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-rw-r--r--Source/external/Box2D/Collision/Shapes/b2ChainShape.cpp198
-rw-r--r--Source/external/Box2D/Collision/Shapes/b2ChainShape.h105
-rw-r--r--Source/external/Box2D/Collision/Shapes/b2CircleShape.cpp99
-rw-r--r--Source/external/Box2D/Collision/Shapes/b2CircleShape.h60
-rw-r--r--Source/external/Box2D/Collision/Shapes/b2EdgeShape.cpp138
-rw-r--r--Source/external/Box2D/Collision/Shapes/b2EdgeShape.h74
-rw-r--r--Source/external/Box2D/Collision/Shapes/b2PolygonShape.cpp468
-rw-r--r--Source/external/Box2D/Collision/Shapes/b2PolygonShape.h89
-rw-r--r--Source/external/Box2D/Collision/Shapes/b2Shape.h104
9 files changed, 1335 insertions, 0 deletions
diff --git a/Source/external/Box2D/Collision/Shapes/b2ChainShape.cpp b/Source/external/Box2D/Collision/Shapes/b2ChainShape.cpp
new file mode 100644
index 0000000..a709585
--- /dev/null
+++ b/Source/external/Box2D/Collision/Shapes/b2ChainShape.cpp
@@ -0,0 +1,198 @@
+/*
+* 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/Collision/Shapes/b2ChainShape.h"
+#include "Box2D/Collision/Shapes/b2EdgeShape.h"
+#include <new>
+#include <string.h>
+
+b2ChainShape::~b2ChainShape()
+{
+ Clear();
+}
+
+void b2ChainShape::Clear()
+{
+ b2Free(m_vertices);
+ m_vertices = nullptr;
+ m_count = 0;
+}
+
+void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count)
+{
+ b2Assert(m_vertices == nullptr && m_count == 0);
+ b2Assert(count >= 3);
+ if (count < 3)
+ {
+ return;
+ }
+
+ for (int32 i = 1; i < count; ++i)
+ {
+ b2Vec2 v1 = vertices[i-1];
+ b2Vec2 v2 = vertices[i];
+ // If the code crashes here, it means your vertices are too close together.
+ b2Assert(b2DistanceSquared(v1, v2) > b2_linearSlop * b2_linearSlop);
+ }
+
+ m_count = count + 1;
+ m_vertices = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
+ memcpy(m_vertices, vertices, count * sizeof(b2Vec2));
+ m_vertices[count] = m_vertices[0];
+ m_prevVertex = m_vertices[m_count - 2];
+ m_nextVertex = m_vertices[1];
+ m_hasPrevVertex = true;
+ m_hasNextVertex = true;
+}
+
+void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count)
+{
+ b2Assert(m_vertices == nullptr && m_count == 0);
+ b2Assert(count >= 2);
+ for (int32 i = 1; i < count; ++i)
+ {
+ // If the code crashes here, it means your vertices are too close together.
+ b2Assert(b2DistanceSquared(vertices[i-1], vertices[i]) > b2_linearSlop * b2_linearSlop);
+ }
+
+ m_count = count;
+ m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));
+ memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));
+
+ m_hasPrevVertex = false;
+ m_hasNextVertex = false;
+
+ m_prevVertex.SetZero();
+ m_nextVertex.SetZero();
+}
+
+void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex)
+{
+ m_prevVertex = prevVertex;
+ m_hasPrevVertex = true;
+}
+
+void b2ChainShape::SetNextVertex(const b2Vec2& nextVertex)
+{
+ m_nextVertex = nextVertex;
+ m_hasNextVertex = true;
+}
+
+b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
+{
+ void* mem = allocator->Allocate(sizeof(b2ChainShape));
+ b2ChainShape* clone = new (mem) b2ChainShape;
+ clone->CreateChain(m_vertices, m_count);
+ clone->m_prevVertex = m_prevVertex;
+ clone->m_nextVertex = m_nextVertex;
+ clone->m_hasPrevVertex = m_hasPrevVertex;
+ clone->m_hasNextVertex = m_hasNextVertex;
+ return clone;
+}
+
+int32 b2ChainShape::GetChildCount() const
+{
+ // edge count = vertex count - 1
+ return m_count - 1;
+}
+
+void b2ChainShape::GetChildEdge(b2EdgeShape* edge, int32 index) const
+{
+ b2Assert(0 <= index && index < m_count - 1);
+ edge->m_type = b2Shape::e_edge;
+ edge->m_radius = m_radius;
+
+ edge->m_vertex1 = m_vertices[index + 0];
+ edge->m_vertex2 = m_vertices[index + 1];
+
