mirror of
https://github.com/love2d/love.git
synced 2026-08-18 11:44:15 +02:00
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
+15
-3
@@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
@@ -21,6 +21,7 @@
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||||
#include <climits>
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#include <cstring>
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#include <memory>
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using namespace std;
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int32 b2BlockAllocator::s_blockSizes[b2_blockSizes] =
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{
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@@ -100,7 +101,12 @@ void* b2BlockAllocator::Allocate(int32 size)
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if (size == 0)
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return NULL;
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b2Assert(0 < size && size <= b2_maxBlockSize);
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b2Assert(0 < size);
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||||
|
||||
if (size > b2_maxBlockSize)
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||||
{
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return b2Alloc(size);
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}
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int32 index = s_blockSizeLookup[size];
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b2Assert(0 <= index && index < b2_blockSizes);
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@@ -155,7 +161,13 @@ void b2BlockAllocator::Free(void* p, int32 size)
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return;
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||||
}
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b2Assert(0 < size && size <= b2_maxBlockSize);
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b2Assert(0 < size);
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if (size > b2_maxBlockSize)
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||||
{
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b2Free(p);
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return;
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||||
}
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int32 index = s_blockSizeLookup[size];
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b2Assert(0 <= index && index < b2_blockSizes);
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Regular → Executable
+8
-5
@@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
@@ -21,7 +21,7 @@
|
||||
|
||||
#include <Box2D/Common/b2Settings.h>
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const int32 b2_chunkSize = 4096;
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const int32 b2_chunkSize = 16 * 1024;
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const int32 b2_maxBlockSize = 640;
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const int32 b2_blockSizes = 14;
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const int32 b2_chunkArrayIncrement = 128;
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@@ -29,16 +29,19 @@ const int32 b2_chunkArrayIncrement = 128;
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struct b2Block;
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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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/// 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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||||
{
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||||
public:
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||||
b2BlockAllocator();
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||||
~b2BlockAllocator();
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||||
|
||||
/// Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize.
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void* Allocate(int32 size);
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||||
|
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/// Free memory. This will use b2Free if the size is larger than b2_maxBlockSize.
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void Free(void* p, int32 size);
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void Clear();
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||||
|
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+44
@@ -0,0 +1,44 @@
|
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/*
|
||||
* Copyright (c) 2011 Erin Catto http://box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include <Box2D/Common/b2Draw.h>
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||||
b2Draw::b2Draw()
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||||
{
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||||
m_drawFlags = 0;
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||||
}
|
||||
|
||||
void b2Draw::SetFlags(uint32 flags)
|
||||
{
|
||||
m_drawFlags = flags;
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||||
}
|
||||
|
||||
uint32 b2Draw::GetFlags() const
|
||||
{
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||||
return m_drawFlags;
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||||
}
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||||
|
||||
void b2Draw::AppendFlags(uint32 flags)
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||||
{
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m_drawFlags |= flags;
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||||
}
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||||
|
||||
void b2Draw::ClearFlags(uint32 flags)
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||||
{
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m_drawFlags &= ~flags;
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||||
}
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||||
+81
@@ -0,0 +1,81 @@
|
||||
/*
|
||||
* Copyright (c) 2011 Erin Catto http://box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include <Box2D/Common/b2Math.h>
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/// Color for debug drawing. Each value has the range [0,1].
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struct b2Color
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{
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b2Color() {}
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b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {}
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void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
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||||
float32 r, g, b;
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||||
};
|
||||
|
||||
/// Implement and register this class with a b2World to provide debug drawing of physics
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||||
/// entities in your game.
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||||
class b2Draw
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||||
{
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public:
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b2Draw();
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||||
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virtual ~b2Draw() {}
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||||
enum
|
||||
{
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||||
e_shapeBit = 0x0001, ///< draw shapes
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e_jointBit = 0x0002, ///< draw joint connections
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||||
e_aabbBit = 0x0004, ///< draw axis aligned bounding boxes
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||||
e_pairBit = 0x0008, ///< draw broad-phase pairs
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e_centerOfMassBit = 0x0010 ///< draw center of mass frame
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||||
};
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||||
/// Set the drawing flags.
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void SetFlags(uint32 flags);
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/// Get the drawing flags.
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uint32 GetFlags() const;
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/// Append flags to the current flags.
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void AppendFlags(uint32 flags);
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/// Clear flags from the current flags.
