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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_DISTANCE_H
+#define B2_DISTANCE_H
+
+#include "Box2D/Common/b2Math.h"
+
+class b2Shape;
+
+/// A distance proxy is used by the GJK algorithm.
+/// It encapsulates any shape.
+struct b2DistanceProxy
+{
+ b2DistanceProxy() : m_vertices(nullptr), m_count(0), m_radius(0.0f) {}
+
+ /// Initialize the proxy using the given shape. The shape
+ /// must remain in scope while the proxy is in use.
+ void Set(const b2Shape* shape, int32 index);
+
+ /// Initialize the proxy using a vertex cloud and radius. The vertices
+ /// must remain in scope while the proxy is in use.
+ void Set(const b2Vec2* vertices, int32 count, float32 radius);
+
+ /// Get the supporting vertex index in the given direction.
+ int32 GetSupport(const b2Vec2& d) const;
+
+ /// Get the supporting vertex in the given direction.
+ const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
+
+ /// Get the vertex count.
+ int32 GetVertexCount() const;
+
+ /// Get a vertex by index. Used by b2Distance.
+ const b2Vec2& GetVertex(int32 index) const;
+
+ b2Vec2 m_buffer[2];
+ const b2Vec2* m_vertices;
+ int32 m_count;
+ float32 m_radius;
+};
+
+/// Used to warm start b2Distance.
+/// Set count to zero on first call.
+struct b2SimplexCache
+{
+ float32 metric; ///< length or area
+ uint16 count;
+ uint8 indexA[3]; ///< vertices on shape A
+ uint8 indexB[3]; ///< vertices on shape B
+};
+
+/// Input for b2Distance.
+/// You have to option to use the shape radii
+/// in the computation. Even
+struct b2DistanceInput
+{
+ b2DistanceProxy proxyA;
+ b2DistanceProxy proxyB;
+ b2Transform transformA;
+ b2Transform transformB;
+ bool useRadii;
+};
+
+/// Output for b2Distance.
+struct b2DistanceOutput
+{
+ b2Vec2 pointA; ///< closest point on shapeA
+ b2Vec2 pointB; ///< closest point on shapeB
+ float32 distance;
+ int32 iterations; ///< number of GJK iterations used
+};
+
+/// Compute the closest points between two shapes. Supports any combination of:
+/// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
+/// On the first call set b2SimplexCache.count to zero.
+void b2Distance(b2DistanceOutput* output,
+ b2SimplexCache* cache,
+ const b2DistanceInput* input);
+
+/// Input parameters for b2ShapeCast
+struct b2ShapeCastInput
+{
+ b2DistanceProxy proxyA;
+ b2DistanceProxy proxyB;
+ b2Transform transformA;
+ b2Transform transformB;
+ b2Vec2 translationB;
+};
+
+/// Output results for b2ShapeCast
+struct b2ShapeCastOutput
+{
+ b2Vec2 point;
+ b2Vec2 normal;
+ float32 lambda;
+ int32 iterations;
+};
+
+/// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
+bool b2ShapeCast(b2ShapeCastOutput* output, const b2ShapeCastInput* input);
+
+//////////////////////////////////////////////////////////////////////////
+
+inline int32 b2DistanceProxy::GetVertexCount() const
+{
+ return m_count;
+}
+
+inline const b2Vec2& b2DistanceProxy::GetVertex(int32 index) const
+{
+ b2Assert(0 <= index && index < m_count);
+ return m_vertices[index];
+}
+
+inline int32 b2DistanceProxy::GetSupport(const b2Vec2& d) const
+{
+ int32 bestIndex = 0;
+ float32 bestValue = b2Dot(m_vertices[0], d);
+ for (int32 i = 1; i < m_count; ++i)
+ {
+ float32 value = b2Dot(m_vertices[i], d);
+ if (value > bestValue)
+ {
+ bestIndex = i;
+ bestValue = value;
+ }
+ }
+
+ return bestIndex;
+}
+
+inline const b2Vec2& b2DistanceProxy::GetSupportVertex(const b2Vec2& d) const
+{
+ int32 bestIndex = 0;
+ float32 bestValue = b2Dot(m_vertices[0], d);
+ for (int32 i = 1; i < m_count; ++i)
+ {
+ float32 value = b2Dot(m_vertices[i], d);
+ if (value > bestValue)
+ {
+ bestIndex = i;
+ bestValue = value;
+ }
+ }
+
+ return m_vertices[bestIndex];
+}
+
+#endif