+ if (index > 0)
+ {
+ edge->m_vertex0 = m_vertices[index - 1];
+ edge->m_hasVertex0 = true;
+ }
+ else
+ {
+ edge->m_vertex0 = m_prevVertex;
+ edge->m_hasVertex0 = m_hasPrevVertex;
+ }
+
+ if (index < m_count - 2)
+ {
+ edge->m_vertex3 = m_vertices[index + 2];
+ edge->m_hasVertex3 = true;
+ }
+ else
+ {
+ edge->m_vertex3 = m_nextVertex;
+ edge->m_hasVertex3 = m_hasNextVertex;
+ }
+}
+
+bool b2ChainShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
+{
+ B2_NOT_USED(xf);
+ B2_NOT_USED(p);
+ return false;
+}
+
+bool b2ChainShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+ const b2Transform& xf, int32 childIndex) const
+{
+ b2Assert(childIndex < m_count);
+
+ b2EdgeShape edgeShape;
+
+ int32 i1 = childIndex;
+ int32 i2 = childIndex + 1;
+ if (i2 == m_count)
+ {
+ i2 = 0;
+ }
+
+ edgeShape.m_vertex1 = m_vertices[i1];
+ edgeShape.m_vertex2 = m_vertices[i2];
+
+ return edgeShape.RayCast(output, input, xf, 0);
+}
+
+void b2ChainShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
+{
+ b2Assert(childIndex < m_count);
+
+ int32 i1 = childIndex;
+ int32 i2 = childIndex + 1;
+ if (i2 == m_count)
+ {
+ i2 = 0;
+ }
+
+ b2Vec2 v1 = b2Mul(xf, m_vertices[i1]);
+ b2Vec2 v2 = b2Mul(xf, m_vertices[i2]);
+
+ aabb->lowerBound = b2Min(v1, v2);
+ aabb->upperBound = b2Max(v1, v2);
+}
+
+void b2ChainShape::ComputeMass(b2MassData* massData, float32 density) const
+{
+ B2_NOT_USED(density);
+
+ massData->mass = 0.0f;
+ massData->center.SetZero();
+ massData->I = 0.0f;
+}
diff --git a/Source/external/Box2D/Collision/Shapes/b2ChainShape.h b/Source/external/Box2D/Collision/Shapes/b2ChainShape.h
new file mode 100644
index 0000000..7c8c1a8
--- /dev/null
+++ b/Source/external/Box2D/Collision/Shapes/b2ChainShape.h
@@ -0,0 +1,105 @@
+/*
+* 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.
+*/
+
+#ifndef B2_CHAIN_SHAPE_H
+#define B2_CHAIN_SHAPE_H
+
+#include "Box2D/Collision/Shapes/b2Shape.h"
+
+class b2EdgeShape;
+
+/// A chain shape is a free form sequence of line segments.
+/// The chain has two-sided collision, so you can use inside and outside collision.
+/// Therefore, you may use any winding order.
+/// Since there may be many vertices, they are allocated using b2Alloc.
+/// Connectivity information is used to create smooth collisions.
+/// WARNING: The chain will not collide properly if there are self-intersections.
+class b2ChainShape : public b2Shape
+{
+public:
+ b2ChainShape();
+
+ /// The destructor frees the vertices using b2Free.
+ ~b2ChainShape();
+
+ /// Clear all data.
+ void Clear();
+
+ /// Create a loop. This automatically adjusts connectivity.
+ /// @param vertices an array of vertices, these are copied
+ /// @param count the vertex count
+ void CreateLoop(const b2Vec2* vertices, int32 count);
+
+ /// Create a chain with isolated end vertices.
+ /// @param vertices an array of vertices, these are copied
+ /// @param count the vertex count
+ void CreateChain(const b2Vec2* vertices, int32 count);
+
+ /// Establish connectivity to a vertex that precedes the first vertex.
+ /// Don't call this for loops.
+ void SetPrevVertex(const b2Vec2& prevVertex);
+
+ /// Establish connectivity to a vertex that follows the last vertex.
+ /// Don't call this for loops.
+ void SetNextVertex(const b2Vec2& nextVertex);
+
+ /// Implement b2Shape. Vertices are cloned using b2Alloc.
+ b2Shape* Clone(b2BlockAllocator* allocator) const override;
+
+ /// @see b2Shape::GetChildCount
+ int32 GetChildCount() const override;
+
+ /// Get a child edge.
+ void GetChildEdge(b2EdgeShape* edge, int32 index) const;
+
+ /// This always return false.
+ /// @see b2Shape::TestPoint
+ bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
+
+ /// Implement b2Shape.
+ bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+ const b2Transform& transform, int32 childIndex) const override;
+
+ /// @see b2Shape::ComputeAABB
+ void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
+
+ /// Chains have zero mass.
+ /// @see b2Shape::ComputeMass
+ void ComputeMass(b2MassData* massData, float32 density) const override;
+
+ /// The vertices. Owned by this class.
+ b2Vec2* m_vertices;
+
+ /// The vertex count.
+ int32 m_count;
+
+ b2Vec2 m_prevVertex, m_nextVertex;
+ bool m_hasPrevVertex, m_hasNextVertex;
+};
+
+inline b2ChainShape::b2ChainShape()
+{
+ m_type = e_chain;
+ m_radius = b2_polygonRadius;
+ m_vertices = nullptr;
+ m_count = 0;
+ m_hasPrevVertex = false;
+ m_hasNextVertex = false;
+}
+
+#endif
diff --git a/Source/external/Box2D/Collision/Shapes/b2CircleShape.cpp b/Source/external/Box2D/Collision/Shapes/b2CircleShape.cpp
new file mode 100644
index 0000000..fa24dc8
--- /dev/null
+++ b/Source/external/Box2D/Collision/Shapes/b2CircleShape.cpp
@@ -0,0 +1,99 @@
+/*
+* 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));
+}
diff --git a/Source/external/Box2D/Collision/Shapes/b2CircleShape.h b/Source/external/Box2D/Collision/Shapes/b2CircleShape.h
new file mode 100644
index 0000000..d2c646e
--- /dev/null
+++ b/Source/external/Box2D/Collision/Shapes/b2CircleShape.h
@@ -0,0 +1,60 @@
+/*
+* 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_SHAPE_H
+#define B2_CIRCLE_SHAPE_H
+
+#include "Box2D/Collision/Shapes/b2Shape.h"
+
+/// A circle shape.
+class b2CircleShape : public b2Shape
+{
+public:
+ b2CircleShape();
+
+ /// Implement b2Shape.
+ b2Shape* Clone(b2BlockAllocator* allocator) const override;
+
+ /// @see b2Shape::GetChildCount
+ int32 GetChildCount() const override;
+
+ /// Implement b2Shape.
+ bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
+
+ /// Implement b2Shape.
+ bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+ const b2Transform& transform, int32 childIndex) const override;
+
+ /// @see b2Shape::ComputeAABB
+ void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
+
+ /// @see b2Shape::ComputeMass
+ void ComputeMass(b2MassData* massData, float32 density) const override;
+
+ /// Position
+ b2Vec2 m_p;
+};
+
+inline b2CircleShape::b2CircleShape()
+{
+ m_type = e_circle;
+ m_radius = 0.0f;
+ m_p.SetZero();
+}
+
+#endif
diff --git a/Source/external/Box2D/Collision/Shapes/b2EdgeShape.cpp b/Source/external/Box2D/Collision/Shapes/b2EdgeShape.cpp
new file mode 100644
index 0000000..7b8dd57
--- /dev/null
+++ b/Source/external/Box2D/Collision/Shapes/b2EdgeShape.cpp
@@ -0,0 +1,138 @@
+/*
+* 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/Collision/Shapes/b2EdgeShape.h"
+#include <new>
+
+void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)
+{
+ m_vertex1 = v1;
+ m_vertex2 = v2;
+ m_hasVertex0 = false;
+ m_hasVertex3 = false;
+}
+
+b2Shape* b2EdgeShape::Clone(b2BlockAllocator* allocator) const
+{
+ void* mem = allocator->Allocate(sizeof(b2EdgeShape));
+ b2EdgeShape* clone = new (mem) b2EdgeShape;
+ *clone = *this;
+ return clone;
+}
+
+int32 b2EdgeShape::GetChildCount() const
+{
+ return 1;
+}
+
+bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
+{
+ B2_NOT_USED(xf);
+ B2_NOT_USED(p);
+ return false;
+}
+
+// p = p1 + t * d
+// v = v1 + s * e
+// p1 + t * d = v1 + s * e
+// s * e - t * d = p1 - v1
+bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+ const b2Transform& xf, int32 childIndex) const
+{
+ B2_NOT_USED(childIndex);
+
+ // Put the ray into the edge's frame of reference.