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void ClearFlags(uint32 flags);
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||||
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/// Draw a closed polygon provided in CCW order.
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virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
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/// Draw a solid closed polygon provided in CCW order.
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virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
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/// Draw a circle.
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virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0;
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/// Draw a solid circle.
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virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0;
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/// Draw a line segment.
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virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
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||||
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||||
/// Draw a transform. Choose your own length scale.
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||||
/// @param xf a transform.
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||||
virtual void DrawTransform(const b2Transform& xf) = 0;
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||||
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||||
protected:
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uint32 m_drawFlags;
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};
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@@ -0,0 +1,85 @@
|
||||
/*
|
||||
* Copyright (c) 2010 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B2_GROWABLE_STACK_H
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#define B2_GROWABLE_STACK_H
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||||
#include <Box2D/Common/b2Settings.h>
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#include <cstring>
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||||
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||||
/// This is a growable LIFO stack with an initial capacity of N.
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||||
/// If the stack size exceeds the initial capacity, the heap is used
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/// to increase the size of the stack.
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template <typename T, int32 N>
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class b2GrowableStack
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{
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public:
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||||
b2GrowableStack()
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||||
{
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m_stack = m_array;
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m_count = 0;
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m_capacity = N;
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}
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||||
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~b2GrowableStack()
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||||
{
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if (m_stack != m_array)
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{
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b2Free(m_stack);
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m_stack = NULL;
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}
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}
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void Push(const T& element)
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{
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||||
if (m_count == m_capacity)
|
||||
{
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T* old = m_stack;
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m_capacity *= 2;
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m_stack = (T*)b2Alloc(m_capacity * sizeof(T));
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std::memcpy(m_stack, old, m_count * sizeof(T));
|
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if (old != m_array)
|
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{
|
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b2Free(old);
|
||||
}
|
||||
}
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||||
|
||||
m_stack[m_count] = element;
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++m_count;
|
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}
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|
||||
T Pop()
|
||||
{
|
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b2Assert(m_count > 0);
|
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--m_count;
|
||||
return m_stack[m_count];
|
||||
}
|
||||
|
||||
int32 GetCount()
|
||||
{
|
||||
return m_count;
|
||||
}
|
||||
|
||||
private:
|
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T* m_stack;
|
||||
T m_array[N];
|
||||
int32 m_count;
|
||||
int32 m_capacity;
|
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};
|
||||
|
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#endif
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Regular → Executable
+6
-8
@@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com
|
||||
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
@@ -19,22 +19,20 @@
|
||||
#include <Box2D/Common/b2Math.h>
|
||||
|
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const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
|
||||
const b2Mat22 b2Mat22_identity(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
const b2Transform b2Transform_identity(b2Vec2_zero, b2Mat22_identity);
|
||||
|
||||
/// Solve A * x = b, where b is a column vector. This is more efficient
|
||||
/// than computing the inverse in one-shot cases.
|
||||
b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
|
||||
{
|
||||
float32 det = b2Dot(col1, b2Cross(col2, col3));
|
||||
float32 det = b2Dot(ex, b2Cross(ey, ez));
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
b2Vec3 x;
|
||||
x.x = det * b2Dot(b, b2Cross(col2, col3));
|
||||
x.y = det * b2Dot(col1, b2Cross(b, col3));
|
||||
x.z = det * b2Dot(col1, b2Cross(col2, b));
|
||||
x.x = det * b2Dot(b, b2Cross(ey, ez));
|
||||
x.y = det * b2Dot(ex, b2Cross(b, ez));
|
||||
x.z = det * b2Dot(ex, b2Cross(ey, b));
|
||||
return x;
|
||||
}
|
||||
|
||||
@@ -42,7 +40,7 @@ b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
|
||||
/// than computing the inverse in one-shot cases.
|
||||
b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
|
||||
{
|
||||
float32 a11 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.y;
|
||||
float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
|
||||
float32 det = a11 * a22 - a12 * a21;
|
||||
if (det != 0.0f)
|
||||
{
|
||||
|
||||
Regular → Executable
+191
-98
@@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
@@ -57,13 +57,8 @@ inline float32 b2InvSqrt(float32 x)
|
||||
return x;
|
||||
}
|
||||
|
||||
#define b2Sqrt(x) sqrtf(x)
|
||||
#define b2Atan2(y, x) atan2f(y, x)
|
||||
|
||||
inline float32 b2Abs(float32 a)
|
||||
{
|
||||
return a > 0.0f ? a : -a;
|
||||
}
|
||||
#define b2Sqrt(x) std::sqrt(x)
|
||||
#define b2Atan2(y, x) std::atan2(y, x)
|
||||
|
||||
/// A 2D column vector.
