Updated box2d from 2.2.1 to 2.3.0

--HG--
branch : box2d-2.3
This commit is contained in:
Alex Szpakowski
2013-11-09 04:30:36 -04:00
parent 5179ca5655
commit 5e3a0fbc6e
86 changed files with 1590 additions and 430 deletions
+2 -1
View File
@@ -56,12 +56,13 @@ For discussion please visit http://box2d.org/forum
#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
#include <Box2D/Dynamics/Joints/b2GearJoint.h>
#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
#include <Box2D/Dynamics/Joints/b2MotorJoint.h>
#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
#endif
@@ -19,8 +19,7 @@
#include <Box2D/Collision/Shapes/b2ChainShape.h>
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <new>
#include <cstring>
using namespace std;
#include <memory.h>
b2ChainShape::~b2ChainShape()
{
@@ -33,6 +32,14 @@ void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count)
{
b2Assert(m_vertices == NULL && m_count == 0);
b2Assert(count >= 3);
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));
@@ -47,11 +54,23 @@ void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count)
{
b2Assert(m_vertices == NULL && m_count == 0);
b2Assert(count >= 2);
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;
m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));
memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));
m_hasPrevVertex = false;
m_hasNextVertex = false;
m_prevVertex.SetZero();
m_nextVertex.SetZero();
}
void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex)
@@ -14,9 +14,6 @@
* 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.
*
*
* THIS FILE HAS BEEN MODIFIED BY THE LÖVE DEVELOPMENT TEAM
*/
#ifndef B2_CHAIN_SHAPE_H
@@ -18,7 +18,6 @@
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#include <new>
using namespace std;
b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
{
@@ -18,7 +18,6 @@
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <new>
using namespace std;
void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)
{
@@ -105,11 +104,11 @@ bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
output->fraction = t;
if (numerator > 0.0f)
{
output->normal = -normal;
output->normal = -b2Mul(xf.q, normal);
}
else
{
output->normal = normal;
output->normal = b2Mul(xf.q, normal);
}
return true;
}
@@ -29,7 +29,7 @@ b2Shape* b2PolygonShape::Clone(b2BlockAllocator* allocator) const
void b2PolygonShape::SetAsBox(float32 hx, float32 hy)
{
m_vertexCount = 4;
m_count = 4;
m_vertices[0].Set(-hx, -hy);
m_vertices[1].Set( hx, -hy);
m_vertices[2].Set( hx, hy);
@@ -43,7 +43,7 @@ void b2PolygonShape::SetAsBox(float32 hx, float32 hy)
void b2PolygonShape::SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle)
{
m_vertexCount = 4;
m_count = 4;
m_vertices[0].Set(-hx, -hy);
m_vertices[1].Set( hx, -hy);
m_vertices[2].Set( hx, hy);
@@ -59,7 +59,7 @@ void b2PolygonShape::SetAsBox(float32 hx, float32 hy, const b2Vec2& center, floa
xf.q.Set(angle);
// Transform vertices and normals.
for (int32 i = 0; i < m_vertexCount; ++i)
for (int32 i = 0; i < m_count; ++i)
{
m_vertices[i] = b2Mul(xf, m_vertices[i]);
m_normals[i] = b2Mul(xf.q, m_normals[i]);
@@ -120,61 +120,131 @@ static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
{
b2Assert(3 <= count && count <= b2_maxPolygonVertices);
m_vertexCount = count;
if (count < 3)
{
SetAsBox(1.0f, 1.0f);
return;
}
int32 n = b2Min(count, b2_maxPolygonVertices);
// Perform welding and copy vertices into local buffer.
b2Vec2 ps[b2_maxPolygonVertices];
int32 tempCount = 0;
for (int32 i = 0; i < n; ++i)
{
b2Vec2 v = vertices[i];
bool unique = true;
for (int32 j = 0; j < tempCount; ++j)
{
if (b2DistanceSquared(v, ps[j]) < 0.5f * b2_linearSlop)
{
unique = false;
break;
}
}
if (unique)
{
ps[tempCount++] = v;
}
}
n = tempCount;
if (n < 3)
{
// Polygon is degenerate.
b2Assert(false);
SetAsBox(1.0f, 1.0f);
return;
}
// Create the convex hull using the Gift wrapping algorithm
// http://en.wikipedia.org/wiki/Gift_wrapping_algorithm
// Find the right most point on the hull
int32 i0 = 0;
float32 x0 = ps[0].x;
for (int32 i = 1; i < n; ++i)
{
float32 x = ps[i].x;
if (x > x0 || (x == x0 && ps[i].y < ps[i0].y))
{
i0 = i;
x0 = x;
}
}
int32 hull[b2_maxPolygonVertices];
int32 m = 0;
int32 ih = i0;
for (;;)
{
hull[m] = ih;
int32 ie = 0;
for (int32 j = 1; j < n; ++j)
{
if (ie == ih)
{
ie = j;
continue;
}
b2Vec2 r = ps[ie] - ps[hull[m]];
b2Vec2 v = ps[j] - ps[hull[m]];
float32 c = b2Cross(r, v);
if (c < 0.0f)
{
ie = j;
}
// Collinearity check
if (c == 0.0f && v.LengthSquared() > r.LengthSquared())
{
ie = j;
}
}
++m;
ih = ie;
if (ie == i0)
{
break;
}
}
m_count = m;
// Copy vertices.
for (int32 i = 0; i < m_vertexCount; ++i)
for (int32 i = 0; i < m; ++i)
{
m_vertices[i] = vertices[i];
m_vertices[i] = ps[hull[i]];
}
// Compute normals. Ensure the edges have non-zero length.
for (int32 i = 0; i < m_vertexCount; ++i)
for (int32 i = 0; i < m; ++i)
{
int32 i1 = i;
int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
int32 i2 = i + 1 < m ? i + 1 : 0;
b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
b2Assert(edge.LengthSquared() > b2_epsilon * b2_epsilon);
m_normals[i] = b2Cross(edge, 1.0f);
m_normals[i].Normalize();
}
#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];
// If this crashes, your polygon is non-convex, has colinear edges,
// or the winding order is wrong.
float32 s = b2Cross(edge, r);
b2Assert(s > 0.0f && "ERROR: Please ensure your polygon is convex and has a CCW winding order");
}
}
#endif
// Compute the polygon centroid.
m_centroid = ComputeCentroid(m_vertices, m_vertexCount);
m_centroid = ComputeCentroid(m_vertices, m);
}
bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
{
b2Vec2 pLocal = b2MulT(xf.q, p - xf.p);
for (int32 i = 0; i < m_vertexCount; ++i)
for (int32 i = 0; i < m_count; ++i)
{
float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
if (dot > 0.0f)
@@ -200,7 +270,7 @@ bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& inpu
int32 index = -1;
for (int32 i = 0; i < m_vertexCount; ++i)
for (int32 i = 0; i < m_count; ++i)
{
// p = p1 + a * d
// dot(normal, p - v) = 0
@@ -265,7 +335,7 @@ void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 chil
b2Vec2 lower = b2Mul(xf, m_vertices[0]);
b2Vec2 upper = lower;
for (int32 i = 1; i < m_vertexCount; ++i)
for (int32 i = 1; i < m_count; ++i)
{
b2Vec2 v = b2Mul(xf, m_vertices[i]);
lower = b2Min(lower, v);
@@ -303,7 +373,7 @@ void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
//
// The rest of the derivation is handled by computer algebra.