+ b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
+ b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
+ b2Vec2 d = p2 - p1;
+
+ b2Vec2 v1 = m_vertex1;
+ b2Vec2 v2 = m_vertex2;
+ b2Vec2 e = v2 - v1;
+ b2Vec2 normal(e.y, -e.x);
+ normal.Normalize();
+
+ // q = p1 + t * d
+ // dot(normal, q - v1) = 0
+ // dot(normal, p1 - v1) + t * dot(normal, d) = 0
+ float32 numerator = b2Dot(normal, v1 - p1);
+ float32 denominator = b2Dot(normal, d);
+
+ if (denominator == 0.0f)
+ {
+ return false;
+ }
+
+ float32 t = numerator / denominator;
+ if (t < 0.0f || input.maxFraction < t)
+ {
+ return false;
+ }
+
+ b2Vec2 q = p1 + t * d;
+
+ // q = v1 + s * r
+ // s = dot(q - v1, r) / dot(r, r)
+ b2Vec2 r = v2 - v1;
+ float32 rr = b2Dot(r, r);
+ if (rr == 0.0f)
+ {
+ return false;
+ }
+
+ float32 s = b2Dot(q - v1, r) / rr;
+ if (s < 0.0f || 1.0f < s)
+ {
+ return false;
+ }
+
+ output->fraction = t;
+ if (numerator > 0.0f)
+ {
+ output->normal = -b2Mul(xf.q, normal);
+ }
+ else
+ {
+ output->normal = b2Mul(xf.q, normal);
+ }
+ return true;
+}
+
+void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
+{
+ B2_NOT_USED(childIndex);
+
+ b2Vec2 v1 = b2Mul(xf, m_vertex1);
+ b2Vec2 v2 = b2Mul(xf, m_vertex2);
+
+ b2Vec2 lower = b2Min(v1, v2);
+ b2Vec2 upper = b2Max(v1, v2);
+
+ b2Vec2 r(m_radius, m_radius);
+ aabb->lowerBound = lower - r;
+ aabb->upperBound = upper + r;
+}
+
+void b2EdgeShape::ComputeMass(b2MassData* massData, float32 density) const
+{
+ B2_NOT_USED(density);
+
+ massData->mass = 0.0f;
+ massData->center = 0.5f * (m_vertex1 + m_vertex2);
+ massData->I = 0.0f;
+}
diff --git a/Source/external/Box2D/Collision/Shapes/b2EdgeShape.h b/Source/external/Box2D/Collision/Shapes/b2EdgeShape.h
new file mode 100644
index 0000000..63b1a56
--- /dev/null
+++ b/Source/external/Box2D/Collision/Shapes/b2EdgeShape.h
@@ -0,0 +1,74 @@
+/*
+* 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.
+*/
+
+#ifndef B2_EDGE_SHAPE_H
+#define B2_EDGE_SHAPE_H
+
+#include "Box2D/Collision/Shapes/b2Shape.h"
+
+/// A line segment (edge) shape. These can be connected in chains or loops
+/// to other edge shapes. The connectivity information is used to ensure
+/// correct contact normals.
+class b2EdgeShape : public b2Shape
+{
+public:
+ b2EdgeShape();
+
+ /// Set this as an isolated edge.
+ void Set(const b2Vec2& v1, const b2Vec2& v2);
+
+ /// Implement b2Shape.
+ b2Shape* Clone(b2BlockAllocator* allocator) const override;
+
+ /// @see b2Shape::GetChildCount
+ int32 GetChildCount() const override;
+
+ /// @see b2Shape::TestPoint
+ bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
+
+ /// Implement b2Shape.
+ bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+ const b2Transform& transform, int32 childIndex) const override;
+
+ /// @see b2Shape::ComputeAABB
+ void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
+
+ /// @see b2Shape::ComputeMass
+ void ComputeMass(b2MassData* massData, float32 density) const override;
+
+ /// These are the edge vertices
+ b2Vec2 m_vertex1, m_vertex2;
+
+ /// Optional adjacent vertices. These are used for smooth collision.