|
||||
struct b2Vec2
|
||||
@@ -147,6 +142,12 @@ struct b2Vec2
|
||||
return b2IsValid(x) && b2IsValid(y);
|
||||
}
|
||||
|
||||
/// Get the skew vector such that dot(skew_vec, other) == cross(vec, other)
|
||||
b2Vec2 Skew() const
|
||||
{
|
||||
return b2Vec2(-y, x);
|
||||
}
|
||||
|
||||
float32 x, y;
|
||||
};
|
||||
|
||||
@@ -198,75 +199,49 @@ struct b2Mat22
|
||||
/// Construct this matrix using columns.
|
||||
b2Mat22(const b2Vec2& c1, const b2Vec2& c2)
|
||||
{
|
||||
col1 = c1;
|
||||
col2 = c2;
|
||||
ex = c1;
|
||||
ey = c2;
|
||||
}
|
||||
|
||||
/// Construct this matrix using scalars.
|
||||
b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22)
|
||||
{
|
||||
col1.x = a11; col1.y = a21;
|
||||
col2.x = a12; col2.y = a22;
|
||||
}
|
||||
|
||||
/// Construct this matrix using an angle. This matrix becomes
|
||||
/// an orthonormal rotation matrix.
|
||||
explicit b2Mat22(float32 angle)
|
||||
{
|
||||
// TODO_ERIN compute sin+cos together.
|
||||
float32 c = cosf(angle), s = sinf(angle);
|
||||
col1.x = c; col2.x = -s;
|
||||
col1.y = s; col2.y = c;
|
||||
ex.x = a11; ex.y = a21;
|
||||
ey.x = a12; ey.y = a22;
|
||||
}
|
||||
|
||||
/// Initialize this matrix using columns.
|
||||
void Set(const b2Vec2& c1, const b2Vec2& c2)
|
||||
{
|
||||
col1 = c1;
|
||||
col2 = c2;
|
||||
}
|
||||
|
||||
/// Initialize this matrix using an angle. This matrix becomes
|
||||
/// an orthonormal rotation matrix.
|
||||
void Set(float32 angle)
|
||||
{
|
||||
float32 c = cosf(angle), s = sinf(angle);
|
||||
col1.x = c; col2.x = -s;
|
||||
col1.y = s; col2.y = c;
|
||||
ex = c1;
|
||||
ey = c2;
|
||||
}
|
||||
|
||||
/// Set this to the identity matrix.
|
||||
void SetIdentity()
|
||||
{
|
||||
col1.x = 1.0f; col2.x = 0.0f;
|
||||
col1.y = 0.0f; col2.y = 1.0f;
|
||||
ex.x = 1.0f; ey.x = 0.0f;
|
||||
ex.y = 0.0f; ey.y = 1.0f;
|
||||
}
|
||||
|
||||
/// Set this matrix to all zeros.
|
||||
void SetZero()
|
||||
{
|
||||
col1.x = 0.0f; col2.x = 0.0f;
|
||||
col1.y = 0.0f; col2.y = 0.0f;
|
||||
}
|
||||
|
||||
/// Extract the angle from this matrix (assumed to be
|
||||
/// a rotation matrix).
|
||||
float32 GetAngle() const
|
||||
{
|
||||
return b2Atan2(col1.y, col1.x);
|
||||
ex.x = 0.0f; ey.x = 0.0f;
|
||||
ex.y = 0.0f; ey.y = 0.0f;
|
||||
}
|
||||
|
||||
b2Mat22 GetInverse() const
|
||||
{
|
||||
float32 a = col1.x, b = col2.x, c = col1.y, d = col2.y;
|
||||
float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
|
||||
b2Mat22 B;
|
||||
float32 det = a * d - b * c;
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
B.col1.x = det * d; B.col2.x = -det * b;
|
||||
B.col1.y = -det * c; B.col2.y = det * a;
|
||||
B.ex.x = det * d; B.ey.x = -det * b;
|
||||
B.ex.y = -det * c; B.ey.y = det * a;
|
||||
return B;
|
||||
}
|
||||
|
||||
@@ -274,7 +249,7 @@ struct b2Mat22
|
||||
/// than computing the inverse in one-shot cases.
