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Rename Box2D folder to box2d
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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
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "box2d/b2_edge_shape.h"
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#include "box2d/b2_block_allocator.h"
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#include <new>
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void b2EdgeShape::SetOneSided(const b2Vec2& v0, const b2Vec2& v1, const b2Vec2& v2, const b2Vec2& v3)
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{
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m_vertex0 = v0;
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m_vertex1 = v1;
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m_vertex2 = v2;
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m_vertex3 = v3;
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m_oneSided = true;
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}
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void b2EdgeShape::SetTwoSided(const b2Vec2& v1, const b2Vec2& v2)
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{
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m_vertex1 = v1;
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m_vertex2 = v2;
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m_oneSided = false;
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}
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b2Shape* b2EdgeShape::Clone(b2BlockAllocator* allocator) const
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{
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void* mem = allocator->Allocate(sizeof(b2EdgeShape));
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b2EdgeShape* clone = new (mem) b2EdgeShape;
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*clone = *this;
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return clone;
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}
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int32 b2EdgeShape::GetChildCount() const
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{
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return 1;
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}
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bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
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{
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B2_NOT_USED(xf);
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B2_NOT_USED(p);
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return false;
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}
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// p = p1 + t * d
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// v = v1 + s * e
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// p1 + t * d = v1 + s * e
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// s * e - t * d = p1 - v1
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bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
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const b2Transform& xf, int32 childIndex) const
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{
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B2_NOT_USED(childIndex);
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// Put the ray into the edge's frame of reference.
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b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
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b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
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b2Vec2 d = p2 - p1;
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b2Vec2 v1 = m_vertex1;
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b2Vec2 v2 = m_vertex2;
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b2Vec2 e = v2 - v1;
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// Normal points to the right, looking from v1 at v2
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b2Vec2 normal(e.y, -e.x);
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normal.Normalize();
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// q = p1 + t * d
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// dot(normal, q - v1) = 0
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// dot(normal, p1 - v1) + t * dot(normal, d) = 0
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float numerator = b2Dot(normal, v1 - p1);
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if (m_oneSided && numerator > 0.0f)
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{
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return false;
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}
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float denominator = b2Dot(normal, d);
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if (denominator == 0.0f)
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{
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return false;
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}
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float t = numerator / denominator;
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if (t < 0.0f || input.maxFraction < t)
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{
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return false;
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}
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b2Vec2 q = p1 + t * d;
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// q = v1 + s * r
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// s = dot(q - v1, r) / dot(r, r)
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b2Vec2 r = v2 - v1;
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float rr = b2Dot(r, r);
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if (rr == 0.0f)
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{
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return false;
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}
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float s = b2Dot(q - v1, r) / rr;
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if (s < 0.0f || 1.0f < s)
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{
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return false;
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}
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output->fraction = t;
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if (numerator > 0.0f)
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{
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output->normal = -b2Mul(xf.q, normal);
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}
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else
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{
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output->normal = b2Mul(xf.q, normal);
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}
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return true;
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}
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void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
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{
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B2_NOT_USED(childIndex);
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b2Vec2 v1 = b2Mul(xf, m_vertex1);
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b2Vec2 v2 = b2Mul(xf, m_vertex2);
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b2Vec2 lower = b2Min(v1, v2);
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b2Vec2 upper = b2Max(v1, v2);
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b2Vec2 r(m_radius, m_radius);
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aabb->lowerBound = lower - r;
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aabb->upperBound = upper + r;
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}
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void b2EdgeShape::ComputeMass(b2MassData* massData, float density) const
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{
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B2_NOT_USED(density);
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massData->mass = 0.0f;
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massData->center = 0.5f * (m_vertex1 + m_vertex2);
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massData->I = 0.0f;
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}
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