Updates to Box2D source from SVN trunk.
authordsc <david.schoonover@gmail.com>
Thu, 5 May 2011 06:30:05 +0000 (23:30 -0700)
committerdsc <david.schoonover@gmail.com>
Thu, 5 May 2011 06:30:05 +0000 (23:30 -0700)
94 files changed:
libs/box2d/box2d-iphone.xcodeproj/project.pbxproj
libs/box2d/src/Box2D/Box2D.h
libs/box2d/src/Box2D/Collision/Shapes/b2CircleShape.cpp
libs/box2d/src/Box2D/Collision/Shapes/b2CircleShape.h
libs/box2d/src/Box2D/Collision/Shapes/b2EdgeShape.cpp [new file with mode: 0644]
libs/box2d/src/Box2D/Collision/Shapes/b2EdgeShape.h [new file with mode: 0644]
libs/box2d/src/Box2D/Collision/Shapes/b2LoopShape.cpp [new file with mode: 0644]
libs/box2d/src/Box2D/Collision/Shapes/b2LoopShape.h [new file with mode: 0644]
libs/box2d/src/Box2D/Collision/Shapes/b2PolygonShape.cpp
libs/box2d/src/Box2D/Collision/Shapes/b2PolygonShape.h
libs/box2d/src/Box2D/Collision/Shapes/b2Shape.h
libs/box2d/src/Box2D/Collision/b2BroadPhase.cpp
libs/box2d/src/Box2D/Collision/b2BroadPhase.h
libs/box2d/src/Box2D/Collision/b2CollideCircle.cpp
libs/box2d/src/Box2D/Collision/b2CollideEdge.cpp [new file with mode: 0644]
libs/box2d/src/Box2D/Collision/b2CollidePolygon.cpp
libs/box2d/src/Box2D/Collision/b2Collision.cpp
libs/box2d/src/Box2D/Collision/b2Collision.h
libs/box2d/src/Box2D/Collision/b2Distance.cpp
libs/box2d/src/Box2D/Collision/b2Distance.h
libs/box2d/src/Box2D/Collision/b2DynamicTree.cpp
libs/box2d/src/Box2D/Collision/b2DynamicTree.h
libs/box2d/src/Box2D/Collision/b2TimeOfImpact.cpp
libs/box2d/src/Box2D/Collision/b2TimeOfImpact.h
libs/box2d/src/Box2D/Common/b2BlockAllocator.cpp
libs/box2d/src/Box2D/Common/b2BlockAllocator.h
libs/box2d/src/Box2D/Common/b2Draw.cpp [copied from libs/box2d/src/Box2D/Dynamics/Contacts/b2TOISolver.h with 52% similarity]
libs/box2d/src/Box2D/Common/b2Draw.h [new file with mode: 0644]
libs/box2d/src/Box2D/Common/b2GrowableStack.h [new file with mode: 0644]
libs/box2d/src/Box2D/Common/b2Math.cpp
libs/box2d/src/Box2D/Common/b2Math.h
libs/box2d/src/Box2D/Common/b2Settings.cpp
libs/box2d/src/Box2D/Common/b2Settings.h
libs/box2d/src/Box2D/Common/b2StackAllocator.cpp
libs/box2d/src/Box2D/Common/b2StackAllocator.h
libs/box2d/src/Box2D/Common/b2Timer.cpp [new file with mode: 0644]
libs/box2d/src/Box2D/Common/b2Timer.h [copied from libs/box2d/src/Box2D/Dynamics/Contacts/b2TOISolver.h with 53% similarity]
libs/box2d/src/Box2D/Dynamics/Contacts/b2CircleContact.cpp
libs/box2d/src/Box2D/Dynamics/Contacts/b2CircleContact.h
libs/box2d/src/Box2D/Dynamics/Contacts/b2Contact.cpp
libs/box2d/src/Box2D/Dynamics/Contacts/b2Contact.h
libs/box2d/src/Box2D/Dynamics/Contacts/b2ContactSolver.cpp
libs/box2d/src/Box2D/Dynamics/Contacts/b2ContactSolver.h
libs/box2d/src/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp [new file with mode: 0644]
libs/box2d/src/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h [copied from libs/box2d/src/Box2D/Dynamics/Contacts/b2TOISolver.h with 53% similarity]
libs/box2d/src/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp [new file with mode: 0644]
libs/box2d/src/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h [copied from libs/box2d/src/Box2D/Dynamics/Contacts/b2TOISolver.h with 53% similarity]
libs/box2d/src/Box2D/Dynamics/Contacts/b2LoopAndCircleContact.cpp [new file with mode: 0644]
libs/box2d/src/Box2D/Dynamics/Contacts/b2LoopAndCircleContact.h [copied from libs/box2d/src/Box2D/Dynamics/Contacts/b2TOISolver.h with 53% similarity]
libs/box2d/src/Box2D/Dynamics/Contacts/b2LoopAndPolygonContact.cpp [new file with mode: 0644]
libs/box2d/src/Box2D/Dynamics/Contacts/b2LoopAndPolygonContact.h [moved from libs/box2d/src/Box2D/Dynamics/Contacts/b2TOISolver.h with 53% similarity]
libs/box2d/src/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp
libs/box2d/src/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h
libs/box2d/src/Box2D/Dynamics/Contacts/b2PolygonContact.cpp
libs/box2d/src/Box2D/Dynamics/Contacts/b2PolygonContact.h
libs/box2d/src/Box2D/Dynamics/Contacts/b2TOISolver.cpp [deleted file]
libs/box2d/src/Box2D/Dynamics/Joints/b2DistanceJoint.cpp
libs/box2d/src/Box2D/Dynamics/Joints/b2DistanceJoint.h
libs/box2d/src/Box2D/Dynamics/Joints/b2FrictionJoint.cpp
libs/box2d/src/Box2D/Dynamics/Joints/b2FrictionJoint.h
libs/box2d/src/Box2D/Dynamics/Joints/b2GearJoint.cpp
libs/box2d/src/Box2D/Dynamics/Joints/b2GearJoint.h
libs/box2d/src/Box2D/Dynamics/Joints/b2Joint.cpp
libs/box2d/src/Box2D/Dynamics/Joints/b2Joint.h
libs/box2d/src/Box2D/Dynamics/Joints/b2LineJoint.cpp [deleted file]
libs/box2d/src/Box2D/Dynamics/Joints/b2MouseJoint.cpp
libs/box2d/src/Box2D/Dynamics/Joints/b2MouseJoint.h
libs/box2d/src/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp
libs/box2d/src/Box2D/Dynamics/Joints/b2PrismaticJoint.h
libs/box2d/src/Box2D/Dynamics/Joints/b2PulleyJoint.cpp
libs/box2d/src/Box2D/Dynamics/Joints/b2PulleyJoint.h
libs/box2d/src/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp
libs/box2d/src/Box2D/Dynamics/Joints/b2RevoluteJoint.h
libs/box2d/src/Box2D/Dynamics/Joints/b2RopeJoint.cpp [new file with mode: 0644]
libs/box2d/src/Box2D/Dynamics/Joints/b2RopeJoint.h [new file with mode: 0644]
libs/box2d/src/Box2D/Dynamics/Joints/b2WeldJoint.cpp
libs/box2d/src/Box2D/Dynamics/Joints/b2WeldJoint.h
libs/box2d/src/Box2D/Dynamics/Joints/b2WheelJoint.cpp [new file with mode: 0644]
libs/box2d/src/Box2D/Dynamics/Joints/b2WheelJoint.h [moved from libs/box2d/src/Box2D/Dynamics/Joints/b2LineJoint.h with 54% similarity]
libs/box2d/src/Box2D/Dynamics/b2Body.cpp
libs/box2d/src/Box2D/Dynamics/b2Body.h
libs/box2d/src/Box2D/Dynamics/b2ContactManager.cpp
libs/box2d/src/Box2D/Dynamics/b2ContactManager.h
libs/box2d/src/Box2D/Dynamics/b2Fixture.cpp
libs/box2d/src/Box2D/Dynamics/b2Fixture.h
libs/box2d/src/Box2D/Dynamics/b2Island.cpp
libs/box2d/src/Box2D/Dynamics/b2Island.h
libs/box2d/src/Box2D/Dynamics/b2TimeStep.h
libs/box2d/src/Box2D/Dynamics/b2World.cpp
libs/box2d/src/Box2D/Dynamics/b2World.h
libs/box2d/src/Box2D/Dynamics/b2WorldCallbacks.cpp
libs/box2d/src/Box2D/Dynamics/b2WorldCallbacks.h
libs/box2d/src/Box2D/Rope/b2Rope.cpp [new file with mode: 0644]
libs/box2d/src/Box2D/Rope/b2Rope.h [new file with mode: 0644]

index 3eda5e3..6e1af9d 100644 (file)
@@ -16,9 +16,7 @@
                491331AD1372653600DFB46D /* iPhoneTestEntries.mm in Sources */ = {isa = PBXBuildFile; fileRef = 491331A21372653600DFB46D /* iPhoneTestEntries.mm */; };
                491331AE1372653600DFB46D /* TestEntriesViewController.mm in Sources */ = {isa = PBXBuildFile; fileRef = 491331A41372653600DFB46D /* TestEntriesViewController.mm */; };
                491331AF1372653600DFB46D /* Icon.png in Resources */ = {isa = PBXBuildFile; fileRef = 491331A51372653600DFB46D /* Icon.png */; };
-               491331B01372653600DFB46D /* Info.plist in Resources */ = {isa = PBXBuildFile; fileRef = 491331A61372653600DFB46D /* Info.plist */; };
                491331B11372653600DFB46D /* main.m in Sources */ = {isa = PBXBuildFile; fileRef = 491331A71372653600DFB46D /* main.m */; };
-               491331B21372653600DFB46D /* MainWindow.xib in Resources */ = {isa = PBXBuildFile; fileRef = 491331A81372653600DFB46D /* MainWindow.xib */; };
                4913323813726B1F00DFB46D /* ApplyForce.h in Headers */ = {isa = PBXBuildFile; fileRef = 4913320D13726B1F00DFB46D /* ApplyForce.h */; };
                4913323913726B1F00DFB46D /* BodyTypes.h in Headers */ = {isa = PBXBuildFile; fileRef = 4913320E13726B1F00DFB46D /* BodyTypes.h */; };
                4913323A13726B1F00DFB46D /* Breakable.h in Headers */ = {isa = PBXBuildFile; fileRef = 4913320F13726B1F00DFB46D /* Breakable.h */; };
                        buildActionMask = 2147483647;
                        files = (
                                491331AF1372653600DFB46D /* Icon.png in Resources */,
-                               491331B01372653600DFB46D /* Info.plist in Resources */,
-                               491331B21372653600DFB46D /* MainWindow.xib in Resources */,
                        );
                        runOnlyForDeploymentPostprocessing = 0;
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index dc5701f..0414477 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -32,8 +32,12 @@ For discussion please visit http://box2d.org/forum
 // These include files constitute the main Box2D API\r
 \r
 #include <Box2D/Common/b2Settings.h>\r
+#include <Box2D/Common/b2Draw.h>\r
+#include <Box2D/Common/b2Timer.h>\r
 \r
 #include <Box2D/Collision/Shapes/b2CircleShape.h>\r
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>\r
+#include <Box2D/Collision/Shapes/b2LoopShape.h>\r
 #include <Box2D/Collision/Shapes/b2PolygonShape.h>\r
 \r
 #include <Box2D/Collision/b2BroadPhase.h>\r
@@ -52,11 +56,14 @@ For discussion please visit http://box2d.org/forum
 #include <Box2D/Dynamics/Joints/b2DistanceJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2FrictionJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2GearJoint.h>\r
-#include <Box2D/Dynamics/Joints/b2LineJoint.h>\r
+#include <Box2D/Dynamics/Joints/b2WheelJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2MouseJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2PulleyJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>\r
+#include <Box2D/Dynamics/Joints/b2RopeJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2WeldJoint.h>\r
 \r
+#include <Box2D/Rope/b2Rope.h>\r
+\r
 #endif\r
index a950b0b..80dac85 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -18,6 +18,7 @@
 \r
 #include <Box2D/Collision/Shapes/b2CircleShape.h>\r
 #include <new>\r
+using namespace std;\r
 \r
 b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const\r
 {\r
@@ -27,6 +28,11 @@ b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
        return clone;\r
 }\r
 \r
+int32 b2CircleShape::GetChildCount() const\r
+{\r
+       return 1;\r
+}\r
+\r
 bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) const\r
 {\r
        b2Vec2 center = transform.position + b2Mul(transform.R, m_p);\r
@@ -38,8 +44,11 @@ bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) con
 // From Section 3.1.2\r
 // x = s + a * r\r
 // norm(x) = radius\r
-bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const\r
+bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,\r
+                                                       const b2Transform& transform, int32 childIndex) const\r
 {\r
+       B2_NOT_USED(childIndex);\r
+\r
        b2Vec2 position = transform.position + b2Mul(transform.R, m_p);\r
        b2Vec2 s = input.p1 - position;\r
        float32 b = b2Dot(s, s) - m_radius * m_radius;\r
@@ -72,8 +81,10 @@ bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input
        return false;\r
 }\r
 \r
-void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform) const\r
+void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const\r
 {\r
+       B2_NOT_USED(childIndex);\r
+\r
        b2Vec2 p = transform.position + b2Mul(transform.R, m_p);\r
        aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);\r
        aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);\r
index bb31da8..6c1fd54 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -30,14 +30,18 @@ public:
        /// Implement b2Shape.\r
        b2Shape* Clone(b2BlockAllocator* allocator) const;\r
 \r
+       /// @see b2Shape::GetChildCount\r
+       int32 GetChildCount() const;\r
+\r
        /// Implement b2Shape.\r
        bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;\r
 \r
        /// Implement b2Shape.\r
-       bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const;\r
+       bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,\r
+                               const b2Transform& transform, int32 childIndex) const;\r
 \r
        /// @see b2Shape::ComputeAABB\r
-       void ComputeAABB(b2AABB* aabb, const b2Transform& transform) const;\r
+       void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;\r
 \r
        /// @see b2Shape::ComputeMass\r
        void ComputeMass(b2MassData* massData, float32 density) const;\r
diff --git a/libs/box2d/src/Box2D/Collision/Shapes/b2EdgeShape.cpp b/libs/box2d/src/Box2D/Collision/Shapes/b2EdgeShape.cpp
new file mode 100644 (file)
index 0000000..19ca893
--- /dev/null
@@ -0,0 +1,139 @@
+/*\r
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>\r
+#include <new>\r
+using namespace std;\r
+\r
+void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)\r
+{\r
+       m_vertex1 = v1;\r
+       m_vertex2 = v2;\r
+       m_hasVertex0 = false;\r
+       m_hasVertex3 = false;\r
+}\r
+\r
+b2Shape* b2EdgeShape::Clone(b2BlockAllocator* allocator) const\r
+{\r
+       void* mem = allocator->Allocate(sizeof(b2EdgeShape));\r
+       b2EdgeShape* clone = new (mem) b2EdgeShape;\r
+       *clone = *this;\r
+       return clone;\r
+}\r
+\r
+int32 b2EdgeShape::GetChildCount() const\r
+{\r
+       return 1;\r
+}\r
+\r
+bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const\r
+{\r
+       B2_NOT_USED(xf);\r
+       B2_NOT_USED(p);\r
+       return false;\r
+}\r
+\r
+// p = p1 + t * d\r
+// v = v1 + s * e\r
+// p1 + t * d = v1 + s * e\r
+// s * e - t * d = p1 - v1\r
+bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,\r
+                                                       const b2Transform& xf, int32 childIndex) const\r
+{\r
+       B2_NOT_USED(childIndex);\r
+\r
+       // Put the ray into the edge's frame of reference.\r
+       b2Vec2 p1 = b2MulT(xf.R, input.p1 - xf.position);\r
+       b2Vec2 p2 = b2MulT(xf.R, input.p2 - xf.position);\r
+       b2Vec2 d = p2 - p1;\r
+\r
+       b2Vec2 v1 = m_vertex1;\r
+       b2Vec2 v2 = m_vertex2;\r
+       b2Vec2 e = v2 - v1;\r
+       b2Vec2 normal(e.y, -e.x);\r
+       normal.Normalize();\r
+\r
+       // q = p1 + t * d\r
+       // dot(normal, q - v1) = 0\r
+       // dot(normal, p1 - v1) + t * dot(normal, d) = 0\r
+       float32 numerator = b2Dot(normal, v1 - p1);\r
+       float32 denominator = b2Dot(normal, d);\r
+\r
+       if (denominator == 0.0f)\r
+       {\r
+               return false;\r
+       }\r
+\r
+       float32 t = numerator / denominator;\r
+       if (t < 0.0f || 1.0f < t)\r
+       {\r
+               return false;\r
+       }\r
+\r
+       b2Vec2 q = p1 + t * d;\r
+\r
+       // q = v1 + s * r\r
+       // s = dot(q - v1, r) / dot(r, r)\r
+       b2Vec2 r = v2 - v1;\r
+       float32 rr = b2Dot(r, r);\r
+       if (rr == 0.0f)\r
+       {\r
+               return false;\r
+       }\r
+\r
+       float32 s = b2Dot(q - v1, r) / rr;\r
+       if (s < 0.0f || 1.0f < s)\r
+       {\r
+               return false;\r
+       }\r
+\r
+       output->fraction = t;\r
+       if (numerator > 0.0f)\r
+       {\r
+               output->normal = -normal;\r
+       }\r
+       else\r
+       {\r
+               output->normal = normal;\r
+       }\r
+       return true;\r
+}\r
+\r
+void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const\r
+{\r
+       B2_NOT_USED(childIndex);\r
+\r
+       b2Vec2 v1 = b2Mul(xf, m_vertex1);\r
+       b2Vec2 v2 = b2Mul(xf, m_vertex2);\r
+\r
+       b2Vec2 lower = b2Min(v1, v2);\r
+       b2Vec2 upper = b2Max(v1, v2);\r
+\r
+       b2Vec2 r(m_radius, m_radius);\r
+       aabb->lowerBound = lower - r;\r
+       aabb->upperBound = upper + r;\r
+}\r
+\r
+void b2EdgeShape::ComputeMass(b2MassData* massData, float32 density) const\r
+{\r
+       B2_NOT_USED(density);\r
+\r
+       massData->mass = 0.0f;\r
+       massData->center = 0.5f * (m_vertex1 + m_vertex2);\r
+       massData->I = 0.0f;\r
+}\r
diff --git a/libs/box2d/src/Box2D/Collision/Shapes/b2EdgeShape.h b/libs/box2d/src/Box2D/Collision/Shapes/b2EdgeShape.h
new file mode 100644 (file)
index 0000000..780eb2c
--- /dev/null
@@ -0,0 +1,70 @@
+/*\r
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#ifndef B2_EDGE_SHAPE_H\r
+#define B2_EDGE_SHAPE_H\r
+\r
+#include <Box2D/Collision/Shapes/b2Shape.h>\r
+\r
+/// A line segment (edge) shape. These can be connected in chains or loops\r
+/// to other edge shapes. The connectivity information is used to ensure\r
+/// correct contact normals.\r
+class b2EdgeShape : public b2Shape\r
+{\r
+public:\r
+       b2EdgeShape();\r
+\r
+       /// Set this as an isolated edge.\r
+       void Set(const b2Vec2& v1, const b2Vec2& v2);\r
+\r
+       /// Implement b2Shape.\r
+       b2Shape* Clone(b2BlockAllocator* allocator) const;\r
+\r
+       /// @see b2Shape::GetChildCount\r
+       int32 GetChildCount() const;\r
+\r
+       /// @see b2Shape::TestPoint\r
+       bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;\r
+\r
+       /// Implement b2Shape.\r
+       bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,\r
+                               const b2Transform& transform, int32 childIndex) const;\r
+\r
+       /// @see b2Shape::ComputeAABB\r
+       void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;\r
+\r
+       /// @see b2Shape::ComputeMass\r
+       void ComputeMass(b2MassData* massData, float32 density) const;\r
+       \r
+       /// These are the edge vertices\r
+       b2Vec2 m_vertex1, m_vertex2;\r
+\r
+       /// Optional adjacent vertices. These are used for smooth collision.\r
+       b2Vec2 m_vertex0, m_vertex3;\r
+       bool m_hasVertex0, m_hasVertex3;\r
+};\r
+\r
+inline b2EdgeShape::b2EdgeShape()\r
+{\r
+       m_type = e_edge;\r
+       m_radius = b2_polygonRadius;\r
+       m_hasVertex0 = false;\r
+       m_hasVertex3 = false;\r
+}\r
+\r
+#endif\r
diff --git a/libs/box2d/src/Box2D/Collision/Shapes/b2LoopShape.cpp b/libs/box2d/src/Box2D/Collision/Shapes/b2LoopShape.cpp
new file mode 100644 (file)
index 0000000..7f7a216
--- /dev/null
@@ -0,0 +1,130 @@
+/*\r
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#include <Box2D/Collision/Shapes/b2LoopShape.h>\r
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>\r
+#include <new>\r
+#include <cstring>\r
+using namespace std;\r
+\r
+b2LoopShape::~b2LoopShape()\r
+{\r
+       b2Free(m_vertices);\r
+       m_vertices = NULL;\r
+       m_count = 0;\r
+}\r
+\r
+void b2LoopShape::Create(const b2Vec2* vertices, int32 count)\r
+{\r
+       b2Assert(m_vertices == NULL && m_count == 0);\r
+       b2Assert(count >= 2);\r
+       m_count = count;\r
+       m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));\r
+       memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));\r
+}\r
+\r
+b2Shape* b2LoopShape::Clone(b2BlockAllocator* allocator) const\r
+{\r
+       void* mem = allocator->Allocate(sizeof(b2LoopShape));\r
+       b2LoopShape* clone = new (mem) b2LoopShape;\r
+       clone->Create(m_vertices, m_count);\r
+       return clone;\r
+}\r
+\r
+int32 b2LoopShape::GetChildCount() const\r
+{\r
+       return m_count;\r
+}\r
+\r
+void b2LoopShape::GetChildEdge(b2EdgeShape* edge, int32 index) const\r
+{\r
+       b2Assert(2 <= m_count);\r
+       b2Assert(0 <= index && index < m_count);\r
+       edge->m_type = b2Shape::e_edge;\r
+       edge->m_radius = m_radius;\r
+       edge->m_hasVertex0 = true;\r
+       edge->m_hasVertex3 = true;\r
+\r
+       int32 i0 = index - 1 >= 0 ? index - 1 : m_count - 1;\r
+       int32 i1 = index;\r
+       int32 i2 = index + 1 < m_count ? index + 1 : 0;\r
+       int32 i3 = index + 2;\r
+       while (i3 >= m_count)\r
+       {\r
+               i3 -= m_count;\r
+       }\r
+\r
+       edge->m_vertex0 = m_vertices[i0];\r
+       edge->m_vertex1 = m_vertices[i1];\r
+       edge->m_vertex2 = m_vertices[i2];\r
+       edge->m_vertex3 = m_vertices[i3];\r
+}\r
+\r
+bool b2LoopShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const\r
+{\r
+       B2_NOT_USED(xf);\r
+       B2_NOT_USED(p);\r
+       return false;\r
+}\r
+\r
+bool b2LoopShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,\r
+                                                       const b2Transform& xf, int32 childIndex) const\r
+{\r
+       b2Assert(childIndex < m_count);\r
+\r
+       b2EdgeShape edgeShape;\r
+\r
+       int32 i1 = childIndex;\r
+       int32 i2 = childIndex + 1;\r
+       if (i2 == m_count)\r
+       {\r
+               i2 = 0;\r
+       }\r
+\r
+       edgeShape.m_vertex1 = m_vertices[i1];\r
+       edgeShape.m_vertex2 = m_vertices[i2];\r
+\r
+       return edgeShape.RayCast(output, input, xf, 0);\r
+}\r
+\r
+void b2LoopShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const\r
+{\r
+       b2Assert(childIndex < m_count);\r
+\r
+       int32 i1 = childIndex;\r
+       int32 i2 = childIndex + 1;\r
+       if (i2 == m_count)\r
+       {\r
+               i2 = 0;\r
+       }\r
+\r
+       b2Vec2 v1 = b2Mul(xf, m_vertices[i1]);\r
+       b2Vec2 v2 = b2Mul(xf, m_vertices[i2]);\r
+\r
+       aabb->lowerBound = b2Min(v1, v2);\r
+       aabb->upperBound = b2Max(v1, v2);\r
+}\r
+\r
+void b2LoopShape::ComputeMass(b2MassData* massData, float32 density) const\r
+{\r
+       B2_NOT_USED(density);\r
+\r
+       massData->mass = 0.0f;\r
+       massData->center.SetZero();\r
+       massData->I = 0.0f;\r
+}\r
diff --git a/libs/box2d/src/Box2D/Collision/Shapes/b2LoopShape.h b/libs/box2d/src/Box2D/Collision/Shapes/b2LoopShape.h
new file mode 100644 (file)
index 0000000..0dd7f1c
--- /dev/null
@@ -0,0 +1,96 @@
+/*\r
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#ifndef B2_LOOP_SHAPE_H\r
+#define B2_LOOP_SHAPE_H\r
+\r
+#include <Box2D/Collision/Shapes/b2Shape.h>\r
+\r
+class b2EdgeShape;\r
+\r
+/// A loop shape is a free form sequence of line segments that form a circular list.\r
+/// The loop may cross upon itself, but this is not recommended for smooth collision.\r
+/// The loop has double sided collision, so you can use inside and outside collision.\r
+/// Therefore, you may use any winding order.\r
+/// Since there may be many vertices, they are allocated using b2Alloc.\r
+class b2LoopShape : public b2Shape\r
+{\r
+public:\r
+       b2LoopShape();\r
+\r
+       /// The destructor frees the vertices using b2Free.\r
+       ~b2LoopShape();\r
+\r
+       /// Create the loop shape, copy all vertices.\r
+       void Create(const b2Vec2* vertices, int32 count);\r
+\r
+       /// Implement b2Shape. Vertices are cloned using b2Alloc.\r
+       b2Shape* Clone(b2BlockAllocator* allocator) const;\r
+\r
+       /// @see b2Shape::GetChildCount\r
+       int32 GetChildCount() const;\r
+\r
+       /// Get a child edge.\r
+       void GetChildEdge(b2EdgeShape* edge, int32 index) const;\r
+\r
+       /// This always return false.\r
+       /// @see b2Shape::TestPoint\r
+       bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;\r
+\r
+       /// Implement b2Shape.\r
+       bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,\r
+                                       const b2Transform& transform, int32 childIndex) const;\r
+\r
+       /// @see b2Shape::ComputeAABB\r
+       void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;\r
+\r
+       /// Chains have zero mass.\r
+       /// @see b2Shape::ComputeMass\r
+       void ComputeMass(b2MassData* massData, float32 density) const;\r
+\r
+       /// Get the number of vertices.\r
+       int32 GetCount() const { return m_count; }\r
+\r
+       /// Get the vertices (read-only).\r
+       const b2Vec2& GetVertex(int32 index) const\r
+       {\r
+               b2Assert(0 <= index && index < m_count);\r
+               return m_vertices[index];\r
+       }\r
+\r
+       /// Get the vertices (read-only).\r
+       const b2Vec2* GetVertices() const { return m_vertices; }\r
+\r
+protected:\r
+\r
+       /// The vertices. Owned by this class.\r
+       b2Vec2* m_vertices;\r
+\r
+       /// The vertex count.\r
+       int32 m_count;\r
+};\r
+\r
+inline b2LoopShape::b2LoopShape()\r
+{\r
+       m_type = e_loop;\r
+       m_radius = b2_polygonRadius;\r
+       m_vertices = NULL;\r
+       m_count = 0;\r
+}\r
+\r
+#endif\r
index 429e647..a625aff 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -66,30 +66,18 @@ void b2PolygonShape::SetAsBox(float32 hx, float32 hy, const b2Vec2& center, floa
        }\r
 }\r
 \r
-void b2PolygonShape::SetAsEdge(const b2Vec2& v1, const b2Vec2& v2)\r
+int32 b2PolygonShape::GetChildCount() const\r
 {\r
-       m_vertexCount = 2;\r
-       m_vertices[0] = v1;\r
-       m_vertices[1] = v2;\r
-       m_centroid = 0.5f * (v1 + v2);\r
-       m_normals[0] = b2Cross(v2 - v1, 1.0f);\r
-       m_normals[0].Normalize();\r
-       m_normals[1] = -m_normals[0];\r
+       return 1;\r
 }\r
 \r
 static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)\r
 {\r
-       b2Assert(count >= 2);\r
+       b2Assert(count >= 3);\r
 \r
        b2Vec2 c; c.Set(0.0f, 0.0f);\r
        float32 area = 0.0f;\r
 \r
-       if (count == 2)\r
-       {\r
-               c = 0.5f * (vs[0] + vs[1]);\r
-               return c;\r
-       }\r
-\r
        // pRef is the reference point for forming triangles.\r
        // It's location doesn't change the result (except for rounding error).\r
        b2Vec2 pRef(0.0f, 0.0f);\r
@@ -131,7 +119,7 @@ static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
 \r
 void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)\r
 {\r
-       b2Assert(2 <= count && count <= b2_maxPolygonVertices);\r
+       b2Assert(3 <= count && count <= b2_maxPolygonVertices);\r
        m_vertexCount = count;\r
 \r
        // Copy vertices.\r
@@ -198,131 +186,82 @@ bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
        return true;\r
 }\r
 \r
-bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& xf) const\r
+bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,\r
+                                                               const b2Transform& xf, int32 childIndex) const\r
 {\r
+       B2_NOT_USED(childIndex);\r
+\r
        // Put the ray into the polygon's frame of reference.\r
        b2Vec2 p1 = b2MulT(xf.R, input.p1 - xf.position);\r
        b2Vec2 p2 = b2MulT(xf.R, input.p2 - xf.position);\r
        b2Vec2 d = p2 - p1;\r
 \r
-       if (m_vertexCount == 2)\r
-       {\r
-               b2Vec2 v1 = m_vertices[0];\r
-               b2Vec2 v2 = m_vertices[1];\r
-               b2Vec2 normal = m_normals[0];\r
-\r
-               // q = p1 + t * d\r
-               // dot(normal, q - v1) = 0\r
-               // dot(normal, p1 - v1) + t * dot(normal, d) = 0\r
-               float32 numerator = b2Dot(normal, v1 - p1);\r
-               float32 denominator = b2Dot(normal, d);\r
-\r
-               if (denominator == 0.0f)\r
-               {\r
-                       return false;\r
-               }\r
-       \r
-               float32 t = numerator / denominator;\r
-               if (t < 0.0f || 1.0f < t)\r
-               {\r
-                       return false;\r
-               }\r
-\r
-               b2Vec2 q = p1 + t * d;\r
+       float32 lower = 0.0f, upper = input.maxFraction;\r
 \r
-               // q = v1 + s * r\r
-               // s = dot(q - v1, r) / dot(r, r)\r
-               b2Vec2 r = v2 - v1;\r
-               float32 rr = b2Dot(r, r);\r
-               if (rr == 0.0f)\r
-               {\r
-                       return false;\r
-               }\r
+       int32 index = -1;\r
 \r
-               float32 s = b2Dot(q - v1, r) / rr;\r
-               if (s < 0.0f || 1.0f < s)\r
-               {\r
-                       return false;\r
-               }\r
+       for (int32 i = 0; i < m_vertexCount; ++i)\r
+       {\r
+               // p = p1 + a * d\r
+               // dot(normal, p - v) = 0\r
+               // dot(normal, p1 - v) + a * dot(normal, d) = 0\r
+               float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);\r
+               float32 denominator = b2Dot(m_normals[i], d);\r
 \r
-               output->fraction = t;\r
-               if (numerator > 0.0f)\r
-               {\r
-                       output->normal = -normal;\r
+               if (denominator == 0.0f)\r
+               {       \r
+                       if (numerator < 0.0f)\r
+                       {\r
+                               return false;\r
+                       }\r
                }\r
                else\r
                {\r
-                       output->normal = normal;\r
-               }\r
-               return true;\r
-       }\r
-       else\r
-       {\r
-               float32 lower = 0.0f, upper = input.maxFraction;\r
-\r
-               int32 index = -1;\r
-\r
-               for (int32 i = 0; i < m_vertexCount; ++i)\r
-               {\r
-                       // p = p1 + a * d\r
-                       // dot(normal, p - v) = 0\r
-                       // dot(normal, p1 - v) + a * dot(normal, d) = 0\r
-                       float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);\r
-                       float32 denominator = b2Dot(m_normals[i], d);\r
-\r
-                       if (denominator == 0.0f)\r
-                       {       \r
-                               if (numerator < 0.0f)\r
-                               {\r
-                                       return false;\r
-                               }\r
-                       }\r
-                       else\r
+                       // Note: we want this predicate without division:\r
+                       // lower < numerator / denominator, where denominator < 0\r
+                       // Since denominator < 0, we have to flip the inequality:\r
+                       // lower < numerator / denominator <==> denominator * lower > numerator.\r
+                       if (denominator < 0.0f && numerator < lower * denominator)\r
                        {\r
-                               // Note: we want this predicate without division:\r
-                               // lower < numerator / denominator, where denominator < 0\r
-                               // Since denominator < 0, we have to flip the inequality:\r
-                               // lower < numerator / denominator <==> denominator * lower > numerator.\r
-                               if (denominator < 0.0f && numerator < lower * denominator)\r
-                               {\r
-                                       // Increase lower.\r
-                                       // The segment enters this half-space.\r
-                                       lower = numerator / denominator;\r
-                                       index = i;\r
-                               }\r
-                               else if (denominator > 0.0f && numerator < upper * denominator)\r
-                               {\r
-                                       // Decrease upper.\r
-                                       // The segment exits this half-space.\r
-                                       upper = numerator / denominator;\r
-                               }\r
+                               // Increase lower.\r
+                               // The segment enters this half-space.\r
+                               lower = numerator / denominator;\r
+                               index = i;\r
                        }\r
-\r
-                       // The use of epsilon here causes the assert on lower to trip\r
-                       // in some cases. Apparently the use of epsilon was to make edge\r
-                       // shapes work, but now those are handled separately.\r
-                       //if (upper < lower - b2_epsilon)\r
-                       if (upper < lower)\r
+                       else if (denominator > 0.0f && numerator < upper * denominator)\r
                        {\r
-                               return false;\r
+                               // Decrease upper.\r
+                               // The segment exits this half-space.\r
+                               upper = numerator / denominator;\r
                        }\r
                }\r
 \r
-               b2Assert(0.0f <= lower && lower <= input.maxFraction);\r
-\r
-               if (index >= 0)\r
+               // The use of epsilon here causes the assert on lower to trip\r
+               // in some cases. Apparently the use of epsilon was to make edge\r
+               // shapes work, but now those are handled separately.\r
+               //if (upper < lower - b2_epsilon)\r
+               if (upper < lower)\r
                {\r
-                       output->fraction = lower;\r
-                       output->normal = b2Mul(xf.R, m_normals[index]);\r
-                       return true;\r
+                       return false;\r
                }\r
        }\r
 \r
+       b2Assert(0.0f <= lower && lower <= input.maxFraction);\r
+\r
+       if (index >= 0)\r
