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diff --git a/src/3rdparty/Box2D/Collision/Shapes/b2ChainShape.cpp b/src/3rdparty/Box2D/Collision/Shapes/b2ChainShape.cpp
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+++ b/src/3rdparty/Box2D/Collision/Shapes/b2ChainShape.cpp
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+/*
+* 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;
+}