b2Assert(m_vertexCount >= 3);
b2Assert(m_count >= 3);
b2Vec2 center; center.Set(0.0f, 0.0f);
float32 area = 0.0f;
@@ -314,19 +384,19 @@ void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
b2Vec2 s(0.0f, 0.0f);
// This code would put the reference point inside the polygon.
for (int32 i = 0; i < m_vertexCount; ++i)
for (int32 i = 0; i < m_count; ++i)
{
s += m_vertices[i];
}
s *= 1.0f / m_vertexCount;
s *= 1.0f / m_count;
const float32 k_inv3 = 1.0f / 3.0f;
for (int32 i = 0; i < m_vertexCount; ++i)
for (int32 i = 0; i < m_count; ++i)
{
// Triangle vertices.
b2Vec2 e1 = m_vertices[i] - s;
b2Vec2 e2 = i + 1 < m_vertexCount ? m_vertices[i+1] - s : m_vertices[0] - s;
b2Vec2 e2 = i + 1 < m_count ? m_vertices[i+1] - s : m_vertices[0] - s;
float32 D = b2Cross(e1, e2);
@@ -359,3 +429,31 @@ void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
// Shift to center of mass then to original body origin.
massData->I += massData->mass * (b2Dot(massData->center, massData->center) - b2Dot(center, center));
}
bool b2PolygonShape::Validate() const
{
for (int32 i = 0; i < m_count; ++i)
{
int32 i1 = i;
int32 i2 = i < m_count - 1 ? i1 + 1 : 0;
b2Vec2 p = m_vertices[i1];
b2Vec2 e = m_vertices[i2] - p;
for (int32 j = 0; j < m_count; ++j)
{
if (j == i1 || j == i2)
{
continue;
}
b2Vec2 v = m_vertices[j] - p;
float32 c = b2Cross(e, v);
if (c < 0.0f)
{
return false;
}
}
}
return true;
}
@@ -36,12 +36,14 @@ public:
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// Copy vertices. This assumes the vertices define a convex polygon.
/// It is assumed that the exterior is the the right of each edge.
/// Create a convex hull from the given array of local points.
/// The count must be in the range [3, b2_maxPolygonVertices].
void Set(const b2Vec2* vertices, int32 vertexCount);
/// @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.
/// Build vertices to represent an axis-aligned box centered on the local origin.
/// @param hx the half-width.
/// @param hy the half-height.
void SetAsBox(float32 hx, float32 hy);
@@ -67,28 +69,32 @@ public:
void ComputeMass(b2MassData* massData, float32 density) const;
/// Get the vertex count.
int32 GetVertexCount() const { return m_vertexCount; }
int32 GetVertexCount() const { return m_count; }
/// Get a vertex by index.
const b2Vec2& GetVertex(int32 index) const;
/// 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_vertexCount;
int32 m_count;
};
inline b2PolygonShape::b2PolygonShape()
{
m_type = e_polygon;
m_radius = b2_polygonRadius;
m_vertexCount = 0;
m_count = 0;
m_centroid.SetZero();
}
inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const
{
b2Assert(0 <= index && index < m_vertexCount);
b2Assert(0 <= index && index < m_count);
return m_vertices[index];
}
@@ -17,8 +17,7 @@
*/
#include <Box2D/Collision/b2BroadPhase.h>
#include <cstring>
using namespace std;
#include <memory.h>
b2BroadPhase::b2BroadPhase()
{
@@ -90,7 +89,6 @@ void b2BroadPhase::UnBufferMove(int32 proxyId)
if (m_moveBuffer[i] == proxyId)
{
m_moveBuffer[i] = e_nullProxy;
return;
}
}
}
+10 -1
View File
@@ -28,7 +28,6 @@ struct b2Pair
{
int32 proxyIdA;
int32 proxyIdB;
int32 next;
};
/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
@@ -100,6 +99,11 @@ public:
/// Get the quality metric of the embedded tree.
float32 GetTreeQuality() const;
/// Shift the world origin. Useful for large worlds.
/// The shift formula is: position -= newOrigin
/// @param newOrigin the new origin with respect to the old origin
void ShiftOrigin(const b2Vec2& newOrigin);
private:
friend class b2DynamicTree;
@@ -245,4 +249,9 @@ 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
@@ -63,7 +63,7 @@ void b2CollidePolygonAndCircle(
int32 normalIndex = 0;
float32 separation = -b2_maxFloat;
float32 radius = polygonA->m_radius + circleB->m_radius;
int32 vertexCount = polygonA->m_vertexCount;
int32 vertexCount = polygonA->m_count;
const b2Vec2* vertices = polygonA->m_vertices;
const b2Vec2* normals = polygonA->m_normals;
@@ -425,8 +425,8 @@ void b2EPCollider::Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const
}
// Get polygonB in frameA
m_polygonB.count = polygonB->m_vertexCount;
for (int32 i = 0; i < polygonB->m_vertexCount; ++i)
m_polygonB.count = polygonB->m_count;
for (int32 i = 0; i < polygonB->m_count; ++i)
{
m_polygonB.vertices[i] = b2Mul(m_xf, polygonB->m_vertices[i]);
m_polygonB.normals[i] = b2Mul(m_xf.q, polygonB->m_normals[i]);
@@ -497,13 +497,13 @@ void b2EPCollider::Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const
ie[0].v = m_polygonB.vertices[i1];
ie[0].id.cf.indexA = 0;
ie[0].id.cf.indexB = i1;
ie[0].id.cf.indexB = static_cast<uint8>(i1);
ie[0].id.cf.typeA = b2ContactFeature::e_face;
ie[0].id.cf.typeB = b2ContactFeature::e_vertex;
ie[1].v = m_polygonB.vertices[i2];
ie[1].id.cf.indexA = 0;
ie[1].id.cf.indexB = i2;
ie[1].id.cf.indexB = static_cast<uint8>(i2);
ie[1].id.cf.typeA = b2ContactFeature::e_face;
ie[1].id.cf.typeB = b2ContactFeature::e_vertex;
@@ -530,13 +530,13 @@ void b2EPCollider::Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const
ie[0].v = m_v1;
ie[0].id.cf.indexA = 0;
ie[0].id.cf.indexB = primaryAxis.index;
ie[0].id.cf.indexB = static_cast<uint8>(primaryAxis.index);
ie[0].id.cf.typeA = b2ContactFeature::e_vertex;
ie[0].id.cf.typeB = b2ContactFeature::e_face;
ie[1].v = m_v2;
ie[1].id.cf.indexA = 0;
ie[1].id.cf.indexB = primaryAxis.index;
ie[1].id.cf.indexB = static_cast<uint8>(primaryAxis.index);
ie[1].id.cf.typeA = b2ContactFeature::e_vertex;
ie[1].id.cf.typeB = b2ContactFeature::e_face;
@@ -19,123 +19,46 @@
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/Shapes/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)
{
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 < poly1->m_vertexCount);
// Convert normal from poly1's frame into poly2's frame.
b2Vec2 normal1World = b2Mul(xf1.q, normals1[edge1]);
b2Vec2 normal1 = b2MulT(xf2.q, 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;
int32 count1 = poly1->m_count;
int32 count2 = poly2->m_count;
const b2Vec2* n1s = poly1->m_normals;
const b2Vec2* v1s = poly1->m_vertices;
const b2Vec2* v2s = poly2->m_vertices;
b2Transform xf = b2MulT(xf2, xf1);
// 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.q, d);
// Find edge normal on poly1 that has the largest projection onto d.
