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-rw-r--r--Client/ThirdParty/Box2D/src/CMakeLists.txt163
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_broad_phase.cpp131
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_chain_shape.cpp185
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_circle_shape.cpp105
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_collide_circle.cpp158
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_collide_edge.cpp524
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_collide_polygon.cpp243
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_collision.cpp258
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_distance.cpp746
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_dynamic_tree.cpp801
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_edge_shape.cpp158
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_polygon_shape.cpp459
-rw-r--r--Client/ThirdParty/Box2D/src/collision/b2_time_of_impact.cpp490
-rw-r--r--Client/ThirdParty/Box2D/src/common/b2_block_allocator.cpp230
-rw-r--r--Client/ThirdParty/Box2D/src/common/b2_draw.cpp47
-rw-r--r--Client/ThirdParty/Box2D/src/common/b2_math.cpp98
-rw-r--r--Client/ThirdParty/Box2D/src/common/b2_settings.cpp74
-rw-r--r--Client/ThirdParty/Box2D/src/common/b2_stack_allocator.cpp87
-rw-r--r--Client/ThirdParty/Box2D/src/common/b2_timer.cpp125
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_body.cpp565
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_chain_circle_contact.cpp57
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_chain_circle_contact.h43
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_chain_polygon_contact.cpp57
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_chain_polygon_contact.h43
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_circle_contact.cpp56
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_circle_contact.h43
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_contact.cpp252
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_contact_manager.cpp293
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_contact_solver.cpp843
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_contact_solver.h100
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_distance_joint.cpp421
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_edge_circle_contact.cpp54
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_edge_circle_contact.h43
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_edge_polygon_contact.cpp54
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_edge_polygon_contact.h43
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_fixture.cpp305
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_friction_joint.cpp255
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_gear_joint.cpp429
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_island.cpp544
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_island.h97
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_joint.cpp301
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_motor_joint.cpp311
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_mouse_joint.cpp192
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_polygon_circle_contact.cpp54
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_polygon_circle_contact.h42
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_polygon_contact.cpp57
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_polygon_contact.h43
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_prismatic_joint.cpp643
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_pulley_joint.cpp352
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_revolute_joint.cpp501
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_weld_joint.cpp344
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_wheel_joint.cpp672
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_world.cpp1322
-rw-r--r--Client/ThirdParty/Box2D/src/dynamics/b2_world_callbacks.cpp40
-rw-r--r--Client/ThirdParty/Box2D/src/rope/b2_rope.cpp809
55 files changed, 15362 insertions, 0 deletions
diff --git a/Client/ThirdParty/Box2D/src/CMakeLists.txt b/Client/ThirdParty/Box2D/src/CMakeLists.txt
new file mode 100644
index 0000000..7b76c78
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/CMakeLists.txt
@@ -0,0 +1,163 @@
+set(BOX2D_SOURCE_FILES
+ collision/b2_broad_phase.cpp
+ collision/b2_chain_shape.cpp
+ collision/b2_circle_shape.cpp
+ collision/b2_collide_circle.cpp
+ collision/b2_collide_edge.cpp
+ collision/b2_collide_polygon.cpp
+ collision/b2_collision.cpp
+ collision/b2_distance.cpp
+ collision/b2_dynamic_tree.cpp
+ collision/b2_edge_shape.cpp
+ collision/b2_polygon_shape.cpp
+ collision/b2_time_of_impact.cpp
+ common/b2_block_allocator.cpp
+ common/b2_draw.cpp
+ common/b2_math.cpp
+ common/b2_settings.cpp
+ common/b2_stack_allocator.cpp
+ common/b2_timer.cpp
+ dynamics/b2_body.cpp
+ dynamics/b2_chain_circle_contact.cpp
+ dynamics/b2_chain_circle_contact.h
+ dynamics/b2_chain_polygon_contact.cpp
+ dynamics/b2_chain_polygon_contact.h
+ dynamics/b2_circle_contact.cpp
+ dynamics/b2_circle_contact.h
+ dynamics/b2_contact.cpp
+ dynamics/b2_contact_manager.cpp
+ dynamics/b2_contact_solver.cpp
+ dynamics/b2_contact_solver.h
+ dynamics/b2_distance_joint.cpp
+ dynamics/b2_edge_circle_contact.cpp
+ dynamics/b2_edge_circle_contact.h
+ dynamics/b2_edge_polygon_contact.cpp
+ dynamics/b2_edge_polygon_contact.h
+ dynamics/b2_fixture.cpp
+ dynamics/b2_friction_joint.cpp
+ dynamics/b2_gear_joint.cpp
+ dynamics/b2_island.cpp
+ dynamics/b2_island.h
+ dynamics/b2_joint.cpp
+ dynamics/b2_motor_joint.cpp
+ dynamics/b2_mouse_joint.cpp
+ dynamics/b2_polygon_circle_contact.cpp
+ dynamics/b2_polygon_circle_contact.h
+ dynamics/b2_polygon_contact.cpp
+ dynamics/b2_polygon_contact.h
+ dynamics/b2_prismatic_joint.cpp
+ dynamics/b2_pulley_joint.cpp
+ dynamics/b2_revolute_joint.cpp
+ dynamics/b2_weld_joint.cpp
+ dynamics/b2_wheel_joint.cpp
+ dynamics/b2_world.cpp
+ dynamics/b2_world_callbacks.cpp
+ rope/b2_rope.cpp)
+
+set(BOX2D_HEADER_FILES
+ ../include/box2d/b2_api.h
+ ../include/box2d/b2_block_allocator.h
+ ../include/box2d/b2_body.h
+ ../include/box2d/b2_broad_phase.h
+ ../include/box2d/b2_chain_shape.h
+ ../include/box2d/b2_circle_shape.h
+ ../include/box2d/b2_collision.h
+ ../include/box2d/b2_common.h
+ ../include/box2d/b2_contact.h
+ ../include/box2d/b2_contact_manager.h
+ ../include/box2d/b2_distance.h
+ ../include/box2d/b2_distance_joint.h
+ ../include/box2d/b2_draw.h
+ ../include/box2d/b2_dynamic_tree.h
+ ../include/box2d/b2_edge_shape.h
+ ../include/box2d/b2_fixture.h
+ ../include/box2d/b2_friction_joint.h
+ ../include/box2d/b2_gear_joint.h
+ ../include/box2d/b2_growable_stack.h
+ ../include/box2d/b2_joint.h
+ ../include/box2d/b2_math.h
+ ../include/box2d/b2_motor_joint.h
+ ../include/box2d/b2_mouse_joint.h
+ ../include/box2d/b2_polygon_shape.h
+ ../include/box2d/b2_prismatic_joint.h
+ ../include/box2d/b2_pulley_joint.h
+ ../include/box2d/b2_revolute_joint.h
+ ../include/box2d/b2_rope.h
+ ../include/box2d/b2_settings.h
+ ../include/box2d/b2_shape.h
+ ../include/box2d/b2_stack_allocator.h
+ ../include/box2d/b2_time_of_impact.h
+ ../include/box2d/b2_timer.h
+ ../include/box2d/b2_time_step.h
+ ../include/box2d/b2_types.h
+ ../include/box2d/b2_weld_joint.h
+ ../include/box2d/b2_wheel_joint.h
+ ../include/box2d/b2_world.h
+ ../include/box2d/b2_world_callbacks.h
+ ../include/box2d/box2d.h)
+
+add_library(box2d ${BOX2D_SOURCE_FILES} ${BOX2D_HEADER_FILES})
+target_include_directories(box2d
+ PUBLIC
+ $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/../include>
+ $<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>
+ PRIVATE
+ ${CMAKE_CURRENT_SOURCE_DIR}
+)
+
+set_target_properties(box2d PROPERTIES
+ CXX_STANDARD 11
+ CXX_STANDARD_REQUIRED YES
+ CXX_EXTENSIONS NO
+ VERSION ${PROJECT_VERSION}
+ SOVERSION ${PROJECT_VERSION_MAJOR}
+)
+
+if(MSVC)
+ set_target_properties(box2d PROPERTIES
+ COMPILE_PDB_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}"
