Update to box2d 2.4.1

This commit is contained in:
Garrett Brown
2020-10-17 22:15:18 -04:00
parent 7d24beab90
commit 77f238767f
58 changed files with 879 additions and 367 deletions
+52
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@@ -0,0 +1,52 @@
// 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_API_H
#define B2_API_H
#ifdef B2_SHARED
#if defined _WIN32 || defined __CYGWIN__
#ifdef box2d_EXPORTS
#ifdef __GNUC__
#define B2_API __attribute__ ((dllexport))
#else
#define B2_API __declspec(dllexport)
#endif
#else
#ifdef __GNUC__
#define B2_API __attribute__ ((dllimport))
#else
#define B2_API __declspec(dllimport)
#endif
#endif
#else
#if __GNUC__ >= 4
#define B2_API __attribute__ ((visibility ("default")))
#else
#define B2_API
#endif
#endif
#else
#define B2_API
#endif
#endif
+3 -2
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@@ -23,7 +23,8 @@
#ifndef B2_BLOCK_ALLOCATOR_H
#define B2_BLOCK_ALLOCATOR_H
#include "box2d/b2_settings.h"
#include "b2_api.h"
#include "b2_settings.h"
const int32 b2_blockSizeCount = 14;
@@ -33,7 +34,7 @@ struct b2Chunk;
/// This is a small object allocator used for allocating small
/// objects that persist for more than one time step.
/// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
class b2BlockAllocator
class B2_API b2BlockAllocator
{
public:
b2BlockAllocator();
+14 -17
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@@ -23,6 +23,7 @@
#ifndef B2_BODY_H
#define B2_BODY_H
#include "b2_api.h"
#include "b2_math.h"
#include "b2_shape.h"
@@ -44,19 +45,15 @@ enum b2BodyType
b2_staticBody = 0,
b2_kinematicBody,
b2_dynamicBody
// TODO_ERIN
//b2_bulletBody,
};
/// A body definition holds all the data needed to construct a rigid body.
/// You can safely re-use body definitions. Shapes are added to a body after construction.
struct b2BodyDef
struct B2_API b2BodyDef
{
/// This constructor sets the body definition default values.
b2BodyDef()
{
userData = nullptr;
position.Set(0.0f, 0.0f);
angle = 0.0f;
linearVelocity.Set(0.0f, 0.0f);
@@ -121,14 +118,14 @@ struct b2BodyDef
bool enabled;
/// Use this to store application specific body data.
void* userData;
b2BodyUserData userData;
/// Scale the gravity applied to this body.
float gravityScale;
};
/// A rigid body. These are created via b2World::CreateBody.
class b2Body
class B2_API b2Body
{
public:
/// Creates a fixture and attach it to this body. Use this function if you need
@@ -379,10 +376,10 @@ public:
const b2Body* GetNext() const;
/// Get the user data pointer that was provided in the body definition.
void* GetUserData() const;
b2BodyUserData& GetUserData();
/// Set the user data. Use this to store your application specific data.
void SetUserData(void* data);
void SetUserData(b2BodyUserData& data);
/// Get the parent world of this body.
b2World* GetWorld();
@@ -398,7 +395,7 @@ private:
friend class b2ContactManager;
friend class b2ContactSolver;
friend class b2Contact;
friend class b2DistanceJoint;
friend class b2FrictionJoint;
friend class b2GearJoint;
@@ -471,7 +468,7 @@ private:
float m_sleepTime;
void* m_userData;
b2BodyUserData m_userData;
};
inline b2BodyType b2Body::GetType() const
@@ -734,16 +731,16 @@ inline const b2Body* b2Body::GetNext() const
return m_next;
}
inline void b2Body::SetUserData(void* data)
{
m_userData = data;
}
inline void* b2Body::GetUserData() const
inline b2BodyUserData& b2Body::GetUserData()
{
return m_userData;
}
inline void b2Body::SetUserData(b2BodyUserData& userData)
{
m_userData = userData;
}
inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake)
{
if (m_type != b2_dynamicBody)
+3 -2
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@@ -23,11 +23,12 @@
#ifndef B2_BROAD_PHASE_H
#define B2_BROAD_PHASE_H
#include "b2_api.h"
#include "b2_settings.h"
#include "b2_collision.h"
#include "b2_dynamic_tree.h"
struct b2Pair
struct B2_API b2Pair
{
int32 proxyIdA;
int32 proxyIdB;
@@ -36,7 +37,7 @@ struct b2Pair
/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
/// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
/// It is up to the client to consume the new pairs and to track subsequent overlap.
