collision.h"
 | 
			
		||||
 | 
			
		||||
/// This holds the mass data computed for a shape.
 | 
			
		||||
struct b2MassData
 | 
			
		||||
{
 | 
			
		||||
	/// The mass of the shape, usually in kilograms.
 | 
			
		||||
	float32 mass;
 | 
			
		||||
 | 
			
		||||
	/// The position of the shape's centroid relative to the shape's origin.
 | 
			
		||||
	b2Vec2 center;
 | 
			
		||||
 | 
			
		||||
	/// The rotational inertia of the shape about the local origin.
 | 
			
		||||
	float32 I;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A shape is used for collision detection. You can create a shape however you like.
 | 
			
		||||
/// Shapes used for simulation in b2World are created automatically when a b2Fixture
 | 
			
		||||
/// is created. Shapes may encapsulate a one or more child shapes.
 | 
			
		||||
class b2Shape
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	enum Type
 | 
			
		||||
	{
 | 
			
		||||
		e_circle = 0,
 | 
			
		||||
		e_edge = 1,
 | 
			
		||||
		e_polygon = 2,
 | 
			
		||||
		e_chain = 3,
 | 
			
		||||
		e_typeCount = 4
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	virtual ~b2Shape() {}
 | 
			
		||||
 | 
			
		||||
	/// Clone the concrete shape using the provided allocator.
 | 
			
		||||
	virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Get the type of this shape. You can use this to down cast to the concrete shape.
 | 
			
		||||
	/// @return the shape type.
 | 
			
		||||
	Type GetType() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the number of child primitives.
 | 
			
		||||
	virtual juce::int32 GetChildCount() const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Test a point for containment in this shape. This only works for convex shapes.
 | 
			
		||||
	/// @param xf the shape world transform.
 | 
			
		||||
	/// @param p a point in world coordinates.
 | 
			
		||||
	virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Cast a ray against a child shape.
 | 
			
		||||
	/// @param output the ray-cast results.
 | 
			
		||||
	/// @param input the ray-cast input parameters.
 | 
			
		||||
	/// @param transform the transform to be applied to the shape.
 | 
			
		||||
	/// @param childIndex the child shape index
 | 
			
		||||
	virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
 | 
			
		||||
						const b2Transform& transform, juce::int32 childIndex) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Given a transform, compute the associated axis aligned bounding box for a child shape.
 | 
			
		||||
	/// @param aabb returns the axis aligned box.
 | 
			
		||||
	/// @param xf the world transform of the shape.
 | 
			
		||||
	/// @param childIndex the child shape
 | 
			
		||||
	virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, juce::int32 childIndex) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Compute the mass properties of this shape using its dimensions and density.
 | 
			
		||||
	/// The inertia tensor is computed about the local origin.
 | 
			
		||||
	/// @param massData returns the mass data for this shape.
 | 
			
		||||
	/// @param density the density in kilograms per meter squared.
 | 
			
		||||
	virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
 | 
			
		||||
 | 
			
		||||
	Type m_type;
 | 
			
		||||
	float32 m_radius;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2Shape::Type b2Shape::GetType() const
 | 
			
		||||
{
 | 
			
		||||
	return m_type;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,122 +1,122 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2BroadPhase.h"
 | 
			
		||||
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2BroadPhase::b2BroadPhase()
 | 
			
		||||
{
 | 
			
		||||
	m_proxyCount = 0;
 | 
			
		||||
 | 
			
		||||
	m_pairCapacity = 16;
 | 
			
		||||
	m_pairCount = 0;
 | 
			
		||||
	m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
 | 
			
		||||
 | 
			
		||||
	m_moveCapacity = 16;
 | 
			
		||||
	m_moveCount = 0;
 | 
			
		||||
	m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2BroadPhase::~b2BroadPhase()
 | 
			
		||||
{
 | 
			
		||||
	b2Free(m_moveBuffer);
 | 
			
		||||
	b2Free(m_pairBuffer);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2BroadPhase::CreateProxy(const b2AABB& aabb, void* userData)
 | 
			
		||||
{
 | 
			
		||||
	int32 proxyId = m_tree.CreateProxy(aabb, userData);
 | 
			
		||||
	++m_proxyCount;
 | 
			
		||||
	BufferMove(proxyId);
 | 
			
		||||
	return proxyId;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BroadPhase::DestroyProxy(int32 proxyId)
 | 
			
		||||
{
 | 
			
		||||
	UnBufferMove(proxyId);
 | 
			
		||||
	--m_proxyCount;
 | 
			
		||||
	m_tree.DestroyProxy(proxyId);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
 | 
			
		||||
{
 | 
			
		||||
	bool buffer = m_tree.MoveProxy(proxyId, aabb, displacement);
 | 
			
		||||
	if (buffer)
 | 
			
		||||
	{
 | 
			
		||||
		BufferMove(proxyId);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BroadPhase::TouchProxy(int32 proxyId)
 | 
			
		||||
{
 | 
			
		||||
	BufferMove(proxyId);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BroadPhase::BufferMove(int32 proxyId)
 | 
			
		||||
{
 | 
			
		||||
	if (m_moveCount == m_moveCapacity)
 | 
			
		||||
	{
 | 
			
		||||
		int32* oldBuffer = m_moveBuffer;
 | 
			
		||||
		m_moveCapacity *= 2;
 | 
			
		||||
		m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
 | 
			
		||||
		memcpy(m_moveBuffer, oldBuffer, m_moveCount * sizeof(int32));
 | 
			
		||||
		b2Free(oldBuffer);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_moveBuffer[m_moveCount] = proxyId;
 | 
			
		||||
	++m_moveCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BroadPhase::UnBufferMove(int32 proxyId)
 | 
			
		||||
{
 | 
			
		||||
	for (int32 i = 0; i < m_moveCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		if (m_moveBuffer[i] == proxyId)
 | 
			
		||||
		{
 | 
			
		||||
			m_moveBuffer[i] = e_nullProxy;
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// This is called from b2DynamicTree::Query when we are gathering pairs.
 | 
			
		||||
bool b2BroadPhase::QueryCallback(int32 proxyId)
 | 
			
		||||
{
 | 
			
		||||
	// A proxy cannot form a pair with itself.
 | 
			
		||||
	if (proxyId == m_queryProxyId)
 | 
			
		||||
	{
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Grow the pair buffer as needed.
 | 
			
		||||
	if (m_pairCount == m_pairCapacity)
 | 
			
		||||
	{
 | 
			
		||||
		b2Pair* oldBuffer = m_pairBuffer;
 | 
			
		||||
		m_pairCapacity *= 2;
 | 
			
		||||
		m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
 | 
			
		||||
		memcpy(m_pairBuffer, oldBuffer, m_pairCount * sizeof(b2Pair));
 | 
			
		||||
		b2Free(oldBuffer);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_pairBuffer[m_pairCount].proxyIdA = b2Min(proxyId, m_queryProxyId);
 | 
			
		||||
	m_pairBuffer[m_pairCount].proxyIdB = b2Max(proxyId, m_queryProxyId);
 | 
			
		||||
	++m_pairCount;
 | 
			
		||||
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2BroadPhase.h"
 | 
			
		||||
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2BroadPhase::b2BroadPhase()
 | 
			
		||||
{
 | 
			
		||||
	m_proxyCount = 0;
 | 
			
		||||
 | 
			
		||||
	m_pairCapacity = 16;
 | 
			
		||||
	m_pairCount = 0;
 | 
			
		||||
	m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
 | 
			
		||||
 | 
			
		||||
	m_moveCapacity = 16;
 | 
			
		||||
	m_moveCount = 0;
 | 
			
		||||
	m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2BroadPhase::~b2BroadPhase()
 | 
			
		||||
{
 | 
			
		||||
	b2Free(m_moveBuffer);
 | 
			
		||||
	b2Free(m_pairBuffer);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2BroadPhase::CreateProxy(const b2AABB& aabb, void* userData)
 | 
			
		||||
{
 | 
			
		||||
	int32 proxyId = m_tree.CreateProxy(aabb, userData);
 | 
			
		||||
	++m_proxyCount;
 | 
			
		||||
	BufferMove(proxyId);
 | 
			
		||||
	return proxyId;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BroadPhase::DestroyProxy(int32 proxyId)
 | 
			
		||||
{
 | 
			
		||||
	UnBufferMove(proxyId);
 | 
			
		||||
	--m_proxyCount;
 | 
			
		||||
	m_tree.DestroyProxy(proxyId);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
 | 
			
		||||
{
 | 
			
		||||
	bool buffer = m_tree.MoveProxy(proxyId, aabb, displacement);
 | 
			
		||||
	if (buffer)
 | 
			
		||||
	{
 | 
			
		||||
		BufferMove(proxyId);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BroadPhase::TouchProxy(int32 proxyId)
 | 
			
		||||
{
 | 
			
		||||
	BufferMove(proxyId);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BroadPhase::BufferMove(int32 proxyId)
 | 
			
		||||
{
 | 
			
		||||
	if (m_moveCount == m_moveCapacity)
 | 
			
		||||
	{
 | 
			
		||||
		int32* oldBuffer = m_moveBuffer;
 | 
			
		||||
		m_moveCapacity *= 2;
 | 
			
		||||
		m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
 | 
			
		||||
		memcpy(m_moveBuffer, oldBuffer, m_moveCount * sizeof(int32));
 | 
			
		||||
		b2Free(oldBuffer);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_moveBuffer[m_moveCount] = proxyId;
 | 
			
		||||
	++m_moveCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BroadPhase::UnBufferMove(int32 proxyId)
 | 
			
		||||
{
 | 
			
		||||
	for (int32 i = 0; i < m_moveCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		if (m_moveBuffer[i] == proxyId)
 | 
			
		||||
		{
 | 
			
		||||
			m_moveBuffer[i] = e_nullProxy;
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// This is called from b2DynamicTree::Query when we are gathering pairs.
 | 
			
		||||
bool b2BroadPhase::QueryCallback(int32 proxyId)
 | 
			
		||||
{
 | 
			
		||||
	// A proxy cannot form a pair with itself.
 | 
			
		||||
	if (proxyId == m_queryProxyId)
 | 
			
		||||
	{
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Grow the pair buffer as needed.
 | 
			
		||||
	if (m_pairCount == m_pairCapacity)
 | 
			
		||||
	{
 | 
			
		||||
		b2Pair* oldBuffer = m_pairBuffer;
 | 
			
		||||
		m_pairCapacity *= 2;
 | 
			
		||||
		m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
 | 
			
		||||
		memcpy(m_pairBuffer, oldBuffer, m_pairCount * sizeof(b2Pair));
 | 
			
		||||
		b2Free(oldBuffer);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_pairBuffer[m_pairCount].proxyIdA = b2Min(proxyId, m_queryProxyId);
 | 
			
		||||
	m_pairBuffer[m_pairCount].proxyIdB = b2Max(proxyId, m_queryProxyId);
 | 
			
		||||
	++m_pairCount;
 | 
			
		||||
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,248 +1,248 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_BROAD_PHASE_H
 | 
			
		||||
#define B2_BROAD_PHASE_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Settings.h"
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "b2DynamicTree.h"
 | 
			
		||||
#include <algorithm>
 | 
			
		||||
 | 
			
		||||
struct b2Pair
 | 
			
		||||
{
 | 
			
		||||
	juce::int32 proxyIdA;
 | 
			
		||||
	juce::int32 proxyIdB;
 | 
			
		||||
	juce::int32 next;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
 | 
			
		||||
/// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
 | 
			
		||||
/// It is up to the client to consume the new pairs and to track subsequent overlap.
 | 
			
		||||
class b2BroadPhase
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	enum
 | 
			
		||||
	{
 | 
			
		||||
		e_nullProxy = -1
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	b2BroadPhase();
 | 
			
		||||
	~b2BroadPhase();
 | 
			
		||||
 | 
			
		||||
	/// Create a proxy with an initial AABB. Pairs are not reported until
 | 
			
		||||
	/// UpdatePairs is called.
 | 
			
		||||
	juce::int32 CreateProxy(const b2AABB& aabb, void* userData);
 | 
			
		||||
 | 
			
		||||
	/// Destroy a proxy. It is up to the client to remove any pairs.
 | 
			
		||||
	void DestroyProxy(juce::int32 proxyId);
 | 
			
		||||
 | 
			
		||||
	/// Call MoveProxy as many times as you like, then when you are done
 | 
			
		||||
	/// call UpdatePairs to finalized the proxy pairs (for your time step).
 | 
			
		||||
	void MoveProxy(juce::int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement);
 | 
			
		||||
 | 
			
		||||
	/// Call to trigger a re-processing of it's pairs on the next call to UpdatePairs.
 | 
			
		||||
	void TouchProxy(juce::int32 proxyId);
 | 
			
		||||
 | 
			
		||||
	/// Get the fat AABB for a proxy.
 | 
			
		||||
	const b2AABB& GetFatAABB(juce::int32 proxyId) const;
 | 
			
		||||
 | 
			
		||||
	/// Get user data from a proxy. Returns NULL if the id is invalid.
 | 
			
		||||
	void* GetUserData(juce::int32 proxyId) const;
 | 
			
		||||
 | 
			
		||||
	/// Test overlap of fat AABBs.
 | 
			
		||||
	bool TestOverlap(juce::int32 proxyIdA, juce::int32 proxyIdB) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the number of proxies.
 | 
			
		||||
	juce::int32 GetProxyCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Update the pairs. This results in pair callbacks. This can only add pairs.
 | 
			
		||||
	template <typename T>
 | 
			
		||||
	void UpdatePairs(T* callback);
 | 
			
		||||
 | 
			
		||||
	/// Query an AABB for overlapping proxies. The callback class
 | 
			
		||||
	/// is called for each proxy that overlaps the supplied AABB.
 | 
			
		||||
	template <typename T>
 | 
			
		||||
	void Query(T* callback, const b2AABB& aabb) const;
 | 
			
		||||
 | 
			
		||||
	/// Ray-cast against the proxies in the tree. This relies on the callback
 | 
			
		||||
	/// to perform a exact ray-cast in the case were the proxy contains a shape.
 | 
			
		||||
	/// The callback also performs the any collision filtering. This has performance
 | 
			
		||||
	/// roughly equal to k * log(n), where k is the number of collisions and n is the
 | 
			
		||||
	/// number of proxies in the tree.
 | 
			
		||||
	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
 | 
			
		||||
	/// @param callback a callback class that is called for each proxy that is hit by the ray.
 | 
			
		||||
	template <typename T>
 | 
			
		||||
	void RayCast(T* callback, const b2RayCastInput& input) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the height of the embedded tree.
 | 
			
		||||
	juce::int32 GetTreeHeight() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the balance of the embedded tree.
 | 
			
		||||
	juce::int32 GetTreeBalance() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the quality metric of the embedded tree.
 | 
			
		||||
	float32 GetTreeQuality() const;
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	friend class b2DynamicTree;
 | 
			
		||||
 | 
			
		||||
	void BufferMove(juce::int32 proxyId);
 | 
			
		||||
	void UnBufferMove(juce::int32 proxyId);
 | 
			
		||||
 | 
			
		||||
	bool QueryCallback(juce::int32 proxyId);
 | 
			
		||||
 | 
			
		||||
	b2DynamicTree m_tree;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_proxyCount;
 | 
			
		||||
 | 
			
		||||
	juce::int32* m_moveBuffer;
 | 
			
		||||
	juce::int32 m_moveCapacity;
 | 
			
		||||
	juce::int32 m_moveCount;
 | 
			
		||||
 | 
			
		||||
	b2Pair* m_pairBuffer;
 | 
			
		||||
	juce::int32 m_pairCapacity;
 | 
			
		||||
	juce::int32 m_pairCount;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_queryProxyId;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is used to sort pairs.
 | 
			
		||||
inline bool b2PairLessThan(const b2Pair& pair1, const b2Pair& pair2)
 | 
			
		||||
{
 | 
			
		||||
	if (pair1.proxyIdA < pair2.proxyIdA)
 | 
			
		||||
	{
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (pair1.proxyIdA == pair2.proxyIdA)
 | 
			
		||||
	{
 | 
			
		||||
		return pair1.proxyIdB < pair2.proxyIdB;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void* b2BroadPhase::GetUserData(juce::int32 proxyId) const
 | 
			
		||||
{
 | 
			
		||||
	return m_tree.GetUserData(proxyId);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2BroadPhase::TestOverlap(juce::int32 proxyIdA, juce::int32 proxyIdB) const
 | 
			
		||||
{
 | 
			
		||||
	const b2AABB& aabbA = m_tree.GetFatAABB(proxyIdA);
 | 
			
		||||
	const b2AABB& aabbB = m_tree.GetFatAABB(proxyIdB);
 | 
			
		||||
	return b2TestOverlap(aabbA, aabbB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2AABB& b2BroadPhase::GetFatAABB(juce::int32 proxyId) const
 | 
			
		||||
{
 | 
			
		||||
	return m_tree.GetFatAABB(proxyId);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2BroadPhase::GetProxyCount() const
 | 
			
		||||
{
 | 
			
		||||
	return m_proxyCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2BroadPhase::GetTreeHeight() const
 | 
			
		||||
{
 | 
			
		||||
	return m_tree.GetHeight();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2BroadPhase::GetTreeBalance() const
 | 
			
		||||
{
 | 
			
		||||
	return m_tree.GetMaxBalance();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2BroadPhase::GetTreeQuality() const
 | 
			
		||||
{
 | 
			
		||||
	return m_tree.GetAreaRatio();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
template <typename T>
 | 
			
		||||
void b2BroadPhase::UpdatePairs(T* callback)
 | 
			
		||||
{
 | 
			
		||||
	// Reset pair buffer
 | 
			
		||||
	m_pairCount = 0;
 | 
			
		||||
 | 
			
		||||
	// Perform tree queries for all moving proxies.
 | 
			
		||||
	for (juce::int32 i = 0; i < m_moveCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_queryProxyId = m_moveBuffer[i];
 | 
			
		||||
		if (m_queryProxyId == e_nullProxy)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// We have to query the tree with the fat AABB so that
 | 
			
		||||
		// we don't fail to create a pair that may touch later.
 | 
			
		||||
		const b2AABB& fatAABB = m_tree.GetFatAABB(m_queryProxyId);
 | 
			
		||||
 | 
			
		||||
		// Query tree, create pairs and add them pair buffer.
 | 
			
		||||
		m_tree.Query(this, fatAABB);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Reset move buffer
 | 
			
		||||
	m_moveCount = 0;
 | 
			
		||||
 | 
			
		||||
	// Sort the pair buffer to expose duplicates.
 | 
			
		||||
	std::sort(m_pairBuffer, m_pairBuffer + m_pairCount, b2PairLessThan);
 | 
			
		||||
 | 
			
		||||
	// Send the pairs back to the client.
 | 
			
		||||
	juce::int32 i = 0;
 | 
			
		||||
	while (i < m_pairCount)
 | 
			
		||||
	{
 | 
			
		||||
		b2Pair* primaryPair = m_pairBuffer + i;
 | 
			
		||||
		void* userDataA = m_tree.GetUserData(primaryPair->proxyIdA);
 | 
			
		||||
		void* userDataB = m_tree.GetUserData(primaryPair->proxyIdB);
 | 
			
		||||
 | 
			
		||||
		callback->AddPair(userDataA, userDataB);
 | 
			
		||||
		++i;
 | 
			
		||||
 | 
			
		||||
		// Skip any duplicate pairs.
 | 
			
		||||
		while (i < m_pairCount)
 | 
			
		||||
		{
 | 
			
		||||
			b2Pair* pair = m_pairBuffer + i;
 | 
			
		||||
			if (pair->proxyIdA != primaryPair->proxyIdA || pair->proxyIdB != primaryPair->proxyIdB)
 | 
			
		||||
			{
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
			++i;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Try to keep the tree balanced.
 | 
			
		||||
	//m_tree.Rebalance(4);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
template <typename T>
 | 
			
		||||
inline void b2BroadPhase::Query(T* callback, const b2AABB& aabb) const
 | 
			
		||||
{
 | 
			
		||||
	m_tree.Query(callback, aabb);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
template <typename T>
 | 
			
		||||
inline void b2BroadPhase::RayCast(T* callback, const b2RayCastInput& input) const
 | 
			
		||||
{
 | 
			
		||||
	m_tree.RayCast(callback, input);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_BROAD_PHASE_H
 | 
			
		||||
#define B2_BROAD_PHASE_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Settings.h"
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "b2DynamicTree.h"
 | 
			
		||||
#include <algorithm>
 | 
			
		||||
 | 
			
		||||
struct b2Pair
 | 
			
		||||
{
 | 
			
		||||
	juce::int32 proxyIdA;
 | 
			
		||||
	juce::int32 proxyIdB;
 | 
			
		||||
	juce::int32 next;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
 | 
			
		||||
/// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
 | 
			
		||||
/// It is up to the client to consume the new pairs and to track subsequent overlap.
 | 
			
		||||
class b2BroadPhase
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	enum
 | 
			
		||||
	{
 | 
			
		||||
		e_nullProxy = -1
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	b2BroadPhase();
 | 
			
		||||
	~b2BroadPhase();
 | 
			
		||||
 | 
			
		||||
	/// Create a proxy with an initial AABB. Pairs are not reported until
 | 
			
		||||
	/// UpdatePairs is called.
 | 
			
		||||
	juce::int32 CreateProxy(const b2AABB& aabb, void* userData);
 | 
			
		||||
 | 
			
		||||
	/// Destroy a proxy. It is up to the client to remove any pairs.
 | 
			
		||||
	void DestroyProxy(juce::int32 proxyId);
 | 
			
		||||
 | 
			
		||||
	/// Call MoveProxy as many times as you like, then when you are done
 | 
			
		||||
	/// call UpdatePairs to finalized the proxy pairs (for your time step).
 | 
			
		||||
	void MoveProxy(juce::int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement);
 | 
			
		||||
 | 
			
		||||
	/// Call to trigger a re-processing of it's pairs on the next call to UpdatePairs.
 | 
			
		||||
	void TouchProxy(juce::int32 proxyId);
 | 
			
		||||
 | 
			
		||||
	/// Get the fat AABB for a proxy.
 | 
			
		||||
	const b2AABB& GetFatAABB(juce::int32 proxyId) const;
 | 
			
		||||
 | 
			
		||||
	/// Get user data from a proxy. Returns NULL if the id is invalid.
 | 
			
		||||
	void* GetUserData(juce::int32 proxyId) const;
 | 
			
		||||
 | 
			
		||||
	/// Test overlap of fat AABBs.
 | 
			
		||||
	bool TestOverlap(juce::int32 proxyIdA, juce::int32 proxyIdB) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the number of proxies.
 | 
			
		||||
	juce::int32 GetProxyCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Update the pairs. This results in pair callbacks. This can only add pairs.
 | 
			
		||||
	template <typename T>
 | 
			
		||||
	void UpdatePairs(T* callback);
 | 
			
		||||
 | 
			
		||||
	/// Query an AABB for overlapping proxies. The callback class
 | 
			
		||||
	/// is called for each proxy that overlaps the supplied AABB.
 | 
			
		||||
	template <typename T>
 | 
			
		||||
	void Query(T* callback, const b2AABB& aabb) const;
 | 
			
		||||
 | 
			
		||||
	/// Ray-cast against the proxies in the tree. This relies on the callback
 | 
			
		||||
	/// to perform a exact ray-cast in the case were the proxy contains a shape.
 | 
			
		||||
	/// The callback also performs the any collision filtering. This has performance
 | 
			
		||||
	/// roughly equal to k * log(n), where k is the number of collisions and n is the
 | 
			
		||||
	/// number of proxies in the tree.
 | 
			
		||||
	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
 | 
			
		||||
	/// @param callback a callback class that is called for each proxy that is hit by the ray.
 | 
			
		||||
	template <typename T>
 | 
			
		||||
	void RayCast(T* callback, const b2RayCastInput& input) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the height of the embedded tree.
 | 
			
		||||
	juce::int32 GetTreeHeight() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the balance of the embedded tree.
 | 
			
		||||
	juce::int32 GetTreeBalance() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the quality metric of the embedded tree.
 | 
			
		||||
	float32 GetTreeQuality() const;
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	friend class b2DynamicTree;
 | 
			
		||||
 | 
			
		||||
	void BufferMove(juce::int32 proxyId);
 | 
			
		||||
	void UnBufferMove(juce::int32 proxyId);
 | 
			
		||||
 | 
			
		||||
	bool QueryCallback(juce::int32 proxyId);
 | 
			
		||||
 | 
			
		||||
	b2DynamicTree m_tree;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_proxyCount;
 | 
			
		||||
 | 
			
		||||
	juce::int32* m_moveBuffer;
 | 
			
		||||
	juce::int32 m_moveCapacity;
 | 
			
		||||
	juce::int32 m_moveCount;
 | 
			
		||||
 | 
			
		||||
	b2Pair* m_pairBuffer;
 | 
			
		||||
	juce::int32 m_pairCapacity;
 | 
			
		||||
	juce::int32 m_pairCount;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_queryProxyId;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is used to sort pairs.
 | 
			
		||||
inline bool b2PairLessThan(const b2Pair& pair1, const b2Pair& pair2)
 | 
			
		||||
{
 | 
			
		||||
	if (pair1.proxyIdA < pair2.proxyIdA)
 | 
			
		||||
	{
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (pair1.proxyIdA == pair2.proxyIdA)
 | 
			
		||||
	{
 | 
			
		||||
		return pair1.proxyIdB < pair2.proxyIdB;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void* b2BroadPhase::GetUserData(juce::int32 proxyId) const
 | 
			
		||||
{
 | 
			
		||||
	return m_tree.GetUserData(proxyId);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2BroadPhase::TestOverlap(juce::int32 proxyIdA, juce::int32 proxyIdB) const
 | 
			
		||||
{
 | 
			
		||||
	const b2AABB& aabbA = m_tree.GetFatAABB(proxyIdA);
 | 
			
		||||
	const b2AABB& aabbB = m_tree.GetFatAABB(proxyIdB);
 | 
			
		||||
	return b2TestOverlap(aabbA, aabbB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2AABB& b2BroadPhase::GetFatAABB(juce::int32 proxyId) const
 | 
			
		||||
{
 | 
			
		||||
	return m_tree.GetFatAABB(proxyId);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2BroadPhase::GetProxyCount() const
 | 
			
		||||
{
 | 
			
		||||
	return m_proxyCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2BroadPhase::GetTreeHeight() const
 | 
			
		||||
{
 | 
			
		||||
	return m_tree.GetHeight();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2BroadPhase::GetTreeBalance() const
 | 
			
		||||
{
 | 
			
		||||
	return m_tree.GetMaxBalance();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2BroadPhase::GetTreeQuality() const
 | 
			
		||||
{
 | 
			
		||||
	return m_tree.GetAreaRatio();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
template <typename T>
 | 
			
		||||
void b2BroadPhase::UpdatePairs(T* callback)
 | 
			
		||||
{
 | 
			
		||||
	// Reset pair buffer
 | 
			
		||||
	m_pairCount = 0;
 | 
			
		||||
 | 
			
		||||
	// Perform tree queries for all moving proxies.
 | 
			
		||||
	for (juce::int32 i = 0; i < m_moveCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_queryProxyId = m_moveBuffer[i];
 | 
			
		||||
		if (m_queryProxyId == e_nullProxy)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// We have to query the tree with the fat AABB so that
 | 
			
		||||
		// we don't fail to create a pair that may touch later.
 | 
			
		||||
		const b2AABB& fatAABB = m_tree.GetFatAABB(m_queryProxyId);
 | 
			
		||||
 | 
			
		||||
		// Query tree, create pairs and add them pair buffer.
 | 
			
		||||
		m_tree.Query(this, fatAABB);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Reset move buffer
 | 
			
		||||
	m_moveCount = 0;
 | 
			
		||||
 | 
			
		||||
	// Sort the pair buffer to expose duplicates.
 | 
			
		||||
	std::sort(m_pairBuffer, m_pairBuffer + m_pairCount, b2PairLessThan);
 | 
			
		||||
 | 
			
		||||
	// Send the pairs back to the client.
 | 
			
		||||
	juce::int32 i = 0;
 | 
			
		||||
	while (i < m_pairCount)
 | 
			
		||||
	{
 | 
			
		||||
		b2Pair* primaryPair = m_pairBuffer + i;
 | 
			
		||||
		void* userDataA = m_tree.GetUserData(primaryPair->proxyIdA);
 | 
			
		||||
		void* userDataB = m_tree.GetUserData(primaryPair->proxyIdB);
 | 
			
		||||
 | 
			
		||||
		callback->AddPair(userDataA, userDataB);
 | 
			
		||||
		++i;
 | 
			
		||||
 | 
			
		||||
		// Skip any duplicate pairs.
 | 
			
		||||
		while (i < m_pairCount)
 | 
			
		||||
		{
 | 
			
		||||
			b2Pair* pair = m_pairBuffer + i;
 | 
			
		||||
			if (pair->proxyIdA != primaryPair->proxyIdA || pair->proxyIdB != primaryPair->proxyIdB)
 | 
			
		||||
			{
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
			++i;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Try to keep the tree balanced.
 | 
			
		||||
	//m_tree.Rebalance(4);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
template <typename T>
 | 
			
		||||
inline void b2BroadPhase::Query(T* callback, const b2AABB& aabb) const
 | 
			
		||||
{
 | 
			
		||||
	m_tree.Query(callback, aabb);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
template <typename T>
 | 
			
		||||
inline void b2BroadPhase::RayCast(T* callback, const b2RayCastInput& input) const
 | 
			
		||||
{
 | 
			
		||||
	m_tree.RayCast(callback, input);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,152 +1,152 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "Shapes/b2CircleShape.h"
 | 
			
		||||
#include "Shapes/b2PolygonShape.h"
 | 
			
		||||
 | 
			
		||||
void b2CollideCircles(
 | 
			
		||||
	b2Manifold* manifold,
 | 
			
		||||
	const b2CircleShape* circleA, const b2Transform& xfA,
 | 
			
		||||
	const b2CircleShape* circleB, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	manifold->pointCount = 0;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 pA = b2Mul(xfA, circleA->m_p);
 | 
			
		||||
	b2Vec2 pB = b2Mul(xfB, circleB->m_p);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 d = pB - pA;
 | 
			
		||||
	float32 distSqr = b2Dot(d, d);
 | 
			
		||||
	float32 rA = circleA->m_radius, rB = circleB->m_radius;
 | 
			
		||||
	float32 radius = rA + rB;
 | 
			
		||||
	if (distSqr > radius * radius)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	manifold->type = b2Manifold::e_circles;
 | 
			
		||||
	manifold->localPoint = circleA->m_p;
 | 
			
		||||
	manifold->localNormal.SetZero();
 | 
			
		||||
	manifold->pointCount = 1;
 | 
			
		||||
 | 
			
		||||
	manifold->points[0].localPoint = circleB->m_p;
 | 
			
		||||
	manifold->points[0].id.key = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2CollidePolygonAndCircle(
 | 
			
		||||
	b2Manifold* manifold,
 | 
			
		||||
	const b2PolygonShape* polygonA, const b2Transform& xfA,
 | 
			
		||||
	const b2CircleShape* circleB, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	manifold->pointCount = 0;
 | 
			
		||||
 | 
			
		||||
	// Compute circle position in the frame of the polygon.
 | 
			
		||||
	b2Vec2 c = b2Mul(xfB, circleB->m_p);
 | 
			
		||||
	b2Vec2 cLocal = b2MulT(xfA, c);
 | 
			
		||||
 | 
			
		||||
	// Find the min separating edge.
 | 
			
		||||
	int32 normalIndex = 0;
 | 
			
		||||
	float32 separation = -b2_maxFloat;
 | 
			
		||||
	float32 radius = polygonA->m_radius + circleB->m_radius;
 | 
			
		||||
	int32 vertexCount = polygonA->m_vertexCount;
 | 
			
		||||
	const b2Vec2* vertices = polygonA->m_vertices;
 | 
			
		||||
	const b2Vec2* normals = polygonA->m_normals;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 s = b2Dot(normals[i], cLocal - vertices[i]);
 | 
			
		||||
 | 
			
		||||
		if (s > radius)
 | 
			
		||||
		{
 | 
			
		||||
			// Early out.
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (s > separation)
 | 
			
		||||
		{
 | 
			
		||||
			separation = s;
 | 
			
		||||
			normalIndex = i;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Vertices that subtend the incident face.
 | 
			
		||||
	int32 vertIndex1 = normalIndex;
 | 
			
		||||
	int32 vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
 | 
			
		||||
	b2Vec2 v1 = vertices[vertIndex1];
 | 
			
		||||
	b2Vec2 v2 = vertices[vertIndex2];
 | 
			
		||||
 | 
			
		||||
	// If the center is inside the polygon ...
 | 
			
		||||
	if (separation < b2_epsilon)
 | 
			
		||||
	{
 | 
			
		||||
		manifold->pointCount = 1;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceA;
 | 
			
		||||
		manifold->localNormal = normals[normalIndex];
 | 
			
		||||
		manifold->localPoint = 0.5f * (v1 + v2);
 | 
			
		||||
		manifold->points[0].localPoint = circleB->m_p;
 | 
			
		||||
		manifold->points[0].id.key = 0;
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute barycentric coordinates
 | 
			
		||||
	float32 u1 = b2Dot(cLocal - v1, v2 - v1);
 | 
			
		||||
	float32 u2 = b2Dot(cLocal - v2, v1 - v2);
 | 
			
		||||
	if (u1 <= 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		if (b2DistanceSquared(cLocal, v1) > radius * radius)
 | 
			
		||||
		{
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		manifold->pointCount = 1;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceA;
 | 
			
		||||
		manifold->localNormal = cLocal - v1;
 | 
			
		||||
		manifold->localNormal.Normalize();
 | 
			
		||||
		manifold->localPoint = v1;
 | 
			
		||||
		manifold->points[0].localPoint = circleB->m_p;
 | 
			
		||||
		manifold->points[0].id.key = 0;
 | 
			
		||||
	}
 | 
			
		||||
	else if (u2 <= 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		if (b2DistanceSquared(cLocal, v2) > radius * radius)
 | 
			
		||||
		{
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		manifold->pointCount = 1;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceA;
 | 
			
		||||
		manifold->localNormal = cLocal - v2;
 | 
			
		||||
		manifold->localNormal.Normalize();
 | 
			
		||||
		manifold->localPoint = v2;
 | 
			
		||||
		manifold->points[0].localPoint = circleB->m_p;
 | 
			
		||||
		manifold->points[0].id.key = 0;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 faceCenter = 0.5f * (v1 + v2);
 | 
			
		||||
 | 
			
		||||
		if (b2Dot (cLocal - faceCenter, normals[vertIndex1]) > radius)
 | 
			
		||||
			return;
 | 
			
		||||
 | 
			
		||||
		manifold->pointCount = 1;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceA;
 | 
			
		||||
		manifold->localNormal = normals[vertIndex1];
 | 
			
		||||
		manifold->localPoint = faceCenter;
 | 
			
		||||
		manifold->points[0].localPoint = circleB->m_p;
 | 
			
		||||
		manifold->points[0].id.key = 0;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "Shapes/b2CircleShape.h"
 | 
			
		||||
#include "Shapes/b2PolygonShape.h"
 | 
			
		||||
 | 
			
		||||
void b2CollideCircles(
 | 
			
		||||
	b2Manifold* manifold,
 | 
			
		||||
	const b2CircleShape* circleA, const b2Transform& xfA,
 | 
			
		||||
	const b2CircleShape* circleB, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	manifold->pointCount = 0;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 pA = b2Mul(xfA, circleA->m_p);
 | 
			
		||||
	b2Vec2 pB = b2Mul(xfB, circleB->m_p);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 d = pB - pA;
 | 
			
		||||
	float32 distSqr = b2Dot(d, d);
 | 
			
		||||
	float32 rA = circleA->m_radius, rB = circleB->m_radius;
 | 
			
		||||
	float32 radius = rA + rB;
 | 
			
		||||
	if (distSqr > radius * radius)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	manifold->type = b2Manifold::e_circles;
 | 
			
		||||
	manifold->localPoint = circleA->m_p;
 | 
			
		||||
	manifold->localNormal.SetZero();
 | 
			
		||||
	manifold->pointCount = 1;
 | 
			
		||||
 | 
			
		||||
	manifold->points[0].localPoint = circleB->m_p;
 | 
			
		||||
	manifold->points[0].id.key = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2CollidePolygonAndCircle(
 | 
			
		||||
	b2Manifold* manifold,
 | 
			
		||||
	const b2PolygonShape* polygonA, const b2Transform& xfA,
 | 
			
		||||
	const b2CircleShape* circleB, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	manifold->pointCount = 0;
 | 
			
		||||
 | 
			
		||||
	// Compute circle position in the frame of the polygon.
 | 
			
		||||
	b2Vec2 c = b2Mul(xfB, circleB->m_p);
 | 
			
		||||
	b2Vec2 cLocal = b2MulT(xfA, c);
 | 
			
		||||
 | 
			
		||||
	// Find the min separating edge.
 | 
			
		||||
	int32 normalIndex = 0;
 | 
			
		||||
	float32 separation = -b2_maxFloat;
 | 
			
		||||
	float32 radius = polygonA->m_radius + circleB->m_radius;
 | 
			
		||||
	int32 vertexCount = polygonA->m_vertexCount;
 | 
			
		||||
	const b2Vec2* vertices = polygonA->m_vertices;
 | 
			
		||||
	const b2Vec2* normals = polygonA->m_normals;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < vertexCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 s = b2Dot(normals[i], cLocal - vertices[i]);
 | 
			
		||||
 | 
			
		||||
		if (s > radius)
 | 
			
		||||
		{
 | 
			
		||||
			// Early out.
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (s > separation)
 | 
			
		||||
		{
 | 
			
		||||
			separation = s;
 | 
			
		||||
			normalIndex = i;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Vertices that subtend the incident face.
 | 
			
		||||
	int32 vertIndex1 = normalIndex;
 | 
			
		||||
	int32 vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
 | 
			
		||||
	b2Vec2 v1 = vertices[vertIndex1];
 | 
			
		||||
	b2Vec2 v2 = vertices[vertIndex2];
 | 
			
		||||
 | 
			
		||||
	// If the center is inside the polygon ...
 | 
			
		||||
	if (separation < b2_epsilon)
 | 
			
		||||
	{
 | 
			
		||||
		manifold->pointCount = 1;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceA;
 | 
			
		||||
		manifold->localNormal = normals[normalIndex];
 | 
			
		||||
		manifold->localPoint = 0.5f * (v1 + v2);
 | 
			
		||||
		manifold->points[0].localPoint = circleB->m_p;
 | 
			
		||||
		manifold->points[0].id.key = 0;
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute barycentric coordinates
 | 
			
		||||
	float32 u1 = b2Dot(cLocal - v1, v2 - v1);
 | 
			
		||||
	float32 u2 = b2Dot(cLocal - v2, v1 - v2);
 | 
			
		||||
	if (u1 <= 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		if (b2DistanceSquared(cLocal, v1) > radius * radius)
 | 
			
		||||
		{
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		manifold->pointCount = 1;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceA;
 | 
			
		||||
		manifold->localNormal = cLocal - v1;
 | 
			
		||||
		manifold->localNormal.Normalize();
 | 
			
		||||
		manifold->localPoint = v1;
 | 
			
		||||
		manifold->points[0].localPoint = circleB->m_p;
 | 
			
		||||
		manifold->points[0].id.key = 0;
 | 
			
		||||
	}
 | 
			
		||||
	else if (u2 <= 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		if (b2DistanceSquared(cLocal, v2) > radius * radius)
 | 
			
		||||
		{
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		manifold->pointCount = 1;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceA;
 | 
			
		||||
		manifold->localNormal = cLocal - v2;
 | 
			
		||||
		manifold->localNormal.Normalize();
 | 
			
		||||
		manifold->localPoint = v2;
 | 
			
		||||
		manifold->points[0].localPoint = circleB->m_p;
 | 
			
		||||
		manifold->points[0].id.key = 0;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 faceCenter = 0.5f * (v1 + v2);
 | 
			
		||||
 | 
			
		||||
		if (b2Dot (cLocal - faceCenter, normals[vertIndex1]) > radius)
 | 
			
		||||
			return;
 | 
			
		||||
 | 
			
		||||
		manifold->pointCount = 1;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceA;
 | 
			
		||||
		manifold->localNormal = normals[vertIndex1];
 | 
			
		||||
		manifold->localPoint = faceCenter;
 | 
			
		||||
		manifold->points[0].localPoint = circleB->m_p;
 | 
			
		||||
		manifold->points[0].id.key = 0;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@@ -1,317 +1,317 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "Shapes/b2PolygonShape.h"
 | 
			
		||||
 | 
			
		||||
// Find the separation between poly1 and poly2 for a give edge normal on poly1.
 | 
			
		||||
static float32 b2EdgeSeparation(const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
 | 
			
		||||
							  const b2PolygonShape* poly2, const b2Transform& xf2)
 | 
			
		||||
{
 | 
			
		||||
	const b2Vec2* vertices1 = poly1->m_vertices;
 | 
			
		||||
	const b2Vec2* normals1 = poly1->m_normals;
 | 
			
		||||
 | 
			
		||||
	int32 count2 = poly2->m_vertexCount;
 | 
			
		||||
	const b2Vec2* vertices2 = poly2->m_vertices;
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
 | 
			
		||||
 | 
			
		||||
	// Convert normal from poly1's frame into poly2's frame.
 | 
			
		||||
	b2Vec2 normal1World = b2Mul(xf1.q, normals1[edge1]);
 | 
			
		||||
	b2Vec2 normal1 = b2MulT(xf2.q, normal1World);
 | 
			
		||||
 | 
			
		||||
	// Find support vertex on poly2 for -normal.
 | 
			
		||||
	int32 index = 0;
 | 
			
		||||
	float32 minDot = b2_maxFloat;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count2; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 dot = b2Dot(vertices2[i], normal1);
 | 
			
		||||
		if (dot < minDot)
 | 
			
		||||
		{
 | 
			
		||||
			minDot = dot;
 | 
			
		||||
			index = i;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 v1 = b2Mul(xf1, vertices1[edge1]);
 | 
			
		||||
	b2Vec2 v2 = b2Mul(xf2, vertices2[index]);
 | 
			
		||||
	float32 separation = b2Dot(v2 - v1, normal1World);
 | 
			
		||||
	return separation;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Find the max separation between poly1 and poly2 using edge normals from poly1.
 | 
			
		||||
static float32 b2FindMaxSeparation(int32* edgeIndex,
 | 
			
		||||
								 const b2PolygonShape* poly1, const b2Transform& xf1,
 | 
			
		||||
								 const b2PolygonShape* poly2, const b2Transform& xf2)
 | 
			
		||||
{
 | 
			
		||||
	int32 count1 = poly1->m_vertexCount;
 | 
			
		||||
	const b2Vec2* normals1 = poly1->m_normals;
 | 
			
		||||
 | 
			
		||||
	// Vector pointing from the centroid of poly1 to the centroid of poly2.
 | 
			
		||||
	b2Vec2 d = b2Mul(xf2, poly2->m_centroid) - b2Mul(xf1, poly1->m_centroid);
 | 
			
		||||
	b2Vec2 dLocal1 = b2MulT(xf1.q, d);
 | 
			
		||||
 | 
			
		||||
	// Find edge normal on poly1 that has the largest projection onto d.
 | 
			
		||||
	int32 edge = 0;
 | 
			
		||||
	float32 maxDot = -b2_maxFloat;
 | 
			
		||||
	for (int32 i = 0; i < count1; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 dot = b2Dot(normals1[i], dLocal1);
 | 
			
		||||
		if (dot > maxDot)
 | 
			
		||||
		{
 | 
			
		||||
			maxDot = dot;
 | 
			
		||||
			edge = i;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Get the separation for the edge normal.
 | 
			
		||||
	float32 s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
 | 
			
		||||
 | 
			
		||||
	// Check the separation for the previous edge normal.
 | 
			
		||||
	int32 prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
 | 
			
		||||
	float32 sPrev = b2EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2);
 | 
			
		||||
 | 
			
		||||
	// Check the separation for the next edge normal.
 | 
			
		||||
	int32 nextEdge = edge + 1 < count1 ? edge + 1 : 0;
 | 
			
		||||
	float32 sNext = b2EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2);
 | 
			
		||||
 | 
			
		||||
	// Find the best edge and the search direction.
 | 
			
		||||
	int32 bestEdge;
 | 
			
		||||
	float32 bestSeparation;
 | 
			
		||||
	int32 increment;
 | 
			
		||||
	if (sPrev > s && sPrev > sNext)
 | 
			
		||||
	{
 | 
			
		||||
		increment = -1;
 | 
			
		||||
		bestEdge = prevEdge;
 | 
			
		||||
		bestSeparation = sPrev;
 | 
			
		||||
	}
 | 
			
		||||
	else if (sNext > s)
 | 
			
		||||
	{
 | 
			
		||||
		increment = 1;
 | 
			
		||||
		bestEdge = nextEdge;
 | 
			
		||||
		bestSeparation = sNext;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		*edgeIndex = edge;
 | 
			
		||||
		return s;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Perform a local search for the best edge normal.
 | 
			
		||||
	for ( ; ; )
 | 
			
		||||
	{
 | 
			
		||||
		if (increment == -1)
 | 
			
		||||
			edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
 | 
			
		||||
		else
 | 
			
		||||
			edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;
 | 
			
		||||
 | 
			
		||||
		s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
 | 
			
		||||
 | 
			
		||||
		if (s > bestSeparation)
 | 
			
		||||
		{
 | 
			
		||||
			bestEdge = edge;
 | 
			
		||||
			bestSeparation = s;
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			break;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	*edgeIndex = bestEdge;
 | 
			
		||||
	return bestSeparation;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void b2FindIncidentEdge(b2ClipVertex c[2],
 | 
			
		||||
							 const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
 | 
			
		||||
							 const b2PolygonShape* poly2, const b2Transform& xf2)
 | 
			
		||||
{
 | 
			
		||||
	const b2Vec2* normals1 = poly1->m_normals;
 | 
			
		||||
 | 
			
		||||
	int32 count2 = poly2->m_vertexCount;
 | 
			
		||||
	const b2Vec2* vertices2 = poly2->m_vertices;
 | 
			
		||||
	const b2Vec2* normals2 = poly2->m_normals;
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
 | 
			
		||||
 | 
			
		||||
	// Get the normal of the reference edge in poly2's frame.
 | 
			
		||||
	b2Vec2 normal1 = b2MulT(xf2.q, b2Mul(xf1.q, normals1[edge1]));
 | 
			
		||||
 | 
			
		||||
	// Find the incident edge on poly2.
 | 
			
		||||
	int32 index = 0;
 | 
			
		||||
	float32 minDot = b2_maxFloat;
 | 
			
		||||
	for (int32 i = 0; i < count2; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 dot = b2Dot(normal1, normals2[i]);
 | 
			
		||||
		if (dot < minDot)
 | 
			
		||||
		{
 | 
			
		||||
			minDot = dot;
 | 
			
		||||
			index = i;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Build the clip vertices for the incident edge.
 | 
			
		||||
	int32 i1 = index;
 | 
			
		||||
	int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0;
 | 
			
		||||
 | 
			
		||||
	c[0].v = b2Mul(xf2, vertices2[i1]);
 | 
			
		||||
	c[0].id.cf.indexA = (uint8)edge1;
 | 
			
		||||
	c[0].id.cf.indexB = (uint8)i1;
 | 
			
		||||
	c[0].id.cf.typeA = b2ContactFeature::e_face;
 | 
			
		||||
	c[0].id.cf.typeB = b2ContactFeature::e_vertex;
 | 
			
		||||
 | 
			
		||||
	c[1].v = b2Mul(xf2, vertices2[i2]);
 | 
			
		||||
	c[1].id.cf.indexA = (uint8)edge1;
 | 
			
		||||
	c[1].id.cf.indexB = (uint8)i2;
 | 
			
		||||
	c[1].id.cf.typeA = b2ContactFeature::e_face;
 | 
			
		||||
	c[1].id.cf.typeB = b2ContactFeature::e_vertex;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Find edge normal of max separation on A - return if separating axis is found
 | 
			
		||||
// Find edge normal of max separation on B - return if separation axis is found
 | 
			
		||||
// Choose reference edge as min(minA, minB)
 | 
			
		||||
// Find incident edge
 | 
			
		||||
// Clip
 | 
			
		||||
 | 
			
		||||
// The normal points from 1 to 2
 | 
			
		||||
void b2CollidePolygons(b2Manifold* manifold,
 | 
			
		||||
					  const b2PolygonShape* polyA, const b2Transform& xfA,
 | 
			
		||||
					  const b2PolygonShape* polyB, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	manifold->pointCount = 0;
 | 
			
		||||
	float32 totalRadius = polyA->m_radius + polyB->m_radius;
 | 
			
		||||
 | 
			
		||||
	int32 edgeA = 0;
 | 
			
		||||
	float32 separationA = b2FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
 | 
			
		||||
	if (separationA > totalRadius)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	int32 edgeB = 0;
 | 
			
		||||
	float32 separationB = b2FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
 | 
			
		||||
	if (separationB > totalRadius)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	const b2PolygonShape* poly1;	// reference polygon
 | 
			
		||||
	const b2PolygonShape* poly2;	// incident polygon
 | 
			
		||||
	b2Transform xf1, xf2;
 | 
			
		||||
	int32 edge1;		// reference edge
 | 
			
		||||
	uint8 flip;
 | 
			
		||||
	const float32 k_relativeTol = 0.98f;
 | 
			
		||||
	const float32 k_absoluteTol = 0.001f;
 | 
			
		||||
 | 
			
		||||
	if (separationB > k_relativeTol * separationA + k_absoluteTol)
 | 
			
		||||
	{
 | 
			
		||||
		poly1 = polyB;
 | 
			
		||||
		poly2 = polyA;
 | 
			
		||||
		xf1 = xfB;
 | 
			
		||||
		xf2 = xfA;
 | 
			
		||||
		edge1 = edgeB;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceB;
 | 
			
		||||
		flip = 1;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		poly1 = polyA;
 | 
			
		||||
		poly2 = polyB;
 | 
			
		||||
		xf1 = xfA;
 | 
			
		||||
		xf2 = xfB;
 | 
			
		||||
		edge1 = edgeA;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceA;
 | 
			
		||||
		flip = 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2ClipVertex incidentEdge[2];
 | 
			
		||||
	b2FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
 | 
			
		||||
 | 
			
		||||
	int32 count1 = poly1->m_vertexCount;
 | 
			
		||||
	const b2Vec2* vertices1 = poly1->m_vertices;
 | 
			
		||||
 | 
			
		||||
	int32 iv1 = edge1;
 | 
			
		||||
	int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 v11 = vertices1[iv1];
 | 
			
		||||
	b2Vec2 v12 = vertices1[iv2];
 | 
			
		||||
 | 
			
		||||
	b2Vec2 localTangent = v12 - v11;
 | 
			
		||||
	localTangent.Normalize();
 | 
			
		||||
 | 
			
		||||
	b2Vec2 localNormal = b2Cross(localTangent, 1.0f);
 | 
			
		||||
	b2Vec2 planePoint = 0.5f * (v11 + v12);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 tangent = b2Mul(xf1.q, localTangent);
 | 
			
		||||
	b2Vec2 normal = b2Cross(tangent, 1.0f);
 | 
			
		||||
 | 
			
		||||
	v11 = b2Mul(xf1, v11);
 | 
			
		||||
	v12 = b2Mul(xf1, v12);
 | 
			
		||||
 | 
			
		||||
	// Face offset.
 | 
			
		||||
	float32 frontOffset = b2Dot(normal, v11);
 | 
			
		||||
 | 
			
		||||
	// Side offsets, extended by polytope skin thickness.
 | 
			
		||||
	float32 sideOffset1 = -b2Dot(tangent, v11) + totalRadius;
 | 
			
		||||
	float32 sideOffset2 = b2Dot(tangent, v12) + totalRadius;
 | 
			
		||||
 | 
			
		||||
	// Clip incident edge against extruded edge1 side edges.
 | 
			
		||||
	b2ClipVertex clipPoints1[2];
 | 
			
		||||
	b2ClipVertex clipPoints2[2];
 | 
			
		||||
	int np;
 | 
			
		||||
 | 
			
		||||
	// Clip to box side 1
 | 
			
		||||
	np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);
 | 
			
		||||
 | 
			
		||||
	if (np < 2)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	// Clip to negative box side 1
 | 
			
		||||
	np = b2ClipSegmentToLine(clipPoints2, clipPoints1,  tangent, sideOffset2, iv2);
 | 
			
		||||
 | 
			
		||||
	if (np < 2)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Now clipPoints2 contains the clipped points.
 | 
			
		||||
	manifold->localNormal = localNormal;
 | 
			
		||||
	manifold->localPoint = planePoint;
 | 
			
		||||
 | 
			
		||||
	int32 pointCount = 0;
 | 
			
		||||
	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 separation = b2Dot(normal, clipPoints2[i].v) - frontOffset;
 | 
			
		||||
 | 
			
		||||
		if (separation <= totalRadius)
 | 
			
		||||
		{
 | 
			
		||||
			b2ManifoldPoint* cp = manifold->points + pointCount;
 | 
			
		||||
			cp->localPoint = b2MulT(xf2, clipPoints2[i].v);
 | 
			
		||||
			cp->id = clipPoints2[i].id;
 | 
			
		||||
			if (flip)
 | 
			
		||||
			{
 | 
			
		||||
				// Swap features
 | 
			
		||||
				b2ContactFeature cf = cp->id.cf;
 | 
			
		||||
				cp->id.cf.indexA = cf.indexB;
 | 
			
		||||
				cp->id.cf.indexB = cf.indexA;
 | 
			
		||||
				cp->id.cf.typeA = cf.typeB;
 | 
			
		||||
				cp->id.cf.typeB = cf.typeA;
 | 
			
		||||
			}
 | 
			
		||||
			++pointCount;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	manifold->pointCount = pointCount;
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "Shapes/b2PolygonShape.h"
 | 
			
		||||
 | 
			
		||||
// Find the separation between poly1 and poly2 for a give edge normal on poly1.
 | 
			
		||||
static float32 b2EdgeSeparation(const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
 | 
			
		||||
							  const b2PolygonShape* poly2, const b2Transform& xf2)
 | 
			
		||||
{
 | 
			
		||||
	const b2Vec2* vertices1 = poly1->m_vertices;
 | 
			
		||||
	const b2Vec2* normals1 = poly1->m_normals;
 | 
			
		||||
 | 
			
		||||
	int32 count2 = poly2->m_vertexCount;
 | 
			
		||||
	const b2Vec2* vertices2 = poly2->m_vertices;
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
 | 
			
		||||
 | 
			
		||||
	// Convert normal from poly1's frame into poly2's frame.
 | 
			
		||||
	b2Vec2 normal1World = b2Mul(xf1.q, normals1[edge1]);
 | 
			
		||||
	b2Vec2 normal1 = b2MulT(xf2.q, normal1World);
 | 
			
		||||
 | 
			
		||||
	// Find support vertex on poly2 for -normal.
 | 
			
		||||
	int32 index = 0;
 | 
			
		||||
	float32 minDot = b2_maxFloat;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count2; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 dot = b2Dot(vertices2[i], normal1);
 | 
			
		||||
		if (dot < minDot)
 | 
			
		||||
		{
 | 
			
		||||
			minDot = dot;
 | 
			
		||||
			index = i;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 v1 = b2Mul(xf1, vertices1[edge1]);
 | 
			
		||||
	b2Vec2 v2 = b2Mul(xf2, vertices2[index]);
 | 
			
		||||
	float32 separation = b2Dot(v2 - v1, normal1World);
 | 
			
		||||
	return separation;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Find the max separation between poly1 and poly2 using edge normals from poly1.
 | 
			
		||||
static float32 b2FindMaxSeparation(int32* edgeIndex,
 | 
			
		||||
								 const b2PolygonShape* poly1, const b2Transform& xf1,
 | 
			
		||||
								 const b2PolygonShape* poly2, const b2Transform& xf2)
 | 
			
		||||
{
 | 
			
		||||
	int32 count1 = poly1->m_vertexCount;
 | 
			
		||||
	const b2Vec2* normals1 = poly1->m_normals;
 | 
			
		||||
 | 
			
		||||
	// Vector pointing from the centroid of poly1 to the centroid of poly2.
 | 
			
		||||
	b2Vec2 d = b2Mul(xf2, poly2->m_centroid) - b2Mul(xf1, poly1->m_centroid);
 | 
			
		||||
	b2Vec2 dLocal1 = b2MulT(xf1.q, d);
 | 
			
		||||
 | 
			
		||||
	// Find edge normal on poly1 that has the largest projection onto d.
 | 
			
		||||
	int32 edge = 0;
 | 
			
		||||
	float32 maxDot = -b2_maxFloat;
 | 
			
		||||
	for (int32 i = 0; i < count1; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 dot = b2Dot(normals1[i], dLocal1);
 | 
			
		||||
		if (dot > maxDot)
 | 
			
		||||
		{
 | 
			
		||||
			maxDot = dot;
 | 
			
		||||
			edge = i;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Get the separation for the edge normal.
 | 
			
		||||
	float32 s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
 | 
			
		||||
 | 
			
		||||
	// Check the separation for the previous edge normal.
 | 
			
		||||
	int32 prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
 | 
			
		||||
	float32 sPrev = b2EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2);
 | 
			
		||||
 | 
			
		||||
	// Check the separation for the next edge normal.
 | 
			
		||||
	int32 nextEdge = edge + 1 < count1 ? edge + 1 : 0;
 | 
			
		||||
	float32 sNext = b2EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2);
 | 
			
		||||
 | 
			
		||||
	// Find the best edge and the search direction.
 | 
			
		||||
	int32 bestEdge;
 | 
			
		||||
	float32 bestSeparation;
 | 
			
		||||
	int32 increment;
 | 
			
		||||
	if (sPrev > s && sPrev > sNext)
 | 
			
		||||
	{
 | 
			
		||||
		increment = -1;
 | 
			
		||||
		bestEdge = prevEdge;
 | 
			
		||||
		bestSeparation = sPrev;
 | 
			
		||||
	}
 | 
			
		||||
	else if (sNext > s)
 | 
			
		||||
	{
 | 
			
		||||
		increment = 1;
 | 
			
		||||
		bestEdge = nextEdge;
 | 
			
		||||
		bestSeparation = sNext;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		*edgeIndex = edge;
 | 
			
		||||
		return s;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Perform a local search for the best edge normal.
 | 
			
		||||
	for ( ; ; )
 | 
			
		||||
	{
 | 
			
		||||
		if (increment == -1)
 | 
			
		||||
			edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
 | 
			
		||||
		else
 | 
			
		||||
			edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;
 | 
			
		||||
 | 
			
		||||
		s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
 | 
			
		||||
 | 
			
		||||
		if (s > bestSeparation)
 | 
			
		||||
		{
 | 
			
		||||
			bestEdge = edge;
 | 
			
		||||
			bestSeparation = s;
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			break;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	*edgeIndex = bestEdge;
 | 
			
		||||
	return bestSeparation;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void b2FindIncidentEdge(b2ClipVertex c[2],
 | 
			
		||||
							 const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
 | 
			
		||||
							 const b2PolygonShape* poly2, const b2Transform& xf2)
 | 
			
		||||
{
 | 
			
		||||
	const b2Vec2* normals1 = poly1->m_normals;
 | 
			
		||||
 | 
			
		||||
	int32 count2 = poly2->m_vertexCount;
 | 
			
		||||
	const b2Vec2* vertices2 = poly2->m_vertices;
 | 
			
		||||
	const b2Vec2* normals2 = poly2->m_normals;
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
 | 
			
		||||
 | 
			
		||||
	// Get the normal of the reference edge in poly2's frame.
 | 
			
		||||
	b2Vec2 normal1 = b2MulT(xf2.q, b2Mul(xf1.q, normals1[edge1]));
 | 
			
		||||
 | 
			
		||||
	// Find the incident edge on poly2.
 | 
			
		||||
	int32 index = 0;
 | 
			
		||||
	float32 minDot = b2_maxFloat;
 | 
			
		||||
	for (int32 i = 0; i < count2; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 dot = b2Dot(normal1, normals2[i]);
 | 
			
		||||
		if (dot < minDot)
 | 
			
		||||
		{
 | 
			
		||||
			minDot = dot;
 | 
			
		||||
			index = i;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Build the clip vertices for the incident edge.
 | 
			
		||||
	int32 i1 = index;
 | 
			
		||||
	int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0;
 | 
			
		||||
 | 
			
		||||
	c[0].v = b2Mul(xf2, vertices2[i1]);
 | 
			
		||||
	c[0].id.cf.indexA = (uint8)edge1;
 | 
			
		||||
	c[0].id.cf.indexB = (uint8)i1;
 | 
			
		||||
	c[0].id.cf.typeA = b2ContactFeature::e_face;
 | 
			
		||||
	c[0].id.cf.typeB = b2ContactFeature::e_vertex;
 | 
			
		||||
 | 
			
		||||
	c[1].v = b2Mul(xf2, vertices2[i2]);
 | 
			
		||||
	c[1].id.cf.indexA = (uint8)edge1;
 | 
			
		||||
	c[1].id.cf.indexB = (uint8)i2;
 | 
			
		||||
	c[1].id.cf.typeA = b2ContactFeature::e_face;
 | 
			
		||||
	c[1].id.cf.typeB = b2ContactFeature::e_vertex;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Find edge normal of max separation on A - return if separating axis is found
 | 
			
		||||
// Find edge normal of max separation on B - return if separation axis is found
 | 
			
		||||
// Choose reference edge as min(minA, minB)
 | 
			
		||||
// Find incident edge
 | 
			
		||||
// Clip
 | 
			
		||||
 | 
			
		||||
// The normal points from 1 to 2
 | 
			
		||||
void b2CollidePolygons(b2Manifold* manifold,
 | 
			
		||||
					  const b2PolygonShape* polyA, const b2Transform& xfA,
 | 
			
		||||
					  const b2PolygonShape* polyB, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	manifold->pointCount = 0;
 | 
			
		||||
	float32 totalRadius = polyA->m_radius + polyB->m_radius;
 | 
			
		||||
 | 
			
		||||
	int32 edgeA = 0;
 | 
			
		||||
	float32 separationA = b2FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
 | 
			
		||||
	if (separationA > totalRadius)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	int32 edgeB = 0;
 | 
			
		||||
	float32 separationB = b2FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
 | 
			
		||||
	if (separationB > totalRadius)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	const b2PolygonShape* poly1;	// reference polygon
 | 
			
		||||
	const b2PolygonShape* poly2;	// incident polygon
 | 
			
		||||
	b2Transform xf1, xf2;
 | 
			
		||||
	int32 edge1;		// reference edge
 | 
			
		||||
	uint8 flip;
 | 
			
		||||
	const float32 k_relativeTol = 0.98f;
 | 
			
		||||
	const float32 k_absoluteTol = 0.001f;
 | 
			
		||||
 | 
			
		||||
	if (separationB > k_relativeTol * separationA + k_absoluteTol)
 | 
			
		||||
	{
 | 
			
		||||
		poly1 = polyB;
 | 
			
		||||
		poly2 = polyA;
 | 
			
		||||
		xf1 = xfB;
 | 
			
		||||
		xf2 = xfA;
 | 
			
		||||
		edge1 = edgeB;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceB;
 | 
			
		||||
		flip = 1;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		poly1 = polyA;
 | 
			
		||||
		poly2 = polyB;
 | 
			
		||||
		xf1 = xfA;
 | 
			
		||||
		xf2 = xfB;
 | 
			
		||||
		edge1 = edgeA;
 | 
			
		||||
		manifold->type = b2Manifold::e_faceA;
 | 
			
		||||
		flip = 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2ClipVertex incidentEdge[2];
 | 
			
		||||
	b2FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
 | 
			
		||||
 | 
			
		||||
	int32 count1 = poly1->m_vertexCount;
 | 
			
		||||
	const b2Vec2* vertices1 = poly1->m_vertices;
 | 
			
		||||
 | 
			
		||||
	int32 iv1 = edge1;
 | 
			
		||||
	int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 v11 = vertices1[iv1];
 | 
			
		||||
	b2Vec2 v12 = vertices1[iv2];
 | 
			
		||||
 | 
			
		||||
	b2Vec2 localTangent = v12 - v11;
 | 
			
		||||
	localTangent.Normalize();
 | 
			
		||||
 | 
			
		||||
	b2Vec2 localNormal = b2Cross(localTangent, 1.0f);
 | 
			
		||||
	b2Vec2 planePoint = 0.5f * (v11 + v12);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 tangent = b2Mul(xf1.q, localTangent);
 | 
			
		||||
	b2Vec2 normal = b2Cross(tangent, 1.0f);
 | 
			
		||||
 | 
			
		||||
	v11 = b2Mul(xf1, v11);
 | 
			
		||||
	v12 = b2Mul(xf1, v12);
 | 
			
		||||
 | 
			
		||||
	// Face offset.
 | 
			
		||||
	float32 frontOffset = b2Dot(normal, v11);
 | 
			
		||||
 | 
			
		||||
	// Side offsets, extended by polytope skin thickness.
 | 
			
		||||
	float32 sideOffset1 = -b2Dot(tangent, v11) + totalRadius;
 | 
			
		||||
	float32 sideOffset2 = b2Dot(tangent, v12) + totalRadius;
 | 
			
		||||
 | 
			
		||||
	// Clip incident edge against extruded edge1 side edges.
 | 
			
		||||
	b2ClipVertex clipPoints1[2];
 | 
			
		||||
	b2ClipVertex clipPoints2[2];
 | 
			
		||||
	int np;
 | 
			
		||||
 | 
			
		||||
	// Clip to box side 1
 | 
			
		||||
	np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);
 | 
			
		||||
 | 
			
		||||
	if (np < 2)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	// Clip to negative box side 1
 | 
			
		||||
	np = b2ClipSegmentToLine(clipPoints2, clipPoints1,  tangent, sideOffset2, iv2);
 | 
			
		||||
 | 
			
		||||
	if (np < 2)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Now clipPoints2 contains the clipped points.
 | 
			
		||||
	manifold->localNormal = localNormal;
 | 
			
		||||
	manifold->localPoint = planePoint;
 | 
			
		||||
 | 
			
		||||
	int32 pointCount = 0;
 | 
			
		||||
	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 separation = b2Dot(normal, clipPoints2[i].v) - frontOffset;
 | 
			
		||||
 | 
			
		||||
		if (separation <= totalRadius)
 | 
			
		||||
		{
 | 
			
		||||
			b2ManifoldPoint* cp = manifold->points + pointCount;
 | 
			
		||||
			cp->localPoint = b2MulT(xf2, clipPoints2[i].v);
 | 
			
		||||
			cp->id = clipPoints2[i].id;
 | 
			
		||||
			if (flip)
 | 
			
		||||
			{
 | 
			
		||||
				// Swap features
 | 
			
		||||
				b2ContactFeature cf = cp->id.cf;
 | 
			
		||||
				cp->id.cf.indexA = cf.indexB;
 | 
			
		||||
				cp->id.cf.indexB = cf.indexA;
 | 
			
		||||
				cp->id.cf.typeA = cf.typeB;
 | 
			
		||||
				cp->id.cf.typeB = cf.typeA;
 | 
			
		||||
			}
 | 
			
		||||
			++pointCount;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	manifold->pointCount = pointCount;
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,249 +1,249 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "b2Distance.h"
 | 
			
		||||
 | 
			
		||||
void b2WorldManifold::Initialize(const b2Manifold* manifold,
 | 
			
		||||
						  const b2Transform& xfA, float32 radiusA,
 | 
			
		||||
						  const b2Transform& xfB, float32 radiusB)
 | 
			
		||||
{
 | 
			
		||||
	if (manifold->pointCount == 0)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	switch (manifold->type)
 | 
			
		||||
	{
 | 
			
		||||
	case b2Manifold::e_circles:
 | 
			
		||||
		{
 | 
			
		||||
			normal.Set(1.0f, 0.0f);
 | 
			
		||||
			b2Vec2 pointA = b2Mul(xfA, manifold->localPoint);
 | 
			
		||||
			b2Vec2 pointB = b2Mul(xfB, manifold->points[0].localPoint);
 | 
			
		||||
			if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)
 | 
			
		||||
			{
 | 
			
		||||
				normal = pointB - pointA;
 | 
			
		||||
				normal.Normalize();
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			b2Vec2 cA = pointA + radiusA * normal;
 | 
			
		||||
			b2Vec2 cB = pointB - radiusB * normal;
 | 
			
		||||
			points[0] = 0.5f * (cA + cB);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Manifold::e_faceA:
 | 
			
		||||
		{
 | 
			
		||||
			normal = b2Mul(xfA.q, manifold->localNormal);
 | 
			
		||||
			b2Vec2 planePoint = b2Mul(xfA, manifold->localPoint);
 | 
			
		||||
 | 
			
		||||
			for (int32 i = 0; i < manifold->pointCount; ++i)
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 clipPoint = b2Mul(xfB, manifold->points[i].localPoint);
 | 
			
		||||
				b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint, normal)) * normal;
 | 
			
		||||
				b2Vec2 cB = clipPoint - radiusB * normal;
 | 
			
		||||
				points[i] = 0.5f * (cA + cB);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Manifold::e_faceB:
 | 
			
		||||
		{
 | 
			
		||||
			normal = b2Mul(xfB.q, manifold->localNormal);
 | 
			
		||||
			b2Vec2 planePoint = b2Mul(xfB, manifold->localPoint);
 | 
			
		||||
 | 
			
		||||
			for (int32 i = 0; i < manifold->pointCount; ++i)
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 clipPoint = b2Mul(xfA, manifold->points[i].localPoint);
 | 
			
		||||
				b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint, normal)) * normal;
 | 
			
		||||
				b2Vec2 cA = clipPoint - radiusA * normal;
 | 
			
		||||
				points[i] = 0.5f * (cA + cB);
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Ensure normal points from A to B.
 | 
			
		||||
			normal = -normal;
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
 | 
			
		||||
					  const b2Manifold* manifold1, const b2Manifold* manifold2)
 | 
			
		||||
{
 | 
			
		||||
	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		state1[i] = b2_nullState;
 | 
			
		||||
		state2[i] = b2_nullState;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Detect persists and removes.
 | 
			
		||||
	for (int32 i = 0; i < manifold1->pointCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2ContactID id = manifold1->points[i].id;
 | 
			
		||||
 | 
			
		||||
		state1[i] = b2_removeState;
 | 
			
		||||
 | 
			
		||||
		for (int32 j = 0; j < manifold2->pointCount; ++j)
 | 
			
		||||
		{
 | 
			
		||||
			if (manifold2->points[j].id.key == id.key)
 | 
			
		||||
			{
 | 
			
		||||
				state1[i] = b2_persistState;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Detect persists and adds.
 | 
			
		||||
	for (int32 i = 0; i < manifold2->pointCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2ContactID id = manifold2->points[i].id;
 | 
			
		||||
 | 
			
		||||
		state2[i] = b2_addState;
 | 
			
		||||
 | 
			
		||||
		for (int32 j = 0; j < manifold1->pointCount; ++j)
 | 
			
		||||
		{
 | 
			
		||||
			if (manifold1->points[j].id.key == id.key)
 | 
			
		||||
			{
 | 
			
		||||
				state2[i] = b2_persistState;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// From Real-time Collision Detection, p179.
 | 
			
		||||
bool b2AABB::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const
 | 
			
		||||
{
 | 
			
		||||
	float32 tmin = -b2_maxFloat;
 | 
			
		||||
	float32 tmax = b2_maxFloat;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 p = input.p1;
 | 
			
		||||
	b2Vec2 d = input.p2 - input.p1;
 | 
			
		||||
	b2Vec2 absD = b2Abs(d);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 normal;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < 2; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		if (absD(i) < b2_epsilon)
 | 
			
		||||
		{
 | 
			
		||||
			// Parallel.
 | 
			
		||||
			if (p(i) < lowerBound(i) || upperBound(i) < p(i))
 | 
			
		||||
			{
 | 
			
		||||
				return false;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			float32 inv_d = 1.0f / d(i);
 | 
			
		||||
			float32 t1 = (lowerBound(i) - p(i)) * inv_d;
 | 
			
		||||
			float32 t2 = (upperBound(i) - p(i)) * inv_d;
 | 
			
		||||
 | 
			
		||||
			// Sign of the normal vector.
 | 
			
		||||
			float32 s = -1.0f;
 | 
			
		||||
 | 
			
		||||
			if (t1 > t2)
 | 
			
		||||
			{
 | 
			
		||||
				b2Swap(t1, t2);
 | 
			
		||||
				s = 1.0f;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Push the min up
 | 
			
		||||
			if (t1 > tmin)
 | 
			
		||||
			{
 | 
			
		||||
				normal.SetZero();
 | 
			
		||||
				normal(i) = s;
 | 
			
		||||
				tmin = t1;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Pull the max down
 | 
			
		||||
			tmax = b2Min(tmax, t2);
 | 
			
		||||
 | 
			
		||||
			if (tmin > tmax)
 | 
			
		||||
			{
 | 
			
		||||
				return false;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Does the ray start inside the box?
 | 
			
		||||
	// Does the ray intersect beyond the max fraction?
 | 
			
		||||
	if (tmin < 0.0f || input.maxFraction < tmin)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Intersection.
 | 
			
		||||
	output->fraction = tmin;
 | 
			
		||||
	output->normal = normal;
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Sutherland-Hodgman clipping.
 | 
			
		||||
int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
 | 
			
		||||
						const b2Vec2& normal, float32 offset, int32 vertexIndexA)
 | 
			
		||||
{
 | 
			
		||||
	// Start with no output points
 | 
			
		||||
	int32 numOut = 0;
 | 
			
		||||
 | 
			
		||||
	// Calculate the distance of end points to the line
 | 
			
		||||
	float32 distance0 = b2Dot(normal, vIn[0].v) - offset;
 | 
			
		||||
	float32 distance1 = b2Dot(normal, vIn[1].v) - offset;
 | 
			
		||||
 | 
			
		||||
	// If the points are behind the plane
 | 
			
		||||
	if (distance0 <= 0.0f) vOut[numOut++] = vIn[0];
 | 
			
		||||
	if (distance1 <= 0.0f) vOut[numOut++] = vIn[1];
 | 
			
		||||
 | 
			
		||||
	// If the points are on different sides of the plane
 | 
			
		||||
	if (distance0 * distance1 < 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		// Find intersection point of edge and plane
 | 
			
		||||
		float32 interp = distance0 / (distance0 - distance1);
 | 
			
		||||
		vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);
 | 
			
		||||
 | 
			
		||||
		// VertexA is hitting edgeB.
 | 
			
		||||
		vOut[numOut].id.cf.indexA = (uint8) vertexIndexA;
 | 
			
		||||
		vOut[numOut].id.cf.indexB = vIn[0].id.cf.indexB;
 | 
			
		||||
		vOut[numOut].id.cf.typeA = b2ContactFeature::e_vertex;
 | 
			
		||||
		vOut[numOut].id.cf.typeB = b2ContactFeature::e_face;
 | 
			
		||||
		++numOut;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return numOut;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2TestOverlap(	const b2Shape* shapeA, int32 indexA,
 | 
			
		||||
					const b2Shape* shapeB, int32 indexB,
 | 
			
		||||
					const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2DistanceInput input;
 | 
			
		||||
	input.proxyA.Set(shapeA, indexA);
 | 
			
		||||
	input.proxyB.Set(shapeB, indexB);
 | 
			
		||||
	input.transformA = xfA;
 | 
			
		||||
	input.transformB = xfB;
 | 
			
		||||
	input.useRadii = true;
 | 
			
		||||
 | 
			
		||||
	b2SimplexCache cache;
 | 
			
		||||
	cache.count = 0;
 | 
			
		||||
 | 
			
		||||
	b2DistanceOutput output;
 | 
			
		||||
 | 
			
		||||
	b2Distance(&output, &cache, &input);
 | 
			
		||||
 | 
			
		||||
	return output.distance < 10.0f * b2_epsilon;
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "b2Distance.h"
 | 
			
		||||
 | 
			
		||||
void b2WorldManifold::Initialize(const b2Manifold* manifold,
 | 
			
		||||
						  const b2Transform& xfA, float32 radiusA,
 | 
			
		||||
						  const b2Transform& xfB, float32 radiusB)
 | 
			
		||||
{
 | 
			
		||||
	if (manifold->pointCount == 0)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	switch (manifold->type)
 | 
			
		||||
	{
 | 
			
		||||
	case b2Manifold::e_circles:
 | 
			
		||||
		{
 | 
			
		||||
			normal.Set(1.0f, 0.0f);
 | 
			
		||||
			b2Vec2 pointA = b2Mul(xfA, manifold->localPoint);
 | 
			
		||||
			b2Vec2 pointB = b2Mul(xfB, manifold->points[0].localPoint);
 | 
			
		||||
			if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)
 | 
			
		||||
			{
 | 
			
		||||
				normal = pointB - pointA;
 | 
			
		||||
				normal.Normalize();
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			b2Vec2 cA = pointA + radiusA * normal;
 | 
			
		||||
			b2Vec2 cB = pointB - radiusB * normal;
 | 
			
		||||
			points[0] = 0.5f * (cA + cB);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Manifold::e_faceA:
 | 
			
		||||
		{
 | 
			
		||||
			normal = b2Mul(xfA.q, manifold->localNormal);
 | 
			
		||||
			b2Vec2 planePoint = b2Mul(xfA, manifold->localPoint);
 | 
			
		||||
 | 
			
		||||
			for (int32 i = 0; i < manifold->pointCount; ++i)
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 clipPoint = b2Mul(xfB, manifold->points[i].localPoint);
 | 
			
		||||
				b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint, normal)) * normal;
 | 
			
		||||
				b2Vec2 cB = clipPoint - radiusB * normal;
 | 
			
		||||
				points[i] = 0.5f * (cA + cB);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Manifold::e_faceB:
 | 
			
		||||
		{
 | 
			
		||||
			normal = b2Mul(xfB.q, manifold->localNormal);
 | 
			
		||||
			b2Vec2 planePoint = b2Mul(xfB, manifold->localPoint);
 | 
			
		||||
 | 
			
		||||
			for (int32 i = 0; i < manifold->pointCount; ++i)
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 clipPoint = b2Mul(xfA, manifold->points[i].localPoint);
 | 
			
		||||
				b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint, normal)) * normal;
 | 
			
		||||
				b2Vec2 cA = clipPoint - radiusA * normal;
 | 
			
		||||
				points[i] = 0.5f * (cA + cB);
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Ensure normal points from A to B.
 | 
			
		||||
			normal = -normal;
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
 | 
			
		||||
					  const b2Manifold* manifold1, const b2Manifold* manifold2)
 | 
			
		||||
{
 | 
			
		||||
	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		state1[i] = b2_nullState;
 | 
			
		||||
		state2[i] = b2_nullState;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Detect persists and removes.
 | 
			
		||||
	for (int32 i = 0; i < manifold1->pointCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2ContactID id = manifold1->points[i].id;
 | 
			
		||||
 | 
			
		||||
		state1[i] = b2_removeState;
 | 
			
		||||
 | 
			
		||||
		for (int32 j = 0; j < manifold2->pointCount; ++j)
 | 
			
		||||
		{
 | 
			
		||||
			if (manifold2->points[j].id.key == id.key)
 | 
			
		||||
			{
 | 
			
		||||
				state1[i] = b2_persistState;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Detect persists and adds.
 | 
			
		||||
	for (int32 i = 0; i < manifold2->pointCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2ContactID id = manifold2->points[i].id;
 | 
			
		||||
 | 
			
		||||
		state2[i] = b2_addState;
 | 
			
		||||
 | 
			
		||||
		for (int32 j = 0; j < manifold1->pointCount; ++j)
 | 
			
		||||
		{
 | 
			
		||||
			if (manifold1->points[j].id.key == id.key)
 | 
			
		||||
			{
 | 
			
		||||
				state2[i] = b2_persistState;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// From Real-time Collision Detection, p179.
 | 
			
		||||
bool b2AABB::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const
 | 
			
		||||
{
 | 
			
		||||
	float32 tmin = -b2_maxFloat;
 | 
			
		||||
	float32 tmax = b2_maxFloat;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 p = input.p1;
 | 
			
		||||
	b2Vec2 d = input.p2 - input.p1;
 | 
			
		||||
	b2Vec2 absD = b2Abs(d);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 normal;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < 2; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		if (absD(i) < b2_epsilon)
 | 
			
		||||
		{
 | 
			
		||||
			// Parallel.
 | 
			
		||||
			if (p(i) < lowerBound(i) || upperBound(i) < p(i))
 | 
			
		||||
			{
 | 
			
		||||
				return false;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			float32 inv_d = 1.0f / d(i);
 | 
			
		||||
			float32 t1 = (lowerBound(i) - p(i)) * inv_d;
 | 
			
		||||
			float32 t2 = (upperBound(i) - p(i)) * inv_d;
 | 
			
		||||
 | 
			
		||||
			// Sign of the normal vector.
 | 
			
		||||
			float32 s = -1.0f;
 | 
			
		||||
 | 
			
		||||
			if (t1 > t2)
 | 
			
		||||
			{
 | 
			
		||||
				b2Swap(t1, t2);
 | 
			
		||||
				s = 1.0f;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Push the min up
 | 
			
		||||
			if (t1 > tmin)
 | 
			
		||||
			{
 | 
			
		||||
				normal.SetZero();
 | 
			
		||||
				normal(i) = s;
 | 
			
		||||
				tmin = t1;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Pull the max down
 | 
			
		||||
			tmax = b2Min(tmax, t2);
 | 
			
		||||
 | 
			
		||||
			if (tmin > tmax)
 | 
			
		||||
			{
 | 
			
		||||
				return false;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Does the ray start inside the box?
 | 
			
		||||
	// Does the ray intersect beyond the max fraction?
 | 
			
		||||
	if (tmin < 0.0f || input.maxFraction < tmin)
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Intersection.
 | 
			
		||||
	output->fraction = tmin;
 | 
			
		||||
	output->normal = normal;
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Sutherland-Hodgman clipping.
 | 
			
		||||
int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
 | 
			
		||||
						const b2Vec2& normal, float32 offset, int32 vertexIndexA)
 | 
			
		||||
{
 | 
			
		||||
	// Start with no output points
 | 
			
		||||
	int32 numOut = 0;
 | 
			
		||||
 | 
			
		||||
	// Calculate the distance of end points to the line
 | 
			
		||||
	float32 distance0 = b2Dot(normal, vIn[0].v) - offset;
 | 
			
		||||
	float32 distance1 = b2Dot(normal, vIn[1].v) - offset;
 | 
			
		||||
 | 
			
		||||
	// If the points are behind the plane
 | 
			
		||||
	if (distance0 <= 0.0f) vOut[numOut++] = vIn[0];
 | 
			
		||||
	if (distance1 <= 0.0f) vOut[numOut++] = vIn[1];
 | 
			
		||||
 | 
			
		||||
	// If the points are on different sides of the plane
 | 
			
		||||
	if (distance0 * distance1 < 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		// Find intersection point of edge and plane
 | 
			
		||||
		float32 interp = distance0 / (distance0 - distance1);
 | 
			
		||||
		vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);
 | 
			
		||||
 | 
			
		||||
		// VertexA is hitting edgeB.
 | 
			
		||||
		vOut[numOut].id.cf.indexA = (uint8) vertexIndexA;
 | 
			
		||||
		vOut[numOut].id.cf.indexB = vIn[0].id.cf.indexB;
 | 
			
		||||
		vOut[numOut].id.cf.typeA = b2ContactFeature::e_vertex;
 | 
			
		||||
		vOut[numOut].id.cf.typeB = b2ContactFeature::e_face;
 | 
			
		||||
		++numOut;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return numOut;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2TestOverlap(	const b2Shape* shapeA, int32 indexA,
 | 
			
		||||
					const b2Shape* shapeB, int32 indexB,
 | 
			
		||||
					const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2DistanceInput input;
 | 
			
		||||
	input.proxyA.Set(shapeA, indexA);
 | 
			
		||||
	input.proxyB.Set(shapeB, indexB);
 | 
			
		||||
	input.transformA = xfA;
 | 
			
		||||
	input.transformB = xfB;
 | 
			
		||||
	input.useRadii = true;
 | 
			
		||||
 | 
			
		||||
	b2SimplexCache cache;
 | 
			
		||||
	cache.count = 0;
 | 
			
		||||
 | 
			
		||||
	b2DistanceOutput output;
 | 
			
		||||
 | 
			
		||||
	b2Distance(&output, &cache, &input);
 | 
			
		||||
 | 
			
		||||
	return output.distance < 10.0f * b2_epsilon;
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,275 +1,275 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_COLLISION_H
 | 
			
		||||
#define B2_COLLISION_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
 | 
			
		||||
/// @file
 | 
			
		||||
/// Structures and functions used for computing contact points, distance
 | 
			
		||||
/// queries, and TOI queries.
 | 
			
		||||
 | 
			
		||||
class b2Shape;
 | 
			
		||||
class b2CircleShape;
 | 
			
		||||
class b2EdgeShape;
 | 
			
		||||
class b2PolygonShape;
 | 
			
		||||
 | 
			
		||||
const juce::uint8 b2_nullFeature = UCHAR_MAX;
 | 
			
		||||
 | 
			
		||||
/// The features that intersect to form the contact point
 | 
			
		||||
/// This must be 4 bytes or less.
 | 
			
		||||
struct b2ContactFeature
 | 
			
		||||
{
 | 
			
		||||
	enum Type
 | 
			
		||||
	{
 | 
			
		||||
		e_vertex = 0,
 | 
			
		||||
		e_face = 1
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	juce::uint8 indexA;		///< Feature index on shapeA
 | 
			
		||||
	juce::uint8 indexB;		///< Feature index on shapeB
 | 
			
		||||
	juce::uint8 typeA;		///< The feature type on shapeA
 | 
			
		||||
	juce::uint8 typeB;		///< The feature type on shapeB
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Contact ids to facilitate warm starting.
 | 
			
		||||
union b2ContactID
 | 
			
		||||
{
 | 
			
		||||
	b2ContactFeature cf;
 | 
			
		||||
	juce::uint32 key;					///< Used to quickly compare contact ids.
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A manifold point is a contact point belonging to a contact
 | 
			
		||||
/// manifold. It holds details related to the geometry and dynamics
 | 
			
		||||
/// of the contact points.
 | 
			
		||||
/// The local point usage depends on the manifold type:
 | 
			
		||||
/// -e_circles: the local center of circleB
 | 
			
		||||
/// -e_faceA: the local center of cirlceB or the clip point of polygonB
 | 
			
		||||
/// -e_faceB: the clip point of polygonA
 | 
			
		||||
/// This structure is stored across time steps, so we keep it small.
 | 
			
		||||
/// Note: the impulses are used for internal caching and may not
 | 
			
		||||
/// provide reliable contact forces, especially for high speed collisions.
 | 
			
		||||
struct b2ManifoldPoint
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 localPoint;		///< usage depends on manifold type
 | 
			
		||||
	float32 normalImpulse;	///< the non-penetration impulse
 | 
			
		||||
	float32 tangentImpulse;	///< the friction impulse
 | 
			
		||||
	b2ContactID id;			///< uniquely identifies a contact point between two shapes
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A manifold for two touching convex shapes.
 | 
			