+ COMPILE_PDB_NAME box2d
+ )
+
+ install(
+ FILES "${CMAKE_CURRENT_BINARY_DIR}/$<CONFIG>/box2d.pdb"
+ DESTINATION ${CMAKE_INSTALL_LIBDIR}
+ OPTIONAL
+ )
+endif()
+
+if (BUILD_SHARED_LIBS)
+ target_compile_definitions(box2d
+ PUBLIC
+ B2_SHARED
+ )
+endif()
+
+source_group(TREE "${CMAKE_CURRENT_SOURCE_DIR}" PREFIX "src" FILES ${BOX2D_SOURCE_FILES})
+source_group(TREE "${CMAKE_CURRENT_SOURCE_DIR}/../include" PREFIX "include" FILES ${BOX2D_HEADER_FILES})
+
+install(
+ TARGETS box2d
+ EXPORT box2dConfig
+ LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
+ ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
+ RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR}
+)
+
+install(
+ EXPORT box2dConfig
+ NAMESPACE box2d::
+ DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/box2d"
+)
+
+include(CMakePackageConfigHelpers)
+
+write_basic_package_version_file(
+ "${CMAKE_CURRENT_BINARY_DIR}/box2dConfigVersion.cmake"
+ COMPATIBILITY SameMajorVersion
+)
+
+install(
+ FILES "${CMAKE_CURRENT_BINARY_DIR}/box2dConfigVersion.cmake"
+ DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/box2d"
+)
diff --git a/Client/ThirdParty/Box2D/src/collision/b2_broad_phase.cpp b/Client/ThirdParty/Box2D/src/collision/b2_broad_phase.cpp
new file mode 100644
index 0000000..d063a3a
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_broad_phase.cpp
@@ -0,0 +1,131 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_broad_phase.h"
+#include <string.h>
+
+b2BroadPhase::b2BroadPhase()
+{
+ m_proxyCount = 0;
+
+ m_pairCapacity = 16;
+ m_pairCount = 0;
+ m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
+
+ m_moveCapacity = 16;
+ m_moveCount = 0;
+ m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
+}
+
+b2BroadPhase::~b2BroadPhase()
+{
+ b2Free(m_moveBuffer);
+ b2Free(m_pairBuffer);
+}
+
+int32 b2BroadPhase::CreateProxy(const b2AABB& aabb, void* userData)
+{
+ int32 proxyId = m_tree.CreateProxy(aabb, userData);
+ ++m_proxyCount;
+ BufferMove(proxyId);
+ return proxyId;
+}
+
+void b2BroadPhase::DestroyProxy(int32 proxyId)
+{
+ UnBufferMove(proxyId);
+ --m_proxyCount;
+ m_tree.DestroyProxy(proxyId);
+}
+
+void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
+{
+ bool buffer = m_tree.MoveProxy(proxyId, aabb, displacement);
+ if (buffer)
+ {
+ BufferMove(proxyId);
+ }
+}
+
+void b2BroadPhase::TouchProxy(int32 proxyId)
+{
+ BufferMove(proxyId);
+}
+
+void b2BroadPhase::BufferMove(int32 proxyId)
+{
+ if (m_moveCount == m_moveCapacity)
+ {
+ int32* oldBuffer = m_moveBuffer;
+ m_moveCapacity *= 2;
+ m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
+ memcpy(m_moveBuffer, oldBuffer, m_moveCount * sizeof(int32));
+ b2Free(oldBuffer);
+ }
+
+ m_moveBuffer[m_moveCount] = proxyId;
+ ++m_moveCount;
+}
+
+void b2BroadPhase::UnBufferMove(int32 proxyId)
+{
+ for (int32 i = 0; i < m_moveCount; ++i)
+ {
+ if (m_moveBuffer[i] == proxyId)
+ {
+ m_moveBuffer[i] = e_nullProxy;
+ }
+ }
+}
+
+// This is called from b2DynamicTree::Query when we are gathering pairs.
+bool b2BroadPhase::QueryCallback(int32 proxyId)
+{
+ // A proxy cannot form a pair with itself.
+ if (proxyId == m_queryProxyId)
+ {
+ return true;
+ }
+
+ const bool moved = m_tree.WasMoved(proxyId);
+ if (moved && proxyId > m_queryProxyId)
+ {
+ // Both proxies are moving. Avoid duplicate pairs.
+ return true;
+ }
+
+ // Grow the pair buffer as needed.
+ if (m_pairCount == m_pairCapacity)
+ {
+ b2Pair* oldBuffer = m_pairBuffer;
+ m_pairCapacity = m_pairCapacity + (m_pairCapacity >> 1);
+ m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
+ memcpy(m_pairBuffer, oldBuffer, m_pairCount * sizeof(b2Pair));
+ b2Free(oldBuffer);
+ }
+
+ m_pairBuffer[m_pairCount].proxyIdA = b2Min(proxyId, m_queryProxyId);
+ m_pairBuffer[m_pairCount].proxyIdB = b2Max(proxyId, m_queryProxyId);
+ ++m_pairCount;
+
+ return true;
+}
diff --git a/Client/ThirdParty/Box2D/src/collision/b2_chain_shape.cpp b/Client/ThirdParty/Box2D/src/collision/b2_chain_shape.cpp
new file mode 100644
index 0000000..b964a43
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_chain_shape.cpp
@@ -0,0 +1,185 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_chain_shape.h"
+#include "box2d/b2_edge_shape.h"
+
+#include "box2d/b2_block_allocator.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];
+}
+
+void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count, const b2Vec2& prevVertex, const b2Vec2& nextVertex)
+{
+ 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_prevVertex = prevVertex;
+ m_nextVertex = nextVertex;
+}
+
+b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
+{
+ void* mem = allocator->Allocate(sizeof(b2ChainShape));
+ b2ChainShape* clone = new (mem) b2ChainShape;
+ clone->CreateChain(m_vertices, m_count, m_prevVertex, m_nextVertex);
+ 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];
+ edge->m_oneSided = true;
+
+ if (index > 0)
+ {
+ edge->m_vertex0 = m_vertices[index - 1];
+ }
+ else
+ {
+ edge->m_vertex0 = m_prevVertex;
+ }
+
+ if (index < m_count - 2)
+ {
+ edge->m_vertex3 = m_vertices[index + 2];
+ }
+ else
+ {
+ edge->m_vertex3 = m_nextVertex;
+ }
+}
+
+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]);
+
+ 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 b2ChainShape::ComputeMass(b2MassData* massData, float density) const
+{
+ B2_NOT_USED(density);
+
+ massData->mass = 0.0f;
+ massData->center.SetZero();
+ massData->I = 0.0f;
+}
diff --git a/Client/ThirdParty/Box2D/src/collision/b2_circle_shape.cpp b/Client/ThirdParty/Box2D/src/collision/b2_circle_shape.cpp
new file mode 100644
index 0000000..ecc6929
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_circle_shape.cpp
@@ -0,0 +1,105 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_circle_shape.h"
+#include "box2d/b2_block_allocator.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;
+ float b = b2Dot(s, s) - m_radius * m_radius;
+
+ // Solve quadratic equation.
+ b2Vec2 r = input.p2 - input.p1;
+ float c = b2Dot(s, r);
+ float rr = b2Dot(r, r);
+ float 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.
+ float 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, float 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/Client/ThirdParty/Box2D/src/collision/b2_collide_circle.cpp b/Client/ThirdParty/Box2D/src/collision/b2_collide_circle.cpp
new file mode 100644
index 0000000..469da55
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_collide_circle.cpp
@@ -0,0 +1,158 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_collision.h"
+#include "box2d/b2_circle_shape.h"
+#include "box2d/b2_polygon_shape.h"
+
+void b2CollideCircles(
+ b2Manifold* manifold,
+ const b2CircleShape* circleA, const b2Transform& xfA,
+ const b2CircleShape* circleB, const b2Transform& xfB)
+{
+ manifold->pointCount = 0;
+
+ b2Vec2 pA = b2Mul(xfA, circleA->m_p);
+ b2Vec2 pB = b2Mul(xfB, circleB->m_p);
+
+ b2Vec2 d = pB - pA;
+ float distSqr = b2Dot(d, d);
+ float rA = circleA->m_radius, rB = circleB->m_radius;
+ float radius = rA + rB;
+ if (distSqr > radius * radius)
+ {
+ return;
+ }
+
+ manifold->type = b2Manifold::e_circles;
+ manifold->localPoint = circleA->m_p;
+ manifold->localNormal.SetZero();
+ manifold->pointCount = 1;
+
+ manifold->points[0].localPoint = circleB->m_p;
+ manifold->points[0].id.key = 0;
+}
+
+void b2CollidePolygonAndCircle(
+ b2Manifold* manifold,
+ const b2PolygonShape* polygonA, const b2Transform& xfA,
+ const b2CircleShape* circleB, const b2Transform& xfB)
+{
+ manifold->pointCount = 0;
+
+ // Compute circle position in the frame of the polygon.
+ b2Vec2 c = b2Mul(xfB, circleB->m_p);
+ b2Vec2 cLocal = b2MulT(xfA, c);
+
+ // Find the min separating edge.
+ int32 normalIndex = 0;
+ float separation = -b2_maxFloat;
+ float radius = polygonA->m_radius + circleB->m_radius;
+ int32 vertexCount = polygonA->m_count;
+ const b2Vec2* vertices = polygonA->m_vertices;
+ const b2Vec2* normals = polygonA->m_normals;
+
+ for (int32 i = 0; i < vertexCount; ++i)
+ {
+ float s = b2Dot(normals[i], cLocal - vertices[i]);
+
+ if (s > radius)
+ {
+ // Early out.
