Liquidfun links
@@ -0,0 +1,8 @@
|
||||
find_path(liquidfun_INCLUDE_DIR Box2D/Box2D.h)
|
||||
find_library(liquidfun_LIBRARY NAMES liquidfun)
|
||||
|
||||
set(liquidfun_INCLUDE_DIRS ${liquidfun_INCLUDE_DIR})
|
||||
set(liquidfun_LIBRARIES ${liquidfun_LIBRARY})
|
||||
|
||||
find_package_handle_standard_args(liquidfun DEFAULT_MSG liquidfun_LIBRARY liquidfun_INCLUDE_DIR)
|
||||
mark_as_advanced(liquidfun_FOUND liquidfun_INCLUDE_DIR liquidfun_LIBRARY)
|
||||
@@ -0,0 +1,68 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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 BOX2D_H
|
||||
#define BOX2D_H
|
||||
|
||||
/**
|
||||
\mainpage LiquidFun API Documentation
|
||||
|
||||
*/
|
||||
|
||||
// These include files constitute the main Box2D API
|
||||
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
#include <Box2D/Common/b2Draw.h>
|
||||
#include <Box2D/Common/b2Stat.h>
|
||||
#include <Box2D/Common/b2Timer.h>
|
||||
|
||||
#include <Box2D/Collision/Shapes/b2CircleShape.h>
|
||||
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
|
||||
#include <Box2D/Collision/Shapes/b2ChainShape.h>
|
||||
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
|
||||
|
||||
#include <Box2D/Collision/b2BroadPhase.h>
|
||||
#include <Box2D/Collision/b2Distance.h>
|
||||
#include <Box2D/Collision/b2DynamicTree.h>
|
||||
#include <Box2D/Collision/b2TimeOfImpact.h>
|
||||
|
||||
#include <Box2D/Dynamics/b2Body.h>
|
||||
#include <Box2D/Dynamics/b2Fixture.h>
|
||||
#include <Box2D/Dynamics/b2WorldCallbacks.h>
|
||||
#include <Box2D/Dynamics/b2TimeStep.h>
|
||||
#include <Box2D/Dynamics/b2World.h>
|
||||
|
||||
#include <Box2D/Dynamics/Contacts/b2Contact.h>
|
||||
|
||||
#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
|
||||
#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
|
||||
#include <Box2D/Dynamics/Joints/b2GearJoint.h>
|
||||
#include <Box2D/Dynamics/Joints/b2MotorJoint.h>
|
||||
#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
|
||||
#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
|
||||
#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
|
||||
#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
|
||||
#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
|
||||
#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
|
||||
#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
|
||||
|
||||
#include <Box2D/Particle/b2Particle.h>
|
||||
#include <Box2D/Particle/b2ParticleGroup.h>
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,203 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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/Collision/Shapes/b2ChainShape.h>
|
||||
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
|
||||
#include <new>
|
||||
#include <memory.h>
|
||||
#include <string.h>
|
||||
|
||||
b2ChainShape::~b2ChainShape()
|
||||
{
|
||||
b2Free(m_vertices);
|
||||
m_vertices = NULL;
|
||||
m_count = 0;
|
||||
}
|
||||
|
||||
void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count)
|
||||
{
|
||||
b2Assert(m_vertices == NULL && m_count == 0);
|
||||
b2Assert(count >= 3);
|
||||
for (int32 i = 1; i < count; ++i)
|
||||
{
|
||||
#if B2_ASSERT_ENABLED
|
||||
b2Vec2 v1 = vertices[i-1];
|
||||
b2Vec2 v2 = vertices[i];
|
||||
// If the code crashes here, it means your vertices are too close together.
|
||||
b2Assert(b2DistanceSquared(v1, v2) > b2_linearSlop * b2_linearSlop);
|
||||
#endif // B2_ASSERT_ENABLED
|
||||
}
|
||||
|
||||
m_count = count + 1;
|
||||
m_vertices = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
|
||||
memcpy(m_vertices, vertices, count * sizeof(b2Vec2));
|
||||
m_vertices[count] = m_vertices[0];
|
||||
m_prevVertex = m_vertices[m_count - 2];
|
||||
m_nextVertex = m_vertices[1];
|
||||
m_hasPrevVertex = true;
|
||||
m_hasNextVertex = true;
|
||||
}
|
||||
|
||||
void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count)
|
||||
{
|
||||
b2Assert(m_vertices == NULL && m_count == 0);
|
||||
b2Assert(count >= 2);
|
||||
for (int32 i = 1; i < count; ++i)
|
||||
{
|
||||
#if B2_ASSERT_ENABLED
|
||||
b2Vec2 v1 = vertices[i-1];
|
||||
b2Vec2 v2 = vertices[i];
|
||||
// If the code crashes here, it means your vertices are too close together.
|
||||
b2Assert(b2DistanceSquared(v1, v2) > b2_linearSlop * b2_linearSlop);
|
||||
#endif // B2_ASSERT_ENABLED
|
||||
}
|
||||
|
||||
m_count = count;
|
||||
m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));
|
||||
memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));
|
||||
|
||||
m_hasPrevVertex = false;
|
||||
m_hasNextVertex = false;
|
||||
|
||||
m_prevVertex.SetZero();
|
||||
m_nextVertex.SetZero();
|
||||
}
|
||||
|
||||
void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex)
|
||||
{
|
||||
m_prevVertex = prevVertex;
|
||||
m_hasPrevVertex = true;
|
||||
}
|
||||
|
||||
void b2ChainShape::SetNextVertex(const b2Vec2& nextVertex)
|
||||
{
|
||||
m_nextVertex = nextVertex;
|
||||
m_hasNextVertex = true;
|
||||
}
|
||||
|
||||
b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2ChainShape));
|
||||
b2ChainShape* clone = new (mem) b2ChainShape;
|
||||
clone->CreateChain(m_vertices, m_count);
|
||||
clone->m_prevVertex = m_prevVertex;
|
||||
clone->m_nextVertex = m_nextVertex;
|
||||
clone->m_hasPrevVertex = m_hasPrevVertex;
|
||||
clone->m_hasNextVertex = m_hasNextVertex;
|
||||
return clone;
|
||||
}
|
||||
|
||||
int32 b2ChainShape::GetChildCount() const
|
||||
{
|
||||
// edge count = vertex count - 1
|
||||
return m_count - 1;
|
||||
}
|
||||
|
||||
void b2ChainShape::GetChildEdge(b2EdgeShape* edge, int32 index) const
|
||||
{
|
||||
b2Assert(0 <= index && index < m_count - 1);
|
||||
edge->m_type = b2Shape::e_edge;
|
||||
edge->m_radius = m_radius;
|
||||
|
||||
edge->m_vertex1 = m_vertices[index + 0];
|
||||
edge->m_vertex2 = m_vertices[index + 1];
|
||||
|
||||
if (index > 0)
|
||||
{
|
||||
edge->m_vertex0 = m_vertices[index - 1];
|
||||
edge->m_hasVertex0 = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
edge->m_vertex0 = m_prevVertex;
|
||||
edge->m_hasVertex0 = m_hasPrevVertex;
|
||||
}
|
||||
|
||||
if (index < m_count - 2)
|
||||
{
|
||||
edge->m_vertex3 = m_vertices[index + 2];
|
||||
edge->m_hasVertex3 = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
edge->m_vertex3 = m_nextVertex;
|
||||
edge->m_hasVertex3 = m_hasNextVertex;
|
||||
}
|
||||
}
|
||||
|
||||
void b2ChainShape::ComputeDistance(const b2Transform& xf, const b2Vec2& p, float32* distance, b2Vec2* normal, int32 childIndex) const
|
||||
{
|
||||
b2EdgeShape edge;
|
||||
GetChildEdge(&edge, childIndex);
|
||||
edge.ComputeDistance(xf, p, distance, normal, 0);
|
||||
}
|
||||
|
||||
bool b2ChainShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
|
||||
{
|
||||
B2_NOT_USED(xf);
|
||||
B2_NOT_USED(p);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool b2ChainShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
|
||||
const b2Transform& xf, int32 childIndex) const
|
||||
{
|
||||
b2Assert(childIndex < m_count);
|
||||
|
||||
b2EdgeShape edgeShape;
|
||||
|
||||
int32 i1 = childIndex;
|
||||
int32 i2 = childIndex + 1;
|
||||
if (i2 == m_count)
|
||||
{
|
||||
i2 = 0;
|
||||
}
|
||||
|
||||
edgeShape.m_vertex1 = m_vertices[i1];
|
||||
edgeShape.m_vertex2 = m_vertices[i2];
|
||||
|
||||
return edgeShape.RayCast(output, input, xf, 0);
|
||||
}
|
||||
|
||||
void b2ChainShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
|
||||
{
|
||||
b2Assert(childIndex < m_count);
|
||||
|
||||
int32 i1 = childIndex;
|
||||
int32 i2 = childIndex + 1;
|
||||
if (i2 == m_count)
|
||||
{
|
||||
i2 = 0;
|
||||
}
|
||||
|
||||
b2Vec2 v1 = b2Mul(xf, m_vertices[i1]);
|
||||
b2Vec2 v2 = b2Mul(xf, m_vertices[i2]);
|
||||
|
||||
aabb->lowerBound = b2Min(v1, v2);
|
||||
aabb->upperBound = b2Max(v1, v2);
|
||||
}
|
||||
|
||||
void b2ChainShape::ComputeMass(b2MassData* massData, float32 density) const
|
||||
{
|
||||
B2_NOT_USED(density);
|
||||
|
||||
massData->mass = 0.0f;
|
||||
massData->center.SetZero();
|
||||
massData->I = 0.0f;
|
||||
}
|
||||
@@ -0,0 +1,106 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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_CHAIN_SHAPE_H
|
||||
#define B2_CHAIN_SHAPE_H
|
||||
|
||||
#include <Box2D/Collision/Shapes/b2Shape.h>
|
||||
|
||||
class b2EdgeShape;
|
||||
|
||||
/// A chain shape is a free form sequence of line segments.
|
||||
/// The chain has two-sided collision, so you can use inside and outside collision.
|
||||
/// Therefore, you may use any winding order.
|
||||
/// Since there may be many vertices, they are allocated using b2Alloc.
|
||||
/// Connectivity information is used to create smooth collisions.
|
||||
/// WARNING: The chain will not collide properly if there are self-intersections.
|
||||
class b2ChainShape : public b2Shape
|
||||
{
|
||||
public:
|
||||
b2ChainShape();
|
||||
|
||||
/// The destructor frees the vertices using b2Free.
|
||||
~b2ChainShape();
|
||||
|
||||
/// Create a loop. This automatically adjusts connectivity.
|
||||
/// @param vertices an array of vertices, these are copied
|
||||
/// @param count the vertex count
|
||||
void CreateLoop(const b2Vec2* vertices, int32 count);
|
||||
|
||||
/// Create a chain with isolated end vertices.
|
||||
/// @param vertices an array of vertices, these are copied
|
||||
/// @param count the vertex count
|
||||
void CreateChain(const b2Vec2* vertices, int32 count);
|
||||
|
||||
/// Establish connectivity to a vertex that precedes the first vertex.
|
||||
/// Don't call this for loops.
|
||||
void SetPrevVertex(const b2Vec2& prevVertex);
|
||||
|
||||
/// Establish connectivity to a vertex that follows the last vertex.
|
||||
/// Don't call this for loops.
|
||||
void SetNextVertex(const b2Vec2& nextVertex);
|
||||
|
||||
/// Implement b2Shape. Vertices are cloned using b2Alloc.
|
||||
b2Shape* Clone(b2BlockAllocator* allocator) const;
|
||||
|
||||
/// @see b2Shape::GetChildCount
|
||||
int32 GetChildCount() const;
|
||||
|
||||
/// Get a child edge.
|
||||
void GetChildEdge(b2EdgeShape* edge, int32 index) const;
|
||||
|
||||
/// This always return false.
|
||||
/// @see b2Shape::TestPoint
|
||||
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
|
||||
|
||||
// @see b2Shape::ComputeDistance
|
||||
void ComputeDistance(const b2Transform& xf, const b2Vec2& p, float32* distance, b2Vec2* normal, int32 childIndex) const;
|
||||
|
||||
/// Implement b2Shape.
|
||||
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
|
||||
const b2Transform& transform, int32 childIndex) const;
|
||||
|
||||
/// @see b2Shape::ComputeAABB
|
||||
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
|
||||
|
||||
/// Chains have zero mass.
|
||||
/// @see b2Shape::ComputeMass
|
||||
void ComputeMass(b2MassData* massData, float32 density) const;
|
||||
|
||||
/// The vertices. Owned by this class.
|
||||
b2Vec2* m_vertices;
|
||||
|
||||
/// The vertex count.
|
||||
int32 m_count;
|
||||
|
||||
b2Vec2 m_prevVertex, m_nextVertex;
|
||||
bool m_hasPrevVertex, m_hasNextVertex;
|
||||
};
|
||||
|
||||
inline b2ChainShape::b2ChainShape()
|
||||
{
|
||||
m_type = e_chain;
|
||||
m_radius = b2_polygonRadius;
|
||||
m_vertices = NULL;
|
||||
m_count = 0;
|
||||
m_hasPrevVertex = false;
|
||||
m_hasNextVertex = false;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,111 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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/Collision/Shapes/b2CircleShape.h>
|
||||
#include <new>
|
||||
|
||||
b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2CircleShape));
|
||||
b2CircleShape* clone = new (mem) b2CircleShape;
|
||||
*clone = *this;
|
||||
return clone;
|
||||
}
|
||||
|
||||
int32 b2CircleShape::GetChildCount() const
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) const
|
||||
{
|
||||
b2Vec2 center = transform.p + b2Mul(transform.q, m_p);
|
||||
b2Vec2 d = p - center;
|
||||
return b2Dot(d, d) <= m_radius * m_radius;
|
||||
}
|
||||
|
||||
void b2CircleShape::ComputeDistance(const b2Transform& transform, const b2Vec2& p, float32* distance, b2Vec2* normal, int32 childIndex) const
|
||||
{
|
||||
B2_NOT_USED(childIndex);
|
||||
|
||||
b2Vec2 center = transform.p + b2Mul(transform.q, m_p);
|
||||
b2Vec2 d = p - center;
|
||||
float32 d1 = d.Length();
|
||||
*distance = d1 - m_radius;
|
||||
*normal = 1 / d1 * d;
|
||||
}
|
||||
|
||||
// Collision Detection in Interactive 3D Environments by Gino van den Bergen
|
||||
// From Section 3.1.2
|
||||
// x = s + a * r
|
||||
// norm(x) = radius
|
||||
bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
|
||||
const b2Transform& transform, int32 childIndex) const
|
||||
{
|
||||
B2_NOT_USED(childIndex);
|
||||
|
||||
b2Vec2 position = transform.p + b2Mul(transform.q, m_p);
|
||||
b2Vec2 s = input.p1 - position;
|
||||
float32 b = b2Dot(s, s) - m_radius * m_radius;
|
||||
|
||||
// Solve quadratic equation.
|
||||
b2Vec2 r = input.p2 - input.p1;
|
||||
float32 c = b2Dot(s, r);
|
||||
float32 rr = b2Dot(r, r);
|
||||
float32 sigma = c * c - rr * b;
|
||||
|
||||
// Check for negative discriminant and short segment.
|
||||
if (sigma < 0.0f || rr < b2_epsilon)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Find the point of intersection of the line with the circle.
|
||||
float32 a = -(c + b2Sqrt(sigma));
|
||||
|
||||
// Is the intersection point on the segment?
|
||||
if (0.0f <= a && a <= input.maxFraction * rr)
|
||||
{
|
||||
a /= rr;
|
||||
output->fraction = a;
|
||||
output->normal = s + a * r;
|
||||
output->normal.Normalize();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const
|
||||
{
|
||||
B2_NOT_USED(childIndex);
|
||||
|
||||
b2Vec2 p = transform.p + b2Mul(transform.q, m_p);
|
||||
aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);
|
||||
aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);
|
||||
}
|
||||
|
||||
void b2CircleShape::ComputeMass(b2MassData* massData, float32 density) const
|
||||
{
|
||||
massData->mass = density * b2_pi * m_radius * m_radius;
|
||||
massData->center = m_p;
|
||||
|
||||
// inertia about the local origin
|
||||
massData->I = massData->mass * (0.5f * m_radius * m_radius + b2Dot(m_p, m_p));
|
||||
}
|
||||
@@ -0,0 +1,107 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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_CIRCLE_SHAPE_H
|
||||
#define B2_CIRCLE_SHAPE_H
|
||||
|
||||
#include <Box2D/Collision/Shapes/b2Shape.h>
|
||||
|
||||
/// A circle shape.
|
||||
class b2CircleShape : public b2Shape
|
||||
{
|
||||
public:
|
||||
b2CircleShape();
|
||||
|
||||
/// Implement b2Shape.
|
||||
b2Shape* Clone(b2BlockAllocator* allocator) const;
|
||||
|
||||
/// @see b2Shape::GetChildCount
|
||||
int32 GetChildCount() const;
|
||||
|
||||
/// Implement b2Shape.
|
||||
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
|
||||
|
||||
// @see b2Shape::ComputeDistance
|
||||
void ComputeDistance(const b2Transform& xf, const b2Vec2& p, float32* distance, b2Vec2* normal, int32 childIndex) const;
|
||||
|
||||
/// Implement b2Shape.
|
||||
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
|
||||
const b2Transform& transform, int32 childIndex) const;
|
||||
|
||||
/// @see b2Shape::ComputeAABB
|
||||
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
|
||||
|
||||
/// @see b2Shape::ComputeMass
|
||||
void ComputeMass(b2MassData* massData, float32 density) const;
|
||||
|
||||
/// Get the supporting vertex index in the given direction.
|
||||
int32 GetSupport(const b2Vec2& d) const;
|
||||
|
||||
/// Get the supporting vertex in the given direction.
|
||||
const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
|
||||
|
||||
/// Get the vertex count.
|
||||
int32 GetVertexCount() const { return 1; }
|
||||
|
||||
/// Get a vertex by index. Used by b2Distance.
|
||||
const b2Vec2& GetVertex(int32 index) const;
|
||||
|
||||
#if LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
public:
|
||||
/// Set position with direct floats.
|
||||
void SetPosition(float32 x, float32 y) { m_p.Set(x, y); }
|
||||
|
||||
/// Get x-coordinate of position.
|
||||
float32 GetPositionX() const { return m_p.x; }
|
||||
|
||||
/// Get y-coordinate of position.
|
||||
float32 GetPositionY() const { return m_p.y; }
|
||||
#endif // LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
|
||||
/// Position
|
||||
b2Vec2 m_p;
|
||||
};
|
||||
|
||||
inline b2CircleShape::b2CircleShape()
|
||||
{
|
||||
m_type = e_circle;
|
||||
m_radius = 0.0f;
|
||||
m_p.SetZero();
|
||||
}
|
||||
|
||||
inline int32 b2CircleShape::GetSupport(const b2Vec2 &d) const
|
||||
{
|
||||
B2_NOT_USED(d);
|
||||
return 0;
|
||||
}
|
||||
|
||||
inline const b2Vec2& b2CircleShape::GetSupportVertex(const b2Vec2 &d) const
|
||||
{
|
||||
B2_NOT_USED(d);
|
||||
return m_p;
|
||||
}
|
||||
|
||||
inline const b2Vec2& b2CircleShape::GetVertex(int32 index) const
|
||||
{
|
||||
B2_NOT_USED(index);
|
||||
b2Assert(index == 0);
|
||||
return m_p;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,168 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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/Collision/Shapes/b2EdgeShape.h>
|
||||
#include <new>
|
||||
|
||||
void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)
|
||||
{
|
||||
m_vertex1 = v1;
|
||||
m_vertex2 = v2;
|
||||
m_hasVertex0 = false;
|
||||
m_hasVertex3 = false;
|
||||
}
|
||||
|
||||
b2Shape* b2EdgeShape::Clone(b2BlockAllocator* allocator) const
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2EdgeShape));
|
||||
b2EdgeShape* clone = new (mem) b2EdgeShape;
|
||||
*clone = *this;
|
||||
return clone;
|
||||
}
|
||||
|
||||
int32 b2EdgeShape::GetChildCount() const
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
|
||||
{
|
||||
B2_NOT_USED(xf);
|
||||
B2_NOT_USED(p);
|
||||
return false;
|
||||
}
|
||||
|
||||
void b2EdgeShape::ComputeDistance(const b2Transform& xf, const b2Vec2& p, float32* distance, b2Vec2* normal, int32 childIndex) const
|
||||
{
|
||||
B2_NOT_USED(childIndex);
|
||||
|
||||
b2Vec2 v1 = b2Mul(xf, m_vertex1);
|
||||
b2Vec2 v2 = b2Mul(xf, m_vertex2);
|
||||
|
||||
b2Vec2 d = p - v1;
|
||||
b2Vec2 s = v2 - v1;
|
||||
float32 ds = b2Dot(d, s);
|
||||
if (ds > 0)
|
||||
{
|
||||
float32 s2 = b2Dot(s, s);
|
||||
if (ds > s2)
|
||||
{
|
||||
d = p - v2;
|
||||
}
|
||||
else
|
||||
{
|
||||
d -= ds / s2 * s;
|
||||
}
|
||||
}
|
||||
|
||||
float32 d1 = d.Length();
|
||||
*distance = d1;
|
||||
*normal = d1 > 0 ? 1 / d1 * d : b2Vec2_zero;
|
||||
|
||||
}
|
||||
|
||||
// p = p1 + t * d
|
||||
// v = v1 + s * e
|
||||
// p1 + t * d = v1 + s * e
|
||||
// s * e - t * d = p1 - v1
|
||||
bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
|
||||
const b2Transform& xf, int32 childIndex) const
|
||||
{
|
||||
B2_NOT_USED(childIndex);
|
||||
|
||||
// Put the ray into the edge's frame of reference.
|
||||
b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
|
||||
b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
|
||||
b2Vec2 d = p2 - p1;
|
||||
|
||||
b2Vec2 v1 = m_vertex1;
|
||||
b2Vec2 v2 = m_vertex2;
|
||||
b2Vec2 e = v2 - v1;
|
||||
b2Vec2 normal(e.y, -e.x);
|
||||
normal.Normalize();
|
||||
|
||||
// q = p1 + t * d
|
||||
// dot(normal, q - v1) = 0
|
||||
// dot(normal, p1 - v1) + t * dot(normal, d) = 0
|
||||
float32 numerator = b2Dot(normal, v1 - p1);
|
||||
float32 denominator = b2Dot(normal, d);
|
||||
|
||||
if (denominator == 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float32 t = numerator / denominator;
|
||||
if (t < 0.0f || input.maxFraction < t)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
b2Vec2 q = p1 + t * d;
|
||||
|
||||
// q = v1 + s * r
|
||||
// s = dot(q - v1, r) / dot(r, r)
|
||||
b2Vec2 r = v2 - v1;
|
||||
float32 rr = b2Dot(r, r);
|
||||
if (rr == 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float32 s = b2Dot(q - v1, r) / rr;
|
||||
if (s < 0.0f || 1.0f < s)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
output->fraction = t;
|
||||
if (numerator > 0.0f)
|
||||
{
|
||||
output->normal = -b2Mul(xf.q, normal);
|
||||
}
|
||||
else
|
||||
{
|
||||
output->normal = b2Mul(xf.q, normal);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
|
||||
{
|
||||
B2_NOT_USED(childIndex);
|
||||
|
||||
b2Vec2 v1 = b2Mul(xf, m_vertex1);
|
||||
b2Vec2 v2 = b2Mul(xf, m_vertex2);
|
||||
|
||||
b2Vec2 lower = b2Min(v1, v2);
|
||||
b2Vec2 upper = b2Max(v1, v2);
|
||||
|
||||
b2Vec2 r(m_radius, m_radius);
|
||||
aabb->lowerBound = lower - r;
|
||||
aabb->upperBound = upper + r;
|
||||
}
|
||||
|
||||
void b2EdgeShape::ComputeMass(b2MassData* massData, float32 density) const
|
||||
{
|
||||
B2_NOT_USED(density);
|
||||
|
||||
massData->mass = 0.0f;
|
||||
massData->center = 0.5f * (m_vertex1 + m_vertex2);
|
||||
massData->I = 0.0f;
|
||||
}
|
||||
@@ -0,0 +1,94 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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_EDGE_SHAPE_H
|
||||
#define B2_EDGE_SHAPE_H
|
||||
|
||||
#include <Box2D/Collision/Shapes/b2Shape.h>
|
||||
|
||||
/// A line segment (edge) shape. These can be connected in chains or loops
|
||||
/// to other edge shapes. The connectivity information is used to ensure
|
||||
/// correct contact normals.
|
||||
class b2EdgeShape : public b2Shape
|
||||
{
|
||||
public:
|
||||
b2EdgeShape();
|
||||
|
||||
/// Set this as an isolated edge.
|
||||
void Set(const b2Vec2& v1, const b2Vec2& v2);
|
||||
|
||||
/// Implement b2Shape.
|
||||
b2Shape* Clone(b2BlockAllocator* allocator) const;
|
||||
|
||||
/// @see b2Shape::GetChildCount
|
||||
int32 GetChildCount() const;
|
||||
|
||||
/// @see b2Shape::TestPoint
|
||||
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
|
||||
|
||||
// @see b2Shape::ComputeDistance
|
||||
void ComputeDistance(const b2Transform& xf, const b2Vec2& p, float32* distance, b2Vec2* normal, int32 childIndex) const;
|
||||
|
||||
/// Implement b2Shape.
|
||||
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
|
||||
const b2Transform& transform, int32 childIndex) const;
|
||||
|
||||
/// @see b2Shape::ComputeAABB
|
||||
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
|
||||
|
||||
/// @see b2Shape::ComputeMass
|
||||
void ComputeMass(b2MassData* massData, float32 density) const;
|
||||
|
||||
#if LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
public:
|
||||
/// Set this as an isolated edge, with direct floats.
|
||||
void Set(float32 vx1, float32 vy1, float32 vx2, float32 vy2);
|
||||
#endif // LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
|
||||
/// These are the edge vertices
|
||||
b2Vec2 m_vertex1, m_vertex2;
|
||||
|
||||
/// Optional adjacent vertices. These are used for smooth collision.
|
||||
b2Vec2 m_vertex0, m_vertex3;
|
||||
bool m_hasVertex0, m_hasVertex3;
|
||||
};
|
||||
|
||||
inline b2EdgeShape::b2EdgeShape()
|
||||
{
|
||||
m_type = e_edge;
|
||||
m_radius = b2_polygonRadius;
|
||||
m_vertex0.x = 0.0f;
|
||||
m_vertex0.y = 0.0f;
|
||||
m_vertex3.x = 0.0f;
|
||||
m_vertex3.y = 0.0f;
|
||||
m_hasVertex0 = false;
|
||||
m_hasVertex3 = false;
|
||||
}
|
||||
|
||||
#if LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
inline void b2EdgeShape::Set(float32 vx1,
|
||||
float32 vy1,
|
||||
float32 vx2,
|
||||
float32 vy2) {
|
||||
Set(b2Vec2(vx1, vy1), b2Vec2(vx2, vy2));
|
||||
}
|
||||
#endif // LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,504 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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/Collision/Shapes/b2PolygonShape.h>
|
||||
#include <new>
|
||||
|
||||
b2Shape* b2PolygonShape::Clone(b2BlockAllocator* allocator) const
|
||||
{
|
||||
void* mem = allocator->Allocate(sizeof(b2PolygonShape));
|
||||
b2PolygonShape* clone = new (mem) b2PolygonShape;
|
||||
*clone = *this;
|
||||
return clone;
|
||||
}
|
||||
|
||||
void b2PolygonShape::SetAsBox(float32 hx, float32 hy)
|
||||
{
|
||||
m_count = 4;
|
||||
m_vertices[0].Set(-hx, -hy);
|
||||
m_vertices[1].Set( hx, -hy);
|
||||
m_vertices[2].Set( hx, hy);
|
||||
m_vertices[3].Set(-hx, hy);
|
||||
m_normals[0].Set(0.0f, -1.0f);
|
||||
m_normals[1].Set(1.0f, 0.0f);
|
||||
m_normals[2].Set(0.0f, 1.0f);
|
||||
m_normals[3].Set(-1.0f, 0.0f);
|
||||
m_centroid.SetZero();
|
||||
}
|
||||
|
||||
void b2PolygonShape::SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle)
|
||||
{
|
||||
m_count = 4;
|
||||
m_vertices[0].Set(-hx, -hy);
|
||||
m_vertices[1].Set( hx, -hy);
|
||||
m_vertices[2].Set( hx, hy);
|
||||
m_vertices[3].Set(-hx, hy);
|
||||
m_normals[0].Set(0.0f, -1.0f);
|
||||
m_normals[1].Set(1.0f, 0.0f);
|
||||
m_normals[2].Set(0.0f, 1.0f);
|
||||
m_normals[3].Set(-1.0f, 0.0f);
|
||||
m_centroid = center;
|
||||
|
||||
b2Transform xf;
|
||||
xf.p = center;
|
||||
xf.q.Set(angle);
|
||||
|
||||
// Transform vertices and normals.
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
m_vertices[i] = b2Mul(xf, m_vertices[i]);
|
||||
m_normals[i] = b2Mul(xf.q, m_normals[i]);
|
||||
}
|
||||
}
|
||||
|
||||
int32 b2PolygonShape::GetChildCount() const
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
|
||||
{
|
||||
b2Assert(count >= 3);
|
||||
|
||||
b2Vec2 c; c.Set(0.0f, 0.0f);
|
||||
float32 area = 0.0f;
|
||||
|
||||
// pRef is the reference point for forming triangles.
|
||||
// It's location doesn't change the result (except for rounding error).
|
||||
b2Vec2 pRef(0.0f, 0.0f);
|
||||
#if 0
|
||||
// This code would put the reference point inside the polygon.
|
||||
for (int32 i = 0; i < count; ++i)
|
||||
{
|
||||
pRef += vs[i];
|
||||
}
|
||||
pRef *= 1.0f / count;
|
||||
#endif
|
||||
|
||||
const float32 inv3 = 1.0f / 3.0f;
|
||||
|
||||
for (int32 i = 0; i < count; ++i)
|
||||
{
|
||||
// Triangle vertices.
|
||||
b2Vec2 p1 = pRef;
|
||||
b2Vec2 p2 = vs[i];
|
||||
b2Vec2 p3 = i + 1 < count ? vs[i+1] : vs[0];
|
||||
|
||||
b2Vec2 e1 = p2 - p1;
|
||||
b2Vec2 e2 = p3 - p1;
|
||||
|
||||
float32 D = b2Cross(e1, e2);
|
||||
|
||||
float32 triangleArea = 0.5f * D;
|
||||
area += triangleArea;
|
||||
|
||||
// Area weighted centroid
|
||||
c += triangleArea * inv3 * (p1 + p2 + p3);
|
||||
}
|
||||
|
||||
// Centroid
|
||||
b2Assert(area > b2_epsilon);
|
||||
c *= 1.0f / area;
|
||||
return c;
|
||||
}
|
||||
|
||||
void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
|
||||
{
|
||||
b2Assert(3 <= count && count <= b2_maxPolygonVertices);
|
||||
if (count < 3)
|
||||
{
|
||||
SetAsBox(1.0f, 1.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
int32 n = b2Min(count, b2_maxPolygonVertices);
|
||||
|
||||
// Perform welding and copy vertices into local buffer.
|
||||
b2Vec2 ps[b2_maxPolygonVertices];
|
||||
int32 tempCount = 0;
|
||||
for (int32 i = 0; i < n; ++i)
|
||||
{
|
||||
b2Vec2 v = vertices[i];
|
||||
|
||||
bool unique = true;
|
||||
for (int32 j = 0; j < tempCount; ++j)
|
||||
{
|
||||
if (b2DistanceSquared(v, ps[j]) < 0.5f * b2_linearSlop)
|
||||
{
|
||||
unique = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (unique)
|
||||
{
|
||||
ps[tempCount++] = v;
|
||||
}
|
||||
}
|
||||
|
||||
n = tempCount;
|
||||
if (n < 3)
|
||||
{
|
||||
// Polygon is degenerate.
|
||||
b2Assert(false);
|
||||
SetAsBox(1.0f, 1.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
// Create the convex hull using the Gift wrapping algorithm
|
||||
// http://en.wikipedia.org/wiki/Gift_wrapping_algorithm
|
||||
|
||||
// Find the right most point on the hull
|
||||
int32 i0 = 0;
|
||||
float32 x0 = ps[0].x;
|
||||
for (int32 i = 1; i < n; ++i)
|
||||
{
|
||||
float32 x = ps[i].x;
|
||||
if (x > x0 || (x == x0 && ps[i].y < ps[i0].y))
|
||||
{
|
||||
i0 = i;
|
||||
x0 = x;
|
||||
}
|
||||
}
|
||||
|
||||
int32 hull[b2_maxPolygonVertices];
|
||||
int32 m = 0;
|
||||
int32 ih = i0;
|
||||
|
||||
for (;;)
|
||||
{
|
||||
hull[m] = ih;
|
||||
|
||||
int32 ie = 0;
|
||||
for (int32 j = 1; j < n; ++j)
|
||||
{
|
||||
if (ie == ih)
|
||||
{
|
||||
ie = j;
|
||||
continue;
|
||||
}
|
||||
|
||||
b2Vec2 r = ps[ie] - ps[hull[m]];
|
||||
b2Vec2 v = ps[j] - ps[hull[m]];
|
||||
float32 c = b2Cross(r, v);
|
||||
if (c < 0.0f)
|
||||
{
|
||||
ie = j;
|
||||
}
|
||||
|
||||
// Collinearity check
|
||||
if (c == 0.0f && v.LengthSquared() > r.LengthSquared())
|
||||
{
|
||||
ie = j;
|
||||
}
|
||||
}
|
||||
|
||||
++m;
|
||||
ih = ie;
|
||||
|
||||
if (ie == i0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
m_count = m;
|
||||
|
||||
// Copy vertices.
|
||||
for (int32 i = 0; i < m; ++i)
|
||||
{
|
||||
m_vertices[i] = ps[hull[i]];
|
||||
}
|
||||
|
||||
// Compute normals. Ensure the edges have non-zero length.
|
||||
for (int32 i = 0; i < m; ++i)
|
||||
{
|
||||
int32 i1 = i;
|
||||
int32 i2 = i + 1 < m ? i + 1 : 0;
|
||||
b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
|
||||
b2Assert(edge.LengthSquared() > b2_epsilon * b2_epsilon);
|
||||
m_normals[i] = b2Cross(edge, 1.0f);
|
||||
m_normals[i].Normalize();
|
||||
}
|
||||
|
||||
// Compute the polygon centroid.
|
||||
m_centroid = ComputeCentroid(m_vertices, m);
|
||||
}
|
||||
|
||||
bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
|
||||
{
|
||||
b2Vec2 pLocal = b2MulT(xf.q, p - xf.p);
|
||||
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
|
||||
if (dot > 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void b2PolygonShape::ComputeDistance(const b2Transform& xf, const b2Vec2& p, float32* distance, b2Vec2* normal, int32 childIndex) const
|
||||
{
|
||||
B2_NOT_USED(childIndex);
|
||||
|
||||
b2Vec2 pLocal = b2MulT(xf.q, p - xf.p);
|
||||
float32 maxDistance = -FLT_MAX;
|
||||
b2Vec2 normalForMaxDistance = pLocal;
|
||||
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
|
||||
if (dot > maxDistance)
|
||||
{
|
||||
maxDistance = dot;
|
||||
normalForMaxDistance = m_normals[i];
|
||||
}
|
||||
}
|
||||
|
||||
if (maxDistance > 0)
|
||||
{
|
||||
b2Vec2 minDistance = normalForMaxDistance;
|
||||
float32 minDistance2 = maxDistance * maxDistance;
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
b2Vec2 distance = pLocal - m_vertices[i];
|
||||
float32 distance2 = distance.LengthSquared();
|
||||
if (minDistance2 > distance2)
|
||||
{
|
||||
minDistance = distance;
|
||||
minDistance2 = distance2;
|
||||
}
|
||||
}
|
||||
|
||||
*distance = b2Sqrt(minDistance2);
|
||||
*normal = b2Mul(xf.q, minDistance);
|
||||
normal->Normalize();
|
||||
}
|
||||
else
|
||||
{
|
||||
*distance = maxDistance;
|
||||
*normal = b2Mul(xf.q, normalForMaxDistance);
|
||||
}
|
||||
}
|
||||
|
||||
bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
|
||||
const b2Transform& xf, int32 childIndex) const
|
||||
{
|
||||
B2_NOT_USED(childIndex);
|
||||
|
||||
// Put the ray into the polygon's frame of reference.
|
||||
b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
|
||||
b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
|
||||
b2Vec2 d = p2 - p1;
|
||||
|
||||
float32 lower = 0.0f, upper = input.maxFraction;
|
||||
|
||||
int32 index = -1;
|
||||
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
// p = p1 + a * d
|
||||
// dot(normal, p - v) = 0
|
||||
// dot(normal, p1 - v) + a * dot(normal, d) = 0
|
||||
float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
|
||||
float32 denominator = b2Dot(m_normals[i], d);
|
||||
|
||||
if (denominator == 0.0f)
|
||||
{
|
||||
if (numerator < 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Note: we want this predicate without division:
|
||||
// lower < numerator / denominator, where denominator < 0
|
||||
// Since denominator < 0, we have to flip the inequality:
|
||||
// lower < numerator / denominator <==> denominator * lower > numerator.
|
||||
if (denominator < 0.0f && numerator < lower * denominator)
|
||||
{
|
||||
// Increase lower.
|
||||
// The segment enters this half-space.
|
||||
lower = numerator / denominator;
|
||||
index = i;
|
||||
}
|
||||
else if (denominator > 0.0f && numerator < upper * denominator)
|
||||
{
|
||||
// Decrease upper.
|
||||
// The segment exits this half-space.
|
||||
upper = numerator / denominator;
|
||||
}
|
||||
}
|
||||
|
||||
// The use of epsilon here causes the assert on lower to trip
|
||||
// in some cases. Apparently the use of epsilon was to make edge
|
||||
// shapes work, but now those are handled separately.
|
||||
//if (upper < lower - b2_epsilon)
|
||||
if (upper < lower)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
b2Assert(0.0f <= lower && lower <= input.maxFraction);
|
||||
|
||||
if (index >= 0)
|
||||
{
|
||||
output->fraction = lower;
|
||||
output->normal = b2Mul(xf.q, m_normals[index]);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
|
||||
{
|
||||
B2_NOT_USED(childIndex);
|
||||
|
||||
b2Vec2 lower = b2Mul(xf, m_vertices[0]);
|
||||
b2Vec2 upper = lower;
|
||||
|
||||
for (int32 i = 1; i < m_count; ++i)
|
||||
{
|
||||
b2Vec2 v = b2Mul(xf, m_vertices[i]);
|
||||
lower = b2Min(lower, v);
|
||||
upper = b2Max(upper, v);
|
||||
}
|
||||
|
||||
b2Vec2 r(m_radius, m_radius);
|
||||
aabb->lowerBound = lower - r;
|
||||
aabb->upperBound = upper + r;
|
||||
}
|
||||
|
||||
void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
|
||||
{
|
||||
// Polygon mass, centroid, and inertia.
|
||||
// Let rho be the polygon density in mass per unit area.
|
||||
// Then:
|
||||
// mass = rho * int(dA)
|
||||
// centroid.x = (1/mass) * rho * int(x * dA)
|
||||
// centroid.y = (1/mass) * rho * int(y * dA)
|
||||
// I = rho * int((x*x + y*y) * dA)
|
||||
//
|
||||
// We can compute these integrals by summing all the integrals
|
||||
// for each triangle of the polygon. To evaluate the integral
|
||||
// for a single triangle, we make a change of variables to
|
||||
// the (u,v) coordinates of the triangle:
|
||||
// x = x0 + e1x * u + e2x * v
|
||||
// y = y0 + e1y * u + e2y * v
|
||||
// where 0 <= u && 0 <= v && u + v <= 1.
|
||||
//
|
||||
// We integrate u from [0,1-v] and then v from [0,1].
|
||||
// We also need to use the Jacobian of the transformation:
|
||||
// D = cross(e1, e2)
|
||||
//
|
||||
// Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
|
||||
//
|
||||
// The rest of the derivation is handled by computer algebra.
|
||||
|
||||
b2Assert(m_count >= 3);
|
||||
|
||||
b2Vec2 center; center.Set(0.0f, 0.0f);
|
||||
float32 area = 0.0f;
|
||||
float32 I = 0.0f;
|
||||
|
||||
// s is the reference point for forming triangles.
|
||||
// It's location doesn't change the result (except for rounding error).
|
||||
b2Vec2 s(0.0f, 0.0f);
|
||||
|
||||
// This code would put the reference point inside the polygon.
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
s += m_vertices[i];
|
||||
}
|
||||
s *= 1.0f / m_count;
|
||||
|
||||
const float32 k_inv3 = 1.0f / 3.0f;
|
||||
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
// Triangle vertices.
|
||||
b2Vec2 e1 = m_vertices[i] - s;
|
||||
b2Vec2 e2 = i + 1 < m_count ? m_vertices[i+1] - s : m_vertices[0] - s;
|
||||
|
||||
float32 D = b2Cross(e1, e2);
|
||||
|
||||
float32 triangleArea = 0.5f * D;
|
||||
area += triangleArea;
|
||||
|
||||
// Area weighted centroid
|
||||
center += triangleArea * k_inv3 * (e1 + e2);
|
||||
|
||||
float32 ex1 = e1.x, ey1 = e1.y;
|
||||
float32 ex2 = e2.x, ey2 = e2.y;
|
||||
|
||||
float32 intx2 = ex1*ex1 + ex2*ex1 + ex2*ex2;
|
||||
float32 inty2 = ey1*ey1 + ey2*ey1 + ey2*ey2;
|
||||
|
||||
I += (0.25f * k_inv3 * D) * (intx2 + inty2);
|
||||
}
|
||||
|
||||
// Total mass
|
||||
massData->mass = density * area;
|
||||
|
||||
// Center of mass
|
||||
b2Assert(area > b2_epsilon);
|
||||
center *= 1.0f / area;
|
||||
massData->center = center + s;
|
||||
|
||||
// Inertia tensor relative to the local origin (point s).
|
||||
massData->I = density * I;
|
||||
|
||||
// Shift to center of mass then to original body origin.
|
||||
massData->I += massData->mass * (b2Dot(massData->center, massData->center) - b2Dot(center, center));
|
||||
}
|
||||
|
||||
bool b2PolygonShape::Validate() const
|
||||
{
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
int32 i1 = i;
|
||||
int32 i2 = i < m_count - 1 ? i1 + 1 : 0;
|
||||
b2Vec2 p = m_vertices[i1];
|
||||
b2Vec2 e = m_vertices[i2] - p;
|
||||
|
||||
for (int32 j = 0; j < m_count; ++j)
|
||||
{
|
||||
if (j == i1 || j == i2)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
b2Vec2 v = m_vertices[j] - p;
|
||||
float32 c = b2Cross(e, v);
|
||||
if (c < 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,134 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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_POLYGON_SHAPE_H
|
||||
#define B2_POLYGON_SHAPE_H
|
||||
|
||||
#include <Box2D/Collision/Shapes/b2Shape.h>
|
||||
|
||||
/// A 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
|
||||
{
|
||||
public:
|
||||
b2PolygonShape();
|
||||
|
||||
/// Implement b2Shape.
|
||||
b2Shape* Clone(b2BlockAllocator* allocator) const;
|
||||
|
||||
/// @see b2Shape::GetChildCount
|
||||
int32 GetChildCount() const;
|
||||
|
||||
/// Create a convex hull from the given array of local points.
|
||||
/// The count must be in the range [3, b2_maxPolygonVertices].
|
||||
/// @warning the points may be re-ordered, even if they form a convex polygon
|
||||
/// @warning collinear points are handled but not removed. Collinear points
|
||||
/// may lead to poor stacking behavior.
|
||||
void Set(const b2Vec2* points, int32 count);
|
||||
|
||||
/// Build vertices to represent an axis-aligned box centered on the local origin.
|
||||
/// @param hx the half-width.
|
||||
/// @param hy the half-height.
|
||||
void SetAsBox(float32 hx, float32 hy);
|
||||
|
||||
/// Build vertices to represent an oriented box.
|
||||
/// @param hx the half-width.
|
||||
/// @param hy the half-height.
|
||||
/// @param center the center of the box in local coordinates.
|
||||
/// @param angle the rotation of the box in local coordinates.
|
||||
void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
|
||||
|
||||
/// @see b2Shape::TestPoint
|
||||
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
|
||||
|
||||
// @see b2Shape::ComputeDistance
|
||||
void ComputeDistance(const b2Transform& xf, const b2Vec2& p, float32* distance, b2Vec2* normal, int32 childIndex) const;
|
||||
|
||||
/// Implement b2Shape.
|
||||
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
|
||||
const b2Transform& transform, int32 childIndex) const;
|
||||
|
||||
/// @see b2Shape::ComputeAABB
|
||||
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
|
||||
|
||||
/// @see b2Shape::ComputeMass
|
||||
void ComputeMass(b2MassData* massData, float32 density) const;
|
||||
|
||||
/// Get the vertex count.
|
||||
int32 GetVertexCount() const { return m_count; }
|
||||
|
||||
/// Get a vertex by index.
|
||||
const b2Vec2& GetVertex(int32 index) const;
|
||||
|
||||
/// Validate convexity. This is a very time consuming operation.
|
||||
/// @returns true if valid
|
||||
bool Validate() const;
|
||||
|
||||
#if LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
public:
|
||||
/// Set centroid with direct floats.
|
||||
void SetCentroid(float32 x, float32 y);
|
||||
|
||||
/// SetAsBox with direct floats for center.
|
||||
/// @see b2Shape::SetAsBox
|
||||
void SetAsBox(float32 hx,
|
||||
float32 hy,
|
||||
float32 centerX,
|
||||
float32 centerY,
|
||||
float32 angle);
|
||||
#endif // LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
|
||||
b2Vec2 m_centroid;
|
||||
b2Vec2 m_vertices[b2_maxPolygonVertices];
|
||||
b2Vec2 m_normals[b2_maxPolygonVertices];
|
||||
int32 m_count;
|
||||
};
|
||||
|
||||
inline b2PolygonShape::b2PolygonShape()
|
||||
{
|
||||
m_type = e_polygon;
|
||||
m_radius = b2_polygonRadius;
|
||||
m_count = 0;
|
||||
m_centroid.SetZero();
|
||||
}
|
||||
|
||||
inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const
|
||||
{
|
||||
b2Assert(0 <= index && index < m_count);
|
||||
return m_vertices[index];
|
||||
}
|
||||
|
||||
#if LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
inline void b2PolygonShape::SetCentroid(float32 x, float32 y)
|
||||
{
|
||||
m_centroid.Set(x, y);
|
||||
}
|
||||
|
||||
inline void b2PolygonShape::SetAsBox(float32 hx,
|
||||
float32 hy,
|
||||
float32 centerX,
|
||||
float32 centerY,
|
||||
float32 angle) {
|
||||
SetAsBox(hx, hy, b2Vec2(centerX, centerY), angle);
|
||||
}
|
||||
#endif // LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,109 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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_SHAPE_H
|
||||
#define B2_SHAPE_H
|
||||
|
||||
#include <Box2D/Common/b2BlockAllocator.h>
|
||||
#include <Box2D/Common/b2Math.h>
|
||||
#include <Box2D/Collision/b2Collision.h>
|
||||
|
||||
/// This holds the mass data computed for a shape.
|
||||
struct b2MassData
|
||||
{
|
||||
/// The mass of the shape, usually in kilograms.
|
||||
float32 mass;
|
||||
|
||||
/// The position of the shape's centroid relative to the shape's origin.
|
||||
b2Vec2 center;
|
||||
|
||||
/// The rotational inertia of the shape about the local origin.
|
||||
float32 I;
|
||||
};
|
||||
|
||||
/// 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
|
||||
{
|
||||
public:
|
||||
|
||||
enum Type
|
||||
{
|
||||
e_circle = 0,
|
||||
e_edge = 1,
|
||||
e_polygon = 2,
|
||||
e_chain = 3,
|
||||
e_typeCount = 4
|
||||
};
|
||||
|
||||
virtual ~b2Shape() {}
|
||||
|
||||
/// Clone the concrete shape using the provided allocator.
|
||||
virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
|
||||
|
||||
/// Get the type of this shape. You can use this to down cast to the concrete shape.
|
||||
/// @return the shape type.
|
||||
Type GetType() const;
|
||||
|
||||
/// Get the number of child primitives.
|
||||
virtual int32 GetChildCount() const = 0;
|
||||
|
||||
/// Test a point for containment in this shape. This only works for convex shapes.
|
||||
/// @param xf the shape world transform.
|
||||
/// @param p a point in world coordinates.
|
||||
virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
|
||||
|
||||
/// Compute the distance from the current shape to the specified point. This only works for convex shapes.
|
||||
/// @param xf the shape world transform.
|
||||
/// @param p a point in world coordinates.
|
||||
/// @param distance returns the distance from the current shape.
|
||||
/// @param normal returns the direction in which the distance increases.
|
||||
virtual void ComputeDistance(const b2Transform& xf, const b2Vec2& p, float32* distance, b2Vec2* normal, int32 childIndex) const= 0;
|
||||
|
||||
/// Cast a ray against a child shape.
|
||||
/// @param output the ray-cast results.
|
||||
/// @param input the ray-cast input parameters.
|
||||
/// @param transform the transform to be applied to the shape.
|
||||
/// @param childIndex the child shape index
|
||||
virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
|
||||
const b2Transform& transform, int32 childIndex) const = 0;
|
||||
|
||||
/// Given a transform, compute the associated axis aligned bounding box for a child shape.
|
||||
/// @param aabb returns the axis aligned box.
|
||||
/// @param xf the world transform of the shape.
|
||||
/// @param childIndex the child shape
|
||||
virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0;
|
||||
|
||||
/// Compute the mass properties of this shape using its dimensions and density.
|
||||
/// The inertia tensor is computed about the local origin.
|
||||
/// @param massData returns the mass data for this shape.
|
||||
/// @param density the density in kilograms per meter squared.
|
||||
virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
|
||||
|
||||
Type m_type;
|
||||
float32 m_radius;
|
||||
};
|
||||
|
||||
inline b2Shape::Type b2Shape::GetType() const
|
||||
{
|
||||
return m_type;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,119 @@
|
||||
/*
|
||||
* 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
|
||||
* 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/Collision/b2BroadPhase.h>
|
||||
|
||||
b2BroadPhase::b2BroadPhase()
|
||||
{
|
||||
m_proxyCount = 0;
|
||||
|
||||
m_pairCapacity = 16;
|
||||
m_pairCount = 0;
|
||||
m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
|
||||
|
||||
m_moveCapacity = 16;
|
||||
m_moveCount = 0;
|
||||
m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
|
||||
}
|
||||
|
||||
b2BroadPhase::~b2BroadPhase()
|
||||
{
|
||||
b2Free(m_moveBuffer);
|
||||
b2Free(m_pairBuffer);
|
||||
}
|
||||
|
||||
int32 b2BroadPhase::CreateProxy(const b2AABB& aabb, void* userData)
|
||||
{
|
||||
int32 proxyId = m_tree.CreateProxy(aabb, userData);
|
||||
++m_proxyCount;
|
||||
BufferMove(proxyId);
|
||||
return proxyId;
|
||||
}
|
||||
|
||||
void b2BroadPhase::DestroyProxy(int32 proxyId)
|
||||
{
|
||||
UnBufferMove(proxyId);
|
||||
--m_proxyCount;
|
||||
m_tree.DestroyProxy(proxyId);
|
||||
}
|
||||
|
||||
void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
|
||||
{
|
||||
bool buffer = m_tree.MoveProxy(proxyId, aabb, displacement);
|
||||
if (buffer)
|
||||
{
|
||||
BufferMove(proxyId);
|
||||
}
|
||||
}
|
||||
|
||||
void b2BroadPhase::TouchProxy(int32 proxyId)
|
||||
{
|
||||
BufferMove(proxyId);
|
||||
}
|
||||
|
||||
void b2BroadPhase::BufferMove(int32 proxyId)
|
||||
{
|
||||
if (m_moveCount == m_moveCapacity)
|
||||
{
|
||||
int32* oldBuffer = m_moveBuffer;
|
||||
m_moveCapacity *= 2;
|
||||
m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
|
||||
memcpy(m_moveBuffer, oldBuffer, m_moveCount * sizeof(int32));
|
||||
b2Free(oldBuffer);
|
||||
}
|
||||
|
||||
m_moveBuffer[m_moveCount] = proxyId;
|
||||
++m_moveCount;
|
||||
}
|
||||
|
||||
void b2BroadPhase::UnBufferMove(int32 proxyId)
|
||||
{
|
||||
for (int32 i = 0; i < m_moveCount; ++i)
|
||||
{
|
||||
if (m_moveBuffer[i] == proxyId)
|
||||
{
|
||||
m_moveBuffer[i] = e_nullProxy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This is called from b2DynamicTree::Query when we are gathering pairs.
|
||||
bool b2BroadPhase::QueryCallback(int32 proxyId)
|
||||
{
|
||||
// A proxy cannot form a pair with itself.
|
||||
if (proxyId == m_queryProxyId)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Grow the pair buffer as needed.
|
||||
if (m_pairCount == m_pairCapacity)
|
||||
{
|
||||
b2Pair* oldBuffer = m_pairBuffer;
|
||||
m_pairCapacity *= 2;
|
||||
m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
|
||||
memcpy(m_pairBuffer, oldBuffer, m_pairCount * sizeof(b2Pair));
|
||||
b2Free(oldBuffer);
|
||||
}
|
||||
|
||||
m_pairBuffer[m_pairCount].proxyIdA = b2Min(proxyId, m_queryProxyId);
|
||||
m_pairBuffer[m_pairCount].proxyIdB = b2Max(proxyId, m_queryProxyId);
|
||||
++m_pairCount;
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,257 @@
|
||||
/*
|
||||
* 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
|
||||
* 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_BROAD_PHASE_H
|
||||
#define B2_BROAD_PHASE_H
|
||||
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
#include <Box2D/Collision/b2Collision.h>
|
||||
#include <Box2D/Collision/b2DynamicTree.h>
|
||||
#include <algorithm>
|
||||
|
||||
struct b2Pair
|
||||
{
|
||||
int32 proxyIdA;
|
||||
int32 proxyIdB;
|
||||
};
|
||||
|
||||
/// 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
|
||||
{
|
||||
public:
|
||||
|
||||
enum
|
||||
{
|
||||
e_nullProxy = -1
|
||||
};
|
||||
|
||||
b2BroadPhase();
|
||||
~b2BroadPhase();
|
||||
|
||||
/// Create a proxy with an initial AABB. Pairs are not reported until
|
||||
/// UpdatePairs is called.
|
||||
int32 CreateProxy(const b2AABB& aabb, void* userData);
|
||||
|
||||
/// Destroy a proxy. It is up to the client to remove any pairs.
|
||||
void DestroyProxy(int32 proxyId);
|
||||
|
||||
/// Call MoveProxy as many times as you like, then when you are done
|
||||
/// call UpdatePairs to finalized the proxy pairs (for your time step).
|
||||
void MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement);
|
||||
|
||||
/// Call to trigger a re-processing of it's pairs on the next call to UpdatePairs.
|
||||
void TouchProxy(int32 proxyId);
|
||||
|
||||
/// Get the fat AABB for a proxy.
|
||||
const b2AABB& GetFatAABB(int32 proxyId) const;
|
||||
|
||||
/// Get user data from a proxy. Returns NULL if the id is invalid.
|
||||
void* GetUserData(int32 proxyId) const;
|
||||
|
||||
/// Test overlap of fat AABBs.
|
||||
bool TestOverlap(int32 proxyIdA, int32 proxyIdB) const;
|
||||
|
||||
/// Get the number of proxies.
|
||||
int32 GetProxyCount() const;
|
||||
|
||||
/// Update the pairs. This results in pair callbacks. This can only add pairs.
|
||||
template <typename T>
|
||||
void UpdatePairs(T* callback);
|
||||
|
||||
/// Query an AABB for overlapping proxies. The callback class
|
||||
/// is called for each proxy that overlaps the supplied AABB.
|
||||
template <typename T>
|
||||
void Query(T* callback, const b2AABB& aabb) const;
|
||||
|
||||
/// Ray-cast against the proxies in the tree. This relies on the callback
|
||||
/// to perform a exact ray-cast in the case were the proxy contains a shape.
|
||||
/// The callback also performs the any collision filtering. This has performance
|
||||
/// roughly equal to k * log(n), where k is the number of collisions and n is the
|
||||
/// number of proxies in the tree.
|
||||
/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
|
||||
/// @param callback a callback class that is called for each proxy that is hit by the ray.
|
||||
template <typename T>
|
||||
void RayCast(T* callback, const b2RayCastInput& input) const;
|
||||
|
||||
/// Get the height of the embedded tree.
|
||||
int32 GetTreeHeight() const;
|
||||
|
||||
/// Get the balance of the embedded tree.
|
||||
int32 GetTreeBalance() const;
|
||||
|
||||
/// Get the quality metric of the embedded tree.
|
||||
float32 GetTreeQuality() const;
|
||||
|
||||
/// Shift the world origin. Useful for large worlds.
|
||||
/// The shift formula is: position -= newOrigin
|
||||
/// @param newOrigin the new origin with respect to the old origin
|
||||
void ShiftOrigin(const b2Vec2& newOrigin);
|
||||
|
||||
private:
|
||||
|
||||
friend class b2DynamicTree;
|
||||
|
||||
void BufferMove(int32 proxyId);
|
||||
void UnBufferMove(int32 proxyId);
|
||||
|
||||
bool QueryCallback(int32 proxyId);
|
||||
|
||||
b2DynamicTree m_tree;
|
||||
|
||||
int32 m_proxyCount;
|
||||
|
||||
int32* m_moveBuffer;
|
||||
int32 m_moveCapacity;
|
||||
int32 m_moveCount;
|
||||
|
||||
b2Pair* m_pairBuffer;
|
||||
int32 m_pairCapacity;
|
||||
int32 m_pairCount;
|
||||
|
||||
int32 m_queryProxyId;
|
||||
};
|
||||
|
||||
/// This is used to sort pairs.
|
||||
inline bool b2PairLessThan(const b2Pair& pair1, const b2Pair& pair2)
|
||||
{
|
||||
if (pair1.proxyIdA < pair2.proxyIdA)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (pair1.proxyIdA == pair2.proxyIdA)
|
||||
{
|
||||
return pair1.proxyIdB < pair2.proxyIdB;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
inline void* b2BroadPhase::GetUserData(int32 proxyId) const
|
||||
{
|
||||
return m_tree.GetUserData(proxyId);
|
||||
}
|
||||
|
||||
inline bool b2BroadPhase::TestOverlap(int32 proxyIdA, int32 proxyIdB) const
|
||||
{
|
||||
const b2AABB& aabbA = m_tree.GetFatAABB(proxyIdA);
|
||||
const b2AABB& aabbB = m_tree.GetFatAABB(proxyIdB);
|
||||
return b2TestOverlap(aabbA, aabbB);
|
||||
}
|
||||
|
||||
inline const b2AABB& b2BroadPhase::GetFatAABB(int32 proxyId) const
|
||||
{
|
||||
return m_tree.GetFatAABB(proxyId);
|
||||
}
|
||||
|
||||
inline int32 b2BroadPhase::GetProxyCount() const
|
||||
{
|
||||
return m_proxyCount;
|
||||
}
|
||||
|
||||
inline int32 b2BroadPhase::GetTreeHeight() const
|
||||
{
|
||||
return m_tree.GetHeight();
|
||||
}
|
||||
|
||||
inline int32 b2BroadPhase::GetTreeBalance() const
|
||||
{
|
||||
return m_tree.GetMaxBalance();
|
||||
}
|
||||
|
||||
inline float32 b2BroadPhase::GetTreeQuality() const
|
||||
{
|
||||
return m_tree.GetAreaRatio();
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void b2BroadPhase::UpdatePairs(T* callback)
|
||||
{
|
||||
// Reset pair buffer
|
||||
m_pairCount = 0;
|
||||
|
||||
// Perform tree queries for all moving proxies.
|
||||
for (int32 i = 0; i < m_moveCount; ++i)
|
||||
{
|
||||
m_queryProxyId = m_moveBuffer[i];
|
||||
if (m_queryProxyId == e_nullProxy)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// We have to query the tree with the fat AABB so that
|
||||
// we don't fail to create a pair that may touch later.
|
||||
const b2AABB& fatAABB = m_tree.GetFatAABB(m_queryProxyId);
|
||||
|
||||
// Query tree, create pairs and add them pair buffer.
|
||||
m_tree.Query(this, fatAABB);
|
||||
}
|
||||
|
||||
// Reset move buffer
|
||||
m_moveCount = 0;
|
||||
|
||||
// Sort the pair buffer to expose duplicates.
|
||||
std::sort(m_pairBuffer, m_pairBuffer + m_pairCount, b2PairLessThan);
|
||||
|
||||
// Send the pairs back to the client.
