[deploy] Merge pull request #41 from KiwanoEngine/dev
Add Box2D physics engine
This commit is contained in:
		
						commit
						4ebd32e153
					
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|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2CircleContact.h"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2Contact.h"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2ContactSolver.h"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2EdgeAndCircleContact.h"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2EdgeAndPolygonContact.h"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2PolygonAndCircleContact.h"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2PolygonContact.h"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Common\b2BlockAllocator.h"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Common\b2Draw.h"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Common\b2GrowableStack.h"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Common\b2Math.h"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Common\b2Settings.h"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Common\b2StackAllocator.h"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Common\b2Timer.h"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Collision\b2BroadPhase.h"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Collision\b2Collision.h"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Collision\b2Distance.h"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Collision\b2DynamicTree.h"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Collision\b2TimeOfImpact.h"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Collision\Shapes\b2ChainShape.h"> | ||||||
|  |       <Filter>Collision\Shapes</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Collision\Shapes\b2CircleShape.h"> | ||||||
|  |       <Filter>Collision\Shapes</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Collision\Shapes\b2EdgeShape.h"> | ||||||
|  |       <Filter>Collision\Shapes</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Collision\Shapes\b2PolygonShape.h"> | ||||||
|  |       <Filter>Collision\Shapes</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Collision\Shapes\b2Shape.h"> | ||||||
|  |       <Filter>Collision\Shapes</Filter> | ||||||
|  |     </ClInclude> | ||||||
|  |     <ClInclude Include="..\..\..\src\3rd-party\Box2D\Box2D.h" /> | ||||||
|  |   </ItemGroup> | ||||||
|  |   <ItemGroup> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Rope\b2Rope.cpp"> | ||||||
|  |       <Filter>Rope</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\b2Body.cpp"> | ||||||
|  |       <Filter>Dynamics</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\b2ContactManager.cpp"> | ||||||
|  |       <Filter>Dynamics</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\b2Fixture.cpp"> | ||||||
|  |       <Filter>Dynamics</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\b2Island.cpp"> | ||||||
|  |       <Filter>Dynamics</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\b2World.cpp"> | ||||||
|  |       <Filter>Dynamics</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\b2WorldCallbacks.cpp"> | ||||||
|  |       <Filter>Dynamics</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2DistanceJoint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2FrictionJoint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2GearJoint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2Joint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2MotorJoint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2MouseJoint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2PrismaticJoint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2PulleyJoint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2RevoluteJoint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2RopeJoint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2WeldJoint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Joints\b2WheelJoint.cpp"> | ||||||
|  |       <Filter>Dynamics\Joints</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2ChainAndCircleContact.cpp"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2ChainAndPolygonContact.cpp"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2CircleContact.cpp"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2Contact.cpp"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2ContactSolver.cpp"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2EdgeAndCircleContact.cpp"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2EdgeAndPolygonContact.cpp"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2PolygonAndCircleContact.cpp"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Dynamics\Contacts\b2PolygonContact.cpp"> | ||||||
|  |       <Filter>Dynamics\Contacts</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Common\b2BlockAllocator.cpp"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Common\b2Draw.cpp"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Common\b2Math.cpp"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Common\b2Settings.cpp"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Common\b2StackAllocator.cpp"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Common\b2Timer.cpp"> | ||||||
|  |       <Filter>Common</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\b2BroadPhase.cpp"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\b2CollideCircle.cpp"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\b2CollideEdge.cpp"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\b2CollidePolygon.cpp"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\b2Collision.cpp"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\b2Distance.cpp"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\b2DynamicTree.cpp"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\b2TimeOfImpact.cpp"> | ||||||
|  |       <Filter>Collision</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\Shapes\b2ChainShape.cpp"> | ||||||
|  |       <Filter>Collision\Shapes</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\Shapes\b2CircleShape.cpp"> | ||||||
|  |       <Filter>Collision\Shapes</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\Shapes\b2EdgeShape.cpp"> | ||||||
|  |       <Filter>Collision\Shapes</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |     <ClCompile Include="..\..\..\src\3rd-party\Box2D\Collision\Shapes\b2PolygonShape.cpp"> | ||||||
|  |       <Filter>Collision\Shapes</Filter> | ||||||
|  |     </ClCompile> | ||||||
|  |   </ItemGroup> | ||||||
|  | </Project> | ||||||
|  | @ -10,6 +10,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "kiwano-network", "kiwano-ne | ||||||
| EndProject | EndProject | ||||||
| Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "kiwano-imgui", "kiwano-imgui\kiwano-imgui.vcxproj", "{A7062ED8-8910-48A5-A3BC-C1612672571F}" | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "kiwano-imgui", "kiwano-imgui\kiwano-imgui.vcxproj", "{A7062ED8-8910-48A5-A3BC-C1612672571F}" | ||||||
| EndProject | EndProject | ||||||
|  | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "kiwano-physics", "kiwano-physics\kiwano-physics.vcxproj", "{DF599AFB-744F-41E5-AF0C-2146F90575C8}" | ||||||
|  | EndProject | ||||||
| Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "3rd-party", "3rd-party", "{2D8919F2-8922-4B3F-8F68-D4127C6BCBB7}" | Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "3rd-party", "3rd-party", "{2D8919F2-8922-4B3F-8F68-D4127C6BCBB7}" | ||||||
| EndProject | EndProject | ||||||
| Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libStackWalker", "3rd-party\StackWalker\libStackWalker.vcxproj", "{3A3948DC-9865-46B3-B7B9-7E5572704ED2}" | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libStackWalker", "3rd-party\StackWalker\libStackWalker.vcxproj", "{3A3948DC-9865-46B3-B7B9-7E5572704ED2}" | ||||||
|  | @ -20,6 +22,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libimgui", "3rd-party\imgui | ||||||
| EndProject | EndProject | ||||||
| Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libcurl", "3rd-party\curl\libcurl.vcxproj", "{A9ABACC7-75A1-46BA-8E48-4105346D9719}" | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libcurl", "3rd-party\curl\libcurl.vcxproj", "{A9ABACC7-75A1-46BA-8E48-4105346D9719}" | ||||||
| EndProject | EndProject | ||||||
|  | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libBox2D", "3rd-party\Box2D\libBox2D.vcxproj", "{0CBA9295-F14D-4966-A7C4-1DD68158176C}" | ||||||
|  | EndProject | ||||||
| Global | Global | ||||||
| 	GlobalSection(SolutionConfigurationPlatforms) = preSolution | 	GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||||||
| 		Debug|Win32 = Debug|Win32 | 		Debug|Win32 = Debug|Win32 | ||||||
|  | @ -59,6 +63,14 @@ Global | ||||||
| 		{A9ABACC7-75A1-46BA-8E48-4105346D9719}.Debug|Win32.Build.0 = Debug|Win32 | 		{A9ABACC7-75A1-46BA-8E48-4105346D9719}.Debug|Win32.Build.0 = Debug|Win32 | ||||||
| 		{A9ABACC7-75A1-46BA-8E48-4105346D9719}.Release|Win32.ActiveCfg = Release|Win32 | 		{A9ABACC7-75A1-46BA-8E48-4105346D9719}.Release|Win32.ActiveCfg = Release|Win32 | ||||||
| 		{A9ABACC7-75A1-46BA-8E48-4105346D9719}.Release|Win32.Build.0 = Release|Win32 | 		{A9ABACC7-75A1-46BA-8E48-4105346D9719}.Release|Win32.Build.0 = Release|Win32 | ||||||
|  | 		{0CBA9295-F14D-4966-A7C4-1DD68158176C}.Debug|Win32.ActiveCfg = Debug|Win32 | ||||||
|  | 		{0CBA9295-F14D-4966-A7C4-1DD68158176C}.Debug|Win32.Build.0 = Debug|Win32 | ||||||
|  | 		{0CBA9295-F14D-4966-A7C4-1DD68158176C}.Release|Win32.ActiveCfg = Release|Win32 | ||||||
|  | 		{0CBA9295-F14D-4966-A7C4-1DD68158176C}.Release|Win32.Build.0 = Release|Win32 | ||||||
|  | 		{DF599AFB-744F-41E5-AF0C-2146F90575C8}.Debug|Win32.ActiveCfg = Debug|Win32 | ||||||
|  | 		{DF599AFB-744F-41E5-AF0C-2146F90575C8}.Debug|Win32.Build.0 = Debug|Win32 | ||||||
|  | 		{DF599AFB-744F-41E5-AF0C-2146F90575C8}.Release|Win32.ActiveCfg = Release|Win32 | ||||||
|  | 		{DF599AFB-744F-41E5-AF0C-2146F90575C8}.Release|Win32.Build.0 = Release|Win32 | ||||||
| 	EndGlobalSection | 	EndGlobalSection | ||||||
| 	GlobalSection(SolutionProperties) = preSolution | 	GlobalSection(SolutionProperties) = preSolution | ||||||
| 		HideSolutionNode = FALSE | 		HideSolutionNode = FALSE | ||||||
|  | @ -68,6 +80,7 @@ Global | ||||||
| 		{AB47E875-85E5-4105-A71E-88930EAAB910} = {2D8919F2-8922-4B3F-8F68-D4127C6BCBB7} | 		{AB47E875-85E5-4105-A71E-88930EAAB910} = {2D8919F2-8922-4B3F-8F68-D4127C6BCBB7} | ||||||
| 		{7FA1E56D-62AC-47D1-97D1-40B302724198} = {2D8919F2-8922-4B3F-8F68-D4127C6BCBB7} | 		{7FA1E56D-62AC-47D1-97D1-40B302724198} = {2D8919F2-8922-4B3F-8F68-D4127C6BCBB7} | ||||||
| 		{A9ABACC7-75A1-46BA-8E48-4105346D9719} = {2D8919F2-8922-4B3F-8F68-D4127C6BCBB7} | 		{A9ABACC7-75A1-46BA-8E48-4105346D9719} = {2D8919F2-8922-4B3F-8F68-D4127C6BCBB7} | ||||||
|  | 		{0CBA9295-F14D-4966-A7C4-1DD68158176C} = {2D8919F2-8922-4B3F-8F68-D4127C6BCBB7} | ||||||
| 	EndGlobalSection | 	EndGlobalSection | ||||||
| 	GlobalSection(ExtensibilityGlobals) = postSolution | 	GlobalSection(ExtensibilityGlobals) = postSolution | ||||||
| 		SolutionGuid = {FAC2BE2F-19AF-477A-8DC6-4645E66868A4} | 		SolutionGuid = {FAC2BE2F-19AF-477A-8DC6-4645E66868A4} | ||||||
|  |  | ||||||
|  | @ -18,11 +18,6 @@ | ||||||
|       <Platform>Win32</Platform> |       <Platform>Win32</Platform> | ||||||
|     </ProjectConfiguration> |     </ProjectConfiguration> | ||||||
|   </ItemGroup> |   </ItemGroup> | ||||||
|   <ItemGroup> |  | ||||||
|     <ProjectReference Include="..\kiwano\kiwano.vcxproj"> |  | ||||||
|       <Project>{ff7f943d-a89c-4e6c-97cf-84f7d8ff8edf}</Project> |  | ||||||
|     </ProjectReference> |  | ||||||
|   </ItemGroup> |  | ||||||
|   <ItemGroup> |   <ItemGroup> | ||||||
|     <ClCompile Include="..\..\src\kiwano-audio\audio-modules.cpp" /> |     <ClCompile Include="..\..\src\kiwano-audio\audio-modules.cpp" /> | ||||||
|     <ClCompile Include="..\..\src\kiwano-audio\AudioEngine.cpp" /> |     <ClCompile Include="..\..\src\kiwano-audio\AudioEngine.cpp" /> | ||||||
|  | @ -105,6 +100,11 @@ | ||||||
|       <OptimizeReferences>true</OptimizeReferences> |       <OptimizeReferences>true</OptimizeReferences> | ||||||
|     </Link> |     </Link> | ||||||
|   </ItemDefinitionGroup> |   </ItemDefinitionGroup> | ||||||
|  |   <ItemGroup> | ||||||
|  |     <ProjectReference Include="..\kiwano\kiwano.vcxproj"> | ||||||
|  |       <Project>{ff7f943d-a89c-4e6c-97cf-84f7d8ff8edf}</Project> | ||||||
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|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef BOX2D_H | ||||||
|  | #define BOX2D_H | ||||||
|  | 
 | ||||||
|  | /**
 | ||||||
|  | \mainpage Box2D API Documentation | ||||||
|  | 
 | ||||||
|  | \section intro_sec Getting Started | ||||||
|  | 
 | ||||||
|  | For documentation please see http://box2d.org/documentation.html
 | ||||||
|  | 
 | ||||||
|  | For discussion please visit http://box2d.org/forum
 | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | // These include files constitute the main Box2D API
 | ||||||
|  | 
 | ||||||
|  | #include "Common/b2Settings.h" | ||||||
|  | #include "Common/b2Draw.h" | ||||||
|  | #include "Common/b2Timer.h" | ||||||
|  | 
 | ||||||
|  | #include "Collision/Shapes/b2CircleShape.h" | ||||||
|  | #include "Collision/Shapes/b2EdgeShape.h" | ||||||
|  | #include "Collision/Shapes/b2ChainShape.h" | ||||||
|  | #include "Collision/Shapes/b2PolygonShape.h" | ||||||
|  | 
 | ||||||
|  | #include "Collision/b2BroadPhase.h" | ||||||
|  | #include "Collision/b2Distance.h" | ||||||
|  | #include "Collision/b2DynamicTree.h" | ||||||
|  | #include "Collision/b2TimeOfImpact.h" | ||||||
|  | 
 | ||||||
|  | #include "Dynamics/b2Body.h" | ||||||
|  | #include "Dynamics/b2Fixture.h" | ||||||
|  | #include "Dynamics/b2WorldCallbacks.h" | ||||||
|  | #include "Dynamics/b2TimeStep.h" | ||||||
|  | #include "Dynamics/b2World.h" | ||||||
|  | 
 | ||||||
|  | #include "Dynamics/Contacts/b2Contact.h" | ||||||
|  | 
 | ||||||
|  | #include "Dynamics/Joints/b2DistanceJoint.h" | ||||||
|  | #include "Dynamics/Joints/b2FrictionJoint.h" | ||||||
|  | #include "Dynamics/Joints/b2GearJoint.h" | ||||||
|  | #include "Dynamics/Joints/b2MotorJoint.h" | ||||||
|  | #include "Dynamics/Joints/b2MouseJoint.h" | ||||||
|  | #include "Dynamics/Joints/b2PrismaticJoint.h" | ||||||
|  | #include "Dynamics/Joints/b2PulleyJoint.h" | ||||||
|  | #include "Dynamics/Joints/b2RevoluteJoint.h" | ||||||
|  | #include "Dynamics/Joints/b2RopeJoint.h" | ||||||
|  | #include "Dynamics/Joints/b2WeldJoint.h" | ||||||
|  | #include "Dynamics/Joints/b2WheelJoint.h" | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,198 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Collision/Shapes/b2ChainShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2EdgeShape.h" | ||||||
|  | #include <new> | ||||||
|  | #include <string.h> | ||||||
|  | 
 | ||||||
|  | b2ChainShape::~b2ChainShape() | ||||||
|  | { | ||||||
|  | 	Clear(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainShape::Clear() | ||||||
|  | { | ||||||
|  | 	b2Free(m_vertices); | ||||||
|  | 	m_vertices = nullptr; | ||||||
|  | 	m_count = 0; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_vertices == nullptr && m_count == 0); | ||||||
|  | 	b2Assert(count >= 3); | ||||||
|  | 	if (count < 3) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	for (int32 i = 1; i < count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 v1 = vertices[i-1]; | ||||||
|  | 		b2Vec2 v2 = vertices[i]; | ||||||
|  | 		// If the code crashes here, it means your vertices are too close together.
 | ||||||
|  | 		b2Assert(b2DistanceSquared(v1, v2) > b2_linearSlop * b2_linearSlop); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_count = count + 1; | ||||||
|  | 	m_vertices = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2)); | ||||||
|  | 	memcpy(m_vertices, vertices, count * sizeof(b2Vec2)); | ||||||
|  | 	m_vertices[count] = m_vertices[0]; | ||||||
|  | 	m_prevVertex = m_vertices[m_count - 2]; | ||||||
|  | 	m_nextVertex = m_vertices[1]; | ||||||
|  | 	m_hasPrevVertex = true; | ||||||
|  | 	m_hasNextVertex = true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_vertices == nullptr && m_count == 0); | ||||||
|  | 	b2Assert(count >= 2); | ||||||
|  | 	for (int32 i = 1; i < count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		// If the code crashes here, it means your vertices are too close together.
 | ||||||
|  | 		b2Assert(b2DistanceSquared(vertices[i-1], vertices[i]) > b2_linearSlop * b2_linearSlop); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_count = count; | ||||||
|  | 	m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2)); | ||||||
|  | 	memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2)); | ||||||
|  | 
 | ||||||
|  | 	m_hasPrevVertex = false; | ||||||
|  | 	m_hasNextVertex = false; | ||||||
|  | 
 | ||||||
|  | 	m_prevVertex.SetZero(); | ||||||
|  | 	m_nextVertex.SetZero(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex) | ||||||
|  | { | ||||||
|  | 	m_prevVertex = prevVertex; | ||||||
|  | 	m_hasPrevVertex = true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainShape::SetNextVertex(const b2Vec2& nextVertex) | ||||||
|  | { | ||||||
|  | 	m_nextVertex = nextVertex; | ||||||
|  | 	m_hasNextVertex = true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const | ||||||
|  | { | ||||||
|  | 	void* mem = allocator->Allocate(sizeof(b2ChainShape)); | ||||||
|  | 	b2ChainShape* clone = new (mem) b2ChainShape; | ||||||
|  | 	clone->CreateChain(m_vertices, m_count); | ||||||
|  | 	clone->m_prevVertex = m_prevVertex; | ||||||
|  | 	clone->m_nextVertex = m_nextVertex; | ||||||
|  | 	clone->m_hasPrevVertex = m_hasPrevVertex; | ||||||
|  | 	clone->m_hasNextVertex = m_hasNextVertex; | ||||||
|  | 	return clone; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | int32 b2ChainShape::GetChildCount() const | ||||||
|  | { | ||||||
|  | 	// edge count = vertex count - 1
 | ||||||
|  | 	return m_count - 1; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainShape::GetChildEdge(b2EdgeShape* edge, int32 index) const | ||||||
|  | { | ||||||
|  | 	b2Assert(0 <= index && index < m_count - 1); | ||||||
|  | 	edge->m_type = b2Shape::e_edge; | ||||||
|  | 	edge->m_radius = m_radius; | ||||||
|  | 
 | ||||||
|  | 	edge->m_vertex1 = m_vertices[index + 0]; | ||||||
|  | 	edge->m_vertex2 = m_vertices[index + 1]; | ||||||
|  | 
 | ||||||
|  | 	if (index > 0) | ||||||
|  | 	{ | ||||||
|  | 		edge->m_vertex0 = m_vertices[index - 1]; | ||||||
|  | 		edge->m_hasVertex0 = true; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		edge->m_vertex0 = m_prevVertex; | ||||||
|  | 		edge->m_hasVertex0 = m_hasPrevVertex; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (index < m_count - 2) | ||||||
|  | 	{ | ||||||
|  | 		edge->m_vertex3 = m_vertices[index + 2]; | ||||||
|  | 		edge->m_hasVertex3 = true; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		edge->m_vertex3 = m_nextVertex; | ||||||
|  | 		edge->m_hasVertex3 = m_hasNextVertex; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2ChainShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const | ||||||
|  | { | ||||||
|  | 	B2_NOT_USED(xf); | ||||||
|  | 	B2_NOT_USED(p); | ||||||
|  | 	return false; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2ChainShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, | ||||||
|  | 							const b2Transform& xf, int32 childIndex) const | ||||||
|  | { | ||||||
|  | 	b2Assert(childIndex < m_count); | ||||||
|  | 
 | ||||||
|  | 	b2EdgeShape edgeShape; | ||||||
|  | 
 | ||||||
|  | 	int32 i1 = childIndex; | ||||||
|  | 	int32 i2 = childIndex + 1; | ||||||
|  | 	if (i2 == m_count) | ||||||
|  | 	{ | ||||||
|  | 		i2 = 0; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	edgeShape.m_vertex1 = m_vertices[i1]; | ||||||
|  | 	edgeShape.m_vertex2 = m_vertices[i2]; | ||||||
|  | 
 | ||||||
|  | 	return edgeShape.RayCast(output, input, xf, 0); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const | ||||||
|  | { | ||||||
|  | 	b2Assert(childIndex < m_count); | ||||||
|  | 
 | ||||||
|  | 	int32 i1 = childIndex; | ||||||
|  | 	int32 i2 = childIndex + 1; | ||||||
|  | 	if (i2 == m_count) | ||||||
|  | 	{ | ||||||
|  | 		i2 = 0; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 v1 = b2Mul(xf, m_vertices[i1]); | ||||||
|  | 	b2Vec2 v2 = b2Mul(xf, m_vertices[i2]); | ||||||
|  | 
 | ||||||
|  | 	aabb->lowerBound = b2Min(v1, v2); | ||||||
|  | 	aabb->upperBound = b2Max(v1, v2); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainShape::ComputeMass(b2MassData* massData, float32 density) const | ||||||
|  | { | ||||||
|  | 	B2_NOT_USED(density); | ||||||
|  | 
 | ||||||
|  | 	massData->mass = 0.0f; | ||||||
|  | 	massData->center.SetZero(); | ||||||
|  | 	massData->I = 0.0f; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,105 @@ | ||||||
|  | /*
 | ||||||
|  | * 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(); | ||||||
|  | 
 | ||||||
|  | 	/// Clear all data.
 | ||||||
|  | 	void Clear(); | ||||||
|  | 
 | ||||||
|  | 	/// 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, 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, 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 override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::GetChildCount
 | ||||||
|  | 	int32 GetChildCount() const override; | ||||||
|  | 
 | ||||||
|  | 	/// Get a child edge.
 | ||||||
|  | 	void GetChildEdge(b2EdgeShape* edge, int32 index) const; | ||||||
|  | 
 | ||||||
|  | 	/// This always return false.
 | ||||||
|  | 	/// @see b2Shape::TestPoint
 | ||||||
|  | 	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Implement b2Shape.
 | ||||||
|  | 	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, | ||||||
|  | 					const b2Transform& transform, int32 childIndex) const override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::ComputeAABB
 | ||||||
|  | 	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Chains have zero mass.
 | ||||||
|  | 	/// @see b2Shape::ComputeMass
 | ||||||
|  | 	void ComputeMass(b2MassData* massData, float32 density) const override; | ||||||
|  | 
 | ||||||
|  | 	/// The vertices. Owned by this class.
 | ||||||
|  | 	b2Vec2* m_vertices; | ||||||
|  | 
 | ||||||
|  | 	/// The vertex count.
 | ||||||
|  | 	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 = nullptr; | ||||||
|  | 	m_count = 0; | ||||||
|  | 	m_hasPrevVertex = false; | ||||||
|  | 	m_hasNextVertex = false; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,99 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Collision/Shapes/b2CircleShape.h" | ||||||
|  | #include <new> | ||||||
|  | 
 | ||||||
|  | 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)); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,60 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_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 override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::GetChildCount
 | ||||||
|  | 	int32 GetChildCount() const override; | ||||||
|  | 
 | ||||||
|  | 	/// Implement b2Shape.
 | ||||||
|  | 	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Implement b2Shape.
 | ||||||
|  | 	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, | ||||||
|  | 				const b2Transform& transform, int32 childIndex) const override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::ComputeAABB
 | ||||||
|  | 	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::ComputeMass
 | ||||||
|  | 	void ComputeMass(b2MassData* massData, float32 density) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Position
 | ||||||
|  | 	b2Vec2 m_p; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline b2CircleShape::b2CircleShape() | ||||||
|  | { | ||||||
|  | 	m_type = e_circle; | ||||||
|  | 	m_radius = 0.0f; | ||||||
|  | 	m_p.SetZero(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,138 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Collision/Shapes/b2EdgeShape.h" | ||||||
|  | #include <new> | ||||||
|  | 
 | ||||||
|  | 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 = -b2Mul(xf.q, normal); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		output->normal = b2Mul(xf.q, 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; | ||||||
|  | } | ||||||
|  | @ -0,0 +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 override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::GetChildCount
 | ||||||
|  | 	int32 GetChildCount() const override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::TestPoint
 | ||||||
|  | 	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Implement b2Shape.
 | ||||||
|  | 	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, | ||||||
|  | 				const b2Transform& transform, int32 childIndex) const override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::ComputeAABB
 | ||||||
|  | 	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::ComputeMass
 | ||||||
|  | 	void ComputeMass(b2MassData* massData, float32 density) const override; | ||||||
|  | 	 | ||||||
|  | 	/// 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 | ||||||
|  | @ -0,0 +1,468 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Collision/Shapes/b2PolygonShape.h" | ||||||
|  | #include <new> | ||||||
|  | 
 | ||||||
|  | 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_count = 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_count = 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_count; ++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); | ||||||
|  | 	if (count < 3) | ||||||
|  | 	{ | ||||||
|  | 		SetAsBox(1.0f, 1.0f); | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	int32 n = b2Min(count, b2_maxPolygonVertices); | ||||||
|  | 
 | ||||||
|  | 	// Perform welding and copy vertices into local buffer.
 | ||||||
|  | 	b2Vec2 ps[b2_maxPolygonVertices]; | ||||||
|  | 	int32 tempCount = 0; | ||||||
|  | 	for (int32 i = 0; i < n; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 v = vertices[i]; | ||||||
|  | 
 | ||||||
|  | 		bool unique = true; | ||||||
|  | 		for (int32 j = 0; j < tempCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			if (b2DistanceSquared(v, ps[j]) < ((0.5f * b2_linearSlop) * (0.5f * b2_linearSlop))) | ||||||
|  | 			{ | ||||||
|  | 				unique = false; | ||||||
|  | 				break; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		if (unique) | ||||||
|  | 		{ | ||||||
|  | 			ps[tempCount++] = v; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	n = tempCount; | ||||||
|  | 	if (n < 3) | ||||||
|  | 	{ | ||||||
|  | 		// Polygon is degenerate.
 | ||||||
|  | 		b2Assert(false); | ||||||
|  | 		SetAsBox(1.0f, 1.0f); | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Create the convex hull using the Gift wrapping algorithm
 | ||||||
|  | 	// http://en.wikipedia.org/wiki/Gift_wrapping_algorithm
 | ||||||
|  | 
 | ||||||
|  | 	// Find the right most point on the hull
 | ||||||
|  | 	int32 i0 = 0; | ||||||
|  | 	float32 x0 = ps[0].x; | ||||||
|  | 	for (int32 i = 1; i < n; ++i) | ||||||
|  | 	{ | ||||||
|  | 		float32 x = ps[i].x; | ||||||
|  | 		if (x > x0 || (x == x0 && ps[i].y < ps[i0].y)) | ||||||
|  | 		{ | ||||||
|  | 			i0 = i; | ||||||
|  | 			x0 = x; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	int32 hull[b2_maxPolygonVertices]; | ||||||
|  | 	int32 m = 0; | ||||||
|  | 	int32 ih = i0; | ||||||
|  | 
 | ||||||
|  | 	for (;;) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(m < b2_maxPolygonVertices); | ||||||
|  | 		hull[m] = ih; | ||||||
|  | 
 | ||||||
|  | 		int32 ie = 0; | ||||||
|  | 		for (int32 j = 1; j < n; ++j) | ||||||
|  | 		{ | ||||||
|  | 			if (ie == ih) | ||||||
|  | 			{ | ||||||
|  | 				ie = j; | ||||||
|  | 				continue; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 r = ps[ie] - ps[hull[m]]; | ||||||
|  | 			b2Vec2 v = ps[j] - ps[hull[m]]; | ||||||
|  | 			float32 c = b2Cross(r, v); | ||||||
|  | 			if (c < 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				ie = j; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			// Collinearity check
 | ||||||
|  | 			if (c == 0.0f && v.LengthSquared() > r.LengthSquared()) | ||||||
|  | 			{ | ||||||
|  | 				ie = j; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		++m; | ||||||
|  | 		ih = ie; | ||||||
|  | 
 | ||||||
|  | 		if (ie == i0) | ||||||
|  | 		{ | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	if (m < 3) | ||||||
|  | 	{ | ||||||
|  | 		// Polygon is degenerate.
 | ||||||
|  | 		b2Assert(false); | ||||||
|  | 		SetAsBox(1.0f, 1.0f); | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_count = m; | ||||||
|  | 
 | ||||||
|  | 	// Copy vertices.
 | ||||||
|  | 	for (int32 i = 0; i < m; ++i) | ||||||
|  | 	{ | ||||||
|  | 		m_vertices[i] = ps[hull[i]]; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Compute normals. Ensure the edges have non-zero length.
 | ||||||
|  | 	for (int32 i = 0; i < m; ++i) | ||||||
|  | 	{ | ||||||
|  | 		int32 i1 = i; | ||||||
|  | 		int32 i2 = i + 1 < m ? 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(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Compute the polygon centroid.
 | ||||||
|  | 	m_centroid = ComputeCentroid(m_vertices, m); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const | ||||||
|  | { | ||||||
|  | 	b2Vec2 pLocal = b2MulT(xf.q, p - xf.p); | ||||||
|  | 
 | ||||||
|  | 	for (int32 i = 0; i < m_count; ++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_count; ++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_count; ++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_count >= 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_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		s += m_vertices[i]; | ||||||
|  | 	} | ||||||
|  | 	s *= 1.0f / m_count; | ||||||
|  | 
 | ||||||
|  | 	const float32 k_inv3 = 1.0f / 3.0f; | ||||||
|  | 
 | ||||||
|  | 	for (int32 i = 0; i < m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		// Triangle vertices.
 | ||||||
|  | 		b2Vec2 e1 = m_vertices[i] - s; | ||||||
|  | 		b2Vec2 e2 = i + 1 < m_count ? 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)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2PolygonShape::Validate() const | ||||||
|  | { | ||||||
|  | 	for (int32 i = 0; i < m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		int32 i1 = i; | ||||||
|  | 		int32 i2 = i < m_count - 1 ? i1 + 1 : 0; | ||||||
|  | 		b2Vec2 p = m_vertices[i1]; | ||||||
|  | 		b2Vec2 e = m_vertices[i2] - p; | ||||||
|  | 
 | ||||||
|  | 		for (int32 j = 0; j < m_count; ++j) | ||||||
|  | 		{ | ||||||
|  | 			if (j == i1 || j == i2) | ||||||
|  | 			{ | ||||||
|  | 				continue; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 v = m_vertices[j] - p; | ||||||
|  | 			float32 c = b2Cross(e, v); | ||||||
|  | 			if (c < 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				return false; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,89 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "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 override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::GetChildCount
 | ||||||
|  | 	int32 GetChildCount() const override; | ||||||
|  | 
 | ||||||
|  | 	/// Create a convex hull from the given array of local points.
 | ||||||
|  | 	/// The count must be in the range [3, b2_maxPolygonVertices].
 | ||||||
|  | 	/// @warning the points may be re-ordered, even if they form a convex polygon
 | ||||||
|  | 	/// @warning collinear points are handled but not removed. Collinear points
 | ||||||
|  | 	/// may lead to poor stacking behavior.
 | ||||||
|  | 	void Set(const b2Vec2* points, int32 count); | ||||||
|  | 
 | ||||||
|  | 	/// Build vertices to represent an axis-aligned box centered on the local origin.
 | ||||||
|  | 	/// @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 override; | ||||||
|  | 
 | ||||||
|  | 	/// Implement b2Shape.
 | ||||||
|  | 	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, | ||||||
|  | 					const b2Transform& transform, int32 childIndex) const override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::ComputeAABB
 | ||||||
|  | 	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override; | ||||||
|  | 
 | ||||||
|  | 	/// @see b2Shape::ComputeMass
 | ||||||
|  | 	void ComputeMass(b2MassData* massData, float32 density) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Validate convexity. This is a very time consuming operation.
 | ||||||
|  | 	/// @returns true if valid
 | ||||||
|  | 	bool Validate() const; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 m_centroid; | ||||||
|  | 	b2Vec2 m_vertices[b2_maxPolygonVertices]; | ||||||
|  | 	b2Vec2 m_normals[b2_maxPolygonVertices]; | ||||||
|  | 	int32 m_count; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline b2PolygonShape::b2PolygonShape() | ||||||
|  | { | ||||||
|  | 	m_type = e_polygon; | ||||||
|  | 	m_radius = b2_polygonRadius; | ||||||
|  | 	m_count = 0; | ||||||
|  | 	m_centroid.SetZero(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,104 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "../../Collision/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 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, 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, 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; | ||||||
|  | 
 | ||||||
|  | 	/// Radius of a shape. For polygonal shapes this must be b2_polygonRadius. There is no support for
 | ||||||
|  | 	/// making rounded polygons.
 | ||||||
|  | 	float32 m_radius; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline b2Shape::Type b2Shape::GetType() const | ||||||
|  | { | ||||||
|  | 	return m_type; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,119 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Collision/b2BroadPhase.h" | ||||||
|  | 
 | ||||||
|  | b2BroadPhase::b2BroadPhase() | ||||||
|  | { | ||||||
|  | 	m_proxyCount = 0; | ||||||
|  | 
 | ||||||
|  | 	m_pairCapacity = 16; | ||||||
|  | 	m_pairCount = 0; | ||||||
|  | 	m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair)); | ||||||
|  | 
 | ||||||
|  | 	m_moveCapacity = 16; | ||||||
|  | 	m_moveCount = 0; | ||||||
|  | 	m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2BroadPhase::~b2BroadPhase() | ||||||
|  | { | ||||||
|  | 	b2Free(m_moveBuffer); | ||||||
|  | 	b2Free(m_pairBuffer); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | int32 b2BroadPhase::CreateProxy(const b2AABB& aabb, void* userData) | ||||||
|  | { | ||||||
|  | 	int32 proxyId = m_tree.CreateProxy(aabb, userData); | ||||||
|  | 	++m_proxyCount; | ||||||
|  | 	BufferMove(proxyId); | ||||||
|  | 	return proxyId; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2BroadPhase::DestroyProxy(int32 proxyId) | ||||||
|  | { | ||||||
|  | 	UnBufferMove(proxyId); | ||||||
|  | 	--m_proxyCount; | ||||||
|  | 	m_tree.DestroyProxy(proxyId); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement) | ||||||
|  | { | ||||||
|  | 	bool buffer = m_tree.MoveProxy(proxyId, aabb, displacement); | ||||||
|  | 	if (buffer) | ||||||
|  | 	{ | ||||||
|  | 		BufferMove(proxyId); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2BroadPhase::TouchProxy(int32 proxyId) | ||||||
|  | { | ||||||
|  | 	BufferMove(proxyId); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2BroadPhase::BufferMove(int32 proxyId) | ||||||
|  | { | ||||||
|  | 	if (m_moveCount == m_moveCapacity) | ||||||
|  | 	{ | ||||||
|  | 		int32* oldBuffer = m_moveBuffer; | ||||||
|  | 		m_moveCapacity *= 2; | ||||||
|  | 		m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32)); | ||||||
|  | 		memcpy(m_moveBuffer, oldBuffer, m_moveCount * sizeof(int32)); | ||||||
|  | 		b2Free(oldBuffer); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_moveBuffer[m_moveCount] = proxyId; | ||||||
|  | 	++m_moveCount; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2BroadPhase::UnBufferMove(int32 proxyId) | ||||||
|  | { | ||||||
|  | 	for (int32 i = 0; i < m_moveCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		if (m_moveBuffer[i] == proxyId) | ||||||
|  | 		{ | ||||||
|  | 			m_moveBuffer[i] = e_nullProxy; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // This is called from b2DynamicTree::Query when we are gathering pairs.
 | ||||||
|  | bool b2BroadPhase::QueryCallback(int32 proxyId) | ||||||
|  | { | ||||||
|  | 	// A proxy cannot form a pair with itself.
 | ||||||
|  | 	if (proxyId == m_queryProxyId) | ||||||
|  | 	{ | ||||||
|  | 		return true; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Grow the pair buffer as needed.
 | ||||||
|  | 	if (m_pairCount == m_pairCapacity) | ||||||
|  | 	{ | ||||||
|  | 		b2Pair* oldBuffer = m_pairBuffer; | ||||||
|  | 		m_pairCapacity *= 2; | ||||||
|  | 		m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair)); | ||||||
|  | 		memcpy(m_pairBuffer, oldBuffer, m_pairCount * sizeof(b2Pair)); | ||||||
|  | 		b2Free(oldBuffer); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_pairBuffer[m_pairCount].proxyIdA = b2Min(proxyId, m_queryProxyId); | ||||||
|  | 	m_pairBuffer[m_pairCount].proxyIdB = b2Max(proxyId, m_queryProxyId); | ||||||
|  | 	++m_pairCount; | ||||||
|  | 
 | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,257 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_BROAD_PHASE_H | ||||||
|  | #define B2_BROAD_PHASE_H | ||||||
|  | 
 | ||||||
|  | #include "../Common/b2Settings.h" | ||||||
|  | #include "b2Collision.h" | ||||||
|  | #include "b2DynamicTree.h" | ||||||
|  | #include <algorithm> | ||||||
|  | 
 | ||||||
|  | struct b2Pair | ||||||
|  | { | ||||||
|  | 	int32 proxyIdA; | ||||||
|  | 	int32 proxyIdB; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// The broad-phase is used for computing pairs and performing volume queries and ray casts.
 | ||||||
|  | /// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
 | ||||||
|  | /// It is up to the client to consume the new pairs and to track subsequent overlap.
 | ||||||
|  | class b2BroadPhase | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 
 | ||||||
|  | 	enum | ||||||
|  | 	{ | ||||||
|  | 		e_nullProxy = -1 | ||||||
|  | 	}; | ||||||
|  | 
 | ||||||
|  | 	b2BroadPhase(); | ||||||
|  | 	~b2BroadPhase(); | ||||||
|  | 
 | ||||||
|  | 	/// Create a proxy with an initial AABB. Pairs are not reported until
 | ||||||
|  | 	/// UpdatePairs is called.
 | ||||||
|  | 	int32 CreateProxy(const b2AABB& aabb, void* userData); | ||||||
|  | 
 | ||||||
|  | 	/// Destroy a proxy. It is up to the client to remove any pairs.
 | ||||||
|  | 	void DestroyProxy(int32 proxyId); | ||||||
|  | 
 | ||||||
|  | 	/// Call MoveProxy as many times as you like, then when you are done
 | ||||||
|  | 	/// call UpdatePairs to finalized the proxy pairs (for your time step).
 | ||||||
|  | 	void MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement); | ||||||
|  | 
 | ||||||
|  | 	/// Call to trigger a re-processing of it's pairs on the next call to UpdatePairs.
 | ||||||
|  | 	void TouchProxy(int32 proxyId); | ||||||
|  | 
 | ||||||
|  | 	/// Get the fat AABB for a proxy.
 | ||||||
|  | 	const b2AABB& GetFatAABB(int32 proxyId) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get user data from a proxy. Returns nullptr if the id is invalid.
 | ||||||
|  | 	void* GetUserData(int32 proxyId) const; | ||||||
|  | 
 | ||||||
|  | 	/// Test overlap of fat AABBs.
 | ||||||
|  | 	bool TestOverlap(int32 proxyIdA, int32 proxyIdB) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the number of proxies.
 | ||||||
|  | 	int32 GetProxyCount() const; | ||||||
|  | 
 | ||||||
|  | 	/// Update the pairs. This results in pair callbacks. This can only add pairs.
 | ||||||
|  | 	template <typename T> | ||||||
|  | 	void UpdatePairs(T* callback); | ||||||
|  | 
 | ||||||
|  | 	/// Query an AABB for overlapping proxies. The callback class
 | ||||||
|  | 	/// is called for each proxy that overlaps the supplied AABB.
 | ||||||
|  | 	template <typename T> | ||||||
|  | 	void Query(T* callback, const b2AABB& aabb) const; | ||||||
|  | 
 | ||||||
|  | 	/// Ray-cast against the proxies in the tree. This relies on the callback
 | ||||||
|  | 	/// to perform a exact ray-cast in the case were the proxy contains a shape.
 | ||||||
|  | 	/// The callback also performs the any collision filtering. This has performance
 | ||||||
|  | 	/// roughly equal to k * log(n), where k is the number of collisions and n is the
 | ||||||
|  | 	/// number of proxies in the tree.
 | ||||||
|  | 	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
 | ||||||
|  | 	/// @param callback a callback class that is called for each proxy that is hit by the ray.
 | ||||||
|  | 	template <typename T> | ||||||
|  | 	void RayCast(T* callback, const b2RayCastInput& input) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the height of the embedded tree.
 | ||||||
|  | 	int32 GetTreeHeight() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the balance of the embedded tree.
 | ||||||
|  | 	int32 GetTreeBalance() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the quality metric of the embedded tree.
 | ||||||
|  | 	float32 GetTreeQuality() const; | ||||||
|  | 
 | ||||||
|  | 	/// Shift the world origin. Useful for large worlds.
 | ||||||
|  | 	/// The shift formula is: position -= newOrigin
 | ||||||
|  | 	/// @param newOrigin the new origin with respect to the old origin
 | ||||||
|  | 	void ShiftOrigin(const b2Vec2& newOrigin); | ||||||
|  | 
 | ||||||
|  | private: | ||||||
|  | 
 | ||||||
|  | 	friend class b2DynamicTree; | ||||||
|  | 
 | ||||||
|  | 	void BufferMove(int32 proxyId); | ||||||
|  | 	void UnBufferMove(int32 proxyId); | ||||||
|  | 
 | ||||||
|  | 	bool QueryCallback(int32 proxyId); | ||||||
|  | 
 | ||||||
|  | 	b2DynamicTree m_tree; | ||||||
|  | 
 | ||||||
|  | 	int32 m_proxyCount; | ||||||
|  | 
 | ||||||
|  | 	int32* m_moveBuffer; | ||||||
|  | 	int32 m_moveCapacity; | ||||||
|  | 	int32 m_moveCount; | ||||||
|  | 
 | ||||||
|  | 	b2Pair* m_pairBuffer; | ||||||
|  | 	int32 m_pairCapacity; | ||||||
|  | 	int32 m_pairCount; | ||||||
|  | 
 | ||||||
|  | 	int32 m_queryProxyId; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// This is used to sort pairs.
 | ||||||
|  | inline bool b2PairLessThan(const b2Pair& pair1, const b2Pair& pair2) | ||||||
|  | { | ||||||
|  | 	if (pair1.proxyIdA < pair2.proxyIdA) | ||||||
|  | 	{ | ||||||
|  | 		return true; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (pair1.proxyIdA == pair2.proxyIdA) | ||||||
|  | 	{ | ||||||
|  | 		return pair1.proxyIdB < pair2.proxyIdB; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	return false; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void* b2BroadPhase::GetUserData(int32 proxyId) const | ||||||
|  | { | ||||||
|  | 	return m_tree.GetUserData(proxyId); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2BroadPhase::TestOverlap(int32 proxyIdA, int32 proxyIdB) const | ||||||
|  | { | ||||||
|  | 	const b2AABB& aabbA = m_tree.GetFatAABB(proxyIdA); | ||||||
|  | 	const b2AABB& aabbB = m_tree.GetFatAABB(proxyIdB); | ||||||
|  | 	return b2TestOverlap(aabbA, aabbB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2AABB& b2BroadPhase::GetFatAABB(int32 proxyId) const | ||||||
|  | { | ||||||
|  | 	return m_tree.GetFatAABB(proxyId); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline int32 b2BroadPhase::GetProxyCount() const | ||||||
|  | { | ||||||
|  | 	return m_proxyCount; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline int32 b2BroadPhase::GetTreeHeight() const | ||||||
|  | { | ||||||
|  | 	return m_tree.GetHeight(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline int32 b2BroadPhase::GetTreeBalance() const | ||||||
|  | { | ||||||
|  | 	return m_tree.GetMaxBalance(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2BroadPhase::GetTreeQuality() const | ||||||
|  | { | ||||||
|  | 	return m_tree.GetAreaRatio(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | template <typename T> | ||||||
|  | void b2BroadPhase::UpdatePairs(T* callback) | ||||||
|  | { | ||||||
|  | 	// Reset pair buffer
 | ||||||
|  | 	m_pairCount = 0; | ||||||
|  | 
 | ||||||
|  | 	// Perform tree queries for all moving proxies.
 | ||||||
|  | 	for (int32 i = 0; i < m_moveCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		m_queryProxyId = m_moveBuffer[i]; | ||||||
|  | 		if (m_queryProxyId == e_nullProxy) | ||||||
|  | 		{ | ||||||
|  | 			continue; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// We have to query the tree with the fat AABB so that
 | ||||||
|  | 		// we don't fail to create a pair that may touch later.
 | ||||||
|  | 		const b2AABB& fatAABB = m_tree.GetFatAABB(m_queryProxyId); | ||||||
|  | 
 | ||||||
|  | 		// Query tree, create pairs and add them pair buffer.
 | ||||||
|  | 		m_tree.Query(this, fatAABB); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Reset move buffer
 | ||||||
|  | 	m_moveCount = 0; | ||||||
|  | 
 | ||||||
|  | 	// Sort the pair buffer to expose duplicates.
 | ||||||
|  | 	std::sort(m_pairBuffer, m_pairBuffer + m_pairCount, b2PairLessThan); | ||||||
|  | 
 | ||||||
|  | 	// Send the pairs back to the client.
 | ||||||
|  | 	int32 i = 0; | ||||||
|  | 	while (i < m_pairCount) | ||||||
|  | 	{ | ||||||
|  | 		b2Pair* primaryPair = m_pairBuffer + i; | ||||||
|  | 		void* userDataA = m_tree.GetUserData(primaryPair->proxyIdA); | ||||||
|  | 		void* userDataB = m_tree.GetUserData(primaryPair->proxyIdB); | ||||||
|  | 
 | ||||||
|  | 		callback->AddPair(userDataA, userDataB); | ||||||
|  | 		++i; | ||||||
|  | 
 | ||||||
|  | 		// Skip any duplicate pairs.
 | ||||||
|  | 		while (i < m_pairCount) | ||||||
|  | 		{ | ||||||
|  | 			b2Pair* pair = m_pairBuffer + i; | ||||||
|  | 			if (pair->proxyIdA != primaryPair->proxyIdA || pair->proxyIdB != primaryPair->proxyIdB) | ||||||
|  | 			{ | ||||||
|  | 				break; | ||||||
|  | 			} | ||||||
|  | 			++i; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Try to keep the tree balanced.
 | ||||||
|  | 	//m_tree.Rebalance(4);
 | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | template <typename T> | ||||||
|  | inline void b2BroadPhase::Query(T* callback, const b2AABB& aabb) const | ||||||
|  | { | ||||||
|  | 	m_tree.Query(callback, aabb); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | template <typename T> | ||||||
|  | inline void b2BroadPhase::RayCast(T* callback, const b2RayCastInput& input) const | ||||||
|  | { | ||||||
|  | 	m_tree.RayCast(callback, input); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2BroadPhase::ShiftOrigin(const b2Vec2& newOrigin) | ||||||
|  | { | ||||||
|  | 	m_tree.ShiftOrigin(newOrigin); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,154 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Collision/b2Collision.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2CircleShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2PolygonShape.h" | ||||||
|  | 
 | ||||||
|  | void b2CollideCircles( | ||||||
|  | 	b2Manifold* manifold, | ||||||
|  | 	const b2CircleShape* circleA, const b2Transform& xfA, | ||||||
|  | 	const b2CircleShape* circleB, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	manifold->pointCount = 0; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 pA = b2Mul(xfA, circleA->m_p); | ||||||
|  | 	b2Vec2 pB = b2Mul(xfB, circleB->m_p); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 d = pB - pA; | ||||||
|  | 	float32 distSqr = b2Dot(d, d); | ||||||
|  | 	float32 rA = circleA->m_radius, rB = circleB->m_radius; | ||||||
|  | 	float32 radius = rA + rB; | ||||||
|  | 	if (distSqr > radius * radius) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	manifold->type = b2Manifold::e_circles; | ||||||
|  | 	manifold->localPoint = circleA->m_p; | ||||||
|  | 	manifold->localNormal.SetZero(); | ||||||
|  | 	manifold->pointCount = 1; | ||||||
|  | 
 | ||||||
|  | 	manifold->points[0].localPoint = circleB->m_p; | ||||||
|  | 	manifold->points[0].id.key = 0; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2CollidePolygonAndCircle( | ||||||
|  | 	b2Manifold* manifold, | ||||||
|  | 	const b2PolygonShape* polygonA, const b2Transform& xfA, | ||||||
|  | 	const b2CircleShape* circleB, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	manifold->pointCount = 0; | ||||||
|  | 
 | ||||||
|  | 	// Compute circle position in the frame of the polygon.
 | ||||||
|  | 	b2Vec2 c = b2Mul(xfB, circleB->m_p); | ||||||
|  | 	b2Vec2 cLocal = b2MulT(xfA, c); | ||||||
|  | 
 | ||||||
|  | 	// Find the min separating edge.
 | ||||||
|  | 	int32 normalIndex = 0; | ||||||
|  | 	float32 separation = -b2_maxFloat; | ||||||
|  | 	float32 radius = polygonA->m_radius + circleB->m_radius; | ||||||
|  | 	int32 vertexCount = polygonA->m_count; | ||||||
|  | 	const b2Vec2* vertices = polygonA->m_vertices; | ||||||
|  | 	const b2Vec2* normals = polygonA->m_normals; | ||||||
|  | 
 | ||||||
|  | 	for (int32 i = 0; i < vertexCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		float32 s = b2Dot(normals[i], cLocal - vertices[i]); | ||||||
|  | 
 | ||||||
|  | 		if (s > radius) | ||||||
|  | 		{ | ||||||
|  | 			// Early out.
 | ||||||
|  | 			return; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		if (s > separation) | ||||||
|  | 		{ | ||||||
|  | 			separation = s; | ||||||
|  | 			normalIndex = i; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Vertices that subtend the incident face.
 | ||||||
|  | 	int32 vertIndex1 = normalIndex; | ||||||
|  | 	int32 vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0; | ||||||
|  | 	b2Vec2 v1 = vertices[vertIndex1]; | ||||||
|  | 	b2Vec2 v2 = vertices[vertIndex2]; | ||||||
|  | 
 | ||||||
|  | 	// If the center is inside the polygon ...
 | ||||||
|  | 	if (separation < b2_epsilon) | ||||||
|  | 	{ | ||||||
|  | 		manifold->pointCount = 1; | ||||||
|  | 		manifold->type = b2Manifold::e_faceA; | ||||||
|  | 		manifold->localNormal = normals[normalIndex]; | ||||||
|  | 		manifold->localPoint = 0.5f * (v1 + v2); | ||||||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||||||
|  | 		manifold->points[0].id.key = 0; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Compute barycentric coordinates
 | ||||||
|  | 	float32 u1 = b2Dot(cLocal - v1, v2 - v1); | ||||||
|  | 	float32 u2 = b2Dot(cLocal - v2, v1 - v2); | ||||||
|  | 	if (u1 <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		if (b2DistanceSquared(cLocal, v1) > radius * radius) | ||||||
|  | 		{ | ||||||
|  | 			return; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		manifold->pointCount = 1; | ||||||
|  | 		manifold->type = b2Manifold::e_faceA; | ||||||
|  | 		manifold->localNormal = cLocal - v1; | ||||||
|  | 		manifold->localNormal.Normalize(); | ||||||
|  | 		manifold->localPoint = v1; | ||||||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||||||
|  | 		manifold->points[0].id.key = 0; | ||||||
|  | 	} | ||||||
|  | 	else if (u2 <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		if (b2DistanceSquared(cLocal, v2) > radius * radius) | ||||||
|  | 		{ | ||||||
|  | 			return; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		manifold->pointCount = 1; | ||||||
|  | 		manifold->type = b2Manifold::e_faceA; | ||||||
|  | 		manifold->localNormal = cLocal - v2; | ||||||
|  | 		manifold->localNormal.Normalize(); | ||||||
|  | 		manifold->localPoint = v2; | ||||||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||||||
|  | 		manifold->points[0].id.key = 0; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 faceCenter = 0.5f * (v1 + v2); | ||||||
|  | 		float32 s = b2Dot(cLocal - faceCenter, normals[vertIndex1]); | ||||||
|  | 		if (s > radius) | ||||||
|  | 		{ | ||||||
|  | 			return; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		manifold->pointCount = 1; | ||||||
|  | 		manifold->type = b2Manifold::e_faceA; | ||||||
|  | 		manifold->localNormal = normals[vertIndex1]; | ||||||
|  | 		manifold->localPoint = faceCenter; | ||||||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||||||
|  | 		manifold->points[0].id.key = 0; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | @ -0,0 +1,698 @@ | ||||||
|  | /*
 | ||||||
|  |  * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | ||||||
|  |  * | ||||||
|  |  * This software is provided 'as-is', without any express or implied | ||||||
|  |  * warranty.  In no event will the authors be held liable for any damages | ||||||
|  |  * arising from the use of this software. | ||||||
|  |  * Permission is granted to anyone to use this software for any purpose, | ||||||
|  |  * including commercial applications, and to alter it and redistribute it | ||||||
|  |  * freely, subject to the following restrictions: | ||||||
|  |  * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  |  * claim that you wrote the original software. If you use this software | ||||||
|  |  * in a product, an acknowledgment in the product documentation would be | ||||||
|  |  * appreciated but is not required. | ||||||
|  |  * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  |  * misrepresented as being the original software. | ||||||
|  |  * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  |  */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Collision/b2Collision.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2CircleShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2EdgeShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2PolygonShape.h" | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | // Compute contact points for edge versus circle.
 | ||||||
|  | // This accounts for edge connectivity.
 | ||||||
|  | void b2CollideEdgeAndCircle(b2Manifold* manifold, | ||||||
|  | 							const b2EdgeShape* edgeA, const b2Transform& xfA, | ||||||
|  | 							const b2CircleShape* circleB, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	manifold->pointCount = 0; | ||||||
|  | 	 | ||||||
|  | 	// Compute circle in frame of edge
 | ||||||
|  | 	b2Vec2 Q = b2MulT(xfA, b2Mul(xfB, circleB->m_p)); | ||||||
|  | 	 | ||||||
|  | 	b2Vec2 A = edgeA->m_vertex1, B = edgeA->m_vertex2; | ||||||
|  | 	b2Vec2 e = B - A; | ||||||
|  | 	 | ||||||
|  | 	// Barycentric coordinates
 | ||||||
|  | 	float32 u = b2Dot(e, B - Q); | ||||||
|  | 	float32 v = b2Dot(e, Q - A); | ||||||
|  | 	 | ||||||
|  | 	float32 radius = edgeA->m_radius + circleB->m_radius; | ||||||
|  | 	 | ||||||
|  | 	b2ContactFeature cf; | ||||||
|  | 	cf.indexB = 0; | ||||||
|  | 	cf.typeB = b2ContactFeature::e_vertex; | ||||||
|  | 	 | ||||||
|  | 	// Region A
 | ||||||
|  | 	if (v <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 P = A; | ||||||
|  | 		b2Vec2 d = Q - P; | ||||||
|  | 		float32 dd = b2Dot(d, d); | ||||||
|  | 		if (dd > radius * radius) | ||||||
|  | 		{ | ||||||
|  | 			return; | ||||||
|  | 		} | ||||||
|  | 		 | ||||||
|  | 		// Is there an edge connected to A?
 | ||||||
|  | 		if (edgeA->m_hasVertex0) | ||||||
|  | 		{ | ||||||
|  | 			b2Vec2 A1 = edgeA->m_vertex0; | ||||||
|  | 			b2Vec2 B1 = A; | ||||||
|  | 			b2Vec2 e1 = B1 - A1; | ||||||
|  | 			float32 u1 = b2Dot(e1, B1 - Q); | ||||||
|  | 			 | ||||||
|  | 			// Is the circle in Region AB of the previous edge?
 | ||||||
|  | 			if (u1 > 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				return; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		 | ||||||
|  | 		cf.indexA = 0; | ||||||
|  | 		cf.typeA = b2ContactFeature::e_vertex; | ||||||
|  | 		manifold->pointCount = 1; | ||||||
|  | 		manifold->type = b2Manifold::e_circles; | ||||||
|  | 		manifold->localNormal.SetZero(); | ||||||
|  | 		manifold->localPoint = P; | ||||||
|  | 		manifold->points[0].id.key = 0; | ||||||
|  | 		manifold->points[0].id.cf = cf; | ||||||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	// Region B
 | ||||||
|  | 	if (u <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 P = B; | ||||||
|  | 		b2Vec2 d = Q - P; | ||||||
|  | 		float32 dd = b2Dot(d, d); | ||||||
|  | 		if (dd > radius * radius) | ||||||
|  | 		{ | ||||||
|  | 			return; | ||||||
|  | 		} | ||||||
|  | 		 | ||||||
|  | 		// Is there an edge connected to B?
 | ||||||
|  | 		if (edgeA->m_hasVertex3) | ||||||
|  | 		{ | ||||||
|  | 			b2Vec2 B2 = edgeA->m_vertex3; | ||||||
|  | 			b2Vec2 A2 = B; | ||||||
|  | 			b2Vec2 e2 = B2 - A2; | ||||||
|  | 			float32 v2 = b2Dot(e2, Q - A2); | ||||||
|  | 			 | ||||||
|  | 			// Is the circle in Region AB of the next edge?
 | ||||||
|  | 			if (v2 > 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				return; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		 | ||||||
|  | 		cf.indexA = 1; | ||||||
|  | 		cf.typeA = b2ContactFeature::e_vertex; | ||||||
|  | 		manifold->pointCount = 1; | ||||||
|  | 		manifold->type = b2Manifold::e_circles; | ||||||
|  | 		manifold->localNormal.SetZero(); | ||||||
|  | 		manifold->localPoint = P; | ||||||
|  | 		manifold->points[0].id.key = 0; | ||||||
|  | 		manifold->points[0].id.cf = cf; | ||||||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	// Region AB
 | ||||||
|  | 	float32 den = b2Dot(e, e); | ||||||
|  | 	b2Assert(den > 0.0f); | ||||||
|  | 	b2Vec2 P = (1.0f / den) * (u * A + v * B); | ||||||
|  | 	b2Vec2 d = Q - P; | ||||||
|  | 	float32 dd = b2Dot(d, d); | ||||||
|  | 	if (dd > radius * radius) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	b2Vec2 n(-e.y, e.x); | ||||||
|  | 	if (b2Dot(n, Q - A) < 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		n.Set(-n.x, -n.y); | ||||||
|  | 	} | ||||||
|  | 	n.Normalize(); | ||||||
|  | 	 | ||||||
|  | 	cf.indexA = 0; | ||||||
|  | 	cf.typeA = b2ContactFeature::e_face; | ||||||
|  | 	manifold->pointCount = 1; | ||||||
|  | 	manifold->type = b2Manifold::e_faceA; | ||||||
|  | 	manifold->localNormal = n; | ||||||
|  | 	manifold->localPoint = A; | ||||||
|  | 	manifold->points[0].id.key = 0; | ||||||
|  | 	manifold->points[0].id.cf = cf; | ||||||
|  | 	manifold->points[0].localPoint = circleB->m_p; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // This structure is used to keep track of the best separating axis.
 | ||||||
|  | struct b2EPAxis | ||||||
|  | { | ||||||
|  | 	enum Type | ||||||
|  | 	{ | ||||||
|  | 		e_unknown, | ||||||
|  | 		e_edgeA, | ||||||
|  | 		e_edgeB | ||||||
|  | 	}; | ||||||
|  | 	 | ||||||
|  | 	Type type; | ||||||
|  | 	int32 index; | ||||||
|  | 	float32 separation; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | // This holds polygon B expressed in frame A.
 | ||||||
|  | struct b2TempPolygon | ||||||
|  | { | ||||||
|  | 	b2Vec2 vertices[b2_maxPolygonVertices]; | ||||||
|  | 	b2Vec2 normals[b2_maxPolygonVertices]; | ||||||
|  | 	int32 count; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | // Reference face used for clipping
 | ||||||
|  | struct b2ReferenceFace | ||||||
|  | { | ||||||
|  | 	int32 i1, i2; | ||||||
|  | 	 | ||||||
|  | 	b2Vec2 v1, v2; | ||||||
|  | 	 | ||||||
|  | 	b2Vec2 normal; | ||||||
|  | 	 | ||||||
|  | 	b2Vec2 sideNormal1; | ||||||
|  | 	float32 sideOffset1; | ||||||
|  | 	 | ||||||
|  | 	b2Vec2 sideNormal2; | ||||||
|  | 	float32 sideOffset2; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | // This class collides and edge and a polygon, taking into account edge adjacency.
 | ||||||
|  | struct b2EPCollider | ||||||
|  | { | ||||||
|  | 	void Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA, | ||||||
|  | 				 const b2PolygonShape* polygonB, const b2Transform& xfB); | ||||||
|  | 	b2EPAxis ComputeEdgeSeparation(); | ||||||
|  | 	b2EPAxis ComputePolygonSeparation(); | ||||||
|  | 	 | ||||||
|  | 	enum VertexType | ||||||
|  | 	{ | ||||||
|  | 		e_isolated, | ||||||
|  | 		e_concave, | ||||||
|  | 		e_convex | ||||||
|  | 	}; | ||||||
|  | 	 | ||||||
|  | 	b2TempPolygon m_polygonB; | ||||||
|  | 	 | ||||||
|  | 	b2Transform m_xf; | ||||||
|  | 	b2Vec2 m_centroidB; | ||||||
|  | 	b2Vec2 m_v0, m_v1, m_v2, m_v3; | ||||||
|  | 	b2Vec2 m_normal0, m_normal1, m_normal2; | ||||||
|  | 	b2Vec2 m_normal; | ||||||
|  | 	VertexType m_type1, m_type2; | ||||||
|  | 	b2Vec2 m_lowerLimit, m_upperLimit; | ||||||
|  | 	float32 m_radius; | ||||||
|  | 	bool m_front; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | // Algorithm:
 | ||||||
|  | // 1. Classify v1 and v2
 | ||||||
|  | // 2. Classify polygon centroid as front or back
 | ||||||
|  | // 3. Flip normal if necessary
 | ||||||
|  | // 4. Initialize normal range to [-pi, pi] about face normal
 | ||||||
|  | // 5. Adjust normal range according to adjacent edges
 | ||||||
|  | // 6. Visit each separating axes, only accept axes within the range
 | ||||||
|  | // 7. Return if _any_ axis indicates separation
 | ||||||
|  | // 8. Clip
 | ||||||
|  | void b2EPCollider::Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA, | ||||||
|  | 						   const b2PolygonShape* polygonB, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	m_xf = b2MulT(xfA, xfB); | ||||||
|  | 	 | ||||||
|  | 	m_centroidB = b2Mul(m_xf, polygonB->m_centroid); | ||||||
|  | 	 | ||||||
|  | 	m_v0 = edgeA->m_vertex0; | ||||||
|  | 	m_v1 = edgeA->m_vertex1; | ||||||
|  | 	m_v2 = edgeA->m_vertex2; | ||||||
|  | 	m_v3 = edgeA->m_vertex3; | ||||||
|  | 	 | ||||||
|  | 	bool hasVertex0 = edgeA->m_hasVertex0; | ||||||
|  | 	bool hasVertex3 = edgeA->m_hasVertex3; | ||||||
|  | 	 | ||||||
|  | 	b2Vec2 edge1 = m_v2 - m_v1; | ||||||
|  | 	edge1.Normalize(); | ||||||
|  | 	m_normal1.Set(edge1.y, -edge1.x); | ||||||
|  | 	float32 offset1 = b2Dot(m_normal1, m_centroidB - m_v1); | ||||||
|  | 	float32 offset0 = 0.0f, offset2 = 0.0f; | ||||||
|  | 	bool convex1 = false, convex2 = false; | ||||||
|  | 	 | ||||||
|  | 	// Is there a preceding edge?
 | ||||||
|  | 	if (hasVertex0) | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 edge0 = m_v1 - m_v0; | ||||||
|  | 		edge0.Normalize(); | ||||||
|  | 		m_normal0.Set(edge0.y, -edge0.x); | ||||||
|  | 		convex1 = b2Cross(edge0, edge1) >= 0.0f; | ||||||
|  | 		offset0 = b2Dot(m_normal0, m_centroidB - m_v0); | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	// Is there a following edge?
 | ||||||
|  | 	if (hasVertex3) | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 edge2 = m_v3 - m_v2; | ||||||
|  | 		edge2.Normalize(); | ||||||
|  | 		m_normal2.Set(edge2.y, -edge2.x); | ||||||
|  | 		convex2 = b2Cross(edge1, edge2) > 0.0f; | ||||||
|  | 		offset2 = b2Dot(m_normal2, m_centroidB - m_v2); | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	// Determine front or back collision. Determine collision normal limits.
 | ||||||
|  | 	if (hasVertex0 && hasVertex3) | ||||||
|  | 	{ | ||||||
|  | 		if (convex1 && convex2) | ||||||
|  | 		{ | ||||||
|  | 			m_front = offset0 >= 0.0f || offset1 >= 0.0f || offset2 >= 0.0f; | ||||||
|  | 			if (m_front) | ||||||
|  | 			{ | ||||||
|  | 				m_normal = m_normal1; | ||||||
|  | 				m_lowerLimit = m_normal0; | ||||||
|  | 				m_upperLimit = m_normal2; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				m_normal = -m_normal1; | ||||||
|  | 				m_lowerLimit = -m_normal1; | ||||||
|  | 				m_upperLimit = -m_normal1; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else if (convex1) | ||||||
|  | 		{ | ||||||
|  | 			m_front = offset0 >= 0.0f || (offset1 >= 0.0f && offset2 >= 0.0f); | ||||||
|  | 			if (m_front) | ||||||
|  | 			{ | ||||||
|  | 				m_normal = m_normal1; | ||||||
|  | 				m_lowerLimit = m_normal0; | ||||||
|  | 				m_upperLimit = m_normal1; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				m_normal = -m_normal1; | ||||||
|  | 				m_lowerLimit = -m_normal2; | ||||||
|  | 				m_upperLimit = -m_normal1; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else if (convex2) | ||||||
|  | 		{ | ||||||
|  | 			m_front = offset2 >= 0.0f || (offset0 >= 0.0f && offset1 >= 0.0f); | ||||||
|  | 			if (m_front) | ||||||
|  | 			{ | ||||||
|  | 				m_normal = m_normal1; | ||||||
|  | 				m_lowerLimit = m_normal1; | ||||||
|  | 				m_upperLimit = m_normal2; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				m_normal = -m_normal1; | ||||||
|  | 				m_lowerLimit = -m_normal1; | ||||||
|  | 				m_upperLimit = -m_normal0; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			m_front = offset0 >= 0.0f && offset1 >= 0.0f && offset2 >= 0.0f; | ||||||
|  | 			if (m_front) | ||||||
|  | 			{ | ||||||
|  | 				m_normal = m_normal1; | ||||||
|  | 				m_lowerLimit = m_normal1; | ||||||
|  | 				m_upperLimit = m_normal1; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				m_normal = -m_normal1; | ||||||
|  | 				m_lowerLimit = -m_normal2; | ||||||
|  | 				m_upperLimit = -m_normal0; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	else if (hasVertex0) | ||||||
|  | 	{ | ||||||
|  | 		if (convex1) | ||||||
|  | 		{ | ||||||
|  | 			m_front = offset0 >= 0.0f || offset1 >= 0.0f; | ||||||
|  | 			if (m_front) | ||||||
|  | 			{ | ||||||
|  | 				m_normal = m_normal1; | ||||||
|  | 				m_lowerLimit = m_normal0; | ||||||
|  | 				m_upperLimit = -m_normal1; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				m_normal = -m_normal1; | ||||||
|  | 				m_lowerLimit = m_normal1; | ||||||
|  | 				m_upperLimit = -m_normal1; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			m_front = offset0 >= 0.0f && offset1 >= 0.0f; | ||||||
|  | 			if (m_front) | ||||||
|  | 			{ | ||||||
|  | 				m_normal = m_normal1; | ||||||
|  | 				m_lowerLimit = m_normal1; | ||||||
|  | 				m_upperLimit = -m_normal1; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				m_normal = -m_normal1; | ||||||
|  | 				m_lowerLimit = m_normal1; | ||||||
|  | 				m_upperLimit = -m_normal0; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	else if (hasVertex3) | ||||||
|  | 	{ | ||||||
|  | 		if (convex2) | ||||||
|  | 		{ | ||||||
|  | 			m_front = offset1 >= 0.0f || offset2 >= 0.0f; | ||||||
|  | 			if (m_front) | ||||||
|  | 			{ | ||||||
|  | 				m_normal = m_normal1; | ||||||
|  | 				m_lowerLimit = -m_normal1; | ||||||
|  | 				m_upperLimit = m_normal2; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				m_normal = -m_normal1; | ||||||
|  | 				m_lowerLimit = -m_normal1; | ||||||
|  | 				m_upperLimit = m_normal1; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			m_front = offset1 >= 0.0f && offset2 >= 0.0f; | ||||||
|  | 			if (m_front) | ||||||
|  | 			{ | ||||||
|  | 				m_normal = m_normal1; | ||||||
|  | 				m_lowerLimit = -m_normal1; | ||||||
|  | 				m_upperLimit = m_normal1; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				m_normal = -m_normal1; | ||||||
|  | 				m_lowerLimit = -m_normal2; | ||||||
|  | 				m_upperLimit = m_normal1; | ||||||
|  | 			} | ||||||
|  | 		}		 | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_front = offset1 >= 0.0f; | ||||||
|  | 		if (m_front) | ||||||
|  | 		{ | ||||||
|  | 			m_normal = m_normal1; | ||||||
|  | 			m_lowerLimit = -m_normal1; | ||||||
|  | 			m_upperLimit = -m_normal1; | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			m_normal = -m_normal1; | ||||||
|  | 			m_lowerLimit = m_normal1; | ||||||
|  | 			m_upperLimit = m_normal1; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	// Get polygonB in frameA
 | ||||||
|  | 	m_polygonB.count = polygonB->m_count; | ||||||
|  | 	for (int32 i = 0; i < polygonB->m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		m_polygonB.vertices[i] = b2Mul(m_xf, polygonB->m_vertices[i]); | ||||||
|  | 		m_polygonB.normals[i] = b2Mul(m_xf.q, polygonB->m_normals[i]); | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	m_radius = polygonB->m_radius + edgeA->m_radius; | ||||||
|  | 	 | ||||||
|  | 	manifold->pointCount = 0; | ||||||
|  | 	 | ||||||
|  | 	b2EPAxis edgeAxis = ComputeEdgeSeparation(); | ||||||
|  | 	 | ||||||
|  | 	// If no valid normal can be found than this edge should not collide.
 | ||||||
|  | 	if (edgeAxis.type == b2EPAxis::e_unknown) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	if (edgeAxis.separation > m_radius) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	b2EPAxis polygonAxis = ComputePolygonSeparation(); | ||||||
|  | 	if (polygonAxis.type != b2EPAxis::e_unknown && polygonAxis.separation > m_radius) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	// Use hysteresis for jitter reduction.
 | ||||||
|  | 	const float32 k_relativeTol = 0.98f; | ||||||
|  | 	const float32 k_absoluteTol = 0.001f; | ||||||
|  | 	 | ||||||
|  | 	b2EPAxis primaryAxis; | ||||||
|  | 	if (polygonAxis.type == b2EPAxis::e_unknown) | ||||||
|  | 	{ | ||||||
|  | 		primaryAxis = edgeAxis; | ||||||
|  | 	} | ||||||
|  | 	else if (polygonAxis.separation > k_relativeTol * edgeAxis.separation + k_absoluteTol) | ||||||
|  | 	{ | ||||||
|  | 		primaryAxis = polygonAxis; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		primaryAxis = edgeAxis; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	b2ClipVertex ie[2]; | ||||||
|  | 	b2ReferenceFace rf; | ||||||
|  | 	if (primaryAxis.type == b2EPAxis::e_edgeA) | ||||||
|  | 	{ | ||||||
|  | 		manifold->type = b2Manifold::e_faceA; | ||||||
|  | 		 | ||||||
|  | 		// Search for the polygon normal that is most anti-parallel to the edge normal.
 | ||||||
|  | 		int32 bestIndex = 0; | ||||||
|  | 		float32 bestValue = b2Dot(m_normal, m_polygonB.normals[0]); | ||||||
|  | 		for (int32 i = 1; i < m_polygonB.count; ++i) | ||||||
|  | 		{ | ||||||
|  | 			float32 value = b2Dot(m_normal, m_polygonB.normals[i]); | ||||||
|  | 			if (value < bestValue) | ||||||
|  | 			{ | ||||||
|  | 				bestValue = value; | ||||||
|  | 				bestIndex = i; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		 | ||||||
|  | 		int32 i1 = bestIndex; | ||||||
|  | 		int32 i2 = i1 + 1 < m_polygonB.count ? i1 + 1 : 0; | ||||||
|  | 		 | ||||||
|  | 		ie[0].v = m_polygonB.vertices[i1]; | ||||||
|  | 		ie[0].id.cf.indexA = 0; | ||||||
|  | 		ie[0].id.cf.indexB = static_cast<uint8>(i1); | ||||||
|  | 		ie[0].id.cf.typeA = b2ContactFeature::e_face; | ||||||
|  | 		ie[0].id.cf.typeB = b2ContactFeature::e_vertex; | ||||||
|  | 		 | ||||||
|  | 		ie[1].v = m_polygonB.vertices[i2]; | ||||||
|  | 		ie[1].id.cf.indexA = 0; | ||||||
|  | 		ie[1].id.cf.indexB = static_cast<uint8>(i2); | ||||||
|  | 		ie[1].id.cf.typeA = b2ContactFeature::e_face; | ||||||
|  | 		ie[1].id.cf.typeB = b2ContactFeature::e_vertex; | ||||||
|  | 		 | ||||||
|  | 		if (m_front) | ||||||
|  | 		{ | ||||||
|  | 			rf.i1 = 0; | ||||||
|  | 			rf.i2 = 1; | ||||||
|  | 			rf.v1 = m_v1; | ||||||
|  | 			rf.v2 = m_v2; | ||||||
|  | 			rf.normal = m_normal1; | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			rf.i1 = 1; | ||||||
|  | 			rf.i2 = 0; | ||||||
|  | 			rf.v1 = m_v2; | ||||||
|  | 			rf.v2 = m_v1; | ||||||
|  | 			rf.normal = -m_normal1; | ||||||
|  | 		}		 | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		manifold->type = b2Manifold::e_faceB; | ||||||
|  | 		 | ||||||
|  | 		ie[0].v = m_v1; | ||||||
|  | 		ie[0].id.cf.indexA = 0; | ||||||
|  | 		ie[0].id.cf.indexB = static_cast<uint8>(primaryAxis.index); | ||||||
|  | 		ie[0].id.cf.typeA = b2ContactFeature::e_vertex; | ||||||
|  | 		ie[0].id.cf.typeB = b2ContactFeature::e_face; | ||||||
|  | 		 | ||||||
|  | 		ie[1].v = m_v2; | ||||||
|  | 		ie[1].id.cf.indexA = 0; | ||||||
|  | 		ie[1].id.cf.indexB = static_cast<uint8>(primaryAxis.index);		 | ||||||
|  | 		ie[1].id.cf.typeA = b2ContactFeature::e_vertex; | ||||||
|  | 		ie[1].id.cf.typeB = b2ContactFeature::e_face; | ||||||
|  | 		 | ||||||
|  | 		rf.i1 = primaryAxis.index; | ||||||
|  | 		rf.i2 = rf.i1 + 1 < m_polygonB.count ? rf.i1 + 1 : 0; | ||||||
|  | 		rf.v1 = m_polygonB.vertices[rf.i1]; | ||||||
|  | 		rf.v2 = m_polygonB.vertices[rf.i2]; | ||||||
|  | 		rf.normal = m_polygonB.normals[rf.i1]; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	rf.sideNormal1.Set(rf.normal.y, -rf.normal.x); | ||||||
|  | 	rf.sideNormal2 = -rf.sideNormal1; | ||||||
|  | 	rf.sideOffset1 = b2Dot(rf.sideNormal1, rf.v1); | ||||||
|  | 	rf.sideOffset2 = b2Dot(rf.sideNormal2, rf.v2); | ||||||
|  | 	 | ||||||
|  | 	// Clip incident edge against extruded edge1 side edges.
 | ||||||
|  | 	b2ClipVertex clipPoints1[2]; | ||||||
|  | 	b2ClipVertex clipPoints2[2]; | ||||||
|  | 	int32 np; | ||||||
|  | 	 | ||||||
|  | 	// Clip to box side 1
 | ||||||
|  | 	np = b2ClipSegmentToLine(clipPoints1, ie, rf.sideNormal1, rf.sideOffset1, rf.i1); | ||||||
|  | 	 | ||||||
|  | 	if (np < b2_maxManifoldPoints) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	// Clip to negative box side 1
 | ||||||
|  | 	np = b2ClipSegmentToLine(clipPoints2, clipPoints1, rf.sideNormal2, rf.sideOffset2, rf.i2); | ||||||
|  | 	 | ||||||
|  | 	if (np < b2_maxManifoldPoints) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	// Now clipPoints2 contains the clipped points.
 | ||||||
|  | 	if (primaryAxis.type == b2EPAxis::e_edgeA) | ||||||
|  | 	{ | ||||||
|  | 		manifold->localNormal = rf.normal; | ||||||
|  | 		manifold->localPoint = rf.v1; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		manifold->localNormal = polygonB->m_normals[rf.i1]; | ||||||
|  | 		manifold->localPoint = polygonB->m_vertices[rf.i1]; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	int32 pointCount = 0; | ||||||
|  | 	for (int32 i = 0; i < b2_maxManifoldPoints; ++i) | ||||||
|  | 	{ | ||||||
|  | 		float32 separation; | ||||||
|  | 		 | ||||||
|  | 		separation = b2Dot(rf.normal, clipPoints2[i].v - rf.v1); | ||||||
|  | 		 | ||||||
|  | 		if (separation <= m_radius) | ||||||
|  | 		{ | ||||||
|  | 			b2ManifoldPoint* cp = manifold->points + pointCount; | ||||||
|  | 			 | ||||||
|  | 			if (primaryAxis.type == b2EPAxis::e_edgeA) | ||||||
|  | 			{ | ||||||
|  | 				cp->localPoint = b2MulT(m_xf, clipPoints2[i].v); | ||||||
|  | 				cp->id = clipPoints2[i].id; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				cp->localPoint = clipPoints2[i].v; | ||||||
|  | 				cp->id.cf.typeA = clipPoints2[i].id.cf.typeB; | ||||||
|  | 				cp->id.cf.typeB = clipPoints2[i].id.cf.typeA; | ||||||
|  | 				cp->id.cf.indexA = clipPoints2[i].id.cf.indexB; | ||||||
|  | 				cp->id.cf.indexB = clipPoints2[i].id.cf.indexA; | ||||||
|  | 			} | ||||||
|  | 			 | ||||||
|  | 			++pointCount; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	manifold->pointCount = pointCount; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2EPAxis b2EPCollider::ComputeEdgeSeparation() | ||||||
|  | { | ||||||
|  | 	b2EPAxis axis; | ||||||
|  | 	axis.type = b2EPAxis::e_edgeA; | ||||||
|  | 	axis.index = m_front ? 0 : 1; | ||||||
|  | 	axis.separation = FLT_MAX; | ||||||
|  | 	 | ||||||
|  | 	for (int32 i = 0; i < m_polygonB.count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		float32 s = b2Dot(m_normal, m_polygonB.vertices[i] - m_v1); | ||||||
|  | 		if (s < axis.separation) | ||||||
|  | 		{ | ||||||
|  | 			axis.separation = s; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	return axis; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2EPAxis b2EPCollider::ComputePolygonSeparation() | ||||||
|  | { | ||||||
|  | 	b2EPAxis axis; | ||||||
|  | 	axis.type = b2EPAxis::e_unknown; | ||||||
|  | 	axis.index = -1; | ||||||
|  | 	axis.separation = -FLT_MAX; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 perp(-m_normal.y, m_normal.x); | ||||||
|  | 
 | ||||||
|  | 	for (int32 i = 0; i < m_polygonB.count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 n = -m_polygonB.normals[i]; | ||||||
|  | 		 | ||||||
|  | 		float32 s1 = b2Dot(n, m_polygonB.vertices[i] - m_v1); | ||||||
|  | 		float32 s2 = b2Dot(n, m_polygonB.vertices[i] - m_v2); | ||||||
|  | 		float32 s = b2Min(s1, s2); | ||||||
|  | 		 | ||||||
|  | 		if (s > m_radius) | ||||||
|  | 		{ | ||||||
|  | 			// No collision
 | ||||||
|  | 			axis.type = b2EPAxis::e_edgeB; | ||||||
|  | 			axis.index = i; | ||||||
|  | 			axis.separation = s; | ||||||
|  | 			return axis; | ||||||
|  | 		} | ||||||
|  | 		 | ||||||
|  | 		// Adjacency
 | ||||||
|  | 		if (b2Dot(n, perp) >= 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			if (b2Dot(n - m_upperLimit, m_normal) < -b2_angularSlop) | ||||||
|  | 			{ | ||||||
|  | 				continue; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			if (b2Dot(n - m_lowerLimit, m_normal) < -b2_angularSlop) | ||||||
|  | 			{ | ||||||
|  | 				continue; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		 | ||||||
|  | 		if (s > axis.separation) | ||||||
|  | 		{ | ||||||
|  | 			axis.type = b2EPAxis::e_edgeB; | ||||||
|  | 			axis.index = i; | ||||||
|  | 			axis.separation = s; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	return axis; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2CollideEdgeAndPolygon(	b2Manifold* manifold, | ||||||
|  | 							 const b2EdgeShape* edgeA, const b2Transform& xfA, | ||||||
|  | 							 const b2PolygonShape* polygonB, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	b2EPCollider collider; | ||||||
|  | 	collider.Collide(manifold, edgeA, xfA, polygonB, xfB); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,239 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Collision/b2Collision.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2PolygonShape.h" | ||||||
|  | 
 | ||||||
|  | // Find the max separation between poly1 and poly2 using edge normals from poly1.
 | ||||||
|  | static float32 b2FindMaxSeparation(int32* edgeIndex, | ||||||
|  | 								 const b2PolygonShape* poly1, const b2Transform& xf1, | ||||||
|  | 								 const b2PolygonShape* poly2, const b2Transform& xf2) | ||||||
|  | { | ||||||
|  | 	int32 count1 = poly1->m_count; | ||||||
|  | 	int32 count2 = poly2->m_count; | ||||||
|  | 	const b2Vec2* n1s = poly1->m_normals; | ||||||
|  | 	const b2Vec2* v1s = poly1->m_vertices; | ||||||
|  | 	const b2Vec2* v2s = poly2->m_vertices; | ||||||
|  | 	b2Transform xf = b2MulT(xf2, xf1); | ||||||
|  | 
 | ||||||
|  | 	int32 bestIndex = 0; | ||||||
|  | 	float32 maxSeparation = -b2_maxFloat; | ||||||
|  | 	for (int32 i = 0; i < count1; ++i) | ||||||
|  | 	{ | ||||||
|  | 		// Get poly1 normal in frame2.
 | ||||||
|  | 		b2Vec2 n = b2Mul(xf.q, n1s[i]); | ||||||
|  | 		b2Vec2 v1 = b2Mul(xf, v1s[i]); | ||||||
|  | 
 | ||||||
|  | 		// Find deepest point for normal i.
 | ||||||
|  | 		float32 si = b2_maxFloat; | ||||||
|  | 		for (int32 j = 0; j < count2; ++j) | ||||||
|  | 		{ | ||||||
|  | 			float32 sij = b2Dot(n, v2s[j] - v1); | ||||||
|  | 			if (sij < si) | ||||||
|  | 			{ | ||||||
|  | 				si = sij; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		if (si > maxSeparation) | ||||||
|  | 		{ | ||||||
|  | 			maxSeparation = si; | ||||||
|  | 			bestIndex = i; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	*edgeIndex = bestIndex; | ||||||
|  | 	return maxSeparation; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | static void b2FindIncidentEdge(b2ClipVertex c[2], | ||||||
|  | 							 const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1, | ||||||
|  | 							 const b2PolygonShape* poly2, const b2Transform& xf2) | ||||||
|  | { | ||||||
|  | 	const b2Vec2* normals1 = poly1->m_normals; | ||||||
|  | 
 | ||||||
|  | 	int32 count2 = poly2->m_count; | ||||||
|  | 	const b2Vec2* vertices2 = poly2->m_vertices; | ||||||
|  | 	const b2Vec2* normals2 = poly2->m_normals; | ||||||
|  | 
 | ||||||
|  | 	b2Assert(0 <= edge1 && edge1 < poly1->m_count); | ||||||
|  | 
 | ||||||
|  | 	// Get the normal of the reference edge in poly2's frame.
 | ||||||
|  | 	b2Vec2 normal1 = b2MulT(xf2.q, b2Mul(xf1.q, normals1[edge1])); | ||||||
|  | 
 | ||||||
|  | 	// Find the incident edge on poly2.
 | ||||||
|  | 	int32 index = 0; | ||||||
|  | 	float32 minDot = b2_maxFloat; | ||||||
|  | 	for (int32 i = 0; i < count2; ++i) | ||||||
|  | 	{ | ||||||
|  | 		float32 dot = b2Dot(normal1, normals2[i]); | ||||||
|  | 		if (dot < minDot) | ||||||
|  | 		{ | ||||||
|  | 			minDot = dot; | ||||||
|  | 			index = i; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Build the clip vertices for the incident edge.
