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https://github.com/ultimatepp/ultimatepp.git
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plugin/box2d: updated (thanks Novo)
git-svn-id: svn://ultimatepp.org/upp/trunk@15930 f0d560ea-af0d-0410-9eb7-867de7ffcac7
This commit is contained in:
parent
f07d121833
commit
ecaf46cff5
152 changed files with 18268 additions and 11877 deletions
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@ -1,62 +1,6 @@
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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||||
*
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||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
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#ifndef _plugin_box2d_Box2D_h_
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#define _plugin_box2d_Box2D_h_
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#ifndef BOX2D_H
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#define BOX2D_H
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/**
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\mainpage Box2D API Documentation
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\section intro_sec Getting Started
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For documentation please see http://box2d.org/documentation.html
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For discussion please visit http://box2d.org/forum
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*/
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// These include files constitute the main Box2D API
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#include "b2Settings.h"
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#include "b2CircleShape.h"
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#include "b2PolygonShape.h"
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#include "b2BroadPhase.h"
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#include "b2Distance.h"
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#include "b2DynamicTree.h"
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#include "b2TimeOfImpact.h"
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#include "b2Body.h"
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#include "b2Fixture.h"
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#include "b2WorldCallbacks.h"
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#include "b2TimeStep.h"
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#include "b2World.h"
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#include "b2Contact.h"
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#include "b2DistanceJoint.h"
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#include "b2FrictionJoint.h"
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#include "b2GearJoint.h"
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#include "b2LineJoint.h"
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#include "b2MouseJoint.h"
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#include "b2PrismaticJoint.h"
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#include "b2PulleyJoint.h"
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#include "b2RevoluteJoint.h"
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#include "b2WeldJoint.h"
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#include "include/box2d/box2d.h"
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#endif
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|
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@ -1,15 +0,0 @@
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Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
21
uppsrc/plugin/box2d/LICENSE
Normal file
21
uppsrc/plugin/box2d/LICENSE
Normal file
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@ -0,0 +1,21 @@
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MIT License
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Copyright (c) 2019 Erin Catto
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Permission is hereby granted, free of charge, to any person obtaining a copy
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||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
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||||
|
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@ -1,59 +0,0 @@
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
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#ifndef B2_BLOCK_ALLOCATOR_H
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#define B2_BLOCK_ALLOCATOR_H
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#include "b2Settings.h"
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const int32 b2_chunkSize = 4096;
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const int32 b2_maxBlockSize = 640;
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const int32 b2_blockSizes = 14;
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const int32 b2_chunkArrayIncrement = 128;
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struct b2Block;
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struct b2Chunk;
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// This is a small object allocator used for allocating small
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// objects that persist for more than one time step.
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// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
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class b2BlockAllocator
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{
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public:
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b2BlockAllocator();
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~b2BlockAllocator();
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void* Allocate(int32 size);
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void Free(void* p, int32 size);
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void Clear();
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private:
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b2Chunk* m_chunks;
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int32 m_chunkCount;
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int32 m_chunkSpace;
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b2Block* m_freeLists[b2_blockSizes];
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static int32 s_blockSizes[b2_blockSizes];
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static uint8 s_blockSizeLookup[b2_maxBlockSize + 1];
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static bool s_blockSizeLookupInitialized;
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};
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#endif
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@ -1,52 +0,0 @@
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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||||
*
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||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
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#include "b2CircleContact.h"
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#include "b2Body.h"
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#include "b2Fixture.h"
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#include "b2WorldCallbacks.h"
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#include "b2BlockAllocator.h"
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#include "b2TimeOfImpact.h"
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#include <new>
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b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator)
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{
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void* mem = allocator->Allocate(sizeof(b2CircleContact));
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return new (mem) b2CircleContact(fixtureA, fixtureB);
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}
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void b2CircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
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{
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((b2CircleContact*)contact)->~b2CircleContact();
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allocator->Free(contact, sizeof(b2CircleContact));
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}
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b2CircleContact::b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
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: b2Contact(fixtureA, fixtureB)
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{
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b2Assert(m_fixtureA->GetType() == b2Shape::e_circle);
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b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
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}
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void b2CircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
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{
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b2CollideCircles(manifold,
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(b2CircleShape*)m_fixtureA->GetShape(), xfA,
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(b2CircleShape*)m_fixtureB->GetShape(), xfB);
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}
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@ -1,38 +0,0 @@
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
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||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
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#ifndef B2_CIRCLE_CONTACT_H
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#define B2_CIRCLE_CONTACT_H
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#include "b2Contact.h"
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class b2BlockAllocator;
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class b2CircleContact : public b2Contact
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{
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public:
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static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);
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static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
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b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
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~b2CircleContact() {}
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void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
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};
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#endif
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@ -1,89 +0,0 @@
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/*
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||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
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#include "b2CircleShape.h"
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#include <new>
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b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
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{
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void* mem = allocator->Allocate(sizeof(b2CircleShape));
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b2CircleShape* clone = new (mem) b2CircleShape;
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*clone = *this;
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return clone;
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}
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bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) const
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{
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b2Vec2 center = transform.position + b2Mul(transform.R, m_p);
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b2Vec2 d = p - center;
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return b2Dot(d, d) <= m_radius * m_radius;
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}
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// Collision Detection in Interactive 3D Environments by Gino van den Bergen
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// From Section 3.1.2
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// x = s + a * r
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// norm(x) = radius
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bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const
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{
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b2Vec2 position = transform.position + b2Mul(transform.R, m_p);
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b2Vec2 s = input.p1 - position;
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float32 b = b2Dot(s, s) - m_radius * m_radius;
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// Solve quadratic equation.
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b2Vec2 r = input.p2 - input.p1;
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float32 c = b2Dot(s, r);
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float32 rr = b2Dot(r, r);
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float32 sigma = c * c - rr * b;
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// Check for negative discriminant and short segment.
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if (sigma < 0.0f || rr < b2_epsilon)
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{
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return false;
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}
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// Find the point of intersection of the line with the circle.
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float32 a = -(c + b2Sqrt(sigma));
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// Is the intersection point on the segment?
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if (0.0f <= a && a <= input.maxFraction * rr)
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{
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a /= rr;
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output->fraction = a;
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output->normal = s + a * r;
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output->normal.Normalize();
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return true;
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}
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return false;
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}
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void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform) const
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{
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b2Vec2 p = transform.position + b2Mul(transform.R, m_p);
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aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);
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aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);
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}
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void b2CircleShape::ComputeMass(b2MassData* massData, float32 density) const
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{
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massData->mass = density * b2_pi * m_radius * m_radius;
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massData->center = m_p;
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// inertia about the local origin
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massData->I = massData->mass * (0.5f * m_radius * m_radius + b2Dot(m_p, m_p));
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}
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|
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@ -1,87 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_CIRCLE_SHAPE_H
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#define B2_CIRCLE_SHAPE_H
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|
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#include "b2Shape.h"
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|
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/// A circle shape.
|
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class b2CircleShape : public b2Shape
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{
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public:
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||||
b2CircleShape();
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|
||||
/// Implement b2Shape.
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||||
b2Shape* Clone(b2BlockAllocator* allocator) const;
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||||
|
||||
/// Implement b2Shape.
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bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
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|
||||
/// Implement b2Shape.
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bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const;
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/// @see b2Shape::ComputeAABB
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void ComputeAABB(b2AABB* aabb, const b2Transform& transform) const;
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||||
|
||||
/// @see b2Shape::ComputeMass
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void ComputeMass(b2MassData* massData, float32 density) const;
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/// Get the supporting vertex index in the given direction.
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int32 GetSupport(const b2Vec2& d) const;
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/// Get the supporting vertex in the given direction.
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const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
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||||
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||||
/// Get the vertex count.
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||||
int32 GetVertexCount() const { return 1; }
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||||
|
||||
/// Get a vertex by index. Used by b2Distance.
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||||
const b2Vec2& GetVertex(int32 index) const;
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||||
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||||
/// Position
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||||
b2Vec2 m_p;
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||||
};
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||||
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inline b2CircleShape::b2CircleShape()
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||||
{
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||||
m_type = e_circle;
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||||
m_radius = 0.0f;
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m_p.SetZero();
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||||
}
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||||
|
||||
inline int32 b2CircleShape::GetSupport(const b2Vec2 &d) const
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||||
{
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B2_NOT_USED(d);
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return 0;
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||||
}
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||||
|
||||
inline const b2Vec2& b2CircleShape::GetSupportVertex(const b2Vec2 &d) const
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||||
{
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B2_NOT_USED(d);
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return m_p;
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||||
}
|
||||
|
||||
inline const b2Vec2& b2CircleShape::GetVertex(int32 index) const
|
||||
{
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||||
B2_NOT_USED(index);
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||||
b2Assert(index == 0);
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||||
return m_p;
|
||||
}
|
||||
|
||||
#endif
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||||
|
|
@ -1,306 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2Collision.h"
|
||||
#include "b2PolygonShape.h"
|
||||
|
||||
// Find the separation between poly1 and poly2 for a give edge normal on poly1.
|
||||
static float32 b2EdgeSeparation(const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
|
||||
const b2PolygonShape* poly2, const b2Transform& xf2)
|
||||
{
|
||||
int32 count1 = poly1->m_vertexCount;
|
||||
const b2Vec2* vertices1 = poly1->m_vertices;
|
||||
const b2Vec2* normals1 = poly1->m_normals;
|
||||
|
||||
int32 count2 = poly2->m_vertexCount;
|
||||
const b2Vec2* vertices2 = poly2->m_vertices;
|
||||
|
||||
b2Assert(0 <= edge1 && edge1 < count1);
|
||||
|
||||
// Convert normal from poly1's frame into poly2's frame.
|
||||
b2Vec2 normal1World = b2Mul(xf1.R, normals1[edge1]);
|
||||
b2Vec2 normal1 = b2MulT(xf2.R, normal1World);
|
||||
|
||||
// Find support vertex on poly2 for -normal.
|
||||
int32 index = 0;
|
||||
float32 minDot = b2_maxFloat;
|
||||
|
||||
for (int32 i = 0; i < count2; ++i)
|
||||
{
|
||||
float32 dot = b2Dot(vertices2[i], normal1);
|
||||
if (dot < minDot)
|
||||
{
|
||||
minDot = dot;
|
||||
index = i;
|
||||
}
|
||||
}
|
||||
|
||||
b2Vec2 v1 = b2Mul(xf1, vertices1[edge1]);
|
||||
b2Vec2 v2 = b2Mul(xf2, vertices2[index]);
|
||||
float32 separation = b2Dot(v2 - v1, normal1World);
|
||||
return separation;
|
||||
}
|
||||
|
||||
// Find the max separation between poly1 and poly2 using edge normals from poly1.
|
||||
static float32 b2FindMaxSeparation(int32* edgeIndex,
|
||||
const b2PolygonShape* poly1, const b2Transform& xf1,
|
||||
const b2PolygonShape* poly2, const b2Transform& xf2)
|
||||
{
|
||||
int32 count1 = poly1->m_vertexCount;
|
||||
const b2Vec2* normals1 = poly1->m_normals;
|
||||
|
||||
// Vector pointing from the centroid of poly1 to the centroid of poly2.
|
||||
b2Vec2 d = b2Mul(xf2, poly2->m_centroid) - b2Mul(xf1, poly1->m_centroid);
|
||||
b2Vec2 dLocal1 = b2MulT(xf1.R, d);
|
||||
|
||||
// Find edge normal on poly1 that has the largest projection onto d.
|
||||
int32 edge = 0;
|
||||
float32 maxDot = -b2_maxFloat;
|
||||
for (int32 i = 0; i < count1; ++i)
|
||||
{
|
||||
float32 dot = b2Dot(normals1[i], dLocal1);
|
||||
if (dot > maxDot)
|
||||
{
|
||||
maxDot = dot;
|
||||
edge = i;
|
||||
}
|
||||
}
|
||||
|
||||
// Get the separation for the edge normal.
|
||||
float32 s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
|
||||
|
||||
// Check the separation for the previous edge normal.
|
||||
int32 prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
|
||||
float32 sPrev = b2EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2);
|
||||
|
||||
// Check the separation for the next edge normal.
|
||||
int32 nextEdge = edge + 1 < count1 ? edge + 1 : 0;
|
||||
float32 sNext = b2EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2);
|
||||
|
||||
// Find the best edge and the search direction.
|
||||
int32 bestEdge;
|
||||
float32 bestSeparation;
|
||||
int32 increment;
|
||||
if (sPrev > s && sPrev > sNext)
|
||||
{
|
||||
increment = -1;
|
||||
bestEdge = prevEdge;
|
||||
bestSeparation = sPrev;
|
||||
}
|
||||
else if (sNext > s)
|
||||
{
|
||||
increment = 1;
|
||||
bestEdge = nextEdge;
|
||||
bestSeparation = sNext;
|
||||
}
|
||||
else
|
||||
{
|
||||
*edgeIndex = edge;
|
||||
return s;
|
||||
}
|
||||
|
||||
// Perform a local search for the best edge normal.
|
||||
for ( ; ; )
|
||||
{
|
||||
if (increment == -1)
|
||||
edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
|
||||
else
|
||||
edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;
|
||||
|
||||
s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
|
||||
|
||||
if (s > bestSeparation)
|
||||
{
|
||||
bestEdge = edge;
|
||||
bestSeparation = s;
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
*edgeIndex = bestEdge;
|
||||
return bestSeparation;
|
||||
}
|
||||
|
||||
static void b2FindIncidentEdge(b2ClipVertex c[2],
|
||||
const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
|
||||
const b2PolygonShape* poly2, const b2Transform& xf2)
|
||||
{
|
||||
int32 count1 = poly1->m_vertexCount;
|
||||
const b2Vec2* normals1 = poly1->m_normals;
|
||||
|
||||
int32 count2 = poly2->m_vertexCount;
|
||||
const b2Vec2* vertices2 = poly2->m_vertices;
|
||||
const b2Vec2* normals2 = poly2->m_normals;
|
||||
|
||||
b2Assert(0 <= edge1 && edge1 < count1);
|
||||
|
||||
// Get the normal of the reference edge in poly2's frame.
|
||||
b2Vec2 normal1 = b2MulT(xf2.R, b2Mul(xf1.R, 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.features.referenceEdge = (uint8)edge1;
|
||||
c[0].id.features.incidentEdge = (uint8)i1;
|
||||
c[0].id.features.incidentVertex = 0;
|
||||
|
||||
c[1].v = b2Mul(xf2, vertices2[i2]);
|
||||
c[1].id.features.referenceEdge = (uint8)edge1;
|
||||
c[1].id.features.incidentEdge = (uint8)i2;
|
||||
c[1].id.features.incidentVertex = 1;
|
||||
}
|
||||
|
||||
// Find edge normal of max separation on A - return if separating axis is found
|
||||
// Find edge normal of max separation on B - return if separation axis is found
|
||||
// Choose reference edge as min(minA, minB)
|
||||
// Find incident edge
|
||||
// Clip
|
||||
|
||||
// The normal points from 1 to 2
|
||||
void b2CollidePolygons(b2Manifold* manifold,
|
||||
const b2PolygonShape* polyA, const b2Transform& xfA,
|
||||
const b2PolygonShape* polyB, const b2Transform& xfB)
|
||||
{
|
||||
manifold->pointCount = 0;
|
||||
float32 totalRadius = polyA->m_radius + polyB->m_radius;
|
||||
|
||||
int32 edgeA = 0;
|
||||
float32 separationA = b2FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
|
||||
if (separationA > totalRadius)
|
||||
return;
|
||||
|
||||
int32 edgeB = 0;
|
||||
float32 separationB = b2FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
|
||||
if (separationB > totalRadius)
|
||||
return;
|
||||
|
||||
const b2PolygonShape* poly1; // reference polygon
|
||||
const b2PolygonShape* poly2; // incident polygon
|
||||
b2Transform xf1, xf2;
|
||||
int32 edge1; // reference edge
|
||||
uint8 flip;
|
||||
const float32 k_relativeTol = 0.98f;
|
||||
const float32 k_absoluteTol = 0.001f;
|
||||
|
||||
if (separationB > k_relativeTol * separationA + k_absoluteTol)
|
||||
{
|
||||
poly1 = polyB;
|
||||
poly2 = polyA;
|
||||
xf1 = xfB;
|
||||
xf2 = xfA;
|
||||
edge1 = edgeB;
|
||||
manifold->type = b2Manifold::e_faceB;
|
||||
flip = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
poly1 = polyA;
|
||||
poly2 = polyB;
|
||||
xf1 = xfA;
|
||||
xf2 = xfB;
|
||||
edge1 = edgeA;
|
||||
manifold->type = b2Manifold::e_faceA;
|
||||
flip = 0;
|
||||
}
|
||||
|
||||
b2ClipVertex incidentEdge[2];
|
||||
b2FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
|
||||
|
||||
int32 count1 = poly1->m_vertexCount;
|
||||
const b2Vec2* vertices1 = poly1->m_vertices;
|
||||
|
||||
b2Vec2 v11 = vertices1[edge1];
|
||||
b2Vec2 v12 = edge1 + 1 < count1 ? vertices1[edge1+1] : vertices1[0];
|
||||
|
||||
b2Vec2 localTangent = v12 - v11;
|
||||
localTangent.Normalize();
|
||||
|
||||
b2Vec2 localNormal = b2Cross(localTangent, 1.0f);
|
||||
b2Vec2 planePoint = 0.5f * (v11 + v12);
|
||||
|
||||
b2Vec2 tangent = b2Mul(xf1.R, 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);
|
||||
|
||||
if (np < 2)
|
||||
return;
|
||||
|
||||
// Clip to negative box side 1
|
||||
np = b2ClipSegmentToLine(clipPoints2, clipPoints1, tangent, sideOffset2);
|
||||
|
||||
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;
|
||||
cp->id.features.flip = flip;
|
||||
++pointCount;
|
||||
}
|
||||
}
|
||||
|
||||
manifold->pointCount = pointCount;
|
||||
}
|
||||
|
|
@ -1,226 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2Contact.h"
|
||||
#include "b2CircleContact.h"
|
||||
#include "b2PolygonAndCircleContact.h"
|
||||
#include "b2PolygonContact.h"
|
||||
#include "b2ContactSolver.h"
|
||||
|
||||
#include "b2Collision.h"
|
||||
#include "b2TimeOfImpact.h"
|
||||
#include "b2Shape.h"
|
||||
#include "b2BlockAllocator.h"
|
||||
#include "b2Body.h"
|
||||
#include "b2Fixture.h"
|
||||
#include "b2World.h"
|
||||
|
||||
b2ContactRegister b2Contact::s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
|
||||
bool b2Contact::s_initialized = false;
|
||||
|
||||
void b2Contact::InitializeRegisters()
|
||||
{
|
||||
AddType(b2CircleContact::Create, b2CircleContact::Destroy, b2Shape::e_circle, b2Shape::e_circle);
|
||||
AddType(b2PolygonAndCircleContact::Create, b2PolygonAndCircleContact::Destroy, b2Shape::e_polygon, b2Shape::e_circle);
|
||||
AddType(b2PolygonContact::Create, b2PolygonContact::Destroy, b2Shape::e_polygon, b2Shape::e_polygon);
|
||||
}
|
||||
|
||||
void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destoryFcn,
|
||||
b2Shape::Type type1, b2Shape::Type type2)
|
||||
{
|
||||
b2Assert(b2Shape::e_unknown < type1 && type1 < b2Shape::e_typeCount);
|
||||
b2Assert(b2Shape::e_unknown < 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, b2Fixture* fixtureB, b2BlockAllocator* allocator)
|
||||
{
|
||||
if (s_initialized == false)
|
||||
{
|
||||
InitializeRegisters();
|
||||
s_initialized = true;
|
||||
}
|
||||
|
||||
b2Shape::Type type1 = fixtureA->GetType();
|
||||
b2Shape::Type type2 = fixtureB->GetType();
|
||||
|
||||
b2Assert(b2Shape::e_unknown < type1 && type1 < b2Shape::e_typeCount);
|
||||
b2Assert(b2Shape::e_unknown < type2 && type2 < b2Shape::e_typeCount);
|
||||
|
||||
b2ContactCreateFcn* createFcn = s_registers[type1][type2].createFcn;
|
||||
if (createFcn)
|
||||
{
|
||||
if (s_registers[type1][type2].primary)
|
||||
{
|
||||
return createFcn(fixtureA, fixtureB, allocator);
|
||||
}
|
||||
else
|
||||
{
|
||||
return createFcn(fixtureB, fixtureA, allocator);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
|
||||
{
|
||||
b2Assert(s_initialized == true);
|
||||
|
||||
if (contact->m_manifold.pointCount > 0)
|
||||
{
|
||||
contact->GetFixtureA()->GetBody()->SetAwake(true);
|
||||
contact->GetFixtureB()->GetBody()->SetAwake(true);
|
||||
}
|
||||
|
||||
b2Shape::Type typeA = contact->GetFixtureA()->GetType();
|
||||
b2Shape::Type typeB = contact->GetFixtureB()->GetType();
|
||||
|
||||
b2Assert(b2Shape::e_unknown < typeA && typeB < b2Shape::e_typeCount);
|
||||
b2Assert(b2Shape::e_unknown < typeA && typeB < b2Shape::e_typeCount);
|
||||
|
||||
b2ContactDestroyFcn* destroyFcn = s_registers[typeA][typeB].destroyFcn;
|
||||
destroyFcn(contact, allocator);
|
||||
}
|
||||
|
||||
b2Contact::b2Contact(b2Fixture* fA, b2Fixture* fB)
|
||||
{
|
||||
m_flags = e_enabledFlag;
|
||||
|
||||
m_fixtureA = fA;
|
||||
m_fixtureB = fB;
|
||||
|
||||
m_manifold.pointCount = 0;
|
||||
|
||||
m_prev = NULL;
|
||||
m_next = NULL;
|
||||
|
||||
m_nodeA.contact = NULL;
|
||||
m_nodeA.prev = NULL;
|
||||
m_nodeA.next = NULL;
|
||||
m_nodeA.other = NULL;
|
||||
|
||||
m_nodeB.contact = NULL;
|
||||
m_nodeB.prev = NULL;
|
||||
m_nodeB.next = NULL;
|
||||
m_nodeB.other = NULL;
|
||||
|
||||
m_toiCount = 0;
|
||||
}
|
||||
|
||||
// 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, shapeB, xfA, xfB);
|
||||
|
||||
// Sensors don't generate manifolds.
|
||||
m_manifold.pointCount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
Evaluate(&m_manifold, xfA, xfB);
|
||||
touching = m_manifold.pointCount > 0;
|
||||
|
||||
// Match old contact ids to new contact ids and copy the
|
||||
// stored impulses to warm start the solver.
|
||||
for (int32 i = 0; i < m_manifold.pointCount; ++i)
|
||||
{
|
||||
b2ManifoldPoint* mp2 = m_manifold.points + i;
|
||||
mp2->normalImpulse = 0.0f;
|
||||
mp2->tangentImpulse = 0.0f;
|
||||
b2ContactID id2 = mp2->id;
|
||||
|
||||
for (int32 j = 0; j < oldManifold.pointCount; ++j)
|
||||
{
|
||||
b2ManifoldPoint* mp1 = oldManifold.points + j;
|
||||
|
||||
if (mp1->id.key == id2.key)
|
||||
{
|
||||
mp2->normalImpulse = mp1->normalImpulse;
|
||||
mp2->tangentImpulse = mp1->tangentImpulse;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (touching != wasTouching)
|
||||
{
|
||||
bodyA->SetAwake(true);
|
||||
bodyB->SetAwake(true);
|
||||
}
|
||||
}
|
||||
|
||||
if (touching)
|
||||
{
|
||||
m_flags |= e_touchingFlag;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flags &= ~e_touchingFlag;
|
||||
}
|
||||
|
||||
if (wasTouching == false && touching == true && listener)
|
||||
{
|
||||
listener->BeginContact(this);
|
||||
}
|
||||
|
||||
if (wasTouching == true && touching == false && listener)
|
||||
{
|
||||
listener->EndContact(this);
|
||||
}
|
||||
|
||||
if (sensor == false && touching && listener)
|
||||
{
|
||||
listener->PreSolve(this, &oldManifold);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,242 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_CONTACT_H
|
||||
#define B2_CONTACT_H
|
||||
|
||||
#include "b2Math.h"
|
||||
#include "b2Collision.h"
|
||||
#include "b2Shape.h"
|
||||
#include "b2Contact.h"
|
||||
#include "b2Fixture.h"
|
||||
|
||||
class b2Body;
|
||||
class b2Contact;
|
||||
class b2Fixture;
|
||||
class b2World;
|
||||
class b2BlockAllocator;
|
||||
class b2StackAllocator;
|
||||
class b2ContactListener;
|
||||
|
||||
typedef b2Contact* b2ContactCreateFcn(b2Fixture* fixtureA, b2Fixture* fixtureB, 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 the first fixture in this contact.
|
||||
b2Fixture* GetFixtureA();
|
||||
const b2Fixture* GetFixtureA() const;
|
||||
|
||||
/// Get the second fixture in this contact.
|
||||
b2Fixture* GetFixtureB();
|
||||
const b2Fixture* GetFixtureB() 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,
|
||||
|
||||
};
|
||||
|
||||
/// 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, b2Fixture* fixtureB, b2BlockAllocator* allocator);
|
||||
static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
|
||||
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
|
||||
|
||||
b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}
|
||||
b2Contact(b2Fixture* fixtureA, b2Fixture* fixtureB);
|
||||
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;
|
||||
|
||||
b2Manifold m_manifold;
|
||||
|
||||
int32 m_toiCount;
|
||||
// float32 m_toi;
|
||||
};
|
||||
|
||||
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 const b2Fixture* b2Contact::GetFixtureB() const
|
||||
{
|
||||
return m_fixtureB;
|
||||
}
|
||||
|
||||
inline void b2Contact::FlagForFiltering()
|
||||
{
|
||||
m_flags |= e_filterFlag;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,52 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_CONTACT_MANAGER_H
|
||||
#define B2_CONTACT_MANAGER_H
|
||||
|
||||
#include "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
|
||||
|
|
@ -1,623 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2ContactSolver.h"
|
||||
#include "b2Contact.h"
|
||||
#include "b2Body.h"
|
||||
#include "b2Fixture.h"
|
||||
#include "b2World.h"
|
||||
#include "b2StackAllocator.h"
|
||||
|
||||
#define B2_DEBUG_SOLVER 0
|
||||
|
||||
b2ContactSolver::b2ContactSolver(b2Contact** contacts, int32 contactCount,
|
||||
b2StackAllocator* allocator, float32 impulseRatio)
|
||||
{
|
||||
m_allocator = allocator;
|
||||
|
||||
m_constraintCount = contactCount;
|
||||
m_constraints = (b2ContactConstraint*)m_allocator->Allocate(m_constraintCount * sizeof(b2ContactConstraint));
|
||||
|
||||
for (int32 i = 0; i < m_constraintCount; ++i)
|
||||
{
|
||||
b2Contact* contact = 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();
|
||||
|
||||
float32 friction = b2MixFriction(fixtureA->GetFriction(), fixtureB->GetFriction());
|
||||
float32 restitution = b2MixRestitution(fixtureA->GetRestitution(), fixtureB->GetRestitution());
|
||||
|
||||
b2Vec2 vA = bodyA->m_linearVelocity;
|
||||
b2Vec2 vB = bodyB->m_linearVelocity;
|
||||
float32 wA = bodyA->m_angularVelocity;
|
||||
float32 wB = bodyB->m_angularVelocity;
|
||||
|
||||
b2Assert(manifold->pointCount > 0);
|
||||
|
||||
b2WorldManifold worldManifold;
|
||||
worldManifold.Initialize(manifold, bodyA->m_xf, radiusA, bodyB->m_xf, radiusB);
|
||||
|
||||
b2ContactConstraint* cc = m_constraints + i;
|
||||
cc->bodyA = bodyA;
|
||||
cc->bodyB = bodyB;
|
||||
cc->manifold = manifold;
|
||||
cc->normal = worldManifold.normal;
|
||||
cc->pointCount = manifold->pointCount;
|
||||
cc->friction = friction;
|
||||
|
||||
cc->localNormal = manifold->localNormal;
|
||||
cc->localPoint = manifold->localPoint;
|
||||
cc->radius = radiusA + radiusB;
|
||||
cc->type = manifold->type;
|
||||
|
||||
for (int32 j = 0; j < cc->pointCount; ++j)
|
||||
{
|
||||
b2ManifoldPoint* cp = manifold->points + j;
|
||||
b2ContactConstraintPoint* ccp = cc->points + j;
|
||||
|
||||
ccp->normalImpulse = impulseRatio * cp->normalImpulse;
|
||||
ccp->tangentImpulse = impulseRatio * cp->tangentImpulse;
|
||||
|
||||
ccp->localPoint = cp->localPoint;
|
||||
|
||||
ccp->rA = worldManifold.points[j] - bodyA->m_sweep.c;
|
||||
ccp->rB = worldManifold.points[j] - bodyB->m_sweep.c;
|
||||
|
||||
float32 rnA = b2Cross(ccp->rA, cc->normal);
|
||||
float32 rnB = b2Cross(ccp->rB, cc->normal);
|
||||
rnA *= rnA;
|
||||
rnB *= rnB;
|
||||
|
||||
float32 kNormal = bodyA->m_invMass + bodyB->m_invMass + bodyA->m_invI * rnA + bodyB->m_invI * rnB;
|
||||
|
||||
b2Assert(kNormal > b2_epsilon);
|
||||
ccp->normalMass = 1.0f / kNormal;
|
||||
|
||||
b2Vec2 tangent = b2Cross(cc->normal, 1.0f);
|
||||
|
||||
float32 rtA = b2Cross(ccp->rA, tangent);
|
||||
float32 rtB = b2Cross(ccp->rB, tangent);
|
||||
rtA *= rtA;
|
||||
rtB *= rtB;
|
||||
|
||||
float32 kTangent = bodyA->m_invMass + bodyB->m_invMass + bodyA->m_invI * rtA + bodyB->m_invI * rtB;
|
||||
|
||||
b2Assert(kTangent > b2_epsilon);
|
||||
ccp->tangentMass = 1.0f / kTangent;
|
||||
|
||||
// Setup a velocity bias for restitution.
|
||||
ccp->velocityBias = 0.0f;
|
||||
float32 vRel = b2Dot(cc->normal, vB + b2Cross(wB, ccp->rB) - vA - b2Cross(wA, ccp->rA));
|
||||
if (vRel < -b2_velocityThreshold)
|
||||
{
|
||||
ccp->velocityBias = -restitution * vRel;
|
||||
}
|
||||
}
|
||||
|
||||
// If we have two points, then prepare the block solver.
|
||||
if (cc->pointCount == 2)
|
||||
{
|
||||
b2ContactConstraintPoint* ccp1 = cc->points + 0;
|
||||
b2ContactConstraintPoint* ccp2 = cc->points + 1;
|
||||
|
||||
float32 invMassA = bodyA->m_invMass;
|
||||
float32 invIA = bodyA->m_invI;
|
||||
float32 invMassB = bodyB->m_invMass;
|
||||
float32 invIB = bodyB->m_invI;
|
||||
|
||||
float32 rn1A = b2Cross(ccp1->rA, cc->normal);
|
||||
float32 rn1B = b2Cross(ccp1->rB, cc->normal);
|
||||
float32 rn2A = b2Cross(ccp2->rA, cc->normal);
|
||||
float32 rn2B = b2Cross(ccp2->rB, cc->normal);
|
||||
|
||||
float32 k11 = invMassA + invMassB + invIA * rn1A * rn1A + invIB * rn1B * rn1B;
|
||||
float32 k22 = invMassA + invMassB + invIA * rn2A * rn2A + invIB * rn2B * rn2B;
|
||||
float32 k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * rn1B * rn2B;
|
||||
|
||||
// Ensure a reasonable condition number.
|
||||
const float32 k_maxConditionNumber = 100.0f;
|
||||
if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
|
||||
{
|
||||
// K is safe to invert.
|
||||
cc->K.col1.Set(k11, k12);
|
||||
cc->K.col2.Set(k12, k22);
|
||||
cc->normalMass = cc->K.GetInverse();
|
||||
}
|
||||
else
|
||||
{
|
||||
// The constraints are redundant, just use one.
|
||||
// TODO_ERIN use deepest?
|
||||
cc->pointCount = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
b2ContactSolver::~b2ContactSolver()
|
||||
{
|
||||
m_allocator->Free(m_constraints);
|
||||
}
|
||||
|
||||
void b2ContactSolver::WarmStart()
|
||||
{
|
||||
// Warm start.
|
||||
for (int32 i = 0; i < m_constraintCount; ++i)
|
||||
{
|
||||
b2ContactConstraint* c = m_constraints + i;
|
||||
|
||||
b2Body* bodyA = c->bodyA;
|
||||
b2Body* bodyB = c->bodyB;
|
||||
float32 invMassA = bodyA->m_invMass;
|
||||
float32 invIA = bodyA->m_invI;
|
||||
float32 invMassB = bodyB->m_invMass;
|
||||
float32 invIB = bodyB->m_invI;
|
||||
b2Vec2 normal = c->normal;
|
||||
b2Vec2 tangent = b2Cross(normal, 1.0f);
|
||||
|
||||
for (int32 j = 0; j < c->pointCount; ++j)
|
||||
{
|
||||
b2ContactConstraintPoint* ccp = c->points + j;
|
||||
b2Vec2 P = ccp->normalImpulse * normal + ccp->tangentImpulse * tangent;
|
||||
bodyA->m_angularVelocity -= invIA * b2Cross(ccp->rA, P);
|
||||
bodyA->m_linearVelocity -= invMassA * P;
|
||||
bodyB->m_angularVelocity += invIB * b2Cross(ccp->rB, P);
|
||||
bodyB->m_linearVelocity += invMassB * P;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void b2ContactSolver::SolveVelocityConstraints()
|
||||
{
|
||||
for (int32 i = 0; i < m_constraintCount; ++i)
|
||||
{
|
||||
b2ContactConstraint* c = m_constraints + i;
|
||||
b2Body* bodyA = c->bodyA;
|
||||
b2Body* bodyB = c->bodyB;
|
||||
float32 wA = bodyA->m_angularVelocity;
|
||||
float32 wB = bodyB->m_angularVelocity;
|
||||
b2Vec2 vA = bodyA->m_linearVelocity;
|
||||
b2Vec2 vB = bodyB->m_linearVelocity;
|
||||
float32 invMassA = bodyA->m_invMass;
|
||||
float32 invIA = bodyA->m_invI;
|
||||
float32 invMassB = bodyB->m_invMass;
|
||||
float32 invIB = bodyB->m_invI;
|
||||
b2Vec2 normal = c->normal;
|
||||
b2Vec2 tangent = b2Cross(normal, 1.0f);
|
||||
float32 friction = c->friction;
|
||||
|
||||
b2Assert(c->pointCount == 1 || c->pointCount == 2);
|
||||
|
||||
// Solve tangent constraints
|
||||
for (int32 j = 0; j < c->pointCount; ++j)
|
||||
{
|
||||
b2ContactConstraintPoint* ccp = c->points + j;
|
||||
|
||||
// Relative velocity at contact
|
||||
b2Vec2 dv = vB + b2Cross(wB, ccp->rB) - vA - b2Cross(wA, ccp->rA);
|
||||
|
||||
// Compute tangent force
|
||||
float32 vt = b2Dot(dv, tangent);
|
||||
float32 lambda = ccp->tangentMass * (-vt);
|
||||
|
||||
// b2Clamp the accumulated force
|
||||
float32 maxFriction = friction * ccp->normalImpulse;
|
||||
float32 newImpulse = b2Clamp(ccp->tangentImpulse + lambda, -maxFriction, maxFriction);
|
||||
lambda = newImpulse - ccp->tangentImpulse;
|
||||
|
||||
// Apply contact impulse
|
||||
b2Vec2 P = lambda * tangent;
|
||||
|
||||
vA -= invMassA * P;
|
||||
wA -= invIA * b2Cross(ccp->rA, P);
|
||||
|
||||
vB += invMassB * P;
|
||||
wB += invIB * b2Cross(ccp->rB, P);
|
||||
|
||||
ccp->tangentImpulse = newImpulse;
|
||||
}
|
||||
|
||||
// Solve normal constraints
|
||||
if (c->pointCount == 1)
|
||||
{
|
||||
b2ContactConstraintPoint* ccp = c->points + 0;
|
||||
|
||||
// Relative velocity at contact
|
||||
b2Vec2 dv = vB + b2Cross(wB, ccp->rB) - vA - b2Cross(wA, ccp->rA);
|
||||
|
||||
// Compute normal impulse
|
||||
float32 vn = b2Dot(dv, normal);
|
||||
float32 lambda = -ccp->normalMass * (vn - ccp->velocityBias);
|
||||
|
||||
// b2Clamp the accumulated impulse
|
||||
float32 newImpulse = b2Max(ccp->normalImpulse + lambda, 0.0f);
|
||||
lambda = newImpulse - ccp->normalImpulse;
|
||||
|
||||
// Apply contact impulse
|
||||
b2Vec2 P = lambda * normal;
|
||||
vA -= invMassA * P;
|
||||
wA -= invIA * b2Cross(ccp->rA, P);
|
||||
|
||||
vB += invMassB * P;
|
||||
wB += invIB * b2Cross(ccp->rB, P);
|
||||
ccp->normalImpulse = newImpulse;
|
||||
}
|
||||
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, , 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 = vn_0 - 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 = x' - a
|
||||
//
|
||||
// Plug into above equation:
|
||||
//
|
||||
// vn = A * x + b
|
||||
// = A * (x' - a) + b
|
||||
// = A * x' + b - A * a
|
||||
// = A * x' + b'
|
||||
// b' = b - A * a;
|
||||
|
||||
b2ContactConstraintPoint* cp1 = c->points + 0;
|
||||
b2ContactConstraintPoint* cp2 = c->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;
|
||||
b -= b2Mul(c->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(c->normalMass, b);
|
||||
|
||||
if (x.x >= 0.0f && x.y >= 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 -= invMassA * (P1 + P2);
|
||||
wA -= invIA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
||||
|
||||
vB += invMassB * (P1 + P2);
|
||||
wB += invIB * (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 = c->K.col1.y * x.x + b.y;
|
||||
|
||||
if (x.x >= 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 -= invMassA * (P1 + P2);
|
||||
wA -= invIA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
||||
|
||||
vB += invMassB * (P1 + P2);
|
||||
wB += invIB * (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 = c->K.col2.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 -= invMassA * (P1 + P2);
|
||||
wA -= invIA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
||||
|
||||
vB += invMassB * (P1 + P2);
|
||||
wB += invIB * (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 -= invMassA * (P1 + P2);
|
||||
wA -= invIA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
||||
|
||||
vB += invMassB * (P1 + P2);
|
||||
wB += invIB * (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;
|
||||
}
|
||||
}
|
||||
|
||||
bodyA->m_linearVelocity = vA;
|
||||
bodyA->m_angularVelocity = wA;
|
||||
bodyB->m_linearVelocity = vB;
|
||||
bodyB->m_angularVelocity = wB;
|
||||
}
|
||||
}
|
||||
|
||||
void b2ContactSolver::StoreImpulses()
|
||||
{
|
||||
for (int32 i = 0; i < m_constraintCount; ++i)
|
||||
{
|
||||
b2ContactConstraint* c = m_constraints + i;
|
||||
b2Manifold* m = c->manifold;
|
||||
|
||||
for (int32 j = 0; j < c->pointCount; ++j)
|
||||
{
|
||||
m->points[j].normalImpulse = c->points[j].normalImpulse;
|
||||
m->points[j].tangentImpulse = c->points[j].tangentImpulse;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct b2PositionSolverManifold
|
||||
{
|
||||
void Initialize(b2ContactConstraint* cc, int32 index)
|
||||
{
|
||||
b2Assert(cc->pointCount > 0);
|
||||
|
||||
switch (cc->type)
|
||||
{
|
||||
case b2Manifold::e_circles:
|
||||
{
|
||||
b2Vec2 pointA = cc->bodyA->GetWorldPoint(cc->localPoint);
|
||||
b2Vec2 pointB = cc->bodyB->GetWorldPoint(cc->points[0].localPoint);
|
||||
if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)
|
||||
{
|
||||
normal = pointB - pointA;
|
||||
normal.Normalize();
|
||||
}
|
||||
else
|
||||
{
|
||||
normal.Set(1.0f, 0.0f);
|
||||
}
|
||||
|
||||
point = 0.5f * (pointA + pointB);
|
||||
separation = b2Dot(pointB - pointA, normal) - cc->radius;
|
||||
}
|
||||
break;
|
||||
|
||||
case b2Manifold::e_faceA:
|
||||
{
|
||||
normal = cc->bodyA->GetWorldVector(cc->localNormal);
|
||||
b2Vec2 planePoint = cc->bodyA->GetWorldPoint(cc->localPoint);
|
||||
|
||||
b2Vec2 clipPoint = cc->bodyB->GetWorldPoint(cc->points[index].localPoint);
|
||||
separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;
|
||||
point = clipPoint;
|
||||
}
|
||||
break;
|
||||
|
||||
case b2Manifold::e_faceB:
|
||||
{
|
||||
normal = cc->bodyB->GetWorldVector(cc->localNormal);
|
||||
b2Vec2 planePoint = cc->bodyB->GetWorldPoint(cc->localPoint);
|
||||
|
||||
b2Vec2 clipPoint = cc->bodyA->GetWorldPoint(cc->points[index].localPoint);
|
||||
separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;
|
||||
point = clipPoint;
|
||||
|
||||
// Ensure normal points from A to B
|
||||
normal = -normal;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
b2Vec2 normal;
|
||||
b2Vec2 point;
|
||||
float32 separation;
|
||||
};
|
||||
|
||||
// Sequential solver.
|
||||
bool b2ContactSolver::SolvePositionConstraints(float32 baumgarte)
|
||||
{
|
||||
float32 minSeparation = 0.0f;
|
||||
|
||||
for (int32 i = 0; i < m_constraintCount; ++i)
|
||||
{
|
||||
b2ContactConstraint* c = m_constraints + i;
|
||||
b2Body* bodyA = c->bodyA;
|
||||
b2Body* bodyB = c->bodyB;
|
||||
|
||||
float32 invMassA = bodyA->m_mass * bodyA->m_invMass;
|
||||
float32 invIA = bodyA->m_mass * bodyA->m_invI;
|
||||
float32 invMassB = bodyB->m_mass * bodyB->m_invMass;
|
||||
float32 invIB = bodyB->m_mass * bodyB->m_invI;
|
||||
|
||||
// Solve normal constraints
|
||||
for (int32 j = 0; j < c->pointCount; ++j)
|
||||
{
|
||||
b2PositionSolverManifold psm;
|
||||
psm.Initialize(c, j);
|
||||
b2Vec2 normal = psm.normal;
|
||||
|
||||
b2Vec2 point = psm.point;
|
||||
float32 separation = psm.separation;
|
||||
|
||||
b2Vec2 rA = point - bodyA->m_sweep.c;
|
||||
b2Vec2 rB = point - bodyB->m_sweep.c;
|
||||
|
||||
// Track max constraint error.
|
||||
minSeparation = b2Min(minSeparation, separation);
|
||||
|
||||
// Prevent large corrections and allow slop.
|
||||
float32 C = b2Clamp(baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
|
||||
|
||||
// Compute the effective mass.
|
||||
float32 rnA = b2Cross(rA, normal);
|
||||
float32 rnB = b2Cross(rB, normal);
|
||||
float32 K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB;
|
||||
|
||||
// Compute normal impulse
|
||||
float32 impulse = K > 0.0f ? - C / K : 0.0f;
|
||||
|
||||
b2Vec2 P = impulse * normal;
|
||||
|
||||
bodyA->m_sweep.c -= invMassA * P;
|
||||
bodyA->m_sweep.a -= invIA * b2Cross(rA, P);
|
||||
bodyA->SynchronizeTransform();
|
||||
|
||||
bodyB->m_sweep.c += invMassB * P;
|
||||
bodyB->m_sweep.a += invIB * b2Cross(rB, P);
|
||||
bodyB->SynchronizeTransform();
|
||||
}
|
||||
}
|
||||
|
||||
// We can't expect minSpeparation >= -b2_linearSlop because we don't
|
||||
// push the separation above -b2_linearSlop.
|
||||
return minSeparation >= -1.5f * b2_linearSlop;
|
||||
}
|
||||
|
|
@ -1,78 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_CONTACT_SOLVER_H
|
||||
#define B2_CONTACT_SOLVER_H
|
||||
|
||||
#include "b2Math.h"
|
||||
#include "b2Collision.h"
|
||||
#include "b2Island.h"
|
||||
|
||||
class b2Contact;
|
||||
class b2Body;
|
||||
class b2StackAllocator;
|
||||
|
||||
struct b2ContactConstraintPoint
|
||||
{
|
||||
b2Vec2 localPoint;
|
||||
b2Vec2 rA;
|
||||
b2Vec2 rB;
|
||||
float32 normalImpulse;
|
||||
float32 tangentImpulse;
|
||||
float32 normalMass;
|
||||
float32 tangentMass;
|
||||
float32 velocityBias;
|
||||
};
|
||||
|
||||
struct b2ContactConstraint
|
||||
{
|
||||
b2ContactConstraintPoint points[b2_maxManifoldPoints];
|
||||
b2Vec2 localNormal;
|
||||
b2Vec2 localPoint;
|
||||
b2Vec2 normal;
|
||||
b2Mat22 normalMass;
|
||||
b2Mat22 K;
|
||||
b2Body* bodyA;
|
||||
b2Body* bodyB;
|
||||
b2Manifold::Type type;
|
||||
float32 radius;
|
||||
float32 friction;
|
||||
int32 pointCount;
|
||||
b2Manifold* manifold;
|
||||
};
|
||||
|
||||
class b2ContactSolver
|
||||
{
|
||||
public:
|
||||
b2ContactSolver(b2Contact** contacts, int32 contactCount,
|
||||
b2StackAllocator* allocator, float32 impulseRatio);
|
||||
|
||||
~b2ContactSolver();
|
||||
|
||||
void WarmStart();
|
||||
void SolveVelocityConstraints();
|
||||
void StoreImpulses();
|
||||
|
||||
bool SolvePositionConstraints(float32 baumgarte);
|
||||
|
||||
b2StackAllocator* m_allocator;
|
||||
b2ContactConstraint* m_constraints;
|
||||
int m_constraintCount;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,141 +0,0 @@
|
|||
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_DISTANCE_H
|
||||
#define B2_DISTANCE_H
|
||||
|
||||
#include "b2Math.h"
|
||||
#include <climits>
|
||||
|
||||
class b2Shape;
|
||||
|
||||
/// A distance proxy is used by the GJK algorithm.
|
||||
/// It encapsulates any shape.
|
||||
struct b2DistanceProxy
|
||||
{
|
||||
b2DistanceProxy() : m_vertices(NULL), m_count(0), m_radius(0.0f) {}
|
||||
|
||||
/// Initialize the proxy using the given shape. The shape
|
||||
/// must remain in scope while the proxy is in use.
|
||||
void Set(const b2Shape* shape);
|
||||
|
||||
/// 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;
|
||||
|
||||
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);
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
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
|
||||
|
|
@ -1,211 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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_localAnchor1 = def->localAnchorA;
|
||||
m_localAnchor2 = 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 b2TimeStep& step)
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
m_u = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
|
||||
|
||||
// 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 cr1u = b2Cross(r1, m_u);
|
||||
float32 cr2u = b2Cross(r2, m_u);
|
||||
float32 invMass = b1->m_invMass + b1->m_invI * cr1u * cr1u + b2->m_invMass + b2->m_invI * cr2u * cr2u;
|
||||
|
||||
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
|
||||
m_gamma = step.dt * (d + step.dt * k);
|
||||
m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
|
||||
m_bias = C * step.dt * k * m_gamma;
|
||||
|
||||
m_mass = invMass + m_gamma;
|
||||
m_mass = m_mass != 0.0f ? 1.0f / m_mass : 0.0f;
|
||||
}
|
||||
|
||||
if (step.warmStarting)
|
||||
{
|
||||
// Scale the impulse to support a variable time step.
