mirror of
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synced 2026-08-16 16:20:42 +02:00
Update to box2d 2.4.1
This commit is contained in:
@@ -0,0 +1,52 @@
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
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// SOFTWARE.
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#ifndef B2_API_H
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#define B2_API_H
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#ifdef B2_SHARED
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#if defined _WIN32 || defined __CYGWIN__
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#ifdef box2d_EXPORTS
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#ifdef __GNUC__
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#define B2_API __attribute__ ((dllexport))
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#else
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#define B2_API __declspec(dllexport)
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#endif
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#else
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#ifdef __GNUC__
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#define B2_API __attribute__ ((dllimport))
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#else
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#define B2_API __declspec(dllimport)
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#endif
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#endif
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#else
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#if __GNUC__ >= 4
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#define B2_API __attribute__ ((visibility ("default")))
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#else
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#define B2_API
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#endif
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#endif
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#else
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#define B2_API
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#endif
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#endif
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@@ -23,7 +23,8 @@
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#ifndef B2_BLOCK_ALLOCATOR_H
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#define B2_BLOCK_ALLOCATOR_H
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#include "box2d/b2_settings.h"
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#include "b2_api.h"
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#include "b2_settings.h"
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const int32 b2_blockSizeCount = 14;
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@@ -33,7 +34,7 @@ struct b2Chunk;
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/// This is a small object allocator used for allocating small
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/// objects that persist for more than one time step.
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/// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
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class b2BlockAllocator
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class B2_API b2BlockAllocator
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{
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public:
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b2BlockAllocator();
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@@ -23,6 +23,7 @@
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#ifndef B2_BODY_H
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#define B2_BODY_H
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#include "b2_api.h"
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#include "b2_math.h"
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#include "b2_shape.h"
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@@ -44,19 +45,15 @@ enum b2BodyType
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b2_staticBody = 0,
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b2_kinematicBody,
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b2_dynamicBody
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// TODO_ERIN
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//b2_bulletBody,
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};
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/// A body definition holds all the data needed to construct a rigid body.
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/// You can safely re-use body definitions. Shapes are added to a body after construction.
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struct b2BodyDef
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struct B2_API b2BodyDef
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{
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/// This constructor sets the body definition default values.
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b2BodyDef()
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{
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userData = nullptr;
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position.Set(0.0f, 0.0f);
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angle = 0.0f;
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linearVelocity.Set(0.0f, 0.0f);
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@@ -121,14 +118,14 @@ struct b2BodyDef
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bool enabled;
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/// Use this to store application specific body data.
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void* userData;
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b2BodyUserData userData;
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/// Scale the gravity applied to this body.
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float gravityScale;
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};
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/// A rigid body. These are created via b2World::CreateBody.
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class b2Body
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class B2_API b2Body
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{
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public:
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/// Creates a fixture and attach it to this body. Use this function if you need
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@@ -379,10 +376,10 @@ public:
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const b2Body* GetNext() const;
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/// Get the user data pointer that was provided in the body definition.
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void* GetUserData() const;
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b2BodyUserData& GetUserData();
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/// Set the user data. Use this to store your application specific data.
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void SetUserData(void* data);
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void SetUserData(b2BodyUserData& data);
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/// Get the parent world of this body.
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b2World* GetWorld();
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@@ -398,7 +395,7 @@ private:
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friend class b2ContactManager;
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friend class b2ContactSolver;
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friend class b2Contact;
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friend class b2DistanceJoint;
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friend class b2FrictionJoint;
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friend class b2GearJoint;
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@@ -471,7 +468,7 @@ private:
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float m_sleepTime;
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void* m_userData;
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b2BodyUserData m_userData;
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};
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inline b2BodyType b2Body::GetType() const
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@@ -734,16 +731,16 @@ inline const b2Body* b2Body::GetNext() const
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return m_next;
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}
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inline void b2Body::SetUserData(void* data)
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{
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m_userData = data;
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}
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inline void* b2Body::GetUserData() const
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inline b2BodyUserData& b2Body::GetUserData()
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{
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return m_userData;
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}
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inline void b2Body::SetUserData(b2BodyUserData& userData)
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{
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m_userData = userData;
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}
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inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake)
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{
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if (m_type != b2_dynamicBody)
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@@ -23,11 +23,12 @@
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#ifndef B2_BROAD_PHASE_H
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#define B2_BROAD_PHASE_H
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#include "b2_api.h"
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#include "b2_settings.h"
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#include "b2_collision.h"
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#include "b2_dynamic_tree.h"
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struct b2Pair
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struct B2_API b2Pair
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{
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int32 proxyIdA;
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int32 proxyIdB;
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@@ -36,7 +37,7 @@ struct b2Pair
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/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
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/// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
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/// It is up to the client to consume the new pairs and to track subsequent overlap.
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class b2BroadPhase
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class B2_API b2BroadPhase
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{
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public:
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@@ -23,6 +23,7 @@
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#ifndef B2_CHAIN_SHAPE_H
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#define B2_CHAIN_SHAPE_H
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#include "b2_api.h"
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#include "b2_shape.h"
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class b2EdgeShape;
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@@ -32,7 +33,7 @@ class b2EdgeShape;
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/// This provides a counter-clockwise winding like the polygon shape.
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/// Connectivity information is used to create smooth collisions.
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/// @warning the chain will not collide properly if there are self-intersections.
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class b2ChainShape : public b2Shape
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class B2_API b2ChainShape : public b2Shape
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{
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public:
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b2ChainShape();
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@@ -23,10 +23,11 @@
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#ifndef B2_CIRCLE_SHAPE_H
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#define B2_CIRCLE_SHAPE_H
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#include "b2_api.h"
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#include "b2_shape.h"
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/// A solid circle shape
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class b2CircleShape : public b2Shape
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class B2_API b2CircleShape : public b2Shape
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{
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public:
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b2CircleShape();
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@@ -23,9 +23,11 @@
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#ifndef B2_COLLISION_H
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#define B2_COLLISION_H
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#include "b2_math.h"
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#include <limits.h>
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#include "b2_api.h"
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#include "b2_math.h"
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/// @file
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/// Structures and functions used for computing contact points, distance
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/// queries, and TOI queries.
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@@ -39,7 +41,7 @@ const uint8 b2_nullFeature = UCHAR_MAX;
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/// The features that intersect to form the contact point
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/// This must be 4 bytes or less.
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struct b2ContactFeature
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struct B2_API b2ContactFeature
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{
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enum Type
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{
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@@ -54,7 +56,7 @@ struct b2ContactFeature
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};
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/// Contact ids to facilitate warm starting.
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union b2ContactID
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union B2_API b2ContactID
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{
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b2ContactFeature cf;
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uint32 key; ///< Used to quickly compare contact ids.
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@@ -70,7 +72,7 @@ union b2ContactID
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/// This structure is stored across time steps, so we keep it small.
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/// Note: the impulses are used for internal caching and may not
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/// provide reliable contact forces, especially for high speed collisions.
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struct b2ManifoldPoint
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struct B2_API b2ManifoldPoint
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{
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b2Vec2 localPoint; ///< usage depends on manifold type
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float normalImpulse; ///< the non-penetration impulse
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@@ -94,7 +96,7 @@ struct b2ManifoldPoint
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/// account for movement, which is critical for continuous physics.
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/// All contact scenarios must be expressed in one of these types.
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/// This structure is stored across time steps, so we keep it small.
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struct b2Manifold
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struct B2_API b2Manifold
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{
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enum Type
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{
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@@ -111,7 +113,7 @@ struct b2Manifold
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};
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/// This is used to compute the current state of a contact manifold.
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struct b2WorldManifold
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struct B2_API b2WorldManifold
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{
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/// Evaluate the manifold with supplied transforms. This assumes
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/// modest motion from the original state. This does not change the
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@@ -137,18 +139,18 @@ enum b2PointState
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/// Compute the point states given two manifolds. The states pertain to the transition from manifold1
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/// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
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void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
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B2_API void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
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const b2Manifold* manifold1, const b2Manifold* manifold2);
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/// Used for computing contact manifolds.
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struct b2ClipVertex
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struct B2_API b2ClipVertex
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{
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b2Vec2 v;
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b2ContactID id;
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};
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/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
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struct b2RayCastInput
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struct B2_API b2RayCastInput
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{
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b2Vec2 p1, p2;
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float maxFraction;
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@@ -156,14 +158,14 @@ struct b2RayCastInput
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/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
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/// come from b2RayCastInput.
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struct b2RayCastOutput
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struct B2_API b2RayCastOutput
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{
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b2Vec2 normal;
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float fraction;
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};
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/// An axis aligned bounding box.
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struct b2AABB
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struct B2_API b2AABB
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{
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/// Verify that the bounds are sorted.
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bool IsValid() const;
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@@ -220,36 +222,36 @@ struct b2AABB
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};
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/// Compute the collision manifold between two circles.
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void b2CollideCircles(b2Manifold* manifold,
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B2_API void b2CollideCircles(b2Manifold* manifold,
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const b2CircleShape* circleA, const b2Transform& xfA,
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const b2CircleShape* circleB, const b2Transform& xfB);
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/// Compute the collision manifold between a polygon and a circle.
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void b2CollidePolygonAndCircle(b2Manifold* manifold,
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B2_API void b2CollidePolygonAndCircle(b2Manifold* manifold,
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const b2PolygonShape* polygonA, const b2Transform& xfA,
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const b2CircleShape* circleB, const b2Transform& xfB);
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/// Compute the collision manifold between two polygons.
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void b2CollidePolygons(b2Manifold* manifold,
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B2_API void b2CollidePolygons(b2Manifold* manifold,
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const b2PolygonShape* polygonA, const b2Transform& xfA,
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const b2PolygonShape* polygonB, const b2Transform& xfB);
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/// Compute the collision manifold between an edge and a circle.
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void b2CollideEdgeAndCircle(b2Manifold* manifold,
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B2_API void b2CollideEdgeAndCircle(b2Manifold* manifold,
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const b2EdgeShape* polygonA, const b2Transform& xfA,
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const b2CircleShape* circleB, const b2Transform& xfB);
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/// Compute the collision manifold between an edge and a polygon.
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void b2CollideEdgeAndPolygon(b2Manifold* manifold,
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B2_API void b2CollideEdgeAndPolygon(b2Manifold* manifold,
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const b2EdgeShape* edgeA, const b2Transform& xfA,
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const b2PolygonShape* circleB, const b2Transform& xfB);
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/// Clipping for contact manifolds.
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int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
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B2_API int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
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const b2Vec2& normal, float offset, int32 vertexIndexA);
|
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|
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/// Determine if two generic shapes overlap.
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bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
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B2_API bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
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const b2Shape* shapeB, int32 indexB,
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const b2Transform& xfA, const b2Transform& xfB);
|
||||
|
||||
|
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@@ -0,0 +1,138 @@
|
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// MIT License
|
||||
|
||||
// Copyright (c) 2019 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_COMMON_H
|
||||
#define B2_COMMON_H
|
||||
|
||||
#include "b2_settings.h"
|
||||
|
||||
#include <stddef.h>
|
||||
#include <assert.h>
|
||||
#include <float.h>
|
||||
|
||||
#if !defined(NDEBUG)
|
||||
#define b2DEBUG
|
||||
#endif
|
||||
|
||||
#define B2_NOT_USED(x) ((void)(x))
|
||||
#define b2Assert(A) assert(A)
|
||||
|
||||
#define b2_maxFloat FLT_MAX
|
||||
#define b2_epsilon FLT_EPSILON
|
||||
#define b2_pi 3.14159265359f
|
||||
|
||||
/// @file
|
||||
/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
|
||||
///
|
||||
|
||||
// Collision
|
||||
|
||||
/// The maximum number of contact points between two convex shapes. Do
|
||||
/// not change this value.
|
||||
#define b2_maxManifoldPoints 2
|
||||
|
||||
/// This is used to fatten AABBs in the dynamic tree. This allows proxies
|
||||
/// to move by a small amount without triggering a tree adjustment.
|
||||
/// This is in meters.
|
||||
#define b2_aabbExtension (0.1f * b2_lengthUnitsPerMeter)
|
||||
|
||||
/// This is used to fatten AABBs in the dynamic tree. This is used to predict
|
||||
/// the future position based on the current displacement.
|
||||
/// This is a dimensionless multiplier.
|
||||
#define b2_aabbMultiplier 4.0f
|
||||
|
||||
/// A small length used as a collision and constraint tolerance. Usually it is
|
||||
/// chosen to be numerically significant, but visually insignificant. In meters.
|
||||
#define b2_linearSlop (0.005f * b2_lengthUnitsPerMeter)
|
||||
|
||||
/// A small angle used as a collision and constraint tolerance. Usually it is
|
||||
/// chosen to be numerically significant, but visually insignificant.
|
||||
#define b2_angularSlop (2.0f / 180.0f * b2_pi)
|
||||
|
||||
/// The radius of the polygon/edge shape skin. This should not be modified. Making
|
||||
/// this smaller means polygons will have an insufficient buffer for continuous collision.
|
||||
/// Making it larger may create artifacts for vertex collision.
|
||||
#define b2_polygonRadius (2.0f * b2_linearSlop)
|
||||
|
||||
/// Maximum number of sub-steps per contact in continuous physics simulation.
|
||||
#define b2_maxSubSteps 8
|
||||
|
||||
|
||||
// Dynamics
|
||||
|
||||
/// Maximum number of contacts to be handled to solve a TOI impact.
|
||||
#define b2_maxTOIContacts 32
|
||||
|
||||
/// The maximum linear position correction used when solving constraints. This helps to
|
||||
/// prevent overshoot. Meters.