 | ||||||
|  | 	int32 i1 = index; | ||||||
|  | 	int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0; | ||||||
|  | 
 | ||||||
|  | 	c[0].v = b2Mul(xf2, vertices2[i1]); | ||||||
|  | 	c[0].id.cf.indexA = (uint8)edge1; | ||||||
|  | 	c[0].id.cf.indexB = (uint8)i1; | ||||||
|  | 	c[0].id.cf.typeA = b2ContactFeature::e_face; | ||||||
|  | 	c[0].id.cf.typeB = b2ContactFeature::e_vertex; | ||||||
|  | 
 | ||||||
|  | 	c[1].v = b2Mul(xf2, vertices2[i2]); | ||||||
|  | 	c[1].id.cf.indexA = (uint8)edge1; | ||||||
|  | 	c[1].id.cf.indexB = (uint8)i2; | ||||||
|  | 	c[1].id.cf.typeA = b2ContactFeature::e_face; | ||||||
|  | 	c[1].id.cf.typeB = b2ContactFeature::e_vertex; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // Find edge normal of max separation on A - return if separating axis is found
 | ||||||
|  | // Find edge normal of max separation on B - return if separation axis is found
 | ||||||
|  | // Choose reference edge as min(minA, minB)
 | ||||||
|  | // Find incident edge
 | ||||||
|  | // Clip
 | ||||||
|  | 
 | ||||||
|  | // The normal points from 1 to 2
 | ||||||
|  | void b2CollidePolygons(b2Manifold* manifold, | ||||||
|  | 					  const b2PolygonShape* polyA, const b2Transform& xfA, | ||||||
|  | 					  const b2PolygonShape* polyB, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	manifold->pointCount = 0; | ||||||
|  | 	float32 totalRadius = polyA->m_radius + polyB->m_radius; | ||||||
|  | 
 | ||||||
|  | 	int32 edgeA = 0; | ||||||
|  | 	float32 separationA = b2FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB); | ||||||
|  | 	if (separationA > totalRadius) | ||||||
|  | 		return; | ||||||
|  | 
 | ||||||
|  | 	int32 edgeB = 0; | ||||||
|  | 	float32 separationB = b2FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA); | ||||||
|  | 	if (separationB > totalRadius) | ||||||
|  | 		return; | ||||||
|  | 
 | ||||||
|  | 	const b2PolygonShape* poly1;	// reference polygon
 | ||||||
|  | 	const b2PolygonShape* poly2;	// incident polygon
 | ||||||
|  | 	b2Transform xf1, xf2; | ||||||
|  | 	int32 edge1;					// reference edge
 | ||||||
|  | 	uint8 flip; | ||||||
|  | 	const float32 k_tol = 0.1f * b2_linearSlop; | ||||||
|  | 
 | ||||||
|  | 	if (separationB > separationA + k_tol) | ||||||
|  | 	{ | ||||||
|  | 		poly1 = polyB; | ||||||
|  | 		poly2 = polyA; | ||||||
|  | 		xf1 = xfB; | ||||||
|  | 		xf2 = xfA; | ||||||
|  | 		edge1 = edgeB; | ||||||
|  | 		manifold->type = b2Manifold::e_faceB; | ||||||
|  | 		flip = 1; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		poly1 = polyA; | ||||||
|  | 		poly2 = polyB; | ||||||
|  | 		xf1 = xfA; | ||||||
|  | 		xf2 = xfB; | ||||||
|  | 		edge1 = edgeA; | ||||||
|  | 		manifold->type = b2Manifold::e_faceA; | ||||||
|  | 		flip = 0; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2ClipVertex incidentEdge[2]; | ||||||
|  | 	b2FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2); | ||||||
|  | 
 | ||||||
|  | 	int32 count1 = poly1->m_count; | ||||||
|  | 	const b2Vec2* vertices1 = poly1->m_vertices; | ||||||
|  | 
 | ||||||
|  | 	int32 iv1 = edge1; | ||||||
|  | 	int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 v11 = vertices1[iv1]; | ||||||
|  | 	b2Vec2 v12 = vertices1[iv2]; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 localTangent = v12 - v11; | ||||||
|  | 	localTangent.Normalize(); | ||||||
|  | 	 | ||||||
|  | 	b2Vec2 localNormal = b2Cross(localTangent, 1.0f); | ||||||
|  | 	b2Vec2 planePoint = 0.5f * (v11 + v12); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 tangent = b2Mul(xf1.q, localTangent); | ||||||
|  | 	b2Vec2 normal = b2Cross(tangent, 1.0f); | ||||||
|  | 	 | ||||||
|  | 	v11 = b2Mul(xf1, v11); | ||||||
|  | 	v12 = b2Mul(xf1, v12); | ||||||
|  | 
 | ||||||
|  | 	// Face offset.
 | ||||||
|  | 	float32 frontOffset = b2Dot(normal, v11); | ||||||
|  | 
 | ||||||
|  | 	// Side offsets, extended by polytope skin thickness.
 | ||||||
|  | 	float32 sideOffset1 = -b2Dot(tangent, v11) + totalRadius; | ||||||
|  | 	float32 sideOffset2 = b2Dot(tangent, v12) + totalRadius; | ||||||
|  | 
 | ||||||
|  | 	// Clip incident edge against extruded edge1 side edges.
 | ||||||
|  | 	b2ClipVertex clipPoints1[2]; | ||||||
|  | 	b2ClipVertex clipPoints2[2]; | ||||||
|  | 	int np; | ||||||
|  | 
 | ||||||
|  | 	// Clip to box side 1
 | ||||||
|  | 	np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1); | ||||||
|  | 
 | ||||||
|  | 	if (np < 2) | ||||||
|  | 		return; | ||||||
|  | 
 | ||||||
|  | 	// Clip to negative box side 1
 | ||||||
|  | 	np = b2ClipSegmentToLine(clipPoints2, clipPoints1,  tangent, sideOffset2, iv2); | ||||||
|  | 
 | ||||||
|  | 	if (np < 2) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Now clipPoints2 contains the clipped points.
 | ||||||
|  | 	manifold->localNormal = localNormal; | ||||||
|  | 	manifold->localPoint = planePoint; | ||||||
|  | 
 | ||||||
|  | 	int32 pointCount = 0; | ||||||
|  | 	for (int32 i = 0; i < b2_maxManifoldPoints; ++i) | ||||||
|  | 	{ | ||||||
|  | 		float32 separation = b2Dot(normal, clipPoints2[i].v) - frontOffset; | ||||||
|  | 
 | ||||||
|  | 		if (separation <= totalRadius) | ||||||
|  | 		{ | ||||||
|  | 			b2ManifoldPoint* cp = manifold->points + pointCount; | ||||||
|  | 			cp->localPoint = b2MulT(xf2, clipPoints2[i].v); | ||||||
|  | 			cp->id = clipPoints2[i].id; | ||||||
|  | 			if (flip) | ||||||
|  | 			{ | ||||||
|  | 				// Swap features
 | ||||||
|  | 				b2ContactFeature cf = cp->id.cf; | ||||||
|  | 				cp->id.cf.indexA = cf.indexB; | ||||||
|  | 				cp->id.cf.indexB = cf.indexA; | ||||||
|  | 				cp->id.cf.typeA = cf.typeB; | ||||||
|  | 				cp->id.cf.typeB = cf.typeA; | ||||||
|  | 			} | ||||||
|  | 			++pointCount; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	manifold->pointCount = pointCount; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,252 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Collision/b2Collision.h" | ||||||
|  | #include "Box2D/Collision/b2Distance.h" | ||||||
|  | 
 | ||||||
|  | void b2WorldManifold::Initialize(const b2Manifold* manifold, | ||||||
|  | 						  const b2Transform& xfA, float32 radiusA, | ||||||
|  | 						  const b2Transform& xfB, float32 radiusB) | ||||||
|  | { | ||||||
|  | 	if (manifold->pointCount == 0) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	switch (manifold->type) | ||||||
|  | 	{ | ||||||
|  | 	case b2Manifold::e_circles: | ||||||
|  | 		{ | ||||||
|  | 			normal.Set(1.0f, 0.0f); | ||||||
|  | 			b2Vec2 pointA = b2Mul(xfA, manifold->localPoint); | ||||||
|  | 			b2Vec2 pointB = b2Mul(xfB, manifold->points[0].localPoint); | ||||||
|  | 			if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon) | ||||||
|  | 			{ | ||||||
|  | 				normal = pointB - pointA; | ||||||
|  | 				normal.Normalize(); | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 cA = pointA + radiusA * normal; | ||||||
|  | 			b2Vec2 cB = pointB - radiusB * normal; | ||||||
|  | 			points[0] = 0.5f * (cA + cB); | ||||||
|  | 			separations[0] = b2Dot(cB - cA, normal); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case b2Manifold::e_faceA: | ||||||
|  | 		{ | ||||||
|  | 			normal = b2Mul(xfA.q, manifold->localNormal); | ||||||
|  | 			b2Vec2 planePoint = b2Mul(xfA, manifold->localPoint); | ||||||
|  | 			 | ||||||
|  | 			for (int32 i = 0; i < manifold->pointCount; ++i) | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 clipPoint = b2Mul(xfB, manifold->points[i].localPoint); | ||||||
|  | 				b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint, normal)) * normal; | ||||||
|  | 				b2Vec2 cB = clipPoint - radiusB * normal; | ||||||
|  | 				points[i] = 0.5f * (cA + cB); | ||||||
|  | 				separations[i] = b2Dot(cB - cA, normal); | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case b2Manifold::e_faceB: | ||||||
|  | 		{ | ||||||
|  | 			normal = b2Mul(xfB.q, manifold->localNormal); | ||||||
|  | 			b2Vec2 planePoint = b2Mul(xfB, manifold->localPoint); | ||||||
|  | 
 | ||||||
|  | 			for (int32 i = 0; i < manifold->pointCount; ++i) | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 clipPoint = b2Mul(xfA, manifold->points[i].localPoint); | ||||||
|  | 				b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint, normal)) * normal; | ||||||
|  | 				b2Vec2 cA = clipPoint - radiusA * normal; | ||||||
|  | 				points[i] = 0.5f * (cA + cB); | ||||||
|  | 				separations[i] = b2Dot(cA - cB, normal); | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			// Ensure normal points from A to B.
 | ||||||
|  | 			normal = -normal; | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints], | ||||||
|  | 					  const b2Manifold* manifold1, const b2Manifold* manifold2) | ||||||
|  | { | ||||||
|  | 	for (int32 i = 0; i < b2_maxManifoldPoints; ++i) | ||||||
|  | 	{ | ||||||
|  | 		state1[i] = b2_nullState; | ||||||
|  | 		state2[i] = b2_nullState; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Detect persists and removes.
 | ||||||
|  | 	for (int32 i = 0; i < manifold1->pointCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2ContactID id = manifold1->points[i].id; | ||||||
|  | 
 | ||||||
|  | 		state1[i] = b2_removeState; | ||||||
|  | 
 | ||||||
|  | 		for (int32 j = 0; j < manifold2->pointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			if (manifold2->points[j].id.key == id.key) | ||||||
|  | 			{ | ||||||
|  | 				state1[i] = b2_persistState; | ||||||
|  | 				break; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Detect persists and adds.
 | ||||||
|  | 	for (int32 i = 0; i < manifold2->pointCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2ContactID id = manifold2->points[i].id; | ||||||
|  | 
 | ||||||
|  | 		state2[i] = b2_addState; | ||||||
|  | 
 | ||||||
|  | 		for (int32 j = 0; j < manifold1->pointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			if (manifold1->points[j].id.key == id.key) | ||||||
|  | 			{ | ||||||
|  | 				state2[i] = b2_persistState; | ||||||
|  | 				break; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // From Real-time Collision Detection, p179.
 | ||||||
|  | bool b2AABB::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const | ||||||
|  | { | ||||||
|  | 	float32 tmin = -b2_maxFloat; | ||||||
|  | 	float32 tmax = b2_maxFloat; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 p = input.p1; | ||||||
|  | 	b2Vec2 d = input.p2 - input.p1; | ||||||
|  | 	b2Vec2 absD = b2Abs(d); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 normal; | ||||||
|  | 
 | ||||||
|  | 	for (int32 i = 0; i < 2; ++i) | ||||||
|  | 	{ | ||||||
|  | 		if (absD(i) < b2_epsilon) | ||||||
|  | 		{ | ||||||
|  | 			// Parallel.
 | ||||||
|  | 			if (p(i) < lowerBound(i) || upperBound(i) < p(i)) | ||||||
|  | 			{ | ||||||
|  | 				return false; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			float32 inv_d = 1.0f / d(i); | ||||||
|  | 			float32 t1 = (lowerBound(i) - p(i)) * inv_d; | ||||||
|  | 			float32 t2 = (upperBound(i) - p(i)) * inv_d; | ||||||
|  | 
 | ||||||
|  | 			// Sign of the normal vector.
 | ||||||
|  | 			float32 s = -1.0f; | ||||||
|  | 
 | ||||||
|  | 			if (t1 > t2) | ||||||
|  | 			{ | ||||||
|  | 				b2Swap(t1, t2); | ||||||
|  | 				s = 1.0f; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			// Push the min up
 | ||||||
|  | 			if (t1 > tmin) | ||||||
|  | 			{ | ||||||
|  | 				normal.SetZero(); | ||||||
|  | 				normal(i) = s; | ||||||
|  | 				tmin = t1; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			// Pull the max down
 | ||||||
|  | 			tmax = b2Min(tmax, t2); | ||||||
|  | 
 | ||||||
|  | 			if (tmin > tmax) | ||||||
|  | 			{ | ||||||
|  | 				return false; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Does the ray start inside the box?
 | ||||||
|  | 	// Does the ray intersect beyond the max fraction?
 | ||||||
|  | 	if (tmin < 0.0f || input.maxFraction < tmin) | ||||||
|  | 	{ | ||||||
|  | 		return false; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Intersection.
 | ||||||
|  | 	output->fraction = tmin; | ||||||
|  | 	output->normal = normal; | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // Sutherland-Hodgman clipping.
 | ||||||
|  | int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2], | ||||||
|  | 						const b2Vec2& normal, float32 offset, int32 vertexIndexA) | ||||||
|  | { | ||||||
|  | 	// Start with no output points
 | ||||||
|  | 	int32 numOut = 0; | ||||||
|  | 
 | ||||||
|  | 	// Calculate the distance of end points to the line
 | ||||||
|  | 	float32 distance0 = b2Dot(normal, vIn[0].v) - offset; | ||||||
|  | 	float32 distance1 = b2Dot(normal, vIn[1].v) - offset; | ||||||
|  | 
 | ||||||
|  | 	// If the points are behind the plane
 | ||||||
|  | 	if (distance0 <= 0.0f) vOut[numOut++] = vIn[0]; | ||||||
|  | 	if (distance1 <= 0.0f) vOut[numOut++] = vIn[1]; | ||||||
|  | 
 | ||||||
|  | 	// If the points are on different sides of the plane
 | ||||||
|  | 	if (distance0 * distance1 < 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		// Find intersection point of edge and plane
 | ||||||
|  | 		float32 interp = distance0 / (distance0 - distance1); | ||||||
|  | 		vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v); | ||||||
|  | 
 | ||||||
|  | 		// VertexA is hitting edgeB.
 | ||||||
|  | 		vOut[numOut].id.cf.indexA = static_cast<uint8>(vertexIndexA); | ||||||
|  | 		vOut[numOut].id.cf.indexB = vIn[0].id.cf.indexB; | ||||||
|  | 		vOut[numOut].id.cf.typeA = b2ContactFeature::e_vertex; | ||||||
|  | 		vOut[numOut].id.cf.typeB = b2ContactFeature::e_face; | ||||||
|  | 		++numOut; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	return numOut; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2TestOverlap(	const b2Shape* shapeA, int32 indexA, | ||||||
|  | 					const b2Shape* shapeB, int32 indexB, | ||||||
|  | 					const b2Transform& xfA, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	b2DistanceInput input; | ||||||
|  | 	input.proxyA.Set(shapeA, indexA); | ||||||
|  | 	input.proxyB.Set(shapeB, indexB); | ||||||
|  | 	input.transformA = xfA; | ||||||
|  | 	input.transformB = xfB; | ||||||
|  | 	input.useRadii = true; | ||||||
|  | 
 | ||||||
|  | 	b2SimplexCache cache; | ||||||
|  | 	cache.count = 0; | ||||||
|  | 
 | ||||||
|  | 	b2DistanceOutput output; | ||||||
|  | 
 | ||||||
|  | 	b2Distance(&output, &cache, &input); | ||||||
|  | 
 | ||||||
|  | 	return output.distance < 10.0f * b2_epsilon; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,277 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_COLLISION_H | ||||||
|  | #define B2_COLLISION_H | ||||||
|  | 
 | ||||||
|  | #include "../Common/b2Math.h" | ||||||
|  | #include <limits.h> | ||||||
|  | 
 | ||||||
|  | /// @file
 | ||||||
|  | /// Structures and functions used for computing contact points, distance
 | ||||||
|  | /// queries, and TOI queries.
 | ||||||
|  | 
 | ||||||
|  | class b2Shape; | ||||||
|  | class b2CircleShape; | ||||||
|  | class b2EdgeShape; | ||||||
|  | class b2PolygonShape; | ||||||
|  | 
 | ||||||
|  | const uint8 b2_nullFeature = UCHAR_MAX; | ||||||
|  | 
 | ||||||
|  | /// The features that intersect to form the contact point
 | ||||||
|  | /// This must be 4 bytes or less.
 | ||||||
|  | struct b2ContactFeature | ||||||
|  | { | ||||||
|  | 	enum Type | ||||||
|  | 	{ | ||||||
|  | 		e_vertex = 0, | ||||||
|  | 		e_face = 1 | ||||||
|  | 	}; | ||||||
|  | 
 | ||||||
|  | 	uint8 indexA;		///< Feature index on shapeA
 | ||||||
|  | 	uint8 indexB;		///< Feature index on shapeB
 | ||||||
|  | 	uint8 typeA;		///< The feature type on shapeA
 | ||||||
|  | 	uint8 typeB;		///< The feature type on shapeB
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Contact ids to facilitate warm starting.
 | ||||||
|  | union b2ContactID | ||||||
|  | { | ||||||
|  | 	b2ContactFeature cf; | ||||||
|  | 	uint32 key;					///< Used to quickly compare contact ids.
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A manifold point is a contact point belonging to a contact
 | ||||||
|  | /// manifold. It holds details related to the geometry and dynamics
 | ||||||
|  | /// of the contact points.
 | ||||||
|  | /// The local point usage depends on the manifold type:
 | ||||||
|  | /// -e_circles: the local center of circleB
 | ||||||
|  | /// -e_faceA: the local center of cirlceB or the clip point of polygonB
 | ||||||
|  | /// -e_faceB: the clip point of polygonA
 | ||||||
|  | /// This structure is stored across time steps, so we keep it small.
 | ||||||
|  | /// Note: the impulses are used for internal caching and may not
 | ||||||
|  | /// provide reliable contact forces, especially for high speed collisions.
 | ||||||
|  | struct b2ManifoldPoint | ||||||
|  | { | ||||||
|  | 	b2Vec2 localPoint;		///< usage depends on manifold type
 | ||||||
|  | 	float32 normalImpulse;	///< the non-penetration impulse
 | ||||||
|  | 	float32 tangentImpulse;	///< the friction impulse
 | ||||||
|  | 	b2ContactID id;			///< uniquely identifies a contact point between two shapes
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A manifold for two touching convex shapes.
 | ||||||
|  | /// Box2D supports multiple types of contact:
 | ||||||
|  | /// - clip point versus plane with radius
 | ||||||
|  | /// - point versus point with radius (circles)
 | ||||||
|  | /// The local point usage depends on the manifold type:
 | ||||||
|  | /// -e_circles: the local center of circleA
 | ||||||
|  | /// -e_faceA: the center of faceA
 | ||||||
|  | /// -e_faceB: the center of faceB
 | ||||||
|  | /// Similarly the local normal usage:
 | ||||||
|  | /// -e_circles: not used
 | ||||||
|  | /// -e_faceA: the normal on polygonA
 | ||||||
|  | /// -e_faceB: the normal on polygonB
 | ||||||
|  | /// We store contacts in this way so that position correction can
 | ||||||
|  | /// account for movement, which is critical for continuous physics.
 | ||||||
|  | /// All contact scenarios must be expressed in one of these types.
 | ||||||
|  | /// This structure is stored across time steps, so we keep it small.
 | ||||||
|  | struct b2Manifold | ||||||
|  | { | ||||||
|  | 	enum Type | ||||||
|  | 	{ | ||||||
|  | 		e_circles, | ||||||
|  | 		e_faceA, | ||||||
|  | 		e_faceB | ||||||
|  | 	}; | ||||||
|  | 
 | ||||||
|  | 	b2ManifoldPoint points[b2_maxManifoldPoints];	///< the points of contact
 | ||||||
|  | 	b2Vec2 localNormal;								///< not use for Type::e_points
 | ||||||
|  | 	b2Vec2 localPoint;								///< usage depends on manifold type
 | ||||||
|  | 	Type type; | ||||||
|  | 	int32 pointCount;								///< the number of manifold points
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// This is used to compute the current state of a contact manifold.
 | ||||||
|  | struct b2WorldManifold | ||||||
|  | { | ||||||
|  | 	/// Evaluate the manifold with supplied transforms. This assumes
 | ||||||
|  | 	/// modest motion from the original state. This does not change the
 | ||||||
|  | 	/// point count, impulses, etc. The radii must come from the shapes
 | ||||||
|  | 	/// that generated the manifold.
 | ||||||
|  | 	void Initialize(const b2Manifold* manifold, | ||||||
|  | 					const b2Transform& xfA, float32 radiusA, | ||||||
|  | 					const b2Transform& xfB, float32 radiusB); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 normal;								///< world vector pointing from A to B
 | ||||||
|  | 	b2Vec2 points[b2_maxManifoldPoints];		///< world contact point (point of intersection)
 | ||||||
|  | 	float32 separations[b2_maxManifoldPoints];	///< a negative value indicates overlap, in meters
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// This is used for determining the state of contact points.
 | ||||||
|  | enum b2PointState | ||||||
|  | { | ||||||
|  | 	b2_nullState,		///< point does not exist
 | ||||||
|  | 	b2_addState,		///< point was added in the update
 | ||||||
|  | 	b2_persistState,	///< point persisted across the update
 | ||||||
|  | 	b2_removeState		///< point was removed in the update
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Compute the point states given two manifolds. The states pertain to the transition from manifold1
 | ||||||
|  | /// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
 | ||||||
|  | void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints], | ||||||
|  | 					  const b2Manifold* manifold1, const b2Manifold* manifold2); | ||||||
|  | 
 | ||||||
|  | /// Used for computing contact manifolds.
 | ||||||
|  | struct b2ClipVertex | ||||||
|  | { | ||||||
|  | 	b2Vec2 v; | ||||||
|  | 	b2ContactID id; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
 | ||||||
|  | struct b2RayCastInput | ||||||
|  | { | ||||||
|  | 	b2Vec2 p1, p2; | ||||||
|  | 	float32 maxFraction; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
 | ||||||
|  | /// come from b2RayCastInput.
 | ||||||
|  | struct b2RayCastOutput | ||||||
|  | { | ||||||
|  | 	b2Vec2 normal; | ||||||
|  | 	float32 fraction; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// An axis aligned bounding box.
 | ||||||
|  | struct b2AABB | ||||||
|  | { | ||||||
|  | 	/// Verify that the bounds are sorted.
 | ||||||
|  | 	bool IsValid() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the center of the AABB.
 | ||||||
|  | 	b2Vec2 GetCenter() const | ||||||
|  | 	{ | ||||||
|  | 		return 0.5f * (lowerBound + upperBound); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Get the extents of the AABB (half-widths).
 | ||||||
|  | 	b2Vec2 GetExtents() const | ||||||
|  | 	{ | ||||||
|  | 		return 0.5f * (upperBound - lowerBound); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Get the perimeter length
 | ||||||
|  | 	float32 GetPerimeter() const | ||||||
|  | 	{ | ||||||
|  | 		float32 wx = upperBound.x - lowerBound.x; | ||||||
|  | 		float32 wy = upperBound.y - lowerBound.y; | ||||||
|  | 		return 2.0f * (wx + wy); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Combine an AABB into this one.
 | ||||||
|  | 	void Combine(const b2AABB& aabb) | ||||||
|  | 	{ | ||||||
|  | 		lowerBound = b2Min(lowerBound, aabb.lowerBound); | ||||||
|  | 		upperBound = b2Max(upperBound, aabb.upperBound); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Combine two AABBs into this one.
 | ||||||
|  | 	void Combine(const b2AABB& aabb1, const b2AABB& aabb2) | ||||||
|  | 	{ | ||||||
|  | 		lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound); | ||||||
|  | 		upperBound = b2Max(aabb1.upperBound, aabb2.upperBound); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Does this aabb contain the provided AABB.
 | ||||||
|  | 	bool Contains(const b2AABB& aabb) const | ||||||
|  | 	{ | ||||||
|  | 		bool result = true; | ||||||
|  | 		result = result && lowerBound.x <= aabb.lowerBound.x; | ||||||
|  | 		result = result && lowerBound.y <= aabb.lowerBound.y; | ||||||
|  | 		result = result && aabb.upperBound.x <= upperBound.x; | ||||||
|  | 		result = result && aabb.upperBound.y <= upperBound.y; | ||||||
|  | 		return result; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 lowerBound;	///< the lower vertex
 | ||||||
|  | 	b2Vec2 upperBound;	///< the upper vertex
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Compute the collision manifold between two circles.
 | ||||||
|  | void b2CollideCircles(b2Manifold* manifold, | ||||||
|  | 					  const b2CircleShape* circleA, const b2Transform& xfA, | ||||||
|  | 					  const b2CircleShape* circleB, const b2Transform& xfB); | ||||||
|  | 
 | ||||||
|  | /// Compute the collision manifold between a polygon and a circle.
 | ||||||
|  | void b2CollidePolygonAndCircle(b2Manifold* manifold, | ||||||
|  | 							   const b2PolygonShape* polygonA, const b2Transform& xfA, | ||||||
|  | 							   const b2CircleShape* circleB, const b2Transform& xfB); | ||||||
|  | 
 | ||||||
|  | /// Compute the collision manifold between two polygons.
 | ||||||
|  | void b2CollidePolygons(b2Manifold* manifold, | ||||||
|  | 					   const b2PolygonShape* polygonA, const b2Transform& xfA, | ||||||
|  | 					   const b2PolygonShape* polygonB, const b2Transform& xfB); | ||||||
|  | 
 | ||||||
|  | /// Compute the collision manifold between an edge and a circle.
 | ||||||
|  | void b2CollideEdgeAndCircle(b2Manifold* manifold, | ||||||
|  | 							   const b2EdgeShape* polygonA, const b2Transform& xfA, | ||||||
|  | 							   const b2CircleShape* circleB, const b2Transform& xfB); | ||||||
|  | 
 | ||||||
|  | /// Compute the collision manifold between an edge and a circle.
 | ||||||
|  | void b2CollideEdgeAndPolygon(b2Manifold* manifold, | ||||||
|  | 							   const b2EdgeShape* edgeA, const b2Transform& xfA, | ||||||
|  | 							   const b2PolygonShape* circleB, const b2Transform& xfB); | ||||||
|  | 
 | ||||||
|  | /// Clipping for contact manifolds.
 | ||||||
|  | int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2], | ||||||
|  | 							const b2Vec2& normal, float32 offset, int32 vertexIndexA); | ||||||
|  | 
 | ||||||
|  | /// Determine if two generic shapes overlap.
 | ||||||
|  | bool b2TestOverlap(	const b2Shape* shapeA, int32 indexA, | ||||||
|  | 					const b2Shape* shapeB, int32 indexB, | ||||||
|  | 					const b2Transform& xfA, const b2Transform& xfB); | ||||||
|  | 
 | ||||||
|  | // ---------------- Inline Functions ------------------------------------------
 | ||||||
|  | 
 | ||||||
|  | inline bool b2AABB::IsValid() const | ||||||
|  | { | ||||||
|  | 	b2Vec2 d = upperBound - lowerBound; | ||||||
|  | 	bool valid = d.x >= 0.0f && d.y >= 0.0f; | ||||||
|  | 	valid = valid && lowerBound.IsValid() && upperBound.IsValid(); | ||||||
|  | 	return valid; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b) | ||||||
|  | { | ||||||
|  | 	b2Vec2 d1, d2; | ||||||
|  | 	d1 = b.lowerBound - a.upperBound; | ||||||
|  | 	d2 = a.lowerBound - b.upperBound; | ||||||
|  | 
 | ||||||
|  | 	if (d1.x > 0.0f || d1.y > 0.0f) | ||||||
|  | 		return false; | ||||||
|  | 
 | ||||||
|  | 	if (d2.x > 0.0f || d2.y > 0.0f) | ||||||
|  | 		return false; | ||||||
|  | 
 | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,737 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Collision/b2Distance.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2CircleShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2EdgeShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2ChainShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2PolygonShape.h" | ||||||
|  | 
 | ||||||
|  | // GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
 | ||||||
|  | int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters; | ||||||
|  | 
 | ||||||
|  | void b2DistanceProxy::Set(const b2Shape* shape, int32 index) | ||||||
|  | { | ||||||
|  | 	switch (shape->GetType()) | ||||||
|  | 	{ | ||||||
|  | 	case b2Shape::e_circle: | ||||||
|  | 		{ | ||||||
|  | 			const b2CircleShape* circle = static_cast<const b2CircleShape*>(shape); | ||||||
|  | 			m_vertices = &circle->m_p; | ||||||
|  | 			m_count = 1; | ||||||
|  | 			m_radius = circle->m_radius; | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case b2Shape::e_polygon: | ||||||
|  | 		{ | ||||||
|  | 			const b2PolygonShape* polygon = static_cast<const b2PolygonShape*>(shape); | ||||||
|  | 			m_vertices = polygon->m_vertices; | ||||||
|  | 			m_count = polygon->m_count; | ||||||
|  | 			m_radius = polygon->m_radius; | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case b2Shape::e_chain: | ||||||
|  | 		{ | ||||||
|  | 			const b2ChainShape* chain = static_cast<const b2ChainShape*>(shape); | ||||||
|  | 			b2Assert(0 <= index && index < chain->m_count); | ||||||
|  | 
 | ||||||
|  | 			m_buffer[0] = chain->m_vertices[index]; | ||||||
|  | 			if (index + 1 < chain->m_count) | ||||||
|  | 			{ | ||||||
|  | 				m_buffer[1] = chain->m_vertices[index + 1]; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				m_buffer[1] = chain->m_vertices[0]; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			m_vertices = m_buffer; | ||||||
|  | 			m_count = 2; | ||||||
|  | 			m_radius = chain->m_radius; | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case b2Shape::e_edge: | ||||||
|  | 		{ | ||||||
|  | 			const b2EdgeShape* edge = static_cast<const b2EdgeShape*>(shape); | ||||||
|  | 			m_vertices = &edge->m_vertex1; | ||||||
|  | 			m_count = 2; | ||||||
|  | 			m_radius = edge->m_radius; | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	default: | ||||||
|  | 		b2Assert(false); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DistanceProxy::Set(const b2Vec2* vertices, int32 count, float32 radius) | ||||||
|  | { | ||||||
|  |     m_vertices = vertices; | ||||||
|  |     m_count = count; | ||||||
|  |     m_radius = radius; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | struct b2SimplexVertex | ||||||
|  | { | ||||||
|  | 	b2Vec2 wA;		// support point in proxyA
 | ||||||
|  | 	b2Vec2 wB;		// support point in proxyB
 | ||||||
|  | 	b2Vec2 w;		// wB - wA
 | ||||||
|  | 	float32 a;		// barycentric coordinate for closest point
 | ||||||
|  | 	int32 indexA;	// wA index
 | ||||||
|  | 	int32 indexB;	// wB index
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | struct b2Simplex | ||||||
|  | { | ||||||
|  | 	void ReadCache(	const b2SimplexCache* cache, | ||||||
|  | 					const b2DistanceProxy* proxyA, const b2Transform& transformA, | ||||||
|  | 					const b2DistanceProxy* proxyB, const b2Transform& transformB) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(cache->count <= 3); | ||||||
|  | 		 | ||||||
|  | 		// Copy data from cache.
 | ||||||
|  | 		m_count = cache->count; | ||||||
|  | 		b2SimplexVertex* vertices = &m_v1; | ||||||
|  | 		for (int32 i = 0; i < m_count; ++i) | ||||||
|  | 		{ | ||||||
|  | 			b2SimplexVertex* v = vertices + i; | ||||||
|  | 			v->indexA = cache->indexA[i]; | ||||||
|  | 			v->indexB = cache->indexB[i]; | ||||||
|  | 			b2Vec2 wALocal = proxyA->GetVertex(v->indexA); | ||||||
|  | 			b2Vec2 wBLocal = proxyB->GetVertex(v->indexB); | ||||||
|  | 			v->wA = b2Mul(transformA, wALocal); | ||||||
|  | 			v->wB = b2Mul(transformB, wBLocal); | ||||||
|  | 			v->w = v->wB - v->wA; | ||||||
|  | 			v->a = 0.0f; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Compute the new simplex metric, if it is substantially different than
 | ||||||
|  | 		// old metric then flush the simplex.
 | ||||||
|  | 		if (m_count > 1) | ||||||
|  | 		{ | ||||||
|  | 			float32 metric1 = cache->metric; | ||||||
|  | 			float32 metric2 = GetMetric(); | ||||||
|  | 			if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < b2_epsilon) | ||||||
|  | 			{ | ||||||
|  | 				// Reset the simplex.
 | ||||||
|  | 				m_count = 0; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// If the cache is empty or invalid ...
 | ||||||
|  | 		if (m_count == 0) | ||||||
|  | 		{ | ||||||
|  | 			b2SimplexVertex* v = vertices + 0; | ||||||
|  | 			v->indexA = 0; | ||||||
|  | 			v->indexB = 0; | ||||||
|  | 			b2Vec2 wALocal = proxyA->GetVertex(0); | ||||||
|  | 			b2Vec2 wBLocal = proxyB->GetVertex(0); | ||||||
|  | 			v->wA = b2Mul(transformA, wALocal); | ||||||
|  | 			v->wB = b2Mul(transformB, wBLocal); | ||||||
|  | 			v->w = v->wB - v->wA; | ||||||
|  | 			v->a = 1.0f; | ||||||
|  | 			m_count = 1; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	void WriteCache(b2SimplexCache* cache) const | ||||||
|  | 	{ | ||||||
|  | 		cache->metric = GetMetric(); | ||||||
|  | 		cache->count = uint16(m_count); | ||||||
|  | 		const b2SimplexVertex* vertices = &m_v1; | ||||||
|  | 		for (int32 i = 0; i < m_count; ++i) | ||||||
|  | 		{ | ||||||
|  | 			cache->indexA[i] = uint8(vertices[i].indexA); | ||||||
|  | 			cache->indexB[i] = uint8(vertices[i].indexB); | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 GetSearchDirection() const | ||||||
|  | 	{ | ||||||
|  | 		switch (m_count) | ||||||
|  | 		{ | ||||||
|  | 		case 1: | ||||||
|  | 			return -m_v1.w; | ||||||
|  | 
 | ||||||
|  | 		case 2: | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 e12 = m_v2.w - m_v1.w; | ||||||
|  | 				float32 sgn = b2Cross(e12, -m_v1.w); | ||||||
|  | 				if (sgn > 0.0f) | ||||||
|  | 				{ | ||||||
|  | 					// Origin is left of e12.
 | ||||||
|  | 					return b2Cross(1.0f, e12); | ||||||
|  | 				} | ||||||
|  | 				else | ||||||
|  | 				{ | ||||||
|  | 					// Origin is right of e12.
 | ||||||
|  | 					return b2Cross(e12, 1.0f); | ||||||
|  | 				} | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 		default: | ||||||
|  | 			b2Assert(false); | ||||||
|  | 			return b2Vec2_zero; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 GetClosestPoint() const | ||||||
|  | 	{ | ||||||
|  | 		switch (m_count) | ||||||
|  | 		{ | ||||||
|  | 		case 0: | ||||||
|  | 			b2Assert(false); | ||||||
|  | 			return b2Vec2_zero; | ||||||
|  | 
 | ||||||
|  | 		case 1: | ||||||
|  | 			return m_v1.w; | ||||||
|  | 
 | ||||||
|  | 		case 2: | ||||||
|  | 			return m_v1.a * m_v1.w + m_v2.a * m_v2.w; | ||||||
|  | 
 | ||||||
|  | 		case 3: | ||||||
|  | 			return b2Vec2_zero; | ||||||
|  | 
 | ||||||
|  | 		default: | ||||||
|  | 			b2Assert(false); | ||||||
|  | 			return b2Vec2_zero; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	void GetWitnessPoints(b2Vec2* pA, b2Vec2* pB) const | ||||||
|  | 	{ | ||||||
|  | 		switch (m_count) | ||||||
|  | 		{ | ||||||
|  | 		case 0: | ||||||
|  | 			b2Assert(false); | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		case 1: | ||||||
|  | 			*pA = m_v1.wA; | ||||||
|  | 			*pB = m_v1.wB; | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		case 2: | ||||||
|  | 			*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA; | ||||||
|  | 			*pB = m_v1.a * m_v1.wB + m_v2.a * m_v2.wB; | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		case 3: | ||||||
|  | 			*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA + m_v3.a * m_v3.wA; | ||||||
|  | 			*pB = *pA; | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		default: | ||||||
|  | 			b2Assert(false); | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	float32 GetMetric() const | ||||||
|  | 	{ | ||||||
|  | 		switch (m_count) | ||||||
|  | 		{ | ||||||
|  | 		case 0: | ||||||
|  | 			b2Assert(false); | ||||||
|  | 			return 0.0f; | ||||||
|  | 
 | ||||||
|  | 		case 1: | ||||||
|  | 			return 0.0f; | ||||||
|  | 
 | ||||||
|  | 		case 2: | ||||||
|  | 			return b2Distance(m_v1.w, m_v2.w); | ||||||
|  | 
 | ||||||
|  | 		case 3: | ||||||
|  | 			return b2Cross(m_v2.w - m_v1.w, m_v3.w - m_v1.w); | ||||||
|  | 
 | ||||||
|  | 		default: | ||||||
|  | 			b2Assert(false); | ||||||
|  | 			return 0.0f; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	void Solve2(); | ||||||
|  | 	void Solve3(); | ||||||
|  | 
 | ||||||
|  | 	b2SimplexVertex m_v1, m_v2, m_v3; | ||||||
|  | 	int32 m_count; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | // Solve a line segment using barycentric coordinates.
 | ||||||
|  | //
 | ||||||
|  | // p = a1 * w1 + a2 * w2
 | ||||||
|  | // a1 + a2 = 1
 | ||||||
|  | //
 | ||||||
|  | // The vector from the origin to the closest point on the line is
 | ||||||
|  | // perpendicular to the line.
 | ||||||
|  | // e12 = w2 - w1
 | ||||||
|  | // dot(p, e) = 0
 | ||||||
|  | // a1 * dot(w1, e) + a2 * dot(w2, e) = 0
 | ||||||
|  | //
 | ||||||
|  | // 2-by-2 linear system
 | ||||||
|  | // [1      1     ][a1] = [1]
 | ||||||
|  | // [w1.e12 w2.e12][a2] = [0]
 | ||||||
|  | //
 | ||||||
|  | // Define
 | ||||||
|  | // d12_1 =  dot(w2, e12)
 | ||||||
|  | // d12_2 = -dot(w1, e12)
 | ||||||
|  | // d12 = d12_1 + d12_2
 | ||||||
|  | //
 | ||||||
|  | // Solution
 | ||||||
|  | // a1 = d12_1 / d12
 | ||||||
|  | // a2 = d12_2 / d12
 | ||||||
|  | void b2Simplex::Solve2() | ||||||
|  | { | ||||||
|  | 	b2Vec2 w1 = m_v1.w; | ||||||
|  | 	b2Vec2 w2 = m_v2.w; | ||||||
|  | 	b2Vec2 e12 = w2 - w1; | ||||||
|  | 
 | ||||||
|  | 	// w1 region
 | ||||||
|  | 	float32 d12_2 = -b2Dot(w1, e12); | ||||||
|  | 	if (d12_2 <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		// a2 <= 0, so we clamp it to 0
 | ||||||
|  | 		m_v1.a = 1.0f; | ||||||
|  | 		m_count = 1; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// w2 region
 | ||||||
|  | 	float32 d12_1 = b2Dot(w2, e12); | ||||||
|  | 	if (d12_1 <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		// a1 <= 0, so we clamp it to 0
 | ||||||
|  | 		m_v2.a = 1.0f; | ||||||
|  | 		m_count = 1; | ||||||
|  | 		m_v1 = m_v2; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Must be in e12 region.
 | ||||||
|  | 	float32 inv_d12 = 1.0f / (d12_1 + d12_2); | ||||||
|  | 	m_v1.a = d12_1 * inv_d12; | ||||||
|  | 	m_v2.a = d12_2 * inv_d12; | ||||||
|  | 	m_count = 2; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // Possible regions:
 | ||||||
|  | // - points[2]
 | ||||||
|  | // - edge points[0]-points[2]
 | ||||||
|  | // - edge points[1]-points[2]
 | ||||||
|  | // - inside the triangle
 | ||||||
|  | void b2Simplex::Solve3() | ||||||
|  | { | ||||||
|  | 	b2Vec2 w1 = m_v1.w; | ||||||
|  | 	b2Vec2 w2 = m_v2.w; | ||||||
|  | 	b2Vec2 w3 = m_v3.w; | ||||||
|  | 
 | ||||||
|  | 	// Edge12
 | ||||||
|  | 	// [1      1     ][a1] = [1]
 | ||||||
|  | 	// [w1.e12 w2.e12][a2] = [0]
 | ||||||
|  | 	// a3 = 0
 | ||||||
|  | 	b2Vec2 e12 = w2 - w1; | ||||||
|  | 	float32 w1e12 = b2Dot(w1, e12); | ||||||
|  | 	float32 w2e12 = b2Dot(w2, e12); | ||||||
|  | 	float32 d12_1 = w2e12; | ||||||
|  | 	float32 d12_2 = -w1e12; | ||||||
|  | 
 | ||||||
|  | 	// Edge13
 | ||||||
|  | 	// [1      1     ][a1] = [1]
 | ||||||
|  | 	// [w1.e13 w3.e13][a3] = [0]
 | ||||||
|  | 	// a2 = 0
 | ||||||
|  | 	b2Vec2 e13 = w3 - w1; | ||||||
|  | 	float32 w1e13 = b2Dot(w1, e13); | ||||||
|  | 	float32 w3e13 = b2Dot(w3, e13); | ||||||
|  | 	float32 d13_1 = w3e13; | ||||||
|  | 	float32 d13_2 = -w1e13; | ||||||
|  | 
 | ||||||
|  | 	// Edge23
 | ||||||
|  | 	// [1      1     ][a2] = [1]
 | ||||||
|  | 	// [w2.e23 w3.e23][a3] = [0]
 | ||||||
|  | 	// a1 = 0
 | ||||||
|  | 	b2Vec2 e23 = w3 - w2; | ||||||
|  | 	float32 w2e23 = b2Dot(w2, e23); | ||||||
|  | 	float32 w3e23 = b2Dot(w3, e23); | ||||||
|  | 	float32 d23_1 = w3e23; | ||||||
|  | 	float32 d23_2 = -w2e23; | ||||||
|  | 	 | ||||||
|  | 	// Triangle123
 | ||||||
|  | 	float32 n123 = b2Cross(e12, e13); | ||||||
|  | 
 | ||||||
|  | 	float32 d123_1 = n123 * b2Cross(w2, w3); | ||||||
|  | 	float32 d123_2 = n123 * b2Cross(w3, w1); | ||||||
|  | 	float32 d123_3 = n123 * b2Cross(w1, w2); | ||||||
|  | 
 | ||||||
|  | 	// w1 region
 | ||||||
|  | 	if (d12_2 <= 0.0f && d13_2 <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_v1.a = 1.0f; | ||||||
|  | 		m_count = 1; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// e12
 | ||||||
|  | 	if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		float32 inv_d12 = 1.0f / (d12_1 + d12_2); | ||||||
|  | 		m_v1.a = d12_1 * inv_d12; | ||||||
|  | 		m_v2.a = d12_2 * inv_d12; | ||||||
|  | 		m_count = 2; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// e13
 | ||||||
|  | 	if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		float32 inv_d13 = 1.0f / (d13_1 + d13_2); | ||||||
|  | 		m_v1.a = d13_1 * inv_d13; | ||||||
|  | 		m_v3.a = d13_2 * inv_d13; | ||||||
|  | 		m_count = 2; | ||||||
|  | 		m_v2 = m_v3; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// w2 region
 | ||||||
|  | 	if (d12_1 <= 0.0f && d23_2 <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_v2.a = 1.0f; | ||||||
|  | 		m_count = 1; | ||||||
|  | 		m_v1 = m_v2; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// w3 region
 | ||||||
|  | 	if (d13_1 <= 0.0f && d23_1 <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_v3.a = 1.0f; | ||||||
|  | 		m_count = 1; | ||||||
|  | 		m_v1 = m_v3; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// e23
 | ||||||
|  | 	if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		float32 inv_d23 = 1.0f / (d23_1 + d23_2); | ||||||
|  | 		m_v2.a = d23_1 * inv_d23; | ||||||
|  | 		m_v3.a = d23_2 * inv_d23; | ||||||
|  | 		m_count = 2; | ||||||
|  | 		m_v1 = m_v3; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Must be in triangle123
 | ||||||
|  | 	float32 inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3); | ||||||
|  | 	m_v1.a = d123_1 * inv_d123; | ||||||
|  | 	m_v2.a = d123_2 * inv_d123; | ||||||
|  | 	m_v3.a = d123_3 * inv_d123; | ||||||
|  | 	m_count = 3; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Distance(b2DistanceOutput* output, | ||||||
|  | 				b2SimplexCache* cache, | ||||||
|  | 				const b2DistanceInput* input) | ||||||
|  | { | ||||||
|  | 	++b2_gjkCalls; | ||||||
|  | 
 | ||||||
|  | 	const b2DistanceProxy* proxyA = &input->proxyA; | ||||||
|  | 	const b2DistanceProxy* proxyB = &input->proxyB; | ||||||
|  | 
 | ||||||
|  | 	b2Transform transformA = input->transformA; | ||||||
|  | 	b2Transform transformB = input->transformB; | ||||||
|  | 
 | ||||||
|  | 	// Initialize the simplex.
 | ||||||
|  | 	b2Simplex simplex; | ||||||
|  | 	simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB); | ||||||
|  | 
 | ||||||
|  | 	// Get simplex vertices as an array.
 | ||||||
|  | 	b2SimplexVertex* vertices = &simplex.m_v1; | ||||||
|  | 	const int32 k_maxIters = 20; | ||||||
|  | 
 | ||||||
|  | 	// These store the vertices of the last simplex so that we
 | ||||||
|  | 	// can check for duplicates and prevent cycling.
 | ||||||
|  | 	int32 saveA[3], saveB[3]; | ||||||
|  | 	int32 saveCount = 0; | ||||||
|  | 
 | ||||||
|  | 	// Main iteration loop.
 | ||||||
|  | 	int32 iter = 0; | ||||||
|  | 	while (iter < k_maxIters) | ||||||
|  | 	{ | ||||||
|  | 		// Copy simplex so we can identify duplicates.
 | ||||||
|  | 		saveCount = simplex.m_count; | ||||||
|  | 		for (int32 i = 0; i < saveCount; ++i) | ||||||
|  | 		{ | ||||||
|  | 			saveA[i] = vertices[i].indexA; | ||||||
|  | 			saveB[i] = vertices[i].indexB; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		switch (simplex.m_count) | ||||||
|  | 		{ | ||||||
|  | 		case 1: | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		case 2: | ||||||
|  | 			simplex.Solve2(); | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		case 3: | ||||||
|  | 			simplex.Solve3(); | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		default: | ||||||
|  | 			b2Assert(false); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// If we have 3 points, then the origin is in the corresponding triangle.
 | ||||||
|  | 		if (simplex.m_count == 3) | ||||||
|  | 		{ | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Get search direction.
 | ||||||
|  | 		b2Vec2 d = simplex.GetSearchDirection(); | ||||||
|  | 
 | ||||||
|  | 		// Ensure the search direction is numerically fit.
 | ||||||
|  | 		if (d.LengthSquared() < b2_epsilon * b2_epsilon) | ||||||
|  | 		{ | ||||||
|  | 			// The origin is probably contained by a line segment
 | ||||||
|  | 			// or triangle. Thus the shapes are overlapped.
 | ||||||
|  | 
 | ||||||
|  | 			// We can't return zero here even though there may be overlap.
 | ||||||
|  | 			// In case the simplex is a point, segment, or triangle it is difficult
 | ||||||
|  | 			// to determine if the origin is contained in the CSO or very close to it.
 | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Compute a tentative new simplex vertex using support points.
 | ||||||
|  | 		b2SimplexVertex* vertex = vertices + simplex.m_count; | ||||||
|  | 		vertex->indexA = proxyA->GetSupport(b2MulT(transformA.q, -d)); | ||||||
|  | 		vertex->wA = b2Mul(transformA, proxyA->GetVertex(vertex->indexA)); | ||||||
|  | 		b2Vec2 wBLocal; | ||||||
|  | 		vertex->indexB = proxyB->GetSupport(b2MulT(transformB.q, d)); | ||||||
|  | 		vertex->wB = b2Mul(transformB, proxyB->GetVertex(vertex->indexB)); | ||||||
|  | 		vertex->w = vertex->wB - vertex->wA; | ||||||
|  | 
 | ||||||
|  | 		// Iteration count is equated to the number of support point calls.
 | ||||||
|  | 		++iter; | ||||||
|  | 		++b2_gjkIters; | ||||||
|  | 
 | ||||||
|  | 		// Check for duplicate support points. This is the main termination criteria.
 | ||||||
|  | 		bool duplicate = false; | ||||||
|  | 		for (int32 i = 0; i < saveCount; ++i) | ||||||
|  | 		{ | ||||||
|  | 			if (vertex->indexA == saveA[i] && vertex->indexB == saveB[i]) | ||||||
|  | 			{ | ||||||
|  | 				duplicate = true; | ||||||
|  | 				break; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// If we found a duplicate support point we must exit to avoid cycling.
 | ||||||
|  | 		if (duplicate) | ||||||
|  | 		{ | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// New vertex is ok and needed.
 | ||||||
|  | 		++simplex.m_count; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2_gjkMaxIters = b2Max(b2_gjkMaxIters, iter); | ||||||
|  | 
 | ||||||
|  | 	// Prepare output.
 | ||||||
|  | 	simplex.GetWitnessPoints(&output->pointA, &output->pointB); | ||||||
|  | 	output->distance = b2Distance(output->pointA, output->pointB); | ||||||
|  | 	output->iterations = iter; | ||||||
|  | 
 | ||||||
|  | 	// Cache the simplex.
 | ||||||
|  | 	simplex.WriteCache(cache); | ||||||
|  | 
 | ||||||
|  | 	// Apply radii if requested.
 | ||||||
|  | 	if (input->useRadii) | ||||||
|  | 	{ | ||||||
|  | 		float32 rA = proxyA->m_radius; | ||||||
|  | 		float32 rB = proxyB->m_radius; | ||||||
|  | 
 | ||||||
|  | 		if (output->distance > rA + rB && output->distance > b2_epsilon) | ||||||
|  | 		{ | ||||||
|  | 			// Shapes are still no overlapped.
 | ||||||
|  | 			// Move the witness points to the outer surface.
 | ||||||
|  | 			output->distance -= rA + rB; | ||||||
|  | 			b2Vec2 normal = output->pointB - output->pointA; | ||||||
|  | 			normal.Normalize(); | ||||||
|  | 			output->pointA += rA * normal; | ||||||
|  | 			output->pointB -= rB * normal; | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			// Shapes are overlapped when radii are considered.
 | ||||||
|  | 			// Move the witness points to the middle.
 | ||||||
|  | 			b2Vec2 p = 0.5f * (output->pointA + output->pointB); | ||||||
|  | 			output->pointA = p; | ||||||
|  | 			output->pointB = p; | ||||||
|  | 			output->distance = 0.0f; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // GJK-raycast
 | ||||||
|  | // Algorithm by Gino van den Bergen.
 | ||||||
|  | // "Smooth Mesh Contacts with GJK" in Game Physics Pearls. 2010
 | ||||||
|  | bool b2ShapeCast(b2ShapeCastOutput * output, const b2ShapeCastInput * input) | ||||||
|  | { | ||||||
|  |     output->iterations = 0; | ||||||
|  |     output->lambda = 1.0f; | ||||||
|  |     output->normal.SetZero(); | ||||||
|  |     output->point.SetZero(); | ||||||
|  | 
 | ||||||
|  | 	const b2DistanceProxy* proxyA = &input->proxyA; | ||||||
|  | 	const b2DistanceProxy* proxyB = &input->proxyB; | ||||||
|  | 
 | ||||||
|  |     float32 radiusA = b2Max(proxyA->m_radius, b2_polygonRadius); | ||||||
|  |     float32 radiusB = b2Max(proxyB->m_radius, b2_polygonRadius); | ||||||
|  |     float32 radius = radiusA + radiusB; | ||||||
|  | 
 | ||||||
|  | 	b2Transform xfA = input->transformA; | ||||||
|  | 	b2Transform xfB = input->transformB; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 r = input->translationB; | ||||||
|  | 	b2Vec2 n(0.0f, 0.0f); | ||||||
|  | 	float32 lambda = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	// Initial simplex
 | ||||||
|  | 	b2Simplex simplex; | ||||||
|  | 	simplex.m_count = 0; | ||||||
|  | 
 | ||||||
|  | 	// Get simplex vertices as an array.
 | ||||||
|  | 	b2SimplexVertex* vertices = &simplex.m_v1; | ||||||
|  | 
 | ||||||
|  | 	// Get support point in -r direction
 | ||||||
|  | 	int32 indexA = proxyA->GetSupport(b2MulT(xfA.q, -r)); | ||||||
|  | 	b2Vec2 wA = b2Mul(xfA, proxyA->GetVertex(indexA)); | ||||||
|  | 	int32 indexB = proxyB->GetSupport(b2MulT(xfB.q, r)); | ||||||
|  | 	b2Vec2 wB = b2Mul(xfB, proxyB->GetVertex(indexB)); | ||||||
|  |     b2Vec2 v = wA - wB; | ||||||
|  | 
 | ||||||
|  |     // Sigma is the target distance between polygons
 | ||||||
|  |     float32 sigma = b2Max(b2_polygonRadius, radius - b2_polygonRadius); | ||||||
|  | 	const float32 tolerance = 0.5f * b2_linearSlop; | ||||||
|  | 
 | ||||||
|  | 	// Main iteration loop.
 | ||||||
|  | 	const int32 k_maxIters = 20; | ||||||
|  | 	int32 iter = 0; | ||||||
|  | 	while (iter < k_maxIters && b2Abs(v.Length() - sigma) > tolerance) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(simplex.m_count < 3); | ||||||
|  | 
 | ||||||
|  |         output->iterations += 1; | ||||||
|  | 
 | ||||||
|  | 		// Support in direction -v (A - B)
 | ||||||
|  | 		indexA = proxyA->GetSupport(b2MulT(xfA.q, -v)); | ||||||
|  | 		wA = b2Mul(xfA, proxyA->GetVertex(indexA)); | ||||||
|  | 		indexB = proxyB->GetSupport(b2MulT(xfB.q, v)); | ||||||
|  | 		wB = b2Mul(xfB, proxyB->GetVertex(indexB)); | ||||||
|  |         b2Vec2 p = wA - wB; | ||||||
|  | 
 | ||||||
|  |         // -v is a normal at p
 | ||||||
|  |         v.Normalize(); | ||||||
|  | 
 | ||||||
|  |         // Intersect ray with plane
 | ||||||
|  | 		float32 vp = b2Dot(v, p); | ||||||
|  |         float32 vr = b2Dot(v, r); | ||||||
|  | 		if (vp - sigma > lambda * vr) | ||||||
|  | 		{ | ||||||
|  | 			if (vr <= 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				return false; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			lambda = (vp - sigma) / vr; | ||||||
|  | 			if (lambda > 1.0f) | ||||||
|  | 			{ | ||||||
|  | 				return false; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  |             n = -v; | ||||||
|  |             simplex.m_count = 0; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  |         // Reverse simplex since it works with B - A.
 | ||||||
|  |         // Shift by lambda * r because we want the closest point to the current clip point.
 | ||||||
|  |         // Note that the support point p is not shifted because we want the plane equation
 | ||||||
|  |         // to be formed in unshifted space.
 | ||||||
|  | 		b2SimplexVertex* vertex = vertices + simplex.m_count; | ||||||
|  | 		vertex->indexA = indexB; | ||||||
|  | 		vertex->wA = wB + lambda * r; | ||||||
|  | 		vertex->indexB = indexA; | ||||||
|  | 		vertex->wB = wA; | ||||||
|  | 		vertex->w = vertex->wB - vertex->wA; | ||||||
|  | 		vertex->a = 1.0f; | ||||||
|  | 		simplex.m_count += 1; | ||||||
|  | 
 | ||||||
|  | 		switch (simplex.m_count) | ||||||
|  | 		{ | ||||||
|  | 		case 1: | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		case 2: | ||||||
|  | 			simplex.Solve2(); | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		case 3: | ||||||
|  | 			simplex.Solve3(); | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		default: | ||||||
|  | 			b2Assert(false); | ||||||
|  | 		} | ||||||
|  | 		 | ||||||
|  | 		// If we have 3 points, then the origin is in the corresponding triangle.
 | ||||||
|  | 		if (simplex.m_count == 3) | ||||||
|  | 		{ | ||||||
|  | 			// Overlap
 | ||||||
|  | 			return false; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Get search direction.
 | ||||||
|  | 		v = simplex.GetClosestPoint(); | ||||||
|  | 
 | ||||||
|  | 		// Iteration count is equated to the number of support point calls.
 | ||||||
|  | 		++iter; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Prepare output.
 | ||||||
|  | 	b2Vec2 pointA, pointB; | ||||||
|  | 	simplex.GetWitnessPoints(&pointB, &pointA); | ||||||
|  | 
 | ||||||
|  | 	if (v.LengthSquared() > 0.0f) | ||||||
|  | 	{ | ||||||
|  |         n = -v; | ||||||
|  | 		n.Normalize(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  |     output->point = pointA + radiusA * n; | ||||||
|  | 	output->normal = n; | ||||||
|  | 	output->lambda = lambda; | ||||||
|  | 	output->iterations = iter; | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,166 @@ | ||||||
|  | 
 | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_DISTANCE_H | ||||||
|  | #define B2_DISTANCE_H | ||||||
|  | 
 | ||||||
|  | #include "../Common/b2Math.h" | ||||||
|  | 
 | ||||||
|  | class b2Shape; | ||||||
|  | 
 | ||||||
|  | /// A distance proxy is used by the GJK algorithm.
 | ||||||
|  | /// It encapsulates any shape.
 | ||||||
|  | struct b2DistanceProxy | ||||||
|  | { | ||||||
|  | 	b2DistanceProxy() : m_vertices(nullptr), m_count(0), m_radius(0.0f) {} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize the proxy using the given shape. The shape
 | ||||||
|  | 	/// must remain in scope while the proxy is in use.
 | ||||||
|  | 	void Set(const b2Shape* shape, int32 index); | ||||||
|  | 
 | ||||||
|  |     /// Initialize the proxy using a vertex cloud and radius. The vertices
 | ||||||
|  |     /// must remain in scope while the proxy is in use.
 | ||||||
|  |     void Set(const b2Vec2* vertices, int32 count, float32 radius); | ||||||
|  | 
 | ||||||
|  | 	/// Get the supporting vertex index in the given direction.
 | ||||||
|  | 	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.
 | ||||||
|  | 	int32 GetVertexCount() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get a vertex by index. Used by b2Distance.
 | ||||||
|  | 	const b2Vec2& GetVertex(int32 index) const; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 m_buffer[2]; | ||||||
|  | 	const b2Vec2* m_vertices; | ||||||
|  | 	int32 m_count; | ||||||
|  | 	float32 m_radius; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Used to warm start b2Distance.
 | ||||||
|  | /// Set count to zero on first call.
 | ||||||
|  | struct b2SimplexCache | ||||||
|  | { | ||||||
|  | 	float32 metric;		///< length or area
 | ||||||
|  | 	uint16 count; | ||||||
|  | 	uint8 indexA[3];	///< vertices on shape A
 | ||||||
|  | 	uint8 indexB[3];	///< vertices on shape B
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Input for b2Distance.
 | ||||||
|  | /// You have to option to use the shape radii
 | ||||||
|  | /// in the computation. Even 
 | ||||||
|  | struct b2DistanceInput | ||||||
|  | { | ||||||
|  | 	b2DistanceProxy proxyA; | ||||||
|  | 	b2DistanceProxy proxyB; | ||||||
|  | 	b2Transform transformA; | ||||||
|  | 	b2Transform transformB; | ||||||
|  | 	bool useRadii; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Output for b2Distance.
 | ||||||
|  | struct b2DistanceOutput | ||||||
|  | { | ||||||
|  | 	b2Vec2 pointA;		///< closest point on shapeA
 | ||||||
|  | 	b2Vec2 pointB;		///< closest point on shapeB
 | ||||||
|  | 	float32 distance; | ||||||
|  | 	int32 iterations;	///< number of GJK iterations used
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Compute the closest points between two shapes. Supports any combination of:
 | ||||||
|  | /// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
 | ||||||
|  | /// On the first call set b2SimplexCache.count to zero.
 | ||||||
|  | void b2Distance(b2DistanceOutput* output, | ||||||
|  | 				b2SimplexCache* cache,  | ||||||
|  | 				const b2DistanceInput* input); | ||||||
|  | 
 | ||||||
|  | /// Input parameters for b2ShapeCast
 | ||||||
|  | struct b2ShapeCastInput | ||||||
|  | { | ||||||
|  | 	b2DistanceProxy proxyA; | ||||||
|  | 	b2DistanceProxy proxyB; | ||||||
|  | 	b2Transform transformA; | ||||||
|  | 	b2Transform transformB; | ||||||
|  | 	b2Vec2 translationB; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Output results for b2ShapeCast
 | ||||||
|  | struct b2ShapeCastOutput | ||||||
|  | { | ||||||
|  | 	b2Vec2 point; | ||||||
|  | 	b2Vec2 normal; | ||||||
|  | 	float32 lambda; | ||||||
|  | 	int32 iterations; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
 | ||||||
|  | bool b2ShapeCast(b2ShapeCastOutput* output, const b2ShapeCastInput* input); | ||||||
|  | 
 | ||||||
|  | //////////////////////////////////////////////////////////////////////////
 | ||||||
|  | 
 | ||||||
|  | inline int32 b2DistanceProxy::GetVertexCount() const | ||||||
|  | { | ||||||
|  | 	return m_count; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Vec2& b2DistanceProxy::GetVertex(int32 index) const | ||||||
|  | { | ||||||
|  | 	b2Assert(0 <= index && index < m_count); | ||||||
|  | 	return m_vertices[index]; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline int32 b2DistanceProxy::GetSupport(const b2Vec2& d) const | ||||||
|  | { | ||||||
|  | 	int32 bestIndex = 0; | ||||||
|  | 	float32 bestValue = b2Dot(m_vertices[0], d); | ||||||
|  | 	for (int32 i = 1; i < m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		float32 value = b2Dot(m_vertices[i], d); | ||||||
|  | 		if (value > bestValue) | ||||||
|  | 		{ | ||||||
|  | 			bestIndex = i; | ||||||
|  | 			bestValue = value; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	return bestIndex; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Vec2& b2DistanceProxy::GetSupportVertex(const b2Vec2& d) const | ||||||
|  | { | ||||||
|  | 	int32 bestIndex = 0; | ||||||
|  | 	float32 bestValue = b2Dot(m_vertices[0], d); | ||||||
|  | 	for (int32 i = 1; i < m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		float32 value = b2Dot(m_vertices[i], d); | ||||||
|  | 		if (value > bestValue) | ||||||
|  | 		{ | ||||||
|  | 			bestIndex = i; | ||||||
|  | 			bestValue = value; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	return m_vertices[bestIndex]; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,780 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Collision/b2DynamicTree.h" | ||||||
|  | #include <string.h> | ||||||
|  | 
 | ||||||
|  | b2DynamicTree::b2DynamicTree() | ||||||
|  | { | ||||||
|  | 	m_root = b2_nullNode; | ||||||
|  | 
 | ||||||
|  | 	m_nodeCapacity = 16; | ||||||
|  | 	m_nodeCount = 0; | ||||||
|  | 	m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode)); | ||||||
|  | 	memset(m_nodes, 0, m_nodeCapacity * sizeof(b2TreeNode)); | ||||||
|  | 
 | ||||||
|  | 	// Build a linked list for the free list.
 | ||||||
|  | 	for (int32 i = 0; i < m_nodeCapacity - 1; ++i) | ||||||
|  | 	{ | ||||||
|  | 		m_nodes[i].next = i + 1; | ||||||
|  | 		m_nodes[i].height = -1; | ||||||
|  | 	} | ||||||
|  | 	m_nodes[m_nodeCapacity-1].next = b2_nullNode; | ||||||
|  | 	m_nodes[m_nodeCapacity-1].height = -1; | ||||||
|  | 	m_freeList = 0; | ||||||
|  | 
 | ||||||
|  | 	m_path = 0; | ||||||
|  | 
 | ||||||
|  | 	m_insertionCount = 0; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2DynamicTree::~b2DynamicTree() | ||||||
|  | { | ||||||
|  | 	// This frees the entire tree in one shot.
 | ||||||
|  | 	b2Free(m_nodes); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // Allocate a node from the pool. Grow the pool if necessary.
 | ||||||
|  | int32 b2DynamicTree::AllocateNode() | ||||||
|  | { | ||||||
|  | 	// Expand the node pool as needed.
 | ||||||
|  | 	if (m_freeList == b2_nullNode) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(m_nodeCount == m_nodeCapacity); | ||||||
|  | 
 | ||||||
|  | 		// The free list is empty. Rebuild a bigger pool.
 | ||||||
|  | 		b2TreeNode* oldNodes = m_nodes; | ||||||
|  | 		m_nodeCapacity *= 2; | ||||||
|  | 		m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode)); | ||||||
|  | 		memcpy(m_nodes, oldNodes, m_nodeCount * sizeof(b2TreeNode)); | ||||||
|  | 		b2Free(oldNodes); | ||||||
|  | 
 | ||||||
|  | 		// Build a linked list for the free list. The parent
 | ||||||
|  | 		// pointer becomes the "next" pointer.
 | ||||||
|  | 		for (int32 i = m_nodeCount; i < m_nodeCapacity - 1; ++i) | ||||||
|  | 		{ | ||||||
|  | 			m_nodes[i].next = i + 1; | ||||||
|  | 			m_nodes[i].height = -1; | ||||||
|  | 		} | ||||||
|  | 		m_nodes[m_nodeCapacity-1].next = b2_nullNode; | ||||||
|  | 		m_nodes[m_nodeCapacity-1].height = -1; | ||||||
|  | 		m_freeList = m_nodeCount; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Peel a node off the free list.
 | ||||||
|  | 	int32 nodeId = m_freeList; | ||||||
|  | 	m_freeList = m_nodes[nodeId].next; | ||||||
|  | 	m_nodes[nodeId].parent = b2_nullNode; | ||||||
|  | 	m_nodes[nodeId].child1 = b2_nullNode; | ||||||
|  | 	m_nodes[nodeId].child2 = b2_nullNode; | ||||||
|  | 	m_nodes[nodeId].height = 0; | ||||||
|  | 	m_nodes[nodeId].userData = nullptr; | ||||||
|  | 	++m_nodeCount; | ||||||
|  | 	return nodeId; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // Return a node to the pool.
 | ||||||
|  | void b2DynamicTree::FreeNode(int32 nodeId) | ||||||
|  | { | ||||||
|  | 	b2Assert(0 <= nodeId && nodeId < m_nodeCapacity); | ||||||
|  | 	b2Assert(0 < m_nodeCount); | ||||||
|  | 	m_nodes[nodeId].next = m_freeList; | ||||||
|  | 	m_nodes[nodeId].height = -1; | ||||||
|  | 	m_freeList = nodeId; | ||||||
|  | 	--m_nodeCount; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // Create a proxy in the tree as a leaf node. We return the index
 | ||||||
|  | // of the node instead of a pointer so that we can grow
 | ||||||
|  | // the node pool.
 | ||||||
|  | int32 b2DynamicTree::CreateProxy(const b2AABB& aabb, void* userData) | ||||||
|  | { | ||||||
|  | 	int32 proxyId = AllocateNode(); | ||||||
|  | 
 | ||||||
|  | 	// Fatten the aabb.
 | ||||||
|  | 	b2Vec2 r(b2_aabbExtension, b2_aabbExtension); | ||||||
|  | 	m_nodes[proxyId].aabb.lowerBound = aabb.lowerBound - r; | ||||||
|  | 	m_nodes[proxyId].aabb.upperBound = aabb.upperBound + r; | ||||||
|  | 	m_nodes[proxyId].userData = userData; | ||||||
|  | 	m_nodes[proxyId].height = 0; | ||||||
|  | 
 | ||||||
|  | 	InsertLeaf(proxyId); | ||||||
|  | 
 | ||||||
|  | 	return proxyId; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DynamicTree::DestroyProxy(int32 proxyId) | ||||||
|  | { | ||||||
|  | 	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity); | ||||||
|  | 	b2Assert(m_nodes[proxyId].IsLeaf()); | ||||||
|  | 
 | ||||||
|  | 	RemoveLeaf(proxyId); | ||||||
|  | 	FreeNode(proxyId); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2DynamicTree::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement) | ||||||
|  | { | ||||||
|  | 	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity); | ||||||
|  | 
 | ||||||
|  | 	b2Assert(m_nodes[proxyId].IsLeaf()); | ||||||
|  | 
 | ||||||
|  | 	if (m_nodes[proxyId].aabb.Contains(aabb)) | ||||||
|  | 	{ | ||||||
|  | 		return false; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	RemoveLeaf(proxyId); | ||||||
|  | 
 | ||||||
|  | 	// Extend AABB.
 | ||||||
|  | 	b2AABB b = aabb; | ||||||
|  | 	b2Vec2 r(b2_aabbExtension, b2_aabbExtension); | ||||||
|  | 	b.lowerBound = b.lowerBound - r; | ||||||
|  | 	b.upperBound = b.upperBound + r; | ||||||
|  | 
 | ||||||
|  | 	// Predict AABB displacement.
 | ||||||
|  | 	b2Vec2 d = b2_aabbMultiplier * displacement; | ||||||
|  | 
 | ||||||
|  | 	if (d.x < 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		b.lowerBound.x += d.x; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b.upperBound.x += d.x; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (d.y < 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		b.lowerBound.y += d.y; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b.upperBound.y += d.y; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_nodes[proxyId].aabb = b; | ||||||
|  | 
 | ||||||
|  | 	InsertLeaf(proxyId); | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DynamicTree::InsertLeaf(int32 leaf) | ||||||
|  | { | ||||||
|  | 	++m_insertionCount; | ||||||
|  | 
 | ||||||
|  | 	if (m_root == b2_nullNode) | ||||||
|  | 	{ | ||||||
|  | 		m_root = leaf; | ||||||
|  | 		m_nodes[m_root].parent = b2_nullNode; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Find the best sibling for this node
 | ||||||
|  | 	b2AABB leafAABB = m_nodes[leaf].aabb; | ||||||
|  | 	int32 index = m_root; | ||||||
|  | 	while (m_nodes[index].IsLeaf() == false) | ||||||
|  | 	{ | ||||||
|  | 		int32 child1 = m_nodes[index].child1; | ||||||
|  | 		int32 child2 = m_nodes[index].child2; | ||||||
|  | 
 | ||||||
|  | 		float32 area = m_nodes[index].aabb.GetPerimeter(); | ||||||
|  | 
 | ||||||
|  | 		b2AABB combinedAABB; | ||||||
|  | 		combinedAABB.Combine(m_nodes[index].aabb, leafAABB); | ||||||
|  | 		float32 combinedArea = combinedAABB.GetPerimeter(); | ||||||
|  | 
 | ||||||
|  | 		// Cost of creating a new parent for this node and the new leaf
 | ||||||
|  | 		float32 cost = 2.0f * combinedArea; | ||||||
|  | 
 | ||||||
|  | 		// Minimum cost of pushing the leaf further down the tree
 | ||||||
|  | 		float32 inheritanceCost = 2.0f * (combinedArea - area); | ||||||
|  | 
 | ||||||
|  | 		// Cost of descending into child1
 | ||||||
|  | 		float32 cost1; | ||||||
|  | 		if (m_nodes[child1].IsLeaf()) | ||||||
|  | 		{ | ||||||
|  | 			b2AABB aabb; | ||||||
|  | 			aabb.Combine(leafAABB, m_nodes[child1].aabb); | ||||||
|  | 			cost1 = aabb.GetPerimeter() + inheritanceCost; | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			b2AABB aabb; | ||||||
|  | 			aabb.Combine(leafAABB, m_nodes[child1].aabb); | ||||||
|  | 			float32 oldArea = m_nodes[child1].aabb.GetPerimeter(); | ||||||
|  | 			float32 newArea = aabb.GetPerimeter(); | ||||||
|  | 			cost1 = (newArea - oldArea) + inheritanceCost; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Cost of descending into child2
 | ||||||
|  | 		float32 cost2; | ||||||
|  | 		if (m_nodes[child2].IsLeaf()) | ||||||
|  | 		{ | ||||||
|  | 			b2AABB aabb; | ||||||
|  | 			aabb.Combine(leafAABB, m_nodes[child2].aabb); | ||||||
|  | 			cost2 = aabb.GetPerimeter() + inheritanceCost; | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			b2AABB aabb; | ||||||
|  | 			aabb.Combine(leafAABB, m_nodes[child2].aabb); | ||||||
|  | 			float32 oldArea = m_nodes[child2].aabb.GetPerimeter(); | ||||||
|  | 			float32 newArea = aabb.GetPerimeter(); | ||||||
|  | 			cost2 = newArea - oldArea + inheritanceCost; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Descend according to the minimum cost.
 | ||||||
|  | 		if (cost < cost1 && cost < cost2) | ||||||
|  | 		{ | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Descend
 | ||||||
|  | 		if (cost1 < cost2) | ||||||
|  | 		{ | ||||||
|  | 			index = child1; | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			index = child2; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	int32 sibling = index; | ||||||
|  | 
 | ||||||
|  | 	// Create a new parent.
 | ||||||
|  | 	int32 oldParent = m_nodes[sibling].parent; | ||||||
|  | 	int32 newParent = AllocateNode(); | ||||||
|  | 	m_nodes[newParent].parent = oldParent; | ||||||
|  | 	m_nodes[newParent].userData = nullptr; | ||||||
|  | 	m_nodes[newParent].aabb.Combine(leafAABB, m_nodes[sibling].aabb); | ||||||
|  | 	m_nodes[newParent].height = m_nodes[sibling].height + 1; | ||||||
|  | 
 | ||||||
|  | 	if (oldParent != b2_nullNode) | ||||||
|  | 	{ | ||||||
|  | 		// The sibling was not the root.
 | ||||||
|  | 		if (m_nodes[oldParent].child1 == sibling) | ||||||
|  | 		{ | ||||||
|  | 			m_nodes[oldParent].child1 = newParent; | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			m_nodes[oldParent].child2 = newParent; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		m_nodes[newParent].child1 = sibling; | ||||||
|  | 		m_nodes[newParent].child2 = leaf; | ||||||
|  | 		m_nodes[sibling].parent = newParent; | ||||||
|  | 		m_nodes[leaf].parent = newParent; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		// The sibling was the root.
 | ||||||
|  | 		m_nodes[newParent].child1 = sibling; | ||||||
|  | 		m_nodes[newParent].child2 = leaf; | ||||||
|  | 		m_nodes[sibling].parent = newParent; | ||||||
|  | 		m_nodes[leaf].parent = newParent; | ||||||
|  | 		m_root = newParent; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Walk back up the tree fixing heights and AABBs
 | ||||||
|  | 	index = m_nodes[leaf].parent; | ||||||
|  | 	while (index != b2_nullNode) | ||||||
|  | 	{ | ||||||
|  | 		index = Balance(index); | ||||||
|  | 
 | ||||||
|  | 		int32 child1 = m_nodes[index].child1; | ||||||
|  | 		int32 child2 = m_nodes[index].child2; | ||||||
|  | 
 | ||||||
|  | 		b2Assert(child1 != b2_nullNode); | ||||||
|  | 		b2Assert(child2 != b2_nullNode); | ||||||
|  | 
 | ||||||
|  | 		m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height); | ||||||
|  | 		m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb); | ||||||
|  | 
 | ||||||
|  | 		index = m_nodes[index].parent; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	//Validate();
 | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DynamicTree::RemoveLeaf(int32 leaf) | ||||||
|  | { | ||||||
|  | 	if (leaf == m_root) | ||||||
|  | 	{ | ||||||
|  | 		m_root = b2_nullNode; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	int32 parent = m_nodes[leaf].parent; | ||||||
|  | 	int32 grandParent = m_nodes[parent].parent; | ||||||
|  | 	int32 sibling; | ||||||
|  | 	if (m_nodes[parent].child1 == leaf) | ||||||
|  | 	{ | ||||||
|  | 		sibling = m_nodes[parent].child2; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		sibling = m_nodes[parent].child1; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (grandParent != b2_nullNode) | ||||||
|  | 	{ | ||||||
|  | 		// Destroy parent and connect sibling to grandParent.
 | ||||||
|  | 		if (m_nodes[grandParent].child1 == parent) | ||||||
|  | 		{ | ||||||
|  | 			m_nodes[grandParent].child1 = sibling; | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			m_nodes[grandParent].child2 = sibling; | ||||||
|  | 		} | ||||||
|  | 		m_nodes[sibling].parent = grandParent; | ||||||
|  | 		FreeNode(parent); | ||||||
|  | 
 | ||||||
|  | 		// Adjust ancestor bounds.
 | ||||||
|  | 		int32 index = grandParent; | ||||||
|  | 		while (index != b2_nullNode) | ||||||
|  | 		{ | ||||||
|  | 			index = Balance(index); | ||||||
|  | 
 | ||||||
|  | 			int32 child1 = m_nodes[index].child1; | ||||||
|  | 			int32 child2 = m_nodes[index].child2; | ||||||
|  | 
 | ||||||
|  | 			m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb); | ||||||
|  | 			m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height); | ||||||
|  | 
 | ||||||
|  | 			index = m_nodes[index].parent; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_root = sibling; | ||||||
|  | 		m_nodes[sibling].parent = b2_nullNode; | ||||||
|  | 		FreeNode(parent); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	//Validate();
 | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // Perform a left or right rotation if node A is imbalanced.
 | ||||||
|  | // Returns the new root index.
 | ||||||
|  | int32 b2DynamicTree::Balance(int32 iA) | ||||||
|  | { | ||||||
|  | 	b2Assert(iA != b2_nullNode); | ||||||
|  | 
 | ||||||
|  | 	b2TreeNode* A = m_nodes + iA; | ||||||
|  | 	if (A->IsLeaf() || A->height < 2) | ||||||
|  | 	{ | ||||||
|  | 		return iA; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	int32 iB = A->child1; | ||||||
|  | 	int32 iC = A->child2; | ||||||
|  | 	b2Assert(0 <= iB && iB < m_nodeCapacity); | ||||||
|  | 	b2Assert(0 <= iC && iC < m_nodeCapacity); | ||||||
|  | 
 | ||||||
|  | 	b2TreeNode* B = m_nodes + iB; | ||||||
|  | 	b2TreeNode* C = m_nodes + iC; | ||||||
|  | 
 | ||||||
|  | 	int32 balance = C->height - B->height; | ||||||
|  | 
 | ||||||
|  | 	// Rotate C up
 | ||||||
|  | 	if (balance > 1) | ||||||
|  | 	{ | ||||||
|  | 		int32 iF = C->child1; | ||||||
|  | 		int32 iG = C->child2; | ||||||
|  | 		b2TreeNode* F = m_nodes + iF; | ||||||
|  | 		b2TreeNode* G = m_nodes + iG; | ||||||
|  | 		b2Assert(0 <= iF && iF < m_nodeCapacity); | ||||||
|  | 		b2Assert(0 <= iG && iG < m_nodeCapacity); | ||||||
|  | 
 | ||||||
|  | 		// Swap A and C
 | ||||||
|  | 		C->child1 = iA; | ||||||
|  | 		C->parent = A->parent; | ||||||
|  | 		A->parent = iC; | ||||||
|  | 
 | ||||||
|  | 		// A's old parent should point to C
 | ||||||
|  | 		if (C->parent != b2_nullNode) | ||||||
|  | 		{ | ||||||
|  | 			if (m_nodes[C->parent].child1 == iA) | ||||||
|  | 			{ | ||||||
|  | 				m_nodes[C->parent].child1 = iC; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				b2Assert(m_nodes[C->parent].child2 == iA); | ||||||
|  | 				m_nodes[C->parent].child2 = iC; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			m_root = iC; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Rotate
 | ||||||
|  | 		if (F->height > G->height) | ||||||
|  | 		{ | ||||||
|  | 			C->child2 = iF; | ||||||
|  | 			A->child2 = iG; | ||||||
|  | 			G->parent = iA; | ||||||
|  | 			A->aabb.Combine(B->aabb, G->aabb); | ||||||
|  | 			C->aabb.Combine(A->aabb, F->aabb); | ||||||
|  | 
 | ||||||
|  | 			A->height = 1 + b2Max(B->height, G->height); | ||||||
|  | 			C->height = 1 + b2Max(A->height, F->height); | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			C->child2 = iG; | ||||||
|  | 			A->child2 = iF; | ||||||
|  | 			F->parent = iA; | ||||||
|  | 			A->aabb.Combine(B->aabb, F->aabb); | ||||||
|  | 			C->aabb.Combine(A->aabb, G->aabb); | ||||||
|  | 
 | ||||||
|  | 			A->height = 1 + b2Max(B->height, F->height); | ||||||
|  | 			C->height = 1 + b2Max(A->height, G->height); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		return iC; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	// Rotate B up
 | ||||||
|  | 	if (balance < -1) | ||||||
|  | 	{ | ||||||
|  | 		int32 iD = B->child1; | ||||||
|  | 		int32 iE = B->child2; | ||||||
|  | 		b2TreeNode* D = m_nodes + iD; | ||||||
|  | 		b2TreeNode* E = m_nodes + iE; | ||||||
|  | 		b2Assert(0 <= iD && iD < m_nodeCapacity); | ||||||
|  | 		b2Assert(0 <= iE && iE < m_nodeCapacity); | ||||||
|  | 
 | ||||||
|  | 		// Swap A and B
 | ||||||
|  | 		B->child1 = iA; | ||||||
|  | 		B->parent = A->parent; | ||||||
|  | 		A->parent = iB; | ||||||
|  | 
 | ||||||
|  | 		// A's old parent should point to B
 | ||||||
|  | 		if (B->parent != b2_nullNode) | ||||||
|  | 		{ | ||||||
|  | 			if (m_nodes[B->parent].child1 == iA) | ||||||
|  | 			{ | ||||||
|  | 				m_nodes[B->parent].child1 = iB; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				b2Assert(m_nodes[B->parent].child2 == iA); | ||||||
|  | 				m_nodes[B->parent].child2 = iB; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			m_root = iB; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Rotate
 | ||||||
|  | 		if (D->height > E->height) | ||||||
|  | 		{ | ||||||
|  | 			B->child2 = iD; | ||||||
|  | 			A->child1 = iE; | ||||||
|  | 			E->parent = iA; | ||||||
|  | 			A->aabb.Combine(C->aabb, E->aabb); | ||||||
|  | 			B->aabb.Combine(A->aabb, D->aabb); | ||||||
|  | 
 | ||||||
|  | 			A->height = 1 + b2Max(C->height, E->height); | ||||||
|  | 			B->height = 1 + b2Max(A->height, D->height); | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			B->child2 = iE; | ||||||
|  | 			A->child1 = iD; | ||||||
|  | 			D->parent = iA; | ||||||
|  | 			A->aabb.Combine(C->aabb, D->aabb); | ||||||
|  | 			B->aabb.Combine(A->aabb, E->aabb); | ||||||
|  | 
 | ||||||
|  | 			A->height = 1 + b2Max(C->height, D->height); | ||||||
|  | 			B->height = 1 + b2Max(A->height, E->height); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		return iB; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	return iA; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | int32 b2DynamicTree::GetHeight() const | ||||||
|  | { | ||||||
|  | 	if (m_root == b2_nullNode) | ||||||
|  | 	{ | ||||||
|  | 		return 0; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	return m_nodes[m_root].height; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | //
 | ||||||
|  | float32 b2DynamicTree::GetAreaRatio() const | ||||||
|  | { | ||||||
|  | 	if (m_root == b2_nullNode) | ||||||
|  | 	{ | ||||||
|  | 		return 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	const b2TreeNode* root = m_nodes + m_root; | ||||||
|  | 	float32 rootArea = root->aabb.GetPerimeter(); | ||||||
|  | 
 | ||||||
|  | 	float32 totalArea = 0.0f; | ||||||
|  | 	for (int32 i = 0; i < m_nodeCapacity; ++i) | ||||||
|  | 	{ | ||||||
|  | 		const b2TreeNode* node = m_nodes + i; | ||||||
|  | 		if (node->height < 0) | ||||||
|  | 		{ | ||||||
|  | 			// Free node in pool
 | ||||||
|  | 			continue; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		totalArea += node->aabb.GetPerimeter(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	return totalArea / rootArea; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // Compute the height of a sub-tree.
 | ||||||
|  | int32 b2DynamicTree::ComputeHeight(int32 nodeId) const | ||||||
|  | { | ||||||
|  | 	b2Assert(0 <= nodeId && nodeId < m_nodeCapacity); | ||||||
|  | 	b2TreeNode* node = m_nodes + nodeId; | ||||||
|  | 
 | ||||||
|  | 	if (node->IsLeaf()) | ||||||
|  | 	{ | ||||||
|  | 		return 0; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	int32 height1 = ComputeHeight(node->child1); | ||||||
|  | 	int32 height2 = ComputeHeight(node->child2); | ||||||
|  | 	return 1 + b2Max(height1, height2); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | int32 b2DynamicTree::ComputeHeight() const | ||||||
|  | { | ||||||
|  | 	int32 height = ComputeHeight(m_root); | ||||||
|  | 	return height; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DynamicTree::ValidateStructure(int32 index) const | ||||||
|  | { | ||||||
|  | 	if (index == b2_nullNode) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (index == m_root) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(m_nodes[index].parent == b2_nullNode); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	const b2TreeNode* node = m_nodes + index; | ||||||
|  | 
 | ||||||
|  | 	int32 child1 = node->child1; | ||||||
|  | 	int32 child2 = node->child2; | ||||||
|  | 
 | ||||||
|  | 	if (node->IsLeaf()) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(child1 == b2_nullNode); | ||||||
|  | 		b2Assert(child2 == b2_nullNode); | ||||||
|  | 		b2Assert(node->height == 0); | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Assert(0 <= child1 && child1 < m_nodeCapacity); | ||||||
|  | 	b2Assert(0 <= child2 && child2 < m_nodeCapacity); | ||||||
|  | 
 | ||||||
|  | 	b2Assert(m_nodes[child1].parent == index); | ||||||
|  | 	b2Assert(m_nodes[child2].parent == index); | ||||||
|  | 
 | ||||||
|  | 	ValidateStructure(child1); | ||||||
|  | 	ValidateStructure(child2); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DynamicTree::ValidateMetrics(int32 index) const | ||||||
|  | { | ||||||
|  | 	if (index == b2_nullNode) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	const b2TreeNode* node = m_nodes + index; | ||||||
|  | 
 | ||||||
|  | 	int32 child1 = node->child1; | ||||||
|  | 	int32 child2 = node->child2; | ||||||
|  | 
 | ||||||
|  | 	if (node->IsLeaf()) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(child1 == b2_nullNode); | ||||||
|  | 		b2Assert(child2 == b2_nullNode); | ||||||
|  | 		b2Assert(node->height == 0); | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Assert(0 <= child1 && child1 < m_nodeCapacity); | ||||||
|  | 	b2Assert(0 <= child2 && child2 < m_nodeCapacity); | ||||||
|  | 
 | ||||||
|  | 	int32 height1 = m_nodes[child1].height; | ||||||
|  | 	int32 height2 = m_nodes[child2].height; | ||||||
|  | 	int32 height; | ||||||
|  | 	height = 1 + b2Max(height1, height2); | ||||||
|  | 	b2Assert(node->height == height); | ||||||
|  | 
 | ||||||
|  | 	b2AABB aabb; | ||||||
|  | 	aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb); | ||||||
|  | 
 | ||||||
|  | 	b2Assert(aabb.lowerBound == node->aabb.lowerBound); | ||||||
|  | 	b2Assert(aabb.upperBound == node->aabb.upperBound); | ||||||
|  | 
 | ||||||
|  | 	ValidateMetrics(child1); | ||||||
|  | 	ValidateMetrics(child2); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DynamicTree::Validate() const | ||||||
|  | { | ||||||
|  | #if defined(b2DEBUG) | ||||||
|  | 	ValidateStructure(m_root); | ||||||
|  | 	ValidateMetrics(m_root); | ||||||
|  | 
 | ||||||
|  | 	int32 freeCount = 0; | ||||||
|  | 	int32 freeIndex = m_freeList; | ||||||
|  | 	while (freeIndex != b2_nullNode) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(0 <= freeIndex && freeIndex < m_nodeCapacity); | ||||||
|  | 		freeIndex = m_nodes[freeIndex].next; | ||||||
|  | 		++freeCount; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Assert(GetHeight() == ComputeHeight()); | ||||||
|  | 
 | ||||||
|  | 	b2Assert(m_nodeCount + freeCount == m_nodeCapacity); | ||||||
|  | #endif | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | int32 b2DynamicTree::GetMaxBalance() const | ||||||
|  | { | ||||||
|  | 	int32 maxBalance = 0; | ||||||
|  | 	for (int32 i = 0; i < m_nodeCapacity; ++i) | ||||||
|  | 	{ | ||||||
|  | 		const b2TreeNode* node = m_nodes + i; | ||||||
|  | 		if (node->height <= 1) | ||||||
|  | 		{ | ||||||
|  | 			continue; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		b2Assert(node->IsLeaf() == false); | ||||||
|  | 
 | ||||||
|  | 		int32 child1 = node->child1; | ||||||
|  | 		int32 child2 = node->child2; | ||||||
|  | 		int32 balance = b2Abs(m_nodes[child2].height - m_nodes[child1].height); | ||||||
|  | 		maxBalance = b2Max(maxBalance, balance); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	return maxBalance; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DynamicTree::RebuildBottomUp() | ||||||
|  | { | ||||||
|  | 	int32* nodes = (int32*)b2Alloc(m_nodeCount * sizeof(int32)); | ||||||
|  | 	int32 count = 0; | ||||||
|  | 
 | ||||||
|  | 	// Build array of leaves. Free the rest.