|
||||
m_impulse *= step.dtRatio;
|
||||
|
||||
b2Vec2 P = m_impulse * m_u;
|
||||
b1->m_linearVelocity -= b1->m_invMass * P;
|
||||
b1->m_angularVelocity -= b1->m_invI * b2Cross(r1, P);
|
||||
b2->m_linearVelocity += b2->m_invMass * P;
|
||||
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_impulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void b2DistanceJoint::SolveVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
B2_NOT_USED(step);
|
||||
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
|
||||
// Cdot = dot(u, v + cross(w, r))
|
||||
b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1);
|
||||
b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2);
|
||||
float32 Cdot = b2Dot(m_u, v2 - v1);
|
||||
|
||||
float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
|
||||
m_impulse += impulse;
|
||||
|
||||
b2Vec2 P = impulse * m_u;
|
||||
b1->m_linearVelocity -= b1->m_invMass * P;
|
||||
b1->m_angularVelocity -= b1->m_invI * b2Cross(r1, P);
|
||||
b2->m_linearVelocity += b2->m_invMass * P;
|
||||
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P);
|
||||
}
|
||||
|
||||
bool b2DistanceJoint::SolvePositionConstraints(float32 baumgarte)
|
||||
{
|
||||
B2_NOT_USED(baumgarte);
|
||||
|
||||
if (m_frequencyHz > 0.0f)
|
||||
{
|
||||
// There is no position correction for soft distance constraints.
|
||||
return true;
|
||||
}
|
||||
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
|
||||
b2Vec2 d = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
|
||||
|
||||
float32 length = d.Normalize();
|
||||
float32 C = length - m_length;
|
||||
C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection);
|
||||
|
||||
float32 impulse = -m_mass * C;
|
||||
m_u = d;
|
||||
b2Vec2 P = impulse * m_u;
|
||||
|
||||
b1->m_sweep.c -= b1->m_invMass * P;
|
||||
b1->m_sweep.a -= b1->m_invI * b2Cross(r1, P);
|
||||
b2->m_sweep.c += b2->m_invMass * P;
|
||||
b2->m_sweep.a += b2->m_invI * b2Cross(r2, P);
|
||||
|
||||
b1->SynchronizeTransform();
|
||||
b2->SynchronizeTransform();
|
||||
|
||||
return b2Abs(C) < b2_linearSlop;
|
||||
}
|
||||
|
||||
b2Vec2 b2DistanceJoint::GetAnchorA() const
|
||||
{
|
||||
return m_bodyA->GetWorldPoint(m_localAnchor1);
|
||||
}
|
||||
|
||||
b2Vec2 b2DistanceJoint::GetAnchorB() const
|
||||
{
|
||||
return m_bodyB->GetWorldPoint(m_localAnchor2);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
|
@ -1,140 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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 body1's origin.
|
||||
b2Vec2 localAnchorA;
|
||||
|
||||
/// The local anchor point relative to body2's origin.
|
||||
b2Vec2 localAnchorB;
|
||||
|
||||
/// The natural length between the anchor points.
|
||||
float32 length;
|
||||
|
||||
/// The mass-spring-damper frequency in Hertz.
|
||||
float32 frequencyHz;
|
||||
|
||||
/// The damping ratio. 0 = no damping, 1 = critical damping.
|
||||
float32 dampingRatio;
|
||||
};
|
||||
|
||||
/// A distance joint constrains two points on two bodies
|
||||
/// to remain at a fixed distance from each other. You can view
|
||||
/// this as a massless, rigid rod.
|
||||
class b2DistanceJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
|
||||
b2Vec2 GetAnchorA() const;
|
||||
b2Vec2 GetAnchorB() const;
|
||||
|
||||
b2Vec2 GetReactionForce(float32 inv_dt) const;
|
||||
float32 GetReactionTorque(float32 inv_dt) const;
|
||||
|
||||
/// 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;
|
||||
|
||||
protected:
|
||||
|
||||
friend class b2Joint;
|
||||
b2DistanceJoint(const b2DistanceJointDef* data);
|
||||
|
||||
void InitVelocityConstraints(const b2TimeStep& step);
|
||||
void SolveVelocityConstraints(const b2TimeStep& step);
|
||||
bool SolvePositionConstraints(float32 baumgarte);
|
||||
|
||||
b2Vec2 m_localAnchor1;
|
||||
b2Vec2 m_localAnchor2;
|
||||
b2Vec2 m_u;
|
||||
float32 m_frequencyHz;
|
||||
float32 m_dampingRatio;
|
||||
float32 m_gamma;
|
||||
float32 m_bias;
|
||||
float32 m_impulse;
|
||||
float32 m_mass;
|
||||
float32 m_length;
|
||||
};
|
||||
|
||||
inline void b2DistanceJoint::SetLength(float32 length)
|
||||
{
|
||||
m_length = length;
|
||||
}
|
||||
|
||||
inline float32 b2DistanceJoint::GetLength() const
|
||||
{
|
||||
return m_length;
|
||||
}
|
||||
|
||||
inline void b2DistanceJoint::SetFrequency(float32 hz)
|
||||
{
|
||||
m_frequencyHz = hz;
|
||||
}
|
||||
|
||||
inline float32 b2DistanceJoint::GetFrequency() const
|
||||
{
|
||||
return m_frequencyHz;
|
||||
}
|
||||
|
||||
inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
|
||||
{
|
||||
m_dampingRatio = ratio;
|
||||
}
|
||||
|
||||
inline float32 b2DistanceJoint::GetDampingRatio() const
|
||||
{
|
||||
return m_dampingRatio;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,365 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2DynamicTree.h"
|
||||
#include <cstring>
|
||||
#include <cfloat>
|
||||
|
||||
b2DynamicTree::b2DynamicTree()
|
||||
{
|
||||
m_root = b2_nullNode;
|
||||
|
||||
m_nodeCapacity = 16;
|
||||
m_nodeCount = 0;
|
||||
m_nodes = (b2DynamicTreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2DynamicTreeNode));
|
||||
memset(m_nodes, 0, m_nodeCapacity * sizeof(b2DynamicTreeNode));
|
||||
|
||||
// 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[m_nodeCapacity-1].next = b2_nullNode;
|
||||
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.
|
||||
b2DynamicTreeNode* oldNodes = m_nodes;
|
||||
m_nodeCapacity *= 2;
|
||||
m_nodes = (b2DynamicTreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2DynamicTreeNode));
|
||||
memcpy(m_nodes, oldNodes, m_nodeCount * sizeof(b2DynamicTreeNode));
|
||||
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[m_nodeCapacity-1].next = b2_nullNode;
|
||||
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_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_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;
|
||||
|
||||
InsertLeaf(proxyId);
|
||||
|
||||
// Rebalance if necessary.
|
||||
int32 iterationCount = m_nodeCount >> 4;
|
||||
int32 tryCount = 0;
|
||||
int32 height = ComputeHeight();
|
||||
while (height > 64 && tryCount < 10)
|
||||
{
|
||||
Rebalance(iterationCount);
|
||||
height = ComputeHeight();
|
||||
++tryCount;
|
||||
}
|
||||
|
||||
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.
|
||||
b2Vec2 center = m_nodes[leaf].aabb.GetCenter();
|
||||
int32 sibling = m_root;
|
||||
if (m_nodes[sibling].IsLeaf() == false)
|
||||
{
|
||||
do
|
||||
{
|
||||
int32 child1 = m_nodes[sibling].child1;
|
||||
int32 child2 = m_nodes[sibling].child2;
|
||||
|
||||
b2Vec2 delta1 = b2Abs(m_nodes[child1].aabb.GetCenter() - center);
|
||||
b2Vec2 delta2 = b2Abs(m_nodes[child2].aabb.GetCenter() - center);
|
||||
|
||||
float32 norm1 = delta1.x + delta1.y;
|
||||
float32 norm2 = delta2.x + delta2.y;
|
||||
|
||||
if (norm1 < norm2)
|
||||
{
|
||||
sibling = child1;
|
||||
}
|
||||
else
|
||||
{
|
||||
sibling = child2;
|
||||
}
|
||||
|
||||
}
|
||||
while(m_nodes[sibling].IsLeaf() == false);
|
||||
}
|
||||
|
||||
// Create a parent for the siblings.
|
||||
int32 node1 = m_nodes[sibling].parent;
|
||||
int32 node2 = AllocateNode();
|
||||
m_nodes[node2].parent = node1;
|
||||
m_nodes[node2].userData = NULL;
|
||||
m_nodes[node2].aabb.Combine(m_nodes[leaf].aabb, m_nodes[sibling].aabb);
|
||||
|
||||
if (node1 != b2_nullNode)
|
||||
{
|
||||
if (m_nodes[m_nodes[sibling].parent].child1 == sibling)
|
||||
{
|
||||
m_nodes[node1].child1 = node2;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_nodes[node1].child2 = node2;
|
||||
}
|
||||
|
||||
m_nodes[node2].child1 = sibling;
|
||||
m_nodes[node2].child2 = leaf;
|
||||
m_nodes[sibling].parent = node2;
|
||||
m_nodes[leaf].parent = node2;
|
||||
|
||||
do
|
||||
{
|
||||
if (m_nodes[node1].aabb.Contains(m_nodes[node2].aabb))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
m_nodes[node1].aabb.Combine(m_nodes[m_nodes[node1].child1].aabb, m_nodes[m_nodes[node1].child2].aabb);
|
||||
node2 = node1;
|
||||
node1 = m_nodes[node1].parent;
|
||||
}
|
||||
while(node1 != b2_nullNode);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_nodes[node2].child1 = sibling;
|
||||
m_nodes[node2].child2 = leaf;
|
||||
m_nodes[sibling].parent = node2;
|
||||
m_nodes[leaf].parent = node2;
|
||||
m_root = node2;
|
||||
}
|
||||
}
|
||||
|
||||
void b2DynamicTree::RemoveLeaf(int32 leaf)
|
||||
{
|
||||
if (leaf == m_root)
|
||||
{
|
||||
m_root = b2_nullNode;
|
||||
return;
|
||||
}
|
||||
|
||||
int32 node2 = m_nodes[leaf].parent;
|
||||
int32 node1 = m_nodes[node2].parent;
|
||||
int32 sibling;
|
||||
if (m_nodes[node2].child1 == leaf)
|
||||
{
|
||||
sibling = m_nodes[node2].child2;
|
||||
}
|
||||
else
|
||||
{
|
||||
sibling = m_nodes[node2].child1;
|
||||
}
|
||||
|
||||
if (node1 != b2_nullNode)
|
||||
{
|
||||
// Destroy node2 and connect node1 to sibling.
|
||||
if (m_nodes[node1].child1 == node2)
|
||||
{
|
||||
m_nodes[node1].child1 = sibling;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_nodes[node1].child2 = sibling;
|
||||
}
|
||||
m_nodes[sibling].parent = node1;
|
||||
FreeNode(node2);
|
||||
|
||||
// Adjust ancestor bounds.
|
||||
while (node1 != b2_nullNode)
|
||||
{
|
||||
b2AABB oldAABB = m_nodes[node1].aabb;
|
||||
m_nodes[node1].aabb.Combine(m_nodes[m_nodes[node1].child1].aabb, m_nodes[m_nodes[node1].child2].aabb);
|
||||
|
||||
if (oldAABB.Contains(m_nodes[node1].aabb))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
node1 = m_nodes[node1].parent;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_root = sibling;
|
||||
m_nodes[sibling].parent = b2_nullNode;
|
||||
FreeNode(node2);
|
||||
}
|
||||
}
|
||||
|
||||
void b2DynamicTree::Rebalance(int32 iterations)
|
||||
{
|
||||
if (m_root == b2_nullNode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int32 i = 0; i < iterations; ++i)
|
||||
{
|
||||
int32 node = m_root;
|
||||
|
||||
uint32 bit = 0;
|
||||
while (m_nodes[node].IsLeaf() == false)
|
||||
{
|
||||
int32* children = &m_nodes[node].child1;
|
||||
node = children[(m_path >> bit) & 1];
|
||||
bit = (bit + 1) & (8* sizeof(uint32) - 1);
|
||||
}
|
||||
++m_path;
|
||||
|
||||
RemoveLeaf(node);
|
||||
InsertLeaf(node);
|
||||
}
|
||||
}
|
||||
|
||||
// Compute the height of a sub-tree.
|
||||
int32 b2DynamicTree::ComputeHeight(int32 nodeId) const
|
||||
{
|
||||
if (nodeId == b2_nullNode)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
|
||||
b2DynamicTreeNode* node = m_nodes + nodeId;
|
||||
int32 height1 = ComputeHeight(node->child1);
|
||||
int32 height2 = ComputeHeight(node->child2);
|
||||
return 1 + b2Max(height1, height2);
|
||||
}
|
||||
|
||||
int32 b2DynamicTree::ComputeHeight() const
|
||||
{
|
||||
return ComputeHeight(m_root);
|
||||
}
|
||||
|
|
@ -1,163 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2Fixture.h"
|
||||
#include "b2Contact.h"
|
||||
#include "b2CircleShape.h"
|
||||
#include "b2PolygonShape.h"
|
||||
#include "b2BroadPhase.h"
|
||||
#include "b2Collision.h"
|
||||
#include "b2BlockAllocator.h"
|
||||
|
||||
|
||||
b2Fixture::b2Fixture()
|
||||
{
|
||||
m_userData = NULL;
|
||||
m_body = NULL;
|
||||
m_next = NULL;
|
||||
m_proxyId = b2BroadPhase::e_nullProxy;
|
||||
m_shape = NULL;
|
||||
m_density = 0.0f;
|
||||
}
|
||||
|
||||
b2Fixture::~b2Fixture()
|
||||
{
|
||||
b2Assert(m_shape == NULL);
|
||||
b2Assert(m_proxyId == b2BroadPhase::e_nullProxy);
|
||||
}
|
||||
|
||||
void b2Fixture::Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def)
|
||||
{
|
||||
m_userData = def->userData;
|
||||
m_friction = def->friction;
|
||||
m_restitution = def->restitution;
|
||||
|
||||
m_body = body;
|
||||
m_next = NULL;
|
||||
|
||||
m_filter = def->filter;
|
||||
|
||||
m_isSensor = def->isSensor;
|
||||
|
||||
m_shape = def->shape->Clone(allocator);
|
||||
|
||||
m_density = def->density;
|
||||
}
|
||||
|
||||
void b2Fixture::Destroy(b2BlockAllocator* allocator)
|
||||
{
|
||||
// The proxy must be destroyed before calling this.
|
||||
b2Assert(m_proxyId == b2BroadPhase::e_nullProxy);
|
||||
|
||||
// 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_polygon:
|
||||
{
|
||||
b2PolygonShape* s = (b2PolygonShape*)m_shape;
|
||||
s->~b2PolygonShape();
|
||||
allocator->Free(s, sizeof(b2PolygonShape));
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
b2Assert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
m_shape = NULL;
|
||||
}
|
||||
|
||||
void b2Fixture::CreateProxy(b2BroadPhase* broadPhase, const b2Transform& xf)
|
||||
{
|
||||
b2Assert(m_proxyId == b2BroadPhase::e_nullProxy);
|
||||
|
||||
// Create proxy in the broad-phase.
|
||||
m_shape->ComputeAABB(&m_aabb, xf);
|
||||
m_proxyId = broadPhase->CreateProxy(m_aabb, this);
|
||||
}
|
||||
|
||||
void b2Fixture::DestroyProxy(b2BroadPhase* broadPhase)
|
||||
{
|
||||
if (m_proxyId == b2BroadPhase::e_nullProxy)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Destroy proxy in the broad-phase.
|
||||
broadPhase->DestroyProxy(m_proxyId);
|
||||
m_proxyId = b2BroadPhase::e_nullProxy;
|
||||
}
|
||||
|
||||
void b2Fixture::Synchronize(b2BroadPhase* broadPhase, const b2Transform& transform1, const b2Transform& transform2)
|
||||
{
|
||||
if (m_proxyId == b2BroadPhase::e_nullProxy)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Compute an AABB that covers the swept shape (may miss some rotation effect).
|
||||
b2AABB aabb1, aabb2;
|
||||
m_shape->ComputeAABB(&aabb1, transform1);
|
||||
m_shape->ComputeAABB(&aabb2, transform2);
|
||||
|
||||
m_aabb.Combine(aabb1, aabb2);
|
||||
|
||||
b2Vec2 displacement = transform2.position - transform1.position;
|
||||
|
||||
broadPhase->MoveProxy(m_proxyId, m_aabb, displacement);
|
||||
}
|
||||
|
||||
void b2Fixture::SetFilterData(const b2Filter& filter)
|
||||
{
|
||||
m_filter = filter;
|
||||
|
||||
if (m_body == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Flag associated contacts for filtering.
|
||||
b2ContactEdge* edge = m_body->GetContactList();
|
||||
while (edge)
|
||||
{
|
||||
b2Contact* contact = edge->contact;
|
||||
b2Fixture* fixtureA = contact->GetFixtureA();
|
||||
b2Fixture* fixtureB = contact->GetFixtureB();
|
||||
if (fixtureA == this || fixtureB == this)
|
||||
{
|
||||
contact->FlagForFiltering();
|
||||
}
|
||||
|
||||
edge = edge->next;
|
||||
}
|
||||
}
|
||||
|
||||
void b2Fixture::SetSensor(bool sensor)
|
||||
{
|
||||
m_isSensor = sensor;
|
||||
}
|
||||
|
||||
|
|
@ -1,229 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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 b2TimeStep& step)
|
||||
{
|
||||
b2Body* bA = m_bodyA;
|
||||
b2Body* bB = m_bodyB;
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
|
||||
b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
|
||||
|
||||
// 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 = bA->m_invMass, mB = bB->m_invMass;
|
||||
float32 iA = bA->m_invI, iB = bB->m_invI;
|
||||
|
||||
b2Mat22 K1;
|
||||
K1.col1.x = mA + mB; K1.col2.x = 0.0f;
|
||||
K1.col1.y = 0.0f; K1.col2.y = mA + mB;
|
||||
|
||||
b2Mat22 K2;
|
||||
K2.col1.x = iA * rA.y * rA.y; K2.col2.x = -iA * rA.x * rA.y;
|
||||
K2.col1.y = -iA * rA.x * rA.y; K2.col2.y = iA * rA.x * rA.x;
|
||||
|
||||
b2Mat22 K3;
|
||||
K3.col1.x = iB * rB.y * rB.y; K3.col2.x = -iB * rB.x * rB.y;
|
||||
K3.col1.y = -iB * rB.x * rB.y; K3.col2.y = iB * rB.x * rB.x;
|
||||
|
||||
b2Mat22 K = K1 + K2 + K3;
|
||||
m_linearMass = K.GetInverse();
|
||||
|
||||
m_angularMass = iA + iB;
|
||||
if (m_angularMass > 0.0f)
|
||||
{
|
||||
m_angularMass = 1.0f / m_angularMass;
|
||||
}
|
||||
|
||||
if (step.warmStarting)
|
||||
{
|
||||
// Scale impulses to support a variable time step.
|
||||
m_linearImpulse *= step.dtRatio;
|
||||
m_angularImpulse *= step.dtRatio;
|
||||
|
||||
b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
|
||||
|
||||
bA->m_linearVelocity -= mA * P;
|
||||
bA->m_angularVelocity -= iA * (b2Cross(rA, P) + m_angularImpulse);
|
||||
|
||||
bB->m_linearVelocity += mB * P;
|
||||
bB->m_angularVelocity += iB * (b2Cross(rB, P) + m_angularImpulse);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_linearImpulse.SetZero();
|
||||
m_angularImpulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void b2FrictionJoint::SolveVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
B2_NOT_USED(step);
|
||||
|
||||
b2Body* bA = m_bodyA;
|
||||
b2Body* bB = m_bodyB;
|
||||
|
||||
b2Vec2 vA = bA->m_linearVelocity;
|
||||
float32 wA = bA->m_angularVelocity;
|
||||
b2Vec2 vB = bB->m_linearVelocity;
|
||||
float32 wB = bB->m_angularVelocity;
|
||||
|
||||
float32 mA = bA->m_invMass, mB = bB->m_invMass;
|
||||
float32 iA = bA->m_invI, iB = bB->m_invI;
|
||||
|
||||
b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
|
||||
b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
|
||||
|
||||
// Solve angular friction
|
||||
{
|
||||
float32 Cdot = wB - wA;
|
||||
float32 impulse = -m_angularMass * Cdot;
|
||||
|
||||
float32 oldImpulse = m_angularImpulse;
|
||||
float32 maxImpulse = step.dt * 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, rB) - vA - b2Cross(wA, rA);
|
||||
|
||||
b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
|
||||
b2Vec2 oldImpulse = m_linearImpulse;
|
||||
m_linearImpulse += impulse;
|
||||
|
||||
float32 maxImpulse = step.dt * m_maxForce;
|
||||
|
||||
if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
|
||||
{
|
||||
m_linearImpulse.Normalize();
|
||||
m_linearImpulse *= maxImpulse;
|
||||
}
|
||||
|
||||
impulse = m_linearImpulse - oldImpulse;
|
||||
|
||||
vA -= mA * impulse;
|
||||
wA -= iA * b2Cross(rA, impulse);
|
||||
|
||||
vB += mB * impulse;
|
||||
wB += iB * b2Cross(rB, impulse);
|
||||
}
|
||||
|
||||
bA->m_linearVelocity = vA;
|
||||
bA->m_angularVelocity = wA;
|
||||
bB->m_linearVelocity = vB;
|
||||
bB->m_angularVelocity = wB;
|
||||
}
|
||||
|
||||
bool b2FrictionJoint::SolvePositionConstraints(float32 baumgarte)
|
||||
{
|
||||
B2_NOT_USED(baumgarte);
|
||||
|
||||
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;
|
||||
}
|
||||
|
|
@ -1,99 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_FRICTION_JOINT_H
|
||||
#define B2_FRICTION_JOINT_H
|
||||
|
||||
#include "b2Joint.h"
|
||||
|
||||
/// Friction joint definition.
|
||||
struct b2FrictionJointDef : public b2JointDef
|
||||
{
|
||||
b2FrictionJointDef()
|
||||
{
|
||||
type = e_frictionJoint;
|
||||
localAnchorA.SetZero();
|
||||
localAnchorB.SetZero();
|
||||
maxForce = 0.0f;
|
||||
maxTorque = 0.0f;
|
||||
}
|
||||
|
||||
/// Initialize the bodies, anchors, axis, and reference angle using the world
|
||||
/// anchor and world axis.
|
||||
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
|
||||
|
||||
/// The local anchor point relative to bodyA's origin.
|
||||
b2Vec2 localAnchorA;
|
||||
|
||||
/// The local anchor point relative to bodyB's origin.
|
||||
b2Vec2 localAnchorB;
|
||||
|
||||
/// The maximum friction force in N.
|
||||
float32 maxForce;
|
||||
|
||||
/// The maximum friction torque in N-m.
|
||||
float32 maxTorque;
|
||||
};
|
||||
|
||||
/// Friction joint. This is used for top-down friction.
|
||||
/// It provides 2D translational friction and angular friction.
|
||||
class b2FrictionJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const;
|
||||
b2Vec2 GetAnchorB() const;
|
||||
|
||||
b2Vec2 GetReactionForce(float32 inv_dt) const;
|
||||
float32 GetReactionTorque(float32 inv_dt) const;
|
||||
|
||||
/// 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;
|
||||
|
||||
protected:
|
||||
|
||||
friend class b2Joint;
|
||||
|
||||
b2FrictionJoint(const b2FrictionJointDef* def);
|
||||
|
||||
void InitVelocityConstraints(const b2TimeStep& step);
|
||||
void SolveVelocityConstraints(const b2TimeStep& step);
|
||||
bool SolvePositionConstraints(float32 baumgarte);
|
||||
|
||||
b2Vec2 m_localAnchorA;
|
||||
b2Vec2 m_localAnchorB;
|
||||
|
||||
b2Mat22 m_linearMass;
|
||||
float32 m_angularMass;
|
||||
|
||||
b2Vec2 m_linearImpulse;
|
||||
float32 m_angularImpulse;
|
||||
|
||||
float32 m_maxForce;
|
||||
float32 m_maxTorque;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,259 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2GearJoint.h"
|
||||
#include "b2RevoluteJoint.h"
|
||||
#include "b2PrismaticJoint.h"
|
||||
#include "b2Body.h"
|
||||
#include "b2TimeStep.h"
|
||||
|
||||
// Gear Joint:
|
||||
// C0 = (coordinate1 + ratio * coordinate2)_initial
|
||||
// C = C0 - (cordinate1 + ratio * coordinate2) = 0
|
||||
// Cdot = -(Cdot1 + ratio * Cdot2)
|
||||
// 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)
|
||||
{
|
||||
b2JointType type1 = def->joint1->GetType();
|
||||
b2JointType type2 = def->joint2->GetType();
|
||||
|
||||
b2Assert(type1 == e_revoluteJoint || type1 == e_prismaticJoint);
|
||||
b2Assert(type2 == e_revoluteJoint || type2 == e_prismaticJoint);
|
||||
b2Assert(def->joint1->GetBodyA()->GetType() == b2_staticBody);
|
||||
b2Assert(def->joint2->GetBodyA()->GetType() == b2_staticBody);
|
||||
|
||||
m_revolute1 = NULL;
|
||||
m_prismatic1 = NULL;
|
||||
m_revolute2 = NULL;
|
||||
m_prismatic2 = NULL;
|
||||
|
||||
float32 coordinate1, coordinate2;
|
||||
|
||||
m_ground1 = def->joint1->GetBodyA();
|
||||
m_bodyA = def->joint1->GetBodyB();
|
||||
if (type1 == e_revoluteJoint)
|
||||
{
|
||||
m_revolute1 = (b2RevoluteJoint*)def->joint1;
|
||||
m_groundAnchor1 = m_revolute1->m_localAnchor1;
|
||||
m_localAnchor1 = m_revolute1->m_localAnchor2;
|
||||
coordinate1 = m_revolute1->GetJointAngle();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_prismatic1 = (b2PrismaticJoint*)def->joint1;
|
||||
m_groundAnchor1 = m_prismatic1->m_localAnchor1;
|
||||
m_localAnchor1 = m_prismatic1->m_localAnchor2;
|
||||
coordinate1 = m_prismatic1->GetJointTranslation();
|
||||
}
|
||||
|
||||
m_ground2 = def->joint2->GetBodyA();
|
||||
m_bodyB = def->joint2->GetBodyB();
|
||||
if (type2 == e_revoluteJoint)
|
||||
{
|
||||
m_revolute2 = (b2RevoluteJoint*)def->joint2;
|
||||
m_groundAnchor2 = m_revolute2->m_localAnchor1;
|
||||
m_localAnchor2 = m_revolute2->m_localAnchor2;
|
||||
coordinate2 = m_revolute2->GetJointAngle();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_prismatic2 = (b2PrismaticJoint*)def->joint2;
|
||||
m_groundAnchor2 = m_prismatic2->m_localAnchor1;
|
||||
m_localAnchor2 = m_prismatic2->m_localAnchor2;
|
||||
coordinate2 = m_prismatic2->GetJointTranslation();
|
||||
}
|
||||
|
||||
m_ratio = def->ratio;
|
||||
|
||||
m_constant = coordinate1 + m_ratio * coordinate2;
|
||||
|
||||
m_impulse = 0.0f;
|
||||
}
|
||||
|
||||
void b2GearJoint::InitVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
b2Body* g1 = m_ground1;
|
||||
b2Body* g2 = m_ground2;
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
float32 K = 0.0f;
|
||||
m_J.SetZero();
|
||||
|
||||
if (m_revolute1)
|
||||
{
|
||||
m_J.angularA = -1.0f;
|
||||
K += b1->m_invI;
|
||||
}
|
||||
else
|
||||
{
|
||||
b2Vec2 ug = b2Mul(g1->GetTransform().R, m_prismatic1->m_localXAxis1);
|
||||
b2Vec2 r = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
float32 crug = b2Cross(r, ug);
|
||||
m_J.linearA = -ug;
|
||||
m_J.angularA = -crug;
|
||||
K += b1->m_invMass + b1->m_invI * crug * crug;
|
||||
}
|
||||
|
||||
if (m_revolute2)
|
||||
{
|
||||
m_J.angularB = -m_ratio;
|
||||
K += m_ratio * m_ratio * b2->m_invI;
|
||||
}
|
||||
else
|
||||
{
|
||||
b2Vec2 ug = b2Mul(g2->GetTransform().R, m_prismatic2->m_localXAxis1);
|
||||
b2Vec2 r = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
float32 crug = b2Cross(r, ug);
|
||||
m_J.linearB = -m_ratio * ug;
|
||||
m_J.angularB = -m_ratio * crug;
|
||||
K += m_ratio * m_ratio * (b2->m_invMass + b2->m_invI * crug * crug);
|
||||
}
|
||||
|
||||
// Compute effective mass.
|
||||
m_mass = K > 0.0f ? 1.0f / K : 0.0f;
|
||||
|
||||
if (step.warmStarting)
|
||||
{
|
||||
// Warm starting.
|
||||
b1->m_linearVelocity += b1->m_invMass * m_impulse * m_J.linearA;
|
||||
b1->m_angularVelocity += b1->m_invI * m_impulse * m_J.angularA;
|
||||
b2->m_linearVelocity += b2->m_invMass * m_impulse * m_J.linearB;
|
||||
b2->m_angularVelocity += b2->m_invI * m_impulse * m_J.angularB;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_impulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void b2GearJoint::SolveVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
B2_NOT_USED(step);
|
||||
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
float32 Cdot = m_J.Compute( b1->m_linearVelocity, b1->m_angularVelocity,
|
||||
b2->m_linearVelocity, b2->m_angularVelocity);
|
||||
|
||||
float32 impulse = m_mass * (-Cdot);
|
||||
m_impulse += impulse;
|
||||
|
||||
b1->m_linearVelocity += b1->m_invMass * impulse * m_J.linearA;
|
||||
b1->m_angularVelocity += b1->m_invI * impulse * m_J.angularA;
|
||||
b2->m_linearVelocity += b2->m_invMass * impulse * m_J.linearB;
|
||||
b2->m_angularVelocity += b2->m_invI * impulse * m_J.angularB;
|
||||
}
|
||||
|
||||
bool b2GearJoint::SolvePositionConstraints(float32 baumgarte)
|
||||
{
|
||||
B2_NOT_USED(baumgarte);
|
||||
|
||||
float32 linearError = 0.0f;
|
||||
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
float32 coordinate1, coordinate2;
|
||||
if (m_revolute1)
|
||||
{
|
||||
coordinate1 = m_revolute1->GetJointAngle();
|
||||
}
|
||||
else
|
||||
{
|
||||
coordinate1 = m_prismatic1->GetJointTranslation();
|
||||
}
|
||||
|
||||
if (m_revolute2)
|
||||
{
|
||||
coordinate2 = m_revolute2->GetJointAngle();
|
||||
}
|
||||
else
|
||||
{
|
||||
coordinate2 = m_prismatic2->GetJointTranslation();
|
||||
}
|
||||
|
||||
float32 C = m_constant - (coordinate1 + m_ratio * coordinate2);
|
||||
|
||||
float32 impulse = m_mass * (-C);
|
||||
|
||||
b1->m_sweep.c += b1->m_invMass * impulse * m_J.linearA;
|
||||
b1->m_sweep.a += b1->m_invI * impulse * m_J.angularA;
|
||||
b2->m_sweep.c += b2->m_invMass * impulse * m_J.linearB;
|
||||
b2->m_sweep.a += b2->m_invI * impulse * m_J.angularB;
|
||||
|
||||
b1->SynchronizeTransform();
|
||||
b2->SynchronizeTransform();
|
||||
|
||||
// TODO_ERIN not implemented
|
||||
return linearError < b2_linearSlop;
|
||||
}
|
||||
|
||||
b2Vec2 b2GearJoint::GetAnchorA() const
|
||||
{
|
||||
return m_bodyA->GetWorldPoint(m_localAnchor1);
|
||||
}
|
||||
|
||||
b2Vec2 b2GearJoint::GetAnchorB() const
|
||||
{
|
||||
return m_bodyB->GetWorldPoint(m_localAnchor2);
|
||||
}
|
||||
|
||||
b2Vec2 b2GearJoint::GetReactionForce(float32 inv_dt) const
|
||||
{
|
||||
// TODO_ERIN not tested
|
||||
b2Vec2 P = m_impulse * m_J.linearB;
|
||||
return inv_dt * P;
|
||||
}
|
||||
|
||||
float32 b2GearJoint::GetReactionTorque(float32 inv_dt) const
|
||||
{
|
||||
// TODO_ERIN not tested
|
||||
b2Vec2 r = b2Mul(m_bodyB->GetTransform().R, m_localAnchor2 - m_bodyB->GetLocalCenter());
|
||||
b2Vec2 P = m_impulse * m_J.linearB;
|
||||
float32 L = m_impulse * m_J.angularB - b2Cross(r, P);
|
||||
return inv_dt * L;
|
||||
}
|
||||
|
||||
void b2GearJoint::SetRatio(float32 ratio)
|
||||
{
|
||||
b2Assert(b2IsValid(ratio));
|
||||
m_ratio = ratio;
|
||||
}
|
||||
|
||||
float32 b2GearJoint::GetRatio() const
|
||||
{
|
||||
return m_ratio;
|
||||
}
|
||||
|
|
@ -1,111 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_GEAR_JOINT_H
|
||||
#define B2_GEAR_JOINT_H
|
||||
|
||||
#include "b2Joint.h"
|
||||
|
||||
class b2RevoluteJoint;
|
||||
class b2PrismaticJoint;
|
||||
|
||||
/// Gear joint definition. This definition requires two existing
|
||||
/// revolute or prismatic joints (any combination will work).
|
||||
/// The provided joints must attach a dynamic body to a static body.
|
||||
struct b2GearJointDef : public b2JointDef
|
||||
{
|
||||
b2GearJointDef()
|
||||
{
|
||||
type = e_gearJoint;
|
||||
joint1 = NULL;
|
||||
joint2 = NULL;
|
||||
ratio = 1.0f;
|
||||
}
|
||||
|
||||
/// The first revolute/prismatic joint attached to the gear joint.
|
||||
b2Joint* joint1;
|
||||
|
||||
/// The second revolute/prismatic joint attached to the gear joint.
|
||||
b2Joint* joint2;
|
||||
|
||||
/// The gear ratio.
|
||||
/// @see b2GearJoint for explanation.
|
||||
float32 ratio;
|
||||
};
|
||||
|
||||
/// A gear joint is used to connect two joints together. Either joint
|
||||
/// can be a revolute or prismatic joint. You specify a gear ratio
|
||||
/// to bind the motions together:
|
||||
/// coordinate1 + ratio * coordinate2 = constant
|
||||
/// The ratio can be negative or positive. If one joint is a revolute joint
|
||||
/// and the other joint is a prismatic joint, then the ratio will have units
|
||||
/// of length or units of 1/length.
|
||||
/// @warning The revolute and prismatic joints must be attached to
|
||||
/// fixed bodies (which must be body1 on those joints).
|
||||
class b2GearJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const;
|
||||
b2Vec2 GetAnchorB() const;
|
||||
|
||||
b2Vec2 GetReactionForce(float32 inv_dt) const;
|
||||
float32 GetReactionTorque(float32 inv_dt) const;
|
||||
|
||||
/// Set/Get the gear ratio.
|
||||
void SetRatio(float32 ratio);
|
||||
float32 GetRatio() const;
|
||||
|
||||
protected:
|
||||
|
||||
friend class b2Joint;
|
||||
b2GearJoint(const b2GearJointDef* data);
|
||||
|
||||
void InitVelocityConstraints(const b2TimeStep& step);
|
||||
void SolveVelocityConstraints(const b2TimeStep& step);
|
||||
bool SolvePositionConstraints(float32 baumgarte);
|
||||
|
||||
b2Body* m_ground1;
|
||||
b2Body* m_ground2;
|
||||
|
||||
// One of these is NULL.
|
||||
b2RevoluteJoint* m_revolute1;
|
||||
b2PrismaticJoint* m_prismatic1;
|
||||
|
||||
// One of these is NULL.
|
||||
b2RevoluteJoint* m_revolute2;
|
||||
b2PrismaticJoint* m_prismatic2;
|
||||
|
||||
b2Vec2 m_groundAnchor1;
|
||||
b2Vec2 m_groundAnchor2;
|
||||
|
||||
b2Vec2 m_localAnchor1;
|
||||
b2Vec2 m_localAnchor2;
|
||||
|
||||
b2Jacobian m_J;
|
||||
|
||||
float32 m_constant;
|
||||
float32 m_ratio;
|
||||
|
||||
// Effective mass
|
||||
float32 m_mass;
|
||||
|
||||
// Impulse for accumulation/warm starting.
|
||||
float32 m_impulse;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,374 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2Island.h"
|
||||
#include "b2Body.h"
|
||||
#include "b2Fixture.h"
|
||||
#include "b2World.h"
|
||||
#include "b2Contact.h"
|
||||
#include "b2ContactSolver.h"
|
||||
#include "b2Joint.h"
|
||||
#include "b2StackAllocator.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(const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep)
|
||||
{
|
||||
// Integrate velocities and apply damping.
|
||||
for (int32 i = 0; i < m_bodyCount; ++i)
|
||||
{
|
||||
b2Body* b = m_bodies[i];
|
||||
|
||||
if (b->GetType() != b2_dynamicBody)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Integrate velocities.
|
||||
b->m_linearVelocity += step.dt * (gravity + b->m_invMass * b->m_force);
|
||||
b->m_angularVelocity += step.dt * 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
|
||||
// Taylor expansion:
|
||||
// v2 = (1.0f - c * dt) * v1
|
||||
b->m_linearVelocity *= b2Clamp(1.0f - step.dt * b->m_linearDamping, 0.0f, 1.0f);
|
||||
b->m_angularVelocity *= b2Clamp(1.0f - step.dt * b->m_angularDamping, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
// Partition contacts so that contacts with static bodies are solved last.
|
||||
int32 i1 = -1;
|
||||
for (int32 i2 = 0; i2 < m_contactCount; ++i2)
|
||||
{
|
||||
b2Fixture* fixtureA = m_contacts[i2]->GetFixtureA();
|
||||
b2Fixture* fixtureB = m_contacts[i2]->GetFixtureB();
|
||||
b2Body* bodyA = fixtureA->GetBody();
|
||||
b2Body* bodyB = fixtureB->GetBody();
|
||||
bool nonStatic = bodyA->GetType() != b2_staticBody && bodyB->GetType() != b2_staticBody;
|
||||
if (nonStatic)
|
||||
{
|
||||
++i1;
|
||||
b2Swap(m_contacts[i1], m_contacts[i2]);
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize velocity constraints.
|
||||
b2ContactSolver contactSolver(m_contacts, m_contactCount, m_allocator, step.dtRatio);
|
||||
contactSolver.WarmStart();
|
||||
for (int32 i = 0; i < m_jointCount; ++i)
|
||||
{
|
||||
m_joints[i]->InitVelocityConstraints(step);
|
||||
}
|
||||
|
||||
// Solve velocity constraints.
|
||||
for (int32 i = 0; i < step.velocityIterations; ++i)
|
||||
{
|
||||
for (int32 j = 0; j < m_jointCount; ++j)
|
||||
{
|
||||
m_joints[j]->SolveVelocityConstraints(step);
|
||||
}
|
||||
|
||||
contactSolver.SolveVelocityConstraints();
|
||||
}
|
||||
|
||||
// Post-solve (store impulses for warm starting).
|
||||
contactSolver.StoreImpulses();
|
||||
|
||||
// Integrate positions.
|
||||
for (int32 i = 0; i < m_bodyCount; ++i)
|
||||
{
|
||||
b2Body* b = m_bodies[i];
|
||||
|
||||
if (b->GetType() == b2_staticBody)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check for large velocities.
|
||||
b2Vec2 translation = step.dt * b->m_linearVelocity;
|
||||
if (b2Dot(translation, translation) > b2_maxTranslationSquared)
|
||||
{
|
||||
float32 ratio = b2_maxTranslation / translation.Length();
|
||||
b->m_linearVelocity *= ratio;
|
||||
}
|
||||
|
||||
float32 rotation = step.dt * b->m_angularVelocity;
|
||||
if (rotation * rotation > b2_maxRotationSquared)
|
||||
{
|
||||
float32 ratio = b2_maxRotation / b2Abs(rotation);
|
||||
b->m_angularVelocity *= ratio;
|
||||
}
|
||||
|
||||
// Store positions for continuous collision.
|
||||
b->m_sweep.c0 = b->m_sweep.c;
|
||||
b->m_sweep.a0 = b->m_sweep.a;
|
||||
|
||||
// Integrate
|
||||
b->m_sweep.c += step.dt * b->m_linearVelocity;
|
||||
b->m_sweep.a += step.dt * b->m_angularVelocity;
|
||||
|
||||
// Compute new transform
|
||||
b->SynchronizeTransform();
|
||||
|
||||
// Note: shapes are synchronized later.
|
||||
}
|
||||
|
||||
// Iterate over constraints.
|
||||
for (int32 i = 0; i < step.positionIterations; ++i)
|
||||
{
|
||||
bool contactsOkay = contactSolver.SolvePositionConstraints(b2_contactBaumgarte);
|
||||
|
||||
bool jointsOkay = true;
|
||||
for (int32 i = 0; i < m_jointCount; ++i)
|
||||
{
|
||||
bool jointOkay = m_joints[i]->SolvePositionConstraints(b2_contactBaumgarte);
|
||||
jointsOkay = jointsOkay && jointOkay;
|
||||
}
|
||||
|
||||
if (contactsOkay && jointsOkay)
|
||||
{
|
||||
// Exit early if the position errors are small.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Report(contactSolver.m_constraints);
|
||||
|
||||
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_sleepTime = 0.0f;
|
||||
minSleepTime = 0.0f;
|
||||
}
|
||||
|
||||
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 += step.dt;
|
||||
minSleepTime = b2Min(minSleepTime, b->m_sleepTime);
|
||||
}
|
||||
}
|
||||
|
||||
if (minSleepTime >= b2_timeToSleep)
|
||||
{
|
||||
for (int32 i = 0; i < m_bodyCount; ++i)
|
||||
{
|
||||
b2Body* b = m_bodies[i];
|
||||
b->SetAwake(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void b2Island::Report(const b2ContactConstraint* constraints)
|
||||
{
|
||||
if (m_listener == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int32 i = 0; i < m_contactCount; ++i)
|
||||
{
|
||||
b2Contact* c = m_contacts[i];
|
||||
|
||||
const b2ContactConstraint* cc = constraints + i;
|
||||
|
||||
b2ContactImpulse impulse;
|
||||
for (int32 j = 0; j < cc->pointCount; ++j)
|
||||
{
|
||||
impulse.normalImpulses[j] = cc->points[j].normalImpulse;
|
||||
impulse.tangentImpulses[j] = cc->points[j].tangentImpulse;
|
||||
}
|
||||
|
||||
m_listener->PostSolve(c, &impulse);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,105 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_ISLAND_H
|
||||
#define B2_ISLAND_H
|
||||
|
||||
#include "b2Math.h"
|
||||
#include "b2Body.h"
|
||||
#include "b2TimeStep.h"
|
||||
|
||||
class b2Contact;
|
||||
class b2Joint;
|
||||
class b2StackAllocator;
|
||||
class b2ContactListener;
|
||||
struct b2ContactConstraint;
|
||||
|
||||
/// This is an internal structure.
|
||||
struct b2Position
|
||||
{
|
||||
b2Vec2 x;
|
||||
float32 a;
|
||||
};
|
||||
|
||||
/// This is an internal structure.
|
||||
struct b2Velocity
|
||||
{
|
||||
b2Vec2 v;
|
||||
float32 w;
|
||||
};
|
||||
|
||||
/// 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(const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
|
||||
|
||||
void Add(b2Body* body)
|
||||
{
|
||||
b2Assert(m_bodyCount < m_bodyCapacity);
|
||||
body->m_islandIndex = m_bodyCount;
|
||||
m_bodies[m_bodyCount++] = body;
|
||||
}
|
||||
|
||||
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 b2ContactConstraint* 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;
|
||||
|
||||
int32 m_positionIterationCount;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,186 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2Joint.h"
|
||||
#include "b2DistanceJoint.h"
|
||||
#include "b2LineJoint.h"
|
||||
#include "b2MouseJoint.h"
|
||||
#include "b2RevoluteJoint.h"
|
||||
#include "b2PrismaticJoint.h"
|
||||
#include "b2PulleyJoint.h"
|
||||
#include "b2GearJoint.h"
|
||||
#include "b2WeldJoint.h"
|
||||
#include "b2FrictionJoint.h"
|
||||
#include "b2Body.h"
|
||||
#include "b2World.h"
|
||||
#include "b2BlockAllocator.h"
|
||||
|
||||
#include <new>
|
||||
|
||||
b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
|
||||
{
|
||||
b2Joint* joint = NULL;
|
||||
|
||||
switch (def->type)
|
||||
{
|
||||
case e_distanceJoint:
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
|
||||
joint = new (mem) b2DistanceJoint((b2DistanceJointDef*)def);
|
||||
}
|
||||
break;
|
||||
|
||||
case e_mouseJoint:
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2MouseJoint));
|
||||
joint = new (mem) b2MouseJoint((b2MouseJointDef*)def);
|
||||
}
|
||||
break;
|
||||
|
||||
case e_prismaticJoint:
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
|
||||
joint = new (mem) b2PrismaticJoint((b2PrismaticJointDef*)def);
|
||||
}
|
||||
break;
|
||||
|
||||
case e_revoluteJoint:
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
|
||||
joint = new (mem) b2RevoluteJoint((b2RevoluteJointDef*)def);
|
||||
}
|
||||
break;
|
||||
|
||||
case e_pulleyJoint:
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
|
||||
joint = new (mem) b2PulleyJoint((b2PulleyJointDef*)def);
|
||||
}
|
||||
break;
|
||||
|
||||
case e_gearJoint:
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2GearJoint));
|
||||
joint = new (mem) b2GearJoint((b2GearJointDef*)def);
|
||||
}
|
||||
break;
|
||||
|
||||
case e_lineJoint:
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2LineJoint));
|
||||
joint = new (mem) b2LineJoint((b2LineJointDef*)def);
|
||||
}
|
||||
break;
|
||||
|
||||
case e_weldJoint:
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2WeldJoint));
|
||||
joint = new (mem) b2WeldJoint((b2WeldJointDef*)def);
|
||||
}
|
||||
break;
|
||||
|
||||
case e_frictionJoint:
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
|
||||
joint = new (mem) b2FrictionJoint((b2FrictionJointDef*)def);
|
||||
}
|
||||
break;
|
||||
|
||||
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_lineJoint:
|
||||
allocator->Free(joint, sizeof(b2LineJoint));
|
||||
break;
|
||||
|
||||
case e_weldJoint:
|
||||
allocator->Free(joint, sizeof(b2WeldJoint));
|
||||
break;
|
||||
|
||||
case e_frictionJoint:
|
||||
allocator->Free(joint, sizeof(b2FrictionJoint));
|
||||
break;
|
||||
|
||||
default:
|
||||
b2Assert(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
b2Joint::b2Joint(const b2JointDef* def)
|
||||
{
|
||||
b2Assert(def->bodyA != def->bodyB);
|
||||
|
||||
m_type = def->type;
|
||||
m_prev = NULL;
|
||||
m_next = NULL;
|
||||
m_bodyA = def->bodyA;
|
||||
m_bodyB = def->bodyB;
|
||||
m_collideConnected = def->collideConnected;
|
||||
m_islandFlag = false;
|
||||
m_userData = def->userData;
|
||||
|
||||
m_edgeA.joint = NULL;
|
||||
m_edgeA.other = NULL;
|
||||
m_edgeA.prev = NULL;
|
||||
m_edgeA.next = NULL;
|
||||
|
||||
m_edgeB.joint = NULL;
|
||||
m_edgeB.other = NULL;
|
||||
m_edgeB.prev = NULL;
|
||||
m_edgeB.next = NULL;
|
||||
}
|
||||
|
||||
bool b2Joint::IsActive() const
|
||||
{
|
||||
return m_bodyA->IsActive() && m_bodyB->IsActive();
|
||||
}
|
||||
|
|
@ -1,226 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_JOINT_H
|
||||
#define B2_JOINT_H
|
||||
|
||||
#include "b2Math.h"
|
||||
|
||||
class b2Body;
|
||||
class b2Joint;
|
||||
struct b2TimeStep;
|
||||
class b2BlockAllocator;
|
||||
|
||||
enum b2JointType
|
||||
{
|
||||
e_unknownJoint,
|
||||
e_revoluteJoint,
|
||||
e_prismaticJoint,
|
||||
e_distanceJoint,
|
||||
e_pulleyJoint,
|
||||
e_mouseJoint,
|
||||
e_gearJoint,
|
||||
e_lineJoint,
|
||||
e_weldJoint,
|
||||
e_frictionJoint,
|
||||
};
|
||||
|
||||
enum b2LimitState
|
||||
{
|
||||
e_inactiveLimit,
|
||||
e_atLowerLimit,
|
||||
e_atUpperLimit,
|
||||
e_equalLimits
|
||||
};
|
||||
|
||||
struct b2Jacobian
|
||||
{
|
||||
b2Vec2 linearA;
|
||||
float32 angularA;
|
||||
b2Vec2 linearB;
|
||||
float32 angularB;
|
||||
|
||||
void SetZero();
|
||||
void Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2);
|
||||
float32 Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2);
|
||||
};
|
||||
|
||||
/// A joint edge is used to connect bodies and joints together
|
||||
/// in a joint graph where each body is a node and each joint
|
||||
/// is an edge. A joint edge belongs to a doubly linked list
|
||||
/// maintained in each attached body. Each joint has two joint
|
||||
/// nodes, one for each attached body.