int32 edge = 0;
float32 maxDot = -b2_maxFloat;
int32 bestIndex = 0;
float32 maxSeparation = -b2_maxFloat;
for (int32 i = 0; i < count1; ++i)
{
float32 dot = b2Dot(normals1[i], dLocal1);
if (dot > maxDot)
// Get poly1 normal in frame2.
b2Vec2 n = b2Mul(xf.q, n1s[i]);
b2Vec2 v1 = b2Mul(xf, v1s[i]);
// Find deepest point for normal i.
float32 si = b2_maxFloat;
for (int32 j = 0; j < count2; ++j)
{
maxDot = dot;
edge = i;
float32 sij = b2Dot(n, v2s[j] - v1);
if (sij < si)
{
si = sij;
}
}
if (si > maxSeparation)
{
maxSeparation = si;
bestIndex = 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;
*edgeIndex = bestIndex;
return maxSeparation;
}
static void b2FindIncidentEdge(b2ClipVertex c[2],
@@ -144,11 +67,11 @@ static void b2FindIncidentEdge(b2ClipVertex c[2],
{
const b2Vec2* normals1 = poly1->m_normals;
int32 count2 = poly2->m_vertexCount;
int32 count2 = poly2->m_count;
const b2Vec2* vertices2 = poly2->m_vertices;
const b2Vec2* normals2 = poly2->m_normals;
b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
b2Assert(0 <= edge1 && edge1 < poly1->m_count);
// Get the normal of the reference edge in poly2's frame.
b2Vec2 normal1 = b2MulT(xf2.q, b2Mul(xf1.q, normals1[edge1]));
@@ -210,12 +133,11 @@ void b2CollidePolygons(b2Manifold* manifold,
const b2PolygonShape* poly1; // reference polygon
const b2PolygonShape* poly2; // incident polygon
b2Transform xf1, xf2;
int32 edge1; // reference edge
int32 edge1; // reference edge
uint8 flip;
const float32 k_relativeTol = 0.98f;
const float32 k_absoluteTol = 0.001f;
const float32 k_tol = 0.1f * b2_linearSlop;
if (separationB > k_relativeTol * separationA + k_absoluteTol)
if (separationB > separationA + k_tol)
{
poly1 = polyB;
poly2 = polyA;
@@ -239,7 +161,7 @@ void b2CollidePolygons(b2Manifold* manifold,
b2ClipVertex incidentEdge[2];
b2FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
int32 count1 = poly1->m_vertexCount;
int32 count1 = poly1->m_count;
const b2Vec2* vertices1 = poly1->m_vertices;
int32 iv1 = edge1;
@@ -44,6 +44,7 @@ void b2WorldManifold::Initialize(const b2Manifold* manifold,
b2Vec2 cA = pointA + radiusA * normal;
b2Vec2 cB = pointB - radiusB * normal;
points[0] = 0.5f * (cA + cB);
separations[0] = b2Dot(cB - cA, normal);
}
break;
@@ -58,6 +59,7 @@ void b2WorldManifold::Initialize(const b2Manifold* manifold,
b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint, normal)) * normal;
b2Vec2 cB = clipPoint - radiusB * normal;
points[i] = 0.5f * (cA + cB);
separations[i] = b2Dot(cB - cA, normal);
}
}
break;
@@ -73,6 +75,7 @@ void b2WorldManifold::Initialize(const b2Manifold* manifold,
b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint, normal)) * normal;
b2Vec2 cA = clipPoint - radiusA * normal;
points[i] = 0.5f * (cA + cB);
separations[i] = b2Dot(cA - cB, normal);
}
// Ensure normal points from A to B.
@@ -217,7 +220,7 @@ int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);
// VertexA is hitting edgeB.
vOut[numOut].id.cf.indexA = vertexIndexA;
vOut[numOut].id.cf.indexA = static_cast<uint8>(vertexIndexA);
vOut[numOut].id.cf.indexB = vIn[0].id.cf.indexB;
vOut[numOut].id.cf.typeA = b2ContactFeature::e_vertex;
vOut[numOut].id.cf.typeB = b2ContactFeature::e_face;
+4 -3
View File
@@ -20,7 +20,7 @@
#define B2_COLLISION_H
#include <Box2D/Common/b2Math.h>
#include <climits>
#include <limits.h>
/// @file
/// Structures and functions used for computing contact points, distance
@@ -117,8 +117,9 @@ struct b2WorldManifold
const b2Transform& xfA, float32 radiusA,
const b2Transform& xfB, float32 radiusB);
b2Vec2 normal; ///< world vector pointing from A to B
b2Vec2 points[b2_maxManifoldPoints]; ///< world contact point (point of intersection)
b2Vec2 normal; ///< world vector pointing from A to B
b2Vec2 points[b2_maxManifoldPoints]; ///< world contact point (point of intersection)
float32 separations[b2_maxManifoldPoints]; ///< a negative value indicates overlap, in meters
};
/// This is used for determining the state of contact points.
+8 -8
View File
@@ -31,7 +31,7 @@ void b2DistanceProxy::Set(const b2Shape* shape, int32 index)
{
case b2Shape::e_circle:
{
const b2CircleShape* circle = (b2CircleShape*)shape;
const b2CircleShape* circle = static_cast<const b2CircleShape*>(shape);
m_vertices = &circle->m_p;
m_count = 1;
m_radius = circle->m_radius;
@@ -40,16 +40,16 @@ void b2DistanceProxy::Set(const b2Shape* shape, int32 index)
case b2Shape::e_polygon:
{
const b2PolygonShape* polygon = (b2PolygonShape*)shape;
const b2PolygonShape* polygon = static_cast<const b2PolygonShape*>(shape);
m_vertices = polygon->m_vertices;
m_count = polygon->m_vertexCount;
m_count = polygon->m_count;
m_radius = polygon->m_radius;
}
break;
case b2Shape::e_chain:
{
const b2ChainShape* chain = (b2ChainShape*)shape;
const b2ChainShape* chain = static_cast<const b2ChainShape*>(shape);
b2Assert(0 <= index && index < chain->m_count);
m_buffer[0] = chain->m_vertices[index];
@@ -70,7 +70,7 @@ void b2DistanceProxy::Set(const b2Shape* shape, int32 index)
case b2Shape::e_edge:
{
const b2EdgeShape* edge = (b2EdgeShape*)shape;
const b2EdgeShape* edge = static_cast<const b2EdgeShape*>(shape);
m_vertices = &edge->m_vertex1;
m_count = 2;
m_radius = edge->m_radius;
@@ -141,6 +141,7 @@ struct b2Simplex
v->wA = b2Mul(transformA, wALocal);
v->wB = b2Mul(transformB, wBLocal);
v->w = v->wB - v->wA;
v->a = 1.0f;
m_count = 1;
}
}
@@ -244,7 +245,7 @@ struct b2Simplex
{
case 0:
b2Assert(false);
return 0.0;
return 0.0f;
case 1:
return 0.0f;
@@ -465,8 +466,7 @@ void b2Distance(b2DistanceOutput* output,
int32 saveA[3], saveB[3];
int32 saveCount = 0;
b2Vec2 closestPoint = simplex.GetClosestPoint();
float32 distanceSqr1 = closestPoint.LengthSquared();
float32 distanceSqr1 = b2_maxFloat;
float32 distanceSqr2 = distanceSqr1;
// Main iteration loop.