		||||
/// Box2D supports multiple types of contact:
 | 
			
		||||
/// - clip point versus plane with radius
 | 
			
		||||
/// - point versus point with radius (circles)
 | 
			
		||||
/// The local point usage depends on the manifold type:
 | 
			
		||||
/// -e_circles: the local center of circleA
 | 
			
		||||
/// -e_faceA: the center of faceA
 | 
			
		||||
/// -e_faceB: the center of faceB
 | 
			
		||||
/// Similarly the local normal usage:
 | 
			
		||||
/// -e_circles: not used
 | 
			
		||||
/// -e_faceA: the normal on polygonA
 | 
			
		||||
/// -e_faceB: the normal on polygonB
 | 
			
		||||
/// We store contacts in this way so that position correction can
 | 
			
		||||
/// account for movement, which is critical for continuous physics.
 | 
			
		||||
/// All contact scenarios must be expressed in one of these types.
 | 
			
		||||
/// This structure is stored across time steps, so we keep it small.
 | 
			
		||||
struct b2Manifold
 | 
			
		||||
{
 | 
			
		||||
	enum Type
 | 
			
		||||
	{
 | 
			
		||||
		e_circles,
 | 
			
		||||
		e_faceA,
 | 
			
		||||
		e_faceB
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	b2ManifoldPoint points[b2_maxManifoldPoints];	///< the points of contact
 | 
			
		||||
	b2Vec2 localNormal;								///< not use for Type::e_points
 | 
			
		||||
	b2Vec2 localPoint;								///< usage depends on manifold type
 | 
			
		||||
	Type type;
 | 
			
		||||
	juce::int32 pointCount;								///< the number of manifold points
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is used to compute the current state of a contact manifold.
 | 
			
		||||
struct b2WorldManifold
 | 
			
		||||
{
 | 
			
		||||
	/// Evaluate the manifold with supplied transforms. This assumes
 | 
			
		||||
	/// modest motion from the original state. This does not change the
 | 
			
		||||
	/// point count, impulses, etc. The radii must come from the shapes
 | 
			
		||||
	/// that generated the manifold.
 | 
			
		||||
	void Initialize(const b2Manifold* manifold,
 | 
			
		||||
					const b2Transform& xfA, float32 radiusA,
 | 
			
		||||
					const b2Transform& xfB, float32 radiusB);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 normal;							///< world vector pointing from A to B
 | 
			
		||||
	b2Vec2 points[b2_maxManifoldPoints];	///< world contact point (point of intersection)
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is used for determining the state of contact points.
 | 
			
		||||
enum b2PointState
 | 
			
		||||
{
 | 
			
		||||
	b2_nullState,		///< point does not exist
 | 
			
		||||
	b2_addState,		///< point was added in the update
 | 
			
		||||
	b2_persistState,	///< point persisted across the update
 | 
			
		||||
	b2_removeState		///< point was removed in the update
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Compute the point states given two manifolds. The states pertain to the transition from manifold1
 | 
			
		||||
/// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
 | 
			
		||||
void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
 | 
			
		||||
					  const b2Manifold* manifold1, const b2Manifold* manifold2);
 | 
			
		||||
 | 
			
		||||
/// Used for computing contact manifolds.
 | 
			
		||||
struct b2ClipVertex
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 v;
 | 
			
		||||
	b2ContactID id;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
 | 
			
		||||
struct b2RayCastInput
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 p1, p2;
 | 
			
		||||
	float32 maxFraction;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
 | 
			
		||||
/// come from b2RayCastInput.
 | 
			
		||||
struct b2RayCastOutput
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 normal;
 | 
			
		||||
	float32 fraction;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// An axis aligned bounding box.
 | 
			
		||||
struct b2AABB
 | 
			
		||||
{
 | 
			
		||||
	/// Verify that the bounds are sorted.
 | 
			
		||||
	bool IsValid() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the center of the AABB.
 | 
			
		||||
	b2Vec2 GetCenter() const
 | 
			
		||||
	{
 | 
			
		||||
		return 0.5f * (lowerBound + upperBound);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Get the extents of the AABB (half-widths).
 | 
			
		||||
	b2Vec2 GetExtents() const
 | 
			
		||||
	{
 | 
			
		||||
		return 0.5f * (upperBound - lowerBound);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Get the perimeter length
 | 
			
		||||
	float32 GetPerimeter() const
 | 
			
		||||
	{
 | 
			
		||||
		float32 wx = upperBound.x - lowerBound.x;
 | 
			
		||||
		float32 wy = upperBound.y - lowerBound.y;
 | 
			
		||||
		return 2.0f * (wx + wy);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Combine an AABB into this one.
 | 
			
		||||
	void Combine(const b2AABB& aabb)
 | 
			
		||||
	{
 | 
			
		||||
		lowerBound = b2Min(lowerBound, aabb.lowerBound);
 | 
			
		||||
		upperBound = b2Max(upperBound, aabb.upperBound);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Combine two AABBs into this one.
 | 
			
		||||
	void Combine(const b2AABB& aabb1, const b2AABB& aabb2)
 | 
			
		||||
	{
 | 
			
		||||
		lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound);
 | 
			
		||||
		upperBound = b2Max(aabb1.upperBound, aabb2.upperBound);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Does this aabb contain the provided AABB.
 | 
			
		||||
	bool Contains(const b2AABB& aabb) const
 | 
			
		||||
	{
 | 
			
		||||
		bool result = true;
 | 
			
		||||
		result = result && lowerBound.x <= aabb.lowerBound.x;
 | 
			
		||||
		result = result && lowerBound.y <= aabb.lowerBound.y;
 | 
			
		||||
		result = result && aabb.upperBound.x <= upperBound.x;
 | 
			
		||||
		result = result && aabb.upperBound.y <= upperBound.y;
 | 
			
		||||
		return result;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 lowerBound;	///< the lower vertex
 | 
			
		||||
	b2Vec2 upperBound;	///< the upper vertex
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Compute the collision manifold between two circles.
 | 
			
		||||
void b2CollideCircles(b2Manifold* manifold,
 | 
			
		||||
					  const b2CircleShape* circleA, const b2Transform& xfA,
 | 
			
		||||
					  const b2CircleShape* circleB, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
/// Compute the collision manifold between a polygon and a circle.
 | 
			
		||||
void b2CollidePolygonAndCircle(b2Manifold* manifold,
 | 
			
		||||
							   const b2PolygonShape* polygonA, const b2Transform& xfA,
 | 
			
		||||
							   const b2CircleShape* circleB, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
/// Compute the collision manifold between two polygons.
 | 
			
		||||
void b2CollidePolygons(b2Manifold* manifold,
 | 
			
		||||
					   const b2PolygonShape* polygonA, const b2Transform& xfA,
 | 
			
		||||
					   const b2PolygonShape* polygonB, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
/// Compute the collision manifold between an edge and a circle.
 | 
			
		||||
void b2CollideEdgeAndCircle(b2Manifold* manifold,
 | 
			
		||||
							   const b2EdgeShape* polygonA, const b2Transform& xfA,
 | 
			
		||||
							   const b2CircleShape* circleB, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
/// Compute the collision manifold between an edge and a circle.
 | 
			
		||||
void b2CollideEdgeAndPolygon(b2Manifold* manifold,
 | 
			
		||||
							   const b2EdgeShape* edgeA, const b2Transform& xfA,
 | 
			
		||||
							   const b2PolygonShape* circleB, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
/// Clipping for contact manifolds.
 | 
			
		||||
juce::int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
 | 
			
		||||
							    const b2Vec2& normal, float32 offset, juce::int32 vertexIndexA);
 | 
			
		||||
 | 
			
		||||
/// Determine if two generic shapes overlap.
 | 
			
		||||
bool b2TestOverlap(	const b2Shape* shapeA, juce::int32 indexA,
 | 
			
		||||
					const b2Shape* shapeB, juce::int32 indexB,
 | 
			
		||||
					const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
// ---------------- Inline Functions ------------------------------------------
 | 
			
		||||
 | 
			
		||||
inline bool b2AABB::IsValid() const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 d = upperBound - lowerBound;
 | 
			
		||||
	bool valid = d.x >= 0.0f && d.y >= 0.0f;
 | 
			
		||||
	valid = valid && lowerBound.IsValid() && upperBound.IsValid();
 | 
			
		||||
	return valid;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 d1, d2;
 | 
			
		||||
	d1 = b.lowerBound - a.upperBound;
 | 
			
		||||
	d2 = a.lowerBound - b.upperBound;
 | 
			
		||||
 | 
			
		||||
	if (d1.x > 0.0f || d1.y > 0.0f)
 | 
			
		||||
		return false;
 | 
			
		||||
 | 
			
		||||
	if (d2.x > 0.0f || d2.y > 0.0f)
 | 
			
		||||
		return false;
 | 
			
		||||
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_COLLISION_H
 | 
			
		||||
#define B2_COLLISION_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
 | 
			
		||||
/// @file
 | 
			
		||||
/// Structures and functions used for computing contact points, distance
 | 
			
		||||
/// queries, and TOI queries.
 | 
			
		||||
 | 
			
		||||
class b2Shape;
 | 
			
		||||
class b2CircleShape;
 | 
			
		||||
class b2EdgeShape;
 | 
			
		||||
class b2PolygonShape;
 | 
			
		||||
 | 
			
		||||
const juce::uint8 b2_nullFeature = UCHAR_MAX;
 | 
			
		||||
 | 
			
		||||
/// The features that intersect to form the contact point
 | 
			
		||||
/// This must be 4 bytes or less.
 | 
			
		||||
struct b2ContactFeature
 | 
			
		||||
{
 | 
			
		||||
	enum Type
 | 
			
		||||
	{
 | 
			
		||||
		e_vertex = 0,
 | 
			
		||||
		e_face = 1
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	juce::uint8 indexA;		///< Feature index on shapeA
 | 
			
		||||
	juce::uint8 indexB;		///< Feature index on shapeB
 | 
			
		||||
	juce::uint8 typeA;		///< The feature type on shapeA
 | 
			
		||||
	juce::uint8 typeB;		///< The feature type on shapeB
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Contact ids to facilitate warm starting.
 | 
			
		||||
union b2ContactID
 | 
			
		||||
{
 | 
			
		||||
	b2ContactFeature cf;
 | 
			
		||||
	juce::uint32 key;					///< Used to quickly compare contact ids.
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A manifold point is a contact point belonging to a contact
 | 
			
		||||
/// manifold. It holds details related to the geometry and dynamics
 | 
			
		||||
/// of the contact points.
 | 
			
		||||
/// The local point usage depends on the manifold type:
 | 
			
		||||
/// -e_circles: the local center of circleB
 | 
			
		||||
/// -e_faceA: the local center of cirlceB or the clip point of polygonB
 | 
			
		||||
/// -e_faceB: the clip point of polygonA
 | 
			
		||||
/// This structure is stored across time steps, so we keep it small.
 | 
			
		||||
/// Note: the impulses are used for internal caching and may not
 | 
			
		||||
/// provide reliable contact forces, especially for high speed collisions.
 | 
			
		||||
struct b2ManifoldPoint
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 localPoint;		///< usage depends on manifold type
 | 
			
		||||
	float32 normalImpulse;	///< the non-penetration impulse
 | 
			
		||||
	float32 tangentImpulse;	///< the friction impulse
 | 
			
		||||
	b2ContactID id;			///< uniquely identifies a contact point between two shapes
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A manifold for two touching convex shapes.
 | 
			
		||||
/// Box2D supports multiple types of contact:
 | 
			
		||||
/// - clip point versus plane with radius
 | 
			
		||||
/// - point versus point with radius (circles)
 | 
			
		||||
/// The local point usage depends on the manifold type:
 | 
			
		||||
/// -e_circles: the local center of circleA
 | 
			
		||||
/// -e_faceA: the center of faceA
 | 
			
		||||
/// -e_faceB: the center of faceB
 | 
			
		||||
/// Similarly the local normal usage:
 | 
			
		||||
/// -e_circles: not used
 | 
			
		||||
/// -e_faceA: the normal on polygonA
 | 
			
		||||
/// -e_faceB: the normal on polygonB
 | 
			
		||||
/// We store contacts in this way so that position correction can
 | 
			
		||||
/// account for movement, which is critical for continuous physics.
 | 
			
		||||
/// All contact scenarios must be expressed in one of these types.
 | 
			
		||||
/// This structure is stored across time steps, so we keep it small.
 | 
			
		||||
struct b2Manifold
 | 
			
		||||
{
 | 
			
		||||
	enum Type
 | 
			
		||||
	{
 | 
			
		||||
		e_circles,
 | 
			
		||||
		e_faceA,
 | 
			
		||||
		e_faceB
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	b2ManifoldPoint points[b2_maxManifoldPoints];	///< the points of contact
 | 
			
		||||
	b2Vec2 localNormal;								///< not use for Type::e_points
 | 
			
		||||
	b2Vec2 localPoint;								///< usage depends on manifold type
 | 
			
		||||
	Type type;
 | 
			
		||||
	juce::int32 pointCount;								///< the number of manifold points
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is used to compute the current state of a contact manifold.
 | 
			
		||||
struct b2WorldManifold
 | 
			
		||||
{
 | 
			
		||||
	/// Evaluate the manifold with supplied transforms. This assumes
 | 
			
		||||
	/// modest motion from the original state. This does not change the
 | 
			
		||||
	/// point count, impulses, etc. The radii must come from the shapes
 | 
			
		||||
	/// that generated the manifold.
 | 
			
		||||
	void Initialize(const b2Manifold* manifold,
 | 
			
		||||
					const b2Transform& xfA, float32 radiusA,
 | 
			
		||||
					const b2Transform& xfB, float32 radiusB);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 normal;							///< world vector pointing from A to B
 | 
			
		||||
	b2Vec2 points[b2_maxManifoldPoints];	///< world contact point (point of intersection)
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is used for determining the state of contact points.
 | 
			
		||||
enum b2PointState
 | 
			
		||||
{
 | 
			
		||||
	b2_nullState,		///< point does not exist
 | 
			
		||||
	b2_addState,		///< point was added in the update
 | 
			
		||||
	b2_persistState,	///< point persisted across the update
 | 
			
		||||
	b2_removeState		///< point was removed in the update
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Compute the point states given two manifolds. The states pertain to the transition from manifold1
 | 
			
		||||
/// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
 | 
			
		||||
void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
 | 
			
		||||
					  const b2Manifold* manifold1, const b2Manifold* manifold2);
 | 
			
		||||
 | 
			
		||||
/// Used for computing contact manifolds.
 | 
			
		||||
struct b2ClipVertex
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 v;
 | 
			
		||||
	b2ContactID id;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
 | 
			
		||||
struct b2RayCastInput
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 p1, p2;
 | 
			
		||||
	float32 maxFraction;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
 | 
			
		||||
/// come from b2RayCastInput.
 | 
			
		||||
struct b2RayCastOutput
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 normal;
 | 
			
		||||
	float32 fraction;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// An axis aligned bounding box.
 | 
			
		||||
struct b2AABB
 | 
			
		||||
{
 | 
			
		||||
	/// Verify that the bounds are sorted.
 | 
			
		||||
	bool IsValid() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the center of the AABB.
 | 
			
		||||
	b2Vec2 GetCenter() const
 | 
			
		||||
	{
 | 
			
		||||
		return 0.5f * (lowerBound + upperBound);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Get the extents of the AABB (half-widths).
 | 
			
		||||
	b2Vec2 GetExtents() const
 | 
			
		||||
	{
 | 
			
		||||
		return 0.5f * (upperBound - lowerBound);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Get the perimeter length
 | 
			
		||||
	float32 GetPerimeter() const
 | 
			
		||||
	{
 | 
			
		||||
		float32 wx = upperBound.x - lowerBound.x;
 | 
			
		||||
		float32 wy = upperBound.y - lowerBound.y;
 | 
			
		||||
		return 2.0f * (wx + wy);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Combine an AABB into this one.
 | 
			
		||||
	void Combine(const b2AABB& aabb)
 | 
			
		||||
	{
 | 
			
		||||
		lowerBound = b2Min(lowerBound, aabb.lowerBound);
 | 
			
		||||
		upperBound = b2Max(upperBound, aabb.upperBound);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Combine two AABBs into this one.
 | 
			
		||||
	void Combine(const b2AABB& aabb1, const b2AABB& aabb2)
 | 
			
		||||
	{
 | 
			
		||||
		lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound);
 | 
			
		||||
		upperBound = b2Max(aabb1.upperBound, aabb2.upperBound);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Does this aabb contain the provided AABB.
 | 
			
		||||
	bool Contains(const b2AABB& aabb) const
 | 
			
		||||
	{
 | 
			
		||||
		bool result = true;
 | 
			
		||||
		result = result && lowerBound.x <= aabb.lowerBound.x;
 | 
			
		||||
		result = result && lowerBound.y <= aabb.lowerBound.y;
 | 
			
		||||
		result = result && aabb.upperBound.x <= upperBound.x;
 | 
			
		||||
		result = result && aabb.upperBound.y <= upperBound.y;
 | 
			
		||||
		return result;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 lowerBound;	///< the lower vertex
 | 
			
		||||
	b2Vec2 upperBound;	///< the upper vertex
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Compute the collision manifold between two circles.
 | 
			
		||||
void b2CollideCircles(b2Manifold* manifold,
 | 
			
		||||
					  const b2CircleShape* circleA, const b2Transform& xfA,
 | 
			
		||||
					  const b2CircleShape* circleB, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
/// Compute the collision manifold between a polygon and a circle.
 | 
			
		||||
void b2CollidePolygonAndCircle(b2Manifold* manifold,
 | 
			
		||||
							   const b2PolygonShape* polygonA, const b2Transform& xfA,
 | 
			
		||||
							   const b2CircleShape* circleB, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
/// Compute the collision manifold between two polygons.
 | 
			
		||||
void b2CollidePolygons(b2Manifold* manifold,
 | 
			
		||||
					   const b2PolygonShape* polygonA, const b2Transform& xfA,
 | 
			
		||||
					   const b2PolygonShape* polygonB, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
/// Compute the collision manifold between an edge and a circle.
 | 
			
		||||
void b2CollideEdgeAndCircle(b2Manifold* manifold,
 | 
			
		||||
							   const b2EdgeShape* polygonA, const b2Transform& xfA,
 | 
			
		||||
							   const b2CircleShape* circleB, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
/// Compute the collision manifold between an edge and a circle.
 | 
			
		||||
void b2CollideEdgeAndPolygon(b2Manifold* manifold,
 | 
			
		||||
							   const b2EdgeShape* edgeA, const b2Transform& xfA,
 | 
			
		||||
							   const b2PolygonShape* circleB, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
/// Clipping for contact manifolds.
 | 
			
		||||
juce::int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
 | 
			
		||||
							    const b2Vec2& normal, float32 offset, juce::int32 vertexIndexA);
 | 
			
		||||
 | 
			
		||||
/// Determine if two generic shapes overlap.
 | 
			
		||||
bool b2TestOverlap(	const b2Shape* shapeA, juce::int32 indexA,
 | 
			
		||||
					const b2Shape* shapeB, juce::int32 indexB,
 | 
			
		||||
					const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
 | 
			
		||||
// ---------------- Inline Functions ------------------------------------------
 | 
			
		||||
 | 
			
		||||
inline bool b2AABB::IsValid() const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 d = upperBound - lowerBound;
 | 
			
		||||
	bool valid = d.x >= 0.0f && d.y >= 0.0f;
 | 
			
		||||
	valid = valid && lowerBound.IsValid() && upperBound.IsValid();
 | 
			
		||||
	return valid;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 d1, d2;
 | 
			
		||||
	d1 = b.lowerBound - a.upperBound;
 | 
			
		||||
	d2 = a.lowerBound - b.upperBound;
 | 
			
		||||
 | 
			
		||||
	if (d1.x > 0.0f || d1.y > 0.0f)
 | 
			
		||||
		return false;
 | 
			
		||||
 | 
			
		||||
	if (d2.x > 0.0f || d2.y > 0.0f)
 | 
			
		||||
		return false;
 | 
			
		||||
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@@ -1,141 +1,141 @@
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_DISTANCE_H
 | 
			
		||||
#define B2_DISTANCE_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
 | 
			
		||||
class b2Shape;
 | 
			
		||||
 | 
			
		||||
/// A distance proxy is used by the GJK algorithm.
 | 
			
		||||
/// It encapsulates any shape.
 | 
			
		||||
struct b2DistanceProxy
 | 
			
		||||
{
 | 
			
		||||
	b2DistanceProxy() : m_vertices(NULL), m_count(0), m_radius(0.0f) {}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the proxy using the given shape. The shape
 | 
			
		||||
	/// must remain in scope while the proxy is in use.
 | 
			
		||||
	void Set(const b2Shape* shape, juce::int32 index);
 | 
			
		||||
 | 
			
		||||
	/// Get the supporting vertex index in the given direction.
 | 
			
		||||
	juce::int32 GetSupport(const b2Vec2& d) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the supporting vertex in the given direction.
 | 
			
		||||
	const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the vertex count.
 | 
			
		||||
	juce::int32 GetVertexCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get a vertex by index. Used by b2Distance.
 | 
			
		||||
	const b2Vec2& GetVertex(juce::int32 index) const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_buffer[2];
 | 
			
		||||
	const b2Vec2* m_vertices;
 | 
			
		||||
	juce::int32 m_count;
 | 
			
		||||
	float32 m_radius;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Used to warm start b2Distance.
 | 
			
		||||
/// Set count to zero on first call.
 | 
			
		||||
struct b2SimplexCache
 | 
			
		||||
{
 | 
			
		||||
	float32 metric;		///< length or area
 | 
			
		||||
	juce::uint16 count;
 | 
			
		||||
	juce::uint8 indexA[3];	///< vertices on shape A
 | 
			
		||||
	juce::uint8 indexB[3];	///< vertices on shape B
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Input for b2Distance.
 | 
			
		||||
/// You have to option to use the shape radii
 | 
			
		||||
/// in the computation. Even
 | 
			
		||||
struct b2DistanceInput
 | 
			
		||||
{
 | 
			
		||||
	b2DistanceProxy proxyA;
 | 
			
		||||
	b2DistanceProxy proxyB;
 | 
			
		||||
	b2Transform transformA;
 | 
			
		||||
	b2Transform transformB;
 | 
			
		||||
	bool useRadii;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Output for b2Distance.
 | 
			
		||||
struct b2DistanceOutput
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 pointA;		///< closest point on shapeA
 | 
			
		||||
	b2Vec2 pointB;		///< closest point on shapeB
 | 
			
		||||
	float32 distance;
 | 
			
		||||
	juce::int32 iterations;	///< number of GJK iterations used
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Compute the closest points between two shapes. Supports any combination of:
 | 
			
		||||
/// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
 | 
			
		||||
/// On the first call set b2SimplexCache.count to zero.
 | 
			
		||||
void b2Distance(b2DistanceOutput* output,
 | 
			
		||||
				b2SimplexCache* cache,
 | 
			
		||||
				const b2DistanceInput* input);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
//////////////////////////////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2DistanceProxy::GetVertexCount() const
 | 
			
		||||
{
 | 
			
		||||
	return m_count;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Vec2& b2DistanceProxy::GetVertex(juce::int32 index) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= index && index < m_count);
 | 
			
		||||
	return m_vertices[index];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2DistanceProxy::GetSupport(const b2Vec2& d) const
 | 
			
		||||
{
 | 
			
		||||
	juce::int32 bestIndex = 0;
 | 
			
		||||
	float32 bestValue = b2Dot(m_vertices[0], d);
 | 
			
		||||
	for (juce::int32 i = 1; i < m_count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 value = b2Dot(m_vertices[i], d);
 | 
			
		||||
		if (value > bestValue)
 | 
			
		||||
		{
 | 
			
		||||
			bestIndex = i;
 | 
			
		||||
			bestValue = value;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return bestIndex;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Vec2& b2DistanceProxy::GetSupportVertex(const b2Vec2& d) const
 | 
			
		||||
{
 | 
			
		||||
	juce::int32 bestIndex = 0;
 | 
			
		||||
	float32 bestValue = b2Dot(m_vertices[0], d);
 | 
			
		||||
	for (juce::int32 i = 1; i < m_count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 value = b2Dot(m_vertices[i], d);
 | 
			
		||||
		if (value > bestValue)
 | 
			
		||||
		{
 | 
			
		||||
			bestIndex = i;
 | 
			
		||||
			bestValue = value;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return m_vertices[bestIndex];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_DISTANCE_H
 | 
			
		||||
#define B2_DISTANCE_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
 | 
			
		||||
class b2Shape;
 | 
			
		||||
 | 
			
		||||
/// A distance proxy is used by the GJK algorithm.
 | 
			
		||||
/// It encapsulates any shape.
 | 
			
		||||
struct b2DistanceProxy
 | 
			
		||||
{
 | 
			
		||||
	b2DistanceProxy() : m_vertices(NULL), m_count(0), m_radius(0.0f) {}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the proxy using the given shape. The shape
 | 
			
		||||
	/// must remain in scope while the proxy is in use.
 | 
			
		||||
	void Set(const b2Shape* shape, juce::int32 index);
 | 
			
		||||
 | 
			
		||||
	/// Get the supporting vertex index in the given direction.
 | 
			
		||||
	juce::int32 GetSupport(const b2Vec2& d) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the supporting vertex in the given direction.
 | 
			
		||||
	const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the vertex count.
 | 
			
		||||
	juce::int32 GetVertexCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get a vertex by index. Used by b2Distance.
 | 
			
		||||
	const b2Vec2& GetVertex(juce::int32 index) const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_buffer[2];
 | 
			
		||||
	const b2Vec2* m_vertices;
 | 
			
		||||
	juce::int32 m_count;
 | 
			
		||||
	float32 m_radius;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Used to warm start b2Distance.
 | 
			
		||||
/// Set count to zero on first call.
 | 
			
		||||
struct b2SimplexCache
 | 
			
		||||
{
 | 
			
		||||
	float32 metric;		///< length or area
 | 
			
		||||
	juce::uint16 count;
 | 
			
		||||
	juce::uint8 indexA[3];	///< vertices on shape A
 | 
			
		||||
	juce::uint8 indexB[3];	///< vertices on shape B
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Input for b2Distance.
 | 
			
		||||
/// You have to option to use the shape radii
 | 
			
		||||
/// in the computation. Even
 | 
			
		||||
struct b2DistanceInput
 | 
			
		||||
{
 | 
			
		||||
	b2DistanceProxy proxyA;
 | 
			
		||||
	b2DistanceProxy proxyB;
 | 
			
		||||
	b2Transform transformA;
 | 
			
		||||
	b2Transform transformB;
 | 
			
		||||
	bool useRadii;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Output for b2Distance.
 | 
			
		||||
struct b2DistanceOutput
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 pointA;		///< closest point on shapeA
 | 
			
		||||
	b2Vec2 pointB;		///< closest point on shapeB
 | 
			
		||||
	float32 distance;
 | 
			
		||||
	juce::int32 iterations;	///< number of GJK iterations used
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Compute the closest points between two shapes. Supports any combination of:
 | 
			
		||||
/// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
 | 
			
		||||
/// On the first call set b2SimplexCache.count to zero.
 | 
			
		||||
void b2Distance(b2DistanceOutput* output,
 | 
			
		||||
				b2SimplexCache* cache,
 | 
			
		||||
				const b2DistanceInput* input);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
//////////////////////////////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2DistanceProxy::GetVertexCount() const
 | 
			
		||||
{
 | 
			
		||||
	return m_count;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Vec2& b2DistanceProxy::GetVertex(juce::int32 index) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= index && index < m_count);
 | 
			
		||||
	return m_vertices[index];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2DistanceProxy::GetSupport(const b2Vec2& d) const
 | 
			
		||||
{
 | 
			
		||||
	juce::int32 bestIndex = 0;
 | 
			
		||||
	float32 bestValue = b2Dot(m_vertices[0], d);
 | 
			
		||||
	for (juce::int32 i = 1; i < m_count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 value = b2Dot(m_vertices[i], d);
 | 
			
		||||
		if (value > bestValue)
 | 
			
		||||
		{
 | 
			
		||||
			bestIndex = i;
 | 
			
		||||
			bestValue = value;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return bestIndex;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Vec2& b2DistanceProxy::GetSupportVertex(const b2Vec2& d) const
 | 
			
		||||
{
 | 
			
		||||
	juce::int32 bestIndex = 0;
 | 
			
		||||
	float32 bestValue = b2Dot(m_vertices[0], d);
 | 
			
		||||
	for (juce::int32 i = 1; i < m_count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		float32 value = b2Dot(m_vertices[i], d);
 | 
			
		||||
		if (value > bestValue)
 | 
			
		||||
		{
 | 
			
		||||
			bestIndex = i;
 | 
			
		||||
			bestValue = value;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return m_vertices[bestIndex];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@@ -1,284 +1,284 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_DYNAMIC_TREE_H
 | 
			
		||||
#define B2_DYNAMIC_TREE_H
 | 
			
		||||
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "../Common/b2GrowableStack.h"
 | 
			
		||||
 | 
			
		||||
#define b2_nullNode (-1)
 | 
			
		||||
 | 
			
		||||
/// A node in the dynamic tree. The client does not interact with this directly.
 | 
			
		||||
struct b2TreeNode
 | 
			
		||||
{
 | 
			
		||||
	bool IsLeaf() const
 | 
			
		||||
	{
 | 
			
		||||
		return child1 == b2_nullNode;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Enlarged AABB
 | 
			
		||||
	b2AABB aabb;
 | 
			
		||||
 | 
			
		||||
	void* userData;
 | 
			
		||||
 | 
			
		||||
	union
 | 
			
		||||
	{
 | 
			
		||||
		juce::int32 parent;
 | 
			
		||||
		juce::int32 next;
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	juce::int32 child1;
 | 
			
		||||
	juce::int32 child2;
 | 
			
		||||
 | 
			
		||||
	// leaf = 0, free node = -1
 | 
			
		||||
	juce::int32 height;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
 | 
			
		||||
/// A dynamic tree arranges data in a binary tree to accelerate
 | 
			
		||||
/// queries such as volume queries and ray casts. Leafs are proxies
 | 
			
		||||
/// with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor
 | 
			
		||||
/// so that the proxy AABB is bigger than the client object. This allows the client
 | 
			
		||||
/// object to move by small amounts without triggering a tree update.
 | 
			
		||||
///
 | 
			
		||||
/// Nodes are pooled and relocatable, so we use node indices rather than pointers.
 | 
			
		||||
class b2DynamicTree
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	/// Constructing the tree initializes the node pool.
 | 
			
		||||
	b2DynamicTree();
 | 
			
		||||
 | 
			
		||||
	/// Destroy the tree, freeing the node pool.
 | 
			
		||||
	~b2DynamicTree();
 | 
			
		||||
 | 
			
		||||
	/// Create a proxy. Provide a tight fitting AABB and a userData pointer.
 | 
			
		||||
	juce::int32 CreateProxy(const b2AABB& aabb, void* userData);
 | 
			
		||||
 | 
			
		||||
	/// Destroy a proxy. This asserts if the id is invalid.
 | 
			
		||||
	void DestroyProxy(juce::int32 proxyId);
 | 
			
		||||
 | 
			
		||||
	/// Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB,
 | 
			
		||||
	/// then the proxy is removed from the tree and re-inserted. Otherwise
 | 
			
		||||
	/// the function returns immediately.
 | 
			
		||||
	/// @return true if the proxy was re-inserted.
 | 
			
		||||
	bool MoveProxy(juce::int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement);
 | 
			
		||||
 | 
			
		||||
	/// Get proxy user data.
 | 
			
		||||
	/// @return the proxy user data or 0 if the id is invalid.
 | 
			
		||||
	void* GetUserData(juce::int32 proxyId) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the fat AABB for a proxy.
 | 
			
		||||
	const b2AABB& GetFatAABB(juce::int32 proxyId) const;
 | 
			
		||||
 | 
			
		||||
	/// Query an AABB for overlapping proxies. The callback class
 | 
			
		||||
	/// is called for each proxy that overlaps the supplied AABB.
 | 
			
		||||
	template <typename T>
 | 
			
		||||
	void Query(T* callback, const b2AABB& aabb) const;
 | 
			
		||||
 | 
			
		||||
	/// Ray-cast against the proxies in the tree. This relies on the callback
 | 
			
		||||
	/// to perform a exact ray-cast in the case were the proxy contains a shape.
 | 
			
		||||
	/// The callback also performs the any collision filtering. This has performance
 | 
			
		||||
	/// roughly equal to k * log(n), where k is the number of collisions and n is the
 | 
			
		||||
	/// number of proxies in the tree.
 | 
			
		||||
	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
 | 
			
		||||
	/// @param callback a callback class that is called for each proxy that is hit by the ray.
 | 
			
		||||
	template <typename T>
 | 
			
		||||
	void RayCast(T* callback, const b2RayCastInput& input) const;
 | 
			
		||||
 | 
			
		||||
	/// Validate this tree. For testing.
 | 
			
		||||
	void Validate() const;
 | 
			
		||||
 | 
			
		||||
	/// Compute the height of the binary tree in O(N) time. Should not be
 | 
			
		||||
	/// called often.
 | 
			
		||||
	juce::int32 GetHeight() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the maximum balance of an node in the tree. The balance is the difference
 | 
			
		||||
	/// in height of the two children of a node.
 | 
			
		||||
	juce::int32 GetMaxBalance() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the ratio of the sum of the node areas to the root area.
 | 
			
		||||
	float32 GetAreaRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// Build an optimal tree. Very expensive. For testing.
 | 
			
		||||
	void RebuildBottomUp();
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	juce::int32 AllocateNode();
 | 
			
		||||
	void FreeNode(juce::int32 node);
 | 
			
		||||
 | 
			
		||||
	void InsertLeaf(juce::int32 node);
 | 
			
		||||
	void RemoveLeaf(juce::int32 node);
 | 
			
		||||
 | 
			
		||||
	juce::int32 Balance(juce::int32 index);
 | 
			
		||||
 | 
			
		||||
	juce::int32 ComputeHeight() const;
 | 
			
		||||
	juce::int32 ComputeHeight(juce::int32 nodeId) const;
 | 
			
		||||
 | 
			
		||||
	void ValidateStructure(juce::int32 index) const;
 | 
			
		||||
	void ValidateMetrics(juce::int32 index) const;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_root;
 | 
			
		||||
 | 
			
		||||
	b2TreeNode* m_nodes;
 | 
			
		||||
	juce::int32 m_nodeCount;
 | 
			
		||||
	juce::int32 m_nodeCapacity;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_freeList;
 | 
			
		||||
 | 
			
		||||
	/// This is used to incrementally traverse the tree for re-balancing.
 | 
			
		||||
	juce::uint32 m_path;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_insertionCount;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline void* b2DynamicTree::GetUserData(juce::int32 proxyId) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
 | 
			
		||||
	return m_nodes[proxyId].userData;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2AABB& b2DynamicTree::GetFatAABB(juce::int32 proxyId) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
 | 
			
		||||
	return m_nodes[proxyId].aabb;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
template <typename T>
 | 
			
		||||
inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
 | 
			
		||||
{
 | 
			
		||||
	b2GrowableStack<juce::int32, 256> stack;
 | 
			
		||||
	stack.Push(m_root);
 | 
			
		||||
 | 
			
		||||
	while (stack.GetCount() > 0)
 | 
			
		||||
	{
 | 
			
		||||
		juce::int32 nodeId = stack.Pop();
 | 
			
		||||
		if (nodeId == b2_nullNode)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const b2TreeNode* node = m_nodes + nodeId;
 | 
			
		||||
 | 
			
		||||
		if (b2TestOverlap(node->aabb, aabb))
 | 
			
		||||
		{
 | 
			
		||||
			if (node->IsLeaf())
 | 
			
		||||
			{
 | 
			
		||||
				bool proceed = callback->QueryCallback(nodeId);
 | 
			
		||||
				if (proceed == false)
 | 
			
		||||
				{
 | 
			
		||||
					return;
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
			else
 | 
			
		||||
			{
 | 
			
		||||
				stack.Push(node->child1);
 | 
			
		||||
				stack.Push(node->child2);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
template <typename T>
 | 
			
		||||
inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 p1 = input.p1;
 | 
			
		||||
	b2Vec2 p2 = input.p2;
 | 
			
		||||
	b2Vec2 r = p2 - p1;
 | 
			
		||||
	b2Assert(r.LengthSquared() > 0.0f);
 | 
			
		||||
	r.Normalize();
 | 
			
		||||
 | 
			
		||||
	// v is perpendicular to the segment.
 | 
			
		||||
	b2Vec2 v = b2Cross(1.0f, r);
 | 
			
		||||
	b2Vec2 abs_v = b2Abs(v);
 | 
			
		||||
 | 
			
		||||
	// Separating axis for segment (Gino, p80).
 | 
			
		||||
	// |dot(v, p1 - c)| > dot(|v|, h)
 | 
			
		||||
 | 
			
		||||
	float32 maxFraction = input.maxFraction;
 | 
			
		||||
 | 
			
		||||
	// Build a bounding box for the segment.
 | 
			
		||||
	b2AABB segmentAABB;
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 t = p1 + maxFraction * (p2 - p1);
 | 
			
		||||
		segmentAABB.lowerBound = b2Min(p1, t);
 | 
			
		||||
		segmentAABB.upperBound = b2Max(p1, t);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2GrowableStack<juce::int32, 256> stack;
 | 
			
		||||
	stack.Push(m_root);
 | 
			
		||||
 | 
			
		||||
	while (stack.GetCount() > 0)
 | 
			
		||||
	{
 | 
			
		||||
		juce::int32 nodeId = stack.Pop();
 | 
			
		||||
		if (nodeId == b2_nullNode)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const b2TreeNode* node = m_nodes + nodeId;
 | 
			
		||||
 | 
			
		||||
		if (b2TestOverlap(node->aabb, segmentAABB) == false)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// Separating axis for segment (Gino, p80).
 | 
			
		||||
		// |dot(v, p1 - c)| > dot(|v|, h)
 | 
			
		||||
		b2Vec2 c = node->aabb.GetCenter();
 | 
			
		||||
		b2Vec2 h = node->aabb.GetExtents();
 | 
			
		||||
		float32 separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h);
 | 
			
		||||
		if (separation > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (node->IsLeaf())
 | 
			
		||||
		{
 | 
			
		||||
			b2RayCastInput subInput;
 | 
			
		||||
			subInput.p1 = input.p1;
 | 
			
		||||
			subInput.p2 = input.p2;
 | 
			
		||||
			subInput.maxFraction = maxFraction;
 | 
			
		||||
 | 
			
		||||
			float32 value = callback->RayCastCallback(subInput, nodeId);
 | 
			
		||||
 | 
			
		||||
			if (value == 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				// The client has terminated the ray cast.
 | 
			
		||||
				return;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if (value > 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				// Update segment bounding box.
 | 
			
		||||
				maxFraction = value;
 | 
			
		||||
				b2Vec2 t = p1 + maxFraction * (p2 - p1);
 | 
			
		||||
				segmentAABB.lowerBound = b2Min(p1, t);
 | 
			
		||||
				segmentAABB.upperBound = b2Max(p1, t);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			stack.Push(node->child1);
 | 
			
		||||
			stack.Push(node->child2);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_DYNAMIC_TREE_H
 | 
			
		||||
#define B2_DYNAMIC_TREE_H
 | 
			
		||||
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "../Common/b2GrowableStack.h"
 | 
			
		||||
 | 
			
		||||
#define b2_nullNode (-1)
 | 
			
		||||
 | 
			
		||||
/// A node in the dynamic tree. The client does not interact with this directly.
 | 
			
		||||
struct b2TreeNode
 | 
			
		||||
{
 | 
			
		||||
	bool IsLeaf() const
 | 
			
		||||
	{
 | 
			
		||||
		return child1 == b2_nullNode;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Enlarged AABB
 | 
			
		||||
	b2AABB aabb;
 | 
			
		||||
 | 
			
		||||
	void* userData;
 | 
			
		||||
 | 
			
		||||
	union
 | 
			
		||||
	{
 | 
			
		||||
		juce::int32 parent;
 | 
			
		||||
		juce::int32 next;
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	juce::int32 child1;
 | 
			
		||||
	juce::int32 child2;
 | 
			
		||||
 | 
			
		||||
	// leaf = 0, free node = -1
 | 
			
		||||
	juce::int32 height;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
 | 
			
		||||
/// A dynamic tree arranges data in a binary tree to accelerate
 | 
			
		||||
/// queries such as volume queries and ray casts. Leafs are proxies
 | 
			
		||||
/// with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor
 | 
			
		||||
/// so that the proxy AABB is bigger than the client object. This allows the client
 | 
			
		||||
/// object to move by small amounts without triggering a tree update.
 | 
			
		||||
///
 | 
			
		||||
/// Nodes are pooled and relocatable, so we use node indices rather than pointers.
 | 
			
		||||
class b2DynamicTree
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	/// Constructing the tree initializes the node pool.
 | 
			
		||||
	b2DynamicTree();
 | 
			
		||||
 | 
			
		||||
	/// Destroy the tree, freeing the node pool.
 | 
			
		||||
	~b2DynamicTree();
 | 
			
		||||
 | 
			
		||||
	/// Create a proxy. Provide a tight fitting AABB and a userData pointer.
 | 
			
		||||
	juce::int32 CreateProxy(const b2AABB& aabb, void* userData);
 | 
			
		||||
 | 
			
		||||
	/// Destroy a proxy. This asserts if the id is invalid.
 | 
			
		||||
	void DestroyProxy(juce::int32 proxyId);
 | 
			
		||||
 | 
			
		||||
	/// Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB,
 | 
			
		||||
	/// then the proxy is removed from the tree and re-inserted. Otherwise
 | 
			
		||||
	/// the function returns immediately.
 | 
			
		||||
	/// @return true if the proxy was re-inserted.
 | 
			
		||||
	bool MoveProxy(juce::int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement);
 | 
			
		||||
 | 
			
		||||
	/// Get proxy user data.
 | 
			
		||||
	/// @return the proxy user data or 0 if the id is invalid.
 | 
			
		||||
	void* GetUserData(juce::int32 proxyId) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the fat AABB for a proxy.
 | 
			
		||||
	const b2AABB& GetFatAABB(juce::int32 proxyId) const;
 | 
			
		||||
 | 
			
		||||
	/// Query an AABB for overlapping proxies. The callback class
 | 
			
		||||
	/// is called for each proxy that overlaps the supplied AABB.
 | 
			
		||||
	template <typename T>
 | 
			
		||||
	void Query(T* callback, const b2AABB& aabb) const;
 | 
			
		||||
 | 
			
		||||
	/// Ray-cast against the proxies in the tree. This relies on the callback
 | 
			
		||||
	/// to perform a exact ray-cast in the case were the proxy contains a shape.
 | 
			
		||||
	/// The callback also performs the any collision filtering. This has performance
 | 
			
		||||
	/// roughly equal to k * log(n), where k is the number of collisions and n is the
 | 
			
		||||
	/// number of proxies in the tree.
 | 
			
		||||
	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
 | 
			
		||||
	/// @param callback a callback class that is called for each proxy that is hit by the ray.
 | 
			
		||||
	template <typename T>
 | 
			
		||||
	void RayCast(T* callback, const b2RayCastInput& input) const;
 | 
			
		||||
 | 
			
		||||
	/// Validate this tree. For testing.
 | 
			
		||||
	void Validate() const;
 | 
			
		||||
 | 
			
		||||
	/// Compute the height of the binary tree in O(N) time. Should not be
 | 
			
		||||
	/// called often.
 | 
			
		||||
	juce::int32 GetHeight() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the maximum balance of an node in the tree. The balance is the difference
 | 
			
		||||
	/// in height of the two children of a node.
 | 
			
		||||
	juce::int32 GetMaxBalance() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the ratio of the sum of the node areas to the root area.
 | 
			
		||||
	float32 GetAreaRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// Build an optimal tree. Very expensive. For testing.
 | 
			
		||||
	void RebuildBottomUp();
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	juce::int32 AllocateNode();
 | 
			
		||||
	void FreeNode(juce::int32 node);
 | 
			
		||||
 | 
			
		||||
	void InsertLeaf(juce::int32 node);
 | 
			
		||||
	void RemoveLeaf(juce::int32 node);
 | 
			
		||||
 | 
			
		||||
	juce::int32 Balance(juce::int32 index);
 | 
			
		||||
 | 
			
		||||
	juce::int32 ComputeHeight() const;
 | 
			
		||||
	juce::int32 ComputeHeight(juce::int32 nodeId) const;
 | 
			
		||||
 | 
			
		||||
	void ValidateStructure(juce::int32 index) const;
 | 
			
		||||
	void ValidateMetrics(juce::int32 index) const;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_root;
 | 
			
		||||
 | 
			
		||||
	b2TreeNode* m_nodes;
 | 
			
		||||
	juce::int32 m_nodeCount;
 | 
			
		||||
	juce::int32 m_nodeCapacity;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_freeList;
 | 
			
		||||
 | 
			
		||||
	/// This is used to incrementally traverse the tree for re-balancing.
 | 
			
		||||
	juce::uint32 m_path;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_insertionCount;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline void* b2DynamicTree::GetUserData(juce::int32 proxyId) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
 | 
			
		||||
	return m_nodes[proxyId].userData;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2AABB& b2DynamicTree::GetFatAABB(juce::int32 proxyId) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
 | 
			
		||||
	return m_nodes[proxyId].aabb;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
template <typename T>
 | 
			
		||||
inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
 | 
			
		||||
{
 | 
			
		||||
	b2GrowableStack<juce::int32, 256> stack;
 | 
			
		||||
	stack.Push(m_root);
 | 
			
		||||
 | 
			
		||||
	while (stack.GetCount() > 0)
 | 
			
		||||
	{
 | 
			
		||||
		juce::int32 nodeId = stack.Pop();
 | 
			
		||||
		if (nodeId == b2_nullNode)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const b2TreeNode* node = m_nodes + nodeId;
 | 
			
		||||
 | 
			
		||||
		if (b2TestOverlap(node->aabb, aabb))
 | 
			
		||||
		{
 | 
			
		||||
			if (node->IsLeaf())
 | 
			
		||||
			{
 | 
			
		||||
				bool proceed = callback->QueryCallback(nodeId);
 | 
			
		||||
				if (proceed == false)
 | 
			
		||||
				{
 | 
			
		||||
					return;
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
			else
 | 
			
		||||
			{
 | 
			
		||||
				stack.Push(node->child1);
 | 
			
		||||
				stack.Push(node->child2);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
template <typename T>
 | 
			
		||||
inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 p1 = input.p1;
 | 
			
		||||
	b2Vec2 p2 = input.p2;
 | 
			
		||||
	b2Vec2 r = p2 - p1;
 | 
			
		||||
	b2Assert(r.LengthSquared() > 0.0f);
 | 
			
		||||
	r.Normalize();
 | 
			
		||||
 | 
			
		||||
	// v is perpendicular to the segment.
 | 
			
		||||
	b2Vec2 v = b2Cross(1.0f, r);
 | 
			
		||||
	b2Vec2 abs_v = b2Abs(v);
 | 
			
		||||
 | 
			
		||||
	// Separating axis for segment (Gino, p80).
 | 
			
		||||
	// |dot(v, p1 - c)| > dot(|v|, h)
 | 
			
		||||
 | 
			
		||||
	float32 maxFraction = input.maxFraction;
 | 
			
		||||
 | 
			
		||||
	// Build a bounding box for the segment.
 | 
			
		||||
	b2AABB segmentAABB;
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 t = p1 + maxFraction * (p2 - p1);
 | 
			
		||||
		segmentAABB.lowerBound = b2Min(p1, t);
 | 
			
		||||
		segmentAABB.upperBound = b2Max(p1, t);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2GrowableStack<juce::int32, 256> stack;
 | 
			
		||||
	stack.Push(m_root);
 | 
			
		||||
 | 
			
		||||
	while (stack.GetCount() > 0)
 | 
			
		||||
	{
 | 
			
		||||
		juce::int32 nodeId = stack.Pop();
 | 
			
		||||
		if (nodeId == b2_nullNode)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const b2TreeNode* node = m_nodes + nodeId;
 | 
			
		||||
 | 
			
		||||
		if (b2TestOverlap(node->aabb, segmentAABB) == false)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// Separating axis for segment (Gino, p80).
 | 
			
		||||
		// |dot(v, p1 - c)| > dot(|v|, h)
 | 
			
		||||
		b2Vec2 c = node->aabb.GetCenter();
 | 
			
		||||
		b2Vec2 h = node->aabb.GetExtents();
 | 
			
		||||
		float32 separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h);
 | 
			
		||||
		if (separation > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (node->IsLeaf())
 | 
			
		||||
		{
 | 
			
		||||
			b2RayCastInput subInput;
 | 
			
		||||
			subInput.p1 = input.p1;
 | 
			
		||||
			subInput.p2 = input.p2;
 | 
			
		||||
			subInput.maxFraction = maxFraction;
 | 
			
		||||
 | 
			
		||||
			float32 value = callback->RayCastCallback(subInput, nodeId);
 | 
			
		||||
 | 
			
		||||
			if (value == 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				// The client has terminated the ray cast.
 | 
			
		||||
				return;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if (value > 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				// Update segment bounding box.
 | 
			
		||||
				maxFraction = value;
 | 
			
		||||
				b2Vec2 t = p1 + maxFraction * (p2 - p1);
 | 
			
		||||
				segmentAABB.lowerBound = b2Min(p1, t);
 | 
			
		||||
				segmentAABB.upperBound = b2Max(p1, t);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			stack.Push(node->child1);
 | 
			
		||||
			stack.Push(node->child2);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,476 +1,476 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "b2Distance.h"
 | 
			
		||||
#include "b2TimeOfImpact.h"
 | 
			
		||||
#include "Shapes/b2CircleShape.h"
 | 
			
		||||
#include "Shapes/b2PolygonShape.h"
 | 
			
		||||
 | 
			
		||||
#include <cstdio>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
 | 
			
		||||
int32 b2_toiRootIters, b2_toiMaxRootIters;
 | 
			
		||||
 | 
			
		||||
struct b2SeparationFunction
 | 
			
		||||
{
 | 
			
		||||
	enum Type
 | 
			
		||||
	{
 | 
			
		||||
		e_points,
 | 
			
		||||
		e_faceA,
 | 
			
		||||
		e_faceB
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	// TODO_ERIN might not need to return the separation
 | 
			
		||||
 | 
			
		||||
	float32 Initialize(const b2SimplexCache* cache,
 | 
			
		||||
		const b2DistanceProxy* proxyA, const b2Sweep& sweepA,
 | 
			
		||||
		const b2DistanceProxy* proxyB, const b2Sweep& sweepB,
 | 
			
		||||
		float32 t1)
 | 
			
		||||
	{
 | 
			
		||||
		m_proxyA = proxyA;
 | 
			
		||||
		m_proxyB = proxyB;
 | 
			
		||||
		int32 count = cache->count;
 | 
			
		||||
		b2Assert(0 < count && count < 3);
 | 
			
		||||
 | 
			
		||||
		m_sweepA = sweepA;
 | 
			
		||||
		m_sweepB = sweepB;
 | 
			
		||||
 | 
			
		||||
		b2Transform xfA, xfB;
 | 
			
		||||
		m_sweepA.GetTransform(&xfA, t1);
 | 
			
		||||
		m_sweepB.GetTransform(&xfB, t1);
 | 
			
		||||
 | 
			
		||||
		if (count == 1)
 | 
			
		||||
		{
 | 
			
		||||
			m_type = e_points;
 | 
			
		||||
			b2Vec2 localPointA = m_proxyA->GetVertex(cache->indexA[0]);
 | 
			
		||||
			b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
 | 
			
		||||
			b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
			b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
			m_axis = pointB - pointA;
 | 
			
		||||
			float32 s = m_axis.Normalize();
 | 
			
		||||
			return s;
 | 
			
		||||
		}
 | 
			
		||||
		else if (cache->indexA[0] == cache->indexA[1])
 | 
			
		||||
		{
 | 
			
		||||
			// Two points on B and one on A.
 | 
			
		||||
			m_type = e_faceB;
 | 
			
		||||
			b2Vec2 localPointB1 = proxyB->GetVertex(cache->indexB[0]);
 | 
			
		||||
			b2Vec2 localPointB2 = proxyB->GetVertex(cache->indexB[1]);
 | 
			
		||||
 | 
			
		||||
			m_axis = b2Cross(localPointB2 - localPointB1, 1.0f);
 | 
			
		||||
			m_axis.Normalize();
 | 
			
		||||
			b2Vec2 normal = b2Mul(xfB.q, m_axis);
 | 
			
		||||
 | 
			
		||||
			m_localPoint = 0.5f * (localPointB1 + localPointB2);
 | 
			
		||||
			b2Vec2 pointB = b2Mul(xfB, m_localPoint);
 | 
			
		||||
 | 
			
		||||
			b2Vec2 localPointA = proxyA->GetVertex(cache->indexA[0]);
 | 
			
		||||
			b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
 | 
			
		||||
			float32 s = b2Dot(pointA - pointB, normal);
 | 
			
		||||
			if (s < 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				m_axis = -m_axis;
 | 
			
		||||
				s = -s;
 | 
			
		||||
			}
 | 
			
		||||
			return s;
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			// Two points on A and one or two points on B.
 | 
			
		||||
			m_type = e_faceA;
 | 
			
		||||
			b2Vec2 localPointA1 = m_proxyA->GetVertex(cache->indexA[0]);
 | 
			
		||||
			b2Vec2 localPointA2 = m_proxyA->GetVertex(cache->indexA[1]);
 | 
			
		||||
 | 
			
		||||
			m_axis = b2Cross(localPointA2 - localPointA1, 1.0f);
 | 
			
		||||
			m_axis.Normalize();
 | 
			
		||||
			b2Vec2 normal = b2Mul(xfA.q, m_axis);
 | 
			
		||||
 | 
			
		||||
			m_localPoint = 0.5f * (localPointA1 + localPointA2);
 | 
			
		||||
			b2Vec2 pointA = b2Mul(xfA, m_localPoint);
 | 
			
		||||
 | 
			
		||||
			b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
 | 
			
		||||
			b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
 | 
			
		||||
			float32 s = b2Dot(pointB - pointA, normal);
 | 
			
		||||
			if (s < 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				m_axis = -m_axis;
 | 
			
		||||
				s = -s;
 | 
			
		||||
			}
 | 
			
		||||
			return s;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 FindMinSeparation(int32* indexA, int32* indexB, float32 t) const
 | 
			
		||||
	{
 | 
			
		||||
		b2Transform xfA, xfB;
 | 
			
		||||
		m_sweepA.GetTransform(&xfA, t);
 | 
			
		||||
		m_sweepB.GetTransform(&xfB, t);
 | 
			
		||||
 | 
			
		||||
		switch (m_type)
 | 
			
		||||
		{
 | 
			
		||||
		case e_points:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 axisA = b2MulT(xfA.q,  m_axis);
 | 
			
		||||
				b2Vec2 axisB = b2MulT(xfB.q, -m_axis);
 | 
			
		||||
 | 
			
		||||
				*indexA = m_proxyA->GetSupport(axisA);
 | 
			
		||||
				*indexB = m_proxyB->GetSupport(axisB);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
 | 
			
		||||
				b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
 | 
			
		||||
				float32 separation = b2Dot(pointB - pointA, m_axis);
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		case e_faceA:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 normal = b2Mul(xfA.q, m_axis);
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, m_localPoint);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 axisB = b2MulT(xfB.q, -normal);
 | 
			
		||||
 | 
			
		||||
				*indexA = -1;
 | 
			
		||||
				*indexB = m_proxyB->GetSupport(axisB);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
 | 
			
		||||
				float32 separation = b2Dot(pointB - pointA, normal);
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		case e_faceB:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 normal = b2Mul(xfB.q, m_axis);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, m_localPoint);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 axisA = b2MulT(xfA.q, -normal);
 | 
			
		||||
 | 
			
		||||
				*indexB = -1;
 | 
			
		||||
				*indexA = m_proxyA->GetSupport(axisA);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
 | 
			
		||||
				float32 separation = b2Dot(pointA - pointB, normal);
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		default:
 | 
			
		||||
			b2Assert(false);
 | 
			
		||||
			*indexA = -1;
 | 
			
		||||
			*indexB = -1;
 | 
			
		||||
			return 0.0f;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 Evaluate(int32 indexA, int32 indexB, float32 t) const
 | 
			
		||||
	{
 | 
			
		||||
		b2Transform xfA, xfB;
 | 
			
		||||
		m_sweepA.GetTransform(&xfA, t);
 | 
			
		||||
		m_sweepB.GetTransform(&xfB, t);
 | 
			
		||||
 | 
			
		||||
		switch (m_type)
 | 
			
		||||
		{
 | 
			
		||||
		case e_points:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
 | 
			
		||||
				b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
				float32 separation = b2Dot(pointB - pointA, m_axis);
 | 
			
		||||
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		case e_faceA:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 normal = b2Mul(xfA.q, m_axis);
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, m_localPoint);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
 | 
			
		||||
				float32 separation = b2Dot(pointB - pointA, normal);
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		case e_faceB:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 normal = b2Mul(xfB.q, m_axis);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, m_localPoint);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
 | 
			
		||||
				float32 separation = b2Dot(pointA - pointB, normal);
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		default:
 | 
			
		||||
			b2Assert(false);
 | 
			
		||||
			return 0.0f;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	const b2DistanceProxy* m_proxyA;
 | 
			
		||||
	const b2DistanceProxy* m_proxyB;
 | 
			
		||||
	b2Sweep m_sweepA, m_sweepB;
 | 
			
		||||
	Type m_type;
 | 
			
		||||
	b2Vec2 m_localPoint;
 | 
			
		||||
	b2Vec2 m_axis;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// CCD via the local separating axis method. This seeks progression
 | 
			
		||||
// by computing the largest time at which separation is maintained.
 | 
			
		||||
void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
 | 
			
		||||
{
 | 
			
		||||
	++b2_toiCalls;
 | 
			
		||||
 | 
			
		||||
	output->state = b2TOIOutput::e_unknown;
 | 
			
		||||
	output->t = input->tMax;
 | 
			
		||||
 | 
			
		||||
	const b2DistanceProxy* proxyA = &input->proxyA;
 | 
			
		||||
	const b2DistanceProxy* proxyB = &input->proxyB;
 | 
			
		||||
 | 
			
		||||
	b2Sweep sweepA = input->sweepA;
 | 
			
		||||
	b2Sweep sweepB = input->sweepB;
 | 
			
		||||
 | 
			
		||||
	// Large rotations can make the root finder fail, so we normalize the
 | 
			
		||||
	// sweep angles.
 | 
			
		||||
	sweepA.Normalize();
 | 
			
		||||
	sweepB.Normalize();
 | 
			
		||||
 | 
			
		||||
	float32 tMax = input->tMax;
 | 
			
		||||
 | 
			
		||||
	float32 totalRadius = proxyA->m_radius + proxyB->m_radius;
 | 
			
		||||
	float32 target = b2Max(b2_linearSlop, totalRadius - 3.0f * b2_linearSlop);
 | 
			
		||||
	float32 tolerance = 0.25f * b2_linearSlop;
 | 
			
		||||
	b2Assert(target > tolerance);
 | 
			
		||||
 | 
			
		||||
	float32 t1 = 0.0f;
 | 
			
		||||
	const int32 k_maxIterations = 20;	// TODO_ERIN b2Settings
 | 
			
		||||
	int32 iter = 0;
 | 
			
		||||
 | 
			
		||||
	// Prepare input for distance query.
 | 
			
		||||
	b2SimplexCache cache;
 | 
			
		||||
	cache.count = 0;
 | 
			
		||||
	b2DistanceInput distanceInput;
 | 
			
		||||
	distanceInput.proxyA = input->proxyA;
 | 
			
		||||
	distanceInput.proxyB = input->proxyB;
 | 
			
		||||
	distanceInput.useRadii = false;
 | 
			
		||||
 | 
			
		||||
	// The outer loop progressively attempts to compute new separating axes.
 | 
			
		||||
	// This loop terminates when an axis is repeated (no progress is made).
 | 
			
		||||
	for(;;)
 | 
			
		||||
	{
 | 
			
		||||
		b2Transform xfA, xfB;
 | 
			
		||||
		sweepA.GetTransform(&xfA, t1);
 | 
			
		||||
		sweepB.GetTransform(&xfB, t1);
 | 
			
		||||
 | 
			
		||||
		// Get the distance between shapes. We can also use the results
 | 
			
		||||
		// to get a separating axis.
 | 
			
		||||
		distanceInput.transformA = xfA;
 | 
			
		||||
		distanceInput.transformB = xfB;
 | 
			
		||||
		b2DistanceOutput distanceOutput;
 | 
			
		||||
		b2Distance(&distanceOutput, &cache, &distanceInput);
 | 
			
		||||
 | 
			
		||||
		// If the shapes are overlapped, we give up on continuous collision.
 | 
			
		||||
		if (distanceOutput.distance <= 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			// Failure!
 | 
			
		||||
			output->state = b2TOIOutput::e_overlapped;
 | 
			
		||||
			output->t = 0.0f;
 | 
			
		||||
			break;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (distanceOutput.distance < target + tolerance)
 | 
			
		||||
		{
 | 
			
		||||
			// Victory!
 | 
			
		||||
			output->state = b2TOIOutput::e_touching;
 | 
			
		||||
			output->t = t1;
 | 
			
		||||
			break;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// Initialize the separating axis.
 | 
			
		||||
		b2SeparationFunction fcn;
 | 
			
		||||
		fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1);
 | 
			
		||||
#if 0
 | 
			
		||||
		// Dump the curve seen by the root finder
 | 
			
		||||
		{
 | 
			
		||||
			const int32 N = 100;
 | 
			
		||||
			float32 dx = 1.0f / N;
 | 
			
		||||
			float32 xs[N+1];
 | 
			
		||||
			float32 fs[N+1];
 | 
			
		||||
 | 
			
		||||
			float32 x = 0.0f;
 | 
			
		||||
 | 
			
		||||
			for (int32 i = 0; i <= N; ++i)
 | 
			
		||||
			{
 | 
			
		||||
				sweepA.GetTransform(&xfA, x);
 | 
			
		||||
				sweepB.GetTransform(&xfB, x);
 | 
			
		||||
				float32 f = fcn.Evaluate(xfA, xfB) - target;
 | 
			
		||||
 | 
			
		||||
				printf("%g %g\n", x, f);
 | 
			
		||||
 | 
			
		||||
				xs[i] = x;
 | 
			
		||||
				fs[i] = f;
 | 
			
		||||
 | 
			
		||||
				x += dx;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
		// Compute the TOI on the separating axis. We do this by successively
 | 
			
		||||
		// resolving the deepest point. This loop is bounded by the number of vertices.
 | 
			
		||||
		bool done = false;
 | 
			
		||||
		float32 t2 = tMax;
 | 
			
		||||
		int32 pushBackIter = 0;
 | 
			
		||||
		for (;;)
 | 
			
		||||
		{
 | 
			
		||||
			// Find the deepest point at t2. Store the witness point indices.
 | 
			
		||||
			int32 indexA, indexB;
 | 
			
		||||
			float32 s2 = fcn.FindMinSeparation(&indexA, &indexB, t2);
 | 
			
		||||
 | 
			
		||||
			// Is the final configuration separated?
 | 
			
		||||
			if (s2 > target + tolerance)
 | 
			
		||||
			{
 | 
			
		||||
				// Victory!
 | 
			
		||||
				output->state = b2TOIOutput::e_separated;
 | 
			
		||||
				output->t = tMax;
 | 
			
		||||
				done = true;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Has the separation reached tolerance?
 | 
			
		||||
			if (s2 > target - tolerance)
 | 
			
		||||
			{
 | 
			
		||||
				// Advance the sweeps
 | 
			
		||||
				t1 = t2;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Compute the initial separation of the witness points.
 | 
			
		||||
			float32 s1 = fcn.Evaluate(indexA, indexB, t1);
 | 
			
		||||
 | 
			
		||||
			// Check for initial overlap. This might happen if the root finder
 | 
			
		||||
			// runs out of iterations.
 | 
			
		||||
			if (s1 < target - tolerance)
 | 
			
		||||
			{
 | 
			
		||||
				output->state = b2TOIOutput::e_failed;
 | 
			
		||||
				output->t = t1;
 | 
			
		||||
				done = true;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Check for touching
 | 
			
		||||
			if (s1 <= target + tolerance)
 | 
			
		||||
			{
 | 
			
		||||
				// Victory! t1 should hold the TOI (could be 0.0).
 | 
			
		||||
				output->state = b2TOIOutput::e_touching;
 | 
			
		||||
				output->t = t1;
 | 
			
		||||
				done = true;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Compute 1D root of: f(x) - target = 0
 | 
			
		||||
			int32 rootIterCount = 0;
 | 
			
		||||
			float32 a1 = t1, a2 = t2;
 | 
			
		||||
			for (;;)
 | 
			
		||||
			{
 | 
			
		||||
				// Use a mix of the secant rule and bisection.
 | 
			
		||||
				float32 t;
 | 
			
		||||
				if (rootIterCount & 1)
 | 
			
		||||
				{
 | 
			
		||||
					// Secant rule to improve convergence.
 | 
			
		||||
					t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
 | 
			
		||||
				}
 | 
			
		||||
				else
 | 
			
		||||
				{
 | 
			
		||||
					// Bisection to guarantee progress.
 | 
			
		||||
					t = 0.5f * (a1 + a2);
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				float32 s = fcn.Evaluate(indexA, indexB, t);
 | 
			
		||||
 | 
			
		||||
				if (b2Abs(s - target) < tolerance)
 | 
			
		||||
				{
 | 
			
		||||
					// t2 holds a tentative value for t1
 | 
			
		||||
					t2 = t;
 | 
			
		||||
					break;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				// Ensure we continue to bracket the root.
 | 
			
		||||
				if (s > target)
 | 
			
		||||
				{
 | 
			
		||||
					a1 = t;
 | 
			
		||||
					s1 = s;
 | 
			
		||||
				}
 | 
			
		||||
				else
 | 
			
		||||
				{
 | 
			
		||||
					a2 = t;
 | 
			
		||||
					s2 = s;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				++rootIterCount;
 | 
			
		||||
				++b2_toiRootIters;
 | 
			
		||||
 | 
			
		||||
				if (rootIterCount == 50)
 | 
			
		||||
				{
 | 
			
		||||
					break;
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			b2_toiMaxRootIters = b2Max(b2_toiMaxRootIters, rootIterCount);
 | 
			
		||||
 | 
			
		||||
			++pushBackIter;
 | 
			
		||||
 | 
			
		||||
			if (pushBackIter == b2_maxPolygonVertices)
 | 
			
		||||
			{
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		++iter;
 | 
			
		||||
		++b2_toiIters;
 | 
			
		||||
 | 
			
		||||
		if (done)
 | 
			
		||||
		{
 | 
			
		||||
			break;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (iter == k_maxIterations)
 | 
			
		||||
		{
 | 
			
		||||
			// Root finder got stuck. Semi-victory.
 | 
			
		||||
			output->state = b2TOIOutput::e_failed;
 | 
			
		||||
			output->t = t1;
 | 
			
		||||
			break;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2_toiMaxIters = b2Max(b2_toiMaxIters, iter);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Collision.h"
 | 
			
		||||
#include "b2Distance.h"
 | 
			
		||||
#include "b2TimeOfImpact.h"
 | 
			
		||||
#include "Shapes/b2CircleShape.h"
 | 
			
		||||
#include "Shapes/b2PolygonShape.h"
 | 
			
		||||
 | 
			
		||||
#include <cstdio>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
 | 
			
		||||
int32 b2_toiRootIters, b2_toiMaxRootIters;
 | 
			
		||||
 | 
			
		||||
struct b2SeparationFunction
 | 
			
		||||
{
 | 
			
		||||
	enum Type
 | 
			
		||||
	{
 | 
			
		||||
		e_points,
 | 
			
		||||
		e_faceA,
 | 
			
		||||
		e_faceB
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	// TODO_ERIN might not need to return the separation
 | 
			
		||||
 | 
			
		||||
	float32 Initialize(const b2SimplexCache* cache,
 | 
			
		||||
		const b2DistanceProxy* proxyA, const b2Sweep& sweepA,
 | 
			
		||||
		const b2DistanceProxy* proxyB, const b2Sweep& sweepB,
 | 
			
		||||
		float32 t1)
 | 
			
		||||
	{
 | 
			
		||||
		m_proxyA = proxyA;
 | 
			
		||||
		m_proxyB = proxyB;
 | 
			
		||||
		int32 count = cache->count;
 | 
			
		||||
		b2Assert(0 < count && count < 3);
 | 
			
		||||
 | 
			
		||||
		m_sweepA = sweepA;
 | 
			
		||||
		m_sweepB = sweepB;
 | 
			
		||||
 | 
			
		||||
		b2Transform xfA, xfB;
 | 
			
		||||
		m_sweepA.GetTransform(&xfA, t1);
 | 
			
		||||
		m_sweepB.GetTransform(&xfB, t1);
 | 
			
		||||
 | 
			
		||||
		if (count == 1)
 | 
			
		||||
		{
 | 
			
		||||
			m_type = e_points;
 | 
			
		||||
			b2Vec2 localPointA = m_proxyA->GetVertex(cache->indexA[0]);
 | 
			
		||||
			b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
 | 
			
		||||
			b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
			b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
			m_axis = pointB - pointA;
 | 
			
		||||
			float32 s = m_axis.Normalize();
 | 
			
		||||
			return s;
 | 
			
		||||
		}
 | 
			
		||||
		else if (cache->indexA[0] == cache->indexA[1])
 | 
			
		||||
		{
 | 
			
		||||
			// Two points on B and one on A.
 | 
			
		||||
			m_type = e_faceB;
 | 
			
		||||
			b2Vec2 localPointB1 = proxyB->GetVertex(cache->indexB[0]);
 | 
			
		||||
			b2Vec2 localPointB2 = proxyB->GetVertex(cache->indexB[1]);
 | 
			
		||||
 | 
			
		||||
			m_axis = b2Cross(localPointB2 - localPointB1, 1.0f);
 | 
			
		||||
			m_axis.Normalize();
 | 
			
		||||
			b2Vec2 normal = b2Mul(xfB.q, m_axis);
 | 
			
		||||
 | 
			
		||||
			m_localPoint = 0.5f * (localPointB1 + localPointB2);
 | 
			
		||||
			b2Vec2 pointB = b2Mul(xfB, m_localPoint);
 | 
			
		||||
 | 
			
		||||
			b2Vec2 localPointA = proxyA->GetVertex(cache->indexA[0]);
 | 
			
		||||
			b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
 | 
			
		||||
			float32 s = b2Dot(pointA - pointB, normal);
 | 
			
		||||
			if (s < 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				m_axis = -m_axis;
 | 
			
		||||
				s = -s;
 | 
			
		||||
			}
 | 
			
		||||
			return s;
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			// Two points on A and one or two points on B.
 | 
			
		||||
			m_type = e_faceA;
 | 
			
		||||
			b2Vec2 localPointA1 = m_proxyA->GetVertex(cache->indexA[0]);
 | 
			
		||||
			b2Vec2 localPointA2 = m_proxyA->GetVertex(cache->indexA[1]);
 | 
			
		||||
 | 
			
		||||
			m_axis = b2Cross(localPointA2 - localPointA1, 1.0f);
 | 
			
		||||
			m_axis.Normalize();
 | 
			
		||||
			b2Vec2 normal = b2Mul(xfA.q, m_axis);
 | 
			
		||||
 | 
			
		||||
			m_localPoint = 0.5f * (localPointA1 + localPointA2);
 | 
			
		||||
			b2Vec2 pointA = b2Mul(xfA, m_localPoint);
 | 
			
		||||
 | 
			
		||||
			b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
 | 
			
		||||
			b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
 | 
			
		||||
			float32 s = b2Dot(pointB - pointA, normal);
 | 
			
		||||
			if (s < 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				m_axis = -m_axis;
 | 
			
		||||
				s = -s;
 | 
			
		||||
			}
 | 
			
		||||
			return s;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 FindMinSeparation(int32* indexA, int32* indexB, float32 t) const
 | 
			
		||||
	{
 | 
			
		||||
		b2Transform xfA, xfB;
 | 
			
		||||
		m_sweepA.GetTransform(&xfA, t);
 | 
			
		||||
		m_sweepB.GetTransform(&xfB, t);
 | 
			
		||||
 | 
			
		||||
		switch (m_type)
 | 
			
		||||
		{
 | 
			
		||||
		case e_points:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 axisA = b2MulT(xfA.q,  m_axis);
 | 
			
		||||
				b2Vec2 axisB = b2MulT(xfB.q, -m_axis);
 | 
			
		||||
 | 
			
		||||
				*indexA = m_proxyA->GetSupport(axisA);
 | 
			
		||||
				*indexB = m_proxyB->GetSupport(axisB);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
 | 
			
		||||
				b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
 | 
			
		||||
				float32 separation = b2Dot(pointB - pointA, m_axis);
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		case e_faceA:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 normal = b2Mul(xfA.q, m_axis);
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, m_localPoint);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 axisB = b2MulT(xfB.q, -normal);
 | 
			
		||||
 | 
			
		||||
				*indexA = -1;
 | 
			
		||||
				*indexB = m_proxyB->GetSupport(axisB);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
 | 
			
		||||
				float32 separation = b2Dot(pointB - pointA, normal);
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		case e_faceB:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 normal = b2Mul(xfB.q, m_axis);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, m_localPoint);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 axisA = b2MulT(xfA.q, -normal);
 | 
			
		||||
 | 
			
		||||
				*indexB = -1;
 | 
			
		||||
				*indexA = m_proxyA->GetSupport(axisA);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
 | 
			
		||||
				float32 separation = b2Dot(pointA - pointB, normal);
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		default:
 | 
			
		||||
			b2Assert(false);
 | 
			
		||||
			*indexA = -1;
 | 
			
		||||
			*indexB = -1;
 | 
			
		||||
			return 0.0f;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 Evaluate(int32 indexA, int32 indexB, float32 t) const
 | 
			
		||||
	{
 | 
			
		||||
		b2Transform xfA, xfB;
 | 
			
		||||
		m_sweepA.GetTransform(&xfA, t);
 | 
			
		||||
		m_sweepB.GetTransform(&xfB, t);
 | 
			
		||||
 | 
			
		||||
		switch (m_type)
 | 
			
		||||
		{
 | 
			
		||||
		case e_points:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
 | 
			
		||||
				b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
				float32 separation = b2Dot(pointB - pointA, m_axis);
 | 
			
		||||
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		case e_faceA:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 normal = b2Mul(xfA.q, m_axis);
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, m_localPoint);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, localPointB);
 | 
			
		||||
 | 
			
		||||
				float32 separation = b2Dot(pointB - pointA, normal);
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		case e_faceB:
 | 
			
		||||
			{
 | 
			
		||||
				b2Vec2 normal = b2Mul(xfB.q, m_axis);
 | 
			
		||||
				b2Vec2 pointB = b2Mul(xfB, m_localPoint);
 | 
			
		||||
 | 
			
		||||
				b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
 | 
			
		||||
				b2Vec2 pointA = b2Mul(xfA, localPointA);
 | 
			
		||||
 | 
			
		||||
				float32 separation = b2Dot(pointA - pointB, normal);
 | 
			
		||||
				return separation;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		default:
 | 
			
		||||
			b2Assert(false);
 | 
			
		||||
			return 0.0f;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	const b2DistanceProxy* m_proxyA;
 | 
			
		||||
	const b2DistanceProxy* m_proxyB;
 | 
			
		||||
	b2Sweep m_sweepA, m_sweepB;
 | 
			
		||||
	Type m_type;
 | 
			
		||||
	b2Vec2 m_localPoint;
 | 
			
		||||
	b2Vec2 m_axis;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// CCD via the local separating axis method. This seeks progression
 | 
			
		||||
// by computing the largest time at which separation is maintained.
 | 
			
		||||
void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
 | 
			
		||||
{
 | 
			
		||||
	++b2_toiCalls;
 | 
			
		||||
 | 
			
		||||
	output->state = b2TOIOutput::e_unknown;
 | 
			
		||||
	output->t = input->tMax;
 | 
			
		||||
 | 
			
		||||
	const b2DistanceProxy* proxyA = &input->proxyA;
 | 
			
		||||
	const b2DistanceProxy* proxyB = &input->proxyB;
 | 
			
		||||
 | 
			
		||||
	b2Sweep sweepA = input->sweepA;
 | 
			
		||||
	b2Sweep sweepB = input->sweepB;
 | 
			
		||||
 | 
			
		||||
	// Large rotations can make the root finder fail, so we normalize the
 | 
			
		||||
	// sweep angles.
 | 
			
		||||
	sweepA.Normalize();
 | 
			
		||||
	sweepB.Normalize();
 | 
			
		||||
 | 
			
		||||
	float32 tMax = input->tMax;
 | 
			
		||||
 | 
			
		||||
	float32 totalRadius = proxyA->m_radius + proxyB->m_radius;
 | 
			
		||||
	float32 target = b2Max(b2_linearSlop, totalRadius - 3.0f * b2_linearSlop);
 | 
			
		||||
	float32 tolerance = 0.25f * b2_linearSlop;
 | 
			
		||||
	b2Assert(target > tolerance);
 | 
			
		||||
 | 
			
		||||
	float32 t1 = 0.0f;
 | 
			
		||||
	const int32 k_maxIterations = 20;	// TODO_ERIN b2Settings
 | 
			
		||||
	int32 iter = 0;
 | 
			
		||||
 | 
			
		||||
	// Prepare input for distance query.
 | 
			
		||||
	b2SimplexCache cache;
 | 
			
		||||
	cache.count = 0;
 | 
			
		||||
	b2DistanceInput distanceInput;
 | 
			
		||||
	distanceInput.proxyA = input->proxyA;
 | 
			
		||||
	distanceInput.proxyB = input->proxyB;
 | 
			
		||||
	distanceInput.useRadii = false;
 | 
			
		||||
 | 
			
		||||
	// The outer loop progressively attempts to compute new separating axes.
 | 
			
		||||
	// This loop terminates when an axis is repeated (no progress is made).
 | 
			
		||||
	for(;;)
 | 
			
		||||
	{
 | 
			
		||||
		b2Transform xfA, xfB;
 | 
			
		||||
		sweepA.GetTransform(&xfA, t1);
 | 
			
		||||
		sweepB.GetTransform(&xfB, t1);
 | 
			
		||||
 | 
			
		||||
		// Get the distance between shapes. We can also use the results
 | 
			
		||||
		// to get a separating axis.
 | 
			
		||||
		distanceInput.transformA = xfA;
 | 
			
		||||
		distanceInput.transformB = xfB;
 | 
			
		||||
		b2DistanceOutput distanceOutput;
 | 
			
		||||
		b2Distance(&distanceOutput, &cache, &distanceInput);
 | 
			
		||||
 | 
			
		||||
		// If the shapes are overlapped, we give up on continuous collision.
 | 
			
		||||
		if (distanceOutput.distance <= 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			// Failure!
 | 
			
		||||
			output->state = b2TOIOutput::e_overlapped;
 | 
			
		||||
			output->t = 0.0f;
 | 
			
		||||
			break;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (distanceOutput.distance < target + tolerance)
 | 
			
		||||
		{
 | 
			
		||||
			// Victory!
 | 
			
		||||
			output->state = b2TOIOutput::e_touching;
 | 
			
		||||
			output->t = t1;
 | 
			
		||||
			break;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// Initialize the separating axis.
 | 
			
		||||
		b2SeparationFunction fcn;
 | 
			
		||||
		fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1);
 | 
			
		||||
#if 0
 | 
			
		||||
		// Dump the curve seen by the root finder
 | 
			
		||||
		{
 | 
			
		||||
			const int32 N = 100;
 | 
			
		||||
			float32 dx = 1.0f / N;
 | 
			
		||||
			float32 xs[N+1];
 | 
			
		||||
			float32 fs[N+1];
 | 
			
		||||
 | 
			
		||||
			float32 x = 0.0f;
 | 
			
		||||
 | 
			
		||||
			for (int32 i = 0; i <= N; ++i)
 | 
			
		||||
			{
 | 
			
		||||
				sweepA.GetTransform(&xfA, x);
 | 
			
		||||
				sweepB.GetTransform(&xfB, x);
 | 
			
		||||
				float32 f = fcn.Evaluate(xfA, xfB) - target;
 | 
			
		||||
 | 
			
		||||
				printf("%g %g\n", x, f);
 | 
			
		||||
 | 
			
		||||
				xs[i] = x;
 | 
			
		||||
				fs[i] = f;
 | 
			
		||||
 | 
			
		||||
				x += dx;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
		// Compute the TOI on the separating axis. We do this by successively
 | 
			
		||||
		// resolving the deepest point. This loop is bounded by the number of vertices.
 | 
			
		||||
		bool done = false;
 | 
			
		||||
		float32 t2 = tMax;
 | 
			
		||||
		int32 pushBackIter = 0;
 | 
			
		||||
		for (;;)
 | 
			
		||||
		{
 | 
			
		||||
			// Find the deepest point at t2. Store the witness point indices.
 | 
			
		||||
			int32 indexA, indexB;
 | 
			
		||||
			float32 s2 = fcn.FindMinSeparation(&indexA, &indexB, t2);
 | 
			
		||||
 | 
			
		||||
			// Is the final configuration separated?
 | 
			
		||||
			if (s2 > target + tolerance)
 | 
			
		||||
			{
 | 
			
		||||
				// Victory!
 | 
			
		||||
				output->state = b2TOIOutput::e_separated;
 | 
			
		||||
				output->t = tMax;
 | 
			
		||||
				done = true;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Has the separation reached tolerance?
 | 
			
		||||
			if (s2 > target - tolerance)
 | 
			
		||||
			{
 | 
			
		||||
				// Advance the sweeps
 | 
			
		||||
				t1 = t2;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Compute the initial separation of the witness points.
 | 
			
		||||
			float32 s1 = fcn.Evaluate(indexA, indexB, t1);
 | 
			
		||||
 | 
			
		||||
			// Check for initial overlap. This might happen if the root finder
 | 
			
		||||
			// runs out of iterations.
 | 
			
		||||
			if (s1 < target - tolerance)
 | 
			
		||||
			{
 | 
			
		||||
				output->state = b2TOIOutput::e_failed;
 | 
			
		||||
				output->t = t1;
 | 
			
		||||
				done = true;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Check for touching
 | 
			
		||||
			if (s1 <= target + tolerance)
 | 
			
		||||
			{
 | 
			
		||||
				// Victory! t1 should hold the TOI (could be 0.0).
 | 
			
		||||
				output->state = b2TOIOutput::e_touching;
 | 
			
		||||
				output->t = t1;
 | 
			
		||||
				done = true;
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Compute 1D root of: f(x) - target = 0
 | 
			
		||||
			int32 rootIterCount = 0;
 | 
			
		||||
			float32 a1 = t1, a2 = t2;
 | 
			
		||||
			for (;;)
 | 
			
		||||
			{
 | 
			
		||||
				// Use a mix of the secant rule and bisection.
 | 
			
		||||
				float32 t;
 | 
			
		||||
				if (rootIterCount & 1)
 | 
			
		||||
				{
 | 
			
		||||
					// Secant rule to improve convergence.
 | 
			
		||||
					t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
 | 
			
		||||
				}
 | 
			
		||||
				else
 | 
			
		||||
				{
 | 
			
		||||
					// Bisection to guarantee progress.
 | 
			
		||||
					t = 0.5f * (a1 + a2);
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				float32 s = fcn.Evaluate(indexA, indexB, t);
 | 
			
		||||
 | 
			
		||||
				if (b2Abs(s - target) < tolerance)
 | 
			
		||||
				{
 | 
			
		||||
					// t2 holds a tentative value for t1
 | 
			
		||||
					t2 = t;
 | 
			
		||||
					break;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				// Ensure we continue to bracket the root.
 | 
			
		||||
				if (s > target)
 | 
			
		||||
				{
 | 
			
		||||
					a1 = t;
 | 
			
		||||
					s1 = s;
 | 
			
		||||
				}
 | 
			
		||||
				else
 | 
			
		||||
				{
 | 
			
		||||
					a2 = t;
 | 
			
		||||
					s2 = s;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				++rootIterCount;
 | 
			
		||||
				++b2_toiRootIters;
 | 
			
		||||
 | 
			
		||||
				if (rootIterCount == 50)
 | 
			
		||||
				{
 | 
			
		||||
					break;
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			b2_toiMaxRootIters = b2Max(b2_toiMaxRootIters, rootIterCount);
 | 
			
		||||
 | 
			
		||||
			++pushBackIter;
 | 
			
		||||
 | 
			
		||||
			if (pushBackIter == b2_maxPolygonVertices)
 | 
			
		||||
			{
 | 
			
		||||
				break;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		++iter;
 | 
			
		||||
		++b2_toiIters;
 | 
			
		||||
 | 
			
		||||
		if (done)
 | 
			
		||||
		{
 | 
			
		||||
			break;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (iter == k_maxIterations)
 | 
			
		||||
		{
 | 
			
		||||
			// Root finder got stuck. Semi-victory.
 | 
			
		||||
			output->state = b2TOIOutput::e_failed;
 | 
			
		||||
			output->t = t1;
 | 
			
		||||
			break;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2_toiMaxIters = b2Max(b2_toiMaxIters, iter);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,58 +1,58 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_TIME_OF_IMPACT_H
 | 
			
		||||
#define B2_TIME_OF_IMPACT_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
#include "../Collision/b2Distance.h"
 | 
			
		||||
 | 
			
		||||
/// Input parameters for b2TimeOfImpact
 | 
			
		||||
struct b2TOIInput
 | 
			
		||||
{
 | 
			
		||||
	b2DistanceProxy proxyA;
 | 
			
		||||
	b2DistanceProxy proxyB;
 | 
			
		||||
	b2Sweep sweepA;
 | 
			
		||||
	b2Sweep sweepB;
 | 
			
		||||
	float32 tMax;		// defines sweep interval [0, tMax]
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// Output parameters for b2TimeOfImpact.
 | 
			
		||||
struct b2TOIOutput
 | 
			
		||||
{
 | 
			
		||||
	enum State
 | 
			
		||||
	{
 | 
			
		||||
		e_unknown,
 | 
			
		||||
		e_failed,
 | 
			
		||||
		e_overlapped,
 | 
			
		||||
		e_touching,
 | 
			
		||||
		e_separated
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	State state;
 | 
			
		||||
	float32 t;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Compute the upper bound on time before two shapes penetrate. Time is represented as
 | 
			
		||||
/// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
 | 
			
		||||
/// non-tunneling collision. If you change the time interval, you should call this function
 | 
			
		||||
/// again.
 | 
			
		||||
/// Note: use b2Distance to compute the contact point and normal at the time of impact.
 | 
			
		||||
void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_TIME_OF_IMPACT_H
 | 
			
		||||
#define B2_TIME_OF_IMPACT_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
#include "../Collision/b2Distance.h"
 | 
			
		||||
 | 
			
		||||
/// Input parameters for b2TimeOfImpact
 | 
			
		||||
struct b2TOIInput
 | 
			
		||||
{
 | 
			
		||||
	b2DistanceProxy proxyA;
 | 
			
		||||
	b2DistanceProxy proxyB;
 | 
			
		||||
	b2Sweep sweepA;
 | 
			
		||||
	b2Sweep sweepB;
 | 
			
		||||
	float32 tMax;		// defines sweep interval [0, tMax]
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// Output parameters for b2TimeOfImpact.
 | 
			
		||||
struct b2TOIOutput
 | 
			
		||||
{
 | 
			
		||||
	enum State
 | 
			
		||||
	{
 | 
			
		||||
		e_unknown,
 | 
			
		||||
		e_failed,
 | 
			
		||||
		e_overlapped,
 | 
			
		||||
		e_touching,
 | 
			
		||||
		e_separated
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	State state;
 | 
			
		||||
	float32 t;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Compute the upper bound on time before two shapes penetrate. Time is represented as
 | 
			
		||||
/// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
 | 
			
		||||
/// non-tunneling collision. If you change the time interval, you should call this function
 | 
			
		||||
/// again.
 | 
			
		||||
/// Note: use b2Distance to compute the contact point and normal at the time of impact.
 | 
			
		||||
void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,214 +1,214 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2BlockAllocator.h"
 | 
			
		||||
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
int32 b2BlockAllocator::s_blockSizes[b2_blockSizes] =
 | 
			