|
||||
struct b2JointEdge
|
||||
{
|
||||
b2Body* other; ///< provides quick access to the other body attached.
|
||||
b2Joint* joint; ///< the joint
|
||||
b2JointEdge* prev; ///< the previous joint edge in the body's joint list
|
||||
b2JointEdge* next; ///< the next joint edge in the body's joint list
|
||||
};
|
||||
|
||||
/// Joint definitions are used to construct joints.
|
||||
struct b2JointDef
|
||||
{
|
||||
b2JointDef()
|
||||
{
|
||||
type = e_unknownJoint;
|
||||
userData = NULL;
|
||||
bodyA = NULL;
|
||||
bodyB = NULL;
|
||||
collideConnected = false;
|
||||
}
|
||||
|
||||
/// The joint type is set automatically for concrete joint types.
|
||||
b2JointType type;
|
||||
|
||||
/// Use this to attach application specific data to your joints.
|
||||
void* userData;
|
||||
|
||||
/// The first attached body.
|
||||
b2Body* bodyA;
|
||||
|
||||
/// The second attached body.
|
||||
b2Body* bodyB;
|
||||
|
||||
/// Set this flag to true if the attached bodies should collide.
|
||||
bool collideConnected;
|
||||
};
|
||||
|
||||
/// The base joint class. Joints are used to constraint two bodies together in
|
||||
/// various fashions. Some joints also feature limits and motors.
|
||||
class b2Joint
|
||||
{
|
||||
public:
|
||||
|
||||
/// Get the type of the concrete joint.
|
||||
b2JointType GetType() const;
|
||||
|
||||
/// Get the first body attached to this joint.
|
||||
b2Body* GetBodyA();
|
||||
|
||||
/// Get the second body attached to this joint.
|
||||
b2Body* GetBodyB();
|
||||
|
||||
/// Get the anchor point on bodyA in world coordinates.
|
||||
virtual b2Vec2 GetAnchorA() const = 0;
|
||||
|
||||
/// Get the anchor point on bodyB in world coordinates.
|
||||
virtual b2Vec2 GetAnchorB() const = 0;
|
||||
|
||||
/// Get the reaction force on body2 at the joint anchor in Newtons.
|
||||
virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
|
||||
|
||||
/// Get the reaction torque on body2 in N*m.
|
||||
virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
|
||||
|
||||
/// Get the next joint the world joint list.
|
||||
b2Joint* GetNext();
|
||||
|
||||
/// 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;
|
||||
|
||||
protected:
|
||||
friend class b2World;
|
||||
friend class b2Body;
|
||||
friend class b2Island;
|
||||
|
||||
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 b2TimeStep& step) = 0;
|
||||
virtual void SolveVelocityConstraints(const b2TimeStep& step) = 0;
|
||||
|
||||
// This returns true if the position errors are within tolerance.
|
||||
virtual bool SolvePositionConstraints(float32 baumgarte) = 0;
|
||||
|
||||
b2JointType m_type;
|
||||
b2Joint* m_prev;
|
||||
b2Joint* m_next;
|
||||
b2JointEdge m_edgeA;
|
||||
b2JointEdge m_edgeB;
|
||||
b2Body* m_bodyA;
|
||||
b2Body* m_bodyB;
|
||||
|
||||
bool m_islandFlag;
|
||||
bool m_collideConnected;
|
||||
|
||||
void* m_userData;
|
||||
|
||||
// Cache here per time step to reduce cache misses.
|
||||
b2Vec2 m_localCenterA, m_localCenterB;
|
||||
float32 m_invMassA, m_invIA;
|
||||
float32 m_invMassB, m_invIB;
|
||||
};
|
||||
|
||||
inline void b2Jacobian::SetZero()
|
||||
{
|
||||
linearA.SetZero(); angularA = 0.0f;
|
||||
linearB.SetZero(); angularB = 0.0f;
|
||||
}
|
||||
|
||||
inline void b2Jacobian::Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2)
|
||||
{
|
||||
linearA = x1; angularA = a1;
|
||||
linearB = x2; angularB = a2;
|
||||
}
|
||||
|
||||
inline float32 b2Jacobian::Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2)
|
||||
{
|
||||
return b2Dot(linearA, x1) + angularA * a1 + b2Dot(linearB, x2) + angularB * a2;
|
||||
}
|
||||
|
||||
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 void* b2Joint::GetUserData() const
|
||||
{
|
||||
return m_userData;
|
||||
}
|
||||
|
||||
inline void b2Joint::SetUserData(void* data)
|
||||
{
|
||||
m_userData = data;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,591 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2LineJoint.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)]
|
||||
//
|
||||
// K = J * invM * JT
|
||||
//
|
||||
// J = [-a -s1 a s2]
|
||||
// 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
|
||||
// [-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(2) = max(f2(2), 0)
|
||||
// upper: f2(2) = min(f2(2), 0)
|
||||
//
|
||||
// Solve for correct f2(1)
|
||||
// K(1,1) * f2(1) = -Cdot(1) - K(1,2) * f2(2) + K(1,1:2) * f1
|
||||
// = -Cdot(1) - K(1,2) * f2(2) + K(1,1) * f1(1) + K(1,2) * f1(2)
|
||||
// K(1,1) * f2(1) = -Cdot(1) - K(1,2) * (f2(2) - f1(2)) + K(1,1) * f1(1)
|
||||
// f2(1) = invK(1,1) * (-Cdot(1) - K(1,2) * (f2(2) - f1(2))) + f1(1)
|
||||
//
|
||||
// Now compute impulse to be applied:
|
||||
// df = f2 - f1
|
||||
|
||||
void b2LineJointDef::Initialize(b2Body* b1, b2Body* b2, const b2Vec2& anchor, const b2Vec2& axis)
|
||||
{
|
||||
bodyA = b1;
|
||||
bodyB = b2;
|
||||
localAnchorA = bodyA->GetLocalPoint(anchor);
|
||||
localAnchorB = bodyB->GetLocalPoint(anchor);
|
||||
localAxisA = bodyA->GetLocalVector(axis);
|
||||
}
|
||||
|
||||
b2LineJoint::b2LineJoint(const b2LineJointDef* def)
|
||||
: b2Joint(def)
|
||||
{
|
||||
m_localAnchor1 = def->localAnchorA;
|
||||
m_localAnchor2 = def->localAnchorB;
|
||||
m_localXAxis1 = def->localAxisA;
|
||||
m_localYAxis1 = b2Cross(1.0f, m_localXAxis1);
|
||||
|
||||
m_impulse.SetZero();
|
||||
m_motorMass = 0.0;
|
||||
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 b2LineJoint::InitVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
m_localCenterA = b1->GetLocalCenter();
|
||||
m_localCenterB = b2->GetLocalCenter();
|
||||
|
||||
b2Transform xf1 = b1->GetTransform();
|
||||
b2Transform xf2 = b2->GetTransform();
|
||||
|
||||
// Compute the effective masses.
|
||||
b2Vec2 r1 = b2Mul(xf1.R, m_localAnchor1 - m_localCenterA);
|
||||
b2Vec2 r2 = b2Mul(xf2.R, m_localAnchor2 - m_localCenterB);
|
||||
b2Vec2 d = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
|
||||
|
||||
m_invMassA = b1->m_invMass;
|
||||
m_invIA = b1->m_invI;
|
||||
m_invMassB = b2->m_invMass;
|
||||
m_invIB = b2->m_invI;
|
||||
|
||||
// Compute motor Jacobian and effective mass.
|
||||
{
|
||||
m_axis = b2Mul(xf1.R, m_localXAxis1);
|
||||
m_a1 = b2Cross(d + r1, m_axis);
|
||||
m_a2 = b2Cross(r2, m_axis);
|
||||
|
||||
m_motorMass = m_invMassA + m_invMassB + m_invIA * m_a1 * m_a1 + m_invIB * m_a2 * m_a2;
|
||||
if (m_motorMass > b2_epsilon)
|
||||
{
|
||||
m_motorMass = 1.0f / m_motorMass;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_motorMass = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Prismatic constraint.
|
||||
{
|
||||
m_perp = b2Mul(xf1.R, m_localYAxis1);
|
||||
|
||||
m_s1 = b2Cross(d + r1, m_perp);
|
||||
m_s2 = b2Cross(r2, m_perp);
|
||||
|
||||
float32 m1 = m_invMassA, m2 = m_invMassB;
|
||||
float32 i1 = m_invIA, i2 = m_invIB;
|
||||
|
||||
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
|
||||
float32 k12 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;
|
||||
float32 k22 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;
|
||||
|
||||
m_K.col1.Set(k11, k12);
|
||||
m_K.col2.Set(k12, k22);
|
||||
}
|
||||
|
||||
// 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.y = 0.0f;
|
||||
}
|
||||
}
|
||||
else if (jointTranslation >= m_upperTranslation)
|
||||
{
|
||||
if (m_limitState != e_atUpperLimit)
|
||||
{
|
||||
m_limitState = e_atUpperLimit;
|
||||
m_impulse.y = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_limitState = e_inactiveLimit;
|
||||
m_impulse.y = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_limitState = e_inactiveLimit;
|
||||
}
|
||||
|
||||
if (m_enableMotor == false)
|
||||
{
|
||||
m_motorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
if (step.warmStarting)
|
||||
{
|
||||
// Account for variable time step.
|
||||
m_impulse *= step.dtRatio;
|
||||
m_motorImpulse *= step.dtRatio;
|
||||
|
||||
b2Vec2 P = m_impulse.x * m_perp + (m_motorImpulse + m_impulse.y) * m_axis;
|
||||
float32 L1 = m_impulse.x * m_s1 + (m_motorImpulse + m_impulse.y) * m_a1;
|
||||
float32 L2 = m_impulse.x * m_s2 + (m_motorImpulse + m_impulse.y) * m_a2;
|
||||
|
||||
b1->m_linearVelocity -= m_invMassA * P;
|
||||
b1->m_angularVelocity -= m_invIA * L1;
|
||||
|
||||
b2->m_linearVelocity += m_invMassB * P;
|
||||
b2->m_angularVelocity += m_invIB * L2;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_impulse.SetZero();
|
||||
m_motorImpulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void b2LineJoint::SolveVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 v1 = b1->m_linearVelocity;
|
||||
float32 w1 = b1->m_angularVelocity;
|
||||
b2Vec2 v2 = b2->m_linearVelocity;
|
||||
float32 w2 = b2->m_angularVelocity;
|
||||
|
||||
// Solve linear motor constraint.
|
||||
if (m_enableMotor && m_limitState != e_equalLimits)
|
||||
{
|
||||
float32 Cdot = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
|
||||
float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
|
||||
float32 oldImpulse = m_motorImpulse;
|
||||
float32 maxImpulse = step.dt * m_maxMotorForce;
|
||||
m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
|
||||
impulse = m_motorImpulse - oldImpulse;
|
||||
|
||||
b2Vec2 P = impulse * m_axis;
|
||||
float32 L1 = impulse * m_a1;
|
||||
float32 L2 = impulse * m_a2;
|
||||
|
||||
v1 -= m_invMassA * P;
|
||||
w1 -= m_invIA * L1;
|
||||
|
||||
v2 += m_invMassB * P;
|
||||
w2 += m_invIB * L2;
|
||||
}
|
||||
|
||||
float32 Cdot1 = b2Dot(m_perp, v2 - v1) + m_s2 * w2 - m_s1 * w1;
|
||||
|
||||
if (m_enableLimit && m_limitState != e_inactiveLimit)
|
||||
{
|
||||
// Solve prismatic and limit constraint in block form.
|
||||
float32 Cdot2 = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
|
||||
b2Vec2 Cdot(Cdot1, Cdot2);
|
||||
|
||||
b2Vec2 f1 = m_impulse;
|
||||
b2Vec2 df = m_K.Solve(-Cdot);
|
||||
m_impulse += df;
|
||||
|
||||
if (m_limitState == e_atLowerLimit)
|
||||
{
|
||||
m_impulse.y = b2Max(m_impulse.y, 0.0f);
|
||||
}
|
||||
else if (m_limitState == e_atUpperLimit)
|
||||
{
|
||||
m_impulse.y = b2Min(m_impulse.y, 0.0f);
|
||||
}
|
||||
|
||||
// f2(1) = invK(1,1) * (-Cdot(1) - K(1,2) * (f2(2) - f1(2))) + f1(1)
|
||||
float32 b = -Cdot1 - (m_impulse.y - f1.y) * m_K.col2.x;
|
||||
float32 f2r;
|
||||
if (m_K.col1.x != 0.0f)
|
||||
{
|
||||
f2r = b / m_K.col1.x + f1.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
f2r = f1.x;
|
||||
}
|
||||
|
||||
m_impulse.x = f2r;
|
||||
|
||||
df = m_impulse - f1;
|
||||
|
||||
b2Vec2 P = df.x * m_perp + df.y * m_axis;
|
||||
float32 L1 = df.x * m_s1 + df.y * m_a1;
|
||||
float32 L2 = df.x * m_s2 + df.y * m_a2;
|
||||
|
||||
v1 -= m_invMassA * P;
|
||||
w1 -= m_invIA * L1;
|
||||
|
||||
v2 += m_invMassB * P;
|
||||
w2 += m_invIB * L2;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Limit is inactive, just solve the prismatic constraint in block form.
|
||||
float32 df;
|
||||
if (m_K.col1.x != 0.0f)
|
||||
{
|
||||
df = - Cdot1 / m_K.col1.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
df = 0.0f;
|
||||
}
|
||||
m_impulse.x += df;
|
||||
|
||||
b2Vec2 P = df * m_perp;
|
||||
float32 L1 = df * m_s1;
|
||||
float32 L2 = df * m_s2;
|
||||
|
||||
v1 -= m_invMassA * P;
|
||||
w1 -= m_invIA * L1;
|
||||
|
||||
v2 += m_invMassB * P;
|
||||
w2 += m_invIB * L2;
|
||||
}
|
||||
|
||||
b1->m_linearVelocity = v1;
|
||||
b1->m_angularVelocity = w1;
|
||||
b2->m_linearVelocity = v2;
|
||||
b2->m_angularVelocity = w2;
|
||||
}
|
||||
|
||||
bool b2LineJoint::SolvePositionConstraints(float32 baumgarte)
|
||||
{
|
||||
B2_NOT_USED(baumgarte);
|
||||
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 c1 = b1->m_sweep.c;
|
||||
float32 a1 = b1->m_sweep.a;
|
||||
|
||||
b2Vec2 c2 = b2->m_sweep.c;
|
||||
float32 a2 = b2->m_sweep.a;
|
||||
|
||||
// Solve linear limit constraint.
|
||||
float32 linearError = 0.0f, angularError = 0.0f;
|
||||
bool active = false;
|
||||
float32 C2 = 0.0f;
|
||||
|
||||
b2Mat22 R1(a1), R2(a2);
|
||||
|
||||
b2Vec2 r1 = b2Mul(R1, m_localAnchor1 - m_localCenterA);
|
||||
b2Vec2 r2 = b2Mul(R2, m_localAnchor2 - m_localCenterB);
|
||||
b2Vec2 d = c2 + r2 - c1 - r1;
|
||||
|
||||
if (m_enableLimit)
|
||||
{
|
||||
m_axis = b2Mul(R1, m_localXAxis1);
|
||||
|
||||
m_a1 = b2Cross(d + r1, m_axis);
|
||||
m_a2 = b2Cross(r2, m_axis);
|
||||
|
||||
float32 translation = b2Dot(m_axis, d);
|
||||
if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
|
||||
{
|
||||
// Prevent large angular corrections
|
||||
C2 = b2Clamp(translation, -b2_maxLinearCorrection, b2_maxLinearCorrection);
|
||||
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 = 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 = translation - m_upperTranslation;
|
||||
active = true;
|
||||
}
|
||||
}
|
||||
|
||||
m_perp = b2Mul(R1, m_localYAxis1);
|
||||
|
||||
m_s1 = b2Cross(d + r1, m_perp);
|
||||
m_s2 = b2Cross(r2, m_perp);
|
||||
|
||||
b2Vec2 impulse;
|
||||
float32 C1;
|
||||
C1 = b2Dot(m_perp, d);
|
||||
|
||||
linearError = b2Max(linearError, b2Abs(C1));
|
||||
angularError = 0.0f;
|
||||
|
||||
if (active)
|
||||
{
|
||||
float32 m1 = m_invMassA, m2 = m_invMassB;
|
||||
float32 i1 = m_invIA, i2 = m_invIB;
|
||||
|
||||
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
|
||||
float32 k12 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;
|
||||
float32 k22 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;
|
||||
|
||||
m_K.col1.Set(k11, k12);
|
||||
m_K.col2.Set(k12, k22);
|
||||
|
||||
b2Vec2 C;
|
||||
C.x = C1;
|
||||
C.y = C2;
|
||||
|
||||
impulse = m_K.Solve(-C);
|
||||
}
|
||||
else
|
||||
{
|
||||
float32 m1 = m_invMassA, m2 = m_invMassB;
|
||||
float32 i1 = m_invIA, i2 = m_invIB;
|
||||
|
||||
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
|
||||
|
||||
float32 impulse1;
|
||||
if (k11 != 0.0f)
|
||||
{
|
||||
impulse1 = - C1 / k11;
|
||||
}
|
||||
else
|
||||
{
|
||||
impulse1 = 0.0f;
|
||||
}
|
||||
|
||||
impulse.x = impulse1;
|
||||
impulse.y = 0.0f;
|
||||
}
|
||||
|
||||
b2Vec2 P = impulse.x * m_perp + impulse.y * m_axis;
|
||||
float32 L1 = impulse.x * m_s1 + impulse.y * m_a1;
|
||||
float32 L2 = impulse.x * m_s2 + impulse.y * m_a2;
|
||||
|
||||
c1 -= m_invMassA * P;
|
||||
a1 -= m_invIA * L1;
|
||||
c2 += m_invMassB * P;
|
||||
a2 += m_invIB * L2;
|
||||
|
||||
// TODO_ERIN remove need for this.
|
||||
b1->m_sweep.c = c1;
|
||||
b1->m_sweep.a = a1;
|
||||
b2->m_sweep.c = c2;
|
||||
b2->m_sweep.a = a2;
|
||||
b1->SynchronizeTransform();
|
||||
b2->SynchronizeTransform();
|
||||
|
||||
return linearError <= b2_linearSlop && angularError <= b2_angularSlop;
|
||||
}
|
||||
|
||||
b2Vec2 b2LineJoint::GetAnchorA() const
|
||||
{
|
||||
return m_bodyA->GetWorldPoint(m_localAnchor1);
|
||||
}
|
||||
|
||||
b2Vec2 b2LineJoint::GetAnchorB() const
|
||||
{
|
||||
return m_bodyB->GetWorldPoint(m_localAnchor2);
|
||||
}
|
||||
|
||||
b2Vec2 b2LineJoint::GetReactionForce(float32 inv_dt) const
|
||||
{
|
||||
return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_impulse.y) * m_axis);
|
||||
}
|
||||
|
||||
float32 b2LineJoint::GetReactionTorque(float32 inv_dt) const
|
||||
{
|
||||
B2_NOT_USED(inv_dt);
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
float32 b2LineJoint::GetJointTranslation() const
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 p1 = b1->GetWorldPoint(m_localAnchor1);
|
||||
b2Vec2 p2 = b2->GetWorldPoint(m_localAnchor2);
|
||||
b2Vec2 d = p2 - p1;
|
||||
b2Vec2 axis = b1->GetWorldVector(m_localXAxis1);
|
||||
|
||||
float32 translation = b2Dot(d, axis);
|
||||
return translation;
|
||||
}
|
||||
|
||||
float32 b2LineJoint::GetJointSpeed() const
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
b2Vec2 p1 = b1->m_sweep.c + r1;
|
||||
b2Vec2 p2 = b2->m_sweep.c + r2;
|
||||
b2Vec2 d = p2 - p1;
|
||||
b2Vec2 axis = b1->GetWorldVector(m_localXAxis1);
|
||||
|
||||
b2Vec2 v1 = b1->m_linearVelocity;
|
||||
b2Vec2 v2 = b2->m_linearVelocity;
|
||||
float32 w1 = b1->m_angularVelocity;
|
||||
float32 w2 = b2->m_angularVelocity;
|
||||
|
||||
float32 speed = b2Dot(d, b2Cross(w1, axis)) + b2Dot(axis, v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1));
|
||||
return speed;
|
||||
}
|
||||
|
||||
bool b2LineJoint::IsLimitEnabled() const
|
||||
{
|
||||
return m_enableLimit;
|
||||
}
|
||||
|
||||
void b2LineJoint::EnableLimit(bool flag)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_enableLimit = flag;
|
||||
}
|
||||
|
||||
float32 b2LineJoint::GetLowerLimit() const
|
||||
{
|
||||
return m_lowerTranslation;
|
||||
}
|
||||
|
||||
float32 b2LineJoint::GetUpperLimit() const
|
||||
{
|
||||
return m_upperTranslation;
|
||||
}
|
||||
|
||||
void b2LineJoint::SetLimits(float32 lower, float32 upper)
|
||||
{
|
||||
b2Assert(lower <= upper);
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_lowerTranslation = lower;
|
||||
m_upperTranslation = upper;
|
||||
}
|
||||
|
||||
bool b2LineJoint::IsMotorEnabled() const
|
||||
{
|
||||
return m_enableMotor;
|
||||
}
|
||||
|
||||
void b2LineJoint::EnableMotor(bool flag)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_enableMotor = flag;
|
||||
}
|
||||
|
||||
void b2LineJoint::SetMotorSpeed(float32 speed)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_motorSpeed = speed;
|
||||
}
|
||||
|
||||
void b2LineJoint::SetMaxMotorForce(float32 force)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_maxMotorForce = force;
|
||||
}
|
||||
|
||||
float32 b2LineJoint::GetMotorForce() const
|
||||
{
|
||||
return m_motorImpulse;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -1,170 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_LINE_JOINT_H
|
||||
#define B2_LINE_JOINT_H
|
||||
|
||||
#include "b2Joint.h"
|
||||
|
||||
/// Line 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 b2LineJointDef : public b2JointDef
|
||||
{
|
||||
b2LineJointDef()
|
||||
{
|
||||
type = e_lineJoint;
|
||||
localAnchorA.SetZero();
|
||||
localAnchorB.SetZero();
|
||||
localAxisA.Set(1.0f, 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 world axis.
|
||||
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
|
||||
|
||||
/// The local anchor point relative to body1's origin.
|
||||
b2Vec2 localAnchorA;
|
||||
|
||||
/// The local anchor point relative to body2's origin.
|
||||
b2Vec2 localAnchorB;
|
||||
|
||||
/// The local translation axis in body1.
|
||||
b2Vec2 localAxisA;
|
||||
|
||||
/// 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 line joint. This joint provides two degrees of freedom: translation
|
||||
/// along an axis fixed in body1 and rotation in the plane. 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 b2LineJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const;
|
||||
b2Vec2 GetAnchorB() const;
|
||||
|
||||
b2Vec2 GetReactionForce(float32 inv_dt) const;
|
||||
float32 GetReactionTorque(float32 inv_dt) const;
|
||||
|
||||
/// 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/Get the maximum motor force, usually in N.
|
||||
void SetMaxMotorForce(float32 force);
|
||||
float32 GetMaxMotorForce() const;
|
||||
|
||||
/// Get the current motor force, usually in N.
|
||||
float32 GetMotorForce() const;
|
||||
|
||||
protected:
|
||||
|
||||
friend class b2Joint;
|
||||
b2LineJoint(const b2LineJointDef* def);
|
||||
|
||||
void InitVelocityConstraints(const b2TimeStep& step);
|
||||
void SolveVelocityConstraints(const b2TimeStep& step);
|
||||
bool SolvePositionConstraints(float32 baumgarte);
|
||||
|
||||
b2Vec2 m_localAnchor1;
|
||||
b2Vec2 m_localAnchor2;
|
||||
b2Vec2 m_localXAxis1;
|
||||
b2Vec2 m_localYAxis1;
|
||||
|
||||
b2Vec2 m_axis, m_perp;
|
||||
float32 m_s1, m_s2;
|
||||
float32 m_a1, m_a2;
|
||||
|
||||
b2Mat22 m_K;
|
||||
b2Vec2 m_impulse;
|
||||
|
||||
float32 m_motorMass; // effective mass for motor/limit translational constraint.
|
||||
float32 m_motorImpulse;
|
||||
|
||||
float32 m_lowerTranslation;
|
||||
float32 m_upperTranslation;
|
||||
float32 m_maxMotorForce;
|
||||
float32 m_motorSpeed;
|
||||
|
||||
bool m_enableLimit;
|
||||
bool m_enableMotor;
|
||||
b2LimitState m_limitState;
|
||||
};
|
||||
|
||||
inline float32 b2LineJoint::GetMotorSpeed() const
|
||||
{
|
||||
return m_motorSpeed;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,55 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2Math.h"
|
||||
|
||||
const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
|
||||
const b2Mat22 b2Mat22_identity(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
const b2Transform b2Transform_identity(b2Vec2_zero, b2Mat22_identity);
|
||||
|
||||
/// 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(col1, b2Cross(col2, col3));
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
b2Vec3 x;
|
||||
x.x = det * b2Dot(b, b2Cross(col2, col3));
|
||||
x.y = det * b2Dot(col1, b2Cross(b, col3));
|
||||
x.z = det * b2Dot(col1, b2Cross(col2, 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 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.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;
|
||||
}
|
||||
|
|
@ -1,197 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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_target = def->target;
|
||||
m_localAnchor = b2MulT(m_bodyB->GetTransform(), m_target);
|
||||
|
||||
m_maxForce = def->maxForce;
|
||||
m_impulse.SetZero();
|
||||
|
||||
m_frequencyHz = def->frequencyHz;
|
||||
m_dampingRatio = def->dampingRatio;
|
||||
|
||||
m_beta = 0.0f;
|
||||
m_gamma = 0.0f;
|
||||
}
|
||||
|
||||
void b2MouseJoint::SetTarget(const b2Vec2& target)
|
||||
{
|
||||
if (m_bodyB->IsAwake() == false)
|
||||
{
|
||||
m_bodyB->SetAwake(true);
|
||||
}
|
||||
m_target = target;
|
||||
}
|
||||
|
||||
const b2Vec2& b2MouseJoint::GetTarget() const
|
||||
{
|
||||
return m_target;
|
||||
}
|
||||
|
||||
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 b2TimeStep& step)
|
||||
{
|
||||
b2Body* b = m_bodyB;
|
||||
|
||||
float32 mass = b->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.
|
||||
b2Assert(d + step.dt * k > b2_epsilon);
|
||||
m_gamma = step.dt * (d + step.dt * k);
|
||||
if (m_gamma != 0.0f)
|
||||
{
|
||||
m_gamma = 1.0f / m_gamma;
|
||||
}
|
||||
m_beta = step.dt * k * m_gamma;
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
b2Vec2 r = b2Mul(b->GetTransform().R, m_localAnchor - b->GetLocalCenter());
|
||||
|
||||
// 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]
|
||||
float32 invMass = b->m_invMass;
|
||||
float32 invI = b->m_invI;
|
||||
|
||||
b2Mat22 K1;
|
||||
K1.col1.x = invMass; K1.col2.x = 0.0f;
|
||||
K1.col1.y = 0.0f; K1.col2.y = invMass;
|
||||
|
||||
b2Mat22 K2;
|
||||
K2.col1.x = invI * r.y * r.y; K2.col2.x = -invI * r.x * r.y;
|
||||
K2.col1.y = -invI * r.x * r.y; K2.col2.y = invI * r.x * r.x;
|
||||
|
||||
b2Mat22 K = K1 + K2;
|
||||
K.col1.x += m_gamma;
|
||||
K.col2.y += m_gamma;
|
||||
|
||||
m_mass = K.GetInverse();
|
||||
|
||||
m_C = b->m_sweep.c + r - m_target;
|
||||
|
||||
// Cheat with some damping
|
||||
b->m_angularVelocity *= 0.98f;
|
||||
|
||||
// Warm starting.
|
||||
m_impulse *= step.dtRatio;
|
||||
b->m_linearVelocity += invMass * m_impulse;
|
||||
b->m_angularVelocity += invI * b2Cross(r, m_impulse);
|
||||
}
|
||||
|
||||
void b2MouseJoint::SolveVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
b2Body* b = m_bodyB;
|
||||
|
||||
b2Vec2 r = b2Mul(b->GetTransform().R, m_localAnchor - b->GetLocalCenter());
|
||||
|
||||
// Cdot = v + cross(w, r)
|
||||
b2Vec2 Cdot = b->m_linearVelocity + b2Cross(b->m_angularVelocity, r);
|
||||
b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_beta * m_C + m_gamma * m_impulse));
|
||||
|
||||
b2Vec2 oldImpulse = m_impulse;
|
||||
m_impulse += impulse;
|
||||
float32 maxImpulse = step.dt * m_maxForce;
|
||||
if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
|
||||
{
|
||||
m_impulse *= maxImpulse / m_impulse.Length();
|
||||
}
|
||||
impulse = m_impulse - oldImpulse;
|
||||
|
||||
b->m_linearVelocity += b->m_invMass * impulse;
|
||||
b->m_angularVelocity += b->m_invI * b2Cross(r, impulse);
|
||||
}
|
||||
|
||||
b2Vec2 b2MouseJoint::GetAnchorA() const
|
||||
{
|
||||
return m_target;
|
||||
}
|
||||
|
||||
b2Vec2 b2MouseJoint::GetAnchorB() const
|
||||
{
|
||||
return m_bodyB->GetWorldPoint(m_localAnchor);
|
||||
}
|
||||
|
||||
b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const
|
||||
{
|
||||
return inv_dt * m_impulse;
|
||||
}
|
||||
|
||||
float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const
|
||||
{
|
||||
return inv_dt * 0.0f;
|
||||
}
|
||||
|
|
@ -1,114 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_MOUSE_JOINT_H
|
||||
#define B2_MOUSE_JOINT_H
|
||||
|
||||
#include "b2Joint.h"
|
||||
|
||||
/// Mouse joint definition. This requires a world target point,
|
||||
/// tuning parameters, and the time step.
|
||||
struct b2MouseJointDef : public b2JointDef
|
||||
{
|
||||
b2MouseJointDef()
|
||||
{
|
||||
type = e_mouseJoint;
|
||||
target.Set(0.0f, 0.0f);
|
||||
maxForce = 0.0f;
|
||||
frequencyHz = 5.0f;
|
||||
dampingRatio = 0.7f;
|
||||
}
|
||||
|
||||
/// The initial world target point. This is assumed
|
||||
/// to coincide with the body anchor initially.
|
||||
b2Vec2 target;
|
||||
|
||||
/// The maximum constraint force that can be exerted
|
||||
/// to move the candidate body. Usually you will express
|
||||
/// as some multiple of the weight (multiplier * mass * gravity).
|
||||
float32 maxForce;
|
||||
|
||||
/// The response speed.
|
||||
float32 frequencyHz;
|
||||
|
||||
/// The damping ratio. 0 = no damping, 1 = critical damping.
|
||||
float32 dampingRatio;
|
||||
};
|
||||
|
||||
/// A mouse joint is used to make a point on a body track a
|
||||
/// specified world point. This a soft constraint with a maximum
|
||||
/// force. This allows the constraint to stretch and without
|
||||
/// applying huge forces.
|
||||
/// NOTE: this joint is not documented in the manual because it was
|
||||
/// developed to be used in the testbed. If you want to learn how to
|
||||
/// use the mouse joint, look at the testbed.
|
||||
class b2MouseJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
|
||||
/// Implements b2Joint.
|
||||
b2Vec2 GetAnchorA() const;
|
||||
|
||||
/// Implements b2Joint.
|
||||
b2Vec2 GetAnchorB() const;
|
||||
|
||||
/// Implements b2Joint.
|
||||
b2Vec2 GetReactionForce(float32 inv_dt) const;
|
||||
|
||||
/// Implements b2Joint.
|
||||
float32 GetReactionTorque(float32 inv_dt) const;
|
||||
|
||||
/// Use this to update the target point.
|
||||
void SetTarget(const b2Vec2& target);
|
||||
const b2Vec2& GetTarget() const;
|
||||
|
||||
/// Set/get the maximum force in Newtons.
|
||||
void SetMaxForce(float32 force);
|
||||
float32 GetMaxForce() const;
|
||||
|
||||
/// Set/get the frequency in Hertz.
|
||||
void SetFrequency(float32 hz);
|
||||
float32 GetFrequency() const;
|
||||
|
||||
/// Set/get the damping ratio (dimensionless).
|
||||
void SetDampingRatio(float32 ratio);
|
||||
float32 GetDampingRatio() const;
|
||||
|
||||
protected:
|
||||
friend class b2Joint;
|
||||
|
||||
b2MouseJoint(const b2MouseJointDef* def);
|
||||
|
||||
void InitVelocityConstraints(const b2TimeStep& step);
|
||||
void SolveVelocityConstraints(const b2TimeStep& step);
|
||||
bool SolvePositionConstraints(float32 baumgarte) { B2_NOT_USED(baumgarte); return true; }
|
||||
|
||||
b2Vec2 m_localAnchor;
|
||||
b2Vec2 m_target;
|
||||
b2Vec2 m_impulse;
|
||||
|
||||
b2Mat22 m_mass; // effective mass for point-to-point constraint.
|
||||
b2Vec2 m_C; // position error
|
||||
float32 m_maxForce;
|
||||
float32 m_frequencyHz;
|
||||
float32 m_dampingRatio;
|
||||
float32 m_beta;
|
||||
float32 m_gamma;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,52 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2PolygonAndCircleContact.h"
|
||||
#include "b2BlockAllocator.h"
|
||||
#include "b2TimeOfImpact.h"
|
||||
#include "b2Body.h"
|
||||
#include "b2Fixture.h"
|
||||
#include "b2WorldCallbacks.h"
|
||||
|
||||
#include <new>
|
||||
|
||||
b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, 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, fixtureB)
|
||||
{
|
||||
b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
|
||||
b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
|
||||
}
|
||||
|
||||
void b2PolygonAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
|
||||
{
|
||||
b2CollidePolygonAndCircle( manifold,
|
||||
(b2PolygonShape*)m_fixtureA->GetShape(), xfA,
|
||||
(b2CircleShape*)m_fixtureB->GetShape(), xfB);
|
||||
}
|
||||
|
|
@ -1,38 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_POLYGON_AND_CIRCLE_CONTACT_H
|
||||
#define B2_POLYGON_AND_CIRCLE_CONTACT_H
|
||||
|
||||
#include "b2Contact.h"
|
||||
|
||||
class b2BlockAllocator;
|
||||
|
||||
class b2PolygonAndCircleContact : public b2Contact
|
||||
{
|
||||
public:
|
||||
static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);
|
||||
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
|
||||
|
||||
b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
|
||||
~b2PolygonAndCircleContact() {}
|
||||
|
||||
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,52 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2PolygonContact.h"
|
||||
#include "b2BlockAllocator.h"
|
||||
#include "b2TimeOfImpact.h"
|
||||
#include "b2Body.h"
|
||||
#include "b2Fixture.h"
|
||||
#include "b2WorldCallbacks.h"
|
||||
|
||||
#include <new>
|
||||
|
||||
b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, 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, fixtureB)
|
||||
{
|
||||
b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
|
||||
b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
|
||||
}
|
||||
|
||||
void b2PolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
|
||||
{
|
||||
b2CollidePolygons( manifold,
|
||||
(b2PolygonShape*)m_fixtureA->GetShape(), xfA,
|
||||
(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
|
||||
}
|
||||
|
|
@ -1,38 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_POLYGON_CONTACT_H
|
||||
#define B2_POLYGON_CONTACT_H
|
||||
|
||||
#include "b2Contact.h"
|
||||
|
||||
class b2BlockAllocator;
|
||||
|
||||
class b2PolygonContact : public b2Contact
|
||||
{
|
||||
public:
|
||||
static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);
|
||||
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
|
||||
|
||||
b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
|
||||
~b2PolygonContact() {}
|
||||
|
||||
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,434 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "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_vertexCount = 4;
|
||||
m_vertices[0].Set(-hx, -hy);
|
||||
m_vertices[1].Set( hx, -hy);
|
||||
m_vertices[2].Set( hx, hy);
|
||||
m_vertices[3].Set(-hx, hy);
|
||||
m_normals[0].Set(0.0f, -1.0f);
|
||||
m_normals[1].Set(1.0f, 0.0f);
|
||||
m_normals[2].Set(0.0f, 1.0f);
|
||||
m_normals[3].Set(-1.0f, 0.0f);
|
||||
m_centroid.SetZero();
|
||||
}
|
||||
|
||||
void b2PolygonShape::SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle)
|
||||
{
|
||||
m_vertexCount = 4;
|
||||
m_vertices[0].Set(-hx, -hy);
|
||||
m_vertices[1].Set( hx, -hy);
|
||||
m_vertices[2].Set( hx, hy);
|
||||
m_vertices[3].Set(-hx, hy);
|
||||
m_normals[0].Set(0.0f, -1.0f);
|
||||
m_normals[1].Set(1.0f, 0.0f);
|
||||
m_normals[2].Set(0.0f, 1.0f);
|
||||
m_normals[3].Set(-1.0f, 0.0f);
|
||||
m_centroid = center;
|
||||
|
||||
b2Transform xf;
|
||||
xf.position = center;
|
||||
xf.R.Set(angle);
|
||||
|
||||
// Transform vertices and normals.
|
||||
for (int32 i = 0; i < m_vertexCount; ++i)
|
||||
{
|
||||
m_vertices[i] = b2Mul(xf, m_vertices[i]);
|
||||
m_normals[i] = b2Mul(xf.R, m_normals[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void b2PolygonShape::SetAsEdge(const b2Vec2& v1, const b2Vec2& v2)
|
||||
{
|
||||
m_vertexCount = 2;
|
||||
m_vertices[0] = v1;
|
||||
m_vertices[1] = v2;
|
||||
m_centroid = 0.5f * (v1 + v2);
|
||||
m_normals[0] = b2Cross(v2 - v1, 1.0f);
|
||||
m_normals[0].Normalize();
|
||||
m_normals[1] = -m_normals[0];
|
||||
}
|
||||
|
||||
static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
|
||||
{
|
||||
b2Assert(count >= 2);
|
||||
|
||||
b2Vec2 c; c.Set(0.0f, 0.0f);
|
||||
float32 area = 0.0f;
|
||||
|
||||
if (count == 2)
|
||||
{
|
||||
c = 0.5f * (vs[0] + vs[1]);
|
||||
return c;
|
||||
}
|
||||
|
||||
// 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(2 <= count && count <= b2_maxPolygonVertices);
|
||||
m_vertexCount = count;
|
||||
|
||||
// Copy vertices.
|
||||
for (int32 i = 0; i < m_vertexCount; ++i)
|
||||
{
|
||||
m_vertices[i] = vertices[i];
|
||||
}
|
||||
|
||||
// Compute normals. Ensure the edges have non-zero length.
|
||||
for (int32 i = 0; i < m_vertexCount; ++i)
|
||||
{
|
||||
int32 i1 = i;
|
||||
int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
|
||||
b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
|
||||
b2Assert(edge.LengthSquared() > b2_epsilon * b2_epsilon);
|
||||
m_normals[i] = b2Cross(edge, 1.0f);
|
||||
m_normals[i].Normalize();
|
||||
}
|
||||
|
||||
#ifdef _DEBUG
|
||||
// Ensure the polygon is convex and the interior
|
||||
// is to the left of each edge.
|
||||
for (int32 i = 0; i < m_vertexCount; ++i)
|
||||
{
|
||||
int32 i1 = i;
|
||||
int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
|
||||
b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
|
||||
|
||||
for (int32 j = 0; j < m_vertexCount; ++j)
|
||||
{
|
||||
// Don't check vertices on the current edge.
|
||||
if (j == i1 || j == i2)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
b2Vec2 r = m_vertices[j] - m_vertices[i1];
|
||||
|
||||
// Your polygon is non-convex (it has an indentation) or
|
||||
// has colinear edges.
|
||||
float32 s = b2Cross(edge, r);
|
||||
b2Assert(s > 0.0f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Compute the polygon centroid.
|
||||
m_centroid = ComputeCentroid(m_vertices, m_vertexCount);
|
||||
}
|
||||
|
||||
bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
|
||||
{
|
||||
b2Vec2 pLocal = b2MulT(xf.R, p - xf.position);
|
||||
|
||||
for (int32 i = 0; i < m_vertexCount; ++i)
|
||||
{
|
||||
float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
|
||||
if (dot > 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& xf) const
|
||||
{
|
||||
// Put the ray into the polygon's frame of reference.
|
||||
b2Vec2 p1 = b2MulT(xf.R, input.p1 - xf.position);
|
||||
b2Vec2 p2 = b2MulT(xf.R, input.p2 - xf.position);
|
||||
b2Vec2 d = p2 - p1;
|
||||
|
||||
if (m_vertexCount == 2)
|
||||
{
|
||||
b2Vec2 v1 = m_vertices[0];
|
||||
b2Vec2 v2 = m_vertices[1];
|
||||
b2Vec2 normal = m_normals[0];
|
||||
|
||||
// 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 || 1.0f < t)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
b2Vec2 q = p1 + t * d;
|
||||
|
||||
// q = v1 + s * r
|
||||
// s = dot(q - v1, r) / dot(r, r)
|
||||
b2Vec2 r = v2 - v1;
|
||||
float32 rr = b2Dot(r, r);
|
||||
if (rr == 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float32 s = b2Dot(q - v1, r) / rr;
|
||||
if (s < 0.0f || 1.0f < s)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
output->fraction = t;
|
||||
if (numerator > 0.0f)
|
||||
{
|
||||
output->normal = -normal;
|
||||
}
|
||||
else
|
||||
{
|
||||
output->normal = normal;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
float32 lower = 0.0f, upper = input.maxFraction;
|
||||
|
||||
int32 index = -1;
|
||||
|
||||
for (int32 i = 0; i < m_vertexCount; ++i)
|
||||
{
|
||||
// p = p1 + a * d
|
||||
// dot(normal, p - v) = 0
|
||||
// dot(normal, p1 - v) + a * dot(normal, d) = 0
|
||||
float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
|
||||
float32 denominator = b2Dot(m_normals[i], d);
|
||||
|
||||
if (denominator == 0.0f)
|
||||
{
|
||||
if (numerator < 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Note: we want this predicate without division:
|
||||
// lower < numerator / denominator, where denominator < 0
|
||||
// Since denominator < 0, we have to flip the inequality:
|
||||
// lower < numerator / denominator <==> denominator * lower > numerator.
|
||||
if (denominator < 0.0f && numerator < lower * denominator)
|
||||
{
|
||||
// Increase lower.
|
||||
// The segment enters this half-space.
|
||||
lower = numerator / denominator;
|
||||
index = i;
|
||||
}
|
||||
else if (denominator > 0.0f && numerator < upper * denominator)
|
||||
{
|
||||
// Decrease upper.
|
||||
// The segment exits this half-space.
|
||||
upper = numerator / denominator;
|
||||
}
|
||||
}
|
||||
|
||||
// The use of epsilon here causes the assert on lower to trip
|
||||
// in some cases. Apparently the use of epsilon was to make edge
|
||||
// shapes work, but now those are handled separately.
|
||||
//if (upper < lower - b2_epsilon)
|
||||
if (upper < lower)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
b2Assert(0.0f <= lower && lower <= input.maxFraction);
|
||||
|
||||
if (index >= 0)
|
||||
{
|
||||
output->fraction = lower;
|
||||
output->normal = b2Mul(xf.R, m_normals[index]);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf) const
|
||||
{
|
||||
b2Vec2 lower = b2Mul(xf, m_vertices[0]);
|
||||
b2Vec2 upper = lower;
|
||||
|
||||
for (int32 i = 1; i < m_vertexCount; ++i)
|
||||
{
|
||||
b2Vec2 v = b2Mul(xf, m_vertices[i]);
|
||||
lower = b2Min(lower, v);
|
||||
upper = b2Max(upper, v);
|
||||
}
|
||||
|
||||
b2Vec2 r(m_radius, m_radius);
|
||||
aabb->lowerBound = lower - r;
|
||||
aabb->upperBound = upper + r;
|
||||
}
|
||||
|
||||
void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
|
||||
{
|
||||
// Polygon mass, centroid, and inertia.
|
||||
// Let rho be the polygon density in mass per unit area.
|
||||
// Then:
|
||||
// mass = rho * int(dA)
|
||||
// centroid.x = (1/mass) * rho * int(x * dA)
|
||||
// centroid.y = (1/mass) * rho * int(y * dA)
|
||||
// I = rho * int((x*x + y*y) * dA)
|
||||
//
|
||||
// We can compute these integrals by summing all the integrals
|
||||
// for each triangle of the polygon. To evaluate the integral
|
||||
// for a single triangle, we make a change of variables to
|
||||
// the (u,v) coordinates of the triangle:
|
||||
// x = x0 + e1x * u + e2x * v
|
||||
// y = y0 + e1y * u + e2y * v
|
||||
// where 0 <= u && 0 <= v && u + v <= 1.
|
||||
//
|
||||
// We integrate u from [0,1-v] and then v from [0,1].
|
||||
// We also need to use the Jacobian of the transformation:
|
||||
// D = cross(e1, e2)
|
||||
//
|
||||
// Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
|
||||
//
|
||||
// The rest of the derivation is handled by computer algebra.
|
||||
|
||||
b2Assert(m_vertexCount >= 2);
|
||||
|
||||
// A line segment has zero mass.