+       {\r
+               output->fraction = lower;\r
+               output->normal = b2Mul(xf.R, m_normals[index]);\r
+               return true;\r
+       }\r
+\r
        return false;\r
 }\r
 \r
-void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf) const\r
+void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const\r
 {\r
+       B2_NOT_USED(childIndex);\r
+\r
        b2Vec2 lower = b2Mul(xf, m_vertices[0]);\r
        b2Vec2 upper = lower;\r
 \r
@@ -364,44 +303,30 @@ void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
        //\r
        // The rest of the derivation is handled by computer algebra.\r
 \r
-       b2Assert(m_vertexCount >= 2);\r
-\r
-       // A line segment has zero mass.\r
-       if (m_vertexCount == 2)\r
-       {\r
-               massData->center = 0.5f * (m_vertices[0] + m_vertices[1]);\r
-               massData->mass = 0.0f;\r
-               massData->I = 0.0f;\r
-               return;\r
-       }\r
+       b2Assert(m_vertexCount >= 3);\r
 \r
        b2Vec2 center; center.Set(0.0f, 0.0f);\r
        float32 area = 0.0f;\r
        float32 I = 0.0f;\r
 \r
-       // pRef is the reference point for forming triangles.\r
+       // s is the reference point for forming triangles.\r
        // It's location doesn't change the result (except for rounding error).\r
-       b2Vec2 pRef(0.0f, 0.0f);\r
-#if 0\r
+       b2Vec2 s(0.0f, 0.0f);\r
+\r
        // This code would put the reference point inside the polygon.\r
        for (int32 i = 0; i < m_vertexCount; ++i)\r
        {\r
-               pRef += m_vertices[i];\r
+               s += m_vertices[i];\r
        }\r
-       pRef *= 1.0f / count;\r
-#endif\r
+       s *= 1.0f / m_vertexCount;\r
 \r
        const float32 k_inv3 = 1.0f / 3.0f;\r
 \r
        for (int32 i = 0; i < m_vertexCount; ++i)\r
        {\r
                // Triangle vertices.\r
-               b2Vec2 p1 = pRef;\r
-               b2Vec2 p2 = m_vertices[i];\r
-               b2Vec2 p3 = i + 1 < m_vertexCount ? m_vertices[i+1] : m_vertices[0];\r
-\r
-               b2Vec2 e1 = p2 - p1;\r
-               b2Vec2 e2 = p3 - p1;\r
+               b2Vec2 e1 = m_vertices[i] - s;\r
+               b2Vec2 e2 = i + 1 < m_vertexCount ? m_vertices[i+1] - s : m_vertices[0] - s;\r
 \r
                float32 D = b2Cross(e1, e2);\r
 \r
@@ -409,16 +334,15 @@ void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
                area += triangleArea;\r
 \r
                // Area weighted centroid\r
-               center += triangleArea * k_inv3 * (p1 + p2 + p3);\r
+               center += triangleArea * k_inv3 * (e1 + e2);\r
 \r
-               float32 px = p1.x, py = p1.y;\r
                float32 ex1 = e1.x, ey1 = e1.y;\r
                float32 ex2 = e2.x, ey2 = e2.y;\r
 \r
-               float32 intx2 = k_inv3 * (0.25f * (ex1*ex1 + ex2*ex1 + ex2*ex2) + (px*ex1 + px*ex2)) + 0.5f*px*px;\r
-               float32 inty2 = k_inv3 * (0.25f * (ey1*ey1 + ey2*ey1 + ey2*ey2) + (py*ey1 + py*ey2)) + 0.5f*py*py;\r
+               float32 intx2 = ex1*ex1 + ex2*ex1 + ex2*ex2;\r
+               float32 inty2 = ey1*ey1 + ey2*ey1 + ey2*ey2;\r
 \r
-               I += D * (intx2 + inty2);\r
+               I += (0.25f * k_inv3 * D) * (intx2 + inty2);\r
        }\r
 \r
        // Total mass\r
@@ -427,8 +351,8 @@ void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
        // Center of mass\r
        b2Assert(area > b2_epsilon);\r
        center *= 1.0f / area;\r
-       massData->center = center;\r
+       massData->center = center + s;\r
 \r
        // Inertia tensor relative to the local origin.\r
-       massData->I = density * I;\r
+       massData->I = density * I + massData->mass * b2Dot(s, s);\r
 }\r
index 564d4b0..fd11bd1 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -23,6 +23,8 @@
 \r
 /// A convex polygon. It is assumed that the interior of the polygon is to\r
 /// the left of each edge.\r
+/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.\r
+/// In most cases you should not need many vertices for a convex polygon.\r
 class b2PolygonShape : public b2Shape\r
 {\r
 public:\r
@@ -31,8 +33,12 @@ public:
        /// Implement b2Shape.\r
        b2Shape* Clone(b2BlockAllocator* allocator) const;\r
 \r
+       /// @see b2Shape::GetChildCount\r
+       int32 GetChildCount() const;\r
+\r
        /// Copy vertices. This assumes the vertices define a convex polygon.\r
        /// It is assumed that the exterior is the the right of each edge.\r
+       /// The count must be in the range [3, b2_maxPolygonVertices].\r
        void Set(const b2Vec2* vertices, int32 vertexCount);\r
 \r
        /// Build vertices to represent an axis-aligned box.\r
@@ -47,27 +53,19 @@ public:
        /// @param angle the rotation of the box in local coordinates.\r
        void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);\r
 \r
-       /// Set this as a single edge.\r
-       void SetAsEdge(const b2Vec2& v1, const b2Vec2& v2);\r
-\r
        /// @see b2Shape::TestPoint\r
        bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;\r
 \r
        /// Implement b2Shape.\r
-       bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const;\r
+       bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,\r
+                                       const b2Transform& transform, int32 childIndex) const;\r
 \r
        /// @see b2Shape::ComputeAABB\r
-       void ComputeAABB(b2AABB* aabb, const b2Transform& transform) const;\r
+       void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;\r
 \r
        /// @see b2Shape::ComputeMass\r
        void ComputeMass(b2MassData* massData, float32 density) const;\r
 \r
-       /// Get the supporting vertex index in the given direction.\r
-       int32 GetSupport(const b2Vec2& d) const;\r
-\r
-       /// Get the supporting vertex in the given direction.\r
-       const b2Vec2& GetSupportVertex(const b2Vec2& d) const;\r
-\r
        /// Get the vertex count.\r
        int32 GetVertexCount() const { return m_vertexCount; }\r
 \r
@@ -88,40 +86,6 @@ inline b2PolygonShape::b2PolygonShape()
        m_centroid.SetZero();\r
 }\r
 \r
-inline int32 b2PolygonShape::GetSupport(const b2Vec2& d) const\r
-{\r
-       int32 bestIndex = 0;\r
-       float32 bestValue = b2Dot(m_vertices[0], d);\r
-       for (int32 i = 1; i < m_vertexCount; ++i)\r
-       {\r
-               float32 value = b2Dot(m_vertices[i], d);\r
-               if (value > bestValue)\r
-               {\r
-                       bestIndex = i;\r
-                       bestValue = value;\r
-               }\r
-       }\r
-\r
-       return bestIndex;\r
-}\r
-\r
-inline const b2Vec2& b2PolygonShape::GetSupportVertex(const b2Vec2& d) const\r
-{\r
-       int32 bestIndex = 0;\r
-       float32 bestValue = b2Dot(m_vertices[0], d);\r
-       for (int32 i = 1; i < m_vertexCount; ++i)\r
-       {\r
-               float32 value = b2Dot(m_vertices[i], d);\r
-               if (value > bestValue)\r
-               {\r
-                       bestIndex = i;\r
-                       bestValue = value;\r
-               }\r
-       }\r
-\r
-       return m_vertices[bestIndex];\r
-}\r
-\r
 inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const\r
 {\r
        b2Assert(0 <= index && index < m_vertexCount);\r
index 9082c0e..34656dd 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -38,7 +38,7 @@ struct b2MassData
 \r
 /// A shape is used for collision detection. You can create a shape however you like.\r
 /// Shapes used for simulation in b2World are created automatically when a b2Fixture\r
-/// is created.\r
+/// is created. Shapes may encapsulate a one or more child shapes.\r
 class b2Shape\r
 {\r
 public:\r
@@ -47,8 +47,10 @@ public:
        {\r
                e_unknown= -1,\r
                e_circle = 0,\r
-               e_polygon = 1,\r
-               e_typeCount = 2,\r
+               e_edge = 1,\r
+               e_polygon = 2,\r
+               e_loop = 3,\r
+               e_typeCount = 4\r
        };\r
 \r
        b2Shape() { m_type = e_unknown; }\r
@@ -61,21 +63,27 @@ public:
        /// @return the shape type.\r
        Type GetType() const;\r
 \r
+       /// Get the number of child primitives.\r
+       virtual int32 GetChildCount() const = 0;\r
+\r
        /// Test a point for containment in this shape. This only works for convex shapes.\r
        /// @param xf the shape world transform.\r
        /// @param p a point in world coordinates.\r
        virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;\r
 \r
-       /// Cast a ray against this shape.\r
+       /// Cast a ray against a child shape.\r
        /// @param output the ray-cast results.\r
        /// @param input the ray-cast input parameters.\r
        /// @param transform the transform to be applied to the shape.\r
-       virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const = 0;\r
+       /// @param childIndex the child shape index\r
+       virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,\r
+                                               const b2Transform& transform, int32 childIndex) const = 0;\r
 \r
-       /// Given a transform, compute the associated axis aligned bounding box for this shape.\r
+       /// Given a transform, compute the associated axis aligned bounding box for a child shape.\r
        /// @param aabb returns the axis aligned box.\r
        /// @param xf the world transform of the shape.\r
-       virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf) const = 0;\r
+       /// @param childIndex the child shape\r
+       virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0;\r
 \r
        /// Compute the mass properties of this shape using its dimensions and density.\r
        /// The inertia tensor is computed about the local origin.\r
index 12c7967..2aa62f9 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -18,6 +18,7 @@
 \r
 #include <Box2D/Collision/b2BroadPhase.h>\r
 #include <cstring>\r
+using namespace std;\r
 \r
 b2BroadPhase::b2BroadPhase()\r
 {\r
@@ -62,6 +63,11 @@ void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& di
        }\r
 }\r
 \r
+void b2BroadPhase::TouchProxy(int32 proxyId)\r
+{\r
+       BufferMove(proxyId);\r
+}\r
+\r
 void b2BroadPhase::BufferMove(int32 proxyId)\r
 {\r
        if (m_moveCount == m_moveCapacity)\r
index bff188e..c7398c9 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -40,7 +40,7 @@ public:
 \r
        enum\r
        {\r
-               e_nullProxy = -1,\r
+               e_nullProxy = -1\r
        };\r
 \r
        b2BroadPhase();\r
@@ -57,6 +57,9 @@ public:
        /// call UpdatePairs to finalized the proxy pairs (for your time step).\r
        void MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement);\r
 \r
+       /// Call to trigger a re-processing of it's pairs on the next call to UpdatePairs.\r
+       void TouchProxy(int32 proxyId);\r
+\r
        /// Get the fat AABB for a proxy.\r
        const b2AABB& GetFatAABB(int32 proxyId) const;\r
 \r
@@ -88,8 +91,14 @@ public:
        template <typename T>\r
        void RayCast(T* callback, const b2RayCastInput& input) const;\r
 \r
-       /// Compute the height of the embedded tree.\r
-       int32 ComputeHeight() const;\r
+       /// Get the height of the embedded tree.\r
+       int32 GetTreeHeight() const;\r
+\r
+       /// Get the balance of the embedded tree.\r
+       int32 GetTreeBalance() const;\r
+\r
+       /// Get the quality metric of the embedded tree.\r
+       float32 GetTreeQuality() const;\r
 \r
 private:\r
 \r
@@ -153,9 +162,19 @@ inline int32 b2BroadPhase::GetProxyCount() const
        return m_proxyCount;\r
 }\r
 \r
-inline int32 b2BroadPhase::ComputeHeight() const\r
+inline int32 b2BroadPhase::GetTreeHeight() const\r
+{\r
+       return m_tree.GetHeight();\r
+}\r
+\r
+inline int32 b2BroadPhase::GetTreeBalance() const\r
+{\r
+       return m_tree.GetMaxBalance();\r
+}\r
+\r
+inline float32 b2BroadPhase::GetTreeQuality() const\r
 {\r
-       return m_tree.ComputeHeight();\r
+       return m_tree.GetAreaRatio();\r
 }\r
 \r
 template <typename T>\r
@@ -211,7 +230,7 @@ void b2BroadPhase::UpdatePairs(T* callback)
        }\r
 \r
        // Try to keep the tree balanced.\r
-       m_tree.Rebalance(4);\r
+       //m_tree.Rebalance(4);\r
 }\r
 \r
 template <typename T>\r
index 6edf89d..0ad58f0 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
diff --git a/libs/box2d/src/Box2D/Collision/b2CollideEdge.cpp b/libs/box2d/src/Box2D/Collision/b2CollideEdge.cpp
new file mode 100644 (file)
index 0000000..e2ded85
--- /dev/null
@@ -0,0 +1,673 @@
+/*\r
+* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#include <Box2D/Collision/b2Collision.h>\r
+#include <Box2D/Collision/Shapes/b2CircleShape.h>\r
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>\r
+#include <Box2D/Collision/Shapes/b2PolygonShape.h>\r
+\r
+enum b2EdgeType\r
+{\r
+       b2_isolated,\r
+       b2_concave,\r
+       b2_flat,\r
+       b2_convex\r
+};\r
+\r
+// Compute contact points for edge versus circle.\r
+// This accounts for edge connectivity.\r
+void b2CollideEdgeAndCircle(b2Manifold* manifold,\r
+                                                       const b2EdgeShape* edgeA, const b2Transform& xfA,\r
+                                                       const b2CircleShape* circleB, const b2Transform& xfB)\r
+{\r
+       manifold->pointCount = 0;\r
+\r
+       // Compute circle in frame of edge\r
+       b2Vec2 Q = b2MulT(xfA, b2Mul(xfB, circleB->m_p));\r
+\r
+       b2Vec2 A = edgeA->m_vertex1, B = edgeA->m_vertex2;\r
+       b2Vec2 e = B - A;\r
+\r
+       // Barycentric coordinates\r
+       float32 u = b2Dot(e, B - Q);\r
+       float32 v = b2Dot(e, Q - A);\r
+\r
+       float32 radius = edgeA->m_radius + circleB->m_radius;\r
+\r
+       b2ContactFeature cf;\r
+       cf.indexB = 0;\r
+       cf.typeB = b2ContactFeature::e_vertex;\r
+\r
+       // Region A\r
+       if (v <= 0.0f)\r
+       {\r
+               b2Vec2 P = A;\r
+               b2Vec2 d = Q - P;\r
+               float32 dd = b2Dot(d, d);\r
+               if (dd > radius * radius)\r
+               {\r
+                       return;\r
+               }\r
+\r
+               // Is there an edge connected to A?\r
+               if (edgeA->m_hasVertex0)\r
+               {\r
+                       b2Vec2 A1 = edgeA->m_vertex0;\r
+                       b2Vec2 B1 = A;\r
+                       b2Vec2 e1 = B1 - A1;\r
+                       float32 u1 = b2Dot(e1, B1 - Q);\r
+\r
+                       // Is the circle in Region AB of the previous edge?\r
+                       if (u1 > 0.0f)\r
+                       {\r
+                               return;\r
+                       }\r
+               }\r
+\r
+               cf.indexA = 0;\r
+               cf.typeA = b2ContactFeature::e_vertex;\r
+               manifold->pointCount = 1;\r
+               manifold->type = b2Manifold::e_circles;\r
+               manifold->localNormal.SetZero();\r
+               manifold->localPoint = P;\r
+               manifold->points[0].id.key = 0;\r
+               manifold->points[0].id.cf = cf;\r
+               manifold->points[0].localPoint = circleB->m_p;\r
+               return;\r
+       }\r
+       \r
+       // Region B\r
+       if (u <= 0.0f)\r
+       {\r
+               b2Vec2 P = B;\r
+               b2Vec2 d = Q - P;\r
+               float32 dd = b2Dot(d, d);\r
+               if (dd > radius * radius)\r
+               {\r
+                       return;\r
+               }\r
+\r
+               // Is there an edge connected to B?\r
+               if (edgeA->m_hasVertex3)\r
+               {\r
+                       b2Vec2 B2 = edgeA->m_vertex3;\r
+                       b2Vec2 A2 = B;\r
+                       b2Vec2 e2 = B2 - A2;\r
+                       float32 v2 = b2Dot(e2, Q - A2);\r
+\r
+                       // Is the circle in Region AB of the next edge?\r
+                       if (v2 > 0.0f)\r
+                       {\r
+                               return;\r
+                       }\r
+               }\r
+\r
+               cf.indexA = 1;\r
+               cf.typeA = b2ContactFeature::e_vertex;\r
+               manifold->pointCount = 1;\r
+               manifold->type = b2Manifold::e_circles;\r
+               manifold->localNormal.SetZero();\r
+               manifold->localPoint = P;\r
+               manifold->points[0].id.key = 0;\r
+               manifold->points[0].id.cf = cf;\r
+               manifold->points[0].localPoint = circleB->m_p;\r
+               return;\r
+       }\r
+\r
+       // Region AB\r
+       float32 den = b2Dot(e, e);\r
+       b2Assert(den > 0.0f);\r
+       b2Vec2 P = (1.0f / den) * (u * A + v * B);\r
+       b2Vec2 d = Q - P;\r
+       float32 dd = b2Dot(d, d);\r
+       if (dd > radius * radius)\r
+       {\r
+               return;\r
+       }\r
+\r
+       b2Vec2 n(-e.y, e.x);\r
+       if (b2Dot(n, Q - A) < 0.0f)\r
+       {\r
+               n.Set(-n.x, -n.y);\r
+       }\r
+       n.Normalize();\r
+\r
+       cf.indexA = 0;\r
+       cf.typeA = b2ContactFeature::e_face;\r
+       manifold->pointCount = 1;\r
+       manifold->type = b2Manifold::e_faceA;\r
+       manifold->localNormal = n;\r
+       manifold->localPoint = A;\r
+       manifold->points[0].id.key = 0;\r
+       manifold->points[0].id.cf = cf;\r
+       manifold->points[0].localPoint = circleB->m_p;\r
+}\r
+\r
+struct b2EPAxis\r
+{\r
+       enum Type\r
+       {\r
+               e_unknown,\r
+               e_edgeA,\r
+               e_edgeB\r
+       };\r
+\r
+       Type type;\r
+       int32 index;\r
+       float32 separation;\r
+};\r
+\r
+// Edge shape plus more stuff.\r
+struct b2FatEdge\r
+{\r
+       b2Vec2 v0, v1, v2, v3;\r
+       b2Vec2 normal;\r
+       bool hasVertex0, hasVertex3;\r
+};\r
+\r
+// This lets us treate and edge shape and a polygon in the same\r
+// way in the SAT collider.\r
+struct b2EPProxy\r
+{\r
+       b2Vec2 vertices[b2_maxPolygonVertices];\r
+       b2Vec2 normals[b2_maxPolygonVertices];\r
+       b2Vec2 centroid;\r
+       int32 count;\r
+};\r
+\r
+// This class collides and edge and a polygon, taking into account edge adjacency.\r
+struct b2EPCollider\r
+{\r
+       b2EPCollider(const b2EdgeShape* edgeA, const b2Transform& xfA,\r
+                               const b2PolygonShape* polygonB_in, const b2Transform& xfB);\r
+\r
+       void Collide(b2Manifold* manifold);\r
+\r
+       void ComputeAdjacency();\r
+       b2EPAxis ComputeEdgeSeparation();\r
+       b2EPAxis ComputePolygonSeparation();\r
+       void FindIncidentEdge(b2ClipVertex c[2], const b2EPProxy* proxy1, int32 edge1, const b2EPProxy* proxy2);\r
+\r
+       b2FatEdge m_edgeA;\r
+\r
+       b2EPProxy m_proxyA, m_proxyB;\r
+\r
+       b2Transform m_xf;\r
+       b2Vec2 m_normal0, m_normal2;\r
+       b2Vec2 m_limit11, m_limit12;\r
+       b2Vec2 m_limit21, m_limit22;\r
+       float32 m_radius;\r
+};\r
+\r
+b2EPCollider::b2EPCollider(const b2EdgeShape* edgeA, const b2Transform& xfA,\r
+                               const b2PolygonShape* polygonB, const b2Transform& xfB)\r
+{\r
+       m_xf = b2MulT(xfA, xfB);\r
+\r
+       // Edge geometry\r
+       m_edgeA.v0 = edgeA->m_vertex0;\r
+       m_edgeA.v1 = edgeA->m_vertex1;\r
+       m_edgeA.v2 = edgeA->m_vertex2;\r
+       m_edgeA.v3 = edgeA->m_vertex3;\r
+       b2Vec2 e = m_edgeA.v2 - m_edgeA.v1;\r
+\r
+       // Normal points outwards in CCW order.\r
+       m_edgeA.normal.Set(e.y, -e.x);\r
+       m_edgeA.normal.Normalize();\r
+       m_edgeA.hasVertex0 = edgeA->m_hasVertex0;\r
+       m_edgeA.hasVertex3 = edgeA->m_hasVertex3;\r
+\r
+       // Proxy for edge\r
+       m_proxyA.vertices[0] = m_edgeA.v1;\r
+       m_proxyA.vertices[1] = m_edgeA.v2;\r
+       m_proxyA.normals[0] = m_edgeA.normal;\r
+       m_proxyA.normals[1] = -m_edgeA.normal;\r
+       m_proxyA.centroid = 0.5f * (m_edgeA.v1 + m_edgeA.v2);\r
+       m_proxyA.count = 2;\r
+\r
+       // Proxy for polygon\r
+       m_proxyB.count = polygonB->m_vertexCount;\r
+       m_proxyB.centroid = b2Mul(m_xf, polygonB->m_centroid);\r
+       for (int32 i = 0; i < polygonB->m_vertexCount; ++i)\r
+       {\r
+               m_proxyB.vertices[i] = b2Mul(m_xf, polygonB->m_vertices[i]);\r
+               m_proxyB.normals[i] = b2Mul(m_xf.R, polygonB->m_normals[i]);\r
+       }\r
+\r
+       m_radius = 2.0f * b2_polygonRadius;\r
+\r
+       m_limit11.SetZero();\r
+       m_limit12.SetZero();\r
+       m_limit21.SetZero();\r
+       m_limit22.SetZero();\r
+}\r
+\r
+// Collide an edge and polygon. This uses the SAT and clipping to produce up to 2 contact points.\r
+// Edge adjacency is handle to produce locally valid contact points and normals. This is intended\r
+// to allow the polygon to slide smoothly over an edge chain.\r
+//\r
+// Algorithm\r
+// 1. Classify front-side or back-side collision with edge.\r
+// 2. Compute separation\r
+// 3. Process adjacent edges\r
+// 4. Classify adjacent edge as convex, flat, null, or concave\r
+// 5. Skip null or concave edges. Concave edges get a separate manifold.\r
+// 6. If the edge is flat, compute contact points as normal. Discard boundary points.\r
+// 7. If the edge is convex, compute it's separation.\r
+// 8. Use the minimum separation of up to three edges. If the minimum separation\r
+//    is not the primary edge, return.\r
+// 9. If the minimum separation is the primary edge, compute the contact points and return.\r
+void b2EPCollider::Collide(b2Manifold* manifold)\r
+{\r
+       manifold->pointCount = 0;\r
+\r
+       ComputeAdjacency();\r
+\r
+       b2EPAxis edgeAxis = ComputeEdgeSeparation();\r
+\r
+       // If no valid normal can be found than this edge should not collide.\r
+       // This can happen on the middle edge of a 3-edge zig-zag chain.\r
+       if (edgeAxis.type == b2EPAxis::e_unknown)\r
+       {\r
+               return;\r
+       }\r
+\r
+       if (edgeAxis.separation > m_radius)\r
+       {\r
+               return;\r
+       }\r
+\r
+       b2EPAxis polygonAxis = ComputePolygonSeparation();\r
+       if (polygonAxis.type != b2EPAxis::e_unknown && polygonAxis.separation > m_radius)\r
+       {\r
+               return;\r
+       }\r
+\r
+       // Use hysteresis for jitter reduction.\r
+       const float32 k_relativeTol = 0.98f;\r
+       const float32 k_absoluteTol = 0.001f;\r
+\r
+       b2EPAxis primaryAxis;\r
+       if (polygonAxis.type == b2EPAxis::e_unknown)\r
+       {\r
+               primaryAxis = edgeAxis;\r
+       }\r
+       else if (polygonAxis.separation > k_relativeTol * edgeAxis.separation + k_absoluteTol)\r
+       {\r
+               primaryAxis = polygonAxis;\r
+       }\r
+       else\r
+       {\r
+               primaryAxis = edgeAxis;\r
+       }\r
+\r
+       b2EPProxy* proxy1;\r
+       b2EPProxy* proxy2;\r
+       b2ClipVertex incidentEdge[2];\r
+       if (primaryAxis.type == b2EPAxis::e_edgeA)\r
+       {\r
+               proxy1 = &m_proxyA;\r
+               proxy2 = &m_proxyB;\r
+               manifold->type = b2Manifold::e_faceA;\r
+       }\r
+       else\r
+       {\r
+               proxy1 = &m_proxyB;\r
+               proxy2 = &m_proxyA;\r
+               manifold->type = b2Manifold::e_faceB;\r
+       }\r
+\r
+       int32 edge1 = primaryAxis.index;\r
+\r
+       FindIncidentEdge(incidentEdge, proxy1, primaryAxis.index, proxy2);\r
+       int32 count1 = proxy1->count;\r
+       const b2Vec2* vertices1 = proxy1->vertices;\r
+\r
+       int32 iv1 = edge1;\r
+       int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;\r
+\r
+       b2Vec2 v11 = vertices1[iv1];\r
+       b2Vec2 v12 = vertices1[iv2];\r
+\r
+       b2Vec2 tangent = v12 - v11;\r
+       tangent.Normalize();\r
+       \r
+       b2Vec2 normal = b2Cross(tangent, 1.0f);\r
+       b2Vec2 planePoint = 0.5f * (v11 + v12);\r
+\r
+       // Face offset.\r
+       float32 frontOffset = b2Dot(normal, v11);\r
+\r
+       // Side offsets, extended by polytope skin thickness.\r
+       float32 sideOffset1 = -b2Dot(tangent, v11) + m_radius;\r
+       float32 sideOffset2 = b2Dot(tangent, v12) + m_radius;\r
+\r
+       // Clip incident edge against extruded edge1 side edges.\r
+       b2ClipVertex clipPoints1[2];\r
+       b2ClipVertex clipPoints2[2];\r
+       int np;\r
+\r
+       // Clip to box side 1\r
+       np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);\r
+\r
+       if (np < b2_maxManifoldPoints)\r
+       {\r
+               return;\r
+       }\r
+\r
+       // Clip to negative box side 1\r
+       np = b2ClipSegmentToLine(clipPoints2, clipPoints1,  tangent, sideOffset2, iv2);\r
+\r
+       if (np < b2_maxManifoldPoints)\r
+       {\r
+               return;\r
+       }\r
+\r
+       // Now clipPoints2 contains the clipped points.\r
+       if (primaryAxis.type == b2EPAxis::e_edgeA)\r
+       {\r
+               manifold->localNormal = normal;\r
+               manifold->localPoint = planePoint;\r
+       }\r
+       else\r
+       {\r
+               manifold->localNormal = b2MulT(m_xf.R, normal);\r
+               manifold->localPoint = b2MulT(m_xf, planePoint);\r
+       }\r
+\r
+       int32 pointCount = 0;\r
+       for (int32 i = 0; i < b2_maxManifoldPoints; ++i)\r
+       {\r
+               float32 separation;\r
+               \r
+               separation = b2Dot(normal, clipPoints2[i].v) - frontOffset;\r
+\r
+               if (separation <= m_radius)\r
+               {\r
+                       b2ManifoldPoint* cp = manifold->points + pointCount;\r
+\r
+                       if (primaryAxis.type == b2EPAxis::e_edgeA)\r
+                       {\r
+                               cp->localPoint = b2MulT(m_xf, clipPoints2[i].v);\r
+                               cp->id = clipPoints2[i].id;\r
+                       }\r
+                       else\r
+                       {\r
+                               cp->localPoint = clipPoints2[i].v;\r
+                               cp->id.cf.typeA = clipPoints2[i].id.cf.typeB;\r
+                               cp->id.cf.typeB = clipPoints2[i].id.cf.typeA;\r
+                               cp->id.cf.indexA = clipPoints2[i].id.cf.indexB;\r
+                               cp->id.cf.indexB = clipPoints2[i].id.cf.indexA;\r
+                       }\r
+\r
+                       ++pointCount;\r
+               }\r
+       }\r
+\r
+       manifold->pointCount = pointCount;\r
+}\r
+\r
+// Compute allowable normal ranges based on adjacency.\r
+// A normal n is allowable iff:\r
+// cross(n, n1) >= 0.0f && cross(n2, n) >= 0.0f\r
+// n points from A to B (edge to polygon)\r
+void b2EPCollider::ComputeAdjacency()\r
+{\r
+       b2Vec2 v0 = m_edgeA.v0;\r
+       b2Vec2 v1 = m_edgeA.v1;\r
+       b2Vec2 v2 = m_edgeA.v2;\r
+       b2Vec2 v3 = m_edgeA.v3;\r
+\r
+       // Determine allowable the normal regions based on adjacency.\r
+       // Note: it may be possible that no normal is admissable.\r
+       b2Vec2 centerB = m_proxyB.centroid;\r
+       if (m_edgeA.hasVertex0)\r
+       {\r
+               b2Vec2 e0 = v1 - v0;\r
+               b2Vec2 e1 = v2 - v1;\r
+               b2Vec2 n0(e0.y, -e0.x);\r
+               b2Vec2 n1(e1.y, -e1.x);\r
+               n0.Normalize();\r
+               n1.Normalize();\r
+\r
+               bool convex = b2Cross(n0, n1) >= 0.0f;\r
+               bool front0 = b2Dot(n0, centerB - v0) >= 0.0f;\r
+               bool front1 = b2Dot(n1, centerB - v1) >= 0.0f;\r
+\r
+               if (convex)\r
+               {\r
+                       if (front0 || front1)\r
+                       {\r
+                               m_limit11 = n1;\r
+                               m_limit12 = n0;\r
+                       }\r
+                       else\r
+                       {\r
+                               m_limit11 = -n1;\r
+                               m_limit12 = -n0;\r
+                       }\r
+               }\r
+               else\r
+               {\r
+                       if (front0 && front1)\r
+                       {\r
+                               m_limit11 = n0;\r
+                               m_limit12 = n1;\r
+                       }\r
+                       else\r
+                       {\r
+                               m_limit11 = -n0;\r
+                               m_limit12 = -n1;\r
+                       }\r
+               }\r
+       }\r
+       else\r
+       {\r
+               m_limit11.SetZero();\r
+               m_limit12.SetZero();\r
+       }\r
+\r
+       if (m_edgeA.hasVertex3)\r
+       {\r
+               b2Vec2 e1 = v2 - v1;\r
+               b2Vec2 e2 = v3 - v2;\r
+               b2Vec2 n1(e1.y, -e1.x);\r
+               b2Vec2 n2(e2.y, -e2.x);\r
+               n1.Normalize();\r
+               n2.Normalize();\r
+\r
+               bool convex = b2Cross(n1, n2) >= 0.0f;\r
+               bool front1 = b2Dot(n1, centerB - v1) >= 0.0f;\r
+               bool front2 = b2Dot(n2, centerB - v2) >= 0.0f;\r
+\r
+               if (convex)\r
+               {\r
+                       if (front1 || front2)\r
+                       {\r
+                               m_limit21 = n2;\r
+                               m_limit22 = n1;\r
+                       }\r
+                       else\r
+                       {\r
+                               m_limit21 = -n2;\r
+                               m_limit22 = -n1;\r
+                       }\r
+               }\r
+               else\r
+               {\r
+                       if (front1 && front2)\r
+                       {\r
+                               m_limit21 = n1;\r
+                               m_limit22 = n2;\r
+                       }\r
+                       else\r
+                       {\r
+                               m_limit21 = -n1;\r
+                               m_limit22 = -n2;\r
+                       }\r
+               }\r
+       }\r
+       else\r
+       {\r
+               m_limit21.SetZero();\r
+               m_limit22.SetZero();\r
+       }\r
+}\r
+\r
+b2EPAxis b2EPCollider::ComputeEdgeSeparation()\r
+{\r
+       // EdgeA separation\r
+       b2EPAxis bestAxis;\r
+       bestAxis.type = b2EPAxis::e_unknown;\r
+       bestAxis.index = -1;\r
+       bestAxis.separation = -FLT_MAX;\r
+       b2Vec2 normals[2] = {m_edgeA.normal, -m_edgeA.normal};\r
+       \r
+       for (int32 i = 0; i < 2; ++i)\r
+       {\r
+               b2Vec2 n = normals[i];\r
+\r
+               // Adjacency\r
+               bool valid1 = b2Cross(n, m_limit11) >= -b2_angularSlop && b2Cross(m_limit12, n) >= -b2_angularSlop;\r
+               bool valid2 = b2Cross(n, m_limit21) >= -b2_angularSlop && b2Cross(m_limit22, n) >= -b2_angularSlop;\r
+\r
+               if (valid1 == false || valid2 == false)\r
+               {\r
+                       continue;\r
+               }\r
+               \r
+               b2EPAxis axis;\r
+               axis.type = b2EPAxis::e_edgeA;\r
+               axis.index = i;\r
+               axis.separation = FLT_MAX;\r
+\r
+               for (int32 j = 0; j < m_proxyB.count; ++j)\r
+               {\r
+                       float32 s = b2Dot(n, m_proxyB.vertices[j] - m_edgeA.v1);\r
+                       if (s < axis.separation)\r
+                       {\r
+                               axis.separation = s;\r
+                       }\r
+               }\r
+\r
+               if (axis.separation > m_radius)\r
+               {\r
+                       return axis;\r
+               }\r
+\r
+               if (axis.separation > bestAxis.separation)\r
+               {\r
+                       bestAxis = axis;\r
+               }\r
+       }\r
+\r
+       return bestAxis;\r
+}\r
+\r
+b2EPAxis b2EPCollider::ComputePolygonSeparation()\r
+{\r
+       b2EPAxis axis;\r
+       axis.type = b2EPAxis::e_unknown;\r
+       axis.index = -1;\r
+       axis.separation = -FLT_MAX;\r
+       for (int32 i = 0; i < m_proxyB.count; ++i)\r
+       {\r
+               b2Vec2 n = -m_proxyB.normals[i];\r
+\r
+               // Adjacency\r
+               bool valid1 = b2Cross(n, m_limit11) >= -b2_angularSlop && b2Cross(m_limit12, n) >= -b2_angularSlop;\r
+               bool valid2 = b2Cross(n, m_limit21) >= -b2_angularSlop && b2Cross(m_limit22, n) >= -b2_angularSlop;\r
+\r
+               if (valid1 == false && valid2 == false)\r
+               {\r
+                       continue;\r
+               }\r
+\r
