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authorchai <chaifix@163.com>2019-03-19 23:06:27 +0800
committerchai <chaifix@163.com>2019-03-19 23:06:27 +0800
commit1497dccd63a84b7ee2b229b1ad9c5c02718f2a78 (patch)
treef8d1bff50da13e126d08c7345653e002e293202d /Source/3rdParty/Box2D/Dynamics
parent5e2a973516e0729b225da9de0b03015dc5854ac4 (diff)
*rename
Diffstat (limited to 'Source/3rdParty/Box2D/Dynamics')
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp53
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h39
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp53
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h39
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2CircleContact.cpp52
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2CircleContact.h39
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2Contact.cpp247
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2Contact.h349
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2ContactSolver.cpp838
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2ContactSolver.h95
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp49
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h39
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp49
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h39
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp49
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h38
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonContact.cpp52
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonContact.h39
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2DistanceJoint.cpp260
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2DistanceJoint.h169
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2FrictionJoint.cpp251
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2FrictionJoint.h119
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2GearJoint.cpp419
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2GearJoint.h125
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2Joint.cpp211
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2Joint.h226
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2MotorJoint.cpp309
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2MotorJoint.h133
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2MouseJoint.cpp222
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2MouseJoint.h129
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp642
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2PrismaticJoint.h196
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2PulleyJoint.cpp348
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2PulleyJoint.h152
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp511
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2RevoluteJoint.h204
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2RopeJoint.cpp241
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2RopeJoint.h114
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2WeldJoint.cpp344
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2WeldJoint.h126
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2WheelJoint.cpp456
-rw-r--r--Source/3rdParty/Box2D/Dynamics/Joints/b2WheelJoint.h216
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2Body.cpp554
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2Body.h882
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2ContactManager.cpp296
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2ContactManager.h52
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2Fixture.cpp303
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2Fixture.h345
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2Island.cpp539
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2Island.h93
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2TimeStep.h70
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2World.cpp1366
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2World.h354
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2WorldCallbacks.cpp36
-rw-r--r--Source/3rdParty/Box2D/Dynamics/b2WorldCallbacks.h155
55 files changed, 0 insertions, 13326 deletions
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp b/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp
deleted file mode 100644
index c930255..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp
+++ /dev/null
@@ -1,53 +0,0 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h"
-#include "Box2D/Common/b2BlockAllocator.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-#include "Box2D/Collision/Shapes/b2ChainShape.h"
-#include "Box2D/Collision/Shapes/b2EdgeShape.h"
-
-#include <new>
-
-b2Contact* b2ChainAndCircleContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
-{
- void* mem = allocator->Allocate(sizeof(b2ChainAndCircleContact));
- return new (mem) b2ChainAndCircleContact(fixtureA, indexA, fixtureB, indexB);
-}
-
-void b2ChainAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
- ((b2ChainAndCircleContact*)contact)->~b2ChainAndCircleContact();
- allocator->Free(contact, sizeof(b2ChainAndCircleContact));
-}
-
-b2ChainAndCircleContact::b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
-: b2Contact(fixtureA, indexA, fixtureB, indexB)
-{
- b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
- b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
-}
-
-void b2ChainAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
- b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
- b2EdgeShape edge;
- chain->GetChildEdge(&edge, m_indexA);
- b2CollideEdgeAndCircle( manifold, &edge, xfA,
- (b2CircleShape*)m_fixtureB->GetShape(), xfB);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h b/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h
deleted file mode 100644
index 1421f90..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CHAIN_AND_CIRCLE_CONTACT_H
-#define B2_CHAIN_AND_CIRCLE_CONTACT_H
-
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-
-class b2BlockAllocator;
-
-class b2ChainAndCircleContact : public b2Contact
-{
-public:
- static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
- b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
- static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
- b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
- ~b2ChainAndCircleContact() {}
-
- void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp b/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp
deleted file mode 100644
index 78431d5..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp
+++ /dev/null
@@ -1,53 +0,0 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h"
-#include "Box2D/Common/b2BlockAllocator.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-#include "Box2D/Collision/Shapes/b2ChainShape.h"
-#include "Box2D/Collision/Shapes/b2EdgeShape.h"
-
-#include <new>
-
-b2Contact* b2ChainAndPolygonContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
-{
- void* mem = allocator->Allocate(sizeof(b2ChainAndPolygonContact));
- return new (mem) b2ChainAndPolygonContact(fixtureA, indexA, fixtureB, indexB);
-}
-
-void b2ChainAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
- ((b2ChainAndPolygonContact*)contact)->~b2ChainAndPolygonContact();
- allocator->Free(contact, sizeof(b2ChainAndPolygonContact));
-}
-
-b2ChainAndPolygonContact::b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
-: b2Contact(fixtureA, indexA, fixtureB, indexB)
-{
- b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
- b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
-}
-
-void b2ChainAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
- b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
- b2EdgeShape edge;
- chain->GetChildEdge(&edge, m_indexA);
- b2CollideEdgeAndPolygon( manifold, &edge, xfA,
- (b2PolygonShape*)m_fixtureB->GetShape(), xfB);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h b/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h
deleted file mode 100644
index 89b8dd3..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CHAIN_AND_POLYGON_CONTACT_H
-#define B2_CHAIN_AND_POLYGON_CONTACT_H
-
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-
-class b2BlockAllocator;
-
-class b2ChainAndPolygonContact : public b2Contact
-{
-public:
- static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
- b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
- static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
- b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
- ~b2ChainAndPolygonContact() {}
-
- void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2CircleContact.cpp b/Source/3rdParty/Box2D/Dynamics/Contacts/b2CircleContact.cpp
deleted file mode 100644
index 3b6c50b..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2CircleContact.cpp
+++ /dev/null
@@ -1,52 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Contacts/b2CircleContact.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-#include "Box2D/Dynamics/b2WorldCallbacks.h"
-#include "Box2D/Common/b2BlockAllocator.h"
-#include "Box2D/Collision/b2TimeOfImpact.h"
-
-#include <new>
-
-b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
-{
- void* mem = allocator->Allocate(sizeof(b2CircleContact));
- return new (mem) b2CircleContact(fixtureA, fixtureB);
-}
-
-void b2CircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
- ((b2CircleContact*)contact)->~b2CircleContact();
- allocator->Free(contact, sizeof(b2CircleContact));
-}
-
-b2CircleContact::b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
- : b2Contact(fixtureA, 0, fixtureB, 0)
-{
- b2Assert(m_fixtureA->GetType() == b2Shape::e_circle);
- b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
-}
-
-void b2CircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
- b2CollideCircles(manifold,
- (b2CircleShape*)m_fixtureA->GetShape(), xfA,
- (b2CircleShape*)m_fixtureB->GetShape(), xfB);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2CircleContact.h b/Source/3rdParty/Box2D/Dynamics/Contacts/b2CircleContact.h
deleted file mode 100644
index d40c7fb..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2CircleContact.h
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CIRCLE_CONTACT_H
-#define B2_CIRCLE_CONTACT_H
-
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-
-class b2BlockAllocator;
-
-class b2CircleContact : public b2Contact
-{
-public:
- static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
- b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
- static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
- b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
- ~b2CircleContact() {}
-
- void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2Contact.cpp b/Source/3rdParty/Box2D/Dynamics/Contacts/b2Contact.cpp
deleted file mode 100644
index 41b0f78..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2Contact.cpp
+++ /dev/null
@@ -1,247 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-#include "Box2D/Dynamics/Contacts/b2CircleContact.h"
-#include "Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h"
-#include "Box2D/Dynamics/Contacts/b2PolygonContact.h"
-#include "Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h"
-#include "Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h"
-#include "Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h"
-#include "Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h"
-#include "Box2D/Dynamics/Contacts/b2ContactSolver.h"
-
-#include "Box2D/Collision/b2Collision.h"
-#include "Box2D/Collision/b2TimeOfImpact.h"
-#include "Box2D/Collision/Shapes/b2Shape.h"
-#include "Box2D/Common/b2BlockAllocator.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-#include "Box2D/Dynamics/b2World.h"
-
-b2ContactRegister b2Contact::s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
-bool b2Contact::s_initialized = false;
-
-void b2Contact::InitializeRegisters()
-{
- AddType(b2CircleContact::Create, b2CircleContact::Destroy, b2Shape::e_circle, b2Shape::e_circle);
- AddType(b2PolygonAndCircleContact::Create, b2PolygonAndCircleContact::Destroy, b2Shape::e_polygon, b2Shape::e_circle);
- AddType(b2PolygonContact::Create, b2PolygonContact::Destroy, b2Shape::e_polygon, b2Shape::e_polygon);
- AddType(b2EdgeAndCircleContact::Create, b2EdgeAndCircleContact::Destroy, b2Shape::e_edge, b2Shape::e_circle);
- AddType(b2EdgeAndPolygonContact::Create, b2EdgeAndPolygonContact::Destroy, b2Shape::e_edge, b2Shape::e_polygon);
- AddType(b2ChainAndCircleContact::Create, b2ChainAndCircleContact::Destroy, b2Shape::e_chain, b2Shape::e_circle);
- AddType(b2ChainAndPolygonContact::Create, b2ChainAndPolygonContact::Destroy, b2Shape::e_chain, b2Shape::e_polygon);
-}
-
-void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destoryFcn,
- b2Shape::Type type1, b2Shape::Type type2)
-{
- b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
- b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
-
- s_registers[type1][type2].createFcn = createFcn;
- s_registers[type1][type2].destroyFcn = destoryFcn;
- s_registers[type1][type2].primary = true;
-
- if (type1 != type2)
- {
- s_registers[type2][type1].createFcn = createFcn;
- s_registers[type2][type1].destroyFcn = destoryFcn;
- s_registers[type2][type1].primary = false;
- }
-}
-
-b2Contact* b2Contact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
-{
- if (s_initialized == false)
- {
- InitializeRegisters();
- s_initialized = true;
- }
-
- b2Shape::Type type1 = fixtureA->GetType();
- b2Shape::Type type2 = fixtureB->GetType();
-
- b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
- b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
-
- b2ContactCreateFcn* createFcn = s_registers[type1][type2].createFcn;
- if (createFcn)
- {
- if (s_registers[type1][type2].primary)
- {
- return createFcn(fixtureA, indexA, fixtureB, indexB, allocator);
- }
- else
- {
- return createFcn(fixtureB, indexB, fixtureA, indexA, allocator);
- }
- }
- else
- {
- return nullptr;
- }
-}
-
-void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
- b2Assert(s_initialized == true);
-
- b2Fixture* fixtureA = contact->m_fixtureA;
- b2Fixture* fixtureB = contact->m_fixtureB;
-
- if (contact->m_manifold.pointCount > 0 &&
- fixtureA->IsSensor() == false &&
- fixtureB->IsSensor() == false)
- {
- fixtureA->GetBody()->SetAwake(true);
- fixtureB->GetBody()->SetAwake(true);
- }
-
- b2Shape::Type typeA = fixtureA->GetType();
- b2Shape::Type typeB = fixtureB->GetType();
-
- b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
- b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
-
- b2ContactDestroyFcn* destroyFcn = s_registers[typeA][typeB].destroyFcn;
- destroyFcn(contact, allocator);
-}
-
-b2Contact::b2Contact(b2Fixture* fA, int32 indexA, b2Fixture* fB, int32 indexB)
-{
- m_flags = e_enabledFlag;
-
- m_fixtureA = fA;
- m_fixtureB = fB;
-
- m_indexA = indexA;
- m_indexB = indexB;
-
- m_manifold.pointCount = 0;
-
- m_prev = nullptr;
- m_next = nullptr;
-
- m_nodeA.contact = nullptr;
- m_nodeA.prev = nullptr;
- m_nodeA.next = nullptr;
- m_nodeA.other = nullptr;
-
- m_nodeB.contact = nullptr;
- m_nodeB.prev = nullptr;
- m_nodeB.next = nullptr;
- m_nodeB.other = nullptr;
-
- m_toiCount = 0;
-
- m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
- m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
-
- m_tangentSpeed = 0.0f;
-}
-
-// Update the contact manifold and touching status.
-// Note: do not assume the fixture AABBs are overlapping or are valid.
-void b2Contact::Update(b2ContactListener* listener)
-{
- b2Manifold oldManifold = m_manifold;
-
- // Re-enable this contact.
- m_flags |= e_enabledFlag;
-
- bool touching = false;
- bool wasTouching = (m_flags & e_touchingFlag) == e_touchingFlag;
-
- bool sensorA = m_fixtureA->IsSensor();
- bool sensorB = m_fixtureB->IsSensor();
- bool sensor = sensorA || sensorB;
-
- b2Body* bodyA = m_fixtureA->GetBody();
- b2Body* bodyB = m_fixtureB->GetBody();
- const b2Transform& xfA = bodyA->GetTransform();
- const b2Transform& xfB = bodyB->GetTransform();
-
- // Is this contact a sensor?
- if (sensor)
- {
- const b2Shape* shapeA = m_fixtureA->GetShape();
- const b2Shape* shapeB = m_fixtureB->GetShape();
- touching = b2TestOverlap(shapeA, m_indexA, shapeB, m_indexB, xfA, xfB);
-
- // Sensors don't generate manifolds.
- m_manifold.pointCount = 0;
- }
- else
- {
- Evaluate(&m_manifold, xfA, xfB);
- touching = m_manifold.pointCount > 0;
-
- // Match old contact ids to new contact ids and copy the
- // stored impulses to warm start the solver.
- for (int32 i = 0; i < m_manifold.pointCount; ++i)
- {
- b2ManifoldPoint* mp2 = m_manifold.points + i;
- mp2->normalImpulse = 0.0f;
- mp2->tangentImpulse = 0.0f;
- b2ContactID id2 = mp2->id;
-
- for (int32 j = 0; j < oldManifold.pointCount; ++j)
- {
- b2ManifoldPoint* mp1 = oldManifold.points + j;
-
- if (mp1->id.key == id2.key)
- {
- mp2->normalImpulse = mp1->normalImpulse;
- mp2->tangentImpulse = mp1->tangentImpulse;
- break;
- }
- }
- }
-
- if (touching != wasTouching)
- {
- bodyA->SetAwake(true);
- bodyB->SetAwake(true);
- }
- }
-
- if (touching)
- {
- m_flags |= e_touchingFlag;
- }
- else
- {
- m_flags &= ~e_touchingFlag;
- }
-
- if (wasTouching == false && touching == true && listener)
- {
- listener->BeginContact(this);
- }
-
- if (wasTouching == true && touching == false && listener)
- {
- listener->EndContact(this);
- }
-
- if (sensor == false && touching && listener)
- {
- listener->PreSolve(this, &oldManifold);
- }
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2Contact.h b/Source/3rdParty/Box2D/Dynamics/Contacts/b2Contact.h
deleted file mode 100644
index df23d3c..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2Contact.h
+++ /dev/null
@@ -1,349 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CONTACT_H
-#define B2_CONTACT_H
-
-#include "Box2D/Common/b2Math.h"
-#include "Box2D/Collision/b2Collision.h"
-#include "Box2D/Collision/Shapes/b2Shape.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-
-class b2Body;
-class b2Contact;
-class b2Fixture;
-class b2World;
-class b2BlockAllocator;
-class b2StackAllocator;
-class b2ContactListener;
-
-/// Friction mixing law. The idea is to allow either fixture to drive the friction to zero.
-/// For example, anything slides on ice.
-inline float32 b2MixFriction(float32 friction1, float32 friction2)
-{
- return b2Sqrt(friction1 * friction2);
-}
-
-/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
-/// For example, a superball bounces on anything.
-inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
-{
- return restitution1 > restitution2 ? restitution1 : restitution2;
-}
-
-typedef b2Contact* b2ContactCreateFcn( b2Fixture* fixtureA, int32 indexA,
- b2Fixture* fixtureB, int32 indexB,
- b2BlockAllocator* allocator);
-typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
-
-struct b2ContactRegister
-{
- b2ContactCreateFcn* createFcn;
- b2ContactDestroyFcn* destroyFcn;
- bool primary;
-};
-
-/// A contact edge is used to connect bodies and contacts together
-/// in a contact graph where each body is a node and each contact
-/// is an edge. A contact edge belongs to a doubly linked list
-/// maintained in each attached body. Each contact has two contact
-/// nodes, one for each attached body.
-struct b2ContactEdge
-{
- b2Body* other; ///< provides quick access to the other body attached.
- b2Contact* contact; ///< the contact
- b2ContactEdge* prev; ///< the previous contact edge in the body's contact list
- b2ContactEdge* next; ///< the next contact edge in the body's contact list
-};
-
-/// The class manages contact between two shapes. A contact exists for each overlapping
-/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
-/// that has no contact points.
-class b2Contact
-{
-public:
-
- /// Get the contact manifold. Do not modify the manifold unless you understand the
- /// internals of Box2D.
- b2Manifold* GetManifold();
- const b2Manifold* GetManifold() const;
-
- /// Get the world manifold.
- void GetWorldManifold(b2WorldManifold* worldManifold) const;
-
- /// Is this contact touching?
- bool IsTouching() const;
-
- /// Enable/disable this contact. This can be used inside the pre-solve
- /// contact listener. The contact is only disabled for the current
- /// time step (or sub-step in continuous collisions).
- void SetEnabled(bool flag);
-
- /// Has this contact been disabled?
- bool IsEnabled() const;
-
- /// Get the next contact in the world's contact list.
- b2Contact* GetNext();
- const b2Contact* GetNext() const;
-
- /// Get fixture A in this contact.
- b2Fixture* GetFixtureA();
- const b2Fixture* GetFixtureA() const;
-
- /// Get the child primitive index for fixture A.
- int32 GetChildIndexA() const;
-
- /// Get fixture B in this contact.
- b2Fixture* GetFixtureB();
- const b2Fixture* GetFixtureB() const;
-
- /// Get the child primitive index for fixture B.
- int32 GetChildIndexB() const;
-
- /// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
- /// This value persists until set or reset.
- void SetFriction(float32 friction);
-
- /// Get the friction.
- float32 GetFriction() const;
-
- /// Reset the friction mixture to the default value.
- void ResetFriction();
-
- /// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
- /// The value persists until you set or reset.
- void SetRestitution(float32 restitution);
-
- /// Get the restitution.
- float32 GetRestitution() const;
-
- /// Reset the restitution to the default value.
- void ResetRestitution();
-
- /// Set the desired tangent speed for a conveyor belt behavior. In meters per second.
- void SetTangentSpeed(float32 speed);
-
- /// Get the desired tangent speed. In meters per second.
- float32 GetTangentSpeed() const;
-
- /// Evaluate this contact with your own manifold and transforms.
- virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
-
-protected:
- friend class b2ContactManager;
- friend class b2World;
- friend class b2ContactSolver;
- friend class b2Body;
- friend class b2Fixture;
-
- // Flags stored in m_flags
- enum
- {
- // Used when crawling contact graph when forming islands.
- e_islandFlag = 0x0001,
-
- // Set when the shapes are touching.
- e_touchingFlag = 0x0002,
-
- // This contact can be disabled (by user)
- e_enabledFlag = 0x0004,
-
- // This contact needs filtering because a fixture filter was changed.
- e_filterFlag = 0x0008,
-
- // This bullet contact had a TOI event
- e_bulletHitFlag = 0x0010,
-
- // This contact has a valid TOI in m_toi
- e_toiFlag = 0x0020
- };
-
- /// Flag this contact for filtering. Filtering will occur the next time step.
- void FlagForFiltering();
-
- static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
- b2Shape::Type typeA, b2Shape::Type typeB);
- static void InitializeRegisters();
- static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
- static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
- static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
- b2Contact() : m_fixtureA(nullptr), m_fixtureB(nullptr) {}
- b2Contact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
- virtual ~b2Contact() {}
-
- void Update(b2ContactListener* listener);
-
- static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
- static bool s_initialized;
-
- uint32 m_flags;
-
- // World pool and list pointers.
- b2Contact* m_prev;
- b2Contact* m_next;
-
- // Nodes for connecting bodies.
- b2ContactEdge m_nodeA;
- b2ContactEdge m_nodeB;
-
- b2Fixture* m_fixtureA;
- b2Fixture* m_fixtureB;
-
- int32 m_indexA;
- int32 m_indexB;
-
- b2Manifold m_manifold;
-
- int32 m_toiCount;
- float32 m_toi;
-
- float32 m_friction;
- float32 m_restitution;
-
- float32 m_tangentSpeed;
-};
-
-inline b2Manifold* b2Contact::GetManifold()
-{
- return &m_manifold;
-}
-
-inline const b2Manifold* b2Contact::GetManifold() const
-{
- return &m_manifold;
-}
-
-inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const
-{
- const b2Body* bodyA = m_fixtureA->GetBody();
- const b2Body* bodyB = m_fixtureB->GetBody();
- const b2Shape* shapeA = m_fixtureA->GetShape();
- const b2Shape* shapeB = m_fixtureB->GetShape();
-
- worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius);
-}
-
-inline void b2Contact::SetEnabled(bool flag)
-{
- if (flag)
- {
- m_flags |= e_enabledFlag;
- }
- else
- {
- m_flags &= ~e_enabledFlag;
- }
-}
-
-inline bool b2Contact::IsEnabled() const
-{
- return (m_flags & e_enabledFlag) == e_enabledFlag;
-}
-
-inline bool b2Contact::IsTouching() const
-{
- return (m_flags & e_touchingFlag) == e_touchingFlag;
-}
-
-inline b2Contact* b2Contact::GetNext()
-{
- return m_next;
-}
-
-inline const b2Contact* b2Contact::GetNext() const
-{
- return m_next;
-}
-
-inline b2Fixture* b2Contact::GetFixtureA()
-{
- return m_fixtureA;
-}
-
-inline const b2Fixture* b2Contact::GetFixtureA() const
-{
- return m_fixtureA;
-}
-
-inline b2Fixture* b2Contact::GetFixtureB()
-{
- return m_fixtureB;
-}
-
-inline int32 b2Contact::GetChildIndexA() const
-{
- return m_indexA;
-}
-
-inline const b2Fixture* b2Contact::GetFixtureB() const
-{
- return m_fixtureB;
-}
-
-inline int32 b2Contact::GetChildIndexB() const
-{
- return m_indexB;
-}
-
-inline void b2Contact::FlagForFiltering()
-{
- m_flags |= e_filterFlag;
-}
-
-inline void b2Contact::SetFriction(float32 friction)
-{
- m_friction = friction;
-}
-
-inline float32 b2Contact::GetFriction() const
-{
- return m_friction;
-}
-
-inline void b2Contact::ResetFriction()
-{
- m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
-}
-
-inline void b2Contact::SetRestitution(float32 restitution)
-{
- m_restitution = restitution;
-}
-
-inline float32 b2Contact::GetRestitution() const
-{
- return m_restitution;
-}
-
-inline void b2Contact::ResetRestitution()
-{
- m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
-}
-
-inline void b2Contact::SetTangentSpeed(float32 speed)
-{
- m_tangentSpeed = speed;
-}
-
-inline float32 b2Contact::GetTangentSpeed() const
-{
- return m_tangentSpeed;
-}
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ContactSolver.cpp b/Source/3rdParty/Box2D/Dynamics/Contacts/b2ContactSolver.cpp
deleted file mode 100644
index 147968c..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ContactSolver.cpp
+++ /dev/null
@@ -1,838 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Contacts/b2ContactSolver.h"
-
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-#include "Box2D/Dynamics/b2World.h"
-#include "Box2D/Common/b2StackAllocator.h"
-
-// Solver debugging is normally disabled because the block solver sometimes has to deal with a poorly conditioned effective mass matrix.
-#define B2_DEBUG_SOLVER 0
-
-bool g_blockSolve = true;
-
-struct b2ContactPositionConstraint
-{
- b2Vec2 localPoints[b2_maxManifoldPoints];
- b2Vec2 localNormal;
- b2Vec2 localPoint;
- int32 indexA;
- int32 indexB;
- float32 invMassA, invMassB;
- b2Vec2 localCenterA, localCenterB;
- float32 invIA, invIB;
- b2Manifold::Type type;
- float32 radiusA, radiusB;
- int32 pointCount;
-};
-
-b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)
-{
- m_step = def->step;
- m_allocator = def->allocator;
- m_count = def->count;
- m_positionConstraints = (b2ContactPositionConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactPositionConstraint));
- m_velocityConstraints = (b2ContactVelocityConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactVelocityConstraint));
- m_positions = def->positions;
- m_velocities = def->velocities;
- m_contacts = def->contacts;
-
- // Initialize position independent portions of the constraints.
- for (int32 i = 0; i < m_count; ++i)
- {
- b2Contact* contact = m_contacts[i];
-
- b2Fixture* fixtureA = contact->m_fixtureA;
- b2Fixture* fixtureB = contact->m_fixtureB;
- b2Shape* shapeA = fixtureA->GetShape();
- b2Shape* shapeB = fixtureB->GetShape();
- float32 radiusA = shapeA->m_radius;
- float32 radiusB = shapeB->m_radius;
- b2Body* bodyA = fixtureA->GetBody();
- b2Body* bodyB = fixtureB->GetBody();
- b2Manifold* manifold = contact->GetManifold();
-
- int32 pointCount = manifold->pointCount;
- b2Assert(pointCount > 0);
-
- b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
- vc->friction = contact->m_friction;
- vc->restitution = contact->m_restitution;
- vc->tangentSpeed = contact->m_tangentSpeed;
- vc->indexA = bodyA->m_islandIndex;
- vc->indexB = bodyB->m_islandIndex;
- vc->invMassA = bodyA->m_invMass;
- vc->invMassB = bodyB->m_invMass;
- vc->invIA = bodyA->m_invI;
- vc->invIB = bodyB->m_invI;
- vc->contactIndex = i;
- vc->pointCount = pointCount;
- vc->K.SetZero();
- vc->normalMass.SetZero();
-
- b2ContactPositionConstraint* pc = m_positionConstraints + i;
- pc->indexA = bodyA->m_islandIndex;
- pc->indexB = bodyB->m_islandIndex;
- pc->invMassA = bodyA->m_invMass;
- pc->invMassB = bodyB->m_invMass;
- pc->localCenterA = bodyA->m_sweep.localCenter;
- pc->localCenterB = bodyB->m_sweep.localCenter;
- pc->invIA = bodyA->m_invI;
- pc->invIB = bodyB->m_invI;
- pc->localNormal = manifold->localNormal;
- pc->localPoint = manifold->localPoint;
- pc->pointCount = pointCount;
- pc->radiusA = radiusA;
- pc->radiusB = radiusB;
- pc->type = manifold->type;
-
- for (int32 j = 0; j < pointCount; ++j)
- {
- b2ManifoldPoint* cp = manifold->points + j;
- b2VelocityConstraintPoint* vcp = vc->points + j;
-
- if (m_step.warmStarting)
- {
- vcp->normalImpulse = m_step.dtRatio * cp->normalImpulse;
- vcp->tangentImpulse = m_step.dtRatio * cp->tangentImpulse;
- }
- else
- {
- vcp->normalImpulse = 0.0f;
- vcp->tangentImpulse = 0.0f;
- }
-
- vcp->rA.SetZero();
- vcp->rB.SetZero();
- vcp->normalMass = 0.0f;
- vcp->tangentMass = 0.0f;
- vcp->velocityBias = 0.0f;
-
- pc->localPoints[j] = cp->localPoint;
- }
- }
-}
-
-b2ContactSolver::~b2ContactSolver()
-{
- m_allocator->Free(m_velocityConstraints);
- m_allocator->Free(m_positionConstraints);
-}
-
-// Initialize position dependent portions of the velocity constraints.
-void b2ContactSolver::InitializeVelocityConstraints()
-{
- for (int32 i = 0; i < m_count; ++i)
- {
- b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
- b2ContactPositionConstraint* pc = m_positionConstraints + i;
-
- float32 radiusA = pc->radiusA;
- float32 radiusB = pc->radiusB;
- b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
-
- int32 indexA = vc->indexA;
- int32 indexB = vc->indexB;
-
- float32 mA = vc->invMassA;
- float32 mB = vc->invMassB;
- float32 iA = vc->invIA;
- float32 iB = vc->invIB;
- b2Vec2 localCenterA = pc->localCenterA;
- b2Vec2 localCenterB = pc->localCenterB;
-
- b2Vec2 cA = m_positions[indexA].c;
- float32 aA = m_positions[indexA].a;
- b2Vec2 vA = m_velocities[indexA].v;
- float32 wA = m_velocities[indexA].w;
-
- b2Vec2 cB = m_positions[indexB].c;
- float32 aB = m_positions[indexB].a;
- b2Vec2 vB = m_velocities[indexB].v;
- float32 wB = m_velocities[indexB].w;
-
- b2Assert(manifold->pointCount > 0);
-
- b2Transform xfA, xfB;
- xfA.q.Set(aA);
- xfB.q.Set(aB);
- xfA.p = cA - b2Mul(xfA.q, localCenterA);
- xfB.p = cB - b2Mul(xfB.q, localCenterB);
-
- b2WorldManifold worldManifold;
- worldManifold.Initialize(manifold, xfA, radiusA, xfB, radiusB);
-
- vc->normal = worldManifold.normal;
-
- int32 pointCount = vc->pointCount;
- for (int32 j = 0; j < pointCount; ++j)
- {
- b2VelocityConstraintPoint* vcp = vc->points + j;
-
- vcp->rA = worldManifold.points[j] - cA;
- vcp->rB = worldManifold.points[j] - cB;
-
- float32 rnA = b2Cross(vcp->rA, vc->normal);
- float32 rnB = b2Cross(vcp->rB, vc->normal);
-
- float32 kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
-
- vcp->normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f;
-
- b2Vec2 tangent = b2Cross(vc->normal, 1.0f);
-
- float32 rtA = b2Cross(vcp->rA, tangent);
- float32 rtB = b2Cross(vcp->rB, tangent);
-
- float32 kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB;
-
- vcp->tangentMass = kTangent > 0.0f ? 1.0f / kTangent : 0.0f;
-
- // Setup a velocity bias for restitution.
- vcp->velocityBias = 0.0f;
- float32 vRel = b2Dot(vc->normal, vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA));
- if (vRel < -b2_velocityThreshold)
- {
- vcp->velocityBias = -vc->restitution * vRel;
- }
- }
-
- // If we have two points, then prepare the block solver.
- if (vc->pointCount == 2 && g_blockSolve)
- {
- b2VelocityConstraintPoint* vcp1 = vc->points + 0;
- b2VelocityConstraintPoint* vcp2 = vc->points + 1;
-
- float32 rn1A = b2Cross(vcp1->rA, vc->normal);
- float32 rn1B = b2Cross(vcp1->rB, vc->normal);
- float32 rn2A = b2Cross(vcp2->rA, vc->normal);
- float32 rn2B = b2Cross(vcp2->rB, vc->normal);
-
- float32 k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B;
- float32 k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B;
- float32 k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B;
-
- // Ensure a reasonable condition number.
- const float32 k_maxConditionNumber = 1000.0f;
- if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
- {
- // K is safe to invert.
- vc->K.ex.Set(k11, k12);
- vc->K.ey.Set(k12, k22);
- vc->normalMass = vc->K.GetInverse();
- }
- else
- {
- // The constraints are redundant, just use one.
- // TODO_ERIN use deepest?
- vc->pointCount = 1;
- }
- }
- }
-}
-
-void b2ContactSolver::WarmStart()
-{
- // Warm start.
- for (int32 i = 0; i < m_count; ++i)
- {
- b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
-
- int32 indexA = vc->indexA;
- int32 indexB = vc->indexB;
- float32 mA = vc->invMassA;
- float32 iA = vc->invIA;
- float32 mB = vc->invMassB;
- float32 iB = vc->invIB;
- int32 pointCount = vc->pointCount;
-
- b2Vec2 vA = m_velocities[indexA].v;
- float32 wA = m_velocities[indexA].w;
- b2Vec2 vB = m_velocities[indexB].v;
- float32 wB = m_velocities[indexB].w;
-
- b2Vec2 normal = vc->normal;
- b2Vec2 tangent = b2Cross(normal, 1.0f);
-
- for (int32 j = 0; j < pointCount; ++j)
- {
- b2VelocityConstraintPoint* vcp = vc->points + j;
- b2Vec2 P = vcp->normalImpulse * normal + vcp->tangentImpulse * tangent;
- wA -= iA * b2Cross(vcp->rA, P);
- vA -= mA * P;
- wB += iB * b2Cross(vcp->rB, P);
- vB += mB * P;
- }
-
- m_velocities[indexA].v = vA;
- m_velocities[indexA].w = wA;
- m_velocities[indexB].v = vB;
- m_velocities[indexB].w = wB;
- }
-}
-
-void b2ContactSolver::SolveVelocityConstraints()
-{
- for (int32 i = 0; i < m_count; ++i)
- {
- b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
-
- int32 indexA = vc->indexA;
- int32 indexB = vc->indexB;
- float32 mA = vc->invMassA;
- float32 iA = vc->invIA;
- float32 mB = vc->invMassB;
- float32 iB = vc->invIB;
- int32 pointCount = vc->pointCount;
-
- b2Vec2 vA = m_velocities[indexA].v;
- float32 wA = m_velocities[indexA].w;
- b2Vec2 vB = m_velocities[indexB].v;
- float32 wB = m_velocities[indexB].w;
-
- b2Vec2 normal = vc->normal;
- b2Vec2 tangent = b2Cross(normal, 1.0f);
- float32 friction = vc->friction;
-
- b2Assert(pointCount == 1 || pointCount == 2);
-
- // Solve tangent constraints first because non-penetration is more important
- // than friction.
- for (int32 j = 0; j < pointCount; ++j)
- {
- b2VelocityConstraintPoint* vcp = vc->points + j;
-
- // Relative velocity at contact
- b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
-
- // Compute tangent force
- float32 vt = b2Dot(dv, tangent) - vc->tangentSpeed;
- float32 lambda = vcp->tangentMass * (-vt);
-
- // b2Clamp the accumulated force
- float32 maxFriction = friction * vcp->normalImpulse;
- float32 newImpulse = b2Clamp(vcp->tangentImpulse + lambda, -maxFriction, maxFriction);
- lambda = newImpulse - vcp->tangentImpulse;
- vcp->tangentImpulse = newImpulse;
-
- // Apply contact impulse
- b2Vec2 P = lambda * tangent;
-
- vA -= mA * P;
- wA -= iA * b2Cross(vcp->rA, P);
-
- vB += mB * P;
- wB += iB * b2Cross(vcp->rB, P);
- }
-
- // Solve normal constraints
- if (pointCount == 1 || g_blockSolve == false)
- {
- for (int32 j = 0; j < pointCount; ++j)
- {
- b2VelocityConstraintPoint* vcp = vc->points + j;
-
- // Relative velocity at contact
- b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
-
- // Compute normal impulse
- float32 vn = b2Dot(dv, normal);
- float32 lambda = -vcp->normalMass * (vn - vcp->velocityBias);
-
- // b2Clamp the accumulated impulse
- float32 newImpulse = b2Max(vcp->normalImpulse + lambda, 0.0f);
- lambda = newImpulse - vcp->normalImpulse;
- vcp->normalImpulse = newImpulse;
-
- // Apply contact impulse
- b2Vec2 P = lambda * normal;
- vA -= mA * P;
- wA -= iA * b2Cross(vcp->rA, P);
-
- vB += mB * P;
- wB += iB * b2Cross(vcp->rB, P);
- }
- }
- else
- {
- // Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
- // Build the mini LCP for this contact patch
- //
- // vn = A * x + b, vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
- //
- // A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
- // b = vn0 - velocityBias
- //
- // The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
- // implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
- // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
- // solution that satisfies the problem is chosen.
- //
- // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
- // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
- //
- // Substitute:
- //
- // x = a + d
- //
- // a := old total impulse
- // x := new total impulse
- // d := incremental impulse
- //
- // For the current iteration we extend the formula for the incremental impulse
- // to compute the new total impulse:
- //
- // vn = A * d + b
- // = A * (x - a) + b
- // = A * x + b - A * a
- // = A * x + b'
- // b' = b - A * a;
-
- b2VelocityConstraintPoint* cp1 = vc->points + 0;
- b2VelocityConstraintPoint* cp2 = vc->points + 1;
-
- b2Vec2 a(cp1->normalImpulse, cp2->normalImpulse);
- b2Assert(a.x >= 0.0f && a.y >= 0.0f);
-
- // Relative velocity at contact
- b2Vec2 dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
- b2Vec2 dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
-
- // Compute normal velocity
- float32 vn1 = b2Dot(dv1, normal);
- float32 vn2 = b2Dot(dv2, normal);
-
- b2Vec2 b;
- b.x = vn1 - cp1->velocityBias;
- b.y = vn2 - cp2->velocityBias;
-
- // Compute b'
- b -= b2Mul(vc->K, a);
-
- const float32 k_errorTol = 1e-3f;
- B2_NOT_USED(k_errorTol);
-
- for (;;)
- {
- //
- // Case 1: vn = 0
- //
- // 0 = A * x + b'
- //
- // Solve for x:
- //
- // x = - inv(A) * b'
- //
- b2Vec2 x = - b2Mul(vc->normalMass, b);
-
- if (x.x >= 0.0f && x.y >= 0.0f)
- {
- // Get the incremental impulse
- b2Vec2 d = x - a;
-
- // Apply incremental impulse
- b2Vec2 P1 = d.x * normal;
- b2Vec2 P2 = d.y * normal;
- vA -= mA * (P1 + P2);
- wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
-
- vB += mB * (P1 + P2);
- wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
-
- // Accumulate
- cp1->normalImpulse = x.x;
- cp2->normalImpulse = x.y;
-
-#if B2_DEBUG_SOLVER == 1
- // Postconditions
- dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
- dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
-
- // Compute normal velocity
- vn1 = b2Dot(dv1, normal);
- vn2 = b2Dot(dv2, normal);
-
- b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
- b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
-#endif
- break;
- }
-
- //
- // Case 2: vn1 = 0 and x2 = 0
- //
- // 0 = a11 * x1 + a12 * 0 + b1'
- // vn2 = a21 * x1 + a22 * 0 + b2'
- //
- x.x = - cp1->normalMass * b.x;
- x.y = 0.0f;
- vn1 = 0.0f;
- vn2 = vc->K.ex.y * x.x + b.y;
- if (x.x >= 0.0f && vn2 >= 0.0f)
- {
- // Get the incremental impulse
- b2Vec2 d = x - a;
-
- // Apply incremental impulse
- b2Vec2 P1 = d.x * normal;
- b2Vec2 P2 = d.y * normal;
- vA -= mA * (P1 + P2);
- wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
-
- vB += mB * (P1 + P2);
- wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
-
- // Accumulate
- cp1->normalImpulse = x.x;
- cp2->normalImpulse = x.y;
-
-#if B2_DEBUG_SOLVER == 1
- // Postconditions
- dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
-
- // Compute normal velocity
- vn1 = b2Dot(dv1, normal);
-
- b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
-#endif
- break;
- }
-
-
- //
- // Case 3: vn2 = 0 and x1 = 0
- //
- // vn1 = a11 * 0 + a12 * x2 + b1'
- // 0 = a21 * 0 + a22 * x2 + b2'
- //
- x.x = 0.0f;
- x.y = - cp2->normalMass * b.y;
- vn1 = vc->K.ey.x * x.y + b.x;
- vn2 = 0.0f;
-
- if (x.y >= 0.0f && vn1 >= 0.0f)
- {
- // Resubstitute for the incremental impulse
- b2Vec2 d = x - a;
-
- // Apply incremental impulse
- b2Vec2 P1 = d.x * normal;
- b2Vec2 P2 = d.y * normal;
- vA -= mA * (P1 + P2);
- wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
-
- vB += mB * (P1 + P2);
- wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
-
- // Accumulate
- cp1->normalImpulse = x.x;
- cp2->normalImpulse = x.y;
-
-#if B2_DEBUG_SOLVER == 1
- // Postconditions
- dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
-
- // Compute normal velocity
- vn2 = b2Dot(dv2, normal);
-
- b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
-#endif
- break;
- }
-
- //
- // Case 4: x1 = 0 and x2 = 0
- //
- // vn1 = b1
- // vn2 = b2;
- x.x = 0.0f;
- x.y = 0.0f;
- vn1 = b.x;
- vn2 = b.y;
-
- if (vn1 >= 0.0f && vn2 >= 0.0f )
- {
- // Resubstitute for the incremental impulse
- b2Vec2 d = x - a;
-
- // Apply incremental impulse
- b2Vec2 P1 = d.x * normal;
- b2Vec2 P2 = d.y * normal;
- vA -= mA * (P1 + P2);
- wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
-
- vB += mB * (P1 + P2);
- wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
-
- // Accumulate
- cp1->normalImpulse = x.x;
- cp2->normalImpulse = x.y;
-
- break;
- }
-
- // No solution, give up. This is hit sometimes, but it doesn't seem to matter.
- break;
- }
- }
-
- m_velocities[indexA].v = vA;
- m_velocities[indexA].w = wA;
- m_velocities[indexB].v = vB;
- m_velocities[indexB].w = wB;
- }
-}
-
-void b2ContactSolver::StoreImpulses()
-{
- for (int32 i = 0; i < m_count; ++i)
- {
- b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
- b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
-
- for (int32 j = 0; j < vc->pointCount; ++j)
- {
- manifold->points[j].normalImpulse = vc->points[j].normalImpulse;
- manifold->points[j].tangentImpulse = vc->points[j].tangentImpulse;
- }
- }
-}
-
-struct b2PositionSolverManifold
-{
- void Initialize(b2ContactPositionConstraint* pc, const b2Transform& xfA, const b2Transform& xfB, int32 index)
- {
- b2Assert(pc->pointCount > 0);
-
- switch (pc->type)
- {
- case b2Manifold::e_circles:
- {
- b2Vec2 pointA = b2Mul(xfA, pc->localPoint);
- b2Vec2 pointB = b2Mul(xfB, pc->localPoints[0]);
- normal = pointB - pointA;
- normal.Normalize();
- point = 0.5f * (pointA + pointB);
- separation = b2Dot(pointB - pointA, normal) - pc->radiusA - pc->radiusB;
- }
- break;
-
- case b2Manifold::e_faceA:
- {
- normal = b2Mul(xfA.q, pc->localNormal);
- b2Vec2 planePoint = b2Mul(xfA, pc->localPoint);
-
- b2Vec2 clipPoint = b2Mul(xfB, pc->localPoints[index]);
- separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
- point = clipPoint;
- }
- break;
-
- case b2Manifold::e_faceB:
- {
- normal = b2Mul(xfB.q, pc->localNormal);
- b2Vec2 planePoint = b2Mul(xfB, pc->localPoint);
-
- b2Vec2 clipPoint = b2Mul(xfA, pc->localPoints[index]);
- separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
- point = clipPoint;
-
- // Ensure normal points from A to B
- normal = -normal;
- }
- break;
- }
- }
-
- b2Vec2 normal;
- b2Vec2 point;
- float32 separation;
-};
-
-// Sequential solver.