|
||||
if (m_vertexCount == 2)
|
||||
{
|
||||
massData->center = 0.5f * (m_vertices[0] + m_vertices[1]);
|
||||
massData->mass = 0.0f;
|
||||
massData->I = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
b2Vec2 center; center.Set(0.0f, 0.0f);
|
||||
float32 area = 0.0f;
|
||||
float32 I = 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 < m_vertexCount; ++i)
|
||||
{
|
||||
pRef += m_vertices[i];
|
||||
}
|
||||
pRef *= 1.0f / count;
|
||||
#endif
|
||||
|
||||
const float32 k_inv3 = 1.0f / 3.0f;
|
||||
|
||||
for (int32 i = 0; i < m_vertexCount; ++i)
|
||||
{
|
||||
// Triangle vertices.
|
||||
b2Vec2 p1 = pRef;
|
||||
b2Vec2 p2 = m_vertices[i];
|
||||
b2Vec2 p3 = i + 1 < m_vertexCount ? m_vertices[i+1] : m_vertices[0];
|
||||
|
||||
b2Vec2 e1 = p2 - p1;
|
||||
b2Vec2 e2 = p3 - p1;
|
||||
|
||||
float32 D = b2Cross(e1, e2);
|
||||
|
||||
float32 triangleArea = 0.5f * D;
|
||||
area += triangleArea;
|
||||
|
||||
// Area weighted centroid
|
||||
center += triangleArea * k_inv3 * (p1 + p2 + p3);
|
||||
|
||||
float32 px = p1.x, py = p1.y;
|
||||
float32 ex1 = e1.x, ey1 = e1.y;
|
||||
float32 ex2 = e2.x, ey2 = e2.y;
|
||||
|
||||
float32 intx2 = k_inv3 * (0.25f * (ex1*ex1 + ex2*ex1 + ex2*ex2) + (px*ex1 + px*ex2)) + 0.5f*px*px;
|
||||
float32 inty2 = k_inv3 * (0.25f * (ey1*ey1 + ey2*ey1 + ey2*ey2) + (py*ey1 + py*ey2)) + 0.5f*py*py;
|
||||
|
||||
I += D * (intx2 + inty2);
|
||||
}
|
||||
|
||||
// Total mass
|
||||
massData->mass = density * area;
|
||||
|
||||
// Center of mass
|
||||
b2Assert(area > b2_epsilon);
|
||||
center *= 1.0f / area;
|
||||
massData->center = center;
|
||||
|
||||
// Inertia tensor relative to the local origin.
|
||||
massData->I = density * I;
|
||||
}
|
||||
|
|
@ -1,131 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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.
|
||||
class b2PolygonShape : public b2Shape
|
||||
{
|
||||
public:
|
||||
b2PolygonShape();
|
||||
|
||||
/// Implement b2Shape.
|
||||
b2Shape* Clone(b2BlockAllocator* allocator) const;
|
||||
|
||||
/// Copy vertices. This assumes the vertices define a convex polygon.
|
||||
/// It is assumed that the exterior is the the right of each edge.
|
||||
void Set(const b2Vec2* vertices, int32 vertexCount);
|
||||
|
||||
/// Build vertices to represent an axis-aligned box.
|
||||
/// @param hx the half-width.
|
||||
/// @param hy the half-height.
|
||||
void SetAsBox(float32 hx, float32 hy);
|
||||
|
||||
/// Build vertices to represent an oriented box.
|
||||
/// @param hx the half-width.
|
||||
/// @param hy the half-height.
|
||||
/// @param center the center of the box in local coordinates.
|
||||
/// @param angle the rotation of the box in local coordinates.
|
||||
void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
|
||||
|
||||
/// Set this as a single edge.
|
||||
void SetAsEdge(const b2Vec2& v1, const b2Vec2& v2);
|
||||
|
||||
/// @see b2Shape::TestPoint
|
||||
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
|
||||
|
||||
/// Implement b2Shape.
|
||||
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const;
|
||||
|
||||
/// @see b2Shape::ComputeAABB
|
||||
void ComputeAABB(b2AABB* aabb, const b2Transform& transform) const;
|
||||
|
||||
/// @see b2Shape::ComputeMass
|
||||
void ComputeMass(b2MassData* massData, float32 density) const;
|
||||
|
||||
/// 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 { return m_vertexCount; }
|
||||
|
||||
/// Get a vertex by index.
|
||||
const b2Vec2& GetVertex(int32 index) const;
|
||||
|
||||
b2Vec2 m_centroid;
|
||||
b2Vec2 m_vertices[b2_maxPolygonVertices];
|
||||
b2Vec2 m_normals[b2_maxPolygonVertices];
|
||||
int32 m_vertexCount;
|
||||
};
|
||||
|
||||
inline b2PolygonShape::b2PolygonShape()
|
||||
{
|
||||
m_type = e_polygon;
|
||||
m_radius = b2_polygonRadius;
|
||||
m_vertexCount = 0;
|
||||
m_centroid.SetZero();
|
||||
}
|
||||
|
||||
inline int32 b2PolygonShape::GetSupport(const b2Vec2& d) const
|
||||
{
|
||||
int32 bestIndex = 0;
|
||||
float32 bestValue = b2Dot(m_vertices[0], d);
|
||||
for (int32 i = 1; i < m_vertexCount; ++i)
|
||||
{
|
||||
float32 value = b2Dot(m_vertices[i], d);
|
||||
if (value > bestValue)
|
||||
{
|
||||
bestIndex = i;
|
||||
bestValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
return bestIndex;
|
||||
}
|
||||
|
||||
inline const b2Vec2& b2PolygonShape::GetSupportVertex(const b2Vec2& d) const
|
||||
{
|
||||
int32 bestIndex = 0;
|
||||
float32 bestValue = b2Dot(m_vertices[0], d);
|
||||
for (int32 i = 1; i < m_vertexCount; ++i)
|
||||
{
|
||||
float32 value = b2Dot(m_vertices[i], d);
|
||||
if (value > bestValue)
|
||||
{
|
||||
bestIndex = i;
|
||||
bestValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
return m_vertices[bestIndex];
|
||||
}
|
||||
|
||||
inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const
|
||||
{
|
||||
b2Assert(0 <= index && index < m_vertexCount);
|
||||
return m_vertices[index];
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,586 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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* b1, b2Body* b2, const b2Vec2& anchor, const b2Vec2& axis)
|
||||
{
|
||||
bodyA = b1;
|
||||
bodyB = b2;
|
||||
localAnchorA = bodyA->GetLocalPoint(anchor);
|
||||
localAnchorB = bodyB->GetLocalPoint(anchor);
|
||||
localAxis1 = bodyA->GetLocalVector(axis);
|
||||
referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
|
||||
}
|
||||
|
||||
b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* def)
|
||||
: b2Joint(def)
|
||||
{
|
||||
m_localAnchor1 = def->localAnchorA;
|
||||
m_localAnchor2 = def->localAnchorB;
|
||||
m_localXAxis1 = def->localAxis1;
|
||||
m_localYAxis1 = b2Cross(1.0f, m_localXAxis1);
|
||||
m_refAngle = def->referenceAngle;
|
||||
|
||||
m_impulse.SetZero();
|
||||
m_motorMass = 0.0;
|
||||
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 b2TimeStep& step)
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
m_localCenterA = b1->GetLocalCenter();
|
||||
m_localCenterB = b2->GetLocalCenter();
|
||||
|
||||
b2Transform xf1 = b1->GetTransform();
|
||||
b2Transform xf2 = b2->GetTransform();
|
||||
|
||||
// Compute the effective masses.
|
||||
b2Vec2 r1 = b2Mul(xf1.R, m_localAnchor1 - m_localCenterA);
|
||||
b2Vec2 r2 = b2Mul(xf2.R, m_localAnchor2 - m_localCenterB);
|
||||
b2Vec2 d = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
|
||||
|
||||
m_invMassA = b1->m_invMass;
|
||||
m_invIA = b1->m_invI;
|
||||
m_invMassB = b2->m_invMass;
|
||||
m_invIB = b2->m_invI;
|
||||
|
||||
// Compute motor Jacobian and effective mass.
|
||||
{
|
||||
m_axis = b2Mul(xf1.R, m_localXAxis1);
|
||||
m_a1 = b2Cross(d + r1, m_axis);
|
||||
m_a2 = b2Cross(r2, m_axis);
|
||||
|
||||
m_motorMass = m_invMassA + m_invMassB + m_invIA * m_a1 * m_a1 + m_invIB * m_a2 * m_a2;
|
||||
if (m_motorMass > b2_epsilon)
|
||||
{
|
||||
m_motorMass = 1.0f / m_motorMass;
|
||||
}
|
||||
}
|
||||
|
||||
// Prismatic constraint.
|
||||
{
|
||||
m_perp = b2Mul(xf1.R, m_localYAxis1);
|
||||
|
||||
m_s1 = b2Cross(d + r1, m_perp);
|
||||
m_s2 = b2Cross(r2, m_perp);
|
||||
|
||||
float32 m1 = m_invMassA, m2 = m_invMassB;
|
||||
float32 i1 = m_invIA, i2 = m_invIB;
|
||||
|
||||
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
|
||||
float32 k12 = i1 * m_s1 + i2 * m_s2;
|
||||
float32 k13 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;
|
||||
float32 k22 = i1 + i2;
|
||||
float32 k23 = i1 * m_a1 + i2 * m_a2;
|
||||
float32 k33 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;
|
||||
|
||||
m_K.col1.Set(k11, k12, k13);
|
||||
m_K.col2.Set(k12, k22, k23);
|
||||
m_K.col3.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 (step.warmStarting)
|
||||
{
|
||||
// Account for variable time step.
|
||||
m_impulse *= step.dtRatio;
|
||||
m_motorImpulse *= step.dtRatio;
|
||||
|
||||
b2Vec2 P = m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis;
|
||||
float32 L1 = m_impulse.x * m_s1 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a1;
|
||||
float32 L2 = m_impulse.x * m_s2 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a2;
|
||||
|
||||
b1->m_linearVelocity -= m_invMassA * P;
|
||||
b1->m_angularVelocity -= m_invIA * L1;
|
||||
|
||||
b2->m_linearVelocity += m_invMassB * P;
|
||||
b2->m_angularVelocity += m_invIB * L2;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_impulse.SetZero();
|
||||
m_motorImpulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void b2PrismaticJoint::SolveVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 v1 = b1->m_linearVelocity;
|
||||
float32 w1 = b1->m_angularVelocity;
|
||||
b2Vec2 v2 = b2->m_linearVelocity;
|
||||
float32 w2 = b2->m_angularVelocity;
|
||||
|
||||
// Solve linear motor constraint.
|
||||
if (m_enableMotor && m_limitState != e_equalLimits)
|
||||
{
|
||||
float32 Cdot = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
|
||||
float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
|
||||
float32 oldImpulse = m_motorImpulse;
|
||||
float32 maxImpulse = step.dt * m_maxMotorForce;
|
||||
m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
|
||||
impulse = m_motorImpulse - oldImpulse;
|
||||
|
||||
b2Vec2 P = impulse * m_axis;
|
||||
float32 L1 = impulse * m_a1;
|
||||
float32 L2 = impulse * m_a2;
|
||||
|
||||
v1 -= m_invMassA * P;
|
||||
w1 -= m_invIA * L1;
|
||||
|
||||
v2 += m_invMassB * P;
|
||||
w2 += m_invIB * L2;
|
||||
}
|
||||
|
||||
b2Vec2 Cdot1;
|
||||
Cdot1.x = b2Dot(m_perp, v2 - v1) + m_s2 * w2 - m_s1 * w1;
|
||||
Cdot1.y = w2 - w1;
|
||||
|
||||
if (m_enableLimit && m_limitState != e_inactiveLimit)
|
||||
{
|
||||
// Solve prismatic and limit constraint in block form.
|
||||
float32 Cdot2;
|
||||
Cdot2 = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
|
||||
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.col3.x, m_K.col3.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 L1 = df.x * m_s1 + df.y + df.z * m_a1;
|
||||
float32 L2 = df.x * m_s2 + df.y + df.z * m_a2;
|
||||
|
||||
v1 -= m_invMassA * P;
|
||||
w1 -= m_invIA * L1;
|
||||
|
||||
v2 += m_invMassB * P;
|
||||
w2 += m_invIB * L2;
|
||||
}
|
||||
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 L1 = df.x * m_s1 + df.y;
|
||||
float32 L2 = df.x * m_s2 + df.y;
|
||||
|
||||
v1 -= m_invMassA * P;
|
||||
w1 -= m_invIA * L1;
|
||||
|
||||
v2 += m_invMassB * P;
|
||||
w2 += m_invIB * L2;
|
||||
}
|
||||
|
||||
b1->m_linearVelocity = v1;
|
||||
b1->m_angularVelocity = w1;
|
||||
b2->m_linearVelocity = v2;
|
||||
b2->m_angularVelocity = w2;
|
||||
}
|
||||
|
||||
bool b2PrismaticJoint::SolvePositionConstraints(float32 baumgarte)
|
||||
{
|
||||
B2_NOT_USED(baumgarte);
|
||||
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 c1 = b1->m_sweep.c;
|
||||
float32 a1 = b1->m_sweep.a;
|
||||
|
||||
b2Vec2 c2 = b2->m_sweep.c;
|
||||
float32 a2 = b2->m_sweep.a;
|
||||
|
||||
// Solve linear limit constraint.
|
||||
float32 linearError = 0.0f, angularError = 0.0f;
|
||||
bool active = false;
|
||||
float32 C2 = 0.0f;
|
||||
|
||||
b2Mat22 R1(a1), R2(a2);
|
||||
|
||||
b2Vec2 r1 = b2Mul(R1, m_localAnchor1 - m_localCenterA);
|
||||
b2Vec2 r2 = b2Mul(R2, m_localAnchor2 - m_localCenterB);
|
||||
b2Vec2 d = c2 + r2 - c1 - r1;
|
||||
|
||||
if (m_enableLimit)
|
||||
{
|
||||
m_axis = b2Mul(R1, m_localXAxis1);
|
||||
|
||||
m_a1 = b2Cross(d + r1, m_axis);
|
||||
m_a2 = b2Cross(r2, m_axis);
|
||||
|
||||
float32 translation = b2Dot(m_axis, d);
|
||||
if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
|
||||
{
|
||||
// Prevent large angular corrections
|
||||
C2 = b2Clamp(translation, -b2_maxLinearCorrection, b2_maxLinearCorrection);
|
||||
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 = 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 = translation - m_upperTranslation;
|
||||
active = true;
|
||||
}
|
||||
}
|
||||
|
||||
m_perp = b2Mul(R1, m_localYAxis1);
|
||||
|
||||
m_s1 = b2Cross(d + r1, m_perp);
|
||||
m_s2 = b2Cross(r2, m_perp);
|
||||
|
||||
b2Vec3 impulse;
|
||||
b2Vec2 C1;
|
||||
C1.x = b2Dot(m_perp, d);
|
||||
C1.y = a2 - a1 - m_refAngle;
|
||||
|
||||
linearError = b2Max(linearError, b2Abs(C1.x));
|
||||
angularError = b2Abs(C1.y);
|
||||
|
||||
if (active)
|
||||
{
|
||||
float32 m1 = m_invMassA, m2 = m_invMassB;
|
||||
float32 i1 = m_invIA, i2 = m_invIB;
|
||||
|
||||
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
|
||||
float32 k12 = i1 * m_s1 + i2 * m_s2;
|
||||
float32 k13 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;
|
||||
float32 k22 = i1 + i2;
|
||||
float32 k23 = i1 * m_a1 + i2 * m_a2;
|
||||
float32 k33 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;
|
||||
|
||||
m_K.col1.Set(k11, k12, k13);
|
||||
m_K.col2.Set(k12, k22, k23);
|
||||
m_K.col3.Set(k13, k23, k33);
|
||||
|
||||
b2Vec3 C;
|
||||
C.x = C1.x;
|
||||
C.y = C1.y;
|
||||
C.z = C2;
|
||||
|
||||
impulse = m_K.Solve33(-C);
|
||||
}
|
||||
else
|
||||
{
|
||||
float32 m1 = m_invMassA, m2 = m_invMassB;
|
||||
float32 i1 = m_invIA, i2 = m_invIB;
|
||||
|
||||
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
|
||||
float32 k12 = i1 * m_s1 + i2 * m_s2;
|
||||
float32 k22 = i1 + i2;
|
||||
|
||||
m_K.col1.Set(k11, k12, 0.0f);
|
||||
m_K.col2.Set(k12, k22, 0.0f);
|
||||
|
||||
b2Vec2 impulse1 = m_K.Solve22(-C1);
|
||||
impulse.x = impulse1.x;
|
||||
impulse.y = impulse1.y;
|
||||
impulse.z = 0.0f;
|
||||
}
|
||||
|
||||
b2Vec2 P = impulse.x * m_perp + impulse.z * m_axis;
|
||||
float32 L1 = impulse.x * m_s1 + impulse.y + impulse.z * m_a1;
|
||||
float32 L2 = impulse.x * m_s2 + impulse.y + impulse.z * m_a2;
|
||||
|
||||
c1 -= m_invMassA * P;
|
||||
a1 -= m_invIA * L1;
|
||||
c2 += m_invMassB * P;
|
||||
a2 += m_invIB * L2;
|
||||
|
||||
// TODO_ERIN remove need for this.
|
||||
b1->m_sweep.c = c1;
|
||||
b1->m_sweep.a = a1;
|
||||
b2->m_sweep.c = c2;
|
||||
b2->m_sweep.a = a2;
|
||||
b1->SynchronizeTransform();
|
||||
b2->SynchronizeTransform();
|
||||
|
||||
return linearError <= b2_linearSlop && angularError <= b2_angularSlop;
|
||||
}
|
||||
|
||||
b2Vec2 b2PrismaticJoint::GetAnchorA() const
|
||||
{
|
||||
return m_bodyA->GetWorldPoint(m_localAnchor1);
|
||||
}
|
||||
|
||||
b2Vec2 b2PrismaticJoint::GetAnchorB() const
|
||||
{
|
||||
return m_bodyB->GetWorldPoint(m_localAnchor2);
|
||||
}
|
||||
|
||||
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
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 p1 = b1->GetWorldPoint(m_localAnchor1);
|
||||
b2Vec2 p2 = b2->GetWorldPoint(m_localAnchor2);
|
||||
b2Vec2 d = p2 - p1;
|
||||
b2Vec2 axis = b1->GetWorldVector(m_localXAxis1);
|
||||
|
||||
float32 translation = b2Dot(d, axis);
|
||||
return translation;
|
||||
}
|
||||
|
||||
float32 b2PrismaticJoint::GetJointSpeed() const
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
b2Vec2 p1 = b1->m_sweep.c + r1;
|
||||
b2Vec2 p2 = b2->m_sweep.c + r2;
|
||||
b2Vec2 d = p2 - p1;
|
||||
b2Vec2 axis = b1->GetWorldVector(m_localXAxis1);
|
||||
|
||||
b2Vec2 v1 = b1->m_linearVelocity;
|
||||
b2Vec2 v2 = b2->m_linearVelocity;
|
||||
float32 w1 = b1->m_angularVelocity;
|
||||
float32 w2 = b2->m_angularVelocity;
|
||||
|
||||
float32 speed = b2Dot(d, b2Cross(w1, axis)) + b2Dot(axis, v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1));
|
||||
return speed;
|
||||
}
|
||||
|
||||
bool b2PrismaticJoint::IsLimitEnabled() const
|
||||
{
|
||||
return m_enableLimit;
|
||||
}
|
||||
|
||||
void b2PrismaticJoint::EnableLimit(bool flag)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_enableLimit = flag;
|
||||
}
|
||||
|
||||
float32 b2PrismaticJoint::GetLowerLimit() const
|
||||
{
|
||||
return m_lowerTranslation;
|
||||
}
|
||||
|
||||
float32 b2PrismaticJoint::GetUpperLimit() const
|
||||
{
|
||||
return m_upperTranslation;
|
||||
}
|
||||
|
||||
void b2PrismaticJoint::SetLimits(float32 lower, float32 upper)
|
||||
{
|
||||
b2Assert(lower <= upper);
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_lowerTranslation = lower;
|
||||
m_upperTranslation = upper;
|
||||
}
|
||||
|
||||
bool b2PrismaticJoint::IsMotorEnabled() const
|
||||
{
|
||||
return m_enableMotor;
|
||||
}
|
||||
|
||||
void b2PrismaticJoint::EnableMotor(bool flag)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_enableMotor = flag;
|
||||
}
|
||||
|
||||
void b2PrismaticJoint::SetMotorSpeed(float32 speed)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_motorSpeed = speed;
|
||||
}
|
||||
|
||||
void b2PrismaticJoint::SetMaxMotorForce(float32 force)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_maxMotorForce = force;
|
||||
}
|
||||
|
||||
float32 b2PrismaticJoint::GetMotorForce() const
|
||||
{
|
||||
return m_motorImpulse;
|
||||
}
|
||||
|
|
@ -1,175 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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.
|
||||
/// @warning at least one body should by dynamic with a non-fixed rotation.
|
||||
struct b2PrismaticJointDef : public b2JointDef
|
||||
{
|
||||
b2PrismaticJointDef()
|
||||
{
|
||||
type = e_prismaticJoint;
|
||||
localAnchorA.SetZero();
|
||||
localAnchorB.SetZero();
|
||||
localAxis1.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 world axis.
|
||||
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
|
||||
|
||||
/// The local anchor point relative to body1's origin.
|
||||
b2Vec2 localAnchorA;
|
||||
|
||||
/// The local anchor point relative to body2's origin.
|
||||
b2Vec2 localAnchorB;
|
||||
|
||||
/// The local translation axis in body1.
|
||||
b2Vec2 localAxis1;
|
||||
|
||||
/// The constrained angle between the bodies: body2_angle - body1_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 body1. Relative rotation is prevented. You can
|
||||
/// use a joint limit to restrict the range of motion and a joint motor to
|
||||
/// drive the motion or to model joint friction.
|
||||
class b2PrismaticJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const;
|
||||
b2Vec2 GetAnchorB() const;
|
||||
|
||||
b2Vec2 GetReactionForce(float32 inv_dt) const;
|
||||
float32 GetReactionTorque(float32 inv_dt) const;
|
||||
|
||||
/// 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);
|
||||
|
||||
/// Get the current motor force, usually in N.
|
||||
float32 GetMotorForce() const;
|
||||
|
||||
protected:
|
||||
friend class b2Joint;
|
||||
friend class b2GearJoint;
|
||||
b2PrismaticJoint(const b2PrismaticJointDef* def);
|
||||
|
||||
void InitVelocityConstraints(const b2TimeStep& step);
|
||||
void SolveVelocityConstraints(const b2TimeStep& step);
|
||||
bool SolvePositionConstraints(float32 baumgarte);
|
||||
|
||||
b2Vec2 m_localAnchor1;
|
||||
b2Vec2 m_localAnchor2;
|
||||
b2Vec2 m_localXAxis1;
|
||||
b2Vec2 m_localYAxis1;
|
||||
float32 m_refAngle;
|
||||
|
||||
b2Vec2 m_axis, m_perp;
|
||||
float32 m_s1, m_s2;
|
||||
float32 m_a1, m_a2;
|
||||
|
||||
b2Mat33 m_K;
|
||||
b2Vec3 m_impulse;
|
||||
|
||||
float32 m_motorMass; // effective mass for motor/limit translational constraint.
|
||||
float32 m_motorImpulse;
|
||||
|
||||
float32 m_lowerTranslation;
|
||||
float32 m_upperTranslation;
|
||||
float32 m_maxMotorForce;
|
||||
float32 m_motorSpeed;
|
||||
|
||||
bool m_enableLimit;
|
||||
bool m_enableMotor;
|
||||
b2LimitState m_limitState;
|
||||
};
|
||||
|
||||
inline float32 b2PrismaticJoint::GetMotorSpeed() const
|
||||
{
|
||||
return m_motorSpeed;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,427 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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) >= 0
|
||||
// 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)
|
||||
//
|
||||
// Limit:
|
||||
// C = maxLength - length
|
||||
// u = (p - s) / norm(p - s)
|
||||
// Cdot = -dot(u, v + cross(w, r))
|
||||
// K = invMass + invI * cross(r, u)^2
|
||||
// 0 <= impulse
|
||||
|
||||
void b2PulleyJointDef::Initialize(b2Body* b1, b2Body* b2,
|
||||
const b2Vec2& ga1, const b2Vec2& ga2,
|
||||
const b2Vec2& anchor1, const b2Vec2& anchor2,
|
||||
float32 r)
|
||||
{
|
||||
bodyA = b1;
|
||||
bodyB = b2;
|
||||
groundAnchorA = ga1;
|
||||
groundAnchorB = ga2;
|
||||
localAnchorA = bodyA->GetLocalPoint(anchor1);
|
||||
localAnchorB = bodyB->GetLocalPoint(anchor2);
|
||||
b2Vec2 d1 = anchor1 - ga1;
|
||||
lengthA = d1.Length();
|
||||
b2Vec2 d2 = anchor2 - ga2;
|
||||
lengthB = d2.Length();
|
||||
ratio = r;
|
||||
b2Assert(ratio > b2_epsilon);
|
||||
float32 C = lengthA + ratio * lengthB;
|
||||
maxLengthA = C - ratio * b2_minPulleyLength;
|
||||
maxLengthB = (C - b2_minPulleyLength) / ratio;
|
||||
}
|
||||
|
||||
b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
|
||||
: b2Joint(def)
|
||||
{
|
||||
m_groundAnchor1 = def->groundAnchorA;
|
||||
m_groundAnchor2 = def->groundAnchorB;
|
||||
m_localAnchor1 = def->localAnchorA;
|
||||
m_localAnchor2 = def->localAnchorB;
|
||||
|
||||
b2Assert(def->ratio != 0.0f);
|
||||
m_ratio = def->ratio;
|
||||
|
||||
m_constant = def->lengthA + m_ratio * def->lengthB;
|
||||
|
||||
m_maxLength1 = b2Min(def->maxLengthA, m_constant - m_ratio * b2_minPulleyLength);
|
||||
m_maxLength2 = b2Min(def->maxLengthB, (m_constant - b2_minPulleyLength) / m_ratio);
|
||||
|
||||
m_impulse = 0.0f;
|
||||
m_limitImpulse1 = 0.0f;
|
||||
m_limitImpulse2 = 0.0f;
|
||||
}
|
||||
|
||||
void b2PulleyJoint::InitVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
|
||||
b2Vec2 p1 = b1->m_sweep.c + r1;
|
||||
b2Vec2 p2 = b2->m_sweep.c + r2;
|
||||
|
||||
b2Vec2 s1 = m_groundAnchor1;
|
||||
b2Vec2 s2 = m_groundAnchor2;
|
||||
|
||||
// Get the pulley axes.
|
||||
m_u1 = p1 - s1;
|
||||
m_u2 = p2 - s2;
|
||||
|
||||
float32 length1 = m_u1.Length();
|
||||
float32 length2 = m_u2.Length();
|
||||
|
||||
if (length1 > b2_linearSlop)
|
||||
{
|
||||
m_u1 *= 1.0f / length1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_u1.SetZero();
|
||||
}
|
||||
|
||||
if (length2 > b2_linearSlop)
|
||||
{
|
||||
m_u2 *= 1.0f / length2;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_u2.SetZero();
|
||||
}
|
||||
|
||||
float32 C = m_constant - length1 - m_ratio * length2;
|
||||
if (C > 0.0f)
|
||||
{
|
||||
m_state = e_inactiveLimit;
|
||||
m_impulse = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_state = e_atUpperLimit;
|
||||
}
|
||||
|
||||
if (length1 < m_maxLength1)
|
||||
{
|
||||
m_limitState1 = e_inactiveLimit;
|
||||
m_limitImpulse1 = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_limitState1 = e_atUpperLimit;
|
||||
}
|
||||
|
||||
if (length2 < m_maxLength2)
|
||||
{
|
||||
m_limitState2 = e_inactiveLimit;
|
||||
m_limitImpulse2 = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_limitState2 = e_atUpperLimit;
|
||||
}
|
||||
|
||||
// Compute effective mass.
|
||||
float32 cr1u1 = b2Cross(r1, m_u1);
|
||||
float32 cr2u2 = b2Cross(r2, m_u2);
|
||||
|
||||
m_limitMass1 = b1->m_invMass + b1->m_invI * cr1u1 * cr1u1;
|
||||
m_limitMass2 = b2->m_invMass + b2->m_invI * cr2u2 * cr2u2;
|
||||
m_pulleyMass = m_limitMass1 + m_ratio * m_ratio * m_limitMass2;
|
||||
b2Assert(m_limitMass1 > b2_epsilon);
|
||||
b2Assert(m_limitMass2 > b2_epsilon);
|
||||
b2Assert(m_pulleyMass > b2_epsilon);
|
||||
m_limitMass1 = 1.0f / m_limitMass1;
|
||||
m_limitMass2 = 1.0f / m_limitMass2;
|
||||
m_pulleyMass = 1.0f / m_pulleyMass;
|
||||
|
||||
if (step.warmStarting)
|
||||
{
|
||||
// Scale impulses to support variable time steps.
|
||||
m_impulse *= step.dtRatio;
|
||||
m_limitImpulse1 *= step.dtRatio;
|
||||
m_limitImpulse2 *= step.dtRatio;
|
||||
|
||||
// Warm starting.
|
||||
b2Vec2 P1 = -(m_impulse + m_limitImpulse1) * m_u1;
|
||||
b2Vec2 P2 = (-m_ratio * m_impulse - m_limitImpulse2) * m_u2;
|
||||
b1->m_linearVelocity += b1->m_invMass * P1;
|
||||
b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1);
|
||||
b2->m_linearVelocity += b2->m_invMass * P2;
|
||||
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_impulse = 0.0f;
|
||||
m_limitImpulse1 = 0.0f;
|
||||
m_limitImpulse2 = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void b2PulleyJoint::SolveVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
B2_NOT_USED(step);
|
||||
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
|
||||
if (m_state == e_atUpperLimit)
|
||||
{
|
||||
b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1);
|
||||
b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2);
|
||||
|
||||
float32 Cdot = -b2Dot(m_u1, v1) - m_ratio * b2Dot(m_u2, v2);
|
||||
float32 impulse = m_pulleyMass * (-Cdot);
|
||||
float32 oldImpulse = m_impulse;
|
||||
m_impulse = b2Max(0.0f, m_impulse + impulse);
|
||||
impulse = m_impulse - oldImpulse;
|
||||
|
||||
b2Vec2 P1 = -impulse * m_u1;
|
||||
b2Vec2 P2 = -m_ratio * impulse * m_u2;
|
||||
b1->m_linearVelocity += b1->m_invMass * P1;
|
||||
b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1);
|
||||
b2->m_linearVelocity += b2->m_invMass * P2;
|
||||
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2);
|
||||
}
|
||||
|
||||
if (m_limitState1 == e_atUpperLimit)
|
||||
{
|
||||
b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1);
|
||||
|
||||
float32 Cdot = -b2Dot(m_u1, v1);
|
||||
float32 impulse = -m_limitMass1 * Cdot;
|
||||
float32 oldImpulse = m_limitImpulse1;
|
||||
m_limitImpulse1 = b2Max(0.0f, m_limitImpulse1 + impulse);
|
||||
impulse = m_limitImpulse1 - oldImpulse;
|
||||
|
||||
b2Vec2 P1 = -impulse * m_u1;
|
||||
b1->m_linearVelocity += b1->m_invMass * P1;
|
||||
b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1);
|
||||
}
|
||||
|
||||
if (m_limitState2 == e_atUpperLimit)
|
||||
{
|
||||
b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2);
|
||||
|
||||
float32 Cdot = -b2Dot(m_u2, v2);
|
||||
float32 impulse = -m_limitMass2 * Cdot;
|
||||
float32 oldImpulse = m_limitImpulse2;
|
||||
m_limitImpulse2 = b2Max(0.0f, m_limitImpulse2 + impulse);
|
||||
impulse = m_limitImpulse2 - oldImpulse;
|
||||
|
||||
b2Vec2 P2 = -impulse * m_u2;
|
||||
b2->m_linearVelocity += b2->m_invMass * P2;
|
||||
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2);
|
||||
}
|
||||
}
|
||||
|
||||
bool b2PulleyJoint::SolvePositionConstraints(float32 baumgarte)
|
||||
{
|
||||
B2_NOT_USED(baumgarte);
|
||||
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 s1 = m_groundAnchor1;
|
||||
b2Vec2 s2 = m_groundAnchor2;
|
||||
|
||||
float32 linearError = 0.0f;
|
||||
|
||||
if (m_state == e_atUpperLimit)
|
||||
{
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
|
||||
b2Vec2 p1 = b1->m_sweep.c + r1;
|
||||
b2Vec2 p2 = b2->m_sweep.c + r2;
|
||||
|
||||
// Get the pulley axes.
|
||||
m_u1 = p1 - s1;
|
||||
m_u2 = p2 - s2;
|
||||
|
||||
float32 length1 = m_u1.Length();
|
||||
float32 length2 = m_u2.Length();
|
||||
|
||||
if (length1 > b2_linearSlop)
|
||||
{
|
||||
m_u1 *= 1.0f / length1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_u1.SetZero();
|
||||
}
|
||||
|
||||
if (length2 > b2_linearSlop)
|
||||
{
|
||||
m_u2 *= 1.0f / length2;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_u2.SetZero();
|
||||
}
|
||||
|
||||
float32 C = m_constant - length1 - m_ratio * length2;
|
||||
linearError = b2Max(linearError, -C);
|
||||
|
||||
C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
|
||||
float32 impulse = -m_pulleyMass * C;
|
||||
|
||||
b2Vec2 P1 = -impulse * m_u1;
|
||||
b2Vec2 P2 = -m_ratio * impulse * m_u2;
|
||||
|
||||
b1->m_sweep.c += b1->m_invMass * P1;
|
||||
b1->m_sweep.a += b1->m_invI * b2Cross(r1, P1);
|
||||
b2->m_sweep.c += b2->m_invMass * P2;
|
||||
b2->m_sweep.a += b2->m_invI * b2Cross(r2, P2);
|
||||
|
||||
b1->SynchronizeTransform();
|
||||
b2->SynchronizeTransform();
|
||||
}
|
||||
|
||||
if (m_limitState1 == e_atUpperLimit)
|
||||
{
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 p1 = b1->m_sweep.c + r1;
|
||||
|
||||
m_u1 = p1 - s1;
|
||||
float32 length1 = m_u1.Length();
|
||||
|
||||
if (length1 > b2_linearSlop)
|
||||
{
|
||||
m_u1 *= 1.0f / length1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_u1.SetZero();
|
||||
}
|
||||
|
||||
float32 C = m_maxLength1 - length1;
|
||||
linearError = b2Max(linearError, -C);
|
||||
C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
|
||||
float32 impulse = -m_limitMass1 * C;
|
||||
|
||||
b2Vec2 P1 = -impulse * m_u1;
|
||||
b1->m_sweep.c += b1->m_invMass * P1;
|
||||
b1->m_sweep.a += b1->m_invI * b2Cross(r1, P1);
|
||||
|
||||
b1->SynchronizeTransform();
|
||||
}
|
||||
|
||||
if (m_limitState2 == e_atUpperLimit)
|
||||
{
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
b2Vec2 p2 = b2->m_sweep.c + r2;
|
||||
|
||||
m_u2 = p2 - s2;
|
||||
float32 length2 = m_u2.Length();
|
||||
|
||||
if (length2 > b2_linearSlop)
|
||||
{
|
||||
m_u2 *= 1.0f / length2;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_u2.SetZero();
|
||||
}
|
||||
|
||||
float32 C = m_maxLength2 - length2;
|
||||
linearError = b2Max(linearError, -C);
|
||||
C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
|
||||
float32 impulse = -m_limitMass2 * C;
|
||||
|
||||
b2Vec2 P2 = -impulse * m_u2;
|
||||
b2->m_sweep.c += b2->m_invMass * P2;
|
||||
b2->m_sweep.a += b2->m_invI * b2Cross(r2, P2);
|
||||
|
||||
b2->SynchronizeTransform();
|
||||
}
|
||||
|
||||
return linearError < b2_linearSlop;
|
||||
}
|
||||
|
||||
b2Vec2 b2PulleyJoint::GetAnchorA() const
|
||||
{
|
||||
return m_bodyA->GetWorldPoint(m_localAnchor1);
|
||||
}
|
||||
|
||||
b2Vec2 b2PulleyJoint::GetAnchorB() const
|
||||
{
|
||||
return m_bodyB->GetWorldPoint(m_localAnchor2);
|
||||
}
|
||||
|
||||
b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const
|
||||
{
|
||||
b2Vec2 P = m_impulse * m_u2;
|
||||
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_groundAnchor1;
|
||||
}
|
||||
|
||||
b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
|
||||
{
|
||||
return m_groundAnchor2;
|
||||
}
|
||||
|
||||
float32 b2PulleyJoint::GetLength1() const
|
||||
{
|
||||
b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchor1);
|
||||
b2Vec2 s = m_groundAnchor1;
|
||||
b2Vec2 d = p - s;
|
||||
return d.Length();
|
||||
}
|
||||
|
||||
float32 b2PulleyJoint::GetLength2() const
|
||||
{
|
||||
b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchor2);
|
||||
b2Vec2 s = m_groundAnchor2;
|
||||
b2Vec2 d = p - s;
|
||||
return d.Length();
|
||||
}
|
||||
|
||||
float32 b2PulleyJoint::GetRatio() const
|
||||
{
|
||||
return m_ratio;
|
||||
}
|
||||
|
|
@ -1,148 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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, max lengths for each side,
|
||||
/// 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;
|
||||
maxLengthA = 0.0f;
|
||||
lengthB = 0.0f;
|
||||
maxLengthB = 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 maximum length of the segment attached to bodyA.
|
||||
float32 maxLengthA;
|
||||
|
||||
/// The a reference length for the segment attached to bodyB.
|
||||
float32 lengthB;
|
||||
|
||||
/// The maximum length of the segment attached to bodyB.
|
||||
float32 maxLengthB;
|
||||
|
||||
/// 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.
|
||||
/// The pulley also enforces a maximum length limit on both sides. This is
|
||||
/// useful to prevent one side of the pulley hitting the top.
|
||||
class b2PulleyJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const;
|
||||
b2Vec2 GetAnchorB() const;
|
||||
|
||||
b2Vec2 GetReactionForce(float32 inv_dt) const;
|
||||
float32 GetReactionTorque(float32 inv_dt) const;
|
||||
|
||||
/// Get the first ground anchor.
|
||||
b2Vec2 GetGroundAnchorA() const;
|
||||
|
||||
/// Get the second ground anchor.
|
||||
b2Vec2 GetGroundAnchorB() const;
|
||||
|
||||
/// Get the current length of the segment attached to body1.
|
||||
float32 GetLength1() const;
|
||||
|
||||
/// Get the current length of the segment attached to body2.
|
||||
float32 GetLength2() const;
|
||||
|
||||
/// Get the pulley ratio.
|
||||
float32 GetRatio() const;
|
||||
|
||||
protected:
|
||||
|
||||
friend class b2Joint;
|
||||
b2PulleyJoint(const b2PulleyJointDef* data);
|
||||
|
||||
void InitVelocityConstraints(const b2TimeStep& step);
|
||||
void SolveVelocityConstraints(const b2TimeStep& step);
|
||||
bool SolvePositionConstraints(float32 baumgarte);
|
||||
|
||||
b2Vec2 m_groundAnchor1;
|
||||
b2Vec2 m_groundAnchor2;
|
||||
b2Vec2 m_localAnchor1;
|
||||
b2Vec2 m_localAnchor2;
|
||||
|
||||
b2Vec2 m_u1;
|
||||
b2Vec2 m_u2;
|
||||
|
||||
float32 m_constant;
|
||||
float32 m_ratio;
|
||||
|
||||
float32 m_maxLength1;
|
||||
float32 m_maxLength2;
|
||||
|
||||
// Effective masses
|
||||
float32 m_pulleyMass;
|
||||
float32 m_limitMass1;
|
||||
float32 m_limitMass2;
|
||||
|
||||
// Impulses for accumulation/warm starting.
|
||||
float32 m_impulse;
|
||||
float32 m_limitImpulse1;
|
||||
float32 m_limitImpulse2;
|
||||
|
||||
b2LimitState m_state;
|
||||
b2LimitState m_limitState1;
|
||||
b2LimitState m_limitState2;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,478 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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* b1, b2Body* b2, const b2Vec2& anchor)
|
||||
{
|
||||
bodyA = b1;
|
||||
bodyB = b2;
|
||||
localAnchorA = bodyA->GetLocalPoint(anchor);
|
||||
localAnchorB = bodyB->GetLocalPoint(anchor);
|
||||
referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
|
||||
}
|
||||
|
||||
b2RevoluteJoint::b2RevoluteJoint(const b2RevoluteJointDef* def)
|
||||
: b2Joint(def)
|
||||
{
|
||||
m_localAnchor1 = def->localAnchorA;
|
||||
m_localAnchor2 = 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 b2TimeStep& step)
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
if (m_enableMotor || m_enableLimit)
|
||||
{
|
||||
// You cannot create a rotation limit between bodies that
|
||||
// both have fixed rotation.
|
||||
b2Assert(b1->m_invI > 0.0f || b2->m_invI > 0.0f);
|
||||
}
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
|
||||
// J = [-I -r1_skew I r2_skew]
|
||||
// [ 0 -1 0 1]
|
||||
// r_skew = [-ry; rx]
|
||||
|
||||
// Matlab
|
||||
// K = [ m1+r1y^2*i1+m2+r2y^2*i2, -r1y*i1*r1x-r2y*i2*r2x, -r1y*i1-r2y*i2]
|
||||
// [ -r1y*i1*r1x-r2y*i2*r2x, m1+r1x^2*i1+m2+r2x^2*i2, r1x*i1+r2x*i2]
|
||||
// [ -r1y*i1-r2y*i2, r1x*i1+r2x*i2, i1+i2]
|
||||
|
||||
float32 m1 = b1->m_invMass, m2 = b2->m_invMass;
|
||||
float32 i1 = b1->m_invI, i2 = b2->m_invI;
|
||||
|
||||
m_mass.col1.x = m1 + m2 + r1.y * r1.y * i1 + r2.y * r2.y * i2;
|
||||
m_mass.col2.x = -r1.y * r1.x * i1 - r2.y * r2.x * i2;
|
||||
m_mass.col3.x = -r1.y * i1 - r2.y * i2;
|
||||
m_mass.col1.y = m_mass.col2.x;
|
||||
m_mass.col2.y = m1 + m2 + r1.x * r1.x * i1 + r2.x * r2.x * i2;
|
||||
m_mass.col3.y = r1.x * i1 + r2.x * i2;
|
||||
m_mass.col1.z = m_mass.col3.x;
|
||||
m_mass.col2.z = m_mass.col3.y;
|
||||
m_mass.col3.z = i1 + i2;
|
||||
|
||||
m_motorMass = i1 + i2;
|
||||
if (m_motorMass > 0.0f)
|
||||
{
|
||||
m_motorMass = 1.0f / m_motorMass;
|
||||
}
|
||||
|
||||
if (m_enableMotor == false)
|
||||
{
|
||||
m_motorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
if (m_enableLimit)
|
||||
{
|
||||
float32 jointAngle = b2->m_sweep.a - b1->m_sweep.a - 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 (step.warmStarting)
|
||||
{
|
||||
// Scale impulses to support a variable time step.
|
||||
m_impulse *= step.dtRatio;
|
||||
m_motorImpulse *= step.dtRatio;
|
||||
|
||||
b2Vec2 P(m_impulse.x, m_impulse.y);
|
||||
|
||||
b1->m_linearVelocity -= m1 * P;
|
||||
b1->m_angularVelocity -= i1 * (b2Cross(r1, P) + m_motorImpulse + m_impulse.z);
|
||||
|
||||
b2->m_linearVelocity += m2 * P;
|
||||
b2->m_angularVelocity += i2 * (b2Cross(r2, P) + m_motorImpulse + m_impulse.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_impulse.SetZero();
|
||||
m_motorImpulse = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void b2RevoluteJoint::SolveVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
b2Vec2 v1 = b1->m_linearVelocity;
|
||||
float32 w1 = b1->m_angularVelocity;
|
||||
b2Vec2 v2 = b2->m_linearVelocity;
|
||||
float32 w2 = b2->m_angularVelocity;
|
||||
|
||||
float32 m1 = b1->m_invMass, m2 = b2->m_invMass;
|
||||
float32 i1 = b1->m_invI, i2 = b2->m_invI;
|
||||
|
||||
// Solve motor constraint.
|
||||
if (m_enableMotor && m_limitState != e_equalLimits)
|
||||
{
|
||||
float32 Cdot = w2 - w1 - m_motorSpeed;
|
||||
float32 impulse = m_motorMass * (-Cdot);
|
||||
float32 oldImpulse = m_motorImpulse;
|
||||
float32 maxImpulse = step.dt * m_maxMotorTorque;
|
||||
m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
|
||||
impulse = m_motorImpulse - oldImpulse;
|
||||
|
||||
w1 -= i1 * impulse;
|
||||
w2 += i2 * impulse;
|
||||
}
|
||||
|
||||
// Solve limit constraint.
|
||||
if (m_enableLimit && m_limitState != e_inactiveLimit)
|
||||
{
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
|
||||
// Solve point-to-point constraint
|
||||
b2Vec2 Cdot1 = v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1);
|
||||
float32 Cdot2 = w2 - w1;
|
||||
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 reduced = m_mass.Solve22(-Cdot1);
|
||||
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 if (m_limitState == e_atUpperLimit)
|
||||
{
|
||||
float32 newImpulse = m_impulse.z + impulse.z;
|
||||
if (newImpulse > 0.0f)
|
||||
{
|
||||
b2Vec2 reduced = m_mass.Solve22(-Cdot1);
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
b2Vec2 P(impulse.x, impulse.y);
|
||||
|
||||
v1 -= m1 * P;
|
||||
w1 -= i1 * (b2Cross(r1, P) + impulse.z);
|
||||
|
||||
v2 += m2 * P;
|
||||
w2 += i2 * (b2Cross(r2, P) + impulse.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
|
||||
// Solve point-to-point constraint
|
||||
b2Vec2 Cdot = v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1);
|
||||
b2Vec2 impulse = m_mass.Solve22(-Cdot);
|
||||
|
||||
m_impulse.x += impulse.x;
|
||||
m_impulse.y += impulse.y;
|
||||
|
||||
v1 -= m1 * impulse;
|
||||
w1 -= i1 * b2Cross(r1, impulse);
|
||||
|
||||
v2 += m2 * impulse;
|
||||
w2 += i2 * b2Cross(r2, impulse);
|
||||
}
|
||||
|
||||
b1->m_linearVelocity = v1;
|
||||
b1->m_angularVelocity = w1;
|
||||
b2->m_linearVelocity = v2;
|
||||
b2->m_angularVelocity = w2;
|
||||
}
|
||||
|
||||
bool b2RevoluteJoint::SolvePositionConstraints(float32 baumgarte)
|
||||
{
|
||||
// TODO_ERIN block solve with limit.
|
||||
|
||||
B2_NOT_USED(baumgarte);
|
||||
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
|
||||
float32 angularError = 0.0f;
|
||||
float32 positionError = 0.0f;
|
||||
|
||||
// Solve angular limit constraint.
|
||||
if (m_enableLimit && m_limitState != e_inactiveLimit)
|
||||
{
|
||||
float32 angle = b2->m_sweep.a - b1->m_sweep.a - 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;
|
||||
}
|
||||
|
||||
b1->m_sweep.a -= b1->m_invI * limitImpulse;
|
||||
b2->m_sweep.a += b2->m_invI * limitImpulse;
|
||||
|
||||
b1->SynchronizeTransform();
|
||||
b2->SynchronizeTransform();
|
||||
}
|
||||
|
||||
// Solve point-to-point constraint.