|
||||
b2Vec2 Solve(const b2Vec2& b) const
|
||||
{
|
||||
float32 a11 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.y;
|
||||
float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
|
||||
float32 det = a11 * a22 - a12 * a21;
|
||||
if (det != 0.0f)
|
||||
{
|
||||
@@ -286,7 +261,7 @@ struct b2Mat22
|
||||
return x;
|
||||
}
|
||||
|
||||
b2Vec2 col1, col2;
|
||||
b2Vec2 ex, ey;
|
||||
};
|
||||
|
||||
/// A 3-by-3 matrix. Stored in column-major order.
|
||||
@@ -298,17 +273,17 @@ struct b2Mat33
|
||||
/// Construct this matrix using columns.
|
||||
b2Mat33(const b2Vec3& c1, const b2Vec3& c2, const b2Vec3& c3)
|
||||
{
|
||||
col1 = c1;
|
||||
col2 = c2;
|
||||
col3 = c3;
|
||||
ex = c1;
|
||||
ey = c2;
|
||||
ez = c3;
|
||||
}
|
||||
|
||||
/// Set this matrix to all zeros.
|
||||
void SetZero()
|
||||
{
|
||||
col1.SetZero();
|
||||
col2.SetZero();
|
||||
col3.SetZero();
|
||||
ex.SetZero();
|
||||
ey.SetZero();
|
||||
ez.SetZero();
|
||||
}
|
||||
|
||||
/// Solve A * x = b, where b is a column vector. This is more efficient
|
||||
@@ -320,41 +295,85 @@ struct b2Mat33
|
||||
/// 2-by-2 matrix equation.
|
||||
b2Vec2 Solve22(const b2Vec2& b) const;
|
||||
|
||||
b2Vec3 col1, col2, col3;
|
||||
b2Vec3 ex, ey, ez;
|
||||
};
|
||||
|
||||
/// Rotation
|
||||
struct b2Rot
|
||||
{
|
||||
b2Rot() {}
|
||||
|
||||
/// Initialize from an angle in radians
|
||||
explicit b2Rot(float32 angle)
|
||||
{
|
||||
/// TODO_ERIN optimize
|
||||
s = sinf(angle);
|
||||
c = cosf(angle);
|
||||
}
|
||||
|
||||
/// Set using an angle in radians.
|
||||
void Set(float32 angle)
|
||||
{
|
||||
/// TODO_ERIN optimize
|
||||
s = sinf(angle);
|
||||
c = cosf(angle);
|
||||
}
|
||||
|
||||
/// Set to the identity rotation
|
||||
void SetIdentity()
|
||||
{
|
||||
s = 0.0f;
|
||||
c = 1.0f;
|
||||
}
|
||||
|
||||
/// Get the angle in radians
|
||||
float32 GetAngle() const
|
||||
{
|
||||
return b2Atan2(s, c);
|
||||
}
|
||||
|
||||
/// Get the x-axis
|
||||
b2Vec2 GetXAxis() const
|
||||
{
|
||||
return b2Vec2(c, s);
|
||||
}
|
||||
|
||||
/// Get the u-axis
|
||||
b2Vec2 GetYAxis() const
|
||||
{
|
||||
return b2Vec2(-s, c);
|
||||
}
|
||||
|
||||
/// Sine and cosine
|
||||
float32 s, c;
|
||||
};
|
||||
|
||||
/// A transform contains translation and rotation. It is used to represent
|
||||
/// the position and orientation of rigid frames.
|
||||
struct b2Transform
|
||||
{
|
||||
/// The default constructor does nothing (for performance).
|
||||
/// The default constructor does nothing.
|
||||
b2Transform() {}
|
||||
|
||||
/// Initialize using a position vector and a rotation matrix.
|
||||
b2Transform(const b2Vec2& position, const b2Mat22& R) : position(position), R(R) {}
|
||||
/// Initialize using a position vector and a rotation.
|
||||
b2Transform(const b2Vec2& position, const b2Rot& rotation) : p(position), q(rotation) {}
|
||||
|
||||
/// Set this to the identity transform.
|
||||
void SetIdentity()
|
||||
{
|
||||
position.SetZero();
|
||||
R.SetIdentity();
|
||||
p.SetZero();
|
||||
q.SetIdentity();
|
||||
}
|
||||
|
||||
/// Set this based on the position and angle.