 | ||||||
|  | 	for (int32 i = 0; i < m_nodeCapacity; ++i) | ||||||
|  | 	{ | ||||||
|  | 		if (m_nodes[i].height < 0) | ||||||
|  | 		{ | ||||||
|  | 			// free node in pool
 | ||||||
|  | 			continue; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		if (m_nodes[i].IsLeaf()) | ||||||
|  | 		{ | ||||||
|  | 			m_nodes[i].parent = b2_nullNode; | ||||||
|  | 			nodes[count] = i; | ||||||
|  | 			++count; | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			FreeNode(i); | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	while (count > 1) | ||||||
|  | 	{ | ||||||
|  | 		float32 minCost = b2_maxFloat; | ||||||
|  | 		int32 iMin = -1, jMin = -1; | ||||||
|  | 		for (int32 i = 0; i < count; ++i) | ||||||
|  | 		{ | ||||||
|  | 			b2AABB aabbi = m_nodes[nodes[i]].aabb; | ||||||
|  | 
 | ||||||
|  | 			for (int32 j = i + 1; j < count; ++j) | ||||||
|  | 			{ | ||||||
|  | 				b2AABB aabbj = m_nodes[nodes[j]].aabb; | ||||||
|  | 				b2AABB b; | ||||||
|  | 				b.Combine(aabbi, aabbj); | ||||||
|  | 				float32 cost = b.GetPerimeter(); | ||||||
|  | 				if (cost < minCost) | ||||||
|  | 				{ | ||||||
|  | 					iMin = i; | ||||||
|  | 					jMin = j; | ||||||
|  | 					minCost = cost; | ||||||
|  | 				} | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		int32 index1 = nodes[iMin]; | ||||||
|  | 		int32 index2 = nodes[jMin]; | ||||||
|  | 		b2TreeNode* child1 = m_nodes + index1; | ||||||
|  | 		b2TreeNode* child2 = m_nodes + index2; | ||||||
|  | 
 | ||||||
|  | 		int32 parentIndex = AllocateNode(); | ||||||
|  | 		b2TreeNode* parent = m_nodes + parentIndex; | ||||||
|  | 		parent->child1 = index1; | ||||||
|  | 		parent->child2 = index2; | ||||||
|  | 		parent->height = 1 + b2Max(child1->height, child2->height); | ||||||
|  | 		parent->aabb.Combine(child1->aabb, child2->aabb); | ||||||
|  | 		parent->parent = b2_nullNode; | ||||||
|  | 
 | ||||||
|  | 		child1->parent = parentIndex; | ||||||
|  | 		child2->parent = parentIndex; | ||||||
|  | 
 | ||||||
|  | 		nodes[jMin] = nodes[count-1]; | ||||||
|  | 		nodes[iMin] = parentIndex; | ||||||
|  | 		--count; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_root = nodes[0]; | ||||||
|  | 	b2Free(nodes); | ||||||
|  | 
 | ||||||
|  | 	Validate(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DynamicTree::ShiftOrigin(const b2Vec2& newOrigin) | ||||||
|  | { | ||||||
|  | 	// Build array of leaves. Free the rest.
 | ||||||
|  | 	for (int32 i = 0; i < m_nodeCapacity; ++i) | ||||||
|  | 	{ | ||||||
|  | 		m_nodes[i].aabb.lowerBound -= newOrigin; | ||||||
|  | 		m_nodes[i].aabb.upperBound -= newOrigin; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | @ -0,0 +1,289 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_DYNAMIC_TREE_H | ||||||
|  | #define B2_DYNAMIC_TREE_H | ||||||
|  | 
 | ||||||
|  | #include "b2Collision.h" | ||||||
|  | #include "../Common/b2GrowableStack.h" | ||||||
|  | 
 | ||||||
|  | #define b2_nullNode (-1) | ||||||
|  | 
 | ||||||
|  | /// A node in the dynamic tree. The client does not interact with this directly.
 | ||||||
|  | struct b2TreeNode | ||||||
|  | { | ||||||
|  | 	bool IsLeaf() const | ||||||
|  | 	{ | ||||||
|  | 		return child1 == b2_nullNode; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Enlarged AABB
 | ||||||
|  | 	b2AABB aabb; | ||||||
|  | 
 | ||||||
|  | 	void* userData; | ||||||
|  | 
 | ||||||
|  | 	union | ||||||
|  | 	{ | ||||||
|  | 		int32 parent; | ||||||
|  | 		int32 next; | ||||||
|  | 	}; | ||||||
|  | 
 | ||||||
|  | 	int32 child1; | ||||||
|  | 	int32 child2; | ||||||
|  | 
 | ||||||
|  | 	// leaf = 0, free node = -1
 | ||||||
|  | 	int32 height; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
 | ||||||
|  | /// A dynamic tree arranges data in a binary tree to accelerate
 | ||||||
|  | /// queries such as volume queries and ray casts. Leafs are proxies
 | ||||||
|  | /// with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor
 | ||||||
|  | /// so that the proxy AABB is bigger than the client object. This allows the client
 | ||||||
|  | /// object to move by small amounts without triggering a tree update.
 | ||||||
|  | ///
 | ||||||
|  | /// Nodes are pooled and relocatable, so we use node indices rather than pointers.
 | ||||||
|  | class b2DynamicTree | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	/// Constructing the tree initializes the node pool.
 | ||||||
|  | 	b2DynamicTree(); | ||||||
|  | 
 | ||||||
|  | 	/// Destroy the tree, freeing the node pool.
 | ||||||
|  | 	~b2DynamicTree(); | ||||||
|  | 
 | ||||||
|  | 	/// Create a proxy. Provide a tight fitting AABB and a userData pointer.
 | ||||||
|  | 	int32 CreateProxy(const b2AABB& aabb, void* userData); | ||||||
|  | 
 | ||||||
|  | 	/// Destroy a proxy. This asserts if the id is invalid.
 | ||||||
|  | 	void DestroyProxy(int32 proxyId); | ||||||
|  | 
 | ||||||
|  | 	/// Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB,
 | ||||||
|  | 	/// then the proxy is removed from the tree and re-inserted. Otherwise
 | ||||||
|  | 	/// the function returns immediately.
 | ||||||
|  | 	/// @return true if the proxy was re-inserted.
 | ||||||
|  | 	bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement); | ||||||
|  | 
 | ||||||
|  | 	/// Get proxy user data.
 | ||||||
|  | 	/// @return the proxy user data or 0 if the id is invalid.
 | ||||||
|  | 	void* GetUserData(int32 proxyId) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the fat AABB for a proxy.
 | ||||||
|  | 	const b2AABB& GetFatAABB(int32 proxyId) const; | ||||||
|  | 
 | ||||||
|  | 	/// Query an AABB for overlapping proxies. The callback class
 | ||||||
|  | 	/// is called for each proxy that overlaps the supplied AABB.
 | ||||||
|  | 	template <typename T> | ||||||
|  | 	void Query(T* callback, const b2AABB& aabb) const; | ||||||
|  | 
 | ||||||
|  | 	/// Ray-cast against the proxies in the tree. This relies on the callback
 | ||||||
|  | 	/// to perform a exact ray-cast in the case were the proxy contains a shape.
 | ||||||
|  | 	/// The callback also performs the any collision filtering. This has performance
 | ||||||
|  | 	/// roughly equal to k * log(n), where k is the number of collisions and n is the
 | ||||||
|  | 	/// number of proxies in the tree.
 | ||||||
|  | 	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
 | ||||||
|  | 	/// @param callback a callback class that is called for each proxy that is hit by the ray.
 | ||||||
|  | 	template <typename T> | ||||||
|  | 	void RayCast(T* callback, const b2RayCastInput& input) const; | ||||||
|  | 
 | ||||||
|  | 	/// Validate this tree. For testing.
 | ||||||
|  | 	void Validate() const; | ||||||
|  | 
 | ||||||
|  | 	/// Compute the height of the binary tree in O(N) time. Should not be
 | ||||||
|  | 	/// called often.
 | ||||||
|  | 	int32 GetHeight() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the maximum balance of an node in the tree. The balance is the difference
 | ||||||
|  | 	/// in height of the two children of a node.
 | ||||||
|  | 	int32 GetMaxBalance() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the ratio of the sum of the node areas to the root area.
 | ||||||
|  | 	float32 GetAreaRatio() const; | ||||||
|  | 
 | ||||||
|  | 	/// Build an optimal tree. Very expensive. For testing.
 | ||||||
|  | 	void RebuildBottomUp(); | ||||||
|  | 
 | ||||||
|  | 	/// Shift the world origin. Useful for large worlds.
 | ||||||
|  | 	/// The shift formula is: position -= newOrigin
 | ||||||
|  | 	/// @param newOrigin the new origin with respect to the old origin
 | ||||||
|  | 	void ShiftOrigin(const b2Vec2& newOrigin); | ||||||
|  | 
 | ||||||
|  | private: | ||||||
|  | 
 | ||||||
|  | 	int32 AllocateNode(); | ||||||
|  | 	void FreeNode(int32 node); | ||||||
|  | 
 | ||||||
|  | 	void InsertLeaf(int32 node); | ||||||
|  | 	void RemoveLeaf(int32 node); | ||||||
|  | 
 | ||||||
|  | 	int32 Balance(int32 index); | ||||||
|  | 
 | ||||||
|  | 	int32 ComputeHeight() const; | ||||||
|  | 	int32 ComputeHeight(int32 nodeId) const; | ||||||
|  | 
 | ||||||
|  | 	void ValidateStructure(int32 index) const; | ||||||
|  | 	void ValidateMetrics(int32 index) const; | ||||||
|  | 
 | ||||||
|  | 	int32 m_root; | ||||||
|  | 
 | ||||||
|  | 	b2TreeNode* m_nodes; | ||||||
|  | 	int32 m_nodeCount; | ||||||
|  | 	int32 m_nodeCapacity; | ||||||
|  | 
 | ||||||
|  | 	int32 m_freeList; | ||||||
|  | 
 | ||||||
|  | 	/// This is used to incrementally traverse the tree for re-balancing.
 | ||||||
|  | 	uint32 m_path; | ||||||
|  | 
 | ||||||
|  | 	int32 m_insertionCount; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline void* b2DynamicTree::GetUserData(int32 proxyId) const | ||||||
|  | { | ||||||
|  | 	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity); | ||||||
|  | 	return m_nodes[proxyId].userData; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const | ||||||
|  | { | ||||||
|  | 	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity); | ||||||
|  | 	return m_nodes[proxyId].aabb; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | template <typename T> | ||||||
|  | inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const | ||||||
|  | { | ||||||
|  | 	b2GrowableStack<int32, 256> stack; | ||||||
|  | 	stack.Push(m_root); | ||||||
|  | 
 | ||||||
|  | 	while (stack.GetCount() > 0) | ||||||
|  | 	{ | ||||||
|  | 		int32 nodeId = stack.Pop(); | ||||||
|  | 		if (nodeId == b2_nullNode) | ||||||
|  | 		{ | ||||||
|  | 			continue; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		const b2TreeNode* node = m_nodes + nodeId; | ||||||
|  | 
 | ||||||
|  | 		if (b2TestOverlap(node->aabb, aabb)) | ||||||
|  | 		{ | ||||||
|  | 			if (node->IsLeaf()) | ||||||
|  | 			{ | ||||||
|  | 				bool proceed = callback->QueryCallback(nodeId); | ||||||
|  | 				if (proceed == false) | ||||||
|  | 				{ | ||||||
|  | 					return; | ||||||
|  | 				} | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				stack.Push(node->child1); | ||||||
|  | 				stack.Push(node->child2); | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | template <typename T> | ||||||
|  | inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) const | ||||||
|  | { | ||||||
|  | 	b2Vec2 p1 = input.p1; | ||||||
|  | 	b2Vec2 p2 = input.p2; | ||||||
|  | 	b2Vec2 r = p2 - p1; | ||||||
|  | 	b2Assert(r.LengthSquared() > 0.0f); | ||||||
|  | 	r.Normalize(); | ||||||
|  | 
 | ||||||
|  | 	// v is perpendicular to the segment.
 | ||||||
|  | 	b2Vec2 v = b2Cross(1.0f, r); | ||||||
|  | 	b2Vec2 abs_v = b2Abs(v); | ||||||
|  | 
 | ||||||
|  | 	// Separating axis for segment (Gino, p80).
 | ||||||
|  | 	// |dot(v, p1 - c)| > dot(|v|, h)
 | ||||||
|  | 
 | ||||||
|  | 	float32 maxFraction = input.maxFraction; | ||||||
|  | 
 | ||||||
|  | 	// Build a bounding box for the segment.
 | ||||||
|  | 	b2AABB segmentAABB; | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 t = p1 + maxFraction * (p2 - p1); | ||||||
|  | 		segmentAABB.lowerBound = b2Min(p1, t); | ||||||
|  | 		segmentAABB.upperBound = b2Max(p1, t); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2GrowableStack<int32, 256> stack; | ||||||
|  | 	stack.Push(m_root); | ||||||
|  | 
 | ||||||
|  | 	while (stack.GetCount() > 0) | ||||||
|  | 	{ | ||||||
|  | 		int32 nodeId = stack.Pop(); | ||||||
|  | 		if (nodeId == b2_nullNode) | ||||||
|  | 		{ | ||||||
|  | 			continue; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		const b2TreeNode* node = m_nodes + nodeId; | ||||||
|  | 
 | ||||||
|  | 		if (b2TestOverlap(node->aabb, segmentAABB) == false) | ||||||
|  | 		{ | ||||||
|  | 			continue; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Separating axis for segment (Gino, p80).
 | ||||||
|  | 		// |dot(v, p1 - c)| > dot(|v|, h)
 | ||||||
|  | 		b2Vec2 c = node->aabb.GetCenter(); | ||||||
|  | 		b2Vec2 h = node->aabb.GetExtents(); | ||||||
|  | 		float32 separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h); | ||||||
|  | 		if (separation > 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			continue; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		if (node->IsLeaf()) | ||||||
|  | 		{ | ||||||
|  | 			b2RayCastInput subInput; | ||||||
|  | 			subInput.p1 = input.p1; | ||||||
|  | 			subInput.p2 = input.p2; | ||||||
|  | 			subInput.maxFraction = maxFraction; | ||||||
|  | 
 | ||||||
|  | 			float32 value = callback->RayCastCallback(subInput, nodeId); | ||||||
|  | 
 | ||||||
|  | 			if (value == 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				// The client has terminated the ray cast.
 | ||||||
|  | 				return; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			if (value > 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				// Update segment bounding box.
 | ||||||
|  | 				maxFraction = value; | ||||||
|  | 				b2Vec2 t = p1 + maxFraction * (p2 - p1); | ||||||
|  | 				segmentAABB.lowerBound = b2Min(p1, t); | ||||||
|  | 				segmentAABB.upperBound = b2Max(p1, t); | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			stack.Push(node->child1); | ||||||
|  | 			stack.Push(node->child2); | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,486 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Collision/b2Collision.h" | ||||||
|  | #include "Box2D/Collision/b2Distance.h" | ||||||
|  | #include "Box2D/Collision/b2TimeOfImpact.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2CircleShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2PolygonShape.h" | ||||||
|  | #include "Box2D/Common/b2Timer.h" | ||||||
|  | 
 | ||||||
|  | #include <stdio.h> | ||||||
|  | 
 | ||||||
|  | float32 b2_toiTime, b2_toiMaxTime; | ||||||
|  | int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters; | ||||||
|  | int32 b2_toiRootIters, b2_toiMaxRootIters; | ||||||
|  | 
 | ||||||
|  | //
 | ||||||
|  | struct b2SeparationFunction | ||||||
|  | { | ||||||
|  | 	enum Type | ||||||
|  | 	{ | ||||||
|  | 		e_points, | ||||||
|  | 		e_faceA, | ||||||
|  | 		e_faceB | ||||||
|  | 	}; | ||||||
|  | 
 | ||||||
|  | 	// TODO_ERIN might not need to return the separation
 | ||||||
|  | 
 | ||||||
|  | 	float32 Initialize(const b2SimplexCache* cache, | ||||||
|  | 		const b2DistanceProxy* proxyA, const b2Sweep& sweepA, | ||||||
|  | 		const b2DistanceProxy* proxyB, const b2Sweep& sweepB, | ||||||
|  | 		float32 t1) | ||||||
|  | 	{ | ||||||
|  | 		m_proxyA = proxyA; | ||||||
|  | 		m_proxyB = proxyB; | ||||||
|  | 		int32 count = cache->count; | ||||||
|  | 		b2Assert(0 < count && count < 3); | ||||||
|  | 
 | ||||||
|  | 		m_sweepA = sweepA; | ||||||
|  | 		m_sweepB = sweepB; | ||||||
|  | 
 | ||||||
|  | 		b2Transform xfA, xfB; | ||||||
|  | 		m_sweepA.GetTransform(&xfA, t1); | ||||||
|  | 		m_sweepB.GetTransform(&xfB, t1); | ||||||
|  | 
 | ||||||
|  | 		if (count == 1) | ||||||
|  | 		{ | ||||||
|  | 			m_type = e_points; | ||||||
|  | 			b2Vec2 localPointA = m_proxyA->GetVertex(cache->indexA[0]); | ||||||
|  | 			b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]); | ||||||
|  | 			b2Vec2 pointA = b2Mul(xfA, localPointA); | ||||||
|  | 			b2Vec2 pointB = b2Mul(xfB, localPointB); | ||||||
|  | 			m_axis = pointB - pointA; | ||||||
|  | 			float32 s = m_axis.Normalize(); | ||||||
|  | 			return s; | ||||||
|  | 		} | ||||||
|  | 		else if (cache->indexA[0] == cache->indexA[1]) | ||||||
|  | 		{ | ||||||
|  | 			// Two points on B and one on A.
 | ||||||
|  | 			m_type = e_faceB; | ||||||
|  | 			b2Vec2 localPointB1 = proxyB->GetVertex(cache->indexB[0]); | ||||||
|  | 			b2Vec2 localPointB2 = proxyB->GetVertex(cache->indexB[1]); | ||||||
|  | 
 | ||||||
|  | 			m_axis = b2Cross(localPointB2 - localPointB1, 1.0f); | ||||||
|  | 			m_axis.Normalize(); | ||||||
|  | 			b2Vec2 normal = b2Mul(xfB.q, m_axis); | ||||||
|  | 
 | ||||||
|  | 			m_localPoint = 0.5f * (localPointB1 + localPointB2); | ||||||
|  | 			b2Vec2 pointB = b2Mul(xfB, m_localPoint); | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 localPointA = proxyA->GetVertex(cache->indexA[0]); | ||||||
|  | 			b2Vec2 pointA = b2Mul(xfA, localPointA); | ||||||
|  | 
 | ||||||
|  | 			float32 s = b2Dot(pointA - pointB, normal); | ||||||
|  | 			if (s < 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				m_axis = -m_axis; | ||||||
|  | 				s = -s; | ||||||
|  | 			} | ||||||
|  | 			return s; | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			// Two points on A and one or two points on B.
 | ||||||
|  | 			m_type = e_faceA; | ||||||
|  | 			b2Vec2 localPointA1 = m_proxyA->GetVertex(cache->indexA[0]); | ||||||
|  | 			b2Vec2 localPointA2 = m_proxyA->GetVertex(cache->indexA[1]); | ||||||
|  | 			 | ||||||
|  | 			m_axis = b2Cross(localPointA2 - localPointA1, 1.0f); | ||||||
|  | 			m_axis.Normalize(); | ||||||
|  | 			b2Vec2 normal = b2Mul(xfA.q, m_axis); | ||||||
|  | 
 | ||||||
|  | 			m_localPoint = 0.5f * (localPointA1 + localPointA2); | ||||||
|  | 			b2Vec2 pointA = b2Mul(xfA, m_localPoint); | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]); | ||||||
|  | 			b2Vec2 pointB = b2Mul(xfB, localPointB); | ||||||
|  | 
 | ||||||
|  | 			float32 s = b2Dot(pointB - pointA, normal); | ||||||
|  | 			if (s < 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				m_axis = -m_axis; | ||||||
|  | 				s = -s; | ||||||
|  | 			} | ||||||
|  | 			return s; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	//
 | ||||||
|  | 	float32 FindMinSeparation(int32* indexA, int32* indexB, float32 t) const | ||||||
|  | 	{ | ||||||
|  | 		b2Transform xfA, xfB; | ||||||
|  | 		m_sweepA.GetTransform(&xfA, t); | ||||||
|  | 		m_sweepB.GetTransform(&xfB, t); | ||||||
|  | 
 | ||||||
|  | 		switch (m_type) | ||||||
|  | 		{ | ||||||
|  | 		case e_points: | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 axisA = b2MulT(xfA.q,  m_axis); | ||||||
|  | 				b2Vec2 axisB = b2MulT(xfB.q, -m_axis); | ||||||
|  | 
 | ||||||
|  | 				*indexA = m_proxyA->GetSupport(axisA); | ||||||
|  | 				*indexB = m_proxyB->GetSupport(axisB); | ||||||
|  | 
 | ||||||
|  | 				b2Vec2 localPointA = m_proxyA->GetVertex(*indexA); | ||||||
|  | 				b2Vec2 localPointB = m_proxyB->GetVertex(*indexB); | ||||||
|  | 				 | ||||||
|  | 				b2Vec2 pointA = b2Mul(xfA, localPointA); | ||||||
|  | 				b2Vec2 pointB = b2Mul(xfB, localPointB); | ||||||
|  | 
 | ||||||
|  | 				float32 separation = b2Dot(pointB - pointA, m_axis); | ||||||
|  | 				return separation; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 		case e_faceA: | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 normal = b2Mul(xfA.q, m_axis); | ||||||
|  | 				b2Vec2 pointA = b2Mul(xfA, m_localPoint); | ||||||
|  | 
 | ||||||
|  | 				b2Vec2 axisB = b2MulT(xfB.q, -normal); | ||||||
|  | 				 | ||||||
|  | 				*indexA = -1; | ||||||
|  | 				*indexB = m_proxyB->GetSupport(axisB); | ||||||
|  | 
 | ||||||
|  | 				b2Vec2 localPointB = m_proxyB->GetVertex(*indexB); | ||||||
|  | 				b2Vec2 pointB = b2Mul(xfB, localPointB); | ||||||
|  | 
 | ||||||
|  | 				float32 separation = b2Dot(pointB - pointA, normal); | ||||||
|  | 				return separation; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 		case e_faceB: | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 normal = b2Mul(xfB.q, m_axis); | ||||||
|  | 				b2Vec2 pointB = b2Mul(xfB, m_localPoint); | ||||||
|  | 
 | ||||||
|  | 				b2Vec2 axisA = b2MulT(xfA.q, -normal); | ||||||
|  | 
 | ||||||
|  | 				*indexB = -1; | ||||||
|  | 				*indexA = m_proxyA->GetSupport(axisA); | ||||||
|  | 
 | ||||||
|  | 				b2Vec2 localPointA = m_proxyA->GetVertex(*indexA); | ||||||
|  | 				b2Vec2 pointA = b2Mul(xfA, localPointA); | ||||||
|  | 
 | ||||||
|  | 				float32 separation = b2Dot(pointA - pointB, normal); | ||||||
|  | 				return separation; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 		default: | ||||||
|  | 			b2Assert(false); | ||||||
|  | 			*indexA = -1; | ||||||
|  | 			*indexB = -1; | ||||||
|  | 			return 0.0f; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	//
 | ||||||
|  | 	float32 Evaluate(int32 indexA, int32 indexB, float32 t) const | ||||||
|  | 	{ | ||||||
|  | 		b2Transform xfA, xfB; | ||||||
|  | 		m_sweepA.GetTransform(&xfA, t); | ||||||
|  | 		m_sweepB.GetTransform(&xfB, t); | ||||||
|  | 
 | ||||||
|  | 		switch (m_type) | ||||||
|  | 		{ | ||||||
|  | 		case e_points: | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 localPointA = m_proxyA->GetVertex(indexA); | ||||||
|  | 				b2Vec2 localPointB = m_proxyB->GetVertex(indexB); | ||||||
|  | 
 | ||||||
|  | 				b2Vec2 pointA = b2Mul(xfA, localPointA); | ||||||
|  | 				b2Vec2 pointB = b2Mul(xfB, localPointB); | ||||||
|  | 				float32 separation = b2Dot(pointB - pointA, m_axis); | ||||||
|  | 
 | ||||||
|  | 				return separation; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 		case e_faceA: | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 normal = b2Mul(xfA.q, m_axis); | ||||||
|  | 				b2Vec2 pointA = b2Mul(xfA, m_localPoint); | ||||||
|  | 
 | ||||||
|  | 				b2Vec2 localPointB = m_proxyB->GetVertex(indexB); | ||||||
|  | 				b2Vec2 pointB = b2Mul(xfB, localPointB); | ||||||
|  | 
 | ||||||
|  | 				float32 separation = b2Dot(pointB - pointA, normal); | ||||||
|  | 				return separation; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 		case e_faceB: | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 normal = b2Mul(xfB.q, m_axis); | ||||||
|  | 				b2Vec2 pointB = b2Mul(xfB, m_localPoint); | ||||||
|  | 
 | ||||||
|  | 				b2Vec2 localPointA = m_proxyA->GetVertex(indexA); | ||||||
|  | 				b2Vec2 pointA = b2Mul(xfA, localPointA); | ||||||
|  | 
 | ||||||
|  | 				float32 separation = b2Dot(pointA - pointB, normal); | ||||||
|  | 				return separation; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 		default: | ||||||
|  | 			b2Assert(false); | ||||||
|  | 			return 0.0f; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	const b2DistanceProxy* m_proxyA; | ||||||
|  | 	const b2DistanceProxy* m_proxyB; | ||||||
|  | 	b2Sweep m_sweepA, m_sweepB; | ||||||
|  | 	Type m_type; | ||||||
|  | 	b2Vec2 m_localPoint; | ||||||
|  | 	b2Vec2 m_axis; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | // CCD via the local separating axis method. This seeks progression
 | ||||||
|  | // by computing the largest time at which separation is maintained.
 | ||||||
|  | void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input) | ||||||
|  | { | ||||||
|  | 	b2Timer timer; | ||||||
|  | 
 | ||||||
|  | 	++b2_toiCalls; | ||||||
|  | 
 | ||||||
|  | 	output->state = b2TOIOutput::e_unknown; | ||||||
|  | 	output->t = input->tMax; | ||||||
|  | 
 | ||||||
|  | 	const b2DistanceProxy* proxyA = &input->proxyA; | ||||||
|  | 	const b2DistanceProxy* proxyB = &input->proxyB; | ||||||
|  | 
 | ||||||
|  | 	b2Sweep sweepA = input->sweepA; | ||||||
|  | 	b2Sweep sweepB = input->sweepB; | ||||||
|  | 
 | ||||||
|  | 	// Large rotations can make the root finder fail, so we normalize the
 | ||||||
|  | 	// sweep angles.
 | ||||||
|  | 	sweepA.Normalize(); | ||||||
|  | 	sweepB.Normalize(); | ||||||
|  | 
 | ||||||
|  | 	float32 tMax = input->tMax; | ||||||
|  | 
 | ||||||
|  | 	float32 totalRadius = proxyA->m_radius + proxyB->m_radius; | ||||||
|  | 	float32 target = b2Max(b2_linearSlop, totalRadius - 3.0f * b2_linearSlop); | ||||||
|  | 	float32 tolerance = 0.25f * b2_linearSlop; | ||||||
|  | 	b2Assert(target > tolerance); | ||||||
|  | 
 | ||||||
|  | 	float32 t1 = 0.0f; | ||||||
|  | 	const int32 k_maxIterations = 20;	// TODO_ERIN b2Settings
 | ||||||
|  | 	int32 iter = 0; | ||||||
|  | 
 | ||||||
|  | 	// Prepare input for distance query.
 | ||||||
|  | 	b2SimplexCache cache; | ||||||
|  | 	cache.count = 0; | ||||||
|  | 	b2DistanceInput distanceInput; | ||||||
|  | 	distanceInput.proxyA = input->proxyA; | ||||||
|  | 	distanceInput.proxyB = input->proxyB; | ||||||
|  | 	distanceInput.useRadii = false; | ||||||
|  | 
 | ||||||
|  | 	// The outer loop progressively attempts to compute new separating axes.
 | ||||||
|  | 	// This loop terminates when an axis is repeated (no progress is made).
 | ||||||
|  | 	for(;;) | ||||||
|  | 	{ | ||||||
|  | 		b2Transform xfA, xfB; | ||||||
|  | 		sweepA.GetTransform(&xfA, t1); | ||||||
|  | 		sweepB.GetTransform(&xfB, t1); | ||||||
|  | 
 | ||||||
|  | 		// Get the distance between shapes. We can also use the results
 | ||||||
|  | 		// to get a separating axis.
 | ||||||
|  | 		distanceInput.transformA = xfA; | ||||||
|  | 		distanceInput.transformB = xfB; | ||||||
|  | 		b2DistanceOutput distanceOutput; | ||||||
|  | 		b2Distance(&distanceOutput, &cache, &distanceInput); | ||||||
|  | 
 | ||||||
|  | 		// If the shapes are overlapped, we give up on continuous collision.
 | ||||||
|  | 		if (distanceOutput.distance <= 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			// Failure!
 | ||||||
|  | 			output->state = b2TOIOutput::e_overlapped; | ||||||
|  | 			output->t = 0.0f; | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		if (distanceOutput.distance < target + tolerance) | ||||||
|  | 		{ | ||||||
|  | 			// Victory!
 | ||||||
|  | 			output->state = b2TOIOutput::e_touching; | ||||||
|  | 			output->t = t1; | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Initialize the separating axis.
 | ||||||
|  | 		b2SeparationFunction fcn; | ||||||
|  | 		fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1); | ||||||
|  | #if 0 | ||||||
|  | 		// Dump the curve seen by the root finder
 | ||||||
|  | 		{ | ||||||
|  | 			const int32 N = 100; | ||||||
|  | 			float32 dx = 1.0f / N; | ||||||
|  | 			float32 xs[N+1]; | ||||||
|  | 			float32 fs[N+1]; | ||||||
|  | 
 | ||||||
|  | 			float32 x = 0.0f; | ||||||
|  | 
 | ||||||
|  | 			for (int32 i = 0; i <= N; ++i) | ||||||
|  | 			{ | ||||||
|  | 				sweepA.GetTransform(&xfA, x); | ||||||
|  | 				sweepB.GetTransform(&xfB, x); | ||||||
|  | 				float32 f = fcn.Evaluate(xfA, xfB) - target; | ||||||
|  | 
 | ||||||
|  | 				printf("%g %g\n", x, f); | ||||||
|  | 
 | ||||||
|  | 				xs[i] = x; | ||||||
|  | 				fs[i] = f; | ||||||
|  | 
 | ||||||
|  | 				x += dx; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | #endif | ||||||
|  | 
 | ||||||
|  | 		// Compute the TOI on the separating axis. We do this by successively
 | ||||||
|  | 		// resolving the deepest point. This loop is bounded by the number of vertices.
 | ||||||
|  | 		bool done = false; | ||||||
|  | 		float32 t2 = tMax; | ||||||
|  | 		int32 pushBackIter = 0; | ||||||
|  | 		for (;;) | ||||||
|  | 		{ | ||||||
|  | 			// Find the deepest point at t2. Store the witness point indices.
 | ||||||
|  | 			int32 indexA, indexB; | ||||||
|  | 			float32 s2 = fcn.FindMinSeparation(&indexA, &indexB, t2); | ||||||
|  | 
 | ||||||
|  | 			// Is the final configuration separated?
 | ||||||
|  | 			if (s2 > target + tolerance) | ||||||
|  | 			{ | ||||||
|  | 				// Victory!
 | ||||||
|  | 				output->state = b2TOIOutput::e_separated; | ||||||
|  | 				output->t = tMax; | ||||||
|  | 				done = true; | ||||||
|  | 				break; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			// Has the separation reached tolerance?
 | ||||||
|  | 			if (s2 > target - tolerance) | ||||||
|  | 			{ | ||||||
|  | 				// Advance the sweeps
 | ||||||
|  | 				t1 = t2; | ||||||
|  | 				break; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			// Compute the initial separation of the witness points.
 | ||||||
|  | 			float32 s1 = fcn.Evaluate(indexA, indexB, t1); | ||||||
|  | 
 | ||||||
|  | 			// Check for initial overlap. This might happen if the root finder
 | ||||||
|  | 			// runs out of iterations.
 | ||||||
|  | 			if (s1 < target - tolerance) | ||||||
|  | 			{ | ||||||
|  | 				output->state = b2TOIOutput::e_failed; | ||||||
|  | 				output->t = t1; | ||||||
|  | 				done = true; | ||||||
|  | 				break; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			// Check for touching
 | ||||||
|  | 			if (s1 <= target + tolerance) | ||||||
|  | 			{ | ||||||
|  | 				// Victory! t1 should hold the TOI (could be 0.0).
 | ||||||
|  | 				output->state = b2TOIOutput::e_touching; | ||||||
|  | 				output->t = t1; | ||||||
|  | 				done = true; | ||||||
|  | 				break; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			// Compute 1D root of: f(x) - target = 0
 | ||||||
|  | 			int32 rootIterCount = 0; | ||||||
|  | 			float32 a1 = t1, a2 = t2; | ||||||
|  | 			for (;;) | ||||||
|  | 			{ | ||||||
|  | 				// Use a mix of the secant rule and bisection.
 | ||||||
|  | 				float32 t; | ||||||
|  | 				if (rootIterCount & 1) | ||||||
|  | 				{ | ||||||
|  | 					// Secant rule to improve convergence.
 | ||||||
|  | 					t = a1 + (target - s1) * (a2 - a1) / (s2 - s1); | ||||||
|  | 				} | ||||||
|  | 				else | ||||||
|  | 				{ | ||||||
|  | 					// Bisection to guarantee progress.
 | ||||||
|  | 					t = 0.5f * (a1 + a2); | ||||||
|  | 				} | ||||||
|  | 
 | ||||||
|  | 				++rootIterCount; | ||||||
|  | 				++b2_toiRootIters; | ||||||
|  | 
 | ||||||
|  | 				float32 s = fcn.Evaluate(indexA, indexB, t); | ||||||
|  | 
 | ||||||
|  | 				if (b2Abs(s - target) < tolerance) | ||||||
|  | 				{ | ||||||
|  | 					// t2 holds a tentative value for t1
 | ||||||
|  | 					t2 = t; | ||||||
|  | 					break; | ||||||
|  | 				} | ||||||
|  | 
 | ||||||
|  | 				// Ensure we continue to bracket the root.
 | ||||||
|  | 				if (s > target) | ||||||
|  | 				{ | ||||||
|  | 					a1 = t; | ||||||
|  | 					s1 = s; | ||||||
|  | 				} | ||||||
|  | 				else | ||||||
|  | 				{ | ||||||
|  | 					a2 = t; | ||||||
|  | 					s2 = s; | ||||||
|  | 				} | ||||||
|  | 				 | ||||||
|  | 				if (rootIterCount == 50) | ||||||
|  | 				{ | ||||||
|  | 					break; | ||||||
|  | 				} | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			b2_toiMaxRootIters = b2Max(b2_toiMaxRootIters, rootIterCount); | ||||||
|  | 
 | ||||||
|  | 			++pushBackIter; | ||||||
|  | 
 | ||||||
|  | 			if (pushBackIter == b2_maxPolygonVertices) | ||||||
|  | 			{ | ||||||
|  | 				break; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		++iter; | ||||||
|  | 		++b2_toiIters; | ||||||
|  | 
 | ||||||
|  | 		if (done) | ||||||
|  | 		{ | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		if (iter == k_maxIterations) | ||||||
|  | 		{ | ||||||
|  | 			// Root finder got stuck. Semi-victory.
 | ||||||
|  | 			output->state = b2TOIOutput::e_failed; | ||||||
|  | 			output->t = t1; | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2_toiMaxIters = b2Max(b2_toiMaxIters, iter); | ||||||
|  | 
 | ||||||
|  | 	float32 time = timer.GetMilliseconds(); | ||||||
|  | 	b2_toiMaxTime = b2Max(b2_toiMaxTime, time); | ||||||
|  | 	b2_toiTime += time; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,58 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_TIME_OF_IMPACT_H | ||||||
|  | #define B2_TIME_OF_IMPACT_H | ||||||
|  | 
 | ||||||
|  | #include "../Common/b2Math.h" | ||||||
|  | #include "b2Distance.h" | ||||||
|  | 
 | ||||||
|  | /// Input parameters for b2TimeOfImpact
 | ||||||
|  | struct b2TOIInput | ||||||
|  | { | ||||||
|  | 	b2DistanceProxy proxyA; | ||||||
|  | 	b2DistanceProxy proxyB; | ||||||
|  | 	b2Sweep sweepA; | ||||||
|  | 	b2Sweep sweepB; | ||||||
|  | 	float32 tMax;		// defines sweep interval [0, tMax]
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Output parameters for b2TimeOfImpact.
 | ||||||
|  | struct b2TOIOutput | ||||||
|  | { | ||||||
|  | 	enum State | ||||||
|  | 	{ | ||||||
|  | 		e_unknown, | ||||||
|  | 		e_failed, | ||||||
|  | 		e_overlapped, | ||||||
|  | 		e_touching, | ||||||
|  | 		e_separated | ||||||
|  | 	}; | ||||||
|  | 
 | ||||||
|  | 	State state; | ||||||
|  | 	float32 t; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Compute the upper bound on time before two shapes penetrate. Time is represented as
 | ||||||
|  | /// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
 | ||||||
|  | /// non-tunneling collisions. If you change the time interval, you should call this function
 | ||||||
|  | /// again.
 | ||||||
|  | /// Note: use b2Distance to compute the contact point and normal at the time of impact.
 | ||||||
|  | void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input); | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,215 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Common/b2BlockAllocator.h" | ||||||
|  | #include <limits.h> | ||||||
|  | #include <string.h> | ||||||
|  | #include <stddef.h> | ||||||
|  | 
 | ||||||
|  | int32 b2BlockAllocator::s_blockSizes[b2_blockSizes] =  | ||||||
|  | { | ||||||
|  | 	16,		// 0
 | ||||||
|  | 	32,		// 1
 | ||||||
|  | 	64,		// 2
 | ||||||
|  | 	96,		// 3
 | ||||||
|  | 	128,	// 4
 | ||||||
|  | 	160,	// 5
 | ||||||
|  | 	192,	// 6
 | ||||||
|  | 	224,	// 7
 | ||||||
|  | 	256,	// 8
 | ||||||
|  | 	320,	// 9
 | ||||||
|  | 	384,	// 10
 | ||||||
|  | 	448,	// 11
 | ||||||
|  | 	512,	// 12
 | ||||||
|  | 	640,	// 13
 | ||||||
|  | }; | ||||||
|  | uint8 b2BlockAllocator::s_blockSizeLookup[b2_maxBlockSize + 1]; | ||||||
|  | bool b2BlockAllocator::s_blockSizeLookupInitialized; | ||||||
|  | 
 | ||||||
|  | struct b2Chunk | ||||||
|  | { | ||||||
|  | 	int32 blockSize; | ||||||
|  | 	b2Block* blocks; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | struct b2Block | ||||||
|  | { | ||||||
|  | 	b2Block* next; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | b2BlockAllocator::b2BlockAllocator() | ||||||
|  | { | ||||||
|  | 	b2Assert(b2_blockSizes < UCHAR_MAX); | ||||||
|  | 
 | ||||||
|  | 	m_chunkSpace = b2_chunkArrayIncrement; | ||||||
|  | 	m_chunkCount = 0; | ||||||
|  | 	m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk)); | ||||||
|  | 	 | ||||||
|  | 	memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk)); | ||||||
|  | 	memset(m_freeLists, 0, sizeof(m_freeLists)); | ||||||
|  | 
 | ||||||
|  | 	if (s_blockSizeLookupInitialized == false) | ||||||
|  | 	{ | ||||||
|  | 		int32 j = 0; | ||||||
|  | 		for (int32 i = 1; i <= b2_maxBlockSize; ++i) | ||||||
|  | 		{ | ||||||
|  | 			b2Assert(j < b2_blockSizes); | ||||||
|  | 			if (i <= s_blockSizes[j]) | ||||||
|  | 			{ | ||||||
|  | 				s_blockSizeLookup[i] = (uint8)j; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				++j; | ||||||
|  | 				s_blockSizeLookup[i] = (uint8)j; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		s_blockSizeLookupInitialized = true; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2BlockAllocator::~b2BlockAllocator() | ||||||
|  | { | ||||||
|  | 	for (int32 i = 0; i < m_chunkCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Free(m_chunks[i].blocks); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Free(m_chunks); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void* b2BlockAllocator::Allocate(int32 size) | ||||||
|  | { | ||||||
|  | 	if (size == 0) | ||||||
|  | 		return nullptr; | ||||||
|  | 
 | ||||||
|  | 	b2Assert(0 < size); | ||||||
|  | 
 | ||||||
|  | 	if (size > b2_maxBlockSize) | ||||||
|  | 	{ | ||||||
|  | 		return b2Alloc(size); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	int32 index = s_blockSizeLookup[size]; | ||||||
|  | 	b2Assert(0 <= index && index < b2_blockSizes); | ||||||
|  | 
 | ||||||
|  | 	if (m_freeLists[index]) | ||||||
|  | 	{ | ||||||
|  | 		b2Block* block = m_freeLists[index]; | ||||||
|  | 		m_freeLists[index] = block->next; | ||||||
|  | 		return block; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		if (m_chunkCount == m_chunkSpace) | ||||||
|  | 		{ | ||||||
|  | 			b2Chunk* oldChunks = m_chunks; | ||||||
|  | 			m_chunkSpace += b2_chunkArrayIncrement; | ||||||
|  | 			m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk)); | ||||||
|  | 			memcpy(m_chunks, oldChunks, m_chunkCount * sizeof(b2Chunk)); | ||||||
|  | 			memset(m_chunks + m_chunkCount, 0, b2_chunkArrayIncrement * sizeof(b2Chunk)); | ||||||
|  | 			b2Free(oldChunks); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		b2Chunk* chunk = m_chunks + m_chunkCount; | ||||||
|  | 		chunk->blocks = (b2Block*)b2Alloc(b2_chunkSize); | ||||||
|  | #if defined(_DEBUG) | ||||||
|  | 		memset(chunk->blocks, 0xcd, b2_chunkSize); | ||||||
|  | #endif | ||||||
|  | 		int32 blockSize = s_blockSizes[index]; | ||||||
|  | 		chunk->blockSize = blockSize; | ||||||
|  | 		int32 blockCount = b2_chunkSize / blockSize; | ||||||
|  | 		b2Assert(blockCount * blockSize <= b2_chunkSize); | ||||||
|  | 		for (int32 i = 0; i < blockCount - 1; ++i) | ||||||
|  | 		{ | ||||||
|  | 			b2Block* block = (b2Block*)((int8*)chunk->blocks + blockSize * i); | ||||||
|  | 			b2Block* next = (b2Block*)((int8*)chunk->blocks + blockSize * (i + 1)); | ||||||
|  | 			block->next = next; | ||||||
|  | 		} | ||||||
|  | 		b2Block* last = (b2Block*)((int8*)chunk->blocks + blockSize * (blockCount - 1)); | ||||||
|  | 		last->next = nullptr; | ||||||
|  | 
 | ||||||
|  | 		m_freeLists[index] = chunk->blocks->next; | ||||||
|  | 		++m_chunkCount; | ||||||
|  | 
 | ||||||
|  | 		return chunk->blocks; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2BlockAllocator::Free(void* p, int32 size) | ||||||
|  | { | ||||||
|  | 	if (size == 0) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Assert(0 < size); | ||||||
|  | 
 | ||||||
|  | 	if (size > b2_maxBlockSize) | ||||||
|  | 	{ | ||||||
|  | 		b2Free(p); | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	int32 index = s_blockSizeLookup[size]; | ||||||
|  | 	b2Assert(0 <= index && index < b2_blockSizes); | ||||||
|  | 
 | ||||||
|  | #ifdef _DEBUG | ||||||
|  | 	// Verify the memory address and size is valid.
 | ||||||
|  | 	int32 blockSize = s_blockSizes[index]; | ||||||
|  | 	bool found = false; | ||||||
|  | 	for (int32 i = 0; i < m_chunkCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Chunk* chunk = m_chunks + i; | ||||||
|  | 		if (chunk->blockSize != blockSize) | ||||||
|  | 		{ | ||||||
|  | 			b2Assert(	(int8*)p + blockSize <= (int8*)chunk->blocks || | ||||||
|  | 						(int8*)chunk->blocks + b2_chunkSize <= (int8*)p); | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			if ((int8*)chunk->blocks <= (int8*)p && (int8*)p + blockSize <= (int8*)chunk->blocks + b2_chunkSize) | ||||||
|  | 			{ | ||||||
|  | 				found = true; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Assert(found); | ||||||
|  | 
 | ||||||
|  | 	memset(p, 0xfd, blockSize); | ||||||
|  | #endif | ||||||
|  | 
 | ||||||
|  | 	b2Block* block = (b2Block*)p; | ||||||
|  | 	block->next = m_freeLists[index]; | ||||||
|  | 	m_freeLists[index] = block; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2BlockAllocator::Clear() | ||||||
|  | { | ||||||
|  | 	for (int32 i = 0; i < m_chunkCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Free(m_chunks[i].blocks); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_chunkCount = 0; | ||||||
|  | 	memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk)); | ||||||
|  | 
 | ||||||
|  | 	memset(m_freeLists, 0, sizeof(m_freeLists)); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,62 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_BLOCK_ALLOCATOR_H | ||||||
|  | #define B2_BLOCK_ALLOCATOR_H | ||||||
|  | 
 | ||||||
|  | #include "b2Settings.h" | ||||||
|  | 
 | ||||||
|  | const int32 b2_chunkSize = 16 * 1024; | ||||||
|  | const int32 b2_maxBlockSize = 640; | ||||||
|  | const int32 b2_blockSizes = 14; | ||||||
|  | const int32 b2_chunkArrayIncrement = 128; | ||||||
|  | 
 | ||||||
|  | struct b2Block; | ||||||
|  | struct b2Chunk; | ||||||
|  | 
 | ||||||
|  | /// This is a small object allocator used for allocating small
 | ||||||
|  | /// objects that persist for more than one time step.
 | ||||||
|  | /// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
 | ||||||
|  | class b2BlockAllocator | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2BlockAllocator(); | ||||||
|  | 	~b2BlockAllocator(); | ||||||
|  | 
 | ||||||
|  | 	/// Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize.
 | ||||||
|  | 	void* Allocate(int32 size); | ||||||
|  | 
 | ||||||
|  | 	/// Free memory. This will use b2Free if the size is larger than b2_maxBlockSize.
 | ||||||
|  | 	void Free(void* p, int32 size); | ||||||
|  | 
 | ||||||
|  | 	void Clear(); | ||||||
|  | 
 | ||||||
|  | private: | ||||||
|  | 
 | ||||||
|  | 	b2Chunk* m_chunks; | ||||||
|  | 	int32 m_chunkCount; | ||||||
|  | 	int32 m_chunkSpace; | ||||||
|  | 
 | ||||||
|  | 	b2Block* m_freeLists[b2_blockSizes]; | ||||||
|  | 
 | ||||||
|  | 	static int32 s_blockSizes[b2_blockSizes]; | ||||||
|  | 	static uint8 s_blockSizeLookup[b2_maxBlockSize + 1]; | ||||||
|  | 	static bool s_blockSizeLookupInitialized; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,44 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2011 Erin Catto http://box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Common/b2Draw.h" | ||||||
|  | 
 | ||||||
|  | b2Draw::b2Draw() | ||||||
|  | { | ||||||
|  | 	m_drawFlags = 0; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Draw::SetFlags(uint32 flags) | ||||||
|  | { | ||||||
|  | 	m_drawFlags = flags; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | uint32 b2Draw::GetFlags() const | ||||||
|  | { | ||||||
|  | 	return m_drawFlags; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Draw::AppendFlags(uint32 flags) | ||||||
|  | { | ||||||
|  | 	m_drawFlags |= flags; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Draw::ClearFlags(uint32 flags) | ||||||
|  | { | ||||||
|  | 	m_drawFlags &= ~flags; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,97 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2011 Erin Catto http://box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_DRAW_H | ||||||
|  | #define B2_DRAW_H | ||||||
|  | 
 | ||||||
|  | #include "b2Math.h" | ||||||
|  | 
 | ||||||
|  | /// Color for debug drawing. Each value has the range [0,1].
 | ||||||
|  | struct b2Color | ||||||
|  | { | ||||||
|  | 	b2Color() {} | ||||||
|  | 	b2Color(float32 rIn, float32 gIn, float32 bIn, float32 aIn = 1.0f) | ||||||
|  | 	{ | ||||||
|  | 		r = rIn; g = gIn; b = bIn; a = aIn; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	void Set(float32 rIn, float32 gIn, float32 bIn, float32 aIn = 1.0f) | ||||||
|  | 	{ | ||||||
|  | 		r = rIn; g = gIn; b = bIn; a = aIn; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	float32 r, g, b, a; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Implement and register this class with a b2World to provide debug drawing of physics
 | ||||||
|  | /// entities in your game.
 | ||||||
|  | class b2Draw | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2Draw(); | ||||||
|  | 
 | ||||||
|  | 	virtual ~b2Draw() {} | ||||||
|  | 
 | ||||||
|  | 	enum | ||||||
|  | 	{ | ||||||
|  | 		e_shapeBit				= 0x0001,	///< draw shapes
 | ||||||
|  | 		e_jointBit				= 0x0002,	///< draw joint connections
 | ||||||
|  | 		e_aabbBit				= 0x0004,	///< draw axis aligned bounding boxes
 | ||||||
|  | 		e_pairBit				= 0x0008,	///< draw broad-phase pairs
 | ||||||
|  | 		e_centerOfMassBit		= 0x0010	///< draw center of mass frame
 | ||||||
|  | 	}; | ||||||
|  | 
 | ||||||
|  | 	/// Set the drawing flags.
 | ||||||
|  | 	void SetFlags(uint32 flags); | ||||||
|  | 
 | ||||||
|  | 	/// Get the drawing flags.
 | ||||||
|  | 	uint32 GetFlags() const; | ||||||
|  | 	 | ||||||
|  | 	/// Append flags to the current flags.
 | ||||||
|  | 	void AppendFlags(uint32 flags); | ||||||
|  | 
 | ||||||
|  | 	/// Clear flags from the current flags.
 | ||||||
|  | 	void ClearFlags(uint32 flags); | ||||||
|  | 
 | ||||||
|  | 	/// Draw a closed polygon provided in CCW order.
 | ||||||
|  | 	virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0; | ||||||
|  | 
 | ||||||
|  | 	/// Draw a solid closed polygon provided in CCW order.
 | ||||||
|  | 	virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0; | ||||||
|  | 
 | ||||||
|  | 	/// Draw a circle.
 | ||||||
|  | 	virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0; | ||||||
|  | 	 | ||||||
|  | 	/// Draw a solid circle.
 | ||||||
|  | 	virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0; | ||||||
|  | 	 | ||||||
|  | 	/// Draw a line segment.
 | ||||||
|  | 	virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0; | ||||||
|  | 
 | ||||||
|  | 	/// Draw a transform. Choose your own length scale.
 | ||||||
|  | 	/// @param xf a transform.
 | ||||||
|  | 	virtual void DrawTransform(const b2Transform& xf) = 0; | ||||||
|  | 
 | ||||||
|  | 	/// Draw a point.
 | ||||||
|  | 	virtual void DrawPoint(const b2Vec2& p, float32 size, const b2Color& color) = 0; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 	uint32 m_drawFlags; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,85 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2010 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_GROWABLE_STACK_H | ||||||
|  | #define B2_GROWABLE_STACK_H | ||||||
|  | #include "b2Settings.h" | ||||||
|  | #include <string.h> | ||||||
|  | 
 | ||||||
|  | /// This is a growable LIFO stack with an initial capacity of N.
 | ||||||
|  | /// If the stack size exceeds the initial capacity, the heap is used
 | ||||||
|  | /// to increase the size of the stack.
 | ||||||
|  | template <typename T, int32 N> | ||||||
|  | class b2GrowableStack | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2GrowableStack() | ||||||
|  | 	{ | ||||||
|  | 		m_stack = m_array; | ||||||
|  | 		m_count = 0; | ||||||
|  | 		m_capacity = N; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	~b2GrowableStack() | ||||||
|  | 	{ | ||||||
|  | 		if (m_stack != m_array) | ||||||
|  | 		{ | ||||||
|  | 			b2Free(m_stack); | ||||||
|  | 			m_stack = nullptr; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	void Push(const T& element) | ||||||
|  | 	{ | ||||||
|  | 		if (m_count == m_capacity) | ||||||
|  | 		{ | ||||||
|  | 			T* old = m_stack; | ||||||
|  | 			m_capacity *= 2; | ||||||
|  | 			m_stack = (T*)b2Alloc(m_capacity * sizeof(T)); | ||||||
|  | 			memcpy(m_stack, old, m_count * sizeof(T)); | ||||||
|  | 			if (old != m_array) | ||||||
|  | 			{ | ||||||
|  | 				b2Free(old); | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		m_stack[m_count] = element; | ||||||
|  | 		++m_count; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	T Pop() | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(m_count > 0); | ||||||
|  | 		--m_count; | ||||||
|  | 		return m_stack[m_count]; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	int32 GetCount() | ||||||
|  | 	{ | ||||||
|  | 		return m_count; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | private: | ||||||
|  | 	T* m_stack; | ||||||
|  | 	T m_array[N]; | ||||||
|  | 	int32 m_count; | ||||||
|  | 	int32 m_capacity; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,94 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Common/b2Math.h" | ||||||
|  | 
 | ||||||
|  | const b2Vec2 b2Vec2_zero(0.0f, 0.0f); | ||||||
|  | 
 | ||||||
|  | /// Solve A * x = b, where b is a column vector. This is more efficient
 | ||||||
|  | /// than computing the inverse in one-shot cases.
 | ||||||
|  | b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const | ||||||
|  | { | ||||||
|  | 	float32 det = b2Dot(ex, b2Cross(ey, ez)); | ||||||
|  | 	if (det != 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		det = 1.0f / det; | ||||||
|  | 	} | ||||||
|  | 	b2Vec3 x; | ||||||
|  | 	x.x = det * b2Dot(b, b2Cross(ey, ez)); | ||||||
|  | 	x.y = det * b2Dot(ex, b2Cross(b, ez)); | ||||||
|  | 	x.z = det * b2Dot(ex, b2Cross(ey, b)); | ||||||
|  | 	return x; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Solve A * x = b, where b is a column vector. This is more efficient
 | ||||||
|  | /// than computing the inverse in one-shot cases.
 | ||||||
|  | b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const | ||||||
|  | { | ||||||
|  | 	float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y; | ||||||
|  | 	float32 det = a11 * a22 - a12 * a21; | ||||||
|  | 	if (det != 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		det = 1.0f / det; | ||||||
|  | 	} | ||||||
|  | 	b2Vec2 x; | ||||||
|  | 	x.x = det * (a22 * b.x - a12 * b.y); | ||||||
|  | 	x.y = det * (a11 * b.y - a21 * b.x); | ||||||
|  | 	return x; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | ///
 | ||||||
|  | void b2Mat33::GetInverse22(b2Mat33* M) const | ||||||
|  | { | ||||||
|  | 	float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y; | ||||||
|  | 	float32 det = a * d - b * c; | ||||||
|  | 	if (det != 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		det = 1.0f / det; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	M->ex.x =  det * d;	M->ey.x = -det * b; M->ex.z = 0.0f; | ||||||
|  | 	M->ex.y = -det * c;	M->ey.y =  det * a; M->ey.z = 0.0f; | ||||||
|  | 	M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Returns the zero matrix if singular.
 | ||||||
|  | void b2Mat33::GetSymInverse33(b2Mat33* M) const | ||||||
|  | { | ||||||
|  | 	float32 det = b2Dot(ex, b2Cross(ey, ez)); | ||||||
|  | 	if (det != 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		det = 1.0f / det; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	float32 a11 = ex.x, a12 = ey.x, a13 = ez.x; | ||||||
|  | 	float32 a22 = ey.y, a23 = ez.y; | ||||||
|  | 	float32 a33 = ez.z; | ||||||
|  | 
 | ||||||
|  | 	M->ex.x = det * (a22 * a33 - a23 * a23); | ||||||
|  | 	M->ex.y = det * (a13 * a23 - a12 * a33); | ||||||
|  | 	M->ex.z = det * (a12 * a23 - a13 * a22); | ||||||
|  | 
 | ||||||
|  | 	M->ey.x = M->ex.y; | ||||||
|  | 	M->ey.y = det * (a11 * a33 - a13 * a13); | ||||||
|  | 	M->ey.z = det * (a13 * a12 - a11 * a23); | ||||||
|  | 
 | ||||||
|  | 	M->ez.x = M->ex.z; | ||||||
|  | 	M->ez.y = M->ey.z; | ||||||
|  | 	M->ez.z = det * (a11 * a22 - a12 * a12); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,707 @@ | ||||||
|  | /*
 | ||||||
|  | * 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_MATH_H | ||||||
|  | #define B2_MATH_H | ||||||
|  | 
 | ||||||
|  | #include "b2Settings.h" | ||||||
|  | #include <math.h> | ||||||
|  | 
 | ||||||
|  | /// This function is used to ensure that a floating point number is not a NaN or infinity.
 | ||||||
|  | inline bool b2IsValid(float32 x) | ||||||
|  | { | ||||||
|  | 	return isfinite(x); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #define	b2Sqrt(x)	sqrtf(x) | ||||||
|  | #define	b2Atan2(y, x)	atan2f(y, x) | ||||||
|  | 
 | ||||||
|  | /// A 2D column vector.
 | ||||||
|  | struct b2Vec2 | ||||||
|  | { | ||||||
|  | 	/// Default constructor does nothing (for performance).
 | ||||||
|  | 	b2Vec2() {} | ||||||
|  | 
 | ||||||
|  | 	/// Construct using coordinates.
 | ||||||
|  | 	b2Vec2(float32 xIn, float32 yIn) : x(xIn), y(yIn) {} | ||||||
|  | 
 | ||||||
|  | 	/// Set this vector to all zeros.
 | ||||||
|  | 	void SetZero() { x = 0.0f; y = 0.0f; } | ||||||
|  | 
 | ||||||
|  | 	/// Set this vector to some specified coordinates.
 | ||||||
|  | 	void Set(float32 x_, float32 y_) { x = x_; y = y_; } | ||||||
|  | 
 | ||||||
|  | 	/// Negate this vector.
 | ||||||
|  | 	b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; } | ||||||
|  | 	 | ||||||
|  | 	/// Read from and indexed element.
 | ||||||
|  | 	float32 operator () (int32 i) const | ||||||
|  | 	{ | ||||||
|  | 		return (&x)[i]; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Write to an indexed element.
 | ||||||
|  | 	float32& operator () (int32 i) | ||||||
|  | 	{ | ||||||
|  | 		return (&x)[i]; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Add a vector to this vector.
 | ||||||
|  | 	void operator += (const b2Vec2& v) | ||||||
|  | 	{ | ||||||
|  | 		x += v.x; y += v.y; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	/// Subtract a vector from this vector.
 | ||||||
|  | 	void operator -= (const b2Vec2& v) | ||||||
|  | 	{ | ||||||
|  | 		x -= v.x; y -= v.y; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Multiply this vector by a scalar.
 | ||||||
|  | 	void operator *= (float32 a) | ||||||
|  | 	{ | ||||||
|  | 		x *= a; y *= a; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Get the length of this vector (the norm).
 | ||||||
|  | 	float32 Length() const | ||||||
|  | 	{ | ||||||
|  | 		return b2Sqrt(x * x + y * y); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Get the length squared. For performance, use this instead of
 | ||||||
|  | 	/// b2Vec2::Length (if possible).
 | ||||||
|  | 	float32 LengthSquared() const | ||||||
|  | 	{ | ||||||
|  | 		return x * x + y * y; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Convert this vector into a unit vector. Returns the length.
 | ||||||
|  | 	float32 Normalize() | ||||||
|  | 	{ | ||||||
|  | 		float32 length = Length(); | ||||||
|  | 		if (length < b2_epsilon) | ||||||
|  | 		{ | ||||||
|  | 			return 0.0f; | ||||||
|  | 		} | ||||||
|  | 		float32 invLength = 1.0f / length; | ||||||
|  | 		x *= invLength; | ||||||
|  | 		y *= invLength; | ||||||
|  | 
 | ||||||
|  | 		return length; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Does this vector contain finite coordinates?
 | ||||||
|  | 	bool IsValid() const | ||||||
|  | 	{ | ||||||
|  | 		return b2IsValid(x) && b2IsValid(y); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Get the skew vector such that dot(skew_vec, other) == cross(vec, other)
 | ||||||
|  | 	b2Vec2 Skew() const | ||||||
|  | 	{ | ||||||
|  | 		return b2Vec2(-y, x); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	float32 x, y; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A 2D column vector with 3 elements.
 | ||||||
|  | struct b2Vec3 | ||||||
|  | { | ||||||
|  | 	/// Default constructor does nothing (for performance).
 | ||||||
|  | 	b2Vec3() {} | ||||||
|  | 
 | ||||||
|  | 	/// Construct using coordinates.
 | ||||||
|  | 	b2Vec3(float32 xIn, float32 yIn, float32 zIn) : x(xIn), y(yIn), z(zIn) {} | ||||||
|  | 
 | ||||||
|  | 	/// Set this vector to all zeros.
 | ||||||
|  | 	void SetZero() { x = 0.0f; y = 0.0f; z = 0.0f; } | ||||||
|  | 
 | ||||||
|  | 	/// Set this vector to some specified coordinates.
 | ||||||
|  | 	void Set(float32 x_, float32 y_, float32 z_) { x = x_; y = y_; z = z_; } | ||||||
|  | 
 | ||||||
|  | 	/// Negate this vector.
 | ||||||
|  | 	b2Vec3 operator -() const { b2Vec3 v; v.Set(-x, -y, -z); return v; } | ||||||
|  | 
 | ||||||
|  | 	/// Add a vector to this vector.
 | ||||||
|  | 	void operator += (const b2Vec3& v) | ||||||
|  | 	{ | ||||||
|  | 		x += v.x; y += v.y; z += v.z; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Subtract a vector from this vector.
 | ||||||
|  | 	void operator -= (const b2Vec3& v) | ||||||
|  | 	{ | ||||||
|  | 		x -= v.x; y -= v.y; z -= v.z; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Multiply this vector by a scalar.
 | ||||||
|  | 	void operator *= (float32 s) | ||||||
|  | 	{ | ||||||
|  | 		x *= s; y *= s; z *= s; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	float32 x, y, z; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A 2-by-2 matrix. Stored in column-major order.
 | ||||||
|  | struct b2Mat22 | ||||||
|  | { | ||||||
|  | 	/// The default constructor does nothing (for performance).
 | ||||||
|  | 	b2Mat22() {} | ||||||
|  | 
 | ||||||
|  | 	/// Construct this matrix using columns.
 | ||||||
|  | 	b2Mat22(const b2Vec2& c1, const b2Vec2& c2) | ||||||
|  | 	{ | ||||||
|  | 		ex = c1; | ||||||
|  | 		ey = c2; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Construct this matrix using scalars.
 | ||||||
|  | 	b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22) | ||||||
|  | 	{ | ||||||
|  | 		ex.x = a11; ex.y = a21; | ||||||
|  | 		ey.x = a12; ey.y = a22; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize this matrix using columns.
 | ||||||
|  | 	void Set(const b2Vec2& c1, const b2Vec2& c2) | ||||||
|  | 	{ | ||||||
|  | 		ex = c1; | ||||||
|  | 		ey = c2; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Set this to the identity matrix.
 | ||||||
|  | 	void SetIdentity() | ||||||
|  | 	{ | ||||||
|  | 		ex.x = 1.0f; ey.x = 0.0f; | ||||||
|  | 		ex.y = 0.0f; ey.y = 1.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Set this matrix to all zeros.
 | ||||||
|  | 	void SetZero() | ||||||
|  | 	{ | ||||||
|  | 		ex.x = 0.0f; ey.x = 0.0f; | ||||||
|  | 		ex.y = 0.0f; ey.y = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Mat22 GetInverse() const | ||||||
|  | 	{ | ||||||
|  | 		float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y; | ||||||
|  | 		b2Mat22 B; | ||||||
|  | 		float32 det = a * d - b * c; | ||||||
|  | 		if (det != 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			det = 1.0f / det; | ||||||
|  | 		} | ||||||
|  | 		B.ex.x =  det * d;	B.ey.x = -det * b; | ||||||
|  | 		B.ex.y = -det * c;	B.ey.y =  det * a; | ||||||
|  | 		return B; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Solve A * x = b, where b is a column vector. This is more efficient
 | ||||||
|  | 	/// than computing the inverse in one-shot cases.
 | ||||||
|  | 	b2Vec2 Solve(const b2Vec2& b) const | ||||||
|  | 	{ | ||||||
|  | 		float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y; | ||||||
|  | 		float32 det = a11 * a22 - a12 * a21; | ||||||
|  | 		if (det != 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			det = 1.0f / det; | ||||||
|  | 		} | ||||||
|  | 		b2Vec2 x; | ||||||
|  | 		x.x = det * (a22 * b.x - a12 * b.y); | ||||||
|  | 		x.y = det * (a11 * b.y - a21 * b.x); | ||||||
|  | 		return x; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 ex, ey; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A 3-by-3 matrix. Stored in column-major order.
 | ||||||
|  | struct b2Mat33 | ||||||
|  | { | ||||||
|  | 	/// The default constructor does nothing (for performance).
 | ||||||
|  | 	b2Mat33() {} | ||||||
|  | 
 | ||||||
|  | 	/// Construct this matrix using columns.
 | ||||||
|  | 	b2Mat33(const b2Vec3& c1, const b2Vec3& c2, const b2Vec3& c3) | ||||||
|  | 	{ | ||||||
|  | 		ex = c1; | ||||||
|  | 		ey = c2; | ||||||
|  | 		ez = c3; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Set this matrix to all zeros.
 | ||||||
|  | 	void SetZero() | ||||||
|  | 	{ | ||||||
|  | 		ex.SetZero(); | ||||||
|  | 		ey.SetZero(); | ||||||
|  | 		ez.SetZero(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Solve A * x = b, where b is a column vector. This is more efficient
 | ||||||
|  | 	/// than computing the inverse in one-shot cases.
 | ||||||
|  | 	b2Vec3 Solve33(const b2Vec3& b) const; | ||||||
|  | 
 | ||||||
|  | 	/// Solve A * x = b, where b is a column vector. This is more efficient
 | ||||||
|  | 	/// than computing the inverse in one-shot cases. Solve only the upper
 | ||||||
|  | 	/// 2-by-2 matrix equation.
 | ||||||
|  | 	b2Vec2 Solve22(const b2Vec2& b) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the inverse of this matrix as a 2-by-2.
 | ||||||
|  | 	/// Returns the zero matrix if singular.
 | ||||||
|  | 	void GetInverse22(b2Mat33* M) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the symmetric inverse of this matrix as a 3-by-3.
 | ||||||
|  | 	/// Returns the zero matrix if singular.
 | ||||||
|  | 	void GetSymInverse33(b2Mat33* M) const; | ||||||
|  | 
 | ||||||
|  | 	b2Vec3 ex, ey, ez; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Rotation
 | ||||||
|  | struct b2Rot | ||||||
|  | { | ||||||
|  | 	b2Rot() {} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize from an angle in radians
 | ||||||
|  | 	explicit b2Rot(float32 angle) | ||||||
|  | 	{ | ||||||
|  | 		/// TODO_ERIN optimize
 | ||||||
|  | 		s = sinf(angle); | ||||||
|  | 		c = cosf(angle); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Set using an angle in radians.
 | ||||||
|  | 	void Set(float32 angle) | ||||||
|  | 	{ | ||||||
|  | 		/// TODO_ERIN optimize
 | ||||||
|  | 		s = sinf(angle); | ||||||
|  | 		c = cosf(angle); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Set to the identity rotation
 | ||||||
|  | 	void SetIdentity() | ||||||
|  | 	{ | ||||||
|  | 		s = 0.0f; | ||||||
|  | 		c = 1.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Get the angle in radians
 | ||||||
|  | 	float32 GetAngle() const | ||||||
|  | 	{ | ||||||
|  | 		return b2Atan2(s, c); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Get the x-axis
 | ||||||
|  | 	b2Vec2 GetXAxis() const | ||||||
|  | 	{ | ||||||
|  | 		return b2Vec2(c, s); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Get the u-axis
 | ||||||
|  | 	b2Vec2 GetYAxis() const | ||||||
|  | 	{ | ||||||
|  | 		return b2Vec2(-s, c); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Sine and cosine
 | ||||||
|  | 	float32 s, c; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A transform contains translation and rotation. It is used to represent
 | ||||||
|  | /// the position and orientation of rigid frames.
 | ||||||
|  | struct b2Transform | ||||||
|  | { | ||||||
|  | 	/// The default constructor does nothing.
 | ||||||
|  | 	b2Transform() {} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize using a position vector and a rotation.
 | ||||||
|  | 	b2Transform(const b2Vec2& position, const b2Rot& rotation) : p(position), q(rotation) {} | ||||||
|  | 
 | ||||||
|  | 	/// Set this to the identity transform.
 | ||||||
|  | 	void SetIdentity() | ||||||
|  | 	{ | ||||||
|  | 		p.SetZero(); | ||||||
|  | 		q.SetIdentity(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Set this based on the position and angle.
 | ||||||
|  | 	void Set(const b2Vec2& position, float32 angle) | ||||||
|  | 	{ | ||||||
|  | 		p = position; | ||||||
|  | 		q.Set(angle); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 p; | ||||||
|  | 	b2Rot q; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// This describes the motion of a body/shape for TOI computation.
 | ||||||
|  | /// Shapes are defined with respect to the body origin, which may
 | ||||||
|  | /// no coincide with the center of mass. However, to support dynamics
 | ||||||
|  | /// we must interpolate the center of mass position.
 | ||||||
|  | struct b2Sweep | ||||||
|  | { | ||||||
|  | 	/// Get the interpolated transform at a specific time.
 | ||||||
|  | 	/// @param beta is a factor in [0,1], where 0 indicates alpha0.
 | ||||||
|  | 	void GetTransform(b2Transform* xfb, float32 beta) const; | ||||||
|  | 
 | ||||||
|  | 	/// Advance the sweep forward, yielding a new initial state.
 | ||||||
|  | 	/// @param alpha the new initial time.
 | ||||||
|  | 	void Advance(float32 alpha); | ||||||
|  | 
 | ||||||
|  | 	/// Normalize the angles.
 | ||||||
|  | 	void Normalize(); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 localCenter;	///< local center of mass position
 | ||||||
|  | 	b2Vec2 c0, c;		///< center world positions
 | ||||||
|  | 	float32 a0, a;		///< world angles
 | ||||||
|  | 
 | ||||||
|  | 	/// Fraction of the current time step in the range [0,1]
 | ||||||
|  | 	/// c0 and a0 are the positions at alpha0.
 | ||||||
|  | 	float32 alpha0; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Useful constant
 | ||||||
|  | extern const b2Vec2 b2Vec2_zero; | ||||||
|  | 
 | ||||||
|  | /// Perform the dot product on two vectors.
 | ||||||
|  | inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b) | ||||||
|  | { | ||||||
|  | 	return a.x * b.x + a.y * b.y; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Perform the cross product on two vectors. In 2D this produces a scalar.
 | ||||||
|  | inline float32 b2Cross(const b2Vec2& a, const b2Vec2& b) | ||||||
|  | { | ||||||
|  | 	return a.x * b.y - a.y * b.x; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Perform the cross product on a vector and a scalar. In 2D this produces
 | ||||||
|  | /// a vector.
 | ||||||
|  | inline b2Vec2 b2Cross(const b2Vec2& a, float32 s) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(s * a.y, -s * a.x); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Perform the cross product on a scalar and a vector. In 2D this produces
 | ||||||
|  | /// a vector.
 | ||||||
|  | inline b2Vec2 b2Cross(float32 s, const b2Vec2& a) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(-s * a.y, s * a.x); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Multiply a matrix times a vector. If a rotation matrix is provided,
 | ||||||
|  | /// then this transforms the vector from one frame to another.
 | ||||||
|  | inline b2Vec2 b2Mul(const b2Mat22& A, const b2Vec2& v) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Multiply a matrix transpose times a vector. If a rotation matrix is provided,
 | ||||||
|  | /// then this transforms the vector from one frame to another (inverse transform).
 | ||||||
|  | inline b2Vec2 b2MulT(const b2Mat22& A, const b2Vec2& v) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Add two vectors component-wise.
 | ||||||
|  | inline b2Vec2 operator + (const b2Vec2& a, const b2Vec2& b) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(a.x + b.x, a.y + b.y); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Subtract two vectors component-wise.
 | ||||||
|  | inline b2Vec2 operator - (const b2Vec2& a, const b2Vec2& b) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(a.x - b.x, a.y - b.y); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 operator * (float32 s, const b2Vec2& a) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(s * a.x, s * a.y); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool operator == (const b2Vec2& a, const b2Vec2& b) | ||||||
|  | { | ||||||
|  | 	return a.x == b.x && a.y == b.y; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool operator != (const b2Vec2& a, const b2Vec2& b) | ||||||
|  | { | ||||||
|  | 	return a.x != b.x || a.y != b.y; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Distance(const b2Vec2& a, const b2Vec2& b) | ||||||
|  | { | ||||||
|  | 	b2Vec2 c = a - b; | ||||||
|  | 	return c.Length(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2DistanceSquared(const b2Vec2& a, const b2Vec2& b) | ||||||
|  | { | ||||||
|  | 	b2Vec2 c = a - b; | ||||||
|  | 	return b2Dot(c, c); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec3 operator * (float32 s, const b2Vec3& a) | ||||||
|  | { | ||||||
|  | 	return b2Vec3(s * a.x, s * a.y, s * a.z); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Add two vectors component-wise.
 | ||||||
|  | inline b2Vec3 operator + (const b2Vec3& a, const b2Vec3& b) | ||||||
|  | { | ||||||
|  | 	return b2Vec3(a.x + b.x, a.y + b.y, a.z + b.z); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Subtract two vectors component-wise.
 | ||||||
|  | inline b2Vec3 operator - (const b2Vec3& a, const b2Vec3& b) | ||||||
|  | { | ||||||
|  | 	return b2Vec3(a.x - b.x, a.y - b.y, a.z - b.z); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Perform the dot product on two vectors.
 | ||||||
|  | inline float32 b2Dot(const b2Vec3& a, const b2Vec3& b) | ||||||
|  | { | ||||||
|  | 	return a.x * b.x + a.y * b.y + a.z * b.z; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Perform the cross product on two vectors.
 | ||||||
|  | inline b2Vec3 b2Cross(const b2Vec3& a, const b2Vec3& b) | ||||||
|  | { | ||||||
|  | 	return b2Vec3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Mat22 operator + (const b2Mat22& A, const b2Mat22& B) | ||||||
|  | { | ||||||
|  | 	return b2Mat22(A.ex + B.ex, A.ey + B.ey); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // A * B
 | ||||||
|  | inline b2Mat22 b2Mul(const b2Mat22& A, const b2Mat22& B) | ||||||
|  | { | ||||||
|  | 	return b2Mat22(b2Mul(A, B.ex), b2Mul(A, B.ey)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // A^T * B
 | ||||||
|  | inline b2Mat22 b2MulT(const b2Mat22& A, const b2Mat22& B) | ||||||
|  | { | ||||||
|  | 	b2Vec2 c1(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex)); | ||||||
|  | 	b2Vec2 c2(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey)); | ||||||
|  | 	return b2Mat22(c1, c2); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Multiply a matrix times a vector.
 | ||||||
|  | inline b2Vec3 b2Mul(const b2Mat33& A, const b2Vec3& v) | ||||||
|  | { | ||||||
|  | 	return v.x * A.ex + v.y * A.ey + v.z * A.ez; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Multiply a matrix times a vector.
 | ||||||
|  | inline b2Vec2 b2Mul22(const b2Mat33& A, const b2Vec2& v) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Multiply two rotations: q * r
 | ||||||
|  | inline b2Rot b2Mul(const b2Rot& q, const b2Rot& r) | ||||||
|  | { | ||||||
|  | 	// [qc -qs] * [rc -rs] = [qc*rc-qs*rs -qc*rs-qs*rc]
 | ||||||
|  | 	// [qs  qc]   [rs  rc]   [qs*rc+qc*rs -qs*rs+qc*rc]
 | ||||||
|  | 	// s = qs * rc + qc * rs
 | ||||||
|  | 	// c = qc * rc - qs * rs
 | ||||||
|  | 	b2Rot qr; | ||||||
|  | 	qr.s = q.s * r.c + q.c * r.s; | ||||||
|  | 	qr.c = q.c * r.c - q.s * r.s; | ||||||
|  | 	return qr; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Transpose multiply two rotations: qT * r
 | ||||||
|  | inline b2Rot b2MulT(const b2Rot& q, const b2Rot& r) | ||||||
|  | { | ||||||
|  | 	// [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc]
 | ||||||
|  | 	// [-qs qc]   [rs  rc]   [-qs*rc+qc*rs qs*rs+qc*rc]
 | ||||||
|  | 	// s = qc * rs - qs * rc
 | ||||||
|  | 	// c = qc * rc + qs * rs
 | ||||||
|  | 	b2Rot qr; | ||||||
|  | 	qr.s = q.c * r.s - q.s * r.c; | ||||||
|  | 	qr.c = q.c * r.c + q.s * r.s; | ||||||
|  | 	return qr; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Rotate a vector
 | ||||||
|  | inline b2Vec2 b2Mul(const b2Rot& q, const b2Vec2& v) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(q.c * v.x - q.s * v.y, q.s * v.x + q.c * v.y); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Inverse rotate a vector
 | ||||||
|  | inline b2Vec2 b2MulT(const b2Rot& q, const b2Vec2& v) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(q.c * v.x + q.s * v.y, -q.s * v.x + q.c * v.y); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2Mul(const b2Transform& T, const b2Vec2& v) | ||||||
|  | { | ||||||
|  | 	float32 x = (T.q.c * v.x - T.q.s * v.y) + T.p.x; | ||||||
|  | 	float32 y = (T.q.s * v.x + T.q.c * v.y) + T.p.y; | ||||||
|  | 
 | ||||||
|  | 	return b2Vec2(x, y); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2MulT(const b2Transform& T, const b2Vec2& v) | ||||||
|  | { | ||||||
|  | 	float32 px = v.x - T.p.x; | ||||||
|  | 	float32 py = v.y - T.p.y; | ||||||
|  | 	float32 x = (T.q.c * px + T.q.s * py); | ||||||
|  | 	float32 y = (-T.q.s * px + T.q.c * py); | ||||||
|  | 
 | ||||||
|  | 	return b2Vec2(x, y); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // v2 = A.q.Rot(B.q.Rot(v1) + B.p) + A.p
 | ||||||
|  | //    = (A.q * B.q).Rot(v1) + A.q.Rot(B.p) + A.p
 | ||||||
|  | inline b2Transform b2Mul(const b2Transform& A, const b2Transform& B) | ||||||
|  | { | ||||||
|  | 	b2Transform C; | ||||||
|  | 	C.q = b2Mul(A.q, B.q); | ||||||
|  | 	C.p = b2Mul(A.q, B.p) + A.p; | ||||||
|  | 	return C; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // v2 = A.q' * (B.q * v1 + B.p - A.p)
 | ||||||
|  | //    = A.q' * B.q * v1 + A.q' * (B.p - A.p)
 | ||||||
|  | inline b2Transform b2MulT(const b2Transform& A, const b2Transform& B) | ||||||
|  | { | ||||||
|  | 	b2Transform C; | ||||||
|  | 	C.q = b2MulT(A.q, B.q); | ||||||
|  | 	C.p = b2MulT(A.q, B.p - A.p); | ||||||
|  | 	return C; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | template <typename T> | ||||||
|  | inline T b2Abs(T a) | ||||||
|  | { | ||||||
|  | 	return a > T(0) ? a : -a; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2Abs(const b2Vec2& a) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(b2Abs(a.x), b2Abs(a.y)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Mat22 b2Abs(const b2Mat22& A) | ||||||
|  | { | ||||||
|  | 	return b2Mat22(b2Abs(A.ex), b2Abs(A.ey)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | template <typename T> | ||||||
|  | inline T b2Min(T a, T b) | ||||||
|  | { | ||||||
|  | 	return a < b ? a : b; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2Min(const b2Vec2& a, const b2Vec2& b) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(b2Min(a.x, b.x), b2Min(a.y, b.y)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | template <typename T> | ||||||
|  | inline T b2Max(T a, T b) | ||||||
|  | { | ||||||
|  | 	return a > b ? a : b; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2Max(const b2Vec2& a, const b2Vec2& b) | ||||||
|  | { | ||||||
|  | 	return b2Vec2(b2Max(a.x, b.x), b2Max(a.y, b.y)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | template <typename T> | ||||||
|  | inline T b2Clamp(T a, T low, T high) | ||||||
|  | { | ||||||
|  | 	return b2Max(low, b2Min(a, high)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2Clamp(const b2Vec2& a, const b2Vec2& low, const b2Vec2& high) | ||||||
|  | { | ||||||
|  | 	return b2Max(low, b2Min(a, high)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | template<typename T> inline void b2Swap(T& a, T& b) | ||||||
|  | { | ||||||
|  | 	T tmp = a; | ||||||
|  | 	a = b; | ||||||
|  | 	b = tmp; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// "Next Largest Power of 2
 | ||||||
|  | /// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
 | ||||||
|  | /// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
 | ||||||
|  | /// the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next
 | ||||||
|  | /// largest power of 2. For a 32-bit value:"
 | ||||||
|  | inline uint32 b2NextPowerOfTwo(uint32 x) | ||||||
|  | { | ||||||
|  | 	x |= (x >> 1); | ||||||
|  | 	x |= (x >> 2); | ||||||
|  | 	x |= (x >> 4); | ||||||
|  | 	x |= (x >> 8); | ||||||
|  | 	x |= (x >> 16); | ||||||
|  | 	return x + 1; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2IsPowerOfTwo(uint32 x) | ||||||
|  | { | ||||||
|  | 	bool result = x > 0 && (x & (x - 1)) == 0; | ||||||
|  | 	return result; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Sweep::GetTransform(b2Transform* xf, float32 beta) const | ||||||
|  | { | ||||||
|  | 	xf->p = (1.0f - beta) * c0 + beta * c; | ||||||
|  | 	float32 angle = (1.0f - beta) * a0 + beta * a; | ||||||
|  | 	xf->q.Set(angle); | ||||||
|  | 
 | ||||||
|  | 	// Shift to origin
 | ||||||
|  | 	xf->p -= b2Mul(xf->q, localCenter); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Sweep::Advance(float32 alpha) | ||||||
|  | { | ||||||
|  | 	b2Assert(alpha0 < 1.0f); | ||||||
|  | 	float32 beta = (alpha - alpha0) / (1.0f - alpha0); | ||||||
|  | 	c0 += beta * (c - c0); | ||||||
|  | 	a0 += beta * (a - a0); | ||||||
|  | 	alpha0 = alpha; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Normalize an angle in radians to be between -pi and pi
 | ||||||
|  | inline void b2Sweep::Normalize() | ||||||
|  | { | ||||||
|  | 	float32 twoPi = 2.0f * b2_pi; | ||||||
|  | 	float32 d =  twoPi * floorf(a0 / twoPi); | ||||||
|  | 	a0 -= d; | ||||||
|  | 	a -= d; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,44 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Common/b2Settings.h" | ||||||
|  | #include <stdio.h> | ||||||
|  | #include <stdarg.h> | ||||||
|  | #include <stdlib.h> | ||||||
|  | 
 | ||||||
|  | b2Version b2_version = {2, 3, 2}; | ||||||
|  | 
 | ||||||
|  | // Memory allocators. Modify these to use your own allocator.
 | ||||||
|  | void* b2Alloc(int32 size) | ||||||
|  | { | ||||||
|  | 	return malloc(size); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Free(void* mem) | ||||||
|  | { | ||||||
|  | 	free(mem); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // You can modify this to use your logging facility.
 | ||||||
|  | void b2Log(const char* string, ...) | ||||||
|  | { | ||||||
|  | 	va_list args; | ||||||
|  | 	va_start(args, string); | ||||||
|  | 	vprintf(string, args); | ||||||
|  | 	va_end(args); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,155 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_SETTINGS_H | ||||||
|  | #define B2_SETTINGS_H | ||||||
|  | 
 | ||||||
|  | #include <stddef.h> | ||||||
|  | #include <assert.h> | ||||||
|  | #include <float.h> | ||||||
|  | 
 | ||||||
|  | #if !defined(NDEBUG) | ||||||
|  | 	#define b2DEBUG | ||||||
|  | #endif | ||||||
|  | 
 | ||||||
|  | #define B2_NOT_USED(x) ((void)(x)) | ||||||
|  | #define b2Assert(A) assert(A) | ||||||
|  | 
 | ||||||
|  | typedef signed char	int8; | ||||||
|  | typedef signed short int16; | ||||||
|  | typedef signed int int32; | ||||||
|  | typedef unsigned char uint8; | ||||||
|  | typedef unsigned short uint16; | ||||||
|  | typedef unsigned int uint32; | ||||||
|  | typedef float float32; | ||||||
|  | typedef double float64; | ||||||
|  | 
 | ||||||
|  | #define	b2_maxFloat		FLT_MAX | ||||||
|  | #define	b2_epsilon		FLT_EPSILON | ||||||
|  | #define b2_pi			3.14159265359f | ||||||
|  | 
 | ||||||
|  | /// @file
 | ||||||
|  | /// Global tuning constants based on meters-kilograms-seconds (MKS) units.