-bool b2ContactSolver::SolvePositionConstraints()
-{
- float32 minSeparation = 0.0f;
-
- for (int32 i = 0; i < m_count; ++i)
- {
- b2ContactPositionConstraint* pc = m_positionConstraints + i;
-
- int32 indexA = pc->indexA;
- int32 indexB = pc->indexB;
- b2Vec2 localCenterA = pc->localCenterA;
- float32 mA = pc->invMassA;
- float32 iA = pc->invIA;
- b2Vec2 localCenterB = pc->localCenterB;
- float32 mB = pc->invMassB;
- float32 iB = pc->invIB;
- int32 pointCount = pc->pointCount;
-
- b2Vec2 cA = m_positions[indexA].c;
- float32 aA = m_positions[indexA].a;
-
- b2Vec2 cB = m_positions[indexB].c;
- float32 aB = m_positions[indexB].a;
-
- // Solve normal constraints
- for (int32 j = 0; j < pointCount; ++j)
- {
- b2Transform xfA, xfB;
- xfA.q.Set(aA);
- xfB.q.Set(aB);
- xfA.p = cA - b2Mul(xfA.q, localCenterA);
- xfB.p = cB - b2Mul(xfB.q, localCenterB);
-
- b2PositionSolverManifold psm;
- psm.Initialize(pc, xfA, xfB, j);
- b2Vec2 normal = psm.normal;
-
- b2Vec2 point = psm.point;
- float32 separation = psm.separation;
-
- b2Vec2 rA = point - cA;
- b2Vec2 rB = point - cB;
-
- // Track max constraint error.
- minSeparation = b2Min(minSeparation, separation);
-
- // Prevent large corrections and allow slop.
- float32 C = b2Clamp(b2_baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
-
- // Compute the effective mass.
- float32 rnA = b2Cross(rA, normal);
- float32 rnB = b2Cross(rB, normal);
- float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
-
- // Compute normal impulse
- float32 impulse = K > 0.0f ? - C / K : 0.0f;
-
- b2Vec2 P = impulse * normal;
-
- cA -= mA * P;
- aA -= iA * b2Cross(rA, P);
-
- cB += mB * P;
- aB += iB * b2Cross(rB, P);
- }
-
- m_positions[indexA].c = cA;
- m_positions[indexA].a = aA;
-
- m_positions[indexB].c = cB;
- m_positions[indexB].a = aB;
- }
-
- // We can't expect minSpeparation >= -b2_linearSlop because we don't
- // push the separation above -b2_linearSlop.
- return minSeparation >= -3.0f * b2_linearSlop;
-}
-
-// Sequential position solver for position constraints.
-bool b2ContactSolver::SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB)
-{
- float32 minSeparation = 0.0f;
-
- for (int32 i = 0; i < m_count; ++i)
- {
- b2ContactPositionConstraint* pc = m_positionConstraints + i;
-
- int32 indexA = pc->indexA;
- int32 indexB = pc->indexB;
- b2Vec2 localCenterA = pc->localCenterA;
- b2Vec2 localCenterB = pc->localCenterB;
- int32 pointCount = pc->pointCount;
-
- float32 mA = 0.0f;
- float32 iA = 0.0f;
- if (indexA == toiIndexA || indexA == toiIndexB)
- {
- mA = pc->invMassA;
- iA = pc->invIA;
- }
-
- float32 mB = 0.0f;
- float32 iB = 0.;
- if (indexB == toiIndexA || indexB == toiIndexB)
- {
- mB = pc->invMassB;
- iB = pc->invIB;
- }
-
- b2Vec2 cA = m_positions[indexA].c;
- float32 aA = m_positions[indexA].a;
-
- b2Vec2 cB = m_positions[indexB].c;
- float32 aB = m_positions[indexB].a;
-
- // Solve normal constraints
- for (int32 j = 0; j < pointCount; ++j)
- {
- b2Transform xfA, xfB;
- xfA.q.Set(aA);
- xfB.q.Set(aB);
- xfA.p = cA - b2Mul(xfA.q, localCenterA);
- xfB.p = cB - b2Mul(xfB.q, localCenterB);
-
- b2PositionSolverManifold psm;
- psm.Initialize(pc, xfA, xfB, j);
- b2Vec2 normal = psm.normal;
-
- b2Vec2 point = psm.point;
- float32 separation = psm.separation;
-
- b2Vec2 rA = point - cA;
- b2Vec2 rB = point - cB;
-
- // Track max constraint error.
- minSeparation = b2Min(minSeparation, separation);
-
- // Prevent large corrections and allow slop.
- float32 C = b2Clamp(b2_toiBaugarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
-
- // Compute the effective mass.
- float32 rnA = b2Cross(rA, normal);
- float32 rnB = b2Cross(rB, normal);
- float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
-
- // Compute normal impulse
- float32 impulse = K > 0.0f ? - C / K : 0.0f;
-
- b2Vec2 P = impulse * normal;
-
- cA -= mA * P;
- aA -= iA * b2Cross(rA, P);
-
- cB += mB * P;
- aB += iB * b2Cross(rB, P);
- }
-
- m_positions[indexA].c = cA;
- m_positions[indexA].a = aA;
-
- m_positions[indexB].c = cB;
- m_positions[indexB].a = aB;
- }
-
- // We can't expect minSpeparation >= -b2_linearSlop because we don't
- // push the separation above -b2_linearSlop.
- return minSeparation >= -1.5f * b2_linearSlop;
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ContactSolver.h b/Source/3rdParty/Box2D/Dynamics/Contacts/b2ContactSolver.h
deleted file mode 100644
index ed98df5..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2ContactSolver.h
+++ /dev/null
@@ -1,95 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CONTACT_SOLVER_H
-#define B2_CONTACT_SOLVER_H
-
-#include "Box2D/Common/b2Math.h"
-#include "Box2D/Collision/b2Collision.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-class b2Contact;
-class b2Body;
-class b2StackAllocator;
-struct b2ContactPositionConstraint;
-
-struct b2VelocityConstraintPoint
-{
- b2Vec2 rA;
- b2Vec2 rB;
- float32 normalImpulse;
- float32 tangentImpulse;
- float32 normalMass;
- float32 tangentMass;
- float32 velocityBias;
-};
-
-struct b2ContactVelocityConstraint
-{
- b2VelocityConstraintPoint points[b2_maxManifoldPoints];
- b2Vec2 normal;
- b2Mat22 normalMass;
- b2Mat22 K;
- int32 indexA;
- int32 indexB;
- float32 invMassA, invMassB;
- float32 invIA, invIB;
- float32 friction;
- float32 restitution;
- float32 tangentSpeed;
- int32 pointCount;
- int32 contactIndex;
-};
-
-struct b2ContactSolverDef
-{
- b2TimeStep step;
- b2Contact** contacts;
- int32 count;
- b2Position* positions;
- b2Velocity* velocities;
- b2StackAllocator* allocator;
-};
-
-class b2ContactSolver
-{
-public:
- b2ContactSolver(b2ContactSolverDef* def);
- ~b2ContactSolver();
-
- void InitializeVelocityConstraints();
-
- void WarmStart();
- void SolveVelocityConstraints();
- void StoreImpulses();
-
- bool SolvePositionConstraints();
- bool SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB);
-
- b2TimeStep m_step;
- b2Position* m_positions;
- b2Velocity* m_velocities;
- b2StackAllocator* m_allocator;
- b2ContactPositionConstraint* m_positionConstraints;
- b2ContactVelocityConstraint* m_velocityConstraints;
- b2Contact** m_contacts;
- int m_count;
-};
-
-#endif
-
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp b/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp
deleted file mode 100644
index 8d5933e..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp
+++ /dev/null
@@ -1,49 +0,0 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h"
-#include "Box2D/Common/b2BlockAllocator.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-
-#include <new>
-
-b2Contact* b2EdgeAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
-{
- void* mem = allocator->Allocate(sizeof(b2EdgeAndCircleContact));
- return new (mem) b2EdgeAndCircleContact(fixtureA, fixtureB);
-}
-
-void b2EdgeAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
- ((b2EdgeAndCircleContact*)contact)->~b2EdgeAndCircleContact();
- allocator->Free(contact, sizeof(b2EdgeAndCircleContact));
-}
-
-b2EdgeAndCircleContact::b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
-: b2Contact(fixtureA, 0, fixtureB, 0)
-{
- b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
- b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
-}
-
-void b2EdgeAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
- b2CollideEdgeAndCircle( manifold,
- (b2EdgeShape*)m_fixtureA->GetShape(), xfA,
- (b2CircleShape*)m_fixtureB->GetShape(), xfB);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h b/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h
deleted file mode 100644
index e241985..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_EDGE_AND_CIRCLE_CONTACT_H
-#define B2_EDGE_AND_CIRCLE_CONTACT_H
-
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-
-class b2BlockAllocator;
-
-class b2EdgeAndCircleContact : public b2Contact
-{
-public:
- static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
- b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
- static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
- b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
- ~b2EdgeAndCircleContact() {}
-
- void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp b/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp
deleted file mode 100644
index 6fab3f7..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp
+++ /dev/null
@@ -1,49 +0,0 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h"
-#include "Box2D/Common/b2BlockAllocator.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-
-#include <new>
-
-b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
-{
- void* mem = allocator->Allocate(sizeof(b2EdgeAndPolygonContact));
- return new (mem) b2EdgeAndPolygonContact(fixtureA, fixtureB);
-}
-
-void b2EdgeAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
- ((b2EdgeAndPolygonContact*)contact)->~b2EdgeAndPolygonContact();
- allocator->Free(contact, sizeof(b2EdgeAndPolygonContact));
-}
-
-b2EdgeAndPolygonContact::b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
-: b2Contact(fixtureA, 0, fixtureB, 0)
-{
- b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
- b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
-}
-
-void b2EdgeAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
- b2CollideEdgeAndPolygon( manifold,
- (b2EdgeShape*)m_fixtureA->GetShape(), xfA,
- (b2PolygonShape*)m_fixtureB->GetShape(), xfB);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h b/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h
deleted file mode 100644
index ad92aac..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_EDGE_AND_POLYGON_CONTACT_H
-#define B2_EDGE_AND_POLYGON_CONTACT_H
-
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-
-class b2BlockAllocator;
-
-class b2EdgeAndPolygonContact : public b2Contact
-{
-public:
- static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
- b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
- static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
- b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
- ~b2EdgeAndPolygonContact() {}
-
- void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp b/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp
deleted file mode 100644
index d3c3b94..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp
+++ /dev/null
@@ -1,49 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h"
-#include "Box2D/Common/b2BlockAllocator.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-
-#include <new>
-
-b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
-{
- void* mem = allocator->Allocate(sizeof(b2PolygonAndCircleContact));
- return new (mem) b2PolygonAndCircleContact(fixtureA, fixtureB);
-}
-
-void b2PolygonAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
- ((b2PolygonAndCircleContact*)contact)->~b2PolygonAndCircleContact();
- allocator->Free(contact, sizeof(b2PolygonAndCircleContact));
-}
-
-b2PolygonAndCircleContact::b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
-: b2Contact(fixtureA, 0, fixtureB, 0)
-{
- b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
- b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
-}
-
-void b2PolygonAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
- b2CollidePolygonAndCircle( manifold,
- (b2PolygonShape*)m_fixtureA->GetShape(), xfA,
- (b2CircleShape*)m_fixtureB->GetShape(), xfB);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h b/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h
deleted file mode 100644
index fc3573c..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h
+++ /dev/null
@@ -1,38 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_POLYGON_AND_CIRCLE_CONTACT_H
-#define B2_POLYGON_AND_CIRCLE_CONTACT_H
-
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-
-class b2BlockAllocator;
-
-class b2PolygonAndCircleContact : public b2Contact
-{
-public:
- static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
- static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
- b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
- ~b2PolygonAndCircleContact() {}
-
- void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonContact.cpp b/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonContact.cpp
deleted file mode 100644
index a9a6cdc..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonContact.cpp
+++ /dev/null
@@ -1,52 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Contacts/b2PolygonContact.h"
-#include "Box2D/Common/b2BlockAllocator.h"
-#include "Box2D/Collision/b2TimeOfImpact.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-#include "Box2D/Dynamics/b2WorldCallbacks.h"
-
-#include <new>
-
-b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
-{
- void* mem = allocator->Allocate(sizeof(b2PolygonContact));
- return new (mem) b2PolygonContact(fixtureA, fixtureB);
-}
-
-void b2PolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
- ((b2PolygonContact*)contact)->~b2PolygonContact();
- allocator->Free(contact, sizeof(b2PolygonContact));
-}
-
-b2PolygonContact::b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
- : b2Contact(fixtureA, 0, fixtureB, 0)
-{
- b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
- b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
-}
-
-void b2PolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
- b2CollidePolygons( manifold,
- (b2PolygonShape*)m_fixtureA->GetShape(), xfA,
- (b2PolygonShape*)m_fixtureB->GetShape(), xfB);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonContact.h b/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonContact.h
deleted file mode 100644
index 4755b4b..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Contacts/b2PolygonContact.h
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_POLYGON_CONTACT_H
-#define B2_POLYGON_CONTACT_H
-
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-
-class b2BlockAllocator;
-
-class b2PolygonContact : public b2Contact
-{
-public:
- static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
- b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
- static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
- b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
- ~b2PolygonContact() {}
-
- void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2DistanceJoint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2DistanceJoint.cpp
deleted file mode 100644
index 126133c..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2DistanceJoint.cpp
+++ /dev/null
@@ -1,260 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2DistanceJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-// 1-D constrained system
-// m (v2 - v1) = lambda
-// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
-// x2 = x1 + h * v2
-
-// 1-D mass-damper-spring system
-// m (v2 - v1) + h * d * v2 + h * k *
-
-// C = norm(p2 - p1) - L
-// u = (p2 - p1) / norm(p2 - p1)
-// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
-// J = [-u -cross(r1, u) u cross(r2, u)]
-// K = J * invM * JT
-// = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
-
-void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
- const b2Vec2& anchor1, const b2Vec2& anchor2)
-{
- bodyA = b1;
- bodyB = b2;
- localAnchorA = bodyA->GetLocalPoint(anchor1);
- localAnchorB = bodyB->GetLocalPoint(anchor2);
- b2Vec2 d = anchor2 - anchor1;
- length = d.Length();
-}
-
-b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
-: b2Joint(def)
-{
- m_localAnchorA = def->localAnchorA;
- m_localAnchorB = def->localAnchorB;
- m_length = def->length;
- m_frequencyHz = def->frequencyHz;
- m_dampingRatio = def->dampingRatio;
- m_impulse = 0.0f;
- m_gamma = 0.0f;
- m_bias = 0.0f;
-}
-
-void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
-{
- m_indexA = m_bodyA->m_islandIndex;
- m_indexB = m_bodyB->m_islandIndex;
- m_localCenterA = m_bodyA->m_sweep.localCenter;
- m_localCenterB = m_bodyB->m_sweep.localCenter;
- m_invMassA = m_bodyA->m_invMass;
- m_invMassB = m_bodyB->m_invMass;
- m_invIA = m_bodyA->m_invI;
- m_invIB = m_bodyB->m_invI;
-
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
-
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- b2Rot qA(aA), qB(aB);
-
- m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
- m_u = cB + m_rB - cA - m_rA;
-
- // Handle singularity.
- float32 length = m_u.Length();
- if (length > b2_linearSlop)
- {
- m_u *= 1.0f / length;
- }
- else
- {
- m_u.Set(0.0f, 0.0f);
- }
-
- float32 crAu = b2Cross(m_rA, m_u);
- float32 crBu = b2Cross(m_rB, m_u);
- float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
-
- // Compute the effective mass matrix.
- m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
-
- if (m_frequencyHz > 0.0f)
- {
- float32 C = length - m_length;
-
- // Frequency
- float32 omega = 2.0f * b2_pi * m_frequencyHz;
-
- // Damping coefficient
- float32 d = 2.0f * m_mass * m_dampingRatio * omega;
-
- // Spring stiffness
- float32 k = m_mass * omega * omega;
-
- // magic formulas
- float32 h = data.step.dt;
- m_gamma = h * (d + h * k);
- m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
- m_bias = C * h * k * m_gamma;
-
- invMass += m_gamma;
- m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
- }
- else
- {
- m_gamma = 0.0f;
- m_bias = 0.0f;
- }
-
- if (data.step.warmStarting)
- {
- // Scale the impulse to support a variable time step.
- m_impulse *= data.step.dtRatio;
-
- b2Vec2 P = m_impulse * m_u;
- vA -= m_invMassA * P;
- wA -= m_invIA * b2Cross(m_rA, P);
- vB += m_invMassB * P;
- wB += m_invIB * b2Cross(m_rB, P);
- }
- else
- {
- m_impulse = 0.0f;
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- // Cdot = dot(u, v + cross(w, r))
- b2Vec2 vpA = vA + b2Cross(wA, m_rA);
- b2Vec2 vpB = vB + b2Cross(wB, m_rB);
- float32 Cdot = b2Dot(m_u, vpB - vpA);
-
- float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
- m_impulse += impulse;
-
- b2Vec2 P = impulse * m_u;
- vA -= m_invMassA * P;
- wA -= m_invIA * b2Cross(m_rA, P);
- vB += m_invMassB * P;
- wB += m_invIB * b2Cross(m_rB, P);
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
-{
- if (m_frequencyHz > 0.0f)
- {
- // There is no position correction for soft distance constraints.
- return true;
- }
-
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
-
- b2Rot qA(aA), qB(aB);
-
- b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
- b2Vec2 u = cB + rB - cA - rA;
-
- float32 length = u.Normalize();
- float32 C = length - m_length;
- C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection);
-
- float32 impulse = -m_mass * C;
- b2Vec2 P = impulse * u;
-
- cA -= m_invMassA * P;
- aA -= m_invIA * b2Cross(rA, P);
- cB += m_invMassB * P;
- aB += m_invIB * b2Cross(rB, P);
-
- data.positions[m_indexA].c = cA;
- data.positions[m_indexA].a = aA;
- data.positions[m_indexB].c = cB;
- data.positions[m_indexB].a = aB;
-
- return b2Abs(C) < b2_linearSlop;
-}
-
-b2Vec2 b2DistanceJoint::GetAnchorA() const
-{
- return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2DistanceJoint::GetAnchorB() const
-{
- return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2DistanceJoint::GetReactionForce(float32 inv_dt) const
-{
- b2Vec2 F = (inv_dt * m_impulse) * m_u;
- return F;
-}
-
-float32 b2DistanceJoint::GetReactionTorque(float32 inv_dt) const
-{
- B2_NOT_USED(inv_dt);
- return 0.0f;
-}
-
-void b2DistanceJoint::Dump()
-{
- int32 indexA = m_bodyA->m_islandIndex;
- int32 indexB = m_bodyB->m_islandIndex;
-
- b2Log(" b2DistanceJointDef jd;\n");
- b2Log(" jd.bodyA = bodies[%d];\n", indexA);
- b2Log(" jd.bodyB = bodies[%d];\n", indexB);
- b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
- b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
- b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
- b2Log(" jd.length = %.15lef;\n", m_length);
- b2Log(" jd.frequencyHz = %.15lef;\n", m_frequencyHz);
- b2Log(" jd.dampingRatio = %.15lef;\n", m_dampingRatio);
- b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2DistanceJoint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2DistanceJoint.h
deleted file mode 100644
index ba59210..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2DistanceJoint.h
+++ /dev/null
@@ -1,169 +0,0 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_DISTANCE_JOINT_H
-#define B2_DISTANCE_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Distance joint definition. This requires defining an
-/// anchor point on both bodies and the non-zero length of the
-/// distance joint. The definition uses local anchor points
-/// so that the initial configuration can violate the constraint
-/// slightly. This helps when saving and loading a game.
-/// @warning Do not use a zero or short length.
-struct b2DistanceJointDef : public b2JointDef
-{
- b2DistanceJointDef()
- {
- type = e_distanceJoint;
- localAnchorA.Set(0.0f, 0.0f);
- localAnchorB.Set(0.0f, 0.0f);
- length = 1.0f;
- frequencyHz = 0.0f;
- dampingRatio = 0.0f;
- }
-
- /// Initialize the bodies, anchors, and length using the world
- /// anchors.
- void Initialize(b2Body* bodyA, b2Body* bodyB,
- const b2Vec2& anchorA, const b2Vec2& anchorB);
-
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
-
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
-
- /// The natural length between the anchor points.
- float32 length;
-
- /// The mass-spring-damper frequency in Hertz. A value of 0
- /// disables softness.
- float32 frequencyHz;
-
- /// The damping ratio. 0 = no damping, 1 = critical damping.
- float32 dampingRatio;
-};
-
-/// A distance joint constrains two points on two bodies
-/// to remain at a fixed distance from each other. You can view
-/// this as a massless, rigid rod.
-class b2DistanceJoint : public b2Joint
-{
-public:
-
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- /// Get the reaction force given the inverse time step.
- /// Unit is N.
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
-
- /// Get the reaction torque given the inverse time step.
- /// Unit is N*m. This is always zero for a distance joint.
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// The local anchor point relative to bodyA's origin.
- const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
- /// The local anchor point relative to bodyB's origin.
- const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
-
- /// Set/get the natural length.
- /// Manipulating the length can lead to non-physical behavior when the frequency is zero.
- void SetLength(float32 length);
- float32 GetLength() const;
-
- /// Set/get frequency in Hz.
- void SetFrequency(float32 hz);
- float32 GetFrequency() const;
-
- /// Set/get damping ratio.
- void SetDampingRatio(float32 ratio);
- float32 GetDampingRatio() const;
-
- /// Dump joint to dmLog
- void Dump() override;
-
-protected:
-
- friend class b2Joint;
- b2DistanceJoint(const b2DistanceJointDef* data);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- float32 m_frequencyHz;
- float32 m_dampingRatio;
- float32 m_bias;
-
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- float32 m_gamma;
- float32 m_impulse;
- float32 m_length;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_u;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- float32 m_mass;
-};
-
-inline void b2DistanceJoint::SetLength(float32 length)
-{
- m_length = length;
-}
-
-inline float32 b2DistanceJoint::GetLength() const
-{
- return m_length;
-}
-
-inline void b2DistanceJoint::SetFrequency(float32 hz)
-{
- m_frequencyHz = hz;
-}
-
-inline float32 b2DistanceJoint::GetFrequency() const
-{
- return m_frequencyHz;
-}
-
-inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
-{
- m_dampingRatio = ratio;
-}
-
-inline float32 b2DistanceJoint::GetDampingRatio() const
-{
- return m_dampingRatio;
-}
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2FrictionJoint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2FrictionJoint.cpp
deleted file mode 100644
index cb122eb..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2FrictionJoint.cpp
+++ /dev/null
@@ -1,251 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2FrictionJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-// Point-to-point constraint
-// Cdot = v2 - v1
-// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
-// J = [-I -r1_skew I r2_skew ]
-// Identity used:
-// w k % (rx i + ry j) = w * (-ry i + rx j)
-
-// Angle constraint
-// Cdot = w2 - w1
-// J = [0 0 -1 0 0 1]
-// K = invI1 + invI2
-
-void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
-{
- bodyA = bA;
- bodyB = bB;
- localAnchorA = bodyA->GetLocalPoint(anchor);
- localAnchorB = bodyB->GetLocalPoint(anchor);
-}
-
-b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
-: b2Joint(def)
-{
- m_localAnchorA = def->localAnchorA;
- m_localAnchorB = def->localAnchorB;
-
- m_linearImpulse.SetZero();
- m_angularImpulse = 0.0f;
-
- m_maxForce = def->maxForce;
- m_maxTorque = def->maxTorque;
-}
-
-void b2FrictionJoint::InitVelocityConstraints(const b2SolverData& data)
-{
- m_indexA = m_bodyA->m_islandIndex;
- m_indexB = m_bodyB->m_islandIndex;
- m_localCenterA = m_bodyA->m_sweep.localCenter;
- m_localCenterB = m_bodyB->m_sweep.localCenter;
- m_invMassA = m_bodyA->m_invMass;
- m_invMassB = m_bodyB->m_invMass;
- m_invIA = m_bodyA->m_invI;
- m_invIB = m_bodyB->m_invI;
-
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
-
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- b2Rot qA(aA), qB(aB);
-
- // Compute the effective mass matrix.
- m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
- // J = [-I -r1_skew I r2_skew]
- // [ 0 -1 0 1]
- // r_skew = [-ry; rx]
-
- // Matlab
- // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
- // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
- // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- b2Mat22 K;
- K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
- K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
- K.ey.x = K.ex.y;
- K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
-
- m_linearMass = K.GetInverse();
-
- m_angularMass = iA + iB;
- if (m_angularMass > 0.0f)
- {
- m_angularMass = 1.0f / m_angularMass;
- }
-
- if (data.step.warmStarting)
- {
- // Scale impulses to support a variable time step.
- m_linearImpulse *= data.step.dtRatio;
- m_angularImpulse *= data.step.dtRatio;
-
- b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
- vA -= mA * P;
- wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
- vB += mB * P;
- wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
- }
- else
- {
- m_linearImpulse.SetZero();
- m_angularImpulse = 0.0f;
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-void b2FrictionJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- float32 h = data.step.dt;
-
- // Solve angular friction
- {
- float32 Cdot = wB - wA;
- float32 impulse = -m_angularMass * Cdot;
-
- float32 oldImpulse = m_angularImpulse;
- float32 maxImpulse = h * m_maxTorque;
- m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
- impulse = m_angularImpulse - oldImpulse;
-
- wA -= iA * impulse;
- wB += iB * impulse;
- }
-
- // Solve linear friction
- {
- b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
-
- b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
- b2Vec2 oldImpulse = m_linearImpulse;
- m_linearImpulse += impulse;
-
- float32 maxImpulse = h * m_maxForce;
-
- if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
- {
- m_linearImpulse.Normalize();
- m_linearImpulse *= maxImpulse;
- }
-
- impulse = m_linearImpulse - oldImpulse;
-
- vA -= mA * impulse;
- wA -= iA * b2Cross(m_rA, impulse);
-
- vB += mB * impulse;
- wB += iB * b2Cross(m_rB, impulse);
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-bool b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data)
-{
- B2_NOT_USED(data);
-
- return true;
-}
-
-b2Vec2 b2FrictionJoint::GetAnchorA() const
-{
- return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2FrictionJoint::GetAnchorB() const
-{
- return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2FrictionJoint::GetReactionForce(float32 inv_dt) const
-{
- return inv_dt * m_linearImpulse;
-}
-
-float32 b2FrictionJoint::GetReactionTorque(float32 inv_dt) const
-{
- return inv_dt * m_angularImpulse;
-}
-
-void b2FrictionJoint::SetMaxForce(float32 force)
-{
- b2Assert(b2IsValid(force) && force >= 0.0f);
- m_maxForce = force;
-}
-
-float32 b2FrictionJoint::GetMaxForce() const
-{
- return m_maxForce;
-}
-
-void b2FrictionJoint::SetMaxTorque(float32 torque)
-{
- b2Assert(b2IsValid(torque) && torque >= 0.0f);
- m_maxTorque = torque;
-}
-
-float32 b2FrictionJoint::GetMaxTorque() const
-{
- return m_maxTorque;
-}
-
-void b2FrictionJoint::Dump()
-{
- int32 indexA = m_bodyA->m_islandIndex;
- int32 indexB = m_bodyB->m_islandIndex;
-
- b2Log(" b2FrictionJointDef jd;\n");
- b2Log(" jd.bodyA = bodies[%d];\n", indexA);
- b2Log(" jd.bodyB = bodies[%d];\n", indexB);
- b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
- b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
- b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
- b2Log(" jd.maxForce = %.15lef;\n", m_maxForce);
- b2Log(" jd.maxTorque = %.15lef;\n", m_maxTorque);
- b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2FrictionJoint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2FrictionJoint.h
deleted file mode 100644
index d964f84..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2FrictionJoint.h
+++ /dev/null
@@ -1,119 +0,0 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_FRICTION_JOINT_H
-#define B2_FRICTION_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Friction joint definition.
-struct b2FrictionJointDef : public b2JointDef
-{
- b2FrictionJointDef()
- {
- type = e_frictionJoint;
- localAnchorA.SetZero();
- localAnchorB.SetZero();
- maxForce = 0.0f;
- maxTorque = 0.0f;
- }
-
- /// Initialize the bodies, anchors, axis, and reference angle using the world
- /// anchor and world axis.
- void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
-
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
-
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
-
- /// The maximum friction force in N.
- float32 maxForce;
-
- /// The maximum friction torque in N-m.
- float32 maxTorque;
-};
-
-/// Friction joint. This is used for top-down friction.
-/// It provides 2D translational friction and angular friction.
-class b2FrictionJoint : public b2Joint
-{
-public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// The local anchor point relative to bodyA's origin.
- const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
- /// The local anchor point relative to bodyB's origin.
- const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
-
- /// Set the maximum friction force in N.
- void SetMaxForce(float32 force);
-
- /// Get the maximum friction force in N.
- float32 GetMaxForce() const;
-
- /// Set the maximum friction torque in N*m.
- void SetMaxTorque(float32 torque);
-
- /// Get the maximum friction torque in N*m.
- float32 GetMaxTorque() const;
-
- /// Dump joint to dmLog
- void Dump() override;
-
-protected:
-
- friend class b2Joint;
-
- b2FrictionJoint(const b2FrictionJointDef* def);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
-
- // Solver shared
- b2Vec2 m_linearImpulse;
- float32 m_angularImpulse;
- float32 m_maxForce;
- float32 m_maxTorque;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- b2Mat22 m_linearMass;
- float32 m_angularMass;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2GearJoint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2GearJoint.cpp
deleted file mode 100644
index 1ce575b..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2GearJoint.cpp
+++ /dev/null
@@ -1,419 +0,0 @@
-/*
-* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2GearJoint.h"
-#include "Box2D/Dynamics/Joints/b2RevoluteJoint.h"
-#include "Box2D/Dynamics/Joints/b2PrismaticJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-// Gear Joint:
-// C0 = (coordinate1 + ratio * coordinate2)_initial
-// C = (coordinate1 + ratio * coordinate2) - C0 = 0
-// J = [J1 ratio * J2]
-// K = J * invM * JT
-// = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
-//
-// Revolute:
-// coordinate = rotation
-// Cdot = angularVelocity
-// J = [0 0 1]
-// K = J * invM * JT = invI
-//
-// Prismatic:
-// coordinate = dot(p - pg, ug)
-// Cdot = dot(v + cross(w, r), ug)
-// J = [ug cross(r, ug)]
-// K = J * invM * JT = invMass + invI * cross(r, ug)^2
-
-b2GearJoint::b2GearJoint(const b2GearJointDef* def)
-: b2Joint(def)
-{
- m_joint1 = def->joint1;
- m_joint2 = def->joint2;
-
- m_typeA = m_joint1->GetType();
- m_typeB = m_joint2->GetType();
-
- b2Assert(m_typeA == e_revoluteJoint || m_typeA == e_prismaticJoint);
- b2Assert(m_typeB == e_revoluteJoint || m_typeB == e_prismaticJoint);
-
- float32 coordinateA, coordinateB;
-
- // TODO_ERIN there might be some problem with the joint edges in b2Joint.
-
- m_bodyC = m_joint1->GetBodyA();
- m_bodyA = m_joint1->GetBodyB();
-
- // Get geometry of joint1
- b2Transform xfA = m_bodyA->m_xf;
- float32 aA = m_bodyA->m_sweep.a;
- b2Transform xfC = m_bodyC->m_xf;
- float32 aC = m_bodyC->m_sweep.a;
-
- if (m_typeA == e_revoluteJoint)
- {
- b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint1;
- m_localAnchorC = revolute->m_localAnchorA;
- m_localAnchorA = revolute->m_localAnchorB;
- m_referenceAngleA = revolute->m_referenceAngle;
- m_localAxisC.SetZero();
-
- coordinateA = aA - aC - m_referenceAngleA;
- }
- else
- {
- b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint1;
- m_localAnchorC = prismatic->m_localAnchorA;
- m_localAnchorA = prismatic->m_localAnchorB;
- m_referenceAngleA = prismatic->m_referenceAngle;
- m_localAxisC = prismatic->m_localXAxisA;
-
- b2Vec2 pC = m_localAnchorC;
- b2Vec2 pA = b2MulT(xfC.q, b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
- coordinateA = b2Dot(pA - pC, m_localAxisC);
- }
-
- m_bodyD = m_joint2->GetBodyA();
- m_bodyB = m_joint2->GetBodyB();
-
- // Get geometry of joint2
- b2Transform xfB = m_bodyB->m_xf;
- float32 aB = m_bodyB->m_sweep.a;
- b2Transform xfD = m_bodyD->m_xf;
- float32 aD = m_bodyD->m_sweep.a;
-
- if (m_typeB == e_revoluteJoint)
- {
- b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint2;
- m_localAnchorD = revolute->m_localAnchorA;
- m_localAnchorB = revolute->m_localAnchorB;
- m_referenceAngleB = revolute->m_referenceAngle;
- m_localAxisD.SetZero();
-
- coordinateB = aB - aD - m_referenceAngleB;
- }
- else
- {
- b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint2;
- m_localAnchorD = prismatic->m_localAnchorA;
- m_localAnchorB = prismatic->m_localAnchorB;
- m_referenceAngleB = prismatic->m_referenceAngle;
- m_localAxisD = prismatic->m_localXAxisA;
-
- b2Vec2 pD = m_localAnchorD;
- b2Vec2 pB = b2MulT(xfD.q, b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
- coordinateB = b2Dot(pB - pD, m_localAxisD);
- }
-
- m_ratio = def->ratio;
-
- m_constant = coordinateA + m_ratio * coordinateB;
-
- m_impulse = 0.0f;
-}
-
-void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
-{
- m_indexA = m_bodyA->m_islandIndex;
- m_indexB = m_bodyB->m_islandIndex;
- m_indexC = m_bodyC->m_islandIndex;
- m_indexD = m_bodyD->m_islandIndex;
- m_lcA = m_bodyA->m_sweep.localCenter;
- m_lcB = m_bodyB->m_sweep.localCenter;
- m_lcC = m_bodyC->m_sweep.localCenter;
- m_lcD = m_bodyD->m_sweep.localCenter;
- m_mA = m_bodyA->m_invMass;
- m_mB = m_bodyB->m_invMass;
- m_mC = m_bodyC->m_invMass;
- m_mD = m_bodyD->m_invMass;
- m_iA = m_bodyA->m_invI;
- m_iB = m_bodyB->m_invI;
- m_iC = m_bodyC->m_invI;
- m_iD = m_bodyD->m_invI;
-
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
-
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- float32 aC = data.positions[m_indexC].a;
- b2Vec2 vC = data.velocities[m_indexC].v;
- float32 wC = data.velocities[m_indexC].w;
-
- float32 aD = data.positions[m_indexD].a;
- b2Vec2 vD = data.velocities[m_indexD].v;
- float32 wD = data.velocities[m_indexD].w;
-
- b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
-
- m_mass = 0.0f;
-
- if (m_typeA == e_revoluteJoint)
- {
- m_JvAC.SetZero();
- m_JwA = 1.0f;
- m_JwC = 1.0f;
- m_mass += m_iA + m_iC;
- }
- else
- {
- b2Vec2 u = b2Mul(qC, m_localAxisC);
- b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
- b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
- m_JvAC = u;
- m_JwC = b2Cross(rC, u);
- m_JwA = b2Cross(rA, u);
- m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA;
- }
-
- if (m_typeB == e_revoluteJoint)
- {
- m_JvBD.SetZero();
- m_JwB = m_ratio;
- m_JwD = m_ratio;
- m_mass += m_ratio * m_ratio * (m_iB + m_iD);
- }
- else
- {
- b2Vec2 u = b2Mul(qD, m_localAxisD);
- b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
- b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
- m_JvBD = m_ratio * u;
- m_JwD = m_ratio * b2Cross(rD, u);
- m_JwB = m_ratio * b2Cross(rB, u);
- m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB;
- }
-
- // Compute effective mass.
- m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f;
-
- if (data.step.warmStarting)
- {
- vA += (m_mA * m_impulse) * m_JvAC;
- wA += m_iA * m_impulse * m_JwA;
- vB += (m_mB * m_impulse) * m_JvBD;
- wB += m_iB * m_impulse * m_JwB;
- vC -= (m_mC * m_impulse) * m_JvAC;
- wC -= m_iC * m_impulse * m_JwC;
- vD -= (m_mD * m_impulse) * m_JvBD;
- wD -= m_iD * m_impulse * m_JwD;
- }
- else
- {
- m_impulse = 0.0f;
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
- data.velocities[m_indexC].v = vC;
- data.velocities[m_indexC].w = wC;
- data.velocities[m_indexD].v = vD;
- data.velocities[m_indexD].w = wD;
-}
-
-void b2GearJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
- b2Vec2 vC = data.velocities[m_indexC].v;
- float32 wC = data.velocities[m_indexC].w;
- b2Vec2 vD = data.velocities[m_indexD].v;
- float32 wD = data.velocities[m_indexD].w;
-
- float32 Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD);
- Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);
-
- float32 impulse = -m_mass * Cdot;
- m_impulse += impulse;
-
- vA += (m_mA * impulse) * m_JvAC;
- wA += m_iA * impulse * m_JwA;
- vB += (m_mB * impulse) * m_JvBD;
- wB += m_iB * impulse * m_JwB;
- vC -= (m_mC * impulse) * m_JvAC;
- wC -= m_iC * impulse * m_JwC;
- vD -= (m_mD * impulse) * m_JvBD;
- wD -= m_iD * impulse * m_JwD;
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
- data.velocities[m_indexC].v = vC;
- data.velocities[m_indexC].w = wC;
- data.velocities[m_indexD].v = vD;
- data.velocities[m_indexD].w = wD;
-}
-
-bool b2GearJoint::SolvePositionConstraints(const b2SolverData& data)
-{
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 cC = data.positions[m_indexC].c;
- float32 aC = data.positions[m_indexC].a;
- b2Vec2 cD = data.positions[m_indexD].c;
- float32 aD = data.positions[m_indexD].a;
-
- b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
-
- float32 linearError = 0.0f;
-
- float32 coordinateA, coordinateB;
-
- b2Vec2 JvAC, JvBD;
- float32 JwA, JwB, JwC, JwD;
- float32 mass = 0.0f;
-
- if (m_typeA == e_revoluteJoint)
- {
- JvAC.SetZero();
- JwA = 1.0f;
- JwC = 1.0f;
- mass += m_iA + m_iC;
-
- coordinateA = aA - aC - m_referenceAngleA;
- }
- else
- {
- b2Vec2 u = b2Mul(qC, m_localAxisC);
- b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
- b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
- JvAC = u;
- JwC = b2Cross(rC, u);
- JwA = b2Cross(rA, u);
- mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA;
-
- b2Vec2 pC = m_localAnchorC - m_lcC;
- b2Vec2 pA = b2MulT(qC, rA + (cA - cC));
- coordinateA = b2Dot(pA - pC, m_localAxisC);
- }
-
- if (m_typeB == e_revoluteJoint)
- {
- JvBD.SetZero();
- JwB = m_ratio;
- JwD = m_ratio;
- mass += m_ratio * m_ratio * (m_iB + m_iD);
-
- coordinateB = aB - aD - m_referenceAngleB;
- }
- else
- {
- b2Vec2 u = b2Mul(qD, m_localAxisD);
- b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
- b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
- JvBD = m_ratio * u;
- JwD = m_ratio * b2Cross(rD, u);
- JwB = m_ratio * b2Cross(rB, u);
- mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB;
-
- b2Vec2 pD = m_localAnchorD - m_lcD;
- b2Vec2 pB = b2MulT(qD, rB + (cB - cD));
- coordinateB = b2Dot(pB - pD, m_localAxisD);
- }
-
- float32 C = (coordinateA + m_ratio * coordinateB) - m_constant;
-
- float32 impulse = 0.0f;
- if (mass > 0.0f)
- {
- impulse = -C / mass;
- }
-
- cA += m_mA * impulse * JvAC;
- aA += m_iA * impulse * JwA;
- cB += m_mB * impulse * JvBD;
- aB += m_iB * impulse * JwB;
- cC -= m_mC * impulse * JvAC;
- aC -= m_iC * impulse * JwC;
- cD -= m_mD * impulse * JvBD;
- aD -= m_iD * impulse * JwD;
-
- data.positions[m_indexA].c = cA;
- data.positions[m_indexA].a = aA;
- data.positions[m_indexB].c = cB;
- data.positions[m_indexB].a = aB;
- data.positions[m_indexC].c = cC;
- data.positions[m_indexC].a = aC;
- data.positions[m_indexD].c = cD;
- data.positions[m_indexD].a = aD;
-
- // TODO_ERIN not implemented
- return linearError < b2_linearSlop;
-}
-
-b2Vec2 b2GearJoint::GetAnchorA() const
-{
- return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2GearJoint::GetAnchorB() const
-{
- return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2GearJoint::GetReactionForce(float32 inv_dt) const
-{
- b2Vec2 P = m_impulse * m_JvAC;
- return inv_dt * P;
-}
-
-float32 b2GearJoint::GetReactionTorque(float32 inv_dt) const
-{
- float32 L = m_impulse * m_JwA;
- return inv_dt * L;
-}
-
-void b2GearJoint::SetRatio(float32 ratio)
-{
- b2Assert(b2IsValid(ratio));
- m_ratio = ratio;
-}
-
-float32 b2GearJoint::GetRatio() const
-{
- return m_ratio;
-}
-
-void b2GearJoint::Dump()
-{
- int32 indexA = m_bodyA->m_islandIndex;
- int32 indexB = m_bodyB->m_islandIndex;
-
- int32 index1 = m_joint1->m_index;
- int32 index2 = m_joint2->m_index;
-
- b2Log(" b2GearJointDef jd;\n");
- b2Log(" jd.bodyA = bodies[%d];\n", indexA);
- b2Log(" jd.bodyB = bodies[%d];\n", indexB);
- b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
- b2Log(" jd.joint1 = joints[%d];\n", index1);
- b2Log(" jd.joint2 = joints[%d];\n", index2);
- b2Log(" jd.ratio = %.15lef;\n", m_ratio);
- b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2GearJoint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2GearJoint.h
deleted file mode 100644
index 53f7e58..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2GearJoint.h
+++ /dev/null
@@ -1,125 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_GEAR_JOINT_H
-#define B2_GEAR_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Gear joint definition. This definition requires two existing
-/// revolute or prismatic joints (any combination will work).
-struct b2GearJointDef : public b2JointDef
-{
- b2GearJointDef()
- {
- type = e_gearJoint;
- joint1 = nullptr;
- joint2 = nullptr;
- ratio = 1.0f;
- }
-
- /// The first revolute/prismatic joint attached to the gear joint.
- b2Joint* joint1;
-
- /// The second revolute/prismatic joint attached to the gear joint.
- b2Joint* joint2;
-
- /// The gear ratio.
- /// @see b2GearJoint for explanation.