|
||||
#define b2_maxLinearCorrection (0.2f * b2_lengthUnitsPerMeter)
|
||||
|
||||
/// The maximum angular position correction used when solving constraints. This helps to
|
||||
/// prevent overshoot.
|
||||
#define b2_maxAngularCorrection (8.0f / 180.0f * b2_pi)
|
||||
|
||||
/// The maximum linear translation of a body per step. This limit is very large and is used
|
||||
/// to prevent numerical problems. You shouldn't need to adjust this. Meters.
|
||||
#define b2_maxTranslation (2.0f * b2_lengthUnitsPerMeter)
|
||||
#define b2_maxTranslationSquared (b2_maxTranslation * b2_maxTranslation)
|
||||
|
||||
/// The maximum angular velocity of a body. This limit is very large and is used
|
||||
/// to prevent numerical problems. You shouldn't need to adjust this.
|
||||
#define b2_maxRotation (0.5f * b2_pi)
|
||||
#define b2_maxRotationSquared (b2_maxRotation * b2_maxRotation)
|
||||
|
||||
/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
|
||||
/// that overlap is removed in one time step. However using values close to 1 often lead
|
||||
/// to overshoot.
|
||||
#define b2_baumgarte 0.2f
|
||||
#define b2_toiBaumgarte 0.75f
|
||||
|
||||
|
||||
// Sleep
|
||||
|
||||
/// The time that a body must be still before it will go to sleep.
|
||||
#define b2_timeToSleep 0.5f
|
||||
|
||||
/// A body cannot sleep if its linear velocity is above this tolerance.
|
||||
#define b2_linearSleepTolerance (0.01f * b2_lengthUnitsPerMeter)
|
||||
|
||||
/// A body cannot sleep if its angular velocity is above this tolerance.
|
||||
#define b2_angularSleepTolerance (2.0f / 180.0f * b2_pi)
|
||||
|
||||
/// Dump to a file. Only one dump file allowed at a time.
|
||||
void b2OpenDump(const char* fileName);
|
||||
void b2Dump(const char* string, ...);
|
||||
void b2CloseDump();
|
||||
|
||||
/// Version numbering scheme.
|
||||
/// See http://en.wikipedia.org/wiki/Software_versioning
|
||||
struct b2Version
|
||||
{
|
||||
int32 major; ///< significant changes
|
||||
int32 minor; ///< incremental changes
|
||||
int32 revision; ///< bug fixes
|
||||
};
|
||||
|
||||
/// Current version.
|
||||
extern B2_API b2Version b2_version;
|
||||
|
||||
#endif
|
||||
@@ -23,6 +23,7 @@
|
||||
#ifndef B2_CONTACT_H
|
||||
#define B2_CONTACT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_collision.h"
|
||||
#include "b2_fixture.h"
|
||||
#include "b2_math.h"
|
||||
@@ -50,12 +51,18 @@ inline float b2MixRestitution(float restitution1, float restitution2)
|
||||
return restitution1 > restitution2 ? restitution1 : restitution2;
|
||||
}
|
||||
|
||||
/// Restitution mixing law. This picks the lowest value.
|
||||
inline float b2MixRestitutionThreshold(float threshold1, float threshold2)
|
||||
{
|
||||
return threshold1 < threshold2 ? threshold1 : threshold2;
|
||||
}
|
||||
|
||||
typedef b2Contact* b2ContactCreateFcn( b2Fixture* fixtureA, int32 indexA,
|
||||
b2Fixture* fixtureB, int32 indexB,
|
||||
b2BlockAllocator* allocator);
|
||||
typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
|
||||
|
||||
struct b2ContactRegister
|
||||
struct B2_API b2ContactRegister
|
||||
{
|
||||
b2ContactCreateFcn* createFcn;
|
||||
b2ContactDestroyFcn* destroyFcn;
|
||||
@@ -67,7 +74,7 @@ struct b2ContactRegister
|
||||
/// is an edge. A contact edge belongs to a doubly linked list
|
||||
/// maintained in each attached body. Each contact has two contact
|
||||
/// nodes, one for each attached body.
|
||||
struct b2ContactEdge
|
||||
struct B2_API b2ContactEdge
|
||||
{
|
||||
b2Body* other; ///< provides quick access to the other body attached.
|
||||
b2Contact* contact; ///< the contact
|
||||
@@ -78,7 +85,7 @@ struct b2ContactEdge
|
||||
/// The class manages contact between two shapes. A contact exists for each overlapping
|
||||
/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
|
||||
/// that has no contact points.
|
||||
class b2Contact
|
||||
class B2_API b2Contact
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -139,6 +146,16 @@ public:
|
||||
/// Reset the restitution to the default value.
|
||||
void ResetRestitution();
|
||||
|
||||
/// Override the default restitution velocity threshold mixture. You can call this in b2ContactListener::PreSolve.
|
||||
/// The value persists until you set or reset.
|
||||
void SetRestitutionThreshold(float threshold);
|
||||
|
||||
/// Get the restitution threshold.
|
||||
float GetRestitutionThreshold() const;
|
||||
|
||||
/// Reset the restitution threshold to the default value.
|
||||
void ResetRestitutionThreshold();
|
||||
|
||||
/// Set the desired tangent speed for a conveyor belt behavior. In meters per second.
|
||||
void SetTangentSpeed(float speed);
|
||||
|
||||
@@ -219,6 +236,7 @@ protected:
|
||||
|
||||
float m_friction;
|
||||
float m_restitution;
|
||||
float m_restitutionThreshold;
|
||||
|
||||
float m_tangentSpeed;
|
||||
};
|
||||
@@ -340,6 +358,21 @@ inline void b2Contact::ResetRestitution()
|
||||
m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
|
||||
}
|
||||
|
||||
inline void b2Contact::SetRestitutionThreshold(float threshold)
|
||||
{
|
||||
m_restitutionThreshold = threshold;
|
||||
}
|
||||
|
||||
inline float b2Contact::GetRestitutionThreshold() const
|
||||
{
|
||||
return m_restitutionThreshold;
|
||||
}
|
||||
|
||||
inline void b2Contact::ResetRestitutionThreshold()
|
||||
{
|
||||
m_restitutionThreshold = b2MixRestitutionThreshold(m_fixtureA->m_restitutionThreshold, m_fixtureB->m_restitutionThreshold);
|
||||
}
|
||||
|
||||
inline void b2Contact::SetTangentSpeed(float speed)
|
||||
{
|
||||
m_tangentSpeed = speed;
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#ifndef B2_CONTACT_MANAGER_H
|
||||
#define B2_CONTACT_MANAGER_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_broad_phase.h"
|
||||
|
||||
class b2Contact;
|
||||
@@ -31,7 +32,7 @@ class b2ContactListener;
|
||||
class b2BlockAllocator;
|
||||
|
||||
// Delegate of b2World.
|
||||
class b2ContactManager
|
||||
class B2_API b2ContactManager
|
||||
{
|
||||
public:
|
||||
b2ContactManager();
|
||||
@@ -44,7 +45,7 @@ public:
|
||||
void Destroy(b2Contact* c);
|
||||
|
||||
void Collide();
|
||||
|
||||
|
||||
b2BroadPhase m_broadPhase;
|
||||
b2Contact* m_contactList;
|
||||
int32 m_contactCount;
|
||||
|
||||
@@ -23,13 +23,14 @@
|
||||
#ifndef B2_DISTANCE_H
|
||||
#define B2_DISTANCE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
|
||||
class b2Shape;
|
||||
|
||||
/// A distance proxy is used by the GJK algorithm.
|
||||
/// It encapsulates any shape.
|
||||
struct b2DistanceProxy
|
||||
struct B2_API b2DistanceProxy
|
||||
{
|
||||
b2DistanceProxy() : m_vertices(nullptr), m_count(0), m_radius(0.0f) {}
|
||||
|
||||
@@ -61,7 +62,7 @@ struct b2DistanceProxy
|
||||
|
||||
/// Used to warm start b2Distance.
|
||||
/// Set count to zero on first call.
|
||||
struct b2SimplexCache
|
||||
struct B2_API b2SimplexCache
|
||||
{
|
||||
float metric; ///< length or area
|
||||
uint16 count;
|
||||
@@ -71,8 +72,8 @@ struct b2SimplexCache
|
||||
|
||||
/// Input for b2Distance.
|
||||
/// You have to option to use the shape radii
|
||||
/// in the computation. Even
|
||||
struct b2DistanceInput
|
||||
/// in the computation. Even
|
||||
struct B2_API b2DistanceInput
|
||||
{
|
||||
b2DistanceProxy proxyA;
|
||||
b2DistanceProxy proxyB;
|
||||
@@ -82,7 +83,7 @@ struct b2DistanceInput
|
||||
};
|
||||
|
||||
/// Output for b2Distance.
|
||||
struct b2DistanceOutput
|
||||
struct B2_API b2DistanceOutput
|
||||
{
|
||||
b2Vec2 pointA; ///< closest point on shapeA
|
||||
b2Vec2 pointB; ///< closest point on shapeB
|
||||
@@ -93,12 +94,12 @@ struct b2DistanceOutput
|
||||
/// Compute the closest points between two shapes. Supports any combination of:
|
||||
/// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
|
||||
/// On the first call set b2SimplexCache.count to zero.
|
||||
void b2Distance(b2DistanceOutput* output,
|
||||
b2SimplexCache* cache,
|
||||
B2_API void b2Distance(b2DistanceOutput* output,
|
||||
b2SimplexCache* cache,
|
||||
const b2DistanceInput* input);
|
||||
|
||||
/// Input parameters for b2ShapeCast
|
||||
struct b2ShapeCastInput
|
||||
struct B2_API b2ShapeCastInput
|
||||
{
|
||||
b2DistanceProxy proxyA;
|
||||
b2DistanceProxy proxyB;
|
||||
@@ -108,7 +109,7 @@ struct b2ShapeCastInput
|
||||
};
|
||||
|
||||
/// Output results for b2ShapeCast
|
||||
struct b2ShapeCastOutput
|
||||
struct B2_API b2ShapeCastOutput
|
||||
{
|
||||
b2Vec2 point;
|
||||
b2Vec2 normal;
|
||||
@@ -118,7 +119,7 @@ struct b2ShapeCastOutput
|
||||
|
||||
/// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
|
||||
/// @returns true if hit, false if there is no hit or an initial overlap
|
||||
bool b2ShapeCast(b2ShapeCastOutput* output, const b2ShapeCastInput* input);
|
||||
B2_API bool b2ShapeCast(b2ShapeCastOutput* output, const b2ShapeCastInput* input);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
@@ -23,14 +23,14 @@
|
||||
#ifndef B2_DISTANCE_JOINT_H
|
||||
#define B2_DISTANCE_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Distance joint definition. This requires defining an anchor point on both
|
||||
/// bodies and the non-zero length of the distance joint. The definition uses local anchor points
|
||||
/// so that the initial configuration can violate the constraint
|
||||
/// slightly. This helps when saving and loading a game.
|
||||
/// @warning Do not use a zero or short length.
|
||||
struct b2DistanceJointDef : public b2JointDef
|
||||
/// bodies and the non-zero distance of the distance joint. The definition uses
|
||||
/// local anchor points so that the initial configuration can violate the
|
||||
/// constraint slightly. This helps when saving and loading a game.
|
||||
struct B2_API b2DistanceJointDef : public b2JointDef
|
||||
{
|
||||
b2DistanceJointDef()
|
||||
{
|
||||
@@ -38,12 +38,14 @@ struct b2DistanceJointDef : public b2JointDef
|
||||
localAnchorA.Set(0.0f, 0.0f);
|
||||
localAnchorB.Set(0.0f, 0.0f);
|
||||
length = 1.0f;
|
||||
minLength = 0.0f;
|
||||
maxLength = FLT_MAX;
|
||||
stiffness = 0.0f;
|
||||
damping = 0.0f;
|
||||
}
|
||||
|
||||
/// Initialize the bodies, anchors, and length using the world
|
||||
/// anchors.
|
||||
/// Initialize the bodies, anchors, and rest length using world space anchors.
|
||||
/// The minimum and maximum lengths are set to the rest length.
|
||||
void Initialize(b2Body* bodyA, b2Body* bodyB,
|
||||
const b2Vec2& anchorA, const b2Vec2& anchorB);
|
||||
|
||||
@@ -53,10 +55,16 @@ struct b2DistanceJointDef : public b2JointDef
|
||||
/// The local anchor point relative to bodyB's origin.
|
||||
b2Vec2 localAnchorB;
|
||||
|
||||
/// The natural length between the anchor points.
|
||||
/// The rest length of this joint. Clamped to a stable minimum value.
|
||||
float length;
|
||||
|
||||
/// The linear stiffness in N/m. A value of 0 disables softness.
|
||||
/// Minimum length. Clamped to a stable minimum value.
|
||||
float minLength;
|
||||
|
||||
/// Maximum length. Must be greater than or equal to the minimum length.
|
||||
float maxLength;
|
||||
|
||||
/// The linear stiffness in N/m.
|
||||
float stiffness;
|
||||
|
||||
/// The linear damping in N*s/m.
|
||||
@@ -65,7 +73,7 @@ struct b2DistanceJointDef : public b2JointDef
|
||||
|
||||
/// A distance joint constrains two points on two bodies to remain at a fixed
|
||||
/// distance from each other. You can view this as a massless, rigid rod.
|
||||
class b2DistanceJoint : public b2Joint
|
||||
class B2_API b2DistanceJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -86,11 +94,30 @@ public:
|
||||
/// The local anchor point relative to bodyB's origin.