@@ -17,10 +17,7 @@
*/
#include <Box2D/Collision/b2DynamicTree.h>
#include <cstring>
#include <cfloat>
using namespace std;
#include <memory.h>
b2DynamicTree::b2DynamicTree()
{
@@ -769,3 +766,13 @@ void b2DynamicTree::RebuildBottomUp()
Validate();
}
void b2DynamicTree::ShiftOrigin(const b2Vec2& newOrigin)
{
// Build array of leaves. Free the rest.
for (int32 i = 0; i < m_nodeCapacity; ++i)
{
m_nodes[i].aabb.lowerBound -= newOrigin;
m_nodes[i].aabb.upperBound -= newOrigin;
}
}
@@ -118,6 +118,11 @@ public:
/// 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();
@@ -21,13 +21,15 @@
#include <Box2D/Collision/b2TimeOfImpact.h>
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
#include <Box2D/Common/b2Timer.h>
#include <cstdio>
using namespace std;
#include <stdio.h>
float32 b2_toiTime, b2_toiMaxTime;
int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
int32 b2_toiRootIters, b2_toiMaxRootIters;
//
struct b2SeparationFunction
{
enum Type
@@ -119,6 +121,7 @@ struct b2SeparationFunction
}
}
//
float32 FindMinSeparation(int32* indexA, int32* indexB, float32 t) const
{
b2Transform xfA, xfB;
@@ -187,6 +190,7 @@ struct b2SeparationFunction
}
}
//
float32 Evaluate(int32 indexA, int32 indexB, float32 t) const
{
b2Transform xfA, xfB;
@@ -197,9 +201,6 @@ struct b2SeparationFunction
{
case e_points:
{
b2Vec2 axisA = b2MulT(xfA.q, m_axis);
b2Vec2 axisB = b2MulT(xfB.q, -m_axis);
b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
@@ -215,8 +216,6 @@ struct b2SeparationFunction
b2Vec2 normal = b2Mul(xfA.q, m_axis);
b2Vec2 pointA = b2Mul(xfA, m_localPoint);
b2Vec2 axisB = b2MulT(xfB.q, -normal);
b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
b2Vec2 pointB = b2Mul(xfB, localPointB);
@@ -229,8 +228,6 @@ struct b2SeparationFunction
b2Vec2 normal = b2Mul(xfB.q, m_axis);
b2Vec2 pointB = b2Mul(xfB, m_localPoint);
b2Vec2 axisA = b2MulT(xfA.q, -normal);
b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
b2Vec2 pointA = b2Mul(xfA, localPointA);
@@ -256,6 +253,8 @@ struct b2SeparationFunction
// by computing the largest time at which separation is maintained.
void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
{
b2Timer timer;
++b2_toiCalls;
output->state = b2TOIOutput::e_unknown;
@@ -422,6 +421,9 @@ void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
t = 0.5f * (a1 + a2);
}
++rootIterCount;
++b2_toiRootIters;
float32 s = fcn.Evaluate(indexA, indexB, t);
if (b2Abs(s - target) < tolerance)
@@ -442,10 +444,7 @@ void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
a2 = t;
s2 = s;
}
++rootIterCount;
++b2_toiRootIters;
if (rootIterCount == 50)
{
break;
@@ -480,4 +479,8 @@ void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
}
b2_toiMaxIters = b2Max(b2_toiMaxIters, iter);
float32 time = timer.GetMilliseconds();
b2_toiMaxTime = b2Max(b2_toiMaxTime, time);
b2_toiTime += time;
}
@@ -17,11 +17,9 @@
*/
#include <Box2D/Common/b2BlockAllocator.h>
#include <cstdlib>
#include <climits>
#include <cstring>
#include <memory>
using namespace std;
#include <limits.h>
#include <memory.h>
#include <stddef.h>
int32 b2BlockAllocator::s_blockSizes[b2_blockSizes] =
{
+5
View File
@@ -16,6 +16,9 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_DRAW_H
#define B2_DRAW_H
#include <Box2D/Common/b2Math.h>
/// Color for debug drawing. Each value has the range [0,1].
@@ -79,3 +82,5 @@ public:
protected:
uint32 m_drawFlags;
};
#endif
+2 -2
View File
@@ -19,7 +19,7 @@
#ifndef B2_GROWABLE_STACK_H
#define B2_GROWABLE_STACK_H
#include <Box2D/Common/b2Settings.h>
#include <cstring>
#include <memory.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
@@ -51,7 +51,7 @@ public:
T* old = m_stack;
m_capacity *= 2;
m_stack = (T*)b2Alloc(m_capacity * sizeof(T));
std::memcpy(m_stack, old, m_count * sizeof(T));
memcpy(m_stack, old, m_count * sizeof(T));
if (old != m_array)
{
b2Free(old);
+9 -19
View File
@@ -20,24 +20,14 @@
#define B2_MATH_H
#include <Box2D/Common/b2Settings.h>
#include <math.h>
#include <float.h>
#include <cmath>
#include <cfloat>
#include <cstddef>
#include <limits>
/// This function is used to ensure that a floating point number is
/// not a NaN or infinity.
/// This function is used to ensure that a floating point number is not a NaN or infinity.
inline bool b2IsValid(float32 x)
{
if (x != x)
{
// NaN.
return false;
}
float32 infinity = std::numeric_limits<float32>::infinity();
return -infinity < x && x < infinity;
int32 ix = *reinterpret_cast<int32*>(&x);
return (ix & 0x7f800000) != 0x7f800000;
}
/// This is a approximate yet fast inverse square-root.
@@ -57,8 +47,8 @@ inline float32 b2InvSqrt(float32 x)
return x;
}
#define b2Sqrt(x) std::sqrt(x)
#define b2Atan2(y, x) std::atan2(y, x)
#define b2Sqrt(x) sqrtf(x)
#define b2Atan2(y, x) atan2f(y, x)
/// A 2D column vector.
struct b2Vec2
@@ -714,8 +704,8 @@ inline void b2Sweep::Advance(float32 alpha)
{
b2Assert(alpha0 < 1.0f);
float32 beta = (alpha - alpha0) / (1.0f - alpha0);
c0 = (1.0f - beta) * c0 + beta * c;
a0 = (1.0f - beta) * a0 + beta * a;
c0 += beta * (c - c0);
a0 += beta * (a - a0);
alpha0 = alpha;
}
+5 -5
View File
@@ -17,13 +17,13 @@
*/
#include <Box2D/Common/b2Settings.h>
#include <cstdlib>
#include <cstdio>
#include <cstdarg>
#include <stdio.h>
#include <stdarg.h>
#include <stdlib.h>
#include "common/Exception.h"
b2Version b2_version = {2, 2, 1};
b2Version b2_version = {2, 3, 0};
// Memory allocators. Modify these to use your own allocator.
void* b2Alloc(int32 size)
@@ -48,5 +48,5 @@ void b2Log(const char* string, ...)