- float32 ratio;
-};
-
-/// A gear joint is used to connect two joints together. Either joint
-/// can be a revolute or prismatic joint. You specify a gear ratio
-/// to bind the motions together:
-/// coordinate1 + ratio * coordinate2 = constant
-/// The ratio can be negative or positive. If one joint is a revolute joint
-/// and the other joint is a prismatic joint, then the ratio will have units
-/// of length or units of 1/length.
-/// @warning You have to manually destroy the gear joint if joint1 or joint2
-/// is destroyed.
-class b2GearJoint : public b2Joint
-{
-public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// Get the first joint.
- b2Joint* GetJoint1() { return m_joint1; }
-
- /// Get the second joint.
- b2Joint* GetJoint2() { return m_joint2; }
-
- /// Set/Get the gear ratio.
- void SetRatio(float32 ratio);
- float32 GetRatio() const;
-
- /// Dump joint to dmLog
- void Dump() override;
-
-protected:
-
- friend class b2Joint;
- b2GearJoint(const b2GearJointDef* data);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- b2Joint* m_joint1;
- b2Joint* m_joint2;
-
- b2JointType m_typeA;
- b2JointType m_typeB;
-
- // Body A is connected to body C
- // Body B is connected to body D
- b2Body* m_bodyC;
- b2Body* m_bodyD;
-
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- b2Vec2 m_localAnchorC;
- b2Vec2 m_localAnchorD;
-
- b2Vec2 m_localAxisC;
- b2Vec2 m_localAxisD;
-
- float32 m_referenceAngleA;
- float32 m_referenceAngleB;
-
- float32 m_constant;
- float32 m_ratio;
-
- float32 m_impulse;
-
- // Solver temp
- int32 m_indexA, m_indexB, m_indexC, m_indexD;
- b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
- float32 m_mA, m_mB, m_mC, m_mD;
- float32 m_iA, m_iB, m_iC, m_iD;
- b2Vec2 m_JvAC, m_JvBD;
- float32 m_JwA, m_JwB, m_JwC, m_JwD;
- float32 m_mass;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2Joint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2Joint.cpp
deleted file mode 100644
index 8103b01..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2Joint.cpp
+++ /dev/null
@@ -1,211 +0,0 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-#include "Box2D/Dynamics/Joints/b2DistanceJoint.h"
-#include "Box2D/Dynamics/Joints/b2WheelJoint.h"
-#include "Box2D/Dynamics/Joints/b2MouseJoint.h"
-#include "Box2D/Dynamics/Joints/b2RevoluteJoint.h"
-#include "Box2D/Dynamics/Joints/b2PrismaticJoint.h"
-#include "Box2D/Dynamics/Joints/b2PulleyJoint.h"
-#include "Box2D/Dynamics/Joints/b2GearJoint.h"
-#include "Box2D/Dynamics/Joints/b2WeldJoint.h"
-#include "Box2D/Dynamics/Joints/b2FrictionJoint.h"
-#include "Box2D/Dynamics/Joints/b2RopeJoint.h"
-#include "Box2D/Dynamics/Joints/b2MotorJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2World.h"
-#include "Box2D/Common/b2BlockAllocator.h"
-
-#include <new>
-
-b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
-{
- b2Joint* joint = nullptr;
-
- switch (def->type)
- {
- case e_distanceJoint:
- {
- void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
- joint = new (mem) b2DistanceJoint(static_cast<const b2DistanceJointDef*>(def));
- }
- break;
-
- case e_mouseJoint:
- {
- void* mem = allocator->Allocate(sizeof(b2MouseJoint));
- joint = new (mem) b2MouseJoint(static_cast<const b2MouseJointDef*>(def));
- }
- break;
-
- case e_prismaticJoint:
- {
- void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
- joint = new (mem) b2PrismaticJoint(static_cast<const b2PrismaticJointDef*>(def));
- }
- break;
-
- case e_revoluteJoint:
- {
- void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
- joint = new (mem) b2RevoluteJoint(static_cast<const b2RevoluteJointDef*>(def));
- }
- break;
-
- case e_pulleyJoint:
- {
- void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
- joint = new (mem) b2PulleyJoint(static_cast<const b2PulleyJointDef*>(def));
- }
- break;
-
- case e_gearJoint:
- {
- void* mem = allocator->Allocate(sizeof(b2GearJoint));
- joint = new (mem) b2GearJoint(static_cast<const b2GearJointDef*>(def));
- }
- break;
-
- case e_wheelJoint:
- {
- void* mem = allocator->Allocate(sizeof(b2WheelJoint));
- joint = new (mem) b2WheelJoint(static_cast<const b2WheelJointDef*>(def));
- }
- break;
-
- case e_weldJoint:
- {
- void* mem = allocator->Allocate(sizeof(b2WeldJoint));
- joint = new (mem) b2WeldJoint(static_cast<const b2WeldJointDef*>(def));
- }
- break;
-
- case e_frictionJoint:
- {
- void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
- joint = new (mem) b2FrictionJoint(static_cast<const b2FrictionJointDef*>(def));
- }
- break;
-
- case e_ropeJoint:
- {
- void* mem = allocator->Allocate(sizeof(b2RopeJoint));
- joint = new (mem) b2RopeJoint(static_cast<const b2RopeJointDef*>(def));
- }
- break;
-
- case e_motorJoint:
- {
- void* mem = allocator->Allocate(sizeof(b2MotorJoint));
- joint = new (mem) b2MotorJoint(static_cast<const b2MotorJointDef*>(def));
- }
- break;
-
- default:
- b2Assert(false);
- break;
- }
-
- return joint;
-}
-
-void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
-{
- joint->~b2Joint();
- switch (joint->m_type)
- {
- case e_distanceJoint:
- allocator->Free(joint, sizeof(b2DistanceJoint));
- break;
-
- case e_mouseJoint:
- allocator->Free(joint, sizeof(b2MouseJoint));
- break;
-
- case e_prismaticJoint:
- allocator->Free(joint, sizeof(b2PrismaticJoint));
- break;
-
- case e_revoluteJoint:
- allocator->Free(joint, sizeof(b2RevoluteJoint));
- break;
-
- case e_pulleyJoint:
- allocator->Free(joint, sizeof(b2PulleyJoint));
- break;
-
- case e_gearJoint:
- allocator->Free(joint, sizeof(b2GearJoint));
- break;
-
- case e_wheelJoint:
- allocator->Free(joint, sizeof(b2WheelJoint));
- break;
-
- case e_weldJoint:
- allocator->Free(joint, sizeof(b2WeldJoint));
- break;
-
- case e_frictionJoint:
- allocator->Free(joint, sizeof(b2FrictionJoint));
- break;
-
- case e_ropeJoint:
- allocator->Free(joint, sizeof(b2RopeJoint));
- break;
-
- case e_motorJoint:
- allocator->Free(joint, sizeof(b2MotorJoint));
- break;
-
- default:
- b2Assert(false);
- break;
- }
-}
-
-b2Joint::b2Joint(const b2JointDef* def)
-{
- b2Assert(def->bodyA != def->bodyB);
-
- m_type = def->type;
- m_prev = nullptr;
- m_next = nullptr;
- m_bodyA = def->bodyA;
- m_bodyB = def->bodyB;
- m_index = 0;
- m_collideConnected = def->collideConnected;
- m_islandFlag = false;
- m_userData = def->userData;
-
- m_edgeA.joint = nullptr;
- m_edgeA.other = nullptr;
- m_edgeA.prev = nullptr;
- m_edgeA.next = nullptr;
-
- m_edgeB.joint = nullptr;
- m_edgeB.other = nullptr;
- m_edgeB.prev = nullptr;
- m_edgeB.next = nullptr;
-}
-
-bool b2Joint::IsActive() const
-{
- return m_bodyA->IsActive() && m_bodyB->IsActive();
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2Joint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2Joint.h
deleted file mode 100644
index 2ab5616..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2Joint.h
+++ /dev/null
@@ -1,226 +0,0 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_JOINT_H
-#define B2_JOINT_H
-
-#include "Box2D/Common/b2Math.h"
-
-class b2Body;
-class b2Joint;
-struct b2SolverData;
-class b2BlockAllocator;
-
-enum b2JointType
-{
- e_unknownJoint,
- e_revoluteJoint,
- e_prismaticJoint,
- e_distanceJoint,
- e_pulleyJoint,
- e_mouseJoint,
- e_gearJoint,
- e_wheelJoint,
- e_weldJoint,
- e_frictionJoint,
- e_ropeJoint,
- e_motorJoint
-};
-
-enum b2LimitState
-{
- e_inactiveLimit,
- e_atLowerLimit,
- e_atUpperLimit,
- e_equalLimits
-};
-
-struct b2Jacobian
-{
- b2Vec2 linear;
- float32 angularA;
- float32 angularB;
-};
-
-/// A joint edge is used to connect bodies and joints together
-/// in a joint graph where each body is a node and each joint
-/// is an edge. A joint edge belongs to a doubly linked list
-/// maintained in each attached body. Each joint has two joint
-/// nodes, one for each attached body.
-struct b2JointEdge
-{
- b2Body* other; ///< provides quick access to the other body attached.
- b2Joint* joint; ///< the joint
- b2JointEdge* prev; ///< the previous joint edge in the body's joint list
- b2JointEdge* next; ///< the next joint edge in the body's joint list
-};
-
-/// Joint definitions are used to construct joints.
-struct b2JointDef
-{
- b2JointDef()
- {
- type = e_unknownJoint;
- userData = nullptr;
- bodyA = nullptr;
- bodyB = nullptr;
- collideConnected = false;
- }
-
- /// The joint type is set automatically for concrete joint types.
- b2JointType type;
-
- /// Use this to attach application specific data to your joints.
- void* userData;
-
- /// The first attached body.
- b2Body* bodyA;
-
- /// The second attached body.
- b2Body* bodyB;
-
- /// Set this flag to true if the attached bodies should collide.
- bool collideConnected;
-};
-
-/// The base joint class. Joints are used to constraint two bodies together in
-/// various fashions. Some joints also feature limits and motors.
-class b2Joint
-{
-public:
-
- /// Get the type of the concrete joint.
- b2JointType GetType() const;
-
- /// Get the first body attached to this joint.
- b2Body* GetBodyA();
-
- /// Get the second body attached to this joint.
- b2Body* GetBodyB();
-
- /// Get the anchor point on bodyA in world coordinates.
- virtual b2Vec2 GetAnchorA() const = 0;
-
- /// Get the anchor point on bodyB in world coordinates.
- virtual b2Vec2 GetAnchorB() const = 0;
-
- /// Get the reaction force on bodyB at the joint anchor in Newtons.
- virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
-
- /// Get the reaction torque on bodyB in N*m.
- virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
-
- /// Get the next joint the world joint list.
- b2Joint* GetNext();
- const b2Joint* GetNext() const;
-
- /// Get the user data pointer.
- void* GetUserData() const;
-
- /// Set the user data pointer.
- void SetUserData(void* data);
-
- /// Short-cut function to determine if either body is inactive.
- bool IsActive() const;
-
- /// Get collide connected.
- /// Note: modifying the collide connect flag won't work correctly because
- /// the flag is only checked when fixture AABBs begin to overlap.
- bool GetCollideConnected() const;
-
- /// Dump this joint to the log file.
- virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
-
- /// Shift the origin for any points stored in world coordinates.
- virtual void ShiftOrigin(const b2Vec2& newOrigin) { B2_NOT_USED(newOrigin); }
-
-protected:
- friend class b2World;
- friend class b2Body;
- friend class b2Island;
- friend class b2GearJoint;
-
- static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
- static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
-
- b2Joint(const b2JointDef* def);
- virtual ~b2Joint() {}
-
- virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
- virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
-
- // This returns true if the position errors are within tolerance.
- virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
-
- b2JointType m_type;
- b2Joint* m_prev;
- b2Joint* m_next;
- b2JointEdge m_edgeA;
- b2JointEdge m_edgeB;
- b2Body* m_bodyA;
- b2Body* m_bodyB;
-
- int32 m_index;
-
- bool m_islandFlag;
- bool m_collideConnected;
-
- void* m_userData;
-};
-
-inline b2JointType b2Joint::GetType() const
-{
- return m_type;
-}
-
-inline b2Body* b2Joint::GetBodyA()
-{
- return m_bodyA;
-}
-
-inline b2Body* b2Joint::GetBodyB()
-{
- return m_bodyB;
-}
-
-inline b2Joint* b2Joint::GetNext()
-{
- return m_next;
-}
-
-inline const b2Joint* b2Joint::GetNext() const
-{
- return m_next;
-}
-
-inline void* b2Joint::GetUserData() const
-{
- return m_userData;
-}
-
-inline void b2Joint::SetUserData(void* data)
-{
- m_userData = data;
-}
-
-inline bool b2Joint::GetCollideConnected() const
-{
- return m_collideConnected;
-}
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2MotorJoint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2MotorJoint.cpp
deleted file mode 100644
index 7906845..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2MotorJoint.cpp
+++ /dev/null
@@ -1,309 +0,0 @@
-/*
-* Copyright (c) 2006-2012 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2MotorJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-// Point-to-point constraint
-// Cdot = v2 - v1
-// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
-// J = [-I -r1_skew I r2_skew ]
-// Identity used:
-// w k % (rx i + ry j) = w * (-ry i + rx j)
-//
-// r1 = offset - c1
-// r2 = -c2
-
-// Angle constraint
-// Cdot = w2 - w1
-// J = [0 0 -1 0 0 1]
-// K = invI1 + invI2
-
-void b2MotorJointDef::Initialize(b2Body* bA, b2Body* bB)
-{
- bodyA = bA;
- bodyB = bB;
- b2Vec2 xB = bodyB->GetPosition();
- linearOffset = bodyA->GetLocalPoint(xB);
-
- float32 angleA = bodyA->GetAngle();
- float32 angleB = bodyB->GetAngle();
- angularOffset = angleB - angleA;
-}
-
-b2MotorJoint::b2MotorJoint(const b2MotorJointDef* def)
-: b2Joint(def)
-{
- m_linearOffset = def->linearOffset;
- m_angularOffset = def->angularOffset;
-
- m_linearImpulse.SetZero();
- m_angularImpulse = 0.0f;
-
- m_maxForce = def->maxForce;
- m_maxTorque = def->maxTorque;
- m_correctionFactor = def->correctionFactor;
-}
-
-void b2MotorJoint::InitVelocityConstraints(const b2SolverData& data)
-{
- m_indexA = m_bodyA->m_islandIndex;
- m_indexB = m_bodyB->m_islandIndex;
- m_localCenterA = m_bodyA->m_sweep.localCenter;
- m_localCenterB = m_bodyB->m_sweep.localCenter;
- m_invMassA = m_bodyA->m_invMass;
- m_invMassB = m_bodyB->m_invMass;
- m_invIA = m_bodyA->m_invI;
- m_invIB = m_bodyB->m_invI;
-
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
-
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- b2Rot qA(aA), qB(aB);
-
- // Compute the effective mass matrix.
- m_rA = b2Mul(qA, m_linearOffset - m_localCenterA);
- m_rB = b2Mul(qB, -m_localCenterB);
-
- // J = [-I -r1_skew I r2_skew]
- // r_skew = [-ry; rx]
-
- // Matlab
- // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
- // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
- // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
-
-
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- // Upper 2 by 2 of K for point to point
- b2Mat22 K;
- K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
- K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
- K.ey.x = K.ex.y;
- K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
-
- m_linearMass = K.GetInverse();
-
- m_angularMass = iA + iB;
- if (m_angularMass > 0.0f)
- {
- m_angularMass = 1.0f / m_angularMass;
- }
-
- m_linearError = cB + m_rB - cA - m_rA;
- m_angularError = aB - aA - m_angularOffset;
-
- if (data.step.warmStarting)
- {
- // Scale impulses to support a variable time step.
- m_linearImpulse *= data.step.dtRatio;
- m_angularImpulse *= data.step.dtRatio;
-
- b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
- vA -= mA * P;
- wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
- vB += mB * P;
- wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
- }
- else
- {
- m_linearImpulse.SetZero();
- m_angularImpulse = 0.0f;
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-void b2MotorJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- float32 h = data.step.dt;
- float32 inv_h = data.step.inv_dt;
-
- // Solve angular friction
- {
- float32 Cdot = wB - wA + inv_h * m_correctionFactor * m_angularError;
- float32 impulse = -m_angularMass * Cdot;
-
- float32 oldImpulse = m_angularImpulse;
- float32 maxImpulse = h * m_maxTorque;
- m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
- impulse = m_angularImpulse - oldImpulse;
-
- wA -= iA * impulse;
- wB += iB * impulse;
- }
-
- // Solve linear friction
- {
- b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA) + inv_h * m_correctionFactor * m_linearError;
-
- b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
- b2Vec2 oldImpulse = m_linearImpulse;
- m_linearImpulse += impulse;
-
- float32 maxImpulse = h * m_maxForce;
-
- if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
- {
- m_linearImpulse.Normalize();
- m_linearImpulse *= maxImpulse;
- }
-
- impulse = m_linearImpulse - oldImpulse;
-
- vA -= mA * impulse;
- wA -= iA * b2Cross(m_rA, impulse);
-
- vB += mB * impulse;
- wB += iB * b2Cross(m_rB, impulse);
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-bool b2MotorJoint::SolvePositionConstraints(const b2SolverData& data)
-{
- B2_NOT_USED(data);
-
- return true;
-}
-
-b2Vec2 b2MotorJoint::GetAnchorA() const
-{
- return m_bodyA->GetPosition();
-}
-
-b2Vec2 b2MotorJoint::GetAnchorB() const
-{
- return m_bodyB->GetPosition();
-}
-
-b2Vec2 b2MotorJoint::GetReactionForce(float32 inv_dt) const
-{
- return inv_dt * m_linearImpulse;
-}
-
-float32 b2MotorJoint::GetReactionTorque(float32 inv_dt) const
-{
- return inv_dt * m_angularImpulse;
-}
-
-void b2MotorJoint::SetMaxForce(float32 force)
-{
- b2Assert(b2IsValid(force) && force >= 0.0f);
- m_maxForce = force;
-}
-
-float32 b2MotorJoint::GetMaxForce() const
-{
- return m_maxForce;
-}
-
-void b2MotorJoint::SetMaxTorque(float32 torque)
-{
- b2Assert(b2IsValid(torque) && torque >= 0.0f);
- m_maxTorque = torque;
-}
-
-float32 b2MotorJoint::GetMaxTorque() const
-{
- return m_maxTorque;
-}
-
-void b2MotorJoint::SetCorrectionFactor(float32 factor)
-{
- b2Assert(b2IsValid(factor) && 0.0f <= factor && factor <= 1.0f);
- m_correctionFactor = factor;
-}
-
-float32 b2MotorJoint::GetCorrectionFactor() const
-{
- return m_correctionFactor;
-}
-
-void b2MotorJoint::SetLinearOffset(const b2Vec2& linearOffset)
-{
- if (linearOffset.x != m_linearOffset.x || linearOffset.y != m_linearOffset.y)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_linearOffset = linearOffset;
- }
-}
-
-const b2Vec2& b2MotorJoint::GetLinearOffset() const
-{
- return m_linearOffset;
-}
-
-void b2MotorJoint::SetAngularOffset(float32 angularOffset)
-{
- if (angularOffset != m_angularOffset)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_angularOffset = angularOffset;
- }
-}
-
-float32 b2MotorJoint::GetAngularOffset() const
-{
- return m_angularOffset;
-}
-
-void b2MotorJoint::Dump()
-{
- int32 indexA = m_bodyA->m_islandIndex;
- int32 indexB = m_bodyB->m_islandIndex;
-
- b2Log(" b2MotorJointDef jd;\n");
- b2Log(" jd.bodyA = bodies[%d];\n", indexA);
- b2Log(" jd.bodyB = bodies[%d];\n", indexB);
- b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
- b2Log(" jd.linearOffset.Set(%.15lef, %.15lef);\n", m_linearOffset.x, m_linearOffset.y);
- b2Log(" jd.angularOffset = %.15lef;\n", m_angularOffset);
- b2Log(" jd.maxForce = %.15lef;\n", m_maxForce);
- b2Log(" jd.maxTorque = %.15lef;\n", m_maxTorque);
- b2Log(" jd.correctionFactor = %.15lef;\n", m_correctionFactor);
- b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2MotorJoint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2MotorJoint.h
deleted file mode 100644
index f384f41..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2MotorJoint.h
+++ /dev/null
@@ -1,133 +0,0 @@
-/*
-* Copyright (c) 2006-2012 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_MOTOR_JOINT_H
-#define B2_MOTOR_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Motor joint definition.
-struct b2MotorJointDef : public b2JointDef
-{
- b2MotorJointDef()
- {
- type = e_motorJoint;
- linearOffset.SetZero();
- angularOffset = 0.0f;
- maxForce = 1.0f;
- maxTorque = 1.0f;
- correctionFactor = 0.3f;
- }
-
- /// Initialize the bodies and offsets using the current transforms.
- void Initialize(b2Body* bodyA, b2Body* bodyB);
-
- /// Position of bodyB minus the position of bodyA, in bodyA's frame, in meters.
- b2Vec2 linearOffset;
-
- /// The bodyB angle minus bodyA angle in radians.
- float32 angularOffset;
-
- /// The maximum motor force in N.
- float32 maxForce;
-
- /// The maximum motor torque in N-m.
- float32 maxTorque;
-
- /// Position correction factor in the range [0,1].
- float32 correctionFactor;
-};
-
-/// A motor joint is used to control the relative motion
-/// between two bodies. A typical usage is to control the movement
-/// of a dynamic body with respect to the ground.
-class b2MotorJoint : public b2Joint
-{
-public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// Set/get the target linear offset, in frame A, in meters.
- void SetLinearOffset(const b2Vec2& linearOffset);
- const b2Vec2& GetLinearOffset() const;
-
- /// Set/get the target angular offset, in radians.
- void SetAngularOffset(float32 angularOffset);
- float32 GetAngularOffset() const;
-
- /// Set the maximum friction force in N.
- void SetMaxForce(float32 force);
-
- /// Get the maximum friction force in N.
- float32 GetMaxForce() const;
-
- /// Set the maximum friction torque in N*m.
- void SetMaxTorque(float32 torque);
-
- /// Get the maximum friction torque in N*m.
- float32 GetMaxTorque() const;
-
- /// Set the position correction factor in the range [0,1].
- void SetCorrectionFactor(float32 factor);
-
- /// Get the position correction factor in the range [0,1].
- float32 GetCorrectionFactor() const;
-
- /// Dump to b2Log
- void Dump() override;
-
-protected:
-
- friend class b2Joint;
-
- b2MotorJoint(const b2MotorJointDef* def);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- // Solver shared
- b2Vec2 m_linearOffset;
- float32 m_angularOffset;
- b2Vec2 m_linearImpulse;
- float32 m_angularImpulse;
- float32 m_maxForce;
- float32 m_maxTorque;
- float32 m_correctionFactor;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- b2Vec2 m_linearError;
- float32 m_angularError;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- b2Mat22 m_linearMass;
- float32 m_angularMass;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2MouseJoint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2MouseJoint.cpp
deleted file mode 100644
index 637e4cd..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2MouseJoint.cpp
+++ /dev/null
@@ -1,222 +0,0 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2MouseJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-// p = attached point, m = mouse point
-// C = p - m
-// Cdot = v
-// = v + cross(w, r)
-// J = [I r_skew]
-// Identity used:
-// w k % (rx i + ry j) = w * (-ry i + rx j)
-
-b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
-: b2Joint(def)
-{
- b2Assert(def->target.IsValid());
- b2Assert(b2IsValid(def->maxForce) && def->maxForce >= 0.0f);
- b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f);
- b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f);
-
- m_targetA = def->target;
- m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA);
-
- m_maxForce = def->maxForce;
- m_impulse.SetZero();
-
- m_frequencyHz = def->frequencyHz;
- m_dampingRatio = def->dampingRatio;
-
- m_beta = 0.0f;
- m_gamma = 0.0f;
-}
-
-void b2MouseJoint::SetTarget(const b2Vec2& target)
-{
- if (target != m_targetA)
- {
- m_bodyB->SetAwake(true);
- m_targetA = target;
- }
-}
-
-const b2Vec2& b2MouseJoint::GetTarget() const
-{
- return m_targetA;
-}
-
-void b2MouseJoint::SetMaxForce(float32 force)
-{
- m_maxForce = force;
-}
-
-float32 b2MouseJoint::GetMaxForce() const
-{
- return m_maxForce;
-}
-
-void b2MouseJoint::SetFrequency(float32 hz)
-{
- m_frequencyHz = hz;
-}
-
-float32 b2MouseJoint::GetFrequency() const
-{
- return m_frequencyHz;
-}
-
-void b2MouseJoint::SetDampingRatio(float32 ratio)
-{
- m_dampingRatio = ratio;
-}
-
-float32 b2MouseJoint::GetDampingRatio() const
-{
- return m_dampingRatio;
-}
-
-void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data)
-{
- m_indexB = m_bodyB->m_islandIndex;
- m_localCenterB = m_bodyB->m_sweep.localCenter;
- m_invMassB = m_bodyB->m_invMass;
- m_invIB = m_bodyB->m_invI;
-
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- b2Rot qB(aB);
-
- float32 mass = m_bodyB->GetMass();
-
- // Frequency
- float32 omega = 2.0f * b2_pi * m_frequencyHz;
-
- // Damping coefficient
- float32 d = 2.0f * mass * m_dampingRatio * omega;
-
- // Spring stiffness
- float32 k = mass * (omega * omega);
-
- // magic formulas
- // gamma has units of inverse mass.
- // beta has units of inverse time.
- float32 h = data.step.dt;
- b2Assert(d + h * k > b2_epsilon);
- m_gamma = h * (d + h * k);
- if (m_gamma != 0.0f)
- {
- m_gamma = 1.0f / m_gamma;
- }
- m_beta = h * k * m_gamma;
-
- // Compute the effective mass matrix.
- m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
- // K = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
- // = [1/m1+1/m2 0 ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
- // [ 0 1/m1+1/m2] [-r1.x*r1.y r1.x*r1.x] [-r1.x*r1.y r1.x*r1.x]
- b2Mat22 K;
- K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
- K.ex.y = -m_invIB * m_rB.x * m_rB.y;
- K.ey.x = K.ex.y;
- K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;
-
- m_mass = K.GetInverse();
-
- m_C = cB + m_rB - m_targetA;
- m_C *= m_beta;
-
- // Cheat with some damping
- wB *= 0.98f;
-
- if (data.step.warmStarting)
- {
- m_impulse *= data.step.dtRatio;
- vB += m_invMassB * m_impulse;
- wB += m_invIB * b2Cross(m_rB, m_impulse);
- }
- else
- {
- m_impulse.SetZero();
- }
-
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- // Cdot = v + cross(w, r)
- b2Vec2 Cdot = vB + b2Cross(wB, m_rB);
- b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse));
-
- b2Vec2 oldImpulse = m_impulse;
- m_impulse += impulse;
- float32 maxImpulse = data.step.dt * m_maxForce;
- if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
- {
- m_impulse *= maxImpulse / m_impulse.Length();
- }
- impulse = m_impulse - oldImpulse;
-
- vB += m_invMassB * impulse;
- wB += m_invIB * b2Cross(m_rB, impulse);
-
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data)
-{
- B2_NOT_USED(data);
- return true;
-}
-
-b2Vec2 b2MouseJoint::GetAnchorA() const
-{
- return m_targetA;
-}
-
-b2Vec2 b2MouseJoint::GetAnchorB() const
-{
- return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const
-{
- return inv_dt * m_impulse;
-}
-
-float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const
-{
- return inv_dt * 0.0f;
-}
-
-void b2MouseJoint::ShiftOrigin(const b2Vec2& newOrigin)
-{
- m_targetA -= newOrigin;
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2MouseJoint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2MouseJoint.h
deleted file mode 100644
index 7441978..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2MouseJoint.h
+++ /dev/null
@@ -1,129 +0,0 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_MOUSE_JOINT_H
-#define B2_MOUSE_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Mouse joint definition. This requires a world target point,
-/// tuning parameters, and the time step.
-struct b2MouseJointDef : public b2JointDef
-{
- b2MouseJointDef()
- {
- type = e_mouseJoint;
- target.Set(0.0f, 0.0f);
- maxForce = 0.0f;
- frequencyHz = 5.0f;
- dampingRatio = 0.7f;
- }
-
- /// The initial world target point. This is assumed
- /// to coincide with the body anchor initially.
- b2Vec2 target;
-
- /// The maximum constraint force that can be exerted
- /// to move the candidate body. Usually you will express
- /// as some multiple of the weight (multiplier * mass * gravity).
- float32 maxForce;
-
- /// The response speed.
- float32 frequencyHz;
-
- /// The damping ratio. 0 = no damping, 1 = critical damping.
- float32 dampingRatio;
-};
-
-/// A mouse joint is used to make a point on a body track a
-/// specified world point. This a soft constraint with a maximum
-/// force. This allows the constraint to stretch and without
-/// applying huge forces.
-/// NOTE: this joint is not documented in the manual because it was
-/// developed to be used in the testbed. If you want to learn how to
-/// use the mouse joint, look at the testbed.
-class b2MouseJoint : public b2Joint
-{
-public:
-
- /// Implements b2Joint.
- b2Vec2 GetAnchorA() const override;
-
- /// Implements b2Joint.
- b2Vec2 GetAnchorB() const override;
-
- /// Implements b2Joint.
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
-
- /// Implements b2Joint.
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// Use this to update the target point.
- void SetTarget(const b2Vec2& target);
- const b2Vec2& GetTarget() const;
-
- /// Set/get the maximum force in Newtons.
- void SetMaxForce(float32 force);
- float32 GetMaxForce() const;
-
- /// Set/get the frequency in Hertz.
- void SetFrequency(float32 hz);
- float32 GetFrequency() const;
-
- /// Set/get the damping ratio (dimensionless).
- void SetDampingRatio(float32 ratio);
- float32 GetDampingRatio() const;
-
- /// The mouse joint does not support dumping.
- void Dump() override { b2Log("Mouse joint dumping is not supported.\n"); }
-
- /// Implement b2Joint::ShiftOrigin
- void ShiftOrigin(const b2Vec2& newOrigin) override;
-
-protected:
- friend class b2Joint;
-
- b2MouseJoint(const b2MouseJointDef* def);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- b2Vec2 m_localAnchorB;
- b2Vec2 m_targetA;
- float32 m_frequencyHz;
- float32 m_dampingRatio;
- float32 m_beta;
-
- // Solver shared
- b2Vec2 m_impulse;
- float32 m_maxForce;
- float32 m_gamma;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterB;
- float32 m_invMassB;
- float32 m_invIB;
- b2Mat22 m_mass;
- b2Vec2 m_C;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp
deleted file mode 100644
index 5da19b6..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp
+++ /dev/null
@@ -1,642 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2PrismaticJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-// Linear constraint (point-to-line)
-// d = p2 - p1 = x2 + r2 - x1 - r1
-// C = dot(perp, d)
-// Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))
-// = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)
-// J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]
-//
-// Angular constraint
-// C = a2 - a1 + a_initial
-// Cdot = w2 - w1
-// J = [0 0 -1 0 0 1]
-//
-// K = J * invM * JT
-//
-// J = [-a -s1 a s2]
-// [0 -1 0 1]
-// a = perp
-// s1 = cross(d + r1, a) = cross(p2 - x1, a)
-// s2 = cross(r2, a) = cross(p2 - x2, a)
-
-
-// Motor/Limit linear constraint
-// C = dot(ax1, d)
-// Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
-// J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
-
-// Block Solver
-// We develop a block solver that includes the joint limit. This makes the limit stiff (inelastic) even
-// when the mass has poor distribution (leading to large torques about the joint anchor points).
-//
-// The Jacobian has 3 rows:
-// J = [-uT -s1 uT s2] // linear
-// [0 -1 0 1] // angular
-// [-vT -a1 vT a2] // limit
-//
-// u = perp
-// v = axis
-// s1 = cross(d + r1, u), s2 = cross(r2, u)
-// a1 = cross(d + r1, v), a2 = cross(r2, v)
-
-// M * (v2 - v1) = JT * df
-// J * v2 = bias
-//
-// v2 = v1 + invM * JT * df
-// J * (v1 + invM * JT * df) = bias
-// K * df = bias - J * v1 = -Cdot
-// K = J * invM * JT
-// Cdot = J * v1 - bias
-//
-// Now solve for f2.
-// df = f2 - f1
-// K * (f2 - f1) = -Cdot
-// f2 = invK * (-Cdot) + f1
-//
-// Clamp accumulated limit impulse.
-// lower: f2(3) = max(f2(3), 0)
-// upper: f2(3) = min(f2(3), 0)
-//
-// Solve for correct f2(1:2)
-// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:3) * f1
-// = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:2) * f1(1:2) + K(1:2,3) * f1(3)
-// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3)) + K(1:2,1:2) * f1(1:2)
-// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
-//
-// Now compute impulse to be applied:
-// df = f2 - f1
-
-void b2PrismaticJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
-{
- bodyA = bA;
- bodyB = bB;
- localAnchorA = bodyA->GetLocalPoint(anchor);
- localAnchorB = bodyB->GetLocalPoint(anchor);
- localAxisA = bodyA->GetLocalVector(axis);
- referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
-}
-
-b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* def)
-: b2Joint(def)
-{
- m_localAnchorA = def->localAnchorA;
- m_localAnchorB = def->localAnchorB;
- m_localXAxisA = def->localAxisA;
- m_localXAxisA.Normalize();
- m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
- m_referenceAngle = def->referenceAngle;
-
- m_impulse.SetZero();
- m_motorMass = 0.0f;
- m_motorImpulse = 0.0f;
-
- m_lowerTranslation = def->lowerTranslation;
- m_upperTranslation = def->upperTranslation;
- m_maxMotorForce = def->maxMotorForce;
- m_motorSpeed = def->motorSpeed;
- m_enableLimit = def->enableLimit;
- m_enableMotor = def->enableMotor;
- m_limitState = e_inactiveLimit;
-
- m_axis.SetZero();
- m_perp.SetZero();
-}
-
-void b2PrismaticJoint::InitVelocityConstraints(const b2SolverData& data)
-{
- m_indexA = m_bodyA->m_islandIndex;
- m_indexB = m_bodyB->m_islandIndex;
- m_localCenterA = m_bodyA->m_sweep.localCenter;
- m_localCenterB = m_bodyB->m_sweep.localCenter;
- m_invMassA = m_bodyA->m_invMass;
- m_invMassB = m_bodyB->m_invMass;
- m_invIA = m_bodyA->m_invI;
- m_invIB = m_bodyB->m_invI;
-
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
-
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- b2Rot qA(aA), qB(aB);
-
- // Compute the effective masses.
- b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
- b2Vec2 d = (cB - cA) + rB - rA;
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- // Compute motor Jacobian and effective mass.
- {
- m_axis = b2Mul(qA, m_localXAxisA);
- m_a1 = b2Cross(d + rA, m_axis);
- m_a2 = b2Cross(rB, m_axis);
-
- m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
- if (m_motorMass > 0.0f)
- {
- m_motorMass = 1.0f / m_motorMass;
- }
- }
-
- // Prismatic constraint.
- {
- m_perp = b2Mul(qA, m_localYAxisA);
-
- m_s1 = b2Cross(d + rA, m_perp);
- m_s2 = b2Cross(rB, m_perp);
-
- float32 k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
- float32 k12 = iA * m_s1 + iB * m_s2;
- float32 k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2;
- float32 k22 = iA + iB;
- if (k22 == 0.0f)
- {
- // For bodies with fixed rotation.
- k22 = 1.0f;
- }
- float32 k23 = iA * m_a1 + iB * m_a2;
- float32 k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
-
- m_K.ex.Set(k11, k12, k13);
- m_K.ey.Set(k12, k22, k23);
- m_K.ez.Set(k13, k23, k33);
- }
-
- // Compute motor and limit terms.
- if (m_enableLimit)
- {
- float32 jointTranslation = b2Dot(m_axis, d);
- if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
- {
- m_limitState = e_equalLimits;
- }
- else if (jointTranslation <= m_lowerTranslation)
- {
- if (m_limitState != e_atLowerLimit)
- {
- m_limitState = e_atLowerLimit;
- m_impulse.z = 0.0f;
- }
- }
- else if (jointTranslation >= m_upperTranslation)
- {
- if (m_limitState != e_atUpperLimit)
- {
- m_limitState = e_atUpperLimit;
- m_impulse.z = 0.0f;
- }
- }
- else
- {
- m_limitState = e_inactiveLimit;
- m_impulse.z = 0.0f;
- }
- }
- else
- {
- m_limitState = e_inactiveLimit;
- m_impulse.z = 0.0f;
- }
-
- if (m_enableMotor == false)
- {
- m_motorImpulse = 0.0f;
- }
-
- if (data.step.warmStarting)
- {
- // Account for variable time step.
- m_impulse *= data.step.dtRatio;
- m_motorImpulse *= data.step.dtRatio;
-
- b2Vec2 P = m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis;
- float32 LA = m_impulse.x * m_s1 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a1;
- float32 LB = m_impulse.x * m_s2 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a2;
-
- vA -= mA * P;
- wA -= iA * LA;
-
- vB += mB * P;
- wB += iB * LB;
- }
- else
- {
- m_impulse.SetZero();
- m_motorImpulse = 0.0f;
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-void b2PrismaticJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- // Solve linear motor constraint.
- if (m_enableMotor && m_limitState != e_equalLimits)
- {
- float32 Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
- float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
- float32 oldImpulse = m_motorImpulse;
- float32 maxImpulse = data.step.dt * m_maxMotorForce;
- m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
- impulse = m_motorImpulse - oldImpulse;
-
- b2Vec2 P = impulse * m_axis;
- float32 LA = impulse * m_a1;
- float32 LB = impulse * m_a2;
-
- vA -= mA * P;
- wA -= iA * LA;
-
- vB += mB * P;
- wB += iB * LB;
- }
-
- b2Vec2 Cdot1;
- Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
- Cdot1.y = wB - wA;
-
- if (m_enableLimit && m_limitState != e_inactiveLimit)
- {
- // Solve prismatic and limit constraint in block form.
- float32 Cdot2;
- Cdot2 = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
- b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
-
- b2Vec3 f1 = m_impulse;
- b2Vec3 df = m_K.Solve33(-Cdot);
- m_impulse += df;
-
- if (m_limitState == e_atLowerLimit)
- {
- m_impulse.z = b2Max(m_impulse.z, 0.0f);
- }
- else if (m_limitState == e_atUpperLimit)
- {
- m_impulse.z = b2Min(m_impulse.z, 0.0f);
- }
-
- // f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
- b2Vec2 b = -Cdot1 - (m_impulse.z - f1.z) * b2Vec2(m_K.ez.x, m_K.ez.y);
- b2Vec2 f2r = m_K.Solve22(b) + b2Vec2(f1.x, f1.y);
- m_impulse.x = f2r.x;
- m_impulse.y = f2r.y;
-
- df = m_impulse - f1;
-
- b2Vec2 P = df.x * m_perp + df.z * m_axis;
- float32 LA = df.x * m_s1 + df.y + df.z * m_a1;
- float32 LB = df.x * m_s2 + df.y + df.z * m_a2;
-
- vA -= mA * P;
- wA -= iA * LA;
-
- vB += mB * P;
- wB += iB * LB;
- }
- else
- {
- // Limit is inactive, just solve the prismatic constraint in block form.
- b2Vec2 df = m_K.Solve22(-Cdot1);
- m_impulse.x += df.x;
- m_impulse.y += df.y;
-
- b2Vec2 P = df.x * m_perp;
- float32 LA = df.x * m_s1 + df.y;
- float32 LB = df.x * m_s2 + df.y;
-
- vA -= mA * P;
- wA -= iA * LA;
-
- vB += mB * P;
- wB += iB * LB;
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-// A velocity based solver computes reaction forces(impulses) using the velocity constraint solver.Under this context,
-// the position solver is not there to resolve forces.It is only there to cope with integration error.
-//
-// Therefore, the pseudo impulses in the position solver do not have any physical meaning.Thus it is okay if they suck.
-//
-// We could take the active state from the velocity solver.However, the joint might push past the limit when the velocity
-// solver indicates the limit is inactive.
-bool b2PrismaticJoint::SolvePositionConstraints(const b2SolverData& data)
-{
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
-
- b2Rot qA(aA), qB(aB);
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- // Compute fresh Jacobians
- b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
- b2Vec2 d = cB + rB - cA - rA;
-
- b2Vec2 axis = b2Mul(qA, m_localXAxisA);
- float32 a1 = b2Cross(d + rA, axis);
- float32 a2 = b2Cross(rB, axis);
- b2Vec2 perp = b2Mul(qA, m_localYAxisA);
-
- float32 s1 = b2Cross(d + rA, perp);
- float32 s2 = b2Cross(rB, perp);
-
- b2Vec3 impulse;
- b2Vec2 C1;
- C1.x = b2Dot(perp, d);
- C1.y = aB - aA - m_referenceAngle;
-
- float32 linearError = b2Abs(C1.x);
- float32 angularError = b2Abs(C1.y);
-
- bool active = false;
- float32 C2 = 0.0f;
- if (m_enableLimit)
- {
- float32 translation = b2Dot(axis, d);
- if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
- {
- // Prevent large angular corrections
- C2 = b2Clamp(translation, -b2_maxLinearCorrection, b2_maxLinearCorrection);
- linearError = b2Max(linearError, b2Abs(translation));
- active = true;
- }
- else if (translation <= m_lowerTranslation)
- {
- // Prevent large linear corrections and allow some slop.
- C2 = b2Clamp(translation - m_lowerTranslation + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
- linearError = b2Max(linearError, m_lowerTranslation - translation);
- active = true;
- }
- else if (translation >= m_upperTranslation)
- {
- // Prevent large linear corrections and allow some slop.