+               float32 s1 = b2Dot(n, m_proxyB.vertices[i] - m_edgeA.v1);\r
+               float32 s2 = b2Dot(n, m_proxyB.vertices[i] - m_edgeA.v2);\r
+               float32 s = b2Min(s1, s2);\r
+\r
+               if (s > m_radius)\r
+               {\r
+                       axis.type = b2EPAxis::e_edgeB;\r
+                       axis.index = i;\r
+                       axis.separation = s;\r
+               }\r
+\r
+               if (s > axis.separation)\r
+               {\r
+                       axis.type = b2EPAxis::e_edgeB;\r
+                       axis.index = i;\r
+                       axis.separation = s;\r
+               }\r
+       }\r
+\r
+       return axis;\r
+}\r
+\r
+void b2EPCollider::FindIncidentEdge(b2ClipVertex c[2], const b2EPProxy* proxy1, int32 edge1, const b2EPProxy* proxy2)\r
+{\r
+       int32 count1 = proxy1->count;\r
+       const b2Vec2* normals1 = proxy1->normals;\r
+\r
+       int32 count2 = proxy2->count;\r
+       const b2Vec2* vertices2 = proxy2->vertices;\r
+       const b2Vec2* normals2 = proxy2->normals;\r
+\r
+       b2Assert(0 <= edge1 && edge1 < count1);\r
+\r
+       // Get the normal of the reference edge in proxy2's frame.\r
+       b2Vec2 normal1 = normals1[edge1];\r
+\r
+       // Find the incident edge on proxy2.\r
+       int32 index = 0;\r
+       float32 minDot = b2_maxFloat;\r
+       for (int32 i = 0; i < count2; ++i)\r
+       {\r
+               float32 dot = b2Dot(normal1, normals2[i]);\r
+               if (dot < minDot)\r
+               {\r
+                       minDot = dot;\r
+                       index = i;\r
+               }\r
+       }\r
+\r
+       // Build the clip vertices for the incident edge.\r
+       int32 i1 = index;\r
+       int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0;\r
+\r
+       c[0].v = vertices2[i1];\r
+       c[0].id.cf.indexA = (uint8)edge1;\r
+       c[0].id.cf.indexB = (uint8)i1;\r
+       c[0].id.cf.typeA = b2ContactFeature::e_face;\r
+       c[0].id.cf.typeB = b2ContactFeature::e_vertex;\r
+\r
+       c[1].v = vertices2[i2];\r
+       c[1].id.cf.indexA = (uint8)edge1;\r
+       c[1].id.cf.indexB = (uint8)i2;\r
+       c[1].id.cf.typeA = b2ContactFeature::e_face;\r
+       c[1].id.cf.typeB = b2ContactFeature::e_vertex;\r
+}\r
+\r
+void b2CollideEdgeAndPolygon(  b2Manifold* manifold,\r
+                                                               const b2EdgeShape* edgeA, const b2Transform& xfA,\r
+                                                               const b2PolygonShape* polygonB, const b2Transform& xfB)\r
+{\r
+       b2EPCollider collider(edgeA, xfA, polygonB, xfB);\r
+       collider.Collide(manifold);\r
+}\r
index b37b7ba..bc53465 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -173,14 +173,16 @@ static void b2FindIncidentEdge(b2ClipVertex c[2],
        int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0;\r
 \r
        c[0].v = b2Mul(xf2, vertices2[i1]);\r
-       c[0].id.features.referenceEdge = (uint8)edge1;\r
-       c[0].id.features.incidentEdge = (uint8)i1;\r
-       c[0].id.features.incidentVertex = 0;\r
+       c[0].id.cf.indexA = (uint8)edge1;\r
+       c[0].id.cf.indexB = (uint8)i1;\r
+       c[0].id.cf.typeA = b2ContactFeature::e_face;\r
+       c[0].id.cf.typeB = b2ContactFeature::e_vertex;\r
 \r
        c[1].v = b2Mul(xf2, vertices2[i2]);\r
-       c[1].id.features.referenceEdge = (uint8)edge1;\r
-       c[1].id.features.incidentEdge = (uint8)i2;\r
-       c[1].id.features.incidentVertex = 1;\r
+       c[1].id.cf.indexA = (uint8)edge1;\r
+       c[1].id.cf.indexB = (uint8)i2;\r
+       c[1].id.cf.typeA = b2ContactFeature::e_face;\r
+       c[1].id.cf.typeB = b2ContactFeature::e_vertex;\r
 }\r
 \r
 // Find edge normal of max separation on A - return if separating axis is found\r
@@ -242,8 +244,11 @@ void b2CollidePolygons(b2Manifold* manifold,
        int32 count1 = poly1->m_vertexCount;\r
        const b2Vec2* vertices1 = poly1->m_vertices;\r
 \r
-       b2Vec2 v11 = vertices1[edge1];\r
-       b2Vec2 v12 = edge1 + 1 < count1 ? vertices1[edge1+1] : vertices1[0];\r
+       int32 iv1 = edge1;\r
+       int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;\r
+\r
+       b2Vec2 v11 = vertices1[iv1];\r
+       b2Vec2 v12 = vertices1[iv2];\r
 \r
        b2Vec2 localTangent = v12 - v11;\r
        localTangent.Normalize();\r
@@ -270,13 +275,13 @@ void b2CollidePolygons(b2Manifold* manifold,
        int np;\r
 \r
        // Clip to box side 1\r
-       np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1);\r
+       np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);\r
 \r
        if (np < 2)\r
                return;\r
 \r
        // Clip to negative box side 1\r
-       np = b2ClipSegmentToLine(clipPoints2, clipPoints1,  tangent, sideOffset2);\r
+       np = b2ClipSegmentToLine(clipPoints2, clipPoints1,  tangent, sideOffset2, iv2);\r
 \r
        if (np < 2)\r
        {\r
@@ -297,7 +302,15 @@ void b2CollidePolygons(b2Manifold* manifold,
                        b2ManifoldPoint* cp = manifold->points + pointCount;\r
                        cp->localPoint = b2MulT(xf2, clipPoints2[i].v);\r
                        cp->id = clipPoints2[i].id;\r
-                       cp->id.features.flip = flip;\r
+                       if (flip)\r
+                       {\r
+                               // Swap features\r
+                               b2ContactFeature cf = cp->id.cf;\r
+                               cp->id.cf.indexA = cf.indexB;\r
+                               cp->id.cf.indexB = cf.indexA;\r
+                               cp->id.cf.typeA = cf.typeB;\r
+                               cp->id.cf.typeB = cf.typeA;\r
+                       }\r
                        ++pointCount;\r
                }\r
        }\r
index a86c7c5..f317cb9 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -196,7 +196,7 @@ bool b2AABB::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const
 \r
 // Sutherland-Hodgman clipping.\r
 int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],\r
-                                               const b2Vec2& normal, float32 offset)\r
+                                               const b2Vec2& normal, float32 offset, int32 vertexIndexA)\r
 {\r
        // Start with no output points\r
        int32 numOut = 0;\r
@@ -215,26 +215,25 @@ int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
                // Find intersection point of edge and plane\r
                float32 interp = distance0 / (distance0 - distance1);\r
                vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);\r
-               if (distance0 > 0.0f)\r
-               {\r
-                       vOut[numOut].id = vIn[0].id;\r
-               }\r
-               else\r
-               {\r
-                       vOut[numOut].id = vIn[1].id;\r
-               }\r
+\r
+               // VertexA is hitting edgeB.\r
+               vOut[numOut].id.cf.indexA = vertexIndexA;\r
+               vOut[numOut].id.cf.indexB = vIn[0].id.cf.indexB;\r
+               vOut[numOut].id.cf.typeA = b2ContactFeature::e_vertex;\r
+               vOut[numOut].id.cf.typeB = b2ContactFeature::e_face;\r
                ++numOut;\r
        }\r
 \r
        return numOut;\r
 }\r
 \r
-bool b2TestOverlap(const b2Shape* shapeA, const b2Shape* shapeB,\r
-                                  const b2Transform& xfA, const b2Transform& xfB)\r
+bool b2TestOverlap(    const b2Shape* shapeA, int32 indexA,\r
+                                       const b2Shape* shapeB, int32 indexB,\r
+                                       const b2Transform& xfA, const b2Transform& xfB)\r
 {\r
        b2DistanceInput input;\r
-       input.proxyA.Set(shapeA);\r
-       input.proxyB.Set(shapeB);\r
+       input.proxyA.Set(shapeA, indexA);\r
+       input.proxyB.Set(shapeB, indexB);\r
        input.transformA = xfA;\r
        input.transformB = xfB;\r
        input.useRadii = true;\r
index baffdbd..2bc110e 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 \r
 class b2Shape;\r
 class b2CircleShape;\r
+class b2EdgeShape;\r
 class b2PolygonShape;\r
 \r
 const uint8 b2_nullFeature = UCHAR_MAX;\r
 \r
+/// The features that intersect to form the contact point\r
+/// This must be 4 bytes or less.\r
+struct b2ContactFeature\r
+{\r
+       enum Type\r
+       {\r
+               e_vertex = 0,\r
+               e_face = 1\r
+       };\r
+\r
+       uint8 indexA;           ///< Feature index on shapeA\r
+       uint8 indexB;           ///< Feature index on shapeB\r
+       uint8 typeA;            ///< The feature type on shapeA\r
+       uint8 typeB;            ///< The feature type on shapeB\r
+};\r
+\r
 /// Contact ids to facilitate warm starting.\r
 union b2ContactID\r
 {\r
-       /// The features that intersect to form the contact point\r
-       struct Features\r
-       {\r
-               uint8 referenceEdge;    ///< The edge that defines the outward contact normal.\r
-               uint8 incidentEdge;             ///< The edge most anti-parallel to the reference edge.\r
-               uint8 incidentVertex;   ///< The vertex (0 or 1) on the incident edge that was clipped.\r
-               uint8 flip;                             ///< A value of 1 indicates that the reference edge is on shape2.\r
-       } features;\r
+       b2ContactFeature cf;\r
        uint32 key;                                     ///< Used to quickly compare contact ids.\r
 };\r
 \r
@@ -165,6 +175,21 @@ struct b2AABB
                return 0.5f * (upperBound - lowerBound);\r
        }\r
 \r
+       /// Get the perimeter length\r
+       float32 GetPerimeter() const\r
+       {\r
+               float32 wx = upperBound.x - lowerBound.x;\r
+               float32 wy = upperBound.y - lowerBound.y;\r
+               return 2.0f * (wx + wy);\r
+       }\r
+\r
+       /// Combine an AABB into this one.\r
+       void Combine(const b2AABB& aabb)\r
+       {\r
+               lowerBound = b2Min(lowerBound, aabb.lowerBound);\r
+               upperBound = b2Max(upperBound, aabb.upperBound);\r
+       }\r
+\r
        /// Combine two AABBs into this one.\r
        void Combine(const b2AABB& aabb1, const b2AABB& aabb2)\r
        {\r
@@ -191,26 +216,37 @@ struct b2AABB
 \r
 /// Compute the collision manifold between two circles.\r
 void b2CollideCircles(b2Manifold* manifold,\r
-                                         const b2CircleShape* circle1, const b2Transform& xf1,\r
-                                         const b2CircleShape* circle2, const b2Transform& xf2);\r
+                                         const b2CircleShape* circleA, const b2Transform& xfA,\r
+                                         const b2CircleShape* circleB, const b2Transform& xfB);\r
 \r
 /// Compute the collision manifold between a polygon and a circle.\r
 void b2CollidePolygonAndCircle(b2Manifold* manifold,\r
-                                                          const b2PolygonShape* polygon, const b2Transform& xf1,\r
-                                                          const b2CircleShape* circle, const b2Transform& xf2);\r
+                                                          const b2PolygonShape* polygonA, const b2Transform& xfA,\r
+                                                          const b2CircleShape* circleB, const b2Transform& xfB);\r
 \r
 /// Compute the collision manifold between two polygons.\r
 void b2CollidePolygons(b2Manifold* manifold,\r
-                                          const b2PolygonShape* polygon1, const b2Transform& xf1,\r
-                                          const b2PolygonShape* polygon2, const b2Transform& xf2);\r
+                                          const b2PolygonShape* polygonA, const b2Transform& xfA,\r
+                                          const b2PolygonShape* polygonB, const b2Transform& xfB);\r
+\r
+/// Compute the collision manifold between an edge and a circle.\r
+void b2CollideEdgeAndCircle(b2Manifold* manifold,\r
+                                                          const b2EdgeShape* polygonA, const b2Transform& xfA,\r
+                                                          const b2CircleShape* circleB, const b2Transform& xfB);\r
+\r
+/// Compute the collision manifold between an edge and a circle.\r
+void b2CollideEdgeAndPolygon(b2Manifold* manifold,\r
+                                                          const b2EdgeShape* edgeA, const b2Transform& xfA,\r
+                                                          const b2PolygonShape* circleB, const b2Transform& xfB);\r
 \r
 /// Clipping for contact manifolds.\r
 int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],\r
-                                                       const b2Vec2& normal, float32 offset);\r
+                                                       const b2Vec2& normal, float32 offset, int32 vertexIndexA);\r
 \r
 /// Determine if two generic shapes overlap.\r
-bool b2TestOverlap(const b2Shape* shapeA, const b2Shape* shapeB,\r
-                                  const b2Transform& xfA, const b2Transform& xfB);\r
+bool b2TestOverlap(    const b2Shape* shapeA, int32 indexA,\r
+                                       const b2Shape* shapeB, int32 indexB,\r
+                                       const b2Transform& xfA, const b2Transform& xfB);\r
 \r
 // ---------------- Inline Functions ------------------------------------------\r
 \r
index f95c82f..39567dd 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 \r
 #include <Box2D/Collision/b2Distance.h>\r
 #include <Box2D/Collision/Shapes/b2CircleShape.h>\r
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>\r
+#include <Box2D/Collision/Shapes/b2LoopShape.h>\r
 #include <Box2D/Collision/Shapes/b2PolygonShape.h>\r
 \r
 // GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.\r
 int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;\r
 \r
-void b2DistanceProxy::Set(const b2Shape* shape)\r
+void b2DistanceProxy::Set(const b2Shape* shape, int32 index)\r
 {\r
        switch (shape->GetType())\r
        {\r
@@ -45,6 +47,36 @@ void b2DistanceProxy::Set(const b2Shape* shape)
                }\r
                break;\r
 \r
+       case b2Shape::e_loop:\r
+               {\r
+                       const b2LoopShape* loop = (b2LoopShape*)shape;\r
+                       b2Assert(0 <= index && index < loop->GetCount());\r
+\r
+                       m_buffer[0] = loop->GetVertex(index);\r
+                       if (index + 1 < loop->GetCount())\r
+                       {\r
+                               m_buffer[1] = loop->GetVertex(index + 1);\r
+                       }\r
+                       else\r
+                       {\r
+                               m_buffer[1] = loop->GetVertex(0);\r
+                       }\r
+\r
+                       m_vertices = m_buffer;\r
+                       m_count = 2;\r
+                       m_radius = loop->m_radius;\r
+               }\r
+               break;\r
+\r
+       case b2Shape::e_edge:\r
+               {\r
+                       const b2EdgeShape* edge = (b2EdgeShape*)shape;\r
+                       m_vertices = &edge->m_vertex1;\r
+                       m_count = 2;\r
+                       m_radius = edge->m_radius;\r
+               }\r
+               break;\r
+\r
        default:\r
                b2Assert(false);\r
        }\r
index e56ea0a..54ed1e1 100644 (file)
@@ -1,6 +1,6 @@
 \r
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -21,7 +21,6 @@
 #define B2_DISTANCE_H\r
 \r
 #include <Box2D/Common/b2Math.h>\r
-#include <climits>\r
 \r
 class b2Shape;\r
 \r
@@ -33,7 +32,7 @@ struct b2DistanceProxy
 \r
        /// Initialize the proxy using the given shape. The shape\r
        /// must remain in scope while the proxy is in use.\r
-       void Set(const b2Shape* shape);\r
+       void Set(const b2Shape* shape, int32 index);\r
 \r
        /// Get the supporting vertex index in the given direction.\r
        int32 GetSupport(const b2Vec2& d) const;\r
@@ -47,6 +46,7 @@ struct b2DistanceProxy
        /// Get a vertex by index. Used by b2Distance.\r
        const b2Vec2& GetVertex(int32 index) const;\r
 \r
+       b2Vec2 m_buffer[2];\r
        const b2Vec2* m_vertices;\r
        int32 m_count;\r
        float32 m_radius;\r
index d8a05eb..f43ea1e 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 #include <Box2D/Collision/b2DynamicTree.h>\r
 #include <cstring>\r
 #include <cfloat>\r
+using namespace std;\r
+\r
+\r
+#if B2_USE_DYNAMIC_TREE\r
 \r
 b2DynamicTree::b2DynamicTree()\r
 {\r
@@ -26,15 +30,17 @@ b2DynamicTree::b2DynamicTree()
 \r
        m_nodeCapacity = 16;\r
        m_nodeCount = 0;\r
-       m_nodes = (b2DynamicTreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2DynamicTreeNode));\r
-       memset(m_nodes, 0, m_nodeCapacity * sizeof(b2DynamicTreeNode));\r
+       m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));\r
+       memset(m_nodes, 0, m_nodeCapacity * sizeof(b2TreeNode));\r
 \r
        // Build a linked list for the free list.\r
        for (int32 i = 0; i < m_nodeCapacity - 1; ++i)\r
        {\r
                m_nodes[i].next = i + 1;\r
+               m_nodes[i].height = -1;\r
        }\r
        m_nodes[m_nodeCapacity-1].next = b2_nullNode;\r
+       m_nodes[m_nodeCapacity-1].height = -1;\r
        m_freeList = 0;\r
 \r
        m_path = 0;\r
@@ -57,10 +63,10 @@ int32 b2DynamicTree::AllocateNode()
                b2Assert(m_nodeCount == m_nodeCapacity);\r
 \r
                // The free list is empty. Rebuild a bigger pool.\r
-               b2DynamicTreeNode* oldNodes = m_nodes;\r
+               b2TreeNode* oldNodes = m_nodes;\r
                m_nodeCapacity *= 2;\r
-               m_nodes = (b2DynamicTreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2DynamicTreeNode));\r
-               memcpy(m_nodes, oldNodes, m_nodeCount * sizeof(b2DynamicTreeNode));\r
+               m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));\r
+               memcpy(m_nodes, oldNodes, m_nodeCount * sizeof(b2TreeNode));\r
                b2Free(oldNodes);\r
 \r
                // Build a linked list for the free list. The parent\r
@@ -68,8 +74,10 @@ int32 b2DynamicTree::AllocateNode()
                for (int32 i = m_nodeCount; i < m_nodeCapacity - 1; ++i)\r
                {\r
                        m_nodes[i].next = i + 1;\r
+                       m_nodes[i].height = -1;\r
                }\r
                m_nodes[m_nodeCapacity-1].next = b2_nullNode;\r
+               m_nodes[m_nodeCapacity-1].height = -1;\r
                m_freeList = m_nodeCount;\r
        }\r
 \r
@@ -79,6 +87,8 @@ int32 b2DynamicTree::AllocateNode()
        m_nodes[nodeId].parent = b2_nullNode;\r
        m_nodes[nodeId].child1 = b2_nullNode;\r
        m_nodes[nodeId].child2 = b2_nullNode;\r
+       m_nodes[nodeId].height = 0;\r
+       m_nodes[nodeId].userData = NULL;\r
        ++m_nodeCount;\r
        return nodeId;\r
 }\r
@@ -89,6 +99,7 @@ void b2DynamicTree::FreeNode(int32 nodeId)
        b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);\r
        b2Assert(0 < m_nodeCount);\r
        m_nodes[nodeId].next = m_freeList;\r
+       m_nodes[nodeId].height = -1;\r
        m_freeList = nodeId;\r
        --m_nodeCount;\r
 }\r
@@ -105,20 +116,10 @@ int32 b2DynamicTree::CreateProxy(const b2AABB& aabb, void* userData)
        m_nodes[proxyId].aabb.lowerBound = aabb.lowerBound - r;\r
        m_nodes[proxyId].aabb.upperBound = aabb.upperBound + r;\r
        m_nodes[proxyId].userData = userData;\r
+       m_nodes[proxyId].height = 0;\r
 \r
        InsertLeaf(proxyId);\r
 \r
-       // Rebalance if necessary.\r
-       int32 iterationCount = m_nodeCount >> 4;\r
-       int32 tryCount = 0;\r
-       int32 height = ComputeHeight();\r
-       while (height > 64 && tryCount < 10)\r
-       {\r
-               Rebalance(iterationCount);\r
-               height = ComputeHeight();\r
-               ++tryCount;\r
-       }\r
-\r
        return proxyId;\r
 }\r
 \r
@@ -188,79 +189,133 @@ void b2DynamicTree::InsertLeaf(int32 leaf)
                return;\r
        }\r
 \r
-       // Find the best sibling for this node.\r
-       b2Vec2 center = m_nodes[leaf].aabb.GetCenter();\r
-       int32 sibling = m_root;\r
-       if (m_nodes[sibling].IsLeaf() == false)\r
+       // Find the best sibling for this node\r
+       b2AABB leafAABB = m_nodes[leaf].aabb;\r
+       int32 index = m_root;\r
+       while (m_nodes[index].IsLeaf() == false)\r
        {\r
-               do \r
-               {\r
-                       int32 child1 = m_nodes[sibling].child1;\r
-                       int32 child2 = m_nodes[sibling].child2;\r
+               int32 child1 = m_nodes[index].child1;\r
+               int32 child2 = m_nodes[index].child2;\r
 \r
-                       b2Vec2 delta1 = b2Abs(m_nodes[child1].aabb.GetCenter() - center);\r
-                       b2Vec2 delta2 = b2Abs(m_nodes[child2].aabb.GetCenter() - center);\r
+               float32 area = m_nodes[index].aabb.GetPerimeter();\r
 \r
-                       float32 norm1 = delta1.x + delta1.y;\r
-                       float32 norm2 = delta2.x + delta2.y;\r
+               b2AABB combinedAABB;\r
+               combinedAABB.Combine(m_nodes[index].aabb, leafAABB);\r
+               float32 combinedArea = combinedAABB.GetPerimeter();\r
 \r
-                       if (norm1 < norm2)\r
-                       {\r
-                               sibling = child1;\r
-                       }\r
-                       else\r
-                       {\r
-                               sibling = child2;\r
-                       }\r
+               // Cost of creating a new parent for this node and the new leaf\r
+               float32 cost = 2.0f * combinedArea;\r
 \r
-               }\r
-               while(m_nodes[sibling].IsLeaf() == false);\r
-       }\r
+               // Minimum cost of pushing the leaf further down the tree\r
+               float32 inheritanceCost = 2.0f * (combinedArea - area);\r
 \r
-       // Create a parent for the siblings.\r
-       int32 node1 = m_nodes[sibling].parent;\r
-       int32 node2 = AllocateNode();\r
-       m_nodes[node2].parent = node1;\r
-       m_nodes[node2].userData = NULL;\r
-       m_nodes[node2].aabb.Combine(m_nodes[leaf].aabb, m_nodes[sibling].aabb);\r
+               // Cost of descending into child1\r
+               float32 cost1;\r
+               if (m_nodes[child1].IsLeaf())\r
+               {\r
+                       b2AABB aabb;\r
+                       aabb.Combine(leafAABB, m_nodes[child1].aabb);\r
+                       cost1 = aabb.GetPerimeter() + inheritanceCost;\r
+               }\r
+               else\r
+               {\r
+                       b2AABB aabb;\r
+                       aabb.Combine(leafAABB, m_nodes[child1].aabb);\r
+                       float32 oldArea = m_nodes[child1].aabb.GetPerimeter();\r
+                       float32 newArea = aabb.GetPerimeter();\r
+                       cost1 = (newArea - oldArea) + inheritanceCost;\r
+               }\r
 \r
-       if (node1 != b2_nullNode)\r
-       {\r
-               if (m_nodes[m_nodes[sibling].parent].child1 == sibling)\r
+               // Cost of descending into child2\r
+               float32 cost2;\r
+               if (m_nodes[child2].IsLeaf())\r
                {\r
-                       m_nodes[node1].child1 = node2;\r
+                       b2AABB aabb;\r
+                       aabb.Combine(leafAABB, m_nodes[child2].aabb);\r
+                       cost2 = aabb.GetPerimeter() + inheritanceCost;\r
                }\r
                else\r
                {\r
-                       m_nodes[node1].child2 = node2;\r
+                       b2AABB aabb;\r
+                       aabb.Combine(leafAABB, m_nodes[child2].aabb);\r
+                       float32 oldArea = m_nodes[child2].aabb.GetPerimeter();\r
+                       float32 newArea = aabb.GetPerimeter();\r
+                       cost2 = newArea - oldArea + inheritanceCost;\r
                }\r
 \r
-               m_nodes[node2].child1 = sibling;\r
-               m_nodes[node2].child2 = leaf;\r
-               m_nodes[sibling].parent = node2;\r
-               m_nodes[leaf].parent = node2;\r
+               // Descend according to the minimum cost.\r
+               if (cost < cost1 && cost < cost2)\r
+               {\r
+                       break;\r
+               }\r
 \r
-               do \r
+               // Descend\r
+               if (cost1 < cost2)\r
                {\r
-                       if (m_nodes[node1].aabb.Contains(m_nodes[node2].aabb))\r
-                       {\r
-                               break;\r
-                       }\r
+                       index = child1;\r
+               }\r
+               else\r
+               {\r
+                       index = child2;\r
+               }\r
+       }\r
+\r
+       int32 sibling = index;\r
 \r
-                       m_nodes[node1].aabb.Combine(m_nodes[m_nodes[node1].child1].aabb, m_nodes[m_nodes[node1].child2].aabb);\r
-                       node2 = node1;\r
-                       node1 = m_nodes[node1].parent;\r
+       // Create a new parent.\r
+       int32 oldParent = m_nodes[sibling].parent;\r
+       int32 newParent = AllocateNode();\r
+       m_nodes[newParent].parent = oldParent;\r
+       m_nodes[newParent].userData = NULL;\r
+       m_nodes[newParent].aabb.Combine(leafAABB, m_nodes[sibling].aabb);\r
+       m_nodes[newParent].height = m_nodes[sibling].height + 1;\r
+\r
+       if (oldParent != b2_nullNode)\r
+       {\r
+               // The sibling was not the root.\r
+               if (m_nodes[oldParent].child1 == sibling)\r
+               {\r
+                       m_nodes[oldParent].child1 = newParent;\r
+               }\r
+               else\r
+               {\r
+                       m_nodes[oldParent].child2 = newParent;\r
                }\r
-               while(node1 != b2_nullNode);\r
+\r
+               m_nodes[newParent].child1 = sibling;\r
+               m_nodes[newParent].child2 = leaf;\r
+               m_nodes[sibling].parent = newParent;\r
+               m_nodes[leaf].parent = newParent;\r
        }\r
        else\r
        {\r
-               m_nodes[node2].child1 = sibling;\r
-               m_nodes[node2].child2 = leaf;\r
-               m_nodes[sibling].parent = node2;\r
-               m_nodes[leaf].parent = node2;\r
-               m_root = node2;\r
+               // The sibling was the root.\r
+               m_nodes[newParent].child1 = sibling;\r
+               m_nodes[newParent].child2 = leaf;\r
+               m_nodes[sibling].parent = newParent;\r
+               m_nodes[leaf].parent = newParent;\r
+               m_root = newParent;\r
        }\r
+\r
+       // Walk back up the tree fixing heights and AABBs\r
+       index = m_nodes[leaf].parent;\r
+       while (index != b2_nullNode)\r
+       {\r
+               index = Balance(index);\r
+\r
+               int32 child1 = m_nodes[index].child1;\r
+               int32 child2 = m_nodes[index].child2;\r
+\r
+               b2Assert(child1 != b2_nullNode);\r
+               b2Assert(child2 != b2_nullNode);\r
+\r
+               m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);\r
+               m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);\r
+\r
+               index = m_nodes[index].parent;\r
+       }\r
+\r
+       //Validate();\r
 }\r
 \r
 void b2DynamicTree::RemoveLeaf(int32 leaf)\r
@@ -271,89 +326,250 @@ void b2DynamicTree::RemoveLeaf(int32 leaf)
                return;\r
        }\r
 \r
-       int32 node2 = m_nodes[leaf].parent;\r
-       int32 node1 = m_nodes[node2].parent;\r
+       int32 parent = m_nodes[leaf].parent;\r
+       int32 grandParent = m_nodes[parent].parent;\r
        int32 sibling;\r
-       if (m_nodes[node2].child1 == leaf)\r
+       if (m_nodes[parent].child1 == leaf)\r
        {\r
-               sibling = m_nodes[node2].child2;\r
+               sibling = m_nodes[parent].child2;\r
        }\r
        else\r
        {\r
-               sibling = m_nodes[node2].child1;\r
+               sibling = m_nodes[parent].child1;\r
        }\r
 \r
-       if (node1 != b2_nullNode)\r
+       if (grandParent != b2_nullNode)\r
        {\r
-               // Destroy node2 and connect node1 to sibling.\r
-               if (m_nodes[node1].child1 == node2)\r
+               // Destroy parent and connect sibling to grandParent.\r
+               if (m_nodes[grandParent].child1 == parent)\r
                {\r
-                       m_nodes[node1].child1 = sibling;\r
+                       m_nodes[grandParent].child1 = sibling;\r
                }\r
                else\r
                {\r
-                       m_nodes[node1].child2 = sibling;\r
+                       m_nodes[grandParent].child2 = sibling;\r
                }\r
-               m_nodes[sibling].parent = node1;\r
-               FreeNode(node2);\r
+               m_nodes[sibling].parent = grandParent;\r
+               FreeNode(parent);\r
 \r
                // Adjust ancestor bounds.\r
-               while (node1 != b2_nullNode)\r
+               int32 index = grandParent;\r
+               while (index != b2_nullNode)\r
                {\r
-                       b2AABB oldAABB = m_nodes[node1].aabb;\r
-                       m_nodes[node1].aabb.Combine(m_nodes[m_nodes[node1].child1].aabb, m_nodes[m_nodes[node1].child2].aabb);\r
+                       index = Balance(index);\r
 \r
-                       if (oldAABB.Contains(m_nodes[node1].aabb))\r
-                       {\r
-                               break;\r
-                       }\r
+                       int32 child1 = m_nodes[index].child1;\r
+                       int32 child2 = m_nodes[index].child2;\r
 \r
-                       node1 = m_nodes[node1].parent;\r
+                       m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);\r
+                       m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);\r
+\r
+                       index = m_nodes[index].parent;\r
                }\r
        }\r
        else\r
        {\r
                m_root = sibling;\r
                m_nodes[sibling].parent = b2_nullNode;\r
-               FreeNode(node2);\r
+               FreeNode(parent);\r
+       }\r
+\r
+       //Validate();\r
+}\r
+\r
+// Perform a left or right rotation if node A is imbalanced.\r
+// Returns the new root index.\r
+int32 b2DynamicTree::Balance(int32 iA)\r
+{\r
+       b2Assert(iA != b2_nullNode);\r
+\r
+       b2TreeNode* A = m_nodes + iA;\r
+       if (A->IsLeaf() || A->height < 2)\r
+       {\r
+               return iA;\r
+       }\r
+\r
+       int32 iB = A->child1;\r
+       int32 iC = A->child2;\r
+       b2Assert(0 <= iB && iB < m_nodeCapacity);\r
+       b2Assert(0 <= iC && iC < m_nodeCapacity);\r
+\r
+       b2TreeNode* B = m_nodes + iB;\r
+       b2TreeNode* C = m_nodes + iC;\r
+\r
+       int32 balance = C->height - B->height;\r
+\r
+       // Rotate C up\r
+       if (balance > 1)\r
+       {\r
+               int32 iF = C->child1;\r
+               int32 iG = C->child2;\r
+               b2TreeNode* F = m_nodes + iF;\r
+               b2TreeNode* G = m_nodes + iG;\r
+               b2Assert(0 <= iF && iF < m_nodeCapacity);\r
+               b2Assert(0 <= iG && iG < m_nodeCapacity);\r
+\r
+               // Swap A and C\r
+               C->child1 = iA;\r
+               C->parent = A->parent;\r
+               A->parent = iC;\r
+\r
+               // A's old parent should point to C\r
+               if (C->parent != b2_nullNode)\r
+               {\r
+                       if (m_nodes[C->parent].child1 == iA)\r
+                       {\r
+                               m_nodes[C->parent].child1 = iC;\r
+                       }\r
+                       else\r
+                       {\r
+                               b2Assert(m_nodes[C->parent].child2 == iA);\r
+                               m_nodes[C->parent].child2 = iC;\r
+                       }\r
+               }\r
+               else\r
+               {\r
+                       m_root = iC;\r
+               }\r
+\r
+               // Rotate\r
+               if (F->height > G->height)\r
+               {\r
+                       C->child2 = iF;\r
+                       A->child2 = iG;\r