+ return;
+ }
+
+ if (s > separation)
+ {
+ separation = s;
+ normalIndex = i;
+ }
+ }
+
+ // Vertices that subtend the incident face.
+ int32 vertIndex1 = normalIndex;
+ int32 vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
+ b2Vec2 v1 = vertices[vertIndex1];
+ b2Vec2 v2 = vertices[vertIndex2];
+
+ // If the center is inside the polygon ...
+ if (separation < b2_epsilon)
+ {
+ manifold->pointCount = 1;
+ manifold->type = b2Manifold::e_faceA;
+ manifold->localNormal = normals[normalIndex];
+ manifold->localPoint = 0.5f * (v1 + v2);
+ manifold->points[0].localPoint = circleB->m_p;
+ manifold->points[0].id.key = 0;
+ return;
+ }
+
+ // Compute barycentric coordinates
+ float u1 = b2Dot(cLocal - v1, v2 - v1);
+ float u2 = b2Dot(cLocal - v2, v1 - v2);
+ if (u1 <= 0.0f)
+ {
+ if (b2DistanceSquared(cLocal, v1) > radius * radius)
+ {
+ return;
+ }
+
+ manifold->pointCount = 1;
+ manifold->type = b2Manifold::e_faceA;
+ manifold->localNormal = cLocal - v1;
+ manifold->localNormal.Normalize();
+ manifold->localPoint = v1;
+ manifold->points[0].localPoint = circleB->m_p;
+ manifold->points[0].id.key = 0;
+ }
+ else if (u2 <= 0.0f)
+ {
+ if (b2DistanceSquared(cLocal, v2) > radius * radius)
+ {
+ return;
+ }
+
+ manifold->pointCount = 1;
+ manifold->type = b2Manifold::e_faceA;
+ manifold->localNormal = cLocal - v2;
+ manifold->localNormal.Normalize();
+ manifold->localPoint = v2;
+ manifold->points[0].localPoint = circleB->m_p;
+ manifold->points[0].id.key = 0;
+ }
+ else
+ {
+ b2Vec2 faceCenter = 0.5f * (v1 + v2);
+ float s = b2Dot(cLocal - faceCenter, normals[vertIndex1]);
+ if (s > radius)
+ {
+ return;
+ }
+
+ manifold->pointCount = 1;
+ manifold->type = b2Manifold::e_faceA;
+ manifold->localNormal = normals[vertIndex1];
+ manifold->localPoint = faceCenter;
+ manifold->points[0].localPoint = circleB->m_p;
+ manifold->points[0].id.key = 0;
+ }
+}
diff --git a/Client/ThirdParty/Box2D/src/collision/b2_collide_edge.cpp b/Client/ThirdParty/Box2D/src/collision/b2_collide_edge.cpp
new file mode 100644
index 0000000..e06b900
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_collide_edge.cpp
@@ -0,0 +1,524 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_collision.h"
+#include "box2d/b2_circle_shape.h"
+#include "box2d/b2_edge_shape.h"
+#include "box2d/b2_polygon_shape.h"
+
+
+// Compute contact points for edge versus circle.
+// This accounts for edge connectivity.
+void b2CollideEdgeAndCircle(b2Manifold* manifold,
+ const b2EdgeShape* edgeA, const b2Transform& xfA,
+ const b2CircleShape* circleB, const b2Transform& xfB)
+{
+ manifold->pointCount = 0;
+
+ // Compute circle in frame of edge
+ b2Vec2 Q = b2MulT(xfA, b2Mul(xfB, circleB->m_p));
+
+ b2Vec2 A = edgeA->m_vertex1, B = edgeA->m_vertex2;
+ b2Vec2 e = B - A;
+
+ // Normal points to the right for a CCW winding
+ b2Vec2 n(e.y, -e.x);
+ float offset = b2Dot(n, Q - A);
+
+ bool oneSided = edgeA->m_oneSided;
+ if (oneSided && offset < 0.0f)
+ {
+ return;
+ }
+
+ // Barycentric coordinates
+ float u = b2Dot(e, B - Q);
+ float v = b2Dot(e, Q - A);
+
+ float radius = edgeA->m_radius + circleB->m_radius;
+
+ b2ContactFeature cf;
+ cf.indexB = 0;
+ cf.typeB = b2ContactFeature::e_vertex;
+
+ // Region A
+ if (v <= 0.0f)
+ {
+ b2Vec2 P = A;
+ b2Vec2 d = Q - P;
+ float dd = b2Dot(d, d);
+ if (dd > radius * radius)
+ {
+ return;
+ }
+
+ // Is there an edge connected to A?
+ if (edgeA->m_oneSided)
+ {
+ b2Vec2 A1 = edgeA->m_vertex0;
+ b2Vec2 B1 = A;
+ b2Vec2 e1 = B1 - A1;
+ float u1 = b2Dot(e1, B1 - Q);
+
+ // Is the circle in Region AB of the previous edge?
+ if (u1 > 0.0f)
+ {
+ return;
+ }
+ }
+
+ cf.indexA = 0;
+ cf.typeA = b2ContactFeature::e_vertex;
+ manifold->pointCount = 1;
+ manifold->type = b2Manifold::e_circles;
+ manifold->localNormal.SetZero();
+ manifold->localPoint = P;
+ manifold->points[0].id.key = 0;
+ manifold->points[0].id.cf = cf;
+ manifold->points[0].localPoint = circleB->m_p;
+ return;
+ }
+
+ // Region B
+ if (u <= 0.0f)
+ {
+ b2Vec2 P = B;
+ b2Vec2 d = Q - P;
+ float dd = b2Dot(d, d);
+ if (dd > radius * radius)
+ {
+ return;
+ }
+
+ // Is there an edge connected to B?
+ if (edgeA->m_oneSided)
+ {
+ b2Vec2 B2 = edgeA->m_vertex3;
+ b2Vec2 A2 = B;
+ b2Vec2 e2 = B2 - A2;
+ float v2 = b2Dot(e2, Q - A2);
+
+ // Is the circle in Region AB of the next edge?
+ if (v2 > 0.0f)
+ {
+ return;
+ }
+ }
+
+ cf.indexA = 1;
+ cf.typeA = b2ContactFeature::e_vertex;
+ manifold->pointCount = 1;
+ manifold->type = b2Manifold::e_circles;
+ manifold->localNormal.SetZero();
+ manifold->localPoint = P;
+ manifold->points[0].id.key = 0;
+ manifold->points[0].id.cf = cf;
+ manifold->points[0].localPoint = circleB->m_p;
+ return;
+ }
+
+ // Region AB
+ float den = b2Dot(e, e);
+ b2Assert(den > 0.0f);
+ b2Vec2 P = (1.0f / den) * (u * A + v * B);
+ b2Vec2 d = Q - P;
+ float dd = b2Dot(d, d);
+ if (dd > radius * radius)
+ {
+ return;
+ }
+
+ if (offset < 0.0f)
+ {
+ n.Set(-n.x, -n.y);
+ }
+ n.Normalize();
+
+ cf.indexA = 0;
+ cf.typeA = b2ContactFeature::e_face;
+ manifold->pointCount = 1;
+ manifold->type = b2Manifold::e_faceA;
+ manifold->localNormal = n;
+ manifold->localPoint = A;
+ manifold->points[0].id.key = 0;
+ manifold->points[0].id.cf = cf;
+ manifold->points[0].localPoint = circleB->m_p;
+}
+
+// This structure is used to keep track of the best separating axis.
+struct b2EPAxis
+{
+ enum Type
+ {
+ e_unknown,
+ e_edgeA,
+ e_edgeB
+ };
+
+ b2Vec2 normal;
+ Type type;
+ int32 index;
+ float separation;
+};
+
+// This holds polygon B expressed in frame A.