 | ||||||
|  | ///
 | ||||||
|  | 
 | ||||||
|  | // Collision
 | ||||||
|  | 
 | ||||||
|  | /// The maximum number of contact points between two convex shapes. Do
 | ||||||
|  | /// not change this value.
 | ||||||
|  | #define b2_maxManifoldPoints	2 | ||||||
|  | 
 | ||||||
|  | /// The maximum number of vertices on a convex polygon. You cannot increase
 | ||||||
|  | /// this too much because b2BlockAllocator has a maximum object size.
 | ||||||
|  | #define b2_maxPolygonVertices	8 | ||||||
|  | 
 | ||||||
|  | /// This is used to fatten AABBs in the dynamic tree. This allows proxies
 | ||||||
|  | /// to move by a small amount without triggering a tree adjustment.
 | ||||||
|  | /// This is in meters.
 | ||||||
|  | #define b2_aabbExtension		0.1f | ||||||
|  | 
 | ||||||
|  | /// This is used to fatten AABBs in the dynamic tree. This is used to predict
 | ||||||
|  | /// the future position based on the current displacement.
 | ||||||
|  | /// This is a dimensionless multiplier.
 | ||||||
|  | #define b2_aabbMultiplier		2.0f | ||||||
|  | 
 | ||||||
|  | /// A small length used as a collision and constraint tolerance. Usually it is
 | ||||||
|  | /// chosen to be numerically significant, but visually insignificant.
 | ||||||
|  | #define b2_linearSlop			0.005f | ||||||
|  | 
 | ||||||
|  | /// A small angle used as a collision and constraint tolerance. Usually it is
 | ||||||
|  | /// chosen to be numerically significant, but visually insignificant.
 | ||||||
|  | #define b2_angularSlop			(2.0f / 180.0f * b2_pi) | ||||||
|  | 
 | ||||||
|  | /// The radius of the polygon/edge shape skin. This should not be modified. Making
 | ||||||
|  | /// this smaller means polygons will have an insufficient buffer for continuous collision.
 | ||||||
|  | /// Making it larger may create artifacts for vertex collision.
 | ||||||
|  | #define b2_polygonRadius		(2.0f * b2_linearSlop) | ||||||
|  | 
 | ||||||
|  | /// Maximum number of sub-steps per contact in continuous physics simulation.
 | ||||||
|  | #define b2_maxSubSteps			8 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | // Dynamics
 | ||||||
|  | 
 | ||||||
|  | /// Maximum number of contacts to be handled to solve a TOI impact.
 | ||||||
|  | #define b2_maxTOIContacts			32 | ||||||
|  | 
 | ||||||
|  | /// A velocity threshold for elastic collisions. Any collision with a relative linear
 | ||||||
|  | /// velocity below this threshold will be treated as inelastic.
 | ||||||
|  | #define b2_velocityThreshold		1.0f | ||||||
|  | 
 | ||||||
|  | /// The maximum linear position correction used when solving constraints. This helps to
 | ||||||
|  | /// prevent overshoot.
 | ||||||
|  | #define b2_maxLinearCorrection		0.2f | ||||||
|  | 
 | ||||||
|  | /// The maximum angular position correction used when solving constraints. This helps to
 | ||||||
|  | /// prevent overshoot.
 | ||||||
|  | #define b2_maxAngularCorrection		(8.0f / 180.0f * b2_pi) | ||||||
|  | 
 | ||||||
|  | /// The maximum linear velocity of a body. This limit is very large and is used
 | ||||||
|  | /// to prevent numerical problems. You shouldn't need to adjust this.
 | ||||||
|  | #define b2_maxTranslation			2.0f | ||||||
|  | #define b2_maxTranslationSquared	(b2_maxTranslation * b2_maxTranslation) | ||||||
|  | 
 | ||||||
|  | /// The maximum angular velocity of a body. This limit is very large and is used
 | ||||||
|  | /// to prevent numerical problems. You shouldn't need to adjust this.
 | ||||||
|  | #define b2_maxRotation				(0.5f * b2_pi) | ||||||
|  | #define b2_maxRotationSquared		(b2_maxRotation * b2_maxRotation) | ||||||
|  | 
 | ||||||
|  | /// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
 | ||||||
|  | /// that overlap is removed in one time step. However using values close to 1 often lead
 | ||||||
|  | /// to overshoot.
 | ||||||
|  | #define b2_baumgarte				0.2f | ||||||
|  | #define b2_toiBaugarte				0.75f | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | // Sleep
 | ||||||
|  | 
 | ||||||
|  | /// The time that a body must be still before it will go to sleep.
 | ||||||
|  | #define b2_timeToSleep				0.5f | ||||||
|  | 
 | ||||||
|  | /// A body cannot sleep if its linear velocity is above this tolerance.
 | ||||||
|  | #define b2_linearSleepTolerance		0.01f | ||||||
|  | 
 | ||||||
|  | /// A body cannot sleep if its angular velocity is above this tolerance.
 | ||||||
|  | #define b2_angularSleepTolerance	(2.0f / 180.0f * b2_pi) | ||||||
|  | 
 | ||||||
|  | // Memory Allocation
 | ||||||
|  | 
 | ||||||
|  | /// Implement this function to use your own memory allocator.
 | ||||||
|  | void* b2Alloc(int32 size); | ||||||
|  | 
 | ||||||
|  | /// If you implement b2Alloc, you should also implement this function.
 | ||||||
|  | void b2Free(void* mem); | ||||||
|  | 
 | ||||||
|  | /// Logging function.
 | ||||||
|  | void b2Log(const char* string, ...); | ||||||
|  | 
 | ||||||
|  | /// Version numbering scheme.
 | ||||||
|  | /// See http://en.wikipedia.org/wiki/Software_versioning
 | ||||||
|  | struct b2Version | ||||||
|  | { | ||||||
|  | 	int32 major;		///< significant changes
 | ||||||
|  | 	int32 minor;		///< incremental changes
 | ||||||
|  | 	int32 revision;		///< bug fixes
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Current version.
 | ||||||
|  | extern b2Version b2_version; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,83 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Common/b2StackAllocator.h" | ||||||
|  | #include "Box2D/Common/b2Math.h" | ||||||
|  | 
 | ||||||
|  | b2StackAllocator::b2StackAllocator() | ||||||
|  | { | ||||||
|  | 	m_index = 0; | ||||||
|  | 	m_allocation = 0; | ||||||
|  | 	m_maxAllocation = 0; | ||||||
|  | 	m_entryCount = 0; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2StackAllocator::~b2StackAllocator() | ||||||
|  | { | ||||||
|  | 	b2Assert(m_index == 0); | ||||||
|  | 	b2Assert(m_entryCount == 0); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void* b2StackAllocator::Allocate(int32 size) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_entryCount < b2_maxStackEntries); | ||||||
|  | 
 | ||||||
|  | 	b2StackEntry* entry = m_entries + m_entryCount; | ||||||
|  | 	entry->size = size; | ||||||
|  | 	if (m_index + size > b2_stackSize) | ||||||
|  | 	{ | ||||||
|  | 		entry->data = (char*)b2Alloc(size); | ||||||
|  | 		entry->usedMalloc = true; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		entry->data = m_data + m_index; | ||||||
|  | 		entry->usedMalloc = false; | ||||||
|  | 		m_index += size; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_allocation += size; | ||||||
|  | 	m_maxAllocation = b2Max(m_maxAllocation, m_allocation); | ||||||
|  | 	++m_entryCount; | ||||||
|  | 
 | ||||||
|  | 	return entry->data; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2StackAllocator::Free(void* p) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_entryCount > 0); | ||||||
|  | 	b2StackEntry* entry = m_entries + m_entryCount - 1; | ||||||
|  | 	b2Assert(p == entry->data); | ||||||
|  | 	if (entry->usedMalloc) | ||||||
|  | 	{ | ||||||
|  | 		b2Free(p); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_index -= entry->size; | ||||||
|  | 	} | ||||||
|  | 	m_allocation -= entry->size; | ||||||
|  | 	--m_entryCount; | ||||||
|  | 
 | ||||||
|  | 	p = nullptr; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | int32 b2StackAllocator::GetMaxAllocation() const | ||||||
|  | { | ||||||
|  | 	return m_maxAllocation; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,60 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_STACK_ALLOCATOR_H | ||||||
|  | #define B2_STACK_ALLOCATOR_H | ||||||
|  | 
 | ||||||
|  | #include "b2Settings.h" | ||||||
|  | 
 | ||||||
|  | const int32 b2_stackSize = 100 * 1024;	// 100k
 | ||||||
|  | const int32 b2_maxStackEntries = 32; | ||||||
|  | 
 | ||||||
|  | struct b2StackEntry | ||||||
|  | { | ||||||
|  | 	char* data; | ||||||
|  | 	int32 size; | ||||||
|  | 	bool usedMalloc; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | // This is a stack allocator used for fast per step allocations.
 | ||||||
|  | // You must nest allocate/free pairs. The code will assert
 | ||||||
|  | // if you try to interleave multiple allocate/free pairs.
 | ||||||
|  | class b2StackAllocator | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2StackAllocator(); | ||||||
|  | 	~b2StackAllocator(); | ||||||
|  | 
 | ||||||
|  | 	void* Allocate(int32 size); | ||||||
|  | 	void Free(void* p); | ||||||
|  | 
 | ||||||
|  | 	int32 GetMaxAllocation() const; | ||||||
|  | 
 | ||||||
|  | private: | ||||||
|  | 
 | ||||||
|  | 	char m_data[b2_stackSize]; | ||||||
|  | 	int32 m_index; | ||||||
|  | 
 | ||||||
|  | 	int32 m_allocation; | ||||||
|  | 	int32 m_maxAllocation; | ||||||
|  | 
 | ||||||
|  | 	b2StackEntry m_entries[b2_maxStackEntries]; | ||||||
|  | 	int32 m_entryCount; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,121 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2011 Erin Catto http://box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Common/b2Timer.h" | ||||||
|  | 
 | ||||||
|  | #if defined(_WIN32) | ||||||
|  | 
 | ||||||
|  | float64 b2Timer::s_invFrequency = 0.0f; | ||||||
|  | 
 | ||||||
|  | #ifndef WIN32_LEAN_AND_MEAN | ||||||
|  | #define WIN32_LEAN_AND_MEAN | ||||||
|  | #endif | ||||||
|  | 
 | ||||||
|  | #include <windows.h> | ||||||
|  | 
 | ||||||
|  | b2Timer::b2Timer() | ||||||
|  | { | ||||||
|  | 	LARGE_INTEGER largeInteger; | ||||||
|  | 
 | ||||||
|  | 	if (s_invFrequency == 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		QueryPerformanceFrequency(&largeInteger); | ||||||
|  | 		s_invFrequency = float64(largeInteger.QuadPart); | ||||||
|  | 		if (s_invFrequency > 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			s_invFrequency = 1000.0f / s_invFrequency; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	QueryPerformanceCounter(&largeInteger); | ||||||
|  | 	m_start = float64(largeInteger.QuadPart); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Timer::Reset() | ||||||
|  | { | ||||||
|  | 	LARGE_INTEGER largeInteger; | ||||||
|  | 	QueryPerformanceCounter(&largeInteger); | ||||||
|  | 	m_start = float64(largeInteger.QuadPart); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2Timer::GetMilliseconds() const | ||||||
|  | { | ||||||
|  | 	LARGE_INTEGER largeInteger; | ||||||
|  | 	QueryPerformanceCounter(&largeInteger); | ||||||
|  | 	float64 count = float64(largeInteger.QuadPart); | ||||||
|  | 	float32 ms = float32(s_invFrequency * (count - m_start)); | ||||||
|  | 	return ms; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #elif defined(__linux__) || defined (__APPLE__) | ||||||
|  | 
 | ||||||
|  | #include <sys/time.h> | ||||||
|  | 
 | ||||||
|  | b2Timer::b2Timer() | ||||||
|  | { | ||||||
|  |     Reset(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Timer::Reset() | ||||||
|  | { | ||||||
|  |     timeval t; | ||||||
|  |     gettimeofday(&t, 0); | ||||||
|  |     m_start_sec = t.tv_sec; | ||||||
|  |     m_start_usec = t.tv_usec; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2Timer::GetMilliseconds() const | ||||||
|  | { | ||||||
|  |     timeval t; | ||||||
|  |     gettimeofday(&t, 0); | ||||||
|  | 	time_t start_sec = m_start_sec; | ||||||
|  | 	suseconds_t start_usec = m_start_usec; | ||||||
|  | 	 | ||||||
|  | 	// http://www.gnu.org/software/libc/manual/html_node/Elapsed-Time.html
 | ||||||
|  | 	if (t.tv_usec < start_usec) | ||||||
|  | 	{ | ||||||
|  | 		int nsec = (start_usec - t.tv_usec) / 1000000 + 1; | ||||||
|  | 		start_usec -= 1000000 * nsec; | ||||||
|  | 		start_sec += nsec; | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	if (t.tv_usec - start_usec > 1000000) | ||||||
|  | 	{ | ||||||
|  | 		int nsec = (t.tv_usec - start_usec) / 1000000; | ||||||
|  | 		start_usec += 1000000 * nsec; | ||||||
|  | 		start_sec -= nsec; | ||||||
|  | 	} | ||||||
|  | 	return 1000.0f * (t.tv_sec - start_sec) + 0.001f * (t.tv_usec - start_usec); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #else | ||||||
|  | 
 | ||||||
|  | b2Timer::b2Timer() | ||||||
|  | { | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Timer::Reset() | ||||||
|  | { | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2Timer::GetMilliseconds() const | ||||||
|  | { | ||||||
|  | 	return 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,50 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2011 Erin Catto http://box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_TIMER_H | ||||||
|  | #define B2_TIMER_H | ||||||
|  | 
 | ||||||
|  | #include "b2Settings.h" | ||||||
|  | 
 | ||||||
|  | /// Timer for profiling. This has platform specific code and may
 | ||||||
|  | /// not work on every platform.
 | ||||||
|  | class b2Timer | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 
 | ||||||
|  | 	/// Constructor
 | ||||||
|  | 	b2Timer(); | ||||||
|  | 
 | ||||||
|  | 	/// Reset the timer.
 | ||||||
|  | 	void Reset(); | ||||||
|  | 
 | ||||||
|  | 	/// Get the time since construction or the last reset.
 | ||||||
|  | 	float32 GetMilliseconds() const; | ||||||
|  | 
 | ||||||
|  | private: | ||||||
|  | 
 | ||||||
|  | #if defined(_WIN32) | ||||||
|  | 	float64 m_start; | ||||||
|  | 	static float64 s_invFrequency; | ||||||
|  | #elif defined(__linux__) || defined (__APPLE__) | ||||||
|  | 	unsigned long long m_start_sec; | ||||||
|  | 	unsigned long long m_start_usec; | ||||||
|  | #endif | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,53 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h" | ||||||
|  | #include "Box2D/Common/b2BlockAllocator.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2ChainShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2EdgeShape.h" | ||||||
|  | 
 | ||||||
|  | #include <new> | ||||||
|  | 
 | ||||||
|  | b2Contact* b2ChainAndCircleContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	void* mem = allocator->Allocate(sizeof(b2ChainAndCircleContact)); | ||||||
|  | 	return new (mem) b2ChainAndCircleContact(fixtureA, indexA, fixtureB, indexB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	((b2ChainAndCircleContact*)contact)->~b2ChainAndCircleContact(); | ||||||
|  | 	allocator->Free(contact, sizeof(b2ChainAndCircleContact)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2ChainAndCircleContact::b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB) | ||||||
|  | : b2Contact(fixtureA, indexA, fixtureB, indexB) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_fixtureA->GetType() == b2Shape::e_chain); | ||||||
|  | 	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape(); | ||||||
|  | 	b2EdgeShape edge; | ||||||
|  | 	chain->GetChildEdge(&edge, m_indexA); | ||||||
|  | 	b2CollideEdgeAndCircle(	manifold, &edge, xfA, | ||||||
|  | 							(b2CircleShape*)m_fixtureB->GetShape(), xfB); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,39 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_CHAIN_AND_CIRCLE_CONTACT_H | ||||||
|  | #define B2_CHAIN_AND_CIRCLE_CONTACT_H | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | 
 | ||||||
|  | class b2BlockAllocator; | ||||||
|  | 
 | ||||||
|  | class b2ChainAndCircleContact : public b2Contact | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA, | ||||||
|  | 								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator); | ||||||
|  | 	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator); | ||||||
|  | 
 | ||||||
|  | 	b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB); | ||||||
|  | 	~b2ChainAndCircleContact() {} | ||||||
|  | 
 | ||||||
|  | 	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,53 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h" | ||||||
|  | #include "Box2D/Common/b2BlockAllocator.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2ChainShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2EdgeShape.h" | ||||||
|  | 
 | ||||||
|  | #include <new> | ||||||
|  | 
 | ||||||
|  | b2Contact* b2ChainAndPolygonContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	void* mem = allocator->Allocate(sizeof(b2ChainAndPolygonContact)); | ||||||
|  | 	return new (mem) b2ChainAndPolygonContact(fixtureA, indexA, fixtureB, indexB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	((b2ChainAndPolygonContact*)contact)->~b2ChainAndPolygonContact(); | ||||||
|  | 	allocator->Free(contact, sizeof(b2ChainAndPolygonContact)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2ChainAndPolygonContact::b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB) | ||||||
|  | : b2Contact(fixtureA, indexA, fixtureB, indexB) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_fixtureA->GetType() == b2Shape::e_chain); | ||||||
|  | 	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ChainAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape(); | ||||||
|  | 	b2EdgeShape edge; | ||||||
|  | 	chain->GetChildEdge(&edge, m_indexA); | ||||||
|  | 	b2CollideEdgeAndPolygon(	manifold, &edge, xfA, | ||||||
|  | 								(b2PolygonShape*)m_fixtureB->GetShape(), xfB); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,39 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_CHAIN_AND_POLYGON_CONTACT_H | ||||||
|  | #define B2_CHAIN_AND_POLYGON_CONTACT_H | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | 
 | ||||||
|  | class b2BlockAllocator; | ||||||
|  | 
 | ||||||
|  | class b2ChainAndPolygonContact : public b2Contact | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA, | ||||||
|  | 								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator); | ||||||
|  | 	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator); | ||||||
|  | 
 | ||||||
|  | 	b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB); | ||||||
|  | 	~b2ChainAndPolygonContact() {} | ||||||
|  | 
 | ||||||
|  | 	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,52 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2CircleContact.h" | ||||||
|  | #include "Box2D/Dynamics/b2Body.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | #include "Box2D/Dynamics/b2WorldCallbacks.h" | ||||||
|  | #include "Box2D/Common/b2BlockAllocator.h" | ||||||
|  | #include "Box2D/Collision/b2TimeOfImpact.h" | ||||||
|  | 
 | ||||||
|  | #include <new> | ||||||
|  | 
 | ||||||
|  | b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	void* mem = allocator->Allocate(sizeof(b2CircleContact)); | ||||||
|  | 	return new (mem) b2CircleContact(fixtureA, fixtureB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2CircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	((b2CircleContact*)contact)->~b2CircleContact(); | ||||||
|  | 	allocator->Free(contact, sizeof(b2CircleContact)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2CircleContact::b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB) | ||||||
|  | 	: b2Contact(fixtureA, 0, fixtureB, 0) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_fixtureA->GetType() == b2Shape::e_circle); | ||||||
|  | 	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2CircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	b2CollideCircles(manifold, | ||||||
|  | 					(b2CircleShape*)m_fixtureA->GetShape(), xfA, | ||||||
|  | 					(b2CircleShape*)m_fixtureB->GetShape(), xfB); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,39 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_CIRCLE_CONTACT_H | ||||||
|  | #define B2_CIRCLE_CONTACT_H | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | 
 | ||||||
|  | class b2BlockAllocator; | ||||||
|  | 
 | ||||||
|  | class b2CircleContact : public b2Contact | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA, | ||||||
|  | 								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator); | ||||||
|  | 	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator); | ||||||
|  | 
 | ||||||
|  | 	b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB); | ||||||
|  | 	~b2CircleContact() {} | ||||||
|  | 
 | ||||||
|  | 	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,247 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2CircleContact.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2PolygonContact.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2ContactSolver.h" | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Collision/b2Collision.h" | ||||||
|  | #include "Box2D/Collision/b2TimeOfImpact.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2Shape.h" | ||||||
|  | #include "Box2D/Common/b2BlockAllocator.h" | ||||||
|  | #include "Box2D/Dynamics/b2Body.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | #include "Box2D/Dynamics/b2World.h" | ||||||
|  | 
 | ||||||
|  | b2ContactRegister b2Contact::s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount]; | ||||||
|  | bool b2Contact::s_initialized = false; | ||||||
|  | 
 | ||||||
|  | void b2Contact::InitializeRegisters() | ||||||
|  | { | ||||||
|  | 	AddType(b2CircleContact::Create, b2CircleContact::Destroy, b2Shape::e_circle, b2Shape::e_circle); | ||||||
|  | 	AddType(b2PolygonAndCircleContact::Create, b2PolygonAndCircleContact::Destroy, b2Shape::e_polygon, b2Shape::e_circle); | ||||||
|  | 	AddType(b2PolygonContact::Create, b2PolygonContact::Destroy, b2Shape::e_polygon, b2Shape::e_polygon); | ||||||
|  | 	AddType(b2EdgeAndCircleContact::Create, b2EdgeAndCircleContact::Destroy, b2Shape::e_edge, b2Shape::e_circle); | ||||||
|  | 	AddType(b2EdgeAndPolygonContact::Create, b2EdgeAndPolygonContact::Destroy, b2Shape::e_edge, b2Shape::e_polygon); | ||||||
|  | 	AddType(b2ChainAndCircleContact::Create, b2ChainAndCircleContact::Destroy, b2Shape::e_chain, b2Shape::e_circle); | ||||||
|  | 	AddType(b2ChainAndPolygonContact::Create, b2ChainAndPolygonContact::Destroy, b2Shape::e_chain, b2Shape::e_polygon); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destoryFcn, | ||||||
|  | 						b2Shape::Type type1, b2Shape::Type type2) | ||||||
|  | { | ||||||
|  | 	b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount); | ||||||
|  | 	b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount); | ||||||
|  | 	 | ||||||
|  | 	s_registers[type1][type2].createFcn = createFcn; | ||||||
|  | 	s_registers[type1][type2].destroyFcn = destoryFcn; | ||||||
|  | 	s_registers[type1][type2].primary = true; | ||||||
|  | 
 | ||||||
|  | 	if (type1 != type2) | ||||||
|  | 	{ | ||||||
|  | 		s_registers[type2][type1].createFcn = createFcn; | ||||||
|  | 		s_registers[type2][type1].destroyFcn = destoryFcn; | ||||||
|  | 		s_registers[type2][type1].primary = false; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Contact* b2Contact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	if (s_initialized == false) | ||||||
|  | 	{ | ||||||
|  | 		InitializeRegisters(); | ||||||
|  | 		s_initialized = true; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Shape::Type type1 = fixtureA->GetType(); | ||||||
|  | 	b2Shape::Type type2 = fixtureB->GetType(); | ||||||
|  | 
 | ||||||
|  | 	b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount); | ||||||
|  | 	b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount); | ||||||
|  | 	 | ||||||
|  | 	b2ContactCreateFcn* createFcn = s_registers[type1][type2].createFcn; | ||||||
|  | 	if (createFcn) | ||||||
|  | 	{ | ||||||
|  | 		if (s_registers[type1][type2].primary) | ||||||
|  | 		{ | ||||||
|  | 			return createFcn(fixtureA, indexA, fixtureB, indexB, allocator); | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			return createFcn(fixtureB, indexB, fixtureA, indexA, allocator); | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		return nullptr; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	b2Assert(s_initialized == true); | ||||||
|  | 
 | ||||||
|  | 	b2Fixture* fixtureA = contact->m_fixtureA; | ||||||
|  | 	b2Fixture* fixtureB = contact->m_fixtureB; | ||||||
|  | 
 | ||||||
|  | 	if (contact->m_manifold.pointCount > 0 && | ||||||
|  | 		fixtureA->IsSensor() == false && | ||||||
|  | 		fixtureB->IsSensor() == false) | ||||||
|  | 	{ | ||||||
|  | 		fixtureA->GetBody()->SetAwake(true); | ||||||
|  | 		fixtureB->GetBody()->SetAwake(true); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Shape::Type typeA = fixtureA->GetType(); | ||||||
|  | 	b2Shape::Type typeB = fixtureB->GetType(); | ||||||
|  | 
 | ||||||
|  | 	b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount); | ||||||
|  | 	b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount); | ||||||
|  | 
 | ||||||
|  | 	b2ContactDestroyFcn* destroyFcn = s_registers[typeA][typeB].destroyFcn; | ||||||
|  | 	destroyFcn(contact, allocator); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Contact::b2Contact(b2Fixture* fA, int32 indexA, b2Fixture* fB, int32 indexB) | ||||||
|  | { | ||||||
|  | 	m_flags = e_enabledFlag; | ||||||
|  | 
 | ||||||
|  | 	m_fixtureA = fA; | ||||||
|  | 	m_fixtureB = fB; | ||||||
|  | 
 | ||||||
|  | 	m_indexA = indexA; | ||||||
|  | 	m_indexB = indexB; | ||||||
|  | 
 | ||||||
|  | 	m_manifold.pointCount = 0; | ||||||
|  | 
 | ||||||
|  | 	m_prev = nullptr; | ||||||
|  | 	m_next = nullptr; | ||||||
|  | 
 | ||||||
|  | 	m_nodeA.contact = nullptr; | ||||||
|  | 	m_nodeA.prev = nullptr; | ||||||
|  | 	m_nodeA.next = nullptr; | ||||||
|  | 	m_nodeA.other = nullptr; | ||||||
|  | 
 | ||||||
|  | 	m_nodeB.contact = nullptr; | ||||||
|  | 	m_nodeB.prev = nullptr; | ||||||
|  | 	m_nodeB.next = nullptr; | ||||||
|  | 	m_nodeB.other = nullptr; | ||||||
|  | 
 | ||||||
|  | 	m_toiCount = 0; | ||||||
|  | 
 | ||||||
|  | 	m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction); | ||||||
|  | 	m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution); | ||||||
|  | 
 | ||||||
|  | 	m_tangentSpeed = 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // Update the contact manifold and touching status.
 | ||||||
|  | // Note: do not assume the fixture AABBs are overlapping or are valid.
 | ||||||
|  | void b2Contact::Update(b2ContactListener* listener) | ||||||
|  | { | ||||||
|  | 	b2Manifold oldManifold = m_manifold; | ||||||
|  | 
 | ||||||
|  | 	// Re-enable this contact.
 | ||||||
|  | 	m_flags |= e_enabledFlag; | ||||||
|  | 
 | ||||||
|  | 	bool touching = false; | ||||||
|  | 	bool wasTouching = (m_flags & e_touchingFlag) == e_touchingFlag; | ||||||
|  | 
 | ||||||
|  | 	bool sensorA = m_fixtureA->IsSensor(); | ||||||
|  | 	bool sensorB = m_fixtureB->IsSensor(); | ||||||
|  | 	bool sensor = sensorA || sensorB; | ||||||
|  | 
 | ||||||
|  | 	b2Body* bodyA = m_fixtureA->GetBody(); | ||||||
|  | 	b2Body* bodyB = m_fixtureB->GetBody(); | ||||||
|  | 	const b2Transform& xfA = bodyA->GetTransform(); | ||||||
|  | 	const b2Transform& xfB = bodyB->GetTransform(); | ||||||
|  | 
 | ||||||
|  | 	// Is this contact a sensor?
 | ||||||
|  | 	if (sensor) | ||||||
|  | 	{ | ||||||
|  | 		const b2Shape* shapeA = m_fixtureA->GetShape(); | ||||||
|  | 		const b2Shape* shapeB = m_fixtureB->GetShape(); | ||||||
|  | 		touching = b2TestOverlap(shapeA, m_indexA, shapeB, m_indexB, xfA, xfB); | ||||||
|  | 
 | ||||||
|  | 		// Sensors don't generate manifolds.
 | ||||||
|  | 		m_manifold.pointCount = 0; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		Evaluate(&m_manifold, xfA, xfB); | ||||||
|  | 		touching = m_manifold.pointCount > 0; | ||||||
|  | 
 | ||||||
|  | 		// Match old contact ids to new contact ids and copy the
 | ||||||
|  | 		// stored impulses to warm start the solver.
 | ||||||
|  | 		for (int32 i = 0; i < m_manifold.pointCount; ++i) | ||||||
|  | 		{ | ||||||
|  | 			b2ManifoldPoint* mp2 = m_manifold.points + i; | ||||||
|  | 			mp2->normalImpulse = 0.0f; | ||||||
|  | 			mp2->tangentImpulse = 0.0f; | ||||||
|  | 			b2ContactID id2 = mp2->id; | ||||||
|  | 
 | ||||||
|  | 			for (int32 j = 0; j < oldManifold.pointCount; ++j) | ||||||
|  | 			{ | ||||||
|  | 				b2ManifoldPoint* mp1 = oldManifold.points + j; | ||||||
|  | 
 | ||||||
|  | 				if (mp1->id.key == id2.key) | ||||||
|  | 				{ | ||||||
|  | 					mp2->normalImpulse = mp1->normalImpulse; | ||||||
|  | 					mp2->tangentImpulse = mp1->tangentImpulse; | ||||||
|  | 					break; | ||||||
|  | 				} | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		if (touching != wasTouching) | ||||||
|  | 		{ | ||||||
|  | 			bodyA->SetAwake(true); | ||||||
|  | 			bodyB->SetAwake(true); | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (touching) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_touchingFlag; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_flags &= ~e_touchingFlag; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (wasTouching == false && touching == true && listener) | ||||||
|  | 	{ | ||||||
|  | 		listener->BeginContact(this); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (wasTouching == true && touching == false && listener) | ||||||
|  | 	{ | ||||||
|  | 		listener->EndContact(this); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (sensor == false && touching && listener) | ||||||
|  | 	{ | ||||||
|  | 		listener->PreSolve(this, &oldManifold); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | @ -0,0 +1,349 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_CONTACT_H | ||||||
|  | #define B2_CONTACT_H | ||||||
|  | 
 | ||||||
|  | #include "../../Common/b2Math.h" | ||||||
|  | #include "../../Collision/b2Collision.h" | ||||||
|  | #include "../../Collision/Shapes/b2Shape.h" | ||||||
|  | #include "../../Dynamics/b2Fixture.h" | ||||||
|  | 
 | ||||||
|  | class b2Body; | ||||||
|  | class b2Contact; | ||||||
|  | class b2Fixture; | ||||||
|  | class b2World; | ||||||
|  | class b2BlockAllocator; | ||||||
|  | class b2StackAllocator; | ||||||
|  | class b2ContactListener; | ||||||
|  | 
 | ||||||
|  | /// Friction mixing law. The idea is to allow either fixture to drive the friction to zero.
 | ||||||
|  | /// For example, anything slides on ice.
 | ||||||
|  | inline float32 b2MixFriction(float32 friction1, float32 friction2) | ||||||
|  | { | ||||||
|  | 	return b2Sqrt(friction1 * friction2); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
 | ||||||
|  | /// For example, a superball bounces on anything.
 | ||||||
|  | inline float32 b2MixRestitution(float32 restitution1, float32 restitution2) | ||||||
|  | { | ||||||
|  | 	return restitution1 > restitution2 ? restitution1 : restitution2; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | typedef b2Contact* b2ContactCreateFcn(	b2Fixture* fixtureA, int32 indexA, | ||||||
|  | 										b2Fixture* fixtureB, int32 indexB, | ||||||
|  | 										b2BlockAllocator* allocator); | ||||||
|  | typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator); | ||||||
|  | 
 | ||||||
|  | struct b2ContactRegister | ||||||
|  | { | ||||||
|  | 	b2ContactCreateFcn* createFcn; | ||||||
|  | 	b2ContactDestroyFcn* destroyFcn; | ||||||
|  | 	bool primary; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A contact edge is used to connect bodies and contacts together
 | ||||||
|  | /// in a contact graph where each body is a node and each contact
 | ||||||
|  | /// is an edge. A contact edge belongs to a doubly linked list
 | ||||||
|  | /// maintained in each attached body. Each contact has two contact
 | ||||||
|  | /// nodes, one for each attached body.
 | ||||||
|  | struct b2ContactEdge | ||||||
|  | { | ||||||
|  | 	b2Body* other;			///< provides quick access to the other body attached.
 | ||||||
|  | 	b2Contact* contact;		///< the contact
 | ||||||
|  | 	b2ContactEdge* prev;	///< the previous contact edge in the body's contact list
 | ||||||
|  | 	b2ContactEdge* next;	///< the next contact edge in the body's contact list
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// The class manages contact between two shapes. A contact exists for each overlapping
 | ||||||
|  | /// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
 | ||||||
|  | /// that has no contact points.
 | ||||||
|  | class b2Contact | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 
 | ||||||
|  | 	/// Get the contact manifold. Do not modify the manifold unless you understand the
 | ||||||
|  | 	/// internals of Box2D.
 | ||||||
|  | 	b2Manifold* GetManifold(); | ||||||
|  | 	const b2Manifold* GetManifold() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the world manifold.
 | ||||||
|  | 	void GetWorldManifold(b2WorldManifold* worldManifold) const; | ||||||
|  | 
 | ||||||
|  | 	/// Is this contact touching?
 | ||||||
|  | 	bool IsTouching() const; | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable this contact. This can be used inside the pre-solve
 | ||||||
|  | 	/// contact listener. The contact is only disabled for the current
 | ||||||
|  | 	/// time step (or sub-step in continuous collisions).
 | ||||||
|  | 	void SetEnabled(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Has this contact been disabled?
 | ||||||
|  | 	bool IsEnabled() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the next contact in the world's contact list.
 | ||||||
|  | 	b2Contact* GetNext(); | ||||||
|  | 	const b2Contact* GetNext() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get fixture A in this contact.
 | ||||||
|  | 	b2Fixture* GetFixtureA(); | ||||||
|  | 	const b2Fixture* GetFixtureA() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the child primitive index for fixture A.
 | ||||||
|  | 	int32 GetChildIndexA() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get fixture B in this contact.
 | ||||||
|  | 	b2Fixture* GetFixtureB(); | ||||||
|  | 	const b2Fixture* GetFixtureB() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the child primitive index for fixture B.
 | ||||||
|  | 	int32 GetChildIndexB() const; | ||||||
|  | 
 | ||||||
|  | 	/// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
 | ||||||
|  | 	/// This value persists until set or reset.
 | ||||||
|  | 	void SetFriction(float32 friction); | ||||||
|  | 
 | ||||||
|  | 	/// Get the friction.
 | ||||||
|  | 	float32 GetFriction() const; | ||||||
|  | 
 | ||||||
|  | 	/// Reset the friction mixture to the default value.
 | ||||||
|  | 	void ResetFriction(); | ||||||
|  | 
 | ||||||
|  | 	/// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
 | ||||||
|  | 	/// The value persists until you set or reset.
 | ||||||
|  | 	void SetRestitution(float32 restitution); | ||||||
|  | 
 | ||||||
|  | 	/// Get the restitution.
 | ||||||
|  | 	float32 GetRestitution() const; | ||||||
|  | 
 | ||||||
|  | 	/// Reset the restitution to the default value.
 | ||||||
|  | 	void ResetRestitution(); | ||||||
|  | 
 | ||||||
|  | 	/// Set the desired tangent speed for a conveyor belt behavior. In meters per second.
 | ||||||
|  | 	void SetTangentSpeed(float32 speed); | ||||||
|  | 
 | ||||||
|  | 	/// Get the desired tangent speed. In meters per second.
 | ||||||
|  | 	float32 GetTangentSpeed() const; | ||||||
|  | 
 | ||||||
|  | 	/// Evaluate this contact with your own manifold and transforms.
 | ||||||
|  | 	virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 	friend class b2ContactManager; | ||||||
|  | 	friend class b2World; | ||||||
|  | 	friend class b2ContactSolver; | ||||||
|  | 	friend class b2Body; | ||||||
|  | 	friend class b2Fixture; | ||||||
|  | 
 | ||||||
|  | 	// Flags stored in m_flags
 | ||||||
|  | 	enum | ||||||
|  | 	{ | ||||||
|  | 		// Used when crawling contact graph when forming islands.
 | ||||||
|  | 		e_islandFlag		= 0x0001, | ||||||
|  | 
 | ||||||
|  | 		// Set when the shapes are touching.
 | ||||||
|  | 		e_touchingFlag		= 0x0002, | ||||||
|  | 
 | ||||||
|  | 		// This contact can be disabled (by user)
 | ||||||
|  | 		e_enabledFlag		= 0x0004, | ||||||
|  | 
 | ||||||
|  | 		// This contact needs filtering because a fixture filter was changed.
 | ||||||
|  | 		e_filterFlag		= 0x0008, | ||||||
|  | 
 | ||||||
|  | 		// This bullet contact had a TOI event
 | ||||||
|  | 		e_bulletHitFlag		= 0x0010, | ||||||
|  | 
 | ||||||
|  | 		// This contact has a valid TOI in m_toi
 | ||||||
|  | 		e_toiFlag			= 0x0020 | ||||||
|  | 	}; | ||||||
|  | 
 | ||||||
|  | 	/// Flag this contact for filtering. Filtering will occur the next time step.
 | ||||||
|  | 	void FlagForFiltering(); | ||||||
|  | 
 | ||||||
|  | 	static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn, | ||||||
|  | 						b2Shape::Type typeA, b2Shape::Type typeB); | ||||||
|  | 	static void InitializeRegisters(); | ||||||
|  | 	static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator); | ||||||
|  | 	static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator); | ||||||
|  | 	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator); | ||||||
|  | 
 | ||||||
|  | 	b2Contact() : m_fixtureA(nullptr), m_fixtureB(nullptr) {} | ||||||
|  | 	b2Contact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB); | ||||||
|  | 	virtual ~b2Contact() {} | ||||||
|  | 
 | ||||||
|  | 	void Update(b2ContactListener* listener); | ||||||
|  | 
 | ||||||
|  | 	static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount]; | ||||||
|  | 	static bool s_initialized; | ||||||
|  | 
 | ||||||
|  | 	uint32 m_flags; | ||||||
|  | 
 | ||||||
|  | 	// World pool and list pointers.
 | ||||||
|  | 	b2Contact* m_prev; | ||||||
|  | 	b2Contact* m_next; | ||||||
|  | 
 | ||||||
|  | 	// Nodes for connecting bodies.
 | ||||||
|  | 	b2ContactEdge m_nodeA; | ||||||
|  | 	b2ContactEdge m_nodeB; | ||||||
|  | 
 | ||||||
|  | 	b2Fixture* m_fixtureA; | ||||||
|  | 	b2Fixture* m_fixtureB; | ||||||
|  | 
 | ||||||
|  | 	int32 m_indexA; | ||||||
|  | 	int32 m_indexB; | ||||||
|  | 
 | ||||||
|  | 	b2Manifold m_manifold; | ||||||
|  | 
 | ||||||
|  | 	int32 m_toiCount; | ||||||
|  | 	float32 m_toi; | ||||||
|  | 
 | ||||||
|  | 	float32 m_friction; | ||||||
|  | 	float32 m_restitution; | ||||||
|  | 
 | ||||||
|  | 	float32 m_tangentSpeed; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline b2Manifold* b2Contact::GetManifold() | ||||||
|  | { | ||||||
|  | 	return &m_manifold; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Manifold* b2Contact::GetManifold() const | ||||||
|  | { | ||||||
|  | 	return &m_manifold; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const | ||||||
|  | { | ||||||
|  | 	const b2Body* bodyA = m_fixtureA->GetBody(); | ||||||
|  | 	const b2Body* bodyB = m_fixtureB->GetBody(); | ||||||
|  | 	const b2Shape* shapeA = m_fixtureA->GetShape(); | ||||||
|  | 	const b2Shape* shapeB = m_fixtureB->GetShape(); | ||||||
|  | 
 | ||||||
|  | 	worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Contact::SetEnabled(bool flag) | ||||||
|  | { | ||||||
|  | 	if (flag) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_enabledFlag; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_flags &= ~e_enabledFlag; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2Contact::IsEnabled() const | ||||||
|  | { | ||||||
|  | 	return (m_flags & e_enabledFlag) == e_enabledFlag; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2Contact::IsTouching() const | ||||||
|  | { | ||||||
|  | 	return (m_flags & e_touchingFlag) == e_touchingFlag; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Contact* b2Contact::GetNext() | ||||||
|  | { | ||||||
|  | 	return m_next; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Contact* b2Contact::GetNext() const | ||||||
|  | { | ||||||
|  | 	return m_next; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Fixture* b2Contact::GetFixtureA() | ||||||
|  | { | ||||||
|  | 	return m_fixtureA; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Fixture* b2Contact::GetFixtureA() const | ||||||
|  | { | ||||||
|  | 	return m_fixtureA; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Fixture* b2Contact::GetFixtureB() | ||||||
|  | { | ||||||
|  | 	return m_fixtureB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline int32 b2Contact::GetChildIndexA() const | ||||||
|  | { | ||||||
|  | 	return m_indexA; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Fixture* b2Contact::GetFixtureB() const | ||||||
|  | { | ||||||
|  | 	return m_fixtureB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline int32 b2Contact::GetChildIndexB() const | ||||||
|  | { | ||||||
|  | 	return m_indexB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Contact::FlagForFiltering() | ||||||
|  | { | ||||||
|  | 	m_flags |= e_filterFlag; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Contact::SetFriction(float32 friction) | ||||||
|  | { | ||||||
|  | 	m_friction = friction; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Contact::GetFriction() const | ||||||
|  | { | ||||||
|  | 	return m_friction; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Contact::ResetFriction() | ||||||
|  | { | ||||||
|  | 	m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Contact::SetRestitution(float32 restitution) | ||||||
|  | { | ||||||
|  | 	m_restitution = restitution; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Contact::GetRestitution() const | ||||||
|  | { | ||||||
|  | 	return m_restitution; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Contact::ResetRestitution() | ||||||
|  | { | ||||||
|  | 	m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Contact::SetTangentSpeed(float32 speed) | ||||||
|  | { | ||||||
|  | 	m_tangentSpeed = speed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Contact::GetTangentSpeed() const | ||||||
|  | { | ||||||
|  | 	return m_tangentSpeed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,838 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2ContactSolver.h" | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | #include "Box2D/Dynamics/b2Body.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | #include "Box2D/Dynamics/b2World.h" | ||||||
|  | #include "Box2D/Common/b2StackAllocator.h" | ||||||
|  | 
 | ||||||
|  | // Solver debugging is normally disabled because the block solver sometimes has to deal with a poorly conditioned effective mass matrix.
 | ||||||
|  | #define B2_DEBUG_SOLVER 0 | ||||||
|  | 
 | ||||||
|  | bool g_blockSolve = true; | ||||||
|  | 
 | ||||||
|  | struct b2ContactPositionConstraint | ||||||
|  | { | ||||||
|  | 	b2Vec2 localPoints[b2_maxManifoldPoints]; | ||||||
|  | 	b2Vec2 localNormal; | ||||||
|  | 	b2Vec2 localPoint; | ||||||
|  | 	int32 indexA; | ||||||
|  | 	int32 indexB; | ||||||
|  | 	float32 invMassA, invMassB; | ||||||
|  | 	b2Vec2 localCenterA, localCenterB; | ||||||
|  | 	float32 invIA, invIB; | ||||||
|  | 	b2Manifold::Type type; | ||||||
|  | 	float32 radiusA, radiusB; | ||||||
|  | 	int32 pointCount; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def) | ||||||
|  | { | ||||||
|  | 	m_step = def->step; | ||||||
|  | 	m_allocator = def->allocator; | ||||||
|  | 	m_count = def->count; | ||||||
|  | 	m_positionConstraints = (b2ContactPositionConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactPositionConstraint)); | ||||||
|  | 	m_velocityConstraints = (b2ContactVelocityConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactVelocityConstraint)); | ||||||
|  | 	m_positions = def->positions; | ||||||
|  | 	m_velocities = def->velocities; | ||||||
|  | 	m_contacts = def->contacts; | ||||||
|  | 
 | ||||||
|  | 	// Initialize position independent portions of the constraints.
 | ||||||
|  | 	for (int32 i = 0; i < m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Contact* contact = m_contacts[i]; | ||||||
|  | 
 | ||||||
|  | 		b2Fixture* fixtureA = contact->m_fixtureA; | ||||||
|  | 		b2Fixture* fixtureB = contact->m_fixtureB; | ||||||
|  | 		b2Shape* shapeA = fixtureA->GetShape(); | ||||||
|  | 		b2Shape* shapeB = fixtureB->GetShape(); | ||||||
|  | 		float32 radiusA = shapeA->m_radius; | ||||||
|  | 		float32 radiusB = shapeB->m_radius; | ||||||
|  | 		b2Body* bodyA = fixtureA->GetBody(); | ||||||
|  | 		b2Body* bodyB = fixtureB->GetBody(); | ||||||
|  | 		b2Manifold* manifold = contact->GetManifold(); | ||||||
|  | 
 | ||||||
|  | 		int32 pointCount = manifold->pointCount; | ||||||
|  | 		b2Assert(pointCount > 0); | ||||||
|  | 
 | ||||||
|  | 		b2ContactVelocityConstraint* vc = m_velocityConstraints + i; | ||||||
|  | 		vc->friction = contact->m_friction; | ||||||
|  | 		vc->restitution = contact->m_restitution; | ||||||
|  | 		vc->tangentSpeed = contact->m_tangentSpeed; | ||||||
|  | 		vc->indexA = bodyA->m_islandIndex; | ||||||
|  | 		vc->indexB = bodyB->m_islandIndex; | ||||||
|  | 		vc->invMassA = bodyA->m_invMass; | ||||||
|  | 		vc->invMassB = bodyB->m_invMass; | ||||||
|  | 		vc->invIA = bodyA->m_invI; | ||||||
|  | 		vc->invIB = bodyB->m_invI; | ||||||
|  | 		vc->contactIndex = i; | ||||||
|  | 		vc->pointCount = pointCount; | ||||||
|  | 		vc->K.SetZero(); | ||||||
|  | 		vc->normalMass.SetZero(); | ||||||
|  | 
 | ||||||
|  | 		b2ContactPositionConstraint* pc = m_positionConstraints + i; | ||||||
|  | 		pc->indexA = bodyA->m_islandIndex; | ||||||
|  | 		pc->indexB = bodyB->m_islandIndex; | ||||||
|  | 		pc->invMassA = bodyA->m_invMass; | ||||||
|  | 		pc->invMassB = bodyB->m_invMass; | ||||||
|  | 		pc->localCenterA = bodyA->m_sweep.localCenter; | ||||||
|  | 		pc->localCenterB = bodyB->m_sweep.localCenter; | ||||||
|  | 		pc->invIA = bodyA->m_invI; | ||||||
|  | 		pc->invIB = bodyB->m_invI; | ||||||
|  | 		pc->localNormal = manifold->localNormal; | ||||||
|  | 		pc->localPoint = manifold->localPoint; | ||||||
|  | 		pc->pointCount = pointCount; | ||||||
|  | 		pc->radiusA = radiusA; | ||||||
|  | 		pc->radiusB = radiusB; | ||||||
|  | 		pc->type = manifold->type; | ||||||
|  | 
 | ||||||
|  | 		for (int32 j = 0; j < pointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			b2ManifoldPoint* cp = manifold->points + j; | ||||||
|  | 			b2VelocityConstraintPoint* vcp = vc->points + j; | ||||||
|  | 	 | ||||||
|  | 			if (m_step.warmStarting) | ||||||
|  | 			{ | ||||||
|  | 				vcp->normalImpulse = m_step.dtRatio * cp->normalImpulse; | ||||||
|  | 				vcp->tangentImpulse = m_step.dtRatio * cp->tangentImpulse; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				vcp->normalImpulse = 0.0f; | ||||||
|  | 				vcp->tangentImpulse = 0.0f; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			vcp->rA.SetZero(); | ||||||
|  | 			vcp->rB.SetZero(); | ||||||
|  | 			vcp->normalMass = 0.0f; | ||||||
|  | 			vcp->tangentMass = 0.0f; | ||||||
|  | 			vcp->velocityBias = 0.0f; | ||||||
|  | 
 | ||||||
|  | 			pc->localPoints[j] = cp->localPoint; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2ContactSolver::~b2ContactSolver() | ||||||
|  | { | ||||||
|  | 	m_allocator->Free(m_velocityConstraints); | ||||||
|  | 	m_allocator->Free(m_positionConstraints); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // Initialize position dependent portions of the velocity constraints.
 | ||||||
|  | void b2ContactSolver::InitializeVelocityConstraints() | ||||||
|  | { | ||||||
|  | 	for (int32 i = 0; i < m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2ContactVelocityConstraint* vc = m_velocityConstraints + i; | ||||||
|  | 		b2ContactPositionConstraint* pc = m_positionConstraints + i; | ||||||
|  | 
 | ||||||
|  | 		float32 radiusA = pc->radiusA; | ||||||
|  | 		float32 radiusB = pc->radiusB; | ||||||
|  | 		b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold(); | ||||||
|  | 
 | ||||||
|  | 		int32 indexA = vc->indexA; | ||||||
|  | 		int32 indexB = vc->indexB; | ||||||
|  | 
 | ||||||
|  | 		float32 mA = vc->invMassA; | ||||||
|  | 		float32 mB = vc->invMassB; | ||||||
|  | 		float32 iA = vc->invIA; | ||||||
|  | 		float32 iB = vc->invIB; | ||||||
|  | 		b2Vec2 localCenterA = pc->localCenterA; | ||||||
|  | 		b2Vec2 localCenterB = pc->localCenterB; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 cA = m_positions[indexA].c; | ||||||
|  | 		float32 aA = m_positions[indexA].a; | ||||||
|  | 		b2Vec2 vA = m_velocities[indexA].v; | ||||||
|  | 		float32 wA = m_velocities[indexA].w; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 cB = m_positions[indexB].c; | ||||||
|  | 		float32 aB = m_positions[indexB].a; | ||||||
|  | 		b2Vec2 vB = m_velocities[indexB].v; | ||||||
|  | 		float32 wB = m_velocities[indexB].w; | ||||||
|  | 
 | ||||||
|  | 		b2Assert(manifold->pointCount > 0); | ||||||
|  | 
 | ||||||
|  | 		b2Transform xfA, xfB; | ||||||
|  | 		xfA.q.Set(aA); | ||||||
|  | 		xfB.q.Set(aB); | ||||||
|  | 		xfA.p = cA - b2Mul(xfA.q, localCenterA); | ||||||
|  | 		xfB.p = cB - b2Mul(xfB.q, localCenterB); | ||||||
|  | 
 | ||||||
|  | 		b2WorldManifold worldManifold; | ||||||
|  | 		worldManifold.Initialize(manifold, xfA, radiusA, xfB, radiusB); | ||||||
|  | 
 | ||||||
|  | 		vc->normal = worldManifold.normal; | ||||||
|  | 
 | ||||||
|  | 		int32 pointCount = vc->pointCount; | ||||||
|  | 		for (int32 j = 0; j < pointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			b2VelocityConstraintPoint* vcp = vc->points + j; | ||||||
|  | 
 | ||||||
|  | 			vcp->rA = worldManifold.points[j] - cA; | ||||||
|  | 			vcp->rB = worldManifold.points[j] - cB; | ||||||
|  | 
 | ||||||
|  | 			float32 rnA = b2Cross(vcp->rA, vc->normal); | ||||||
|  | 			float32 rnB = b2Cross(vcp->rB, vc->normal); | ||||||
|  | 
 | ||||||
|  | 			float32 kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB; | ||||||
|  | 
 | ||||||
|  | 			vcp->normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f; | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 tangent = b2Cross(vc->normal, 1.0f); | ||||||
|  | 
 | ||||||
|  | 			float32 rtA = b2Cross(vcp->rA, tangent); | ||||||
|  | 			float32 rtB = b2Cross(vcp->rB, tangent); | ||||||
|  | 
 | ||||||
|  | 			float32 kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB; | ||||||
|  | 
 | ||||||
|  | 			vcp->tangentMass = kTangent > 0.0f ? 1.0f /  kTangent : 0.0f; | ||||||
|  | 
 | ||||||
|  | 			// Setup a velocity bias for restitution.
 | ||||||
|  | 			vcp->velocityBias = 0.0f; | ||||||
|  | 			float32 vRel = b2Dot(vc->normal, vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA)); | ||||||
|  | 			if (vRel < -b2_velocityThreshold) | ||||||
|  | 			{ | ||||||
|  | 				vcp->velocityBias = -vc->restitution * vRel; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// If we have two points, then prepare the block solver.
 | ||||||
|  | 		if (vc->pointCount == 2 && g_blockSolve) | ||||||
|  | 		{ | ||||||
|  | 			b2VelocityConstraintPoint* vcp1 = vc->points + 0; | ||||||
|  | 			b2VelocityConstraintPoint* vcp2 = vc->points + 1; | ||||||
|  | 
 | ||||||
|  | 			float32 rn1A = b2Cross(vcp1->rA, vc->normal); | ||||||
|  | 			float32 rn1B = b2Cross(vcp1->rB, vc->normal); | ||||||
|  | 			float32 rn2A = b2Cross(vcp2->rA, vc->normal); | ||||||
|  | 			float32 rn2B = b2Cross(vcp2->rB, vc->normal); | ||||||
|  | 
 | ||||||
|  | 			float32 k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B; | ||||||
|  | 			float32 k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B; | ||||||
|  | 			float32 k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B; | ||||||
|  | 
 | ||||||
|  | 			// Ensure a reasonable condition number.
 | ||||||
|  | 			const float32 k_maxConditionNumber = 1000.0f; | ||||||
|  | 			if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12)) | ||||||
|  | 			{ | ||||||
|  | 				// K is safe to invert.
 | ||||||
|  | 				vc->K.ex.Set(k11, k12); | ||||||
|  | 				vc->K.ey.Set(k12, k22); | ||||||
|  | 				vc->normalMass = vc->K.GetInverse(); | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				// The constraints are redundant, just use one.
 | ||||||
|  | 				// TODO_ERIN use deepest?
 | ||||||
|  | 				vc->pointCount = 1; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ContactSolver::WarmStart() | ||||||
|  | { | ||||||
|  | 	// Warm start.
 | ||||||
|  | 	for (int32 i = 0; i < m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2ContactVelocityConstraint* vc = m_velocityConstraints + i; | ||||||
|  | 
 | ||||||
|  | 		int32 indexA = vc->indexA; | ||||||
|  | 		int32 indexB = vc->indexB; | ||||||
|  | 		float32 mA = vc->invMassA; | ||||||
|  | 		float32 iA = vc->invIA; | ||||||
|  | 		float32 mB = vc->invMassB; | ||||||
|  | 		float32 iB = vc->invIB; | ||||||
|  | 		int32 pointCount = vc->pointCount; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 vA = m_velocities[indexA].v; | ||||||
|  | 		float32 wA = m_velocities[indexA].w; | ||||||
|  | 		b2Vec2 vB = m_velocities[indexB].v; | ||||||
|  | 		float32 wB = m_velocities[indexB].w; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 normal = vc->normal; | ||||||
|  | 		b2Vec2 tangent = b2Cross(normal, 1.0f); | ||||||
|  | 
 | ||||||
|  | 		for (int32 j = 0; j < pointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			b2VelocityConstraintPoint* vcp = vc->points + j; | ||||||
|  | 			b2Vec2 P = vcp->normalImpulse * normal + vcp->tangentImpulse * tangent; | ||||||
|  | 			wA -= iA * b2Cross(vcp->rA, P); | ||||||
|  | 			vA -= mA * P; | ||||||
|  | 			wB += iB * b2Cross(vcp->rB, P); | ||||||
|  | 			vB += mB * P; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		m_velocities[indexA].v = vA; | ||||||
|  | 		m_velocities[indexA].w = wA; | ||||||
|  | 		m_velocities[indexB].v = vB; | ||||||
|  | 		m_velocities[indexB].w = wB; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ContactSolver::SolveVelocityConstraints() | ||||||
|  | { | ||||||
|  | 	for (int32 i = 0; i < m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2ContactVelocityConstraint* vc = m_velocityConstraints + i; | ||||||
|  | 
 | ||||||
|  | 		int32 indexA = vc->indexA; | ||||||
|  | 		int32 indexB = vc->indexB; | ||||||
|  | 		float32 mA = vc->invMassA; | ||||||
|  | 		float32 iA = vc->invIA; | ||||||
|  | 		float32 mB = vc->invMassB; | ||||||
|  | 		float32 iB = vc->invIB; | ||||||
|  | 		int32 pointCount = vc->pointCount; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 vA = m_velocities[indexA].v; | ||||||
|  | 		float32 wA = m_velocities[indexA].w; | ||||||
|  | 		b2Vec2 vB = m_velocities[indexB].v; | ||||||
|  | 		float32 wB = m_velocities[indexB].w; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 normal = vc->normal; | ||||||
|  | 		b2Vec2 tangent = b2Cross(normal, 1.0f); | ||||||
|  | 		float32 friction = vc->friction; | ||||||
|  | 
 | ||||||
|  | 		b2Assert(pointCount == 1 || pointCount == 2); | ||||||
|  | 
 | ||||||
|  | 		// Solve tangent constraints first because non-penetration is more important
 | ||||||
|  | 		// than friction.
 | ||||||
|  | 		for (int32 j = 0; j < pointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			b2VelocityConstraintPoint* vcp = vc->points + j; | ||||||
|  | 
 | ||||||
|  | 			// Relative velocity at contact
 | ||||||
|  | 			b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA); | ||||||
|  | 
 | ||||||
|  | 			// Compute tangent force
 | ||||||
|  | 			float32 vt = b2Dot(dv, tangent) - vc->tangentSpeed; | ||||||
|  | 			float32 lambda = vcp->tangentMass * (-vt); | ||||||
|  | 
 | ||||||
|  | 			// b2Clamp the accumulated force
 | ||||||
|  | 			float32 maxFriction = friction * vcp->normalImpulse; | ||||||
|  | 			float32 newImpulse = b2Clamp(vcp->tangentImpulse + lambda, -maxFriction, maxFriction); | ||||||
|  | 			lambda = newImpulse - vcp->tangentImpulse; | ||||||
|  | 			vcp->tangentImpulse = newImpulse; | ||||||
|  | 
 | ||||||
|  | 			// Apply contact impulse
 | ||||||
|  | 			b2Vec2 P = lambda * tangent; | ||||||
|  | 
 | ||||||
|  | 			vA -= mA * P; | ||||||
|  | 			wA -= iA * b2Cross(vcp->rA, P); | ||||||
|  | 
 | ||||||
|  | 			vB += mB * P; | ||||||
|  | 			wB += iB * b2Cross(vcp->rB, P); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Solve normal constraints
 | ||||||
|  | 		if (pointCount == 1 || g_blockSolve == false) | ||||||
|  | 		{ | ||||||
|  | 			for (int32 j = 0; j < pointCount; ++j) | ||||||
|  | 			{ | ||||||
|  | 				b2VelocityConstraintPoint* vcp = vc->points + j; | ||||||
|  | 
 | ||||||
|  | 				// Relative velocity at contact
 | ||||||
|  | 				b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA); | ||||||
|  | 
 | ||||||
|  | 				// Compute normal impulse
 | ||||||
|  | 				float32 vn = b2Dot(dv, normal); | ||||||
|  | 				float32 lambda = -vcp->normalMass * (vn - vcp->velocityBias); | ||||||
|  | 
 | ||||||
|  | 				// b2Clamp the accumulated impulse
 | ||||||
|  | 				float32 newImpulse = b2Max(vcp->normalImpulse + lambda, 0.0f); | ||||||
|  | 				lambda = newImpulse - vcp->normalImpulse; | ||||||
|  | 				vcp->normalImpulse = newImpulse; | ||||||
|  | 
 | ||||||
|  | 				// Apply contact impulse
 | ||||||
|  | 				b2Vec2 P = lambda * normal; | ||||||
|  | 				vA -= mA * P; | ||||||
|  | 				wA -= iA * b2Cross(vcp->rA, P); | ||||||
|  | 
 | ||||||
|  | 				vB += mB * P; | ||||||
|  | 				wB += iB * b2Cross(vcp->rB, P); | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			// Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
 | ||||||
|  | 			// Build the mini LCP for this contact patch
 | ||||||
|  | 			//
 | ||||||
|  | 			// vn = A * x + b, vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
 | ||||||
|  | 			//
 | ||||||
|  | 			// A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
 | ||||||
|  | 			// b = vn0 - velocityBias
 | ||||||
|  | 			//
 | ||||||
|  | 			// The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
 | ||||||
|  | 			// implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
 | ||||||
|  | 			// vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
 | ||||||
|  | 			// solution that satisfies the problem is chosen.
 | ||||||
|  | 			// 
 | ||||||
|  | 			// In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
 | ||||||
|  | 			// that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
 | ||||||
|  | 			//
 | ||||||
|  | 			// Substitute:
 | ||||||
|  | 			// 
 | ||||||
|  | 			// x = a + d
 | ||||||
|  | 			// 
 | ||||||
|  | 			// a := old total impulse
 | ||||||
|  | 			// x := new total impulse
 | ||||||
|  | 			// d := incremental impulse 
 | ||||||
|  | 			//
 | ||||||
|  | 			// For the current iteration we extend the formula for the incremental impulse
 | ||||||
|  | 			// to compute the new total impulse:
 | ||||||
|  | 			//
 | ||||||
|  | 			// vn = A * d + b
 | ||||||
|  | 			//    = A * (x - a) + b
 | ||||||
|  | 			//    = A * x + b - A * a
 | ||||||
|  | 			//    = A * x + b'
 | ||||||
|  | 			// b' = b - A * a;
 | ||||||
|  | 
 | ||||||
|  | 			b2VelocityConstraintPoint* cp1 = vc->points + 0; | ||||||
|  | 			b2VelocityConstraintPoint* cp2 = vc->points + 1; | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 a(cp1->normalImpulse, cp2->normalImpulse); | ||||||
|  | 			b2Assert(a.x >= 0.0f && a.y >= 0.0f); | ||||||
|  | 
 | ||||||
|  | 			// Relative velocity at contact
 | ||||||
|  | 			b2Vec2 dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA); | ||||||
|  | 			b2Vec2 dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA); | ||||||
|  | 
 | ||||||
|  | 			// Compute normal velocity
 | ||||||
|  | 			float32 vn1 = b2Dot(dv1, normal); | ||||||
|  | 			float32 vn2 = b2Dot(dv2, normal); | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 b; | ||||||
|  | 			b.x = vn1 - cp1->velocityBias; | ||||||
|  | 			b.y = vn2 - cp2->velocityBias; | ||||||
|  | 
 | ||||||
|  | 			// Compute b'
 | ||||||
|  | 			b -= b2Mul(vc->K, a); | ||||||
|  | 
 | ||||||
|  | 			const float32 k_errorTol = 1e-3f; | ||||||
|  | 			B2_NOT_USED(k_errorTol); | ||||||
|  | 
 | ||||||
|  | 			for (;;) | ||||||
|  | 			{ | ||||||
|  | 				//
 | ||||||
|  | 				// Case 1: vn = 0
 | ||||||
|  | 				//
 | ||||||
|  | 				// 0 = A * x + b'
 | ||||||
|  | 				//
 | ||||||
|  | 				// Solve for x:
 | ||||||
|  | 				//
 | ||||||
|  | 				// x = - inv(A) * b'
 | ||||||
|  | 				//
 | ||||||
|  | 				b2Vec2 x = - b2Mul(vc->normalMass, b); | ||||||
|  | 
 | ||||||
|  | 				if (x.x >= 0.0f && x.y >= 0.0f) | ||||||
|  | 				{ | ||||||
|  | 					// Get the incremental impulse
 | ||||||
|  | 					b2Vec2 d = x - a; | ||||||
|  | 
 | ||||||
|  | 					// Apply incremental impulse
 | ||||||
|  | 					b2Vec2 P1 = d.x * normal; | ||||||
|  | 					b2Vec2 P2 = d.y * normal; | ||||||
|  | 					vA -= mA * (P1 + P2); | ||||||
|  | 					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2)); | ||||||
|  | 
 | ||||||
|  | 					vB += mB * (P1 + P2); | ||||||
|  | 					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2)); | ||||||
|  | 
 | ||||||
|  | 					// Accumulate
 | ||||||
|  | 					cp1->normalImpulse = x.x; | ||||||
|  | 					cp2->normalImpulse = x.y; | ||||||
|  | 
 | ||||||
|  | #if B2_DEBUG_SOLVER == 1 | ||||||
|  | 					// Postconditions
 | ||||||
|  | 					dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA); | ||||||
|  | 					dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA); | ||||||
|  | 
 | ||||||
|  | 					// Compute normal velocity
 | ||||||
|  | 					vn1 = b2Dot(dv1, normal); | ||||||
|  | 					vn2 = b2Dot(dv2, normal); | ||||||
|  | 
 | ||||||
|  | 					b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol); | ||||||
|  | 					b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol); | ||||||
|  | #endif | ||||||
|  | 					break; | ||||||
|  | 				} | ||||||
|  | 
 | ||||||
|  | 				//
 | ||||||
|  | 				// Case 2: vn1 = 0 and x2 = 0
 | ||||||
|  | 				//
 | ||||||
|  | 				//   0 = a11 * x1 + a12 * 0 + b1' 
 | ||||||
|  | 				// vn2 = a21 * x1 + a22 * 0 + b2'
 | ||||||
|  | 				//
 | ||||||
|  | 				x.x = - cp1->normalMass * b.x; | ||||||
|  | 				x.y = 0.0f; | ||||||
|  | 				vn1 = 0.0f; | ||||||
|  | 				vn2 = vc->K.ex.y * x.x + b.y; | ||||||
|  | 				if (x.x >= 0.0f && vn2 >= 0.0f) | ||||||
|  | 				{ | ||||||
|  | 					// Get the incremental impulse
 | ||||||
|  | 					b2Vec2 d = x - a; | ||||||
|  | 
 | ||||||
|  | 					// Apply incremental impulse
 | ||||||
|  | 					b2Vec2 P1 = d.x * normal; | ||||||
|  | 					b2Vec2 P2 = d.y * normal; | ||||||
|  | 					vA -= mA * (P1 + P2); | ||||||
|  | 					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2)); | ||||||
|  | 
 | ||||||
|  | 					vB += mB * (P1 + P2); | ||||||
|  | 					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2)); | ||||||
|  | 
 | ||||||
|  | 					// Accumulate
 | ||||||
|  | 					cp1->normalImpulse = x.x; | ||||||
|  | 					cp2->normalImpulse = x.y; | ||||||
|  | 
 | ||||||
|  | #if B2_DEBUG_SOLVER == 1 | ||||||
|  | 					// Postconditions
 | ||||||
|  | 					dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA); | ||||||
|  | 
 | ||||||
|  | 					// Compute normal velocity
 | ||||||
|  | 					vn1 = b2Dot(dv1, normal); | ||||||
|  | 
 | ||||||
|  | 					b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol); | ||||||
|  | #endif | ||||||
|  | 					break; | ||||||
|  | 				} | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 				//
 | ||||||
|  | 				// Case 3: vn2 = 0 and x1 = 0
 | ||||||
|  | 				//
 | ||||||
|  | 				// vn1 = a11 * 0 + a12 * x2 + b1' 
 | ||||||
|  | 				//   0 = a21 * 0 + a22 * x2 + b2'
 | ||||||
|  | 				//
 | ||||||
|  | 				x.x = 0.0f; | ||||||
|  | 				x.y = - cp2->normalMass * b.y; | ||||||
|  | 				vn1 = vc->K.ey.x * x.y + b.x; | ||||||
|  | 				vn2 = 0.0f; | ||||||
|  | 
 | ||||||
|  | 				if (x.y >= 0.0f && vn1 >= 0.0f) | ||||||
|  | 				{ | ||||||
|  | 					// Resubstitute for the incremental impulse
 | ||||||
|  | 					b2Vec2 d = x - a; | ||||||
|  | 
 | ||||||
|  | 					// Apply incremental impulse
 | ||||||
|  | 					b2Vec2 P1 = d.x * normal; | ||||||
|  | 					b2Vec2 P2 = d.y * normal; | ||||||
|  | 					vA -= mA * (P1 + P2); | ||||||
|  | 					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2)); | ||||||
|  | 
 | ||||||
|  | 					vB += mB * (P1 + P2); | ||||||
|  | 					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2)); | ||||||
|  | 
 | ||||||
|  | 					// Accumulate
 | ||||||
|  | 					cp1->normalImpulse = x.x; | ||||||
|  | 					cp2->normalImpulse = x.y; | ||||||
|  | 
 | ||||||
|  | #if B2_DEBUG_SOLVER == 1 | ||||||
|  | 					// Postconditions
 | ||||||
|  | 					dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA); | ||||||
|  | 
 | ||||||
|  | 					// Compute normal velocity
 | ||||||
|  | 					vn2 = b2Dot(dv2, normal); | ||||||
|  | 
 | ||||||
|  | 					b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol); | ||||||
|  | #endif | ||||||
|  | 					break; | ||||||
|  | 				} | ||||||
|  | 
 | ||||||
|  | 				//
 | ||||||
|  | 				// Case 4: x1 = 0 and x2 = 0
 | ||||||
|  | 				// 
 | ||||||
|  | 				// vn1 = b1
 | ||||||
|  | 				// vn2 = b2;
 | ||||||
|  | 				x.x = 0.0f; | ||||||
|  | 				x.y = 0.0f; | ||||||
|  | 				vn1 = b.x; | ||||||
|  | 				vn2 = b.y; | ||||||
|  | 
 | ||||||
|  | 				if (vn1 >= 0.0f && vn2 >= 0.0f ) | ||||||
|  | 				{ | ||||||
|  | 					// Resubstitute for the incremental impulse
 | ||||||
|  | 					b2Vec2 d = x - a; | ||||||
|  | 
 | ||||||
|  | 					// Apply incremental impulse
 | ||||||
|  | 					b2Vec2 P1 = d.x * normal; | ||||||
|  | 					b2Vec2 P2 = d.y * normal; | ||||||
|  | 					vA -= mA * (P1 + P2); | ||||||
|  | 					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2)); | ||||||
|  | 
 | ||||||
|  | 					vB += mB * (P1 + P2); | ||||||
|  | 					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2)); | ||||||
|  | 
 | ||||||
|  | 					// Accumulate
 | ||||||
|  | 					cp1->normalImpulse = x.x; | ||||||
|  | 					cp2->normalImpulse = x.y; | ||||||
|  | 
 | ||||||
|  | 					break; | ||||||
|  | 				} | ||||||
|  | 
 | ||||||
|  | 				// No solution, give up. This is hit sometimes, but it doesn't seem to matter.
 | ||||||
|  | 				break; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		m_velocities[indexA].v = vA; | ||||||
|  | 		m_velocities[indexA].w = wA; | ||||||
|  | 		m_velocities[indexB].v = vB; | ||||||
|  | 		m_velocities[indexB].w = wB; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ContactSolver::StoreImpulses() | ||||||
|  | { | ||||||
|  | 	for (int32 i = 0; i < m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2ContactVelocityConstraint* vc = m_velocityConstraints + i; | ||||||
|  | 		b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold(); | ||||||
|  | 
 | ||||||
|  | 		for (int32 j = 0; j < vc->pointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			manifold->points[j].normalImpulse = vc->points[j].normalImpulse; | ||||||
|  | 			manifold->points[j].tangentImpulse = vc->points[j].tangentImpulse; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | struct b2PositionSolverManifold | ||||||
|  | { | ||||||
|  | 	void Initialize(b2ContactPositionConstraint* pc, const b2Transform& xfA, const b2Transform& xfB, int32 index) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(pc->pointCount > 0); | ||||||
|  | 
 | ||||||
|  | 		switch (pc->type) | ||||||
|  | 		{ | ||||||
|  | 		case b2Manifold::e_circles: | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 pointA = b2Mul(xfA, pc->localPoint); | ||||||
|  | 				b2Vec2 pointB = b2Mul(xfB, pc->localPoints[0]); | ||||||
|  | 				normal = pointB - pointA; | ||||||
|  | 				normal.Normalize(); | ||||||
|  | 				point = 0.5f * (pointA + pointB); | ||||||
|  | 				separation = b2Dot(pointB - pointA, normal) - pc->radiusA - pc->radiusB; | ||||||
|  | 			} | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		case b2Manifold::e_faceA: | ||||||
|  | 			{ | ||||||
|  | 				normal = b2Mul(xfA.q, pc->localNormal); | ||||||
|  | 				b2Vec2 planePoint = b2Mul(xfA, pc->localPoint); | ||||||
|  | 
 | ||||||
|  | 				b2Vec2 clipPoint = b2Mul(xfB, pc->localPoints[index]); | ||||||
|  | 				separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB; | ||||||
|  | 				point = clipPoint; | ||||||
|  | 			} | ||||||
|  | 			break; | ||||||
|  | 
 | ||||||
|  | 		case b2Manifold::e_faceB: | ||||||
|  | 			{ | ||||||
|  | 				normal = b2Mul(xfB.q, pc->localNormal); | ||||||
|  | 				b2Vec2 planePoint = b2Mul(xfB, pc->localPoint); | ||||||
|  | 
 | ||||||
|  | 				b2Vec2 clipPoint = b2Mul(xfA, pc->localPoints[index]); | ||||||
|  | 				separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB; | ||||||
|  | 				point = clipPoint; | ||||||
|  | 
 | ||||||
|  | 				// Ensure normal points from A to B
 | ||||||
|  | 				normal = -normal; | ||||||
|  | 			} | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 normal; | ||||||
|  | 	b2Vec2 point; | ||||||
|  | 	float32 separation; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | // Sequential solver.
 | ||||||
|  | bool b2ContactSolver::SolvePositionConstraints() | ||||||
|  | { | ||||||
|  | 	float32 minSeparation = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	for (int32 i = 0; i < m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2ContactPositionConstraint* pc = m_positionConstraints + i; | ||||||
|  | 
 | ||||||
|  | 		int32 indexA = pc->indexA; | ||||||
|  | 		int32 indexB = pc->indexB; | ||||||
|  | 		b2Vec2 localCenterA = pc->localCenterA; | ||||||
|  | 		float32 mA = pc->invMassA; | ||||||
|  | 		float32 iA = pc->invIA; | ||||||
|  | 		b2Vec2 localCenterB = pc->localCenterB; | ||||||
|  | 		float32 mB = pc->invMassB; | ||||||
|  | 		float32 iB = pc->invIB; | ||||||
|  | 		int32 pointCount = pc->pointCount; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 cA = m_positions[indexA].c; | ||||||
|  | 		float32 aA = m_positions[indexA].a; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 cB = m_positions[indexB].c; | ||||||
|  | 		float32 aB = m_positions[indexB].a; | ||||||
|  | 
 | ||||||
|  | 		// Solve normal constraints
 | ||||||
|  | 		for (int32 j = 0; j < pointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			b2Transform xfA, xfB; | ||||||
|  | 			xfA.q.Set(aA); | ||||||
|  | 			xfB.q.Set(aB); | ||||||
|  | 			xfA.p = cA - b2Mul(xfA.q, localCenterA); | ||||||
|  | 			xfB.p = cB - b2Mul(xfB.q, localCenterB); | ||||||
|  | 
 | ||||||
|  | 			b2PositionSolverManifold psm; | ||||||
|  | 			psm.Initialize(pc, xfA, xfB, j); | ||||||
|  | 			b2Vec2 normal = psm.normal; | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 point = psm.point; | ||||||
|  | 			float32 separation = psm.separation; | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 rA = point - cA; | ||||||
|  | 			b2Vec2 rB = point - cB; | ||||||
|  | 
 | ||||||
|  | 			// Track max constraint error.
 | ||||||
|  | 			minSeparation = b2Min(minSeparation, separation); | ||||||
|  | 
 | ||||||
|  | 			// Prevent large corrections and allow slop.
 | ||||||
|  | 			float32 C = b2Clamp(b2_baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f); | ||||||
|  | 
 | ||||||
|  | 			// Compute the effective mass.
 | ||||||
|  | 			float32 rnA = b2Cross(rA, normal); | ||||||
|  | 			float32 rnB = b2Cross(rB, normal); | ||||||
|  | 			float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB; | ||||||
|  | 
 | ||||||
|  | 			// Compute normal impulse
 | ||||||
|  | 			float32 impulse = K > 0.0f ? - C / K : 0.0f; | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 P = impulse * normal; | ||||||
|  | 
 | ||||||
|  | 			cA -= mA * P; | ||||||
|  | 			aA -= iA * b2Cross(rA, P); | ||||||
|  | 
 | ||||||
|  | 			cB += mB * P; | ||||||
|  | 			aB += iB * b2Cross(rB, P); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		m_positions[indexA].c = cA; | ||||||
|  | 		m_positions[indexA].a = aA; | ||||||
|  | 
 | ||||||
|  | 		m_positions[indexB].c = cB; | ||||||
|  | 		m_positions[indexB].a = aB; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// We can't expect minSpeparation >= -b2_linearSlop because we don't
 | ||||||
|  | 	// push the separation above -b2_linearSlop.
 | ||||||
|  | 	return minSeparation >= -3.0f * b2_linearSlop; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // Sequential position solver for position constraints.
 | ||||||
|  | bool b2ContactSolver::SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB) | ||||||
|  | { | ||||||
|  | 	float32 minSeparation = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	for (int32 i = 0; i < m_count; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2ContactPositionConstraint* pc = m_positionConstraints + i; | ||||||
|  | 
 | ||||||
|  | 		int32 indexA = pc->indexA; | ||||||
|  | 		int32 indexB = pc->indexB; | ||||||
|  | 		b2Vec2 localCenterA = pc->localCenterA; | ||||||
|  | 		b2Vec2 localCenterB = pc->localCenterB; | ||||||
|  | 		int32 pointCount = pc->pointCount; | ||||||
|  | 
 | ||||||
|  | 		float32 mA = 0.0f; | ||||||
|  | 		float32 iA = 0.0f; | ||||||
|  | 		if (indexA == toiIndexA || indexA == toiIndexB) | ||||||
|  | 		{ | ||||||
|  | 			mA = pc->invMassA; | ||||||
|  | 			iA = pc->invIA; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		float32 mB = 0.0f; | ||||||
|  | 		float32 iB = 0.; | ||||||
|  | 		if (indexB == toiIndexA || indexB == toiIndexB) | ||||||
|  | 		{ | ||||||
|  | 			mB = pc->invMassB; | ||||||
|  | 			iB = pc->invIB; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 cA = m_positions[indexA].c; | ||||||
|  | 		float32 aA = m_positions[indexA].a; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 cB = m_positions[indexB].c; | ||||||
|  | 		float32 aB = m_positions[indexB].a; | ||||||
|  | 
 | ||||||
|  | 		// Solve normal constraints
 | ||||||
|  | 		for (int32 j = 0; j < pointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			b2Transform xfA, xfB; | ||||||
|  | 			xfA.q.Set(aA); | ||||||
|  | 			xfB.q.Set(aB); | ||||||
|  | 			xfA.p = cA - b2Mul(xfA.q, localCenterA); | ||||||
|  | 			xfB.p = cB - b2Mul(xfB.q, localCenterB); | ||||||
|  | 
 | ||||||
|  | 			b2PositionSolverManifold psm; | ||||||
|  | 			psm.Initialize(pc, xfA, xfB, j); | ||||||
|  | 			b2Vec2 normal = psm.normal; | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 point = psm.point; | ||||||
|  | 			float32 separation = psm.separation; | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 rA = point - cA; | ||||||
|  | 			b2Vec2 rB = point - cB; | ||||||
|  | 
 | ||||||
|  | 			// Track max constraint error.
 | ||||||
|  | 			minSeparation = b2Min(minSeparation, separation); | ||||||
|  | 
 | ||||||
|  | 			// Prevent large corrections and allow slop.
 | ||||||
|  | 			float32 C = b2Clamp(b2_toiBaugarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f); | ||||||
|  | 
 | ||||||
|  | 			// Compute the effective mass.
 | ||||||
|  | 			float32 rnA = b2Cross(rA, normal); | ||||||
|  | 			float32 rnB = b2Cross(rB, normal); | ||||||
|  | 			float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB; | ||||||
|  | 
 | ||||||
|  | 			// Compute normal impulse
 | ||||||
|  | 			float32 impulse = K > 0.0f ? - C / K : 0.0f; | ||||||
|  | 
 | ||||||
|  | 			b2Vec2 P = impulse * normal; | ||||||
|  | 
 | ||||||
|  | 			cA -= mA * P; | ||||||
|  | 			aA -= iA * b2Cross(rA, P); | ||||||
|  | 
 | ||||||
|  | 			cB += mB * P; | ||||||
|  | 			aB += iB * b2Cross(rB, P); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		m_positions[indexA].c = cA; | ||||||
|  | 		m_positions[indexA].a = aA; | ||||||
|  | 
 | ||||||
|  | 		m_positions[indexB].c = cB; | ||||||
|  | 		m_positions[indexB].a = aB; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// We can't expect minSpeparation >= -b2_linearSlop because we don't
 | ||||||
|  | 	// push the separation above -b2_linearSlop.
 | ||||||
|  | 	return minSeparation >= -1.5f * b2_linearSlop; | ||||||
|  | } | ||||||
|  | @ -0,0 +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_CONTACT_SOLVER_H | ||||||
|  | #define B2_CONTACT_SOLVER_H | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Common/b2Math.h" | ||||||
|  | #include "Box2D/Collision/b2Collision.h" | ||||||
|  | #include "Box2D/Dynamics/b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | class b2Contact; | ||||||
|  | class b2Body; | ||||||
|  | class b2StackAllocator; | ||||||
|  | struct b2ContactPositionConstraint; | ||||||
|  | 
 | ||||||
|  | struct b2VelocityConstraintPoint | ||||||
|  | { | ||||||
|  | 	b2Vec2 rA; | ||||||
|  | 	b2Vec2 rB; | ||||||
|  | 	float32 normalImpulse; | ||||||
|  | 	float32 tangentImpulse; | ||||||
|  | 	float32 normalMass; | ||||||
|  | 	float32 tangentMass; | ||||||
|  | 	float32 velocityBias; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | struct b2ContactVelocityConstraint | ||||||
|  | { | ||||||
|  | 	b2VelocityConstraintPoint points[b2_maxManifoldPoints]; | ||||||
|  | 	b2Vec2 normal; | ||||||
|  | 	b2Mat22 normalMass; | ||||||
|  | 	b2Mat22 K; | ||||||
|  | 	int32 indexA; | ||||||
|  | 	int32 indexB; | ||||||
|  | 	float32 invMassA, invMassB; | ||||||
|  | 	float32 invIA, invIB; | ||||||
|  | 	float32 friction; | ||||||
|  | 	float32 restitution; | ||||||
|  | 	float32 tangentSpeed; | ||||||
|  | 	int32 pointCount; | ||||||
|  | 	int32 contactIndex; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | struct b2ContactSolverDef | ||||||
|  | { | ||||||
|  | 	b2TimeStep step; | ||||||
|  | 	b2Contact** contacts; | ||||||
|  | 	int32 count; | ||||||
|  | 	b2Position* positions; | ||||||
|  | 	b2Velocity* velocities; | ||||||
|  | 	b2StackAllocator* allocator; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | class b2ContactSolver | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2ContactSolver(b2ContactSolverDef* def); | ||||||
|  | 	~b2ContactSolver(); | ||||||
|  | 
 | ||||||
|  | 	void InitializeVelocityConstraints(); | ||||||
|  | 
 | ||||||
|  | 	void WarmStart(); | ||||||
|  | 	void SolveVelocityConstraints(); | ||||||
|  | 	void StoreImpulses(); | ||||||
|  | 
 | ||||||
|  | 	bool SolvePositionConstraints(); | ||||||
|  | 	bool SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB); | ||||||
|  | 
 | ||||||
|  | 	b2TimeStep m_step; | ||||||
|  | 	b2Position* m_positions; | ||||||
|  | 	b2Velocity* m_velocities; | ||||||
|  | 	b2StackAllocator* m_allocator; | ||||||
|  | 	b2ContactPositionConstraint* m_positionConstraints; | ||||||
|  | 	b2ContactVelocityConstraint* m_velocityConstraints; | ||||||
|  | 	b2Contact** m_contacts; | ||||||
|  | 	int m_count; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | 
 | ||||||
|  | @ -0,0 +1,49 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h" | ||||||
|  | #include "Box2D/Common/b2BlockAllocator.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | 
 | ||||||
|  | #include <new> | ||||||
|  | 
 | ||||||
|  | b2Contact* b2EdgeAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	void* mem = allocator->Allocate(sizeof(b2EdgeAndCircleContact)); | ||||||
|  | 	return new (mem) b2EdgeAndCircleContact(fixtureA, fixtureB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2EdgeAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	((b2EdgeAndCircleContact*)contact)->~b2EdgeAndCircleContact(); | ||||||
|  | 	allocator->Free(contact, sizeof(b2EdgeAndCircleContact)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2EdgeAndCircleContact::b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB) | ||||||
|  | : b2Contact(fixtureA, 0, fixtureB, 0) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_fixtureA->GetType() == b2Shape::e_edge); | ||||||
|  | 	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2EdgeAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	b2CollideEdgeAndCircle(	manifold, | ||||||
|  | 								(b2EdgeShape*)m_fixtureA->GetShape(), xfA, | ||||||
|  | 								(b2CircleShape*)m_fixtureB->GetShape(), xfB); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,39 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_EDGE_AND_CIRCLE_CONTACT_H | ||||||
|  | #define B2_EDGE_AND_CIRCLE_CONTACT_H | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | 
 | ||||||
|  | class b2BlockAllocator; | ||||||
|  | 
 | ||||||
|  | class b2EdgeAndCircleContact : public b2Contact | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA, | ||||||
|  | 								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator); | ||||||
|  | 	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator); | ||||||
|  | 
 | ||||||
|  | 	b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB); | ||||||
|  | 	~b2EdgeAndCircleContact() {} | ||||||
|  | 
 | ||||||
|  | 	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,49 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h" | ||||||
|  | #include "Box2D/Common/b2BlockAllocator.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | 
 | ||||||
|  | #include <new> | ||||||
|  | 
 | ||||||
|  | b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	void* mem = allocator->Allocate(sizeof(b2EdgeAndPolygonContact)); | ||||||
|  | 	return new (mem) b2EdgeAndPolygonContact(fixtureA, fixtureB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2EdgeAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	((b2EdgeAndPolygonContact*)contact)->~b2EdgeAndPolygonContact(); | ||||||
|  | 	allocator->Free(contact, sizeof(b2EdgeAndPolygonContact)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2EdgeAndPolygonContact::b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB) | ||||||
|  | : b2Contact(fixtureA, 0, fixtureB, 0) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_fixtureA->GetType() == b2Shape::e_edge); | ||||||
|  | 	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2EdgeAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	b2CollideEdgeAndPolygon(	manifold, | ||||||
|  | 								(b2EdgeShape*)m_fixtureA->GetShape(), xfA, | ||||||
|  | 								(b2PolygonShape*)m_fixtureB->GetShape(), xfB); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,39 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_EDGE_AND_POLYGON_CONTACT_H | ||||||
|  | #define B2_EDGE_AND_POLYGON_CONTACT_H | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | 
 | ||||||
|  | class b2BlockAllocator; | ||||||
|  | 
 | ||||||
|  | class b2EdgeAndPolygonContact : public b2Contact | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA, | ||||||
|  | 								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator); | ||||||
|  | 	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator); | ||||||
|  | 
 | ||||||
|  | 	b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB); | ||||||
|  | 	~b2EdgeAndPolygonContact() {} | ||||||
|  | 
 | ||||||
|  | 	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,49 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h" | ||||||
|  | #include "Box2D/Common/b2BlockAllocator.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | 
 | ||||||
|  | #include <new> | ||||||
|  | 
 | ||||||
|  | b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	void* mem = allocator->Allocate(sizeof(b2PolygonAndCircleContact)); | ||||||
|  | 	return new (mem) b2PolygonAndCircleContact(fixtureA, fixtureB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PolygonAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	((b2PolygonAndCircleContact*)contact)->~b2PolygonAndCircleContact(); | ||||||
|  | 	allocator->Free(contact, sizeof(b2PolygonAndCircleContact)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2PolygonAndCircleContact::b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB) | ||||||
|  | : b2Contact(fixtureA, 0, fixtureB, 0) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon); | ||||||
|  | 	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PolygonAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	b2CollidePolygonAndCircle(	manifold, | ||||||
|  | 								(b2PolygonShape*)m_fixtureA->GetShape(), xfA, | ||||||
|  | 								(b2CircleShape*)m_fixtureB->GetShape(), xfB); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,38 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_POLYGON_AND_CIRCLE_CONTACT_H | ||||||
|  | #define B2_POLYGON_AND_CIRCLE_CONTACT_H | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | 
 | ||||||
|  | class b2BlockAllocator; | ||||||
|  | 
 | ||||||
|  | class b2PolygonAndCircleContact : public b2Contact | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator); | ||||||
|  | 	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator); | ||||||
|  | 
 | ||||||
|  | 	b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB); | ||||||
|  | 	~b2PolygonAndCircleContact() {} | ||||||
|  | 
 | ||||||
|  | 	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,52 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2PolygonContact.h" | ||||||
|  | #include "Box2D/Common/b2BlockAllocator.h" | ||||||
|  | #include "Box2D/Collision/b2TimeOfImpact.h" | ||||||
|  | #include "Box2D/Dynamics/b2Body.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | #include "Box2D/Dynamics/b2WorldCallbacks.h" | ||||||
|  | 
 | ||||||
|  | #include <new> | ||||||
|  | 
 | ||||||
|  | b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	void* mem = allocator->Allocate(sizeof(b2PolygonContact)); | ||||||
|  | 	return new (mem) b2PolygonContact(fixtureA, fixtureB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	((b2PolygonContact*)contact)->~b2PolygonContact(); | ||||||
|  | 	allocator->Free(contact, sizeof(b2PolygonContact)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2PolygonContact::b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB) | ||||||
|  | 	: b2Contact(fixtureA, 0, fixtureB, 0) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon); | ||||||
|  | 	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) | ||||||
|  | { | ||||||
|  | 	b2CollidePolygons(	manifold, | ||||||
|  | 						(b2PolygonShape*)m_fixtureA->GetShape(), xfA, | ||||||
|  | 						(b2PolygonShape*)m_fixtureB->GetShape(), xfB); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,39 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_POLYGON_CONTACT_H | ||||||
|  | #define B2_POLYGON_CONTACT_H | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | 
 | ||||||
|  | class b2BlockAllocator; | ||||||
|  | 
 | ||||||
|  | class b2PolygonContact : public b2Contact | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA, | ||||||
|  | 								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator); | ||||||
|  | 	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator); | ||||||
|  | 
 | ||||||
|  | 	b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB); | ||||||
|  | 	~b2PolygonContact() {} | ||||||
|  | 
 | ||||||
|  | 	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,260 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "b2DistanceJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | // 1-D constrained system
 | ||||||
|  | // m (v2 - v1) = lambda
 | ||||||
|  | // v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
 | ||||||
|  | // x2 = x1 + h * v2
 | ||||||
|  | 
 | ||||||
|  | // 1-D mass-damper-spring system
 | ||||||
|  | // m (v2 - v1) + h * d * v2 + h * k * 
 | ||||||
|  | 
 | ||||||
|  | // C = norm(p2 - p1) - L
 | ||||||
|  | // u = (p2 - p1) / norm(p2 - p1)
 | ||||||
|  | // Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
 | ||||||
|  | // J = [-u -cross(r1, u) u cross(r2, u)]
 | ||||||
|  | // K = J * invM * JT
 | ||||||
|  | //   = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
 | ||||||
|  | 
 | ||||||
|  | void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2, | ||||||
|  | 									const b2Vec2& anchor1, const b2Vec2& anchor2) | ||||||
|  | { | ||||||
|  | 	bodyA = b1; | ||||||
|  | 	bodyB = b2; | ||||||
|  | 	localAnchorA = bodyA->GetLocalPoint(anchor1); | ||||||
|  | 	localAnchorB = bodyB->GetLocalPoint(anchor2); | ||||||
|  | 	b2Vec2 d = anchor2 - anchor1; | ||||||
|  | 	length = d.Length(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def) | ||||||
|  | : b2Joint(def) | ||||||
|  | { | ||||||
|  | 	m_localAnchorA = def->localAnchorA; | ||||||
|  | 	m_localAnchorB = def->localAnchorB; | ||||||
|  | 	m_length = def->length; | ||||||
|  | 	m_frequencyHz = def->frequencyHz; | ||||||
|  | 	m_dampingRatio = def->dampingRatio; | ||||||
|  | 	m_impulse = 0.0f; | ||||||
|  | 	m_gamma = 0.0f; | ||||||
|  | 	m_bias = 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	m_indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||||||
|  | 	m_localCenterA = m_bodyA->m_sweep.localCenter; | ||||||
|  | 	m_localCenterB = m_bodyB->m_sweep.localCenter; | ||||||
|  | 	m_invMassA = m_bodyA->m_invMass; | ||||||
|  | 	m_invMassB = m_bodyB->m_invMass; | ||||||
|  | 	m_invIA = m_bodyA->m_invI; | ||||||
|  | 	m_invIB = m_bodyB->m_invI; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 	m_u = cB + m_rB - cA - m_rA; | ||||||
|  | 
 | ||||||
|  | 	// Handle singularity.