+                       G->parent = iA;\r
+                       A->aabb.Combine(B->aabb, G->aabb);\r
+                       C->aabb.Combine(A->aabb, F->aabb);\r
+\r
+                       A->height = 1 + b2Max(B->height, G->height);\r
+                       C->height = 1 + b2Max(A->height, F->height);\r
+               }\r
+               else\r
+               {\r
+                       C->child2 = iG;\r
+                       A->child2 = iF;\r
+                       F->parent = iA;\r
+                       A->aabb.Combine(B->aabb, F->aabb);\r
+                       C->aabb.Combine(A->aabb, G->aabb);\r
+\r
+                       A->height = 1 + b2Max(B->height, F->height);\r
+                       C->height = 1 + b2Max(A->height, G->height);\r
+               }\r
+\r
+               return iC;\r
        }\r
+       \r
+       // Rotate B up\r
+       if (balance < -1)\r
+       {\r
+               int32 iD = B->child1;\r
+               int32 iE = B->child2;\r
+               b2TreeNode* D = m_nodes + iD;\r
+               b2TreeNode* E = m_nodes + iE;\r
+               b2Assert(0 <= iD && iD < m_nodeCapacity);\r
+               b2Assert(0 <= iE && iE < m_nodeCapacity);\r
+\r
+               // Swap A and B\r
+               B->child1 = iA;\r
+               B->parent = A->parent;\r
+               A->parent = iB;\r
+\r
+               // A's old parent should point to B\r
+               if (B->parent != b2_nullNode)\r
+               {\r
+                       if (m_nodes[B->parent].child1 == iA)\r
+                       {\r
+                               m_nodes[B->parent].child1 = iB;\r
+                       }\r
+                       else\r
+                       {\r
+                               b2Assert(m_nodes[B->parent].child2 == iA);\r
+                               m_nodes[B->parent].child2 = iB;\r
+                       }\r
+               }\r
+               else\r
+               {\r
+                       m_root = iB;\r
+               }\r
+\r
+               // Rotate\r
+               if (D->height > E->height)\r
+               {\r
+                       B->child2 = iD;\r
+                       A->child1 = iE;\r
+                       E->parent = iA;\r
+                       A->aabb.Combine(C->aabb, E->aabb);\r
+                       B->aabb.Combine(A->aabb, D->aabb);\r
+\r
+                       A->height = 1 + b2Max(C->height, E->height);\r
+                       B->height = 1 + b2Max(A->height, D->height);\r
+               }\r
+               else\r
+               {\r
+                       B->child2 = iE;\r
+                       A->child1 = iD;\r
+                       D->parent = iA;\r
+                       A->aabb.Combine(C->aabb, D->aabb);\r
+                       B->aabb.Combine(A->aabb, E->aabb);\r
+\r
+                       A->height = 1 + b2Max(C->height, D->height);\r
+                       B->height = 1 + b2Max(A->height, E->height);\r
+               }\r
+\r
+               return iB;\r
+       }\r
+\r
+       return iA;\r
 }\r
 \r
-void b2DynamicTree::Rebalance(int32 iterations)\r
+int32 b2DynamicTree::GetHeight() const\r
 {\r
        if (m_root == b2_nullNode)\r
        {\r
-               return;\r
+               return 0;\r
        }\r
 \r
-       for (int32 i = 0; i < iterations; ++i)\r
+       return m_nodes[m_root].height;\r
+}\r
+\r
+//\r
+float32 b2DynamicTree::GetAreaRatio() const\r
+{\r
+       if (m_root == b2_nullNode)\r
        {\r
-               int32 node = m_root;\r
+               return 0.0f;\r
+       }\r
 \r
-               uint32 bit = 0;\r
-               while (m_nodes[node].IsLeaf() == false)\r
+       const b2TreeNode* root = m_nodes + m_root;\r
+       float32 rootArea = root->aabb.GetPerimeter();\r
+\r
+       float32 totalArea = 0.0f;\r
+       for (int32 i = 0; i < m_nodeCapacity; ++i)\r
+       {\r
+               const b2TreeNode* node = m_nodes + i;\r
+               if (node->height < 0)\r
                {\r
-                       int32* children = &m_nodes[node].child1;\r
-                       node = children[(m_path >> bit) & 1];\r
-                       bit = (bit + 1) & (8* sizeof(uint32) - 1);\r
+                       // Free node in pool\r
+                       continue;\r
                }\r
-               ++m_path;\r
 \r
-               RemoveLeaf(node);\r
-               InsertLeaf(node);\r
+               totalArea += node->aabb.GetPerimeter();\r
        }\r
+\r
+       return totalArea / rootArea;\r
 }\r
 \r
 // Compute the height of a sub-tree.\r
 int32 b2DynamicTree::ComputeHeight(int32 nodeId) const\r
 {\r
-       if (nodeId == b2_nullNode)\r
+       b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);\r
+       b2TreeNode* node = m_nodes + nodeId;\r
+\r
+       if (node->IsLeaf())\r
        {\r
                return 0;\r
        }\r
 \r
-       b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);\r
-       b2DynamicTreeNode* node = m_nodes + nodeId;\r
        int32 height1 = ComputeHeight(node->child1);\r
        int32 height2 = ComputeHeight(node->child2);\r
        return 1 + b2Max(height1, height2);\r
@@ -361,5 +577,359 @@ int32 b2DynamicTree::ComputeHeight(int32 nodeId) const
 \r
 int32 b2DynamicTree::ComputeHeight() const\r
 {\r
-       return ComputeHeight(m_root);\r
+       int32 height = ComputeHeight(m_root);\r
+       return height;\r
+}\r
+\r
+void b2DynamicTree::ValidateStructure(int32 index) const\r
+{\r
+       if (index == b2_nullNode)\r
+       {\r
+               return;\r
+       }\r
+\r
+       if (index == m_root)\r
+       {\r
+               b2Assert(m_nodes[index].parent == b2_nullNode);\r
+       }\r
+\r
+       const b2TreeNode* node = m_nodes + index;\r
+\r
+       int32 child1 = node->child1;\r
+       int32 child2 = node->child2;\r
+\r
+       if (node->IsLeaf())\r
+       {\r
+               b2Assert(child1 == b2_nullNode);\r
+               b2Assert(child2 == b2_nullNode);\r
+               b2Assert(node->height == 0);\r
+               return;\r
+       }\r
+\r
+       b2Assert(0 <= child1 && child1 < m_nodeCapacity);\r
+       b2Assert(0 <= child2 && child2 < m_nodeCapacity);\r
+\r
+       b2Assert(m_nodes[child1].parent == index);\r
+       b2Assert(m_nodes[child2].parent == index);\r
+\r
+       ValidateStructure(child1);\r
+       ValidateStructure(child2);\r
+}\r
+\r
+void b2DynamicTree::ValidateMetrics(int32 index) const\r
+{\r
+       if (index == b2_nullNode)\r
+       {\r
+               return;\r
+       }\r
+\r
+       const b2TreeNode* node = m_nodes + index;\r
+\r
+       int32 child1 = node->child1;\r
+       int32 child2 = node->child2;\r
+\r
+       if (node->IsLeaf())\r
+       {\r
+               b2Assert(child1 == b2_nullNode);\r
+               b2Assert(child2 == b2_nullNode);\r
+               b2Assert(node->height == 0);\r
+               return;\r
+       }\r
+\r
+       b2Assert(0 <= child1 && child1 < m_nodeCapacity);\r
+       b2Assert(0 <= child2 && child2 < m_nodeCapacity);\r
+\r
+       int32 height1 = m_nodes[child1].height;\r
+       int32 height2 = m_nodes[child2].height;\r
+       int32 height = 1 + b2Max(height1, height2);\r
+       b2Assert(node->height == height);\r
+\r
+       b2AABB aabb;\r
+       aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);\r
+\r
+       b2Assert(aabb.lowerBound == node->aabb.lowerBound);\r
+       b2Assert(aabb.upperBound == node->aabb.upperBound);\r
+\r
+       ValidateMetrics(child1);\r
+       ValidateMetrics(child2);\r
+}\r
+\r
+void b2DynamicTree::Validate() const\r
+{\r
+       ValidateStructure(m_root);\r
+       ValidateMetrics(m_root);\r
+\r
+       int32 freeCount = 0;\r
+       int32 freeIndex = m_freeList;\r
+       while (freeIndex != b2_nullNode)\r
+       {\r
+               b2Assert(0 <= freeIndex && freeIndex < m_nodeCapacity);\r
+               freeIndex = m_nodes[freeIndex].next;\r
+               ++freeCount;\r
+       }\r
+\r
+       b2Assert(GetHeight() == ComputeHeight());\r
+\r
+       b2Assert(m_nodeCount + freeCount == m_nodeCapacity);\r
+}\r
+\r
+int32 b2DynamicTree::GetMaxBalance() const\r
+{\r
+       int32 maxBalance = 0;\r
+       for (int32 i = 0; i < m_nodeCapacity; ++i)\r
+       {\r
+               const b2TreeNode* node = m_nodes + i;\r
+               if (node->height <= 1)\r
+               {\r
+                       continue;\r
+               }\r
+\r
+               b2Assert(node->IsLeaf() == false);\r
+\r
+               int32 child1 = node->child1;\r
+               int32 child2 = node->child2;\r
+               int32 balance = b2Abs(m_nodes[child2].height - m_nodes[child1].height);\r
+               maxBalance = b2Max(maxBalance, balance);\r
+       }\r
+\r
+       return maxBalance;\r
+}\r
+\r
+void b2DynamicTree::RebuildBottomUp()\r
+{\r
+       int32* nodes = (int32*)b2Alloc(m_nodeCount * sizeof(int32));\r
+       int32 count = 0;\r
+\r
+       // Build array of leaves. Free the rest.\r
+       for (int32 i = 0; i < m_nodeCapacity; ++i)\r
+       {\r
+               if (m_nodes[i].height < 0)\r
+               {\r
+                       // free node in pool\r
+                       continue;\r
+               }\r
+\r
+               if (m_nodes[i].IsLeaf())\r
+               {\r
+                       m_nodes[i].parent = b2_nullNode;\r
+                       nodes[count] = i;\r
+                       ++count;\r
+               }\r
+               else\r
+               {\r
+                       FreeNode(i);\r
+               }\r
+       }\r
+\r
+       while (count > 1)\r
+       {\r
+               float32 minCost = b2_maxFloat;\r
+               int32 iMin = -1, jMin = -1;\r
+               for (int32 i = 0; i < count; ++i)\r
+               {\r
+                       b2AABB aabbi = m_nodes[nodes[i]].aabb;\r
+\r
+                       for (int32 j = i + 1; j < count; ++j)\r
+                       {\r
+                               b2AABB aabbj = m_nodes[nodes[j]].aabb;\r
+                               b2AABB b;\r
+                               b.Combine(aabbi, aabbj);\r
+                               float32 cost = b.GetPerimeter();\r
+                               if (cost < minCost)\r
+                               {\r
+                                       iMin = i;\r
+                                       jMin = j;\r
+                                       minCost = cost;\r
+                               }\r
+                       }\r
+               }\r
+\r
+               int32 index1 = nodes[iMin];\r
+               int32 index2 = nodes[jMin];\r
+               b2TreeNode* child1 = m_nodes + index1;\r
+               b2TreeNode* child2 = m_nodes + index2;\r
+\r
+               int32 parentIndex = AllocateNode();\r
+               b2TreeNode* parent = m_nodes + parentIndex;\r
+               parent->child1 = index1;\r
+               parent->child2 = index2;\r
+               parent->height = 1 + b2Max(child1->height, child2->height);\r
+               parent->aabb.Combine(child1->aabb, child2->aabb);\r
+               parent->parent = b2_nullNode;\r
+\r
+               child1->parent = parentIndex;\r
+               child2->parent = parentIndex;\r
+\r
+               nodes[jMin] = nodes[count-1];\r
+               nodes[iMin] = parentIndex;\r
+               --count;\r
+       }\r
+\r
+       m_root = nodes[0];\r
+       b2Free(nodes);\r
+\r
+       Validate();\r
+}\r
+\r
+#elif B2_USE_BRUTE_FORCE\r
+\r
+b2DynamicTree::b2DynamicTree()\r
+{\r
+       m_proxyCapacity = 128;\r
+       m_proxyCount = 0;\r
+\r
+       m_proxyMap = (int32*)b2Alloc(m_proxyCapacity * sizeof(int32));\r
+       m_proxies = (b2Proxy*)b2Alloc(m_proxyCapacity * sizeof(b2Proxy));\r
+\r
+       // Build the free list\r
+       m_freeId = 0;\r
+       int32 last = m_proxyCapacity - 1;\r
+       for (int32 i = m_freeId; i < last; ++i)\r
+       {\r
+               m_proxyMap[i] = i + 1;\r
+       }\r
+\r
+       m_proxyMap[last] = b2_nullNode;\r
+}\r
+\r
+b2DynamicTree::~b2DynamicTree()\r
+{\r
+       b2Free(m_proxyMap);\r
+       b2Free(m_proxies);\r
+}\r
+\r
+int32 b2DynamicTree::CreateProxy(const b2AABB& aabb, void* userData)\r
+{\r
+       if (m_proxyCount == m_proxyCapacity)\r
+       {\r
+               m_proxyCapacity *= 2;\r
+               int32* proxyMap = (int32*)b2Alloc(m_proxyCapacity * sizeof(int32));\r
+               b2Proxy* proxies = (b2Proxy*)b2Alloc(m_proxyCapacity * sizeof(b2Proxy));\r
+\r
+               memcpy(proxyMap, m_proxyMap, m_proxyCount * sizeof(int32));\r
+               memcpy(proxies, m_proxies, m_proxyCount * sizeof(b2Proxy));\r
+\r
+               b2Free(m_proxyMap);\r
+               b2Free(m_proxies);\r
+               m_proxyMap = proxyMap;\r
+               m_proxies = proxies;\r
+               proxyMap = NULL;\r
+               proxies = NULL;\r
+\r
+               m_freeId = m_proxyCount;\r
+               int32 last = m_proxyCapacity - 1;\r
+               for (int32 i = m_freeId; i < last; ++i)\r
+               {\r
+                       m_proxyMap[i] = i + 1;\r
+               }\r
+\r
+               m_proxyMap[last] = b2_nullNode;\r
+       }\r
+\r
+       b2Assert(0 <= m_freeId && m_freeId < m_proxyCapacity);\r
+       int32 id = m_freeId;\r
+       m_freeId = m_proxyMap[id];\r
+       int32 index = m_proxyCount;\r
+\r
+       m_proxies[index].aabb = aabb;\r
+       m_proxies[index].userData = userData;\r
+       m_proxies[index].id = id;\r
+       m_proxyMap[id] = index;\r
+       ++m_proxyCount;\r
+\r
+       return id;\r
+}\r
+\r
+void b2DynamicTree::DestroyProxy(int32 proxyId)\r
+{\r
+       b2Assert(0 < m_proxyCount && 0 <= proxyId && proxyId < m_proxyCapacity);\r
+       int32 index = m_proxyMap[proxyId];\r
+\r
+       // Add to free list\r
+       m_proxyMap[proxyId] = m_freeId;\r
+       m_freeId = proxyId;\r
+\r
+       // Keep proxy array contiguous\r
+       if (index < m_proxyCount - 1)\r
+       {\r
+               m_proxies[index] = m_proxies[m_proxyCount-1];\r
+               int32 id = m_proxies[index].id;\r
+               m_proxyMap[id] = index;\r
+       }\r
+\r
+       --m_proxyCount;\r
+\r
+       Validate();\r
 }\r
+\r
+bool b2DynamicTree::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)\r
+{\r
+       b2Assert(0 < m_proxyCount && 0 <= proxyId && proxyId < m_proxyCapacity);\r
+       B2_NOT_USED(displacement);\r
+\r
+       int32 index = m_proxyMap[proxyId];\r
+\r
+       if (m_proxies[index].aabb.Contains(aabb))\r
+       {\r
+               return false;\r
+       }\r
+\r
+       // Extend AABB.\r
+       b2AABB b = aabb;\r
+       b2Vec2 r(b2_aabbExtension, b2_aabbExtension);\r
+       b.lowerBound = b.lowerBound - r;\r
+       b.upperBound = b.upperBound + r;\r
+\r
+       // Predict AABB displacement.\r
+       b2Vec2 d = b2_aabbMultiplier * displacement;\r
+\r
+       if (d.x < 0.0f)\r
+       {\r
+               b.lowerBound.x += d.x;\r
+       }\r
+       else\r
+       {\r
+               b.upperBound.x += d.x;\r
+       }\r
+\r
+       if (d.y < 0.0f)\r
+       {\r
+               b.lowerBound.y += d.y;\r
+       }\r
+       else\r
+       {\r
+               b.upperBound.y += d.y;\r
+       }\r
+\r
+       m_proxies[index].aabb = b;\r
+\r
+       return true;\r
+}\r
+\r
+void b2DynamicTree::Validate() const\r
+{\r
+       b2Assert(m_proxyCount > 0 || m_freeId == b2_nullNode);\r
+       b2Assert(m_freeId == b2_nullNode || m_freeId < m_proxyCapacity);\r
+\r
+       int32 id = m_freeId;\r
+       int32 freeCount = 0;\r
+       while (id != b2_nullNode)\r
+       {\r
+               ++freeCount;\r
+               b2Assert(freeCount <= m_proxyCapacity);\r
+               id = m_proxyMap[id];\r
+       }\r
+\r
+       b2Assert(freeCount + m_proxyCount == m_proxyCapacity);\r
+\r
+       b2Assert(m_proxyCount <= m_proxyCapacity);\r
+\r
+       for (int32 i = 0; i < m_proxyCount; ++i)\r
+       {\r
+               int32 id = m_proxies[i].id;\r
+\r
+               b2Assert(m_proxyMap[id] == i);\r
+       }\r
+}\r
+\r
+#endif\r
index b67686b..8afaa6d 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 #define B2_DYNAMIC_TREE_H\r
 \r
 #include <Box2D/Collision/b2Collision.h>\r
-\r
-/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.\r
+#include <Box2D/Common/b2GrowableStack.h>\r
 \r
 #define b2_nullNode (-1)\r
 \r
+#define B2_USE_DYNAMIC_TREE 1\r
+#define B2_USE_BRUTE_FORCE 0\r
+\r
+#if B2_USE_DYNAMIC_TREE\r
+\r
 /// A node in the dynamic tree. The client does not interact with this directly.\r
-struct b2DynamicTreeNode\r
+struct b2TreeNode\r
 {\r
        bool IsLeaf() const\r
        {\r
                return child1 == b2_nullNode;\r
        }\r
 \r
-       /// This is the fattened AABB.\r
+       /// Enlarged AABB\r
        b2AABB aabb;\r
 \r
-       //int32 userData;\r
        void* userData;\r
 \r
        union\r
@@ -47,8 +50,12 @@ struct b2DynamicTreeNode
 \r
        int32 child1;\r
        int32 child2;\r
+\r
+       // leaf = 0, free node = -1\r
+       int32 height;\r
 };\r
 \r
+/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.\r
 /// A dynamic tree arranges data in a binary tree to accelerate\r
 /// queries such as volume queries and ray casts. Leafs are proxies\r
 /// with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor\r
@@ -59,7 +66,6 @@ struct b2DynamicTreeNode
 class b2DynamicTree\r
 {\r
 public:\r
-\r
        /// Constructing the tree initializes the node pool.\r
        b2DynamicTree();\r
 \r
@@ -78,9 +84,6 @@ public:
        /// @return true if the proxy was re-inserted.\r
        bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement);\r
 \r
-       /// Perform some iterations to re-balance the tree.\r
-       void Rebalance(int32 iterations);\r
-\r
        /// Get proxy user data.\r
        /// @return the proxy user data or 0 if the id is invalid.\r
        void* GetUserData(int32 proxyId) const;\r
@@ -88,9 +91,6 @@ public:
        /// Get the fat AABB for a proxy.\r
        const b2AABB& GetFatAABB(int32 proxyId) const;\r
 \r
-       /// Compute the height of the tree.\r
-       int32 ComputeHeight() const;\r
-\r
        /// Query an AABB for overlapping proxies. The callback class\r
        /// is called for each proxy that overlaps the supplied AABB.\r
        template <typename T>\r
@@ -106,6 +106,23 @@ public:
        template <typename T>\r
        void RayCast(T* callback, const b2RayCastInput& input) const;\r
 \r
+       /// Validate this tree. For testing.\r
+       void Validate() const;\r
+\r
+       /// Compute the height of the binary tree in O(N) time. Should not be\r
+       /// called often.\r
+       int32 GetHeight() const;\r
+\r
+       /// Get the maximum balance of an node in the tree. The balance is the difference\r
+       /// in height of the two children of a node.\r
+       int32 GetMaxBalance() const;\r
+\r
+       /// Get the ratio of the sum of the node areas to the root area.\r
+       float32 GetAreaRatio() const;\r
+\r
+       /// Build an optimal tree. Very expensive. For testing.\r
+       void RebuildBottomUp();\r
+\r
 private:\r
 \r
        int32 AllocateNode();\r
@@ -114,17 +131,23 @@ private:
        void InsertLeaf(int32 node);\r
        void RemoveLeaf(int32 node);\r
 \r
+       int32 Balance(int32 index);\r
+\r
+       int32 ComputeHeight() const;\r
        int32 ComputeHeight(int32 nodeId) const;\r
 \r
+       void ValidateStructure(int32 index) const;\r
+       void ValidateMetrics(int32 index) const;\r
+\r
        int32 m_root;\r
 \r
-       b2DynamicTreeNode* m_nodes;\r
+       b2TreeNode* m_nodes;\r
        int32 m_nodeCount;\r
        int32 m_nodeCapacity;\r
 \r
        int32 m_freeList;\r
 \r
-       /// This is used incrementally traverse the tree for re-balancing.\r
+       /// This is used to incrementally traverse the tree for re-balancing.\r
        uint32 m_path;\r
 \r
        int32 m_insertionCount;\r
@@ -145,21 +168,18 @@ inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const
 template <typename T>\r
 inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const\r
 {\r
-       const int32 k_stackSize = 128;\r
-       int32 stack[k_stackSize];\r
-\r
-       int32 count = 0;\r
-       stack[count++] = m_root;\r
+       b2GrowableStack<int32, 256> stack;\r
+       stack.Push(m_root);\r
 \r
-       while (count > 0)\r
+       while (stack.GetCount() > 0)\r
        {\r
-               int32 nodeId = stack[--count];\r
+               int32 nodeId = stack.Pop();\r
                if (nodeId == b2_nullNode)\r
                {\r
                        continue;\r
                }\r
 \r
-               const b2DynamicTreeNode* node = m_nodes + nodeId;\r
+               const b2TreeNode* node = m_nodes + nodeId;\r
 \r
                if (b2TestOverlap(node->aabb, aabb))\r
                {\r
@@ -173,15 +193,8 @@ inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
                        }\r
                        else\r
                        {\r
-                               if (count < k_stackSize)\r
-                               {\r
-                                       stack[count++] = node->child1;\r
-                               }\r
-\r
-                               if (count < k_stackSize)\r
-                               {\r
-                                       stack[count++] = node->child2;\r
-                               }\r
+                               stack.Push(node->child1);\r
+                               stack.Push(node->child2);\r
                        }\r
                }\r
        }\r
@@ -213,21 +226,18 @@ inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) con
                segmentAABB.upperBound = b2Max(p1, t);\r
        }\r
 \r
-       const int32 k_stackSize = 128;\r
-       int32 stack[k_stackSize];\r
+       b2GrowableStack<int32, 256> stack;\r
+       stack.Push(m_root);\r
 \r
-       int32 count = 0;\r
-       stack[count++] = m_root;\r
-\r
-       while (count > 0)\r
+       while (stack.GetCount() > 0)\r
        {\r
-               int32 nodeId = stack[--count];\r
+               int32 nodeId = stack.Pop();\r
                if (nodeId == b2_nullNode)\r
                {\r
                        continue;\r
                }\r
 \r
-               const b2DynamicTreeNode* node = m_nodes + nodeId;\r
+               const b2TreeNode* node = m_nodes + nodeId;\r
 \r
                if (b2TestOverlap(node->aabb, segmentAABB) == false)\r
                {\r
@@ -270,17 +280,196 @@ inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) con
                }\r
                else\r
                {\r
-                       if (count < k_stackSize)\r
-                       {\r
-                               stack[count++] = node->child1;\r
-                       }\r
+                       stack.Push(node->child1);\r
+                       stack.Push(node->child2);\r
+               }\r
+       }\r
+}\r
+\r
+#elif B2_USE_BRUTE_FORCE 0\r
+\r
+struct b2Proxy\r
+{\r
+       /// This is the fattened AABB.\r
+       b2AABB aabb;\r
+       void* userData;\r
+       int32 id;\r
+};\r
+\r
+/// This implementation is not a tree at all. It is just a cache friendly array of AABBs.\r
+class b2DynamicTree\r
+{\r
+public:\r
+\r
+       /// Constructing the tree initializes the node pool.\r
+       b2DynamicTree();\r
+\r
+       /// Destroy the tree, freeing the node pool.\r
+       ~b2DynamicTree();\r
+\r
+       /// Create a proxy. Provide a tight fitting AABB and a userData pointer.\r
+       int32 CreateProxy(const b2AABB& aabb, void* userData);\r
+\r
+       /// Destroy a proxy. This asserts if the id is invalid.\r
+       void DestroyProxy(int32 proxyId);\r
+\r
+       /// Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB,\r
+       /// then the proxy is removed from the tree and re-inserted. Otherwise\r
+       /// the function returns immediately.\r
+       /// @return true if the proxy was re-inserted.\r
+       bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement);\r
+\r
+       /// Perform some iterations to re-balance the tree.\r
+       void Rebalance(int32 iterations)\r
+       {\r
+               B2_NOT_USED(iterations);\r
+       }\r
+\r
+       /// Get proxy user data.\r
+       /// @return the proxy user data or 0 if the id is invalid.\r
+       void* GetUserData(int32 proxyId) const;\r
+\r
+       /// Get the fat AABB for a proxy.\r
+       const b2AABB& GetFatAABB(int32 proxyId) const;\r
+\r
+       /// Compute the height of the binary tree in O(N) time. Should not be\r
+       /// called often.\r
+       int32 ComputeHeight() const\r
+       {\r
+               return 0;\r
+       }\r
+\r
+       /// Query an AABB for overlapping proxies. The callback class\r
+       /// is called for each proxy that overlaps the supplied AABB.\r
+       template <typename T>\r
+       void Query(T* callback, const b2AABB& aabb) const;\r
+\r
+       /// Ray-cast against the proxies in the tree. This relies on the callback\r
+       /// to perform a exact ray-cast in the case were the proxy contains a shape.\r
+       /// The callback also performs the any collision filtering. This has performance\r
+       /// roughly equal to k * log(n), where k is the number of collisions and n is the\r
+       /// number of proxies in the tree.\r
+       /// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).\r
+       /// @param callback a callback class that is called for each proxy that is hit by the ray.\r
+       template <typename T>\r
+       void RayCast(T* callback, const b2RayCastInput& input) const;\r
+\r
+       void Validate() const;\r
+\r
+private:\r
 \r
-                       if (count < k_stackSize)\r
+       // Map of ids to proxies indices. This may have holes (which contain a free list).\r
+       int32* m_proxyMap;\r
+\r
+       // Contiguous array of proxies\r
+       b2Proxy* m_proxies;\r
+\r
+       int32 m_proxyCount;\r
+       int32 m_proxyCapacity;\r
+\r
+       int32 m_freeId;\r
+};\r
+\r
+inline void* b2DynamicTree::GetUserData(int32 proxyId) const\r
+{\r
+       b2Assert(0 <= proxyId && proxyId < m_proxyCapacity);\r
+       int32 index = m_proxyMap[proxyId];\r
+       return m_proxies[index].userData;\r
+}\r
+\r
+inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const\r
+{\r
+       b2Assert(0 <= proxyId && proxyId < m_proxyCapacity);\r
+       int32 index = m_proxyMap[proxyId];\r
+       return m_proxies[index].aabb;\r
+}\r
+\r
+template <typename T>\r
+inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const\r
+{\r
+       for (int32 i = 0; i < m_proxyCount; ++i)\r
+       {\r
+               if (b2TestOverlap(m_proxies[i].aabb, aabb))\r
+               {\r
+                       bool proceed = callback->QueryCallback(m_proxies[i].id);\r
+                       if (proceed == false)\r
                        {\r
-                               stack[count++] = node->child2;\r
+                               return;\r
                        }\r
                }\r
        }\r
 }\r
 \r
+template <typename T>\r
+inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) const\r
+{\r
+       b2Vec2 p1 = input.p1;\r
+       b2Vec2 p2 = input.p2;\r
+       b2Vec2 r = p2 - p1;\r
+       b2Assert(r.LengthSquared() > 0.0f);\r
+       r.Normalize();\r
+\r
+       // v is perpendicular to the segment.\r
+       b2Vec2 v = b2Cross(1.0f, r);\r
+       b2Vec2 abs_v = b2Abs(v);\r
+\r
+       // Separating axis for segment (Gino, p80).\r
+       // |dot(v, p1 - c)| > dot(|v|, h)\r
+\r
+       float32 maxFraction = input.maxFraction;\r
+\r
+       // Build a bounding box for the segment.\r
+       b2AABB segmentAABB;\r
+       {\r
+               b2Vec2 t = p1 + maxFraction * (p2 - p1);\r
+               segmentAABB.lowerBound = b2Min(p1, t);\r
+               segmentAABB.upperBound = b2Max(p1, t);\r
+       }\r
+\r
+       for (int32 i = 0; i < m_proxyCount; ++i)\r
+       {\r
+               const b2Proxy* proxy = m_proxies + i;\r
+               b2AABB proxyAABB = proxy->aabb;\r
+\r
+               if (b2TestOverlap(proxyAABB, segmentAABB) == false)\r
+               {\r
+                       continue;\r
+               }\r
+\r
+               // Separating axis for segment (Gino, p80).\r
+               // |dot(v, p1 - c)| > dot(|v|, h)\r
+               b2Vec2 c = proxyAABB.GetCenter();\r
+               b2Vec2 h = proxyAABB.GetExtents();\r
+               float32 separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h);\r
+               if (separation > 0.0f)\r
+               {\r
+                       continue;\r
+               }\r
+\r
+               b2RayCastInput subInput;\r
+               subInput.p1 = input.p1;\r
+               subInput.p2 = input.p2;\r
+               subInput.maxFraction = maxFraction;\r
+\r
+               float32 value = callback->RayCastCallback(subInput, proxy->id);\r
+\r
+               if (value == 0.0f)\r
+               {\r
+                       // The client has terminated the ray cast.\r
+                       return;\r
+               }\r
+\r
+               if (value > 0.0f)\r
+               {\r
+                       // Update segment bounding box.\r
+                       maxFraction = value;\r
+                       b2Vec2 t = p1 + maxFraction * (p2 - p1);\r
+                       segmentAABB.lowerBound = b2Min(p1, t);\r
+                       segmentAABB.upperBound = b2Max(p1, t);\r
+               }\r
+       }\r
+}\r
+\r
+#endif\r
+\r
 #endif\r
index b1f2f4e..2fef964 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 #include <Box2D/Collision/Shapes/b2PolygonShape.h>\r
 \r
 #include <cstdio>\r
+using namespace std;\r
 \r
 int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;\r
 int32 b2_toiRootIters, b2_toiMaxRootIters;\r
 \r
-int32 b2_toiMaxOptIters;\r
-\r
 struct b2SeparationFunction\r
 {\r
        enum Type\r
@@ -42,7 +41,8 @@ struct b2SeparationFunction
 \r
        float32 Initialize(const b2SimplexCache* cache,\r
                const b2DistanceProxy* proxyA, const b2Sweep& sweepA,\r
-               const b2DistanceProxy* proxyB, const b2Sweep& sweepB)\r
+               const b2DistanceProxy* proxyB, const b2Sweep& sweepB,\r
+               float32 t1)\r
        {\r
                m_proxyA = proxyA;\r
                m_proxyB = proxyB;\r
@@ -53,8 +53,8 @@ struct b2SeparationFunction
                m_sweepB = sweepB;\r
 \r
                b2Transform xfA, xfB;\r
-               m_sweepA.GetTransform(&xfA, 0.0f);\r
-               m_sweepB.GetTransform(&xfB, 0.0f);\r
+               m_sweepA.GetTransform(&xfA, t1);\r
+               m_sweepB.GetTransform(&xfB, t1);\r
 \r
                if (count == 1)\r
                {\r
@@ -325,7 +325,7 @@ void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
 \r
                // Initialize the separating axis.\r
                b2SeparationFunction fcn;\r
-               fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB);\r
+               fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1);\r
 #if 0\r
                // Dump the curve seen by the root finder\r
                {\r
index b59fb83..179a170 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -21,7 +21,6 @@
 \r
 #include <Box2D/Common/b2Math.h>\r
 #include <Box2D/Collision/b2Distance.h>\r
-#include <climits>\r
 \r
 /// Input parameters for b2TimeOfImpact\r
 struct b2TOIInput\r
index ba06f04..f5060da 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -21,6 +21,7 @@
 #include <climits>\r
 #include <cstring>\r
 #include <memory>\r
+using namespace std;\r
 \r
 int32 b2BlockAllocator::s_blockSizes[b2_blockSizes] = \r
 {\r
@@ -100,7 +101,12 @@ void* b2BlockAllocator::Allocate(int32 size)
        if (size == 0)\r
                return NULL;\r
 \r
-       b2Assert(0 < size && size <= b2_maxBlockSize);\r
+       b2Assert(0 < size);\r
+\r
+       if (size > b2_maxBlockSize)\r
+       {\r
+               return b2Alloc(size);\r
+       }\r
 \r
        int32 index = s_blockSizeLookup[size];\r
        b2Assert(0 <= index && index < b2_blockSizes);\r
@@ -155,7 +161,13 @@ void b2BlockAllocator::Free(void* p, int32 size)
                return;\r
        }\r
 \r
-       b2Assert(0 < size && size <= b2_maxBlockSize);\r
+       b2Assert(0 < size);\r
+\r
+       if (size > b2_maxBlockSize)\r
+       {\r
+               b2Free(p);\r
+               return;\r
+       }\r
 \r
        int32 index = s_blockSizeLookup[size];\r
        b2Assert(0 <= index && index < b2_blockSizes);\r