void loveAssert(bool test, const char *teststr)
{
if (!test)
throw love::Exception("Box2D error: %s", teststr);
throw love::Exception("Box2D assertion failed: %s", teststr);
}
+3 -2
View File
@@ -19,8 +19,9 @@
#ifndef B2_SETTINGS_H
#define B2_SETTINGS_H
#include <cassert>
#include <cmath>
#include <stddef.h>
#include <assert.h>
#include <float.h>
void loveAssert(bool test, const char *teststr);
+3 -2
View File
@@ -22,6 +22,7 @@
float64 b2Timer::s_invFrequency = 0.0f;
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
b2Timer::b2Timer()
@@ -72,14 +73,14 @@ void b2Timer::Reset()
timeval t;
gettimeofday(&t, 0);
m_start_sec = t.tv_sec;
m_start_msec = t.tv_usec * 0.001f;
m_start_usec = t.tv_usec;
}
float32 b2Timer::GetMilliseconds() const
{
timeval t;
gettimeofday(&t, 0);
return (t.tv_sec - m_start_sec) * 1000 + t.tv_usec * 0.001f - m_start_msec;
return 1000.0f * (t.tv_sec - m_start_sec) + 0.001f * (t.tv_usec - m_start_usec);
}
#else
+6 -1
View File
@@ -16,6 +16,9 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_TIMER_H
#define B2_TIMER_H
#include <Box2D/Common/b2Settings.h>
/// Timer for profiling. This has platform specific code and may
@@ -40,6 +43,8 @@ private:
static float64 s_invFrequency;
#elif defined(__linux__) || defined (__APPLE__)
unsigned long m_start_sec;
unsigned long m_start_msec;
unsigned long m_start_usec;
#endif
};
#endif
@@ -23,7 +23,6 @@
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <new>
using namespace std;
b2Contact* b2ChainAndCircleContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
{
@@ -23,7 +23,6 @@
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <new>
using namespace std;
b2Contact* b2ChainAndPolygonContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
{
@@ -24,7 +24,6 @@
#include <Box2D/Collision/b2TimeOfImpact.h>
#include <new>
using namespace std;
b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
{
@@ -102,14 +102,19 @@ void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
{
b2Assert(s_initialized == true);
if (contact->m_manifold.pointCount > 0)
b2Fixture* fixtureA = contact->m_fixtureA;
b2Fixture* fixtureB = contact->m_fixtureB;
if (contact->m_manifold.pointCount > 0 &&
fixtureA->IsSensor() == false &&
fixtureB->IsSensor() == false)
{
contact->GetFixtureA()->GetBody()->SetAwake(true);
contact->GetFixtureB()->GetBody()->SetAwake(true);
fixtureA->GetBody()->SetAwake(true);
fixtureB->GetBody()->SetAwake(true);
}
b2Shape::Type typeA = contact->GetFixtureA()->GetType();
b2Shape::Type typeB = contact->GetFixtureB()->GetType();
b2Shape::Type typeA = fixtureA->GetType();
b2Shape::Type typeB = fixtureB->GetType();
b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
@@ -147,6 +152,8 @@ b2Contact::b2Contact(b2Fixture* fA, int32 indexA, b2Fixture* fB, int32 indexB)
m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
m_tangentSpeed = 0.0f;
}
// Update the contact manifold and touching status.
@@ -36,7 +36,7 @@ class b2ContactListener;
/// For example, anything slides on ice.
inline float32 b2MixFriction(float32 friction1, float32 friction2)
{
return std::sqrt(friction1 * friction2);
return b2Sqrt(friction1 * friction2);
}
/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
@@ -135,6 +135,12 @@ public:
/// Reset the restitution to the default value.
void ResetRestitution();
/// Set the desired tangent speed for a conveyor belt behavior. In meters per second.
void SetTangentSpeed(float32 speed);
/// Get the desired tangent speed. In meters per second.
float32 GetTangentSpeed() const;
/// Evaluate this contact with your own manifold and transforms.
virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
@@ -209,6 +215,8 @@ protected:
float32 m_friction;
float32 m_restitution;
float32 m_tangentSpeed;
};
inline b2Manifold* b2Contact::GetManifold()
@@ -328,4 +336,14 @@ inline void b2Contact::ResetRestitution()
m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
}
inline void b2Contact::SetTangentSpeed(float32 speed)
{
m_tangentSpeed = speed;
}
inline float32 b2Contact::GetTangentSpeed() const
{
return m_tangentSpeed;
}
#endif
@@ -73,6 +73,7 @@ b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)
b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
vc->friction = contact->m_friction;
vc->restitution = contact->m_restitution;
vc->tangentSpeed = contact->m_tangentSpeed;
vc->indexA = bodyA->m_islandIndex;
vc->indexB = bodyB->m_islandIndex;
vc->invMassA = bodyA->m_invMass;
@@ -320,7 +321,7 @@ void b2ContactSolver::SolveVelocityConstraints()
b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
// Compute tangent force
float32 vt = b2Dot(dv, tangent);
float32 vt = b2Dot(dv, tangent) - vc->tangentSpeed;
float32 lambda = vcp->tangentMass * (-vt);
// b2Clamp the accumulated force
@@ -763,8 +764,8 @@ bool b2ContactSolver::SolveTOIPositionConstraints(int32 toiIndexA, int32 toiInde
iA = pc->invIA;
}
float32 mB = pc->invMassB;
float32 iB = pc->invIB;
float32 mB = 0.0f;
float32 iB = 0.;
if (indexB == toiIndexA || indexB == toiIndexB)
{
mB = pc->invMassB;
@@ -51,6 +51,7 @@ struct b2ContactVelocityConstraint
float32 invIA, invIB;
float32 friction;
float32 restitution;
float32 tangentSpeed;
int32 pointCount;
int32 contactIndex;
};
@@ -21,7 +21,6 @@
#include <Box2D/Dynamics/b2Fixture.h>
#include <new>
using namespace std;
b2Contact* b2EdgeAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
{
@@ -21,7 +21,6 @@
#include <Box2D/Dynamics/b2Fixture.h>
#include <new>
using namespace std;
b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
{
@@ -21,7 +21,6 @@
#include <Box2D/Dynamics/b2Fixture.h>
#include <new>
using namespace std;
b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
{
@@ -24,7 +24,6 @@
#include <Box2D/Dynamics/b2WorldCallbacks.h>
#include <new>
using namespace std;
b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
{
@@ -147,22 +147,18 @@ void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
m_iC = m_bodyC->m_invI;
m_iD = m_bodyD->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 cC = data.positions[m_indexC].c;
float32 aC = data.positions[m_indexC].a;
b2Vec2 vC = data.velocities[m_indexC].v;
float32 wC = data.velocities[m_indexC].w;
b2Vec2 cD = data.positions[m_indexD].c;
float32 aD = data.positions[m_indexD].a;
b2Vec2 vD = data.velocities[m_indexD].v;
float32 wD = data.velocities[m_indexD].w;
+22 -10
View File
@@ -27,6 +27,7 @@
#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
#include <Box2D/Dynamics/Joints/b2MotorJoint.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2World.h>
#include <Box2D/Common/b2BlockAllocator.h>
@@ -42,70 +43,77 @@ b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
case e_distanceJoint:
{
void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
joint = new (mem) b2DistanceJoint((b2DistanceJointDef*)def);
joint = new (mem) b2DistanceJoint(static_cast<const b2DistanceJointDef*>(def));
}
break;
case e_mouseJoint:
{
void* mem = allocator->Allocate(sizeof(b2MouseJoint));
joint = new (mem) b2MouseJoint((b2MouseJointDef*)def);
joint = new (mem) b2MouseJoint(static_cast<const b2MouseJointDef*>(def));
}
break;
case e_prismaticJoint:
{
void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
joint = new (mem) b2PrismaticJoint((b2PrismaticJointDef*)def);
joint = new (mem) b2PrismaticJoint(static_cast<const b2PrismaticJointDef*>(def));
}
break;
case e_revoluteJoint:
{
void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
joint = new (mem) b2RevoluteJoint((b2RevoluteJointDef*)def);
joint = new (mem) b2RevoluteJoint(static_cast<const b2RevoluteJointDef*>(def));
}
break;
case e_pulleyJoint:
{