+struct b2TempPolygon
+{
+ b2Vec2 vertices[b2_maxPolygonVertices];
+ b2Vec2 normals[b2_maxPolygonVertices];
+ int32 count;
+};
+
+// Reference face used for clipping
+struct b2ReferenceFace
+{
+ int32 i1, i2;
+ b2Vec2 v1, v2;
+ b2Vec2 normal;
+
+ b2Vec2 sideNormal1;
+ float sideOffset1;
+
+ b2Vec2 sideNormal2;
+ float sideOffset2;
+};
+
+static b2EPAxis b2ComputeEdgeSeparation(const b2TempPolygon& polygonB, const b2Vec2& v1, const b2Vec2& normal1)
+{
+ b2EPAxis axis;
+ axis.type = b2EPAxis::e_edgeA;
+ axis.index = -1;
+ axis.separation = -FLT_MAX;
+ axis.normal.SetZero();
+
+ b2Vec2 axes[2] = { normal1, -normal1 };
+
+ // Find axis with least overlap (min-max problem)
+ for (int32 j = 0; j < 2; ++j)
+ {
+ float sj = FLT_MAX;
+
+ // Find deepest polygon vertex along axis j
+ for (int32 i = 0; i < polygonB.count; ++i)
+ {
+ float si = b2Dot(axes[j], polygonB.vertices[i] - v1);
+ if (si < sj)
+ {
+ sj = si;
+ }
+ }
+
+ if (sj > axis.separation)
+ {
+ axis.index = j;
+ axis.separation = sj;
+ axis.normal = axes[j];
+ }
+ }
+
+ return axis;
+}
+
+static b2EPAxis b2ComputePolygonSeparation(const b2TempPolygon& polygonB, const b2Vec2& v1, const b2Vec2& v2)
+{
+ b2EPAxis axis;
+ axis.type = b2EPAxis::e_unknown;
+ axis.index = -1;
+ axis.separation = -FLT_MAX;
+ axis.normal.SetZero();
+
+ for (int32 i = 0; i < polygonB.count; ++i)
+ {
+ b2Vec2 n = -polygonB.normals[i];
+
+ float s1 = b2Dot(n, polygonB.vertices[i] - v1);
+ float s2 = b2Dot(n, polygonB.vertices[i] - v2);
+ float s = b2Min(s1, s2);
+
+ if (s > axis.separation)
+ {
+ axis.type = b2EPAxis::e_edgeB;
+ axis.index = i;
+ axis.separation = s;
+ axis.normal = n;
+ }
+ }
+
+ return axis;
+}
+
+void b2CollideEdgeAndPolygon(b2Manifold* manifold,
+ const b2EdgeShape* edgeA, const b2Transform& xfA,
+ const b2PolygonShape* polygonB, const b2Transform& xfB)
+{
+ manifold->pointCount = 0;
+
+ b2Transform xf = b2MulT(xfA, xfB);
+
+ b2Vec2 centroidB = b2Mul(xf, polygonB->m_centroid);
+
+ b2Vec2 v1 = edgeA->m_vertex1;
+ b2Vec2 v2 = edgeA->m_vertex2;
+
+ b2Vec2 edge1 = v2 - v1;
+ edge1.Normalize();
+
+ // Normal points to the right for a CCW winding
+ b2Vec2 normal1(edge1.y, -edge1.x);
+ float offset1 = b2Dot(normal1, centroidB - v1);
+
+ bool oneSided = edgeA->m_oneSided;
+ if (oneSided && offset1 < 0.0f)
+ {
+ return;
+ }
+
+ // Get polygonB in frameA
+ b2TempPolygon tempPolygonB;
+ tempPolygonB.count = polygonB->m_count;
+ for (int32 i = 0; i < polygonB->m_count; ++i)
+ {
+ tempPolygonB.vertices[i] = b2Mul(xf, polygonB->m_vertices[i]);
+ tempPolygonB.normals[i] = b2Mul(xf.q, polygonB->m_normals[i]);
+ }
+
+ float radius = polygonB->m_radius + edgeA->m_radius;
+
+ b2EPAxis edgeAxis = b2ComputeEdgeSeparation(tempPolygonB, v1, normal1);
+ if (edgeAxis.separation > radius)
+ {
+ return;
+ }
+
+ b2EPAxis polygonAxis = b2ComputePolygonSeparation(tempPolygonB, v1, v2);
+ if (polygonAxis.separation > radius)
+ {
+ return;
+ }
+
+ // Use hysteresis for jitter reduction.
+ const float k_relativeTol = 0.98f;
+ const float k_absoluteTol = 0.001f;
+
+ b2EPAxis primaryAxis;
+ if (polygonAxis.separation - radius > k_relativeTol * (edgeAxis.separation - radius) + k_absoluteTol)
+ {
+ primaryAxis = polygonAxis;
+ }
+ else
+ {
+ primaryAxis = edgeAxis;
+ }
+
+ if (oneSided)
+ {
+ // Smooth collision
+ // See https://box2d.org/posts/2020/06/ghost-collisions/
+
+ b2Vec2 edge0 = v1 - edgeA->m_vertex0;
+ edge0.Normalize();
+ b2Vec2 normal0(edge0.y, -edge0.x);
+ bool convex1 = b2Cross(edge0, edge1) >= 0.0f;
+
+ b2Vec2 edge2 = edgeA->m_vertex3 - v2;
+ edge2.Normalize();
+ b2Vec2 normal2(edge2.y, -edge2.x);
+ bool convex2 = b2Cross(edge1, edge2) >= 0.0f;
+
+ const float sinTol = 0.1f;
+ bool side1 = b2Dot(primaryAxis.normal, edge1) <= 0.0f;
+
+ // Check Gauss Map
+ if (side1)
+ {
+ if (convex1)
+ {
+ if (b2Cross(primaryAxis.normal, normal0) > sinTol)
+ {
+ // Skip region
+ return;
+ }
+
+ // Admit region
+ }
+ else
+ {
+ // Snap region
+ primaryAxis = edgeAxis;
+ }
+ }
+ else
+ {
+ if (convex2)
+ {
+ if (b2Cross(normal2, primaryAxis.normal) > sinTol)
+ {
+ // Skip region
+ return;
+ }
+
+ // Admit region
+ }
+ else
+ {
+ // Snap region
+ primaryAxis = edgeAxis;
+ }
+ }
+ }
+
+ b2ClipVertex clipPoints[2];
+ b2ReferenceFace ref;
+ if (primaryAxis.type == b2EPAxis::e_edgeA)
+ {
+ manifold->type = b2Manifold::e_faceA;
+
+ // Search for the polygon normal that is most anti-parallel to the edge normal.
+ int32 bestIndex = 0;
+ float bestValue = b2Dot(primaryAxis.normal, tempPolygonB.normals[0]);
+ for (int32 i = 1; i < tempPolygonB.count; ++i)
+ {
+ float value = b2Dot(primaryAxis.normal, tempPolygonB.normals[i]);
+ if (value < bestValue)
+ {
+ bestValue = value;
+ bestIndex = i;
+ }
+ }
+
+ int32 i1 = bestIndex;
+ int32 i2 = i1 + 1 < tempPolygonB.count ? i1 + 1 : 0;
+
+ clipPoints[0].v = tempPolygonB.vertices[i1];
+ clipPoints[0].id.cf.indexA = 0;
+ clipPoints[0].id.cf.indexB = static_cast<uint8>(i1);
+ clipPoints[0].id.cf.typeA = b2ContactFeature::e_face;
+ clipPoints[0].id.cf.typeB = b2ContactFeature::e_vertex;
+
+ clipPoints[1].v = tempPolygonB.vertices[i2];
+ clipPoints[1].id.cf.indexA = 0;
+ clipPoints[1].id.cf.indexB = static_cast<uint8>(i2);
+ clipPoints[1].id.cf.typeA = b2ContactFeature::e_face;
+ clipPoints[1].id.cf.typeB = b2ContactFeature::e_vertex;
+
+ ref.i1 = 0;
+ ref.i2 = 1;
+ ref.v1 = v1;
+ ref.v2 = v2;
+ ref.normal = primaryAxis.normal;
+ ref.sideNormal1 = -edge1;
+ ref.sideNormal2 = edge1;
+ }
+ else
+ {
+ manifold->type = b2Manifold::e_faceB;
+
+ clipPoints[0].v = v2;
+ clipPoints[0].id.cf.indexA = 1;
+ clipPoints[0].id.cf.indexB = static_cast<uint8>(primaryAxis.index);
+ clipPoints[0].id.cf.typeA = b2ContactFeature::e_vertex;
+ clipPoints[0].id.cf.typeB = b2ContactFeature::e_face;
+
+ clipPoints[1].v = v1;
+ clipPoints[1].id.cf.indexA = 0;
+ clipPoints[1].id.cf.indexB = static_cast<uint8>(primaryAxis.index);
+ clipPoints[1].id.cf.typeA = b2ContactFeature::e_vertex;
+ clipPoints[1].id.cf.typeB = b2ContactFeature::e_face;
+
+ ref.i1 = primaryAxis.index;
+ ref.i2 = ref.i1 + 1 < tempPolygonB.count ? ref.i1 + 1 : 0;
+ ref.v1 = tempPolygonB.vertices[ref.i1];
+ ref.v2 = tempPolygonB.vertices[ref.i2];
+ ref.normal = tempPolygonB.normals[ref.i1];
+
+ // CCW winding
+ ref.sideNormal1.Set(ref.normal.y, -ref.normal.x);
+ ref.sideNormal2 = -ref.sideNormal1;
+ }
+
+ ref.sideOffset1 = b2Dot(ref.sideNormal1, ref.v1);
+ ref.sideOffset2 = b2Dot(ref.sideNormal2, ref.v2);
+
+ // Clip incident edge against reference face side planes
+ b2ClipVertex clipPoints1[2];
+ b2ClipVertex clipPoints2[2];
+ int32 np;
+
+ // Clip to side 1
+ np = b2ClipSegmentToLine(clipPoints1, clipPoints, ref.sideNormal1, ref.sideOffset1, ref.i1);
+
+ if (np < b2_maxManifoldPoints)
+ {
+ return;
+ }
+
+ // Clip to side 2
+ np = b2ClipSegmentToLine(clipPoints2, clipPoints1, ref.sideNormal2, ref.sideOffset2, ref.i2);
+
+ if (np < b2_maxManifoldPoints)
+ {
+ return;
+ }
+
+ // Now clipPoints2 contains the clipped points.