index 93eb2e3..8ba29a5 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -21,7 +21,7 @@
 \r
 #include <Box2D/Common/b2Settings.h>\r
 \r
-const int32 b2_chunkSize = 4096;\r
+const int32 b2_chunkSize = 16 * 1024;\r
 const int32 b2_maxBlockSize = 640;\r
 const int32 b2_blockSizes = 14;\r
 const int32 b2_chunkArrayIncrement = 128;\r
@@ -29,16 +29,19 @@ const int32 b2_chunkArrayIncrement = 128;
 struct b2Block;\r
 struct b2Chunk;\r
 \r
-// This is a small object allocator used for allocating small\r
-// objects that persist for more than one time step.\r
-// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp\r
+/// This is a small object allocator used for allocating small\r
+/// objects that persist for more than one time step.\r
+/// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp\r
 class b2BlockAllocator\r
 {\r
 public:\r
        b2BlockAllocator();\r
        ~b2BlockAllocator();\r
 \r
+       /// Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize.\r
        void* Allocate(int32 size);\r
+\r
+       /// Free memory. This will use b2Free if the size is larger than b2_maxBlockSize.\r
        void Free(void* p, int32 size);\r
 \r
        void Clear();\r
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2011 Erin Catto http://box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 * 3. This notice may not be removed or altered from any source distribution.\r
 */\r
 \r
-#ifndef B2_TOI_SOLVER_H\r
-#define B2_TOI_SOLVER_H\r
+#include <Box2D/Common/b2Draw.h>\r
 \r
-#include <Box2D/Common/b2Math.h>\r
-\r
-class b2Contact;\r
-class b2Body;\r
-struct b2TOIConstraint;\r
-class b2StackAllocator;\r
-\r
-/// This is a pure position solver for a single movable body in contact with\r
-/// multiple non-moving bodies.\r
-class b2TOISolver\r
+b2Draw::b2Draw()\r
 {\r
-public:\r
-       b2TOISolver(b2StackAllocator* allocator);\r
-       ~b2TOISolver();\r
+       m_drawFlags = 0;\r
+}\r
 \r
-       void Initialize(b2Contact** contacts, int32 contactCount, b2Body* toiBody);\r
-       void Clear();\r
-\r
-       // Perform one solver iteration. Returns true if converged.\r
-       bool Solve(float32 baumgarte);\r
+void b2Draw::SetFlags(uint32 flags)\r
+{\r
+       m_drawFlags = flags;\r
+}\r
 \r
-private:\r
+uint32 b2Draw::GetFlags() const\r
+{\r
+       return m_drawFlags;\r
+}\r
 \r
-       b2TOIConstraint* m_constraints;\r
-       int32 m_count;\r
-       b2Body* m_toiBody;\r
-       b2StackAllocator* m_allocator;\r
-};\r
+void b2Draw::AppendFlags(uint32 flags)\r
+{\r
+       m_drawFlags |= flags;\r
+}\r
 \r
-#endif\r
+void b2Draw::ClearFlags(uint32 flags)\r
+{\r
+       m_drawFlags &= ~flags;\r
+}\r
diff --git a/libs/box2d/src/Box2D/Common/b2Draw.h b/libs/box2d/src/Box2D/Common/b2Draw.h
new file mode 100644 (file)
index 0000000..de62dd6
--- /dev/null
@@ -0,0 +1,81 @@
+/*\r
+* Copyright (c) 2011 Erin Catto http://box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#include <Box2D/Common/b2Math.h>\r
+\r
+/// Color for debug drawing. Each value has the range [0,1].\r
+struct b2Color\r
+{\r
+       b2Color() {}\r
+       b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {}\r
+       void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }\r
+       float32 r, g, b;\r
+};\r
+\r
+/// Implement and register this class with a b2World to provide debug drawing of physics\r
+/// entities in your game.\r
+class b2Draw\r
+{\r
+public:\r
+       b2Draw();\r
+\r
+       virtual ~b2Draw() {}\r
+\r
+       enum\r
+       {\r
+               e_shapeBit                              = 0x0001,       ///< draw shapes\r
+               e_jointBit                              = 0x0002,       ///< draw joint connections\r
+               e_aabbBit                               = 0x0004,       ///< draw axis aligned bounding boxes\r
+               e_pairBit                               = 0x0008,       ///< draw broad-phase pairs\r
+               e_centerOfMassBit               = 0x0010        ///< draw center of mass frame\r
+       };\r
+\r
+       /// Set the drawing flags.\r
+       void SetFlags(uint32 flags);\r
+\r
+       /// Get the drawing flags.\r
+       uint32 GetFlags() const;\r
+       \r
+       /// Append flags to the current flags.\r
+       void AppendFlags(uint32 flags);\r
+\r
+       /// Clear flags from the current flags.\r
+       void ClearFlags(uint32 flags);\r
+\r
+       /// Draw a closed polygon provided in CCW order.\r
+       virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;\r
+\r
+       /// Draw a solid closed polygon provided in CCW order.\r
+       virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;\r
+\r
+       /// Draw a circle.\r
+       virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0;\r
+       \r
+       /// Draw a solid circle.\r
+       virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0;\r
+       \r
+       /// Draw a line segment.\r
+       virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;\r
+\r
+       /// Draw a transform. Choose your own length scale.\r
+       /// @param xf a transform.\r
+       virtual void DrawTransform(const b2Transform& xf) = 0;\r
+\r
+protected:\r
+       uint32 m_drawFlags;\r
+};\r
diff --git a/libs/box2d/src/Box2D/Common/b2GrowableStack.h b/libs/box2d/src/Box2D/Common/b2GrowableStack.h
new file mode 100644 (file)
index 0000000..d2e0712
--- /dev/null
@@ -0,0 +1,85 @@
+/*\r
+* Copyright (c) 2010 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#ifndef B2_GROWABLE_STACK_H\r
+#define B2_GROWABLE_STACK_H\r
+#include <Box2D/Common/b2Settings.h>\r
+#include <cstring>\r
+\r
+/// This is a growable LIFO stack with an initial capacity of N.\r
+/// If the stack size exceeds the initial capacity, the heap is used\r
+/// to increase the size of the stack.\r
+template <typename T, int32 N>\r
+class b2GrowableStack\r
+{\r
+public:\r
+       b2GrowableStack()\r
+       {\r
+               m_stack = m_array;\r
+               m_count = 0;\r
+               m_capacity = N;\r
+       }\r
+\r
+       ~b2GrowableStack()\r
+       {\r
+               if (m_stack != m_array)\r
+               {\r
+                       b2Free(m_stack);\r
+                       m_stack = NULL;\r
+               }\r
+       }\r
+\r
+       void Push(const T& element)\r
+       {\r
+               if (m_count == m_capacity)\r
+               {\r
+                       T* old = m_stack;\r
+                       m_capacity *= 2;\r
+                       m_stack = (T*)b2Alloc(m_capacity * sizeof(T));\r
+                       std::memcpy(m_stack, old, m_count * sizeof(T));\r
+                       if (old != m_array)\r
+                       {\r
+                               b2Free(old);\r
+                       }\r
+               }\r
+\r
+               m_stack[m_count] = element;\r
+               ++m_count;\r
+       }\r
+\r
+       T Pop()\r
+       {\r
+               b2Assert(m_count > 0);\r
+               --m_count;\r
+               return m_stack[m_count];\r
+       }\r
+\r
+       int32 GetCount()\r
+       {\r
+               return m_count;\r
+       }\r
+\r
+private:\r
+       T* m_stack;\r
+       T m_array[N];\r
+       int32 m_count;\r
+       int32 m_capacity;\r
+};\r
+\r
+\r
+#endif\r
index f15a43b..c44f474 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
index c29f594..8eade76 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -57,13 +57,8 @@ inline float32 b2InvSqrt(float32 x)
        return x;\r
 }\r
 \r
-#define        b2Sqrt(x)       sqrtf(x)\r
-#define        b2Atan2(y, x)   atan2f(y, x)\r
-\r
-inline float32 b2Abs(float32 a)\r
-{\r
-       return a > 0.0f ? a : -a;\r
-}\r
+#define        b2Sqrt(x)       std::sqrt(x)\r
+#define        b2Atan2(y, x)   std::atan2(y, x)\r
 \r
 /// A 2D column vector.\r
 struct b2Vec2\r
@@ -147,6 +142,12 @@ struct b2Vec2
                return b2IsValid(x) && b2IsValid(y);\r
        }\r
 \r
+       /// Get the skew vector such that dot(skew_vec, other) == cross(vec, other)\r
+       b2Vec2 Skew() const\r
+       {\r
+               return b2Vec2(-y, x);\r
+       }\r
+\r
        float32 x, y;\r
 };\r
 \r
@@ -364,12 +365,12 @@ struct b2Transform
 struct b2Sweep\r
 {\r
        /// Get the interpolated transform at a specific time.\r
-       /// @param alpha is a factor in [0,1], where 0 indicates t0.\r
-       void GetTransform(b2Transform* xf, float32 alpha) const;\r
+       /// @param beta is a factor in [0,1], where 0 indicates alpha0.\r
+       void GetTransform(b2Transform* xf, float32 beta) const;\r
 \r
        /// Advance the sweep forward, yielding a new initial state.\r
-       /// @param t the new initial time.\r
-       void Advance(float32 t);\r
+       /// @param alpha the new initial time.\r
+       void Advance(float32 alpha);\r
 \r
        /// Normalize the angles.\r
        void Normalize();\r
@@ -377,6 +378,10 @@ struct b2Sweep
        b2Vec2 localCenter;     ///< local center of mass position\r
        b2Vec2 c0, c;           ///< center world positions\r
        float32 a0, a;          ///< world angles\r
+\r
+       /// Fraction of the current time step in the range [0,1]\r
+       /// c0 and a0 are the positions at alpha0.\r
+       float32 alpha0;\r
 };\r
 \r
 \r
@@ -525,6 +530,21 @@ inline b2Vec2 b2MulT(const b2Transform& T, const b2Vec2& v)
        return b2MulT(T.R, v - T.position);\r
 }\r
 \r
+// v2 = A.R' * (B.R * v1 + B.p - A.p) = (A.R' * B.R) * v1 + (B.p - A.p)\r
+inline b2Transform b2MulT(const b2Transform& A, const b2Transform& B)\r
+{\r
+       b2Transform C;\r
+       C.R = b2MulT(A.R, B.R);\r
+       C.position = B.position - A.position;\r
+       return C;\r
+}\r
+\r
+template <typename T>\r
+inline T b2Abs(T a)\r
+{\r
+       return a > T(0) ? a : -a;\r
+}\r
+\r
 inline b2Vec2 b2Abs(const b2Vec2& a)\r
 {\r
        return b2Vec2(b2Abs(a.x), b2Abs(a.y));\r
@@ -596,20 +616,23 @@ inline bool b2IsPowerOfTwo(uint32 x)
        return result;\r
 }\r
 \r
-inline void b2Sweep::GetTransform(b2Transform* xf, float32 alpha) const\r
+inline void b2Sweep::GetTransform(b2Transform* xf, float32 beta) const\r
 {\r
-       xf->position = (1.0f - alpha) * c0 + alpha * c;\r
-       float32 angle = (1.0f - alpha) * a0 + alpha * a;\r
+       xf->position = (1.0f - beta) * c0 + beta * c;\r
+       float32 angle = (1.0f - beta) * a0 + beta * a;\r
        xf->R.Set(angle);\r
 \r
        // Shift to origin\r
        xf->position -= b2Mul(xf->R, localCenter);\r
 }\r
 \r
-inline void b2Sweep::Advance(float32 t)\r
+inline void b2Sweep::Advance(float32 alpha)\r
 {\r
-       c0 = (1.0f - t) * c0 + t * c;\r
-       a0 = (1.0f - t) * a0 + t * a;\r
+       b2Assert(alpha0 < 1.0f);\r
+       float32 beta = (alpha - alpha0) / (1.0f - alpha0);\r
+       c0 = (1.0f - beta) * c0 + beta * c;\r
+       a0 = (1.0f - beta) * a0 + beta * a;\r
+       alpha0 = alpha;\r
 }\r
 \r
 /// Normalize an angle in radians to be between -pi and pi\r
index da30814..97f5283 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -19,7 +19,7 @@
 #include <Box2D/Common/b2Settings.h>\r
 #include <cstdlib>\r
 \r
-b2Version b2_version = {2, 1, 2};\r
+b2Version b2_version = {2, 2, 0};\r
 \r
 // Memory allocators. Modify these to use your own allocator.\r
 void* b2Alloc(int32 size)\r
index 1aa8c26..43b5f2a 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -32,6 +32,7 @@ typedef unsigned char uint8;
 typedef unsigned short uint16;\r
 typedef unsigned int uint32;\r
 typedef float float32;\r
+typedef double float64;\r
 \r
 #define        b2_maxFloat             FLT_MAX\r
 #define        b2_epsilon              FLT_EPSILON\r
@@ -46,7 +47,8 @@ typedef float float32;
 /// The maximum number of contact points between two convex shapes.\r
 #define b2_maxManifoldPoints   2\r
 \r
-/// The maximum number of vertices on a convex polygon.\r
+/// The maximum number of vertices on a convex polygon. You cannot increase\r
+/// this too much because b2BlockAllocator has a maximum object size.\r
 #define b2_maxPolygonVertices  8\r
 \r
 /// This is used to fatten AABBs in the dynamic tree. This allows proxies\r
@@ -72,6 +74,9 @@ typedef float float32;
 /// Making it larger may create artifacts for vertex collision.\r
 #define b2_polygonRadius               (2.0f * b2_linearSlop)\r
 \r
+/// Maximum number of sub-steps per contact in continuous physics simulation.\r
+#define b2_maxSubSteps                 8\r
+\r
 \r
 // Dynamics\r
 \r
@@ -105,6 +110,7 @@ typedef float float32;
 /// to overshoot.\r
 #define b2_contactBaumgarte                    0.2f\r
 \r
+\r
 // Sleep\r
 \r
 /// The time that a body must be still before it will go to sleep.\r
@@ -136,16 +142,4 @@ struct b2Version
 /// Current version.\r
 extern b2Version b2_version;\r
 \r
-/// Friction mixing law. Feel free to customize this.\r
-inline float32 b2MixFriction(float32 friction1, float32 friction2)\r
-{\r
-       return sqrtf(friction1 * friction2);\r
-}\r
-\r
-/// Restitution mixing law. Feel free to customize this.\r
-inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)\r
-{\r
-       return restitution1 > restitution2 ? restitution1 : restitution2;\r
-}\r
-\r
 #endif\r
index cb2c42e..4a86283 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
index 315cc02..796c51d 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
diff --git a/libs/box2d/src/Box2D/Common/b2Timer.cpp b/libs/box2d/src/Box2D/Common/b2Timer.cpp
new file mode 100644 (file)
index 0000000..ec7f2c3
--- /dev/null
@@ -0,0 +1,76 @@
+/*\r
+* Copyright (c) 2011 Erin Catto http://box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#include <Box2D/Common/b2Timer.h>\r
+\r
+float64 b2Timer::s_invFrequency = 0.0f;\r
+\r
+#if defined(WIN32)\r
+\r
+#include <Windows.h>\r
+\r
+b2Timer::b2Timer()\r
+{\r
+       LARGE_INTEGER largeInteger;\r
+\r
+       if (s_invFrequency == 0.0f)\r
+       {\r
+               QueryPerformanceFrequency(&largeInteger);\r
+               s_invFrequency = float64(largeInteger.QuadPart);\r
+               if (s_invFrequency > 0.0f)\r
+               {\r
+                       s_invFrequency = 1000.0f / s_invFrequency;\r
+               }\r
+       }\r
+\r
+       QueryPerformanceCounter(&largeInteger);\r
+       m_start = float64(largeInteger.QuadPart);\r
+}\r
+\r
+void b2Timer::Reset()\r
+{\r
+       LARGE_INTEGER largeInteger;\r
+       QueryPerformanceCounter(&largeInteger);\r
+       m_start = float64(largeInteger.QuadPart);\r
+}\r
+\r
+float32 b2Timer::GetMilliseconds() const\r
+{\r
+       LARGE_INTEGER largeInteger;\r
+       QueryPerformanceCounter(&largeInteger);\r
+       float64 count = float64(largeInteger.QuadPart);\r
+       float32 ms = float32(s_invFrequency * (count - m_start));\r
+       return ms;\r
+}\r
+\r
+#else\r
+\r
+b2Timer::b2Timer()\r
+{\r
+}\r
+\r
+void b2Timer::Reset()\r
+{\r
+}\r
+\r
+float32 b2Timer::GetMilliseconds() const\r
+{\r
+       return 0.0f;\r
+}\r
+\r
+#endif\r
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2011 Erin Catto http://box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 * 3. This notice may not be removed or altered from any source distribution.\r
 */\r
 \r
-#ifndef B2_TOI_SOLVER_H\r
-#define B2_TOI_SOLVER_H\r
+#include <Box2D/Common/b2Settings.h>\r
 \r
-#include <Box2D/Common/b2Math.h>\r
-\r
-class b2Contact;\r
-class b2Body;\r
-struct b2TOIConstraint;\r
-class b2StackAllocator;\r
-\r
-/// This is a pure position solver for a single movable body in contact with\r
-/// multiple non-moving bodies.\r
-class b2TOISolver\r
+/// Timer for profiling. This has platform specific code and may\r
+/// not work on every platform.\r
+class b2Timer\r
 {\r
 public:\r
-       b2TOISolver(b2StackAllocator* allocator);\r
-       ~b2TOISolver();\r
 \r
-       void Initialize(b2Contact** contacts, int32 contactCount, b2Body* toiBody);\r
-       void Clear();\r
+       /// Constructor\r
+       b2Timer();\r
 \r
-       // Perform one solver iteration. Returns true if converged.\r
-       bool Solve(float32 baumgarte);\r
+       /// Reset the timer.\r
+       void Reset();\r
+\r
+       /// Get the time since construction or the last reset.\r
+       float32 GetMilliseconds() const;\r
 \r
 private:\r
 \r
-       b2TOIConstraint* m_constraints;\r
-       int32 m_count;\r
-       b2Body* m_toiBody;\r
-       b2StackAllocator* m_allocator;\r
+       float64 m_start;\r
+       static float64 s_invFrequency;\r
 };\r
-\r
-#endif\r
index 6df0091..584ef2f 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -24,8 +24,9 @@
 #include <Box2D/Collision/b2TimeOfImpact.h>\r
 \r
 #include <new>\r
+using namespace std;\r
 \r
-b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator)\r
+b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)\r
 {\r
        void* mem = allocator->Allocate(sizeof(b2CircleContact));\r
        return new (mem) b2CircleContact(fixtureA, fixtureB);\r
@@ -38,7 +39,7 @@ void b2CircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 }\r
 \r
 b2CircleContact::b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)\r
-       : b2Contact(fixtureA, fixtureB)\r
+       : b2Contact(fixtureA, 0, fixtureB, 0)\r
 {\r
        b2Assert(m_fixtureA->GetType() == b2Shape::e_circle);\r
        b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);\r
index afc277a..aac1f0b 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -26,7 +26,8 @@ class b2BlockAllocator;
 class b2CircleContact : public b2Contact\r
 {\r
 public:\r
-       static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);\r
+       static b2Contact* Create(       b2Fixture* fixtureA, int32 indexA,\r
+                                                               b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);\r
        static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);\r
 \r
        b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);\r
index e7ad1ca..fd19801 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 #include <Box2D/Dynamics/Contacts/b2CircleContact.h>\r
 #include <Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h>\r
 #include <Box2D/Dynamics/Contacts/b2PolygonContact.h>\r
+#include <Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h>\r
+#include <Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h>\r
+#include <Box2D/Dynamics/Contacts/b2LoopAndCircleContact.h>\r
+#include <Box2D/Dynamics/Contacts/b2LoopAndPolygonContact.h>\r
 #include <Box2D/Dynamics/Contacts/b2ContactSolver.h>\r
 \r
 #include <Box2D/Collision/b2Collision.h>\r
@@ -38,6 +42,10 @@ void b2Contact::InitializeRegisters()
        AddType(b2CircleContact::Create, b2CircleContact::Destroy, b2Shape::e_circle, b2Shape::e_circle);\r
        AddType(b2PolygonAndCircleContact::Create, b2PolygonAndCircleContact::Destroy, b2Shape::e_polygon, b2Shape::e_circle);\r
        AddType(b2PolygonContact::Create, b2PolygonContact::Destroy, b2Shape::e_polygon, b2Shape::e_polygon);\r
+       AddType(b2EdgeAndCircleContact::Create, b2EdgeAndCircleContact::Destroy, b2Shape::e_edge, b2Shape::e_circle);\r
+       AddType(b2EdgeAndPolygonContact::Create, b2EdgeAndPolygonContact::Destroy, b2Shape::e_edge, b2Shape::e_polygon);\r
+       AddType(b2LoopAndCircleContact::Create, b2LoopAndCircleContact::Destroy, b2Shape::e_loop, b2Shape::e_circle);\r
+       AddType(b2LoopAndPolygonContact::Create, b2LoopAndPolygonContact::Destroy, b2Shape::e_loop, b2Shape::e_polygon);\r
 }\r
 \r
 void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destoryFcn,\r
@@ -58,7 +66,7 @@ void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* dest
        }\r
 }\r
 \r
-b2Contact* b2Contact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator)\r
+b2Contact* b2Contact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)\r
 {\r
        if (s_initialized == false)\r
        {\r
@@ -77,11 +85,11 @@ b2Contact* b2Contact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAl
        {\r
                if (s_registers[type1][type2].primary)\r
                {\r
-                       return createFcn(fixtureA, fixtureB, allocator);\r
+                       return createFcn(fixtureA, indexA, fixtureB, indexB, allocator);\r
                }\r
                else\r
                {\r
-                       return createFcn(fixtureB, fixtureA, allocator);\r
+                       return createFcn(fixtureB, indexB, fixtureA, indexA, allocator);\r
                }\r
        }\r
        else\r
@@ -110,13 +118,16 @@ void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
        destroyFcn(contact, allocator);\r
 }\r
 \r
-b2Contact::b2Contact(b2Fixture* fA, b2Fixture* fB)\r
+b2Contact::b2Contact(b2Fixture* fA, int32 indexA, b2Fixture* fB, int32 indexB)\r
 {\r
        m_flags = e_enabledFlag;\r
 \r
        m_fixtureA = fA;\r
        m_fixtureB = fB;\r
 \r
+       m_indexA = indexA;\r
+       m_indexB = indexB;\r
+\r
        m_manifold.pointCount = 0;\r
 \r
        m_prev = NULL;\r
@@ -133,6 +144,9 @@ b2Contact::b2Contact(b2Fixture* fA, b2Fixture* fB)
        m_nodeB.other = NULL;\r
 \r
        m_toiCount = 0;\r
+\r
+       m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);\r
+       m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);\r
 }\r
 \r
 // Update the contact manifold and touching status.\r
@@ -161,7 +175,7 @@ void b2Contact::Update(b2ContactListener* listener)
        {\r
                const b2Shape* shapeA = m_fixtureA->GetShape();\r
                const b2Shape* shapeB = m_fixtureB->GetShape();\r
-               touching = b2TestOverlap(shapeA, shapeB, xfA, xfB);\r
+               touching = b2TestOverlap(shapeA, m_indexA, shapeB, m_indexB, xfA, xfB);\r
 \r
                // Sensors don't generate manifolds.\r
                m_manifold.pointCount = 0;\r
index a6add3d..7b5a6ab 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -22,7 +22,6 @@
 #include <Box2D/Common/b2Math.h>\r
 #include <Box2D/Collision/b2Collision.h>\r
 #include <Box2D/Collision/Shapes/b2Shape.h>\r
-#include <Box2D/Dynamics/Contacts/b2Contact.h>\r
 #include <Box2D/Dynamics/b2Fixture.h>\r
 \r
 class b2Body;\r
@@ -33,7 +32,23 @@ class b2BlockAllocator;
 class b2StackAllocator;\r
 class b2ContactListener;\r
 \r
-typedef b2Contact* b2ContactCreateFcn(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);\r
+/// Friction mixing law. The idea is to allow either fixture to drive the restitution to zero.\r
+/// For example, anything slides on ice.\r
+inline float32 b2MixFriction(float32 friction1, float32 friction2)\r
+{\r
+       return std::sqrt(friction1 * friction2);\r
+}\r
+\r
+/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.\r
+/// For example, a superball bounces on anything.\r
+inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)\r
+{\r
+       return restitution1 > restitution2 ? restitution1 : restitution2;\r
+}\r
+\r
+typedef b2Contact* b2ContactCreateFcn( b2Fixture* fixtureA, int32 indexA,\r
+                                                                               b2Fixture* fixtureB, int32 indexB,\r
+                                                                               b2BlockAllocator* allocator);\r
 typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);\r
 \r
 struct b2ContactRegister\r
@@ -86,14 +101,40 @@ public:
        b2Contact* GetNext();\r
        const b2Contact* GetNext() const;\r
 \r
-       /// Get the first fixture in this contact.\r
+       /// Get fixture A in this contact.\r
        b2Fixture* GetFixtureA();\r
        const b2Fixture* GetFixtureA() const;\r
 \r
-       /// Get the second fixture in this contact.\r
+       /// Get the child primitive index for fixture A.\r
+       int32 GetChildIndexA() const;\r
+\r
+       /// Get fixture B in this contact.\r
        b2Fixture* GetFixtureB();\r
        const b2Fixture* GetFixtureB() const;\r
 \r
+       /// Get the child primitive index for fixture B.\r
+       int32 GetChildIndexB() const;\r
+\r
+       /// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.\r
+       /// This value persists until set or reset.\r
+       void SetFriction(float32 friction);\r
+\r
+       /// Get the friction.\r
+       float32 GetFriction() const;\r
+\r
+       /// Reset the friction mixture to the default value.\r
+       void ResetFriction();\r
+\r
+       /// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.\r
+       /// The value persists until you set or reset.\r
+       void SetRestitution(float32 restitution);\r
+\r
+       /// Get the restitution.\r
+       float32 GetRestitution() const;\r
+\r
+       /// Reset the restitution to the default value.\r
+       void ResetRestitution();\r
+\r
        /// Evaluate this contact with your own manifold and transforms.\r
        virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;\r
 \r
@@ -122,6 +163,8 @@ protected:
                // This bullet contact had a TOI event\r
                e_bulletHitFlag         = 0x0010,\r
 \r
+               // This contact has a valid TOI in m_toi\r
+               e_toiFlag                       = 0x0020\r
        };\r
 \r
        /// Flag this contact for filtering. Filtering will occur the next time step.\r
@@ -130,12 +173,12 @@ protected:
        static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,\r
                                                b2Shape::Type typeA, b2Shape::Type typeB);\r
        static void InitializeRegisters();\r
-       static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);\r
+       static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);\r
        static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);\r
        static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);\r
 \r
        b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}\r
-       b2Contact(b2Fixture* fixtureA, b2Fixture* fixtureB);\r
+       b2Contact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);\r
        virtual ~b2Contact() {}\r
 \r
        void Update(b2ContactListener* listener);\r
@@ -156,10 +199,16 @@ protected:
        b2Fixture* m_fixtureA;\r
        b2Fixture* m_fixtureB;\r
 \r
+       int32 m_indexA;\r
+       int32 m_indexB;\r
+\r
        b2Manifold m_manifold;\r
 \r
        int32 m_toiCount;\r
-//     float32 m_toi;\r
+       float32 m_toi;\r
+\r
+       float32 m_friction;\r
+       float32 m_restitution;\r
 };\r
 \r
 inline b2Manifold* b2Contact::GetManifold()\r
@@ -229,14 +278,54 @@ inline b2Fixture* b2Contact::GetFixtureB()
        return m_fixtureB;\r
 }\r
 \r
+inline int32 b2Contact::GetChildIndexA() const\r
+{\r
+       return m_indexA;\r
+}\r
+\r
 inline const b2Fixture* b2Contact::GetFixtureB() const\r
 {\r
        return m_fixtureB;\r
 }\r
 \r
+inline int32 b2Contact::GetChildIndexB() const\r
+{\r
+       return m_indexB;\r
+}\r
+\r
 inline void b2Contact::FlagForFiltering()\r
 {\r
        m_flags |= e_filterFlag;\r
 }\r
 \r
+inline void b2Contact::SetFriction(float32 friction)\r
+{\r
+       m_friction = friction;\r
+}\r
+\r
+inline float32 b2Contact::GetFriction() const\r
+{\r
+       return m_friction;\r
+}\r
+\r
+inline void b2Contact::ResetFriction()\r
+{\r
+       m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);\r
+}\r
+\r
+inline void b2Contact::SetRestitution(float32 restitution)\r
+{\r
+       m_restitution = restitution;\r
+}\r
+\r
+inline float32 b2Contact::GetRestitution() const\r
+{\r
+       return m_restitution;\r
+}\r
+\r
+inline void b2Contact::ResetRestitution()\r
+{\r
+       m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);\r
+}\r
+\r
 #endif\r
index f65fb60..cd99b0b 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -17,6 +17,8 @@
 */\r
 \r
 #include <Box2D/Dynamics/Contacts/b2ContactSolver.h>\r
+\r
+\r
 #include <Box2D/Dynamics/Contacts/b2Contact.h>\r
 #include <Box2D/Dynamics/b2Body.h>\r
 #include <Box2D/Dynamics/b2Fixture.h>\r
 \r
 #define B2_DEBUG_SOLVER 0\r
 \r
-b2ContactSolver::b2ContactSolver(b2Contact** contacts, int32 contactCount,\r
-                                                               b2StackAllocator* allocator, float32 impulseRatio)\r
+b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)\r
 {\r
-       m_allocator = allocator;\r
+       m_allocator = def->allocator;\r
 \r
-       m_constraintCount = contactCount;\r
-       m_constraints = (b2ContactConstraint*)m_allocator->Allocate(m_constraintCount * sizeof(b2ContactConstraint));\r
+       m_count = def->count;\r
+       m_constraints = (b2ContactConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactConstraint));\r
 \r
-       for (int32 i = 0; i < m_constraintCount; ++i)\r
+       // Initialize position independent portions of the constraints.\r
+       for (int32 i = 0; i < m_count; ++i)\r
        {\r
-               b2Contact* contact = contacts[i];\r
+               b2Contact* contact = def->contacts[i];\r
 \r
                b2Fixture* fixtureA = contact->m_fixtureA;\r
                b2Fixture* fixtureB = contact->m_fixtureB;\r
@@ -47,30 +49,21 @@ b2ContactSolver::b2ContactSolver(b2Contact** contacts, int32 contactCount,
                b2Body* bodyB = fixtureB->GetBody();\r
                b2Manifold* manifold = contact->GetManifold();\r
 \r
-               float32 friction = b2MixFriction(fixtureA->GetFriction(), fixtureB->GetFriction());\r
-               float32 restitution = b2MixRestitution(fixtureA->GetRestitution(), fixtureB->GetRestitution());\r
-\r
-               b2Vec2 vA = bodyA->m_linearVelocity;\r
-               b2Vec2 vB = bodyB->m_linearVelocity;\r
-               float32 wA = bodyA->m_angularVelocity;\r
-               float32 wB = bodyB->m_angularVelocity;\r
-\r
                b2Assert(manifold->pointCount > 0);\r
 \r
-               b2WorldManifold worldManifold;\r
-               worldManifold.Initialize(manifold, bodyA->m_xf, radiusA, bodyB->m_xf, radiusB);\r
-\r
                b2ContactConstraint* cc = m_constraints + i;\r
+               cc->friction = contact->m_friction;\r
+               cc->restitution = contact->m_restitution;\r
                cc->bodyA = bodyA;\r
                cc->bodyB = bodyB;\r
                cc->manifold = manifold;\r
-               cc->normal = worldManifold.normal;\r
+               cc->normal.SetZero();\r
                cc->pointCount = manifold->pointCount;\r
-               cc->friction = friction;\r
 \r
                cc->localNormal = manifold->localNormal;\r
                cc->localPoint = manifold->localPoint;\r
-               cc->radius = radiusA + radiusB;\r
+               cc->radiusA = radiusA;\r
+               cc->radiusB = radiusB;\r
                cc->type = manifold->type;\r
 \r
                for (int32 j = 0; j < cc->pointCount; ++j)\r
@@ -78,10 +71,63 @@ b2ContactSolver::b2ContactSolver(b2Contact** contacts, int32 contactCount,
                        b2ManifoldPoint* cp = manifold->points + j;\r
                        b2ContactConstraintPoint* ccp = cc->points + j;\r
 \r
-                       ccp->normalImpulse = impulseRatio * cp->normalImpulse;\r
-                       ccp->tangentImpulse = impulseRatio * cp->tangentImpulse;\r
+                       if (def->warmStarting)\r
+                       {\r
+                               ccp->normalImpulse = def->impulseRatio * cp->normalImpulse;\r
+                               ccp->tangentImpulse = def->impulseRatio * cp->tangentImpulse;\r
+                       }\r
+                       else\r
+                       {\r
+                               ccp->normalImpulse = 0.0f;\r
+                               ccp->tangentImpulse = 0.0f;\r
+                       }\r
 \r
                        ccp->localPoint = cp->localPoint;\r
+                       ccp->rA.SetZero();\r
+                       ccp->rB.SetZero();\r
+                       ccp->normalMass = 0.0f;\r
+                       ccp->tangentMass = 0.0f;\r
+                       ccp->velocityBias = 0.0f;\r
+               }\r
+\r
+               cc->K.SetZero();\r
+               cc->normalMass.SetZero();\r
+       }\r
+}\r
+\r
+b2ContactSolver::~b2ContactSolver()\r
+{\r
+       m_allocator->Free(m_constraints);\r
+}\r
+\r
+// Initialize position dependent portions of the velocity constraints.\r
+void b2ContactSolver::InitializeVelocityConstraints()\r
+{\r
+       for (int32 i = 0; i < m_count; ++i)\r
+       {\r
+               b2ContactConstraint* cc = m_constraints + i;\r
+\r
+               float32 radiusA = cc->radiusA;\r
+               float32 radiusB = cc->radiusB;\r
+               b2Body* bodyA = cc->bodyA;\r
+               b2Body* bodyB = cc->bodyB;\r