|
||||
int32 i = 0;
|
||||
while (i < m_pairCount)
|
||||
{
|
||||
b2Pair* primaryPair = m_pairBuffer + i;
|
||||
void* userDataA = m_tree.GetUserData(primaryPair->proxyIdA);
|
||||
void* userDataB = m_tree.GetUserData(primaryPair->proxyIdB);
|
||||
|
||||
callback->AddPair(userDataA, userDataB);
|
||||
++i;
|
||||
|
||||
// Skip any duplicate pairs.
|
||||
while (i < m_pairCount)
|
||||
{
|
||||
b2Pair* pair = m_pairBuffer + i;
|
||||
if (pair->proxyIdA != primaryPair->proxyIdA || pair->proxyIdB != primaryPair->proxyIdB)
|
||||
{
|
||||
break;
|
||||
}
|
||||
++i;
|
||||
}
|
||||
}
|
||||
|
||||
// Try to keep the tree balanced.
|
||||
//m_tree.Rebalance(4);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline void b2BroadPhase::Query(T* callback, const b2AABB& aabb) const
|
||||
{
|
||||
m_tree.Query(callback, aabb);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline void b2BroadPhase::RayCast(T* callback, const b2RayCastInput& input) const
|
||||
{
|
||||
m_tree.RayCast(callback, input);
|
||||
}
|
||||
|
||||
inline void b2BroadPhase::ShiftOrigin(const b2Vec2& newOrigin)
|
||||
{
|
||||
m_tree.ShiftOrigin(newOrigin);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,154 @@
|
||||
/*
|
||||
* 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
|
||||
* 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/Collision/b2Collision.h>
|
||||
#include <Box2D/Collision/Shapes/b2CircleShape.h>
|
||||
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
|
||||
|
||||
void b2CollideCircles(
|
||||
b2Manifold* manifold,
|
||||
const b2CircleShape* circleA, const b2Transform& xfA,
|
||||
const b2CircleShape* circleB, const b2Transform& xfB)
|
||||
{
|
||||
manifold->pointCount = 0;
|
||||
|
||||
b2Vec2 pA = b2Mul(xfA, circleA->m_p);
|
||||
b2Vec2 pB = b2Mul(xfB, circleB->m_p);
|
||||
|
||||
b2Vec2 d = pB - pA;
|
||||
float32 distSqr = b2Dot(d, d);
|
||||
float32 rA = circleA->m_radius, rB = circleB->m_radius;
|
||||
float32 radius = rA + rB;
|
||||
if (distSqr > radius * radius)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
manifold->type = b2Manifold::e_circles;
|
||||
manifold->localPoint = circleA->m_p;
|
||||
manifold->localNormal.SetZero();
|
||||
manifold->pointCount = 1;
|
||||
|
||||
manifold->points[0].localPoint = circleB->m_p;
|
||||
manifold->points[0].id.key = 0;
|
||||
}
|
||||
|
||||
void b2CollidePolygonAndCircle(
|
||||
b2Manifold* manifold,
|
||||
const b2PolygonShape* polygonA, const b2Transform& xfA,
|
||||
const b2CircleShape* circleB, const b2Transform& xfB)
|
||||
{
|
||||
manifold->pointCount = 0;
|
||||
|
||||
// Compute circle position in the frame of the polygon.
|
||||
b2Vec2 c = b2Mul(xfB, circleB->m_p);
|
||||
b2Vec2 cLocal = b2MulT(xfA, c);
|
||||
|
||||
// Find the min separating edge.
|
||||
int32 normalIndex = 0;
|
||||
float32 separation = -b2_maxFloat;
|
||||
float32 radius = polygonA->m_radius + circleB->m_radius;
|
||||
int32 vertexCount = polygonA->m_count;
|
||||
const b2Vec2* vertices = polygonA->m_vertices;
|
||||
const b2Vec2* normals = polygonA->m_normals;
|
||||
|
||||
for (int32 i = 0; i < vertexCount; ++i)
|
||||
{
|
||||
float32 s = b2Dot(normals[i], cLocal - vertices[i]);
|
||||
|
||||
if (s > radius)
|
||||
{
|
||||
// Early out.
|
||||
return;
|
||||
}
|
||||
|
||||
if (s > separation)
|
||||
{
|
||||
separation = s;
|
||||
normalIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
// Vertices that subtend the incident face.
|
||||
int32 vertIndex1 = normalIndex;
|
||||
int32 vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
|
||||
b2Vec2 v1 = vertices[vertIndex1];
|
||||
b2Vec2 v2 = vertices[vertIndex2];
|
||||
|
||||
// If the center is inside the polygon ...
|
||||
if (separation < b2_epsilon)
|
||||
{
|
||||
manifold->pointCount = 1;
|
||||
manifold->type = b2Manifold::e_faceA;
|
||||
manifold->localNormal = normals[normalIndex];
|
||||
manifold->localPoint = 0.5f * (v1 + v2);
|
||||
manifold->points[0].localPoint = circleB->m_p;
|
||||
manifold->points[0].id.key = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// Compute barycentric coordinates
|
||||
float32 u1 = b2Dot(cLocal - v1, v2 - v1);
|
||||
float32 u2 = b2Dot(cLocal - v2, v1 - v2);
|
||||
if (u1 <= 0.0f)
|
||||
{
|
||||
if (b2DistanceSquared(cLocal, v1) > radius * radius)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
manifold->pointCount = 1;
|
||||
manifold->type = b2Manifold::e_faceA;
|
||||
manifold->localNormal = cLocal - v1;
|
||||
manifold->localNormal.Normalize();
|
||||
manifold->localPoint = v1;
|
||||
manifold->points[0].localPoint = circleB->m_p;
|
||||
manifold->points[0].id.key = 0;
|
||||
}
|
||||
else if (u2 <= 0.0f)
|
||||
{
|
||||
if (b2DistanceSquared(cLocal, v2) > radius * radius)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
manifold->pointCount = 1;
|
||||
manifold->type = b2Manifold::e_faceA;
|
||||
manifold->localNormal = cLocal - v2;
|
||||
manifold->localNormal.Normalize();
|
||||
manifold->localPoint = v2;
|
||||
manifold->points[0].localPoint = circleB->m_p;
|
||||
manifold->points[0].id.key = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
b2Vec2 faceCenter = 0.5f * (v1 + v2);
|
||||
float32 separation = b2Dot(cLocal - faceCenter, normals[vertIndex1]);
|
||||
if (separation > radius)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
manifold->pointCount = 1;
|
||||
manifold->type = b2Manifold::e_faceA;
|
||||
manifold->localNormal = normals[vertIndex1];
|
||||
manifold->localPoint = faceCenter;
|
||||
manifold->points[0].localPoint = circleB->m_p;
|
||||
manifold->points[0].id.key = 0;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,698 @@
|
||||
/*
|
||||
* 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
|
||||
* 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/Collision/b2Collision.h>
|
||||
#include <Box2D/Collision/Shapes/b2CircleShape.h>
|
||||
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
|
||||
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
|
||||
|
||||
|
||||
// Compute contact points for edge versus circle.
|
||||
// This accounts for edge connectivity.
|
||||
void b2CollideEdgeAndCircle(b2Manifold* manifold,
|
||||
const b2EdgeShape* edgeA, const b2Transform& xfA,
|
||||
const b2CircleShape* circleB, const b2Transform& xfB)
|
||||
{
|
||||
manifold->pointCount = 0;
|
||||
|
||||
// Compute circle in frame of edge
|
||||
b2Vec2 Q = b2MulT(xfA, b2Mul(xfB, circleB->m_p));
|
||||
|
||||
b2Vec2 A = edgeA->m_vertex1, B = edgeA->m_vertex2;
|
||||
b2Vec2 e = B - A;
|
||||
|
||||
// Barycentric coordinates
|
||||
float32 u = b2Dot(e, B - Q);
|
||||
float32 v = b2Dot(e, Q - A);
|
||||
|
||||
float32 radius = edgeA->m_radius + circleB->m_radius;
|
||||
|
||||
b2ContactFeature cf;
|
||||
cf.indexB = 0;
|
||||
cf.typeB = b2ContactFeature::e_vertex;
|
||||
|
||||
// Region A
|
||||
if (v <= 0.0f)
|
||||
{
|
||||
b2Vec2 P = A;
|
||||
b2Vec2 d = Q - P;
|
||||
float32 dd = b2Dot(d, d);
|
||||
if (dd > radius * radius)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Is there an edge connected to A?
|
||||
if (edgeA->m_hasVertex0)
|
||||
{
|
||||
b2Vec2 A1 = edgeA->m_vertex0;
|
||||
b2Vec2 B1 = A;
|
||||
b2Vec2 e1 = B1 - A1;
|
||||
float32 u1 = b2Dot(e1, B1 - Q);
|
||||
|
||||
// Is the circle in Region AB of the previous edge?
|
||||
if (u1 > 0.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
cf.indexA = 0;
|
||||
cf.typeA = b2ContactFeature::e_vertex;
|
||||
manifold->pointCount = 1;
|
||||
manifold->type = b2Manifold::e_circles;
|
||||
manifold->localNormal.SetZero();
|
||||
manifold->localPoint = P;
|
||||
manifold->points[0].id.key = 0;
|
||||
manifold->points[0].id.cf = cf;
|
||||
manifold->points[0].localPoint = circleB->m_p;
|
||||
return;
|
||||
}
|
||||
|
||||
// Region B
|
||||
if (u <= 0.0f)
|
||||
{
|
||||
b2Vec2 P = B;
|
||||
b2Vec2 d = Q - P;
|
||||
float32 dd = b2Dot(d, d);
|
||||
if (dd > radius * radius)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Is there an edge connected to B?
|
||||
if (edgeA->m_hasVertex3)
|
||||
{
|
||||
b2Vec2 B2 = edgeA->m_vertex3;
|
||||
b2Vec2 A2 = B;
|
||||
b2Vec2 e2 = B2 - A2;
|
||||
float32 v2 = b2Dot(e2, Q - A2);
|
||||
|
||||
// Is the circle in Region AB of the next edge?
|
||||
if (v2 > 0.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
cf.indexA = 1;
|
||||
cf.typeA = b2ContactFeature::e_vertex;
|
||||
manifold->pointCount = 1;
|
||||
manifold->type = b2Manifold::e_circles;
|
||||
manifold->localNormal.SetZero();
|
||||
manifold->localPoint = P;
|
||||
manifold->points[0].id.key = 0;
|
||||
manifold->points[0].id.cf = cf;
|
||||
manifold->points[0].localPoint = circleB->m_p;
|
||||
return;
|
||||
}
|
||||
|
||||
// Region AB
|
||||
float32 den = b2Dot(e, e);
|
||||
b2Assert(den > 0.0f);
|
||||
b2Vec2 P = (1.0f / den) * (u * A + v * B);
|
||||
b2Vec2 d = Q - P;
|
||||
float32 dd = b2Dot(d, d);
|
||||
if (dd > radius * radius)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
b2Vec2 n(-e.y, e.x);
|
||||
if (b2Dot(n, Q - A) < 0.0f)
|
||||
{
|
||||
n.Set(-n.x, -n.y);
|
||||
}
|
||||
n.Normalize();
|
||||
|
||||
cf.indexA = 0;
|
||||
cf.typeA = b2ContactFeature::e_face;
|
||||
manifold->pointCount = 1;
|
||||
manifold->type = b2Manifold::e_faceA;
|
||||
manifold->localNormal = n;
|
||||
manifold->localPoint = A;
|
||||
manifold->points[0].id.key = 0;
|
||||
manifold->points[0].id.cf = cf;
|
||||
manifold->points[0].localPoint = circleB->m_p;
|
||||
}
|
||||
|
||||
// This structure is used to keep track of the best separating axis.
|
||||
struct b2EPAxis
|
||||
{
|
||||
enum Type
|
||||
{
|
||||
e_unknown,
|
||||
e_edgeA,
|
||||
e_edgeB
|
||||
};
|
||||
|
||||
Type type;
|
||||
int32 index;
|
||||
float32 separation;
|
||||
};
|
||||
|
||||
// This holds polygon B expressed in frame A.
|
||||
struct b2TempPolygon
|
||||
{
|
||||
b2Vec2 vertices[b2_maxPolygonVertices];
|
||||
b2Vec2 normals[b2_maxPolygonVertices];
|
||||
int32 count;
|
||||
};
|
||||
|
||||
// Reference face used for clipping
|
||||
struct b2ReferenceFace
|
||||
{
|
||||
int32 i1, i2;
|
||||
|
||||
b2Vec2 v1, v2;
|
||||
|
||||
b2Vec2 normal;
|
||||
|
||||
b2Vec2 sideNormal1;
|
||||
float32 sideOffset1;
|
||||
|
||||
b2Vec2 sideNormal2;
|
||||
float32 sideOffset2;
|
||||
};
|
||||
|
||||
// This class collides and edge and a polygon, taking into account edge adjacency.
|
||||
struct b2EPCollider
|
||||
{
|
||||
void Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA,
|
||||
const b2PolygonShape* polygonB, const b2Transform& xfB);
|
||||
b2EPAxis ComputeEdgeSeparation();
|
||||
b2EPAxis ComputePolygonSeparation();
|
||||
|
||||
enum VertexType
|
||||
{
|
||||
e_isolated,
|
||||
e_concave,
|
||||
e_convex
|
||||
};
|
||||
|
||||
b2TempPolygon m_polygonB;
|
||||
|
||||
b2Transform m_xf;
|
||||
b2Vec2 m_centroidB;
|
||||
b2Vec2 m_v0, m_v1, m_v2, m_v3;
|
||||
b2Vec2 m_normal0, m_normal1, m_normal2;
|
||||
b2Vec2 m_normal;
|
||||
VertexType m_type1, m_type2;
|
||||
b2Vec2 m_lowerLimit, m_upperLimit;
|
||||
float32 m_radius;
|
||||
bool m_front;
|
||||
};
|
||||
|
||||
// Algorithm:
|
||||
// 1. Classify v1 and v2
|
||||
// 2. Classify polygon centroid as front or back
|
||||
// 3. Flip normal if necessary
|
||||
// 4. Initialize normal range to [-pi, pi] about face normal
|
||||
// 5. Adjust normal range according to adjacent edges
|
||||
// 6. Visit each separating axes, only accept axes within the range
|
||||
// 7. Return if _any_ axis indicates separation
|
||||
// 8. Clip
|
||||
void b2EPCollider::Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA,
|
||||
const b2PolygonShape* polygonB, const b2Transform& xfB)
|
||||
{
|
||||
m_xf = b2MulT(xfA, xfB);
|
||||
|
||||
m_centroidB = b2Mul(m_xf, polygonB->m_centroid);
|
||||
|
||||
m_v0 = edgeA->m_vertex0;
|
||||
m_v1 = edgeA->m_vertex1;
|
||||
m_v2 = edgeA->m_vertex2;
|
||||
m_v3 = edgeA->m_vertex3;
|
||||
|
||||
bool hasVertex0 = edgeA->m_hasVertex0;
|
||||
bool hasVertex3 = edgeA->m_hasVertex3;
|
||||
|
||||
b2Vec2 edge1 = m_v2 - m_v1;
|
||||
edge1.Normalize();
|
||||
m_normal1.Set(edge1.y, -edge1.x);
|
||||
float32 offset1 = b2Dot(m_normal1, m_centroidB - m_v1);
|
||||
float32 offset0 = 0.0f, offset2 = 0.0f;
|
||||
bool convex1 = false, convex2 = false;
|
||||
|
||||
// Is there a preceding edge?
|
||||
if (hasVertex0)
|
||||
{
|
||||
b2Vec2 edge0 = m_v1 - m_v0;
|
||||
edge0.Normalize();
|
||||
m_normal0.Set(edge0.y, -edge0.x);
|
||||
convex1 = b2Cross(edge0, edge1) >= 0.0f;
|
||||
offset0 = b2Dot(m_normal0, m_centroidB - m_v0);
|
||||
}
|
||||
|
||||
// Is there a following edge?
|
||||
if (hasVertex3)
|
||||
{
|
||||
b2Vec2 edge2 = m_v3 - m_v2;
|
||||
edge2.Normalize();
|
||||
m_normal2.Set(edge2.y, -edge2.x);
|
||||
convex2 = b2Cross(edge1, edge2) > 0.0f;
|
||||
offset2 = b2Dot(m_normal2, m_centroidB - m_v2);
|
||||
}
|
||||
|
||||
// Determine front or back collision. Determine collision normal limits.
|
||||
if (hasVertex0 && hasVertex3)
|
||||
{
|
||||
if (convex1 && convex2)
|
||||
{
|
||||
m_front = offset0 >= 0.0f || offset1 >= 0.0f || offset2 >= 0.0f;
|
||||
if (m_front)
|
||||
{
|
||||
m_normal = m_normal1;
|
||||
m_lowerLimit = m_normal0;
|
||||
m_upperLimit = m_normal2;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_normal = -m_normal1;
|
||||
m_lowerLimit = -m_normal1;
|
||||
m_upperLimit = -m_normal1;
|
||||
}
|
||||
}
|
||||
else if (convex1)
|
||||
{
|
||||
m_front = offset0 >= 0.0f || (offset1 >= 0.0f && offset2 >= 0.0f);
|
||||
if (m_front)
|
||||
{
|
||||
m_normal = m_normal1;
|
||||
m_lowerLimit = m_normal0;
|
||||
m_upperLimit = m_normal1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_normal = -m_normal1;
|
||||
m_lowerLimit = -m_normal2;
|
||||
m_upperLimit = -m_normal1;
|
||||
}
|
||||
}
|
||||
else if (convex2)
|
||||
{
|
||||
m_front = offset2 >= 0.0f || (offset0 >= 0.0f && offset1 >= 0.0f);
|
||||
if (m_front)
|
||||
{
|
||||
m_normal = m_normal1;
|
||||
m_lowerLimit = m_normal1;
|
||||
m_upperLimit = m_normal2;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_normal = -m_normal1;
|
||||
m_lowerLimit = -m_normal1;
|
||||
m_upperLimit = -m_normal0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_front = offset0 >= 0.0f && offset1 >= 0.0f && offset2 >= 0.0f;
|
||||
if (m_front)
|
||||
{
|
||||
m_normal = m_normal1;
|
||||
m_lowerLimit = m_normal1;
|
||||
m_upperLimit = m_normal1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_normal = -m_normal1;
|
||||
m_lowerLimit = -m_normal2;
|
||||
m_upperLimit = -m_normal0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (hasVertex0)
|
||||
{
|
||||
if (convex1)
|
||||
{
|
||||
m_front = offset0 >= 0.0f || offset1 >= 0.0f;
|
||||
if (m_front)
|
||||
{
|
||||
m_normal = m_normal1;
|
||||
m_lowerLimit = m_normal0;
|
||||
m_upperLimit = -m_normal1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_normal = -m_normal1;
|
||||
m_lowerLimit = m_normal1;
|
||||
m_upperLimit = -m_normal1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_front = offset0 >= 0.0f && offset1 >= 0.0f;
|
||||
if (m_front)
|
||||
{
|
||||
m_normal = m_normal1;
|
||||
m_lowerLimit = m_normal1;
|
||||
m_upperLimit = -m_normal1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_normal = -m_normal1;
|
||||
m_lowerLimit = m_normal1;
|
||||
m_upperLimit = -m_normal0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (hasVertex3)
|
||||
{
|
||||
if (convex2)
|
||||
{
|
||||
m_front = offset1 >= 0.0f || offset2 >= 0.0f;
|
||||
if (m_front)
|
||||
{
|
||||
m_normal = m_normal1;
|
||||
m_lowerLimit = -m_normal1;
|
||||
m_upperLimit = m_normal2;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_normal = -m_normal1;
|
||||
m_lowerLimit = -m_normal1;
|
||||
m_upperLimit = m_normal1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_front = offset1 >= 0.0f && offset2 >= 0.0f;
|
||||
if (m_front)
|
||||
{
|
||||
m_normal = m_normal1;
|
||||
m_lowerLimit = -m_normal1;
|
||||
m_upperLimit = m_normal1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_normal = -m_normal1;
|
||||
m_lowerLimit = -m_normal2;
|
||||
m_upperLimit = m_normal1;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_front = offset1 >= 0.0f;
|
||||
if (m_front)
|
||||
{
|
||||
m_normal = m_normal1;
|
||||
m_lowerLimit = -m_normal1;
|
||||
m_upperLimit = -m_normal1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_normal = -m_normal1;
|
||||
m_lowerLimit = m_normal1;
|
||||
m_upperLimit = m_normal1;
|
||||
}
|
||||
}
|
||||
|
||||
// Get polygonB in frameA
|
||||
m_polygonB.count = polygonB->m_count;
|
||||
for (int32 i = 0; i < polygonB->m_count; ++i)
|
||||
{
|
||||
m_polygonB.vertices[i] = b2Mul(m_xf, polygonB->m_vertices[i]);
|
||||
m_polygonB.normals[i] = b2Mul(m_xf.q, polygonB->m_normals[i]);
|
||||
}
|
||||
|
||||
m_radius = 2.0f * b2_polygonRadius;
|
||||
|
||||
manifold->pointCount = 0;
|
||||
|
||||
b2EPAxis edgeAxis = ComputeEdgeSeparation();
|
||||
|
||||
// If no valid normal can be found than this edge should not collide.
|
||||
if (edgeAxis.type == b2EPAxis::e_unknown)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (edgeAxis.separation > m_radius)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
b2EPAxis polygonAxis = ComputePolygonSeparation();
|
||||
if (polygonAxis.type != b2EPAxis::e_unknown && polygonAxis.separation > m_radius)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Use hysteresis for jitter reduction.
|
||||
const float32 k_relativeTol = 0.98f;
|
||||
const float32 k_absoluteTol = 0.001f;
|
||||
|
||||
b2EPAxis primaryAxis;
|
||||
if (polygonAxis.type == b2EPAxis::e_unknown)
|
||||
{
|
||||
primaryAxis = edgeAxis;
|
||||
}
|
||||
else if (polygonAxis.separation > k_relativeTol * edgeAxis.separation + k_absoluteTol)
|
||||
{
|
||||
primaryAxis = polygonAxis;
|
||||
}
|
||||
else
|
||||
{
|
||||
primaryAxis = edgeAxis;
|
||||
}
|
||||
|
||||
b2ClipVertex ie[2];
|
||||
b2ReferenceFace rf;
|
||||
if (primaryAxis.type == b2EPAxis::e_edgeA)
|
||||
{
|
||||
manifold->type = b2Manifold::e_faceA;
|
||||
|
||||
// Search for the polygon normal that is most anti-parallel to the edge normal.
|
||||
int32 bestIndex = 0;
|
||||
float32 bestValue = b2Dot(m_normal, m_polygonB.normals[0]);
|
||||
for (int32 i = 1; i < m_polygonB.count; ++i)
|
||||
{
|
||||
float32 value = b2Dot(m_normal, m_polygonB.normals[i]);
|
||||
if (value < bestValue)
|
||||
{
|
||||
bestValue = value;
|
||||
bestIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
int32 i1 = bestIndex;
|
||||
int32 i2 = i1 + 1 < m_polygonB.count ? i1 + 1 : 0;
|
||||
|
||||
ie[0].v = m_polygonB.vertices[i1];
|
||||
ie[0].id.cf.indexA = 0;
|
||||
ie[0].id.cf.indexB = static_cast<uint8>(i1);
|
||||
ie[0].id.cf.typeA = b2ContactFeature::e_face;
|
||||
ie[0].id.cf.typeB = b2ContactFeature::e_vertex;
|
||||
|
||||
ie[1].v = m_polygonB.vertices[i2];
|
||||
ie[1].id.cf.indexA = 0;
|
||||
ie[1].id.cf.indexB = static_cast<uint8>(i2);
|
||||
ie[1].id.cf.typeA = b2ContactFeature::e_face;
|
||||
ie[1].id.cf.typeB = b2ContactFeature::e_vertex;
|
||||
|
||||
if (m_front)
|
||||
{
|
||||
rf.i1 = 0;
|
||||
rf.i2 = 1;
|
||||
rf.v1 = m_v1;
|
||||
rf.v2 = m_v2;
|
||||
rf.normal = m_normal1;
|
||||
}
|
||||
else
|
||||
{
|
||||
rf.i1 = 1;
|
||||
rf.i2 = 0;
|
||||
rf.v1 = m_v2;
|
||||
rf.v2 = m_v1;
|
||||
rf.normal = -m_normal1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
manifold->type = b2Manifold::e_faceB;
|
||||
|
||||
ie[0].v = m_v1;
|
||||
ie[0].id.cf.indexA = 0;
|
||||
ie[0].id.cf.indexB = static_cast<uint8>(primaryAxis.index);
|
||||
ie[0].id.cf.typeA = b2ContactFeature::e_vertex;
|
||||
ie[0].id.cf.typeB = b2ContactFeature::e_face;
|
||||
|
||||
ie[1].v = m_v2;
|
||||
ie[1].id.cf.indexA = 0;
|
||||
ie[1].id.cf.indexB = static_cast<uint8>(primaryAxis.index);
|
||||
ie[1].id.cf.typeA = b2ContactFeature::e_vertex;
|
||||
ie[1].id.cf.typeB = b2ContactFeature::e_face;
|
||||
|
||||
rf.i1 = primaryAxis.index;
|
||||
rf.i2 = rf.i1 + 1 < m_polygonB.count ? rf.i1 + 1 : 0;
|
||||
rf.v1 = m_polygonB.vertices[rf.i1];
|
||||
rf.v2 = m_polygonB.vertices[rf.i2];
|
||||
rf.normal = m_polygonB.normals[rf.i1];
|
||||
}
|
||||
|
||||
rf.sideNormal1.Set(rf.normal.y, -rf.normal.x);
|
||||
rf.sideNormal2 = -rf.sideNormal1;
|
||||
rf.sideOffset1 = b2Dot(rf.sideNormal1, rf.v1);
|
||||
rf.sideOffset2 = b2Dot(rf.sideNormal2, rf.v2);
|
||||
|
||||
// Clip incident edge against extruded edge1 side edges.
|
||||
b2ClipVertex clipPoints1[2];
|
||||
b2ClipVertex clipPoints2[2];
|
||||
int32 np;
|
||||
|
||||
// Clip to box side 1
|
||||
np = b2ClipSegmentToLine(clipPoints1, ie, rf.sideNormal1, rf.sideOffset1, rf.i1);
|
||||
|
||||
if (np < b2_maxManifoldPoints)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Clip to negative box side 1
|
||||
np = b2ClipSegmentToLine(clipPoints2, clipPoints1, rf.sideNormal2, rf.sideOffset2, rf.i2);
|
||||
|
||||
if (np < b2_maxManifoldPoints)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Now clipPoints2 contains the clipped points.
|
||||
if (primaryAxis.type == b2EPAxis::e_edgeA)
|
||||
{
|
||||
manifold->localNormal = rf.normal;
|
||||
manifold->localPoint = rf.v1;
|
||||
}
|
||||
else
|
||||
{
|
||||
manifold->localNormal = polygonB->m_normals[rf.i1];
|
||||
manifold->localPoint = polygonB->m_vertices[rf.i1];
|
||||
}
|
||||
|
||||
int32 pointCount = 0;
|
||||
for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
|
||||
{
|
||||
float32 separation;
|
||||
|
||||
separation = b2Dot(rf.normal, clipPoints2[i].v - rf.v1);
|
||||
|
||||
if (separation <= m_radius)
|
||||
{
|
||||
b2ManifoldPoint* cp = manifold->points + pointCount;
|
||||
|
||||
if (primaryAxis.type == b2EPAxis::e_edgeA)
|
||||
{
|
||||
cp->localPoint = b2MulT(m_xf, clipPoints2[i].v);
|
||||
cp->id = clipPoints2[i].id;
|
||||
}
|
||||
else
|
||||
{
|
||||
cp->localPoint = clipPoints2[i].v;
|
||||
cp->id.cf.typeA = clipPoints2[i].id.cf.typeB;
|
||||
cp->id.cf.typeB = clipPoints2[i].id.cf.typeA;
|
||||
cp->id.cf.indexA = clipPoints2[i].id.cf.indexB;
|
||||
cp->id.cf.indexB = clipPoints2[i].id.cf.indexA;
|
||||
}
|
||||
|
||||
++pointCount;
|
||||
}
|
||||
}
|
||||
|
||||
manifold->pointCount = pointCount;
|
||||
}
|
||||
|
||||
b2EPAxis b2EPCollider::ComputeEdgeSeparation()
|
||||
{
|
||||
b2EPAxis axis;
|
||||
axis.type = b2EPAxis::e_edgeA;
|
||||
axis.index = m_front ? 0 : 1;
|
||||
axis.separation = FLT_MAX;
|
||||
|
||||
for (int32 i = 0; i < m_polygonB.count; ++i)
|
||||
{
|
||||
float32 s = b2Dot(m_normal, m_polygonB.vertices[i] - m_v1);
|
||||
if (s < axis.separation)
|
||||
{
|
||||
axis.separation = s;
|
||||
}
|
||||
}
|
||||
|
||||
return axis;
|
||||
}
|
||||
|
||||
b2EPAxis b2EPCollider::ComputePolygonSeparation()
|
||||
{
|
||||
b2EPAxis axis;
|
||||
axis.type = b2EPAxis::e_unknown;
|
||||
axis.index = -1;
|
||||
axis.separation = -FLT_MAX;
|
||||
|
||||
b2Vec2 perp(-m_normal.y, m_normal.x);
|
||||
|
||||
for (int32 i = 0; i < m_polygonB.count; ++i)
|
||||
{
|
||||
b2Vec2 n = -m_polygonB.normals[i];
|
||||
|
||||
float32 s1 = b2Dot(n, m_polygonB.vertices[i] - m_v1);
|
||||
float32 s2 = b2Dot(n, m_polygonB.vertices[i] - m_v2);
|
||||
float32 s = b2Min(s1, s2);
|
||||
|
||||
if (s > m_radius)
|
||||
{
|
||||
// No collision
|
||||
axis.type = b2EPAxis::e_edgeB;
|
||||
axis.index = i;
|
||||
axis.separation = s;
|
||||
return axis;
|
||||
}
|
||||
|
||||
// Adjacency
|
||||
if (b2Dot(n, perp) >= 0.0f)
|
||||
{
|
||||
if (b2Dot(n - m_upperLimit, m_normal) < -b2_angularSlop)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (b2Dot(n - m_lowerLimit, m_normal) < -b2_angularSlop)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (s > axis.separation)
|
||||
{
|
||||
axis.type = b2EPAxis::e_edgeB;
|
||||
axis.index = i;
|
||||
axis.separation = s;
|
||||
}
|
||||
}
|
||||
|
||||
return axis;
|
||||
}
|
||||
|
||||
void b2CollideEdgeAndPolygon( b2Manifold* manifold,
|
||||
const b2EdgeShape* edgeA, const b2Transform& xfA,
|
||||
const b2PolygonShape* polygonB, const b2Transform& xfB)
|
||||
{
|
||||
b2EPCollider collider;
|
||||
collider.Collide(manifold, edgeA, xfA, polygonB, xfB);
|
||||
}
|
||||
@@ -0,0 +1,239 @@
|
||||
/*
|
||||
* 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
|
||||
* 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/Collision/b2Collision.h>
|
||||
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
|
||||
|
||||
// Find the max separation between poly1 and poly2 using edge normals from poly1.
|
||||
static float32 b2FindMaxSeparation(int32* edgeIndex,
|
||||
const b2PolygonShape* poly1, const b2Transform& xf1,
|
||||
const b2PolygonShape* poly2, const b2Transform& xf2)
|
||||
{
|
||||
int32 count1 = poly1->m_count;
|
||||
int32 count2 = poly2->m_count;
|
||||
const b2Vec2* n1s = poly1->m_normals;
|
||||
const b2Vec2* v1s = poly1->m_vertices;
|
||||
const b2Vec2* v2s = poly2->m_vertices;
|
||||
b2Transform xf = b2MulT(xf2, xf1);
|
||||
|
||||
int32 bestIndex = 0;
|
||||
float32 maxSeparation = -b2_maxFloat;
|
||||
for (int32 i = 0; i < count1; ++i)
|
||||
{
|
||||
// Get poly1 normal in frame2.
|
||||
b2Vec2 n = b2Mul(xf.q, n1s[i]);
|
||||
b2Vec2 v1 = b2Mul(xf, v1s[i]);
|
||||
|
||||
// Find deepest point for normal i.
|
||||
float32 si = b2_maxFloat;
|
||||
for (int32 j = 0; j < count2; ++j)
|
||||
{
|
||||
float32 sij = b2Dot(n, v2s[j] - v1);
|
||||
if (sij < si)
|
||||
{
|
||||
si = sij;
|
||||
}
|
||||
}
|
||||
|
||||
if (si > maxSeparation)
|
||||
{
|
||||
maxSeparation = si;
|
||||
bestIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
*edgeIndex = bestIndex;
|
||||
return maxSeparation;
|
||||
}
|
||||
|
||||
static void b2FindIncidentEdge(b2ClipVertex c[2],
|
||||
const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
|
||||
const b2PolygonShape* poly2, const b2Transform& xf2)
|
||||
{
|
||||
const b2Vec2* normals1 = poly1->m_normals;
|
||||
|
||||
int32 count2 = poly2->m_count;
|
||||
const b2Vec2* vertices2 = poly2->m_vertices;
|
||||
const b2Vec2* normals2 = poly2->m_normals;
|
||||
|
||||
b2Assert(0 <= edge1 && edge1 < poly1->m_count);
|
||||
|
||||
// Get the normal of the reference edge in poly2's frame.
|
||||
b2Vec2 normal1 = b2MulT(xf2.q, b2Mul(xf1.q, normals1[edge1]));
|
||||
|
||||
// Find the incident edge on poly2.
|
||||
int32 index = 0;
|
||||
float32 minDot = b2_maxFloat;
|
||||
for (int32 i = 0; i < count2; ++i)
|
||||
{
|
||||
float32 dot = b2Dot(normal1, normals2[i]);
|
||||
if (dot < minDot)
|
||||
{
|
||||
minDot = dot;
|
||||
index = i;
|
||||
}
|
||||
}
|
||||
|
||||
// Build the clip vertices for the incident edge.
|
||||
int32 i1 = index;
|
||||
int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0;
|
||||
|
||||
c[0].v = b2Mul(xf2, vertices2[i1]);
|
||||
c[0].id.cf.indexA = (uint8)edge1;
|
||||
c[0].id.cf.indexB = (uint8)i1;
|
||||
c[0].id.cf.typeA = b2ContactFeature::e_face;
|
||||
c[0].id.cf.typeB = b2ContactFeature::e_vertex;
|
||||
|
||||
c[1].v = b2Mul(xf2, vertices2[i2]);
|
||||
c[1].id.cf.indexA = (uint8)edge1;
|
||||
c[1].id.cf.indexB = (uint8)i2;
|
||||
c[1].id.cf.typeA = b2ContactFeature::e_face;
|
||||
c[1].id.cf.typeB = b2ContactFeature::e_vertex;
|
||||
}
|
||||
|
||||
// Find edge normal of max separation on A - return if separating axis is found
|
||||
// Find edge normal of max separation on B - return if separation axis is found
|
||||
// Choose reference edge as min(minA, minB)
|
||||
// Find incident edge
|
||||
// Clip
|
||||
|
||||
// The normal points from 1 to 2
|
||||
void b2CollidePolygons(b2Manifold* manifold,
|
||||
const b2PolygonShape* polyA, const b2Transform& xfA,
|
||||
const b2PolygonShape* polyB, const b2Transform& xfB)
|
||||
{
|
||||
manifold->pointCount = 0;
|
||||
float32 totalRadius = polyA->m_radius + polyB->m_radius;
|
||||
|
||||
int32 edgeA = 0;
|
||||
float32 separationA = b2FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
|
||||
if (separationA > totalRadius)
|
||||
return;
|
||||
|
||||
int32 edgeB = 0;
|
||||
float32 separationB = b2FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
|
||||
if (separationB > totalRadius)
|
||||
return;
|
||||
|
||||
const b2PolygonShape* poly1; // reference polygon
|
||||
const b2PolygonShape* poly2; // incident polygon
|
||||
b2Transform xf1, xf2;
|
||||
int32 edge1; // reference edge
|
||||
uint8 flip;
|
||||
const float32 k_tol = 0.1f * b2_linearSlop;
|
||||
|
||||
if (separationB > separationA + k_tol)
|
||||
{
|
||||
poly1 = polyB;
|
||||
poly2 = polyA;
|
||||
xf1 = xfB;
|
||||
xf2 = xfA;
|
||||
edge1 = edgeB;
|
||||
manifold->type = b2Manifold::e_faceB;
|
||||
flip = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
poly1 = polyA;
|
||||
poly2 = polyB;
|
||||
xf1 = xfA;
|
||||
xf2 = xfB;
|
||||
edge1 = edgeA;
|
||||
manifold->type = b2Manifold::e_faceA;
|
||||
flip = 0;
|
||||
}
|
||||
|
||||
b2ClipVertex incidentEdge[2];
|
||||
b2FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
|
||||
|
||||
int32 count1 = poly1->m_count;
|
||||
const b2Vec2* vertices1 = poly1->m_vertices;
|
||||
|
||||
int32 iv1 = edge1;
|
||||
int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;
|
||||
|
||||
b2Vec2 v11 = vertices1[iv1];
|
||||
b2Vec2 v12 = vertices1[iv2];
|
||||
|
||||
b2Vec2 localTangent = v12 - v11;
|
||||
localTangent.Normalize();
|
||||
|
||||
b2Vec2 localNormal = b2Cross(localTangent, 1.0f);
|
||||
b2Vec2 planePoint = 0.5f * (v11 + v12);
|
||||
|
||||
b2Vec2 tangent = b2Mul(xf1.q, localTangent);
|
||||
b2Vec2 normal = b2Cross(tangent, 1.0f);
|
||||
|
||||
v11 = b2Mul(xf1, v11);
|
||||
v12 = b2Mul(xf1, v12);
|
||||
|
||||
// Face offset.
|
||||
float32 frontOffset = b2Dot(normal, v11);
|
||||
|
||||
// Side offsets, extended by polytope skin thickness.
|
||||
float32 sideOffset1 = -b2Dot(tangent, v11) + totalRadius;
|
||||
float32 sideOffset2 = b2Dot(tangent, v12) + totalRadius;
|
||||
|
||||
// Clip incident edge against extruded edge1 side edges.
|
||||
b2ClipVertex clipPoints1[2];
|
||||
b2ClipVertex clipPoints2[2];
|
||||
int np;
|
||||
|
||||
// Clip to box side 1
|
||||
np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);
|
||||
|
||||
if (np < 2)
|
||||
return;
|
||||
|
||||
// Clip to negative box side 1
|
||||
np = b2ClipSegmentToLine(clipPoints2, clipPoints1, tangent, sideOffset2, iv2);
|
||||
|
||||
if (np < 2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Now clipPoints2 contains the clipped points.
|
||||
manifold->localNormal = localNormal;
|
||||
manifold->localPoint = planePoint;
|
||||
|
||||
int32 pointCount = 0;
|
||||
for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
|
||||
{
|
||||
float32 separation = b2Dot(normal, clipPoints2[i].v) - frontOffset;
|
||||
|
||||
if (separation <= totalRadius)
|
||||
{
|
||||
b2ManifoldPoint* cp = manifold->points + pointCount;
|
||||
cp->localPoint = b2MulT(xf2, clipPoints2[i].v);
|
||||
cp->id = clipPoints2[i].id;
|
||||
if (flip)
|
||||
{
|
||||
// Swap features
|
||||
b2ContactFeature cf = cp->id.cf;
|
||||
cp->id.cf.indexA = cf.indexB;
|
||||
cp->id.cf.indexB = cf.indexA;
|
||||
cp->id.cf.typeA = cf.typeB;
|
||||
cp->id.cf.typeB = cf.typeA;
|
||||
}
|
||||
++pointCount;
|
||||
}
|
||||
}
|
||||
|
||||
manifold->pointCount = pointCount;
|
||||
}
|
||||
@@ -0,0 +1,252 @@
|
||||
/*
|
||||
* 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
|
||||
* 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/Collision/b2Collision.h>
|
||||
#include <Box2D/Collision/b2Distance.h>
|
||||
|
||||
void b2WorldManifold::Initialize(const b2Manifold* manifold,
|
||||
const b2Transform& xfA, float32 radiusA,
|
||||
const b2Transform& xfB, float32 radiusB)
|
||||
{
|
||||
if (manifold->pointCount == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
switch (manifold->type)
|
||||
{
|
||||
case b2Manifold::e_circles:
|
||||
{
|
||||
normal.Set(1.0f, 0.0f);
|
||||
b2Vec2 pointA = b2Mul(xfA, manifold->localPoint);
|
||||
b2Vec2 pointB = b2Mul(xfB, manifold->points[0].localPoint);
|
||||
if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)
|
||||
{
|
||||
normal = pointB - pointA;
|
||||
normal.Normalize();
|
||||
}
|
||||
|
||||
b2Vec2 cA = pointA + radiusA * normal;
|
||||
b2Vec2 cB = pointB - radiusB * normal;
|
||||
points[0] = 0.5f * (cA + cB);
|
||||
separations[0] = b2Dot(cB - cA, normal);
|
||||
}
|
||||
break;
|
||||
|
||||
case b2Manifold::e_faceA:
|
||||
{
|
||||
normal = b2Mul(xfA.q, manifold->localNormal);
|
||||
b2Vec2 planePoint = b2Mul(xfA, manifold->localPoint);
|
||||
|
||||
for (int32 i = 0; i < manifold->pointCount; ++i)
|
||||
{
|
||||
b2Vec2 clipPoint = b2Mul(xfB, manifold->points[i].localPoint);
|
||||
b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint, normal)) * normal;
|
||||
b2Vec2 cB = clipPoint - radiusB * normal;
|
||||
points[i] = 0.5f * (cA + cB);
|
||||
separations[i] = b2Dot(cB - cA, normal);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case b2Manifold::e_faceB:
|
||||
{
|
||||
normal = b2Mul(xfB.q, manifold->localNormal);
|
||||
b2Vec2 planePoint = b2Mul(xfB, manifold->localPoint);
|
||||
|
||||
for (int32 i = 0; i < manifold->pointCount; ++i)
|
||||
{
|
||||
b2Vec2 clipPoint = b2Mul(xfA, manifold->points[i].localPoint);
|
||||
b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint, normal)) * normal;
|
||||
b2Vec2 cA = clipPoint - radiusA * normal;
|
||||
points[i] = 0.5f * (cA + cB);
|
||||
separations[i] = b2Dot(cA - cB, normal);
|
||||
}
|
||||
|
||||
// Ensure normal points from A to B.
|
||||
normal = -normal;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
|
||||
const b2Manifold* manifold1, const b2Manifold* manifold2)
|
||||
{
|
||||
for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
|
||||
{
|
||||
state1[i] = b2_nullState;
|
||||
state2[i] = b2_nullState;
|
||||
}
|
||||
|
||||
// Detect persists and removes.
|
||||
for (int32 i = 0; i < manifold1->pointCount; ++i)
|
||||
{
|
||||
b2ContactID id = manifold1->points[i].id;
|
||||
|
||||
state1[i] = b2_removeState;
|
||||
|
||||
for (int32 j = 0; j < manifold2->pointCount; ++j)
|
||||
{
|
||||
if (manifold2->points[j].id.key == id.key)
|
||||
{
|
||||
state1[i] = b2_persistState;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Detect persists and adds.
|
||||
for (int32 i = 0; i < manifold2->pointCount; ++i)
|
||||
{
|
||||
b2ContactID id = manifold2->points[i].id;
|
||||
|
||||
state2[i] = b2_addState;
|
||||
|
||||
for (int32 j = 0; j < manifold1->pointCount; ++j)
|
||||
{
|
||||
if (manifold1->points[j].id.key == id.key)
|
||||
{
|
||||
state2[i] = b2_persistState;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// From Real-time Collision Detection, p179.
|
||||
bool b2AABB::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const
|
||||
{
|
||||
float32 tmin = -b2_maxFloat;
|
||||
float32 tmax = b2_maxFloat;
|
||||
|
||||
b2Vec2 p = input.p1;
|
||||
b2Vec2 d = input.p2 - input.p1;
|
||||
b2Vec2 absD = b2Abs(d);
|
||||
|
||||
b2Vec2 normal;
|
||||
|
||||
for (int32 i = 0; i < 2; ++i)
|
||||
{
|
||||
if (absD(i) < b2_epsilon)
|
||||
{
|
||||
// Parallel.
|
||||
if (p(i) < lowerBound(i) || upperBound(i) < p(i))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float32 inv_d = 1.0f / d(i);
|
||||
float32 t1 = (lowerBound(i) - p(i)) * inv_d;
|
||||
float32 t2 = (upperBound(i) - p(i)) * inv_d;
|
||||
|
||||
// Sign of the normal vector.
|
||||
float32 s = -1.0f;
|
||||
|
||||
if (t1 > t2)
|
||||
{
|
||||
b2Swap(t1, t2);
|
||||
s = 1.0f;
|
||||
}
|
||||
|
||||
// Push the min up
|
||||
if (t1 > tmin)
|
||||
{
|
||||
normal.SetZero();
|
||||
normal(i) = s;
|
||||
tmin = t1;
|
||||
}
|
||||
|
||||
// Pull the max down
|
||||
tmax = b2Min(tmax, t2);
|
||||
|
||||
if (tmin > tmax)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Does the ray start inside the box?
|
||||
// Does the ray intersect beyond the max fraction?
|
||||
if (tmin < 0.0f || input.maxFraction < tmin)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Intersection.
|
||||
output->fraction = tmin;
|
||||
output->normal = normal;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Sutherland-Hodgman clipping.
|
||||
int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
|
||||
const b2Vec2& normal, float32 offset, int32 vertexIndexA)
|
||||
{
|
||||
// Start with no output points
|
||||
int32 numOut = 0;
|
||||
|
||||
// Calculate the distance of end points to the line
|
||||
float32 distance0 = b2Dot(normal, vIn[0].v) - offset;
|
||||
float32 distance1 = b2Dot(normal, vIn[1].v) - offset;
|
||||
|
||||
// If the points are behind the plane
|
||||
if (distance0 <= 0.0f) vOut[numOut++] = vIn[0];
|
||||
if (distance1 <= 0.0f) vOut[numOut++] = vIn[1];
|
||||
|
||||
// If the points are on different sides of the plane
|
||||
if (distance0 * distance1 < 0.0f)
|
||||
{
|
||||
// Find intersection point of edge and plane
|
||||
float32 interp = distance0 / (distance0 - distance1);
|
||||
vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);
|
||||
|
||||
// VertexA is hitting edgeB.
|
||||
vOut[numOut].id.cf.indexA = static_cast<uint8>(vertexIndexA);
|
||||
vOut[numOut].id.cf.indexB = vIn[0].id.cf.indexB;
|
||||
vOut[numOut].id.cf.typeA = b2ContactFeature::e_vertex;
|
||||
vOut[numOut].id.cf.typeB = b2ContactFeature::e_face;
|
||||
++numOut;
|
||||
}
|
||||
|
||||
return numOut;
|
||||
}
|
||||
|
||||
bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
|
||||
const b2Shape* shapeB, int32 indexB,
|
||||
const b2Transform& xfA, const b2Transform& xfB)
|
||||
{
|
||||
b2DistanceInput input;
|
||||
input.proxyA.Set(shapeA, indexA);
|
||||
input.proxyB.Set(shapeB, indexB);
|
||||
input.transformA = xfA;
|
||||
input.transformB = xfB;
|
||||
input.useRadii = true;
|
||||
|
||||
b2SimplexCache cache;
|
||||
cache.count = 0;
|
||||
|
||||
b2DistanceOutput output;
|
||||
|
||||
b2Distance(&output, &cache, &input);
|
||||
|
||||
return output.distance < 10.0f * b2_epsilon;
|
||||
}
|
||||
@@ -0,0 +1,277 @@
|
||||
/*
|
||||
* 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
|
||||
* 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_COLLISION_H
|
||||
#define B2_COLLISION_H
|
||||
|
||||
#include <Box2D/Common/b2Math.h>
|
||||
#include <limits.h>
|
||||
|
||||
/// @file
|
||||
/// Structures and functions used for computing contact points, distance
|
||||
/// queries, and TOI queries.
|
||||
|
||||
class b2Shape;
|
||||
class b2CircleShape;
|
||||
class b2EdgeShape;
|
||||
class b2PolygonShape;
|
||||
|
||||
const uint8 b2_nullFeature = UCHAR_MAX;
|
||||
|
||||
/// The features that intersect to form the contact point
|
||||
/// This must be 4 bytes or less.
|
||||
struct b2ContactFeature
|
||||
{
|
||||
enum Type
|
||||
{
|
||||
e_vertex = 0,
|
||||
e_face = 1
|
||||
};
|
||||
|
||||
uint8 indexA; ///< Feature index on shapeA
|
||||
uint8 indexB; ///< Feature index on shapeB
|
||||
uint8 typeA; ///< The feature type on shapeA
|
||||
uint8 typeB; ///< The feature type on shapeB
|
||||
};
|
||||
|
||||
/// Contact ids to facilitate warm starting.
|
||||
union b2ContactID
|
||||
{
|
||||
b2ContactFeature cf;
|
||||
uint32 key; ///< Used to quickly compare contact ids.
|
||||
};
|
||||
|
||||
/// A manifold point is a contact point belonging to a contact
|
||||
/// manifold. It holds details related to the geometry and dynamics
|
||||
/// of the contact points.
|
||||
/// The local point usage depends on the manifold type:
|
||||
/// -e_circles: the local center of circleB
|
||||
/// -e_faceA: the local center of cirlceB or the clip point of polygonB
|
||||
/// -e_faceB: the clip point of polygonA
|
||||
/// 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
|
||||
{
|
||||
b2Vec2 localPoint; ///< usage depends on manifold type
|
||||
float32 normalImpulse; ///< the non-penetration impulse
|
||||
float32 tangentImpulse; ///< the friction impulse
|
||||
b2ContactID id; ///< uniquely identifies a contact point between two shapes
|
||||
};
|
||||
|
||||
/// A manifold for two touching convex shapes.
|
||||
/// Box2D supports multiple types of contact:
|
||||
/// - clip point versus plane with radius
|
||||
/// - point versus point with radius (circles)
|
||||
/// The local point usage depends on the manifold type:
|
||||
/// -e_circles: the local center of circleA
|
||||
/// -e_faceA: the center of faceA
|
||||
/// -e_faceB: the center of faceB
|
||||
/// Similarly the local normal usage:
|
||||
/// -e_circles: not used
|
||||
/// -e_faceA: the normal on polygonA
|
||||
/// -e_faceB: the normal on polygonB
|
||||
/// We store contacts in this way so that position correction can
|
||||
/// 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
|
||||
{
|
||||
enum Type
|
||||
{
|
||||
e_circles,
|
||||
e_faceA,
|
||||
e_faceB
|
||||
};
|
||||
|
||||
b2ManifoldPoint points[b2_maxManifoldPoints]; ///< the points of contact
|
||||
b2Vec2 localNormal; ///< not use for Type::e_points
|
||||
b2Vec2 localPoint; ///< usage depends on manifold type
|
||||
Type type;
|
||||
int32 pointCount; ///< the number of manifold points
|
||||
};
|
||||
|
||||
/// This is used to compute the current state of a contact manifold.
|
||||
struct b2WorldManifold
|
||||
{
|
||||
/// Evaluate the manifold with supplied transforms. This assumes
|
||||
/// modest motion from the original state. This does not change the
|
||||
/// point count, impulses, etc. The radii must come from the shapes
|
||||
/// that generated the manifold.
|
||||
void Initialize(const b2Manifold* manifold,
|
||||
const b2Transform& xfA, float32 radiusA,
|
||||
const b2Transform& xfB, float32 radiusB);
|
||||
|
||||
b2Vec2 normal; ///< world vector pointing from A to B
|
||||
b2Vec2 points[b2_maxManifoldPoints]; ///< world contact point (point of intersection)
|
||||
float32 separations[b2_maxManifoldPoints]; ///< a negative value indicates overlap, in meters
|
||||
};
|
||||
|
||||
/// This is used for determining the state of contact points.
|
||||
enum b2PointState
|
||||
{
|
||||
b2_nullState, ///< point does not exist
|
||||
b2_addState, ///< point was added in the update
|
||||
b2_persistState, ///< point persisted across the update
|
||||
b2_removeState ///< point was removed in the update
|
||||
};
|
||||
|
||||
/// 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],
|
||||
const b2Manifold* manifold1, const b2Manifold* manifold2);
|
||||
|
||||
/// Used for computing contact manifolds.
|
||||
struct b2ClipVertex
|
||||
{
|
||||
b2Vec2 v;
|
||||
b2ContactID id;
|
||||
};
|
||||
|
||||
/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
|
||||
struct b2RayCastInput
|
||||
{
|
||||
b2Vec2 p1, p2;
|
||||
float32 maxFraction;
|
||||
};
|
||||
|
||||
/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
|
||||
/// come from b2RayCastInput.
|
||||
struct b2RayCastOutput
|
||||
{
|
||||
b2Vec2 normal;
|
||||
float32 fraction;
|
||||
};
|
||||
|
||||
/// An axis aligned bounding box.
|
||||
struct b2AABB
|
||||
{
|
||||
/// Verify that the bounds are sorted.
|
||||
bool IsValid() const;
|
||||
|
||||
/// Get the center of the AABB.
|
||||
b2Vec2 GetCenter() const
|
||||
{
|
||||
return 0.5f * (lowerBound + upperBound);
|
||||
}
|
||||
|
||||
/// Get the extents of the AABB (half-widths).
|
||||
b2Vec2 GetExtents() const
|
||||
{
|
||||
return 0.5f * (upperBound - lowerBound);
|
||||
}
|
||||
|
||||
/// Get the perimeter length
|
||||
float32 GetPerimeter() const
|
||||
{
|
||||
float32 wx = upperBound.x - lowerBound.x;
|
||||
float32 wy = upperBound.y - lowerBound.y;
|
||||
return 2.0f * (wx + wy);
|
||||
}
|
||||
|
||||
/// Combine an AABB into this one.
|
||||
void Combine(const b2AABB& aabb)
|
||||
{
|
||||
lowerBound = b2Min(lowerBound, aabb.lowerBound);
|
||||
upperBound = b2Max(upperBound, aabb.upperBound);
|
||||
}
|
||||
|
||||
/// Combine two AABBs into this one.
|
||||
void Combine(const b2AABB& aabb1, const b2AABB& aabb2)
|
||||
{
|
||||
lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound);
|
||||
upperBound = b2Max(aabb1.upperBound, aabb2.upperBound);
|
||||
}
|
||||
|
||||
/// Does this aabb contain the provided AABB.
|
||||
bool Contains(const b2AABB& aabb) const
|
||||
{
|
||||
bool result = true;
|
||||
result = result && lowerBound.x <= aabb.lowerBound.x;
|
||||
result = result && lowerBound.y <= aabb.lowerBound.y;
|
||||
result = result && aabb.upperBound.x <= upperBound.x;
|
||||
result = result && aabb.upperBound.y <= upperBound.y;
|
||||
return result;
|
||||
}
|
||||
|
||||
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
|
||||
|
||||
b2Vec2 lowerBound; ///< the lower vertex
|
||||
b2Vec2 upperBound; ///< the upper vertex
|
||||
};
|
||||
|
||||
/// Compute the collision manifold between two circles.
|
||||
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,
|
||||
const b2PolygonShape* polygonA, const b2Transform& xfA,
|
||||
const b2CircleShape* circleB, const b2Transform& xfB);
|
||||
|
||||
/// Compute the collision manifold between two polygons.
|
||||
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,
|
||||
const b2EdgeShape* polygonA, const b2Transform& xfA,
|
||||
const b2CircleShape* circleB, const b2Transform& xfB);
|
||||
|
||||
/// Compute the collision manifold between an edge and a circle.
|
||||
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],
|
||||
const b2Vec2& normal, float32 offset, int32 vertexIndexA);
|
||||
|
||||
/// Determine if two generic shapes overlap.
|
||||
bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
|
||||
const b2Shape* shapeB, int32 indexB,
|
||||
const b2Transform& xfA, const b2Transform& xfB);
|
||||
|
||||
// ---------------- Inline Functions ------------------------------------------
|
||||
|
||||
inline bool b2AABB::IsValid() const
|
||||
{
|
||||
b2Vec2 d = upperBound - lowerBound;
|
||||
bool valid = d.x >= 0.0f && d.y >= 0.0f;
|
||||
valid = valid && lowerBound.IsValid() && upperBound.IsValid();
|
||||
return valid;
|
||||
}
|
||||
|
||||
inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b)
|
||||
{
|
||||
b2Vec2 d1, d2;
|
||||
d1 = b.lowerBound - a.upperBound;
|
||||
d2 = a.lowerBound - b.upperBound;
|
||||
|
||||
if (d1.x > 0.0f || d1.y > 0.0f)
|
||||
return false;
|
||||
|
||||
if (d2.x > 0.0f || d2.y > 0.0f)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,614 @@
|
||||
/*
|
||||
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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 <string.h>
|
||||
#include <memory.h>
|
||||
|
||||
#include <Box2D/Collision/b2Distance.h>
|
||||
#include <Box2D/Collision/Shapes/b2CircleShape.h>
|
||||
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
|
||||
#include <Box2D/Collision/Shapes/b2ChainShape.h>
|
||||
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
|
||||
|
||||
// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
|
||||
int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
|
||||
|
||||
void b2DistanceProxy::Set(const b2Shape* shape, int32 index)
|
||||
{
|
||||
switch (shape->GetType())
|
||||
{
|
||||
case b2Shape::e_circle:
|
||||
{
|
||||
const b2CircleShape* circle = static_cast<const b2CircleShape*>(shape);
|
||||
m_vertices = &circle->m_p;
|
||||
m_count = 1;
|
||||
m_radius = circle->m_radius;
|
||||
}
|
||||
break;
|
||||
|
||||
case b2Shape::e_polygon:
|
||||
{
|
||||
const b2PolygonShape* polygon = static_cast<const b2PolygonShape*>(shape);
|
||||
m_vertices = polygon->m_vertices;
|
||||
m_count = polygon->m_count;
|
||||
m_radius = polygon->m_radius;
|
||||
}
|
||||
break;
|
||||
|
||||
case b2Shape::e_chain:
|
||||
{
|
||||
const b2ChainShape* chain = static_cast<const b2ChainShape*>(shape);
|
||||
b2Assert(0 <= index && index < chain->m_count);
|
||||
|
||||
m_buffer[0] = chain->m_vertices[index];
|
||||
if (index + 1 < chain->m_count)
|
||||
{
|
||||
m_buffer[1] = chain->m_vertices[index + 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
m_buffer[1] = chain->m_vertices[0];
|
||||
}
|
||||
|
||||
m_vertices = m_buffer;
|
||||
m_count = 2;
|
||||
m_radius = chain->m_radius;
|
||||
}
|
||||
break;
|
||||
|
||||
case b2Shape::e_edge:
|
||||
{
|
||||
const b2EdgeShape* edge = static_cast<const b2EdgeShape*>(shape);
|
||||
m_vertices = &edge->m_vertex1;
|
||||
m_count = 2;
|
||||
m_radius = edge->m_radius;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
b2Assert(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
struct b2SimplexVertex
|
||||
{
|
||||
b2Vec2 wA; // support point in proxyA
|
||||
b2Vec2 wB; // support point in proxyB
|
||||
b2Vec2 w; // wB - wA
|
||||
float32 a; // barycentric coordinate for closest point
|
||||
int32 indexA; // wA index
|
||||
int32 indexB; // wB index
|
||||
};
|
||||
|
||||
struct b2Simplex
|
||||
{
|
||||
void ReadCache( const b2SimplexCache* cache,
|
||||
const b2DistanceProxy* proxyA, const b2Transform& transformA,
|
||||
const b2DistanceProxy* proxyB, const b2Transform& transformB)
|
||||
{
|
||||
b2Assert(cache->count <= 3);
|
||||
|
||||
// Copy data from cache.
|
||||
m_count = cache->count;
|
||||
b2SimplexVertex* vertices = &m_v1;
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
b2SimplexVertex* v = vertices + i;
|
||||
v->indexA = cache->indexA[i];
|
||||
v->indexB = cache->indexB[i];
|
||||
b2Vec2 wALocal = proxyA->GetVertex(v->indexA);
|
||||
b2Vec2 wBLocal = proxyB->GetVertex(v->indexB);
|
||||
v->wA = b2Mul(transformA, wALocal);
|
||||
v->wB = b2Mul(transformB, wBLocal);
|
||||
v->w = v->wB - v->wA;
|
||||
v->a = 0.0f;
|
||||
}
|
||||
|
||||
// Compute the new simplex metric, if it is substantially different than
|
||||
// old metric then flush the simplex.
|
||||
if (m_count > 1)
|
||||
{
|
||||
float32 metric1 = cache->metric;
|
||||
float32 metric2 = GetMetric();
|
||||
if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < b2_epsilon)
|
||||
{
|
||||
// Reset the simplex.
|
||||
m_count = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// If the cache is empty or invalid ...