+ if (primaryAxis.type == b2EPAxis::e_edgeA)
+ {
+ manifold->localNormal = ref.normal;
+ manifold->localPoint = ref.v1;
+ }
+ else
+ {
+ manifold->localNormal = polygonB->m_normals[ref.i1];
+ manifold->localPoint = polygonB->m_vertices[ref.i1];
+ }
+
+ int32 pointCount = 0;
+ for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
+ {
+ float separation;
+
+ separation = b2Dot(ref.normal, clipPoints2[i].v - ref.v1);
+
+ if (separation <= radius)
+ {
+ b2ManifoldPoint* cp = manifold->points + pointCount;
+
+ if (primaryAxis.type == b2EPAxis::e_edgeA)
+ {
+ cp->localPoint = b2MulT(xf, clipPoints2[i].v);
+ cp->id = clipPoints2[i].id;
+ }
+ else
+ {
+ cp->localPoint = clipPoints2[i].v;
+ cp->id.cf.typeA = clipPoints2[i].id.cf.typeB;
+ cp->id.cf.typeB = clipPoints2[i].id.cf.typeA;
+ cp->id.cf.indexA = clipPoints2[i].id.cf.indexB;
+ cp->id.cf.indexB = clipPoints2[i].id.cf.indexA;
+ }
+
+ ++pointCount;
+ }
+ }
+
+ manifold->pointCount = pointCount;
+}
diff --git a/Client/ThirdParty/Box2D/src/collision/b2_collide_polygon.cpp b/Client/ThirdParty/Box2D/src/collision/b2_collide_polygon.cpp
new file mode 100644
index 0000000..f3fa850
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_collide_polygon.cpp
@@ -0,0 +1,243 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_collision.h"
+#include "box2d/b2_polygon_shape.h"
+
+// Find the max separation between poly1 and poly2 using edge normals from poly1.
+static float b2FindMaxSeparation(int32* edgeIndex,
+ const b2PolygonShape* poly1, const b2Transform& xf1,
+ const b2PolygonShape* poly2, const b2Transform& xf2)
+{
+ int32 count1 = poly1->m_count;
+ int32 count2 = poly2->m_count;
+ const b2Vec2* n1s = poly1->m_normals;
+ const b2Vec2* v1s = poly1->m_vertices;
+ const b2Vec2* v2s = poly2->m_vertices;
+ b2Transform xf = b2MulT(xf2, xf1);
+
+ int32 bestIndex = 0;
+ float maxSeparation = -b2_maxFloat;
+ for (int32 i = 0; i < count1; ++i)
+ {
+ // Get poly1 normal in frame2.
+ b2Vec2 n = b2Mul(xf.q, n1s[i]);
+ b2Vec2 v1 = b2Mul(xf, v1s[i]);
+
+ // Find deepest point for normal i.
+ float si = b2_maxFloat;
+ for (int32 j = 0; j < count2; ++j)
+ {
+ float sij = b2Dot(n, v2s[j] - v1);
+ if (sij < si)
+ {
+ si = sij;
+ }
+ }
+
+ if (si > maxSeparation)
+ {
+ maxSeparation = si;
+ bestIndex = i;
+ }
+ }
+
+ *edgeIndex = bestIndex;
+ return maxSeparation;
+}
+
+static void b2FindIncidentEdge(b2ClipVertex c[2],
+ const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
+ const b2PolygonShape* poly2, const b2Transform& xf2)
+{
+ const b2Vec2* normals1 = poly1->m_normals;
+
+ int32 count2 = poly2->m_count;
+ const b2Vec2* vertices2 = poly2->m_vertices;
+ const b2Vec2* normals2 = poly2->m_normals;
+
+ b2Assert(0 <= edge1 && edge1 < poly1->m_count);
+
+ // Get the normal of the reference edge in poly2's frame.
+ b2Vec2 normal1 = b2MulT(xf2.q, b2Mul(xf1.q, normals1[edge1]));
+
+ // Find the incident edge on poly2.
+ int32 index = 0;
+ float minDot = b2_maxFloat;
+ for (int32 i = 0; i < count2; ++i)
+ {
+ float dot = b2Dot(normal1, normals2[i]);
+ if (dot < minDot)
+ {
+ minDot = dot;
+ index = i;
+ }
+ }
+
+ // Build the clip vertices for the incident edge.
+ int32 i1 = index;
+ int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0;
+
+ c[0].v = b2Mul(xf2, vertices2[i1]);
+ c[0].id.cf.indexA = (uint8)edge1;
+ c[0].id.cf.indexB = (uint8)i1;
+ c[0].id.cf.typeA = b2ContactFeature::e_face;
+ c[0].id.cf.typeB = b2ContactFeature::e_vertex;
+
+ c[1].v = b2Mul(xf2, vertices2[i2]);
+ c[1].id.cf.indexA = (uint8)edge1;
+ c[1].id.cf.indexB = (uint8)i2;
+ c[1].id.cf.typeA = b2ContactFeature::e_face;
+ c[1].id.cf.typeB = b2ContactFeature::e_vertex;
+}
+
+// Find edge normal of max separation on A - return if separating axis is found
+// Find edge normal of max separation on B - return if separation axis is found
+// Choose reference edge as min(minA, minB)
+// Find incident edge
+// Clip
+
+// The normal points from 1 to 2
+void b2CollidePolygons(b2Manifold* manifold,
+ const b2PolygonShape* polyA, const b2Transform& xfA,
+ const b2PolygonShape* polyB, const b2Transform& xfB)
+{
+ manifold->pointCount = 0;
+ float totalRadius = polyA->m_radius + polyB->m_radius;
+
+ int32 edgeA = 0;
+ float separationA = b2FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
+ if (separationA > totalRadius)
+ return;
+
+ int32 edgeB = 0;
+ float separationB = b2FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
+ if (separationB > totalRadius)
+ return;
+
+ const b2PolygonShape* poly1; // reference polygon
+ const b2PolygonShape* poly2; // incident polygon
+ b2Transform xf1, xf2;
+ int32 edge1; // reference edge
+ uint8 flip;
+ const float k_tol = 0.1f * b2_linearSlop;
+
+ if (separationB > separationA + k_tol)
+ {
+ poly1 = polyB;
+ poly2 = polyA;
+ xf1 = xfB;
+ xf2 = xfA;
+ edge1 = edgeB;
+ manifold->type = b2Manifold::e_faceB;
+ flip = 1;
+ }
+ else
+ {
+ poly1 = polyA;
+ poly2 = polyB;
+ xf1 = xfA;
+ xf2 = xfB;
+ edge1 = edgeA;
+ manifold->type = b2Manifold::e_faceA;
+ flip = 0;
+ }
+
+ b2ClipVertex incidentEdge[2];
+ b2FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
+
+ int32 count1 = poly1->m_count;
+ const b2Vec2* vertices1 = poly1->m_vertices;
+
+ int32 iv1 = edge1;
+ int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;
+
+ b2Vec2 v11 = vertices1[iv1];
+ b2Vec2 v12 = vertices1[iv2];
+
+ b2Vec2 localTangent = v12 - v11;
+ localTangent.Normalize();
+
+ b2Vec2 localNormal = b2Cross(localTangent, 1.0f);
+ b2Vec2 planePoint = 0.5f * (v11 + v12);
+
+ b2Vec2 tangent = b2Mul(xf1.q, localTangent);
+ b2Vec2 normal = b2Cross(tangent, 1.0f);
+
+ v11 = b2Mul(xf1, v11);
+ v12 = b2Mul(xf1, v12);
+
+ // Face offset.
+ float frontOffset = b2Dot(normal, v11);
+
+ // Side offsets, extended by polytope skin thickness.
+ float sideOffset1 = -b2Dot(tangent, v11) + totalRadius;
+ float sideOffset2 = b2Dot(tangent, v12) + totalRadius;
+
+ // Clip incident edge against extruded edge1 side edges.
+ b2ClipVertex clipPoints1[2];
+ b2ClipVertex clipPoints2[2];
+ int np;
+
+ // Clip to box side 1
+ np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);
+
+ if (np < 2)
+ return;
+
+ // Clip to negative box side 1
+ np = b2ClipSegmentToLine(clipPoints2, clipPoints1, tangent, sideOffset2, iv2);
+
+ if (np < 2)
+ {
+ return;
+ }
+
+ // Now clipPoints2 contains the clipped points.