- C2 = b2Clamp(translation - m_upperTranslation - b2_linearSlop, 0.0f, b2_maxLinearCorrection);
- linearError = b2Max(linearError, translation - m_upperTranslation);
- active = true;
- }
- }
-
- if (active)
- {
- float32 k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
- float32 k12 = iA * s1 + iB * s2;
- float32 k13 = iA * s1 * a1 + iB * s2 * a2;
- float32 k22 = iA + iB;
- if (k22 == 0.0f)
- {
- // For fixed rotation
- k22 = 1.0f;
- }
- float32 k23 = iA * a1 + iB * a2;
- float32 k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;
-
- b2Mat33 K;
- K.ex.Set(k11, k12, k13);
- K.ey.Set(k12, k22, k23);
- K.ez.Set(k13, k23, k33);
-
- b2Vec3 C;
- C.x = C1.x;
- C.y = C1.y;
- C.z = C2;
-
- impulse = K.Solve33(-C);
- }
- else
- {
- float32 k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
- float32 k12 = iA * s1 + iB * s2;
- float32 k22 = iA + iB;
- if (k22 == 0.0f)
- {
- k22 = 1.0f;
- }
-
- b2Mat22 K;
- K.ex.Set(k11, k12);
- K.ey.Set(k12, k22);
-
- b2Vec2 impulse1 = K.Solve(-C1);
- impulse.x = impulse1.x;
- impulse.y = impulse1.y;
- impulse.z = 0.0f;
- }
-
- b2Vec2 P = impulse.x * perp + impulse.z * axis;
- float32 LA = impulse.x * s1 + impulse.y + impulse.z * a1;
- float32 LB = impulse.x * s2 + impulse.y + impulse.z * a2;
-
- cA -= mA * P;
- aA -= iA * LA;
- cB += mB * P;
- aB += iB * LB;
-
- data.positions[m_indexA].c = cA;
- data.positions[m_indexA].a = aA;
- data.positions[m_indexB].c = cB;
- data.positions[m_indexB].a = aB;
-
- return linearError <= b2_linearSlop && angularError <= b2_angularSlop;
-}
-
-b2Vec2 b2PrismaticJoint::GetAnchorA() const
-{
- return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2PrismaticJoint::GetAnchorB() const
-{
- return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2PrismaticJoint::GetReactionForce(float32 inv_dt) const
-{
- return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis);
-}
-
-float32 b2PrismaticJoint::GetReactionTorque(float32 inv_dt) const
-{
- return inv_dt * m_impulse.y;
-}
-
-float32 b2PrismaticJoint::GetJointTranslation() const
-{
- b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA);
- b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB);
- b2Vec2 d = pB - pA;
- b2Vec2 axis = m_bodyA->GetWorldVector(m_localXAxisA);
-
- float32 translation = b2Dot(d, axis);
- return translation;
-}
-
-float32 b2PrismaticJoint::GetJointSpeed() const
-{
- b2Body* bA = m_bodyA;
- b2Body* bB = m_bodyB;
-
- b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter);
- b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter);
- b2Vec2 p1 = bA->m_sweep.c + rA;
- b2Vec2 p2 = bB->m_sweep.c + rB;
- b2Vec2 d = p2 - p1;
- b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA);
-
- b2Vec2 vA = bA->m_linearVelocity;
- b2Vec2 vB = bB->m_linearVelocity;
- float32 wA = bA->m_angularVelocity;
- float32 wB = bB->m_angularVelocity;
-
- float32 speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA));
- return speed;
-}
-
-bool b2PrismaticJoint::IsLimitEnabled() const
-{
- return m_enableLimit;
-}
-
-void b2PrismaticJoint::EnableLimit(bool flag)
-{
- if (flag != m_enableLimit)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_enableLimit = flag;
- m_impulse.z = 0.0f;
- }
-}
-
-float32 b2PrismaticJoint::GetLowerLimit() const
-{
- return m_lowerTranslation;
-}
-
-float32 b2PrismaticJoint::GetUpperLimit() const
-{
- return m_upperTranslation;
-}
-
-void b2PrismaticJoint::SetLimits(float32 lower, float32 upper)
-{
- b2Assert(lower <= upper);
- if (lower != m_lowerTranslation || upper != m_upperTranslation)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_lowerTranslation = lower;
- m_upperTranslation = upper;
- m_impulse.z = 0.0f;
- }
-}
-
-bool b2PrismaticJoint::IsMotorEnabled() const
-{
- return m_enableMotor;
-}
-
-void b2PrismaticJoint::EnableMotor(bool flag)
-{
- if (flag != m_enableMotor)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_enableMotor = flag;
- }
-}
-
-void b2PrismaticJoint::SetMotorSpeed(float32 speed)
-{
- if (speed != m_motorSpeed)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_motorSpeed = speed;
- }
-}
-
-void b2PrismaticJoint::SetMaxMotorForce(float32 force)
-{
- if (force != m_maxMotorForce)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_maxMotorForce = force;
- }
-}
-
-float32 b2PrismaticJoint::GetMotorForce(float32 inv_dt) const
-{
- return inv_dt * m_motorImpulse;
-}
-
-void b2PrismaticJoint::Dump()
-{
- int32 indexA = m_bodyA->m_islandIndex;
- int32 indexB = m_bodyB->m_islandIndex;
-
- b2Log(" b2PrismaticJointDef jd;\n");
- b2Log(" jd.bodyA = bodies[%d];\n", indexA);
- b2Log(" jd.bodyB = bodies[%d];\n", indexB);
- b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
- b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
- b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
- b2Log(" jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y);
- b2Log(" jd.referenceAngle = %.15lef;\n", m_referenceAngle);
- b2Log(" jd.enableLimit = bool(%d);\n", m_enableLimit);
- b2Log(" jd.lowerTranslation = %.15lef;\n", m_lowerTranslation);
- b2Log(" jd.upperTranslation = %.15lef;\n", m_upperTranslation);
- b2Log(" jd.enableMotor = bool(%d);\n", m_enableMotor);
- b2Log(" jd.motorSpeed = %.15lef;\n", m_motorSpeed);
- b2Log(" jd.maxMotorForce = %.15lef;\n", m_maxMotorForce);
- b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2PrismaticJoint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2PrismaticJoint.h
deleted file mode 100644
index 131dffd..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2PrismaticJoint.h
+++ /dev/null
@@ -1,196 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_PRISMATIC_JOINT_H
-#define B2_PRISMATIC_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Prismatic joint definition. This requires defining a line of
-/// motion using an axis and an anchor point. The definition uses local
-/// anchor points and a local axis so that the initial configuration
-/// can violate the constraint slightly. The joint translation is zero
-/// when the local anchor points coincide in world space. Using local
-/// anchors and a local axis helps when saving and loading a game.
-struct b2PrismaticJointDef : public b2JointDef
-{
- b2PrismaticJointDef()
- {
- type = e_prismaticJoint;
- localAnchorA.SetZero();
- localAnchorB.SetZero();
- localAxisA.Set(1.0f, 0.0f);
- referenceAngle = 0.0f;
- enableLimit = false;
- lowerTranslation = 0.0f;
- upperTranslation = 0.0f;
- enableMotor = false;
- maxMotorForce = 0.0f;
- motorSpeed = 0.0f;
- }
-
- /// Initialize the bodies, anchors, axis, and reference angle using the world
- /// anchor and unit world axis.
- void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
-
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
-
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
-
- /// The local translation unit axis in bodyA.
- b2Vec2 localAxisA;
-
- /// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
- float32 referenceAngle;
-
- /// Enable/disable the joint limit.
- bool enableLimit;
-
- /// The lower translation limit, usually in meters.
- float32 lowerTranslation;
-
- /// The upper translation limit, usually in meters.
- float32 upperTranslation;
-
- /// Enable/disable the joint motor.
- bool enableMotor;
-
- /// The maximum motor torque, usually in N-m.
- float32 maxMotorForce;
-
- /// The desired motor speed in radians per second.
- float32 motorSpeed;
-};
-
-/// A prismatic joint. This joint provides one degree of freedom: translation
-/// along an axis fixed in bodyA. Relative rotation is prevented. You can
-/// use a joint limit to restrict the range of motion and a joint motor to
-/// drive the motion or to model joint friction.
-class b2PrismaticJoint : public b2Joint
-{
-public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// The local anchor point relative to bodyA's origin.
- const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
- /// The local anchor point relative to bodyB's origin.
- const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
-
- /// The local joint axis relative to bodyA.
- const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
-
- /// Get the reference angle.
- float32 GetReferenceAngle() const { return m_referenceAngle; }
-
- /// Get the current joint translation, usually in meters.
- float32 GetJointTranslation() const;
-
- /// Get the current joint translation speed, usually in meters per second.
- float32 GetJointSpeed() const;
-
- /// Is the joint limit enabled?
- bool IsLimitEnabled() const;
-
- /// Enable/disable the joint limit.
- void EnableLimit(bool flag);
-
- /// Get the lower joint limit, usually in meters.
- float32 GetLowerLimit() const;
-
- /// Get the upper joint limit, usually in meters.
- float32 GetUpperLimit() const;
-
- /// Set the joint limits, usually in meters.
- void SetLimits(float32 lower, float32 upper);
-
- /// Is the joint motor enabled?
- bool IsMotorEnabled() const;
-
- /// Enable/disable the joint motor.
- void EnableMotor(bool flag);
-
- /// Set the motor speed, usually in meters per second.
- void SetMotorSpeed(float32 speed);
-
- /// Get the motor speed, usually in meters per second.
- float32 GetMotorSpeed() const;
-
- /// Set the maximum motor force, usually in N.
- void SetMaxMotorForce(float32 force);
- float32 GetMaxMotorForce() const { return m_maxMotorForce; }
-
- /// Get the current motor force given the inverse time step, usually in N.
- float32 GetMotorForce(float32 inv_dt) const;
-
- /// Dump to b2Log
- void Dump() override;
-
-protected:
- friend class b2Joint;
- friend class b2GearJoint;
- b2PrismaticJoint(const b2PrismaticJointDef* def);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- b2Vec2 m_localXAxisA;
- b2Vec2 m_localYAxisA;
- float32 m_referenceAngle;
- b2Vec3 m_impulse;
- float32 m_motorImpulse;
- float32 m_lowerTranslation;
- float32 m_upperTranslation;
- float32 m_maxMotorForce;
- float32 m_motorSpeed;
- bool m_enableLimit;
- bool m_enableMotor;
- b2LimitState m_limitState;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- b2Vec2 m_axis, m_perp;
- float32 m_s1, m_s2;
- float32 m_a1, m_a2;
- b2Mat33 m_K;
- float32 m_motorMass;
-};
-
-inline float32 b2PrismaticJoint::GetMotorSpeed() const
-{
- return m_motorSpeed;
-}
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2PulleyJoint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2PulleyJoint.cpp
deleted file mode 100644
index 1525f41..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2PulleyJoint.cpp
+++ /dev/null
@@ -1,348 +0,0 @@
-/*
-* Copyright (c) 2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2PulleyJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-// Pulley:
-// length1 = norm(p1 - s1)
-// length2 = norm(p2 - s2)
-// C0 = (length1 + ratio * length2)_initial
-// C = C0 - (length1 + ratio * length2)
-// u1 = (p1 - s1) / norm(p1 - s1)
-// u2 = (p2 - s2) / norm(p2 - s2)
-// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
-// J = -[u1 cross(r1, u1) ratio * u2 ratio * cross(r2, u2)]
-// K = J * invM * JT
-// = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
-
-void b2PulleyJointDef::Initialize(b2Body* bA, b2Body* bB,
- const b2Vec2& groundA, const b2Vec2& groundB,
- const b2Vec2& anchorA, const b2Vec2& anchorB,
- float32 r)
-{
- bodyA = bA;
- bodyB = bB;
- groundAnchorA = groundA;
- groundAnchorB = groundB;
- localAnchorA = bodyA->GetLocalPoint(anchorA);
- localAnchorB = bodyB->GetLocalPoint(anchorB);
- b2Vec2 dA = anchorA - groundA;
- lengthA = dA.Length();
- b2Vec2 dB = anchorB - groundB;
- lengthB = dB.Length();
- ratio = r;
- b2Assert(ratio > b2_epsilon);
-}
-
-b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
-: b2Joint(def)
-{
- m_groundAnchorA = def->groundAnchorA;
- m_groundAnchorB = def->groundAnchorB;
- m_localAnchorA = def->localAnchorA;
- m_localAnchorB = def->localAnchorB;
-
- m_lengthA = def->lengthA;
- m_lengthB = def->lengthB;
-
- b2Assert(def->ratio != 0.0f);
- m_ratio = def->ratio;
-
- m_constant = def->lengthA + m_ratio * def->lengthB;
-
- m_impulse = 0.0f;
-}
-
-void b2PulleyJoint::InitVelocityConstraints(const b2SolverData& data)
-{
- m_indexA = m_bodyA->m_islandIndex;
- m_indexB = m_bodyB->m_islandIndex;
- m_localCenterA = m_bodyA->m_sweep.localCenter;
- m_localCenterB = m_bodyB->m_sweep.localCenter;
- m_invMassA = m_bodyA->m_invMass;
- m_invMassB = m_bodyB->m_invMass;
- m_invIA = m_bodyA->m_invI;
- m_invIB = m_bodyB->m_invI;
-
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
-
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- b2Rot qA(aA), qB(aB);
-
- m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
- // Get the pulley axes.
- m_uA = cA + m_rA - m_groundAnchorA;
- m_uB = cB + m_rB - m_groundAnchorB;
-
- float32 lengthA = m_uA.Length();
- float32 lengthB = m_uB.Length();
-
- if (lengthA > 10.0f * b2_linearSlop)
- {
- m_uA *= 1.0f / lengthA;
- }
- else
- {
- m_uA.SetZero();
- }
-
- if (lengthB > 10.0f * b2_linearSlop)
- {
- m_uB *= 1.0f / lengthB;
- }
- else
- {
- m_uB.SetZero();
- }
-
- // Compute effective mass.
- float32 ruA = b2Cross(m_rA, m_uA);
- float32 ruB = b2Cross(m_rB, m_uB);
-
- float32 mA = m_invMassA + m_invIA * ruA * ruA;
- float32 mB = m_invMassB + m_invIB * ruB * ruB;
-
- m_mass = mA + m_ratio * m_ratio * mB;
-
- if (m_mass > 0.0f)
- {
- m_mass = 1.0f / m_mass;
- }
-
- if (data.step.warmStarting)
- {
- // Scale impulses to support variable time steps.
- m_impulse *= data.step.dtRatio;
-
- // Warm starting.
- b2Vec2 PA = -(m_impulse) * m_uA;
- b2Vec2 PB = (-m_ratio * m_impulse) * m_uB;
-
- vA += m_invMassA * PA;
- wA += m_invIA * b2Cross(m_rA, PA);
- vB += m_invMassB * PB;
- wB += m_invIB * b2Cross(m_rB, PB);
- }
- else
- {
- m_impulse = 0.0f;
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-void b2PulleyJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- b2Vec2 vpA = vA + b2Cross(wA, m_rA);
- b2Vec2 vpB = vB + b2Cross(wB, m_rB);
-
- float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
- float32 impulse = -m_mass * Cdot;
- m_impulse += impulse;
-
- b2Vec2 PA = -impulse * m_uA;
- b2Vec2 PB = -m_ratio * impulse * m_uB;
- vA += m_invMassA * PA;
- wA += m_invIA * b2Cross(m_rA, PA);
- vB += m_invMassB * PB;
- wB += m_invIB * b2Cross(m_rB, PB);
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-bool b2PulleyJoint::SolvePositionConstraints(const b2SolverData& data)
-{
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
-
- b2Rot qA(aA), qB(aB);
-
- b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
- // Get the pulley axes.
- b2Vec2 uA = cA + rA - m_groundAnchorA;
- b2Vec2 uB = cB + rB - m_groundAnchorB;
-
- float32 lengthA = uA.Length();
- float32 lengthB = uB.Length();
-
- if (lengthA > 10.0f * b2_linearSlop)
- {
- uA *= 1.0f / lengthA;
- }
- else
- {
- uA.SetZero();
- }
-
- if (lengthB > 10.0f * b2_linearSlop)
- {
- uB *= 1.0f / lengthB;
- }
- else
- {
- uB.SetZero();
- }
-
- // Compute effective mass.
- float32 ruA = b2Cross(rA, uA);
- float32 ruB = b2Cross(rB, uB);
-
- float32 mA = m_invMassA + m_invIA * ruA * ruA;
- float32 mB = m_invMassB + m_invIB * ruB * ruB;
-
- float32 mass = mA + m_ratio * m_ratio * mB;
-
- if (mass > 0.0f)
- {
- mass = 1.0f / mass;
- }
-
- float32 C = m_constant - lengthA - m_ratio * lengthB;
- float32 linearError = b2Abs(C);
-
- float32 impulse = -mass * C;
-
- b2Vec2 PA = -impulse * uA;
- b2Vec2 PB = -m_ratio * impulse * uB;
-
- cA += m_invMassA * PA;
- aA += m_invIA * b2Cross(rA, PA);
- cB += m_invMassB * PB;
- aB += m_invIB * b2Cross(rB, PB);
-
- data.positions[m_indexA].c = cA;
- data.positions[m_indexA].a = aA;
- data.positions[m_indexB].c = cB;
- data.positions[m_indexB].a = aB;
-
- return linearError < b2_linearSlop;
-}
-
-b2Vec2 b2PulleyJoint::GetAnchorA() const
-{
- return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2PulleyJoint::GetAnchorB() const
-{
- return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const
-{
- b2Vec2 P = m_impulse * m_uB;
- return inv_dt * P;
-}
-
-float32 b2PulleyJoint::GetReactionTorque(float32 inv_dt) const
-{
- B2_NOT_USED(inv_dt);
- return 0.0f;
-}
-
-b2Vec2 b2PulleyJoint::GetGroundAnchorA() const
-{
- return m_groundAnchorA;
-}
-
-b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
-{
- return m_groundAnchorB;
-}
-
-float32 b2PulleyJoint::GetLengthA() const
-{
- return m_lengthA;
-}
-
-float32 b2PulleyJoint::GetLengthB() const
-{
- return m_lengthB;
-}
-
-float32 b2PulleyJoint::GetRatio() const
-{
- return m_ratio;
-}
-
-float32 b2PulleyJoint::GetCurrentLengthA() const
-{
- b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA);
- b2Vec2 s = m_groundAnchorA;
- b2Vec2 d = p - s;
- return d.Length();
-}
-
-float32 b2PulleyJoint::GetCurrentLengthB() const
-{
- b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB);
- b2Vec2 s = m_groundAnchorB;
- b2Vec2 d = p - s;
- return d.Length();
-}
-
-void b2PulleyJoint::Dump()
-{
- int32 indexA = m_bodyA->m_islandIndex;
- int32 indexB = m_bodyB->m_islandIndex;
-
- b2Log(" b2PulleyJointDef jd;\n");
- b2Log(" jd.bodyA = bodies[%d];\n", indexA);
- b2Log(" jd.bodyB = bodies[%d];\n", indexB);
- b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
- b2Log(" jd.groundAnchorA.Set(%.15lef, %.15lef);\n", m_groundAnchorA.x, m_groundAnchorA.y);
- b2Log(" jd.groundAnchorB.Set(%.15lef, %.15lef);\n", m_groundAnchorB.x, m_groundAnchorB.y);
- b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
- b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
- b2Log(" jd.lengthA = %.15lef;\n", m_lengthA);
- b2Log(" jd.lengthB = %.15lef;\n", m_lengthB);
- b2Log(" jd.ratio = %.15lef;\n", m_ratio);
- b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
-
-void b2PulleyJoint::ShiftOrigin(const b2Vec2& newOrigin)
-{
- m_groundAnchorA -= newOrigin;
- m_groundAnchorB -= newOrigin;
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2PulleyJoint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2PulleyJoint.h
deleted file mode 100644
index 71c759b..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2PulleyJoint.h
+++ /dev/null
@@ -1,152 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_PULLEY_JOINT_H
-#define B2_PULLEY_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-const float32 b2_minPulleyLength = 2.0f;
-
-/// Pulley joint definition. This requires two ground anchors,
-/// two dynamic body anchor points, and a pulley ratio.
-struct b2PulleyJointDef : public b2JointDef
-{
- b2PulleyJointDef()
- {
- type = e_pulleyJoint;
- groundAnchorA.Set(-1.0f, 1.0f);
- groundAnchorB.Set(1.0f, 1.0f);
- localAnchorA.Set(-1.0f, 0.0f);
- localAnchorB.Set(1.0f, 0.0f);
- lengthA = 0.0f;
- lengthB = 0.0f;
- ratio = 1.0f;
- collideConnected = true;
- }
-
- /// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
- void Initialize(b2Body* bodyA, b2Body* bodyB,
- const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
- const b2Vec2& anchorA, const b2Vec2& anchorB,
- float32 ratio);
-
- /// The first ground anchor in world coordinates. This point never moves.
- b2Vec2 groundAnchorA;
-
- /// The second ground anchor in world coordinates. This point never moves.
- b2Vec2 groundAnchorB;
-
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
-
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
-
- /// The a reference length for the segment attached to bodyA.
- float32 lengthA;
-
- /// The a reference length for the segment attached to bodyB.
- float32 lengthB;
-
- /// The pulley ratio, used to simulate a block-and-tackle.
- float32 ratio;
-};
-
-/// The pulley joint is connected to two bodies and two fixed ground points.
-/// The pulley supports a ratio such that:
-/// length1 + ratio * length2 <= constant
-/// Yes, the force transmitted is scaled by the ratio.
-/// Warning: the pulley joint can get a bit squirrelly by itself. They often
-/// work better when combined with prismatic joints. You should also cover the
-/// the anchor points with static shapes to prevent one side from going to
-/// zero length.
-class b2PulleyJoint : public b2Joint
-{
-public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// Get the first ground anchor.
- b2Vec2 GetGroundAnchorA() const;
-
- /// Get the second ground anchor.
- b2Vec2 GetGroundAnchorB() const;
-
- /// Get the current length of the segment attached to bodyA.
- float32 GetLengthA() const;
-
- /// Get the current length of the segment attached to bodyB.
- float32 GetLengthB() const;
-
- /// Get the pulley ratio.
- float32 GetRatio() const;
-
- /// Get the current length of the segment attached to bodyA.
- float32 GetCurrentLengthA() const;
-
- /// Get the current length of the segment attached to bodyB.
- float32 GetCurrentLengthB() const;
-
- /// Dump joint to dmLog
- void Dump() override;
-
- /// Implement b2Joint::ShiftOrigin
- void ShiftOrigin(const b2Vec2& newOrigin) override;
-
-protected:
-
- friend class b2Joint;
- b2PulleyJoint(const b2PulleyJointDef* data);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- b2Vec2 m_groundAnchorA;
- b2Vec2 m_groundAnchorB;
- float32 m_lengthA;
- float32 m_lengthB;
-
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- float32 m_constant;
- float32 m_ratio;
- float32 m_impulse;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_uA;
- b2Vec2 m_uB;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- float32 m_mass;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp
deleted file mode 100644
index b3f7ee5..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp
+++ /dev/null
@@ -1,511 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2RevoluteJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-// Point-to-point constraint
-// C = p2 - p1
-// Cdot = v2 - v1
-// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
-// J = [-I -r1_skew I r2_skew ]
-// Identity used:
-// w k % (rx i + ry j) = w * (-ry i + rx j)
-
-// Motor constraint
-// Cdot = w2 - w1
-// J = [0 0 -1 0 0 1]
-// K = invI1 + invI2
-
-void b2RevoluteJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
-{
- bodyA = bA;
- bodyB = bB;
- localAnchorA = bodyA->GetLocalPoint(anchor);
- localAnchorB = bodyB->GetLocalPoint(anchor);
- referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
-}
-
-b2RevoluteJoint::b2RevoluteJoint(const b2RevoluteJointDef* def)
-: b2Joint(def)
-{
- m_localAnchorA = def->localAnchorA;
- m_localAnchorB = def->localAnchorB;
- m_referenceAngle = def->referenceAngle;
-
- m_impulse.SetZero();
- m_motorImpulse = 0.0f;
-
- m_lowerAngle = def->lowerAngle;
- m_upperAngle = def->upperAngle;
- m_maxMotorTorque = def->maxMotorTorque;
- m_motorSpeed = def->motorSpeed;
- m_enableLimit = def->enableLimit;
- m_enableMotor = def->enableMotor;
- m_limitState = e_inactiveLimit;
-}
-
-void b2RevoluteJoint::InitVelocityConstraints(const b2SolverData& data)
-{
- m_indexA = m_bodyA->m_islandIndex;
- m_indexB = m_bodyB->m_islandIndex;
- m_localCenterA = m_bodyA->m_sweep.localCenter;
- m_localCenterB = m_bodyB->m_sweep.localCenter;
- m_invMassA = m_bodyA->m_invMass;
- m_invMassB = m_bodyB->m_invMass;
- m_invIA = m_bodyA->m_invI;
- m_invIB = m_bodyB->m_invI;
-
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
-
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- b2Rot qA(aA), qB(aB);
-
- m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
- // J = [-I -r1_skew I r2_skew]
- // [ 0 -1 0 1]
- // r_skew = [-ry; rx]
-
- // Matlab
- // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
- // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
- // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- bool fixedRotation = (iA + iB == 0.0f);
-
- m_mass.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
- m_mass.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
- m_mass.ez.x = -m_rA.y * iA - m_rB.y * iB;
- m_mass.ex.y = m_mass.ey.x;
- m_mass.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
- m_mass.ez.y = m_rA.x * iA + m_rB.x * iB;
- m_mass.ex.z = m_mass.ez.x;
- m_mass.ey.z = m_mass.ez.y;
- m_mass.ez.z = iA + iB;
-
- m_motorMass = iA + iB;
- if (m_motorMass > 0.0f)
- {
- m_motorMass = 1.0f / m_motorMass;
- }
-
- if (m_enableMotor == false || fixedRotation)
- {
- m_motorImpulse = 0.0f;
- }
-
- if (m_enableLimit && fixedRotation == false)
- {
- float32 jointAngle = aB - aA - m_referenceAngle;
- if (b2Abs(m_upperAngle - m_lowerAngle) < 2.0f * b2_angularSlop)
- {
- m_limitState = e_equalLimits;
- }
- else if (jointAngle <= m_lowerAngle)
- {
- if (m_limitState != e_atLowerLimit)
- {
- m_impulse.z = 0.0f;
- }
- m_limitState = e_atLowerLimit;
- }
- else if (jointAngle >= m_upperAngle)
- {
- if (m_limitState != e_atUpperLimit)
- {
- m_impulse.z = 0.0f;
- }
- m_limitState = e_atUpperLimit;
- }
- else
- {
- m_limitState = e_inactiveLimit;
- m_impulse.z = 0.0f;
- }
- }
- else
- {
- m_limitState = e_inactiveLimit;
- }
-
- if (data.step.warmStarting)
- {
- // Scale impulses to support a variable time step.
- m_impulse *= data.step.dtRatio;
- m_motorImpulse *= data.step.dtRatio;
-
- b2Vec2 P(m_impulse.x, m_impulse.y);
-
- vA -= mA * P;
- wA -= iA * (b2Cross(m_rA, P) + m_motorImpulse + m_impulse.z);
-
- vB += mB * P;
- wB += iB * (b2Cross(m_rB, P) + m_motorImpulse + m_impulse.z);
- }
- else
- {
- m_impulse.SetZero();
- m_motorImpulse = 0.0f;
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-void b2RevoluteJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- bool fixedRotation = (iA + iB == 0.0f);
-
- // Solve motor constraint.
- if (m_enableMotor && m_limitState != e_equalLimits && fixedRotation == false)
- {
- float32 Cdot = wB - wA - m_motorSpeed;
- float32 impulse = -m_motorMass * Cdot;
- float32 oldImpulse = m_motorImpulse;
- float32 maxImpulse = data.step.dt * m_maxMotorTorque;
- m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
- impulse = m_motorImpulse - oldImpulse;
-
- wA -= iA * impulse;
- wB += iB * impulse;
- }
-
- // Solve limit constraint.
- if (m_enableLimit && m_limitState != e_inactiveLimit && fixedRotation == false)
- {
- b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
- float32 Cdot2 = wB - wA;
- b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
-
- b2Vec3 impulse = -m_mass.Solve33(Cdot);
-
- if (m_limitState == e_equalLimits)
- {
- m_impulse += impulse;
- }
- else if (m_limitState == e_atLowerLimit)
- {
- float32 newImpulse = m_impulse.z + impulse.z;
- if (newImpulse < 0.0f)
- {
- b2Vec2 rhs = -Cdot1 + m_impulse.z * b2Vec2(m_mass.ez.x, m_mass.ez.y);
- b2Vec2 reduced = m_mass.Solve22(rhs);
- impulse.x = reduced.x;
- impulse.y = reduced.y;
- impulse.z = -m_impulse.z;
- m_impulse.x += reduced.x;
- m_impulse.y += reduced.y;
- m_impulse.z = 0.0f;
- }
- else
- {
- m_impulse += impulse;
- }
- }
- else if (m_limitState == e_atUpperLimit)
- {
- float32 newImpulse = m_impulse.z + impulse.z;
- if (newImpulse > 0.0f)
- {
- b2Vec2 rhs = -Cdot1 + m_impulse.z * b2Vec2(m_mass.ez.x, m_mass.ez.y);
- b2Vec2 reduced = m_mass.Solve22(rhs);
- impulse.x = reduced.x;
- impulse.y = reduced.y;
- impulse.z = -m_impulse.z;
- m_impulse.x += reduced.x;
- m_impulse.y += reduced.y;
- m_impulse.z = 0.0f;
- }
- else
- {
- m_impulse += impulse;
- }
- }
-
- b2Vec2 P(impulse.x, impulse.y);
-
- vA -= mA * P;
- wA -= iA * (b2Cross(m_rA, P) + impulse.z);
-
- vB += mB * P;
- wB += iB * (b2Cross(m_rB, P) + impulse.z);
- }
- else
- {
- // Solve point-to-point constraint
- b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
- b2Vec2 impulse = m_mass.Solve22(-Cdot);
-
- m_impulse.x += impulse.x;
- m_impulse.y += impulse.y;
-
- vA -= mA * impulse;
- wA -= iA * b2Cross(m_rA, impulse);
-
- vB += mB * impulse;
- wB += iB * b2Cross(m_rB, impulse);
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-bool b2RevoluteJoint::SolvePositionConstraints(const b2SolverData& data)
-{
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
-
- b2Rot qA(aA), qB(aB);
-
- float32 angularError = 0.0f;
- float32 positionError = 0.0f;
-
- bool fixedRotation = (m_invIA + m_invIB == 0.0f);
-
- // Solve angular limit constraint.
- if (m_enableLimit && m_limitState != e_inactiveLimit && fixedRotation == false)
- {
- float32 angle = aB - aA - m_referenceAngle;
- float32 limitImpulse = 0.0f;
-
- if (m_limitState == e_equalLimits)
- {
- // Prevent large angular corrections
- float32 C = b2Clamp(angle - m_lowerAngle, -b2_maxAngularCorrection, b2_maxAngularCorrection);
- limitImpulse = -m_motorMass * C;
- angularError = b2Abs(C);
- }
- else if (m_limitState == e_atLowerLimit)
- {
- float32 C = angle - m_lowerAngle;
- angularError = -C;
-
- // Prevent large angular corrections and allow some slop.
- C = b2Clamp(C + b2_angularSlop, -b2_maxAngularCorrection, 0.0f);
- limitImpulse = -m_motorMass * C;
- }
- else if (m_limitState == e_atUpperLimit)
- {
- float32 C = angle - m_upperAngle;
- angularError = C;
-
- // Prevent large angular corrections and allow some slop.
- C = b2Clamp(C - b2_angularSlop, 0.0f, b2_maxAngularCorrection);
- limitImpulse = -m_motorMass * C;
- }
-
- aA -= m_invIA * limitImpulse;
- aB += m_invIB * limitImpulse;
- }
-
- // Solve point-to-point constraint.
- {
- qA.Set(aA);
- qB.Set(aB);
- b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
- b2Vec2 C = cB + rB - cA - rA;
- positionError = C.Length();
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- b2Mat22 K;
- K.ex.x = mA + mB + iA * rA.y * rA.y + iB * rB.y * rB.y;
- K.ex.y = -iA * rA.x * rA.y - iB * rB.x * rB.y;
- K.ey.x = K.ex.y;
- K.ey.y = mA + mB + iA * rA.x * rA.x + iB * rB.x * rB.x;
-
- b2Vec2 impulse = -K.Solve(C);
-
- cA -= mA * impulse;
- aA -= iA * b2Cross(rA, impulse);
-
- cB += mB * impulse;
- aB += iB * b2Cross(rB, impulse);
- }
-
- data.positions[m_indexA].c = cA;
- data.positions[m_indexA].a = aA;
- data.positions[m_indexB].c = cB;
- data.positions[m_indexB].a = aB;
-
- return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
-}
-
-b2Vec2 b2RevoluteJoint::GetAnchorA() const
-{
- return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2RevoluteJoint::GetAnchorB() const
-{
- return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2RevoluteJoint::GetReactionForce(float32 inv_dt) const
-{
- b2Vec2 P(m_impulse.x, m_impulse.y);
- return inv_dt * P;
-}
-
-float32 b2RevoluteJoint::GetReactionTorque(float32 inv_dt) const
-{
- return inv_dt * m_impulse.z;
-}
-
-float32 b2RevoluteJoint::GetJointAngle() const
-{
- b2Body* bA = m_bodyA;
- b2Body* bB = m_bodyB;
- return bB->m_sweep.a - bA->m_sweep.a - m_referenceAngle;
-}
-
-float32 b2RevoluteJoint::GetJointSpeed() const
-{
- b2Body* bA = m_bodyA;
- b2Body* bB = m_bodyB;
- return bB->m_angularVelocity - bA->m_angularVelocity;
-}
-
-bool b2RevoluteJoint::IsMotorEnabled() const
-{
- return m_enableMotor;
-}
-
-void b2RevoluteJoint::EnableMotor(bool flag)
-{
- if (flag != m_enableMotor)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_enableMotor = flag;
- }
-}
-
-float32 b2RevoluteJoint::GetMotorTorque(float32 inv_dt) const
-{
- return inv_dt * m_motorImpulse;
-}
-
-void b2RevoluteJoint::SetMotorSpeed(float32 speed)
-{
- if (speed != m_motorSpeed)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_motorSpeed = speed;
- }
-}
-
-void b2RevoluteJoint::SetMaxMotorTorque(float32 torque)
-{
- if (torque != m_maxMotorTorque)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_maxMotorTorque = torque;
- }
-}
-
-bool b2RevoluteJoint::IsLimitEnabled() const
-{
- return m_enableLimit;
-}
-
-void b2RevoluteJoint::EnableLimit(bool flag)
-{
- if (flag != m_enableLimit)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_enableLimit = flag;
- m_impulse.z = 0.0f;
- }
-}
-
-float32 b2RevoluteJoint::GetLowerLimit() const
-{
- return m_lowerAngle;
-}
-
-float32 b2RevoluteJoint::GetUpperLimit() const
-{
- return m_upperAngle;
-}
-
-void b2RevoluteJoint::SetLimits(float32 lower, float32 upper)
-{
- b2Assert(lower <= upper);
-
- if (lower != m_lowerAngle || upper != m_upperAngle)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_impulse.z = 0.0f;
- m_lowerAngle = lower;
- m_upperAngle = upper;
- }
-}
-
-void b2RevoluteJoint::Dump()
-{
- int32 indexA = m_bodyA->m_islandIndex;
- int32 indexB = m_bodyB->m_islandIndex;
-
- b2Log(" b2RevoluteJointDef jd;\n");
- b2Log(" jd.bodyA = bodies[%d];\n", indexA);
- b2Log(" jd.bodyB = bodies[%d];\n", indexB);
- b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
- b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
- b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
- b2Log(" jd.referenceAngle = %.15lef;\n", m_referenceAngle);
- b2Log(" jd.enableLimit = bool(%d);\n", m_enableLimit);
- b2Log(" jd.lowerAngle = %.15lef;\n", m_lowerAngle);
- b2Log(" jd.upperAngle = %.15lef;\n", m_upperAngle);
- b2Log(" jd.enableMotor = bool(%d);\n", m_enableMotor);
- b2Log(" jd.motorSpeed = %.15lef;\n", m_motorSpeed);
- b2Log(" jd.maxMotorTorque = %.15lef;\n", m_maxMotorTorque);
- b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2RevoluteJoint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2RevoluteJoint.h
deleted file mode 100644
index 06b1455..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2RevoluteJoint.h
+++ /dev/null
@@ -1,204 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_REVOLUTE_JOINT_H
-#define B2_REVOLUTE_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Revolute joint definition. This requires defining an
-/// anchor point where the bodies are joined. The definition
-/// uses local anchor points so that the initial configuration
-/// can violate the constraint slightly. You also need to
-/// specify the initial relative angle for joint limits. This
-/// helps when saving and loading a game.
-/// The local anchor points are measured from the body's origin
-/// rather than the center of mass because:
-/// 1. you might not know where the center of mass will be.
-/// 2. if you add/remove shapes from a body and recompute the mass,
-/// the joints will be broken.
-struct b2RevoluteJointDef : public b2JointDef
-{
- b2RevoluteJointDef()
- {
- type = e_revoluteJoint;
- localAnchorA.Set(0.0f, 0.0f);
- localAnchorB.Set(0.0f, 0.0f);
- referenceAngle = 0.0f;
- lowerAngle = 0.0f;
- upperAngle = 0.0f;
- maxMotorTorque = 0.0f;
- motorSpeed = 0.0f;
- enableLimit = false;
- enableMotor = false;
- }
-
- /// Initialize the bodies, anchors, and reference angle using a world
- /// anchor point.
- void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
-
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
-
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
-
- /// The bodyB angle minus bodyA angle in the reference state (radians).
- float32 referenceAngle;
-
- /// A flag to enable joint limits.
- bool enableLimit;
-
- /// The lower angle for the joint limit (radians).
- float32 lowerAngle;
-
- /// The upper angle for the joint limit (radians).
- float32 upperAngle;
-
- /// A flag to enable the joint motor.
- bool enableMotor;
-
- /// The desired motor speed. Usually in radians per second.
- float32 motorSpeed;
-
- /// The maximum motor torque used to achieve the desired motor speed.
- /// Usually in N-m.
- float32 maxMotorTorque;
-};
-
-/// A revolute joint constrains two bodies to share a common point while they
-/// are free to rotate about the point. The relative rotation about the shared
-/// point is the joint angle. You can limit the relative rotation with
-/// a joint limit that specifies a lower and upper angle. You can use a motor
-/// to drive the relative rotation about the shared point. A maximum motor torque
-/// is provided so that infinite forces are not generated.
-class b2RevoluteJoint : public b2Joint
-{
-public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- /// The local anchor point relative to bodyA's origin.
- const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
- /// The local anchor point relative to bodyB's origin.
- const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
-
- /// Get the reference angle.
- float32 GetReferenceAngle() const { return m_referenceAngle; }
-
- /// Get the current joint angle in radians.
- float32 GetJointAngle() const;
-
- /// Get the current joint angle speed in radians per second.
- float32 GetJointSpeed() const;
-
- /// Is the joint limit enabled?
- bool IsLimitEnabled() const;
-
- /// Enable/disable the joint limit.
- void EnableLimit(bool flag);
-
- /// Get the lower joint limit in radians.
- float32 GetLowerLimit() const;
-
- /// Get the upper joint limit in radians.
- float32 GetUpperLimit() const;
-
- /// Set the joint limits in radians.
- void SetLimits(float32 lower, float32 upper);
-
- /// Is the joint motor enabled?
- bool IsMotorEnabled() const;
-
- /// Enable/disable the joint motor.
- void EnableMotor(bool flag);
-
- /// Set the motor speed in radians per second.
- void SetMotorSpeed(float32 speed);
-
- /// Get the motor speed in radians per second.
- float32 GetMotorSpeed() const;
-
- /// Set the maximum motor torque, usually in N-m.
- void SetMaxMotorTorque(float32 torque);
- float32 GetMaxMotorTorque() const { return m_maxMotorTorque; }
-
- /// Get the reaction force given the inverse time step.
- /// Unit is N.
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
-
- /// Get the reaction torque due to the joint limit given the inverse time step.
- /// Unit is N*m.
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// Get the current motor torque given the inverse time step.
- /// Unit is N*m.
- float32 GetMotorTorque(float32 inv_dt) const;
-
- /// Dump to b2Log.
- void Dump() override;
-
-protected:
-
- friend class b2Joint;
- friend class b2GearJoint;
-
- b2RevoluteJoint(const b2RevoluteJointDef* def);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- b2Vec3 m_impulse;
- float32 m_motorImpulse;
-
- bool m_enableMotor;
- float32 m_maxMotorTorque;
- float32 m_motorSpeed;
-
- bool m_enableLimit;
- float32 m_referenceAngle;
- float32 m_lowerAngle;
- float32 m_upperAngle;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- b2Mat33 m_mass; // effective mass for point-to-point constraint.
- float32 m_motorMass; // effective mass for motor/limit angular constraint.
- b2LimitState m_limitState;
-};
-
-inline float32 b2RevoluteJoint::GetMotorSpeed() const
-{
- return m_motorSpeed;
-}
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2RopeJoint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2RopeJoint.cpp
deleted file mode 100644
index 86d27e7..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2RopeJoint.cpp
+++ /dev/null
@@ -1,241 +0,0 @@
-/*
-* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2RopeJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-
-// Limit:
-// C = norm(pB - pA) - L
-// u = (pB - pA) / norm(pB - pA)
-// Cdot = dot(u, vB + cross(wB, rB) - vA - cross(wA, rA))
-// J = [-u -cross(rA, u) u cross(rB, u)]
-// K = J * invM * JT
-// = invMassA + invIA * cross(rA, u)^2 + invMassB + invIB * cross(rB, u)^2
-
-b2RopeJoint::b2RopeJoint(const b2RopeJointDef* def)
-: b2Joint(def)
-{
- m_localAnchorA = def->localAnchorA;
- m_localAnchorB = def->localAnchorB;
-
- m_maxLength = def->maxLength;
-
- m_mass = 0.0f;
- m_impulse = 0.0f;
- m_state = e_inactiveLimit;
- m_length = 0.0f;
-}
-
-void b2RopeJoint::InitVelocityConstraints(const b2SolverData& data)
-{
- m_indexA = m_bodyA->m_islandIndex;
- m_indexB = m_bodyB->m_islandIndex;
- m_localCenterA = m_bodyA->m_sweep.localCenter;
- m_localCenterB = m_bodyB->m_sweep.localCenter;
- m_invMassA = m_bodyA->m_invMass;
- m_invMassB = m_bodyB->m_invMass;
- m_invIA = m_bodyA->m_invI;
- m_invIB = m_bodyB->m_invI;
-
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
-
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- b2Rot qA(aA), qB(aB);
-
- m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
- m_u = cB + m_rB - cA - m_rA;
-
- m_length = m_u.Length();
-
- float32 C = m_length - m_maxLength;
- if (C > 0.0f)
- {
- m_state = e_atUpperLimit;
- }
- else
- {
- m_state = e_inactiveLimit;
- }
-
- if (m_length > b2_linearSlop)
- {
- m_u *= 1.0f / m_length;
- }
- else
- {
- m_u.SetZero();
- m_mass = 0.0f;
- m_impulse = 0.0f;
- return;
- }
-
- // Compute effective mass.
- float32 crA = b2Cross(m_rA, m_u);
- float32 crB = b2Cross(m_rB, m_u);
- float32 invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB;
-
- m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
-
- if (data.step.warmStarting)
- {
- // Scale the impulse to support a variable time step.
- m_impulse *= data.step.dtRatio;
-
- b2Vec2 P = m_impulse * m_u;
- vA -= m_invMassA * P;
- wA -= m_invIA * b2Cross(m_rA, P);
- vB += m_invMassB * P;
- wB += m_invIB * b2Cross(m_rB, P);
- }
- else
- {
- m_impulse = 0.0f;
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-void b2RopeJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- // Cdot = dot(u, v + cross(w, r))
- b2Vec2 vpA = vA + b2Cross(wA, m_rA);
- b2Vec2 vpB = vB + b2Cross(wB, m_rB);
- float32 C = m_length - m_maxLength;
- float32 Cdot = b2Dot(m_u, vpB - vpA);
-
- // Predictive constraint.