|
||||
if (m_count == 0)
|
||||
{
|
||||
b2SimplexVertex* v = vertices + 0;
|
||||
v->indexA = 0;
|
||||
v->indexB = 0;
|
||||
b2Vec2 wALocal = proxyA->GetVertex(0);
|
||||
b2Vec2 wBLocal = proxyB->GetVertex(0);
|
||||
v->wA = b2Mul(transformA, wALocal);
|
||||
v->wB = b2Mul(transformB, wBLocal);
|
||||
v->w = v->wB - v->wA;
|
||||
v->a = 1.0f;
|
||||
m_count = 1;
|
||||
}
|
||||
}
|
||||
|
||||
void WriteCache(b2SimplexCache* cache) const
|
||||
{
|
||||
cache->metric = GetMetric();
|
||||
cache->count = uint16(m_count);
|
||||
const b2SimplexVertex* vertices = &m_v1;
|
||||
for (int32 i = 0; i < m_count; ++i)
|
||||
{
|
||||
cache->indexA[i] = uint8(vertices[i].indexA);
|
||||
cache->indexB[i] = uint8(vertices[i].indexB);
|
||||
}
|
||||
}
|
||||
|
||||
b2Vec2 GetSearchDirection() const
|
||||
{
|
||||
switch (m_count)
|
||||
{
|
||||
case 1:
|
||||
return -m_v1.w;
|
||||
|
||||
case 2:
|
||||
{
|
||||
b2Vec2 e12 = m_v2.w - m_v1.w;
|
||||
float32 sgn = b2Cross(e12, -m_v1.w);
|
||||
if (sgn > 0.0f)
|
||||
{
|
||||
// Origin is left of e12.
|
||||
return b2Cross(1.0f, e12);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Origin is right of e12.
|
||||
return b2Cross(e12, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
default:
|
||||
b2Assert(false);
|
||||
return b2Vec2_zero;
|
||||
}
|
||||
}
|
||||
|
||||
b2Vec2 GetClosestPoint() const
|
||||
{
|
||||
switch (m_count)
|
||||
{
|
||||
case 0:
|
||||
b2Assert(false);
|
||||
return b2Vec2_zero;
|
||||
|
||||
case 1:
|
||||
return m_v1.w;
|
||||
|
||||
case 2:
|
||||
return m_v1.a * m_v1.w + m_v2.a * m_v2.w;
|
||||
|
||||
case 3:
|
||||
return b2Vec2_zero;
|
||||
|
||||
default:
|
||||
b2Assert(false);
|
||||
return b2Vec2_zero;
|
||||
}
|
||||
}
|
||||
|
||||
void GetWitnessPoints(b2Vec2* pA, b2Vec2* pB) const
|
||||
{
|
||||
switch (m_count)
|
||||
{
|
||||
case 0:
|
||||
b2Assert(false);
|
||||
break;
|
||||
|
||||
case 1:
|
||||
*pA = m_v1.wA;
|
||||
*pB = m_v1.wB;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA;
|
||||
*pB = m_v1.a * m_v1.wB + m_v2.a * m_v2.wB;
|
||||
break;
|
||||
|
||||
case 3:
|
||||
*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA + m_v3.a * m_v3.wA;
|
||||
*pB = *pA;
|
||||
break;
|
||||
|
||||
default:
|
||||
b2Assert(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float32 GetMetric() const
|
||||
{
|
||||
switch (m_count)
|
||||
{
|
||||
case 0:
|
||||
b2Assert(false);
|
||||
return 0.0f;
|
||||
|
||||
case 1:
|
||||
return 0.0f;
|
||||
|
||||
case 2:
|
||||
return b2Distance(m_v1.w, m_v2.w);
|
||||
|
||||
case 3:
|
||||
return b2Cross(m_v2.w - m_v1.w, m_v3.w - m_v1.w);
|
||||
|
||||
default:
|
||||
b2Assert(false);
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void Solve2();
|
||||
void Solve3();
|
||||
|
||||
b2SimplexVertex m_v1, m_v2, m_v3;
|
||||
int32 m_count;
|
||||
};
|
||||
|
||||
|
||||
// Solve a line segment using barycentric coordinates.
|
||||
//
|
||||
// p = a1 * w1 + a2 * w2
|
||||
// a1 + a2 = 1
|
||||
//
|
||||
// The vector from the origin to the closest point on the line is
|
||||
// perpendicular to the line.
|
||||
// e12 = w2 - w1
|
||||
// dot(p, e) = 0
|
||||
// a1 * dot(w1, e) + a2 * dot(w2, e) = 0
|
||||
//
|
||||
// 2-by-2 linear system
|
||||
// [1 1 ][a1] = [1]
|
||||
// [w1.e12 w2.e12][a2] = [0]
|
||||
//
|
||||
// Define
|
||||
// d12_1 = dot(w2, e12)
|
||||
// d12_2 = -dot(w1, e12)
|
||||
// d12 = d12_1 + d12_2
|
||||
//
|
||||
// Solution
|
||||
// a1 = d12_1 / d12
|
||||
// a2 = d12_2 / d12
|
||||
void b2Simplex::Solve2()
|
||||
{
|
||||
b2Vec2 w1 = m_v1.w;
|
||||
b2Vec2 w2 = m_v2.w;
|
||||
b2Vec2 e12 = w2 - w1;
|
||||
|
||||
// w1 region
|
||||
float32 d12_2 = -b2Dot(w1, e12);
|
||||
if (d12_2 <= 0.0f)
|
||||
{
|
||||
// a2 <= 0, so we clamp it to 0
|
||||
m_v1.a = 1.0f;
|
||||
m_count = 1;
|
||||
return;
|
||||
}
|
||||
|
||||
// w2 region
|
||||
float32 d12_1 = b2Dot(w2, e12);
|
||||
if (d12_1 <= 0.0f)
|
||||
{
|
||||
// a1 <= 0, so we clamp it to 0
|
||||
m_v2.a = 1.0f;
|
||||
m_count = 1;
|
||||
m_v1 = m_v2;
|
||||
return;
|
||||
}
|
||||
|
||||
// Must be in e12 region.
|
||||
float32 inv_d12 = 1.0f / (d12_1 + d12_2);
|
||||
m_v1.a = d12_1 * inv_d12;
|
||||
m_v2.a = d12_2 * inv_d12;
|
||||
m_count = 2;
|
||||
}
|
||||
|
||||
// Possible regions:
|
||||
// - points[2]
|
||||
// - edge points[0]-points[2]
|
||||
// - edge points[1]-points[2]
|
||||
// - inside the triangle
|
||||
void b2Simplex::Solve3()
|
||||
{
|
||||
b2Vec2 w1 = m_v1.w;
|
||||
b2Vec2 w2 = m_v2.w;
|
||||
b2Vec2 w3 = m_v3.w;
|
||||
|
||||
// Edge12
|
||||
// [1 1 ][a1] = [1]
|
||||
// [w1.e12 w2.e12][a2] = [0]
|
||||
// a3 = 0
|
||||
b2Vec2 e12 = w2 - w1;
|
||||
float32 w1e12 = b2Dot(w1, e12);
|
||||
float32 w2e12 = b2Dot(w2, e12);
|
||||
float32 d12_1 = w2e12;
|
||||
float32 d12_2 = -w1e12;
|
||||
|
||||
// Edge13
|
||||
// [1 1 ][a1] = [1]
|
||||
// [w1.e13 w3.e13][a3] = [0]
|
||||
// a2 = 0
|
||||
b2Vec2 e13 = w3 - w1;
|
||||
float32 w1e13 = b2Dot(w1, e13);
|
||||
float32 w3e13 = b2Dot(w3, e13);
|
||||
float32 d13_1 = w3e13;
|
||||
float32 d13_2 = -w1e13;
|
||||
|
||||
// Edge23
|
||||
// [1 1 ][a2] = [1]
|
||||
// [w2.e23 w3.e23][a3] = [0]
|
||||
// a1 = 0
|
||||
b2Vec2 e23 = w3 - w2;
|
||||
float32 w2e23 = b2Dot(w2, e23);
|
||||
float32 w3e23 = b2Dot(w3, e23);
|
||||
float32 d23_1 = w3e23;
|
||||
float32 d23_2 = -w2e23;
|
||||
|
||||
// Triangle123
|
||||
float32 n123 = b2Cross(e12, e13);
|
||||
|
||||
float32 d123_1 = n123 * b2Cross(w2, w3);
|
||||
float32 d123_2 = n123 * b2Cross(w3, w1);
|
||||
float32 d123_3 = n123 * b2Cross(w1, w2);
|
||||
|
||||
// w1 region
|
||||
if (d12_2 <= 0.0f && d13_2 <= 0.0f)
|
||||
{
|
||||
m_v1.a = 1.0f;
|
||||
m_count = 1;
|
||||
return;
|
||||
}
|
||||
|
||||
// e12
|
||||
if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f)
|
||||
{
|
||||
float32 inv_d12 = 1.0f / (d12_1 + d12_2);
|
||||
m_v1.a = d12_1 * inv_d12;
|
||||
m_v2.a = d12_2 * inv_d12;
|
||||
m_count = 2;
|
||||
return;
|
||||
}
|
||||
|
||||
// e13
|
||||
if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f)
|
||||
{
|
||||
float32 inv_d13 = 1.0f / (d13_1 + d13_2);
|
||||
m_v1.a = d13_1 * inv_d13;
|
||||
m_v3.a = d13_2 * inv_d13;
|
||||
m_count = 2;
|
||||
m_v2 = m_v3;
|
||||
return;
|
||||
}
|
||||
|
||||
// w2 region
|
||||
if (d12_1 <= 0.0f && d23_2 <= 0.0f)
|
||||
{
|
||||
m_v2.a = 1.0f;
|
||||
m_count = 1;
|
||||
m_v1 = m_v2;
|
||||
return;
|
||||
}
|
||||
|
||||
// w3 region
|
||||
if (d13_1 <= 0.0f && d23_1 <= 0.0f)
|
||||
{
|
||||
m_v3.a = 1.0f;
|
||||
m_count = 1;
|
||||
m_v1 = m_v3;
|
||||
return;
|
||||
}
|
||||
|
||||
// e23
|
||||
if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f)
|
||||
{
|
||||
float32 inv_d23 = 1.0f / (d23_1 + d23_2);
|
||||
m_v2.a = d23_1 * inv_d23;
|
||||
m_v3.a = d23_2 * inv_d23;
|
||||
m_count = 2;
|
||||
m_v1 = m_v3;
|
||||
return;
|
||||
}
|
||||
|
||||
// Must be in triangle123
|
||||
float32 inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3);
|
||||
m_v1.a = d123_1 * inv_d123;
|
||||
m_v2.a = d123_2 * inv_d123;
|
||||
m_v3.a = d123_3 * inv_d123;
|
||||
m_count = 3;
|
||||
}
|
||||
|
||||
void b2Distance(b2DistanceOutput* output,
|
||||
b2SimplexCache* cache,
|
||||
const b2DistanceInput* input)
|
||||
{
|
||||
++b2_gjkCalls;
|
||||
|
||||
const b2DistanceProxy* proxyA = &input->proxyA;
|
||||
const b2DistanceProxy* proxyB = &input->proxyB;
|
||||
|
||||
b2Transform transformA = input->transformA;
|
||||
b2Transform transformB = input->transformB;
|
||||
|
||||
// Initialize the simplex.
|
||||
b2Simplex simplex;
|
||||
simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB);
|
||||
|
||||
// Get simplex vertices as an array.
|
||||
b2SimplexVertex* vertices = &simplex.m_v1;
|
||||
const int32 k_maxIters = 20;
|
||||
|
||||
// These store the vertices of the last simplex so that we
|
||||
// can check for duplicates and prevent cycling.
|
||||
int32 saveA[3], saveB[3];
|
||||
int32 saveCount = 0;
|
||||
|
||||
// Work around spurious gcc-4.8.2 warnings when -Wmaybe-uninitialized is
|
||||
// enabled by initializing saveA / saveB arrays when they're referenced
|
||||
// at the end of the main iteration loop below even though saveCount
|
||||
// entries of each array are initialized at the start of the main
|
||||
// iteration loop.
|
||||
memset(saveA, 0, sizeof(saveA));
|
||||
memset(saveB, 0, sizeof(saveB));
|
||||
|
||||
float32 distanceSqr1 = b2_maxFloat;
|
||||
float32 distanceSqr2;
|
||||
|
||||
// Main iteration loop.
|
||||
int32 iter = 0;
|
||||
while (iter < k_maxIters)
|
||||
{
|
||||
// Copy simplex so we can identify duplicates.
|
||||
saveCount = simplex.m_count;
|
||||
for (int32 i = 0; i < saveCount; ++i)
|
||||
{
|
||||
saveA[i] = vertices[i].indexA;
|
||||
saveB[i] = vertices[i].indexB;
|
||||
}
|
||||
|
||||
switch (simplex.m_count)
|
||||
{
|
||||
case 1:
|
||||
break;
|
||||
|
||||
case 2:
|
||||
simplex.Solve2();
|
||||
break;
|
||||
|
||||
case 3:
|
||||
simplex.Solve3();
|
||||
break;
|
||||
|
||||
default:
|
||||
b2Assert(false);
|
||||
}
|
||||
|
||||
// If we have 3 points, then the origin is in the corresponding triangle.
|
||||
if (simplex.m_count == 3)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
// Compute closest point.
|
||||
b2Vec2 p = simplex.GetClosestPoint();
|
||||
distanceSqr2 = p.LengthSquared();
|
||||
|
||||
// Ensure progress
|
||||
if (distanceSqr2 >= distanceSqr1)
|
||||
{
|
||||
//break;
|
||||
}
|
||||
distanceSqr1 = distanceSqr2;
|
||||
|
||||
// Get search direction.
|
||||
b2Vec2 d = simplex.GetSearchDirection();
|
||||
|
||||
// Ensure the search direction is numerically fit.
|
||||
if (d.LengthSquared() < b2_epsilon * b2_epsilon)
|
||||
{
|
||||
// The origin is probably contained by a line segment
|
||||
// or triangle. Thus the shapes are overlapped.
|
||||
|
||||
// We can't return zero here even though there may be overlap.
|
||||
// In case the simplex is a point, segment, or triangle it is difficult
|
||||
// to determine if the origin is contained in the CSO or very close to it.
|
||||
break;
|
||||
}
|
||||
|
||||
// Compute a tentative new simplex vertex using support points.
|
||||
b2SimplexVertex* vertex = vertices + simplex.m_count;
|
||||
vertex->indexA = proxyA->GetSupport(b2MulT(transformA.q, -d));
|
||||
vertex->wA = b2Mul(transformA, proxyA->GetVertex(vertex->indexA));
|
||||
b2Vec2 wBLocal;
|
||||
vertex->indexB = proxyB->GetSupport(b2MulT(transformB.q, d));
|
||||
vertex->wB = b2Mul(transformB, proxyB->GetVertex(vertex->indexB));
|
||||
vertex->w = vertex->wB - vertex->wA;
|
||||
|
||||
// Iteration count is equated to the number of support point calls.
|
||||
++iter;
|
||||
++b2_gjkIters;
|
||||
|
||||
// Check for duplicate support points. This is the main termination criteria.
|
||||
bool duplicate = false;
|
||||
for (int32 i = 0; i < saveCount; ++i)
|
||||
{
|
||||
if (vertex->indexA == saveA[i] && vertex->indexB == saveB[i])
|
||||
{
|
||||
duplicate = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If we found a duplicate support point we must exit to avoid cycling.
|
||||
if (duplicate)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
// New vertex is ok and needed.
|
||||
++simplex.m_count;
|
||||
}
|
||||
|
||||
b2_gjkMaxIters = b2Max(b2_gjkMaxIters, iter);
|
||||
|
||||
// Prepare output.
|
||||
simplex.GetWitnessPoints(&output->pointA, &output->pointB);
|
||||
output->distance = b2Distance(output->pointA, output->pointB);
|
||||
output->iterations = iter;
|
||||
|
||||
// Cache the simplex.
|
||||
simplex.WriteCache(cache);
|
||||
|
||||
// Apply radii if requested.
|
||||
if (input->useRadii)
|
||||
{
|
||||
float32 rA = proxyA->m_radius;
|
||||
float32 rB = proxyB->m_radius;
|
||||
|
||||
if (output->distance > rA + rB && output->distance > b2_epsilon)
|
||||
{
|
||||
// Shapes are still no overlapped.
|
||||
// Move the witness points to the outer surface.
|
||||
output->distance -= rA + rB;
|
||||
b2Vec2 normal = output->pointB - output->pointA;
|
||||
normal.Normalize();
|
||||
output->pointA += rA * normal;
|
||||
output->pointB -= rB * normal;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Shapes are overlapped when radii are considered.
|
||||
// Move the witness points to the middle.
|
||||
b2Vec2 p = 0.5f * (output->pointA + output->pointB);
|
||||
output->pointA = p;
|
||||
output->pointB = p;
|
||||
output->distance = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,141 @@
|
||||
|
||||
/*
|
||||
* 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
|
||||
* 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_DISTANCE_H
|
||||
#define B2_DISTANCE_H
|
||||
|
||||
#include <Box2D/Common/b2Math.h>
|
||||
|
||||
class b2Shape;
|
||||
|
||||
/// A distance proxy is used by the GJK algorithm.
|
||||
/// It encapsulates any shape.
|
||||
struct b2DistanceProxy
|
||||
{
|
||||
b2DistanceProxy() : m_vertices(NULL), m_count(0), m_radius(0.0f) {}
|
||||
|
||||
/// Initialize the proxy using the given shape. The shape
|
||||
/// must remain in scope while the proxy is in use.
|
||||
void Set(const b2Shape* shape, int32 index);
|
||||
|
||||
/// Get the supporting vertex index in the given direction.
|
||||
int32 GetSupport(const b2Vec2& d) const;
|
||||
|
||||
/// Get the supporting vertex in the given direction.
|
||||
const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
|
||||
|
||||
/// Get the vertex count.
|
||||
int32 GetVertexCount() const;
|
||||
|
||||
/// Get a vertex by index. Used by b2Distance.
|
||||
const b2Vec2& GetVertex(int32 index) const;
|
||||
|
||||
b2Vec2 m_buffer[2];
|
||||
const b2Vec2* m_vertices;
|
||||
int32 m_count;
|
||||
float32 m_radius;
|
||||
};
|
||||
|
||||
/// Used to warm start b2Distance.
|
||||
/// Set count to zero on first call.
|
||||
struct b2SimplexCache
|
||||
{
|
||||
float32 metric; ///< length or area
|
||||
uint16 count;
|
||||
uint8 indexA[3]; ///< vertices on shape A
|
||||
uint8 indexB[3]; ///< vertices on shape B
|
||||
};
|
||||
|
||||
/// Input for b2Distance.
|
||||
/// You have to option to use the shape radii
|
||||
/// in the computation. Even
|
||||
struct b2DistanceInput
|
||||
{
|
||||
b2DistanceProxy proxyA;
|
||||
b2DistanceProxy proxyB;
|
||||
b2Transform transformA;
|
||||
b2Transform transformB;
|
||||
bool useRadii;
|
||||
};
|
||||
|
||||
/// Output for b2Distance.
|
||||
struct b2DistanceOutput
|
||||
{
|
||||
b2Vec2 pointA; ///< closest point on shapeA
|
||||
b2Vec2 pointB; ///< closest point on shapeB
|
||||
float32 distance;
|
||||
int32 iterations; ///< number of GJK iterations used
|
||||
};
|
||||
|
||||
/// 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,
|
||||
const b2DistanceInput* input);
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
inline int32 b2DistanceProxy::GetVertexCount() const
|
||||
{
|
||||
return m_count;
|
||||
}
|
||||
|
||||
inline const b2Vec2& b2DistanceProxy::GetVertex(int32 index) const
|
||||
{
|
||||
b2Assert(0 <= index && index < m_count);
|
||||
return m_vertices[index];
|
||||
}
|
||||
|
||||
inline int32 b2DistanceProxy::GetSupport(const b2Vec2& d) const
|
||||
{
|
||||
int32 bestIndex = 0;
|
||||
float32 bestValue = b2Dot(m_vertices[0], d);
|
||||
for (int32 i = 1; i < m_count; ++i)
|
||||
{
|
||||
float32 value = b2Dot(m_vertices[i], d);
|
||||
if (value > bestValue)
|
||||
{
|
||||
bestIndex = i;
|
||||
bestValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
return bestIndex;
|
||||
}
|
||||
|
||||
inline const b2Vec2& b2DistanceProxy::GetSupportVertex(const b2Vec2& d) const
|
||||
{
|
||||
int32 bestIndex = 0;
|
||||
float32 bestValue = b2Dot(m_vertices[0], d);
|
||||
for (int32 i = 1; i < m_count; ++i)
|
||||
{
|
||||
float32 value = b2Dot(m_vertices[i], d);
|
||||
if (value > bestValue)
|
||||
{
|
||||
bestIndex = i;
|
||||
bestValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
return m_vertices[bestIndex];
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,784 @@
|
||||
/*
|
||||
* Copyright (c) 2009 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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/Collision/b2DynamicTree.h>
|
||||
#include <memory.h>
|
||||
#include <string.h>
|
||||
|
||||
b2DynamicTree::b2DynamicTree()
|
||||
{
|
||||
m_root = b2_nullNode;
|
||||
|
||||
m_nodeCapacity = 16;
|
||||
m_nodeCount = 0;
|
||||
m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));
|
||||
memset(m_nodes, 0, m_nodeCapacity * sizeof(b2TreeNode));
|
||||
|
||||
// Build a linked list for the free list.
|
||||
for (int32 i = 0; i < m_nodeCapacity - 1; ++i)
|
||||
{
|
||||
m_nodes[i].next = i + 1;
|
||||
m_nodes[i].height = -1;
|
||||
}
|
||||
m_nodes[m_nodeCapacity-1].next = b2_nullNode;
|
||||
m_nodes[m_nodeCapacity-1].height = -1;
|
||||
m_freeList = 0;
|
||||
|
||||
m_path = 0;
|
||||
|
||||
m_insertionCount = 0;
|
||||
}
|
||||
|
||||
b2DynamicTree::~b2DynamicTree()
|
||||
{
|
||||
// This frees the entire tree in one shot.
|
||||
b2Free(m_nodes);
|
||||
}
|
||||
|
||||
// Allocate a node from the pool. Grow the pool if necessary.
|
||||
int32 b2DynamicTree::AllocateNode()
|
||||
{
|
||||
// Expand the node pool as needed.
|
||||
if (m_freeList == b2_nullNode)
|
||||
{
|
||||
b2Assert(m_nodeCount == m_nodeCapacity);
|
||||
|
||||
// The free list is empty. Rebuild a bigger pool.
|
||||
b2TreeNode* oldNodes = m_nodes;
|
||||
m_nodeCapacity *= 2;
|
||||
m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));
|
||||
memcpy(m_nodes, oldNodes, m_nodeCount * sizeof(b2TreeNode));
|
||||
b2Free(oldNodes);
|
||||
|
||||
// Build a linked list for the free list. The parent
|
||||
// pointer becomes the "next" pointer.
|
||||
for (int32 i = m_nodeCount; i < m_nodeCapacity - 1; ++i)
|
||||
{
|
||||
m_nodes[i].next = i + 1;
|
||||
m_nodes[i].height = -1;
|
||||
}
|
||||
m_nodes[m_nodeCapacity-1].next = b2_nullNode;
|
||||
m_nodes[m_nodeCapacity-1].height = -1;
|
||||
m_freeList = m_nodeCount;
|
||||
}
|
||||
|
||||
// Peel a node off the free list.
|
||||
int32 nodeId = m_freeList;
|
||||
m_freeList = m_nodes[nodeId].next;
|
||||
m_nodes[nodeId].parent = b2_nullNode;
|
||||
m_nodes[nodeId].child1 = b2_nullNode;
|
||||
m_nodes[nodeId].child2 = b2_nullNode;
|
||||
m_nodes[nodeId].height = 0;
|
||||
m_nodes[nodeId].userData = NULL;
|
||||
++m_nodeCount;
|
||||
return nodeId;
|
||||
}
|
||||
|
||||
// Return a node to the pool.
|
||||
void b2DynamicTree::FreeNode(int32 nodeId)
|
||||
{
|
||||
b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
|
||||
b2Assert(0 < m_nodeCount);
|
||||
m_nodes[nodeId].next = m_freeList;
|
||||
m_nodes[nodeId].height = -1;
|
||||
m_freeList = nodeId;
|
||||
--m_nodeCount;
|
||||
}
|
||||
|
||||
// Create a proxy in the tree as a leaf node. We return the index
|
||||
// of the node instead of a pointer so that we can grow
|
||||
// the node pool.
|
||||
int32 b2DynamicTree::CreateProxy(const b2AABB& aabb, void* userData)
|
||||
{
|
||||
int32 proxyId = AllocateNode();
|
||||
|
||||
// Fatten the aabb.
|
||||
b2Vec2 r(b2_aabbExtension, b2_aabbExtension);
|
||||
m_nodes[proxyId].aabb.lowerBound = aabb.lowerBound - r;
|
||||
m_nodes[proxyId].aabb.upperBound = aabb.upperBound + r;
|
||||
m_nodes[proxyId].userData = userData;
|
||||
m_nodes[proxyId].height = 0;
|
||||
|
||||
InsertLeaf(proxyId);
|
||||
|
||||
return proxyId;
|
||||
}
|
||||
|
||||
void b2DynamicTree::DestroyProxy(int32 proxyId)
|
||||
{
|
||||
b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
|
||||
b2Assert(m_nodes[proxyId].IsLeaf());
|
||||
|
||||
RemoveLeaf(proxyId);
|
||||
FreeNode(proxyId);
|
||||
}
|
||||
|
||||
bool b2DynamicTree::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
|
||||
{
|
||||
b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
|
||||
|
||||
b2Assert(m_nodes[proxyId].IsLeaf());
|
||||
|
||||
if (m_nodes[proxyId].aabb.Contains(aabb))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
RemoveLeaf(proxyId);
|
||||
|
||||
// Extend AABB.
|
||||
b2AABB b = aabb;
|
||||
b2Vec2 r(b2_aabbExtension, b2_aabbExtension);
|
||||
b.lowerBound = b.lowerBound - r;
|
||||
b.upperBound = b.upperBound + r;
|
||||
|
||||
// Predict AABB displacement.
|
||||
b2Vec2 d = b2_aabbMultiplier * displacement;
|
||||
|
||||
if (d.x < 0.0f)
|
||||
{
|
||||
b.lowerBound.x += d.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
b.upperBound.x += d.x;
|
||||
}
|
||||
|
||||
if (d.y < 0.0f)
|
||||
{
|
||||
b.lowerBound.y += d.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
b.upperBound.y += d.y;
|
||||
}
|
||||
|
||||
m_nodes[proxyId].aabb = b;
|
||||
|
||||
InsertLeaf(proxyId);
|
||||
return true;
|
||||
}
|
||||
|
||||
void b2DynamicTree::InsertLeaf(int32 leaf)
|
||||
{
|
||||
++m_insertionCount;
|
||||
|
||||
if (m_root == b2_nullNode)
|
||||
{
|
||||
m_root = leaf;
|
||||
m_nodes[m_root].parent = b2_nullNode;
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the best sibling for this node
|
||||
b2AABB leafAABB = m_nodes[leaf].aabb;
|
||||
int32 index = m_root;
|
||||
while (m_nodes[index].IsLeaf() == false)
|
||||
{
|
||||
int32 child1 = m_nodes[index].child1;
|
||||
int32 child2 = m_nodes[index].child2;
|
||||
|
||||
float32 area = m_nodes[index].aabb.GetPerimeter();
|
||||
|
||||
b2AABB combinedAABB;
|
||||
combinedAABB.Combine(m_nodes[index].aabb, leafAABB);
|
||||
float32 combinedArea = combinedAABB.GetPerimeter();
|
||||
|
||||
// Cost of creating a new parent for this node and the new leaf
|
||||
float32 cost = 2.0f * combinedArea;
|
||||
|
||||
// Minimum cost of pushing the leaf further down the tree
|
||||
float32 inheritanceCost = 2.0f * (combinedArea - area);
|
||||
|
||||
// Cost of descending into child1
|
||||
float32 cost1;
|
||||
if (m_nodes[child1].IsLeaf())
|
||||
{
|
||||
b2AABB aabb;
|
||||
aabb.Combine(leafAABB, m_nodes[child1].aabb);
|
||||
cost1 = aabb.GetPerimeter() + inheritanceCost;
|
||||
}
|
||||
else
|
||||
{
|
||||
b2AABB aabb;
|
||||
aabb.Combine(leafAABB, m_nodes[child1].aabb);
|
||||
float32 oldArea = m_nodes[child1].aabb.GetPerimeter();
|
||||
float32 newArea = aabb.GetPerimeter();
|
||||
cost1 = (newArea - oldArea) + inheritanceCost;
|
||||
}
|
||||
|
||||
// Cost of descending into child2
|
||||
float32 cost2;
|
||||
if (m_nodes[child2].IsLeaf())
|
||||
{
|
||||
b2AABB aabb;
|
||||
aabb.Combine(leafAABB, m_nodes[child2].aabb);
|
||||
cost2 = aabb.GetPerimeter() + inheritanceCost;
|
||||
}
|
||||
else
|
||||
{
|
||||
b2AABB aabb;
|
||||
aabb.Combine(leafAABB, m_nodes[child2].aabb);
|
||||
float32 oldArea = m_nodes[child2].aabb.GetPerimeter();
|
||||
float32 newArea = aabb.GetPerimeter();
|
||||
cost2 = newArea - oldArea + inheritanceCost;
|
||||
}
|
||||
|
||||
// Descend according to the minimum cost.
|
||||
if (cost < cost1 && cost < cost2)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
// Descend
|
||||
if (cost1 < cost2)
|
||||
{
|
||||
index = child1;
|
||||
}
|
||||
else
|
||||
{
|
||||
index = child2;
|
||||
}
|
||||
}
|
||||
|
||||
int32 sibling = index;
|
||||
|
||||
// Create a new parent.
|
||||
int32 oldParent = m_nodes[sibling].parent;
|
||||
int32 newParent = AllocateNode();
|
||||
m_nodes[newParent].parent = oldParent;
|
||||
m_nodes[newParent].userData = NULL;
|
||||
m_nodes[newParent].aabb.Combine(leafAABB, m_nodes[sibling].aabb);
|
||||
m_nodes[newParent].height = m_nodes[sibling].height + 1;
|
||||
|
||||
if (oldParent != b2_nullNode)
|
||||
{
|
||||
// The sibling was not the root.
|
||||
if (m_nodes[oldParent].child1 == sibling)
|
||||
{
|
||||
m_nodes[oldParent].child1 = newParent;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_nodes[oldParent].child2 = newParent;
|
||||
}
|
||||
|
||||
m_nodes[newParent].child1 = sibling;
|
||||
m_nodes[newParent].child2 = leaf;
|
||||
m_nodes[sibling].parent = newParent;
|
||||
m_nodes[leaf].parent = newParent;
|
||||
}
|
||||
else
|
||||
{
|
||||
// The sibling was the root.
|
||||
m_nodes[newParent].child1 = sibling;
|
||||
m_nodes[newParent].child2 = leaf;
|
||||
m_nodes[sibling].parent = newParent;
|
||||
m_nodes[leaf].parent = newParent;
|
||||
m_root = newParent;
|
||||
}
|
||||
|
||||
// Walk back up the tree fixing heights and AABBs
|
||||
index = m_nodes[leaf].parent;
|
||||
while (index != b2_nullNode)
|
||||
{
|
||||
index = Balance(index);
|
||||
|
||||
int32 child1 = m_nodes[index].child1;
|
||||
int32 child2 = m_nodes[index].child2;
|
||||
|
||||
b2Assert(child1 != b2_nullNode);
|
||||
b2Assert(child2 != b2_nullNode);
|
||||
|
||||
m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);
|
||||
m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
|
||||
|
||||
index = m_nodes[index].parent;
|
||||
}
|
||||
|
||||
//Validate();
|
||||
}
|
||||
|
||||
void b2DynamicTree::RemoveLeaf(int32 leaf)
|
||||
{
|
||||
if (leaf == m_root)
|
||||
{
|
||||
m_root = b2_nullNode;
|
||||
return;
|
||||
}
|
||||
|
||||
int32 parent = m_nodes[leaf].parent;
|
||||
int32 grandParent = m_nodes[parent].parent;
|
||||
int32 sibling;
|
||||
if (m_nodes[parent].child1 == leaf)
|
||||
{
|
||||
sibling = m_nodes[parent].child2;
|
||||
}
|
||||
else
|
||||
{
|
||||
sibling = m_nodes[parent].child1;
|
||||
}
|
||||
|
||||
if (grandParent != b2_nullNode)
|
||||
{
|
||||
// Destroy parent and connect sibling to grandParent.
|
||||
if (m_nodes[grandParent].child1 == parent)
|
||||
{
|
||||
m_nodes[grandParent].child1 = sibling;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_nodes[grandParent].child2 = sibling;
|
||||
}
|
||||
m_nodes[sibling].parent = grandParent;
|
||||
FreeNode(parent);
|
||||
|
||||
// Adjust ancestor bounds.
|
||||
int32 index = grandParent;
|
||||
while (index != b2_nullNode)
|
||||
{
|
||||
index = Balance(index);
|
||||
|
||||
int32 child1 = m_nodes[index].child1;
|
||||
int32 child2 = m_nodes[index].child2;
|
||||
|
||||
m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
|
||||
m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);
|
||||
|
||||
index = m_nodes[index].parent;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_root = sibling;
|
||||
m_nodes[sibling].parent = b2_nullNode;
|
||||
FreeNode(parent);
|
||||
}
|
||||
|
||||
//Validate();
|
||||
}
|
||||
|
||||
// Perform a left or right rotation if node A is imbalanced.
|
||||
// Returns the new root index.
|
||||
int32 b2DynamicTree::Balance(int32 iA)
|
||||
{
|
||||
b2Assert(iA != b2_nullNode);
|
||||
|
||||
b2TreeNode* A = m_nodes + iA;
|
||||
if (A->IsLeaf() || A->height < 2)
|
||||
{
|
||||
return iA;
|
||||
}
|
||||
|
||||
int32 iB = A->child1;
|
||||
int32 iC = A->child2;
|
||||
b2Assert(0 <= iB && iB < m_nodeCapacity);
|
||||
b2Assert(0 <= iC && iC < m_nodeCapacity);
|
||||
|
||||
b2TreeNode* B = m_nodes + iB;
|
||||
b2TreeNode* C = m_nodes + iC;
|
||||
|
||||
int32 balance = C->height - B->height;
|
||||
|
||||
// Rotate C up
|
||||
if (balance > 1)
|
||||
{
|
||||
int32 iF = C->child1;
|
||||
int32 iG = C->child2;
|
||||
b2TreeNode* F = m_nodes + iF;
|
||||
b2TreeNode* G = m_nodes + iG;
|
||||
b2Assert(0 <= iF && iF < m_nodeCapacity);
|
||||
b2Assert(0 <= iG && iG < m_nodeCapacity);
|
||||
|
||||
// Swap A and C
|
||||
C->child1 = iA;
|
||||
C->parent = A->parent;
|
||||
A->parent = iC;
|
||||
|
||||
// A's old parent should point to C
|
||||
if (C->parent != b2_nullNode)
|
||||
{
|
||||
if (m_nodes[C->parent].child1 == iA)
|
||||
{
|
||||
m_nodes[C->parent].child1 = iC;
|
||||
}
|
||||
else
|
||||
{
|
||||
b2Assert(m_nodes[C->parent].child2 == iA);
|
||||
m_nodes[C->parent].child2 = iC;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_root = iC;
|
||||
}
|
||||
|
||||
// Rotate
|
||||
if (F->height > G->height)
|
||||
{
|
||||
C->child2 = iF;
|
||||
A->child2 = iG;
|
||||
G->parent = iA;
|
||||
A->aabb.Combine(B->aabb, G->aabb);
|
||||
C->aabb.Combine(A->aabb, F->aabb);
|
||||
|
||||
A->height = 1 + b2Max(B->height, G->height);
|
||||
C->height = 1 + b2Max(A->height, F->height);
|
||||
}
|
||||
else
|
||||
{
|
||||
C->child2 = iG;
|
||||
A->child2 = iF;
|
||||
F->parent = iA;
|
||||
A->aabb.Combine(B->aabb, F->aabb);
|
||||
C->aabb.Combine(A->aabb, G->aabb);
|
||||
|
||||
A->height = 1 + b2Max(B->height, F->height);
|
||||
C->height = 1 + b2Max(A->height, G->height);
|
||||
}
|
||||
|
||||
return iC;
|
||||
}
|
||||
|
||||
// Rotate B up
|
||||
if (balance < -1)
|
||||
{
|
||||
int32 iD = B->child1;
|
||||
int32 iE = B->child2;
|
||||
b2TreeNode* D = m_nodes + iD;
|
||||
b2TreeNode* E = m_nodes + iE;
|
||||
b2Assert(0 <= iD && iD < m_nodeCapacity);
|
||||
b2Assert(0 <= iE && iE < m_nodeCapacity);
|
||||
|
||||
// Swap A and B
|
||||
B->child1 = iA;
|
||||
B->parent = A->parent;
|
||||
A->parent = iB;
|
||||
|
||||
// A's old parent should point to B
|
||||
if (B->parent != b2_nullNode)
|
||||
{
|
||||
if (m_nodes[B->parent].child1 == iA)
|
||||
{
|
||||
m_nodes[B->parent].child1 = iB;
|
||||
}
|
||||
else
|
||||
{
|
||||
b2Assert(m_nodes[B->parent].child2 == iA);
|
||||
m_nodes[B->parent].child2 = iB;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_root = iB;
|
||||
}
|
||||
|
||||
// Rotate
|
||||
if (D->height > E->height)
|
||||
{
|
||||
B->child2 = iD;
|
||||
A->child1 = iE;
|
||||
E->parent = iA;
|
||||
A->aabb.Combine(C->aabb, E->aabb);
|
||||
B->aabb.Combine(A->aabb, D->aabb);
|
||||
|
||||
A->height = 1 + b2Max(C->height, E->height);
|
||||
B->height = 1 + b2Max(A->height, D->height);
|
||||
}
|
||||
else
|
||||
{
|
||||
B->child2 = iE;
|
||||
A->child1 = iD;
|
||||
D->parent = iA;
|
||||
A->aabb.Combine(C->aabb, D->aabb);
|
||||
B->aabb.Combine(A->aabb, E->aabb);
|
||||
|
||||
A->height = 1 + b2Max(C->height, D->height);
|
||||
B->height = 1 + b2Max(A->height, E->height);
|
||||
}
|
||||
|
||||
return iB;
|
||||
}
|
||||
|
||||
return iA;
|
||||
}
|
||||
|
||||
int32 b2DynamicTree::GetHeight() const
|
||||
{
|
||||
if (m_root == b2_nullNode)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return m_nodes[m_root].height;
|
||||
}
|
||||
|
||||
//
|
||||
float32 b2DynamicTree::GetAreaRatio() const
|
||||
{
|
||||
if (m_root == b2_nullNode)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
const b2TreeNode* root = m_nodes + m_root;
|
||||
float32 rootArea = root->aabb.GetPerimeter();
|
||||
|
||||
float32 totalArea = 0.0f;
|
||||
for (int32 i = 0; i < m_nodeCapacity; ++i)
|
||||
{
|
||||
const b2TreeNode* node = m_nodes + i;
|
||||
if (node->height < 0)
|
||||
{
|
||||
// Free node in pool
|
||||
continue;
|
||||
}
|
||||
|
||||
totalArea += node->aabb.GetPerimeter();
|
||||
}
|
||||
|
||||
return totalArea / rootArea;
|
||||
}
|
||||
|
||||
// Compute the height of a sub-tree.
|
||||
int32 b2DynamicTree::ComputeHeight(int32 nodeId) const
|
||||
{
|
||||
b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
|
||||
b2TreeNode* node = m_nodes + nodeId;
|
||||
|
||||
if (node->IsLeaf())
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32 height1 = ComputeHeight(node->child1);
|
||||
int32 height2 = ComputeHeight(node->child2);
|
||||
return 1 + b2Max(height1, height2);
|
||||
}
|
||||
|
||||
int32 b2DynamicTree::ComputeHeight() const
|
||||
{
|
||||
int32 height = ComputeHeight(m_root);
|
||||
return height;
|
||||
}
|
||||
|
||||
void b2DynamicTree::ValidateStructure(int32 index) const
|
||||
{
|
||||
if (index == b2_nullNode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (index == m_root)
|
||||
{
|
||||
b2Assert(m_nodes[index].parent == b2_nullNode);
|
||||
}
|
||||
|
||||
const b2TreeNode* node = m_nodes + index;
|
||||
|
||||
#if B2_ASSERT_ENABLED || DEBUG
|
||||
int32 child1 = node->child1;
|
||||
int32 child2 = node->child2;
|
||||
#endif // B2_ASSERT_ENABLED || DEBUG
|
||||
|
||||
if (node->IsLeaf())
|
||||
{
|
||||
b2Assert(child1 == b2_nullNode);
|
||||
b2Assert(child2 == b2_nullNode);
|
||||
b2Assert(node->height == 0);
|
||||
return;
|
||||
}
|
||||
|
||||
b2Assert(0 <= child1 && child1 < m_nodeCapacity);
|
||||
b2Assert(0 <= child2 && child2 < m_nodeCapacity);
|
||||
|
||||
b2Assert(m_nodes[child1].parent == index);
|
||||
b2Assert(m_nodes[child2].parent == index);
|
||||
|
||||
B2_DEBUG_STATEMENT(ValidateStructure(child1));
|
||||
B2_DEBUG_STATEMENT(ValidateStructure(child2));
|
||||
}
|
||||
|
||||
void b2DynamicTree::ValidateMetrics(int32 index) const
|
||||
{
|
||||
if (index == b2_nullNode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const b2TreeNode* node = m_nodes + index;
|
||||
|
||||
int32 child1 = node->child1;
|
||||
int32 child2 = node->child2;
|
||||
|
||||
if (node->IsLeaf())
|
||||
{
|
||||
b2Assert(child1 == b2_nullNode);
|
||||
b2Assert(child2 == b2_nullNode);
|
||||
b2Assert(node->height == 0);
|
||||
return;
|
||||
}
|
||||
|
||||
b2Assert(0 <= child1 && child1 < m_nodeCapacity);
|
||||
b2Assert(0 <= child2 && child2 < m_nodeCapacity);
|
||||
|
||||
#if B2_ASSERT_ENABLED
|
||||
int32 height1 = m_nodes[child1].height;
|
||||
int32 height2 = m_nodes[child2].height;
|
||||
int32 height;
|
||||
height = 1 + b2Max(height1, height2);
|
||||
#endif // B2_ASSERT_ENABLED
|
||||
b2Assert(node->height == height);
|
||||
|
||||
b2AABB aabb;
|
||||
aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
|
||||
|
||||
b2Assert(aabb.lowerBound == node->aabb.lowerBound);
|
||||
b2Assert(aabb.upperBound == node->aabb.upperBound);
|
||||
|
||||
ValidateMetrics(child1);
|
||||
ValidateMetrics(child2);
|
||||
}
|
||||
|
||||
void b2DynamicTree::Validate() const
|
||||
{
|
||||
B2_DEBUG_STATEMENT(ValidateStructure(m_root));
|
||||
B2_DEBUG_STATEMENT(ValidateMetrics(m_root));
|
||||
|
||||
int32 freeCount = 0;
|
||||
int32 freeIndex = m_freeList;
|
||||
while (freeIndex != b2_nullNode)
|
||||
{
|
||||
b2Assert(0 <= freeIndex && freeIndex < m_nodeCapacity);
|
||||
freeIndex = m_nodes[freeIndex].next;
|
||||
++freeCount;
|
||||
}
|
||||
|
||||
b2Assert(GetHeight() == ComputeHeight());
|
||||
|
||||
b2Assert(m_nodeCount + freeCount == m_nodeCapacity);
|
||||
}
|
||||
|
||||
int32 b2DynamicTree::GetMaxBalance() const
|
||||
{
|
||||
int32 maxBalance = 0;
|
||||
for (int32 i = 0; i < m_nodeCapacity; ++i)
|
||||
{
|
||||
const b2TreeNode* node = m_nodes + i;
|
||||
if (node->height <= 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
b2Assert(node->IsLeaf() == false);
|
||||
|
||||
int32 child1 = node->child1;
|
||||
int32 child2 = node->child2;
|
||||
int32 balance = b2Abs(m_nodes[child2].height - m_nodes[child1].height);
|
||||
maxBalance = b2Max(maxBalance, balance);
|
||||
}
|
||||
|
||||
return maxBalance;
|
||||
}
|
||||
|
||||
void b2DynamicTree::RebuildBottomUp()
|
||||
{
|
||||
int32* nodes = (int32*)b2Alloc(m_nodeCount * sizeof(int32));
|
||||
int32 count = 0;
|
||||
|
||||
// Build array of leaves. Free the rest.
|
||||
for (int32 i = 0; i < m_nodeCapacity; ++i)
|
||||
{
|
||||
if (m_nodes[i].height < 0)
|
||||
{
|
||||
// free node in pool
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_nodes[i].IsLeaf())
|
||||
{
|
||||
m_nodes[i].parent = b2_nullNode;
|
||||
nodes[count] = i;
|
||||
++count;
|
||||
}
|
||||
else
|
||||
{
|
||||
FreeNode(i);
|
||||
}
|
||||
}
|
||||
|
||||
while (count > 1)
|
||||
{
|
||||
float32 minCost = b2_maxFloat;
|
||||
int32 iMin = -1, jMin = -1;
|
||||
for (int32 i = 0; i < count; ++i)
|
||||
{
|
||||
b2AABB aabbi = m_nodes[nodes[i]].aabb;
|
||||
|
||||
for (int32 j = i + 1; j < count; ++j)
|
||||
{
|
||||
b2AABB aabbj = m_nodes[nodes[j]].aabb;
|
||||
b2AABB b;
|
||||
b.Combine(aabbi, aabbj);
|
||||
float32 cost = b.GetPerimeter();
|
||||
if (cost < minCost)
|
||||
{
|
||||
iMin = i;
|
||||
jMin = j;
|
||||
minCost = cost;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int32 index1 = nodes[iMin];
|
||||
int32 index2 = nodes[jMin];
|
||||
b2TreeNode* child1 = m_nodes + index1;
|
||||
b2TreeNode* child2 = m_nodes + index2;
|
||||
|
||||
int32 parentIndex = AllocateNode();
|
||||
b2TreeNode* parent = m_nodes + parentIndex;
|
||||
parent->child1 = index1;
|
||||
parent->child2 = index2;
|
||||
parent->height = 1 + b2Max(child1->height, child2->height);
|
||||
parent->aabb.Combine(child1->aabb, child2->aabb);
|
||||
parent->parent = b2_nullNode;
|
||||
|
||||
child1->parent = parentIndex;
|
||||
child2->parent = parentIndex;
|
||||
|
||||
nodes[jMin] = nodes[count-1];
|
||||
nodes[iMin] = parentIndex;
|
||||
--count;
|
||||
}
|
||||
|
||||
m_root = nodes[0];
|
||||
b2Free(nodes);
|
||||
|
||||
B2_DEBUG_STATEMENT(Validate());
|
||||
}
|
||||
|
||||
void b2DynamicTree::ShiftOrigin(const b2Vec2& newOrigin)
|
||||
{
|
||||
// Build array of leaves. Free the rest.
|
||||
for (int32 i = 0; i < m_nodeCapacity; ++i)
|
||||
{
|
||||
m_nodes[i].aabb.lowerBound -= newOrigin;
|
||||
m_nodes[i].aabb.upperBound -= newOrigin;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,289 @@
|
||||
/*
|
||||
* Copyright (c) 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
|
||||
* 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_DYNAMIC_TREE_H
|
||||
#define B2_DYNAMIC_TREE_H
|
||||
|
||||
#include <Box2D/Collision/b2Collision.h>
|
||||
#include <Box2D/Common/b2GrowableStack.h>
|
||||
|
||||
#define b2_nullNode (-1)
|
||||
|
||||
/// A node in the dynamic tree. The client does not interact with this directly.
|
||||
struct b2TreeNode
|
||||
{
|
||||
bool IsLeaf() const
|
||||
{
|
||||
return child1 == b2_nullNode;
|
||||
}
|
||||
|
||||
/// Enlarged AABB
|
||||
b2AABB aabb;
|
||||
|
||||
void* userData;
|
||||
|
||||
union
|
||||
{
|
||||
int32 parent;
|
||||
int32 next;
|
||||
};
|
||||
|
||||
int32 child1;
|
||||
int32 child2;
|
||||
|
||||
// leaf = 0, free node = -1
|
||||
int32 height;
|
||||
};
|
||||
|
||||
/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
|
||||
/// A dynamic tree arranges data in a binary tree to accelerate
|
||||
/// queries such as volume queries and ray casts. Leafs are proxies
|
||||
/// with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor
|
||||
/// so that the proxy AABB is bigger than the client object. This allows the client
|
||||
/// 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
|
||||
{
|
||||
public:
|
||||
/// Constructing the tree initializes the node pool.
|
||||
b2DynamicTree();
|
||||
|
||||
/// Destroy the tree, freeing the node pool.
|
||||
~b2DynamicTree();
|
||||
|
||||
/// Create a proxy. Provide a tight fitting AABB and a userData pointer.
|
||||
int32 CreateProxy(const b2AABB& aabb, void* userData);
|
||||
|
||||
/// Destroy a proxy. This asserts if the id is invalid.
|
||||
void DestroyProxy(int32 proxyId);
|
||||
|
||||
/// Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB,
|
||||
/// then the proxy is removed from the tree and re-inserted. Otherwise
|
||||
/// the function returns immediately.
|
||||
/// @return true if the proxy was re-inserted.
|
||||
bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement);
|
||||
|
||||
/// Get proxy user data.
|
||||
/// @return the proxy user data or 0 if the id is invalid.
|
||||
void* GetUserData(int32 proxyId) const;
|
||||
|
||||
/// Get the fat AABB for a proxy.
|
||||
const b2AABB& GetFatAABB(int32 proxyId) const;
|
||||
|
||||
/// Query an AABB for overlapping proxies. The callback class
|
||||
/// is called for each proxy that overlaps the supplied AABB.
|
||||
template <typename T>
|
||||
void Query(T* callback, const b2AABB& aabb) const;
|
||||
|
||||
/// Ray-cast against the proxies in the tree. This relies on the callback
|
||||
/// to perform a exact ray-cast in the case were the proxy contains a shape.
|
||||
/// The callback also performs the any collision filtering. This has performance
|
||||
/// roughly equal to k * log(n), where k is the number of collisions and n is the
|
||||
/// number of proxies in the tree.
|
||||
/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
|
||||
/// @param callback a callback class that is called for each proxy that is hit by the ray.
|
||||
template <typename T>
|
||||
void RayCast(T* callback, const b2RayCastInput& input) const;
|
||||
|
||||
/// Validate this tree. For testing.
|
||||
void Validate() const;
|
||||
|
||||
/// Compute the height of the binary tree in O(N) time. Should not be
|
||||
/// called often.
|
||||
int32 GetHeight() const;
|
||||
|
||||
/// Get the maximum balance of an node in the tree. The balance is the difference
|
||||
/// in height of the two children of a node.
|
||||
int32 GetMaxBalance() const;
|
||||
|
||||
/// Get the ratio of the sum of the node areas to the root area.
|
||||
float32 GetAreaRatio() const;
|
||||
|
||||
/// Build an optimal tree. Very expensive. For testing.
|
||||
void RebuildBottomUp();
|
||||
|
||||
/// Shift the world origin. Useful for large worlds.
|
||||
/// The shift formula is: position -= newOrigin
|
||||
/// @param newOrigin the new origin with respect to the old origin
|
||||
void ShiftOrigin(const b2Vec2& newOrigin);
|
||||
|
||||
private:
|
||||
|
||||
int32 AllocateNode();
|
||||
void FreeNode(int32 node);
|
||||
|
||||
void InsertLeaf(int32 node);
|
||||
void RemoveLeaf(int32 node);
|
||||
|
||||
int32 Balance(int32 index);
|
||||
|
||||
int32 ComputeHeight() const;
|
||||
int32 ComputeHeight(int32 nodeId) const;
|
||||
|
||||
void ValidateStructure(int32 index) const;
|
||||
void ValidateMetrics(int32 index) const;
|
||||
|
||||
int32 m_root;
|
||||
|
||||
b2TreeNode* m_nodes;
|
||||
int32 m_nodeCount;
|
||||
int32 m_nodeCapacity;
|
||||
|
||||
int32 m_freeList;
|
||||
|
||||
/// This is used to incrementally traverse the tree for re-balancing.
|
||||
uint32 m_path;
|
||||
|
||||
int32 m_insertionCount;
|
||||
};
|
||||
|
||||
inline void* b2DynamicTree::GetUserData(int32 proxyId) const
|
||||
{
|
||||
b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
|
||||
return m_nodes[proxyId].userData;
|
||||
}
|
||||
|
||||
inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const
|
||||
{
|
||||
b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
|
||||
return m_nodes[proxyId].aabb;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
|
||||
{
|
||||
b2GrowableStack<int32, 256> stack;
|
||||
stack.Push(m_root);
|
||||
|
||||
while (stack.GetCount() > 0)
|
||||
{
|
||||
int32 nodeId = stack.Pop();
|
||||
if (nodeId == b2_nullNode)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const b2TreeNode* node = m_nodes + nodeId;
|
||||
|
||||
if (b2TestOverlap(node->aabb, aabb))
|
||||
{
|
||||
if (node->IsLeaf())
|
||||
{
|
||||
bool proceed = callback->QueryCallback(nodeId);
|
||||
if (proceed == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
stack.Push(node->child1);
|
||||
stack.Push(node->child2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) const
|
||||
{
|
||||
b2Vec2 p1 = input.p1;
|
||||
b2Vec2 p2 = input.p2;
|
||||
b2Vec2 r = p2 - p1;
|
||||
b2Assert(r.LengthSquared() > 0.0f);
|
||||
r.Normalize();
|
||||
|
||||
// v is perpendicular to the segment.
|
||||
b2Vec2 v = b2Cross(1.0f, r);
|
||||
b2Vec2 abs_v = b2Abs(v);
|
||||
|
||||
// Separating axis for segment (Gino, p80).
|
||||
// |dot(v, p1 - c)| > dot(|v|, h)
|
||||
|
||||
float32 maxFraction = input.maxFraction;
|
||||
|
||||
// Build a bounding box for the segment.
|
||||
b2AABB segmentAABB;
|
||||
{
|
||||
b2Vec2 t = p1 + maxFraction * (p2 - p1);
|
||||
segmentAABB.lowerBound = b2Min(p1, t);
|
||||
segmentAABB.upperBound = b2Max(p1, t);
|
||||
}
|
||||
|
||||
b2GrowableStack<int32, 256> stack;
|
||||
stack.Push(m_root);
|
||||
|
||||
while (stack.GetCount() > 0)
|
||||
{
|
||||
int32 nodeId = stack.Pop();
|
||||
if (nodeId == b2_nullNode)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const b2TreeNode* node = m_nodes + nodeId;
|
||||
|
||||
if (b2TestOverlap(node->aabb, segmentAABB) == false)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Separating axis for segment (Gino, p80).
|
||||
// |dot(v, p1 - c)| > dot(|v|, h)
|
||||
b2Vec2 c = node->aabb.GetCenter();
|
||||
b2Vec2 h = node->aabb.GetExtents();
|
||||
float32 separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h);
|
||||
if (separation > 0.0f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (node->IsLeaf())
|
||||
{
|
||||
b2RayCastInput subInput;
|
||||
subInput.p1 = input.p1;
|
||||
subInput.p2 = input.p2;
|
||||
subInput.maxFraction = maxFraction;
|
||||
|
||||
float32 value = callback->RayCastCallback(subInput, nodeId);
|
||||
|
||||
if (value == 0.0f)
|
||||
{
|
||||
// The client has terminated the ray cast.
|
||||
return;
|
||||
}
|
||||
|
||||
if (value > 0.0f)
|
||||
{
|
||||
// Update segment bounding box.
|
||||
maxFraction = value;
|
||||
b2Vec2 t = p1 + maxFraction * (p2 - p1);
|
||||
segmentAABB.lowerBound = b2Min(p1, t);
|
||||
segmentAABB.upperBound = b2Max(p1, t);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
stack.Push(node->child1);
|
||||
stack.Push(node->child2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,487 @@
|
||||
/*
|
||||
* 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
|
||||
* 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/Collision/b2Collision.h>
|
||||
#include <Box2D/Collision/b2Distance.h>
|
||||
#include <Box2D/Collision/b2TimeOfImpact.h>
|
||||
#include <Box2D/Collision/Shapes/b2CircleShape.h>
|
||||
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
|
||||
#include <Box2D/Common/b2Timer.h>
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
float32 b2_toiTime, b2_toiMaxTime;
|
||||
int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
|
||||
int32 b2_toiRootIters, b2_toiMaxRootIters;
|
||||
|
||||
//
|
||||
struct b2SeparationFunction
|
||||
{
|
||||
enum Type
|
||||
{
|
||||
e_points,
|
||||
e_faceA,
|
||||
e_faceB
|
||||
};
|
||||
|
||||
// TODO_ERIN might not need to return the separation
|
||||
|
||||
float32 Initialize(const b2SimplexCache* cache,
|
||||
const b2DistanceProxy* proxyA, const b2Sweep& sweepA,
|
||||
const b2DistanceProxy* proxyB, const b2Sweep& sweepB,
|
||||
float32 t1)
|
||||
{
|
||||
m_proxyA = proxyA;
|
||||
m_proxyB = proxyB;
|
||||
int32 count = cache->count;
|
||||
b2Assert(0 < count && count < 3);
|
||||
|
||||
m_sweepA = sweepA;
|
||||
m_sweepB = sweepB;
|
||||
|
||||
b2Transform xfA, xfB;
|
||||
m_sweepA.GetTransform(&xfA, t1);
|
||||
m_sweepB.GetTransform(&xfB, t1);
|
||||
|
||||
if (count == 1)
|
||||
{
|
||||
m_type = e_points;
|
||||
b2Vec2 localPointA = m_proxyA->GetVertex(cache->indexA[0]);
|
||||
b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
|
||||
b2Vec2 pointA = b2Mul(xfA, localPointA);
|
||||
b2Vec2 pointB = b2Mul(xfB, localPointB);
|
||||
m_axis = pointB - pointA;
|
||||
float32 s = m_axis.Normalize();
|
||||
m_localPoint = b2Vec2_zero;
|
||||
return s;
|
||||
}
|
||||
else if (cache->indexA[0] == cache->indexA[1])
|
||||
{
|
||||
// Two points on B and one on A.
|
||||
m_type = e_faceB;
|
||||
b2Vec2 localPointB1 = proxyB->GetVertex(cache->indexB[0]);
|
||||
b2Vec2 localPointB2 = proxyB->GetVertex(cache->indexB[1]);
|
||||
|
||||
m_axis = b2Cross(localPointB2 - localPointB1, 1.0f);
|
||||
m_axis.Normalize();
|
||||
b2Vec2 normal = b2Mul(xfB.q, m_axis);
|
||||
|
||||
m_localPoint = 0.5f * (localPointB1 + localPointB2);
|
||||
b2Vec2 pointB = b2Mul(xfB, m_localPoint);
|
||||
|
||||
b2Vec2 localPointA = proxyA->GetVertex(cache->indexA[0]);
|
||||
b2Vec2 pointA = b2Mul(xfA, localPointA);
|
||||
|
||||
float32 s = b2Dot(pointA - pointB, normal);
|
||||
if (s < 0.0f)
|
||||
{
|
||||
m_axis = -m_axis;
|
||||
s = -s;
|
||||
}
|
||||
return s;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Two points on A and one or two points on B.
