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Updated to Box2D 2.2, added new joints, some other updates to match the API changes (still plenty more to go though)
--HG-- branch : box2d-update
This commit is contained in:
Regular → Executable
+10
-46
@@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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@@ -23,6 +23,8 @@
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/// A convex polygon. It is assumed that the interior of the polygon is to
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/// the left of each edge.
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/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
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/// In most cases you should not need many vertices for a convex polygon.
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class b2PolygonShape : public b2Shape
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{
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public:
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@@ -31,8 +33,12 @@ public:
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/// Implement b2Shape.
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b2Shape* Clone(b2BlockAllocator* allocator) const;
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/// @see b2Shape::GetChildCount
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int32 GetChildCount() const;
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/// Copy vertices. This assumes the vertices define a convex polygon.
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/// It is assumed that the exterior is the the right of each edge.
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/// The count must be in the range [3, b2_maxPolygonVertices].
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void Set(const b2Vec2* vertices, int32 vertexCount);
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/// Build vertices to represent an axis-aligned box.
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@@ -47,27 +53,19 @@ public:
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/// @param angle the rotation of the box in local coordinates.
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void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
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/// Set this as a single edge.
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void SetAsEdge(const b2Vec2& v1, const b2Vec2& v2);
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/// @see b2Shape::TestPoint
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bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
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/// Implement b2Shape.
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bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const;
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bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
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const b2Transform& transform, int32 childIndex) const;
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/// @see b2Shape::ComputeAABB
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void ComputeAABB(b2AABB* aabb, const b2Transform& transform) const;
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void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
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/// @see b2Shape::ComputeMass
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void ComputeMass(b2MassData* massData, float32 density) const;
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/// Get the supporting vertex index in the given direction.
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int32 GetSupport(const b2Vec2& d) const;
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/// Get the supporting vertex in the given direction.
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const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
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/// Get the vertex count.
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int32 GetVertexCount() const { return m_vertexCount; }
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@@ -88,40 +86,6 @@ inline b2PolygonShape::b2PolygonShape()
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m_centroid.SetZero();
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}
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inline int32 b2PolygonShape::GetSupport(const b2Vec2& d) const
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{
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int32 bestIndex = 0;
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float32 bestValue = b2Dot(m_vertices[0], d);
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for (int32 i = 1; i < m_vertexCount; ++i)
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{
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float32 value = b2Dot(m_vertices[i], d);
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if (value > bestValue)
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{
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bestIndex = i;
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bestValue = value;
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}
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}
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return bestIndex;
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}
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inline const b2Vec2& b2PolygonShape::GetSupportVertex(const b2Vec2& d) const
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{
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int32 bestIndex = 0;
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float32 bestValue = b2Dot(m_vertices[0], d);
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for (int32 i = 1; i < m_vertexCount; ++i)
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{
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float32 value = b2Dot(m_vertices[i], d);
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if (value > bestValue)
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{
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bestIndex = i;
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bestValue = value;
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}
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}
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return m_vertices[bestIndex];
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}
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inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const
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{
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b2Assert(0 <= index && index < m_vertexCount);
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