|
||||
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
|
||||
|
||||
/// Set/get the natural length.
|
||||
/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
|
||||
void SetLength(float length) { m_length = length; }
|
||||
/// Get the rest length
|
||||
float GetLength() const { return m_length; }
|
||||
|
||||
/// Set the rest length
|
||||
/// @returns clamped rest length
|
||||
float SetLength(float length);
|
||||
|
||||
/// Get the minimum length
|
||||
float GetMinLength() const { return m_minLength; }
|
||||
|
||||
/// Set the minimum length
|
||||
/// @returns the clamped minimum length
|
||||
float SetMinLength(float minLength);
|
||||
|
||||
/// Get the maximum length
|
||||
float GetMaxLength() const { return m_maxLength; }
|
||||
|
||||
/// Set the maximum length
|
||||
/// @returns the clamped maximum length
|
||||
float SetMaxLength(float maxLength);
|
||||
|
||||
/// Get the current length
|
||||
float GetCurrentLength() const;
|
||||
|
||||
/// Set/get the linear stiffness in N/m
|
||||
void SetStiffness(float stiffness) { m_stiffness = stiffness; }
|
||||
float GetStiffness() const { return m_stiffness; }
|
||||
@@ -102,6 +129,9 @@ public:
|
||||
/// Dump joint to dmLog
|
||||
void Dump() override;
|
||||
|
||||
///
|
||||
void Draw(b2Draw* draw) const override;
|
||||
|
||||
protected:
|
||||
|
||||
friend class b2Joint;
|
||||
@@ -114,13 +144,17 @@ protected:
|
||||
float m_stiffness;
|
||||
float m_damping;
|
||||
float m_bias;
|
||||
float m_length;
|
||||
float m_minLength;
|
||||
float m_maxLength;
|
||||
|
||||
// Solver shared
|
||||
b2Vec2 m_localAnchorA;
|
||||
b2Vec2 m_localAnchorB;
|
||||
float m_gamma;
|
||||
float m_impulse;
|
||||
float m_length;
|
||||
float m_lowerImpulse;
|
||||
float m_upperImpulse;
|
||||
|
||||
// Solver temp
|
||||
int32 m_indexA;
|
||||
@@ -130,10 +164,12 @@ protected:
|
||||
b2Vec2 m_rB;
|
||||
b2Vec2 m_localCenterA;
|
||||
b2Vec2 m_localCenterB;
|
||||
float m_currentLength;
|
||||
float m_invMassA;
|
||||
float m_invMassB;
|
||||
float m_invIA;
|
||||
float m_invIB;
|
||||
float m_softMass;
|
||||
float m_mass;
|
||||
};
|
||||
|
||||
|
||||
@@ -23,10 +23,11 @@
|
||||
#ifndef B2_DRAW_H
|
||||
#define B2_DRAW_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
|
||||
/// Color for debug drawing. Each value has the range [0,1].
|
||||
struct b2Color
|
||||
struct B2_API b2Color
|
||||
{
|
||||
b2Color() {}
|
||||
b2Color(float rIn, float gIn, float bIn, float aIn = 1.0f)
|
||||
@@ -44,7 +45,7 @@ struct b2Color
|
||||
|
||||
/// Implement and register this class with a b2World to provide debug drawing of physics
|
||||
/// entities in your game.
|
||||
class b2Draw
|
||||
class B2_API b2Draw
|
||||
{
|
||||
public:
|
||||
b2Draw();
|
||||
@@ -65,7 +66,7 @@ public:
|
||||
|
||||
/// Get the drawing flags.
|
||||
uint32 GetFlags() const;
|
||||
|
||||
|
||||
/// Append flags to the current flags.
|
||||
void AppendFlags(uint32 flags);
|
||||
|
||||
@@ -80,10 +81,10 @@ public:
|
||||
|
||||
/// Draw a circle.
|
||||
virtual void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) = 0;
|
||||
|
||||
|
||||
/// Draw a solid circle.
|
||||
virtual void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) = 0;
|
||||
|
||||
|
||||
/// Draw a line segment.
|
||||
virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
|
||||
|
||||
|
||||
@@ -23,13 +23,14 @@
|
||||
#ifndef B2_DYNAMIC_TREE_H
|
||||
#define B2_DYNAMIC_TREE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_collision.h"
|
||||
#include "b2_growable_stack.h"
|
||||
|
||||
#define b2_nullNode (-1)
|
||||
|
||||
/// A node in the dynamic tree. The client does not interact with this directly.
|
||||
struct b2TreeNode
|
||||
struct B2_API b2TreeNode
|
||||
{
|
||||
bool IsLeaf() const
|
||||
{
|
||||
@@ -64,7 +65,7 @@ struct b2TreeNode
|
||||
/// object to move by small amounts without triggering a tree update.
|
||||
///
|
||||
/// Nodes are pooled and relocatable, so we use node indices rather than pointers.
|
||||
class b2DynamicTree
|
||||
class B2_API b2DynamicTree
|
||||
{
|
||||
public:
|
||||
/// Constructing the tree initializes the node pool.
|
||||
@@ -156,9 +157,6 @@ private:
|
||||
|
||||
int32 m_freeList;
|
||||
|
||||
/// This is used to incrementally traverse the tree for re-balancing.
|
||||
uint32 m_path;
|
||||
|
||||
int32 m_insertionCount;
|
||||
};
|
||||
|
||||
|
||||
@@ -23,12 +23,13 @@
|
||||
#ifndef B2_EDGE_SHAPE_H
|
||||
#define B2_EDGE_SHAPE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_shape.h"
|
||||
|
||||
/// A line segment (edge) shape. These can be connected in chains or loops
|
||||
/// to other edge shapes. Edges created independently are two-sided and do
|
||||
/// no provide smooth movement across junctions.
|
||||
class b2EdgeShape : public b2Shape
|
||||
/// no provide smooth movement across junctions.
|
||||
class B2_API b2EdgeShape : public b2Shape
|
||||
{
|
||||
public:
|
||||
b2EdgeShape();
|
||||
@@ -60,7 +61,7 @@ public:
|
||||
|
||||
/// @see b2Shape::ComputeMass
|
||||
void ComputeMass(b2MassData* massData, float density) const override;
|
||||
|
||||
|
||||
/// These are the edge vertices
|
||||
b2Vec2 m_vertex1, m_vertex2;
|
||||
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#ifndef B2_FIXTURE_H
|
||||
#define B2_FIXTURE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_body.h"
|
||||
#include "b2_collision.h"
|
||||
#include "b2_shape.h"
|
||||
@@ -33,7 +34,7 @@ class b2BroadPhase;
|
||||
class b2Fixture;
|
||||
|
||||
/// This holds contact filtering data.
|
||||
struct b2Filter
|
||||
struct B2_API b2Filter
|
||||
{
|
||||
b2Filter()
|
||||
{
|
||||
@@ -57,15 +58,15 @@ struct b2Filter
|
||||
|
||||
/// A fixture definition is used to create a fixture. This class defines an
|
||||
/// abstract fixture definition. You can reuse fixture definitions safely.
|
||||
struct b2FixtureDef
|
||||
struct B2_API b2FixtureDef
|
||||
{
|
||||
/// The constructor sets the default fixture definition values.
|
||||
b2FixtureDef()
|
||||
{
|
||||
shape = nullptr;
|
||||
userData = nullptr;
|
||||
friction = 0.2f;
|
||||
restitution = 0.0f;
|
||||
restitutionThreshold = 1.0f * b2_lengthUnitsPerMeter;
|
||||
density = 0.0f;
|
||||
isSensor = false;
|
||||
}
|
||||
@@ -75,7 +76,7 @@ struct b2FixtureDef
|
||||
const b2Shape* shape;
|
||||
|
||||
/// Use this to store application specific fixture data.
|
||||
void* userData;
|
||||
b2FixtureUserData userData;
|
||||
|
||||
/// The friction coefficient, usually in the range [0,1].
|
||||
float friction;
|
||||
@@ -83,6 +84,10 @@ struct b2FixtureDef
|
||||
/// The restitution (elasticity) usually in the range [0,1].
|
||||
float restitution;
|
||||
|
||||
/// Restitution velocity threshold, usually in m/s. Collisions above this
|
||||
/// speed have restitution applied (will bounce).
|
||||
float restitutionThreshold;
|
||||
|
||||
/// The density, usually in kg/m^2.
|
||||
float density;
|
||||
|
||||
@@ -95,7 +100,7 @@ struct b2FixtureDef
|
||||
};
|
||||
|
||||
/// This proxy is used internally to connect fixtures to the broad-phase.
|
||||
struct b2FixtureProxy
|
||||
struct B2_API b2FixtureProxy
|
||||
{
|
||||
b2AABB aabb;
|
||||
b2Fixture* fixture;
|
||||
@@ -108,7 +113,7 @@ struct b2FixtureProxy
|
||||
/// such as friction, collision filters, etc.
|
||||
/// Fixtures are created via b2Body::CreateFixture.
|
||||
/// @warning you cannot reuse fixtures.
|
||||
class b2Fixture
|
||||
class B2_API b2Fixture
|
||||
{
|
||||
public:
|
||||
/// Get the type of the child shape. You can use this to down cast to the concrete shape.
|
||||
@@ -151,10 +156,10 @@ public:
|
||||
|
||||
/// Get the user data that was assigned in the fixture definition. Use this to
|
||||
/// store your application specific data.
|
||||
void* GetUserData() const;
|
||||
b2FixtureUserData& GetUserData();
|
||||
|
||||
/// Set the user data. Use this to store your application specific data.
|
||||
void SetUserData(void* data);
|
||||
void SetUserData(b2FixtureUserData& userData);
|
||||
|
||||
/// Test a point for containment in this fixture.
|
||||
/// @param p a point in world coordinates.
|
||||
@@ -192,6 +197,13 @@ public:
|
||||
/// existing contacts.
|
||||
void SetRestitution(float restitution);
|
||||
|
||||
/// Get the restitution velocity threshold.
|
||||
float GetRestitutionThreshold() const;
|
||||
|
||||
/// Set the restitution threshold. This will _not_ change the restitution threshold of
|
||||
/// existing contacts.
|
||||
void SetRestitutionThreshold(float threshold);
|
||||
|
||||
/// Get the fixture's AABB. This AABB may be enlarge and/or stale.
|
||||
/// If you need a more accurate AABB, compute it using the shape and
|
||||
/// the body transform.
|
||||
@@ -229,6 +241,7 @@ protected:
|
||||
|
||||
float m_friction;
|
||||
float m_restitution;
|
||||
float m_restitutionThreshold;
|
||||
|
||||
b2FixtureProxy* m_proxies;
|
||||
int32 m_proxyCount;
|
||||
@@ -237,7 +250,7 @@ protected:
|
||||
|
||||
bool m_isSensor;
|
||||
|
||||
void* m_userData;
|
||||
b2FixtureUserData m_userData;
|
||||
};
|
||||
|
||||
inline b2Shape::Type b2Fixture::GetType() const
|
||||
@@ -265,14 +278,14 @@ inline const b2Filter& b2Fixture::GetFilterData() const
|
||||
return m_filter;
|
||||
}
|
||||
|
||||
inline void* b2Fixture::GetUserData() const
|
||||
inline b2FixtureUserData& b2Fixture::GetUserData()
|
||||
{
|
||||
return m_userData;
|
||||
}
|
||||
|
||||
inline void b2Fixture::SetUserData(void* data)
|
||||
inline void b2Fixture::SetUserData(b2FixtureUserData& userData)
|
||||
{
|
||||
m_userData = data;
|
||||
m_userData = userData;
|
||||
}
|
||||
|
||||
inline b2Body* b2Fixture::GetBody()
|
||||
@@ -326,6 +339,16 @@ inline void b2Fixture::SetRestitution(float restitution)
|
||||
m_restitution = restitution;
|
||||
}
|
||||
|
||||
inline float b2Fixture::GetRestitutionThreshold() const
|
||||
{
|
||||
return m_restitutionThreshold;
|
||||
}
|
||||
|
||||
inline void b2Fixture::SetRestitutionThreshold(float threshold)
|
||||
{
|
||||
m_restitutionThreshold = threshold;
|
||||
}
|
||||
|
||||
inline bool b2Fixture::TestPoint(const b2Vec2& p) const
|
||||
{
|
||||
return m_shape->TestPoint(m_body->GetTransform(), p);
|
||||
|
||||
@@ -23,10 +23,11 @@
|
||||
#ifndef B2_FRICTION_JOINT_H
|
||||
#define B2_FRICTION_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Friction joint definition.
|
||||
struct b2FrictionJointDef : public b2JointDef
|
||||
struct B2_API b2FrictionJointDef : public b2JointDef
|
||||
{
|
||||
b2FrictionJointDef()
|
||||
{
|
||||
@@ -56,7 +57,7 @@ struct b2FrictionJointDef : public b2JointDef
|
||||
|
||||
/// Friction joint. This is used for top-down friction.
|
||||
/// It provides 2D translational friction and angular friction.
|
||||
class b2FrictionJoint : public b2Joint
|
||||
class B2_API b2FrictionJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
|
||||
@@ -27,7 +27,8 @@
|
||||
|
||||
/// Gear joint definition. This definition requires two existing
|
||||
/// revolute or prismatic joints (any combination will work).
|
||||
struct b2GearJointDef : public b2JointDef
|
||||
/// @warning bodyB on the input joints must both be dynamic
|
||||
struct B2_API b2GearJointDef : public b2JointDef
|
||||
{
|
||||
b2GearJointDef()
|
||||
{
|
||||
@@ -57,7 +58,7 @@ struct b2GearJointDef : public b2JointDef
|
||||
/// of length or units of 1/length.
|
||||
/// @warning You have to manually destroy the gear joint if joint1 or joint2
|
||||
/// is destroyed.
|
||||
class b2GearJoint : public b2Joint
|
||||
class B2_API b2GearJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
|
||||
@@ -23,9 +23,10 @@
|
||||
#ifndef B2_GROWABLE_STACK_H
|
||||
#define B2_GROWABLE_STACK_H
|
||||
|
||||
#include "b2_settings.h"
|
||||
#include <string.h>
|
||||
|
||||
#include "b2_settings.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
|
||||
/// to increase the size of the stack.