|
||||
m_type = e_faceA;
|
||||
b2Vec2 localPointA1 = m_proxyA->GetVertex(cache->indexA[0]);
|
||||
b2Vec2 localPointA2 = m_proxyA->GetVertex(cache->indexA[1]);
|
||||
|
||||
m_axis = b2Cross(localPointA2 - localPointA1, 1.0f);
|
||||
m_axis.Normalize();
|
||||
b2Vec2 normal = b2Mul(xfA.q, m_axis);
|
||||
|
||||
m_localPoint = 0.5f * (localPointA1 + localPointA2);
|
||||
b2Vec2 pointA = b2Mul(xfA, m_localPoint);
|
||||
|
||||
b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
|
||||
b2Vec2 pointB = b2Mul(xfB, localPointB);
|
||||
|
||||
float32 s = b2Dot(pointB - pointA, normal);
|
||||
if (s < 0.0f)
|
||||
{
|
||||
m_axis = -m_axis;
|
||||
s = -s;
|
||||
}
|
||||
return s;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
float32 FindMinSeparation(int32* indexA, int32* indexB, float32 t) const
|
||||
{
|
||||
b2Transform xfA, xfB;
|
||||
m_sweepA.GetTransform(&xfA, t);
|
||||
m_sweepB.GetTransform(&xfB, t);
|
||||
|
||||
switch (m_type)
|
||||
{
|
||||
case e_points:
|
||||
{
|
||||
b2Vec2 axisA = b2MulT(xfA.q, m_axis);
|
||||
b2Vec2 axisB = b2MulT(xfB.q, -m_axis);
|
||||
|
||||
*indexA = m_proxyA->GetSupport(axisA);
|
||||
*indexB = m_proxyB->GetSupport(axisB);
|
||||
|
||||
b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
|
||||
b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
|
||||
|
||||
b2Vec2 pointA = b2Mul(xfA, localPointA);
|
||||
b2Vec2 pointB = b2Mul(xfB, localPointB);
|
||||
|
||||
float32 separation = b2Dot(pointB - pointA, m_axis);
|
||||
return separation;
|
||||
}
|
||||
|
||||
case e_faceA:
|
||||
{
|
||||
b2Vec2 normal = b2Mul(xfA.q, m_axis);
|
||||
b2Vec2 pointA = b2Mul(xfA, m_localPoint);
|
||||
|
||||
b2Vec2 axisB = b2MulT(xfB.q, -normal);
|
||||
|
||||
*indexA = -1;
|
||||
*indexB = m_proxyB->GetSupport(axisB);
|
||||
|
||||
b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
|
||||
b2Vec2 pointB = b2Mul(xfB, localPointB);
|
||||
|
||||
float32 separation = b2Dot(pointB - pointA, normal);
|
||||
return separation;
|
||||
}
|
||||
|
||||
case e_faceB:
|
||||
{
|
||||
b2Vec2 normal = b2Mul(xfB.q, m_axis);
|
||||
b2Vec2 pointB = b2Mul(xfB, m_localPoint);
|
||||
|
||||
b2Vec2 axisA = b2MulT(xfA.q, -normal);
|
||||
|
||||
*indexB = -1;
|
||||
*indexA = m_proxyA->GetSupport(axisA);
|
||||
|
||||
b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
|
||||
b2Vec2 pointA = b2Mul(xfA, localPointA);
|
||||
|
||||
float32 separation = b2Dot(pointA - pointB, normal);
|
||||
return separation;
|
||||
}
|
||||
|
||||
default:
|
||||
b2Assert(false);
|
||||
*indexA = -1;
|
||||
*indexB = -1;
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
float32 Evaluate(int32 indexA, int32 indexB, float32 t) const
|
||||
{
|
||||
b2Transform xfA, xfB;
|
||||
m_sweepA.GetTransform(&xfA, t);
|
||||
m_sweepB.GetTransform(&xfB, t);
|
||||
|
||||
switch (m_type)
|
||||
{
|
||||
case e_points:
|
||||
{
|
||||
b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
|
||||
b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
|
||||
|
||||
b2Vec2 pointA = b2Mul(xfA, localPointA);
|
||||
b2Vec2 pointB = b2Mul(xfB, localPointB);
|
||||
float32 separation = b2Dot(pointB - pointA, m_axis);
|
||||
|
||||
return separation;
|
||||
}
|
||||
|
||||
case e_faceA:
|
||||
{
|
||||
b2Vec2 normal = b2Mul(xfA.q, m_axis);
|
||||
b2Vec2 pointA = b2Mul(xfA, m_localPoint);
|
||||
|
||||
b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
|
||||
b2Vec2 pointB = b2Mul(xfB, localPointB);
|
||||
|
||||
float32 separation = b2Dot(pointB - pointA, normal);
|
||||
return separation;
|
||||
}
|
||||
|
||||
case e_faceB:
|
||||
{
|
||||
b2Vec2 normal = b2Mul(xfB.q, m_axis);
|
||||
b2Vec2 pointB = b2Mul(xfB, m_localPoint);
|
||||
|
||||
b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
|
||||
b2Vec2 pointA = b2Mul(xfA, localPointA);
|
||||
|
||||
float32 separation = b2Dot(pointA - pointB, normal);
|
||||
return separation;
|
||||
}
|
||||
|
||||
default:
|
||||
b2Assert(false);
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
const b2DistanceProxy* m_proxyA;
|
||||
const b2DistanceProxy* m_proxyB;
|
||||
b2Sweep m_sweepA, m_sweepB;
|
||||
Type m_type;
|
||||
b2Vec2 m_localPoint;
|
||||
b2Vec2 m_axis;
|
||||
};
|
||||
|
||||
// CCD via the local separating axis method. This seeks progression
|
||||
// by computing the largest time at which separation is maintained.
|
||||
void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
|
||||
{
|
||||
b2Timer timer;
|
||||
|
||||
++b2_toiCalls;
|
||||
|
||||
output->state = b2TOIOutput::e_unknown;
|
||||
output->t = input->tMax;
|
||||
|
||||
const b2DistanceProxy* proxyA = &input->proxyA;
|
||||
const b2DistanceProxy* proxyB = &input->proxyB;
|
||||
|
||||
b2Sweep sweepA = input->sweepA;
|
||||
b2Sweep sweepB = input->sweepB;
|
||||
|
||||
// Large rotations can make the root finder fail, so we normalize the
|
||||
// sweep angles.
|
||||
sweepA.Normalize();
|
||||
sweepB.Normalize();
|
||||
|
||||
float32 tMax = input->tMax;
|
||||
|
||||
float32 totalRadius = proxyA->m_radius + proxyB->m_radius;
|
||||
float32 target = b2Max(b2_linearSlop, totalRadius - 3.0f * b2_linearSlop);
|
||||
float32 tolerance = 0.25f * b2_linearSlop;
|
||||
b2Assert(target > tolerance);
|
||||
|
||||
float32 t1 = 0.0f;
|
||||
const int32 k_maxIterations = 20; // TODO_ERIN b2Settings
|
||||
int32 iter = 0;
|
||||
|
||||
// Prepare input for distance query.
|
||||
b2SimplexCache cache;
|
||||
cache.count = 0;
|
||||
b2DistanceInput distanceInput;
|
||||
distanceInput.proxyA = input->proxyA;
|
||||
distanceInput.proxyB = input->proxyB;
|
||||
distanceInput.useRadii = false;
|
||||
|
||||
// The outer loop progressively attempts to compute new separating axes.
|
||||
// This loop terminates when an axis is repeated (no progress is made).
|
||||
for(;;)
|
||||
{
|
||||
b2Transform xfA, xfB;
|
||||
sweepA.GetTransform(&xfA, t1);
|
||||
sweepB.GetTransform(&xfB, t1);
|
||||
|
||||
// Get the distance between shapes. We can also use the results
|
||||
// to get a separating axis.
|
||||
distanceInput.transformA = xfA;
|
||||
distanceInput.transformB = xfB;
|
||||
b2DistanceOutput distanceOutput;
|
||||
b2Distance(&distanceOutput, &cache, &distanceInput);
|
||||
|
||||
// If the shapes are overlapped, we give up on continuous collision.
|
||||
if (distanceOutput.distance <= 0.0f)
|
||||
{
|
||||
// Failure!
|
||||
output->state = b2TOIOutput::e_overlapped;
|
||||
output->t = 0.0f;
|
||||
break;
|
||||
}
|
||||
|
||||
if (distanceOutput.distance < target + tolerance)
|
||||
{
|
||||
// Victory!
|
||||
output->state = b2TOIOutput::e_touching;
|
||||
output->t = t1;
|
||||
break;
|
||||
}
|
||||
|
||||
// Initialize the separating axis.
|
||||
b2SeparationFunction fcn;
|
||||
fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1);
|
||||
#if 0
|
||||
// Dump the curve seen by the root finder
|
||||
{
|
||||
const int32 N = 100;
|
||||
float32 dx = 1.0f / N;
|
||||
float32 xs[N+1];
|
||||
float32 fs[N+1];
|
||||
|
||||
float32 x = 0.0f;
|
||||
|
||||
for (int32 i = 0; i <= N; ++i)
|
||||
{
|
||||
sweepA.GetTransform(&xfA, x);
|
||||
sweepB.GetTransform(&xfB, x);
|
||||
float32 f = fcn.Evaluate(xfA, xfB) - target;
|
||||
|
||||
printf("%g %g\n", x, f);
|
||||
|
||||
xs[i] = x;
|
||||
fs[i] = f;
|
||||
|
||||
x += dx;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Compute the TOI on the separating axis. We do this by successively
|
||||
// resolving the deepest point. This loop is bounded by the number of vertices.
|
||||
bool done = false;
|
||||
float32 t2 = tMax;
|
||||
int32 pushBackIter = 0;
|
||||
for (;;)
|
||||
{
|
||||
// Find the deepest point at t2. Store the witness point indices.
|
||||
int32 indexA, indexB;
|
||||
float32 s2 = fcn.FindMinSeparation(&indexA, &indexB, t2);
|
||||
|
||||
// Is the final configuration separated?
|
||||
if (s2 > target + tolerance)
|
||||
{
|
||||
// Victory!
|
||||
output->state = b2TOIOutput::e_separated;
|
||||
output->t = tMax;
|
||||
done = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// Has the separation reached tolerance?
|
||||
if (s2 > target - tolerance)
|
||||
{
|
||||
// Advance the sweeps
|
||||
t1 = t2;
|
||||
break;
|
||||
}
|
||||
|
||||
// Compute the initial separation of the witness points.
|
||||
float32 s1 = fcn.Evaluate(indexA, indexB, t1);
|
||||
|
||||
// Check for initial overlap. This might happen if the root finder
|
||||
// runs out of iterations.
|
||||
if (s1 < target - tolerance)
|
||||
{
|
||||
output->state = b2TOIOutput::e_failed;
|
||||
output->t = t1;
|
||||
done = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// Check for touching
|
||||
if (s1 <= target + tolerance)
|
||||
{
|
||||
// Victory! t1 should hold the TOI (could be 0.0).
|
||||
output->state = b2TOIOutput::e_touching;
|
||||
output->t = t1;
|
||||
done = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// Compute 1D root of: f(x) - target = 0
|
||||
int32 rootIterCount = 0;
|
||||
float32 a1 = t1, a2 = t2;
|
||||
for (;;)
|
||||
{
|
||||
// Use a mix of the secant rule and bisection.
|
||||
float32 t;
|
||||
if (rootIterCount & 1)
|
||||
{
|
||||
// Secant rule to improve convergence.
|
||||
t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bisection to guarantee progress.
|
||||
t = 0.5f * (a1 + a2);
|
||||
}
|
||||
|
||||
++rootIterCount;
|
||||
++b2_toiRootIters;
|
||||
|
||||
float32 s = fcn.Evaluate(indexA, indexB, t);
|
||||
|
||||
if (b2Abs(s - target) < tolerance)
|
||||
{
|
||||
// t2 holds a tentative value for t1
|
||||
t2 = t;
|
||||
break;
|
||||
}
|
||||
|
||||
// Ensure we continue to bracket the root.
|
||||
if (s > target)
|
||||
{
|
||||
a1 = t;
|
||||
s1 = s;
|
||||
}
|
||||
else
|
||||
{
|
||||
a2 = t;
|
||||
s2 = s;
|
||||
}
|
||||
|
||||
if (rootIterCount == 50)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
b2_toiMaxRootIters = b2Max(b2_toiMaxRootIters, rootIterCount);
|
||||
|
||||
++pushBackIter;
|
||||
|
||||
if (pushBackIter == b2_maxPolygonVertices)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
++iter;
|
||||
++b2_toiIters;
|
||||
|
||||
if (done)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if (iter == k_maxIterations)
|
||||
{
|
||||
// Root finder got stuck. Semi-victory.
|
||||
output->state = b2TOIOutput::e_failed;
|
||||
output->t = t1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
b2_toiMaxIters = b2Max(b2_toiMaxIters, iter);
|
||||
|
||||
float32 time = timer.GetMilliseconds();
|
||||
b2_toiMaxTime = b2Max(b2_toiMaxTime, time);
|
||||
b2_toiTime += time;
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
/*
|
||||
* 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
|
||||
* 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_TIME_OF_IMPACT_H
|
||||
#define B2_TIME_OF_IMPACT_H
|
||||
|
||||
#include <Box2D/Common/b2Math.h>
|
||||
#include <Box2D/Collision/b2Distance.h>
|
||||
|
||||
/// Input parameters for b2TimeOfImpact
|
||||
struct b2TOIInput
|
||||
{
|
||||
b2DistanceProxy proxyA;
|
||||
b2DistanceProxy proxyB;
|
||||
b2Sweep sweepA;
|
||||
b2Sweep sweepB;
|
||||
float32 tMax; // defines sweep interval [0, tMax]
|
||||
};
|
||||
|
||||
// Output parameters for b2TimeOfImpact.
|
||||
struct b2TOIOutput
|
||||
{
|
||||
enum State
|
||||
{
|
||||
e_unknown,
|
||||
e_failed,
|
||||
e_overlapped,
|
||||
e_touching,
|
||||
e_separated
|
||||
};
|
||||
|
||||
State state;
|
||||
float32 t;
|
||||
};
|
||||
|
||||
/// Compute the upper bound on time before two shapes penetrate. Time is represented as
|
||||
/// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
|
||||
/// non-tunneling collision. 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);
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,225 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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/b2BlockAllocator.h>
|
||||
#include <limits.h>
|
||||
#include <memory.h>
|
||||
#include <stddef.h>
|
||||
#include <string.h>
|
||||
#include <new> // For placement new
|
||||
|
||||
int32 b2BlockAllocator::s_blockSizes[b2_blockSizes] =
|
||||
{
|
||||
16, // 0
|
||||
32, // 1
|
||||
64, // 2
|
||||
96, // 3
|
||||
128, // 4
|
||||
160, // 5
|
||||
192, // 6
|
||||
224, // 7
|
||||
256, // 8
|
||||
320, // 9
|
||||
384, // 10
|
||||
448, // 11
|
||||
512, // 12
|
||||
640, // 13
|
||||
};
|
||||
uint8 b2BlockAllocator::s_blockSizeLookup[b2_maxBlockSize + 1];
|
||||
bool b2BlockAllocator::s_blockSizeLookupInitialized;
|
||||
|
||||
struct b2Chunk
|
||||
{
|
||||
int32 blockSize;
|
||||
b2Block* blocks;
|
||||
};
|
||||
|
||||
struct b2Block
|
||||
{
|
||||
b2Block* next;
|
||||
};
|
||||
|
||||
b2BlockAllocator::b2BlockAllocator()
|
||||
{
|
||||
b2Assert((uint32)b2_blockSizes < UCHAR_MAX);
|
||||
|
||||
m_chunkSpace = b2_chunkArrayIncrement;
|
||||
m_chunkCount = 0;
|
||||
m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
|
||||
|
||||
memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
|
||||
memset(m_freeLists, 0, sizeof(m_freeLists));
|
||||
|
||||
if (s_blockSizeLookupInitialized == false)
|
||||
{
|
||||
int32 j = 0;
|
||||
for (int32 i = 1; i <= b2_maxBlockSize; ++i)
|
||||
{
|
||||
b2Assert(j < b2_blockSizes);
|
||||
if (i <= s_blockSizes[j])
|
||||
{
|
||||
s_blockSizeLookup[i] = (uint8)j;
|
||||
}
|
||||
else
|
||||
{
|
||||
++j;
|
||||
s_blockSizeLookup[i] = (uint8)j;
|
||||
}
|
||||
}
|
||||
|
||||
s_blockSizeLookupInitialized = true;
|
||||
}
|
||||
}
|
||||
|
||||
b2BlockAllocator::~b2BlockAllocator()
|
||||
{
|
||||
for (int32 i = 0; i < m_chunkCount; ++i)
|
||||
{
|
||||
b2Free(m_chunks[i].blocks);
|
||||
}
|
||||
|
||||
b2Free(m_chunks);
|
||||
}
|
||||
|
||||
uint32 b2BlockAllocator::GetNumGiantAllocations() const
|
||||
{
|
||||
return m_giants.GetList().GetLength();
|
||||
}
|
||||
|
||||
void* b2BlockAllocator::Allocate(int32 size)
|
||||
{
|
||||
if (size == 0)
|
||||
return NULL;
|
||||
|
||||
b2Assert(0 < size);
|
||||
|
||||
if (size > b2_maxBlockSize)
|
||||
{
|
||||
return m_giants.Allocate(size);
|
||||
}
|
||||
|
||||
int32 index = s_blockSizeLookup[size];
|
||||
b2Assert(0 <= index && index < b2_blockSizes);
|
||||
|
||||
if (m_freeLists[index])
|
||||
{
|
||||
b2Block* block = m_freeLists[index];
|
||||
m_freeLists[index] = block->next;
|
||||
return block;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_chunkCount == m_chunkSpace)
|
||||
{
|
||||
b2Chunk* oldChunks = m_chunks;
|
||||
m_chunkSpace += b2_chunkArrayIncrement;
|
||||
m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
|
||||
memcpy(m_chunks, oldChunks, m_chunkCount * sizeof(b2Chunk));
|
||||
memset(m_chunks + m_chunkCount, 0, b2_chunkArrayIncrement * sizeof(b2Chunk));
|
||||
b2Free(oldChunks);
|
||||
}
|
||||
|
||||
b2Chunk* chunk = m_chunks + m_chunkCount;
|
||||
chunk->blocks = (b2Block*)b2Alloc(b2_chunkSize);
|
||||
#if DEBUG
|
||||
memset(chunk->blocks, 0xcd, b2_chunkSize);
|
||||
#endif
|
||||
int32 blockSize = s_blockSizes[index];
|
||||
chunk->blockSize = blockSize;
|
||||
int32 blockCount = b2_chunkSize / blockSize;
|
||||
b2Assert(blockCount * blockSize <= b2_chunkSize);
|
||||
for (int32 i = 0; i < blockCount - 1; ++i)
|
||||
{
|
||||
b2Block* block = (b2Block*)((int8*)chunk->blocks + blockSize * i);
|
||||
b2Block* next = (b2Block*)((int8*)chunk->blocks + blockSize * (i + 1));
|
||||
block->next = next;
|
||||
}
|
||||
b2Block* last = (b2Block*)((int8*)chunk->blocks + blockSize * (blockCount - 1));
|
||||
last->next = NULL;
|
||||
|
||||
m_freeLists[index] = chunk->blocks->next;
|
||||
++m_chunkCount;
|
||||
|
||||
return chunk->blocks;
|
||||
}
|
||||
}
|
||||
|
||||
void b2BlockAllocator::Free(void* p, int32 size)
|
||||
{
|
||||
if (size == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
b2Assert(0 < size);
|
||||
|
||||
if (size > b2_maxBlockSize)
|
||||
{
|
||||
m_giants.Free(p);
|
||||
return;
|
||||
}
|
||||
|
||||
int32 index = s_blockSizeLookup[size];
|
||||
b2Assert(0 <= index && index < b2_blockSizes);
|
||||
|
||||
#if B2_ASSERT_ENABLED
|
||||
// Verify the memory address and size is valid.
|
||||
int32 blockSize = s_blockSizes[index];
|
||||
bool found = false;
|
||||
for (int32 i = 0; i < m_chunkCount; ++i)
|
||||
{
|
||||
b2Chunk* chunk = m_chunks + i;
|
||||
if (chunk->blockSize != blockSize)
|
||||
{
|
||||
b2Assert( (int8*)p + blockSize <= (int8*)chunk->blocks ||
|
||||
(int8*)chunk->blocks + b2_chunkSize <= (int8*)p);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((int8*)chunk->blocks <= (int8*)p && (int8*)p + blockSize <= (int8*)chunk->blocks + b2_chunkSize)
|
||||
{
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
b2Assert(found);
|
||||
#endif // B2_ASSERT_ENABLED
|
||||
|
||||
#if DEBUG
|
||||
memset(p, 0xfd, s_blockSizes[index]);
|
||||
#endif
|
||||
|
||||
b2Block* block = (b2Block*)p;
|
||||
block->next = m_freeLists[index];
|
||||
m_freeLists[index] = block;
|
||||
}
|
||||
|
||||
void b2BlockAllocator::Clear()
|
||||
{
|
||||
for (int32 i = 0; i < m_chunkCount; ++i)
|
||||
{
|
||||
b2Free(m_chunks[i].blocks);
|
||||
}
|
||||
|
||||
m_chunkCount = 0;
|
||||
memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
|
||||
|
||||
memset(m_freeLists, 0, sizeof(m_freeLists));
|
||||
}
|
||||
@@ -0,0 +1,68 @@
|
||||
/*
|
||||
* 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
|
||||
* 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_BLOCK_ALLOCATOR_H
|
||||
#define B2_BLOCK_ALLOCATOR_H
|
||||
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
#include <Box2D/Common/b2TrackedBlock.h>
|
||||
|
||||
const int32 b2_chunkSize = 16 * 1024;
|
||||
const int32 b2_maxBlockSize = 640;
|
||||
const int32 b2_blockSizes = 14;
|
||||
const int32 b2_chunkArrayIncrement = 128;
|
||||
|
||||
struct b2Block;
|
||||
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
|
||||
{
|
||||
public:
|
||||
b2BlockAllocator();
|
||||
~b2BlockAllocator();
|
||||
|
||||
/// Allocate memory. This uses b2Alloc if the size is larger than b2_maxBlockSize.
|
||||
void* Allocate(int32 size);
|
||||
|
||||
/// Free memory. This uses b2Free if the size is larger than b2_maxBlockSize.
|
||||
void Free(void* p, int32 size);
|
||||
|
||||
void Clear();
|
||||
|
||||
/// Returns the number of allocations larger than the max block size.
|
||||
uint32 GetNumGiantAllocations() const;
|
||||
|
||||
private:
|
||||
b2Chunk* m_chunks;
|
||||
int32 m_chunkCount;
|
||||
int32 m_chunkSpace;
|
||||
|
||||
b2Block* m_freeLists[b2_blockSizes];
|
||||
|
||||
// Record giant allocations--ones bigger than the max block size
|
||||
b2TrackedBlockAllocator m_giants;
|
||||
|
||||
static int32 s_blockSizes[b2_blockSizes];
|
||||
static uint8 s_blockSizeLookup[b2_maxBlockSize + 1];
|
||||
static bool s_blockSizeLookupInitialized;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,44 @@
|
||||
/*
|
||||
* 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>
|
||||
|
||||
b2Draw::b2Draw()
|
||||
{
|
||||
m_drawFlags = 0;
|
||||
}
|
||||
|
||||
void b2Draw::SetFlags(uint32 flags)
|
||||
{
|
||||
m_drawFlags = flags;
|
||||
}
|
||||
|
||||
uint32 b2Draw::GetFlags() const
|
||||
{
|
||||
return m_drawFlags;
|
||||
}
|
||||
|
||||
void b2Draw::AppendFlags(uint32 flags)
|
||||
{
|
||||
m_drawFlags |= flags;
|
||||
}
|
||||
|
||||
void b2Draw::ClearFlags(uint32 flags)
|
||||
{
|
||||
m_drawFlags &= ~flags;
|
||||
}
|
||||
@@ -0,0 +1,92 @@
|
||||
/*
|
||||
* Copyright (c) 2011 Erin Catto http://box2d.org
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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_DRAW_H
|
||||
#define B2_DRAW_H
|
||||
|
||||
#include <Box2D/Common/b2Math.h>
|
||||
#include <Box2D/Particle/b2Particle.h>
|
||||
|
||||
/// Color for debug drawing. Each value has the range [0,1].
|
||||
struct b2Color
|
||||
{
|
||||
b2Color() {}
|
||||
b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {}
|
||||
void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
|
||||
float32 r, g, b;
|
||||
};
|
||||
|
||||
/// Implement and register this class with a b2World to provide debug drawing of physics
|
||||
/// entities in your game.
|
||||
class b2Draw
|
||||
{
|
||||
public:
|
||||
b2Draw();
|
||||
|
||||
virtual ~b2Draw() {}
|
||||
|
||||
enum
|
||||
{
|
||||
e_shapeBit = 0x0001, ///< draw shapes
|
||||
e_jointBit = 0x0002, ///< draw joint connections
|
||||
e_aabbBit = 0x0004, ///< draw axis aligned bounding boxes
|
||||
e_pairBit = 0x0008, ///< draw broad-phase pairs
|
||||
e_centerOfMassBit = 0x0010, ///< draw center of mass frame
|
||||
e_particleBit = 0x0020 ///< draw particles
|
||||
};
|
||||
|
||||
/// Set the drawing flags.
|
||||
void SetFlags(uint32 flags);
|
||||
|
||||
/// Get the drawing flags.
|
||||
uint32 GetFlags() const;
|
||||
|
||||
/// Append flags to the current flags.
|
||||
void AppendFlags(uint32 flags);
|
||||
|
||||
/// Clear flags from the current flags.
|
||||
void ClearFlags(uint32 flags);
|
||||
|
||||
/// Draw a closed polygon provided in CCW order.
|
||||
virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
|
||||
|
||||
/// Draw a solid closed polygon provided in CCW order.
|
||||
virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
|
||||
|
||||
/// Draw a circle.
|
||||
virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0;
|
||||
|
||||
/// Draw a solid circle.
|
||||
virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0;
|
||||
|
||||
/// Draw a particle array
|
||||
virtual void DrawParticles(const b2Vec2 *centers, float32 radius, const b2ParticleColor *colors, int32 count) = 0;
|
||||
|
||||
/// Draw a line segment.
|
||||
virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
|
||||
|
||||
/// Draw a transform. Choose your own length scale.
|
||||
/// @param xf a transform.
|
||||
virtual void DrawTransform(const b2Transform& xf) = 0;
|
||||
|
||||
protected:
|
||||
uint32 m_drawFlags;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,57 @@
|
||||
/*
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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/b2FreeList.h>
|
||||
#include <Box2D/Common/b2IntrusiveList.h>
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
|
||||
/// Allocate an item from the freelist.
|
||||
b2IntrusiveListNode* b2FreeList::Allocate()
|
||||
{
|
||||
if (m_free.IsEmpty()) return NULL;
|
||||
b2IntrusiveListNode * const node = m_free.GetNext();
|
||||
node->Remove();
|
||||
m_allocated.InsertBefore(node);
|
||||
return node;
|
||||
}
|
||||
|
||||
void b2FreeList::Free(b2IntrusiveListNode* node)
|
||||
{
|
||||
b2Assert(node);
|
||||
#if B2_FREE_LIST_CHECK_ALLOCATED_ON_FREE
|
||||
b2Assert(m_allocated.FindNodeInList(node));
|
||||
#endif // B2_FREE_LIST_CHECK_ALLOCATED_ON_FREE
|
||||
node->Remove();
|
||||
m_free.InsertAfter(node);
|
||||
}
|
||||
|
||||
void b2FreeList::AddToFreeList(b2IntrusiveListNode* node)
|
||||
{
|
||||
b2Assert(node);
|
||||
b2Assert(!node->InList());
|
||||
m_free.InsertBefore(node);
|
||||
}
|
||||
|
||||
void b2FreeList::RemoveAll()
|
||||
{
|
||||
while (!m_allocated.IsEmpty()) {
|
||||
m_allocated.GetNext()->Remove();
|
||||
}
|
||||
while (!m_free.IsEmpty()) {
|
||||
m_free.GetNext()->Remove();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,113 @@
|
||||
/*
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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_FREE_LIST_H
|
||||
#define B2_FREE_LIST_H
|
||||
|
||||
#include <Box2D/Common/b2IntrusiveList.h>
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
|
||||
/// When B2_FREE_LIST_CHECK_ALLOCATED_ON_FREE is 1, b2FreeList::Free() will
|
||||
/// check that the deallocated node was allocated from the freelist.
|
||||
#ifndef B2_FREE_LIST_CHECK_ALLOCATED_ON_FREE
|
||||
#define B2_FREE_LIST_CHECK_ALLOCATED_ON_FREE 0
|
||||
#endif // B2_FREE_LIST_CHECK_ALLOCATED_ON_FREE
|
||||
|
||||
|
||||
/// Fast - O(1) - list based allocator for items that can be inserted into
|
||||
/// b2IntrusiveListNode lists.
|
||||
class b2FreeList
|
||||
{
|
||||
public:
|
||||
/// Construct the free list.
|
||||
b2FreeList() { }
|
||||
|
||||
/// Destroy the free list.
|
||||
~b2FreeList() { }
|
||||
|
||||
/// Allocate an item from the freelist.
|
||||
b2IntrusiveListNode* Allocate();
|
||||
|
||||
/// Free an item from the freelist.
|
||||
void Free(b2IntrusiveListNode* node);
|
||||
|
||||
/// Add an item to the freelist so that it can be allocated using
|
||||
/// b2FreeList::Allocate().
|
||||
void AddToFreeList(b2IntrusiveListNode* node);
|
||||
|
||||
/// Remove all items (allocated and free) from the freelist.
|
||||
void RemoveAll();
|
||||
|
||||
/// Get the list which tracks allocated items.
|
||||
const b2IntrusiveListNode& GetAllocatedList() const {
|
||||
return m_allocated;
|
||||
}
|
||||
|
||||
/// Get the list which tracks free items.
|
||||
const b2IntrusiveListNode& GetFreeList() const {
|
||||
return m_free;
|
||||
}
|
||||
|
||||
protected:
|
||||
/// List of allocated items.
|
||||
b2IntrusiveListNode m_allocated;
|
||||
/// List of free items.
|
||||
b2IntrusiveListNode m_free;
|
||||
};
|
||||
|
||||
|
||||
/// Typed b2FreeList which manages items of type T assuming T implements
|
||||
/// the GetInstanceFromListNode() and GetListNode() methods.
|
||||
template<typename T>
|
||||
class b2TypedFreeList {
|
||||
public:
|
||||
/// Construct the free list.
|
||||
b2TypedFreeList() { }
|
||||
|
||||
/// Destroy the free list.
|
||||
~b2TypedFreeList() { }
|
||||
|
||||
/// Allocate an item from the free list.
|
||||
T* Allocate() {
|
||||
b2IntrusiveListNode* const node = m_freeList.Allocate();
|
||||
if (!node) return NULL;
|
||||
return T::GetInstanceFromListNode(node);
|
||||
}
|
||||
|
||||
/// Free an item.
|
||||
void Free(T* instance) {
|
||||
b2Assert(instance);
|
||||
m_freeList.Free(instance->GetListNode());
|
||||
}
|
||||
|
||||
/// Add an item to the freelist so that it can be allocated with
|
||||
/// b2TypedFreeList::Allocate().
|
||||
void AddToFreeList(T* instance)
|
||||
{
|
||||
b2Assert(instance);
|
||||
m_freeList.AddToFreeList(instance->GetListNode());
|
||||
}
|
||||
|
||||
// Get the underlying b2FreeList.
|
||||
b2FreeList* GetFreeList() { return &m_freeList; }
|
||||
const b2FreeList* GetFreeList() const { return &m_freeList; }
|
||||
|
||||
protected:
|
||||
b2FreeList m_freeList;
|
||||
};
|
||||
|
||||
#endif // B2_FREE_LIST_H
|
||||
@@ -0,0 +1,200 @@
|
||||
/*
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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_BUFFER_H
|
||||
#define B2_GROWABLE_BUFFER_H
|
||||
|
||||
#include <Box2D/Common/b2BlockAllocator.h>
|
||||
#include <string.h>
|
||||
#include <memory.h>
|
||||
#include <algorithm>
|
||||
|
||||
|
||||
/// A simple array-like container, similar to std::vector.
|
||||
/// If we ever start using stl, we should replace this with std::vector.
|
||||
template <typename T>
|
||||
class b2GrowableBuffer
|
||||
{
|
||||
public:
|
||||
b2GrowableBuffer(b2BlockAllocator& allocator) :
|
||||
data(NULL),
|
||||
count(0),
|
||||
capacity(0),
|
||||
allocator(&allocator)
|
||||
{
|
||||
#if defined(LIQUIDFUN_SIMD_NEON)
|
||||
// b2ParticleAssembly.neon.s assumes these values are at fixed offsets.
|
||||
// If this assert fails, be sure to update the assembly offsets!
|
||||
// ldr r3, [r9, #0] @ r3 = out = contacts.data
|
||||
// ldr r6, [r9, #8] @ r6 = contacts.capacity
|
||||
b2Assert((intptr_t)&data - (intptr_t)(this) == 0
|
||||
&& (intptr_t)&capacity - (intptr_t)(this) == 8);
|
||||
#endif // defined(LIQUIDFUN_SIMD_NEON)
|
||||
}
|
||||
|
||||
b2GrowableBuffer(const b2GrowableBuffer<T>& rhs) :
|
||||
data(NULL),
|
||||
count(rhs.count),
|
||||
capacity(rhs.capacity),
|
||||
allocator(rhs.allocator)
|
||||
{
|
||||
if (rhs.data != NULL)
|
||||
{
|
||||
data = (T*) allocator->Allocate(sizeof(T) * capacity);
|
||||
memcpy(data, rhs.data, sizeof(T) * count);
|
||||
}
|
||||
}
|
||||
|
||||
~b2GrowableBuffer()
|
||||
{
|
||||
Free();
|
||||
}
|
||||
|
||||
T& Append()
|
||||
{
|
||||
if (count >= capacity)
|
||||
{
|
||||
Grow();
|
||||
}
|
||||
return data[count++];
|
||||
}
|
||||
|
||||
void Reserve(int32 newCapacity)
|
||||
{
|
||||
if (capacity >= newCapacity)
|
||||
return;
|
||||
|
||||
// Reallocate and copy.
|
||||
T* newData = (T*) allocator->Allocate(sizeof(T) * newCapacity);
|
||||
if (data)
|
||||
{
|
||||
memcpy(newData, data, sizeof(T) * count);
|
||||
allocator->Free(data, sizeof(T) * capacity);
|
||||
}
|
||||
|
||||
// Update pointer and capacity.
|
||||
capacity = newCapacity;
|
||||
data = newData;
|
||||
}
|
||||
|
||||
void Grow()
|
||||
{
|
||||
// Double the capacity.
|
||||
int32 newCapacity = capacity ? 2 * capacity
|
||||
: b2_minParticleSystemBufferCapacity;
|
||||
b2Assert(newCapacity > capacity);
|
||||
Reserve(newCapacity);
|
||||
}
|
||||
|
||||
void Free()
|
||||
{
|
||||
if (data == NULL)
|
||||
return;
|
||||
|
||||
allocator->Free(data, sizeof(data[0]) * capacity);
|
||||
data = NULL;
|
||||
capacity = 0;
|
||||
count = 0;
|
||||
}
|
||||
|
||||
void Shorten(const T* newEnd)
|
||||
{
|
||||
b2Assert(newEnd >= data);
|
||||
count = (int32) (newEnd - data);
|
||||
}
|
||||
|
||||
T& operator[](int i)
|
||||
{
|
||||
return data[i];
|
||||
}
|
||||
|
||||
const T& operator[](int i) const
|
||||
{
|
||||
return data[i];
|
||||
}
|
||||
|
||||
T* Data()
|
||||
{
|
||||
return data;
|
||||
}
|
||||
|
||||
const T* Data() const
|
||||
{
|
||||
return data;
|
||||
}
|
||||
|
||||
T* Begin()
|
||||
{
|
||||
return data;
|
||||
}
|
||||
|
||||
const T* Begin() const
|
||||
{
|
||||
return data;
|
||||
}
|
||||
|
||||
T* End()
|
||||
{
|
||||
return &data[count];
|
||||
}
|
||||
|
||||
const T* End() const
|
||||
{
|
||||
return &data[count];
|
||||
}
|
||||
|
||||
int32 GetCount() const
|
||||
{
|
||||
return count;
|
||||
}
|
||||
|
||||
void SetCount(int32 newCount)
|
||||
{
|
||||
b2Assert(0 <= newCount && newCount <= capacity);
|
||||
count = newCount;
|
||||
}
|
||||
|
||||
int32 GetCapacity() const
|
||||
{
|
||||
return capacity;
|
||||
}
|
||||
|
||||
template<class UnaryPredicate>
|
||||
T* RemoveIf(UnaryPredicate pred)
|
||||
{
|
||||
T* newEnd = std::remove_if(data, data + count, pred);
|
||||
Shorten(newEnd);
|
||||
return newEnd;
|
||||
}
|
||||
|
||||
template<class BinaryPredicate>
|
||||
T* Unique(BinaryPredicate pred)
|
||||
{
|
||||
T* newEnd = std::unique(data, data + count, pred);
|
||||
Shorten(newEnd);
|
||||
return newEnd;
|
||||
}
|
||||
|
||||
private:
|
||||
T* data;
|
||||
int32 count;
|
||||
int32 capacity;
|
||||
b2BlockAllocator* allocator;
|
||||
};
|
||||
|
||||
#endif // B2_GROWABLE_BUFFER_H
|
||||
|
||||
@@ -0,0 +1,87 @@
|
||||
/*
|
||||
* 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
|
||||
#define B2_GROWABLE_STACK_H
|
||||
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
#include <string.h>
|
||||
#include <memory.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.
|
||||
template <typename T, int32 N>
|
||||
class b2GrowableStack
|
||||
{
|
||||
public:
|
||||
b2GrowableStack()
|
||||
{
|
||||
m_stack = m_array;
|
||||
m_count = 0;
|
||||
m_capacity = N;
|
||||
}
|
||||
|
||||
~b2GrowableStack()
|
||||
{
|
||||
if (m_stack != m_array)
|
||||
{
|
||||
b2Free(m_stack);
|
||||
m_stack = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void Push(const T& element)
|
||||
{
|
||||
if (m_count == m_capacity)
|
||||
{
|
||||
T* old = m_stack;
|
||||
m_capacity *= 2;
|
||||
m_stack = (T*)b2Alloc(m_capacity * sizeof(T));
|
||||
memcpy(m_stack, old, m_count * sizeof(T));
|
||||
if (old != m_array)
|
||||
{
|
||||
b2Free(old);
|
||||
}
|
||||
}
|
||||
|
||||
m_stack[m_count] = element;
|
||||
++m_count;
|
||||
}
|
||||
|
||||
T Pop()
|
||||
{
|
||||
b2Assert(m_count > 0);
|
||||
--m_count;
|
||||
return m_stack[m_count];
|
||||
}
|
||||
|
||||
int32 GetCount()
|
||||
{
|
||||
return m_count;
|
||||
}
|
||||
|
||||
private:
|
||||
T* m_stack;
|
||||
T m_array[N];
|
||||
int32 m_count;
|
||||
int32 m_capacity;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,369 @@
|
||||
/*
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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_INTRUSIVE_LIST
|
||||
#define B2_INTRUSIVE_LIST
|
||||
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
|
||||
// Whether to enable b2IntrusiveList::ValidateList().
|
||||
// Be careful when enabling this since this changes the size of
|
||||
// b2IntrusiveListNode so make sure *all* projects that include Box2D.h
|
||||
// also define this value in the same way to avoid data corruption.
|
||||
#ifndef B2_INTRUSIVE_LIST_VALIDATE
|
||||
#define B2_INTRUSIVE_LIST_VALIDATE 0
|
||||
#endif // B2_INTRUSIVE_LIST_VALIDATE
|
||||
|
||||
/// b2IntrusiveListNode is used to implement an intrusive doubly-linked
|
||||
/// list.
|
||||
///
|
||||
/// For example:
|
||||
///
|
||||
/// class MyClass {
|
||||
/// public:
|
||||
/// MyClass(const char *msg) : m_msg(msg) {}
|
||||
/// const char* GetMessage() const { return m_msg; }
|
||||
/// B2_INTRUSIVE_LIST_GET_NODE(m_node);
|
||||
/// B2_INTRUSIVE_LIST_NODE_GET_CLASS(MyClass, m_node);
|
||||
/// private:
|
||||
/// b2IntrusiveListNode m_node;
|
||||
/// const char *m_msg;
|
||||
/// };
|
||||
///
|
||||
/// int main(int argc, char *argv[]) {
|
||||
/// b2IntrusiveListNode list; // NOTE: type is NOT MyClass
|
||||
/// MyClass a("this");
|
||||
/// MyClass b("is");
|
||||
/// MyClass c("a");
|
||||
/// MyClass d("test");
|
||||
/// list.InsertBefore(a.GetListNode());
|
||||
/// list.InsertBefore(b.GetListNode());
|
||||
/// list.InsertBefore(c.GetListNode());
|
||||
/// list.InsertBefore(d.GetListNode());
|
||||
/// for (b2IntrusiveListNode* node = list.GetNext();
|
||||
/// node != list.GetTerminator(); node = node->GetNext()) {
|
||||
/// MyClass *cls = MyClass::GetInstanceFromListNode(node);
|
||||
/// printf("%s\n", cls->GetMessage());
|
||||
/// }
|
||||
/// return 0;
|
||||
/// }
|
||||
class b2IntrusiveListNode
|
||||
{
|
||||
public:
|
||||
/// Initialize the node.
|
||||
b2IntrusiveListNode()
|
||||
{
|
||||
Initialize();
|
||||
#if B2_INTRUSIVE_LIST_VALIDATE
|
||||
m_magic = k_magic;
|
||||
#endif // B2_INTRUSIVE_LIST_VALIDATE
|
||||
}
|
||||
|
||||
/// If the node is in a list, remove it from the list.
|
||||
~b2IntrusiveListNode()
|
||||
{
|
||||
Remove();
|
||||
#if B2_INTRUSIVE_LIST_VALIDATE
|
||||
m_magic = 0;
|
||||
#endif // B2_INTRUSIVE_LIST_VALIDATE
|
||||
}
|
||||
|
||||
/// Insert this node after the specified node.
|
||||
void InsertAfter(b2IntrusiveListNode* const node)
|
||||
{
|
||||
b2Assert(!node->InList());
|
||||
node->m_next = m_next;
|
||||
node->m_prev = this;
|
||||
m_next->m_prev = node;
|
||||
m_next = node;
|
||||
}
|
||||
|
||||
/// Insert this node before the specified node.
|
||||
void InsertBefore(b2IntrusiveListNode* const node)
|
||||
{
|
||||
b2Assert(!node->InList());
|
||||
node->m_next = this;
|
||||
node->m_prev = m_prev;
|
||||
m_prev->m_next = node;
|
||||
m_prev = node;
|
||||
}
|
||||
|
||||
/// Get the terminator of the list.
|
||||
const b2IntrusiveListNode* GetTerminator() const
|
||||
{
|
||||
return this;
|
||||
}
|
||||
|
||||
/// Remove this node from the list it's currently in.
|
||||
b2IntrusiveListNode* Remove()
|
||||
{
|
||||
m_prev->m_next = m_next;
|
||||
m_next->m_prev = m_prev;
|
||||
Initialize();
|
||||
return this;
|
||||
}
|
||||
|
||||
/// Determine whether this list is empty or the node isn't in a list.
|
||||
bool IsEmpty() const
|
||||
{
|
||||
return GetNext() == this;
|
||||
}
|
||||
|
||||
/// Determine whether this node is in a list or the list contains nodes.
|
||||
bool InList() const
|
||||
{
|
||||
return !IsEmpty();
|
||||
}
|
||||
|
||||
/// Calculate the length of the list.
|
||||
uint32 GetLength() const
|
||||
{
|
||||
uint32 length = 0;
|
||||
const b2IntrusiveListNode * const terminator = GetTerminator();
|
||||
for (const b2IntrusiveListNode* node = GetNext();
|
||||
node != terminator; node = node->GetNext())
|
||||
{
|
||||
length++;
|
||||
}
|
||||
return length;
|
||||
}
|
||||
|
||||
/// Get the next node in the list.
|
||||
b2IntrusiveListNode* GetNext() const
|
||||
{
|
||||
return m_next;
|
||||
}
|
||||
|
||||
/// Get the previous node in the list.
|
||||
b2IntrusiveListNode* GetPrevious() const
|
||||
{
|
||||
return m_prev;
|
||||
}
|
||||
|
||||
/// If B2_INTRUSIVE_LIST_VALIDATE is 1 perform a very rough validation
|
||||
/// of all nodes in the list.
|
||||
bool ValidateList() const
|
||||
{
|
||||
#if B2_INTRUSIVE_LIST_VALIDATE
|
||||
if (m_magic != k_magic) return false;
|
||||
const b2IntrusiveListNode * const terminator = GetTerminator();
|
||||
for (b2IntrusiveListNode *node = GetNext(); node != terminator;
|
||||
node = node->GetNext()) {
|
||||
if (node->m_magic != k_magic) return false;
|
||||
}
|
||||
#endif // B2_INTRUSIVE_LIST_VALIDATE
|
||||
return true;
|
||||
}
|
||||
|
||||
/// Determine whether the specified node is present in this list.
|
||||
bool FindNodeInList(b2IntrusiveListNode* const nodeToFind) const
|
||||
{
|
||||
const b2IntrusiveListNode * const terminator = GetTerminator();
|
||||
for (b2IntrusiveListNode *node = GetNext(); node != terminator;
|
||||
node = node->GetNext())
|
||||
{
|
||||
if (nodeToFind == node) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
/// Initialize the list node.
|
||||
void Initialize()
|
||||
{
|
||||
m_next = this;
|
||||
m_prev = this;
|
||||
}
|
||||
|
||||
private:
|
||||
#if B2_INTRUSIVE_LIST_VALIDATE
|
||||
uint32 m_magic;
|
||||
#endif // B2_INTRUSIVE_LIST_VALIDATE
|
||||
/// The next node in the list.
|
||||
b2IntrusiveListNode *m_prev;
|
||||
/// The previous node in the list.
|
||||
b2IntrusiveListNode *m_next;
|
||||
|
||||
private:
|
||||
#if B2_INTRUSIVE_LIST_VALIDATE
|
||||
static const uint32 k_magic = 0x7157ac01;
|
||||
#endif // B2_INTRUSIVE_LIST_VALIDATE
|
||||
};
|
||||
|
||||
/// Declares the member function GetListNode() of Class to retrieve a pointer
|
||||
/// to NodeMemberName.
|
||||
/// See #B2_INTRUSIVE_LIST_NODE_GET_CLASS_ACCESSOR()
|
||||
#define B2_INTRUSIVE_LIST_GET_NODE(NodeMemberName) \
|
||||
b2IntrusiveListNode* GetListNode() { return &NodeMemberName; } \
|
||||
const b2IntrusiveListNode* GetListNode() const { return &NodeMemberName; }
|
||||
|
||||
/// Declares the member function FunctionName of Class to retrieve a pointer
|
||||
/// to a Class instance from a list node pointer. NodeMemberName references
|
||||
/// the name of the b2IntrusiveListNode member of Class.
|
||||
#define B2_INTRUSIVE_LIST_NODE_GET_CLASS_ACCESSOR( \
|
||||
Class, NodeMemberName, FunctionName) \
|
||||
static Class* FunctionName(b2IntrusiveListNode *node) \
|
||||
{ \
|
||||
Class *cls = NULL; \
|
||||
/* This effectively performs offsetof(Class, NodeMemberName) */ \
|
||||
/* which ends up in the undefined behavior realm of C++ but in */ \
|
||||
/* practice this works with most compilers. */ \
|
||||
return reinterpret_cast<Class*>((uint8*)(node) - \
|
||||
(uint8*)(&cls->NodeMemberName)); \
|
||||
} \
|
||||
\
|
||||
static const Class* FunctionName(const b2IntrusiveListNode *node) \
|
||||
{ \
|
||||
return FunctionName(const_cast<b2IntrusiveListNode*>(node)); \
|
||||
}
|
||||
|
||||
/// Declares the member function GetInstanceFromListNode() of Class to retrieve
|
||||
/// a pointer to a Class instance from a list node pointer. NodeMemberName
|
||||
/// reference the name of the b2IntrusiveListNode member of Class.
|
||||
#define B2_INTRUSIVE_LIST_NODE_GET_CLASS(Class, NodeMemberName) \
|
||||
B2_INTRUSIVE_LIST_NODE_GET_CLASS_ACCESSOR(Class, NodeMemberName, \
|
||||
GetInstanceFromListNode)
|
||||
|
||||
/// b2TypedIntrusiveListNode which supports inserting an object into a single
|
||||
/// doubly linked list. For objects that need to be inserted in multiple
|
||||
/// doubly linked lists, use b2IntrusiveListNode.
|
||||
///
|
||||
/// For example:
|
||||
///
|
||||
/// class IntegerItem : public b2TypedIntrusiveListNode<IntegerItem>
|
||||
/// {
|
||||
/// public:
|
||||
/// IntegerItem(int32 value) : m_value(value) { }
|
||||
/// ~IntegerItem() { }
|
||||
/// int32 GetValue() const { return m_value; }
|
||||
/// private:
|
||||
/// int32 m_value;
|
||||
/// };
|
||||
///
|
||||
/// int main(int argc, const char *arvg[]) {
|
||||
/// b2TypedIntrusiveListNode<IntegerItem> list;
|
||||
/// IntegerItem a(1);
|
||||
/// IntegerItem b(2);
|
||||
/// IntegerItem c(3);
|
||||
/// list.InsertBefore(&a);
|
||||
/// list.InsertBefore(&b);
|
||||
/// list.InsertBefore(&c);
|
||||
/// for (IntegerItem* item = list.GetNext();
|
||||
/// item != list.GetTerminator(); item = item->GetNext())
|
||||
/// {
|
||||
/// printf("%d\n", item->GetValue());
|
||||
/// }
|
||||
/// }
|
||||
template<typename T>
|
||||
class b2TypedIntrusiveListNode
|
||||
{
|
||||
public:
|
||||
b2TypedIntrusiveListNode() { }
|
||||
~b2TypedIntrusiveListNode() { }
|
||||
|
||||
/// Insert this object after the specified object.
|
||||
void InsertAfter(T* const obj)
|
||||
{
|
||||
b2Assert(obj);
|
||||
GetListNode()->InsertAfter(obj->GetListNode());
|
||||
}
|
||||
|
||||
/// Insert this object before the specified object.
|
||||
void InsertBefore(T* const obj)
|
||||
{
|
||||
b2Assert(obj);
|
||||
GetListNode()->InsertBefore(obj->GetListNode());
|
||||
}
|
||||
|
||||
/// Get the next object in the list.
|
||||
/// Check against GetTerminator() before deferencing the object.
|
||||
T* GetNext() const
|
||||
{
|
||||
return GetInstanceFromListNode(GetListNode()->GetNext());
|
||||
}
|
||||
|
||||
/// Get the previous object in the list.
|
||||
/// Check against GetTerminator() before deferencing the object.
|
||||
T* GetPrevious() const
|
||||
{
|
||||
return GetInstanceFromListNode(GetListNode()->GetPrevious());
|
||||
}
|
||||
|
||||
/// Get the terminator of the list.
|
||||
/// This should not be dereferenced as it is a pointer to
|
||||
/// b2TypedIntrusiveListNode<T> *not* T.
|
||||
T* GetTerminator() const
|
||||
{
|
||||
return (T*)GetListNode();
|
||||
}
|
||||
|
||||
/// Remove this object from the list it's currently in.
|
||||
T* Remove()
|
||||
{
|
||||
GetListNode()->Remove();
|
||||
return GetInstanceFromListNode(GetListNode());
|
||||
}
|
||||
|
||||
/// Determine whether this object is in a list.
|
||||
bool InList() const
|
||||
{
|
||||
return GetListNode()->InList();
|
||||
}
|
||||
|
||||
// Determine whether this list is empty.
|
||||
bool IsEmpty() const
|
||||
{
|
||||
return GetListNode()->IsEmpty();
|
||||
}
|
||||
|
||||
/// Calculate the length of the list.
|
||||
uint32 GetLength() const
|
||||
{
|
||||
return GetListNode()->GetLength();
|
||||
}
|
||||
|
||||
B2_INTRUSIVE_LIST_GET_NODE(m_node);
|
||||
|
||||
private:
|
||||
// Node within an intrusive list.
|
||||
b2IntrusiveListNode m_node;
|
||||
|
||||
public:
|
||||
/// Get a pointer to the instance of T that contains "node".
|
||||
static T* GetInstanceFromListNode(b2IntrusiveListNode* const node)
|
||||
{
|
||||
b2Assert(node);
|
||||
// Calculate the pointer to T from the offset.
|
||||
return (T*)((uint8*)node - GetNodeOffset(node));
|
||||
}
|
||||
|
||||
private:
|
||||
// Get the offset of m_node within this class.
|
||||
static int32 GetNodeOffset(b2IntrusiveListNode* const node)
|
||||
{
|
||||
b2Assert(node);
|
||||
// Perform some type punning to calculate the offset of m_node in T.
|
||||
// WARNING: This could result in undefined behavior with some C++
|
||||
// compilers.
|
||||
T* obj = (T*)node;
|
||||
int32 nodeOffset = (int32)((uint8*)&obj->m_node - (uint8*)obj);
|
||||
return nodeOffset;
|
||||
}
|
||||
};
|
||||
|
||||
#endif // B2_INTRUSIVE_LIST
|
||||
|
||||
@@ -0,0 +1,94 @@
|
||||
/*
|
||||
* 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
|
||||
* 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>
|
||||
|
||||
const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
|
||||
|
||||
/// 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(ex, b2Cross(ey, ez));
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
b2Vec3 x;
|
||||
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;
|
||||
}
|
||||
|
||||
/// Solve A * x = b, where b is a column vector. This is more efficient
|
||||
/// than computing the inverse in one-shot cases.
|
||||
b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
|
||||
{
|
||||
float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
|
||||
float32 det = a11 * a22 - a12 * a21;
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
b2Vec2 x;
|
||||
x.x = det * (a22 * b.x - a12 * b.y);
|
||||
x.y = det * (a11 * b.y - a21 * b.x);
|
||||
return x;
|
||||
}
|
||||
|
||||
///
|
||||
void b2Mat33::GetInverse22(b2Mat33* M) const
|
||||
{
|
||||
float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
|
||||
float32 det = a * d - b * c;
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
|
||||
M->ex.x = det * d; M->ey.x = -det * b; M->ex.z = 0.0f;
|
||||
M->ex.y = -det * c; M->ey.y = det * a; M->ey.z = 0.0f;
|
||||
M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f;
|
||||
}
|
||||
|
||||
/// Returns the zero matrix if singular.
|
||||
void b2Mat33::GetSymInverse33(b2Mat33* M) const
|
||||
{
|
||||
float32 det = b2Dot(ex, b2Cross(ey, ez));
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
|
||||
float32 a11 = ex.x, a12 = ey.x, a13 = ez.x;
|
||||
float32 a22 = ey.y, a23 = ez.y;
|
||||
float32 a33 = ez.z;
|
||||
|
||||
M->ex.x = det * (a22 * a33 - a23 * a23);
|
||||
M->ex.y = det * (a13 * a23 - a12 * a33);
|
||||
M->ex.z = det * (a12 * a23 - a13 * a22);
|
||||
|
||||
M->ey.x = M->ex.y;
|
||||
M->ey.y = det * (a11 * a33 - a13 * a13);
|
||||
M->ey.z = det * (a13 * a12 - a11 * a23);
|
||||
|
||||
M->ez.x = M->ex.z;
|
||||
M->ez.y = M->ey.z;
|
||||
M->ez.z = det * (a11 * a22 - a12 * a12);
|
||||
}
|
||||
@@ -0,0 +1,800 @@
|
||||
/*
|
||||
* 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
|
||||
* 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_MATH_H
|
||||
#define B2_MATH_H
|
||||
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
#include <math.h>
|
||||
|
||||
/// This function is used to ensure that a floating point number is not a NaN or infinity.
|
||||
inline bool b2IsValid(float32 x)
|
||||
{
|
||||
union {
|
||||
float32 f;
|
||||
int32 i;
|
||||
} v = { x };
|
||||
return (v.i & 0x7f800000) != 0x7f800000;
|
||||
}
|
||||
|
||||
/// This is a approximate yet fast inverse square-root.
|
||||
inline float32 b2InvSqrt(float32 x)
|
||||
{
|
||||
union
|
||||
{
|
||||
float32 x;
|
||||
int32 i;
|
||||
} convert;
|
||||
|
||||
convert.x = x;
|
||||
float32 xhalf = 0.5f * x;
|
||||
convert.i = 0x5f3759df - (convert.i >> 1);
|
||||
x = convert.x;
|
||||
x = x * (1.5f - xhalf * x * x);
|
||||
return x;
|
||||
}
|
||||
|
||||
#define b2Sqrt(x) sqrtf(x)
|
||||
#define b2Atan2(y, x) atan2f(y, x)
|
||||
|
||||
/// A 2D column vector.
|
||||
struct b2Vec2
|
||||
{
|
||||
/// Default constructor does nothing (for performance).
|
||||
b2Vec2() {}
|
||||
|
||||
/// Construct using coordinates.
|
||||
b2Vec2(float32 x, float32 y) : x(x), y(y) {}
|
||||
|
||||
/// Set this vector to all zeros.
|
||||
void SetZero() { x = 0.0f; y = 0.0f; }
|
||||
|
||||
/// Set this vector to some specified coordinates.
|
||||
void Set(float32 x_, float32 y_) { x = x_; y = y_; }
|
||||
|
||||
/// Negate this vector.
|
||||
b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; }
|
||||
|
||||
/// Read from and indexed element.
|
||||
float32 operator () (int32 i) const
|
||||
{
|
||||
return (&x)[i];
|
||||
}
|
||||
|
||||
/// Write to an indexed element.
|
||||
float32& operator () (int32 i)
|
||||
{
|
||||
return (&x)[i];
|
||||
}
|
||||
|
||||
/// Add a vector to this vector.
|
||||
void operator += (const b2Vec2& v)
|
||||
{
|
||||
x += v.x; y += v.y;
|
||||
}
|
||||
|
||||
/// Subtract a vector from this vector.
|
||||
void operator -= (const b2Vec2& v)
|
||||
{
|
||||
x -= v.x; y -= v.y;
|
||||
}
|
||||
|
||||
/// Multiply this vector by a scalar.
|
||||
void operator *= (float32 a)
|
||||
{
|
||||
x *= a; y *= a;
|
||||
}
|
||||
|
||||
/// Get the length of this vector (the norm).
|
||||
float32 Length() const
|
||||
{
|
||||
return b2Sqrt(x * x + y * y);
|
||||
}
|
||||
|
||||
/// Get the length squared. For performance, use this instead of
|
||||
/// b2Vec2::Length (if possible).
|
||||
float32 LengthSquared() const
|
||||
{
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
/// Convert this vector into a unit vector. Returns the length.
|
||||
float32 Normalize()
|
||||
{
|
||||
float32 length = Length();
|
||||
if (length < b2_epsilon)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
float32 invLength = 1.0f / length;
|
||||
x *= invLength;
|
||||
y *= invLength;
|
||||
|
||||
return length;
|
||||
}
|
||||
|
||||
/// Does this vector contain finite coordinates?
|
||||
bool IsValid() const
|
||||
{
|
||||
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;
|
||||
};
|
||||
|
||||
/// Add a float to a vector.
|
||||
inline b2Vec2 operator + (const b2Vec2& v, float f)
|
||||
{
|
||||
return b2Vec2(v.x + f, v.y + f);
|
||||
}
|
||||
|
||||
/// Substract a float from a vector.
|
||||
inline b2Vec2 operator - (const b2Vec2& v, float f)
|
||||
{
|
||||
return b2Vec2(v.x - f, v.y - f);
|
||||
}
|
||||
|
||||
/// Multiply a float with a vector.
|
||||
inline b2Vec2 operator * (const b2Vec2& v, float f)
|
||||
{
|
||||
return b2Vec2(v.x * f, v.y * f);
|
||||
}
|
||||
|
||||
/// Divide a vector by a float.
|
||||
inline b2Vec2 operator / (const b2Vec2& v, float f)
|
||||
{
|
||||
return b2Vec2(v.x / f, v.y / f);
|
||||
}
|
||||
|
||||
/// A 3D column vector with 3 elements.
|
||||
struct b2Vec3
|
||||
{
|
||||
/// Default constructor does nothing (for performance).
|
||||
b2Vec3() {}
|
||||
|
||||
/// Construct using coordinates.
|
||||
b2Vec3(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {}
|
||||
|
||||
/// Set this vector to all zeros.
|
||||
void SetZero() { x = 0.0f; y = 0.0f; z = 0.0f; }
|
||||
|
||||
/// Set this vector to some specified coordinates.
|
||||
void Set(float32 x_, float32 y_, float32 z_) { x = x_; y = y_; z = z_; }
|
||||
|
||||
/// Negate this vector.
|
||||
b2Vec3 operator -() const { b2Vec3 v; v.Set(-x, -y, -z); return v; }
|
||||
|
||||
/// Add a vector to this vector.
|
||||
void operator += (const b2Vec3& v)
|
||||
{
|
||||
x += v.x; y += v.y; z += v.z;
|
||||
}
|
||||
|
||||
/// Subtract a vector from this vector.
|
||||
void operator -= (const b2Vec3& v)
|
||||
{
|
||||
x -= v.x; y -= v.y; z -= v.z;
|
||||
}
|
||||
|
||||
/// Multiply this vector by a scalar.
|
||||
void operator *= (float32 s)
|
||||
{
|
||||
x *= s; y *= s; z *= s;
|
||||
}
|
||||
|
||||
/// Get the length of this vector (the norm).
|
||||
float32 Length() const
|
||||
{
|
||||
return b2Sqrt(x * x + y * y + z * z);
|
||||
}
|
||||
|
||||
/// Convert this vector into a unit vector. Returns the length.
|
||||
float32 Normalize()
|
||||
{
|
||||
float32 length = Length();
|
||||
if (length < b2_epsilon)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
float32 invLength = 1.0f / length;
|
||||
x *= invLength;
|
||||
y *= invLength;
|
||||
z *= invLength;
|
||||
|
||||
return length;
|
||||
}
|
||||
|
||||
float32 x, y, z;
|
||||
};
|
||||
|
||||
/// A 4D column vector with 4 elements.
|
||||
struct b2Vec4
|
||||
{
|
||||
/// Default constructor does nothing (for performance).
|
||||
b2Vec4() {}
|
||||
|
||||
/// Construct using coordinates.
|
||||
b2Vec4(float32 x, float32 y, float32 z, float32 w) : x(x), y(y), z(z), w(w) {}
|
||||
|
||||
float32 x, y, z, w;
|
||||
};
|
||||
|
||||
/// A 2-by-2 matrix. Stored in column-major order.
|
||||
struct b2Mat22
|
||||
{
|
||||
/// The default constructor does nothing (for performance).
|
||||
b2Mat22() {}
|
||||
|
||||
/// Construct this matrix using columns.