 | ||||||
|  | 	float32 length = m_u.Length(); | ||||||
|  | 	if (length > b2_linearSlop) | ||||||
|  | 	{ | ||||||
|  | 		m_u *= 1.0f / length; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_u.Set(0.0f, 0.0f); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	float32 crAu = b2Cross(m_rA, m_u); | ||||||
|  | 	float32 crBu = b2Cross(m_rB, m_u); | ||||||
|  | 	float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu; | ||||||
|  | 
 | ||||||
|  | 	// Compute the effective mass matrix.
 | ||||||
|  | 	m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; | ||||||
|  | 
 | ||||||
|  | 	if (m_frequencyHz > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		float32 C = length - m_length; | ||||||
|  | 
 | ||||||
|  | 		// Frequency
 | ||||||
|  | 		float32 omega = 2.0f * b2_pi * m_frequencyHz; | ||||||
|  | 
 | ||||||
|  | 		// Damping coefficient
 | ||||||
|  | 		float32 d = 2.0f * m_mass * m_dampingRatio * omega; | ||||||
|  | 
 | ||||||
|  | 		// Spring stiffness
 | ||||||
|  | 		float32 k = m_mass * omega * omega; | ||||||
|  | 
 | ||||||
|  | 		// magic formulas
 | ||||||
|  | 		float32 h = data.step.dt; | ||||||
|  | 		m_gamma = h * (d + h * k); | ||||||
|  | 		m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f; | ||||||
|  | 		m_bias = C * h * k * m_gamma; | ||||||
|  | 
 | ||||||
|  | 		invMass += m_gamma; | ||||||
|  | 		m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_gamma = 0.0f; | ||||||
|  | 		m_bias = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (data.step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		// Scale the impulse to support a variable time step.
 | ||||||
|  | 		m_impulse *= data.step.dtRatio; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P = m_impulse * m_u; | ||||||
|  | 		vA -= m_invMassA * P; | ||||||
|  | 		wA -= m_invIA * b2Cross(m_rA, P); | ||||||
|  | 		vB += m_invMassB * P; | ||||||
|  | 		wB += m_invIB * b2Cross(m_rB, P); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_impulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	// Cdot = dot(u, v + cross(w, r))
 | ||||||
|  | 	b2Vec2 vpA = vA + b2Cross(wA, m_rA); | ||||||
|  | 	b2Vec2 vpB = vB + b2Cross(wB, m_rB); | ||||||
|  | 	float32 Cdot = b2Dot(m_u, vpB - vpA); | ||||||
|  | 
 | ||||||
|  | 	float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse); | ||||||
|  | 	m_impulse += impulse; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 P = impulse * m_u; | ||||||
|  | 	vA -= m_invMassA * P; | ||||||
|  | 	wA -= m_invIA * b2Cross(m_rA, P); | ||||||
|  | 	vB += m_invMassB * P; | ||||||
|  | 	wB += m_invIB * b2Cross(m_rB, P); | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	if (m_frequencyHz > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		// There is no position correction for soft distance constraints.
 | ||||||
|  | 		return true; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 	b2Vec2 u = cB + rB - cA - rA; | ||||||
|  | 
 | ||||||
|  | 	float32 length = u.Normalize(); | ||||||
|  | 	float32 C = length - m_length; | ||||||
|  | 	C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection); | ||||||
|  | 
 | ||||||
|  | 	float32 impulse = -m_mass * C; | ||||||
|  | 	b2Vec2 P = impulse * u; | ||||||
|  | 
 | ||||||
|  | 	cA -= m_invMassA * P; | ||||||
|  | 	aA -= m_invIA * b2Cross(rA, P); | ||||||
|  | 	cB += m_invMassB * P; | ||||||
|  | 	aB += m_invIB * b2Cross(rB, P); | ||||||
|  | 
 | ||||||
|  | 	data.positions[m_indexA].c = cA; | ||||||
|  | 	data.positions[m_indexA].a = aA; | ||||||
|  | 	data.positions[m_indexB].c = cB; | ||||||
|  | 	data.positions[m_indexB].a = aB; | ||||||
|  | 
 | ||||||
|  | 	return b2Abs(C) < b2_linearSlop; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2DistanceJoint::GetAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_bodyA->GetWorldPoint(m_localAnchorA); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2DistanceJoint::GetAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2DistanceJoint::GetReactionForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	b2Vec2 F = (inv_dt * m_impulse) * m_u; | ||||||
|  | 	return F; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2DistanceJoint::GetReactionTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	B2_NOT_USED(inv_dt); | ||||||
|  | 	return 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2DistanceJoint::Dump() | ||||||
|  | { | ||||||
|  | 	int32 indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	int32 indexB = m_bodyB->m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Log("  b2DistanceJointDef jd;\n"); | ||||||
|  | 	b2Log("  jd.bodyA = bodies[%d];\n", indexA); | ||||||
|  | 	b2Log("  jd.bodyB = bodies[%d];\n", indexB); | ||||||
|  | 	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected); | ||||||
|  | 	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y); | ||||||
|  | 	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y); | ||||||
|  | 	b2Log("  jd.length = %.15lef;\n", m_length); | ||||||
|  | 	b2Log("  jd.frequencyHz = %.15lef;\n", m_frequencyHz); | ||||||
|  | 	b2Log("  jd.dampingRatio = %.15lef;\n", m_dampingRatio); | ||||||
|  | 	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,169 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_DISTANCE_JOINT_H | ||||||
|  | #define B2_DISTANCE_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | 
 | ||||||
|  | /// Distance joint definition. This requires defining an
 | ||||||
|  | /// anchor point on both bodies and the non-zero length of the
 | ||||||
|  | /// distance joint. The definition uses local anchor points
 | ||||||
|  | /// so that the initial configuration can violate the constraint
 | ||||||
|  | /// slightly. This helps when saving and loading a game.
 | ||||||
|  | /// @warning Do not use a zero or short length.
 | ||||||
|  | struct b2DistanceJointDef : public b2JointDef | ||||||
|  | { | ||||||
|  | 	b2DistanceJointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_distanceJoint; | ||||||
|  | 		localAnchorA.Set(0.0f, 0.0f); | ||||||
|  | 		localAnchorB.Set(0.0f, 0.0f); | ||||||
|  | 		length = 1.0f; | ||||||
|  | 		frequencyHz = 0.0f; | ||||||
|  | 		dampingRatio = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize the bodies, anchors, and length using the world
 | ||||||
|  | 	/// anchors.
 | ||||||
|  | 	void Initialize(b2Body* bodyA, b2Body* bodyB, | ||||||
|  | 					const b2Vec2& anchorA, const b2Vec2& anchorB); | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	b2Vec2 localAnchorA; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	b2Vec2 localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	/// The natural length between the anchor points.
 | ||||||
|  | 	float32 length; | ||||||
|  | 
 | ||||||
|  | 	/// The mass-spring-damper frequency in Hertz. A value of 0
 | ||||||
|  | 	/// disables softness.
 | ||||||
|  | 	float32 frequencyHz; | ||||||
|  | 
 | ||||||
|  | 	/// The damping ratio. 0 = no damping, 1 = critical damping.
 | ||||||
|  | 	float32 dampingRatio; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A distance joint constrains two points on two bodies
 | ||||||
|  | /// to remain at a fixed distance from each other. You can view
 | ||||||
|  | /// this as a massless, rigid rod.
 | ||||||
|  | class b2DistanceJoint : public b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 GetAnchorA() const override; | ||||||
|  | 	b2Vec2 GetAnchorB() const override; | ||||||
|  | 
 | ||||||
|  | 	/// Get the reaction force given the inverse time step.
 | ||||||
|  | 	/// Unit is N.
 | ||||||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Get the reaction torque given the inverse time step.
 | ||||||
|  | 	/// Unit is N*m. This is always zero for a distance joint.
 | ||||||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; } | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; } | ||||||
|  | 
 | ||||||
|  | 	/// Set/get the natural length.
 | ||||||
|  | 	/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
 | ||||||
|  | 	void SetLength(float32 length); | ||||||
|  | 	float32 GetLength() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set/get frequency in Hz.
 | ||||||
|  | 	void SetFrequency(float32 hz); | ||||||
|  | 	float32 GetFrequency() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set/get damping ratio.
 | ||||||
|  | 	void SetDampingRatio(float32 ratio); | ||||||
|  | 	float32 GetDampingRatio() const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump joint to dmLog
 | ||||||
|  | 	void Dump() override; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 
 | ||||||
|  | 	friend class b2Joint; | ||||||
|  | 	b2DistanceJoint(const b2DistanceJointDef* data); | ||||||
|  | 
 | ||||||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||||||
|  | 
 | ||||||
|  | 	float32 m_frequencyHz; | ||||||
|  | 	float32 m_dampingRatio; | ||||||
|  | 	float32 m_bias; | ||||||
|  | 
 | ||||||
|  | 	// Solver shared
 | ||||||
|  | 	b2Vec2 m_localAnchorA; | ||||||
|  | 	b2Vec2 m_localAnchorB; | ||||||
|  | 	float32 m_gamma; | ||||||
|  | 	float32 m_impulse; | ||||||
|  | 	float32 m_length; | ||||||
|  | 
 | ||||||
|  | 	// Solver temp
 | ||||||
|  | 	int32 m_indexA; | ||||||
|  | 	int32 m_indexB; | ||||||
|  | 	b2Vec2 m_u; | ||||||
|  | 	b2Vec2 m_rA; | ||||||
|  | 	b2Vec2 m_rB; | ||||||
|  | 	b2Vec2 m_localCenterA; | ||||||
|  | 	b2Vec2 m_localCenterB; | ||||||
|  | 	float32 m_invMassA; | ||||||
|  | 	float32 m_invMassB; | ||||||
|  | 	float32 m_invIA; | ||||||
|  | 	float32 m_invIB; | ||||||
|  | 	float32 m_mass; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline void b2DistanceJoint::SetLength(float32 length) | ||||||
|  | { | ||||||
|  | 	m_length = length; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2DistanceJoint::GetLength() const | ||||||
|  | { | ||||||
|  | 	return m_length; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2DistanceJoint::SetFrequency(float32 hz) | ||||||
|  | { | ||||||
|  | 	m_frequencyHz = hz; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2DistanceJoint::GetFrequency() const | ||||||
|  | { | ||||||
|  | 	return m_frequencyHz; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2DistanceJoint::SetDampingRatio(float32 ratio) | ||||||
|  | { | ||||||
|  | 	m_dampingRatio = ratio; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2DistanceJoint::GetDampingRatio() const | ||||||
|  | { | ||||||
|  | 	return m_dampingRatio; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,251 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "b2FrictionJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | // Point-to-point constraint
 | ||||||
|  | // Cdot = v2 - v1
 | ||||||
|  | //      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
 | ||||||
|  | // J = [-I -r1_skew I r2_skew ]
 | ||||||
|  | // Identity used:
 | ||||||
|  | // w k % (rx i + ry j) = w * (-ry i + rx j)
 | ||||||
|  | 
 | ||||||
|  | // Angle constraint
 | ||||||
|  | // Cdot = w2 - w1
 | ||||||
|  | // J = [0 0 -1 0 0 1]
 | ||||||
|  | // K = invI1 + invI2
 | ||||||
|  | 
 | ||||||
|  | void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor) | ||||||
|  | { | ||||||
|  | 	bodyA = bA; | ||||||
|  | 	bodyB = bB; | ||||||
|  | 	localAnchorA = bodyA->GetLocalPoint(anchor); | ||||||
|  | 	localAnchorB = bodyB->GetLocalPoint(anchor); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def) | ||||||
|  | : b2Joint(def) | ||||||
|  | { | ||||||
|  | 	m_localAnchorA = def->localAnchorA; | ||||||
|  | 	m_localAnchorB = def->localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	m_linearImpulse.SetZero(); | ||||||
|  | 	m_angularImpulse = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	m_maxForce = def->maxForce; | ||||||
|  | 	m_maxTorque = def->maxTorque; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2FrictionJoint::InitVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	m_indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||||||
|  | 	m_localCenterA = m_bodyA->m_sweep.localCenter; | ||||||
|  | 	m_localCenterB = m_bodyB->m_sweep.localCenter; | ||||||
|  | 	m_invMassA = m_bodyA->m_invMass; | ||||||
|  | 	m_invMassB = m_bodyB->m_invMass; | ||||||
|  | 	m_invIA = m_bodyA->m_invI; | ||||||
|  | 	m_invIB = m_bodyB->m_invI; | ||||||
|  | 
 | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 
 | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	// Compute the effective mass matrix.
 | ||||||
|  | 	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 
 | ||||||
|  | 	// J = [-I -r1_skew I r2_skew]
 | ||||||
|  | 	//     [ 0       -1 0       1]
 | ||||||
|  | 	// r_skew = [-ry; rx]
 | ||||||
|  | 
 | ||||||
|  | 	// Matlab
 | ||||||
|  | 	// K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
 | ||||||
|  | 	//     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
 | ||||||
|  | 	//     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]
 | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	b2Mat22 K; | ||||||
|  | 	K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y; | ||||||
|  | 	K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y; | ||||||
|  | 	K.ey.x = K.ex.y; | ||||||
|  | 	K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x; | ||||||
|  | 
 | ||||||
|  | 	m_linearMass = K.GetInverse(); | ||||||
|  | 
 | ||||||
|  | 	m_angularMass = iA + iB; | ||||||
|  | 	if (m_angularMass > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_angularMass = 1.0f / m_angularMass; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (data.step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		// Scale impulses to support a variable time step.
 | ||||||
|  | 		m_linearImpulse *= data.step.dtRatio; | ||||||
|  | 		m_angularImpulse *= data.step.dtRatio; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y); | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse); | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * (b2Cross(m_rB, P) + m_angularImpulse); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_linearImpulse.SetZero(); | ||||||
|  | 		m_angularImpulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2FrictionJoint::SolveVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	float32 h = data.step.dt; | ||||||
|  | 
 | ||||||
|  | 	// Solve angular friction
 | ||||||
|  | 	{ | ||||||
|  | 		float32 Cdot = wB - wA; | ||||||
|  | 		float32 impulse = -m_angularMass * Cdot; | ||||||
|  | 
 | ||||||
|  | 		float32 oldImpulse = m_angularImpulse; | ||||||
|  | 		float32 maxImpulse = h * m_maxTorque; | ||||||
|  | 		m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse); | ||||||
|  | 		impulse = m_angularImpulse - oldImpulse; | ||||||
|  | 
 | ||||||
|  | 		wA -= iA * impulse; | ||||||
|  | 		wB += iB * impulse; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Solve linear friction
 | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA); | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 impulse = -b2Mul(m_linearMass, Cdot); | ||||||
|  | 		b2Vec2 oldImpulse = m_linearImpulse; | ||||||
|  | 		m_linearImpulse += impulse; | ||||||
|  | 
 | ||||||
|  | 		float32 maxImpulse = h * m_maxForce; | ||||||
|  | 
 | ||||||
|  | 		if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse) | ||||||
|  | 		{ | ||||||
|  | 			m_linearImpulse.Normalize(); | ||||||
|  | 			m_linearImpulse *= maxImpulse; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		impulse = m_linearImpulse - oldImpulse; | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * impulse; | ||||||
|  | 		wA -= iA * b2Cross(m_rA, impulse); | ||||||
|  | 
 | ||||||
|  | 		vB += mB * impulse; | ||||||
|  | 		wB += iB * b2Cross(m_rB, impulse); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	B2_NOT_USED(data); | ||||||
|  | 
 | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2FrictionJoint::GetAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_bodyA->GetWorldPoint(m_localAnchorA); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2FrictionJoint::GetAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2FrictionJoint::GetReactionForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_linearImpulse; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2FrictionJoint::GetReactionTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_angularImpulse; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2FrictionJoint::SetMaxForce(float32 force) | ||||||
|  | { | ||||||
|  | 	b2Assert(b2IsValid(force) && force >= 0.0f); | ||||||
|  | 	m_maxForce = force; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2FrictionJoint::GetMaxForce() const | ||||||
|  | { | ||||||
|  | 	return m_maxForce; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2FrictionJoint::SetMaxTorque(float32 torque) | ||||||
|  | { | ||||||
|  | 	b2Assert(b2IsValid(torque) && torque >= 0.0f); | ||||||
|  | 	m_maxTorque = torque; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2FrictionJoint::GetMaxTorque() const | ||||||
|  | { | ||||||
|  | 	return m_maxTorque; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2FrictionJoint::Dump() | ||||||
|  | { | ||||||
|  | 	int32 indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	int32 indexB = m_bodyB->m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Log("  b2FrictionJointDef jd;\n"); | ||||||
|  | 	b2Log("  jd.bodyA = bodies[%d];\n", indexA); | ||||||
|  | 	b2Log("  jd.bodyB = bodies[%d];\n", indexB); | ||||||
|  | 	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected); | ||||||
|  | 	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y); | ||||||
|  | 	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y); | ||||||
|  | 	b2Log("  jd.maxForce = %.15lef;\n", m_maxForce); | ||||||
|  | 	b2Log("  jd.maxTorque = %.15lef;\n", m_maxTorque); | ||||||
|  | 	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,119 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_FRICTION_JOINT_H | ||||||
|  | #define B2_FRICTION_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | 
 | ||||||
|  | /// Friction joint definition.
 | ||||||
|  | struct b2FrictionJointDef : public b2JointDef | ||||||
|  | { | ||||||
|  | 	b2FrictionJointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_frictionJoint; | ||||||
|  | 		localAnchorA.SetZero(); | ||||||
|  | 		localAnchorB.SetZero(); | ||||||
|  | 		maxForce = 0.0f; | ||||||
|  | 		maxTorque = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize the bodies, anchors, axis, and reference angle using the world
 | ||||||
|  | 	/// anchor and world axis.
 | ||||||
|  | 	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor); | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	b2Vec2 localAnchorA; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	b2Vec2 localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	/// The maximum friction force in N.
 | ||||||
|  | 	float32 maxForce; | ||||||
|  | 
 | ||||||
|  | 	/// The maximum friction torque in N-m.
 | ||||||
|  | 	float32 maxTorque; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Friction joint. This is used for top-down friction.
 | ||||||
|  | /// It provides 2D translational friction and angular friction.
 | ||||||
|  | class b2FrictionJoint : public b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2Vec2 GetAnchorA() const override; | ||||||
|  | 	b2Vec2 GetAnchorB() const override; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||||||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; } | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; } | ||||||
|  | 
 | ||||||
|  | 	/// Set the maximum friction force in N.
 | ||||||
|  | 	void SetMaxForce(float32 force); | ||||||
|  | 
 | ||||||
|  | 	/// Get the maximum friction force in N.
 | ||||||
|  | 	float32 GetMaxForce() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the maximum friction torque in N*m.
 | ||||||
|  | 	void SetMaxTorque(float32 torque); | ||||||
|  | 
 | ||||||
|  | 	/// Get the maximum friction torque in N*m.
 | ||||||
|  | 	float32 GetMaxTorque() const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump joint to dmLog
 | ||||||
|  | 	void Dump() override; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 
 | ||||||
|  | 	friend class b2Joint; | ||||||
|  | 
 | ||||||
|  | 	b2FrictionJoint(const b2FrictionJointDef* def); | ||||||
|  | 
 | ||||||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 m_localAnchorA; | ||||||
|  | 	b2Vec2 m_localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	// Solver shared
 | ||||||
|  | 	b2Vec2 m_linearImpulse; | ||||||
|  | 	float32 m_angularImpulse; | ||||||
|  | 	float32 m_maxForce; | ||||||
|  | 	float32 m_maxTorque; | ||||||
|  | 
 | ||||||
|  | 	// Solver temp
 | ||||||
|  | 	int32 m_indexA; | ||||||
|  | 	int32 m_indexB; | ||||||
|  | 	b2Vec2 m_rA; | ||||||
|  | 	b2Vec2 m_rB; | ||||||
|  | 	b2Vec2 m_localCenterA; | ||||||
|  | 	b2Vec2 m_localCenterB; | ||||||
|  | 	float32 m_invMassA; | ||||||
|  | 	float32 m_invMassB; | ||||||
|  | 	float32 m_invIA; | ||||||
|  | 	float32 m_invIB; | ||||||
|  | 	b2Mat22 m_linearMass; | ||||||
|  | 	float32 m_angularMass; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,419 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "b2GearJoint.h" | ||||||
|  | #include "b2RevoluteJoint.h" | ||||||
|  | #include "b2PrismaticJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | // Gear Joint:
 | ||||||
|  | // C0 = (coordinate1 + ratio * coordinate2)_initial
 | ||||||
|  | // C = (coordinate1 + ratio * coordinate2) - C0 = 0
 | ||||||
|  | // J = [J1 ratio * J2]
 | ||||||
|  | // K = J * invM * JT
 | ||||||
|  | //   = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
 | ||||||
|  | //
 | ||||||
|  | // Revolute:
 | ||||||
|  | // coordinate = rotation
 | ||||||
|  | // Cdot = angularVelocity
 | ||||||
|  | // J = [0 0 1]
 | ||||||
|  | // K = J * invM * JT = invI
 | ||||||
|  | //
 | ||||||
|  | // Prismatic:
 | ||||||
|  | // coordinate = dot(p - pg, ug)
 | ||||||
|  | // Cdot = dot(v + cross(w, r), ug)
 | ||||||
|  | // J = [ug cross(r, ug)]
 | ||||||
|  | // K = J * invM * JT = invMass + invI * cross(r, ug)^2
 | ||||||
|  | 
 | ||||||
|  | b2GearJoint::b2GearJoint(const b2GearJointDef* def) | ||||||
|  | : b2Joint(def) | ||||||
|  | { | ||||||
|  | 	m_joint1 = def->joint1; | ||||||
|  | 	m_joint2 = def->joint2; | ||||||
|  | 
 | ||||||
|  | 	m_typeA = m_joint1->GetType(); | ||||||
|  | 	m_typeB = m_joint2->GetType(); | ||||||
|  | 
 | ||||||
|  | 	b2Assert(m_typeA == e_revoluteJoint || m_typeA == e_prismaticJoint); | ||||||
|  | 	b2Assert(m_typeB == e_revoluteJoint || m_typeB == e_prismaticJoint); | ||||||
|  | 
 | ||||||
|  | 	float32 coordinateA, coordinateB; | ||||||
|  | 
 | ||||||
|  | 	// TODO_ERIN there might be some problem with the joint edges in b2Joint.
 | ||||||
|  | 
 | ||||||
|  | 	m_bodyC = m_joint1->GetBodyA(); | ||||||
|  | 	m_bodyA = m_joint1->GetBodyB(); | ||||||
|  | 
 | ||||||
|  | 	// Get geometry of joint1
 | ||||||
|  | 	b2Transform xfA = m_bodyA->m_xf; | ||||||
|  | 	float32 aA = m_bodyA->m_sweep.a; | ||||||
|  | 	b2Transform xfC = m_bodyC->m_xf; | ||||||
|  | 	float32 aC = m_bodyC->m_sweep.a; | ||||||
|  | 
 | ||||||
|  | 	if (m_typeA == e_revoluteJoint) | ||||||
|  | 	{ | ||||||
|  | 		b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint1; | ||||||
|  | 		m_localAnchorC = revolute->m_localAnchorA; | ||||||
|  | 		m_localAnchorA = revolute->m_localAnchorB; | ||||||
|  | 		m_referenceAngleA = revolute->m_referenceAngle; | ||||||
|  | 		m_localAxisC.SetZero(); | ||||||
|  | 
 | ||||||
|  | 		coordinateA = aA - aC - m_referenceAngleA; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint1; | ||||||
|  | 		m_localAnchorC = prismatic->m_localAnchorA; | ||||||
|  | 		m_localAnchorA = prismatic->m_localAnchorB; | ||||||
|  | 		m_referenceAngleA = prismatic->m_referenceAngle; | ||||||
|  | 		m_localAxisC = prismatic->m_localXAxisA; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 pC = m_localAnchorC; | ||||||
|  | 		b2Vec2 pA = b2MulT(xfC.q, b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p)); | ||||||
|  | 		coordinateA = b2Dot(pA - pC, m_localAxisC); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_bodyD = m_joint2->GetBodyA(); | ||||||
|  | 	m_bodyB = m_joint2->GetBodyB(); | ||||||
|  | 
 | ||||||
|  | 	// Get geometry of joint2
 | ||||||
|  | 	b2Transform xfB = m_bodyB->m_xf; | ||||||
|  | 	float32 aB = m_bodyB->m_sweep.a; | ||||||
|  | 	b2Transform xfD = m_bodyD->m_xf; | ||||||
|  | 	float32 aD = m_bodyD->m_sweep.a; | ||||||
|  | 
 | ||||||
|  | 	if (m_typeB == e_revoluteJoint) | ||||||
|  | 	{ | ||||||
|  | 		b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint2; | ||||||
|  | 		m_localAnchorD = revolute->m_localAnchorA; | ||||||
|  | 		m_localAnchorB = revolute->m_localAnchorB; | ||||||
|  | 		m_referenceAngleB = revolute->m_referenceAngle; | ||||||
|  | 		m_localAxisD.SetZero(); | ||||||
|  | 
 | ||||||
|  | 		coordinateB = aB - aD - m_referenceAngleB; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint2; | ||||||
|  | 		m_localAnchorD = prismatic->m_localAnchorA; | ||||||
|  | 		m_localAnchorB = prismatic->m_localAnchorB; | ||||||
|  | 		m_referenceAngleB = prismatic->m_referenceAngle; | ||||||
|  | 		m_localAxisD = prismatic->m_localXAxisA; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 pD = m_localAnchorD; | ||||||
|  | 		b2Vec2 pB = b2MulT(xfD.q, b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p)); | ||||||
|  | 		coordinateB = b2Dot(pB - pD, m_localAxisD); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_ratio = def->ratio; | ||||||
|  | 
 | ||||||
|  | 	m_constant = coordinateA + m_ratio * coordinateB; | ||||||
|  | 
 | ||||||
|  | 	m_impulse = 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2GearJoint::InitVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	m_indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||||||
|  | 	m_indexC = m_bodyC->m_islandIndex; | ||||||
|  | 	m_indexD = m_bodyD->m_islandIndex; | ||||||
|  | 	m_lcA = m_bodyA->m_sweep.localCenter; | ||||||
|  | 	m_lcB = m_bodyB->m_sweep.localCenter; | ||||||
|  | 	m_lcC = m_bodyC->m_sweep.localCenter; | ||||||
|  | 	m_lcD = m_bodyD->m_sweep.localCenter; | ||||||
|  | 	m_mA = m_bodyA->m_invMass; | ||||||
|  | 	m_mB = m_bodyB->m_invMass; | ||||||
|  | 	m_mC = m_bodyC->m_invMass; | ||||||
|  | 	m_mD = m_bodyD->m_invMass; | ||||||
|  | 	m_iA = m_bodyA->m_invI; | ||||||
|  | 	m_iB = m_bodyB->m_invI; | ||||||
|  | 	m_iC = m_bodyC->m_invI; | ||||||
|  | 	m_iD = m_bodyD->m_invI; | ||||||
|  | 
 | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 
 | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	float32 aC = data.positions[m_indexC].a; | ||||||
|  | 	b2Vec2 vC = data.velocities[m_indexC].v; | ||||||
|  | 	float32 wC = data.velocities[m_indexC].w; | ||||||
|  | 
 | ||||||
|  | 	float32 aD = data.positions[m_indexD].a; | ||||||
|  | 	b2Vec2 vD = data.velocities[m_indexD].v; | ||||||
|  | 	float32 wD = data.velocities[m_indexD].w; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB), qC(aC), qD(aD); | ||||||
|  | 
 | ||||||
|  | 	m_mass = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	if (m_typeA == e_revoluteJoint) | ||||||
|  | 	{ | ||||||
|  | 		m_JvAC.SetZero(); | ||||||
|  | 		m_JwA = 1.0f; | ||||||
|  | 		m_JwC = 1.0f; | ||||||
|  | 		m_mass += m_iA + m_iC; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 u = b2Mul(qC, m_localAxisC); | ||||||
|  | 		b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC); | ||||||
|  | 		b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA); | ||||||
|  | 		m_JvAC = u; | ||||||
|  | 		m_JwC = b2Cross(rC, u); | ||||||
|  | 		m_JwA = b2Cross(rA, u); | ||||||
|  | 		m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (m_typeB == e_revoluteJoint) | ||||||
|  | 	{ | ||||||
|  | 		m_JvBD.SetZero(); | ||||||
|  | 		m_JwB = m_ratio; | ||||||
|  | 		m_JwD = m_ratio; | ||||||
|  | 		m_mass += m_ratio * m_ratio * (m_iB + m_iD); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 u = b2Mul(qD, m_localAxisD); | ||||||
|  | 		b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD); | ||||||
|  | 		b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB); | ||||||
|  | 		m_JvBD = m_ratio * u; | ||||||
|  | 		m_JwD = m_ratio * b2Cross(rD, u); | ||||||
|  | 		m_JwB = m_ratio * b2Cross(rB, u); | ||||||
|  | 		m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Compute effective mass.
 | ||||||
|  | 	m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f; | ||||||
|  | 
 | ||||||
|  | 	if (data.step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		vA += (m_mA * m_impulse) * m_JvAC; | ||||||
|  | 		wA += m_iA * m_impulse * m_JwA; | ||||||
|  | 		vB += (m_mB * m_impulse) * m_JvBD; | ||||||
|  | 		wB += m_iB * m_impulse * m_JwB; | ||||||
|  | 		vC -= (m_mC * m_impulse) * m_JvAC; | ||||||
|  | 		wC -= m_iC * m_impulse * m_JwC; | ||||||
|  | 		vD -= (m_mD * m_impulse) * m_JvBD; | ||||||
|  | 		wD -= m_iD * m_impulse * m_JwD; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_impulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | 	data.velocities[m_indexC].v = vC; | ||||||
|  | 	data.velocities[m_indexC].w = wC; | ||||||
|  | 	data.velocities[m_indexD].v = vD; | ||||||
|  | 	data.velocities[m_indexD].w = wD; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2GearJoint::SolveVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 	b2Vec2 vC = data.velocities[m_indexC].v; | ||||||
|  | 	float32 wC = data.velocities[m_indexC].w; | ||||||
|  | 	b2Vec2 vD = data.velocities[m_indexD].v; | ||||||
|  | 	float32 wD = data.velocities[m_indexD].w; | ||||||
|  | 
 | ||||||
|  | 	float32 Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD); | ||||||
|  | 	Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD); | ||||||
|  | 
 | ||||||
|  | 	float32 impulse = -m_mass * Cdot; | ||||||
|  | 	m_impulse += impulse; | ||||||
|  | 
 | ||||||
|  | 	vA += (m_mA * impulse) * m_JvAC; | ||||||
|  | 	wA += m_iA * impulse * m_JwA; | ||||||
|  | 	vB += (m_mB * impulse) * m_JvBD; | ||||||
|  | 	wB += m_iB * impulse * m_JwB; | ||||||
|  | 	vC -= (m_mC * impulse) * m_JvAC; | ||||||
|  | 	wC -= m_iC * impulse * m_JwC; | ||||||
|  | 	vD -= (m_mD * impulse) * m_JvBD; | ||||||
|  | 	wD -= m_iD * impulse * m_JwD; | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | 	data.velocities[m_indexC].v = vC; | ||||||
|  | 	data.velocities[m_indexC].w = wC; | ||||||
|  | 	data.velocities[m_indexD].v = vD; | ||||||
|  | 	data.velocities[m_indexD].w = wD; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2GearJoint::SolvePositionConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 cC = data.positions[m_indexC].c; | ||||||
|  | 	float32 aC = data.positions[m_indexC].a; | ||||||
|  | 	b2Vec2 cD = data.positions[m_indexD].c; | ||||||
|  | 	float32 aD = data.positions[m_indexD].a; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB), qC(aC), qD(aD); | ||||||
|  | 
 | ||||||
|  | 	float32 linearError = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	float32 coordinateA, coordinateB; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 JvAC, JvBD; | ||||||
|  | 	float32 JwA, JwB, JwC, JwD; | ||||||
|  | 	float32 mass = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	if (m_typeA == e_revoluteJoint) | ||||||
|  | 	{ | ||||||
|  | 		JvAC.SetZero(); | ||||||
|  | 		JwA = 1.0f; | ||||||
|  | 		JwC = 1.0f; | ||||||
|  | 		mass += m_iA + m_iC; | ||||||
|  | 
 | ||||||
|  | 		coordinateA = aA - aC - m_referenceAngleA; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 u = b2Mul(qC, m_localAxisC); | ||||||
|  | 		b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC); | ||||||
|  | 		b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA); | ||||||
|  | 		JvAC = u; | ||||||
|  | 		JwC = b2Cross(rC, u); | ||||||
|  | 		JwA = b2Cross(rA, u); | ||||||
|  | 		mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 pC = m_localAnchorC - m_lcC; | ||||||
|  | 		b2Vec2 pA = b2MulT(qC, rA + (cA - cC)); | ||||||
|  | 		coordinateA = b2Dot(pA - pC, m_localAxisC); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (m_typeB == e_revoluteJoint) | ||||||
|  | 	{ | ||||||
|  | 		JvBD.SetZero(); | ||||||
|  | 		JwB = m_ratio; | ||||||
|  | 		JwD = m_ratio; | ||||||
|  | 		mass += m_ratio * m_ratio * (m_iB + m_iD); | ||||||
|  | 
 | ||||||
|  | 		coordinateB = aB - aD - m_referenceAngleB; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 u = b2Mul(qD, m_localAxisD); | ||||||
|  | 		b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD); | ||||||
|  | 		b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB); | ||||||
|  | 		JvBD = m_ratio * u; | ||||||
|  | 		JwD = m_ratio * b2Cross(rD, u); | ||||||
|  | 		JwB = m_ratio * b2Cross(rB, u); | ||||||
|  | 		mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 pD = m_localAnchorD - m_lcD; | ||||||
|  | 		b2Vec2 pB = b2MulT(qD, rB + (cB - cD)); | ||||||
|  | 		coordinateB = b2Dot(pB - pD, m_localAxisD); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	float32 C = (coordinateA + m_ratio * coordinateB) - m_constant; | ||||||
|  | 
 | ||||||
|  | 	float32 impulse = 0.0f; | ||||||
|  | 	if (mass > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		impulse = -C / mass; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	cA += m_mA * impulse * JvAC; | ||||||
|  | 	aA += m_iA * impulse * JwA; | ||||||
|  | 	cB += m_mB * impulse * JvBD; | ||||||
|  | 	aB += m_iB * impulse * JwB; | ||||||
|  | 	cC -= m_mC * impulse * JvAC; | ||||||
|  | 	aC -= m_iC * impulse * JwC; | ||||||
|  | 	cD -= m_mD * impulse * JvBD; | ||||||
|  | 	aD -= m_iD * impulse * JwD; | ||||||
|  | 
 | ||||||
|  | 	data.positions[m_indexA].c = cA; | ||||||
|  | 	data.positions[m_indexA].a = aA; | ||||||
|  | 	data.positions[m_indexB].c = cB; | ||||||
|  | 	data.positions[m_indexB].a = aB; | ||||||
|  | 	data.positions[m_indexC].c = cC; | ||||||
|  | 	data.positions[m_indexC].a = aC; | ||||||
|  | 	data.positions[m_indexD].c = cD; | ||||||
|  | 	data.positions[m_indexD].a = aD; | ||||||
|  | 
 | ||||||
|  | 	// TODO_ERIN not implemented
 | ||||||
|  | 	return linearError < b2_linearSlop; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2GearJoint::GetAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_bodyA->GetWorldPoint(m_localAnchorA); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2GearJoint::GetAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2GearJoint::GetReactionForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	b2Vec2 P = m_impulse * m_JvAC; | ||||||
|  | 	return inv_dt * P; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2GearJoint::GetReactionTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	float32 L = m_impulse * m_JwA; | ||||||
|  | 	return inv_dt * L; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2GearJoint::SetRatio(float32 ratio) | ||||||
|  | { | ||||||
|  | 	b2Assert(b2IsValid(ratio)); | ||||||
|  | 	m_ratio = ratio; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2GearJoint::GetRatio() const | ||||||
|  | { | ||||||
|  | 	return m_ratio; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2GearJoint::Dump() | ||||||
|  | { | ||||||
|  | 	int32 indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	int32 indexB = m_bodyB->m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	int32 index1 = m_joint1->m_index; | ||||||
|  | 	int32 index2 = m_joint2->m_index; | ||||||
|  | 
 | ||||||
|  | 	b2Log("  b2GearJointDef jd;\n"); | ||||||
|  | 	b2Log("  jd.bodyA = bodies[%d];\n", indexA); | ||||||
|  | 	b2Log("  jd.bodyB = bodies[%d];\n", indexB); | ||||||
|  | 	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected); | ||||||
|  | 	b2Log("  jd.joint1 = joints[%d];\n", index1); | ||||||
|  | 	b2Log("  jd.joint2 = joints[%d];\n", index2); | ||||||
|  | 	b2Log("  jd.ratio = %.15lef;\n", m_ratio); | ||||||
|  | 	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,125 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_GEAR_JOINT_H | ||||||
|  | #define B2_GEAR_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | 
 | ||||||
|  | /// Gear joint definition. This definition requires two existing
 | ||||||
|  | /// revolute or prismatic joints (any combination will work).
 | ||||||
|  | struct b2GearJointDef : public b2JointDef | ||||||
|  | { | ||||||
|  | 	b2GearJointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_gearJoint; | ||||||
|  | 		joint1 = nullptr; | ||||||
|  | 		joint2 = nullptr; | ||||||
|  | 		ratio = 1.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// The first revolute/prismatic joint attached to the gear joint.
 | ||||||
|  | 	b2Joint* joint1; | ||||||
|  | 
 | ||||||
|  | 	/// The second revolute/prismatic joint attached to the gear joint.
 | ||||||
|  | 	b2Joint* joint2; | ||||||
|  | 
 | ||||||
|  | 	/// The gear ratio.
 | ||||||
|  | 	/// @see b2GearJoint for explanation.
 | ||||||
|  | 	float32 ratio; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A gear joint is used to connect two joints together. Either joint
 | ||||||
|  | /// can be a revolute or prismatic joint. You specify a gear ratio
 | ||||||
|  | /// to bind the motions together:
 | ||||||
|  | /// coordinate1 + ratio * coordinate2 = constant
 | ||||||
|  | /// The ratio can be negative or positive. If one joint is a revolute joint
 | ||||||
|  | /// and the other joint is a prismatic joint, then the ratio will have units
 | ||||||
|  | /// of length or units of 1/length.
 | ||||||
|  | /// @warning You have to manually destroy the gear joint if joint1 or joint2
 | ||||||
|  | /// is destroyed.
 | ||||||
|  | class b2GearJoint : public b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2Vec2 GetAnchorA() const override; | ||||||
|  | 	b2Vec2 GetAnchorB() const override; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||||||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Get the first joint.
 | ||||||
|  | 	b2Joint* GetJoint1() { return m_joint1; } | ||||||
|  | 
 | ||||||
|  | 	/// Get the second joint.
 | ||||||
|  | 	b2Joint* GetJoint2() { return m_joint2; } | ||||||
|  | 
 | ||||||
|  | 	/// Set/Get the gear ratio.
 | ||||||
|  | 	void SetRatio(float32 ratio); | ||||||
|  | 	float32 GetRatio() const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump joint to dmLog
 | ||||||
|  | 	void Dump() override; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 
 | ||||||
|  | 	friend class b2Joint; | ||||||
|  | 	b2GearJoint(const b2GearJointDef* data); | ||||||
|  | 
 | ||||||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||||||
|  | 
 | ||||||
|  | 	b2Joint* m_joint1; | ||||||
|  | 	b2Joint* m_joint2; | ||||||
|  | 
 | ||||||
|  | 	b2JointType m_typeA; | ||||||
|  | 	b2JointType m_typeB; | ||||||
|  | 
 | ||||||
|  | 	// Body A is connected to body C
 | ||||||
|  | 	// Body B is connected to body D
 | ||||||
|  | 	b2Body* m_bodyC; | ||||||
|  | 	b2Body* m_bodyD; | ||||||
|  | 
 | ||||||
|  | 	// Solver shared
 | ||||||
|  | 	b2Vec2 m_localAnchorA; | ||||||
|  | 	b2Vec2 m_localAnchorB; | ||||||
|  | 	b2Vec2 m_localAnchorC; | ||||||
|  | 	b2Vec2 m_localAnchorD; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 m_localAxisC; | ||||||
|  | 	b2Vec2 m_localAxisD; | ||||||
|  | 
 | ||||||
|  | 	float32 m_referenceAngleA; | ||||||
|  | 	float32 m_referenceAngleB; | ||||||
|  | 
 | ||||||
|  | 	float32 m_constant; | ||||||
|  | 	float32 m_ratio; | ||||||
|  | 
 | ||||||
|  | 	float32 m_impulse; | ||||||
|  | 
 | ||||||
|  | 	// Solver temp
 | ||||||
|  | 	int32 m_indexA, m_indexB, m_indexC, m_indexD; | ||||||
|  | 	b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD; | ||||||
|  | 	float32 m_mA, m_mB, m_mC, m_mD; | ||||||
|  | 	float32 m_iA, m_iB, m_iC, m_iD; | ||||||
|  | 	b2Vec2 m_JvAC, m_JvBD; | ||||||
|  | 	float32 m_JwA, m_JwB, m_JwC, m_JwD; | ||||||
|  | 	float32 m_mass; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,211 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | #include "b2DistanceJoint.h" | ||||||
|  | #include "b2WheelJoint.h" | ||||||
|  | #include "b2MouseJoint.h" | ||||||
|  | #include "b2RevoluteJoint.h" | ||||||
|  | #include "b2PrismaticJoint.h" | ||||||
|  | #include "b2PulleyJoint.h" | ||||||
|  | #include "b2GearJoint.h" | ||||||
|  | #include "b2WeldJoint.h" | ||||||
|  | #include "b2FrictionJoint.h" | ||||||
|  | #include "b2RopeJoint.h" | ||||||
|  | #include "b2MotorJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2World.h" | ||||||
|  | #include "../../Common/b2BlockAllocator.h" | ||||||
|  | 
 | ||||||
|  | #include <new> | ||||||
|  | 
 | ||||||
|  | b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	b2Joint* joint = nullptr; | ||||||
|  | 
 | ||||||
|  | 	switch (def->type) | ||||||
|  | 	{ | ||||||
|  | 	case e_distanceJoint: | ||||||
|  | 		{ | ||||||
|  | 			void* mem = allocator->Allocate(sizeof(b2DistanceJoint)); | ||||||
|  | 			joint = new (mem) b2DistanceJoint(static_cast<const b2DistanceJointDef*>(def)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_mouseJoint: | ||||||
|  | 		{ | ||||||
|  | 			void* mem = allocator->Allocate(sizeof(b2MouseJoint)); | ||||||
|  | 			joint = new (mem) b2MouseJoint(static_cast<const b2MouseJointDef*>(def)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_prismaticJoint: | ||||||
|  | 		{ | ||||||
|  | 			void* mem = allocator->Allocate(sizeof(b2PrismaticJoint)); | ||||||
|  | 			joint = new (mem) b2PrismaticJoint(static_cast<const b2PrismaticJointDef*>(def)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_revoluteJoint: | ||||||
|  | 		{ | ||||||
|  | 			void* mem = allocator->Allocate(sizeof(b2RevoluteJoint)); | ||||||
|  | 			joint = new (mem) b2RevoluteJoint(static_cast<const b2RevoluteJointDef*>(def)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_pulleyJoint: | ||||||
|  | 		{ | ||||||
|  | 			void* mem = allocator->Allocate(sizeof(b2PulleyJoint)); | ||||||
|  | 			joint = new (mem) b2PulleyJoint(static_cast<const b2PulleyJointDef*>(def)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_gearJoint: | ||||||
|  | 		{ | ||||||
|  | 			void* mem = allocator->Allocate(sizeof(b2GearJoint)); | ||||||
|  | 			joint = new (mem) b2GearJoint(static_cast<const b2GearJointDef*>(def)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_wheelJoint: | ||||||
|  | 		{ | ||||||
|  | 			void* mem = allocator->Allocate(sizeof(b2WheelJoint)); | ||||||
|  | 			joint = new (mem) b2WheelJoint(static_cast<const b2WheelJointDef*>(def)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_weldJoint: | ||||||
|  | 		{ | ||||||
|  | 			void* mem = allocator->Allocate(sizeof(b2WeldJoint)); | ||||||
|  | 			joint = new (mem) b2WeldJoint(static_cast<const b2WeldJointDef*>(def)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  |          | ||||||
|  | 	case e_frictionJoint: | ||||||
|  | 		{ | ||||||
|  | 			void* mem = allocator->Allocate(sizeof(b2FrictionJoint)); | ||||||
|  | 			joint = new (mem) b2FrictionJoint(static_cast<const b2FrictionJointDef*>(def)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_ropeJoint: | ||||||
|  | 		{ | ||||||
|  | 			void* mem = allocator->Allocate(sizeof(b2RopeJoint)); | ||||||
|  | 			joint = new (mem) b2RopeJoint(static_cast<const b2RopeJointDef*>(def)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_motorJoint: | ||||||
|  | 		{ | ||||||
|  | 			void* mem = allocator->Allocate(sizeof(b2MotorJoint)); | ||||||
|  | 			joint = new (mem) b2MotorJoint(static_cast<const b2MotorJointDef*>(def)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	default: | ||||||
|  | 		b2Assert(false); | ||||||
|  | 		break; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	return joint; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	joint->~b2Joint(); | ||||||
|  | 	switch (joint->m_type) | ||||||
|  | 	{ | ||||||
|  | 	case e_distanceJoint: | ||||||
|  | 		allocator->Free(joint, sizeof(b2DistanceJoint)); | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_mouseJoint: | ||||||
|  | 		allocator->Free(joint, sizeof(b2MouseJoint)); | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_prismaticJoint: | ||||||
|  | 		allocator->Free(joint, sizeof(b2PrismaticJoint)); | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_revoluteJoint: | ||||||
|  | 		allocator->Free(joint, sizeof(b2RevoluteJoint)); | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_pulleyJoint: | ||||||
|  | 		allocator->Free(joint, sizeof(b2PulleyJoint)); | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_gearJoint: | ||||||
|  | 		allocator->Free(joint, sizeof(b2GearJoint)); | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_wheelJoint: | ||||||
|  | 		allocator->Free(joint, sizeof(b2WheelJoint)); | ||||||
|  | 		break; | ||||||
|  |      | ||||||
|  | 	case e_weldJoint: | ||||||
|  | 		allocator->Free(joint, sizeof(b2WeldJoint)); | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_frictionJoint: | ||||||
|  | 		allocator->Free(joint, sizeof(b2FrictionJoint)); | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_ropeJoint: | ||||||
|  | 		allocator->Free(joint, sizeof(b2RopeJoint)); | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case e_motorJoint: | ||||||
|  | 		allocator->Free(joint, sizeof(b2MotorJoint)); | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	default: | ||||||
|  | 		b2Assert(false); | ||||||
|  | 		break; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Joint::b2Joint(const b2JointDef* def) | ||||||
|  | { | ||||||
|  | 	b2Assert(def->bodyA != def->bodyB); | ||||||
|  | 
 | ||||||
|  | 	m_type = def->type; | ||||||
|  | 	m_prev = nullptr; | ||||||
|  | 	m_next = nullptr; | ||||||
|  | 	m_bodyA = def->bodyA; | ||||||
|  | 	m_bodyB = def->bodyB; | ||||||
|  | 	m_index = 0; | ||||||
|  | 	m_collideConnected = def->collideConnected; | ||||||
|  | 	m_islandFlag = false; | ||||||
|  | 	m_userData = def->userData; | ||||||
|  | 
 | ||||||
|  | 	m_edgeA.joint = nullptr; | ||||||
|  | 	m_edgeA.other = nullptr; | ||||||
|  | 	m_edgeA.prev = nullptr; | ||||||
|  | 	m_edgeA.next = nullptr; | ||||||
|  | 
 | ||||||
|  | 	m_edgeB.joint = nullptr; | ||||||
|  | 	m_edgeB.other = nullptr; | ||||||
|  | 	m_edgeB.prev = nullptr; | ||||||
|  | 	m_edgeB.next = nullptr; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2Joint::IsActive() const | ||||||
|  | { | ||||||
|  | 	return m_bodyA->IsActive() && m_bodyB->IsActive(); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,226 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_JOINT_H | ||||||
|  | #define B2_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "../../Common/b2Math.h" | ||||||
|  | 
 | ||||||
|  | class b2Body; | ||||||
|  | class b2Joint; | ||||||
|  | struct b2SolverData; | ||||||
|  | class b2BlockAllocator; | ||||||
|  | 
 | ||||||
|  | enum b2JointType | ||||||
|  | { | ||||||
|  | 	e_unknownJoint, | ||||||
|  | 	e_revoluteJoint, | ||||||
|  | 	e_prismaticJoint, | ||||||
|  | 	e_distanceJoint, | ||||||
|  | 	e_pulleyJoint, | ||||||
|  | 	e_mouseJoint, | ||||||
|  | 	e_gearJoint, | ||||||
|  | 	e_wheelJoint, | ||||||
|  |     e_weldJoint, | ||||||
|  | 	e_frictionJoint, | ||||||
|  | 	e_ropeJoint, | ||||||
|  | 	e_motorJoint | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | enum b2LimitState | ||||||
|  | { | ||||||
|  | 	e_inactiveLimit, | ||||||
|  | 	e_atLowerLimit, | ||||||
|  | 	e_atUpperLimit, | ||||||
|  | 	e_equalLimits | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | struct b2Jacobian | ||||||
|  | { | ||||||
|  | 	b2Vec2 linear; | ||||||
|  | 	float32 angularA; | ||||||
|  | 	float32 angularB; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A joint edge is used to connect bodies and joints together
 | ||||||
|  | /// in a joint graph where each body is a node and each joint
 | ||||||
|  | /// is an edge. A joint edge belongs to a doubly linked list
 | ||||||
|  | /// maintained in each attached body. Each joint has two joint
 | ||||||
|  | /// nodes, one for each attached body.
 | ||||||
|  | struct b2JointEdge | ||||||
|  | { | ||||||
|  | 	b2Body* other;			///< provides quick access to the other body attached.
 | ||||||
|  | 	b2Joint* joint;			///< the joint
 | ||||||
|  | 	b2JointEdge* prev;		///< the previous joint edge in the body's joint list
 | ||||||
|  | 	b2JointEdge* next;		///< the next joint edge in the body's joint list
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Joint definitions are used to construct joints.
 | ||||||
|  | struct b2JointDef | ||||||
|  | { | ||||||
|  | 	b2JointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_unknownJoint; | ||||||
|  | 		userData = nullptr; | ||||||
|  | 		bodyA = nullptr; | ||||||
|  | 		bodyB = nullptr; | ||||||
|  | 		collideConnected = false; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// The joint type is set automatically for concrete joint types.
 | ||||||
|  | 	b2JointType type; | ||||||
|  | 
 | ||||||
|  | 	/// Use this to attach application specific data to your joints.
 | ||||||
|  | 	void* userData; | ||||||
|  | 
 | ||||||
|  | 	/// The first attached body.
 | ||||||
|  | 	b2Body* bodyA; | ||||||
|  | 
 | ||||||
|  | 	/// The second attached body.
 | ||||||
|  | 	b2Body* bodyB; | ||||||
|  | 
 | ||||||
|  | 	/// Set this flag to true if the attached bodies should collide.
 | ||||||
|  | 	bool collideConnected; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// The base joint class. Joints are used to constraint two bodies together in
 | ||||||
|  | /// various fashions. Some joints also feature limits and motors.
 | ||||||
|  | class b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 
 | ||||||
|  | 	/// Get the type of the concrete joint.
 | ||||||
|  | 	b2JointType GetType() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the first body attached to this joint.
 | ||||||
|  | 	b2Body* GetBodyA(); | ||||||
|  | 
 | ||||||
|  | 	/// Get the second body attached to this joint.
 | ||||||
|  | 	b2Body* GetBodyB(); | ||||||
|  | 
 | ||||||
|  | 	/// Get the anchor point on bodyA in world coordinates.
 | ||||||
|  | 	virtual b2Vec2 GetAnchorA() const = 0; | ||||||
|  | 
 | ||||||
|  | 	/// Get the anchor point on bodyB in world coordinates.
 | ||||||
|  | 	virtual b2Vec2 GetAnchorB() const = 0; | ||||||
|  | 
 | ||||||
|  | 	/// Get the reaction force on bodyB at the joint anchor in Newtons.
 | ||||||
|  | 	virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0; | ||||||
|  | 
 | ||||||
|  | 	/// Get the reaction torque on bodyB in N*m.
 | ||||||
|  | 	virtual float32 GetReactionTorque(float32 inv_dt) const = 0; | ||||||
|  | 
 | ||||||
|  | 	/// Get the next joint the world joint list.
 | ||||||
|  | 	b2Joint* GetNext(); | ||||||
|  | 	const b2Joint* GetNext() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the user data pointer.
 | ||||||
|  | 	void* GetUserData() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the user data pointer.
 | ||||||
|  | 	void SetUserData(void* data); | ||||||
|  | 
 | ||||||
|  | 	/// Short-cut function to determine if either body is inactive.
 | ||||||
|  | 	bool IsActive() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get collide connected.
 | ||||||
|  | 	/// Note: modifying the collide connect flag won't work correctly because
 | ||||||
|  | 	/// the flag is only checked when fixture AABBs begin to overlap.
 | ||||||
|  | 	bool GetCollideConnected() const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump this joint to the log file.
 | ||||||
|  | 	virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); } | ||||||
|  | 
 | ||||||
|  | 	/// Shift the origin for any points stored in world coordinates.
 | ||||||
|  | 	virtual void ShiftOrigin(const b2Vec2& newOrigin) { B2_NOT_USED(newOrigin);  } | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 	friend class b2World; | ||||||
|  | 	friend class b2Body; | ||||||
|  | 	friend class b2Island; | ||||||
|  | 	friend class b2GearJoint; | ||||||
|  | 
 | ||||||
|  | 	static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator); | ||||||
|  | 	static void Destroy(b2Joint* joint, b2BlockAllocator* allocator); | ||||||
|  | 
 | ||||||
|  | 	b2Joint(const b2JointDef* def); | ||||||
|  | 	virtual ~b2Joint() {} | ||||||
|  | 
 | ||||||
|  | 	virtual void InitVelocityConstraints(const b2SolverData& data) = 0; | ||||||
|  | 	virtual void SolveVelocityConstraints(const b2SolverData& data) = 0; | ||||||
|  | 
 | ||||||
|  | 	// This returns true if the position errors are within tolerance.
 | ||||||
|  | 	virtual bool SolvePositionConstraints(const b2SolverData& data) = 0; | ||||||
|  | 
 | ||||||
|  | 	b2JointType m_type; | ||||||
|  | 	b2Joint* m_prev; | ||||||
|  | 	b2Joint* m_next; | ||||||
|  | 	b2JointEdge m_edgeA; | ||||||
|  | 	b2JointEdge m_edgeB; | ||||||
|  | 	b2Body* m_bodyA; | ||||||
|  | 	b2Body* m_bodyB; | ||||||
|  | 
 | ||||||
|  | 	int32 m_index; | ||||||
|  | 
 | ||||||
|  | 	bool m_islandFlag; | ||||||
|  | 	bool m_collideConnected; | ||||||
|  | 
 | ||||||
|  | 	void* m_userData; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline b2JointType b2Joint::GetType() const | ||||||
|  | { | ||||||
|  | 	return m_type; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Body* b2Joint::GetBodyA() | ||||||
|  | { | ||||||
|  | 	return m_bodyA; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Body* b2Joint::GetBodyB() | ||||||
|  | { | ||||||
|  | 	return m_bodyB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Joint* b2Joint::GetNext() | ||||||
|  | { | ||||||
|  | 	return m_next; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Joint* b2Joint::GetNext() const | ||||||
|  | { | ||||||
|  | 	return m_next; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void* b2Joint::GetUserData() const | ||||||
|  | { | ||||||
|  | 	return m_userData; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Joint::SetUserData(void* data) | ||||||
|  | { | ||||||
|  | 	m_userData = data; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2Joint::GetCollideConnected() const | ||||||
|  | { | ||||||
|  | 	return m_collideConnected; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,309 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2012 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 "b2MotorJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | // Point-to-point constraint
 | ||||||
|  | // Cdot = v2 - v1
 | ||||||
|  | //      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
 | ||||||
|  | // J = [-I -r1_skew I r2_skew ]
 | ||||||
|  | // Identity used:
 | ||||||
|  | // w k % (rx i + ry j) = w * (-ry i + rx j)
 | ||||||
|  | //
 | ||||||
|  | // r1 = offset - c1
 | ||||||
|  | // r2 = -c2
 | ||||||
|  | 
 | ||||||
|  | // Angle constraint
 | ||||||
|  | // Cdot = w2 - w1
 | ||||||
|  | // J = [0 0 -1 0 0 1]
 | ||||||
|  | // K = invI1 + invI2
 | ||||||
|  | 
 | ||||||
|  | void b2MotorJointDef::Initialize(b2Body* bA, b2Body* bB) | ||||||
|  | { | ||||||
|  | 	bodyA = bA; | ||||||
|  | 	bodyB = bB; | ||||||
|  | 	b2Vec2 xB = bodyB->GetPosition(); | ||||||
|  | 	linearOffset = bodyA->GetLocalPoint(xB); | ||||||
|  | 
 | ||||||
|  | 	float32 angleA = bodyA->GetAngle(); | ||||||
|  | 	float32 angleB = bodyB->GetAngle(); | ||||||
|  | 	angularOffset = angleB - angleA; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2MotorJoint::b2MotorJoint(const b2MotorJointDef* def) | ||||||
|  | : b2Joint(def) | ||||||
|  | { | ||||||
|  | 	m_linearOffset = def->linearOffset; | ||||||
|  | 	m_angularOffset = def->angularOffset; | ||||||
|  | 
 | ||||||
|  | 	m_linearImpulse.SetZero(); | ||||||
|  | 	m_angularImpulse = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	m_maxForce = def->maxForce; | ||||||
|  | 	m_maxTorque = def->maxTorque; | ||||||
|  | 	m_correctionFactor = def->correctionFactor; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MotorJoint::InitVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	m_indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||||||
|  | 	m_localCenterA = m_bodyA->m_sweep.localCenter; | ||||||
|  | 	m_localCenterB = m_bodyB->m_sweep.localCenter; | ||||||
|  | 	m_invMassA = m_bodyA->m_invMass; | ||||||
|  | 	m_invMassB = m_bodyB->m_invMass; | ||||||
|  | 	m_invIA = m_bodyA->m_invI; | ||||||
|  | 	m_invIB = m_bodyB->m_invI; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	// Compute the effective mass matrix.
 | ||||||
|  | 	m_rA = b2Mul(qA, m_linearOffset - m_localCenterA); | ||||||
|  | 	m_rB = b2Mul(qB, -m_localCenterB); | ||||||
|  | 
 | ||||||
|  | 	// J = [-I -r1_skew I r2_skew]
 | ||||||
|  | 	// r_skew = [-ry; rx]
 | ||||||
|  | 
 | ||||||
|  | 	// Matlab
 | ||||||
|  | 	// K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
 | ||||||
|  | 	//     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
 | ||||||
|  | 	//     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]
 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	// Upper 2 by 2 of K for point to point
 | ||||||
|  | 	b2Mat22 K; | ||||||
|  | 	K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y; | ||||||
|  | 	K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y; | ||||||
|  | 	K.ey.x = K.ex.y; | ||||||
|  | 	K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x; | ||||||
|  | 
 | ||||||
|  | 	m_linearMass = K.GetInverse(); | ||||||
|  | 
 | ||||||
|  | 	m_angularMass = iA + iB; | ||||||
|  | 	if (m_angularMass > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_angularMass = 1.0f / m_angularMass; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_linearError = cB + m_rB - cA - m_rA; | ||||||
|  | 	m_angularError = aB - aA - m_angularOffset; | ||||||
|  | 
 | ||||||
|  | 	if (data.step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		// Scale impulses to support a variable time step.
 | ||||||
|  | 		m_linearImpulse *= data.step.dtRatio; | ||||||
|  | 		m_angularImpulse *= data.step.dtRatio; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y); | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse); | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * (b2Cross(m_rB, P) + m_angularImpulse); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_linearImpulse.SetZero(); | ||||||
|  | 		m_angularImpulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MotorJoint::SolveVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	float32 h = data.step.dt; | ||||||
|  | 	float32 inv_h = data.step.inv_dt; | ||||||
|  | 
 | ||||||
|  | 	// Solve angular friction
 | ||||||
|  | 	{ | ||||||
|  | 		float32 Cdot = wB - wA + inv_h * m_correctionFactor * m_angularError; | ||||||
|  | 		float32 impulse = -m_angularMass * Cdot; | ||||||
|  | 
 | ||||||
|  | 		float32 oldImpulse = m_angularImpulse; | ||||||
|  | 		float32 maxImpulse = h * m_maxTorque; | ||||||
|  | 		m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse); | ||||||
|  | 		impulse = m_angularImpulse - oldImpulse; | ||||||
|  | 
 | ||||||
|  | 		wA -= iA * impulse; | ||||||
|  | 		wB += iB * impulse; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Solve linear friction
 | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA) + inv_h * m_correctionFactor * m_linearError; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 impulse = -b2Mul(m_linearMass, Cdot); | ||||||
|  | 		b2Vec2 oldImpulse = m_linearImpulse; | ||||||
|  | 		m_linearImpulse += impulse; | ||||||
|  | 
 | ||||||
|  | 		float32 maxImpulse = h * m_maxForce; | ||||||
|  | 
 | ||||||
|  | 		if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse) | ||||||
|  | 		{ | ||||||
|  | 			m_linearImpulse.Normalize(); | ||||||
|  | 			m_linearImpulse *= maxImpulse; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		impulse = m_linearImpulse - oldImpulse; | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * impulse; | ||||||
|  | 		wA -= iA * b2Cross(m_rA, impulse); | ||||||
|  | 
 | ||||||
|  | 		vB += mB * impulse; | ||||||
|  | 		wB += iB * b2Cross(m_rB, impulse); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2MotorJoint::SolvePositionConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	B2_NOT_USED(data); | ||||||
|  | 
 | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2MotorJoint::GetAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_bodyA->GetPosition(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2MotorJoint::GetAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_bodyB->GetPosition(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2MotorJoint::GetReactionForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_linearImpulse; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2MotorJoint::GetReactionTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_angularImpulse; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MotorJoint::SetMaxForce(float32 force) | ||||||
|  | { | ||||||
|  | 	b2Assert(b2IsValid(force) && force >= 0.0f); | ||||||
|  | 	m_maxForce = force; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2MotorJoint::GetMaxForce() const | ||||||
|  | { | ||||||
|  | 	return m_maxForce; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MotorJoint::SetMaxTorque(float32 torque) | ||||||
|  | { | ||||||
|  | 	b2Assert(b2IsValid(torque) && torque >= 0.0f); | ||||||
|  | 	m_maxTorque = torque; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2MotorJoint::GetMaxTorque() const | ||||||
|  | { | ||||||
|  | 	return m_maxTorque; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MotorJoint::SetCorrectionFactor(float32 factor) | ||||||
|  | { | ||||||
|  | 	b2Assert(b2IsValid(factor) && 0.0f <= factor && factor <= 1.0f); | ||||||
|  | 	m_correctionFactor = factor; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2MotorJoint::GetCorrectionFactor() const | ||||||
|  | { | ||||||
|  | 	return m_correctionFactor; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MotorJoint::SetLinearOffset(const b2Vec2& linearOffset) | ||||||
|  | { | ||||||
|  | 	if (linearOffset.x != m_linearOffset.x || linearOffset.y != m_linearOffset.y) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_linearOffset = linearOffset; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | const b2Vec2& b2MotorJoint::GetLinearOffset() const | ||||||
|  | { | ||||||
|  | 	return m_linearOffset; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MotorJoint::SetAngularOffset(float32 angularOffset) | ||||||
|  | { | ||||||
|  | 	if (angularOffset != m_angularOffset) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_angularOffset = angularOffset; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2MotorJoint::GetAngularOffset() const | ||||||
|  | { | ||||||
|  | 	return m_angularOffset; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MotorJoint::Dump() | ||||||
|  | { | ||||||
|  | 	int32 indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	int32 indexB = m_bodyB->m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Log("  b2MotorJointDef jd;\n"); | ||||||
|  | 	b2Log("  jd.bodyA = bodies[%d];\n", indexA); | ||||||
|  | 	b2Log("  jd.bodyB = bodies[%d];\n", indexB); | ||||||
|  | 	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected); | ||||||
|  | 	b2Log("  jd.linearOffset.Set(%.15lef, %.15lef);\n", m_linearOffset.x, m_linearOffset.y); | ||||||
|  | 	b2Log("  jd.angularOffset = %.15lef;\n", m_angularOffset); | ||||||
|  | 	b2Log("  jd.maxForce = %.15lef;\n", m_maxForce); | ||||||
|  | 	b2Log("  jd.maxTorque = %.15lef;\n", m_maxTorque); | ||||||
|  | 	b2Log("  jd.correctionFactor = %.15lef;\n", m_correctionFactor); | ||||||
|  | 	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,133 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2012 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_MOTOR_JOINT_H | ||||||
|  | #define B2_MOTOR_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | 
 | ||||||
|  | /// Motor joint definition.
 | ||||||
|  | struct b2MotorJointDef : public b2JointDef | ||||||
|  | { | ||||||
|  | 	b2MotorJointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_motorJoint; | ||||||
|  | 		linearOffset.SetZero(); | ||||||
|  | 		angularOffset = 0.0f; | ||||||
|  | 		maxForce = 1.0f; | ||||||
|  | 		maxTorque = 1.0f; | ||||||
|  | 		correctionFactor = 0.3f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize the bodies and offsets using the current transforms.
 | ||||||
|  | 	void Initialize(b2Body* bodyA, b2Body* bodyB); | ||||||
|  | 
 | ||||||
|  | 	/// Position of bodyB minus the position of bodyA, in bodyA's frame, in meters.
 | ||||||
|  | 	b2Vec2 linearOffset; | ||||||
|  | 
 | ||||||
|  | 	/// The bodyB angle minus bodyA angle in radians.
 | ||||||
|  | 	float32 angularOffset; | ||||||
|  | 	 | ||||||
|  | 	/// The maximum motor force in N.
 | ||||||
|  | 	float32 maxForce; | ||||||
|  | 
 | ||||||
|  | 	/// The maximum motor torque in N-m.
 | ||||||
|  | 	float32 maxTorque; | ||||||
|  | 
 | ||||||
|  | 	/// Position correction factor in the range [0,1].
 | ||||||
|  | 	float32 correctionFactor; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A motor joint is used to control the relative motion
 | ||||||
|  | /// between two bodies. A typical usage is to control the movement
 | ||||||
|  | /// of a dynamic body with respect to the ground.
 | ||||||
|  | class b2MotorJoint : public b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2Vec2 GetAnchorA() const override; | ||||||
|  | 	b2Vec2 GetAnchorB() const override; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||||||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Set/get the target linear offset, in frame A, in meters.
 | ||||||
|  | 	void SetLinearOffset(const b2Vec2& linearOffset); | ||||||
|  | 	const b2Vec2& GetLinearOffset() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set/get the target angular offset, in radians.
 | ||||||
|  | 	void SetAngularOffset(float32 angularOffset); | ||||||
|  | 	float32 GetAngularOffset() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the maximum friction force in N.
 | ||||||
|  | 	void SetMaxForce(float32 force); | ||||||
|  | 
 | ||||||
|  | 	/// Get the maximum friction force in N.
 | ||||||
|  | 	float32 GetMaxForce() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the maximum friction torque in N*m.
 | ||||||
|  | 	void SetMaxTorque(float32 torque); | ||||||
|  | 
 | ||||||
|  | 	/// Get the maximum friction torque in N*m.
 | ||||||
|  | 	float32 GetMaxTorque() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the position correction factor in the range [0,1].
 | ||||||
|  | 	void SetCorrectionFactor(float32 factor); | ||||||
|  | 
 | ||||||
|  | 	/// Get the position correction factor in the range [0,1].
 | ||||||
|  | 	float32 GetCorrectionFactor() const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump to b2Log
 | ||||||
|  | 	void Dump() override; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 
 | ||||||
|  | 	friend class b2Joint; | ||||||
|  | 
 | ||||||
|  | 	b2MotorJoint(const b2MotorJointDef* def); | ||||||
|  | 
 | ||||||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||||||
|  | 
 | ||||||
|  | 	// Solver shared
 | ||||||
|  | 	b2Vec2 m_linearOffset; | ||||||
|  | 	float32 m_angularOffset; | ||||||
|  | 	b2Vec2 m_linearImpulse; | ||||||
|  | 	float32 m_angularImpulse; | ||||||
|  | 	float32 m_maxForce; | ||||||
|  | 	float32 m_maxTorque; | ||||||
|  | 	float32 m_correctionFactor; | ||||||
|  | 
 | ||||||
|  | 	// Solver temp
 | ||||||
|  | 	int32 m_indexA; | ||||||
|  | 	int32 m_indexB; | ||||||
|  | 	b2Vec2 m_rA; | ||||||
|  | 	b2Vec2 m_rB; | ||||||
|  | 	b2Vec2 m_localCenterA; | ||||||
|  | 	b2Vec2 m_localCenterB; | ||||||
|  | 	b2Vec2 m_linearError; | ||||||
|  | 	float32 m_angularError; | ||||||
|  | 	float32 m_invMassA; | ||||||
|  | 	float32 m_invMassB; | ||||||
|  | 	float32 m_invIA; | ||||||
|  | 	float32 m_invIB; | ||||||
|  | 	b2Mat22 m_linearMass; | ||||||
|  | 	float32 m_angularMass; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,222 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "b2MouseJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | // p = attached point, m = mouse point
 | ||||||
|  | // C = p - m
 | ||||||
|  | // Cdot = v
 | ||||||
|  | //      = v + cross(w, r)
 | ||||||
|  | // J = [I r_skew]
 | ||||||
|  | // Identity used:
 | ||||||
|  | // w k % (rx i + ry j) = w * (-ry i + rx j)
 | ||||||
|  | 
 | ||||||
|  | b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def) | ||||||
|  | : b2Joint(def) | ||||||
|  | { | ||||||
|  | 	b2Assert(def->target.IsValid()); | ||||||
|  | 	b2Assert(b2IsValid(def->maxForce) && def->maxForce >= 0.0f); | ||||||
|  | 	b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f); | ||||||
|  | 	b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f); | ||||||
|  | 
 | ||||||
|  | 	m_targetA = def->target; | ||||||
|  | 	m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA); | ||||||
|  | 
 | ||||||
|  | 	m_maxForce = def->maxForce; | ||||||
|  | 	m_impulse.SetZero(); | ||||||
|  | 
 | ||||||
|  | 	m_frequencyHz = def->frequencyHz; | ||||||
|  | 	m_dampingRatio = def->dampingRatio; | ||||||
|  | 
 | ||||||
|  | 	m_beta = 0.0f; | ||||||
|  | 	m_gamma = 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MouseJoint::SetTarget(const b2Vec2& target) | ||||||
|  | { | ||||||
|  | 	if (target != m_targetA) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_targetA = target; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | const b2Vec2& b2MouseJoint::GetTarget() const | ||||||
|  | { | ||||||
|  | 	return m_targetA; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MouseJoint::SetMaxForce(float32 force) | ||||||
|  | { | ||||||
|  | 	m_maxForce = force; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2MouseJoint::GetMaxForce() const | ||||||
|  | { | ||||||
|  | 	return m_maxForce; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MouseJoint::SetFrequency(float32 hz) | ||||||
|  | { | ||||||
|  | 	m_frequencyHz = hz; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2MouseJoint::GetFrequency() const | ||||||
|  | { | ||||||
|  | 	return m_frequencyHz; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MouseJoint::SetDampingRatio(float32 ratio) | ||||||
|  | { | ||||||
|  | 	m_dampingRatio = ratio; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2MouseJoint::GetDampingRatio() const | ||||||
|  | { | ||||||
|  | 	return m_dampingRatio; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||||||
|  | 	m_localCenterB = m_bodyB->m_sweep.localCenter; | ||||||
|  | 	m_invMassB = m_bodyB->m_invMass; | ||||||
|  | 	m_invIB = m_bodyB->m_invI; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qB(aB); | ||||||
|  | 
 | ||||||
|  | 	float32 mass = m_bodyB->GetMass(); | ||||||
|  | 
 | ||||||
|  | 	// Frequency
 | ||||||
|  | 	float32 omega = 2.0f * b2_pi * m_frequencyHz; | ||||||
|  | 
 | ||||||
|  | 	// Damping coefficient
 | ||||||
|  | 	float32 d = 2.0f * mass * m_dampingRatio * omega; | ||||||
|  | 
 | ||||||
|  | 	// Spring stiffness
 | ||||||
|  | 	float32 k = mass * (omega * omega); | ||||||
|  | 
 | ||||||
|  | 	// magic formulas
 | ||||||
|  | 	// gamma has units of inverse mass.
 | ||||||
|  | 	// beta has units of inverse time.
 | ||||||
|  | 	float32 h = data.step.dt; | ||||||
|  | 	b2Assert(d + h * k > b2_epsilon); | ||||||
|  | 	m_gamma = h * (d + h * k); | ||||||
|  | 	if (m_gamma != 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_gamma = 1.0f / m_gamma; | ||||||
|  | 	} | ||||||
|  | 	m_beta = h * k * m_gamma; | ||||||
|  | 
 | ||||||
|  | 	// Compute the effective mass matrix.
 | ||||||
|  | 	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 
 | ||||||
|  | 	// K    = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
 | ||||||
|  | 	//      = [1/m1+1/m2     0    ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
 | ||||||
|  | 	//        [    0     1/m1+1/m2]           [-r1.x*r1.y r1.x*r1.x]           [-r1.x*r1.y r1.x*r1.x]
 | ||||||
|  | 	b2Mat22 K; | ||||||
|  | 	K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma; | ||||||
|  | 	K.ex.y = -m_invIB * m_rB.x * m_rB.y; | ||||||
|  | 	K.ey.x = K.ex.y; | ||||||
|  | 	K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma; | ||||||
|  | 
 | ||||||
|  | 	m_mass = K.GetInverse(); | ||||||
|  | 
 | ||||||
|  | 	m_C = cB + m_rB - m_targetA; | ||||||
|  | 	m_C *= m_beta; | ||||||
|  | 
 | ||||||
|  | 	// Cheat with some damping
 | ||||||
|  | 	wB *= 0.98f; | ||||||
|  | 
 | ||||||
|  | 	if (data.step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		m_impulse *= data.step.dtRatio; | ||||||
|  | 		vB += m_invMassB * m_impulse; | ||||||
|  | 		wB += m_invIB * b2Cross(m_rB, m_impulse); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_impulse.SetZero(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	// Cdot = v + cross(w, r)
 | ||||||
|  | 	b2Vec2 Cdot = vB + b2Cross(wB, m_rB); | ||||||
|  | 	b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse)); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 oldImpulse = m_impulse; | ||||||
|  | 	m_impulse += impulse; | ||||||
|  | 	float32 maxImpulse = data.step.dt * m_maxForce; | ||||||
|  | 	if (m_impulse.LengthSquared() > maxImpulse * maxImpulse) | ||||||
|  | 	{ | ||||||
|  | 		m_impulse *= maxImpulse / m_impulse.Length(); | ||||||
|  | 	} | ||||||
|  | 	impulse = m_impulse - oldImpulse; | ||||||
|  | 
 | ||||||
|  | 	vB += m_invMassB * impulse; | ||||||
|  | 	wB += m_invIB * b2Cross(m_rB, impulse); | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	B2_NOT_USED(data); | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2MouseJoint::GetAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_targetA; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2MouseJoint::GetAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_impulse; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2MouseJoint::ShiftOrigin(const b2Vec2& newOrigin) | ||||||
|  | { | ||||||
|  | 	m_targetA -= newOrigin; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,129 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_MOUSE_JOINT_H | ||||||
|  | #define B2_MOUSE_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | 
 | ||||||
|  | /// Mouse joint definition. This requires a world target point,
 | ||||||
|  | /// tuning parameters, and the time step.
 | ||||||
|  | struct b2MouseJointDef : public b2JointDef | ||||||
|  | { | ||||||
|  | 	b2MouseJointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_mouseJoint; | ||||||
|  | 		target.Set(0.0f, 0.0f); | ||||||
|  | 		maxForce = 0.0f; | ||||||
|  | 		frequencyHz = 5.0f; | ||||||
|  | 		dampingRatio = 0.7f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// The initial world target point. This is assumed
 | ||||||
|  | 	/// to coincide with the body anchor initially.
 | ||||||
|  | 	b2Vec2 target; | ||||||
|  | 
 | ||||||
|  | 	/// The maximum constraint force that can be exerted
 | ||||||
|  | 	/// to move the candidate body. Usually you will express
 | ||||||
|  | 	/// as some multiple of the weight (multiplier * mass * gravity).
 | ||||||
|  | 	float32 maxForce; | ||||||
|  | 
 | ||||||
|  | 	/// The response speed.
 | ||||||
|  | 	float32 frequencyHz; | ||||||
|  | 
 | ||||||
|  | 	/// The damping ratio. 0 = no damping, 1 = critical damping.
 | ||||||
|  | 	float32 dampingRatio; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A mouse joint is used to make a point on a body track a
 | ||||||
|  | /// specified world point. This a soft constraint with a maximum
 | ||||||
|  | /// force. This allows the constraint to stretch and without
 | ||||||
|  | /// applying huge forces.
 | ||||||
|  | /// NOTE: this joint is not documented in the manual because it was
 | ||||||
|  | /// developed to be used in the testbed. If you want to learn how to
 | ||||||
|  | /// use the mouse joint, look at the testbed.
 | ||||||
|  | class b2MouseJoint : public b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 
 | ||||||
|  | 	/// Implements b2Joint.
 | ||||||
|  | 	b2Vec2 GetAnchorA() const override; | ||||||
|  | 
 | ||||||
|  | 	/// Implements b2Joint.
 | ||||||
|  | 	b2Vec2 GetAnchorB() const override; | ||||||
|  | 
 | ||||||
|  | 	/// Implements b2Joint.
 | ||||||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Implements b2Joint.
 | ||||||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Use this to update the target point.
 | ||||||
|  | 	void SetTarget(const b2Vec2& target); | ||||||
|  | 	const b2Vec2& GetTarget() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set/get the maximum force in Newtons.
 | ||||||
|  | 	void SetMaxForce(float32 force); | ||||||
|  | 	float32 GetMaxForce() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set/get the frequency in Hertz.
 | ||||||
|  | 	void SetFrequency(float32 hz); | ||||||
|  | 	float32 GetFrequency() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set/get the damping ratio (dimensionless).
 | ||||||
|  | 	void SetDampingRatio(float32 ratio); | ||||||
|  | 	float32 GetDampingRatio() const; | ||||||
|  | 
 | ||||||
|  | 	/// The mouse joint does not support dumping.
 | ||||||
|  | 	void Dump() override { b2Log("Mouse joint dumping is not supported.\n"); } | ||||||
|  | 
 | ||||||
|  | 	/// Implement b2Joint::ShiftOrigin
 | ||||||
|  | 	void ShiftOrigin(const b2Vec2& newOrigin) override; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 	friend class b2Joint; | ||||||
|  | 
 | ||||||
|  | 	b2MouseJoint(const b2MouseJointDef* def); | ||||||
|  | 
 | ||||||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 m_localAnchorB; | ||||||
|  | 	b2Vec2 m_targetA; | ||||||
|  | 	float32 m_frequencyHz; | ||||||
|  | 	float32 m_dampingRatio; | ||||||
|  | 	float32 m_beta; | ||||||
|  | 	 | ||||||
|  | 	// Solver shared
 | ||||||
|  | 	b2Vec2 m_impulse; | ||||||
|  | 	float32 m_maxForce; | ||||||
|  | 	float32 m_gamma; | ||||||
|  | 
 | ||||||
|  | 	// Solver temp
 | ||||||
|  | 	int32 m_indexA; | ||||||
|  | 	int32 m_indexB; | ||||||
|  | 	b2Vec2 m_rB; | ||||||
|  | 	b2Vec2 m_localCenterB; | ||||||
|  | 	float32 m_invMassB; | ||||||
|  | 	float32 m_invIB; | ||||||
|  | 	b2Mat22 m_mass; | ||||||
|  | 	b2Vec2 m_C; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,642 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "b2PrismaticJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | // Linear constraint (point-to-line)
 | ||||||
|  | // d = p2 - p1 = x2 + r2 - x1 - r1
 | ||||||
|  | // C = dot(perp, d)
 | ||||||
|  | // Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))
 | ||||||
|  | //      = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)
 | ||||||
|  | // J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]
 | ||||||
|  | //
 | ||||||
|  | // Angular constraint
 | ||||||
|  | // C = a2 - a1 + a_initial
 | ||||||
|  | // Cdot = w2 - w1
 | ||||||
|  | // J = [0 0 -1 0 0 1]
 | ||||||
|  | //
 | ||||||
|  | // K = J * invM * JT
 | ||||||
|  | //
 | ||||||
|  | // J = [-a -s1 a s2]
 | ||||||
|  | //     [0  -1  0  1]
 | ||||||
|  | // a = perp
 | ||||||
|  | // s1 = cross(d + r1, a) = cross(p2 - x1, a)
 | ||||||
|  | // s2 = cross(r2, a) = cross(p2 - x2, a)
 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | // Motor/Limit linear constraint
 | ||||||
|  | // C = dot(ax1, d)
 | ||||||
|  | // Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
 | ||||||
|  | // J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
 | ||||||
|  | 
 | ||||||
|  | // Block Solver
 | ||||||
|  | // We develop a block solver that includes the joint limit. This makes the limit stiff (inelastic) even
 | ||||||
|  | // when the mass has poor distribution (leading to large torques about the joint anchor points).