		||||
{
 | 
			
		||||
	16,		// 0
 | 
			
		||||
	32,		// 1
 | 
			
		||||
	64,		// 2
 | 
			
		||||
	96,		// 3
 | 
			
		||||
	128,	// 4
 | 
			
		||||
	160,	// 5
 | 
			
		||||
	192,	// 6
 | 
			
		||||
	224,	// 7
 | 
			
		||||
	256,	// 8
 | 
			
		||||
	320,	// 9
 | 
			
		||||
	384,	// 10
 | 
			
		||||
	448,	// 11
 | 
			
		||||
	512,	// 12
 | 
			
		||||
	640,	// 13
 | 
			
		||||
};
 | 
			
		||||
uint8 b2BlockAllocator::s_blockSizeLookup[b2_maxBlockSize + 1];
 | 
			
		||||
bool b2BlockAllocator::s_blockSizeLookupInitialized;
 | 
			
		||||
 | 
			
		||||
struct b2Chunk
 | 
			
		||||
{
 | 
			
		||||
	int32 blockSize;
 | 
			
		||||
	b2Block* blocks;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct b2Block
 | 
			
		||||
{
 | 
			
		||||
	b2Block* next;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
b2BlockAllocator::b2BlockAllocator()
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(b2_blockSizes < UCHAR_MAX);
 | 
			
		||||
 | 
			
		||||
	m_chunkSpace = b2_chunkArrayIncrement;
 | 
			
		||||
	m_chunkCount = 0;
 | 
			
		||||
	m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
 | 
			
		||||
 | 
			
		||||
	memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
 | 
			
		||||
	memset(m_freeLists, 0, sizeof(m_freeLists));
 | 
			
		||||
 | 
			
		||||
	if (s_blockSizeLookupInitialized == false)
 | 
			
		||||
	{
 | 
			
		||||
		int32 j = 0;
 | 
			
		||||
		for (int32 i = 1; i <= b2_maxBlockSize; ++i)
 | 
			
		||||
		{
 | 
			
		||||
			b2Assert(j < b2_blockSizes);
 | 
			
		||||
			if (i <= s_blockSizes[j])
 | 
			
		||||
			{
 | 
			
		||||
				s_blockSizeLookup[i] = (uint8)j;
 | 
			
		||||
			}
 | 
			
		||||
			else
 | 
			
		||||
			{
 | 
			
		||||
				++j;
 | 
			
		||||
				s_blockSizeLookup[i] = (uint8)j;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		s_blockSizeLookupInitialized = true;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2BlockAllocator::~b2BlockAllocator()
 | 
			
		||||
{
 | 
			
		||||
	for (int32 i = 0; i < m_chunkCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Free(m_chunks[i].blocks);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Free(m_chunks);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void* b2BlockAllocator::Allocate(int32 size)
 | 
			
		||||
{
 | 
			
		||||
	if (size == 0)
 | 
			
		||||
		return NULL;
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 < size);
 | 
			
		||||
 | 
			
		||||
	if (size > b2_maxBlockSize)
 | 
			
		||||
	{
 | 
			
		||||
		return b2Alloc(size);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	int32 index = s_blockSizeLookup[size];
 | 
			
		||||
	b2Assert(0 <= index && index < b2_blockSizes);
 | 
			
		||||
 | 
			
		||||
	if (m_freeLists[index])
 | 
			
		||||
	{
 | 
			
		||||
		b2Block* block = m_freeLists[index];
 | 
			
		||||
		m_freeLists[index] = block->next;
 | 
			
		||||
		return block;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		if (m_chunkCount == m_chunkSpace)
 | 
			
		||||
		{
 | 
			
		||||
			b2Chunk* oldChunks = m_chunks;
 | 
			
		||||
			m_chunkSpace += b2_chunkArrayIncrement;
 | 
			
		||||
			m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
 | 
			
		||||
			memcpy(m_chunks, oldChunks, m_chunkCount * sizeof(b2Chunk));
 | 
			
		||||
			memset(m_chunks + m_chunkCount, 0, b2_chunkArrayIncrement * sizeof(b2Chunk));
 | 
			
		||||
			b2Free(oldChunks);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		b2Chunk* chunk = m_chunks + m_chunkCount;
 | 
			
		||||
		chunk->blocks = (b2Block*)b2Alloc(b2_chunkSize);
 | 
			
		||||
#if defined(_DEBUG)
 | 
			
		||||
		memset(chunk->blocks, 0xcd, b2_chunkSize);
 | 
			
		||||
#endif
 | 
			
		||||
		int32 blockSize = s_blockSizes[index];
 | 
			
		||||
		chunk->blockSize = blockSize;
 | 
			
		||||
		int32 blockCount = b2_chunkSize / blockSize;
 | 
			
		||||
		b2Assert(blockCount * blockSize <= b2_chunkSize);
 | 
			
		||||
		for (int32 i = 0; i < blockCount - 1; ++i)
 | 
			
		||||
		{
 | 
			
		||||
			b2Block* block = (b2Block*)((int8*)chunk->blocks + blockSize * i);
 | 
			
		||||
			b2Block* next = (b2Block*)((int8*)chunk->blocks + blockSize * (i + 1));
 | 
			
		||||
			block->next = next;
 | 
			
		||||
		}
 | 
			
		||||
		b2Block* last = (b2Block*)((int8*)chunk->blocks + blockSize * (blockCount - 1));
 | 
			
		||||
		last->next = NULL;
 | 
			
		||||
 | 
			
		||||
		m_freeLists[index] = chunk->blocks->next;
 | 
			
		||||
		++m_chunkCount;
 | 
			
		||||
 | 
			
		||||
		return chunk->blocks;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BlockAllocator::Free(void* p, int32 size)
 | 
			
		||||
{
 | 
			
		||||
	if (size == 0)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 < size);
 | 
			
		||||
 | 
			
		||||
	if (size > b2_maxBlockSize)
 | 
			
		||||
	{
 | 
			
		||||
		b2Free(p);
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	int32 index = s_blockSizeLookup[size];
 | 
			
		||||
	b2Assert(0 <= index && index < b2_blockSizes);
 | 
			
		||||
 | 
			
		||||
#ifdef _DEBUG
 | 
			
		||||
	// Verify the memory address and size is valid.
 | 
			
		||||
	int32 blockSize = s_blockSizes[index];
 | 
			
		||||
	bool found = false;
 | 
			
		||||
	for (int32 i = 0; i < m_chunkCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Chunk* chunk = m_chunks + i;
 | 
			
		||||
		if (chunk->blockSize != blockSize)
 | 
			
		||||
		{
 | 
			
		||||
			b2Assert(	(int8*)p + blockSize <= (int8*)chunk->blocks ||
 | 
			
		||||
						(int8*)chunk->blocks + b2_chunkSize <= (int8*)p);
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			if ((int8*)chunk->blocks <= (int8*)p && (int8*)p + blockSize <= (int8*)chunk->blocks + b2_chunkSize)
 | 
			
		||||
			{
 | 
			
		||||
				found = true;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Assert(found);
 | 
			
		||||
 | 
			
		||||
	memset(p, 0xfd, blockSize);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	b2Block* block = (b2Block*)p;
 | 
			
		||||
	block->next = m_freeLists[index];
 | 
			
		||||
	m_freeLists[index] = block;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BlockAllocator::Clear()
 | 
			
		||||
{
 | 
			
		||||
	for (int32 i = 0; i < m_chunkCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Free(m_chunks[i].blocks);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_chunkCount = 0;
 | 
			
		||||
	memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
 | 
			
		||||
 | 
			
		||||
	memset(m_freeLists, 0, sizeof(m_freeLists));
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2BlockAllocator.h"
 | 
			
		||||
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
int32 b2BlockAllocator::s_blockSizes[b2_blockSizes] =
 | 
			
		||||
{
 | 
			
		||||
	16,		// 0
 | 
			
		||||
	32,		// 1
 | 
			
		||||
	64,		// 2
 | 
			
		||||
	96,		// 3
 | 
			
		||||
	128,	// 4
 | 
			
		||||
	160,	// 5
 | 
			
		||||
	192,	// 6
 | 
			
		||||
	224,	// 7
 | 
			
		||||
	256,	// 8
 | 
			
		||||
	320,	// 9
 | 
			
		||||
	384,	// 10
 | 
			
		||||
	448,	// 11
 | 
			
		||||
	512,	// 12
 | 
			
		||||
	640,	// 13
 | 
			
		||||
};
 | 
			
		||||
uint8 b2BlockAllocator::s_blockSizeLookup[b2_maxBlockSize + 1];
 | 
			
		||||
bool b2BlockAllocator::s_blockSizeLookupInitialized;
 | 
			
		||||
 | 
			
		||||
struct b2Chunk
 | 
			
		||||
{
 | 
			
		||||
	int32 blockSize;
 | 
			
		||||
	b2Block* blocks;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct b2Block
 | 
			
		||||
{
 | 
			
		||||
	b2Block* next;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
b2BlockAllocator::b2BlockAllocator()
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(b2_blockSizes < UCHAR_MAX);
 | 
			
		||||
 | 
			
		||||
	m_chunkSpace = b2_chunkArrayIncrement;
 | 
			
		||||
	m_chunkCount = 0;
 | 
			
		||||
	m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
 | 
			
		||||
 | 
			
		||||
	memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
 | 
			
		||||
	memset(m_freeLists, 0, sizeof(m_freeLists));
 | 
			
		||||
 | 
			
		||||
	if (s_blockSizeLookupInitialized == false)
 | 
			
		||||
	{
 | 
			
		||||
		int32 j = 0;
 | 
			
		||||
		for (int32 i = 1; i <= b2_maxBlockSize; ++i)
 | 
			
		||||
		{
 | 
			
		||||
			b2Assert(j < b2_blockSizes);
 | 
			
		||||
			if (i <= s_blockSizes[j])
 | 
			
		||||
			{
 | 
			
		||||
				s_blockSizeLookup[i] = (uint8)j;
 | 
			
		||||
			}
 | 
			
		||||
			else
 | 
			
		||||
			{
 | 
			
		||||
				++j;
 | 
			
		||||
				s_blockSizeLookup[i] = (uint8)j;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		s_blockSizeLookupInitialized = true;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2BlockAllocator::~b2BlockAllocator()
 | 
			
		||||
{
 | 
			
		||||
	for (int32 i = 0; i < m_chunkCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Free(m_chunks[i].blocks);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Free(m_chunks);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void* b2BlockAllocator::Allocate(int32 size)
 | 
			
		||||
{
 | 
			
		||||
	if (size == 0)
 | 
			
		||||
		return NULL;
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 < size);
 | 
			
		||||
 | 
			
		||||
	if (size > b2_maxBlockSize)
 | 
			
		||||
	{
 | 
			
		||||
		return b2Alloc(size);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	int32 index = s_blockSizeLookup[size];
 | 
			
		||||
	b2Assert(0 <= index && index < b2_blockSizes);
 | 
			
		||||
 | 
			
		||||
	if (m_freeLists[index])
 | 
			
		||||
	{
 | 
			
		||||
		b2Block* block = m_freeLists[index];
 | 
			
		||||
		m_freeLists[index] = block->next;
 | 
			
		||||
		return block;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		if (m_chunkCount == m_chunkSpace)
 | 
			
		||||
		{
 | 
			
		||||
			b2Chunk* oldChunks = m_chunks;
 | 
			
		||||
			m_chunkSpace += b2_chunkArrayIncrement;
 | 
			
		||||
			m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
 | 
			
		||||
			memcpy(m_chunks, oldChunks, m_chunkCount * sizeof(b2Chunk));
 | 
			
		||||
			memset(m_chunks + m_chunkCount, 0, b2_chunkArrayIncrement * sizeof(b2Chunk));
 | 
			
		||||
			b2Free(oldChunks);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		b2Chunk* chunk = m_chunks + m_chunkCount;
 | 
			
		||||
		chunk->blocks = (b2Block*)b2Alloc(b2_chunkSize);
 | 
			
		||||
#if defined(_DEBUG)
 | 
			
		||||
		memset(chunk->blocks, 0xcd, b2_chunkSize);
 | 
			
		||||
#endif
 | 
			
		||||
		int32 blockSize = s_blockSizes[index];
 | 
			
		||||
		chunk->blockSize = blockSize;
 | 
			
		||||
		int32 blockCount = b2_chunkSize / blockSize;
 | 
			
		||||
		b2Assert(blockCount * blockSize <= b2_chunkSize);
 | 
			
		||||
		for (int32 i = 0; i < blockCount - 1; ++i)
 | 
			
		||||
		{
 | 
			
		||||
			b2Block* block = (b2Block*)((int8*)chunk->blocks + blockSize * i);
 | 
			
		||||
			b2Block* next = (b2Block*)((int8*)chunk->blocks + blockSize * (i + 1));
 | 
			
		||||
			block->next = next;
 | 
			
		||||
		}
 | 
			
		||||
		b2Block* last = (b2Block*)((int8*)chunk->blocks + blockSize * (blockCount - 1));
 | 
			
		||||
		last->next = NULL;
 | 
			
		||||
 | 
			
		||||
		m_freeLists[index] = chunk->blocks->next;
 | 
			
		||||
		++m_chunkCount;
 | 
			
		||||
 | 
			
		||||
		return chunk->blocks;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BlockAllocator::Free(void* p, int32 size)
 | 
			
		||||
{
 | 
			
		||||
	if (size == 0)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 < size);
 | 
			
		||||
 | 
			
		||||
	if (size > b2_maxBlockSize)
 | 
			
		||||
	{
 | 
			
		||||
		b2Free(p);
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	int32 index = s_blockSizeLookup[size];
 | 
			
		||||
	b2Assert(0 <= index && index < b2_blockSizes);
 | 
			
		||||
 | 
			
		||||
#ifdef _DEBUG
 | 
			
		||||
	// Verify the memory address and size is valid.
 | 
			
		||||
	int32 blockSize = s_blockSizes[index];
 | 
			
		||||
	bool found = false;
 | 
			
		||||
	for (int32 i = 0; i < m_chunkCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Chunk* chunk = m_chunks + i;
 | 
			
		||||
		if (chunk->blockSize != blockSize)
 | 
			
		||||
		{
 | 
			
		||||
			b2Assert(	(int8*)p + blockSize <= (int8*)chunk->blocks ||
 | 
			
		||||
						(int8*)chunk->blocks + b2_chunkSize <= (int8*)p);
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			if ((int8*)chunk->blocks <= (int8*)p && (int8*)p + blockSize <= (int8*)chunk->blocks + b2_chunkSize)
 | 
			
		||||
			{
 | 
			
		||||
				found = true;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Assert(found);
 | 
			
		||||
 | 
			
		||||
	memset(p, 0xfd, blockSize);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	b2Block* block = (b2Block*)p;
 | 
			
		||||
	block->next = m_freeLists[index];
 | 
			
		||||
	m_freeLists[index] = block;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2BlockAllocator::Clear()
 | 
			
		||||
{
 | 
			
		||||
	for (int32 i = 0; i < m_chunkCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Free(m_chunks[i].blocks);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_chunkCount = 0;
 | 
			
		||||
	memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
 | 
			
		||||
 | 
			
		||||
	memset(m_freeLists, 0, sizeof(m_freeLists));
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,62 +1,62 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_BLOCK_ALLOCATOR_H
 | 
			
		||||
#define B2_BLOCK_ALLOCATOR_H
 | 
			
		||||
 | 
			
		||||
#include "b2Settings.h"
 | 
			
		||||
 | 
			
		||||
const juce::int32 b2_chunkSize = 16 * 1024;
 | 
			
		||||
const juce::int32 b2_maxBlockSize = 640;
 | 
			
		||||
const juce::int32 b2_blockSizes = 14;
 | 
			
		||||
const juce::int32 b2_chunkArrayIncrement = 128;
 | 
			
		||||
 | 
			
		||||
struct b2Block;
 | 
			
		||||
struct b2Chunk;
 | 
			
		||||
 | 
			
		||||
/// This is a small object allocator used for allocating small
 | 
			
		||||
/// objects that persist for more than one time step.
 | 
			
		||||
/// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
 | 
			
		||||
class b2BlockAllocator
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2BlockAllocator();
 | 
			
		||||
	~b2BlockAllocator();
 | 
			
		||||
 | 
			
		||||
	/// Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize.
 | 
			
		||||
	void* Allocate(juce::int32 size);
 | 
			
		||||
 | 
			
		||||
	/// Free memory. This will use b2Free if the size is larger than b2_maxBlockSize.
 | 
			
		||||
	void Free(void* p, juce::int32 size);
 | 
			
		||||
 | 
			
		||||
	void Clear();
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	b2Chunk* m_chunks;
 | 
			
		||||
	juce::int32 m_chunkCount;
 | 
			
		||||
	juce::int32 m_chunkSpace;
 | 
			
		||||
 | 
			
		||||
	b2Block* m_freeLists[b2_blockSizes];
 | 
			
		||||
 | 
			
		||||
	static juce::int32 s_blockSizes[b2_blockSizes];
 | 
			
		||||
	static juce::uint8 s_blockSizeLookup[b2_maxBlockSize + 1];
 | 
			
		||||
	static bool s_blockSizeLookupInitialized;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_BLOCK_ALLOCATOR_H
 | 
			
		||||
#define B2_BLOCK_ALLOCATOR_H
 | 
			
		||||
 | 
			
		||||
#include "b2Settings.h"
 | 
			
		||||
 | 
			
		||||
const juce::int32 b2_chunkSize = 16 * 1024;
 | 
			
		||||
const juce::int32 b2_maxBlockSize = 640;
 | 
			
		||||
const juce::int32 b2_blockSizes = 14;
 | 
			
		||||
const juce::int32 b2_chunkArrayIncrement = 128;
 | 
			
		||||
 | 
			
		||||
struct b2Block;
 | 
			
		||||
struct b2Chunk;
 | 
			
		||||
 | 
			
		||||
/// This is a small object allocator used for allocating small
 | 
			
		||||
/// objects that persist for more than one time step.
 | 
			
		||||
/// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
 | 
			
		||||
class b2BlockAllocator
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2BlockAllocator();
 | 
			
		||||
	~b2BlockAllocator();
 | 
			
		||||
 | 
			
		||||
	/// Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize.
 | 
			
		||||
	void* Allocate(juce::int32 size);
 | 
			
		||||
 | 
			
		||||
	/// Free memory. This will use b2Free if the size is larger than b2_maxBlockSize.
 | 
			
		||||
	void Free(void* p, juce::int32 size);
 | 
			
		||||
 | 
			
		||||
	void Clear();
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	b2Chunk* m_chunks;
 | 
			
		||||
	juce::int32 m_chunkCount;
 | 
			
		||||
	juce::int32 m_chunkSpace;
 | 
			
		||||
 | 
			
		||||
	b2Block* m_freeLists[b2_blockSizes];
 | 
			
		||||
 | 
			
		||||
	static juce::int32 s_blockSizes[b2_blockSizes];
 | 
			
		||||
	static juce::uint8 s_blockSizeLookup[b2_maxBlockSize + 1];
 | 
			
		||||
	static bool s_blockSizeLookupInitialized;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,44 +1,44 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Draw.h"
 | 
			
		||||
 | 
			
		||||
b2Draw::b2Draw()
 | 
			
		||||
{
 | 
			
		||||
	m_drawFlags = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Draw::SetFlags(uint32 flags)
 | 
			
		||||
{
 | 
			
		||||
	m_drawFlags = flags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
uint32 b2Draw::GetFlags() const
 | 
			
		||||
{
 | 
			
		||||
	return m_drawFlags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Draw::AppendFlags(uint32 flags)
 | 
			
		||||
{
 | 
			
		||||
	m_drawFlags |= flags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Draw::ClearFlags(uint32 flags)
 | 
			
		||||
{
 | 
			
		||||
	m_drawFlags &= ~flags;
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Draw.h"
 | 
			
		||||
 | 
			
		||||
b2Draw::b2Draw()
 | 
			
		||||
{
 | 
			
		||||
	m_drawFlags = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Draw::SetFlags(uint32 flags)
 | 
			
		||||
{
 | 
			
		||||
	m_drawFlags = flags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
uint32 b2Draw::GetFlags() const
 | 
			
		||||
{
 | 
			
		||||
	return m_drawFlags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Draw::AppendFlags(uint32 flags)
 | 
			
		||||
{
 | 
			
		||||
	m_drawFlags |= flags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Draw::ClearFlags(uint32 flags)
 | 
			
		||||
{
 | 
			
		||||
	m_drawFlags &= ~flags;
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										174
									
								
								deps/juce/modules/juce_box2d/box2d/Common/b2Draw.h
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										174
									
								
								deps/juce/modules/juce_box2d/box2d/Common/b2Draw.h
									
									
									
									
										vendored
									
									
								
							@@ -1,87 +1,87 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#ifndef BOX2D_DRAW_H
 | 
			
		||||
#define BOX2D_DRAW_H
 | 
			
		||||
 | 
			
		||||
#include "b2Math.h"
 | 
			
		||||
 | 
			
		||||
/// Color for debug drawing. Each value has the range [0,1].
 | 
			
		||||
struct b2Color
 | 
			
		||||
{
 | 
			
		||||
	b2Color() {}
 | 
			
		||||
	b2Color(float32 red, float32 green, float32 blue) : r(red), g(green), b(blue) {}
 | 
			
		||||
	void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
 | 
			
		||||
	float32 r, g, b;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Implement and register this class with a b2World to provide debug drawing of physics
 | 
			
		||||
/// entities in your game.
 | 
			
		||||
class b2Draw
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Draw();
 | 
			
		||||
 | 
			
		||||
	virtual ~b2Draw() {}
 | 
			
		||||
 | 
			
		||||
	enum
 | 
			
		||||
	{
 | 
			
		||||
		e_shapeBit				= 0x0001,	///< draw shapes
 | 
			
		||||
		e_jointBit				= 0x0002,	///< draw joint connections
 | 
			
		||||
		e_aabbBit				= 0x0004,	///< draw axis aligned bounding boxes
 | 
			
		||||
		e_pairBit				= 0x0008,	///< draw broad-phase pairs
 | 
			
		||||
		e_centerOfMassBit		= 0x0010	///< draw center of mass frame
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	/// Set the drawing flags.
 | 
			
		||||
	void SetFlags(juce::uint32 flags);
 | 
			
		||||
 | 
			
		||||
	/// Get the drawing flags.
 | 
			
		||||
	juce::uint32 GetFlags() const;
 | 
			
		||||
 | 
			
		||||
	/// Append flags to the current flags.
 | 
			
		||||
	void AppendFlags(juce::uint32 flags);
 | 
			
		||||
 | 
			
		||||
	/// Clear flags from the current flags.
 | 
			
		||||
	void ClearFlags(juce::uint32 flags);
 | 
			
		||||
 | 
			
		||||
	/// Draw a closed polygon provided in CCW order.
 | 
			
		||||
	virtual void DrawPolygon(const b2Vec2* vertices, juce::int32 vertexCount, const b2Color& color) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Draw a solid closed polygon provided in CCW order.
 | 
			
		||||
	virtual void DrawSolidPolygon(const b2Vec2* vertices, juce::int32 vertexCount, const b2Color& color) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Draw a circle.
 | 
			
		||||
	virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Draw a solid circle.
 | 
			
		||||
	virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Draw a line segment.
 | 
			
		||||
	virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Draw a transform. Choose your own length scale.
 | 
			
		||||
	/// @param xf a transform.
 | 
			
		||||
	virtual void DrawTransform(const b2Transform& xf) = 0;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	juce::uint32 m_drawFlags;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#ifndef BOX2D_DRAW_H
 | 
			
		||||
#define BOX2D_DRAW_H
 | 
			
		||||
 | 
			
		||||
#include "b2Math.h"
 | 
			
		||||
 | 
			
		||||
/// Color for debug drawing. Each value has the range [0,1].
 | 
			
		||||
struct b2Color
 | 
			
		||||
{
 | 
			
		||||
	b2Color() {}
 | 
			
		||||
	b2Color(float32 red, float32 green, float32 blue) : r(red), g(green), b(blue) {}
 | 
			
		||||
	void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
 | 
			
		||||
	float32 r, g, b;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Implement and register this class with a b2World to provide debug drawing of physics
 | 
			
		||||
/// entities in your game.
 | 
			
		||||
class b2Draw
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Draw();
 | 
			
		||||
 | 
			
		||||
	virtual ~b2Draw() {}
 | 
			
		||||
 | 
			
		||||
	enum
 | 
			
		||||
	{
 | 
			
		||||
		e_shapeBit				= 0x0001,	///< draw shapes
 | 
			
		||||
		e_jointBit				= 0x0002,	///< draw joint connections
 | 
			
		||||
		e_aabbBit				= 0x0004,	///< draw axis aligned bounding boxes
 | 
			
		||||
		e_pairBit				= 0x0008,	///< draw broad-phase pairs
 | 
			
		||||
		e_centerOfMassBit		= 0x0010	///< draw center of mass frame
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	/// Set the drawing flags.
 | 
			
		||||
	void SetFlags(juce::uint32 flags);
 | 
			
		||||
 | 
			
		||||
	/// Get the drawing flags.
 | 
			
		||||
	juce::uint32 GetFlags() const;
 | 
			
		||||
 | 
			
		||||
	/// Append flags to the current flags.
 | 
			
		||||
	void AppendFlags(juce::uint32 flags);
 | 
			
		||||
 | 
			
		||||
	/// Clear flags from the current flags.
 | 
			
		||||
	void ClearFlags(juce::uint32 flags);
 | 
			
		||||
 | 
			
		||||
	/// Draw a closed polygon provided in CCW order.
 | 
			
		||||
	virtual void DrawPolygon(const b2Vec2* vertices, juce::int32 vertexCount, const b2Color& color) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Draw a solid closed polygon provided in CCW order.
 | 
			
		||||
	virtual void DrawSolidPolygon(const b2Vec2* vertices, juce::int32 vertexCount, const b2Color& color) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Draw a circle.
 | 
			
		||||
	virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Draw a solid circle.
 | 
			
		||||
	virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Draw a line segment.
 | 
			
		||||
	virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Draw a transform. Choose your own length scale.
 | 
			
		||||
	/// @param xf a transform.
 | 
			
		||||
	virtual void DrawTransform(const b2Transform& xf) = 0;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	juce::uint32 m_drawFlags;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,86 +1,86 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_GROWABLE_STACK_H
 | 
			
		||||
#define B2_GROWABLE_STACK_H
 | 
			
		||||
 | 
			
		||||
#include "b2Settings.h"
 | 
			
		||||
#include <cstring>
 | 
			
		||||
 | 
			
		||||
/// This is a growable LIFO stack with an initial capacity of N.
 | 
			
		||||
/// If the stack size exceeds the initial capacity, the heap is used
 | 
			
		||||
/// to increase the size of the stack.
 | 
			
		||||
template <typename T, juce::int32 N>
 | 
			
		||||
class b2GrowableStack
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2GrowableStack()
 | 
			
		||||
	{
 | 
			
		||||
		m_stack = m_array;
 | 
			
		||||
		m_count = 0;
 | 
			
		||||
		m_capacity = N;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	~b2GrowableStack()
 | 
			
		||||
	{
 | 
			
		||||
		if (m_stack != m_array)
 | 
			
		||||
		{
 | 
			
		||||
			b2Free(m_stack);
 | 
			
		||||
			m_stack = NULL;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void Push(const T& element)
 | 
			
		||||
	{
 | 
			
		||||
		if (m_count == m_capacity)
 | 
			
		||||
		{
 | 
			
		||||
			T* old = m_stack;
 | 
			
		||||
			m_capacity *= 2;
 | 
			
		||||
			m_stack = (T*)b2Alloc(m_capacity * sizeof(T));
 | 
			
		||||
			std::memcpy(m_stack, old, m_count * sizeof(T));
 | 
			
		||||
			if (old != m_array)
 | 
			
		||||
			{
 | 
			
		||||
				b2Free(old);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		m_stack[m_count] = element;
 | 
			
		||||
		++m_count;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	T Pop()
 | 
			
		||||
	{
 | 
			
		||||
		b2Assert(m_count > 0);
 | 
			
		||||
		--m_count;
 | 
			
		||||
		return m_stack[m_count];
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	juce::int32 GetCount()
 | 
			
		||||
	{
 | 
			
		||||
		return m_count;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
	T* m_stack;
 | 
			
		||||
	T m_array[N];
 | 
			
		||||
	juce::int32 m_count;
 | 
			
		||||
	juce::int32 m_capacity;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_GROWABLE_STACK_H
 | 
			
		||||
#define B2_GROWABLE_STACK_H
 | 
			
		||||
 | 
			
		||||
#include "b2Settings.h"
 | 
			
		||||
#include <cstring>
 | 
			
		||||
 | 
			
		||||
/// This is a growable LIFO stack with an initial capacity of N.
 | 
			
		||||
/// If the stack size exceeds the initial capacity, the heap is used
 | 
			
		||||
/// to increase the size of the stack.
 | 
			
		||||
template <typename T, juce::int32 N>
 | 
			
		||||
class b2GrowableStack
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2GrowableStack()
 | 
			
		||||
	{
 | 
			
		||||
		m_stack = m_array;
 | 
			
		||||
		m_count = 0;
 | 
			
		||||
		m_capacity = N;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	~b2GrowableStack()
 | 
			
		||||
	{
 | 
			
		||||
		if (m_stack != m_array)
 | 
			
		||||
		{
 | 
			
		||||
			b2Free(m_stack);
 | 
			
		||||
			m_stack = NULL;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void Push(const T& element)
 | 
			
		||||
	{
 | 
			
		||||
		if (m_count == m_capacity)
 | 
			
		||||
		{
 | 
			
		||||
			T* old = m_stack;
 | 
			
		||||
			m_capacity *= 2;
 | 
			
		||||
			m_stack = (T*)b2Alloc(m_capacity * sizeof(T));
 | 
			
		||||
			std::memcpy(m_stack, old, m_count * sizeof(T));
 | 
			
		||||
			if (old != m_array)
 | 
			
		||||
			{
 | 
			
		||||
				b2Free(old);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		m_stack[m_count] = element;
 | 
			
		||||
		++m_count;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	T Pop()
 | 
			
		||||
	{
 | 
			
		||||
		b2Assert(m_count > 0);
 | 
			
		||||
		--m_count;
 | 
			
		||||
		return m_stack[m_count];
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	juce::int32 GetCount()
 | 
			
		||||
	{
 | 
			
		||||
		return m_count;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
	T* m_stack;
 | 
			
		||||
	T m_array[N];
 | 
			
		||||
	juce::int32 m_count;
 | 
			
		||||
	juce::int32 m_capacity;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										188
									
								
								deps/juce/modules/juce_box2d/box2d/Common/b2Math.cpp
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										188
									
								
								deps/juce/modules/juce_box2d/box2d/Common/b2Math.cpp
									
									
									
									
										vendored
									
									
								
							@@ -1,94 +1,94 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Math.h"
 | 
			
		||||
 | 
			
		||||
const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
 | 
			
		||||
 | 
			
		||||
/// Solve A * x = b, where b is a column vector. This is more efficient
 | 
			
		||||
/// than computing the inverse in one-shot cases.
 | 
			
		||||
b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
 | 
			
		||||
{
 | 
			
		||||
	float32 det = b2Dot(ex, b2Cross(ey, ez));
 | 
			
		||||
	if (det != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		det = 1.0f / det;
 | 
			
		||||
	}
 | 
			
		||||
	b2Vec3 x;
 | 
			
		||||
	x.x = det * b2Dot(b, b2Cross(ey, ez));
 | 
			
		||||
	x.y = det * b2Dot(ex, b2Cross(b, ez));
 | 
			
		||||
	x.z = det * b2Dot(ex, b2Cross(ey, b));
 | 
			
		||||
	return x;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/// Solve A * x = b, where b is a column vector. This is more efficient
 | 
			
		||||
/// than computing the inverse in one-shot cases.
 | 
			
		||||
b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
 | 
			
		||||
{
 | 
			
		||||
	float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
 | 
			
		||||
	float32 det = a11 * a22 - a12 * a21;
 | 
			
		||||
	if (det != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		det = 1.0f / det;
 | 
			
		||||
	}
 | 
			
		||||
	b2Vec2 x;
 | 
			
		||||
	x.x = det * (a22 * b.x - a12 * b.y);
 | 
			
		||||
	x.y = det * (a11 * b.y - a21 * b.x);
 | 
			
		||||
	return x;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
///
 | 
			
		||||
void b2Mat33::GetInverse22(b2Mat33* M) const
 | 
			
		||||
{
 | 
			
		||||
	float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
 | 
			
		||||
	float32 det = a * d - b * c;
 | 
			
		||||
	if (det != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		det = 1.0f / det;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	M->ex.x =  det * d;	M->ey.x = -det * b; M->ex.z = 0.0f;
 | 
			
		||||
	M->ex.y = -det * c;	M->ey.y =  det * a; M->ey.z = 0.0f;
 | 
			
		||||
	M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/// Returns the zero matrix if singular.
 | 
			
		||||
void b2Mat33::GetSymInverse33(b2Mat33* M) const
 | 
			
		||||
{
 | 
			
		||||
	float32 det = b2Dot(ex, b2Cross(ey, ez));
 | 
			
		||||
	if (det != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		det = 1.0f / det;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 a11 = ex.x, a12 = ey.x, a13 = ez.x;
 | 
			
		||||
	float32 a22 = ey.y, a23 = ez.y;
 | 
			
		||||
	float32 a33 = ez.z;
 | 
			
		||||
 | 
			
		||||
	M->ex.x = det * (a22 * a33 - a23 * a23);
 | 
			
		||||
	M->ex.y = det * (a13 * a23 - a12 * a33);
 | 
			
		||||
	M->ex.z = det * (a12 * a23 - a13 * a22);
 | 
			
		||||
 | 
			
		||||
	M->ey.x = M->ex.y;
 | 
			
		||||
	M->ey.y = det * (a11 * a33 - a13 * a13);
 | 
			
		||||
	M->ey.z = det * (a13 * a12 - a11 * a23);
 | 
			
		||||
 | 
			
		||||
	M->ez.x = M->ex.z;
 | 
			
		||||
	M->ez.y = M->ey.z;
 | 
			
		||||
	M->ez.z = det * (a11 * a22 - a12 * a12);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Math.h"
 | 
			
		||||
 | 
			
		||||
const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
 | 
			
		||||
 | 
			
		||||
/// Solve A * x = b, where b is a column vector. This is more efficient
 | 
			
		||||
/// than computing the inverse in one-shot cases.
 | 
			
		||||
b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
 | 
			
		||||
{
 | 
			
		||||
	float32 det = b2Dot(ex, b2Cross(ey, ez));
 | 
			
		||||
	if (det != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		det = 1.0f / det;
 | 
			
		||||
	}
 | 
			
		||||
	b2Vec3 x;
 | 
			
		||||
	x.x = det * b2Dot(b, b2Cross(ey, ez));
 | 
			
		||||
	x.y = det * b2Dot(ex, b2Cross(b, ez));
 | 
			
		||||
	x.z = det * b2Dot(ex, b2Cross(ey, b));
 | 
			
		||||
	return x;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/// Solve A * x = b, where b is a column vector. This is more efficient
 | 
			
		||||
/// than computing the inverse in one-shot cases.
 | 
			
		||||
b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
 | 
			
		||||
{
 | 
			
		||||
	float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
 | 
			
		||||
	float32 det = a11 * a22 - a12 * a21;
 | 
			
		||||
	if (det != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		det = 1.0f / det;
 | 
			
		||||
	}
 | 
			
		||||
	b2Vec2 x;
 | 
			
		||||
	x.x = det * (a22 * b.x - a12 * b.y);
 | 
			
		||||
	x.y = det * (a11 * b.y - a21 * b.x);
 | 
			
		||||
	return x;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
///
 | 
			
		||||
void b2Mat33::GetInverse22(b2Mat33* M) const
 | 
			
		||||
{
 | 
			
		||||
	float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
 | 
			
		||||
	float32 det = a * d - b * c;
 | 
			
		||||
	if (det != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		det = 1.0f / det;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	M->ex.x =  det * d;	M->ey.x = -det * b; M->ex.z = 0.0f;
 | 
			
		||||
	M->ex.y = -det * c;	M->ey.y =  det * a; M->ey.z = 0.0f;
 | 
			
		||||
	M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/// Returns the zero matrix if singular.
 | 
			
		||||
void b2Mat33::GetSymInverse33(b2Mat33* M) const
 | 
			
		||||
{
 | 
			
		||||
	float32 det = b2Dot(ex, b2Cross(ey, ez));
 | 
			
		||||
	if (det != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		det = 1.0f / det;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 a11 = ex.x, a12 = ey.x, a13 = ez.x;
 | 
			
		||||
	float32 a22 = ey.y, a23 = ez.y;
 | 
			
		||||
	float32 a33 = ez.z;
 | 
			
		||||
 | 
			
		||||
	M->ex.x = det * (a22 * a33 - a23 * a23);
 | 
			
		||||
	M->ex.y = det * (a13 * a23 - a12 * a33);
 | 
			
		||||
	M->ex.z = det * (a12 * a23 - a13 * a22);
 | 
			
		||||
 | 
			
		||||
	M->ey.x = M->ex.y;
 | 
			
		||||
	M->ey.y = det * (a11 * a33 - a13 * a13);
 | 
			
		||||
	M->ey.z = det * (a13 * a12 - a11 * a23);
 | 
			
		||||
 | 
			
		||||
	M->ez.x = M->ex.z;
 | 
			
		||||
	M->ez.y = M->ey.z;
 | 
			
		||||
	M->ez.z = det * (a11 * a22 - a12 * a12);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										1452
									
								
								deps/juce/modules/juce_box2d/box2d/Common/b2Math.h
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										1452
									
								
								deps/juce/modules/juce_box2d/box2d/Common/b2Math.h
									
									
									
									
										vendored
									
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@@ -1,41 +1,41 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Settings.h"
 | 
			
		||||
 | 
			
		||||
b2Version b2_version = {2, 2, 1};
 | 
			
		||||
 | 
			
		||||
// Memory allocators. Modify these to use your own allocator.
 | 
			
		||||
void* b2Alloc(int32 size)
 | 
			
		||||
{
 | 
			
		||||
	return malloc(size);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Free(void* mem)
 | 
			
		||||
{
 | 
			
		||||
	free(mem);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// You can modify this to use your logging facility.
 | 
			
		||||
void b2Log(const char* string, ...)
 | 
			
		||||
{
 | 
			
		||||
	va_list args;
 | 
			
		||||
	va_start(args, string);
 | 
			
		||||
	vprintf(string, args);
 | 
			
		||||
	va_end(args);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Settings.h"
 | 
			
		||||
 | 
			
		||||
b2Version b2_version = {2, 2, 1};
 | 
			
		||||
 | 
			
		||||
// Memory allocators. Modify these to use your own allocator.
 | 
			
		||||
void* b2Alloc(int32 size)
 | 
			
		||||
{
 | 
			
		||||
	return malloc(size);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Free(void* mem)
 | 
			
		||||
{
 | 
			
		||||
	free(mem);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// You can modify this to use your logging facility.
 | 
			
		||||
void b2Log(const char* string, ...)
 | 
			
		||||
{
 | 
			
		||||
	va_list args;
 | 
			
		||||
	va_start(args, string);
 | 
			
		||||
	vprintf(string, args);
 | 
			
		||||
	va_end(args);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,141 +1,141 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_SETTINGS_H
 | 
			
		||||
#define B2_SETTINGS_H
 | 
			
		||||
 | 
			
		||||
#define B2_NOT_USED(x) ((void)(x))
 | 
			
		||||
#define b2Assert(A) jassert(A)
 | 
			
		||||
 | 
			
		||||
typedef float float32;
 | 
			
		||||
typedef double float64;
 | 
			
		||||
 | 
			
		||||
#define	b2_maxFloat		FLT_MAX
 | 
			
		||||
#define	b2_epsilon		FLT_EPSILON
 | 
			
		||||
#define b2_pi			3.14159265359f
 | 
			
		||||
 | 
			
		||||
/// @file
 | 
			
		||||
/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
 | 
			
		||||
///
 | 
			
		||||
 | 
			
		||||
// Collision
 | 
			
		||||
 | 
			
		||||
/// The maximum number of contact points between two convex shapes. Do
 | 
			
		||||
/// not change this value.
 | 
			
		||||
#define b2_maxManifoldPoints	2
 | 
			
		||||
 | 
			
		||||
/// The maximum number of vertices on a convex polygon. You cannot increase
 | 
			
		||||
/// this too much because b2BlockAllocator has a maximum object size.
 | 
			
		||||
#define b2_maxPolygonVertices	8
 | 
			
		||||
 | 
			
		||||
/// This is used to fatten AABBs in the dynamic tree. This allows proxies
 | 
			
		||||
/// to move by a small amount without triggering a tree adjustment.
 | 
			
		||||
/// This is in meters.
 | 
			
		||||
#define b2_aabbExtension		0.1f
 | 
			
		||||
 | 
			
		||||
/// This is used to fatten AABBs in the dynamic tree. This is used to predict
 | 
			
		||||
/// the future position based on the current displacement.
 | 
			
		||||
/// This is a dimensionless multiplier.
 | 
			
		||||
#define b2_aabbMultiplier		2.0f
 | 
			
		||||
 | 
			
		||||
/// A small length used as a collision and constraint tolerance. Usually it is
 | 
			
		||||
/// chosen to be numerically significant, but visually insignificant.
 | 
			
		||||
#define b2_linearSlop			0.005f
 | 
			
		||||
 | 
			
		||||
/// A small angle used as a collision and constraint tolerance. Usually it is
 | 
			
		||||
/// chosen to be numerically significant, but visually insignificant.
 | 
			
		||||
#define b2_angularSlop			(2.0f / 180.0f * b2_pi)
 | 
			
		||||
 | 
			
		||||
/// The radius of the polygon/edge shape skin. This should not be modified. Making
 | 
			
		||||
/// this smaller means polygons will have an insufficient buffer for continuous collision.
 | 
			
		||||
/// Making it larger may create artifacts for vertex collision.
 | 
			
		||||
#define b2_polygonRadius		(2.0f * b2_linearSlop)
 | 
			
		||||
 | 
			
		||||
/// Maximum number of sub-steps per contact in continuous physics simulation.
 | 
			
		||||
#define b2_maxSubSteps			8
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
// Dynamics
 | 
			
		||||
 | 
			
		||||
/// Maximum number of contacts to be handled to solve a TOI impact.
 | 
			
		||||
#define b2_maxTOIContacts			32
 | 
			
		||||
 | 
			
		||||
/// A velocity threshold for elastic collisions. Any collision with a relative linear
 | 
			
		||||
/// velocity below this threshold will be treated as inelastic.
 | 
			
		||||
#define b2_velocityThreshold		1.0f
 | 
			
		||||
 | 
			
		||||
/// The maximum linear position correction used when solving constraints. This helps to
 | 
			
		||||
/// prevent overshoot.
 | 
			
		||||
#define b2_maxLinearCorrection		0.2f
 | 
			
		||||
 | 
			
		||||
/// The maximum angular position correction used when solving constraints. This helps to
 | 
			
		||||
/// prevent overshoot.
 | 
			
		||||
#define b2_maxAngularCorrection		(8.0f / 180.0f * b2_pi)
 | 
			
		||||
 | 
			
		||||
/// The maximum linear velocity of a body. This limit is very large and is used
 | 
			
		||||
/// to prevent numerical problems. You shouldn't need to adjust this.
 | 
			
		||||
#define b2_maxTranslation			2.0f
 | 
			
		||||
#define b2_maxTranslationSquared	(b2_maxTranslation * b2_maxTranslation)
 | 
			
		||||
 | 
			
		||||
/// The maximum angular velocity of a body. This limit is very large and is used
 | 
			
		||||
/// to prevent numerical problems. You shouldn't need to adjust this.
 | 
			
		||||
#define b2_maxRotation				(0.5f * b2_pi)
 | 
			
		||||
#define b2_maxRotationSquared		(b2_maxRotation * b2_maxRotation)
 | 
			
		||||
 | 
			
		||||
/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
 | 
			
		||||
/// that overlap is removed in one time step. However using values close to 1 often lead
 | 
			
		||||
/// to overshoot.
 | 
			
		||||
#define b2_baumgarte				0.2f
 | 
			
		||||
#define b2_toiBaugarte				0.75f
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
// Sleep
 | 
			
		||||
 | 
			
		||||
/// The time that a body must be still before it will go to sleep.
 | 
			
		||||
#define b2_timeToSleep				0.5f
 | 
			
		||||
 | 
			
		||||
/// A body cannot sleep if its linear velocity is above this tolerance.
 | 
			
		||||
#define b2_linearSleepTolerance		0.01f
 | 
			
		||||
 | 
			
		||||
/// A body cannot sleep if its angular velocity is above this tolerance.
 | 
			
		||||
#define b2_angularSleepTolerance	(2.0f / 180.0f * b2_pi)
 | 
			
		||||
 | 
			
		||||
// Memory Allocation
 | 
			
		||||
 | 
			
		||||
/// Implement this function to use your own memory allocator.
 | 
			
		||||
void* b2Alloc(juce::int32 size);
 | 
			
		||||
 | 
			
		||||
/// If you implement b2Alloc, you should also implement this function.
 | 
			
		||||
void b2Free(void* mem);
 | 
			
		||||
 | 
			
		||||
/// Logging function.
 | 
			
		||||
void b2Log(const char* string, ...);
 | 
			
		||||
 | 
			
		||||
/// Version numbering scheme.
 | 
			
		||||
/// See http://en.wikipedia.org/wiki/Software_versioning
 | 
			
		||||
struct b2Version
 | 
			
		||||
{
 | 
			
		||||
	juce::int32 major;		///< significant changes
 | 
			
		||||
	juce::int32 minor;		///< incremental changes
 | 
			
		||||
	juce::int32 revision;		///< bug fixes
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Current version.
 | 
			
		||||
extern b2Version b2_version;
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_SETTINGS_H
 | 
			
		||||
#define B2_SETTINGS_H
 | 
			
		||||
 | 
			
		||||
#define B2_NOT_USED(x) ((void)(x))
 | 
			
		||||
#define b2Assert(A) jassert(A)
 | 
			
		||||
 | 
			
		||||
typedef float float32;
 | 
			
		||||
typedef double float64;
 | 
			
		||||
 | 
			
		||||
#define	b2_maxFloat		FLT_MAX
 | 
			
		||||
#define	b2_epsilon		FLT_EPSILON
 | 
			
		||||
#define b2_pi			3.14159265359f
 | 
			
		||||
 | 
			
		||||
/// @file
 | 
			
		||||
/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
 | 
			
		||||
///
 | 
			
		||||
 | 
			
		||||
// Collision
 | 
			
		||||
 | 
			
		||||
/// The maximum number of contact points between two convex shapes. Do
 | 
			
		||||
/// not change this value.
 | 
			
		||||
#define b2_maxManifoldPoints	2
 | 
			
		||||
 | 
			
		||||
/// The maximum number of vertices on a convex polygon. You cannot increase
 | 
			
		||||
/// this too much because b2BlockAllocator has a maximum object size.
 | 
			
		||||
#define b2_maxPolygonVertices	8
 | 
			
		||||
 | 
			
		||||
/// This is used to fatten AABBs in the dynamic tree. This allows proxies
 | 
			
		||||
/// to move by a small amount without triggering a tree adjustment.
 | 
			
		||||
/// This is in meters.
 | 
			
		||||
#define b2_aabbExtension		0.1f
 | 
			
		||||
 | 
			
		||||
/// This is used to fatten AABBs in the dynamic tree. This is used to predict
 | 
			
		||||
/// the future position based on the current displacement.
 | 
			
		||||
/// This is a dimensionless multiplier.
 | 
			
		||||
#define b2_aabbMultiplier		2.0f
 | 
			
		||||
 | 
			
		||||
/// A small length used as a collision and constraint tolerance. Usually it is
 | 
			
		||||
/// chosen to be numerically significant, but visually insignificant.
 | 
			
		||||
#define b2_linearSlop			0.005f
 | 
			
		||||
 | 
			
		||||
/// A small angle used as a collision and constraint tolerance. Usually it is
 | 
			
		||||
/// chosen to be numerically significant, but visually insignificant.
 | 
			
		||||
#define b2_angularSlop			(2.0f / 180.0f * b2_pi)
 | 
			
		||||
 | 
			
		||||
/// The radius of the polygon/edge shape skin. This should not be modified. Making
 | 
			
		||||
/// this smaller means polygons will have an insufficient buffer for continuous collision.
 | 
			
		||||
/// Making it larger may create artifacts for vertex collision.
 | 
			
		||||
#define b2_polygonRadius		(2.0f * b2_linearSlop)
 | 
			
		||||
 | 
			
		||||
/// Maximum number of sub-steps per contact in continuous physics simulation.
 | 
			
		||||
#define b2_maxSubSteps			8
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
// Dynamics
 | 
			
		||||
 | 
			
		||||
/// Maximum number of contacts to be handled to solve a TOI impact.
 | 
			
		||||
#define b2_maxTOIContacts			32
 | 
			
		||||
 | 
			
		||||
/// A velocity threshold for elastic collisions. Any collision with a relative linear
 | 
			
		||||
/// velocity below this threshold will be treated as inelastic.
 | 
			
		||||
#define b2_velocityThreshold		1.0f
 | 
			
		||||
 | 
			
		||||
/// The maximum linear position correction used when solving constraints. This helps to
 | 
			
		||||
/// prevent overshoot.
 | 
			
		||||
#define b2_maxLinearCorrection		0.2f
 | 
			
		||||
 | 
			
		||||
/// The maximum angular position correction used when solving constraints. This helps to
 | 
			
		||||
/// prevent overshoot.
 | 
			
		||||
#define b2_maxAngularCorrection		(8.0f / 180.0f * b2_pi)
 | 
			
		||||
 | 
			
		||||
/// The maximum linear velocity of a body. This limit is very large and is used
 | 
			
		||||
/// to prevent numerical problems. You shouldn't need to adjust this.
 | 
			
		||||
#define b2_maxTranslation			2.0f
 | 
			
		||||
#define b2_maxTranslationSquared	(b2_maxTranslation * b2_maxTranslation)
 | 
			
		||||
 | 
			
		||||
/// The maximum angular velocity of a body. This limit is very large and is used
 | 
			
		||||
/// to prevent numerical problems. You shouldn't need to adjust this.
 | 
			
		||||
#define b2_maxRotation				(0.5f * b2_pi)
 | 
			
		||||
#define b2_maxRotationSquared		(b2_maxRotation * b2_maxRotation)
 | 
			
		||||
 | 
			
		||||
/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
 | 
			
		||||
/// that overlap is removed in one time step. However using values close to 1 often lead
 | 
			
		||||
/// to overshoot.
 | 
			
		||||
#define b2_baumgarte				0.2f
 | 
			
		||||
#define b2_toiBaugarte				0.75f
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
// Sleep
 | 
			
		||||
 | 
			
		||||
/// The time that a body must be still before it will go to sleep.
 | 
			
		||||
#define b2_timeToSleep				0.5f
 | 
			
		||||
 | 
			
		||||
/// A body cannot sleep if its linear velocity is above this tolerance.
 | 
			
		||||
#define b2_linearSleepTolerance		0.01f
 | 
			
		||||
 | 
			
		||||
/// A body cannot sleep if its angular velocity is above this tolerance.
 | 
			
		||||
#define b2_angularSleepTolerance	(2.0f / 180.0f * b2_pi)
 | 
			
		||||
 | 
			
		||||
// Memory Allocation
 | 
			
		||||
 | 
			
		||||
/// Implement this function to use your own memory allocator.
 | 
			
		||||
void* b2Alloc(juce::int32 size);
 | 
			
		||||
 | 
			
		||||
/// If you implement b2Alloc, you should also implement this function.
 | 
			
		||||
void b2Free(void* mem);
 | 
			
		||||
 | 
			
		||||
/// Logging function.
 | 
			
		||||
void b2Log(const char* string, ...);
 | 
			
		||||
 | 
			
		||||
/// Version numbering scheme.
 | 
			
		||||
/// See http://en.wikipedia.org/wiki/Software_versioning
 | 
			
		||||
struct b2Version
 | 
			
		||||
{
 | 
			
		||||
	juce::int32 major;		///< significant changes
 | 
			
		||||
	juce::int32 minor;		///< incremental changes
 | 
			
		||||
	juce::int32 revision;		///< bug fixes
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Current version.
 | 
			
		||||
extern b2Version b2_version;
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,83 +1,83 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2StackAllocator.h"
 | 
			
		||||
#include "b2Math.h"
 | 
			
		||||
 | 
			
		||||
b2StackAllocator::b2StackAllocator()
 | 
			
		||||
{
 | 
			
		||||
	m_index = 0;
 | 
			
		||||
	m_allocation = 0;
 | 
			
		||||
	m_maxAllocation = 0;
 | 
			
		||||
	m_entryCount = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2StackAllocator::~b2StackAllocator()
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_index == 0);
 | 
			
		||||
	b2Assert(m_entryCount == 0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void* b2StackAllocator::Allocate(int32 size)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_entryCount < b2_maxStackEntries);
 | 
			
		||||
 | 
			
		||||
	b2StackEntry* entry = m_entries + m_entryCount;
 | 
			
		||||
	entry->size = size;
 | 
			
		||||
	if (m_index + size > b2_stackSize)
 | 
			
		||||
	{
 | 
			
		||||
		entry->data = (char*)b2Alloc(size);
 | 
			
		||||
		entry->usedMalloc = true;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		entry->data = m_data + m_index;
 | 
			
		||||
		entry->usedMalloc = false;
 | 
			
		||||
		m_index += size;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_allocation += size;
 | 
			
		||||
	m_maxAllocation = b2Max(m_maxAllocation, m_allocation);
 | 
			
		||||
	++m_entryCount;
 | 
			
		||||
 | 
			
		||||
	return entry->data;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2StackAllocator::Free(void* p)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_entryCount > 0);
 | 
			
		||||
	b2StackEntry* entry = m_entries + m_entryCount - 1;
 | 
			
		||||
	b2Assert(p == entry->data);
 | 
			
		||||
	if (entry->usedMalloc)
 | 
			
		||||
	{
 | 
			
		||||
		b2Free(p);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_index -= entry->size;
 | 
			
		||||
	}
 | 
			
		||||
	m_allocation -= entry->size;
 | 
			
		||||
	--m_entryCount;
 | 
			
		||||
 | 
			
		||||
	p = NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2StackAllocator::GetMaxAllocation() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxAllocation;
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2StackAllocator.h"
 | 
			
		||||
#include "b2Math.h"
 | 
			
		||||
 | 
			
		||||
b2StackAllocator::b2StackAllocator()
 | 
			
		||||
{
 | 
			
		||||
	m_index = 0;
 | 
			
		||||
	m_allocation = 0;
 | 
			
		||||
	m_maxAllocation = 0;
 | 
			
		||||
	m_entryCount = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2StackAllocator::~b2StackAllocator()
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_index == 0);
 | 
			
		||||
	b2Assert(m_entryCount == 0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void* b2StackAllocator::Allocate(int32 size)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_entryCount < b2_maxStackEntries);
 | 
			
		||||
 | 
			
		||||
	b2StackEntry* entry = m_entries + m_entryCount;
 | 
			
		||||
	entry->size = size;
 | 
			
		||||
	if (m_index + size > b2_stackSize)
 | 
			
		||||
	{
 | 
			
		||||
		entry->data = (char*)b2Alloc(size);
 | 
			
		||||
		entry->usedMalloc = true;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		entry->data = m_data + m_index;
 | 
			
		||||
		entry->usedMalloc = false;
 | 
			
		||||
		m_index += size;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_allocation += size;
 | 
			
		||||
	m_maxAllocation = b2Max(m_maxAllocation, m_allocation);
 | 
			
		||||
	++m_entryCount;
 | 
			
		||||
 | 
			
		||||
	return entry->data;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2StackAllocator::Free(void* p)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_entryCount > 0);
 | 
			
		||||
	b2StackEntry* entry = m_entries + m_entryCount - 1;
 | 
			
		||||
	b2Assert(p == entry->data);
 | 
			
		||||
	if (entry->usedMalloc)
 | 
			
		||||
	{
 | 
			
		||||
		b2Free(p);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_index -= entry->size;
 | 
			
		||||
	}
 | 
			
		||||
	m_allocation -= entry->size;
 | 
			
		||||
	--m_entryCount;
 | 
			
		||||
 | 
			
		||||
	p = NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int32 b2StackAllocator::GetMaxAllocation() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxAllocation;
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,60 +1,60 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_STACK_ALLOCATOR_H
 | 
			
		||||
#define B2_STACK_ALLOCATOR_H
 | 
			
		||||
 | 
			
		||||
#include "b2Settings.h"
 | 
			
		||||
 | 
			
		||||
const juce::int32 b2_stackSize = 100 * 1024;	// 100k
 | 
			
		||||
const juce::int32 b2_maxStackEntries = 32;
 | 
			
		||||
 | 
			
		||||
struct b2StackEntry
 | 
			
		||||
{
 | 
			
		||||
	char* data;
 | 
			
		||||
	juce::int32 size;
 | 
			
		||||
	bool usedMalloc;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// This is a stack allocator used for fast per step allocations.
 | 
			
		||||
// You must nest allocate/free pairs. The code will assert
 | 
			
		||||
// if you try to interleave multiple allocate/free pairs.
 | 
			
		||||
class b2StackAllocator
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2StackAllocator();
 | 
			
		||||
	~b2StackAllocator();
 | 
			
		||||
 | 
			
		||||
	void* Allocate(juce::int32 size);
 | 
			
		||||
	void Free(void* p);
 | 
			
		||||
 | 
			
		||||
	juce::int32 GetMaxAllocation() const;
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	char m_data[b2_stackSize];
 | 
			
		||||
	juce::int32 m_index;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_allocation;
 | 
			
		||||
	juce::int32 m_maxAllocation;
 | 
			
		||||
 | 
			
		||||
	b2StackEntry m_entries[b2_maxStackEntries];
 | 
			
		||||
	juce::int32 m_entryCount;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_STACK_ALLOCATOR_H
 | 
			
		||||
#define B2_STACK_ALLOCATOR_H
 | 
			
		||||
 | 
			
		||||
#include "b2Settings.h"
 | 
			
		||||
 | 
			
		||||
const juce::int32 b2_stackSize = 100 * 1024;	// 100k
 | 
			
		||||
const juce::int32 b2_maxStackEntries = 32;
 | 
			
		||||
 | 
			
		||||
struct b2StackEntry
 | 
			
		||||
{
 | 
			
		||||
	char* data;
 | 
			
		||||
	juce::int32 size;
 | 
			
		||||
	bool usedMalloc;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// This is a stack allocator used for fast per step allocations.
 | 
			
		||||
// You must nest allocate/free pairs. The code will assert
 | 
			
		||||
// if you try to interleave multiple allocate/free pairs.
 | 
			
		||||
class b2StackAllocator
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2StackAllocator();
 | 
			
		||||
	~b2StackAllocator();
 | 
			
		||||
 | 
			
		||||
	void* Allocate(juce::int32 size);
 | 
			
		||||
	void Free(void* p);
 | 
			
		||||
 | 
			
		||||
	juce::int32 GetMaxAllocation() const;
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	char m_data[b2_stackSize];
 | 
			
		||||
	juce::int32 m_index;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_allocation;
 | 
			
		||||
	juce::int32 m_maxAllocation;
 | 
			
		||||
 | 
			
		||||
	b2StackEntry m_entries[b2_maxStackEntries];
 | 
			
		||||
	juce::int32 m_entryCount;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,34 +1,34 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Timer.h"
 | 
			
		||||
 | 
			
		||||
b2Timer::b2Timer()
 | 
			
		||||
{
 | 
			
		||||
    Reset();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Timer::Reset()
 | 
			
		||||
{
 | 
			
		||||
	juceStartTime = juce::Time::getCurrentTime();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2Timer::GetMilliseconds() const
 | 
			
		||||
{
 | 
			
		||||
	return static_cast<float32> ((juce::Time::getCurrentTime() - juceStartTime).inMilliseconds());
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Timer.h"
 | 
			
		||||
 | 
			
		||||
b2Timer::b2Timer()
 | 
			
		||||
{
 | 
			
		||||
    Reset();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Timer::Reset()
 | 
			
		||||
{
 | 
			
		||||
	juceStartTime = juce::Time::getCurrentTime();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2Timer::GetMilliseconds() const
 | 
			
		||||
{
 | 
			
		||||
	return static_cast<float32> ((juce::Time::getCurrentTime() - juceStartTime).inMilliseconds());
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,43 +1,43 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef BOX2D_TIMER_H
 | 
			
		||||
#define BOX2D_TIMER_H
 | 
			
		||||
 | 
			
		||||
#include "b2Settings.h"
 | 
			
		||||
 | 
			
		||||
/// Timer for profiling. This has platform specific code and may
 | 
			
		||||
/// not work on every platform.
 | 
			
		||||
class b2Timer
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	/// Constructor
 | 
			
		||||
	b2Timer();
 | 
			
		||||
 | 
			
		||||
	/// Reset the timer.
 | 
			
		||||
	void Reset();
 | 
			
		||||
 | 
			
		||||
	/// Get the time since construction or the last reset.
 | 
			
		||||
	float32 GetMilliseconds() const;
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
    juce::Time juceStartTime;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef BOX2D_TIMER_H
 | 
			
		||||
#define BOX2D_TIMER_H
 | 
			
		||||
 | 
			
		||||
#include "b2Settings.h"
 | 
			
		||||
 | 
			
		||||
/// Timer for profiling. This has platform specific code and may
 | 
			
		||||
/// not work on every platform.
 | 
			
		||||
class b2Timer
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	/// Constructor
 | 
			
		||||
	b2Timer();
 | 
			
		||||
 | 
			
		||||
	/// Reset the timer.
 | 
			
		||||
	void Reset();
 | 
			
		||||
 | 
			
		||||
	/// Get the time since construction or the last reset.
 | 
			
		||||
	float32 GetMilliseconds() const;
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
    juce::Time juceStartTime;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,54 +1,54 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2ChainAndCircleContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2ChainShape.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2EdgeShape.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2ChainAndCircleContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2ChainAndCircleContact));
 | 
			
		||||
	return new (mem) b2ChainAndCircleContact(fixtureA, indexA, fixtureB, indexB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2ChainAndCircleContact*)contact)->~b2ChainAndCircleContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2ChainAndCircleContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2ChainAndCircleContact::b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
 | 
			
		||||
: b2Contact(fixtureA, indexA, fixtureB, indexB)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
 | 
			
		||||
	b2EdgeShape edge;
 | 
			
		||||
	chain->GetChildEdge(&edge, m_indexA);
 | 
			
		||||
	b2CollideEdgeAndCircle(	manifold, &edge, xfA,
 | 
			
		||||
							(b2CircleShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2ChainAndCircleContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2ChainShape.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2EdgeShape.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2ChainAndCircleContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2ChainAndCircleContact));
 | 
			
		||||
	return new (mem) b2ChainAndCircleContact(fixtureA, indexA, fixtureB, indexB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2ChainAndCircleContact*)contact)->~b2ChainAndCircleContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2ChainAndCircleContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2ChainAndCircleContact::b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
 | 
			
		||||
: b2Contact(fixtureA, indexA, fixtureB, indexB)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
 | 
			
		||||
	b2EdgeShape edge;
 | 
			
		||||
	chain->GetChildEdge(&edge, m_indexA);
 | 
			
		||||
	b2CollideEdgeAndCircle(	manifold, &edge, xfA,
 | 
			
		||||
							(b2CircleShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,39 +1,39 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CHAIN_AND_CIRCLE_CONTACT_H
 | 
			
		||||
#define B2_CHAIN_AND_CIRCLE_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2ChainAndCircleContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
 | 
			
		||||
	~b2ChainAndCircleContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CHAIN_AND_CIRCLE_CONTACT_H
 | 
			
		||||
#define B2_CHAIN_AND_CIRCLE_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2ChainAndCircleContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
 | 
			
		||||
	~b2ChainAndCircleContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,54 +1,54 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2ChainAndPolygonContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2ChainShape.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2EdgeShape.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2ChainAndPolygonContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2ChainAndPolygonContact));
 | 
			
		||||
	return new (mem) b2ChainAndPolygonContact(fixtureA, indexA, fixtureB, indexB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2ChainAndPolygonContact*)contact)->~b2ChainAndPolygonContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2ChainAndPolygonContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2ChainAndPolygonContact::b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
 | 
			
		||||
: b2Contact(fixtureA, indexA, fixtureB, indexB)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
 | 
			
		||||
	b2EdgeShape edge;
 | 
			
		||||
	chain->GetChildEdge(&edge, m_indexA);
 | 
			
		||||
	b2CollideEdgeAndPolygon(	manifold, &edge, xfA,
 | 
			
		||||
								(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2ChainAndPolygonContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2ChainShape.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2EdgeShape.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2ChainAndPolygonContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2ChainAndPolygonContact));
 | 
			
		||||
	return new (mem) b2ChainAndPolygonContact(fixtureA, indexA, fixtureB, indexB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2ChainAndPolygonContact*)contact)->~b2ChainAndPolygonContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2ChainAndPolygonContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2ChainAndPolygonContact::b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
 | 
			
		||||
: b2Contact(fixtureA, indexA, fixtureB, indexB)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ChainAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
 | 
			
		||||
	b2EdgeShape edge;
 | 
			
		||||
	chain->GetChildEdge(&edge, m_indexA);
 | 
			
		||||
	b2CollideEdgeAndPolygon(	manifold, &edge, xfA,
 | 
			
		||||
								(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,39 +1,39 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CHAIN_AND_POLYGON_CONTACT_H
 | 
			
		||||
#define B2_CHAIN_AND_POLYGON_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2ChainAndPolygonContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
 | 
			
		||||
	~b2ChainAndPolygonContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CHAIN_AND_POLYGON_CONTACT_H
 | 
			
		||||
#define B2_CHAIN_AND_POLYGON_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2ChainAndPolygonContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
 | 
			
		||||
	~b2ChainAndPolygonContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,53 +1,53 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2CircleContact.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
#include "../b2WorldCallbacks.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../../Collision/b2TimeOfImpact.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2CircleContact));
 | 
			
		||||
	return new (mem) b2CircleContact(fixtureA, fixtureB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2CircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2CircleContact*)contact)->~b2CircleContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2CircleContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2CircleContact::b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
	: b2Contact(fixtureA, 0, fixtureB, 0)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_circle);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2CircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2CollideCircles(manifold,
 | 
			
		||||
					(b2CircleShape*)m_fixtureA->GetShape(), xfA,
 | 
			
		||||
					(b2CircleShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2CircleContact.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
#include "../b2WorldCallbacks.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../../Collision/b2TimeOfImpact.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2CircleContact));
 | 
			
		||||
	return new (mem) b2CircleContact(fixtureA, fixtureB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2CircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2CircleContact*)contact)->~b2CircleContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2CircleContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2CircleContact::b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
	: b2Contact(fixtureA, 0, fixtureB, 0)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_circle);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2CircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2CollideCircles(manifold,
 | 
			
		||||
					(b2CircleShape*)m_fixtureA->GetShape(), xfA,
 | 
			
		||||
					(b2CircleShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,39 +1,39 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CIRCLE_CONTACT_H
 | 
			
		||||
#define B2_CIRCLE_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2CircleContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
	~b2CircleContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CIRCLE_CONTACT_H
 | 
			
		||||
#define B2_CIRCLE_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2CircleContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
	~b2CircleContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,240 +1,240 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
#include "b2CircleContact.h"
 | 
			
		||||
#include "b2PolygonAndCircleContact.h"
 | 
			
		||||
#include "b2PolygonContact.h"
 | 
			
		||||
#include "b2EdgeAndCircleContact.h"
 | 
			
		||||
#include "b2EdgeAndPolygonContact.h"
 | 
			
		||||
#include "b2ChainAndCircleContact.h"
 | 
			
		||||
#include "b2ChainAndPolygonContact.h"
 | 
			
		||||
#include "b2ContactSolver.h"
 | 
			
		||||
 | 
			
		||||
#include "../../Collision/b2Collision.h"
 | 
			
		||||
#include "../../Collision/b2TimeOfImpact.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2Shape.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
#include "../b2World.h"
 | 
			
		||||
 | 
			
		||||
b2ContactRegister b2Contact::s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
 | 
			
		||||
bool b2Contact::s_initialized = false;
 | 
			
		||||
 | 
			
		||||
void b2Contact::InitializeRegisters()
 | 
			
		||||
{
 | 
			
		||||
	AddType(b2CircleContact::Create, b2CircleContact::Destroy, b2Shape::e_circle, b2Shape::e_circle);
 | 
			
		||||
	AddType(b2PolygonAndCircleContact::Create, b2PolygonAndCircleContact::Destroy, b2Shape::e_polygon, b2Shape::e_circle);
 | 
			
		||||
	AddType(b2PolygonContact::Create, b2PolygonContact::Destroy, b2Shape::e_polygon, b2Shape::e_polygon);
 | 
			
		||||
	AddType(b2EdgeAndCircleContact::Create, b2EdgeAndCircleContact::Destroy, b2Shape::e_edge, b2Shape::e_circle);
 | 
			
		||||
	AddType(b2EdgeAndPolygonContact::Create, b2EdgeAndPolygonContact::Destroy, b2Shape::e_edge, b2Shape::e_polygon);
 | 
			
		||||
	AddType(b2ChainAndCircleContact::Create, b2ChainAndCircleContact::Destroy, b2Shape::e_chain, b2Shape::e_circle);
 | 
			
		||||
	AddType(b2ChainAndPolygonContact::Create, b2ChainAndPolygonContact::Destroy, b2Shape::e_chain, b2Shape::e_polygon);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destoryFcn,
 | 
			
		||||
						b2Shape::Type type1, b2Shape::Type type2)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
 | 
			
		||||
	b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
 | 
			
		||||
 | 
			
		||||
	s_registers[type1][type2].createFcn = createFcn;
 | 
			
		||||
	s_registers[type1][type2].destroyFcn = destoryFcn;
 | 
			
		||||
	s_registers[type1][type2].primary = true;
 | 
			
		||||
 | 
			
		||||
	if (type1 != type2)
 | 
			
		||||
	{
 | 
			
		||||
		s_registers[type2][type1].createFcn = createFcn;
 | 
			
		||||
		s_registers[type2][type1].destroyFcn = destoryFcn;
 | 
			
		||||
		s_registers[type2][type1].primary = false;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Contact* b2Contact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	if (s_initialized == false)
 | 
			
		||||
	{
 | 
			
		||||
		InitializeRegisters();
 | 
			
		||||
		s_initialized = true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Shape::Type type1 = fixtureA->GetType();
 | 
			
		||||
	b2Shape::Type type2 = fixtureB->GetType();
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
 | 
			
		||||
	b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
 | 
			
		||||
 | 
			
		||||
	b2ContactCreateFcn* createFcn = s_registers[type1][type2].createFcn;
 | 
			
		||||
	if (createFcn)
 | 
			
		||||
	{
 | 
			
		||||
		if (s_registers[type1][type2].primary)
 | 
			
		||||
		{
 | 
			
		||||
			return createFcn(fixtureA, indexA, fixtureB, indexB, allocator);
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			return createFcn(fixtureB, indexB, fixtureA, indexA, allocator);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		return NULL;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(s_initialized == true);
 | 
			
		||||
 | 
			
		||||
	if (contact->m_manifold.pointCount > 0)
 | 
			
		||||
	{
 | 
			
		||||
		contact->GetFixtureA()->GetBody()->SetAwake(true);
 | 
			
		||||
		contact->GetFixtureB()->GetBody()->SetAwake(true);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Shape::Type typeA = contact->GetFixtureA()->GetType();
 | 
			
		||||
	b2Shape::Type typeB = contact->GetFixtureB()->GetType();
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
 | 
			
		||||
	b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
 | 
			
		||||
 | 
			
		||||
	b2ContactDestroyFcn* destroyFcn = s_registers[typeA][typeB].destroyFcn;
 | 
			
		||||
	destroyFcn(contact, allocator);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Contact::b2Contact(b2Fixture* fA, int32 indexA, b2Fixture* fB, int32 indexB)
 | 
			
		||||
{
 | 
			
		||||
	m_flags = e_enabledFlag;
 | 
			
		||||
 | 
			
		||||
	m_fixtureA = fA;
 | 
			
		||||
	m_fixtureB = fB;
 | 
			
		||||
 | 
			
		||||
	m_indexA = indexA;
 | 
			
		||||
	m_indexB = indexB;
 | 
			
		||||
 | 
			
		||||
	m_manifold.pointCount = 0;
 | 
			
		||||
 | 
			
		||||
	m_prev = NULL;
 | 
			
		||||
	m_next = NULL;
 | 
			
		||||
 | 
			
		||||
	m_nodeA.contact = NULL;
 | 
			
		||||
	m_nodeA.prev = NULL;
 | 
			
		||||
	m_nodeA.next = NULL;
 | 
			
		||||
	m_nodeA.other = NULL;
 | 
			
		||||
 | 
			
		||||
	m_nodeB.contact = NULL;
 | 
			
		||||
	m_nodeB.prev = NULL;
 | 
			
		||||
	m_nodeB.next = NULL;
 | 
			
		||||
	m_nodeB.other = NULL;
 | 
			
		||||
 | 
			
		||||
	m_toiCount = 0;
 | 
			
		||||
 | 
			
		||||
	m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
 | 
			
		||||
	m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Update the contact manifold and touching status.
 | 
			
		||||
// Note: do not assume the fixture AABBs are overlapping or are valid.
 | 
			
		||||
void b2Contact::Update(b2ContactListener* listener)
 | 
			
		||||
{
 | 
			
		||||
	b2Manifold oldManifold = m_manifold;
 | 
			
		||||
 | 
			
		||||
	// Re-enable this contact.
 | 
			
		||||
	m_flags |= e_enabledFlag;
 | 
			
		||||
 | 
			
		||||
	bool touching = false;
 | 
			
		||||
	bool wasTouching = (m_flags & e_touchingFlag) == e_touchingFlag;
 | 
			
		||||
 | 
			
		||||
	bool sensorA = m_fixtureA->IsSensor();
 | 
			
		||||
	bool sensorB = m_fixtureB->IsSensor();
 | 
			
		||||
	bool sensor = sensorA || sensorB;
 | 
			
		||||
 | 
			
		||||
	b2Body* bodyA = m_fixtureA->GetBody();
 | 
			
		||||
	b2Body* bodyB = m_fixtureB->GetBody();
 | 
			
		||||
	const b2Transform& xfA = bodyA->GetTransform();
 | 
			
		||||
	const b2Transform& xfB = bodyB->GetTransform();
 | 
			
		||||
 | 
			
		||||
	// Is this contact a sensor?
 | 
			
		||||
	if (sensor)
 | 
			
		||||
	{
 | 
			
		||||
		const b2Shape* shapeA = m_fixtureA->GetShape();
 | 
			
		||||
		const b2Shape* shapeB = m_fixtureB->GetShape();
 | 
			
		||||
		touching = b2TestOverlap(shapeA, m_indexA, shapeB, m_indexB, xfA, xfB);
 | 
			
		||||
 | 
			
		||||
		// Sensors don't generate manifolds.
 | 
			
		||||
		m_manifold.pointCount = 0;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		Evaluate(&m_manifold, xfA, xfB);
 | 
			
		||||
		touching = m_manifold.pointCount > 0;
 | 
			
		||||
 | 
			
		||||
		// Match old contact ids to new contact ids and copy the
 | 
			
		||||
		// stored impulses to warm start the solver.
 | 
			
		||||
		for (int32 i = 0; i < m_manifold.pointCount; ++i)
 | 
			
		||||
		{
 | 
			
		||||
			b2ManifoldPoint* mp2 = m_manifold.points + i;
 | 
			
		||||
			mp2->normalImpulse = 0.0f;
 | 
			
		||||
			mp2->tangentImpulse = 0.0f;
 | 
			
		||||
			b2ContactID id2 = mp2->id;
 | 
			
		||||
 | 
			
		||||
			for (int32 j = 0; j < oldManifold.pointCount; ++j)
 | 
			
		||||
			{
 | 
			
		||||
				b2ManifoldPoint* mp1 = oldManifold.points + j;
 | 
			
		||||
 | 
			
		||||
				if (mp1->id.key == id2.key)
 | 
			
		||||
				{
 | 
			
		||||
					mp2->normalImpulse = mp1->normalImpulse;
 | 
			
		||||
					mp2->tangentImpulse = mp1->tangentImpulse;
 | 
			
		||||
					break;
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (touching != wasTouching)
 | 
			
		||||
		{
 | 
			
		||||
			bodyA->SetAwake(true);
 | 
			
		||||
			bodyB->SetAwake(true);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (touching)
 | 
			
		||||
	{
 | 
			
		||||
		m_flags |= e_touchingFlag;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_flags &= ~e_touchingFlag;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (wasTouching == false && touching == true && listener)
 | 
			
		||||
	{
 | 
			
		||||
		listener->BeginContact(this);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (wasTouching == true && touching == false && listener)
 | 
			
		||||
	{
 | 
			
		||||
		listener->EndContact(this);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (sensor == false && touching && listener)
 | 
			
		||||
	{
 | 
			
		||||
		listener->PreSolve(this, &oldManifold);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
#include "b2CircleContact.h"
 | 
			
		||||
#include "b2PolygonAndCircleContact.h"
 | 
			
		||||
#include "b2PolygonContact.h"
 | 
			
		||||
#include "b2EdgeAndCircleContact.h"
 | 
			
		||||
#include "b2EdgeAndPolygonContact.h"
 | 
			
		||||
#include "b2ChainAndCircleContact.h"
 | 
			
		||||
#include "b2ChainAndPolygonContact.h"
 | 
			
		||||
#include "b2ContactSolver.h"
 | 
			
		||||
 | 
			
		||||
#include "../../Collision/b2Collision.h"
 | 
			
		||||
#include "../../Collision/b2TimeOfImpact.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2Shape.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
#include "../b2World.h"
 | 
			
		||||
 | 
			
		||||
b2ContactRegister b2Contact::s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
 | 
			
		||||
bool b2Contact::s_initialized = false;
 | 
			
		||||
 | 
			
		||||
void b2Contact::InitializeRegisters()
 | 
			
		||||
{
 | 
			
		||||
	AddType(b2CircleContact::Create, b2CircleContact::Destroy, b2Shape::e_circle, b2Shape::e_circle);
 | 
			
		||||
	AddType(b2PolygonAndCircleContact::Create, b2PolygonAndCircleContact::Destroy, b2Shape::e_polygon, b2Shape::e_circle);
 | 
			
		||||
	AddType(b2PolygonContact::Create, b2PolygonContact::Destroy, b2Shape::e_polygon, b2Shape::e_polygon);
 | 
			
		||||
	AddType(b2EdgeAndCircleContact::Create, b2EdgeAndCircleContact::Destroy, b2Shape::e_edge, b2Shape::e_circle);
 | 
			
		||||
	AddType(b2EdgeAndPolygonContact::Create, b2EdgeAndPolygonContact::Destroy, b2Shape::e_edge, b2Shape::e_polygon);
 | 
			
		||||
	AddType(b2ChainAndCircleContact::Create, b2ChainAndCircleContact::Destroy, b2Shape::e_chain, b2Shape::e_circle);
 | 
			
		||||
	AddType(b2ChainAndPolygonContact::Create, b2ChainAndPolygonContact::Destroy, b2Shape::e_chain, b2Shape::e_polygon);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destoryFcn,
 | 
			
		||||
						b2Shape::Type type1, b2Shape::Type type2)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
 | 
			
		||||
	b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
 | 
			
		||||
 | 
			
		||||
	s_registers[type1][type2].createFcn = createFcn;
 | 
			
		||||
	s_registers[type1][type2].destroyFcn = destoryFcn;
 | 
			
		||||
	s_registers[type1][type2].primary = true;
 | 
			
		||||
 | 
			
		||||
	if (type1 != type2)
 | 
			
		||||
	{
 | 
			
		||||
		s_registers[type2][type1].createFcn = createFcn;
 | 
			
		||||
		s_registers[type2][type1].destroyFcn = destoryFcn;
 | 
			
		||||
		s_registers[type2][type1].primary = false;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Contact* b2Contact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	if (s_initialized == false)
 | 
			
		||||
	{
 | 
			
		||||
		InitializeRegisters();
 | 
			
		||||
		s_initialized = true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Shape::Type type1 = fixtureA->GetType();
 | 
			
		||||
	b2Shape::Type type2 = fixtureB->GetType();
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
 | 
			
		||||
	b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
 | 
			
		||||
 | 
			
		||||
	b2ContactCreateFcn* createFcn = s_registers[type1][type2].createFcn;
 | 
			
		||||
	if (createFcn)
 | 
			
		||||
	{
 | 
			
		||||
		if (s_registers[type1][type2].primary)
 | 
			
		||||
		{
 | 
			
		||||
			return createFcn(fixtureA, indexA, fixtureB, indexB, allocator);
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			return createFcn(fixtureB, indexB, fixtureA, indexA, allocator);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		return NULL;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(s_initialized == true);
 | 
			
		||||
 | 
			
		||||
	if (contact->m_manifold.pointCount > 0)
 | 
			
		||||
	{
 | 
			
		||||
		contact->GetFixtureA()->GetBody()->SetAwake(true);
 | 
			
		||||
		contact->GetFixtureB()->GetBody()->SetAwake(true);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Shape::Type typeA = contact->GetFixtureA()->GetType();
 | 
			
		||||
	b2Shape::Type typeB = contact->GetFixtureB()->GetType();
 | 
			
		||||
 | 
			
		||||
	b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
 | 
			
		||||
	b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
 | 
			
		||||
 | 
			
		||||
	b2ContactDestroyFcn* destroyFcn = s_registers[typeA][typeB].destroyFcn;
 | 
			
		||||
	destroyFcn(contact, allocator);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Contact::b2Contact(b2Fixture* fA, int32 indexA, b2Fixture* fB, int32 indexB)
 | 
			
		||||
{
 | 
			
		||||
	m_flags = e_enabledFlag;
 | 
			
		||||
 | 
			
		||||
	m_fixtureA = fA;
 | 
			
		||||
	m_fixtureB = fB;
 | 
			
		||||
 | 
			
		||||
	m_indexA = indexA;
 | 
			
		||||
	m_indexB = indexB;
 | 
			
		||||
 | 
			
		||||
	m_manifold.pointCount = 0;
 | 
			
		||||
 | 
			
		||||
	m_prev = NULL;
 | 
			
		||||
	m_next = NULL;
 | 
			
		||||
 | 
			
		||||
	m_nodeA.contact = NULL;
 | 
			
		||||
	m_nodeA.prev = NULL;
 | 
			
		||||
	m_nodeA.next = NULL;
 | 
			
		||||
	m_nodeA.other = NULL;
 | 
			
		||||
 | 
			
		||||
	m_nodeB.contact = NULL;
 | 
			
		||||
	m_nodeB.prev = NULL;
 | 
			
		||||
	m_nodeB.next = NULL;
 | 
			
		||||
	m_nodeB.other = NULL;
 | 
			
		||||
 | 
			
		||||
	m_toiCount = 0;
 | 
			
		||||
 | 
			
		||||
	m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
 | 
			
		||||
	m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Update the contact manifold and touching status.
 | 
			
		||||
// Note: do not assume the fixture AABBs are overlapping or are valid.
 | 
			
		||||
void b2Contact::Update(b2ContactListener* listener)
 | 
			
		||||
{
 | 
			
		||||
	b2Manifold oldManifold = m_manifold;
 | 
			
		||||
 | 
			
		||||
	// Re-enable this contact.
 | 
			
		||||
	m_flags |= e_enabledFlag;
 | 
			
		||||
 | 
			
		||||
	bool touching = false;
 | 
			
		||||
	bool wasTouching = (m_flags & e_touchingFlag) == e_touchingFlag;
 | 
			
		||||
 | 
			
		||||
	bool sensorA = m_fixtureA->IsSensor();
 | 
			
		||||
	bool sensorB = m_fixtureB->IsSensor();
 | 
			
		||||
	bool sensor = sensorA || sensorB;
 | 
			
		||||
 | 
			
		||||
	b2Body* bodyA = m_fixtureA->GetBody();
 | 
			
		||||
	b2Body* bodyB = m_fixtureB->GetBody();
 | 
			
		||||
	const b2Transform& xfA = bodyA->GetTransform();
 | 
			
		||||
	const b2Transform& xfB = bodyB->GetTransform();
 | 
			
		||||
 | 
			
		||||
	// Is this contact a sensor?
 | 
			
		||||
	if (sensor)
 | 
			
		||||
	{
 | 
			
		||||
		const b2Shape* shapeA = m_fixtureA->GetShape();
 | 
			
		||||
		const b2Shape* shapeB = m_fixtureB->GetShape();
 | 
			
		||||
		touching = b2TestOverlap(shapeA, m_indexA, shapeB, m_indexB, xfA, xfB);
 | 
			
		||||
 | 
			
		||||
		// Sensors don't generate manifolds.
 | 
			
		||||
		m_manifold.pointCount = 0;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		Evaluate(&m_manifold, xfA, xfB);
 | 
			
		||||
		touching = m_manifold.pointCount > 0;
 | 
			
		||||
 | 
			
		||||
		// Match old contact ids to new contact ids and copy the
 | 
			
		||||
		// stored impulses to warm start the solver.
 | 
			
		||||
		for (int32 i = 0; i < m_manifold.pointCount; ++i)
 | 
			
		||||
		{
 | 
			
		||||
			b2ManifoldPoint* mp2 = m_manifold.points + i;
 | 
			
		||||
			mp2->normalImpulse = 0.0f;
 | 
			
		||||
			mp2->tangentImpulse = 0.0f;
 | 
			
		||||
			b2ContactID id2 = mp2->id;
 | 
			
		||||
 | 
			
		||||
			for (int32 j = 0; j < oldManifold.pointCount; ++j)
 | 
			
		||||
			{
 | 
			
		||||
				b2ManifoldPoint* mp1 = oldManifold.points + j;
 | 
			
		||||
 | 
			
		||||
				if (mp1->id.key == id2.key)
 | 
			
		||||
				{
 | 
			
		||||
					mp2->normalImpulse = mp1->normalImpulse;
 | 
			
		||||
					mp2->tangentImpulse = mp1->tangentImpulse;
 | 
			
		||||
					break;
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (touching != wasTouching)
 | 
			
		||||
		{
 | 
			
		||||
			bodyA->SetAwake(true);
 | 
			
		||||
			bodyB->SetAwake(true);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (touching)
 | 
			
		||||
	{
 | 
			
		||||
		m_flags |= e_touchingFlag;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_flags &= ~e_touchingFlag;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (wasTouching == false && touching == true && listener)
 | 
			
		||||
	{
 | 
			
		||||
		listener->BeginContact(this);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (wasTouching == true && touching == false && listener)
 | 
			
		||||
	{
 | 
			
		||||
		listener->EndContact(this);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (sensor == false && touching && listener)
 | 
			
		||||
	{
 | 
			
		||||
		listener->PreSolve(this, &oldManifold);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,331 +1,331 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CONTACT_H
 | 
			
		||||
#define B2_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "../../Common/b2Math.h"
 | 
			
		||||
#include "../../Collision/b2Collision.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2Shape.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2Contact;
 | 
			
		||||
class b2Fixture;
 | 
			
		||||
class b2World;
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
class b2StackAllocator;
 | 
			
		||||
class b2ContactListener;
 | 
			
		||||
 | 
			
		||||
/// Friction mixing law. The idea is to allow either fixture to drive the restitution to zero.
 | 
			
		||||
/// For example, anything slides on ice.
 | 
			
		||||
inline float32 b2MixFriction(float32 friction1, float32 friction2)
 | 
			
		||||
{
 | 
			
		||||
	return std::sqrt(friction1 * friction2);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
 | 
			