|
||||
void Set(const b2Vec2& p, float32 angle)
|
||||
void Set(const b2Vec2& position, float32 angle)
|
||||
{
|
||||
position = p;
|
||||
R.Set(angle);
|
||||
p = position;
|
||||
q.Set(angle);
|
||||
}
|
||||
|
||||
/// Calculate the angle that the rotation matrix represents.
|
||||
float32 GetAngle() const
|
||||
{
|
||||
return b2Atan2(R.col1.y, R.col1.x);
|
||||
}
|
||||
|
||||
b2Vec2 position;
|
||||
b2Mat22 R;
|
||||
b2Vec2 p;
|
||||
b2Rot q;
|
||||
};
|
||||
|
||||
/// This describes the motion of a body/shape for TOI computation.
|
||||
@@ -364,12 +383,12 @@ struct b2Transform
|
||||
struct b2Sweep
|
||||
{
|
||||
/// Get the interpolated transform at a specific time.
|
||||
/// @param alpha is a factor in [0,1], where 0 indicates t0.
|
||||
void GetTransform(b2Transform* xf, float32 alpha) const;
|
||||
/// @param beta is a factor in [0,1], where 0 indicates alpha0.
|
||||
void GetTransform(b2Transform* xfb, float32 beta) const;
|
||||
|
||||
/// Advance the sweep forward, yielding a new initial state.
|
||||
/// @param t the new initial time.
|
||||
void Advance(float32 t);
|
||||
/// @param alpha the new initial time.
|
||||
void Advance(float32 alpha);
|
||||
|
||||
/// Normalize the angles.
|
||||
void Normalize();
|
||||
@@ -377,12 +396,14 @@ struct b2Sweep
|
||||
b2Vec2 localCenter; ///< local center of mass position
|
||||
b2Vec2 c0, c; ///< center world positions
|
||||
float32 a0, a; ///< world angles
|
||||
|
||||
/// Fraction of the current time step in the range [0,1]
|
||||
/// c0 and a0 are the positions at alpha0.
|
||||
float32 alpha0;
|
||||
};
|
||||
|
||||
|
||||
/// Useful constant
|
||||
extern const b2Vec2 b2Vec2_zero;
|
||||
extern const b2Mat22 b2Mat22_identity;
|
||||
extern const b2Transform b2Transform_identity;
|
||||
|
||||
/// Perform the dot product on two vectors.
|
||||
inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b)
|
||||
@@ -414,14 +435,14 @@ inline b2Vec2 b2Cross(float32 s, const b2Vec2& a)
|
||||
/// then this transforms the vector from one frame to another.
|
||||
inline b2Vec2 b2Mul(const b2Mat22& A, const b2Vec2& v)
|
||||
{
|
||||
return b2Vec2(A.col1.x * v.x + A.col2.x * v.y, A.col1.y * v.x + A.col2.y * v.y);
|
||||
return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
|
||||
}
|
||||
|
||||
/// Multiply a matrix transpose times a vector. If a rotation matrix is provided,
|
||||
/// then this transforms the vector from one frame to another (inverse transform).
|
||||
inline b2Vec2 b2MulT(const b2Mat22& A, const b2Vec2& v)
|
||||
{
|
||||
return b2Vec2(b2Dot(v, A.col1), b2Dot(v, A.col2));
|
||||
return b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey));
|
||||
}
|
||||
|
||||
/// Add two vectors component-wise.
|
||||
@@ -489,40 +510,109 @@ inline b2Vec3 b2Cross(const b2Vec3& a, const b2Vec3& b)
|
||||
|
||||
inline b2Mat22 operator + (const b2Mat22& A, const b2Mat22& B)
|
||||
{
|
||||
return b2Mat22(A.col1 + B.col1, A.col2 + B.col2);
|
||||
return b2Mat22(A.ex + B.ex, A.ey + B.ey);
|
||||
}
|
||||
|
||||
// A * B
|
||||
inline b2Mat22 b2Mul(const b2Mat22& A, const b2Mat22& B)
|
||||
{
|
||||
return b2Mat22(b2Mul(A, B.col1), b2Mul(A, B.col2));
|
||||
return b2Mat22(b2Mul(A, B.ex), b2Mul(A, B.ey));
|
||||
}
|
||||
|
||||
// A^T * B
|
||||
inline b2Mat22 b2MulT(const b2Mat22& A, const b2Mat22& B)
|
||||
{
|
||||
b2Vec2 c1(b2Dot(A.col1, B.col1), b2Dot(A.col2, B.col1));
|
||||
b2Vec2 c2(b2Dot(A.col1, B.col2), b2Dot(A.col2, B.col2));
|
||||
b2Vec2 c1(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex));
|
||||
b2Vec2 c2(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey));
|
||||
return b2Mat22(c1, c2);
|
||||
}
|
||||
|
||||
/// Multiply a matrix times a vector.