 | ||||||
|  | //
 | ||||||
|  | // The Jacobian has 3 rows:
 | ||||||
|  | // J = [-uT -s1 uT s2] // linear
 | ||||||
|  | //     [0   -1   0  1] // angular
 | ||||||
|  | //     [-vT -a1 vT a2] // limit
 | ||||||
|  | //
 | ||||||
|  | // u = perp
 | ||||||
|  | // v = axis
 | ||||||
|  | // s1 = cross(d + r1, u), s2 = cross(r2, u)
 | ||||||
|  | // a1 = cross(d + r1, v), a2 = cross(r2, v)
 | ||||||
|  | 
 | ||||||
|  | // M * (v2 - v1) = JT * df
 | ||||||
|  | // J * v2 = bias
 | ||||||
|  | //
 | ||||||
|  | // v2 = v1 + invM * JT * df
 | ||||||
|  | // J * (v1 + invM * JT * df) = bias
 | ||||||
|  | // K * df = bias - J * v1 = -Cdot
 | ||||||
|  | // K = J * invM * JT
 | ||||||
|  | // Cdot = J * v1 - bias
 | ||||||
|  | //
 | ||||||
|  | // Now solve for f2.
 | ||||||
|  | // df = f2 - f1
 | ||||||
|  | // K * (f2 - f1) = -Cdot
 | ||||||
|  | // f2 = invK * (-Cdot) + f1
 | ||||||
|  | //
 | ||||||
|  | // Clamp accumulated limit impulse.
 | ||||||
|  | // lower: f2(3) = max(f2(3), 0)
 | ||||||
|  | // upper: f2(3) = min(f2(3), 0)
 | ||||||
|  | //
 | ||||||
|  | // Solve for correct f2(1:2)
 | ||||||
|  | // K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:3) * f1
 | ||||||
|  | //                       = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:2) * f1(1:2) + K(1:2,3) * f1(3)
 | ||||||
|  | // K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3)) + K(1:2,1:2) * f1(1:2)
 | ||||||
|  | // f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
 | ||||||
|  | //
 | ||||||
|  | // Now compute impulse to be applied:
 | ||||||
|  | // df = f2 - f1
 | ||||||
|  | 
 | ||||||
|  | void b2PrismaticJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis) | ||||||
|  | { | ||||||
|  | 	bodyA = bA; | ||||||
|  | 	bodyB = bB; | ||||||
|  | 	localAnchorA = bodyA->GetLocalPoint(anchor); | ||||||
|  | 	localAnchorB = bodyB->GetLocalPoint(anchor); | ||||||
|  | 	localAxisA = bodyA->GetLocalVector(axis); | ||||||
|  | 	referenceAngle = bodyB->GetAngle() - bodyA->GetAngle(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* def) | ||||||
|  | : b2Joint(def) | ||||||
|  | { | ||||||
|  | 	m_localAnchorA = def->localAnchorA; | ||||||
|  | 	m_localAnchorB = def->localAnchorB; | ||||||
|  | 	m_localXAxisA = def->localAxisA; | ||||||
|  | 	m_localXAxisA.Normalize(); | ||||||
|  | 	m_localYAxisA = b2Cross(1.0f, m_localXAxisA); | ||||||
|  | 	m_referenceAngle = def->referenceAngle; | ||||||
|  | 
 | ||||||
|  | 	m_impulse.SetZero(); | ||||||
|  | 	m_motorMass = 0.0f; | ||||||
|  | 	m_motorImpulse = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	m_lowerTranslation = def->lowerTranslation; | ||||||
|  | 	m_upperTranslation = def->upperTranslation; | ||||||
|  | 	m_maxMotorForce = def->maxMotorForce; | ||||||
|  | 	m_motorSpeed = def->motorSpeed; | ||||||
|  | 	m_enableLimit = def->enableLimit; | ||||||
|  | 	m_enableMotor = def->enableMotor; | ||||||
|  | 	m_limitState = e_inactiveLimit; | ||||||
|  | 
 | ||||||
|  | 	m_axis.SetZero(); | ||||||
|  | 	m_perp.SetZero(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PrismaticJoint::InitVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	m_indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||||||
|  | 	m_localCenterA = m_bodyA->m_sweep.localCenter; | ||||||
|  | 	m_localCenterB = m_bodyB->m_sweep.localCenter; | ||||||
|  | 	m_invMassA = m_bodyA->m_invMass; | ||||||
|  | 	m_invMassB = m_bodyB->m_invMass; | ||||||
|  | 	m_invIA = m_bodyA->m_invI; | ||||||
|  | 	m_invIB = m_bodyB->m_invI; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	// Compute the effective masses.
 | ||||||
|  | 	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 	b2Vec2 d = (cB - cA) + rB - rA; | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	// Compute motor Jacobian and effective mass.
 | ||||||
|  | 	{ | ||||||
|  | 		m_axis = b2Mul(qA, m_localXAxisA); | ||||||
|  | 		m_a1 = b2Cross(d + rA, m_axis); | ||||||
|  | 		m_a2 = b2Cross(rB, m_axis); | ||||||
|  | 
 | ||||||
|  | 		m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2; | ||||||
|  | 		if (m_motorMass > 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			m_motorMass = 1.0f / m_motorMass; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Prismatic constraint.
 | ||||||
|  | 	{ | ||||||
|  | 		m_perp = b2Mul(qA, m_localYAxisA); | ||||||
|  | 
 | ||||||
|  | 		m_s1 = b2Cross(d + rA, m_perp); | ||||||
|  | 		m_s2 = b2Cross(rB, m_perp); | ||||||
|  | 
 | ||||||
|  | 		float32 k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2; | ||||||
|  | 		float32 k12 = iA * m_s1 + iB * m_s2; | ||||||
|  | 		float32 k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2; | ||||||
|  | 		float32 k22 = iA + iB; | ||||||
|  | 		if (k22 == 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			// For bodies with fixed rotation.
 | ||||||
|  | 			k22 = 1.0f; | ||||||
|  | 		} | ||||||
|  | 		float32 k23 = iA * m_a1 + iB * m_a2; | ||||||
|  | 		float32 k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2; | ||||||
|  | 
 | ||||||
|  | 		m_K.ex.Set(k11, k12, k13); | ||||||
|  | 		m_K.ey.Set(k12, k22, k23); | ||||||
|  | 		m_K.ez.Set(k13, k23, k33); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Compute motor and limit terms.
 | ||||||
|  | 	if (m_enableLimit) | ||||||
|  | 	{ | ||||||
|  | 		float32 jointTranslation = b2Dot(m_axis, d); | ||||||
|  | 		if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop) | ||||||
|  | 		{ | ||||||
|  | 			m_limitState = e_equalLimits; | ||||||
|  | 		} | ||||||
|  | 		else if (jointTranslation <= m_lowerTranslation) | ||||||
|  | 		{ | ||||||
|  | 			if (m_limitState != e_atLowerLimit) | ||||||
|  | 			{ | ||||||
|  | 				m_limitState = e_atLowerLimit; | ||||||
|  | 				m_impulse.z = 0.0f; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else if (jointTranslation >= m_upperTranslation) | ||||||
|  | 		{ | ||||||
|  | 			if (m_limitState != e_atUpperLimit) | ||||||
|  | 			{ | ||||||
|  | 				m_limitState = e_atUpperLimit; | ||||||
|  | 				m_impulse.z = 0.0f; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			m_limitState = e_inactiveLimit; | ||||||
|  | 			m_impulse.z = 0.0f; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_limitState = e_inactiveLimit; | ||||||
|  | 		m_impulse.z = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (m_enableMotor == false) | ||||||
|  | 	{ | ||||||
|  | 		m_motorImpulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (data.step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		// Account for variable time step.
 | ||||||
|  | 		m_impulse *= data.step.dtRatio; | ||||||
|  | 		m_motorImpulse *= data.step.dtRatio; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P = m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis; | ||||||
|  | 		float32 LA = m_impulse.x * m_s1 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a1; | ||||||
|  | 		float32 LB = m_impulse.x * m_s2 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a2; | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * LA; | ||||||
|  | 
 | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * LB; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_impulse.SetZero(); | ||||||
|  | 		m_motorImpulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PrismaticJoint::SolveVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	// Solve linear motor constraint.
 | ||||||
|  | 	if (m_enableMotor && m_limitState != e_equalLimits) | ||||||
|  | 	{ | ||||||
|  | 		float32 Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA; | ||||||
|  | 		float32 impulse = m_motorMass * (m_motorSpeed - Cdot); | ||||||
|  | 		float32 oldImpulse = m_motorImpulse; | ||||||
|  | 		float32 maxImpulse = data.step.dt * m_maxMotorForce; | ||||||
|  | 		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse); | ||||||
|  | 		impulse = m_motorImpulse - oldImpulse; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P = impulse * m_axis; | ||||||
|  | 		float32 LA = impulse * m_a1; | ||||||
|  | 		float32 LB = impulse * m_a2; | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * LA; | ||||||
|  | 
 | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * LB; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 Cdot1; | ||||||
|  | 	Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA; | ||||||
|  | 	Cdot1.y = wB - wA; | ||||||
|  | 
 | ||||||
|  | 	if (m_enableLimit && m_limitState != e_inactiveLimit) | ||||||
|  | 	{ | ||||||
|  | 		// Solve prismatic and limit constraint in block form.
 | ||||||
|  | 		float32 Cdot2; | ||||||
|  | 		Cdot2 = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA; | ||||||
|  | 		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2); | ||||||
|  | 
 | ||||||
|  | 		b2Vec3 f1 = m_impulse; | ||||||
|  | 		b2Vec3 df =  m_K.Solve33(-Cdot); | ||||||
|  | 		m_impulse += df; | ||||||
|  | 
 | ||||||
|  | 		if (m_limitState == e_atLowerLimit) | ||||||
|  | 		{ | ||||||
|  | 			m_impulse.z = b2Max(m_impulse.z, 0.0f); | ||||||
|  | 		} | ||||||
|  | 		else if (m_limitState == e_atUpperLimit) | ||||||
|  | 		{ | ||||||
|  | 			m_impulse.z = b2Min(m_impulse.z, 0.0f); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
 | ||||||
|  | 		b2Vec2 b = -Cdot1 - (m_impulse.z - f1.z) * b2Vec2(m_K.ez.x, m_K.ez.y); | ||||||
|  | 		b2Vec2 f2r = m_K.Solve22(b) + b2Vec2(f1.x, f1.y); | ||||||
|  | 		m_impulse.x = f2r.x; | ||||||
|  | 		m_impulse.y = f2r.y; | ||||||
|  | 
 | ||||||
|  | 		df = m_impulse - f1; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P = df.x * m_perp + df.z * m_axis; | ||||||
|  | 		float32 LA = df.x * m_s1 + df.y + df.z * m_a1; | ||||||
|  | 		float32 LB = df.x * m_s2 + df.y + df.z * m_a2; | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * LA; | ||||||
|  | 
 | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * LB; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		// Limit is inactive, just solve the prismatic constraint in block form.
 | ||||||
|  | 		b2Vec2 df = m_K.Solve22(-Cdot1); | ||||||
|  | 		m_impulse.x += df.x; | ||||||
|  | 		m_impulse.y += df.y; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P = df.x * m_perp; | ||||||
|  | 		float32 LA = df.x * m_s1 + df.y; | ||||||
|  | 		float32 LB = df.x * m_s2 + df.y; | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * LA; | ||||||
|  | 
 | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * LB; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // A velocity based solver computes reaction forces(impulses) using the velocity constraint solver.Under this context,
 | ||||||
|  | // the position solver is not there to resolve forces.It is only there to cope with integration error.
 | ||||||
|  | //
 | ||||||
|  | // Therefore, the pseudo impulses in the position solver do not have any physical meaning.Thus it is okay if they suck.
 | ||||||
|  | //
 | ||||||
|  | // We could take the active state from the velocity solver.However, the joint might push past the limit when the velocity
 | ||||||
|  | // solver indicates the limit is inactive.
 | ||||||
|  | bool b2PrismaticJoint::SolvePositionConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	// Compute fresh Jacobians
 | ||||||
|  | 	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 	b2Vec2 d = cB + rB - cA - rA; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 axis = b2Mul(qA, m_localXAxisA); | ||||||
|  | 	float32 a1 = b2Cross(d + rA, axis); | ||||||
|  | 	float32 a2 = b2Cross(rB, axis); | ||||||
|  | 	b2Vec2 perp = b2Mul(qA, m_localYAxisA); | ||||||
|  | 
 | ||||||
|  | 	float32 s1 = b2Cross(d + rA, perp); | ||||||
|  | 	float32 s2 = b2Cross(rB, perp); | ||||||
|  | 
 | ||||||
|  | 	b2Vec3 impulse; | ||||||
|  | 	b2Vec2 C1; | ||||||
|  | 	C1.x = b2Dot(perp, d); | ||||||
|  | 	C1.y = aB - aA - m_referenceAngle; | ||||||
|  | 
 | ||||||
|  | 	float32 linearError = b2Abs(C1.x); | ||||||
|  | 	float32 angularError = b2Abs(C1.y); | ||||||
|  | 
 | ||||||
|  | 	bool active = false; | ||||||
|  | 	float32 C2 = 0.0f; | ||||||
|  | 	if (m_enableLimit) | ||||||
|  | 	{ | ||||||
|  | 		float32 translation = b2Dot(axis, d); | ||||||
|  | 		if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop) | ||||||
|  | 		{ | ||||||
|  | 			// Prevent large angular corrections
 | ||||||
|  | 			C2 = b2Clamp(translation, -b2_maxLinearCorrection, b2_maxLinearCorrection); | ||||||
|  | 			linearError = b2Max(linearError, b2Abs(translation)); | ||||||
|  | 			active = true; | ||||||
|  | 		} | ||||||
|  | 		else if (translation <= m_lowerTranslation) | ||||||
|  | 		{ | ||||||
|  | 			// Prevent large linear corrections and allow some slop.
 | ||||||
|  | 			C2 = b2Clamp(translation - m_lowerTranslation + b2_linearSlop, -b2_maxLinearCorrection, 0.0f); | ||||||
|  | 			linearError = b2Max(linearError, m_lowerTranslation - translation); | ||||||
|  | 			active = true; | ||||||
|  | 		} | ||||||
|  | 		else if (translation >= m_upperTranslation) | ||||||
|  | 		{ | ||||||
|  | 			// Prevent large linear corrections and allow some slop.
 | ||||||
|  | 			C2 = b2Clamp(translation - m_upperTranslation - b2_linearSlop, 0.0f, b2_maxLinearCorrection); | ||||||
|  | 			linearError = b2Max(linearError, translation - m_upperTranslation); | ||||||
|  | 			active = true; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (active) | ||||||
|  | 	{ | ||||||
|  | 		float32 k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2; | ||||||
|  | 		float32 k12 = iA * s1 + iB * s2; | ||||||
|  | 		float32 k13 = iA * s1 * a1 + iB * s2 * a2; | ||||||
|  | 		float32 k22 = iA + iB; | ||||||
|  | 		if (k22 == 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			// For fixed rotation
 | ||||||
|  | 			k22 = 1.0f; | ||||||
|  | 		} | ||||||
|  | 		float32 k23 = iA * a1 + iB * a2; | ||||||
|  | 		float32 k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2; | ||||||
|  | 
 | ||||||
|  | 		b2Mat33 K; | ||||||
|  | 		K.ex.Set(k11, k12, k13); | ||||||
|  | 		K.ey.Set(k12, k22, k23); | ||||||
|  | 		K.ez.Set(k13, k23, k33); | ||||||
|  | 
 | ||||||
|  | 		b2Vec3 C; | ||||||
|  | 		C.x = C1.x; | ||||||
|  | 		C.y = C1.y; | ||||||
|  | 		C.z = C2; | ||||||
|  | 
 | ||||||
|  | 		impulse = K.Solve33(-C); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		float32 k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2; | ||||||
|  | 		float32 k12 = iA * s1 + iB * s2; | ||||||
|  | 		float32 k22 = iA + iB; | ||||||
|  | 		if (k22 == 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			k22 = 1.0f; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		b2Mat22 K; | ||||||
|  | 		K.ex.Set(k11, k12); | ||||||
|  | 		K.ey.Set(k12, k22); | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 impulse1 = K.Solve(-C1); | ||||||
|  | 		impulse.x = impulse1.x; | ||||||
|  | 		impulse.y = impulse1.y; | ||||||
|  | 		impulse.z = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 P = impulse.x * perp + impulse.z * axis; | ||||||
|  | 	float32 LA = impulse.x * s1 + impulse.y + impulse.z * a1; | ||||||
|  | 	float32 LB = impulse.x * s2 + impulse.y + impulse.z * a2; | ||||||
|  | 
 | ||||||
|  | 	cA -= mA * P; | ||||||
|  | 	aA -= iA * LA; | ||||||
|  | 	cB += mB * P; | ||||||
|  | 	aB += iB * LB; | ||||||
|  | 
 | ||||||
|  | 	data.positions[m_indexA].c = cA; | ||||||
|  | 	data.positions[m_indexA].a = aA; | ||||||
|  | 	data.positions[m_indexB].c = cB; | ||||||
|  | 	data.positions[m_indexB].a = aB; | ||||||
|  | 
 | ||||||
|  | 	return linearError <= b2_linearSlop && angularError <= b2_angularSlop; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2PrismaticJoint::GetAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_bodyA->GetWorldPoint(m_localAnchorA); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2PrismaticJoint::GetAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2PrismaticJoint::GetReactionForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PrismaticJoint::GetReactionTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_impulse.y; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PrismaticJoint::GetJointTranslation() const | ||||||
|  | { | ||||||
|  | 	b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA); | ||||||
|  | 	b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | 	b2Vec2 d = pB - pA; | ||||||
|  | 	b2Vec2 axis = m_bodyA->GetWorldVector(m_localXAxisA); | ||||||
|  | 
 | ||||||
|  | 	float32 translation = b2Dot(d, axis); | ||||||
|  | 	return translation; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PrismaticJoint::GetJointSpeed() const | ||||||
|  | { | ||||||
|  | 	b2Body* bA = m_bodyA; | ||||||
|  | 	b2Body* bB = m_bodyB; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter); | ||||||
|  | 	b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter); | ||||||
|  | 	b2Vec2 p1 = bA->m_sweep.c + rA; | ||||||
|  | 	b2Vec2 p2 = bB->m_sweep.c + rB; | ||||||
|  | 	b2Vec2 d = p2 - p1; | ||||||
|  | 	b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 vA = bA->m_linearVelocity; | ||||||
|  | 	b2Vec2 vB = bB->m_linearVelocity; | ||||||
|  | 	float32 wA = bA->m_angularVelocity; | ||||||
|  | 	float32 wB = bB->m_angularVelocity; | ||||||
|  | 
 | ||||||
|  | 	float32 speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA)); | ||||||
|  | 	return speed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2PrismaticJoint::IsLimitEnabled() const | ||||||
|  | { | ||||||
|  | 	return m_enableLimit; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PrismaticJoint::EnableLimit(bool flag) | ||||||
|  | { | ||||||
|  | 	if (flag != m_enableLimit) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_enableLimit = flag; | ||||||
|  | 		m_impulse.z = 0.0f; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PrismaticJoint::GetLowerLimit() const | ||||||
|  | { | ||||||
|  | 	return m_lowerTranslation; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PrismaticJoint::GetUpperLimit() const | ||||||
|  | { | ||||||
|  | 	return m_upperTranslation; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PrismaticJoint::SetLimits(float32 lower, float32 upper) | ||||||
|  | { | ||||||
|  | 	b2Assert(lower <= upper); | ||||||
|  | 	if (lower != m_lowerTranslation || upper != m_upperTranslation) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_lowerTranslation = lower; | ||||||
|  | 		m_upperTranslation = upper; | ||||||
|  | 		m_impulse.z = 0.0f; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2PrismaticJoint::IsMotorEnabled() const | ||||||
|  | { | ||||||
|  | 	return m_enableMotor; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PrismaticJoint::EnableMotor(bool flag) | ||||||
|  | { | ||||||
|  | 	if (flag != m_enableMotor) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_enableMotor = flag; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PrismaticJoint::SetMotorSpeed(float32 speed) | ||||||
|  | { | ||||||
|  | 	if (speed != m_motorSpeed) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_motorSpeed = speed; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PrismaticJoint::SetMaxMotorForce(float32 force) | ||||||
|  | { | ||||||
|  | 	if (force != m_maxMotorForce) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_maxMotorForce = force; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PrismaticJoint::GetMotorForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_motorImpulse; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PrismaticJoint::Dump() | ||||||
|  | { | ||||||
|  | 	int32 indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	int32 indexB = m_bodyB->m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Log("  b2PrismaticJointDef jd;\n"); | ||||||
|  | 	b2Log("  jd.bodyA = bodies[%d];\n", indexA); | ||||||
|  | 	b2Log("  jd.bodyB = bodies[%d];\n", indexB); | ||||||
|  | 	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected); | ||||||
|  | 	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y); | ||||||
|  | 	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y); | ||||||
|  | 	b2Log("  jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y); | ||||||
|  | 	b2Log("  jd.referenceAngle = %.15lef;\n", m_referenceAngle); | ||||||
|  | 	b2Log("  jd.enableLimit = bool(%d);\n", m_enableLimit); | ||||||
|  | 	b2Log("  jd.lowerTranslation = %.15lef;\n", m_lowerTranslation); | ||||||
|  | 	b2Log("  jd.upperTranslation = %.15lef;\n", m_upperTranslation); | ||||||
|  | 	b2Log("  jd.enableMotor = bool(%d);\n", m_enableMotor); | ||||||
|  | 	b2Log("  jd.motorSpeed = %.15lef;\n", m_motorSpeed); | ||||||
|  | 	b2Log("  jd.maxMotorForce = %.15lef;\n", m_maxMotorForce); | ||||||
|  | 	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,196 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_PRISMATIC_JOINT_H | ||||||
|  | #define B2_PRISMATIC_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | 
 | ||||||
|  | /// Prismatic joint definition. This requires defining a line of
 | ||||||
|  | /// motion using an axis and an anchor point. The definition uses local
 | ||||||
|  | /// anchor points and a local axis so that the initial configuration
 | ||||||
|  | /// can violate the constraint slightly. The joint translation is zero
 | ||||||
|  | /// when the local anchor points coincide in world space. Using local
 | ||||||
|  | /// anchors and a local axis helps when saving and loading a game.
 | ||||||
|  | struct b2PrismaticJointDef : public b2JointDef | ||||||
|  | { | ||||||
|  | 	b2PrismaticJointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_prismaticJoint; | ||||||
|  | 		localAnchorA.SetZero(); | ||||||
|  | 		localAnchorB.SetZero(); | ||||||
|  | 		localAxisA.Set(1.0f, 0.0f); | ||||||
|  | 		referenceAngle = 0.0f; | ||||||
|  | 		enableLimit = false; | ||||||
|  | 		lowerTranslation = 0.0f; | ||||||
|  | 		upperTranslation = 0.0f; | ||||||
|  | 		enableMotor = false; | ||||||
|  | 		maxMotorForce = 0.0f; | ||||||
|  | 		motorSpeed = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize the bodies, anchors, axis, and reference angle using the world
 | ||||||
|  | 	/// anchor and unit world axis.
 | ||||||
|  | 	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis); | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	b2Vec2 localAnchorA; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	b2Vec2 localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	/// The local translation unit axis in bodyA.
 | ||||||
|  | 	b2Vec2 localAxisA; | ||||||
|  | 
 | ||||||
|  | 	/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
 | ||||||
|  | 	float32 referenceAngle; | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable the joint limit.
 | ||||||
|  | 	bool enableLimit; | ||||||
|  | 
 | ||||||
|  | 	/// The lower translation limit, usually in meters.
 | ||||||
|  | 	float32 lowerTranslation; | ||||||
|  | 
 | ||||||
|  | 	/// The upper translation limit, usually in meters.
 | ||||||
|  | 	float32 upperTranslation; | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable the joint motor.
 | ||||||
|  | 	bool enableMotor; | ||||||
|  | 
 | ||||||
|  | 	/// The maximum motor torque, usually in N-m.
 | ||||||
|  | 	float32 maxMotorForce; | ||||||
|  | 
 | ||||||
|  | 	/// The desired motor speed in radians per second.
 | ||||||
|  | 	float32 motorSpeed; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A prismatic joint. This joint provides one degree of freedom: translation
 | ||||||
|  | /// along an axis fixed in bodyA. Relative rotation is prevented. You can
 | ||||||
|  | /// use a joint limit to restrict the range of motion and a joint motor to
 | ||||||
|  | /// drive the motion or to model joint friction.
 | ||||||
|  | class b2PrismaticJoint : public b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2Vec2 GetAnchorA() const override; | ||||||
|  | 	b2Vec2 GetAnchorB() const override; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||||||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; } | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; } | ||||||
|  | 
 | ||||||
|  | 	/// The local joint axis relative to bodyA.
 | ||||||
|  | 	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; } | ||||||
|  | 
 | ||||||
|  | 	/// Get the reference angle.
 | ||||||
|  | 	float32 GetReferenceAngle() const { return m_referenceAngle; } | ||||||
|  | 
 | ||||||
|  | 	/// Get the current joint translation, usually in meters.
 | ||||||
|  | 	float32 GetJointTranslation() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current joint translation speed, usually in meters per second.
 | ||||||
|  | 	float32 GetJointSpeed() const; | ||||||
|  | 
 | ||||||
|  | 	/// Is the joint limit enabled?
 | ||||||
|  | 	bool IsLimitEnabled() const; | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable the joint limit.
 | ||||||
|  | 	void EnableLimit(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Get the lower joint limit, usually in meters.
 | ||||||
|  | 	float32 GetLowerLimit() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the upper joint limit, usually in meters.
 | ||||||
|  | 	float32 GetUpperLimit() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the joint limits, usually in meters.
 | ||||||
|  | 	void SetLimits(float32 lower, float32 upper); | ||||||
|  | 
 | ||||||
|  | 	/// Is the joint motor enabled?
 | ||||||
|  | 	bool IsMotorEnabled() const; | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable the joint motor.
 | ||||||
|  | 	void EnableMotor(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Set the motor speed, usually in meters per second.
 | ||||||
|  | 	void SetMotorSpeed(float32 speed); | ||||||
|  | 
 | ||||||
|  | 	/// Get the motor speed, usually in meters per second.
 | ||||||
|  | 	float32 GetMotorSpeed() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the maximum motor force, usually in N.
 | ||||||
|  | 	void SetMaxMotorForce(float32 force); | ||||||
|  | 	float32 GetMaxMotorForce() const { return m_maxMotorForce; } | ||||||
|  | 
 | ||||||
|  | 	/// Get the current motor force given the inverse time step, usually in N.
 | ||||||
|  | 	float32 GetMotorForce(float32 inv_dt) const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump to b2Log
 | ||||||
|  | 	void Dump() override; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 	friend class b2Joint; | ||||||
|  | 	friend class b2GearJoint; | ||||||
|  | 	b2PrismaticJoint(const b2PrismaticJointDef* def); | ||||||
|  | 
 | ||||||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||||||
|  | 
 | ||||||
|  | 	// Solver shared
 | ||||||
|  | 	b2Vec2 m_localAnchorA; | ||||||
|  | 	b2Vec2 m_localAnchorB; | ||||||
|  | 	b2Vec2 m_localXAxisA; | ||||||
|  | 	b2Vec2 m_localYAxisA; | ||||||
|  | 	float32 m_referenceAngle; | ||||||
|  | 	b2Vec3 m_impulse; | ||||||
|  | 	float32 m_motorImpulse; | ||||||
|  | 	float32 m_lowerTranslation; | ||||||
|  | 	float32 m_upperTranslation; | ||||||
|  | 	float32 m_maxMotorForce; | ||||||
|  | 	float32 m_motorSpeed; | ||||||
|  | 	bool m_enableLimit; | ||||||
|  | 	bool m_enableMotor; | ||||||
|  | 	b2LimitState m_limitState; | ||||||
|  | 
 | ||||||
|  | 	// Solver temp
 | ||||||
|  | 	int32 m_indexA; | ||||||
|  | 	int32 m_indexB; | ||||||
|  | 	b2Vec2 m_localCenterA; | ||||||
|  | 	b2Vec2 m_localCenterB; | ||||||
|  | 	float32 m_invMassA; | ||||||
|  | 	float32 m_invMassB; | ||||||
|  | 	float32 m_invIA; | ||||||
|  | 	float32 m_invIB; | ||||||
|  | 	b2Vec2 m_axis, m_perp; | ||||||
|  | 	float32 m_s1, m_s2; | ||||||
|  | 	float32 m_a1, m_a2; | ||||||
|  | 	b2Mat33 m_K; | ||||||
|  | 	float32 m_motorMass; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline float32 b2PrismaticJoint::GetMotorSpeed() const | ||||||
|  | { | ||||||
|  | 	return m_motorSpeed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,348 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2007 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "b2PulleyJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | // Pulley:
 | ||||||
|  | // length1 = norm(p1 - s1)
 | ||||||
|  | // length2 = norm(p2 - s2)
 | ||||||
|  | // C0 = (length1 + ratio * length2)_initial
 | ||||||
|  | // C = C0 - (length1 + ratio * length2)
 | ||||||
|  | // u1 = (p1 - s1) / norm(p1 - s1)
 | ||||||
|  | // u2 = (p2 - s2) / norm(p2 - s2)
 | ||||||
|  | // Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
 | ||||||
|  | // J = -[u1 cross(r1, u1) ratio * u2  ratio * cross(r2, u2)]
 | ||||||
|  | // K = J * invM * JT
 | ||||||
|  | //   = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
 | ||||||
|  | 
 | ||||||
|  | void b2PulleyJointDef::Initialize(b2Body* bA, b2Body* bB, | ||||||
|  | 				const b2Vec2& groundA, const b2Vec2& groundB, | ||||||
|  | 				const b2Vec2& anchorA, const b2Vec2& anchorB, | ||||||
|  | 				float32 r) | ||||||
|  | { | ||||||
|  | 	bodyA = bA; | ||||||
|  | 	bodyB = bB; | ||||||
|  | 	groundAnchorA = groundA; | ||||||
|  | 	groundAnchorB = groundB; | ||||||
|  | 	localAnchorA = bodyA->GetLocalPoint(anchorA); | ||||||
|  | 	localAnchorB = bodyB->GetLocalPoint(anchorB); | ||||||
|  | 	b2Vec2 dA = anchorA - groundA; | ||||||
|  | 	lengthA = dA.Length(); | ||||||
|  | 	b2Vec2 dB = anchorB - groundB; | ||||||
|  | 	lengthB = dB.Length(); | ||||||
|  | 	ratio = r; | ||||||
|  | 	b2Assert(ratio > b2_epsilon); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def) | ||||||
|  | : b2Joint(def) | ||||||
|  | { | ||||||
|  | 	m_groundAnchorA = def->groundAnchorA; | ||||||
|  | 	m_groundAnchorB = def->groundAnchorB; | ||||||
|  | 	m_localAnchorA = def->localAnchorA; | ||||||
|  | 	m_localAnchorB = def->localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	m_lengthA = def->lengthA; | ||||||
|  | 	m_lengthB = def->lengthB; | ||||||
|  | 
 | ||||||
|  | 	b2Assert(def->ratio != 0.0f); | ||||||
|  | 	m_ratio = def->ratio; | ||||||
|  | 
 | ||||||
|  | 	m_constant = def->lengthA + m_ratio * def->lengthB; | ||||||
|  | 
 | ||||||
|  | 	m_impulse = 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PulleyJoint::InitVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	m_indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||||||
|  | 	m_localCenterA = m_bodyA->m_sweep.localCenter; | ||||||
|  | 	m_localCenterB = m_bodyB->m_sweep.localCenter; | ||||||
|  | 	m_invMassA = m_bodyA->m_invMass; | ||||||
|  | 	m_invMassB = m_bodyB->m_invMass; | ||||||
|  | 	m_invIA = m_bodyA->m_invI; | ||||||
|  | 	m_invIB = m_bodyB->m_invI; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 
 | ||||||
|  | 	// Get the pulley axes.
 | ||||||
|  | 	m_uA = cA + m_rA - m_groundAnchorA; | ||||||
|  | 	m_uB = cB + m_rB - m_groundAnchorB; | ||||||
|  | 
 | ||||||
|  | 	float32 lengthA = m_uA.Length(); | ||||||
|  | 	float32 lengthB = m_uB.Length(); | ||||||
|  | 
 | ||||||
|  | 	if (lengthA > 10.0f * b2_linearSlop) | ||||||
|  | 	{ | ||||||
|  | 		m_uA *= 1.0f / lengthA; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_uA.SetZero(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (lengthB > 10.0f * b2_linearSlop) | ||||||
|  | 	{ | ||||||
|  | 		m_uB *= 1.0f / lengthB; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_uB.SetZero(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Compute effective mass.
 | ||||||
|  | 	float32 ruA = b2Cross(m_rA, m_uA); | ||||||
|  | 	float32 ruB = b2Cross(m_rB, m_uB); | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA + m_invIA * ruA * ruA; | ||||||
|  | 	float32 mB = m_invMassB + m_invIB * ruB * ruB; | ||||||
|  | 
 | ||||||
|  | 	m_mass = mA + m_ratio * m_ratio * mB; | ||||||
|  | 
 | ||||||
|  | 	if (m_mass > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_mass = 1.0f / m_mass; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (data.step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		// Scale impulses to support variable time steps.
 | ||||||
|  | 		m_impulse *= data.step.dtRatio; | ||||||
|  | 
 | ||||||
|  | 		// Warm starting.
 | ||||||
|  | 		b2Vec2 PA = -(m_impulse) * m_uA; | ||||||
|  | 		b2Vec2 PB = (-m_ratio * m_impulse) * m_uB; | ||||||
|  | 
 | ||||||
|  | 		vA += m_invMassA * PA; | ||||||
|  | 		wA += m_invIA * b2Cross(m_rA, PA); | ||||||
|  | 		vB += m_invMassB * PB; | ||||||
|  | 		wB += m_invIB * b2Cross(m_rB, PB); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_impulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PulleyJoint::SolveVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 vpA = vA + b2Cross(wA, m_rA); | ||||||
|  | 	b2Vec2 vpB = vB + b2Cross(wB, m_rB); | ||||||
|  | 
 | ||||||
|  | 	float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB); | ||||||
|  | 	float32 impulse = -m_mass * Cdot; | ||||||
|  | 	m_impulse += impulse; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 PA = -impulse * m_uA; | ||||||
|  | 	b2Vec2 PB = -m_ratio * impulse * m_uB; | ||||||
|  | 	vA += m_invMassA * PA; | ||||||
|  | 	wA += m_invIA * b2Cross(m_rA, PA); | ||||||
|  | 	vB += m_invMassB * PB; | ||||||
|  | 	wB += m_invIB * b2Cross(m_rB, PB); | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2PulleyJoint::SolvePositionConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 
 | ||||||
|  | 	// Get the pulley axes.
 | ||||||
|  | 	b2Vec2 uA = cA + rA - m_groundAnchorA; | ||||||
|  | 	b2Vec2 uB = cB + rB - m_groundAnchorB; | ||||||
|  | 
 | ||||||
|  | 	float32 lengthA = uA.Length(); | ||||||
|  | 	float32 lengthB = uB.Length(); | ||||||
|  | 
 | ||||||
|  | 	if (lengthA > 10.0f * b2_linearSlop) | ||||||
|  | 	{ | ||||||
|  | 		uA *= 1.0f / lengthA; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		uA.SetZero(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (lengthB > 10.0f * b2_linearSlop) | ||||||
|  | 	{ | ||||||
|  | 		uB *= 1.0f / lengthB; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		uB.SetZero(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Compute effective mass.
 | ||||||
|  | 	float32 ruA = b2Cross(rA, uA); | ||||||
|  | 	float32 ruB = b2Cross(rB, uB); | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA + m_invIA * ruA * ruA; | ||||||
|  | 	float32 mB = m_invMassB + m_invIB * ruB * ruB; | ||||||
|  | 
 | ||||||
|  | 	float32 mass = mA + m_ratio * m_ratio * mB; | ||||||
|  | 
 | ||||||
|  | 	if (mass > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		mass = 1.0f / mass; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	float32 C = m_constant - lengthA - m_ratio * lengthB; | ||||||
|  | 	float32 linearError = b2Abs(C); | ||||||
|  | 
 | ||||||
|  | 	float32 impulse = -mass * C; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 PA = -impulse * uA; | ||||||
|  | 	b2Vec2 PB = -m_ratio * impulse * uB; | ||||||
|  | 
 | ||||||
|  | 	cA += m_invMassA * PA; | ||||||
|  | 	aA += m_invIA * b2Cross(rA, PA); | ||||||
|  | 	cB += m_invMassB * PB; | ||||||
|  | 	aB += m_invIB * b2Cross(rB, PB); | ||||||
|  | 
 | ||||||
|  | 	data.positions[m_indexA].c = cA; | ||||||
|  | 	data.positions[m_indexA].a = aA; | ||||||
|  | 	data.positions[m_indexB].c = cB; | ||||||
|  | 	data.positions[m_indexB].a = aB; | ||||||
|  | 
 | ||||||
|  | 	return linearError < b2_linearSlop; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2PulleyJoint::GetAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_bodyA->GetWorldPoint(m_localAnchorA); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2PulleyJoint::GetAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	b2Vec2 P = m_impulse * m_uB; | ||||||
|  | 	return inv_dt * P; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PulleyJoint::GetReactionTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	B2_NOT_USED(inv_dt); | ||||||
|  | 	return 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2PulleyJoint::GetGroundAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_groundAnchorA; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2PulleyJoint::GetGroundAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_groundAnchorB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PulleyJoint::GetLengthA() const | ||||||
|  | { | ||||||
|  | 	return m_lengthA; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PulleyJoint::GetLengthB() const | ||||||
|  | { | ||||||
|  | 	return m_lengthB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PulleyJoint::GetRatio() const | ||||||
|  | { | ||||||
|  | 	return m_ratio; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PulleyJoint::GetCurrentLengthA() const | ||||||
|  | { | ||||||
|  | 	b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA); | ||||||
|  | 	b2Vec2 s = m_groundAnchorA; | ||||||
|  | 	b2Vec2 d = p - s; | ||||||
|  | 	return d.Length(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2PulleyJoint::GetCurrentLengthB() const | ||||||
|  | { | ||||||
|  | 	b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | 	b2Vec2 s = m_groundAnchorB; | ||||||
|  | 	b2Vec2 d = p - s; | ||||||
|  | 	return d.Length(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PulleyJoint::Dump() | ||||||
|  | { | ||||||
|  | 	int32 indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	int32 indexB = m_bodyB->m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Log("  b2PulleyJointDef jd;\n"); | ||||||
|  | 	b2Log("  jd.bodyA = bodies[%d];\n", indexA); | ||||||
|  | 	b2Log("  jd.bodyB = bodies[%d];\n", indexB); | ||||||
|  | 	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected); | ||||||
|  | 	b2Log("  jd.groundAnchorA.Set(%.15lef, %.15lef);\n", m_groundAnchorA.x, m_groundAnchorA.y); | ||||||
|  | 	b2Log("  jd.groundAnchorB.Set(%.15lef, %.15lef);\n", m_groundAnchorB.x, m_groundAnchorB.y); | ||||||
|  | 	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y); | ||||||
|  | 	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y); | ||||||
|  | 	b2Log("  jd.lengthA = %.15lef;\n", m_lengthA); | ||||||
|  | 	b2Log("  jd.lengthB = %.15lef;\n", m_lengthB); | ||||||
|  | 	b2Log("  jd.ratio = %.15lef;\n", m_ratio); | ||||||
|  | 	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2PulleyJoint::ShiftOrigin(const b2Vec2& newOrigin) | ||||||
|  | { | ||||||
|  | 	m_groundAnchorA -= newOrigin; | ||||||
|  | 	m_groundAnchorB -= newOrigin; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,152 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_PULLEY_JOINT_H | ||||||
|  | #define B2_PULLEY_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | 
 | ||||||
|  | const float32 b2_minPulleyLength = 2.0f; | ||||||
|  | 
 | ||||||
|  | /// Pulley joint definition. This requires two ground anchors,
 | ||||||
|  | /// two dynamic body anchor points, and a pulley ratio.
 | ||||||
|  | struct b2PulleyJointDef : public b2JointDef | ||||||
|  | { | ||||||
|  | 	b2PulleyJointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_pulleyJoint; | ||||||
|  | 		groundAnchorA.Set(-1.0f, 1.0f); | ||||||
|  | 		groundAnchorB.Set(1.0f, 1.0f); | ||||||
|  | 		localAnchorA.Set(-1.0f, 0.0f); | ||||||
|  | 		localAnchorB.Set(1.0f, 0.0f); | ||||||
|  | 		lengthA = 0.0f; | ||||||
|  | 		lengthB = 0.0f; | ||||||
|  | 		ratio = 1.0f; | ||||||
|  | 		collideConnected = true; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
 | ||||||
|  | 	void Initialize(b2Body* bodyA, b2Body* bodyB, | ||||||
|  | 					const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB, | ||||||
|  | 					const b2Vec2& anchorA, const b2Vec2& anchorB, | ||||||
|  | 					float32 ratio); | ||||||
|  | 
 | ||||||
|  | 	/// The first ground anchor in world coordinates. This point never moves.
 | ||||||
|  | 	b2Vec2 groundAnchorA; | ||||||
|  | 
 | ||||||
|  | 	/// The second ground anchor in world coordinates. This point never moves.
 | ||||||
|  | 	b2Vec2 groundAnchorB; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	b2Vec2 localAnchorA; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	b2Vec2 localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	/// The a reference length for the segment attached to bodyA.
 | ||||||
|  | 	float32 lengthA; | ||||||
|  | 
 | ||||||
|  | 	/// The a reference length for the segment attached to bodyB.
 | ||||||
|  | 	float32 lengthB; | ||||||
|  | 
 | ||||||
|  | 	/// The pulley ratio, used to simulate a block-and-tackle.
 | ||||||
|  | 	float32 ratio; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// The pulley joint is connected to two bodies and two fixed ground points.
 | ||||||
|  | /// The pulley supports a ratio such that:
 | ||||||
|  | /// length1 + ratio * length2 <= constant
 | ||||||
|  | /// Yes, the force transmitted is scaled by the ratio.
 | ||||||
|  | /// Warning: the pulley joint can get a bit squirrelly by itself. They often
 | ||||||
|  | /// work better when combined with prismatic joints. You should also cover the
 | ||||||
|  | /// the anchor points with static shapes to prevent one side from going to
 | ||||||
|  | /// zero length.
 | ||||||
|  | class b2PulleyJoint : public b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2Vec2 GetAnchorA() const override; | ||||||
|  | 	b2Vec2 GetAnchorB() const override; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||||||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Get the first ground anchor.
 | ||||||
|  | 	b2Vec2 GetGroundAnchorA() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the second ground anchor.
 | ||||||
|  | 	b2Vec2 GetGroundAnchorB() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current length of the segment attached to bodyA.
 | ||||||
|  | 	float32 GetLengthA() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current length of the segment attached to bodyB.
 | ||||||
|  | 	float32 GetLengthB() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the pulley ratio.
 | ||||||
|  | 	float32 GetRatio() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current length of the segment attached to bodyA.
 | ||||||
|  | 	float32 GetCurrentLengthA() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current length of the segment attached to bodyB.
 | ||||||
|  | 	float32 GetCurrentLengthB() const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump joint to dmLog
 | ||||||
|  | 	void Dump() override; | ||||||
|  | 
 | ||||||
|  | 	/// Implement b2Joint::ShiftOrigin
 | ||||||
|  | 	void ShiftOrigin(const b2Vec2& newOrigin) override; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 
 | ||||||
|  | 	friend class b2Joint; | ||||||
|  | 	b2PulleyJoint(const b2PulleyJointDef* data); | ||||||
|  | 
 | ||||||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 m_groundAnchorA; | ||||||
|  | 	b2Vec2 m_groundAnchorB; | ||||||
|  | 	float32 m_lengthA; | ||||||
|  | 	float32 m_lengthB; | ||||||
|  | 	 | ||||||
|  | 	// Solver shared
 | ||||||
|  | 	b2Vec2 m_localAnchorA; | ||||||
|  | 	b2Vec2 m_localAnchorB; | ||||||
|  | 	float32 m_constant; | ||||||
|  | 	float32 m_ratio; | ||||||
|  | 	float32 m_impulse; | ||||||
|  | 
 | ||||||
|  | 	// Solver temp
 | ||||||
|  | 	int32 m_indexA; | ||||||
|  | 	int32 m_indexB; | ||||||
|  | 	b2Vec2 m_uA; | ||||||
|  | 	b2Vec2 m_uB; | ||||||
|  | 	b2Vec2 m_rA; | ||||||
|  | 	b2Vec2 m_rB; | ||||||
|  | 	b2Vec2 m_localCenterA; | ||||||
|  | 	b2Vec2 m_localCenterB; | ||||||
|  | 	float32 m_invMassA; | ||||||
|  | 	float32 m_invMassB; | ||||||
|  | 	float32 m_invIA; | ||||||
|  | 	float32 m_invIB; | ||||||
|  | 	float32 m_mass; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,511 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "b2RevoluteJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | // Point-to-point constraint
 | ||||||
|  | // C = p2 - p1
 | ||||||
|  | // Cdot = v2 - v1
 | ||||||
|  | //      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
 | ||||||
|  | // J = [-I -r1_skew I r2_skew ]
 | ||||||
|  | // Identity used:
 | ||||||
|  | // w k % (rx i + ry j) = w * (-ry i + rx j)
 | ||||||
|  | 
 | ||||||
|  | // Motor constraint
 | ||||||
|  | // Cdot = w2 - w1
 | ||||||
|  | // J = [0 0 -1 0 0 1]
 | ||||||
|  | // K = invI1 + invI2
 | ||||||
|  | 
 | ||||||
|  | void b2RevoluteJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor) | ||||||
|  | { | ||||||
|  | 	bodyA = bA; | ||||||
|  | 	bodyB = bB; | ||||||
|  | 	localAnchorA = bodyA->GetLocalPoint(anchor); | ||||||
|  | 	localAnchorB = bodyB->GetLocalPoint(anchor); | ||||||
|  | 	referenceAngle = bodyB->GetAngle() - bodyA->GetAngle(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2RevoluteJoint::b2RevoluteJoint(const b2RevoluteJointDef* def) | ||||||
|  | : b2Joint(def) | ||||||
|  | { | ||||||
|  | 	m_localAnchorA = def->localAnchorA; | ||||||
|  | 	m_localAnchorB = def->localAnchorB; | ||||||
|  | 	m_referenceAngle = def->referenceAngle; | ||||||
|  | 
 | ||||||
|  | 	m_impulse.SetZero(); | ||||||
|  | 	m_motorImpulse = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	m_lowerAngle = def->lowerAngle; | ||||||
|  | 	m_upperAngle = def->upperAngle; | ||||||
|  | 	m_maxMotorTorque = def->maxMotorTorque; | ||||||
|  | 	m_motorSpeed = def->motorSpeed; | ||||||
|  | 	m_enableLimit = def->enableLimit; | ||||||
|  | 	m_enableMotor = def->enableMotor; | ||||||
|  | 	m_limitState = e_inactiveLimit; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2RevoluteJoint::InitVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	m_indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||||||
|  | 	m_localCenterA = m_bodyA->m_sweep.localCenter; | ||||||
|  | 	m_localCenterB = m_bodyB->m_sweep.localCenter; | ||||||
|  | 	m_invMassA = m_bodyA->m_invMass; | ||||||
|  | 	m_invMassB = m_bodyB->m_invMass; | ||||||
|  | 	m_invIA = m_bodyA->m_invI; | ||||||
|  | 	m_invIB = m_bodyB->m_invI; | ||||||
|  | 
 | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 
 | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 
 | ||||||
|  | 	// J = [-I -r1_skew I r2_skew]
 | ||||||
|  | 	//     [ 0       -1 0       1]
 | ||||||
|  | 	// r_skew = [-ry; rx]
 | ||||||
|  | 
 | ||||||
|  | 	// Matlab
 | ||||||
|  | 	// K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
 | ||||||
|  | 	//     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
 | ||||||
|  | 	//     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]
 | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	bool fixedRotation = (iA + iB == 0.0f); | ||||||
|  | 
 | ||||||
|  | 	m_mass.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB; | ||||||
|  | 	m_mass.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB; | ||||||
|  | 	m_mass.ez.x = -m_rA.y * iA - m_rB.y * iB; | ||||||
|  | 	m_mass.ex.y = m_mass.ey.x; | ||||||
|  | 	m_mass.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB; | ||||||
|  | 	m_mass.ez.y = m_rA.x * iA + m_rB.x * iB; | ||||||
|  | 	m_mass.ex.z = m_mass.ez.x; | ||||||
|  | 	m_mass.ey.z = m_mass.ez.y; | ||||||
|  | 	m_mass.ez.z = iA + iB; | ||||||
|  | 
 | ||||||
|  | 	m_motorMass = iA + iB; | ||||||
|  | 	if (m_motorMass > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_motorMass = 1.0f / m_motorMass; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (m_enableMotor == false || fixedRotation) | ||||||
|  | 	{ | ||||||
|  | 		m_motorImpulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (m_enableLimit && fixedRotation == false) | ||||||
|  | 	{ | ||||||
|  | 		float32 jointAngle = aB - aA - m_referenceAngle; | ||||||
|  | 		if (b2Abs(m_upperAngle - m_lowerAngle) < 2.0f * b2_angularSlop) | ||||||
|  | 		{ | ||||||
|  | 			m_limitState = e_equalLimits; | ||||||
|  | 		} | ||||||
|  | 		else if (jointAngle <= m_lowerAngle) | ||||||
|  | 		{ | ||||||
|  | 			if (m_limitState != e_atLowerLimit) | ||||||
|  | 			{ | ||||||
|  | 				m_impulse.z = 0.0f; | ||||||
|  | 			} | ||||||
|  | 			m_limitState = e_atLowerLimit; | ||||||
|  | 		} | ||||||
|  | 		else if (jointAngle >= m_upperAngle) | ||||||
|  | 		{ | ||||||
|  | 			if (m_limitState != e_atUpperLimit) | ||||||
|  | 			{ | ||||||
|  | 				m_impulse.z = 0.0f; | ||||||
|  | 			} | ||||||
|  | 			m_limitState = e_atUpperLimit; | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			m_limitState = e_inactiveLimit; | ||||||
|  | 			m_impulse.z = 0.0f; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_limitState = e_inactiveLimit; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (data.step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		// Scale impulses to support a variable time step.
 | ||||||
|  | 		m_impulse *= data.step.dtRatio; | ||||||
|  | 		m_motorImpulse *= data.step.dtRatio; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P(m_impulse.x, m_impulse.y); | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * (b2Cross(m_rA, P) + m_motorImpulse + m_impulse.z); | ||||||
|  | 
 | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * (b2Cross(m_rB, P) + m_motorImpulse + m_impulse.z); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_impulse.SetZero(); | ||||||
|  | 		m_motorImpulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2RevoluteJoint::SolveVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	bool fixedRotation = (iA + iB == 0.0f); | ||||||
|  | 
 | ||||||
|  | 	// Solve motor constraint.
 | ||||||
|  | 	if (m_enableMotor && m_limitState != e_equalLimits && fixedRotation == false) | ||||||
|  | 	{ | ||||||
|  | 		float32 Cdot = wB - wA - m_motorSpeed; | ||||||
|  | 		float32 impulse = -m_motorMass * Cdot; | ||||||
|  | 		float32 oldImpulse = m_motorImpulse; | ||||||
|  | 		float32 maxImpulse = data.step.dt * m_maxMotorTorque; | ||||||
|  | 		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse); | ||||||
|  | 		impulse = m_motorImpulse - oldImpulse; | ||||||
|  | 
 | ||||||
|  | 		wA -= iA * impulse; | ||||||
|  | 		wB += iB * impulse; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Solve limit constraint.
 | ||||||
|  | 	if (m_enableLimit && m_limitState != e_inactiveLimit && fixedRotation == false) | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA); | ||||||
|  | 		float32 Cdot2 = wB - wA; | ||||||
|  | 		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2); | ||||||
|  | 
 | ||||||
|  | 		b2Vec3 impulse = -m_mass.Solve33(Cdot); | ||||||
|  | 
 | ||||||
|  | 		if (m_limitState == e_equalLimits) | ||||||
|  | 		{ | ||||||
|  | 			m_impulse += impulse; | ||||||
|  | 		} | ||||||
|  | 		else if (m_limitState == e_atLowerLimit) | ||||||
|  | 		{ | ||||||
|  | 			float32 newImpulse = m_impulse.z + impulse.z; | ||||||
|  | 			if (newImpulse < 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 rhs = -Cdot1 + m_impulse.z * b2Vec2(m_mass.ez.x, m_mass.ez.y); | ||||||
|  | 				b2Vec2 reduced = m_mass.Solve22(rhs); | ||||||
|  | 				impulse.x = reduced.x; | ||||||
|  | 				impulse.y = reduced.y; | ||||||
|  | 				impulse.z = -m_impulse.z; | ||||||
|  | 				m_impulse.x += reduced.x; | ||||||
|  | 				m_impulse.y += reduced.y; | ||||||
|  | 				m_impulse.z = 0.0f; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				m_impulse += impulse; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 		else if (m_limitState == e_atUpperLimit) | ||||||
|  | 		{ | ||||||
|  | 			float32 newImpulse = m_impulse.z + impulse.z; | ||||||
|  | 			if (newImpulse > 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				b2Vec2 rhs = -Cdot1 + m_impulse.z * b2Vec2(m_mass.ez.x, m_mass.ez.y); | ||||||
|  | 				b2Vec2 reduced = m_mass.Solve22(rhs); | ||||||
|  | 				impulse.x = reduced.x; | ||||||
|  | 				impulse.y = reduced.y; | ||||||
|  | 				impulse.z = -m_impulse.z; | ||||||
|  | 				m_impulse.x += reduced.x; | ||||||
|  | 				m_impulse.y += reduced.y; | ||||||
|  | 				m_impulse.z = 0.0f; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				m_impulse += impulse; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P(impulse.x, impulse.y); | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * (b2Cross(m_rA, P) + impulse.z); | ||||||
|  | 
 | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * (b2Cross(m_rB, P) + impulse.z); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		// Solve point-to-point constraint
 | ||||||
|  | 		b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA); | ||||||
|  | 		b2Vec2 impulse = m_mass.Solve22(-Cdot); | ||||||
|  | 
 | ||||||
|  | 		m_impulse.x += impulse.x; | ||||||
|  | 		m_impulse.y += impulse.y; | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * impulse; | ||||||
|  | 		wA -= iA * b2Cross(m_rA, impulse); | ||||||
|  | 
 | ||||||
|  | 		vB += mB * impulse; | ||||||
|  | 		wB += iB * b2Cross(m_rB, impulse); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2RevoluteJoint::SolvePositionConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	float32 angularError = 0.0f; | ||||||
|  | 	float32 positionError = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	bool fixedRotation = (m_invIA + m_invIB == 0.0f); | ||||||
|  | 
 | ||||||
|  | 	// Solve angular limit constraint.
 | ||||||
|  | 	if (m_enableLimit && m_limitState != e_inactiveLimit && fixedRotation == false) | ||||||
|  | 	{ | ||||||
|  | 		float32 angle = aB - aA - m_referenceAngle; | ||||||
|  | 		float32 limitImpulse = 0.0f; | ||||||
|  | 
 | ||||||
|  | 		if (m_limitState == e_equalLimits) | ||||||
|  | 		{ | ||||||
|  | 			// Prevent large angular corrections
 | ||||||
|  | 			float32 C = b2Clamp(angle - m_lowerAngle, -b2_maxAngularCorrection, b2_maxAngularCorrection); | ||||||
|  | 			limitImpulse = -m_motorMass * C; | ||||||
|  | 			angularError = b2Abs(C); | ||||||
|  | 		} | ||||||
|  | 		else if (m_limitState == e_atLowerLimit) | ||||||
|  | 		{ | ||||||
|  | 			float32 C = angle - m_lowerAngle; | ||||||
|  | 			angularError = -C; | ||||||
|  | 
 | ||||||
|  | 			// Prevent large angular corrections and allow some slop.
 | ||||||
|  | 			C = b2Clamp(C + b2_angularSlop, -b2_maxAngularCorrection, 0.0f); | ||||||
|  | 			limitImpulse = -m_motorMass * C; | ||||||
|  | 		} | ||||||
|  | 		else if (m_limitState == e_atUpperLimit) | ||||||
|  | 		{ | ||||||
|  | 			float32 C = angle - m_upperAngle; | ||||||
|  | 			angularError = C; | ||||||
|  | 
 | ||||||
|  | 			// Prevent large angular corrections and allow some slop.
 | ||||||
|  | 			C = b2Clamp(C - b2_angularSlop, 0.0f, b2_maxAngularCorrection); | ||||||
|  | 			limitImpulse = -m_motorMass * C; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		aA -= m_invIA * limitImpulse; | ||||||
|  | 		aB += m_invIB * limitImpulse; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Solve point-to-point constraint.
 | ||||||
|  | 	{ | ||||||
|  | 		qA.Set(aA); | ||||||
|  | 		qB.Set(aB); | ||||||
|  | 		b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 		b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 C = cB + rB - cA - rA; | ||||||
|  | 		positionError = C.Length(); | ||||||
|  | 
 | ||||||
|  | 		float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 		float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 		b2Mat22 K; | ||||||
|  | 		K.ex.x = mA + mB + iA * rA.y * rA.y + iB * rB.y * rB.y; | ||||||
|  | 		K.ex.y = -iA * rA.x * rA.y - iB * rB.x * rB.y; | ||||||
|  | 		K.ey.x = K.ex.y; | ||||||
|  | 		K.ey.y = mA + mB + iA * rA.x * rA.x + iB * rB.x * rB.x; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 impulse = -K.Solve(C); | ||||||
|  | 
 | ||||||
|  | 		cA -= mA * impulse; | ||||||
|  | 		aA -= iA * b2Cross(rA, impulse); | ||||||
|  | 
 | ||||||
|  | 		cB += mB * impulse; | ||||||
|  | 		aB += iB * b2Cross(rB, impulse); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.positions[m_indexA].c = cA; | ||||||
|  | 	data.positions[m_indexA].a = aA; | ||||||
|  | 	data.positions[m_indexB].c = cB; | ||||||
|  | 	data.positions[m_indexB].a = aB; | ||||||
|  | 	 | ||||||
|  | 	return positionError <= b2_linearSlop && angularError <= b2_angularSlop; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2RevoluteJoint::GetAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_bodyA->GetWorldPoint(m_localAnchorA); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2RevoluteJoint::GetAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2RevoluteJoint::GetReactionForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	b2Vec2 P(m_impulse.x, m_impulse.y); | ||||||
|  | 	return inv_dt * P; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2RevoluteJoint::GetReactionTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_impulse.z; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2RevoluteJoint::GetJointAngle() const | ||||||
|  | { | ||||||
|  | 	b2Body* bA = m_bodyA; | ||||||
|  | 	b2Body* bB = m_bodyB; | ||||||
|  | 	return bB->m_sweep.a - bA->m_sweep.a - m_referenceAngle; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2RevoluteJoint::GetJointSpeed() const | ||||||
|  | { | ||||||
|  | 	b2Body* bA = m_bodyA; | ||||||
|  | 	b2Body* bB = m_bodyB; | ||||||
|  | 	return bB->m_angularVelocity - bA->m_angularVelocity; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2RevoluteJoint::IsMotorEnabled() const | ||||||
|  | { | ||||||
|  | 	return m_enableMotor; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2RevoluteJoint::EnableMotor(bool flag) | ||||||
|  | { | ||||||
|  | 	if (flag != m_enableMotor) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_enableMotor = flag; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2RevoluteJoint::GetMotorTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_motorImpulse; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2RevoluteJoint::SetMotorSpeed(float32 speed) | ||||||
|  | { | ||||||
|  | 	if (speed != m_motorSpeed) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_motorSpeed = speed; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2RevoluteJoint::SetMaxMotorTorque(float32 torque) | ||||||
|  | { | ||||||
|  | 	if (torque != m_maxMotorTorque) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_maxMotorTorque = torque; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2RevoluteJoint::IsLimitEnabled() const | ||||||
|  | { | ||||||
|  | 	return m_enableLimit; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2RevoluteJoint::EnableLimit(bool flag) | ||||||
|  | { | ||||||
|  | 	if (flag != m_enableLimit) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_enableLimit = flag; | ||||||
|  | 		m_impulse.z = 0.0f; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2RevoluteJoint::GetLowerLimit() const | ||||||
|  | { | ||||||
|  | 	return m_lowerAngle; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2RevoluteJoint::GetUpperLimit() const | ||||||
|  | { | ||||||
|  | 	return m_upperAngle; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2RevoluteJoint::SetLimits(float32 lower, float32 upper) | ||||||
|  | { | ||||||
|  | 	b2Assert(lower <= upper); | ||||||
|  | 	 | ||||||
|  | 	if (lower != m_lowerAngle || upper != m_upperAngle) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_impulse.z = 0.0f; | ||||||
|  | 		m_lowerAngle = lower; | ||||||
|  | 		m_upperAngle = upper; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2RevoluteJoint::Dump() | ||||||
|  | { | ||||||
|  | 	int32 indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	int32 indexB = m_bodyB->m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Log("  b2RevoluteJointDef jd;\n"); | ||||||
|  | 	b2Log("  jd.bodyA = bodies[%d];\n", indexA); | ||||||
|  | 	b2Log("  jd.bodyB = bodies[%d];\n", indexB); | ||||||
|  | 	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected); | ||||||
|  | 	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y); | ||||||
|  | 	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y); | ||||||
|  | 	b2Log("  jd.referenceAngle = %.15lef;\n", m_referenceAngle); | ||||||
|  | 	b2Log("  jd.enableLimit = bool(%d);\n", m_enableLimit); | ||||||
|  | 	b2Log("  jd.lowerAngle = %.15lef;\n", m_lowerAngle); | ||||||
|  | 	b2Log("  jd.upperAngle = %.15lef;\n", m_upperAngle); | ||||||
|  | 	b2Log("  jd.enableMotor = bool(%d);\n", m_enableMotor); | ||||||
|  | 	b2Log("  jd.motorSpeed = %.15lef;\n", m_motorSpeed); | ||||||
|  | 	b2Log("  jd.maxMotorTorque = %.15lef;\n", m_maxMotorTorque); | ||||||
|  | 	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,204 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_REVOLUTE_JOINT_H | ||||||
|  | #define B2_REVOLUTE_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | 
 | ||||||
|  | /// Revolute joint definition. This requires defining an
 | ||||||
|  | /// anchor point where the bodies are joined. The definition
 | ||||||
|  | /// uses local anchor points so that the initial configuration
 | ||||||
|  | /// can violate the constraint slightly. You also need to
 | ||||||
|  | /// specify the initial relative angle for joint limits. This
 | ||||||
|  | /// helps when saving and loading a game.
 | ||||||
|  | /// The local anchor points are measured from the body's origin
 | ||||||
|  | /// rather than the center of mass because:
 | ||||||
|  | /// 1. you might not know where the center of mass will be.
 | ||||||
|  | /// 2. if you add/remove shapes from a body and recompute the mass,
 | ||||||
|  | ///    the joints will be broken.
 | ||||||
|  | struct b2RevoluteJointDef : public b2JointDef | ||||||
|  | { | ||||||
|  | 	b2RevoluteJointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_revoluteJoint; | ||||||
|  | 		localAnchorA.Set(0.0f, 0.0f); | ||||||
|  | 		localAnchorB.Set(0.0f, 0.0f); | ||||||
|  | 		referenceAngle = 0.0f; | ||||||
|  | 		lowerAngle = 0.0f; | ||||||
|  | 		upperAngle = 0.0f; | ||||||
|  | 		maxMotorTorque = 0.0f; | ||||||
|  | 		motorSpeed = 0.0f; | ||||||
|  | 		enableLimit = false; | ||||||
|  | 		enableMotor = false; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize the bodies, anchors, and reference angle using a world
 | ||||||
|  | 	/// anchor point.
 | ||||||
|  | 	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor); | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	b2Vec2 localAnchorA; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	b2Vec2 localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	/// The bodyB angle minus bodyA angle in the reference state (radians).
 | ||||||
|  | 	float32 referenceAngle; | ||||||
|  | 
 | ||||||
|  | 	/// A flag to enable joint limits.
 | ||||||
|  | 	bool enableLimit; | ||||||
|  | 
 | ||||||
|  | 	/// The lower angle for the joint limit (radians).
 | ||||||
|  | 	float32 lowerAngle; | ||||||
|  | 
 | ||||||
|  | 	/// The upper angle for the joint limit (radians).
 | ||||||
|  | 	float32 upperAngle; | ||||||
|  | 
 | ||||||
|  | 	/// A flag to enable the joint motor.
 | ||||||
|  | 	bool enableMotor; | ||||||
|  | 
 | ||||||
|  | 	/// The desired motor speed. Usually in radians per second.
 | ||||||
|  | 	float32 motorSpeed; | ||||||
|  | 
 | ||||||
|  | 	/// The maximum motor torque used to achieve the desired motor speed.
 | ||||||
|  | 	/// Usually in N-m.
 | ||||||
|  | 	float32 maxMotorTorque; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A revolute joint constrains two bodies to share a common point while they
 | ||||||
|  | /// are free to rotate about the point. The relative rotation about the shared
 | ||||||
|  | /// point is the joint angle. You can limit the relative rotation with
 | ||||||
|  | /// a joint limit that specifies a lower and upper angle. You can use a motor
 | ||||||
|  | /// to drive the relative rotation about the shared point. A maximum motor torque
 | ||||||
|  | /// is provided so that infinite forces are not generated.
 | ||||||
|  | class b2RevoluteJoint : public b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2Vec2 GetAnchorA() const override; | ||||||
|  | 	b2Vec2 GetAnchorB() const override; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; } | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; } | ||||||
|  | 
 | ||||||
|  | 	/// Get the reference angle.
 | ||||||
|  | 	float32 GetReferenceAngle() const { return m_referenceAngle; } | ||||||
|  | 
 | ||||||
|  | 	/// Get the current joint angle in radians.
 | ||||||
|  | 	float32 GetJointAngle() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current joint angle speed in radians per second.
 | ||||||
|  | 	float32 GetJointSpeed() const; | ||||||
|  | 
 | ||||||
|  | 	/// Is the joint limit enabled?
 | ||||||
|  | 	bool IsLimitEnabled() const; | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable the joint limit.
 | ||||||
|  | 	void EnableLimit(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Get the lower joint limit in radians.
 | ||||||
|  | 	float32 GetLowerLimit() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the upper joint limit in radians.
 | ||||||
|  | 	float32 GetUpperLimit() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the joint limits in radians.
 | ||||||
|  | 	void SetLimits(float32 lower, float32 upper); | ||||||
|  | 
 | ||||||
|  | 	/// Is the joint motor enabled?
 | ||||||
|  | 	bool IsMotorEnabled() const; | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable the joint motor.
 | ||||||
|  | 	void EnableMotor(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Set the motor speed in radians per second.
 | ||||||
|  | 	void SetMotorSpeed(float32 speed); | ||||||
|  | 
 | ||||||
|  | 	/// Get the motor speed in radians per second.
 | ||||||
|  | 	float32 GetMotorSpeed() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the maximum motor torque, usually in N-m.
 | ||||||
|  | 	void SetMaxMotorTorque(float32 torque); | ||||||
|  | 	float32 GetMaxMotorTorque() const { return m_maxMotorTorque; } | ||||||
|  | 
 | ||||||
|  | 	/// Get the reaction force given the inverse time step.
 | ||||||
|  | 	/// Unit is N.
 | ||||||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Get the reaction torque due to the joint limit given the inverse time step.
 | ||||||
|  | 	/// Unit is N*m.
 | ||||||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current motor torque given the inverse time step.
 | ||||||
|  | 	/// Unit is N*m.
 | ||||||
|  | 	float32 GetMotorTorque(float32 inv_dt) const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump to b2Log.
 | ||||||
|  | 	void Dump() override; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 	 | ||||||
|  | 	friend class b2Joint; | ||||||
|  | 	friend class b2GearJoint; | ||||||
|  | 
 | ||||||
|  | 	b2RevoluteJoint(const b2RevoluteJointDef* def); | ||||||
|  | 
 | ||||||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||||||
|  | 
 | ||||||
|  | 	// Solver shared
 | ||||||
|  | 	b2Vec2 m_localAnchorA; | ||||||
|  | 	b2Vec2 m_localAnchorB; | ||||||
|  | 	b2Vec3 m_impulse; | ||||||
|  | 	float32 m_motorImpulse; | ||||||
|  | 
 | ||||||
|  | 	bool m_enableMotor; | ||||||
|  | 	float32 m_maxMotorTorque; | ||||||
|  | 	float32 m_motorSpeed; | ||||||
|  | 
 | ||||||
|  | 	bool m_enableLimit; | ||||||
|  | 	float32 m_referenceAngle; | ||||||
|  | 	float32 m_lowerAngle; | ||||||
|  | 	float32 m_upperAngle; | ||||||
|  | 
 | ||||||
|  | 	// Solver temp
 | ||||||
|  | 	int32 m_indexA; | ||||||
|  | 	int32 m_indexB; | ||||||
|  | 	b2Vec2 m_rA; | ||||||
|  | 	b2Vec2 m_rB; | ||||||
|  | 	b2Vec2 m_localCenterA; | ||||||
|  | 	b2Vec2 m_localCenterB; | ||||||
|  | 	float32 m_invMassA; | ||||||
|  | 	float32 m_invMassB; | ||||||
|  | 	float32 m_invIA; | ||||||
|  | 	float32 m_invIB; | ||||||
|  | 	b2Mat33 m_mass;			// effective mass for point-to-point constraint.
 | ||||||
|  | 	float32 m_motorMass;	// effective mass for motor/limit angular constraint.
 | ||||||
|  | 	b2LimitState m_limitState; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline float32 b2RevoluteJoint::GetMotorSpeed() const | ||||||
|  | { | ||||||
|  | 	return m_motorSpeed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,241 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "b2RopeJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | // Limit:
 | ||||||
|  | // C = norm(pB - pA) - L
 | ||||||
|  | // u = (pB - pA) / norm(pB - pA)
 | ||||||
|  | // Cdot = dot(u, vB + cross(wB, rB) - vA - cross(wA, rA))
 | ||||||
|  | // J = [-u -cross(rA, u) u cross(rB, u)]
 | ||||||
|  | // K = J * invM * JT
 | ||||||
|  | //   = invMassA + invIA * cross(rA, u)^2 + invMassB + invIB * cross(rB, u)^2
 | ||||||
|  | 
 | ||||||
|  | b2RopeJoint::b2RopeJoint(const b2RopeJointDef* def) | ||||||
|  | : b2Joint(def) | ||||||
|  | { | ||||||
|  | 	m_localAnchorA = def->localAnchorA; | ||||||
|  | 	m_localAnchorB = def->localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	m_maxLength = def->maxLength; | ||||||
|  | 
 | ||||||
|  | 	m_mass = 0.0f; | ||||||
|  | 	m_impulse = 0.0f; | ||||||
|  | 	m_state = e_inactiveLimit; | ||||||
|  | 	m_length = 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2RopeJoint::InitVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	m_indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||||||
|  | 	m_localCenterA = m_bodyA->m_sweep.localCenter; | ||||||
|  | 	m_localCenterB = m_bodyB->m_sweep.localCenter; | ||||||
|  | 	m_invMassA = m_bodyA->m_invMass; | ||||||
|  | 	m_invMassB = m_bodyB->m_invMass; | ||||||
|  | 	m_invIA = m_bodyA->m_invI; | ||||||
|  | 	m_invIB = m_bodyB->m_invI; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 	m_u = cB + m_rB - cA - m_rA; | ||||||
|  | 
 | ||||||
|  | 	m_length = m_u.Length(); | ||||||
|  | 
 | ||||||
|  | 	float32 C = m_length - m_maxLength; | ||||||
|  | 	if (C > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_state = e_atUpperLimit; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_state = e_inactiveLimit; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (m_length > b2_linearSlop) | ||||||
|  | 	{ | ||||||
|  | 		m_u *= 1.0f / m_length; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_u.SetZero(); | ||||||
|  | 		m_mass = 0.0f; | ||||||
|  | 		m_impulse = 0.0f; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Compute effective mass.
 | ||||||
|  | 	float32 crA = b2Cross(m_rA, m_u); | ||||||
|  | 	float32 crB = b2Cross(m_rB, m_u); | ||||||
|  | 	float32 invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB; | ||||||
|  | 
 | ||||||
|  | 	m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; | ||||||
|  | 
 | ||||||
|  | 	if (data.step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		// Scale the impulse to support a variable time step.
 | ||||||
|  | 		m_impulse *= data.step.dtRatio; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P = m_impulse * m_u; | ||||||
|  | 		vA -= m_invMassA * P; | ||||||
|  | 		wA -= m_invIA * b2Cross(m_rA, P); | ||||||
|  | 		vB += m_invMassB * P; | ||||||
|  | 		wB += m_invIB * b2Cross(m_rB, P); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_impulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2RopeJoint::SolveVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	// Cdot = dot(u, v + cross(w, r))
 | ||||||
|  | 	b2Vec2 vpA = vA + b2Cross(wA, m_rA); | ||||||
|  | 	b2Vec2 vpB = vB + b2Cross(wB, m_rB); | ||||||
|  | 	float32 C = m_length - m_maxLength; | ||||||
|  | 	float32 Cdot = b2Dot(m_u, vpB - vpA); | ||||||
|  | 
 | ||||||
|  | 	// Predictive constraint.
 | ||||||
|  | 	if (C < 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		Cdot += data.step.inv_dt * C; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	float32 impulse = -m_mass * Cdot; | ||||||
|  | 	float32 oldImpulse = m_impulse; | ||||||
|  | 	m_impulse = b2Min(0.0f, m_impulse + impulse); | ||||||
|  | 	impulse = m_impulse - oldImpulse; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 P = impulse * m_u; | ||||||
|  | 	vA -= m_invMassA * P; | ||||||
|  | 	wA -= m_invIA * b2Cross(m_rA, P); | ||||||
|  | 	vB += m_invMassB * P; | ||||||
|  | 	wB += m_invIB * b2Cross(m_rB, P); | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2RopeJoint::SolvePositionConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 	b2Vec2 u = cB + rB - cA - rA; | ||||||
|  | 
 | ||||||
|  | 	float32 length = u.Normalize(); | ||||||
|  | 	float32 C = length - m_maxLength; | ||||||
|  | 
 | ||||||
|  | 	C = b2Clamp(C, 0.0f, b2_maxLinearCorrection); | ||||||
|  | 
 | ||||||
|  | 	float32 impulse = -m_mass * C; | ||||||
|  | 	b2Vec2 P = impulse * u; | ||||||
|  | 
 | ||||||
|  | 	cA -= m_invMassA * P; | ||||||
|  | 	aA -= m_invIA * b2Cross(rA, P); | ||||||
|  | 	cB += m_invMassB * P; | ||||||
|  | 	aB += m_invIB * b2Cross(rB, P); | ||||||
|  | 
 | ||||||
|  | 	data.positions[m_indexA].c = cA; | ||||||
|  | 	data.positions[m_indexA].a = aA; | ||||||
|  | 	data.positions[m_indexB].c = cB; | ||||||
|  | 	data.positions[m_indexB].a = aB; | ||||||
|  | 
 | ||||||
|  | 	return length - m_maxLength < b2_linearSlop; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2RopeJoint::GetAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_bodyA->GetWorldPoint(m_localAnchorA); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2RopeJoint::GetAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2RopeJoint::GetReactionForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	b2Vec2 F = (inv_dt * m_impulse) * m_u; | ||||||
|  | 	return F; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2RopeJoint::GetReactionTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	B2_NOT_USED(inv_dt); | ||||||
|  | 	return 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2RopeJoint::GetMaxLength() const | ||||||
|  | { | ||||||
|  | 	return m_maxLength; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2LimitState b2RopeJoint::GetLimitState() const | ||||||
|  | { | ||||||
|  | 	return m_state; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2RopeJoint::Dump() | ||||||
|  | { | ||||||
|  | 	int32 indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	int32 indexB = m_bodyB->m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Log("  b2RopeJointDef jd;\n"); | ||||||
|  | 	b2Log("  jd.bodyA = bodies[%d];\n", indexA); | ||||||
|  | 	b2Log("  jd.bodyB = bodies[%d];\n", indexB); | ||||||
|  | 	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected); | ||||||
|  | 	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y); | ||||||
|  | 	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y); | ||||||
|  | 	b2Log("  jd.maxLength = %.15lef;\n", m_maxLength); | ||||||
|  | 	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,114 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_ROPE_JOINT_H | ||||||
|  | #define B2_ROPE_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | 
 | ||||||
|  | /// Rope joint definition. This requires two body anchor points and
 | ||||||
|  | /// a maximum lengths.
 | ||||||
|  | /// Note: by default the connected objects will not collide.
 | ||||||
|  | /// see collideConnected in b2JointDef.
 | ||||||
|  | struct b2RopeJointDef : public b2JointDef | ||||||
|  | { | ||||||
|  | 	b2RopeJointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_ropeJoint; | ||||||
|  | 		localAnchorA.Set(-1.0f, 0.0f); | ||||||
|  | 		localAnchorB.Set(1.0f, 0.0f); | ||||||
|  | 		maxLength = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	b2Vec2 localAnchorA; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	b2Vec2 localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	/// The maximum length of the rope.
 | ||||||
|  | 	/// Warning: this must be larger than b2_linearSlop or
 | ||||||
|  | 	/// the joint will have no effect.
 | ||||||
|  | 	float32 maxLength; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A rope joint enforces a maximum distance between two points
 | ||||||
|  | /// on two bodies. It has no other effect.
 | ||||||
|  | /// Warning: if you attempt to change the maximum length during
 | ||||||
|  | /// the simulation you will get some non-physical behavior.
 | ||||||
|  | /// A model that would allow you to dynamically modify the length
 | ||||||
|  | /// would have some sponginess, so I chose not to implement it
 | ||||||
|  | /// that way. See b2DistanceJoint if you want to dynamically
 | ||||||
|  | /// control length.
 | ||||||
|  | class b2RopeJoint : public b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2Vec2 GetAnchorA() const override; | ||||||
|  | 	b2Vec2 GetAnchorB() const override; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||||||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; } | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; } | ||||||
|  | 
 | ||||||
|  | 	/// Set/Get the maximum length of the rope.
 | ||||||
|  | 	void SetMaxLength(float32 length) { m_maxLength = length; } | ||||||
|  | 	float32 GetMaxLength() const; | ||||||
|  | 
 | ||||||
|  | 	b2LimitState GetLimitState() const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump joint to dmLog
 | ||||||
|  | 	void Dump() override; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 
 | ||||||
|  | 	friend class b2Joint; | ||||||
|  | 	b2RopeJoint(const b2RopeJointDef* data); | ||||||
|  | 
 | ||||||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||||||
|  | 
 | ||||||
|  | 	// Solver shared
 | ||||||
|  | 	b2Vec2 m_localAnchorA; | ||||||
|  | 	b2Vec2 m_localAnchorB; | ||||||
|  | 	float32 m_maxLength; | ||||||
|  | 	float32 m_length; | ||||||
|  | 	float32 m_impulse; | ||||||
|  | 
 | ||||||
|  | 	// Solver temp
 | ||||||
|  | 	int32 m_indexA; | ||||||
|  | 	int32 m_indexB; | ||||||
|  | 	b2Vec2 m_u; | ||||||
|  | 	b2Vec2 m_rA; | ||||||
|  | 	b2Vec2 m_rB; | ||||||
|  | 	b2Vec2 m_localCenterA; | ||||||
|  | 	b2Vec2 m_localCenterB; | ||||||
|  | 	float32 m_invMassA; | ||||||
|  | 	float32 m_invMassB; | ||||||
|  | 	float32 m_invIA; | ||||||
|  | 	float32 m_invIB; | ||||||
|  | 	float32 m_mass; | ||||||
|  | 	b2LimitState m_state; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,344 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "b2WeldJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | // Point-to-point constraint
 | ||||||
|  | // C = p2 - p1
 | ||||||
|  | // Cdot = v2 - v1
 | ||||||
|  | //      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
 | ||||||
|  | // J = [-I -r1_skew I r2_skew ]
 | ||||||
|  | // Identity used:
 | ||||||
|  | // w k % (rx i + ry j) = w * (-ry i + rx j)
 | ||||||
|  | 
 | ||||||
|  | // Angle constraint
 | ||||||
|  | // C = angle2 - angle1 - referenceAngle
 | ||||||
|  | // Cdot = w2 - w1
 | ||||||
|  | // J = [0 0 -1 0 0 1]
 | ||||||
|  | // K = invI1 + invI2
 | ||||||
|  | 
 | ||||||
|  | void b2WeldJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor) | ||||||
|  | { | ||||||
|  | 	bodyA = bA; | ||||||
|  | 	bodyB = bB; | ||||||
|  | 	localAnchorA = bodyA->GetLocalPoint(anchor); | ||||||
|  | 	localAnchorB = bodyB->GetLocalPoint(anchor); | ||||||
|  | 	referenceAngle = bodyB->GetAngle() - bodyA->GetAngle(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2WeldJoint::b2WeldJoint(const b2WeldJointDef* def) | ||||||
|  | : b2Joint(def) | ||||||
|  | { | ||||||
|  | 	m_localAnchorA = def->localAnchorA; | ||||||
|  | 	m_localAnchorB = def->localAnchorB; | ||||||
|  | 	m_referenceAngle = def->referenceAngle; | ||||||
|  | 	m_frequencyHz = def->frequencyHz; | ||||||
|  | 	m_dampingRatio = def->dampingRatio; | ||||||
|  | 
 | ||||||
|  | 	m_impulse.SetZero(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2WeldJoint::InitVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	m_indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||||||
|  | 	m_localCenterA = m_bodyA->m_sweep.localCenter; | ||||||
|  | 	m_localCenterB = m_bodyB->m_sweep.localCenter; | ||||||
|  | 	m_invMassA = m_bodyA->m_invMass; | ||||||
|  | 	m_invMassB = m_bodyB->m_invMass; | ||||||
|  | 	m_invIA = m_bodyA->m_invI; | ||||||
|  | 	m_invIB = m_bodyB->m_invI; | ||||||
|  | 
 | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 
 | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 
 | ||||||
|  | 	// J = [-I -r1_skew I r2_skew]
 | ||||||
|  | 	//     [ 0       -1 0       1]
 | ||||||
|  | 	// r_skew = [-ry; rx]
 | ||||||
|  | 
 | ||||||
|  | 	// Matlab
 | ||||||
|  | 	// K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
 | ||||||
|  | 	//     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
 | ||||||
|  | 	//     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]
 | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	b2Mat33 K; | ||||||
|  | 	K.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB; | ||||||
|  | 	K.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB; | ||||||
|  | 	K.ez.x = -m_rA.y * iA - m_rB.y * iB; | ||||||
|  | 	K.ex.y = K.ey.x; | ||||||
|  | 	K.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB; | ||||||
|  | 	K.ez.y = m_rA.x * iA + m_rB.x * iB; | ||||||
|  | 	K.ex.z = K.ez.x; | ||||||
|  | 	K.ey.z = K.ez.y; | ||||||
|  | 	K.ez.z = iA + iB; | ||||||
|  | 
 | ||||||
|  | 	if (m_frequencyHz > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		K.GetInverse22(&m_mass); | ||||||
|  | 
 | ||||||
|  | 		float32 invM = iA + iB; | ||||||
|  | 		float32 m = invM > 0.0f ? 1.0f / invM : 0.0f; | ||||||
|  | 
 | ||||||
|  | 		float32 C = aB - aA - m_referenceAngle; | ||||||
|  | 
 | ||||||
|  | 		// Frequency
 | ||||||
|  | 		float32 omega = 2.0f * b2_pi * m_frequencyHz; | ||||||
|  | 
 | ||||||
|  | 		// Damping coefficient
 | ||||||
|  | 		float32 d = 2.0f * m * m_dampingRatio * omega; | ||||||
|  | 
 | ||||||
|  | 		// Spring stiffness
 | ||||||
|  | 		float32 k = m * omega * omega; | ||||||
|  | 
 | ||||||
|  | 		// magic formulas
 | ||||||
|  | 		float32 h = data.step.dt; | ||||||
|  | 		m_gamma = h * (d + h * k); | ||||||
|  | 		m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f; | ||||||
|  | 		m_bias = C * h * k * m_gamma; | ||||||
|  | 
 | ||||||
|  | 		invM += m_gamma; | ||||||
|  | 		m_mass.ez.z = invM != 0.0f ? 1.0f / invM : 0.0f; | ||||||
|  | 	} | ||||||
|  | 	else if (K.ez.z == 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		K.GetInverse22(&m_mass); | ||||||
|  | 		m_gamma = 0.0f; | ||||||
|  | 		m_bias = 0.0f; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		K.GetSymInverse33(&m_mass); | ||||||
|  | 		m_gamma = 0.0f; | ||||||
|  | 		m_bias = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (data.step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		// Scale impulses to support a variable time step.