		||||
/// For example, a superball bounces on anything.
 | 
			
		||||
inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
 | 
			
		||||
{
 | 
			
		||||
	return restitution1 > restitution2 ? restitution1 : restitution2;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
typedef b2Contact* b2ContactCreateFcn(	b2Fixture* fixtureA, juce::int32 indexA,
 | 
			
		||||
										b2Fixture* fixtureB, juce::int32 indexB,
 | 
			
		||||
										b2BlockAllocator* allocator);
 | 
			
		||||
typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
struct b2ContactRegister
 | 
			
		||||
{
 | 
			
		||||
	b2ContactCreateFcn* createFcn;
 | 
			
		||||
	b2ContactDestroyFcn* destroyFcn;
 | 
			
		||||
	bool primary;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A contact edge is used to connect bodies and contacts together
 | 
			
		||||
/// in a contact graph where each body is a node and each contact
 | 
			
		||||
/// is an edge. A contact edge belongs to a doubly linked list
 | 
			
		||||
/// maintained in each attached body. Each contact has two contact
 | 
			
		||||
/// nodes, one for each attached body.
 | 
			
		||||
struct b2ContactEdge
 | 
			
		||||
{
 | 
			
		||||
	b2Body* other;			///< provides quick access to the other body attached.
 | 
			
		||||
	b2Contact* contact;		///< the contact
 | 
			
		||||
	b2ContactEdge* prev;	///< the previous contact edge in the body's contact list
 | 
			
		||||
	b2ContactEdge* next;	///< the next contact edge in the body's contact list
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// The class manages contact between two shapes. A contact exists for each overlapping
 | 
			
		||||
/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
 | 
			
		||||
/// that has no contact points.
 | 
			
		||||
class b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	/// Get the contact manifold. Do not modify the manifold unless you understand the
 | 
			
		||||
	/// internals of Box2D.
 | 
			
		||||
	b2Manifold* GetManifold();
 | 
			
		||||
	const b2Manifold* GetManifold() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the world manifold.
 | 
			
		||||
	void GetWorldManifold(b2WorldManifold* worldManifold) const;
 | 
			
		||||
 | 
			
		||||
	/// Is this contact touching?
 | 
			
		||||
	bool IsTouching() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable this contact. This can be used inside the pre-solve
 | 
			
		||||
	/// contact listener. The contact is only disabled for the current
 | 
			
		||||
	/// time step (or sub-step in continuous collisions).
 | 
			
		||||
	void SetEnabled(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Has this contact been disabled?
 | 
			
		||||
	bool IsEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the next contact in the world's contact list.
 | 
			
		||||
	b2Contact* GetNext();
 | 
			
		||||
	const b2Contact* GetNext() const;
 | 
			
		||||
 | 
			
		||||
	/// Get fixture A in this contact.
 | 
			
		||||
	b2Fixture* GetFixtureA();
 | 
			
		||||
	const b2Fixture* GetFixtureA() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the child primitive index for fixture A.
 | 
			
		||||
	juce::int32 GetChildIndexA() const;
 | 
			
		||||
 | 
			
		||||
	/// Get fixture B in this contact.
 | 
			
		||||
	b2Fixture* GetFixtureB();
 | 
			
		||||
	const b2Fixture* GetFixtureB() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the child primitive index for fixture B.
 | 
			
		||||
	juce::int32 GetChildIndexB() const;
 | 
			
		||||
 | 
			
		||||
	/// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
 | 
			
		||||
	/// This value persists until set or reset.
 | 
			
		||||
	void SetFriction(float32 friction);
 | 
			
		||||
 | 
			
		||||
	/// Get the friction.
 | 
			
		||||
	float32 GetFriction() const;
 | 
			
		||||
 | 
			
		||||
	/// Reset the friction mixture to the default value.
 | 
			
		||||
	void ResetFriction();
 | 
			
		||||
 | 
			
		||||
	/// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
 | 
			
		||||
	/// The value persists until you set or reset.
 | 
			
		||||
	void SetRestitution(float32 restitution);
 | 
			
		||||
 | 
			
		||||
	/// Get the restitution.
 | 
			
		||||
	float32 GetRestitution() const;
 | 
			
		||||
 | 
			
		||||
	/// Reset the restitution to the default value.
 | 
			
		||||
	void ResetRestitution();
 | 
			
		||||
 | 
			
		||||
	/// Evaluate this contact with your own manifold and transforms.
 | 
			
		||||
	virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	friend class b2ContactManager;
 | 
			
		||||
	friend class b2World;
 | 
			
		||||
	friend class b2ContactSolver;
 | 
			
		||||
	friend class b2Body;
 | 
			
		||||
	friend class b2Fixture;
 | 
			
		||||
 | 
			
		||||
	// Flags stored in m_flags
 | 
			
		||||
	enum
 | 
			
		||||
	{
 | 
			
		||||
		// Used when crawling contact graph when forming islands.
 | 
			
		||||
		e_islandFlag		= 0x0001,
 | 
			
		||||
 | 
			
		||||
        // Set when the shapes are touching.
 | 
			
		||||
		e_touchingFlag		= 0x0002,
 | 
			
		||||
 | 
			
		||||
		// This contact can be disabled (by user)
 | 
			
		||||
		e_enabledFlag		= 0x0004,
 | 
			
		||||
 | 
			
		||||
		// This contact needs filtering because a fixture filter was changed.
 | 
			
		||||
		e_filterFlag		= 0x0008,
 | 
			
		||||
 | 
			
		||||
		// This bullet contact had a TOI event
 | 
			
		||||
		e_bulletHitFlag		= 0x0010,
 | 
			
		||||
 | 
			
		||||
		// This contact has a valid TOI in m_toi
 | 
			
		||||
		e_toiFlag			= 0x0020
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	/// Flag this contact for filtering. Filtering will occur the next time step.
 | 
			
		||||
	void FlagForFiltering();
 | 
			
		||||
 | 
			
		||||
	static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
 | 
			
		||||
						b2Shape::Type typeA, b2Shape::Type typeB);
 | 
			
		||||
	static void InitializeRegisters();
 | 
			
		||||
	static b2Contact* Create(b2Fixture* fixtureA, juce::int32 indexA, b2Fixture* fixtureB, juce::int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}
 | 
			
		||||
	b2Contact(b2Fixture* fixtureA, juce::int32 indexA, b2Fixture* fixtureB, juce::int32 indexB);
 | 
			
		||||
	virtual ~b2Contact() {}
 | 
			
		||||
 | 
			
		||||
	void Update(b2ContactListener* listener);
 | 
			
		||||
 | 
			
		||||
	static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
 | 
			
		||||
	static bool s_initialized;
 | 
			
		||||
 | 
			
		||||
	juce::uint32 m_flags;
 | 
			
		||||
 | 
			
		||||
	// World pool and list pointers.
 | 
			
		||||
	b2Contact* m_prev;
 | 
			
		||||
	b2Contact* m_next;
 | 
			
		||||
 | 
			
		||||
	// Nodes for connecting bodies.
 | 
			
		||||
	b2ContactEdge m_nodeA;
 | 
			
		||||
	b2ContactEdge m_nodeB;
 | 
			
		||||
 | 
			
		||||
	b2Fixture* m_fixtureA;
 | 
			
		||||
	b2Fixture* m_fixtureB;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
 | 
			
		||||
	b2Manifold m_manifold;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_toiCount;
 | 
			
		||||
	float32 m_toi;
 | 
			
		||||
 | 
			
		||||
	float32 m_friction;
 | 
			
		||||
	float32 m_restitution;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2Manifold* b2Contact::GetManifold()
 | 
			
		||||
{
 | 
			
		||||
	return &m_manifold;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Manifold* b2Contact::GetManifold() const
 | 
			
		||||
{
 | 
			
		||||
	return &m_manifold;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const
 | 
			
		||||
{
 | 
			
		||||
	const b2Body* bodyA = m_fixtureA->GetBody();
 | 
			
		||||
	const b2Body* bodyB = m_fixtureB->GetBody();
 | 
			
		||||
	const b2Shape* shapeA = m_fixtureA->GetShape();
 | 
			
		||||
	const b2Shape* shapeB = m_fixtureB->GetShape();
 | 
			
		||||
 | 
			
		||||
	worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::SetEnabled(bool flag)
 | 
			
		||||
{
 | 
			
		||||
	if (flag)
 | 
			
		||||
	{
 | 
			
		||||
		m_flags |= e_enabledFlag;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_flags &= ~((unsigned int) e_enabledFlag);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Contact::IsEnabled() const
 | 
			
		||||
{
 | 
			
		||||
	return (m_flags & e_enabledFlag) == e_enabledFlag;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Contact::IsTouching() const
 | 
			
		||||
{
 | 
			
		||||
	return (m_flags & e_touchingFlag) == e_touchingFlag;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Contact* b2Contact::GetNext()
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Contact* b2Contact::GetNext() const
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Fixture* b2Contact::GetFixtureA()
 | 
			
		||||
{
 | 
			
		||||
	return m_fixtureA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Fixture* b2Contact::GetFixtureA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_fixtureA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Fixture* b2Contact::GetFixtureB()
 | 
			
		||||
{
 | 
			
		||||
	return m_fixtureB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2Contact::GetChildIndexA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_indexA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Fixture* b2Contact::GetFixtureB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_fixtureB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2Contact::GetChildIndexB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_indexB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::FlagForFiltering()
 | 
			
		||||
{
 | 
			
		||||
	m_flags |= e_filterFlag;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::SetFriction(float32 friction)
 | 
			
		||||
{
 | 
			
		||||
	m_friction = friction;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2Contact::GetFriction() const
 | 
			
		||||
{
 | 
			
		||||
	return m_friction;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::ResetFriction()
 | 
			
		||||
{
 | 
			
		||||
	m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::SetRestitution(float32 restitution)
 | 
			
		||||
{
 | 
			
		||||
	m_restitution = restitution;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2Contact::GetRestitution() const
 | 
			
		||||
{
 | 
			
		||||
	return m_restitution;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::ResetRestitution()
 | 
			
		||||
{
 | 
			
		||||
	m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CONTACT_H
 | 
			
		||||
#define B2_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "../../Common/b2Math.h"
 | 
			
		||||
#include "../../Collision/b2Collision.h"
 | 
			
		||||
#include "../../Collision/Shapes/b2Shape.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2Contact;
 | 
			
		||||
class b2Fixture;
 | 
			
		||||
class b2World;
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
class b2StackAllocator;
 | 
			
		||||
class b2ContactListener;
 | 
			
		||||
 | 
			
		||||
/// Friction mixing law. The idea is to allow either fixture to drive the restitution to zero.
 | 
			
		||||
/// For example, anything slides on ice.
 | 
			
		||||
inline float32 b2MixFriction(float32 friction1, float32 friction2)
 | 
			
		||||
{
 | 
			
		||||
	return std::sqrt(friction1 * friction2);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
 | 
			
		||||
/// For example, a superball bounces on anything.
 | 
			
		||||
inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
 | 
			
		||||
{
 | 
			
		||||
	return restitution1 > restitution2 ? restitution1 : restitution2;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
typedef b2Contact* b2ContactCreateFcn(	b2Fixture* fixtureA, juce::int32 indexA,
 | 
			
		||||
										b2Fixture* fixtureB, juce::int32 indexB,
 | 
			
		||||
										b2BlockAllocator* allocator);
 | 
			
		||||
typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
struct b2ContactRegister
 | 
			
		||||
{
 | 
			
		||||
	b2ContactCreateFcn* createFcn;
 | 
			
		||||
	b2ContactDestroyFcn* destroyFcn;
 | 
			
		||||
	bool primary;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A contact edge is used to connect bodies and contacts together
 | 
			
		||||
/// in a contact graph where each body is a node and each contact
 | 
			
		||||
/// is an edge. A contact edge belongs to a doubly linked list
 | 
			
		||||
/// maintained in each attached body. Each contact has two contact
 | 
			
		||||
/// nodes, one for each attached body.
 | 
			
		||||
struct b2ContactEdge
 | 
			
		||||
{
 | 
			
		||||
	b2Body* other;			///< provides quick access to the other body attached.
 | 
			
		||||
	b2Contact* contact;		///< the contact
 | 
			
		||||
	b2ContactEdge* prev;	///< the previous contact edge in the body's contact list
 | 
			
		||||
	b2ContactEdge* next;	///< the next contact edge in the body's contact list
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// The class manages contact between two shapes. A contact exists for each overlapping
 | 
			
		||||
/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
 | 
			
		||||
/// that has no contact points.
 | 
			
		||||
class b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	/// Get the contact manifold. Do not modify the manifold unless you understand the
 | 
			
		||||
	/// internals of Box2D.
 | 
			
		||||
	b2Manifold* GetManifold();
 | 
			
		||||
	const b2Manifold* GetManifold() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the world manifold.
 | 
			
		||||
	void GetWorldManifold(b2WorldManifold* worldManifold) const;
 | 
			
		||||
 | 
			
		||||
	/// Is this contact touching?
 | 
			
		||||
	bool IsTouching() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable this contact. This can be used inside the pre-solve
 | 
			
		||||
	/// contact listener. The contact is only disabled for the current
 | 
			
		||||
	/// time step (or sub-step in continuous collisions).
 | 
			
		||||
	void SetEnabled(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Has this contact been disabled?
 | 
			
		||||
	bool IsEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the next contact in the world's contact list.
 | 
			
		||||
	b2Contact* GetNext();
 | 
			
		||||
	const b2Contact* GetNext() const;
 | 
			
		||||
 | 
			
		||||
	/// Get fixture A in this contact.
 | 
			
		||||
	b2Fixture* GetFixtureA();
 | 
			
		||||
	const b2Fixture* GetFixtureA() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the child primitive index for fixture A.
 | 
			
		||||
	juce::int32 GetChildIndexA() const;
 | 
			
		||||
 | 
			
		||||
	/// Get fixture B in this contact.
 | 
			
		||||
	b2Fixture* GetFixtureB();
 | 
			
		||||
	const b2Fixture* GetFixtureB() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the child primitive index for fixture B.
 | 
			
		||||
	juce::int32 GetChildIndexB() const;
 | 
			
		||||
 | 
			
		||||
	/// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
 | 
			
		||||
	/// This value persists until set or reset.
 | 
			
		||||
	void SetFriction(float32 friction);
 | 
			
		||||
 | 
			
		||||
	/// Get the friction.
 | 
			
		||||
	float32 GetFriction() const;
 | 
			
		||||
 | 
			
		||||
	/// Reset the friction mixture to the default value.
 | 
			
		||||
	void ResetFriction();
 | 
			
		||||
 | 
			
		||||
	/// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
 | 
			
		||||
	/// The value persists until you set or reset.
 | 
			
		||||
	void SetRestitution(float32 restitution);
 | 
			
		||||
 | 
			
		||||
	/// Get the restitution.
 | 
			
		||||
	float32 GetRestitution() const;
 | 
			
		||||
 | 
			
		||||
	/// Reset the restitution to the default value.
 | 
			
		||||
	void ResetRestitution();
 | 
			
		||||
 | 
			
		||||
	/// Evaluate this contact with your own manifold and transforms.
 | 
			
		||||
	virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	friend class b2ContactManager;
 | 
			
		||||
	friend class b2World;
 | 
			
		||||
	friend class b2ContactSolver;
 | 
			
		||||
	friend class b2Body;
 | 
			
		||||
	friend class b2Fixture;
 | 
			
		||||
 | 
			
		||||
	// Flags stored in m_flags
 | 
			
		||||
	enum
 | 
			
		||||
	{
 | 
			
		||||
		// Used when crawling contact graph when forming islands.
 | 
			
		||||
		e_islandFlag		= 0x0001,
 | 
			
		||||
 | 
			
		||||
        // Set when the shapes are touching.
 | 
			
		||||
		e_touchingFlag		= 0x0002,
 | 
			
		||||
 | 
			
		||||
		// This contact can be disabled (by user)
 | 
			
		||||
		e_enabledFlag		= 0x0004,
 | 
			
		||||
 | 
			
		||||
		// This contact needs filtering because a fixture filter was changed.
 | 
			
		||||
		e_filterFlag		= 0x0008,
 | 
			
		||||
 | 
			
		||||
		// This bullet contact had a TOI event
 | 
			
		||||
		e_bulletHitFlag		= 0x0010,
 | 
			
		||||
 | 
			
		||||
		// This contact has a valid TOI in m_toi
 | 
			
		||||
		e_toiFlag			= 0x0020
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	/// Flag this contact for filtering. Filtering will occur the next time step.
 | 
			
		||||
	void FlagForFiltering();
 | 
			
		||||
 | 
			
		||||
	static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
 | 
			
		||||
						b2Shape::Type typeA, b2Shape::Type typeB);
 | 
			
		||||
	static void InitializeRegisters();
 | 
			
		||||
	static b2Contact* Create(b2Fixture* fixtureA, juce::int32 indexA, b2Fixture* fixtureB, juce::int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}
 | 
			
		||||
	b2Contact(b2Fixture* fixtureA, juce::int32 indexA, b2Fixture* fixtureB, juce::int32 indexB);
 | 
			
		||||
	virtual ~b2Contact() {}
 | 
			
		||||
 | 
			
		||||
	void Update(b2ContactListener* listener);
 | 
			
		||||
 | 
			
		||||
	static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
 | 
			
		||||
	static bool s_initialized;
 | 
			
		||||
 | 
			
		||||
	juce::uint32 m_flags;
 | 
			
		||||
 | 
			
		||||
	// World pool and list pointers.
 | 
			
		||||
	b2Contact* m_prev;
 | 
			
		||||
	b2Contact* m_next;
 | 
			
		||||
 | 
			
		||||
	// Nodes for connecting bodies.
 | 
			
		||||
	b2ContactEdge m_nodeA;
 | 
			
		||||
	b2ContactEdge m_nodeB;
 | 
			
		||||
 | 
			
		||||
	b2Fixture* m_fixtureA;
 | 
			
		||||
	b2Fixture* m_fixtureB;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
 | 
			
		||||
	b2Manifold m_manifold;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_toiCount;
 | 
			
		||||
	float32 m_toi;
 | 
			
		||||
 | 
			
		||||
	float32 m_friction;
 | 
			
		||||
	float32 m_restitution;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2Manifold* b2Contact::GetManifold()
 | 
			
		||||
{
 | 
			
		||||
	return &m_manifold;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Manifold* b2Contact::GetManifold() const
 | 
			
		||||
{
 | 
			
		||||
	return &m_manifold;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const
 | 
			
		||||
{
 | 
			
		||||
	const b2Body* bodyA = m_fixtureA->GetBody();
 | 
			
		||||
	const b2Body* bodyB = m_fixtureB->GetBody();
 | 
			
		||||
	const b2Shape* shapeA = m_fixtureA->GetShape();
 | 
			
		||||
	const b2Shape* shapeB = m_fixtureB->GetShape();
 | 
			
		||||
 | 
			
		||||
	worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::SetEnabled(bool flag)
 | 
			
		||||
{
 | 
			
		||||
	if (flag)
 | 
			
		||||
	{
 | 
			
		||||
		m_flags |= e_enabledFlag;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_flags &= ~((unsigned int) e_enabledFlag);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Contact::IsEnabled() const
 | 
			
		||||
{
 | 
			
		||||
	return (m_flags & e_enabledFlag) == e_enabledFlag;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Contact::IsTouching() const
 | 
			
		||||
{
 | 
			
		||||
	return (m_flags & e_touchingFlag) == e_touchingFlag;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Contact* b2Contact::GetNext()
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Contact* b2Contact::GetNext() const
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Fixture* b2Contact::GetFixtureA()
 | 
			
		||||
{
 | 
			
		||||
	return m_fixtureA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Fixture* b2Contact::GetFixtureA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_fixtureA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Fixture* b2Contact::GetFixtureB()
 | 
			
		||||
{
 | 
			
		||||
	return m_fixtureB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2Contact::GetChildIndexA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_indexA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Fixture* b2Contact::GetFixtureB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_fixtureB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2Contact::GetChildIndexB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_indexB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::FlagForFiltering()
 | 
			
		||||
{
 | 
			
		||||
	m_flags |= e_filterFlag;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::SetFriction(float32 friction)
 | 
			
		||||
{
 | 
			
		||||
	m_friction = friction;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2Contact::GetFriction() const
 | 
			
		||||
{
 | 
			
		||||
	return m_friction;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::ResetFriction()
 | 
			
		||||
{
 | 
			
		||||
	m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::SetRestitution(float32 restitution)
 | 
			
		||||
{
 | 
			
		||||
	m_restitution = restitution;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2Contact::GetRestitution() const
 | 
			
		||||
{
 | 
			
		||||
	return m_restitution;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Contact::ResetRestitution()
 | 
			
		||||
{
 | 
			
		||||
	m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@@ -1,93 +1,93 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CONTACT_SOLVER_H
 | 
			
		||||
#define B2_CONTACT_SOLVER_H
 | 
			
		||||
 | 
			
		||||
#include "../../Common/b2Math.h"
 | 
			
		||||
#include "../../Collision/b2Collision.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
class b2Contact;
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2StackAllocator;
 | 
			
		||||
struct b2ContactPositionConstraint;
 | 
			
		||||
 | 
			
		||||
struct b2VelocityConstraintPoint
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 rA;
 | 
			
		||||
	b2Vec2 rB;
 | 
			
		||||
	float32 normalImpulse;
 | 
			
		||||
	float32 tangentImpulse;
 | 
			
		||||
	float32 normalMass;
 | 
			
		||||
	float32 tangentMass;
 | 
			
		||||
	float32 velocityBias;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct b2ContactVelocityConstraint
 | 
			
		||||
{
 | 
			
		||||
	b2VelocityConstraintPoint points[b2_maxManifoldPoints];
 | 
			
		||||
	b2Vec2 normal;
 | 
			
		||||
	b2Mat22 normalMass;
 | 
			
		||||
	b2Mat22 K;
 | 
			
		||||
	int32 indexA;
 | 
			
		||||
	int32 indexB;
 | 
			
		||||
	float32 invMassA, invMassB;
 | 
			
		||||
	float32 invIA, invIB;
 | 
			
		||||
	float32 friction;
 | 
			
		||||
	float32 restitution;
 | 
			
		||||
	int32 pointCount;
 | 
			
		||||
	int32 contactIndex;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct b2ContactSolverDef
 | 
			
		||||
{
 | 
			
		||||
	b2TimeStep step;
 | 
			
		||||
	b2Contact** contacts;
 | 
			
		||||
	int32 count;
 | 
			
		||||
	b2Position* positions;
 | 
			
		||||
	b2Velocity* velocities;
 | 
			
		||||
	b2StackAllocator* allocator;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class b2ContactSolver
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2ContactSolver(b2ContactSolverDef* def);
 | 
			
		||||
	~b2ContactSolver();
 | 
			
		||||
 | 
			
		||||
	void InitializeVelocityConstraints();
 | 
			
		||||
 | 
			
		||||
	void WarmStart();
 | 
			
		||||
	void SolveVelocityConstraints();
 | 
			
		||||
	void StoreImpulses();
 | 
			
		||||
 | 
			
		||||
	bool SolvePositionConstraints();
 | 
			
		||||
	bool SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB);
 | 
			
		||||
 | 
			
		||||
	b2TimeStep m_step;
 | 
			
		||||
	b2Position* m_positions;
 | 
			
		||||
	b2Velocity* m_velocities;
 | 
			
		||||
	b2StackAllocator* m_allocator;
 | 
			
		||||
	b2ContactPositionConstraint* m_positionConstraints;
 | 
			
		||||
	b2ContactVelocityConstraint* m_velocityConstraints;
 | 
			
		||||
	b2Contact** m_contacts;
 | 
			
		||||
	int m_count;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CONTACT_SOLVER_H
 | 
			
		||||
#define B2_CONTACT_SOLVER_H
 | 
			
		||||
 | 
			
		||||
#include "../../Common/b2Math.h"
 | 
			
		||||
#include "../../Collision/b2Collision.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
class b2Contact;
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2StackAllocator;
 | 
			
		||||
struct b2ContactPositionConstraint;
 | 
			
		||||
 | 
			
		||||
struct b2VelocityConstraintPoint
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 rA;
 | 
			
		||||
	b2Vec2 rB;
 | 
			
		||||
	float32 normalImpulse;
 | 
			
		||||
	float32 tangentImpulse;
 | 
			
		||||
	float32 normalMass;
 | 
			
		||||
	float32 tangentMass;
 | 
			
		||||
	float32 velocityBias;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct b2ContactVelocityConstraint
 | 
			
		||||
{
 | 
			
		||||
	b2VelocityConstraintPoint points[b2_maxManifoldPoints];
 | 
			
		||||
	b2Vec2 normal;
 | 
			
		||||
	b2Mat22 normalMass;
 | 
			
		||||
	b2Mat22 K;
 | 
			
		||||
	int32 indexA;
 | 
			
		||||
	int32 indexB;
 | 
			
		||||
	float32 invMassA, invMassB;
 | 
			
		||||
	float32 invIA, invIB;
 | 
			
		||||
	float32 friction;
 | 
			
		||||
	float32 restitution;
 | 
			
		||||
	int32 pointCount;
 | 
			
		||||
	int32 contactIndex;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct b2ContactSolverDef
 | 
			
		||||
{
 | 
			
		||||
	b2TimeStep step;
 | 
			
		||||
	b2Contact** contacts;
 | 
			
		||||
	int32 count;
 | 
			
		||||
	b2Position* positions;
 | 
			
		||||
	b2Velocity* velocities;
 | 
			
		||||
	b2StackAllocator* allocator;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class b2ContactSolver
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2ContactSolver(b2ContactSolverDef* def);
 | 
			
		||||
	~b2ContactSolver();
 | 
			
		||||
 | 
			
		||||
	void InitializeVelocityConstraints();
 | 
			
		||||
 | 
			
		||||
	void WarmStart();
 | 
			
		||||
	void SolveVelocityConstraints();
 | 
			
		||||
	void StoreImpulses();
 | 
			
		||||
 | 
			
		||||
	bool SolvePositionConstraints();
 | 
			
		||||
	bool SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB);
 | 
			
		||||
 | 
			
		||||
	b2TimeStep m_step;
 | 
			
		||||
	b2Position* m_positions;
 | 
			
		||||
	b2Velocity* m_velocities;
 | 
			
		||||
	b2StackAllocator* m_allocator;
 | 
			
		||||
	b2ContactPositionConstraint* m_positionConstraints;
 | 
			
		||||
	b2ContactVelocityConstraint* m_velocityConstraints;
 | 
			
		||||
	b2Contact** m_contacts;
 | 
			
		||||
	int m_count;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,50 +1,50 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2EdgeAndCircleContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2EdgeAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2EdgeAndCircleContact));
 | 
			
		||||
	return new (mem) b2EdgeAndCircleContact(fixtureA, fixtureB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2EdgeAndCircleContact*)contact)->~b2EdgeAndCircleContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2EdgeAndCircleContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2EdgeAndCircleContact::b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
: b2Contact(fixtureA, 0, fixtureB, 0)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2CollideEdgeAndCircle(	manifold,
 | 
			
		||||
								(b2EdgeShape*)m_fixtureA->GetShape(), xfA,
 | 
			
		||||
								(b2CircleShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2EdgeAndCircleContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2EdgeAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2EdgeAndCircleContact));
 | 
			
		||||
	return new (mem) b2EdgeAndCircleContact(fixtureA, fixtureB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2EdgeAndCircleContact*)contact)->~b2EdgeAndCircleContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2EdgeAndCircleContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2EdgeAndCircleContact::b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
: b2Contact(fixtureA, 0, fixtureB, 0)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2CollideEdgeAndCircle(	manifold,
 | 
			
		||||
								(b2EdgeShape*)m_fixtureA->GetShape(), xfA,
 | 
			
		||||
								(b2CircleShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,39 +1,39 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_EDGE_AND_CIRCLE_CONTACT_H
 | 
			
		||||
#define B2_EDGE_AND_CIRCLE_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2EdgeAndCircleContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
	~b2EdgeAndCircleContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_EDGE_AND_CIRCLE_CONTACT_H
 | 
			
		||||
#define B2_EDGE_AND_CIRCLE_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2EdgeAndCircleContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
	~b2EdgeAndCircleContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,50 +1,50 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2EdgeAndPolygonContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2EdgeAndPolygonContact));
 | 
			
		||||
	return new (mem) b2EdgeAndPolygonContact(fixtureA, fixtureB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2EdgeAndPolygonContact*)contact)->~b2EdgeAndPolygonContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2EdgeAndPolygonContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2EdgeAndPolygonContact::b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
: b2Contact(fixtureA, 0, fixtureB, 0)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2CollideEdgeAndPolygon(	manifold,
 | 
			
		||||
								(b2EdgeShape*)m_fixtureA->GetShape(), xfA,
 | 
			
		||||
								(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2EdgeAndPolygonContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2EdgeAndPolygonContact));
 | 
			
		||||
	return new (mem) b2EdgeAndPolygonContact(fixtureA, fixtureB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2EdgeAndPolygonContact*)contact)->~b2EdgeAndPolygonContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2EdgeAndPolygonContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2EdgeAndPolygonContact::b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
: b2Contact(fixtureA, 0, fixtureB, 0)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2EdgeAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2CollideEdgeAndPolygon(	manifold,
 | 
			
		||||
								(b2EdgeShape*)m_fixtureA->GetShape(), xfA,
 | 
			
		||||
								(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,39 +1,39 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_EDGE_AND_POLYGON_CONTACT_H
 | 
			
		||||
#define B2_EDGE_AND_POLYGON_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2EdgeAndPolygonContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
	~b2EdgeAndPolygonContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_EDGE_AND_POLYGON_CONTACT_H
 | 
			
		||||
#define B2_EDGE_AND_POLYGON_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2EdgeAndPolygonContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
	~b2EdgeAndPolygonContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,50 +1,50 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2PolygonAndCircleContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2PolygonAndCircleContact));
 | 
			
		||||
	return new (mem) b2PolygonAndCircleContact(fixtureA, fixtureB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2PolygonAndCircleContact*)contact)->~b2PolygonAndCircleContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2PolygonAndCircleContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2PolygonAndCircleContact::b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
: b2Contact(fixtureA, 0, fixtureB, 0)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2CollidePolygonAndCircle(	manifold,
 | 
			
		||||
								(b2PolygonShape*)m_fixtureA->GetShape(), xfA,
 | 
			
		||||
								(b2CircleShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2PolygonAndCircleContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2PolygonAndCircleContact));
 | 
			
		||||
	return new (mem) b2PolygonAndCircleContact(fixtureA, fixtureB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2PolygonAndCircleContact*)contact)->~b2PolygonAndCircleContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2PolygonAndCircleContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2PolygonAndCircleContact::b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
: b2Contact(fixtureA, 0, fixtureB, 0)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2CollidePolygonAndCircle(	manifold,
 | 
			
		||||
								(b2PolygonShape*)m_fixtureA->GetShape(), xfA,
 | 
			
		||||
								(b2CircleShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,38 +1,38 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_POLYGON_AND_CIRCLE_CONTACT_H
 | 
			
		||||
#define B2_POLYGON_AND_CIRCLE_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2PolygonAndCircleContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
	~b2PolygonAndCircleContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_POLYGON_AND_CIRCLE_CONTACT_H
 | 
			
		||||
#define B2_POLYGON_AND_CIRCLE_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2PolygonAndCircleContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
	~b2PolygonAndCircleContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,53 +1,53 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2PolygonContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../../Collision/b2TimeOfImpact.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
#include "../b2WorldCallbacks.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2PolygonContact));
 | 
			
		||||
	return new (mem) b2PolygonContact(fixtureA, fixtureB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2PolygonContact*)contact)->~b2PolygonContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2PolygonContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2PolygonContact::b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
	: b2Contact(fixtureA, 0, fixtureB, 0)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2CollidePolygons(	manifold,
 | 
			
		||||
						(b2PolygonShape*)m_fixtureA->GetShape(), xfA,
 | 
			
		||||
						(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2PolygonContact.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../../Collision/b2TimeOfImpact.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2Fixture.h"
 | 
			
		||||
#include "../b2WorldCallbacks.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
using namespace std;
 | 
			
		||||
 | 
			
		||||
b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	void* mem = allocator->Allocate(sizeof(b2PolygonContact));
 | 
			
		||||
	return new (mem) b2PolygonContact(fixtureA, fixtureB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	((b2PolygonContact*)contact)->~b2PolygonContact();
 | 
			
		||||
	allocator->Free(contact, sizeof(b2PolygonContact));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2PolygonContact::b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
	: b2Contact(fixtureA, 0, fixtureB, 0)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
 | 
			
		||||
	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
 | 
			
		||||
{
 | 
			
		||||
	b2CollidePolygons(	manifold,
 | 
			
		||||
						(b2PolygonShape*)m_fixtureA->GetShape(), xfA,
 | 
			
		||||
						(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,39 +1,39 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_POLYGON_CONTACT_H
 | 
			
		||||
#define B2_POLYGON_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2PolygonContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
	~b2PolygonContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_POLYGON_CONTACT_H
 | 
			
		||||
#define B2_POLYGON_CONTACT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Contact.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
class b2PolygonContact : public b2Contact
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
 | 
			
		||||
								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
	~b2PolygonContact() {}
 | 
			
		||||
 | 
			
		||||
	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,260 +1,260 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2DistanceJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// 1-D constrained system
 | 
			
		||||
// m (v2 - v1) = lambda
 | 
			
		||||
// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
 | 
			
		||||
// x2 = x1 + h * v2
 | 
			
		||||
 | 
			
		||||
// 1-D mass-damper-spring system
 | 
			
		||||
// m (v2 - v1) + h * d * v2 + h * k *
 | 
			
		||||
 | 
			
		||||
// C = norm(p2 - p1) - L
 | 
			
		||||
// u = (p2 - p1) / norm(p2 - p1)
 | 
			
		||||
// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
 | 
			
		||||
// J = [-u -cross(r1, u) u cross(r2, u)]
 | 
			
		||||
// K = J * invM * JT
 | 
			
		||||
//   = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
 | 
			
		||||
 | 
			
		||||
void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
 | 
			
		||||
									const b2Vec2& anchor1, const b2Vec2& anchor2)
 | 
			
		||||
{
 | 
			
		||||
	bodyA = b1;
 | 
			
		||||
	bodyB = b2;
 | 
			
		||||
	localAnchorA = bodyA->GetLocalPoint(anchor1);
 | 
			
		||||
	localAnchorB = bodyB->GetLocalPoint(anchor2);
 | 
			
		||||
	b2Vec2 d = anchor2 - anchor1;
 | 
			
		||||
	length = d.Length();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
	m_length = def->length;
 | 
			
		||||
	m_frequencyHz = def->frequencyHz;
 | 
			
		||||
	m_dampingRatio = def->dampingRatio;
 | 
			
		||||
	m_impulse = 0.0f;
 | 
			
		||||
	m_gamma = 0.0f;
 | 
			
		||||
	m_bias = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	m_u = cB + m_rB - cA - m_rA;
 | 
			
		||||
 | 
			
		||||
	// Handle singularity.
 | 
			
		||||
	float32 length = m_u.Length();
 | 
			
		||||
	if (length > b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		m_u *= 1.0f / length;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_u.Set(0.0f, 0.0f);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 crAu = b2Cross(m_rA, m_u);
 | 
			
		||||
	float32 crBu = b2Cross(m_rB, m_u);
 | 
			
		||||
	float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
 | 
			
		||||
 | 
			
		||||
	// Compute the effective mass matrix.
 | 
			
		||||
	m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
 | 
			
		||||
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		float32 C = length - m_length;
 | 
			
		||||
 | 
			
		||||
		// Frequency
 | 
			
		||||
		float32 omega = 2.0f * b2_pi * m_frequencyHz;
 | 
			
		||||
 | 
			
		||||
		// Damping coefficient
 | 
			
		||||
		float32 d = 2.0f * m_mass * m_dampingRatio * omega;
 | 
			
		||||
 | 
			
		||||
		// Spring stiffness
 | 
			
		||||
		float32 k = m_mass * omega * omega;
 | 
			
		||||
 | 
			
		||||
		// magic formulas
 | 
			
		||||
		float32 h = data.step.dt;
 | 
			
		||||
		m_gamma = h * (d + h * k);
 | 
			
		||||
		m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
 | 
			
		||||
		m_bias = C * h * k * m_gamma;
 | 
			
		||||
 | 
			
		||||
		invMass += m_gamma;
 | 
			
		||||
		m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_gamma = 0.0f;
 | 
			
		||||
		m_bias = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Scale the impulse to support a variable time step.
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = m_impulse * m_u;
 | 
			
		||||
		vA -= m_invMassA * P;
 | 
			
		||||
		wA -= m_invIA * b2Cross(m_rA, P);
 | 
			
		||||
		vB += m_invMassB * P;
 | 
			
		||||
		wB += m_invIB * b2Cross(m_rB, P);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	// Cdot = dot(u, v + cross(w, r))
 | 
			
		||||
	b2Vec2 vpA = vA + b2Cross(wA, m_rA);
 | 
			
		||||
	b2Vec2 vpB = vB + b2Cross(wB, m_rB);
 | 
			
		||||
	float32 Cdot = b2Dot(m_u, vpB - vpA);
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
 | 
			
		||||
	m_impulse += impulse;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 P = impulse * m_u;
 | 
			
		||||
	vA -= m_invMassA * P;
 | 
			
		||||
	wA -= m_invIA * b2Cross(m_rA, P);
 | 
			
		||||
	vB += m_invMassB * P;
 | 
			
		||||
	wB += m_invIB * b2Cross(m_rB, P);
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		// There is no position correction for soft distance constraints.
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	b2Vec2 u = cB + rB - cA - rA;
 | 
			
		||||
 | 
			
		||||
	float32 length = u.Normalize();
 | 
			
		||||
	float32 C = length - m_length;
 | 
			
		||||
	C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection);
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -m_mass * C;
 | 
			
		||||
	b2Vec2 P = impulse * u;
 | 
			
		||||
 | 
			
		||||
	cA -= m_invMassA * P;
 | 
			
		||||
	aA -= m_invIA * b2Cross(rA, P);
 | 
			
		||||
	cB += m_invMassB * P;
 | 
			
		||||
	aB += m_invIB * b2Cross(rB, P);
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
 | 
			
		||||
	return b2Abs(C) < b2_linearSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2DistanceJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2DistanceJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2DistanceJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 F = (inv_dt * m_impulse) * m_u;
 | 
			
		||||
	return F;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2DistanceJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(inv_dt);
 | 
			
		||||
	return 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2DistanceJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2DistanceJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.length = %.15lef;\n", m_length);
 | 
			
		||||
	b2Log("  jd.frequencyHz = %.15lef;\n", m_frequencyHz);
 | 
			
		||||
	b2Log("  jd.dampingRatio = %.15lef;\n", m_dampingRatio);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2DistanceJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// 1-D constrained system
 | 
			
		||||
// m (v2 - v1) = lambda
 | 
			
		||||
// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
 | 
			
		||||
// x2 = x1 + h * v2
 | 
			
		||||
 | 
			
		||||
// 1-D mass-damper-spring system
 | 
			
		||||
// m (v2 - v1) + h * d * v2 + h * k *
 | 
			
		||||
 | 
			
		||||
// C = norm(p2 - p1) - L
 | 
			
		||||
// u = (p2 - p1) / norm(p2 - p1)
 | 
			
		||||
// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
 | 
			
		||||
// J = [-u -cross(r1, u) u cross(r2, u)]
 | 
			
		||||
// K = J * invM * JT
 | 
			
		||||
//   = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
 | 
			
		||||
 | 
			
		||||
void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
 | 
			
		||||
									const b2Vec2& anchor1, const b2Vec2& anchor2)
 | 
			
		||||
{
 | 
			
		||||
	bodyA = b1;
 | 
			
		||||
	bodyB = b2;
 | 
			
		||||
	localAnchorA = bodyA->GetLocalPoint(anchor1);
 | 
			
		||||
	localAnchorB = bodyB->GetLocalPoint(anchor2);
 | 
			
		||||
	b2Vec2 d = anchor2 - anchor1;
 | 
			
		||||
	length = d.Length();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
	m_length = def->length;
 | 
			
		||||
	m_frequencyHz = def->frequencyHz;
 | 
			
		||||
	m_dampingRatio = def->dampingRatio;
 | 
			
		||||
	m_impulse = 0.0f;
 | 
			
		||||
	m_gamma = 0.0f;
 | 
			
		||||
	m_bias = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	m_u = cB + m_rB - cA - m_rA;
 | 
			
		||||
 | 
			
		||||
	// Handle singularity.
 | 
			
		||||
	float32 length = m_u.Length();
 | 
			
		||||
	if (length > b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		m_u *= 1.0f / length;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_u.Set(0.0f, 0.0f);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 crAu = b2Cross(m_rA, m_u);
 | 
			
		||||
	float32 crBu = b2Cross(m_rB, m_u);
 | 
			
		||||
	float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
 | 
			
		||||
 | 
			
		||||
	// Compute the effective mass matrix.
 | 
			
		||||
	m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
 | 
			
		||||
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		float32 C = length - m_length;
 | 
			
		||||
 | 
			
		||||
		// Frequency
 | 
			
		||||
		float32 omega = 2.0f * b2_pi * m_frequencyHz;
 | 
			
		||||
 | 
			
		||||
		// Damping coefficient
 | 
			
		||||
		float32 d = 2.0f * m_mass * m_dampingRatio * omega;
 | 
			
		||||
 | 
			
		||||
		// Spring stiffness
 | 
			
		||||
		float32 k = m_mass * omega * omega;
 | 
			
		||||
 | 
			
		||||
		// magic formulas
 | 
			
		||||
		float32 h = data.step.dt;
 | 
			
		||||
		m_gamma = h * (d + h * k);
 | 
			
		||||
		m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
 | 
			
		||||
		m_bias = C * h * k * m_gamma;
 | 
			
		||||
 | 
			
		||||
		invMass += m_gamma;
 | 
			
		||||
		m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_gamma = 0.0f;
 | 
			
		||||
		m_bias = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Scale the impulse to support a variable time step.
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = m_impulse * m_u;
 | 
			
		||||
		vA -= m_invMassA * P;
 | 
			
		||||
		wA -= m_invIA * b2Cross(m_rA, P);
 | 
			
		||||
		vB += m_invMassB * P;
 | 
			
		||||
		wB += m_invIB * b2Cross(m_rB, P);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	// Cdot = dot(u, v + cross(w, r))
 | 
			
		||||
	b2Vec2 vpA = vA + b2Cross(wA, m_rA);
 | 
			
		||||
	b2Vec2 vpB = vB + b2Cross(wB, m_rB);
 | 
			
		||||
	float32 Cdot = b2Dot(m_u, vpB - vpA);
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
 | 
			
		||||
	m_impulse += impulse;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 P = impulse * m_u;
 | 
			
		||||
	vA -= m_invMassA * P;
 | 
			
		||||
	wA -= m_invIA * b2Cross(m_rA, P);
 | 
			
		||||
	vB += m_invMassB * P;
 | 
			
		||||
	wB += m_invIB * b2Cross(m_rB, P);
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		// There is no position correction for soft distance constraints.
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	b2Vec2 u = cB + rB - cA - rA;
 | 
			
		||||
 | 
			
		||||
	float32 length = u.Normalize();
 | 
			
		||||
	float32 C = length - m_length;
 | 
			
		||||
	C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection);
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -m_mass * C;
 | 
			
		||||
	b2Vec2 P = impulse * u;
 | 
			
		||||
 | 
			
		||||
	cA -= m_invMassA * P;
 | 
			
		||||
	aA -= m_invIA * b2Cross(rA, P);
 | 
			
		||||
	cB += m_invMassB * P;
 | 
			
		||||
	aB += m_invIB * b2Cross(rB, P);
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
 | 
			
		||||
	return b2Abs(C) < b2_linearSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2DistanceJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2DistanceJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2DistanceJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 F = (inv_dt * m_impulse) * m_u;
 | 
			
		||||
	return F;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2DistanceJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(inv_dt);
 | 
			
		||||
	return 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2DistanceJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2DistanceJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.length = %.15lef;\n", m_length);
 | 
			
		||||
	b2Log("  jd.frequencyHz = %.15lef;\n", m_frequencyHz);
 | 
			
		||||
	b2Log("  jd.dampingRatio = %.15lef;\n", m_dampingRatio);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,169 +1,169 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_DISTANCE_JOINT_H
 | 
			
		||||
#define B2_DISTANCE_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Distance joint definition. This requires defining an
 | 
			
		||||
/// anchor point on both bodies and the non-zero length of the
 | 
			
		||||
/// distance joint. The definition uses local anchor points
 | 
			
		||||
/// so that the initial configuration can violate the constraint
 | 
			
		||||
/// slightly. This helps when saving and loading a game.
 | 
			
		||||
/// @warning Do not use a zero or short length.
 | 
			
		||||
struct b2DistanceJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2DistanceJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_distanceJoint;
 | 
			
		||||
		localAnchorA.Set(0.0f, 0.0f);
 | 
			
		||||
		localAnchorB.Set(0.0f, 0.0f);
 | 
			
		||||
		length = 1.0f;
 | 
			
		||||
		frequencyHz = 0.0f;
 | 
			
		||||
		dampingRatio = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, and length using the world
 | 
			
		||||
	/// anchors.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB,
 | 
			
		||||
					const b2Vec2& anchorA, const b2Vec2& anchorB);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The natural length between the anchor points.
 | 
			
		||||
	float32 length;
 | 
			
		||||
 | 
			
		||||
	/// The mass-spring-damper frequency in Hertz. A value of 0
 | 
			
		||||
	/// disables softness.
 | 
			
		||||
	float32 frequencyHz;
 | 
			
		||||
 | 
			
		||||
	/// The damping ratio. 0 = no damping, 1 = critical damping.
 | 
			
		||||
	float32 dampingRatio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A distance joint constrains two points on two bodies
 | 
			
		||||
/// to remain at a fixed distance from each other. You can view
 | 
			
		||||
/// this as a massless, rigid rod.
 | 
			
		||||
class b2DistanceJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction force given the inverse time step.
 | 
			
		||||
	/// Unit is N.
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction torque given the inverse time step.
 | 
			
		||||
	/// Unit is N*m. This is always zero for a distance joint.
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// Set/get the natural length.
 | 
			
		||||
	/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
 | 
			
		||||
	void SetLength(float32 length);
 | 
			
		||||
	float32 GetLength() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/get frequency in Hz.
 | 
			
		||||
	void SetFrequency(float32 hz);
 | 
			
		||||
	float32 GetFrequency() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/get damping ratio.
 | 
			
		||||
	void SetDampingRatio(float32 ratio);
 | 
			
		||||
	float32 GetDampingRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump joint to dmLog
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	b2DistanceJoint(const b2DistanceJointDef* data);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	float32 m_frequencyHz;
 | 
			
		||||
	float32 m_dampingRatio;
 | 
			
		||||
	float32 m_bias;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	float32 m_gamma;
 | 
			
		||||
	float32 m_impulse;
 | 
			
		||||
	float32 m_length;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_u;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	float32 m_mass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline void b2DistanceJoint::SetLength(float32 length)
 | 
			
		||||
{
 | 
			
		||||
	m_length = length;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2DistanceJoint::GetLength() const
 | 
			
		||||
{
 | 
			
		||||
	return m_length;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2DistanceJoint::SetFrequency(float32 hz)
 | 
			
		||||
{
 | 
			
		||||
	m_frequencyHz = hz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2DistanceJoint::GetFrequency() const
 | 
			
		||||
{
 | 
			
		||||
	return m_frequencyHz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
 | 
			
		||||
{
 | 
			
		||||
	m_dampingRatio = ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2DistanceJoint::GetDampingRatio() const
 | 
			
		||||
{
 | 
			
		||||
	return m_dampingRatio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_DISTANCE_JOINT_H
 | 
			
		||||
#define B2_DISTANCE_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Distance joint definition. This requires defining an
 | 
			
		||||
/// anchor point on both bodies and the non-zero length of the
 | 
			
		||||
/// distance joint. The definition uses local anchor points
 | 
			
		||||
/// so that the initial configuration can violate the constraint
 | 
			
		||||
/// slightly. This helps when saving and loading a game.
 | 
			
		||||
/// @warning Do not use a zero or short length.
 | 
			
		||||
struct b2DistanceJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2DistanceJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_distanceJoint;
 | 
			
		||||
		localAnchorA.Set(0.0f, 0.0f);
 | 
			
		||||
		localAnchorB.Set(0.0f, 0.0f);
 | 
			
		||||
		length = 1.0f;
 | 
			
		||||
		frequencyHz = 0.0f;
 | 
			
		||||
		dampingRatio = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, and length using the world
 | 
			
		||||
	/// anchors.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB,
 | 
			
		||||
					const b2Vec2& anchorA, const b2Vec2& anchorB);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The natural length between the anchor points.
 | 
			
		||||
	float32 length;
 | 
			
		||||
 | 
			
		||||
	/// The mass-spring-damper frequency in Hertz. A value of 0
 | 
			
		||||
	/// disables softness.
 | 
			
		||||
	float32 frequencyHz;
 | 
			
		||||
 | 
			
		||||
	/// The damping ratio. 0 = no damping, 1 = critical damping.
 | 
			
		||||
	float32 dampingRatio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A distance joint constrains two points on two bodies
 | 
			
		||||
/// to remain at a fixed distance from each other. You can view
 | 
			
		||||
/// this as a massless, rigid rod.
 | 
			
		||||
class b2DistanceJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction force given the inverse time step.
 | 
			
		||||
	/// Unit is N.
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction torque given the inverse time step.
 | 
			
		||||
	/// Unit is N*m. This is always zero for a distance joint.
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// Set/get the natural length.
 | 
			
		||||
	/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
 | 
			
		||||
	void SetLength(float32 length);
 | 
			
		||||
	float32 GetLength() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/get frequency in Hz.
 | 
			
		||||
	void SetFrequency(float32 hz);
 | 
			
		||||
	float32 GetFrequency() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/get damping ratio.
 | 
			
		||||
	void SetDampingRatio(float32 ratio);
 | 
			
		||||
	float32 GetDampingRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump joint to dmLog
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	b2DistanceJoint(const b2DistanceJointDef* data);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	float32 m_frequencyHz;
 | 
			
		||||
	float32 m_dampingRatio;
 | 
			
		||||
	float32 m_bias;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	float32 m_gamma;
 | 
			
		||||
	float32 m_impulse;
 | 
			
		||||
	float32 m_length;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_u;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	float32 m_mass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline void b2DistanceJoint::SetLength(float32 length)
 | 
			
		||||
{
 | 
			
		||||
	m_length = length;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2DistanceJoint::GetLength() const
 | 
			
		||||
{
 | 
			
		||||
	return m_length;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2DistanceJoint::SetFrequency(float32 hz)
 | 
			
		||||
{
 | 
			
		||||
	m_frequencyHz = hz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2DistanceJoint::GetFrequency() const
 | 
			
		||||
{
 | 
			
		||||
	return m_frequencyHz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
 | 
			
		||||
{
 | 
			
		||||
	m_dampingRatio = ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2DistanceJoint::GetDampingRatio() const
 | 
			
		||||
{
 | 
			
		||||
	return m_dampingRatio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,251 +1,251 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2FrictionJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// Point-to-point constraint
 | 
			
		||||
// Cdot = v2 - v1
 | 
			
		||||
//      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
 | 
			
		||||
// J = [-I -r1_skew I r2_skew ]
 | 
			
		||||
// Identity used:
 | 
			
		||||
// w k % (rx i + ry j) = w * (-ry i + rx j)
 | 
			
		||||
 | 
			
		||||
// Angle constraint
 | 
			
		||||
// Cdot = w2 - w1
 | 
			
		||||
// J = [0 0 -1 0 0 1]
 | 
			
		||||
// K = invI1 + invI2
 | 
			
		||||
 | 
			
		||||
void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
 | 
			
		||||
{
 | 
			
		||||
	bodyA = bA;
 | 
			
		||||
	bodyB = bB;
 | 
			
		||||
	localAnchorA = bodyA->GetLocalPoint(anchor);
 | 
			
		||||
	localAnchorB = bodyB->GetLocalPoint(anchor);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
 | 
			
		||||
	m_linearImpulse.SetZero();
 | 
			
		||||
	m_angularImpulse = 0.0f;
 | 
			
		||||
 | 
			
		||||
	m_maxForce = def->maxForce;
 | 
			
		||||
	m_maxTorque = def->maxTorque;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2FrictionJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	// Compute the effective mass matrix.
 | 
			
		||||
	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	// J = [-I -r1_skew I r2_skew]
 | 
			
		||||
	//     [ 0       -1 0       1]
 | 
			
		||||
	// r_skew = [-ry; rx]
 | 
			
		||||
 | 
			
		||||
	// Matlab
 | 
			
		||||
	// K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
 | 
			
		||||
	//     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
 | 
			
		||||
	//     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Mat22 K;
 | 
			
		||||
	K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
 | 
			
		||||
	K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
 | 
			
		||||
	K.ey.x = K.ex.y;
 | 
			
		||||
	K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
 | 
			
		||||
 | 
			
		||||
	m_linearMass = K.GetInverse();
 | 
			
		||||
 | 
			
		||||
	m_angularMass = iA + iB;
 | 
			
		||||
	if (m_angularMass > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		m_angularMass = 1.0f / m_angularMass;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Scale impulses to support a variable time step.
 | 
			
		||||
		m_linearImpulse *= data.step.dtRatio;
 | 
			
		||||
		m_angularImpulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_linearImpulse.SetZero();
 | 
			
		||||
		m_angularImpulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2FrictionJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	float32 h = data.step.dt;
 | 
			
		||||
 | 
			
		||||
	// Solve angular friction
 | 
			
		||||
	{
 | 
			
		||||
		float32 Cdot = wB - wA;
 | 
			
		||||
		float32 impulse = -m_angularMass * Cdot;
 | 
			
		||||
 | 
			
		||||
		float32 oldImpulse = m_angularImpulse;
 | 
			
		||||
		float32 maxImpulse = h * m_maxTorque;
 | 
			
		||||
		m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
 | 
			
		||||
		impulse = m_angularImpulse - oldImpulse;
 | 
			
		||||
 | 
			
		||||
		wA -= iA * impulse;
 | 
			
		||||
		wB += iB * impulse;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Solve linear friction
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
 | 
			
		||||
 | 
			
		||||
		b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
 | 
			
		||||
		b2Vec2 oldImpulse = m_linearImpulse;
 | 
			
		||||
		m_linearImpulse += impulse;
 | 
			
		||||
 | 
			
		||||
		float32 maxImpulse = h * m_maxForce;
 | 
			
		||||
 | 
			
		||||
		if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
 | 
			
		||||
		{
 | 
			
		||||
			m_linearImpulse.Normalize();
 | 
			
		||||
			m_linearImpulse *= maxImpulse;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		impulse = m_linearImpulse - oldImpulse;
 | 
			
		||||
 | 
			
		||||
		vA -= mA * impulse;
 | 
			
		||||
		wA -= iA * b2Cross(m_rA, impulse);
 | 
			
		||||
 | 
			
		||||
		vB += mB * impulse;
 | 
			
		||||
		wB += iB * b2Cross(m_rB, impulse);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(data);
 | 
			
		||||
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2FrictionJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2FrictionJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2FrictionJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_linearImpulse;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2FrictionJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_angularImpulse;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2FrictionJoint::SetMaxForce(float32 force)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(b2IsValid(force) && force >= 0.0f);
 | 
			
		||||
	m_maxForce = force;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2FrictionJoint::GetMaxForce() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxForce;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2FrictionJoint::SetMaxTorque(float32 torque)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(b2IsValid(torque) && torque >= 0.0f);
 | 
			
		||||
	m_maxTorque = torque;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2FrictionJoint::GetMaxTorque() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxTorque;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2FrictionJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2FrictionJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.maxForce = %.15lef;\n", m_maxForce);
 | 
			
		||||
	b2Log("  jd.maxTorque = %.15lef;\n", m_maxTorque);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2FrictionJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// Point-to-point constraint
 | 
			
		||||
// Cdot = v2 - v1
 | 
			
		||||
//      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
 | 
			
		||||
// J = [-I -r1_skew I r2_skew ]
 | 
			
		||||
// Identity used:
 | 
			
		||||
// w k % (rx i + ry j) = w * (-ry i + rx j)
 | 
			
		||||
 | 
			
		||||
// Angle constraint
 | 
			
		||||
// Cdot = w2 - w1
 | 
			
		||||
// J = [0 0 -1 0 0 1]
 | 
			
		||||
// K = invI1 + invI2
 | 
			
		||||
 | 
			
		||||
void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
 | 
			
		||||
{
 | 
			
		||||
	bodyA = bA;
 | 
			
		||||
	bodyB = bB;
 | 
			
		||||
	localAnchorA = bodyA->GetLocalPoint(anchor);
 | 
			
		||||
	localAnchorB = bodyB->GetLocalPoint(anchor);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
 | 
			
		||||
	m_linearImpulse.SetZero();
 | 
			
		||||
	m_angularImpulse = 0.0f;
 | 
			
		||||
 | 
			
		||||
	m_maxForce = def->maxForce;
 | 
			
		||||
	m_maxTorque = def->maxTorque;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2FrictionJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	// Compute the effective mass matrix.
 | 
			
		||||
	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	// J = [-I -r1_skew I r2_skew]
 | 
			
		||||
	//     [ 0       -1 0       1]
 | 
			
		||||
	// r_skew = [-ry; rx]
 | 
			
		||||
 | 
			
		||||
	// Matlab
 | 
			
		||||
	// K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
 | 
			
		||||
	//     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
 | 
			
		||||
	//     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Mat22 K;
 | 
			
		||||
	K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
 | 
			
		||||
	K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
 | 
			
		||||
	K.ey.x = K.ex.y;
 | 
			
		||||
	K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
 | 
			
		||||
 | 
			
		||||
	m_linearMass = K.GetInverse();
 | 
			
		||||
 | 
			
		||||
	m_angularMass = iA + iB;
 | 
			
		||||
	if (m_angularMass > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		m_angularMass = 1.0f / m_angularMass;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Scale impulses to support a variable time step.
 | 
			
		||||
		m_linearImpulse *= data.step.dtRatio;
 | 
			
		||||
		m_angularImpulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_linearImpulse.SetZero();
 | 
			
		||||
		m_angularImpulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2FrictionJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	float32 h = data.step.dt;
 | 
			
		||||
 | 
			
		||||
	// Solve angular friction
 | 
			
		||||
	{
 | 
			
		||||
		float32 Cdot = wB - wA;
 | 
			
		||||
		float32 impulse = -m_angularMass * Cdot;
 | 
			
		||||
 | 
			
		||||
		float32 oldImpulse = m_angularImpulse;
 | 
			
		||||
		float32 maxImpulse = h * m_maxTorque;
 | 
			
		||||
		m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
 | 
			
		||||
		impulse = m_angularImpulse - oldImpulse;
 | 
			
		||||
 | 
			
		||||
		wA -= iA * impulse;
 | 
			
		||||
		wB += iB * impulse;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Solve linear friction
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
 | 
			
		||||
 | 
			
		||||
		b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
 | 
			
		||||
		b2Vec2 oldImpulse = m_linearImpulse;
 | 
			
		||||
		m_linearImpulse += impulse;
 | 
			
		||||
 | 
			
		||||
		float32 maxImpulse = h * m_maxForce;
 | 
			
		||||
 | 
			
		||||
		if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
 | 
			
		||||
		{
 | 
			
		||||
			m_linearImpulse.Normalize();
 | 
			
		||||
			m_linearImpulse *= maxImpulse;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		impulse = m_linearImpulse - oldImpulse;
 | 
			
		||||
 | 
			
		||||
		vA -= mA * impulse;
 | 
			
		||||
		wA -= iA * b2Cross(m_rA, impulse);
 | 
			
		||||
 | 
			
		||||
		vB += mB * impulse;
 | 
			
		||||
		wB += iB * b2Cross(m_rB, impulse);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(data);
 | 
			
		||||
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2FrictionJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2FrictionJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2FrictionJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_linearImpulse;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2FrictionJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_angularImpulse;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2FrictionJoint::SetMaxForce(float32 force)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(b2IsValid(force) && force >= 0.0f);
 | 
			
		||||
	m_maxForce = force;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2FrictionJoint::GetMaxForce() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxForce;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2FrictionJoint::SetMaxTorque(float32 torque)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(b2IsValid(torque) && torque >= 0.0f);
 | 
			
		||||
	m_maxTorque = torque;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2FrictionJoint::GetMaxTorque() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxTorque;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2FrictionJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2FrictionJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.maxForce = %.15lef;\n", m_maxForce);
 | 
			
		||||
	b2Log("  jd.maxTorque = %.15lef;\n", m_maxTorque);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,119 +1,119 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_FRICTION_JOINT_H
 | 
			
		||||
#define B2_FRICTION_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Friction joint definition.
 | 
			
		||||
struct b2FrictionJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2FrictionJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_frictionJoint;
 | 
			
		||||
		localAnchorA.SetZero();
 | 
			
		||||
		localAnchorB.SetZero();
 | 
			
		||||
		maxForce = 0.0f;
 | 
			
		||||
		maxTorque = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, axis, and reference angle using the world
 | 
			
		||||
	/// anchor and world axis.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The maximum friction force in N.
 | 
			
		||||
	float32 maxForce;
 | 
			
		||||
 | 
			
		||||
	/// The maximum friction torque in N-m.
 | 
			
		||||
	float32 maxTorque;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Friction joint. This is used for top-down friction.
 | 
			
		||||
/// It provides 2D translational friction and angular friction.
 | 
			
		||||
class b2FrictionJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// Set the maximum friction force in N.
 | 
			
		||||
	void SetMaxForce(float32 force);
 | 
			
		||||
 | 
			
		||||
	/// Get the maximum friction force in N.
 | 
			
		||||
	float32 GetMaxForce() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the maximum friction torque in N*m.
 | 
			
		||||
	void SetMaxTorque(float32 torque);
 | 
			
		||||
 | 
			
		||||
	/// Get the maximum friction torque in N*m.
 | 
			
		||||
	float32 GetMaxTorque() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump joint to dmLog
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
 | 
			
		||||
	b2FrictionJoint(const b2FrictionJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_linearImpulse;
 | 
			
		||||
	float32 m_angularImpulse;
 | 
			
		||||
	float32 m_maxForce;
 | 
			
		||||
	float32 m_maxTorque;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	b2Mat22 m_linearMass;
 | 
			
		||||
	float32 m_angularMass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_FRICTION_JOINT_H
 | 
			
		||||
#define B2_FRICTION_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Friction joint definition.
 | 
			
		||||
struct b2FrictionJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2FrictionJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_frictionJoint;
 | 
			
		||||
		localAnchorA.SetZero();
 | 
			
		||||
		localAnchorB.SetZero();
 | 
			
		||||
		maxForce = 0.0f;
 | 
			
		||||
		maxTorque = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, axis, and reference angle using the world
 | 
			
		||||
	/// anchor and world axis.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The maximum friction force in N.
 | 
			
		||||
	float32 maxForce;
 | 
			
		||||
 | 
			
		||||
	/// The maximum friction torque in N-m.
 | 
			
		||||
	float32 maxTorque;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Friction joint. This is used for top-down friction.
 | 
			
		||||
/// It provides 2D translational friction and angular friction.
 | 
			
		||||
class b2FrictionJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// Set the maximum friction force in N.
 | 
			
		||||
	void SetMaxForce(float32 force);
 | 
			
		||||
 | 
			
		||||
	/// Get the maximum friction force in N.
 | 
			
		||||
	float32 GetMaxForce() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the maximum friction torque in N*m.
 | 
			
		||||
	void SetMaxTorque(float32 torque);
 | 
			
		||||
 | 
			
		||||
	/// Get the maximum friction torque in N*m.
 | 
			
		||||
	float32 GetMaxTorque() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump joint to dmLog
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
 | 
			
		||||
	b2FrictionJoint(const b2FrictionJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_linearImpulse;
 | 
			
		||||
	float32 m_angularImpulse;
 | 
			
		||||
	float32 m_maxForce;
 | 
			
		||||
	float32 m_maxTorque;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	b2Mat22 m_linearMass;
 | 
			
		||||
	float32 m_angularMass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,419 +1,419 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2GearJoint.h"
 | 
			
		||||
#include "b2RevoluteJoint.h"
 | 
			
		||||
#include "b2PrismaticJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// Gear Joint:
 | 
			
		||||
// C0 = (coordinate1 + ratio * coordinate2)_initial
 | 
			
		||||
// C = (coordinate1 + ratio * coordinate2) - C0 = 0
 | 
			
		||||
// J = [J1 ratio * J2]
 | 
			
		||||
// K = J * invM * JT
 | 
			
		||||
//   = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
 | 
			
		||||
//
 | 
			
		||||
// Revolute:
 | 
			
		||||
// coordinate = rotation
 | 
			
		||||
// Cdot = angularVelocity
 | 
			
		||||
// J = [0 0 1]
 | 
			
		||||
// K = J * invM * JT = invI
 | 
			
		||||
//
 | 
			
		||||
// Prismatic:
 | 
			
		||||
// coordinate = dot(p - pg, ug)
 | 
			
		||||
// Cdot = dot(v + cross(w, r), ug)
 | 
			
		||||
// J = [ug cross(r, ug)]
 | 
			
		||||
// K = J * invM * JT = invMass + invI * cross(r, ug)^2
 | 
			
		||||
 | 
			
		||||
b2GearJoint::b2GearJoint(const b2GearJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_joint1 = def->joint1;
 | 
			
		||||
	m_joint2 = def->joint2;
 | 
			
		||||
 | 
			
		||||
	m_typeA = m_joint1->GetType();
 | 
			
		||||
	m_typeB = m_joint2->GetType();
 | 
			
		||||
 | 
			
		||||
	b2Assert(m_typeA == e_revoluteJoint || m_typeA == e_prismaticJoint);
 | 
			
		||||
	b2Assert(m_typeB == e_revoluteJoint || m_typeB == e_prismaticJoint);
 | 
			
		||||
 | 
			
		||||
	float32 coordinateA, coordinateB;
 | 
			
		||||
 | 
			
		||||
	// TODO_ERIN there might be some problem with the joint edges in b2Joint.
 | 
			
		||||
 | 
			
		||||
	m_bodyC = m_joint1->GetBodyA();
 | 
			
		||||
	m_bodyA = m_joint1->GetBodyB();
 | 
			
		||||
 | 
			
		||||
	// Get geometry of joint1
 | 
			
		||||
	b2Transform xfA = m_bodyA->m_xf;
 | 
			
		||||
	float32 aA = m_bodyA->m_sweep.a;
 | 
			
		||||
	b2Transform xfC = m_bodyC->m_xf;
 | 
			
		||||
	float32 aC = m_bodyC->m_sweep.a;
 | 
			
		||||
 | 
			
		||||
	if (m_typeA == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint1;
 | 
			
		||||
		m_localAnchorC = revolute->m_localAnchorA;
 | 
			
		||||
		m_localAnchorA = revolute->m_localAnchorB;
 | 
			
		||||
		m_referenceAngleA = revolute->m_referenceAngle;
 | 
			
		||||
		m_localAxisC.SetZero();
 | 
			
		||||
 | 
			
		||||
		coordinateA = aA - aC - m_referenceAngleA;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint1;
 | 
			
		||||
		m_localAnchorC = prismatic->m_localAnchorA;
 | 
			
		||||
		m_localAnchorA = prismatic->m_localAnchorB;
 | 
			
		||||
		m_referenceAngleA = prismatic->m_referenceAngle;
 | 
			
		||||
		m_localAxisC = prismatic->m_localXAxisA;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 pC = m_localAnchorC;
 | 
			
		||||
		b2Vec2 pA = b2MulT(xfC.q, b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
 | 
			
		||||
		coordinateA = b2Dot(pA - pC, m_localAxisC);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_bodyD = m_joint2->GetBodyA();
 | 
			
		||||
	m_bodyB = m_joint2->GetBodyB();
 | 
			
		||||
 | 
			
		||||
	// Get geometry of joint2
 | 
			
		||||
	b2Transform xfB = m_bodyB->m_xf;
 | 
			
		||||
	float32 aB = m_bodyB->m_sweep.a;
 | 
			
		||||
	b2Transform xfD = m_bodyD->m_xf;
 | 
			
		||||
	float32 aD = m_bodyD->m_sweep.a;
 | 
			
		||||
 | 
			
		||||
	if (m_typeB == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint2;
 | 
			
		||||
		m_localAnchorD = revolute->m_localAnchorA;
 | 
			
		||||
		m_localAnchorB = revolute->m_localAnchorB;
 | 
			
		||||
		m_referenceAngleB = revolute->m_referenceAngle;
 | 
			
		||||
		m_localAxisD.SetZero();
 | 
			
		||||
 | 
			
		||||
		coordinateB = aB - aD - m_referenceAngleB;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint2;
 | 
			
		||||
		m_localAnchorD = prismatic->m_localAnchorA;
 | 
			
		||||
		m_localAnchorB = prismatic->m_localAnchorB;
 | 
			
		||||
		m_referenceAngleB = prismatic->m_referenceAngle;
 | 
			
		||||
		m_localAxisD = prismatic->m_localXAxisA;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 pD = m_localAnchorD;
 | 
			
		||||
		b2Vec2 pB = b2MulT(xfD.q, b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
 | 
			
		||||
		coordinateB = b2Dot(pB - pD, m_localAxisD);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_ratio = def->ratio;
 | 
			
		||||
 | 
			
		||||
	m_constant = coordinateA + m_ratio * coordinateB;
 | 
			
		||||
 | 
			
		||||
	m_impulse = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_indexC = m_bodyC->m_islandIndex;
 | 
			
		||||
	m_indexD = m_bodyD->m_islandIndex;
 | 
			
		||||
	m_lcA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_lcB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_lcC = m_bodyC->m_sweep.localCenter;
 | 
			
		||||
	m_lcD = m_bodyD->m_sweep.localCenter;
 | 
			
		||||
	m_mA = m_bodyA->m_invMass;
 | 
			
		||||
	m_mB = m_bodyB->m_invMass;
 | 
			
		||||
	m_mC = m_bodyC->m_invMass;
 | 
			
		||||
	m_mD = m_bodyD->m_invMass;
 | 
			
		||||
	m_iA = m_bodyA->m_invI;
 | 
			
		||||
	m_iB = m_bodyB->m_invI;
 | 
			
		||||
	m_iC = m_bodyC->m_invI;
 | 
			
		||||
	m_iD = m_bodyD->m_invI;
 | 
			
		||||
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	float32 aC = data.positions[m_indexC].a;
 | 
			
		||||
	b2Vec2 vC = data.velocities[m_indexC].v;
 | 
			
		||||
	float32 wC = data.velocities[m_indexC].w;
 | 
			
		||||
 | 
			
		||||
	float32 aD = data.positions[m_indexD].a;
 | 
			
		||||
	b2Vec2 vD = data.velocities[m_indexD].v;
 | 
			
		||||
	float32 wD = data.velocities[m_indexD].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
 | 
			
		||||
 | 
			
		||||
	m_mass = 0.0f;
 | 
			
		||||
 | 
			
		||||
	if (m_typeA == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		m_JvAC.SetZero();
 | 
			
		||||
		m_JwA = 1.0f;
 | 
			
		||||
		m_JwC = 1.0f;
 | 
			
		||||
		m_mass += m_iA + m_iC;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 u = b2Mul(qC, m_localAxisC);
 | 
			
		||||
		b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
 | 
			
		||||
		b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
 | 
			
		||||
		m_JvAC = u;
 | 
			
		||||
		m_JwC = b2Cross(rC, u);
 | 
			
		||||
		m_JwA = b2Cross(rA, u);
 | 
			
		||||
		m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (m_typeB == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		m_JvBD.SetZero();
 | 
			
		||||
		m_JwB = m_ratio;
 | 
			
		||||
		m_JwD = m_ratio;
 | 
			
		||||
		m_mass += m_ratio * m_ratio * (m_iB + m_iD);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 u = b2Mul(qD, m_localAxisD);
 | 
			
		||||
		b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
 | 
			
		||||
		b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
 | 
			
		||||
		m_JvBD = m_ratio * u;
 | 
			
		||||
		m_JwD = m_ratio * b2Cross(rD, u);
 | 
			
		||||
		m_JwB = m_ratio * b2Cross(rB, u);
 | 
			
		||||
		m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute effective mass.
 | 
			
		||||
	m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f;
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		vA += (m_mA * m_impulse) * m_JvAC;
 | 
			
		||||
		wA += m_iA * m_impulse * m_JwA;
 | 
			
		||||
		vB += (m_mB * m_impulse) * m_JvBD;
 | 
			
		||||
		wB += m_iB * m_impulse * m_JwB;
 | 
			
		||||
		vC -= (m_mC * m_impulse) * m_JvAC;
 | 
			
		||||
		wC -= m_iC * m_impulse * m_JwC;
 | 
			
		||||
		vD -= (m_mD * m_impulse) * m_JvBD;
 | 
			
		||||
		wD -= m_iD * m_impulse * m_JwD;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
	data.velocities[m_indexC].v = vC;
 | 
			
		||||
	data.velocities[m_indexC].w = wC;
 | 
			
		||||
	data.velocities[m_indexD].v = vD;
 | 
			
		||||
	data.velocities[m_indexD].w = wD;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2GearJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
	b2Vec2 vC = data.velocities[m_indexC].v;
 | 
			
		||||
	float32 wC = data.velocities[m_indexC].w;
 | 
			
		||||
	b2Vec2 vD = data.velocities[m_indexD].v;
 | 
			
		||||
	float32 wD = data.velocities[m_indexD].w;
 | 
			
		||||
 | 
			
		||||
	float32 Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD);
 | 
			
		||||
	Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -m_mass * Cdot;
 | 
			
		||||
	m_impulse += impulse;
 | 
			
		||||
 | 
			
		||||
	vA += (m_mA * impulse) * m_JvAC;
 | 
			
		||||
	wA += m_iA * impulse * m_JwA;
 | 
			
		||||
	vB += (m_mB * impulse) * m_JvBD;
 | 
			
		||||
	wB += m_iB * impulse * m_JwB;
 | 
			
		||||
	vC -= (m_mC * impulse) * m_JvAC;
 | 
			
		||||
	wC -= m_iC * impulse * m_JwC;
 | 
			
		||||
	vD -= (m_mD * impulse) * m_JvBD;
 | 
			
		||||
	wD -= m_iD * impulse * m_JwD;
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
	data.velocities[m_indexC].v = vC;
 | 
			
		||||
	data.velocities[m_indexC].w = wC;
 | 
			
		||||
	data.velocities[m_indexD].v = vD;
 | 
			
		||||
	data.velocities[m_indexD].w = wD;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2GearJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 cC = data.positions[m_indexC].c;
 | 
			
		||||
	float32 aC = data.positions[m_indexC].a;
 | 
			
		||||
	b2Vec2 cD = data.positions[m_indexD].c;
 | 
			
		||||
	float32 aD = data.positions[m_indexD].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
 | 
			
		||||
 | 
			
		||||
	float32 linearError = 0.0f;
 | 
			
		||||
 | 
			
		||||
	float32 coordinateA, coordinateB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 JvAC, JvBD;
 | 
			
		||||
	float32 JwA, JwB, JwC, JwD;
 | 
			
		||||
	float32 mass = 0.0f;
 | 
			
		||||
 | 
			
		||||
	if (m_typeA == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		JvAC.SetZero();
 | 
			
		||||
		JwA = 1.0f;
 | 
			
		||||
		JwC = 1.0f;
 | 
			
		||||
		mass += m_iA + m_iC;
 | 
			
		||||
 | 
			
		||||
		coordinateA = aA - aC - m_referenceAngleA;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 u = b2Mul(qC, m_localAxisC);
 | 
			
		||||
		b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
 | 
			
		||||
		b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
 | 
			
		||||
		JvAC = u;
 | 
			
		||||
		JwC = b2Cross(rC, u);
 | 
			
		||||
		JwA = b2Cross(rA, u);
 | 
			
		||||
		mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 pC = m_localAnchorC - m_lcC;
 | 
			
		||||
		b2Vec2 pA = b2MulT(qC, rA + (cA - cC));
 | 
			
		||||
		coordinateA = b2Dot(pA - pC, m_localAxisC);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (m_typeB == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		JvBD.SetZero();
 | 
			
		||||
		JwB = m_ratio;
 | 
			
		||||
		JwD = m_ratio;
 | 
			
		||||
		mass += m_ratio * m_ratio * (m_iB + m_iD);
 | 
			
		||||
 | 
			
		||||
		coordinateB = aB - aD - m_referenceAngleB;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 u = b2Mul(qD, m_localAxisD);
 | 
			
		||||
		b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
 | 
			
		||||
		b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
 | 
			
		||||
		JvBD = m_ratio * u;
 | 
			
		||||
		JwD = m_ratio * b2Cross(rD, u);
 | 
			
		||||
		JwB = m_ratio * b2Cross(rB, u);
 | 
			
		||||
		mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 pD = m_localAnchorD - m_lcD;
 | 
			
		||||
		b2Vec2 pB = b2MulT(qD, rB + (cB - cD));
 | 
			
		||||
		coordinateB = b2Dot(pB - pD, m_localAxisD);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 C = (coordinateA + m_ratio * coordinateB) - m_constant;
 | 
			
		||||
 | 
			
		||||
	float32 impulse = 0.0f;
 | 
			
		||||
	if (mass > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		impulse = -C / mass;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	cA += m_mA * impulse * JvAC;
 | 
			
		||||
	aA += m_iA * impulse * JwA;
 | 
			
		||||
	cB += m_mB * impulse * JvBD;
 | 
			
		||||
	aB += m_iB * impulse * JwB;
 | 
			
		||||
	cC -= m_mC * impulse * JvAC;
 | 
			
		||||
	aC -= m_iC * impulse * JwC;
 | 
			
		||||
	cD -= m_mD * impulse * JvBD;
 | 
			
		||||
	aD -= m_iD * impulse * JwD;
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
	data.positions[m_indexC].c = cC;
 | 
			
		||||
	data.positions[m_indexC].a = aC;
 | 
			
		||||
	data.positions[m_indexD].c = cD;
 | 
			
		||||
	data.positions[m_indexD].a = aD;
 | 
			
		||||
 | 
			
		||||
	// TODO_ERIN not implemented
 | 
			
		||||
	return linearError < b2_linearSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2GearJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2GearJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2GearJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 P = m_impulse * m_JvAC;
 | 
			
		||||
	return inv_dt * P;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2GearJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	float32 L = m_impulse * m_JwA;
 | 
			
		||||
	return inv_dt * L;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2GearJoint::SetRatio(float32 ratio)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(b2IsValid(ratio));
 | 
			
		||||
	m_ratio = ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2GearJoint::GetRatio() const
 | 
			
		||||
{
 | 
			
		||||
	return m_ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2GearJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	int32 index1 = m_joint1->m_index;
 | 
			
		||||
	int32 index2 = m_joint2->m_index;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2GearJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.joint1 = joints[%d];\n", index1);
 | 
			
		||||
	b2Log("  jd.joint2 = joints[%d];\n", index2);
 | 
			
		||||
	b2Log("  jd.ratio = %.15lef;\n", m_ratio);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2GearJoint.h"
 | 
			
		||||
#include "b2RevoluteJoint.h"
 | 
			
		||||
#include "b2PrismaticJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// Gear Joint:
 | 
			
		||||
// C0 = (coordinate1 + ratio * coordinate2)_initial
 | 
			
		||||
// C = (coordinate1 + ratio * coordinate2) - C0 = 0
 | 
			
		||||
// J = [J1 ratio * J2]
 | 
			
		||||
// K = J * invM * JT
 | 
			
		||||
//   = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
 | 
			
		||||
//
 | 
			
		||||
// Revolute:
 | 
			
		||||
// coordinate = rotation
 | 
			
		||||
// Cdot = angularVelocity
 | 
			
		||||
// J = [0 0 1]
 | 
			
		||||
// K = J * invM * JT = invI
 | 
			
		||||
//
 | 
			
		||||
// Prismatic:
 | 
			
		||||
// coordinate = dot(p - pg, ug)
 | 
			
		||||
// Cdot = dot(v + cross(w, r), ug)
 | 
			
		||||
// J = [ug cross(r, ug)]
 | 
			
		||||
// K = J * invM * JT = invMass + invI * cross(r, ug)^2
 | 
			
		||||
 | 
			
		||||
b2GearJoint::b2GearJoint(const b2GearJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_joint1 = def->joint1;
 | 
			
		||||
	m_joint2 = def->joint2;
 | 
			
		||||
 | 
			
		||||
	m_typeA = m_joint1->GetType();
 | 
			
		||||
	m_typeB = m_joint2->GetType();
 | 
			
		||||
 | 
			
		||||
	b2Assert(m_typeA == e_revoluteJoint || m_typeA == e_prismaticJoint);
 | 
			
		||||
	b2Assert(m_typeB == e_revoluteJoint || m_typeB == e_prismaticJoint);
 | 
			
		||||
 | 
			
		||||
	float32 coordinateA, coordinateB;
 | 
			
		||||
 | 
			
		||||
	// TODO_ERIN there might be some problem with the joint edges in b2Joint.
 | 
			
		||||
 | 
			
		||||
	m_bodyC = m_joint1->GetBodyA();
 | 
			
		||||
	m_bodyA = m_joint1->GetBodyB();
 | 
			
		||||
 | 
			
		||||
	// Get geometry of joint1
 | 
			
		||||
	b2Transform xfA = m_bodyA->m_xf;
 | 
			
		||||
	float32 aA = m_bodyA->m_sweep.a;
 | 
			
		||||
	b2Transform xfC = m_bodyC->m_xf;
 | 
			
		||||
	float32 aC = m_bodyC->m_sweep.a;
 | 
			
		||||
 | 
			
		||||
	if (m_typeA == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint1;
 | 
			
		||||
		m_localAnchorC = revolute->m_localAnchorA;
 | 
			
		||||
		m_localAnchorA = revolute->m_localAnchorB;
 | 
			
		||||
		m_referenceAngleA = revolute->m_referenceAngle;
 | 
			
		||||
		m_localAxisC.SetZero();
 | 
			
		||||
 | 
			
		||||
		coordinateA = aA - aC - m_referenceAngleA;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint1;
 | 
			
		||||
		m_localAnchorC = prismatic->m_localAnchorA;
 | 
			
		||||
		m_localAnchorA = prismatic->m_localAnchorB;
 | 
			
		||||
		m_referenceAngleA = prismatic->m_referenceAngle;
 | 
			
		||||
		m_localAxisC = prismatic->m_localXAxisA;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 pC = m_localAnchorC;
 | 
			
		||||
		b2Vec2 pA = b2MulT(xfC.q, b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
 | 
			
		||||
		coordinateA = b2Dot(pA - pC, m_localAxisC);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_bodyD = m_joint2->GetBodyA();
 | 
			
		||||
	m_bodyB = m_joint2->GetBodyB();
 | 
			
		||||
 | 
			
		||||
	// Get geometry of joint2
 | 
			
		||||
	b2Transform xfB = m_bodyB->m_xf;
 | 
			
		||||
	float32 aB = m_bodyB->m_sweep.a;
 | 
			
		||||
	b2Transform xfD = m_bodyD->m_xf;
 | 
			
		||||
	float32 aD = m_bodyD->m_sweep.a;
 | 
			
		||||
 | 
			
		||||
	if (m_typeB == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint2;
 | 
			
		||||
		m_localAnchorD = revolute->m_localAnchorA;
 | 
			
		||||
		m_localAnchorB = revolute->m_localAnchorB;
 | 
			
		||||
		m_referenceAngleB = revolute->m_referenceAngle;
 | 
			
		||||
		m_localAxisD.SetZero();
 | 
			
		||||
 | 
			
		||||
		coordinateB = aB - aD - m_referenceAngleB;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint2;
 | 
			
		||||
		m_localAnchorD = prismatic->m_localAnchorA;
 | 
			
		||||
		m_localAnchorB = prismatic->m_localAnchorB;
 | 
			
		||||
		m_referenceAngleB = prismatic->m_referenceAngle;
 | 
			
		||||
		m_localAxisD = prismatic->m_localXAxisA;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 pD = m_localAnchorD;
 | 
			
		||||
		b2Vec2 pB = b2MulT(xfD.q, b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
 | 
			
		||||
		coordinateB = b2Dot(pB - pD, m_localAxisD);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_ratio = def->ratio;
 | 
			
		||||
 | 
			
		||||
	m_constant = coordinateA + m_ratio * coordinateB;
 | 
			
		||||
 | 
			
		||||
	m_impulse = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_indexC = m_bodyC->m_islandIndex;
 | 
			
		||||
	m_indexD = m_bodyD->m_islandIndex;
 | 
			
		||||
	m_lcA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_lcB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_lcC = m_bodyC->m_sweep.localCenter;
 | 
			
		||||
	m_lcD = m_bodyD->m_sweep.localCenter;
 | 
			
		||||
	m_mA = m_bodyA->m_invMass;
 | 
			
		||||
	m_mB = m_bodyB->m_invMass;
 | 
			
		||||
	m_mC = m_bodyC->m_invMass;
 | 
			
		||||
	m_mD = m_bodyD->m_invMass;
 | 
			
		||||
	m_iA = m_bodyA->m_invI;
 | 
			
		||||
	m_iB = m_bodyB->m_invI;
 | 
			
		||||
	m_iC = m_bodyC->m_invI;
 | 
			
		||||
	m_iD = m_bodyD->m_invI;
 | 
			
		||||
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	float32 aC = data.positions[m_indexC].a;
 | 
			
		||||
	b2Vec2 vC = data.velocities[m_indexC].v;
 | 
			
		||||
	float32 wC = data.velocities[m_indexC].w;
 | 
			
		||||
 | 
			
		||||
	float32 aD = data.positions[m_indexD].a;
 | 
			
		||||
	b2Vec2 vD = data.velocities[m_indexD].v;
 | 
			
		||||
	float32 wD = data.velocities[m_indexD].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
 | 
			
		||||
 | 
			
		||||
	m_mass = 0.0f;
 | 
			
		||||
 | 
			
		||||
	if (m_typeA == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		m_JvAC.SetZero();
 | 
			
		||||
		m_JwA = 1.0f;
 | 
			
		||||
		m_JwC = 1.0f;
 | 
			
		||||
		m_mass += m_iA + m_iC;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 u = b2Mul(qC, m_localAxisC);
 | 
			
		||||
		b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
 | 
			
		||||
		b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
 | 
			
		||||
		m_JvAC = u;
 | 
			
		||||
		m_JwC = b2Cross(rC, u);
 | 
			
		||||
		m_JwA = b2Cross(rA, u);
 | 
			
		||||
		m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (m_typeB == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		m_JvBD.SetZero();
 | 
			
		||||
		m_JwB = m_ratio;
 | 
			
		||||
		m_JwD = m_ratio;
 | 
			
		||||
		m_mass += m_ratio * m_ratio * (m_iB + m_iD);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 u = b2Mul(qD, m_localAxisD);
 | 
			
		||||
		b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
 | 
			
		||||
		b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
 | 
			
		||||
		m_JvBD = m_ratio * u;
 | 
			
		||||
		m_JwD = m_ratio * b2Cross(rD, u);
 | 
			
		||||
		m_JwB = m_ratio * b2Cross(rB, u);
 | 
			
		||||
		m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute effective mass.
 | 
			
		||||
	m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f;
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		vA += (m_mA * m_impulse) * m_JvAC;
 | 
			