- if (C < 0.0f)
- {
- Cdot += data.step.inv_dt * C;
- }
-
- float32 impulse = -m_mass * Cdot;
- float32 oldImpulse = m_impulse;
- m_impulse = b2Min(0.0f, m_impulse + impulse);
- impulse = m_impulse - oldImpulse;
-
- b2Vec2 P = impulse * m_u;
- vA -= m_invMassA * P;
- wA -= m_invIA * b2Cross(m_rA, P);
- vB += m_invMassB * P;
- wB += m_invIB * b2Cross(m_rB, P);
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-bool b2RopeJoint::SolvePositionConstraints(const b2SolverData& data)
-{
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
-
- b2Rot qA(aA), qB(aB);
-
- b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
- b2Vec2 u = cB + rB - cA - rA;
-
- float32 length = u.Normalize();
- float32 C = length - m_maxLength;
-
- C = b2Clamp(C, 0.0f, b2_maxLinearCorrection);
-
- float32 impulse = -m_mass * C;
- b2Vec2 P = impulse * u;
-
- cA -= m_invMassA * P;
- aA -= m_invIA * b2Cross(rA, P);
- cB += m_invMassB * P;
- aB += m_invIB * b2Cross(rB, P);
-
- data.positions[m_indexA].c = cA;
- data.positions[m_indexA].a = aA;
- data.positions[m_indexB].c = cB;
- data.positions[m_indexB].a = aB;
-
- return length - m_maxLength < b2_linearSlop;
-}
-
-b2Vec2 b2RopeJoint::GetAnchorA() const
-{
- return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2RopeJoint::GetAnchorB() const
-{
- return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2RopeJoint::GetReactionForce(float32 inv_dt) const
-{
- b2Vec2 F = (inv_dt * m_impulse) * m_u;
- return F;
-}
-
-float32 b2RopeJoint::GetReactionTorque(float32 inv_dt) const
-{
- B2_NOT_USED(inv_dt);
- return 0.0f;
-}
-
-float32 b2RopeJoint::GetMaxLength() const
-{
- return m_maxLength;
-}
-
-b2LimitState b2RopeJoint::GetLimitState() const
-{
- return m_state;
-}
-
-void b2RopeJoint::Dump()
-{
- int32 indexA = m_bodyA->m_islandIndex;
- int32 indexB = m_bodyB->m_islandIndex;
-
- b2Log(" b2RopeJointDef jd;\n");
- b2Log(" jd.bodyA = bodies[%d];\n", indexA);
- b2Log(" jd.bodyB = bodies[%d];\n", indexB);
- b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
- b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
- b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
- b2Log(" jd.maxLength = %.15lef;\n", m_maxLength);
- b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2RopeJoint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2RopeJoint.h
deleted file mode 100644
index ef5d6f7..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2RopeJoint.h
+++ /dev/null
@@ -1,114 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_ROPE_JOINT_H
-#define B2_ROPE_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Rope joint definition. This requires two body anchor points and
-/// a maximum lengths.
-/// Note: by default the connected objects will not collide.
-/// see collideConnected in b2JointDef.
-struct b2RopeJointDef : public b2JointDef
-{
- b2RopeJointDef()
- {
- type = e_ropeJoint;
- localAnchorA.Set(-1.0f, 0.0f);
- localAnchorB.Set(1.0f, 0.0f);
- maxLength = 0.0f;
- }
-
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
-
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
-
- /// The maximum length of the rope.
- /// Warning: this must be larger than b2_linearSlop or
- /// the joint will have no effect.
- float32 maxLength;
-};
-
-/// A rope joint enforces a maximum distance between two points
-/// on two bodies. It has no other effect.
-/// Warning: if you attempt to change the maximum length during
-/// the simulation you will get some non-physical behavior.
-/// A model that would allow you to dynamically modify the length
-/// would have some sponginess, so I chose not to implement it
-/// that way. See b2DistanceJoint if you want to dynamically
-/// control length.
-class b2RopeJoint : public b2Joint
-{
-public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// The local anchor point relative to bodyA's origin.
- const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
- /// The local anchor point relative to bodyB's origin.
- const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
-
- /// Set/Get the maximum length of the rope.
- void SetMaxLength(float32 length) { m_maxLength = length; }
- float32 GetMaxLength() const;
-
- b2LimitState GetLimitState() const;
-
- /// Dump joint to dmLog
- void Dump() override;
-
-protected:
-
- friend class b2Joint;
- b2RopeJoint(const b2RopeJointDef* data);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- float32 m_maxLength;
- float32 m_length;
- float32 m_impulse;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_u;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- float32 m_mass;
- b2LimitState m_state;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2WeldJoint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2WeldJoint.cpp
deleted file mode 100644
index b10cee8..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2WeldJoint.cpp
+++ /dev/null
@@ -1,344 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2WeldJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-// Point-to-point constraint
-// C = p2 - p1
-// Cdot = v2 - v1
-// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
-// J = [-I -r1_skew I r2_skew ]
-// Identity used:
-// w k % (rx i + ry j) = w * (-ry i + rx j)
-
-// Angle constraint
-// C = angle2 - angle1 - referenceAngle
-// Cdot = w2 - w1
-// J = [0 0 -1 0 0 1]
-// K = invI1 + invI2
-
-void b2WeldJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
-{
- bodyA = bA;
- bodyB = bB;
- localAnchorA = bodyA->GetLocalPoint(anchor);
- localAnchorB = bodyB->GetLocalPoint(anchor);
- referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
-}
-
-b2WeldJoint::b2WeldJoint(const b2WeldJointDef* def)
-: b2Joint(def)
-{
- m_localAnchorA = def->localAnchorA;
- m_localAnchorB = def->localAnchorB;
- m_referenceAngle = def->referenceAngle;
- m_frequencyHz = def->frequencyHz;
- m_dampingRatio = def->dampingRatio;
-
- m_impulse.SetZero();
-}
-
-void b2WeldJoint::InitVelocityConstraints(const b2SolverData& data)
-{
- m_indexA = m_bodyA->m_islandIndex;
- m_indexB = m_bodyB->m_islandIndex;
- m_localCenterA = m_bodyA->m_sweep.localCenter;
- m_localCenterB = m_bodyB->m_sweep.localCenter;
- m_invMassA = m_bodyA->m_invMass;
- m_invMassB = m_bodyB->m_invMass;
- m_invIA = m_bodyA->m_invI;
- m_invIB = m_bodyB->m_invI;
-
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
-
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- b2Rot qA(aA), qB(aB);
-
- m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
- // J = [-I -r1_skew I r2_skew]
- // [ 0 -1 0 1]
- // r_skew = [-ry; rx]
-
- // Matlab
- // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
- // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
- // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- b2Mat33 K;
- K.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
- K.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
- K.ez.x = -m_rA.y * iA - m_rB.y * iB;
- K.ex.y = K.ey.x;
- K.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
- K.ez.y = m_rA.x * iA + m_rB.x * iB;
- K.ex.z = K.ez.x;
- K.ey.z = K.ez.y;
- K.ez.z = iA + iB;
-
- if (m_frequencyHz > 0.0f)
- {
- K.GetInverse22(&m_mass);
-
- float32 invM = iA + iB;
- float32 m = invM > 0.0f ? 1.0f / invM : 0.0f;
-
- float32 C = aB - aA - m_referenceAngle;
-
- // Frequency
- float32 omega = 2.0f * b2_pi * m_frequencyHz;
-
- // Damping coefficient
- float32 d = 2.0f * m * m_dampingRatio * omega;
-
- // Spring stiffness
- float32 k = m * omega * omega;
-
- // magic formulas
- float32 h = data.step.dt;
- m_gamma = h * (d + h * k);
- m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
- m_bias = C * h * k * m_gamma;
-
- invM += m_gamma;
- m_mass.ez.z = invM != 0.0f ? 1.0f / invM : 0.0f;
- }
- else if (K.ez.z == 0.0f)
- {
- K.GetInverse22(&m_mass);
- m_gamma = 0.0f;
- m_bias = 0.0f;
- }
- else
- {
- K.GetSymInverse33(&m_mass);
- m_gamma = 0.0f;
- m_bias = 0.0f;
- }
-
- if (data.step.warmStarting)
- {
- // Scale impulses to support a variable time step.
- m_impulse *= data.step.dtRatio;
-
- b2Vec2 P(m_impulse.x, m_impulse.y);
-
- vA -= mA * P;
- wA -= iA * (b2Cross(m_rA, P) + m_impulse.z);
-
- vB += mB * P;
- wB += iB * (b2Cross(m_rB, P) + m_impulse.z);
- }
- else
- {
- m_impulse.SetZero();
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- if (m_frequencyHz > 0.0f)
- {
- float32 Cdot2 = wB - wA;
-
- float32 impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
- m_impulse.z += impulse2;
-
- wA -= iA * impulse2;
- wB += iB * impulse2;
-
- b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
-
- b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1);
- m_impulse.x += impulse1.x;
- m_impulse.y += impulse1.y;
-
- b2Vec2 P = impulse1;
-
- vA -= mA * P;
- wA -= iA * b2Cross(m_rA, P);
-
- vB += mB * P;
- wB += iB * b2Cross(m_rB, P);
- }
- else
- {
- b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
- float32 Cdot2 = wB - wA;
- b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
-
- b2Vec3 impulse = -b2Mul(m_mass, Cdot);
- m_impulse += impulse;
-
- b2Vec2 P(impulse.x, impulse.y);
-
- vA -= mA * P;
- wA -= iA * (b2Cross(m_rA, P) + impulse.z);
-
- vB += mB * P;
- wB += iB * (b2Cross(m_rB, P) + impulse.z);
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-bool b2WeldJoint::SolvePositionConstraints(const b2SolverData& data)
-{
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
-
- b2Rot qA(aA), qB(aB);
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
- float32 positionError, angularError;
-
- b2Mat33 K;
- K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
- K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
- K.ez.x = -rA.y * iA - rB.y * iB;
- K.ex.y = K.ey.x;
- K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
- K.ez.y = rA.x * iA + rB.x * iB;
- K.ex.z = K.ez.x;
- K.ey.z = K.ez.y;
- K.ez.z = iA + iB;
-
- if (m_frequencyHz > 0.0f)
- {
- b2Vec2 C1 = cB + rB - cA - rA;
-
- positionError = C1.Length();
- angularError = 0.0f;
-
- b2Vec2 P = -K.Solve22(C1);
-
- cA -= mA * P;
- aA -= iA * b2Cross(rA, P);
-
- cB += mB * P;
- aB += iB * b2Cross(rB, P);
- }
- else
- {
- b2Vec2 C1 = cB + rB - cA - rA;
- float32 C2 = aB - aA - m_referenceAngle;
-
- positionError = C1.Length();
- angularError = b2Abs(C2);
-
- b2Vec3 C(C1.x, C1.y, C2);
-
- b2Vec3 impulse;
- if (K.ez.z > 0.0f)
- {
- impulse = -K.Solve33(C);
- }
- else
- {
- b2Vec2 impulse2 = -K.Solve22(C1);
- impulse.Set(impulse2.x, impulse2.y, 0.0f);
- }
-
- b2Vec2 P(impulse.x, impulse.y);
-
- cA -= mA * P;
- aA -= iA * (b2Cross(rA, P) + impulse.z);
-
- cB += mB * P;
- aB += iB * (b2Cross(rB, P) + impulse.z);
- }
-
- data.positions[m_indexA].c = cA;
- data.positions[m_indexA].a = aA;
- data.positions[m_indexB].c = cB;
- data.positions[m_indexB].a = aB;
-
- return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
-}
-
-b2Vec2 b2WeldJoint::GetAnchorA() const
-{
- return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2WeldJoint::GetAnchorB() const
-{
- return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2WeldJoint::GetReactionForce(float32 inv_dt) const
-{
- b2Vec2 P(m_impulse.x, m_impulse.y);
- return inv_dt * P;
-}
-
-float32 b2WeldJoint::GetReactionTorque(float32 inv_dt) const
-{
- return inv_dt * m_impulse.z;
-}
-
-void b2WeldJoint::Dump()
-{
- int32 indexA = m_bodyA->m_islandIndex;
- int32 indexB = m_bodyB->m_islandIndex;
-
- b2Log(" b2WeldJointDef jd;\n");
- b2Log(" jd.bodyA = bodies[%d];\n", indexA);
- b2Log(" jd.bodyB = bodies[%d];\n", indexB);
- b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
- b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
- b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
- b2Log(" jd.referenceAngle = %.15lef;\n", m_referenceAngle);
- b2Log(" jd.frequencyHz = %.15lef;\n", m_frequencyHz);
- b2Log(" jd.dampingRatio = %.15lef;\n", m_dampingRatio);
- b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2WeldJoint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2WeldJoint.h
deleted file mode 100644
index 81ba235..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2WeldJoint.h
+++ /dev/null
@@ -1,126 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_WELD_JOINT_H
-#define B2_WELD_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Weld joint definition. You need to specify local anchor points
-/// where they are attached and the relative body angle. The position
-/// of the anchor points is important for computing the reaction torque.
-struct b2WeldJointDef : public b2JointDef
-{
- b2WeldJointDef()
- {
- type = e_weldJoint;
- localAnchorA.Set(0.0f, 0.0f);
- localAnchorB.Set(0.0f, 0.0f);
- referenceAngle = 0.0f;
- frequencyHz = 0.0f;
- dampingRatio = 0.0f;
- }
-
- /// Initialize the bodies, anchors, and reference angle using a world
- /// anchor point.
- void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
-
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
-
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
-
- /// The bodyB angle minus bodyA angle in the reference state (radians).
- float32 referenceAngle;
-
- /// The mass-spring-damper frequency in Hertz. Rotation only.
- /// Disable softness with a value of 0.
- float32 frequencyHz;
-
- /// The damping ratio. 0 = no damping, 1 = critical damping.
- float32 dampingRatio;
-};
-
-/// A weld joint essentially glues two bodies together. A weld joint may
-/// distort somewhat because the island constraint solver is approximate.
-class b2WeldJoint : public b2Joint
-{
-public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// The local anchor point relative to bodyA's origin.
- const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
- /// The local anchor point relative to bodyB's origin.
- const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
-
- /// Get the reference angle.
- float32 GetReferenceAngle() const { return m_referenceAngle; }
-
- /// Set/get frequency in Hz.
- void SetFrequency(float32 hz) { m_frequencyHz = hz; }
- float32 GetFrequency() const { return m_frequencyHz; }
-
- /// Set/get damping ratio.
- void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; }
- float32 GetDampingRatio() const { return m_dampingRatio; }
-
- /// Dump to b2Log
- void Dump() override;
-
-protected:
-
- friend class b2Joint;
-
- b2WeldJoint(const b2WeldJointDef* def);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- float32 m_frequencyHz;
- float32 m_dampingRatio;
- float32 m_bias;
-
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- float32 m_referenceAngle;
- float32 m_gamma;
- b2Vec3 m_impulse;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- b2Mat33 m_mass;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2WheelJoint.cpp b/Source/3rdParty/Box2D/Dynamics/Joints/b2WheelJoint.cpp
deleted file mode 100644
index a95311e..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2WheelJoint.cpp
+++ /dev/null
@@ -1,456 +0,0 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/Joints/b2WheelJoint.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-// Linear constraint (point-to-line)
-// d = pB - pA = xB + rB - xA - rA
-// C = dot(ay, d)
-// Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
-// = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
-// J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
-
-// Spring linear constraint
-// C = dot(ax, d)
-// Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
-// J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
-
-// Motor rotational constraint
-// Cdot = wB - wA
-// J = [0 0 -1 0 0 1]
-
-void b2WheelJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
-{
- bodyA = bA;
- bodyB = bB;
- localAnchorA = bodyA->GetLocalPoint(anchor);
- localAnchorB = bodyB->GetLocalPoint(anchor);
- localAxisA = bodyA->GetLocalVector(axis);
-}
-
-b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def)
-: b2Joint(def)
-{
- m_localAnchorA = def->localAnchorA;
- m_localAnchorB = def->localAnchorB;
- m_localXAxisA = def->localAxisA;
- m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
-
- m_mass = 0.0f;
- m_impulse = 0.0f;
- m_motorMass = 0.0f;
- m_motorImpulse = 0.0f;
- m_springMass = 0.0f;
- m_springImpulse = 0.0f;
-
- m_maxMotorTorque = def->maxMotorTorque;
- m_motorSpeed = def->motorSpeed;
- m_enableMotor = def->enableMotor;
-
- m_frequencyHz = def->frequencyHz;
- m_dampingRatio = def->dampingRatio;
-
- m_bias = 0.0f;
- m_gamma = 0.0f;
-
- m_ax.SetZero();
- m_ay.SetZero();
-}
-
-void b2WheelJoint::InitVelocityConstraints(const b2SolverData& data)
-{
- m_indexA = m_bodyA->m_islandIndex;
- m_indexB = m_bodyB->m_islandIndex;
- m_localCenterA = m_bodyA->m_sweep.localCenter;
- m_localCenterB = m_bodyB->m_sweep.localCenter;
- m_invMassA = m_bodyA->m_invMass;
- m_invMassB = m_bodyB->m_invMass;
- m_invIA = m_bodyA->m_invI;
- m_invIB = m_bodyB->m_invI;
-
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
-
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- b2Rot qA(aA), qB(aB);
-
- // Compute the effective masses.
- b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
- b2Vec2 d = cB + rB - cA - rA;
-
- // Point to line constraint
- {
- m_ay = b2Mul(qA, m_localYAxisA);
- m_sAy = b2Cross(d + rA, m_ay);
- m_sBy = b2Cross(rB, m_ay);
-
- m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy;
-
- if (m_mass > 0.0f)
- {
- m_mass = 1.0f / m_mass;
- }
- }
-
- // Spring constraint
- m_springMass = 0.0f;
- m_bias = 0.0f;
- m_gamma = 0.0f;
- if (m_frequencyHz > 0.0f)
- {
- m_ax = b2Mul(qA, m_localXAxisA);
- m_sAx = b2Cross(d + rA, m_ax);
- m_sBx = b2Cross(rB, m_ax);
-
- float32 invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx;
-
- if (invMass > 0.0f)
- {
- m_springMass = 1.0f / invMass;
-
- float32 C = b2Dot(d, m_ax);
-
- // Frequency
- float32 omega = 2.0f * b2_pi * m_frequencyHz;
-
- // Damping coefficient
- float32 damp = 2.0f * m_springMass * m_dampingRatio * omega;
-
- // Spring stiffness
- float32 k = m_springMass * omega * omega;
-
- // magic formulas
- float32 h = data.step.dt;
- m_gamma = h * (damp + h * k);
- if (m_gamma > 0.0f)
- {
- m_gamma = 1.0f / m_gamma;
- }
-
- m_bias = C * h * k * m_gamma;
-
- m_springMass = invMass + m_gamma;
- if (m_springMass > 0.0f)
- {
- m_springMass = 1.0f / m_springMass;
- }
- }
- }
- else
- {
- m_springImpulse = 0.0f;
- }
-
- // Rotational motor
- if (m_enableMotor)
- {
- m_motorMass = iA + iB;
- if (m_motorMass > 0.0f)
- {
- m_motorMass = 1.0f / m_motorMass;
- }
- }
- else
- {
- m_motorMass = 0.0f;
- m_motorImpulse = 0.0f;
- }
-
- if (data.step.warmStarting)
- {
- // Account for variable time step.
- m_impulse *= data.step.dtRatio;
- m_springImpulse *= data.step.dtRatio;
- m_motorImpulse *= data.step.dtRatio;
-
- b2Vec2 P = m_impulse * m_ay + m_springImpulse * m_ax;
- float32 LA = m_impulse * m_sAy + m_springImpulse * m_sAx + m_motorImpulse;
- float32 LB = m_impulse * m_sBy + m_springImpulse * m_sBx + m_motorImpulse;
-
- vA -= m_invMassA * P;
- wA -= m_invIA * LA;
-
- vB += m_invMassB * P;
- wB += m_invIB * LB;
- }
- else
- {
- m_impulse = 0.0f;
- m_springImpulse = 0.0f;
- m_motorImpulse = 0.0f;
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-void b2WheelJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
- float32 mA = m_invMassA, mB = m_invMassB;
- float32 iA = m_invIA, iB = m_invIB;
-
- b2Vec2 vA = data.velocities[m_indexA].v;
- float32 wA = data.velocities[m_indexA].w;
- b2Vec2 vB = data.velocities[m_indexB].v;
- float32 wB = data.velocities[m_indexB].w;
-
- // Solve spring constraint
- {
- float32 Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
- float32 impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse);
- m_springImpulse += impulse;
-
- b2Vec2 P = impulse * m_ax;
- float32 LA = impulse * m_sAx;
- float32 LB = impulse * m_sBx;
-
- vA -= mA * P;
- wA -= iA * LA;
-
- vB += mB * P;
- wB += iB * LB;
- }
-
- // Solve rotational motor constraint
- {
- float32 Cdot = wB - wA - m_motorSpeed;
- float32 impulse = -m_motorMass * Cdot;
-
- float32 oldImpulse = m_motorImpulse;
- float32 maxImpulse = data.step.dt * m_maxMotorTorque;
- m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
- impulse = m_motorImpulse - oldImpulse;
-
- wA -= iA * impulse;
- wB += iB * impulse;
- }
-
- // Solve point to line constraint
- {
- float32 Cdot = b2Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA;
- float32 impulse = -m_mass * Cdot;
- m_impulse += impulse;
-
- b2Vec2 P = impulse * m_ay;
- float32 LA = impulse * m_sAy;
- float32 LB = impulse * m_sBy;
-
- vA -= mA * P;
- wA -= iA * LA;
-
- vB += mB * P;
- wB += iB * LB;
- }
-
- data.velocities[m_indexA].v = vA;
- data.velocities[m_indexA].w = wA;
- data.velocities[m_indexB].v = vB;
- data.velocities[m_indexB].w = wB;
-}
-
-bool b2WheelJoint::SolvePositionConstraints(const b2SolverData& data)
-{
- b2Vec2 cA = data.positions[m_indexA].c;
- float32 aA = data.positions[m_indexA].a;
- b2Vec2 cB = data.positions[m_indexB].c;
- float32 aB = data.positions[m_indexB].a;
-
- b2Rot qA(aA), qB(aB);
-
- b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
- b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
- b2Vec2 d = (cB - cA) + rB - rA;
-
- b2Vec2 ay = b2Mul(qA, m_localYAxisA);
-
- float32 sAy = b2Cross(d + rA, ay);
- float32 sBy = b2Cross(rB, ay);
-
- float32 C = b2Dot(d, ay);
-
- float32 k = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy;
-
- float32 impulse;
- if (k != 0.0f)
- {
- impulse = - C / k;
- }
- else
- {
- impulse = 0.0f;
- }
-
- b2Vec2 P = impulse * ay;
- float32 LA = impulse * sAy;
- float32 LB = impulse * sBy;
-
- cA -= m_invMassA * P;
- aA -= m_invIA * LA;
- cB += m_invMassB * P;
- aB += m_invIB * LB;
-
- data.positions[m_indexA].c = cA;
- data.positions[m_indexA].a = aA;
- data.positions[m_indexB].c = cB;
- data.positions[m_indexB].a = aB;
-
- return b2Abs(C) <= b2_linearSlop;
-}
-
-b2Vec2 b2WheelJoint::GetAnchorA() const
-{
- return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2WheelJoint::GetAnchorB() const
-{
- return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2WheelJoint::GetReactionForce(float32 inv_dt) const
-{
- return inv_dt * (m_impulse * m_ay + m_springImpulse * m_ax);
-}
-
-float32 b2WheelJoint::GetReactionTorque(float32 inv_dt) const
-{
- return inv_dt * m_motorImpulse;
-}
-
-float32 b2WheelJoint::GetJointTranslation() const
-{
- b2Body* bA = m_bodyA;
- b2Body* bB = m_bodyB;
-
- b2Vec2 pA = bA->GetWorldPoint(m_localAnchorA);
- b2Vec2 pB = bB->GetWorldPoint(m_localAnchorB);
- b2Vec2 d = pB - pA;
- b2Vec2 axis = bA->GetWorldVector(m_localXAxisA);
-
- float32 translation = b2Dot(d, axis);
- return translation;
-}
-
-float32 b2WheelJoint::GetJointLinearSpeed() const
-{
- b2Body* bA = m_bodyA;
- b2Body* bB = m_bodyB;
-
- b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter);
- b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter);
- b2Vec2 p1 = bA->m_sweep.c + rA;
- b2Vec2 p2 = bB->m_sweep.c + rB;
- b2Vec2 d = p2 - p1;
- b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA);
-
- b2Vec2 vA = bA->m_linearVelocity;
- b2Vec2 vB = bB->m_linearVelocity;
- float32 wA = bA->m_angularVelocity;
- float32 wB = bB->m_angularVelocity;
-
- float32 speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA));
- return speed;
-}
-
-float32 b2WheelJoint::GetJointAngle() const
-{
- b2Body* bA = m_bodyA;
- b2Body* bB = m_bodyB;
- return bB->m_sweep.a - bA->m_sweep.a;
-}
-
-float32 b2WheelJoint::GetJointAngularSpeed() const
-{
- float32 wA = m_bodyA->m_angularVelocity;
- float32 wB = m_bodyB->m_angularVelocity;
- return wB - wA;
-}
-
-bool b2WheelJoint::IsMotorEnabled() const
-{
- return m_enableMotor;
-}
-
-void b2WheelJoint::EnableMotor(bool flag)
-{
- if (flag != m_enableMotor)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_enableMotor = flag;
- }
-}
-
-void b2WheelJoint::SetMotorSpeed(float32 speed)
-{
- if (speed != m_motorSpeed)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_motorSpeed = speed;
- }
-}
-
-void b2WheelJoint::SetMaxMotorTorque(float32 torque)
-{
- if (torque != m_maxMotorTorque)
- {
- m_bodyA->SetAwake(true);
- m_bodyB->SetAwake(true);
- m_maxMotorTorque = torque;
- }
-}
-
-float32 b2WheelJoint::GetMotorTorque(float32 inv_dt) const
-{
- return inv_dt * m_motorImpulse;
-}
-
-void b2WheelJoint::Dump()
-{
- int32 indexA = m_bodyA->m_islandIndex;
- int32 indexB = m_bodyB->m_islandIndex;
-
- b2Log(" b2WheelJointDef jd;\n");
- b2Log(" jd.bodyA = bodies[%d];\n", indexA);
- b2Log(" jd.bodyB = bodies[%d];\n", indexB);
- b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
- b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
- b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
- b2Log(" jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y);
- b2Log(" jd.enableMotor = bool(%d);\n", m_enableMotor);
- b2Log(" jd.motorSpeed = %.15lef;\n", m_motorSpeed);
- b2Log(" jd.maxMotorTorque = %.15lef;\n", m_maxMotorTorque);
- b2Log(" jd.frequencyHz = %.15lef;\n", m_frequencyHz);
- b2Log(" jd.dampingRatio = %.15lef;\n", m_dampingRatio);
- b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/Joints/b2WheelJoint.h b/Source/3rdParty/Box2D/Dynamics/Joints/b2WheelJoint.h
deleted file mode 100644
index be7ad66..0000000
--- a/Source/3rdParty/Box2D/Dynamics/Joints/b2WheelJoint.h
+++ /dev/null
@@ -1,216 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_WHEEL_JOINT_H
-#define B2_WHEEL_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Wheel joint definition. This requires defining a line of
-/// motion using an axis and an anchor point. The definition uses local
-/// anchor points and a local axis so that the initial configuration
-/// can violate the constraint slightly. The joint translation is zero
-/// when the local anchor points coincide in world space. Using local
-/// anchors and a local axis helps when saving and loading a game.
-struct b2WheelJointDef : public b2JointDef
-{
- b2WheelJointDef()
- {
- type = e_wheelJoint;
- localAnchorA.SetZero();
- localAnchorB.SetZero();
- localAxisA.Set(1.0f, 0.0f);
- enableMotor = false;
- maxMotorTorque = 0.0f;
- motorSpeed = 0.0f;
- frequencyHz = 2.0f;
- dampingRatio = 0.7f;
- }
-
- /// Initialize the bodies, anchors, axis, and reference angle using the world
- /// anchor and world axis.
- void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
-
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
-
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
-
- /// The local translation axis in bodyA.
- b2Vec2 localAxisA;
-
- /// Enable/disable the joint motor.
- bool enableMotor;
-
- /// The maximum motor torque, usually in N-m.
- float32 maxMotorTorque;
-
- /// The desired motor speed in radians per second.
- float32 motorSpeed;
-
- /// Suspension frequency, zero indicates no suspension
- float32 frequencyHz;
-
- /// Suspension damping ratio, one indicates critical damping
- float32 dampingRatio;
-};
-
-/// A wheel joint. This joint provides two degrees of freedom: translation
-/// along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to
-/// line constraint with a rotational motor and a linear spring/damper.
-/// This joint is designed for vehicle suspensions.
-class b2WheelJoint : public b2Joint
-{
-public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// The local anchor point relative to bodyA's origin.
- const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
- /// The local anchor point relative to bodyB's origin.
- const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
-
- /// The local joint axis relative to bodyA.
- const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
-
- /// Get the current joint translation, usually in meters.
- float32 GetJointTranslation() const;
-
- /// Get the current joint linear speed, usually in meters per second.
- float32 GetJointLinearSpeed() const;
-
- /// Get the current joint angle in radians.
- float32 GetJointAngle() const;
-
- /// Get the current joint angular speed in radians per second.
- float32 GetJointAngularSpeed() const;
-
- /// Is the joint motor enabled?
- bool IsMotorEnabled() const;
-
- /// Enable/disable the joint motor.
- void EnableMotor(bool flag);
-
- /// Set the motor speed, usually in radians per second.
- void SetMotorSpeed(float32 speed);
-
- /// Get the motor speed, usually in radians per second.
- float32 GetMotorSpeed() const;
-
- /// Set/Get the maximum motor force, usually in N-m.
- void SetMaxMotorTorque(float32 torque);
- float32 GetMaxMotorTorque() const;
-
- /// Get the current motor torque given the inverse time step, usually in N-m.
- float32 GetMotorTorque(float32 inv_dt) const;
-
- /// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
- void SetSpringFrequencyHz(float32 hz);
- float32 GetSpringFrequencyHz() const;
-
- /// Set/Get the spring damping ratio
- void SetSpringDampingRatio(float32 ratio);
- float32 GetSpringDampingRatio() const;
-
- /// Dump to b2Log
- void Dump() override;
-
-protected:
-
- friend class b2Joint;
- b2WheelJoint(const b2WheelJointDef* def);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- float32 m_frequencyHz;
- float32 m_dampingRatio;
-
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- b2Vec2 m_localXAxisA;
- b2Vec2 m_localYAxisA;
-
- float32 m_impulse;
- float32 m_motorImpulse;
- float32 m_springImpulse;
-
- float32 m_maxMotorTorque;
- float32 m_motorSpeed;
- bool m_enableMotor;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
-
- b2Vec2 m_ax, m_ay;
- float32 m_sAx, m_sBx;
- float32 m_sAy, m_sBy;
-
- float32 m_mass;
- float32 m_motorMass;
- float32 m_springMass;
-
- float32 m_bias;
- float32 m_gamma;
-};
-
-inline float32 b2WheelJoint::GetMotorSpeed() const
-{
- return m_motorSpeed;
-}
-
-inline float32 b2WheelJoint::GetMaxMotorTorque() const
-{
- return m_maxMotorTorque;
-}
-
-inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
-{
- m_frequencyHz = hz;
-}
-
-inline float32 b2WheelJoint::GetSpringFrequencyHz() const
-{
- return m_frequencyHz;
-}
-
-inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
-{
- m_dampingRatio = ratio;
-}
-
-inline float32 b2WheelJoint::GetSpringDampingRatio() const
-{
- return m_dampingRatio;
-}
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/b2Body.cpp b/Source/3rdParty/Box2D/Dynamics/b2Body.cpp
deleted file mode 100644
index 54154b8..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2Body.cpp
+++ /dev/null
@@ -1,554 +0,0 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-#include "Box2D/Dynamics/b2World.h"
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-b2Body::b2Body(const b2BodyDef* bd, b2World* world)
-{
- b2Assert(bd->position.IsValid());
- b2Assert(bd->linearVelocity.IsValid());
- b2Assert(b2IsValid(bd->angle));
- b2Assert(b2IsValid(bd->angularVelocity));
- b2Assert(b2IsValid(bd->angularDamping) && bd->angularDamping >= 0.0f);
- b2Assert(b2IsValid(bd->linearDamping) && bd->linearDamping >= 0.0f);
-
- m_flags = 0;
-
- if (bd->bullet)
- {
- m_flags |= e_bulletFlag;
- }
- if (bd->fixedRotation)
- {
- m_flags |= e_fixedRotationFlag;
- }
- if (bd->allowSleep)
- {
- m_flags |= e_autoSleepFlag;
- }
- if (bd->awake)
- {
- m_flags |= e_awakeFlag;
- }
- if (bd->active)
- {
- m_flags |= e_activeFlag;
- }
-
- m_world = world;
-
- m_xf.p = bd->position;
- m_xf.q.Set(bd->angle);
-
- m_sweep.localCenter.SetZero();
- m_sweep.c0 = m_xf.p;
- m_sweep.c = m_xf.p;
- m_sweep.a0 = bd->angle;
- m_sweep.a = bd->angle;
- m_sweep.alpha0 = 0.0f;
-
- m_jointList = nullptr;
- m_contactList = nullptr;
- m_prev = nullptr;
- m_next = nullptr;
-
- m_linearVelocity = bd->linearVelocity;
- m_angularVelocity = bd->angularVelocity;
-
- m_linearDamping = bd->linearDamping;
- m_angularDamping = bd->angularDamping;
- m_gravityScale = bd->gravityScale;
-
- m_force.SetZero();
- m_torque = 0.0f;
-
- m_sleepTime = 0.0f;
-
- m_type = bd->type;
-
- if (m_type == b2_dynamicBody)
- {
- m_mass = 1.0f;
- m_invMass = 1.0f;
- }
- else
- {
- m_mass = 0.0f;
- m_invMass = 0.0f;
- }
-
- m_I = 0.0f;
- m_invI = 0.0f;
-
- m_userData = bd->userData;
-
- m_fixtureList = nullptr;
- m_fixtureCount = 0;
-}
-
-b2Body::~b2Body()
-{
- // shapes and joints are destroyed in b2World::Destroy
-}
-
-void b2Body::SetType(b2BodyType type)
-{
- b2Assert(m_world->IsLocked() == false);
- if (m_world->IsLocked() == true)
- {
- return;
- }
-
- if (m_type == type)
- {
- return;
- }
-
- m_type = type;
-
- ResetMassData();
-
- if (m_type == b2_staticBody)
- {
- m_linearVelocity.SetZero();
- m_angularVelocity = 0.0f;
- m_sweep.a0 = m_sweep.a;
- m_sweep.c0 = m_sweep.c;
- SynchronizeFixtures();
- }
-
- SetAwake(true);
-
- m_force.SetZero();
- m_torque = 0.0f;
-
- // Delete the attached contacts.
- b2ContactEdge* ce = m_contactList;
- while (ce)
- {
- b2ContactEdge* ce0 = ce;
- ce = ce->next;
- m_world->m_contactManager.Destroy(ce0->contact);
- }
- m_contactList = nullptr;
-
- // Touch the proxies so that new contacts will be created (when appropriate)
- b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
- for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
- {
- int32 proxyCount = f->m_proxyCount;
- for (int32 i = 0; i < proxyCount; ++i)
- {
- broadPhase->TouchProxy(f->m_proxies[i].proxyId);
- }
- }
-}
-
-b2Fixture* b2Body::CreateFixture(const b2FixtureDef* def)
-{
- b2Assert(m_world->IsLocked() == false);
- if (m_world->IsLocked() == true)
- {
- return nullptr;
- }
-
- b2BlockAllocator* allocator = &m_world->m_blockAllocator;
-
- void* memory = allocator->Allocate(sizeof(b2Fixture));
- b2Fixture* fixture = new (memory) b2Fixture;
- fixture->Create(allocator, this, def);
-
- if (m_flags & e_activeFlag)
- {
- b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
- fixture->CreateProxies(broadPhase, m_xf);
- }
-
- fixture->m_next = m_fixtureList;
- m_fixtureList = fixture;
- ++m_fixtureCount;
-
- fixture->m_body = this;
-
- // Adjust mass properties if needed.
- if (fixture->m_density > 0.0f)
- {
- ResetMassData();
- }
-
- // Let the world know we have a new fixture. This will cause new contacts
- // to be created at the beginning of the next time step.
- m_world->m_flags |= b2World::e_newFixture;
-
- return fixture;
-}
-
-b2Fixture* b2Body::CreateFixture(const b2Shape* shape, float32 density)
-{
- b2FixtureDef def;
- def.shape = shape;
- def.density = density;
-
- return CreateFixture(&def);
-}
-
-void b2Body::DestroyFixture(b2Fixture* fixture)
-{
- if (fixture == NULL)
- {
- return;
- }
-
- b2Assert(m_world->IsLocked() == false);
- if (m_world->IsLocked() == true)
- {
- return;
- }
-
- b2Assert(fixture->m_body == this);
-
- // Remove the fixture from this body's singly linked list.
- b2Assert(m_fixtureCount > 0);
- b2Fixture** node = &m_fixtureList;
- bool found = false;
- while (*node != nullptr)
- {
- if (*node == fixture)
- {
- *node = fixture->m_next;
- found = true;
- break;
- }
-
- node = &(*node)->m_next;
- }
-
- // You tried to remove a shape that is not attached to this body.
- b2Assert(found);
-
- // Destroy any contacts associated with the fixture.
- b2ContactEdge* edge = m_contactList;
- while (edge)
- {
- b2Contact* c = edge->contact;
- edge = edge->next;
-
- b2Fixture* fixtureA = c->GetFixtureA();
- b2Fixture* fixtureB = c->GetFixtureB();
-
- if (fixture == fixtureA || fixture == fixtureB)
- {
- // This destroys the contact and removes it from
- // this body's contact list.
- m_world->m_contactManager.Destroy(c);
- }
- }
-
- b2BlockAllocator* allocator = &m_world->m_blockAllocator;
-
- if (m_flags & e_activeFlag)
- {
- b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
- fixture->DestroyProxies(broadPhase);
- }
-
- fixture->m_body = nullptr;
- fixture->m_next = nullptr;
- fixture->Destroy(allocator);
- fixture->~b2Fixture();
- allocator->Free(fixture, sizeof(b2Fixture));
-
- --m_fixtureCount;
-
- // Reset the mass data.
- ResetMassData();
-}
-
-void b2Body::ResetMassData()
-{
- // Compute mass data from shapes. Each shape has its own density.
- m_mass = 0.0f;
- m_invMass = 0.0f;
- m_I = 0.0f;
- m_invI = 0.0f;
- m_sweep.localCenter.SetZero();
-
- // Static and kinematic bodies have zero mass.
- if (m_type == b2_staticBody || m_type == b2_kinematicBody)
- {
- m_sweep.c0 = m_xf.p;
- m_sweep.c = m_xf.p;
- m_sweep.a0 = m_sweep.a;
- return;
- }
-
- b2Assert(m_type == b2_dynamicBody);
-
- // Accumulate mass over all fixtures.
- b2Vec2 localCenter = b2Vec2_zero;
- for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
- {
- if (f->m_density == 0.0f)
- {
- continue;
- }
-
- b2MassData massData;
- f->GetMassData(&massData);
- m_mass += massData.mass;
- localCenter += massData.mass * massData.center;
- m_I += massData.I;
- }
-
- // Compute center of mass.
- if (m_mass > 0.0f)
- {
- m_invMass = 1.0f / m_mass;
- localCenter *= m_invMass;
- }
- else
- {
- // Force all dynamic bodies to have a positive mass.
- m_mass = 1.0f;
- m_invMass = 1.0f;
- }
-
- if (m_I > 0.0f && (m_flags & e_fixedRotationFlag) == 0)
- {
- // Center the inertia about the center of mass.
- m_I -= m_mass * b2Dot(localCenter, localCenter);
- b2Assert(m_I > 0.0f);
- m_invI = 1.0f / m_I;
-
- }
- else
- {
- m_I = 0.0f;
- m_invI = 0.0f;
- }
-
- // Move center of mass.
- b2Vec2 oldCenter = m_sweep.c;
- m_sweep.localCenter = localCenter;
- m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
-
- // Update center of mass velocity.
- m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
-}
-
-void b2Body::SetMassData(const b2MassData* massData)
-{
- b2Assert(m_world->IsLocked() == false);
- if (m_world->IsLocked() == true)
- {
- return;
- }
-
- if (m_type != b2_dynamicBody)
- {
- return;
- }
-
- m_invMass = 0.0f;
- m_I = 0.0f;
- m_invI = 0.0f;
-
- m_mass = massData->mass;
- if (m_mass <= 0.0f)
- {
- m_mass = 1.0f;
- }
-
- m_invMass = 1.0f / m_mass;
-
- if (massData->I > 0.0f && (m_flags & b2Body::e_fixedRotationFlag) == 0)
- {
- m_I = massData->I - m_mass * b2Dot(massData->center, massData->center);
- b2Assert(m_I > 0.0f);
- m_invI = 1.0f / m_I;
- }
-
- // Move center of mass.
- b2Vec2 oldCenter = m_sweep.c;
- m_sweep.localCenter = massData->center;
- m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
-
- // Update center of mass velocity.
- m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
-}
-
-bool b2Body::ShouldCollide(const b2Body* other) const
-{
- // At least one body should be dynamic.
- if (m_type != b2_dynamicBody && other->m_type != b2_dynamicBody)
- {
- return false;
- }
-
- // Does a joint prevent collision?
- for (b2JointEdge* jn = m_jointList; jn; jn = jn->next)
- {
- if (jn->other == other)
- {
- if (jn->joint->m_collideConnected == false)
- {
- return false;
- }
- }
- }
-
- return true;
-}
-
-void b2Body::SetTransform(const b2Vec2& position, float32 angle)
-{
- b2Assert(m_world->IsLocked() == false);
- if (m_world->IsLocked() == true)
- {
- return;
- }
-
- m_xf.q.Set(angle);
- m_xf.p = position;
-
- m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
- m_sweep.a = angle;
-
- m_sweep.c0 = m_sweep.c;
- m_sweep.a0 = angle;
-
- b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
- for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
- {
- f->Synchronize(broadPhase, m_xf, m_xf);
- }
-}
-
-void b2Body::SynchronizeFixtures()
-{
- b2Transform xf1;
- xf1.q.Set(m_sweep.a0);
- xf1.p = m_sweep.c0 - b2Mul(xf1.q, m_sweep.localCenter);
-
- b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
- for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
- {
- f->Synchronize(broadPhase, xf1, m_xf);
- }
-}
-
-void b2Body::SetActive(bool flag)
-{
- b2Assert(m_world->IsLocked() == false);
-
- if (flag == IsActive())
- {
- return;
- }
-
- if (flag)
- {
- m_flags |= e_activeFlag;
-
- // Create all proxies.