|
||||
{
|
||||
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
|
||||
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
|
||||
|
||||
b2Vec2 C = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
|
||||
positionError = C.Length();
|
||||
|
||||
float32 invMass1 = b1->m_invMass, invMass2 = b2->m_invMass;
|
||||
float32 invI1 = b1->m_invI, invI2 = b2->m_invI;
|
||||
|
||||
// Handle large detachment.
|
||||
const float32 k_allowedStretch = 10.0f * b2_linearSlop;
|
||||
if (C.LengthSquared() > k_allowedStretch * k_allowedStretch)
|
||||
{
|
||||
// Use a particle solution (no rotation).
|
||||
b2Vec2 u = C; u.Normalize();
|
||||
float32 m = invMass1 + invMass2;
|
||||
if (m > 0.0f)
|
||||
{
|
||||
m = 1.0f / m;
|
||||
}
|
||||
b2Vec2 impulse = m * (-C);
|
||||
const float32 k_beta = 0.5f;
|
||||
b1->m_sweep.c -= k_beta * invMass1 * impulse;
|
||||
b2->m_sweep.c += k_beta * invMass2 * impulse;
|
||||
|
||||
C = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
|
||||
}
|
||||
|
||||
b2Mat22 K1;
|
||||
K1.col1.x = invMass1 + invMass2; K1.col2.x = 0.0f;
|
||||
K1.col1.y = 0.0f; K1.col2.y = invMass1 + invMass2;
|
||||
|
||||
b2Mat22 K2;
|
||||
K2.col1.x = invI1 * r1.y * r1.y; K2.col2.x = -invI1 * r1.x * r1.y;
|
||||
K2.col1.y = -invI1 * r1.x * r1.y; K2.col2.y = invI1 * r1.x * r1.x;
|
||||
|
||||
b2Mat22 K3;
|
||||
K3.col1.x = invI2 * r2.y * r2.y; K3.col2.x = -invI2 * r2.x * r2.y;
|
||||
K3.col1.y = -invI2 * r2.x * r2.y; K3.col2.y = invI2 * r2.x * r2.x;
|
||||
|
||||
b2Mat22 K = K1 + K2 + K3;
|
||||
b2Vec2 impulse = K.Solve(-C);
|
||||
|
||||
b1->m_sweep.c -= b1->m_invMass * impulse;
|
||||
b1->m_sweep.a -= b1->m_invI * b2Cross(r1, impulse);
|
||||
|
||||
b2->m_sweep.c += b2->m_invMass * impulse;
|
||||
b2->m_sweep.a += b2->m_invI * b2Cross(r2, impulse);
|
||||
|
||||
b1->SynchronizeTransform();
|
||||
b2->SynchronizeTransform();
|
||||
}
|
||||
|
||||
return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
|
||||
}
|
||||
|
||||
b2Vec2 b2RevoluteJoint::GetAnchorA() const
|
||||
{
|
||||
return m_bodyA->GetWorldPoint(m_localAnchor1);
|
||||
}
|
||||
|
||||
b2Vec2 b2RevoluteJoint::GetAnchorB() const
|
||||
{
|
||||
return m_bodyB->GetWorldPoint(m_localAnchor2);
|
||||
}
|
||||
|
||||
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* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
return b2->m_sweep.a - b1->m_sweep.a - m_referenceAngle;
|
||||
}
|
||||
|
||||
float32 b2RevoluteJoint::GetJointSpeed() const
|
||||
{
|
||||
b2Body* b1 = m_bodyA;
|
||||
b2Body* b2 = m_bodyB;
|
||||
return b2->m_angularVelocity - b1->m_angularVelocity;
|
||||
}
|
||||
|
||||
bool b2RevoluteJoint::IsMotorEnabled() const
|
||||
{
|
||||
return m_enableMotor;
|
||||
}
|
||||
|
||||
void b2RevoluteJoint::EnableMotor(bool flag)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_enableMotor = flag;
|
||||
}
|
||||
|
||||
float32 b2RevoluteJoint::GetMotorTorque() const
|
||||
{
|
||||
return m_motorImpulse;
|
||||
}
|
||||
|
||||
void b2RevoluteJoint::SetMotorSpeed(float32 speed)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_motorSpeed = speed;
|
||||
}
|
||||
|
||||
void b2RevoluteJoint::SetMaxMotorTorque(float32 torque)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_maxMotorTorque = torque;
|
||||
}
|
||||
|
||||
bool b2RevoluteJoint::IsLimitEnabled() const
|
||||
{
|
||||
return m_enableLimit;
|
||||
}
|
||||
|
||||
void b2RevoluteJoint::EnableLimit(bool flag)
|
||||
{
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_enableLimit = flag;
|
||||
}
|
||||
|
||||
float32 b2RevoluteJoint::GetLowerLimit() const
|
||||
{
|
||||
return m_lowerAngle;
|
||||
}
|
||||
|
||||
float32 b2RevoluteJoint::GetUpperLimit() const
|
||||
{
|
||||
return m_upperAngle;
|
||||
}
|
||||
|
||||
void b2RevoluteJoint::SetLimits(float32 lower, float32 upper)
|
||||
{
|
||||
b2Assert(lower <= upper);
|
||||
m_bodyA->SetAwake(true);
|
||||
m_bodyB->SetAwake(true);
|
||||
m_lowerAngle = lower;
|
||||
m_upperAngle = upper;
|
||||
}
|
||||
|
|
@ -1,174 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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 body1's origin.
|
||||
b2Vec2 localAnchorA;
|
||||
|
||||
/// The local anchor point relative to body2's origin.
|
||||
b2Vec2 localAnchorB;
|
||||
|
||||
/// The body2 angle minus body1 angle in the reference state (radians).
|
||||
float32 referenceAngle;
|
||||
|
||||
/// A flag to enable joint limits.
|
||||
bool enableLimit;
|
||||
|
||||
/// The lower angle for the joint limit (radians).
|
||||
float32 lowerAngle;
|
||||
|
||||
/// The upper angle for the joint limit (radians).
|
||||
float32 upperAngle;
|
||||
|
||||
/// A flag to enable the joint motor.
|
||||
bool enableMotor;
|
||||
|
||||
/// The desired motor speed. Usually in radians per second.
|
||||
float32 motorSpeed;
|
||||
|
||||
/// The maximum motor torque used to achieve the desired motor speed.
|
||||
/// Usually in N-m.
|
||||
float32 maxMotorTorque;
|
||||
};
|
||||
|
||||
/// A revolute joint constrains two bodies to share a common point while they
|
||||
/// are free to rotate about the point. The relative rotation about the shared
|
||||
/// point is the joint angle. You can limit the relative rotation with
|
||||
/// a joint limit that specifies a lower and upper angle. You can use a motor
|
||||
/// to drive the relative rotation about the shared point. A maximum motor torque
|
||||
/// is provided so that infinite forces are not generated.
|
||||
class b2RevoluteJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const;
|
||||
b2Vec2 GetAnchorB() const;
|
||||
|
||||
b2Vec2 GetReactionForce(float32 inv_dt) const;
|
||||
float32 GetReactionTorque(float32 inv_dt) const;
|
||||
|
||||
/// 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);
|
||||
|
||||
/// Get the current motor torque, usually in N-m.
|
||||
float32 GetMotorTorque() const;
|
||||
|
||||
protected:
|
||||
|
||||
friend class b2Joint;
|
||||
friend class b2GearJoint;
|
||||
|
||||
b2RevoluteJoint(const b2RevoluteJointDef* def);
|
||||
|
||||
void InitVelocityConstraints(const b2TimeStep& step);
|
||||
void SolveVelocityConstraints(const b2TimeStep& step);
|
||||
|
||||
bool SolvePositionConstraints(float32 baumgarte);
|
||||
|
||||
b2Vec2 m_localAnchor1; // relative
|
||||
b2Vec2 m_localAnchor2;
|
||||
b2Vec3 m_impulse;
|
||||
float32 m_motorImpulse;
|
||||
|
||||
b2Mat33 m_mass; // effective mass for point-to-point constraint.
|
||||
float32 m_motorMass; // effective mass for motor/limit angular constraint.
|
||||
|
||||
bool m_enableMotor;
|
||||
float32 m_maxMotorTorque;
|
||||
float32 m_motorSpeed;
|
||||
|
||||
bool m_enableLimit;
|
||||
float32 m_referenceAngle;
|
||||
float32 m_lowerAngle;
|
||||
float32 m_upperAngle;
|
||||
b2LimitState m_limitState;
|
||||
};
|
||||
|
||||
inline float32 b2RevoluteJoint::GetMotorSpeed() const
|
||||
{
|
||||
return m_motorSpeed;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,33 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2Settings.h"
|
||||
#include <cstdlib>
|
||||
|
||||
b2Version b2_version = {2, 1, 2};
|
||||
|
||||
// Memory allocators. Modify these to use your own allocator.
|
||||
void* b2Alloc(int32 size)
|
||||
{
|
||||
return malloc(size);
|
||||
}
|
||||
|
||||
void b2Free(void* mem)
|
||||
{
|
||||
free(mem);
|
||||
}
|
||||
|
|
@ -1,95 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_SHAPE_H
|
||||
#define B2_SHAPE_H
|
||||
|
||||
#include "b2BlockAllocator.h"
|
||||
#include "b2Math.h"
|
||||
#include "b2Collision.h"
|
||||
|
||||
/// This holds the mass data computed for a shape.
|
||||
struct b2MassData
|
||||
{
|
||||
/// The mass of the shape, usually in kilograms.
|
||||
float32 mass;
|
||||
|
||||
/// The position of the shape's centroid relative to the shape's origin.
|
||||
b2Vec2 center;
|
||||
|
||||
/// The rotational inertia of the shape about the local origin.
|
||||
float32 I;
|
||||
};
|
||||
|
||||
/// A shape is used for collision detection. You can create a shape however you like.
|
||||
/// Shapes used for simulation in b2World are created automatically when a b2Fixture
|
||||
/// is created.
|
||||
class b2Shape
|
||||
{
|
||||
public:
|
||||
|
||||
enum Type
|
||||
{
|
||||
e_unknown= -1,
|
||||
e_circle = 0,
|
||||
e_polygon = 1,
|
||||
e_typeCount = 2,
|
||||
};
|
||||
|
||||
b2Shape() { m_type = e_unknown; }
|
||||
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;
|
||||
|
||||
/// 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 this shape.
|
||||
/// @param output the ray-cast results.
|
||||
/// @param input the ray-cast input parameters.
|
||||
/// @param transform the transform to be applied to the shape.
|
||||
virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const = 0;
|
||||
|
||||
/// Given a transform, compute the associated axis aligned bounding box for this shape.
|
||||
/// @param aabb returns the axis aligned box.
|
||||
/// @param xf the world transform of the shape.
|
||||
virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf) const = 0;
|
||||
|
||||
/// Compute the mass properties of this shape using its dimensions and density.
|
||||
/// The inertia tensor is computed about the local origin.
|
||||
/// @param massData returns the mass data for this shape.
|
||||
/// @param density the density in kilograms per meter squared.
|
||||
virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
|
||||
|
||||
Type m_type;
|
||||
float32 m_radius;
|
||||
};
|
||||
|
||||
inline b2Shape::Type b2Shape::GetType() const
|
||||
{
|
||||
return m_type;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,83 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2StackAllocator.h"
|
||||
#include "b2Math.h"
|
||||
|
||||
b2StackAllocator::b2StackAllocator()
|
||||
{
|
||||
m_index = 0;
|
||||
m_allocation = 0;
|
||||
m_maxAllocation = 0;
|
||||
m_entryCount = 0;
|
||||
}
|
||||
|
||||
b2StackAllocator::~b2StackAllocator()
|
||||
{
|
||||
b2Assert(m_index == 0);
|
||||
b2Assert(m_entryCount == 0);
|
||||
}
|
||||
|
||||
void* b2StackAllocator::Allocate(int32 size)
|
||||
{
|
||||
b2Assert(m_entryCount < b2_maxStackEntries);
|
||||
|
||||
b2StackEntry* entry = m_entries + m_entryCount;
|
||||
entry->size = size;
|
||||
if (m_index + size > b2_stackSize)
|
||||
{
|
||||
entry->data = (char*)b2Alloc(size);
|
||||
entry->usedMalloc = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
entry->data = m_data + m_index;
|
||||
entry->usedMalloc = false;
|
||||
m_index += size;
|
||||
}
|
||||
|
||||
m_allocation += size;
|
||||
m_maxAllocation = b2Max(m_maxAllocation, m_allocation);
|
||||
++m_entryCount;
|
||||
|
||||
return entry->data;
|
||||
}
|
||||
|
||||
void b2StackAllocator::Free(void* p)
|
||||
{
|
||||
b2Assert(m_entryCount > 0);
|
||||
b2StackEntry* entry = m_entries + m_entryCount - 1;
|
||||
b2Assert(p == entry->data);
|
||||
if (entry->usedMalloc)
|
||||
{
|
||||
b2Free(p);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_index -= entry->size;
|
||||
}
|
||||
m_allocation -= entry->size;
|
||||
--m_entryCount;
|
||||
|
||||
p = NULL;
|
||||
}
|
||||
|
||||
int32 b2StackAllocator::GetMaxAllocation() const
|
||||
{
|
||||
return m_maxAllocation;
|
||||
}
|
||||
|
|
@ -1,60 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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
|
||||
|
|
@ -1,231 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2TOISolver.h"
|
||||
#include "b2Contact.h"
|
||||
#include "b2Body.h"
|
||||
#include "b2Fixture.h"
|
||||
#include "b2StackAllocator.h"
|
||||
|
||||
struct b2TOIConstraint
|
||||
{
|
||||
b2Vec2 localPoints[b2_maxManifoldPoints];
|
||||
b2Vec2 localNormal;
|
||||
b2Vec2 localPoint;
|
||||
b2Manifold::Type type;
|
||||
float32 radius;
|
||||
int32 pointCount;
|
||||
b2Body* bodyA;
|
||||
b2Body* bodyB;
|
||||
};
|
||||
|
||||
b2TOISolver::b2TOISolver(b2StackAllocator* allocator)
|
||||
{
|
||||
m_allocator = allocator;
|
||||
m_constraints = NULL;
|
||||
m_count = NULL;
|
||||
m_toiBody = NULL;
|
||||
}
|
||||
|
||||
b2TOISolver::~b2TOISolver()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
void b2TOISolver::Clear()
|
||||
{
|
||||
if (m_allocator && m_constraints)
|
||||
{
|
||||
m_allocator->Free(m_constraints);
|
||||
m_constraints = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void b2TOISolver::Initialize(b2Contact** contacts, int32 count, b2Body* toiBody)
|
||||
{
|
||||
Clear();
|
||||
|
||||
m_count = count;
|
||||
m_toiBody = toiBody;
|
||||
|
||||
m_constraints = (b2TOIConstraint*) m_allocator->Allocate(m_count * sizeof(b2TOIConstraint));
|
||||
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
b2Contact* contact = contacts[i];
|
||||
|
||||
b2Fixture* fixtureA = contact->GetFixtureA();
|
||||
b2Fixture* fixtureB = contact->GetFixtureB();
|
||||
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();
|
||||
|
||||
b2Assert(manifold->pointCount > 0);
|
||||
|
||||
b2TOIConstraint* constraint = m_constraints + i;
|
||||
constraint->bodyA = bodyA;
|
||||
constraint->bodyB = bodyB;
|
||||
constraint->localNormal = manifold->localNormal;
|
||||
constraint->localPoint = manifold->localPoint;
|
||||
constraint->type = manifold->type;
|
||||
constraint->pointCount = manifold->pointCount;
|
||||
constraint->radius = radiusA + radiusB;
|
||||
|
||||
for (int32 j = 0; j < constraint->pointCount; ++j)
|
||||
{
|
||||
b2ManifoldPoint* cp = manifold->points + j;
|
||||
constraint->localPoints[j] = cp->localPoint;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct b2TOISolverManifold
|
||||
{
|
||||
void Initialize(b2TOIConstraint* cc, int32 index)
|
||||
{
|
||||
b2Assert(cc->pointCount > 0);
|
||||
|
||||
switch (cc->type)
|
||||
{
|
||||
case b2Manifold::e_circles:
|
||||
{
|
||||
b2Vec2 pointA = cc->bodyA->GetWorldPoint(cc->localPoint);
|
||||
b2Vec2 pointB = cc->bodyB->GetWorldPoint(cc->localPoints[0]);
|
||||
if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)
|
||||
{
|
||||
normal = pointB - pointA;
|
||||
normal.Normalize();
|
||||
}
|
||||
else
|
||||
{
|
||||
normal.Set(1.0f, 0.0f);
|
||||
}
|
||||
|
||||
point = 0.5f * (pointA + pointB);
|
||||
separation = b2Dot(pointB - pointA, normal) - cc->radius;
|
||||
}
|
||||
break;
|
||||
|
||||
case b2Manifold::e_faceA:
|
||||
{
|
||||
normal = cc->bodyA->GetWorldVector(cc->localNormal);
|
||||
b2Vec2 planePoint = cc->bodyA->GetWorldPoint(cc->localPoint);
|
||||
|
||||
b2Vec2 clipPoint = cc->bodyB->GetWorldPoint(cc->localPoints[index]);
|
||||
separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;
|
||||
point = clipPoint;
|
||||
}
|
||||
break;
|
||||
|
||||
case b2Manifold::e_faceB:
|
||||
{
|
||||
normal = cc->bodyB->GetWorldVector(cc->localNormal);
|
||||
b2Vec2 planePoint = cc->bodyB->GetWorldPoint(cc->localPoint);
|
||||
|
||||
b2Vec2 clipPoint = cc->bodyA->GetWorldPoint(cc->localPoints[index]);
|
||||
separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;
|
||||
point = clipPoint;
|
||||
|
||||
// Ensure normal points from A to B
|
||||
normal = -normal;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
b2Vec2 normal;
|
||||
b2Vec2 point;
|
||||
float32 separation;
|
||||
};
|
||||
|
||||
// Push out the toi body to provide clearance for further simulation.
|
||||
bool b2TOISolver::Solve(float32 baumgarte)
|
||||
{
|
||||
float32 minSeparation = 0.0f;
|
||||
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
b2TOIConstraint* c = m_constraints + i;
|
||||
b2Body* bodyA = c->bodyA;
|
||||
b2Body* bodyB = c->bodyB;
|
||||
|
||||
float32 massA = bodyA->m_mass;
|
||||
float32 massB = bodyB->m_mass;
|
||||
|
||||
// Only the TOI body should move.
|
||||
if (bodyA == m_toiBody)
|
||||
{
|
||||
massB = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
massA = 0.0f;
|
||||
}
|
||||
|
||||
float32 invMassA = massA * bodyA->m_invMass;
|
||||
float32 invIA = massA * bodyA->m_invI;
|
||||
float32 invMassB = massB * bodyB->m_invMass;
|
||||
float32 invIB = massB * bodyB->m_invI;
|
||||
|
||||
// Solve normal constraints
|
||||
for (int32 j = 0; j < c->pointCount; ++j)
|
||||
{
|
||||
b2TOISolverManifold psm;
|
||||
psm.Initialize(c, j);
|
||||
b2Vec2 normal = psm.normal;
|
||||
|
||||
b2Vec2 point = psm.point;
|
||||
float32 separation = psm.separation;
|
||||
|
||||
b2Vec2 rA = point - bodyA->m_sweep.c;
|
||||
b2Vec2 rB = point - bodyB->m_sweep.c;
|
||||
|
||||
// Track max constraint error.
|
||||
minSeparation = b2Min(minSeparation, separation);
|
||||
|
||||
// Prevent large corrections and allow slop.
|
||||
float32 C = b2Clamp(baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
|
||||
|
||||
// Compute the effective mass.
|
||||
float32 rnA = b2Cross(rA, normal);
|
||||
float32 rnB = b2Cross(rB, normal);
|
||||
float32 K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB;
|
||||
|
||||
// Compute normal impulse
|
||||
float32 impulse = K > 0.0f ? - C / K : 0.0f;
|
||||
|
||||
b2Vec2 P = impulse * normal;
|
||||
|
||||
bodyA->m_sweep.c -= invMassA * P;
|
||||
bodyA->m_sweep.a -= invIA * b2Cross(rA, P);
|
||||
bodyA->SynchronizeTransform();
|
||||
|
||||
bodyB->m_sweep.c += invMassB * P;
|
||||
bodyB->m_sweep.a += invIB * b2Cross(rB, P);
|
||||
bodyB->SynchronizeTransform();
|
||||
}
|
||||
}
|
||||
|
||||
// We can't expect minSpeparation >= -b2_linearSlop because we don't
|
||||
// push the separation above -b2_linearSlop.
|
||||
return minSeparation >= -1.5f * b2_linearSlop;
|
||||
}
|
||||
|
|
@ -1,51 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_TOI_SOLVER_H
|
||||
#define B2_TOI_SOLVER_H
|
||||
|
||||
#include "b2Math.h"
|
||||
|
||||
class b2Contact;
|
||||
class b2Body;
|
||||
struct b2TOIConstraint;
|
||||
class b2StackAllocator;
|
||||
|
||||
/// This is a pure position solver for a single movable body in contact with
|
||||
/// multiple non-moving bodies.
|
||||
class b2TOISolver
|
||||
{
|
||||
public:
|
||||
b2TOISolver(b2StackAllocator* allocator);
|
||||
~b2TOISolver();
|
||||
|
||||
void Initialize(b2Contact** contacts, int32 contactCount, b2Body* toiBody);
|
||||
void Clear();
|
||||
|
||||
// Perform one solver iteration. Returns true if converged.
|
||||
bool Solve(float32 baumgarte);
|
||||
|
||||
private:
|
||||
|
||||
b2TOIConstraint* m_constraints;
|
||||
int32 m_count;
|
||||
b2Body* m_toiBody;
|
||||
b2StackAllocator* m_allocator;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,59 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_TIME_OF_IMPACT_H
|
||||
#define B2_TIME_OF_IMPACT_H
|
||||
|
||||
#include "b2Math.h"
|
||||
#include "b2Distance.h"
|
||||
#include <climits>
|
||||
|
||||
/// Input parameters for b2TimeOfImpact
|
||||
struct b2TOIInput
|
||||
{
|
||||
b2DistanceProxy proxyA;
|
||||
b2DistanceProxy proxyB;
|
||||
b2Sweep sweepA;
|
||||
b2Sweep sweepB;
|
||||
float32 tMax; // defines sweep interval [0, tMax]
|
||||
};
|
||||
|
||||
// Output parameters for b2TimeOfImpact.
|
||||
struct b2TOIOutput
|
||||
{
|
||||
enum State
|
||||
{
|
||||
e_unknown,
|
||||
e_failed,
|
||||
e_overlapped,
|
||||
e_touching,
|
||||
e_separated
|
||||
};
|
||||
|
||||
State state;
|
||||
float32 t;
|
||||
};
|
||||
|
||||
/// Compute the upper bound on time before two shapes penetrate. Time is represented as
|
||||
/// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
|
||||
/// non-tunneling collision. If you change the time interval, you should call this function
|
||||
/// again.
|
||||
/// Note: use b2Distance to compute the contact point and normal at the time of impact.
|
||||
void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
|
||||
|
||||
#endif
|
||||
|
|
@ -1,35 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_TIME_STEP_H
|
||||
#define B2_TIME_STEP_H
|
||||
|
||||
#include "b2Settings.h"
|
||||
|
||||
/// 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;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,219 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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_impulse.SetZero();
|
||||
}
|
||||
|
||||
void b2WeldJoint::InitVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
b2Body* bA = m_bodyA;
|
||||
b2Body* bB = m_bodyB;
|
||||
|
||||
// Compute the effective mass matrix.
|
||||
b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
|
||||
b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
|
||||
|
||||
// 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 = bA->m_invMass, mB = bB->m_invMass;
|
||||
float32 iA = bA->m_invI, iB = bB->m_invI;
|
||||
|
||||
m_mass.col1.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
|
||||
m_mass.col2.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
|
||||
m_mass.col3.x = -rA.y * iA - rB.y * iB;
|
||||
m_mass.col1.y = m_mass.col2.x;
|
||||
m_mass.col2.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
|
||||
m_mass.col3.y = rA.x * iA + rB.x * iB;
|
||||
m_mass.col1.z = m_mass.col3.x;
|
||||
m_mass.col2.z = m_mass.col3.y;
|
||||
m_mass.col3.z = iA + iB;
|
||||
|
||||
if (step.warmStarting)
|
||||
{
|
||||
// Scale impulses to support a variable time step.
|
||||
m_impulse *= step.dtRatio;
|
||||
|
||||
b2Vec2 P(m_impulse.x, m_impulse.y);
|
||||
|
||||
bA->m_linearVelocity -= mA * P;
|
||||
bA->m_angularVelocity -= iA * (b2Cross(rA, P) + m_impulse.z);
|
||||
|
||||
bB->m_linearVelocity += mB * P;
|
||||
bB->m_angularVelocity += iB * (b2Cross(rB, P) + m_impulse.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_impulse.SetZero();
|
||||
}
|
||||
}
|
||||
|
||||
void b2WeldJoint::SolveVelocityConstraints(const b2TimeStep& step)
|
||||
{
|
||||
B2_NOT_USED(step);
|
||||
|
||||
b2Body* bA = m_bodyA;
|
||||
b2Body* bB = m_bodyB;
|
||||
|
||||
b2Vec2 vA = bA->m_linearVelocity;
|
||||
float32 wA = bA->m_angularVelocity;
|
||||
b2Vec2 vB = bB->m_linearVelocity;
|
||||
float32 wB = bB->m_angularVelocity;
|
||||
|
||||
float32 mA = bA->m_invMass, mB = bB->m_invMass;
|
||||
float32 iA = bA->m_invI, iB = bB->m_invI;
|
||||
|
||||
b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
|
||||
b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
|
||||
|
||||
// Solve point-to-point constraint
|
||||
b2Vec2 Cdot1 = vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA);
|
||||
float32 Cdot2 = wB - wA;
|
||||
b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
|
||||
|
||||
b2Vec3 impulse = m_mass.Solve33(-Cdot);
|
||||
m_impulse += impulse;
|
||||
|
||||
b2Vec2 P(impulse.x, impulse.y);
|
||||
|
||||
vA -= mA * P;
|
||||
wA -= iA * (b2Cross(rA, P) + impulse.z);
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * (b2Cross(rB, P) + impulse.z);
|
||||
|
||||
bA->m_linearVelocity = vA;
|
||||
bA->m_angularVelocity = wA;
|
||||
bB->m_linearVelocity = vB;
|
||||
bB->m_angularVelocity = wB;
|
||||
}
|
||||
|
||||
bool b2WeldJoint::SolvePositionConstraints(float32 baumgarte)
|
||||
{
|
||||
B2_NOT_USED(baumgarte);
|
||||
|
||||
b2Body* bA = m_bodyA;
|
||||
b2Body* bB = m_bodyB;
|
||||
|
||||
float32 mA = bA->m_invMass, mB = bB->m_invMass;
|
||||
float32 iA = bA->m_invI, iB = bB->m_invI;
|
||||
|
||||
b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
|
||||
b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
|
||||
|
||||
b2Vec2 C1 = bB->m_sweep.c + rB - bA->m_sweep.c - rA;
|
||||
float32 C2 = bB->m_sweep.a - bA->m_sweep.a - m_referenceAngle;
|
||||
|
||||
// Handle large detachment.
|
||||
const float32 k_allowedStretch = 10.0f * b2_linearSlop;
|
||||
float32 positionError = C1.Length();
|
||||
float32 angularError = b2Abs(C2);
|
||||
if (positionError > k_allowedStretch)
|
||||
{
|
||||
iA *= 1.0f;
|
||||
iB *= 1.0f;
|
||||
}
|
||||
|
||||
m_mass.col1.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
|
||||
m_mass.col2.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
|
||||
m_mass.col3.x = -rA.y * iA - rB.y * iB;
|
||||
m_mass.col1.y = m_mass.col2.x;
|
||||
m_mass.col2.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
|
||||
m_mass.col3.y = rA.x * iA + rB.x * iB;
|
||||
m_mass.col1.z = m_mass.col3.x;
|
||||
m_mass.col2.z = m_mass.col3.y;
|
||||
m_mass.col3.z = iA + iB;
|
||||
|
||||
b2Vec3 C(C1.x, C1.y, C2);
|
||||
|
||||
b2Vec3 impulse = m_mass.Solve33(-C);
|
||||
|
||||
b2Vec2 P(impulse.x, impulse.y);
|
||||
|
||||
bA->m_sweep.c -= mA * P;
|
||||
bA->m_sweep.a -= iA * (b2Cross(rA, P) + impulse.z);
|
||||
|
||||
bB->m_sweep.c += mB * P;
|
||||
bB->m_sweep.a += iB * (b2Cross(rB, P) + impulse.z);
|
||||
|
||||
bA->SynchronizeTransform();
|
||||
bB->SynchronizeTransform();
|
||||
|
||||
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;
|
||||
}
|
||||
|
|
@ -1,82 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#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;
|
||||
}
|
||||
|
||||
/// Initialize the bodies, anchors, and reference angle using a world
|
||||
/// anchor point.
|
||||
void Initialize(b2Body* body1, b2Body* body2, const b2Vec2& anchor);
|
||||
|
||||
/// The local anchor point relative to body1's origin.
|
||||
b2Vec2 localAnchorA;
|
||||
|
||||
/// The local anchor point relative to body2's origin.
|
||||
b2Vec2 localAnchorB;
|
||||
|
||||
/// The body2 angle minus body1 angle in the reference state (radians).
|
||||
float32 referenceAngle;
|
||||
};
|
||||
|
||||
/// A weld joint essentially glues two bodies together. A weld joint may
|
||||
/// distort somewhat because the island constraint solver is approximate.
|
||||
class b2WeldJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const;
|
||||
b2Vec2 GetAnchorB() const;
|
||||
|
||||
b2Vec2 GetReactionForce(float32 inv_dt) const;
|
||||
float32 GetReactionTorque(float32 inv_dt) const;
|
||||
|
||||
protected:
|
||||
|
||||
friend class b2Joint;
|
||||
|
||||
b2WeldJoint(const b2WeldJointDef* def);
|
||||
|
||||
void InitVelocityConstraints(const b2TimeStep& step);
|
||||
void SolveVelocityConstraints(const b2TimeStep& step);
|
||||
|
||||
bool SolvePositionConstraints(float32 baumgarte);
|
||||
|
||||
b2Vec2 m_localAnchorA;
|
||||
b2Vec2 m_localAnchorB;
|
||||
float32 m_referenceAngle;
|
||||
|
||||
b2Vec3 m_impulse;
|
||||
|
||||
b2Mat33 m_mass;
|
||||
};
|
||||
|
||||
#endif
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,61 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "b2WorldCallbacks.h"
|
||||
#include "b2Fixture.h"
|
||||
|
||||
// Return true if contact calculations should be performed between these two shapes.
|
||||
// If you implement your own collision filter you may want to build from this implementation.
|
||||
bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
|
||||
{
|
||||
const b2Filter& filterA = fixtureA->GetFilterData();
|
||||
const b2Filter& filterB = fixtureB->GetFilterData();
|
||||
|
||||
if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0)
|
||||
{
|
||||
return filterA.groupIndex > 0;
|
||||
}
|
||||
|
||||
bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
|
||||
return collide;
|
||||
}
|
||||
|
||||
b2DebugDraw::b2DebugDraw()
|
||||
{
|
||||
m_drawFlags = 0;
|
||||
}
|
||||
|
||||
void b2DebugDraw::SetFlags(uint32 flags)
|
||||
{
|
||||
m_drawFlags = flags;
|
||||
}
|
||||
|
||||
uint32 b2DebugDraw::GetFlags() const
|
||||
{
|
||||
return m_drawFlags;
|
||||
}
|
||||
|
||||
void b2DebugDraw::AppendFlags(uint32 flags)
|
||||
{
|
||||
m_drawFlags |= flags;
|
||||
}
|
||||
|
||||
void b2DebugDraw::ClearFlags(uint32 flags)
|
||||
{
|
||||
m_drawFlags &= ~flags;
|
||||
}
|
||||
|
|
@ -1,82 +1,110 @@
|
|||
description "Box2D\3770,128,128";
|
||||
|
||||
include
|
||||
include,
|
||||
src;
|
||||
|
||||
file
|
||||
Box2D.h,
|
||||
Collision readonly separator,
|
||||
b2BroadPhase.cpp,
|
||||
b2BroadPhase.h,
|
||||
b2CollideCircle.cpp,
|
||||
b2CollidePolygon.cpp,
|
||||
b2Collision.cpp,
|
||||
b2Collision.h,
|
||||
b2Distance.cpp,
|
||||
b2Distance.h,
|
||||
b2DynamicTree.cpp,
|
||||
b2DynamicTree.h,
|
||||
b2TimeOfImpact.cpp,
|
||||
b2TimeOfImpact.h,
|
||||
Shapes readonly separator,
|
||||
b2CircleShape.cpp,
|
||||
b2CircleShape.h,
|
||||
b2PolygonShape.cpp,
|
||||
b2PolygonShape.h,
|
||||
b2Shape.h,
|
||||
Include readonly separator,
|
||||
include/box2d/b2_api.h,
|
||||
include/box2d/b2_block_allocator.h,
|
||||
include/box2d/b2_body.h,
|
||||
include/box2d/b2_broad_phase.h,
|
||||
include/box2d/b2_chain_shape.h,
|
||||
include/box2d/b2_circle_shape.h,
|
||||
include/box2d/b2_collision.h,
|
||||
include/box2d/b2_common.h,
|
||||
include/box2d/b2_contact.h,
|
||||
include/box2d/b2_contact_manager.h,
|
||||
include/box2d/b2_distance.h,
|
||||
include/box2d/b2_distance_joint.h,
|
||||
include/box2d/b2_draw.h,
|
||||
include/box2d/b2_dynamic_tree.h,
|
||||
include/box2d/b2_edge_shape.h,
|
||||
include/box2d/b2_fixture.h,
|
||||
include/box2d/b2_friction_joint.h,
|
||||
include/box2d/b2_gear_joint.h,
|
||||
include/box2d/b2_growable_stack.h,
|
||||
include/box2d/b2_joint.h,
|
||||
include/box2d/b2_math.h,
|
||||
include/box2d/b2_motor_joint.h,
|
||||
include/box2d/b2_mouse_joint.h,
|
||||
include/box2d/b2_polygon_shape.h,
|
||||
include/box2d/b2_prismatic_joint.h,
|
||||
include/box2d/b2_pulley_joint.h,
|
||||
include/box2d/b2_revolute_joint.h,
|
||||
include/box2d/b2_rope.h,
|
||||
include/box2d/b2_settings.h,
|
||||
include/box2d/b2_shape.h,
|
||||
include/box2d/b2_stack_allocator.h,
|
||||
include/box2d/b2_time_of_impact.h,
|
||||
include/box2d/b2_time_step.h,
|
||||
include/box2d/b2_timer.h,
|
||||
include/box2d/b2_types.h,
|
||||
include/box2d/b2_weld_joint.h,
|
||||
include/box2d/b2_wheel_joint.h,
|
||||
include/box2d/b2_world.h,
|
||||
include/box2d/b2_world_callbacks.h,
|
||||
include/box2d/box2d.h,
|
||||
Common readonly separator,
|
||||
b2BlockAllocator.cpp,
|
||||
b2BlockAllocator.h,
|
||||
b2Math.cpp,
|
||||
b2Math.h,
|
||||
b2Settings.cpp,
|
||||
b2Settings.h,
|
||||
b2StackAllocator.cpp,
|
||||
b2StackAllocator.h,
|
||||
src/common/b2_block_allocator.cpp,
|
||||
src/common/b2_draw.cpp,
|
||||
src/common/b2_math.cpp,
|
||||
src/common/b2_settings.cpp,
|
||||
src/common/b2_stack_allocator.cpp,
|
||||
src/common/b2_timer.cpp,
|
||||
Collision readonly separator,
|
||||
src/collision/b2_broad_phase.cpp,
|
||||
src/collision/b2_chain_shape.cpp,
|
||||
src/collision/b2_circle_shape.cpp,
|
||||
src/collision/b2_collide_circle.cpp,
|
||||
src/collision/b2_collide_edge.cpp,
|
||||
src/collision/b2_collide_polygon.cpp,
|
||||
src/collision/b2_collision.cpp,
|
||||
src/collision/b2_distance.cpp,
|
||||
src/collision/b2_dynamic_tree.cpp,
|
||||
src/collision/b2_edge_shape.cpp,
|
||||
src/collision/b2_polygon_shape.cpp,
|
||||
src/collision/b2_time_of_impact.cpp,
|
||||
Dynamics readonly separator,
|
||||
b2Body.cpp,
|
||||
b2Body.h,
|
||||
b2ContactManager.cpp,
|
||||
b2ContactManager.h,
|
||||
b2Fixture.cpp,
|
||||
b2Fixture.h,
|
||||
b2Island.cpp,
|
||||
b2Island.h,
|
||||
b2TimeStep.h,
|
||||
b2World.cpp,
|
||||
b2World.h,
|
||||
b2WorldCallbacks.cpp,
|
||||
b2WorldCallbacks.h,
|
||||
Contacts readonly separator,
|
||||
b2CircleContact.cpp,
|
||||
b2CircleContact.h,
|
||||
b2Contact.cpp,
|
||||
b2Contact.h,
|
||||
b2ContactSolver.cpp,
|
||||
b2ContactSolver.h,
|
||||
b2PolygonAndCircleContact.cpp,
|
||||
b2PolygonAndCircleContact.h,
|
||||
b2PolygonContact.cpp,
|
||||
b2PolygonContact.h,
|
||||
b2TOISolver.cpp,
|
||||
b2TOISolver.h,
|
||||
Joints readonly separator,
|
||||
b2DistanceJoint.cpp,
|
||||
b2DistanceJoint.h,
|
||||
b2FrictionJoint.cpp,
|
||||
b2FrictionJoint.h,
|
||||
b2GearJoint.cpp,
|
||||
b2GearJoint.h,
|
||||
b2Joint.cpp,
|
||||
b2Joint.h,
|
||||
b2LineJoint.cpp,
|
||||
b2LineJoint.h,
|
||||
b2MouseJoint.cpp,
|
||||
b2MouseJoint.h,
|
||||
b2PrismaticJoint.cpp,
|
||||
b2PrismaticJoint.h,
|
||||
b2PulleyJoint.cpp,
|
||||
b2PulleyJoint.h,
|
||||
b2RevoluteJoint.cpp,
|
||||
b2RevoluteJoint.h,
|
||||
b2WeldJoint.cpp,
|
||||
b2WeldJoint.h,
|
||||
Copying;
|
||||
src/dynamics/b2_body.cpp,
|
||||
src/dynamics/b2_chain_circle_contact.cpp,
|
||||
src/dynamics/b2_chain_circle_contact.h,
|
||||
src/dynamics/b2_chain_polygon_contact.cpp,
|
||||
src/dynamics/b2_chain_polygon_contact.h,
|
||||
src/dynamics/b2_circle_contact.cpp,
|
||||
src/dynamics/b2_circle_contact.h,
|
||||
src/dynamics/b2_contact.cpp,
|
||||
src/dynamics/b2_contact_manager.cpp,
|
||||
src/dynamics/b2_contact_solver.cpp,
|
||||
src/dynamics/b2_contact_solver.h,
|
||||
src/dynamics/b2_distance_joint.cpp,
|
||||
src/dynamics/b2_edge_circle_contact.cpp,
|
||||
src/dynamics/b2_edge_circle_contact.h,
|
||||
src/dynamics/b2_edge_polygon_contact.cpp,
|
||||
src/dynamics/b2_edge_polygon_contact.h,
|
||||
src/dynamics/b2_fixture.cpp,
|
||||
src/dynamics/b2_friction_joint.cpp,
|
||||
src/dynamics/b2_gear_joint.cpp,
|
||||
src/dynamics/b2_island.cpp,
|
||||
src/dynamics/b2_island.h,
|
||||
src/dynamics/b2_joint.cpp,
|
||||
src/dynamics/b2_motor_joint.cpp,
|
||||
src/dynamics/b2_mouse_joint.cpp,
|
||||
src/dynamics/b2_polygon_circle_contact.cpp,
|
||||
src/dynamics/b2_polygon_circle_contact.h,
|
||||
src/dynamics/b2_polygon_contact.cpp,
|
||||
src/dynamics/b2_polygon_contact.h,
|
||||
src/dynamics/b2_prismatic_joint.cpp,
|
||||
src/dynamics/b2_pulley_joint.cpp,
|
||||
src/dynamics/b2_revolute_joint.cpp,
|
||||
src/dynamics/b2_weld_joint.cpp,
|
||||
src/dynamics/b2_wheel_joint.cpp,
|
||||
src/dynamics/b2_world.cpp,
|
||||
src/dynamics/b2_world_callbacks.cpp,
|
||||
Rope readonly separator,
|
||||
src/rope/b2_rope.cpp,
|
||||
License readonly separator,
|
||||
LICENSE;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,29 +0,0 @@
|
|||
@files = glob("*.cpp *.h");
|
||||
|
||||
foreach $f (@files)
|
||||
{
|
||||
print("Processing $f\n");
|
||||
|
||||
open(IN, "<$f");
|
||||
|
||||
@file = <IN>;
|
||||
|
||||
close(IN);
|
||||
|
||||
open(IN, ">$f");
|
||||
|
||||
foreach $line (@file) {
|
||||
if($line =~ /(\<Box2D[\w\d\_\/\.]+\>)/) {
|
||||
$oi = $1;
|
||||
if($oi =~ /([\w\d\_]+\.h)/)
|
||||
{
|
||||
$ni = "\"$1\"";
|
||||
$line =~ s/$oi/$ni/g;
|
||||
}
|
||||
print "$line";
|
||||
}
|
||||
|
||||
print IN $line;
|
||||
}
|
||||
close IN;
|
||||
}
|
||||
52
uppsrc/plugin/box2d/include/box2d/b2_api.h
Normal file
52
uppsrc/plugin/box2d/include/box2d/b2_api.h
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_API_H
|
||||
#define B2_API_H
|
||||
|
||||
#ifdef B2_SHARED
|
||||
#if defined _WIN32 || defined __CYGWIN__
|
||||
#ifdef box2d_EXPORTS
|
||||
#ifdef __GNUC__
|
||||
#define B2_API __attribute__ ((dllexport))
|
||||
#else
|
||||
#define B2_API __declspec(dllexport)
|
||||
#endif
|
||||
#else
|
||||
#ifdef __GNUC__
|
||||
#define B2_API __attribute__ ((dllimport))
|
||||
#else
|
||||
#define B2_API __declspec(dllimport)
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
#if __GNUC__ >= 4
|
||||
#define B2_API __attribute__ ((visibility ("default")))
|
||||
#else
|
||||
#define B2_API
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
#define B2_API
|
||||
#endif
|
||||
|
||||
#endif
|
||||
60
uppsrc/plugin/box2d/include/box2d/b2_block_allocator.h
Normal file
60
uppsrc/plugin/box2d/include/box2d/b2_block_allocator.h
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_BLOCK_ALLOCATOR_H
|
||||
#define B2_BLOCK_ALLOCATOR_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_settings.h"
|
||||
|
||||
const int32 b2_blockSizeCount = 14;
|
||||
|
||||
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 B2_API 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_blockSizeCount];
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,27 +1,31 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_BODY_H
|
||||
#define B2_BODY_H
|
||||
|
||||
#include "b2Math.h"
|
||||
#include "b2Shape.h"
|
||||
#include <memory>
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
#include "b2_shape.h"
|
||||
|
||||
class b2Fixture;
|
||||
class b2Joint;
|
||||
|
|
@ -40,17 +44,16 @@ enum b2BodyType
|
|||
{
|
||||
b2_staticBody = 0,
|
||||
b2_kinematicBody,
|
||||
b2_dynamicBody,
|
||||
b2_dynamicBody
|
||||
};
|
||||
|
||||
/// 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
|
||||
struct B2_API b2BodyDef
|
||||
{
|
||||
/// This constructor sets the body definition default values.
|
||||
b2BodyDef()
|
||||
{
|
||||
userData = NULL;
|
||||
position.Set(0.0f, 0.0f);
|
||||
angle = 0.0f;
|
||||
linearVelocity.Set(0.0f, 0.0f);
|
||||
|
|
@ -62,8 +65,8 @@ struct b2BodyDef
|
|||
fixedRotation = false;
|
||||
bullet = false;
|
||||
type = b2_staticBody;
|
||||
active = true;
|
||||
inertiaScale = 1.0f;
|
||||
enabled = true;
|
||||
gravityScale = 1.0f;
|
||||
}
|
||||
|
||||
/// The body type: static, kinematic, or dynamic.
|
||||
|
|
@ -75,23 +78,25 @@ struct b2BodyDef
|
|||
b2Vec2 position;
|
||||
|
||||
/// The world angle of the body in radians.
|
||||
float32 angle;
|
||||
float angle;
|
||||
|
||||
/// The linear velocity of the body's origin in world co-ordinates.
|
||||
b2Vec2 linearVelocity;
|
||||
|
||||
/// The angular velocity of the body.
|
||||
float32 angularVelocity;
|
||||
float 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.
|
||||
float32 linearDamping;
|
||||
/// Units are 1/time
|
||||
float 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.
|
||||
float32 angularDamping;
|
||||
/// Units are 1/time
|
||||
float angularDamping;
|
||||
|
||||
/// Set this flag to false if this body should never fall asleep. Note that
|
||||
/// this increases CPU usage.
|
||||
|
|
@ -109,18 +114,18 @@ struct b2BodyDef
|
|||
/// @warning You should use this flag sparingly since it increases processing time.
|
||||
bool bullet;
|
||||
|
||||
/// Does this body start out active?
|
||||
bool active;
|
||||
/// Does this body start out enabled?
|
||||
bool enabled;
|
||||
|
||||
/// Use this to store application specific body data.
|
||||
void* userData;
|
||||
b2BodyUserData userData;
|
||||
|
||||
/// Experimental: scales the inertia tensor.
|
||||
float32 inertiaScale;
|
||||
/// Scale the gravity applied to this body.
|
||||
float gravityScale;
|
||||
};
|
||||
|
||||
/// A rigid body. These are created via b2World::CreateBody.
|
||||
class b2Body
|
||||
class B2_API b2Body
|
||||
{
|
||||
public:
|
||||
/// Creates a fixture and attach it to this body. Use this function if you need
|
||||
|
|
@ -139,7 +144,7 @@ public:
|
|||
/// @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);
|
||||
b2Fixture* CreateFixture(const b2Shape* shape, float density);
|
||||
|
||||
/// Destroy a fixture. This removes the fixture from the broad-phase and
|
||||
/// destroys all contacts associated with this fixture. This will
|
||||
|
|
@ -151,11 +156,11 @@ public:
|
|||
void DestroyFixture(b2Fixture* fixture);
|
||||
|
||||
/// Set the position of the body's origin and rotation.
|
||||
/// This breaks any contacts and wakes the other bodies.
|
||||
/// 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);
|
||||
void SetTransform(const b2Vec2& position, float angle);
|
||||
|
||||
/// Get the body transform for the body's origin.
|
||||
/// @return the world transform of the body's origin.
|
||||
|
|
@ -167,7 +172,7 @@ public:
|
|||
|
||||
/// Get the angle in radians.
|
||||
/// @return the current world rotation angle in radians.
|
||||
float32 GetAngle() const;
|
||||
float GetAngle() const;
|
||||
|
||||
/// Get the world position of the center of mass.
|
||||
const b2Vec2& GetWorldCenter() const;
|
||||
|
|
@ -181,47 +186,60 @@ public:
|
|||
|
||||
/// Get the linear velocity of the center of mass.