+ b2Vec2 m_vertex0, m_vertex3;
+ bool m_hasVertex0, m_hasVertex3;
+};
+
+inline b2EdgeShape::b2EdgeShape()
+{
+ m_type = e_edge;
+ m_radius = b2_polygonRadius;
+ m_vertex0.x = 0.0f;
+ m_vertex0.y = 0.0f;
+ m_vertex3.x = 0.0f;
+ m_vertex3.y = 0.0f;
+ m_hasVertex0 = false;
+ m_hasVertex3 = false;
+}
+
+#endif
diff --git a/Source/external/Box2D/Collision/Shapes/b2PolygonShape.cpp b/Source/external/Box2D/Collision/Shapes/b2PolygonShape.cpp
new file mode 100644
index 0000000..3c8c47d
--- /dev/null
+++ b/Source/external/Box2D/Collision/Shapes/b2PolygonShape.cpp
@@ -0,0 +1,468 @@
+/*
+* 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/b2PolygonShape.h"
+#include <new>
+
+b2Shape* b2PolygonShape::Clone(b2BlockAllocator* allocator) const
+{
+ void* mem = allocator->Allocate(sizeof(b2PolygonShape));
+ b2PolygonShape* clone = new (mem) b2PolygonShape;
+ *clone = *this;
+ return clone;
+}
+
+void b2PolygonShape::SetAsBox(float32 hx, float32 hy)
+{
+ m_count = 4;
+ m_vertices[0].Set(-hx, -hy);
+ m_vertices[1].Set( hx, -hy);
+ m_vertices[2].Set( hx, hy);
+ m_vertices[3].Set(-hx, hy);
+ m_normals[0].Set(0.0f, -1.0f);
+ m_normals[1].Set(1.0f, 0.0f);
+ m_normals[2].Set(0.0f, 1.0f);
+ m_normals[3].Set(-1.0f, 0.0f);
+ m_centroid.SetZero();
+}
+
+void b2PolygonShape::SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle)
+{
+ m_count = 4;
+ m_vertices[0].Set(-hx, -hy);
+ m_vertices[1].Set( hx, -hy);
+ m_vertices[2].Set( hx, hy);
+ m_vertices[3].Set(-hx, hy);
+ m_normals[0].Set(0.0f, -1.0f);
+ m_normals[1].Set(1.0f, 0.0f);
+ m_normals[2].Set(0.0f, 1.0f);
+ m_normals[3].Set(-1.0f, 0.0f);
+ m_centroid = center;
+
+ b2Transform xf;
+ xf.p = center;
+ xf.q.Set(angle);
+
+ // Transform vertices and normals.
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ m_vertices[i] = b2Mul(xf, m_vertices[i]);
+ m_normals[i] = b2Mul(xf.q, m_normals[i]);
+ }
+}
+
+int32 b2PolygonShape::GetChildCount() const
+{
+ return 1;
+}
+
+static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
+{
+ b2Assert(count >= 3);
+
+ b2Vec2 c; c.Set(0.0f, 0.0f);
+ float32 area = 0.0f;
+
+ // pRef is the reference point for forming triangles.
+ // It's location doesn't change the result (except for rounding error).
+ b2Vec2 pRef(0.0f, 0.0f);
+#if 0
+ // This code would put the reference point inside the polygon.
+ for (int32 i = 0; i < count; ++i)
+ {
+ pRef += vs[i];
+ }
+ pRef *= 1.0f / count;
+#endif
+
+ const float32 inv3 = 1.0f / 3.0f;
+
+ for (int32 i = 0; i < count; ++i)
+ {
+ // Triangle vertices.
+ b2Vec2 p1 = pRef;
+ b2Vec2 p2 = vs[i];
+ b2Vec2 p3 = i + 1 < count ? vs[i+1] : vs[0];
+
+ b2Vec2 e1 = p2 - p1;
+ b2Vec2 e2 = p3 - p1;
+
+ float32 D = b2Cross(e1, e2);
+
+ float32 triangleArea = 0.5f * D;
+ area += triangleArea;
+
+ // Area weighted centroid
+ c += triangleArea * inv3 * (p1 + p2 + p3);
+ }
+
+ // Centroid
+ b2Assert(area > b2_epsilon);
+ c *= 1.0f / area;
+ return c;
+}
+
+void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
+{
+ b2Assert(3 <= count && count <= b2_maxPolygonVertices);
+ if (count < 3)
+ {
+ SetAsBox(1.0f, 1.0f);
+ return;
+ }
+
+ int32 n = b2Min(count, b2_maxPolygonVertices);
+
+ // Perform welding and copy vertices into local buffer.
+ b2Vec2 ps[b2_maxPolygonVertices];
+ int32 tempCount = 0;
+ for (int32 i = 0; i < n; ++i)
+ {
+ b2Vec2 v = vertices[i];
+
+ bool unique = true;
+ for (int32 j = 0; j < tempCount; ++j)
+ {
+ if (b2DistanceSquared(v, ps[j]) < ((0.5f * b2_linearSlop) * (0.5f * b2_linearSlop)))
+ {
+ unique = false;
+ break;
+ }
+ }
+
+ if (unique)
+ {
+ ps[tempCount++] = v;
+ }
+ }
+
+ n = tempCount;
+ if (n < 3)
+ {
+ // Polygon is degenerate.
