mirror of
https://github.com/love2d/love.git
synced 2026-08-16 16:20:42 +02:00
Updated box2d from 2.2.1 to 2.3.0
--HG-- branch : box2d-2.3
This commit is contained in:
@@ -23,7 +23,6 @@
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#include <Box2D/Collision/Shapes/b2EdgeShape.h>
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#include <new>
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using namespace std;
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b2Contact* b2ChainAndCircleContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
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{
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@@ -23,7 +23,6 @@
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#include <Box2D/Collision/Shapes/b2EdgeShape.h>
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#include <new>
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using namespace std;
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b2Contact* b2ChainAndPolygonContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
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{
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@@ -24,7 +24,6 @@
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#include <Box2D/Collision/b2TimeOfImpact.h>
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#include <new>
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using namespace std;
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b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
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{
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@@ -102,14 +102,19 @@ void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
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{
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b2Assert(s_initialized == true);
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if (contact->m_manifold.pointCount > 0)
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b2Fixture* fixtureA = contact->m_fixtureA;
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b2Fixture* fixtureB = contact->m_fixtureB;
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if (contact->m_manifold.pointCount > 0 &&
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fixtureA->IsSensor() == false &&
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fixtureB->IsSensor() == false)
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{
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contact->GetFixtureA()->GetBody()->SetAwake(true);
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contact->GetFixtureB()->GetBody()->SetAwake(true);
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fixtureA->GetBody()->SetAwake(true);
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fixtureB->GetBody()->SetAwake(true);
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}
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b2Shape::Type typeA = contact->GetFixtureA()->GetType();
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b2Shape::Type typeB = contact->GetFixtureB()->GetType();
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b2Shape::Type typeA = fixtureA->GetType();
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b2Shape::Type typeB = fixtureB->GetType();
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b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
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b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
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@@ -147,6 +152,8 @@ b2Contact::b2Contact(b2Fixture* fA, int32 indexA, b2Fixture* fB, int32 indexB)
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m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
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m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
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m_tangentSpeed = 0.0f;
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}
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// Update the contact manifold and touching status.
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@@ -36,7 +36,7 @@ class b2ContactListener;
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/// For example, anything slides on ice.
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inline float32 b2MixFriction(float32 friction1, float32 friction2)
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{
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return std::sqrt(friction1 * friction2);
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return b2Sqrt(friction1 * friction2);
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}
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/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
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@@ -135,6 +135,12 @@ public:
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/// Reset the restitution to the default value.
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void ResetRestitution();
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/// Set the desired tangent speed for a conveyor belt behavior. In meters per second.
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void SetTangentSpeed(float32 speed);
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/// Get the desired tangent speed. In meters per second.
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float32 GetTangentSpeed() const;
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/// Evaluate this contact with your own manifold and transforms.
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virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
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@@ -209,6 +215,8 @@ protected:
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float32 m_friction;
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float32 m_restitution;
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float32 m_tangentSpeed;
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};
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inline b2Manifold* b2Contact::GetManifold()
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@@ -328,4 +336,14 @@ inline void b2Contact::ResetRestitution()
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m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
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}
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inline void b2Contact::SetTangentSpeed(float32 speed)
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{
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m_tangentSpeed = speed;
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}
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inline float32 b2Contact::GetTangentSpeed() const
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{
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return m_tangentSpeed;
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}
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#endif
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@@ -73,6 +73,7 @@ b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)
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b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
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vc->friction = contact->m_friction;
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vc->restitution = contact->m_restitution;
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vc->tangentSpeed = contact->m_tangentSpeed;
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vc->indexA = bodyA->m_islandIndex;
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vc->indexB = bodyB->m_islandIndex;
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vc->invMassA = bodyA->m_invMass;
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@@ -320,7 +321,7 @@ void b2ContactSolver::SolveVelocityConstraints()
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b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
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// Compute tangent force
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float32 vt = b2Dot(dv, tangent);
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float32 vt = b2Dot(dv, tangent) - vc->tangentSpeed;
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float32 lambda = vcp->tangentMass * (-vt);
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// b2Clamp the accumulated force
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@@ -763,8 +764,8 @@ bool b2ContactSolver::SolveTOIPositionConstraints(int32 toiIndexA, int32 toiInde
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iA = pc->invIA;
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}
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float32 mB = pc->invMassB;
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float32 iB = pc->invIB;
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float32 mB = 0.0f;
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float32 iB = 0.;
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if (indexB == toiIndexA || indexB == toiIndexB)
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{
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mB = pc->invMassB;
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@@ -51,6 +51,7 @@ struct b2ContactVelocityConstraint
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float32 invIA, invIB;
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float32 friction;
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float32 restitution;
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float32 tangentSpeed;
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int32 pointCount;
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int32 contactIndex;
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};
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@@ -21,7 +21,6 @@
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#include <Box2D/Dynamics/b2Fixture.h>
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#include <new>
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using namespace std;
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b2Contact* b2EdgeAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
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{
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@@ -21,7 +21,6 @@
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#include <Box2D/Dynamics/b2Fixture.h>
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#include <new>
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using namespace std;
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b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
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{
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@@ -21,7 +21,6 @@