|
||||
/// @return the linear velocity of the center of mass.
|
||||
b2Vec2 GetLinearVelocity() const;
|
||||
const b2Vec2& GetLinearVelocity() const;
|
||||
|
||||
/// Set the angular velocity.
|
||||
/// @param omega the new angular velocity in radians/second.
|
||||
void SetAngularVelocity(float32 omega);
|
||||
void SetAngularVelocity(float omega);
|
||||
|
||||
/// Get the angular velocity.
|
||||
/// @return the angular velocity in radians/second.
|
||||
float32 GetAngularVelocity() const;
|
||||
float 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.
|
||||
void ApplyForce(const b2Vec2& force, const b2Vec2& point);
|
||||
/// @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.
|
||||
/// This wakes up the body.
|
||||
/// @param torque about the z-axis (out of the screen), usually in N-m.
|
||||
void ApplyTorque(float32 torque);
|
||||
/// @param wake also wake up the body
|
||||
void ApplyTorque(float 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.
|
||||
void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point);
|
||||
/// @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
|
||||
void ApplyAngularImpulse(float32 impulse);
|
||||
/// @param wake also wake up the body
|
||||
void ApplyAngularImpulse(float impulse, bool wake);
|
||||
|
||||
/// Get the total mass of the body.
|
||||
/// @return the mass, usually in kilograms (kg).
|
||||
float32 GetMass() const;
|
||||
float 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;
|
||||
float GetInertia() const;
|
||||
|
||||
/// Get the mass data of the body.
|
||||
/// @return a struct containing the mass, inertia and center of the body.
|
||||
|
|
@ -231,7 +249,7 @@ public:
|
|||
/// 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.
|
||||
/// @param data the mass properties.
|
||||
void SetMassData(const b2MassData* data);
|
||||
|
||||
/// This resets the mass properties to the sum of the mass properties of the fixtures.
|
||||
|
|
@ -250,36 +268,42 @@ public:
|
|||
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.
|
||||
/// @param worldPoint 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.
|
||||
/// @param worldVector 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.
|
||||
/// @param worldPoint 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.
|
||||
/// @param localPoint 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;
|
||||
float GetLinearDamping() const;
|
||||
|
||||
/// Set the linear damping of the body.
|
||||
void SetLinearDamping(float32 linearDamping);
|
||||
void SetLinearDamping(float linearDamping);
|
||||
|
||||
/// Get the angular damping of the body.
|
||||
float32 GetAngularDamping() const;
|
||||
float GetAngularDamping() const;
|
||||
|
||||
/// Set the angular damping of the body.
|
||||
void SetAngularDamping(float32 angularDamping);
|
||||
void SetAngularDamping(float angularDamping);
|
||||
|
||||
/// Get the gravity scale of the body.
|
||||
float GetGravityScale() const;
|
||||
|
||||
/// Set the gravity scale of the body.
|
||||
void SetGravityScale(float scale);
|
||||
|
||||
/// Set the type of this body. This may alter the mass and velocity.
|
||||
void SetType(b2BodyType type);
|
||||
|
|
@ -302,30 +326,29 @@ public:
|
|||
|
||||
/// Set the sleep state of the body. A sleeping body has very
|
||||
/// low CPU cost.
|
||||
/// @param flag set to true to put body to sleep, false to wake it.
|
||||
/// @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 sleeping.
|
||||
/// @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.
|
||||
/// Allow a body to be disabled. A disabled 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
|
||||
/// to create/destroy fixtures and joints on disabled bodies.
|
||||
/// Fixtures on a disabled body are implicitly disabled 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
|
||||
/// Joints connected to a disabled body are implicitly disabled.
|
||||
/// An diabled body is still owned by a b2World object and remains
|
||||
/// in the body list.
|
||||
void SetActive(bool flag);
|
||||
void SetEnabled(bool flag);
|
||||
|
||||
/// Get the active state of the body.
|
||||
bool IsActive() const;
|
||||
bool IsEnabled() const;
|
||||
|
||||
/// Set this body to have fixed rotation. This causes the mass
|
||||
/// to be reset.
|
||||
|
|
@ -353,32 +376,34 @@ public:
|
|||
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);
|
||||
b2BodyUserData& GetUserData();
|
||||
|
||||
/// Get the parent world of this body.
|
||||
b2World* GetWorld();
|
||||
const b2World* GetWorld() const;
|
||||
|
||||
/// Dump this body to a file
|
||||
void Dump();
|
||||
|
||||
private:
|
||||
|
||||
friend class b2World;
|
||||
friend class b2Island;
|
||||
friend class b2ContactManager;
|
||||
friend class b2ContactSolver;
|
||||
friend class b2TOISolver;
|
||||
|
||||
friend class b2Contact;
|
||||
|
||||
friend class b2DistanceJoint;
|
||||
friend class b2FrictionJoint;
|
||||
friend class b2GearJoint;
|
||||
friend class b2LineJoint;
|
||||
friend class b2MotorJoint;
|
||||
friend class b2MouseJoint;
|
||||
friend class b2PrismaticJoint;
|
||||
friend class b2PulleyJoint;
|
||||
friend class b2RevoluteJoint;
|
||||
friend class b2RopeJoint;
|
||||
friend class b2WeldJoint;
|
||||
friend class b2FrictionJoint;
|
||||
friend class b2WheelJoint;
|
||||
|
||||
// m_flags
|
||||
enum
|
||||
|
|
@ -388,8 +413,8 @@ private:
|
|||
e_autoSleepFlag = 0x0004,
|
||||
e_bulletFlag = 0x0008,
|
||||
e_fixedRotationFlag = 0x0010,
|
||||
e_activeFlag = 0x0020,
|
||||
e_toiFlag = 0x0040,
|
||||
e_enabledFlag = 0x0020,
|
||||
e_toiFlag = 0x0040
|
||||
};
|
||||
|
||||
b2Body(const b2BodyDef* bd, b2World* world);
|
||||
|
|
@ -402,7 +427,7 @@ private:
|
|||
// It may lie, depending on the collideConnected flag.
|
||||
bool ShouldCollide(const b2Body* other) const;
|
||||
|
||||
void Advance(float32 t);
|
||||
void Advance(float t);
|
||||
|
||||
b2BodyType m_type;
|
||||
|
||||
|
|
@ -414,10 +439,10 @@ private:
|
|||
b2Sweep m_sweep; // the swept motion for CCD
|
||||
|
||||
b2Vec2 m_linearVelocity;
|
||||
float32 m_angularVelocity;
|
||||
float m_angularVelocity;
|
||||
|
||||
b2Vec2 m_force;
|
||||
float32 m_torque;
|
||||
float m_torque;
|
||||
|
||||
b2World* m_world;
|
||||
b2Body* m_prev;
|
||||
|
|
@ -429,17 +454,18 @@ private:
|
|||
b2JointEdge* m_jointList;
|
||||
b2ContactEdge* m_contactList;
|
||||
|
||||
float32 m_mass, m_invMass;
|
||||
float m_mass, m_invMass;
|
||||
|
||||
// Rotational inertia about the center of mass.
|
||||
float32 m_I, m_invI;
|
||||
float m_I, m_invI;
|
||||
|
||||
float32 m_linearDamping;
|
||||
float32 m_angularDamping;
|
||||
float m_linearDamping;
|
||||
float m_angularDamping;
|
||||
float m_gravityScale;
|
||||
|
||||
float32 m_sleepTime;
|
||||
float m_sleepTime;
|
||||
|
||||
void* m_userData;
|
||||
b2BodyUserData m_userData;
|
||||
};
|
||||
|
||||
inline b2BodyType b2Body::GetType() const
|
||||
|
|
@ -454,10 +480,10 @@ inline const b2Transform& b2Body::GetTransform() const
|
|||
|
||||
inline const b2Vec2& b2Body::GetPosition() const
|
||||
{
|
||||
return m_xf.position;
|
||||
return m_xf.p;
|
||||
}
|
||||
|
||||
inline float32 b2Body::GetAngle() const
|
||||
inline float b2Body::GetAngle() const
|
||||
{
|
||||
return m_sweep.a;
|
||||
}
|
||||
|
|
@ -487,12 +513,12 @@ inline void b2Body::SetLinearVelocity(const b2Vec2& v)
|
|||
m_linearVelocity = v;
|
||||
}
|
||||
|
||||
inline b2Vec2 b2Body::GetLinearVelocity() const
|
||||
inline const b2Vec2& b2Body::GetLinearVelocity() const
|
||||
{
|
||||
return m_linearVelocity;
|
||||
}
|
||||
|
||||
inline void b2Body::SetAngularVelocity(float32 w)
|
||||
inline void b2Body::SetAngularVelocity(float w)
|
||||
{
|
||||
if (m_type == b2_staticBody)
|
||||
{
|
||||
|
|
@ -507,17 +533,17 @@ inline void b2Body::SetAngularVelocity(float32 w)
|
|||
m_angularVelocity = w;
|
||||
}
|
||||
|
||||
inline float32 b2Body::GetAngularVelocity() const
|
||||
inline float b2Body::GetAngularVelocity() const
|
||||
{
|
||||
return m_angularVelocity;
|
||||
}
|
||||
|
||||
inline float32 b2Body::GetMass() const
|
||||
inline float b2Body::GetMass() const
|
||||
{
|
||||
return m_mass;
|
||||
}
|
||||
|
||||
inline float32 b2Body::GetInertia() const
|
||||
inline float b2Body::GetInertia() const
|
||||
{
|
||||
return m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
|
||||
}
|
||||
|
|
@ -536,7 +562,7 @@ inline b2Vec2 b2Body::GetWorldPoint(const b2Vec2& localPoint) const
|
|||
|
||||
inline b2Vec2 b2Body::GetWorldVector(const b2Vec2& localVector) const
|
||||
{
|
||||
return b2Mul(m_xf.R, localVector);
|
||||
return b2Mul(m_xf.q, localVector);
|
||||
}
|
||||
|
||||
inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const
|
||||
|
|
@ -546,7 +572,7 @@ inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const
|
|||
|
||||
inline b2Vec2 b2Body::GetLocalVector(const b2Vec2& worldVector) const
|
||||
{
|
||||
return b2MulT(m_xf.R, worldVector);
|
||||
return b2MulT(m_xf.q, worldVector);
|
||||
}
|
||||
|
||||
inline b2Vec2 b2Body::GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const
|
||||
|
|
@ -559,26 +585,36 @@ inline b2Vec2 b2Body::GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint)
|
|||
return GetLinearVelocityFromWorldPoint(GetWorldPoint(localPoint));
|
||||
}
|
||||
|
||||
inline float32 b2Body::GetLinearDamping() const
|
||||
inline float b2Body::GetLinearDamping() const
|
||||
{
|
||||
return m_linearDamping;
|
||||
}
|
||||
|
||||
inline void b2Body::SetLinearDamping(float32 linearDamping)
|
||||
inline void b2Body::SetLinearDamping(float linearDamping)
|
||||
{
|
||||
m_linearDamping = linearDamping;
|
||||
}
|
||||
|
||||
inline float32 b2Body::GetAngularDamping() const
|
||||
inline float b2Body::GetAngularDamping() const
|
||||
{
|
||||
return m_angularDamping;
|
||||
}
|
||||
|
||||
inline void b2Body::SetAngularDamping(float32 angularDamping)
|
||||
inline void b2Body::SetAngularDamping(float angularDamping)
|
||||
{
|
||||
m_angularDamping = angularDamping;
|
||||
}
|
||||
|
||||
inline float b2Body::GetGravityScale() const
|
||||
{
|
||||
return m_gravityScale;
|
||||
}
|
||||
|
||||
inline void b2Body::SetGravityScale(float scale)
|
||||
{
|
||||
m_gravityScale = scale;
|
||||
}
|
||||
|
||||
inline void b2Body::SetBullet(bool flag)
|
||||
{
|
||||
if (flag)
|
||||
|
|
@ -598,13 +634,15 @@ inline bool b2Body::IsBullet() const
|
|||
|
||||
inline void b2Body::SetAwake(bool flag)
|
||||
{
|
||||
if (m_type == b2_staticBody)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (flag)
|
||||
{
|
||||
if ((m_flags & e_awakeFlag) == 0)
|
||||
{
|
||||
m_flags |= e_awakeFlag;
|
||||
m_sleepTime = 0.0f;
|
||||
}
|
||||
m_flags |= e_awakeFlag;
|
||||
m_sleepTime = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -622,23 +660,9 @@ inline bool b2Body::IsAwake() const
|
|||
return (m_flags & e_awakeFlag) == e_awakeFlag;
|
||||
}
|
||||
|
||||
inline bool b2Body::IsActive() const
|
||||
inline bool b2Body::IsEnabled() const
|
||||
{
|
||||
return (m_flags & e_activeFlag) == e_activeFlag;
|
||||
}
|
||||
|
||||
inline void b2Body::SetFixedRotation(bool flag)
|
||||
{
|
||||
if (flag)
|
||||
{
|
||||
m_flags |= e_fixedRotationFlag;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flags &= ~e_fixedRotationFlag;
|
||||
}
|
||||
|
||||
ResetMassData();
|
||||
return (m_flags & e_enabledFlag) == e_enabledFlag;
|
||||
}
|
||||
|
||||
inline bool b2Body::IsFixedRotation() const
|
||||
|
|
@ -704,89 +728,141 @@ inline const b2Body* b2Body::GetNext() const
|
|||
return m_next;
|
||||
}
|
||||
|
||||
inline void b2Body::SetUserData(void* data)
|
||||
{
|
||||
m_userData = data;
|
||||
}
|
||||
|
||||
inline void* b2Body::GetUserData() const
|
||||
inline b2BodyUserData& b2Body::GetUserData()
|
||||
{
|
||||
return m_userData;
|
||||
}
|
||||
|
||||
inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point)
|
||||
inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake)
|
||||
{
|
||||
if (m_type != b2_dynamicBody)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsAwake() == false)
|
||||
if (wake && (m_flags & e_awakeFlag) == 0)
|
||||
{
|
||||
SetAwake(true);
|
||||
}
|
||||
|
||||
m_force += force;
|
||||
m_torque += b2Cross(point - m_sweep.c, force);
|
||||
// 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::ApplyTorque(float32 torque)
|
||||
inline void b2Body::ApplyForceToCenter(const b2Vec2& force, bool wake)
|
||||
{
|
||||
if (m_type != b2_dynamicBody)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsAwake() == false)
|
||||
if (wake && (m_flags & e_awakeFlag) == 0)
|
||||
{
|
||||
SetAwake(true);
|
||||
}
|
||||
|
||||
m_torque += torque;
|
||||
// Don't accumulate a force if the body is sleeping
|
||||
if (m_flags & e_awakeFlag)
|
||||
{
|
||||
m_force += force;
|
||||
}
|
||||
}
|
||||
|
||||
inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point)
|
||||
inline void b2Body::ApplyTorque(float torque, bool wake)
|
||||
{
|
||||
if (m_type != b2_dynamicBody)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsAwake() == false)
|
||||
if (wake && (m_flags & e_awakeFlag) == 0)
|
||||
{
|
||||
SetAwake(true);
|
||||
}
|
||||
m_linearVelocity += m_invMass * impulse;
|
||||
m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, impulse);
|
||||
|
||||
// Don't accumulate a force if the body is sleeping
|
||||
if (m_flags & e_awakeFlag)
|
||||
{
|
||||
m_torque += torque;
|
||||
}
|
||||
}
|
||||
|
||||
inline void b2Body::ApplyAngularImpulse(float32 impulse)
|
||||
inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake)
|
||||
{
|
||||
if (m_type != b2_dynamicBody)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsAwake() == false)
|
||||
if (wake && (m_flags & e_awakeFlag) == 0)
|
||||
{
|
||||
SetAwake(true);
|
||||
}
|
||||
m_angularVelocity += m_invI * impulse;
|
||||
|
||||
// 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(float 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.R.Set(m_sweep.a);
|
||||
m_xf.position = m_sweep.c - b2Mul(m_xf.R, m_sweep.localCenter);
|
||||
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 t)
|
||||
inline void b2Body::Advance(float alpha)
|
||||
{
|
||||
// Advance to the new safe time.
|
||||
m_sweep.Advance(t);
|
||||
// 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;
|
||||
SynchronizeTransform();
|
||||
m_xf.q.Set(m_sweep.a);
|
||||
m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
|
||||
}
|
||||
|
||||
inline b2World* b2Body::GetWorld()
|
||||
|
|
@ -1,46 +1,49 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_BROAD_PHASE_H
|
||||
#define B2_BROAD_PHASE_H
|
||||
|
||||
#include "b2Settings.h"
|
||||
#include "b2Collision.h"
|
||||
#include "b2DynamicTree.h"
|
||||
#include <algorithm>
|
||||
#include "b2_api.h"
|
||||
#include "b2_settings.h"
|
||||
#include "b2_collision.h"
|
||||
#include "b2_dynamic_tree.h"
|
||||
|
||||
struct b2Pair
|
||||
struct B2_API b2Pair
|
||||
{
|
||||
int32 proxyIdA;
|
||||
int32 proxyIdB;
|
||||
int32 next;
|
||||
};
|
||||
|
||||
/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
|
||||
/// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
|
||||
/// It is up to the client to consume the new pairs and to track subsequent overlap.
|
||||
class b2BroadPhase
|
||||
class B2_API b2BroadPhase
|
||||
{
|
||||
public:
|
||||
|
||||
enum
|
||||
{
|
||||
e_nullProxy = -1,
|
||||
e_nullProxy = -1
|
||||
};
|
||||
|
||||
b2BroadPhase();
|
||||
|
|
@ -57,10 +60,13 @@ public:
|
|||
/// 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 NULL if the id is invalid.
|
||||
/// Get user data from a proxy. Returns nullptr if the id is invalid.
|
||||
void* GetUserData(int32 proxyId) const;
|
||||
|
||||
/// Test overlap of fat AABBs.
|
||||
|
|
@ -88,8 +94,19 @@ public:
|
|||
template <typename T>
|
||||
void RayCast(T* callback, const b2RayCastInput& input) const;
|
||||
|
||||
/// Compute the height of the embedded tree.
|
||||
int32 ComputeHeight() 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.
|
||||
float 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:
|
||||
|
||||
|
|
@ -115,22 +132,6 @@ private:
|
|||
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);
|
||||
|
|
@ -153,9 +154,19 @@ inline int32 b2BroadPhase::GetProxyCount() const
|
|||
return m_proxyCount;
|
||||
}
|
||||
|
||||
inline int32 b2BroadPhase::ComputeHeight() const
|
||||
inline int32 b2BroadPhase::GetTreeHeight() const
|
||||
{
|
||||
return m_tree.ComputeHeight();
|
||||
return m_tree.GetHeight();
|
||||
}
|
||||
|
||||
inline int32 b2BroadPhase::GetTreeBalance() const
|
||||
{
|
||||
return m_tree.GetMaxBalance();
|
||||
}
|
||||
|
||||
inline float b2BroadPhase::GetTreeQuality() const
|
||||
{
|
||||
return m_tree.GetAreaRatio();
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
|
|
@ -181,37 +192,30 @@ void b2BroadPhase::UpdatePairs(T* callback)
|
|||
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)
|
||||
// Send pairs to caller
|
||||
for (int32 i = 0; i < m_pairCount; ++i)
|
||||
{
|
||||
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);
|
||||
// Clear move flags
|
||||
for (int32 i = 0; i < m_moveCount; ++i)
|
||||
{
|
||||
int32 proxyId = m_moveBuffer[i];
|
||||
if (proxyId == e_nullProxy)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
m_tree.ClearMoved(proxyId);
|
||||
}
|
||||
|
||||
// Reset move buffer
|
||||
m_moveCount = 0;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
|
|
@ -226,4 +230,9 @@ inline void b2BroadPhase::RayCast(T* callback, const b2RayCastInput& input) cons
|
|||
m_tree.RayCast(callback, input);
|
||||
}
|
||||
|
||||
inline void b2BroadPhase::ShiftOrigin(const b2Vec2& newOrigin)
|
||||
{
|
||||
m_tree.ShiftOrigin(newOrigin);
|
||||
}
|
||||
|
||||
#endif
|
||||
101
uppsrc/plugin/box2d/include/box2d/b2_chain_shape.h
Normal file
101
uppsrc/plugin/box2d/include/box2d/b2_chain_shape.h
Normal file
|
|
@ -0,0 +1,101 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_CHAIN_SHAPE_H
|
||||
#define B2_CHAIN_SHAPE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_shape.h"
|
||||
|
||||
class b2EdgeShape;
|
||||
|
||||
/// A chain shape is a free form sequence of line segments.
|
||||
/// The chain has one-sided collision, with the surface normal pointing to the right of the edge.
|
||||
/// This provides a counter-clockwise winding like the polygon shape.
|
||||
/// Connectivity information is used to create smooth collisions.
|
||||
/// @warning the chain will not collide properly if there are self-intersections.
|
||||
class B2_API 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 ghost vertices to connect multiple chains together.
|
||||
/// @param vertices an array of vertices, these are copied
|
||||
/// @param count the vertex count
|
||||
/// @param prevVertex previous vertex from chain that connects to the start
|
||||
/// @param nextVertex next vertex from chain that connects to the end
|
||||
void CreateChain(const b2Vec2* vertices, int32 count,
|
||||
const b2Vec2& prevVertex, 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, float density) const override;
|
||||
|
||||
/// The vertices. Owned by this class.
|
||||
b2Vec2* m_vertices;
|
||||
|
||||
/// The vertex count.
|
||||
int32 m_count;
|
||||
|
||||
b2Vec2 m_prevVertex, m_nextVertex;
|
||||
};
|
||||
|
||||
inline b2ChainShape::b2ChainShape()
|
||||
{
|
||||
m_type = e_chain;
|
||||
m_radius = b2_polygonRadius;
|
||||
m_vertices = nullptr;
|
||||
m_count = 0;
|
||||
}
|
||||
|
||||
#endif
|
||||
67
uppsrc/plugin/box2d/include/box2d/b2_circle_shape.h
Normal file
67
uppsrc/plugin/box2d/include/box2d/b2_circle_shape.h
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_CIRCLE_SHAPE_H
|
||||
#define B2_CIRCLE_SHAPE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_shape.h"
|
||||
|
||||
/// A solid circle shape
|
||||
class B2_API 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.
|
||||
/// @note because the circle is solid, rays that start inside do not hit because the normal is
|
||||
/// not defined.
|
||||
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, float density) const override;
|
||||
|
||||
/// Position
|
||||
b2Vec2 m_p;
|
||||
};
|
||||
|
||||
inline b2CircleShape::b2CircleShape()
|
||||
{
|
||||
m_type = e_circle;
|
||||
m_radius = 0.0f;
|
||||
m_p.SetZero();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,26 +1,32 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_COLLISION_H
|
||||
#define B2_COLLISION_H
|
||||
|
||||
#include "b2Math.h"
|
||||
#include <climits>
|
||||
#include <limits.h>
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
|
||||
/// @file
|
||||
/// Structures and functions used for computing contact points, distance
|
||||
|
|
@ -28,21 +34,31 @@
|
|||
|
||||
class b2Shape;
|
||||
class b2CircleShape;
|
||||
class b2EdgeShape;
|
||||
class b2PolygonShape;
|
||||
|
||||
const uint8 b2_nullFeature = UCHAR_MAX;
|
||||
|
||||
/// Contact ids to facilitate warm starting.
|
||||
union b2ContactID
|
||||
/// The features that intersect to form the contact point
|
||||
/// This must be 4 bytes or less.
|
||||
struct B2_API b2ContactFeature
|
||||
{
|
||||
/// The features that intersect to form the contact point
|
||||
struct Features
|
||||
enum Type
|
||||
{
|
||||
uint8 referenceEdge; ///< The edge that defines the outward contact normal.
|
||||
uint8 incidentEdge; ///< The edge most anti-parallel to the reference edge.
|
||||
uint8 incidentVertex; ///< The vertex (0 or 1) on the incident edge that was clipped.
|
||||
uint8 flip; ///< A value of 1 indicates that the reference edge is on shape2.
|
||||
} features;
|
||||
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 B2_API b2ContactID
|
||||
{
|
||||
b2ContactFeature cf;
|
||||
uint32 key; ///< Used to quickly compare contact ids.
|
||||
};
|
||||
|
||||
|
|
@ -56,11 +72,11 @@ union b2ContactID
|
|||
/// 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
|
||||
struct B2_API b2ManifoldPoint
|
||||
{
|
||||
b2Vec2 localPoint; ///< usage depends on manifold type
|
||||
float32 normalImpulse; ///< the non-penetration impulse
|
||||
float32 tangentImpulse; ///< the friction impulse
|
||||
float normalImpulse; ///< the non-penetration impulse
|
||||
float tangentImpulse; ///< the friction impulse
|
||||
b2ContactID id; ///< uniquely identifies a contact point between two shapes
|
||||
};
|
||||
|
||||
|
|
@ -80,7 +96,7 @@ struct b2ManifoldPoint
|
|||
/// 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
|
||||
struct B2_API b2Manifold
|
||||
{
|
||||
enum Type
|
||||
{
|
||||
|
|
@ -97,18 +113,19 @@ struct b2Manifold
|
|||
};
|
||||
|
||||
/// This is used to compute the current state of a contact manifold.
|
||||
struct b2WorldManifold
|
||||
struct B2_API 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);
|
||||
const b2Transform& xfA, float radiusA,
|
||||
const b2Transform& xfB, float radiusB);
|
||||
|
||||
b2Vec2 normal; ///< world vector pointing from A to B
|
||||
b2Vec2 points[b2_maxManifoldPoints]; ///< world contact point (point of intersection)
|
||||
b2Vec2 normal; ///< world vector pointing from A to B
|
||||
b2Vec2 points[b2_maxManifoldPoints]; ///< world contact point (point of intersection)
|
||||
float separations[b2_maxManifoldPoints]; ///< a negative value indicates overlap, in meters
|
||||
};
|
||||
|
||||
/// This is used for determining the state of contact points.
|
||||
|
|
@ -122,33 +139,33 @@ enum b2PointState
|
|||
|
||||
/// 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],
|
||||
B2_API void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
|
||||
const b2Manifold* manifold1, const b2Manifold* manifold2);
|
||||
|
||||
/// Used for computing contact manifolds.
|
||||
struct b2ClipVertex
|
||||
struct B2_API b2ClipVertex
|
||||
{
|
||||
b2Vec2 v;
|
||||
b2ContactID id;
|
||||
};
|
||||
|
||||
/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
|
||||
struct b2RayCastInput
|
||||
struct B2_API b2RayCastInput
|
||||
{
|
||||
b2Vec2 p1, p2;
|
||||
float32 maxFraction;
|
||||
float maxFraction;
|
||||
};
|
||||
|
||||
/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
|
||||
/// come from b2RayCastInput.
|
||||
struct b2RayCastOutput
|
||||
struct B2_API b2RayCastOutput
|
||||
{
|
||||
b2Vec2 normal;
|
||||
float32 fraction;
|
||||
float fraction;
|
||||
};
|
||||
|
||||
/// An axis aligned bounding box.
|
||||
struct b2AABB
|
||||
struct B2_API b2AABB
|
||||
{
|
||||
/// Verify that the bounds are sorted.
|
||||
bool IsValid() const;
|
||||
|
|
@ -165,6 +182,21 @@ struct b2AABB
|
|||
return 0.5f * (upperBound - lowerBound);
|
||||
}
|
||||
|
||||
/// Get the perimeter length
|
||||
float GetPerimeter() const
|
||||
{
|
||||
float wx = upperBound.x - lowerBound.x;
|
||||
float 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)
|
||||
{
|
||||
|
|
@ -190,27 +222,38 @@ struct b2AABB
|
|||
};
|
||||
|
||||
/// Compute the collision manifold between two circles.
|
||||
void b2CollideCircles(b2Manifold* manifold,
|
||||
const b2CircleShape* circle1, const b2Transform& xf1,
|
||||
const b2CircleShape* circle2, const b2Transform& xf2);
|
||||
B2_API 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* polygon, const b2Transform& xf1,
|
||||
const b2CircleShape* circle, const b2Transform& xf2);
|
||||
B2_API 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* polygon1, const b2Transform& xf1,
|
||||
const b2PolygonShape* polygon2, const b2Transform& xf2);
|
||||
B2_API 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.
|
||||
B2_API 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 polygon.
|
||||
B2_API 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);
|
||||
B2_API int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
|
||||
const b2Vec2& normal, float offset, int32 vertexIndexA);
|
||||
|
||||
/// Determine if two generic shapes overlap.
|
||||
bool b2TestOverlap(const b2Shape* shapeA, const b2Shape* shapeB,
|
||||
const b2Transform& xfA, const b2Transform& xfB);
|
||||
B2_API bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
|
||||
const b2Shape* shapeB, int32 indexB,
|
||||
const b2Transform& xfA, const b2Transform& xfB);
|
||||
|
||||
// ---------------- Inline Functions ------------------------------------------
|
||||
|
||||
|
|
@ -1,38 +1,41 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
// MIT License
|
||||
|
||||
#ifndef B2_SETTINGS_H
|
||||
#define B2_SETTINGS_H
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_COMMON_H
|
||||
#define B2_COMMON_H
|
||||
|
||||
#include "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;
|
||||
|
||||
#define b2_maxFloat FLT_MAX
|
||||
#define b2_epsilon FLT_EPSILON
|
||||
#define b2_pi 3.14159265359f
|
||||
|
|
@ -43,25 +46,23 @@ typedef float float32;
|
|||
|
||||
// Collision
|
||||
|
||||
/// The maximum number of contact points between two convex shapes.
|
||||
/// 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.
|
||||
#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
|
||||
#define b2_aabbExtension (0.1f * b2_lengthUnitsPerMeter)
|
||||
|
||||
/// 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
|
||||
#define b2_aabbMultiplier 4.0f
|
||||
|
||||
/// 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
|
||||
/// chosen to be numerically significant, but visually insignificant. In meters.
|
||||
#define b2_linearSlop (0.005f * b2_lengthUnitsPerMeter)
|
||||
|
||||
/// A small angle used as a collision and constraint tolerance. Usually it is
|
||||
/// chosen to be numerically significant, but visually insignificant.
|
||||
|
|
@ -72,27 +73,26 @@ typedef float float32;
|
|||
/// 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
|
||||
/// prevent overshoot. Meters.
|
||||
#define b2_maxLinearCorrection (0.2f * b2_lengthUnitsPerMeter)
|
||||
|
||||
/// 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
|
||||
/// The maximum linear translation of a body per step. This limit is very large and is used
|
||||
/// to prevent numerical problems. You shouldn't need to adjust this. Meters.
|
||||
#define b2_maxTranslation (2.0f * b2_lengthUnitsPerMeter)
|
||||
#define b2_maxTranslationSquared (b2_maxTranslation * b2_maxTranslation)
|
||||
|
||||
/// The maximum angular velocity of a body. This limit is very large and is used
|
||||
|
|
@ -103,7 +103,9 @@ typedef float float32;
|
|||
/// 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_contactBaumgarte 0.2f
|
||||
#define b2_baumgarte 0.2f
|
||||
#define b2_toiBaumgarte 0.75f
|
||||
|
||||
|
||||
// Sleep
|
||||
|
||||
|
|
@ -111,18 +113,15 @@ typedef float float32;
|
|||
#define b2_timeToSleep 0.5f
|
||||
|
||||
/// A body cannot sleep if its linear velocity is above this tolerance.
|
||||
#define b2_linearSleepTolerance 0.01f
|
||||
#define b2_linearSleepTolerance (0.01f * b2_lengthUnitsPerMeter)
|
||||
|
||||
/// 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);
|
||||
/// Dump to a file. Only one dump file allowed at a time.
|
||||
void b2OpenDump(const char* fileName);
|
||||
void b2Dump(const char* string, ...);
|
||||
void b2CloseDump();
|
||||
|
||||
/// Version numbering scheme.
|
||||
/// See http://en.wikipedia.org/wiki/Software_versioning
|
||||
|
|
@ -134,18 +133,6 @@ struct b2Version
|
|||
};
|
||||
|
||||
/// Current version.
|
||||
extern b2Version b2_version;
|
||||
|
||||
/// Friction mixing law. Feel free to customize this.
|
||||
inline float32 b2MixFriction(float32 friction1, float32 friction2)
|
||||
{
|
||||
return sqrtf(friction1 * friction2);
|
||||
}
|
||||
|
||||
/// Restitution mixing law. Feel free to customize this.
|
||||
inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
|
||||
{
|
||||
return restitution1 > restitution2 ? restitution1 : restitution2;
|
||||
}
|
||||
extern B2_API b2Version b2_version;
|
||||
|
||||
#endif
|
||||
386
uppsrc/plugin/box2d/include/box2d/b2_contact.h
Normal file
386
uppsrc/plugin/box2d/include/box2d/b2_contact.h
Normal file
|
|
@ -0,0 +1,386 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_CONTACT_H
|
||||
#define B2_CONTACT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_collision.h"
|
||||
#include "b2_fixture.h"
|
||||
#include "b2_math.h"
|
||||
#include "b2_shape.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 float b2MixFriction(float friction1, float 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 float b2MixRestitution(float restitution1, float restitution2)
|
||||
{
|
||||
return restitution1 > restitution2 ? restitution1 : restitution2;
|
||||
}
|
||||
|
||||
/// Restitution mixing law. This picks the lowest value.
|
||||
inline float b2MixRestitutionThreshold(float threshold1, float threshold2)
|
||||
{
|
||||
return threshold1 < threshold2 ? threshold1 : threshold2;
|
||||
}
|
||||
|
||||
typedef b2Contact* b2ContactCreateFcn( b2Fixture* fixtureA, int32 indexA,
|
||||
b2Fixture* fixtureB, int32 indexB,
|
||||
b2BlockAllocator* allocator);
|
||||
typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
|
||||
|
||||
struct B2_API 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 B2_API 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 B2_API 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(float friction);
|
||||
|
||||
/// Get the friction.
|
||||
float 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(float restitution);
|
||||
|
||||
/// Get the restitution.
|
||||
float GetRestitution() const;
|
||||
|
||||
/// Reset the restitution to the default value.
|
||||
void ResetRestitution();
|
||||
|
||||
/// Override the default restitution velocity threshold mixture. You can call this in b2ContactListener::PreSolve.
|
||||
/// The value persists until you set or reset.
|
||||
void SetRestitutionThreshold(float threshold);
|
||||
|
||||
/// Get the restitution threshold.
|
||||
float GetRestitutionThreshold() const;
|
||||
|
||||
/// Reset the restitution threshold to the default value.
|
||||
void ResetRestitutionThreshold();
|
||||
|
||||
/// Set the desired tangent speed for a conveyor belt behavior. In meters per second.
|
||||
void SetTangentSpeed(float speed);
|
||||
|
||||
/// Get the desired tangent speed. In meters per second.
|
||||
float 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;
|
||||
float m_toi;
|
||||
|
||||
float m_friction;
|
||||
float m_restitution;
|
||||
float m_restitutionThreshold;
|
||||
|
||||
float 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(float friction)
|
||||
{
|
||||
m_friction = friction;
|
||||
}
|
||||
|
||||
inline float 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(float restitution)
|
||||
{
|
||||
m_restitution = restitution;
|
||||
}
|
||||
|
||||
inline float b2Contact::GetRestitution() const
|
||||
{
|
||||
return m_restitution;
|
||||
}
|
||||
|
||||
inline void b2Contact::ResetRestitution()
|
||||
{
|
||||
m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
|
||||
}
|
||||
|
||||
inline void b2Contact::SetRestitutionThreshold(float threshold)
|
||||
{
|
||||
m_restitutionThreshold = threshold;
|
||||
}
|
||||
|
||||
inline float b2Contact::GetRestitutionThreshold() const
|
||||
{
|
||||
return m_restitutionThreshold;
|
||||
}
|
||||
|
||||
inline void b2Contact::ResetRestitutionThreshold()
|
||||
{
|
||||
m_restitutionThreshold = b2MixRestitutionThreshold(m_fixtureA->m_restitutionThreshold, m_fixtureB->m_restitutionThreshold);
|
||||
}
|
||||
|
||||
inline void b2Contact::SetTangentSpeed(float speed)
|
||||
{
|
||||
m_tangentSpeed = speed;
|
||||
}
|
||||
|
||||
inline float b2Contact::GetTangentSpeed() const
|
||||
{
|
||||
return m_tangentSpeed;
|
||||
}
|
||||
|
||||
#endif
|
||||
57
uppsrc/plugin/box2d/include/box2d/b2_contact_manager.h
Normal file
57
uppsrc/plugin/box2d/include/box2d/b2_contact_manager.h
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_CONTACT_MANAGER_H
|
||||
#define B2_CONTACT_MANAGER_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_broad_phase.h"
|
||||
|
||||
class b2Contact;
|
||||
class b2ContactFilter;
|
||||
class b2ContactListener;
|
||||
class b2BlockAllocator;
|
||||
|
||||
// Delegate of b2World.
|
||||
class B2_API 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
|
||||
171
uppsrc/plugin/box2d/include/box2d/b2_distance.h
Normal file
171
uppsrc/plugin/box2d/include/box2d/b2_distance.h
Normal file
|
|
@ -0,0 +1,171 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_DISTANCE_H
|
||||
#define B2_DISTANCE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
|
||||
class b2Shape;
|
||||
|
||||
/// A distance proxy is used by the GJK algorithm.
|
||||
/// It encapsulates any shape.
|
||||
struct B2_API 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, float 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;
|
||||
float m_radius;
|
||||
};
|
||||
|
||||
/// Used to warm start b2Distance.
|
||||
/// Set count to zero on first call.
|
||||
struct B2_API b2SimplexCache
|
||||
{
|
||||
float 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 B2_API b2DistanceInput
|
||||
{
|
||||
b2DistanceProxy proxyA;
|
||||
b2DistanceProxy proxyB;
|
||||
b2Transform transformA;
|
||||
b2Transform transformB;
|
||||
bool useRadii;
|
||||
};
|
||||
|
||||
/// Output for b2Distance.
|
||||
struct B2_API b2DistanceOutput
|
||||
{
|
||||
b2Vec2 pointA; ///< closest point on shapeA
|
||||
b2Vec2 pointB; ///< closest point on shapeB
|
||||
float 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.
|
||||
B2_API void b2Distance(b2DistanceOutput* output,
|
||||
b2SimplexCache* cache,
|
||||
const b2DistanceInput* input);
|
||||
|
||||
/// Input parameters for b2ShapeCast
|
||||
struct B2_API b2ShapeCastInput
|
||||
{
|
||||
b2DistanceProxy proxyA;
|
||||
b2DistanceProxy proxyB;
|
||||
b2Transform transformA;
|
||||
b2Transform transformB;
|
||||
b2Vec2 translationB;
|
||||
};
|
||||
|
||||
/// Output results for b2ShapeCast
|
||||
struct B2_API b2ShapeCastOutput
|
||||
{
|
||||
b2Vec2 point;
|
||||
b2Vec2 normal;
|
||||
float lambda;
|
||||
int32 iterations;
|
||||
};
|
||||
|
||||
/// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
|
||||
/// @returns true if hit, false if there is no hit or an initial overlap
|
||||
B2_API 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;
|
||||
float bestValue = b2Dot(m_vertices[0], d);
|
||||
for (int32 i = 1; i < m_count; ++i)
|
||||
{
|
||||
float 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;
|
||||
float bestValue = b2Dot(m_vertices[0], d);
|
||||
for (int32 i = 1; i < m_count; ++i)
|
||||
{
|
||||
float value = b2Dot(m_vertices[i], d);
|
||||
if (value > bestValue)
|
||||
{
|
||||
bestIndex = i;
|
||||
bestValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
return m_vertices[bestIndex];
|
||||
}
|
||||
|
||||
#endif
|
||||
176
uppsrc/plugin/box2d/include/box2d/b2_distance_joint.h
Normal file
176
uppsrc/plugin/box2d/include/box2d/b2_distance_joint.h
Normal file
|
|
@ -0,0 +1,176 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_DISTANCE_JOINT_H
|
||||
#define B2_DISTANCE_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Distance joint definition. This requires defining an anchor point on both
|
||||
/// bodies and the non-zero distance 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.
|
||||
struct B2_API b2DistanceJointDef : public b2JointDef
|
||||
{
|
||||
b2DistanceJointDef()
|
||||
{
|
||||
type = e_distanceJoint;
|
||||
localAnchorA.Set(0.0f, 0.0f);
|
||||
localAnchorB.Set(0.0f, 0.0f);
|
||||
length = 1.0f;
|
||||
minLength = 0.0f;
|
||||
maxLength = FLT_MAX;
|
||||
stiffness = 0.0f;
|
||||
damping = 0.0f;
|
||||
}
|
||||
|
||||
/// Initialize the bodies, anchors, and rest length using world space anchors.
|
||||
/// The minimum and maximum lengths are set to the rest length.
|
||||
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 rest length of this joint. Clamped to a stable minimum value.
|
||||
float length;
|
||||
|
||||
/// Minimum length. Clamped to a stable minimum value.
|
||||
float minLength;
|
||||
|
||||
/// Maximum length. Must be greater than or equal to the minimum length.
|
||||
float maxLength;
|
||||
|
||||
/// The linear stiffness in N/m.
|
||||
float stiffness;
|
||||
|
||||
/// The linear damping in N*s/m.
|
||||
float damping;
|
||||
};
|
||||
|
||||
/// 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 B2_API 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(float 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.
|
||||
float GetReactionTorque(float 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 rest length
|
||||
float GetLength() const { return m_length; }
|
||||
|
||||
/// Set the rest length
|
||||
/// @returns clamped rest length
|
||||
float SetLength(float length);
|
||||
|
||||
/// Get the minimum length
|
||||
float GetMinLength() const { return m_minLength; }
|
||||
|
||||
/// Set the minimum length
|
||||
/// @returns the clamped minimum length
|
||||
float SetMinLength(float minLength);
|
||||
|
||||
/// Get the maximum length
|
||||
float GetMaxLength() const { return m_maxLength; }
|
||||
|
||||
/// Set the maximum length
|
||||
/// @returns the clamped maximum length
|
||||
float SetMaxLength(float maxLength);
|
||||
|
||||
/// Get the current length
|
||||
float GetCurrentLength() const;
|
||||
|
||||
/// Set/get the linear stiffness in N/m
|
||||
void SetStiffness(float stiffness) { m_stiffness = stiffness; }
|
||||
float GetStiffness() const { return m_stiffness; }
|
||||
|
||||
/// Set/get linear damping in N*s/m
|
||||
void SetDamping(float damping) { m_damping = damping; }
|
||||
float GetDamping() const { return m_damping; }
|
||||
|
||||
/// Dump joint to dmLog
|
||||
void Dump() override;
|
||||
|
||||
///
|
||||
void Draw(b2Draw* draw) const 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;
|
||||
|
||||
float m_stiffness;
|
||||
float m_damping;
|
||||
float m_bias;
|
||||
float m_length;
|
||||
float m_minLength;
|
||||
float m_maxLength;
|
||||
|
||||
// Solver shared
|
||||
b2Vec2 m_localAnchorA;
|
||||
b2Vec2 m_localAnchorB;
|
||||
float m_gamma;
|
||||
float m_impulse;
|
||||
float m_lowerImpulse;
|
||||
float m_upperImpulse;
|
||||
|
||||
// Solver temp
|
||||
int32 m_indexA;
|
||||
int32 m_indexB;
|
||||
b2Vec2 m_u;
|
||||
b2Vec2 m_rA;
|
||||
b2Vec2 m_rB;
|
||||
b2Vec2 m_localCenterA;
|
||||
b2Vec2 m_localCenterB;
|
||||
float m_currentLength;
|
||||
float m_invMassA;
|
||||
float m_invMassB;
|
||||
float m_invIA;
|
||||
float m_invIB;
|
||||
float m_softMass;
|
||||
float m_mass;
|
||||
};
|
||||
|
||||
#endif
|
||||
102
uppsrc/plugin/box2d/include/box2d/b2_draw.h
Normal file
102
uppsrc/plugin/box2d/include/box2d/b2_draw.h
Normal file
|
|
@ -0,0 +1,102 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_DRAW_H
|
||||
#define B2_DRAW_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
|
||||
/// Color for debug drawing. Each value has the range [0,1].
|
||||
struct B2_API b2Color
|
||||
{
|
||||
b2Color() {}
|
||||
b2Color(float rIn, float gIn, float bIn, float aIn = 1.0f)
|
||||
{
|
||||
r = rIn; g = gIn; b = bIn; a = aIn;
|
||||
}
|
||||
|
||||
void Set(float rIn, float gIn, float bIn, float aIn = 1.0f)
|
||||
{
|
||||
r = rIn; g = gIn; b = bIn; a = aIn;
|
||||
}
|
||||
|
||||
float r, g, b, a;
|
||||
};
|
||||
|
||||
/// Implement and register this class with a b2World to provide debug drawing of physics
|
||||
/// entities in your game.
|
||||
class B2_API 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, float radius, const b2Color& color) = 0;
|
||||
|
||||
/// Draw a solid circle.
|
||||
virtual void DrawSolidCircle(const b2Vec2& center, float 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, float size, const b2Color& color) = 0;
|
||||
|
||||
protected:
|
||||
uint32 m_drawFlags;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -1,42 +1,45 @@
|
|||
/*
|
||||
* Copyright (c) 2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_DYNAMIC_TREE_H
|
||||
#define B2_DYNAMIC_TREE_H
|
||||
|
||||
#include "b2Collision.h"
|
||||
|
||||
/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
|
||||
#include "b2_api.h"
|
||||
#include "b2_collision.h"
|
||||
#include "b2_growable_stack.h"
|
||||
|
||||
#define b2_nullNode (-1)
|
||||
|
||||
/// A node in the dynamic tree. The client does not interact with this directly.
|
||||
struct b2DynamicTreeNode
|
||||
struct B2_API b2TreeNode
|
||||
{
|
||||
bool IsLeaf() const
|
||||
{
|
||||
return child1 == b2_nullNode;
|
||||
}
|
||||
|
||||
/// This is the fattened AABB.
|
||||
/// Enlarged AABB
|
||||
b2AABB aabb;
|
||||
|
||||
//int32 userData;
|
||||
void* userData;
|
||||
|
||||
union
|
||||
|
|
@ -47,8 +50,14 @@ struct b2DynamicTreeNode
|
|||
|
||||
int32 child1;
|
||||
int32 child2;
|
||||
|
||||
// leaf = 0, free node = -1
|
||||
int32 height;
|
||||
|
||||
bool moved;
|
||||
};
|
||||
|
||||
/// 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
|
||||
|
|
@ -56,10 +65,9 @@ struct b2DynamicTreeNode
|
|||
/// 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
|
||||
class B2_API b2DynamicTree
|
||||
{
|
||||
public:
|
||||
|
||||
/// Constructing the tree initializes the node pool.
|
||||
b2DynamicTree();
|
||||
|
||||
|
|
@ -78,19 +86,16 @@ public:
|
|||
/// @return true if the proxy was re-inserted.
|
||||
bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement);
|
||||
|
||||
/// Perform some iterations to re-balance the tree.
|
||||
void Rebalance(int32 iterations);
|
||||
|
||||
/// Get proxy user data.
|
||||
/// @return the proxy user data or 0 if the id is invalid.
|
||||
void* GetUserData(int32 proxyId) const;
|
||||
|
||||
bool WasMoved(int32 proxyId) const;
|
||||
void ClearMoved(int32 proxyId);
|
||||
|
||||
/// Get the fat AABB for a proxy.
|
||||
const b2AABB& GetFatAABB(int32 proxyId) const;
|
||||
|
||||
/// Compute the height of the tree.
|
||||
int32 ComputeHeight() const;
|
||||
|
||||
/// Query an AABB for overlapping proxies. The callback class
|
||||
/// is called for each proxy that overlaps the supplied AABB.
|
||||
template <typename T>
|
||||
|
|
@ -106,6 +111,28 @@ public:
|
|||
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.