+ b2Assert(false);
+ SetAsBox(1.0f, 1.0f);
+ return;
+ }
+
+ // Create the convex hull using the Gift wrapping algorithm
+ // http://en.wikipedia.org/wiki/Gift_wrapping_algorithm
+
+ // Find the right most point on the hull
+ int32 i0 = 0;
+ float32 x0 = ps[0].x;
+ for (int32 i = 1; i < n; ++i)
+ {
+ float32 x = ps[i].x;
+ if (x > x0 || (x == x0 && ps[i].y < ps[i0].y))
+ {
+ i0 = i;
+ x0 = x;
+ }
+ }
+
+ int32 hull[b2_maxPolygonVertices];
+ int32 m = 0;
+ int32 ih = i0;
+
+ for (;;)
+ {
+ b2Assert(m < b2_maxPolygonVertices);
+ hull[m] = ih;
+
+ int32 ie = 0;
+ for (int32 j = 1; j < n; ++j)
+ {
+ if (ie == ih)
+ {
+ ie = j;
+ continue;
+ }
+
+ b2Vec2 r = ps[ie] - ps[hull[m]];
+ b2Vec2 v = ps[j] - ps[hull[m]];
+ float32 c = b2Cross(r, v);
+ if (c < 0.0f)
+ {
+ ie = j;
+ }
+
+ // Collinearity check
+ if (c == 0.0f && v.LengthSquared() > r.LengthSquared())
+ {
+ ie = j;
+ }
+ }
+
+ ++m;
+ ih = ie;
+
+ if (ie == i0)
+ {
+ break;
+ }
+ }
+
+ if (m < 3)
+ {
+ // Polygon is degenerate.
+ b2Assert(false);
+ SetAsBox(1.0f, 1.0f);
+ return;
+ }
+
+ m_count = m;
+
+ // Copy vertices.
+ for (int32 i = 0; i < m; ++i)
+ {
+ m_vertices[i] = ps[hull[i]];
+ }
+
+ // Compute normals. Ensure the edges have non-zero length.
+ for (int32 i = 0; i < m; ++i)
+ {
+ int32 i1 = i;
+ int32 i2 = i + 1 < m ? i + 1 : 0;
+ b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
+ b2Assert(edge.LengthSquared() > b2_epsilon * b2_epsilon);
+ m_normals[i] = b2Cross(edge, 1.0f);
+ m_normals[i].Normalize();
+ }
+
+ // Compute the polygon centroid.
+ m_centroid = ComputeCentroid(m_vertices, m);
+}
+
+bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
+{
+ b2Vec2 pLocal = b2MulT(xf.q, p - xf.p);
+
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
+ if (dot > 0.0f)
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+ const b2Transform& xf, int32 childIndex) const
+{
+ B2_NOT_USED(childIndex);
+
+ // Put the ray into the polygon's frame of reference.
+ b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
+ b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
+ b2Vec2 d = p2 - p1;
+
+ float32 lower = 0.0f, upper = input.maxFraction;
+
+ int32 index = -1;
+
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ // p = p1 + a * d
+ // dot(normal, p - v) = 0
+ // dot(normal, p1 - v) + a * dot(normal, d) = 0
+ float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
+ float32 denominator = b2Dot(m_normals[i], d);
+
+ if (denominator == 0.0f)
+ {
+ if (numerator < 0.0f)
+ {
+ return false;
+ }
+ }
+ else
+ {
+ // Note: we want this predicate without division:
+ // lower < numerator / denominator, where denominator < 0
+ // Since denominator < 0, we have to flip the inequality:
+ // lower < numerator / denominator <==> denominator * lower > numerator.
+ if (denominator < 0.0f && numerator < lower * denominator)
+ {
+ // Increase lower.
+ // The segment enters this half-space.
+ lower = numerator / denominator;
+ index = i;
+ }
+ else if (denominator > 0.0f && numerator < upper * denominator)
+ {
+ // Decrease upper.
+ // The segment exits this half-space.
+ upper = numerator / denominator;
+ }
+ }
+
+ // The use of epsilon here causes the assert on lower to trip
+ // in some cases. Apparently the use of epsilon was to make edge
+ // shapes work, but now those are handled separately.
+ //if (upper < lower - b2_epsilon)
+ if (upper < lower)
+ {
+ return false;
+ }
+ }
+
+ b2Assert(0.0f <= lower && lower <= input.maxFraction);
+
+ if (index >= 0)
+ {
+ output->fraction = lower;
+ output->normal = b2Mul(xf.q, m_normals[index]);
+ return true;
+ }
+
+ return false;
+}
+
+void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
+{
+ B2_NOT_USED(childIndex);
+
+ b2Vec2 lower = b2Mul(xf, m_vertices[0]);
+ b2Vec2 upper = lower;
+
+ for (int32 i = 1; i < m_count; ++i)
+ {
+ b2Vec2 v = b2Mul(xf, m_vertices[i]);
+ lower = b2Min(lower, v);
+ upper = b2Max(upper, v);
+ }
+
+ b2Vec2 r(m_radius, m_radius);
+ aabb->lowerBound = lower - r;
+ aabb->upperBound = upper + r;
+}
+
+void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
+{
+ // Polygon mass, centroid, and inertia.