- b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
- for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
- {
- f->CreateProxies(broadPhase, m_xf);
- }
-
- // Contacts are created the next time step.
- }
- else
- {
- m_flags &= ~e_activeFlag;
-
- // Destroy all proxies.
- b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
- for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
- {
- f->DestroyProxies(broadPhase);
- }
-
- // Destroy the attached contacts.
- b2ContactEdge* ce = m_contactList;
- while (ce)
- {
- b2ContactEdge* ce0 = ce;
- ce = ce->next;
- m_world->m_contactManager.Destroy(ce0->contact);
- }
- m_contactList = nullptr;
- }
-}
-
-void b2Body::SetFixedRotation(bool flag)
-{
- bool status = (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
- if (status == flag)
- {
- return;
- }
-
- if (flag)
- {
- m_flags |= e_fixedRotationFlag;
- }
- else
- {
- m_flags &= ~e_fixedRotationFlag;
- }
-
- m_angularVelocity = 0.0f;
-
- ResetMassData();
-}
-
-void b2Body::Dump()
-{
- int32 bodyIndex = m_islandIndex;
-
- b2Log("{\n");
- b2Log(" b2BodyDef bd;\n");
- b2Log(" bd.type = b2BodyType(%d);\n", m_type);
- b2Log(" bd.position.Set(%.15lef, %.15lef);\n", m_xf.p.x, m_xf.p.y);
- b2Log(" bd.angle = %.15lef;\n", m_sweep.a);
- b2Log(" bd.linearVelocity.Set(%.15lef, %.15lef);\n", m_linearVelocity.x, m_linearVelocity.y);
- b2Log(" bd.angularVelocity = %.15lef;\n", m_angularVelocity);
- b2Log(" bd.linearDamping = %.15lef;\n", m_linearDamping);
- b2Log(" bd.angularDamping = %.15lef;\n", m_angularDamping);
- b2Log(" bd.allowSleep = bool(%d);\n", m_flags & e_autoSleepFlag);
- b2Log(" bd.awake = bool(%d);\n", m_flags & e_awakeFlag);
- b2Log(" bd.fixedRotation = bool(%d);\n", m_flags & e_fixedRotationFlag);
- b2Log(" bd.bullet = bool(%d);\n", m_flags & e_bulletFlag);
- b2Log(" bd.active = bool(%d);\n", m_flags & e_activeFlag);
- b2Log(" bd.gravityScale = %.15lef;\n", m_gravityScale);
- b2Log(" bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex);
- b2Log("\n");
- for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
- {
- b2Log(" {\n");
- f->Dump(bodyIndex);
- b2Log(" }\n");
- }
- b2Log("}\n");
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/b2Body.h b/Source/3rdParty/Box2D/Dynamics/b2Body.h
deleted file mode 100644
index c191f6d..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2Body.h
+++ /dev/null
@@ -1,882 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_BODY_H
-#define B2_BODY_H
-
-#include "Box2D/Common/b2Math.h"
-#include "Box2D/Collision/Shapes/b2Shape.h"
-#include <memory>
-
-class b2Fixture;
-class b2Joint;
-class b2Contact;
-class b2Controller;
-class b2World;
-struct b2FixtureDef;
-struct b2JointEdge;
-struct b2ContactEdge;
-
-/// The body type.
-/// static: zero mass, zero velocity, may be manually moved
-/// kinematic: zero mass, non-zero velocity set by user, moved by solver
-/// dynamic: positive mass, non-zero velocity determined by forces, moved by solver
-enum b2BodyType
-{
- b2_staticBody = 0,
- b2_kinematicBody,
- b2_dynamicBody
-
- // TODO_ERIN
- //b2_bulletBody,
-};
-
-/// A body definition holds all the data needed to construct a rigid body.
-/// You can safely re-use body definitions. Shapes are added to a body after construction.
-struct b2BodyDef
-{
- /// This constructor sets the body definition default values.
- b2BodyDef()
- {
- userData = nullptr;
- position.Set(0.0f, 0.0f);
- angle = 0.0f;
- linearVelocity.Set(0.0f, 0.0f);
- angularVelocity = 0.0f;
- linearDamping = 0.0f;
- angularDamping = 0.0f;
- allowSleep = true;
- awake = true;
- fixedRotation = false;
- bullet = false;
- type = b2_staticBody;
- active = true;
- gravityScale = 1.0f;
- }
-
- /// The body type: static, kinematic, or dynamic.
- /// Note: if a dynamic body would have zero mass, the mass is set to one.
- b2BodyType type;
-
- /// The world position of the body. Avoid creating bodies at the origin
- /// since this can lead to many overlapping shapes.
- b2Vec2 position;
-
- /// The world angle of the body in radians.
- float32 angle;
-
- /// The linear velocity of the body's origin in world co-ordinates.
- b2Vec2 linearVelocity;
-
- /// The angular velocity of the body.
- float32 angularVelocity;
-
- /// Linear damping is use to reduce the linear velocity. The damping parameter
- /// can be larger than 1.0f but the damping effect becomes sensitive to the
- /// time step when the damping parameter is large.
- /// Units are 1/time
- float32 linearDamping;
-
- /// Angular damping is use to reduce the angular velocity. The damping parameter
- /// can be larger than 1.0f but the damping effect becomes sensitive to the
- /// time step when the damping parameter is large.
- /// Units are 1/time
- float32 angularDamping;
-
- /// Set this flag to false if this body should never fall asleep. Note that
- /// this increases CPU usage.
- bool allowSleep;
-
- /// Is this body initially awake or sleeping?
- bool awake;
-
- /// Should this body be prevented from rotating? Useful for characters.
- bool fixedRotation;
-
- /// Is this a fast moving body that should be prevented from tunneling through
- /// other moving bodies? Note that all bodies are prevented from tunneling through
- /// kinematic and static bodies. This setting is only considered on dynamic bodies.
- /// @warning You should use this flag sparingly since it increases processing time.
- bool bullet;
-
- /// Does this body start out active?
- bool active;
-
- /// Use this to store application specific body data.
- void* userData;
-
- /// Scale the gravity applied to this body.
- float32 gravityScale;
-};
-
-/// A rigid body. These are created via b2World::CreateBody.
-class b2Body
-{
-public:
- /// Creates a fixture and attach it to this body. Use this function if you need
- /// to set some fixture parameters, like friction. Otherwise you can create the
- /// fixture directly from a shape.
- /// If the density is non-zero, this function automatically updates the mass of the body.
- /// Contacts are not created until the next time step.
- /// @param def the fixture definition.
- /// @warning This function is locked during callbacks.
- b2Fixture* CreateFixture(const b2FixtureDef* def);
-
- /// Creates a fixture from a shape and attach it to this body.
- /// This is a convenience function. Use b2FixtureDef if you need to set parameters
- /// like friction, restitution, user data, or filtering.
- /// If the density is non-zero, this function automatically updates the mass of the body.
- /// @param shape the shape to be cloned.
- /// @param density the shape density (set to zero for static bodies).
- /// @warning This function is locked during callbacks.
- b2Fixture* CreateFixture(const b2Shape* shape, float32 density);
-
- /// Destroy a fixture. This removes the fixture from the broad-phase and
- /// destroys all contacts associated with this fixture. This will
- /// automatically adjust the mass of the body if the body is dynamic and the
- /// fixture has positive density.
- /// All fixtures attached to a body are implicitly destroyed when the body is destroyed.
- /// @param fixture the fixture to be removed.
- /// @warning This function is locked during callbacks.
- void DestroyFixture(b2Fixture* fixture);
-
- /// Set the position of the body's origin and rotation.
- /// Manipulating a body's transform may cause non-physical behavior.
- /// Note: contacts are updated on the next call to b2World::Step.
- /// @param position the world position of the body's local origin.
- /// @param angle the world rotation in radians.
- void SetTransform(const b2Vec2& position, float32 angle);
-
- /// Get the body transform for the body's origin.
- /// @return the world transform of the body's origin.
- const b2Transform& GetTransform() const;
-
- /// Get the world body origin position.
- /// @return the world position of the body's origin.
- const b2Vec2& GetPosition() const;
-
- /// Get the angle in radians.
- /// @return the current world rotation angle in radians.
- float32 GetAngle() const;
-
- /// Get the world position of the center of mass.
- const b2Vec2& GetWorldCenter() const;
-
- /// Get the local position of the center of mass.
- const b2Vec2& GetLocalCenter() const;
-
- /// Set the linear velocity of the center of mass.
- /// @param v the new linear velocity of the center of mass.
- void SetLinearVelocity(const b2Vec2& v);
-
- /// Get the linear velocity of the center of mass.
- /// @return the linear velocity of the center of mass.
- const b2Vec2& GetLinearVelocity() const;
-
- /// Set the angular velocity.
- /// @param omega the new angular velocity in radians/second.
- void SetAngularVelocity(float32 omega);
-
- /// Get the angular velocity.
- /// @return the angular velocity in radians/second.
- float32 GetAngularVelocity() const;
-
- /// Apply a force at a world point. If the force is not
- /// applied at the center of mass, it will generate a torque and
- /// affect the angular velocity. This wakes up the body.
- /// @param force the world force vector, usually in Newtons (N).
- /// @param point the world position of the point of application.
- /// @param wake also wake up the body
- void ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake);
-
- /// Apply a force to the center of mass. This wakes up the body.
- /// @param force the world force vector, usually in Newtons (N).
- /// @param wake also wake up the body
- void ApplyForceToCenter(const b2Vec2& force, bool wake);
-
- /// Apply a torque. This affects the angular velocity
- /// without affecting the linear velocity of the center of mass.
- /// @param torque about the z-axis (out of the screen), usually in N-m.
- /// @param wake also wake up the body
- void ApplyTorque(float32 torque, bool wake);
-
- /// Apply an impulse at a point. This immediately modifies the velocity.
- /// It also modifies the angular velocity if the point of application
- /// is not at the center of mass. This wakes up the body.
- /// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
- /// @param point the world position of the point of application.
- /// @param wake also wake up the body
- void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake);
-
- /// Apply an impulse to the center of mass. This immediately modifies the velocity.
- /// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
- /// @param wake also wake up the body
- void ApplyLinearImpulseToCenter(const b2Vec2& impulse, bool wake);
-
- /// Apply an angular impulse.
- /// @param impulse the angular impulse in units of kg*m*m/s
- /// @param wake also wake up the body
- void ApplyAngularImpulse(float32 impulse, bool wake);
-
- /// Get the total mass of the body.
- /// @return the mass, usually in kilograms (kg).
- float32 GetMass() const;
-
- /// Get the rotational inertia of the body about the local origin.
- /// @return the rotational inertia, usually in kg-m^2.
- float32 GetInertia() const;
-
- /// Get the mass data of the body.
- /// @return a struct containing the mass, inertia and center of the body.
- void GetMassData(b2MassData* data) const;
-
- /// Set the mass properties to override the mass properties of the fixtures.
- /// Note that this changes the center of mass position.
- /// Note that creating or destroying fixtures can also alter the mass.
- /// This function has no effect if the body isn't dynamic.
- /// @param massData the mass properties.
- void SetMassData(const b2MassData* data);
-
- /// This resets the mass properties to the sum of the mass properties of the fixtures.
- /// This normally does not need to be called unless you called SetMassData to override
- /// the mass and you later want to reset the mass.
- void ResetMassData();
-
- /// Get the world coordinates of a point given the local coordinates.
- /// @param localPoint a point on the body measured relative the the body's origin.
- /// @return the same point expressed in world coordinates.
- b2Vec2 GetWorldPoint(const b2Vec2& localPoint) const;
-
- /// Get the world coordinates of a vector given the local coordinates.
- /// @param localVector a vector fixed in the body.
- /// @return the same vector expressed in world coordinates.
- b2Vec2 GetWorldVector(const b2Vec2& localVector) const;
-
- /// Gets a local point relative to the body's origin given a world point.
- /// @param a point in world coordinates.
- /// @return the corresponding local point relative to the body's origin.
- b2Vec2 GetLocalPoint(const b2Vec2& worldPoint) const;
-
- /// Gets a local vector given a world vector.
- /// @param a vector in world coordinates.
- /// @return the corresponding local vector.
- b2Vec2 GetLocalVector(const b2Vec2& worldVector) const;
-
- /// Get the world linear velocity of a world point attached to this body.
- /// @param a point in world coordinates.
- /// @return the world velocity of a point.
- b2Vec2 GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const;
-
- /// Get the world velocity of a local point.
- /// @param a point in local coordinates.
- /// @return the world velocity of a point.
- b2Vec2 GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const;
-
- /// Get the linear damping of the body.
- float32 GetLinearDamping() const;
-
- /// Set the linear damping of the body.
- void SetLinearDamping(float32 linearDamping);
-
- /// Get the angular damping of the body.
- float32 GetAngularDamping() const;
-
- /// Set the angular damping of the body.
- void SetAngularDamping(float32 angularDamping);
-
- /// Get the gravity scale of the body.
- float32 GetGravityScale() const;
-
- /// Set the gravity scale of the body.
- void SetGravityScale(float32 scale);
-
- /// Set the type of this body. This may alter the mass and velocity.
- void SetType(b2BodyType type);
-
- /// Get the type of this body.
- b2BodyType GetType() const;
-
- /// Should this body be treated like a bullet for continuous collision detection?
- void SetBullet(bool flag);
-
- /// Is this body treated like a bullet for continuous collision detection?
- bool IsBullet() const;
-
- /// You can disable sleeping on this body. If you disable sleeping, the
- /// body will be woken.
- void SetSleepingAllowed(bool flag);
-
- /// Is this body allowed to sleep
- bool IsSleepingAllowed() const;
-
- /// Set the sleep state of the body. A sleeping body has very
- /// low CPU cost.
- /// @param flag set to true to wake the body, false to put it to sleep.
- void SetAwake(bool flag);
-
- /// Get the sleeping state of this body.
- /// @return true if the body is awake.
- bool IsAwake() const;
-
- /// Set the active state of the body. An inactive body is not
- /// simulated and cannot be collided with or woken up.
- /// If you pass a flag of true, all fixtures will be added to the
- /// broad-phase.
- /// If you pass a flag of false, all fixtures will be removed from
- /// the broad-phase and all contacts will be destroyed.
- /// Fixtures and joints are otherwise unaffected. You may continue
- /// to create/destroy fixtures and joints on inactive bodies.
- /// Fixtures on an inactive body are implicitly inactive and will
- /// not participate in collisions, ray-casts, or queries.
- /// Joints connected to an inactive body are implicitly inactive.
- /// An inactive body is still owned by a b2World object and remains
- /// in the body list.
- void SetActive(bool flag);
-
- /// Get the active state of the body.
- bool IsActive() const;
-
- /// Set this body to have fixed rotation. This causes the mass
- /// to be reset.
- void SetFixedRotation(bool flag);
-
- /// Does this body have fixed rotation?
- bool IsFixedRotation() const;
-
- /// Get the list of all fixtures attached to this body.
- b2Fixture* GetFixtureList();
- const b2Fixture* GetFixtureList() const;
-
- /// Get the list of all joints attached to this body.
- b2JointEdge* GetJointList();
- const b2JointEdge* GetJointList() const;
-
- /// Get the list of all contacts attached to this body.
- /// @warning this list changes during the time step and you may
- /// miss some collisions if you don't use b2ContactListener.
- b2ContactEdge* GetContactList();
- const b2ContactEdge* GetContactList() const;
-
- /// Get the next body in the world's body list.
- b2Body* GetNext();
- const b2Body* GetNext() const;
-
- /// Get the user data pointer that was provided in the body definition.
- void* GetUserData() const;
-
- /// Set the user data. Use this to store your application specific data.
- void SetUserData(void* data);
-
- /// Get the parent world of this body.
- b2World* GetWorld();
- const b2World* GetWorld() const;
-
- /// Dump this body to a log file
- void Dump();
-
-private:
-
- friend class b2World;
- friend class b2Island;
- friend class b2ContactManager;
- friend class b2ContactSolver;
- friend class b2Contact;
-
- friend class b2DistanceJoint;
- friend class b2FrictionJoint;
- friend class b2GearJoint;
- friend class b2MotorJoint;
- friend class b2MouseJoint;
- friend class b2PrismaticJoint;
- friend class b2PulleyJoint;
- friend class b2RevoluteJoint;
- friend class b2RopeJoint;
- friend class b2WeldJoint;
- friend class b2WheelJoint;
-
- // m_flags
- enum
- {
- e_islandFlag = 0x0001,
- e_awakeFlag = 0x0002,
- e_autoSleepFlag = 0x0004,
- e_bulletFlag = 0x0008,
- e_fixedRotationFlag = 0x0010,
- e_activeFlag = 0x0020,
- e_toiFlag = 0x0040
- };
-
- b2Body(const b2BodyDef* bd, b2World* world);
- ~b2Body();
-
- void SynchronizeFixtures();
- void SynchronizeTransform();
-
- // This is used to prevent connected bodies from colliding.
- // It may lie, depending on the collideConnected flag.
- bool ShouldCollide(const b2Body* other) const;
-
- void Advance(float32 t);
-
- b2BodyType m_type;
-
- uint16 m_flags;
-
- int32 m_islandIndex;
-
- b2Transform m_xf; // the body origin transform
- b2Sweep m_sweep; // the swept motion for CCD
-
- b2Vec2 m_linearVelocity;
- float32 m_angularVelocity;
-
- b2Vec2 m_force;
- float32 m_torque;
-
- b2World* m_world;
- b2Body* m_prev;
- b2Body* m_next;
-
- b2Fixture* m_fixtureList;
- int32 m_fixtureCount;
-
- b2JointEdge* m_jointList;
- b2ContactEdge* m_contactList;
-
- float32 m_mass, m_invMass;
-
- // Rotational inertia about the center of mass.
- float32 m_I, m_invI;
-
- float32 m_linearDamping;
- float32 m_angularDamping;
- float32 m_gravityScale;
-
- float32 m_sleepTime;
-
- void* m_userData;
-};
-
-inline b2BodyType b2Body::GetType() const
-{
- return m_type;
-}
-
-inline const b2Transform& b2Body::GetTransform() const
-{
- return m_xf;
-}
-
-inline const b2Vec2& b2Body::GetPosition() const
-{
- return m_xf.p;
-}
-
-inline float32 b2Body::GetAngle() const
-{
- return m_sweep.a;
-}
-
-inline const b2Vec2& b2Body::GetWorldCenter() const
-{
- return m_sweep.c;
-}
-
-inline const b2Vec2& b2Body::GetLocalCenter() const
-{
- return m_sweep.localCenter;
-}
-
-inline void b2Body::SetLinearVelocity(const b2Vec2& v)
-{
- if (m_type == b2_staticBody)
- {
- return;
- }
-
- if (b2Dot(v,v) > 0.0f)
- {
- SetAwake(true);
- }
-
- m_linearVelocity = v;
-}
-
-inline const b2Vec2& b2Body::GetLinearVelocity() const
-{
- return m_linearVelocity;
-}
-
-inline void b2Body::SetAngularVelocity(float32 w)
-{
- if (m_type == b2_staticBody)
- {
- return;
- }
-
- if (w * w > 0.0f)
- {
- SetAwake(true);
- }
-
- m_angularVelocity = w;
-}
-
-inline float32 b2Body::GetAngularVelocity() const
-{
- return m_angularVelocity;
-}
-
-inline float32 b2Body::GetMass() const
-{
- return m_mass;
-}
-
-inline float32 b2Body::GetInertia() const
-{
- return m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
-}
-
-inline void b2Body::GetMassData(b2MassData* data) const
-{
- data->mass = m_mass;
- data->I = m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
- data->center = m_sweep.localCenter;
-}
-
-inline b2Vec2 b2Body::GetWorldPoint(const b2Vec2& localPoint) const
-{
- return b2Mul(m_xf, localPoint);
-}
-
-inline b2Vec2 b2Body::GetWorldVector(const b2Vec2& localVector) const
-{
- return b2Mul(m_xf.q, localVector);
-}
-
-inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const
-{
- return b2MulT(m_xf, worldPoint);
-}
-
-inline b2Vec2 b2Body::GetLocalVector(const b2Vec2& worldVector) const
-{
- return b2MulT(m_xf.q, worldVector);
-}
-
-inline b2Vec2 b2Body::GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const
-{
- return m_linearVelocity + b2Cross(m_angularVelocity, worldPoint - m_sweep.c);
-}
-
-inline b2Vec2 b2Body::GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const
-{
- return GetLinearVelocityFromWorldPoint(GetWorldPoint(localPoint));
-}
-
-inline float32 b2Body::GetLinearDamping() const
-{
- return m_linearDamping;
-}
-
-inline void b2Body::SetLinearDamping(float32 linearDamping)
-{
- m_linearDamping = linearDamping;
-}
-
-inline float32 b2Body::GetAngularDamping() const
-{
- return m_angularDamping;
-}
-
-inline void b2Body::SetAngularDamping(float32 angularDamping)
-{
- m_angularDamping = angularDamping;
-}
-
-inline float32 b2Body::GetGravityScale() const
-{
- return m_gravityScale;
-}
-
-inline void b2Body::SetGravityScale(float32 scale)
-{
- m_gravityScale = scale;
-}
-
-inline void b2Body::SetBullet(bool flag)
-{
- if (flag)
- {
- m_flags |= e_bulletFlag;
- }
- else
- {
- m_flags &= ~e_bulletFlag;
- }
-}
-
-inline bool b2Body::IsBullet() const
-{
- return (m_flags & e_bulletFlag) == e_bulletFlag;
-}
-
-inline void b2Body::SetAwake(bool flag)
-{
- if (flag)
- {
- m_flags |= e_awakeFlag;
- m_sleepTime = 0.0f;
- }
- else
- {
- m_flags &= ~e_awakeFlag;
- m_sleepTime = 0.0f;
- m_linearVelocity.SetZero();
- m_angularVelocity = 0.0f;
- m_force.SetZero();
- m_torque = 0.0f;
- }
-}
-
-inline bool b2Body::IsAwake() const
-{
- return (m_flags & e_awakeFlag) == e_awakeFlag;
-}
-
-inline bool b2Body::IsActive() const
-{
- return (m_flags & e_activeFlag) == e_activeFlag;
-}
-
-inline bool b2Body::IsFixedRotation() const
-{
- return (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
-}
-
-inline void b2Body::SetSleepingAllowed(bool flag)
-{
- if (flag)
- {
- m_flags |= e_autoSleepFlag;
- }
- else
- {
- m_flags &= ~e_autoSleepFlag;
- SetAwake(true);
- }
-}
-
-inline bool b2Body::IsSleepingAllowed() const
-{
- return (m_flags & e_autoSleepFlag) == e_autoSleepFlag;
-}
-
-inline b2Fixture* b2Body::GetFixtureList()
-{
- return m_fixtureList;
-}
-
-inline const b2Fixture* b2Body::GetFixtureList() const
-{
- return m_fixtureList;
-}
-
-inline b2JointEdge* b2Body::GetJointList()
-{
- return m_jointList;
-}
-
-inline const b2JointEdge* b2Body::GetJointList() const
-{
- return m_jointList;
-}
-
-inline b2ContactEdge* b2Body::GetContactList()
-{
- return m_contactList;
-}
-
-inline const b2ContactEdge* b2Body::GetContactList() const
-{
- return m_contactList;
-}
-
-inline b2Body* b2Body::GetNext()
-{
- return m_next;
-}
-
-inline const b2Body* b2Body::GetNext() const
-{
- return m_next;
-}
-
-inline void b2Body::SetUserData(void* data)
-{
- m_userData = data;
-}
-
-inline void* b2Body::GetUserData() const
-{
- return m_userData;
-}
-
-inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake)
-{
- if (m_type != b2_dynamicBody)
- {
- return;
- }
-
- if (wake && (m_flags & e_awakeFlag) == 0)
- {
- SetAwake(true);
- }
-
- // Don't accumulate a force if the body is sleeping.
- if (m_flags & e_awakeFlag)
- {
- m_force += force;
- m_torque += b2Cross(point - m_sweep.c, force);
- }
-}
-
-inline void b2Body::ApplyForceToCenter(const b2Vec2& force, bool wake)
-{
- if (m_type != b2_dynamicBody)
- {
- return;
- }
-
- if (wake && (m_flags & e_awakeFlag) == 0)
- {
- SetAwake(true);
- }
-
- // Don't accumulate a force if the body is sleeping
- if (m_flags & e_awakeFlag)
- {
- m_force += force;
- }
-}
-
-inline void b2Body::ApplyTorque(float32 torque, bool wake)
-{
- if (m_type != b2_dynamicBody)
- {
- return;
- }
-
- if (wake && (m_flags & e_awakeFlag) == 0)
- {
- SetAwake(true);
- }
-
- // Don't accumulate a force if the body is sleeping
- if (m_flags & e_awakeFlag)
- {
- m_torque += torque;
- }
-}
-
-inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake)
-{
- if (m_type != b2_dynamicBody)
- {
- return;
- }
-
- if (wake && (m_flags & e_awakeFlag) == 0)
- {
- SetAwake(true);
- }
-
- // Don't accumulate velocity if the body is sleeping
- if (m_flags & e_awakeFlag)
- {
- m_linearVelocity += m_invMass * impulse;
- m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, impulse);
- }
-}
-
-inline void b2Body::ApplyLinearImpulseToCenter(const b2Vec2& impulse, bool wake)
-{
- if (m_type != b2_dynamicBody)
- {
- return;
- }
-
- if (wake && (m_flags & e_awakeFlag) == 0)
- {
- SetAwake(true);
- }
-
- // Don't accumulate velocity if the body is sleeping
- if (m_flags & e_awakeFlag)
- {
- m_linearVelocity += m_invMass * impulse;
- }
-}
-
-inline void b2Body::ApplyAngularImpulse(float32 impulse, bool wake)
-{
- if (m_type != b2_dynamicBody)
- {
- return;
- }
-
- if (wake && (m_flags & e_awakeFlag) == 0)
- {
- SetAwake(true);
- }
-
- // Don't accumulate velocity if the body is sleeping
- if (m_flags & e_awakeFlag)
- {
- m_angularVelocity += m_invI * impulse;
- }
-}
-
-inline void b2Body::SynchronizeTransform()
-{
- m_xf.q.Set(m_sweep.a);
- m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
-}
-
-inline void b2Body::Advance(float32 alpha)
-{
- // Advance to the new safe time. This doesn't sync the broad-phase.
- m_sweep.Advance(alpha);
- m_sweep.c = m_sweep.c0;
- m_sweep.a = m_sweep.a0;
- m_xf.q.Set(m_sweep.a);
- m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
-}
-
-inline b2World* b2Body::GetWorld()
-{
- return m_world;
-}
-
-inline const b2World* b2Body::GetWorld() const
-{
- return m_world;
-}
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/b2ContactManager.cpp b/Source/3rdParty/Box2D/Dynamics/b2ContactManager.cpp
deleted file mode 100644
index 051cc2f..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2ContactManager.cpp
+++ /dev/null
@@ -1,296 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/b2ContactManager.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-#include "Box2D/Dynamics/b2WorldCallbacks.h"
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-
-b2ContactFilter b2_defaultFilter;
-b2ContactListener b2_defaultListener;
-
-b2ContactManager::b2ContactManager()
-{
- m_contactList = nullptr;
- m_contactCount = 0;
- m_contactFilter = &b2_defaultFilter;
- m_contactListener = &b2_defaultListener;
- m_allocator = nullptr;
-}
-
-void b2ContactManager::Destroy(b2Contact* c)
-{
- b2Fixture* fixtureA = c->GetFixtureA();
- b2Fixture* fixtureB = c->GetFixtureB();
- b2Body* bodyA = fixtureA->GetBody();
- b2Body* bodyB = fixtureB->GetBody();
-
- if (m_contactListener && c->IsTouching())
- {
- m_contactListener->EndContact(c);
- }
-
- // Remove from the world.
- if (c->m_prev)
- {
- c->m_prev->m_next = c->m_next;
- }
-
- if (c->m_next)
- {
- c->m_next->m_prev = c->m_prev;
- }
-
- if (c == m_contactList)
- {
- m_contactList = c->m_next;
- }
-
- // Remove from body 1
- if (c->m_nodeA.prev)
- {
- c->m_nodeA.prev->next = c->m_nodeA.next;
- }
-
- if (c->m_nodeA.next)
- {
- c->m_nodeA.next->prev = c->m_nodeA.prev;
- }
-
- if (&c->m_nodeA == bodyA->m_contactList)
- {
- bodyA->m_contactList = c->m_nodeA.next;
- }
-
- // Remove from body 2
- if (c->m_nodeB.prev)
- {
- c->m_nodeB.prev->next = c->m_nodeB.next;
- }
-
- if (c->m_nodeB.next)
- {
- c->m_nodeB.next->prev = c->m_nodeB.prev;
- }
-
- if (&c->m_nodeB == bodyB->m_contactList)
- {
- bodyB->m_contactList = c->m_nodeB.next;
- }
-
- // Call the factory.
- b2Contact::Destroy(c, m_allocator);
- --m_contactCount;
-}
-
-// This is the top level collision call for the time step. Here
-// all the narrow phase collision is processed for the world
-// contact list.
-void b2ContactManager::Collide()
-{
- // Update awake contacts.
- b2Contact* c = m_contactList;
- while (c)
- {
- b2Fixture* fixtureA = c->GetFixtureA();
- b2Fixture* fixtureB = c->GetFixtureB();
- int32 indexA = c->GetChildIndexA();
- int32 indexB = c->GetChildIndexB();
- b2Body* bodyA = fixtureA->GetBody();
- b2Body* bodyB = fixtureB->GetBody();
-
- // Is this contact flagged for filtering?
- if (c->m_flags & b2Contact::e_filterFlag)
- {
- // Should these bodies collide?
- if (bodyB->ShouldCollide(bodyA) == false)
- {
- b2Contact* cNuke = c;
- c = cNuke->GetNext();
- Destroy(cNuke);
- continue;
- }
-
- // Check user filtering.
- if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
- {
- b2Contact* cNuke = c;
- c = cNuke->GetNext();
- Destroy(cNuke);
- continue;
- }
-
- // Clear the filtering flag.
- c->m_flags &= ~b2Contact::e_filterFlag;
- }
-
- bool activeA = bodyA->IsAwake() && bodyA->m_type != b2_staticBody;
- bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody;
-
- // At least one body must be awake and it must be dynamic or kinematic.
- if (activeA == false && activeB == false)
- {
- c = c->GetNext();
- continue;
- }
-
- int32 proxyIdA = fixtureA->m_proxies[indexA].proxyId;
- int32 proxyIdB = fixtureB->m_proxies[indexB].proxyId;
- bool overlap = m_broadPhase.TestOverlap(proxyIdA, proxyIdB);
-
- // Here we destroy contacts that cease to overlap in the broad-phase.
- if (overlap == false)
- {
- b2Contact* cNuke = c;
- c = cNuke->GetNext();
- Destroy(cNuke);
- continue;
- }
-
- // The contact persists.
- c->Update(m_contactListener);
- c = c->GetNext();
- }
-}
-
-void b2ContactManager::FindNewContacts()
-{
- m_broadPhase.UpdatePairs(this);
-}
-
-void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
-{
- b2FixtureProxy* proxyA = (b2FixtureProxy*)proxyUserDataA;
- b2FixtureProxy* proxyB = (b2FixtureProxy*)proxyUserDataB;
-
- b2Fixture* fixtureA = proxyA->fixture;
- b2Fixture* fixtureB = proxyB->fixture;
-
- int32 indexA = proxyA->childIndex;
- int32 indexB = proxyB->childIndex;
-
- b2Body* bodyA = fixtureA->GetBody();
- b2Body* bodyB = fixtureB->GetBody();
-
- // Are the fixtures on the same body?
- if (bodyA == bodyB)
- {
- return;
- }
-
- // TODO_ERIN use a hash table to remove a potential bottleneck when both
- // bodies have a lot of contacts.
- // Does a contact already exist?
- b2ContactEdge* edge = bodyB->GetContactList();
- while (edge)
- {
- if (edge->other == bodyA)
- {
- b2Fixture* fA = edge->contact->GetFixtureA();
- b2Fixture* fB = edge->contact->GetFixtureB();
- int32 iA = edge->contact->GetChildIndexA();
- int32 iB = edge->contact->GetChildIndexB();
-
- if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
- {
- // A contact already exists.
- return;
- }
-
- if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
- {
- // A contact already exists.
- return;
- }
- }
-
- edge = edge->next;
- }
-
- // Does a joint override collision? Is at least one body dynamic?
- if (bodyB->ShouldCollide(bodyA) == false)
- {
- return;
- }
-
- // Check user filtering.
- if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
- {
- return;
- }
-
- // Call the factory.
- b2Contact* c = b2Contact::Create(fixtureA, indexA, fixtureB, indexB, m_allocator);
- if (c == nullptr)
- {
- return;
- }
-
- // Contact creation may swap fixtures.
- fixtureA = c->GetFixtureA();
- fixtureB = c->GetFixtureB();
- indexA = c->GetChildIndexA();
- indexB = c->GetChildIndexB();
- bodyA = fixtureA->GetBody();
- bodyB = fixtureB->GetBody();
-
- // Insert into the world.
- c->m_prev = nullptr;
- c->m_next = m_contactList;
- if (m_contactList != nullptr)
- {
- m_contactList->m_prev = c;
- }
- m_contactList = c;
-
- // Connect to island graph.
-
- // Connect to body A
- c->m_nodeA.contact = c;
- c->m_nodeA.other = bodyB;
-
- c->m_nodeA.prev = nullptr;
- c->m_nodeA.next = bodyA->m_contactList;
- if (bodyA->m_contactList != nullptr)
- {
- bodyA->m_contactList->prev = &c->m_nodeA;
- }
- bodyA->m_contactList = &c->m_nodeA;
-
- // Connect to body B
- c->m_nodeB.contact = c;
- c->m_nodeB.other = bodyA;
-
- c->m_nodeB.prev = nullptr;
- c->m_nodeB.next = bodyB->m_contactList;
- if (bodyB->m_contactList != nullptr)
- {
- bodyB->m_contactList->prev = &c->m_nodeB;
- }
- bodyB->m_contactList = &c->m_nodeB;
-
- // Wake up the bodies
- if (fixtureA->IsSensor() == false && fixtureB->IsSensor() == false)
- {
- bodyA->SetAwake(true);
- bodyB->SetAwake(true);
- }
-
- ++m_contactCount;
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/b2ContactManager.h b/Source/3rdParty/Box2D/Dynamics/b2ContactManager.h
deleted file mode 100644
index 4c969e7..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2ContactManager.h
+++ /dev/null
@@ -1,52 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CONTACT_MANAGER_H
-#define B2_CONTACT_MANAGER_H
-
-#include "Box2D/Collision/b2BroadPhase.h"
-
-class b2Contact;
-class b2ContactFilter;
-class b2ContactListener;
-class b2BlockAllocator;
-
-// Delegate of b2World.
-class b2ContactManager
-{
-public:
- b2ContactManager();
-
- // Broad-phase callback.
- void AddPair(void* proxyUserDataA, void* proxyUserDataB);
-
- void FindNewContacts();
-
- void Destroy(b2Contact* c);
-
- void Collide();
-
- b2BroadPhase m_broadPhase;
- b2Contact* m_contactList;
- int32 m_contactCount;
- b2ContactFilter* m_contactFilter;
- b2ContactListener* m_contactListener;
- b2BlockAllocator* m_allocator;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/b2Fixture.cpp b/Source/3rdParty/Box2D/Dynamics/b2Fixture.cpp
deleted file mode 100644
index 956b485..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2Fixture.cpp
+++ /dev/null
@@ -1,303 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/b2Fixture.h"
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-#include "Box2D/Dynamics/b2World.h"
-#include "Box2D/Collision/Shapes/b2CircleShape.h"
-#include "Box2D/Collision/Shapes/b2EdgeShape.h"
-#include "Box2D/Collision/Shapes/b2PolygonShape.h"
-#include "Box2D/Collision/Shapes/b2ChainShape.h"
-#include "Box2D/Collision/b2BroadPhase.h"
-#include "Box2D/Collision/b2Collision.h"
-#include "Box2D/Common/b2BlockAllocator.h"
-
-b2Fixture::b2Fixture()
-{
- m_userData = nullptr;
- m_body = nullptr;
- m_next = nullptr;
- m_proxies = nullptr;
- m_proxyCount = 0;
- m_shape = nullptr;
- m_density = 0.0f;
-}
-
-void b2Fixture::Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def)
-{
- m_userData = def->userData;
- m_friction = def->friction;
- m_restitution = def->restitution;
-
- m_body = body;
- m_next = nullptr;
-
- m_filter = def->filter;
-
- m_isSensor = def->isSensor;
-
- m_shape = def->shape->Clone(allocator);
-
- // Reserve proxy space
- int32 childCount = m_shape->GetChildCount();
- m_proxies = (b2FixtureProxy*)allocator->Allocate(childCount * sizeof(b2FixtureProxy));
- for (int32 i = 0; i < childCount; ++i)
- {
- m_proxies[i].fixture = nullptr;
- m_proxies[i].proxyId = b2BroadPhase::e_nullProxy;
- }
- m_proxyCount = 0;
-
- m_density = def->density;
-}
-
-void b2Fixture::Destroy(b2BlockAllocator* allocator)
-{
- // The proxies must be destroyed before calling this.
- b2Assert(m_proxyCount == 0);
-
- // Free the proxy array.
- int32 childCount = m_shape->GetChildCount();
- allocator->Free(m_proxies, childCount * sizeof(b2FixtureProxy));
- m_proxies = nullptr;
-
- // Free the child shape.
- switch (m_shape->m_type)
- {
- case b2Shape::e_circle:
- {
- b2CircleShape* s = (b2CircleShape*)m_shape;
- s->~b2CircleShape();
- allocator->Free(s, sizeof(b2CircleShape));
- }
- break;
-
- case b2Shape::e_edge:
- {
- b2EdgeShape* s = (b2EdgeShape*)m_shape;
- s->~b2EdgeShape();
- allocator->Free(s, sizeof(b2EdgeShape));
- }
- break;
-
- case b2Shape::e_polygon:
- {
- b2PolygonShape* s = (b2PolygonShape*)m_shape;
- s->~b2PolygonShape();
- allocator->Free(s, sizeof(b2PolygonShape));
- }
- break;
-
- case b2Shape::e_chain:
- {
- b2ChainShape* s = (b2ChainShape*)m_shape;
- s->~b2ChainShape();
- allocator->Free(s, sizeof(b2ChainShape));
- }
- break;
-
- default:
- b2Assert(false);
- break;
- }
-
- m_shape = nullptr;
-}
-
-void b2Fixture::CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf)
-{
- b2Assert(m_proxyCount == 0);
-
- // Create proxies in the broad-phase.
- m_proxyCount = m_shape->GetChildCount();
-
- for (int32 i = 0; i < m_proxyCount; ++i)
- {
- b2FixtureProxy* proxy = m_proxies + i;
- m_shape->ComputeAABB(&proxy->aabb, xf, i);
- proxy->proxyId = broadPhase->CreateProxy(proxy->aabb, proxy);
- proxy->fixture = this;
- proxy->childIndex = i;
- }
-}
-
-void b2Fixture::DestroyProxies(b2BroadPhase* broadPhase)
-{
- // Destroy proxies in the broad-phase.
- for (int32 i = 0; i < m_proxyCount; ++i)
- {
- b2FixtureProxy* proxy = m_proxies + i;
- broadPhase->DestroyProxy(proxy->proxyId);
- proxy->proxyId = b2BroadPhase::e_nullProxy;
- }
-
- m_proxyCount = 0;
-}
-
-void b2Fixture::Synchronize(b2BroadPhase* broadPhase, const b2Transform& transform1, const b2Transform& transform2)
-{
- if (m_proxyCount == 0)
- {
- return;
- }
-
- for (int32 i = 0; i < m_proxyCount; ++i)
- {
- b2FixtureProxy* proxy = m_proxies + i;
-
- // Compute an AABB that covers the swept shape (may miss some rotation effect).
- b2AABB aabb1, aabb2;
- m_shape->ComputeAABB(&aabb1, transform1, proxy->childIndex);
- m_shape->ComputeAABB(&aabb2, transform2, proxy->childIndex);
-
- proxy->aabb.Combine(aabb1, aabb2);
-
- b2Vec2 displacement = transform2.p - transform1.p;
-
- broadPhase->MoveProxy(proxy->proxyId, proxy->aabb, displacement);
- }
-}
-
-void b2Fixture::SetFilterData(const b2Filter& filter)
-{
- m_filter = filter;
-
- Refilter();
-}
-
-void b2Fixture::Refilter()
-{
- if (m_body == nullptr)
- {
- return;
- }
-
- // Flag associated contacts for filtering.
