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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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#ifndef B2_DISTANCE_H
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#define B2_DISTANCE_H
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#include "b2_math.h"
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class b2Shape;
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/// A distance proxy is used by the GJK algorithm.
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/// It encapsulates any shape.
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struct b2DistanceProxy
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{
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b2DistanceProxy() : m_vertices(nullptr), m_count(0), m_radius(0.0f) {}
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/// Initialize the proxy using the given shape. The shape
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/// must remain in scope while the proxy is in use.
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void Set(const b2Shape* shape, int32 index);
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/// Initialize the proxy using a vertex cloud and radius. The vertices
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/// must remain in scope while the proxy is in use.
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void Set(const b2Vec2* vertices, int32 count, float radius);
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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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/// Get the vertex count.
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int32 GetVertexCount() const;
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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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b2Vec2 m_buffer[2];
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const b2Vec2* m_vertices;
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int32 m_count;
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float m_radius;
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};
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/// Used to warm start b2Distance.
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/// Set count to zero on first call.
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struct b2SimplexCache
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{
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float metric; ///< length or area
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uint16 count;
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uint8 indexA[3]; ///< vertices on shape A
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uint8 indexB[3]; ///< vertices on shape B
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};
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/// Input for b2Distance.
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/// You have to option to use the shape radii
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/// in the computation. Even
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struct b2DistanceInput
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{
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b2DistanceProxy proxyA;
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b2DistanceProxy proxyB;
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b2Transform transformA;
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b2Transform transformB;
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bool useRadii;
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};
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/// Output for b2Distance.
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struct b2DistanceOutput
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{
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b2Vec2 pointA; ///< closest point on shapeA
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b2Vec2 pointB; ///< closest point on shapeB
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float distance;
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int32 iterations; ///< number of GJK iterations used
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};
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/// Compute the closest points between two shapes. Supports any combination of:
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/// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
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/// On the first call set b2SimplexCache.count to zero.
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void b2Distance(b2DistanceOutput* output,
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b2SimplexCache* cache,
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const b2DistanceInput* input);
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/// Input parameters for b2ShapeCast
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struct b2ShapeCastInput
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{
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b2DistanceProxy proxyA;
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b2DistanceProxy proxyB;
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b2Transform transformA;
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b2Transform transformB;
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b2Vec2 translationB;
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};
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/// Output results for b2ShapeCast
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struct b2ShapeCastOutput
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{
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b2Vec2 point;
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b2Vec2 normal;
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float lambda;
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int32 iterations;
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};
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/// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
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/// @returns true if hit, false if there is no hit or an initial overlap
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bool b2ShapeCast(b2ShapeCastOutput* output, const b2ShapeCastInput* input);
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//////////////////////////////////////////////////////////////////////////
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inline int32 b2DistanceProxy::GetVertexCount() const
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{
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return m_count;
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}
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inline const b2Vec2& b2DistanceProxy::GetVertex(int32 index) const
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{
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b2Assert(0 <= index && index < m_count);
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return m_vertices[index];
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}
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inline int32 b2DistanceProxy::GetSupport(const b2Vec2& d) const
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{
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int32 bestIndex = 0;
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float bestValue = b2Dot(m_vertices[0], d);
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for (int32 i = 1; i < m_count; ++i)
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{
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float value = b2Dot(m_vertices[i], d);
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if (value > bestValue)
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{
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bestIndex = i;
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bestValue = value;
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}
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}
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return bestIndex;
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}
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inline const b2Vec2& b2DistanceProxy::GetSupportVertex(const b2Vec2& d) const
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{
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int32 bestIndex = 0;
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float bestValue = b2Dot(m_vertices[0], d);
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for (int32 i = 1; i < m_count; ++i)
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{
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float value = b2Dot(m_vertices[i], d);
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if (value > bestValue)
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{
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bestIndex = i;
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bestValue = value;
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}
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}
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return m_vertices[bestIndex];
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}
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#endif
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