 | ||||||
|  | 		m_impulse *= data.step.dtRatio; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P(m_impulse.x, m_impulse.y); | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * (b2Cross(m_rA, P) + m_impulse.z); | ||||||
|  | 
 | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * (b2Cross(m_rB, P) + m_impulse.z); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_impulse.SetZero(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	if (m_frequencyHz > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		float32 Cdot2 = wB - wA; | ||||||
|  | 
 | ||||||
|  | 		float32 impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z); | ||||||
|  | 		m_impulse.z += impulse2; | ||||||
|  | 
 | ||||||
|  | 		wA -= iA * impulse2; | ||||||
|  | 		wB += iB * impulse2; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA); | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1); | ||||||
|  | 		m_impulse.x += impulse1.x; | ||||||
|  | 		m_impulse.y += impulse1.y; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P = impulse1; | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * b2Cross(m_rA, P); | ||||||
|  | 
 | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * b2Cross(m_rB, P); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA); | ||||||
|  | 		float32 Cdot2 = wB - wA; | ||||||
|  | 		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2); | ||||||
|  | 
 | ||||||
|  | 		b2Vec3 impulse = -b2Mul(m_mass, Cdot); | ||||||
|  | 		m_impulse += impulse; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P(impulse.x, impulse.y); | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * (b2Cross(m_rA, P) + impulse.z); | ||||||
|  | 
 | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * (b2Cross(m_rB, P) + impulse.z); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2WeldJoint::SolvePositionConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 
 | ||||||
|  | 	float32 positionError, angularError; | ||||||
|  | 
 | ||||||
|  | 	b2Mat33 K; | ||||||
|  | 	K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB; | ||||||
|  | 	K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB; | ||||||
|  | 	K.ez.x = -rA.y * iA - rB.y * iB; | ||||||
|  | 	K.ex.y = K.ey.x; | ||||||
|  | 	K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB; | ||||||
|  | 	K.ez.y = rA.x * iA + rB.x * iB; | ||||||
|  | 	K.ex.z = K.ez.x; | ||||||
|  | 	K.ey.z = K.ez.y; | ||||||
|  | 	K.ez.z = iA + iB; | ||||||
|  | 
 | ||||||
|  | 	if (m_frequencyHz > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 C1 =  cB + rB - cA - rA; | ||||||
|  | 
 | ||||||
|  | 		positionError = C1.Length(); | ||||||
|  | 		angularError = 0.0f; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P = -K.Solve22(C1); | ||||||
|  | 
 | ||||||
|  | 		cA -= mA * P; | ||||||
|  | 		aA -= iA * b2Cross(rA, P); | ||||||
|  | 
 | ||||||
|  | 		cB += mB * P; | ||||||
|  | 		aB += iB * b2Cross(rB, P); | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 C1 =  cB + rB - cA - rA; | ||||||
|  | 		float32 C2 = aB - aA - m_referenceAngle; | ||||||
|  | 
 | ||||||
|  | 		positionError = C1.Length(); | ||||||
|  | 		angularError = b2Abs(C2); | ||||||
|  | 
 | ||||||
|  | 		b2Vec3 C(C1.x, C1.y, C2); | ||||||
|  | 	 | ||||||
|  | 		b2Vec3 impulse; | ||||||
|  | 		if (K.ez.z > 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			impulse = -K.Solve33(C); | ||||||
|  | 		} | ||||||
|  | 		else | ||||||
|  | 		{ | ||||||
|  | 			b2Vec2 impulse2 = -K.Solve22(C1); | ||||||
|  | 			impulse.Set(impulse2.x, impulse2.y, 0.0f); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P(impulse.x, impulse.y); | ||||||
|  | 
 | ||||||
|  | 		cA -= mA * P; | ||||||
|  | 		aA -= iA * (b2Cross(rA, P) + impulse.z); | ||||||
|  | 
 | ||||||
|  | 		cB += mB * P; | ||||||
|  | 		aB += iB * (b2Cross(rB, P) + impulse.z); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.positions[m_indexA].c = cA; | ||||||
|  | 	data.positions[m_indexA].a = aA; | ||||||
|  | 	data.positions[m_indexB].c = cB; | ||||||
|  | 	data.positions[m_indexB].a = aB; | ||||||
|  | 
 | ||||||
|  | 	return positionError <= b2_linearSlop && angularError <= b2_angularSlop; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2WeldJoint::GetAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_bodyA->GetWorldPoint(m_localAnchorA); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2WeldJoint::GetAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2WeldJoint::GetReactionForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	b2Vec2 P(m_impulse.x, m_impulse.y); | ||||||
|  | 	return inv_dt * P; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2WeldJoint::GetReactionTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_impulse.z; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2WeldJoint::Dump() | ||||||
|  | { | ||||||
|  | 	int32 indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	int32 indexB = m_bodyB->m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Log("  b2WeldJointDef jd;\n"); | ||||||
|  | 	b2Log("  jd.bodyA = bodies[%d];\n", indexA); | ||||||
|  | 	b2Log("  jd.bodyB = bodies[%d];\n", indexB); | ||||||
|  | 	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected); | ||||||
|  | 	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y); | ||||||
|  | 	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y); | ||||||
|  | 	b2Log("  jd.referenceAngle = %.15lef;\n", m_referenceAngle); | ||||||
|  | 	b2Log("  jd.frequencyHz = %.15lef;\n", m_frequencyHz); | ||||||
|  | 	b2Log("  jd.dampingRatio = %.15lef;\n", m_dampingRatio); | ||||||
|  | 	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,126 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_WELD_JOINT_H | ||||||
|  | #define B2_WELD_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | 
 | ||||||
|  | /// Weld joint definition. You need to specify local anchor points
 | ||||||
|  | /// where they are attached and the relative body angle. The position
 | ||||||
|  | /// of the anchor points is important for computing the reaction torque.
 | ||||||
|  | struct b2WeldJointDef : public b2JointDef | ||||||
|  | { | ||||||
|  | 	b2WeldJointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_weldJoint; | ||||||
|  | 		localAnchorA.Set(0.0f, 0.0f); | ||||||
|  | 		localAnchorB.Set(0.0f, 0.0f); | ||||||
|  | 		referenceAngle = 0.0f; | ||||||
|  | 		frequencyHz = 0.0f; | ||||||
|  | 		dampingRatio = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize the bodies, anchors, and reference angle using a world
 | ||||||
|  | 	/// anchor point.
 | ||||||
|  | 	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor); | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	b2Vec2 localAnchorA; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	b2Vec2 localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	/// The bodyB angle minus bodyA angle in the reference state (radians).
 | ||||||
|  | 	float32 referenceAngle; | ||||||
|  | 	 | ||||||
|  | 	/// The mass-spring-damper frequency in Hertz. Rotation only.
 | ||||||
|  | 	/// Disable softness with a value of 0.
 | ||||||
|  | 	float32 frequencyHz; | ||||||
|  | 
 | ||||||
|  | 	/// The damping ratio. 0 = no damping, 1 = critical damping.
 | ||||||
|  | 	float32 dampingRatio; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A weld joint essentially glues two bodies together. A weld joint may
 | ||||||
|  | /// distort somewhat because the island constraint solver is approximate.
 | ||||||
|  | class b2WeldJoint : public b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2Vec2 GetAnchorA() const override; | ||||||
|  | 	b2Vec2 GetAnchorB() const override; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||||||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; } | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; } | ||||||
|  | 
 | ||||||
|  | 	/// Get the reference angle.
 | ||||||
|  | 	float32 GetReferenceAngle() const { return m_referenceAngle; } | ||||||
|  | 
 | ||||||
|  | 	/// Set/get frequency in Hz.
 | ||||||
|  | 	void SetFrequency(float32 hz) { m_frequencyHz = hz; } | ||||||
|  | 	float32 GetFrequency() const { return m_frequencyHz; } | ||||||
|  | 
 | ||||||
|  | 	/// Set/get damping ratio.
 | ||||||
|  | 	void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; } | ||||||
|  | 	float32 GetDampingRatio() const { return m_dampingRatio; } | ||||||
|  | 
 | ||||||
|  | 	/// Dump to b2Log
 | ||||||
|  | 	void Dump() override; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 
 | ||||||
|  | 	friend class b2Joint; | ||||||
|  | 
 | ||||||
|  | 	b2WeldJoint(const b2WeldJointDef* def); | ||||||
|  | 
 | ||||||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||||||
|  | 
 | ||||||
|  | 	float32 m_frequencyHz; | ||||||
|  | 	float32 m_dampingRatio; | ||||||
|  | 	float32 m_bias; | ||||||
|  | 
 | ||||||
|  | 	// Solver shared
 | ||||||
|  | 	b2Vec2 m_localAnchorA; | ||||||
|  | 	b2Vec2 m_localAnchorB; | ||||||
|  | 	float32 m_referenceAngle; | ||||||
|  | 	float32 m_gamma; | ||||||
|  | 	b2Vec3 m_impulse; | ||||||
|  | 
 | ||||||
|  | 	// Solver temp
 | ||||||
|  | 	int32 m_indexA; | ||||||
|  | 	int32 m_indexB; | ||||||
|  | 	b2Vec2 m_rA; | ||||||
|  | 	b2Vec2 m_rB; | ||||||
|  | 	b2Vec2 m_localCenterA; | ||||||
|  | 	b2Vec2 m_localCenterB; | ||||||
|  | 	float32 m_invMassA; | ||||||
|  | 	float32 m_invMassB; | ||||||
|  | 	float32 m_invIA; | ||||||
|  | 	float32 m_invIB; | ||||||
|  | 	b2Mat33 m_mass; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,456 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "b2WheelJoint.h" | ||||||
|  | #include "../b2Body.h" | ||||||
|  | #include "../b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | // Linear constraint (point-to-line)
 | ||||||
|  | // d = pB - pA = xB + rB - xA - rA
 | ||||||
|  | // C = dot(ay, d)
 | ||||||
|  | // Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
 | ||||||
|  | //      = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
 | ||||||
|  | // J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
 | ||||||
|  | 
 | ||||||
|  | // Spring linear constraint
 | ||||||
|  | // C = dot(ax, d)
 | ||||||
|  | // Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
 | ||||||
|  | // J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
 | ||||||
|  | 
 | ||||||
|  | // Motor rotational constraint
 | ||||||
|  | // Cdot = wB - wA
 | ||||||
|  | // J = [0 0 -1 0 0 1]
 | ||||||
|  | 
 | ||||||
|  | void b2WheelJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis) | ||||||
|  | { | ||||||
|  | 	bodyA = bA; | ||||||
|  | 	bodyB = bB; | ||||||
|  | 	localAnchorA = bodyA->GetLocalPoint(anchor); | ||||||
|  | 	localAnchorB = bodyB->GetLocalPoint(anchor); | ||||||
|  | 	localAxisA = bodyA->GetLocalVector(axis); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def) | ||||||
|  | : b2Joint(def) | ||||||
|  | { | ||||||
|  | 	m_localAnchorA = def->localAnchorA; | ||||||
|  | 	m_localAnchorB = def->localAnchorB; | ||||||
|  | 	m_localXAxisA = def->localAxisA; | ||||||
|  | 	m_localYAxisA = b2Cross(1.0f, m_localXAxisA); | ||||||
|  | 
 | ||||||
|  | 	m_mass = 0.0f; | ||||||
|  | 	m_impulse = 0.0f; | ||||||
|  | 	m_motorMass = 0.0f; | ||||||
|  | 	m_motorImpulse = 0.0f; | ||||||
|  | 	m_springMass = 0.0f; | ||||||
|  | 	m_springImpulse = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	m_maxMotorTorque = def->maxMotorTorque; | ||||||
|  | 	m_motorSpeed = def->motorSpeed; | ||||||
|  | 	m_enableMotor = def->enableMotor; | ||||||
|  | 
 | ||||||
|  | 	m_frequencyHz = def->frequencyHz; | ||||||
|  | 	m_dampingRatio = def->dampingRatio; | ||||||
|  | 
 | ||||||
|  | 	m_bias = 0.0f; | ||||||
|  | 	m_gamma = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	m_ax.SetZero(); | ||||||
|  | 	m_ay.SetZero(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2WheelJoint::InitVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	m_indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||||||
|  | 	m_localCenterA = m_bodyA->m_sweep.localCenter; | ||||||
|  | 	m_localCenterB = m_bodyB->m_sweep.localCenter; | ||||||
|  | 	m_invMassA = m_bodyA->m_invMass; | ||||||
|  | 	m_invMassB = m_bodyB->m_invMass; | ||||||
|  | 	m_invIA = m_bodyA->m_invI; | ||||||
|  | 	m_invIB = m_bodyB->m_invI; | ||||||
|  | 
 | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	// Compute the effective masses.
 | ||||||
|  | 	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 	b2Vec2 d = cB + rB - cA - rA; | ||||||
|  | 
 | ||||||
|  | 	// Point to line constraint
 | ||||||
|  | 	{ | ||||||
|  | 		m_ay = b2Mul(qA, m_localYAxisA); | ||||||
|  | 		m_sAy = b2Cross(d + rA, m_ay); | ||||||
|  | 		m_sBy = b2Cross(rB, m_ay); | ||||||
|  | 
 | ||||||
|  | 		m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy; | ||||||
|  | 
 | ||||||
|  | 		if (m_mass > 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			m_mass = 1.0f / m_mass; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Spring constraint
 | ||||||
|  | 	m_springMass = 0.0f; | ||||||
|  | 	m_bias = 0.0f; | ||||||
|  | 	m_gamma = 0.0f; | ||||||
|  | 	if (m_frequencyHz > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_ax = b2Mul(qA, m_localXAxisA); | ||||||
|  | 		m_sAx = b2Cross(d + rA, m_ax); | ||||||
|  | 		m_sBx = b2Cross(rB, m_ax); | ||||||
|  | 
 | ||||||
|  | 		float32 invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx; | ||||||
|  | 
 | ||||||
|  | 		if (invMass > 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			m_springMass = 1.0f / invMass; | ||||||
|  | 
 | ||||||
|  | 			float32 C = b2Dot(d, m_ax); | ||||||
|  | 
 | ||||||
|  | 			// Frequency
 | ||||||
|  | 			float32 omega = 2.0f * b2_pi * m_frequencyHz; | ||||||
|  | 
 | ||||||
|  | 			// Damping coefficient
 | ||||||
|  | 			float32 damp = 2.0f * m_springMass * m_dampingRatio * omega; | ||||||
|  | 
 | ||||||
|  | 			// Spring stiffness
 | ||||||
|  | 			float32 k = m_springMass * omega * omega; | ||||||
|  | 
 | ||||||
|  | 			// magic formulas
 | ||||||
|  | 			float32 h = data.step.dt; | ||||||
|  | 			m_gamma = h * (damp + h * k); | ||||||
|  | 			if (m_gamma > 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				m_gamma = 1.0f / m_gamma; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			m_bias = C * h * k * m_gamma; | ||||||
|  | 
 | ||||||
|  | 			m_springMass = invMass + m_gamma; | ||||||
|  | 			if (m_springMass > 0.0f) | ||||||
|  | 			{ | ||||||
|  | 				m_springMass = 1.0f / m_springMass; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_springImpulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Rotational motor
 | ||||||
|  | 	if (m_enableMotor) | ||||||
|  | 	{ | ||||||
|  | 		m_motorMass = iA + iB; | ||||||
|  | 		if (m_motorMass > 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			m_motorMass = 1.0f / m_motorMass; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_motorMass = 0.0f; | ||||||
|  | 		m_motorImpulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (data.step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		// Account for variable time step.
 | ||||||
|  | 		m_impulse *= data.step.dtRatio; | ||||||
|  | 		m_springImpulse *= data.step.dtRatio; | ||||||
|  | 		m_motorImpulse *= data.step.dtRatio; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P = m_impulse * m_ay + m_springImpulse * m_ax; | ||||||
|  | 		float32 LA = m_impulse * m_sAy + m_springImpulse * m_sAx + m_motorImpulse; | ||||||
|  | 		float32 LB = m_impulse * m_sBy + m_springImpulse * m_sBx + m_motorImpulse; | ||||||
|  | 
 | ||||||
|  | 		vA -= m_invMassA * P; | ||||||
|  | 		wA -= m_invIA * LA; | ||||||
|  | 
 | ||||||
|  | 		vB += m_invMassB * P; | ||||||
|  | 		wB += m_invIB * LB; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_impulse = 0.0f; | ||||||
|  | 		m_springImpulse = 0.0f; | ||||||
|  | 		m_motorImpulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2WheelJoint::SolveVelocityConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	float32 mA = m_invMassA, mB = m_invMassB; | ||||||
|  | 	float32 iA = m_invIA, iB = m_invIB; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 vA = data.velocities[m_indexA].v; | ||||||
|  | 	float32 wA = data.velocities[m_indexA].w; | ||||||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||||||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||||||
|  | 
 | ||||||
|  | 	// Solve spring constraint
 | ||||||
|  | 	{ | ||||||
|  | 		float32 Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA; | ||||||
|  | 		float32 impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse); | ||||||
|  | 		m_springImpulse += impulse; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P = impulse * m_ax; | ||||||
|  | 		float32 LA = impulse * m_sAx; | ||||||
|  | 		float32 LB = impulse * m_sBx; | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * LA; | ||||||
|  | 
 | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * LB; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Solve rotational motor constraint
 | ||||||
|  | 	{ | ||||||
|  | 		float32 Cdot = wB - wA - m_motorSpeed; | ||||||
|  | 		float32 impulse = -m_motorMass * Cdot; | ||||||
|  | 
 | ||||||
|  | 		float32 oldImpulse = m_motorImpulse; | ||||||
|  | 		float32 maxImpulse = data.step.dt * m_maxMotorTorque; | ||||||
|  | 		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse); | ||||||
|  | 		impulse = m_motorImpulse - oldImpulse; | ||||||
|  | 
 | ||||||
|  | 		wA -= iA * impulse; | ||||||
|  | 		wB += iB * impulse; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Solve point to line constraint
 | ||||||
|  | 	{ | ||||||
|  | 		float32 Cdot = b2Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA; | ||||||
|  | 		float32 impulse = -m_mass * Cdot; | ||||||
|  | 		m_impulse += impulse; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 P = impulse * m_ay; | ||||||
|  | 		float32 LA = impulse * m_sAy; | ||||||
|  | 		float32 LB = impulse * m_sBy; | ||||||
|  | 
 | ||||||
|  | 		vA -= mA * P; | ||||||
|  | 		wA -= iA * LA; | ||||||
|  | 
 | ||||||
|  | 		vB += mB * P; | ||||||
|  | 		wB += iB * LB; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	data.velocities[m_indexA].v = vA; | ||||||
|  | 	data.velocities[m_indexA].w = wA; | ||||||
|  | 	data.velocities[m_indexB].v = vB; | ||||||
|  | 	data.velocities[m_indexB].w = wB; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2WheelJoint::SolvePositionConstraints(const b2SolverData& data) | ||||||
|  | { | ||||||
|  | 	b2Vec2 cA = data.positions[m_indexA].c; | ||||||
|  | 	float32 aA = data.positions[m_indexA].a; | ||||||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||||||
|  | 	float32 aB = data.positions[m_indexB].a; | ||||||
|  | 
 | ||||||
|  | 	b2Rot qA(aA), qB(aB); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA); | ||||||
|  | 	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||||||
|  | 	b2Vec2 d = (cB - cA) + rB - rA; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 ay = b2Mul(qA, m_localYAxisA); | ||||||
|  | 
 | ||||||
|  | 	float32 sAy = b2Cross(d + rA, ay); | ||||||
|  | 	float32 sBy = b2Cross(rB, ay); | ||||||
|  | 
 | ||||||
|  | 	float32 C = b2Dot(d, ay); | ||||||
|  | 
 | ||||||
|  | 	float32 k = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy; | ||||||
|  | 
 | ||||||
|  | 	float32 impulse; | ||||||
|  | 	if (k != 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		impulse = - C / k; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		impulse = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 P = impulse * ay; | ||||||
|  | 	float32 LA = impulse * sAy; | ||||||
|  | 	float32 LB = impulse * sBy; | ||||||
|  | 
 | ||||||
|  | 	cA -= m_invMassA * P; | ||||||
|  | 	aA -= m_invIA * LA; | ||||||
|  | 	cB += m_invMassB * P; | ||||||
|  | 	aB += m_invIB * LB; | ||||||
|  | 
 | ||||||
|  | 	data.positions[m_indexA].c = cA; | ||||||
|  | 	data.positions[m_indexA].a = aA; | ||||||
|  | 	data.positions[m_indexB].c = cB; | ||||||
|  | 	data.positions[m_indexB].a = aB; | ||||||
|  | 
 | ||||||
|  | 	return b2Abs(C) <= b2_linearSlop; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2WheelJoint::GetAnchorA() const | ||||||
|  | { | ||||||
|  | 	return m_bodyA->GetWorldPoint(m_localAnchorA); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2WheelJoint::GetAnchorB() const | ||||||
|  | { | ||||||
|  | 	return m_bodyB->GetWorldPoint(m_localAnchorB); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Vec2 b2WheelJoint::GetReactionForce(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * (m_impulse * m_ay + m_springImpulse * m_ax); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2WheelJoint::GetReactionTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_motorImpulse; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2WheelJoint::GetJointTranslation() const | ||||||
|  | { | ||||||
|  | 	b2Body* bA = m_bodyA; | ||||||
|  | 	b2Body* bB = m_bodyB; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 pA = bA->GetWorldPoint(m_localAnchorA); | ||||||
|  | 	b2Vec2 pB = bB->GetWorldPoint(m_localAnchorB); | ||||||
|  | 	b2Vec2 d = pB - pA; | ||||||
|  | 	b2Vec2 axis = bA->GetWorldVector(m_localXAxisA); | ||||||
|  | 
 | ||||||
|  | 	float32 translation = b2Dot(d, axis); | ||||||
|  | 	return translation; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2WheelJoint::GetJointLinearSpeed() const | ||||||
|  | { | ||||||
|  | 	b2Body* bA = m_bodyA; | ||||||
|  | 	b2Body* bB = m_bodyB; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter); | ||||||
|  | 	b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter); | ||||||
|  | 	b2Vec2 p1 = bA->m_sweep.c + rA; | ||||||
|  | 	b2Vec2 p2 = bB->m_sweep.c + rB; | ||||||
|  | 	b2Vec2 d = p2 - p1; | ||||||
|  | 	b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA); | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 vA = bA->m_linearVelocity; | ||||||
|  | 	b2Vec2 vB = bB->m_linearVelocity; | ||||||
|  | 	float32 wA = bA->m_angularVelocity; | ||||||
|  | 	float32 wB = bB->m_angularVelocity; | ||||||
|  | 
 | ||||||
|  | 	float32 speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA)); | ||||||
|  | 	return speed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2WheelJoint::GetJointAngle() const | ||||||
|  | { | ||||||
|  | 	b2Body* bA = m_bodyA; | ||||||
|  | 	b2Body* bB = m_bodyB; | ||||||
|  | 	return bB->m_sweep.a - bA->m_sweep.a; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2WheelJoint::GetJointAngularSpeed() const | ||||||
|  | { | ||||||
|  | 	float32 wA = m_bodyA->m_angularVelocity; | ||||||
|  | 	float32 wB = m_bodyB->m_angularVelocity; | ||||||
|  | 	return wB - wA; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2WheelJoint::IsMotorEnabled() const | ||||||
|  | { | ||||||
|  | 	return m_enableMotor; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2WheelJoint::EnableMotor(bool flag) | ||||||
|  | { | ||||||
|  | 	if (flag != m_enableMotor) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_enableMotor = flag; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2WheelJoint::SetMotorSpeed(float32 speed) | ||||||
|  | { | ||||||
|  | 	if (speed != m_motorSpeed) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_motorSpeed = speed; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2WheelJoint::SetMaxMotorTorque(float32 torque) | ||||||
|  | { | ||||||
|  | 	if (torque != m_maxMotorTorque) | ||||||
|  | 	{ | ||||||
|  | 		m_bodyA->SetAwake(true); | ||||||
|  | 		m_bodyB->SetAwake(true); | ||||||
|  | 		m_maxMotorTorque = torque; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float32 b2WheelJoint::GetMotorTorque(float32 inv_dt) const | ||||||
|  | { | ||||||
|  | 	return inv_dt * m_motorImpulse; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2WheelJoint::Dump() | ||||||
|  | { | ||||||
|  | 	int32 indexA = m_bodyA->m_islandIndex; | ||||||
|  | 	int32 indexB = m_bodyB->m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Log("  b2WheelJointDef jd;\n"); | ||||||
|  | 	b2Log("  jd.bodyA = bodies[%d];\n", indexA); | ||||||
|  | 	b2Log("  jd.bodyB = bodies[%d];\n", indexB); | ||||||
|  | 	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected); | ||||||
|  | 	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y); | ||||||
|  | 	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y); | ||||||
|  | 	b2Log("  jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y); | ||||||
|  | 	b2Log("  jd.enableMotor = bool(%d);\n", m_enableMotor); | ||||||
|  | 	b2Log("  jd.motorSpeed = %.15lef;\n", m_motorSpeed); | ||||||
|  | 	b2Log("  jd.maxMotorTorque = %.15lef;\n", m_maxMotorTorque); | ||||||
|  | 	b2Log("  jd.frequencyHz = %.15lef;\n", m_frequencyHz); | ||||||
|  | 	b2Log("  jd.dampingRatio = %.15lef;\n", m_dampingRatio); | ||||||
|  | 	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,216 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_WHEEL_JOINT_H | ||||||
|  | #define B2_WHEEL_JOINT_H | ||||||
|  | 
 | ||||||
|  | #include "b2Joint.h" | ||||||
|  | 
 | ||||||
|  | /// Wheel joint definition. This requires defining a line of
 | ||||||
|  | /// motion using an axis and an anchor point. The definition uses local
 | ||||||
|  | /// anchor points and a local axis so that the initial configuration
 | ||||||
|  | /// can violate the constraint slightly. The joint translation is zero
 | ||||||
|  | /// when the local anchor points coincide in world space. Using local
 | ||||||
|  | /// anchors and a local axis helps when saving and loading a game.
 | ||||||
|  | struct b2WheelJointDef : public b2JointDef | ||||||
|  | { | ||||||
|  | 	b2WheelJointDef() | ||||||
|  | 	{ | ||||||
|  | 		type = e_wheelJoint; | ||||||
|  | 		localAnchorA.SetZero(); | ||||||
|  | 		localAnchorB.SetZero(); | ||||||
|  | 		localAxisA.Set(1.0f, 0.0f); | ||||||
|  | 		enableMotor = false; | ||||||
|  | 		maxMotorTorque = 0.0f; | ||||||
|  | 		motorSpeed = 0.0f; | ||||||
|  | 		frequencyHz = 2.0f; | ||||||
|  | 		dampingRatio = 0.7f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// Initialize the bodies, anchors, axis, and reference angle using the world
 | ||||||
|  | 	/// anchor and world axis.
 | ||||||
|  | 	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis); | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	b2Vec2 localAnchorA; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	b2Vec2 localAnchorB; | ||||||
|  | 
 | ||||||
|  | 	/// The local translation axis in bodyA.
 | ||||||
|  | 	b2Vec2 localAxisA; | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable the joint motor.
 | ||||||
|  | 	bool enableMotor; | ||||||
|  | 
 | ||||||
|  | 	/// The maximum motor torque, usually in N-m.
 | ||||||
|  | 	float32 maxMotorTorque; | ||||||
|  | 
 | ||||||
|  | 	/// The desired motor speed in radians per second.
 | ||||||
|  | 	float32 motorSpeed; | ||||||
|  | 
 | ||||||
|  | 	/// Suspension frequency, zero indicates no suspension
 | ||||||
|  | 	float32 frequencyHz; | ||||||
|  | 
 | ||||||
|  | 	/// Suspension damping ratio, one indicates critical damping
 | ||||||
|  | 	float32 dampingRatio; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A wheel joint. This joint provides two degrees of freedom: translation
 | ||||||
|  | /// along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to
 | ||||||
|  | /// line constraint with a rotational motor and a linear spring/damper.
 | ||||||
|  | /// This joint is designed for vehicle suspensions.
 | ||||||
|  | class b2WheelJoint : public b2Joint | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2Vec2 GetAnchorA() const override; | ||||||
|  | 	b2Vec2 GetAnchorB() const override; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||||||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; } | ||||||
|  | 
 | ||||||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||||||
|  | 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; } | ||||||
|  | 
 | ||||||
|  | 	/// The local joint axis relative to bodyA.
 | ||||||
|  | 	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; } | ||||||
|  | 
 | ||||||
|  | 	/// Get the current joint translation, usually in meters.
 | ||||||
|  | 	float32 GetJointTranslation() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current joint linear speed, usually in meters per second.
 | ||||||
|  | 	float32 GetJointLinearSpeed() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current joint angle in radians.
 | ||||||
|  | 	float32 GetJointAngle() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current joint angular speed in radians per second.
 | ||||||
|  | 	float32 GetJointAngularSpeed() const; | ||||||
|  | 
 | ||||||
|  | 	/// Is the joint motor enabled?
 | ||||||
|  | 	bool IsMotorEnabled() const; | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable the joint motor.
 | ||||||
|  | 	void EnableMotor(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Set the motor speed, usually in radians per second.
 | ||||||
|  | 	void SetMotorSpeed(float32 speed); | ||||||
|  | 
 | ||||||
|  | 	/// Get the motor speed, usually in radians per second.
 | ||||||
|  | 	float32 GetMotorSpeed() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set/Get the maximum motor force, usually in N-m.
 | ||||||
|  | 	void SetMaxMotorTorque(float32 torque); | ||||||
|  | 	float32 GetMaxMotorTorque() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current motor torque given the inverse time step, usually in N-m.
 | ||||||
|  | 	float32 GetMotorTorque(float32 inv_dt) const; | ||||||
|  | 
 | ||||||
|  | 	/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
 | ||||||
|  | 	void SetSpringFrequencyHz(float32 hz); | ||||||
|  | 	float32 GetSpringFrequencyHz() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set/Get the spring damping ratio
 | ||||||
|  | 	void SetSpringDampingRatio(float32 ratio); | ||||||
|  | 	float32 GetSpringDampingRatio() const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump to b2Log
 | ||||||
|  | 	void Dump() override; | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 
 | ||||||
|  | 	friend class b2Joint; | ||||||
|  | 	b2WheelJoint(const b2WheelJointDef* def); | ||||||
|  | 
 | ||||||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||||||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||||||
|  | 
 | ||||||
|  | 	float32 m_frequencyHz; | ||||||
|  | 	float32 m_dampingRatio; | ||||||
|  | 
 | ||||||
|  | 	// Solver shared
 | ||||||
|  | 	b2Vec2 m_localAnchorA; | ||||||
|  | 	b2Vec2 m_localAnchorB; | ||||||
|  | 	b2Vec2 m_localXAxisA; | ||||||
|  | 	b2Vec2 m_localYAxisA; | ||||||
|  | 
 | ||||||
|  | 	float32 m_impulse; | ||||||
|  | 	float32 m_motorImpulse; | ||||||
|  | 	float32 m_springImpulse; | ||||||
|  | 
 | ||||||
|  | 	float32 m_maxMotorTorque; | ||||||
|  | 	float32 m_motorSpeed; | ||||||
|  | 	bool m_enableMotor; | ||||||
|  | 
 | ||||||
|  | 	// Solver temp
 | ||||||
|  | 	int32 m_indexA; | ||||||
|  | 	int32 m_indexB; | ||||||
|  | 	b2Vec2 m_localCenterA; | ||||||
|  | 	b2Vec2 m_localCenterB; | ||||||
|  | 	float32 m_invMassA; | ||||||
|  | 	float32 m_invMassB; | ||||||
|  | 	float32 m_invIA; | ||||||
|  | 	float32 m_invIB; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 m_ax, m_ay; | ||||||
|  | 	float32 m_sAx, m_sBx; | ||||||
|  | 	float32 m_sAy, m_sBy; | ||||||
|  | 
 | ||||||
|  | 	float32 m_mass; | ||||||
|  | 	float32 m_motorMass; | ||||||
|  | 	float32 m_springMass; | ||||||
|  | 
 | ||||||
|  | 	float32 m_bias; | ||||||
|  | 	float32 m_gamma; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline float32 b2WheelJoint::GetMotorSpeed() const | ||||||
|  | { | ||||||
|  | 	return m_motorSpeed; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2WheelJoint::GetMaxMotorTorque() const | ||||||
|  | { | ||||||
|  | 	return m_maxMotorTorque; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz) | ||||||
|  | { | ||||||
|  | 	m_frequencyHz = hz; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2WheelJoint::GetSpringFrequencyHz() const | ||||||
|  | { | ||||||
|  | 	return m_frequencyHz; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio) | ||||||
|  | { | ||||||
|  | 	m_dampingRatio = ratio; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2WheelJoint::GetSpringDampingRatio() const | ||||||
|  | { | ||||||
|  | 	return m_dampingRatio; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,554 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/b2Body.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | #include "Box2D/Dynamics/b2World.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | #include "Box2D/Dynamics/Joints/b2Joint.h" | ||||||
|  | 
 | ||||||
|  | b2Body::b2Body(const b2BodyDef* bd, b2World* world) | ||||||
|  | { | ||||||
|  | 	b2Assert(bd->position.IsValid()); | ||||||
|  | 	b2Assert(bd->linearVelocity.IsValid()); | ||||||
|  | 	b2Assert(b2IsValid(bd->angle)); | ||||||
|  | 	b2Assert(b2IsValid(bd->angularVelocity)); | ||||||
|  | 	b2Assert(b2IsValid(bd->angularDamping) && bd->angularDamping >= 0.0f); | ||||||
|  | 	b2Assert(b2IsValid(bd->linearDamping) && bd->linearDamping >= 0.0f); | ||||||
|  | 
 | ||||||
|  | 	m_flags = 0; | ||||||
|  | 
 | ||||||
|  | 	if (bd->bullet) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_bulletFlag; | ||||||
|  | 	} | ||||||
|  | 	if (bd->fixedRotation) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_fixedRotationFlag; | ||||||
|  | 	} | ||||||
|  | 	if (bd->allowSleep) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_autoSleepFlag; | ||||||
|  | 	} | ||||||
|  | 	if (bd->awake) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_awakeFlag; | ||||||
|  | 	} | ||||||
|  | 	if (bd->active) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_activeFlag; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_world = world; | ||||||
|  | 
 | ||||||
|  | 	m_xf.p = bd->position; | ||||||
|  | 	m_xf.q.Set(bd->angle); | ||||||
|  | 
 | ||||||
|  | 	m_sweep.localCenter.SetZero(); | ||||||
|  | 	m_sweep.c0 = m_xf.p; | ||||||
|  | 	m_sweep.c = m_xf.p; | ||||||
|  | 	m_sweep.a0 = bd->angle; | ||||||
|  | 	m_sweep.a = bd->angle; | ||||||
|  | 	m_sweep.alpha0 = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	m_jointList = nullptr; | ||||||
|  | 	m_contactList = nullptr; | ||||||
|  | 	m_prev = nullptr; | ||||||
|  | 	m_next = nullptr; | ||||||
|  | 
 | ||||||
|  | 	m_linearVelocity = bd->linearVelocity; | ||||||
|  | 	m_angularVelocity = bd->angularVelocity; | ||||||
|  | 
 | ||||||
|  | 	m_linearDamping = bd->linearDamping; | ||||||
|  | 	m_angularDamping = bd->angularDamping; | ||||||
|  | 	m_gravityScale = bd->gravityScale; | ||||||
|  | 
 | ||||||
|  | 	m_force.SetZero(); | ||||||
|  | 	m_torque = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	m_sleepTime = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	m_type = bd->type; | ||||||
|  | 
 | ||||||
|  | 	if (m_type == b2_dynamicBody) | ||||||
|  | 	{ | ||||||
|  | 		m_mass = 1.0f; | ||||||
|  | 		m_invMass = 1.0f; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_mass = 0.0f; | ||||||
|  | 		m_invMass = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_I = 0.0f; | ||||||
|  | 	m_invI = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	m_userData = bd->userData; | ||||||
|  | 
 | ||||||
|  | 	m_fixtureList = nullptr; | ||||||
|  | 	m_fixtureCount = 0; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Body::~b2Body() | ||||||
|  | { | ||||||
|  | 	// shapes and joints are destroyed in b2World::Destroy
 | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Body::SetType(b2BodyType type) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_world->IsLocked() == false); | ||||||
|  | 	if (m_world->IsLocked() == true) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (m_type == type) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_type = type; | ||||||
|  | 
 | ||||||
|  | 	ResetMassData(); | ||||||
|  | 
 | ||||||
|  | 	if (m_type == b2_staticBody) | ||||||
|  | 	{ | ||||||
|  | 		m_linearVelocity.SetZero(); | ||||||
|  | 		m_angularVelocity = 0.0f; | ||||||
|  | 		m_sweep.a0 = m_sweep.a; | ||||||
|  | 		m_sweep.c0 = m_sweep.c; | ||||||
|  | 		SynchronizeFixtures(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	SetAwake(true); | ||||||
|  | 
 | ||||||
|  | 	m_force.SetZero(); | ||||||
|  | 	m_torque = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	// Delete the attached contacts.
 | ||||||
|  | 	b2ContactEdge* ce = m_contactList; | ||||||
|  | 	while (ce) | ||||||
|  | 	{ | ||||||
|  | 		b2ContactEdge* ce0 = ce; | ||||||
|  | 		ce = ce->next; | ||||||
|  | 		m_world->m_contactManager.Destroy(ce0->contact); | ||||||
|  | 	} | ||||||
|  | 	m_contactList = nullptr; | ||||||
|  | 
 | ||||||
|  | 	// Touch the proxies so that new contacts will be created (when appropriate)
 | ||||||
|  | 	b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase; | ||||||
|  | 	for (b2Fixture* f = m_fixtureList; f; f = f->m_next) | ||||||
|  | 	{ | ||||||
|  | 		int32 proxyCount = f->m_proxyCount; | ||||||
|  | 		for (int32 i = 0; i < proxyCount; ++i) | ||||||
|  | 		{ | ||||||
|  | 			broadPhase->TouchProxy(f->m_proxies[i].proxyId); | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Fixture* b2Body::CreateFixture(const b2FixtureDef* def) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_world->IsLocked() == false); | ||||||
|  | 	if (m_world->IsLocked() == true) | ||||||
|  | 	{ | ||||||
|  | 		return nullptr; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2BlockAllocator* allocator = &m_world->m_blockAllocator; | ||||||
|  | 
 | ||||||
|  | 	void* memory = allocator->Allocate(sizeof(b2Fixture)); | ||||||
|  | 	b2Fixture* fixture = new (memory) b2Fixture; | ||||||
|  | 	fixture->Create(allocator, this, def); | ||||||
|  | 
 | ||||||
|  | 	if (m_flags & e_activeFlag) | ||||||
|  | 	{ | ||||||
|  | 		b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase; | ||||||
|  | 		fixture->CreateProxies(broadPhase, m_xf); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	fixture->m_next = m_fixtureList; | ||||||
|  | 	m_fixtureList = fixture; | ||||||
|  | 	++m_fixtureCount; | ||||||
|  | 
 | ||||||
|  | 	fixture->m_body = this; | ||||||
|  | 
 | ||||||
|  | 	// Adjust mass properties if needed.
 | ||||||
|  | 	if (fixture->m_density > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		ResetMassData(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Let the world know we have a new fixture. This will cause new contacts
 | ||||||
|  | 	// to be created at the beginning of the next time step.
 | ||||||
|  | 	m_world->m_flags |= b2World::e_newFixture; | ||||||
|  | 
 | ||||||
|  | 	return fixture; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Fixture* b2Body::CreateFixture(const b2Shape* shape, float32 density) | ||||||
|  | { | ||||||
|  | 	b2FixtureDef def; | ||||||
|  | 	def.shape = shape; | ||||||
|  | 	def.density = density; | ||||||
|  | 
 | ||||||
|  | 	return CreateFixture(&def); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Body::DestroyFixture(b2Fixture* fixture) | ||||||
|  | { | ||||||
|  | 	if (fixture == NULL) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Assert(m_world->IsLocked() == false); | ||||||
|  | 	if (m_world->IsLocked() == true) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Assert(fixture->m_body == this); | ||||||
|  | 
 | ||||||
|  | 	// Remove the fixture from this body's singly linked list.
 | ||||||
|  | 	b2Assert(m_fixtureCount > 0); | ||||||
|  | 	b2Fixture** node = &m_fixtureList; | ||||||
|  | 	bool found = false; | ||||||
|  | 	while (*node != nullptr) | ||||||
|  | 	{ | ||||||
|  | 		if (*node == fixture) | ||||||
|  | 		{ | ||||||
|  | 			*node = fixture->m_next; | ||||||
|  | 			found = true; | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		node = &(*node)->m_next; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// You tried to remove a shape that is not attached to this body.
 | ||||||
|  | 	b2Assert(found); | ||||||
|  | 
 | ||||||
|  | 	// Destroy any contacts associated with the fixture.
 | ||||||
|  | 	b2ContactEdge* edge = m_contactList; | ||||||
|  | 	while (edge) | ||||||
|  | 	{ | ||||||
|  | 		b2Contact* c = edge->contact; | ||||||
|  | 		edge = edge->next; | ||||||
|  | 
 | ||||||
|  | 		b2Fixture* fixtureA = c->GetFixtureA(); | ||||||
|  | 		b2Fixture* fixtureB = c->GetFixtureB(); | ||||||
|  | 
 | ||||||
|  | 		if (fixture == fixtureA || fixture == fixtureB) | ||||||
|  | 		{ | ||||||
|  | 			// This destroys the contact and removes it from
 | ||||||
|  | 			// this body's contact list.
 | ||||||
|  | 			m_world->m_contactManager.Destroy(c); | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2BlockAllocator* allocator = &m_world->m_blockAllocator; | ||||||
|  | 
 | ||||||
|  | 	if (m_flags & e_activeFlag) | ||||||
|  | 	{ | ||||||
|  | 		b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase; | ||||||
|  | 		fixture->DestroyProxies(broadPhase); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	fixture->m_body = nullptr; | ||||||
|  | 	fixture->m_next = nullptr; | ||||||
|  | 	fixture->Destroy(allocator); | ||||||
|  | 	fixture->~b2Fixture(); | ||||||
|  | 	allocator->Free(fixture, sizeof(b2Fixture)); | ||||||
|  | 
 | ||||||
|  | 	--m_fixtureCount; | ||||||
|  | 
 | ||||||
|  | 	// Reset the mass data.
 | ||||||
|  | 	ResetMassData(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Body::ResetMassData() | ||||||
|  | { | ||||||
|  | 	// Compute mass data from shapes. Each shape has its own density.
 | ||||||
|  | 	m_mass = 0.0f; | ||||||
|  | 	m_invMass = 0.0f; | ||||||
|  | 	m_I = 0.0f; | ||||||
|  | 	m_invI = 0.0f; | ||||||
|  | 	m_sweep.localCenter.SetZero(); | ||||||
|  | 
 | ||||||
|  | 	// Static and kinematic bodies have zero mass.
 | ||||||
|  | 	if (m_type == b2_staticBody || m_type == b2_kinematicBody) | ||||||
|  | 	{ | ||||||
|  | 		m_sweep.c0 = m_xf.p; | ||||||
|  | 		m_sweep.c = m_xf.p; | ||||||
|  | 		m_sweep.a0 = m_sweep.a; | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Assert(m_type == b2_dynamicBody); | ||||||
|  | 
 | ||||||
|  | 	// Accumulate mass over all fixtures.
 | ||||||
|  | 	b2Vec2 localCenter = b2Vec2_zero; | ||||||
|  | 	for (b2Fixture* f = m_fixtureList; f; f = f->m_next) | ||||||
|  | 	{ | ||||||
|  | 		if (f->m_density == 0.0f) | ||||||
|  | 		{ | ||||||
|  | 			continue; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		b2MassData massData; | ||||||
|  | 		f->GetMassData(&massData); | ||||||
|  | 		m_mass += massData.mass; | ||||||
|  | 		localCenter += massData.mass * massData.center; | ||||||
|  | 		m_I += massData.I; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Compute center of mass.
 | ||||||
|  | 	if (m_mass > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_invMass = 1.0f / m_mass; | ||||||
|  | 		localCenter *= m_invMass; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		// Force all dynamic bodies to have a positive mass.
 | ||||||
|  | 		m_mass = 1.0f; | ||||||
|  | 		m_invMass = 1.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (m_I > 0.0f && (m_flags & e_fixedRotationFlag) == 0) | ||||||
|  | 	{ | ||||||
|  | 		// Center the inertia about the center of mass.
 | ||||||
|  | 		m_I -= m_mass * b2Dot(localCenter, localCenter); | ||||||
|  | 		b2Assert(m_I > 0.0f); | ||||||
|  | 		m_invI = 1.0f / m_I; | ||||||
|  | 
 | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_I = 0.0f; | ||||||
|  | 		m_invI = 0.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Move center of mass.
 | ||||||
|  | 	b2Vec2 oldCenter = m_sweep.c; | ||||||
|  | 	m_sweep.localCenter = localCenter; | ||||||
|  | 	m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter); | ||||||
|  | 
 | ||||||
|  | 	// Update center of mass velocity.
 | ||||||
|  | 	m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Body::SetMassData(const b2MassData* massData) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_world->IsLocked() == false); | ||||||
|  | 	if (m_world->IsLocked() == true) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (m_type != b2_dynamicBody) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_invMass = 0.0f; | ||||||
|  | 	m_I = 0.0f; | ||||||
|  | 	m_invI = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	m_mass = massData->mass; | ||||||
|  | 	if (m_mass <= 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		m_mass = 1.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_invMass = 1.0f / m_mass; | ||||||
|  | 
 | ||||||
|  | 	if (massData->I > 0.0f && (m_flags & b2Body::e_fixedRotationFlag) == 0) | ||||||
|  | 	{ | ||||||
|  | 		m_I = massData->I - m_mass * b2Dot(massData->center, massData->center); | ||||||
|  | 		b2Assert(m_I > 0.0f); | ||||||
|  | 		m_invI = 1.0f / m_I; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Move center of mass.
 | ||||||
|  | 	b2Vec2 oldCenter = m_sweep.c; | ||||||
|  | 	m_sweep.localCenter =  massData->center; | ||||||
|  | 	m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter); | ||||||
|  | 
 | ||||||
|  | 	// Update center of mass velocity.
 | ||||||
|  | 	m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool b2Body::ShouldCollide(const b2Body* other) const | ||||||
|  | { | ||||||
|  | 	// At least one body should be dynamic.
 | ||||||
|  | 	if (m_type != b2_dynamicBody && other->m_type != b2_dynamicBody) | ||||||
|  | 	{ | ||||||
|  | 		return false; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Does a joint prevent collision?
 | ||||||
|  | 	for (b2JointEdge* jn = m_jointList; jn; jn = jn->next) | ||||||
|  | 	{ | ||||||
|  | 		if (jn->other == other) | ||||||
|  | 		{ | ||||||
|  | 			if (jn->joint->m_collideConnected == false) | ||||||
|  | 			{ | ||||||
|  | 				return false; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	return true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Body::SetTransform(const b2Vec2& position, float32 angle) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_world->IsLocked() == false); | ||||||
|  | 	if (m_world->IsLocked() == true) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_xf.q.Set(angle); | ||||||
|  | 	m_xf.p = position; | ||||||
|  | 
 | ||||||
|  | 	m_sweep.c = b2Mul(m_xf, m_sweep.localCenter); | ||||||
|  | 	m_sweep.a = angle; | ||||||
|  | 
 | ||||||
|  | 	m_sweep.c0 = m_sweep.c; | ||||||
|  | 	m_sweep.a0 = angle; | ||||||
|  | 
 | ||||||
|  | 	b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase; | ||||||
|  | 	for (b2Fixture* f = m_fixtureList; f; f = f->m_next) | ||||||
|  | 	{ | ||||||
|  | 		f->Synchronize(broadPhase, m_xf, m_xf); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Body::SynchronizeFixtures() | ||||||
|  | { | ||||||
|  | 	b2Transform xf1; | ||||||
|  | 	xf1.q.Set(m_sweep.a0); | ||||||
|  | 	xf1.p = m_sweep.c0 - b2Mul(xf1.q, m_sweep.localCenter); | ||||||
|  | 
 | ||||||
|  | 	b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase; | ||||||
|  | 	for (b2Fixture* f = m_fixtureList; f; f = f->m_next) | ||||||
|  | 	{ | ||||||
|  | 		f->Synchronize(broadPhase, xf1, m_xf); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Body::SetActive(bool flag) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_world->IsLocked() == false); | ||||||
|  | 
 | ||||||
|  | 	if (flag == IsActive()) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (flag) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_activeFlag; | ||||||
|  | 
 | ||||||
|  | 		// Create all proxies.
 | ||||||
|  | 		b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase; | ||||||
|  | 		for (b2Fixture* f = m_fixtureList; f; f = f->m_next) | ||||||
|  | 		{ | ||||||
|  | 			f->CreateProxies(broadPhase, m_xf); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Contacts are created the next time step.
 | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_flags &= ~e_activeFlag; | ||||||
|  | 
 | ||||||
|  | 		// Destroy all proxies.
 | ||||||
|  | 		b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase; | ||||||
|  | 		for (b2Fixture* f = m_fixtureList; f; f = f->m_next) | ||||||
|  | 		{ | ||||||
|  | 			f->DestroyProxies(broadPhase); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Destroy the attached contacts.
 | ||||||
|  | 		b2ContactEdge* ce = m_contactList; | ||||||
|  | 		while (ce) | ||||||
|  | 		{ | ||||||
|  | 			b2ContactEdge* ce0 = ce; | ||||||
|  | 			ce = ce->next; | ||||||
|  | 			m_world->m_contactManager.Destroy(ce0->contact); | ||||||
|  | 		} | ||||||
|  | 		m_contactList = nullptr; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Body::SetFixedRotation(bool flag) | ||||||
|  | { | ||||||
|  | 	bool status = (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag; | ||||||
|  | 	if (status == flag) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (flag) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_fixedRotationFlag; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_flags &= ~e_fixedRotationFlag; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_angularVelocity = 0.0f; | ||||||
|  | 
 | ||||||
|  | 	ResetMassData(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Body::Dump() | ||||||
|  | { | ||||||
|  | 	int32 bodyIndex = m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Log("{\n"); | ||||||
|  | 	b2Log("  b2BodyDef bd;\n"); | ||||||
|  | 	b2Log("  bd.type = b2BodyType(%d);\n", m_type); | ||||||
|  | 	b2Log("  bd.position.Set(%.15lef, %.15lef);\n", m_xf.p.x, m_xf.p.y); | ||||||
|  | 	b2Log("  bd.angle = %.15lef;\n", m_sweep.a); | ||||||
|  | 	b2Log("  bd.linearVelocity.Set(%.15lef, %.15lef);\n", m_linearVelocity.x, m_linearVelocity.y); | ||||||
|  | 	b2Log("  bd.angularVelocity = %.15lef;\n", m_angularVelocity); | ||||||
|  | 	b2Log("  bd.linearDamping = %.15lef;\n", m_linearDamping); | ||||||
|  | 	b2Log("  bd.angularDamping = %.15lef;\n", m_angularDamping); | ||||||
|  | 	b2Log("  bd.allowSleep = bool(%d);\n", m_flags & e_autoSleepFlag); | ||||||
|  | 	b2Log("  bd.awake = bool(%d);\n", m_flags & e_awakeFlag); | ||||||
|  | 	b2Log("  bd.fixedRotation = bool(%d);\n", m_flags & e_fixedRotationFlag); | ||||||
|  | 	b2Log("  bd.bullet = bool(%d);\n", m_flags & e_bulletFlag); | ||||||
|  | 	b2Log("  bd.active = bool(%d);\n", m_flags & e_activeFlag); | ||||||
|  | 	b2Log("  bd.gravityScale = %.15lef;\n", m_gravityScale); | ||||||
|  | 	b2Log("  bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex); | ||||||
|  | 	b2Log("\n"); | ||||||
|  | 	for (b2Fixture* f = m_fixtureList; f; f = f->m_next) | ||||||
|  | 	{ | ||||||
|  | 		b2Log("  {\n"); | ||||||
|  | 		f->Dump(bodyIndex); | ||||||
|  | 		b2Log("  }\n"); | ||||||
|  | 	} | ||||||
|  | 	b2Log("}\n"); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,882 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_BODY_H | ||||||
|  | #define B2_BODY_H | ||||||
|  | 
 | ||||||
|  | #include "../Common/b2Math.h" | ||||||
|  | #include "../Collision/Shapes/b2Shape.h" | ||||||
|  | #include <memory> | ||||||
|  | 
 | ||||||
|  | class b2Fixture; | ||||||
|  | class b2Joint; | ||||||
|  | class b2Contact; | ||||||
|  | class b2Controller; | ||||||
|  | class b2World; | ||||||
|  | struct b2FixtureDef; | ||||||
|  | struct b2JointEdge; | ||||||
|  | struct b2ContactEdge; | ||||||
|  | 
 | ||||||
|  | /// The body type.
 | ||||||
|  | /// static: zero mass, zero velocity, may be manually moved
 | ||||||
|  | /// kinematic: zero mass, non-zero velocity set by user, moved by solver
 | ||||||
|  | /// dynamic: positive mass, non-zero velocity determined by forces, moved by solver
 | ||||||
|  | enum b2BodyType | ||||||
|  | { | ||||||
|  | 	b2_staticBody = 0, | ||||||
|  | 	b2_kinematicBody, | ||||||
|  | 	b2_dynamicBody | ||||||
|  | 
 | ||||||
|  | 	// TODO_ERIN
 | ||||||
|  | 	//b2_bulletBody,
 | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A body definition holds all the data needed to construct a rigid body.
 | ||||||
|  | /// You can safely re-use body definitions. Shapes are added to a body after construction.
 | ||||||
|  | struct b2BodyDef | ||||||
|  | { | ||||||
|  | 	/// This constructor sets the body definition default values.
 | ||||||
|  | 	b2BodyDef() | ||||||
|  | 	{ | ||||||
|  | 		userData = nullptr; | ||||||
|  | 		position.Set(0.0f, 0.0f); | ||||||
|  | 		angle = 0.0f; | ||||||
|  | 		linearVelocity.Set(0.0f, 0.0f); | ||||||
|  | 		angularVelocity = 0.0f; | ||||||
|  | 		linearDamping = 0.0f; | ||||||
|  | 		angularDamping = 0.0f; | ||||||
|  | 		allowSleep = true; | ||||||
|  | 		awake = true; | ||||||
|  | 		fixedRotation = false; | ||||||
|  | 		bullet = false; | ||||||
|  | 		type = b2_staticBody; | ||||||
|  | 		active = true; | ||||||
|  | 		gravityScale = 1.0f; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// The body type: static, kinematic, or dynamic.
 | ||||||
|  | 	/// Note: if a dynamic body would have zero mass, the mass is set to one.
 | ||||||
|  | 	b2BodyType type; | ||||||
|  | 
 | ||||||
|  | 	/// The world position of the body. Avoid creating bodies at the origin
 | ||||||
|  | 	/// since this can lead to many overlapping shapes.
 | ||||||
|  | 	b2Vec2 position; | ||||||
|  | 
 | ||||||
|  | 	/// The world angle of the body in radians.
 | ||||||
|  | 	float32 angle; | ||||||
|  | 
 | ||||||
|  | 	/// The linear velocity of the body's origin in world co-ordinates.
 | ||||||
|  | 	b2Vec2 linearVelocity; | ||||||
|  | 
 | ||||||
|  | 	/// The angular velocity of the body.
 | ||||||
|  | 	float32 angularVelocity; | ||||||
|  | 
 | ||||||
|  | 	/// Linear damping is use to reduce the linear velocity. The damping parameter
 | ||||||
|  | 	/// can be larger than 1.0f but the damping effect becomes sensitive to the
 | ||||||
|  | 	/// time step when the damping parameter is large.
 | ||||||
|  | 	/// Units are 1/time
 | ||||||
|  | 	float32 linearDamping; | ||||||
|  | 
 | ||||||
|  | 	/// Angular damping is use to reduce the angular velocity. The damping parameter
 | ||||||
|  | 	/// can be larger than 1.0f but the damping effect becomes sensitive to the
 | ||||||
|  | 	/// time step when the damping parameter is large.
 | ||||||
|  | 	/// Units are 1/time
 | ||||||
|  | 	float32 angularDamping; | ||||||
|  | 
 | ||||||
|  | 	/// Set this flag to false if this body should never fall asleep. Note that
 | ||||||
|  | 	/// this increases CPU usage.
 | ||||||
|  | 	bool allowSleep; | ||||||
|  | 
 | ||||||
|  | 	/// Is this body initially awake or sleeping?
 | ||||||
|  | 	bool awake; | ||||||
|  | 
 | ||||||
|  | 	/// Should this body be prevented from rotating? Useful for characters.
 | ||||||
|  | 	bool fixedRotation; | ||||||
|  | 
 | ||||||
|  | 	/// Is this a fast moving body that should be prevented from tunneling through
 | ||||||
|  | 	/// other moving bodies? Note that all bodies are prevented from tunneling through
 | ||||||
|  | 	/// kinematic and static bodies. This setting is only considered on dynamic bodies.
 | ||||||
|  | 	/// @warning You should use this flag sparingly since it increases processing time.
 | ||||||
|  | 	bool bullet; | ||||||
|  | 
 | ||||||
|  | 	/// Does this body start out active?
 | ||||||
|  | 	bool active; | ||||||
|  | 
 | ||||||
|  | 	/// Use this to store application specific body data.
 | ||||||
|  | 	void* userData; | ||||||
|  | 
 | ||||||
|  | 	/// Scale the gravity applied to this body.
 | ||||||
|  | 	float32 gravityScale; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A rigid body. These are created via b2World::CreateBody.
 | ||||||
|  | class b2Body | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	/// Creates a fixture and attach it to this body. Use this function if you need
 | ||||||
|  | 	/// to set some fixture parameters, like friction. Otherwise you can create the
 | ||||||
|  | 	/// fixture directly from a shape.
 | ||||||
|  | 	/// If the density is non-zero, this function automatically updates the mass of the body.
 | ||||||
|  | 	/// Contacts are not created until the next time step.
 | ||||||
|  | 	/// @param def the fixture definition.
 | ||||||
|  | 	/// @warning This function is locked during callbacks.
 | ||||||
|  | 	b2Fixture* CreateFixture(const b2FixtureDef* def); | ||||||
|  | 
 | ||||||
|  | 	/// Creates a fixture from a shape and attach it to this body.
 | ||||||
|  | 	/// This is a convenience function. Use b2FixtureDef if you need to set parameters
 | ||||||
|  | 	/// like friction, restitution, user data, or filtering.
 | ||||||
|  | 	/// If the density is non-zero, this function automatically updates the mass of the body.
 | ||||||
|  | 	/// @param shape the shape to be cloned.
 | ||||||
|  | 	/// @param density the shape density (set to zero for static bodies).
 | ||||||
|  | 	/// @warning This function is locked during callbacks.
 | ||||||
|  | 	b2Fixture* CreateFixture(const b2Shape* shape, float32 density); | ||||||
|  | 
 | ||||||
|  | 	/// Destroy a fixture. This removes the fixture from the broad-phase and
 | ||||||
|  | 	/// destroys all contacts associated with this fixture. This will
 | ||||||
|  | 	/// automatically adjust the mass of the body if the body is dynamic and the
 | ||||||
|  | 	/// fixture has positive density.
 | ||||||
|  | 	/// All fixtures attached to a body are implicitly destroyed when the body is destroyed.
 | ||||||
|  | 	/// @param fixture the fixture to be removed.
 | ||||||
|  | 	/// @warning This function is locked during callbacks.
 | ||||||
|  | 	void DestroyFixture(b2Fixture* fixture); | ||||||
|  | 
 | ||||||
|  | 	/// Set the position of the body's origin and rotation.
 | ||||||
|  | 	/// Manipulating a body's transform may cause non-physical behavior.
 | ||||||
|  | 	/// Note: contacts are updated on the next call to b2World::Step.
 | ||||||
|  | 	/// @param position the world position of the body's local origin.
 | ||||||
|  | 	/// @param angle the world rotation in radians.
 | ||||||
|  | 	void SetTransform(const b2Vec2& position, float32 angle); | ||||||
|  | 
 | ||||||
|  | 	/// Get the body transform for the body's origin.
 | ||||||
|  | 	/// @return the world transform of the body's origin.
 | ||||||
|  | 	const b2Transform& GetTransform() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the world body origin position.
 | ||||||
|  | 	/// @return the world position of the body's origin.
 | ||||||
|  | 	const b2Vec2& GetPosition() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the angle in radians.
 | ||||||
|  | 	/// @return the current world rotation angle in radians.
 | ||||||
|  | 	float32 GetAngle() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the world position of the center of mass.
 | ||||||
|  | 	const b2Vec2& GetWorldCenter() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the local position of the center of mass.
 | ||||||
|  | 	const b2Vec2& GetLocalCenter() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the linear velocity of the center of mass.
 | ||||||
|  | 	/// @param v the new linear velocity of the center of mass.
 | ||||||
|  | 	void SetLinearVelocity(const b2Vec2& v); | ||||||
|  | 
 | ||||||
|  | 	/// Get the linear velocity of the center of mass.
 | ||||||
|  | 	/// @return the linear velocity of the center of mass.
 | ||||||
|  | 	const b2Vec2& GetLinearVelocity() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the angular velocity.
 | ||||||
|  | 	/// @param omega the new angular velocity in radians/second.
 | ||||||
|  | 	void SetAngularVelocity(float32 omega); | ||||||
|  | 
 | ||||||
|  | 	/// Get the angular velocity.
 | ||||||
|  | 	/// @return the angular velocity in radians/second.
 | ||||||
|  | 	float32 GetAngularVelocity() const; | ||||||
|  | 
 | ||||||
|  | 	/// Apply a force at a world point. If the force is not
 | ||||||
|  | 	/// applied at the center of mass, it will generate a torque and
 | ||||||
|  | 	/// affect the angular velocity. This wakes up the body.
 | ||||||
|  | 	/// @param force the world force vector, usually in Newtons (N).
 | ||||||
|  | 	/// @param point the world position of the point of application.
 | ||||||
|  | 	/// @param wake also wake up the body
 | ||||||
|  | 	void ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake); | ||||||
|  | 
 | ||||||
|  | 	/// Apply a force to the center of mass. This wakes up the body.
 | ||||||
|  | 	/// @param force the world force vector, usually in Newtons (N).
 | ||||||
|  | 	/// @param wake also wake up the body
 | ||||||
|  | 	void ApplyForceToCenter(const b2Vec2& force, bool wake); | ||||||
|  | 
 | ||||||
|  | 	/// Apply a torque. This affects the angular velocity
 | ||||||
|  | 	/// without affecting the linear velocity of the center of mass.
 | ||||||
|  | 	/// @param torque about the z-axis (out of the screen), usually in N-m.
 | ||||||
|  | 	/// @param wake also wake up the body
 | ||||||
|  | 	void ApplyTorque(float32 torque, bool wake); | ||||||
|  | 
 | ||||||
|  | 	/// Apply an impulse at a point. This immediately modifies the velocity.
 | ||||||
|  | 	/// It also modifies the angular velocity if the point of application
 | ||||||
|  | 	/// is not at the center of mass. This wakes up the body.
 | ||||||
|  | 	/// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
 | ||||||
|  | 	/// @param point the world position of the point of application.
 | ||||||
|  | 	/// @param wake also wake up the body
 | ||||||
|  | 	void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake); | ||||||
|  | 
 | ||||||
|  | 	/// Apply an impulse to the center of mass. This immediately modifies the velocity.
 | ||||||
|  | 	/// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
 | ||||||
|  | 	/// @param wake also wake up the body
 | ||||||
|  | 	void ApplyLinearImpulseToCenter(const b2Vec2& impulse, bool wake); | ||||||
|  | 
 | ||||||
|  | 	/// Apply an angular impulse.
 | ||||||
|  | 	/// @param impulse the angular impulse in units of kg*m*m/s
 | ||||||
|  | 	/// @param wake also wake up the body
 | ||||||
|  | 	void ApplyAngularImpulse(float32 impulse, bool wake); | ||||||
|  | 
 | ||||||
|  | 	/// Get the total mass of the body.
 | ||||||
|  | 	/// @return the mass, usually in kilograms (kg).
 | ||||||
|  | 	float32 GetMass() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the rotational inertia of the body about the local origin.
 | ||||||
|  | 	/// @return the rotational inertia, usually in kg-m^2.
 | ||||||
|  | 	float32 GetInertia() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the mass data of the body.
 | ||||||
|  | 	/// @return a struct containing the mass, inertia and center of the body.
 | ||||||
|  | 	void GetMassData(b2MassData* data) const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the mass properties to override the mass properties of the fixtures.
 | ||||||
|  | 	/// Note that this changes the center of mass position.
 | ||||||
|  | 	/// Note that creating or destroying fixtures can also alter the mass.
 | ||||||
|  | 	/// This function has no effect if the body isn't dynamic.
 | ||||||
|  | 	/// @param massData the mass properties.
 | ||||||
|  | 	void SetMassData(const b2MassData* data); | ||||||
|  | 
 | ||||||
|  | 	/// This resets the mass properties to the sum of the mass properties of the fixtures.
 | ||||||
|  | 	/// This normally does not need to be called unless you called SetMassData to override
 | ||||||
|  | 	/// the mass and you later want to reset the mass.
 | ||||||
|  | 	void ResetMassData(); | ||||||
|  | 
 | ||||||
|  | 	/// Get the world coordinates of a point given the local coordinates.
 | ||||||
|  | 	/// @param localPoint a point on the body measured relative the the body's origin.
 | ||||||
|  | 	/// @return the same point expressed in world coordinates.
 | ||||||
|  | 	b2Vec2 GetWorldPoint(const b2Vec2& localPoint) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the world coordinates of a vector given the local coordinates.
 | ||||||
|  | 	/// @param localVector a vector fixed in the body.
 | ||||||
|  | 	/// @return the same vector expressed in world coordinates.
 | ||||||
|  | 	b2Vec2 GetWorldVector(const b2Vec2& localVector) const; | ||||||
|  | 
 | ||||||
|  | 	/// Gets a local point relative to the body's origin given a world point.
 | ||||||
|  | 	/// @param a point in world coordinates.
 | ||||||
|  | 	/// @return the corresponding local point relative to the body's origin.
 | ||||||
|  | 	b2Vec2 GetLocalPoint(const b2Vec2& worldPoint) const; | ||||||
|  | 
 | ||||||
|  | 	/// Gets a local vector given a world vector.
 | ||||||
|  | 	/// @param a vector in world coordinates.
 | ||||||
|  | 	/// @return the corresponding local vector.
 | ||||||
|  | 	b2Vec2 GetLocalVector(const b2Vec2& worldVector) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the world linear velocity of a world point attached to this body.
 | ||||||
|  | 	/// @param a point in world coordinates.
 | ||||||
|  | 	/// @return the world velocity of a point.
 | ||||||
|  | 	b2Vec2 GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the world velocity of a local point.
 | ||||||
|  | 	/// @param a point in local coordinates.
 | ||||||
|  | 	/// @return the world velocity of a point.
 | ||||||
|  | 	b2Vec2 GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the linear damping of the body.
 | ||||||
|  | 	float32 GetLinearDamping() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the linear damping of the body.
 | ||||||
|  | 	void SetLinearDamping(float32 linearDamping); | ||||||
|  | 
 | ||||||
|  | 	/// Get the angular damping of the body.
 | ||||||
|  | 	float32 GetAngularDamping() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the angular damping of the body.
 | ||||||
|  | 	void SetAngularDamping(float32 angularDamping); | ||||||
|  | 
 | ||||||
|  | 	/// Get the gravity scale of the body.
 | ||||||
|  | 	float32 GetGravityScale() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the gravity scale of the body.
 | ||||||
|  | 	void SetGravityScale(float32 scale); | ||||||
|  | 
 | ||||||
|  | 	/// Set the type of this body. This may alter the mass and velocity.
 | ||||||
|  | 	void SetType(b2BodyType type); | ||||||
|  | 
 | ||||||
|  | 	/// Get the type of this body.
 | ||||||
|  | 	b2BodyType GetType() const; | ||||||
|  | 
 | ||||||
|  | 	/// Should this body be treated like a bullet for continuous collision detection?
 | ||||||
|  | 	void SetBullet(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Is this body treated like a bullet for continuous collision detection?
 | ||||||
|  | 	bool IsBullet() const; | ||||||
|  | 
 | ||||||
|  | 	/// You can disable sleeping on this body. If you disable sleeping, the
 | ||||||
|  | 	/// body will be woken.
 | ||||||
|  | 	void SetSleepingAllowed(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Is this body allowed to sleep
 | ||||||
|  | 	bool IsSleepingAllowed() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the sleep state of the body. A sleeping body has very
 | ||||||
|  | 	/// low CPU cost.
 | ||||||
|  | 	/// @param flag set to true to wake the body, false to put it to sleep.
 | ||||||
|  | 	void SetAwake(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Get the sleeping state of this body.
 | ||||||
|  | 	/// @return true if the body is awake.
 | ||||||
|  | 	bool IsAwake() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the active state of the body. An inactive body is not
 | ||||||
|  | 	/// simulated and cannot be collided with or woken up.
 | ||||||
|  | 	/// If you pass a flag of true, all fixtures will be added to the
 | ||||||
|  | 	/// broad-phase.
 | ||||||
|  | 	/// If you pass a flag of false, all fixtures will be removed from
 | ||||||
|  | 	/// the broad-phase and all contacts will be destroyed.
 | ||||||
|  | 	/// Fixtures and joints are otherwise unaffected. You may continue
 | ||||||
|  | 	/// to create/destroy fixtures and joints on inactive bodies.
 | ||||||
|  | 	/// Fixtures on an inactive body are implicitly inactive and will
 | ||||||
|  | 	/// not participate in collisions, ray-casts, or queries.
 | ||||||
|  | 	/// Joints connected to an inactive body are implicitly inactive.
 | ||||||
|  | 	/// An inactive body is still owned by a b2World object and remains
 | ||||||
|  | 	/// in the body list.
 | ||||||
|  | 	void SetActive(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Get the active state of the body.
 | ||||||
|  | 	bool IsActive() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set this body to have fixed rotation. This causes the mass
 | ||||||
|  | 	/// to be reset.
 | ||||||
|  | 	void SetFixedRotation(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Does this body have fixed rotation?
 | ||||||
|  | 	bool IsFixedRotation() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the list of all fixtures attached to this body.
 | ||||||
|  | 	b2Fixture* GetFixtureList(); | ||||||
|  | 	const b2Fixture* GetFixtureList() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the list of all joints attached to this body.
 | ||||||
|  | 	b2JointEdge* GetJointList(); | ||||||
|  | 	const b2JointEdge* GetJointList() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the list of all contacts attached to this body.
 | ||||||
|  | 	/// @warning this list changes during the time step and you may
 | ||||||
|  | 	/// miss some collisions if you don't use b2ContactListener.
 | ||||||
|  | 	b2ContactEdge* GetContactList(); | ||||||
|  | 	const b2ContactEdge* GetContactList() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the next body in the world's body list.
 | ||||||
|  | 	b2Body* GetNext(); | ||||||
|  | 	const b2Body* GetNext() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the user data pointer that was provided in the body definition.
 | ||||||
|  | 	void* GetUserData() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the user data. Use this to store your application specific data.
 | ||||||
|  | 	void SetUserData(void* data); | ||||||
|  | 
 | ||||||
|  | 	/// Get the parent world of this body.
 | ||||||
|  | 	b2World* GetWorld(); | ||||||
|  | 	const b2World* GetWorld() const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump this body to a log file
 | ||||||
|  | 	void Dump(); | ||||||
|  | 
 | ||||||
|  | private: | ||||||
|  | 
 | ||||||
|  | 	friend class b2World; | ||||||
|  | 	friend class b2Island; | ||||||
|  | 	friend class b2ContactManager; | ||||||
|  | 	friend class b2ContactSolver; | ||||||
|  | 	friend class b2Contact; | ||||||
|  | 	 | ||||||
|  | 	friend class b2DistanceJoint; | ||||||
|  | 	friend class b2FrictionJoint; | ||||||
|  | 	friend class b2GearJoint; | ||||||
|  | 	friend class b2MotorJoint; | ||||||
|  | 	friend class b2MouseJoint; | ||||||
|  | 	friend class b2PrismaticJoint; | ||||||
|  | 	friend class b2PulleyJoint; | ||||||
|  | 	friend class b2RevoluteJoint; | ||||||
|  | 	friend class b2RopeJoint; | ||||||
|  | 	friend class b2WeldJoint; | ||||||
|  | 	friend class b2WheelJoint; | ||||||
|  | 
 | ||||||
|  | 	// m_flags
 | ||||||
|  | 	enum | ||||||
|  | 	{ | ||||||
|  | 		e_islandFlag		= 0x0001, | ||||||
|  | 		e_awakeFlag			= 0x0002, | ||||||
|  | 		e_autoSleepFlag		= 0x0004, | ||||||
|  | 		e_bulletFlag		= 0x0008, | ||||||
|  | 		e_fixedRotationFlag	= 0x0010, | ||||||
|  | 		e_activeFlag		= 0x0020, | ||||||
|  | 		e_toiFlag			= 0x0040 | ||||||
|  | 	}; | ||||||
|  | 
 | ||||||
|  | 	b2Body(const b2BodyDef* bd, b2World* world); | ||||||
|  | 	~b2Body(); | ||||||
|  | 
 | ||||||
|  | 	void SynchronizeFixtures(); | ||||||
|  | 	void SynchronizeTransform(); | ||||||
|  | 
 | ||||||
|  | 	// This is used to prevent connected bodies from colliding.
 | ||||||
|  | 	// It may lie, depending on the collideConnected flag.
 | ||||||
|  | 	bool ShouldCollide(const b2Body* other) const; | ||||||
|  | 
 | ||||||
|  | 	void Advance(float32 t); | ||||||
|  | 
 | ||||||
|  | 	b2BodyType m_type; | ||||||
|  | 
 | ||||||
|  | 	uint16 m_flags; | ||||||
|  | 
 | ||||||
|  | 	int32 m_islandIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Transform m_xf;		// the body origin transform
 | ||||||
|  | 	b2Sweep m_sweep;		// the swept motion for CCD
 | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 m_linearVelocity; | ||||||
|  | 	float32 m_angularVelocity; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 m_force; | ||||||
|  | 	float32 m_torque; | ||||||
|  | 
 | ||||||
|  | 	b2World* m_world; | ||||||
|  | 	b2Body* m_prev; | ||||||
|  | 	b2Body* m_next; | ||||||
|  | 
 | ||||||
|  | 	b2Fixture* m_fixtureList; | ||||||
|  | 	int32 m_fixtureCount; | ||||||
|  | 
 | ||||||
|  | 	b2JointEdge* m_jointList; | ||||||
|  | 	b2ContactEdge* m_contactList; | ||||||
|  | 
 | ||||||
|  | 	float32 m_mass, m_invMass; | ||||||
|  | 
 | ||||||
|  | 	// Rotational inertia about the center of mass.
 | ||||||
|  | 	float32 m_I, m_invI; | ||||||
|  | 
 | ||||||
|  | 	float32 m_linearDamping; | ||||||
|  | 	float32 m_angularDamping; | ||||||
|  | 	float32 m_gravityScale; | ||||||
|  | 
 | ||||||
|  | 	float32 m_sleepTime; | ||||||
|  | 
 | ||||||
|  | 	void* m_userData; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline b2BodyType b2Body::GetType() const | ||||||
|  | { | ||||||
|  | 	return m_type; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Transform& b2Body::GetTransform() const | ||||||
|  | { | ||||||
|  | 	return m_xf; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Vec2& b2Body::GetPosition() const | ||||||
|  | { | ||||||
|  | 	return m_xf.p; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Body::GetAngle() const | ||||||
|  | { | ||||||
|  | 	return m_sweep.a; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Vec2& b2Body::GetWorldCenter() const | ||||||
|  | { | ||||||
|  | 	return m_sweep.c; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Vec2& b2Body::GetLocalCenter() const | ||||||
|  | { | ||||||
|  | 	return m_sweep.localCenter; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::SetLinearVelocity(const b2Vec2& v) | ||||||
|  | { | ||||||
|  | 	if (m_type == b2_staticBody) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (b2Dot(v,v) > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		SetAwake(true); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_linearVelocity = v; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Vec2& b2Body::GetLinearVelocity() const | ||||||
|  | { | ||||||
|  | 	return m_linearVelocity; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::SetAngularVelocity(float32 w) | ||||||
|  | { | ||||||
|  | 	if (m_type == b2_staticBody) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (w * w > 0.0f) | ||||||
|  | 	{ | ||||||
|  | 		SetAwake(true); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_angularVelocity = w; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Body::GetAngularVelocity() const | ||||||
|  | { | ||||||
|  | 	return m_angularVelocity; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Body::GetMass() const | ||||||
|  | { | ||||||
|  | 	return m_mass; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Body::GetInertia() const | ||||||
|  | { | ||||||
|  | 	return m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::GetMassData(b2MassData* data) const | ||||||
|  | { | ||||||
|  | 	data->mass = m_mass; | ||||||
|  | 	data->I = m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter); | ||||||
|  | 	data->center = m_sweep.localCenter; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2Body::GetWorldPoint(const b2Vec2& localPoint) const | ||||||
|  | { | ||||||
|  | 	return b2Mul(m_xf, localPoint); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2Body::GetWorldVector(const b2Vec2& localVector) const | ||||||
|  | { | ||||||
|  | 	return b2Mul(m_xf.q, localVector); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const | ||||||
|  | { | ||||||
|  | 	return b2MulT(m_xf, worldPoint); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2Body::GetLocalVector(const b2Vec2& worldVector) const | ||||||
|  | { | ||||||
|  | 	return b2MulT(m_xf.q, worldVector); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2Body::GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const | ||||||
|  | { | ||||||
|  | 	return m_linearVelocity + b2Cross(m_angularVelocity, worldPoint - m_sweep.c); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2Body::GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const | ||||||
|  | { | ||||||
|  | 	return GetLinearVelocityFromWorldPoint(GetWorldPoint(localPoint)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Body::GetLinearDamping() const | ||||||
|  | { | ||||||
|  | 	return m_linearDamping; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::SetLinearDamping(float32 linearDamping) | ||||||
|  | { | ||||||
|  | 	m_linearDamping = linearDamping; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Body::GetAngularDamping() const | ||||||
|  | { | ||||||
|  | 	return m_angularDamping; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::SetAngularDamping(float32 angularDamping) | ||||||
|  | { | ||||||
|  | 	m_angularDamping = angularDamping; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Body::GetGravityScale() const | ||||||
|  | { | ||||||
|  | 	return m_gravityScale; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::SetGravityScale(float32 scale) | ||||||
|  | { | ||||||
|  | 	m_gravityScale = scale; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::SetBullet(bool flag) | ||||||
|  | { | ||||||
|  | 	if (flag) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_bulletFlag; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_flags &= ~e_bulletFlag; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2Body::IsBullet() const | ||||||
|  | { | ||||||
|  | 	return (m_flags & e_bulletFlag) == e_bulletFlag; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::SetAwake(bool flag) | ||||||
|  | { | ||||||
|  | 	if (flag) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_awakeFlag; | ||||||
|  | 		m_sleepTime = 0.0f; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_flags &= ~e_awakeFlag; | ||||||
|  | 		m_sleepTime = 0.0f; | ||||||
|  | 		m_linearVelocity.SetZero(); | ||||||
|  | 		m_angularVelocity = 0.0f; | ||||||
|  | 		m_force.SetZero(); | ||||||
|  | 		m_torque = 0.0f; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2Body::IsAwake() const | ||||||
|  | { | ||||||
|  | 	return (m_flags & e_awakeFlag) == e_awakeFlag; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2Body::IsActive() const | ||||||
|  | { | ||||||
|  | 	return (m_flags & e_activeFlag) == e_activeFlag; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2Body::IsFixedRotation() const | ||||||
|  | { | ||||||
|  | 	return (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::SetSleepingAllowed(bool flag) | ||||||
|  | { | ||||||
|  | 	if (flag) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_autoSleepFlag; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_flags &= ~e_autoSleepFlag; | ||||||
|  | 		SetAwake(true); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2Body::IsSleepingAllowed() const | ||||||
|  | { | ||||||
|  | 	return (m_flags & e_autoSleepFlag) == e_autoSleepFlag; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Fixture* b2Body::GetFixtureList() | ||||||
|  | { | ||||||
|  | 	return m_fixtureList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Fixture* b2Body::GetFixtureList() const | ||||||
|  | { | ||||||
|  | 	return m_fixtureList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2JointEdge* b2Body::GetJointList() | ||||||
|  | { | ||||||
|  | 	return m_jointList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2JointEdge* b2Body::GetJointList() const | ||||||
|  | { | ||||||
|  | 	return m_jointList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2ContactEdge* b2Body::GetContactList() | ||||||
|  | { | ||||||
|  | 	return m_contactList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2ContactEdge* b2Body::GetContactList() const | ||||||
|  | { | ||||||
|  | 	return m_contactList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Body* b2Body::GetNext() | ||||||
|  | { | ||||||
|  | 	return m_next; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Body* b2Body::GetNext() const | ||||||
|  | { | ||||||
|  | 	return m_next; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::SetUserData(void* data) | ||||||
|  | { | ||||||
|  | 	m_userData = data; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void* b2Body::GetUserData() const | ||||||
|  | { | ||||||
|  | 	return m_userData; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake) | ||||||
|  | { | ||||||
|  | 	if (m_type != b2_dynamicBody) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (wake && (m_flags & e_awakeFlag) == 0) | ||||||
|  | 	{ | ||||||
|  | 		SetAwake(true); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Don't accumulate a force if the body is sleeping.
 | ||||||
|  | 	if (m_flags & e_awakeFlag) | ||||||
|  | 	{ | ||||||
|  | 		m_force += force; | ||||||
|  | 		m_torque += b2Cross(point - m_sweep.c, force); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::ApplyForceToCenter(const b2Vec2& force, bool wake) | ||||||
|  | { | ||||||
|  | 	if (m_type != b2_dynamicBody) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (wake && (m_flags & e_awakeFlag) == 0) | ||||||
|  | 	{ | ||||||
|  | 		SetAwake(true); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Don't accumulate a force if the body is sleeping
 | ||||||
|  | 	if (m_flags & e_awakeFlag) | ||||||
|  | 	{ | ||||||
|  | 		m_force += force; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::ApplyTorque(float32 torque, bool wake) | ||||||
|  | { | ||||||
|  | 	if (m_type != b2_dynamicBody) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (wake && (m_flags & e_awakeFlag) == 0) | ||||||
|  | 	{ | ||||||
|  | 		SetAwake(true); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Don't accumulate a force if the body is sleeping
 | ||||||
|  | 	if (m_flags & e_awakeFlag) | ||||||
|  | 	{ | ||||||
|  | 		m_torque += torque; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake) | ||||||
|  | { | ||||||
|  | 	if (m_type != b2_dynamicBody) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (wake && (m_flags & e_awakeFlag) == 0) | ||||||
|  | 	{ | ||||||
|  | 		SetAwake(true); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Don't accumulate velocity if the body is sleeping
 | ||||||
|  | 	if (m_flags & e_awakeFlag) | ||||||
|  | 	{ | ||||||
|  | 		m_linearVelocity += m_invMass * impulse; | ||||||
|  | 		m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, impulse); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::ApplyLinearImpulseToCenter(const b2Vec2& impulse, bool wake) | ||||||
|  | { | ||||||
|  | 	if (m_type != b2_dynamicBody) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (wake && (m_flags & e_awakeFlag) == 0) | ||||||
|  | 	{ | ||||||
|  | 		SetAwake(true); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Don't accumulate velocity if the body is sleeping
 | ||||||
|  | 	if (m_flags & e_awakeFlag) | ||||||
|  | 	{ | ||||||
|  | 		m_linearVelocity += m_invMass * impulse; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::ApplyAngularImpulse(float32 impulse, bool wake) | ||||||
|  | { | ||||||
|  | 	if (m_type != b2_dynamicBody) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (wake && (m_flags & e_awakeFlag) == 0) | ||||||
|  | 	{ | ||||||
|  | 		SetAwake(true); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Don't accumulate velocity if the body is sleeping
 | ||||||
|  | 	if (m_flags & e_awakeFlag) | ||||||
|  | 	{ | ||||||
|  | 		m_angularVelocity += m_invI * impulse; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::SynchronizeTransform() | ||||||
|  | { | ||||||
|  | 	m_xf.q.Set(m_sweep.a); | ||||||
|  | 	m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Body::Advance(float32 alpha) | ||||||
|  | { | ||||||
|  | 	// Advance to the new safe time. This doesn't sync the broad-phase.
 | ||||||
|  | 	m_sweep.Advance(alpha); | ||||||
|  | 	m_sweep.c = m_sweep.c0; | ||||||
|  | 	m_sweep.a = m_sweep.a0; | ||||||
|  | 	m_xf.q.Set(m_sweep.a); | ||||||
|  | 	m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2World* b2Body::GetWorld() | ||||||
|  | { | ||||||
|  | 	return m_world; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2World* b2Body::GetWorld() const | ||||||
|  | { | ||||||
|  | 	return m_world; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,296 @@ | ||||||
|  | /*
 | ||||||
|  | * 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 "Box2D/Dynamics/b2ContactManager.h" | ||||||
|  | #include "Box2D/Dynamics/b2Body.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | #include "Box2D/Dynamics/b2WorldCallbacks.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | 
 | ||||||
|  | b2ContactFilter b2_defaultFilter; | ||||||
|  | b2ContactListener b2_defaultListener; | ||||||
|  | 
 | ||||||
|  | b2ContactManager::b2ContactManager() | ||||||
|  | { | ||||||
|  | 	m_contactList = nullptr; | ||||||
|  | 	m_contactCount = 0; | ||||||
|  | 	m_contactFilter = &b2_defaultFilter; | ||||||
|  | 	m_contactListener = &b2_defaultListener; | ||||||
|  | 	m_allocator = nullptr; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ContactManager::Destroy(b2Contact* c) | ||||||
|  | { | ||||||
|  | 	b2Fixture* fixtureA = c->GetFixtureA(); | ||||||
|  | 	b2Fixture* fixtureB = c->GetFixtureB(); | ||||||
|  | 	b2Body* bodyA = fixtureA->GetBody(); | ||||||
|  | 	b2Body* bodyB = fixtureB->GetBody(); | ||||||
|  | 
 | ||||||
|  | 	if (m_contactListener && c->IsTouching()) | ||||||
|  | 	{ | ||||||
|  | 		m_contactListener->EndContact(c); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Remove from the world.
 | ||||||
|  | 	if (c->m_prev) | ||||||
|  | 	{ | ||||||
|  | 		c->m_prev->m_next = c->m_next; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (c->m_next) | ||||||
|  | 	{ | ||||||
|  | 		c->m_next->m_prev = c->m_prev; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (c == m_contactList) | ||||||
|  | 	{ | ||||||
|  | 		m_contactList = c->m_next; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Remove from body 1
 | ||||||
|  | 	if (c->m_nodeA.prev) | ||||||
|  | 	{ | ||||||
|  | 		c->m_nodeA.prev->next = c->m_nodeA.next; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (c->m_nodeA.next) | ||||||
|  | 	{ | ||||||
|  | 		c->m_nodeA.next->prev = c->m_nodeA.prev; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (&c->m_nodeA == bodyA->m_contactList) | ||||||
|  | 	{ | ||||||
|  | 		bodyA->m_contactList = c->m_nodeA.next; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Remove from body 2
 | ||||||
|  | 	if (c->m_nodeB.prev) | ||||||
|  | 	{ | ||||||
|  | 		c->m_nodeB.prev->next = c->m_nodeB.next; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (c->m_nodeB.next) | ||||||
|  | 	{ | ||||||
|  | 		c->m_nodeB.next->prev = c->m_nodeB.prev; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	if (&c->m_nodeB == bodyB->m_contactList) | ||||||
|  | 	{ | ||||||
|  | 		bodyB->m_contactList = c->m_nodeB.next; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Call the factory.
 | ||||||
|  | 	b2Contact::Destroy(c, m_allocator); | ||||||
|  | 	--m_contactCount; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | // This is the top level collision call for the time step. Here
 | ||||||
|  | // all the narrow phase collision is processed for the world
 | ||||||
|  | // contact list.
 | ||||||
|  | void b2ContactManager::Collide() | ||||||
|  | { | ||||||
|  | 	// Update awake contacts.
 | ||||||
|  | 	b2Contact* c = m_contactList; | ||||||
|  | 	while (c) | ||||||
|  | 	{ | ||||||
|  | 		b2Fixture* fixtureA = c->GetFixtureA(); | ||||||
|  | 		b2Fixture* fixtureB = c->GetFixtureB(); | ||||||
|  | 		int32 indexA = c->GetChildIndexA(); | ||||||
|  | 		int32 indexB = c->GetChildIndexB(); | ||||||
|  | 		b2Body* bodyA = fixtureA->GetBody(); | ||||||
|  | 		b2Body* bodyB = fixtureB->GetBody(); | ||||||
|  | 		  | ||||||
|  | 		// Is this contact flagged for filtering?
 | ||||||
|  | 		if (c->m_flags & b2Contact::e_filterFlag) | ||||||
|  | 		{ | ||||||
|  | 			// Should these bodies collide?