		||||
		wA += m_iA * m_impulse * m_JwA;
 | 
			
		||||
		vB += (m_mB * m_impulse) * m_JvBD;
 | 
			
		||||
		wB += m_iB * m_impulse * m_JwB;
 | 
			
		||||
		vC -= (m_mC * m_impulse) * m_JvAC;
 | 
			
		||||
		wC -= m_iC * m_impulse * m_JwC;
 | 
			
		||||
		vD -= (m_mD * m_impulse) * m_JvBD;
 | 
			
		||||
		wD -= m_iD * m_impulse * m_JwD;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
	data.velocities[m_indexC].v = vC;
 | 
			
		||||
	data.velocities[m_indexC].w = wC;
 | 
			
		||||
	data.velocities[m_indexD].v = vD;
 | 
			
		||||
	data.velocities[m_indexD].w = wD;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2GearJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
	b2Vec2 vC = data.velocities[m_indexC].v;
 | 
			
		||||
	float32 wC = data.velocities[m_indexC].w;
 | 
			
		||||
	b2Vec2 vD = data.velocities[m_indexD].v;
 | 
			
		||||
	float32 wD = data.velocities[m_indexD].w;
 | 
			
		||||
 | 
			
		||||
	float32 Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD);
 | 
			
		||||
	Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -m_mass * Cdot;
 | 
			
		||||
	m_impulse += impulse;
 | 
			
		||||
 | 
			
		||||
	vA += (m_mA * impulse) * m_JvAC;
 | 
			
		||||
	wA += m_iA * impulse * m_JwA;
 | 
			
		||||
	vB += (m_mB * impulse) * m_JvBD;
 | 
			
		||||
	wB += m_iB * impulse * m_JwB;
 | 
			
		||||
	vC -= (m_mC * impulse) * m_JvAC;
 | 
			
		||||
	wC -= m_iC * impulse * m_JwC;
 | 
			
		||||
	vD -= (m_mD * impulse) * m_JvBD;
 | 
			
		||||
	wD -= m_iD * impulse * m_JwD;
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
	data.velocities[m_indexC].v = vC;
 | 
			
		||||
	data.velocities[m_indexC].w = wC;
 | 
			
		||||
	data.velocities[m_indexD].v = vD;
 | 
			
		||||
	data.velocities[m_indexD].w = wD;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2GearJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 cC = data.positions[m_indexC].c;
 | 
			
		||||
	float32 aC = data.positions[m_indexC].a;
 | 
			
		||||
	b2Vec2 cD = data.positions[m_indexD].c;
 | 
			
		||||
	float32 aD = data.positions[m_indexD].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
 | 
			
		||||
 | 
			
		||||
	float32 linearError = 0.0f;
 | 
			
		||||
 | 
			
		||||
	float32 coordinateA, coordinateB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 JvAC, JvBD;
 | 
			
		||||
	float32 JwA, JwB, JwC, JwD;
 | 
			
		||||
	float32 mass = 0.0f;
 | 
			
		||||
 | 
			
		||||
	if (m_typeA == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		JvAC.SetZero();
 | 
			
		||||
		JwA = 1.0f;
 | 
			
		||||
		JwC = 1.0f;
 | 
			
		||||
		mass += m_iA + m_iC;
 | 
			
		||||
 | 
			
		||||
		coordinateA = aA - aC - m_referenceAngleA;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 u = b2Mul(qC, m_localAxisC);
 | 
			
		||||
		b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
 | 
			
		||||
		b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
 | 
			
		||||
		JvAC = u;
 | 
			
		||||
		JwC = b2Cross(rC, u);
 | 
			
		||||
		JwA = b2Cross(rA, u);
 | 
			
		||||
		mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 pC = m_localAnchorC - m_lcC;
 | 
			
		||||
		b2Vec2 pA = b2MulT(qC, rA + (cA - cC));
 | 
			
		||||
		coordinateA = b2Dot(pA - pC, m_localAxisC);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (m_typeB == e_revoluteJoint)
 | 
			
		||||
	{
 | 
			
		||||
		JvBD.SetZero();
 | 
			
		||||
		JwB = m_ratio;
 | 
			
		||||
		JwD = m_ratio;
 | 
			
		||||
		mass += m_ratio * m_ratio * (m_iB + m_iD);
 | 
			
		||||
 | 
			
		||||
		coordinateB = aB - aD - m_referenceAngleB;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 u = b2Mul(qD, m_localAxisD);
 | 
			
		||||
		b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
 | 
			
		||||
		b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
 | 
			
		||||
		JvBD = m_ratio * u;
 | 
			
		||||
		JwD = m_ratio * b2Cross(rD, u);
 | 
			
		||||
		JwB = m_ratio * b2Cross(rB, u);
 | 
			
		||||
		mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 pD = m_localAnchorD - m_lcD;
 | 
			
		||||
		b2Vec2 pB = b2MulT(qD, rB + (cB - cD));
 | 
			
		||||
		coordinateB = b2Dot(pB - pD, m_localAxisD);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 C = (coordinateA + m_ratio * coordinateB) - m_constant;
 | 
			
		||||
 | 
			
		||||
	float32 impulse = 0.0f;
 | 
			
		||||
	if (mass > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		impulse = -C / mass;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	cA += m_mA * impulse * JvAC;
 | 
			
		||||
	aA += m_iA * impulse * JwA;
 | 
			
		||||
	cB += m_mB * impulse * JvBD;
 | 
			
		||||
	aB += m_iB * impulse * JwB;
 | 
			
		||||
	cC -= m_mC * impulse * JvAC;
 | 
			
		||||
	aC -= m_iC * impulse * JwC;
 | 
			
		||||
	cD -= m_mD * impulse * JvBD;
 | 
			
		||||
	aD -= m_iD * impulse * JwD;
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
	data.positions[m_indexC].c = cC;
 | 
			
		||||
	data.positions[m_indexC].a = aC;
 | 
			
		||||
	data.positions[m_indexD].c = cD;
 | 
			
		||||
	data.positions[m_indexD].a = aD;
 | 
			
		||||
 | 
			
		||||
	// TODO_ERIN not implemented
 | 
			
		||||
	return linearError < b2_linearSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2GearJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2GearJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2GearJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 P = m_impulse * m_JvAC;
 | 
			
		||||
	return inv_dt * P;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2GearJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	float32 L = m_impulse * m_JwA;
 | 
			
		||||
	return inv_dt * L;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2GearJoint::SetRatio(float32 ratio)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(b2IsValid(ratio));
 | 
			
		||||
	m_ratio = ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2GearJoint::GetRatio() const
 | 
			
		||||
{
 | 
			
		||||
	return m_ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2GearJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	int32 index1 = m_joint1->m_index;
 | 
			
		||||
	int32 index2 = m_joint2->m_index;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2GearJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.joint1 = joints[%d];\n", index1);
 | 
			
		||||
	b2Log("  jd.joint2 = joints[%d];\n", index2);
 | 
			
		||||
	b2Log("  jd.ratio = %.15lef;\n", m_ratio);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,125 +1,125 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_GEAR_JOINT_H
 | 
			
		||||
#define B2_GEAR_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Gear joint definition. This definition requires two existing
 | 
			
		||||
/// revolute or prismatic joints (any combination will work).
 | 
			
		||||
struct b2GearJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2GearJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_gearJoint;
 | 
			
		||||
		joint1 = NULL;
 | 
			
		||||
		joint2 = NULL;
 | 
			
		||||
		ratio = 1.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The first revolute/prismatic joint attached to the gear joint.
 | 
			
		||||
	b2Joint* joint1;
 | 
			
		||||
 | 
			
		||||
	/// The second revolute/prismatic joint attached to the gear joint.
 | 
			
		||||
	b2Joint* joint2;
 | 
			
		||||
 | 
			
		||||
	/// The gear ratio.
 | 
			
		||||
	/// @see b2GearJoint for explanation.
 | 
			
		||||
	float32 ratio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A gear joint is used to connect two joints together. Either joint
 | 
			
		||||
/// can be a revolute or prismatic joint. You specify a gear ratio
 | 
			
		||||
/// to bind the motions together:
 | 
			
		||||
/// coordinate1 + ratio * coordinate2 = constant
 | 
			
		||||
/// The ratio can be negative or positive. If one joint is a revolute joint
 | 
			
		||||
/// and the other joint is a prismatic joint, then the ratio will have units
 | 
			
		||||
/// of length or units of 1/length.
 | 
			
		||||
/// @warning You have to manually destroy the gear joint if joint1 or joint2
 | 
			
		||||
/// is destroyed.
 | 
			
		||||
class b2GearJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the first joint.
 | 
			
		||||
	b2Joint* GetJoint1() { return m_joint1; }
 | 
			
		||||
 | 
			
		||||
	/// Get the second joint.
 | 
			
		||||
	b2Joint* GetJoint2() { return m_joint2; }
 | 
			
		||||
 | 
			
		||||
	/// Set/Get the gear ratio.
 | 
			
		||||
	void SetRatio(float32 ratio);
 | 
			
		||||
	float32 GetRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump joint to dmLog
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	b2GearJoint(const b2GearJointDef* data);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	b2Joint* m_joint1;
 | 
			
		||||
	b2Joint* m_joint2;
 | 
			
		||||
 | 
			
		||||
	b2JointType m_typeA;
 | 
			
		||||
	b2JointType m_typeB;
 | 
			
		||||
 | 
			
		||||
	// Body A is connected to body C
 | 
			
		||||
	// Body B is connected to body D
 | 
			
		||||
	b2Body* m_bodyC;
 | 
			
		||||
	b2Body* m_bodyD;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	b2Vec2 m_localAnchorC;
 | 
			
		||||
	b2Vec2 m_localAnchorD;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_localAxisC;
 | 
			
		||||
	b2Vec2 m_localAxisD;
 | 
			
		||||
 | 
			
		||||
	float32 m_referenceAngleA;
 | 
			
		||||
	float32 m_referenceAngleB;
 | 
			
		||||
 | 
			
		||||
	float32 m_constant;
 | 
			
		||||
	float32 m_ratio;
 | 
			
		||||
 | 
			
		||||
	float32 m_impulse;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA, m_indexB, m_indexC, m_indexD;
 | 
			
		||||
	b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
 | 
			
		||||
	float32 m_mA, m_mB, m_mC, m_mD;
 | 
			
		||||
	float32 m_iA, m_iB, m_iC, m_iD;
 | 
			
		||||
	b2Vec2 m_JvAC, m_JvBD;
 | 
			
		||||
	float32 m_JwA, m_JwB, m_JwC, m_JwD;
 | 
			
		||||
	float32 m_mass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_GEAR_JOINT_H
 | 
			
		||||
#define B2_GEAR_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Gear joint definition. This definition requires two existing
 | 
			
		||||
/// revolute or prismatic joints (any combination will work).
 | 
			
		||||
struct b2GearJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2GearJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_gearJoint;
 | 
			
		||||
		joint1 = NULL;
 | 
			
		||||
		joint2 = NULL;
 | 
			
		||||
		ratio = 1.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The first revolute/prismatic joint attached to the gear joint.
 | 
			
		||||
	b2Joint* joint1;
 | 
			
		||||
 | 
			
		||||
	/// The second revolute/prismatic joint attached to the gear joint.
 | 
			
		||||
	b2Joint* joint2;
 | 
			
		||||
 | 
			
		||||
	/// The gear ratio.
 | 
			
		||||
	/// @see b2GearJoint for explanation.
 | 
			
		||||
	float32 ratio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A gear joint is used to connect two joints together. Either joint
 | 
			
		||||
/// can be a revolute or prismatic joint. You specify a gear ratio
 | 
			
		||||
/// to bind the motions together:
 | 
			
		||||
/// coordinate1 + ratio * coordinate2 = constant
 | 
			
		||||
/// The ratio can be negative or positive. If one joint is a revolute joint
 | 
			
		||||
/// and the other joint is a prismatic joint, then the ratio will have units
 | 
			
		||||
/// of length or units of 1/length.
 | 
			
		||||
/// @warning You have to manually destroy the gear joint if joint1 or joint2
 | 
			
		||||
/// is destroyed.
 | 
			
		||||
class b2GearJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the first joint.
 | 
			
		||||
	b2Joint* GetJoint1() { return m_joint1; }
 | 
			
		||||
 | 
			
		||||
	/// Get the second joint.
 | 
			
		||||
	b2Joint* GetJoint2() { return m_joint2; }
 | 
			
		||||
 | 
			
		||||
	/// Set/Get the gear ratio.
 | 
			
		||||
	void SetRatio(float32 ratio);
 | 
			
		||||
	float32 GetRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump joint to dmLog
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	b2GearJoint(const b2GearJointDef* data);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	b2Joint* m_joint1;
 | 
			
		||||
	b2Joint* m_joint2;
 | 
			
		||||
 | 
			
		||||
	b2JointType m_typeA;
 | 
			
		||||
	b2JointType m_typeB;
 | 
			
		||||
 | 
			
		||||
	// Body A is connected to body C
 | 
			
		||||
	// Body B is connected to body D
 | 
			
		||||
	b2Body* m_bodyC;
 | 
			
		||||
	b2Body* m_bodyD;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	b2Vec2 m_localAnchorC;
 | 
			
		||||
	b2Vec2 m_localAnchorD;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_localAxisC;
 | 
			
		||||
	b2Vec2 m_localAxisD;
 | 
			
		||||
 | 
			
		||||
	float32 m_referenceAngleA;
 | 
			
		||||
	float32 m_referenceAngleB;
 | 
			
		||||
 | 
			
		||||
	float32 m_constant;
 | 
			
		||||
	float32 m_ratio;
 | 
			
		||||
 | 
			
		||||
	float32 m_impulse;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA, m_indexB, m_indexC, m_indexD;
 | 
			
		||||
	b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
 | 
			
		||||
	float32 m_mA, m_mB, m_mC, m_mD;
 | 
			
		||||
	float32 m_iA, m_iB, m_iC, m_iD;
 | 
			
		||||
	b2Vec2 m_JvAC, m_JvBD;
 | 
			
		||||
	float32 m_JwA, m_JwB, m_JwC, m_JwD;
 | 
			
		||||
	float32 m_mass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,199 +1,199 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
#include "b2DistanceJoint.h"
 | 
			
		||||
#include "b2WheelJoint.h"
 | 
			
		||||
#include "b2MouseJoint.h"
 | 
			
		||||
#include "b2RevoluteJoint.h"
 | 
			
		||||
#include "b2PrismaticJoint.h"
 | 
			
		||||
#include "b2PulleyJoint.h"
 | 
			
		||||
#include "b2GearJoint.h"
 | 
			
		||||
#include "b2WeldJoint.h"
 | 
			
		||||
#include "b2FrictionJoint.h"
 | 
			
		||||
#include "b2RopeJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2World.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
 | 
			
		||||
b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	b2Joint* joint = NULL;
 | 
			
		||||
 | 
			
		||||
	switch (def->type)
 | 
			
		||||
	{
 | 
			
		||||
	case e_distanceJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
 | 
			
		||||
			joint = new (mem) b2DistanceJoint((b2DistanceJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_mouseJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2MouseJoint));
 | 
			
		||||
			joint = new (mem) b2MouseJoint((b2MouseJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_prismaticJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
 | 
			
		||||
			joint = new (mem) b2PrismaticJoint((b2PrismaticJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_revoluteJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
 | 
			
		||||
			joint = new (mem) b2RevoluteJoint((b2RevoluteJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_pulleyJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
 | 
			
		||||
			joint = new (mem) b2PulleyJoint((b2PulleyJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_gearJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2GearJoint));
 | 
			
		||||
			joint = new (mem) b2GearJoint((b2GearJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_wheelJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2WheelJoint));
 | 
			
		||||
			joint = new (mem) b2WheelJoint((b2WheelJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_weldJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2WeldJoint));
 | 
			
		||||
			joint = new (mem) b2WeldJoint((b2WeldJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_frictionJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
 | 
			
		||||
			joint = new (mem) b2FrictionJoint((b2FrictionJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_ropeJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2RopeJoint));
 | 
			
		||||
			joint = new (mem) b2RopeJoint((b2RopeJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	default:
 | 
			
		||||
		b2Assert(false);
 | 
			
		||||
		break;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return joint;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	joint->~b2Joint();
 | 
			
		||||
	switch (joint->m_type)
 | 
			
		||||
	{
 | 
			
		||||
	case e_distanceJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2DistanceJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_mouseJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2MouseJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_prismaticJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2PrismaticJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_revoluteJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2RevoluteJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_pulleyJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2PulleyJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_gearJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2GearJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_wheelJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2WheelJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_weldJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2WeldJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_frictionJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2FrictionJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_ropeJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2RopeJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	default:
 | 
			
		||||
		b2Assert(false);
 | 
			
		||||
		break;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Joint::b2Joint(const b2JointDef* def)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(def->bodyA != def->bodyB);
 | 
			
		||||
 | 
			
		||||
	m_type = def->type;
 | 
			
		||||
	m_prev = NULL;
 | 
			
		||||
	m_next = NULL;
 | 
			
		||||
	m_bodyA = def->bodyA;
 | 
			
		||||
	m_bodyB = def->bodyB;
 | 
			
		||||
	m_index = 0;
 | 
			
		||||
	m_collideConnected = def->collideConnected;
 | 
			
		||||
	m_islandFlag = false;
 | 
			
		||||
	m_userData = def->userData;
 | 
			
		||||
 | 
			
		||||
	m_edgeA.joint = NULL;
 | 
			
		||||
	m_edgeA.other = NULL;
 | 
			
		||||
	m_edgeA.prev = NULL;
 | 
			
		||||
	m_edgeA.next = NULL;
 | 
			
		||||
 | 
			
		||||
	m_edgeB.joint = NULL;
 | 
			
		||||
	m_edgeB.other = NULL;
 | 
			
		||||
	m_edgeB.prev = NULL;
 | 
			
		||||
	m_edgeB.next = NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2Joint::IsActive() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->IsActive() && m_bodyB->IsActive();
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
#include "b2DistanceJoint.h"
 | 
			
		||||
#include "b2WheelJoint.h"
 | 
			
		||||
#include "b2MouseJoint.h"
 | 
			
		||||
#include "b2RevoluteJoint.h"
 | 
			
		||||
#include "b2PrismaticJoint.h"
 | 
			
		||||
#include "b2PulleyJoint.h"
 | 
			
		||||
#include "b2GearJoint.h"
 | 
			
		||||
#include "b2WeldJoint.h"
 | 
			
		||||
#include "b2FrictionJoint.h"
 | 
			
		||||
#include "b2RopeJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2World.h"
 | 
			
		||||
#include "../../Common/b2BlockAllocator.h"
 | 
			
		||||
 | 
			
		||||
#include <new>
 | 
			
		||||
 | 
			
		||||
b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	b2Joint* joint = NULL;
 | 
			
		||||
 | 
			
		||||
	switch (def->type)
 | 
			
		||||
	{
 | 
			
		||||
	case e_distanceJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
 | 
			
		||||
			joint = new (mem) b2DistanceJoint((b2DistanceJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_mouseJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2MouseJoint));
 | 
			
		||||
			joint = new (mem) b2MouseJoint((b2MouseJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_prismaticJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
 | 
			
		||||
			joint = new (mem) b2PrismaticJoint((b2PrismaticJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_revoluteJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
 | 
			
		||||
			joint = new (mem) b2RevoluteJoint((b2RevoluteJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_pulleyJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
 | 
			
		||||
			joint = new (mem) b2PulleyJoint((b2PulleyJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_gearJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2GearJoint));
 | 
			
		||||
			joint = new (mem) b2GearJoint((b2GearJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_wheelJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2WheelJoint));
 | 
			
		||||
			joint = new (mem) b2WheelJoint((b2WheelJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_weldJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2WeldJoint));
 | 
			
		||||
			joint = new (mem) b2WeldJoint((b2WeldJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_frictionJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
 | 
			
		||||
			joint = new (mem) b2FrictionJoint((b2FrictionJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_ropeJoint:
 | 
			
		||||
		{
 | 
			
		||||
			void* mem = allocator->Allocate(sizeof(b2RopeJoint));
 | 
			
		||||
			joint = new (mem) b2RopeJoint((b2RopeJointDef*)def);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	default:
 | 
			
		||||
		b2Assert(false);
 | 
			
		||||
		break;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return joint;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	joint->~b2Joint();
 | 
			
		||||
	switch (joint->m_type)
 | 
			
		||||
	{
 | 
			
		||||
	case e_distanceJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2DistanceJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_mouseJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2MouseJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_prismaticJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2PrismaticJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_revoluteJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2RevoluteJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_pulleyJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2PulleyJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_gearJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2GearJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_wheelJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2WheelJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_weldJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2WeldJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_frictionJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2FrictionJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case e_ropeJoint:
 | 
			
		||||
		allocator->Free(joint, sizeof(b2RopeJoint));
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	default:
 | 
			
		||||
		b2Assert(false);
 | 
			
		||||
		break;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Joint::b2Joint(const b2JointDef* def)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(def->bodyA != def->bodyB);
 | 
			
		||||
 | 
			
		||||
	m_type = def->type;
 | 
			
		||||
	m_prev = NULL;
 | 
			
		||||
	m_next = NULL;
 | 
			
		||||
	m_bodyA = def->bodyA;
 | 
			
		||||
	m_bodyB = def->bodyB;
 | 
			
		||||
	m_index = 0;
 | 
			
		||||
	m_collideConnected = def->collideConnected;
 | 
			
		||||
	m_islandFlag = false;
 | 
			
		||||
	m_userData = def->userData;
 | 
			
		||||
 | 
			
		||||
	m_edgeA.joint = NULL;
 | 
			
		||||
	m_edgeA.other = NULL;
 | 
			
		||||
	m_edgeA.prev = NULL;
 | 
			
		||||
	m_edgeA.next = NULL;
 | 
			
		||||
 | 
			
		||||
	m_edgeB.joint = NULL;
 | 
			
		||||
	m_edgeB.other = NULL;
 | 
			
		||||
	m_edgeB.prev = NULL;
 | 
			
		||||
	m_edgeB.next = NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2Joint::IsActive() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->IsActive() && m_bodyB->IsActive();
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,222 +1,222 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_JOINT_H
 | 
			
		||||
#define B2_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "../../Common/b2Math.h"
 | 
			
		||||
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2Joint;
 | 
			
		||||
struct b2SolverData;
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
enum b2JointType
 | 
			
		||||
{
 | 
			
		||||
	e_unknownJoint,
 | 
			
		||||
	e_revoluteJoint,
 | 
			
		||||
	e_prismaticJoint,
 | 
			
		||||
	e_distanceJoint,
 | 
			
		||||
	e_pulleyJoint,
 | 
			
		||||
	e_mouseJoint,
 | 
			
		||||
	e_gearJoint,
 | 
			
		||||
	e_wheelJoint,
 | 
			
		||||
    e_weldJoint,
 | 
			
		||||
	e_frictionJoint,
 | 
			
		||||
	e_ropeJoint
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
enum b2LimitState
 | 
			
		||||
{
 | 
			
		||||
	e_inactiveLimit,
 | 
			
		||||
	e_atLowerLimit,
 | 
			
		||||
	e_atUpperLimit,
 | 
			
		||||
	e_equalLimits
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct b2Jacobian
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 linear;
 | 
			
		||||
	float32 angularA;
 | 
			
		||||
	float32 angularB;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A joint edge is used to connect bodies and joints together
 | 
			
		||||
/// in a joint graph where each body is a node and each joint
 | 
			
		||||
/// is an edge. A joint edge belongs to a doubly linked list
 | 
			
		||||
/// maintained in each attached body. Each joint has two joint
 | 
			
		||||
/// nodes, one for each attached body.
 | 
			
		||||
struct b2JointEdge
 | 
			
		||||
{
 | 
			
		||||
	b2Body* other;			///< provides quick access to the other body attached.
 | 
			
		||||
	b2Joint* joint;			///< the joint
 | 
			
		||||
	b2JointEdge* prev;		///< the previous joint edge in the body's joint list
 | 
			
		||||
	b2JointEdge* next;		///< the next joint edge in the body's joint list
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Joint definitions are used to construct joints.
 | 
			
		||||
struct b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2JointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_unknownJoint;
 | 
			
		||||
		userData = NULL;
 | 
			
		||||
		bodyA = NULL;
 | 
			
		||||
		bodyB = NULL;
 | 
			
		||||
		collideConnected = false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The joint type is set automatically for concrete joint types.
 | 
			
		||||
	b2JointType type;
 | 
			
		||||
 | 
			
		||||
	/// Use this to attach application specific data to your joints.
 | 
			
		||||
	void* userData;
 | 
			
		||||
 | 
			
		||||
	/// The first attached body.
 | 
			
		||||
	b2Body* bodyA;
 | 
			
		||||
 | 
			
		||||
	/// The second attached body.
 | 
			
		||||
	b2Body* bodyB;
 | 
			
		||||
 | 
			
		||||
	/// Set this flag to true if the attached bodies should collide.
 | 
			
		||||
	bool collideConnected;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// The base joint class. Joints are used to constraint two bodies together in
 | 
			
		||||
/// various fashions. Some joints also feature limits and motors.
 | 
			
		||||
class b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	/// Get the type of the concrete joint.
 | 
			
		||||
	b2JointType GetType() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the first body attached to this joint.
 | 
			
		||||
	b2Body* GetBodyA();
 | 
			
		||||
 | 
			
		||||
	/// Get the second body attached to this joint.
 | 
			
		||||
	b2Body* GetBodyB();
 | 
			
		||||
 | 
			
		||||
	/// Get the anchor point on bodyA in world coordinates.
 | 
			
		||||
	virtual b2Vec2 GetAnchorA() const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Get the anchor point on bodyB in world coordinates.
 | 
			
		||||
	virtual b2Vec2 GetAnchorB() const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction force on bodyB at the joint anchor in Newtons.
 | 
			
		||||
	virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction torque on bodyB in N*m.
 | 
			
		||||
	virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Get the next joint the world joint list.
 | 
			
		||||
	b2Joint* GetNext();
 | 
			
		||||
	const b2Joint* GetNext() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the user data pointer.
 | 
			
		||||
	void* GetUserData() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the user data pointer.
 | 
			
		||||
	void SetUserData(void* data);
 | 
			
		||||
 | 
			
		||||
	/// Short-cut function to determine if either body is inactive.
 | 
			
		||||
	bool IsActive() const;
 | 
			
		||||
 | 
			
		||||
	/// Get collide connected.
 | 
			
		||||
	/// Note: modifying the collide connect flag won't work correctly because
 | 
			
		||||
	/// the flag is only checked when fixture AABBs begin to overlap.
 | 
			
		||||
	bool GetCollideConnected() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump this joint to the log file.
 | 
			
		||||
	virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	friend class b2World;
 | 
			
		||||
	friend class b2Body;
 | 
			
		||||
	friend class b2Island;
 | 
			
		||||
	friend class b2GearJoint;
 | 
			
		||||
 | 
			
		||||
	static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2Joint(const b2JointDef* def);
 | 
			
		||||
	virtual ~b2Joint() {}
 | 
			
		||||
 | 
			
		||||
	virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
 | 
			
		||||
	virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
 | 
			
		||||
 | 
			
		||||
	// This returns true if the position errors are within tolerance.
 | 
			
		||||
	virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
 | 
			
		||||
 | 
			
		||||
	b2JointType m_type;
 | 
			
		||||
	b2Joint* m_prev;
 | 
			
		||||
	b2Joint* m_next;
 | 
			
		||||
	b2JointEdge m_edgeA;
 | 
			
		||||
	b2JointEdge m_edgeB;
 | 
			
		||||
	b2Body* m_bodyA;
 | 
			
		||||
	b2Body* m_bodyB;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_index;
 | 
			
		||||
 | 
			
		||||
	bool m_islandFlag;
 | 
			
		||||
	bool m_collideConnected;
 | 
			
		||||
 | 
			
		||||
	void* m_userData;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2JointType b2Joint::GetType() const
 | 
			
		||||
{
 | 
			
		||||
	return m_type;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Body* b2Joint::GetBodyA()
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Body* b2Joint::GetBodyB()
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Joint* b2Joint::GetNext()
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Joint* b2Joint::GetNext() const
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void* b2Joint::GetUserData() const
 | 
			
		||||
{
 | 
			
		||||
	return m_userData;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Joint::SetUserData(void* data)
 | 
			
		||||
{
 | 
			
		||||
	m_userData = data;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Joint::GetCollideConnected() const
 | 
			
		||||
{
 | 
			
		||||
	return m_collideConnected;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_JOINT_H
 | 
			
		||||
#define B2_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "../../Common/b2Math.h"
 | 
			
		||||
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2Joint;
 | 
			
		||||
struct b2SolverData;
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
enum b2JointType
 | 
			
		||||
{
 | 
			
		||||
	e_unknownJoint,
 | 
			
		||||
	e_revoluteJoint,
 | 
			
		||||
	e_prismaticJoint,
 | 
			
		||||
	e_distanceJoint,
 | 
			
		||||
	e_pulleyJoint,
 | 
			
		||||
	e_mouseJoint,
 | 
			
		||||
	e_gearJoint,
 | 
			
		||||
	e_wheelJoint,
 | 
			
		||||
    e_weldJoint,
 | 
			
		||||
	e_frictionJoint,
 | 
			
		||||
	e_ropeJoint
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
enum b2LimitState
 | 
			
		||||
{
 | 
			
		||||
	e_inactiveLimit,
 | 
			
		||||
	e_atLowerLimit,
 | 
			
		||||
	e_atUpperLimit,
 | 
			
		||||
	e_equalLimits
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct b2Jacobian
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 linear;
 | 
			
		||||
	float32 angularA;
 | 
			
		||||
	float32 angularB;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A joint edge is used to connect bodies and joints together
 | 
			
		||||
/// in a joint graph where each body is a node and each joint
 | 
			
		||||
/// is an edge. A joint edge belongs to a doubly linked list
 | 
			
		||||
/// maintained in each attached body. Each joint has two joint
 | 
			
		||||
/// nodes, one for each attached body.
 | 
			
		||||
struct b2JointEdge
 | 
			
		||||
{
 | 
			
		||||
	b2Body* other;			///< provides quick access to the other body attached.
 | 
			
		||||
	b2Joint* joint;			///< the joint
 | 
			
		||||
	b2JointEdge* prev;		///< the previous joint edge in the body's joint list
 | 
			
		||||
	b2JointEdge* next;		///< the next joint edge in the body's joint list
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Joint definitions are used to construct joints.
 | 
			
		||||
struct b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2JointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_unknownJoint;
 | 
			
		||||
		userData = NULL;
 | 
			
		||||
		bodyA = NULL;
 | 
			
		||||
		bodyB = NULL;
 | 
			
		||||
		collideConnected = false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The joint type is set automatically for concrete joint types.
 | 
			
		||||
	b2JointType type;
 | 
			
		||||
 | 
			
		||||
	/// Use this to attach application specific data to your joints.
 | 
			
		||||
	void* userData;
 | 
			
		||||
 | 
			
		||||
	/// The first attached body.
 | 
			
		||||
	b2Body* bodyA;
 | 
			
		||||
 | 
			
		||||
	/// The second attached body.
 | 
			
		||||
	b2Body* bodyB;
 | 
			
		||||
 | 
			
		||||
	/// Set this flag to true if the attached bodies should collide.
 | 
			
		||||
	bool collideConnected;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// The base joint class. Joints are used to constraint two bodies together in
 | 
			
		||||
/// various fashions. Some joints also feature limits and motors.
 | 
			
		||||
class b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	/// Get the type of the concrete joint.
 | 
			
		||||
	b2JointType GetType() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the first body attached to this joint.
 | 
			
		||||
	b2Body* GetBodyA();
 | 
			
		||||
 | 
			
		||||
	/// Get the second body attached to this joint.
 | 
			
		||||
	b2Body* GetBodyB();
 | 
			
		||||
 | 
			
		||||
	/// Get the anchor point on bodyA in world coordinates.
 | 
			
		||||
	virtual b2Vec2 GetAnchorA() const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Get the anchor point on bodyB in world coordinates.
 | 
			
		||||
	virtual b2Vec2 GetAnchorB() const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction force on bodyB at the joint anchor in Newtons.
 | 
			
		||||
	virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction torque on bodyB in N*m.
 | 
			
		||||
	virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
 | 
			
		||||
 | 
			
		||||
	/// Get the next joint the world joint list.
 | 
			
		||||
	b2Joint* GetNext();
 | 
			
		||||
	const b2Joint* GetNext() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the user data pointer.
 | 
			
		||||
	void* GetUserData() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the user data pointer.
 | 
			
		||||
	void SetUserData(void* data);
 | 
			
		||||
 | 
			
		||||
	/// Short-cut function to determine if either body is inactive.
 | 
			
		||||
	bool IsActive() const;
 | 
			
		||||
 | 
			
		||||
	/// Get collide connected.
 | 
			
		||||
	/// Note: modifying the collide connect flag won't work correctly because
 | 
			
		||||
	/// the flag is only checked when fixture AABBs begin to overlap.
 | 
			
		||||
	bool GetCollideConnected() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump this joint to the log file.
 | 
			
		||||
	virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	friend class b2World;
 | 
			
		||||
	friend class b2Body;
 | 
			
		||||
	friend class b2Island;
 | 
			
		||||
	friend class b2GearJoint;
 | 
			
		||||
 | 
			
		||||
	static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
 | 
			
		||||
	static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	b2Joint(const b2JointDef* def);
 | 
			
		||||
	virtual ~b2Joint() {}
 | 
			
		||||
 | 
			
		||||
	virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
 | 
			
		||||
	virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
 | 
			
		||||
 | 
			
		||||
	// This returns true if the position errors are within tolerance.
 | 
			
		||||
	virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
 | 
			
		||||
 | 
			
		||||
	b2JointType m_type;
 | 
			
		||||
	b2Joint* m_prev;
 | 
			
		||||
	b2Joint* m_next;
 | 
			
		||||
	b2JointEdge m_edgeA;
 | 
			
		||||
	b2JointEdge m_edgeB;
 | 
			
		||||
	b2Body* m_bodyA;
 | 
			
		||||
	b2Body* m_bodyB;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_index;
 | 
			
		||||
 | 
			
		||||
	bool m_islandFlag;
 | 
			
		||||
	bool m_collideConnected;
 | 
			
		||||
 | 
			
		||||
	void* m_userData;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2JointType b2Joint::GetType() const
 | 
			
		||||
{
 | 
			
		||||
	return m_type;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Body* b2Joint::GetBodyA()
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Body* b2Joint::GetBodyB()
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Joint* b2Joint::GetNext()
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Joint* b2Joint::GetNext() const
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void* b2Joint::GetUserData() const
 | 
			
		||||
{
 | 
			
		||||
	return m_userData;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Joint::SetUserData(void* data)
 | 
			
		||||
{
 | 
			
		||||
	m_userData = data;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Joint::GetCollideConnected() const
 | 
			
		||||
{
 | 
			
		||||
	return m_collideConnected;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,217 +1,217 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2MouseJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// p = attached point, m = mouse point
 | 
			
		||||
// C = p - m
 | 
			
		||||
// Cdot = v
 | 
			
		||||
//      = v + cross(w, r)
 | 
			
		||||
// J = [I r_skew]
 | 
			
		||||
// Identity used:
 | 
			
		||||
// w k % (rx i + ry j) = w * (-ry i + rx j)
 | 
			
		||||
 | 
			
		||||
b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(def->target.IsValid());
 | 
			
		||||
	b2Assert(b2IsValid(def->maxForce) && def->maxForce >= 0.0f);
 | 
			
		||||
	b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f);
 | 
			
		||||
	b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f);
 | 
			
		||||
 | 
			
		||||
	m_targetA = def->target;
 | 
			
		||||
	m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA);
 | 
			
		||||
 | 
			
		||||
	m_maxForce = def->maxForce;
 | 
			
		||||
	m_impulse.SetZero();
 | 
			
		||||
 | 
			
		||||
	m_frequencyHz = def->frequencyHz;
 | 
			
		||||
	m_dampingRatio = def->dampingRatio;
 | 
			
		||||
 | 
			
		||||
	m_beta = 0.0f;
 | 
			
		||||
	m_gamma = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::SetTarget(const b2Vec2& target)
 | 
			
		||||
{
 | 
			
		||||
	if (m_bodyB->IsAwake() == false)
 | 
			
		||||
	{
 | 
			
		||||
		m_bodyB->SetAwake(true);
 | 
			
		||||
	}
 | 
			
		||||
	m_targetA = target;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
const b2Vec2& b2MouseJoint::GetTarget() const
 | 
			
		||||
{
 | 
			
		||||
	return m_targetA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::SetMaxForce(float32 force)
 | 
			
		||||
{
 | 
			
		||||
	m_maxForce = force;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2MouseJoint::GetMaxForce() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxForce;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::SetFrequency(float32 hz)
 | 
			
		||||
{
 | 
			
		||||
	m_frequencyHz = hz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2MouseJoint::GetFrequency() const
 | 
			
		||||
{
 | 
			
		||||
	return m_frequencyHz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::SetDampingRatio(float32 ratio)
 | 
			
		||||
{
 | 
			
		||||
	m_dampingRatio = ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2MouseJoint::GetDampingRatio() const
 | 
			
		||||
{
 | 
			
		||||
	return m_dampingRatio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qB(aB);
 | 
			
		||||
 | 
			
		||||
	float32 mass = m_bodyB->GetMass();
 | 
			
		||||
 | 
			
		||||
	// Frequency
 | 
			
		||||
	float32 omega = 2.0f * b2_pi * m_frequencyHz;
 | 
			
		||||
 | 
			
		||||
	// Damping coefficient
 | 
			
		||||
	float32 d = 2.0f * mass * m_dampingRatio * omega;
 | 
			
		||||
 | 
			
		||||
	// Spring stiffness
 | 
			
		||||
	float32 k = mass * (omega * omega);
 | 
			
		||||
 | 
			
		||||
	// magic formulas
 | 
			
		||||
	// gamma has units of inverse mass.
 | 
			
		||||
	// beta has units of inverse time.
 | 
			
		||||
	float32 h = data.step.dt;
 | 
			
		||||
	b2Assert(d + h * k > b2_epsilon);
 | 
			
		||||
	m_gamma = h * (d + h * k);
 | 
			
		||||
	if (m_gamma != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		m_gamma = 1.0f / m_gamma;
 | 
			
		||||
	}
 | 
			
		||||
	m_beta = h * k * m_gamma;
 | 
			
		||||
 | 
			
		||||
	// Compute the effective mass matrix.
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	// K    = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
 | 
			
		||||
	//      = [1/m1+1/m2     0    ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
 | 
			
		||||
	//        [    0     1/m1+1/m2]           [-r1.x*r1.y r1.x*r1.x]           [-r1.x*r1.y r1.x*r1.x]
 | 
			
		||||
	b2Mat22 K;
 | 
			
		||||
	K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
 | 
			
		||||
	K.ex.y = -m_invIB * m_rB.x * m_rB.y;
 | 
			
		||||
	K.ey.x = K.ex.y;
 | 
			
		||||
	K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;
 | 
			
		||||
 | 
			
		||||
	m_mass = K.GetInverse();
 | 
			
		||||
 | 
			
		||||
	m_C = cB + m_rB - m_targetA;
 | 
			
		||||
	m_C *= m_beta;
 | 
			
		||||
 | 
			
		||||
	// Cheat with some damping
 | 
			
		||||
	wB *= 0.98f;
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
		vB += m_invMassB * m_impulse;
 | 
			
		||||
		wB += m_invIB * b2Cross(m_rB, m_impulse);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	// Cdot = v + cross(w, r)
 | 
			
		||||
	b2Vec2 Cdot = vB + b2Cross(wB, m_rB);
 | 
			
		||||
	b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse));
 | 
			
		||||
 | 
			
		||||
	b2Vec2 oldImpulse = m_impulse;
 | 
			
		||||
	m_impulse += impulse;
 | 
			
		||||
	float32 maxImpulse = data.step.dt * m_maxForce;
 | 
			
		||||
	if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse *= maxImpulse / m_impulse.Length();
 | 
			
		||||
	}
 | 
			
		||||
	impulse = m_impulse - oldImpulse;
 | 
			
		||||
 | 
			
		||||
	vB += m_invMassB * impulse;
 | 
			
		||||
	wB += m_invIB * b2Cross(m_rB, impulse);
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(data);
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2MouseJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_targetA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2MouseJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_impulse;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * 0.0f;
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2MouseJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// p = attached point, m = mouse point
 | 
			
		||||
// C = p - m
 | 
			
		||||
// Cdot = v
 | 
			
		||||
//      = v + cross(w, r)
 | 
			
		||||
// J = [I r_skew]
 | 
			
		||||
// Identity used:
 | 
			
		||||
// w k % (rx i + ry j) = w * (-ry i + rx j)
 | 
			
		||||
 | 
			
		||||
b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(def->target.IsValid());
 | 
			
		||||
	b2Assert(b2IsValid(def->maxForce) && def->maxForce >= 0.0f);
 | 
			
		||||
	b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f);
 | 
			
		||||
	b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f);
 | 
			
		||||
 | 
			
		||||
	m_targetA = def->target;
 | 
			
		||||
	m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA);
 | 
			
		||||
 | 
			
		||||
	m_maxForce = def->maxForce;
 | 
			
		||||
	m_impulse.SetZero();
 | 
			
		||||
 | 
			
		||||
	m_frequencyHz = def->frequencyHz;
 | 
			
		||||
	m_dampingRatio = def->dampingRatio;
 | 
			
		||||
 | 
			
		||||
	m_beta = 0.0f;
 | 
			
		||||
	m_gamma = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::SetTarget(const b2Vec2& target)
 | 
			
		||||
{
 | 
			
		||||
	if (m_bodyB->IsAwake() == false)
 | 
			
		||||
	{
 | 
			
		||||
		m_bodyB->SetAwake(true);
 | 
			
		||||
	}
 | 
			
		||||
	m_targetA = target;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
const b2Vec2& b2MouseJoint::GetTarget() const
 | 
			
		||||
{
 | 
			
		||||
	return m_targetA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::SetMaxForce(float32 force)
 | 
			
		||||
{
 | 
			
		||||
	m_maxForce = force;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2MouseJoint::GetMaxForce() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxForce;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::SetFrequency(float32 hz)
 | 
			
		||||
{
 | 
			
		||||
	m_frequencyHz = hz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2MouseJoint::GetFrequency() const
 | 
			
		||||
{
 | 
			
		||||
	return m_frequencyHz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::SetDampingRatio(float32 ratio)
 | 
			
		||||
{
 | 
			
		||||
	m_dampingRatio = ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2MouseJoint::GetDampingRatio() const
 | 
			
		||||
{
 | 
			
		||||
	return m_dampingRatio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qB(aB);
 | 
			
		||||
 | 
			
		||||
	float32 mass = m_bodyB->GetMass();
 | 
			
		||||
 | 
			
		||||
	// Frequency
 | 
			
		||||
	float32 omega = 2.0f * b2_pi * m_frequencyHz;
 | 
			
		||||
 | 
			
		||||
	// Damping coefficient
 | 
			
		||||
	float32 d = 2.0f * mass * m_dampingRatio * omega;
 | 
			
		||||
 | 
			
		||||
	// Spring stiffness
 | 
			
		||||
	float32 k = mass * (omega * omega);
 | 
			
		||||
 | 
			
		||||
	// magic formulas
 | 
			
		||||
	// gamma has units of inverse mass.
 | 
			
		||||
	// beta has units of inverse time.
 | 
			
		||||
	float32 h = data.step.dt;
 | 
			
		||||
	b2Assert(d + h * k > b2_epsilon);
 | 
			
		||||
	m_gamma = h * (d + h * k);
 | 
			
		||||
	if (m_gamma != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		m_gamma = 1.0f / m_gamma;
 | 
			
		||||
	}
 | 
			
		||||
	m_beta = h * k * m_gamma;
 | 
			
		||||
 | 
			
		||||
	// Compute the effective mass matrix.
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	// K    = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
 | 
			
		||||
	//      = [1/m1+1/m2     0    ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
 | 
			
		||||
	//        [    0     1/m1+1/m2]           [-r1.x*r1.y r1.x*r1.x]           [-r1.x*r1.y r1.x*r1.x]
 | 
			
		||||
	b2Mat22 K;
 | 
			
		||||
	K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
 | 
			
		||||
	K.ex.y = -m_invIB * m_rB.x * m_rB.y;
 | 
			
		||||
	K.ey.x = K.ex.y;
 | 
			
		||||
	K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;
 | 
			
		||||
 | 
			
		||||
	m_mass = K.GetInverse();
 | 
			
		||||
 | 
			
		||||
	m_C = cB + m_rB - m_targetA;
 | 
			
		||||
	m_C *= m_beta;
 | 
			
		||||
 | 
			
		||||
	// Cheat with some damping
 | 
			
		||||
	wB *= 0.98f;
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
		vB += m_invMassB * m_impulse;
 | 
			
		||||
		wB += m_invIB * b2Cross(m_rB, m_impulse);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	// Cdot = v + cross(w, r)
 | 
			
		||||
	b2Vec2 Cdot = vB + b2Cross(wB, m_rB);
 | 
			
		||||
	b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse));
 | 
			
		||||
 | 
			
		||||
	b2Vec2 oldImpulse = m_impulse;
 | 
			
		||||
	m_impulse += impulse;
 | 
			
		||||
	float32 maxImpulse = data.step.dt * m_maxForce;
 | 
			
		||||
	if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse *= maxImpulse / m_impulse.Length();
 | 
			
		||||
	}
 | 
			
		||||
	impulse = m_impulse - oldImpulse;
 | 
			
		||||
 | 
			
		||||
	vB += m_invMassB * impulse;
 | 
			
		||||
	wB += m_invIB * b2Cross(m_rB, impulse);
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(data);
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2MouseJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_targetA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2MouseJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_impulse;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,126 +1,126 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_MOUSE_JOINT_H
 | 
			
		||||
#define B2_MOUSE_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Mouse joint definition. This requires a world target point,
 | 
			
		||||
/// tuning parameters, and the time step.
 | 
			
		||||
struct b2MouseJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2MouseJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_mouseJoint;
 | 
			
		||||
		target.Set(0.0f, 0.0f);
 | 
			
		||||
		maxForce = 0.0f;
 | 
			
		||||
		frequencyHz = 5.0f;
 | 
			
		||||
		dampingRatio = 0.7f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The initial world target point. This is assumed
 | 
			
		||||
	/// to coincide with the body anchor initially.
 | 
			
		||||
	b2Vec2 target;
 | 
			
		||||
 | 
			
		||||
	/// The maximum constraint force that can be exerted
 | 
			
		||||
	/// to move the candidate body. Usually you will express
 | 
			
		||||
	/// as some multiple of the weight (multiplier * mass * gravity).
 | 
			
		||||
	float32 maxForce;
 | 
			
		||||
 | 
			
		||||
	/// The response speed.
 | 
			
		||||
	float32 frequencyHz;
 | 
			
		||||
 | 
			
		||||
	/// The damping ratio. 0 = no damping, 1 = critical damping.
 | 
			
		||||
	float32 dampingRatio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A mouse joint is used to make a point on a body track a
 | 
			
		||||
/// specified world point. This a soft constraint with a maximum
 | 
			
		||||
/// force. This allows the constraint to stretch and without
 | 
			
		||||
/// applying huge forces.
 | 
			
		||||
/// NOTE: this joint is not documented in the manual because it was
 | 
			
		||||
/// developed to be used in the testbed. If you want to learn how to
 | 
			
		||||
/// use the mouse joint, look at the testbed.
 | 
			
		||||
class b2MouseJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	/// Implements b2Joint.
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
 | 
			
		||||
	/// Implements b2Joint.
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	/// Implements b2Joint.
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Implements b2Joint.
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Use this to update the target point.
 | 
			
		||||
	void SetTarget(const b2Vec2& target);
 | 
			
		||||
	const b2Vec2& GetTarget() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/get the maximum force in Newtons.
 | 
			
		||||
	void SetMaxForce(float32 force);
 | 
			
		||||
	float32 GetMaxForce() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/get the frequency in Hertz.
 | 
			
		||||
	void SetFrequency(float32 hz);
 | 
			
		||||
	float32 GetFrequency() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/get the damping ratio (dimensionless).
 | 
			
		||||
	void SetDampingRatio(float32 ratio);
 | 
			
		||||
	float32 GetDampingRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// The mouse joint does not support dumping.
 | 
			
		||||
	void Dump() { b2Log("Mouse joint dumping is not supported.\n"); }
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
 | 
			
		||||
	b2MouseJoint(const b2MouseJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	b2Vec2 m_targetA;
 | 
			
		||||
	float32 m_frequencyHz;
 | 
			
		||||
	float32 m_dampingRatio;
 | 
			
		||||
	float32 m_beta;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_impulse;
 | 
			
		||||
	float32 m_maxForce;
 | 
			
		||||
	float32 m_gamma;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	b2Mat22 m_mass;
 | 
			
		||||
	b2Vec2 m_C;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_MOUSE_JOINT_H
 | 
			
		||||
#define B2_MOUSE_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Mouse joint definition. This requires a world target point,
 | 
			
		||||
/// tuning parameters, and the time step.
 | 
			
		||||
struct b2MouseJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2MouseJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_mouseJoint;
 | 
			
		||||
		target.Set(0.0f, 0.0f);
 | 
			
		||||
		maxForce = 0.0f;
 | 
			
		||||
		frequencyHz = 5.0f;
 | 
			
		||||
		dampingRatio = 0.7f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The initial world target point. This is assumed
 | 
			
		||||
	/// to coincide with the body anchor initially.
 | 
			
		||||
	b2Vec2 target;
 | 
			
		||||
 | 
			
		||||
	/// The maximum constraint force that can be exerted
 | 
			
		||||
	/// to move the candidate body. Usually you will express
 | 
			
		||||
	/// as some multiple of the weight (multiplier * mass * gravity).
 | 
			
		||||
	float32 maxForce;
 | 
			
		||||
 | 
			
		||||
	/// The response speed.
 | 
			
		||||
	float32 frequencyHz;
 | 
			
		||||
 | 
			
		||||
	/// The damping ratio. 0 = no damping, 1 = critical damping.
 | 
			
		||||
	float32 dampingRatio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A mouse joint is used to make a point on a body track a
 | 
			
		||||
/// specified world point. This a soft constraint with a maximum
 | 
			
		||||
/// force. This allows the constraint to stretch and without
 | 
			
		||||
/// applying huge forces.
 | 
			
		||||
/// NOTE: this joint is not documented in the manual because it was
 | 
			
		||||
/// developed to be used in the testbed. If you want to learn how to
 | 
			
		||||
/// use the mouse joint, look at the testbed.
 | 
			
		||||
class b2MouseJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	/// Implements b2Joint.
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
 | 
			
		||||
	/// Implements b2Joint.
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	/// Implements b2Joint.
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Implements b2Joint.
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Use this to update the target point.
 | 
			
		||||
	void SetTarget(const b2Vec2& target);
 | 
			
		||||
	const b2Vec2& GetTarget() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/get the maximum force in Newtons.
 | 
			
		||||
	void SetMaxForce(float32 force);
 | 
			
		||||
	float32 GetMaxForce() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/get the frequency in Hertz.
 | 
			
		||||
	void SetFrequency(float32 hz);
 | 
			
		||||
	float32 GetFrequency() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/get the damping ratio (dimensionless).
 | 
			
		||||
	void SetDampingRatio(float32 ratio);
 | 
			
		||||
	float32 GetDampingRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// The mouse joint does not support dumping.
 | 
			
		||||
	void Dump() { b2Log("Mouse joint dumping is not supported.\n"); }
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
 | 
			
		||||
	b2MouseJoint(const b2MouseJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	b2Vec2 m_targetA;
 | 
			
		||||
	float32 m_frequencyHz;
 | 
			
		||||
	float32 m_dampingRatio;
 | 
			
		||||
	float32 m_beta;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_impulse;
 | 
			
		||||
	float32 m_maxForce;
 | 
			
		||||
	float32 m_gamma;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	b2Mat22 m_mass;
 | 
			
		||||
	b2Vec2 m_C;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@@ -1,196 +1,196 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_PRISMATIC_JOINT_H
 | 
			
		||||
#define B2_PRISMATIC_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Prismatic joint definition. This requires defining a line of
 | 
			
		||||
/// motion using an axis and an anchor point. The definition uses local
 | 
			
		||||
/// anchor points and a local axis so that the initial configuration
 | 
			
		||||
/// can violate the constraint slightly. The joint translation is zero
 | 
			
		||||
/// when the local anchor points coincide in world space. Using local
 | 
			
		||||
/// anchors and a local axis helps when saving and loading a game.
 | 
			
		||||
struct b2PrismaticJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2PrismaticJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_prismaticJoint;
 | 
			
		||||
		localAnchorA.SetZero();
 | 
			
		||||
		localAnchorB.SetZero();
 | 
			
		||||
		localAxisA.Set(1.0f, 0.0f);
 | 
			
		||||
		referenceAngle = 0.0f;
 | 
			
		||||
		enableLimit = false;
 | 
			
		||||
		lowerTranslation = 0.0f;
 | 
			
		||||
		upperTranslation = 0.0f;
 | 
			
		||||
		enableMotor = false;
 | 
			
		||||
		maxMotorForce = 0.0f;
 | 
			
		||||
		motorSpeed = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, axis, and reference angle using the world
 | 
			
		||||
	/// anchor and unit world axis.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The local translation unit axis in bodyA.
 | 
			
		||||
	b2Vec2 localAxisA;
 | 
			
		||||
 | 
			
		||||
	/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
 | 
			
		||||
	float32 referenceAngle;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint limit.
 | 
			
		||||
	bool enableLimit;
 | 
			
		||||
 | 
			
		||||
	/// The lower translation limit, usually in meters.
 | 
			
		||||
	float32 lowerTranslation;
 | 
			
		||||
 | 
			
		||||
	/// The upper translation limit, usually in meters.
 | 
			
		||||
	float32 upperTranslation;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint motor.
 | 
			
		||||
	bool enableMotor;
 | 
			
		||||
 | 
			
		||||
	/// The maximum motor torque, usually in N-m.
 | 
			
		||||
	float32 maxMotorForce;
 | 
			
		||||
 | 
			
		||||
	/// The desired motor speed in radians per second.
 | 
			
		||||
	float32 motorSpeed;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A prismatic joint. This joint provides one degree of freedom: translation
 | 
			
		||||
/// along an axis fixed in bodyA. Relative rotation is prevented. You can
 | 
			
		||||
/// use a joint limit to restrict the range of motion and a joint motor to
 | 
			
		||||
/// drive the motion or to model joint friction.
 | 
			
		||||
class b2PrismaticJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// The local joint axis relative to bodyA.
 | 
			
		||||
	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
 | 
			
		||||
 | 
			
		||||
	/// Get the reference angle.
 | 
			
		||||
	float32 GetReferenceAngle() const { return m_referenceAngle; }
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint translation, usually in meters.
 | 
			
		||||
	float32 GetJointTranslation() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint translation speed, usually in meters per second.
 | 
			
		||||
	float32 GetJointSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Is the joint limit enabled?
 | 
			
		||||
	bool IsLimitEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint limit.
 | 
			
		||||
	void EnableLimit(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Get the lower joint limit, usually in meters.
 | 
			
		||||
	float32 GetLowerLimit() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the upper joint limit, usually in meters.
 | 
			
		||||
	float32 GetUpperLimit() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the joint limits, usually in meters.
 | 
			
		||||
	void SetLimits(float32 lower, float32 upper);
 | 
			
		||||
 | 
			
		||||
	/// Is the joint motor enabled?
 | 
			
		||||
	bool IsMotorEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint motor.
 | 
			
		||||
	void EnableMotor(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Set the motor speed, usually in meters per second.
 | 
			
		||||
	void SetMotorSpeed(float32 speed);
 | 
			
		||||
 | 
			
		||||
	/// Get the motor speed, usually in meters per second.
 | 
			
		||||
	float32 GetMotorSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the maximum motor force, usually in N.
 | 
			
		||||
	void SetMaxMotorForce(float32 force);
 | 
			
		||||
	float32 GetMaxMotorForce() const { return m_maxMotorForce; }
 | 
			
		||||
 | 
			
		||||
	/// Get the current motor force given the inverse time step, usually in N.
 | 
			
		||||
	float32 GetMotorForce(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Dump to b2Log
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	friend class b2GearJoint;
 | 
			
		||||
	b2PrismaticJoint(const b2PrismaticJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	b2Vec2 m_localXAxisA;
 | 
			
		||||
	b2Vec2 m_localYAxisA;
 | 
			
		||||
	float32 m_referenceAngle;
 | 
			
		||||
	b2Vec3 m_impulse;
 | 
			
		||||
	float32 m_motorImpulse;
 | 
			
		||||
	float32 m_lowerTranslation;
 | 
			
		||||
	float32 m_upperTranslation;
 | 
			
		||||
	float32 m_maxMotorForce;
 | 
			
		||||
	float32 m_motorSpeed;
 | 
			
		||||
	bool m_enableLimit;
 | 
			
		||||
	bool m_enableMotor;
 | 
			
		||||
	b2LimitState m_limitState;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	b2Vec2 m_axis, m_perp;
 | 
			
		||||
	float32 m_s1, m_s2;
 | 
			
		||||
	float32 m_a1, m_a2;
 | 
			
		||||
	b2Mat33 m_K;
 | 
			
		||||
	float32 m_motorMass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline float32 b2PrismaticJoint::GetMotorSpeed() const
 | 
			
		||||
{
 | 
			
		||||
	return m_motorSpeed;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_PRISMATIC_JOINT_H
 | 
			
		||||
#define B2_PRISMATIC_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Prismatic joint definition. This requires defining a line of
 | 
			
		||||
/// motion using an axis and an anchor point. The definition uses local
 | 
			
		||||
/// anchor points and a local axis so that the initial configuration
 | 
			
		||||
/// can violate the constraint slightly. The joint translation is zero
 | 
			
		||||
/// when the local anchor points coincide in world space. Using local
 | 
			
		||||
/// anchors and a local axis helps when saving and loading a game.
 | 
			
		||||
struct b2PrismaticJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2PrismaticJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_prismaticJoint;
 | 
			
		||||
		localAnchorA.SetZero();
 | 
			
		||||
		localAnchorB.SetZero();
 | 
			
		||||
		localAxisA.Set(1.0f, 0.0f);
 | 
			
		||||
		referenceAngle = 0.0f;
 | 
			
		||||
		enableLimit = false;
 | 
			
		||||
		lowerTranslation = 0.0f;
 | 
			
		||||
		upperTranslation = 0.0f;
 | 
			
		||||
		enableMotor = false;
 | 
			
		||||
		maxMotorForce = 0.0f;
 | 
			
		||||
		motorSpeed = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, axis, and reference angle using the world
 | 
			
		||||
	/// anchor and unit world axis.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The local translation unit axis in bodyA.
 | 
			
		||||
	b2Vec2 localAxisA;
 | 
			
		||||
 | 
			
		||||
	/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
 | 
			
		||||
	float32 referenceAngle;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint limit.
 | 
			
		||||
	bool enableLimit;
 | 
			
		||||
 | 
			
		||||
	/// The lower translation limit, usually in meters.
 | 
			
		||||
	float32 lowerTranslation;
 | 
			
		||||
 | 
			
		||||
	/// The upper translation limit, usually in meters.
 | 
			
		||||
	float32 upperTranslation;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint motor.
 | 
			
		||||
	bool enableMotor;
 | 
			
		||||
 | 
			
		||||
	/// The maximum motor torque, usually in N-m.
 | 
			
		||||
	float32 maxMotorForce;
 | 
			
		||||
 | 
			
		||||
	/// The desired motor speed in radians per second.
 | 
			
		||||
	float32 motorSpeed;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A prismatic joint. This joint provides one degree of freedom: translation
 | 
			
		||||
/// along an axis fixed in bodyA. Relative rotation is prevented. You can
 | 
			
		||||
/// use a joint limit to restrict the range of motion and a joint motor to
 | 
			
		||||
/// drive the motion or to model joint friction.
 | 
			
		||||
class b2PrismaticJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// The local joint axis relative to bodyA.
 | 
			
		||||
	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
 | 
			
		||||
 | 
			
		||||
	/// Get the reference angle.
 | 
			
		||||
	float32 GetReferenceAngle() const { return m_referenceAngle; }
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint translation, usually in meters.
 | 
			
		||||
	float32 GetJointTranslation() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint translation speed, usually in meters per second.
 | 
			
		||||
	float32 GetJointSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Is the joint limit enabled?
 | 
			
		||||
	bool IsLimitEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint limit.
 | 
			
		||||
	void EnableLimit(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Get the lower joint limit, usually in meters.
 | 
			
		||||
	float32 GetLowerLimit() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the upper joint limit, usually in meters.
 | 
			
		||||
	float32 GetUpperLimit() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the joint limits, usually in meters.
 | 
			
		||||
	void SetLimits(float32 lower, float32 upper);
 | 
			
		||||
 | 
			
		||||
	/// Is the joint motor enabled?
 | 
			
		||||
	bool IsMotorEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint motor.
 | 
			
		||||
	void EnableMotor(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Set the motor speed, usually in meters per second.
 | 
			
		||||
	void SetMotorSpeed(float32 speed);
 | 
			
		||||
 | 
			
		||||
	/// Get the motor speed, usually in meters per second.
 | 
			
		||||
	float32 GetMotorSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the maximum motor force, usually in N.
 | 
			
		||||
	void SetMaxMotorForce(float32 force);
 | 
			
		||||
	float32 GetMaxMotorForce() const { return m_maxMotorForce; }
 | 
			
		||||
 | 
			
		||||
	/// Get the current motor force given the inverse time step, usually in N.
 | 
			
		||||
	float32 GetMotorForce(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Dump to b2Log
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	friend class b2GearJoint;
 | 
			
		||||
	b2PrismaticJoint(const b2PrismaticJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	b2Vec2 m_localXAxisA;
 | 
			
		||||
	b2Vec2 m_localYAxisA;
 | 
			
		||||
	float32 m_referenceAngle;
 | 
			
		||||
	b2Vec3 m_impulse;
 | 
			
		||||
	float32 m_motorImpulse;
 | 
			
		||||
	float32 m_lowerTranslation;
 | 
			
		||||
	float32 m_upperTranslation;
 | 
			
		||||
	float32 m_maxMotorForce;
 | 
			
		||||
	float32 m_motorSpeed;
 | 
			
		||||
	bool m_enableLimit;
 | 
			
		||||
	bool m_enableMotor;
 | 
			
		||||
	b2LimitState m_limitState;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	b2Vec2 m_axis, m_perp;
 | 
			
		||||
	float32 m_s1, m_s2;
 | 
			
		||||
	float32 m_a1, m_a2;
 | 
			
		||||
	b2Mat33 m_K;
 | 
			
		||||
	float32 m_motorMass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline float32 b2PrismaticJoint::GetMotorSpeed() const
 | 
			
		||||
{
 | 
			
		||||
	return m_motorSpeed;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,332 +1,332 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2PulleyJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// Pulley:
 | 
			
		||||
// length1 = norm(p1 - s1)
 | 
			
		||||
// length2 = norm(p2 - s2)
 | 
			
		||||
// C0 = (length1 + ratio * length2)_initial
 | 
			
		||||
// C = C0 - (length1 + ratio * length2)
 | 
			
		||||
// u1 = (p1 - s1) / norm(p1 - s1)
 | 
			
		||||
// u2 = (p2 - s2) / norm(p2 - s2)
 | 
			
		||||
// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
 | 
			
		||||
// J = -[u1 cross(r1, u1) ratio * u2  ratio * cross(r2, u2)]
 | 
			
		||||
// K = J * invM * JT
 | 
			
		||||
//   = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
 | 
			
		||||
 | 
			
		||||
void b2PulleyJointDef::Initialize(b2Body* bA, b2Body* bB,
 | 
			
		||||
				const b2Vec2& groundA, const b2Vec2& groundB,
 | 
			
		||||
				const b2Vec2& anchorA, const b2Vec2& anchorB,
 | 
			
		||||
				float32 r)
 | 
			
		||||
{
 | 
			
		||||
	bodyA = bA;
 | 
			
		||||
	bodyB = bB;
 | 
			
		||||
	groundAnchorA = groundA;
 | 
			
		||||
	groundAnchorB = groundB;
 | 
			
		||||
	localAnchorA = bodyA->GetLocalPoint(anchorA);
 | 
			
		||||
	localAnchorB = bodyB->GetLocalPoint(anchorB);
 | 
			
		||||
	b2Vec2 dA = anchorA - groundA;
 | 
			
		||||
	lengthA = dA.Length();
 | 
			
		||||
	b2Vec2 dB = anchorB - groundB;
 | 
			
		||||
	lengthB = dB.Length();
 | 
			
		||||
	ratio = r;
 | 
			
		||||
	b2Assert(ratio > b2_epsilon);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_groundAnchorA = def->groundAnchorA;
 | 
			
		||||
	m_groundAnchorB = def->groundAnchorB;
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
 | 
			
		||||
	m_lengthA = def->lengthA;
 | 
			
		||||
	m_lengthB = def->lengthB;
 | 
			
		||||
 | 
			
		||||
	b2Assert(def->ratio != 0.0f);
 | 
			
		||||
	m_ratio = def->ratio;
 | 
			
		||||
 | 
			
		||||
	m_constant = def->lengthA + m_ratio * def->lengthB;
 | 
			
		||||
 | 
			
		||||
	m_impulse = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PulleyJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	// Get the pulley axes.
 | 
			
		||||
	m_uA = cA + m_rA - m_groundAnchorA;
 | 
			
		||||
	m_uB = cB + m_rB - m_groundAnchorB;
 | 
			
		||||
 | 
			
		||||
	float32 lengthA = m_uA.Length();
 | 
			
		||||
	float32 lengthB = m_uB.Length();
 | 
			
		||||
 | 
			
		||||
	if (lengthA > 10.0f * b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		m_uA *= 1.0f / lengthA;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_uA.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (lengthB > 10.0f * b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		m_uB *= 1.0f / lengthB;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_uB.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute effective mass.
 | 
			
		||||
	float32 ruA = b2Cross(m_rA, m_uA);
 | 
			
		||||
	float32 ruB = b2Cross(m_rB, m_uB);
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA + m_invIA * ruA * ruA;
 | 
			
		||||
	float32 mB = m_invMassB + m_invIB * ruB * ruB;
 | 
			
		||||
 | 
			
		||||
	m_mass = mA + m_ratio * m_ratio * mB;
 | 
			
		||||
 | 
			
		||||
	if (m_mass > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		m_mass = 1.0f / m_mass;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Scale impulses to support variable time steps.
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		// Warm starting.
 | 
			
		||||
		b2Vec2 PA = -(m_impulse) * m_uA;
 | 
			
		||||
		b2Vec2 PB = (-m_ratio * m_impulse) * m_uB;
 | 
			
		||||
 | 
			
		||||
		vA += m_invMassA * PA;
 | 
			
		||||
		wA += m_invIA * b2Cross(m_rA, PA);
 | 
			
		||||
		vB += m_invMassB * PB;
 | 
			
		||||
		wB += m_invIB * b2Cross(m_rB, PB);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PulleyJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 vpA = vA + b2Cross(wA, m_rA);
 | 
			
		||||
	b2Vec2 vpB = vB + b2Cross(wB, m_rB);
 | 
			
		||||
 | 
			
		||||
	float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
 | 
			
		||||
	float32 impulse = -m_mass * Cdot;
 | 
			
		||||
	m_impulse += impulse;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 PA = -impulse * m_uA;
 | 
			
		||||
	b2Vec2 PB = -m_ratio * impulse * m_uB;
 | 
			
		||||
	vA += m_invMassA * PA;
 | 
			
		||||
	wA += m_invIA * b2Cross(m_rA, PA);
 | 
			
		||||
	vB += m_invMassB * PB;
 | 
			
		||||
	wB += m_invIB * b2Cross(m_rB, PB);
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2PulleyJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	// Get the pulley axes.
 | 
			
		||||
	b2Vec2 uA = cA + rA - m_groundAnchorA;
 | 
			
		||||
	b2Vec2 uB = cB + rB - m_groundAnchorB;
 | 
			
		||||
 | 
			
		||||
	float32 lengthA = uA.Length();
 | 
			
		||||
	float32 lengthB = uB.Length();
 | 
			
		||||
 | 
			
		||||
	if (lengthA > 10.0f * b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		uA *= 1.0f / lengthA;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		uA.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (lengthB > 10.0f * b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		uB *= 1.0f / lengthB;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		uB.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute effective mass.
 | 
			
		||||
	float32 ruA = b2Cross(rA, uA);
 | 
			
		||||
	float32 ruB = b2Cross(rB, uB);
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA + m_invIA * ruA * ruA;
 | 
			
		||||
	float32 mB = m_invMassB + m_invIB * ruB * ruB;
 | 
			
		||||
 | 
			
		||||
	float32 mass = mA + m_ratio * m_ratio * mB;
 | 
			
		||||
 | 
			
		||||
	if (mass > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		mass = 1.0f / mass;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 C = m_constant - lengthA - m_ratio * lengthB;
 | 
			
		||||
	float32 linearError = b2Abs(C);
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -mass * C;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 PA = -impulse * uA;
 | 
			
		||||
	b2Vec2 PB = -m_ratio * impulse * uB;
 | 
			
		||||
 | 
			
		||||
	cA += m_invMassA * PA;
 | 
			
		||||
	aA += m_invIA * b2Cross(rA, PA);
 | 
			
		||||
	cB += m_invMassB * PB;
 | 
			
		||||
	aB += m_invIB * b2Cross(rB, PB);
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
 | 
			
		||||
	return linearError < b2_linearSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2PulleyJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2PulleyJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 P = m_impulse * m_uB;
 | 
			
		||||
	return inv_dt * P;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2PulleyJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(inv_dt);
 | 
			
		||||
	return 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2PulleyJoint::GetGroundAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_groundAnchorA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_groundAnchorB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2PulleyJoint::GetLengthA() const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
	b2Vec2 s = m_groundAnchorA;
 | 
			
		||||
	b2Vec2 d = p - s;
 | 
			
		||||
	return d.Length();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2PulleyJoint::GetLengthB() const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
	b2Vec2 s = m_groundAnchorB;
 | 
			
		||||
	b2Vec2 d = p - s;
 | 
			
		||||
	return d.Length();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2PulleyJoint::GetRatio() const
 | 
			
		||||
{
 | 
			
		||||
	return m_ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PulleyJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2PulleyJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.groundAnchorA.Set(%.15lef, %.15lef);\n", m_groundAnchorA.x, m_groundAnchorA.y);
 | 
			
		||||
	b2Log("  jd.groundAnchorB.Set(%.15lef, %.15lef);\n", m_groundAnchorB.x, m_groundAnchorB.y);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.lengthA = %.15lef;\n", m_lengthA);
 | 
			
		||||
	b2Log("  jd.lengthB = %.15lef;\n", m_lengthB);
 | 
			
		||||
	b2Log("  jd.ratio = %.15lef;\n", m_ratio);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2PulleyJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// Pulley:
 | 
			
		||||
// length1 = norm(p1 - s1)
 | 
			
		||||
// length2 = norm(p2 - s2)
 | 
			
		||||
// C0 = (length1 + ratio * length2)_initial
 | 
			
		||||
// C = C0 - (length1 + ratio * length2)
 | 
			
		||||
// u1 = (p1 - s1) / norm(p1 - s1)
 | 
			
		||||
// u2 = (p2 - s2) / norm(p2 - s2)
 | 
			
		||||
// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
 | 
			
		||||
// J = -[u1 cross(r1, u1) ratio * u2  ratio * cross(r2, u2)]
 | 
			
		||||
// K = J * invM * JT
 | 
			
		||||
//   = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
 | 
			
		||||
 | 
			
		||||
void b2PulleyJointDef::Initialize(b2Body* bA, b2Body* bB,
 | 
			
		||||
				const b2Vec2& groundA, const b2Vec2& groundB,
 | 
			
		||||
				const b2Vec2& anchorA, const b2Vec2& anchorB,
 | 
			
		||||
				float32 r)
 | 
			
		||||
{
 | 
			
		||||
	bodyA = bA;
 | 
			
		||||
	bodyB = bB;
 | 
			
		||||
	groundAnchorA = groundA;
 | 
			
		||||
	groundAnchorB = groundB;
 | 
			
		||||
	localAnchorA = bodyA->GetLocalPoint(anchorA);
 | 
			
		||||
	localAnchorB = bodyB->GetLocalPoint(anchorB);
 | 
			
		||||
	b2Vec2 dA = anchorA - groundA;
 | 
			
		||||
	lengthA = dA.Length();
 | 
			
		||||
	b2Vec2 dB = anchorB - groundB;
 | 
			
		||||
	lengthB = dB.Length();
 | 
			
		||||
	ratio = r;
 | 
			
		||||
	b2Assert(ratio > b2_epsilon);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_groundAnchorA = def->groundAnchorA;
 | 
			
		||||
	m_groundAnchorB = def->groundAnchorB;
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
 | 
			
		||||
	m_lengthA = def->lengthA;
 | 
			
		||||
	m_lengthB = def->lengthB;
 | 
			
		||||
 | 
			
		||||
	b2Assert(def->ratio != 0.0f);
 | 
			
		||||
	m_ratio = def->ratio;
 | 
			
		||||
 | 
			
		||||
	m_constant = def->lengthA + m_ratio * def->lengthB;
 | 
			
		||||
 | 
			
		||||
	m_impulse = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PulleyJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	// Get the pulley axes.
 | 
			
		||||
	m_uA = cA + m_rA - m_groundAnchorA;
 | 
			
		||||
	m_uB = cB + m_rB - m_groundAnchorB;
 | 
			
		||||
 | 
			
		||||
	float32 lengthA = m_uA.Length();
 | 
			
		||||
	float32 lengthB = m_uB.Length();
 | 
			
		||||
 | 
			
		||||
	if (lengthA > 10.0f * b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		m_uA *= 1.0f / lengthA;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_uA.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (lengthB > 10.0f * b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		m_uB *= 1.0f / lengthB;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_uB.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute effective mass.
 | 
			
		||||
	float32 ruA = b2Cross(m_rA, m_uA);
 | 
			
		||||
	float32 ruB = b2Cross(m_rB, m_uB);
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA + m_invIA * ruA * ruA;
 | 
			
		||||
	float32 mB = m_invMassB + m_invIB * ruB * ruB;
 | 
			
		||||
 | 
			
		||||
	m_mass = mA + m_ratio * m_ratio * mB;
 | 
			
		||||
 | 
			
		||||
	if (m_mass > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		m_mass = 1.0f / m_mass;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Scale impulses to support variable time steps.
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		// Warm starting.
 | 
			
		||||
		b2Vec2 PA = -(m_impulse) * m_uA;
 | 
			
		||||
		b2Vec2 PB = (-m_ratio * m_impulse) * m_uB;
 | 
			
		||||
 | 
			
		||||
		vA += m_invMassA * PA;
 | 
			
		||||
		wA += m_invIA * b2Cross(m_rA, PA);
 | 
			
		||||
		vB += m_invMassB * PB;
 | 
			
		||||
		wB += m_invIB * b2Cross(m_rB, PB);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PulleyJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 vpA = vA + b2Cross(wA, m_rA);
 | 
			
		||||
	b2Vec2 vpB = vB + b2Cross(wB, m_rB);
 | 
			
		||||
 | 
			
		||||
	float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
 | 
			
		||||
	float32 impulse = -m_mass * Cdot;
 | 
			
		||||
	m_impulse += impulse;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 PA = -impulse * m_uA;
 | 
			
		||||
	b2Vec2 PB = -m_ratio * impulse * m_uB;
 | 
			
		||||
	vA += m_invMassA * PA;
 | 
			
		||||
	wA += m_invIA * b2Cross(m_rA, PA);
 | 
			
		||||
	vB += m_invMassB * PB;
 | 
			
		||||
	wB += m_invIB * b2Cross(m_rB, PB);
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2PulleyJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	// Get the pulley axes.
 | 
			
		||||
	b2Vec2 uA = cA + rA - m_groundAnchorA;
 | 
			
		||||
	b2Vec2 uB = cB + rB - m_groundAnchorB;
 | 
			
		||||
 | 
			
		||||
	float32 lengthA = uA.Length();
 | 
			
		||||
	float32 lengthB = uB.Length();
 | 
			
		||||
 | 
			
		||||
	if (lengthA > 10.0f * b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		uA *= 1.0f / lengthA;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		uA.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (lengthB > 10.0f * b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		uB *= 1.0f / lengthB;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		uB.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute effective mass.
 | 
			
		||||
	float32 ruA = b2Cross(rA, uA);
 | 
			
		||||
	float32 ruB = b2Cross(rB, uB);
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA + m_invIA * ruA * ruA;
 | 
			
		||||
	float32 mB = m_invMassB + m_invIB * ruB * ruB;
 | 
			
		||||
 | 
			
		||||
	float32 mass = mA + m_ratio * m_ratio * mB;
 | 
			
		||||
 | 
			
		||||
	if (mass > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		mass = 1.0f / mass;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 C = m_constant - lengthA - m_ratio * lengthB;
 | 
			
		||||
	float32 linearError = b2Abs(C);
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -mass * C;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 PA = -impulse * uA;
 | 
			
		||||
	b2Vec2 PB = -m_ratio * impulse * uB;
 | 
			
		||||
 | 
			
		||||
	cA += m_invMassA * PA;
 | 
			
		||||
	aA += m_invIA * b2Cross(rA, PA);
 | 
			
		||||
	cB += m_invMassB * PB;
 | 
			
		||||
	aB += m_invIB * b2Cross(rB, PB);
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
 | 
			
		||||
	return linearError < b2_linearSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2PulleyJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2PulleyJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 P = m_impulse * m_uB;
 | 
			
		||||
	return inv_dt * P;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2PulleyJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(inv_dt);
 | 
			
		||||
	return 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2PulleyJoint::GetGroundAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_groundAnchorA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_groundAnchorB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2PulleyJoint::GetLengthA() const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
	b2Vec2 s = m_groundAnchorA;
 | 
			
		||||
	b2Vec2 d = p - s;
 | 
			
		||||
	return d.Length();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2PulleyJoint::GetLengthB() const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
	b2Vec2 s = m_groundAnchorB;
 | 
			
		||||
	b2Vec2 d = p - s;
 | 
			
		||||
	return d.Length();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2PulleyJoint::GetRatio() const
 | 
			
		||||
{
 | 
			
		||||
	return m_ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2PulleyJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2PulleyJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.groundAnchorA.Set(%.15lef, %.15lef);\n", m_groundAnchorA.x, m_groundAnchorA.y);
 | 
			
		||||
	b2Log("  jd.groundAnchorB.Set(%.15lef, %.15lef);\n", m_groundAnchorB.x, m_groundAnchorB.y);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.lengthA = %.15lef;\n", m_lengthA);
 | 
			
		||||
	b2Log("  jd.lengthB = %.15lef;\n", m_lengthB);
 | 
			
		||||
	b2Log("  jd.ratio = %.15lef;\n", m_ratio);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,143 +1,143 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_PULLEY_JOINT_H
 | 
			
		||||
#define B2_PULLEY_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
const float32 b2_minPulleyLength = 2.0f;
 | 
			
		||||
 | 
			
		||||
/// Pulley joint definition. This requires two ground anchors,
 | 
			
		||||
/// two dynamic body anchor points, and a pulley ratio.
 | 
			
		||||
struct b2PulleyJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2PulleyJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_pulleyJoint;
 | 
			
		||||
		groundAnchorA.Set(-1.0f, 1.0f);
 | 
			
		||||
		groundAnchorB.Set(1.0f, 1.0f);
 | 
			
		||||
		localAnchorA.Set(-1.0f, 0.0f);
 | 
			
		||||
		localAnchorB.Set(1.0f, 0.0f);
 | 
			
		||||
		lengthA = 0.0f;
 | 
			
		||||
		lengthB = 0.0f;
 | 
			
		||||
		ratio = 1.0f;
 | 
			
		||||
		collideConnected = true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB,
 | 
			
		||||
					const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
 | 
			
		||||
					const b2Vec2& anchorA, const b2Vec2& anchorB,
 | 
			
		||||
					float32 ratio);
 | 
			
		||||
 | 
			
		||||
	/// The first ground anchor in world coordinates. This point never moves.
 | 
			
		||||
	b2Vec2 groundAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The second ground anchor in world coordinates. This point never moves.
 | 
			
		||||
	b2Vec2 groundAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The a reference length for the segment attached to bodyA.
 | 
			
		||||
	float32 lengthA;
 | 
			
		||||
 | 
			
		||||
	/// The a reference length for the segment attached to bodyB.
 | 
			
		||||
	float32 lengthB;
 | 
			
		||||
 | 
			
		||||
	/// The pulley ratio, used to simulate a block-and-tackle.
 | 
			
		||||
	float32 ratio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// The pulley joint is connected to two bodies and two fixed ground points.
 | 
			
		||||
/// The pulley supports a ratio such that:
 | 
			
		||||
/// length1 + ratio * length2 <= constant
 | 
			
		||||
/// Yes, the force transmitted is scaled by the ratio.
 | 
			
		||||
/// Warning: the pulley joint can get a bit squirrelly by itself. They often
 | 
			
		||||
/// work better when combined with prismatic joints. You should also cover the
 | 
			
		||||
/// the anchor points with static shapes to prevent one side from going to
 | 
			
		||||
/// zero length.
 | 
			
		||||
class b2PulleyJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the first ground anchor.
 | 
			
		||||
	b2Vec2 GetGroundAnchorA() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the second ground anchor.
 | 
			
		||||
	b2Vec2 GetGroundAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current length of the segment attached to bodyA.
 | 
			
		||||
	float32 GetLengthA() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current length of the segment attached to bodyB.
 | 
			
		||||
	float32 GetLengthB() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the pulley ratio.
 | 
			
		||||
	float32 GetRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump joint to dmLog
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	b2PulleyJoint(const b2PulleyJointDef* data);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_groundAnchorA;
 | 
			
		||||
	b2Vec2 m_groundAnchorB;
 | 
			
		||||
	float32 m_lengthA;
 | 
			
		||||
	float32 m_lengthB;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	float32 m_constant;
 | 
			
		||||
	float32 m_ratio;
 | 
			
		||||
	float32 m_impulse;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_uA;
 | 
			
		||||
	b2Vec2 m_uB;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	float32 m_mass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_PULLEY_JOINT_H
 | 
			
		||||
#define B2_PULLEY_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
const float32 b2_minPulleyLength = 2.0f;
 | 
			
		||||
 | 
			
		||||
/// Pulley joint definition. This requires two ground anchors,
 | 
			
		||||
/// two dynamic body anchor points, and a pulley ratio.
 | 
			
		||||
struct b2PulleyJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2PulleyJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_pulleyJoint;
 | 
			
		||||
		groundAnchorA.Set(-1.0f, 1.0f);
 | 
			
		||||
		groundAnchorB.Set(1.0f, 1.0f);
 | 
			
		||||
		localAnchorA.Set(-1.0f, 0.0f);
 | 
			
		||||
		localAnchorB.Set(1.0f, 0.0f);
 | 
			
		||||
		lengthA = 0.0f;
 | 
			
		||||
		lengthB = 0.0f;
 | 
			
		||||
		ratio = 1.0f;
 | 
			
		||||
		collideConnected = true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB,
 | 
			
		||||
					const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
 | 
			
		||||
					const b2Vec2& anchorA, const b2Vec2& anchorB,
 | 
			
		||||
					float32 ratio);
 | 
			
		||||
 | 
			
		||||
	/// The first ground anchor in world coordinates. This point never moves.
 | 
			
		||||
	b2Vec2 groundAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The second ground anchor in world coordinates. This point never moves.
 | 
			
		||||
	b2Vec2 groundAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The a reference length for the segment attached to bodyA.
 | 
			
		||||
	float32 lengthA;
 | 
			
		||||
 | 
			
		||||
	/// The a reference length for the segment attached to bodyB.
 | 
			
		||||
	float32 lengthB;
 | 
			
		||||
 | 
			
		||||
	/// The pulley ratio, used to simulate a block-and-tackle.
 | 
			
		||||
	float32 ratio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// The pulley joint is connected to two bodies and two fixed ground points.
 | 
			
		||||
/// The pulley supports a ratio such that:
 | 
			
		||||
/// length1 + ratio * length2 <= constant
 | 
			
		||||
/// Yes, the force transmitted is scaled by the ratio.
 | 
			
		||||
/// Warning: the pulley joint can get a bit squirrelly by itself. They often
 | 
			
		||||
/// work better when combined with prismatic joints. You should also cover the
 | 
			
		||||
/// the anchor points with static shapes to prevent one side from going to
 | 
			
		||||
/// zero length.
 | 
			
		||||
class b2PulleyJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the first ground anchor.
 | 
			
		||||
	b2Vec2 GetGroundAnchorA() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the second ground anchor.
 | 
			
		||||
	b2Vec2 GetGroundAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current length of the segment attached to bodyA.
 | 
			
		||||
	float32 GetLengthA() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current length of the segment attached to bodyB.
 | 
			
		||||
	float32 GetLengthB() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the pulley ratio.
 | 
			
		||||
	float32 GetRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump joint to dmLog
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	b2PulleyJoint(const b2PulleyJointDef* data);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_groundAnchorA;
 | 
			
		||||
	b2Vec2 m_groundAnchorB;
 | 
			
		||||
	float32 m_lengthA;
 | 
			
		||||
	float32 m_lengthB;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	float32 m_constant;
 | 
			
		||||
	float32 m_ratio;
 | 
			
		||||
	float32 m_impulse;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_uA;
 | 
			
		||||
	b2Vec2 m_uB;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	float32 m_mass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@@ -1,204 +1,204 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_REVOLUTE_JOINT_H
 | 
			
		||||
#define B2_REVOLUTE_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Revolute joint definition. This requires defining an
 | 
			
		||||
/// anchor point where the bodies are joined. The definition
 | 
			
		||||
/// uses local anchor points so that the initial configuration
 | 
			
		||||
/// can violate the constraint slightly. You also need to
 | 
			
		||||
/// specify the initial relative angle for joint limits. This
 | 
			
		||||
/// helps when saving and loading a game.
 | 
			
		||||
/// The local anchor points are measured from the body's origin
 | 
			
		||||
/// rather than the center of mass because:
 | 
			
		||||
/// 1. you might not know where the center of mass will be.
 | 
			
		||||
/// 2. if you add/remove shapes from a body and recompute the mass,
 | 
			
		||||
///    the joints will be broken.
 | 
			
		||||
struct b2RevoluteJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2RevoluteJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_revoluteJoint;
 | 
			
		||||
		localAnchorA.Set(0.0f, 0.0f);
 | 
			
		||||
		localAnchorB.Set(0.0f, 0.0f);
 | 
			
		||||
		referenceAngle = 0.0f;
 | 
			
		||||
		lowerAngle = 0.0f;
 | 
			
		||||
		upperAngle = 0.0f;
 | 
			
		||||
		maxMotorTorque = 0.0f;
 | 
			
		||||
		motorSpeed = 0.0f;
 | 
			
		||||
		enableLimit = false;
 | 
			
		||||
		enableMotor = false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, and reference angle using a world
 | 
			
		||||
	/// anchor point.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The bodyB angle minus bodyA angle in the reference state (radians).
 | 
			