|
||||
float 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();
|
||||
|
|
@ -114,19 +141,22 @@ private:
|
|||
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;
|
||||
|
||||
b2DynamicTreeNode* m_nodes;
|
||||
b2TreeNode* m_nodes;
|
||||
int32 m_nodeCount;
|
||||
int32 m_nodeCapacity;
|
||||
|
||||
int32 m_freeList;
|
||||
|
||||
/// This is used incrementally traverse the tree for re-balancing.
|
||||
uint32 m_path;
|
||||
|
||||
int32 m_insertionCount;
|
||||
};
|
||||
|
||||
|
|
@ -136,6 +166,18 @@ inline void* b2DynamicTree::GetUserData(int32 proxyId) const
|
|||
return m_nodes[proxyId].userData;
|
||||
}
|
||||
|
||||
inline bool b2DynamicTree::WasMoved(int32 proxyId) const
|
||||
{
|
||||
b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
|
||||
return m_nodes[proxyId].moved;
|
||||
}
|
||||
|
||||
inline void b2DynamicTree::ClearMoved(int32 proxyId)
|
||||
{
|
||||
b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
|
||||
m_nodes[proxyId].moved = false;
|
||||
}
|
||||
|
||||
inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const
|
||||
{
|
||||
b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
|
||||
|
|
@ -145,21 +187,18 @@ inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const
|
|||
template <typename T>
|
||||
inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
|
||||
{
|
||||
const int32 k_stackSize = 128;
|
||||
int32 stack[k_stackSize];
|
||||
b2GrowableStack<int32, 256> stack;
|
||||
stack.Push(m_root);
|
||||
|
||||
int32 count = 0;
|
||||
stack[count++] = m_root;
|
||||
|
||||
while (count > 0)
|
||||
while (stack.GetCount() > 0)
|
||||
{
|
||||
int32 nodeId = stack[--count];
|
||||
int32 nodeId = stack.Pop();
|
||||
if (nodeId == b2_nullNode)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const b2DynamicTreeNode* node = m_nodes + nodeId;
|
||||
const b2TreeNode* node = m_nodes + nodeId;
|
||||
|
||||
if (b2TestOverlap(node->aabb, aabb))
|
||||
{
|
||||
|
|
@ -173,15 +212,8 @@ inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
|
|||
}
|
||||
else
|
||||
{
|
||||
if (count < k_stackSize)
|
||||
{
|
||||
stack[count++] = node->child1;
|
||||
}
|
||||
|
||||
if (count < k_stackSize)
|
||||
{
|
||||
stack[count++] = node->child2;
|
||||
}
|
||||
stack.Push(node->child1);
|
||||
stack.Push(node->child2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -203,7 +235,7 @@ inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) con
|
|||
// Separating axis for segment (Gino, p80).
|
||||
// |dot(v, p1 - c)| > dot(|v|, h)
|
||||
|
||||
float32 maxFraction = input.maxFraction;
|
||||
float maxFraction = input.maxFraction;
|
||||
|
||||
// Build a bounding box for the segment.
|
||||
b2AABB segmentAABB;
|
||||
|
|
@ -213,21 +245,18 @@ inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) con
|
|||
segmentAABB.upperBound = b2Max(p1, t);
|
||||
}
|
||||
|
||||
const int32 k_stackSize = 128;
|
||||
int32 stack[k_stackSize];
|
||||
b2GrowableStack<int32, 256> stack;
|
||||
stack.Push(m_root);
|
||||
|
||||
int32 count = 0;
|
||||
stack[count++] = m_root;
|
||||
|
||||
while (count > 0)
|
||||
while (stack.GetCount() > 0)
|
||||
{
|
||||
int32 nodeId = stack[--count];
|
||||
int32 nodeId = stack.Pop();
|
||||
if (nodeId == b2_nullNode)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const b2DynamicTreeNode* node = m_nodes + nodeId;
|
||||
const b2TreeNode* node = m_nodes + nodeId;
|
||||
|
||||
if (b2TestOverlap(node->aabb, segmentAABB) == false)
|
||||
{
|
||||
|
|
@ -238,7 +267,7 @@ inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) con
|
|||
// |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);
|
||||
float separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h);
|
||||
if (separation > 0.0f)
|
||||
{
|
||||
continue;
|
||||
|
|
@ -251,7 +280,7 @@ inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) con
|
|||
subInput.p2 = input.p2;
|
||||
subInput.maxFraction = maxFraction;
|
||||
|
||||
float32 value = callback->RayCastCallback(subInput, nodeId);
|
||||
float value = callback->RayCastCallback(subInput, nodeId);
|
||||
|
||||
if (value == 0.0f)
|
||||
{
|
||||
|
|
@ -270,15 +299,8 @@ inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) con
|
|||
}
|
||||
else
|
||||
{
|
||||
if (count < k_stackSize)
|
||||
{
|
||||
stack[count++] = node->child1;
|
||||
}
|
||||
|
||||
if (count < k_stackSize)
|
||||
{
|
||||
stack[count++] = node->child2;
|
||||
}
|
||||
stack.Push(node->child1);
|
||||
stack.Push(node->child2);
|
||||
}
|
||||
}
|
||||
}
|
||||
86
uppsrc/plugin/box2d/include/box2d/b2_edge_shape.h
Normal file
86
uppsrc/plugin/box2d/include/box2d/b2_edge_shape.h
Normal file
|
|
@ -0,0 +1,86 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_EDGE_SHAPE_H
|
||||
#define B2_EDGE_SHAPE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_shape.h"
|
||||
|
||||
/// A line segment (edge) shape. These can be connected in chains or loops
|
||||
/// to other edge shapes. Edges created independently are two-sided and do
|
||||
/// no provide smooth movement across junctions.
|
||||
class B2_API b2EdgeShape : public b2Shape
|
||||
{
|
||||
public:
|
||||
b2EdgeShape();
|
||||
|
||||
/// Set this as a part of a sequence. Vertex v0 precedes the edge and vertex v3
|
||||
/// follows. These extra vertices are used to provide smooth movement
|
||||
/// across junctions. This also makes the collision one-sided. The edge
|
||||
/// normal points to the right looking from v1 to v2.
|
||||
void SetOneSided(const b2Vec2& v0, const b2Vec2& v1,const b2Vec2& v2, const b2Vec2& v3);
|
||||
|
||||
/// Set this as an isolated edge. Collision is two-sided.
|
||||
void SetTwoSided(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, float 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;
|
||||
|
||||
/// Uses m_vertex0 and m_vertex3 to create smooth collision.
|
||||
bool m_oneSided;
|
||||
};
|
||||
|
||||
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_oneSided = false;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,35 +1,48 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_FIXTURE_H
|
||||
#define B2_FIXTURE_H
|
||||
|
||||
#include "b2Body.h"
|
||||
#include "b2Collision.h"
|
||||
#include "b2Shape.h"
|
||||
#include "b2_api.h"
|
||||
#include "b2_body.h"
|
||||
#include "b2_collision.h"
|
||||
#include "b2_shape.h"
|
||||
|
||||
class b2BlockAllocator;
|
||||
class b2Body;
|
||||
class b2BroadPhase;
|
||||
class b2Fixture;
|
||||
|
||||
/// This holds contact filtering data.
|
||||
struct b2Filter
|
||||
struct B2_API b2Filter
|
||||
{
|
||||
b2Filter()
|
||||
{
|
||||
categoryBits = 0x0001;
|
||||
maskBits = 0xFFFF;
|
||||
groupIndex = 0;
|
||||
}
|
||||
|
||||
/// The collision category bits. Normally you would just set one bit.
|
||||
uint16 categoryBits;
|
||||
|
||||
|
|
@ -45,39 +58,38 @@ struct b2Filter
|
|||
|
||||
/// A fixture definition is used to create a fixture. This class defines an
|
||||
/// abstract fixture definition. You can reuse fixture definitions safely.
|
||||
struct b2FixtureDef
|
||||
struct B2_API b2FixtureDef
|
||||
{
|
||||
/// The constructor sets the default fixture definition values.
|
||||
b2FixtureDef()
|
||||
{
|
||||
shape = NULL;
|
||||
userData = NULL;
|
||||
shape = nullptr;
|
||||
friction = 0.2f;
|
||||
restitution = 0.0f;
|
||||
restitutionThreshold = 1.0f * b2_lengthUnitsPerMeter;
|
||||
density = 0.0f;
|
||||
filter.categoryBits = 0x0001;
|
||||
filter.maskBits = 0xFFFF;
|
||||
filter.groupIndex = 0;
|
||||
isSensor = false;
|
||||
}
|
||||
|
||||
virtual ~b2FixtureDef() {}
|
||||
|
||||
/// 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;
|
||||
b2FixtureUserData userData;
|
||||
|
||||
/// The friction coefficient, usually in the range [0,1].
|
||||
float32 friction;
|
||||
float friction;
|
||||
|
||||
/// The restitution (elasticity) usually in the range [0,1].
|
||||
float32 restitution;
|
||||
float restitution;
|
||||
|
||||
/// Restitution velocity threshold, usually in m/s. Collisions above this
|
||||
/// speed have restitution applied (will bounce).
|
||||
float restitutionThreshold;
|
||||
|
||||
/// The density, usually in kg/m^2.
|
||||
float32 density;
|
||||
float density;
|
||||
|
||||
/// A sensor shape collects contact information but never generates a collision
|
||||
/// response.
|
||||
|
|
@ -87,13 +99,21 @@ struct b2FixtureDef
|
|||
b2Filter filter;
|
||||
};
|
||||
|
||||
/// This proxy is used internally to connect fixtures to the broad-phase.
|
||||
struct B2_API 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
|
||||
class B2_API b2Fixture
|
||||
{
|
||||
public:
|
||||
/// Get the type of the child shape. You can use this to down cast to the concrete shape.
|
||||
|
|
@ -115,12 +135,16 @@ public:
|
|||
|
||||
/// 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;
|
||||
|
||||
/// Get the parent body of this fixture. This is NULL if the fixture is not attached.
|
||||
/// 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;
|
||||
|
|
@ -132,20 +156,17 @@ public:
|
|||
|
||||
/// 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);
|
||||
b2FixtureUserData& GetUserData();
|
||||
|
||||
/// Test a point for containment in this fixture.
|
||||
/// @param xf the shape world transform.
|
||||
/// @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) const;
|
||||
/// @param childIndex the child shape index (e.g. edge index)
|
||||
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
|
||||
|
|
@ -154,27 +175,39 @@ public:
|
|||
|
||||
/// 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);
|
||||
void SetDensity(float density);
|
||||
|
||||
/// Get the density of this fixture.
|
||||
float32 GetDensity() const;
|
||||
float GetDensity() const;
|
||||
|
||||
/// Get the coefficient of friction.
|
||||
float32 GetFriction() const;
|
||||
float GetFriction() const;
|
||||
|
||||
/// Set the coefficient of friction.
|
||||
void SetFriction(float32 friction);
|
||||
/// Set the coefficient of friction. This will _not_ change the friction of
|
||||
/// existing contacts.
|
||||
void SetFriction(float friction);
|
||||
|
||||
/// Get the coefficient of restitution.
|
||||
float32 GetRestitution() const;
|
||||
float GetRestitution() const;
|
||||
|
||||
/// Set the coefficient of restitution.
|
||||
void SetRestitution(float32 restitution);
|
||||
/// Set the coefficient of restitution. This will _not_ change the restitution of
|
||||
/// existing contacts.
|
||||
void SetRestitution(float restitution);
|
||||
|
||||
/// Get the restitution velocity threshold.
|
||||
float GetRestitutionThreshold() const;
|
||||
|
||||
/// Set the restitution threshold. This will _not_ change the restitution threshold of
|
||||
/// existing contacts.
|
||||
void SetRestitutionThreshold(float threshold);
|
||||
|
||||
/// 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() const;
|
||||
const b2AABB& GetAABB(int32 childIndex) const;
|
||||
|
||||
/// Dump this fixture to the log file.
|
||||
void Dump(int32 bodyIndex);
|
||||
|
||||
protected:
|
||||
|
||||
|
|
@ -184,7 +217,6 @@ protected:
|
|||
friend class b2ContactManager;
|
||||
|
||||
b2Fixture();
|
||||
~b2Fixture();
|
||||
|
||||
// We need separation create/destroy functions from the constructor/destructor because
|
||||
// the destructor cannot access the allocator (no destructor arguments allowed by C++).
|
||||
|
|
@ -192,29 +224,30 @@ protected:
|
|||
void Destroy(b2BlockAllocator* allocator);
|
||||
|
||||
// These support body activation/deactivation.
|
||||
void CreateProxy(b2BroadPhase* broadPhase, const b2Transform& xf);
|
||||
void DestroyProxy(b2BroadPhase* broadPhase);
|
||||
void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
|
||||
void DestroyProxies(b2BroadPhase* broadPhase);
|
||||
|
||||
void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);
|
||||
|
||||
b2AABB m_aabb;
|
||||
|
||||
float32 m_density;
|
||||
float m_density;
|
||||
|
||||
b2Fixture* m_next;
|
||||
b2Body* m_body;
|
||||
|
||||
b2Shape* m_shape;
|
||||
|
||||
float32 m_friction;
|
||||
float32 m_restitution;
|
||||
float m_friction;
|
||||
float m_restitution;
|
||||
float m_restitutionThreshold;
|
||||
|
||||
b2FixtureProxy* m_proxies;
|
||||
int32 m_proxyCount;
|
||||
|
||||
int32 m_proxyId;
|
||||
b2Filter m_filter;
|
||||
|
||||
bool m_isSensor;
|
||||
|
||||
void* m_userData;
|
||||
b2FixtureUserData m_userData;
|
||||
};
|
||||
|
||||
inline b2Shape::Type b2Fixture::GetType() const
|
||||
|
|
@ -242,16 +275,11 @@ inline const b2Filter& b2Fixture::GetFilterData() const
|
|||
return m_filter;
|
||||
}
|
||||
|
||||
inline void* b2Fixture::GetUserData() const
|
||||
inline b2FixtureUserData& b2Fixture::GetUserData()
|
||||
{
|
||||
return m_userData;
|
||||
}
|
||||
|
||||
inline void b2Fixture::SetUserData(void* data)
|
||||
{
|
||||
m_userData = data;
|
||||
}
|
||||
|
||||
inline b2Body* b2Fixture::GetBody()
|
||||
{
|
||||
return m_body;
|
||||
|
|
@ -272,45 +300,55 @@ inline const b2Fixture* b2Fixture::GetNext() const
|
|||
return m_next;
|
||||
}
|
||||
|
||||
inline void b2Fixture::SetDensity(float32 density)
|
||||
inline void b2Fixture::SetDensity(float density)
|
||||
{
|
||||
b2Assert(b2IsValid(density) && density >= 0.0f);
|
||||
m_density = density;
|
||||
}
|
||||
|
||||
inline float32 b2Fixture::GetDensity() const
|
||||
inline float b2Fixture::GetDensity() const
|
||||
{
|
||||
return m_density;
|
||||
}
|
||||
|
||||
inline float32 b2Fixture::GetFriction() const
|
||||
inline float b2Fixture::GetFriction() const
|
||||
{
|
||||
return m_friction;
|
||||
}
|
||||
|
||||
inline void b2Fixture::SetFriction(float32 friction)
|
||||
inline void b2Fixture::SetFriction(float friction)
|
||||
{
|
||||
m_friction = friction;
|
||||
}
|
||||
|
||||
inline float32 b2Fixture::GetRestitution() const
|
||||
inline float b2Fixture::GetRestitution() const
|
||||
{
|
||||
return m_restitution;
|
||||
}
|
||||
|
||||
inline void b2Fixture::SetRestitution(float32 restitution)
|
||||
inline void b2Fixture::SetRestitution(float restitution)
|
||||
{
|
||||
m_restitution = restitution;
|
||||
}
|
||||
|
||||
inline float b2Fixture::GetRestitutionThreshold() const
|
||||
{
|
||||
return m_restitutionThreshold;
|
||||
}
|
||||
|
||||
inline void b2Fixture::SetRestitutionThreshold(float threshold)
|
||||
{
|
||||
m_restitutionThreshold = threshold;
|
||||
}
|
||||
|
||||
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) const
|
||||
inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const
|
||||
{
|
||||
return m_shape->RayCast(output, input, m_body->GetTransform());
|
||||
return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
|
||||
}
|
||||
|
||||
inline void b2Fixture::GetMassData(b2MassData* massData) const
|
||||
|
|
@ -318,9 +356,10 @@ inline void b2Fixture::GetMassData(b2MassData* massData) const
|
|||
m_shape->ComputeMass(massData, m_density);
|
||||
}
|
||||
|
||||
inline const b2AABB& b2Fixture::GetAABB() const
|
||||
inline const b2AABB& b2Fixture::GetAABB(int32 childIndex) const
|
||||
{
|
||||
return m_aabb;
|
||||
b2Assert(0 <= childIndex && childIndex < m_proxyCount);
|
||||
return m_proxies[childIndex].aabb;
|
||||
}
|
||||
|
||||
#endif
|
||||
124
uppsrc/plugin/box2d/include/box2d/b2_friction_joint.h
Normal file
124
uppsrc/plugin/box2d/include/box2d/b2_friction_joint.h
Normal file
|
|
@ -0,0 +1,124 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_FRICTION_JOINT_H
|
||||
#define B2_FRICTION_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Friction joint definition.
|
||||
struct B2_API 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.
|
||||
float maxForce;
|
||||
|
||||
/// The maximum friction torque in N-m.
|
||||
float maxTorque;
|
||||
};
|
||||
|
||||
/// Friction joint. This is used for top-down friction.
|
||||
/// It provides 2D translational friction and angular friction.
|
||||
class B2_API b2FrictionJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
b2Vec2 GetAnchorB() const override;
|
||||
|
||||
b2Vec2 GetReactionForce(float inv_dt) const override;
|
||||
float GetReactionTorque(float 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(float force);
|
||||
|
||||
/// Get the maximum friction force in N.
|
||||
float GetMaxForce() const;
|
||||
|
||||
/// Set the maximum friction torque in N*m.
|
||||
void SetMaxTorque(float torque);
|
||||
|
||||
/// Get the maximum friction torque in N*m.
|
||||
float 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;
|
||||
float m_angularImpulse;
|
||||
float m_maxForce;
|
||||
float m_maxTorque;
|
||||
|
||||
// Solver temp
|
||||
int32 m_indexA;
|
||||
int32 m_indexB;
|
||||
b2Vec2 m_rA;
|
||||
b2Vec2 m_rB;
|
||||
b2Vec2 m_localCenterA;
|
||||
b2Vec2 m_localCenterB;
|
||||
float m_invMassA;
|
||||
float m_invMassB;
|
||||
float m_invIA;
|
||||
float m_invIB;
|
||||
b2Mat22 m_linearMass;
|
||||
float m_angularMass;
|
||||
};
|
||||
|
||||
#endif
|
||||
130
uppsrc/plugin/box2d/include/box2d/b2_gear_joint.h
Normal file
130
uppsrc/plugin/box2d/include/box2d/b2_gear_joint.h
Normal file
|
|
@ -0,0 +1,130 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_GEAR_JOINT_H
|
||||
#define B2_GEAR_JOINT_H
|
||||
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Gear joint definition. This definition requires two existing
|
||||
/// revolute or prismatic joints (any combination will work).
|
||||
/// @warning bodyB on the input joints must both be dynamic
|
||||
struct B2_API 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.
|
||||
float 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 B2_API b2GearJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
b2Vec2 GetAnchorB() const override;
|
||||
|
||||
b2Vec2 GetReactionForce(float inv_dt) const override;
|
||||
float GetReactionTorque(float 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(float ratio);
|
||||
float 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;
|
||||
|
||||
float m_referenceAngleA;
|
||||
float m_referenceAngleB;
|
||||
|
||||
float m_constant;
|
||||
float m_ratio;
|
||||
|
||||
float m_impulse;
|
||||
|
||||
// Solver temp
|
||||
int32 m_indexA, m_indexB, m_indexC, m_indexD;
|
||||
b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
|
||||
float m_mA, m_mB, m_mC, m_mD;
|
||||
float m_iA, m_iB, m_iC, m_iD;
|
||||
b2Vec2 m_JvAC, m_JvBD;
|
||||
float m_JwA, m_JwB, m_JwC, m_JwD;
|
||||
float m_mass;
|
||||
};
|
||||
|
||||
#endif
|
||||
91
uppsrc/plugin/box2d/include/box2d/b2_growable_stack.h
Normal file
91
uppsrc/plugin/box2d/include/box2d/b2_growable_stack.h
Normal file
|
|
@ -0,0 +1,91 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_GROWABLE_STACK_H
|
||||
#define B2_GROWABLE_STACK_H
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#include "b2_settings.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
|
||||
228
uppsrc/plugin/box2d/include/box2d/b2_joint.h
Normal file
228
uppsrc/plugin/box2d/include/box2d/b2_joint.h
Normal file
|
|
@ -0,0 +1,228 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_JOINT_H
|
||||
#define B2_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
|
||||
class b2Body;
|
||||
class b2Draw;
|
||||
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
|
||||
};
|
||||
|
||||
struct B2_API b2Jacobian
|
||||
{
|
||||
b2Vec2 linear;
|
||||
float angularA;
|
||||
float 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 B2_API 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 B2_API b2JointDef
|
||||
{
|
||||
b2JointDef()
|
||||
{
|
||||
type = e_unknownJoint;
|
||||
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.
|
||||
b2JointUserData 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;
|
||||
};
|
||||
|
||||
/// Utility to compute linear stiffness values from frequency and damping ratio
|
||||
B2_API void b2LinearStiffness(float& stiffness, float& damping,
|
||||
float frequencyHertz, float dampingRatio,
|
||||
const b2Body* bodyA, const b2Body* bodyB);
|
||||
|
||||
/// Utility to compute rotational stiffness values frequency and damping ratio
|
||||
B2_API void b2AngularStiffness(float& stiffness, float& damping,
|
||||
float frequencyHertz, float dampingRatio,
|
||||
const b2Body* bodyA, const b2Body* bodyB);
|
||||
|
||||
/// The base joint class. Joints are used to constraint two bodies together in
|
||||
/// various fashions. Some joints also feature limits and motors.
|
||||
class B2_API 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(float inv_dt) const = 0;
|
||||
|
||||
/// Get the reaction torque on bodyB in N*m.
|
||||
virtual float GetReactionTorque(float inv_dt) const = 0;
|
||||
|
||||
/// Get the next joint the world joint list.
|
||||
b2Joint* GetNext();
|
||||
const b2Joint* GetNext() const;
|
||||
|
||||
/// Get the user data pointer.
|
||||
b2JointUserData& GetUserData();
|
||||
|
||||
/// Short-cut function to determine if either body is enabled.
|
||||
bool IsEnabled() 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() { b2Dump("// 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); }
|
||||
|
||||
/// Debug draw this joint
|
||||
virtual void Draw(b2Draw* draw) const;
|
||||
|
||||
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;
|
||||
|
||||
b2JointUserData 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 b2JointUserData& b2Joint::GetUserData()
|
||||
{
|
||||
return m_userData;
|
||||
}
|
||||
|
||||
inline bool b2Joint::GetCollideConnected() const
|
||||
{
|
||||
return m_collideConnected;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,96 +1,68 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_MATH_H
|
||||
#define B2_MATH_H
|
||||
|
||||
#include "b2Settings.h"
|
||||
#include <math.h>
|
||||
|
||||
#include <cmath>
|
||||
#include <cfloat>
|
||||
#include <cstddef>
|
||||
#include <limits>
|
||||
#include "b2_api.h"
|
||||
#include "b2_settings.h"
|
||||
|
||||
/// This function is used to ensure that a floating point number is
|
||||
/// not a NaN or infinity.
|
||||
inline bool b2IsValid(float32 x)
|
||||
/// This function is used to ensure that a floating point number is not a NaN or infinity.
|
||||
inline bool b2IsValid(float x)
|
||||
{
|
||||
if (x != x)
|
||||
{
|
||||
// NaN.
|
||||
return false;
|
||||
}
|
||||
|
||||
float32 infinity = std::numeric_limits<float32>::infinity();
|
||||
return -infinity < x && x < infinity;
|
||||
}
|
||||
|
||||
/// This is a approximate yet fast inverse square-root.
|
||||
inline float32 b2InvSqrt(float32 x)
|
||||
{
|
||||
union
|
||||
{
|
||||
float32 x;
|
||||
int32 i;
|
||||
} convert;
|
||||
|
||||
convert.x = x;
|
||||
float32 xhalf = 0.5f * x;
|
||||
convert.i = 0x5f3759df - (convert.i >> 1);
|
||||
x = convert.x;
|
||||
x = x * (1.5f - xhalf * x * x);
|
||||
return x;
|
||||
return isfinite(x);
|
||||
}
|
||||
|
||||
#define b2Sqrt(x) sqrtf(x)
|
||||
#define b2Atan2(y, x) atan2f(y, x)
|
||||
|
||||
inline float32 b2Abs(float32 a)
|
||||
{
|
||||
return a > 0.0f ? a : -a;
|
||||
}
|
||||
|
||||
/// A 2D column vector.
|
||||
struct b2Vec2
|
||||
struct B2_API b2Vec2
|
||||
{
|
||||
/// Default constructor does nothing (for performance).
|
||||
b2Vec2() {}
|
||||
|
||||
/// Construct using coordinates.
|
||||
b2Vec2(float32 x, float32 y) : x(x), y(y) {}
|
||||
b2Vec2(float xIn, float 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_; }
|
||||
void Set(float x_, float 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
|
||||
float operator () (int32 i) const
|
||||
{
|
||||
return (&x)[i];
|
||||
}
|
||||
|
||||
/// Write to an indexed element.
|
||||
float32& operator () (int32 i)
|
||||
float& operator () (int32 i)
|
||||
{
|
||||
return (&x)[i];
|
||||
}
|
||||
|
|
@ -100,7 +72,7 @@ struct b2Vec2
|
|||
{
|
||||
x += v.x; y += v.y;
|
||||
}
|
||||
|
||||
|
||||
/// Subtract a vector from this vector.
|
||||
void operator -= (const b2Vec2& v)
|
||||
{
|
||||
|
|
@ -108,33 +80,33 @@ struct b2Vec2
|
|||
}
|
||||
|
||||
/// Multiply this vector by a scalar.
|
||||
void operator *= (float32 a)
|
||||
void operator *= (float a)
|
||||
{
|
||||
x *= a; y *= a;
|
||||
}
|
||||
|
||||
/// Get the length of this vector (the norm).
|
||||
float32 Length() const
|
||||
float 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
|
||||
float LengthSquared() const
|
||||
{
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
/// Convert this vector into a unit vector. Returns the length.
|
||||
float32 Normalize()
|
||||
float Normalize()
|
||||
{
|
||||
float32 length = Length();
|
||||
float length = Length();
|
||||
if (length < b2_epsilon)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
float32 invLength = 1.0f / length;
|
||||
float invLength = 1.0f / length;
|
||||
x *= invLength;
|
||||
y *= invLength;
|
||||
|
||||
|
|
@ -147,23 +119,29 @@ struct b2Vec2
|
|||
return b2IsValid(x) && b2IsValid(y);
|
||||
}
|
||||
|
||||
float32 x, y;
|
||||
/// Get the skew vector such that dot(skew_vec, other) == cross(vec, other)
|
||||
b2Vec2 Skew() const
|
||||
{
|
||||
return b2Vec2(-y, x);
|
||||
}
|
||||
|
||||
float x, y;
|
||||
};
|
||||
|
||||
/// A 2D column vector with 3 elements.
|
||||
struct b2Vec3
|
||||
struct B2_API b2Vec3
|
||||
{
|
||||
/// Default constructor does nothing (for performance).
|
||||
b2Vec3() {}
|
||||
|
||||
/// Construct using coordinates.
|
||||
b2Vec3(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {}
|
||||
b2Vec3(float xIn, float yIn, float 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_; }
|
||||
void Set(float x_, float y_, float z_) { x = x_; y = y_; z = z_; }
|
||||
|
||||
/// Negate this vector.
|
||||
b2Vec3 operator -() const { b2Vec3 v; v.Set(-x, -y, -z); return v; }
|
||||
|
|
@ -181,16 +159,16 @@ struct b2Vec3
|
|||
}
|
||||
|
||||
/// Multiply this vector by a scalar.
|
||||
void operator *= (float32 s)
|
||||
void operator *= (float s)
|
||||
{
|
||||
x *= s; y *= s; z *= s;
|
||||
}
|
||||
|
||||
float32 x, y, z;
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
/// A 2-by-2 matrix. Stored in column-major order.
|
||||
struct b2Mat22
|
||||
struct B2_API b2Mat22
|
||||
{
|
||||
/// The default constructor does nothing (for performance).
|
||||
b2Mat22() {}
|
||||
|
|
@ -198,75 +176,49 @@ struct b2Mat22
|
|||
/// Construct this matrix using columns.
|
||||
b2Mat22(const b2Vec2& c1, const b2Vec2& c2)
|
||||
{
|
||||
col1 = c1;
|
||||
col2 = c2;
|
||||
ex = c1;
|
||||
ey = c2;
|
||||
}
|
||||
|
||||
/// Construct this matrix using scalars.
|
||||
b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22)
|
||||
b2Mat22(float a11, float a12, float a21, float a22)
|
||||
{
|
||||
col1.x = a11; col1.y = a21;
|
||||
col2.x = a12; col2.y = a22;
|
||||
}
|
||||
|
||||
/// Construct this matrix using an angle. This matrix becomes
|
||||
/// an orthonormal rotation matrix.
|
||||
explicit b2Mat22(float32 angle)
|
||||
{
|
||||
// TODO_ERIN compute sin+cos together.
|
||||
float32 c = cosf(angle), s = sinf(angle);
|
||||
col1.x = c; col2.x = -s;
|
||||
col1.y = s; col2.y = c;
|
||||
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)
|
||||
{
|
||||
col1 = c1;
|
||||
col2 = c2;
|
||||
}
|
||||
|
||||
/// Initialize this matrix using an angle. This matrix becomes
|
||||
/// an orthonormal rotation matrix.
|
||||
void Set(float32 angle)
|
||||
{
|
||||
float32 c = cosf(angle), s = sinf(angle);
|
||||
col1.x = c; col2.x = -s;
|
||||
col1.y = s; col2.y = c;
|
||||
ex = c1;
|
||||
ey = c2;
|
||||
}
|
||||
|
||||
/// Set this to the identity matrix.
|
||||
void SetIdentity()
|
||||
{
|
||||
col1.x = 1.0f; col2.x = 0.0f;
|
||||
col1.y = 0.0f; col2.y = 1.0f;
|
||||
ex.x = 1.0f; ey.x = 0.0f;
|
||||
ex.y = 0.0f; ey.y = 1.0f;
|
||||
}
|
||||
|
||||
/// Set this matrix to all zeros.
|
||||
void SetZero()
|
||||
{
|
||||
col1.x = 0.0f; col2.x = 0.0f;
|
||||
col1.y = 0.0f; col2.y = 0.0f;
|
||||
}
|
||||
|
||||
/// Extract the angle from this matrix (assumed to be
|
||||
/// a rotation matrix).
|
||||
float32 GetAngle() const
|
||||
{
|
||||
return b2Atan2(col1.y, col1.x);
|
||||
ex.x = 0.0f; ey.x = 0.0f;
|
||||
ex.y = 0.0f; ey.y = 0.0f;
|
||||
}
|
||||
|
||||
b2Mat22 GetInverse() const
|
||||
{
|
||||
float32 a = col1.x, b = col2.x, c = col1.y, d = col2.y;
|
||||
float a = ex.x, b = ey.x, c = ex.y, d = ey.y;
|
||||
b2Mat22 B;
|
||||
float32 det = a * d - b * c;
|
||||
float det = a * d - b * c;
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
B.col1.x = det * d; B.col2.x = -det * b;
|
||||
B.col1.y = -det * c; B.col2.y = det * a;
|
||||
B.ex.x = det * d; B.ey.x = -det * b;
|
||||
B.ex.y = -det * c; B.ey.y = det * a;
|
||||
return B;
|
||||
}
|
||||
|
||||
|
|
@ -274,8 +226,8 @@ struct b2Mat22
|
|||
/// than computing the inverse in one-shot cases.
|
||||
b2Vec2 Solve(const b2Vec2& b) const
|
||||
{
|
||||
float32 a11 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.y;
|
||||
float32 det = a11 * a22 - a12 * a21;
|
||||
float a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
|
||||
float det = a11 * a22 - a12 * a21;
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
|
|
@ -286,11 +238,11 @@ struct b2Mat22
|
|||
return x;
|
||||
}
|
||||
|
||||
b2Vec2 col1, col2;
|
||||
b2Vec2 ex, ey;
|
||||
};
|
||||
|
||||
/// A 3-by-3 matrix. Stored in column-major order.
|
||||
struct b2Mat33
|
||||
struct B2_API b2Mat33
|
||||
{
|
||||
/// The default constructor does nothing (for performance).
|
||||
b2Mat33() {}
|
||||
|
|
@ -298,17 +250,17 @@ struct b2Mat33
|
|||
/// Construct this matrix using columns.
|
||||
b2Mat33(const b2Vec3& c1, const b2Vec3& c2, const b2Vec3& c3)
|
||||
{
|
||||
col1 = c1;
|
||||
col2 = c2;
|
||||
col3 = c3;
|
||||
ex = c1;
|
||||
ey = c2;
|
||||
ez = c3;
|
||||
}
|
||||
|
||||
/// Set this matrix to all zeros.
|
||||
void SetZero()
|
||||
{
|
||||
col1.SetZero();
|
||||
col2.SetZero();
|
||||
col3.SetZero();
|
||||
ex.SetZero();
|
||||
ey.SetZero();
|
||||
ez.SetZero();
|
||||
}
|
||||
|
||||
/// Solve A * x = b, where b is a column vector. This is more efficient
|
||||
|
|
@ -320,92 +272,147 @@ struct b2Mat33
|
|||
/// 2-by-2 matrix equation.
|
||||
b2Vec2 Solve22(const b2Vec2& b) const;
|
||||
|
||||
b2Vec3 col1, col2, col3;
|
||||
/// 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 B2_API b2Rot
|
||||
{
|
||||
b2Rot() {}
|
||||
|
||||
/// Initialize from an angle in radians
|
||||
explicit b2Rot(float angle)
|
||||
{
|
||||
/// TODO_ERIN optimize
|
||||
s = sinf(angle);
|
||||
c = cosf(angle);
|
||||
}
|
||||
|
||||
/// Set using an angle in radians.
|
||||
void Set(float 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
|
||||
float 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
|
||||
float s, c;
|
||||
};
|
||||
|
||||
/// A transform contains translation and rotation. It is used to represent
|
||||
/// the position and orientation of rigid frames.
|
||||
struct b2Transform
|
||||
struct B2_API b2Transform
|
||||
{
|
||||
/// The default constructor does nothing (for performance).
|
||||
/// The default constructor does nothing.
|
||||
b2Transform() {}
|
||||
|
||||
/// Initialize using a position vector and a rotation matrix.
|
||||
b2Transform(const b2Vec2& position, const b2Mat22& R) : position(position), R(R) {}
|
||||
/// 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()
|
||||
{
|
||||
position.SetZero();
|
||||
R.SetIdentity();
|
||||
p.SetZero();
|
||||
q.SetIdentity();
|
||||
}
|
||||
|
||||
/// Set this based on the position and angle.
|
||||
void Set(const b2Vec2& p, float32 angle)
|
||||
void Set(const b2Vec2& position, float angle)
|
||||
{
|
||||
position = p;
|
||||
R.Set(angle);
|
||||
p = position;
|
||||
q.Set(angle);
|
||||
}
|
||||
|
||||
/// Calculate the angle that the rotation matrix represents.
|
||||
float32 GetAngle() const
|
||||
{
|
||||
return b2Atan2(R.col1.y, R.col1.x);
|
||||
}
|
||||
|
||||
b2Vec2 position;
|
||||
b2Mat22 R;
|
||||
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
|
||||
struct B2_API b2Sweep
|
||||
{
|
||||
/// Get the interpolated transform at a specific time.
|
||||
/// @param alpha is a factor in [0,1], where 0 indicates t0.
|
||||
void GetTransform(b2Transform* xf, float32 alpha) const;
|
||||
/// @param transform the output transform
|
||||
/// @param beta is a factor in [0,1], where 0 indicates alpha0.
|
||||
void GetTransform(b2Transform* transform, float beta) const;
|
||||
|
||||
/// Advance the sweep forward, yielding a new initial state.
|
||||
/// @param t the new initial time.
|
||||
void Advance(float32 t);
|
||||
/// @param alpha the new initial time.
|
||||
void Advance(float alpha);
|
||||
|
||||
/// Normalize the angles.
|
||||
void Normalize();
|
||||
|
||||
b2Vec2 localCenter; ///< local center of mass position
|
||||
b2Vec2 c0, c; ///< center world positions
|
||||
float32 a0, a; ///< world angles
|
||||
float a0, a; ///< world angles
|
||||
|
||||
/// Fraction of the current time step in the range [0,1]
|
||||
/// c0 and a0 are the positions at alpha0.
|
||||
float alpha0;
|
||||
};
|
||||
|
||||
|
||||
extern const b2Vec2 b2Vec2_zero;
|
||||
extern const b2Mat22 b2Mat22_identity;
|
||||
extern const b2Transform b2Transform_identity;
|
||||
/// Useful constant
|
||||
extern B2_API const b2Vec2 b2Vec2_zero;
|
||||
|
||||
/// Perform the dot product on two vectors.
|
||||
inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b)
|
||||
inline float 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)
|
||||
inline float 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)
|
||||
inline b2Vec2 b2Cross(const b2Vec2& a, float 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)
|
||||
inline b2Vec2 b2Cross(float s, const b2Vec2& a)
|
||||
{
|
||||
return b2Vec2(-s * a.y, s * a.x);
|
||||
}
|
||||
|
|
@ -414,14 +421,14 @@ inline b2Vec2 b2Cross(float32 s, const b2Vec2& a)
|
|||
/// then this transforms the vector from one frame to another.
|
||||
inline b2Vec2 b2Mul(const b2Mat22& A, const b2Vec2& v)
|
||||
{
|
||||
return b2Vec2(A.col1.x * v.x + A.col2.x * v.y, A.col1.y * v.x + A.col2.y * v.y);
|
||||
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.col1), b2Dot(v, A.col2));
|
||||
return b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey));
|
||||
}
|
||||
|
||||
/// Add two vectors component-wise.
|
||||
|
|
@ -436,7 +443,7 @@ 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)
|
||||
inline b2Vec2 operator * (float s, const b2Vec2& a)
|
||||
{
|
||||
return b2Vec2(s * a.x, s * a.y);
|
||||
}
|
||||
|
|
@ -446,19 +453,24 @@ 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)
|
||||
inline bool operator != (const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
return a.x != b.x || a.y != b.y;
|
||||
}
|
||||
|
||||
inline float b2Distance(const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
b2Vec2 c = a - b;
|
||||
return c.Length();
|
||||
}
|
||||
|
||||
inline float32 b2DistanceSquared(const b2Vec2& a, const b2Vec2& b)
|
||||
inline float b2DistanceSquared(const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
b2Vec2 c = a - b;
|
||||
return b2Dot(c, c);
|
||||
}
|
||||
|
||||
inline b2Vec3 operator * (float32 s, const b2Vec3& a)
|
||||
inline b2Vec3 operator * (float s, const b2Vec3& a)
|
||||
{
|
||||
return b2Vec3(s * a.x, s * a.y, s * a.z);
|
||||
}
|
||||
|
|
@ -476,7 +488,7 @@ inline b2Vec3 operator - (const b2Vec3& a, const b2Vec3& b)
|
|||
}
|
||||
|
||||
/// Perform the dot product on two vectors.
|
||||
inline float32 b2Dot(const b2Vec3& a, const b2Vec3& b)
|
||||
inline float b2Dot(const b2Vec3& a, const b2Vec3& b)
|
||||
{
|
||||
return a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
}
|
||||
|
|
@ -489,40 +501,115 @@ inline b2Vec3 b2Cross(const b2Vec3& a, const b2Vec3& b)
|
|||
|
||||
inline b2Mat22 operator + (const b2Mat22& A, const b2Mat22& B)
|
||||
{
|
||||
return b2Mat22(A.col1 + B.col1, A.col2 + B.col2);
|
||||
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.col1), b2Mul(A, B.col2));
|
||||
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.col1, B.col1), b2Dot(A.col2, B.col1));
|
||||
b2Vec2 c2(b2Dot(A.col1, B.col2), b2Dot(A.col2, B.col2));
|
||||
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.col1 + v.y * A.col2 + v.z * A.col3;
|
||||
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.position.x + T.R.col1.x * v.x + T.R.col2.x * v.y;
|
||||
float32 y = T.position.y + T.R.col1.y * v.x + T.R.col2.y * v.y;
|
||||
float x = (T.q.c * v.x - T.q.s * v.y) + T.p.x;
|
||||
float 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)
|
||||
{
|
||||
return b2MulT(T.R, v - T.position);
|
||||
float px = v.x - T.p.x;
|
||||
float py = v.y - T.p.y;
|
||||
float x = (T.q.c * px + T.q.s * py);
|
||||
float 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)
|
||||
|
|
@ -532,7 +619,7 @@ inline b2Vec2 b2Abs(const b2Vec2& a)
|
|||
|
||||
inline b2Mat22 b2Abs(const b2Mat22& A)
|
||||
{
|
||||
return b2Mat22(b2Abs(A.col1), b2Abs(A.col2));
|
||||
return b2Mat22(b2Abs(A.ex), b2Abs(A.ey));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
|
|
@ -596,27 +683,31 @@ inline bool b2IsPowerOfTwo(uint32 x)
|
|||
return result;
|
||||
}
|
||||
|
||||
inline void b2Sweep::GetTransform(b2Transform* xf, float32 alpha) const
|
||||
// https://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
|
||||
inline void b2Sweep::GetTransform(b2Transform* xf, float beta) const
|
||||
{
|
||||
xf->position = (1.0f - alpha) * c0 + alpha * c;
|
||||
float32 angle = (1.0f - alpha) * a0 + alpha * a;
|
||||
xf->R.Set(angle);
|
||||
xf->p = (1.0f - beta) * c0 + beta * c;
|
||||
float angle = (1.0f - beta) * a0 + beta * a;
|
||||
xf->q.Set(angle);
|
||||
|
||||
// Shift to origin
|
||||
xf->position -= b2Mul(xf->R, localCenter);
|
||||
xf->p -= b2Mul(xf->q, localCenter);
|
||||
}
|
||||
|
||||
inline void b2Sweep::Advance(float32 t)
|
||||
inline void b2Sweep::Advance(float alpha)
|
||||
{
|
||||
c0 = (1.0f - t) * c0 + t * c;
|
||||
a0 = (1.0f - t) * a0 + t * a;
|
||||
b2Assert(alpha0 < 1.0f);
|
||||
float 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);
|
||||
float twoPi = 2.0f * b2_pi;
|
||||
float d = twoPi * floorf(a0 / twoPi);
|
||||
a0 -= d;
|
||||
a -= d;
|
||||
}
|
||||
138
uppsrc/plugin/box2d/include/box2d/b2_motor_joint.h
Normal file
138
uppsrc/plugin/box2d/include/box2d/b2_motor_joint.h
Normal file
|
|
@ -0,0 +1,138 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_MOTOR_JOINT_H
|
||||
#define B2_MOTOR_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Motor joint definition.
|
||||
struct B2_API 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.
|
||||
float angularOffset;
|
||||
|
||||
/// The maximum motor force in N.
|
||||
float maxForce;
|
||||
|
||||
/// The maximum motor torque in N-m.
|
||||
float maxTorque;
|
||||
|
||||
/// Position correction factor in the range [0,1].
|
||||
float 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 B2_API b2MotorJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
b2Vec2 GetAnchorB() const override;
|
||||
|
||||
b2Vec2 GetReactionForce(float inv_dt) const override;
|
||||
float GetReactionTorque(float 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(float angularOffset);
|
||||
float GetAngularOffset() const;
|
||||
|
||||
/// Set the maximum friction force in N.
|
||||
void SetMaxForce(float force);
|
||||
|
||||
/// Get the maximum friction force in N.
|
||||
float GetMaxForce() const;
|
||||
|
||||
/// Set the maximum friction torque in N*m.
|
||||
void SetMaxTorque(float torque);
|
||||
|
||||
/// Get the maximum friction torque in N*m.
|
||||
float GetMaxTorque() const;
|
||||
|
||||
/// Set the position correction factor in the range [0,1].
|
||||
void SetCorrectionFactor(float factor);
|
||||
|
||||
/// Get the position correction factor in the range [0,1].
|
||||
float 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;
|
||||
float m_angularOffset;
|
||||
b2Vec2 m_linearImpulse;
|
||||
float m_angularImpulse;
|
||||
float m_maxForce;
|
||||
float m_maxTorque;
|
||||
float 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;
|
||||
float m_angularError;
|
||||
float m_invMassA;
|
||||
float m_invMassB;
|
||||
float m_invIA;
|
||||
float m_invIB;
|
||||
b2Mat22 m_linearMass;
|
||||
float m_angularMass;
|
||||
};
|
||||
|
||||
#endif
|
||||
134
uppsrc/plugin/box2d/include/box2d/b2_mouse_joint.h
Normal file
134
uppsrc/plugin/box2d/include/box2d/b2_mouse_joint.h
Normal file
|
|
@ -0,0 +1,134 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_MOUSE_JOINT_H
|
||||
#define B2_MOUSE_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Mouse joint definition. This requires a world target point,
|
||||
/// tuning parameters, and the time step.
|
||||
struct B2_API b2MouseJointDef : public b2JointDef
|
||||
{
|
||||
b2MouseJointDef()
|
||||
{
|
||||
type = e_mouseJoint;
|
||||
target.Set(0.0f, 0.0f);
|
||||
maxForce = 0.0f;
|
||||
stiffness = 0.0f;
|
||||
damping = 0.0f;
|
||||
}
|
||||
|
||||
/// 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).
|
||||
float maxForce;
|
||||
|
||||
/// The linear stiffness in N/m
|
||||
float stiffness;
|
||||
|
||||
/// The linear damping in N*s/m
|
||||
float damping;
|
||||
};
|
||||
|
||||
/// 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 B2_API b2MouseJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
|
||||
/// Implements b2Joint.
