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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_JOINT_H
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#define B2_JOINT_H
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#include "b2_math.h"
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class b2Body;
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class b2Draw;
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class b2Joint;
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struct b2SolverData;
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class b2BlockAllocator;
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enum b2JointType
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{
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e_unknownJoint,
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e_revoluteJoint,
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e_prismaticJoint,
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e_distanceJoint,
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e_pulleyJoint,
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e_mouseJoint,
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e_gearJoint,
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e_wheelJoint,
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e_weldJoint,
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e_frictionJoint,
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e_ropeJoint,
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e_motorJoint
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};
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struct b2Jacobian
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{
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b2Vec2 linear;
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float angularA;
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float angularB;
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};
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/// A joint edge is used to connect bodies and joints together
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/// in a joint graph where each body is a node and each joint
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/// is an edge. A joint edge belongs to a doubly linked list
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/// maintained in each attached body. Each joint has two joint
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/// nodes, one for each attached body.
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struct b2JointEdge
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{
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b2Body* other; ///< provides quick access to the other body attached.
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b2Joint* joint; ///< the joint
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b2JointEdge* prev; ///< the previous joint edge in the body's joint list
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b2JointEdge* next; ///< the next joint edge in the body's joint list
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};
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/// Joint definitions are used to construct joints.
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struct b2JointDef
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{
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b2JointDef()
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{
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type = e_unknownJoint;
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userData = nullptr;
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bodyA = nullptr;
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bodyB = nullptr;
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collideConnected = false;
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}
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/// The joint type is set automatically for concrete joint types.
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b2JointType type;
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/// Use this to attach application specific data to your joints.
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void* userData;
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/// The first attached body.
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b2Body* bodyA;
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/// The second attached body.
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b2Body* bodyB;
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/// Set this flag to true if the attached bodies should collide.
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bool collideConnected;
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};
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/// Utility to compute linear stiffness values from frequency and damping ratio
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void b2LinearStiffness(float& stiffness, float& damping,
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float frequencyHertz, float dampingRatio,
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const b2Body* bodyA, const b2Body* bodyB);
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/// Utility to compute rotational stiffness values frequency and damping ratio
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void b2AngularStiffness(float& stiffness, float& damping,
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float frequencyHertz, float dampingRatio,
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const b2Body* bodyA, const b2Body* bodyB);
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/// The base joint class. Joints are used to constraint two bodies together in
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/// various fashions. Some joints also feature limits and motors.
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class b2Joint
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{
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public:
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/// Get the type of the concrete joint.
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b2JointType GetType() const;
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/// Get the first body attached to this joint.
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b2Body* GetBodyA();
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/// Get the second body attached to this joint.
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b2Body* GetBodyB();
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/// Get the anchor point on bodyA in world coordinates.
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virtual b2Vec2 GetAnchorA() const = 0;
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/// Get the anchor point on bodyB in world coordinates.
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virtual b2Vec2 GetAnchorB() const = 0;
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/// Get the reaction force on bodyB at the joint anchor in Newtons.
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virtual b2Vec2 GetReactionForce(float inv_dt) const = 0;
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/// Get the reaction torque on bodyB in N*m.
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virtual float GetReactionTorque(float inv_dt) const = 0;
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/// Get the next joint the world joint list.
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b2Joint* GetNext();
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const b2Joint* GetNext() const;
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/// Get the user data pointer.
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void* GetUserData() const;
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/// Set the user data pointer.
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void SetUserData(void* data);
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/// Short-cut function to determine if either body is enabled.
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bool IsEnabled() const;
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/// Get collide connected.
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/// Note: modifying the collide connect flag won't work correctly because
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/// the flag is only checked when fixture AABBs begin to overlap.
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bool GetCollideConnected() const;
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/// Dump this joint to the log file.
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virtual void Dump() { b2Dump("// Dump is not supported for this joint type.\n"); }
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/// Shift the origin for any points stored in world coordinates.
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virtual void ShiftOrigin(const b2Vec2& newOrigin) { B2_NOT_USED(newOrigin); }
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/// Debug draw this joint
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virtual void Draw(b2Draw* draw) const;
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protected:
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friend class b2World;
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friend class b2Body;
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friend class b2Island;
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friend class b2GearJoint;
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static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
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static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
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b2Joint(const b2JointDef* def);
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virtual ~b2Joint() {}
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virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
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virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
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// This returns true if the position errors are within tolerance.
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virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
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b2JointType m_type;
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b2Joint* m_prev;
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b2Joint* m_next;
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b2JointEdge m_edgeA;
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b2JointEdge m_edgeB;
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b2Body* m_bodyA;
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b2Body* m_bodyB;
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int32 m_index;
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bool m_islandFlag;
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bool m_collideConnected;
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void* m_userData;
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};
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inline b2JointType b2Joint::GetType() const
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{
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return m_type;
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}
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inline b2Body* b2Joint::GetBodyA()
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{
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return m_bodyA;
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}
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inline b2Body* b2Joint::GetBodyB()
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{
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return m_bodyB;
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}
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inline b2Joint* b2Joint::GetNext()
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{
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return m_next;
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}
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inline const b2Joint* b2Joint::GetNext() const
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{
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return m_next;
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}
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inline void* b2Joint::GetUserData() const
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{
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return m_userData;
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}
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inline void b2Joint::SetUserData(void* data)
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{
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m_userData = data;
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}
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inline bool b2Joint::GetCollideConnected() const
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{
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return m_collideConnected;
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}
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#endif
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