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#ifndef B2_JOINT_H
|
||||
#define B2_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
|
||||
class b2Body;
|
||||
@@ -47,7 +48,7 @@ enum b2JointType
|
||||
e_motorJoint
|
||||
};
|
||||
|
||||
struct b2Jacobian
|
||||
struct B2_API b2Jacobian
|
||||
{
|
||||
b2Vec2 linear;
|
||||
float angularA;
|
||||
@@ -59,7 +60,7 @@ struct b2Jacobian
|
||||
/// is an edge. A joint edge belongs to a doubly linked list
|
||||
/// maintained in each attached body. Each joint has two joint
|
||||
/// nodes, one for each attached body.
|
||||
struct b2JointEdge
|
||||
struct B2_API b2JointEdge
|
||||
{
|
||||
b2Body* other; ///< provides quick access to the other body attached.
|
||||
b2Joint* joint; ///< the joint
|
||||
@@ -68,12 +69,11 @@ struct b2JointEdge
|
||||
};
|
||||
|
||||
/// Joint definitions are used to construct joints.
|
||||
struct b2JointDef
|
||||
struct B2_API b2JointDef
|
||||
{
|
||||
b2JointDef()
|
||||
{
|
||||
type = e_unknownJoint;
|
||||
userData = nullptr;
|
||||
bodyA = nullptr;
|
||||
bodyB = nullptr;
|
||||
collideConnected = false;
|
||||
@@ -83,7 +83,7 @@ struct b2JointDef
|
||||
b2JointType type;
|
||||
|
||||
/// Use this to attach application specific data to your joints.
|
||||
void* userData;
|
||||
b2JointUserData userData;
|
||||
|
||||
/// The first attached body.
|
||||
b2Body* bodyA;
|
||||
@@ -96,18 +96,18 @@ struct b2JointDef
|
||||
};
|
||||
|
||||
/// Utility to compute linear stiffness values from frequency and damping ratio
|
||||
void b2LinearStiffness(float& stiffness, float& damping,
|
||||
B2_API void b2LinearStiffness(float& stiffness, float& damping,
|
||||
float frequencyHertz, float dampingRatio,
|
||||
const b2Body* bodyA, const b2Body* bodyB);
|
||||
|
||||
/// Utility to compute rotational stiffness values frequency and damping ratio
|
||||
void b2AngularStiffness(float& stiffness, float& damping,
|
||||
B2_API void b2AngularStiffness(float& stiffness, float& damping,
|
||||
float frequencyHertz, float dampingRatio,
|
||||
const b2Body* bodyA, const b2Body* bodyB);
|
||||
|
||||
/// The base joint class. Joints are used to constraint two bodies together in
|
||||
/// various fashions. Some joints also feature limits and motors.
|
||||
class b2Joint
|
||||
class B2_API b2Joint
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -137,10 +137,10 @@ public:
|
||||
const b2Joint* GetNext() const;
|
||||
|
||||
/// Get the user data pointer.
|
||||
void* GetUserData() const;
|
||||
b2JointUserData& GetUserData();
|
||||
|
||||
/// Set the user data pointer.
|
||||
void SetUserData(void* data);
|
||||
void SetUserData(b2JointUserData& userData);
|
||||
|
||||
/// Short-cut function to determine if either body is enabled.
|
||||
bool IsEnabled() const;
|
||||
@@ -190,7 +190,7 @@ protected:
|
||||
bool m_islandFlag;
|
||||
bool m_collideConnected;
|
||||
|
||||
void* m_userData;
|
||||
b2JointUserData m_userData;
|
||||
};
|
||||
|
||||
inline b2JointType b2Joint::GetType() const
|
||||
@@ -218,14 +218,14 @@ inline const b2Joint* b2Joint::GetNext() const
|
||||
return m_next;
|
||||
}
|
||||
|
||||
inline void* b2Joint::GetUserData() const
|
||||
inline b2JointUserData& b2Joint::GetUserData()
|
||||
{
|
||||
return m_userData;
|
||||
}
|
||||
|
||||
inline void b2Joint::SetUserData(void* data)
|
||||
inline void b2Joint::SetUserData(b2JointUserData& userData)
|
||||
{
|
||||
m_userData = data;
|
||||
m_userData = userData;
|
||||
}
|
||||
|
||||
inline bool b2Joint::GetCollideConnected() const
|
||||
|
||||
@@ -23,20 +23,22 @@
|
||||
#ifndef B2_MATH_H
|
||||
#define B2_MATH_H
|
||||
|
||||
#include <math.h>
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_settings.h"
|
||||
#include <cmath>
|
||||
|
||||
/// This function is used to ensure that a floating point number is not a NaN or infinity.
|
||||
inline bool b2IsValid(float x)
|
||||
{
|
||||
return std::isfinite(x);
|
||||
return isfinite(x);
|
||||
}
|
||||
|
||||
#define b2Sqrt(x) sqrtf(x)
|
||||
#define b2Atan2(y, x) atan2f(y, x)
|
||||
|
||||
/// A 2D column vector.
|
||||
struct b2Vec2
|
||||
struct B2_API b2Vec2
|
||||
{
|
||||
/// Default constructor does nothing (for performance).
|
||||
b2Vec2() {}
|
||||
@@ -52,7 +54,7 @@ struct b2Vec2
|
||||
|
||||
/// Negate this vector.
|
||||
b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; }
|
||||
|
||||
|
||||
/// Read from and indexed element.
|
||||
float operator () (int32 i) const
|
||||
{
|
||||
@@ -70,7 +72,7 @@ struct b2Vec2
|
||||
{
|
||||
x += v.x; y += v.y;
|
||||
}
|
||||
|
||||
|
||||
/// Subtract a vector from this vector.
|
||||
void operator -= (const b2Vec2& v)
|
||||
{
|
||||
@@ -127,7 +129,7 @@ struct b2Vec2
|
||||
};
|
||||
|
||||
/// A 2D column vector with 3 elements.
|
||||
struct b2Vec3
|
||||
struct B2_API b2Vec3
|
||||
{
|
||||
/// Default constructor does nothing (for performance).
|
||||
b2Vec3() {}
|
||||
@@ -166,7 +168,7 @@ struct b2Vec3
|
||||
};
|
||||
|
||||
/// A 2-by-2 matrix. Stored in column-major order.
|
||||
struct b2Mat22
|
||||
struct B2_API b2Mat22
|
||||
{
|
||||
/// The default constructor does nothing (for performance).
|
||||
b2Mat22() {}
|
||||
@@ -240,7 +242,7 @@ struct b2Mat22
|
||||
};
|
||||
|
||||
/// A 3-by-3 matrix. Stored in column-major order.
|
||||
struct b2Mat33
|
||||
struct B2_API b2Mat33
|
||||
{
|
||||
/// The default constructor does nothing (for performance).
|
||||
b2Mat33() {}
|
||||
@@ -282,7 +284,7 @@ struct b2Mat33
|
||||
};
|
||||
|
||||
/// Rotation
|
||||
struct b2Rot
|
||||
struct B2_API b2Rot
|
||||
{
|
||||
b2Rot() {}
|
||||
|
||||
@@ -333,7 +335,7 @@ struct b2Rot
|
||||
|
||||
/// A transform contains translation and rotation. It is used to represent
|
||||
/// the position and orientation of rigid frames.
|
||||
struct b2Transform
|
||||
struct B2_API b2Transform
|
||||
{
|
||||
/// The default constructor does nothing.
|
||||
b2Transform() {}
|
||||
@@ -363,7 +365,7 @@ struct b2Transform
|
||||
/// Shapes are defined with respect to the body origin, which may
|
||||
/// no coincide with the center of mass. However, to support dynamics
|
||||
/// we must interpolate the center of mass position.
|
||||
struct b2Sweep
|
||||
struct B2_API b2Sweep
|
||||
{
|
||||
/// Get the interpolated transform at a specific time.
|
||||
/// @param transform the output transform
|
||||
@@ -387,7 +389,7 @@ struct b2Sweep
|
||||
};
|
||||
|
||||
/// Useful constant
|
||||
extern const b2Vec2 b2Vec2_zero;
|
||||
extern B2_API const b2Vec2 b2Vec2_zero;
|
||||
|
||||
/// Perform the dot product on two vectors.
|
||||
inline float b2Dot(const b2Vec2& a, const b2Vec2& b)
|
||||
@@ -681,10 +683,11 @@ inline bool b2IsPowerOfTwo(uint32 x)
|
||||
return result;
|
||||
}
|
||||
|
||||
// https://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
|
||||
inline void b2Sweep::GetTransform(b2Transform* xf, float beta) const
|
||||
{
|
||||
xf->p = c0 + beta * (c - c0);
|
||||
float angle = a0 + beta * (a - a0);
|
||||
xf->p = (1.0f - beta) * c0 + beta * c;
|
||||
float angle = (1.0f - beta) * a0 + beta * a;
|
||||
xf->q.Set(angle);
|
||||
|
||||
// Shift to origin
|
||||
|
||||
@@ -23,10 +23,11 @@
|
||||
#ifndef B2_MOTOR_JOINT_H
|
||||
#define B2_MOTOR_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Motor joint definition.
|
||||
struct b2MotorJointDef : public b2JointDef
|
||||
struct B2_API b2MotorJointDef : public b2JointDef
|
||||
{
|
||||
b2MotorJointDef()
|
||||
{
|
||||
@@ -46,7 +47,7 @@ struct b2MotorJointDef : public b2JointDef
|
||||
|
||||
/// The bodyB angle minus bodyA angle in radians.
|
||||
float angularOffset;
|
||||
|
||||
|
||||
/// The maximum motor force in N.
|
||||
float maxForce;
|
||||
|
||||
@@ -60,7 +61,7 @@ struct b2MotorJointDef : public b2JointDef
|
||||
/// 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
|
||||
class B2_API b2MotorJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
|
||||
@@ -23,11 +23,12 @@
|
||||
#ifndef B2_MOUSE_JOINT_H
|
||||
#define B2_MOUSE_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Mouse joint definition. This requires a world target point,
|
||||
/// tuning parameters, and the time step.
|
||||
struct b2MouseJointDef : public b2JointDef
|
||||
struct B2_API b2MouseJointDef : public b2JointDef
|
||||
{
|
||||
b2MouseJointDef()
|
||||
{
|
||||
@@ -61,7 +62,7 @@ struct b2MouseJointDef : public b2JointDef
|
||||
/// NOTE: this joint is not documented in the manual because it was
|
||||
/// developed to be used in the testbed. If you want to learn how to
|
||||
/// use the mouse joint, look at the testbed.
|
||||
class b2MouseJoint : public b2Joint
|
||||
class B2_API b2MouseJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -113,7 +114,7 @@ protected:
|
||||
float m_stiffness;
|
||||
float m_damping;
|
||||
float m_beta;
|
||||
|
||||
|
||||
// Solver shared
|
||||
b2Vec2 m_impulse;
|
||||
float m_maxForce;
|
||||
|
||||
@@ -22,13 +22,14 @@
|
||||
#ifndef B2_POLYGON_SHAPE_H
|
||||
#define B2_POLYGON_SHAPE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_shape.h"
|
||||
|
||||
/// A solid convex polygon. It is assumed that the interior of the polygon is to
|
||||
/// the left of each edge.
|
||||
/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
|
||||
/// In most cases you should not need many vertices for a convex polygon.
|
||||
class b2PolygonShape : public b2Shape
|
||||
class B2_API b2PolygonShape : public b2Shape
|
||||
{
|
||||
public:
|
||||
b2PolygonShape();
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#ifndef B2_PRISMATIC_JOINT_H
|
||||
#define B2_PRISMATIC_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Prismatic joint definition. This requires defining a line of
|
||||
@@ -31,7 +32,7 @@
|
||||
/// can violate the constraint slightly. The joint translation is zero
|
||||
/// when the local anchor points coincide in world space. Using local
|
||||
/// anchors and a local axis helps when saving and loading a game.
|
||||
struct b2PrismaticJointDef : public b2JointDef
|
||||
struct B2_API b2PrismaticJointDef : public b2JointDef
|
||||
{
|
||||
b2PrismaticJointDef()
|
||||
{
|
||||
@@ -87,7 +88,7 @@ struct b2PrismaticJointDef : public b2JointDef
|
||||
/// along an axis fixed in bodyA. Relative rotation is prevented. You can
|
||||
/// use a joint limit to restrict the range of motion and a joint motor to
|
||||
/// drive the motion or to model joint friction.
|
||||
class b2PrismaticJoint : public b2Joint
|
||||
class B2_API b2PrismaticJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
|
||||
@@ -23,13 +23,14 @@
|
||||
#ifndef B2_PULLEY_JOINT_H
|
||||
#define B2_PULLEY_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
const float b2_minPulleyLength = 2.0f;
|
||||
|
||||
/// Pulley joint definition. This requires two ground anchors,
|
||||
/// two dynamic body anchor points, and a pulley ratio.