void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
joint = new (mem) b2PulleyJoint((b2PulleyJointDef*)def);
joint = new (mem) b2PulleyJoint(static_cast<const b2PulleyJointDef*>(def));
}
break;
case e_gearJoint:
{
void* mem = allocator->Allocate(sizeof(b2GearJoint));
joint = new (mem) b2GearJoint((b2GearJointDef*)def);
joint = new (mem) b2GearJoint(static_cast<const b2GearJointDef*>(def));
}
break;
case e_wheelJoint:
{
void* mem = allocator->Allocate(sizeof(b2WheelJoint));
joint = new (mem) b2WheelJoint((b2WheelJointDef*)def);
joint = new (mem) b2WheelJoint(static_cast<const b2WheelJointDef*>(def));
}
break;
case e_weldJoint:
{
void* mem = allocator->Allocate(sizeof(b2WeldJoint));
joint = new (mem) b2WeldJoint((b2WeldJointDef*)def);
joint = new (mem) b2WeldJoint(static_cast<const b2WeldJointDef*>(def));
}
break;
case e_frictionJoint:
{
void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
joint = new (mem) b2FrictionJoint((b2FrictionJointDef*)def);
joint = new (mem) b2FrictionJoint(static_cast<const b2FrictionJointDef*>(def));
}
break;
case e_ropeJoint:
{
void* mem = allocator->Allocate(sizeof(b2RopeJoint));
joint = new (mem) b2RopeJoint((b2RopeJointDef*)def);
joint = new (mem) b2RopeJoint(static_cast<const b2RopeJointDef*>(def));
}
break;
case e_motorJoint:
{
void* mem = allocator->Allocate(sizeof(b2MotorJoint));
joint = new (mem) b2MotorJoint(static_cast<const b2MotorJointDef*>(def));
}
break;
@@ -162,6 +170,10 @@ void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
allocator->Free(joint, sizeof(b2RopeJoint));
break;
case e_motorJoint:
allocator->Free(joint, sizeof(b2MotorJoint));
break;
default:
b2Assert(false);
break;
@@ -38,7 +38,8 @@ enum b2JointType
e_wheelJoint,
e_weldJoint,
e_frictionJoint,
e_ropeJoint
e_ropeJoint,
e_motorJoint
};
enum b2LimitState
@@ -145,6 +146,9 @@ public:
/// Dump this joint to the log file.
virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
/// Shift the origin for any points stored in world coordinates.
virtual void ShiftOrigin(const b2Vec2& newOrigin) { B2_NOT_USED(newOrigin); }
protected:
friend class b2World;
friend class b2Body;
+304
View File
@@ -0,0 +1,304 @@
/*
* Copyright (c) 2006-2012 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Dynamics/Joints/b2MotorJoint.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/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 b2MotorJointDef::Initialize(b2Body* bA, b2Body* bB)
{
bodyA = bA;
bodyB = bB;
b2Vec2 xB = bodyB->GetPosition();
linearOffset = bodyA->GetLocalPoint(xB);
float32 angleA = bodyA->GetAngle();
float32 angleB = bodyB->GetAngle();
angularOffset = angleB - angleA;
}
b2MotorJoint::b2MotorJoint(const b2MotorJointDef* def)
: b2Joint(def)
{
m_linearOffset = def->linearOffset;
m_angularOffset = def->angularOffset;
m_linearImpulse.SetZero();
m_angularImpulse = 0.0f;
m_maxForce = def->maxForce;
m_maxTorque = def->maxTorque;
m_correctionFactor = def->correctionFactor;
}
void b2MotorJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
// Compute the effective mass matrix.
m_rA = b2Mul(qA, -m_localCenterA);
m_rB = b2Mul(qB, -m_localCenterB);
// J = [-I -r1_skew I r2_skew]
// [ 0 -1 0 1]
// r_skew = [-ry; rx]
// Matlab
// K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
// [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
// [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Mat22 K;
K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
K.ey.x = K.ex.y;
K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
m_linearMass = K.GetInverse();
m_angularMass = iA + iB;
if (m_angularMass > 0.0f)
{
m_angularMass = 1.0f / m_angularMass;
}
m_linearError = cB + m_rB - cA - m_rA - b2Mul(qA, m_linearOffset);
m_angularError = aB - aA - m_angularOffset;
if (data.step.warmStarting)
{
// Scale impulses to support a variable time step.
m_linearImpulse *= data.step.dtRatio;
m_angularImpulse *= data.step.dtRatio;
b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
vA -= mA * P;
wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
vB += mB * P;
wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
}
else
{
m_linearImpulse.SetZero();
m_angularImpulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2MotorJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
float32 h = data.step.dt;
float32 inv_h = data.step.inv_dt;
// Solve angular friction
{
float32 Cdot = wB - wA + inv_h * m_correctionFactor * m_angularError;
float32 impulse = -m_angularMass * Cdot;
float32 oldImpulse = m_angularImpulse;
float32 maxImpulse = h * m_maxTorque;
m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_angularImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
// Solve linear friction
{
b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA) + inv_h * m_correctionFactor * m_linearError;
b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
b2Vec2 oldImpulse = m_linearImpulse;
m_linearImpulse += impulse;
float32 maxImpulse = h * m_maxForce;
if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
{
m_linearImpulse.Normalize();
m_linearImpulse *= maxImpulse;
}
impulse = m_linearImpulse - oldImpulse;
vA -= mA * impulse;
wA -= iA * b2Cross(m_rA, impulse);
vB += mB * impulse;
wB += iB * b2Cross(m_rB, impulse);
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2MotorJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(data);
return true;
}
b2Vec2 b2MotorJoint::GetAnchorA() const
{
return m_bodyA->GetPosition();
}
b2Vec2 b2MotorJoint::GetAnchorB() const
{
return m_bodyB->GetPosition();
}
b2Vec2 b2MotorJoint::GetReactionForce(float32 inv_dt) const
{
return inv_dt * m_linearImpulse;
}
float32 b2MotorJoint::GetReactionTorque(float32 inv_dt) const
{
return inv_dt * m_angularImpulse;
}
void b2MotorJoint::SetMaxForce(float32 force)
{
b2Assert(b2IsValid(force) && force >= 0.0f);
m_maxForce = force;
}
float32 b2MotorJoint::GetMaxForce() const
{
return m_maxForce;
}
void b2MotorJoint::SetMaxTorque(float32 torque)
{
b2Assert(b2IsValid(torque) && torque >= 0.0f);
m_maxTorque = torque;
}
float32 b2MotorJoint::GetMaxTorque() const
{
return m_maxTorque;
}
void b2MotorJoint::SetCorrectionFactor(float32 factor)
{
b2Assert(b2IsValid(factor) && 0.0f <= factor && factor <= 1.0f);
m_correctionFactor = factor;
}
float32 b2MotorJoint::GetCorrectionFactor() const
{
return m_correctionFactor;
}
void b2MotorJoint::SetLinearOffset(const b2Vec2& linearOffset)
{
if (linearOffset.x != m_linearOffset.x || linearOffset.y != m_linearOffset.y)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_linearOffset = linearOffset;
}
}
const b2Vec2& b2MotorJoint::GetLinearOffset() const
{
return m_linearOffset;
}
void b2MotorJoint::SetAngularOffset(float32 angularOffset)
{
if (angularOffset != m_angularOffset)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_angularOffset = angularOffset;
}
}
float32 b2MotorJoint::GetAngularOffset() const
{
return m_angularOffset;
}
void b2MotorJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2MotorJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.linearOffset.Set(%.15lef, %.15lef);\n", m_linearOffset.x, m_linearOffset.y);
b2Log(" jd.angularOffset = %.15lef;\n", m_angularOffset);
b2Log(" jd.maxForce = %.15lef;\n", m_maxForce);
b2Log(" jd.maxTorque = %.15lef;\n", m_maxTorque);
b2Log(" jd.correctionFactor = %.15lef;\n", m_correctionFactor);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}
+133
View File
@@ -0,0 +1,133 @@
/*
* Copyright (c) 2006-2012 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_MOTOR_JOINT_H
#define B2_MOTOR_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Motor joint definition.