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
|
||||
/// Implements b2Joint.
|
||||
b2Vec2 GetAnchorB() const override;
|
||||
|
||||
/// Implements b2Joint.
|
||||
b2Vec2 GetReactionForce(float inv_dt) const override;
|
||||
|
||||
/// Implements b2Joint.
|
||||
float GetReactionTorque(float 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(float force);
|
||||
float GetMaxForce() const;
|
||||
|
||||
/// Set/get the linear stiffness in N/m
|
||||
void SetStiffness(float stiffness) { m_stiffness = stiffness; }
|
||||
float GetStiffness() const { return m_stiffness; }
|
||||
|
||||
/// Set/get linear damping in N*s/m
|
||||
void SetDamping(float damping) { m_damping = damping; }
|
||||
float GetDamping() const { return m_damping; }
|
||||
|
||||
/// 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;
|
||||
float m_stiffness;
|
||||
float m_damping;
|
||||
float m_beta;
|
||||
|
||||
// Solver shared
|
||||
b2Vec2 m_impulse;
|
||||
float m_maxForce;
|
||||
float m_gamma;
|
||||
|
||||
// Solver temp
|
||||
int32 m_indexA;
|
||||
int32 m_indexB;
|
||||
b2Vec2 m_rB;
|
||||
b2Vec2 m_localCenterB;
|
||||
float m_invMassB;
|
||||
float m_invIB;
|
||||
b2Mat22 m_mass;
|
||||
b2Vec2 m_C;
|
||||
};
|
||||
|
||||
#endif
|
||||
95
uppsrc/plugin/box2d/include/box2d/b2_polygon_shape.h
Normal file
95
uppsrc/plugin/box2d/include/box2d/b2_polygon_shape.h
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
#ifndef B2_POLYGON_SHAPE_H
|
||||
#define B2_POLYGON_SHAPE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_shape.h"
|
||||
|
||||
/// A solid 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 B2_API 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(float hx, float 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(float hx, float hy, const b2Vec2& center, float angle);
|
||||
|
||||
/// @see b2Shape::TestPoint
|
||||
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
|
||||
|
||||
/// Implement b2Shape.
|
||||
/// @note because the polygon is solid, rays that start inside do not hit because the normal is
|
||||
/// not defined.
|
||||
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, float 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
|
||||
205
uppsrc/plugin/box2d/include/box2d/b2_prismatic_joint.h
Normal file
205
uppsrc/plugin/box2d/include/box2d/b2_prismatic_joint.h
Normal file
|
|
@ -0,0 +1,205 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_PRISMATIC_JOINT_H
|
||||
#define B2_PRISMATIC_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.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 B2_API 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.
|
||||
float referenceAngle;
|
||||
|
||||
/// Enable/disable the joint limit.
|
||||
bool enableLimit;
|
||||
|
||||
/// The lower translation limit, usually in meters.
|
||||
float lowerTranslation;
|
||||
|
||||
/// The upper translation limit, usually in meters.
|
||||
float upperTranslation;
|
||||
|
||||
/// Enable/disable the joint motor.
|
||||
bool enableMotor;
|
||||
|
||||
/// The maximum motor torque, usually in N-m.
|
||||
float maxMotorForce;
|
||||
|
||||
/// The desired motor speed in radians per second.
|
||||
float 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 B2_API b2PrismaticJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
b2Vec2 GetAnchorB() const override;
|
||||
|
||||
b2Vec2 GetReactionForce(float inv_dt) const override;
|
||||
float GetReactionTorque(float 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.
|
||||
float GetReferenceAngle() const { return m_referenceAngle; }
|
||||
|
||||
/// Get the current joint translation, usually in meters.
|
||||
float GetJointTranslation() const;
|
||||
|
||||
/// Get the current joint translation speed, usually in meters per second.
|
||||
float 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.
|
||||
float GetLowerLimit() const;
|
||||
|
||||
/// Get the upper joint limit, usually in meters.
|
||||
float GetUpperLimit() const;
|
||||
|
||||
/// Set the joint limits, usually in meters.
|
||||
void SetLimits(float lower, float 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(float speed);
|
||||
|
||||
/// Get the motor speed, usually in meters per second.
|
||||
float GetMotorSpeed() const;
|
||||
|
||||
/// Set the maximum motor force, usually in N.
|
||||
void SetMaxMotorForce(float force);
|
||||
float GetMaxMotorForce() const { return m_maxMotorForce; }
|
||||
|
||||
/// Get the current motor force given the inverse time step, usually in N.
|
||||
float GetMotorForce(float inv_dt) const;
|
||||
|
||||
/// Dump to b2Log
|
||||
void Dump() override;
|
||||
|
||||
///
|
||||
void Draw(b2Draw* draw) const 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;
|
||||
|
||||
b2Vec2 m_localAnchorA;
|
||||
b2Vec2 m_localAnchorB;
|
||||
b2Vec2 m_localXAxisA;
|
||||
b2Vec2 m_localYAxisA;
|
||||
float m_referenceAngle;
|
||||
b2Vec2 m_impulse;
|
||||
float m_motorImpulse;
|
||||
float m_lowerImpulse;
|
||||
float m_upperImpulse;
|
||||
float m_lowerTranslation;
|
||||
float m_upperTranslation;
|
||||
float m_maxMotorForce;
|
||||
float m_motorSpeed;
|
||||
bool m_enableLimit;
|
||||
bool m_enableMotor;
|
||||
|
||||
// Solver temp
|
||||
int32 m_indexA;
|
||||
int32 m_indexB;
|
||||
b2Vec2 m_localCenterA;
|
||||
b2Vec2 m_localCenterB;
|
||||
float m_invMassA;
|
||||
float m_invMassB;
|
||||
float m_invIA;
|
||||
float m_invIB;
|
||||
b2Vec2 m_axis, m_perp;
|
||||
float m_s1, m_s2;
|
||||
float m_a1, m_a2;
|
||||
b2Mat22 m_K;
|
||||
float m_translation;
|
||||
float m_axialMass;
|
||||
};
|
||||
|
||||
inline float b2PrismaticJoint::GetMotorSpeed() const
|
||||
{
|
||||
return m_motorSpeed;
|
||||
}
|
||||
|
||||
#endif
|
||||
157
uppsrc/plugin/box2d/include/box2d/b2_pulley_joint.h
Normal file
157
uppsrc/plugin/box2d/include/box2d/b2_pulley_joint.h
Normal file
|
|
@ -0,0 +1,157 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_PULLEY_JOINT_H
|
||||
#define B2_PULLEY_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
const float b2_minPulleyLength = 2.0f;
|
||||
|
||||
/// Pulley joint definition. This requires two ground anchors,
|
||||
/// two dynamic body anchor points, and a pulley ratio.
|
||||
struct B2_API 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,
|
||||
float 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.
|
||||
float lengthA;
|
||||
|
||||
/// The a reference length for the segment attached to bodyB.
|
||||
float lengthB;
|
||||
|
||||
/// The pulley ratio, used to simulate a block-and-tackle.
|
||||
float 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 B2_API b2PulleyJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
b2Vec2 GetAnchorB() const override;
|
||||
|
||||
b2Vec2 GetReactionForce(float inv_dt) const override;
|
||||
float GetReactionTorque(float 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.
|
||||
float GetLengthA() const;
|
||||
|
||||
/// Get the current length of the segment attached to bodyB.
|
||||
float GetLengthB() const;
|
||||
|
||||
/// Get the pulley ratio.
|
||||
float GetRatio() const;
|
||||
|
||||
/// Get the current length of the segment attached to bodyA.
|
||||
float GetCurrentLengthA() const;
|
||||
|
||||
/// Get the current length of the segment attached to bodyB.
|
||||
float 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;
|
||||
float m_lengthA;
|
||||
float m_lengthB;
|
||||
|
||||
// Solver shared
|
||||
b2Vec2 m_localAnchorA;
|
||||
b2Vec2 m_localAnchorB;
|
||||
float m_constant;
|
||||
float m_ratio;
|
||||
float 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;
|
||||
float m_invMassA;
|
||||
float m_invMassB;
|
||||
float m_invIA;
|
||||
float m_invIB;
|
||||
float m_mass;
|
||||
};
|
||||
|
||||
#endif
|
||||
211
uppsrc/plugin/box2d/include/box2d/b2_revolute_joint.h
Normal file
211
uppsrc/plugin/box2d/include/box2d/b2_revolute_joint.h
Normal file
|
|
@ -0,0 +1,211 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_REVOLUTE_JOINT_H
|
||||
#define B2_REVOLUTE_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.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 B2_API 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).
|
||||
float referenceAngle;
|
||||
|
||||
/// A flag to enable joint limits.
|
||||
bool enableLimit;
|
||||
|
||||
/// The lower angle for the joint limit (radians).
|
||||
float lowerAngle;
|
||||
|
||||
/// The upper angle for the joint limit (radians).
|
||||
float upperAngle;
|
||||
|
||||
/// A flag to enable the joint motor.
|
||||
bool enableMotor;
|
||||
|
||||
/// The desired motor speed. Usually in radians per second.
|
||||
float motorSpeed;
|
||||
|
||||
/// The maximum motor torque used to achieve the desired motor speed.
|
||||
/// Usually in N-m.
|
||||
float 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 B2_API 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.
|
||||
float GetReferenceAngle() const { return m_referenceAngle; }
|
||||
|
||||
/// Get the current joint angle in radians.
|
||||
float GetJointAngle() const;
|
||||
|
||||
/// Get the current joint angle speed in radians per second.
|
||||
float 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.
|
||||
float GetLowerLimit() const;
|
||||
|
||||
/// Get the upper joint limit in radians.
|
||||
float GetUpperLimit() const;
|
||||
|
||||
/// Set the joint limits in radians.
|
||||
void SetLimits(float lower, float 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(float speed);
|
||||
|
||||
/// Get the motor speed in radians per second.
|
||||
float GetMotorSpeed() const;
|
||||
|
||||
/// Set the maximum motor torque, usually in N-m.
|
||||
void SetMaxMotorTorque(float torque);
|
||||
float GetMaxMotorTorque() const { return m_maxMotorTorque; }
|
||||
|
||||
/// Get the reaction force given the inverse time step.
|
||||
/// Unit is N.
|
||||
b2Vec2 GetReactionForce(float inv_dt) const override;
|
||||
|
||||
/// Get the reaction torque due to the joint limit given the inverse time step.
|
||||
/// Unit is N*m.
|
||||
float GetReactionTorque(float inv_dt) const override;
|
||||
|
||||
/// Get the current motor torque given the inverse time step.
|
||||
/// Unit is N*m.
|
||||
float GetMotorTorque(float inv_dt) const;
|
||||
|
||||
/// Dump to b2Log.
|
||||
void Dump() override;
|
||||
|
||||
///
|
||||
void Draw(b2Draw* draw) const 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;
|
||||
b2Vec2 m_impulse;
|
||||
float m_motorImpulse;
|
||||
float m_lowerImpulse;
|
||||
float m_upperImpulse;
|
||||
bool m_enableMotor;
|
||||
float m_maxMotorTorque;
|
||||
float m_motorSpeed;
|
||||
bool m_enableLimit;
|
||||
float m_referenceAngle;
|
||||
float m_lowerAngle;
|
||||
float m_upperAngle;
|
||||
|
||||
// Solver temp
|
||||
int32 m_indexA;
|
||||
int32 m_indexB;
|
||||
b2Vec2 m_rA;
|
||||
b2Vec2 m_rB;
|
||||
b2Vec2 m_localCenterA;
|
||||
b2Vec2 m_localCenterB;
|
||||
float m_invMassA;
|
||||
float m_invMassB;
|
||||
float m_invIA;
|
||||
float m_invIB;
|
||||
b2Mat22 m_K;
|
||||
float m_angle;
|
||||
float m_axialMass;
|
||||
};
|
||||
|
||||
inline float b2RevoluteJoint::GetMotorSpeed() const
|
||||
{
|
||||
return m_motorSpeed;
|
||||
}
|
||||
|
||||
#endif
|
||||
153
uppsrc/plugin/box2d/include/box2d/b2_rope.h
Normal file
153
uppsrc/plugin/box2d/include/box2d/b2_rope.h
Normal file
|
|
@ -0,0 +1,153 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_ROPE_H
|
||||
#define B2_ROPE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
|
||||
class b2Draw;
|
||||
struct b2RopeStretch;
|
||||
struct b2RopeBend;
|
||||
|
||||
enum b2StretchingModel
|
||||
{
|
||||
b2_pbdStretchingModel,
|
||||
b2_xpbdStretchingModel
|
||||
};
|
||||
|
||||
enum b2BendingModel
|
||||
{
|
||||
b2_springAngleBendingModel = 0,
|
||||
b2_pbdAngleBendingModel,
|
||||
b2_xpbdAngleBendingModel,
|
||||
b2_pbdDistanceBendingModel,
|
||||
b2_pbdHeightBendingModel,
|
||||
b2_pbdTriangleBendingModel
|
||||
};
|
||||
|
||||
///
|
||||
struct B2_API b2RopeTuning
|
||||
{
|
||||
b2RopeTuning()
|
||||
{
|
||||
stretchingModel = b2_pbdStretchingModel;
|
||||
bendingModel = b2_pbdAngleBendingModel;
|
||||
damping = 0.0f;
|
||||
stretchStiffness = 1.0f;
|
||||
bendStiffness = 0.5f;
|
||||
bendHertz = 1.0f;
|
||||
bendDamping = 0.0f;
|
||||
isometric = false;
|
||||
fixedEffectiveMass = false;
|
||||
warmStart = false;
|
||||
}
|
||||
|
||||
b2StretchingModel stretchingModel;
|
||||
b2BendingModel bendingModel;
|
||||
float damping;
|
||||
float stretchStiffness;
|
||||
float stretchHertz;
|
||||
float stretchDamping;
|
||||
float bendStiffness;
|
||||
float bendHertz;
|
||||
float bendDamping;
|
||||
bool isometric;
|
||||
bool fixedEffectiveMass;
|
||||
bool warmStart;
|
||||
};
|
||||
|
||||
///
|
||||
struct B2_API b2RopeDef
|
||||
{
|
||||
b2RopeDef()
|
||||
{
|
||||
position.SetZero();
|
||||
vertices = nullptr;
|
||||
count = 0;
|
||||
masses = nullptr;
|
||||
gravity.SetZero();
|
||||
}
|
||||
|
||||
b2Vec2 position;
|
||||
b2Vec2* vertices;
|
||||
int32 count;
|
||||
float* masses;
|
||||
b2Vec2 gravity;
|
||||
b2RopeTuning tuning;
|
||||
};
|
||||
|
||||
///
|
||||
class B2_API b2Rope
|
||||
{
|
||||
public:
|
||||
b2Rope();
|
||||
~b2Rope();
|
||||
|
||||
///
|
||||
void Create(const b2RopeDef& def);
|
||||
|
||||
///
|
||||
void SetTuning(const b2RopeTuning& tuning);
|
||||
|
||||
///
|
||||
void Step(float timeStep, int32 iterations, const b2Vec2& position);
|
||||
|
||||
///
|
||||
void Reset(const b2Vec2& position);
|
||||
|
||||
///
|
||||
void Draw(b2Draw* draw) const;
|
||||
|
||||
private:
|
||||
|
||||
void SolveStretch_PBD();
|
||||
void SolveStretch_XPBD(float dt);
|
||||
void SolveBend_PBD_Angle();
|
||||
void SolveBend_XPBD_Angle(float dt);
|
||||
void SolveBend_PBD_Distance();
|
||||
void SolveBend_PBD_Height();
|
||||
void SolveBend_PBD_Triangle();
|
||||
void ApplyBendForces(float dt);
|
||||
|
||||
b2Vec2 m_position;
|
||||
|
||||
int32 m_count;
|
||||
int32 m_stretchCount;
|
||||
int32 m_bendCount;
|
||||
|
||||
b2RopeStretch* m_stretchConstraints;
|
||||
b2RopeBend* m_bendConstraints;
|
||||
|
||||
b2Vec2* m_bindPositions;
|
||||
b2Vec2* m_ps;
|
||||
b2Vec2* m_p0s;
|
||||
b2Vec2* m_vs;
|
||||
|
||||
float* m_invMasses;
|
||||
b2Vec2 m_gravity;
|
||||
|
||||
b2RopeTuning m_tuning;
|
||||
};
|
||||
|
||||
#endif
|
||||
127
uppsrc/plugin/box2d/include/box2d/b2_settings.h
Normal file
127
uppsrc/plugin/box2d/include/box2d/b2_settings.h
Normal file
|
|
@ -0,0 +1,127 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_SETTINGS_H
|
||||
#define B2_SETTINGS_H
|
||||
|
||||
#include "b2_types.h"
|
||||
#include "b2_api.h"
|
||||
|
||||
/// @file
|
||||
/// Settings that can be overriden for your application
|
||||
///
|
||||
|
||||
/// Define this macro in your build if you want to override settings
|
||||
#ifdef B2_USER_SETTINGS
|
||||
|
||||
/// This is a user file that includes custom definitions of the macros, structs, and functions
|
||||
/// defined below.
|
||||
#include "b2_user_settings.h"
|
||||
|
||||
#else
|
||||
|
||||
#include <stdarg.h>
|
||||
#include <stdint.h>
|
||||
|
||||
// Tunable Constants
|
||||
|
||||
/// You can use this to change the length scale used by your game.
|
||||
/// For example for inches you could use 39.4.
|
||||
#define b2_lengthUnitsPerMeter 1.0f
|
||||
|
||||
/// 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
|
||||
|
||||
// User data
|
||||
|
||||
/// You can define this to inject whatever data you want in b2Body
|
||||
struct B2_API b2BodyUserData
|
||||
{
|
||||
b2BodyUserData()
|
||||
{
|
||||
pointer = 0;
|
||||
}
|
||||
|
||||
/// For legacy compatibility
|
||||
uintptr_t pointer;
|
||||
};
|
||||
|
||||
/// You can define this to inject whatever data you want in b2Fixture
|
||||
struct B2_API b2FixtureUserData
|
||||
{
|
||||
b2FixtureUserData()
|
||||
{
|
||||
pointer = 0;
|
||||
}
|
||||
|
||||
/// For legacy compatibility
|
||||
uintptr_t pointer;
|
||||
};
|
||||
|
||||
/// You can define this to inject whatever data you want in b2Joint
|
||||
struct B2_API b2JointUserData
|
||||
{
|
||||
b2JointUserData()
|
||||
{
|
||||
pointer = 0;
|
||||
}
|
||||
|
||||
/// For legacy compatibility
|
||||
uintptr_t pointer;
|
||||
};
|
||||
|
||||
// Memory Allocation
|
||||
|
||||
/// Default allocation functions
|
||||
B2_API void* b2Alloc_Default(int32 size);
|
||||
B2_API void b2Free_Default(void* mem);
|
||||
|
||||
/// Implement this function to use your own memory allocator.
|
||||
inline void* b2Alloc(int32 size)
|
||||
{
|
||||
return b2Alloc_Default(size);
|
||||
}
|
||||
|
||||
/// If you implement b2Alloc, you should also implement this function.
|
||||
inline void b2Free(void* mem)
|
||||
{
|
||||
b2Free_Default(mem);
|
||||
}
|
||||
|
||||
/// Default logging function
|
||||
B2_API void b2Log_Default(const char* string, va_list args);
|
||||
|
||||
/// Implement this to use your own logging.
|
||||
inline void b2Log(const char* string, ...)
|
||||
{
|
||||
va_list args;
|
||||
va_start(args, string);
|
||||
b2Log_Default(string, args);
|
||||
va_end(args);
|
||||
}
|
||||
|
||||
#endif // B2_USER_SETTINGS
|
||||
|
||||
#include "b2_common.h"
|
||||
|
||||
#endif
|
||||
110
uppsrc/plugin/box2d/include/box2d/b2_shape.h
Normal file
110
uppsrc/plugin/box2d/include/box2d/b2_shape.h
Normal file
|
|
@ -0,0 +1,110 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_SHAPE_H
|
||||
#define B2_SHAPE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
#include "b2_collision.h"
|
||||
|
||||
class b2BlockAllocator;
|
||||
|
||||
/// This holds the mass data computed for a shape.
|
||||
struct B2_API b2MassData
|
||||
{
|
||||
/// The mass of the shape, usually in kilograms.
|
||||
float 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.
|
||||
float 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 B2_API 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, float 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.
|
||||
float m_radius;
|
||||
};
|
||||
|
||||
inline b2Shape::Type b2Shape::GetType() const
|
||||
{
|
||||
return m_type;
|
||||
}
|
||||
|
||||
#endif
|
||||
65
uppsrc/plugin/box2d/include/box2d/b2_stack_allocator.h
Normal file
65
uppsrc/plugin/box2d/include/box2d/b2_stack_allocator.h
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_STACK_ALLOCATOR_H
|
||||
#define B2_STACK_ALLOCATOR_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_settings.h"
|
||||
|
||||
const int32 b2_stackSize = 100 * 1024; // 100k
|
||||
const int32 b2_maxStackEntries = 32;
|
||||
|
||||
struct B2_API 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 B2_API 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
|
||||
63
uppsrc/plugin/box2d/include/box2d/b2_time_of_impact.h
Normal file
63
uppsrc/plugin/box2d/include/box2d/b2_time_of_impact.h
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_TIME_OF_IMPACT_H
|
||||
#define B2_TIME_OF_IMPACT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
#include "b2_distance.h"
|
||||
|
||||
/// Input parameters for b2TimeOfImpact
|
||||
struct B2_API b2TOIInput
|
||||
{
|
||||
b2DistanceProxy proxyA;
|
||||
b2DistanceProxy proxyB;
|
||||
b2Sweep sweepA;
|
||||
b2Sweep sweepB;
|
||||
float tMax; // defines sweep interval [0, tMax]
|
||||
};
|
||||
|
||||
/// Output parameters for b2TimeOfImpact.
|
||||
struct B2_API b2TOIOutput
|
||||
{
|
||||
enum State
|
||||
{
|
||||
e_unknown,
|
||||
e_failed,
|
||||
e_overlapped,
|
||||
e_touching,
|
||||
e_separated
|
||||
};
|
||||
|
||||
State state;
|
||||
float 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.
|
||||
B2_API void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
|
||||
|
||||
#endif
|
||||
74
uppsrc/plugin/box2d/include/box2d/b2_time_step.h
Normal file
74
uppsrc/plugin/box2d/include/box2d/b2_time_step.h
Normal file
|
|
@ -0,0 +1,74 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
#ifndef B2_TIME_STEP_H
|
||||
#define B2_TIME_STEP_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
|
||||
/// Profiling data. Times are in milliseconds.
|
||||
struct B2_API b2Profile
|
||||
{
|
||||
float step;
|
||||
float collide;
|
||||
float solve;
|
||||
float solveInit;
|
||||
float solveVelocity;
|
||||
float solvePosition;
|
||||
float broadphase;
|
||||
float solveTOI;
|
||||
};
|
||||
|
||||
/// This is an internal structure.
|
||||
struct B2_API b2TimeStep
|
||||
{
|
||||
float dt; // time step
|
||||
float inv_dt; // inverse time step (0 if dt == 0).
|
||||
float dtRatio; // dt * inv_dt0
|
||||
int32 velocityIterations;
|
||||
int32 positionIterations;
|
||||
bool warmStarting;
|
||||
};
|
||||
|
||||
/// This is an internal structure.
|
||||
struct B2_API b2Position
|
||||
{
|
||||
b2Vec2 c;
|
||||
float a;
|
||||
};
|
||||
|
||||
/// This is an internal structure.
|
||||
struct B2_API b2Velocity
|
||||
{
|
||||
b2Vec2 v;
|
||||
float w;
|
||||
};
|
||||
|
||||
/// Solver Data
|
||||
struct B2_API b2SolverData
|
||||
{
|
||||
b2TimeStep step;
|
||||
b2Position* positions;
|
||||
b2Velocity* velocities;
|
||||
};
|
||||
|
||||
#endif
|
||||
55
uppsrc/plugin/box2d/include/box2d/b2_timer.h
Normal file
55
uppsrc/plugin/box2d/include/box2d/b2_timer.h
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_TIMER_H
|
||||
#define B2_TIMER_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_settings.h"
|
||||
|
||||
/// Timer for profiling. This has platform specific code and may
|
||||
/// not work on every platform.
|
||||
class B2_API b2Timer
|
||||
{
|
||||
public:
|
||||
|
||||
/// Constructor
|
||||
b2Timer();
|
||||
|
||||
/// Reset the timer.
|
||||
void Reset();
|
||||
|
||||
/// Get the time since construction or the last reset.
|
||||
float GetMilliseconds() const;
|
||||
|
||||
private:
|
||||
|
||||
#if defined(_WIN32)
|
||||
double m_start;
|
||||
static double s_invFrequency;
|
||||
#elif defined(__linux__) || defined (__APPLE__)
|
||||
unsigned long long m_start_sec;
|
||||
unsigned long long m_start_usec;
|
||||
#endif
|
||||
};
|
||||
|
||||
#endif
|
||||
44
uppsrc/plugin/box2d/include/box2d/b2_types.h
Normal file
44
uppsrc/plugin/box2d/include/box2d/b2_types.h
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2020 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_TYPES_H
|
||||
#define B2_TYPES_H
|
||||
|
||||
#include <Core/Core.h>
|
||||
|
||||
using int8 = Upp::int8;
|
||||
using int16 = Upp::int16;
|
||||
using int32 = Upp::int32;
|
||||
using uint8 = Upp::uint8;
|
||||
using uint16 = Upp::uint16;
|
||||
using uint32 = Upp::uint32;
|
||||
|
||||
/*
|
||||
typedef signed char int8;
|
||||
typedef signed short int16;
|
||||
typedef signed int int32;
|
||||
typedef unsigned char uint8;
|
||||
typedef unsigned short uint16;
|
||||
typedef unsigned int uint32;
|
||||
*/
|
||||
|
||||
#endif
|
||||
133
uppsrc/plugin/box2d/include/box2d/b2_weld_joint.h
Normal file
133
uppsrc/plugin/box2d/include/box2d/b2_weld_joint.h
Normal file
|
|
@ -0,0 +1,133 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_WELD_JOINT_H
|
||||
#define B2_WELD_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.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 B2_API b2WeldJointDef : public b2JointDef
|
||||
{
|
||||
b2WeldJointDef()
|
||||
{
|
||||
type = e_weldJoint;
|
||||
localAnchorA.Set(0.0f, 0.0f);
|
||||
localAnchorB.Set(0.0f, 0.0f);
|
||||
referenceAngle = 0.0f;
|
||||
stiffness = 0.0f;
|
||||
damping = 0.0f;
|
||||
}
|
||||
|
||||
/// Initialize the bodies, anchors, reference angle, stiffness, and damping.
|
||||
/// @param bodyA the first body connected by this joint
|
||||
/// @param bodyB the second body connected by this joint
|
||||
/// @param anchor the point of connection in world coordinates
|
||||
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).
|
||||
float referenceAngle;
|
||||
|
||||
/// The rotational stiffness in N*m
|
||||
/// Disable softness with a value of 0
|
||||
float stiffness;
|
||||
|
||||
/// The rotational damping in N*m*s
|
||||
float damping;
|
||||
};
|
||||
|
||||
/// A weld joint essentially glues two bodies together. A weld joint may
|
||||
/// distort somewhat because the island constraint solver is approximate.
|
||||
class B2_API b2WeldJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
b2Vec2 GetAnchorB() const override;
|
||||
|
||||
b2Vec2 GetReactionForce(float inv_dt) const override;
|
||||
float GetReactionTorque(float 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.
|
||||
float GetReferenceAngle() const { return m_referenceAngle; }
|
||||
|
||||
/// Set/get stiffness in N*m
|
||||
void SetStiffness(float hz) { m_stiffness = hz; }
|
||||
float GetStiffness() const { return m_stiffness; }
|
||||
|
||||
/// Set/get damping in N*m*s
|
||||
void SetDamping(float damping) { m_damping = damping; }
|
||||
float GetDamping() const { return m_damping; }
|
||||
|
||||
/// 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;
|
||||
|
||||
float m_stiffness;
|
||||
float m_damping;
|
||||
float m_bias;
|
||||
|
||||
// Solver shared
|
||||
b2Vec2 m_localAnchorA;
|
||||
b2Vec2 m_localAnchorB;
|
||||
float m_referenceAngle;
|
||||
float 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;
|
||||
float m_invMassA;
|
||||
float m_invMassB;
|
||||
float m_invIA;
|
||||
float m_invIB;
|
||||
b2Mat33 m_mass;
|
||||
};
|
||||
|
||||
#endif
|
||||
240
uppsrc/plugin/box2d/include/box2d/b2_wheel_joint.h
Normal file
240
uppsrc/plugin/box2d/include/box2d/b2_wheel_joint.h
Normal file
|
|
@ -0,0 +1,240 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_WHEEL_JOINT_H
|
||||
#define B2_WHEEL_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.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 B2_API b2WheelJointDef : public b2JointDef
|
||||
{
|
||||
b2WheelJointDef()
|
||||
{
|
||||
type = e_wheelJoint;
|
||||
localAnchorA.SetZero();
|
||||
localAnchorB.SetZero();
|
||||
localAxisA.Set(1.0f, 0.0f);
|
||||
enableLimit = false;
|
||||
lowerTranslation = 0.0f;
|
||||
upperTranslation = 0.0f;
|
||||
enableMotor = false;
|
||||
maxMotorTorque = 0.0f;
|
||||
motorSpeed = 0.0f;
|
||||
stiffness = 0.0f;
|
||||
damping = 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, 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 limit.
|
||||
bool enableLimit;
|
||||
|
||||
/// The lower translation limit, usually in meters.
|
||||
float lowerTranslation;
|
||||
|
||||
/// The upper translation limit, usually in meters.
|
||||
float upperTranslation;
|
||||
|
||||
/// Enable/disable the joint motor.
|
||||
bool enableMotor;
|
||||
|
||||
/// The maximum motor torque, usually in N-m.
|
||||
float maxMotorTorque;
|
||||
|
||||
/// The desired motor speed in radians per second.
|
||||
float motorSpeed;
|
||||
|
||||
/// Suspension stiffness. Typically in units N/m.
|
||||
float stiffness;
|
||||
|
||||
/// Suspension damping. Typically in units of N*s/m.
|
||||
float damping;
|
||||
};
|
||||
|
||||
/// 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. The spring/damper is
|
||||
/// initialized upon creation. This joint is designed for vehicle suspensions.
|
||||
class B2_API b2WheelJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
b2Vec2 GetAnchorB() const override;
|
||||
|
||||
b2Vec2 GetReactionForce(float inv_dt) const override;
|
||||
float GetReactionTorque(float 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.
|
||||
float GetJointTranslation() const;
|
||||
|
||||
/// Get the current joint linear speed, usually in meters per second.
|
||||
float GetJointLinearSpeed() const;
|
||||
|
||||
/// Get the current joint angle in radians.
|
||||
float GetJointAngle() const;
|
||||
|
||||
/// Get the current joint angular speed in radians per second.
|
||||
float GetJointAngularSpeed() const;
|
||||
|
||||
/// Is the joint limit enabled?
|
||||
bool IsLimitEnabled() const;
|
||||
|
||||
/// Enable/disable the joint translation limit.
|
||||
void EnableLimit(bool flag);
|
||||
|
||||
/// Get the lower joint translation limit, usually in meters.
|
||||
float GetLowerLimit() const;
|
||||
|
||||
/// Get the upper joint translation limit, usually in meters.
|
||||
float GetUpperLimit() const;
|
||||
|
||||
/// Set the joint translation limits, usually in meters.
|
||||
void SetLimits(float lower, float upper);
|
||||
|
||||
/// 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(float speed);
|
||||
|
||||
/// Get the motor speed, usually in radians per second.
|
||||
float GetMotorSpeed() const;
|
||||
|
||||
/// Set/Get the maximum motor force, usually in N-m.
|
||||
void SetMaxMotorTorque(float torque);
|
||||
float GetMaxMotorTorque() const;
|
||||
|
||||
/// Get the current motor torque given the inverse time step, usually in N-m.
|
||||
float GetMotorTorque(float inv_dt) const;
|
||||
|
||||
/// Access spring stiffness
|
||||
void SetStiffness(float stiffness);
|
||||
float GetStiffness() const;
|
||||
|
||||
/// Access damping
|
||||
void SetDamping(float damping);
|
||||
float GetDamping() const;
|
||||
|
||||
/// Dump to b2Log
|
||||
void Dump() override;
|
||||
|
||||
///
|
||||
void Draw(b2Draw* draw) const 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;
|
||||
|
||||
b2Vec2 m_localAnchorA;
|
||||
b2Vec2 m_localAnchorB;
|
||||
b2Vec2 m_localXAxisA;
|
||||
b2Vec2 m_localYAxisA;
|
||||
|
||||
float m_impulse;
|
||||
float m_motorImpulse;
|
||||
float m_springImpulse;
|
||||
|
||||
float m_lowerImpulse;
|
||||
float m_upperImpulse;
|
||||
float m_translation;
|
||||
float m_lowerTranslation;
|
||||
float m_upperTranslation;
|
||||
|
||||
float m_maxMotorTorque;
|
||||
float m_motorSpeed;
|
||||
|
||||
bool m_enableLimit;
|
||||
bool m_enableMotor;
|
||||
|
||||
float m_stiffness;
|
||||
float m_damping;
|
||||
|
||||
// Solver temp
|
||||
int32 m_indexA;
|
||||
int32 m_indexB;
|
||||
b2Vec2 m_localCenterA;
|
||||
b2Vec2 m_localCenterB;
|
||||
float m_invMassA;
|
||||
float m_invMassB;
|
||||
float m_invIA;
|
||||
float m_invIB;
|
||||
|
||||
b2Vec2 m_ax, m_ay;
|
||||
float m_sAx, m_sBx;
|
||||
float m_sAy, m_sBy;
|
||||
|
||||
float m_mass;
|
||||
float m_motorMass;
|
||||
float m_axialMass;
|
||||
float m_springMass;
|
||||
|
||||
float m_bias;
|
||||
float m_gamma;
|
||||
|
||||
};
|
||||
|
||||
inline float b2WheelJoint::GetMotorSpeed() const
|
||||
{
|
||||
return m_motorSpeed;
|
||||
}
|
||||
|
||||
inline float b2WheelJoint::GetMaxMotorTorque() const
|
||||
{
|
||||
return m_maxMotorTorque;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,48 +1,54 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_WORLD_H
|
||||
#define B2_WORLD_H
|
||||
|
||||
#include "b2Math.h"
|
||||
#include "b2BlockAllocator.h"
|
||||
#include "b2StackAllocator.h"
|
||||
#include "b2ContactManager.h"
|
||||
#include "b2WorldCallbacks.h"
|
||||
#include "b2_api.h"
|
||||
#include "b2_block_allocator.h"
|
||||
#include "b2_contact_manager.h"
|
||||
#include "b2_math.h"
|
||||
#include "b2_stack_allocator.h"
|
||||
#include "b2_time_step.h"
|
||||
#include "b2_world_callbacks.h"
|
||||
|
||||
struct b2AABB;
|
||||
struct b2BodyDef;
|
||||
struct b2Color;
|
||||
struct b2JointDef;
|
||||
struct b2TimeStep;
|
||||
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
|
||||
class B2_API b2World
|
||||
{
|
||||
public:
|
||||
/// Construct a world object.
|
||||
/// @param gravity the world gravity vector.
|
||||
/// @param doSleep improve performance by not simulating inactive bodies.
|
||||
b2World(const b2Vec2& gravity, bool doSleep);
|
||||
b2World(const b2Vec2& gravity);
|
||||
|
||||
/// Destruct the world. All physics entities are destroyed and all heap memory is released.
|
||||
~b2World();
|
||||
|
|
@ -53,7 +59,7 @@ public:
|
|||
|
||||
/// 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.
|
||||
/// 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
|
||||
|
|
@ -61,9 +67,9 @@ public:
|
|||
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
|
||||
/// inside with b2World::DebugDraw method. The debug draw object is owned
|
||||
/// by you and must remain in scope.
|
||||
void SetDebugDraw(b2DebugDraw* debugDraw);
|
||||
void SetDebugDraw(b2Draw* debugDraw);
|
||||
|
||||
/// Create a rigid body given a definition. No reference to the definition
|
||||
/// is retained.
|
||||
|
|
@ -90,18 +96,21 @@ public:
|
|||
/// @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,
|
||||
void Step( float timeStep,
|
||||
int32 velocityIterations,
|
||||
int32 positionIterations);
|
||||
|
||||
/// Call this after you are done with time steps to clear the forces. You normally
|
||||
/// call this after each call to Step, unless you are performing sub-steps. By default,
|
||||
/// forces will be automatically cleared, so you don't need to call this function.
|
||||
/// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
|
||||
/// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
|
||||
/// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
|
||||
/// a fixed sized time step under a variable frame-rate.
|
||||
/// When you perform sub-stepping you will disable auto clearing of forces and instead call
|
||||
/// ClearForces after all sub-steps are complete in one pass of your game loop.
|
||||
/// @see SetAutoClearForces
|
||||
void ClearForces();
|
||||
|
||||
/// Call this to draw shapes and other debug draw data.
|
||||
void DrawDebugData();
|
||||
/// Call this to draw shapes and other debug draw data. This is intentionally non-const.
|
||||
void DebugDraw();
|
||||
|
||||
/// Query the world for all fixtures that potentially overlap the
|
||||
/// provided AABB.
|
||||
|
|
@ -118,26 +127,40 @@ public:
|
|||
void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const;
|
||||
|
||||
/// Get the world body list. With the returned body, use b2Body::GetNext to get
|
||||
/// the next body in the world list. A NULL body indicates the end of the list.
|
||||
/// 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 NULL joint indicates the end of the list.
|
||||
/// 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 NULL contact indicates the end of the list.
|
||||
/// 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
|
||||
/// @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;
|
||||
|
|
@ -151,9 +174,19 @@ public:
|
|||
/// 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.
|
||||
float GetTreeQuality() const;
|
||||
|
||||
/// Change the global gravity vector.
|
||||
void SetGravity(const b2Vec2& gravity);
|
||||
|
||||
|
||||
/// Get the global gravity vector.
|
||||
b2Vec2 GetGravity() const;
|
||||
|
||||
|
|
@ -166,32 +199,36 @@ public:
|
|||
/// 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();
|
||||
void SolveTOI(b2Body* body);
|
||||
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;
|
||||
|
|
@ -203,20 +240,25 @@ private:
|
|||
b2Vec2 m_gravity;
|
||||
bool m_allowSleep;
|
||||
|
||||
b2Body* m_groundBody;
|
||||
|
||||
b2DestructionListener* m_destructionListener;
|
||||
b2DebugDraw* m_debugDraw;
|
||||
b2Draw* m_debugDraw;
|
||||
|
||||
// This is used to compute the time step ratio to
|
||||
// support a variable time step.
|
||||
float32 m_inv_dt0;
|
||||
float m_inv_dt0;
|
||||
|
||||
// This is for debugging the solver.
|
||||
bool m_newContacts;
|
||||
bool m_locked;
|
||||
bool m_clearForces;
|
||||
|
||||
// These are for debugging the solver.
|
||||
bool m_warmStarting;
|
||||
|
||||
// This is for debugging the solver.
|
||||
bool m_continuousPhysics;
|
||||
bool m_subStepping;
|
||||
|
||||
bool m_stepComplete;
|
||||
|
||||
b2Profile m_profile;
|
||||
};
|
||||
|
||||
inline b2Body* b2World::GetBodyList()
|
||||
|
|
@ -224,16 +266,31 @@ 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;
|
||||
|
|
@ -261,25 +318,28 @@ inline b2Vec2 b2World::GetGravity() const
|
|||
|
||||
inline bool b2World::IsLocked() const
|
||||
{
|
||||
return (m_flags & e_locked) == e_locked;
|
||||
return m_locked;
|
||||
}
|
||||
|
||||
inline void b2World::SetAutoClearForces(bool flag)
|
||||
{
|
||||
if (flag)
|
||||
{
|
||||
m_flags |= e_clearForces;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flags &= ~e_clearForces;
|
||||
}
|
||||
m_clearForces = flag;
|
||||
}
|
||||
|
||||
/// 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;
|
||||
return m_clearForces;
|
||||
}
|
||||
|
||||
inline const b2ContactManager& b2World::GetContactManager() const
|
||||
{
|
||||
return m_contactManager;
|
||||
}
|
||||
|
||||
inline const b2Profile& b2World::GetProfile() const
|
||||
{
|
||||
return m_profile;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
@ -1,25 +1,30 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_WORLD_CALLBACKS_H
|
||||
#define B2_WORLD_CALLBACKS_H
|
||||
|
||||
#include "b2Settings.h"
|
||||
#include "b2_api.h"
|
||||
#include "b2_settings.h"
|
||||
|
||||
struct b2Vec2;
|
||||
struct b2Transform;
|
||||
|
|
@ -27,14 +32,13 @@ class b2Fixture;
|
|||
class b2Body;
|
||||
class b2Joint;
|
||||
class b2Contact;
|
||||
struct b2ContactPoint;
|
||||
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
|
||||
class B2_API b2DestructionListener
|
||||
{
|
||||
public:
|
||||
virtual ~b2DestructionListener() {}
|
||||
|
|
@ -50,7 +54,7 @@ public:
|
|||
|
||||
/// 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
|
||||
class B2_API b2ContactFilter
|
||||
{
|
||||
public:
|
||||
virtual ~b2ContactFilter() {}
|
||||
|
|
@ -63,10 +67,11 @@ public:
|
|||
/// 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
|
||||
struct B2_API b2ContactImpulse
|
||||
{
|
||||
float32 normalImpulses[b2_maxManifoldPoints];
|
||||
float32 tangentImpulses[b2_maxManifoldPoints];
|
||||
float normalImpulses[b2_maxManifoldPoints];
|
||||
float tangentImpulses[b2_maxManifoldPoints];
|
||||
int32 count;
|
||||
};
|
||||
|
||||
/// Implement this class to get contact information. You can use these results for
|
||||
|
|
@ -78,7 +83,7 @@ struct b2ContactImpulse
|
|||
/// 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
|
||||
class B2_API b2ContactListener
|
||||
{
|
||||
public:
|
||||
virtual ~b2ContactListener() {}
|
||||
|
|
@ -120,7 +125,7 @@ public:
|
|||
|
||||
/// Callback class for AABB queries.
|
||||
/// See b2World::Query
|
||||
class b2QueryCallback
|
||||
class B2_API b2QueryCallback
|
||||
{
|
||||
public:
|
||||
virtual ~b2QueryCallback() {}
|
||||
|
|
@ -132,7 +137,7 @@ public:
|
|||
|
||||
/// Callback class for ray casts.
|
||||
/// See b2World::RayCast
|
||||
class b2RayCastCallback
|
||||
class B2_API b2RayCastCallback
|
||||
{
|
||||
public:
|
||||
virtual ~b2RayCastCallback() {}
|
||||
|
|
@ -146,72 +151,11 @@ public:
|
|||
/// @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
|
||||
/// @param fraction the fraction along the ray 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;
|
||||
};
|
||||
|
||||
/// Color for debug drawing. Each value has the range [0,1].
|
||||
struct b2Color
|
||||
{
|
||||
b2Color() {}
|
||||
b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {}
|
||||
void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
|
||||
float32 r, g, b;
|
||||
};
|
||||
|
||||
/// Implement and register this class with a b2World to provide debug drawing of physics
|
||||
/// entities in your game.
|
||||
class b2DebugDraw
|
||||
{
|
||||
public:
|
||||
b2DebugDraw();
|
||||
|
||||
virtual ~b2DebugDraw() {}
|
||||
|
||||
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;
|
||||
|
||||
protected:
|
||||
uint32 m_drawFlags;
|
||||
virtual float ReportFixture( b2Fixture* fixture, const b2Vec2& point,
|
||||
const b2Vec2& normal, float fraction) = 0;
|
||||
};
|
||||
|
||||
#endif
|
||||
58
uppsrc/plugin/box2d/include/box2d/box2d.h
Normal file
58
uppsrc/plugin/box2d/include/box2d/box2d.h
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef BOX2D_H
|
||||
#define BOX2D_H
|
||||
|
||||
// These include files constitute the main Box2D API
|
||||
|
||||
#include "b2_settings.h"
|
||||
#include "b2_draw.h"
|
||||
#include "b2_timer.h"
|
||||
|
||||
#include "b2_chain_shape.h"
|
||||
#include "b2_circle_shape.h"
|
||||
#include "b2_edge_shape.h"
|
||||
#include "b2_polygon_shape.h"
|
||||
|
||||
#include "b2_broad_phase.h"
|
||||
#include "b2_dynamic_tree.h"
|
||||
|
||||
#include "b2_body.h"
|
||||
#include "b2_contact.h"
|
||||
#include "b2_fixture.h"
|
||||
#include "b2_time_step.h"
|
||||
#include "b2_world.h"
|
||||
#include "b2_world_callbacks.h"
|
||||
|
||||
#include "b2_distance_joint.h"
|
||||
#include "b2_friction_joint.h"
|
||||
#include "b2_gear_joint.h"
|
||||
#include "b2_motor_joint.h"
|
||||
#include "b2_mouse_joint.h"
|
||||
#include "b2_prismatic_joint.h"
|
||||
#include "b2_pulley_joint.h"
|
||||
#include "b2_revolute_joint.h"
|
||||
#include "b2_weld_joint.h"
|
||||
#include "b2_wheel_joint.h"
|
||||
|
||||
#endif
|
||||
|
|
@ -1,23 +1,27 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
// MIT License
|
||||
|
||||
#include "b2BroadPhase.h"
|
||||
#include <cstring>
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#include "box2d/b2_broad_phase.h"
|
||||
#include <string.h>
|
||||
|
||||
b2BroadPhase::b2BroadPhase()
|
||||
{
|
||||
|
|
@ -62,6 +66,11 @@ void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& di
|
|||
}
|
||||
}
|
||||
|
||||
void b2BroadPhase::TouchProxy(int32 proxyId)
|
||||
{
|
||||
BufferMove(proxyId);
|
||||
}
|
||||
|
||||
void b2BroadPhase::BufferMove(int32 proxyId)
|
||||
{
|
||||
if (m_moveCount == m_moveCapacity)
|
||||
|
|
@ -84,7 +93,6 @@ void b2BroadPhase::UnBufferMove(int32 proxyId)
|
|||
if (m_moveBuffer[i] == proxyId)
|
||||
{
|
||||
m_moveBuffer[i] = e_nullProxy;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -98,11 +106,18 @@ bool b2BroadPhase::QueryCallback(int32 proxyId)
|
|||
return true;
|
||||
}
|
||||
|
||||
const bool moved = m_tree.WasMoved(proxyId);
|
||||
if (moved && proxyId > m_queryProxyId)
|
||||
{
|
||||
// Both proxies are moving. Avoid duplicate pairs.
|
||||
return true;
|
||||
}
|
||||
|
||||
// Grow the pair buffer as needed.
|
||||
if (m_pairCount == m_pairCapacity)
|
||||
{
|
||||
b2Pair* oldBuffer = m_pairBuffer;
|
||||
m_pairCapacity *= 2;
|
||||
m_pairCapacity = m_pairCapacity + (m_pairCapacity >> 1);
|
||||
m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
|
||||
memcpy(m_pairBuffer, oldBuffer, m_pairCount * sizeof(b2Pair));
|
||||
b2Free(oldBuffer);
|
||||
185
uppsrc/plugin/box2d/src/collision/b2_chain_shape.cpp
Normal file
185
uppsrc/plugin/box2d/src/collision/b2_chain_shape.cpp
Normal file
|
|
@ -0,0 +1,185 @@
|
|||
// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#include "box2d/b2_chain_shape.h"
|
||||
#include "box2d/b2_edge_shape.h"
|
||||
|
||||
#include "box2d/b2_block_allocator.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];
|
||||
}
|
||||
|
||||
void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count, const b2Vec2& prevVertex, const b2Vec2& nextVertex)
|
||||
{
|
||||
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_prevVertex = prevVertex;
|
||||
m_nextVertex = nextVertex;
|
||||
}
|
||||
|
||||
b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2ChainShape));
|
||||
b2ChainShape* clone = new (mem) b2ChainShape;
|
||||
clone->CreateChain(m_vertices, m_count, m_prevVertex, m_nextVertex);
|
||||
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];
|
||||
edge->m_oneSided = true;
|
||||
|
||||
if (index > 0)
|
||||
{
|
||||
edge->m_vertex0 = m_vertices[index - 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
edge->m_vertex0 = m_prevVertex;
|
||||
}
|
||||
|
||||
if (index < m_count - 2)
|
||||
{
|
||||
edge->m_vertex3 = m_vertices[index + 2];
|
||||
}
|
||||
else
|
||||
{
|
||||
edge->m_vertex3 = m_nextVertex;
|
||||
}
|
||||
}
|
||||
|
||||
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]);
|
||||
|
||||
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 b2ChainShape::ComputeMass(b2MassData* massData, float density) const
|
||||
{
|
||||
B2_NOT_USED(density);
|
||||
|
||||
massData->mass = 0.0f;
|
||||
massData->center.SetZero();
|
||||
massData->I = 0.0f;
|
||||
}
|
||||
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Add a link
Reference in a new issue