|
||||
b2Mat22(const b2Vec2& c1, const b2Vec2& c2)
|
||||
{
|
||||
ex = c1;
|
||||
ey = c2;
|
||||
}
|
||||
|
||||
/// Construct this matrix using scalars.
|
||||
b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22)
|
||||
{
|
||||
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)
|
||||
{
|
||||
ex = c1;
|
||||
ey = c2;
|
||||
}
|
||||
|
||||
/// Set this to the identity matrix.
|
||||
void SetIdentity()
|
||||
{
|
||||
ex.x = 1.0f; ey.x = 0.0f;
|
||||
ex.y = 0.0f; ey.y = 1.0f;
|
||||
}
|
||||
|
||||
/// Set this matrix to all zeros.
|
||||
void SetZero()
|
||||
{
|
||||
ex.x = 0.0f; ey.x = 0.0f;
|
||||
ex.y = 0.0f; ey.y = 0.0f;
|
||||
}
|
||||
|
||||
b2Mat22 GetInverse() const
|
||||
{
|
||||
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.ex.x = det * d; B.ey.x = -det * b;
|
||||
B.ex.y = -det * c; B.ey.y = det * a;
|
||||
return B;
|
||||
}
|
||||
|
||||
/// Solve A * x = b, where b is a column vector. This is more efficient
|
||||
/// than computing the inverse in one-shot cases.
|
||||
b2Vec2 Solve(const b2Vec2& b) const
|
||||
{
|
||||
float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
|
||||
float32 det = a11 * a22 - a12 * a21;
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
b2Vec2 x;
|
||||
x.x = det * (a22 * b.x - a12 * b.y);
|
||||
x.y = det * (a11 * b.y - a21 * b.x);
|
||||
return x;
|
||||
}
|
||||
|
||||
b2Vec2 ex, ey;
|
||||
};
|
||||
|
||||
/// A 3-by-3 matrix. Stored in column-major order.
|
||||
struct b2Mat33
|
||||
{
|
||||
/// The default constructor does nothing (for performance).
|
||||
b2Mat33() {}
|
||||
|
||||
/// Construct this matrix using columns.
|
||||
b2Mat33(const b2Vec3& c1, const b2Vec3& c2, const b2Vec3& c3)
|
||||
{
|
||||
ex = c1;
|
||||
ey = c2;
|
||||
ez = c3;
|
||||
}
|
||||
|
||||
/// Set this matrix to all zeros.
|
||||
void SetZero()
|
||||
{
|
||||
ex.SetZero();
|
||||
ey.SetZero();
|
||||
ez.SetZero();
|
||||
}
|
||||
|
||||
/// Solve A * x = b, where b is a column vector. This is more efficient
|
||||
/// than computing the inverse in one-shot cases.
|
||||
b2Vec3 Solve33(const b2Vec3& b) const;
|
||||
|
||||
/// Solve A * x = b, where b is a column vector. This is more efficient
|
||||
/// than computing the inverse in one-shot cases. Solve only the upper
|
||||
/// 2-by-2 matrix equation.
|
||||
b2Vec2 Solve22(const b2Vec2& b) const;
|
||||
|
||||
/// Get the inverse of this matrix as a 2-by-2.
|
||||
/// Returns the zero matrix if singular.
|
||||
void GetInverse22(b2Mat33* M) const;
|
||||
|
||||
/// Get the symmetric inverse of this matrix as a 3-by-3.
|
||||
/// Returns the zero matrix if singular.
|
||||
void GetSymInverse33(b2Mat33* M) const;
|
||||
|
||||
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.
|
||||
b2Transform() {}
|
||||
|
||||
/// 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()
|
||||
{
|
||||
p.SetZero();
|
||||
q.SetIdentity();
|
||||
}
|
||||
|
||||
/// Set this based on the position and angle.
|
||||
void Set(const b2Vec2& position, float32 angle)
|
||||
{
|
||||
p = position;
|
||||
q.Set(angle);
|
||||
}
|
||||
|
||||
#if LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
/// Get x-coordinate of p.
|
||||
float32 GetPositionX() const { return p.x; }
|
||||
|
||||
/// Get y-coordinate of p.
|
||||
float32 GetPositionY() const { return p.y; }
|
||||
|
||||
/// Get sine-component of q.
|
||||
float32 GetRotationSin() const { return q.s; }
|
||||
|
||||
/// Get cosine-component of q.
|
||||
float32 GetRotationCos() const { return q.c; }
|
||||
#endif // LIQUIDFUN_EXTERNAL_LANGUAGE_API
|
||||
|
||||
b2Vec2 p;
|
||||
b2Rot q;
|
||||
};
|
||||
|
||||
/// This describes the motion of a body/shape for TOI computation.
|
||||
/// 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
|
||||
{
|
||||
/// Get the interpolated transform at a specific time.
|
||||
/// @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 alpha the new initial time.
|
||||
void Advance(float32 alpha);
|
||||
|
||||
/// Normalize the angles.
|
||||
void Normalize();
|
||||
|
||||
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;
|
||||
|
||||
/// Perform the dot product on two vectors.
|
||||
inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
return a.x * b.x + a.y * b.y;
|
||||
}
|
||||
|
||||
/// Perform the cross product on two vectors. In 2D this produces a scalar.
|
||||
inline float32 b2Cross(const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
return a.x * b.y - a.y * b.x;
|
||||
}
|
||||
|
||||
/// Perform the cross product on a vector and a scalar. In 2D this produces
|
||||
/// a vector.
|
||||
inline b2Vec2 b2Cross(const b2Vec2& a, float32 s)
|
||||
{
|
||||
return b2Vec2(s * a.y, -s * a.x);
|
||||
}
|
||||
|
||||
/// Perform the cross product on a scalar and a vector. In 2D this produces
|
||||
/// a vector.
|
||||
inline b2Vec2 b2Cross(float32 s, const b2Vec2& a)
|
||||
{
|
||||
return b2Vec2(-s * a.y, s * a.x);
|
||||
}
|
||||
|
||||
/// Multiply a matrix times a vector. If a rotation matrix is provided,
|
||||
/// then this transforms the vector from one frame to another.
|
||||
inline b2Vec2 b2Mul(const b2Mat22& A, const b2Vec2& v)
|
||||
{
|
||||
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.ex), b2Dot(v, A.ey));
|
||||
}
|
||||
|
||||
/// Add two vectors component-wise.
|
||||
inline b2Vec2 operator + (const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
return b2Vec2(a.x + b.x, a.y + b.y);
|
||||
}
|
||||
|
||||
/// Subtract two vectors component-wise.
|
||||
inline b2Vec2 operator - (const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
return b2Vec2(a.x - b.x, a.y - b.y);
|
||||
}
|
||||
|
||||
inline b2Vec2 operator * (float32 s, const b2Vec2& a)
|
||||
{
|
||||
return b2Vec2(s * a.x, s * a.y);
|
||||
}
|
||||
|
||||
inline bool operator == (const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
return a.x == b.x && a.y == b.y;
|
||||
}
|
||||
|
||||
inline bool operator != (const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
return !operator==(a, b);
|
||||
}
|
||||
|
||||
inline float32 b2Distance(const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
b2Vec2 c = a - b;
|
||||
return c.Length();
|
||||
}
|
||||
|
||||
inline float32 b2DistanceSquared(const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
b2Vec2 c = a - b;
|
||||
return b2Dot(c, c);
|
||||
}
|
||||
|
||||
inline b2Vec3 operator * (float32 s, const b2Vec3& a)
|
||||
{
|
||||
return b2Vec3(s * a.x, s * a.y, s * a.z);
|
||||
}
|
||||
|
||||
/// Add two vectors component-wise.
|
||||
inline b2Vec3 operator + (const b2Vec3& a, const b2Vec3& b)
|
||||
{
|
||||
return b2Vec3(a.x + b.x, a.y + b.y, a.z + b.z);
|
||||
}
|
||||
|
||||
/// Subtract two vectors component-wise.
|
||||
inline b2Vec3 operator - (const b2Vec3& a, const b2Vec3& b)
|
||||
{
|
||||
return b2Vec3(a.x - b.x, a.y - b.y, a.z - b.z);
|
||||
}
|
||||
|
||||
/// Perform the dot product on two vectors.
|
||||
inline float32 b2Dot(const b2Vec3& a, const b2Vec3& b)
|
||||
{
|
||||
return a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
}
|
||||
|
||||
/// Perform the cross product on two vectors.
|
||||
inline b2Vec3 b2Cross(const b2Vec3& a, const b2Vec3& b)
|
||||
{
|
||||
return b2Vec3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
|
||||
}
|
||||
|
||||
inline b2Mat22 operator + (const b2Mat22& A, const b2Mat22& B)
|
||||
{
|
||||
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.ex), b2Mul(A, B.ey));
|
||||
}
|
||||
|
||||
// A^T * B
|
||||
inline b2Mat22 b2MulT(const b2Mat22& A, const b2Mat22& B)
|
||||
{
|
||||
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.ex + v.y * A.ey + v.z * A.ez;
|
||||
}
|
||||
|
||||
/// Multiply a matrix times a vector.
|
||||
inline b2Vec2 b2Mul22(const b2Mat33& A, const b2Vec2& v)
|
||||
{
|
||||
return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
|
||||
}
|
||||
|
||||
/// 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.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)
|
||||
{
|
||||
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)
|
||||
{
|
||||
return b2Vec2(b2Abs(a.x), b2Abs(a.y));
|
||||
}
|
||||
|
||||
inline b2Mat22 b2Abs(const b2Mat22& A)
|
||||
{
|
||||
return b2Mat22(b2Abs(A.ex), b2Abs(A.ey));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline T b2Min(T a, T b)
|
||||
{
|
||||
return a < b ? a : b;
|
||||
}
|
||||
|
||||
inline b2Vec2 b2Min(const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
return b2Vec2(b2Min(a.x, b.x), b2Min(a.y, b.y));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline T b2Max(T a, T b)
|
||||
{
|
||||
return a > b ? a : b;
|
||||
}
|
||||
|
||||
inline b2Vec2 b2Max(const b2Vec2& a, const b2Vec2& b)
|
||||
{
|
||||
return b2Vec2(b2Max(a.x, b.x), b2Max(a.y, b.y));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline T b2Clamp(T a, T low, T high)
|
||||
{
|
||||
return b2Max(low, b2Min(a, high));
|
||||
}
|
||||
|
||||
inline b2Vec2 b2Clamp(const b2Vec2& a, const b2Vec2& low, const b2Vec2& high)
|
||||
{
|
||||
return b2Max(low, b2Min(a, high));
|
||||
}
|
||||
|
||||
template<typename T> inline void b2Swap(T& a, T& b)
|
||||
{
|
||||
T tmp = a;
|
||||
a = b;
|
||||
b = tmp;
|
||||
}
|
||||
|
||||
/// "Next Largest Power of 2
|
||||
/// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
|
||||
/// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
|
||||
/// the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next
|
||||
/// largest power of 2. For a 32-bit value:"
|
||||
inline uint32 b2NextPowerOfTwo(uint32 x)
|
||||
{
|
||||
x |= (x >> 1);
|
||||
x |= (x >> 2);
|
||||
x |= (x >> 4);
|
||||
x |= (x >> 8);
|
||||
x |= (x >> 16);
|
||||
return x + 1;
|
||||
}
|
||||
|
||||
inline bool b2IsPowerOfTwo(uint32 x)
|
||||
{
|
||||
bool result = x > 0 && (x & (x - 1)) == 0;
|
||||
return result;
|
||||
}
|
||||
|
||||
inline void b2Sweep::GetTransform(b2Transform* xf, float32 beta) const
|
||||
{
|
||||
xf->p = (1.0f - beta) * c0 + beta * c;
|
||||
float32 angle = (1.0f - beta) * a0 + beta * a;
|
||||
xf->q.Set(angle);
|
||||
|
||||
// Shift to origin
|
||||
xf->p -= b2Mul(xf->q, localCenter);
|
||||
}
|
||||
|
||||
inline void b2Sweep::Advance(float32 alpha)
|
||||
{
|
||||
b2Assert(alpha0 < 1.0f);
|
||||
float32 beta = (alpha - alpha0) / (1.0f - alpha0);
|
||||
c0 += beta * (c - c0);
|
||||
a0 += beta * (a - a0);
|
||||
alpha0 = alpha;
|
||||
}
|
||||
|
||||
/// Normalize an angle in radians to be between -pi and pi
|
||||
inline void b2Sweep::Normalize()
|
||||
{
|
||||
float32 twoPi = 2.0f * b2_pi;
|
||||
float32 d = twoPi * floorf(a0 / twoPi);
|
||||
a0 -= d;
|
||||
a -= d;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,136 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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>
|
||||
#include <stdio.h>
|
||||
#include <stdarg.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
b2Version b2_version = {2, 3, 0};
|
||||
|
||||
#define LIQUIDFUN_VERSION_MAJOR 1
|
||||
#define LIQUIDFUN_VERSION_MINOR 1
|
||||
#define LIQUIDFUN_VERSION_REVISION 0
|
||||
#define LIQUIDFUN_STRING_EXPAND(X) #X
|
||||
#define LIQUIDFUN_STRING(X) LIQUIDFUN_STRING_EXPAND(X)
|
||||
|
||||
static void* b2AllocDefault(int32 size, void* callbackData);
|
||||
static void b2FreeDefault(void* mem, void* callbackData);
|
||||
|
||||
const b2Version b2_liquidFunVersion = {
|
||||
LIQUIDFUN_VERSION_MAJOR, LIQUIDFUN_VERSION_MINOR,
|
||||
LIQUIDFUN_VERSION_REVISION,
|
||||
};
|
||||
|
||||
const char *b2_liquidFunVersionString =
|
||||
"LiquidFun "
|
||||
LIQUIDFUN_STRING(LIQUIDFUN_VERSION_MAJOR) "."
|
||||
LIQUIDFUN_STRING(LIQUIDFUN_VERSION_MINOR) "."
|
||||
LIQUIDFUN_STRING(LIQUIDFUN_VERSION_REVISION);
|
||||
|
||||
static int32 b2_numAllocs = 0;
|
||||
|
||||
// Initialize default allocator.
|
||||
static b2AllocFunction b2_allocCallback = b2AllocDefault;
|
||||
static b2FreeFunction b2_freeCallback = b2FreeDefault;
|
||||
static void *b2_callbackData = NULL;
|
||||
|
||||
// Default implementation of b2AllocFunction.
|
||||
static void* b2AllocDefault(int32 size, void* callbackData)
|
||||
{
|
||||
B2_NOT_USED(callbackData);
|
||||
return malloc(size);
|
||||
}
|
||||
|
||||
// Default implementation of b2FreeFunction.
|
||||
static void b2FreeDefault(void* mem, void* callbackData)
|
||||
{
|
||||
B2_NOT_USED(callbackData);
|
||||
free(mem);
|
||||
}
|
||||
|
||||
/// Set alloc and free callbacks to override the default behavior of using
|
||||
/// malloc() and free() for dynamic memory allocation.
|
||||
/// Set allocCallback and freeCallback to NULL to restore the default
|
||||
/// allocator (malloc / free).
|
||||
void b2SetAllocFreeCallbacks(b2AllocFunction allocCallback,
|
||||
b2FreeFunction freeCallback, void* callbackData)
|
||||
{
|
||||
b2Assert((allocCallback && freeCallback) ||
|
||||
(!allocCallback && !freeCallback));
|
||||
b2Assert(0 == b2GetNumAllocs());
|
||||
if (allocCallback && freeCallback)
|
||||
{
|
||||
b2_allocCallback = allocCallback;
|
||||
b2_freeCallback = freeCallback;
|
||||
b2_callbackData = callbackData;
|
||||
}
|
||||
else
|
||||
{
|
||||
b2_allocCallback = b2AllocDefault;
|
||||
b2_freeCallback = b2FreeDefault;
|
||||
b2_callbackData = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Memory allocators. Modify these to use your own allocator.
|
||||
void* b2Alloc(int32 size)
|
||||
{
|
||||
b2_numAllocs++;
|
||||
return b2_allocCallback(size, b2_callbackData);
|
||||
}
|
||||
|
||||
void b2Free(void* mem)
|
||||
{
|
||||
b2_numAllocs--;
|
||||
b2_freeCallback(mem, b2_callbackData);
|
||||
}
|
||||
|
||||
void b2SetNumAllocs(const int32 numAllocs)
|
||||
{
|
||||
b2_numAllocs = numAllocs;
|
||||
}
|
||||
|
||||
int32 b2GetNumAllocs()
|
||||
{
|
||||
return b2_numAllocs;
|
||||
}
|
||||
|
||||
// You can modify this to use your logging facility.
|
||||
void b2Log(const char* string, ...)
|
||||
{
|
||||
#if DEBUG
|
||||
va_list args;
|
||||
va_start(args, string);
|
||||
vprintf(string, args);
|
||||
va_end(args);
|
||||
#else
|
||||
B2_NOT_USED(string);
|
||||
#endif
|
||||
}
|
||||
|
||||
class Validator
|
||||
{
|
||||
public:
|
||||
Validator()
|
||||
{
|
||||
b2Assert(sizeof(uint64)==8);
|
||||
b2Assert(sizeof(int64)==8);
|
||||
}
|
||||
} validate;
|
||||
@@ -0,0 +1,267 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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_SETTINGS_H
|
||||
#define B2_SETTINGS_H
|
||||
|
||||
#include <stddef.h>
|
||||
#include <assert.h>
|
||||
#include <float.h>
|
||||
|
||||
#define B2_NOT_USED(x) ((void)(x))
|
||||
#if DEBUG && !defined(NDEBUG)
|
||||
#define b2Assert(A) assert(A)
|
||||
#define B2_ASSERT_ENABLED 1
|
||||
#else
|
||||
#define b2Assert(A)
|
||||
#define B2_ASSERT_ENABLED 0
|
||||
#endif
|
||||
|
||||
// Statement which is compiled out when DEBUG isn't defined.
|
||||
#if DEBUG
|
||||
#define B2_DEBUG_STATEMENT(A) A
|
||||
#else
|
||||
#define B2_DEBUG_STATEMENT(A)
|
||||
#endif // DEBUG
|
||||
|
||||
// Calculate the size of a static array.
|
||||
#define B2_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
|
||||
|
||||
typedef signed char int8;
|
||||
typedef signed short int16;
|
||||
typedef signed int int32;
|
||||
typedef unsigned char uint8;
|
||||
typedef unsigned short uint16;
|
||||
typedef unsigned int uint32;
|
||||
typedef float float32;
|
||||
typedef double float64;
|
||||
|
||||
#ifdef WIN32
|
||||
typedef __int64 int64;
|
||||
typedef unsigned __int64 uint64;
|
||||
#else // !WIN32
|
||||
typedef long long int64;
|
||||
typedef unsigned long long uint64;
|
||||
#endif
|
||||
|
||||
#define b2_maxFloat FLT_MAX
|
||||
#define b2_epsilon FLT_EPSILON
|
||||
#define b2_pi 3.14159265359f
|
||||
|
||||
#if !defined(b2Inline)
|
||||
#if defined(__GNUC__)
|
||||
#define b2Inline __attribute__((always_inline))
|
||||
#else
|
||||
#define b2Inline inline
|
||||
#endif // defined(__GNUC__)
|
||||
#endif // !defined(b2Inline)
|
||||
|
||||
// We expand the API so that other languages (e.g. Java) can call into
|
||||
// our C++ more easily. Only set if when the flag is not externally defined.
|
||||
#if !defined(LIQUIDFUN_EXTERNAL_LANGUAGE_API)
|
||||
#if SWIG || LIQUIDFUN_UNIT_TESTS
|
||||
#define LIQUIDFUN_EXTERNAL_LANGUAGE_API 1
|
||||
#else
|
||||
#define LIQUIDFUN_EXTERNAL_LANGUAGE_API 0
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/// @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
|
||||
|
||||
/// 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
|
||||
|
||||
/// 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 2.0f
|
||||
|
||||
/// 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
|
||||
|
||||
/// 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
|
||||
|
||||
/// 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_toiBaugarte 0.75f
|
||||
|
||||
|
||||
// Particle
|
||||
|
||||
/// NEON SIMD requires 16-bit particle indices
|
||||
#if !defined(B2_USE_16_BIT_PARTICLE_INDICES) && defined(LIQUIDFUN_SIMD_NEON)
|
||||
#define B2_USE_16_BIT_PARTICLE_INDICES
|
||||
#endif
|
||||
|
||||
/// A symbolic constant that stands for particle allocation error.
|
||||
#define b2_invalidParticleIndex (-1)
|
||||
|
||||
#ifdef B2_USE_16_BIT_PARTICLE_INDICES
|
||||
#define b2_maxParticleIndex 0x7FFF
|
||||
#else
|
||||
#define b2_maxParticleIndex 0x7FFFFFFF
|
||||
#endif
|
||||
|
||||
/// The default distance between particles, multiplied by the particle diameter.
|
||||
#define b2_particleStride 0.75f
|
||||
|
||||
/// The minimum particle weight that produces pressure.
|
||||
#define b2_minParticleWeight 1.0f
|
||||
|
||||
/// The upper limit for particle pressure.
|
||||
#define b2_maxParticlePressure 0.25f
|
||||
|
||||
/// The upper limit for force between particles.
|
||||
#define b2_maxParticleForce 0.5f
|
||||
|
||||
/// The maximum distance between particles in a triad, multiplied by the
|
||||
/// particle diameter.
|
||||
#define b2_maxTriadDistance 2
|
||||
#define b2_maxTriadDistanceSquared (b2_maxTriadDistance * b2_maxTriadDistance)
|
||||
|
||||
/// The initial size of particle data buffers.
|
||||
#define b2_minParticleSystemBufferCapacity 256
|
||||
|
||||
/// The time into the future that collisions against barrier particles will be detected.
|
||||
#define b2_barrierCollisionTime 2.5f
|
||||
|
||||
// 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)
|
||||
|
||||
// Memory Allocation
|
||||
|
||||
/// Implement this function to use your own memory allocator.
|
||||
void* b2Alloc(int32 size);
|
||||
|
||||
/// If you implement b2Alloc, you should also implement this function.
|
||||
void b2Free(void* mem);
|
||||
|
||||
/// Use this function to override b2Alloc() without recompiling this library.
|
||||
typedef void* (*b2AllocFunction)(int32 size, void* callbackData);
|
||||
/// Use this function to override b2Free() without recompiling this library.
|
||||
typedef void (*b2FreeFunction)(void* mem, void* callbackData);
|
||||
|
||||
/// Set alloc and free callbacks to override the default behavior of using
|
||||
/// malloc() and free() for dynamic memory allocation.
|
||||
/// Set allocCallback and freeCallback to NULL to restore the default
|
||||
/// allocator (malloc / free).
|
||||
void b2SetAllocFreeCallbacks(b2AllocFunction allocCallback,
|
||||
b2FreeFunction freeCallback,
|
||||
void* callbackData);
|
||||
|
||||
/// Set the number of calls to b2Alloc minus the number of calls to b2Free.
|
||||
/// This can be used to disable the empty heap check in
|
||||
/// b2SetAllocFreeCallbacks() which can be useful for testing.
|
||||
void b2SetNumAllocs(const int32 numAllocs);
|
||||
|
||||
/// Get number of calls to b2Alloc minus number of calls to b2Free.
|
||||
int32 b2GetNumAllocs();
|
||||
|
||||
/// Logging function.
|
||||
void b2Log(const char* string, ...);
|
||||
|
||||
/// 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.
|
||||
/// Version of Box2D, LiquidFun is based upon.
|
||||
extern b2Version b2_version;
|
||||
|
||||
/// Global variable is used to identify the version of LiquidFun.
|
||||
extern const b2Version b2_liquidFunVersion;
|
||||
/// String which identifies the current version of LiquidFun.
|
||||
/// b2_liquidFunVersionString is used by Google developers to identify which
|
||||
/// applications uploaded to Google Play are using this library. This allows
|
||||
/// the development team at Google to determine the popularity of the library.
|
||||
/// How it works: Applications that are uploaded to the Google Play Store are
|
||||
/// scanned for this version string. We track which applications are using it
|
||||
/// to measure popularity. You are free to remove it (of course) but we would
|
||||
/// appreciate if you left it in.
|
||||
extern const char *b2_liquidFunVersionString;
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,244 @@
|
||||
/*
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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_SLAB_ALLOCATOR_H
|
||||
#define B2_SLAB_ALLOCATOR_H
|
||||
|
||||
#include <stddef.h>
|
||||
#include <stdint.h>
|
||||
#include <new>
|
||||
#include <Box2D/Common/b2IntrusiveList.h>
|
||||
#include <Box2D/Common/b2FreeList.h>
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
#include <Box2D/Common/b2TrackedBlock.h>
|
||||
|
||||
/// Freelist based allocator for fixed sized items from slabs (memory
|
||||
/// preallocated from the heap).
|
||||
/// T should be a class which has a default constructor and implements the
|
||||
/// member function "b2IntrusiveList* GetListNode()".
|
||||
/// All objects in a slab are constructed when a slab is created and destructed
|
||||
/// when a slab is freed.
|
||||
template<typename T>
|
||||
class b2SlabAllocator
|
||||
{
|
||||
private:
|
||||
// Information about a slab.
|
||||
class Slab
|
||||
{
|
||||
public:
|
||||
/// Initialize a slab with the number of items it contains.
|
||||
Slab(uint32 numberOfItems) :
|
||||
m_numberOfItems(numberOfItems)
|
||||
{
|
||||
B2_NOT_USED(m_padding);
|
||||
// This assumes that this class is packed on at least a 4-byte
|
||||
// boundary with no padding. Verify the assumption.
|
||||
b2Assert(sizeof(*this) == b2_mallocAlignment);
|
||||
}
|
||||
|
||||
/// Empty destructor.
|
||||
~Slab() { }
|
||||
|
||||
/// Get the number of items in this slab.
|
||||
uint32 GetNumberOfItems() const { return m_numberOfItems; }
|
||||
|
||||
/// Get a pointer to the first item in the slab.
|
||||
T* GetFirstItem() const
|
||||
{
|
||||
return (T*)((uint8*)(this + 1));
|
||||
}
|
||||
|
||||
/// Get a pointer to the end of the slab.
|
||||
/// NOTE: This is a pointer after the last byte of the slab not the
|
||||
/// last item in the slab.
|
||||
T* GetItemEnd() const { return GetFirstItem() + GetNumberOfItems(); }
|
||||
|
||||
private:
|
||||
/// Number of items in the slab.
|
||||
uint32 m_numberOfItems;
|
||||
/// Padding to align the first item in the slab to b2_mallocAlignment.
|
||||
uint8 m_padding[b2_mallocAlignment - sizeof(uint32)];
|
||||
};
|
||||
|
||||
public:
|
||||
/// Initialize the allocator to allocate itemsPerSlab of type T for each
|
||||
/// slab that is allocated.
|
||||
b2SlabAllocator(const uint32 itemsPerSlab) :
|
||||
m_itemsPerSlab(itemsPerSlab)
|
||||
{
|
||||
}
|
||||
|
||||
/// Free all allocated slabs.
|
||||
~b2SlabAllocator()
|
||||
{
|
||||
FreeAllSlabs();
|
||||
}
|
||||
|
||||
/// Set size of the next allocated slab using the number of items per
|
||||
/// slab. Setting this value to zero disables further slab allocation.
|
||||
void SetItemsPerSlab(uint32 itemsPerSlab)
|
||||
{
|
||||
m_itemsPerSlab = itemsPerSlab;
|
||||
}
|
||||
|
||||
// Get the size of the next allocated slab.
|
||||
uint32 GetItemsPerSlab() const
|
||||
{
|
||||
return m_itemsPerSlab;
|
||||
}
|
||||
|
||||
/// Allocate a item from the slab.
|
||||
T* Allocate()
|
||||
{
|
||||
// Allocate a slab if needed here.
|
||||
if (m_freeList.GetFreeList()->GetFreeList().IsEmpty() &&
|
||||
!AllocateSlab())
|
||||
return NULL;
|
||||
return m_freeList.Allocate();
|
||||
}
|
||||
|
||||
/// Free an item from the slab.
|
||||
void Free(T *object)
|
||||
{
|
||||
m_freeList.Free(object);
|
||||
}
|
||||
|
||||
/// Allocate a slab, construct instances of T and add them to the free
|
||||
/// pool.
|
||||
bool AllocateSlab()
|
||||
{
|
||||
if (!m_itemsPerSlab) return false;
|
||||
const uint32 slabSize = sizeof(Slab) + (sizeof(T) * m_itemsPerSlab);
|
||||
void* const memory = m_slabs.Allocate(slabSize);
|
||||
if (!memory) return false;
|
||||
|
||||
Slab* const slab = new (BlockGetSlab(memory)) Slab(m_itemsPerSlab);
|
||||
T* item = slab->GetFirstItem();
|
||||
for (uint32 i = 0; i < m_itemsPerSlab; ++i, ++item)
|
||||
{
|
||||
m_freeList.AddToFreeList(new (item) T);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// Free all slabs.
|
||||
void FreeAllSlabs()
|
||||
{
|
||||
const b2TypedIntrusiveListNode<b2TrackedBlock>& slabList =
|
||||
m_slabs.GetList();
|
||||
while (!slabList.IsEmpty())
|
||||
{
|
||||
FreeSlab(BlockGetSlab(slabList.GetNext()->GetMemory()));
|
||||
}
|
||||
}
|
||||
|
||||
/// Free all empty slabs.
|
||||
/// This method is slow - O(M^N) - since this class doesn't track
|
||||
/// the association between each item and slab.
|
||||
void FreeEmptySlabs()
|
||||
{
|
||||
const b2IntrusiveListNode& freeItemList =
|
||||
m_freeList.GetFreeList()->GetFreeList();
|
||||
const b2IntrusiveListNode* freeItemListTerminator =
|
||||
freeItemList.GetTerminator();
|
||||
const b2TypedIntrusiveListNode<b2TrackedBlock>& slabList =
|
||||
m_slabs.GetList();
|
||||
const b2TypedIntrusiveListNode<b2TrackedBlock>* slabListTerminator =
|
||||
slabList.GetTerminator();
|
||||
b2TrackedBlock* block = slabList.GetNext();
|
||||
while (block != slabListTerminator)
|
||||
{
|
||||
// Get the Slab from the memory associated with the block.
|
||||
Slab* const slab = BlockGetSlab(block->GetMemory());
|
||||
block = block->GetNext();
|
||||
|
||||
// Determine the range of memory the Slab owns.
|
||||
const uint8* const slabItemStart = (uint8*)slab->GetFirstItem();
|
||||
const uint8* const slabItemEnd = (uint8*)slab->GetItemEnd();
|
||||
|
||||
// Count all free items that are owned by the current slab.
|
||||
uint8 freeItems = 0;
|
||||
bool empty = false;
|
||||
for (b2IntrusiveListNode* itemNode = freeItemList.GetNext();
|
||||
itemNode != freeItemListTerminator;
|
||||
itemNode = itemNode->GetNext())
|
||||
{
|
||||
const uint8* itemNodeAddress = (uint8*)itemNode;
|
||||
if (itemNodeAddress >= slabItemStart &&
|
||||
itemNodeAddress <= slabItemEnd)
|
||||
{
|
||||
++freeItems;
|
||||
if (slab->GetNumberOfItems() == freeItems)
|
||||
{
|
||||
empty = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
// If a slab is empty, free it.
|
||||
if (empty)
|
||||
{
|
||||
FreeSlab(slab);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Get the item allocator freelist.
|
||||
const b2TypedFreeList<T>& GetFreeList() const
|
||||
{
|
||||
return m_freeList;
|
||||
}
|
||||
|
||||
private:
|
||||
/// Destroy all objects in a slab and free the slab.
|
||||
void FreeSlab(Slab * const slab)
|
||||
{
|
||||
b2Assert(slab);
|
||||
const uint32 numberOfItems = slab->GetNumberOfItems();
|
||||
T* item = slab->GetFirstItem();
|
||||
for (uint32 i = 0; i < numberOfItems; ++i, ++item)
|
||||
{
|
||||
item->~T();
|
||||
}
|
||||
slab->~Slab();
|
||||
m_slabs.Free(slab);
|
||||
}
|
||||
|
||||
/// Get a pointer to a Slab from a block of memory in m_slabs.
|
||||
Slab* BlockGetSlab(void *memory)
|
||||
{
|
||||
return (Slab*)memory;
|
||||
}
|
||||
|
||||
/// Get a pointer to the first item in the array of items referenced by a
|
||||
/// Slab.
|
||||
T* SlabGetFirstItem(Slab* slab)
|
||||
{
|
||||
return (T*)(slab + 1);
|
||||
}
|
||||
|
||||
private:
|
||||
/// Contains a list of b2TrackedBlock instances where each b2TrackedBlock's
|
||||
/// associated user memory contains a Slab followed by instances of T.
|
||||
b2TrackedBlockAllocator m_slabs;
|
||||
/// Number of items to allocate in the next allocated slab.
|
||||
uint32 m_itemsPerSlab;
|
||||
/// Freelist which contains instances of T.
|
||||
b2TypedFreeList<T> m_freeList;
|
||||
};
|
||||
|
||||
#endif // B2_SLAB_ALLOCATOR_H
|
||||
@@ -0,0 +1,120 @@
|
||||
/*
|
||||
* 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
|
||||
* 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/b2StackAllocator.h>
|
||||
#include <Box2D/Common/b2Math.h>
|
||||
#include <string.h>
|
||||
|
||||
b2StackAllocator::b2StackAllocator()
|
||||
{
|
||||
m_index = 0;
|
||||
m_allocation = 0;
|
||||
m_maxAllocation = 0;
|
||||
m_entryCount = 0;
|
||||
}
|
||||
|
||||
b2StackAllocator::~b2StackAllocator()
|
||||
{
|
||||
b2Assert(m_index == 0);
|
||||
b2Assert(m_entryCount == 0);
|
||||
}
|
||||
|
||||
void* b2StackAllocator::Allocate(int32 size)
|
||||
{
|
||||
b2Assert(m_entryCount < b2_maxStackEntries);
|
||||
const int32 roundedSize = (size + ALIGN_MASK) & ~ALIGN_MASK;
|
||||
b2StackEntry* entry = m_entries + m_entryCount;
|
||||
entry->size = roundedSize;
|
||||
if (m_index + roundedSize > b2_stackSize)
|
||||
{
|
||||
entry->data = (char*)b2Alloc(roundedSize);
|
||||
entry->usedMalloc = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
entry->data = m_data + m_index;
|
||||
entry->usedMalloc = false;
|
||||
m_index += roundedSize;
|
||||
}
|
||||
|
||||
m_allocation += roundedSize;
|
||||
m_maxAllocation = b2Max(m_maxAllocation, m_allocation);
|
||||
++m_entryCount;
|
||||
|
||||
return entry->data;
|
||||
}
|
||||
|
||||
void* b2StackAllocator::Reallocate(void* p, int32 size)
|
||||
{
|
||||
b2Assert(m_entryCount > 0);
|
||||
b2StackEntry* entry = m_entries + m_entryCount - 1;
|
||||
b2Assert(p == entry->data);
|
||||
B2_NOT_USED(p);
|
||||
int32 incrementSize = size - entry->size;
|
||||
if (incrementSize > 0)
|
||||
{
|
||||
if (entry->usedMalloc)
|
||||
{
|
||||
void* data = b2Alloc(size);
|
||||
memcpy(data, entry->data, entry->size);
|
||||
b2Free(entry->data);
|
||||
entry->data = (char*)data;
|
||||
}
|
||||
else if (m_index + incrementSize > b2_stackSize)
|
||||
{
|
||||
void* data = b2Alloc(size);
|
||||
memcpy(data, entry->data, entry->size);
|
||||
m_index -= entry->size;
|
||||
entry->data = (char*)data;
|
||||
entry->usedMalloc = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_index += incrementSize;
|
||||
m_allocation += incrementSize;
|
||||
m_maxAllocation = b2Max(m_maxAllocation, m_allocation);
|
||||
}
|
||||
entry->size = size;
|
||||
}
|
||||
|
||||
return entry->data;
|
||||
}
|
||||
|
||||
void b2StackAllocator::Free(void* p)
|
||||
{
|
||||
b2Assert(m_entryCount > 0);
|
||||
b2StackEntry* entry = m_entries + m_entryCount - 1;
|
||||
b2Assert(p == entry->data);
|
||||
if (entry->usedMalloc)
|
||||
{
|
||||
b2Free(p);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_index -= entry->size;
|
||||
}
|
||||
m_allocation -= entry->size;
|
||||
--m_entryCount;
|
||||
|
||||
p = NULL;
|
||||
}
|
||||
|
||||
int32 b2StackAllocator::GetMaxAllocation() const
|
||||
{
|
||||
return m_maxAllocation;
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
/*
|
||||
* 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
|
||||
* 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_STACK_ALLOCATOR_H
|
||||
#define B2_STACK_ALLOCATOR_H
|
||||
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
|
||||
const int32 b2_stackSize = 100 * 1024; // 100k
|
||||
const int32 b2_maxStackEntries = 32;
|
||||
|
||||
struct b2StackEntry
|
||||
{
|
||||
char* data;
|
||||
int32 size;
|
||||
bool usedMalloc;
|
||||
};
|
||||
|
||||
// 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
|
||||
{
|
||||
public:
|
||||
enum { MIN_ALIGNMENT = sizeof(void*) }; // Must be a power of 2
|
||||
enum { ALIGN_MASK = MIN_ALIGNMENT - 1 };
|
||||
|
||||
b2StackAllocator();
|
||||
~b2StackAllocator();
|
||||
|
||||
void* Allocate(int32 size);
|
||||
void* Reallocate(void* p, int32 size);
|
||||
void Free(void* p);
|
||||
|
||||
int32 GetMaxAllocation() const;
|
||||
|
||||
private:
|
||||
|
||||
char m_data[b2_stackSize];
|
||||
int32 m_index;
|
||||
|
||||
int32 m_allocation;
|
||||
int32 m_maxAllocation;
|
||||
|
||||
b2StackEntry m_entries[b2_maxStackEntries];
|
||||
int32 m_entryCount;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,67 @@
|
||||
/*
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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 "b2Stat.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cfloat>
|
||||
|
||||
b2Stat::b2Stat()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
void b2Stat::Record( float32 t )
|
||||
{
|
||||
m_total += t;
|
||||
m_min = std::min(m_min,t);
|
||||
m_max = std::max(m_max,t);
|
||||
m_count++;
|
||||
}
|
||||
|
||||
int b2Stat::GetCount() const
|
||||
{
|
||||
return m_count;
|
||||
}
|
||||
|
||||
float32 b2Stat::GetMean() const
|
||||
{
|
||||
if (m_count == 0)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
return (float32)(m_total / m_count);
|
||||
}
|
||||
|
||||
float32 b2Stat::GetMin() const
|
||||
{
|
||||
return m_min;
|
||||
}
|
||||
|
||||
float32 b2Stat::GetMax() const
|
||||
{
|
||||
return m_max;
|
||||
}
|
||||
|
||||
void b2Stat::Clear()
|
||||
{
|
||||
m_count = 0;
|
||||
m_total = 0;
|
||||
m_min = FLT_MAX;
|
||||
m_max = -FLT_MAX;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,57 @@
|
||||
/*
|
||||
* Copyright (c) 2013 Google, Inc.
|
||||
*
|
||||
* 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_STAT
|
||||
#define B2_STAT
|
||||
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
|
||||
/// Calculates min/max/mean of a set of samples
|
||||
class b2Stat
|
||||
{
|
||||
public:
|
||||
b2Stat();
|
||||
|
||||
/// Record a sample
|
||||
void Record( float32 t );
|
||||
|
||||
/// Returns the number of recorded samples
|
||||
int GetCount() const;
|
||||
|
||||
/// Returns the mean of all recorded samples,
|
||||
/// Returns 0 if there are no recorded samples
|
||||
float32 GetMean() const;
|
||||
|
||||
/// Returns the min of all recorded samples,
|
||||
/// FLT_MAX if there are no recorded samples
|
||||
float32 GetMin() const;
|
||||
|
||||
/// Returns the max of all recorded samples,
|
||||
/// -FLT_MAX if there are no recorded samples
|
||||
float32 GetMax() const;
|
||||
|
||||
/// Erase all recorded samples
|
||||
void Clear();
|
||||
private:
|
||||
|
||||
int m_count;
|
||||
float64 m_total;
|
||||
float32 m_min;
|
||||
float32 m_max;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,134 @@
|
||||
/*
|
||||
* Copyright (c) 2011 Erin Catto http://box2d.org
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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;
|
||||
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <windows.h>
|
||||
|
||||
typedef BOOL (WINAPI *SystemGetTimeFunc)(_Out_ LARGE_INTEGER *lpFrequency);
|
||||
SystemGetTimeFunc systemGetTimeFunc = ::QueryPerformanceCounter;
|
||||
SystemGetTimeFunc systemGetFreqFunc = ::QueryPerformanceFrequency;
|
||||
|
||||
int64 b2Timer::GetTicks()
|
||||
{
|
||||
LARGE_INTEGER largeInteger;
|
||||
systemGetTimeFunc(&largeInteger);
|
||||
return largeInteger.QuadPart;
|
||||
}
|
||||
|
||||
b2Timer::b2Timer()
|
||||
{
|
||||
LARGE_INTEGER largeInteger;
|
||||
|
||||
if (s_invFrequency == 0.0f)
|
||||
{
|
||||
systemGetFreqFunc(&largeInteger);
|
||||
s_invFrequency = float64(largeInteger.QuadPart);
|
||||
if (s_invFrequency > 0.0f)
|
||||
{
|
||||
s_invFrequency = 1000.0f / s_invFrequency;
|
||||
}
|
||||
}
|
||||
|
||||
m_start = GetTicks();
|
||||
}
|
||||
|
||||
void b2Timer::Reset()
|
||||
{
|
||||
m_start = GetTicks();
|
||||
}
|
||||
|
||||
float32 b2Timer::GetMilliseconds() const
|
||||
{
|
||||
int64 elapsed = GetTicks() - m_start;
|
||||
return (float32)(s_invFrequency * elapsed);
|
||||
}
|
||||
|
||||
#elif defined(__linux__) || defined (__APPLE__)
|
||||
|
||||
#include <sys/time.h>
|
||||
#include <time.h>
|
||||
|
||||
// systemGetTimeFunc is defined with external linkage to allow unit
|
||||
// test to mock out the system time function
|
||||
|
||||
#if defined(__linux__)
|
||||
|
||||
typedef int (*SystemGetTimeFunc)(clockid_t clk_id, struct timespec *tp);
|
||||
SystemGetTimeFunc systemGetTimeFunc = ::clock_gettime;
|
||||
|
||||
#elif defined(__APPLE__)
|
||||
|
||||
typedef int (*SystemGetTimeFunc)(struct timeval * tp, void * tzp);
|
||||
SystemGetTimeFunc systemGetTimeFunc = ::gettimeofday;
|
||||
|
||||
#endif
|
||||
|
||||
int64 b2Timer::GetTicks()
|
||||
{
|
||||
static const int NSEC_PER_SEC = 1000000000;
|
||||
|
||||
#ifdef __linux__
|
||||
timespec ts;
|
||||
systemGetTimeFunc(CLOCK_MONOTONIC,&ts);
|
||||
return ((int64)ts.tv_sec) * NSEC_PER_SEC + ts.tv_nsec;
|
||||
#else
|
||||
timeval t;
|
||||
systemGetTimeFunc(&t, 0);
|
||||
return ((int64)t.tv_sec) * NSEC_PER_SEC + t.tv_usec * 1000;
|
||||
#endif
|
||||
}
|
||||
|
||||
b2Timer::b2Timer()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
void b2Timer::Reset()
|
||||
{
|
||||
m_start = GetTicks();
|
||||
}
|
||||
|
||||
float32 b2Timer::GetMilliseconds() const
|
||||
{
|
||||
static const float32 kTicksToMs = 0.000001f;
|
||||
return kTicksToMs * (float32)(GetTicks() - m_start);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
b2Timer::b2Timer()
|
||||
{
|
||||
}
|
||||
|
||||
void b2Timer::Reset()
|
||||
{
|
||||
}
|
||||
|
||||
float32 b2Timer::GetMilliseconds() const
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,50 @@
|
||||
/*
|
||||
* Copyright (c) 2011 Erin Catto http://box2d.org
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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_TIMER_H
|
||||
#define B2_TIMER_H
|
||||
|
||||
#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:
|
||||
/// Get platform specific tick count
|
||||
static int64 GetTicks();
|
||||
|
||||
#if defined(_WIN32)
|
||||
static float64 s_invFrequency;
|
||||
#endif
|
||||
int64 m_start;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,111 @@
|
||||
/*
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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/b2TrackedBlock.h>
|
||||
#include <stddef.h>
|
||||
#include <stdint.h>
|
||||
#include <new>
|
||||
|
||||
// Initialize this block with a reference to "this".
|
||||
b2TrackedBlock::b2TrackedBlock()
|
||||
{
|
||||
b2TrackedBlock** pointerToThis =
|
||||
(b2TrackedBlock**)((uint8*)GetMemory() - sizeof(b2TrackedBlock**));
|
||||
*pointerToThis = this;
|
||||
}
|
||||
|
||||
/// Get the allocated memory associated with this block.
|
||||
void* b2TrackedBlock::GetMemory() const
|
||||
{
|
||||
// The size of data in this without padding.
|
||||
static const uint32 kSizeOfThisWithNoPadding =
|
||||
sizeof(*this) - sizeof(m_padding) + sizeof(b2TrackedBlock**);
|
||||
|
||||
// Make sure b2_mallocAlignment is base2.
|
||||
b2Assert(((b2_mallocAlignment - 1) & b2_mallocAlignment) == 0);
|
||||
|
||||
// Round the pointer following data in this to b2_mallocAlignment.
|
||||
uint8* const aligned = (uint8*)(
|
||||
((uintptr_t)this + kSizeOfThisWithNoPadding + b2_mallocAlignment - 1) &
|
||||
~((uintptr_t)b2_mallocAlignment - 1));
|
||||
// Verify offset doesn't overlap data in this.
|
||||
b2Assert((uintptr_t)aligned - (uintptr_t)this >= kSizeOfThisWithNoPadding);
|
||||
return aligned;
|
||||
}
|
||||
|
||||
/// Allocate a b2TrackedBlock returning a pointer to memory of size
|
||||
/// bytes that can be used by the caller.
|
||||
void* b2TrackedBlock::Allocate(uint32 size)
|
||||
{
|
||||
void* memory = (b2TrackedBlock*)b2Alloc(sizeof(b2TrackedBlock) +
|
||||
size);
|
||||
if (!memory)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
return (new(memory) b2TrackedBlock)->GetMemory();
|
||||
}
|
||||
|
||||
/// Get a b2TrackedBlock from a pointer to memory returned by
|
||||
/// b2TrackedBlock::Allocate().
|
||||
b2TrackedBlock* b2TrackedBlock::GetFromMemory(void *memory)
|
||||
{
|
||||
uint8* const aligned = (uint8*)memory;
|
||||
b2Assert(memory);
|
||||
b2TrackedBlock **blockPtr = (b2TrackedBlock**)(aligned -
|
||||
sizeof(b2TrackedBlock**));
|
||||
b2Assert(*blockPtr);
|
||||
return *blockPtr;
|
||||
}
|
||||
|
||||
/// Free a block of memory returned by b2TrackedBlock::Allocate()
|
||||
void b2TrackedBlock::Free(void *memory)
|
||||
{
|
||||
Free(GetFromMemory(memory));
|
||||
}
|
||||
|
||||
/// Free a b2TrackedBlock.
|
||||
void b2TrackedBlock::Free(b2TrackedBlock *block)
|
||||
{
|
||||
b2Assert(block);
|
||||
block->~b2TrackedBlock();
|
||||
b2Free(block);
|
||||
}
|
||||
|
||||
/// Allocate a block of size bytes using b2TrackedBlock::Allocate().
|
||||
void* b2TrackedBlockAllocator::Allocate(uint32 size)
|
||||
{
|
||||
void *memory = b2TrackedBlock::Allocate(size);
|
||||
m_blocks.InsertBefore(b2TrackedBlock::GetFromMemory(memory));
|
||||
return memory;
|
||||
}
|
||||
|
||||
/// Free a block returned by Allocate().
|
||||
void b2TrackedBlockAllocator::Free(void *memory)
|
||||
{
|
||||
b2TrackedBlock::Free(memory);
|
||||
}
|
||||
|
||||
/// Free all allocated blocks.
|
||||
void b2TrackedBlockAllocator::FreeAll()
|
||||
{
|
||||
while (!m_blocks.IsEmpty())
|
||||
{
|
||||
b2TrackedBlock::Free(m_blocks.GetNext());
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,92 @@
|
||||
/*
|
||||
* Copyright (c) 2014 Google, Inc.
|
||||
*
|
||||
* 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_TRACKED_BLOCK_H
|
||||
#define B2_TRACKED_BLOCK_H
|
||||
|
||||
#include <Box2D/Common/b2IntrusiveList.h>
|
||||
#include <Box2D/Common/b2Settings.h>
|
||||
|
||||
/// Alignment (in bytes) of user memory associated with b2TrackedBlock.
|
||||
const int32 b2_mallocAlignment = 32;
|
||||
|
||||
/// Allocated block of memory that can be tracked in a b2IntrusiveList.
|
||||
class b2TrackedBlock : public b2TypedIntrusiveListNode<b2TrackedBlock>
|
||||
{
|
||||
private:
|
||||
// Initialize this block with a reference to "this".
|
||||
b2TrackedBlock();
|
||||
// Remove the block from the list.
|
||||
~b2TrackedBlock() { }
|
||||
|
||||
public:
|
||||
/// Get the allocated memory associated with this block.
|
||||
void* GetMemory() const;
|
||||
|
||||
private:
|
||||
// Padding required to align the pointer to user memory in the block
|
||||
// to b2_mallocAlignment.
|
||||
uint8 m_padding[b2_mallocAlignment + sizeof(b2TrackedBlock**)];
|
||||
|
||||
public:
|
||||
/// Allocate a b2TrackedBlock returning a pointer to memory of size
|
||||
/// bytes that can be used by the caller.
|
||||
static void* Allocate(uint32 size);
|
||||
|
||||
/// Get a b2TrackedBlock from a pointer to memory returned by
|
||||
/// b2TrackedBlock::Allocate().
|
||||
static b2TrackedBlock* GetFromMemory(void *memory);
|
||||
|
||||
/// Free a block of memory returned by b2TrackedBlock::Allocate()
|
||||
static void Free(void *memory);
|
||||
|
||||
/// Free a b2TrackedBlock.
|
||||
static void Free(b2TrackedBlock *block);
|
||||
};
|
||||
|
||||
/// Allocator of blocks which are tracked in a list.
|
||||
class b2TrackedBlockAllocator
|
||||
{
|
||||
public:
|
||||
/// Initialize.
|
||||
b2TrackedBlockAllocator() {}
|
||||
/// Free all allocated blocks.
|
||||
~b2TrackedBlockAllocator()
|
||||
{
|
||||
FreeAll();
|
||||
}
|
||||
|
||||
/// Allocate a block of size bytes using b2TrackedBlock::Allocate().
|
||||
void* Allocate(uint32 size);
|
||||
|
||||
/// Free a block returned by Allocate().
|
||||
void Free(void *memory);
|
||||
|
||||
/// Free all allocated blocks.
|
||||
void FreeAll();
|
||||
|
||||
// Get the list of allocated blocks.
|
||||
const b2TypedIntrusiveListNode<b2TrackedBlock>& GetList() const
|
||||
{
|
||||
return m_blocks;
|
||||
}
|
||||
|
||||
private:
|
||||
b2TypedIntrusiveListNode<b2TrackedBlock> m_blocks;
|
||||
};
|
||||
|
||||
#endif // B2_TRACKED_BLOCK_H
|
||||
@@ -0,0 +1,19 @@
|
||||
Building LiquidFun and Running Examples {#mainpage}
|
||||
=======================================
|
||||
|
||||
LiquidFun is an extension of [Box2D](http://box2d.org), a 2D physics engine
|
||||
for games.
|
||||
|
||||
API documentation is located in the Documentation/ folder and referenced
|
||||
by our [landing page](../../index.html).
|
||||
|
||||
If your project already uses Box2D, please see these instructions for
|
||||
[Porting from Box2D](md__porting_from_box2_d.html).
|
||||
|
||||
Instructions on how to build for:
|
||||
- [Android](md__building_android.html)
|
||||
- [iOS](md__buildingi_o_s.html)
|
||||
- [Linux](md__building_linux.html)
|
||||
- [Windows](md__building_windows.html)
|
||||
- [OS X](md__building_o_s_x.html)
|
||||
- [JavaScript version](md__building_java_script.html)
|
||||
@@ -0,0 +1,117 @@
|
||||
# Building for Android
|
||||
|
||||
### Version Requirements
|
||||
|
||||
Following are the minimum required versions for the tools and libraries you
|
||||
need for building LiquidFun for Android:
|
||||
|
||||
- Android SDK: Android 2.3.3 (API Level 10)
|
||||
- ADT: 20130917
|
||||
- NDK: android-ndk-r9
|
||||
- NDK plugn for Eclipse: bundled with ADT
|
||||
- cmake (when building from source): 2.8.12.1
|
||||
|
||||
### Before Building
|
||||
|
||||
- Install the [Android SDK].
|
||||
- Install the [Android NDK].
|
||||
|
||||
### Building
|
||||
|
||||
Each LiquidFun project for Android has an associated `AndroidManifest.xml`
|
||||
file and `jni` subdirectory. For samples, `AndroidManifest.xml` contains
|
||||
details about how to build an Android package (apk). For libraries, such as
|
||||
LiquidFun and freeglut, the `AndroidManifest.xml` file informs the `ndk-build`
|
||||
tool that the directory contains NDK makefiles under the `jni` subdirectory.
|
||||
|
||||
The following [Android NDK][] projects live in the liquidfun directory tree.
|
||||
|
||||
- `liquidfun/Box2D` - liquidfun dynamic and static libraries.
|
||||
- `liquidfun/Box2D/HelloWorld` - Non-interactive Hello World sample
|
||||
application.
|
||||
- `liquidfun/Box2D/Testbed` - Interactive Testbed sample application.
|
||||
|
||||
To build an [Android NDK][] project:
|
||||
|
||||
- Open a command line window.
|
||||
- Go to the working directory containing the project to build.
|
||||
- Execute ndk-build.
|
||||
|
||||
For example, to build the LiquidFun dynamic and static libraries:
|
||||
|
||||
cd liquidfun/Box2D
|
||||
ndk-build
|
||||
|
||||
### Executing a Sample
|
||||
|
||||
Running a sample requires the Android Development Tools ([ADT][]) plugin and
|
||||
the [NDK Eclipse plugin][].
|
||||
|
||||
#### Running an application using Eclipse:
|
||||
|
||||
- Build a project using `ndk-build` (see above).
|
||||
- Open [ADT][] Eclipse.
|
||||
- Select "File->Import..." from the menu.
|
||||
- Select "Android > Existing Android Code Into Workspace", and click "Next".
|
||||
- Click the "Browse..." button next to `Root Directory:` and select the
|
||||
project folder (e.g. `liquidfun/Box2D/Testbed`).
|
||||
- Click "Finish". Eclipse imports the project, and displays it in the
|
||||
Package Explorer pane.
|
||||
- Right-click the project, and select "Run->Run As->Android Application"
|
||||
from the menu.
|
||||
- If you do not have a physical device, you must define a virtual one.
|
||||
For details about how to define a virtual device, see [managing avds][].
|
||||
We don’t recommend a virtual device for development.
|
||||
|
||||
- If the target is a physical device, unlock the device and observe the application executing.
|
||||
|
||||
#### Build and Run from the Command Line:
|
||||
|
||||
It's also possible to use `build_apk.sh` to build, deploy, and execute an application.
|
||||
`build_apk.sh` requires the installation of the [Android NDK][] and [Android SDK][].
|
||||
On Windows the script requires that you install [Cygwin][], as it
|
||||
makes use of Bash and common UNIX utilities. In addition, `build_apk.sh`
|
||||
requires the addition of the [Android SDK][] `sdk/tools`, [Android SDK][]
|
||||
`sdk/platform-tools` and [Android NDK][] root directories to the `PATH`
|
||||
environment variable.
|
||||
|
||||
To build and run an application using `build_apk.sh`:
|
||||
|
||||
- Change into the directory containing the project to build.
|
||||
- Run build\_apk.sh.
|
||||
|
||||
For example, the following will build the Testbed application, deploy it to
|
||||
the connected device, and start it:
|
||||
|
||||
cd liquidfun/Box2D/Testbed
|
||||
../AndroidUtil/build_apk.sh
|
||||
|
||||
### Code Generation
|
||||
|
||||
By default, code is generated for devices that support the `armeabi-v7a` ABI.
|
||||
Alternatively, you can generate a fat `.apk` that includes code for all ABIs.
|
||||
To do so, override APP\_ABI on ndk-build's command line:
|
||||
|
||||
ndk-build APP_ABI=all
|
||||
|
||||
### Running Unit Tests
|
||||
|
||||
Developers modifying the LiquidFun library can verify that it is still working
|
||||
correctly by executing the provided unit tests.
|
||||
|
||||
Use the run\_tests\_android.sh script to execute unit tests:
|
||||
|
||||
./liquidfun/Box2D/Unittests/run_tests_android.sh
|
||||
|
||||
`run_tests_android.sh` uses `build_apk.sh` to build, deploy, and
|
||||
execute each unit test on the connected device.
|
||||
The "Build and Run from the Command Line" section above describes
|
||||
the setup requirements for `build_apk.sh`.
|
||||
|
||||
[Android SDK]: http://developer.android.com/sdk/index.html
|
||||
[Android NDK]: http://developer.android.com/tools/sdk/ndk/index.html
|
||||
[NDK Eclipse plugin]: http://developer.android.com/sdk/index.html
|
||||
[managing avds]: http://developer.android.com/tools/devices/managing-avds.html
|
||||
[Cygwin installation]: http://www.cygwin.com/
|
||||
[ADT]: http://developer.android.com/tools/sdk/eclipse-adt.html
|
||||
|
||||
@@ -0,0 +1,92 @@
|
||||
# Building JavaScript version
|
||||
|
||||
### Background
|
||||
|
||||
LiquidFun can be translated from C++ into JavaScript by
|
||||
[Emscripten](http://github.com/kripken/emscripten/wiki).
|
||||
The entire JavaScript translation is in one file: liquidfun.js.
|
||||
|
||||
The LiquidFun source includes a pre-made version of liquidfun.js.
|
||||
You can reference that liquidfun.js to start writing LiquidFun programs
|
||||
in JavaScript right away.
|
||||
|
||||
However, if you make changes to the LiquidFun C++ code, or if you need
|
||||
to expose more of the LiquidFun API, you will need to remake liquidfun.js
|
||||
by following the steps on this page.
|
||||
|
||||
### Before Building
|
||||
|
||||
We use Emscripten on Linux, but you should be able to use the Emscripten SDK
|
||||
on Mac or Windows too, if you prefer. Note that Mac and Windows build
|
||||
environments have not been tested.
|
||||
|
||||
- Get Emscripten. See [Installing from Source](http://github.com/kripken/emscripten/wiki/Emscripten-SDK#installing-from-source).
|
||||
- You also need [Fastcomp](http://github.com/kripken/emscripten/wiki/LLVM-Backend#getting-fastcomp)
|
||||
- And [Node.js](http://nodejs.org/download/)
|
||||
- Setup Emscripten.
|
||||
- As suggested in the Emscripten docs, run "emcc -v"
|
||||
- Update your ~/.emscripten file. You'll probably want something like this:
|
||||
- LLVM_ROOT = os.path.expanduser('~/Code/emscripten-fastcomp/build/Release/bin')
|
||||
- NODE_JS = os.path.expanduser('~/Code/node-v0.10.29-linux-x64/bin/node')
|
||||
- Get the [Closure Compiler](http://developers.google.com/closure/compiler/).
|
||||
- Set environment variables. Depending on your setup, you may want to add
|
||||
some lines like this to your ~/.bashrc file.
|
||||
- export EMSCRIPTEN=~/Code/emscripten
|
||||
- export CLOSURE_JAR=~/Code/closure/compiler.jar
|
||||
|
||||
### Building
|
||||
|
||||
The following commands run Emscripten to translate C++ to lf_core.js,
|
||||
then combine lf_core.js with the bindings in jsBindings into liquidfun.js.
|
||||
|
||||
cd Box2D/lfjs
|
||||
make
|
||||
./uglify.sh
|
||||
|
||||
### Executing the Testbed
|
||||
|
||||
For an example program, try openning `Box2D/lfjs/index.html' in your browser.
|
||||
This will load a JavaScript version of the LiquidFun Testbed. It uses
|
||||
the liquidfun.js file that you built above.
|
||||
|
||||
### Debugging
|
||||
|
||||
The default output of `make` and `uglify.sh` is whitespace-optimized
|
||||
JavaScript that is difficult to debug. To create an un-optimized version
|
||||
of the testbed, please follow the steps below.
|
||||
|
||||
+ In `lfjs/Makefile` change -O2 to -O0, to disable Emscripten optimizations.
