migrating to the latest JUCE version
This commit is contained in:
		@@ -1,170 +1,170 @@
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/*
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* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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		||||
* warranty.  In no event will the authors be held liable for any damages
 | 
			
		||||
* arising from the use of this software.
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		||||
* 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.
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		||||
*/
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#include "b2ChainShape.h"
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#include "b2EdgeShape.h"
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using namespace std;
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b2ChainShape::~b2ChainShape()
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{
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	b2Free(m_vertices);
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	m_vertices = NULL;
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	m_count = 0;
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}
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void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count)
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{
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	b2Assert(m_vertices == NULL && m_count == 0);
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	b2Assert(count >= 3);
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	m_count = count + 1;
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	m_vertices = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
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	memcpy(m_vertices, vertices, count * sizeof(b2Vec2));
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	m_vertices[count] = m_vertices[0];
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	m_prevVertex = m_vertices[m_count - 2];
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	m_nextVertex = m_vertices[1];
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	m_hasPrevVertex = true;
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	m_hasNextVertex = true;
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}
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void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count)
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{
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	b2Assert(m_vertices == NULL && m_count == 0);
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	b2Assert(count >= 2);
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	m_count = count;
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	m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));
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	memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));
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	m_hasPrevVertex = false;
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	m_hasNextVertex = false;
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}
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void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex)
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{
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	m_prevVertex = prevVertex;
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	m_hasPrevVertex = true;
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}
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void b2ChainShape::SetNextVertex(const b2Vec2& nextVertex)
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{
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	m_nextVertex = nextVertex;
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	m_hasNextVertex = true;
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}
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b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
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{
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	void* mem = allocator->Allocate(sizeof(b2ChainShape));
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	b2ChainShape* clone = new (mem) b2ChainShape;
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	clone->CreateChain(m_vertices, m_count);
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	clone->m_prevVertex = m_prevVertex;
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	clone->m_nextVertex = m_nextVertex;
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	clone->m_hasPrevVertex = m_hasPrevVertex;
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	clone->m_hasNextVertex = m_hasNextVertex;
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	return clone;
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}
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int32 b2ChainShape::GetChildCount() const
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{
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	// edge count = vertex count - 1
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	return m_count - 1;
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}
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void b2ChainShape::GetChildEdge(b2EdgeShape* edge, int32 index) const
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{
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	b2Assert(0 <= index && index < m_count - 1);
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	edge->m_type = b2Shape::e_edge;
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	edge->m_radius = m_radius;
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	edge->m_vertex1 = m_vertices[index + 0];
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	edge->m_vertex2 = m_vertices[index + 1];
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	if (index > 0)
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	{
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		edge->m_vertex0 = m_vertices[index - 1];
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		edge->m_hasVertex0 = true;
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	}
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	else
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	{
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		edge->m_vertex0 = m_prevVertex;
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		edge->m_hasVertex0 = m_hasPrevVertex;
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	}
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	if (index < m_count - 2)
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	{
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		edge->m_vertex3 = m_vertices[index + 2];
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		edge->m_hasVertex3 = true;
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	}
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	else
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	{
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		edge->m_vertex3 = m_nextVertex;
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		edge->m_hasVertex3 = m_hasNextVertex;
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	}
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}
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bool b2ChainShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
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{
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	B2_NOT_USED(xf);
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	B2_NOT_USED(p);
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	return false;
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}
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bool b2ChainShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
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							const b2Transform& xf, int32 childIndex) const
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{
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	b2Assert(childIndex < m_count);
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	b2EdgeShape edgeShape;
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	int32 i1 = childIndex;
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	int32 i2 = childIndex + 1;
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	if (i2 == m_count)
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	{
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		i2 = 0;
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	}
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	edgeShape.m_vertex1 = m_vertices[i1];
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	edgeShape.m_vertex2 = m_vertices[i2];
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	return edgeShape.RayCast(output, input, xf, 0);
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}
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void b2ChainShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
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{
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	b2Assert(childIndex < m_count);
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	int32 i1 = childIndex;
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	int32 i2 = childIndex + 1;
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	if (i2 == m_count)
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	{
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		i2 = 0;
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	}
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	b2Vec2 v1 = b2Mul(xf, m_vertices[i1]);
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	b2Vec2 v2 = b2Mul(xf, m_vertices[i2]);
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	aabb->lowerBound = b2Min(v1, v2);
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	aabb->upperBound = b2Max(v1, v2);
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}
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void b2ChainShape::ComputeMass(b2MassData* massData, float32 density) const
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{
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	B2_NOT_USED(density);
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	massData->mass = 0.0f;
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	massData->center.SetZero();
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	massData->I = 0.0f;
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}
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/*
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* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
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		||||
*
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		||||
* 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.
 | 
			
		||||
*/
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#include "b2ChainShape.h"
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#include "b2EdgeShape.h"
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using namespace std;
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b2ChainShape::~b2ChainShape()
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{
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	b2Free(m_vertices);
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	m_vertices = NULL;
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	m_count = 0;
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}
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void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count)
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{
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	b2Assert(m_vertices == NULL && m_count == 0);
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	b2Assert(count >= 3);
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	m_count = count + 1;
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	m_vertices = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
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	memcpy(m_vertices, vertices, count * sizeof(b2Vec2));
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	m_vertices[count] = m_vertices[0];
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	m_prevVertex = m_vertices[m_count - 2];
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	m_nextVertex = m_vertices[1];
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	m_hasPrevVertex = true;
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	m_hasNextVertex = true;
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}
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void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count)
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{
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	b2Assert(m_vertices == NULL && m_count == 0);
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	b2Assert(count >= 2);
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	m_count = count;
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	m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));
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	memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));
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	m_hasPrevVertex = false;
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	m_hasNextVertex = false;
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}
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void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex)
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{
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	m_prevVertex = prevVertex;
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	m_hasPrevVertex = true;
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}
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void b2ChainShape::SetNextVertex(const b2Vec2& nextVertex)
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{
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	m_nextVertex = nextVertex;
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	m_hasNextVertex = true;
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}
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b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
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{
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	void* mem = allocator->Allocate(sizeof(b2ChainShape));
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	b2ChainShape* clone = new (mem) b2ChainShape;
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	clone->CreateChain(m_vertices, m_count);
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	clone->m_prevVertex = m_prevVertex;
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	clone->m_nextVertex = m_nextVertex;
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	clone->m_hasPrevVertex = m_hasPrevVertex;
 | 
			
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	clone->m_hasNextVertex = m_hasNextVertex;
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	return clone;
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}
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int32 b2ChainShape::GetChildCount() const
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{
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	// edge count = vertex count - 1
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	return m_count - 1;
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}
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void b2ChainShape::GetChildEdge(b2EdgeShape* edge, int32 index) const
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{
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	b2Assert(0 <= index && index < m_count - 1);
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	edge->m_type = b2Shape::e_edge;
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	edge->m_radius = m_radius;
 | 
			
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	edge->m_vertex1 = m_vertices[index + 0];
 | 
			
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	edge->m_vertex2 = m_vertices[index + 1];
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		||||
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		||||
	if (index > 0)
 | 
			
		||||
	{
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		edge->m_vertex0 = m_vertices[index - 1];
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		edge->m_hasVertex0 = true;
 | 
			
		||||
	}
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	else
 | 
			
		||||
	{
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		edge->m_vertex0 = m_prevVertex;
 | 
			
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		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,
 | 
			
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							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
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user