+               b2Manifold* manifold = cc->manifold;\r
+\r
+               b2Vec2 vA = bodyA->m_linearVelocity;\r
+               b2Vec2 vB = bodyB->m_linearVelocity;\r
+               float32 wA = bodyA->m_angularVelocity;\r
+               float32 wB = bodyB->m_angularVelocity;\r
+\r
+               b2Assert(manifold->pointCount > 0);\r
+\r
+               b2WorldManifold worldManifold;\r
+               worldManifold.Initialize(manifold, bodyA->m_xf, radiusA, bodyB->m_xf, radiusB);\r
+\r
+               cc->normal = worldManifold.normal;\r
+\r
+               for (int32 j = 0; j < cc->pointCount; ++j)\r
+               {\r
+                       b2ContactConstraintPoint* ccp = cc->points + j;\r
 \r
                        ccp->rA = worldManifold.points[j] - bodyA->m_sweep.c;\r
                        ccp->rB = worldManifold.points[j] - bodyB->m_sweep.c;\r
@@ -113,7 +159,7 @@ b2ContactSolver::b2ContactSolver(b2Contact** contacts, int32 contactCount,
                        float32 vRel = b2Dot(cc->normal, vB + b2Cross(wB, ccp->rB) - vA - b2Cross(wA, ccp->rA));\r
                        if (vRel < -b2_velocityThreshold)\r
                        {\r
-                               ccp->velocityBias = -restitution * vRel;\r
+                               ccp->velocityBias = -cc->restitution * vRel;\r
                        }\r
                }\r
 \r
@@ -122,7 +168,7 @@ b2ContactSolver::b2ContactSolver(b2Contact** contacts, int32 contactCount,
                {\r
                        b2ContactConstraintPoint* ccp1 = cc->points + 0;\r
                        b2ContactConstraintPoint* ccp2 = cc->points + 1;\r
-                       \r
+\r
                        float32 invMassA = bodyA->m_invMass;\r
                        float32 invIA = bodyA->m_invI;\r
                        float32 invMassB = bodyB->m_invMass;\r
@@ -138,7 +184,7 @@ b2ContactSolver::b2ContactSolver(b2Contact** contacts, int32 contactCount,
                        float32 k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * rn1B * rn2B;\r
 \r
                        // Ensure a reasonable condition number.\r
-                       const float32 k_maxConditionNumber = 100.0f;\r
+                       const float32 k_maxConditionNumber = 1000.0f;\r
                        if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))\r
                        {\r
                                // K is safe to invert.\r
@@ -156,15 +202,10 @@ b2ContactSolver::b2ContactSolver(b2Contact** contacts, int32 contactCount,
        }\r
 }\r
 \r
-b2ContactSolver::~b2ContactSolver()\r
-{\r
-       m_allocator->Free(m_constraints);\r
-}\r
-\r
 void b2ContactSolver::WarmStart()\r
 {\r
        // Warm start.\r
-       for (int32 i = 0; i < m_constraintCount; ++i)\r
+       for (int32 i = 0; i < m_count; ++i)\r
        {\r
                b2ContactConstraint* c = m_constraints + i;\r
 \r
@@ -191,7 +232,7 @@ void b2ContactSolver::WarmStart()
 \r
 void b2ContactSolver::SolveVelocityConstraints()\r
 {\r
-       for (int32 i = 0; i < m_constraintCount; ++i)\r
+       for (int32 i = 0; i < m_count; ++i)\r
        {\r
                b2ContactConstraint* c = m_constraints + i;\r
                b2Body* bodyA = c->bodyA;\r
@@ -490,7 +531,7 @@ void b2ContactSolver::SolveVelocityConstraints()
 \r
 void b2ContactSolver::StoreImpulses()\r
 {\r
-       for (int32 i = 0; i < m_constraintCount; ++i)\r
+       for (int32 i = 0; i < m_count; ++i)\r
        {\r
                b2ContactConstraint* c = m_constraints + i;\r
                b2Manifold* m = c->manifold;\r
@@ -526,7 +567,7 @@ struct b2PositionSolverManifold
                                }\r
 \r
                                point = 0.5f * (pointA + pointB);\r
-                               separation = b2Dot(pointB - pointA, normal) - cc->radius;\r
+                               separation = b2Dot(pointB - pointA, normal) - cc->radiusA - cc->radiusB;\r
                        }\r
                        break;\r
 \r
@@ -536,7 +577,7 @@ struct b2PositionSolverManifold
                                b2Vec2 planePoint = cc->bodyA->GetWorldPoint(cc->localPoint);\r
 \r
                                b2Vec2 clipPoint = cc->bodyB->GetWorldPoint(cc->points[index].localPoint);\r
-                               separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;\r
+                               separation = b2Dot(clipPoint - planePoint, normal) - cc->radiusA - cc->radiusB;\r
                                point = clipPoint;\r
                        }\r
                        break;\r
@@ -547,7 +588,7 @@ struct b2PositionSolverManifold
                                b2Vec2 planePoint = cc->bodyB->GetWorldPoint(cc->localPoint);\r
 \r
                                b2Vec2 clipPoint = cc->bodyA->GetWorldPoint(cc->points[index].localPoint);\r
-                               separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;\r
+                               separation = b2Dot(clipPoint - planePoint, normal) - cc->radiusA - cc->radiusB;\r
                                point = clipPoint;\r
 \r
                                // Ensure normal points from A to B\r
@@ -567,7 +608,7 @@ bool b2ContactSolver::SolvePositionConstraints(float32 baumgarte)
 {\r
        float32 minSeparation = 0.0f;\r
 \r
-       for (int32 i = 0; i < m_constraintCount; ++i)\r
+       for (int32 i = 0; i < m_count; ++i)\r
        {\r
                b2ContactConstraint* c = m_constraints + i;\r
                b2Body* bodyA = c->bodyA;\r
@@ -621,3 +662,75 @@ bool b2ContactSolver::SolvePositionConstraints(float32 baumgarte)
        // push the separation above -b2_linearSlop.\r
        return minSeparation >= -1.5f * b2_linearSlop;\r
 }\r
+\r
+// Sequential position solver for position constraints.\r
+bool b2ContactSolver::SolveTOIPositionConstraints(float32 baumgarte, const b2Body* toiBodyA, const b2Body* toiBodyB)\r
+{\r
+       float32 minSeparation = 0.0f;\r
+\r
+       for (int32 i = 0; i < m_count; ++i)\r
+       {\r
+               b2ContactConstraint* c = m_constraints + i;\r
+               b2Body* bodyA = c->bodyA;\r
+               b2Body* bodyB = c->bodyB;\r
+\r
+               float32 massA = 0.0f;\r
+               if (bodyA == toiBodyA || bodyA == toiBodyB)\r
+               {\r
+                       massA = bodyA->m_mass;\r
+               }\r
+\r
+               float32 massB = 0.0f;\r
+               if (bodyB == toiBodyA || bodyB == toiBodyB)\r
+               {\r
+                       massB = bodyB->m_mass;\r
+               }\r
+\r
+               float32 invMassA = bodyA->m_mass * bodyA->m_invMass;\r
+               float32 invIA = bodyA->m_mass * bodyA->m_invI;\r
+               float32 invMassB = bodyB->m_mass * bodyB->m_invMass;\r
+               float32 invIB = bodyB->m_mass * bodyB->m_invI;\r
+\r
+               // Solve normal constraints\r
+               for (int32 j = 0; j < c->pointCount; ++j)\r
+               {\r
+                       b2PositionSolverManifold psm;\r
+                       psm.Initialize(c, j);\r
+                       b2Vec2 normal = psm.normal;\r
+\r
+                       b2Vec2 point = psm.point;\r
+                       float32 separation = psm.separation;\r
+\r
+                       b2Vec2 rA = point - bodyA->m_sweep.c;\r
+                       b2Vec2 rB = point - bodyB->m_sweep.c;\r
+\r
+                       // Track max constraint error.\r
+                       minSeparation = b2Min(minSeparation, separation);\r
+\r
+                       // Prevent large corrections and allow slop.\r
+                       float32 C = b2Clamp(baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);\r
+\r
+                       // Compute the effective mass.\r
+                       float32 rnA = b2Cross(rA, normal);\r
+                       float32 rnB = b2Cross(rB, normal);\r
+                       float32 K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB;\r
+\r
+                       // Compute normal impulse\r
+                       float32 impulse = K > 0.0f ? - C / K : 0.0f;\r
+\r
+                       b2Vec2 P = impulse * normal;\r
+\r
+                       bodyA->m_sweep.c -= invMassA * P;\r
+                       bodyA->m_sweep.a -= invIA * b2Cross(rA, P);\r
+                       bodyA->SynchronizeTransform();\r
+\r
+                       bodyB->m_sweep.c += invMassB * P;\r
+                       bodyB->m_sweep.a += invIB * b2Cross(rB, P);\r
+                       bodyB->SynchronizeTransform();\r
+               }\r
+       }\r
+\r
+       // We can't expect minSpeparation >= -b2_linearSlop because we don't\r
+       // push the separation above -b2_linearSlop.\r
+       return minSeparation >= -1.5f * b2_linearSlop;\r
+}\r
index b8555bb..93698d0 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -50,29 +50,41 @@ struct b2ContactConstraint
        b2Body* bodyA;\r
        b2Body* bodyB;\r
        b2Manifold::Type type;\r
-       float32 radius;\r
+       float32 radiusA, radiusB;\r
        float32 friction;\r
+       float32 restitution;\r
        int32 pointCount;\r
        b2Manifold* manifold;\r
 };\r
 \r
+struct b2ContactSolverDef\r
+{\r
+       b2Contact** contacts;\r
+       int32 count;\r
+       b2StackAllocator* allocator;\r
+       float32 impulseRatio;\r
+       bool warmStarting;\r
+};\r
+\r
 class b2ContactSolver\r
 {\r
 public:\r
-       b2ContactSolver(b2Contact** contacts, int32 contactCount,\r
-                                       b2StackAllocator* allocator, float32 impulseRatio);\r
-\r
+       b2ContactSolver(b2ContactSolverDef* def);\r
        ~b2ContactSolver();\r
 \r
+       void InitializeVelocityConstraints();\r
+\r
        void WarmStart();\r
        void SolveVelocityConstraints();\r
        void StoreImpulses();\r
 \r
        bool SolvePositionConstraints(float32 baumgarte);\r
+       bool SolveTOIPositionConstraints(float32 baumgarte, const b2Body* toiBodyA, const b2Body* toiBodyB);\r
 \r
        b2StackAllocator* m_allocator;\r
        b2ContactConstraint* m_constraints;\r
-       int m_constraintCount;\r
+       int m_count;\r
 };\r
 \r
 #endif\r
+\r
diff --git a/libs/box2d/src/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp b/libs/box2d/src/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp
new file mode 100644 (file)
index 0000000..0433650
--- /dev/null
@@ -0,0 +1,50 @@
+/*\r
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#include <Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h>\r
+#include <Box2D/Common/b2BlockAllocator.h>\r
+#include <Box2D/Dynamics/b2Fixture.h>\r
+\r
+#include <new>\r
+using namespace std;\r
+\r
+b2Contact* b2EdgeAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)\r
+{\r
+       void* mem = allocator->Allocate(sizeof(b2EdgeAndCircleContact));\r
+       return new (mem) b2EdgeAndCircleContact(fixtureA, fixtureB);\r
+}\r
+\r
+void b2EdgeAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)\r
+{\r
+       ((b2EdgeAndCircleContact*)contact)->~b2EdgeAndCircleContact();\r
+       allocator->Free(contact, sizeof(b2EdgeAndCircleContact));\r
+}\r
+\r
+b2EdgeAndCircleContact::b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)\r
+: b2Contact(fixtureA, 0, fixtureB, 0)\r
+{\r
+       b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);\r
+       b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);\r
+}\r
+\r
+void b2EdgeAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)\r
+{\r
+       b2CollideEdgeAndCircle( manifold,\r
+                                                               (b2EdgeShape*)m_fixtureA->GetShape(), xfA,\r
+                                                               (b2CircleShape*)m_fixtureB->GetShape(), xfB);\r
+}\r
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 * 3. This notice may not be removed or altered from any source distribution.\r
 */\r
 \r
-#ifndef B2_TOI_SOLVER_H\r
-#define B2_TOI_SOLVER_H\r
+#ifndef B2_EDGE_AND_CIRCLE_CONTACT_H\r
+#define B2_EDGE_AND_CIRCLE_CONTACT_H\r
 \r
-#include <Box2D/Common/b2Math.h>\r
+#include <Box2D/Dynamics/Contacts/b2Contact.h>\r
 \r
-class b2Contact;\r
-class b2Body;\r
-struct b2TOIConstraint;\r
-class b2StackAllocator;\r
+class b2BlockAllocator;\r
 \r
-/// This is a pure position solver for a single movable body in contact with\r
-/// multiple non-moving bodies.\r
-class b2TOISolver\r
+class b2EdgeAndCircleContact : public b2Contact\r
 {\r
 public:\r
-       b2TOISolver(b2StackAllocator* allocator);\r
-       ~b2TOISolver();\r
+       static b2Contact* Create(       b2Fixture* fixtureA, int32 indexA,\r
+                                                               b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);\r
+       static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);\r
 \r
-       void Initialize(b2Contact** contacts, int32 contactCount, b2Body* toiBody);\r
-       void Clear();\r
+       b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);\r
+       ~b2EdgeAndCircleContact() {}\r
 \r
-       // Perform one solver iteration. Returns true if converged.\r
-       bool Solve(float32 baumgarte);\r
-\r
-private:\r
-\r
-       b2TOIConstraint* m_constraints;\r
-       int32 m_count;\r
-       b2Body* m_toiBody;\r
-       b2StackAllocator* m_allocator;\r
+       void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);\r
 };\r
 \r
 #endif\r
diff --git a/libs/box2d/src/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp b/libs/box2d/src/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp
new file mode 100644 (file)
index 0000000..8bac536
--- /dev/null
@@ -0,0 +1,50 @@
+/*\r
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#include <Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h>\r
+#include <Box2D/Common/b2BlockAllocator.h>\r
+#include <Box2D/Dynamics/b2Fixture.h>\r
+\r
+#include <new>\r
+using namespace std;\r
+\r
+b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)\r
+{\r
+       void* mem = allocator->Allocate(sizeof(b2EdgeAndPolygonContact));\r
+       return new (mem) b2EdgeAndPolygonContact(fixtureA, fixtureB);\r
+}\r
+\r
+void b2EdgeAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)\r
+{\r
+       ((b2EdgeAndPolygonContact*)contact)->~b2EdgeAndPolygonContact();\r
+       allocator->Free(contact, sizeof(b2EdgeAndPolygonContact));\r
+}\r
+\r
+b2EdgeAndPolygonContact::b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)\r
+: b2Contact(fixtureA, 0, fixtureB, 0)\r
+{\r
+       b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);\r
+       b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);\r
+}\r
+\r
+void b2EdgeAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)\r
+{\r
+       b2CollideEdgeAndPolygon(        manifold,\r
+                                                               (b2EdgeShape*)m_fixtureA->GetShape(), xfA,\r
+                                                               (b2PolygonShape*)m_fixtureB->GetShape(), xfB);\r
+}\r
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 * 3. This notice may not be removed or altered from any source distribution.\r
 */\r
 \r
-#ifndef B2_TOI_SOLVER_H\r
-#define B2_TOI_SOLVER_H\r
+#ifndef B2_EDGE_AND_POLYGON_CONTACT_H\r
+#define B2_EDGE_AND_POLYGON_CONTACT_H\r
 \r
-#include <Box2D/Common/b2Math.h>\r
+#include <Box2D/Dynamics/Contacts/b2Contact.h>\r
 \r
-class b2Contact;\r
-class b2Body;\r
-struct b2TOIConstraint;\r
-class b2StackAllocator;\r
+class b2BlockAllocator;\r
 \r
-/// This is a pure position solver for a single movable body in contact with\r
-/// multiple non-moving bodies.\r
-class b2TOISolver\r
+class b2EdgeAndPolygonContact : public b2Contact\r
 {\r
 public:\r
-       b2TOISolver(b2StackAllocator* allocator);\r
-       ~b2TOISolver();\r
+       static b2Contact* Create(       b2Fixture* fixtureA, int32 indexA,\r
+                                                               b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);\r
+       static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);\r
 \r
-       void Initialize(b2Contact** contacts, int32 contactCount, b2Body* toiBody);\r
-       void Clear();\r
+       b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);\r
+       ~b2EdgeAndPolygonContact() {}\r
 \r
-       // Perform one solver iteration. Returns true if converged.\r
-       bool Solve(float32 baumgarte);\r
-\r
-private:\r
-\r
-       b2TOIConstraint* m_constraints;\r
-       int32 m_count;\r
-       b2Body* m_toiBody;\r
-       b2StackAllocator* m_allocator;\r
+       void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);\r
 };\r
 \r
 #endif\r
diff --git a/libs/box2d/src/Box2D/Dynamics/Contacts/b2LoopAndCircleContact.cpp b/libs/box2d/src/Box2D/Dynamics/Contacts/b2LoopAndCircleContact.cpp
new file mode 100644 (file)
index 0000000..c1e4ab2
--- /dev/null
@@ -0,0 +1,54 @@
+/*\r
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#include <Box2D/Dynamics/Contacts/b2LoopAndCircleContact.h>\r
+#include <Box2D/Common/b2BlockAllocator.h>\r
+#include <Box2D/Dynamics/b2Fixture.h>\r
+#include <Box2D/Collision/Shapes/b2LoopShape.h>\r
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>\r
+\r
+#include <new>\r
+using namespace std;\r
+\r
+b2Contact* b2LoopAndCircleContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)\r
+{\r
+       void* mem = allocator->Allocate(sizeof(b2LoopAndCircleContact));\r
+       return new (mem) b2LoopAndCircleContact(fixtureA, indexA, fixtureB, indexB);\r
+}\r
+\r
+void b2LoopAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)\r
+{\r
+       ((b2LoopAndCircleContact*)contact)->~b2LoopAndCircleContact();\r
+       allocator->Free(contact, sizeof(b2LoopAndCircleContact));\r
+}\r
+\r
+b2LoopAndCircleContact::b2LoopAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)\r
+: b2Contact(fixtureA, indexA, fixtureB, indexB)\r
+{\r
+       b2Assert(m_fixtureA->GetType() == b2Shape::e_loop);\r
+       b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);\r
+}\r
+\r
+void b2LoopAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)\r
+{\r
+       b2LoopShape* loop = (b2LoopShape*)m_fixtureA->GetShape();\r
+       b2EdgeShape edge;\r
+       loop->GetChildEdge(&edge, m_indexA);\r
+       b2CollideEdgeAndCircle( manifold, &edge, xfA,\r
+                                                       (b2CircleShape*)m_fixtureB->GetShape(), xfB);\r
+}\r
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 * 3. This notice may not be removed or altered from any source distribution.\r
 */\r
 \r
-#ifndef B2_TOI_SOLVER_H\r
-#define B2_TOI_SOLVER_H\r
+#ifndef B2_LOOP_AND_CIRCLE_CONTACT_H\r
+#define B2_LOOP_AND_CIRCLE_CONTACT_H\r
 \r
-#include <Box2D/Common/b2Math.h>\r
+#include <Box2D/Dynamics/Contacts/b2Contact.h>\r
 \r
-class b2Contact;\r
-class b2Body;\r
-struct b2TOIConstraint;\r
-class b2StackAllocator;\r
+class b2BlockAllocator;\r
 \r
-/// This is a pure position solver for a single movable body in contact with\r
-/// multiple non-moving bodies.\r
-class b2TOISolver\r
+class b2LoopAndCircleContact : public b2Contact\r
 {\r
 public:\r
-       b2TOISolver(b2StackAllocator* allocator);\r
-       ~b2TOISolver();\r
+       static b2Contact* Create(       b2Fixture* fixtureA, int32 indexA,\r
+                                                               b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);\r
+       static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);\r
 \r
-       void Initialize(b2Contact** contacts, int32 contactCount, b2Body* toiBody);\r
-       void Clear();\r
+       b2LoopAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);\r
+       ~b2LoopAndCircleContact() {}\r
 \r
-       // Perform one solver iteration. Returns true if converged.\r
-       bool Solve(float32 baumgarte);\r
-\r
-private:\r
-\r
-       b2TOIConstraint* m_constraints;\r
-       int32 m_count;\r
-       b2Body* m_toiBody;\r
-       b2StackAllocator* m_allocator;\r
+       void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);\r
 };\r
 \r
 #endif\r
diff --git a/libs/box2d/src/Box2D/Dynamics/Contacts/b2LoopAndPolygonContact.cpp b/libs/box2d/src/Box2D/Dynamics/Contacts/b2LoopAndPolygonContact.cpp
new file mode 100644 (file)
index 0000000..8bd0795
--- /dev/null
@@ -0,0 +1,54 @@
+/*\r
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#include <Box2D/Dynamics/Contacts/b2LoopAndPolygonContact.h>\r
+#include <Box2D/Common/b2BlockAllocator.h>\r
+#include <Box2D/Dynamics/b2Fixture.h>\r
+#include <Box2D/Collision/Shapes/b2LoopShape.h>\r
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>\r
+\r
+#include <new>\r
+using namespace std;\r
+\r
+b2Contact* b2LoopAndPolygonContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)\r
+{\r
+       void* mem = allocator->Allocate(sizeof(b2LoopAndPolygonContact));\r
+       return new (mem) b2LoopAndPolygonContact(fixtureA, indexA, fixtureB, indexB);\r
+}\r
+\r
+void b2LoopAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)\r
+{\r
+       ((b2LoopAndPolygonContact*)contact)->~b2LoopAndPolygonContact();\r
+       allocator->Free(contact, sizeof(b2LoopAndPolygonContact));\r
+}\r
+\r
+b2LoopAndPolygonContact::b2LoopAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)\r
+: b2Contact(fixtureA, indexA, fixtureB, indexB)\r
+{\r
+       b2Assert(m_fixtureA->GetType() == b2Shape::e_loop);\r
+       b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);\r
+}\r
+\r
+void b2LoopAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)\r
+{\r
+       b2LoopShape* loop = (b2LoopShape*)m_fixtureA->GetShape();\r
+       b2EdgeShape edge;\r
+       loop->GetChildEdge(&edge, m_indexA);\r
+       b2CollideEdgeAndPolygon(        manifold, &edge, xfA,\r
+                                                               (b2PolygonShape*)m_fixtureB->GetShape(), xfB);\r
+}\r
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 * 3. This notice may not be removed or altered from any source distribution.\r
 */\r
 \r
-#ifndef B2_TOI_SOLVER_H\r
-#define B2_TOI_SOLVER_H\r
+#ifndef B2_LOOP_AND_POLYGON_CONTACT_H\r
+#define B2_LOOP_AND_POLYGON_CONTACT_H\r
 \r
-#include <Box2D/Common/b2Math.h>\r
+#include <Box2D/Dynamics/Contacts/b2Contact.h>\r
 \r
-class b2Contact;\r
-class b2Body;\r
-struct b2TOIConstraint;\r
-class b2StackAllocator;\r
+class b2BlockAllocator;\r
 \r
-/// This is a pure position solver for a single movable body in contact with\r
-/// multiple non-moving bodies.\r
-class b2TOISolver\r
+class b2LoopAndPolygonContact : public b2Contact\r
 {\r
 public:\r
-       b2TOISolver(b2StackAllocator* allocator);\r
-       ~b2TOISolver();\r
+       static b2Contact* Create(       b2Fixture* fixtureA, int32 indexA,\r
+                                                               b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);\r
+       static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);\r
 \r
-       void Initialize(b2Contact** contacts, int32 contactCount, b2Body* toiBody);\r
-       void Clear();\r
+       b2LoopAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);\r
+       ~b2LoopAndPolygonContact() {}\r
 \r
-       // Perform one solver iteration. Returns true if converged.\r
-       bool Solve(float32 baumgarte);\r
-\r
-private:\r
-\r
-       b2TOIConstraint* m_constraints;\r
-       int32 m_count;\r
-       b2Body* m_toiBody;\r
-       b2StackAllocator* m_allocator;\r
+       void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);\r
 };\r
 \r
 #endif\r
index 837722d..880f83e 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 \r
 #include <Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h>\r
 #include <Box2D/Common/b2BlockAllocator.h>\r
-#include <Box2D/Collision/b2TimeOfImpact.h>\r
-#include <Box2D/Dynamics/b2Body.h>\r
 #include <Box2D/Dynamics/b2Fixture.h>\r
-#include <Box2D/Dynamics/b2WorldCallbacks.h>\r
 \r
 #include <new>\r
+using namespace std;\r
 \r
-b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator)\r
+b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)\r
 {\r
        void* mem = allocator->Allocate(sizeof(b2PolygonAndCircleContact));\r
        return new (mem) b2PolygonAndCircleContact(fixtureA, fixtureB);\r
@@ -38,7 +36,7 @@ void b2PolygonAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* al
 }\r
 \r
 b2PolygonAndCircleContact::b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)\r
-: b2Contact(fixtureA, fixtureB)\r
+: b2Contact(fixtureA, 0, fixtureB, 0)\r
 {\r
        b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);\r
        b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);\r
index 684b2ae..6beca16 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -26,7 +26,7 @@ class b2BlockAllocator;
 class b2PolygonAndCircleContact : public b2Contact\r
 {\r
 public:\r
-       static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);\r
+       static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);\r
        static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);\r
 \r
        b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);\r
index eab2af5..52e1be8 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -24,8 +24,9 @@
 #include <Box2D/Dynamics/b2WorldCallbacks.h>\r
 \r
 #include <new>\r
+using namespace std;\r
 \r
-b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator)\r
+b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)\r
 {\r
        void* mem = allocator->Allocate(sizeof(b2PolygonContact));\r
        return new (mem) b2PolygonContact(fixtureA, fixtureB);\r
@@ -38,7 +39,7 @@ void b2PolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
 }\r
 \r
 b2PolygonContact::b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)\r
-       : b2Contact(fixtureA, fixtureB)\r
+       : b2Contact(fixtureA, 0, fixtureB, 0)\r
 {\r
        b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);\r
        b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);\r
index af544c2..4593214 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -26,7 +26,8 @@ class b2BlockAllocator;
 class b2PolygonContact : public b2Contact\r
 {\r
 public:\r
-       static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);\r
+       static b2Contact* Create(       b2Fixture* fixtureA, int32 indexA,\r
+                                                               b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);\r
        static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);\r
 \r
        b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);\r
diff --git a/libs/box2d/src/Box2D/Dynamics/Contacts/b2TOISolver.cpp b/libs/box2d/src/Box2D/Dynamics/Contacts/b2TOISolver.cpp
deleted file mode 100644 (file)
index 567cd71..0000000
+++ /dev/null
@@ -1,231 +0,0 @@
-/*\r
-* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com\r
-*\r
-* This software is provided 'as-is', without any express or implied\r
-* warranty.  In no event will the authors be held liable for any damages\r
-* arising from the use of this software.\r
-* Permission is granted to anyone to use this software for any purpose,\r
-* including commercial applications, and to alter it and redistribute it\r
-* freely, subject to the following restrictions:\r
-* 1. The origin of this software must not be misrepresented; you must not\r
-* claim that you wrote the original software. If you use this software\r
-* in a product, an acknowledgment in the product documentation would be\r
-* appreciated but is not required.\r
-* 2. Altered source versions must be plainly marked as such, and must not be\r
-* misrepresented as being the original software.\r
-* 3. This notice may not be removed or altered from any source distribution.\r
-*/\r
-\r
-#include <Box2D/Dynamics/Contacts/b2TOISolver.h>\r
-#include <Box2D/Dynamics/Contacts/b2Contact.h>\r
-#include <Box2D/Dynamics/b2Body.h>\r
-#include <Box2D/Dynamics/b2Fixture.h>\r
-#include <Box2D/Common/b2StackAllocator.h>\r
-\r
-struct b2TOIConstraint\r
-{\r
-       b2Vec2 localPoints[b2_maxManifoldPoints];\r
-       b2Vec2 localNormal;\r
-       b2Vec2 localPoint;\r
-       b2Manifold::Type type;\r
-       float32 radius;\r
-       int32 pointCount;\r
-       b2Body* bodyA;\r
-       b2Body* bodyB;\r
-};\r
-\r
-b2TOISolver::b2TOISolver(b2StackAllocator* allocator)\r
-{\r
-       m_allocator = allocator;\r
-       m_constraints = NULL;\r
-       m_count = NULL;\r
-       m_toiBody = NULL;\r
-}\r
-\r
-b2TOISolver::~b2TOISolver()\r
-{\r
-       Clear();\r
-}\r
-\r
-void b2TOISolver::Clear()\r
-{\r
-       if (m_allocator && m_constraints)\r
-       {\r
-               m_allocator->Free(m_constraints);\r
-               m_constraints = NULL;\r
-       }\r
-}\r
-\r
-void b2TOISolver::Initialize(b2Contact** contacts, int32 count, b2Body* toiBody)\r
-{\r
-       Clear();\r
-\r
-       m_count = count;\r
-       m_toiBody = toiBody;\r
-\r
-       m_constraints = (b2TOIConstraint*) m_allocator->Allocate(m_count * sizeof(b2TOIConstraint));\r
-\r
-       for (int32 i = 0; i < m_count; ++i)\r
-       {\r
-               b2Contact* contact = contacts[i];\r
-\r
-               b2Fixture* fixtureA = contact->GetFixtureA();\r
-               b2Fixture* fixtureB = contact->GetFixtureB();\r
-               b2Shape* shapeA = fixtureA->GetShape();\r
-               b2Shape* shapeB = fixtureB->GetShape();\r
-               float32 radiusA = shapeA->m_radius;\r
-               float32 radiusB = shapeB->m_radius;\r
-               b2Body* bodyA = fixtureA->GetBody();\r
-               b2Body* bodyB = fixtureB->GetBody();\r
-               b2Manifold* manifold = contact->GetManifold();\r
-\r
-               b2Assert(manifold->pointCount > 0);\r
-\r
-               b2TOIConstraint* constraint = m_constraints + i;\r
-               constraint->bodyA = bodyA;\r
-               constraint->bodyB = bodyB;\r
-               constraint->localNormal = manifold->localNormal;\r
-               constraint->localPoint = manifold->localPoint;\r
-               constraint->type = manifold->type;\r
-               constraint->pointCount = manifold->pointCount;\r
-               constraint->radius = radiusA + radiusB;\r
-\r
-               for (int32 j = 0; j < constraint->pointCount; ++j)\r
-               {\r
-                       b2ManifoldPoint* cp = manifold->points + j;\r
-                       constraint->localPoints[j] = cp->localPoint;\r
-               }\r
-       }\r
-}\r
-\r
-struct b2TOISolverManifold\r
-{\r
-       void Initialize(b2TOIConstraint* cc, int32 index)\r
-       {\r
-               b2Assert(cc->pointCount > 0);\r
-\r
-               switch (cc->type)\r
-               {\r
-               case b2Manifold::e_circles:\r
-                       {\r
-                               b2Vec2 pointA = cc->bodyA->GetWorldPoint(cc->localPoint);\r
-                               b2Vec2 pointB = cc->bodyB->GetWorldPoint(cc->localPoints[0]);\r
-                               if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)\r
-                               {\r
-                                       normal = pointB - pointA;\r
-                                       normal.Normalize();\r
-                               }\r
-                               else\r
-                               {\r
-                                       normal.Set(1.0f, 0.0f);\r
-                               }\r
-\r
-                               point = 0.5f * (pointA + pointB);\r
-                               separation = b2Dot(pointB - pointA, normal) - cc->radius;\r
-                       }\r
-                       break;\r
-\r
-               case b2Manifold::e_faceA:\r
-                       {\r
-                               normal = cc->bodyA->GetWorldVector(cc->localNormal);\r
-                               b2Vec2 planePoint = cc->bodyA->GetWorldPoint(cc->localPoint);\r
-\r
-                               b2Vec2 clipPoint = cc->bodyB->GetWorldPoint(cc->localPoints[index]);\r
-                               separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;\r
-                               point = clipPoint;\r
-                       }\r
-                       break;\r
-\r
-               case b2Manifold::e_faceB:\r
-                       {\r
-                               normal = cc->bodyB->GetWorldVector(cc->localNormal);\r
-                               b2Vec2 planePoint = cc->bodyB->GetWorldPoint(cc->localPoint);\r
-\r
-                               b2Vec2 clipPoint = cc->bodyA->GetWorldPoint(cc->localPoints[index]);\r
