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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.
-*/
-
-#ifndef B2_COLLISION_H
-#define B2_COLLISION_H
-
-#include "Box2D/Common/b2Math.h"
-#include <limits.h>
-
-/// @file
-/// Structures and functions used for computing contact points, distance
-/// queries, and TOI queries.
-
-class b2Shape;
-class b2CircleShape;
-class b2EdgeShape;
-class b2PolygonShape;
-
-const uint8 b2_nullFeature = UCHAR_MAX;
-
-/// The features that intersect to form the contact point
-/// This must be 4 bytes or less.
-struct b2ContactFeature
-{
- enum Type
- {
- e_vertex = 0,
- e_face = 1
- };
-
- uint8 indexA; ///< Feature index on shapeA
- uint8 indexB; ///< Feature index on shapeB
- uint8 typeA; ///< The feature type on shapeA
- uint8 typeB; ///< The feature type on shapeB
-};
-
-/// Contact ids to facilitate warm starting.
-union b2ContactID
-{
- b2ContactFeature cf;
- uint32 key; ///< Used to quickly compare contact ids.
-};
-
-/// A manifold point is a contact point belonging to a contact
-/// manifold. It holds details related to the geometry and dynamics
-/// of the contact points.
-/// The local point usage depends on the manifold type:
-/// -e_circles: the local center of circleB
-/// -e_faceA: the local center of cirlceB or the clip point of polygonB
-/// -e_faceB: the clip point of polygonA
-/// This structure is stored across time steps, so we keep it small.
-/// Note: the impulses are used for internal caching and may not
-/// provide reliable contact forces, especially for high speed collisions.
-struct b2ManifoldPoint
-{
- b2Vec2 localPoint; ///< usage depends on manifold type
- float32 normalImpulse; ///< the non-penetration impulse
- float32 tangentImpulse; ///< the friction impulse
- b2ContactID id; ///< uniquely identifies a contact point between two shapes
-};
-
-/// A manifold for two touching convex shapes.
-/// Box2D supports multiple types of contact:
-/// - clip point versus plane with radius
-/// - point versus point with radius (circles)
-/// The local point usage depends on the manifold type:
-/// -e_circles: the local center of circleA
-/// -e_faceA: the center of faceA
-/// -e_faceB: the center of faceB
-/// Similarly the local normal usage:
-/// -e_circles: not used
-/// -e_faceA: the normal on polygonA
-/// -e_faceB: the normal on polygonB
-/// We store contacts in this way so that position correction can
-/// account for movement, which is critical for continuous physics.
-/// All contact scenarios must be expressed in one of these types.
-/// This structure is stored across time steps, so we keep it small.
-struct b2Manifold
-{
- enum Type
- {
- e_circles,
- e_faceA,
- e_faceB
- };
-
- b2ManifoldPoint points[b2_maxManifoldPoints]; ///< the points of contact
- b2Vec2 localNormal; ///< not use for Type::e_points
- b2Vec2 localPoint; ///< usage depends on manifold type
- Type type;
- int32 pointCount; ///< the number of manifold points
-};
-
-/// This is used to compute the current state of a contact manifold.
-struct b2WorldManifold
-{
- /// Evaluate the manifold with supplied transforms. This assumes
- /// modest motion from the original state. This does not change the
- /// point count, impulses, etc. The radii must come from the shapes
- /// that generated the manifold.
- void Initialize(const b2Manifold* manifold,
- const b2Transform& xfA, float32 radiusA,
- const b2Transform& xfB, float32 radiusB);
-
- b2Vec2 normal; ///< world vector pointing from A to B
- b2Vec2 points[b2_maxManifoldPoints]; ///< world contact point (point of intersection)
- float32 separations[b2_maxManifoldPoints]; ///< a negative value indicates overlap, in meters
-};
-
-/// This is used for determining the state of contact points.
-enum b2PointState
-{
- b2_nullState, ///< point does not exist
- b2_addState, ///< point was added in the update
- b2_persistState, ///< point persisted across the update
- b2_removeState ///< point was removed in the update
-};
-
-/// Compute the point states given two manifolds. The states pertain to the transition from manifold1
-/// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
-void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
- const b2Manifold* manifold1, const b2Manifold* manifold2);
-
-/// Used for computing contact manifolds.