|
||||
inline b2Vec3 b2Mul(const b2Mat33& A, const b2Vec3& v)
|
||||
{
|
||||
return v.x * A.col1 + v.y * A.col2 + v.z * A.col3;
|
||||
return v.x * A.ex + v.y * A.ey + v.z * A.ez;
|
||||
}
|
||||
|
||||
/// Multiply two rotations: q * r
|
||||
inline b2Rot b2Mul(const b2Rot& q, const b2Rot& r)
|
||||
{
|
||||
// [qc -qs] * [rc -rs] = [qc*rc-qs*rs -qc*rs-qs*rc]
|
||||
// [qs qc] [rs rc] [qs*rc+qc*rs -qs*rs+qc*rc]
|
||||
// s = qs * rc + qc * rs
|
||||
// c = qc * rc - qs * rs
|
||||
b2Rot qr;
|
||||
qr.s = q.s * r.c + q.c * r.s;
|
||||
qr.c = q.c * r.c - q.s * r.s;
|
||||
return qr;
|
||||
}
|
||||
|
||||
/// Transpose multiply two rotations: qT * r
|
||||
inline b2Rot b2MulT(const b2Rot& q, const b2Rot& r)
|
||||
{
|
||||
// [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc]
|
||||
// [-qs qc] [rs rc] [-qs*rc+qc*rs qs*rs+qc*rc]
|
||||
// s = qc * rs - qs * rc
|
||||
// c = qc * rc + qs * rs
|
||||
b2Rot qr;
|
||||
qr.s = q.c * r.s - q.s * r.c;
|
||||
qr.c = q.c * r.c + q.s * r.s;
|
||||
return qr;
|
||||
}
|
||||
|
||||
/// Rotate a vector
|
||||
inline b2Vec2 b2Mul(const b2Rot& q, const b2Vec2& v)
|
||||
{
|
||||
return b2Vec2(q.c * v.x - q.s * v.y, q.s * v.x + q.c * v.y);
|
||||
}
|
||||
|
||||
/// Inverse rotate a vector
|
||||
inline b2Vec2 b2MulT(const b2Rot& q, const b2Vec2& v)
|
||||
{
|
||||
return b2Vec2(q.c * v.x + q.s * v.y, -q.s * v.x + q.c * v.y);
|
||||
}
|
||||
|
||||
inline b2Vec2 b2Mul(const b2Transform& T, const b2Vec2& v)
|
||||
{
|
||||
float32 x = T.position.x + T.R.col1.x * v.x + T.R.col2.x * v.y;
|
||||
float32 y = T.position.y + T.R.col1.y * v.x + T.R.col2.y * v.y;
|
||||
float32 x = (T.q.c * v.x - T.q.s * v.y) + T.p.x;
|
||||
float32 y = (T.q.s * v.x + T.q.c * v.y) + T.p.y;
|
||||
|
||||
return b2Vec2(x, y);
|
||||
}
|
||||
|
||||
inline b2Vec2 b2MulT(const b2Transform& T, const b2Vec2& v)
|
||||
{
|
||||
return b2MulT(T.R, v - T.position);
|
||||
float32 px = v.x - T.p.x;
|
||||
float32 py = v.y - T.p.y;
|
||||
float32 x = (T.q.c * px + T.q.s * py);
|
||||
float32 y = (-T.q.s * px + T.q.c * py);
|
||||
|
||||
return b2Vec2(x, y);
|
||||
}
|
||||
|
||||
// v2 = A.q.Rot(B.q.Rot(v1) + B.p) + A.p
|
||||
// = (A.q * B.q).Rot(v1) + A.q.Rot(B.p) + A.p
|
||||
inline b2Transform b2Mul(const b2Transform& A, const b2Transform& B)
|
||||
{
|
||||
b2Transform C;
|
||||
C.q = b2Mul(A.q, B.q);
|
||||
C.p = b2Mul(A.q, B.p) + A.p;
|
||||
return C;
|
||||
}
|
||||
|
||||
// v2 = A.q' * (B.q * v1 + B.p - A.p)
|
||||
// = A.q' * B.q * v1 + A.q' * (B.p - A.p)
|
||||
inline b2Transform b2MulT(const b2Transform& A, const b2Transform& B)
|
||||
{
|
||||
b2Transform C;
|
||||
C.q = b2MulT(A.q, B.q);
|
||||
C.p = b2MulT(A.q, B.p - A.p);
|
||||
return C;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline T b2Abs(T a)
|
||||
{
|
||||
return a > T(0) ? a : -a;
|
||||
}
|
||||
|
||||
inline b2Vec2 b2Abs(const b2Vec2& a)
|
||||
@@ -532,7 +622,7 @@ inline b2Vec2 b2Abs(const b2Vec2& a)
|
||||
|
||||