class b2BroadPhase
class B2_API b2BroadPhase
{
public:
+2 -1
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@@ -23,6 +23,7 @@
#ifndef B2_CHAIN_SHAPE_H
#define B2_CHAIN_SHAPE_H
#include "b2_api.h"
#include "b2_shape.h"
class b2EdgeShape;
@@ -32,7 +33,7 @@ class b2EdgeShape;
/// This provides a counter-clockwise winding like the polygon shape.
/// Connectivity information is used to create smooth collisions.
/// @warning the chain will not collide properly if there are self-intersections.
class b2ChainShape : public b2Shape
class B2_API b2ChainShape : public b2Shape
{
public:
b2ChainShape();
+2 -1
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@@ -23,10 +23,11 @@
#ifndef B2_CIRCLE_SHAPE_H
#define B2_CIRCLE_SHAPE_H
#include "b2_api.h"
#include "b2_shape.h"
/// A solid circle shape
class b2CircleShape : public b2Shape
class B2_API b2CircleShape : public b2Shape
{
public:
b2CircleShape();
+20 -18
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@@ -23,9 +23,11 @@
#ifndef B2_COLLISION_H
#define B2_COLLISION_H
#include "b2_math.h"
#include <limits.h>
#include "b2_api.h"
#include "b2_math.h"
/// @file
/// Structures and functions used for computing contact points, distance
/// queries, and TOI queries.
@@ -39,7 +41,7 @@ const uint8 b2_nullFeature = UCHAR_MAX;
/// The features that intersect to form the contact point
/// This must be 4 bytes or less.
struct b2ContactFeature
struct B2_API b2ContactFeature
{
enum Type
{
@@ -54,7 +56,7 @@ struct b2ContactFeature
};
/// Contact ids to facilitate warm starting.
union b2ContactID
union B2_API b2ContactID
{
b2ContactFeature cf;
uint32 key; ///< Used to quickly compare contact ids.
@@ -70,7 +72,7 @@ union b2ContactID
/// This structure is stored across time steps, so we keep it small.
/// Note: the impulses are used for internal caching and may not
/// provide reliable contact forces, especially for high speed collisions.
struct b2ManifoldPoint
struct B2_API b2ManifoldPoint
{
b2Vec2 localPoint; ///< usage depends on manifold type
float normalImpulse; ///< the non-penetration impulse
@@ -94,7 +96,7 @@ struct b2ManifoldPoint
/// account for movement, which is critical for continuous physics.
/// All contact scenarios must be expressed in one of these types.
/// This structure is stored across time steps, so we keep it small.
struct b2Manifold
struct B2_API b2Manifold
{
enum Type
{
@@ -111,7 +113,7 @@ struct b2Manifold
};
/// This is used to compute the current state of a contact manifold.
struct b2WorldManifold
struct B2_API b2WorldManifold
{
/// Evaluate the manifold with supplied transforms. This assumes
/// modest motion from the original state. This does not change the
@@ -137,18 +139,18 @@ enum b2PointState
/// Compute the point states given two manifolds. The states pertain to the transition from manifold1
/// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
B2_API void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
const b2Manifold* manifold1, const b2Manifold* manifold2);
/// Used for computing contact manifolds.
struct b2ClipVertex
struct B2_API b2ClipVertex
{
b2Vec2 v;
b2ContactID id;
};
/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
struct b2RayCastInput
struct B2_API b2RayCastInput
{
b2Vec2 p1, p2;
float maxFraction;
@@ -156,14 +158,14 @@ struct b2RayCastInput
/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
/// come from b2RayCastInput.