-                               separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;\r
-                               point = clipPoint;\r
-\r
-                               // Ensure normal points from A to B\r
-                               normal = -normal;\r
-                       }\r
-                       break;\r
-               }\r
-       }\r
-\r
-       b2Vec2 normal;\r
-       b2Vec2 point;\r
-       float32 separation;\r
-};\r
-\r
-// Push out the toi body to provide clearance for further simulation.\r
-bool b2TOISolver::Solve(float32 baumgarte)\r
-{\r
-       float32 minSeparation = 0.0f;\r
-\r
-       for (int32 i = 0; i < m_count; ++i)\r
-       {\r
-               b2TOIConstraint* c = m_constraints + i;\r
-               b2Body* bodyA = c->bodyA;\r
-               b2Body* bodyB = c->bodyB;\r
-\r
-               float32 massA = bodyA->m_mass;\r
-               float32 massB = bodyB->m_mass;\r
-\r
-               // Only the TOI body should move.\r
-               if (bodyA == m_toiBody)\r
-               {\r
-                       massB = 0.0f;\r
-               }\r
-               else\r
-               {\r
-                       massA = 0.0f;\r
-               }\r
-\r
-               float32 invMassA = massA * bodyA->m_invMass;\r
-               float32 invIA = massA * bodyA->m_invI;\r
-               float32 invMassB = massB * bodyB->m_invMass;\r
-               float32 invIB = massB * bodyB->m_invI;\r
-\r
-               // Solve normal constraints\r
-               for (int32 j = 0; j < c->pointCount; ++j)\r
-               {\r
-                       b2TOISolverManifold psm;\r
-                       psm.Initialize(c, j);\r
-                       b2Vec2 normal = psm.normal;\r
-\r
-                       b2Vec2 point = psm.point;\r
-                       float32 separation = psm.separation;\r
-\r
-                       b2Vec2 rA = point - bodyA->m_sweep.c;\r
-                       b2Vec2 rB = point - bodyB->m_sweep.c;\r
-\r
-                       // Track max constraint error.\r
-                       minSeparation = b2Min(minSeparation, separation);\r
-\r
-                       // Prevent large corrections and allow slop.\r
-                       float32 C = b2Clamp(baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);\r
-\r
-                       // Compute the effective mass.\r
-                       float32 rnA = b2Cross(rA, normal);\r
-                       float32 rnB = b2Cross(rB, normal);\r
-                       float32 K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB;\r
-\r
-                       // Compute normal impulse\r
-                       float32 impulse = K > 0.0f ? - C / K : 0.0f;\r
-\r
-                       b2Vec2 P = impulse * normal;\r
-\r
-                       bodyA->m_sweep.c -= invMassA * P;\r
-                       bodyA->m_sweep.a -= invIA * b2Cross(rA, P);\r
-                       bodyA->SynchronizeTransform();\r
-\r
-                       bodyB->m_sweep.c += invMassB * P;\r
-                       bodyB->m_sweep.a += invIB * b2Cross(rB, P);\r
-                       bodyB->SynchronizeTransform();\r
-               }\r
-       }\r
-\r
-       // We can't expect minSpeparation >= -b2_linearSlop because we don't\r
-       // push the separation above -b2_linearSlop.\r
-       return minSeparation >= -1.5f * b2_linearSlop;\r
-}\r
index 3469bd9..3112279 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -46,7 +46,6 @@ void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
        length = d.Length();\r
 }\r
 \r
-\r
 b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)\r
 : b2Joint(def)\r
 {\r
index 448faa6..f2a9732 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -70,7 +70,12 @@ public:
        b2Vec2 GetAnchorA() const;\r
        b2Vec2 GetAnchorB() const;\r
 \r
+       /// Get the reaction force given the inverse time step.\r
+       /// Unit is N.\r
        b2Vec2 GetReactionForce(float32 inv_dt) const;\r
+\r
+       /// Get the reaction torque given the inverse time step.\r
+       /// Unit is N*m. This is always zero for a distance joint.\r
        float32 GetReactionTorque(float32 inv_dt) const;\r
 \r
        /// Set/get the natural length.\r
index 9097dee..83e9e7e 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
index b4c4af2..bba5133 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
index 89b17ee..83433d2 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
index eccca0d..cea3a10 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
index a7e19d3..eee195a 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -18,7 +18,7 @@
 \r
 #include <Box2D/Dynamics/Joints/b2Joint.h>\r
 #include <Box2D/Dynamics/Joints/b2DistanceJoint.h>\r
-#include <Box2D/Dynamics/Joints/b2LineJoint.h>\r
+#include <Box2D/Dynamics/Joints/b2WheelJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2MouseJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>\r
@@ -26,6 +26,7 @@
 #include <Box2D/Dynamics/Joints/b2GearJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2WeldJoint.h>\r
 #include <Box2D/Dynamics/Joints/b2FrictionJoint.h>\r
+#include <Box2D/Dynamics/Joints/b2RopeJoint.h>\r
 #include <Box2D/Dynamics/b2Body.h>\r
 #include <Box2D/Dynamics/b2World.h>\r
 #include <Box2D/Common/b2BlockAllocator.h>\r
@@ -80,10 +81,10 @@ b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
                }\r
                break;\r
 \r
-       case e_lineJoint:\r
+       case e_wheelJoint:\r
                {\r
-                       void* mem = allocator->Allocate(sizeof(b2LineJoint));\r
-                       joint = new (mem) b2LineJoint((b2LineJointDef*)def);\r
+                       void* mem = allocator->Allocate(sizeof(b2WheelJoint));\r
+                       joint = new (mem) b2WheelJoint((b2WheelJointDef*)def);\r
                }\r
                break;\r
 \r
@@ -101,6 +102,13 @@ b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
                }\r
                break;\r
 \r
+       case e_ropeJoint:\r
+               {\r
+                       void* mem = allocator->Allocate(sizeof(b2RopeJoint));\r
+                       joint = new (mem) b2RopeJoint((b2RopeJointDef*)def);\r
+               }\r
+               break;\r
+\r
        default:\r
                b2Assert(false);\r
                break;\r
@@ -138,8 +146,8 @@ void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
                allocator->Free(joint, sizeof(b2GearJoint));\r
                break;\r
 \r
-       case e_lineJoint:\r
-               allocator->Free(joint, sizeof(b2LineJoint));\r
+       case e_wheelJoint:\r
+               allocator->Free(joint, sizeof(b2WheelJoint));\r
                break;\r
     \r
        case e_weldJoint:\r
@@ -150,6 +158,10 @@ void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
                allocator->Free(joint, sizeof(b2FrictionJoint));\r
                break;\r
 \r
+       case e_ropeJoint:\r
+               allocator->Free(joint, sizeof(b2RopeJoint));\r
+               break;\r
+\r
        default:\r
                b2Assert(false);\r
                break;\r
index 213ad7d..baffab3 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -35,9 +35,10 @@ enum b2JointType
        e_pulleyJoint,\r
        e_mouseJoint,\r
        e_gearJoint,\r
-       e_lineJoint,\r
+       e_wheelJoint,\r
     e_weldJoint,\r
        e_frictionJoint,\r
+       e_ropeJoint\r
 };\r
 \r
 enum b2LimitState\r
@@ -130,6 +131,7 @@ public:
 \r
        /// Get the next joint the world joint list.\r
        b2Joint* GetNext();\r
+       const b2Joint* GetNext() const;\r
 \r
        /// Get the user data pointer.\r
        void* GetUserData() const;\r
@@ -140,6 +142,11 @@ public:
        /// Short-cut function to determine if either body is inactive.\r
        bool IsActive() const;\r
 \r
+       /// Get collide connected.\r
+       /// Note: modifying the collide connect flag won't work correctly because\r
+       /// the flag is only checked when fixture AABBs begin to overlap.\r
+       bool GetCollideConnected() const;\r
+\r
 protected:\r
        friend class b2World;\r
        friend class b2Body;\r
@@ -171,6 +178,7 @@ protected:
        void* m_userData;\r
 \r
        // Cache here per time step to reduce cache misses.\r
+       // TODO_ERIN nuke\r
        b2Vec2 m_localCenterA, m_localCenterB;\r
        float32 m_invMassA, m_invIA;\r
        float32 m_invMassB, m_invIB;\r
@@ -213,6 +221,11 @@ inline b2Joint* b2Joint::GetNext()
        return m_next;\r
 }\r
 \r
+inline const b2Joint* b2Joint::GetNext() const\r
+{\r
+       return m_next;\r
+}\r
+\r
 inline void* b2Joint::GetUserData() const\r
 {\r
        return m_userData;\r
@@ -223,4 +236,9 @@ inline void b2Joint::SetUserData(void* data)
        m_userData = data;\r
 }\r
 \r
+inline bool b2Joint::GetCollideConnected() const\r
+{\r
+       return m_collideConnected;\r
+}\r
+\r
 #endif\r
diff --git a/libs/box2d/src/Box2D/Dynamics/Joints/b2LineJoint.cpp b/libs/box2d/src/Box2D/Dynamics/Joints/b2LineJoint.cpp
deleted file mode 100644 (file)
index b6b0a1c..0000000
+++ /dev/null
@@ -1,591 +0,0 @@
-/*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
-*\r
-* This software is provided 'as-is', without any express or implied\r
-* warranty.  In no event will the authors be held liable for any damages\r
-* arising from the use of this software.\r
-* Permission is granted to anyone to use this software for any purpose,\r
-* including commercial applications, and to alter it and redistribute it\r
-* freely, subject to the following restrictions:\r
-* 1. The origin of this software must not be misrepresented; you must not\r
-* claim that you wrote the original software. If you use this software\r
-* in a product, an acknowledgment in the product documentation would be\r
-* appreciated but is not required.\r
-* 2. Altered source versions must be plainly marked as such, and must not be\r
-* misrepresented as being the original software.\r
-* 3. This notice may not be removed or altered from any source distribution.\r
-*/\r
-\r
-#include <Box2D/Dynamics/Joints/b2LineJoint.h>\r
-#include <Box2D/Dynamics/b2Body.h>\r
-#include <Box2D/Dynamics/b2TimeStep.h>\r
-\r
-// Linear constraint (point-to-line)\r
-// d = p2 - p1 = x2 + r2 - x1 - r1\r
-// C = dot(perp, d)\r
-// Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))\r
-//      = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)\r
-// J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]\r
-//\r
-// K = J * invM * JT\r
-//\r
-// J = [-a -s1 a s2]\r
-// a = perp\r
-// s1 = cross(d + r1, a) = cross(p2 - x1, a)\r
-// s2 = cross(r2, a) = cross(p2 - x2, a)\r
-\r
-\r
-// Motor/Limit linear constraint\r
-// C = dot(ax1, d)\r
-// Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)\r
-// J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]\r
-\r
-// Block Solver\r
-// We develop a block solver that includes the joint limit. This makes the limit stiff (inelastic) even\r
-// when the mass has poor distribution (leading to large torques about the joint anchor points).\r
-//\r
-// The Jacobian has 3 rows:\r
-// J = [-uT -s1 uT s2] // linear\r
-//     [-vT -a1 vT a2] // limit\r
-//\r
-// u = perp\r
-// v = axis\r
-// s1 = cross(d + r1, u), s2 = cross(r2, u)\r
-// a1 = cross(d + r1, v), a2 = cross(r2, v)\r
-\r
-// M * (v2 - v1) = JT * df\r
-// J * v2 = bias\r
-//\r
-// v2 = v1 + invM * JT * df\r
-// J * (v1 + invM * JT * df) = bias\r
-// K * df = bias - J * v1 = -Cdot\r
-// K = J * invM * JT\r
-// Cdot = J * v1 - bias\r
-//\r
-// Now solve for f2.\r
-// df = f2 - f1\r
-// K * (f2 - f1) = -Cdot\r
-// f2 = invK * (-Cdot) + f1\r
-//\r
-// Clamp accumulated limit impulse.\r
-// lower: f2(2) = max(f2(2), 0)\r
-// upper: f2(2) = min(f2(2), 0)\r
-//\r
-// Solve for correct f2(1)\r
-// K(1,1) * f2(1) = -Cdot(1) - K(1,2) * f2(2) + K(1,1:2) * f1\r
-//                = -Cdot(1) - K(1,2) * f2(2) + K(1,1) * f1(1) + K(1,2) * f1(2)\r
-// K(1,1) * f2(1) = -Cdot(1) - K(1,2) * (f2(2) - f1(2)) + K(1,1) * f1(1)\r
-// f2(1) = invK(1,1) * (-Cdot(1) - K(1,2) * (f2(2) - f1(2))) + f1(1)\r
-//\r
-// Now compute impulse to be applied:\r
-// df = f2 - f1\r
-\r
-void b2LineJointDef::Initialize(b2Body* b1, b2Body* b2, const b2Vec2& anchor, const b2Vec2& axis)\r
-{\r
-       bodyA = b1;\r
-       bodyB = b2;\r
-       localAnchorA = bodyA->GetLocalPoint(anchor);\r
-       localAnchorB = bodyB->GetLocalPoint(anchor);\r
-       localAxisA = bodyA->GetLocalVector(axis);\r
-}\r
-\r
-b2LineJoint::b2LineJoint(const b2LineJointDef* def)\r
-: b2Joint(def)\r
-{\r
-       m_localAnchor1 = def->localAnchorA;\r
-       m_localAnchor2 = def->localAnchorB;\r
-       m_localXAxis1 = def->localAxisA;\r
-       m_localYAxis1 = b2Cross(1.0f, m_localXAxis1);\r
-\r
-       m_impulse.SetZero();\r
-       m_motorMass = 0.0;\r
-       m_motorImpulse = 0.0f;\r
-\r
-       m_lowerTranslation = def->lowerTranslation;\r
-       m_upperTranslation = def->upperTranslation;\r
-       m_maxMotorForce = def->maxMotorForce;\r
-       m_motorSpeed = def->motorSpeed;\r
-       m_enableLimit = def->enableLimit;\r
-       m_enableMotor = def->enableMotor;\r
-       m_limitState = e_inactiveLimit;\r
-\r
-       m_axis.SetZero();\r
-       m_perp.SetZero();\r
-}\r
-\r
-void b2LineJoint::InitVelocityConstraints(const b2TimeStep& step)\r
-{\r
-       b2Body* b1 = m_bodyA;\r
-       b2Body* b2 = m_bodyB;\r
-\r
-       m_localCenterA = b1->GetLocalCenter();\r
-       m_localCenterB = b2->GetLocalCenter();\r
-\r
-       b2Transform xf1 = b1->GetTransform();\r
-       b2Transform xf2 = b2->GetTransform();\r
-\r
-       // Compute the effective masses.\r
-       b2Vec2 r1 = b2Mul(xf1.R, m_localAnchor1 - m_localCenterA);\r
-       b2Vec2 r2 = b2Mul(xf2.R, m_localAnchor2 - m_localCenterB);\r
-       b2Vec2 d = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;\r
-\r
-       m_invMassA = b1->m_invMass;\r
-       m_invIA = b1->m_invI;\r
-       m_invMassB = b2->m_invMass;\r
-       m_invIB = b2->m_invI;\r
-\r
-       // Compute motor Jacobian and effective mass.\r
-       {\r
-               m_axis = b2Mul(xf1.R, m_localXAxis1);\r
-               m_a1 = b2Cross(d + r1, m_axis);\r
-               m_a2 = b2Cross(r2, m_axis);\r
-\r
-               m_motorMass = m_invMassA + m_invMassB + m_invIA * m_a1 * m_a1 + m_invIB * m_a2 * m_a2;\r
-               if (m_motorMass > b2_epsilon)\r
-               {\r
-                       m_motorMass = 1.0f / m_motorMass;\r
-               }\r
-               else\r
-               {\r
-                       m_motorMass = 0.0f;\r
-               }\r
-       }\r
-\r
-       // Prismatic constraint.\r
-       {\r
-               m_perp = b2Mul(xf1.R, m_localYAxis1);\r
-\r
-               m_s1 = b2Cross(d + r1, m_perp);\r
-               m_s2 = b2Cross(r2, m_perp);\r
-\r
-               float32 m1 = m_invMassA, m2 = m_invMassB;\r
-               float32 i1 = m_invIA, i2 = m_invIB;\r
-\r
-               float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;\r
-               float32 k12 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;\r
-               float32 k22 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;\r
-\r
-               m_K.col1.Set(k11, k12);\r
-               m_K.col2.Set(k12, k22);\r
-       }\r
-\r
-       // Compute motor and limit terms.\r
-       if (m_enableLimit)\r
-       {\r
-               float32 jointTranslation = b2Dot(m_axis, d);\r
-               if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)\r
-               {\r
-                       m_limitState = e_equalLimits;\r
-               }\r
-               else if (jointTranslation <= m_lowerTranslation)\r
-               {\r
-                       if (m_limitState != e_atLowerLimit)\r
-                       {\r
-                               m_limitState = e_atLowerLimit;\r
-                               m_impulse.y = 0.0f;\r
-                       }\r
-               }\r
-               else if (jointTranslation >= m_upperTranslation)\r
-               {\r
-                       if (m_limitState != e_atUpperLimit)\r
-                       {\r
-                               m_limitState = e_atUpperLimit;\r
-                               m_impulse.y = 0.0f;\r
-                       }\r
-               }\r
-               else\r
-               {\r
-                       m_limitState = e_inactiveLimit;\r
-                       m_impulse.y = 0.0f;\r
-               }\r
-       }\r
-       else\r
-       {\r
-               m_limitState = e_inactiveLimit;\r
-       }\r
-\r
-       if (m_enableMotor == false)\r
-       {\r
-               m_motorImpulse = 0.0f;\r
-       }\r
-\r
-       if (step.warmStarting)\r
-       {\r
-               // Account for variable time step.\r
-               m_impulse *= step.dtRatio;\r
-               m_motorImpulse *= step.dtRatio;\r
-\r
-               b2Vec2 P = m_impulse.x * m_perp + (m_motorImpulse + m_impulse.y) * m_axis;\r
-               float32 L1 = m_impulse.x * m_s1 + (m_motorImpulse + m_impulse.y) * m_a1;\r
-               float32 L2 = m_impulse.x * m_s2 + (m_motorImpulse + m_impulse.y) * m_a2;\r
-\r
-               b1->m_linearVelocity -= m_invMassA * P;\r
-               b1->m_angularVelocity -= m_invIA * L1;\r
-\r
-               b2->m_linearVelocity += m_invMassB * P;\r
-               b2->m_angularVelocity += m_invIB * L2;\r
-       }\r
-       else\r
-       {\r
-               m_impulse.SetZero();\r
-               m_motorImpulse = 0.0f;\r
-       }\r
-}\r
-\r
-void b2LineJoint::SolveVelocityConstraints(const b2TimeStep& step)\r
-{\r
-       b2Body* b1 = m_bodyA;\r
-       b2Body* b2 = m_bodyB;\r
-\r
-       b2Vec2 v1 = b1->m_linearVelocity;\r
-       float32 w1 = b1->m_angularVelocity;\r
-       b2Vec2 v2 = b2->m_linearVelocity;\r
-       float32 w2 = b2->m_angularVelocity;\r
-\r
-       // Solve linear motor constraint.\r
-       if (m_enableMotor && m_limitState != e_equalLimits)\r
-       {\r
-               float32 Cdot = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;\r
-               float32 impulse = m_motorMass * (m_motorSpeed - Cdot);\r
-               float32 oldImpulse = m_motorImpulse;\r
-               float32 maxImpulse = step.dt * m_maxMotorForce;\r
-               m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);\r
-               impulse = m_motorImpulse - oldImpulse;\r
-\r
-               b2Vec2 P = impulse * m_axis;\r
-               float32 L1 = impulse * m_a1;\r
-               float32 L2 = impulse * m_a2;\r
-\r
-               v1 -= m_invMassA * P;\r
-               w1 -= m_invIA * L1;\r
-\r
-               v2 += m_invMassB * P;\r
-               w2 += m_invIB * L2;\r
-       }\r
-\r
-       float32 Cdot1 = b2Dot(m_perp, v2 - v1) + m_s2 * w2 - m_s1 * w1;\r
-\r
-       if (m_enableLimit && m_limitState != e_inactiveLimit)\r
-       {\r
-               // Solve prismatic and limit constraint in block form.\r
-               float32 Cdot2 = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;\r
-               b2Vec2 Cdot(Cdot1, Cdot2);\r
-\r
-               b2Vec2 f1 = m_impulse;\r
-               b2Vec2 df =  m_K.Solve(-Cdot);\r
-               m_impulse += df;\r
-\r
-               if (m_limitState == e_atLowerLimit)\r
-               {\r
-                       m_impulse.y = b2Max(m_impulse.y, 0.0f);\r
-               }\r
-               else if (m_limitState == e_atUpperLimit)\r
-               {\r
-                       m_impulse.y = b2Min(m_impulse.y, 0.0f);\r
-               }\r
-\r
-               // f2(1) = invK(1,1) * (-Cdot(1) - K(1,2) * (f2(2) - f1(2))) + f1(1)\r
-               float32 b = -Cdot1 - (m_impulse.y - f1.y) * m_K.col2.x;\r
-               float32 f2r;\r
-               if (m_K.col1.x != 0.0f)\r
-               {\r
-                       f2r = b / m_K.col1.x + f1.x;\r
-               }\r
-               else\r
-               {\r
-                       f2r = f1.x;     \r
-               }\r
-\r
-               m_impulse.x = f2r;\r
-\r
-               df = m_impulse - f1;\r
-\r
-               b2Vec2 P = df.x * m_perp + df.y * m_axis;\r
-               float32 L1 = df.x * m_s1 + df.y * m_a1;\r
-               float32 L2 = df.x * m_s2 + df.y * m_a2;\r
-\r
-               v1 -= m_invMassA * P;\r
-               w1 -= m_invIA * L1;\r
-\r
-               v2 += m_invMassB * P;\r
-               w2 += m_invIB * L2;\r
-       }\r
-       else\r
-       {\r
-               // Limit is inactive, just solve the prismatic constraint in block form.\r
-               float32 df;\r
-               if (m_K.col1.x != 0.0f)\r
-               {\r
-                       df = - Cdot1 / m_K.col1.x;\r
-               }\r
-               else\r
-               {\r
-                       df = 0.0f;\r
-               }\r
-               m_impulse.x += df;\r
-\r
-               b2Vec2 P = df * m_perp;\r
-               float32 L1 = df * m_s1;\r
-               float32 L2 = df * m_s2;\r
-\r
-               v1 -= m_invMassA * P;\r
-               w1 -= m_invIA * L1;\r
-\r
-               v2 += m_invMassB * P;\r
-               w2 += m_invIB * L2;\r
-       }\r
-\r
-       b1->m_linearVelocity = v1;\r
-       b1->m_angularVelocity = w1;\r
-       b2->m_linearVelocity = v2;\r
-       b2->m_angularVelocity = w2;\r
-}\r
-\r
-bool b2LineJoint::SolvePositionConstraints(float32 baumgarte)\r
-{\r
-       B2_NOT_USED(baumgarte);\r
-\r
-       b2Body* b1 = m_bodyA;\r
-       b2Body* b2 = m_bodyB;\r
-\r
-       b2Vec2 c1 = b1->m_sweep.c;\r
-       float32 a1 = b1->m_sweep.a;\r
-\r
-       b2Vec2 c2 = b2->m_sweep.c;\r
-       float32 a2 = b2->m_sweep.a;\r
-\r
-       // Solve linear limit constraint.\r
-       float32 linearError = 0.0f, angularError = 0.0f;\r
-       bool active = false;\r
-       float32 C2 = 0.0f;\r
-\r
-       b2Mat22 R1(a1), R2(a2);\r
-\r
-       b2Vec2 r1 = b2Mul(R1, m_localAnchor1 - m_localCenterA);\r
-       b2Vec2 r2 = b2Mul(R2, m_localAnchor2 - m_localCenterB);\r
-       b2Vec2 d = c2 + r2 - c1 - r1;\r
-\r
-       if (m_enableLimit)\r
-       {\r
-               m_axis = b2Mul(R1, m_localXAxis1);\r
-\r
-               m_a1 = b2Cross(d + r1, m_axis);\r
-               m_a2 = b2Cross(r2, m_axis);\r
-\r
-               float32 translation = b2Dot(m_axis, d);\r
-               if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)\r
-               {\r
-                       // Prevent large angular corrections\r
-                       C2 = b2Clamp(translation, -b2_maxLinearCorrection, b2_maxLinearCorrection);\r
-                       linearError = b2Abs(translation);\r
-                       active = true;\r
-               }\r
-               else if (translation <= m_lowerTranslation)\r
-               {\r
-                       // Prevent large linear corrections and allow some slop.\r
-                       C2 = b2Clamp(translation - m_lowerTranslation + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);\r
-                       linearError = m_lowerTranslation - translation;\r
-                       active = true;\r
-               }\r
-               else if (translation >= m_upperTranslation)\r
-               {\r
-                       // Prevent large linear corrections and allow some slop.\r
-                       C2 = b2Clamp(translation - m_upperTranslation - b2_linearSlop, 0.0f, b2_maxLinearCorrection);\r
-                       linearError = translation - m_upperTranslation;\r
-                       active = true;\r
-               }\r
-       }\r
-\r
-       m_perp = b2Mul(R1, m_localYAxis1);\r
-\r
-       m_s1 = b2Cross(d + r1, m_perp);\r
-       m_s2 = b2Cross(r2, m_perp);\r
-\r
-       b2Vec2 impulse;\r
-       float32 C1;\r
-       C1 = b2Dot(m_perp, d);\r
-\r
-       linearError = b2Max(linearError, b2Abs(C1));\r
-       angularError = 0.0f;\r
-\r
-       if (active)\r
-       {\r
-               float32 m1 = m_invMassA, m2 = m_invMassB;\r
-               float32 i1 = m_invIA, i2 = m_invIB;\r
-\r
-               float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;\r
-               float32 k12 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;\r
-               float32 k22 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;\r
-\r
-               m_K.col1.Set(k11, k12);\r
-               m_K.col2.Set(k12, k22);\r
-\r
-               b2Vec2 C;\r
-               C.x = C1;\r
-               C.y = C2;\r
-\r
-               impulse = m_K.Solve(-C);\r
-       }\r
-       else\r
-       {\r
-               float32 m1 = m_invMassA, m2 = m_invMassB;\r
-               float32 i1 = m_invIA, i2 = m_invIB;\r
-\r
-               float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;\r
-\r
-               float32 impulse1;\r
-               if (k11 != 0.0f)\r
-               {\r
-                       impulse1 = - C1 / k11;\r
-               }\r
-               else\r
-               {\r
-                       impulse1 = 0.0f;\r
-               }\r
-\r
-               impulse.x = impulse1;\r
-               impulse.y = 0.0f;\r
-       }\r
-\r
-       b2Vec2 P = impulse.x * m_perp + impulse.y * m_axis;\r
-       float32 L1 = impulse.x * m_s1 + impulse.y * m_a1;\r
-       float32 L2 = impulse.x * m_s2 + impulse.y * m_a2;\r
-\r
-       c1 -= m_invMassA * P;\r
-       a1 -= m_invIA * L1;\r
-       c2 += m_invMassB * P;\r
-       a2 += m_invIB * L2;\r
-\r
-       // TODO_ERIN remove need for this.\r
-       b1->m_sweep.c = c1;\r
-       b1->m_sweep.a = a1;\r
-       b2->m_sweep.c = c2;\r
-       b2->m_sweep.a = a2;\r
-       b1->SynchronizeTransform();\r
-       b2->SynchronizeTransform();\r
-\r
-       return linearError <= b2_linearSlop && angularError <= b2_angularSlop;\r
-}\r
-\r
-b2Vec2 b2LineJoint::GetAnchorA() const\r
-{\r
-       return m_bodyA->GetWorldPoint(m_localAnchor1);\r
-}\r
-\r
-b2Vec2 b2LineJoint::GetAnchorB() const\r
-{\r
-       return m_bodyB->GetWorldPoint(m_localAnchor2);\r
-}\r
-\r
-b2Vec2 b2LineJoint::GetReactionForce(float32 inv_dt) const\r
-{\r
-       return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_impulse.y) * m_axis);\r
-}\r
-\r
-float32 b2LineJoint::GetReactionTorque(float32 inv_dt) const\r
-{\r
-       B2_NOT_USED(inv_dt);\r
-       return 0.0f;\r
-}\r
-\r
-float32 b2LineJoint::GetJointTranslation() const\r
-{\r
-       b2Body* b1 = m_bodyA;\r
-       b2Body* b2 = m_bodyB;\r
-\r
-       b2Vec2 p1 = b1->GetWorldPoint(m_localAnchor1);\r
-       b2Vec2 p2 = b2->GetWorldPoint(m_localAnchor2);\r
-       b2Vec2 d = p2 - p1;\r
-       b2Vec2 axis = b1->GetWorldVector(m_localXAxis1);\r
-\r
-       float32 translation = b2Dot(d, axis);\r
-       return translation;\r
-}\r
-\r
-float32 b2LineJoint::GetJointSpeed() const\r
-{\r
-       b2Body* b1 = m_bodyA;\r
-       b2Body* b2 = m_bodyB;\r
-\r
-       b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());\r
-       b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());\r
-       b2Vec2 p1 = b1->m_sweep.c + r1;\r
-       b2Vec2 p2 = b2->m_sweep.c + r2;\r
-       b2Vec2 d = p2 - p1;\r
-       b2Vec2 axis = b1->GetWorldVector(m_localXAxis1);\r
-\r
-       b2Vec2 v1 = b1->m_linearVelocity;\r
-       b2Vec2 v2 = b2->m_linearVelocity;\r
-       float32 w1 = b1->m_angularVelocity;\r
-       float32 w2 = b2->m_angularVelocity;\r
-\r
-       float32 speed = b2Dot(d, b2Cross(w1, axis)) + b2Dot(axis, v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1));\r
-       return speed;\r
-}\r
-\r
-bool b2LineJoint::IsLimitEnabled() const\r
-{\r
-       return m_enableLimit;\r
-}\r
-\r
-void b2LineJoint::EnableLimit(bool flag)\r
-{\r
-       m_bodyA->SetAwake(true);\r
-       m_bodyB->SetAwake(true);\r
-       m_enableLimit = flag;\r
-}\r
-\r
-float32 b2LineJoint::GetLowerLimit() const\r
-{\r
-       return m_lowerTranslation;\r
-}\r
-\r
-float32 b2LineJoint::GetUpperLimit() const\r
-{\r
-       return m_upperTranslation;\r
-}\r
-\r
-void b2LineJoint::SetLimits(float32 lower, float32 upper)\r
-{\r
-       b2Assert(lower <= upper);\r
-       m_bodyA->SetAwake(true);\r
-       m_bodyB->SetAwake(true);\r
-       m_lowerTranslation = lower;\r
-       m_upperTranslation = upper;\r
-}\r
-\r
-bool b2LineJoint::IsMotorEnabled() const\r
-{\r
-       return m_enableMotor;\r
-}\r
-\r
-void b2LineJoint::EnableMotor(bool flag)\r
-{\r
-       m_bodyA->SetAwake(true);\r
-       m_bodyB->SetAwake(true);\r
-       m_enableMotor = flag;\r
-}\r
-\r
-void b2LineJoint::SetMotorSpeed(float32 speed)\r
-{\r
-       m_bodyA->SetAwake(true);\r
-       m_bodyB->SetAwake(true);\r
-       m_motorSpeed = speed;\r
-}\r
-\r
-void b2LineJoint::SetMaxMotorForce(float32 force)\r
-{\r
-       m_bodyA->SetAwake(true);\r
-       m_bodyB->SetAwake(true);\r
-       m_maxMotorForce = force;\r
-}\r
-\r
-float32 b2LineJoint::GetMotorForce() const\r
-{\r
-       return m_motorImpulse;\r
-}\r
-\r
-\r
-\r
-\r
-\r
index b72ac5f..2b01ef3 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
index cd1959a..1f000e6 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
index a019888..94e9aab 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -150,7 +150,7 @@ void b2PrismaticJoint::InitVelocityConstraints(const b2TimeStep& step)
                m_a2 = b2Cross(r2, m_axis);\r
 \r
                m_motorMass = m_invMassA + m_invMassB + m_invIA * m_a1 * m_a1 + m_invIB * m_a2 * m_a2;\r
-               if (m_motorMass > b2_epsilon)\r
+               if (m_motorMass > 0.0f)\r
                {\r
                        m_motorMass = 1.0f / m_motorMass;\r
                }\r
@@ -170,6 +170,10 @@ void b2PrismaticJoint::InitVelocityConstraints(const b2TimeStep& step)
                float32 k12 = i1 * m_s1 + i2 * m_s2;\r
                float32 k13 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;\r
                float32 k22 = i1 + i2;\r
+               if (k22 == 0.0f)\r
+               {\r
+                       k22 = 1.0f;\r
+               }\r
                float32 k23 = i1 * m_a1 + i2 * m_a2;\r
                float32 k33 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;\r
 \r
@@ -416,6 +420,10 @@ bool b2PrismaticJoint::SolvePositionConstraints(float32 baumgarte)
                float32 k12 = i1 * m_s1 + i2 * m_s2;\r
                float32 k13 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;\r
                float32 k22 = i1 + i2;\r
+               if (k22 == 0.0f)\r
+               {\r
+                       k22 = 1.0f;\r
+               }\r
                float32 k23 = i1 * m_a1 + i2 * m_a2;\r
                float32 k33 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;\r
 \r
@@ -438,6 +446,10 @@ bool b2PrismaticJoint::SolvePositionConstraints(float32 baumgarte)
                float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;\r
                float32 k12 = i1 * m_s1 + i2 * m_s2;\r
                float32 k22 = i1 + i2;\r
+               if (k22 == 0.0f)\r
+               {\r
+                       k22 = 1.0f;\r
+               }\r
 \r
                m_K.col1.Set(k11, k12, 0.0f);\r
                m_K.col2.Set(k12, k22, 0.0f);\r
@@ -530,9 +542,13 @@ bool b2PrismaticJoint::IsLimitEnabled() const
 \r
 void b2PrismaticJoint::EnableLimit(bool flag)\r
 {\r
-       m_bodyA->SetAwake(true);\r
-       m_bodyB->SetAwake(true);\r
-       m_enableLimit = flag;\r
+       if (flag != m_enableLimit)\r
+       {\r
+               m_bodyA->SetAwake(true);\r
+               m_bodyB->SetAwake(true);\r
+               m_enableLimit = flag;\r
+               m_impulse.z = 0.0f;\r
+       }\r
 }\r
 \r
 float32 b2PrismaticJoint::GetLowerLimit() const\r
@@ -548,10 +564,14 @@ float32 b2PrismaticJoint::GetUpperLimit() const
 void b2PrismaticJoint::SetLimits(float32 lower, float32 upper)\r
 {\r
        b2Assert(lower <= upper);\r
-       m_bodyA->SetAwake(true);\r
-       m_bodyB->SetAwake(true);\r
-       m_lowerTranslation = lower;\r
-       m_upperTranslation = upper;\r
+       if (lower != m_lowerTranslation || upper != m_upperTranslation)\r
+       {\r
+               m_bodyA->SetAwake(true);\r
+               m_bodyB->SetAwake(true);\r
+               m_lowerTranslation = lower;\r
+               m_upperTranslation = upper;\r
+               m_impulse.z = 0.0f;\r
+       }\r
 }\r
 \r
 bool b2PrismaticJoint::IsMotorEnabled() const\r
@@ -580,7 +600,7 @@ void b2PrismaticJoint::SetMaxMotorForce(float32 force)
        m_maxMotorForce = force;\r
 }\r
 \r
-float32 b2PrismaticJoint::GetMotorForce() const\r
+float32 b2PrismaticJoint::GetMotorForce(float32 inv_dt) const\r