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#include <Box2D/Dynamics/b2Fixture.h>
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#include <new>
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using namespace std;
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b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
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{
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@@ -24,7 +24,6 @@
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#include <Box2D/Dynamics/b2WorldCallbacks.h>
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#include <new>
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using namespace std;
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b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
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{
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@@ -147,22 +147,18 @@ void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
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m_iC = m_bodyC->m_invI;
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m_iD = m_bodyD->m_invI;
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b2Vec2 cA = data.positions[m_indexA].c;
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float32 aA = data.positions[m_indexA].a;
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b2Vec2 vA = data.velocities[m_indexA].v;
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float32 wA = data.velocities[m_indexA].w;
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b2Vec2 cB = data.positions[m_indexB].c;
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float32 aB = data.positions[m_indexB].a;
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b2Vec2 vB = data.velocities[m_indexB].v;
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float32 wB = data.velocities[m_indexB].w;
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b2Vec2 cC = data.positions[m_indexC].c;
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float32 aC = data.positions[m_indexC].a;
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b2Vec2 vC = data.velocities[m_indexC].v;
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float32 wC = data.velocities[m_indexC].w;
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b2Vec2 cD = data.positions[m_indexD].c;
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float32 aD = data.positions[m_indexD].a;
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b2Vec2 vD = data.velocities[m_indexD].v;
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float32 wD = data.velocities[m_indexD].w;
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@@ -27,6 +27,7 @@
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#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
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#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
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#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
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#include <Box2D/Dynamics/Joints/b2MotorJoint.h>
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#include <Box2D/Dynamics/b2Body.h>
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#include <Box2D/Dynamics/b2World.h>
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#include <Box2D/Common/b2BlockAllocator.h>
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@@ -42,70 +43,77 @@ b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
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case e_distanceJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
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joint = new (mem) b2DistanceJoint((b2DistanceJointDef*)def);
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joint = new (mem) b2DistanceJoint(static_cast<const b2DistanceJointDef*>(def));
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}
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break;
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case e_mouseJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2MouseJoint));
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joint = new (mem) b2MouseJoint((b2MouseJointDef*)def);
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joint = new (mem) b2MouseJoint(static_cast<const b2MouseJointDef*>(def));
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}
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break;
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case e_prismaticJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
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joint = new (mem) b2PrismaticJoint((b2PrismaticJointDef*)def);
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joint = new (mem) b2PrismaticJoint(static_cast<const b2PrismaticJointDef*>(def));
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}
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break;
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case e_revoluteJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
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joint = new (mem) b2RevoluteJoint((b2RevoluteJointDef*)def);
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joint = new (mem) b2RevoluteJoint(static_cast<const b2RevoluteJointDef*>(def));
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}
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break;
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case e_pulleyJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
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joint = new (mem) b2PulleyJoint((b2PulleyJointDef*)def);
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joint = new (mem) b2PulleyJoint(static_cast<const b2PulleyJointDef*>(def));
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}
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break;
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case e_gearJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2GearJoint));
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joint = new (mem) b2GearJoint((b2GearJointDef*)def);
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joint = new (mem) b2GearJoint(static_cast<const b2GearJointDef*>(def));
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}
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break;
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case e_wheelJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2WheelJoint));
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joint = new (mem) b2WheelJoint((b2WheelJointDef*)def);
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joint = new (mem) b2WheelJoint(static_cast<const b2WheelJointDef*>(def));
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}
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break;
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case e_weldJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2WeldJoint));
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joint = new (mem) b2WeldJoint((b2WeldJointDef*)def);
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joint = new (mem) b2WeldJoint(static_cast<const b2WeldJointDef*>(def));
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}
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break;
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case e_frictionJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
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joint = new (mem) b2FrictionJoint((b2FrictionJointDef*)def);
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joint = new (mem) b2FrictionJoint(static_cast<const b2FrictionJointDef*>(def));
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}
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break;
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case e_ropeJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2RopeJoint));
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joint = new (mem) b2RopeJoint((b2RopeJointDef*)def);
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joint = new (mem) b2RopeJoint(static_cast<const b2RopeJointDef*>(def));
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}
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break;
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case e_motorJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2MotorJoint));
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joint = new (mem) b2MotorJoint(static_cast<const b2MotorJointDef*>(def));
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}
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break;
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@@ -162,6 +170,10 @@ void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
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allocator->Free(joint, sizeof(b2RopeJoint));
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break;
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case e_motorJoint:
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allocator->Free(joint, sizeof(b2MotorJoint));
|
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break;
|
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default:
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b2Assert(false);
|
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break;
|
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|
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@@ -38,7 +38,8 @@ enum b2JointType
|
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e_wheelJoint,
|
||||
e_weldJoint,
|
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e_frictionJoint,
|
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e_ropeJoint
|
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e_ropeJoint,
|
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e_motorJoint
|
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};
|
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|
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enum b2LimitState
|
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@@ -145,6 +146,9 @@ public:
|
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/// Dump this joint to the log file.
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virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
|
||||
|
||||
/// Shift the origin for any points stored in world coordinates.
|
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virtual void ShiftOrigin(const b2Vec2& newOrigin) { B2_NOT_USED(newOrigin); }
|
||||
|
||||
protected:
|
||||
friend class b2World;
|
||||
friend class b2Body;
|
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|
||||
+304
@@ -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
@@ -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;
|
||||
|
||||
|
||||
@@ -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");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user