inline b2Mat22 b2Abs(const b2Mat22& A)
|
||||
{
|
||||
return b2Mat22(b2Abs(A.col1), b2Abs(A.col2));
|
||||
return b2Mat22(b2Abs(A.ex), b2Abs(A.ey));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
@@ -596,20 +686,23 @@ inline bool b2IsPowerOfTwo(uint32 x)
|
||||
return result;
|
||||
}
|
||||
|
||||
inline void b2Sweep::GetTransform(b2Transform* xf, float32 alpha) const
|
||||
inline void b2Sweep::GetTransform(b2Transform* xf, float32 beta) const
|
||||
{
|
||||
xf->position = (1.0f - alpha) * c0 + alpha * c;
|
||||
float32 angle = (1.0f - alpha) * a0 + alpha * a;
|
||||
xf->R.Set(angle);
|
||||
xf->p = (1.0f - beta) * c0 + beta * c;
|
||||
float32 angle = (1.0f - beta) * a0 + beta * a;
|
||||
xf->q.Set(angle);
|
||||
|
||||
// Shift to origin
|
||||
xf->position -= b2Mul(xf->R, localCenter);
|
||||
xf->p -= b2Mul(xf->q, localCenter);
|
||||
}
|
||||
|
||||
inline void b2Sweep::Advance(float32 t)
|
||||
inline void b2Sweep::Advance(float32 alpha)
|
||||
{
|
||||
c0 = (1.0f - t) * c0 + t * c;
|
||||
a0 = (1.0f - t) * a0 + t * a;
|
||||
b2Assert(alpha0 < 1.0f);
|
||||
float32 beta = (alpha - alpha0) / (1.0f - alpha0);
|
||||
c0 = (1.0f - beta) * c0 + beta * c;
|
||||
a0 = (1.0f - beta) * a0 + beta * a;
|
||||
alpha0 = alpha;
|
||||
}
|
||||
|
||||
/// Normalize an angle in radians to be between -pi and pi
|
||||
|
||||
Regular → Executable
+2
-2
@@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
@@ -19,7 +19,7 @@
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
#include <cstdlib>
|
||||
|
||||
b2Version b2_version = {2, 1, 2};
|
||||
b2Version b2_version = {2, 2, 0};
|
||||
|
||||
// Memory allocators. Modify these to use your own allocator.
|
||||
void* b2Alloc(int32 size)
|
||||
|
||||
Regular → Executable
+12
-16
@@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
@@ -32,6 +32,7 @@ typedef unsigned char uint8;
|
||||
typedef unsigned short uint16;
|
||||
typedef unsigned int uint32;
|
||||
typedef float float32;
|
||||
typedef double float64;
|
||||
|
||||
#define b2_maxFloat FLT_MAX
|
||||
#define b2_epsilon FLT_EPSILON
|
||||
@@ -43,10 +44,12 @@ typedef float float32;
|
||||
|
||||
// Collision
|
||||
|
||||
/// The maximum number of contact points between two convex shapes.
|
||||
/// The maximum number of contact points between two convex shapes. Do
|
||||
/// not change this value.
|
||||
#define b2_maxManifoldPoints 2
|
||||
|
||||
/// The maximum number of vertices on a convex polygon.
|
||||
/// 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
|
||||
@@ -72,6 +75,9 @@ typedef float float32;
|
||||
/// 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
|
||||
|
||||
@@ -103,7 +109,9 @@ typedef float float32;
|
||||
/// 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_contactBaumgarte 0.2f
|
||||
#define b2_baumgarte 0.2f
|
||||
#define b2_toiBaugarte 0.75f
|
||||
|
||||
|
||||
// Sleep
|
||||
|
||||
@@ -136,16 +144,4 @@ struct b2Version
|
||||
/// Current version.