 {\r
-       return m_motorImpulse;\r
+       return inv_dt * m_motorImpulse;\r
 }\r
index 7a12c5d..7ccdd3e 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -129,8 +129,8 @@ public:
        /// Set the maximum motor force, usually in N.\r
        void SetMaxMotorForce(float32 force);\r
 \r
-       /// Get the current motor force, usually in N.\r
-       float32 GetMotorForce() const;\r
+       /// Get the current motor force given the inverse time step, usually in N.\r
+       float32 GetMotorForce(float32 inv_dt) const;\r
 \r
 protected:\r
        friend class b2Joint;\r
index beb7db8..141c797 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
 // length1 = norm(p1 - s1)\r
 // length2 = norm(p2 - s2)\r
 // C0 = (length1 + ratio * length2)_initial\r
-// C = C0 - (length1 + ratio * length2) >= 0\r
+// C = C0 - (length1 + ratio * length2)\r
 // u1 = (p1 - s1) / norm(p1 - s1)\r
 // u2 = (p2 - s2) / norm(p2 - s2)\r
 // Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))\r
 // J = -[u1 cross(r1, u1) ratio * u2  ratio * cross(r2, u2)]\r
 // K = J * invM * JT\r
 //   = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)\r
-//\r
-// Limit:\r
-// C = maxLength - length\r
-// u = (p - s) / norm(p - s)\r
-// Cdot = -dot(u, v + cross(w, r))\r
-// K = invMass + invI * cross(r, u)^2\r
-// 0 <= impulse\r
 \r
 void b2PulleyJointDef::Initialize(b2Body* b1, b2Body* b2,\r
                                const b2Vec2& ga1, const b2Vec2& ga2,\r
@@ -57,8 +50,6 @@ void b2PulleyJointDef::Initialize(b2Body* b1, b2Body* b2,
        ratio = r;\r
        b2Assert(ratio > b2_epsilon);\r
        float32 C = lengthA + ratio * lengthB;\r
-       maxLengthA = C - ratio * b2_minPulleyLength;\r
-       maxLengthB = (C - b2_minPulleyLength) / ratio;\r
 }\r
 \r
 b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)\r
@@ -74,12 +65,7 @@ b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
 \r
        m_constant = def->lengthA + m_ratio * def->lengthB;\r
 \r
-       m_maxLength1 = b2Min(def->maxLengthA, m_constant - m_ratio * b2_minPulleyLength);\r
-       m_maxLength2 = b2Min(def->maxLengthB, (m_constant - b2_minPulleyLength) / m_ratio);\r
-\r
        m_impulse = 0.0f;\r
-       m_limitImpulse1 = 0.0f;\r
-       m_limitImpulse2 = 0.0f;\r
 }\r
 \r
 void b2PulleyJoint::InitVelocityConstraints(const b2TimeStep& step)\r
@@ -103,7 +89,7 @@ void b2PulleyJoint::InitVelocityConstraints(const b2TimeStep& step)
        float32 length1 = m_u1.Length();\r
        float32 length2 = m_u2.Length();\r
 \r
-       if (length1 > b2_linearSlop)\r
+       if (length1 > 10.0f * b2_linearSlop)\r
        {\r
                m_u1 *= 1.0f / length1;\r
        }\r
@@ -112,7 +98,7 @@ void b2PulleyJoint::InitVelocityConstraints(const b2TimeStep& step)
                m_u1.SetZero();\r
        }\r
 \r
-       if (length2 > b2_linearSlop)\r
+       if (length2 > 10.0f * b2_linearSlop)\r
        {\r
                m_u2 *= 1.0f / length2;\r
        }\r
@@ -121,61 +107,28 @@ void b2PulleyJoint::InitVelocityConstraints(const b2TimeStep& step)
                m_u2.SetZero();\r
        }\r
 \r
-       float32 C = m_constant - length1 - m_ratio * length2;\r
-       if (C > 0.0f)\r
-       {\r
-               m_state = e_inactiveLimit;\r
-               m_impulse = 0.0f;\r
-       }\r
-       else\r
-       {\r
-               m_state = e_atUpperLimit;\r
-       }\r
-\r
-       if (length1 < m_maxLength1)\r
-       {\r
-               m_limitState1 = e_inactiveLimit;\r
-               m_limitImpulse1 = 0.0f;\r
-       }\r
-       else\r
-       {\r
-               m_limitState1 = e_atUpperLimit;\r
-       }\r
-\r
-       if (length2 < m_maxLength2)\r
-       {\r
-               m_limitState2 = e_inactiveLimit;\r
-               m_limitImpulse2 = 0.0f;\r
-       }\r
-       else\r
-       {\r
-               m_limitState2 = e_atUpperLimit;\r
-       }\r
-\r
        // Compute effective mass.\r
        float32 cr1u1 = b2Cross(r1, m_u1);\r
        float32 cr2u2 = b2Cross(r2, m_u2);\r
 \r
-       m_limitMass1 = b1->m_invMass + b1->m_invI * cr1u1 * cr1u1;\r
-       m_limitMass2 = b2->m_invMass + b2->m_invI * cr2u2 * cr2u2;\r
-       m_pulleyMass = m_limitMass1 + m_ratio * m_ratio * m_limitMass2;\r
-       b2Assert(m_limitMass1 > b2_epsilon);\r
-       b2Assert(m_limitMass2 > b2_epsilon);\r
-       b2Assert(m_pulleyMass > b2_epsilon);\r
-       m_limitMass1 = 1.0f / m_limitMass1;\r
-       m_limitMass2 = 1.0f / m_limitMass2;\r
-       m_pulleyMass = 1.0f / m_pulleyMass;\r
+       float32 m1 = b1->m_invMass + b1->m_invI * cr1u1 * cr1u1;\r
+       float32 m2 = b2->m_invMass + b2->m_invI * cr2u2 * cr2u2;\r
+\r
+       m_pulleyMass = m1 + m_ratio * m_ratio * m2;\r
+\r
+       if (m_pulleyMass > 0.0f)\r
+       {\r
+               m_pulleyMass = 1.0f / m_pulleyMass;\r
+       }\r
 \r
        if (step.warmStarting)\r
        {\r
                // Scale impulses to support variable time steps.\r
                m_impulse *= step.dtRatio;\r
-               m_limitImpulse1 *= step.dtRatio;\r
-               m_limitImpulse2 *= step.dtRatio;\r
 \r
                // Warm starting.\r
-               b2Vec2 P1 = -(m_impulse + m_limitImpulse1) * m_u1;\r
-               b2Vec2 P2 = (-m_ratio * m_impulse - m_limitImpulse2) * m_u2;\r
+               b2Vec2 P1 = -(m_impulse) * m_u1;\r
+               b2Vec2 P2 = (-m_ratio * m_impulse) * m_u2;\r
                b1->m_linearVelocity += b1->m_invMass * P1;\r
                b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1);\r
                b2->m_linearVelocity += b2->m_invMass * P2;\r
@@ -184,8 +137,6 @@ void b2PulleyJoint::InitVelocityConstraints(const b2TimeStep& step)
        else\r
        {\r
                m_impulse = 0.0f;\r
-               m_limitImpulse1 = 0.0f;\r
-               m_limitImpulse2 = 0.0f;\r
        }\r
 }\r
 \r
@@ -199,16 +150,13 @@ void b2PulleyJoint::SolveVelocityConstraints(const b2TimeStep& step)
        b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());\r
        b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());\r
 \r
-       if (m_state == e_atUpperLimit)\r
        {\r
                b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1);\r
                b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2);\r
 \r
                float32 Cdot = -b2Dot(m_u1, v1) - m_ratio * b2Dot(m_u2, v2);\r
                float32 impulse = m_pulleyMass * (-Cdot);\r
-               float32 oldImpulse = m_impulse;\r
-               m_impulse = b2Max(0.0f, m_impulse + impulse);\r
-               impulse = m_impulse - oldImpulse;\r
+               m_impulse += impulse;\r
 \r
                b2Vec2 P1 = -impulse * m_u1;\r
                b2Vec2 P2 = -m_ratio * impulse * m_u2;\r
@@ -217,36 +165,6 @@ void b2PulleyJoint::SolveVelocityConstraints(const b2TimeStep& step)
                b2->m_linearVelocity += b2->m_invMass * P2;\r
                b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2);\r
        }\r
-\r
-       if (m_limitState1 == e_atUpperLimit)\r
-       {\r
-               b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1);\r
-\r
-               float32 Cdot = -b2Dot(m_u1, v1);\r
-               float32 impulse = -m_limitMass1 * Cdot;\r
-               float32 oldImpulse = m_limitImpulse1;\r
-               m_limitImpulse1 = b2Max(0.0f, m_limitImpulse1 + impulse);\r
-               impulse = m_limitImpulse1 - oldImpulse;\r
-\r
-               b2Vec2 P1 = -impulse * m_u1;\r
-               b1->m_linearVelocity += b1->m_invMass * P1;\r
-               b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1);\r
-       }\r
-\r
-       if (m_limitState2 == e_atUpperLimit)\r
-       {\r
-               b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2);\r
-\r
-               float32 Cdot = -b2Dot(m_u2, v2);\r
-               float32 impulse = -m_limitMass2 * Cdot;\r
-               float32 oldImpulse = m_limitImpulse2;\r
-               m_limitImpulse2 = b2Max(0.0f, m_limitImpulse2 + impulse);\r
-               impulse = m_limitImpulse2 - oldImpulse;\r
-\r
-               b2Vec2 P2 = -impulse * m_u2;\r
-               b2->m_linearVelocity += b2->m_invMass * P2;\r
-               b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2);\r
-       }\r
 }\r
 \r
 bool b2PulleyJoint::SolvePositionConstraints(float32 baumgarte)\r
@@ -259,117 +177,67 @@ bool b2PulleyJoint::SolvePositionConstraints(float32 baumgarte)
        b2Vec2 s1 = m_groundAnchor1;\r
        b2Vec2 s2 = m_groundAnchor2;\r
 \r
-       float32 linearError = 0.0f;\r
+       b2Vec2 r1 = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter());\r
+       b2Vec2 r2 = b2Mul(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter());\r
 \r
-       if (m_state == e_atUpperLimit)\r
-       {\r
-               b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());\r
-               b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());\r
-\r
-               b2Vec2 p1 = b1->m_sweep.c + r1;\r
-               b2Vec2 p2 = b2->m_sweep.c + r2;\r
-\r
-               // Get the pulley axes.\r
-               m_u1 = p1 - s1;\r
-               m_u2 = p2 - s2;\r
-\r
-               float32 length1 = m_u1.Length();\r
-               float32 length2 = m_u2.Length();\r
-\r
-               if (length1 > b2_linearSlop)\r
-               {\r
-                       m_u1 *= 1.0f / length1;\r
-               }\r
-               else\r
-               {\r
-                       m_u1.SetZero();\r
-               }\r
-\r
-               if (length2 > b2_linearSlop)\r
-               {\r
-                       m_u2 *= 1.0f / length2;\r
-               }\r
-               else\r
-               {\r
-                       m_u2.SetZero();\r
-               }\r
-\r
-               float32 C = m_constant - length1 - m_ratio * length2;\r
-               linearError = b2Max(linearError, -C);\r
-\r
-               C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);\r
-               float32 impulse = -m_pulleyMass * C;\r
+       b2Vec2 p1 = b1->m_sweep.c + r1;\r
+       b2Vec2 p2 = b2->m_sweep.c + r2;\r
 \r
-               b2Vec2 P1 = -impulse * m_u1;\r
-               b2Vec2 P2 = -m_ratio * impulse * m_u2;\r
+       // Get the pulley axes.\r
+       b2Vec2 u1 = p1 - s1;\r
+       b2Vec2 u2 = p2 - s2;\r
 \r
-               b1->m_sweep.c += b1->m_invMass * P1;\r
-               b1->m_sweep.a += b1->m_invI * b2Cross(r1, P1);\r
-               b2->m_sweep.c += b2->m_invMass * P2;\r
-               b2->m_sweep.a += b2->m_invI * b2Cross(r2, P2);\r
+       float32 length1 = u1.Length();\r
+       float32 length2 = u2.Length();\r
 \r
-               b1->SynchronizeTransform();\r
-               b2->SynchronizeTransform();\r
+       if (length1 > 10.0f * b2_linearSlop)\r
+       {\r
+               u1 *= 1.0f / length1;\r
+       }\r
+       else\r
+       {\r
+               u1.SetZero();\r
        }\r
 \r
-       if (m_limitState1 == e_atUpperLimit)\r
+       if (length2 > 10.0f * b2_linearSlop)\r
+       {\r
+               u2 *= 1.0f / length2;\r
+       }\r
+       else\r
        {\r
-               b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());\r
-               b2Vec2 p1 = b1->m_sweep.c + r1;\r
-\r
-               m_u1 = p1 - s1;\r
-               float32 length1 = m_u1.Length();\r
-\r
-               if (length1 > b2_linearSlop)\r
-               {\r
-                       m_u1 *= 1.0f / length1;\r
-               }\r
-               else\r
-               {\r
-                       m_u1.SetZero();\r
-               }\r
-\r
-               float32 C = m_maxLength1 - length1;\r
-               linearError = b2Max(linearError, -C);\r
-               C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);\r
-               float32 impulse = -m_limitMass1 * C;\r
+               u2.SetZero();\r
+       }\r
 \r
-               b2Vec2 P1 = -impulse * m_u1;\r
-               b1->m_sweep.c += b1->m_invMass * P1;\r
-               b1->m_sweep.a += b1->m_invI * b2Cross(r1, P1);\r
+       // Compute effective mass.\r
+       float32 cr1u1 = b2Cross(r1, u1);\r
+       float32 cr2u2 = b2Cross(r2, u2);\r
 \r
-               b1->SynchronizeTransform();\r
-       }\r
+       float32 m1 = b1->m_invMass + b1->m_invI * cr1u1 * cr1u1;\r
+       float32 m2 = b2->m_invMass + b2->m_invI * cr2u2 * cr2u2;\r
+\r
+       float32 mass = m1 + m_ratio * m_ratio * m2;\r
 \r
-       if (m_limitState2 == e_atUpperLimit)\r
+       if (mass > 0.0f)\r
        {\r
-               b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());\r
-               b2Vec2 p2 = b2->m_sweep.c + r2;\r
-\r
-               m_u2 = p2 - s2;\r
-               float32 length2 = m_u2.Length();\r
-\r
-               if (length2 > b2_linearSlop)\r
-               {\r
-                       m_u2 *= 1.0f / length2;\r
-               }\r
-               else\r
-               {\r
-                       m_u2.SetZero();\r
-               }\r
-\r
-               float32 C = m_maxLength2 - length2;\r
-               linearError = b2Max(linearError, -C);\r
-               C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);\r
-               float32 impulse = -m_limitMass2 * C;\r
-\r
-               b2Vec2 P2 = -impulse * m_u2;\r
-               b2->m_sweep.c += b2->m_invMass * P2;\r
-               b2->m_sweep.a += b2->m_invI * b2Cross(r2, P2);\r
-\r
-               b2->SynchronizeTransform();\r
+               mass = 1.0f / mass;\r
        }\r
 \r
+       float32 C = m_constant - length1 - m_ratio * length2;\r
+       float32 linearError = b2Abs(C);\r
+\r
+       float32 impulse = -mass * C;\r
+\r
+       b2Vec2 P1 = -impulse * u1;\r
+       b2Vec2 P2 = -m_ratio * impulse * u2;\r
+\r
+       b1->m_sweep.c += b1->m_invMass * P1;\r
+       b1->m_sweep.a += b1->m_invI * b2Cross(r1, P1);\r
+       b2->m_sweep.c += b2->m_invMass * P2;\r
+       b2->m_sweep.a += b2->m_invI * b2Cross(r2, P2);\r
+\r
+       b1->SynchronizeTransform();\r
+       b2->SynchronizeTransform();\r
+\r
        return linearError < b2_linearSlop;\r
 }\r
 \r
index 189decb..2e0af79 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -24,8 +24,7 @@
 const float32 b2_minPulleyLength = 2.0f;\r
 \r
 /// Pulley joint definition. This requires two ground anchors,\r
-/// two dynamic body anchor points, max lengths for each side,\r
-/// and a pulley ratio.\r
+/// two dynamic body anchor points, and a pulley ratio.\r
 struct b2PulleyJointDef : public b2JointDef\r
 {\r
        b2PulleyJointDef()\r
@@ -36,9 +35,7 @@ struct b2PulleyJointDef : public b2JointDef
                localAnchorA.Set(-1.0f, 0.0f);\r
                localAnchorB.Set(1.0f, 0.0f);\r
                lengthA = 0.0f;\r
-               maxLengthA = 0.0f;\r
                lengthB = 0.0f;\r
-               maxLengthB = 0.0f;\r
                ratio = 1.0f;\r
                collideConnected = true;\r
        }\r
@@ -64,15 +61,9 @@ struct b2PulleyJointDef : public b2JointDef
        /// The a reference length for the segment attached to bodyA.\r
        float32 lengthA;\r
 \r
-       /// The maximum length of the segment attached to bodyA.\r
-       float32 maxLengthA;\r
-\r
        /// The a reference length for the segment attached to bodyB.\r
        float32 lengthB;\r
 \r
-       /// The maximum length of the segment attached to bodyB.\r
-       float32 maxLengthB;\r
-\r
        /// The pulley ratio, used to simulate a block-and-tackle.\r
        float32 ratio;\r
 };\r
@@ -81,8 +72,10 @@ struct b2PulleyJointDef : public b2JointDef
 /// The pulley supports a ratio such that:\r
 /// length1 + ratio * length2 <= constant\r
 /// Yes, the force transmitted is scaled by the ratio.\r
-/// The pulley also enforces a maximum length limit on both sides. This is\r
-/// useful to prevent one side of the pulley hitting the top.\r
+/// Warning: the pulley joint can get a bit squirrelly by itself. They often\r
+/// work better when combined with prismatic joints. You should also cover the\r
+/// the anchor points with static shapes to prevent one side from going to\r
+/// zero length.\r
 class b2PulleyJoint : public b2Joint\r
 {\r
 public:\r
@@ -127,22 +120,11 @@ protected:
        float32 m_constant;\r
        float32 m_ratio;\r
        \r
-       float32 m_maxLength1;\r
-       float32 m_maxLength2;\r
-\r
        // Effective masses\r
        float32 m_pulleyMass;\r
-       float32 m_limitMass1;\r
-       float32 m_limitMass2;\r
 \r
        // Impulses for accumulation/warm starting.\r
        float32 m_impulse;\r
-       float32 m_limitImpulse1;\r
-       float32 m_limitImpulse2;\r
-\r
-       b2LimitState m_state;\r
-       b2LimitState m_limitState1;\r
-       b2LimitState m_limitState2;\r
 };\r
 \r
 #endif\r
index f984526..5807cb5 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -214,7 +214,8 @@ void b2RevoluteJoint::SolveVelocityConstraints(const b2TimeStep& step)
                        float32 newImpulse = m_impulse.z + impulse.z;\r
                        if (newImpulse < 0.0f)\r
                        {\r
-                               b2Vec2 reduced = m_mass.Solve22(-Cdot1);\r
+                               b2Vec2 rhs = -Cdot1 + m_impulse.z * b2Vec2(m_mass.col3.x, m_mass.col3.y);\r
+                               b2Vec2 reduced = m_mass.Solve22(rhs);\r
                                impulse.x = reduced.x;\r
                                impulse.y = reduced.y;\r
                                impulse.z = -m_impulse.z;\r
@@ -222,13 +223,18 @@ void b2RevoluteJoint::SolveVelocityConstraints(const b2TimeStep& step)
                                m_impulse.y += reduced.y;\r
                                m_impulse.z = 0.0f;\r
                        }\r
+                       else\r
+                       {\r
+                               m_impulse += impulse;\r
+                       }\r
                }\r
                else if (m_limitState == e_atUpperLimit)\r
                {\r
                        float32 newImpulse = m_impulse.z + impulse.z;\r
                        if (newImpulse > 0.0f)\r
                        {\r
-                               b2Vec2 reduced = m_mass.Solve22(-Cdot1);\r
+                               b2Vec2 rhs = -Cdot1 + m_impulse.z * b2Vec2(m_mass.col3.x, m_mass.col3.y);\r
+                               b2Vec2 reduced = m_mass.Solve22(rhs);\r
                                impulse.x = reduced.x;\r
                                impulse.y = reduced.y;\r
                                impulse.z = -m_impulse.z;\r
@@ -236,6 +242,10 @@ void b2RevoluteJoint::SolveVelocityConstraints(const b2TimeStep& step)
                                m_impulse.y += reduced.y;\r
                                m_impulse.z = 0.0f;\r
                        }\r
+                       else\r
+                       {\r
+                               m_impulse += impulse;\r
+                       }\r
                }\r
 \r
                b2Vec2 P(impulse.x, impulse.y);\r
@@ -427,9 +437,9 @@ void b2RevoluteJoint::EnableMotor(bool flag)
        m_enableMotor = flag;\r
 }\r
 \r
-float32 b2RevoluteJoint::GetMotorTorque() const\r
+float32 b2RevoluteJoint::GetMotorTorque(float32 inv_dt) const\r
 {\r
-       return m_motorImpulse;\r
+       return inv_dt * m_motorImpulse;\r
 }\r
 \r
 void b2RevoluteJoint::SetMotorSpeed(float32 speed)\r
@@ -453,9 +463,13 @@ bool b2RevoluteJoint::IsLimitEnabled() const
 \r
 void b2RevoluteJoint::EnableLimit(bool flag)\r
 {\r
-       m_bodyA->SetAwake(true);\r
-       m_bodyB->SetAwake(true);\r
-       m_enableLimit = flag;\r
+       if (flag != m_enableLimit)\r
+       {\r
+               m_bodyA->SetAwake(true);\r
+               m_bodyB->SetAwake(true);\r
+               m_enableLimit = flag;\r
+               m_impulse.z = 0.0f;\r
+       }\r
 }\r
 \r
 float32 b2RevoluteJoint::GetLowerLimit() const\r
@@ -471,8 +485,13 @@ float32 b2RevoluteJoint::GetUpperLimit() const
 void b2RevoluteJoint::SetLimits(float32 lower, float32 upper)\r
 {\r
        b2Assert(lower <= upper);\r
-       m_bodyA->SetAwake(true);\r
-       m_bodyB->SetAwake(true);\r
-       m_lowerAngle = lower;\r
-       m_upperAngle = upper;\r
+       \r
+       if (lower != m_lowerAngle || upper != m_upperAngle)\r
+       {\r
+               m_bodyA->SetAwake(true);\r
+               m_bodyB->SetAwake(true);\r
+               m_impulse.z = 0.0f;\r
+               m_lowerAngle = lower;\r
+               m_upperAngle = upper;\r
+       }\r
 }\r
index c0180be..5214c83 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
@@ -93,9 +93,6 @@ public:
        b2Vec2 GetAnchorA() const;\r
        b2Vec2 GetAnchorB() const;\r
 \r
-       b2Vec2 GetReactionForce(float32 inv_dt) const;\r
-       float32 GetReactionTorque(float32 inv_dt) const;\r
-\r
        /// Get the current joint angle in radians.\r
        float32 GetJointAngle() const;\r
 \r
@@ -132,8 +129,17 @@ public:
        /// Set the maximum motor torque, usually in N-m.\r
        void SetMaxMotorTorque(float32 torque);\r
 \r
-       /// Get the current motor torque, usually in N-m.\r
-       float32 GetMotorTorque() const;\r
+       /// Get the reaction force given the inverse time step.\r
+       /// Unit is N.\r
+       b2Vec2 GetReactionForce(float32 inv_dt) const;\r
+\r
+       /// Get the reaction torque due to the joint limit given the inverse time step.\r
+       /// Unit is N*m.\r
+       float32 GetReactionTorque(float32 inv_dt) const;\r
+\r
+       /// Get the current motor torque given the inverse time step.\r
+       /// Unit is N*m.\r
+       float32 GetMotorTorque(float32 inv_dt) const;\r
 \r
 protected:\r
        \r
diff --git a/libs/box2d/src/Box2D/Dynamics/Joints/b2RopeJoint.cpp b/libs/box2d/src/Box2D/Dynamics/Joints/b2RopeJoint.cpp
new file mode 100644 (file)
index 0000000..813b356
--- /dev/null
@@ -0,0 +1,197 @@
+/*\r
+* Copyright (c) 2007-2010 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#include <Box2D/Dynamics/Joints/b2RopeJoint.h>\r
+#include <Box2D/Dynamics/b2Body.h>\r
+#include <Box2D/Dynamics/b2TimeStep.h>\r
+\r
+\r
+// Limit:\r
+// C = norm(pB - pA) - L\r
+// u = (pB - pA) / norm(pB - pA)\r
+// Cdot = dot(u, vB + cross(wB, rB) - vA - cross(wA, rA))\r
+// J = [-u -cross(rA, u) u cross(rB, u)]\r
+// K = J * invM * JT\r
+//   = invMassA + invIA * cross(rA, u)^2 + invMassB + invIB * cross(rB, u)^2\r
+\r
+b2RopeJoint::b2RopeJoint(const b2RopeJointDef* def)\r
+: b2Joint(def)\r
+{\r
+       m_localAnchorA = def->localAnchorA;\r
+       m_localAnchorB = def->localAnchorB;\r
+\r
+       m_maxLength = def->maxLength;\r
+\r
+       m_mass = 0.0f;\r
+       m_impulse = 0.0f;\r
+       m_state = e_inactiveLimit;\r
+       m_length = 0.0f;\r
+}\r
+\r
+void b2RopeJoint::InitVelocityConstraints(const b2TimeStep& step)\r
+{\r
+       b2Body* bA = m_bodyA;\r
+       b2Body* bB = m_bodyB;\r
+\r
+       m_rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());\r
+       m_rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());\r
+\r
+       // Rope axis\r
+       m_u = bB->m_sweep.c + m_rB - bA->m_sweep.c - m_rA;\r
+\r
+       m_length = m_u.Length();\r
+\r
+       float32 C = m_length - m_maxLength;\r
+       if (C > 0.0f)\r
+       {\r
+               m_state = e_atUpperLimit;\r
+       }\r
+       else\r
+       {\r
+               m_state = e_inactiveLimit;\r
+       }\r
+\r
+       if (m_length > b2_linearSlop)\r
+       {\r
+               m_u *= 1.0f / m_length;\r
+       }\r
+       else\r
+       {\r
+               m_u.SetZero();\r
+               m_mass = 0.0f;\r
+               m_impulse = 0.0f;\r
+               return;\r
+       }\r
+\r
+       // Compute effective mass.\r
+       float32 crA = b2Cross(m_rA, m_u);\r
+       float32 crB = b2Cross(m_rB, m_u);\r
+       float32 invMass = bA->m_invMass + bA->m_invI * crA * crA + bB->m_invMass + bB->m_invI * crB * crB;\r
+\r
+       m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;\r
+\r
+       if (step.warmStarting)\r
+       {\r
+               // Scale the impulse to support a variable time step.\r
+               m_impulse *= step.dtRatio;\r
+\r
+               b2Vec2 P = m_impulse * m_u;\r
+               bA->m_linearVelocity -= bA->m_invMass * P;\r
+               bA->m_angularVelocity -= bA->m_invI * b2Cross(m_rA, P);\r
+               bB->m_linearVelocity += bB->m_invMass * P;\r
+               bB->m_angularVelocity += bB->m_invI * b2Cross(m_rB, P);\r
+       }\r
+       else\r
+       {\r
+               m_impulse = 0.0f;\r
+       }\r
+}\r
+\r
+void b2RopeJoint::SolveVelocityConstraints(const b2TimeStep& step)\r
+{\r
+       B2_NOT_USED(step);\r
+\r
+       b2Body* bA = m_bodyA;\r
+       b2Body* bB = m_bodyB;\r
+\r
+       // Cdot = dot(u, v + cross(w, r))\r
+       b2Vec2 vA = bA->m_linearVelocity + b2Cross(bA->m_angularVelocity, m_rA);\r
+       b2Vec2 vB = bB->m_linearVelocity + b2Cross(bB->m_angularVelocity, m_rB);\r
+       float32 C = m_length - m_maxLength;\r
+       float32 Cdot = b2Dot(m_u, vB - vA);\r
+\r
+       // Predictive constraint.\r
+       if (C < 0.0f)\r
+       {\r
+               Cdot += step.inv_dt * C;\r
+       }\r
+\r
+       float32 impulse = -m_mass * Cdot;\r
+       float32 oldImpulse = m_impulse;\r
+       m_impulse = b2Min(0.0f, m_impulse + impulse);\r
+       impulse = m_impulse - oldImpulse;\r
+\r
+       b2Vec2 P = impulse * m_u;\r
+       bA->m_linearVelocity -= bA->m_invMass * P;\r
+       bA->m_angularVelocity -= bA->m_invI * b2Cross(m_rA, P);\r
+       bB->m_linearVelocity += bB->m_invMass * P;\r
+       bB->m_angularVelocity += bB->m_invI * b2Cross(m_rB, P);\r
+}\r
+\r
+bool b2RopeJoint::SolvePositionConstraints(float32 baumgarte)\r
+{\r
+       B2_NOT_USED(baumgarte);\r
+\r
+       b2Body* bA = m_bodyA;\r
+       b2Body* bB = m_bodyB;\r
+\r
+       b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());\r
+       b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());\r
+\r
+       b2Vec2 u = bB->m_sweep.c + rB - bA->m_sweep.c - rA;\r
+\r
+       float32 length = u.Normalize();\r
+       float32 C = length - m_maxLength;\r
+\r
+       C = b2Clamp(C, 0.0f, b2_maxLinearCorrection);\r
+\r
+       float32 impulse = -m_mass * C;\r
+       b2Vec2 P = impulse * u;\r
+\r
+       bA->m_sweep.c -= bA->m_invMass * P;\r
+       bA->m_sweep.a -= bA->m_invI * b2Cross(rA, P);\r
+       bB->m_sweep.c += bB->m_invMass * P;\r
+       bB->m_sweep.a += bB->m_invI * b2Cross(rB, P);\r
+\r
+       bA->SynchronizeTransform();\r
+       bB->SynchronizeTransform();\r
+\r
+       return length - m_maxLength < b2_linearSlop;\r
+}\r
+\r
+b2Vec2 b2RopeJoint::GetAnchorA() const\r
+{\r
+       return m_bodyA->GetWorldPoint(m_localAnchorA);\r
+}\r
+\r
+b2Vec2 b2RopeJoint::GetAnchorB() const\r
+{\r
+       return m_bodyB->GetWorldPoint(m_localAnchorB);\r
+}\r
+\r
+b2Vec2 b2RopeJoint::GetReactionForce(float32 inv_dt) const\r
+{\r
+       b2Vec2 F = (inv_dt * m_impulse) * m_u;\r
+       return F;\r
+}\r
+\r
+float32 b2RopeJoint::GetReactionTorque(float32 inv_dt) const\r
+{\r
+       B2_NOT_USED(inv_dt);\r
+       return 0.0f;\r
+}\r
+\r
+float32 b2RopeJoint::GetMaxLength() const\r
+{\r
+       return m_maxLength;\r
+}\r
+\r
+b2LimitState b2RopeJoint::GetLimitState() const\r
+{\r
+       return m_state;\r
+}\r
diff --git a/libs/box2d/src/Box2D/Dynamics/Joints/b2RopeJoint.h b/libs/box2d/src/Box2D/Dynamics/Joints/b2RopeJoint.h
new file mode 100644 (file)
index 0000000..b297ab3
--- /dev/null
@@ -0,0 +1,99 @@
+/*\r
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#ifndef B2_ROPE_JOINT_H\r
+#define B2_ROPE_JOINT_H\r
+\r
+#include <Box2D/Dynamics/Joints/b2Joint.h>\r
+\r
+/// Rope joint definition. This requires two body anchor points and\r
+/// a maximum lengths.\r
+/// Note: by default the connected objects will not collide.\r
+/// see collideConnected in b2JointDef.\r
+struct b2RopeJointDef : public b2JointDef\r
+{\r
+       b2RopeJointDef()\r
+       {\r
+               type = e_ropeJoint;\r
+               localAnchorA.Set(-1.0f, 0.0f);\r
+               localAnchorB.Set(1.0f, 0.0f);\r
+               maxLength = 0.0f;\r
+       }\r
+\r
+       /// The local anchor point relative to bodyA's origin.\r
+       b2Vec2 localAnchorA;\r
+\r
+       /// The local anchor point relative to bodyB's origin.\r
+       b2Vec2 localAnchorB;\r
+\r
+       /// The maximum length of the rope.\r
+       /// Warning: this must be larger than b2_linearSlop or\r
+       /// the joint will have no effect.\r
+       float32 maxLength;\r
+};\r
+\r
+/// A rope joint enforces a maximum distance between two points\r
+/// on two bodies. It has no other effect.\r
+/// Warning: if you attempt to change the maximum length during\r
+/// the simulation you will get some non-physical behavior.\r
+/// A model that would allow you to dynamically modify the length\r
+/// would have some sponginess, so I chose not to implement it\r
+/// that way. See b2DistanceJoint if you want to dynamically\r
+/// control length.\r
+class b2RopeJoint : public b2Joint\r
+{\r
+public:\r
+       b2Vec2 GetAnchorA() const;\r
+       b2Vec2 GetAnchorB() const;\r
+\r
+       b2Vec2 GetReactionForce(float32 inv_dt) const;\r
+       float32 GetReactionTorque(float32 inv_dt) const;\r
+\r
+       /// Get the maximum length of the rope.\r
+       float32 GetMaxLength() const;\r
+\r
+       b2LimitState GetLimitState() const;\r
+\r
+protected:\r
+\r
+       friend class b2Joint;\r
+       b2RopeJoint(const b2RopeJointDef* data);\r
+\r
+       void InitVelocityConstraints(const b2TimeStep& step);\r
+       void SolveVelocityConstraints(const b2TimeStep& step);\r
+       bool SolvePositionConstraints(float32 baumgarte);\r
+\r
+       b2Vec2 m_localAnchorA;\r
+       b2Vec2 m_localAnchorB;\r
+\r
+       float32 m_maxLength;\r
+       float32 m_length;\r
+\r
+       // Jacobian info\r
+       b2Vec2 m_u, m_rA, m_rB;\r
+\r
+       // Effective mass\r
+       float32 m_mass;\r
+\r
+       // Impulses for accumulation/warm starting.\r
+       float32 m_impulse;\r
+\r
+       b2LimitState m_state;\r
+};\r
+\r
+#endif\r
index 49b5513..f899d13 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
index 4e63b6a..216b171 100644 (file)
@@ -1,5 +1,5 @@
 /*\r
-* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com\r
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org\r
 *\r
 * This software is provided 'as-is', without any express or implied\r
 * warranty.  In no event will the authors be held liable for any damages\r
diff --git a/libs/box2d/src/Box2D/Dynamics/Joints/b2WheelJoint.cpp b/libs/box2d/src/Box2D/Dynamics/Joints/b2WheelJoint.cpp
new file mode 100644 (file)
index 0000000..292a9dc
--- /dev/null
@@ -0,0 +1,396 @@
+/*\r
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org\r
+*\r
+* This software is provided 'as-is', without any express or implied\r
+* warranty.  In no event will the authors be held liable for any damages\r
+* arising from the use of this software.\r
+* Permission is granted to anyone to use this software for any purpose,\r
+* including commercial applications, and to alter it and redistribute it\r
+* freely, subject to the following restrictions:\r
+* 1. The origin of this software must not be misrepresented; you must not\r
+* claim that you wrote the original software. If you use this software\r
+* in a product, an acknowledgment in the product documentation would be\r
+* appreciated but is not required.\r
+* 2. Altered source versions must be plainly marked as such, and must not be\r
+* misrepresented as being the original software.\r
+* 3. This notice may not be removed or altered from any source distribution.\r
+*/\r
+\r
+#include <Box2D/Dynamics/Joints/b2WheelJoint.h>\r
+#include <Box2D/Dynamics/b2Body.h>\r
+#include <Box2D/Dynamics/b2TimeStep.h>\r
+\r
+// Linear constraint (point-to-line)\r
+// d = pB - pA = xB + rB - xA - rA\r
+// C = dot(ay, d)\r
+// Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))\r
+//      = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)\r
+// J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]\r
+\r
+// Spring linear constraint\r
+// C = dot(ax, d)\r
+// Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)\r
+// J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]\r
+\r
+// Motor rotational constraint\r
+// Cdot = wB - wA\r
+// J = [0 0 -1 0 0 1]\r
+\r
+void b2WheelJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)\r
+{\r
+       bodyA = bA;\r
+       bodyB = bB;\r
+       localAnchorA = bodyA->GetLocalPoint(ancho