struct b2MotorJointDef : public b2JointDef
{
b2MotorJointDef()
{
type = e_motorJoint;
linearOffset.SetZero();
angularOffset = 0.0f;
maxForce = 1.0f;
maxTorque = 1.0f;
correctionFactor = 0.3f;
}
/// Initialize the bodies and offsets using the current transforms.
void Initialize(b2Body* bodyA, b2Body* bodyB);
/// Position of bodyB minus the position of bodyA, in bodyA's frame, in meters.
b2Vec2 linearOffset;
/// The bodyB angle minus bodyA angle in radians.
float32 angularOffset;
/// The maximum motor force in N.
float32 maxForce;
/// The maximum motor torque in N-m.
float32 maxTorque;
/// Position correction factor in the range [0,1].
float32 correctionFactor;
};
/// A motor joint is used to control the relative motion
/// between two bodies. A typical usage is to control the movement
/// of a dynamic body with respect to the ground.
class b2MotorJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Set/get the target linear offset, in frame A, in meters.
void SetLinearOffset(const b2Vec2& linearOffset);
const b2Vec2& GetLinearOffset() const;
/// Set/get the target angular offset, in radians.
void SetAngularOffset(float32 angularOffset);
float32 GetAngularOffset() const;
/// Set the maximum friction force in N.
void SetMaxForce(float32 force);
/// Get the maximum friction force in N.
float32 GetMaxForce() const;
/// Set the maximum friction torque in N*m.
void SetMaxTorque(float32 torque);
/// Get the maximum friction torque in N*m.
float32 GetMaxTorque() const;
/// Set the position correction factor in the range [0,1].
void SetCorrectionFactor(float32 factor);
/// Get the position correction factor in the range [0,1].
float32 GetCorrectionFactor() const;
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
b2MotorJoint(const b2MotorJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_linearOffset;
float32 m_angularOffset;
b2Vec2 m_linearImpulse;
float32 m_angularImpulse;
float32 m_maxForce;
float32 m_maxTorque;
float32 m_correctionFactor;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
b2Vec2 m_linearError;
float32 m_angularError;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat22 m_linearMass;
float32 m_angularMass;
};
#endif
@@ -215,3 +215,8 @@ float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const
{
return inv_dt * 0.0f;
}
void b2MouseJoint::ShiftOrigin(const b2Vec2& newOrigin)
{
m_targetA -= newOrigin;
}
@@ -92,6 +92,9 @@ public:
/// The mouse joint does not support dumping.
void Dump() { b2Log("Mouse joint dumping is not supported.\n"); }
/// Implement b2Joint::ShiftOrigin
void ShiftOrigin(const b2Vec2& newOrigin);
protected:
friend class b2Joint;
@@ -108,7 +108,7 @@ b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* def)
m_referenceAngle = def->referenceAngle;
m_impulse.SetZero();
m_motorMass = 0.0;
m_motorMass = 0.0f;
m_motorImpulse = 0.0f;
m_lowerTranslation = def->lowerTranslation;
@@ -349,17 +349,6 @@ void b2PrismaticJoint::SolveVelocityConstraints(const b2SolverData& data)
vB += mB * P;
wB += iB * LB;
b2Vec2 Cdot10 = Cdot1;
Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
Cdot1.y = wB - wA;
if (b2Abs(Cdot1.x) > 0.01f || b2Abs(Cdot1.y) > 0.01f)
{
b2Vec2 test = b2Mul22(m_K, df);
Cdot1.x += 0.0f;
}
}
data.velocities[m_indexA].v = vA;
@@ -292,6 +292,21 @@ b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
}
float32 b2PulleyJoint::GetLengthA() const
{
return m_lengthA;
}
float32 b2PulleyJoint::GetLengthB() const
{
return m_lengthB;
}
float32 b2PulleyJoint::GetRatio() const
{
return m_ratio;
}
float32 b2PulleyJoint::GetCurrentLengthA() const
{
b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA);
b2Vec2 s = m_groundAnchorA;
@@ -299,7 +314,7 @@ float32 b2PulleyJoint::GetLengthA() const
return d.Length();
}
float32 b2PulleyJoint::GetLengthB() const
float32 b2PulleyJoint::GetCurrentLengthB() const
{
b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB);
b2Vec2 s = m_groundAnchorB;
@@ -307,11 +322,6 @@ float32 b2PulleyJoint::GetLengthB() const
return d.Length();
}
float32 b2PulleyJoint::GetRatio() const
{
return m_ratio;
}
void b2PulleyJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
@@ -330,3 +340,9 @@ void b2PulleyJoint::Dump()
b2Log(" jd.ratio = %.15lef;\n", m_ratio);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}
void b2PulleyJoint::ShiftOrigin(const b2Vec2& newOrigin)
{
m_groundAnchorA -= newOrigin;
m_groundAnchorB -= newOrigin;
}
@@ -100,9 +100,18 @@ public:
/// Get the pulley ratio.
float32 GetRatio() const;
/// Get the current length of the segment attached to bodyA.
float32 GetCurrentLengthA() const;
/// Get the current length of the segment attached to bodyB.
float32 GetCurrentLengthB() const;
/// Dump joint to dmLog
void Dump();
/// Implement b2Joint::ShiftOrigin
void ShiftOrigin(const b2Vec2& newOrigin);
protected:
friend class b2Joint;
@@ -72,12 +72,10 @@ void b2RevoluteJoint::InitVelocityConstraints(const b2SolverData& data)
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
@@ -66,12 +66,10 @@ void b2WeldJoint::InitVelocityConstraints(const b2SolverData& data)
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
@@ -55,7 +55,7 @@ b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def)
m_mass = 0.0f;
m_impulse = 0.0f;
m_motorMass = 0.0;
m_motorMass = 0.0f;
m_motorImpulse = 0.0f;
m_springMass = 0.0f;
m_springImpulse = 0.0f;
@@ -79,8 +79,6 @@ struct b2WheelJointDef : public b2JointDef
class b2WheelJoint : public b2Joint
{
public:
void GetDefinition(b2WheelJointDef* def) const;
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
+40 -5
View File
@@ -141,10 +141,25 @@ void b2Body::SetType(b2BodyType type)
m_force.SetZero();
m_torque = 0.0f;
// Since the body type changed, we need to flag contacts for filtering.