		||||
	float32 referenceAngle;
 | 
			
		||||
 | 
			
		||||
	/// A flag to enable joint limits.
 | 
			
		||||
	bool enableLimit;
 | 
			
		||||
 | 
			
		||||
	/// The lower angle for the joint limit (radians).
 | 
			
		||||
	float32 lowerAngle;
 | 
			
		||||
 | 
			
		||||
	/// The upper angle for the joint limit (radians).
 | 
			
		||||
	float32 upperAngle;
 | 
			
		||||
 | 
			
		||||
	/// A flag to enable the joint motor.
 | 
			
		||||
	bool enableMotor;
 | 
			
		||||
 | 
			
		||||
	/// The desired motor speed. Usually in radians per second.
 | 
			
		||||
	float32 motorSpeed;
 | 
			
		||||
 | 
			
		||||
	/// The maximum motor torque used to achieve the desired motor speed.
 | 
			
		||||
	/// Usually in N-m.
 | 
			
		||||
	float32 maxMotorTorque;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A revolute joint constrains two bodies to share a common point while they
 | 
			
		||||
/// are free to rotate about the point. The relative rotation about the shared
 | 
			
		||||
/// point is the joint angle. You can limit the relative rotation with
 | 
			
		||||
/// a joint limit that specifies a lower and upper angle. You can use a motor
 | 
			
		||||
/// to drive the relative rotation about the shared point. A maximum motor torque
 | 
			
		||||
/// is provided so that infinite forces are not generated.
 | 
			
		||||
class b2RevoluteJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// Get the reference angle.
 | 
			
		||||
	float32 GetReferenceAngle() const { return m_referenceAngle; }
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint angle in radians.
 | 
			
		||||
	float32 GetJointAngle() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint angle speed in radians per second.
 | 
			
		||||
	float32 GetJointSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Is the joint limit enabled?
 | 
			
		||||
	bool IsLimitEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint limit.
 | 
			
		||||
	void EnableLimit(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Get the lower joint limit in radians.
 | 
			
		||||
	float32 GetLowerLimit() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the upper joint limit in radians.
 | 
			
		||||
	float32 GetUpperLimit() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the joint limits in radians.
 | 
			
		||||
	void SetLimits(float32 lower, float32 upper);
 | 
			
		||||
 | 
			
		||||
	/// Is the joint motor enabled?
 | 
			
		||||
	bool IsMotorEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint motor.
 | 
			
		||||
	void EnableMotor(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Set the motor speed in radians per second.
 | 
			
		||||
	void SetMotorSpeed(float32 speed);
 | 
			
		||||
 | 
			
		||||
	/// Get the motor speed in radians per second.
 | 
			
		||||
	float32 GetMotorSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the maximum motor torque, usually in N-m.
 | 
			
		||||
	void SetMaxMotorTorque(float32 torque);
 | 
			
		||||
	float32 GetMaxMotorTorque() const { return m_maxMotorTorque; }
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction force given the inverse time step.
 | 
			
		||||
	/// Unit is N.
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction torque due to the joint limit given the inverse time step.
 | 
			
		||||
	/// Unit is N*m.
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current motor torque given the inverse time step.
 | 
			
		||||
	/// Unit is N*m.
 | 
			
		||||
	float32 GetMotorTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Dump to b2Log.
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	friend class b2GearJoint;
 | 
			
		||||
 | 
			
		||||
	b2RevoluteJoint(const b2RevoluteJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	b2Vec3 m_impulse;
 | 
			
		||||
	float32 m_motorImpulse;
 | 
			
		||||
 | 
			
		||||
	bool m_enableMotor;
 | 
			
		||||
	float32 m_maxMotorTorque;
 | 
			
		||||
	float32 m_motorSpeed;
 | 
			
		||||
 | 
			
		||||
	bool m_enableLimit;
 | 
			
		||||
	float32 m_referenceAngle;
 | 
			
		||||
	float32 m_lowerAngle;
 | 
			
		||||
	float32 m_upperAngle;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	b2Mat33 m_mass;			// effective mass for point-to-point constraint.
 | 
			
		||||
	float32 m_motorMass;	// effective mass for motor/limit angular constraint.
 | 
			
		||||
	b2LimitState m_limitState;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline float32 b2RevoluteJoint::GetMotorSpeed() const
 | 
			
		||||
{
 | 
			
		||||
	return m_motorSpeed;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_REVOLUTE_JOINT_H
 | 
			
		||||
#define B2_REVOLUTE_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Revolute joint definition. This requires defining an
 | 
			
		||||
/// anchor point where the bodies are joined. The definition
 | 
			
		||||
/// uses local anchor points so that the initial configuration
 | 
			
		||||
/// can violate the constraint slightly. You also need to
 | 
			
		||||
/// specify the initial relative angle for joint limits. This
 | 
			
		||||
/// helps when saving and loading a game.
 | 
			
		||||
/// The local anchor points are measured from the body's origin
 | 
			
		||||
/// rather than the center of mass because:
 | 
			
		||||
/// 1. you might not know where the center of mass will be.
 | 
			
		||||
/// 2. if you add/remove shapes from a body and recompute the mass,
 | 
			
		||||
///    the joints will be broken.
 | 
			
		||||
struct b2RevoluteJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2RevoluteJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_revoluteJoint;
 | 
			
		||||
		localAnchorA.Set(0.0f, 0.0f);
 | 
			
		||||
		localAnchorB.Set(0.0f, 0.0f);
 | 
			
		||||
		referenceAngle = 0.0f;
 | 
			
		||||
		lowerAngle = 0.0f;
 | 
			
		||||
		upperAngle = 0.0f;
 | 
			
		||||
		maxMotorTorque = 0.0f;
 | 
			
		||||
		motorSpeed = 0.0f;
 | 
			
		||||
		enableLimit = false;
 | 
			
		||||
		enableMotor = false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, and reference angle using a world
 | 
			
		||||
	/// anchor point.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The bodyB angle minus bodyA angle in the reference state (radians).
 | 
			
		||||
	float32 referenceAngle;
 | 
			
		||||
 | 
			
		||||
	/// A flag to enable joint limits.
 | 
			
		||||
	bool enableLimit;
 | 
			
		||||
 | 
			
		||||
	/// The lower angle for the joint limit (radians).
 | 
			
		||||
	float32 lowerAngle;
 | 
			
		||||
 | 
			
		||||
	/// The upper angle for the joint limit (radians).
 | 
			
		||||
	float32 upperAngle;
 | 
			
		||||
 | 
			
		||||
	/// A flag to enable the joint motor.
 | 
			
		||||
	bool enableMotor;
 | 
			
		||||
 | 
			
		||||
	/// The desired motor speed. Usually in radians per second.
 | 
			
		||||
	float32 motorSpeed;
 | 
			
		||||
 | 
			
		||||
	/// The maximum motor torque used to achieve the desired motor speed.
 | 
			
		||||
	/// Usually in N-m.
 | 
			
		||||
	float32 maxMotorTorque;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A revolute joint constrains two bodies to share a common point while they
 | 
			
		||||
/// are free to rotate about the point. The relative rotation about the shared
 | 
			
		||||
/// point is the joint angle. You can limit the relative rotation with
 | 
			
		||||
/// a joint limit that specifies a lower and upper angle. You can use a motor
 | 
			
		||||
/// to drive the relative rotation about the shared point. A maximum motor torque
 | 
			
		||||
/// is provided so that infinite forces are not generated.
 | 
			
		||||
class b2RevoluteJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// Get the reference angle.
 | 
			
		||||
	float32 GetReferenceAngle() const { return m_referenceAngle; }
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint angle in radians.
 | 
			
		||||
	float32 GetJointAngle() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint angle speed in radians per second.
 | 
			
		||||
	float32 GetJointSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Is the joint limit enabled?
 | 
			
		||||
	bool IsLimitEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint limit.
 | 
			
		||||
	void EnableLimit(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Get the lower joint limit in radians.
 | 
			
		||||
	float32 GetLowerLimit() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the upper joint limit in radians.
 | 
			
		||||
	float32 GetUpperLimit() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the joint limits in radians.
 | 
			
		||||
	void SetLimits(float32 lower, float32 upper);
 | 
			
		||||
 | 
			
		||||
	/// Is the joint motor enabled?
 | 
			
		||||
	bool IsMotorEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint motor.
 | 
			
		||||
	void EnableMotor(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Set the motor speed in radians per second.
 | 
			
		||||
	void SetMotorSpeed(float32 speed);
 | 
			
		||||
 | 
			
		||||
	/// Get the motor speed in radians per second.
 | 
			
		||||
	float32 GetMotorSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the maximum motor torque, usually in N-m.
 | 
			
		||||
	void SetMaxMotorTorque(float32 torque);
 | 
			
		||||
	float32 GetMaxMotorTorque() const { return m_maxMotorTorque; }
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction force given the inverse time step.
 | 
			
		||||
	/// Unit is N.
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the reaction torque due to the joint limit given the inverse time step.
 | 
			
		||||
	/// Unit is N*m.
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current motor torque given the inverse time step.
 | 
			
		||||
	/// Unit is N*m.
 | 
			
		||||
	float32 GetMotorTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Dump to b2Log.
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	friend class b2GearJoint;
 | 
			
		||||
 | 
			
		||||
	b2RevoluteJoint(const b2RevoluteJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	b2Vec3 m_impulse;
 | 
			
		||||
	float32 m_motorImpulse;
 | 
			
		||||
 | 
			
		||||
	bool m_enableMotor;
 | 
			
		||||
	float32 m_maxMotorTorque;
 | 
			
		||||
	float32 m_motorSpeed;
 | 
			
		||||
 | 
			
		||||
	bool m_enableLimit;
 | 
			
		||||
	float32 m_referenceAngle;
 | 
			
		||||
	float32 m_lowerAngle;
 | 
			
		||||
	float32 m_upperAngle;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	b2Mat33 m_mass;			// effective mass for point-to-point constraint.
 | 
			
		||||
	float32 m_motorMass;	// effective mass for motor/limit angular constraint.
 | 
			
		||||
	b2LimitState m_limitState;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline float32 b2RevoluteJoint::GetMotorSpeed() const
 | 
			
		||||
{
 | 
			
		||||
	return m_motorSpeed;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,241 +1,241 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2RopeJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
// Limit:
 | 
			
		||||
// C = norm(pB - pA) - L
 | 
			
		||||
// u = (pB - pA) / norm(pB - pA)
 | 
			
		||||
// Cdot = dot(u, vB + cross(wB, rB) - vA - cross(wA, rA))
 | 
			
		||||
// J = [-u -cross(rA, u) u cross(rB, u)]
 | 
			
		||||
// K = J * invM * JT
 | 
			
		||||
//   = invMassA + invIA * cross(rA, u)^2 + invMassB + invIB * cross(rB, u)^2
 | 
			
		||||
 | 
			
		||||
b2RopeJoint::b2RopeJoint(const b2RopeJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
 | 
			
		||||
	m_maxLength = def->maxLength;
 | 
			
		||||
 | 
			
		||||
	m_mass = 0.0f;
 | 
			
		||||
	m_impulse = 0.0f;
 | 
			
		||||
	m_state = e_inactiveLimit;
 | 
			
		||||
	m_length = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2RopeJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	m_u = cB + m_rB - cA - m_rA;
 | 
			
		||||
 | 
			
		||||
	m_length = m_u.Length();
 | 
			
		||||
 | 
			
		||||
	float32 C = m_length - m_maxLength;
 | 
			
		||||
	if (C > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		m_state = e_atUpperLimit;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_state = e_inactiveLimit;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (m_length > b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		m_u *= 1.0f / m_length;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_u.SetZero();
 | 
			
		||||
		m_mass = 0.0f;
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute effective mass.
 | 
			
		||||
	float32 crA = b2Cross(m_rA, m_u);
 | 
			
		||||
	float32 crB = b2Cross(m_rB, m_u);
 | 
			
		||||
	float32 invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB;
 | 
			
		||||
 | 
			
		||||
	m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Scale the impulse to support a variable time step.
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = m_impulse * m_u;
 | 
			
		||||
		vA -= m_invMassA * P;
 | 
			
		||||
		wA -= m_invIA * b2Cross(m_rA, P);
 | 
			
		||||
		vB += m_invMassB * P;
 | 
			
		||||
		wB += m_invIB * b2Cross(m_rB, P);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2RopeJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	// Cdot = dot(u, v + cross(w, r))
 | 
			
		||||
	b2Vec2 vpA = vA + b2Cross(wA, m_rA);
 | 
			
		||||
	b2Vec2 vpB = vB + b2Cross(wB, m_rB);
 | 
			
		||||
	float32 C = m_length - m_maxLength;
 | 
			
		||||
	float32 Cdot = b2Dot(m_u, vpB - vpA);
 | 
			
		||||
 | 
			
		||||
	// Predictive constraint.
 | 
			
		||||
	if (C < 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		Cdot += data.step.inv_dt * C;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -m_mass * Cdot;
 | 
			
		||||
	float32 oldImpulse = m_impulse;
 | 
			
		||||
	m_impulse = b2Min(0.0f, m_impulse + impulse);
 | 
			
		||||
	impulse = m_impulse - oldImpulse;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 P = impulse * m_u;
 | 
			
		||||
	vA -= m_invMassA * P;
 | 
			
		||||
	wA -= m_invIA * b2Cross(m_rA, P);
 | 
			
		||||
	vB += m_invMassB * P;
 | 
			
		||||
	wB += m_invIB * b2Cross(m_rB, P);
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2RopeJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	b2Vec2 u = cB + rB - cA - rA;
 | 
			
		||||
 | 
			
		||||
	float32 length = u.Normalize();
 | 
			
		||||
	float32 C = length - m_maxLength;
 | 
			
		||||
 | 
			
		||||
	C = b2Clamp(C, 0.0f, b2_maxLinearCorrection);
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -m_mass * C;
 | 
			
		||||
	b2Vec2 P = impulse * u;
 | 
			
		||||
 | 
			
		||||
	cA -= m_invMassA * P;
 | 
			
		||||
	aA -= m_invIA * b2Cross(rA, P);
 | 
			
		||||
	cB += m_invMassB * P;
 | 
			
		||||
	aB += m_invIB * b2Cross(rB, P);
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
 | 
			
		||||
	return length - m_maxLength < b2_linearSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2RopeJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2RopeJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2RopeJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 F = (inv_dt * m_impulse) * m_u;
 | 
			
		||||
	return F;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2RopeJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(inv_dt);
 | 
			
		||||
	return 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2RopeJoint::GetMaxLength() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxLength;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2LimitState b2RopeJoint::GetLimitState() const
 | 
			
		||||
{
 | 
			
		||||
	return m_state;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2RopeJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2RopeJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.maxLength = %.15lef;\n", m_maxLength);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2RopeJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
// Limit:
 | 
			
		||||
// C = norm(pB - pA) - L
 | 
			
		||||
// u = (pB - pA) / norm(pB - pA)
 | 
			
		||||
// Cdot = dot(u, vB + cross(wB, rB) - vA - cross(wA, rA))
 | 
			
		||||
// J = [-u -cross(rA, u) u cross(rB, u)]
 | 
			
		||||
// K = J * invM * JT
 | 
			
		||||
//   = invMassA + invIA * cross(rA, u)^2 + invMassB + invIB * cross(rB, u)^2
 | 
			
		||||
 | 
			
		||||
b2RopeJoint::b2RopeJoint(const b2RopeJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
 | 
			
		||||
	m_maxLength = def->maxLength;
 | 
			
		||||
 | 
			
		||||
	m_mass = 0.0f;
 | 
			
		||||
	m_impulse = 0.0f;
 | 
			
		||||
	m_state = e_inactiveLimit;
 | 
			
		||||
	m_length = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2RopeJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	m_u = cB + m_rB - cA - m_rA;
 | 
			
		||||
 | 
			
		||||
	m_length = m_u.Length();
 | 
			
		||||
 | 
			
		||||
	float32 C = m_length - m_maxLength;
 | 
			
		||||
	if (C > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		m_state = e_atUpperLimit;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_state = e_inactiveLimit;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (m_length > b2_linearSlop)
 | 
			
		||||
	{
 | 
			
		||||
		m_u *= 1.0f / m_length;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_u.SetZero();
 | 
			
		||||
		m_mass = 0.0f;
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Compute effective mass.
 | 
			
		||||
	float32 crA = b2Cross(m_rA, m_u);
 | 
			
		||||
	float32 crB = b2Cross(m_rB, m_u);
 | 
			
		||||
	float32 invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB;
 | 
			
		||||
 | 
			
		||||
	m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Scale the impulse to support a variable time step.
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = m_impulse * m_u;
 | 
			
		||||
		vA -= m_invMassA * P;
 | 
			
		||||
		wA -= m_invIA * b2Cross(m_rA, P);
 | 
			
		||||
		vB += m_invMassB * P;
 | 
			
		||||
		wB += m_invIB * b2Cross(m_rB, P);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2RopeJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	// Cdot = dot(u, v + cross(w, r))
 | 
			
		||||
	b2Vec2 vpA = vA + b2Cross(wA, m_rA);
 | 
			
		||||
	b2Vec2 vpB = vB + b2Cross(wB, m_rB);
 | 
			
		||||
	float32 C = m_length - m_maxLength;
 | 
			
		||||
	float32 Cdot = b2Dot(m_u, vpB - vpA);
 | 
			
		||||
 | 
			
		||||
	// Predictive constraint.
 | 
			
		||||
	if (C < 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		Cdot += data.step.inv_dt * C;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -m_mass * Cdot;
 | 
			
		||||
	float32 oldImpulse = m_impulse;
 | 
			
		||||
	m_impulse = b2Min(0.0f, m_impulse + impulse);
 | 
			
		||||
	impulse = m_impulse - oldImpulse;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 P = impulse * m_u;
 | 
			
		||||
	vA -= m_invMassA * P;
 | 
			
		||||
	wA -= m_invIA * b2Cross(m_rA, P);
 | 
			
		||||
	vB += m_invMassB * P;
 | 
			
		||||
	wB += m_invIB * b2Cross(m_rB, P);
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2RopeJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	b2Vec2 u = cB + rB - cA - rA;
 | 
			
		||||
 | 
			
		||||
	float32 length = u.Normalize();
 | 
			
		||||
	float32 C = length - m_maxLength;
 | 
			
		||||
 | 
			
		||||
	C = b2Clamp(C, 0.0f, b2_maxLinearCorrection);
 | 
			
		||||
 | 
			
		||||
	float32 impulse = -m_mass * C;
 | 
			
		||||
	b2Vec2 P = impulse * u;
 | 
			
		||||
 | 
			
		||||
	cA -= m_invMassA * P;
 | 
			
		||||
	aA -= m_invIA * b2Cross(rA, P);
 | 
			
		||||
	cB += m_invMassB * P;
 | 
			
		||||
	aB += m_invIB * b2Cross(rB, P);
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
 | 
			
		||||
	return length - m_maxLength < b2_linearSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2RopeJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2RopeJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2RopeJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 F = (inv_dt * m_impulse) * m_u;
 | 
			
		||||
	return F;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2RopeJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	B2_NOT_USED(inv_dt);
 | 
			
		||||
	return 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2RopeJoint::GetMaxLength() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxLength;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2LimitState b2RopeJoint::GetLimitState() const
 | 
			
		||||
{
 | 
			
		||||
	return m_state;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2RopeJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2RopeJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.maxLength = %.15lef;\n", m_maxLength);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,114 +1,114 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_ROPE_JOINT_H
 | 
			
		||||
#define B2_ROPE_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Rope joint definition. This requires two body anchor points and
 | 
			
		||||
/// a maximum lengths.
 | 
			
		||||
/// Note: by default the connected objects will not collide.
 | 
			
		||||
/// see collideConnected in b2JointDef.
 | 
			
		||||
struct b2RopeJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2RopeJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_ropeJoint;
 | 
			
		||||
		localAnchorA.Set(-1.0f, 0.0f);
 | 
			
		||||
		localAnchorB.Set(1.0f, 0.0f);
 | 
			
		||||
		maxLength = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The maximum length of the rope.
 | 
			
		||||
	/// Warning: this must be larger than b2_linearSlop or
 | 
			
		||||
	/// the joint will have no effect.
 | 
			
		||||
	float32 maxLength;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A rope joint enforces a maximum distance between two points
 | 
			
		||||
/// on two bodies. It has no other effect.
 | 
			
		||||
/// Warning: if you attempt to change the maximum length during
 | 
			
		||||
/// the simulation you will get some non-physical behavior.
 | 
			
		||||
/// A model that would allow you to dynamically modify the length
 | 
			
		||||
/// would have some sponginess, so I chose not to implement it
 | 
			
		||||
/// that way. See b2DistanceJoint if you want to dynamically
 | 
			
		||||
/// control length.
 | 
			
		||||
class b2RopeJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// Set/Get the maximum length of the rope.
 | 
			
		||||
	void SetMaxLength(float32 length) { m_maxLength = length; }
 | 
			
		||||
	float32 GetMaxLength() const;
 | 
			
		||||
 | 
			
		||||
	b2LimitState GetLimitState() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump joint to dmLog
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	b2RopeJoint(const b2RopeJointDef* data);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	float32 m_maxLength;
 | 
			
		||||
	float32 m_length;
 | 
			
		||||
	float32 m_impulse;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_u;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	float32 m_mass;
 | 
			
		||||
	b2LimitState m_state;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_ROPE_JOINT_H
 | 
			
		||||
#define B2_ROPE_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Rope joint definition. This requires two body anchor points and
 | 
			
		||||
/// a maximum lengths.
 | 
			
		||||
/// Note: by default the connected objects will not collide.
 | 
			
		||||
/// see collideConnected in b2JointDef.
 | 
			
		||||
struct b2RopeJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2RopeJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_ropeJoint;
 | 
			
		||||
		localAnchorA.Set(-1.0f, 0.0f);
 | 
			
		||||
		localAnchorB.Set(1.0f, 0.0f);
 | 
			
		||||
		maxLength = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The maximum length of the rope.
 | 
			
		||||
	/// Warning: this must be larger than b2_linearSlop or
 | 
			
		||||
	/// the joint will have no effect.
 | 
			
		||||
	float32 maxLength;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A rope joint enforces a maximum distance between two points
 | 
			
		||||
/// on two bodies. It has no other effect.
 | 
			
		||||
/// Warning: if you attempt to change the maximum length during
 | 
			
		||||
/// the simulation you will get some non-physical behavior.
 | 
			
		||||
/// A model that would allow you to dynamically modify the length
 | 
			
		||||
/// would have some sponginess, so I chose not to implement it
 | 
			
		||||
/// that way. See b2DistanceJoint if you want to dynamically
 | 
			
		||||
/// control length.
 | 
			
		||||
class b2RopeJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// Set/Get the maximum length of the rope.
 | 
			
		||||
	void SetMaxLength(float32 length) { m_maxLength = length; }
 | 
			
		||||
	float32 GetMaxLength() const;
 | 
			
		||||
 | 
			
		||||
	b2LimitState GetLimitState() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump joint to dmLog
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	b2RopeJoint(const b2RopeJointDef* data);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	float32 m_maxLength;
 | 
			
		||||
	float32 m_length;
 | 
			
		||||
	float32 m_impulse;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_u;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	float32 m_mass;
 | 
			
		||||
	b2LimitState m_state;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,328 +1,328 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2WeldJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// Point-to-point constraint
 | 
			
		||||
// C = p2 - p1
 | 
			
		||||
// Cdot = v2 - v1
 | 
			
		||||
//      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
 | 
			
		||||
// J = [-I -r1_skew I r2_skew ]
 | 
			
		||||
// Identity used:
 | 
			
		||||
// w k % (rx i + ry j) = w * (-ry i + rx j)
 | 
			
		||||
 | 
			
		||||
// Angle constraint
 | 
			
		||||
// C = angle2 - angle1 - referenceAngle
 | 
			
		||||
// Cdot = w2 - w1
 | 
			
		||||
// J = [0 0 -1 0 0 1]
 | 
			
		||||
// K = invI1 + invI2
 | 
			
		||||
 | 
			
		||||
void b2WeldJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
 | 
			
		||||
{
 | 
			
		||||
	bodyA = bA;
 | 
			
		||||
	bodyB = bB;
 | 
			
		||||
	localAnchorA = bodyA->GetLocalPoint(anchor);
 | 
			
		||||
	localAnchorB = bodyB->GetLocalPoint(anchor);
 | 
			
		||||
	referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2WeldJoint::b2WeldJoint(const b2WeldJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
	m_referenceAngle = def->referenceAngle;
 | 
			
		||||
	m_frequencyHz = def->frequencyHz;
 | 
			
		||||
	m_dampingRatio = def->dampingRatio;
 | 
			
		||||
 | 
			
		||||
	m_impulse.SetZero();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WeldJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	// J = [-I -r1_skew I r2_skew]
 | 
			
		||||
	//     [ 0       -1 0       1]
 | 
			
		||||
	// r_skew = [-ry; rx]
 | 
			
		||||
 | 
			
		||||
	// Matlab
 | 
			
		||||
	// K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
 | 
			
		||||
	//     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
 | 
			
		||||
	//     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Mat33 K;
 | 
			
		||||
	K.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
 | 
			
		||||
	K.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
 | 
			
		||||
	K.ez.x = -m_rA.y * iA - m_rB.y * iB;
 | 
			
		||||
	K.ex.y = K.ey.x;
 | 
			
		||||
	K.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
 | 
			
		||||
	K.ez.y = m_rA.x * iA + m_rB.x * iB;
 | 
			
		||||
	K.ex.z = K.ez.x;
 | 
			
		||||
	K.ey.z = K.ez.y;
 | 
			
		||||
	K.ez.z = iA + iB;
 | 
			
		||||
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		K.GetInverse22(&m_mass);
 | 
			
		||||
 | 
			
		||||
		float32 invM = iA + iB;
 | 
			
		||||
		float32 m = invM > 0.0f ? 1.0f / invM : 0.0f;
 | 
			
		||||
 | 
			
		||||
		float32 C = aB - aA - m_referenceAngle;
 | 
			
		||||
 | 
			
		||||
		// Frequency
 | 
			
		||||
		float32 omega = 2.0f * b2_pi * m_frequencyHz;
 | 
			
		||||
 | 
			
		||||
		// Damping coefficient
 | 
			
		||||
		float32 d = 2.0f * m * m_dampingRatio * omega;
 | 
			
		||||
 | 
			
		||||
		// Spring stiffness
 | 
			
		||||
		float32 k = m * omega * omega;
 | 
			
		||||
 | 
			
		||||
		// magic formulas
 | 
			
		||||
		float32 h = data.step.dt;
 | 
			
		||||
		m_gamma = h * (d + h * k);
 | 
			
		||||
		m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
 | 
			
		||||
		m_bias = C * h * k * m_gamma;
 | 
			
		||||
 | 
			
		||||
		invM += m_gamma;
 | 
			
		||||
		m_mass.ez.z = invM != 0.0f ? 1.0f / invM : 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		K.GetSymInverse33(&m_mass);
 | 
			
		||||
		m_gamma = 0.0f;
 | 
			
		||||
		m_bias = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Scale impulses to support a variable time step.
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P(m_impulse.x, m_impulse.y);
 | 
			
		||||
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * (b2Cross(m_rA, P) + m_impulse.z);
 | 
			
		||||
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * (b2Cross(m_rB, P) + m_impulse.z);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		float32 Cdot2 = wB - wA;
 | 
			
		||||
 | 
			
		||||
		float32 impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
 | 
			
		||||
		m_impulse.z += impulse2;
 | 
			
		||||
 | 
			
		||||
		wA -= iA * impulse2;
 | 
			
		||||
		wB += iB * impulse2;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
 | 
			
		||||
 | 
			
		||||
		b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1);
 | 
			
		||||
		m_impulse.x += impulse1.x;
 | 
			
		||||
		m_impulse.y += impulse1.y;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = impulse1;
 | 
			
		||||
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * b2Cross(m_rA, P);
 | 
			
		||||
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * b2Cross(m_rB, P);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
 | 
			
		||||
		float32 Cdot2 = wB - wA;
 | 
			
		||||
		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
 | 
			
		||||
 | 
			
		||||
		b2Vec3 impulse = -b2Mul(m_mass, Cdot);
 | 
			
		||||
		m_impulse += impulse;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P(impulse.x, impulse.y);
 | 
			
		||||
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * (b2Cross(m_rA, P) + impulse.z);
 | 
			
		||||
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * (b2Cross(m_rB, P) + impulse.z);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2WeldJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	float32 positionError, angularError;
 | 
			
		||||
 | 
			
		||||
	b2Mat33 K;
 | 
			
		||||
	K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
 | 
			
		||||
	K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
 | 
			
		||||
	K.ez.x = -rA.y * iA - rB.y * iB;
 | 
			
		||||
	K.ex.y = K.ey.x;
 | 
			
		||||
	K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
 | 
			
		||||
	K.ez.y = rA.x * iA + rB.x * iB;
 | 
			
		||||
	K.ex.z = K.ez.x;
 | 
			
		||||
	K.ey.z = K.ez.y;
 | 
			
		||||
	K.ez.z = iA + iB;
 | 
			
		||||
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 C1 =  cB + rB - cA - rA;
 | 
			
		||||
 | 
			
		||||
		positionError = C1.Length();
 | 
			
		||||
		angularError = 0.0f;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = -K.Solve22(C1);
 | 
			
		||||
 | 
			
		||||
		cA -= mA * P;
 | 
			
		||||
		aA -= iA * b2Cross(rA, P);
 | 
			
		||||
 | 
			
		||||
		cB += mB * P;
 | 
			
		||||
		aB += iB * b2Cross(rB, P);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 C1 =  cB + rB - cA - rA;
 | 
			
		||||
		float32 C2 = aB - aA - m_referenceAngle;
 | 
			
		||||
 | 
			
		||||
		positionError = C1.Length();
 | 
			
		||||
		angularError = b2Abs(C2);
 | 
			
		||||
 | 
			
		||||
		b2Vec3 C(C1.x, C1.y, C2);
 | 
			
		||||
 | 
			
		||||
		b2Vec3 impulse = -K.Solve33(C);
 | 
			
		||||
		b2Vec2 P(impulse.x, impulse.y);
 | 
			
		||||
 | 
			
		||||
		cA -= mA * P;
 | 
			
		||||
		aA -= iA * (b2Cross(rA, P) + impulse.z);
 | 
			
		||||
 | 
			
		||||
		cB += mB * P;
 | 
			
		||||
		aB += iB * (b2Cross(rB, P) + impulse.z);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
 | 
			
		||||
	return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WeldJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WeldJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WeldJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 P(m_impulse.x, m_impulse.y);
 | 
			
		||||
	return inv_dt * P;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2WeldJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_impulse.z;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WeldJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2WeldJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.referenceAngle = %.15lef;\n", m_referenceAngle);
 | 
			
		||||
	b2Log("  jd.frequencyHz = %.15lef;\n", m_frequencyHz);
 | 
			
		||||
	b2Log("  jd.dampingRatio = %.15lef;\n", m_dampingRatio);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2WeldJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// Point-to-point constraint
 | 
			
		||||
// C = p2 - p1
 | 
			
		||||
// Cdot = v2 - v1
 | 
			
		||||
//      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
 | 
			
		||||
// J = [-I -r1_skew I r2_skew ]
 | 
			
		||||
// Identity used:
 | 
			
		||||
// w k % (rx i + ry j) = w * (-ry i + rx j)
 | 
			
		||||
 | 
			
		||||
// Angle constraint
 | 
			
		||||
// C = angle2 - angle1 - referenceAngle
 | 
			
		||||
// Cdot = w2 - w1
 | 
			
		||||
// J = [0 0 -1 0 0 1]
 | 
			
		||||
// K = invI1 + invI2
 | 
			
		||||
 | 
			
		||||
void b2WeldJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
 | 
			
		||||
{
 | 
			
		||||
	bodyA = bA;
 | 
			
		||||
	bodyB = bB;
 | 
			
		||||
	localAnchorA = bodyA->GetLocalPoint(anchor);
 | 
			
		||||
	localAnchorB = bodyB->GetLocalPoint(anchor);
 | 
			
		||||
	referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2WeldJoint::b2WeldJoint(const b2WeldJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
	m_referenceAngle = def->referenceAngle;
 | 
			
		||||
	m_frequencyHz = def->frequencyHz;
 | 
			
		||||
	m_dampingRatio = def->dampingRatio;
 | 
			
		||||
 | 
			
		||||
	m_impulse.SetZero();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WeldJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	// J = [-I -r1_skew I r2_skew]
 | 
			
		||||
	//     [ 0       -1 0       1]
 | 
			
		||||
	// r_skew = [-ry; rx]
 | 
			
		||||
 | 
			
		||||
	// Matlab
 | 
			
		||||
	// K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
 | 
			
		||||
	//     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
 | 
			
		||||
	//     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Mat33 K;
 | 
			
		||||
	K.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
 | 
			
		||||
	K.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
 | 
			
		||||
	K.ez.x = -m_rA.y * iA - m_rB.y * iB;
 | 
			
		||||
	K.ex.y = K.ey.x;
 | 
			
		||||
	K.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
 | 
			
		||||
	K.ez.y = m_rA.x * iA + m_rB.x * iB;
 | 
			
		||||
	K.ex.z = K.ez.x;
 | 
			
		||||
	K.ey.z = K.ez.y;
 | 
			
		||||
	K.ez.z = iA + iB;
 | 
			
		||||
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		K.GetInverse22(&m_mass);
 | 
			
		||||
 | 
			
		||||
		float32 invM = iA + iB;
 | 
			
		||||
		float32 m = invM > 0.0f ? 1.0f / invM : 0.0f;
 | 
			
		||||
 | 
			
		||||
		float32 C = aB - aA - m_referenceAngle;
 | 
			
		||||
 | 
			
		||||
		// Frequency
 | 
			
		||||
		float32 omega = 2.0f * b2_pi * m_frequencyHz;
 | 
			
		||||
 | 
			
		||||
		// Damping coefficient
 | 
			
		||||
		float32 d = 2.0f * m * m_dampingRatio * omega;
 | 
			
		||||
 | 
			
		||||
		// Spring stiffness
 | 
			
		||||
		float32 k = m * omega * omega;
 | 
			
		||||
 | 
			
		||||
		// magic formulas
 | 
			
		||||
		float32 h = data.step.dt;
 | 
			
		||||
		m_gamma = h * (d + h * k);
 | 
			
		||||
		m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
 | 
			
		||||
		m_bias = C * h * k * m_gamma;
 | 
			
		||||
 | 
			
		||||
		invM += m_gamma;
 | 
			
		||||
		m_mass.ez.z = invM != 0.0f ? 1.0f / invM : 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		K.GetSymInverse33(&m_mass);
 | 
			
		||||
		m_gamma = 0.0f;
 | 
			
		||||
		m_bias = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Scale impulses to support a variable time step.
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P(m_impulse.x, m_impulse.y);
 | 
			
		||||
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * (b2Cross(m_rA, P) + m_impulse.z);
 | 
			
		||||
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * (b2Cross(m_rB, P) + m_impulse.z);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse.SetZero();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		float32 Cdot2 = wB - wA;
 | 
			
		||||
 | 
			
		||||
		float32 impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
 | 
			
		||||
		m_impulse.z += impulse2;
 | 
			
		||||
 | 
			
		||||
		wA -= iA * impulse2;
 | 
			
		||||
		wB += iB * impulse2;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
 | 
			
		||||
 | 
			
		||||
		b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1);
 | 
			
		||||
		m_impulse.x += impulse1.x;
 | 
			
		||||
		m_impulse.y += impulse1.y;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = impulse1;
 | 
			
		||||
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * b2Cross(m_rA, P);
 | 
			
		||||
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * b2Cross(m_rB, P);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
 | 
			
		||||
		float32 Cdot2 = wB - wA;
 | 
			
		||||
		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
 | 
			
		||||
 | 
			
		||||
		b2Vec3 impulse = -b2Mul(m_mass, Cdot);
 | 
			
		||||
		m_impulse += impulse;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P(impulse.x, impulse.y);
 | 
			
		||||
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * (b2Cross(m_rA, P) + impulse.z);
 | 
			
		||||
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * (b2Cross(m_rB, P) + impulse.z);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2WeldJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
 | 
			
		||||
	float32 positionError, angularError;
 | 
			
		||||
 | 
			
		||||
	b2Mat33 K;
 | 
			
		||||
	K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
 | 
			
		||||
	K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
 | 
			
		||||
	K.ez.x = -rA.y * iA - rB.y * iB;
 | 
			
		||||
	K.ex.y = K.ey.x;
 | 
			
		||||
	K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
 | 
			
		||||
	K.ez.y = rA.x * iA + rB.x * iB;
 | 
			
		||||
	K.ex.z = K.ez.x;
 | 
			
		||||
	K.ey.z = K.ez.y;
 | 
			
		||||
	K.ez.z = iA + iB;
 | 
			
		||||
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 C1 =  cB + rB - cA - rA;
 | 
			
		||||
 | 
			
		||||
		positionError = C1.Length();
 | 
			
		||||
		angularError = 0.0f;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = -K.Solve22(C1);
 | 
			
		||||
 | 
			
		||||
		cA -= mA * P;
 | 
			
		||||
		aA -= iA * b2Cross(rA, P);
 | 
			
		||||
 | 
			
		||||
		cB += mB * P;
 | 
			
		||||
		aB += iB * b2Cross(rB, P);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 C1 =  cB + rB - cA - rA;
 | 
			
		||||
		float32 C2 = aB - aA - m_referenceAngle;
 | 
			
		||||
 | 
			
		||||
		positionError = C1.Length();
 | 
			
		||||
		angularError = b2Abs(C2);
 | 
			
		||||
 | 
			
		||||
		b2Vec3 C(C1.x, C1.y, C2);
 | 
			
		||||
 | 
			
		||||
		b2Vec3 impulse = -K.Solve33(C);
 | 
			
		||||
		b2Vec2 P(impulse.x, impulse.y);
 | 
			
		||||
 | 
			
		||||
		cA -= mA * P;
 | 
			
		||||
		aA -= iA * (b2Cross(rA, P) + impulse.z);
 | 
			
		||||
 | 
			
		||||
		cB += mB * P;
 | 
			
		||||
		aB += iB * (b2Cross(rB, P) + impulse.z);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
 | 
			
		||||
	return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WeldJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WeldJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WeldJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 P(m_impulse.x, m_impulse.y);
 | 
			
		||||
	return inv_dt * P;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2WeldJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_impulse.z;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WeldJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2WeldJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.referenceAngle = %.15lef;\n", m_referenceAngle);
 | 
			
		||||
	b2Log("  jd.frequencyHz = %.15lef;\n", m_frequencyHz);
 | 
			
		||||
	b2Log("  jd.dampingRatio = %.15lef;\n", m_dampingRatio);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,126 +1,126 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_WELD_JOINT_H
 | 
			
		||||
#define B2_WELD_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Weld joint definition. You need to specify local anchor points
 | 
			
		||||
/// where they are attached and the relative body angle. The position
 | 
			
		||||
/// of the anchor points is important for computing the reaction torque.
 | 
			
		||||
struct b2WeldJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2WeldJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_weldJoint;
 | 
			
		||||
		localAnchorA.Set(0.0f, 0.0f);
 | 
			
		||||
		localAnchorB.Set(0.0f, 0.0f);
 | 
			
		||||
		referenceAngle = 0.0f;
 | 
			
		||||
		frequencyHz = 0.0f;
 | 
			
		||||
		dampingRatio = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, and reference angle using a world
 | 
			
		||||
	/// anchor point.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The bodyB angle minus bodyA angle in the reference state (radians).
 | 
			
		||||
	float32 referenceAngle;
 | 
			
		||||
 | 
			
		||||
	/// The mass-spring-damper frequency in Hertz. Rotation only.
 | 
			
		||||
	/// Disable softness with a value of 0.
 | 
			
		||||
	float32 frequencyHz;
 | 
			
		||||
 | 
			
		||||
	/// The damping ratio. 0 = no damping, 1 = critical damping.
 | 
			
		||||
	float32 dampingRatio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A weld joint essentially glues two bodies together. A weld joint may
 | 
			
		||||
/// distort somewhat because the island constraint solver is approximate.
 | 
			
		||||
class b2WeldJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// Get the reference angle.
 | 
			
		||||
	float32 GetReferenceAngle() const { return m_referenceAngle; }
 | 
			
		||||
 | 
			
		||||
	/// Set/get frequency in Hz.
 | 
			
		||||
	void SetFrequency(float32 hz) { m_frequencyHz = hz; }
 | 
			
		||||
	float32 GetFrequency() const { return m_frequencyHz; }
 | 
			
		||||
 | 
			
		||||
	/// Set/get damping ratio.
 | 
			
		||||
	void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; }
 | 
			
		||||
	float32 GetDampingRatio() const { return m_dampingRatio; }
 | 
			
		||||
 | 
			
		||||
	/// Dump to b2Log
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
 | 
			
		||||
	b2WeldJoint(const b2WeldJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	float32 m_frequencyHz;
 | 
			
		||||
	float32 m_dampingRatio;
 | 
			
		||||
	float32 m_bias;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	float32 m_referenceAngle;
 | 
			
		||||
	float32 m_gamma;
 | 
			
		||||
	b2Vec3 m_impulse;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	b2Mat33 m_mass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_WELD_JOINT_H
 | 
			
		||||
#define B2_WELD_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Weld joint definition. You need to specify local anchor points
 | 
			
		||||
/// where they are attached and the relative body angle. The position
 | 
			
		||||
/// of the anchor points is important for computing the reaction torque.
 | 
			
		||||
struct b2WeldJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2WeldJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_weldJoint;
 | 
			
		||||
		localAnchorA.Set(0.0f, 0.0f);
 | 
			
		||||
		localAnchorB.Set(0.0f, 0.0f);
 | 
			
		||||
		referenceAngle = 0.0f;
 | 
			
		||||
		frequencyHz = 0.0f;
 | 
			
		||||
		dampingRatio = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, and reference angle using a world
 | 
			
		||||
	/// anchor point.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The bodyB angle minus bodyA angle in the reference state (radians).
 | 
			
		||||
	float32 referenceAngle;
 | 
			
		||||
 | 
			
		||||
	/// The mass-spring-damper frequency in Hertz. Rotation only.
 | 
			
		||||
	/// Disable softness with a value of 0.
 | 
			
		||||
	float32 frequencyHz;
 | 
			
		||||
 | 
			
		||||
	/// The damping ratio. 0 = no damping, 1 = critical damping.
 | 
			
		||||
	float32 dampingRatio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A weld joint essentially glues two bodies together. A weld joint may
 | 
			
		||||
/// distort somewhat because the island constraint solver is approximate.
 | 
			
		||||
class b2WeldJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// Get the reference angle.
 | 
			
		||||
	float32 GetReferenceAngle() const { return m_referenceAngle; }
 | 
			
		||||
 | 
			
		||||
	/// Set/get frequency in Hz.
 | 
			
		||||
	void SetFrequency(float32 hz) { m_frequencyHz = hz; }
 | 
			
		||||
	float32 GetFrequency() const { return m_frequencyHz; }
 | 
			
		||||
 | 
			
		||||
	/// Set/get damping ratio.
 | 
			
		||||
	void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; }
 | 
			
		||||
	float32 GetDampingRatio() const { return m_dampingRatio; }
 | 
			
		||||
 | 
			
		||||
	/// Dump to b2Log
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
 | 
			
		||||
	b2WeldJoint(const b2WeldJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	float32 m_frequencyHz;
 | 
			
		||||
	float32 m_dampingRatio;
 | 
			
		||||
	float32 m_bias;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	float32 m_referenceAngle;
 | 
			
		||||
	float32 m_gamma;
 | 
			
		||||
	b2Vec3 m_impulse;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_rA;
 | 
			
		||||
	b2Vec2 m_rB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
	b2Mat33 m_mass;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,419 +1,419 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2WheelJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// Linear constraint (point-to-line)
 | 
			
		||||
// d = pB - pA = xB + rB - xA - rA
 | 
			
		||||
// C = dot(ay, d)
 | 
			
		||||
// Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
 | 
			
		||||
//      = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
 | 
			
		||||
// J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
 | 
			
		||||
 | 
			
		||||
// Spring linear constraint
 | 
			
		||||
// C = dot(ax, d)
 | 
			
		||||
// Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
 | 
			
		||||
// J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
 | 
			
		||||
 | 
			
		||||
// Motor rotational constraint
 | 
			
		||||
// Cdot = wB - wA
 | 
			
		||||
// J = [0 0 -1 0 0 1]
 | 
			
		||||
 | 
			
		||||
void b2WheelJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
 | 
			
		||||
{
 | 
			
		||||
	bodyA = bA;
 | 
			
		||||
	bodyB = bB;
 | 
			
		||||
	localAnchorA = bodyA->GetLocalPoint(anchor);
 | 
			
		||||
	localAnchorB = bodyB->GetLocalPoint(anchor);
 | 
			
		||||
	localAxisA = bodyA->GetLocalVector(axis);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
	m_localXAxisA = def->localAxisA;
 | 
			
		||||
	m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
 | 
			
		||||
 | 
			
		||||
	m_mass = 0.0f;
 | 
			
		||||
	m_impulse = 0.0f;
 | 
			
		||||
	m_motorMass = 0.0f;
 | 
			
		||||
	m_motorImpulse = 0.0f;
 | 
			
		||||
	m_springMass = 0.0f;
 | 
			
		||||
	m_springImpulse = 0.0f;
 | 
			
		||||
 | 
			
		||||
	m_maxMotorTorque = def->maxMotorTorque;
 | 
			
		||||
	m_motorSpeed = def->motorSpeed;
 | 
			
		||||
	m_enableMotor = def->enableMotor;
 | 
			
		||||
 | 
			
		||||
	m_frequencyHz = def->frequencyHz;
 | 
			
		||||
	m_dampingRatio = def->dampingRatio;
 | 
			
		||||
 | 
			
		||||
	m_bias = 0.0f;
 | 
			
		||||
	m_gamma = 0.0f;
 | 
			
		||||
 | 
			
		||||
	m_ax.SetZero();
 | 
			
		||||
	m_ay.SetZero();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	// Compute the effective masses.
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	b2Vec2 d = cB + rB - cA - rA;
 | 
			
		||||
 | 
			
		||||
	// Point to line constraint
 | 
			
		||||
	{
 | 
			
		||||
		m_ay = b2Mul(qA, m_localYAxisA);
 | 
			
		||||
		m_sAy = b2Cross(d + rA, m_ay);
 | 
			
		||||
		m_sBy = b2Cross(rB, m_ay);
 | 
			
		||||
 | 
			
		||||
		m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy;
 | 
			
		||||
 | 
			
		||||
		if (m_mass > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			m_mass = 1.0f / m_mass;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Spring constraint
 | 
			
		||||
	m_springMass = 0.0f;
 | 
			
		||||
	m_bias = 0.0f;
 | 
			
		||||
	m_gamma = 0.0f;
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		m_ax = b2Mul(qA, m_localXAxisA);
 | 
			
		||||
		m_sAx = b2Cross(d + rA, m_ax);
 | 
			
		||||
		m_sBx = b2Cross(rB, m_ax);
 | 
			
		||||
 | 
			
		||||
		float32 invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx;
 | 
			
		||||
 | 
			
		||||
		if (invMass > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			m_springMass = 1.0f / invMass;
 | 
			
		||||
 | 
			
		||||
			float32 C = b2Dot(d, m_ax);
 | 
			
		||||
 | 
			
		||||
			// Frequency
 | 
			
		||||
			float32 omega = 2.0f * b2_pi * m_frequencyHz;
 | 
			
		||||
 | 
			
		||||
			// Damping coefficient
 | 
			
		||||
			float32 damp = 2.0f * m_springMass * m_dampingRatio * omega;
 | 
			
		||||
 | 
			
		||||
			// Spring stiffness
 | 
			
		||||
			float32 k = m_springMass * omega * omega;
 | 
			
		||||
 | 
			
		||||
			// magic formulas
 | 
			
		||||
			float32 h = data.step.dt;
 | 
			
		||||
			m_gamma = h * (damp + h * k);
 | 
			
		||||
			if (m_gamma > 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				m_gamma = 1.0f / m_gamma;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			m_bias = C * h * k * m_gamma;
 | 
			
		||||
 | 
			
		||||
			m_springMass = invMass + m_gamma;
 | 
			
		||||
			if (m_springMass > 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				m_springMass = 1.0f / m_springMass;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_springImpulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Rotational motor
 | 
			
		||||
	if (m_enableMotor)
 | 
			
		||||
	{
 | 
			
		||||
		m_motorMass = iA + iB;
 | 
			
		||||
		if (m_motorMass > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			m_motorMass = 1.0f / m_motorMass;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_motorMass = 0.0f;
 | 
			
		||||
		m_motorImpulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Account for variable time step.
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
		m_springImpulse *= data.step.dtRatio;
 | 
			
		||||
		m_motorImpulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = m_impulse * m_ay + m_springImpulse * m_ax;
 | 
			
		||||
		float32 LA = m_impulse * m_sAy + m_springImpulse * m_sAx + m_motorImpulse;
 | 
			
		||||
		float32 LB = m_impulse * m_sBy + m_springImpulse * m_sBx + m_motorImpulse;
 | 
			
		||||
 | 
			
		||||
		vA -= m_invMassA * P;
 | 
			
		||||
		wA -= m_invIA * LA;
 | 
			
		||||
 | 
			
		||||
		vB += m_invMassB * P;
 | 
			
		||||
		wB += m_invIB * LB;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
		m_springImpulse = 0.0f;
 | 
			
		||||
		m_motorImpulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	// Solve spring constraint
 | 
			
		||||
	{
 | 
			
		||||
		float32 Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
 | 
			
		||||
		float32 impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse);
 | 
			
		||||
		m_springImpulse += impulse;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = impulse * m_ax;
 | 
			
		||||
		float32 LA = impulse * m_sAx;
 | 
			
		||||
		float32 LB = impulse * m_sBx;
 | 
			
		||||
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * LA;
 | 
			
		||||
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * LB;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Solve rotational motor constraint
 | 
			
		||||
	{
 | 
			
		||||
		float32 Cdot = wB - wA - m_motorSpeed;
 | 
			
		||||
		float32 impulse = -m_motorMass * Cdot;
 | 
			
		||||
 | 
			
		||||
		float32 oldImpulse = m_motorImpulse;
 | 
			
		||||
		float32 maxImpulse = data.step.dt * m_maxMotorTorque;
 | 
			
		||||
		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
 | 
			
		||||
		impulse = m_motorImpulse - oldImpulse;
 | 
			
		||||
 | 
			
		||||
		wA -= iA * impulse;
 | 
			
		||||
		wB += iB * impulse;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Solve point to line constraint
 | 
			
		||||
	{
 | 
			
		||||
		float32 Cdot = b2Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA;
 | 
			
		||||
		float32 impulse = -m_mass * Cdot;
 | 
			
		||||
		m_impulse += impulse;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = impulse * m_ay;
 | 
			
		||||
		float32 LA = impulse * m_sAy;
 | 
			
		||||
		float32 LB = impulse * m_sBy;
 | 
			
		||||
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * LA;
 | 
			
		||||
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * LB;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2WheelJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	b2Vec2 d = (cB - cA) + rB - rA;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 ay = b2Mul(qA, m_localYAxisA);
 | 
			
		||||
 | 
			
		||||
	float32 sAy = b2Cross(d + rA, ay);
 | 
			
		||||
	float32 sBy = b2Cross(rB, ay);
 | 
			
		||||
 | 
			
		||||
	float32 C = b2Dot(d, ay);
 | 
			
		||||
 | 
			
		||||
	float32 k = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy;
 | 
			
		||||
 | 
			
		||||
	float32 impulse;
 | 
			
		||||
	if (k != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		impulse = - C / k;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		impulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 P = impulse * ay;
 | 
			
		||||
	float32 LA = impulse * sAy;
 | 
			
		||||
	float32 LB = impulse * sBy;
 | 
			
		||||
 | 
			
		||||
	cA -= m_invMassA * P;
 | 
			
		||||
	aA -= m_invIA * LA;
 | 
			
		||||
	cB += m_invMassB * P;
 | 
			
		||||
	aB += m_invIB * LB;
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
 | 
			
		||||
	return b2Abs(C) <= b2_linearSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WheelJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WheelJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WheelJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * (m_impulse * m_ay + m_springImpulse * m_ax);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2WheelJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_motorImpulse;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2WheelJoint::GetJointTranslation() const
 | 
			
		||||
{
 | 
			
		||||
	b2Body* bA = m_bodyA;
 | 
			
		||||
	b2Body* bB = m_bodyB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 pA = bA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
	b2Vec2 pB = bB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
	b2Vec2 d = pB - pA;
 | 
			
		||||
	b2Vec2 axis = bA->GetWorldVector(m_localXAxisA);
 | 
			
		||||
 | 
			
		||||
	float32 translation = b2Dot(d, axis);
 | 
			
		||||
	return translation;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2WheelJoint::GetJointSpeed() const
 | 
			
		||||
{
 | 
			
		||||
	float32 wA = m_bodyA->m_angularVelocity;
 | 
			
		||||
	float32 wB = m_bodyB->m_angularVelocity;
 | 
			
		||||
	return wB - wA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2WheelJoint::IsMotorEnabled() const
 | 
			
		||||
{
 | 
			
		||||
	return m_enableMotor;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::EnableMotor(bool flag)
 | 
			
		||||
{
 | 
			
		||||
	m_bodyA->SetAwake(true);
 | 
			
		||||
	m_bodyB->SetAwake(true);
 | 
			
		||||
	m_enableMotor = flag;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::SetMotorSpeed(float32 speed)
 | 
			
		||||
{
 | 
			
		||||
	m_bodyA->SetAwake(true);
 | 
			
		||||
	m_bodyB->SetAwake(true);
 | 
			
		||||
	m_motorSpeed = speed;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::SetMaxMotorTorque(float32 torque)
 | 
			
		||||
{
 | 
			
		||||
	m_bodyA->SetAwake(true);
 | 
			
		||||
	m_bodyB->SetAwake(true);
 | 
			
		||||
	m_maxMotorTorque = torque;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2WheelJoint::GetMotorTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_motorImpulse;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2WheelJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y);
 | 
			
		||||
	b2Log("  jd.enableMotor = bool(%d);\n", m_enableMotor);
 | 
			
		||||
	b2Log("  jd.motorSpeed = %.15lef;\n", m_motorSpeed);
 | 
			
		||||
	b2Log("  jd.maxMotorTorque = %.15lef;\n", m_maxMotorTorque);
 | 
			
		||||
	b2Log("  jd.frequencyHz = %.15lef;\n", m_frequencyHz);
 | 
			
		||||
	b2Log("  jd.dampingRatio = %.15lef;\n", m_dampingRatio);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2WheelJoint.h"
 | 
			
		||||
#include "../b2Body.h"
 | 
			
		||||
#include "../b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
// Linear constraint (point-to-line)
 | 
			
		||||
// d = pB - pA = xB + rB - xA - rA
 | 
			
		||||
// C = dot(ay, d)
 | 
			
		||||
// Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
 | 
			
		||||
//      = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
 | 
			
		||||
// J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
 | 
			
		||||
 | 
			
		||||
// Spring linear constraint
 | 
			
		||||
// C = dot(ax, d)
 | 
			
		||||
// Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
 | 
			
		||||
// J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
 | 
			
		||||
 | 
			
		||||
// Motor rotational constraint
 | 
			
		||||
// Cdot = wB - wA
 | 
			
		||||
// J = [0 0 -1 0 0 1]
 | 
			
		||||
 | 
			
		||||
void b2WheelJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
 | 
			
		||||
{
 | 
			
		||||
	bodyA = bA;
 | 
			
		||||
	bodyB = bB;
 | 
			
		||||
	localAnchorA = bodyA->GetLocalPoint(anchor);
 | 
			
		||||
	localAnchorB = bodyB->GetLocalPoint(anchor);
 | 
			
		||||
	localAxisA = bodyA->GetLocalVector(axis);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def)
 | 
			
		||||
: b2Joint(def)
 | 
			
		||||
{
 | 
			
		||||
	m_localAnchorA = def->localAnchorA;
 | 
			
		||||
	m_localAnchorB = def->localAnchorB;
 | 
			
		||||
	m_localXAxisA = def->localAxisA;
 | 
			
		||||
	m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
 | 
			
		||||
 | 
			
		||||
	m_mass = 0.0f;
 | 
			
		||||
	m_impulse = 0.0f;
 | 
			
		||||
	m_motorMass = 0.0f;
 | 
			
		||||
	m_motorImpulse = 0.0f;
 | 
			
		||||
	m_springMass = 0.0f;
 | 
			
		||||
	m_springImpulse = 0.0f;
 | 
			
		||||
 | 
			
		||||
	m_maxMotorTorque = def->maxMotorTorque;
 | 
			
		||||
	m_motorSpeed = def->motorSpeed;
 | 
			
		||||
	m_enableMotor = def->enableMotor;
 | 
			
		||||
 | 
			
		||||
	m_frequencyHz = def->frequencyHz;
 | 
			
		||||
	m_dampingRatio = def->dampingRatio;
 | 
			
		||||
 | 
			
		||||
	m_bias = 0.0f;
 | 
			
		||||
	m_gamma = 0.0f;
 | 
			
		||||
 | 
			
		||||
	m_ax.SetZero();
 | 
			
		||||
	m_ay.SetZero();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::InitVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	m_indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	m_indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
	m_localCenterA = m_bodyA->m_sweep.localCenter;
 | 
			
		||||
	m_localCenterB = m_bodyB->m_sweep.localCenter;
 | 
			
		||||
	m_invMassA = m_bodyA->m_invMass;
 | 
			
		||||
	m_invMassB = m_bodyB->m_invMass;
 | 
			
		||||
	m_invIA = m_bodyA->m_invI;
 | 
			
		||||
	m_invIB = m_bodyB->m_invI;
 | 
			
		||||
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	// Compute the effective masses.
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	b2Vec2 d = cB + rB - cA - rA;
 | 
			
		||||
 | 
			
		||||
	// Point to line constraint
 | 
			
		||||
	{
 | 
			
		||||
		m_ay = b2Mul(qA, m_localYAxisA);
 | 
			
		||||
		m_sAy = b2Cross(d + rA, m_ay);
 | 
			
		||||
		m_sBy = b2Cross(rB, m_ay);
 | 
			
		||||
 | 
			
		||||
		m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy;
 | 
			
		||||
 | 
			
		||||
		if (m_mass > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			m_mass = 1.0f / m_mass;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Spring constraint
 | 
			
		||||
	m_springMass = 0.0f;
 | 
			
		||||
	m_bias = 0.0f;
 | 
			
		||||
	m_gamma = 0.0f;
 | 
			
		||||
	if (m_frequencyHz > 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		m_ax = b2Mul(qA, m_localXAxisA);
 | 
			
		||||
		m_sAx = b2Cross(d + rA, m_ax);
 | 
			
		||||
		m_sBx = b2Cross(rB, m_ax);
 | 
			
		||||
 | 
			
		||||
		float32 invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx;
 | 
			
		||||
 | 
			
		||||
		if (invMass > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			m_springMass = 1.0f / invMass;
 | 
			
		||||
 | 
			
		||||
			float32 C = b2Dot(d, m_ax);
 | 
			
		||||
 | 
			
		||||
			// Frequency
 | 
			
		||||
			float32 omega = 2.0f * b2_pi * m_frequencyHz;
 | 
			
		||||
 | 
			
		||||
			// Damping coefficient
 | 
			
		||||
			float32 damp = 2.0f * m_springMass * m_dampingRatio * omega;
 | 
			
		||||
 | 
			
		||||
			// Spring stiffness
 | 
			
		||||
			float32 k = m_springMass * omega * omega;
 | 
			
		||||
 | 
			
		||||
			// magic formulas
 | 
			
		||||
			float32 h = data.step.dt;
 | 
			
		||||
			m_gamma = h * (damp + h * k);
 | 
			
		||||
			if (m_gamma > 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				m_gamma = 1.0f / m_gamma;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			m_bias = C * h * k * m_gamma;
 | 
			
		||||
 | 
			
		||||
			m_springMass = invMass + m_gamma;
 | 
			
		||||
			if (m_springMass > 0.0f)
 | 
			
		||||
			{
 | 
			
		||||
				m_springMass = 1.0f / m_springMass;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_springImpulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Rotational motor
 | 
			
		||||
	if (m_enableMotor)
 | 
			
		||||
	{
 | 
			
		||||
		m_motorMass = iA + iB;
 | 
			
		||||
		if (m_motorMass > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			m_motorMass = 1.0f / m_motorMass;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_motorMass = 0.0f;
 | 
			
		||||
		m_motorImpulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (data.step.warmStarting)
 | 
			
		||||
	{
 | 
			
		||||
		// Account for variable time step.
 | 
			
		||||
		m_impulse *= data.step.dtRatio;
 | 
			
		||||
		m_springImpulse *= data.step.dtRatio;
 | 
			
		||||
		m_motorImpulse *= data.step.dtRatio;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = m_impulse * m_ay + m_springImpulse * m_ax;
 | 
			
		||||
		float32 LA = m_impulse * m_sAy + m_springImpulse * m_sAx + m_motorImpulse;
 | 
			
		||||
		float32 LB = m_impulse * m_sBy + m_springImpulse * m_sBx + m_motorImpulse;
 | 
			
		||||
 | 
			
		||||
		vA -= m_invMassA * P;
 | 
			
		||||
		wA -= m_invIA * LA;
 | 
			
		||||
 | 
			
		||||
		vB += m_invMassB * P;
 | 
			
		||||
		wB += m_invIB * LB;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_impulse = 0.0f;
 | 
			
		||||
		m_springImpulse = 0.0f;
 | 
			
		||||
		m_motorImpulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::SolveVelocityConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	float32 mA = m_invMassA, mB = m_invMassB;
 | 
			
		||||
	float32 iA = m_invIA, iB = m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 vA = data.velocities[m_indexA].v;
 | 
			
		||||
	float32 wA = data.velocities[m_indexA].w;
 | 
			
		||||
	b2Vec2 vB = data.velocities[m_indexB].v;
 | 
			
		||||
	float32 wB = data.velocities[m_indexB].w;
 | 
			
		||||
 | 
			
		||||
	// Solve spring constraint
 | 
			
		||||
	{
 | 
			
		||||
		float32 Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
 | 
			
		||||
		float32 impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse);
 | 
			
		||||
		m_springImpulse += impulse;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = impulse * m_ax;
 | 
			
		||||
		float32 LA = impulse * m_sAx;
 | 
			
		||||
		float32 LB = impulse * m_sBx;
 | 
			
		||||
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * LA;
 | 
			
		||||
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * LB;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Solve rotational motor constraint
 | 
			
		||||
	{
 | 
			
		||||
		float32 Cdot = wB - wA - m_motorSpeed;
 | 
			
		||||
		float32 impulse = -m_motorMass * Cdot;
 | 
			
		||||
 | 
			
		||||
		float32 oldImpulse = m_motorImpulse;
 | 
			
		||||
		float32 maxImpulse = data.step.dt * m_maxMotorTorque;
 | 
			
		||||
		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
 | 
			
		||||
		impulse = m_motorImpulse - oldImpulse;
 | 
			
		||||
 | 
			
		||||
		wA -= iA * impulse;
 | 
			
		||||
		wB += iB * impulse;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Solve point to line constraint
 | 
			
		||||
	{
 | 
			
		||||
		float32 Cdot = b2Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA;
 | 
			
		||||
		float32 impulse = -m_mass * Cdot;
 | 
			
		||||
		m_impulse += impulse;
 | 
			
		||||
 | 
			
		||||
		b2Vec2 P = impulse * m_ay;
 | 
			
		||||
		float32 LA = impulse * m_sAy;
 | 
			
		||||
		float32 LB = impulse * m_sBy;
 | 
			
		||||
 | 
			
		||||
		vA -= mA * P;
 | 
			
		||||
		wA -= iA * LA;
 | 
			
		||||
 | 
			
		||||
		vB += mB * P;
 | 
			
		||||
		wB += iB * LB;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	data.velocities[m_indexA].v = vA;
 | 
			
		||||
	data.velocities[m_indexA].w = wA;
 | 
			
		||||
	data.velocities[m_indexB].v = vB;
 | 
			
		||||
	data.velocities[m_indexB].w = wB;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2WheelJoint::SolvePositionConstraints(const b2SolverData& data)
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 cA = data.positions[m_indexA].c;
 | 
			
		||||
	float32 aA = data.positions[m_indexA].a;
 | 
			
		||||
	b2Vec2 cB = data.positions[m_indexB].c;
 | 
			
		||||
	float32 aB = data.positions[m_indexB].a;
 | 
			
		||||
 | 
			
		||||
	b2Rot qA(aA), qB(aB);
 | 
			
		||||
 | 
			
		||||
	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
 | 
			
		||||
	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
 | 
			
		||||
	b2Vec2 d = (cB - cA) + rB - rA;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 ay = b2Mul(qA, m_localYAxisA);
 | 
			
		||||
 | 
			
		||||
	float32 sAy = b2Cross(d + rA, ay);
 | 
			
		||||
	float32 sBy = b2Cross(rB, ay);
 | 
			
		||||
 | 
			
		||||
	float32 C = b2Dot(d, ay);
 | 
			
		||||
 | 
			
		||||
	float32 k = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy;
 | 
			
		||||
 | 
			
		||||
	float32 impulse;
 | 
			
		||||
	if (k != 0.0f)
 | 
			
		||||
	{
 | 
			
		||||
		impulse = - C / k;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		impulse = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Vec2 P = impulse * ay;
 | 
			
		||||
	float32 LA = impulse * sAy;
 | 
			
		||||
	float32 LB = impulse * sBy;
 | 
			
		||||
 | 
			
		||||
	cA -= m_invMassA * P;
 | 
			
		||||
	aA -= m_invIA * LA;
 | 
			
		||||
	cB += m_invMassB * P;
 | 
			
		||||
	aB += m_invIB * LB;
 | 
			
		||||
 | 
			
		||||
	data.positions[m_indexA].c = cA;
 | 
			
		||||
	data.positions[m_indexA].a = aA;
 | 
			
		||||
	data.positions[m_indexB].c = cB;
 | 
			
		||||
	data.positions[m_indexB].a = aB;
 | 
			
		||||
 | 
			
		||||
	return b2Abs(C) <= b2_linearSlop;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WheelJoint::GetAnchorA() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WheelJoint::GetAnchorB() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Vec2 b2WheelJoint::GetReactionForce(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * (m_impulse * m_ay + m_springImpulse * m_ax);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2WheelJoint::GetReactionTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_motorImpulse;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2WheelJoint::GetJointTranslation() const
 | 
			
		||||
{
 | 
			
		||||
	b2Body* bA = m_bodyA;
 | 
			
		||||
	b2Body* bB = m_bodyB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 pA = bA->GetWorldPoint(m_localAnchorA);
 | 
			
		||||
	b2Vec2 pB = bB->GetWorldPoint(m_localAnchorB);
 | 
			
		||||
	b2Vec2 d = pB - pA;
 | 
			
		||||
	b2Vec2 axis = bA->GetWorldVector(m_localXAxisA);
 | 
			
		||||
 | 
			
		||||
	float32 translation = b2Dot(d, axis);
 | 
			
		||||
	return translation;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2WheelJoint::GetJointSpeed() const
 | 
			
		||||
{
 | 
			
		||||
	float32 wA = m_bodyA->m_angularVelocity;
 | 
			
		||||
	float32 wB = m_bodyB->m_angularVelocity;
 | 
			
		||||
	return wB - wA;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool b2WheelJoint::IsMotorEnabled() const
 | 
			
		||||
{
 | 
			
		||||
	return m_enableMotor;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::EnableMotor(bool flag)
 | 
			
		||||
{
 | 
			
		||||
	m_bodyA->SetAwake(true);
 | 
			
		||||
	m_bodyB->SetAwake(true);
 | 
			
		||||
	m_enableMotor = flag;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::SetMotorSpeed(float32 speed)
 | 
			
		||||
{
 | 
			
		||||
	m_bodyA->SetAwake(true);
 | 
			
		||||
	m_bodyB->SetAwake(true);
 | 
			
		||||
	m_motorSpeed = speed;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::SetMaxMotorTorque(float32 torque)
 | 
			
		||||
{
 | 
			
		||||
	m_bodyA->SetAwake(true);
 | 
			
		||||
	m_bodyB->SetAwake(true);
 | 
			
		||||
	m_maxMotorTorque = torque;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float32 b2WheelJoint::GetMotorTorque(float32 inv_dt) const
 | 
			
		||||
{
 | 
			
		||||
	return inv_dt * m_motorImpulse;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2WheelJoint::Dump()
 | 
			
		||||
{
 | 
			
		||||
	int32 indexA = m_bodyA->m_islandIndex;
 | 
			
		||||
	int32 indexB = m_bodyB->m_islandIndex;
 | 
			
		||||
 | 
			
		||||
	b2Log("  b2WheelJointDef jd;\n");
 | 
			
		||||
	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
 | 
			
		||||
	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
 | 
			
		||||
	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
 | 
			
		||||
	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
 | 
			
		||||
	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
 | 
			
		||||
	b2Log("  jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y);
 | 
			
		||||
	b2Log("  jd.enableMotor = bool(%d);\n", m_enableMotor);
 | 
			
		||||
	b2Log("  jd.motorSpeed = %.15lef;\n", m_motorSpeed);
 | 
			
		||||
	b2Log("  jd.maxMotorTorque = %.15lef;\n", m_maxMotorTorque);
 | 
			
		||||
	b2Log("  jd.frequencyHz = %.15lef;\n", m_frequencyHz);
 | 
			
		||||
	b2Log("  jd.dampingRatio = %.15lef;\n", m_dampingRatio);
 | 
			
		||||
	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,213 +1,213 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_WHEEL_JOINT_H
 | 
			
		||||
#define B2_WHEEL_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Wheel joint definition. This requires defining a line of
 | 
			
		||||
/// motion using an axis and an anchor point. The definition uses local
 | 
			
		||||
/// anchor points and a local axis so that the initial configuration
 | 
			
		||||
/// can violate the constraint slightly. The joint translation is zero
 | 
			
		||||
/// when the local anchor points coincide in world space. Using local
 | 
			
		||||
/// anchors and a local axis helps when saving and loading a game.
 | 
			
		||||
struct b2WheelJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2WheelJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_wheelJoint;
 | 
			
		||||
		localAnchorA.SetZero();
 | 
			
		||||
		localAnchorB.SetZero();
 | 
			
		||||
		localAxisA.Set(1.0f, 0.0f);
 | 
			
		||||
		enableMotor = false;
 | 
			
		||||
		maxMotorTorque = 0.0f;
 | 
			
		||||
		motorSpeed = 0.0f;
 | 
			
		||||
		frequencyHz = 2.0f;
 | 
			
		||||
		dampingRatio = 0.7f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, axis, and reference angle using the world
 | 
			
		||||
	/// anchor and world axis.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The local translation axis in bodyA.
 | 
			
		||||
	b2Vec2 localAxisA;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint motor.
 | 
			
		||||
	bool enableMotor;
 | 
			
		||||
 | 
			
		||||
	/// The maximum motor torque, usually in N-m.
 | 
			
		||||
	float32 maxMotorTorque;
 | 
			
		||||
 | 
			
		||||
	/// The desired motor speed in radians per second.
 | 
			
		||||
	float32 motorSpeed;
 | 
			
		||||
 | 
			
		||||
	/// Suspension frequency, zero indicates no suspension
 | 
			
		||||
	float32 frequencyHz;
 | 
			
		||||
 | 
			
		||||
	/// Suspension damping ratio, one indicates critical damping
 | 
			
		||||
	float32 dampingRatio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A wheel joint. This joint provides two degrees of freedom: translation
 | 
			
		||||
/// along an axis fixed in bodyA and rotation in the plane. You can use a
 | 
			
		||||
/// joint limit to restrict the range of motion and a joint motor to drive
 | 
			
		||||
/// the rotation or to model rotational friction.
 | 
			
		||||
/// This joint is designed for vehicle suspensions.
 | 
			
		||||
class b2WheelJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	void GetDefinition(b2WheelJointDef* def) const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// The local joint axis relative to bodyA.
 | 
			
		||||
	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint translation, usually in meters.
 | 
			
		||||
	float32 GetJointTranslation() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint translation speed, usually in meters per second.
 | 
			
		||||
	float32 GetJointSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Is the joint motor enabled?
 | 
			
		||||
	bool IsMotorEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint motor.
 | 
			
		||||
	void EnableMotor(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Set the motor speed, usually in radians per second.
 | 
			
		||||
	void SetMotorSpeed(float32 speed);
 | 
			
		||||
 | 
			
		||||
	/// Get the motor speed, usually in radians per second.
 | 
			
		||||
	float32 GetMotorSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/Get the maximum motor force, usually in N-m.
 | 
			
		||||
	void SetMaxMotorTorque(float32 torque);
 | 
			
		||||
	float32 GetMaxMotorTorque() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current motor torque given the inverse time step, usually in N-m.
 | 
			
		||||
	float32 GetMotorTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
 | 
			
		||||
	void SetSpringFrequencyHz(float32 hz);
 | 
			
		||||
	float32 GetSpringFrequencyHz() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/Get the spring damping ratio
 | 
			
		||||
	void SetSpringDampingRatio(float32 ratio);
 | 
			
		||||
	float32 GetSpringDampingRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump to b2Log
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	b2WheelJoint(const b2WheelJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	float32 m_frequencyHz;
 | 
			
		||||
	float32 m_dampingRatio;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	b2Vec2 m_localXAxisA;
 | 
			
		||||
	b2Vec2 m_localYAxisA;
 | 
			
		||||
 | 
			
		||||
	float32 m_impulse;
 | 
			
		||||
	float32 m_motorImpulse;
 | 
			
		||||
	float32 m_springImpulse;
 | 
			
		||||
 | 
			
		||||
	float32 m_maxMotorTorque;
 | 
			
		||||
	float32 m_motorSpeed;
 | 
			
		||||
	bool m_enableMotor;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_ax, m_ay;
 | 
			
		||||
	float32 m_sAx, m_sBx;
 | 
			
		||||
	float32 m_sAy, m_sBy;
 | 
			
		||||
 | 
			
		||||
	float32 m_mass;
 | 
			
		||||
	float32 m_motorMass;
 | 
			
		||||
	float32 m_springMass;
 | 
			
		||||
 | 
			
		||||
	float32 m_bias;
 | 
			
		||||
	float32 m_gamma;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline float32 b2WheelJoint::GetMotorSpeed() const
 | 
			
		||||
{
 | 
			
		||||
	return m_motorSpeed;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2WheelJoint::GetMaxMotorTorque() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxMotorTorque;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
 | 
			
		||||
{
 | 
			
		||||
	m_frequencyHz = hz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2WheelJoint::GetSpringFrequencyHz() const
 | 
			
		||||
{
 | 
			
		||||
	return m_frequencyHz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
 | 
			
		||||
{
 | 
			
		||||
	m_dampingRatio = ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2WheelJoint::GetSpringDampingRatio() const
 | 
			
		||||
{
 | 
			
		||||
	return m_dampingRatio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_WHEEL_JOINT_H
 | 
			
		||||
#define B2_WHEEL_JOINT_H
 | 
			
		||||
 | 
			
		||||
#include "b2Joint.h"
 | 
			
		||||
 | 
			
		||||
/// Wheel joint definition. This requires defining a line of
 | 
			
		||||
/// motion using an axis and an anchor point. The definition uses local
 | 
			
		||||
/// anchor points and a local axis so that the initial configuration
 | 
			
		||||
/// can violate the constraint slightly. The joint translation is zero
 | 
			
		||||
/// when the local anchor points coincide in world space. Using local
 | 
			
		||||
/// anchors and a local axis helps when saving and loading a game.
 | 
			
		||||
struct b2WheelJointDef : public b2JointDef
 | 
			
		||||
{
 | 
			
		||||
	b2WheelJointDef()
 | 
			
		||||
	{
 | 
			
		||||
		type = e_wheelJoint;
 | 
			
		||||
		localAnchorA.SetZero();
 | 
			
		||||
		localAnchorB.SetZero();
 | 
			
		||||
		localAxisA.Set(1.0f, 0.0f);
 | 
			
		||||
		enableMotor = false;
 | 
			
		||||
		maxMotorTorque = 0.0f;
 | 
			
		||||
		motorSpeed = 0.0f;
 | 
			
		||||
		frequencyHz = 2.0f;
 | 
			
		||||
		dampingRatio = 0.7f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// Initialize the bodies, anchors, axis, and reference angle using the world
 | 
			
		||||
	/// anchor and world axis.
 | 
			
		||||
	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	b2Vec2 localAnchorA;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	b2Vec2 localAnchorB;
 | 
			
		||||
 | 
			
		||||
	/// The local translation axis in bodyA.
 | 
			
		||||
	b2Vec2 localAxisA;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint motor.
 | 
			
		||||
	bool enableMotor;
 | 
			
		||||
 | 
			
		||||
	/// The maximum motor torque, usually in N-m.
 | 
			
		||||
	float32 maxMotorTorque;
 | 
			
		||||
 | 
			
		||||
	/// The desired motor speed in radians per second.
 | 
			
		||||
	float32 motorSpeed;
 | 
			
		||||
 | 
			
		||||
	/// Suspension frequency, zero indicates no suspension
 | 
			
		||||
	float32 frequencyHz;
 | 
			
		||||
 | 
			
		||||
	/// Suspension damping ratio, one indicates critical damping
 | 
			
		||||
	float32 dampingRatio;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A wheel joint. This joint provides two degrees of freedom: translation
 | 
			
		||||
/// along an axis fixed in bodyA and rotation in the plane. You can use a
 | 
			
		||||
/// joint limit to restrict the range of motion and a joint motor to drive
 | 
			
		||||
/// the rotation or to model rotational friction.
 | 
			
		||||
/// This joint is designed for vehicle suspensions.
 | 
			
		||||
class b2WheelJoint : public b2Joint
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	void GetDefinition(b2WheelJointDef* def) const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetAnchorA() const;
 | 
			
		||||
	b2Vec2 GetAnchorB() const;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 GetReactionForce(float32 inv_dt) const;
 | 
			
		||||
	float32 GetReactionTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyA's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 | 
			
		||||
 | 
			
		||||
	/// The local anchor point relative to bodyB's origin.
 | 
			
		||||
	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 | 
			
		||||
 | 
			
		||||
	/// The local joint axis relative to bodyA.
 | 
			
		||||
	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint translation, usually in meters.
 | 
			
		||||
	float32 GetJointTranslation() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current joint translation speed, usually in meters per second.
 | 
			
		||||
	float32 GetJointSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Is the joint motor enabled?
 | 
			
		||||
	bool IsMotorEnabled() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable the joint motor.
 | 
			
		||||
	void EnableMotor(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Set the motor speed, usually in radians per second.
 | 
			
		||||
	void SetMotorSpeed(float32 speed);
 | 
			
		||||
 | 
			
		||||
	/// Get the motor speed, usually in radians per second.
 | 
			
		||||
	float32 GetMotorSpeed() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/Get the maximum motor force, usually in N-m.
 | 
			
		||||
	void SetMaxMotorTorque(float32 torque);
 | 
			
		||||
	float32 GetMaxMotorTorque() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current motor torque given the inverse time step, usually in N-m.
 | 
			
		||||
	float32 GetMotorTorque(float32 inv_dt) const;
 | 
			
		||||
 | 
			
		||||
	/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
 | 
			
		||||
	void SetSpringFrequencyHz(float32 hz);
 | 
			
		||||
	float32 GetSpringFrequencyHz() const;
 | 
			
		||||
 | 
			
		||||
	/// Set/Get the spring damping ratio
 | 
			
		||||
	void SetSpringDampingRatio(float32 ratio);
 | 
			
		||||
	float32 GetSpringDampingRatio() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump to b2Log
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Joint;
 | 
			
		||||
	b2WheelJoint(const b2WheelJointDef* def);
 | 
			
		||||
 | 
			
		||||
	void InitVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	void SolveVelocityConstraints(const b2SolverData& data);
 | 
			
		||||
	bool SolvePositionConstraints(const b2SolverData& data);
 | 
			
		||||
 | 
			
		||||
	float32 m_frequencyHz;
 | 
			
		||||
	float32 m_dampingRatio;
 | 
			
		||||
 | 
			
		||||
	// Solver shared
 | 
			
		||||
	b2Vec2 m_localAnchorA;
 | 
			
		||||
	b2Vec2 m_localAnchorB;
 | 
			
		||||
	b2Vec2 m_localXAxisA;
 | 
			
		||||
	b2Vec2 m_localYAxisA;
 | 
			
		||||
 | 
			
		||||
	float32 m_impulse;
 | 
			
		||||
	float32 m_motorImpulse;
 | 
			
		||||
	float32 m_springImpulse;
 | 
			
		||||
 | 
			
		||||
	float32 m_maxMotorTorque;
 | 
			
		||||
	float32 m_motorSpeed;
 | 
			
		||||
	bool m_enableMotor;
 | 
			
		||||
 | 
			
		||||
	// Solver temp
 | 
			
		||||
	juce::int32 m_indexA;
 | 
			
		||||
	juce::int32 m_indexB;
 | 
			
		||||
	b2Vec2 m_localCenterA;
 | 
			
		||||
	b2Vec2 m_localCenterB;
 | 
			
		||||
	float32 m_invMassA;
 | 
			
		||||
	float32 m_invMassB;
 | 
			
		||||
	float32 m_invIA;
 | 
			
		||||
	float32 m_invIB;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_ax, m_ay;
 | 
			
		||||
	float32 m_sAx, m_sBx;
 | 
			
		||||
	float32 m_sAy, m_sBy;
 | 
			
		||||
 | 
			
		||||
	float32 m_mass;
 | 
			
		||||
	float32 m_motorMass;
 | 
			
		||||
	float32 m_springMass;
 | 
			
		||||
 | 
			
		||||
	float32 m_bias;
 | 
			
		||||
	float32 m_gamma;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline float32 b2WheelJoint::GetMotorSpeed() const
 | 
			
		||||
{
 | 
			
		||||
	return m_motorSpeed;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2WheelJoint::GetMaxMotorTorque() const
 | 
			
		||||
{
 | 
			
		||||
	return m_maxMotorTorque;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
 | 
			
		||||
{
 | 
			
		||||
	m_frequencyHz = hz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2WheelJoint::GetSpringFrequencyHz() const
 | 
			
		||||
{
 | 
			
		||||
	return m_frequencyHz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
 | 
			
		||||
{
 | 
			
		||||
	m_dampingRatio = ratio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2WheelJoint::GetSpringDampingRatio() const
 | 
			
		||||
{
 | 
			
		||||
	return m_dampingRatio;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										1030
									
								
								deps/juce/modules/juce_box2d/box2d/Dynamics/b2Body.cpp
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										1030
									
								
								deps/juce/modules/juce_box2d/box2d/Dynamics/b2Body.cpp
									
									
									
									
										vendored
									
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
							
								
								