- b2ContactEdge* edge = m_body->GetContactList();
- while (edge)
- {
- b2Contact* contact = edge->contact;
- b2Fixture* fixtureA = contact->GetFixtureA();
- b2Fixture* fixtureB = contact->GetFixtureB();
- if (fixtureA == this || fixtureB == this)
- {
- contact->FlagForFiltering();
- }
-
- edge = edge->next;
- }
-
- b2World* world = m_body->GetWorld();
-
- if (world == nullptr)
- {
- return;
- }
-
- // Touch each proxy so that new pairs may be created
- b2BroadPhase* broadPhase = &world->m_contactManager.m_broadPhase;
- for (int32 i = 0; i < m_proxyCount; ++i)
- {
- broadPhase->TouchProxy(m_proxies[i].proxyId);
- }
-}
-
-void b2Fixture::SetSensor(bool sensor)
-{
- if (sensor != m_isSensor)
- {
- m_body->SetAwake(true);
- m_isSensor = sensor;
- }
-}
-
-void b2Fixture::Dump(int32 bodyIndex)
-{
- b2Log(" b2FixtureDef fd;\n");
- b2Log(" fd.friction = %.15lef;\n", m_friction);
- b2Log(" fd.restitution = %.15lef;\n", m_restitution);
- b2Log(" fd.density = %.15lef;\n", m_density);
- b2Log(" fd.isSensor = bool(%d);\n", m_isSensor);
- b2Log(" fd.filter.categoryBits = uint16(%d);\n", m_filter.categoryBits);
- b2Log(" fd.filter.maskBits = uint16(%d);\n", m_filter.maskBits);
- b2Log(" fd.filter.groupIndex = int16(%d);\n", m_filter.groupIndex);
-
- switch (m_shape->m_type)
- {
- case b2Shape::e_circle:
- {
- b2CircleShape* s = (b2CircleShape*)m_shape;
- b2Log(" b2CircleShape shape;\n");
- b2Log(" shape.m_radius = %.15lef;\n", s->m_radius);
- b2Log(" shape.m_p.Set(%.15lef, %.15lef);\n", s->m_p.x, s->m_p.y);
- }
- break;
-
- case b2Shape::e_edge:
- {
- b2EdgeShape* s = (b2EdgeShape*)m_shape;
- b2Log(" b2EdgeShape shape;\n");
- b2Log(" shape.m_radius = %.15lef;\n", s->m_radius);
- b2Log(" shape.m_vertex0.Set(%.15lef, %.15lef);\n", s->m_vertex0.x, s->m_vertex0.y);
- b2Log(" shape.m_vertex1.Set(%.15lef, %.15lef);\n", s->m_vertex1.x, s->m_vertex1.y);
- b2Log(" shape.m_vertex2.Set(%.15lef, %.15lef);\n", s->m_vertex2.x, s->m_vertex2.y);
- b2Log(" shape.m_vertex3.Set(%.15lef, %.15lef);\n", s->m_vertex3.x, s->m_vertex3.y);
- b2Log(" shape.m_hasVertex0 = bool(%d);\n", s->m_hasVertex0);
- b2Log(" shape.m_hasVertex3 = bool(%d);\n", s->m_hasVertex3);
- }
- break;
-
- case b2Shape::e_polygon:
- {
- b2PolygonShape* s = (b2PolygonShape*)m_shape;
- b2Log(" b2PolygonShape shape;\n");
- b2Log(" b2Vec2 vs[%d];\n", b2_maxPolygonVertices);
- for (int32 i = 0; i < s->m_count; ++i)
- {
- b2Log(" vs[%d].Set(%.15lef, %.15lef);\n", i, s->m_vertices[i].x, s->m_vertices[i].y);
- }
- b2Log(" shape.Set(vs, %d);\n", s->m_count);
- }
- break;
-
- case b2Shape::e_chain:
- {
- b2ChainShape* s = (b2ChainShape*)m_shape;
- b2Log(" b2ChainShape shape;\n");
- b2Log(" b2Vec2 vs[%d];\n", s->m_count);
- for (int32 i = 0; i < s->m_count; ++i)
- {
- b2Log(" vs[%d].Set(%.15lef, %.15lef);\n", i, s->m_vertices[i].x, s->m_vertices[i].y);
- }
- b2Log(" shape.CreateChain(vs, %d);\n", s->m_count);
- b2Log(" shape.m_prevVertex.Set(%.15lef, %.15lef);\n", s->m_prevVertex.x, s->m_prevVertex.y);
- b2Log(" shape.m_nextVertex.Set(%.15lef, %.15lef);\n", s->m_nextVertex.x, s->m_nextVertex.y);
- b2Log(" shape.m_hasPrevVertex = bool(%d);\n", s->m_hasPrevVertex);
- b2Log(" shape.m_hasNextVertex = bool(%d);\n", s->m_hasNextVertex);
- }
- break;
-
- default:
- return;
- }
-
- b2Log("\n");
- b2Log(" fd.shape = &shape;\n");
- b2Log("\n");
- b2Log(" bodies[%d]->CreateFixture(&fd);\n", bodyIndex);
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/b2Fixture.h b/Source/3rdParty/Box2D/Dynamics/b2Fixture.h
deleted file mode 100644
index 9f7a8aa..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2Fixture.h
+++ /dev/null
@@ -1,345 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_FIXTURE_H
-#define B2_FIXTURE_H
-
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Collision/b2Collision.h"
-#include "Box2D/Collision/Shapes/b2Shape.h"
-
-class b2BlockAllocator;
-class b2Body;
-class b2BroadPhase;
-class b2Fixture;
-
-/// This holds contact filtering data.
-struct b2Filter
-{
- b2Filter()
- {
- categoryBits = 0x0001;
- maskBits = 0xFFFF;
- groupIndex = 0;
- }
-
- /// The collision category bits. Normally you would just set one bit.
- uint16 categoryBits;
-
- /// The collision mask bits. This states the categories that this
- /// shape would accept for collision.
- uint16 maskBits;
-
- /// Collision groups allow a certain group of objects to never collide (negative)
- /// or always collide (positive). Zero means no collision group. Non-zero group
- /// filtering always wins against the mask bits.
- int16 groupIndex;
-};
-
-/// A fixture definition is used to create a fixture. This class defines an
-/// abstract fixture definition. You can reuse fixture definitions safely.
-struct b2FixtureDef
-{
- /// The constructor sets the default fixture definition values.
- b2FixtureDef()
- {
- shape = nullptr;
- userData = nullptr;
- friction = 0.2f;
- restitution = 0.0f;
- density = 0.0f;
- isSensor = false;
- }
-
- /// The shape, this must be set. The shape will be cloned, so you
- /// can create the shape on the stack.
- const b2Shape* shape;
-
- /// Use this to store application specific fixture data.
- void* userData;
-
- /// The friction coefficient, usually in the range [0,1].
- float32 friction;
-
- /// The restitution (elasticity) usually in the range [0,1].
- float32 restitution;
-
- /// The density, usually in kg/m^2.
- float32 density;
-
- /// A sensor shape collects contact information but never generates a collision
- /// response.
- bool isSensor;
-
- /// Contact filtering data.
- b2Filter filter;
-};
-
-/// This proxy is used internally to connect fixtures to the broad-phase.
-struct b2FixtureProxy
-{
- b2AABB aabb;
- b2Fixture* fixture;
- int32 childIndex;
- int32 proxyId;
-};
-
-/// A fixture is used to attach a shape to a body for collision detection. A fixture
-/// inherits its transform from its parent. Fixtures hold additional non-geometric data
-/// such as friction, collision filters, etc.
-/// Fixtures are created via b2Body::CreateFixture.
-/// @warning you cannot reuse fixtures.
-class b2Fixture
-{
-public:
- /// Get the type of the child shape. You can use this to down cast to the concrete shape.
- /// @return the shape type.
- b2Shape::Type GetType() const;
-
- /// Get the child shape. You can modify the child shape, however you should not change the
- /// number of vertices because this will crash some collision caching mechanisms.
- /// Manipulating the shape may lead to non-physical behavior.
- b2Shape* GetShape();
- const b2Shape* GetShape() const;
-
- /// Set if this fixture is a sensor.
- void SetSensor(bool sensor);
-
- /// Is this fixture a sensor (non-solid)?
- /// @return the true if the shape is a sensor.
- bool IsSensor() const;
-
- /// Set the contact filtering data. This will not update contacts until the next time
- /// step when either parent body is active and awake.
- /// This automatically calls Refilter.
- void SetFilterData(const b2Filter& filter);
-
- /// Get the contact filtering data.
- const b2Filter& GetFilterData() const;
-
- /// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
- void Refilter();
-
- /// Get the parent body of this fixture. This is nullptr if the fixture is not attached.
- /// @return the parent body.
- b2Body* GetBody();
- const b2Body* GetBody() const;
-
- /// Get the next fixture in the parent body's fixture list.
- /// @return the next shape.
- b2Fixture* GetNext();
- const b2Fixture* GetNext() const;
-
- /// Get the user data that was assigned in the fixture definition. Use this to
- /// store your application specific data.
- void* GetUserData() const;
-
- /// Set the user data. Use this to store your application specific data.
- void SetUserData(void* data);
-
- /// Test a point for containment in this fixture.
- /// @param p a point in world coordinates.
- bool TestPoint(const b2Vec2& p) const;
-
- /// Cast a ray against this shape.
- /// @param output the ray-cast results.
- /// @param input the ray-cast input parameters.
- bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const;
-
- /// Get the mass data for this fixture. The mass data is based on the density and
- /// the shape. The rotational inertia is about the shape's origin. This operation
- /// may be expensive.
- void GetMassData(b2MassData* massData) const;
-
- /// Set the density of this fixture. This will _not_ automatically adjust the mass
- /// of the body. You must call b2Body::ResetMassData to update the body's mass.
- void SetDensity(float32 density);
-
- /// Get the density of this fixture.
- float32 GetDensity() const;
-
- /// Get the coefficient of friction.
- float32 GetFriction() const;
-
- /// Set the coefficient of friction. This will _not_ change the friction of
- /// existing contacts.
- void SetFriction(float32 friction);
-
- /// Get the coefficient of restitution.
- float32 GetRestitution() const;
-
- /// Set the coefficient of restitution. This will _not_ change the restitution of
- /// existing contacts.
- void SetRestitution(float32 restitution);
-
- /// Get the fixture's AABB. This AABB may be enlarge and/or stale.
- /// If you need a more accurate AABB, compute it using the shape and
- /// the body transform.
- const b2AABB& GetAABB(int32 childIndex) const;
-
- /// Dump this fixture to the log file.
- void Dump(int32 bodyIndex);
-
-protected:
-
- friend class b2Body;
- friend class b2World;
- friend class b2Contact;
- friend class b2ContactManager;
-
- b2Fixture();
-
- // We need separation create/destroy functions from the constructor/destructor because
- // the destructor cannot access the allocator (no destructor arguments allowed by C++).
- void Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def);
- void Destroy(b2BlockAllocator* allocator);
-
- // These support body activation/deactivation.
- void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
- void DestroyProxies(b2BroadPhase* broadPhase);
-
- void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);
-
- float32 m_density;
-
- b2Fixture* m_next;
- b2Body* m_body;
-
- b2Shape* m_shape;
-
- float32 m_friction;
- float32 m_restitution;
-
- b2FixtureProxy* m_proxies;
- int32 m_proxyCount;
-
- b2Filter m_filter;
-
- bool m_isSensor;
-
- void* m_userData;
-};
-
-inline b2Shape::Type b2Fixture::GetType() const
-{
- return m_shape->GetType();
-}
-
-inline b2Shape* b2Fixture::GetShape()
-{
- return m_shape;
-}
-
-inline const b2Shape* b2Fixture::GetShape() const
-{
- return m_shape;
-}
-
-inline bool b2Fixture::IsSensor() const
-{
- return m_isSensor;
-}
-
-inline const b2Filter& b2Fixture::GetFilterData() const
-{
- return m_filter;
-}
-
-inline void* b2Fixture::GetUserData() const
-{
- return m_userData;
-}
-
-inline void b2Fixture::SetUserData(void* data)
-{
- m_userData = data;
-}
-
-inline b2Body* b2Fixture::GetBody()
-{
- return m_body;
-}
-
-inline const b2Body* b2Fixture::GetBody() const
-{
- return m_body;
-}
-
-inline b2Fixture* b2Fixture::GetNext()
-{
- return m_next;
-}
-
-inline const b2Fixture* b2Fixture::GetNext() const
-{
- return m_next;
-}
-
-inline void b2Fixture::SetDensity(float32 density)
-{
- b2Assert(b2IsValid(density) && density >= 0.0f);
- m_density = density;
-}
-
-inline float32 b2Fixture::GetDensity() const
-{
- return m_density;
-}
-
-inline float32 b2Fixture::GetFriction() const
-{
- return m_friction;
-}
-
-inline void b2Fixture::SetFriction(float32 friction)
-{
- m_friction = friction;
-}
-
-inline float32 b2Fixture::GetRestitution() const
-{
- return m_restitution;
-}
-
-inline void b2Fixture::SetRestitution(float32 restitution)
-{
- m_restitution = restitution;
-}
-
-inline bool b2Fixture::TestPoint(const b2Vec2& p) const
-{
- return m_shape->TestPoint(m_body->GetTransform(), p);
-}
-
-inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const
-{
- return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
-}
-
-inline void b2Fixture::GetMassData(b2MassData* massData) const
-{
- m_shape->ComputeMass(massData, m_density);
-}
-
-inline const b2AABB& b2Fixture::GetAABB(int32 childIndex) const
-{
- b2Assert(0 <= childIndex && childIndex < m_proxyCount);
- return m_proxies[childIndex].aabb;
-}
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/b2Island.cpp b/Source/3rdParty/Box2D/Dynamics/b2Island.cpp
deleted file mode 100644
index dd19a8f..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2Island.cpp
+++ /dev/null
@@ -1,539 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Collision/b2Distance.h"
-#include "Box2D/Dynamics/b2Island.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-#include "Box2D/Dynamics/b2World.h"
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-#include "Box2D/Dynamics/Contacts/b2ContactSolver.h"
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-#include "Box2D/Common/b2StackAllocator.h"
-#include "Box2D/Common/b2Timer.h"
-
-/*
-Position Correction Notes
-=========================
-I tried the several algorithms for position correction of the 2D revolute joint.
-I looked at these systems:
-- simple pendulum (1m diameter sphere on massless 5m stick) with initial angular velocity of 100 rad/s.
-- suspension bridge with 30 1m long planks of length 1m.
-- multi-link chain with 30 1m long links.
-
-Here are the algorithms:
-
-Baumgarte - A fraction of the position error is added to the velocity error. There is no
-separate position solver.
-
-Pseudo Velocities - After the velocity solver and position integration,
-the position error, Jacobian, and effective mass are recomputed. Then
-the velocity constraints are solved with pseudo velocities and a fraction
-of the position error is added to the pseudo velocity error. The pseudo
-velocities are initialized to zero and there is no warm-starting. After
-the position solver, the pseudo velocities are added to the positions.
-This is also called the First Order World method or the Position LCP method.
-
-Modified Nonlinear Gauss-Seidel (NGS) - Like Pseudo Velocities except the
-position error is re-computed for each constraint and the positions are updated
-after the constraint is solved. The radius vectors (aka Jacobians) are
-re-computed too (otherwise the algorithm has horrible instability). The pseudo
-velocity states are not needed because they are effectively zero at the beginning
-of each iteration. Since we have the current position error, we allow the
-iterations to terminate early if the error becomes smaller than b2_linearSlop.
-
-Full NGS or just NGS - Like Modified NGS except the effective mass are re-computed
-each time a constraint is solved.
-
-Here are the results:
-Baumgarte - this is the cheapest algorithm but it has some stability problems,
-especially with the bridge. The chain links separate easily close to the root
-and they jitter as they struggle to pull together. This is one of the most common
-methods in the field. The big drawback is that the position correction artificially
-affects the momentum, thus leading to instabilities and false bounce. I used a
-bias factor of 0.2. A larger bias factor makes the bridge less stable, a smaller
-factor makes joints and contacts more spongy.
-
-Pseudo Velocities - the is more stable than the Baumgarte method. The bridge is
-stable. However, joints still separate with large angular velocities. Drag the
-simple pendulum in a circle quickly and the joint will separate. The chain separates
-easily and does not recover. I used a bias factor of 0.2. A larger value lead to
-the bridge collapsing when a heavy cube drops on it.
-
-Modified NGS - this algorithm is better in some ways than Baumgarte and Pseudo
-Velocities, but in other ways it is worse. The bridge and chain are much more
-stable, but the simple pendulum goes unstable at high angular velocities.
-
-Full NGS - stable in all tests. The joints display good stiffness. The bridge
-still sags, but this is better than infinite forces.
-
-Recommendations
-Pseudo Velocities are not really worthwhile because the bridge and chain cannot
-recover from joint separation. In other cases the benefit over Baumgarte is small.
-
-Modified NGS is not a robust method for the revolute joint due to the violent
-instability seen in the simple pendulum. Perhaps it is viable with other constraint
-types, especially scalar constraints where the effective mass is a scalar.
-
-This leaves Baumgarte and Full NGS. Baumgarte has small, but manageable instabilities
-and is very fast. I don't think we can escape Baumgarte, especially in highly
-demanding cases where high constraint fidelity is not needed.
-
-Full NGS is robust and easy on the eyes. I recommend this as an option for
-higher fidelity simulation and certainly for suspension bridges and long chains.
-Full NGS might be a good choice for ragdolls, especially motorized ragdolls where
-joint separation can be problematic. The number of NGS iterations can be reduced
-for better performance without harming robustness much.
-
-Each joint in a can be handled differently in the position solver. So I recommend
-a system where the user can select the algorithm on a per joint basis. I would
-probably default to the slower Full NGS and let the user select the faster
-Baumgarte method in performance critical scenarios.
-*/
-
-/*
-Cache Performance
-
-The Box2D solvers are dominated by cache misses. Data structures are designed
-to increase the number of cache hits. Much of misses are due to random access
-to body data. The constraint structures are iterated over linearly, which leads
-to few cache misses.
-
-The bodies are not accessed during iteration. Instead read only data, such as
-the mass values are stored with the constraints. The mutable data are the constraint
-impulses and the bodies velocities/positions. The impulses are held inside the
-constraint structures. The body velocities/positions are held in compact, temporary
-arrays to increase the number of cache hits. Linear and angular velocity are
-stored in a single array since multiple arrays lead to multiple misses.
-*/
-
-/*
-2D Rotation
-
-R = [cos(theta) -sin(theta)]
- [sin(theta) cos(theta) ]
-
-thetaDot = omega
-
-Let q1 = cos(theta), q2 = sin(theta).
-R = [q1 -q2]
- [q2 q1]
-
-q1Dot = -thetaDot * q2
-q2Dot = thetaDot * q1
-
-q1_new = q1_old - dt * w * q2
-q2_new = q2_old + dt * w * q1
-then normalize.
-
-This might be faster than computing sin+cos.
-However, we can compute sin+cos of the same angle fast.
-*/
-
-b2Island::b2Island(
- int32 bodyCapacity,
- int32 contactCapacity,
- int32 jointCapacity,
- b2StackAllocator* allocator,
- b2ContactListener* listener)
-{
- m_bodyCapacity = bodyCapacity;
- m_contactCapacity = contactCapacity;
- m_jointCapacity = jointCapacity;
- m_bodyCount = 0;
- m_contactCount = 0;
- m_jointCount = 0;
-
- m_allocator = allocator;
- m_listener = listener;
-
- m_bodies = (b2Body**)m_allocator->Allocate(bodyCapacity * sizeof(b2Body*));
- m_contacts = (b2Contact**)m_allocator->Allocate(contactCapacity * sizeof(b2Contact*));
- m_joints = (b2Joint**)m_allocator->Allocate(jointCapacity * sizeof(b2Joint*));
-
- m_velocities = (b2Velocity*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Velocity));
- m_positions = (b2Position*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Position));
-}
-
-b2Island::~b2Island()
-{
- // Warning: the order should reverse the constructor order.
- m_allocator->Free(m_positions);
- m_allocator->Free(m_velocities);
- m_allocator->Free(m_joints);
- m_allocator->Free(m_contacts);
- m_allocator->Free(m_bodies);
-}
-
-void b2Island::Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep)
-{
- b2Timer timer;
-
- float32 h = step.dt;
-
- // Integrate velocities and apply damping. Initialize the body state.
- for (int32 i = 0; i < m_bodyCount; ++i)
- {
- b2Body* b = m_bodies[i];
-
- b2Vec2 c = b->m_sweep.c;
- float32 a = b->m_sweep.a;
- b2Vec2 v = b->m_linearVelocity;
- float32 w = b->m_angularVelocity;
-
- // Store positions for continuous collision.
- b->m_sweep.c0 = b->m_sweep.c;
- b->m_sweep.a0 = b->m_sweep.a;
-
- if (b->m_type == b2_dynamicBody)
- {
- // Integrate velocities.
- v += h * (b->m_gravityScale * gravity + b->m_invMass * b->m_force);
- w += h * b->m_invI * b->m_torque;
-
- // Apply damping.
- // ODE: dv/dt + c * v = 0
- // Solution: v(t) = v0 * exp(-c * t)
- // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
- // v2 = exp(-c * dt) * v1
- // Pade approximation:
- // v2 = v1 * 1 / (1 + c * dt)
- v *= 1.0f / (1.0f + h * b->m_linearDamping);
- w *= 1.0f / (1.0f + h * b->m_angularDamping);
- }
-
- m_positions[i].c = c;
- m_positions[i].a = a;
- m_velocities[i].v = v;
- m_velocities[i].w = w;
- }
-
- timer.Reset();
-
- // Solver data
- b2SolverData solverData;
- solverData.step = step;
- solverData.positions = m_positions;
- solverData.velocities = m_velocities;
-
- // Initialize velocity constraints.
- b2ContactSolverDef contactSolverDef;
- contactSolverDef.step = step;
- contactSolverDef.contacts = m_contacts;
- contactSolverDef.count = m_contactCount;
- contactSolverDef.positions = m_positions;
- contactSolverDef.velocities = m_velocities;
- contactSolverDef.allocator = m_allocator;
-
- b2ContactSolver contactSolver(&contactSolverDef);
- contactSolver.InitializeVelocityConstraints();
-
- if (step.warmStarting)
- {
- contactSolver.WarmStart();
- }
-
- for (int32 i = 0; i < m_jointCount; ++i)
- {
- m_joints[i]->InitVelocityConstraints(solverData);
- }
-
- profile->solveInit = timer.GetMilliseconds();
-
- // Solve velocity constraints
- timer.Reset();
- for (int32 i = 0; i < step.velocityIterations; ++i)
- {
- for (int32 j = 0; j < m_jointCount; ++j)
- {
- m_joints[j]->SolveVelocityConstraints(solverData);
- }
-
- contactSolver.SolveVelocityConstraints();
- }
-
- // Store impulses for warm starting
- contactSolver.StoreImpulses();
- profile->solveVelocity = timer.GetMilliseconds();
-
- // Integrate positions
- for (int32 i = 0; i < m_bodyCount; ++i)
- {
- b2Vec2 c = m_positions[i].c;
- float32 a = m_positions[i].a;
- b2Vec2 v = m_velocities[i].v;
- float32 w = m_velocities[i].w;
-
- // Check for large velocities
- b2Vec2 translation = h * v;
- if (b2Dot(translation, translation) > b2_maxTranslationSquared)
- {
- float32 ratio = b2_maxTranslation / translation.Length();
- v *= ratio;
- }
-
- float32 rotation = h * w;
- if (rotation * rotation > b2_maxRotationSquared)
- {
- float32 ratio = b2_maxRotation / b2Abs(rotation);
- w *= ratio;
- }
-
- // Integrate
- c += h * v;
- a += h * w;
-
- m_positions[i].c = c;
- m_positions[i].a = a;
- m_velocities[i].v = v;
- m_velocities[i].w = w;
- }
-
- // Solve position constraints
- timer.Reset();
- bool positionSolved = false;
- for (int32 i = 0; i < step.positionIterations; ++i)
- {
- bool contactsOkay = contactSolver.SolvePositionConstraints();
-
- bool jointsOkay = true;
- for (int32 j = 0; j < m_jointCount; ++j)
- {
- bool jointOkay = m_joints[j]->SolvePositionConstraints(solverData);
- jointsOkay = jointsOkay && jointOkay;
- }
-
- if (contactsOkay && jointsOkay)
- {
- // Exit early if the position errors are small.
- positionSolved = true;
- break;
- }
- }
-
- // Copy state buffers back to the bodies
- for (int32 i = 0; i < m_bodyCount; ++i)
- {
- b2Body* body = m_bodies[i];
- body->m_sweep.c = m_positions[i].c;
- body->m_sweep.a = m_positions[i].a;
- body->m_linearVelocity = m_velocities[i].v;
- body->m_angularVelocity = m_velocities[i].w;
- body->SynchronizeTransform();
- }
-
- profile->solvePosition = timer.GetMilliseconds();
-
- Report(contactSolver.m_velocityConstraints);
-
- if (allowSleep)
- {
- float32 minSleepTime = b2_maxFloat;
-
- const float32 linTolSqr = b2_linearSleepTolerance * b2_linearSleepTolerance;
- const float32 angTolSqr = b2_angularSleepTolerance * b2_angularSleepTolerance;
-
- for (int32 i = 0; i < m_bodyCount; ++i)
- {
- b2Body* b = m_bodies[i];
- if (b->GetType() == b2_staticBody)
- {
- continue;
- }
-
- if ((b->m_flags & b2Body::e_autoSleepFlag) == 0 ||
- b->m_angularVelocity * b->m_angularVelocity > angTolSqr ||
- b2Dot(b->m_linearVelocity, b->m_linearVelocity) > linTolSqr)
- {
- b->m_sleepTime = 0.0f;
- minSleepTime = 0.0f;
- }
- else
- {
- b->m_sleepTime += h;
- minSleepTime = b2Min(minSleepTime, b->m_sleepTime);
- }
- }
-
- if (minSleepTime >= b2_timeToSleep && positionSolved)
- {
- for (int32 i = 0; i < m_bodyCount; ++i)
- {
- b2Body* b = m_bodies[i];
- b->SetAwake(false);
- }
- }
- }
-}
-
-void b2Island::SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB)
-{
- b2Assert(toiIndexA < m_bodyCount);
- b2Assert(toiIndexB < m_bodyCount);
-
- // Initialize the body state.
- for (int32 i = 0; i < m_bodyCount; ++i)
- {
- b2Body* b = m_bodies[i];
- m_positions[i].c = b->m_sweep.c;
- m_positions[i].a = b->m_sweep.a;
- m_velocities[i].v = b->m_linearVelocity;
- m_velocities[i].w = b->m_angularVelocity;
- }
-
- b2ContactSolverDef contactSolverDef;
- contactSolverDef.contacts = m_contacts;
- contactSolverDef.count = m_contactCount;
- contactSolverDef.allocator = m_allocator;
- contactSolverDef.step = subStep;
- contactSolverDef.positions = m_positions;
- contactSolverDef.velocities = m_velocities;
- b2ContactSolver contactSolver(&contactSolverDef);
-
- // Solve position constraints.
- for (int32 i = 0; i < subStep.positionIterations; ++i)
- {
- bool contactsOkay = contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB);
- if (contactsOkay)
- {
- break;
- }
- }
-
-#if 0
- // Is the new position really safe?
- for (int32 i = 0; i < m_contactCount; ++i)
- {
- b2Contact* c = m_contacts[i];
- b2Fixture* fA = c->GetFixtureA();
- b2Fixture* fB = c->GetFixtureB();
-
- b2Body* bA = fA->GetBody();
- b2Body* bB = fB->GetBody();
-
- int32 indexA = c->GetChildIndexA();
- int32 indexB = c->GetChildIndexB();
-
- b2DistanceInput input;
- input.proxyA.Set(fA->GetShape(), indexA);
- input.proxyB.Set(fB->GetShape(), indexB);
- input.transformA = bA->GetTransform();
- input.transformB = bB->GetTransform();
- input.useRadii = false;
-
- b2DistanceOutput output;
- b2SimplexCache cache;
- cache.count = 0;
- b2Distance(&output, &cache, &input);
-
- if (output.distance == 0 || cache.count == 3)
- {
- cache.count += 0;
- }
- }
-#endif
-
- // Leap of faith to new safe state.
- m_bodies[toiIndexA]->m_sweep.c0 = m_positions[toiIndexA].c;
- m_bodies[toiIndexA]->m_sweep.a0 = m_positions[toiIndexA].a;
- m_bodies[toiIndexB]->m_sweep.c0 = m_positions[toiIndexB].c;
- m_bodies[toiIndexB]->m_sweep.a0 = m_positions[toiIndexB].a;
-
- // No warm starting is needed for TOI events because warm
- // starting impulses were applied in the discrete solver.
- contactSolver.InitializeVelocityConstraints();
-
- // Solve velocity constraints.
- for (int32 i = 0; i < subStep.velocityIterations; ++i)
- {
- contactSolver.SolveVelocityConstraints();
- }
-
- // Don't store the TOI contact forces for warm starting
- // because they can be quite large.
-
- float32 h = subStep.dt;
-
- // Integrate positions
- for (int32 i = 0; i < m_bodyCount; ++i)
- {
- b2Vec2 c = m_positions[i].c;
- float32 a = m_positions[i].a;
- b2Vec2 v = m_velocities[i].v;
- float32 w = m_velocities[i].w;
-
- // Check for large velocities
- b2Vec2 translation = h * v;
- if (b2Dot(translation, translation) > b2_maxTranslationSquared)
- {
- float32 ratio = b2_maxTranslation / translation.Length();
- v *= ratio;
- }
-
- float32 rotation = h * w;
- if (rotation * rotation > b2_maxRotationSquared)
- {
- float32 ratio = b2_maxRotation / b2Abs(rotation);
- w *= ratio;
- }
-
- // Integrate
- c += h * v;
- a += h * w;
-
- m_positions[i].c = c;
- m_positions[i].a = a;
- m_velocities[i].v = v;
- m_velocities[i].w = w;
-
- // Sync bodies
- b2Body* body = m_bodies[i];
- body->m_sweep.c = c;
- body->m_sweep.a = a;
- body->m_linearVelocity = v;
- body->m_angularVelocity = w;
- body->SynchronizeTransform();
- }
-
- Report(contactSolver.m_velocityConstraints);
-}
-
-void b2Island::Report(const b2ContactVelocityConstraint* constraints)
-{
- if (m_listener == nullptr)
- {
- return;
- }
-
- for (int32 i = 0; i < m_contactCount; ++i)
- {
- b2Contact* c = m_contacts[i];
-
- const b2ContactVelocityConstraint* vc = constraints + i;
-
- b2ContactImpulse impulse;
- impulse.count = vc->pointCount;
- for (int32 j = 0; j < vc->pointCount; ++j)
- {
- impulse.normalImpulses[j] = vc->points[j].normalImpulse;
- impulse.tangentImpulses[j] = vc->points[j].tangentImpulse;
- }
-
- m_listener->PostSolve(c, &impulse);
- }
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/b2Island.h b/Source/3rdParty/Box2D/Dynamics/b2Island.h
deleted file mode 100644
index 68f6d4b..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2Island.h
+++ /dev/null
@@ -1,93 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_ISLAND_H
-#define B2_ISLAND_H
-
-#include "Box2D/Common/b2Math.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-class b2Contact;
-class b2Joint;
-class b2StackAllocator;
-class b2ContactListener;
-struct b2ContactVelocityConstraint;
-struct b2Profile;
-
-/// This is an internal class.
-class b2Island
-{
-public:
- b2Island(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity,
- b2StackAllocator* allocator, b2ContactListener* listener);
- ~b2Island();
-
- void Clear()
- {
- m_bodyCount = 0;
- m_contactCount = 0;
- m_jointCount = 0;
- }
-
- void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
-
- void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB);
-
- void Add(b2Body* body)
- {
- b2Assert(m_bodyCount < m_bodyCapacity);
- body->m_islandIndex = m_bodyCount;
- m_bodies[m_bodyCount] = body;
- ++m_bodyCount;
- }
-
- void Add(b2Contact* contact)
- {
- b2Assert(m_contactCount < m_contactCapacity);
- m_contacts[m_contactCount++] = contact;
- }
-
- void Add(b2Joint* joint)
- {
- b2Assert(m_jointCount < m_jointCapacity);
- m_joints[m_jointCount++] = joint;
- }
-
- void Report(const b2ContactVelocityConstraint* constraints);
-
- b2StackAllocator* m_allocator;
- b2ContactListener* m_listener;
-
- b2Body** m_bodies;
- b2Contact** m_contacts;
- b2Joint** m_joints;
-
- b2Position* m_positions;
- b2Velocity* m_velocities;
-
- int32 m_bodyCount;
- int32 m_jointCount;
- int32 m_contactCount;
-
- int32 m_bodyCapacity;
- int32 m_contactCapacity;
- int32 m_jointCapacity;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/b2TimeStep.h b/Source/3rdParty/Box2D/Dynamics/b2TimeStep.h
deleted file mode 100644
index 72a4838..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2TimeStep.h
+++ /dev/null
@@ -1,70 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_TIME_STEP_H
-#define B2_TIME_STEP_H
-
-#include "Box2D/Common/b2Math.h"
-
-/// Profiling data. Times are in milliseconds.
-struct b2Profile
-{
- float32 step;
- float32 collide;
- float32 solve;
- float32 solveInit;
- float32 solveVelocity;
- float32 solvePosition;
- float32 broadphase;
- float32 solveTOI;
-};
-
-/// This is an internal structure.
-struct b2TimeStep
-{
- float32 dt; // time step
- float32 inv_dt; // inverse time step (0 if dt == 0).
- float32 dtRatio; // dt * inv_dt0
- int32 velocityIterations;
- int32 positionIterations;
- bool warmStarting;
-};
-
-/// This is an internal structure.
-struct b2Position
-{
- b2Vec2 c;
- float32 a;
-};
-
-/// This is an internal structure.
-struct b2Velocity
-{
- b2Vec2 v;
- float32 w;
-};
-
-/// Solver Data
-struct b2SolverData
-{
- b2TimeStep step;
- b2Position* positions;
- b2Velocity* velocities;
-};
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/b2World.cpp b/Source/3rdParty/Box2D/Dynamics/b2World.cpp
deleted file mode 100644
index f21812e..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2World.cpp
+++ /dev/null
@@ -1,1366 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/b2World.h"
-#include "Box2D/Dynamics/b2Body.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-#include "Box2D/Dynamics/b2Island.h"
-#include "Box2D/Dynamics/Joints/b2PulleyJoint.h"
-#include "Box2D/Dynamics/Contacts/b2Contact.h"
-#include "Box2D/Dynamics/Contacts/b2ContactSolver.h"
-#include "Box2D/Collision/b2Collision.h"
-#include "Box2D/Collision/b2BroadPhase.h"
-#include "Box2D/Collision/Shapes/b2CircleShape.h"
-#include "Box2D/Collision/Shapes/b2EdgeShape.h"
-#include "Box2D/Collision/Shapes/b2ChainShape.h"
-#include "Box2D/Collision/Shapes/b2PolygonShape.h"
-#include "Box2D/Collision/b2TimeOfImpact.h"
-#include "Box2D/Common/b2Draw.h"
-#include "Box2D/Common/b2Timer.h"
-#include <new>
-
-b2World::b2World(const b2Vec2& gravity)
-{
- m_destructionListener = nullptr;
- m_debugDraw = nullptr;
-
- m_bodyList = nullptr;
- m_jointList = nullptr;
-
- m_bodyCount = 0;
- m_jointCount = 0;
-
- m_warmStarting = true;
- m_continuousPhysics = true;
- m_subStepping = false;
-
- m_stepComplete = true;
-
- m_allowSleep = true;
- m_gravity = gravity;
-
- m_flags = e_clearForces;
-
- m_inv_dt0 = 0.0f;
-
- m_contactManager.m_allocator = &m_blockAllocator;
-
- memset(&m_profile, 0, sizeof(b2Profile));
-}
-
-b2World::~b2World()
-{
- // Some shapes allocate using b2Alloc.
- b2Body* b = m_bodyList;
- while (b)
- {
- b2Body* bNext = b->m_next;
-
- b2Fixture* f = b->m_fixtureList;
- while (f)
- {
- b2Fixture* fNext = f->m_next;
- f->m_proxyCount = 0;
- f->Destroy(&m_blockAllocator);
- f = fNext;
- }
-
- b = bNext;
- }
-}
-
-void b2World::SetDestructionListener(b2DestructionListener* listener)
-{
- m_destructionListener = listener;
-}
-
-void b2World::SetContactFilter(b2ContactFilter* filter)
-{
- m_contactManager.m_contactFilter = filter;
-}
-
-void b2World::SetContactListener(b2ContactListener* listener)
-{
- m_contactManager.m_contactListener = listener;
-}
-
-void b2World::SetDebugDraw(b2Draw* debugDraw)
-{
- m_debugDraw = debugDraw;
-}
-
-b2Body* b2World::CreateBody(const b2BodyDef* def)
-{
- b2Assert(IsLocked() == false);
- if (IsLocked())
- {
- return nullptr;
- }
-
- void* mem = m_blockAllocator.Allocate(sizeof(b2Body));
- b2Body* b = new (mem) b2Body(def, this);
-
- // Add to world doubly linked list.
- b->m_prev = nullptr;
- b->m_next = m_bodyList;
- if (m_bodyList)
- {
- m_bodyList->m_prev = b;
- }
- m_bodyList = b;
- ++m_bodyCount;
-
- return b;
-}
-
-void b2World::DestroyBody(b2Body* b)
-{
- b2Assert(m_bodyCount > 0);
- b2Assert(IsLocked() == false);
- if (IsLocked())
- {
- return;
- }
-
- // Delete the attached joints.
- b2JointEdge* je = b->m_jointList;
- while (je)
- {
- b2JointEdge* je0 = je;
- je = je->next;
-
- if (m_destructionListener)
- {
- m_destructionListener->SayGoodbye(je0->joint);
- }
-
- DestroyJoint(je0->joint);
-
- b->m_jointList = je;
- }
- b->m_jointList = nullptr;
-
- // Delete the attached contacts.
- b2ContactEdge* ce = b->m_contactList;
- while (ce)
- {
- b2ContactEdge* ce0 = ce;
- ce = ce->next;
- m_contactManager.Destroy(ce0->contact);
- }
- b->m_contactList = nullptr;
-
- // Delete the attached fixtures. This destroys broad-phase proxies.
- b2Fixture* f = b->m_fixtureList;
- while (f)
- {
- b2Fixture* f0 = f;
- f = f->m_next;
-
- if (m_destructionListener)
- {
- m_destructionListener->SayGoodbye(f0);
- }
-
- f0->DestroyProxies(&m_contactManager.m_broadPhase);
- f0->Destroy(&m_blockAllocator);
- f0->~b2Fixture();
- m_blockAllocator.Free(f0, sizeof(b2Fixture));
-
- b->m_fixtureList = f;
- b->m_fixtureCount -= 1;
- }
- b->m_fixtureList = nullptr;
- b->m_fixtureCount = 0;
-
- // Remove world body list.
- if (b->m_prev)
- {
- b->m_prev->m_next = b->m_next;
- }
-
- if (b->m_next)
- {
- b->m_next->m_prev = b->m_prev;
- }
-
- if (b == m_bodyList)
- {
- m_bodyList = b->m_next;
- }
-
- --m_bodyCount;
- b->~b2Body();
- m_blockAllocator.Free(b, sizeof(b2Body));
-}
-
-b2Joint* b2World::CreateJoint(const b2JointDef* def)
-{
- b2Assert(IsLocked() == false);
- if (IsLocked())
- {
- return nullptr;
- }
-
- b2Joint* j = b2Joint::Create(def, &m_blockAllocator);
-
- // Connect to the world list.
- j->m_prev = nullptr;
- j->m_next = m_jointList;
- if (m_jointList)
- {
- m_jointList->m_prev = j;
- }
- m_jointList = j;
- ++m_jointCount;
-
- // Connect to the bodies' doubly linked lists.
- j->m_edgeA.joint = j;
- j->m_edgeA.other = j->m_bodyB;
- j->m_edgeA.prev = nullptr;
- j->m_edgeA.next = j->m_bodyA->m_jointList;
- if (j->m_bodyA->m_jointList) j->m_bodyA->m_jointList->prev = &j->m_edgeA;
- j->m_bodyA->m_jointList = &j->m_edgeA;
-
- j->m_edgeB.joint = j;
- j->m_edgeB.other = j->m_bodyA;
- j->m_edgeB.prev = nullptr;
- j->m_edgeB.next = j->m_bodyB->m_jointList;
- if (j->m_bodyB->m_jointList) j->m_bodyB->m_jointList->prev = &j->m_edgeB;
- j->m_bodyB->m_jointList = &j->m_edgeB;
-
- b2Body* bodyA = def->bodyA;
- b2Body* bodyB = def->bodyB;
-
- // If the joint prevents collisions, then flag any contacts for filtering.
- if (def->collideConnected == false)
- {
- b2ContactEdge* edge = bodyB->GetContactList();
- while (edge)
- {
- if (edge->other == bodyA)
- {
- // Flag the contact for filtering at the next time step (where either
- // body is awake).
- edge->contact->FlagForFiltering();
- }
-
- edge = edge->next;
- }
- }
-
- // Note: creating a joint doesn't wake the bodies.
-
- return j;
-}
-
-void b2World::DestroyJoint(b2Joint* j)
-{
- b2Assert(IsLocked() == false);
- if (IsLocked())
- {
- return;
- }
-
- bool collideConnected = j->m_collideConnected;
-
- // Remove from the doubly linked list.
- if (j->m_prev)
- {
- j->m_prev->m_next = j->m_next;
- }
-
- if (j->m_next)
- {
- j->m_next->m_prev = j->m_prev;
- }
-
- if (j == m_jointList)
- {
- m_jointList = j->m_next;
- }
-
- // Disconnect from island graph.
- b2Body* bodyA = j->m_bodyA;
- b2Body* bodyB = j->m_bodyB;
-
- // Wake up connected bodies.
- bodyA->SetAwake(true);
- bodyB->SetAwake(true);
-
- // Remove from body 1.
- if (j->m_edgeA.prev)
- {
- j->m_edgeA.prev->next = j->m_edgeA.next;
- }
-
- if (j->m_edgeA.next)
- {
- j->m_edgeA.next->prev = j->m_edgeA.prev;
- }
-
- if (&j->m_edgeA == bodyA->m_jointList)
- {
- bodyA->m_jointList = j->m_edgeA.next;
- }
-
- j->m_edgeA.prev = nullptr;
- j->m_edgeA.next = nullptr;
-
- // Remove from body 2
- if (j->m_edgeB.prev)
- {
- j->m_edgeB.prev->next = j->m_edgeB.next;
- }
-
- if (j->m_edgeB.next)
- {
- j->m_edgeB.next->prev = j->m_edgeB.prev;
- }
-
- if (&j->m_edgeB == bodyB->m_jointList)
- {
- bodyB->m_jointList = j->m_edgeB.next;
- }
-
- j->m_edgeB.prev = nullptr;
- j->m_edgeB.next = nullptr;
-
- b2Joint::Destroy(j, &m_blockAllocator);
-
- b2Assert(m_jointCount > 0);
- --m_jointCount;
-
- // If the joint prevents collisions, then flag any contacts for filtering.
- if (collideConnected == false)
- {
- b2ContactEdge* edge = bodyB->GetContactList();
- while (edge)
- {
- if (edge->other == bodyA)
- {
- // Flag the contact for filtering at the next time step (where either
- // body is awake).
- edge->contact->FlagForFiltering();
- }
-
- edge = edge->next;
- }
- }
-}
-
-//
-void b2World::SetAllowSleeping(bool flag)
-{
- if (flag == m_allowSleep)
- {
- return;
- }
-
- m_allowSleep = flag;
- if (m_allowSleep == false)
- {
- for (b2Body* b = m_bodyList; b; b = b->m_next)
- {
- b->SetAwake(true);
- }
- }
-}
-
-// Find islands, integrate and solve constraints, solve position constraints
-void b2World::Solve(const b2TimeStep& step)
-{
- m_profile.solveInit = 0.0f;
- m_profile.solveVelocity = 0.0f;
- m_profile.solvePosition = 0.0f;
-
- // Size the island for the worst case.
- b2Island island(m_bodyCount,
- m_contactManager.m_contactCount,
- m_jointCount,
- &m_stackAllocator,
- m_contactManager.m_contactListener);
-
- // Clear all the island flags.
- for (b2Body* b = m_bodyList; b; b = b->m_next)
- {
- b->m_flags &= ~b2Body::e_islandFlag;
- }
- for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next)
- {
- c->m_flags &= ~b2Contact::e_islandFlag;
- }
- for (b2Joint* j = m_jointList; j; j = j->m_next)
- {
- j->m_islandFlag = false;
- }
-
- // Build and simulate all awake islands.