|
||||
extern b2Version b2_version;
|
||||
|
||||
/// Friction mixing law. Feel free to customize this.
|
||||
inline float32 b2MixFriction(float32 friction1, float32 friction2)
|
||||
{
|
||||
return sqrtf(friction1 * friction2);
|
||||
}
|
||||
|
||||
/// Restitution mixing law. Feel free to customize this.
|
||||
inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
|
||||
{
|
||||
return restitution1 > restitution2 ? restitution1 : restitution2;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
Regular → Executable
+1
-1
@@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
Regular → Executable
+1
-1
@@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
|
||||
+100
@@ -0,0 +1,100 @@
|
||||
/*
|
||||
* Copyright (c) 2011 Erin Catto http://box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include <Box2D/Common/b2Timer.h>
|
||||
|
||||
#if defined(WIN32)
|
||||
|
||||
float64 b2Timer::s_invFrequency = 0.0f;
|
||||
|
||||
#include <Windows.h>
|
||||
|
||||
b2Timer::b2Timer()
|
||||
{
|
||||
LARGE_INTEGER largeInteger;
|
||||
|
||||
if (s_invFrequency == 0.0f)
|
||||
{
|
||||
QueryPerformanceFrequency(&largeInteger);
|
||||
s_invFrequency = float64(largeInteger.QuadPart);
|
||||
if (s_invFrequency > 0.0f)
|
||||
{
|
||||
s_invFrequency = 1000.0f / s_invFrequency;
|
||||
}
|
||||
}
|
||||
|
||||
QueryPerformanceCounter(&largeInteger);
|
||||
m_start = float64(largeInteger.QuadPart);
|
||||
}
|
||||
|
||||
void b2Timer::Reset()
|
||||
{
|
||||
LARGE_INTEGER largeInteger;
|
||||
QueryPerformanceCounter(&largeInteger);
|
||||
m_start = float64(largeInteger.QuadPart);
|
||||
}
|
||||
|
||||
float32 b2Timer::GetMilliseconds() const
|
||||
{
|
||||
LARGE_INTEGER largeInteger;
|
||||
QueryPerformanceCounter(&largeInteger);
|
||||
float64 count = float64(largeInteger.QuadPart);
|
||||
float32 ms = float32(s_invFrequency * (count - m_start));
|
||||
return ms;
|
||||
}
|
||||
|
||||
#elif defined(__linux__) || defined (__APPLE__)
|
||||
|
||||
#include <sys/time.h>
|
||||
|
||||
b2Timer::b2Timer()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
void b2Timer::Reset()
|
||||
{
|
||||
timeval t;
|
||||
gettimeofday(&t, 0);
|
||||
m_start_sec = t.tv_sec;
|
||||
m_start_msec = t.tv_usec * 0.001f;
|
||||
}
|
||||
|
||||
float32 b2Timer::GetMilliseconds() const
|
||||
{
|
||||
timeval t;
|
||||
gettimeofday(&t, 0);
|
||||
return (t.tv_sec - m_start_sec) * 1000 + t.tv_usec * 0.001f - m_start_msec;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
b2Timer::b2Timer()
|
||||
{
|
||||
}
|
||||
|
||||
void b2Timer::Reset()
|
||||
{
|
||||
}
|
||||
|
||||
float32 b2Timer::GetMilliseconds() const
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
#endif
|
||||
+45
@@ -0,0 +1,45 @@
|
||||
/*
|
||||
* Copyright (c) 2011 Erin Catto http://box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
|
||||
/// Timer for profiling. This has platform specific code and may
|
||||
/// not work on every platform.
|
||||
class b2Timer
|
||||
{
|
||||
public:
|
||||
|
||||
/// Constructor
|
||||
b2Timer();
|
||||
|
||||
/// Reset the timer.
|
||||
void Reset();
|
||||
|
||||
/// Get the time since construction or the last reset.
|
||||
float32 GetMilliseconds() const;
|
||||
|
||||
private:
|
||||
|
||||
#if defined(WIN32)
|
||||
float64 m_start;
|
||||
static float64 s_invFrequency;
|
||||
#elif defined(__linux__) || defined (__APPLE__)
|
||||
unsigned long m_start_sec;
|
||||
unsigned long m_start_msec;
|
||||
#endif
|
||||
};
|
||||
Reference in New Issue
Block a user