+ manifold->localNormal = localNormal;
+ manifold->localPoint = planePoint;
+
+ int32 pointCount = 0;
+ for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
+ {
+ float separation = b2Dot(normal, clipPoints2[i].v) - frontOffset;
+
+ if (separation <= totalRadius)
+ {
+ b2ManifoldPoint* cp = manifold->points + pointCount;
+ cp->localPoint = b2MulT(xf2, clipPoints2[i].v);
+ cp->id = clipPoints2[i].id;
+ if (flip)
+ {
+ // Swap features
+ b2ContactFeature cf = cp->id.cf;
+ cp->id.cf.indexA = cf.indexB;
+ cp->id.cf.indexB = cf.indexA;
+ cp->id.cf.typeA = cf.typeB;
+ cp->id.cf.typeB = cf.typeA;
+ }
+ ++pointCount;
+ }
+ }
+
+ manifold->pointCount = pointCount;
+}
diff --git a/Client/ThirdParty/Box2D/src/collision/b2_collision.cpp b/Client/ThirdParty/Box2D/src/collision/b2_collision.cpp
new file mode 100644
index 0000000..8a0501b
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_collision.cpp
@@ -0,0 +1,258 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_collision.h"
+#include "box2d/b2_distance.h"
+
+void b2WorldManifold::Initialize(const b2Manifold* manifold,
+ const b2Transform& xfA, float radiusA,
+ const b2Transform& xfB, float radiusB)
+{
+ if (manifold->pointCount == 0)
+ {
+ return;
+ }
+
+ switch (manifold->type)
+ {
+ case b2Manifold::e_circles:
+ {
+ normal.Set(1.0f, 0.0f);
+ b2Vec2 pointA = b2Mul(xfA, manifold->localPoint);
+ b2Vec2 pointB = b2Mul(xfB, manifold->points[0].localPoint);
+ if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)
+ {
+ normal = pointB - pointA;
+ normal.Normalize();
+ }
+
+ b2Vec2 cA = pointA + radiusA * normal;
+ b2Vec2 cB = pointB - radiusB * normal;
+ points[0] = 0.5f * (cA + cB);
+ separations[0] = b2Dot(cB - cA, normal);
+ }
+ break;
+
+ case b2Manifold::e_faceA:
+ {
+ normal = b2Mul(xfA.q, manifold->localNormal);
+ b2Vec2 planePoint = b2Mul(xfA, manifold->localPoint);
+
+ for (int32 i = 0; i < manifold->pointCount; ++i)
+ {
+ b2Vec2 clipPoint = b2Mul(xfB, manifold->points[i].localPoint);
+ b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint, normal)) * normal;
+ b2Vec2 cB = clipPoint - radiusB * normal;
+ points[i] = 0.5f * (cA + cB);
+ separations[i] = b2Dot(cB - cA, normal);
+ }
+ }
+ break;
+
+ case b2Manifold::e_faceB:
+ {
+ normal = b2Mul(xfB.q, manifold->localNormal);
+ b2Vec2 planePoint = b2Mul(xfB, manifold->localPoint);
+
+ for (int32 i = 0; i < manifold->pointCount; ++i)
+ {
+ b2Vec2 clipPoint = b2Mul(xfA, manifold->points[i].localPoint);
+ b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint, normal)) * normal;
+ b2Vec2 cA = clipPoint - radiusA * normal;
+ points[i] = 0.5f * (cA + cB);
+ separations[i] = b2Dot(cA - cB, normal);
+ }
+
+ // Ensure normal points from A to B.
+ normal = -normal;
+ }
+ break;
+ }
+}
+
+void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
+ const b2Manifold* manifold1, const b2Manifold* manifold2)
+{
+ for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
+ {
+ state1[i] = b2_nullState;
+ state2[i] = b2_nullState;
+ }
+
+ // Detect persists and removes.
+ for (int32 i = 0; i < manifold1->pointCount; ++i)
+ {
+ b2ContactID id = manifold1->points[i].id;
+
+ state1[i] = b2_removeState;
+
+ for (int32 j = 0; j < manifold2->pointCount; ++j)
+ {
+ if (manifold2->points[j].id.key == id.key)
+ {
+ state1[i] = b2_persistState;
+ break;
+ }
+ }
+ }
+
+ // Detect persists and adds.
+ for (int32 i = 0; i < manifold2->pointCount; ++i)
+ {
+ b2ContactID id = manifold2->points[i].id;
+
+ state2[i] = b2_addState;
+
+ for (int32 j = 0; j < manifold1->pointCount; ++j)
+ {
+ if (manifold1->points[j].id.key == id.key)
+ {
+ state2[i] = b2_persistState;
+ break;
+ }
+ }
+ }
+}
+
+// From Real-time Collision Detection, p179.
+bool b2AABB::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const
+{
+ float tmin = -b2_maxFloat;
+ float tmax = b2_maxFloat;
+
+ b2Vec2 p = input.p1;
+ b2Vec2 d = input.p2 - input.p1;
+ b2Vec2 absD = b2Abs(d);
+
+ b2Vec2 normal;
+
+ for (int32 i = 0; i < 2; ++i)
+ {
+ if (absD(i) < b2_epsilon)
+ {
+ // Parallel.
+ if (p(i) < lowerBound(i) || upperBound(i) < p(i))
+ {
+ return false;
+ }
+ }
+ else
+ {
+ float inv_d = 1.0f / d(i);
+ float t1 = (lowerBound(i) - p(i)) * inv_d;
+ float t2 = (upperBound(i) - p(i)) * inv_d;
+
+ // Sign of the normal vector.
+ float s = -1.0f;
+
+ if (t1 > t2)
+ {
+ b2Swap(t1, t2);
+ s = 1.0f;
+ }
+
+ // Push the min up
+ if (t1 > tmin)
+ {
+ normal.SetZero();
+ normal(i) = s;
+ tmin = t1;
+ }
+
+ // Pull the max down
+ tmax = b2Min(tmax, t2);
+
+ if (tmin > tmax)
+ {
+ return false;
+ }
+ }
+ }
+
+ // Does the ray start inside the box?
+ // Does the ray intersect beyond the max fraction?
+ if (tmin < 0.0f || input.maxFraction < tmin)
+ {
+ return false;
+ }
+
+ // Intersection.
+ output->fraction = tmin;
+ output->normal = normal;
+ return true;
+}
+
+// Sutherland-Hodgman clipping.
+int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
+ const b2Vec2& normal, float offset, int32 vertexIndexA)
+{
+ // Start with no output points
+ int32 count = 0;
+
+ // Calculate the distance of end points to the line
+ float distance0 = b2Dot(normal, vIn[0].v) - offset;
+ float distance1 = b2Dot(normal, vIn[1].v) - offset;
+
+ // If the points are behind the plane
+ if (distance0 <= 0.0f) vOut[count++] = vIn[0];
+ if (distance1 <= 0.0f) vOut[count++] = vIn[1];
+
+ // If the points are on different sides of the plane
+ if (distance0 * distance1 < 0.0f)
+ {
+ // Find intersection point of edge and plane
+ float interp = distance0 / (distance0 - distance1);
+ vOut[count].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);
+
+ // VertexA is hitting edgeB.