struct b2RayCastOutput
struct B2_API b2RayCastOutput
{
b2Vec2 normal;
float fraction;
};
/// An axis aligned bounding box.
struct b2AABB
struct B2_API b2AABB
{
/// Verify that the bounds are sorted.
bool IsValid() const;
@@ -220,36 +222,36 @@ struct b2AABB
};
/// Compute the collision manifold between two circles.
void b2CollideCircles(b2Manifold* manifold,
B2_API void b2CollideCircles(b2Manifold* manifold,
const b2CircleShape* circleA, const b2Transform& xfA,
const b2CircleShape* circleB, const b2Transform& xfB);
/// Compute the collision manifold between a polygon and a circle.
void b2CollidePolygonAndCircle(b2Manifold* manifold,
B2_API void b2CollidePolygonAndCircle(b2Manifold* manifold,
const b2PolygonShape* polygonA, const b2Transform& xfA,
const b2CircleShape* circleB, const b2Transform& xfB);
/// Compute the collision manifold between two polygons.
void b2CollidePolygons(b2Manifold* manifold,
B2_API void b2CollidePolygons(b2Manifold* manifold,
const b2PolygonShape* polygonA, const b2Transform& xfA,
const b2PolygonShape* polygonB, const b2Transform& xfB);
/// Compute the collision manifold between an edge and a circle.
void b2CollideEdgeAndCircle(b2Manifold* manifold,
B2_API void b2CollideEdgeAndCircle(b2Manifold* manifold,
const b2EdgeShape* polygonA, const b2Transform& xfA,
const b2CircleShape* circleB, const b2Transform& xfB);
/// Compute the collision manifold between an edge and a polygon.
void b2CollideEdgeAndPolygon(b2Manifold* manifold,
B2_API void b2CollideEdgeAndPolygon(b2Manifold* manifold,
const b2EdgeShape* edgeA, const b2Transform& xfA,
const b2PolygonShape* circleB, const b2Transform& xfB);
/// Clipping for contact manifolds.
int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
B2_API int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
const b2Vec2& normal, float offset, int32 vertexIndexA);
/// Determine if two generic shapes overlap.
bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
B2_API bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
const b2Shape* shapeB, int32 indexB,
const b2Transform& xfA, const b2Transform& xfB);
+138
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@@ -0,0 +1,138 @@
// 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
+36 -3
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@@ -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;
+3 -2
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@@ -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;
+11 -10
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@@ -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);
//////////////////////////////////////////////////////////////////////////
+50 -14
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@@ -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;
};
+6 -5
View File
@@ -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;
+3 -5
View File
@@ -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;
};
+4 -3
View File
@@ -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;
+35 -12
View File
@@ -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);
+3 -2
View File
@@ -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;
+3 -2
View File
@@ -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;
+2 -1
View File
@@ -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.
+14 -14
View File
@@ -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
+17 -14
View File
@@ -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
+4 -3
View File
@@ -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;
+4 -3
View File
@@ -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;
+2 -1
View File
@@ -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();
+3 -2
View File
@@ -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;
+4 -3
View File
@@ -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;
+4 -3
View File
@@ -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;
+9 -6
View File
@@ -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;
+94 -114
View File
@@ -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
+4 -3
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@@ -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,
+3 -2
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@@ -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();
+4 -3
View File
@@ -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
+6 -5
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@@ -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;
+2 -1
View File
@@ -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:
+33
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@@ -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
+4 -3
View File
@@ -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;
+3 -2
View File
@@ -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;
+4 -3
View File
@@ -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;
+7 -6
View File
@@ -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
+3 -14
View File
@@ -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);
}
+3
View File
@@ -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);
}
}
}
+2 -1
View File
@@ -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;
-12
View File
@@ -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
+40
View File
@@ -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);
+2 -2
View File
@@ -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)
+2 -2
View File
@@ -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)
+1 -1
View File
@@ -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)