|
||||
+ In `lfjs/index.html` replace `<script src="liquidfun.js"></script>` with
|
||||
a similar line for every .js file in `lfjs/uglify.sh`. It should look
|
||||
something like,
|
||||
|
||||
<script src="lf_core.js"></script>
|
||||
<script src="jsBindings/offsets.js"></script>
|
||||
<script src="jsBindings/Common/b2Math.js"></script>
|
||||
<script src="jsBindings/Collision/b2Collision.js"></script>
|
||||
<script src="jsBindings/Collision/Shapes/b2EdgeShape.js"></script>
|
||||
<script src="jsBindings/Collision/Shapes/b2PolygonShape.js"></script>
|
||||
<script src="jsBindings/Collision/Shapes/b2Shape.js"></script>
|
||||
<script src="jsBindings/Collision/Shapes/b2ChainShape.js"></script>
|
||||
<script src="jsBindings/Collision/Shapes/b2CircleShape.js"></script>
|
||||
<script src="jsBindings/Dynamics/b2Body.js"></script>
|
||||
<script src="jsBindings/Dynamics/b2World.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2WheelJoint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2WeldJoint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2GearJoint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2Joint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2FrictionJoint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2RevoluteJoint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2MotorJoint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2PulleyJoint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2DistanceJoint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2PrismaticJoint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2RopeJoint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Joints/b2MouseJoint.js"></script>
|
||||
<script src="jsBindings/Dynamics/Contacts/b2Contact.js"></script>
|
||||
<script src="jsBindings/Dynamics/b2Fixture.js"></script>
|
||||
<script src="jsBindings/Dynamics/b2WorldCallbacks.js"></script>
|
||||
<script src="jsBindings/Particle/b2ParticleSystem.js"></script>
|
||||
<script src="jsBindings/Particle/b2ParticleGroup.js"></script>
|
||||
<script src="jsBindings/Particle/b2Particle.js"></script>
|
||||
|
||||
@@ -0,0 +1,79 @@
|
||||
# Building for Linux
|
||||
|
||||
### Version Requirements
|
||||
|
||||
Following are the minimum required versions for the tools and libraries you
|
||||
need for building LiquidFun for Linux:
|
||||
|
||||
- OpenGL: libglapi-mesa 8.0.4 (tested with libglapi-mesa 8.0.4-0ubuntu0)
|
||||
- GLU: libglu1-mesa-dev 8.0.4 (tested with libglu1-mesa-dev 8.0.4.0ubuntu0)
|
||||
- cmake (when building from source): 2.8.12.1
|
||||
|
||||
### Before Building
|
||||
|
||||
Prior to building, install the following components using the [Linux][]
|
||||
distribution's package manager:
|
||||
- [cmake][]. You can also manually install from [cmake.org]
|
||||
(http://cmake.org).
|
||||
- OpenGL (`libglapi-mesa`).
|
||||
- GLU (`libglu1-mesa-dev`).
|
||||
|
||||
For example, on Ubuntu:
|
||||
|
||||
sudo apt-get install cmake
|
||||
sudo apt-get install libglapi-mesa
|
||||
sudo apt-get install libglu1-mesa-dev
|
||||
|
||||
The sample applications require OpenGL and GLU.
|
||||
|
||||
### Building
|
||||
|
||||
- Generate makefiles from the [cmake][] project in `liquidfun/Box2D`.
|
||||
- Execute `make` to build the library and sample applications.
|
||||
|
||||
For example:
|
||||
|
||||
cd liquidfun/Box2D
|
||||
cmake -G'Unix Makefiles'
|
||||
make
|
||||
|
||||
To perform a debug build:
|
||||
|
||||
cd liquidfun/Box2D
|
||||
cmake -G'Unix Makefiles' -DCMAKE_BUILD_TYPE=Debug
|
||||
make
|
||||
|
||||
Build targets can be configured using options exposed in
|
||||
`liquidfun/Box2D/CMakeLists.txt` by using cmake's `-D` option.
|
||||
Build configuration set using the `-D` option is sticky across subsequent
|
||||
builds.
|
||||
|
||||
For example, if a build is performed using:
|
||||
|
||||
cmake -G"Unix Makefiles" -DCMAKE_BUILD_TYPE=Debug
|
||||
make
|
||||
|
||||
to switch to a release build CMAKE_BUILD_TYPE must be explicitly specified:
|
||||
|
||||
cmake -G"Unix Makefiles" -DCMAKE_BUILD_TYPE=Release
|
||||
make
|
||||
|
||||
### Executing a Sample
|
||||
|
||||
After building the project, you can execute the samples from the command line.
|
||||
For example:
|
||||
|
||||
./liquidfun/Box2D/Testbed/Release/Testbed
|
||||
|
||||
### Running Unit Tests
|
||||
|
||||
Developers modifying the LiquidFun library can verify that it still working
|
||||
correctly by executing the provided unit tests.
|
||||
|
||||
Use the run\_tests.sh script to execute unit tests:
|
||||
|
||||
./liquidfun/Box2D/Unittests/run_tests.sh
|
||||
|
||||
[cmake]: http://www.cmake.org
|
||||
[Linux]: http://en.wikipedia.org/wiki/Linux
|
||||
[Ubuntu]: http://www.ubuntu.com
|
||||
@@ -0,0 +1,62 @@
|
||||
# Building for OS X
|
||||
|
||||
You can use [cmake][] to generate an [Xcode][] project for LiquidFun's
|
||||
Testbed and Unittests on [OS X][].
|
||||
|
||||
Alternatively, you can download a pre-generated Xcode
|
||||
project from the [release page][]. The [Xcode][] project is free of
|
||||
host-specific dependencies.
|
||||
|
||||
### Version Requirements
|
||||
|
||||
These are the minimum required versions for building LiquidFun on OS X:
|
||||
|
||||
- OS X: Mavericks 10.9.1.
|
||||
- Xcode: 5.0.1
|
||||
- Xquartz: 2.7.5 (xorg-server 1.14.4)
|
||||
- cmake (when building from source) 2.8.12.1
|
||||
|
||||
### Before Building
|
||||
|
||||
- Install [Xquartz][] to run LiquidFun sample applications.
|
||||
The Testbed uses [freeglut][], which requires [Xquartz][].
|
||||
- Reboot your machine. Rebooting sets the `DISPLAY` environment variable for
|
||||
[Xquartz][], which enables sample applications to run correctly.
|
||||
|
||||
### Creating the Xcode project using [cmake][]
|
||||
|
||||
When working directly with the source, you can generate the [Xcode][]
|
||||
project using [cmake][]. [cmake][] version 2.8.12.1 or above is required to
|
||||
build this project on [OS X][] 10.9 (Mavericks). For example, the following
|
||||
generates the Xcode project in the liquidfun/Box2D directory.
|
||||
|
||||
cd liquidfun/Box2D
|
||||
cmake -G "Xcode"
|
||||
|
||||
### Building with [Xcode][]
|
||||
|
||||
- Double-click on `liquidfun/Box2D/Box2D.xcodeproj` to open the project in
|
||||
[Xcode][].
|
||||
- Select "Product-->Build" from the menu.
|
||||
|
||||
### Executing a Sample
|
||||
|
||||
- Select a sample `Scheme`, for example "Testbed-->My Mac 64-bit", from the
|
||||
combo box to the right of the "Run" button.
|
||||
- Click the "Run" button.
|
||||
|
||||
### Running Unit Tests
|
||||
|
||||
Developers modifying the LiquidFun library can verify that it is still working
|
||||
correctly by executing the provided unit tests.
|
||||
|
||||
Use the run\_tests.sh script to execute unit tests:
|
||||
|
||||
./liquidfun/Box2D/Unittests/run_tests.sh
|
||||
|
||||
[Xquartz]: http://xquartz.macosforge.org/
|
||||
[cmake]: http://www.cmake.org
|
||||
[Xcode]: http://developer.apple.com/xcode/
|
||||
[OS X]: http://www.apple.com/osx/
|
||||
[freeglut]: http://freeglut.sourceforge.net/
|
||||
[release page]: http://github.com/google/liquidfun/releases
|
||||
@@ -0,0 +1,64 @@
|
||||
# Building for Windows
|
||||
|
||||
You can use [cmake][] to generate a [Visual Studio][] project for
|
||||
LiquidFun's Testbed and Unittests on [Windows][].
|
||||
|
||||
Alternatively, you can download a pre-generated Visual Studio solution
|
||||
from the [release page][]. The Visual Studio solution is free of
|
||||
host-specific dependencies.
|
||||
|
||||
### Version Requirements
|
||||
|
||||
These are the minimum required versions for building LiquidFun for Windows:
|
||||
|
||||
- Windows: 7
|
||||
- Visual Studio: 2010 or 2012
|
||||
- cmake: 2.8.12.1
|
||||
|
||||
### Creating the Visual Studio solution using [cmake][]
|
||||
|
||||
When working directly with the source, use [cmake][] to generate the
|
||||
[Visual Studio][] solution and project files. For example, the following
|
||||
generates the [Visual Studio][] 2012 solution in the `liquidfun/Box2D`
|
||||
directory:
|
||||
|
||||
cd liquidfun\Box2D
|
||||
cmake -G "Visual Studio 11"
|
||||
|
||||
To generate a [Visual Studio][] 2010 solution, use this commend:
|
||||
|
||||
cd liquidfun\Box2D
|
||||
cmake -G "Visual Studio 10"
|
||||
|
||||
Running [cmake][] under [cygwin][] requires empty TMP, TEMP, tmp and temp
|
||||
variables. To generate a [Visual Studio][] solution from a [cygwin][]
|
||||
bash shell use:
|
||||
|
||||
$ cd liquidfun/Box2D
|
||||
$ ( unset {temp,tmp,TEMP,TMP} ; cmake -G "Visual Studio 11" )
|
||||
|
||||
### Building with [Visual Studio][]
|
||||
|
||||
- Double-click on `liquidfun/Box2D/Box2D.sln` to open the solution.
|
||||
- Select "Build-->Build Solution" from the menu.
|
||||
|
||||
### Executing a Sample
|
||||
|
||||
- Right-click on an example project (e.g Testbed) in the Solution Explorer
|
||||
pane, and select "Set as StartUp Project".
|
||||
- Select "Debug-->Start Debugging" from the menu.
|
||||
|
||||
### Running Unit Tests
|
||||
|
||||
Developers modifying the LiquidFun library can verify that it is still working
|
||||
correctly by executing the provided unit tests.
|
||||
|
||||
Use the run\_tests.bat batch file to execute unit tests:
|
||||
|
||||
liquidfun\Box2D\Unittests\run_tests.bat
|
||||
|
||||
[cmake]: http://www.cmake.org
|
||||
[Visual Studio]: http://www.visualstudio.com/
|
||||
[Windows]: http://windows.microsoft.com/
|
||||
[cygwin]: http://www.cygwin.com/
|
||||
[release page]: http://github.com/google/liquidfun/releases
|
||||
@@ -0,0 +1,32 @@
|
||||
# Building for iOS
|
||||
|
||||
The LiquidFun source contains [Xcode][] projects to build the Testbed
|
||||
application and EyeCandy demo. Unlike the OS X projects, the iOS Xcode
|
||||
projects are *not* generated using [cmake][]. They must be maintained
|
||||
manually.
|
||||
|
||||
### Version Requirements
|
||||
|
||||
Following are the minimum tested versions for building the tools and
|
||||
libraries you on iOS.
|
||||
|
||||
- OS X: Mavericks 10.9.3.
|
||||
- Xcode: 5.1.1
|
||||
|
||||
### Building with [Xcode][]
|
||||
|
||||
- Double-click `liquidfun/Box2D/Testbed/ios/Testbed.xcodeproj` or
|
||||
`liquidfun/Box2D/EyeCandy/ios/EyeCandy.xcodeproj` to open the project
|
||||
in [Xcode][].
|
||||
- Select "Product-->Build" from the menu.
|
||||
|
||||
### Executing a Testbed or EyeCandy
|
||||
|
||||
- Select a `Scheme`, for example "Testbed-->iPhone Retina (3.5-inch)",
|
||||
from the combo box to the right of the "Run" button.
|
||||
- Click the "Run" button.
|
||||
|
||||
|
||||
[Xcode]: http://developer.apple.com/xcode/
|
||||
[cmake]: http://www.cmake.org
|
||||
[OS X]: http://www.apple.com/osx/
|
||||
@@ -0,0 +1,40 @@
|
||||
# Porting from Box2D
|
||||
|
||||
LiquidFun extends Erin Catto's popular Box2D physics engine. If your project
|
||||
already uses Box2D, LiquidFun should be a simple drop-in replacement for you.
|
||||
|
||||
### Drop-in LiquidFun Code
|
||||
|
||||
To port from Box2D to LiquidFun, simply replace your Box2D directory with
|
||||
liquidfun/Box2D/Box2D. Your code should compile and run as it did under Box2D,
|
||||
and you will have access to LiquidFun's particle simulation API.
|
||||
|
||||
LiquidFun is based off of a specific version of Box2D. If your version of
|
||||
Box2D is different from LiquidFun's you may have to adjust your code to
|
||||
match API differences.
|
||||
|
||||
Please see the [Release Notes][] to find the version of Box2D that LiquidFun
|
||||
is based on.
|
||||
|
||||
### Specify `particleIterations`
|
||||
|
||||
LiquidFun adds a `particleIterations` parameter to b2World::Step. If you don't
|
||||
specify `particleIterations`, we calculate a default value based on the
|
||||
physical constants in your b2ParticleSystems.
|
||||
|
||||
However, the number of `particleIterations` affects performance and stability
|
||||
significantly. You should experiment with the number of iterations to find
|
||||
a suitable balance for your situation.
|
||||
|
||||
### Start using b2ParticleSystem
|
||||
|
||||
`b2ParticleSystems` are created with `b2World::CreateParticleSystem`, the
|
||||
same way `b2Bodys` are created with `b2World::CreateBody`.
|
||||
|
||||
For details, please see [Particle Module][] in the [Programmer's Guide][]
|
||||
|
||||
|
||||
[Release Notes]: ../../ReleaseNotes.html
|
||||
[Particle Module]: ../../Programmers-Guide/html/md__chapter11__particles.html
|
||||
[Programmer's Guide]: ../../Programmers-Guide/html/index.html
|
||||
|
||||
@@ -0,0 +1,274 @@
|
||||
# Introduction
|
||||
|
||||
<img src="liquidfun-logo-square-small.png" alt="LiquidFun logo" style="float:right;"/>
|
||||
|
||||
[About](#about)<br/>
|
||||
[Prerequisites](#pre)<br/>
|
||||
[About this manual](#atm)<br/>
|
||||
[Feedback and reporting bugs](#frb)<br/>
|
||||
[Core concepts](#cc)<br/>
|
||||
[Modules](#mo)<br/>
|
||||
[Units](#un)<br/>
|
||||
[Factories and definitions](#fd)<br/>
|
||||
|
||||
|
||||
<a name="About"></a><br/>
|
||||
|
||||
## About
|
||||
|
||||
LiquidFun is based on Erin Catto's [Box2D library](http://www.box2d.org), which
|
||||
provides 2D, rigid-body simulation in games. LiquidFun extends Box2D to provide
|
||||
[particle physics and fluid dynamics](md__chapter11__particles.html).
|
||||
|
||||
Programmers can use LiquidFun in their games to make objects move in realistic
|
||||
ways and make the game world more interactive. From the game engine's point of
|
||||
view, a physics engine is just a system for procedural animation.
|
||||
|
||||
LiquidFun is written in portable C++. Most of the types defined in the engine
|
||||
begin with the b2 prefix. Hopefully this is sufficient to avoid name clashing
|
||||
with your game engine.
|
||||
|
||||
<a name="pre"></a><br/>
|
||||
## Prerequisites
|
||||
|
||||
In this manual I'll assume you are familiar with basic physics concepts, such
|
||||
as mass, force, torque, and impulses. If not, please first consult Google
|
||||
search and Wikipedia.
|
||||
|
||||
LiquidFun is based on the Box2D library, which was created as part of a
|
||||
physics tutorial at the Game Developer Conference. You can get these tutorials
|
||||
from the download section of Box2D.org.
|
||||
|
||||
Since LiquidFun is written in C++, you are expected to be experienced in C++
|
||||
programming. LiquidFun should not be your first C++ programming project! You
|
||||
should be comfortable with compiling, linking, and debugging.
|
||||
|
||||
Caution
|
||||
|
||||
LiquidFun should not be your first C++ project. Please learn C++
|
||||
programming, compiling, linking, and debugging before working with LiquidFun.
|
||||
There are many resources for this on the net.
|
||||
|
||||
<a name="atm"></a><br/>
|
||||
|
||||
## About this manual
|
||||
|
||||
This manual covers the majority of the LiquidFun API. However, not every
|
||||
aspect is covered. You are encouraged to look at the testbed included with
|
||||
LiquidFun to learn more. Also, the LiquidFun code base has comments formatted
|
||||
for Doxygen, so it is easy to create a hyper-linked API document.
|
||||
|
||||
This manual is only updated with new releases. The version in source control
|
||||
is likely to be out of date.
|
||||
|
||||
<a name="frb"></a><br/>
|
||||
## Feedback and Reporting Bugs
|
||||
|
||||
If you have a question or feedback about LiquidFun, please leave a comment in
|
||||
the forum. This is also a great place for community discussion.
|
||||
|
||||
LiquidFun issues are tracked using a Google code project. This is a great way
|
||||
to track issues and ensures that your issue will not be lost in the depths of
|
||||
the forums.
|
||||
|
||||
Please file bugs and feature requests here:
|
||||
[http://github.com/google/liquidfun/issues](http://github.com/google/liquidfun/issues)
|
||||
|
||||
You can help to ensure your issue gets fixed if you provide sufficient
|
||||
detail. A testbed example that reproduces the problem is ideal. You can read
|
||||
about the testbed later in this document.
|
||||
|
||||
<a name="cc"></a><br/>
|
||||
## Core Concepts
|
||||
|
||||
LiquidFun works with several fundamental concepts and objects. We briefly
|
||||
define these objects here and more details are given later in this
|
||||
document.<br/>
|
||||
<br/>
|
||||
### shape
|
||||
A shape is 2D geometrical object, such as a circle or polygon.<br/>
|
||||
|
||||
### rigid body
|
||||
A chunk of matter that is so strong that the distance between any two bits of
|
||||
matter on the chunk is constant. They are hard like a diamond. In the
|
||||
following discussion we use body interchangeably with rigid body.<br/>
|
||||
|
||||
### fixture
|
||||
A fixture binds a shape to a body and adds material properties such as
|
||||
density, friction, and restitution. A fixture puts a shape into the collision
|
||||
system (broad-phase) so that it can collide with other shapes.<br/>
|
||||
|
||||
### constraint
|
||||
A constraint is a physical connection that removes degrees of freedom from
|
||||
bodies. A 2D body has 3 degrees of freedom (two translation coordinates and
|
||||
one rotation coordinate). If we take a body and pin it to the wall (like a
|
||||
pendulum) we have constrained the body to the wall. At this point the body can
|
||||
only rotate about the pin, so the constraint has removed 2 degrees of
|
||||
freedom.<br/>
|
||||
|
||||
### contact constraint
|
||||
A special constraint designed to prevent penetration of rigid bodies and to
|
||||
simulate friction and restitution. You do not create contact constraints; they
|
||||
are created automatically by LiquidFun.<br/>
|
||||
|
||||
### joint
|
||||
This is a constraint used to hold two or more bodies together. LiquidFun
|
||||
supports several joint types: revolute, prismatic, distance, and more. Some
|
||||
joints may have limits and motors.<br/>
|
||||
|
||||
### joint limit
|
||||
A joint limit restricts the range of motion of a joint. For example, the human
|
||||
elbow only allows a certain range of angles.<br/>
|
||||
|
||||
### joint motor
|
||||
A joint motor drives the motion of the connected bodies according to the
|
||||
joint's degrees of freedom. For example, you can use a motor to drive the
|
||||
rotation of an elbow.<br/>
|
||||
|
||||
### world
|
||||
|
||||
A physics world is a collection of bodies, fixtures, and constraints that
|
||||
interact together. LiquidFun supports the creation of multiple worlds, but
|
||||
this is usually not necessary or desirable.<br/>
|
||||
|
||||
### solver
|
||||
The physics world has a solver that is used to advance time and to resolve
|
||||
contact and joint constraints. The LiquidFun solver is a high performance
|
||||
iterative solver that operates in order N time, where N is the number of
|
||||
constraints.<br/>
|
||||
|
||||
### continuous collision
|
||||
The solver advances bodies in time using discrete time steps. Without
|
||||
intervention this can lead to tunneling.<br/>
|
||||
<br/>
|
||||
|
||||
<img align="center" src="image_0.png" alt="Tunneling" height="293"
|
||||
width="275"><br/>
|
||||
|
||||
LiquidFun contains specialized algorithms to deal with tunneling. First, the
|
||||
collision algorithms can interpolate the motion of two bodies to find the
|
||||
first time of impact (TOI). Second, there is a sub-stepping solver that moves
|
||||
bodies to their first time of impact and then resolves the collision.
|
||||
|
||||
<a name="mo"></a><br/>
|
||||
## Modules
|
||||
|
||||
LiquidFun is composed of three modules: Common, Collision, and Dynamics. The
|
||||
Common module has code for allocation, math, and settings. The Collision
|
||||
module defines shapes, a broad-phase, and collision functions/queries. Finally
|
||||
the Dynamics module provides the simulation world, bodies, fixtures, and
|
||||
joints.<br/>
|
||||
<br/>
|
||||
|
||||
<img align="center" src="image_1.png" alt="Modules" height="229" width="217">
|
||||
<a name="un"></a><br/>
|
||||
## Units
|
||||
|
||||
LiquidFun works with floating point numbers and tolerances have to be used to
|
||||
make LiquidFun perform well. These tolerances have been tuned to work well
|
||||
with meters-kilogram-second (MKS) units. In particular, LiquidFun has been
|
||||
tuned to work well with moving shapes between 0.1 and 10 meters. So this means
|
||||
objects between soup cans and buses in size should work well. Static shapes
|
||||
may be up to 50 meters long without trouble.
|
||||
|
||||
Being a 2D physics engine, it is tempting to use pixels as your units.
|
||||
Unfortunately this will lead to a poor simulation and possibly weird behavior.
|
||||
An object of length 200 pixels would be seen by LiquidFun as the size of a 45
|
||||
story building.
|
||||
|
||||
Caution
|
||||
|
||||
LiquidFun is tuned for MKS units. Keep the size of moving objects
|
||||
roughly between 0.1 and 10 meters. You'll need to use some scaling system when
|
||||
you render your environment and actors. The LiquidFun testbed does this by
|
||||
using an OpenGL viewport transform. DO NOT USE PIXELS.
|
||||
|
||||
|
||||
|
||||
It is best to think of LiquidFun bodies as moving billboards upon which you
|
||||
attach your artwork. The billboard may move in a unit system of meters, but
|
||||
you can convert that to pixel coordinates with a simple scaling factor. You
|
||||
can then use those pixel coordinates to place your sprites, etc. You can also
|
||||
account for flipped coordinate axes.
|
||||
|
||||
LiquidFun uses radians for angles. The body rotation is stored in radians and
|
||||
may grow unbounded. Consider normalizing the angle of your bodies if the
|
||||
magnitude of the angle becomes too large (use b2Body::SetAngle).
|
||||
|
||||
Caution
|
||||
|
||||
LiquidFun uses radians, not degrees.
|
||||
|
||||
<a name="fd"></a><br/>
|
||||
## Factories and Definitions
|
||||
|
||||
Fast memory management plays a central role in the design of the LiquidFun
|
||||
API. So when you create a b2Body or a b2Joint, you need to call the factory
|
||||
functions on b2World. You should never try to allocate these types in another
|
||||
manner.
|
||||
|
||||
There are creation functions:
|
||||
|
||||
`b2Body* b2World::CreateBody(const b2BodyDef* def)`<br/>
|
||||
`b2Joint* b2World::CreateJoint(const b2JointDef* def)`<br/>
|
||||
`And there are corresponding destruction functions:`<br/>
|
||||
`void b2World::DestroyBody(b2Body* body)`<br/>
|
||||
`void b2World::DestroyJoint(b2Joint* joint)`<br/>
|
||||
|
||||
When you create a body or joint, you need to provide a definition. These
|
||||
definitions contain all the information needed to build the body or joint. By
|
||||
using this approach we can prevent construction errors, keep the number of
|
||||
function parameters small, provide sensible defaults, and reduce the number of
|
||||
accessors.
|
||||
|
||||
Since fixtures (shapes) must be parented to a body, they are created and
|
||||
destroyed using a factory method on b2Body:
|
||||
|
||||
`b2Fixture* b2Body::CreateFixture(const b2FixtureDef*
|
||||
def)`<br/>
|
||||
`void b2Body::DestroyFixture(b2Fixture* fixture)`<br/>
|
||||
|
||||
There is also shortcut to create a fixture directly from the shape and density.
|
||||
|
||||
`b2Fixture* b2Body::CreateFixture(const b2Shape* shape,
|
||||
float32 density)`<br/>
|
||||
|
||||
Factories do not retain references to the definitions. So you can create
|
||||
definitions on the stack and keep them in temporary resources.
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
|
||||
|
||||
[ ][Chapter02]
|
||||
[ ][Chapter03]
|
||||
[ ][Chapter04]
|
||||
[ ][Chapter05]
|
||||
[ ][Chapter06]
|
||||
[ ][Chapter07]
|
||||
[ ][Chapter08]
|
||||
[ ][Chapter09]
|
||||
[ ][Chapter10]
|
||||
[ ][Chapter11]
|
||||
[ ][Chapter12]
|
||||
[ ][Chapter13]
|
||||
[ ][Chapter14]
|
||||
[ ][Chapter15]
|
||||
|
||||
[Chapter02]: md__chapter02__hello__box2_d.html
|
||||
[Chapter03]: md__chapter03__common.html
|
||||
[Chapter04]: md__chapter04__collision__module.html
|
||||
[Chapter05]: md__chapter05__dynamics__module.html
|
||||
[Chapter06]: md__chapter06__bodies.html
|
||||
[Chapter07]: md__chapter07__fixtures.html
|
||||
[Chapter08]: md__chapter08__joints.html
|
||||
[Chapter09]: md__chapter09__contacts.html
|
||||
[Chapter10]: md__chapter10__world.html
|
||||
[Chapter11]: md__chapter11__particles.html
|
||||
[Chapter12]: md__chapter12__loose__ends.html
|
||||
[Chapter13]: md__chapter13__debug__drawing.html
|
||||
[Chapter14]: md__chapter14__limitations.html
|
||||
[Chapter15]: md__chapter15__references.html
|
||||
|
||||
@@ -0,0 +1,290 @@
|
||||
# Hello LiquidFun
|
||||
|
||||
[About](#about)<br/>
|
||||
[Creating a world](#cr)<br/>
|
||||
[Creating a ground box](#cgb)<br/>
|
||||
[Creating a dynamic body](#cdb)<br/>
|
||||
[Simulating the World (of LiquidFun)](#stw)<br>
|
||||
[Cleanup](#cl)<br>
|
||||
[The testbed](#tb)<br>
|
||||
<br/>
|
||||
|
||||
<a name="about">
|
||||
## About
|
||||
In the distribution of LiquidFun is a Hello World project. The program creates
|
||||
a large ground box and a small dynamic box. This code does not contain any
|
||||
graphics. All you will see is text output in the console of the box's position
|
||||
over time.
|
||||
|
||||
This is a good example of how to get up and running with LiquidFun.
|
||||
|
||||
<a name="cr"></a><br/>
|
||||
|
||||
## Creating a World
|
||||
|
||||
Every LiquidFun program begins with the creation of a b2World object. b2World
|
||||
is the physics hub that manages memory, objects, and simulation. You can
|
||||
allocate the physics world on the stack, heap, or data section.
|
||||
|
||||
It is easy to create a LiquidFun world. First, we define the gravity vector.
|
||||
|
||||
b2Vec2 gravity(0.0f, -10.0f);
|
||||
|
||||
Now we create the world object. Note that we are creating the world on the
|
||||
stack, so the world must remain in scope.
|
||||
|
||||
b2World world(gravity);
|
||||
|
||||
So now we have our physics world, let's start adding some stuff to it.
|
||||
|
||||
<a name="cgb"></a><br/>
|
||||
## Creating a Ground Box
|
||||
|
||||
Bodies are built using the following steps:
|
||||
|
||||
1. Define a body with position, damping, etc.
|
||||
|
||||
2. Use the world object to create the body.
|
||||
|
||||
3. Define fixtures with a shape, friction, density, etc.
|
||||
|
||||
4. Create fixtures on the body.
|
||||
|
||||
For step 1 we create the ground body. For this we need a body definition. With
|
||||
the body definition we specify the initial position of the ground body.
|
||||
|
||||
`b2BodyDef groundBodyDef;`<br/>
|
||||
`groundBodyDef.position.Set(0.0f, -10.0f);`<br/>
|
||||
|
||||
For step 2 the body definition is passed to the world object to create the
|
||||
ground body. The world object does not keep a reference to the body
|
||||
definition. Bodies are static by default. Static bodies don't collide with
|
||||
other static bodies and are immovable.
|
||||
|
||||
`b2Body* groundBody = world.CreateBody(&groundBodyDef);`<br/>
|
||||
|
||||
For step 3 we create a ground polygon. We use the SetAsBox shortcut to form
|
||||
the ground polygon into a box shape, with the box centered on the origin of
|
||||
the parent body.
|
||||
|
||||
`b2PolygonShape groundBox;`<br/>
|
||||
`groundBox.SetAsBox(50.0f, 10.0f);`<br/>
|
||||
|
||||
The SetAsBox function takes the **half**-**width** and **half**-**height**
|
||||
(extents). So in this case the ground box is 100 units wide (x-axis) and 20
|
||||
units tall (y-axis). LiquidFun is tuned for meters, kilograms, and seconds. So
|
||||
you can consider the extents to be in meters. LiquidFun generally works best
|
||||
when objects are the size of typical real world objects. For example, a barrel
|
||||
is about 1 meter tall. Due to the limitations of floating point arithmetic,
|
||||
using LiquidFun to model the movement of glaciers or dust particles is not a
|
||||
good idea.
|
||||
|
||||
We finish the ground body in step 4 by creating the shape fixture. For this
|
||||
step we have a shortcut. We do not have a need to alter the default fixture
|
||||
material properties, so we can pass the shape directly to the body without
|
||||
creating a fixture definition. Later we will see how to use a fixture
|
||||
definition for customized material properties. The second parameter is the
|
||||
shape density in kilograms per meter squared. A static body has zero mass by
|
||||
definition, so the density is not used in this case.
|
||||
|
||||
`groundBody->CreateFixture(&groundBox, 0.0f);`
|
||||
|
||||
LiquidFun does not keep a reference to the shape. It clones the data into a
|
||||
new b2Shape object.
|
||||
|
||||
Note that every fixture must have a parent body, even fixtures that are
|
||||
static. However, you can attach all static fixtures to a single static body.
|
||||
|
||||
When you attach a shape to a body using a fixture, the shape’s coordinates
|
||||
become local to the body. So when the body moves, so does the shape. A
|
||||
fixture’s world transform is inherited from the parent body. A fixture does
|
||||
not have a transform independent of the body. So we don’t move a shape
|
||||
around on the body. Moving or modifying a shape that is on a body is not
|
||||
supported. The reason is simple: a body with morphing shapes is not a rigid
|
||||
body, but LiquidFun is a rigid body engine. Many of the assumptions made in
|
||||
LiquidFun are based on the rigid body model. If this is violated many things
|
||||
will break
|
||||
|
||||
<a name="cdb"></a><br/>
|
||||
## Creating a Dynamic Body
|
||||
|
||||
So now we have a ground body. We can use the same technique to create a
|
||||
dynamic body. The main difference, besides dimensions, is that we must
|
||||
establish the dynamic body's mass properties.
|
||||
|
||||
First we create the body using CreateBody. By default bodies are static, so we
|
||||
should set the b2BodyType at construction time to make the body dynamic.
|
||||
|
||||
`b2BodyDef bodyDef;`<br/>
|
||||
`bodyDef.type = b2_dynamicBody;`<br/>
|
||||
`bodyDef.position.Set(0.0f, 4.0f);`<br/>
|
||||
`b2Body* body = world.CreateBody(&bodyDef);`<br/>
|
||||
|
||||
Caution
|
||||
|
||||
You must set the body type to b2_dynamicBody if you want the body to move in response to forces.
|
||||
|
||||
|
||||
|
||||
Next we create and attach a polygon shape using a fixture definition. First we
|
||||
create a box shape:
|
||||
|
||||
`b2PolygonShape dynamicBox;`<br/>
|
||||
`dynamicBox.SetAsBox(1.0f, 1.0f);`<br/>
|
||||
|
||||
Next we create a fixture definition using the box. Notice that we set density
|
||||
to 1. The default density is zero. Also, the friction on the shape is set to
|
||||
0.3.
|
||||
|
||||
`b2FixtureDef fixtureDef;`<br/>
|
||||
`fixtureDef.shape = &dynamicBox;`<br/>
|
||||
`fixtureDef.density = 1.0f;`<br/>
|
||||
`fixtureDef.friction = 0.3f;`<br/>
|
||||
|
||||
|
||||
Caution
|
||||
|
||||
A dynamic body should have at least one fixture with a non-zero density. Otherwise you will get strange behavior.
|
||||
|
||||
Using the fixture definition we can now create the fixture. This automatically
|
||||
updates the mass of the body. You can add as many fixtures as you like to a
|
||||
body. Each one contributes to the total mass.
|
||||
|
||||
`body->CreateFixture(&fixtureDef);`<br/>
|
||||
|
||||
That's it for initialization. We are now ready to begin simulating.
|
||||
|
||||
<a name="stw"></a><br/>
|
||||
## Simulating the World (of LiquidFun)
|
||||
|
||||
So we have initialized the ground box and a dynamic box. Now we are ready to
|
||||
set Newton loose to do his thing. We just have a couple more issues to
|
||||
consider.
|
||||
|
||||
LiquidFun uses a computational algorithm called an integrator. Integrators
|
||||
simulate the physics equations at discrete points of time. This goes along
|
||||
with the traditional game loop where we essentially have a flip book of
|
||||
movement on the screen. So we need to pick a time step for LiquidFun.
|
||||
Generally physics engines for games like a time step at least as fast as 60Hz
|
||||
or 1/60 seconds. You can get away with larger time steps, but you will have to
|
||||
be more careful about setting up the definitions for your world. We also don't
|
||||
like the time step to change much. A variable time step produces variable
|
||||
results, which makes it difficult to debug. So don't tie the time step to your
|
||||
frame rate (unless you really, really have to). Without further ado, here is
|
||||
the time step.
|
||||
|
||||
`float32 timeStep = 1.0f / 60.0f;`<br/>
|
||||
|
||||
In addition to the integrator, LiquidFun also uses a larger bit of code called
|
||||
a constraint solver. The constraint solver solves all the constraints in the
|
||||
simulation, one at a time. A single constraint can be solved perfectly.
|
||||
However, when we solve one constraint, we slightly disrupt other constraints.
|
||||
To get a good solution, we need to iterate over all constraints a number of
|
||||
times.
|
||||
|
||||
There are two phases in the constraint solver: a velocity phase and a position
|
||||
phase. In the velocity phase the solver computes the impulses necessary for
|
||||
the bodies to move correctly. In the position phase the solver adjusts the
|
||||
positions of the bodies to reduce overlap and joint detachment. Each phase has
|
||||
its own iteration count. In addition, the position phase may exit iterations
|
||||
early if the errors are small.
|
||||
|
||||
The suggested iteration count for LiquidFun is 8 for velocity and 3 for
|
||||
position. You can tune this number to your liking, just keep in mind that this
|
||||
has a trade-off between performance and accuracy. Using fewer iterations
|
||||
increases performance but accuracy suffers. Likewise, using more iterations
|
||||
decreases performance but improves the quality of your simulation. For this
|
||||
simple example, we don't need much iteration. Here are our chosen iteration
|
||||
counts.
|
||||
|
||||
`int32 velocityIterations = 6;`<br/>
|
||||
`int32 positionIterations = 2;`<br/>
|
||||
|
||||
Note that the time step and the iteration count are completely unrelated. An
|
||||
iteration is not a sub-step. One solver iteration is a single pass over all
|
||||
the constraints within a time step. You can have multiple passes over the
|
||||
constraints within a single time step.
|
||||
|
||||
We are now ready to begin the simulation loop. In your game the simulation
|
||||
loop can be merged with your game loop. In each pass through your game loop
|
||||
you call b2World::Step. Just one call is usually enough, depending on your
|
||||
frame rate and your physics time step.
|
||||
|
||||
The Hello World program was designed to be simple, so it has no graphical
|
||||
output. The code prints out the position and rotation of the dynamic body.
|
||||
Here is the simulation loop that simulates 60 time steps for a total of 1
|
||||
second of simulated time.
|
||||
|
||||
`for (int32 i = 0; i < 60; ++i)`<br/>
|
||||
`{`<br/>
|
||||
` world.Step(timeStep,
|
||||
velocityIterations, positionIterations);`<br/>
|
||||
` b2Vec2 position =
|
||||
body->GetPosition();`<br/>
|
||||
` float32 angle =
|
||||
body->GetAngle();`<br/>
|
||||
`printf("%4.2f %4.2f %4.2f\n", position.x,
|
||||
position.y, angle);`<br/>
|
||||
`}`
|
||||
|
||||
The output shows the box falling and landing on the ground box. Your output
|
||||
should look like this:
|
||||
|
||||
0.00 4.00 0.00
|
||||
|
||||
0.00 3.99 0.00
|
||||
|
||||
0.00 3.98 0.00
|
||||
|
||||
...
|
||||
|
||||
0.00 1.25 0.00
|
||||
|
||||
0.00 1.13 0.00
|
||||
|
||||
0.00 1.01 0.00
|
||||
|
||||
<a name="cl"></a><br/>
|
||||
## Cleanup
|
||||
|
||||
When a world leaves scope or is deleted by calling delete on a pointer, all
|
||||
the memory reserved for bodies, fixtures, and joints is freed. This is done to
|
||||
improve performance and make your life easier. However, you will need to
|
||||
nullify any body, fixture, or joint pointers you have because they will become
|
||||
invalid.
|
||||
|
||||
<a name="tb"></a><br/>
|
||||
## The Testbed
|
||||
|
||||
Once you have conquered the HelloWorld example, you should start looking at
|
||||
LiquidFun's testbed. The testbed is a unit-testing framework and demo
|
||||
environment. Here are some of the features:
|
||||
|
||||
* Camera with pan and zoom.
|
||||
|
||||
* Mouse picking of shapes attached to dynamic bodies.
|
||||
|
||||
* Extensible set of tests.
|
||||
|
||||
* GUI for selecting tests, parameter tuning, and debug drawing options.
|
||||
|
||||
* Pause and single step simulation.
|
||||
|
||||
* Text rendering
|
||||
|
||||
<img align="center" src="image_2.gif" alt="Modules" height="300"
|
||||
width="336"><br/>
|
||||
|
||||
The testbed has many examples of LiquidFun usage in the test cases and the
|
||||
framework itself. I encourage you to explore and tinker with the testbed as
|
||||
you learn LiquidFun.
|
||||
|
||||
Note: the testbed is written using freeglut and GLUI. The testbed is not part
|
||||
of the LiquidFun library. The LiquidFun library is agnostic about rendering.
|
||||
As shown by the HelloWorld example, you don't need a renderer to use LiquidFun.
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,93 @@
|
||||
# Common
|
||||
[About](#about)<br/>
|
||||
[Settings](#settings)<br/>
|
||||
[Memory Management](#mm)<br/>
|
||||
[Math](#math)
|
||||
|
||||
<a name="about">
|
||||
## About
|
||||
|
||||
The Common module contains settings, memory management, and vector math.
|
||||
|
||||
<a name="settings">
|
||||
## Settings
|
||||
|
||||
The header b2Settings.h contains:
|
||||
|
||||
* Types such as int32 and float32
|
||||
|
||||
* Constants
|
||||
|
||||
* Allocation wrappers
|
||||
|
||||
* The version number
|
||||
|
||||
### Types
|
||||
|
||||
LiquidFun defines various types such as float32, int8, etc. to make it easy to
|
||||
determine the size of structures.
|
||||
|
||||
### Constants
|
||||
|
||||
LiquidFun defines several constants. These are all documented in b2Settings.h.
|
||||
Normally you do not need to adjust these constants.
|
||||
|
||||
LiquidFun uses floating point math for collision and simulation. Due to
|
||||
round-off error some numerical tolerances are defined. Some tolerances are
|
||||
absolute and some are relative. Absolute tolerances use MKS units.
|
||||
|
||||
### Allocation wrappers
|
||||
|
||||
The settings file defines b2Alloc and b2Free for large allocations. You may
|
||||
forward these calls to your own memory management system.
|
||||
|
||||
### Version
|
||||
|
||||
The b2Version structure holds the current version so you can query this at
|
||||
run-time.
|
||||
|
||||
<a name="mm">
|
||||
## Memory Management
|
||||
|
||||
A large number of the decisions about the design of LiquidFun were based on
|
||||
the need for quick and efficient use of memory. In this section I will discuss
|
||||
how and why LiquidFun allocates memory.
|
||||
|
||||
LiquidFun tends to allocate a large number of small objects (around 50-300
|
||||
bytes). Using the system heap through malloc or new for small objects is
|
||||
inefficient and can cause fragmentation. Many of these small objects may have
|
||||
a short life span, such as contacts, but can persist for several time steps.
|
||||
So we need an allocator that can efficiently provide heap memory for these
|
||||
objects.
|
||||
|
||||
LiquidFun's solution is to use a small object allocator (SOA) called
|
||||
b2BlockAllocator. The SOA keeps a number of growable pools of varying sizes.
|
||||
When a request is made for memory, the SOA returns a block of memory that best
|
||||
fits the requested size. When a block is freed, it is returned to the pool.
|
||||
Both of these operations are fast and cause little heap traffic.
|
||||
|
||||
Since LiquidFun uses a SOA, you should never new or malloc a body, fixture, or
|
||||
joint. However, you do have to allocate a b2World on your own. The b2World
|
||||
class provides factories for you to create bodies, fixtures, and joints. This
|
||||
allows LiquidFun to use the SOA and hide the gory details from you. Never,
|
||||
call delete or free on a body, fixture, or joint.
|
||||
|
||||
While executing a time step, LiquidFun needs some temporary workspace memory.
|
||||
For this, it uses a stack allocator called b2StackAllocator to avoid per-step
|
||||
heap allocations. You don't need to interact with the stack allocator, but
|
||||
it's good to know it's there.
|
||||
|
||||
<a name="math">
|
||||
## Math
|
||||
|
||||
LiquidFun includes a simple small vector and matrix module. This has been
|
||||
designed to suit the internal needs of LiquidFun and the API. All the members
|
||||
are exposed, so you may use them freely in your application.
|
||||
|
||||
The math library is kept simple to make LiquidFun easy to port and maintain.
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,438 @@
|
||||
# Collision Module
|
||||
[About](#about)<br/>
|
||||
[Shapes](#shapes)<br/>
|
||||
[Unary Geometric Queries](#un)<br/>
|
||||
[Binary Functions](#bf)<br/>
|
||||
[Dynamic Tree](#dt)<br/>
|
||||
[Broad-Phase](#bp)<br/>
|
||||
|
||||
<a name="about">
|
||||
## About
|
||||
|
||||
The Collision module contains shapes and functions that operate on them. The
|
||||
module also contains a dynamic tree and broad-phase to acceleration collision
|
||||
processing of large systems.
|
||||
|
||||
The collision module is designed to be usable outside of the dynamic system.
|
||||
For example, you can use the dynamic tree for other aspects of your game
|
||||
besides physics.
|
||||
|
||||
However, the main purpose of LiquidFun is to provide a rigid body physics
|
||||
engine, so the using the collision module by itself may feel limited for some
|
||||
applications. Likewise, I will not make a strong effort to document it or
|
||||
polish the APIs.
|
||||
|
||||
<a name="shapes">
|
||||
## Shapes
|
||||
|
||||
Shapes describe collision geometry and may be used independently of physics
|
||||
simulation. At a minimum, you should understand how to create shapes that can
|
||||
be later attached to rigid bodies.
|
||||
|
||||
LiquidFun shapes implement the b2Shape base class. The base class defines
|
||||
functions to:
|
||||
|
||||
* Test a point for overlap with the shape.
|
||||
|
||||
* Perform a ray cast against the shape.
|
||||
|
||||
* Compute the shape's AABB.
|
||||
|
||||
* Compute the mass properties of the shape.
|
||||
|
||||
In addition, each shape has a type member and a radius. The radius even
|
||||
applies to polygons, as discussed below.
|
||||
|
||||
Keep in mind that a shape does not know about bodies and stand apart from the
|
||||
dynamics system. Shapes are stored in a compact form that is optimized for
|
||||
size and performance. As such, shapes are not easily moved around. You have to
|
||||
manually set the shape vertex positions to move a shape. However, when a shape
|
||||
is attached to a body using a fixture, the shapes move rigidly with the host
|
||||
body. In summary:
|
||||
|
||||
* When a shape is **not** attached to a body, you can view it’s vertices as
|
||||
being expressed in world-space.
|
||||
|
||||
* When a shape is attached to a body, you can view it’s vertices as being
|
||||
expressed in local coordinates.
|
||||
|
||||
### Circle Shapes
|
||||
|
||||
Circle shapes have a position and radius. Circles are solid. You cannot make
|
||||
a hollow circle using the circle shape.
|
||||
|
||||
`b2CircleShape circle;`<br/>
|
||||
`circle.m_p.Set(2.0f, 3.0f);`<br/>
|
||||
`circle.m_radius = 0.5f;`<br/>
|
||||
|
||||
### Polygon Shapes
|
||||
|
||||
Polygon shapes are solid convex polygons. A polygon is convex when all line
|
||||
segments connecting two points in the interior do not cross any edge of the
|
||||
polygon. Polygons are solid and never hollow. A polygon must have 3 or more
|
||||
vertices.
|
||||
|
||||
<img align="center" src="image_3.gif" alt="Polygon shapes" height="125"
|
||||
width="223"><br/>
|
||||
|
||||
|
||||
Polygon vertices are stored with a counter clockwise winding (CCW). We must be
|
||||
careful because the notion of CCW is with respect to a right-handed coordinate
|
||||
system with the z-axis pointing out of the plane. This might turn out to be
|
||||
clockwise on your screen, depending on your coordinate system conventions.
|
||||
|
||||
<img align="center" src="image_4.png" alt="Polygon vertices" height="176"
|
||||
width="347"><br/>
|
||||
|
||||
The polygon members are public, but you should use initialization functions to
|
||||
create a polygon. The initialization functions create normal vectors and
|
||||
perform validation.
|
||||
|
||||
You can create a polygon shape by passing in a vertex array. The maximal size
|
||||
of the array is controlled by b2_maxPolygonVertices which has a default value
|
||||
of 8. This is sufficient to describe most convex polygons.
|
||||
|
||||
The b2PolygonShape::Set function automatically computes the convex hull and
|
||||
establishes the proper winding order. This function is fast when the number of
|
||||
vertices is low. If you increase b2_maxPolygonVertices, then the convex hull
|
||||
computation might become slow. Also note that the convex hull function may
|
||||
eliminate and/or re-order the points you provide.
|
||||
|
||||
`// This defines a triangle in CCW order.`<br/>
|
||||
`b2Vec2 vertices[3];`<br/>
|
||||
`vertices[0].Set(0.0f, 0.0f);`<br/>
|
||||
`vertices[1].Set(1.0f, 0.0f);`<br/>
|
||||
`vertices[2].Set(0.0f, 1.0f);`<br/>
|
||||
`int32 count = 3;`<br/>
|
||||
`b2PolygonShape polygon;`<br/>
|
||||
`polygon.Set(vertices, count);`<br/>
|
||||
|
||||
The polygon shape has some convenience functions to create boxes.
|
||||
|
||||
`void SetAsBox(float32 hx, float32 hy);`<br/>
|
||||
`void SetAsBox(float32 hx, float32 hy, const b2Vec2& center,
|
||||
float32 angle);`<br/>
|
||||
|
||||
Polygons inherit a radius from b2Shape. The radius creates a skin around the
|
||||
polygon. The skin is used in stacking scenarios to keep polygons slightly
|
||||
separated. This allows continuous collision to work against the core polygon.
|
||||
|
||||
<img align="center" src="image_5.png" alt="Polygon skin" height="270"
|
||||
width="300"><br/>
|
||||
The polygon skin helps prevent tunneling by keeping the polygons separated.
|
||||
This results in small gaps between the shapes. Your visual representation can
|
||||
be larger than the polygon to hide any gaps.
|
||||
|
||||
<img align="center" src="image_6.png" alt="Polygons collide" height="109"
|
||||
width="322"><br/>
|
||||
|
||||
### Edge Shapes
|
||||
|
||||
Edge shapes are line segments. These are provided to assist in making a
|
||||
free-form static environment for your game. A major limitation of edge shapes
|
||||
is that they can collide with circles and polygons but not with themselves.
|
||||
The collision algorithms used by LiquidFun require that at least one of two
|
||||
colliding shapes have volume. Edge shapes have no volume, so edge-edge
|
||||
collision is not possible.
|
||||
|
||||
`// This an edge shape.`<br/>
|
||||
`b2Vec2 v1(0.0f, 0.0f);`<br/>
|
||||
`b2Vec2 v2(1.0f, 0.0f);`<br/>
|
||||
`b2EdgeShape edge;`<br/>
|
||||
`edge.Set(v1, v2);`<br/>
|
||||
|
||||
In many cases a game environment is constructed by connecting several edge
|
||||
shapes end-to-end. This can give rise to an unexpected artifact when a polygon
|
||||
slides along the chain of edges. In the figure below we see a box colliding
|
||||
with an internal vertex. These *ghost* collisions are caused when the polygon
|
||||
collides with an internal vertex generating an internal collision normal.
|
||||
|
||||
<img align="center" src="image_7.png" alt="Ghost collision" height="154"
|
||||
width="315"><br/>
|
||||
If edge1 did not exist this collision would seem fine. With edge1 present, the
|
||||
internal collision seems like a bug. But normally when LiquidFun collides two
|
||||
shapes, it views them in isolation.
|
||||
|
||||
Fortunately, the edge shape provides a mechanism for eliminating ghost
|
||||
collisions by storing the adjacent *ghost *vertices. LiquidFun uses these
|
||||
ghost vertices to prevent internal collisions.
|
||||
|
||||
<img align="center" src="image_8.png" alt="Ghost vertices" height="153"
|
||||
width="332"><br/>
|
||||
`// This is an edge shape with ghost vertices.`<br/>
|
||||
`b2Vec2 v0(1.7f, 0.0f);`<br/>
|
||||
`b2Vec2 v1(1.0f, 0.25f);`<br/>
|
||||
`b2Vec2 v2(0.0f, 0.0f);`<br/>
|
||||
`b2Vec2 v3(-1.7f, 0.4f);`<br/>
|
||||
`b2EdgeShape edge;`<br/>
|
||||
`edge.Set(v1, v2);`<br/>
|
||||
`edge.m_hasVertex0 = true;`<br/>
|
||||
`edge.m_hasVertex3 = true;`<br/>
|
||||
`edge.m_vertex0 = v0;`<br/>
|
||||
`edge.m_vertex3 = v3;`<br/>
|
||||
|
||||
In general stitching edges together this way is a bit wasteful and tedious.
|
||||
This brings us to chain shapes.
|
||||
|
||||
### Chain Shapes
|
||||
|
||||
The chain shape provides an efficient way to connect many edges together to
|
||||
construct your static game worlds. Chain shapes automatically eliminate ghost
|
||||
collisions and provide two-sided collision.
|
||||
|
||||
<img align="center" src="image_9.png" alt="Chain shape" height="165"
|
||||
width="305"><br/>
|
||||
`// This a chain shape with isolated vertices`<br/>
|
||||
`b2Vec2 vs[4];`<br/>
|
||||
`vs[0].Set(1.7f, 0.0f);`<br/>
|
||||
`vs[1].Set(1.0f, 0.25f);`<br/>
|
||||
`vs[2].Set(0.0f, 0.0f);`<br/>
|
||||
`vs[3].Set(-1.7f, 0.4f);`<br/>
|
||||
`b2ChainShape chain;`<br/>
|
||||
`chain.CreateChain(vs, 4);`<br/>
|
||||
|
||||
You may have a scrolling game world and would like to connect several chains
|
||||
together. You can connect chains together using ghost vertices, like we did
|
||||
with b2EdgeShape.
|
||||
|
||||
`// Install ghost vertices`<br/>
|
||||
`chain.SetPrevVertex(b2Vec2(3.0f, 1.0f));`<br/>
|
||||
`chain.SetNextVertex(b2Vec2(-2.0f, 0.0f));`<br/>
|
||||
|
||||
You may also create loops automatically.
|
||||
|
||||
`// Create a loop. The first and last vertices are
|
||||
connected.`<br/>
|
||||
`b2ChainShape chain;`<br/>
|
||||
`chain.CreateLoop(vs, 4);`<br/>
|
||||
|
||||
Self-intersection of chain shapes is not supported. It might work, it might
|
||||
not. The code that prevents ghost collisions assumes there are no
|
||||
self-intersections of the chain. Also, very close vertices can cause problems.
|
||||
Make sure all your edges are longer than b2_linearSlop (5mm).
|
||||
|
||||
<img align="center" src="image_10.png" alt="No self-intersection" height="178"
|
||||
width="335"><br/>
|
||||
Each edge in the chain is treated as a child shape and can be accessed by
|
||||
index. When a chain shape is connected to a body, each edge gets its own
|
||||
bounding box in the broad-phase collision tree.
|
||||
|
||||
`// Visit each child edge.`<br/>
|
||||
`for (int32 i = 0; i < chain.GetChildCount(); ++i)`<br/>
|
||||
`{`<br/>
|
||||
`b2EdgeShape edge;`<br/>
|
||||
`chain.GetChildEdge(&edge, i);`<br/>
|
||||
`…`<br/>
|
||||
`}`<br/>
|
||||
|
||||
<a name="un">
|
||||
## Unary Geometric Queries
|
||||
|
||||
You can perform a couple of geometric queries on a single shape.
|
||||
|
||||
### Shape Point Test
|
||||
|
||||
You can test a point for overlap with a shape. You provide a transform for the
|
||||
shape and a world point.
|
||||
|
||||
`b2Transfrom transform;`<br/>
|
||||
`transform.SetIdentity();`<br/>
|
||||
`b2Vec2 point(5.0f, 2.0f);`<br/>
|
||||
`bool hit = shape->TestPoint(transform, point);`<br/>
|
||||
|
||||
Edge and chain shapes always return false, even if the chain is a loop.
|
||||
|
||||
### Shape Ray Cast
|
||||
|
||||
You can cast a ray at a shape to get the point of first intersection and
|
||||
normal vector. No hit will register if the ray starts inside the shape. A
|
||||
child index is included for chain shapes because the ray cast will only check
|
||||
a single edge at a time.
|
||||
|
||||
`b2Transfrom transform;`<br/>
|
||||
`transform.SetIdentity();`<br/>
|
||||
`b2RayCastInput input;`<br/>
|
||||
`input.p1.Set(0.0f, 0.0f, 0.0f);`<br/>
|
||||
`input.p2.Set(1.0f, 0.0f, 0.0f);`<br/>
|
||||
`input.maxFraction = 1.0f;`<br/>
|
||||
`int32 childIndex = 0;`<br/>
|
||||
`b2RayCastOutput output;`<br/>
|
||||
`bool hit = shape->RayCast(&output, input, transform,
|
||||
childIndex);`<br/>
|
||||
`if (hit)`<br/>
|
||||
`{`<br/>
|
||||
`b2Vec2 hitPoint = input.p1 +
|
||||
output.fraction * (input.p2 – input.p1);`<br/>
|
||||
`…`<br/>
|
||||
`}`<br/>
|
||||
|
||||
<a name="bf">
|
||||
## Binary Functions
|
||||
|
||||
The Collision module contains bilateral functions that take a pair of shapes
|
||||
and compute some results. These include:
|
||||
|
||||
* Overlap
|
||||
|
||||
* Contact manifolds
|
||||
|
||||
* Distance
|
||||
|
||||
* Time of impact
|
||||
|
||||
### Overlap
|
||||
|
||||
You can test two shapes for overlap using this function:
|
||||
|
||||
`b2Transform xfA = …, xfB = …;`<br/>
|
||||
`bool overlap = b2TestOverlap(shapeA, indexA, shapeB,
|
||||
indexB, xfA, xfB);`<br/>
|
||||
|
||||
Again you must provide child indices to for the case of chain shapes.
|
||||
|
||||
### Contact Manifolds
|
||||
|
||||
LiquidFun has functions to compute contact points for overlapping shapes. If
|
||||
we consider circle-circle or circle-polygon, we can only get one contact point
|
||||
and normal. In the case of polygon-polygon we can get two points. These points
|
||||
share the same normal vector so LiquidFun groups them into a manifold
|
||||
structure. The contact solver takes advantage of this to improve stacking
|
||||
stability.
|
||||
|
||||
<img align="center" src="image_11.png" alt="Manifold structure" height="300"
|
||||
width="419"><br/>
|
||||
Normally you don’t need to compute contact manifolds directly, however you
|
||||
will likely use the results produced in the simulation.
|
||||
|
||||
The b2Manifold structure holds a normal vector and up to two contact points.
|
||||
The normal and points are held in local coordinates. As a convenience for the
|
||||
contact solver, each point stores the normal and tangential (friction)
|
||||
impulses.
|
||||
|
||||
The data stored in b2Manifold is optimized for internal use. If you need this
|
||||
data, it is usually best to use the b2WorldManifold structure to generate the
|
||||
world coordinates of the contact normal and points. You need to provide a
|
||||
b2Manifold and the shape transforms and radii.
|
||||
|
||||
`b2WorldManifold worldManifold;`<br/>
|
||||
`worldManifold.Initialize(&manifold, transformA,
|
||||
shapeA.m_radius, transformB, shapeB.m_radius);`<br/>
|
||||
`for (int32 i = 0; i < manifold.pointCount; ++i)`<br/>
|
||||
`{`<br/>
|
||||
`b2Vec2 point =
|
||||
worldManifold.points[i];`<br/>
|
||||
`…`<br/>
|
||||
`}`<br/>
|
||||
|
||||
Notice that the world manifold uses the point count from the original manifold.
|
||||
|
||||
During simulation shapes may move and the manifolds may change. Points may be
|
||||
added or removed. You can detect this using b2GetPointStates.
|
||||
|
||||
`b2PointState state1[2], state2[2];`<br/>
|
||||
`b2GetPointStates(state1, state2, &manifold1,
|
||||
&manifold2);`<br/>
|
||||
`if (state1[0] == b2_removeState)`<br/>
|
||||
`{`<br/>
|
||||
`// process event`<br/>
|
||||
`}`<br/>
|
||||
|
||||
### Distance
|
||||
|
||||
The b2Distance function can be used to compute the distance between two
|
||||
shapes. The distance function needs both shapes to be converted into a
|
||||
b2DistanceProxy. There is also some caching used to warm start the distance
|
||||
function for repeated calls. You can see the details in b2Distance.h.
|
||||
|
||||
<img align="center" src="image_12.png" alt="Distance" height="134"
|
||||
width="271"><br/>
|
||||
### Time of Impact
|
||||
|
||||
If two shapes are moving fast, they may *tunnel* through each other in a
|
||||
single time step.
|
||||
|
||||
<img align="center" src="image_13.png" alt="Time-of-impact tunneling"
|
||||
height="133" width="234"><br/>
|
||||
The b2TimeOfImpact function is used to determine the time when two moving
|
||||
shapes collide. This is called the *time of impact *(TOI). The main purpose of
|
||||
b2TimeOfImpact is for tunnel prevention. In particular, it is designed to
|
||||
prevent moving objects from tunneling outside of static level geometry.
|
||||
|
||||
This function accounts for rotation and translation of both shapes, however if
|
||||
the rotations are large enough, then the function may miss a collision.
|
||||
However the function will still report a non-overlapped time and will capture
|
||||
all translational collisions.
|
||||
|
||||
The time of impact function identities an initial separating axis and ensures
|
||||
the shapes do not cross on that axis. This might miss collisions that are
|
||||
clear at the final positions. While this approach may miss some collisions, it
|
||||
is very fast and adequate for tunnel prevention.
|
||||
|
||||
<img align="center" src="image_14.png" alt="Captured collision" height="169"
|
||||
width="297"><br/>
|
||||
<img align="center" src="image_15.png" alt="Missed collision" height="172"
|
||||
width="297"><br/>
|
||||
It is difficult to put a restriction on the rotation magnitude. There may be
|
||||
cases where collisions are missed for small rotations. Normally, these missed
|
||||
rotational collisions should not harm game play. They tend to be glancing
|
||||
collisions.
|
||||
|
||||
The function requires two shapes (converted to b2DistanceProxy) and two
|
||||
b2Sweep structures. The sweep structure defines the initial and final
|
||||
transforms of the shapes.
|
||||
|
||||
You can use fixed rotations to perform a *shape cast*. In this case, the time
|
||||
of impact function will not miss any collisions.
|
||||
|
||||
<a name="dt">
|
||||
## Dynamic Tree
|
||||
|
||||
The b2DynamicTree class is used by LiquidFun to organize large numbers of
|
||||
shapes efficiently. The class does not know about shapes. Instead it operates
|
||||
on axis-aligned bounding boxes (AABBs) with user data pointers.
|
||||
|
||||
The dynamic tree is a hierarchical AABB tree. Each internal node in the tree
|
||||
has two children. A leaf node is a single user AABB. The tree uses rotations
|
||||
to keep the tree balanced, even in the case of degenerate input.
|
||||
|
||||
The tree structure allows for efficient ray casts and region queries. For
|
||||
example, you may have hundreds of shapes in your scene. You could perform a
|
||||
ray cast against the scene in a brute force manner by ray casting each shape.
|
||||
This would be inefficient because it does not take advantage of shapes being
|
||||
spread out. Instead, you can maintain a dynamic tree and perform ray casts
|
||||
against the tree. This traverses the ray through the tree skipping large
|
||||
numbers of shapes.
|
||||
|
||||
A region query uses the tree to find all leaf AABBs that overlap a query AABB.
|
||||
This is faster than a brute force approach because many shapes can be skipped.
|
||||
|
||||
<img align="center" src="image_16.png" alt="Ray cast" height="249"
|
||||
width="248"><br/>
|
||||
<img align="center" src="image_17.png" alt="Region query" height="210"
|
||||
width="231"><br/>
|
||||
Normally you will not use the dynamic tree directly. Rather you will go
|
||||
through the b2World class for ray casts and region queries. If you plan to
|
||||
instantiate your own dynamic tree, you can learn how to use it by looking at
|
||||
how LiquidFun uses it.
|
||||
|
||||
<a name="bp">
|
||||
## Broad-phase
|
||||
|
||||
Collision processing in a physics step can be divided into narrow-phase and
|
||||
broad-phase. In the narrow-phase we compute contact points between pairs of
|
||||
shapes. Imagine we have N shapes. Using brute force, we would need to perform
|
||||
the narrow-phase for N*N/2 pairs.
|
||||
|
||||
The b2BroadPhase class reduces this load by using a dynamic tree for pair
|
||||
management. This greatly reduces the number of narrow-phase calls.
|
||||
|
||||
Normally you do not interact with the broad-phase directly. Instead, LiquidFun
|
||||
creates and manages a broad-phase internally. Also, b2BroadPhase is designed
|
||||
with LiquidFun’s simulation loop in mind, so it is likely not suited for
|
||||
other use cases.
