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Enola Gay delivers again
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/*
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* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
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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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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_SETTINGS_H
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#define B2_SETTINGS_H
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//#include <assert.h>
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#include <common/Exception.h>
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#include <cmath>
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#define B2_NOT_USED(x) x
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//#define b2Assert(A) assert(A)
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#define b2Assert(A) {if(!(A)) throw love::Exception(1, #A);}
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// need to include NDS jtypes.h instead of
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// usual typedefs because NDS jtypes defines
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// them slightly differently, oh well.
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#ifdef TARGET_IS_NDS
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#include "jtypes.h"
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#else
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typedef signed char int8;
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typedef signed short int16;
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typedef signed int int32;
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typedef unsigned char uint8;
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typedef unsigned short uint16;
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typedef unsigned int uint32;
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#endif
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#ifdef TARGET_FLOAT32_IS_FIXED
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#include "Fixed.h"
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typedef Fixed float32;
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#define B2_FLT_MAX FIXED_MAX
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#define B2_FLT_EPSILON FIXED_EPSILON
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#define B2FORCE_SCALE(x) ((x)<<7)
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#define B2FORCE_INV_SCALE(x) ((x)>>7)
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#else
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typedef float float32;
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#define B2_FLT_MAX FLT_MAX
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#define B2_FLT_EPSILON FLT_EPSILON
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#define B2FORCE_SCALE(x) (x)
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#define B2FORCE_INV_SCALE(x) (x)
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#endif
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const float32 b2_pi = 3.14159265359f;
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/// @file
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/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
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///
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// Collision
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const int32 b2_maxManifoldPoints = 2;
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const int32 b2_maxPolygonVertices = 8;
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const int32 b2_maxProxies = 2048; // this must be a power of two
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const int32 b2_maxPairs = 8 * b2_maxProxies; // this must be a power of two
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// Dynamics
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/// A small length used as a collision and constraint tolerance. Usually it is
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/// chosen to be numerically significant, but visually insignificant.
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const float32 b2_linearSlop = 0.005f; // 0.5 cm
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/// A small angle used as a collision and constraint tolerance. Usually it is
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/// chosen to be numerically significant, but visually insignificant.
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const float32 b2_angularSlop = 2.0f / 180.0f * b2_pi; // 2 degrees
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/// Continuous collision detection (CCD) works with core, shrunken shapes. This is the
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/// amount by which shapes are automatically shrunk to work with CCD. This must be
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/// larger than b2_linearSlop.
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const float32 b2_toiSlop = 8.0f * b2_linearSlop;
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/// Maximum number of contacts to be handled to solve a TOI island.
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const int32 b2_maxTOIContactsPerIsland = 32;
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/// A velocity threshold for elastic collisions. Any collision with a relative linear
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/// velocity below this threshold will be treated as inelastic.
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const float32 b2_velocityThreshold = 1.0f; // 1 m/s
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/// The maximum linear position correction used when solving constraints. This helps to
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/// prevent overshoot.
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const float32 b2_maxLinearCorrection = 0.2f; // 20 cm
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/// The maximum angular position correction used when solving constraints. This helps to
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/// prevent overshoot.
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const float32 b2_maxAngularCorrection = 8.0f / 180.0f * b2_pi; // 8 degrees
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/// The maximum linear velocity of a body. This limit is very large and is used
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/// to prevent numerical problems. You shouldn't need to adjust this.
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#ifdef TARGET_FLOAT32_IS_FIXED
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const float32 b2_maxLinearVelocity = 100.0f;
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#else
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const float32 b2_maxLinearVelocity = 200.0f;
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const float32 b2_maxLinearVelocitySquared = b2_maxLinearVelocity * b2_maxLinearVelocity;
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#endif
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/// The maximum angular velocity of a body. This limit is very large and is used
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/// to prevent numerical problems. You shouldn't need to adjust this.
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const float32 b2_maxAngularVelocity = 250.0f;
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#ifndef TARGET_FLOAT32_IS_FIXED
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const float32 b2_maxAngularVelocitySquared = b2_maxAngularVelocity * b2_maxAngularVelocity;
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#endif
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/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
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/// that overlap is removed in one time step. However using values close to 1 often lead
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/// to overshoot.
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const float32 b2_contactBaumgarte = 0.2f;
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// Sleep
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/// The time that a body must be still before it will go to sleep.
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const float32 b2_timeToSleep = 0.5f; // half a second
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/// A body cannot sleep if its linear velocity is above this tolerance.
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const float32 b2_linearSleepTolerance = 0.01f; // 1 cm/s
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/// A body cannot sleep if its angular velocity is above this tolerance.
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const float32 b2_angularSleepTolerance = 2.0f / 180.0f; // 2 degrees/s
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// Memory Allocation
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/// The current number of bytes allocated through b2Alloc.
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extern int32 b2_byteCount;
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/// Implement this function to use your own memory allocator.
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void* b2Alloc(int32 size);
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/// If you implement b2Alloc, you should also implement this function.
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void b2Free(void* mem);
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/// Version numbering scheme.
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/// See http://en.wikipedia.org/wiki/Software_versioning
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struct b2Version
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{
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int32 major; ///< significant changes
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int32 minor; ///< incremental changes
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int32 revision; ///< bug fixes
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};
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/// Current version.
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extern b2Version b2_version;
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/// Friction mixing law. Feel free to customize this.
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inline float32 b2MixFriction(float32 friction1, float32 friction2)
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{
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return sqrtf(friction1 * friction2);
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}
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/// Restitution mixing law. Feel free to customize this.
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inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
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{
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return restitution1 > restitution2 ? restitution1 : restitution2;
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}
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#endif
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