|
||||
struct b2PulleyJointDef : public b2JointDef
|
||||
struct B2_API b2PulleyJointDef : public b2JointDef
|
||||
{
|
||||
b2PulleyJointDef()
|
||||
{
|
||||
@@ -80,7 +81,7 @@ struct b2PulleyJointDef : public b2JointDef
|
||||
/// work better when combined with prismatic joints. You should also cover the
|
||||
/// the anchor points with static shapes to prevent one side from going to
|
||||
/// zero length.
|
||||
class b2PulleyJoint : public b2Joint
|
||||
class B2_API b2PulleyJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
@@ -129,7 +130,7 @@ protected:
|
||||
b2Vec2 m_groundAnchorB;
|
||||
float m_lengthA;
|
||||
float m_lengthB;
|
||||
|
||||
|
||||
// Solver shared
|
||||
b2Vec2 m_localAnchorA;
|
||||
b2Vec2 m_localAnchorB;
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#ifndef B2_REVOLUTE_JOINT_H
|
||||
#define B2_REVOLUTE_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Revolute joint definition. This requires defining an anchor point where the
|
||||
@@ -35,7 +36,7 @@
|
||||
/// 1. you might not know where the center of mass will be.
|
||||
/// 2. if you add/remove shapes from a body and recompute the mass,
|
||||
/// the joints will be broken.
|
||||
struct b2RevoluteJointDef : public b2JointDef
|
||||
struct B2_API b2RevoluteJointDef : public b2JointDef
|
||||
{
|
||||
b2RevoluteJointDef()
|
||||
{
|
||||
@@ -90,7 +91,7 @@ struct b2RevoluteJointDef : public b2JointDef
|
||||
/// a joint limit that specifies a lower and upper angle. You can use a motor
|
||||
/// to drive the relative rotation about the shared point. A maximum motor torque
|
||||
/// is provided so that infinite forces are not generated.
|
||||
class b2RevoluteJoint : public b2Joint
|
||||
class B2_API b2RevoluteJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
@@ -161,7 +162,7 @@ public:
|
||||
void Draw(b2Draw* draw) const override;
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
friend class b2Joint;
|
||||
friend class b2GearJoint;
|
||||
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#ifndef B2_ROPE_H
|
||||
#define B2_ROPE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
|
||||
class b2Draw;
|
||||
@@ -41,11 +42,12 @@ enum b2BendingModel
|
||||
b2_pbdAngleBendingModel,
|
||||
b2_xpbdAngleBendingModel,
|
||||
b2_pbdDistanceBendingModel,
|
||||
b2_pbdHeightBendingModel
|
||||
b2_pbdHeightBendingModel,
|
||||
b2_pbdTriangleBendingModel
|
||||
};
|
||||
|
||||
///
|
||||
struct b2RopeTuning
|
||||
struct B2_API b2RopeTuning
|
||||
{
|
||||
b2RopeTuning()
|
||||
{
|
||||
@@ -75,8 +77,8 @@ struct b2RopeTuning
|
||||
bool warmStart;
|
||||
};
|
||||
|
||||
///
|
||||
struct b2RopeDef
|
||||
///
|
||||
struct B2_API b2RopeDef
|
||||
{
|
||||
b2RopeDef()
|
||||
{
|
||||
@@ -95,8 +97,8 @@ struct b2RopeDef
|
||||
b2RopeTuning tuning;
|
||||
};
|
||||
|
||||
///
|
||||
class b2Rope
|
||||
///
|
||||
class B2_API b2Rope
|
||||
{
|
||||
public:
|
||||
b2Rope();
|
||||
@@ -125,6 +127,7 @@ private:
|
||||
void SolveBend_XPBD_Angle(float dt);
|
||||
void SolveBend_PBD_Distance();
|
||||
void SolveBend_PBD_Height();
|
||||
void SolveBend_PBD_Triangle();
|
||||
void ApplyBendForces(float dt);
|
||||
|
||||
b2Vec2 m_position;
|
||||
|
||||
@@ -23,143 +23,123 @@
|
||||
#ifndef B2_SETTINGS_H
|
||||
#define B2_SETTINGS_H
|
||||
|
||||
#include <stddef.h>
|
||||
#include <assert.h>
|
||||
#include <float.h>
|
||||
|
||||
void loveAssert(bool test, const char* teststr);
|
||||
|
||||
#if !defined(NDEBUG)
|
||||
#define b2DEBUG
|
||||
#endif
|
||||
|
||||
#define B2_NOT_USED(x) ((void)(x))
|
||||
//#define b2Assert(A) assert(A)
|
||||
#define b2Assert(A) loveAssert((A), #A)
|
||||
|
||||
typedef signed char int8;
|
||||
typedef signed short int16;
|
||||
typedef signed int int32;
|
||||
typedef unsigned char uint8;
|
||||
typedef unsigned short uint16;
|
||||
typedef unsigned int uint32;
|
||||
|
||||
#define b2_maxFloat FLT_MAX
|
||||
#define b2_epsilon FLT_EPSILON
|
||||
#define b2_pi 3.14159265359f
|
||||
#include "b2_types.h"
|
||||
#include "b2_api.h"
|
||||
|
||||
/// @file
|
||||
/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
|
||||
/// Settings that can be overriden for your application
|
||||
///
|
||||
|
||||
// Collision
|
||||
/// Define this macro in your build if you want to override settings
|
||||
#ifdef B2_USER_SETTINGS
|
||||
|
||||
/// The maximum number of contact points between two convex shapes. Do
|
||||
/// not change this value.
|
||||
#define b2_maxManifoldPoints 2
|
||||
/// This is a user file that includes custom definitions of the macros, structs, and functions
|
||||
/// defined below.
|
||||
#include "b2_user_settings.h"
|
||||
|
||||
#else
|
||||
|
||||
#include <stdarg.h>
|
||||
#include <stdint.h>
|
||||
|
||||
// Tunable Constants
|
||||
|
||||
/// You can use this to change the length scale used by your game.
|
||||
/// For example for inches you could use 39.4.
|
||||
#define b2_lengthUnitsPerMeter 1.0f
|
||||
|
||||
/// The maximum number of vertices on a convex polygon. You cannot increase
|
||||
/// this too much because b2BlockAllocator has a maximum object size.
|
||||
#define b2_maxPolygonVertices 8
|
||||
|
||||
/// This is used to fatten AABBs in the dynamic tree. This allows proxies
|
||||
/// to move by a small amount without triggering a tree adjustment.
|
||||
/// This is in meters.
|
||||
#define b2_aabbExtension 0.1f
|
||||
// User data
|
||||
|
||||
/// This is used to fatten AABBs in the dynamic tree. This is used to predict
|
||||
/// the future position based on the current displacement.
|
||||
/// This is a dimensionless multiplier.
|
||||
#define b2_aabbMultiplier 4.0f
|
||||
/// You can define this to inject whatever data you want in b2Body
|
||||
struct B2_API b2BodyUserData
|
||||
{
|
||||
b2BodyUserData()
|
||||
{
|
||||
pointer = 0;
|
||||
}
|
||||
|
||||
/// A small length used as a collision and constraint tolerance. Usually it is
|
||||
/// chosen to be numerically significant, but visually insignificant.
|
||||
#define b2_linearSlop 0.005f
|
||||
/// For legacy compatibility
|
||||
uintptr_t pointer;
|
||||
};
|
||||
|
||||
/// A small angle used as a collision and constraint tolerance. Usually it is
|
||||
/// chosen to be numerically significant, but visually insignificant.
|
||||
#define b2_angularSlop (2.0f / 180.0f * b2_pi)
|
||||
/// You can define this to inject whatever data you want in b2Fixture
|
||||
struct B2_API b2FixtureUserData
|
||||
{
|
||||
b2FixtureUserData()
|
||||
{
|
||||
pointer = 0;
|
||||
}
|
||||
|
||||
/// The radius of the polygon/edge shape skin. This should not be modified. Making
|
||||
/// this smaller means polygons will have an insufficient buffer for continuous collision.
|
||||
/// Making it larger may create artifacts for vertex collision.
|
||||
#define b2_polygonRadius (2.0f * b2_linearSlop)
|
||||
/// For legacy compatibility
|
||||
uintptr_t pointer;
|
||||
};
|
||||
|
||||
/// Maximum number of sub-steps per contact in continuous physics simulation.
|
||||
#define b2_maxSubSteps 8
|
||||
/// You can define this to inject whatever data you want in b2Joint
|
||||
struct B2_API b2JointUserData
|
||||
{
|
||||
b2JointUserData()
|
||||
{
|
||||
pointer = 0;
|
||||
}
|
||||
|
||||
|
||||
// Dynamics
|
||||
|
||||
/// Maximum number of contacts to be handled to solve a TOI impact.
|
||||
#define b2_maxTOIContacts 32
|
||||
|
||||
/// A velocity threshold for elastic collisions. Any collision with a relative linear
|
||||
/// velocity below this threshold will be treated as inelastic.
|
||||
#define b2_velocityThreshold 1.0f
|
||||
|
||||
/// The maximum linear position correction used when solving constraints. This helps to
|
||||
/// prevent overshoot.
|
||||
#define b2_maxLinearCorrection 0.2f
|
||||
|
||||
/// The maximum angular position correction used when solving constraints. This helps to
|
||||
/// prevent overshoot.
|
||||
#define b2_maxAngularCorrection (8.0f / 180.0f * b2_pi)
|
||||
|
||||
/// The maximum linear velocity of a body. This limit is very large and is used
|
||||
/// to prevent numerical problems. You shouldn't need to adjust this.
|
||||
#define b2_maxTranslation 2.0f
|
||||
#define b2_maxTranslationSquared (b2_maxTranslation * b2_maxTranslation)
|
||||
|
||||
/// The maximum angular velocity of a body. This limit is very large and is used
|
||||
/// to prevent numerical problems. You shouldn't need to adjust this.
|
||||
#define b2_maxRotation (0.5f * b2_pi)
|
||||
#define b2_maxRotationSquared (b2_maxRotation * b2_maxRotation)
|
||||
|
||||
/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
|
||||
/// that overlap is removed in one time step. However using values close to 1 often lead
|
||||
/// to overshoot.
|
||||
#define b2_baumgarte 0.2f
|
||||
#define b2_toiBaumgarte 0.75f
|
||||
|
||||
|
||||
// Sleep
|
||||
|
||||
/// The time that a body must be still before it will go to sleep.
|
||||
#define b2_timeToSleep 0.5f
|
||||
|
||||
/// A body cannot sleep if its linear velocity is above this tolerance.
|
||||
#define b2_linearSleepTolerance 0.01f
|
||||
|
||||
/// A body cannot sleep if its angular velocity is above this tolerance.
|
||||
#define b2_angularSleepTolerance (2.0f / 180.0f * b2_pi)
|
||||
/// For legacy compatibility
|
||||
uintptr_t pointer;
|
||||
};
|
||||
|
||||
// Memory Allocation
|
||||
|
||||
/// Default allocation functions
|
||||
B2_API void* b2Alloc_Default(int32 size);
|
||||
B2_API void b2Free_Default(void* mem);
|
||||
|
||||
/// Implement this function to use your own memory allocator.
|
||||
void* b2Alloc(int32 size);
|
||||
inline void* b2Alloc(int32 size)
|
||||
{
|
||||
return b2Alloc_Default(size);
|
||||
}
|
||||
|
||||
/// If you implement b2Alloc, you should also implement this function.
|
||||
void b2Free(void* mem);
|
||||
|
||||
/// Logging function.
|
||||
void b2Log(const char* string, ...);
|
||||
|
||||
/// Dump to a file. Only one dump file allowed at a time.
|
||||
void b2OpenDump(const char* fileName);
|
||||
void b2Dump(const char* string, ...);
|
||||
void b2CloseDump();
|
||||
|
||||
/// Version numbering scheme.
|
||||
/// See http://en.wikipedia.org/wiki/Software_versioning
|
||||
struct b2Version
|
||||
inline void b2Free(void* mem)
|
||||
{
|
||||
int32 major; ///< significant changes
|
||||
int32 minor; ///< incremental changes
|
||||
int32 revision; ///< bug fixes
|
||||
};
|
||||
b2Free_Default(mem);
|
||||
}
|
||||
|
||||
/// Current version.
|
||||
extern b2Version b2_version;
|
||||
/// Default logging function
|
||||
B2_API void b2Log_Default(const char* string, va_list args);
|
||||
|
||||
/// Implement this to use your own logging.
|
||||
inline void b2Log(const char* string, ...)
|
||||
{
|
||||
va_list args;
|
||||
va_start(args, string);
|
||||
b2Log_Default(string, args);
|
||||
va_end(args);
|
||||
}
|
||||
|
||||
#endif // B2_USER_SETTINGS
|
||||
|
||||
void loveAssert(bool test, const char* teststr);
|
||||
|
||||
#define b2Assert(A) loveAssert((A), #A)
|
||||
|
||||
namespace love {
|
||||
namespace physics {
|
||||
namespace box2d {
|
||||
struct bodyudata;
|
||||
struct fixtureudata;
|
||||
struct jointudata;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#define b2BodyUserData love::physics::box2d::bodyudata*
|
||||
#define b2FixtureUserData love::physics::box2d::fixtureudata*
|
||||
#define b2JointUserData love::physics::box2d::jointudata*
|
||||
|
||||
#include "b2_common.h"
|
||||
|
||||
#endif
|
||||
|
||||
@@ -23,13 +23,14 @@
|
||||
#ifndef B2_SHAPE_H
|
||||
#define B2_SHAPE_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
#include "b2_collision.h"
|
||||
|
||||
class b2BlockAllocator;
|
||||
|
||||
/// This holds the mass data computed for a shape.