+ // Let rho be the polygon density in mass per unit area.
+ // Then:
+ // mass = rho * int(dA)
+ // centroid.x = (1/mass) * rho * int(x * dA)
+ // centroid.y = (1/mass) * rho * int(y * dA)
+ // I = rho * int((x*x + y*y) * dA)
+ //
+ // We can compute these integrals by summing all the integrals
+ // for each triangle of the polygon. To evaluate the integral
+ // for a single triangle, we make a change of variables to
+ // the (u,v) coordinates of the triangle:
+ // x = x0 + e1x * u + e2x * v
+ // y = y0 + e1y * u + e2y * v
+ // where 0 <= u && 0 <= v && u + v <= 1.
+ //
+ // We integrate u from [0,1-v] and then v from [0,1].
+ // We also need to use the Jacobian of the transformation:
+ // D = cross(e1, e2)
+ //
+ // Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
+ //
+ // The rest of the derivation is handled by computer algebra.
+
+ b2Assert(m_count >= 3);
+
+ b2Vec2 center; center.Set(0.0f, 0.0f);
+ float32 area = 0.0f;
+ float32 I = 0.0f;
+
+ // s is the reference point for forming triangles.
+ // It's location doesn't change the result (except for rounding error).
+ b2Vec2 s(0.0f, 0.0f);
+
+ // This code would put the reference point inside the polygon.
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ s += m_vertices[i];
+ }
+ s *= 1.0f / m_count;
+
+ const float32 k_inv3 = 1.0f / 3.0f;
+
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ // Triangle vertices.
+ b2Vec2 e1 = m_vertices[i] - s;
+ b2Vec2 e2 = i + 1 < m_count ? m_vertices[i+1] - s : m_vertices[0] - s;
+
+ float32 D = b2Cross(e1, e2);
+
+ float32 triangleArea = 0.5f * D;
+ area += triangleArea;
+
+ // Area weighted centroid
+ center += triangleArea * k_inv3 * (e1 + e2);
+
+ float32 ex1 = e1.x, ey1 = e1.y;
+ float32 ex2 = e2.x, ey2 = e2.y;
+
+ float32 intx2 = ex1*ex1 + ex2*ex1 + ex2*ex2;
+ float32 inty2 = ey1*ey1 + ey2*ey1 + ey2*ey2;
+
+ I += (0.25f * k_inv3 * D) * (intx2 + inty2);
+ }
+
+ // Total mass
+ massData->mass = density * area;
+
+ // Center of mass
+ b2Assert(area > b2_epsilon);
+ center *= 1.0f / area;
+ massData->center = center + s;
+
+ // Inertia tensor relative to the local origin (point s).
+ massData->I = density * I;
+
+ // Shift to center of mass then to original body origin.
+ massData->I += massData->mass * (b2Dot(massData->center, massData->center) - b2Dot(center, center));
+}
+
+bool b2PolygonShape::Validate() const
+{
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ int32 i1 = i;
+ int32 i2 = i < m_count - 1 ? i1 + 1 : 0;
+ b2Vec2 p = m_vertices[i1];
+ b2Vec2 e = m_vertices[i2] - p;
+
+ for (int32 j = 0; j < m_count; ++j)
+ {
+ if (j == i1 || j == i2)
+ {
+ continue;
+ }
+
+ b2Vec2 v = m_vertices[j] - p;
+ float32 c = b2Cross(e, v);
+ if (c < 0.0f)
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
diff --git a/Source/external/Box2D/Collision/Shapes/b2PolygonShape.h b/Source/external/Box2D/Collision/Shapes/b2PolygonShape.h
new file mode 100644
index 0000000..26c5e61
--- /dev/null
+++ b/Source/external/Box2D/Collision/Shapes/b2PolygonShape.h
@@ -0,0 +1,89 @@
+/*
+* 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_SHAPE_H
+#define B2_POLYGON_SHAPE_H
+
+#include "Box2D/Collision/Shapes/b2Shape.h"
+
+/// A convex polygon. It is assumed that the interior of the polygon is to
+/// the left of each edge.
+/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
+/// In most cases you should not need many vertices for a convex polygon.
+class b2PolygonShape : public b2Shape
+{
+public:
+ b2PolygonShape();
+
+ /// Implement b2Shape.
+ b2Shape* Clone(b2BlockAllocator* allocator) const override;
+
+ /// @see b2Shape::GetChildCount
+ int32 GetChildCount() const override;
+
+ /// Create a convex hull from the given array of local points.