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,37 @@
|
||||
# Dynamics Module
|
||||
|
||||
[Overview](#ov)<br/>
|
||||
|
||||
<a name="ov">
|
||||
## Overview
|
||||
|
||||
The Dynamics module is the most complex part of LiquidFun and is the part you
|
||||
likely interact with the most. The Dynamics module sits on top of the Common
|
||||
and Collision modules, so you should be somewhat familiar with those by now.
|
||||
|
||||
The Dynamics module contains:
|
||||
|
||||
* fixture class
|
||||
|
||||
* rigid body class
|
||||
|
||||
* contact class
|
||||
|
||||
* joint classes
|
||||
|
||||
* world class
|
||||
|
||||
* listener classes
|
||||
|
||||
There are many dependencies between these classes so it is difficult to
|
||||
describe one class without referring to another. In the following, you may see
|
||||
some references to classes that have not been described yet. Therefore, you
|
||||
may want to quickly skim this chapter before reading it closely.
|
||||
|
||||
The dynamics module is covered in the following chapters.
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,363 @@
|
||||
# Bodies
|
||||
|
||||
[About](#about)<br/>
|
||||
[Body Definition](#bd)<br/>
|
||||
[Body Factory](#bf)<br/>
|
||||
[Using a Body](#ub)<br/>
|
||||
|
||||
|
||||
<a name="about">
|
||||
## About
|
||||
|
||||
Bodies have position and velocity. You can apply forces, torques, and impulses
|
||||
to bodies. Bodies can be static, kinematic, or dynamic. Here are the body type
|
||||
definitions:
|
||||
|
||||
### b2_staticBody
|
||||
|
||||
A static body does not move under simulation and behaves as if it has infinite
|
||||
mass. Internally, LiquidFun stores zero for the mass and the inverse mass.
|
||||
Static bodies can be moved manually by the user. A static body has zero
|
||||
velocity. Static bodies do not collide with other static or kinematic bodies.
|
||||
|
||||
### b2_kinematicBody
|
||||
|
||||
A kinematic body moves under simulation according to its velocity. Kinematic
|
||||
bodies do not respond to forces. They can be moved manually by the user, but
|
||||
normally a kinematic body is moved by setting its velocity. A kinematic body
|
||||
behaves as if it has infinite mass, however, LiquidFun stores zero for the
|
||||
mass and the inverse mass. Kinematic bodies do not collide with other
|
||||
kinematic or static bodies.
|
||||
|
||||
### b2_dynamicBody
|
||||
|
||||
A dynamic body is fully simulated. They can be moved manually by the user, but
|
||||
normally they move according to forces. A dynamic body can collide with all
|
||||
body types. A dynamic body always has finite, non-zero mass. If you try to set
|
||||
the mass of a dynamic body to zero, it will automatically acquire a mass of
|
||||
one kilogram and it won’t rotate.
|
||||
|
||||
Bodies are the backbone for fixtures (shapes). Bodies carry fixtures and move
|
||||
them around in the world. Bodies are always rigid bodies in LiquidFun. That
|
||||
means that two fixtures attached to the same rigid body never move relative to
|
||||
each other and fixtures attached to the same body don’t collide.
|
||||
|
||||
Fixtures have collision geometry and density. Normally, bodies acquire their
|
||||
mass properties from the fixtures. However, you can override the mass
|
||||
properties after a body is constructed.
|
||||
|
||||
You usually keep pointers to all the bodies you create. This way you can query
|
||||
the body positions to update the positions of your graphical entities. You
|
||||
should also keep body pointers so you can destroy them when you are done with
|
||||
them.
|
||||
|
||||
<a name="bd">
|
||||
## Body Definition
|
||||
|
||||
Before a body is created you must create a body definition (b2BodyDef). The
|
||||
body definition holds the data needed to create and initialize a body.
|
||||
|
||||
LiquidFun copies the data out of the body definition; it does not keep a
|
||||
pointer to the body definition. This means you can recycle a body definition
|
||||
to create multiple bodies.
|
||||
|
||||
Let’s go over some of the key members of the body definition.
|
||||
|
||||
### Body Type
|
||||
|
||||
As discussed at the beginning of this chapter, there are three different body
|
||||
types: static, kinematic, and dynamic. You should establish the body type at
|
||||
creation because changing the body type later is expensive.
|
||||
|
||||
`bodyDef.type = b2_dynamicBody;`<br/>
|
||||
|
||||
Setting the body type is mandatory.
|
||||
|
||||
### Position and Angle
|
||||
|
||||
The body definition gives you the chance to initialize the position of the
|
||||
body on creation. This has far better performance than creating the body at
|
||||
the world origin and then moving the body.
|
||||
|
||||
Caution
|
||||
|
||||
Do not create a body at the origin and then move it. If you create
|
||||
several bodies at the origin, then performance will suffer.
|
||||
|
||||
|
||||
|
||||
A body has two main points of interest. The first point is the body's origin.
|
||||
Fixtures and joints are attached relative to the body's origin. The second
|
||||
point of interest is the center of mass. The center of mass is determined from
|
||||
mass distribution of the attached shapes or is explicitly set with b2MassData.
|
||||
Much of LiquidFun's internal computations use the center of mass position. For
|
||||
example b2Body stores the linear velocity for the center of mass.
|
||||
|
||||
When you are building the body definition, you may not know where the center
|
||||
of mass is located. Therefore you specify the position of the body's origin.
|
||||
You may also specify the body's angle in radians, which is not affected by the
|
||||
position of the center of mass. If you later change the mass properties of the
|
||||
body, then the center of mass may move on the body, but the origin position
|
||||
does not change and the attached shapes and joints do not move.
|
||||
|
||||
`bodyDef.position.Set(0.0f, 2.0f); // the body's origin
|
||||
position.`<br/>
|
||||
`bodyDef.angle = 0.25f * b2_pi; // the body's angle in
|
||||
radians.`<br/>
|
||||
|
||||
A rigid body is also a frame of reference. You can define fixtures and joints
|
||||
in that frame. Those fixtures and joint anchors never move in the local frame
|
||||
of the body.
|
||||
|
||||
### Damping
|
||||
|
||||
Damping is used to reduce the world velocity of bodies. Damping is different
|
||||
than friction because friction only occurs with contact. Damping is not a
|
||||
replacement for friction and the two effects should be used together.
|
||||
|
||||
Damping parameters should be between 0 and infinity, with 0 meaning no
|
||||
damping, and infinity meaning full damping. Normally you will use a damping
|
||||
value between 0 and 0.1. I generally do not use linear damping because it
|
||||
makes bodies look floaty.
|
||||
|
||||
`bodyDef.linearDamping = 0.0f;`<br/>
|
||||
`bodyDef.angularDamping = 0.01f;`<br/>
|
||||
|
||||
Damping is approximated for stability and performance. At small damping values
|
||||
the damping effect is mostly independent of the time step. At larger damping
|
||||
values, the damping effect will vary with the time step. This is not an issue
|
||||
if you use a fixed time step (recommended).
|
||||
|
||||
### Gravity Scale
|
||||
|
||||
You can use the gravity scale to adjust the gravity on a single body. Be
|
||||
careful though, increased gravity can decrease stability.
|
||||
|
||||
`// Set the gravity scale to zero so this body will
|
||||
float`<br/>
|
||||
`bodyDef.gravityScale = 0.0f;`<br/>
|
||||
|
||||
### Sleep Parameters
|
||||
|
||||
What does sleep mean? Well it is expensive to simulate bodies, so the less we
|
||||
have to simulate the better. When a body comes to rest we would like to stop
|
||||
simulating it.
|
||||
|
||||
When LiquidFun determines that a body (or group of bodies) has come to rest,
|
||||
the body enters a sleep state which has very little CPU overhead. If a body is
|
||||
awake and collides with a sleeping body, then the sleeping body wakes up.
|
||||
Bodies will also wake up if a joint or contact attached to them is destroyed.
|
||||
You can also wake a body manually.
|
||||
|
||||
The body definition lets you specify whether a body can sleep and whether a
|
||||
body is created sleeping.
|
||||
|
||||
`bodyDef.allowSleep = true;`<br/>
|
||||
`bodyDef.awake = true;`<br/>
|
||||
|
||||
### Fixed Rotation
|
||||
|
||||
You may want a rigid body, such as a character, to have a fixed rotation. Such
|
||||
a body should not rotate, even under load. You can use the fixed rotation
|
||||
setting to achieve this:
|
||||
|
||||
`bodyDef.fixedRotation = true;`<br/>
|
||||
|
||||
The fixed rotation flag causes the rotational inertia and its inverse to be
|
||||
set to zero.
|
||||
|
||||
### Bullets
|
||||
|
||||
Game simulation usually generates a sequence of images that are played at some
|
||||
frame rate. This is called discrete simulation. In discrete simulation, rigid
|
||||
bodies can move by a large amount in one time step. If a physics engine
|
||||
doesn't account for the large motion, you may see some objects incorrectly
|
||||
pass through each other. This effect is called tunneling.
|
||||
|
||||
By default, LiquidFun uses continuous collision detection (CCD) to prevent
|
||||
dynamic bodies from tunneling through static bodies. This is done by sweeping
|
||||
shapes from their old position to their new positions. The engine looks for
|
||||
new collisions during the sweep and computes the time of impact (TOI) for
|
||||
these collisions. Bodies are moved to their first TOI and then halted for the
|
||||
remainder of the time step.
|
||||
|
||||
Normally CCD is not used between dynamic bodies. This is done to keep
|
||||
performance reasonable. In some game scenarios you need dynamic bodies to use
|
||||
CCD. For example, you may want to shoot a high speed bullet at a stack of
|
||||
dynamic bricks. Without CCD, the bullet might tunnel through the bricks.
|
||||
|
||||
Fast moving objects in LiquidFun can be labeled as bullets. Bullets will
|
||||
perform CCD with both static and dynamic bodies. You should decide what bodies
|
||||
should be bullets based on your game design. If you decide a body should be
|
||||
treated as a bullet, use the following setting.
|
||||
|
||||
`bodyDef.bullet = true;`<br/>
|
||||
|
||||
The bullet flag only affects dynamic bodies.
|
||||
|
||||
LiquidFun performs continuous collision sequentially, so bullets may miss fast
|
||||
moving bodies.
|
||||
|
||||
### Activation
|
||||
|
||||
You may wish a body to be created but not participate in collision or
|
||||
dynamics. This state is similar to sleeping except the body will not be woken
|
||||
by other bodies and the body's fixtures will not be placed in the broad-phase.
|
||||
This means the body will not participate in collisions, ray casts, etc.
|
||||
|
||||
You can create a body in an inactive state and later re-activate it.
|
||||
|
||||
`bodyDef.active = true;`<br/>
|
||||
|
||||
Joints may be connected to inactive bodies. These joints will not be
|
||||
simulated. You should be careful when you activate a body that its joints are
|
||||
not distorted.
|
||||
|
||||
### User Data
|
||||
|
||||
User data is a void pointer. This gives you a hook to link your application
|
||||
objects to bodies. You should be consistent to use the same object type for
|
||||
all body user data.
|
||||
|
||||
`b2BodyDef bodyDef;`<br/>
|
||||
`bodyDef.userData = &myActor;`<br/>
|
||||
|
||||
<a name="bf">
|
||||
## Body Factory
|
||||
|
||||
Bodies are created and destroyed using a body factory provided by the world
|
||||
class. This lets the world create the body with an efficient allocator and add
|
||||
the body to the world data structure.
|
||||
|
||||
Bodies can be dynamic or static depending on the mass properties. Both body
|
||||
types use the same creation and destruction methods.
|
||||
|
||||
`b2Body* dynamicBody = myWorld->CreateBody(&bodyDef);`<br/>
|
||||
`... do stuff …`<br/>
|
||||
`myWorld->DestroyBody(dynamicBody);`<br/>
|
||||
`dynamicBody = NULL;`<br/>
|
||||
|
||||
Caution
|
||||
|
||||
You should never use new or malloc to create a body. The world won't
|
||||
know about the body and the body won't be properly initialized.
|
||||
|
||||
|
||||
|
||||
Static bodies do not move under the influence of other bodies. You may
|
||||
manually move static bodies, but you should be careful so that you don't
|
||||
squash dynamic bodies between two or more static bodies. Friction will not
|
||||
work correctly if you move a static body. Static bodies never collide with
|
||||
static or kinematic bodies. It is faster to attach several shapes to a static
|
||||
body than to create several static bodies with a single shape on each one.
|
||||
Internally, LiquidFun sets the mass and inverse mass of static bodies to zero.
|
||||
This makes the math work out so that most algorithms don't need to treat
|
||||
static bodies as a special case.
|
||||
|
||||
LiquidFun does not keep a reference to the body definition or any of the data
|
||||
it holds (except user data pointers). So you can create temporary body
|
||||
definitions and reuse the same body definitions.
|
||||
|
||||
LiquidFun allows you to avoid destroying bodies by deleting your b2World
|
||||
object, which does all the cleanup work for you. However, you should be
|
||||
mindful to nullify body pointers that you keep in your game engine.
|
||||
|
||||
When you destroy a body, the attached fixtures and joints are automatically
|
||||
destroyed. This has important implications for how you manage shape and joint
|
||||
pointers.
|
||||
|
||||
<a name="ub">
|
||||
## Using a Body
|
||||
|
||||
After creating a body, there are many operations you can perform on the body.
|
||||
These include setting mass properties, accessing position and velocity,
|
||||
applying forces, and transforming points and vectors.
|
||||
|
||||
### Mass Data
|
||||
|
||||
Every body has a mass (scalar), center of mass (2-vector), and rotational
|
||||
inertia (scalar). For static bodies, the mass and rotational inertia are set
|
||||
to zero. When a body has fixed rotation, its rotational inertia is zero.
|
||||
|
||||
Normally the mass properties of a body are established automatically when
|
||||
fixtures are added to the body. You can also adjust the mass of a body at
|
||||
run-time. This is usually done when you have special game scenarios that
|
||||
require altering the mass.
|
||||
|
||||
`void SetMassData(const b2MassData* data);`<br/>
|
||||
|
||||
After setting a body's mass directly, you may wish to revert to the natural
|
||||
mass dictated by the fixtures. You can do this with:
|
||||
|
||||
`void ResetMassData();`<br/>
|
||||
|
||||
The body's mass data is available through the following functions:
|
||||
|
||||
`float32 GetMass() const;`
|
||||
|
||||
`float32 GetInertia() const;`
|
||||
|
||||
`const b2Vec2& GetLocalCenter() const;`
|
||||
|
||||
`void GetMassData(b2MassData* data) const;`
|
||||
|
||||
### State Information
|
||||
|
||||
There are many aspects to the body's state. You can access this state data
|
||||
efficiently through the following functions:
|
||||
|
||||
`void SetType(b2BodyType type);`
|
||||
|
||||
`b2BodyType GetType();`
|
||||
|
||||
`void SetBullet(bool flag);`
|
||||
|
||||
`bool IsBullet() const;`
|
||||
|
||||
`void SetSleepingAllowed(bool flag);`
|
||||
|
||||
`bool IsSleepingAllowed() const;`
|
||||
|
||||
`void SetAwake(bool flag);`
|
||||
|
||||
`bool IsAwake() const;`
|
||||
|
||||
`void SetActive(bool flag);`
|
||||
|
||||
`bool IsActive() const;`
|
||||
|
||||
`void SetFixedRotation(bool flag);`
|
||||
|
||||
`bool IsFixedRotation() const;`
|
||||
|
||||
### Position and Velocity
|
||||
|
||||
You can access the position and rotation of a body. This is common when
|
||||
rendering your associated game actor. You can also set the position, although
|
||||
this is less common since you will normally use LiquidFun to simulate movement.
|
||||
|
||||
`bool SetTransform(const b2Vec2& position, float32
|
||||
angle);`<br/>
|
||||
`const b2Transform& GetTransform() const;`<br/>
|
||||
`const b2Vec2& GetPosition() const;`<br/>
|
||||
`float32 GetAngle() const;`<br/>
|
||||
|
||||
You can access the center of mass position in local and world coordinates.
|
||||
Much of the internal simulation in LiquidFun uses the center of mass. However,
|
||||
you should normally not need to access it. Instead you will usually work with
|
||||
the body transform. For example, you may have a body that is square. The body
|
||||
origin might be a corner of the square, while the center of mass is located at
|
||||
the center of the square.
|
||||
|
||||
`const b2Vec2& GetWorldCenter() const;`<br/>
|
||||
`const b2Vec2& GetLocalCenter() const;`<br/>
|
||||
|
||||
You can access the linear and angular velocity. The linear velocity is for the
|
||||
center of mass. Therefore, the linear velocity may change if the mass
|
||||
properties change.
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,201 @@
|
||||
# Fixtures
|
||||
|
||||
[About](#about)<br/>
|
||||
[Fixture Creation](#fc)<br/>
|
||||
[Sensors](#se)<br/>
|
||||
|
||||
<a name="about">
|
||||
## About
|
||||
|
||||
Recall that shapes don’t know about bodies and may be used independently of
|
||||
the physics simulation. Therefore LiquidFun provides the b2Fixture class to
|
||||
attach shapes to bodies. A body may have zero or more fixtures. A body with
|
||||
multiple fixtures is sometimes called a *compound body.*
|
||||
|
||||
Fixtures hold the following:
|
||||
|
||||
* a single shape
|
||||
|
||||
* broad-phase proxies
|
||||
|
||||
* density, friction, and restitution
|
||||
|
||||
* collision filtering flags
|
||||
|
||||
* back pointer to the parent body
|
||||
|
||||
* user data
|
||||
|
||||
* sensor flag
|
||||
|
||||
These are described in the following sections.
|
||||
|
||||
<a name="fc">
|
||||
## Fixture Creation
|
||||
|
||||
Fixtures are created by initializing a fixture definition and then passing the
|
||||
definition to the parent body.
|
||||
|
||||
`b2FixtureDef fixtureDef;`<br/>
|
||||
`fixtureDef.shape = &myShape;`<br/>
|
||||
`fixtureDef.density = 1.0f;`<br/>
|
||||
`b2Fixture* myFixture =
|
||||
myBody->CreateFixture(&fixtureDef);`<br/>
|
||||
|
||||
This creates the fixture and attaches it to the body. You do not need to store
|
||||
the fixture pointer since the fixture will automatically be destroyed when the
|
||||
parent body is destroyed. You can create multiple fixtures on a single body.
|
||||
|
||||
You can destroy a fixture on the parent body. You may do this to model a
|
||||
breakable object. Otherwise you can just leave the fixture alone and let the
|
||||
body destruction take care of destroying the attached fixtures.
|
||||
|
||||
`myBody->DestroyFixture(myFixture);`<br/>
|
||||
|
||||
### Density
|
||||
|
||||
The fixture density is used to compute the mass properties of the parent body.
|
||||
The density can be zero or positive. You should generally use similar
|
||||
densities for all your fixtures. This will improve stacking stability.
|
||||
|
||||
The mass of a body is not adjusted when you set the density. You must call
|
||||
ResetMassData for this to occur.
|
||||
|
||||
`fixture->SetDensity(5.0f);`<br/>
|
||||
`body->ResetMassData();`<br/>
|
||||
|
||||
### Friction
|
||||
|
||||
Friction is used to make objects slide along each other realistically.
|
||||
LiquidFun supports static and dynamic friction, but uses the same parameter
|
||||
for both. Friction is simulated accurately in LiquidFun and the friction
|
||||
strength is proportional to the normal force (this is called Coulomb
|
||||
friction). The friction parameter is usually set between 0 and 1, but can be
|
||||
any non-negative value. A friction value of 0 turns off friction and a value
|
||||
of 1 makes the friction strong. When the friction force is computed between
|
||||
two shapes, LiquidFun must combine the friction parameters of the two parent
|
||||
fixtures. This is done with the geometric mean:
|
||||
|
||||
`float32 friction;`<br/>
|
||||
`friction = sqrtf(fixtureA->friction *
|
||||
fixtureB->friction);`<br/>
|
||||
|
||||
So if one fixture has zero friction then the contact will have zero friction.
|
||||
|
||||
You can override the default mixed friction using b2Contact::SetFriction. This
|
||||
is usually done in the b2ContactListener callback.
|
||||
|
||||
### Restitution
|
||||
|
||||
Restitution is used to make objects bounce. The restitution value is usually
|
||||
set to be between 0 and 1. Consider dropping a ball on a table. A value of
|
||||
zero means the ball won't bounce. This is called an inelastic collision. A
|
||||
value of one means the ball's velocity will be exactly reflected. This is
|
||||
called a perfectly elastic collision. Restitution is combined using the
|
||||
following formula.
|
||||
|
||||
`float32 restitution;`<br/>
|
||||
`restitution = b2Max(fixtureA->restitution,
|
||||
fixtureB->restitution);`<br/>
|
||||
|
||||
Restitution is combined this way so that you can have a bouncy super ball
|
||||
without having a bouncy floor.
|
||||
|
||||
You can override the default mixed restitution using
|
||||
b2Contact::SetRestitution. This is usually done in the b2ContactListener
|
||||
callback.
|
||||
|
||||
When a shape develops multiple contacts, restitution is simulated
|
||||
approximately. This is because LiquidFun uses an iterative solver. LiquidFun
|
||||
also uses inelastic collisions when the collision velocity is small. This is
|
||||
done to prevent jitter. See b2_velocityThreshold in b2Settings.h.
|
||||
|
||||
### Filtering
|
||||
|
||||
Collision filtering allows you to prevent collision between fixtures. For
|
||||
example, say you make a character that rides a bicycle. You want the bicycle
|
||||
to collide with the terrain and the character to collide with the terrain, but
|
||||
you don't want the character to collide with the bicycle (because they must
|
||||
overlap). LiquidFun supports such collision filtering using categories and
|
||||
groups.
|
||||
|
||||
LiquidFun supports 16 collision categories. For each fixture you can specify
|
||||
which category it belongs to. You also specify what other categories this
|
||||
fixture can collide with. For example, you could specify in a multiplayer game
|
||||
that all players don't collide with each other and monsters don't collide with
|
||||
each other, but players and monsters should collide. This is done with masking
|
||||
bits. For example:
|
||||
|
||||
`playerFixtureDef.filter.categoryBits = 0x0002;`<br/>
|
||||
`monsterFixtureDef.filter.categoryBits = 0x0004;`<br/>
|
||||
`playerFixtureDef.filter.maskBits = 0x0004;`<br/>
|
||||
`monsterFixtureDef.filter.maskBits = 0x0002;`<br/>
|
||||
|
||||
Here is the rule for a collision to occur:
|
||||
|
||||
`uint16 catA = fixtureA.filter.categoryBits;`<br/>
|
||||
`uint16 maskA = fixtureA.filter.maskBits;`<br/>
|
||||
`uint16 catB = fixtureB.filter.categoryBits;`<br/>
|
||||
`uint16 maskB = fixtureB.filter.maskBits;`<br/>
|
||||
`if ((catA & maskB) != 0 && (catB & maskA) != 0)`<br/>
|
||||
`{`<br/>
|
||||
`// fixtures can collide`<br/>
|
||||
`}`<br/>
|
||||
|
||||
Collision groups let you specify an integral group index. You can have all
|
||||
fixtures with the same group index always collide (positive index) or never
|
||||
collide (negative index). Group indices are usually used for things that are
|
||||
somehow related, like the parts of a bicycle. In the following example,
|
||||
fixture1 and fixture2 always collide, but fixture3 and fixture4 never collide.
|
||||
|
||||
`fixture1Def.filter.groupIndex = 2;`<br/>
|
||||
`fixture2Def.filter.groupIndex = 2;`<br/>
|
||||
`fixture3Def.filter.groupIndex = -8;`<br/>
|
||||
`fixture4Def.filter.groupIndex = -8;`<br/>
|
||||
|
||||
Collisions between fixtures of different group indices are filtered according
|
||||
the category and mask bits. In other words, group filtering has higher
|
||||
precedence than category filtering.
|
||||
|
||||
Note that additional collision filtering occurs in LiquidFun. Here is a list:
|
||||
|
||||
* A fixture on a static body can only collide with a dynamic body.
|
||||
|
||||
* A fixture on a kinematic body can only collide with a dynamic body.
|
||||
|
||||
* Fixtures on the same body never collide with each other.
|
||||
|
||||
* You can optionally enable/disable collision between fixtures on bodies
|
||||
connected by a joint.
|
||||
|
||||
Sometimes you might need to change collision filtering after a fixture has
|
||||
already been created. You can get and set the b2Filter structure on an
|
||||
existing fixture using b2Fixture::GetFilterData and b2Fixture::SetFilterData.
|
||||
Note that changing the filter data will not add or remove contacts until the
|
||||
next time step (see the World class).
|
||||
|
||||
<a name="se">
|
||||
## Sensors
|
||||
|
||||
Sometimes game logic needs to know when two fixtures overlap yet there should
|
||||
be no collision response. This is done by using sensors. A sensor is a fixture
|
||||
that detects collision but does not produce a response.
|
||||
|
||||
You can flag any fixture as being a sensor. Sensors may be static, kinematic,
|
||||
or dynamic. Remember that you may have multiple fixtures per body and you can
|
||||
have any mix of sensors and solid fixtures. Also, sensors only form contacts
|
||||
when at least one body is dynamic, so you will not get a contact for kinematic
|
||||
versus kinematic, kinematic versus static, or static versus static.
|
||||
|
||||
Sensors do not generate contact points. There are two ways to get the state of
|
||||
a sensor:
|
||||
|
||||
1. `b2Contact::IsTouching`
|
||||
|
||||
2. `b2ContactListener::BeginContact and EndContact`
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,434 @@
|
||||
# Joints
|
||||
|
||||
[About](#about)<br/>
|
||||
[Joint Definition](#jd)<br/>
|
||||
[Joint Factory](#jf)<br/>
|
||||
[Using Joints](#uj)<br/>
|
||||
|
||||
<a name="about">
|
||||
|
||||
## About
|
||||
|
||||
Joints are used to constrain bodies to the world or to each other. Typical
|
||||
examples in games include ragdolls, teeters, and pulleys. Joints can be
|
||||
combined in many different ways to create interesting motions.
|
||||
|
||||
Some joints provide limits so you can control the range of motion. Some joint
|
||||
provide motors which can be used to drive the joint at a prescribed speed
|
||||
until a prescribed force/torque is exceeded.
|
||||
|
||||
Joint motors can be used in many ways. You can use motors to control position
|
||||
by specifying a joint velocity that is proportional to the difference between
|
||||
the actual and desired position. You can also use motors to simulate joint
|
||||
friction: set the joint velocity to zero and provide a small, but significant
|
||||
maximum motor force/torque. Then the motor will attempt to keep the joint from
|
||||
moving until the load becomes too strong.
|
||||
|
||||
<a name="jd">
|
||||
## Joint Definition
|
||||
|
||||
Each joint type has a definition that derives from b2JointDef. All joints are
|
||||
connected between two different bodies. One body may static. Joints between
|
||||
static and/or kinematic bodies are allowed, but have no effect and use some
|
||||
processing time.
|
||||
|
||||
You can specify user data for any joint type and you can provide a flag to
|
||||
prevent the attached bodies from colliding with each other. This is actually
|
||||
the default behavior and you must set the collideConnected Boolean to allow
|
||||
collision between to connected bodies.
|
||||
|
||||
Many joint definitions require that you provide some geometric data. Often a
|
||||
joint will be defined by anchor points. These are points fixed in the attached
|
||||
bodies. LiquidFun requires these points to be specified in local coordinates.
|
||||
This way the joint can be specified even when the current body transforms
|
||||
violate the joint constraint --- a common occurrence when a game is saved and
|
||||
reloaded. Additionally, some joint definitions need to know the default
|
||||
relative angle between the bodies. This is necessary to constrain rotation
|
||||
correctly.
|
||||
|
||||
Initializing the geometric data can be tedious, so many joints have
|
||||
initialization functions that use the current body transforms to remove much
|
||||
of the work. However, these initialization functions should usually only be
|
||||
used for prototyping. Production code should define the geometry directly.
|
||||
This will make joint behavior more robust.
|
||||
|
||||
The rest of the joint definition data depends on the joint type. We cover
|
||||
these now.
|
||||
|
||||
<a name="jf">
|
||||
## Joint Factory
|
||||
|
||||
Joints are created and destroyed using the world factory methods. This brings
|
||||
up an old issue:
|
||||
|
||||
Caution
|
||||
|
||||
Don't try to create a joint on the stack or on the heap using new or malloc. You must create and destroy bodies and joints using the create and destroy methods of the b2World class.
|
||||
|
||||
Here's an example of the lifetime of a revolute joint:
|
||||
|
||||
`b2RevoluteJointDef jointDef;`<br/>
|
||||
`jointDef.bodyA = myBodyA;`<br/>
|
||||
`jointDef.bodyB = myBodyB;`<br/>
|
||||
`jointDef.anchorPoint = myBodyA->GetCenterPosition();`<br/>
|
||||
`b2RevoluteJoint* joint =
|
||||
(b2RevoluteJoint*)myWorld->CreateJoint(&jointDef);`<br/>
|
||||
`… do stuff …`<br/>
|
||||
`myWorld->DestroyJoint(joint);`<br/>
|
||||
`joint = NULL;`<br/>
|
||||
|
||||
It is always good to nullify your pointer after they are destroyed. This will
|
||||
make the program crash in a controlled manner if you try to reuse the pointer.
|
||||
|
||||
The lifetime of a joint is not simple. Heed this warning well:
|
||||
|
||||
Caution
|
||||
|
||||
Joints are destroyed when an attached body is destroyed.
|
||||
|
||||
This precaution is not always necessary. You may organize your game engine so
|
||||
that joints are always destroyed before the attached bodies. In this case you
|
||||
don't need to implement the listener class. See the section on Implicit
|
||||
Destruction for details.
|
||||
|
||||
<a name="uj">
|
||||
## Using Joints
|
||||
|
||||
Many simulations create the joints and don't access them again until they are
|
||||
destroyed. However, there is a lot of useful data contained in joints that you
|
||||
can use to create a rich simulation.
|
||||
|
||||
First of all, you can get the bodies, anchor points, and user data from a
|
||||
joint.
|
||||
|
||||
`b2Body* GetBodyA();`
|
||||
|
||||
`b2Body* GetBodyB();`
|
||||
|
||||
`b2Vec2 GetAnchorA();`
|
||||
|
||||
`b2Vec2 GetAnchorB();`
|
||||
|
||||
`void* GetUserData();`
|
||||
|
||||
All joints have a reaction force and torque. This the reaction force applied
|
||||
to body 2 at the anchor point. You can use reaction forces to break joints or
|
||||
trigger other game events. These functions may do some computations, so don't
|
||||
call them if you don't need the result.
|
||||
|
||||
`b2Vec2 GetReactionForce();`<br/>
|
||||
|
||||
`float32 GetReactionTorque();`<br/>
|
||||
|
||||
### Distance Joint
|
||||
|
||||
One of the simplest joint is a distance joint which says that the distance
|
||||
between two points on two bodies must be constant. When you specify a distance
|
||||
joint the two bodies should already be in place. Then you specify the two
|
||||
anchor points in world coordinates. The first anchor point is connected to
|
||||
body 1, and the second anchor point is connected to body 2. These points imply
|
||||
the length of the distance constraint.
|
||||
|
||||
<img align="center" src="image_18.gif" alt="Distance joint" height="118"
|
||||
width="155"><br/>
|
||||
|
||||
Here is an example of a distance joint definition. In this case we decide to
|
||||
allow the bodies to collide.
|
||||
|
||||
`b2DistanceJointDef jointDef;`<br/>
|
||||
`jointDef.Initialize(myBodyA, myBodyB, worldAnchorOnBodyA,
|
||||
worldAnchorOnBodyB);`<br/>
|
||||
`jointDef.collideConnected = true;`<br/>
|
||||
|
||||
The distance joint can also be made soft, like a spring-damper connection. See
|
||||
the Web example in the testbed to see how this behaves.
|
||||
|
||||
Softness is achieved by tuning two constants in the definition: frequency and
|
||||
damping ratio. Think of the frequency as the frequency of a harmonic
|
||||
oscillator (like a guitar string). The frequency is specified in Hertz.
|
||||
Typically the frequency should be less than a half the frequency of the time
|
||||
step. So if you are using a 60Hz time step, the frequency of the distance
|
||||
joint should be less than 30Hz. The reason is related to the Nyquist frequency.
|
||||
|
||||
The damping ratio is non-dimensional and is typically between 0 and 1, but can
|
||||
be larger. At 1, the damping is critical (all oscillations should vanish).
|
||||
|
||||
`jointDef.frequencyHz = 4.0f;`<br/>
|
||||
`jointDef.dampingRatio = 0.5f;`<br/>
|
||||
|
||||
### Revolute Joint
|
||||
|
||||
A revolute joint forces two bodies to share a common anchor point, often
|
||||
called a hinge point. The revolute joint has a single degree of freedom: the
|
||||
relative rotation of the two bodies. This is called the joint angle.
|
||||
|
||||
<img align="center" src="image_19.gif" alt="Revolute joint" height="97"
|
||||
width="139"><br/>
|
||||
|
||||
To specify a revolute you need to provide two bodies and a single anchor point
|
||||
in world space. The initialization function assumes that the bodies are
|
||||
already in the correct position.
|
||||
|
||||
In this example, two bodies are connected by a revolute joint at the first
|
||||
body's center of mass.
|
||||
|
||||
`b2RevoluteJointDef jointDef;`<br/>
|
||||
`jointDef.Initialize(myBodyA, myBodyB,
|
||||
myBodyA->GetWorldCenter());`<br/>
|
||||
|
||||
The revolute joint angle is positive when bodyB rotates CCW about the angle
|
||||
point. Like all angles in LiquidFun, the revolute angle is measured in
|
||||
radians. By convention the revolute joint angle is zero when the joint is
|
||||
created using Initialize(), regardless of the current rotation of the two
|
||||
bodies.
|
||||
|
||||
In some cases you might wish to control the joint angle. For this, the
|
||||
revolute joint can optionally simulate a joint limit and/or a motor.
|
||||
|
||||
A joint limit forces the joint angle to remain between a lower and upper
|
||||
bound. The limit will apply as much torque as needed to make this happen. The
|
||||
limit range should include zero, otherwise the joint will lurch when the
|
||||
simulation begins.
|
||||
|
||||
A joint motor allows you to specify the joint speed (the time derivative of
|
||||
the angle). The speed can be negative or positive. A motor can have infinite
|
||||
force, but this is usually not desirable. Recall the eternal question:
|
||||
|
||||
*"What happens when an irresistible force meets an immovable object?"*
|
||||
|
||||
I can tell you it's not pretty. So you can provide a maximum torque for the
|
||||
joint motor. The joint motor will maintain the specified speed unless the
|
||||
required torque exceeds the specified maximum. When the maximum torque is
|
||||
exceeded, the joint will slow down and can even reverse.
|
||||
|
||||
You can use a joint motor to simulate joint friction. Just set the joint speed
|
||||
to zero, and set the maximum torque to some small, but significant value. The
|
||||
motor will try to prevent the joint from rotating, but will yield to a
|
||||
significant load.
|
||||
|
||||
Here's a revision of the revolute joint definition above; this time the joint
|
||||
has a limit and a motor enabled. The motor is setup to simulate joint friction.
|
||||
|
||||
b2RevoluteJointDef jointDef;
|
||||
jointDef.Initialize(bodyA, bodyB, myBodyA->GetWorldCenter());
|
||||
jointDef.lowerAngle = -0.5f * b2_pi; // -90 degrees
|
||||
jointDef.upperAngle = 0.25f * b2_pi; // 45 degrees
|
||||
jointDef.enableLimit = true;
|
||||
jointDef.maxMotorTorque = 10.0f;
|
||||
jointDef.motorSpeed = 0.0f;
|
||||
jointDef.enableMotor = true;
|
||||
|
||||
You can access a revolute joint's angle, speed, and motor torque.
|
||||
|
||||
`float32 GetJointAngle() const;`<br/>
|
||||
`float32 GetJointSpeed() const;`<br/>
|
||||
`float32 GetMotorTorque() const;`<br/>
|
||||
|
||||
You also update the motor parameters each step.
|
||||
|
||||
`void SetMotorSpeed(float32 speed);`<br/>
|
||||
`void SetMaxMotorTorque(float32 torque);`<br/>
|
||||
|
||||
Joint motors have some interesting abilities. You can update the joint speed
|
||||
every time step so you can make the joint move back-and-forth like a sine-wave
|
||||
or according to whatever function you want.
|
||||
|
||||
`... Game Loop Begin ...`<br/>
|
||||
`myJoint->SetMotorSpeed(cosf(0.5f * time));`<br/>
|
||||
`... Game Loop End ...`<br/>
|
||||
|
||||
You can also use joint motors to track a desired joint angle. For example:
|
||||
|
||||
`... Game Loop Begin ...`<br/>
|
||||
`float32 angleError = myJoint->GetJointAngle() -
|
||||
angleTarget;`<br/>
|
||||
`float32 gain = 0.1f;`<br/>
|
||||
`myJoint->SetMotorSpeed(-gain * angleError);`<br/>
|
||||
`... Game Loop End ...`<br/>
|
||||
|
||||
Generally your gain parameter should not be too large. Otherwise your joint
|
||||
may become unstable.
|
||||
|
||||
### Prismatic Joint
|
||||
|
||||
A prismatic joint allows for relative translation of two bodies along a
|
||||
specified axis. A prismatic joint prevents relative rotation. Therefore, a
|
||||
prismatic joint has a single degree of freedom.
|
||||
|
||||
<img align="center" src="image_20.gif" alt="Prismatic joint" height="134"
|
||||
width="165"><br/>
|
||||
|
||||
The prismatic joint definition is similar to the revolute joint description;
|
||||
just substitute translation for angle and force for torque. Using this analogy
|
||||
provides an example prismatic joint definition with a joint limit and a
|
||||
friction motor:
|
||||
|
||||
`b2PrismaticJointDef jointDef;`<br/>
|
||||
`b2Vec2 worldAxis(1.0f, 0.0f);`<br/>
|
||||
`jointDef.Initialize(myBodyA, myBodyB,
|
||||
myBodyA->GetWorldCenter(), worldAxis);`<br/>
|
||||
`jointDef.lowerTranslation = -5.0f;`<br/>
|
||||
`jointDef.upperTranslation = 2.5f;`<br/>
|
||||
`jointDef.enableLimit = true;`<br/>
|
||||
`jointDef.maxMotorForce = 1.0f;`<br/>
|
||||
`jointDef.motorSpeed = 0.0f;`<br/>
|
||||
`jointDef.enableMotor = true;`<br/>
|
||||
|
||||
The revolute joint has an implicit axis coming out of the screen. The
|
||||
prismatic joint needs an explicit axis parallel to the screen. This axis is
|
||||
fixed in the two bodies and follows their motion.
|
||||
|
||||
Like the revolute joint, the prismatic joint translation is zero when the
|
||||
joint is created using Initialize(). So be sure zero is between your lower and
|
||||
upper translation limits.
|
||||
|
||||
Using a prismatic joint is similar to using a revolute joint. Here are the
|
||||
relevant member functions:
|
||||
|
||||
`float32 GetJointTranslation() const;`
|
||||
|
||||
`float32 GetJointSpeed() const;`
|
||||
|
||||
`float32 GetMotorForce() const;`
|
||||
|
||||
`void SetMotorSpeed(float32 speed);`
|
||||
|
||||
`void SetMotorForce(float32 force);`
|
||||
|
||||
### Pulley Joint
|
||||
|
||||
A pulley is used to create an idealized pulley. The pulley connects two bodies
|
||||
to ground and to each other. As one body goes up, the other goes down. The
|
||||
total length of the pulley rope is conserved according to the initial
|
||||
configuration.
|
||||
|
||||
length1 + length2 == constant
|
||||
|
||||
You can supply a ratio that simulates a block and tackle. This causes one side
|
||||
of the pulley to extend faster than the other. At the same time the constraint
|
||||
force is smaller on one side than the other. You can use this to create
|
||||
mechanical leverage.
|
||||
|
||||
length1 + ratio * length2 == constant
|
||||
|
||||
For example, if the ratio is 2, then length1 will vary at twice the rate of
|
||||
length2. Also the force in the rope attached to body1 will have half the
|
||||
constraint force as the rope attached to body2.
|
||||
|
||||
<img align="center" src="image_21.gif" alt="Pulley joint" height="213"
|
||||
width="237"><br/>
|
||||
|
||||
Pulleys can be troublesome when one side is fully extended. The rope on the
|
||||
other side will have zero length. At this point the constraint equations
|
||||
become singular (bad). You should configure collision shapes to prevent this.
|
||||
|
||||
Here is an example pulley definition:
|
||||
|
||||
`b2Vec2 anchor1 = myBody1->GetWorldCenter();`<br/>
|
||||
`b2Vec2 anchor2 = myBody2->GetWorldCenter();`<br/>
|
||||
`b2Vec2 groundAnchor1(p1.x, p1.y + 10.0f);`<br/>
|
||||
`b2Vec2 groundAnchor2(p2.x, p2.y + 12.0f);`<br/>
|
||||
`float32 ratio = 1.0f;`<br/>
|
||||
`b2PulleyJointDef jointDef;`<br/>
|
||||
`jointDef.Initialize(myBody1, myBody2, groundAnchor1,
|
||||
groundAnchor2, anchor1, anchor2, ratio);`<br/>
|
||||
|
||||
Pulley joints provide the current lengths.
|
||||
|
||||
`float32 GetLengthA() const;`<br/>
|
||||
`float32 GetLengthB() const;`<br/>
|
||||
|
||||
### Gear Joint
|
||||
|
||||
If you want to create a sophisticated mechanical contraption you might want to
|
||||
use gears. In principle you can create gears in LiquidFun by using compound
|
||||
shapes to model gear teeth. This is not very efficient and might be tedious to
|
||||
author. You also have to be careful to line up the gears so the teeth mesh
|
||||
smoothly. LiquidFun has a simpler method of creating gears: the gear joint.
|
||||
|
||||
<img align="center" src="image_22.gif" alt="Gear joint" height="188"
|
||||
width="179"><br/>
|
||||
|
||||
The gear joint can only connect revolute and/or prismatic joints.
|
||||
|
||||
Like the pulley ratio, you can specify a gear ratio. However, in this case the
|
||||
gear ratio can be negative. Also keep in mind that when one joint is a
|
||||
revolute joint (angular) and the other joint is prismatic (translation), and
|
||||
then the gear ratio will have units of length or one over length.
|
||||
|
||||
coordinate1 + ratio * coordinate2 == constant
|
||||
|
||||
Here is an example gear joint. The bodies myBodyA and myBodyB are any bodies
|
||||
from the two joints, as long as they are not the same bodies.
|
||||
|
||||
`b2GearJointDef jointDef;`<br/>
|
||||
`jointDef.bodyA = myBodyA;`<br/>
|
||||
`jointDef.bodyB = myBodyB;`<br/>
|
||||
`jointDef.joint1 = myRevoluteJoint;`<br/>
|
||||
`jointDef.joint2 = myPrismaticJoint;`<br/>
|
||||
`jointDef.ratio = 2.0f * b2_pi / myLength;`<br/>
|
||||
|
||||
Note that the gear joint depends on two other joints. This creates a fragile
|
||||
situation. What happens if those joints are deleted?
|
||||
|
||||
Caution
|
||||
|
||||
Always delete gear joints before the revolute/prismatic joints on the gears. Otherwise your code will crash in a bad way due to the orphaned joint pointers in the gear joint. You should also delete the gear joint before you delete any of the bodies involved.
|
||||
|
||||
|
||||
### Mouse Joint
|
||||
|
||||
The mouse joint is used in the testbed to manipulate bodies with the mouse. It
|
||||
attempts to drive a point on a body towards the current position of the
|
||||
cursor. There is no restriction on rotation.
|
||||
|
||||
The mouse joint definition has a target point, maximum force, frequency, and
|
||||
damping ratio. The target point initially coincides with the body’s anchor
|
||||
point. The maximum force is used to prevent violent reactions when multiple
|
||||
dynamic bodies interact. You can make this as large as you like. The frequency
|
||||
and damping ratio are used to create a spring/damper effect similar to the
|
||||
distance joint.
|
||||
|
||||
Many users have tried to adapt the mouse joint for game play. Users often
|
||||
want to achieve precise positioning and instantaneous response. The mouse
|
||||
joint doesn’t work very well in that context. You may wish to consider using
|
||||
kinematic bodies instead.
|
||||
|
||||
### Wheel Joint
|
||||
|
||||
The wheel joint restricts a point on bodyB to a line on bodyA. The wheel joint
|
||||
also provides a suspension spring. See b2WheelJoint.h and Car.h for details.
|
||||
|
||||
<img align="center" src="image_23.png" alt="Wheel joint" height="286"
|
||||
width="157"><br/>
|
||||
|
||||
### Weld Joint
|
||||
|
||||
The weld joint attempts to constrain all relative motion between two bodies.
|
||||
See the Cantilever.h in the testbed to see how the weld joint behaves.
|
||||
|
||||
It is tempting to use the weld joint to define breakable structures. However,
|
||||
the LiquidFun solver is iterative so the joints are a bit soft. So chains of
|
||||
bodies connected by weld joints will flex.
|
||||
|
||||
Instead it is better to create breakable bodies starting with a single body
|
||||
with multiple fixtures. When the body breaks, you can destroy a fixture and
|
||||
recreate it on a new body. See the Breakable example in the testbed.
|
||||
|
||||
### Rope Joint
|
||||
|
||||
The rope joint restricts the maximum distance between two points. This can be
|
||||
useful to prevent chains of bodies from stretching, even under high load. See
|
||||
b2RopeJoint.h and RopeJoint.h for details.
|
||||
|
||||
### Friction Joint
|
||||
|
||||
The friction joint is used for top-down friction. The joint provides 2D
|
||||
translational friction and angular friction. See b2FrictionJoint.h and
|
||||
ApplyForce.h for details.
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,364 @@
|
||||
# Contacts
|
||||
|
||||
[About](#about)<br/>
|
||||
[Contact Class](#cc)<br/>
|
||||
[Accessing Contacts](#ac)<br/>
|
||||
[Contact Listener](#cl)<br/>
|
||||
[Contact Filtering](#cf)<br/>
|
||||
|
||||
|
||||
<a name="about"></a>
|
||||
## About
|
||||
|
||||
Contacts are objects created by LiquidFun to manage collision between two
|
||||
fixtures. If the fixture has children, such as a chain shape, then a contact
|
||||
exists for each relevant child. There are different kinds of contacts, derived
|
||||
from b2Contact, for managing contact between different kinds of fixtures. For
|
||||
example there is a contact class for managing polygon-polygon collision and
|
||||
another contact class for managing circle-circle collision.
|
||||
|
||||
Here is some terminology associated with contacts.
|
||||
|
||||
### contact point
|
||||
|
||||
A contact point is a point where two shapes touch. LiquidFun approximates
|
||||
contact with a small number of points.
|
||||
|
||||
### contact normal
|
||||
|
||||
A contact normal is a unit vector that points from one shape to another. By
|
||||
convention, the normal points from fixtureA to fixtureB.
|
||||
|
||||
### contact separation
|
||||
|
||||
Separation is the opposite of penetration. Separation is negative when shapes
|
||||
overlap. It is possible that future versions of LiquidFun will create contact
|
||||
points with positive separation, so you may want to check the sign when
|
||||
contact points are reported.
|
||||
|
||||
### contact manifold
|
||||
|
||||
Contact between two convex polygons may generate up to 2 contact points. Both
|
||||
of these points use the same normal, so they are grouped into a contact
|
||||
manifold, which is an approximation of a continuous region of contact.
|
||||
|
||||
### normal impulse
|
||||
|
||||
The normal force is the force applied at a contact point to prevent the shapes
|
||||
from penetrating. For convenience, LiquidFun works with impulses. The normal
|
||||
impulse is just the normal force multiplied by the time step.
|
||||
|
||||
### tangent impulse
|
||||
|
||||
The tangent force is generated at a contact point to simulate friction. For
|
||||
convenience, this is stored as an impulse.
|
||||
|
||||
### contact ids
|
||||
|
||||
LiquidFun tries to re-use the contact force results from a time step as the
|
||||
initial guess for the next time step. LiquidFun uses contact ids to match
|
||||
contact points across time steps. The ids contain geometric features indices
|
||||
that help to distinguish one contact point from another.
|
||||
|
||||
Contacts are created when two fixture’s AABBs overlap. Sometimes collision
|
||||
filtering will prevent the creation of contacts. Contacts are destroyed with
|
||||
the AABBs cease to overlap.
|
||||
|
||||
So you might gather that there may be contacts created for fixtures that are
|
||||
not touching (just their AABBs). Well, this is correct. It's a "chicken or egg"
|
||||
problem. We don't know if we need a contact object until one is created
|
||||
to analyze the collision. We could delete the contact right away if the shapes
|
||||
are not touching, or we can just wait until the AABBs stop overlapping.
|
||||
LiquidFun takes the latter approach because it lets the system cache
|
||||
information to improve performance.
|
||||
|
||||
<a name="cc">
|
||||
## Contact Class
|
||||
|
||||
As mentioned before, the contact class is created and destroyed by LiquidFun.
|
||||
Contact objects are not created by the user. However, you are able to access
|
||||
the contact class and interact with it.
|
||||
|
||||
You can access the raw contact manifold:
|
||||
|
||||
`b2Manifold* GetManifold();`<br/>
|
||||
`const b2Manifold* GetManifold() const;`<br/>
|
||||
|
||||
You can potentially modify the manifold, but this is generally not supported
|
||||
and is for advanced usage.
|
||||
|
||||
There is a helper function to get the b2WorldManifold:
|
||||
|
||||
`void GetWorldManifold(b2WorldManifold* worldManifold)
|
||||
const;`<br/>
|
||||
|
||||
This uses the current positions of the bodies to compute world positions of
|
||||
the contact points.
|
||||
|
||||
Sensors do not create manifolds, so for them use:
|
||||
|
||||
`bool touching = sensorContact->IsTouching();`<br/>
|
||||
|
||||
This function also works for non-sensors.
|
||||
|
||||
You can get the fixtures from a contact. From those you can get the bodies.
|
||||
|
||||
`b2Fixture* fixtureA = myContact->GetFixtureA();`<br/>
|
||||
`b2Body* bodyA = fixtureA->GetBody();`<br/>
|
||||
`MyActor* actorA = (MyActor*)bodyA->GetUserData();`<br/>
|
||||
|
||||
You can disable a contact. This only works inside the
|
||||
b2ContactListener::PreSolve event, discussed below.
|
||||
|
||||
<a name="ac">
|
||||
## Accessing Contacts
|
||||
|
||||
You can get access to contacts in several ways. You can access the contacts
|
||||
directly on the world and body structures. You can also implement a contact
|
||||
listener.
|
||||
|
||||
You can iterate over all contacts in the world:
|
||||
|
||||
`for (b2Contact* c = myWorld->GetContactList(); c; c =
|
||||
c->GetNext())`<br/>
|
||||
`{`<br/>
|
||||
`// process c`<br/>
|
||||
`}`<br/>
|
||||
|
||||
You can also iterate over all the contacts on a body. These are stored in a
|
||||
graph using a contact edge structure.
|
||||
|
||||
`for (b2ContactEdge* ce = myBody->GetContactList(); ce; ce =
|
||||
ce->next)`<br/>
|
||||
`{`<br/>
|
||||
` b2Contact* c = ce->contact;`<br/>
|
||||
` // process c`<br/>
|
||||
`}`<br/>
|
||||
|
||||
You can also access contacts using the contact listener that is described
|
||||
below.
|
||||
|
||||
Caution
|
||||
|
||||
Accessing contacts off b2World and b2Body may miss some transient
|
||||
contacts that occur in the middle of the time step. Use b2ContactListener to
|
||||
get the most accurate results.
|
||||
|
||||
<a name="cl">
|
||||
## Contact Listener
|
||||
|
||||
You can receive contact data by implementing b2ContactListener. The contact
|
||||
listener supports several events: begin, end, pre-solve, and post-solve.
|
||||
|
||||
`class MyContactListener : public b2ContactListener`<br/>
|
||||
`{`<br/>
|
||||
`public:`<br/>
|
||||
`void BeginContact(b2Contact*
|
||||
contact)`<br/>
|
||||
`{ /* handle begin event */ }`<br/>
|
||||
`void EndContact(b2Contact* contact)`<br/>
|
||||
`{ /* handle end event */ }`<br/>
|
||||
`void PreSolve(b2Contact* contact, const
|
||||
b2Manifold* oldManifold)`<br/>
|
||||
`{ /* handle pre-solve event */ }`<br/>
|
||||
`void PostSolve(b2Contact* contact, const
|
||||
b2ContactImpulse* impulse)`<br/>
|
||||
`{ /* handle post-solve event */ }`<br/>
|
||||
`};`<br/>
|
||||
|
||||
Caution
|
||||
|
||||
Do not keep a reference to the pointers sent to b2ContactListener.
|
||||
Instead make a deep copy of the contact point data into your own buffer. The
|
||||
example below shows one way of doing this.
|
||||
|
||||
At run-time you can create an instance of the listener and register it
|
||||
with b2World::SetContactListener. Be sure your listener remains in scope while
|
||||
the world object exists.
|
||||
|
||||
### Begin Contact Event
|
||||
|
||||
This is called when two fixtures begin to overlap. This is called for sensors
|
||||
and non-sensors. This event can only occur inside the time step.
|
||||
|
||||
### End Contact Event
|
||||
|
||||
This is called when two fixtures cease to overlap. This is called for sensors
|
||||
and non-sensors. This may be called when a body is destroyed, so this event
|
||||
can occur outside the time step.
|
||||
|
||||
### Pre-Solve Event
|
||||
|
||||
This is called after collision detection, but before collision resolution.
|
||||
This gives you a chance to disable the contact based on the current
|
||||
configuration. For example, you can implement a one-sided platform using this
|
||||
callback and calling b2Contact::SetEnabled(false). The contact will be
|
||||
re-enabled each time through collision processing, so you will need to disable
|
||||
the contact every time-step. The pre-solve event may be fired multiple times
|
||||
per time step per contact due to continuous collision detection.
|
||||
|
||||
`void PreSolve(b2Contact* contact, const b2Manifold*
|
||||
oldManifold)`<br/>
|
||||
`{`<br/>
|
||||
`b2WorldManifold worldManifold;`<br/>
|
||||
`contact->GetWorldManifold(&worldManifold);`<br/>
|
||||
`if (worldManifold.normal.y < -0.5f)`<br/>
|
||||
`{`<br/>
|
||||
`contact->SetEnabled(false);`<br/>
|
||||
`}`<br/>
|
||||
`}`<br/>
|
||||
|
||||
The pre-solve event is also a good place to determine the point state and the
|
||||
approach velocity of collisions.
|
||||
|
||||
`void PreSolve(b2Contact* contact, const b2Manifold*
|
||||
oldManifold)`<br/>
|
||||
`{`<br/>
|
||||
`b2WorldManifold worldManifold;`<br/>
|
||||
`contact->GetWorldManifold(&worldManifold);`<br/>
|
||||
`b2PointState state1[2], state2[2];`<br/>
|
||||
`b2GetPointStates(state1, state2,
|
||||
oldManifold, contact->GetManifold());`<br/>
|
||||
`if (state2[0] == b2_addState)`<br/>
|
||||
`{`<br/>
|
||||
`const b2Body* bodyA =
|
||||
contact->GetFixtureA()->GetBody();`<br/>
|
||||
`const b2Body* bodyB =
|
||||
contact->GetFixtureB()->GetBody();`<br/>
|
||||
`b2Vec2 point =
|
||||
worldManifold.points[0];`<br/>
|
||||
`b2Vec2 vA =
|
||||
bodyA->GetLinearVelocityFromWorldPoint(point);`<br/>
|
||||
`b2Vec2 vB =
|
||||
bodyB->GetLinearVelocityFromWorldPoint(point);`<br/>
|
||||
`float32
|
||||
approachVelocity = b2Dot(vB – vA, worldManifold.normal);`<br/>
|
||||
`if (approachVelocity >
|
||||
1.0f)`<br/>
|
||||
`{`<br/>
|
||||
`MyPlayCollisionSound();`<br/>
|
||||
`}`<br/>
|
||||
`}`<br/>
|
||||
`}`<br/>
|
||||
|
||||
### Post-Solve Event
|
||||
|
||||
The post solve event is where you can gather collision impulse results. If you
|
||||
don’t care about the impulses, you should probably just implement the
|
||||
pre-solve event.
|
||||
|
||||
It is tempting to implement game logic that alters the physics world inside a
|
||||
contact callback. For example, you may have a collision that applies damage
|
||||
and try to destroy the associated actor and its rigid body. However, LiquidFun
|
||||
does not allow you to alter the physics world inside a callback because you
|
||||
might destroy objects that LiquidFun is currently processing, leading to
|
||||
orphaned pointers.
|
||||
|
||||
The recommended practice for processing contact points is to buffer all
|
||||
contact data that you care about and process it after the time step. You
|
||||
should always process the contact points immediately after the time step;
|
||||
otherwise some other client code might alter the physics world, invalidating
|
||||
the contact buffer. When you process the contact buffer you can alter the
|
||||
physics world, but you still need to be careful that you don't orphan pointers
|
||||
stored in the contact point buffer. The testbed has example contact point
|
||||
processing that is safe from orphaned pointers.
|
||||
|
||||
This code from the CollisionProcessing test shows how to handle orphaned
|
||||
bodies when processing the contact buffer. Here is an excerpt. Be sure to read
|
||||
the comments in the listing. This code assumes that all contact points have
|
||||
been buffered in the b2ContactPoint array m_points.
|
||||
|
||||
`// We are going to destroy some bodies according to
|
||||
contact`<br/>
|
||||
`// points. We must buffer the bodies that should be
|
||||
destroyed`<br/>
|
||||
`// because they may belong to multiple contact points.`<br/>
|
||||
`const int32 k_maxNuke = 6;`<br/>
|
||||
`b2Body* nuke[k_maxNuke];`<br/>
|
||||
`int32 nukeCount = 0;`<br/>
|
||||
`// Traverse the contact buffer. Destroy bodies that`<br/>
|
||||
`// are touching heavier bodies.`<br/>
|
||||
`for (int32 i = 0; i < m_pointCount; ++i)`<br/>
|
||||
`{`<br/>
|
||||
`ContactPoint* point = m_points + i;`<br/>
|
||||
`b2Body* bodyA =
|
||||
point->fixtureA->GetBody();`<br/>
|
||||
`b2Body* bodyB =
|
||||
point->FixtureB->GetBody();`<br/>
|
||||
`float32 massA = bodyA->GetMass();`<br/>
|
||||
`float32 massB = bodyB->GetMass();`<br/>
|
||||
`if (massA > 0.0f && massB > 0.0f)`<br/>
|
||||
`{`<br/>
|
||||
`if (massB > massA)`<br/>
|
||||
`{`<br/>
|
||||
`nuke[nukeCount++] = bodyA;`<br/>
|
||||
`}`<br/>
|
||||
`else`<br/>
|
||||
`{`<br/>
|
||||
`nuke[nukeCount++] = bodyB;`<br/>
|
||||
`}`<br/>
|
||||
`if (nukeCount == k_maxNuke)`<br/>
|
||||
`{`<br/>
|
||||
`break;`<br/>
|
||||
`}`<br/>
|
||||
`}`<br/>
|
||||
`}`<br/>
|
||||
`// Sort the nuke array to group duplicates.`<br/>
|
||||
`std::sort(nuke, nuke + nukeCount);`<br/>
|
||||
`// Destroy the bodies, skipping duplicates.`<br/>
|
||||
`int32 i = 0;`<br/>
|
||||
`while (i < nukeCount)`<br/>
|
||||
`{`<br/>
|
||||
`b2Body* b = nuke[i++];`<br/>
|
||||
`while (i < nukeCount && nuke[i] ==
|
||||
b)`<br/>
|
||||
`{`<br/>
|
||||
`++i;`<br/>
|
||||
`}`<br/>
|
||||
`m_world->DestroyBody(b);`<br/>
|
||||
`}`<br/>
|
||||
|
||||
## Contact Filtering
|
||||
|
||||
Often in a game you don't want all objects to collide. For example, you may
|
||||
want to create a door that only certain characters can pass through. This is
|
||||
called contact filtering, because some interactions are filtered out.