|
||||
struct b2MassData
|
||||
struct B2_API b2MassData
|
||||
{
|
||||
/// The mass of the shape, usually in kilograms.
|
||||
float mass;
|
||||
@@ -44,10 +45,10 @@ struct b2MassData
|
||||
/// A shape is used for collision detection. You can create a shape however you like.
|
||||
/// Shapes used for simulation in b2World are created automatically when a b2Fixture
|
||||
/// is created. Shapes may encapsulate a one or more child shapes.
|
||||
class b2Shape
|
||||
class B2_API b2Shape
|
||||
{
|
||||
public:
|
||||
|
||||
|
||||
enum Type
|
||||
{
|
||||
e_circle = 0,
|
||||
|
||||
@@ -23,12 +23,13 @@
|
||||
#ifndef B2_STACK_ALLOCATOR_H
|
||||
#define B2_STACK_ALLOCATOR_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_settings.h"
|
||||
|
||||
const int32 b2_stackSize = 100 * 1024; // 100k
|
||||
const int32 b2_maxStackEntries = 32;
|
||||
|
||||
struct b2StackEntry
|
||||
struct B2_API b2StackEntry
|
||||
{
|
||||
char* data;
|
||||
int32 size;
|
||||
@@ -38,7 +39,7 @@ struct b2StackEntry
|
||||
// This is a stack allocator used for fast per step allocations.
|
||||
// You must nest allocate/free pairs. The code will assert
|
||||
// if you try to interleave multiple allocate/free pairs.
|
||||
class b2StackAllocator
|
||||
class B2_API b2StackAllocator
|
||||
{
|
||||
public:
|
||||
b2StackAllocator();
|
||||
|
||||
@@ -23,11 +23,12 @@
|
||||
#ifndef B2_TIME_OF_IMPACT_H
|
||||
#define B2_TIME_OF_IMPACT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
#include "b2_distance.h"
|
||||
|
||||
/// Input parameters for b2TimeOfImpact
|
||||
struct b2TOIInput
|
||||
struct B2_API b2TOIInput
|
||||
{
|
||||
b2DistanceProxy proxyA;
|
||||
b2DistanceProxy proxyB;
|
||||
@@ -37,7 +38,7 @@ struct b2TOIInput
|
||||
};
|
||||
|
||||
/// Output parameters for b2TimeOfImpact.
|
||||
struct b2TOIOutput
|
||||
struct B2_API b2TOIOutput
|
||||
{
|
||||
enum State
|
||||
{
|
||||
@@ -57,6 +58,6 @@ struct b2TOIOutput
|
||||
/// non-tunneling collisions. If you change the time interval, you should call this function
|
||||
/// again.
|
||||
/// Note: use b2Distance to compute the contact point and normal at the time of impact.
|
||||
void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
|
||||
B2_API void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
|
||||
|
||||
#endif
|
||||
|
||||
@@ -22,10 +22,11 @@
|
||||
#ifndef B2_TIME_STEP_H
|
||||
#define B2_TIME_STEP_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_math.h"
|
||||
|
||||
/// Profiling data. Times are in milliseconds.
|
||||
struct b2Profile
|
||||
struct B2_API b2Profile
|
||||
{
|
||||
float step;
|
||||
float collide;
|
||||
@@ -38,7 +39,7 @@ struct b2Profile
|
||||
};
|
||||
|
||||
/// This is an internal structure.
|
||||
struct b2TimeStep
|
||||
struct B2_API b2TimeStep
|
||||
{
|
||||
float dt; // time step
|
||||
float inv_dt; // inverse time step (0 if dt == 0).
|
||||
@@ -49,21 +50,21 @@ struct b2TimeStep
|
||||
};
|
||||
|
||||
/// This is an internal structure.
|
||||
struct b2Position
|
||||
struct B2_API b2Position
|
||||
{
|
||||
b2Vec2 c;
|
||||
float a;
|
||||
};
|
||||
|
||||
/// This is an internal structure.
|
||||
struct b2Velocity
|
||||
struct B2_API b2Velocity
|
||||
{
|
||||
b2Vec2 v;
|
||||
float w;
|
||||
};
|
||||
|
||||
/// Solver Data
|
||||
struct b2SolverData
|
||||
struct B2_API b2SolverData
|
||||
{
|
||||
b2TimeStep step;
|
||||
b2Position* positions;
|
||||
|
||||
@@ -23,11 +23,12 @@
|
||||
#ifndef B2_TIMER_H
|
||||
#define B2_TIMER_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_settings.h"
|
||||
|
||||
/// Timer for profiling. This has platform specific code and may
|
||||
/// not work on every platform.
|
||||
class b2Timer
|
||||
class B2_API b2Timer
|
||||
{
|
||||
public:
|
||||
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
// MIT License
|
||||
|
||||
// Copyright (c) 2020 Erin Catto
|
||||
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
#ifndef B2_TYPES_H
|
||||
#define B2_TYPES_H
|
||||
|
||||
typedef signed char int8;
|
||||
typedef signed short int16;
|
||||
typedef signed int int32;
|
||||
typedef unsigned char uint8;
|
||||
typedef unsigned short uint16;
|
||||
typedef unsigned int uint32;
|
||||
|
||||
#endif
|
||||
@@ -23,12 +23,13 @@
|
||||
#ifndef B2_WELD_JOINT_H
|
||||
#define B2_WELD_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Weld joint definition. You need to specify local anchor points
|
||||
/// where they are attached and the relative body angle. The position
|
||||
/// of the anchor points is important for computing the reaction torque.
|
||||
struct b2WeldJointDef : public b2JointDef
|
||||
struct B2_API b2WeldJointDef : public b2JointDef
|
||||
{
|
||||
b2WeldJointDef()
|
||||
{
|
||||
@@ -54,7 +55,7 @@ struct b2WeldJointDef : public b2JointDef
|
||||
|
||||
/// The bodyB angle minus bodyA angle in the reference state (radians).
|
||||
float referenceAngle;
|
||||
|
||||
|
||||
/// The rotational stiffness in N*m
|
||||
/// Disable softness with a value of 0
|
||||
float stiffness;
|
||||
@@ -65,7 +66,7 @@ struct b2WeldJointDef : public b2JointDef
|
||||
|
||||
/// A weld joint essentially glues two bodies together. A weld joint may
|
||||
/// distort somewhat because the island constraint solver is approximate.
|
||||
class b2WeldJoint : public b2Joint
|
||||
class B2_API b2WeldJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#ifndef B2_WHEEL_JOINT_H
|
||||
#define B2_WHEEL_JOINT_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_joint.h"
|
||||
|
||||
/// Wheel joint definition. This requires defining a line of
|
||||
@@ -31,7 +32,7 @@
|
||||
/// can violate the constraint slightly. The joint translation is zero
|
||||
/// when the local anchor points coincide in world space. Using local
|
||||
/// anchors and a local axis helps when saving and loading a game.
|
||||
struct b2WheelJointDef : public b2JointDef
|
||||
struct B2_API b2WheelJointDef : public b2JointDef
|
||||
{
|
||||
b2WheelJointDef()
|
||||
{
|
||||
@@ -91,7 +92,7 @@ struct b2WheelJointDef : public b2JointDef
|
||||
/// along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to
|
||||
/// line constraint with a rotational motor and a linear spring/damper. The spring/damper is
|
||||
/// initialized upon creation. This joint is designed for vehicle suspensions.
|
||||
class b2WheelJoint : public b2Joint
|
||||
class B2_API b2WheelJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const override;
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#ifndef B2_WORLD_H
|
||||
#define B2_WORLD_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_block_allocator.h"
|
||||
#include "b2_contact_manager.h"
|
||||
#include "b2_math.h"
|
||||
@@ -42,7 +43,7 @@ class b2Joint;
|
||||
/// The world class manages all physics entities, dynamic simulation,
|
||||
/// and asynchronous queries. The world also contains efficient memory
|
||||
/// management facilities.
|
||||
class b2World
|
||||
class B2_API b2World
|
||||
{
|
||||
public:
|
||||
/// Construct a world object.
|
||||
@@ -58,7 +59,7 @@ public:
|
||||
|
||||
/// Register a contact filter to provide specific control over collision.
|
||||
/// Otherwise the default filter is used (b2_defaultFilter). The listener is
|
||||
/// owned by you and must remain in scope.
|
||||
/// owned by you and must remain in scope.
|
||||
void SetContactFilter(b2ContactFilter* filter);
|
||||
|
||||
/// Register a contact event listener. The listener is owned by you and must
|
||||
@@ -185,7 +186,7 @@ public:
|
||||
|
||||
/// Change the global gravity vector.
|
||||
void SetGravity(const b2Vec2& gravity);
|
||||
|
||||
|
||||
/// Get the global gravity vector.
|
||||
b2Vec2 GetGravity() const;
|
||||
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#ifndef B2_WORLD_CALLBACKS_H
|
||||
#define B2_WORLD_CALLBACKS_H
|
||||
|
||||
#include "b2_api.h"
|
||||
#include "b2_settings.h"
|
||||
|
||||
struct b2Vec2;
|
||||
@@ -37,7 +38,7 @@ struct b2Manifold;
|
||||
/// Joints and fixtures are destroyed when their associated
|
||||
/// body is destroyed. Implement this listener so that you
|
||||
/// may nullify references to these joints and shapes.
|
||||
class b2DestructionListener
|
||||
class B2_API b2DestructionListener
|
||||
{
|
||||
public:
|
||||
virtual ~b2DestructionListener() {}
|
||||
@@ -53,7 +54,7 @@ public:
|
||||
|
||||
/// Implement this class to provide collision filtering. In other words, you can implement
|
||||
/// this class if you want finer control over contact creation.
|
||||
class b2ContactFilter
|
||||
class B2_API b2ContactFilter
|
||||
{
|
||||
public:
|
||||
virtual ~b2ContactFilter() {}
|
||||
@@ -66,7 +67,7 @@ public:
|
||||
/// Contact impulses for reporting. Impulses are used instead of forces because
|
||||
/// sub-step forces may approach infinity for rigid body collisions. These
|
||||
/// match up one-to-one with the contact points in b2Manifold.
|
||||
struct b2ContactImpulse
|
||||
struct B2_API b2ContactImpulse
|
||||
{
|
||||
float normalImpulses[b2_maxManifoldPoints];
|
||||
float tangentImpulses[b2_maxManifoldPoints];
|
||||
@@ -82,7 +83,7 @@ struct b2ContactImpulse
|
||||
/// You should strive to make your callbacks efficient because there may be
|
||||
/// many callbacks per time step.
|
||||
/// @warning You cannot create/destroy Box2D entities inside these callbacks.
|
||||
class b2ContactListener
|
||||
class B2_API b2ContactListener
|
||||
{
|
||||
public:
|
||||
virtual ~b2ContactListener() {}
|
||||
@@ -124,7 +125,7 @@ public:
|
||||
|
||||
/// Callback class for AABB queries.
|
||||
/// See b2World::Query
|
||||
class b2QueryCallback
|
||||
class B2_API b2QueryCallback
|
||||
{
|
||||
public:
|
||||
virtual ~b2QueryCallback() {}
|
||||
@@ -136,7 +137,7 @@ public:
|
||||
|
||||
/// Callback class for ray casts.
|
||||
/// See b2World::RayCast
|
||||
class b2RayCastCallback
|
||||
class B2_API b2RayCastCallback
|
||||
{
|
||||
public:
|
||||
virtual ~b2RayCastCallback() {}
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
#include "box2d/b2_polygon_shape.h"
|
||||
|
||||
// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
|
||||
int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
|
||||
B2_API int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
|
||||
|
||||
void b2DistanceProxy::Set(const b2Shape* shape, int32 index)
|
||||
{
|
||||
|
||||
@@ -41,8 +41,6 @@ b2DynamicTree::b2DynamicTree()
|
||||
m_nodes[m_nodeCapacity-1].height = -1;
|
||||
m_freeList = 0;
|
||||
|
||||
m_path = 0;
|
||||
|
||||
m_insertionCount = 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -29,9 +29,9 @@
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
float b2_toiTime, b2_toiMaxTime;
|
||||
int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
|
||||
int32 b2_toiRootIters, b2_toiMaxRootIters;
|
||||
B2_API float b2_toiTime, b2_toiMaxTime;
|
||||
B2_API int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
|
||||
B2_API int32 b2_toiRootIters, b2_toiMaxRootIters;
|
||||
|
||||
//
|
||||
struct b2SeparationFunction
|
||||
|
||||
@@ -27,28 +27,23 @@
|
||||
#include <stdarg.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#include "common/Exception.h"
|
||||
|
||||
b2Version b2_version = {2, 4, 0};
|
||||
|
||||
// Memory allocators. Modify these to use your own allocator.
|
||||
void* b2Alloc(int32 size)
|
||||
void* b2Alloc_Default(int32 size)
|
||||
{
|
||||
return malloc(size);
|
||||
}
|
||||
|
||||
void b2Free(void* mem)
|
||||
void b2Free_Default(void* mem)
|
||||
{
|
||||
free(mem);
|
||||
}
|
||||
|
||||
// You can modify this to use your logging facility.
|
||||
void b2Log(const char* string, ...)