									
										1690
									
								
								deps/juce/modules/juce_box2d/box2d/Dynamics/b2Body.h
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										1690
									
								
								deps/juce/modules/juce_box2d/box2d/Dynamics/b2Body.h
									
									
									
									
										vendored
									
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@@ -1,293 +1,293 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2ContactManager.h"
 | 
			
		||||
#include "b2Body.h"
 | 
			
		||||
#include "b2Fixture.h"
 | 
			
		||||
#include "b2WorldCallbacks.h"
 | 
			
		||||
#include "Contacts/b2Contact.h"
 | 
			
		||||
 | 
			
		||||
b2ContactFilter b2_defaultFilter;
 | 
			
		||||
b2ContactListener b2_defaultListener;
 | 
			
		||||
 | 
			
		||||
b2ContactManager::b2ContactManager()
 | 
			
		||||
{
 | 
			
		||||
	m_contactList = NULL;
 | 
			
		||||
	m_contactCount = 0;
 | 
			
		||||
	m_contactFilter = &b2_defaultFilter;
 | 
			
		||||
	m_contactListener = &b2_defaultListener;
 | 
			
		||||
	m_allocator = NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ContactManager::Destroy(b2Contact* c)
 | 
			
		||||
{
 | 
			
		||||
	b2Fixture* fixtureA = c->GetFixtureA();
 | 
			
		||||
	b2Fixture* fixtureB = c->GetFixtureB();
 | 
			
		||||
	b2Body* bodyA = fixtureA->GetBody();
 | 
			
		||||
	b2Body* bodyB = fixtureB->GetBody();
 | 
			
		||||
 | 
			
		||||
	if (m_contactListener && c->IsTouching())
 | 
			
		||||
	{
 | 
			
		||||
		m_contactListener->EndContact(c);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Remove from the world.
 | 
			
		||||
	if (c->m_prev)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_prev->m_next = c->m_next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (c->m_next)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_next->m_prev = c->m_prev;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (c == m_contactList)
 | 
			
		||||
	{
 | 
			
		||||
		m_contactList = c->m_next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Remove from body 1
 | 
			
		||||
	if (c->m_nodeA.prev)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_nodeA.prev->next = c->m_nodeA.next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (c->m_nodeA.next)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_nodeA.next->prev = c->m_nodeA.prev;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (&c->m_nodeA == bodyA->m_contactList)
 | 
			
		||||
	{
 | 
			
		||||
		bodyA->m_contactList = c->m_nodeA.next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Remove from body 2
 | 
			
		||||
	if (c->m_nodeB.prev)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_nodeB.prev->next = c->m_nodeB.next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (c->m_nodeB.next)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_nodeB.next->prev = c->m_nodeB.prev;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (&c->m_nodeB == bodyB->m_contactList)
 | 
			
		||||
	{
 | 
			
		||||
		bodyB->m_contactList = c->m_nodeB.next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Call the factory.
 | 
			
		||||
	b2Contact::Destroy(c, m_allocator);
 | 
			
		||||
	--m_contactCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// This is the top level collision call for the time step. Here
 | 
			
		||||
// all the narrow phase collision is processed for the world
 | 
			
		||||
// contact list.
 | 
			
		||||
void b2ContactManager::Collide()
 | 
			
		||||
{
 | 
			
		||||
	// Update awake contacts.
 | 
			
		||||
	b2Contact* c = m_contactList;
 | 
			
		||||
	while (c)
 | 
			
		||||
	{
 | 
			
		||||
		b2Fixture* fixtureA = c->GetFixtureA();
 | 
			
		||||
		b2Fixture* fixtureB = c->GetFixtureB();
 | 
			
		||||
		int32 indexA = c->GetChildIndexA();
 | 
			
		||||
		int32 indexB = c->GetChildIndexB();
 | 
			
		||||
		b2Body* bodyA = fixtureA->GetBody();
 | 
			
		||||
		b2Body* bodyB = fixtureB->GetBody();
 | 
			
		||||
 | 
			
		||||
		// Is this contact flagged for filtering?
 | 
			
		||||
		if (c->m_flags & b2Contact::e_filterFlag)
 | 
			
		||||
		{
 | 
			
		||||
			// Should these bodies collide?
 | 
			
		||||
			if (bodyB->ShouldCollide(bodyA) == false)
 | 
			
		||||
			{
 | 
			
		||||
				b2Contact* cNuke = c;
 | 
			
		||||
				c = cNuke->GetNext();
 | 
			
		||||
				Destroy(cNuke);
 | 
			
		||||
				continue;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Check user filtering.
 | 
			
		||||
			if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
 | 
			
		||||
			{
 | 
			
		||||
				b2Contact* cNuke = c;
 | 
			
		||||
				c = cNuke->GetNext();
 | 
			
		||||
				Destroy(cNuke);
 | 
			
		||||
				continue;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Clear the filtering flag.
 | 
			
		||||
			c->m_flags &= ~b2Contact::e_filterFlag;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		bool activeA = bodyA->IsAwake() && bodyA->m_type != b2_staticBody;
 | 
			
		||||
		bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody;
 | 
			
		||||
 | 
			
		||||
		// At least one body must be awake and it must be dynamic or kinematic.
 | 
			
		||||
		if (activeA == false && activeB == false)
 | 
			
		||||
		{
 | 
			
		||||
			c = c->GetNext();
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		int32 proxyIdA = fixtureA->m_proxies[indexA].proxyId;
 | 
			
		||||
		int32 proxyIdB = fixtureB->m_proxies[indexB].proxyId;
 | 
			
		||||
		bool overlap = m_broadPhase.TestOverlap(proxyIdA, proxyIdB);
 | 
			
		||||
 | 
			
		||||
		// Here we destroy contacts that cease to overlap in the broad-phase.
 | 
			
		||||
		if (overlap == false)
 | 
			
		||||
		{
 | 
			
		||||
			b2Contact* cNuke = c;
 | 
			
		||||
			c = cNuke->GetNext();
 | 
			
		||||
			Destroy(cNuke);
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// The contact persists.
 | 
			
		||||
		c->Update(m_contactListener);
 | 
			
		||||
		c = c->GetNext();
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ContactManager::FindNewContacts()
 | 
			
		||||
{
 | 
			
		||||
	m_broadPhase.UpdatePairs(this);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
 | 
			
		||||
{
 | 
			
		||||
	b2FixtureProxy* proxyA = (b2FixtureProxy*)proxyUserDataA;
 | 
			
		||||
	b2FixtureProxy* proxyB = (b2FixtureProxy*)proxyUserDataB;
 | 
			
		||||
 | 
			
		||||
	b2Fixture* fixtureA = proxyA->fixture;
 | 
			
		||||
	b2Fixture* fixtureB = proxyB->fixture;
 | 
			
		||||
 | 
			
		||||
	int32 indexA = proxyA->childIndex;
 | 
			
		||||
	int32 indexB = proxyB->childIndex;
 | 
			
		||||
 | 
			
		||||
	b2Body* bodyA = fixtureA->GetBody();
 | 
			
		||||
	b2Body* bodyB = fixtureB->GetBody();
 | 
			
		||||
 | 
			
		||||
	// Are the fixtures on the same body?
 | 
			
		||||
	if (bodyA == bodyB)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// TODO_ERIN use a hash table to remove a potential bottleneck when both
 | 
			
		||||
	// bodies have a lot of contacts.
 | 
			
		||||
	// Does a contact already exist?
 | 
			
		||||
	b2ContactEdge* edge = bodyB->GetContactList();
 | 
			
		||||
	while (edge)
 | 
			
		||||
	{
 | 
			
		||||
		if (edge->other == bodyA)
 | 
			
		||||
		{
 | 
			
		||||
			b2Fixture* fA = edge->contact->GetFixtureA();
 | 
			
		||||
			b2Fixture* fB = edge->contact->GetFixtureB();
 | 
			
		||||
			int32 iA = edge->contact->GetChildIndexA();
 | 
			
		||||
			int32 iB = edge->contact->GetChildIndexB();
 | 
			
		||||
 | 
			
		||||
			if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
 | 
			
		||||
			{
 | 
			
		||||
				// A contact already exists.
 | 
			
		||||
				return;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
 | 
			
		||||
			{
 | 
			
		||||
				// A contact already exists.
 | 
			
		||||
				return;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		edge = edge->next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Does a joint override collision? Is at least one body dynamic?
 | 
			
		||||
	if (bodyB->ShouldCollide(bodyA) == false)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Check user filtering.
 | 
			
		||||
	if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Call the factory.
 | 
			
		||||
	b2Contact* c = b2Contact::Create(fixtureA, indexA, fixtureB, indexB, m_allocator);
 | 
			
		||||
	if (c == NULL)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Contact creation may swap fixtures.
 | 
			
		||||
	fixtureA = c->GetFixtureA();
 | 
			
		||||
	fixtureB = c->GetFixtureB();
 | 
			
		||||
//	indexA = c->GetChildIndexA();
 | 
			
		||||
//	indexB = c->GetChildIndexB();
 | 
			
		||||
	bodyA = fixtureA->GetBody();
 | 
			
		||||
	bodyB = fixtureB->GetBody();
 | 
			
		||||
 | 
			
		||||
	// Insert into the world.
 | 
			
		||||
	c->m_prev = NULL;
 | 
			
		||||
	c->m_next = m_contactList;
 | 
			
		||||
	if (m_contactList != NULL)
 | 
			
		||||
	{
 | 
			
		||||
		m_contactList->m_prev = c;
 | 
			
		||||
	}
 | 
			
		||||
	m_contactList = c;
 | 
			
		||||
 | 
			
		||||
	// Connect to island graph.
 | 
			
		||||
 | 
			
		||||
	// Connect to body A
 | 
			
		||||
	c->m_nodeA.contact = c;
 | 
			
		||||
	c->m_nodeA.other = bodyB;
 | 
			
		||||
 | 
			
		||||
	c->m_nodeA.prev = NULL;
 | 
			
		||||
	c->m_nodeA.next = bodyA->m_contactList;
 | 
			
		||||
	if (bodyA->m_contactList != NULL)
 | 
			
		||||
	{
 | 
			
		||||
		bodyA->m_contactList->prev = &c->m_nodeA;
 | 
			
		||||
	}
 | 
			
		||||
	bodyA->m_contactList = &c->m_nodeA;
 | 
			
		||||
 | 
			
		||||
	// Connect to body B
 | 
			
		||||
	c->m_nodeB.contact = c;
 | 
			
		||||
	c->m_nodeB.other = bodyA;
 | 
			
		||||
 | 
			
		||||
	c->m_nodeB.prev = NULL;
 | 
			
		||||
	c->m_nodeB.next = bodyB->m_contactList;
 | 
			
		||||
	if (bodyB->m_contactList != NULL)
 | 
			
		||||
	{
 | 
			
		||||
		bodyB->m_contactList->prev = &c->m_nodeB;
 | 
			
		||||
	}
 | 
			
		||||
	bodyB->m_contactList = &c->m_nodeB;
 | 
			
		||||
 | 
			
		||||
	// Wake up the bodies
 | 
			
		||||
	bodyA->SetAwake(true);
 | 
			
		||||
	bodyB->SetAwake(true);
 | 
			
		||||
 | 
			
		||||
	++m_contactCount;
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2ContactManager.h"
 | 
			
		||||
#include "b2Body.h"
 | 
			
		||||
#include "b2Fixture.h"
 | 
			
		||||
#include "b2WorldCallbacks.h"
 | 
			
		||||
#include "Contacts/b2Contact.h"
 | 
			
		||||
 | 
			
		||||
b2ContactFilter b2_defaultFilter;
 | 
			
		||||
b2ContactListener b2_defaultListener;
 | 
			
		||||
 | 
			
		||||
b2ContactManager::b2ContactManager()
 | 
			
		||||
{
 | 
			
		||||
	m_contactList = NULL;
 | 
			
		||||
	m_contactCount = 0;
 | 
			
		||||
	m_contactFilter = &b2_defaultFilter;
 | 
			
		||||
	m_contactListener = &b2_defaultListener;
 | 
			
		||||
	m_allocator = NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ContactManager::Destroy(b2Contact* c)
 | 
			
		||||
{
 | 
			
		||||
	b2Fixture* fixtureA = c->GetFixtureA();
 | 
			
		||||
	b2Fixture* fixtureB = c->GetFixtureB();
 | 
			
		||||
	b2Body* bodyA = fixtureA->GetBody();
 | 
			
		||||
	b2Body* bodyB = fixtureB->GetBody();
 | 
			
		||||
 | 
			
		||||
	if (m_contactListener && c->IsTouching())
 | 
			
		||||
	{
 | 
			
		||||
		m_contactListener->EndContact(c);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Remove from the world.
 | 
			
		||||
	if (c->m_prev)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_prev->m_next = c->m_next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (c->m_next)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_next->m_prev = c->m_prev;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (c == m_contactList)
 | 
			
		||||
	{
 | 
			
		||||
		m_contactList = c->m_next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Remove from body 1
 | 
			
		||||
	if (c->m_nodeA.prev)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_nodeA.prev->next = c->m_nodeA.next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (c->m_nodeA.next)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_nodeA.next->prev = c->m_nodeA.prev;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (&c->m_nodeA == bodyA->m_contactList)
 | 
			
		||||
	{
 | 
			
		||||
		bodyA->m_contactList = c->m_nodeA.next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Remove from body 2
 | 
			
		||||
	if (c->m_nodeB.prev)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_nodeB.prev->next = c->m_nodeB.next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (c->m_nodeB.next)
 | 
			
		||||
	{
 | 
			
		||||
		c->m_nodeB.next->prev = c->m_nodeB.prev;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (&c->m_nodeB == bodyB->m_contactList)
 | 
			
		||||
	{
 | 
			
		||||
		bodyB->m_contactList = c->m_nodeB.next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Call the factory.
 | 
			
		||||
	b2Contact::Destroy(c, m_allocator);
 | 
			
		||||
	--m_contactCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// This is the top level collision call for the time step. Here
 | 
			
		||||
// all the narrow phase collision is processed for the world
 | 
			
		||||
// contact list.
 | 
			
		||||
void b2ContactManager::Collide()
 | 
			
		||||
{
 | 
			
		||||
	// Update awake contacts.
 | 
			
		||||
	b2Contact* c = m_contactList;
 | 
			
		||||
	while (c)
 | 
			
		||||
	{
 | 
			
		||||
		b2Fixture* fixtureA = c->GetFixtureA();
 | 
			
		||||
		b2Fixture* fixtureB = c->GetFixtureB();
 | 
			
		||||
		int32 indexA = c->GetChildIndexA();
 | 
			
		||||
		int32 indexB = c->GetChildIndexB();
 | 
			
		||||
		b2Body* bodyA = fixtureA->GetBody();
 | 
			
		||||
		b2Body* bodyB = fixtureB->GetBody();
 | 
			
		||||
 | 
			
		||||
		// Is this contact flagged for filtering?
 | 
			
		||||
		if (c->m_flags & b2Contact::e_filterFlag)
 | 
			
		||||
		{
 | 
			
		||||
			// Should these bodies collide?
 | 
			
		||||
			if (bodyB->ShouldCollide(bodyA) == false)
 | 
			
		||||
			{
 | 
			
		||||
				b2Contact* cNuke = c;
 | 
			
		||||
				c = cNuke->GetNext();
 | 
			
		||||
				Destroy(cNuke);
 | 
			
		||||
				continue;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Check user filtering.
 | 
			
		||||
			if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
 | 
			
		||||
			{
 | 
			
		||||
				b2Contact* cNuke = c;
 | 
			
		||||
				c = cNuke->GetNext();
 | 
			
		||||
				Destroy(cNuke);
 | 
			
		||||
				continue;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Clear the filtering flag.
 | 
			
		||||
			c->m_flags &= ~b2Contact::e_filterFlag;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		bool activeA = bodyA->IsAwake() && bodyA->m_type != b2_staticBody;
 | 
			
		||||
		bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody;
 | 
			
		||||
 | 
			
		||||
		// At least one body must be awake and it must be dynamic or kinematic.
 | 
			
		||||
		if (activeA == false && activeB == false)
 | 
			
		||||
		{
 | 
			
		||||
			c = c->GetNext();
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		int32 proxyIdA = fixtureA->m_proxies[indexA].proxyId;
 | 
			
		||||
		int32 proxyIdB = fixtureB->m_proxies[indexB].proxyId;
 | 
			
		||||
		bool overlap = m_broadPhase.TestOverlap(proxyIdA, proxyIdB);
 | 
			
		||||
 | 
			
		||||
		// Here we destroy contacts that cease to overlap in the broad-phase.
 | 
			
		||||
		if (overlap == false)
 | 
			
		||||
		{
 | 
			
		||||
			b2Contact* cNuke = c;
 | 
			
		||||
			c = cNuke->GetNext();
 | 
			
		||||
			Destroy(cNuke);
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// The contact persists.
 | 
			
		||||
		c->Update(m_contactListener);
 | 
			
		||||
		c = c->GetNext();
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ContactManager::FindNewContacts()
 | 
			
		||||
{
 | 
			
		||||
	m_broadPhase.UpdatePairs(this);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
 | 
			
		||||
{
 | 
			
		||||
	b2FixtureProxy* proxyA = (b2FixtureProxy*)proxyUserDataA;
 | 
			
		||||
	b2FixtureProxy* proxyB = (b2FixtureProxy*)proxyUserDataB;
 | 
			
		||||
 | 
			
		||||
	b2Fixture* fixtureA = proxyA->fixture;
 | 
			
		||||
	b2Fixture* fixtureB = proxyB->fixture;
 | 
			
		||||
 | 
			
		||||
	int32 indexA = proxyA->childIndex;
 | 
			
		||||
	int32 indexB = proxyB->childIndex;
 | 
			
		||||
 | 
			
		||||
	b2Body* bodyA = fixtureA->GetBody();
 | 
			
		||||
	b2Body* bodyB = fixtureB->GetBody();
 | 
			
		||||
 | 
			
		||||
	// Are the fixtures on the same body?
 | 
			
		||||
	if (bodyA == bodyB)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// TODO_ERIN use a hash table to remove a potential bottleneck when both
 | 
			
		||||
	// bodies have a lot of contacts.
 | 
			
		||||
	// Does a contact already exist?
 | 
			
		||||
	b2ContactEdge* edge = bodyB->GetContactList();
 | 
			
		||||
	while (edge)
 | 
			
		||||
	{
 | 
			
		||||
		if (edge->other == bodyA)
 | 
			
		||||
		{
 | 
			
		||||
			b2Fixture* fA = edge->contact->GetFixtureA();
 | 
			
		||||
			b2Fixture* fB = edge->contact->GetFixtureB();
 | 
			
		||||
			int32 iA = edge->contact->GetChildIndexA();
 | 
			
		||||
			int32 iB = edge->contact->GetChildIndexB();
 | 
			
		||||
 | 
			
		||||
			if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
 | 
			
		||||
			{
 | 
			
		||||
				// A contact already exists.
 | 
			
		||||
				return;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
 | 
			
		||||
			{
 | 
			
		||||
				// A contact already exists.
 | 
			
		||||
				return;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		edge = edge->next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Does a joint override collision? Is at least one body dynamic?
 | 
			
		||||
	if (bodyB->ShouldCollide(bodyA) == false)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Check user filtering.
 | 
			
		||||
	if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Call the factory.
 | 
			
		||||
	b2Contact* c = b2Contact::Create(fixtureA, indexA, fixtureB, indexB, m_allocator);
 | 
			
		||||
	if (c == NULL)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Contact creation may swap fixtures.
 | 
			
		||||
	fixtureA = c->GetFixtureA();
 | 
			
		||||
	fixtureB = c->GetFixtureB();
 | 
			
		||||
//	indexA = c->GetChildIndexA();
 | 
			
		||||
//	indexB = c->GetChildIndexB();
 | 
			
		||||
	bodyA = fixtureA->GetBody();
 | 
			
		||||
	bodyB = fixtureB->GetBody();
 | 
			
		||||
 | 
			
		||||
	// Insert into the world.
 | 
			
		||||
	c->m_prev = NULL;
 | 
			
		||||
	c->m_next = m_contactList;
 | 
			
		||||
	if (m_contactList != NULL)
 | 
			
		||||
	{
 | 
			
		||||
		m_contactList->m_prev = c;
 | 
			
		||||
	}
 | 
			
		||||
	m_contactList = c;
 | 
			
		||||
 | 
			
		||||
	// Connect to island graph.
 | 
			
		||||
 | 
			
		||||
	// Connect to body A
 | 
			
		||||
	c->m_nodeA.contact = c;
 | 
			
		||||
	c->m_nodeA.other = bodyB;
 | 
			
		||||
 | 
			
		||||
	c->m_nodeA.prev = NULL;
 | 
			
		||||
	c->m_nodeA.next = bodyA->m_contactList;
 | 
			
		||||
	if (bodyA->m_contactList != NULL)
 | 
			
		||||
	{
 | 
			
		||||
		bodyA->m_contactList->prev = &c->m_nodeA;
 | 
			
		||||
	}
 | 
			
		||||
	bodyA->m_contactList = &c->m_nodeA;
 | 
			
		||||
 | 
			
		||||
	// Connect to body B
 | 
			
		||||
	c->m_nodeB.contact = c;
 | 
			
		||||
	c->m_nodeB.other = bodyA;
 | 
			
		||||
 | 
			
		||||
	c->m_nodeB.prev = NULL;
 | 
			
		||||
	c->m_nodeB.next = bodyB->m_contactList;
 | 
			
		||||
	if (bodyB->m_contactList != NULL)
 | 
			
		||||
	{
 | 
			
		||||
		bodyB->m_contactList->prev = &c->m_nodeB;
 | 
			
		||||
	}
 | 
			
		||||
	bodyB->m_contactList = &c->m_nodeB;
 | 
			
		||||
 | 
			
		||||
	// Wake up the bodies
 | 
			
		||||
	bodyA->SetAwake(true);
 | 
			
		||||
	bodyB->SetAwake(true);
 | 
			
		||||
 | 
			
		||||
	++m_contactCount;
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,52 +1,52 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CONTACT_MANAGER_H
 | 
			
		||||
#define B2_CONTACT_MANAGER_H
 | 
			
		||||
 | 
			
		||||
#include "../Collision/b2BroadPhase.h"
 | 
			
		||||
 | 
			
		||||
class b2Contact;
 | 
			
		||||
class b2ContactFilter;
 | 
			
		||||
class b2ContactListener;
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
// Delegate of b2World.
 | 
			
		||||
class b2ContactManager
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2ContactManager();
 | 
			
		||||
 | 
			
		||||
	// Broad-phase callback.
 | 
			
		||||
	void AddPair(void* proxyUserDataA, void* proxyUserDataB);
 | 
			
		||||
 | 
			
		||||
	void FindNewContacts();
 | 
			
		||||
 | 
			
		||||
	void Destroy(b2Contact* c);
 | 
			
		||||
 | 
			
		||||
	void Collide();
 | 
			
		||||
 | 
			
		||||
	b2BroadPhase m_broadPhase;
 | 
			
		||||
	b2Contact* m_contactList;
 | 
			
		||||
	juce::int32 m_contactCount;
 | 
			
		||||
	b2ContactFilter* m_contactFilter;
 | 
			
		||||
	b2ContactListener* m_contactListener;
 | 
			
		||||
	b2BlockAllocator* m_allocator;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_CONTACT_MANAGER_H
 | 
			
		||||
#define B2_CONTACT_MANAGER_H
 | 
			
		||||
 | 
			
		||||
#include "../Collision/b2BroadPhase.h"
 | 
			
		||||
 | 
			
		||||
class b2Contact;
 | 
			
		||||
class b2ContactFilter;
 | 
			
		||||
class b2ContactListener;
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
 | 
			
		||||
// Delegate of b2World.
 | 
			
		||||
class b2ContactManager
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2ContactManager();
 | 
			
		||||
 | 
			
		||||
	// Broad-phase callback.
 | 
			
		||||
	void AddPair(void* proxyUserDataA, void* proxyUserDataB);
 | 
			
		||||
 | 
			
		||||
	void FindNewContacts();
 | 
			
		||||
 | 
			
		||||
	void Destroy(b2Contact* c);
 | 
			
		||||
 | 
			
		||||
	void Collide();
 | 
			
		||||
 | 
			
		||||
	b2BroadPhase m_broadPhase;
 | 
			
		||||
	b2Contact* m_contactList;
 | 
			
		||||
	juce::int32 m_contactCount;
 | 
			
		||||
	b2ContactFilter* m_contactFilter;
 | 
			
		||||
	b2ContactListener* m_contactListener;
 | 
			
		||||
	b2BlockAllocator* m_allocator;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,303 +1,303 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Fixture.h"
 | 
			
		||||
#include "Contacts/b2Contact.h"
 | 
			
		||||
#include "b2World.h"
 | 
			
		||||
#include "../Collision/Shapes/b2CircleShape.h"
 | 
			
		||||
#include "../Collision/Shapes/b2EdgeShape.h"
 | 
			
		||||
#include "../Collision/Shapes/b2PolygonShape.h"
 | 
			
		||||
#include "../Collision/Shapes/b2ChainShape.h"
 | 
			
		||||
#include "../Collision/b2BroadPhase.h"
 | 
			
		||||
#include "../Collision/b2Collision.h"
 | 
			
		||||
#include "../Common/b2BlockAllocator.h"
 | 
			
		||||
 | 
			
		||||
b2Fixture::b2Fixture()
 | 
			
		||||
{
 | 
			
		||||
	m_userData = NULL;
 | 
			
		||||
	m_body = NULL;
 | 
			
		||||
	m_next = NULL;
 | 
			
		||||
	m_proxies = NULL;
 | 
			
		||||
	m_proxyCount = 0;
 | 
			
		||||
	m_shape = NULL;
 | 
			
		||||
	m_density = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def)
 | 
			
		||||
{
 | 
			
		||||
	m_userData = def->userData;
 | 
			
		||||
	m_friction = def->friction;
 | 
			
		||||
	m_restitution = def->restitution;
 | 
			
		||||
 | 
			
		||||
	m_body = body;
 | 
			
		||||
	m_next = NULL;
 | 
			
		||||
 | 
			
		||||
	m_filter = def->filter;
 | 
			
		||||
 | 
			
		||||
	m_isSensor = def->isSensor;
 | 
			
		||||
 | 
			
		||||
	m_shape = def->shape->Clone(allocator);
 | 
			
		||||
 | 
			
		||||
	// Reserve proxy space
 | 
			
		||||
	int32 childCount = m_shape->GetChildCount();
 | 
			
		||||
	m_proxies = (b2FixtureProxy*)allocator->Allocate(childCount * sizeof(b2FixtureProxy));
 | 
			
		||||
	for (int32 i = 0; i < childCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_proxies[i].fixture = NULL;
 | 
			
		||||
		m_proxies[i].proxyId = b2BroadPhase::e_nullProxy;
 | 
			
		||||
	}
 | 
			
		||||
	m_proxyCount = 0;
 | 
			
		||||
 | 
			
		||||
	m_density = def->density;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::Destroy(b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	// The proxies must be destroyed before calling this.
 | 
			
		||||
	b2Assert(m_proxyCount == 0);
 | 
			
		||||
 | 
			
		||||
	// Free the proxy array.
 | 
			
		||||
	int32 childCount = m_shape->GetChildCount();
 | 
			
		||||
	allocator->Free(m_proxies, childCount * sizeof(b2FixtureProxy));
 | 
			
		||||
	m_proxies = NULL;
 | 
			
		||||
 | 
			
		||||
	// Free the child shape.
 | 
			
		||||
	switch (m_shape->m_type)
 | 
			
		||||
	{
 | 
			
		||||
	case b2Shape::e_circle:
 | 
			
		||||
		{
 | 
			
		||||
			b2CircleShape* s = (b2CircleShape*)m_shape;
 | 
			
		||||
			s->~b2CircleShape();
 | 
			
		||||
			allocator->Free(s, sizeof(b2CircleShape));
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_edge:
 | 
			
		||||
		{
 | 
			
		||||
			b2EdgeShape* s = (b2EdgeShape*)m_shape;
 | 
			
		||||
			s->~b2EdgeShape();
 | 
			
		||||
			allocator->Free(s, sizeof(b2EdgeShape));
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_polygon:
 | 
			
		||||
		{
 | 
			
		||||
			b2PolygonShape* s = (b2PolygonShape*)m_shape;
 | 
			
		||||
			s->~b2PolygonShape();
 | 
			
		||||
			allocator->Free(s, sizeof(b2PolygonShape));
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_chain:
 | 
			
		||||
		{
 | 
			
		||||
			b2ChainShape* s = (b2ChainShape*)m_shape;
 | 
			
		||||
			s->~b2ChainShape();
 | 
			
		||||
			allocator->Free(s, sizeof(b2ChainShape));
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	default:
 | 
			
		||||
		b2Assert(false);
 | 
			
		||||
		break;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_shape = NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_proxyCount == 0);
 | 
			
		||||
 | 
			
		||||
	// Create proxies in the broad-phase.
 | 
			
		||||
	m_proxyCount = m_shape->GetChildCount();
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_proxyCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2FixtureProxy* proxy = m_proxies + i;
 | 
			
		||||
		m_shape->ComputeAABB(&proxy->aabb, xf, i);
 | 
			
		||||
		proxy->proxyId = broadPhase->CreateProxy(proxy->aabb, proxy);
 | 
			
		||||
		proxy->fixture = this;
 | 
			
		||||
		proxy->childIndex = i;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::DestroyProxies(b2BroadPhase* broadPhase)
 | 
			
		||||
{
 | 
			
		||||
	// Destroy proxies in the broad-phase.
 | 
			
		||||
	for (int32 i = 0; i < m_proxyCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2FixtureProxy* proxy = m_proxies + i;
 | 
			
		||||
		broadPhase->DestroyProxy(proxy->proxyId);
 | 
			
		||||
		proxy->proxyId = b2BroadPhase::e_nullProxy;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_proxyCount = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::Synchronize(b2BroadPhase* broadPhase, const b2Transform& transform1, const b2Transform& transform2)
 | 
			
		||||
{
 | 
			
		||||
	if (m_proxyCount == 0)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_proxyCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2FixtureProxy* proxy = m_proxies + i;
 | 
			
		||||
 | 
			
		||||
		// Compute an AABB that covers the swept shape (may miss some rotation effect).
 | 
			
		||||
		b2AABB aabb1, aabb2;
 | 
			
		||||
		m_shape->ComputeAABB(&aabb1, transform1, proxy->childIndex);
 | 
			
		||||
		m_shape->ComputeAABB(&aabb2, transform2, proxy->childIndex);
 | 
			
		||||
 | 
			
		||||
		proxy->aabb.Combine(aabb1, aabb2);
 | 
			
		||||
 | 
			
		||||
		b2Vec2 displacement = transform2.p - transform1.p;
 | 
			
		||||
 | 
			
		||||
		broadPhase->MoveProxy(proxy->proxyId, proxy->aabb, displacement);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::SetFilterData(const b2Filter& filter)
 | 
			
		||||
{
 | 
			
		||||
	m_filter = filter;
 | 
			
		||||
 | 
			
		||||
	Refilter();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::Refilter()
 | 
			
		||||
{
 | 
			
		||||
	if (m_body == NULL)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Flag associated contacts for filtering.
 | 
			
		||||
	b2ContactEdge* edge = m_body->GetContactList();
 | 
			
		||||
	while (edge)
 | 
			
		||||
	{
 | 
			
		||||
		b2Contact* contact = edge->contact;
 | 
			
		||||
		b2Fixture* fixtureA = contact->GetFixtureA();
 | 
			
		||||
		b2Fixture* fixtureB = contact->GetFixtureB();
 | 
			
		||||
		if (fixtureA == this || fixtureB == this)
 | 
			
		||||
		{
 | 
			
		||||
			contact->FlagForFiltering();
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		edge = edge->next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2World* world = m_body->GetWorld();
 | 
			
		||||
 | 
			
		||||
	if (world == NULL)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Touch each proxy so that new pairs may be created
 | 
			
		||||
	b2BroadPhase* broadPhase = &world->m_contactManager.m_broadPhase;
 | 
			
		||||
	for (int32 i = 0; i < m_proxyCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		broadPhase->TouchProxy(m_proxies[i].proxyId);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::SetSensor(bool sensor)
 | 
			
		||||
{
 | 
			
		||||
	if (sensor != m_isSensor)
 | 
			
		||||
	{
 | 
			
		||||
		m_body->SetAwake(true);
 | 
			
		||||
		m_isSensor = sensor;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::Dump(int32 bodyIndex)
 | 
			
		||||
{
 | 
			
		||||
	b2Log("    b2FixtureDef fd;\n");
 | 
			
		||||
	b2Log("    fd.friction = %.15lef;\n", m_friction);
 | 
			
		||||
	b2Log("    fd.restitution = %.15lef;\n", m_restitution);
 | 
			
		||||
	b2Log("    fd.density = %.15lef;\n", m_density);
 | 
			
		||||
	b2Log("    fd.isSensor = bool(%d);\n", m_isSensor);
 | 
			
		||||
	b2Log("    fd.filter.categoryBits = uint16(%d);\n", m_filter.categoryBits);
 | 
			
		||||
	b2Log("    fd.filter.maskBits = uint16(%d);\n", m_filter.maskBits);
 | 
			
		||||
	b2Log("    fd.filter.groupIndex = int16(%d);\n", m_filter.groupIndex);
 | 
			
		||||
 | 
			
		||||
	switch (m_shape->m_type)
 | 
			
		||||
	{
 | 
			
		||||
	case b2Shape::e_circle:
 | 
			
		||||
		{
 | 
			
		||||
			b2CircleShape* s = (b2CircleShape*)m_shape;
 | 
			
		||||
			b2Log("    b2CircleShape shape;\n");
 | 
			
		||||
			b2Log("    shape.m_radius = %.15lef;\n", s->m_radius);
 | 
			
		||||
			b2Log("    shape.m_p.Set(%.15lef, %.15lef);\n", s->m_p.x, s->m_p.y);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_edge:
 | 
			
		||||
		{
 | 
			
		||||
			b2EdgeShape* s = (b2EdgeShape*)m_shape;
 | 
			
		||||
			b2Log("    b2EdgeShape shape;\n");
 | 
			
		||||
			b2Log("    shape.m_radius = %.15lef;\n", s->m_radius);
 | 
			
		||||
			b2Log("    shape.m_vertex0.Set(%.15lef, %.15lef);\n", s->m_vertex0.x, s->m_vertex0.y);
 | 
			
		||||
			b2Log("    shape.m_vertex1.Set(%.15lef, %.15lef);\n", s->m_vertex1.x, s->m_vertex1.y);
 | 
			
		||||
			b2Log("    shape.m_vertex2.Set(%.15lef, %.15lef);\n", s->m_vertex2.x, s->m_vertex2.y);
 | 
			
		||||
			b2Log("    shape.m_vertex3.Set(%.15lef, %.15lef);\n", s->m_vertex3.x, s->m_vertex3.y);
 | 
			
		||||
			b2Log("    shape.m_hasVertex0 = bool(%d);\n", s->m_hasVertex0);
 | 
			
		||||
			b2Log("    shape.m_hasVertex3 = bool(%d);\n", s->m_hasVertex3);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_polygon:
 | 
			
		||||
		{
 | 
			
		||||
			b2PolygonShape* s = (b2PolygonShape*)m_shape;
 | 
			
		||||
			b2Log("    b2PolygonShape shape;\n");
 | 
			
		||||
			b2Log("    b2Vec2 vs[%d];\n", b2_maxPolygonVertices);
 | 
			
		||||
			for (int32 i = 0; i < s->m_vertexCount; ++i)
 | 
			
		||||
			{
 | 
			
		||||
				b2Log("    vs[%d].Set(%.15lef, %.15lef);\n", i, s->m_vertices[i].x, s->m_vertices[i].y);
 | 
			
		||||
			}
 | 
			
		||||
			b2Log("    shape.Set(vs, %d);\n", s->m_vertexCount);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_chain:
 | 
			
		||||
		{
 | 
			
		||||
			b2ChainShape* s = (b2ChainShape*)m_shape;
 | 
			
		||||
			b2Log("    b2ChainShape shape;\n");
 | 
			
		||||
			b2Log("    b2Vec2 vs[%d];\n", s->m_count);
 | 
			
		||||
			for (int32 i = 0; i < s->m_count; ++i)
 | 
			
		||||
			{
 | 
			
		||||
				b2Log("    vs[%d].Set(%.15lef, %.15lef);\n", i, s->m_vertices[i].x, s->m_vertices[i].y);
 | 
			
		||||
			}
 | 
			
		||||
			b2Log("    shape.CreateChain(vs, %d);\n", s->m_count);
 | 
			
		||||
			b2Log("    shape.m_prevVertex.Set(%.15lef, %.15lef);\n", s->m_prevVertex.x, s->m_prevVertex.y);
 | 
			
		||||
			b2Log("    shape.m_nextVertex.Set(%.15lef, %.15lef);\n", s->m_nextVertex.x, s->m_nextVertex.y);
 | 
			
		||||
			b2Log("    shape.m_hasPrevVertex = bool(%d);\n", s->m_hasPrevVertex);
 | 
			
		||||
			b2Log("    shape.m_hasNextVertex = bool(%d);\n", s->m_hasNextVertex);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	default:
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Log("\n");
 | 
			
		||||
	b2Log("    fd.shape = &shape;\n");
 | 
			
		||||
	b2Log("\n");
 | 
			
		||||
	b2Log("    bodies[%d]->CreateFixture(&fd);\n", bodyIndex);
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Fixture.h"
 | 
			
		||||
#include "Contacts/b2Contact.h"
 | 
			
		||||
#include "b2World.h"
 | 
			
		||||
#include "../Collision/Shapes/b2CircleShape.h"
 | 
			
		||||
#include "../Collision/Shapes/b2EdgeShape.h"
 | 
			
		||||
#include "../Collision/Shapes/b2PolygonShape.h"
 | 
			
		||||
#include "../Collision/Shapes/b2ChainShape.h"
 | 
			
		||||
#include "../Collision/b2BroadPhase.h"
 | 
			
		||||
#include "../Collision/b2Collision.h"
 | 
			
		||||
#include "../Common/b2BlockAllocator.h"
 | 
			
		||||
 | 
			
		||||
b2Fixture::b2Fixture()
 | 
			
		||||
{
 | 
			
		||||
	m_userData = NULL;
 | 
			
		||||
	m_body = NULL;
 | 
			
		||||
	m_next = NULL;
 | 
			
		||||
	m_proxies = NULL;
 | 
			
		||||
	m_proxyCount = 0;
 | 
			
		||||
	m_shape = NULL;
 | 
			
		||||
	m_density = 0.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def)
 | 
			
		||||
{
 | 
			
		||||
	m_userData = def->userData;
 | 
			
		||||
	m_friction = def->friction;
 | 
			
		||||
	m_restitution = def->restitution;
 | 
			
		||||
 | 
			
		||||
	m_body = body;
 | 
			
		||||
	m_next = NULL;
 | 
			
		||||
 | 
			
		||||
	m_filter = def->filter;
 | 
			
		||||
 | 
			
		||||
	m_isSensor = def->isSensor;
 | 
			
		||||
 | 
			
		||||
	m_shape = def->shape->Clone(allocator);
 | 
			
		||||
 | 
			
		||||
	// Reserve proxy space
 | 
			
		||||
	int32 childCount = m_shape->GetChildCount();
 | 
			
		||||
	m_proxies = (b2FixtureProxy*)allocator->Allocate(childCount * sizeof(b2FixtureProxy));
 | 
			
		||||
	for (int32 i = 0; i < childCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_proxies[i].fixture = NULL;
 | 
			
		||||
		m_proxies[i].proxyId = b2BroadPhase::e_nullProxy;
 | 
			
		||||
	}
 | 
			
		||||
	m_proxyCount = 0;
 | 
			
		||||
 | 
			
		||||
	m_density = def->density;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::Destroy(b2BlockAllocator* allocator)
 | 
			
		||||
{
 | 
			
		||||
	// The proxies must be destroyed before calling this.
 | 
			
		||||
	b2Assert(m_proxyCount == 0);
 | 
			
		||||
 | 
			
		||||
	// Free the proxy array.
 | 
			
		||||
	int32 childCount = m_shape->GetChildCount();
 | 
			
		||||
	allocator->Free(m_proxies, childCount * sizeof(b2FixtureProxy));
 | 
			
		||||
	m_proxies = NULL;
 | 
			
		||||
 | 
			
		||||
	// Free the child shape.
 | 
			
		||||
	switch (m_shape->m_type)
 | 
			
		||||
	{
 | 
			
		||||
	case b2Shape::e_circle:
 | 
			
		||||
		{
 | 
			
		||||
			b2CircleShape* s = (b2CircleShape*)m_shape;
 | 
			
		||||
			s->~b2CircleShape();
 | 
			
		||||
			allocator->Free(s, sizeof(b2CircleShape));
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_edge:
 | 
			
		||||
		{
 | 
			
		||||
			b2EdgeShape* s = (b2EdgeShape*)m_shape;
 | 
			
		||||
			s->~b2EdgeShape();
 | 
			
		||||
			allocator->Free(s, sizeof(b2EdgeShape));
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_polygon:
 | 
			
		||||
		{
 | 
			
		||||
			b2PolygonShape* s = (b2PolygonShape*)m_shape;
 | 
			
		||||
			s->~b2PolygonShape();
 | 
			
		||||
			allocator->Free(s, sizeof(b2PolygonShape));
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_chain:
 | 
			
		||||
		{
 | 
			
		||||
			b2ChainShape* s = (b2ChainShape*)m_shape;
 | 
			
		||||
			s->~b2ChainShape();
 | 
			
		||||
			allocator->Free(s, sizeof(b2ChainShape));
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	default:
 | 
			
		||||
		b2Assert(false);
 | 
			
		||||
		break;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_shape = NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(m_proxyCount == 0);
 | 
			
		||||
 | 
			
		||||
	// Create proxies in the broad-phase.
 | 
			
		||||
	m_proxyCount = m_shape->GetChildCount();
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_proxyCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2FixtureProxy* proxy = m_proxies + i;
 | 
			
		||||
		m_shape->ComputeAABB(&proxy->aabb, xf, i);
 | 
			
		||||
		proxy->proxyId = broadPhase->CreateProxy(proxy->aabb, proxy);
 | 
			
		||||
		proxy->fixture = this;
 | 
			
		||||
		proxy->childIndex = i;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::DestroyProxies(b2BroadPhase* broadPhase)
 | 
			
		||||
{
 | 
			
		||||
	// Destroy proxies in the broad-phase.
 | 
			
		||||
	for (int32 i = 0; i < m_proxyCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2FixtureProxy* proxy = m_proxies + i;
 | 
			
		||||
		broadPhase->DestroyProxy(proxy->proxyId);
 | 
			
		||||
		proxy->proxyId = b2BroadPhase::e_nullProxy;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_proxyCount = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::Synchronize(b2BroadPhase* broadPhase, const b2Transform& transform1, const b2Transform& transform2)
 | 
			
		||||
{
 | 
			
		||||
	if (m_proxyCount == 0)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_proxyCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2FixtureProxy* proxy = m_proxies + i;
 | 
			
		||||
 | 
			
		||||
		// Compute an AABB that covers the swept shape (may miss some rotation effect).
 | 
			
		||||
		b2AABB aabb1, aabb2;
 | 
			
		||||
		m_shape->ComputeAABB(&aabb1, transform1, proxy->childIndex);
 | 
			
		||||
		m_shape->ComputeAABB(&aabb2, transform2, proxy->childIndex);
 | 
			
		||||
 | 
			
		||||
		proxy->aabb.Combine(aabb1, aabb2);
 | 
			
		||||
 | 
			
		||||
		b2Vec2 displacement = transform2.p - transform1.p;
 | 
			
		||||
 | 
			
		||||
		broadPhase->MoveProxy(proxy->proxyId, proxy->aabb, displacement);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::SetFilterData(const b2Filter& filter)
 | 
			
		||||
{
 | 
			
		||||
	m_filter = filter;
 | 
			
		||||
 | 
			
		||||
	Refilter();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::Refilter()
 | 
			
		||||
{
 | 
			
		||||
	if (m_body == NULL)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Flag associated contacts for filtering.
 | 
			
		||||
	b2ContactEdge* edge = m_body->GetContactList();
 | 
			
		||||
	while (edge)
 | 
			
		||||
	{
 | 
			
		||||
		b2Contact* contact = edge->contact;
 | 
			
		||||
		b2Fixture* fixtureA = contact->GetFixtureA();
 | 
			
		||||
		b2Fixture* fixtureB = contact->GetFixtureB();
 | 
			
		||||
		if (fixtureA == this || fixtureB == this)
 | 
			
		||||
		{
 | 
			
		||||
			contact->FlagForFiltering();
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		edge = edge->next;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2World* world = m_body->GetWorld();
 | 
			
		||||
 | 
			
		||||
	if (world == NULL)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Touch each proxy so that new pairs may be created
 | 
			
		||||
	b2BroadPhase* broadPhase = &world->m_contactManager.m_broadPhase;
 | 
			
		||||
	for (int32 i = 0; i < m_proxyCount; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		broadPhase->TouchProxy(m_proxies[i].proxyId);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::SetSensor(bool sensor)
 | 
			
		||||
{
 | 
			
		||||
	if (sensor != m_isSensor)
 | 
			
		||||
	{
 | 
			
		||||
		m_body->SetAwake(true);
 | 
			
		||||
		m_isSensor = sensor;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Fixture::Dump(int32 bodyIndex)
 | 
			
		||||
{
 | 
			
		||||
	b2Log("    b2FixtureDef fd;\n");
 | 
			
		||||
	b2Log("    fd.friction = %.15lef;\n", m_friction);
 | 
			
		||||
	b2Log("    fd.restitution = %.15lef;\n", m_restitution);
 | 
			
		||||
	b2Log("    fd.density = %.15lef;\n", m_density);
 | 
			
		||||
	b2Log("    fd.isSensor = bool(%d);\n", m_isSensor);
 | 
			
		||||
	b2Log("    fd.filter.categoryBits = uint16(%d);\n", m_filter.categoryBits);
 | 
			
		||||
	b2Log("    fd.filter.maskBits = uint16(%d);\n", m_filter.maskBits);
 | 
			
		||||
	b2Log("    fd.filter.groupIndex = int16(%d);\n", m_filter.groupIndex);
 | 
			
		||||
 | 
			
		||||
	switch (m_shape->m_type)
 | 
			
		||||
	{
 | 
			
		||||
	case b2Shape::e_circle:
 | 
			
		||||
		{
 | 
			
		||||
			b2CircleShape* s = (b2CircleShape*)m_shape;
 | 
			
		||||
			b2Log("    b2CircleShape shape;\n");
 | 
			
		||||
			b2Log("    shape.m_radius = %.15lef;\n", s->m_radius);
 | 
			
		||||
			b2Log("    shape.m_p.Set(%.15lef, %.15lef);\n", s->m_p.x, s->m_p.y);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_edge:
 | 
			
		||||
		{
 | 
			
		||||
			b2EdgeShape* s = (b2EdgeShape*)m_shape;
 | 
			
		||||
			b2Log("    b2EdgeShape shape;\n");
 | 
			
		||||
			b2Log("    shape.m_radius = %.15lef;\n", s->m_radius);
 | 
			
		||||
			b2Log("    shape.m_vertex0.Set(%.15lef, %.15lef);\n", s->m_vertex0.x, s->m_vertex0.y);
 | 
			
		||||
			b2Log("    shape.m_vertex1.Set(%.15lef, %.15lef);\n", s->m_vertex1.x, s->m_vertex1.y);
 | 
			
		||||
			b2Log("    shape.m_vertex2.Set(%.15lef, %.15lef);\n", s->m_vertex2.x, s->m_vertex2.y);
 | 
			
		||||
			b2Log("    shape.m_vertex3.Set(%.15lef, %.15lef);\n", s->m_vertex3.x, s->m_vertex3.y);
 | 
			
		||||
			b2Log("    shape.m_hasVertex0 = bool(%d);\n", s->m_hasVertex0);
 | 
			
		||||
			b2Log("    shape.m_hasVertex3 = bool(%d);\n", s->m_hasVertex3);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_polygon:
 | 
			
		||||
		{
 | 
			
		||||
			b2PolygonShape* s = (b2PolygonShape*)m_shape;
 | 
			
		||||
			b2Log("    b2PolygonShape shape;\n");
 | 
			
		||||
			b2Log("    b2Vec2 vs[%d];\n", b2_maxPolygonVertices);
 | 
			
		||||
			for (int32 i = 0; i < s->m_vertexCount; ++i)
 | 
			
		||||
			{
 | 
			
		||||
				b2Log("    vs[%d].Set(%.15lef, %.15lef);\n", i, s->m_vertices[i].x, s->m_vertices[i].y);
 | 
			
		||||
			}
 | 
			
		||||
			b2Log("    shape.Set(vs, %d);\n", s->m_vertexCount);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	case b2Shape::e_chain:
 | 
			
		||||
		{
 | 
			
		||||
			b2ChainShape* s = (b2ChainShape*)m_shape;
 | 
			
		||||
			b2Log("    b2ChainShape shape;\n");
 | 
			
		||||
			b2Log("    b2Vec2 vs[%d];\n", s->m_count);
 | 
			
		||||
			for (int32 i = 0; i < s->m_count; ++i)
 | 
			
		||||
			{
 | 
			
		||||
				b2Log("    vs[%d].Set(%.15lef, %.15lef);\n", i, s->m_vertices[i].x, s->m_vertices[i].y);
 | 
			
		||||
			}
 | 
			
		||||
			b2Log("    shape.CreateChain(vs, %d);\n", s->m_count);
 | 
			
		||||
			b2Log("    shape.m_prevVertex.Set(%.15lef, %.15lef);\n", s->m_prevVertex.x, s->m_prevVertex.y);
 | 
			
		||||
			b2Log("    shape.m_nextVertex.Set(%.15lef, %.15lef);\n", s->m_nextVertex.x, s->m_nextVertex.y);
 | 
			
		||||
			b2Log("    shape.m_hasPrevVertex = bool(%d);\n", s->m_hasPrevVertex);
 | 
			
		||||
			b2Log("    shape.m_hasNextVertex = bool(%d);\n", s->m_hasNextVertex);
 | 
			
		||||
		}
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	default:
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	b2Log("\n");
 | 
			
		||||
	b2Log("    fd.shape = &shape;\n");
 | 
			
		||||
	b2Log("\n");
 | 
			
		||||
	b2Log("    bodies[%d]->CreateFixture(&fd);\n", bodyIndex);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,345 +1,345 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_FIXTURE_H
 | 
			
		||||
#define B2_FIXTURE_H
 | 
			
		||||
 | 
			
		||||
#include "b2Body.h"
 | 
			
		||||
#include "../Collision/b2Collision.h"
 | 
			
		||||
#include "../Collision/Shapes/b2Shape.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2BroadPhase;
 | 
			
		||||
class b2Fixture;
 | 
			
		||||
 | 
			
		||||
/// This holds contact filtering data.
 | 
			
		||||
struct b2Filter
 | 
			
		||||
{
 | 
			
		||||
	b2Filter()
 | 
			
		||||
	{
 | 
			
		||||
		categoryBits = 0x0001;
 | 
			
		||||
		maskBits = 0xFFFF;
 | 
			
		||||
		groupIndex = 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The collision category bits. Normally you would just set one bit.
 | 
			
		||||
	juce::uint16 categoryBits;
 | 
			
		||||
 | 
			
		||||
	/// The collision mask bits. This states the categories that this
 | 
			
		||||
	/// shape would accept for collision.
 | 
			
		||||
	juce::uint16 maskBits;
 | 
			
		||||
 | 
			
		||||
	/// Collision groups allow a certain group of objects to never collide (negative)
 | 
			
		||||
	/// or always collide (positive). Zero means no collision group. Non-zero group
 | 
			
		||||
	/// filtering always wins against the mask bits.
 | 
			
		||||
	juce::int16 groupIndex;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A fixture definition is used to create a fixture. This class defines an
 | 
			
		||||
/// abstract fixture definition. You can reuse fixture definitions safely.
 | 
			
		||||
struct b2FixtureDef
 | 
			
		||||
{
 | 
			
		||||
	/// The constructor sets the default fixture definition values.
 | 
			
		||||
	b2FixtureDef()
 | 
			
		||||
	{
 | 
			
		||||
		shape = NULL;
 | 
			
		||||
		userData = NULL;
 | 
			
		||||
		friction = 0.2f;
 | 
			
		||||
		restitution = 0.0f;
 | 
			
		||||
		density = 0.0f;
 | 
			
		||||
		isSensor = false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The shape, this must be set. The shape will be cloned, so you
 | 
			
		||||
	/// can create the shape on the stack.
 | 
			
		||||
	const b2Shape* shape;
 | 
			
		||||
 | 
			
		||||
	/// Use this to store application specific fixture data.
 | 
			
		||||
	void* userData;
 | 
			
		||||
 | 
			
		||||
	/// The friction coefficient, usually in the range [0,1].
 | 
			
		||||
	float32 friction;
 | 
			
		||||
 | 
			
		||||
	/// The restitution (elasticity) usually in the range [0,1].
 | 
			
		||||
	float32 restitution;
 | 
			
		||||
 | 
			
		||||
	/// The density, usually in kg/m^2.
 | 
			
		||||
	float32 density;
 | 
			
		||||
 | 
			
		||||
	/// A sensor shape collects contact information but never generates a collision
 | 
			
		||||
	/// response.
 | 
			
		||||
	bool isSensor;
 | 
			
		||||
 | 
			
		||||
	/// Contact filtering data.
 | 
			
		||||
	b2Filter filter;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This proxy is used internally to connect fixtures to the broad-phase.
 | 
			
		||||
struct b2FixtureProxy
 | 
			
		||||
{
 | 
			
		||||
	b2AABB aabb;
 | 
			
		||||
	b2Fixture* fixture;
 | 
			
		||||
	juce::int32 childIndex;
 | 
			
		||||
	juce::int32 proxyId;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A fixture is used to attach a shape to a body for collision detection. A fixture
 | 
			
		||||
/// inherits its transform from its parent. Fixtures hold additional non-geometric data
 | 
			
		||||
/// such as friction, collision filters, etc.
 | 
			
		||||
/// Fixtures are created via b2Body::CreateFixture.
 | 
			
		||||
/// @warning you cannot reuse fixtures.
 | 
			
		||||
class b2Fixture
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	/// Get the type of the child shape. You can use this to down cast to the concrete shape.
 | 
			
		||||
	/// @return the shape type.
 | 
			
		||||
	b2Shape::Type GetType() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the child shape. You can modify the child shape, however you should not change the
 | 
			
		||||
	/// number of vertices because this will crash some collision caching mechanisms.
 | 
			
		||||
	/// Manipulating the shape may lead to non-physical behavior.
 | 
			
		||||
	b2Shape* GetShape();
 | 
			
		||||
	const b2Shape* GetShape() const;
 | 
			
		||||
 | 
			
		||||
	/// Set if this fixture is a sensor.
 | 
			
		||||
	void SetSensor(bool sensor);
 | 
			
		||||
 | 
			
		||||
	/// Is this fixture a sensor (non-solid)?
 | 
			
		||||
	/// @return the true if the shape is a sensor.
 | 
			
		||||
	bool IsSensor() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the contact filtering data. This will not update contacts until the next time
 | 
			
		||||
	/// step when either parent body is active and awake.
 | 
			
		||||
	/// This automatically calls Refilter.
 | 
			
		||||
	void SetFilterData(const b2Filter& filter);
 | 
			
		||||
 | 
			
		||||
	/// Get the contact filtering data.
 | 
			
		||||
	const b2Filter& GetFilterData() const;
 | 
			
		||||
 | 
			
		||||
	/// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
 | 
			
		||||
	void Refilter();
 | 
			
		||||
 | 
			
		||||
	/// Get the parent body of this fixture. This is NULL if the fixture is not attached.
 | 
			
		||||
	/// @return the parent body.
 | 
			
		||||
	b2Body* GetBody();
 | 
			
		||||
	const b2Body* GetBody() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the next fixture in the parent body's fixture list.
 | 
			
		||||
	/// @return the next shape.
 | 
			
		||||
	b2Fixture* GetNext();
 | 
			
		||||
	const b2Fixture* GetNext() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the user data that was assigned in the fixture definition. Use this to
 | 
			
		||||
	/// store your application specific data.
 | 
			
		||||
	void* GetUserData() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the user data. Use this to store your application specific data.
 | 
			
		||||
	void SetUserData(void* data);
 | 
			
		||||
 | 
			
		||||
	/// Test a point for containment in this fixture.
 | 
			
		||||
	/// @param p a point in world coordinates.
 | 
			
		||||
	bool TestPoint(const b2Vec2& p) const;
 | 
			
		||||
 | 
			
		||||
	/// Cast a ray against this shape.
 | 
			
		||||
	/// @param output the ray-cast results.
 | 
			
		||||
	/// @param input the ray-cast input parameters.
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the mass data for this fixture. The mass data is based on the density and
 | 
			
		||||
	/// the shape. The rotational inertia is about the shape's origin. This operation
 | 
			
		||||
	/// may be expensive.
 | 
			
		||||
	void GetMassData(b2MassData* massData) const;
 | 
			
		||||
 | 
			
		||||
	/// Set the density of this fixture. This will _not_ automatically adjust the mass
 | 
			
		||||
	/// of the body. You must call b2Body::ResetMassData to update the body's mass.
 | 
			
		||||
	void SetDensity(float32 density);
 | 
			
		||||
 | 
			
		||||
	/// Get the density of this fixture.
 | 
			
		||||
	float32 GetDensity() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the coefficient of friction.
 | 
			
		||||
	float32 GetFriction() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the coefficient of friction. This will _not_ change the friction of
 | 
			
		||||
	/// existing contacts.
 | 
			
		||||
	void SetFriction(float32 friction);
 | 
			
		||||
 | 
			
		||||
	/// Get the coefficient of restitution.
 | 
			
		||||
	float32 GetRestitution() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the coefficient of restitution. This will _not_ change the restitution of
 | 
			
		||||
	/// existing contacts.
 | 
			
		||||
	void SetRestitution(float32 restitution);
 | 
			
		||||
 | 
			
		||||
	/// Get the fixture's AABB. This AABB may be enlarge and/or stale.
 | 
			
		||||
	/// If you need a more accurate AABB, compute it using the shape and
 | 
			
		||||
	/// the body transform.
 | 
			
		||||
	const b2AABB& GetAABB(juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// Dump this fixture to the log file.
 | 
			
		||||
	void Dump(juce::int32 bodyIndex);
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Body;
 | 
			
		||||
	friend class b2World;
 | 
			
		||||
	friend class b2Contact;
 | 
			
		||||
	friend class b2ContactManager;
 | 
			
		||||
 | 
			
		||||
	b2Fixture();
 | 
			
		||||
 | 
			
		||||
	// We need separation create/destroy functions from the constructor/destructor because
 | 
			
		||||
	// the destructor cannot access the allocator (no destructor arguments allowed by C++).
 | 
			
		||||
	void Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def);
 | 
			
		||||
	void Destroy(b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	// These support body activation/deactivation.
 | 
			
		||||
	void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
 | 
			
		||||
	void DestroyProxies(b2BroadPhase* broadPhase);
 | 
			
		||||
 | 
			
		||||
	void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);
 | 
			
		||||
 | 
			
		||||
	float32 m_density;
 | 
			
		||||
 | 
			
		||||
	b2Fixture* m_next;
 | 
			
		||||
	b2Body* m_body;
 | 
			
		||||
 | 
			
		||||
	b2Shape* m_shape;
 | 
			
		||||
 | 
			
		||||
	float32 m_friction;
 | 
			
		||||
	float32 m_restitution;
 | 
			
		||||
 | 
			
		||||
	b2FixtureProxy* m_proxies;
 | 
			
		||||
	juce::int32 m_proxyCount;
 | 
			
		||||
 | 
			
		||||
	b2Filter m_filter;
 | 
			
		||||
 | 
			
		||||
	bool m_isSensor;
 | 
			
		||||
 | 
			
		||||
	void* m_userData;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2Shape::Type b2Fixture::GetType() const
 | 
			
		||||
{
 | 
			
		||||
	return m_shape->GetType();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Shape* b2Fixture::GetShape()
 | 
			
		||||
{
 | 
			
		||||
	return m_shape;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Shape* b2Fixture::GetShape() const
 | 
			
		||||
{
 | 
			
		||||
	return m_shape;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Fixture::IsSensor() const
 | 
			
		||||
{
 | 
			
		||||
	return m_isSensor;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Filter& b2Fixture::GetFilterData() const
 | 
			
		||||
{
 | 
			
		||||
	return m_filter;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void* b2Fixture::GetUserData() const
 | 
			
		||||
{
 | 
			
		||||
	return m_userData;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Fixture::SetUserData(void* data)
 | 
			
		||||
{
 | 
			
		||||
	m_userData = data;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Body* b2Fixture::GetBody()
 | 
			
		||||
{
 | 
			
		||||
	return m_body;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Body* b2Fixture::GetBody() const
 | 
			
		||||
{
 | 
			
		||||
	return m_body;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Fixture* b2Fixture::GetNext()
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Fixture* b2Fixture::GetNext() const
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Fixture::SetDensity(float32 density)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(b2IsValid(density) && density >= 0.0f);
 | 
			
		||||
	m_density = density;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2Fixture::GetDensity() const
 | 
			
		||||
{
 | 
			
		||||
	return m_density;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2Fixture::GetFriction() const
 | 
			
		||||
{
 | 
			
		||||
	return m_friction;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Fixture::SetFriction(float32 friction)
 | 
			
		||||
{
 | 
			
		||||
	m_friction = friction;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2Fixture::GetRestitution() const
 | 
			
		||||
{
 | 
			
		||||
	return m_restitution;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Fixture::SetRestitution(float32 restitution)
 | 
			
		||||
{
 | 
			
		||||
	m_restitution = restitution;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Fixture::TestPoint(const b2Vec2& p) const
 | 
			
		||||
{
 | 
			
		||||
	return m_shape->TestPoint(m_body->GetTransform(), p);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, juce::int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Fixture::GetMassData(b2MassData* massData) const
 | 
			
		||||
{
 | 
			
		||||
	m_shape->ComputeMass(massData, m_density);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2AABB& b2Fixture::GetAABB(juce::int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= childIndex && childIndex < m_proxyCount);
 | 
			
		||||
	return m_proxies[childIndex].aabb;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_FIXTURE_H
 | 
			
		||||
#define B2_FIXTURE_H
 | 
			
		||||
 | 
			
		||||
#include "b2Body.h"
 | 
			
		||||
#include "../Collision/b2Collision.h"
 | 
			
		||||
#include "../Collision/Shapes/b2Shape.h"
 | 
			
		||||
 | 
			
		||||
class b2BlockAllocator;
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2BroadPhase;
 | 
			
		||||
class b2Fixture;
 | 
			
		||||
 | 
			
		||||
/// This holds contact filtering data.
 | 
			
		||||
struct b2Filter
 | 
			
		||||
{
 | 
			
		||||
	b2Filter()
 | 
			
		||||
	{
 | 
			
		||||
		categoryBits = 0x0001;
 | 
			
		||||
		maskBits = 0xFFFF;
 | 
			
		||||
		groupIndex = 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The collision category bits. Normally you would just set one bit.
 | 
			
		||||
	juce::uint16 categoryBits;
 | 
			
		||||
 | 
			
		||||
	/// The collision mask bits. This states the categories that this
 | 
			
		||||
	/// shape would accept for collision.
 | 
			
		||||
	juce::uint16 maskBits;
 | 
			
		||||
 | 
			
		||||
	/// Collision groups allow a certain group of objects to never collide (negative)
 | 
			
		||||
	/// or always collide (positive). Zero means no collision group. Non-zero group
 | 
			
		||||
	/// filtering always wins against the mask bits.
 | 
			
		||||
	juce::int16 groupIndex;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A fixture definition is used to create a fixture. This class defines an
 | 
			
		||||
/// abstract fixture definition. You can reuse fixture definitions safely.
 | 
			
		||||
struct b2FixtureDef
 | 
			
		||||
{
 | 
			
		||||
	/// The constructor sets the default fixture definition values.
 | 
			
		||||
	b2FixtureDef()
 | 
			
		||||
	{
 | 
			
		||||
		shape = NULL;
 | 
			
		||||
		userData = NULL;
 | 
			
		||||
		friction = 0.2f;
 | 
			
		||||
		restitution = 0.0f;
 | 
			
		||||
		density = 0.0f;
 | 
			
		||||
		isSensor = false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// The shape, this must be set. The shape will be cloned, so you
 | 
			
		||||
	/// can create the shape on the stack.
 | 
			
		||||
	const b2Shape* shape;
 | 
			
		||||
 | 
			
		||||
	/// Use this to store application specific fixture data.
 | 
			
		||||
	void* userData;
 | 
			
		||||
 | 
			
		||||
	/// The friction coefficient, usually in the range [0,1].
 | 
			
		||||
	float32 friction;
 | 
			
		||||
 | 
			
		||||
	/// The restitution (elasticity) usually in the range [0,1].
 | 
			
		||||
	float32 restitution;
 | 
			
		||||
 | 
			
		||||
	/// The density, usually in kg/m^2.
 | 
			
		||||
	float32 density;
 | 
			
		||||
 | 
			
		||||
	/// A sensor shape collects contact information but never generates a collision
 | 
			
		||||
	/// response.
 | 
			
		||||
	bool isSensor;
 | 
			
		||||
 | 
			
		||||
	/// Contact filtering data.
 | 
			
		||||
	b2Filter filter;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This proxy is used internally to connect fixtures to the broad-phase.
 | 
			
		||||
struct b2FixtureProxy
 | 
			
		||||
{
 | 
			
		||||
	b2AABB aabb;
 | 
			
		||||
	b2Fixture* fixture;
 | 
			
		||||
	juce::int32 childIndex;
 | 
			
		||||
	juce::int32 proxyId;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// A fixture is used to attach a shape to a body for collision detection. A fixture
 | 
			
		||||
/// inherits its transform from its parent. Fixtures hold additional non-geometric data
 | 
			
		||||
/// such as friction, collision filters, etc.
 | 
			
		||||
/// Fixtures are created via b2Body::CreateFixture.
 | 
			
		||||
/// @warning you cannot reuse fixtures.
 | 
			
		||||
class b2Fixture
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	/// Get the type of the child shape. You can use this to down cast to the concrete shape.
 | 
			
		||||
	/// @return the shape type.
 | 
			
		||||
	b2Shape::Type GetType() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the child shape. You can modify the child shape, however you should not change the
 | 
			
		||||
	/// number of vertices because this will crash some collision caching mechanisms.
 | 
			
		||||
	/// Manipulating the shape may lead to non-physical behavior.
 | 
			
		||||
	b2Shape* GetShape();
 | 
			
		||||
	const b2Shape* GetShape() const;
 | 
			
		||||
 | 
			
		||||
	/// Set if this fixture is a sensor.
 | 
			
		||||
	void SetSensor(bool sensor);
 | 
			
		||||
 | 
			
		||||
	/// Is this fixture a sensor (non-solid)?
 | 
			
		||||
	/// @return the true if the shape is a sensor.
 | 
			
		||||
	bool IsSensor() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the contact filtering data. This will not update contacts until the next time
 | 
			
		||||
	/// step when either parent body is active and awake.
 | 
			
		||||
	/// This automatically calls Refilter.
 | 
			
		||||
	void SetFilterData(const b2Filter& filter);
 | 
			
		||||
 | 
			
		||||
	/// Get the contact filtering data.
 | 
			
		||||
	const b2Filter& GetFilterData() const;
 | 
			
		||||
 | 
			
		||||
	/// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
 | 
			
		||||
	void Refilter();
 | 
			
		||||
 | 
			
		||||
	/// Get the parent body of this fixture. This is NULL if the fixture is not attached.
 | 
			
		||||
	/// @return the parent body.
 | 
			
		||||
	b2Body* GetBody();
 | 
			
		||||
	const b2Body* GetBody() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the next fixture in the parent body's fixture list.
 | 
			
		||||
	/// @return the next shape.
 | 
			
		||||
	b2Fixture* GetNext();
 | 
			
		||||
	const b2Fixture* GetNext() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the user data that was assigned in the fixture definition. Use this to
 | 
			
		||||
	/// store your application specific data.
 | 
			
		||||
	void* GetUserData() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the user data. Use this to store your application specific data.
 | 
			
		||||
	void SetUserData(void* data);
 | 
			
		||||
 | 
			
		||||
	/// Test a point for containment in this fixture.
 | 
			
		||||
	/// @param p a point in world coordinates.
 | 
			
		||||
	bool TestPoint(const b2Vec2& p) const;
 | 
			
		||||
 | 
			
		||||
	/// Cast a ray against this shape.
 | 
			
		||||
	/// @param output the ray-cast results.
 | 
			
		||||
	/// @param input the ray-cast input parameters.
 | 
			
		||||
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the mass data for this fixture. The mass data is based on the density and
 | 
			
		||||
	/// the shape. The rotational inertia is about the shape's origin. This operation
 | 
			
		||||
	/// may be expensive.
 | 
			
		||||
	void GetMassData(b2MassData* massData) const;
 | 
			
		||||
 | 
			
		||||
	/// Set the density of this fixture. This will _not_ automatically adjust the mass
 | 
			
		||||
	/// of the body. You must call b2Body::ResetMassData to update the body's mass.
 | 
			
		||||
	void SetDensity(float32 density);
 | 
			
		||||
 | 
			
		||||
	/// Get the density of this fixture.
 | 
			
		||||
	float32 GetDensity() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the coefficient of friction.
 | 
			
		||||
	float32 GetFriction() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the coefficient of friction. This will _not_ change the friction of
 | 
			
		||||
	/// existing contacts.
 | 
			
		||||
	void SetFriction(float32 friction);
 | 
			
		||||
 | 
			
		||||
	/// Get the coefficient of restitution.
 | 
			
		||||
	float32 GetRestitution() const;
 | 
			
		||||
 | 
			
		||||
	/// Set the coefficient of restitution. This will _not_ change the restitution of
 | 
			
		||||
	/// existing contacts.
 | 
			
		||||
	void SetRestitution(float32 restitution);
 | 
			
		||||
 | 
			
		||||
	/// Get the fixture's AABB. This AABB may be enlarge and/or stale.
 | 
			
		||||
	/// If you need a more accurate AABB, compute it using the shape and
 | 
			
		||||
	/// the body transform.
 | 
			
		||||
	const b2AABB& GetAABB(juce::int32 childIndex) const;
 | 
			
		||||
 | 
			
		||||
	/// Dump this fixture to the log file.
 | 
			
		||||
	void Dump(juce::int32 bodyIndex);
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	friend class b2Body;
 | 
			
		||||
	friend class b2World;
 | 
			
		||||
	friend class b2Contact;
 | 
			
		||||
	friend class b2ContactManager;
 | 
			
		||||
 | 
			
		||||
	b2Fixture();
 | 
			
		||||
 | 
			
		||||
	// We need separation create/destroy functions from the constructor/destructor because
 | 
			
		||||
	// the destructor cannot access the allocator (no destructor arguments allowed by C++).
 | 
			
		||||
	void Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def);
 | 
			
		||||
	void Destroy(b2BlockAllocator* allocator);
 | 
			
		||||
 | 
			
		||||
	// These support body activation/deactivation.
 | 
			
		||||
	void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
 | 
			
		||||
	void DestroyProxies(b2BroadPhase* broadPhase);
 | 
			
		||||
 | 
			
		||||
	void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);
 | 
			
		||||
 | 
			
		||||
	float32 m_density;
 | 
			
		||||
 | 
			
		||||
	b2Fixture* m_next;
 | 
			
		||||
	b2Body* m_body;
 | 
			
		||||
 | 
			
		||||
	b2Shape* m_shape;
 | 
			
		||||
 | 
			
		||||
	float32 m_friction;
 | 
			
		||||
	float32 m_restitution;
 | 
			
		||||
 | 
			
		||||
	b2FixtureProxy* m_proxies;
 | 
			
		||||
	juce::int32 m_proxyCount;
 | 
			
		||||
 | 
			
		||||
	b2Filter m_filter;
 | 
			
		||||
 | 
			
		||||
	bool m_isSensor;
 | 
			
		||||
 | 
			
		||||
	void* m_userData;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2Shape::Type b2Fixture::GetType() const
 | 
			
		||||
{
 | 
			
		||||
	return m_shape->GetType();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Shape* b2Fixture::GetShape()
 | 
			
		||||
{
 | 
			
		||||
	return m_shape;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Shape* b2Fixture::GetShape() const
 | 
			
		||||
{
 | 
			
		||||
	return m_shape;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Fixture::IsSensor() const
 | 
			
		||||
{
 | 
			
		||||
	return m_isSensor;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Filter& b2Fixture::GetFilterData() const
 | 
			
		||||
{
 | 
			
		||||
	return m_filter;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void* b2Fixture::GetUserData() const
 | 
			
		||||
{
 | 
			
		||||
	return m_userData;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Fixture::SetUserData(void* data)
 | 
			
		||||
{
 | 
			
		||||
	m_userData = data;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Body* b2Fixture::GetBody()
 | 
			
		||||
{
 | 
			
		||||
	return m_body;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Body* b2Fixture::GetBody() const
 | 
			
		||||
{
 | 
			
		||||
	return m_body;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Fixture* b2Fixture::GetNext()
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Fixture* b2Fixture::GetNext() const
 | 
			
		||||
{
 | 
			
		||||
	return m_next;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Fixture::SetDensity(float32 density)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(b2IsValid(density) && density >= 0.0f);
 | 
			
		||||
	m_density = density;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2Fixture::GetDensity() const
 | 
			
		||||
{
 | 
			
		||||
	return m_density;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2Fixture::GetFriction() const
 | 
			
		||||
{
 | 
			
		||||
	return m_friction;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Fixture::SetFriction(float32 friction)
 | 
			
		||||
{
 | 
			
		||||
	m_friction = friction;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline float32 b2Fixture::GetRestitution() const
 | 
			
		||||
{
 | 
			
		||||
	return m_restitution;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Fixture::SetRestitution(float32 restitution)
 | 
			
		||||
{
 | 
			
		||||
	m_restitution = restitution;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Fixture::TestPoint(const b2Vec2& p) const
 | 
			
		||||
{
 | 
			
		||||
	return m_shape->TestPoint(m_body->GetTransform(), p);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, juce::int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2Fixture::GetMassData(b2MassData* massData) const
 | 
			
		||||
{
 | 
			
		||||
	m_shape->ComputeMass(massData, m_density);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2AABB& b2Fixture::GetAABB(juce::int32 childIndex) const
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(0 <= childIndex && childIndex < m_proxyCount);
 | 
			
		||||
	return m_proxies[childIndex].aabb;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										1078
									
								
								deps/juce/modules/juce_box2d/box2d/Dynamics/b2Island.cpp
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										1078
									
								
								deps/juce/modules/juce_box2d/box2d/Dynamics/b2Island.cpp
									
									
									
									
										vendored
									
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@@ -1,93 +1,93 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_ISLAND_H
 | 
			
		||||
#define B2_ISLAND_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
#include "b2Body.h"
 | 
			
		||||
#include "b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
class b2Contact;
 | 
			
		||||
class b2Joint;
 | 
			
		||||
class b2StackAllocator;
 | 
			
		||||
class b2ContactListener;
 | 
			
		||||
struct b2ContactVelocityConstraint;
 | 
			
		||||
struct b2Profile;
 | 
			
		||||
 | 
			
		||||
/// This is an internal class.
 | 
			
		||||
class b2Island
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Island(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity,
 | 
			
		||||
			b2StackAllocator* allocator, b2ContactListener* listener);
 | 
			
		||||
	~b2Island();
 | 
			
		||||
 | 
			
		||||
	void Clear()
 | 
			
		||||
	{
 | 
			
		||||
		m_bodyCount = 0;
 | 
			
		||||
		m_contactCount = 0;
 | 
			
		||||
		m_jointCount = 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
 | 
			
		||||
 | 
			
		||||
	void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB);
 | 
			
		||||
 | 
			
		||||
	void Add(b2Body* body)
 | 
			
		||||
	{
 | 
			
		||||
		b2Assert(m_bodyCount < m_bodyCapacity);
 | 
			
		||||
		body->m_islandIndex = m_bodyCount;
 | 
			
		||||
		m_bodies[m_bodyCount] = body;
 | 
			
		||||
		++m_bodyCount;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void Add(b2Contact* contact)
 | 
			
		||||
	{
 | 
			
		||||
		b2Assert(m_contactCount < m_contactCapacity);
 | 
			
		||||
		m_contacts[m_contactCount++] = contact;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void Add(b2Joint* joint)
 | 
			
		||||
	{
 | 
			
		||||
		b2Assert(m_jointCount < m_jointCapacity);
 | 
			
		||||
		m_joints[m_jointCount++] = joint;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void Report(const b2ContactVelocityConstraint* constraints);
 | 
			
		||||
 | 
			
		||||
	b2StackAllocator* m_allocator;
 | 
			
		||||
	b2ContactListener* m_listener;
 | 
			
		||||
 | 
			
		||||
	b2Body** m_bodies;
 | 
			
		||||
	b2Contact** m_contacts;
 | 
			
		||||
	b2Joint** m_joints;
 | 
			
		||||
 | 
			
		||||
	b2Position* m_positions;
 | 
			
		||||
	b2Velocity* m_velocities;
 | 
			
		||||
 | 
			
		||||
	int32 m_bodyCount;
 | 
			
		||||
	int32 m_jointCount;
 | 
			
		||||
	int32 m_contactCount;
 | 
			
		||||
 | 
			
		||||
	int32 m_bodyCapacity;
 | 
			
		||||
	int32 m_contactCapacity;
 | 
			
		||||
	int32 m_jointCapacity;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_ISLAND_H
 | 
			
		||||
#define B2_ISLAND_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
#include "b2Body.h"
 | 
			
		||||
#include "b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
class b2Contact;
 | 
			
		||||
class b2Joint;
 | 
			
		||||
class b2StackAllocator;
 | 
			
		||||
class b2ContactListener;
 | 
			
		||||
struct b2ContactVelocityConstraint;
 | 
			
		||||
struct b2Profile;
 | 
			
		||||
 | 
			
		||||
/// This is an internal class.
 | 
			
		||||
class b2Island
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Island(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity,
 | 
			
		||||
			b2StackAllocator* allocator, b2ContactListener* listener);
 | 
			
		||||
	~b2Island();
 | 
			
		||||
 | 
			
		||||
	void Clear()
 | 
			
		||||
	{
 | 
			
		||||
		m_bodyCount = 0;
 | 
			
		||||
		m_contactCount = 0;
 | 
			
		||||
		m_jointCount = 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
 | 
			
		||||
 | 
			
		||||
	void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB);
 | 
			
		||||
 | 
			
		||||
	void Add(b2Body* body)
 | 
			
		||||
	{
 | 
			
		||||
		b2Assert(m_bodyCount < m_bodyCapacity);
 | 
			
		||||
		body->m_islandIndex = m_bodyCount;
 | 
			
		||||
		m_bodies[m_bodyCount] = body;
 | 
			
		||||
		++m_bodyCount;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void Add(b2Contact* contact)
 | 
			
		||||
	{
 | 
			
		||||
		b2Assert(m_contactCount < m_contactCapacity);
 | 
			
		||||
		m_contacts[m_contactCount++] = contact;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void Add(b2Joint* joint)
 | 
			
		||||
	{
 | 
			
		||||
		b2Assert(m_jointCount < m_jointCapacity);
 | 
			
		||||
		m_joints[m_jointCount++] = joint;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void Report(const b2ContactVelocityConstraint* constraints);
 | 
			
		||||
 | 
			
		||||
	b2StackAllocator* m_allocator;
 | 
			
		||||
	b2ContactListener* m_listener;
 | 
			
		||||
 | 
			
		||||
	b2Body** m_bodies;
 | 
			
		||||
	b2Contact** m_contacts;
 | 
			
		||||
	b2Joint** m_joints;
 | 
			
		||||
 | 
			
		||||
	b2Position* m_positions;
 | 
			
		||||
	b2Velocity* m_velocities;
 | 
			
		||||
 | 
			
		||||
	int32 m_bodyCount;
 | 
			
		||||
	int32 m_jointCount;
 | 
			
		||||
	int32 m_contactCount;
 | 
			
		||||
 | 
			
		||||
	int32 m_bodyCapacity;
 | 
			
		||||
	int32 m_contactCapacity;
 | 
			
		||||
	int32 m_jointCapacity;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,70 +1,70 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_TIME_STEP_H
 | 
			
		||||
#define B2_TIME_STEP_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
 | 
			
		||||
/// Profiling data. Times are in milliseconds.
 | 
			
		||||
struct b2Profile
 | 
			
		||||
{
 | 
			
		||||
	float32 step;
 | 
			
		||||
	float32 collide;
 | 
			
		||||
	float32 solve;
 | 
			
		||||
	float32 solveInit;
 | 
			
		||||
	float32 solveVelocity;
 | 
			
		||||
	float32 solvePosition;
 | 
			
		||||
	float32 broadphase;
 | 
			
		||||
	float32 solveTOI;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is an internal structure.
 | 
			
		||||
struct b2TimeStep
 | 
			
		||||
{
 | 
			
		||||
	float32 dt;			// time step
 | 
			
		||||
	float32 inv_dt;		// inverse time step (0 if dt == 0).
 | 
			
		||||
	float32 dtRatio;	// dt * inv_dt0
 | 
			
		||||
	juce::int32 velocityIterations;
 | 
			
		||||
	juce::int32 positionIterations;
 | 
			
		||||
	bool warmStarting;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is an internal structure.
 | 
			
		||||
struct b2Position
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 c;
 | 
			
		||||
	float32 a;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is an internal structure.
 | 
			
		||||
struct b2Velocity
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 v;
 | 
			
		||||
	float32 w;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Solver Data
 | 
			
		||||
struct b2SolverData
 | 
			
		||||
{
 | 
			
		||||
	b2TimeStep step;
 | 
			
		||||
	b2Position* positions;
 | 
			
		||||
	b2Velocity* velocities;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_TIME_STEP_H
 | 
			
		||||
#define B2_TIME_STEP_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
 | 
			
		||||
/// Profiling data. Times are in milliseconds.
 | 
			
		||||
struct b2Profile
 | 
			
		||||
{
 | 
			
		||||
	float32 step;
 | 
			
		||||
	float32 collide;
 | 
			
		||||
	float32 solve;
 | 
			
		||||
	float32 solveInit;
 | 
			
		||||
	float32 solveVelocity;
 | 
			
		||||
	float32 solvePosition;
 | 
			
		||||
	float32 broadphase;
 | 
			
		||||
	float32 solveTOI;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is an internal structure.
 | 
			
		||||
struct b2TimeStep
 | 
			
		||||
{
 | 
			
		||||
	float32 dt;			// time step
 | 
			
		||||
	float32 inv_dt;		// inverse time step (0 if dt == 0).
 | 
			
		||||
	float32 dtRatio;	// dt * inv_dt0
 | 
			
		||||
	juce::int32 velocityIterations;
 | 
			
		||||
	juce::int32 positionIterations;
 | 
			
		||||
	bool warmStarting;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is an internal structure.
 | 
			
		||||
struct b2Position
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 c;
 | 
			
		||||
	float32 a;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// This is an internal structure.
 | 
			
		||||
struct b2Velocity
 | 
			
		||||
{
 | 
			
		||||
	b2Vec2 v;
 | 
			
		||||
	float32 w;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Solver Data
 | 
			
		||||
struct b2SolverData
 | 
			
		||||
{
 | 
			
		||||
	b2TimeStep step;
 | 
			
		||||
	b2Position* positions;
 | 
			
		||||
	b2Velocity* velocities;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										2632
									
								
								deps/juce/modules/juce_box2d/box2d/Dynamics/b2World.cpp
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										2632
									
								
								deps/juce/modules/juce_box2d/box2d/Dynamics/b2World.cpp
									
									
									
									
										vendored
									
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							@@ -1,349 +1,349 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_WORLD_H
 | 
			
		||||
#define B2_WORLD_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
#include "../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../Common/b2StackAllocator.h"
 | 
			
		||||
#include "b2ContactManager.h"
 | 
			
		||||
#include "b2WorldCallbacks.h"
 | 
			
		||||
#include "b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
struct b2AABB;
 | 
			
		||||
struct b2BodyDef;
 | 
			
		||||
struct b2Color;
 | 
			
		||||
struct b2JointDef;
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2Draw;
 | 
			
		||||
class b2Fixture;
 | 
			
		||||
class b2Joint;
 | 
			
		||||
 | 
			
		||||
/// The world class manages all physics entities, dynamic simulation,
 | 
			
		||||
/// and asynchronous queries. The world also contains efficient memory
 | 
			
		||||
/// management facilities.
 | 
			
		||||
class b2World
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	/// Construct a world object.
 | 
			
		||||
	/// @param gravity the world gravity vector.
 | 
			
		||||
	b2World(const b2Vec2& gravity);
 | 
			
		||||
 | 
			
		||||
	/// Destruct the world. All physics entities are destroyed and all heap memory is released.
 | 
			
		||||
	~b2World();
 | 
			
		||||
 | 
			
		||||
	/// Register a destruction listener. The listener is owned by you and must
 | 
			
		||||
	/// remain in scope.
 | 
			
		||||
	void SetDestructionListener(b2DestructionListener* listener);
 | 
			
		||||
 | 
			
		||||
	/// Register a contact filter to provide specific control over collision.
 | 
			
		||||
	/// Otherwise the default filter is used (b2_defaultFilter). The listener is
 | 
			
		||||
	/// owned by you and must remain in scope.
 | 
			
		||||
	void SetContactFilter(b2ContactFilter* filter);
 | 
			
		||||
 | 
			
		||||
	/// Register a contact event listener. The listener is owned by you and must
 | 
			
		||||
	/// remain in scope.
 | 
			
		||||
	void SetContactListener(b2ContactListener* listener);
 | 
			
		||||
 | 
			
		||||
	/// Register a routine for debug drawing. The debug draw functions are called
 | 
			
		||||
	/// inside with b2World::DrawDebugData method. The debug draw object is owned
 | 
			
		||||
	/// by you and must remain in scope.
 | 
			
		||||
	void SetDebugDraw(b2Draw* debugDraw);
 | 
			
		||||
 | 
			
		||||
	/// Create a rigid body given a definition. No reference to the definition
 | 
			
		||||
	/// is retained.
 | 
			
		||||
	/// @warning This function is locked during callbacks.
 | 
			
		||||
	b2Body* CreateBody(const b2BodyDef* def);
 | 
			
		||||
 | 
			
		||||
	/// Destroy a rigid body given a definition. No reference to the definition
 | 
			
		||||
	/// is retained. This function is locked during callbacks.
 | 
			
		||||
	/// @warning This automatically deletes all associated shapes and joints.
 | 
			
		||||
	/// @warning This function is locked during callbacks.
 | 
			
		||||
	void DestroyBody(b2Body* body);
 | 
			
		||||
 | 
			
		||||
	/// Create a joint to constrain bodies together. No reference to the definition
 | 
			
		||||
	/// is retained. This may cause the connected bodies to cease colliding.
 | 
			
		||||
	/// @warning This function is locked during callbacks.
 | 
			
		||||
	b2Joint* CreateJoint(const b2JointDef* def);
 | 
			
		||||
 | 
			
		||||
	/// Destroy a joint. This may cause the connected bodies to begin colliding.
 | 
			
		||||
	/// @warning This function is locked during callbacks.
 | 
			
		||||
	void DestroyJoint(b2Joint* joint);
 | 
			
		||||
 | 
			
		||||
	/// Take a time step. This performs collision detection, integration,
 | 
			
		||||
	/// and constraint solution.
 | 
			
		||||
	/// @param timeStep the amount of time to simulate, this should not vary.
 | 
			
		||||
	/// @param velocityIterations for the velocity constraint solver.
 | 
			
		||||
	/// @param positionIterations for the position constraint solver.
 | 
			
		||||
	void Step(	float32 timeStep,
 | 
			
		||||
				juce::int32 velocityIterations,
 | 
			
		||||
				juce::int32 positionIterations);
 | 
			
		||||
 | 
			
		||||
	/// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
 | 
			
		||||
	/// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
 | 
			
		||||
	/// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
 | 
			
		||||
	/// a fixed sized time step under a variable frame-rate.
 | 
			
		||||
	/// When you perform sub-stepping you will disable auto clearing of forces and instead call
 | 
			
		||||
	/// ClearForces after all sub-steps are complete in one pass of your game loop.
 | 
			
		||||
	/// @see SetAutoClearForces
 | 
			
		||||
	void ClearForces();
 | 
			
		||||
 | 
			
		||||
	/// Call this to draw shapes and other debug draw data.
 | 
			
		||||
	void DrawDebugData();
 | 
			
		||||
 | 
			
		||||
	/// Query the world for all fixtures that potentially overlap the
 | 
			
		||||
	/// provided AABB.
 | 
			
		||||
	/// @param callback a user implemented callback class.
 | 
			
		||||
	/// @param aabb the query box.
 | 
			
		||||
	void QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const;
 | 
			
		||||
 | 
			
		||||
	/// 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.
 | 
			
		||||
	/// @param callback a user implemented callback class.
 | 
			
		||||
	/// @param point1 the ray starting point
 | 
			
		||||
	/// @param point2 the ray ending point
 | 
			
		||||
	void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the world body list. With the returned body, use b2Body::GetNext to get
 | 
			
		||||
	/// the next body in the world list. A NULL body indicates the end of the list.
 | 
			
		||||
	/// @return the head of the world body list.
 | 
			
		||||
	b2Body* GetBodyList();
 | 
			
		||||
	const b2Body* GetBodyList() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
 | 
			
		||||
	/// the next joint in the world list. A NULL joint indicates the end of the list.
 | 
			
		||||
	/// @return the head of the world joint list.
 | 
			
		||||
	b2Joint* GetJointList();
 | 
			
		||||
	const b2Joint* GetJointList() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
 | 
			
		||||
	/// the next contact in the world list. A NULL contact indicates the end of the list.
 | 
			
		||||
	/// @return the head of the world contact list.
 | 
			
		||||
	/// @warning contacts are created and destroyed in the middle of a time step.
 | 
			
		||||
	/// Use b2ContactListener to avoid missing contacts.
 | 
			
		||||
	b2Contact* GetContactList();
 | 
			
		||||
	const b2Contact* GetContactList() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable sleep.
 | 
			
		||||
	void SetAllowSleeping(bool flag);
 | 
			
		||||
	bool GetAllowSleeping() const { return m_allowSleep; }
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable warm starting. For testing.
 | 
			
		||||
	void SetWarmStarting(bool flag) { m_warmStarting = flag; }
 | 
			
		||||
	bool GetWarmStarting() const { return m_warmStarting; }
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable continuous physics. For testing.
 | 
			
		||||
	void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
 | 
			
		||||
	bool GetContinuousPhysics() const { return m_continuousPhysics; }
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable single stepped continuous physics. For testing.
 | 
			
		||||
	void SetSubStepping(bool flag) { m_subStepping = flag; }
 | 
			
		||||
	bool GetSubStepping() const { return m_subStepping; }
 | 
			
		||||
 | 
			
		||||
	/// Get the number of broad-phase proxies.
 | 
			
		||||
	juce::int32 GetProxyCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the number of bodies.
 | 
			
		||||
	juce::int32 GetBodyCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the number of joints.
 | 
			
		||||
	juce::int32 GetJointCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the number of contacts (each may have 0 or more contact points).
 | 
			
		||||
	juce::int32 GetContactCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the height of the dynamic tree.
 | 
			
		||||
	juce::int32 GetTreeHeight() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the balance of the dynamic tree.
 | 
			
		||||
	juce::int32 GetTreeBalance() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the quality metric of the dynamic tree. The smaller the better.
 | 
			
		||||
	/// The minimum is 1.
 | 
			
		||||
	float32 GetTreeQuality() const;
 | 
			
		||||
 | 
			
		||||
	/// Change the global gravity vector.
 | 
			
		||||
	void SetGravity(const b2Vec2& gravity);
 | 
			
		||||
 | 
			
		||||
	/// Get the global gravity vector.
 | 
			
		||||
	b2Vec2 GetGravity() const;
 | 
			
		||||
 | 
			
		||||
	/// Is the world locked (in the middle of a time step).
 | 
			
		||||
	bool IsLocked() const;
 | 
			
		||||
 | 
			
		||||
	/// Set flag to control automatic clearing of forces after each time step.
 | 
			
		||||
	void SetAutoClearForces(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Get the flag that controls automatic clearing of forces after each time step.
 | 
			
		||||
	bool GetAutoClearForces() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the contact manager for testing.
 | 
			
		||||
	const b2ContactManager& GetContactManager() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current profile.
 | 
			
		||||
	const b2Profile& GetProfile() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump the world into the log file.
 | 
			