+ vOut[count].id.cf.indexA = static_cast<uint8>(vertexIndexA);
+ vOut[count].id.cf.indexB = vIn[0].id.cf.indexB;
+ vOut[count].id.cf.typeA = b2ContactFeature::e_vertex;
+ vOut[count].id.cf.typeB = b2ContactFeature::e_face;
+ ++count;
+
+ b2Assert(count == 2);
+ }
+
+ return count;
+}
+
+bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
+ const b2Shape* shapeB, int32 indexB,
+ const b2Transform& xfA, const b2Transform& xfB)
+{
+ b2DistanceInput input;
+ input.proxyA.Set(shapeA, indexA);
+ input.proxyB.Set(shapeB, indexB);
+ input.transformA = xfA;
+ input.transformB = xfB;
+ input.useRadii = true;
+
+ b2SimplexCache cache;
+ cache.count = 0;
+
+ b2DistanceOutput output;
+
+ b2Distance(&output, &cache, &input);
+
+ return output.distance < 10.0f * b2_epsilon;
+}
diff --git a/Client/ThirdParty/Box2D/src/collision/b2_distance.cpp b/Client/ThirdParty/Box2D/src/collision/b2_distance.cpp
new file mode 100644
index 0000000..2441324
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_distance.cpp
@@ -0,0 +1,746 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_circle_shape.h"
+#include "box2d/b2_distance.h"
+#include "box2d/b2_edge_shape.h"
+#include "box2d/b2_chain_shape.h"
+#include "box2d/b2_polygon_shape.h"
+
+// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
+B2_API int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
+
+void b2DistanceProxy::Set(const b2Shape* shape, int32 index)
+{
+ switch (shape->GetType())
+ {
+ case b2Shape::e_circle:
+ {
+ const b2CircleShape* circle = static_cast<const b2CircleShape*>(shape);
+ m_vertices = &circle->m_p;
+ m_count = 1;
+ m_radius = circle->m_radius;
+ }
+ break;
+
+ case b2Shape::e_polygon:
+ {
+ const b2PolygonShape* polygon = static_cast<const b2PolygonShape*>(shape);
+ m_vertices = polygon->m_vertices;
+ m_count = polygon->m_count;
+ m_radius = polygon->m_radius;
+ }
+ break;
+
+ case b2Shape::e_chain:
+ {
+ const b2ChainShape* chain = static_cast<const b2ChainShape*>(shape);
+ b2Assert(0 <= index && index < chain->m_count);
+
+ m_buffer[0] = chain->m_vertices[index];
+ if (index + 1 < chain->m_count)
+ {
+ m_buffer[1] = chain->m_vertices[index + 1];
+ }
+ else
+ {
+ m_buffer[1] = chain->m_vertices[0];
+ }
+
+ m_vertices = m_buffer;
+ m_count = 2;
+ m_radius = chain->m_radius;
+ }
+ break;
+
+ case b2Shape::e_edge:
+ {
+ const b2EdgeShape* edge = static_cast<const b2EdgeShape*>(shape);
+ m_vertices = &edge->m_vertex1;
+ m_count = 2;
+ m_radius = edge->m_radius;
+ }
+ break;
+
+ default:
+ b2Assert(false);
+ }
+}
+
+void b2DistanceProxy::Set(const b2Vec2* vertices, int32 count, float radius)
+{
+ m_vertices = vertices;
+ m_count = count;
+ m_radius = radius;
+}
+
+struct b2SimplexVertex
+{
+ b2Vec2 wA; // support point in proxyA
+ b2Vec2 wB; // support point in proxyB
+ b2Vec2 w; // wB - wA
+ float a; // barycentric coordinate for closest point
+ int32 indexA; // wA index
+ int32 indexB; // wB index
+};
+
+struct b2Simplex
+{
+ void ReadCache( const b2SimplexCache* cache,
+ const b2DistanceProxy* proxyA, const b2Transform& transformA,
+ const b2DistanceProxy* proxyB, const b2Transform& transformB)
+ {
+ b2Assert(cache->count <= 3);
+
+ // Copy data from cache.
+ m_count = cache->count;
+ b2SimplexVertex* vertices = &m_v1;
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2SimplexVertex* v = vertices + i;
+ v->indexA = cache->indexA[i];
+ v->indexB = cache->indexB[i];
+ b2Vec2 wALocal = proxyA->GetVertex(v->indexA);
+ b2Vec2 wBLocal = proxyB->GetVertex(v->indexB);
+ v->wA = b2Mul(transformA, wALocal);
+ v->wB = b2Mul(transformB, wBLocal);
+ v->w = v->wB - v->wA;
+ v->a = 0.0f;
+ }
+
+ // Compute the new simplex metric, if it is substantially different than
+ // old metric then flush the simplex.
+ if (m_count > 1)
+ {
+ float metric1 = cache->metric;
+ float metric2 = GetMetric();
+ if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < b2_epsilon)
+ {
+ // Reset the simplex.
+ m_count = 0;
+ }
+ }
+
+ // If the cache is empty or invalid ...
+ if (m_count == 0)
+ {
+ b2SimplexVertex* v = vertices + 0;
+ v->indexA = 0;
+ v->indexB = 0;
+ b2Vec2 wALocal = proxyA->GetVertex(0);
+ b2Vec2 wBLocal = proxyB->GetVertex(0);
+ v->wA = b2Mul(transformA, wALocal);
+ v->wB = b2Mul(transformB, wBLocal);
+ v->w = v->wB - v->wA;
+ v->a = 1.0f;
+ m_count = 1;
+ }
+ }
+
+ void WriteCache(b2SimplexCache* cache) const
+ {
+ cache->metric = GetMetric();
+ cache->count = uint16(m_count);
+ const b2SimplexVertex* vertices = &m_v1;
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ cache->indexA[i] = uint8(vertices[i].indexA);
+ cache->indexB[i] = uint8(vertices[i].indexB);
+ }
+ }
+
+ b2Vec2 GetSearchDirection() const
+ {
+ switch (m_count)
+ {
+ case 1:
+ return -m_v1.w;
+
+ case 2:
+ {
+ b2Vec2 e12 = m_v2.w - m_v1.w;
+ float sgn = b2Cross(e12, -m_v1.w);
+ if (sgn > 0.0f)
+ {
+ // Origin is left of e12.
+ return b2Cross(1.0f, e12);
+ }
+ else
+ {
+ // Origin is right of e12.
+ return b2Cross(e12, 1.0f);
+ }
+ }
+
+ default:
+ b2Assert(false);
+ return b2Vec2_zero;
+ }
+ }
+
+ b2Vec2 GetClosestPoint() const
+ {
+ switch (m_count)
+ {
+ case 0:
+ b2Assert(false);
+ return b2Vec2_zero;
+
+ case 1:
+ return m_v1.w;
+
+ case 2:
+ return m_v1.a * m_v1.w + m_v2.a * m_v2.w;
+
+ case 3:
+ return b2Vec2_zero;
+
+ default:
+ b2Assert(false);
+ return b2Vec2_zero;
+ }
+ }
+
+ void GetWitnessPoints(b2Vec2* pA, b2Vec2* pB) const
+ {
+ switch (m_count)
+ {
+ case 0:
+ b2Assert(false);
+ break;
+
+ case 1:
+ *pA = m_v1.wA;
+ *pB = m_v1.wB;
+ break;
+
+ case 2:
+ *pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA;
+ *pB = m_v1.a * m_v1.wB + m_v2.a * m_v2.wB;
+ break;
+
+ case 3:
+ *pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA + m_v3.a * m_v3.wA;
+ *pB = *pA;
+ break;
+
+ default:
+ b2Assert(false);
+ break;
+ }
+ }
+
+ float GetMetric() const
+ {
+ switch (m_count)
+ {
+ case 0:
+ b2Assert(false);
+ return 0.0f;
+
+ case 1:
+ return 0.0f;
+
+ case 2:
+ return b2Distance(m_v1.w, m_v2.w);
+
+ case 3:
+ return b2Cross(m_v2.w - m_v1.w, m_v3.w - m_v1.w);
+
+ default:
+ b2Assert(false);
+ return 0.0f;
+ }
+ }
+
+ void Solve2();
+ void Solve3();
+
+ b2SimplexVertex m_v1, m_v2, m_v3;
+ int32 m_count;
+};
+
+
+// Solve a line segment using barycentric coordinates.
+//
+// p = a1 * w1 + a2 * w2
+// a1 + a2 = 1
+//
+// The vector from the origin to the closest point on the line is
+// perpendicular to the line.
+// e12 = w2 - w1
+// dot(p, e) = 0
+// a1 * dot(w1, e) + a2 * dot(w2, e) = 0
+//
+// 2-by-2 linear system
+// [1 1 ][a1] = [1]
+// [w1.e12 w2.e12][a2] = [0]
+//
+// Define
+// d12_1 = dot(w2, e12)
+// d12_2 = -dot(w1, e12)
+// d12 = d12_1 + d12_2
+//
+// Solution
+// a1 = d12_1 / d12
+// a2 = d12_2 / d12
+void b2Simplex::Solve2()
+{
+ b2Vec2 w1 = m_v1.w;
+ b2Vec2 w2 = m_v2.w;
+ b2Vec2 e12 = w2 - w1;
+
+ // w1 region
+ float d12_2 = -b2Dot(w1, e12);
+ if (d12_2 <= 0.0f)
+ {
+ // a2 <= 0, so we clamp it to 0
+ m_v1.a = 1.0f;
+ m_count = 1;
+ return;
+ }
+
+ // w2 region
+ float d12_1 = b2Dot(w2, e12);
+ if (d12_1 <= 0.0f)
+ {
+ // a1 <= 0, so we clamp it to 0
+ m_v2.a = 1.0f;
+ m_count = 1;
+ m_v1 = m_v2;
+ return;
+ }
+
+ // Must be in e12 region.