- int32 stackSize = m_bodyCount;
- b2Body** stack = (b2Body**)m_stackAllocator.Allocate(stackSize * sizeof(b2Body*));
- for (b2Body* seed = m_bodyList; seed; seed = seed->m_next)
- {
- if (seed->m_flags & b2Body::e_islandFlag)
- {
- continue;
- }
-
- if (seed->IsAwake() == false || seed->IsActive() == false)
- {
- continue;
- }
-
- // The seed can be dynamic or kinematic.
- if (seed->GetType() == b2_staticBody)
- {
- continue;
- }
-
- // Reset island and stack.
- island.Clear();
- int32 stackCount = 0;
- stack[stackCount++] = seed;
- seed->m_flags |= b2Body::e_islandFlag;
-
- // Perform a depth first search (DFS) on the constraint graph.
- while (stackCount > 0)
- {
- // Grab the next body off the stack and add it to the island.
- b2Body* b = stack[--stackCount];
- b2Assert(b->IsActive() == true);
- island.Add(b);
-
- // Make sure the body is awake (without resetting sleep timer).
- b->m_flags |= b2Body::e_awakeFlag;
-
- // To keep islands as small as possible, we don't
- // propagate islands across static bodies.
- if (b->GetType() == b2_staticBody)
- {
- continue;
- }
-
- // Search all contacts connected to this body.
- for (b2ContactEdge* ce = b->m_contactList; ce; ce = ce->next)
- {
- b2Contact* contact = ce->contact;
-
- // Has this contact already been added to an island?
- if (contact->m_flags & b2Contact::e_islandFlag)
- {
- continue;
- }
-
- // Is this contact solid and touching?
- if (contact->IsEnabled() == false ||
- contact->IsTouching() == false)
- {
- continue;
- }
-
- // Skip sensors.
- bool sensorA = contact->m_fixtureA->m_isSensor;
- bool sensorB = contact->m_fixtureB->m_isSensor;
- if (sensorA || sensorB)
- {
- continue;
- }
-
- island.Add(contact);
- contact->m_flags |= b2Contact::e_islandFlag;
-
- b2Body* other = ce->other;
-
- // Was the other body already added to this island?
- if (other->m_flags & b2Body::e_islandFlag)
- {
- continue;
- }
-
- b2Assert(stackCount < stackSize);
- stack[stackCount++] = other;
- other->m_flags |= b2Body::e_islandFlag;
- }
-
- // Search all joints connect to this body.
- for (b2JointEdge* je = b->m_jointList; je; je = je->next)
- {
- if (je->joint->m_islandFlag == true)
- {
- continue;
- }
-
- b2Body* other = je->other;
-
- // Don't simulate joints connected to inactive bodies.
- if (other->IsActive() == false)
- {
- continue;
- }
-
- island.Add(je->joint);
- je->joint->m_islandFlag = true;
-
- if (other->m_flags & b2Body::e_islandFlag)
- {
- continue;
- }
-
- b2Assert(stackCount < stackSize);
- stack[stackCount++] = other;
- other->m_flags |= b2Body::e_islandFlag;
- }
- }
-
- b2Profile profile;
- island.Solve(&profile, step, m_gravity, m_allowSleep);
- m_profile.solveInit += profile.solveInit;
- m_profile.solveVelocity += profile.solveVelocity;
- m_profile.solvePosition += profile.solvePosition;
-
- // Post solve cleanup.
- for (int32 i = 0; i < island.m_bodyCount; ++i)
- {
- // Allow static bodies to participate in other islands.
- b2Body* b = island.m_bodies[i];
- if (b->GetType() == b2_staticBody)
- {
- b->m_flags &= ~b2Body::e_islandFlag;
- }
- }
- }
-
- m_stackAllocator.Free(stack);
-
- {
- b2Timer timer;
- // Synchronize fixtures, check for out of range bodies.
- for (b2Body* b = m_bodyList; b; b = b->GetNext())
- {
- // If a body was not in an island then it did not move.
- if ((b->m_flags & b2Body::e_islandFlag) == 0)
- {
- continue;
- }
-
- if (b->GetType() == b2_staticBody)
- {
- continue;
- }
-
- // Update fixtures (for broad-phase).
- b->SynchronizeFixtures();
- }
-
- // Look for new contacts.
- m_contactManager.FindNewContacts();
- m_profile.broadphase = timer.GetMilliseconds();
- }
-}
-
-// Find TOI contacts and solve them.
-void b2World::SolveTOI(const b2TimeStep& step)
-{
- b2Island island(2 * b2_maxTOIContacts, b2_maxTOIContacts, 0, &m_stackAllocator, m_contactManager.m_contactListener);
-
- if (m_stepComplete)
- {
- for (b2Body* b = m_bodyList; b; b = b->m_next)
- {
- b->m_flags &= ~b2Body::e_islandFlag;
- b->m_sweep.alpha0 = 0.0f;
- }
-
- for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next)
- {
- // Invalidate TOI
- c->m_flags &= ~(b2Contact::e_toiFlag | b2Contact::e_islandFlag);
- c->m_toiCount = 0;
- c->m_toi = 1.0f;
- }
- }
-
- // Find TOI events and solve them.
- for (;;)
- {
- // Find the first TOI.
- b2Contact* minContact = nullptr;
- float32 minAlpha = 1.0f;
-
- for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next)
- {
- // Is this contact disabled?
- if (c->IsEnabled() == false)
- {
- continue;
- }
-
- // Prevent excessive sub-stepping.
- if (c->m_toiCount > b2_maxSubSteps)
- {
- continue;
- }
-
- float32 alpha = 1.0f;
- if (c->m_flags & b2Contact::e_toiFlag)
- {
- // This contact has a valid cached TOI.
- alpha = c->m_toi;
- }
- else
- {
- b2Fixture* fA = c->GetFixtureA();
- b2Fixture* fB = c->GetFixtureB();
-
- // Is there a sensor?
- if (fA->IsSensor() || fB->IsSensor())
- {
- continue;
- }
-
- b2Body* bA = fA->GetBody();
- b2Body* bB = fB->GetBody();
-
- b2BodyType typeA = bA->m_type;
- b2BodyType typeB = bB->m_type;
- b2Assert(typeA == b2_dynamicBody || typeB == b2_dynamicBody);
-
- bool activeA = bA->IsAwake() && typeA != b2_staticBody;
- bool activeB = bB->IsAwake() && typeB != b2_staticBody;
-
- // Is at least one body active (awake and dynamic or kinematic)?
- if (activeA == false && activeB == false)
- {
- continue;
- }
-
- bool collideA = bA->IsBullet() || typeA != b2_dynamicBody;
- bool collideB = bB->IsBullet() || typeB != b2_dynamicBody;
-
- // Are these two non-bullet dynamic bodies?
- if (collideA == false && collideB == false)
- {
- continue;
- }
-
- // Compute the TOI for this contact.
- // Put the sweeps onto the same time interval.
- float32 alpha0 = bA->m_sweep.alpha0;
-
- if (bA->m_sweep.alpha0 < bB->m_sweep.alpha0)
- {
- alpha0 = bB->m_sweep.alpha0;
- bA->m_sweep.Advance(alpha0);
- }
- else if (bB->m_sweep.alpha0 < bA->m_sweep.alpha0)
- {
- alpha0 = bA->m_sweep.alpha0;
- bB->m_sweep.Advance(alpha0);
- }
-
- b2Assert(alpha0 < 1.0f);
-
- int32 indexA = c->GetChildIndexA();
- int32 indexB = c->GetChildIndexB();
-
- // Compute the time of impact in interval [0, minTOI]
- b2TOIInput input;
- input.proxyA.Set(fA->GetShape(), indexA);
- input.proxyB.Set(fB->GetShape(), indexB);
- input.sweepA = bA->m_sweep;
- input.sweepB = bB->m_sweep;
- input.tMax = 1.0f;
-
- b2TOIOutput output;
- b2TimeOfImpact(&output, &input);
-
- // Beta is the fraction of the remaining portion of the .
- float32 beta = output.t;
- if (output.state == b2TOIOutput::e_touching)
- {
- alpha = b2Min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
- }
- else
- {
- alpha = 1.0f;
- }
-
- c->m_toi = alpha;
- c->m_flags |= b2Contact::e_toiFlag;
- }
-
- if (alpha < minAlpha)
- {
- // This is the minimum TOI found so far.
- minContact = c;
- minAlpha = alpha;
- }
- }
-
- if (minContact == nullptr || 1.0f - 10.0f * b2_epsilon < minAlpha)
- {
- // No more TOI events. Done!
- m_stepComplete = true;
- break;
- }
-
- // Advance the bodies to the TOI.
- b2Fixture* fA = minContact->GetFixtureA();
- b2Fixture* fB = minContact->GetFixtureB();
- b2Body* bA = fA->GetBody();
- b2Body* bB = fB->GetBody();
-
- b2Sweep backup1 = bA->m_sweep;
- b2Sweep backup2 = bB->m_sweep;
-
- bA->Advance(minAlpha);
- bB->Advance(minAlpha);
-
- // The TOI contact likely has some new contact points.
- minContact->Update(m_contactManager.m_contactListener);
- minContact->m_flags &= ~b2Contact::e_toiFlag;
- ++minContact->m_toiCount;
-
- // Is the contact solid?
- if (minContact->IsEnabled() == false || minContact->IsTouching() == false)
- {
- // Restore the sweeps.
- minContact->SetEnabled(false);
- bA->m_sweep = backup1;
- bB->m_sweep = backup2;
- bA->SynchronizeTransform();
- bB->SynchronizeTransform();
- continue;
- }
-
- bA->SetAwake(true);
- bB->SetAwake(true);
-
- // Build the island
- island.Clear();
- island.Add(bA);
- island.Add(bB);
- island.Add(minContact);
-
- bA->m_flags |= b2Body::e_islandFlag;
- bB->m_flags |= b2Body::e_islandFlag;
- minContact->m_flags |= b2Contact::e_islandFlag;
-
- // Get contacts on bodyA and bodyB.
- b2Body* bodies[2] = {bA, bB};
- for (int32 i = 0; i < 2; ++i)
- {
- b2Body* body = bodies[i];
- if (body->m_type == b2_dynamicBody)
- {
- for (b2ContactEdge* ce = body->m_contactList; ce; ce = ce->next)
- {
- if (island.m_bodyCount == island.m_bodyCapacity)
- {
- break;
- }
-
- if (island.m_contactCount == island.m_contactCapacity)
- {
- break;
- }
-
- b2Contact* contact = ce->contact;
-
- // Has this contact already been added to the island?
- if (contact->m_flags & b2Contact::e_islandFlag)
- {
- continue;
- }
-
- // Only add static, kinematic, or bullet bodies.
- b2Body* other = ce->other;
- if (other->m_type == b2_dynamicBody &&
- body->IsBullet() == false && other->IsBullet() == false)
- {
- continue;
- }
-
- // Skip sensors.
- bool sensorA = contact->m_fixtureA->m_isSensor;
- bool sensorB = contact->m_fixtureB->m_isSensor;
- if (sensorA || sensorB)
- {
- continue;
- }
-
- // Tentatively advance the body to the TOI.
- b2Sweep backup = other->m_sweep;
- if ((other->m_flags & b2Body::e_islandFlag) == 0)
- {
- other->Advance(minAlpha);
- }
-
- // Update the contact points
- contact->Update(m_contactManager.m_contactListener);
-
- // Was the contact disabled by the user?
- if (contact->IsEnabled() == false)
- {
- other->m_sweep = backup;
- other->SynchronizeTransform();
- continue;
- }
-
- // Are there contact points?
- if (contact->IsTouching() == false)
- {
- other->m_sweep = backup;
- other->SynchronizeTransform();
- continue;
- }
-
- // Add the contact to the island
- contact->m_flags |= b2Contact::e_islandFlag;
- island.Add(contact);
-
- // Has the other body already been added to the island?
- if (other->m_flags & b2Body::e_islandFlag)
- {
- continue;
- }
-
- // Add the other body to the island.
- other->m_flags |= b2Body::e_islandFlag;
-
- if (other->m_type != b2_staticBody)
- {
- other->SetAwake(true);
- }
-
- island.Add(other);
- }
- }
- }
-
- b2TimeStep subStep;
- subStep.dt = (1.0f - minAlpha) * step.dt;
- subStep.inv_dt = 1.0f / subStep.dt;
- subStep.dtRatio = 1.0f;
- subStep.positionIterations = 20;
- subStep.velocityIterations = step.velocityIterations;
- subStep.warmStarting = false;
- island.SolveTOI(subStep, bA->m_islandIndex, bB->m_islandIndex);
-
- // Reset island flags and synchronize broad-phase proxies.
- for (int32 i = 0; i < island.m_bodyCount; ++i)
- {
- b2Body* body = island.m_bodies[i];
- body->m_flags &= ~b2Body::e_islandFlag;
-
- if (body->m_type != b2_dynamicBody)
- {
- continue;
- }
-
- body->SynchronizeFixtures();
-
- // Invalidate all contact TOIs on this displaced body.
- for (b2ContactEdge* ce = body->m_contactList; ce; ce = ce->next)
- {
- ce->contact->m_flags &= ~(b2Contact::e_toiFlag | b2Contact::e_islandFlag);
- }
- }
-
- // Commit fixture proxy movements to the broad-phase so that new contacts are created.
- // Also, some contacts can be destroyed.
- m_contactManager.FindNewContacts();
-
- if (m_subStepping)
- {
- m_stepComplete = false;
- break;
- }
- }
-}
-
-void b2World::Step(float32 dt, int32 velocityIterations, int32 positionIterations)
-{
- b2Timer stepTimer;
-
- // If new fixtures were added, we need to find the new contacts.
- if (m_flags & e_newFixture)
- {
- m_contactManager.FindNewContacts();
- m_flags &= ~e_newFixture;
- }
-
- m_flags |= e_locked;
-
- b2TimeStep step;
- step.dt = dt;
- step.velocityIterations = velocityIterations;
- step.positionIterations = positionIterations;
- if (dt > 0.0f)
- {
- step.inv_dt = 1.0f / dt;
- }
- else
- {
- step.inv_dt = 0.0f;
- }
-
- step.dtRatio = m_inv_dt0 * dt;
-
- step.warmStarting = m_warmStarting;
-
- // Update contacts. This is where some contacts are destroyed.
- {
- b2Timer timer;
- m_contactManager.Collide();
- m_profile.collide = timer.GetMilliseconds();
- }
-
- // Integrate velocities, solve velocity constraints, and integrate positions.
- if (m_stepComplete && step.dt > 0.0f)
- {
- b2Timer timer;
- Solve(step);
- m_profile.solve = timer.GetMilliseconds();
- }
-
- // Handle TOI events.
- if (m_continuousPhysics && step.dt > 0.0f)
- {
- b2Timer timer;
- SolveTOI(step);
- m_profile.solveTOI = timer.GetMilliseconds();
- }
-
- if (step.dt > 0.0f)
- {
- m_inv_dt0 = step.inv_dt;
- }
-
- if (m_flags & e_clearForces)
- {
- ClearForces();
- }
-
- m_flags &= ~e_locked;
-
- m_profile.step = stepTimer.GetMilliseconds();
-}
-
-void b2World::ClearForces()
-{
- for (b2Body* body = m_bodyList; body; body = body->GetNext())
- {
- body->m_force.SetZero();
- body->m_torque = 0.0f;
- }
-}
-
-struct b2WorldQueryWrapper
-{
- bool QueryCallback(int32 proxyId)
- {
- b2FixtureProxy* proxy = (b2FixtureProxy*)broadPhase->GetUserData(proxyId);
- return callback->ReportFixture(proxy->fixture);
- }
-
- const b2BroadPhase* broadPhase;
- b2QueryCallback* callback;
-};
-
-void b2World::QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const
-{
- b2WorldQueryWrapper wrapper;
- wrapper.broadPhase = &m_contactManager.m_broadPhase;
- wrapper.callback = callback;
- m_contactManager.m_broadPhase.Query(&wrapper, aabb);
-}
-
-struct b2WorldRayCastWrapper
-{
- float32 RayCastCallback(const b2RayCastInput& input, int32 proxyId)
- {
- void* userData = broadPhase->GetUserData(proxyId);
- b2FixtureProxy* proxy = (b2FixtureProxy*)userData;
- b2Fixture* fixture = proxy->fixture;
- int32 index = proxy->childIndex;
- b2RayCastOutput output;
- bool hit = fixture->RayCast(&output, input, index);
-
- if (hit)
- {
- float32 fraction = output.fraction;
- b2Vec2 point = (1.0f - fraction) * input.p1 + fraction * input.p2;
- return callback->ReportFixture(fixture, point, output.normal, fraction);
- }
-
- return input.maxFraction;
- }
-
- const b2BroadPhase* broadPhase;
- b2RayCastCallback* callback;
-};
-
-void b2World::RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const
-{
- b2WorldRayCastWrapper wrapper;
- wrapper.broadPhase = &m_contactManager.m_broadPhase;
- wrapper.callback = callback;
- b2RayCastInput input;
- input.maxFraction = 1.0f;
- input.p1 = point1;
- input.p2 = point2;
- m_contactManager.m_broadPhase.RayCast(&wrapper, input);
-}
-
-void b2World::DrawShape(b2Fixture* fixture, const b2Transform& xf, const b2Color& color)
-{
- switch (fixture->GetType())
- {
- case b2Shape::e_circle:
- {
- b2CircleShape* circle = (b2CircleShape*)fixture->GetShape();
-
- b2Vec2 center = b2Mul(xf, circle->m_p);
- float32 radius = circle->m_radius;
- b2Vec2 axis = b2Mul(xf.q, b2Vec2(1.0f, 0.0f));
-
- m_debugDraw->DrawSolidCircle(center, radius, axis, color);
- }
- break;
-
- case b2Shape::e_edge:
- {
- b2EdgeShape* edge = (b2EdgeShape*)fixture->GetShape();
- b2Vec2 v1 = b2Mul(xf, edge->m_vertex1);
- b2Vec2 v2 = b2Mul(xf, edge->m_vertex2);
- m_debugDraw->DrawSegment(v1, v2, color);
- }
- break;
-
- case b2Shape::e_chain:
- {
- b2ChainShape* chain = (b2ChainShape*)fixture->GetShape();
- int32 count = chain->m_count;
- const b2Vec2* vertices = chain->m_vertices;
-
- b2Color ghostColor(0.75f * color.r, 0.75f * color.g, 0.75f * color.b, color.a);
-
- b2Vec2 v1 = b2Mul(xf, vertices[0]);
- m_debugDraw->DrawPoint(v1, 4.0f, color);
-
- if (chain->m_hasPrevVertex)
- {
- b2Vec2 vp = b2Mul(xf, chain->m_prevVertex);
- m_debugDraw->DrawSegment(vp, v1, ghostColor);
- m_debugDraw->DrawCircle(vp, 0.1f, ghostColor);
- }
-
- for (int32 i = 1; i < count; ++i)
- {
- b2Vec2 v2 = b2Mul(xf, vertices[i]);
- m_debugDraw->DrawSegment(v1, v2, color);
- m_debugDraw->DrawPoint(v2, 4.0f, color);
- v1 = v2;
- }
-
- if (chain->m_hasNextVertex)
- {
- b2Vec2 vn = b2Mul(xf, chain->m_nextVertex);
- m_debugDraw->DrawSegment(v1, vn, ghostColor);
- m_debugDraw->DrawCircle(vn, 0.1f, ghostColor);
- }
- }
- break;
-
- case b2Shape::e_polygon:
- {
- b2PolygonShape* poly = (b2PolygonShape*)fixture->GetShape();
- int32 vertexCount = poly->m_count;
- b2Assert(vertexCount <= b2_maxPolygonVertices);
- b2Vec2 vertices[b2_maxPolygonVertices];
-
- for (int32 i = 0; i < vertexCount; ++i)
- {
- vertices[i] = b2Mul(xf, poly->m_vertices[i]);
- }
-
- m_debugDraw->DrawSolidPolygon(vertices, vertexCount, color);
- }
- break;
-
- default:
- break;
- }
-}
-
-void b2World::DrawJoint(b2Joint* joint)
-{
- b2Body* bodyA = joint->GetBodyA();
- b2Body* bodyB = joint->GetBodyB();
- const b2Transform& xf1 = bodyA->GetTransform();
- const b2Transform& xf2 = bodyB->GetTransform();
- b2Vec2 x1 = xf1.p;
- b2Vec2 x2 = xf2.p;
- b2Vec2 p1 = joint->GetAnchorA();
- b2Vec2 p2 = joint->GetAnchorB();
-
- b2Color color(0.5f, 0.8f, 0.8f);
-
- switch (joint->GetType())
- {
- case e_distanceJoint:
- m_debugDraw->DrawSegment(p1, p2, color);
- break;
-
- case e_pulleyJoint:
- {
- b2PulleyJoint* pulley = (b2PulleyJoint*)joint;
- b2Vec2 s1 = pulley->GetGroundAnchorA();
- b2Vec2 s2 = pulley->GetGroundAnchorB();
- m_debugDraw->DrawSegment(s1, p1, color);
- m_debugDraw->DrawSegment(s2, p2, color);
- m_debugDraw->DrawSegment(s1, s2, color);
- }
- break;
-
- case e_mouseJoint:
- {
- b2Color c;
- c.Set(0.0f, 1.0f, 0.0f);
- m_debugDraw->DrawPoint(p1, 4.0f, c);
- m_debugDraw->DrawPoint(p2, 4.0f, c);
-
- c.Set(0.8f, 0.8f, 0.8f);
- m_debugDraw->DrawSegment(p1, p2, c);
-
- }
- break;
-
- default:
- m_debugDraw->DrawSegment(x1, p1, color);
- m_debugDraw->DrawSegment(p1, p2, color);
- m_debugDraw->DrawSegment(x2, p2, color);
- }
-}
-
-void b2World::DrawDebugData()
-{
- if (m_debugDraw == nullptr)
- {
- return;
- }
-
- uint32 flags = m_debugDraw->GetFlags();
-
- if (flags & b2Draw::e_shapeBit)
- {
- for (b2Body* b = m_bodyList; b; b = b->GetNext())
- {
- const b2Transform& xf = b->GetTransform();
- for (b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext())
- {
- if (b->IsActive() == false)
- {
- DrawShape(f, xf, b2Color(0.5f, 0.5f, 0.3f));
- }
- else if (b->GetType() == b2_staticBody)
- {
- DrawShape(f, xf, b2Color(0.5f, 0.9f, 0.5f));
- }
- else if (b->GetType() == b2_kinematicBody)
- {
- DrawShape(f, xf, b2Color(0.5f, 0.5f, 0.9f));
- }
- else if (b->IsAwake() == false)
- {
- DrawShape(f, xf, b2Color(0.6f, 0.6f, 0.6f));
- }
- else
- {
- DrawShape(f, xf, b2Color(0.9f, 0.7f, 0.7f));
- }
- }
- }
- }
-
- if (flags & b2Draw::e_jointBit)
- {
- for (b2Joint* j = m_jointList; j; j = j->GetNext())
- {
- DrawJoint(j);
- }
- }
-
- if (flags & b2Draw::e_pairBit)
- {
- b2Color color(0.3f, 0.9f, 0.9f);
- for (b2Contact* c = m_contactManager.m_contactList; c; c = c->GetNext())
- {
- //b2Fixture* fixtureA = c->GetFixtureA();
- //b2Fixture* fixtureB = c->GetFixtureB();
-
- //b2Vec2 cA = fixtureA->GetAABB().GetCenter();
- //b2Vec2 cB = fixtureB->GetAABB().GetCenter();
-
- //g_debugDraw->DrawSegment(cA, cB, color);
- }
- }
-
- if (flags & b2Draw::e_aabbBit)
- {
- b2Color color(0.9f, 0.3f, 0.9f);
- b2BroadPhase* bp = &m_contactManager.m_broadPhase;
-
- for (b2Body* b = m_bodyList; b; b = b->GetNext())
- {
- if (b->IsActive() == false)
- {
- continue;
- }
-
- for (b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext())
- {
- for (int32 i = 0; i < f->m_proxyCount; ++i)
- {
- b2FixtureProxy* proxy = f->m_proxies + i;
- b2AABB aabb = bp->GetFatAABB(proxy->proxyId);
- b2Vec2 vs[4];
- vs[0].Set(aabb.lowerBound.x, aabb.lowerBound.y);
- vs[1].Set(aabb.upperBound.x, aabb.lowerBound.y);
- vs[2].Set(aabb.upperBound.x, aabb.upperBound.y);
- vs[3].Set(aabb.lowerBound.x, aabb.upperBound.y);
-
- m_debugDraw->DrawPolygon(vs, 4, color);
- }
- }
- }
- }
-
- if (flags & b2Draw::e_centerOfMassBit)
- {
- for (b2Body* b = m_bodyList; b; b = b->GetNext())
- {
- b2Transform xf = b->GetTransform();
- xf.p = b->GetWorldCenter();
- m_debugDraw->DrawTransform(xf);
- }
- }
-}
-
-int32 b2World::GetProxyCount() const
-{
- return m_contactManager.m_broadPhase.GetProxyCount();
-}
-
-int32 b2World::GetTreeHeight() const
-{
- return m_contactManager.m_broadPhase.GetTreeHeight();
-}
-
-int32 b2World::GetTreeBalance() const
-{
- return m_contactManager.m_broadPhase.GetTreeBalance();
-}
-
-float32 b2World::GetTreeQuality() const
-{
- return m_contactManager.m_broadPhase.GetTreeQuality();
-}
-
-void b2World::ShiftOrigin(const b2Vec2& newOrigin)
-{
- b2Assert((m_flags & e_locked) == 0);
- if ((m_flags & e_locked) == e_locked)
- {
- return;
- }
-
- for (b2Body* b = m_bodyList; b; b = b->m_next)
- {
- b->m_xf.p -= newOrigin;
- b->m_sweep.c0 -= newOrigin;
- b->m_sweep.c -= newOrigin;
- }
-
- for (b2Joint* j = m_jointList; j; j = j->m_next)
- {
- j->ShiftOrigin(newOrigin);
- }
-
- m_contactManager.m_broadPhase.ShiftOrigin(newOrigin);
-}
-
-void b2World::Dump()
-{
- if ((m_flags & e_locked) == e_locked)
- {
- return;
- }
-
- b2Log("b2Vec2 g(%.15lef, %.15lef);\n", m_gravity.x, m_gravity.y);
- b2Log("m_world->SetGravity(g);\n");
-
- b2Log("b2Body** bodies = (b2Body**)b2Alloc(%d * sizeof(b2Body*));\n", m_bodyCount);
- b2Log("b2Joint** joints = (b2Joint**)b2Alloc(%d * sizeof(b2Joint*));\n", m_jointCount);
- int32 i = 0;
- for (b2Body* b = m_bodyList; b; b = b->m_next)
- {
- b->m_islandIndex = i;
- b->Dump();
- ++i;
- }
-
- i = 0;
- for (b2Joint* j = m_jointList; j; j = j->m_next)
- {
- j->m_index = i;
- ++i;
- }
-
- // First pass on joints, skip gear joints.
- for (b2Joint* j = m_jointList; j; j = j->m_next)
- {
- if (j->m_type == e_gearJoint)
- {
- continue;
- }
-
- b2Log("{\n");
- j->Dump();
- b2Log("}\n");
- }
-
- // Second pass on joints, only gear joints.
- for (b2Joint* j = m_jointList; j; j = j->m_next)
- {
- if (j->m_type != e_gearJoint)
- {
- continue;
- }
-
- b2Log("{\n");
- j->Dump();
- b2Log("}\n");
- }
-
- b2Log("b2Free(joints);\n");
- b2Log("b2Free(bodies);\n");
- b2Log("joints = nullptr;\n");
- b2Log("bodies = nullptr;\n");
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/b2World.h b/Source/3rdParty/Box2D/Dynamics/b2World.h
deleted file mode 100644
index d5ad20c..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2World.h
+++ /dev/null
@@ -1,354 +0,0 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_WORLD_H
-#define B2_WORLD_H
-
-#include "Box2D/Common/b2Math.h"
-#include "Box2D/Common/b2BlockAllocator.h"
-#include "Box2D/Common/b2StackAllocator.h"
-#include "Box2D/Dynamics/b2ContactManager.h"
-#include "Box2D/Dynamics/b2WorldCallbacks.h"
-#include "Box2D/Dynamics/b2TimeStep.h"
-
-struct b2AABB;
-struct b2BodyDef;
-struct b2Color;
-struct b2JointDef;
-class b2Body;
-class b2Draw;
-class b2Fixture;
-class b2Joint;
-
-/// The world class manages all physics entities, dynamic simulation,
-/// and asynchronous queries. The world also contains efficient memory
-/// management facilities.
-class b2World
-{
-public:
- /// Construct a world object.
- /// @param gravity the world gravity vector.
- b2World(const b2Vec2& gravity);
-
- /// Destruct the world. All physics entities are destroyed and all heap memory is released.
- ~b2World();
-
- /// Register a destruction listener. The listener is owned by you and must
- /// remain in scope.
- void SetDestructionListener(b2DestructionListener* listener);
-
- /// Register a contact filter to provide specific control over collision.
- /// Otherwise the default filter is used (b2_defaultFilter). The listener is
- /// owned by you and must remain in scope.
- void SetContactFilter(b2ContactFilter* filter);
-
- /// Register a contact event listener. The listener is owned by you and must
- /// remain in scope.
- void SetContactListener(b2ContactListener* listener);
-
- /// Register a routine for debug drawing. The debug draw functions are called
- /// inside with b2World::DrawDebugData method. The debug draw object is owned
- /// by you and must remain in scope.
- void SetDebugDraw(b2Draw* debugDraw);
-
- /// Create a rigid body given a definition. No reference to the definition
- /// is retained.
- /// @warning This function is locked during callbacks.
- b2Body* CreateBody(const b2BodyDef* def);
-
- /// Destroy a rigid body given a definition. No reference to the definition
- /// is retained. This function is locked during callbacks.
- /// @warning This automatically deletes all associated shapes and joints.
- /// @warning This function is locked during callbacks.
- void DestroyBody(b2Body* body);
-
- /// Create a joint to constrain bodies together. No reference to the definition
- /// is retained. This may cause the connected bodies to cease colliding.
- /// @warning This function is locked during callbacks.
- b2Joint* CreateJoint(const b2JointDef* def);
-
- /// Destroy a joint. This may cause the connected bodies to begin colliding.
- /// @warning This function is locked during callbacks.
- void DestroyJoint(b2Joint* joint);
-
- /// Take a time step. This performs collision detection, integration,
- /// and constraint solution.
- /// @param timeStep the amount of time to simulate, this should not vary.
- /// @param velocityIterations for the velocity constraint solver.
- /// @param positionIterations for the position constraint solver.
- void Step( float32 timeStep,
- int32 velocityIterations,
- int32 positionIterations);
-
- /// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
- /// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
- /// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
- /// a fixed sized time step under a variable frame-rate.
- /// When you perform sub-stepping you will disable auto clearing of forces and instead call
- /// ClearForces after all sub-steps are complete in one pass of your game loop.
- /// @see SetAutoClearForces
- void ClearForces();
-
- /// Call this to draw shapes and other debug draw data. This is intentionally non-const.
- void DrawDebugData();
-
- /// Query the world for all fixtures that potentially overlap the
- /// provided AABB.
- /// @param callback a user implemented callback class.
- /// @param aabb the query box.
- void QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const;
-
- /// Ray-cast the world for all fixtures in the path of the ray. Your callback
- /// controls whether you get the closest point, any point, or n-points.
- /// The ray-cast ignores shapes that contain the starting point.
- /// @param callback a user implemented callback class.
- /// @param point1 the ray starting point
- /// @param point2 the ray ending point
- void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const;
-
- /// Get the world body list. With the returned body, use b2Body::GetNext to get
- /// the next body in the world list. A nullptr body indicates the end of the list.
- /// @return the head of the world body list.
- b2Body* GetBodyList();
- const b2Body* GetBodyList() const;
-
- /// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
- /// the next joint in the world list. A nullptr joint indicates the end of the list.
- /// @return the head of the world joint list.
- b2Joint* GetJointList();
- const b2Joint* GetJointList() const;
-
- /// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
- /// the next contact in the world list. A nullptr contact indicates the end of the list.
- /// @return the head of the world contact list.
- /// @warning contacts are created and destroyed in the middle of a time step.
- /// Use b2ContactListener to avoid missing contacts.
- b2Contact* GetContactList();
- const b2Contact* GetContactList() const;
-
- /// Enable/disable sleep.
- void SetAllowSleeping(bool flag);
- bool GetAllowSleeping() const { return m_allowSleep; }
-
- /// Enable/disable warm starting. For testing.
- void SetWarmStarting(bool flag) { m_warmStarting = flag; }
- bool GetWarmStarting() const { return m_warmStarting; }
-
- /// Enable/disable continuous physics. For testing.
- void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
- bool GetContinuousPhysics() const { return m_continuousPhysics; }
-
- /// Enable/disable single stepped continuous physics. For testing.
- void SetSubStepping(bool flag) { m_subStepping = flag; }
- bool GetSubStepping() const { return m_subStepping; }
-
- /// Get the number of broad-phase proxies.
- int32 GetProxyCount() const;
-
- /// Get the number of bodies.
- int32 GetBodyCount() const;
-
- /// Get the number of joints.
- int32 GetJointCount() const;
-
- /// Get the number of contacts (each may have 0 or more contact points).
- int32 GetContactCount() const;
-
- /// Get the height of the dynamic tree.
- int32 GetTreeHeight() const;
-
- /// Get the balance of the dynamic tree.
- int32 GetTreeBalance() const;
-
- /// Get the quality metric of the dynamic tree. The smaller the better.
- /// The minimum is 1.
- float32 GetTreeQuality() const;
-
- /// Change the global gravity vector.
- void SetGravity(const b2Vec2& gravity);
-
- /// Get the global gravity vector.
- b2Vec2 GetGravity() const;
-
- /// Is the world locked (in the middle of a time step).
- bool IsLocked() const;
-
- /// Set flag to control automatic clearing of forces after each time step.
- void SetAutoClearForces(bool flag);
-
- /// Get the flag that controls automatic clearing of forces after each time step.
- bool GetAutoClearForces() const;
-
- /// Shift the world origin. Useful for large worlds.
- /// The body shift formula is: position -= newOrigin
- /// @param newOrigin the new origin with respect to the old origin
- void ShiftOrigin(const b2Vec2& newOrigin);
-
- /// Get the contact manager for testing.
- const b2ContactManager& GetContactManager() const;
-
- /// Get the current profile.
- const b2Profile& GetProfile() const;
-
- /// Dump the world into the log file.
- /// @warning this should be called outside of a time step.
- void Dump();
-
-private:
-
- // m_flags
- enum
- {
- e_newFixture = 0x0001,
- e_locked = 0x0002,
- e_clearForces = 0x0004
- };
-
- friend class b2Body;
- friend class b2Fixture;
- friend class b2ContactManager;
- friend class b2Controller;
-
- void Solve(const b2TimeStep& step);
- void SolveTOI(const b2TimeStep& step);
-
- void DrawJoint(b2Joint* joint);
- void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color);
-
- b2BlockAllocator m_blockAllocator;
- b2StackAllocator m_stackAllocator;
-
- int32 m_flags;
-
- b2ContactManager m_contactManager;
-
- b2Body* m_bodyList;
- b2Joint* m_jointList;
-
- int32 m_bodyCount;
- int32 m_jointCount;
-
- b2Vec2 m_gravity;
- bool m_allowSleep;
-
- b2DestructionListener* m_destructionListener;
- b2Draw* m_debugDraw;
-
- // This is used to compute the time step ratio to
- // support a variable time step.
- float32 m_inv_dt0;
-
- // These are for debugging the solver.
- bool m_warmStarting;
- bool m_continuousPhysics;
- bool m_subStepping;
-
- bool m_stepComplete;
-
- b2Profile m_profile;
-};
-
-inline b2Body* b2World::GetBodyList()
-{
- return m_bodyList;
-}
-
-inline const b2Body* b2World::GetBodyList() const
-{
- return m_bodyList;
-}
-
-inline b2Joint* b2World::GetJointList()
-{
- return m_jointList;
-}
-
-inline const b2Joint* b2World::GetJointList() const
-{
- return m_jointList;
-}
-
-inline b2Contact* b2World::GetContactList()
-{
- return m_contactManager.m_contactList;
-}
-
-inline const b2Contact* b2World::GetContactList() const
-{
- return m_contactManager.m_contactList;
-}
-
-inline int32 b2World::GetBodyCount() const
-{
- return m_bodyCount;
-}
-
-inline int32 b2World::GetJointCount() const
-{
- return m_jointCount;
-}
-
-inline int32 b2World::GetContactCount() const
-{
- return m_contactManager.m_contactCount;
-}
-
-inline void b2World::SetGravity(const b2Vec2& gravity)
-{
- m_gravity = gravity;
-}
-
-inline b2Vec2 b2World::GetGravity() const
-{
- return m_gravity;
-}
-
-inline bool b2World::IsLocked() const
-{
- return (m_flags & e_locked) == e_locked;
-}
-
-inline void b2World::SetAutoClearForces(bool flag)
-{
- if (flag)
- {
- m_flags |= e_clearForces;
- }
- else
- {
- m_flags &= ~e_clearForces;
- }
-}
-
-/// Get the flag that controls automatic clearing of forces after each time step.
-inline bool b2World::GetAutoClearForces() const
-{
- return (m_flags & e_clearForces) == e_clearForces;
-}
-
-inline const b2ContactManager& b2World::GetContactManager() const
-{
- return m_contactManager;
-}
-
-inline const b2Profile& b2World::GetProfile() const
-{
- return m_profile;
-}
-
-#endif
diff --git a/Source/3rdParty/Box2D/Dynamics/b2WorldCallbacks.cpp b/Source/3rdParty/Box2D/Dynamics/b2WorldCallbacks.cpp
deleted file mode 100644
index fe71073..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2WorldCallbacks.cpp
+++ /dev/null
@@ -1,36 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Dynamics/b2WorldCallbacks.h"
-#include "Box2D/Dynamics/b2Fixture.h"
-
-// Return true if contact calculations should be performed between these two shapes.
-// If you implement your own collision filter you may want to build from this implementation.
-bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
-{
- const b2Filter& filterA = fixtureA->GetFilterData();
- const b2Filter& filterB = fixtureB->GetFilterData();
-
- if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0)
- {
- return filterA.groupIndex > 0;
- }
-
- bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
- return collide;
-}
diff --git a/Source/3rdParty/Box2D/Dynamics/b2WorldCallbacks.h b/Source/3rdParty/Box2D/Dynamics/b2WorldCallbacks.h
deleted file mode 100644
index 3d5580a..0000000
--- a/Source/3rdParty/Box2D/Dynamics/b2WorldCallbacks.h
+++ /dev/null
@@ -1,155 +0,0 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_WORLD_CALLBACKS_H
-#define B2_WORLD_CALLBACKS_H
-
-#include "Box2D/Common/b2Settings.h"
-
-struct b2Vec2;
-struct b2Transform;
-class b2Fixture;
-class b2Body;
-class b2Joint;
-class b2Contact;
-struct b2ContactResult;
-struct b2Manifold;
-
-/// Joints and fixtures are destroyed when their associated
-/// body is destroyed. Implement this listener so that you
-/// may nullify references to these joints and shapes.
-class b2DestructionListener
-{
-public:
- virtual ~b2DestructionListener() {}
-
- /// Called when any joint is about to be destroyed due
- /// to the destruction of one of its attached bodies.
- virtual void SayGoodbye(b2Joint* joint) = 0;
-
- /// Called when any fixture is about to be destroyed due
- /// to the destruction of its parent body.
- virtual void SayGoodbye(b2Fixture* fixture) = 0;
-};
-
-/// Implement this class to provide collision filtering. In other words, you can implement
-/// this class if you want finer control over contact creation.
-class b2ContactFilter
-{
-public:
- virtual ~b2ContactFilter() {}
-
- /// Return true if contact calculations should be performed between these two shapes.
- /// @warning for performance reasons this is only called when the AABBs begin to overlap.
- virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB);
-};
-
-/// Contact impulses for reporting. Impulses are used instead of forces because
-/// sub-step forces may approach infinity for rigid body collisions. These
-/// match up one-to-one with the contact points in b2Manifold.
-struct b2ContactImpulse
-{
- float32 normalImpulses[b2_maxManifoldPoints];
- float32 tangentImpulses[b2_maxManifoldPoints];
- int32 count;
-};
-
-/// Implement this class to get contact information. You can use these results for
-/// things like sounds and game logic. You can also get contact results by
-/// traversing the contact lists after the time step. However, you might miss
-/// some contacts because continuous physics leads to sub-stepping.
-/// Additionally you may receive multiple callbacks for the same contact in a
-/// single time step.
-/// You should strive to make your callbacks efficient because there may be
-/// many callbacks per time step.
-/// @warning You cannot create/destroy Box2D entities inside these callbacks.
-class b2ContactListener
-{
-public:
- virtual ~b2ContactListener() {}
-
- /// Called when two fixtures begin to touch.
- virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
-
- /// Called when two fixtures cease to touch.
- virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
-
- /// This is called after a contact is updated. This allows you to inspect a
- /// contact before it goes to the solver. If you are careful, you can modify the
- /// contact manifold (e.g. disable contact).
- /// A copy of the old manifold is provided so that you can detect changes.
- /// Note: this is called only for awake bodies.
- /// Note: this is called even when the number of contact points is zero.
- /// Note: this is not called for sensors.
- /// Note: if you set the number of contact points to zero, you will not
- /// get an EndContact callback. However, you may get a BeginContact callback
- /// the next step.
- virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
- {
- B2_NOT_USED(contact);
- B2_NOT_USED(oldManifold);
- }
-
- /// This lets you inspect a contact after the solver is finished. This is useful
- /// for inspecting impulses.
- /// Note: the contact manifold does not include time of impact impulses, which can be
- /// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
- /// in a separate data structure.
- /// Note: this is only called for contacts that are touching, solid, and awake.
- virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
- {
- B2_NOT_USED(contact);
- B2_NOT_USED(impulse);
- }
-};
-
-/// Callback class for AABB queries.
-/// See b2World::Query
-class b2QueryCallback
-{
-public:
- virtual ~b2QueryCallback() {}
-
- /// Called for each fixture found in the query AABB.
- /// @return false to terminate the query.
- virtual bool ReportFixture(b2Fixture* fixture) = 0;
-};
-
-/// Callback class for ray casts.
-/// See b2World::RayCast
-class b2RayCastCallback
-{
-public:
- virtual ~b2RayCastCallback() {}
-
- /// Called for each fixture found in the query. You control how the ray cast
- /// proceeds by returning a float:
- /// return -1: ignore this fixture and continue
- /// return 0: terminate the ray cast
- /// return fraction: clip the ray to this point
- /// return 1: don't clip the ray and continue
- /// @param fixture the fixture hit by the ray
- /// @param point the point of initial intersection
- /// @param normal the normal vector at the point of intersection
- /// @return -1 to filter, 0 to terminate, fraction to clip the ray for
- /// closest hit, 1 to continue
- virtual float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point,
- const b2Vec2& normal, float32 fraction) = 0;
-};
-
-#endif