 | ||||||
|  | 			if (bodyB->ShouldCollide(bodyA) == false) | ||||||
|  | 			{ | ||||||
|  | 				b2Contact* cNuke = c; | ||||||
|  | 				c = cNuke->GetNext(); | ||||||
|  | 				Destroy(cNuke); | ||||||
|  | 				continue; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			// Check user filtering.
 | ||||||
|  | 			if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false) | ||||||
|  | 			{ | ||||||
|  | 				b2Contact* cNuke = c; | ||||||
|  | 				c = cNuke->GetNext(); | ||||||
|  | 				Destroy(cNuke); | ||||||
|  | 				continue; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			// Clear the filtering flag.
 | ||||||
|  | 			c->m_flags &= ~b2Contact::e_filterFlag; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		bool activeA = bodyA->IsAwake() && bodyA->m_type != b2_staticBody; | ||||||
|  | 		bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; | ||||||
|  | 
 | ||||||
|  | 		// At least one body must be awake and it must be dynamic or kinematic.
 | ||||||
|  | 		if (activeA == false && activeB == false) | ||||||
|  | 		{ | ||||||
|  | 			c = c->GetNext(); | ||||||
|  | 			continue; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		int32 proxyIdA = fixtureA->m_proxies[indexA].proxyId; | ||||||
|  | 		int32 proxyIdB = fixtureB->m_proxies[indexB].proxyId; | ||||||
|  | 		bool overlap = m_broadPhase.TestOverlap(proxyIdA, proxyIdB); | ||||||
|  | 
 | ||||||
|  | 		// Here we destroy contacts that cease to overlap in the broad-phase.
 | ||||||
|  | 		if (overlap == false) | ||||||
|  | 		{ | ||||||
|  | 			b2Contact* cNuke = c; | ||||||
|  | 			c = cNuke->GetNext(); | ||||||
|  | 			Destroy(cNuke); | ||||||
|  | 			continue; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// The contact persists.
 | ||||||
|  | 		c->Update(m_contactListener); | ||||||
|  | 		c = c->GetNext(); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ContactManager::FindNewContacts() | ||||||
|  | { | ||||||
|  | 	m_broadPhase.UpdatePairs(this); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB) | ||||||
|  | { | ||||||
|  | 	b2FixtureProxy* proxyA = (b2FixtureProxy*)proxyUserDataA; | ||||||
|  | 	b2FixtureProxy* proxyB = (b2FixtureProxy*)proxyUserDataB; | ||||||
|  | 
 | ||||||
|  | 	b2Fixture* fixtureA = proxyA->fixture; | ||||||
|  | 	b2Fixture* fixtureB = proxyB->fixture; | ||||||
|  | 
 | ||||||
|  | 	int32 indexA = proxyA->childIndex; | ||||||
|  | 	int32 indexB = proxyB->childIndex; | ||||||
|  | 
 | ||||||
|  | 	b2Body* bodyA = fixtureA->GetBody(); | ||||||
|  | 	b2Body* bodyB = fixtureB->GetBody(); | ||||||
|  | 
 | ||||||
|  | 	// Are the fixtures on the same body?
 | ||||||
|  | 	if (bodyA == bodyB) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// TODO_ERIN use a hash table to remove a potential bottleneck when both
 | ||||||
|  | 	// bodies have a lot of contacts.
 | ||||||
|  | 	// Does a contact already exist?
 | ||||||
|  | 	b2ContactEdge* edge = bodyB->GetContactList(); | ||||||
|  | 	while (edge) | ||||||
|  | 	{ | ||||||
|  | 		if (edge->other == bodyA) | ||||||
|  | 		{ | ||||||
|  | 			b2Fixture* fA = edge->contact->GetFixtureA(); | ||||||
|  | 			b2Fixture* fB = edge->contact->GetFixtureB(); | ||||||
|  | 			int32 iA = edge->contact->GetChildIndexA(); | ||||||
|  | 			int32 iB = edge->contact->GetChildIndexB(); | ||||||
|  | 
 | ||||||
|  | 			if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB) | ||||||
|  | 			{ | ||||||
|  | 				// A contact already exists.
 | ||||||
|  | 				return; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA) | ||||||
|  | 			{ | ||||||
|  | 				// A contact already exists.
 | ||||||
|  | 				return; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		edge = edge->next; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Does a joint override collision? Is at least one body dynamic?
 | ||||||
|  | 	if (bodyB->ShouldCollide(bodyA) == false) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Check user filtering.
 | ||||||
|  | 	if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Call the factory.
 | ||||||
|  | 	b2Contact* c = b2Contact::Create(fixtureA, indexA, fixtureB, indexB, m_allocator); | ||||||
|  | 	if (c == nullptr) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Contact creation may swap fixtures.
 | ||||||
|  | 	fixtureA = c->GetFixtureA(); | ||||||
|  | 	fixtureB = c->GetFixtureB(); | ||||||
|  | 	indexA = c->GetChildIndexA(); | ||||||
|  | 	indexB = c->GetChildIndexB(); | ||||||
|  | 	bodyA = fixtureA->GetBody(); | ||||||
|  | 	bodyB = fixtureB->GetBody(); | ||||||
|  | 
 | ||||||
|  | 	// Insert into the world.
 | ||||||
|  | 	c->m_prev = nullptr; | ||||||
|  | 	c->m_next = m_contactList; | ||||||
|  | 	if (m_contactList != nullptr) | ||||||
|  | 	{ | ||||||
|  | 		m_contactList->m_prev = c; | ||||||
|  | 	} | ||||||
|  | 	m_contactList = c; | ||||||
|  | 
 | ||||||
|  | 	// Connect to island graph.
 | ||||||
|  | 
 | ||||||
|  | 	// Connect to body A
 | ||||||
|  | 	c->m_nodeA.contact = c; | ||||||
|  | 	c->m_nodeA.other = bodyB; | ||||||
|  | 
 | ||||||
|  | 	c->m_nodeA.prev = nullptr; | ||||||
|  | 	c->m_nodeA.next = bodyA->m_contactList; | ||||||
|  | 	if (bodyA->m_contactList != nullptr) | ||||||
|  | 	{ | ||||||
|  | 		bodyA->m_contactList->prev = &c->m_nodeA; | ||||||
|  | 	} | ||||||
|  | 	bodyA->m_contactList = &c->m_nodeA; | ||||||
|  | 
 | ||||||
|  | 	// Connect to body B
 | ||||||
|  | 	c->m_nodeB.contact = c; | ||||||
|  | 	c->m_nodeB.other = bodyA; | ||||||
|  | 
 | ||||||
|  | 	c->m_nodeB.prev = nullptr; | ||||||
|  | 	c->m_nodeB.next = bodyB->m_contactList; | ||||||
|  | 	if (bodyB->m_contactList != nullptr) | ||||||
|  | 	{ | ||||||
|  | 		bodyB->m_contactList->prev = &c->m_nodeB; | ||||||
|  | 	} | ||||||
|  | 	bodyB->m_contactList = &c->m_nodeB; | ||||||
|  | 
 | ||||||
|  | 	// Wake up the bodies
 | ||||||
|  | 	if (fixtureA->IsSensor() == false && fixtureB->IsSensor() == false) | ||||||
|  | 	{ | ||||||
|  | 		bodyA->SetAwake(true); | ||||||
|  | 		bodyB->SetAwake(true); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	++m_contactCount; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,52 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_CONTACT_MANAGER_H | ||||||
|  | #define B2_CONTACT_MANAGER_H | ||||||
|  | 
 | ||||||
|  | #include "../Collision/b2BroadPhase.h" | ||||||
|  | 
 | ||||||
|  | class b2Contact; | ||||||
|  | class b2ContactFilter; | ||||||
|  | class b2ContactListener; | ||||||
|  | class b2BlockAllocator; | ||||||
|  | 
 | ||||||
|  | // Delegate of b2World.
 | ||||||
|  | class b2ContactManager | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2ContactManager(); | ||||||
|  | 
 | ||||||
|  | 	// Broad-phase callback.
 | ||||||
|  | 	void AddPair(void* proxyUserDataA, void* proxyUserDataB); | ||||||
|  | 
 | ||||||
|  | 	void FindNewContacts(); | ||||||
|  | 
 | ||||||
|  | 	void Destroy(b2Contact* c); | ||||||
|  | 
 | ||||||
|  | 	void Collide(); | ||||||
|  |              | ||||||
|  | 	b2BroadPhase m_broadPhase; | ||||||
|  | 	b2Contact* m_contactList; | ||||||
|  | 	int32 m_contactCount; | ||||||
|  | 	b2ContactFilter* m_contactFilter; | ||||||
|  | 	b2ContactListener* m_contactListener; | ||||||
|  | 	b2BlockAllocator* m_allocator; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,303 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | #include "Box2D/Dynamics/b2World.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2CircleShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2EdgeShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2PolygonShape.h" | ||||||
|  | #include "Box2D/Collision/Shapes/b2ChainShape.h" | ||||||
|  | #include "Box2D/Collision/b2BroadPhase.h" | ||||||
|  | #include "Box2D/Collision/b2Collision.h" | ||||||
|  | #include "Box2D/Common/b2BlockAllocator.h" | ||||||
|  | 
 | ||||||
|  | b2Fixture::b2Fixture() | ||||||
|  | { | ||||||
|  | 	m_userData = nullptr; | ||||||
|  | 	m_body = nullptr; | ||||||
|  | 	m_next = nullptr; | ||||||
|  | 	m_proxies = nullptr; | ||||||
|  | 	m_proxyCount = 0; | ||||||
|  | 	m_shape = nullptr; | ||||||
|  | 	m_density = 0.0f; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Fixture::Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def) | ||||||
|  | { | ||||||
|  | 	m_userData = def->userData; | ||||||
|  | 	m_friction = def->friction; | ||||||
|  | 	m_restitution = def->restitution; | ||||||
|  | 
 | ||||||
|  | 	m_body = body; | ||||||
|  | 	m_next = nullptr; | ||||||
|  | 
 | ||||||
|  | 	m_filter = def->filter; | ||||||
|  | 
 | ||||||
|  | 	m_isSensor = def->isSensor; | ||||||
|  | 
 | ||||||
|  | 	m_shape = def->shape->Clone(allocator); | ||||||
|  | 
 | ||||||
|  | 	// Reserve proxy space
 | ||||||
|  | 	int32 childCount = m_shape->GetChildCount(); | ||||||
|  | 	m_proxies = (b2FixtureProxy*)allocator->Allocate(childCount * sizeof(b2FixtureProxy)); | ||||||
|  | 	for (int32 i = 0; i < childCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		m_proxies[i].fixture = nullptr; | ||||||
|  | 		m_proxies[i].proxyId = b2BroadPhase::e_nullProxy; | ||||||
|  | 	} | ||||||
|  | 	m_proxyCount = 0; | ||||||
|  | 
 | ||||||
|  | 	m_density = def->density; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Fixture::Destroy(b2BlockAllocator* allocator) | ||||||
|  | { | ||||||
|  | 	// The proxies must be destroyed before calling this.
 | ||||||
|  | 	b2Assert(m_proxyCount == 0); | ||||||
|  | 
 | ||||||
|  | 	// Free the proxy array.
 | ||||||
|  | 	int32 childCount = m_shape->GetChildCount(); | ||||||
|  | 	allocator->Free(m_proxies, childCount * sizeof(b2FixtureProxy)); | ||||||
|  | 	m_proxies = nullptr; | ||||||
|  | 
 | ||||||
|  | 	// Free the child shape.
 | ||||||
|  | 	switch (m_shape->m_type) | ||||||
|  | 	{ | ||||||
|  | 	case b2Shape::e_circle: | ||||||
|  | 		{ | ||||||
|  | 			b2CircleShape* s = (b2CircleShape*)m_shape; | ||||||
|  | 			s->~b2CircleShape(); | ||||||
|  | 			allocator->Free(s, sizeof(b2CircleShape)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case b2Shape::e_edge: | ||||||
|  | 		{ | ||||||
|  | 			b2EdgeShape* s = (b2EdgeShape*)m_shape; | ||||||
|  | 			s->~b2EdgeShape(); | ||||||
|  | 			allocator->Free(s, sizeof(b2EdgeShape)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case b2Shape::e_polygon: | ||||||
|  | 		{ | ||||||
|  | 			b2PolygonShape* s = (b2PolygonShape*)m_shape; | ||||||
|  | 			s->~b2PolygonShape(); | ||||||
|  | 			allocator->Free(s, sizeof(b2PolygonShape)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case b2Shape::e_chain: | ||||||
|  | 		{ | ||||||
|  | 			b2ChainShape* s = (b2ChainShape*)m_shape; | ||||||
|  | 			s->~b2ChainShape(); | ||||||
|  | 			allocator->Free(s, sizeof(b2ChainShape)); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	default: | ||||||
|  | 		b2Assert(false); | ||||||
|  | 		break; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_shape = nullptr; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Fixture::CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf) | ||||||
|  | { | ||||||
|  | 	b2Assert(m_proxyCount == 0); | ||||||
|  | 
 | ||||||
|  | 	// Create proxies in the broad-phase.
 | ||||||
|  | 	m_proxyCount = m_shape->GetChildCount(); | ||||||
|  | 
 | ||||||
|  | 	for (int32 i = 0; i < m_proxyCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2FixtureProxy* proxy = m_proxies + i; | ||||||
|  | 		m_shape->ComputeAABB(&proxy->aabb, xf, i); | ||||||
|  | 		proxy->proxyId = broadPhase->CreateProxy(proxy->aabb, proxy); | ||||||
|  | 		proxy->fixture = this; | ||||||
|  | 		proxy->childIndex = i; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Fixture::DestroyProxies(b2BroadPhase* broadPhase) | ||||||
|  | { | ||||||
|  | 	// Destroy proxies in the broad-phase.
 | ||||||
|  | 	for (int32 i = 0; i < m_proxyCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2FixtureProxy* proxy = m_proxies + i; | ||||||
|  | 		broadPhase->DestroyProxy(proxy->proxyId); | ||||||
|  | 		proxy->proxyId = b2BroadPhase::e_nullProxy; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	m_proxyCount = 0; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Fixture::Synchronize(b2BroadPhase* broadPhase, const b2Transform& transform1, const b2Transform& transform2) | ||||||
|  | { | ||||||
|  | 	if (m_proxyCount == 0) | ||||||
|  | 	{	 | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	for (int32 i = 0; i < m_proxyCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2FixtureProxy* proxy = m_proxies + i; | ||||||
|  | 
 | ||||||
|  | 		// Compute an AABB that covers the swept shape (may miss some rotation effect).
 | ||||||
|  | 		b2AABB aabb1, aabb2; | ||||||
|  | 		m_shape->ComputeAABB(&aabb1, transform1, proxy->childIndex); | ||||||
|  | 		m_shape->ComputeAABB(&aabb2, transform2, proxy->childIndex); | ||||||
|  | 	 | ||||||
|  | 		proxy->aabb.Combine(aabb1, aabb2); | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 displacement = transform2.p - transform1.p; | ||||||
|  | 
 | ||||||
|  | 		broadPhase->MoveProxy(proxy->proxyId, proxy->aabb, displacement); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Fixture::SetFilterData(const b2Filter& filter) | ||||||
|  | { | ||||||
|  | 	m_filter = filter; | ||||||
|  | 
 | ||||||
|  | 	Refilter(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Fixture::Refilter() | ||||||
|  | { | ||||||
|  | 	if (m_body == nullptr) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Flag associated contacts for filtering.
 | ||||||
|  | 	b2ContactEdge* edge = m_body->GetContactList(); | ||||||
|  | 	while (edge) | ||||||
|  | 	{ | ||||||
|  | 		b2Contact* contact = edge->contact; | ||||||
|  | 		b2Fixture* fixtureA = contact->GetFixtureA(); | ||||||
|  | 		b2Fixture* fixtureB = contact->GetFixtureB(); | ||||||
|  | 		if (fixtureA == this || fixtureB == this) | ||||||
|  | 		{ | ||||||
|  | 			contact->FlagForFiltering(); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		edge = edge->next; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2World* world = m_body->GetWorld(); | ||||||
|  | 
 | ||||||
|  | 	if (world == nullptr) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Touch each proxy so that new pairs may be created
 | ||||||
|  | 	b2BroadPhase* broadPhase = &world->m_contactManager.m_broadPhase; | ||||||
|  | 	for (int32 i = 0; i < m_proxyCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		broadPhase->TouchProxy(m_proxies[i].proxyId); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Fixture::SetSensor(bool sensor) | ||||||
|  | { | ||||||
|  | 	if (sensor != m_isSensor) | ||||||
|  | 	{ | ||||||
|  | 		m_body->SetAwake(true); | ||||||
|  | 		m_isSensor = sensor; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Fixture::Dump(int32 bodyIndex) | ||||||
|  | { | ||||||
|  | 	b2Log("    b2FixtureDef fd;\n"); | ||||||
|  | 	b2Log("    fd.friction = %.15lef;\n", m_friction); | ||||||
|  | 	b2Log("    fd.restitution = %.15lef;\n", m_restitution); | ||||||
|  | 	b2Log("    fd.density = %.15lef;\n", m_density); | ||||||
|  | 	b2Log("    fd.isSensor = bool(%d);\n", m_isSensor); | ||||||
|  | 	b2Log("    fd.filter.categoryBits = uint16(%d);\n", m_filter.categoryBits); | ||||||
|  | 	b2Log("    fd.filter.maskBits = uint16(%d);\n", m_filter.maskBits); | ||||||
|  | 	b2Log("    fd.filter.groupIndex = int16(%d);\n", m_filter.groupIndex); | ||||||
|  | 
 | ||||||
|  | 	switch (m_shape->m_type) | ||||||
|  | 	{ | ||||||
|  | 	case b2Shape::e_circle: | ||||||
|  | 		{ | ||||||
|  | 			b2CircleShape* s = (b2CircleShape*)m_shape; | ||||||
|  | 			b2Log("    b2CircleShape shape;\n"); | ||||||
|  | 			b2Log("    shape.m_radius = %.15lef;\n", s->m_radius); | ||||||
|  | 			b2Log("    shape.m_p.Set(%.15lef, %.15lef);\n", s->m_p.x, s->m_p.y); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case b2Shape::e_edge: | ||||||
|  | 		{ | ||||||
|  | 			b2EdgeShape* s = (b2EdgeShape*)m_shape; | ||||||
|  | 			b2Log("    b2EdgeShape shape;\n"); | ||||||
|  | 			b2Log("    shape.m_radius = %.15lef;\n", s->m_radius); | ||||||
|  | 			b2Log("    shape.m_vertex0.Set(%.15lef, %.15lef);\n", s->m_vertex0.x, s->m_vertex0.y); | ||||||
|  | 			b2Log("    shape.m_vertex1.Set(%.15lef, %.15lef);\n", s->m_vertex1.x, s->m_vertex1.y); | ||||||
|  | 			b2Log("    shape.m_vertex2.Set(%.15lef, %.15lef);\n", s->m_vertex2.x, s->m_vertex2.y); | ||||||
|  | 			b2Log("    shape.m_vertex3.Set(%.15lef, %.15lef);\n", s->m_vertex3.x, s->m_vertex3.y); | ||||||
|  | 			b2Log("    shape.m_hasVertex0 = bool(%d);\n", s->m_hasVertex0); | ||||||
|  | 			b2Log("    shape.m_hasVertex3 = bool(%d);\n", s->m_hasVertex3); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case b2Shape::e_polygon: | ||||||
|  | 		{ | ||||||
|  | 			b2PolygonShape* s = (b2PolygonShape*)m_shape; | ||||||
|  | 			b2Log("    b2PolygonShape shape;\n"); | ||||||
|  | 			b2Log("    b2Vec2 vs[%d];\n", b2_maxPolygonVertices); | ||||||
|  | 			for (int32 i = 0; i < s->m_count; ++i) | ||||||
|  | 			{ | ||||||
|  | 				b2Log("    vs[%d].Set(%.15lef, %.15lef);\n", i, s->m_vertices[i].x, s->m_vertices[i].y); | ||||||
|  | 			} | ||||||
|  | 			b2Log("    shape.Set(vs, %d);\n", s->m_count); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	case b2Shape::e_chain: | ||||||
|  | 		{ | ||||||
|  | 			b2ChainShape* s = (b2ChainShape*)m_shape; | ||||||
|  | 			b2Log("    b2ChainShape shape;\n"); | ||||||
|  | 			b2Log("    b2Vec2 vs[%d];\n", s->m_count); | ||||||
|  | 			for (int32 i = 0; i < s->m_count; ++i) | ||||||
|  | 			{ | ||||||
|  | 				b2Log("    vs[%d].Set(%.15lef, %.15lef);\n", i, s->m_vertices[i].x, s->m_vertices[i].y); | ||||||
|  | 			} | ||||||
|  | 			b2Log("    shape.CreateChain(vs, %d);\n", s->m_count); | ||||||
|  | 			b2Log("    shape.m_prevVertex.Set(%.15lef, %.15lef);\n", s->m_prevVertex.x, s->m_prevVertex.y); | ||||||
|  | 			b2Log("    shape.m_nextVertex.Set(%.15lef, %.15lef);\n", s->m_nextVertex.x, s->m_nextVertex.y); | ||||||
|  | 			b2Log("    shape.m_hasPrevVertex = bool(%d);\n", s->m_hasPrevVertex); | ||||||
|  | 			b2Log("    shape.m_hasNextVertex = bool(%d);\n", s->m_hasNextVertex); | ||||||
|  | 		} | ||||||
|  | 		break; | ||||||
|  | 
 | ||||||
|  | 	default: | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2Log("\n"); | ||||||
|  | 	b2Log("    fd.shape = &shape;\n"); | ||||||
|  | 	b2Log("\n"); | ||||||
|  | 	b2Log("    bodies[%d]->CreateFixture(&fd);\n", bodyIndex); | ||||||
|  | } | ||||||
|  | @ -0,0 +1,345 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_FIXTURE_H | ||||||
|  | #define B2_FIXTURE_H | ||||||
|  | 
 | ||||||
|  | #include "../Dynamics/b2Body.h" | ||||||
|  | #include "../Collision/b2Collision.h" | ||||||
|  | #include "../Collision/Shapes/b2Shape.h" | ||||||
|  | 
 | ||||||
|  | class b2BlockAllocator; | ||||||
|  | class b2Body; | ||||||
|  | class b2BroadPhase; | ||||||
|  | class b2Fixture; | ||||||
|  | 
 | ||||||
|  | /// This holds contact filtering data.
 | ||||||
|  | struct b2Filter | ||||||
|  | { | ||||||
|  | 	b2Filter() | ||||||
|  | 	{ | ||||||
|  | 		categoryBits = 0x0001; | ||||||
|  | 		maskBits = 0xFFFF; | ||||||
|  | 		groupIndex = 0; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// The collision category bits. Normally you would just set one bit.
 | ||||||
|  | 	uint16 categoryBits; | ||||||
|  | 
 | ||||||
|  | 	/// The collision mask bits. This states the categories that this
 | ||||||
|  | 	/// shape would accept for collision.
 | ||||||
|  | 	uint16 maskBits; | ||||||
|  | 
 | ||||||
|  | 	/// Collision groups allow a certain group of objects to never collide (negative)
 | ||||||
|  | 	/// or always collide (positive). Zero means no collision group. Non-zero group
 | ||||||
|  | 	/// filtering always wins against the mask bits.
 | ||||||
|  | 	int16 groupIndex; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A fixture definition is used to create a fixture. This class defines an
 | ||||||
|  | /// abstract fixture definition. You can reuse fixture definitions safely.
 | ||||||
|  | struct b2FixtureDef | ||||||
|  | { | ||||||
|  | 	/// The constructor sets the default fixture definition values.
 | ||||||
|  | 	b2FixtureDef() | ||||||
|  | 	{ | ||||||
|  | 		shape = nullptr; | ||||||
|  | 		userData = nullptr; | ||||||
|  | 		friction = 0.2f; | ||||||
|  | 		restitution = 0.0f; | ||||||
|  | 		density = 0.0f; | ||||||
|  | 		isSensor = false; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// The shape, this must be set. The shape will be cloned, so you
 | ||||||
|  | 	/// can create the shape on the stack.
 | ||||||
|  | 	const b2Shape* shape; | ||||||
|  | 
 | ||||||
|  | 	/// Use this to store application specific fixture data.
 | ||||||
|  | 	void* userData; | ||||||
|  | 
 | ||||||
|  | 	/// The friction coefficient, usually in the range [0,1].
 | ||||||
|  | 	float32 friction; | ||||||
|  | 
 | ||||||
|  | 	/// The restitution (elasticity) usually in the range [0,1].
 | ||||||
|  | 	float32 restitution; | ||||||
|  | 
 | ||||||
|  | 	/// The density, usually in kg/m^2.
 | ||||||
|  | 	float32 density; | ||||||
|  | 
 | ||||||
|  | 	/// A sensor shape collects contact information but never generates a collision
 | ||||||
|  | 	/// response.
 | ||||||
|  | 	bool isSensor; | ||||||
|  | 
 | ||||||
|  | 	/// Contact filtering data.
 | ||||||
|  | 	b2Filter filter; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// This proxy is used internally to connect fixtures to the broad-phase.
 | ||||||
|  | struct b2FixtureProxy | ||||||
|  | { | ||||||
|  | 	b2AABB aabb; | ||||||
|  | 	b2Fixture* fixture; | ||||||
|  | 	int32 childIndex; | ||||||
|  | 	int32 proxyId; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// A fixture is used to attach a shape to a body for collision detection. A fixture
 | ||||||
|  | /// inherits its transform from its parent. Fixtures hold additional non-geometric data
 | ||||||
|  | /// such as friction, collision filters, etc.
 | ||||||
|  | /// Fixtures are created via b2Body::CreateFixture.
 | ||||||
|  | /// @warning you cannot reuse fixtures.
 | ||||||
|  | class b2Fixture | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	/// Get the type of the child shape. You can use this to down cast to the concrete shape.
 | ||||||
|  | 	/// @return the shape type.
 | ||||||
|  | 	b2Shape::Type GetType() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the child shape. You can modify the child shape, however you should not change the
 | ||||||
|  | 	/// number of vertices because this will crash some collision caching mechanisms.
 | ||||||
|  | 	/// Manipulating the shape may lead to non-physical behavior.
 | ||||||
|  | 	b2Shape* GetShape(); | ||||||
|  | 	const b2Shape* GetShape() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set if this fixture is a sensor.
 | ||||||
|  | 	void SetSensor(bool sensor); | ||||||
|  | 
 | ||||||
|  | 	/// Is this fixture a sensor (non-solid)?
 | ||||||
|  | 	/// @return the true if the shape is a sensor.
 | ||||||
|  | 	bool IsSensor() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the contact filtering data. This will not update contacts until the next time
 | ||||||
|  | 	/// step when either parent body is active and awake.
 | ||||||
|  | 	/// This automatically calls Refilter.
 | ||||||
|  | 	void SetFilterData(const b2Filter& filter); | ||||||
|  | 
 | ||||||
|  | 	/// Get the contact filtering data.
 | ||||||
|  | 	const b2Filter& GetFilterData() const; | ||||||
|  | 
 | ||||||
|  | 	/// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
 | ||||||
|  | 	void Refilter(); | ||||||
|  | 
 | ||||||
|  | 	/// Get the parent body of this fixture. This is nullptr if the fixture is not attached.
 | ||||||
|  | 	/// @return the parent body.
 | ||||||
|  | 	b2Body* GetBody(); | ||||||
|  | 	const b2Body* GetBody() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the next fixture in the parent body's fixture list.
 | ||||||
|  | 	/// @return the next shape.
 | ||||||
|  | 	b2Fixture* GetNext(); | ||||||
|  | 	const b2Fixture* GetNext() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the user data that was assigned in the fixture definition. Use this to
 | ||||||
|  | 	/// store your application specific data.
 | ||||||
|  | 	void* GetUserData() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the user data. Use this to store your application specific data.
 | ||||||
|  | 	void SetUserData(void* data); | ||||||
|  | 
 | ||||||
|  | 	/// Test a point for containment in this fixture.
 | ||||||
|  | 	/// @param p a point in world coordinates.
 | ||||||
|  | 	bool TestPoint(const b2Vec2& p) const; | ||||||
|  | 
 | ||||||
|  | 	/// Cast a ray against this shape.
 | ||||||
|  | 	/// @param output the ray-cast results.
 | ||||||
|  | 	/// @param input the ray-cast input parameters.
 | ||||||
|  | 	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the mass data for this fixture. The mass data is based on the density and
 | ||||||
|  | 	/// the shape. The rotational inertia is about the shape's origin. This operation
 | ||||||
|  | 	/// may be expensive.
 | ||||||
|  | 	void GetMassData(b2MassData* massData) const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the density of this fixture. This will _not_ automatically adjust the mass
 | ||||||
|  | 	/// of the body. You must call b2Body::ResetMassData to update the body's mass.
 | ||||||
|  | 	void SetDensity(float32 density); | ||||||
|  | 
 | ||||||
|  | 	/// Get the density of this fixture.
 | ||||||
|  | 	float32 GetDensity() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the coefficient of friction.
 | ||||||
|  | 	float32 GetFriction() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the coefficient of friction. This will _not_ change the friction of
 | ||||||
|  | 	/// existing contacts.
 | ||||||
|  | 	void SetFriction(float32 friction); | ||||||
|  | 
 | ||||||
|  | 	/// Get the coefficient of restitution.
 | ||||||
|  | 	float32 GetRestitution() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set the coefficient of restitution. This will _not_ change the restitution of
 | ||||||
|  | 	/// existing contacts.
 | ||||||
|  | 	void SetRestitution(float32 restitution); | ||||||
|  | 
 | ||||||
|  | 	/// Get the fixture's AABB. This AABB may be enlarge and/or stale.
 | ||||||
|  | 	/// If you need a more accurate AABB, compute it using the shape and
 | ||||||
|  | 	/// the body transform.
 | ||||||
|  | 	const b2AABB& GetAABB(int32 childIndex) const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump this fixture to the log file.
 | ||||||
|  | 	void Dump(int32 bodyIndex); | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 
 | ||||||
|  | 	friend class b2Body; | ||||||
|  | 	friend class b2World; | ||||||
|  | 	friend class b2Contact; | ||||||
|  | 	friend class b2ContactManager; | ||||||
|  | 
 | ||||||
|  | 	b2Fixture(); | ||||||
|  | 
 | ||||||
|  | 	// We need separation create/destroy functions from the constructor/destructor because
 | ||||||
|  | 	// the destructor cannot access the allocator (no destructor arguments allowed by C++).
 | ||||||
|  | 	void Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def); | ||||||
|  | 	void Destroy(b2BlockAllocator* allocator); | ||||||
|  | 
 | ||||||
|  | 	// These support body activation/deactivation.
 | ||||||
|  | 	void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf); | ||||||
|  | 	void DestroyProxies(b2BroadPhase* broadPhase); | ||||||
|  | 
 | ||||||
|  | 	void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2); | ||||||
|  | 
 | ||||||
|  | 	float32 m_density; | ||||||
|  | 
 | ||||||
|  | 	b2Fixture* m_next; | ||||||
|  | 	b2Body* m_body; | ||||||
|  | 
 | ||||||
|  | 	b2Shape* m_shape; | ||||||
|  | 
 | ||||||
|  | 	float32 m_friction; | ||||||
|  | 	float32 m_restitution; | ||||||
|  | 
 | ||||||
|  | 	b2FixtureProxy* m_proxies; | ||||||
|  | 	int32 m_proxyCount; | ||||||
|  | 
 | ||||||
|  | 	b2Filter m_filter; | ||||||
|  | 
 | ||||||
|  | 	bool m_isSensor; | ||||||
|  | 
 | ||||||
|  | 	void* m_userData; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline b2Shape::Type b2Fixture::GetType() const | ||||||
|  | { | ||||||
|  | 	return m_shape->GetType(); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Shape* b2Fixture::GetShape() | ||||||
|  | { | ||||||
|  | 	return m_shape; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Shape* b2Fixture::GetShape() const | ||||||
|  | { | ||||||
|  | 	return m_shape; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2Fixture::IsSensor() const | ||||||
|  | { | ||||||
|  | 	return m_isSensor; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Filter& b2Fixture::GetFilterData() const | ||||||
|  | { | ||||||
|  | 	return m_filter; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void* b2Fixture::GetUserData() const | ||||||
|  | { | ||||||
|  | 	return m_userData; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Fixture::SetUserData(void* data) | ||||||
|  | { | ||||||
|  | 	m_userData = data; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Body* b2Fixture::GetBody() | ||||||
|  | { | ||||||
|  | 	return m_body; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Body* b2Fixture::GetBody() const | ||||||
|  | { | ||||||
|  | 	return m_body; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Fixture* b2Fixture::GetNext() | ||||||
|  | { | ||||||
|  | 	return m_next; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Fixture* b2Fixture::GetNext() const | ||||||
|  | { | ||||||
|  | 	return m_next; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Fixture::SetDensity(float32 density) | ||||||
|  | { | ||||||
|  | 	b2Assert(b2IsValid(density) && density >= 0.0f); | ||||||
|  | 	m_density = density; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Fixture::GetDensity() const | ||||||
|  | { | ||||||
|  | 	return m_density; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Fixture::GetFriction() const | ||||||
|  | { | ||||||
|  | 	return m_friction; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Fixture::SetFriction(float32 friction) | ||||||
|  | { | ||||||
|  | 	m_friction = friction; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline float32 b2Fixture::GetRestitution() const | ||||||
|  | { | ||||||
|  | 	return m_restitution; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Fixture::SetRestitution(float32 restitution) | ||||||
|  | { | ||||||
|  | 	m_restitution = restitution; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2Fixture::TestPoint(const b2Vec2& p) const | ||||||
|  | { | ||||||
|  | 	return m_shape->TestPoint(m_body->GetTransform(), p); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const | ||||||
|  | { | ||||||
|  | 	return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2Fixture::GetMassData(b2MassData* massData) const | ||||||
|  | { | ||||||
|  | 	m_shape->ComputeMass(massData, m_density); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2AABB& b2Fixture::GetAABB(int32 childIndex) const | ||||||
|  | { | ||||||
|  | 	b2Assert(0 <= childIndex && childIndex < m_proxyCount); | ||||||
|  | 	return m_proxies[childIndex].aabb; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,539 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Collision/b2Distance.h" | ||||||
|  | #include "Box2D/Dynamics/b2Island.h" | ||||||
|  | #include "Box2D/Dynamics/b2Body.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | #include "Box2D/Dynamics/b2World.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2Contact.h" | ||||||
|  | #include "Box2D/Dynamics/Contacts/b2ContactSolver.h" | ||||||
|  | #include "Box2D/Dynamics/Joints/b2Joint.h" | ||||||
|  | #include "Box2D/Common/b2StackAllocator.h" | ||||||
|  | #include "Box2D/Common/b2Timer.h" | ||||||
|  | 
 | ||||||
|  | /*
 | ||||||
|  | Position Correction Notes | ||||||
|  | ========================= | ||||||
|  | I tried the several algorithms for position correction of the 2D revolute joint. | ||||||
|  | I looked at these systems: | ||||||
|  | - simple pendulum (1m diameter sphere on massless 5m stick) with initial angular velocity of 100 rad/s. | ||||||
|  | - suspension bridge with 30 1m long planks of length 1m. | ||||||
|  | - multi-link chain with 30 1m long links. | ||||||
|  | 
 | ||||||
|  | Here are the algorithms: | ||||||
|  | 
 | ||||||
|  | Baumgarte - A fraction of the position error is added to the velocity error. There is no | ||||||
|  | separate position solver. | ||||||
|  | 
 | ||||||
|  | Pseudo Velocities - After the velocity solver and position integration, | ||||||
|  | the position error, Jacobian, and effective mass are recomputed. Then | ||||||
|  | the velocity constraints are solved with pseudo velocities and a fraction | ||||||
|  | of the position error is added to the pseudo velocity error. The pseudo | ||||||
|  | velocities are initialized to zero and there is no warm-starting. After | ||||||
|  | the position solver, the pseudo velocities are added to the positions. | ||||||
|  | This is also called the First Order World method or the Position LCP method. | ||||||
|  | 
 | ||||||
|  | Modified Nonlinear Gauss-Seidel (NGS) - Like Pseudo Velocities except the | ||||||
|  | position error is re-computed for each constraint and the positions are updated | ||||||
|  | after the constraint is solved. The radius vectors (aka Jacobians) are | ||||||
|  | re-computed too (otherwise the algorithm has horrible instability). The pseudo | ||||||
|  | velocity states are not needed because they are effectively zero at the beginning | ||||||
|  | of each iteration. Since we have the current position error, we allow the | ||||||
|  | iterations to terminate early if the error becomes smaller than b2_linearSlop. | ||||||
|  | 
 | ||||||
|  | Full NGS or just NGS - Like Modified NGS except the effective mass are re-computed | ||||||
|  | each time a constraint is solved. | ||||||
|  | 
 | ||||||
|  | Here are the results: | ||||||
|  | Baumgarte - this is the cheapest algorithm but it has some stability problems, | ||||||
|  | especially with the bridge. The chain links separate easily close to the root | ||||||
|  | and they jitter as they struggle to pull together. This is one of the most common | ||||||
|  | methods in the field. The big drawback is that the position correction artificially | ||||||
|  | affects the momentum, thus leading to instabilities and false bounce. I used a | ||||||
|  | bias factor of 0.2. A larger bias factor makes the bridge less stable, a smaller | ||||||
|  | factor makes joints and contacts more spongy. | ||||||
|  | 
 | ||||||
|  | Pseudo Velocities - the is more stable than the Baumgarte method. The bridge is | ||||||
|  | stable. However, joints still separate with large angular velocities. Drag the | ||||||
|  | simple pendulum in a circle quickly and the joint will separate. The chain separates | ||||||
|  | easily and does not recover. I used a bias factor of 0.2. A larger value lead to | ||||||
|  | the bridge collapsing when a heavy cube drops on it. | ||||||
|  | 
 | ||||||
|  | Modified NGS - this algorithm is better in some ways than Baumgarte and Pseudo | ||||||
|  | Velocities, but in other ways it is worse. The bridge and chain are much more | ||||||
|  | stable, but the simple pendulum goes unstable at high angular velocities. | ||||||
|  | 
 | ||||||
|  | Full NGS - stable in all tests. The joints display good stiffness. The bridge | ||||||
|  | still sags, but this is better than infinite forces. | ||||||
|  | 
 | ||||||
|  | Recommendations | ||||||
|  | Pseudo Velocities are not really worthwhile because the bridge and chain cannot | ||||||
|  | recover from joint separation. In other cases the benefit over Baumgarte is small. | ||||||
|  | 
 | ||||||
|  | Modified NGS is not a robust method for the revolute joint due to the violent | ||||||
|  | instability seen in the simple pendulum. Perhaps it is viable with other constraint | ||||||
|  | types, especially scalar constraints where the effective mass is a scalar. | ||||||
|  | 
 | ||||||
|  | This leaves Baumgarte and Full NGS. Baumgarte has small, but manageable instabilities | ||||||
|  | and is very fast. I don't think we can escape Baumgarte, especially in highly | ||||||
|  | demanding cases where high constraint fidelity is not needed. | ||||||
|  | 
 | ||||||
|  | Full NGS is robust and easy on the eyes. I recommend this as an option for | ||||||
|  | higher fidelity simulation and certainly for suspension bridges and long chains. | ||||||
|  | Full NGS might be a good choice for ragdolls, especially motorized ragdolls where | ||||||
|  | joint separation can be problematic. The number of NGS iterations can be reduced | ||||||
|  | for better performance without harming robustness much. | ||||||
|  | 
 | ||||||
|  | Each joint in a can be handled differently in the position solver. So I recommend | ||||||
|  | a system where the user can select the algorithm on a per joint basis. I would | ||||||
|  | probably default to the slower Full NGS and let the user select the faster | ||||||
|  | Baumgarte method in performance critical scenarios. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | /*
 | ||||||
|  | Cache Performance | ||||||
|  | 
 | ||||||
|  | The Box2D solvers are dominated by cache misses. Data structures are designed | ||||||
|  | to increase the number of cache hits. Much of misses are due to random access | ||||||
|  | to body data. The constraint structures are iterated over linearly, which leads | ||||||
|  | to few cache misses. | ||||||
|  | 
 | ||||||
|  | The bodies are not accessed during iteration. Instead read only data, such as | ||||||
|  | the mass values are stored with the constraints. The mutable data are the constraint | ||||||
|  | impulses and the bodies velocities/positions. The impulses are held inside the | ||||||
|  | constraint structures. The body velocities/positions are held in compact, temporary | ||||||
|  | arrays to increase the number of cache hits. Linear and angular velocity are | ||||||
|  | stored in a single array since multiple arrays lead to multiple misses. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | /*
 | ||||||
|  | 2D Rotation | ||||||
|  | 
 | ||||||
|  | R = [cos(theta) -sin(theta)] | ||||||
|  |     [sin(theta) cos(theta) ] | ||||||
|  | 
 | ||||||
|  | thetaDot = omega | ||||||
|  | 
 | ||||||
|  | Let q1 = cos(theta), q2 = sin(theta). | ||||||
|  | R = [q1 -q2] | ||||||
|  |     [q2  q1] | ||||||
|  | 
 | ||||||
|  | q1Dot = -thetaDot * q2 | ||||||
|  | q2Dot = thetaDot * q1 | ||||||
|  | 
 | ||||||
|  | q1_new = q1_old - dt * w * q2 | ||||||
|  | q2_new = q2_old + dt * w * q1 | ||||||
|  | then normalize. | ||||||
|  | 
 | ||||||
|  | This might be faster than computing sin+cos. | ||||||
|  | However, we can compute sin+cos of the same angle fast. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | b2Island::b2Island( | ||||||
|  | 	int32 bodyCapacity, | ||||||
|  | 	int32 contactCapacity, | ||||||
|  | 	int32 jointCapacity, | ||||||
|  | 	b2StackAllocator* allocator, | ||||||
|  | 	b2ContactListener* listener) | ||||||
|  | { | ||||||
|  | 	m_bodyCapacity = bodyCapacity; | ||||||
|  | 	m_contactCapacity = contactCapacity; | ||||||
|  | 	m_jointCapacity	 = jointCapacity; | ||||||
|  | 	m_bodyCount = 0; | ||||||
|  | 	m_contactCount = 0; | ||||||
|  | 	m_jointCount = 0; | ||||||
|  | 
 | ||||||
|  | 	m_allocator = allocator; | ||||||
|  | 	m_listener = listener; | ||||||
|  | 
 | ||||||
|  | 	m_bodies = (b2Body**)m_allocator->Allocate(bodyCapacity * sizeof(b2Body*)); | ||||||
|  | 	m_contacts = (b2Contact**)m_allocator->Allocate(contactCapacity	 * sizeof(b2Contact*)); | ||||||
|  | 	m_joints = (b2Joint**)m_allocator->Allocate(jointCapacity * sizeof(b2Joint*)); | ||||||
|  | 
 | ||||||
|  | 	m_velocities = (b2Velocity*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Velocity)); | ||||||
|  | 	m_positions = (b2Position*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Position)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | b2Island::~b2Island() | ||||||
|  | { | ||||||
|  | 	// Warning: the order should reverse the constructor order.
 | ||||||
|  | 	m_allocator->Free(m_positions); | ||||||
|  | 	m_allocator->Free(m_velocities); | ||||||
|  | 	m_allocator->Free(m_joints); | ||||||
|  | 	m_allocator->Free(m_contacts); | ||||||
|  | 	m_allocator->Free(m_bodies); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Island::Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep) | ||||||
|  | { | ||||||
|  | 	b2Timer timer; | ||||||
|  | 
 | ||||||
|  | 	float32 h = step.dt; | ||||||
|  | 
 | ||||||
|  | 	// Integrate velocities and apply damping. Initialize the body state.
 | ||||||
|  | 	for (int32 i = 0; i < m_bodyCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Body* b = m_bodies[i]; | ||||||
|  | 
 | ||||||
|  | 		b2Vec2 c = b->m_sweep.c; | ||||||
|  | 		float32 a = b->m_sweep.a; | ||||||
|  | 		b2Vec2 v = b->m_linearVelocity; | ||||||
|  | 		float32 w = b->m_angularVelocity; | ||||||
|  | 
 | ||||||
|  | 		// Store positions for continuous collision.
 | ||||||
|  | 		b->m_sweep.c0 = b->m_sweep.c; | ||||||
|  | 		b->m_sweep.a0 = b->m_sweep.a; | ||||||
|  | 
 | ||||||
|  | 		if (b->m_type == b2_dynamicBody) | ||||||
|  | 		{ | ||||||
|  | 			// Integrate velocities.
 | ||||||
|  | 			v += h * (b->m_gravityScale * gravity + b->m_invMass * b->m_force); | ||||||
|  | 			w += h * b->m_invI * b->m_torque; | ||||||
|  | 
 | ||||||
|  | 			// Apply damping.
 | ||||||
|  | 			// ODE: dv/dt + c * v = 0
 | ||||||
|  | 			// Solution: v(t) = v0 * exp(-c * t)
 | ||||||
|  | 			// Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
 | ||||||
|  | 			// v2 = exp(-c * dt) * v1
 | ||||||
|  | 			// Pade approximation:
 | ||||||
|  | 			// v2 = v1 * 1 / (1 + c * dt)
 | ||||||
|  | 			v *= 1.0f / (1.0f + h * b->m_linearDamping); | ||||||
|  | 			w *= 1.0f / (1.0f + h * b->m_angularDamping); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		m_positions[i].c = c; | ||||||
|  | 		m_positions[i].a = a; | ||||||
|  | 		m_velocities[i].v = v; | ||||||
|  | 		m_velocities[i].w = w; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	timer.Reset(); | ||||||
|  | 
 | ||||||
|  | 	// Solver data
 | ||||||
|  | 	b2SolverData solverData; | ||||||
|  | 	solverData.step = step; | ||||||
|  | 	solverData.positions = m_positions; | ||||||
|  | 	solverData.velocities = m_velocities; | ||||||
|  | 
 | ||||||
|  | 	// Initialize velocity constraints.
 | ||||||
|  | 	b2ContactSolverDef contactSolverDef; | ||||||
|  | 	contactSolverDef.step = step; | ||||||
|  | 	contactSolverDef.contacts = m_contacts; | ||||||
|  | 	contactSolverDef.count = m_contactCount; | ||||||
|  | 	contactSolverDef.positions = m_positions; | ||||||
|  | 	contactSolverDef.velocities = m_velocities; | ||||||
|  | 	contactSolverDef.allocator = m_allocator; | ||||||
|  | 
 | ||||||
|  | 	b2ContactSolver contactSolver(&contactSolverDef); | ||||||
|  | 	contactSolver.InitializeVelocityConstraints(); | ||||||
|  | 
 | ||||||
|  | 	if (step.warmStarting) | ||||||
|  | 	{ | ||||||
|  | 		contactSolver.WarmStart(); | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	for (int32 i = 0; i < m_jointCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		m_joints[i]->InitVelocityConstraints(solverData); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	profile->solveInit = timer.GetMilliseconds(); | ||||||
|  | 
 | ||||||
|  | 	// Solve velocity constraints
 | ||||||
|  | 	timer.Reset(); | ||||||
|  | 	for (int32 i = 0; i < step.velocityIterations; ++i) | ||||||
|  | 	{ | ||||||
|  | 		for (int32 j = 0; j < m_jointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			m_joints[j]->SolveVelocityConstraints(solverData); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		contactSolver.SolveVelocityConstraints(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Store impulses for warm starting
 | ||||||
|  | 	contactSolver.StoreImpulses(); | ||||||
|  | 	profile->solveVelocity = timer.GetMilliseconds(); | ||||||
|  | 
 | ||||||
|  | 	// Integrate positions
 | ||||||
|  | 	for (int32 i = 0; i < m_bodyCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 c = m_positions[i].c; | ||||||
|  | 		float32 a = m_positions[i].a; | ||||||
|  | 		b2Vec2 v = m_velocities[i].v; | ||||||
|  | 		float32 w = m_velocities[i].w; | ||||||
|  | 
 | ||||||
|  | 		// Check for large velocities
 | ||||||
|  | 		b2Vec2 translation = h * v; | ||||||
|  | 		if (b2Dot(translation, translation) > b2_maxTranslationSquared) | ||||||
|  | 		{ | ||||||
|  | 			float32 ratio = b2_maxTranslation / translation.Length(); | ||||||
|  | 			v *= ratio; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		float32 rotation = h * w; | ||||||
|  | 		if (rotation * rotation > b2_maxRotationSquared) | ||||||
|  | 		{ | ||||||
|  | 			float32 ratio = b2_maxRotation / b2Abs(rotation); | ||||||
|  | 			w *= ratio; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Integrate
 | ||||||
|  | 		c += h * v; | ||||||
|  | 		a += h * w; | ||||||
|  | 
 | ||||||
|  | 		m_positions[i].c = c; | ||||||
|  | 		m_positions[i].a = a; | ||||||
|  | 		m_velocities[i].v = v; | ||||||
|  | 		m_velocities[i].w = w; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Solve position constraints
 | ||||||
|  | 	timer.Reset(); | ||||||
|  | 	bool positionSolved = false; | ||||||
|  | 	for (int32 i = 0; i < step.positionIterations; ++i) | ||||||
|  | 	{ | ||||||
|  | 		bool contactsOkay = contactSolver.SolvePositionConstraints(); | ||||||
|  | 
 | ||||||
|  | 		bool jointsOkay = true; | ||||||
|  | 		for (int32 j = 0; j < m_jointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			bool jointOkay = m_joints[j]->SolvePositionConstraints(solverData); | ||||||
|  | 			jointsOkay = jointsOkay && jointOkay; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		if (contactsOkay && jointsOkay) | ||||||
|  | 		{ | ||||||
|  | 			// Exit early if the position errors are small.
 | ||||||
|  | 			positionSolved = true; | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Copy state buffers back to the bodies
 | ||||||
|  | 	for (int32 i = 0; i < m_bodyCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Body* body = m_bodies[i]; | ||||||
|  | 		body->m_sweep.c = m_positions[i].c; | ||||||
|  | 		body->m_sweep.a = m_positions[i].a; | ||||||
|  | 		body->m_linearVelocity = m_velocities[i].v; | ||||||
|  | 		body->m_angularVelocity = m_velocities[i].w; | ||||||
|  | 		body->SynchronizeTransform(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	profile->solvePosition = timer.GetMilliseconds(); | ||||||
|  | 
 | ||||||
|  | 	Report(contactSolver.m_velocityConstraints); | ||||||
|  | 
 | ||||||
|  | 	if (allowSleep) | ||||||
|  | 	{ | ||||||
|  | 		float32 minSleepTime = b2_maxFloat; | ||||||
|  | 
 | ||||||
|  | 		const float32 linTolSqr = b2_linearSleepTolerance * b2_linearSleepTolerance; | ||||||
|  | 		const float32 angTolSqr = b2_angularSleepTolerance * b2_angularSleepTolerance; | ||||||
|  | 
 | ||||||
|  | 		for (int32 i = 0; i < m_bodyCount; ++i) | ||||||
|  | 		{ | ||||||
|  | 			b2Body* b = m_bodies[i]; | ||||||
|  | 			if (b->GetType() == b2_staticBody) | ||||||
|  | 			{ | ||||||
|  | 				continue; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			if ((b->m_flags & b2Body::e_autoSleepFlag) == 0 || | ||||||
|  | 				b->m_angularVelocity * b->m_angularVelocity > angTolSqr || | ||||||
|  | 				b2Dot(b->m_linearVelocity, b->m_linearVelocity) > linTolSqr) | ||||||
|  | 			{ | ||||||
|  | 				b->m_sleepTime = 0.0f; | ||||||
|  | 				minSleepTime = 0.0f; | ||||||
|  | 			} | ||||||
|  | 			else | ||||||
|  | 			{ | ||||||
|  | 				b->m_sleepTime += h; | ||||||
|  | 				minSleepTime = b2Min(minSleepTime, b->m_sleepTime); | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		if (minSleepTime >= b2_timeToSleep && positionSolved) | ||||||
|  | 		{ | ||||||
|  | 			for (int32 i = 0; i < m_bodyCount; ++i) | ||||||
|  | 			{ | ||||||
|  | 				b2Body* b = m_bodies[i]; | ||||||
|  | 				b->SetAwake(false); | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Island::SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB) | ||||||
|  | { | ||||||
|  | 	b2Assert(toiIndexA < m_bodyCount); | ||||||
|  | 	b2Assert(toiIndexB < m_bodyCount); | ||||||
|  | 
 | ||||||
|  | 	// Initialize the body state.
 | ||||||
|  | 	for (int32 i = 0; i < m_bodyCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Body* b = m_bodies[i]; | ||||||
|  | 		m_positions[i].c = b->m_sweep.c; | ||||||
|  | 		m_positions[i].a = b->m_sweep.a; | ||||||
|  | 		m_velocities[i].v = b->m_linearVelocity; | ||||||
|  | 		m_velocities[i].w = b->m_angularVelocity; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	b2ContactSolverDef contactSolverDef; | ||||||
|  | 	contactSolverDef.contacts = m_contacts; | ||||||
|  | 	contactSolverDef.count = m_contactCount; | ||||||
|  | 	contactSolverDef.allocator = m_allocator; | ||||||
|  | 	contactSolverDef.step = subStep; | ||||||
|  | 	contactSolverDef.positions = m_positions; | ||||||
|  | 	contactSolverDef.velocities = m_velocities; | ||||||
|  | 	b2ContactSolver contactSolver(&contactSolverDef); | ||||||
|  | 
 | ||||||
|  | 	// Solve position constraints.
 | ||||||
|  | 	for (int32 i = 0; i < subStep.positionIterations; ++i) | ||||||
|  | 	{ | ||||||
|  | 		bool contactsOkay = contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB); | ||||||
|  | 		if (contactsOkay) | ||||||
|  | 		{ | ||||||
|  | 			break; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | #if 0 | ||||||
|  | 	// Is the new position really safe?
 | ||||||
|  | 	for (int32 i = 0; i < m_contactCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Contact* c = m_contacts[i]; | ||||||
|  | 		b2Fixture* fA = c->GetFixtureA(); | ||||||
|  | 		b2Fixture* fB = c->GetFixtureB(); | ||||||
|  | 
 | ||||||
|  | 		b2Body* bA = fA->GetBody(); | ||||||
|  | 		b2Body* bB = fB->GetBody(); | ||||||
|  | 
 | ||||||
|  | 		int32 indexA = c->GetChildIndexA(); | ||||||
|  | 		int32 indexB = c->GetChildIndexB(); | ||||||
|  | 
 | ||||||
|  | 		b2DistanceInput input; | ||||||
|  | 		input.proxyA.Set(fA->GetShape(), indexA); | ||||||
|  | 		input.proxyB.Set(fB->GetShape(), indexB); | ||||||
|  | 		input.transformA = bA->GetTransform(); | ||||||
|  | 		input.transformB = bB->GetTransform(); | ||||||
|  | 		input.useRadii = false; | ||||||
|  | 
 | ||||||
|  | 		b2DistanceOutput output; | ||||||
|  | 		b2SimplexCache cache; | ||||||
|  | 		cache.count = 0; | ||||||
|  | 		b2Distance(&output, &cache, &input); | ||||||
|  | 
 | ||||||
|  | 		if (output.distance == 0 || cache.count == 3) | ||||||
|  | 		{ | ||||||
|  | 			cache.count += 0; | ||||||
|  | 		} | ||||||
|  | 	} | ||||||
|  | #endif | ||||||
|  | 
 | ||||||
|  | 	// Leap of faith to new safe state.
 | ||||||
|  | 	m_bodies[toiIndexA]->m_sweep.c0 = m_positions[toiIndexA].c; | ||||||
|  | 	m_bodies[toiIndexA]->m_sweep.a0 = m_positions[toiIndexA].a; | ||||||
|  | 	m_bodies[toiIndexB]->m_sweep.c0 = m_positions[toiIndexB].c; | ||||||
|  | 	m_bodies[toiIndexB]->m_sweep.a0 = m_positions[toiIndexB].a; | ||||||
|  | 
 | ||||||
|  | 	// No warm starting is needed for TOI events because warm
 | ||||||
|  | 	// starting impulses were applied in the discrete solver.
 | ||||||
|  | 	contactSolver.InitializeVelocityConstraints(); | ||||||
|  | 
 | ||||||
|  | 	// Solve velocity constraints.
 | ||||||
|  | 	for (int32 i = 0; i < subStep.velocityIterations; ++i) | ||||||
|  | 	{ | ||||||
|  | 		contactSolver.SolveVelocityConstraints(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	// Don't store the TOI contact forces for warm starting
 | ||||||
|  | 	// because they can be quite large.
 | ||||||
|  | 
 | ||||||
|  | 	float32 h = subStep.dt; | ||||||
|  | 
 | ||||||
|  | 	// Integrate positions
 | ||||||
|  | 	for (int32 i = 0; i < m_bodyCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Vec2 c = m_positions[i].c; | ||||||
|  | 		float32 a = m_positions[i].a; | ||||||
|  | 		b2Vec2 v = m_velocities[i].v; | ||||||
|  | 		float32 w = m_velocities[i].w; | ||||||
|  | 
 | ||||||
|  | 		// Check for large velocities
 | ||||||
|  | 		b2Vec2 translation = h * v; | ||||||
|  | 		if (b2Dot(translation, translation) > b2_maxTranslationSquared) | ||||||
|  | 		{ | ||||||
|  | 			float32 ratio = b2_maxTranslation / translation.Length(); | ||||||
|  | 			v *= ratio; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		float32 rotation = h * w; | ||||||
|  | 		if (rotation * rotation > b2_maxRotationSquared) | ||||||
|  | 		{ | ||||||
|  | 			float32 ratio = b2_maxRotation / b2Abs(rotation); | ||||||
|  | 			w *= ratio; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// Integrate
 | ||||||
|  | 		c += h * v; | ||||||
|  | 		a += h * w; | ||||||
|  | 
 | ||||||
|  | 		m_positions[i].c = c; | ||||||
|  | 		m_positions[i].a = a; | ||||||
|  | 		m_velocities[i].v = v; | ||||||
|  | 		m_velocities[i].w = w; | ||||||
|  | 
 | ||||||
|  | 		// Sync bodies
 | ||||||
|  | 		b2Body* body = m_bodies[i]; | ||||||
|  | 		body->m_sweep.c = c; | ||||||
|  | 		body->m_sweep.a = a; | ||||||
|  | 		body->m_linearVelocity = v; | ||||||
|  | 		body->m_angularVelocity = w; | ||||||
|  | 		body->SynchronizeTransform(); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	Report(contactSolver.m_velocityConstraints); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void b2Island::Report(const b2ContactVelocityConstraint* constraints) | ||||||
|  | { | ||||||
|  | 	if (m_listener == nullptr) | ||||||
|  | 	{ | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	for (int32 i = 0; i < m_contactCount; ++i) | ||||||
|  | 	{ | ||||||
|  | 		b2Contact* c = m_contacts[i]; | ||||||
|  | 
 | ||||||
|  | 		const b2ContactVelocityConstraint* vc = constraints + i; | ||||||
|  | 		 | ||||||
|  | 		b2ContactImpulse impulse; | ||||||
|  | 		impulse.count = vc->pointCount; | ||||||
|  | 		for (int32 j = 0; j < vc->pointCount; ++j) | ||||||
|  | 		{ | ||||||
|  | 			impulse.normalImpulses[j] = vc->points[j].normalImpulse; | ||||||
|  | 			impulse.tangentImpulses[j] = vc->points[j].tangentImpulse; | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		m_listener->PostSolve(c, &impulse); | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | @ -0,0 +1,93 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_ISLAND_H | ||||||
|  | #define B2_ISLAND_H | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Common/b2Math.h" | ||||||
|  | #include "Box2D/Dynamics/b2Body.h" | ||||||
|  | #include "Box2D/Dynamics/b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | class b2Contact; | ||||||
|  | class b2Joint; | ||||||
|  | class b2StackAllocator; | ||||||
|  | class b2ContactListener; | ||||||
|  | struct b2ContactVelocityConstraint; | ||||||
|  | struct b2Profile; | ||||||
|  | 
 | ||||||
|  | /// This is an internal class.
 | ||||||
|  | class b2Island | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	b2Island(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity, | ||||||
|  | 			b2StackAllocator* allocator, b2ContactListener* listener); | ||||||
|  | 	~b2Island(); | ||||||
|  | 
 | ||||||
|  | 	void Clear() | ||||||
|  | 	{ | ||||||
|  | 		m_bodyCount = 0; | ||||||
|  | 		m_contactCount = 0; | ||||||
|  | 		m_jointCount = 0; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep); | ||||||
|  | 
 | ||||||
|  | 	void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB); | ||||||
|  | 
 | ||||||
|  | 	void Add(b2Body* body) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(m_bodyCount < m_bodyCapacity); | ||||||
|  | 		body->m_islandIndex = m_bodyCount; | ||||||
|  | 		m_bodies[m_bodyCount] = body; | ||||||
|  | 		++m_bodyCount; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	void Add(b2Contact* contact) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(m_contactCount < m_contactCapacity); | ||||||
|  | 		m_contacts[m_contactCount++] = contact; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	void Add(b2Joint* joint) | ||||||
|  | 	{ | ||||||
|  | 		b2Assert(m_jointCount < m_jointCapacity); | ||||||
|  | 		m_joints[m_jointCount++] = joint; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	void Report(const b2ContactVelocityConstraint* constraints); | ||||||
|  | 
 | ||||||
|  | 	b2StackAllocator* m_allocator; | ||||||
|  | 	b2ContactListener* m_listener; | ||||||
|  | 
 | ||||||
|  | 	b2Body** m_bodies; | ||||||
|  | 	b2Contact** m_contacts; | ||||||
|  | 	b2Joint** m_joints; | ||||||
|  | 
 | ||||||
|  | 	b2Position* m_positions; | ||||||
|  | 	b2Velocity* m_velocities; | ||||||
|  | 
 | ||||||
|  | 	int32 m_bodyCount; | ||||||
|  | 	int32 m_jointCount; | ||||||
|  | 	int32 m_contactCount; | ||||||
|  | 
 | ||||||
|  | 	int32 m_bodyCapacity; | ||||||
|  | 	int32 m_contactCapacity; | ||||||
|  | 	int32 m_jointCapacity; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,70 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_TIME_STEP_H | ||||||
|  | #define B2_TIME_STEP_H | ||||||
|  | 
 | ||||||
|  | #include "../Common/b2Math.h" | ||||||
|  | 
 | ||||||
|  | /// Profiling data. Times are in milliseconds.
 | ||||||
|  | struct b2Profile | ||||||
|  | { | ||||||
|  | 	float32 step; | ||||||
|  | 	float32 collide; | ||||||
|  | 	float32 solve; | ||||||
|  | 	float32 solveInit; | ||||||
|  | 	float32 solveVelocity; | ||||||
|  | 	float32 solvePosition; | ||||||
|  | 	float32 broadphase; | ||||||
|  | 	float32 solveTOI; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// This is an internal structure.
 | ||||||
|  | struct b2TimeStep | ||||||
|  | { | ||||||
|  | 	float32 dt;			// time step
 | ||||||
|  | 	float32 inv_dt;		// inverse time step (0 if dt == 0).
 | ||||||
|  | 	float32 dtRatio;	// dt * inv_dt0
 | ||||||
|  | 	int32 velocityIterations; | ||||||
|  | 	int32 positionIterations; | ||||||
|  | 	bool warmStarting; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// This is an internal structure.
 | ||||||
|  | struct b2Position | ||||||
|  | { | ||||||
|  | 	b2Vec2 c; | ||||||
|  | 	float32 a; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// This is an internal structure.
 | ||||||
|  | struct b2Velocity | ||||||
|  | { | ||||||
|  | 	b2Vec2 v; | ||||||
|  | 	float32 w; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Solver Data
 | ||||||
|  | struct b2SolverData | ||||||
|  | { | ||||||
|  | 	b2TimeStep step; | ||||||
|  | 	b2Position* positions; | ||||||
|  | 	b2Velocity* velocities; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
										
											
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							|  | @ -0,0 +1,354 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_WORLD_H | ||||||
|  | #define B2_WORLD_H | ||||||
|  | 
 | ||||||
|  | #include "../Common/b2Math.h" | ||||||
|  | #include "../Common/b2BlockAllocator.h" | ||||||
|  | #include "../Common/b2StackAllocator.h" | ||||||
|  | #include "b2ContactManager.h" | ||||||
|  | #include "b2WorldCallbacks.h" | ||||||
|  | #include "b2TimeStep.h" | ||||||
|  | 
 | ||||||
|  | struct b2AABB; | ||||||
|  | struct b2BodyDef; | ||||||
|  | struct b2Color; | ||||||
|  | struct b2JointDef; | ||||||
|  | class b2Body; | ||||||
|  | class b2Draw; | ||||||
|  | class b2Fixture; | ||||||
|  | class b2Joint; | ||||||
|  | 
 | ||||||
|  | /// The world class manages all physics entities, dynamic simulation,
 | ||||||
|  | /// and asynchronous queries. The world also contains efficient memory
 | ||||||
|  | /// management facilities.
 | ||||||
|  | class b2World | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	/// Construct a world object.
 | ||||||
|  | 	/// @param gravity the world gravity vector.
 | ||||||
|  | 	b2World(const b2Vec2& gravity); | ||||||
|  | 
 | ||||||
|  | 	/// Destruct the world. All physics entities are destroyed and all heap memory is released.
 | ||||||
|  | 	~b2World(); | ||||||
|  | 
 | ||||||
|  | 	/// Register a destruction listener. The listener is owned by you and must
 | ||||||
|  | 	/// remain in scope.
 | ||||||
|  | 	void SetDestructionListener(b2DestructionListener* listener); | ||||||
|  | 
 | ||||||
|  | 	/// Register a contact filter to provide specific control over collision.
 | ||||||
|  | 	/// Otherwise the default filter is used (b2_defaultFilter). The listener is
 | ||||||
|  | 	/// owned by you and must remain in scope. 
 | ||||||
|  | 	void SetContactFilter(b2ContactFilter* filter); | ||||||
|  | 
 | ||||||
|  | 	/// Register a contact event listener. The listener is owned by you and must
 | ||||||
|  | 	/// remain in scope.
 | ||||||
|  | 	void SetContactListener(b2ContactListener* listener); | ||||||
|  | 
 | ||||||
|  | 	/// Register a routine for debug drawing. The debug draw functions are called
 | ||||||
|  | 	/// inside with b2World::DrawDebugData method. The debug draw object is owned
 | ||||||
|  | 	/// by you and must remain in scope.
 | ||||||
|  | 	void SetDebugDraw(b2Draw* debugDraw); | ||||||
|  | 
 | ||||||
|  | 	/// Create a rigid body given a definition. No reference to the definition
 | ||||||
|  | 	/// is retained.
 | ||||||
|  | 	/// @warning This function is locked during callbacks.
 | ||||||
|  | 	b2Body* CreateBody(const b2BodyDef* def); | ||||||
|  | 
 | ||||||
|  | 	/// Destroy a rigid body given a definition. No reference to the definition
 | ||||||
|  | 	/// is retained. This function is locked during callbacks.
 | ||||||
|  | 	/// @warning This automatically deletes all associated shapes and joints.
 | ||||||
|  | 	/// @warning This function is locked during callbacks.
 | ||||||
|  | 	void DestroyBody(b2Body* body); | ||||||
|  | 
 | ||||||
|  | 	/// Create a joint to constrain bodies together. No reference to the definition
 | ||||||
|  | 	/// is retained. This may cause the connected bodies to cease colliding.
 | ||||||
|  | 	/// @warning This function is locked during callbacks.
 | ||||||
|  | 	b2Joint* CreateJoint(const b2JointDef* def); | ||||||
|  | 
 | ||||||
|  | 	/// Destroy a joint. This may cause the connected bodies to begin colliding.
 | ||||||
|  | 	/// @warning This function is locked during callbacks.
 | ||||||
|  | 	void DestroyJoint(b2Joint* joint); | ||||||
|  | 
 | ||||||
|  | 	/// Take a time step. This performs collision detection, integration,
 | ||||||
|  | 	/// and constraint solution.
 | ||||||
|  | 	/// @param timeStep the amount of time to simulate, this should not vary.
 | ||||||
|  | 	/// @param velocityIterations for the velocity constraint solver.
 | ||||||
|  | 	/// @param positionIterations for the position constraint solver.
 | ||||||
|  | 	void Step(	float32 timeStep, | ||||||
|  | 				int32 velocityIterations, | ||||||
|  | 				int32 positionIterations); | ||||||
|  | 
 | ||||||
|  | 	/// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
 | ||||||
|  | 	/// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
 | ||||||
|  | 	/// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
 | ||||||
|  | 	/// a fixed sized time step under a variable frame-rate.
 | ||||||
|  | 	/// When you perform sub-stepping you will disable auto clearing of forces and instead call
 | ||||||
|  | 	/// ClearForces after all sub-steps are complete in one pass of your game loop.
 | ||||||
|  | 	/// @see SetAutoClearForces
 | ||||||
|  | 	void ClearForces(); | ||||||
|  | 
 | ||||||
|  | 	/// Call this to draw shapes and other debug draw data. This is intentionally non-const.
 | ||||||
|  | 	void DrawDebugData(); | ||||||
|  | 
 | ||||||
|  | 	/// Query the world for all fixtures that potentially overlap the
 | ||||||
|  | 	/// provided AABB.
 | ||||||
|  | 	/// @param callback a user implemented callback class.
 | ||||||
|  | 	/// @param aabb the query box.
 | ||||||
|  | 	void QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const; | ||||||
|  | 
 | ||||||
|  | 	/// Ray-cast the world for all fixtures in the path of the ray. Your callback
 | ||||||
|  | 	/// controls whether you get the closest point, any point, or n-points.
 | ||||||
|  | 	/// The ray-cast ignores shapes that contain the starting point.
 | ||||||
|  | 	/// @param callback a user implemented callback class.
 | ||||||
|  | 	/// @param point1 the ray starting point
 | ||||||
|  | 	/// @param point2 the ray ending point
 | ||||||
|  | 	void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the world body list. With the returned body, use b2Body::GetNext to get
 | ||||||
|  | 	/// the next body in the world list. A nullptr body indicates the end of the list.
 | ||||||
|  | 	/// @return the head of the world body list.
 | ||||||
|  | 	b2Body* GetBodyList(); | ||||||
|  | 	const b2Body* GetBodyList() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
 | ||||||
|  | 	/// the next joint in the world list. A nullptr joint indicates the end of the list.
 | ||||||
|  | 	/// @return the head of the world joint list.
 | ||||||
|  | 	b2Joint* GetJointList(); | ||||||
|  | 	const b2Joint* GetJointList() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
 | ||||||
|  | 	/// the next contact in the world list. A nullptr contact indicates the end of the list.
 | ||||||
|  | 	/// @return the head of the world contact list.
 | ||||||
|  | 	/// @warning contacts are created and destroyed in the middle of a time step.
 | ||||||
|  | 	/// Use b2ContactListener to avoid missing contacts.
 | ||||||
|  | 	b2Contact* GetContactList(); | ||||||
|  | 	const b2Contact* GetContactList() const; | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable sleep.
 | ||||||
|  | 	void SetAllowSleeping(bool flag); | ||||||
|  | 	bool GetAllowSleeping() const { return m_allowSleep; } | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable warm starting. For testing.
 | ||||||
|  | 	void SetWarmStarting(bool flag) { m_warmStarting = flag; } | ||||||
|  | 	bool GetWarmStarting() const { return m_warmStarting; } | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable continuous physics. For testing.
 | ||||||
|  | 	void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; } | ||||||
|  | 	bool GetContinuousPhysics() const { return m_continuousPhysics; } | ||||||
|  | 
 | ||||||
|  | 	/// Enable/disable single stepped continuous physics. For testing.
 | ||||||
|  | 	void SetSubStepping(bool flag) { m_subStepping = flag; } | ||||||
|  | 	bool GetSubStepping() const { return m_subStepping; } | ||||||
|  | 
 | ||||||
|  | 	/// Get the number of broad-phase proxies.
 | ||||||
|  | 	int32 GetProxyCount() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the number of bodies.
 | ||||||
|  | 	int32 GetBodyCount() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the number of joints.
 | ||||||
|  | 	int32 GetJointCount() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the number of contacts (each may have 0 or more contact points).
 | ||||||
|  | 	int32 GetContactCount() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the height of the dynamic tree.
 | ||||||
|  | 	int32 GetTreeHeight() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the balance of the dynamic tree.
 | ||||||
|  | 	int32 GetTreeBalance() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the quality metric of the dynamic tree. The smaller the better.
 | ||||||
|  | 	/// The minimum is 1.
 | ||||||
|  | 	float32 GetTreeQuality() const; | ||||||
|  | 
 | ||||||
|  | 	/// Change the global gravity vector.
 | ||||||
|  | 	void SetGravity(const b2Vec2& gravity); | ||||||
|  | 	 | ||||||
|  | 	/// Get the global gravity vector.
 | ||||||
|  | 	b2Vec2 GetGravity() const; | ||||||
|  | 
 | ||||||
|  | 	/// Is the world locked (in the middle of a time step).
 | ||||||
|  | 	bool IsLocked() const; | ||||||
|  | 
 | ||||||
|  | 	/// Set flag to control automatic clearing of forces after each time step.
 | ||||||
|  | 	void SetAutoClearForces(bool flag); | ||||||
|  | 
 | ||||||
|  | 	/// Get the flag that controls automatic clearing of forces after each time step.
 | ||||||
|  | 	bool GetAutoClearForces() const; | ||||||
|  | 
 | ||||||
|  | 	/// Shift the world origin. Useful for large worlds.
 | ||||||
|  | 	/// The body shift formula is: position -= newOrigin
 | ||||||
|  | 	/// @param newOrigin the new origin with respect to the old origin
 | ||||||
|  | 	void ShiftOrigin(const b2Vec2& newOrigin); | ||||||
|  | 
 | ||||||
|  | 	/// Get the contact manager for testing.
 | ||||||
|  | 	const b2ContactManager& GetContactManager() const; | ||||||
|  | 
 | ||||||
|  | 	/// Get the current profile.
 | ||||||
|  | 	const b2Profile& GetProfile() const; | ||||||
|  | 
 | ||||||
|  | 	/// Dump the world into the log file.
 | ||||||
|  | 	/// @warning this should be called outside of a time step.
 | ||||||
|  | 	void Dump(); | ||||||
|  | 
 | ||||||
|  | private: | ||||||
|  | 
 | ||||||
|  | 	// m_flags
 | ||||||
|  | 	enum | ||||||
|  | 	{ | ||||||
|  | 		e_newFixture	= 0x0001, | ||||||
|  | 		e_locked		= 0x0002, | ||||||
|  | 		e_clearForces	= 0x0004 | ||||||
|  | 	}; | ||||||
|  | 
 | ||||||
|  | 	friend class b2Body; | ||||||
|  | 	friend class b2Fixture; | ||||||
|  | 	friend class b2ContactManager; | ||||||
|  | 	friend class b2Controller; | ||||||
|  | 
 | ||||||
|  | 	void Solve(const b2TimeStep& step); | ||||||
|  | 	void SolveTOI(const b2TimeStep& step); | ||||||
|  | 
 | ||||||
|  | 	void DrawJoint(b2Joint* joint); | ||||||
|  | 	void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color); | ||||||
|  | 
 | ||||||
|  | 	b2BlockAllocator m_blockAllocator; | ||||||
|  | 	b2StackAllocator m_stackAllocator; | ||||||
|  | 
 | ||||||
|  | 	int32 m_flags; | ||||||
|  | 
 | ||||||
|  | 	b2ContactManager m_contactManager; | ||||||
|  | 
 | ||||||
|  | 	b2Body* m_bodyList; | ||||||
|  | 	b2Joint* m_jointList; | ||||||
|  | 
 | ||||||
|  | 	int32 m_bodyCount; | ||||||
|  | 	int32 m_jointCount; | ||||||
|  | 
 | ||||||
|  | 	b2Vec2 m_gravity; | ||||||
|  | 	bool m_allowSleep; | ||||||
|  | 
 | ||||||
|  | 	b2DestructionListener* m_destructionListener; | ||||||
|  | 	b2Draw* m_debugDraw; | ||||||
|  | 
 | ||||||
|  | 	// This is used to compute the time step ratio to
 | ||||||
|  | 	// support a variable time step.
 | ||||||
|  | 	float32 m_inv_dt0; | ||||||
|  | 
 | ||||||
|  | 	// These are for debugging the solver.
 | ||||||
|  | 	bool m_warmStarting; | ||||||
|  | 	bool m_continuousPhysics; | ||||||
|  | 	bool m_subStepping; | ||||||
|  | 
 | ||||||
|  | 	bool m_stepComplete; | ||||||
|  | 
 | ||||||
|  | 	b2Profile m_profile; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | inline b2Body* b2World::GetBodyList() | ||||||
|  | { | ||||||
|  | 	return m_bodyList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Body* b2World::GetBodyList() const | ||||||
|  | { | ||||||
|  | 	return m_bodyList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Joint* b2World::GetJointList() | ||||||
|  | { | ||||||
|  | 	return m_jointList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Joint* b2World::GetJointList() const | ||||||
|  | { | ||||||
|  | 	return m_jointList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Contact* b2World::GetContactList() | ||||||
|  | { | ||||||
|  | 	return m_contactManager.m_contactList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Contact* b2World::GetContactList() const | ||||||
|  | { | ||||||
|  | 	return m_contactManager.m_contactList; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline int32 b2World::GetBodyCount() const | ||||||
|  | { | ||||||
|  | 	return m_bodyCount; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline int32 b2World::GetJointCount() const | ||||||
|  | { | ||||||
|  | 	return m_jointCount; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline int32 b2World::GetContactCount() const | ||||||
|  | { | ||||||
|  | 	return m_contactManager.m_contactCount; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2World::SetGravity(const b2Vec2& gravity) | ||||||
|  | { | ||||||
|  | 	m_gravity = gravity; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline b2Vec2 b2World::GetGravity() const | ||||||
|  | { | ||||||
|  | 	return m_gravity; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline bool b2World::IsLocked() const | ||||||
|  | { | ||||||
|  | 	return (m_flags & e_locked) == e_locked; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline void b2World::SetAutoClearForces(bool flag) | ||||||
|  | { | ||||||
|  | 	if (flag) | ||||||
|  | 	{ | ||||||
|  | 		m_flags |= e_clearForces; | ||||||
|  | 	} | ||||||
|  | 	else | ||||||
|  | 	{ | ||||||
|  | 		m_flags &= ~e_clearForces; | ||||||
|  | 	} | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | /// Get the flag that controls automatic clearing of forces after each time step.
 | ||||||
|  | inline bool b2World::GetAutoClearForces() const | ||||||
|  | { | ||||||
|  | 	return (m_flags & e_clearForces) == e_clearForces; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2ContactManager& b2World::GetContactManager() const | ||||||
|  | { | ||||||
|  | 	return m_contactManager; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | inline const b2Profile& b2World::GetProfile() const | ||||||
|  | { | ||||||
|  | 	return m_profile; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,36 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #include "Box2D/Dynamics/b2WorldCallbacks.h" | ||||||
|  | #include "Box2D/Dynamics/b2Fixture.h" | ||||||
|  | 
 | ||||||
|  | // Return true if contact calculations should be performed between these two shapes.
 | ||||||
|  | // If you implement your own collision filter you may want to build from this implementation.
 | ||||||
|  | bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB) | ||||||
|  | { | ||||||
|  | 	const b2Filter& filterA = fixtureA->GetFilterData(); | ||||||
|  | 	const b2Filter& filterB = fixtureB->GetFilterData(); | ||||||
|  | 
 | ||||||
|  | 	if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0) | ||||||
|  | 	{ | ||||||
|  | 		return filterA.groupIndex > 0; | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0; | ||||||
|  | 	return collide; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,155 @@ | ||||||
|  | /*
 | ||||||
|  | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 | ||||||
|  | * | ||||||
|  | * This software is provided 'as-is', without any express or implied | ||||||
|  | * warranty.  In no event will the authors be held liable for any damages | ||||||
|  | * arising from the use of this software. | ||||||
|  | * Permission is granted to anyone to use this software for any purpose, | ||||||
|  | * including commercial applications, and to alter it and redistribute it | ||||||
|  | * freely, subject to the following restrictions: | ||||||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||||||
|  | * claim that you wrote the original software. If you use this software | ||||||
|  | * in a product, an acknowledgment in the product documentation would be | ||||||
|  | * appreciated but is not required. | ||||||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||||||
|  | * misrepresented as being the original software. | ||||||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||||||
|  | */ | ||||||
|  | 
 | ||||||
|  | #ifndef B2_WORLD_CALLBACKS_H | ||||||
|  | #define B2_WORLD_CALLBACKS_H | ||||||
|  | 
 | ||||||
|  | #include "../Common/b2Settings.h" | ||||||
|  | 
 | ||||||
|  | struct b2Vec2; | ||||||
|  | struct b2Transform; | ||||||
|  | class b2Fixture; | ||||||
|  | class b2Body; | ||||||
|  | class b2Joint; | ||||||
|  | class b2Contact; | ||||||
|  | struct b2ContactResult; | ||||||
|  | struct b2Manifold; | ||||||
|  | 
 | ||||||
|  | /// Joints and fixtures are destroyed when their associated
 | ||||||
|  | /// body is destroyed. Implement this listener so that you
 | ||||||
|  | /// may nullify references to these joints and shapes.
 | ||||||
|  | class b2DestructionListener | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	virtual ~b2DestructionListener() {} | ||||||
|  | 
 | ||||||
|  | 	/// Called when any joint is about to be destroyed due
 | ||||||
|  | 	/// to the destruction of one of its attached bodies.
 | ||||||
|  | 	virtual void SayGoodbye(b2Joint* joint) = 0; | ||||||
|  | 
 | ||||||
|  | 	/// Called when any fixture is about to be destroyed due
 | ||||||
|  | 	/// to the destruction of its parent body.
 | ||||||
|  | 	virtual void SayGoodbye(b2Fixture* fixture) = 0; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Implement this class to provide collision filtering. In other words, you can implement
 | ||||||
|  | /// this class if you want finer control over contact creation.
 | ||||||
|  | class b2ContactFilter | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	virtual ~b2ContactFilter() {} | ||||||
|  | 
 | ||||||
|  | 	/// Return true if contact calculations should be performed between these two shapes.
 | ||||||
|  | 	/// @warning for performance reasons this is only called when the AABBs begin to overlap.
 | ||||||
|  | 	virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB); | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Contact impulses for reporting. Impulses are used instead of forces because
 | ||||||
|  | /// sub-step forces may approach infinity for rigid body collisions. These
 | ||||||
|  | /// match up one-to-one with the contact points in b2Manifold.
 | ||||||
|  | struct b2ContactImpulse | ||||||
|  | { | ||||||
|  | 	float32 normalImpulses[b2_maxManifoldPoints]; | ||||||
|  | 	float32 tangentImpulses[b2_maxManifoldPoints]; | ||||||
|  | 	int32 count; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Implement this class to get contact information. You can use these results for
 | ||||||
|  | /// things like sounds and game logic. You can also get contact results by
 | ||||||
|  | /// traversing the contact lists after the time step. However, you might miss
 | ||||||
|  | /// some contacts because continuous physics leads to sub-stepping.
 | ||||||
|  | /// Additionally you may receive multiple callbacks for the same contact in a
 | ||||||
|  | /// single time step.
 | ||||||
|  | /// You should strive to make your callbacks efficient because there may be
 | ||||||
|  | /// many callbacks per time step.
 | ||||||
|  | /// @warning You cannot create/destroy Box2D entities inside these callbacks.
 | ||||||
|  | class b2ContactListener | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	virtual ~b2ContactListener() {} | ||||||
|  | 
 | ||||||
|  | 	/// Called when two fixtures begin to touch.
 | ||||||
|  | 	virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); } | ||||||
|  | 
 | ||||||
|  | 	/// Called when two fixtures cease to touch.
 | ||||||
|  | 	virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); } | ||||||
|  | 
 | ||||||
|  | 	/// This is called after a contact is updated. This allows you to inspect a
 | ||||||
|  | 	/// contact before it goes to the solver. If you are careful, you can modify the
 | ||||||
|  | 	/// contact manifold (e.g. disable contact).
 | ||||||
|  | 	/// A copy of the old manifold is provided so that you can detect changes.
 | ||||||
|  | 	/// Note: this is called only for awake bodies.
 | ||||||
|  | 	/// Note: this is called even when the number of contact points is zero.
 | ||||||
|  | 	/// Note: this is not called for sensors.
 | ||||||
|  | 	/// Note: if you set the number of contact points to zero, you will not
 | ||||||
|  | 	/// get an EndContact callback. However, you may get a BeginContact callback
 | ||||||
|  | 	/// the next step.
 | ||||||
|  | 	virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold) | ||||||
|  | 	{ | ||||||
|  | 		B2_NOT_USED(contact); | ||||||
|  | 		B2_NOT_USED(oldManifold); | ||||||
|  | 	} | ||||||
|  | 
 | ||||||
|  | 	/// This lets you inspect a contact after the solver is finished. This is useful
 | ||||||
|  | 	/// for inspecting impulses.
 | ||||||
|  | 	/// Note: the contact manifold does not include time of impact impulses, which can be
 | ||||||
|  | 	/// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
 | ||||||
|  | 	/// in a separate data structure.
 | ||||||
|  | 	/// Note: this is only called for contacts that are touching, solid, and awake.
 | ||||||
|  | 	virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) | ||||||
|  | 	{ | ||||||
|  | 		B2_NOT_USED(contact); | ||||||
|  | 		B2_NOT_USED(impulse); | ||||||
|  | 	} | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Callback class for AABB queries.
 | ||||||
|  | /// See b2World::Query
 | ||||||
|  | class b2QueryCallback | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	virtual ~b2QueryCallback() {} | ||||||
|  | 
 | ||||||
|  | 	/// Called for each fixture found in the query AABB.
 | ||||||
|  | 	/// @return false to terminate the query.
 | ||||||
|  | 	virtual bool ReportFixture(b2Fixture* fixture) = 0; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | /// Callback class for ray casts.
 | ||||||
|  | /// See b2World::RayCast
 | ||||||
|  | class b2RayCastCallback | ||||||
|  | { | ||||||
|  | public: | ||||||
|  | 	virtual ~b2RayCastCallback() {} | ||||||
|  | 
 | ||||||
|  | 	/// Called for each fixture found in the query. You control how the ray cast
 | ||||||
|  | 	/// proceeds by returning a float:
 | ||||||
|  | 	/// return -1: ignore this fixture and continue
 | ||||||
|  | 	/// return 0: terminate the ray cast
 | ||||||
|  | 	/// return fraction: clip the ray to this point
 | ||||||
|  | 	/// return 1: don't clip the ray and continue
 | ||||||
|  | 	/// @param fixture the fixture hit by the ray
 | ||||||
|  | 	/// @param point the point of initial intersection
 | ||||||
|  | 	/// @param normal the normal vector at the point of intersection
 | ||||||
|  | 	/// @return -1 to filter, 0 to terminate, fraction to clip the ray for
 | ||||||
|  | 	/// closest hit, 1 to continue
 | ||||||
|  | 	virtual float32 ReportFixture(	b2Fixture* fixture, const b2Vec2& point, | ||||||
|  | 									const b2Vec2& normal, float32 fraction) = 0; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | #endif | ||||||
|  | @ -0,0 +1,17 @@ | ||||||
|  | Copyright (c) 2006-2017 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. | ||||||
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