|
||||
|
||||
LiquidFun allows you to achieve custom contact filtering by implementing a
|
||||
b2ContactFilter class. This class requires you to implement a ShouldCollide
|
||||
function that receives two b2Shape pointers. Your function returns true if the
|
||||
shapes should collide.
|
||||
|
||||
The default implementation of ShouldCollide uses the b2FilterData defined in
|
||||
Chapter 6, Fixtures.
|
||||
|
||||
`bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA,
|
||||
b2Fixture* fixtureB)`<br/>
|
||||
`{`<br/>
|
||||
`const b2Filter& filterA =
|
||||
fixtureA->GetFilterData();`<br/>
|
||||
`const b2Filter& filterB =
|
||||
fixtureB->GetFilterData();`<br/>
|
||||
`if (filterA.groupIndex ==
|
||||
filterB.groupIndex && filterA.groupIndex != 0)`<br/>
|
||||
`{`<br/>
|
||||
`return
|
||||
filterA.groupIndex > 0;`<br/>
|
||||
`}`<br/>
|
||||
`bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;`<br/>
|
||||
`return collide;`<br/>
|
||||
`}`<br/>
|
||||
|
||||
At run-time you can create an instance of your contact filter and register it
|
||||
with b2World::SetContactFilter. Make sure your filter stays in scope while the
|
||||
world exists.
|
||||
|
||||
`MyContactFilter filter;`<br/>
|
||||
`world->SetContactFilter(&filter);`<br/>
|
||||
`// filter remains in scope …`<br/>
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,322 @@
|
||||
# World Class
|
||||
|
||||
[About](#about)<br/>
|
||||
[Creating and Destroying a World](#cdw)<br/>
|
||||
[Using a World](#uw)<br/>
|
||||
[Simulation](#sim)<br/>
|
||||
[Exploring the World](#ew)<br/>
|
||||
[AABB Queries](#ab)<br/>
|
||||
[Ray Casts](#rc)<br/>
|
||||
[Forces and Impulses](#fi)<br/>
|
||||
[Coordinate Transformations](#ct)<br/>
|
||||
[Lists](#lists)<br/>
|
||||
<a name="about"></a><br/>
|
||||
## About
|
||||
|
||||
The b2World class contains the bodies and joints. It manages all aspects of
|
||||
the simulation and allows for asynchronous queries (like AABB queries and
|
||||
ray-casts). Much of your interactions with LiquidFun will be with a b2World
|
||||
object.
|
||||
|
||||
<a name="cdw"></a><br/>
|
||||
## Creating and Destroying a World
|
||||
|
||||
Creating a world is fairly simple. You just need to provide a gravity vector
|
||||
and a Boolean indicating if bodies can sleep. Usually you will create and
|
||||
destroy a world using new and delete.
|
||||
|
||||
`b2World* myWorld = new b2World(gravity, doSleep);`<br/>
|
||||
`... do stuff ...`<br/>
|
||||
`delete myWorld;`<br/>
|
||||
|
||||
<a name="uw"></a><br/>
|
||||
## Using a World
|
||||
|
||||
The world class contains factories for creating and destroying bodies and
|
||||
joints. These factories are discussed later in the sections on bodies and
|
||||
joints. There are some other interactions with b2World that I will cover now.
|
||||
|
||||
<a name="sim"></a><br/>
|
||||
## Simulation
|
||||
|
||||
The world class is used to drive the simulation. You specify a time step and a
|
||||
velocity and position iteration count. For example:
|
||||
|
||||
`float32 timeStep = 1.0f / 60.f;`<br/>
|
||||
`int32 velocityIterations = 10;`<br/>
|
||||
`int32 positionIterations = 8;`<br/>
|
||||
`myWorld->Step(timeStep, velocityIterations,
|
||||
positionIterations);`<br/>
|
||||
|
||||
After the time step you can examine your bodies and joints for information.
|
||||
Most likely you will grab the position off the bodies so that you can update
|
||||
your actors and render them. You can perform the time step anywhere in your
|
||||
game loop, but you should be aware of the order of things. For example, you
|
||||
must create bodies before the time step if you want to get collision results
|
||||
for the new bodies in that frame.
|
||||
|
||||
As I discussed above in the HelloWorld tutorial, you should use a fixed time
|
||||
step. By using a larger time step you can improve performance in low frame
|
||||
rate scenarios. But generally you should use a time step no larger than 1/30
|
||||
seconds. A time step of 1/60 seconds will usually deliver a high quality
|
||||
simulation.
|
||||
|
||||
The iteration count controls how many times the constraint solver sweeps over
|
||||
all the contacts and joints in the world. More iteration always yields a
|
||||
better simulation. But don't trade a small time step for a large iteration
|
||||
count. 60Hz and 10 iterations is far better than 30Hz and 20 iterations.
|
||||
|
||||
After stepping, you should clear any forces you have applied to your bodies.
|
||||
This is done with the command b2World::ClearForces. This lets you take
|
||||
multiple sub-steps with the same force field.
|
||||
|
||||
`myWorld->ClearForces();`<br/>
|
||||
|
||||
|
||||
<a name="ew"></a><br/>
|
||||
## Exploring the World
|
||||
|
||||
The world is a container for bodies, contacts, and joints. You can grab the
|
||||
body, contact, and joint lists off the world and iterate over them. For
|
||||
example, this code wakes up all the bodies in the world:
|
||||
|
||||
`for (b2Body* b = myWorld->GetBodyList(); b; b =
|
||||
b->GetNext())`<br/>
|
||||
`{`<br/>
|
||||
` b->SetAwake(true);`<br/>
|
||||
`}`<br/>
|
||||
|
||||
Unfortunately real programs can be more complicated. For example, the
|
||||
following code is broken:
|
||||
|
||||
`for (b2Body* b = myWorld->GetBodyList(); b; b =
|
||||
b->GetNext())`<br/>
|
||||
`{`<br/>
|
||||
`GameActor* myActor =
|
||||
(GameActor*)b->GetUserData();`<br/>
|
||||
`if (myActor->IsDead())`<br/>
|
||||
`{`<br/>
|
||||
`myWorld->DestroyBody(b);
|
||||
// ERROR: now GetNext returns garbage.`<br/>
|
||||
`}`<br/>
|
||||
`}`<br/>
|
||||
|
||||
Everything goes ok until a body is destroyed. Once a body is destroyed, its
|
||||
next pointer becomes invalid. So the call to b2Body::GetNext() will return
|
||||
garbage. The solution to this is to copy the next pointer before destroying
|
||||
the body.
|
||||
|
||||
`b2Body* node = myWorld->GetBodyList();`<br/>
|
||||
`while (node)`<br/>
|
||||
`{`<br/>
|
||||
`b2Body* b = node;`<br/>
|
||||
`node = node->GetNext();`<br/>
|
||||
`GameActor* myActor =
|
||||
(GameActor*)b->GetUserData();`<br/>
|
||||
`if (myActor->IsDead())`<br/>
|
||||
`{`<br/>
|
||||
`myWorld->DestroyBody(b);`
|
||||
<br/>
|
||||
`}`<br/>
|
||||
`}`<br/>
|
||||
|
||||
This safely destroys the current body. However, you may want to call a game
|
||||
function that may destroy multiple bodies. In this case you need to be very
|
||||
careful. The solution is application specific, but for convenience I'll show
|
||||
one method of solving the problem.
|
||||
|
||||
`b2Body* node = myWorld->GetBodyList();`<br/>
|
||||
`while (node)`<br/>
|
||||
`{`<br/>
|
||||
`b2Body* b = node;`<br/>
|
||||
`node = node->GetNext();`<br/>
|
||||
`GameActor* myActor =
|
||||
(GameActor*)b->GetUserData();`<br/>
|
||||
`if (myActor->IsDead())`<br/>
|
||||
`{`<br/>
|
||||
`bool
|
||||
otherBodiesDestroyed = GameCrazyBodyDestroyer(b);`<br/>
|
||||
`if
|
||||
(otherBodiesDestroyed)`<br/>
|
||||
`{`<br/>
|
||||
`node
|
||||
= myWorld->GetBodyList();`<br/>
|
||||
`}`<br/>
|
||||
`}`<br/>
|
||||
`}`<br/>
|
||||
|
||||
Obviously to make this work, GameCrazyBodyDestroyer must be honest about what
|
||||
it has destroyed.
|
||||
|
||||
<a name="ab"></a><br/>
|
||||
## AABB Queries
|
||||
|
||||
Sometimes you want to determine all the shapes in a region. The b2World class
|
||||
has a fast log(N) method for this using the broad-phase data structure. You
|
||||
provide an AABB in world coordinates and an implementation of b2QueryCallback.
|
||||
The world calls your class with each fixture whose AABB overlaps the query
|
||||
AABB. Return true to continue the query, otherwise return false. For example,
|
||||
the following code finds all the fixtures that potentially intersect a
|
||||
specified AABB and wakes up all of the associated bodies.
|
||||
|
||||
`class MyQueryCallback : public b2QueryCallback`<br/>
|
||||
`{`<br/>
|
||||
`public:`<br/>
|
||||
`bool ReportFixture(b2Fixture*
|
||||
fixture)`<br/>
|
||||
`{`<br/>
|
||||
`b2Body* body =
|
||||
fixture->GetBody();`<br/>
|
||||
`body->SetAwake(true);`<br
|
||||
/>
|
||||
`// Return true to
|
||||
continue the query.`<br/>
|
||||
`return true;`<br/>
|
||||
`}`<br/>
|
||||
`};`<br/>
|
||||
`...`<br/>
|
||||
`MyQueryCallback callback;`<br/>
|
||||
`b2AABB aabb;`<br/>
|
||||
`aabb.lowerBound.Set(-1.0f, -1.0f);`<br/>
|
||||
`aabb.upperBound.Set(1.0f, 1.0f);`<br/>
|
||||
`myWorld->Query(&callback, aabb);`<br/>
|
||||
|
||||
You cannot make any assumptions about the order of the callbacks.
|
||||
|
||||
<a name="rc"></a><br/>
|
||||
## Ray Casts
|
||||
|
||||
You can use ray casts to do line-of-sight checks, fire guns, etc. You perform
|
||||
a ray cast by implementing a callback class and providing the start and end
|
||||
points. The world class calls your class with each fixture hit by the ray.
|
||||
Your callback is provided with the fixture, the point of intersection, the
|
||||
unit normal vector, and the fractional distance along the ray. You cannot make
|
||||
any assumptions about the order of the callbacks.
|
||||
|
||||
You control the continuation of the ray cast by returning a fraction.
|
||||
Returning a fraction of zero indicates the ray cast should be terminated. A
|
||||
fraction of one indicates the ray cast should continue as if no hit occurred.
|
||||
If you return the fraction from the argument list, the ray will be clipped to
|
||||
the current intersection point. So you can ray cast any shape, ray cast all
|
||||
shapes, or ray cast the closest shape by returning the appropriate fraction.
|
||||
|
||||
You may also return of fraction of -1 to filter the fixture. Then the ray cast
|
||||
will proceed as if the fixture does not exist.
|
||||
|
||||
Here is an example:
|
||||
|
||||
`// This class captures the closest hit shape.`<br/>
|
||||
`class MyRayCastCallback : public b2RayCastCallback`<br/>
|
||||
`{`<br/>
|
||||
`public:`<br/>
|
||||
`MyRayCastCallback()`<br/>
|
||||
`{`<br/>
|
||||
`m_fixture = NULL;`<br/>
|
||||
`}`<br/>
|
||||
`float32 ReportFixture(b2Fixture* fixture,
|
||||
const b2Vec2& point, const b2Vec2& normal, float32 fraction)`<br/>
|
||||
`{`<br/>
|
||||
`m_fixture =
|
||||
fixture;`<br/>
|
||||
`m_point = point;`<br/>
|
||||
`m_normal = normal;`<br/>
|
||||
`m_fraction =
|
||||
fraction;`<br/>
|
||||
`return fraction;`<br/>
|
||||
`}`<br/>
|
||||
`b2Fixture* m_fixture;`<br/>
|
||||
`b2Vec2 m_point;`<br/>
|
||||
`b2Vec2 m_normal;`<br/>
|
||||
`float32 m_fraction;`<br/>
|
||||
`};`<br/>
|
||||
`MyRayCastCallback callback;`<br/>
|
||||
`b2Vec2 point1(-1.0f, 0.0f);`<br/>
|
||||
`b2Vec2 point2(3.0f, 1.0f);`<br/>
|
||||
`myWorld->RayCast(&callback, point1, point2);`<br/>
|
||||
|
||||
Caution
|
||||
|
||||
Due to round-off errors, ray casts can sneak through small cracks
|
||||
between polygons in your static environment. If this is not acceptable in your
|
||||
application, please enlarge your polygons slightly.
|
||||
|
||||
`void SetLinearVelocity(const b2Vec2& v);`<br/>
|
||||
`b2Vec2 GetLinearVelocity() const;`<br/>
|
||||
`void SetAngularVelocity(float32 omega);`<br/>
|
||||
`float32 GetAngularVelocity() const;`<br/>
|
||||
|
||||
<a name="fi"></a><br/>
|
||||
## Forces and Impulses
|
||||
|
||||
You can apply forces, torques, and impulses to a body. When you apply a force
|
||||
or an impulse, you provide a world point where the load is applied. This often
|
||||
results in a torque about the center of mass.
|
||||
|
||||
void ApplyForce(const b2Vec2& force, const b2Vec2& point);
|
||||
void ApplyTorque(float32 torque);
|
||||
void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point);
|
||||
void ApplyAngularImpulse(float32 impulse);
|
||||
|
||||
Applying a force, torque, or impulse wakes the body. Sometimes this is
|
||||
undesirable. For example, you may be applying a steady force and want to allow
|
||||
the body to sleep to improve performance. In this case you can use the
|
||||
following code.
|
||||
|
||||
`if (myBody->IsAwake() == true)`<br/>
|
||||
`{`<br/>
|
||||
`myBody->ApplyForce(myForce,
|
||||
myPoint);`<br/>
|
||||
`}`<br/>
|
||||
|
||||
You can apply forces and impulses to particles and particle groups, as well.
|
||||
Unlike with bodies, however, the load is not applied to an arbitrary world
|
||||
point. Instead, it acts upon the center of each particle.
|
||||
|
||||
You can apply forces and impulses to individual particles or to particle groups.
|
||||
The following example spreads an impulse of (0.7, 0.3) kg m/s across the
|
||||
particles in myParticleGroup:
|
||||
|
||||
`const b2Vec2 impulse(0.7f, 0.3f);`
|
||||
`myParticleGroup->ApplyLinearImpulse(impulse);`
|
||||
|
||||
<a name="ct"></a><br/>
|
||||
## Coordinate Transformations
|
||||
|
||||
The body class has some utility functions to help you transform points and
|
||||
vectors between local and world space. If you don't understand these concepts,
|
||||
please read "Essential Mathematics for Games and Interactive Applications" by
|
||||
Jim Van Verth and Lars Bishop. These functions are efficient (when inlined).
|
||||
|
||||
`b2Vec2 GetWorldPoint(const b2Vec2& localPoint);`<br/>
|
||||
|
||||
`b2Vec2 GetWorldVector(const b2Vec2& localVector);`<br/>
|
||||
|
||||
`b2Vec2 GetLocalPoint(const b2Vec2& worldPoint);`<br/>
|
||||
|
||||
`b2Vec2 GetLocalVector(const b2Vec2& worldVector);`<br/>
|
||||
|
||||
<a name="lists"></a><br/>
|
||||
## Lists
|
||||
|
||||
You can iterate over a body's fixtures. This is mainly useful if you need to
|
||||
access the fixture's user data.
|
||||
|
||||
`for (b2Fixture* f = body->GetFixtureList(); f; f =
|
||||
f->GetNext())`<br/>
|
||||
`{`<br/>
|
||||
`MyFixtureData* data =
|
||||
(MyFixtureData*)f->GetUserData();`<br/>
|
||||
`… do something with data …`<br/>
|
||||
`}`<br/>
|
||||
|
||||
You can similarly iterate over the body's joint list.
|
||||
|
||||
The body also provides a list of associated contacts. You can use this to get
|
||||
information about the current contacts. Be careful, because the contact list
|
||||
may not contain all the contacts that existed during the previous time step.
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,729 @@
|
||||
# Particle Module
|
||||
|
||||
[About](#About)<br/>
|
||||
[Particles](#Particles)<br/>
|
||||
[Particle Systems](#ps)<br/>
|
||||
[Particle Groups](#pg)<br/>
|
||||
[Discrete Particles vs. Particle Groups](#dp)<br/>
|
||||
[Stepping the World](#stw)<br/>
|
||||
[Maximum Velocity](#mv)<br/>
|
||||
[Creating and Destroying Particles](#cdp)<br/>
|
||||
[Creating and Destroying Particle Groups](#cdpg)<br/>
|
||||
[Particle Behaviors](#pb)<br/>
|
||||
[Particle Properties](#pp)<br/>
|
||||
[Rendering with OpenGL](#gl)<br/>
|
||||
[Sample Applications](#sa)<br/>
|
||||
|
||||
<a name="About">
|
||||
## About
|
||||
The Particle module offers the ability to create and manipulate liquid or soft
|
||||
(deformable) bodies. It allows you to create (and destroy) particles with
|
||||
various behaviors and properties, and provides various methods for
|
||||
manipulating
|
||||
them. The module permits you to define particles discretely or as groups. It
|
||||
is
|
||||
designed to allow you to manipulate large numbers of particles efficiently.
|
||||
|
||||
<a name="Particles">
|
||||
## Particles
|
||||
A particle is round, and the minimal unit of matter in a particle system. By
|
||||
default, a particle behaves as a liquid. You can set behavioral flags,
|
||||
however, to assign different behaviors (explained in
|
||||
[Particle Behaviors](#pb)) to individual particles or groups of particles.
|
||||
You can also set other particle properties including position, velocity, and
|
||||
color.<br/>
|
||||
The `b2Particle.h` file contains the enumerated behavior values, as well as
|
||||
the
|
||||
variables specifying other particle properties. The corresponding enum is
|
||||
named `b2ParticleFlag.`
|
||||
|
||||
<a name="ps">
|
||||
## Particle Systems
|
||||
|
||||
The "world" that particles inhabit is called a particle system. A particle
|
||||
system describes a wide variety of physical coefficients that help dictate
|
||||
how particles interact with the world around them. A few examples of these
|
||||
conditions are default particle radius, elasticity, and viscosity. For more
|
||||
detail, see the API Reference description of the b2ParticleSystemDef struct.
|
||||
|
||||
The following example creates a particle system:
|
||||
|
||||
`const b2ParticleSystemDef particleSystemDef;`<br/>
|
||||
`m_particleSystems[0] =
|
||||
`m_world->CreateParticleSystem(&particleSystemDef);`<br/>
|
||||
|
||||
You can also create more than one particle system: Thus, one "world's"
|
||||
particles may have a certain default radius, elasticity, etc., while the other
|
||||
"world" has different default values for these properties. The following sample
|
||||
shows the creation of multiple particle systems:
|
||||
|
||||
`const b2ParticleSystemDef particleSystemDef;`<br/>
|
||||
`for (int i = 0; i < NUM_PARTICLE_SYSTEMS; ++i) {`<br/>
|
||||
|
||||
`m_particleSystems[i] = m_world->CreateParticleSystem(&particleSystemDef);`
|
||||
<br/>
|
||||
`}`<br/>
|
||||
|
||||
In many, if not most,
|
||||
cases, it will not be necessary to adjust the default values or create multiple
|
||||
particle systems. You may find it useful in some cases, however.
|
||||
|
||||
For example, dividing particles into multiple systems can yield a performance
|
||||
gain by allowing you to simulate only the visible systems while putting all
|
||||
other systems in a "paused" state using `b2ParticleSystem::SetPaused()`.
|
||||
|
||||
The "Multiple Systems" example in the Testbed provides an example of
|
||||
two particle systems influencing a rigid body while not interacting with each
|
||||
other.
|
||||
|
||||
<a name="pg">
|
||||
## Particle Groups
|
||||
|
||||
Instead of creating particles individually, you can create a group of
|
||||
particles to manipulate en masse. Some of the particle-group properties that
|
||||
you can set are the same as those for discrete particles: behavior, position,
|
||||
linear velocity, and color. There are also properties specific to groups:
|
||||
rotational angle, rotational velocity, and strength.<br/>
|
||||
The `b2ParticleGroup.h` file contains the declarations for all of these
|
||||
variables, as well as the enum for particle-group behavior:
|
||||
`b2ParticleGroupFlag`.
|
||||
|
||||
<a name="dp">
|
||||
## Discrete Particles vs. Particle Groups
|
||||
|
||||
With one main exception, there is no functional difference between working
|
||||
with individual particles and groups of particles. The exception is rigid
|
||||
particles: Because of the internal algorithm used to make particles rigid, you
|
||||
must define them as a group.
|
||||
|
||||
Particle groups do offer several conveniences. First, they allow you to create
|
||||
and destroy large numbers of particles automatically. If you do not create a
|
||||
group, you must create all of the particles individually. Also, a group allows
|
||||
you to assign the same property, such as angle of rotation, to all of its
|
||||
particles at once.
|
||||
|
||||
<a name="stw">
|
||||
## Stepping the World (Particle Iterations)
|
||||
|
||||
The particle solver can iterate multiple times per step. Larger numbers of
|
||||
steps improve the stability and fidelity of the particle simulation. However,
|
||||
more steps also require more processor cycles.
|
||||
|
||||
The cycles cost is almost linear: double the number of particle iterations
|
||||
will almost double the cycles cost of b2ParticleSystem::Solve.
|
||||
|
||||
Use the `particleIterations` parameter in `b2World::Step` to set the number
|
||||
of iterations. The default value of `particleIterations` is 1.
|
||||
|
||||
You should experiment with `particleIterations` in your game to find the best
|
||||
balance of stability versus cycles. Try calling `b2CalculateParticleIterations`
|
||||
or `b2World::CalculateReasonableParticleIterations` to estimate a reasonable
|
||||
value. Note that these functions are, necessarily, a simplification, and
|
||||
should be used only as a starting point.
|
||||
|
||||
If your simulation seems overly bouncy or energetic, or if the particles in
|
||||
your simulation are passing through contacts, try increasing the number of
|
||||
particle iterations.
|
||||
|
||||
Note that, as particle iterations increases, the affect of pressure on
|
||||
highly-compressed particles also increases. That is, particles get more
|
||||
incompressible as you increase particle iterations.
|
||||
|
||||
<a name="mv">
|
||||
## Maximum Velocity
|
||||
|
||||
The particle simulation enforces a maximum velocity on the particles, for
|
||||
stability and to prevent excessive interpenetration. The maximum velocity is,
|
||||
|
||||
`particle diameter / (particle iterations *
|
||||
b2World::Step's dt)`<br/>
|
||||
|
||||
<a name="cdp">
|
||||
## Creating and Destroying Particles
|
||||
|
||||
To create individual particles, create a `b2ParticleDef`-struct object. Next,
|
||||
specify the behavior and properties of the particle. Finally, call the method
|
||||
to create the particle.<br/>
|
||||
The following example creates an individual particle.
|
||||
|
||||
`b2ParticleDef pd;`<br>
|
||||
`pd.flags = b2_elasticParticle;`<br/>
|
||||
`pd.color.Set(0, 0, 255, 255);`<br/>
|
||||
`pd.position.Set(i, 0);`<br/>
|
||||
`int tempIndex = m_particleSystem->CreateParticle(pd);`<br/>
|
||||
|
||||
Particle lists are self-compacting. Therefore, the index returned by
|
||||
CreateParticle is only valid until a lower-indexed particle, or a group
|
||||
referencing a lower-indexed particle, is deleted.<br/>
|
||||
To destroy an individual particle, invoke the function
|
||||
|
||||
`void DestroyParticle(int32 index);`
|
||||
|
||||
The following example destroys the particle created above.
|
||||
|
||||
`m_particleSystem->DestroyParticle(tempIndex);`<br/>
|
||||
|
||||
### Particle lifetimes
|
||||
|
||||
In addition to manual destruction of particles as described above, particles
|
||||
can also expire and be destroyed due to age.
|
||||
|
||||
The following example tells the system to track particle ages for the purpose
|
||||
of destroying them.
|
||||
|
||||
`m_particleSystem->SetParticleDestructionByAge(true);`
|
||||
|
||||
A particle can die one of two "age-related" deaths. First, you can set a
|
||||
lifetime for a particle--a period of time after which it expires. The following
|
||||
example does this:
|
||||
|
||||
`m_particleSystem->SetParticleLifetime(`<br/>
|
||||
`index, Random() *`<br/>
|
||||
|
||||
`(k_particleLifetimeMax - k_particleLifetimeMin) +`<br/>
|
||||
`k_particleLifetimeMin);`<br/>
|
||||
|
||||
where `index` specifies the number of the particle whose lifetime is being
|
||||
assigned, and the `Random()` function generates a random value for that
|
||||
lifetime.
|
||||
|
||||
You do not need to set a specific lifetime for a particle for it to have an
|
||||
age-related death. If you set a maximum number of particles that can exist in a
|
||||
particle system, and you have have told the system to track particle ages, the
|
||||
system clamps particle count by culling "excess" particles. Particle culling
|
||||
takes place in age order, with the oldest ones destroyed first.
|
||||
|
||||
The following example sets a maximum particle count for a particle system.
|
||||
|
||||
`m_particleSystem->SetMaxParticleCount(k_maxParticleCount);`
|
||||
|
||||
The Faucet example in the Testbed provides an example of both types of
|
||||
lifetime-driven particle destruction.
|
||||
|
||||
### Stuck Particles
|
||||
|
||||
Particles may get stuck and become obstructions that need to be destroyed or
|
||||
relocated. A particle is identified as possibly stuck if it remains in contact
|
||||
with two or more surfaces for a user-specified number (threshold) of particle
|
||||
iterations. Once "candidates" are identified, you can implement your own logic
|
||||
to decide whether they are actually stuck, and how to deal with them.
|
||||
|
||||
The ability to implement your own logic gives you flexibility in deciding
|
||||
when you want to consider a particle stuck. For instance, a ball may
|
||||
be traveling down a chute, making contact with walls on multiple sides. This
|
||||
state satisfies the "possibly stuck" condition described in the previous
|
||||
paragraph. But you could implement logic judging the ball not stuck as long
|
||||
as it keeps traveling down the chute.
|
||||
|
||||
On the other hand, you could also decide that not only an immobile particle,
|
||||
but even a mobile one trapped in a certain spatial range, is stuck. The system
|
||||
relies on you to judge the candidates.
|
||||
|
||||
The following example shows one possible implementation for such a case.
|
||||
|
||||
<pre>
|
||||
// This code example of app logic deciding whether or not to eliminate stuck
|
||||
// particles shows a user who set up a global array of sensor fixtures
|
||||
// covering areas they know to be "problematic" for stuck particles in
|
||||
// their geometry, and then at each step testing any stuck particles against
|
||||
// those sensors, eliminating any stuck particles that lie inside a known
|
||||
// problem region.
|
||||
void DestroyStuckParticlesInSensors(
|
||||
const b2Fixture * const *sensors, int32 num)
|
||||
{
|
||||
const int32 stuck = gParticleSystem->GetStuckCandidateCount();
|
||||
if (stuck > 0)
|
||||
{
|
||||
const int32 *candidates = gParticleSystem->GetStuckCandidates();
|
||||
const b2Vec2 *positions = gParticleSystem->GetPositionBuffer();
|
||||
for (int32 i = 0; i < stuck; ++i)
|
||||
{
|
||||
const int32 particle = candidates[i];
|
||||
const b2Vec2 &position = positions[particle];
|
||||
for (int32 j = 0; j < num; ++j)
|
||||
{
|
||||
if(sensors[j]->TestPoint(position))
|
||||
{
|
||||
gParticleSystem->DestroyParticle(particle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// particles in multiple contacts for 5 or more iterations are
|
||||
// candidates
|
||||
gParticleSystem->SetStuckThreshold(5);
|
||||
|
||||
// step the world (assuming the timestep, velocity iterations,
|
||||
// and position iterations have been set globally).
|
||||
gWorld->Step(gTimeStep, gVelocityIterations, gPositionIterations);
|
||||
|
||||
// Perform the above check for stuck particles against sensors
|
||||
// in this global array.
|
||||
DestroyStuckParticlesInSensors(gProblemAreaSensors, gNumSensors);
|
||||
</pre>
|
||||
|
||||
<a name="cdpg">
|
||||
## Creating and Destroying Particle Groups
|
||||
|
||||
A particle group begins life in a shaped container. You must therefore start a
|
||||
particle group definition by specifying a shape. Next, create a
|
||||
b2ParticleGroupDef-struct object. Then, specify the behavior and properties of
|
||||
the particles themselves. Finally, call the method to create a particle
|
||||
group.<br/>
|
||||
The following example creates five differently colored, box-shaped groups of
|
||||
particles.
|
||||
|
||||
`b2ParticleGroupDef pd;`<br/>
|
||||
`b2PolygonShape shape;`<br/>
|
||||
`shape.SetAsBox(10, 5);`<br/>
|
||||
`pd.shape = &shape;`<br/>
|
||||
`pd.flags = b2_elasticParticle;`<br/>
|
||||
`pd.angle = -0.5f;`<br/>
|
||||
`pd.angularVelocity = 2.0f;`<br/>
|
||||
`for (int32 i = 0; i < 5; i++)`<br/>
|
||||
`{`<br/>
|
||||
`pd.position.Set(10 + 20 * i, 40);`<br/>
|
||||
`pd.color.Set(i * 255 / 5, 255 - i * 255 /
|
||||
5, 128, 255);`<br/>
|
||||
|
||||
`m_particleSystem->CreateParticleGroup(pd);`<br/>
|
||||
`}`<br/>
|
||||
|
||||
To destroy a particles in a group, invoke the function
|
||||
|
||||
`DestroyParticles(bool callDestructionListener);`<br/>
|
||||
|
||||
Groups are automatically destroyed when they contain no particles if the
|
||||
`b2_particleGroupCanBeEmpty` is not set in the group's flags.
|
||||
|
||||
The following example destroys all particle groups in the particle system.
|
||||
|
||||
<pre>
|
||||
b2ParticleGroup* group = m_particleSystem->GetParticleGroupList();
|
||||
while (group)
|
||||
{
|
||||
m_particleSystem->SetGroupFlags(
|
||||
m_particleSystem->GetGroupFlags() & ~b2_particleGroupCanBeEmpty);
|
||||
group->DestroyParticles(false);
|
||||
// The destruction of particle groups are deferred to the next call of
|
||||
// Step() so it's safe to reference the group here.
|
||||
group = group->GetNext();
|
||||
}
|
||||
</pre>
|
||||
|
||||
The next several sections provide more information on how to define particle
|
||||
behaviors and properties.
|
||||
|
||||
<a name="pb">
|
||||
## Particle Behaviors
|
||||
|
||||
Particle behaviors are defined either for entire groups of, or individual,
|
||||
particles.
|
||||
|
||||
For a group of particles, use the `b2ParticleGroupFlag` enum, which provides
|
||||
two types of particle groups:
|
||||
|
||||
###Solid
|
||||
|
||||
A solid particle group prevents other bodies from lodging inside of it. Should
|
||||
anything penetrate it, the solid particle group pushes the offending body back
|
||||
out to its surface.
|
||||
|
||||
A solid particle group also possesses an especially strong repulsive force. It
|
||||
is useful, for example, in a case where:
|
||||
|
||||
* Something should be expected to bounce with unusual vigor
|
||||
** As when a racquetball strikes the wall of a court
|
||||
|
||||
Use the `b2_SolidParticleGroup` flag of the `b2ParticleGroupFlag` enum to
|
||||
specify a solid particle group. For example:
|
||||
|
||||
`pd.groupFlags = b2_solidParticleGroup;`
|
||||
|
||||
###Rigid
|
||||
|
||||
Rigid particle groups are ones whose shape does not change, even when they
|
||||
collide
|
||||
with other bodies. Working with rigid particle groups confers a few advantages
|
||||
over simply
|
||||
working with rigid bodies: With a rigid particle group, you can:<br/>
|
||||
|
||||
* Delete part of the group (i.e., some of its particles).
|
||||
* For example, firing a bullet that leaves a hole in a box-shaped group of
|
||||
particles.
|
||||
* Merge it with other groups.
|
||||
* For example, creating a snowman from three round particle groups, and
|
||||
then merging them into a single particle group.
|
||||
|
||||
Use the `b2_rigidParticleGroup` flag of the `b2ParticleGroupFlag` enum to
|
||||
specify a rigid particle group. For example:
|
||||
|
||||
`pd.groupFlags = b2_rigidParticleGroup;`
|
||||
|
||||
For individual particles, use the b2ParticleFlag enum. The b2ParticleFlag enum
|
||||
provides the flags described in the following sections. Note that different
|
||||
particle behaviors may exact different performance costs.
|
||||
|
||||
### Elastic
|
||||
|
||||
Elastic particles deform and may also bounce when they collide with rigid
|
||||
bodies.<br/>
|
||||
Set particle behavior as elastic using the statement
|
||||
|
||||
`pd.flags = b2_elasticParticle;`
|
||||
|
||||
The green circle and the blue box in the "Elastic Particles" demo of the
|
||||
Testbed application comprise elastic particles.
|
||||
|
||||
### Color-mixing
|
||||
|
||||
Color-mixing particles take on some of the color of other particles with which
|
||||
they collide. If only one of the two colliding particles is a color-mixing
|
||||
one,
|
||||
the other particle retains its pre-collision color.<br/>
|
||||
<br/>
|
||||
The following example shows how color mixture is calculated. It shows the
|
||||
collision of two color-mixing particles: one red ("R") and one green ("G").
|
||||
|
||||
1. First, the system calculates deltaColor, which is the value by which each
|
||||
color will change.
|
||||
|
||||
deltaColor = colorMixingStrength * (B's color - A's color).<br/>
|
||||
= 0.5 * ((0,255,0,255) - (255,0,0,255))<br/>
|
||||
= 0.5 * (-255,255,0,0)<br/>
|
||||
= (-127.5,127.5,0,0)
|
||||
|
||||
2. Then, it applies the delta to each particle
|
||||
|
||||
R's color += deltaColor<br/>
|
||||
G's color -= deltaColor
|
||||
|
||||
3. As a result, both particles are now yellow:
|
||||
|
||||
A's color = (127.5,127.5,0,255)<br/>
|
||||
B's color = (127.5,127.5,0,255)<br/>
|
||||
<br/>
|
||||
Note that when one of the operations in step 2 results in a negative number,
|
||||
the
|
||||
system uses the absolute value of that number. When it results in a value over
|
||||
255, it rolls over from zero.<br/>
|
||||
Set particle behavior as color-mixing using the statement<br/>
|
||||
`pd.flags = b2_colorMixingParticle;`
|
||||
|
||||
The "Surface Tension" demo of the Testbed application uses color-mixing
|
||||
particles.
|
||||
|
||||
### Powder
|
||||
|
||||
Powder particles produce a scattering effect such as you might see with sand
|
||||
or
|
||||
dust.<br/>
|
||||
Set particle behavior as powder using the statement<br/>
|
||||
|
||||
`pd.flags = b2_powderParticle;`
|
||||
|
||||
The "Sparky" demo of the Testbed application uses powder particles.
|
||||
|
||||
### Spring
|
||||
|
||||
Spring particles produce the effect of being attached to one another, as by a
|
||||
spring. Particles are "connected" in pairs. Each particle is connected to the
|
||||
one that was closest to it at time of creation. Once paired, particles do not
|
||||
change "partners." The farther an external force pulls them from one another,
|
||||
the greater the power with which they collide when that external force is
|
||||
removed. No matter how far particles get from one another, the connection
|
||||
between them does not "snap."<br/>
|
||||
Set spring behavior using the statement<br/>
|
||||
|
||||
`pd.flags = b2_springParticle;`
|
||||
|
||||
The red circle in the "Elastic Particles" demo of the Testbed application
|
||||
comprises spring particles.
|
||||
|
||||
### Tensile
|
||||
|
||||
Tensile particles are used to produce the effect of surface tension, or the
|
||||
taut
|
||||
curvature on the surface of a body of liquid. They might be used, for example,
|
||||
to create the surface tension you would see on a drop of water.<br/>
|
||||
Once the tension is broken, the particles bounce as if they were elastic, but
|
||||
also continue to attract each other. As a result, particles tend to form
|
||||
clusters as they bounce.<br/>
|
||||
Set tensile behavior using the statement
|
||||
|
||||
`pd.flags = b2_tensileParticle;`
|
||||
|
||||
The "Surface Tension" demo of the Testbed application uses tensile particles.
|
||||
|
||||
### Viscous
|
||||
|
||||
Viscous particles exhibit clinginess or stickiness, like oil.<br/>
|
||||
Set viscous behavior using the statement
|
||||
|
||||
`pd.flags = b2_viscousParticle;`
|
||||
|
||||
The "Liquid Timer" demo of the Testbed application uses viscous particles.
|
||||
|
||||
### Static Pressure
|
||||
|
||||
Particles are subject to compression when pressure acts upon them. For example,
|
||||
when particles pour into a container, the ones at the bottom of the container
|
||||
are "crushed" under the weight of those above them and packed more tightly
|
||||
together than the ones at the top of the pile.
|
||||
|
||||
The static-pressure particle eliminates this differential; the same amount of
|
||||
pressure acts upon each particle in the group.
|
||||
|
||||
The following example sets static-pressure behavior.
|
||||
|
||||
`pd.flags = b2_staticPressureParticle;`
|
||||
|
||||
### Wall
|
||||
|
||||
Wall particles are static. They are permanently stationary, even if something
|
||||
collides with them. <br/>
|
||||
Set wall behavior using the statement
|
||||
|
||||
`pd.flags = b2_wallParticle;`
|
||||
|
||||
### Barrier
|
||||
|
||||
Solid or rigid particle groups are not inherently tunneling-proof. Particles
|
||||
traveling at high enough velocities may penetrate them. Barrier particles,
|
||||
used in conjunction with other particle types, provide particle groups
|
||||
with protection against tunneling. This functionality is useful when, for
|
||||
example, you want to ensure that liquid particles will not leak out of a
|
||||
container formed of wall particles.
|
||||
|
||||
Barrier particles only prevent penetration of the particle groups they inhabit.
|
||||
They cannot prevent particles from getting between groups of particles, even if
|
||||
the groups' positions make them look as if they are contiguous.
|
||||
|
||||
You can use barrier particles with elastic, spring, or wall particles.
|
||||
|
||||
The following example creates an impermeable group of wall particles:
|
||||
|
||||
`pd.flags = b2_wallParticle | b_barrierParticle;`
|
||||
`pd.groupFlags = b2_solidParticleGroup;`
|
||||
|
||||
### Zombie
|
||||
|
||||
Zombie particles are useful when you want efficiently to destroy multiple
|
||||
particles in a single step. All of the particles that you designate as zombies
|
||||
are destroyed at the same time, in a single iteration of the solver.
|
||||
Destroying
|
||||
particles in a batch, after designating them as zombies, yields better
|
||||
performance than destroying them one by one: Whereas destroying particles
|
||||
one-by-one takes (number of parti`cles) * (time per particle) to complete,
|
||||
destroying them all in a batch takes the same time as it would to destroy a
|
||||
single particle.<br/>
|
||||
In the following example, every other particle in a group is designated as a
|
||||
zombie, and will be destroyed in the next step of the solver. (For more
|
||||
information on the LiquidFun solver, see Chapter 1. Introduction.)
|
||||
|
||||
`b2ParticleGroup*group=
|
||||
m_particleSystem->CreateParticleGroup(pd);`<br/>
|
||||
`for (int32 i=0;i<group->GetParticleCount();i+=2)`<br/>
|
||||
`{`<br/>
|
||||
`group->GetFlagsBuffer()[i] |=`
|
||||
`b2_zombieParticle;`<br/>
|
||||
`}`
|
||||
|
||||
Note that you can assign multiple behaviors to a group or particle. Use
|
||||
the | ("bitwise OR") operator to chain behavior flags. For example, for a group:
|
||||
|
||||
`pd.groupFlags = b2_solidParticleGroup |
|
||||
b2_rigidParticleGroup;`
|
||||
|
||||
And for particles:
|
||||
|
||||
`pd.flags = b2_elasticParticle | b2_viscousParticle;`
|
||||
|
||||
To define a group combining a specific group behavior with a specific particle
|
||||
behavior, use two statements. For example:
|
||||
|
||||
`pd.flags = b2_elasticParticle;`<br/>
|
||||
`pd.groupFlags = b2_solidParticleGroup;`<br/>
|
||||
|
||||
<a name="pp">
|
||||
## Particle Properties
|
||||
|
||||
### Color
|
||||
|
||||
Set particle or particle-group color using the statement
|
||||
|
||||
`pd.color.Set(r, g, b, a);`
|
||||
|
||||
whose parameters set red, green, blue, and opacity, respectively. Each
|
||||
parameter takes a value of 0-255.
|
||||
|
||||
### Size
|
||||
|
||||
There are two points to keep in mind when using small particles. First, in the
|
||||
case of particle groups, particle size can affect performance. This is
|
||||
because particle size is inversely proportional to the number of particles
|
||||
generated to constitute a group. Having a large number of particles, in turn,
|
||||
can diminish performance.
|
||||
|
||||
Set particle size using the statement
|
||||
|
||||
`m_particleSystem->SetRadius(r);`
|
||||
|
||||
where `r` is a float32 value greater than 0.0f. Default particle radius is
|
||||
1.0f.
|
||||
|
||||
Small particles may also behave unpredictably (i.e., break conservation of
|
||||
momentum) in scenarios such as explosions. Slowing these particles down by
|
||||
reducing gravity scale can stabilize their behavior.
|
||||
|
||||
Set gravity scale using the statement
|
||||
|
||||
`m_particleSystem->SetGravityScale(g);`
|
||||
|
||||
where `g` is a `float32` value greater than 0.0f. Default gravity scale is
|
||||
1.0f.
|
||||
|
||||
It is worth noting that adjusting the number of particle iterations per solver
|
||||
step can also affect the effect of gravity on particles. Larger iteration sizes
|
||||
confer greater resistance to gravity. A common reason for increasing the number
|
||||
of particle-iterations is to prevent volume loss (i.e. compression) due to
|
||||
gravity.
|
||||
|
||||
### Position
|
||||
|
||||
Set particle or particle-group position using the statement
|
||||
|
||||
`pd.position.Set(x, y);`
|
||||
|
||||
where `x` and `y` are the world-coordinates of the translation of the
|
||||
particle
|
||||
group.
|
||||
|
||||
### Velocity
|
||||
|
||||
For discrete particles, set velocity using the statement
|
||||
|
||||
`pd.velocity.Set(x,y);`
|
||||
|
||||
where `x` is velocity along the x-axis, and `y` is velocity along the
|
||||
y-axis.<br/>
|
||||
For particle groups, set velocity using the statements
|
||||
|
||||
`pd.linearVelocity.Set(x,y);`<br/>
|
||||
`pd.angularVelocity = aV;`<br/>
|
||||
|
||||
where `x` is the group's velocity along the x-axis, `y` is velocity along the
|
||||
y-axis, and `aV` is the group's angular (i.e., rotational) velocity (expressed
|
||||
as radians per second).
|
||||
|
||||
### Angle (Groups Only)
|
||||
|
||||
This property applies only to rigid particle groups. It indicates the angle at
|
||||
which a group is tilted. Set angle with the statement
|
||||
|
||||
`pd.angle =checkout a;`
|
||||
|
||||
where `a` is the angle of tilt, expressed in radians. Left unspecified, the
|
||||
value defaults to 0.
|
||||
|
||||
### Strength (Groups Only)
|
||||
|
||||
Strength describes the cohesion of a group of particles. Set strength with the
|
||||
statement
|
||||
|
||||
`pd.strength = s;`<br/>
|
||||
|
||||
where `s` is a float32 value between 0.0 (least cohesive) and 1.0 (most
|
||||
cohesive). The default value is 1.0.
|
||||
|
||||
<a name="gl">
|
||||
## Rendering with OpenGL
|
||||
|
||||
The Particle module provides particularly efficient rendering via OpenGL.
|
||||
|
||||
Each type of particle property lives in a contiguous memory buffer. For
|
||||
example,
|
||||
all particles' position data live next door to one another, all color data
|
||||
live
|
||||
next door to one another, and so forth. Table 1 provides a visual
|
||||
representation
|
||||
of this storage.
|
||||
|
||||
**_Table 1. Memory Map of Particle Buffers_**
|
||||
|
||||
<table>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>Particle 1</td>
|
||||
<td>Particle 2</td>
|
||||
<td>Particle 3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Position</td>
|
||||
<td>x1,y1</td>
|
||||
<td>x2,y2</td>
|
||||
<td>x3,y3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Address</td>
|
||||
<td>0x00001000</td>
|
||||
<td>0x00001008</td>
|
||||
<td>0x00001010</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td></td>
|
||||
<td></td>
|
||||
<td></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Color</td>
|
||||
<td>r1,g1,b1,a1</td>
|
||||
<td>r2,g2,b2,a2</td>
|
||||
<td>r3,g3,b3,a3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Address</td>
|
||||
<td>0x00002000</td>
|
||||
<td>0x00002004</td>
|
||||
<td>0x00002008</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
OpenGL can use these buffers directly in rendering.<br/>
|
||||
In this example, OpenGL 1.1 would use glVertexPointer and glColorPointer to
|
||||
get
|
||||
the values from memory. OpenGL 2.0 would use glVertexAttribPointer.<br/>
|
||||
OpenGL can be used to render either individual particles or particle groups.
|
||||
|
||||
<a name="sa">
|
||||
## Sample Applications
|
||||
|
||||
Among the samples included in the LiquidFun distribution are two applications
|
||||
that offer a quick look into the capabilities of the library.
|
||||
|
||||
Testbed includes a large number of demos that provide examples of different
|
||||
types of particle behavior. While some of the demos are "look only," others are
|
||||
interactive, allowing you to use your mouse or touchscreen to affect the
|
||||
behavior on screen.
|
||||
|
||||
Experimenting with each of the demos, and comparing their behavior against the
|
||||
source code, can provide useful insights into how different particles behave
|
||||
under various conditions. Testbed builds and runs on Android, MacOSX, Linux,
|
||||
and Windows.
|
||||
|
||||
EyeCandy is an Android-only application and is twofold in purpose: It provides
|
||||
a simple Android example of how to use LiquidFun; and, it seeks to inspire
|
||||
developers with its demonstration of the powerful liquid shaders it brings to
|
||||
mobile hardware.
|
||||
|
||||
When running the program, you can slosh the fluid around by changing the
|
||||
orientation of the Android device. You can also toggle bewteen shaders by
|
||||
tapping the screen.
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,178 @@
|
||||
# Loose Ends
|
||||
|
||||
[User Data](#ud)<br/>
|
||||
[Implicit Destruction](#id)<br/>
|
||||
[Pixels and Coordinate Systems](#pcs)<br/>
|
||||
|
||||
<a name="ud"></a>
|
||||
## User Data
|
||||
|
||||
The b2Fixture, b2Body, and b2Joint classes allow you to attach user data as a
|
||||
void pointer. This is handy when you are examining LiquidFun data structures
|
||||
and you want to determine how they relate to the objects in your game engine.
|
||||
|
||||
For example, it is typical to attach an actor pointer to the rigid body on
|
||||
that actor. This sets up a circular reference. If you have the actor, you can
|
||||
get the body. If you have the body, you can get the actor.
|
||||
|
||||
`GameActor* actor = GameCreateActor();`<br/>
|
||||
`b2BodyDef bodyDef;`<br/>
|
||||
`bodyDef.userData = actor;`<br/>
|
||||
`actor->body = box2Dworld->CreateBody(&bodyDef);`<br/>
|
||||
|
||||
Here are some examples of cases where you would need the user data:
|
||||
|
||||
* Applying damage to an actor using a collision result.
|
||||
|
||||
* Playing a scripted event if the player is inside an axis-aligned box.
|
||||
|
||||
* Accessing a game structure when LiquidFun notifies you that a joint is going
|
||||
to be destroyed.
|
||||
|
||||
Keep in mind that user data is optional and you can put anything in it.
|
||||
However, you should be consistent. For example, if you want to store an actor
|
||||
pointer on one body, you should keep an actor pointer on all bodies. Don't
|
||||
store an actor pointer on one body, and a foo pointer on another body. Casting
|
||||
an actor pointer to a foo pointer may lead to a crash.
|
||||
|
||||
User data pointers are NULL by default.
|
||||
|
||||
For fixtures you might consider defining a user data structure that lets you
|
||||
store game specific information, such as material type, effects hooks, sound
|
||||
hooks, etc.
|
||||
|
||||
`struct FixtureUserData`<br/>
|
||||
`{`<br/>
|
||||
` int materialIndex;`<br/>
|
||||
` . . .`<br/>
|
||||
`};`<br/>
|
||||
`FixtureUserData myData = new FixtureUserData;`<br/>
|
||||
`myData->materialIndex = 2;`<br/>
|
||||
`b2FixtureDef fixtureDef;`<br/>
|
||||
`fixtureDef.shape = &someShape;`<br/>
|
||||
`fixtureDef.userData = myData;`<br/>
|
||||
`b2Fixture* fixture = body->CreateFixture(&fixtureDef);`<br/>
|
||||
`. . .`<br/>
|
||||
`delete fixture->GetUserData();`<br/>
|
||||
`fixture->SetUserData(NULL);`<br/>
|
||||
`body->DestroyFixture(fixture);`<br/>
|
||||
|
||||
<a name="id"></a>
|
||||
## Implicit Destruction
|
||||
|
||||
LiquidFun doesn't use reference counting. So if you destroy a body it is
|
||||
really gone. Accessing a pointer to a destroyed body has undefined behavior.
|
||||
In other words, your program will likely crash and burn. To help fix these
|
||||
problems, the debug build memory manager fills destroyed entities with
|
||||
FDFDFDFD. This can help find problems more easily in some cases.
|
||||
|
||||
If you destroy a LiquidFun entity, it is up to you to make sure you remove all
|
||||
references to the destroyed object. This is easy if you only have a single
|
||||
reference to the entity. If you have multiple references, you might consider
|
||||
implementing a handle class to wrap the raw pointer.
|
||||
|
||||
Often when using LiquidFun you will create and destroy many bodies, shapes,
|
||||
and joints. Managing these entities is somewhat automated by LiquidFun. If you
|
||||
destroy a body then all associated shapes and joints are automatically
|
||||
destroyed. This is called implicit destruction.
|
||||
|
||||
When you destroy a body, all its attached shapes, joints, and contacts are
|
||||
destroyed. This is called implicit destruction. Any body connected to one of
|
||||
those joints and/or contacts is woken. This process is usually convenient.
|
||||
However, you must be aware of one crucial issue:
|
||||
|
||||
Caution
|
||||
|
||||
When a body is destroyed, all fixtures and joints attached to the body
|
||||
are automatically destroyed. You must nullify any pointers you have to those
|
||||
shapes and joints. Otherwise, your program will die horribly if you try to
|
||||
access or destroy those shapes or joints later.
|
||||
|
||||
|
||||
|
||||
To help you nullify your joint pointers, LiquidFun provides a listener class
|
||||
named b2DestructionListener that you can implement and provide to your world
|
||||
object. Then the world object will notify you when a joint is going to be
|
||||
implicitly destroyed
|
||||
|
||||
Note that there no notification when a joint or fixture is explicitly
|
||||
destroyed. In this case ownership is clear and you can perform the necessary
|
||||
cleanup on the spot. If you like, you can call your own implementation of
|
||||
b2DestructionListener to keep cleanup code centralized.
|
||||
|
||||
Implicit destruction is a great convenience in many cases. It can also make
|
||||
your program fall apart. You may store pointers to shapes and joints somewhere
|
||||
in your code. These pointers become orphaned when an associated body is
|
||||
destroyed. The situation becomes worse when you consider that joints are often
|
||||
created by a part of the code unrelated to management of the associated body.
|
||||
For example, the testbed creates a b2MouseJoint for interactive manipulation
|
||||
of bodies on the screen.
|
||||
|
||||
LiquidFun provides a callback mechanism to inform your application when
|
||||
implicit destruction occurs. This gives your application a chance to nullify
|
||||
the orphaned pointers. This callback mechanism is described later in this
|
||||
manual.
|
||||
|
||||
You can implement a b2DestructionListener that allows b2World to inform you
|
||||
when a shape or joint is implicitly destroyed because an associated body was
|
||||
destroyed. This will help prevent your code from accessing orphaned pointers.
|
||||
|
||||
`class MyDestructionListener : public
|
||||
b2DestructionListener`<br/>
|
||||
`{`<br/>
|
||||
`void SayGoodbye(b2Joint* joint)`<br/>
|
||||
`{`<br/>
|
||||
`// remove all
|
||||
references to joint.`<br/>
|
||||
`}`<br/>
|
||||
`};`<br/>
|
||||
|
||||
You can then register an instance of your destruction listener with your world
|
||||
object. You should do this during world initialization.
|
||||
|
||||
`myWorld->SetListener(myDestructionListener);`
|
||||
|
||||
<a name="pcs"></a>
|
||||
## Pixels and Coordinate Systems
|
||||
|
||||
Recall that LiquidFun uses MKS (meters, kilograms, and seconds) units and
|
||||
radians for angles. You may have trouble working with meters because your game
|
||||
is expressed in terms of pixels. To deal with this in the testbed I have the
|
||||
whole *game* work in meters and just use an OpenGL viewport transformation to
|
||||
scale the world into screen space.
|
||||
|
||||
`float lowerX = -25.0f, upperX = 25.0f, lowerY = -5.0f,
|
||||
upperY = 25.0f;`<br/>
|
||||
`gluOrtho2D(lowerX, upperX, lowerY, upperY);`<br/>
|
||||
|
||||
If your game must work in pixel units then you should convert your length
|
||||
units from pixels to meters when passing values from LiquidFun. Likewise you
|
||||
should convert the values received from LiquidFun from meters to pixels. This
|
||||
will improve the stability of the physics simulation.
|
||||
|
||||
You have to come up with a reasonable conversion factor. I suggest making this
|
||||
choice based on the size of your characters. Suppose you have determined to
|
||||
use 50 pixels per meter (because your character is 75 pixels tall). Then you
|
||||
can convert from pixels to meters using these formulas:
|
||||
|
||||
`xMeters = 0.02f * xPixels;`<br/>
|
||||
`yMeters = 0.02f * yPixels;`<br/>
|
||||
|
||||
In reverse:
|
||||
|
||||
`xPixels = 50.0f * xMeters;`<br/>
|
||||
`yPixels = 50.0f * yMeters;`<br/>
|
||||
|
||||
You should consider using MKS units in your game code and just convert to
|
||||
pixels when you render. This will simplify your game logic and reduce the
|
||||
chance for errors since the rendering conversion can be isolated to a small
|
||||
amount of code.
|
||||
|
||||
If you use a conversion factor, you should try tweaking it globally to make
|
||||
sure nothing breaks. You can also try adjusting it to improve stability.
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,28 @@
|
||||
# Debug Drawing
|
||||
|
||||
You can implement the b2DebugDraw class to get detailed drawing of the physics
|
||||
world. Here are the available entities:
|
||||
|
||||
* shape outlines
|
||||
|
||||
* joint connectivity
|
||||
|
||||
* broad-phase axis-aligned bounding boxes (AABBs)
|
||||
|
||||
* center of mass
|
||||
|
||||
<img align="center" src="image_24.png" alt="Debug drawing" height="306"
|
||||
width="431"><br/>
|
||||
This is the preferred method of drawing these physics entities, rather than
|
||||
accessing the data directly. The reason is that much of the necessary data is
|
||||
internal and subject to change.
|
||||
|
||||
The testbed draws physics entities using the debug draw facility and the
|
||||
contact listener, so it serves as the primary example of how to implement
|
||||
debug drawing as well as how to draw contact points.
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,33 @@
|
||||
## Limitations
|
||||
|
||||
LiquidFun uses several approximations to simulate rigid body physics
|
||||
efficiently. This brings some limitations.
|
||||
|
||||
Here are the current limitations:
|
||||
|
||||
1. Stacking heavy bodies on top of much lighter bodies is not stable.
|
||||
Stability degrades as the mass ratio passes 10:1.
|
||||
|
||||
2. Chains of bodies connected by joints may stretch if a lighter body is
|
||||
supporting a heavier body. For example, a wrecking ball connect to a chain of
|
||||
light weight bodies may not be stable. Stability degrades as the mass ratio
|
||||
passes 10:1.
|
||||
|
||||
3. There is typically around 0.5cm of slop in shape versus shape collision.
|
||||
|
||||
4. Continuous collision does not handle joints. So you may see joint
|
||||
stretching on fast moving objects.
|
||||
|
||||
5. LiquidFun uses the symplectic Euler integration scheme. It does not
|
||||
reproduce parabolic motion of projectiles and has only first-order accuracy.
|
||||
However it is fast and has good stability.
|
||||
|
||||
6. LiquidFun uses an iterative solver to provide real-time performance. You
|
||||
will not get precisely rigid collisions or pixel perfect accuracy. Increasing
|
||||
the iterations will improve accuracy.
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,13 @@
|
||||
# References
|
||||
|
||||
Erin Catto's GDC Tutorials:<br/>
|
||||
[http://code.google.com/p/box2d/downloads/list](http://code.google.com/p/box2d/downloads/list)<br/>
|
||||
_Collision Detection in Interactive 3D Environments,_ Gino van den Bergen,
|
||||
2004<br/>
|
||||
_Real-Time Collision Detection,_ Christer Ericson, 2005
|
||||
|
||||
|
||||
*This content is licensed under
|
||||
[Creative Commons Attribution 4.0](http://creativecommons.org/licenses/by/4.0/legalcode).
|
||||
For details and restrictions, please see the
|
||||
[Content License](md__content_license.html).*
|
||||
@@ -0,0 +1,11 @@
|
||||
# Content License
|
||||
|
||||
Portions of this documentation are modifications based on work
|
||||
created and shared by Erin Catto and used according to terms
|
||||
described in the
|
||||
[Creative Commons 4.0 Attribution License](http://creativecommons.org/licenses/by/4.0/legalcode)
|
||||
|
||||
Copyright © 2007-2011 Erin Catto
|
||||
|
||||
Copyright © 2013-2014 Fun Propulsion Labs at Google
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
# Logo
|
||||
|
||||
Please feel free to make fair use the LiquidFun logo in connection with any
|
||||
implementations (in your splash screens or documentation, for example).
|
||||
There is no requirement to include the logo, but we appreciate your
|
||||
acknowledgement. We only ask that you avoid changing the proportions of the
|
||||
logo or otherwise modifying it, and that you avoid using the logo in a way
|
||||
that suggests your implementation is developed by, sponsored by, or affiliated
|
||||
with Fun Propulsion Labs or Google. (For example, you shouldn't use the
|
||||
LiquidFun logo as your app icon, and you shouldn't use it more prominently
|
||||
than your own logos or icons.)
|
||||
|
||||

|
||||
|
||||
* [Logo in bitmap format](liquidfun-logo.png)
|
||||
* [Logo in vector format](liquidfun-logo.ai)
|
||||
|
||||
|
After Width: | Height: | Size: 17 KiB |
|
After Width: | Height: | Size: 4.9 KiB |
|
After Width: | Height: | Size: 19 KiB |
|
After Width: | Height: | Size: 20 KiB |
|
After Width: | Height: | Size: 5.1 KiB |
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 6.8 KiB |
|
After Width: | Height: | Size: 6.2 KiB |
|
After Width: | Height: | Size: 3.3 KiB |
|
After Width: | Height: | Size: 2.4 KiB |
|
After Width: | Height: | Size: 3.0 KiB |
|
After Width: | Height: | Size: 2.5 KiB |
|
After Width: | Height: | Size: 19 KiB |
|
After Width: | Height: | Size: 2.9 KiB |
|
After Width: | Height: | Size: 4.1 KiB |
|
After Width: | Height: | Size: 2.8 KiB |
|
After Width: | Height: | Size: 7.3 KiB |
|
After Width: | Height: | Size: 35 KiB |
|
After Width: | Height: | Size: 2.9 KiB |
|
After Width: | Height: | Size: 6.3 KiB |
|
After Width: | Height: | Size: 14 KiB |
|
After Width: | Height: | Size: 9.9 KiB |
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 9.1 KiB |
|
After Width: | Height: | Size: 16 KiB |
|
After Width: | Height: | Size: 13 KiB |