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diff --git a/Source/3rdParty/Box2D/Collision/Shapes/b2CircleShape.cpp b/Source/3rdParty/Box2D/Collision/Shapes/b2CircleShape.cpp
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--- a/Source/3rdParty/Box2D/Collision/Shapes/b2CircleShape.cpp
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-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty. In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include "Box2D/Collision/Shapes/b2CircleShape.h"
-#include <new>
-
-b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
-{
- void* mem = allocator->Allocate(sizeof(b2CircleShape));
- b2CircleShape* clone = new (mem) b2CircleShape;
- *clone = *this;
- return clone;
-}
-
-int32 b2CircleShape::GetChildCount() const
-{
- return 1;
-}
-
-bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) const
-{
- b2Vec2 center = transform.p + b2Mul(transform.q, m_p);
- b2Vec2 d = p - center;
- return b2Dot(d, d) <= m_radius * m_radius;
-}
-
-// Collision Detection in Interactive 3D Environments by Gino van den Bergen
-// From Section 3.1.2
-// x = s + a * r
-// norm(x) = radius
-bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
- const b2Transform& transform, int32 childIndex) const
-{
- B2_NOT_USED(childIndex);
-
- b2Vec2 position = transform.p + b2Mul(transform.q, m_p);
- b2Vec2 s = input.p1 - position;
- float32 b = b2Dot(s, s) - m_radius * m_radius;
-
- // Solve quadratic equation.
- b2Vec2 r = input.p2 - input.p1;
- float32 c = b2Dot(s, r);
- float32 rr = b2Dot(r, r);
- float32 sigma = c * c - rr * b;
-
- // Check for negative discriminant and short segment.
- if (sigma < 0.0f || rr < b2_epsilon)
- {
- return false;
- }
-
- // Find the point of intersection of the line with the circle.
- float32 a = -(c + b2Sqrt(sigma));
-
- // Is the intersection point on the segment?
- if (0.0f <= a && a <= input.maxFraction * rr)
- {
- a /= rr;
- output->fraction = a;
- output->normal = s + a * r;
- output->normal.Normalize();
- return true;
- }
-
- return false;
-}
-
-void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const
-{
- B2_NOT_USED(childIndex);
-
- b2Vec2 p = transform.p + b2Mul(transform.q, m_p);
- aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);
- aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);
-}
-
-void b2CircleShape::ComputeMass(b2MassData* massData, float32 density) const
-{
- massData->mass = density * b2_pi * m_radius * m_radius;
- massData->center = m_p;
-
- // inertia about the local origin
- massData->I = massData->mass * (0.5f * m_radius * m_radius + b2Dot(m_p, m_p));
-}