|
||||
void b2Log_Default(const char* string, va_list args)
|
||||
{
|
||||
va_list args;
|
||||
va_start(args, string);
|
||||
vprintf(string, args);
|
||||
va_end(args);
|
||||
}
|
||||
|
||||
FILE* b2_dumpFile = nullptr;
|
||||
@@ -77,9 +72,3 @@ void b2CloseDump()
|
||||
fclose(b2_dumpFile);
|
||||
b2_dumpFile = nullptr;
|
||||
}
|
||||
|
||||
void loveAssert(bool test, const char* teststr)
|
||||
{
|
||||
if (!test)
|
||||
throw love::Exception("Box2D assertion failed: %s", teststr);
|
||||
}
|
||||
|
||||
@@ -434,6 +434,9 @@ void b2Body::SetTransform(const b2Vec2& position, float angle)
|
||||
{
|
||||
f->Synchronize(broadPhase, m_xf, m_xf);
|
||||
}
|
||||
|
||||
// Check for new contacts the next step
|
||||
m_world->m_newContacts = true;
|
||||
}
|
||||
|
||||
void b2Body::SynchronizeFixtures()
|
||||
|
||||
@@ -156,6 +156,7 @@ 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_restitutionThreshold = b2MixRestitutionThreshold(m_fixtureA->m_restitutionThreshold, m_fixtureB->m_restitutionThreshold);
|
||||
|
||||
m_tangentSpeed = 0.0f;
|
||||
}
|
||||
|
||||
@@ -31,7 +31,7 @@
|
||||
// Solver debugging is normally disabled because the block solver sometimes has to deal with a poorly conditioned effective mass matrix.
|
||||
#define B2_DEBUG_SOLVER 0
|
||||
|
||||
bool g_blockSolve = true;
|
||||
B2_API bool g_blockSolve = true;
|
||||
|
||||
struct b2ContactPositionConstraint
|
||||
{
|
||||
@@ -80,6 +80,7 @@ b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)
|
||||
b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
|
||||
vc->friction = contact->m_friction;
|
||||
vc->restitution = contact->m_restitution;
|
||||
vc->threshold = contact->m_restitutionThreshold;
|
||||
vc->tangentSpeed = contact->m_tangentSpeed;
|
||||
vc->indexA = bodyA->m_islandIndex;
|
||||
vc->indexB = bodyB->m_islandIndex;
|
||||
@@ -213,7 +214,7 @@ void b2ContactSolver::InitializeVelocityConstraints()
|
||||
// Setup a velocity bias for restitution.
|
||||
vcp->velocityBias = 0.0f;
|
||||
float vRel = b2Dot(vc->normal, vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA));
|
||||
if (vRel < -b2_velocityThreshold)
|
||||
if (vRel < -vc->threshold)
|
||||
{
|
||||
vcp->velocityBias = -vc->restitution * vRel;
|
||||
}
|
||||
|
||||
@@ -55,6 +55,7 @@ struct b2ContactVelocityConstraint
|
||||
float invIA, invIB;
|
||||
float friction;
|
||||
float restitution;
|
||||
float threshold;
|
||||
float tangentSpeed;
|
||||
int32 pointCount;
|
||||
int32 contactIndex;
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
// SOFTWARE.
|
||||
|
||||
#include "box2d/b2_body.h"
|
||||
#include "box2d/b2_draw.h"
|
||||
#include "box2d/b2_distance_joint.h"
|
||||
#include "box2d/b2_time_step.h"
|
||||
|
||||
@@ -48,7 +49,9 @@ void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
|
||||
localAnchorA = bodyA->GetLocalPoint(anchor1);
|
||||
localAnchorB = bodyB->GetLocalPoint(anchor2);
|
||||
b2Vec2 d = anchor2 - anchor1;
|
||||
length = d.Length();
|
||||
length = b2Max(d.Length(), b2_linearSlop);
|
||||
minLength = length;
|
||||
maxLength = length;
|
||||
}
|
||||
|
||||
b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
|
||||
@@ -56,13 +59,18 @@ b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
|
||||
{
|
||||
m_localAnchorA = def->localAnchorA;
|
||||
m_localAnchorB = def->localAnchorB;
|
||||
m_length = def->length;
|
||||
m_length = b2Max(def->length, b2_linearSlop);
|
||||
m_minLength = b2Max(def->minLength, b2_linearSlop);
|
||||
m_maxLength = b2Max(def->maxLength, m_minLength);
|
||||
m_stiffness = def->stiffness;
|
||||
m_damping = def->damping;
|
||||
|
||||
m_impulse = 0.0f;
|
||||
m_gamma = 0.0f;
|
||||
m_bias = 0.0f;
|
||||
m_impulse = 0.0f;
|
||||
m_lowerImpulse = 0.0f;
|
||||
m_upperImpulse = 0.0f;
|
||||
m_currentLength = 0.0f;
|
||||
}
|
||||
|
||||
void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
|
||||
@@ -93,23 +101,29 @@ void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
|
||||
m_u = cB + m_rB - cA - m_rA;
|
||||
|
||||
// Handle singularity.
|
||||
float length = m_u.Length();
|
||||
if (length > b2_linearSlop)
|
||||
m_currentLength = m_u.Length();
|
||||
if (m_currentLength > b2_linearSlop)
|
||||
{
|
||||
m_u *= 1.0f / length;
|
||||
m_u *= 1.0f / m_currentLength;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_u.Set(0.0f, 0.0f);
|
||||
m_mass = 0.0f;
|
||||
m_impulse = 0.0f;
|
||||
m_lowerImpulse = 0.0f;
|
||||
m_upperImpulse = 0.0f;
|
||||
}
|
||||
|
||||
float crAu = b2Cross(m_rA, m_u);
|
||||
float crBu = b2Cross(m_rB, m_u);
|
||||
float invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
|
||||
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
|
||||
|
||||
if (m_stiffness > 0.0f)
|
||||
if (m_stiffness > 0.0f && m_minLength < m_maxLength)
|
||||
{
|
||||
float C = length - m_length;
|
||||
// soft
|
||||
float C = m_currentLength - m_length;
|
||||
|
||||
float d = m_damping;
|
||||
float k = m_stiffness;
|
||||
@@ -117,27 +131,31 @@ void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
|
||||
// magic formulas
|
||||
float h = data.step.dt;
|
||||
|
||||
// gamma = 1 / (h * (d + h * k)), the extra factor of h in the denominator is since the lambda is an impulse, not a force
|
||||
// gamma = 1 / (h * (d + h * k))
|
||||
// the extra factor of h in the denominator is since the lambda is an impulse, not a force
|
||||
m_gamma = h * (d + h * k);
|
||||
m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
|
||||
m_bias = C * h * k * m_gamma;
|
||||
|
||||
invMass += m_gamma;
|
||||
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
|
||||
m_softMass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// rigid
|
||||
m_gamma = 0.0f;
|
||||
m_bias = 0.0f;
|
||||
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
|
||||
m_softMass = m_mass;
|
||||
}
|
||||
|
||||
if (data.step.warmStarting)
|
||||
{
|
||||
// Scale the impulse to support a variable time step.
|
||||
m_impulse *= data.step.dtRatio;
|
||||
m_lowerImpulse *= data.step.dtRatio;
|
||||
m_upperImpulse *= data.step.dtRatio;
|
||||
|
||||
b2Vec2 P = m_impulse * m_u;
|
||||
b2Vec2 P = (m_impulse + m_lowerImpulse - m_upperImpulse) * m_u;
|
||||
vA -= m_invMassA * P;
|
||||
wA -= m_invIA * b2Cross(m_rA, P);
|
||||
vB += m_invMassB * P;
|
||||
@@ -161,19 +179,85 @@ void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
|
||||
b2Vec2 vB = data.velocities[m_indexB].v;
|
||||
float wB = data.velocities[m_indexB].w;
|
||||
|
||||
// Cdot = dot(u, v + cross(w, r))
|
||||
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
|
||||
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
|
||||
float Cdot = b2Dot(m_u, vpB - vpA);
|
||||
if (m_minLength < m_maxLength)
|
||||
{
|
||||
if (m_stiffness > 0.0f)
|
||||
{
|
||||
// Cdot = dot(u, v + cross(w, r))
|
||||
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
|
||||
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
|
||||
float Cdot = b2Dot(m_u, vpB - vpA);
|
||||
|
||||
float impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
|
||||
m_impulse += impulse;
|
||||
float impulse = -m_softMass * (Cdot + m_bias + m_gamma * m_impulse);
|
||||
m_impulse += impulse;
|
||||
|
||||
b2Vec2 P = impulse * m_u;
|
||||
vA -= m_invMassA * P;
|
||||
wA -= m_invIA * b2Cross(m_rA, P);
|
||||
vB += m_invMassB * P;
|
||||
wB += m_invIB * b2Cross(m_rB, P);
|
||||
b2Vec2 P = impulse * m_u;
|
||||
vA -= m_invMassA * P;
|
||||
wA -= m_invIA * b2Cross(m_rA, P);
|
||||
vB += m_invMassB * P;
|
||||
wB += m_invIB * b2Cross(m_rB, P);
|
||||
}
|
||||
|
||||
// lower
|
||||
{
|
||||
float C = m_currentLength - m_minLength;
|
||||
float bias = b2Max(0.0f, C) * data.step.inv_dt;
|
||||
|
||||
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
|
||||
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
|
||||
float Cdot = b2Dot(m_u, vpB - vpA);
|
||||
|
||||
float impulse = -m_mass * (Cdot + bias);
|
||||
float oldImpulse = m_lowerImpulse;
|
||||
m_lowerImpulse = b2Max(0.0f, m_lowerImpulse + impulse);
|
||||
impulse = m_lowerImpulse - oldImpulse;
|
||||
b2Vec2 P = impulse * m_u;
|
||||
|
||||
vA -= m_invMassA * P;
|
||||
wA -= m_invIA * b2Cross(m_rA, P);
|
||||
vB += m_invMassB * P;
|
||||
wB += m_invIB * b2Cross(m_rB, P);
|
||||
}
|
||||
|
||||
// upper
|
||||
{
|
||||
float C = m_maxLength - m_currentLength;
|
||||
float bias = b2Max(0.0f, C) * data.step.inv_dt;
|
||||
|
||||
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
|
||||
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
|
||||
float Cdot = b2Dot(m_u, vpA - vpB);
|
||||
|
||||
float impulse = -m_mass * (Cdot + bias);
|
||||
float oldImpulse = m_upperImpulse;
|
||||
m_upperImpulse = b2Max(0.0f, m_upperImpulse + impulse);
|
||||
impulse = m_upperImpulse - oldImpulse;
|
||||
b2Vec2 P = -impulse * m_u;
|
||||
|
||||
vA -= m_invMassA * P;
|
||||
wA -= m_invIA * b2Cross(m_rA, P);
|
||||
vB += m_invMassB * P;
|
||||
wB += m_invIB * b2Cross(m_rB, P);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Equal limits
|
||||
|
||||
// Cdot = dot(u, v + cross(w, r))
|
||||
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
|
||||
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
|
||||
float Cdot = b2Dot(m_u, vpB - vpA);
|
||||
|
||||
float impulse = -m_mass * Cdot;
|
||||
m_impulse += impulse;
|
||||
|
||||
b2Vec2 P = impulse * m_u;
|
||||
vA -= m_invMassA * P;
|
||||
wA -= m_invIA * b2Cross(m_rA, P);
|
||||
vB += m_invMassB * P;
|
||||
wB += m_invIB * b2Cross(m_rB, P);
|
||||
}
|
||||
|
||||
data.velocities[m_indexA].v = vA;
|
||||
data.velocities[m_indexA].w = wA;
|
||||
@@ -183,12 +267,6 @@ void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
|
||||
|
||||
bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
|
||||
{
|
||||
if (m_stiffness > 0.0f)
|
||||
{
|
||||
// There is no position correction for soft distance constraints.