+ /// The count must be in the range [3, b2_maxPolygonVertices].
+ /// @warning the points may be re-ordered, even if they form a convex polygon
+ /// @warning collinear points are handled but not removed. Collinear points
+ /// may lead to poor stacking behavior.
+ void Set(const b2Vec2* points, int32 count);
+
+ /// Build vertices to represent an axis-aligned box centered on the local origin.
+ /// @param hx the half-width.
+ /// @param hy the half-height.
+ void SetAsBox(float32 hx, float32 hy);
+
+ /// Build vertices to represent an oriented box.
+ /// @param hx the half-width.
+ /// @param hy the half-height.
+ /// @param center the center of the box in local coordinates.
+ /// @param angle the rotation of the box in local coordinates.
+ void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
+
+ /// @see b2Shape::TestPoint
+ bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
+
+ /// Implement b2Shape.
+ bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+ const b2Transform& transform, int32 childIndex) const override;
+
+ /// @see b2Shape::ComputeAABB
+ void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
+
+ /// @see b2Shape::ComputeMass
+ void ComputeMass(b2MassData* massData, float32 density) const override;
+
+ /// Validate convexity. This is a very time consuming operation.
+ /// @returns true if valid
+ bool Validate() const;
+
+ b2Vec2 m_centroid;
+ b2Vec2 m_vertices[b2_maxPolygonVertices];
+ b2Vec2 m_normals[b2_maxPolygonVertices];
+ int32 m_count;
+};
+
+inline b2PolygonShape::b2PolygonShape()
+{
+ m_type = e_polygon;
+ m_radius = b2_polygonRadius;
+ m_count = 0;
+ m_centroid.SetZero();
+}
+
+#endif
diff --git a/Source/external/Box2D/Collision/Shapes/b2Shape.h b/Source/external/Box2D/Collision/Shapes/b2Shape.h
new file mode 100644
index 0000000..653e362
--- /dev/null
+++ b/Source/external/Box2D/Collision/Shapes/b2Shape.h
@@ -0,0 +1,104 @@
+/*
+* 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_SHAPE_H
+#define B2_SHAPE_H
+
+#include "Box2D/Common/b2BlockAllocator.h"
+#include "Box2D/Common/b2Math.h"
+#include "Box2D/Collision/b2Collision.h"
+
+/// This holds the mass data computed for a shape.
+struct b2MassData
+{
+ /// The mass of the shape, usually in kilograms.
+ float32 mass;
+
+ /// The position of the shape's centroid relative to the shape's origin.
+ b2Vec2 center;
+
+ /// The rotational inertia of the shape about the local origin.
+ float32 I;
+};
+
+/// A shape is used for collision detection. You can create a shape however you like.
+/// Shapes used for simulation in b2World are created automatically when a b2Fixture
+/// is created. Shapes may encapsulate a one or more child shapes.
+class b2Shape
+{
+public:
+
+ enum Type
+ {
+ e_circle = 0,
+ e_edge = 1,
+ e_polygon = 2,
+ e_chain = 3,
+ e_typeCount = 4
+ };
+
+ virtual ~b2Shape() {}
+
+ /// Clone the concrete shape using the provided allocator.
+ virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
+
+ /// Get the type of this shape. You can use this to down cast to the concrete shape.
+ /// @return the shape type.
+ Type GetType() const;
+
+ /// Get the number of child primitives.
+ virtual int32 GetChildCount() const = 0;
+
+ /// Test a point for containment in this shape. This only works for convex shapes.
+ /// @param xf the shape world transform.
+ /// @param p a point in world coordinates.
+ virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
+
+ /// Cast a ray against a child shape.
+ /// @param output the ray-cast results.
+ /// @param input the ray-cast input parameters.
+ /// @param transform the transform to be applied to the shape.
+ /// @param childIndex the child shape index
+ virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+ const b2Transform& transform, int32 childIndex) const = 0;
+
+ /// Given a transform, compute the associated axis aligned bounding box for a child shape.
+ /// @param aabb returns the axis aligned box.
+ /// @param xf the world transform of the shape.
+ /// @param childIndex the child shape
+ virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0;
+
+ /// Compute the mass properties of this shape using its dimensions and density.
+ /// The inertia tensor is computed about the local origin.
+ /// @param massData returns the mass data for this shape.
+ /// @param density the density in kilograms per meter squared.
+ virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
+
+ Type m_type;
+
+ /// Radius of a shape. For polygonal shapes this must be b2_polygonRadius. There is no support for
+ /// making rounded polygons.
+ float32 m_radius;
+};
+
+inline b2Shape::Type b2Shape::GetType() const
+{
+ return m_type;
+}
+
+#endif