		||||
	/// @warning this should be called outside of a time step.
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	// m_flags
 | 
			
		||||
	enum
 | 
			
		||||
	{
 | 
			
		||||
		e_newFixture	= 0x0001,
 | 
			
		||||
		e_locked		= 0x0002,
 | 
			
		||||
		e_clearForces	= 0x0004
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	friend class b2Body;
 | 
			
		||||
	friend class b2Fixture;
 | 
			
		||||
	friend class b2ContactManager;
 | 
			
		||||
	friend class b2Controller;
 | 
			
		||||
 | 
			
		||||
	void Solve(const b2TimeStep& step);
 | 
			
		||||
	void SolveTOI(const b2TimeStep& step);
 | 
			
		||||
 | 
			
		||||
	void DrawJoint(b2Joint* joint);
 | 
			
		||||
	void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color);
 | 
			
		||||
 | 
			
		||||
	b2BlockAllocator m_blockAllocator;
 | 
			
		||||
	b2StackAllocator m_stackAllocator;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_flags;
 | 
			
		||||
 | 
			
		||||
	b2ContactManager m_contactManager;
 | 
			
		||||
 | 
			
		||||
	b2Body* m_bodyList;
 | 
			
		||||
	b2Joint* m_jointList;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_bodyCount;
 | 
			
		||||
	juce::int32 m_jointCount;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_gravity;
 | 
			
		||||
	bool m_allowSleep;
 | 
			
		||||
 | 
			
		||||
	b2DestructionListener* m_destructionListener;
 | 
			
		||||
	b2Draw* m_debugDraw;
 | 
			
		||||
 | 
			
		||||
	// This is used to compute the time step ratio to
 | 
			
		||||
	// support a variable time step.
 | 
			
		||||
	float32 m_inv_dt0;
 | 
			
		||||
 | 
			
		||||
	// These are for debugging the solver.
 | 
			
		||||
	bool m_warmStarting;
 | 
			
		||||
	bool m_continuousPhysics;
 | 
			
		||||
	bool m_subStepping;
 | 
			
		||||
 | 
			
		||||
	bool m_stepComplete;
 | 
			
		||||
 | 
			
		||||
	b2Profile m_profile;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2Body* b2World::GetBodyList()
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Body* b2World::GetBodyList() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Joint* b2World::GetJointList()
 | 
			
		||||
{
 | 
			
		||||
	return m_jointList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Joint* b2World::GetJointList() const
 | 
			
		||||
{
 | 
			
		||||
	return m_jointList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Contact* b2World::GetContactList()
 | 
			
		||||
{
 | 
			
		||||
	return m_contactManager.m_contactList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Contact* b2World::GetContactList() const
 | 
			
		||||
{
 | 
			
		||||
	return m_contactManager.m_contactList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2World::GetBodyCount() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2World::GetJointCount() const
 | 
			
		||||
{
 | 
			
		||||
	return m_jointCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2World::GetContactCount() const
 | 
			
		||||
{
 | 
			
		||||
	return m_contactManager.m_contactCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2World::SetGravity(const b2Vec2& gravity)
 | 
			
		||||
{
 | 
			
		||||
	m_gravity = gravity;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Vec2 b2World::GetGravity() const
 | 
			
		||||
{
 | 
			
		||||
	return m_gravity;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2World::IsLocked() const
 | 
			
		||||
{
 | 
			
		||||
	return (m_flags & e_locked) == e_locked;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2World::SetAutoClearForces(bool flag)
 | 
			
		||||
{
 | 
			
		||||
	if (flag)
 | 
			
		||||
	{
 | 
			
		||||
		m_flags |= e_clearForces;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_flags &= ~e_clearForces;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/// Get the flag that controls automatic clearing of forces after each time step.
 | 
			
		||||
inline bool b2World::GetAutoClearForces() const
 | 
			
		||||
{
 | 
			
		||||
	return (m_flags & e_clearForces) == e_clearForces;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2ContactManager& b2World::GetContactManager() const
 | 
			
		||||
{
 | 
			
		||||
	return m_contactManager;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Profile& b2World::GetProfile() const
 | 
			
		||||
{
 | 
			
		||||
	return m_profile;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_WORLD_H
 | 
			
		||||
#define B2_WORLD_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
#include "../Common/b2BlockAllocator.h"
 | 
			
		||||
#include "../Common/b2StackAllocator.h"
 | 
			
		||||
#include "b2ContactManager.h"
 | 
			
		||||
#include "b2WorldCallbacks.h"
 | 
			
		||||
#include "b2TimeStep.h"
 | 
			
		||||
 | 
			
		||||
struct b2AABB;
 | 
			
		||||
struct b2BodyDef;
 | 
			
		||||
struct b2Color;
 | 
			
		||||
struct b2JointDef;
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2Draw;
 | 
			
		||||
class b2Fixture;
 | 
			
		||||
class b2Joint;
 | 
			
		||||
 | 
			
		||||
/// The world class manages all physics entities, dynamic simulation,
 | 
			
		||||
/// and asynchronous queries. The world also contains efficient memory
 | 
			
		||||
/// management facilities.
 | 
			
		||||
class b2World
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	/// Construct a world object.
 | 
			
		||||
	/// @param gravity the world gravity vector.
 | 
			
		||||
	b2World(const b2Vec2& gravity);
 | 
			
		||||
 | 
			
		||||
	/// Destruct the world. All physics entities are destroyed and all heap memory is released.
 | 
			
		||||
	~b2World();
 | 
			
		||||
 | 
			
		||||
	/// Register a destruction listener. The listener is owned by you and must
 | 
			
		||||
	/// remain in scope.
 | 
			
		||||
	void SetDestructionListener(b2DestructionListener* listener);
 | 
			
		||||
 | 
			
		||||
	/// Register a contact filter to provide specific control over collision.
 | 
			
		||||
	/// Otherwise the default filter is used (b2_defaultFilter). The listener is
 | 
			
		||||
	/// owned by you and must remain in scope.
 | 
			
		||||
	void SetContactFilter(b2ContactFilter* filter);
 | 
			
		||||
 | 
			
		||||
	/// Register a contact event listener. The listener is owned by you and must
 | 
			
		||||
	/// remain in scope.
 | 
			
		||||
	void SetContactListener(b2ContactListener* listener);
 | 
			
		||||
 | 
			
		||||
	/// Register a routine for debug drawing. The debug draw functions are called
 | 
			
		||||
	/// inside with b2World::DrawDebugData method. The debug draw object is owned
 | 
			
		||||
	/// by you and must remain in scope.
 | 
			
		||||
	void SetDebugDraw(b2Draw* debugDraw);
 | 
			
		||||
 | 
			
		||||
	/// Create a rigid body given a definition. No reference to the definition
 | 
			
		||||
	/// is retained.
 | 
			
		||||
	/// @warning This function is locked during callbacks.
 | 
			
		||||
	b2Body* CreateBody(const b2BodyDef* def);
 | 
			
		||||
 | 
			
		||||
	/// Destroy a rigid body given a definition. No reference to the definition
 | 
			
		||||
	/// is retained. This function is locked during callbacks.
 | 
			
		||||
	/// @warning This automatically deletes all associated shapes and joints.
 | 
			
		||||
	/// @warning This function is locked during callbacks.
 | 
			
		||||
	void DestroyBody(b2Body* body);
 | 
			
		||||
 | 
			
		||||
	/// Create a joint to constrain bodies together. No reference to the definition
 | 
			
		||||
	/// is retained. This may cause the connected bodies to cease colliding.
 | 
			
		||||
	/// @warning This function is locked during callbacks.
 | 
			
		||||
	b2Joint* CreateJoint(const b2JointDef* def);
 | 
			
		||||
 | 
			
		||||
	/// Destroy a joint. This may cause the connected bodies to begin colliding.
 | 
			
		||||
	/// @warning This function is locked during callbacks.
 | 
			
		||||
	void DestroyJoint(b2Joint* joint);
 | 
			
		||||
 | 
			
		||||
	/// Take a time step. This performs collision detection, integration,
 | 
			
		||||
	/// and constraint solution.
 | 
			
		||||
	/// @param timeStep the amount of time to simulate, this should not vary.
 | 
			
		||||
	/// @param velocityIterations for the velocity constraint solver.
 | 
			
		||||
	/// @param positionIterations for the position constraint solver.
 | 
			
		||||
	void Step(	float32 timeStep,
 | 
			
		||||
				juce::int32 velocityIterations,
 | 
			
		||||
				juce::int32 positionIterations);
 | 
			
		||||
 | 
			
		||||
	/// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
 | 
			
		||||
	/// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
 | 
			
		||||
	/// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
 | 
			
		||||
	/// a fixed sized time step under a variable frame-rate.
 | 
			
		||||
	/// When you perform sub-stepping you will disable auto clearing of forces and instead call
 | 
			
		||||
	/// ClearForces after all sub-steps are complete in one pass of your game loop.
 | 
			
		||||
	/// @see SetAutoClearForces
 | 
			
		||||
	void ClearForces();
 | 
			
		||||
 | 
			
		||||
	/// Call this to draw shapes and other debug draw data.
 | 
			
		||||
	void DrawDebugData();
 | 
			
		||||
 | 
			
		||||
	/// Query the world for all fixtures that potentially overlap the
 | 
			
		||||
	/// provided AABB.
 | 
			
		||||
	/// @param callback a user implemented callback class.
 | 
			
		||||
	/// @param aabb the query box.
 | 
			
		||||
	void QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const;
 | 
			
		||||
 | 
			
		||||
	/// 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.
 | 
			
		||||
	/// @param callback a user implemented callback class.
 | 
			
		||||
	/// @param point1 the ray starting point
 | 
			
		||||
	/// @param point2 the ray ending point
 | 
			
		||||
	void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const;
 | 
			
		||||
 | 
			
		||||
	/// Get the world body list. With the returned body, use b2Body::GetNext to get
 | 
			
		||||
	/// the next body in the world list. A NULL body indicates the end of the list.
 | 
			
		||||
	/// @return the head of the world body list.
 | 
			
		||||
	b2Body* GetBodyList();
 | 
			
		||||
	const b2Body* GetBodyList() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
 | 
			
		||||
	/// the next joint in the world list. A NULL joint indicates the end of the list.
 | 
			
		||||
	/// @return the head of the world joint list.
 | 
			
		||||
	b2Joint* GetJointList();
 | 
			
		||||
	const b2Joint* GetJointList() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
 | 
			
		||||
	/// the next contact in the world list. A NULL contact indicates the end of the list.
 | 
			
		||||
	/// @return the head of the world contact list.
 | 
			
		||||
	/// @warning contacts are created and destroyed in the middle of a time step.
 | 
			
		||||
	/// Use b2ContactListener to avoid missing contacts.
 | 
			
		||||
	b2Contact* GetContactList();
 | 
			
		||||
	const b2Contact* GetContactList() const;
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable sleep.
 | 
			
		||||
	void SetAllowSleeping(bool flag);
 | 
			
		||||
	bool GetAllowSleeping() const { return m_allowSleep; }
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable warm starting. For testing.
 | 
			
		||||
	void SetWarmStarting(bool flag) { m_warmStarting = flag; }
 | 
			
		||||
	bool GetWarmStarting() const { return m_warmStarting; }
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable continuous physics. For testing.
 | 
			
		||||
	void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
 | 
			
		||||
	bool GetContinuousPhysics() const { return m_continuousPhysics; }
 | 
			
		||||
 | 
			
		||||
	/// Enable/disable single stepped continuous physics. For testing.
 | 
			
		||||
	void SetSubStepping(bool flag) { m_subStepping = flag; }
 | 
			
		||||
	bool GetSubStepping() const { return m_subStepping; }
 | 
			
		||||
 | 
			
		||||
	/// Get the number of broad-phase proxies.
 | 
			
		||||
	juce::int32 GetProxyCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the number of bodies.
 | 
			
		||||
	juce::int32 GetBodyCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the number of joints.
 | 
			
		||||
	juce::int32 GetJointCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the number of contacts (each may have 0 or more contact points).
 | 
			
		||||
	juce::int32 GetContactCount() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the height of the dynamic tree.
 | 
			
		||||
	juce::int32 GetTreeHeight() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the balance of the dynamic tree.
 | 
			
		||||
	juce::int32 GetTreeBalance() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the quality metric of the dynamic tree. The smaller the better.
 | 
			
		||||
	/// The minimum is 1.
 | 
			
		||||
	float32 GetTreeQuality() const;
 | 
			
		||||
 | 
			
		||||
	/// Change the global gravity vector.
 | 
			
		||||
	void SetGravity(const b2Vec2& gravity);
 | 
			
		||||
 | 
			
		||||
	/// Get the global gravity vector.
 | 
			
		||||
	b2Vec2 GetGravity() const;
 | 
			
		||||
 | 
			
		||||
	/// Is the world locked (in the middle of a time step).
 | 
			
		||||
	bool IsLocked() const;
 | 
			
		||||
 | 
			
		||||
	/// Set flag to control automatic clearing of forces after each time step.
 | 
			
		||||
	void SetAutoClearForces(bool flag);
 | 
			
		||||
 | 
			
		||||
	/// Get the flag that controls automatic clearing of forces after each time step.
 | 
			
		||||
	bool GetAutoClearForces() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the contact manager for testing.
 | 
			
		||||
	const b2ContactManager& GetContactManager() const;
 | 
			
		||||
 | 
			
		||||
	/// Get the current profile.
 | 
			
		||||
	const b2Profile& GetProfile() const;
 | 
			
		||||
 | 
			
		||||
	/// Dump the world into the log file.
 | 
			
		||||
	/// @warning this should be called outside of a time step.
 | 
			
		||||
	void Dump();
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	// m_flags
 | 
			
		||||
	enum
 | 
			
		||||
	{
 | 
			
		||||
		e_newFixture	= 0x0001,
 | 
			
		||||
		e_locked		= 0x0002,
 | 
			
		||||
		e_clearForces	= 0x0004
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	friend class b2Body;
 | 
			
		||||
	friend class b2Fixture;
 | 
			
		||||
	friend class b2ContactManager;
 | 
			
		||||
	friend class b2Controller;
 | 
			
		||||
 | 
			
		||||
	void Solve(const b2TimeStep& step);
 | 
			
		||||
	void SolveTOI(const b2TimeStep& step);
 | 
			
		||||
 | 
			
		||||
	void DrawJoint(b2Joint* joint);
 | 
			
		||||
	void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color);
 | 
			
		||||
 | 
			
		||||
	b2BlockAllocator m_blockAllocator;
 | 
			
		||||
	b2StackAllocator m_stackAllocator;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_flags;
 | 
			
		||||
 | 
			
		||||
	b2ContactManager m_contactManager;
 | 
			
		||||
 | 
			
		||||
	b2Body* m_bodyList;
 | 
			
		||||
	b2Joint* m_jointList;
 | 
			
		||||
 | 
			
		||||
	juce::int32 m_bodyCount;
 | 
			
		||||
	juce::int32 m_jointCount;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_gravity;
 | 
			
		||||
	bool m_allowSleep;
 | 
			
		||||
 | 
			
		||||
	b2DestructionListener* m_destructionListener;
 | 
			
		||||
	b2Draw* m_debugDraw;
 | 
			
		||||
 | 
			
		||||
	// This is used to compute the time step ratio to
 | 
			
		||||
	// support a variable time step.
 | 
			
		||||
	float32 m_inv_dt0;
 | 
			
		||||
 | 
			
		||||
	// These are for debugging the solver.
 | 
			
		||||
	bool m_warmStarting;
 | 
			
		||||
	bool m_continuousPhysics;
 | 
			
		||||
	bool m_subStepping;
 | 
			
		||||
 | 
			
		||||
	bool m_stepComplete;
 | 
			
		||||
 | 
			
		||||
	b2Profile m_profile;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
inline b2Body* b2World::GetBodyList()
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Body* b2World::GetBodyList() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Joint* b2World::GetJointList()
 | 
			
		||||
{
 | 
			
		||||
	return m_jointList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Joint* b2World::GetJointList() const
 | 
			
		||||
{
 | 
			
		||||
	return m_jointList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Contact* b2World::GetContactList()
 | 
			
		||||
{
 | 
			
		||||
	return m_contactManager.m_contactList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Contact* b2World::GetContactList() const
 | 
			
		||||
{
 | 
			
		||||
	return m_contactManager.m_contactList;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2World::GetBodyCount() const
 | 
			
		||||
{
 | 
			
		||||
	return m_bodyCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2World::GetJointCount() const
 | 
			
		||||
{
 | 
			
		||||
	return m_jointCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline juce::int32 b2World::GetContactCount() const
 | 
			
		||||
{
 | 
			
		||||
	return m_contactManager.m_contactCount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2World::SetGravity(const b2Vec2& gravity)
 | 
			
		||||
{
 | 
			
		||||
	m_gravity = gravity;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline b2Vec2 b2World::GetGravity() const
 | 
			
		||||
{
 | 
			
		||||
	return m_gravity;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool b2World::IsLocked() const
 | 
			
		||||
{
 | 
			
		||||
	return (m_flags & e_locked) == e_locked;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline void b2World::SetAutoClearForces(bool flag)
 | 
			
		||||
{
 | 
			
		||||
	if (flag)
 | 
			
		||||
	{
 | 
			
		||||
		m_flags |= e_clearForces;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		m_flags &= ~e_clearForces;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/// Get the flag that controls automatic clearing of forces after each time step.
 | 
			
		||||
inline bool b2World::GetAutoClearForces() const
 | 
			
		||||
{
 | 
			
		||||
	return (m_flags & e_clearForces) == e_clearForces;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2ContactManager& b2World::GetContactManager() const
 | 
			
		||||
{
 | 
			
		||||
	return m_contactManager;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const b2Profile& b2World::GetProfile() const
 | 
			
		||||
{
 | 
			
		||||
	return m_profile;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
@@ -1,36 +1,36 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2WorldCallbacks.h"
 | 
			
		||||
#include "b2Fixture.h"
 | 
			
		||||
 | 
			
		||||
// Return true if contact calculations should be performed between these two shapes.
 | 
			
		||||
// If you implement your own collision filter you may want to build from this implementation.
 | 
			
		||||
bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
{
 | 
			
		||||
	const b2Filter& filterA = fixtureA->GetFilterData();
 | 
			
		||||
	const b2Filter& filterB = fixtureB->GetFilterData();
 | 
			
		||||
 | 
			
		||||
	if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0)
 | 
			
		||||
	{
 | 
			
		||||
		return filterA.groupIndex > 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
 | 
			
		||||
	return collide;
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2WorldCallbacks.h"
 | 
			
		||||
#include "b2Fixture.h"
 | 
			
		||||
 | 
			
		||||
// Return true if contact calculations should be performed between these two shapes.
 | 
			
		||||
// If you implement your own collision filter you may want to build from this implementation.
 | 
			
		||||
bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
 | 
			
		||||
{
 | 
			
		||||
	const b2Filter& filterA = fixtureA->GetFilterData();
 | 
			
		||||
	const b2Filter& filterB = fixtureB->GetFilterData();
 | 
			
		||||
 | 
			
		||||
	if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0)
 | 
			
		||||
	{
 | 
			
		||||
		return filterA.groupIndex > 0;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
 | 
			
		||||
	return collide;
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,155 +1,155 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_WORLD_CALLBACKS_H
 | 
			
		||||
#define B2_WORLD_CALLBACKS_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Settings.h"
 | 
			
		||||
 | 
			
		||||
struct b2Vec2;
 | 
			
		||||
struct b2Transform;
 | 
			
		||||
class b2Fixture;
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2Joint;
 | 
			
		||||
class b2Contact;
 | 
			
		||||
struct b2ContactResult;
 | 
			
		||||
struct b2Manifold;
 | 
			
		||||
 | 
			
		||||
/// Joints and fixtures are destroyed when their associated
 | 
			
		||||
/// body is destroyed. Implement this listener so that you
 | 
			
		||||
/// may nullify references to these joints and shapes.
 | 
			
		||||
class b2DestructionListener
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	virtual ~b2DestructionListener() {}
 | 
			
		||||
 | 
			
		||||
	/// Called when any joint is about to be destroyed due
 | 
			
		||||
	/// to the destruction of one of its attached bodies.
 | 
			
		||||
	virtual void SayGoodbye(b2Joint* joint) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Called when any fixture is about to be destroyed due
 | 
			
		||||
	/// to the destruction of its parent body.
 | 
			
		||||
	virtual void SayGoodbye(b2Fixture* fixture) = 0;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Implement this class to provide collision filtering. In other words, you can implement
 | 
			
		||||
/// this class if you want finer control over contact creation.
 | 
			
		||||
class b2ContactFilter
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	virtual ~b2ContactFilter() {}
 | 
			
		||||
 | 
			
		||||
	/// Return true if contact calculations should be performed between these two shapes.
 | 
			
		||||
	/// @warning for performance reasons this is only called when the AABBs begin to overlap.
 | 
			
		||||
	virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Contact impulses for reporting. Impulses are used instead of forces because
 | 
			
		||||
/// sub-step forces may approach infinity for rigid body collisions. These
 | 
			
		||||
/// match up one-to-one with the contact points in b2Manifold.
 | 
			
		||||
struct b2ContactImpulse
 | 
			
		||||
{
 | 
			
		||||
	float32 normalImpulses[b2_maxManifoldPoints];
 | 
			
		||||
	float32 tangentImpulses[b2_maxManifoldPoints];
 | 
			
		||||
	juce::int32 count;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Implement this class to get contact information. You can use these results for
 | 
			
		||||
/// things like sounds and game logic. You can also get contact results by
 | 
			
		||||
/// traversing the contact lists after the time step. However, you might miss
 | 
			
		||||
/// some contacts because continuous physics leads to sub-stepping.
 | 
			
		||||
/// Additionally you may receive multiple callbacks for the same contact in a
 | 
			
		||||
/// single time step.
 | 
			
		||||
/// You should strive to make your callbacks efficient because there may be
 | 
			
		||||
/// many callbacks per time step.
 | 
			
		||||
/// @warning You cannot create/destroy Box2D entities inside these callbacks.
 | 
			
		||||
class b2ContactListener
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	virtual ~b2ContactListener() {}
 | 
			
		||||
 | 
			
		||||
	/// Called when two fixtures begin to touch.
 | 
			
		||||
	virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
 | 
			
		||||
 | 
			
		||||
	/// Called when two fixtures cease to touch.
 | 
			
		||||
	virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
 | 
			
		||||
 | 
			
		||||
	/// This is called after a contact is updated. This allows you to inspect a
 | 
			
		||||
	/// contact before it goes to the solver. If you are careful, you can modify the
 | 
			
		||||
	/// contact manifold (e.g. disable contact).
 | 
			
		||||
	/// A copy of the old manifold is provided so that you can detect changes.
 | 
			
		||||
	/// Note: this is called only for awake bodies.
 | 
			
		||||
	/// Note: this is called even when the number of contact points is zero.
 | 
			
		||||
	/// Note: this is not called for sensors.
 | 
			
		||||
	/// Note: if you set the number of contact points to zero, you will not
 | 
			
		||||
	/// get an EndContact callback. However, you may get a BeginContact callback
 | 
			
		||||
	/// the next step.
 | 
			
		||||
	virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
 | 
			
		||||
	{
 | 
			
		||||
		B2_NOT_USED(contact);
 | 
			
		||||
		B2_NOT_USED(oldManifold);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// This lets you inspect a contact after the solver is finished. This is useful
 | 
			
		||||
	/// for inspecting impulses.
 | 
			
		||||
	/// Note: the contact manifold does not include time of impact impulses, which can be
 | 
			
		||||
	/// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
 | 
			
		||||
	/// in a separate data structure.
 | 
			
		||||
	/// Note: this is only called for contacts that are touching, solid, and awake.
 | 
			
		||||
	virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
 | 
			
		||||
	{
 | 
			
		||||
		B2_NOT_USED(contact);
 | 
			
		||||
		B2_NOT_USED(impulse);
 | 
			
		||||
	}
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Callback class for AABB queries.
 | 
			
		||||
/// See b2World::Query
 | 
			
		||||
class b2QueryCallback
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	virtual ~b2QueryCallback() {}
 | 
			
		||||
 | 
			
		||||
	/// Called for each fixture found in the query AABB.
 | 
			
		||||
	/// @return false to terminate the query.
 | 
			
		||||
	virtual bool ReportFixture(b2Fixture* fixture) = 0;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Callback class for ray casts.
 | 
			
		||||
/// See b2World::RayCast
 | 
			
		||||
class b2RayCastCallback
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	virtual ~b2RayCastCallback() {}
 | 
			
		||||
 | 
			
		||||
	/// Called for each fixture found in the query. You control how the ray cast
 | 
			
		||||
	/// proceeds by returning a float:
 | 
			
		||||
	/// 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
 | 
			
		||||
	/// @param fixture the fixture hit by the ray
 | 
			
		||||
	/// @param point the point of initial intersection
 | 
			
		||||
	/// @param normal the normal vector at the point of intersection
 | 
			
		||||
	/// @return -1 to filter, 0 to terminate, fraction to clip the ray for
 | 
			
		||||
	/// closest hit, 1 to continue
 | 
			
		||||
	virtual float32 ReportFixture(	b2Fixture* fixture, const b2Vec2& point,
 | 
			
		||||
									const b2Vec2& normal, float32 fraction) = 0;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_WORLD_CALLBACKS_H
 | 
			
		||||
#define B2_WORLD_CALLBACKS_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Settings.h"
 | 
			
		||||
 | 
			
		||||
struct b2Vec2;
 | 
			
		||||
struct b2Transform;
 | 
			
		||||
class b2Fixture;
 | 
			
		||||
class b2Body;
 | 
			
		||||
class b2Joint;
 | 
			
		||||
class b2Contact;
 | 
			
		||||
struct b2ContactResult;
 | 
			
		||||
struct b2Manifold;
 | 
			
		||||
 | 
			
		||||
/// Joints and fixtures are destroyed when their associated
 | 
			
		||||
/// body is destroyed. Implement this listener so that you
 | 
			
		||||
/// may nullify references to these joints and shapes.
 | 
			
		||||
class b2DestructionListener
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	virtual ~b2DestructionListener() {}
 | 
			
		||||
 | 
			
		||||
	/// Called when any joint is about to be destroyed due
 | 
			
		||||
	/// to the destruction of one of its attached bodies.
 | 
			
		||||
	virtual void SayGoodbye(b2Joint* joint) = 0;
 | 
			
		||||
 | 
			
		||||
	/// Called when any fixture is about to be destroyed due
 | 
			
		||||
	/// to the destruction of its parent body.
 | 
			
		||||
	virtual void SayGoodbye(b2Fixture* fixture) = 0;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Implement this class to provide collision filtering. In other words, you can implement
 | 
			
		||||
/// this class if you want finer control over contact creation.
 | 
			
		||||
class b2ContactFilter
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	virtual ~b2ContactFilter() {}
 | 
			
		||||
 | 
			
		||||
	/// Return true if contact calculations should be performed between these two shapes.
 | 
			
		||||
	/// @warning for performance reasons this is only called when the AABBs begin to overlap.
 | 
			
		||||
	virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Contact impulses for reporting. Impulses are used instead of forces because
 | 
			
		||||
/// sub-step forces may approach infinity for rigid body collisions. These
 | 
			
		||||
/// match up one-to-one with the contact points in b2Manifold.
 | 
			
		||||
struct b2ContactImpulse
 | 
			
		||||
{
 | 
			
		||||
	float32 normalImpulses[b2_maxManifoldPoints];
 | 
			
		||||
	float32 tangentImpulses[b2_maxManifoldPoints];
 | 
			
		||||
	juce::int32 count;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Implement this class to get contact information. You can use these results for
 | 
			
		||||
/// things like sounds and game logic. You can also get contact results by
 | 
			
		||||
/// traversing the contact lists after the time step. However, you might miss
 | 
			
		||||
/// some contacts because continuous physics leads to sub-stepping.
 | 
			
		||||
/// Additionally you may receive multiple callbacks for the same contact in a
 | 
			
		||||
/// single time step.
 | 
			
		||||
/// You should strive to make your callbacks efficient because there may be
 | 
			
		||||
/// many callbacks per time step.
 | 
			
		||||
/// @warning You cannot create/destroy Box2D entities inside these callbacks.
 | 
			
		||||
class b2ContactListener
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	virtual ~b2ContactListener() {}
 | 
			
		||||
 | 
			
		||||
	/// Called when two fixtures begin to touch.
 | 
			
		||||
	virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
 | 
			
		||||
 | 
			
		||||
	/// Called when two fixtures cease to touch.
 | 
			
		||||
	virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
 | 
			
		||||
 | 
			
		||||
	/// This is called after a contact is updated. This allows you to inspect a
 | 
			
		||||
	/// contact before it goes to the solver. If you are careful, you can modify the
 | 
			
		||||
	/// contact manifold (e.g. disable contact).
 | 
			
		||||
	/// A copy of the old manifold is provided so that you can detect changes.
 | 
			
		||||
	/// Note: this is called only for awake bodies.
 | 
			
		||||
	/// Note: this is called even when the number of contact points is zero.
 | 
			
		||||
	/// Note: this is not called for sensors.
 | 
			
		||||
	/// Note: if you set the number of contact points to zero, you will not
 | 
			
		||||
	/// get an EndContact callback. However, you may get a BeginContact callback
 | 
			
		||||
	/// the next step.
 | 
			
		||||
	virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
 | 
			
		||||
	{
 | 
			
		||||
		B2_NOT_USED(contact);
 | 
			
		||||
		B2_NOT_USED(oldManifold);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/// This lets you inspect a contact after the solver is finished. This is useful
 | 
			
		||||
	/// for inspecting impulses.
 | 
			
		||||
	/// Note: the contact manifold does not include time of impact impulses, which can be
 | 
			
		||||
	/// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
 | 
			
		||||
	/// in a separate data structure.
 | 
			
		||||
	/// Note: this is only called for contacts that are touching, solid, and awake.
 | 
			
		||||
	virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
 | 
			
		||||
	{
 | 
			
		||||
		B2_NOT_USED(contact);
 | 
			
		||||
		B2_NOT_USED(impulse);
 | 
			
		||||
	}
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Callback class for AABB queries.
 | 
			
		||||
/// See b2World::Query
 | 
			
		||||
class b2QueryCallback
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	virtual ~b2QueryCallback() {}
 | 
			
		||||
 | 
			
		||||
	/// Called for each fixture found in the query AABB.
 | 
			
		||||
	/// @return false to terminate the query.
 | 
			
		||||
	virtual bool ReportFixture(b2Fixture* fixture) = 0;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/// Callback class for ray casts.
 | 
			
		||||
/// See b2World::RayCast
 | 
			
		||||
class b2RayCastCallback
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	virtual ~b2RayCastCallback() {}
 | 
			
		||||
 | 
			
		||||
	/// Called for each fixture found in the query. You control how the ray cast
 | 
			
		||||
	/// proceeds by returning a float:
 | 
			
		||||
	/// 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
 | 
			
		||||
	/// @param fixture the fixture hit by the ray
 | 
			
		||||
	/// @param point the point of initial intersection
 | 
			
		||||
	/// @param normal the normal vector at the point of intersection
 | 
			
		||||
	/// @return -1 to filter, 0 to terminate, fraction to clip the ray for
 | 
			
		||||
	/// closest hit, 1 to continue
 | 
			
		||||
	virtual float32 ReportFixture(	b2Fixture* fixture, const b2Vec2& point,
 | 
			
		||||
									const b2Vec2& normal, float32 fraction) = 0;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										518
									
								
								deps/juce/modules/juce_box2d/box2d/Rope/b2Rope.cpp
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										518
									
								
								deps/juce/modules/juce_box2d/box2d/Rope/b2Rope.cpp
									
									
									
									
										vendored
									
									
								
							@@ -1,259 +1,259 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Rope.h"
 | 
			
		||||
#include "../Common/b2Draw.h"
 | 
			
		||||
 | 
			
		||||
b2Rope::b2Rope()
 | 
			
		||||
{
 | 
			
		||||
	m_count = 0;
 | 
			
		||||
	m_ps = NULL;
 | 
			
		||||
	m_p0s = NULL;
 | 
			
		||||
	m_vs = NULL;
 | 
			
		||||
	m_ims = NULL;
 | 
			
		||||
	m_Ls = NULL;
 | 
			
		||||
	m_as = NULL;
 | 
			
		||||
	m_gravity.SetZero();
 | 
			
		||||
	m_k2 = 1.0f;
 | 
			
		||||
	m_k3 = 0.1f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Rope::~b2Rope()
 | 
			
		||||
{
 | 
			
		||||
	b2Free(m_ps);
 | 
			
		||||
	b2Free(m_p0s);
 | 
			
		||||
	b2Free(m_vs);
 | 
			
		||||
	b2Free(m_ims);
 | 
			
		||||
	b2Free(m_Ls);
 | 
			
		||||
	b2Free(m_as);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::Initialize(const b2RopeDef* def)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(def->count >= 3);
 | 
			
		||||
	m_count = def->count;
 | 
			
		||||
	m_ps = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
 | 
			
		||||
	m_p0s = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
 | 
			
		||||
	m_vs = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
 | 
			
		||||
	m_ims = (float32*)b2Alloc(m_count * sizeof(float32));
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_ps[i] = def->vertices[i];
 | 
			
		||||
		m_p0s[i] = def->vertices[i];
 | 
			
		||||
		m_vs[i].SetZero();
 | 
			
		||||
 | 
			
		||||
		float32 m = def->masses[i];
 | 
			
		||||
		if (m > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			m_ims[i] = 1.0f / m;
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			m_ims[i] = 0.0f;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	int32 count2 = m_count - 1;
 | 
			
		||||
	int32 count3 = m_count - 2;
 | 
			
		||||
	m_Ls = (float32*)b2Alloc(count2 * sizeof(float32));
 | 
			
		||||
	m_as = (float32*)b2Alloc(count3 * sizeof(float32));
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count2; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 p1 = m_ps[i];
 | 
			
		||||
		b2Vec2 p2 = m_ps[i+1];
 | 
			
		||||
		m_Ls[i] = b2Distance(p1, p2);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count3; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 p1 = m_ps[i];
 | 
			
		||||
		b2Vec2 p2 = m_ps[i + 1];
 | 
			
		||||
		b2Vec2 p3 = m_ps[i + 2];
 | 
			
		||||
 | 
			
		||||
		b2Vec2 d1 = p2 - p1;
 | 
			
		||||
		b2Vec2 d2 = p3 - p2;
 | 
			
		||||
 | 
			
		||||
		float32 a = b2Cross(d1, d2);
 | 
			
		||||
		float32 b = b2Dot(d1, d2);
 | 
			
		||||
 | 
			
		||||
		m_as[i] = b2Atan2(a, b);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_gravity = def->gravity;
 | 
			
		||||
	m_damping = def->damping;
 | 
			
		||||
	m_k2 = def->k2;
 | 
			
		||||
	m_k3 = def->k3;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::Step(float32 h, int32 iterations)
 | 
			
		||||
{
 | 
			
		||||
	if (h == 0.0)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 d = expf(- h * m_damping);
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_p0s[i] = m_ps[i];
 | 
			
		||||
		if (m_ims[i] > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			m_vs[i] += h * m_gravity;
 | 
			
		||||
		}
 | 
			
		||||
		m_vs[i] *= d;
 | 
			
		||||
		m_ps[i] += h * m_vs[i];
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < iterations; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		SolveC2();
 | 
			
		||||
		SolveC3();
 | 
			
		||||
		SolveC2();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 inv_h = 1.0f / h;
 | 
			
		||||
	for (int32 i = 0; i < m_count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_vs[i] = inv_h * (m_ps[i] - m_p0s[i]);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::SolveC2()
 | 
			
		||||
{
 | 
			
		||||
	int32 count2 = m_count - 1;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count2; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 p1 = m_ps[i];
 | 
			
		||||
		b2Vec2 p2 = m_ps[i + 1];
 | 
			
		||||
 | 
			
		||||
		b2Vec2 d = p2 - p1;
 | 
			
		||||
		float32 L = d.Normalize();
 | 
			
		||||
 | 
			
		||||
		float32 im1 = m_ims[i];
 | 
			
		||||
		float32 im2 = m_ims[i + 1];
 | 
			
		||||
 | 
			
		||||
		if (im1 + im2 == 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		float32 s1 = im1 / (im1 + im2);
 | 
			
		||||
		float32 s2 = im2 / (im1 + im2);
 | 
			
		||||
 | 
			
		||||
		p1 -= m_k2 * s1 * (m_Ls[i] - L) * d;
 | 
			
		||||
		p2 += m_k2 * s2 * (m_Ls[i] - L) * d;
 | 
			
		||||
 | 
			
		||||
		m_ps[i] = p1;
 | 
			
		||||
		m_ps[i + 1] = p2;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::SetAngle(float32 angle)
 | 
			
		||||
{
 | 
			
		||||
	int32 count3 = m_count - 2;
 | 
			
		||||
	for (int32 i = 0; i < count3; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_as[i] = angle;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::SolveC3()
 | 
			
		||||
{
 | 
			
		||||
	int32 count3 = m_count - 2;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count3; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 p1 = m_ps[i];
 | 
			
		||||
		b2Vec2 p2 = m_ps[i + 1];
 | 
			
		||||
		b2Vec2 p3 = m_ps[i + 2];
 | 
			
		||||
 | 
			
		||||
		float32 m1 = m_ims[i];
 | 
			
		||||
		float32 m2 = m_ims[i + 1];
 | 
			
		||||
		float32 m3 = m_ims[i + 2];
 | 
			
		||||
 | 
			
		||||
		b2Vec2 d1 = p2 - p1;
 | 
			
		||||
		b2Vec2 d2 = p3 - p2;
 | 
			
		||||
 | 
			
		||||
		float32 L1sqr = d1.LengthSquared();
 | 
			
		||||
		float32 L2sqr = d2.LengthSquared();
 | 
			
		||||
 | 
			
		||||
		if (L1sqr * L2sqr == 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		float32 a = b2Cross(d1, d2);
 | 
			
		||||
		float32 b = b2Dot(d1, d2);
 | 
			
		||||
 | 
			
		||||
		float32 angle = b2Atan2(a, b);
 | 
			
		||||
 | 
			
		||||
		b2Vec2 Jd1 = (-1.0f / L1sqr) * d1.Skew();
 | 
			
		||||
		b2Vec2 Jd2 = (1.0f / L2sqr) * d2.Skew();
 | 
			
		||||
 | 
			
		||||
		b2Vec2 J1 = -Jd1;
 | 
			
		||||
		b2Vec2 J2 = Jd1 - Jd2;
 | 
			
		||||
		b2Vec2 J3 = Jd2;
 | 
			
		||||
 | 
			
		||||
		float32 mass = m1 * b2Dot(J1, J1) + m2 * b2Dot(J2, J2) + m3 * b2Dot(J3, J3);
 | 
			
		||||
		if (mass == 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		mass = 1.0f / mass;
 | 
			
		||||
 | 
			
		||||
		float32 C = angle - m_as[i];
 | 
			
		||||
 | 
			
		||||
		while (C > b2_pi)
 | 
			
		||||
		{
 | 
			
		||||
			angle -= 2 * b2_pi;
 | 
			
		||||
			C = angle - m_as[i];
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		while (C < -b2_pi)
 | 
			
		||||
		{
 | 
			
		||||
			angle += 2.0f * b2_pi;
 | 
			
		||||
			C = angle - m_as[i];
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		float32 impulse = - m_k3 * mass * C;
 | 
			
		||||
 | 
			
		||||
		p1 += (m1 * impulse) * J1;
 | 
			
		||||
		p2 += (m2 * impulse) * J2;
 | 
			
		||||
		p3 += (m3 * impulse) * J3;
 | 
			
		||||
 | 
			
		||||
		m_ps[i] = p1;
 | 
			
		||||
		m_ps[i + 1] = p2;
 | 
			
		||||
		m_ps[i + 2] = p3;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::Draw(b2Draw* draw) const
 | 
			
		||||
{
 | 
			
		||||
	b2Color c(0.4f, 0.5f, 0.7f);
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_count - 1; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		draw->DrawSegment(m_ps[i], m_ps[i+1], c);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include "b2Rope.h"
 | 
			
		||||
#include "../Common/b2Draw.h"
 | 
			
		||||
 | 
			
		||||
b2Rope::b2Rope()
 | 
			
		||||
{
 | 
			
		||||
	m_count = 0;
 | 
			
		||||
	m_ps = NULL;
 | 
			
		||||
	m_p0s = NULL;
 | 
			
		||||
	m_vs = NULL;
 | 
			
		||||
	m_ims = NULL;
 | 
			
		||||
	m_Ls = NULL;
 | 
			
		||||
	m_as = NULL;
 | 
			
		||||
	m_gravity.SetZero();
 | 
			
		||||
	m_k2 = 1.0f;
 | 
			
		||||
	m_k3 = 0.1f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
b2Rope::~b2Rope()
 | 
			
		||||
{
 | 
			
		||||
	b2Free(m_ps);
 | 
			
		||||
	b2Free(m_p0s);
 | 
			
		||||
	b2Free(m_vs);
 | 
			
		||||
	b2Free(m_ims);
 | 
			
		||||
	b2Free(m_Ls);
 | 
			
		||||
	b2Free(m_as);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::Initialize(const b2RopeDef* def)
 | 
			
		||||
{
 | 
			
		||||
	b2Assert(def->count >= 3);
 | 
			
		||||
	m_count = def->count;
 | 
			
		||||
	m_ps = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
 | 
			
		||||
	m_p0s = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
 | 
			
		||||
	m_vs = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
 | 
			
		||||
	m_ims = (float32*)b2Alloc(m_count * sizeof(float32));
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_ps[i] = def->vertices[i];
 | 
			
		||||
		m_p0s[i] = def->vertices[i];
 | 
			
		||||
		m_vs[i].SetZero();
 | 
			
		||||
 | 
			
		||||
		float32 m = def->masses[i];
 | 
			
		||||
		if (m > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			m_ims[i] = 1.0f / m;
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			m_ims[i] = 0.0f;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	int32 count2 = m_count - 1;
 | 
			
		||||
	int32 count3 = m_count - 2;
 | 
			
		||||
	m_Ls = (float32*)b2Alloc(count2 * sizeof(float32));
 | 
			
		||||
	m_as = (float32*)b2Alloc(count3 * sizeof(float32));
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count2; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 p1 = m_ps[i];
 | 
			
		||||
		b2Vec2 p2 = m_ps[i+1];
 | 
			
		||||
		m_Ls[i] = b2Distance(p1, p2);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count3; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 p1 = m_ps[i];
 | 
			
		||||
		b2Vec2 p2 = m_ps[i + 1];
 | 
			
		||||
		b2Vec2 p3 = m_ps[i + 2];
 | 
			
		||||
 | 
			
		||||
		b2Vec2 d1 = p2 - p1;
 | 
			
		||||
		b2Vec2 d2 = p3 - p2;
 | 
			
		||||
 | 
			
		||||
		float32 a = b2Cross(d1, d2);
 | 
			
		||||
		float32 b = b2Dot(d1, d2);
 | 
			
		||||
 | 
			
		||||
		m_as[i] = b2Atan2(a, b);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	m_gravity = def->gravity;
 | 
			
		||||
	m_damping = def->damping;
 | 
			
		||||
	m_k2 = def->k2;
 | 
			
		||||
	m_k3 = def->k3;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::Step(float32 h, int32 iterations)
 | 
			
		||||
{
 | 
			
		||||
	if (h == 0.0)
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 d = expf(- h * m_damping);
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_p0s[i] = m_ps[i];
 | 
			
		||||
		if (m_ims[i] > 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			m_vs[i] += h * m_gravity;
 | 
			
		||||
		}
 | 
			
		||||
		m_vs[i] *= d;
 | 
			
		||||
		m_ps[i] += h * m_vs[i];
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < iterations; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		SolveC2();
 | 
			
		||||
		SolveC3();
 | 
			
		||||
		SolveC2();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	float32 inv_h = 1.0f / h;
 | 
			
		||||
	for (int32 i = 0; i < m_count; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_vs[i] = inv_h * (m_ps[i] - m_p0s[i]);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::SolveC2()
 | 
			
		||||
{
 | 
			
		||||
	int32 count2 = m_count - 1;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count2; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 p1 = m_ps[i];
 | 
			
		||||
		b2Vec2 p2 = m_ps[i + 1];
 | 
			
		||||
 | 
			
		||||
		b2Vec2 d = p2 - p1;
 | 
			
		||||
		float32 L = d.Normalize();
 | 
			
		||||
 | 
			
		||||
		float32 im1 = m_ims[i];
 | 
			
		||||
		float32 im2 = m_ims[i + 1];
 | 
			
		||||
 | 
			
		||||
		if (im1 + im2 == 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		float32 s1 = im1 / (im1 + im2);
 | 
			
		||||
		float32 s2 = im2 / (im1 + im2);
 | 
			
		||||
 | 
			
		||||
		p1 -= m_k2 * s1 * (m_Ls[i] - L) * d;
 | 
			
		||||
		p2 += m_k2 * s2 * (m_Ls[i] - L) * d;
 | 
			
		||||
 | 
			
		||||
		m_ps[i] = p1;
 | 
			
		||||
		m_ps[i + 1] = p2;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::SetAngle(float32 angle)
 | 
			
		||||
{
 | 
			
		||||
	int32 count3 = m_count - 2;
 | 
			
		||||
	for (int32 i = 0; i < count3; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		m_as[i] = angle;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::SolveC3()
 | 
			
		||||
{
 | 
			
		||||
	int32 count3 = m_count - 2;
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < count3; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		b2Vec2 p1 = m_ps[i];
 | 
			
		||||
		b2Vec2 p2 = m_ps[i + 1];
 | 
			
		||||
		b2Vec2 p3 = m_ps[i + 2];
 | 
			
		||||
 | 
			
		||||
		float32 m1 = m_ims[i];
 | 
			
		||||
		float32 m2 = m_ims[i + 1];
 | 
			
		||||
		float32 m3 = m_ims[i + 2];
 | 
			
		||||
 | 
			
		||||
		b2Vec2 d1 = p2 - p1;
 | 
			
		||||
		b2Vec2 d2 = p3 - p2;
 | 
			
		||||
 | 
			
		||||
		float32 L1sqr = d1.LengthSquared();
 | 
			
		||||
		float32 L2sqr = d2.LengthSquared();
 | 
			
		||||
 | 
			
		||||
		if (L1sqr * L2sqr == 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		float32 a = b2Cross(d1, d2);
 | 
			
		||||
		float32 b = b2Dot(d1, d2);
 | 
			
		||||
 | 
			
		||||
		float32 angle = b2Atan2(a, b);
 | 
			
		||||
 | 
			
		||||
		b2Vec2 Jd1 = (-1.0f / L1sqr) * d1.Skew();
 | 
			
		||||
		b2Vec2 Jd2 = (1.0f / L2sqr) * d2.Skew();
 | 
			
		||||
 | 
			
		||||
		b2Vec2 J1 = -Jd1;
 | 
			
		||||
		b2Vec2 J2 = Jd1 - Jd2;
 | 
			
		||||
		b2Vec2 J3 = Jd2;
 | 
			
		||||
 | 
			
		||||
		float32 mass = m1 * b2Dot(J1, J1) + m2 * b2Dot(J2, J2) + m3 * b2Dot(J3, J3);
 | 
			
		||||
		if (mass == 0.0f)
 | 
			
		||||
		{
 | 
			
		||||
			continue;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		mass = 1.0f / mass;
 | 
			
		||||
 | 
			
		||||
		float32 C = angle - m_as[i];
 | 
			
		||||
 | 
			
		||||
		while (C > b2_pi)
 | 
			
		||||
		{
 | 
			
		||||
			angle -= 2 * b2_pi;
 | 
			
		||||
			C = angle - m_as[i];
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		while (C < -b2_pi)
 | 
			
		||||
		{
 | 
			
		||||
			angle += 2.0f * b2_pi;
 | 
			
		||||
			C = angle - m_as[i];
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		float32 impulse = - m_k3 * mass * C;
 | 
			
		||||
 | 
			
		||||
		p1 += (m1 * impulse) * J1;
 | 
			
		||||
		p2 += (m2 * impulse) * J2;
 | 
			
		||||
		p3 += (m3 * impulse) * J3;
 | 
			
		||||
 | 
			
		||||
		m_ps[i] = p1;
 | 
			
		||||
		m_ps[i + 1] = p2;
 | 
			
		||||
		m_ps[i + 2] = p3;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void b2Rope::Draw(b2Draw* draw) const
 | 
			
		||||
{
 | 
			
		||||
	b2Color c(0.4f, 0.5f, 0.7f);
 | 
			
		||||
 | 
			
		||||
	for (int32 i = 0; i < m_count - 1; ++i)
 | 
			
		||||
	{
 | 
			
		||||
		draw->DrawSegment(m_ps[i], m_ps[i+1], c);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										230
									
								
								deps/juce/modules/juce_box2d/box2d/Rope/b2Rope.h
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										230
									
								
								deps/juce/modules/juce_box2d/box2d/Rope/b2Rope.h
									
									
									
									
										vendored
									
									
								
							@@ -1,115 +1,115 @@
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_ROPE_H
 | 
			
		||||
#define B2_ROPE_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
 | 
			
		||||
class b2Draw;
 | 
			
		||||
 | 
			
		||||
///
 | 
			
		||||
struct b2RopeDef
 | 
			
		||||
{
 | 
			
		||||
	b2RopeDef()
 | 
			
		||||
	{
 | 
			
		||||
		vertices = NULL;
 | 
			
		||||
		count = 0;
 | 
			
		||||
		masses = NULL;
 | 
			
		||||
		gravity.SetZero();
 | 
			
		||||
		damping = 0.1f;
 | 
			
		||||
		k2 = 0.9f;
 | 
			
		||||
		k3 = 0.1f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	b2Vec2* vertices;
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	int32 count;
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	float32* masses;
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	b2Vec2 gravity;
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	float32 damping;
 | 
			
		||||
 | 
			
		||||
	/// Stretching stiffness
 | 
			
		||||
	float32 k2;
 | 
			
		||||
 | 
			
		||||
	/// Bending stiffness. Values above 0.5 can make the simulation blow up.
 | 
			
		||||
	float32 k3;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
///
 | 
			
		||||
class b2Rope
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Rope();
 | 
			
		||||
	~b2Rope();
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	void Initialize(const b2RopeDef* def);
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	void Step(float32 timeStep, int32 iterations);
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	int32 GetVertexCount() const
 | 
			
		||||
	{
 | 
			
		||||
		return m_count;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	const b2Vec2* GetVertices() const
 | 
			
		||||
	{
 | 
			
		||||
		return m_ps;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	void Draw(b2Draw* draw) const;
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	void SetAngle(float32 angle);
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	void SolveC2();
 | 
			
		||||
	void SolveC3();
 | 
			
		||||
 | 
			
		||||
	int32 m_count;
 | 
			
		||||
	b2Vec2* m_ps;
 | 
			
		||||
	b2Vec2* m_p0s;
 | 
			
		||||
	b2Vec2* m_vs;
 | 
			
		||||
 | 
			
		||||
	float32* m_ims;
 | 
			
		||||
 | 
			
		||||
	float32* m_Ls;
 | 
			
		||||
	float32* m_as;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_gravity;
 | 
			
		||||
	float32 m_damping;
 | 
			
		||||
 | 
			
		||||
	float32 m_k2;
 | 
			
		||||
	float32 m_k3;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
* Copyright (c) 2011 Erin Catto http://www.box2d.org
 | 
			
		||||
*
 | 
			
		||||
* 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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef B2_ROPE_H
 | 
			
		||||
#define B2_ROPE_H
 | 
			
		||||
 | 
			
		||||
#include "../Common/b2Math.h"
 | 
			
		||||
 | 
			
		||||
class b2Draw;
 | 
			
		||||
 | 
			
		||||
///
 | 
			
		||||
struct b2RopeDef
 | 
			
		||||
{
 | 
			
		||||
	b2RopeDef()
 | 
			
		||||
	{
 | 
			
		||||
		vertices = NULL;
 | 
			
		||||
		count = 0;
 | 
			
		||||
		masses = NULL;
 | 
			
		||||
		gravity.SetZero();
 | 
			
		||||
		damping = 0.1f;
 | 
			
		||||
		k2 = 0.9f;
 | 
			
		||||
		k3 = 0.1f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	b2Vec2* vertices;
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	int32 count;
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	float32* masses;
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	b2Vec2 gravity;
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	float32 damping;
 | 
			
		||||
 | 
			
		||||
	/// Stretching stiffness
 | 
			
		||||
	float32 k2;
 | 
			
		||||
 | 
			
		||||
	/// Bending stiffness. Values above 0.5 can make the simulation blow up.
 | 
			
		||||
	float32 k3;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
///
 | 
			
		||||
class b2Rope
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	b2Rope();
 | 
			
		||||
	~b2Rope();
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	void Initialize(const b2RopeDef* def);
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	void Step(float32 timeStep, int32 iterations);
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	int32 GetVertexCount() const
 | 
			
		||||
	{
 | 
			
		||||
		return m_count;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	const b2Vec2* GetVertices() const
 | 
			
		||||
	{
 | 
			
		||||
		return m_ps;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	void Draw(b2Draw* draw) const;
 | 
			
		||||
 | 
			
		||||
	///
 | 
			
		||||
	void SetAngle(float32 angle);
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
	void SolveC2();
 | 
			
		||||
	void SolveC3();
 | 
			
		||||
 | 
			
		||||
	int32 m_count;
 | 
			
		||||
	b2Vec2* m_ps;
 | 
			
		||||
	b2Vec2* m_p0s;
 | 
			
		||||
	b2Vec2* m_vs;
 | 
			
		||||
 | 
			
		||||
	float32* m_ims;
 | 
			
		||||
 | 
			
		||||
	float32* m_Ls;
 | 
			
		||||
	float32* m_as;
 | 
			
		||||
 | 
			
		||||
	b2Vec2 m_gravity;
 | 
			
		||||
	float32 m_damping;
 | 
			
		||||
 | 
			
		||||
	float32 m_k2;
 | 
			
		||||
	float32 m_k3;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										211
									
								
								deps/juce/modules/juce_box2d/juce_box2d.cpp
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										211
									
								
								deps/juce/modules/juce_box2d/juce_box2d.cpp
									
									
									
									
										vendored
									
									
								
							@@ -1,105 +1,106 @@
 | 
			
		||||
/*
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
 | 
			
		||||
   This file is part of the JUCE library.
 | 
			
		||||
   Copyright (c) 2020 - Raw Material Software Limited
 | 
			
		||||
 | 
			
		||||
   JUCE is an open source library subject to commercial or open-source
 | 
			
		||||
   licensing.
 | 
			
		||||
 | 
			
		||||
   By using JUCE, you agree to the terms of both the JUCE 6 End-User License
 | 
			
		||||
   Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
 | 
			
		||||
 | 
			
		||||
   End User License Agreement: www.juce.com/juce-6-licence
 | 
			
		||||
   Privacy Policy: www.juce.com/juce-privacy-policy
 | 
			
		||||
 | 
			
		||||
   Or: You may also use this code under the terms of the GPL v3 (see
 | 
			
		||||
   www.gnu.org/licenses).
 | 
			
		||||
 | 
			
		||||
   JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 | 
			
		||||
   EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 | 
			
		||||
   DISCLAIMED.
 | 
			
		||||
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifdef JUCE_BOX2D_H_INCLUDED
 | 
			
		||||
 /* When you add this cpp file to your project, you mustn't include it in a file where you've
 | 
			
		||||
    already included any other headers - just put it inside a file on its own, possibly with your config
 | 
			
		||||
    flags preceding it, but don't include anything else. That also includes avoiding any automatic prefix
 | 
			
		||||
    header files that the compiler may be using.
 | 
			
		||||
 */
 | 
			
		||||
 #error "Incorrect use of JUCE cpp file"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#include "juce_box2d.h"
 | 
			
		||||
 | 
			
		||||
JUCE_BEGIN_IGNORE_WARNINGS_MSVC (6011)
 | 
			
		||||
JUCE_BEGIN_IGNORE_WARNINGS_GCC_LIKE ("-Wconversion",
 | 
			
		||||
                                     "-Wsign-conversion",
 | 
			
		||||
                                     "-Wfloat-conversion",
 | 
			
		||||
                                     "-Wcast-align",
 | 
			
		||||
                                     "-Wswitch-enum",
 | 
			
		||||
                                     "-Wswitch-default",
 | 
			
		||||
                                     "-Wunused-but-set-variable",
 | 
			
		||||
                                     "-Wzero-as-null-pointer-constant")
 | 
			
		||||
 | 
			
		||||
#include <cstdarg>
 | 
			
		||||
 | 
			
		||||
using int8   = juce::int8;
 | 
			
		||||
using int16  = juce::int16;
 | 
			
		||||
using int32  = juce::int32;
 | 
			
		||||
using uint8  = juce::uint8;
 | 
			
		||||
using uint16 = juce::uint16;
 | 
			
		||||
using uint32 = juce::uint32;
 | 
			
		||||
 | 
			
		||||
#include "box2d/Collision/b2BroadPhase.cpp"
 | 
			
		||||
#include "box2d/Collision/b2CollideCircle.cpp"
 | 
			
		||||
#include "box2d/Collision/b2CollideEdge.cpp"
 | 
			
		||||
#include "box2d/Collision/b2CollidePolygon.cpp"
 | 
			
		||||
#include "box2d/Collision/b2Collision.cpp"
 | 
			
		||||
#include "box2d/Collision/b2Distance.cpp"
 | 
			
		||||
#include "box2d/Collision/b2DynamicTree.cpp"
 | 
			
		||||
#include "box2d/Collision/b2TimeOfImpact.cpp"
 | 
			
		||||
#include "box2d/Collision/Shapes/b2ChainShape.cpp"
 | 
			
		||||
#include "box2d/Collision/Shapes/b2CircleShape.cpp"
 | 
			
		||||
#include "box2d/Collision/Shapes/b2EdgeShape.cpp"
 | 
			
		||||
#include "box2d/Collision/Shapes/b2PolygonShape.cpp"
 | 
			
		||||
#include "box2d/Common/b2BlockAllocator.cpp"
 | 
			
		||||
#include "box2d/Common/b2Draw.cpp"
 | 
			
		||||
#include "box2d/Common/b2Math.cpp"
 | 
			
		||||
#include "box2d/Common/b2Settings.cpp"
 | 
			
		||||
#include "box2d/Common/b2StackAllocator.cpp"
 | 
			
		||||
#include "box2d/Common/b2Timer.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2Body.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2ContactManager.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2Fixture.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2Island.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2World.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2WorldCallbacks.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2ChainAndCircleContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2ChainAndPolygonContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2CircleContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2Contact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2ContactSolver.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2EdgeAndCircleContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2PolygonAndCircleContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2PolygonContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2DistanceJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2FrictionJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2GearJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2Joint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2MouseJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2PrismaticJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2PulleyJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2RevoluteJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2RopeJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2WeldJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2WheelJoint.cpp"
 | 
			
		||||
#include "box2d/Rope/b2Rope.cpp"
 | 
			
		||||
 | 
			
		||||
#include "utils/juce_Box2DRenderer.cpp"
 | 
			
		||||
 | 
			
		||||
JUCE_END_IGNORE_WARNINGS_GCC_LIKE
 | 
			
		||||
JUCE_END_IGNORE_WARNINGS_MSVC
 | 
			
		||||
/*
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
 | 
			
		||||
   This file is part of the JUCE library.
 | 
			
		||||
   Copyright (c) 2022 - Raw Material Software Limited
 | 
			
		||||
 | 
			
		||||
   JUCE is an open source library subject to commercial or open-source
 | 
			
		||||
   licensing.
 | 
			
		||||
 | 
			
		||||
   By using JUCE, you agree to the terms of both the JUCE 7 End-User License
 | 
			
		||||
   Agreement and JUCE Privacy Policy.
 | 
			
		||||
 | 
			
		||||
   End User License Agreement: www.juce.com/juce-7-licence
 | 
			
		||||
   Privacy Policy: www.juce.com/juce-privacy-policy
 | 
			
		||||
 | 
			
		||||
   Or: You may also use this code under the terms of the GPL v3 (see
 | 
			
		||||
   www.gnu.org/licenses).
 | 
			
		||||
 | 
			
		||||
   JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 | 
			
		||||
   EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 | 
			
		||||
   DISCLAIMED.
 | 
			
		||||
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifdef JUCE_BOX2D_H_INCLUDED
 | 
			
		||||
 /* When you add this cpp file to your project, you mustn't include it in a file where you've
 | 
			
		||||
    already included any other headers - just put it inside a file on its own, possibly with your config
 | 
			
		||||
    flags preceding it, but don't include anything else. That also includes avoiding any automatic prefix
 | 
			
		||||
    header files that the compiler may be using.
 | 
			
		||||
 */
 | 
			
		||||
 #error "Incorrect use of JUCE cpp file"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#include "juce_box2d.h"
 | 
			
		||||
 | 
			
		||||
JUCE_BEGIN_IGNORE_WARNINGS_MSVC (6011)
 | 
			
		||||
JUCE_BEGIN_IGNORE_WARNINGS_GCC_LIKE ("-Wconversion",
 | 
			
		||||
                                     "-Wsign-conversion",
 | 
			
		||||
                                     "-Wfloat-conversion",
 | 
			
		||||
                                     "-Wcast-align",
 | 
			
		||||
                                     "-Wswitch-enum",
 | 
			
		||||
                                     "-Wswitch-default",
 | 
			
		||||
                                     "-Wunused-but-set-variable",
 | 
			
		||||
                                     "-Wzero-as-null-pointer-constant",
 | 
			
		||||
                                     "-Wmaybe-uninitialized")
 | 
			
		||||
 | 
			
		||||
#include <cstdarg>
 | 
			
		||||
 | 
			
		||||
using int8   = juce::int8;
 | 
			
		||||
using int16  = juce::int16;
 | 
			
		||||
using int32  = juce::int32;
 | 
			
		||||
using uint8  = juce::uint8;
 | 
			
		||||
using uint16 = juce::uint16;
 | 
			
		||||
using uint32 = juce::uint32;
 | 
			
		||||
 | 
			
		||||
#include "box2d/Collision/b2BroadPhase.cpp"
 | 
			
		||||
#include "box2d/Collision/b2CollideCircle.cpp"
 | 
			
		||||
#include "box2d/Collision/b2CollideEdge.cpp"
 | 
			
		||||
#include "box2d/Collision/b2CollidePolygon.cpp"
 | 
			
		||||
#include "box2d/Collision/b2Collision.cpp"
 | 
			
		||||
#include "box2d/Collision/b2Distance.cpp"
 | 
			
		||||
#include "box2d/Collision/b2DynamicTree.cpp"
 | 
			
		||||
#include "box2d/Collision/b2TimeOfImpact.cpp"
 | 
			
		||||
#include "box2d/Collision/Shapes/b2ChainShape.cpp"
 | 
			
		||||
#include "box2d/Collision/Shapes/b2CircleShape.cpp"
 | 
			
		||||
#include "box2d/Collision/Shapes/b2EdgeShape.cpp"
 | 
			
		||||
#include "box2d/Collision/Shapes/b2PolygonShape.cpp"
 | 
			
		||||
#include "box2d/Common/b2BlockAllocator.cpp"
 | 
			
		||||
#include "box2d/Common/b2Draw.cpp"
 | 
			
		||||
#include "box2d/Common/b2Math.cpp"
 | 
			
		||||
#include "box2d/Common/b2Settings.cpp"
 | 
			
		||||
#include "box2d/Common/b2StackAllocator.cpp"
 | 
			
		||||
#include "box2d/Common/b2Timer.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2Body.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2ContactManager.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2Fixture.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2Island.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2World.cpp"
 | 
			
		||||
#include "box2d/Dynamics/b2WorldCallbacks.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2ChainAndCircleContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2ChainAndPolygonContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2CircleContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2Contact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2ContactSolver.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2EdgeAndCircleContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2PolygonAndCircleContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Contacts/b2PolygonContact.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2DistanceJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2FrictionJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2GearJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2Joint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2MouseJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2PrismaticJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2PulleyJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2RevoluteJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2RopeJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2WeldJoint.cpp"
 | 
			
		||||
#include "box2d/Dynamics/Joints/b2WheelJoint.cpp"
 | 
			
		||||
#include "box2d/Rope/b2Rope.cpp"
 | 
			
		||||
 | 
			
		||||
#include "utils/juce_Box2DRenderer.cpp"
 | 
			
		||||
 | 
			
		||||
JUCE_END_IGNORE_WARNINGS_GCC_LIKE
 | 
			
		||||
JUCE_END_IGNORE_WARNINGS_MSVC
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										146
									
								
								deps/juce/modules/juce_box2d/juce_box2d.h
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										146
									
								
								deps/juce/modules/juce_box2d/juce_box2d.h
									
									
									
									
										vendored
									
									
								
							@@ -1,72 +1,74 @@
 | 
			
		||||
/*
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
 | 
			
		||||
   This file is part of the JUCE library.
 | 
			
		||||
   Copyright (c) 2020 - Raw Material Software Limited
 | 
			
		||||
 | 
			
		||||
   JUCE is an open source library subject to commercial or open-source
 | 
			
		||||
   licensing.
 | 
			
		||||
 | 
			
		||||
   By using JUCE, you agree to the terms of both the JUCE 6 End-User License
 | 
			
		||||
   Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
 | 
			
		||||
 | 
			
		||||
   End User License Agreement: www.juce.com/juce-6-licence
 | 
			
		||||
   Privacy Policy: www.juce.com/juce-privacy-policy
 | 
			
		||||
 | 
			
		||||
   Or: You may also use this code under the terms of the GPL v3 (see
 | 
			
		||||
   www.gnu.org/licenses).
 | 
			
		||||
 | 
			
		||||
   JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 | 
			
		||||
   EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 | 
			
		||||
   DISCLAIMED.
 | 
			
		||||
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
/*******************************************************************************
 | 
			
		||||
 The block below describes the properties of this module, and is read by
 | 
			
		||||
 the Projucer to automatically generate project code that uses it.
 | 
			
		||||
 For details about the syntax and how to create or use a module, see the
 | 
			
		||||
 JUCE Module Format.md file.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 BEGIN_JUCE_MODULE_DECLARATION
 | 
			
		||||
 | 
			
		||||
  ID:                 juce_box2d
 | 
			
		||||
  vendor:             juce
 | 
			
		||||
  version:            6.1.2
 | 
			
		||||
  name:               JUCE wrapper for the Box2D physics engine
 | 
			
		||||
  description:        The Box2D physics engine and some utility classes.
 | 
			
		||||
  website:            http://www.juce.com/juce
 | 
			
		||||
  license:            GPL/Commercial
 | 
			
		||||
  minimumCppStandard: 14
 | 
			
		||||
 | 
			
		||||
  dependencies:       juce_graphics
 | 
			
		||||
 | 
			
		||||
 END_JUCE_MODULE_DECLARATION
 | 
			
		||||
 | 
			
		||||
*******************************************************************************/
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
#define JUCE_BOX2D_H_INCLUDED
 | 
			
		||||
 | 
			
		||||
//==============================================================================
 | 
			
		||||
#include <juce_graphics/juce_graphics.h>
 | 
			
		||||
 | 
			
		||||
JUCE_BEGIN_IGNORE_WARNINGS_GCC_LIKE ("-Wconversion",
 | 
			
		||||
                                     "-Wshadow-field",
 | 
			
		||||
                                     "-Wzero-as-null-pointer-constant",
 | 
			
		||||
                                     "-Wsign-conversion")
 | 
			
		||||
 | 
			
		||||
#include <climits>
 | 
			
		||||
#include <cfloat>
 | 
			
		||||
 | 
			
		||||
#include "box2d/Box2D.h"
 | 
			
		||||
 | 
			
		||||
JUCE_END_IGNORE_WARNINGS_GCC_LIKE
 | 
			
		||||
 | 
			
		||||
#ifndef DOXYGEN // for some reason, Doxygen sees this as a re-definition of Box2DRenderer
 | 
			
		||||
 #include "utils/juce_Box2DRenderer.h"
 | 
			
		||||
#endif // DOXYGEN
 | 
			
		||||
/*
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
 | 
			
		||||
   This file is part of the JUCE library.
 | 
			
		||||
   Copyright (c) 2022 - Raw Material Software Limited
 | 
			
		||||
 | 
			
		||||
   JUCE is an open source library subject to commercial or open-source
 | 
			
		||||
   licensing.
 | 
			
		||||
 | 
			
		||||
   By using JUCE, you agree to the terms of both the JUCE 7 End-User License
 | 
			
		||||
   Agreement and JUCE Privacy Policy.
 | 
			
		||||
 | 
			
		||||
   End User License Agreement: www.juce.com/juce-7-licence
 | 
			
		||||
   Privacy Policy: www.juce.com/juce-privacy-policy
 | 
			
		||||
 | 
			
		||||
   Or: You may also use this code under the terms of the GPL v3 (see
 | 
			
		||||
   www.gnu.org/licenses).
 | 
			
		||||
 | 
			
		||||
   JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 | 
			
		||||
   EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 | 
			
		||||
   DISCLAIMED.
 | 
			
		||||
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
/*******************************************************************************
 | 
			
		||||
 The block below describes the properties of this module, and is read by
 | 
			
		||||
 the Projucer to automatically generate project code that uses it.
 | 
			
		||||
 For details about the syntax and how to create or use a module, see the
 | 
			
		||||
 JUCE Module Format.md file.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 BEGIN_JUCE_MODULE_DECLARATION
 | 
			
		||||
 | 
			
		||||
  ID:                 juce_box2d
 | 
			
		||||
  vendor:             juce
 | 
			
		||||
  version:            7.0.2
 | 
			
		||||
  name:               JUCE wrapper for the Box2D physics engine
 | 
			
		||||
  description:        The Box2D physics engine and some utility classes.
 | 
			
		||||
  website:            http://www.juce.com/juce
 | 
			
		||||
  license:            GPL/Commercial
 | 
			
		||||
  minimumCppStandard: 14
 | 
			
		||||
 | 
			
		||||
  dependencies:       juce_graphics
 | 
			
		||||
 | 
			
		||||
 END_JUCE_MODULE_DECLARATION
 | 
			
		||||
 | 
			
		||||
*******************************************************************************/
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
#define JUCE_BOX2D_H_INCLUDED
 | 
			
		||||
 | 
			
		||||
//==============================================================================
 | 
			
		||||
#include <juce_graphics/juce_graphics.h>
 | 
			
		||||
 | 
			
		||||
JUCE_BEGIN_IGNORE_WARNINGS_GCC_LIKE ("-Wconversion",
 | 
			
		||||
                                     "-Wshadow-field",
 | 
			
		||||
                                     "-Wzero-as-null-pointer-constant",
 | 
			
		||||
                                     "-Wsign-conversion",
 | 
			
		||||
                                     "-Wdeprecated",
 | 
			
		||||
                                     "-Wmaybe-uninitialized")
 | 
			
		||||
 | 
			
		||||
#include <climits>
 | 
			
		||||
#include <cfloat>
 | 
			
		||||
 | 
			
		||||
#include "box2d/Box2D.h"
 | 
			
		||||
 | 
			
		||||
JUCE_END_IGNORE_WARNINGS_GCC_LIKE
 | 
			
		||||
 | 
			
		||||
#ifndef DOXYGEN // for some reason, Doxygen sees this as a re-definition of Box2DRenderer
 | 
			
		||||
 #include "utils/juce_Box2DRenderer.h"
 | 
			
		||||
#endif // DOXYGEN
 | 
			
		||||
 
 | 
			
		||||
@@ -1,111 +1,111 @@
 | 
			
		||||
/*
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
 | 
			
		||||
   This file is part of the JUCE library.
 | 
			
		||||
   Copyright (c) 2020 - Raw Material Software Limited
 | 
			
		||||
 | 
			
		||||
   JUCE is an open source library subject to commercial or open-source
 | 
			
		||||
   licensing.
 | 
			
		||||
 | 
			
		||||
   By using JUCE, you agree to the terms of both the JUCE 6 End-User License
 | 
			
		||||
   Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
 | 
			
		||||
 | 
			
		||||
   End User License Agreement: www.juce.com/juce-6-licence
 | 
			
		||||
   Privacy Policy: www.juce.com/juce-privacy-policy
 | 
			
		||||
 | 
			
		||||
   Or: You may also use this code under the terms of the GPL v3 (see
 | 
			
		||||
   www.gnu.org/licenses).
 | 
			
		||||
 | 
			
		||||
   JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 | 
			
		||||
   EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 | 
			
		||||
   DISCLAIMED.
 | 
			
		||||
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
namespace juce
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
Box2DRenderer::Box2DRenderer() noexcept   : graphics (nullptr)
 | 
			
		||||
{
 | 
			
		||||
    SetFlags (e_shapeBit);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::render (Graphics& g, b2World& world,
 | 
			
		||||
                            float left, float top, float right, float bottom,
 | 
			
		||||
                            const Rectangle<float>& target)
 | 
			
		||||
{
 | 
			
		||||
    graphics = &g;
 | 
			
		||||
 | 
			
		||||
    g.addTransform (AffineTransform::fromTargetPoints (left,  top,    target.getX(),     target.getY(),
 | 
			
		||||
                                                       right, top,    target.getRight(), target.getY(),
 | 
			
		||||
                                                       left,  bottom, target.getX(),     target.getBottom()));
 | 
			
		||||
 | 
			
		||||
    world.SetDebugDraw (this);
 | 
			
		||||
    world.DrawDebugData();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Colour Box2DRenderer::getColour (const b2Color& c) const
 | 
			
		||||
{
 | 
			
		||||
    return Colour::fromFloatRGBA (c.r, c.g, c.b, 1.0f);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float Box2DRenderer::getLineThickness() const
 | 
			
		||||
{
 | 
			
		||||
    return 0.1f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void createPath (Path& p, const b2Vec2* vertices, int32 vertexCount)
 | 
			
		||||
{
 | 
			
		||||
    p.startNewSubPath (vertices[0].x, vertices[0].y);
 | 
			
		||||
 | 
			
		||||
    for (int i = 1; i < vertexCount; ++i)
 | 
			
		||||
        p.lineTo (vertices[i].x, vertices[i].y);
 | 
			
		||||
 | 
			
		||||
    p.closeSubPath();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawPolygon (const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
 | 
			
		||||
{
 | 
			
		||||
    graphics->setColour (getColour (color));
 | 
			
		||||
 | 
			
		||||
    Path p;
 | 
			
		||||
    createPath (p, vertices, vertexCount);
 | 
			
		||||
    graphics->strokePath (p, PathStrokeType (getLineThickness()));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawSolidPolygon (const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
 | 
			
		||||
{
 | 
			
		||||
    graphics->setColour (getColour (color));
 | 
			
		||||
 | 
			
		||||
    Path p;
 | 
			
		||||
    createPath (p, vertices, vertexCount);
 | 
			
		||||
    graphics->fillPath (p);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawCircle (const b2Vec2& center, float32 radius, const b2Color& color)
 | 
			
		||||
{
 | 
			
		||||
    graphics->setColour (getColour (color));
 | 
			
		||||
    graphics->drawEllipse (center.x - radius, center.y - radius,
 | 
			
		||||
                           radius * 2.0f, radius * 2.0f,
 | 
			
		||||
                           getLineThickness());
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawSolidCircle (const b2Vec2& center, float32 radius, const b2Vec2& /*axis*/, const b2Color& colour)
 | 
			
		||||
{
 | 
			
		||||
    graphics->setColour (getColour (colour));
 | 
			
		||||
    graphics->fillEllipse (center.x - radius, center.y - radius,
 | 
			
		||||
                           radius * 2.0f, radius * 2.0f);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawSegment (const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
 | 
			
		||||
{
 | 
			
		||||
    graphics->setColour (getColour (color));
 | 
			
		||||
    graphics->drawLine (p1.x, p1.y, p2.x, p2.y, getLineThickness());
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawTransform (const b2Transform&)
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
} // namespace juce
 | 
			
		||||
/*
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
 | 
			
		||||
   This file is part of the JUCE library.
 | 
			
		||||
   Copyright (c) 2022 - Raw Material Software Limited
 | 
			
		||||
 | 
			
		||||
   JUCE is an open source library subject to commercial or open-source
 | 
			
		||||
   licensing.
 | 
			
		||||
 | 
			
		||||
   By using JUCE, you agree to the terms of both the JUCE 7 End-User License
 | 
			
		||||
   Agreement and JUCE Privacy Policy.
 | 
			
		||||
 | 
			
		||||
   End User License Agreement: www.juce.com/juce-7-licence
 | 
			
		||||
   Privacy Policy: www.juce.com/juce-privacy-policy
 | 
			
		||||
 | 
			
		||||
   Or: You may also use this code under the terms of the GPL v3 (see
 | 
			
		||||
   www.gnu.org/licenses).
 | 
			
		||||
 | 
			
		||||
   JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 | 
			
		||||
   EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 | 
			
		||||
   DISCLAIMED.
 | 
			
		||||
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
namespace juce
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
Box2DRenderer::Box2DRenderer() noexcept   : graphics (nullptr)
 | 
			
		||||
{
 | 
			
		||||
    SetFlags (e_shapeBit);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::render (Graphics& g, b2World& world,
 | 
			
		||||
                            float left, float top, float right, float bottom,
 | 
			
		||||
                            const Rectangle<float>& target)
 | 
			
		||||
{
 | 
			
		||||
    graphics = &g;
 | 
			
		||||
 | 
			
		||||
    g.addTransform (AffineTransform::fromTargetPoints (left,  top,    target.getX(),     target.getY(),
 | 
			
		||||
                                                       right, top,    target.getRight(), target.getY(),
 | 
			
		||||
                                                       left,  bottom, target.getX(),     target.getBottom()));
 | 
			
		||||
 | 
			
		||||
    world.SetDebugDraw (this);
 | 
			
		||||
    world.DrawDebugData();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Colour Box2DRenderer::getColour (const b2Color& c) const
 | 
			
		||||
{
 | 
			
		||||
    return Colour::fromFloatRGBA (c.r, c.g, c.b, 1.0f);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float Box2DRenderer::getLineThickness() const
 | 
			
		||||
{
 | 
			
		||||
    return 0.1f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void createPath (Path& p, const b2Vec2* vertices, int32 vertexCount)
 | 
			
		||||
{
 | 
			
		||||
    p.startNewSubPath (vertices[0].x, vertices[0].y);
 | 
			
		||||
 | 
			
		||||
    for (int i = 1; i < vertexCount; ++i)
 | 
			
		||||
        p.lineTo (vertices[i].x, vertices[i].y);
 | 
			
		||||
 | 
			
		||||
    p.closeSubPath();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawPolygon (const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
 | 
			
		||||
{
 | 
			
		||||
    graphics->setColour (getColour (color));
 | 
			
		||||
 | 
			
		||||
    Path p;
 | 
			
		||||
    createPath (p, vertices, vertexCount);
 | 
			
		||||
    graphics->strokePath (p, PathStrokeType (getLineThickness()));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawSolidPolygon (const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
 | 
			
		||||
{
 | 
			
		||||
    graphics->setColour (getColour (color));
 | 
			
		||||
 | 
			
		||||
    Path p;
 | 
			
		||||
    createPath (p, vertices, vertexCount);
 | 
			
		||||
    graphics->fillPath (p);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawCircle (const b2Vec2& center, float32 radius, const b2Color& color)
 | 
			
		||||
{
 | 
			
		||||
    graphics->setColour (getColour (color));
 | 
			
		||||
    graphics->drawEllipse (center.x - radius, center.y - radius,
 | 
			
		||||
                           radius * 2.0f, radius * 2.0f,
 | 
			
		||||
                           getLineThickness());
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawSolidCircle (const b2Vec2& center, float32 radius, const b2Vec2& /*axis*/, const b2Color& colour)
 | 
			
		||||
{
 | 
			
		||||
    graphics->setColour (getColour (colour));
 | 
			
		||||
    graphics->fillEllipse (center.x - radius, center.y - radius,
 | 
			
		||||
                           radius * 2.0f, radius * 2.0f);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawSegment (const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
 | 
			
		||||
{
 | 
			
		||||
    graphics->setColour (getColour (color));
 | 
			
		||||
    graphics->drawLine (p1.x, p1.y, p2.x, p2.y, getLineThickness());
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Box2DRenderer::DrawTransform (const b2Transform&)
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
} // namespace juce
 | 
			
		||||
 
 | 
			
		||||
@@ -1,79 +1,79 @@
 | 
			
		||||
/*
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
 | 
			
		||||
   This file is part of the JUCE library.
 | 
			
		||||
   Copyright (c) 2020 - Raw Material Software Limited
 | 
			
		||||
 | 
			
		||||
   JUCE is an open source library subject to commercial or open-source
 | 
			
		||||
   licensing.
 | 
			
		||||
 | 
			
		||||
   By using JUCE, you agree to the terms of both the JUCE 6 End-User License
 | 
			
		||||
   Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
 | 
			
		||||
 | 
			
		||||
   End User License Agreement: www.juce.com/juce-6-licence
 | 
			
		||||
   Privacy Policy: www.juce.com/juce-privacy-policy
 | 
			
		||||
 | 
			
		||||
   Or: You may also use this code under the terms of the GPL v3 (see
 | 
			
		||||
   www.gnu.org/licenses).
 | 
			
		||||
 | 
			
		||||
   JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 | 
			
		||||
   EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 | 
			
		||||
   DISCLAIMED.
 | 
			
		||||
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
namespace juce
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
//==============================================================================
 | 
			
		||||
/** A simple implementation of the b2Draw class, used to draw a Box2D world.
 | 
			
		||||
 | 
			
		||||
    To use it, simply create an instance of this class in your paint() method,
 | 
			
		||||
    and call its render() method.
 | 
			
		||||
 | 
			
		||||
    @tags{Box2D}
 | 
			
		||||
*/
 | 
			
		||||
class Box2DRenderer   : public b2Draw
 | 
			
		||||
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
    Box2DRenderer() noexcept;
 | 
			
		||||
 | 
			
		||||
    /** Renders the world.
 | 
			
		||||
 | 
			
		||||
        @param g        the context to render into
 | 
			
		||||
        @param world    the world to render
 | 
			
		||||
        @param box2DWorldLeft   the left coordinate of the area of the world to be drawn
 | 
			
		||||
        @param box2DWorldTop    the top coordinate of the area of the world to be drawn
 | 
			
		||||
        @param box2DWorldRight  the right coordinate of the area of the world to be drawn
 | 
			
		||||
        @param box2DWorldBottom the bottom coordinate of the area of the world to be drawn
 | 
			
		||||
        @param targetArea   the area within the target context onto which the source
 | 
			
		||||
                            world rectangle should be mapped
 | 
			
		||||
    */
 | 
			
		||||
    void render (Graphics& g,
 | 
			
		||||
                 b2World& world,
 | 
			
		||||
                 float box2DWorldLeft, float box2DWorldTop,
 | 
			
		||||
                 float box2DWorldRight, float box2DWorldBottom,
 | 
			
		||||
                 const Rectangle<float>& targetArea);
 | 
			
		||||
 | 
			
		||||
    // b2Draw methods:
 | 
			
		||||
    void DrawPolygon (const b2Vec2*, int32, const b2Color&) override;
 | 
			
		||||
    void DrawSolidPolygon (const b2Vec2*, int32, const b2Color&) override;
 | 
			
		||||
    void DrawCircle (const b2Vec2& center, float32 radius, const b2Color&) override;
 | 
			
		||||
    void DrawSolidCircle (const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color&) override;
 | 
			
		||||
    void DrawSegment (const b2Vec2& p1, const b2Vec2& p2, const b2Color&) override;
 | 
			
		||||
    void DrawTransform (const b2Transform& xf) override;
 | 
			
		||||
 | 
			
		||||
    /** Converts a b2Color to a juce Colour. */
 | 
			
		||||
    virtual Colour getColour (const b2Color&) const;
 | 
			
		||||
    /** Returns the thickness to use for drawing outlines. */
 | 
			
		||||
    virtual float getLineThickness() const;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
    Graphics* graphics;
 | 
			
		||||
 | 
			
		||||
    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Box2DRenderer)
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
} // namespace juce
 | 
			
		||||
/*
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
 | 
			
		||||
   This file is part of the JUCE library.
 | 
			
		||||
   Copyright (c) 2022 - Raw Material Software Limited
 | 
			
		||||
 | 
			
		||||
   JUCE is an open source library subject to commercial or open-source
 | 
			
		||||
   licensing.
 | 
			
		||||
 | 
			
		||||
   By using JUCE, you agree to the terms of both the JUCE 7 End-User License
 | 
			
		||||
   Agreement and JUCE Privacy Policy.
 | 
			
		||||
 | 
			
		||||
   End User License Agreement: www.juce.com/juce-7-licence
 | 
			
		||||
   Privacy Policy: www.juce.com/juce-privacy-policy
 | 
			
		||||
 | 
			
		||||
   Or: You may also use this code under the terms of the GPL v3 (see
 | 
			
		||||
   www.gnu.org/licenses).
 | 
			
		||||
 | 
			
		||||
   JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 | 
			
		||||
   EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 | 
			
		||||
   DISCLAIMED.
 | 
			
		||||
 | 
			
		||||
  ==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
namespace juce
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
//==============================================================================
 | 
			
		||||
/** A simple implementation of the b2Draw class, used to draw a Box2D world.
 | 
			
		||||
 | 
			
		||||
    To use it, simply create an instance of this class in your paint() method,
 | 
			
		||||
    and call its render() method.
 | 
			
		||||
 | 
			
		||||
    @tags{Box2D}
 | 
			
		||||
*/
 | 
			
		||||
class Box2DRenderer   : public b2Draw
 | 
			
		||||
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
    Box2DRenderer() noexcept;
 | 
			
		||||
 | 
			
		||||
    /** Renders the world.
 | 
			
		||||
 | 
			
		||||
        @param g        the context to render into
 | 
			
		||||
        @param world    the world to render
 | 
			
		||||
        @param box2DWorldLeft   the left coordinate of the area of the world to be drawn
 | 
			
		||||
        @param box2DWorldTop    the top coordinate of the area of the world to be drawn
 | 
			
		||||
        @param box2DWorldRight  the right coordinate of the area of the world to be drawn
 | 
			
		||||
        @param box2DWorldBottom the bottom coordinate of the area of the world to be drawn
 | 
			
		||||
        @param targetArea   the area within the target context onto which the source
 | 
			
		||||
                            world rectangle should be mapped
 | 
			
		||||
    */
 | 
			
		||||
    void render (Graphics& g,
 | 
			
		||||
                 b2World& world,
 | 
			
		||||
                 float box2DWorldLeft, float box2DWorldTop,
 | 
			
		||||
                 float box2DWorldRight, float box2DWorldBottom,
 | 
			
		||||
                 const Rectangle<float>& targetArea);
 | 
			
		||||
 | 
			
		||||
    // b2Draw methods:
 | 
			
		||||
    void DrawPolygon (const b2Vec2*, int32, const b2Color&) override;
 | 
			
		||||
    void DrawSolidPolygon (const b2Vec2*, int32, const b2Color&) override;
 | 
			
		||||
    void DrawCircle (const b2Vec2& center, float32 radius, const b2Color&) override;
 | 
			
		||||
    void DrawSolidCircle (const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color&) override;
 | 
			
		||||
    void DrawSegment (const b2Vec2& p1, const b2Vec2& p2, const b2Color&) override;
 | 
			
		||||
    void DrawTransform (const b2Transform& xf) override;
 | 
			
		||||
 | 
			
		||||
    /** Converts a b2Color to a juce Colour. */
 | 
			
		||||
    virtual Colour getColour (const b2Color&) const;
 | 
			
		||||
    /** Returns the thickness to use for drawing outlines. */
 | 
			
		||||
    virtual float getLineThickness() const;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
    Graphics* graphics;
 | 
			
		||||
 | 
			
		||||
    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Box2DRenderer)
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
} // namespace juce
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user