|
||||
return true;
|
||||
}
|
||||
|
||||
b2Vec2 cA = data.positions[m_indexA].c;
|
||||
float aA = data.positions[m_indexA].a;
|
||||
b2Vec2 cB = data.positions[m_indexB].c;
|
||||
@@ -201,8 +279,23 @@ bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
|
||||
b2Vec2 u = cB + rB - cA - rA;
|
||||
|
||||
float length = u.Normalize();
|
||||
float C = length - m_length;
|
||||
C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection);
|
||||
float C;
|
||||
if (m_minLength == m_maxLength)
|
||||
{
|
||||
C = length - m_minLength;
|
||||
}
|
||||
else if (length < m_minLength)
|
||||
{
|
||||
C = length - m_minLength;
|
||||
}
|
||||
else if (m_maxLength < length)
|
||||
{
|
||||
C = length - m_maxLength;
|
||||
}
|
||||
else
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
float impulse = -m_mass * C;
|
||||
b2Vec2 P = impulse * u;
|
||||
@@ -232,7 +325,7 @@ b2Vec2 b2DistanceJoint::GetAnchorB() const
|
||||
|
||||
b2Vec2 b2DistanceJoint::GetReactionForce(float inv_dt) const
|
||||
{
|
||||
b2Vec2 F = (inv_dt * m_impulse) * m_u;
|
||||
b2Vec2 F = inv_dt * (m_impulse + m_lowerImpulse - m_upperImpulse) * m_u;
|
||||
return F;
|
||||
}
|
||||
|
||||
@@ -242,6 +335,36 @@ float b2DistanceJoint::GetReactionTorque(float inv_dt) const
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
float b2DistanceJoint::SetLength(float length)
|
||||
{
|
||||
m_impulse = 0.0f;
|
||||
m_length = b2Max(b2_linearSlop, length);
|
||||
return m_length;
|
||||
}
|
||||
|
||||
float b2DistanceJoint::SetMinLength(float minLength)
|
||||
{
|
||||
m_lowerImpulse = 0.0f;
|
||||
m_minLength = b2Clamp(minLength, b2_linearSlop, m_maxLength);
|
||||
return m_minLength;
|
||||
}
|
||||
|
||||
float b2DistanceJoint::SetMaxLength(float maxLength)
|
||||
{
|
||||
m_upperImpulse = 0.0f;
|
||||
m_maxLength = b2Max(maxLength, m_minLength);
|
||||
return m_maxLength;
|
||||
}
|
||||
|
||||
float b2DistanceJoint::GetCurrentLength() const
|
||||
{
|
||||
b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA);
|
||||
b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB);
|
||||
b2Vec2 d = pB - pA;
|
||||
float length = d.Length();
|
||||
return length;
|
||||
}
|
||||
|
||||
void b2DistanceJoint::Dump()
|
||||
{
|
||||
int32 indexA = m_bodyA->m_islandIndex;
|
||||
@@ -254,7 +377,45 @@ void b2DistanceJoint::Dump()
|
||||
b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
|
||||
b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
|
||||
b2Dump(" jd.length = %.9g;\n", m_length);
|
||||
b2Dump(" jd.minLength = %.9g;\n", m_minLength);
|
||||
b2Dump(" jd.maxLength = %.9g;\n", m_maxLength);
|
||||
b2Dump(" jd.stiffness = %.9g;\n", m_stiffness);
|
||||
b2Dump(" jd.damping = %.9g;\n", m_damping);
|
||||
b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
|
||||
}
|
||||
|
||||
void b2DistanceJoint::Draw(b2Draw* draw) const
|
||||
{
|
||||
const b2Transform& xfA = m_bodyA->GetTransform();
|
||||
const b2Transform& xfB = m_bodyB->GetTransform();
|
||||
b2Vec2 pA = b2Mul(xfA, m_localAnchorA);
|
||||
b2Vec2 pB = b2Mul(xfB, m_localAnchorB);
|
||||
|
||||
b2Vec2 axis = pB - pA;
|
||||
float length = axis.Normalize();
|
||||
|
||||
b2Color c1(0.7f, 0.7f, 0.7f);
|
||||
b2Color c2(0.3f, 0.9f, 0.3f);
|
||||
b2Color c3(0.9f, 0.3f, 0.3f);
|
||||
b2Color c4(0.4f, 0.4f, 0.4f);
|
||||
|
||||
draw->DrawSegment(pA, pB, c4);
|
||||
|
||||
b2Vec2 pRest = pA + m_length * axis;
|
||||
draw->DrawPoint(pRest, 8.0f, c1);
|
||||
|
||||
if (m_minLength != m_maxLength)
|
||||
{
|
||||
if (m_minLength > b2_linearSlop)
|
||||
{
|
||||
b2Vec2 pMin = pA + m_minLength * axis;
|
||||
draw->DrawPoint(pMin, 4.0f, c2);
|
||||
}
|
||||
|
||||
if (m_maxLength < FLT_MAX)
|
||||
{
|
||||
b2Vec2 pMax = pA + m_maxLength * axis;
|
||||
draw->DrawPoint(pMax, 4.0f, c3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -33,7 +33,6 @@
|
||||
|
||||
b2Fixture::b2Fixture()
|
||||
{
|
||||
m_userData = nullptr;
|
||||
m_body = nullptr;
|
||||
m_next = nullptr;
|
||||
m_proxies = nullptr;
|
||||
@@ -47,6 +46,7 @@ void b2Fixture::Create(b2BlockAllocator* allocator, b2Body* body, const b2Fixtur
|
||||
m_userData = def->userData;
|
||||
m_friction = def->friction;
|
||||
m_restitution = def->restitution;
|
||||
m_restitutionThreshold = def->restitutionThreshold;
|
||||
|
||||
m_body = body;
|
||||
m_next = nullptr;
|
||||
@@ -235,6 +235,7 @@ void b2Fixture::Dump(int32 bodyIndex)
|
||||
b2Dump(" b2FixtureDef fd;\n");
|
||||
b2Dump(" fd.friction = %.9g;\n", m_friction);
|
||||
b2Dump(" fd.restitution = %.9g;\n", m_restitution);
|
||||
b2Dump(" fd.restitutionThreshold = %.9g;\n", m_restitutionThreshold);
|
||||
b2Dump(" fd.density = %.9g;\n", m_density);
|
||||
b2Dump(" fd.isSensor = bool(%d);\n", m_isSensor);
|
||||
b2Dump(" fd.filter.categoryBits = uint16(%d);\n", m_filter.categoryBits);
|
||||
|
||||
@@ -64,6 +64,9 @@ b2GearJoint::b2GearJoint(const b2GearJointDef* def)
|
||||
m_bodyC = m_joint1->GetBodyA();
|
||||
m_bodyA = m_joint1->GetBodyB();
|
||||
|
||||
// Body B on joint1 must be dynamic
|
||||
b2Assert(m_bodyA->m_type == b2_dynamicBody);
|
||||
|
||||
// Get geometry of joint1
|
||||
b2Transform xfA = m_bodyA->m_xf;
|
||||
float aA = m_bodyA->m_sweep.a;
|
||||
@@ -96,6 +99,9 @@ b2GearJoint::b2GearJoint(const b2GearJointDef* def)
|
||||
m_bodyD = m_joint2->GetBodyA();
|
||||
m_bodyB = m_joint2->GetBodyB();
|
||||
|
||||
// Body B on joint2 must be dynamic
|
||||
b2Assert(m_bodyB->m_type == b2_dynamicBody);
|
||||
|
||||
// Get geometry of joint2
|
||||
b2Transform xfB = m_bodyB->m_xf;
|
||||
float aB = m_bodyB->m_sweep.a;
|
||||
|
||||
@@ -31,7 +31,6 @@
|
||||
#include "box2d/b2_prismatic_joint.h"
|
||||
#include "box2d/b2_pulley_joint.h"
|
||||
#include "box2d/b2_revolute_joint.h"
|
||||
#include "box2d/b2_rope_joint.h"
|
||||
#include "box2d/b2_weld_joint.h"
|
||||
#include "box2d/b2_wheel_joint.h"
|
||||
#include "box2d/b2_world.h"
|
||||
@@ -157,13 +156,6 @@ b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
|
||||
}
|
||||
break;
|
||||
|
||||
case e_ropeJoint:
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2RopeJoint));
|
||||
joint = new (mem) b2RopeJoint(static_cast<const b2RopeJointDef*>(def));
|
||||
}
|
||||
break;
|
||||
|
||||
case e_motorJoint:
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2MotorJoint));
|
||||
@@ -220,10 +212,6 @@ void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
|
||||
allocator->Free(joint, sizeof(b2FrictionJoint));
|
||||
break;
|
||||
|
||||
case e_ropeJoint:
|
||||
allocator->Free(joint, sizeof(b2RopeJoint));
|
||||
break;
|
||||
|
||||
case e_motorJoint:
|
||||
allocator->Free(joint, sizeof(b2MotorJoint));
|
||||
break;
|
||||
|
||||
@@ -462,7 +462,7 @@ b2Vec2 b2PrismaticJoint::GetAnchorB() const
|
||||
|
||||
b2Vec2 b2PrismaticJoint::GetReactionForce(float inv_dt) const
|
||||
{
|
||||
return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_lowerImpulse + m_upperImpulse) * m_axis);
|
||||
return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_lowerImpulse - m_upperImpulse) * m_axis);
|
||||
}
|
||||
|
||||
float b2PrismaticJoint::GetReactionTorque(float inv_dt) const
|
||||
@@ -607,7 +607,6 @@ void b2PrismaticJoint::Dump()
|
||||
b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
|
||||
}
|
||||
|
||||
///
|
||||
void b2PrismaticJoint::Draw(b2Draw* draw) const
|
||||
{
|
||||
const b2Transform& xfA = m_bodyA->GetTransform();
|
||||
|
||||
@@ -338,7 +338,7 @@ b2Vec2 b2RevoluteJoint::GetReactionForce(float inv_dt) const
|
||||
|
||||
float b2RevoluteJoint::GetReactionTorque(float inv_dt) const
|
||||
{
|
||||
return inv_dt * (m_lowerImpulse + m_upperImpulse);
|
||||
return inv_dt * (m_motorImpulse + m_lowerImpulse - m_upperImpulse);
|
||||
}
|
||||
|
||||
float b2RevoluteJoint::GetJointAngle() const
|
||||
|
||||
@@ -455,7 +455,7 @@ b2Vec2 b2WheelJoint::GetAnchorB() const
|
||||
|
||||
b2Vec2 b2WheelJoint::GetReactionForce(float inv_dt) const
|
||||
{
|
||||
return inv_dt * (m_impulse * m_ay + m_springImpulse * m_ax);
|
||||
return inv_dt * (m_impulse * m_ay + (m_springImpulse + m_lowerImpulse - m_upperImpulse) * m_ax);
|
||||
}
|
||||
|
||||
float b2WheelJoint::GetReactionTorque(float inv_dt) const
|
||||
|
||||
@@ -306,6 +306,10 @@ void b2Rope::Step(float dt, int32 iterations, const b2Vec2& position)
|
||||
{
|
||||
SolveBend_PBD_Height();
|
||||
}
|
||||
else if (m_tuning.bendingModel == b2_pbdTriangleBendingModel)
|
||||
{
|
||||
SolveBend_PBD_Triangle();
|
||||
}
|
||||
|
||||
if (m_tuning.stretchingModel == b2_pbdStretchingModel)
|
||||
{
|
||||
@@ -750,6 +754,42 @@ void b2Rope::SolveBend_PBD_Height()
|
||||
}
|
||||
}
|
||||
|
||||
// M. Kelager: A Triangle Bending Constraint Model for PBD
|
||||
void b2Rope::SolveBend_PBD_Triangle()
|
||||
{
|
||||
const float stiffness = m_tuning.bendStiffness;
|
||||
|
||||
for (int32 i = 0; i < m_bendCount; ++i)
|
||||
{
|
||||
const b2RopeBend& c = m_bendConstraints[i];
|
||||
|
||||
b2Vec2 b0 = m_ps[c.i1];
|
||||
b2Vec2 v = m_ps[c.i2];
|
||||
b2Vec2 b1 = m_ps[c.i3];
|
||||
|
||||
float wb0 = c.invMass1;
|
||||
float wv = c.invMass2;
|
||||
float wb1 = c.invMass3;
|
||||
|
||||
float W = wb0 + wb1 + 2.0f * wv;
|
||||
float invW = stiffness / W;
|
||||
|
||||
b2Vec2 d = v - (1.0f / 3.0f) * (b0 + v + b1);
|
||||
|
||||
b2Vec2 db0 = 2.0f * wb0 * invW * d;
|
||||
b2Vec2 dv = -4.0f * wv * invW * d;
|
||||
b2Vec2 db1 = 2.0f * wb1 * invW * d;
|
||||
|
||||
b0 += db0;
|
||||
v += dv;
|
||||
b1 += db1;
|
||||
|
||||
m_ps[c.i1] = b0;
|
||||
m_ps[c.i2] = v;
|
||||
m_ps[c.i3] = b1;
|
||||
}
|
||||
}
|
||||
|
||||
void b2Rope::Draw(b2Draw* draw) const
|
||||
{
|
||||
b2Color c(0.4f, 0.5f, 0.7f);
|
||||
|
||||
@@ -45,7 +45,7 @@ Body::Body(World *world, b2Vec2 p, Body::Type type)
|
||||
udata->ref = nullptr;
|
||||
b2BodyDef def;
|
||||
def.position = Physics::scaleDown(p);
|
||||
def.userData = (void *) udata;
|
||||
def.userData = udata;
|
||||
body = world->world->CreateBody(&def);
|
||||
// Box2D body holds a reference to the love Body.
|
||||
this->retain();
|
||||
@@ -529,7 +529,7 @@ int Body::setUserData(lua_State *L)
|
||||
if (udata == nullptr)
|
||||
{
|
||||
udata = new bodyudata();
|
||||
body->SetUserData((void *) udata);
|
||||
body->SetUserData(udata);
|
||||
}
|
||||
|
||||
if(!udata->ref)
|
||||
|
||||
@@ -45,7 +45,7 @@ Fixture::Fixture(Body *body, Shape *shape, float density)
|
||||
udata->ref = nullptr;
|
||||
b2FixtureDef def;
|
||||
def.shape = shape->shape;
|
||||
def.userData = (void *)udata;
|
||||
def.userData = udata;
|
||||
def.density = density;
|
||||
fixture = body->body->CreateFixture(&def);
|
||||
this->retain();
|
||||
@@ -262,7 +262,7 @@ int Fixture::setUserData(lua_State *L)
|
||||
if (udata == nullptr)
|
||||
{
|
||||
udata = new fixtureudata();
|
||||
fixture->SetUserData((void *) udata);
|
||||
fixture->SetUserData(udata);
|
||||
}
|
||||
|
||||
if(!udata->ref)
|
||||
|
||||
@@ -202,7 +202,7 @@ int Joint::setUserData(lua_State *L)
|
||||
if (udata == nullptr)
|
||||
{
|
||||
udata = new jointudata();
|
||||
joint->SetUserData((void *) udata);
|
||||
joint->SetUserData(udata);
|
||||
}
|
||||
|
||||
if(!udata->ref)
|
||||
|
||||
Reference in New Issue
Block a user