// Delete the attached contacts.
b2ContactEdge* ce = m_contactList;
while (ce)
{
b2ContactEdge* ce0 = ce;
ce = ce->next;
m_world->m_contactManager.Destroy(ce0->contact);
}
m_contactList = NULL;
// Touch the proxies so that new contacts will be created (when appropriate)
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
f->Refilter();
int32 proxyCount = f->m_proxyCount;
for (int32 i = 0; i < proxyCount; ++i)
{
broadPhase->TouchProxy(f->m_proxies[i].proxyId);
}
}
}
@@ -421,8 +436,6 @@ void b2Body::SetTransform(const b2Vec2& position, float32 angle)
{
f->Synchronize(broadPhase, m_xf, m_xf);
}
m_world->m_contactManager.FindNewContacts();
}
void b2Body::SynchronizeFixtures()
@@ -483,6 +496,28 @@ void b2Body::SetActive(bool flag)
}
}
void b2Body::SetFixedRotation(bool flag)
{
bool status = (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
if (status == flag)
{
return;
}
if (flag)
{
m_flags |= e_fixedRotationFlag;
}
else
{
m_flags &= ~e_fixedRotationFlag;
}
m_angularVelocity = 0.0f;
ResetMassData();
}
void b2Body::Dump()
{
int32 bodyIndex = m_islandIndex;
@@ -511,4 +546,4 @@ void b2Body::Dump()
b2Log(" }\n");
}
b2Log("}\n");
}
}
+58 -44
View File
@@ -154,8 +154,8 @@ 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);
@@ -184,7 +184,7 @@ 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.
@@ -199,28 +199,33 @@ public:
/// 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).
void ApplyForceToCenter(const b2Vec2& force);
/// @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(float32 torque, bool wake);
/// Apply an impulse at a point. This immediately modifies the velocity.
/// It also modifies the angular velocity if the point of application
/// is not at the center of mass. This wakes up the body.
/// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
/// @param point the world position of the point of application.
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 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(float32 impulse, bool wake);
/// Get the total mass of the body.
/// @return the mass, usually in kilograms (kg).
@@ -315,11 +320,11 @@ 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
@@ -387,15 +392,16 @@ private:
friend class b2Contact;
friend class b2DistanceJoint;
friend class b2FrictionJoint;
friend class b2GearJoint;
friend class b2WheelJoint;
friend class b2MotorJoint;
friend class b2MouseJoint;
friend class b2PrismaticJoint;
friend class b2PulleyJoint;
friend class b2RevoluteJoint;
friend class b2WeldJoint;
friend class b2FrictionJoint;
friend class b2RopeJoint;
friend class b2WeldJoint;
friend class b2WheelJoint;
// m_flags
enum
@@ -505,7 +511,7 @@ inline void b2Body::SetLinearVelocity(const b2Vec2& v)
m_linearVelocity = v;
}
inline b2Vec2 b2Body::GetLinearVelocity() const
inline const b2Vec2& b2Body::GetLinearVelocity() const
{
return m_linearVelocity;
}
@@ -655,20 +661,6 @@ inline bool b2Body::IsActive() 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();
}
inline bool b2Body::IsFixedRotation() const
{
return (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
@@ -742,79 +734,101 @@ inline void* b2Body::GetUserData() const
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::ApplyForceToCenter(const b2Vec2& force)
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_force += force;
// Don't accumulate a force if the body is sleeping
if (m_flags & e_awakeFlag)
{
m_force += force;
}
}
inline void b2Body::ApplyTorque(float32 torque)
inline void b2Body::ApplyTorque(float32 torque, 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_torque += torque;
}
}
inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point)
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_linearVelocity += m_invMass * impulse;
m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, 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::ApplyAngularImpulse(float32 impulse)
inline void b2Body::ApplyAngularImpulse(float32 impulse, 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_angularVelocity += m_invI * impulse;
}
}
inline void b2Body::SynchronizeTransform()
@@ -286,8 +286,11 @@ void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
bodyB->m_contactList = &c->m_nodeB;
// Wake up the bodies
bodyA->SetAwake(true);
bodyB->SetAwake(true);
if (fixtureA->IsSensor() == false && fixtureB->IsSensor() == false)
{
bodyA->SetAwake(true);
bodyB->SetAwake(true);
}
++m_contactCount;
}
+2 -2
View File
@@ -267,11 +267,11 @@ void b2Fixture::Dump(int32 bodyIndex)
b2PolygonShape* s = (b2PolygonShape*)m_shape;
b2Log(" b2PolygonShape shape;\n");
b2Log(" b2Vec2 vs[%d];\n", b2_maxPolygonVertices);
for (int32 i = 0; i < s->m_vertexCount; ++i)
for (int32 i = 0; i < s->m_count; ++i)
{
b2Log(" vs[%d].Set(%.15lef, %.15lef);\n", i, s->m_vertices[i].x, s->m_vertices[i].y);
}
b2Log(" shape.Set(vs, %d);\n", s->m_vertexCount);
b2Log(" shape.Set(vs, %d);\n", s->m_count);
}
break;
+4 -4
View File
@@ -211,10 +211,10 @@ void b2Island::Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& g
// 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
v *= b2Clamp(1.0f - h * b->m_linearDamping, 0.0f, 1.0f);
w *= b2Clamp(1.0f - h * b->m_angularDamping, 0.0f, 1.0f);
// Pade approximation:
// v2 = v1 * 1 / (1 + c * dt)
v *= 1.0f / (1.0f + h * b->m_linearDamping);
w *= 1.0f / (1.0f + h * b->m_angularDamping);
}
m_positions[i].c = c;
+24 -1
View File
@@ -1073,7 +1073,7 @@ void b2World::DrawShape(b2Fixture* fixture, const b2Transform& xf, const b2Color
case b2Shape::e_polygon:
{
b2PolygonShape* poly = (b2PolygonShape*)fixture->GetShape();
int32 vertexCount = poly->m_vertexCount;
int32 vertexCount = poly->m_count;
b2Assert(vertexCount <= b2_maxPolygonVertices);
b2Vec2 vertices[b2_maxPolygonVertices];
@@ -1256,6 +1256,29 @@ float32 b2World::GetTreeQuality() const
return m_contactManager.m_broadPhase.GetTreeQuality();
}
void b2World::ShiftOrigin(const b2Vec2& newOrigin)
{
b2Assert((m_flags & e_locked) == 0);
if ((m_flags & e_locked) == e_locked)
{
return;
}
for (b2Body* b = m_bodyList; b; b = b->m_next)
{
b->m_xf.p -= newOrigin;
b->m_sweep.c0 -= newOrigin;
b->m_sweep.c -= newOrigin;
}
for (b2Joint* j = m_jointList; j; j = j->m_next)
{
j->ShiftOrigin(newOrigin);
}
m_contactManager.m_broadPhase.ShiftOrigin(newOrigin);
}
void b2World::Dump()
{
if ((m_flags & e_locked) == e_locked)
+6 -1
View File
@@ -104,7 +104,7 @@ public:
/// @see SetAutoClearForces
void ClearForces();
/// Call this to draw shapes and other debug draw data.
/// Call this to draw shapes and other debug draw data. This is intentionally non-const.
void DrawDebugData();
/// Query the world for all fixtures that potentially overlap the
@@ -194,6 +194,11 @@ 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;