-struct b2ClipVertex
-{
- b2Vec2 v;
- b2ContactID id;
-};
-
-/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
-struct b2RayCastInput
-{
- b2Vec2 p1, p2;
- float32 maxFraction;
-};
-
-/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
-/// come from b2RayCastInput.
-struct b2RayCastOutput
-{
- b2Vec2 normal;
- float32 fraction;
-};
-
-/// An axis aligned bounding box.
-struct b2AABB
-{
- /// Verify that the bounds are sorted.
- bool IsValid() const;
-
- /// Get the center of the AABB.
- b2Vec2 GetCenter() const
- {
- return 0.5f * (lowerBound + upperBound);
- }
-
- /// Get the extents of the AABB (half-widths).
- b2Vec2 GetExtents() const
- {
- return 0.5f * (upperBound - lowerBound);
- }
-
- /// Get the perimeter length
- float32 GetPerimeter() const
- {
- float32 wx = upperBound.x - lowerBound.x;
- float32 wy = upperBound.y - lowerBound.y;
- return 2.0f * (wx + wy);
- }
-
- /// Combine an AABB into this one.
- void Combine(const b2AABB& aabb)
- {
- lowerBound = b2Min(lowerBound, aabb.lowerBound);
- upperBound = b2Max(upperBound, aabb.upperBound);
- }
-
- /// Combine two AABBs into this one.
- void Combine(const b2AABB& aabb1, const b2AABB& aabb2)
- {
- lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound);
- upperBound = b2Max(aabb1.upperBound, aabb2.upperBound);
- }
-
- /// Does this aabb contain the provided AABB.
- bool Contains(const b2AABB& aabb) const
- {
- bool result = true;
- result = result && lowerBound.x <= aabb.lowerBound.x;
- result = result && lowerBound.y <= aabb.lowerBound.y;
- result = result && aabb.upperBound.x <= upperBound.x;
- result = result && aabb.upperBound.y <= upperBound.y;
- return result;
- }
-
- bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
-
- b2Vec2 lowerBound; ///< the lower vertex
- b2Vec2 upperBound; ///< the upper vertex
-};
-
-/// Compute the collision manifold between two circles.
-void b2CollideCircles(b2Manifold* manifold,
- const b2CircleShape* circleA, const b2Transform& xfA,
- const b2CircleShape* circleB, const b2Transform& xfB);
-
-/// Compute the collision manifold between a polygon and a circle.
-void b2CollidePolygonAndCircle(b2Manifold* manifold,
- const b2PolygonShape* polygonA, const b2Transform& xfA,
- const b2CircleShape* circleB, const b2Transform& xfB);
-
-/// Compute the collision manifold between two polygons.
-void b2CollidePolygons(b2Manifold* manifold,
- const b2PolygonShape* polygonA, const b2Transform& xfA,
- const b2PolygonShape* polygonB, const b2Transform& xfB);
-
-/// Compute the collision manifold between an edge and a circle.
-void b2CollideEdgeAndCircle(b2Manifold* manifold,
- const b2EdgeShape* polygonA, const b2Transform& xfA,
- const b2CircleShape* circleB, const b2Transform& xfB);
-
-/// Compute the collision manifold between an edge and a circle.
-void b2CollideEdgeAndPolygon(b2Manifold* manifold,
- const b2EdgeShape* edgeA, const b2Transform& xfA,
- const b2PolygonShape* circleB, const b2Transform& xfB);
-
-/// Clipping for contact manifolds.
-int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
- const b2Vec2& normal, float32 offset, int32 vertexIndexA);
-
-/// Determine if two generic shapes overlap.
-bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
- const b2Shape* shapeB, int32 indexB,
- const b2Transform& xfA, const b2Transform& xfB);
-
-// ---------------- Inline Functions ------------------------------------------
-
-inline bool b2AABB::IsValid() const
-{
- b2Vec2 d = upperBound - lowerBound;
- bool valid = d.x >= 0.0f && d.y >= 0.0f;
- valid = valid && lowerBound.IsValid() && upperBound.IsValid();
- return valid;
-}
-
-inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b)
-{
- b2Vec2 d1, d2;
- d1 = b.lowerBound - a.upperBound;
- d2 = a.lowerBound - b.upperBound;
-
- if (d1.x > 0.0f || d1.y > 0.0f)
- return false;
-
- if (d2.x > 0.0f || d2.y > 0.0f)
- return false;
-
- return true;
-}
-
-#endif