+ float inv_d12 = 1.0f / (d12_1 + d12_2);
+ m_v1.a = d12_1 * inv_d12;
+ m_v2.a = d12_2 * inv_d12;
+ m_count = 2;
+}
+
+// Possible regions:
+// - points[2]
+// - edge points[0]-points[2]
+// - edge points[1]-points[2]
+// - inside the triangle
+void b2Simplex::Solve3()
+{
+ b2Vec2 w1 = m_v1.w;
+ b2Vec2 w2 = m_v2.w;
+ b2Vec2 w3 = m_v3.w;
+
+ // Edge12
+ // [1 1 ][a1] = [1]
+ // [w1.e12 w2.e12][a2] = [0]
+ // a3 = 0
+ b2Vec2 e12 = w2 - w1;
+ float w1e12 = b2Dot(w1, e12);
+ float w2e12 = b2Dot(w2, e12);
+ float d12_1 = w2e12;
+ float d12_2 = -w1e12;
+
+ // Edge13
+ // [1 1 ][a1] = [1]
+ // [w1.e13 w3.e13][a3] = [0]
+ // a2 = 0
+ b2Vec2 e13 = w3 - w1;
+ float w1e13 = b2Dot(w1, e13);
+ float w3e13 = b2Dot(w3, e13);
+ float d13_1 = w3e13;
+ float d13_2 = -w1e13;
+
+ // Edge23
+ // [1 1 ][a2] = [1]
+ // [w2.e23 w3.e23][a3] = [0]
+ // a1 = 0
+ b2Vec2 e23 = w3 - w2;
+ float w2e23 = b2Dot(w2, e23);
+ float w3e23 = b2Dot(w3, e23);
+ float d23_1 = w3e23;
+ float d23_2 = -w2e23;
+
+ // Triangle123
+ float n123 = b2Cross(e12, e13);
+
+ float d123_1 = n123 * b2Cross(w2, w3);
+ float d123_2 = n123 * b2Cross(w3, w1);
+ float d123_3 = n123 * b2Cross(w1, w2);
+
+ // w1 region
+ if (d12_2 <= 0.0f && d13_2 <= 0.0f)
+ {
+ m_v1.a = 1.0f;
+ m_count = 1;
+ return;
+ }
+
+ // e12
+ if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f)
+ {
+ float inv_d12 = 1.0f / (d12_1 + d12_2);
+ m_v1.a = d12_1 * inv_d12;
+ m_v2.a = d12_2 * inv_d12;
+ m_count = 2;
+ return;
+ }
+
+ // e13
+ if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f)
+ {
+ float inv_d13 = 1.0f / (d13_1 + d13_2);
+ m_v1.a = d13_1 * inv_d13;
+ m_v3.a = d13_2 * inv_d13;
+ m_count = 2;
+ m_v2 = m_v3;
+ return;
+ }
+
+ // w2 region
+ if (d12_1 <= 0.0f && d23_2 <= 0.0f)
+ {
+ m_v2.a = 1.0f;
+ m_count = 1;
+ m_v1 = m_v2;
+ return;
+ }
+
+ // w3 region
+ if (d13_1 <= 0.0f && d23_1 <= 0.0f)
+ {
+ m_v3.a = 1.0f;
+ m_count = 1;
+ m_v1 = m_v3;
+ return;
+ }
+
+ // e23
+ if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f)
+ {
+ float inv_d23 = 1.0f / (d23_1 + d23_2);
+ m_v2.a = d23_1 * inv_d23;
+ m_v3.a = d23_2 * inv_d23;
+ m_count = 2;
+ m_v1 = m_v3;
+ return;
+ }
+
+ // Must be in triangle123
+ float inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3);
+ m_v1.a = d123_1 * inv_d123;
+ m_v2.a = d123_2 * inv_d123;
+ m_v3.a = d123_3 * inv_d123;
+ m_count = 3;
+}
+
+void b2Distance(b2DistanceOutput* output,
+ b2SimplexCache* cache,
+ const b2DistanceInput* input)
+{
+ ++b2_gjkCalls;
+
+ const b2DistanceProxy* proxyA = &input->proxyA;
+ const b2DistanceProxy* proxyB = &input->proxyB;
+
+ b2Transform transformA = input->transformA;
+ b2Transform transformB = input->transformB;
+
+ // Initialize the simplex.
+ b2Simplex simplex;
+ simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB);
+
+ // Get simplex vertices as an array.
+ b2SimplexVertex* vertices = &simplex.m_v1;
+ const int32 k_maxIters = 20;
+
+ // These store the vertices of the last simplex so that we
+ // can check for duplicates and prevent cycling.
+ int32 saveA[3], saveB[3];
+ int32 saveCount = 0;
+
+ // Main iteration loop.
+ int32 iter = 0;
+ while (iter < k_maxIters)
+ {
+ // Copy simplex so we can identify duplicates.
+ saveCount = simplex.m_count;
+ for (int32 i = 0; i < saveCount; ++i)
+ {
+ saveA[i] = vertices[i].indexA;
+ saveB[i] = vertices[i].indexB;
+ }
+
+ switch (simplex.m_count)
+ {
+ case 1:
+ break;
+
+ case 2:
+ simplex.Solve2();
+ break;
+
+ case 3:
+ simplex.Solve3();
+ break;
+
+ default:
+ b2Assert(false);
+ }
+
+ // If we have 3 points, then the origin is in the corresponding triangle.
+ if (simplex.m_count == 3)
+ {
+ break;
+ }
+
+ // Get search direction.
+ b2Vec2 d = simplex.GetSearchDirection();
+
+ // Ensure the search direction is numerically fit.
+ if (d.LengthSquared() < b2_epsilon * b2_epsilon)
+ {
+ // The origin is probably contained by a line segment
+ // or triangle. Thus the shapes are overlapped.
+
+ // We can't return zero here even though there may be overlap.
+ // In case the simplex is a point, segment, or triangle it is difficult
+ // to determine if the origin is contained in the CSO or very close to it.
+ break;
+ }
+
+ // Compute a tentative new simplex vertex using support points.
+ b2SimplexVertex* vertex = vertices + simplex.m_count;
+ vertex->indexA = proxyA->GetSupport(b2MulT(transformA.q, -d));
+ vertex->wA = b2Mul(transformA, proxyA->GetVertex(vertex->indexA));
+ vertex->indexB = proxyB->GetSupport(b2MulT(transformB.q, d));
+ vertex->wB = b2Mul(transformB, proxyB->GetVertex(vertex->indexB));
+ vertex->w = vertex->wB - vertex->wA;
+
+ // Iteration count is equated to the number of support point calls.
+ ++iter;
+ ++b2_gjkIters;
+
+ // Check for duplicate support points. This is the main termination criteria.
+ bool duplicate = false;
+ for (int32 i = 0; i < saveCount; ++i)
+ {
+ if (vertex->indexA == saveA[i] && vertex->indexB == saveB[i])
+ {
+ duplicate = true;
+ break;
+ }
+ }
+
+ // If we found a duplicate support point we must exit to avoid cycling.
+ if (duplicate)
+ {
+ break;
+ }
+
+ // New vertex is ok and needed.
+ ++simplex.m_count;
+ }
+
+ b2_gjkMaxIters = b2Max(b2_gjkMaxIters, iter);
+
+ // Prepare output.
+ simplex.GetWitnessPoints(&output->pointA, &output->pointB);
+ output->distance = b2Distance(output->pointA, output->pointB);
+ output->iterations = iter;
+
+ // Cache the simplex.
+ simplex.WriteCache(cache);
+
+ // Apply radii if requested.
+ if (input->useRadii)
+ {
+ float rA = proxyA->m_radius;
+ float rB = proxyB->m_radius;
+
+ if (output->distance > rA + rB && output->distance > b2_epsilon)
+ {
+ // Shapes are still no overlapped.
+ // Move the witness points to the outer surface.
+ output->distance -= rA + rB;
+ b2Vec2 normal = output->pointB - output->pointA;
+ normal.Normalize();
+ output->pointA += rA * normal;
+ output->pointB -= rB * normal;
+ }
+ else
+ {
+ // Shapes are overlapped when radii are considered.
+ // Move the witness points to the middle.
+ b2Vec2 p = 0.5f * (output->pointA + output->pointB);
+ output->pointA = p;
+ output->pointB = p;
+ output->distance = 0.0f;
+ }
+ }
+}
+
+// GJK-raycast
+// Algorithm by Gino van den Bergen.
+// "Smooth Mesh Contacts with GJK" in Game Physics Pearls. 2010
+bool b2ShapeCast(b2ShapeCastOutput * output, const b2ShapeCastInput * input)
+{
+ output->iterations = 0;
+ output->lambda = 1.0f;
+ output->normal.SetZero();
+ output->point.SetZero();
+
+ const b2DistanceProxy* proxyA = &input->proxyA;
+ const b2DistanceProxy* proxyB = &input->proxyB;
+
+ float radiusA = b2Max(proxyA->m_radius, b2_polygonRadius);
+ float radiusB = b2Max(proxyB->m_radius, b2_polygonRadius);
+ float radius = radiusA + radiusB;
+
+ b2Transform xfA = input->transformA;
+ b2Transform xfB = input->transformB;
+
+ b2Vec2 r = input->translationB;
+ b2Vec2 n(0.0f, 0.0f);
+ float lambda = 0.0f;
+
+ // Initial simplex
+ b2Simplex simplex;
+ simplex.m_count = 0;
+
+ // Get simplex vertices as an array.
+ b2SimplexVertex* vertices = &simplex.m_v1;
+
+ // Get support point in -r direction
+ int32 indexA = proxyA->GetSupport(b2MulT(xfA.q, -r));
+ b2Vec2 wA = b2Mul(xfA, proxyA->GetVertex(indexA));
+ int32 indexB = proxyB->GetSupport(b2MulT(xfB.q, r));
+ b2Vec2 wB = b2Mul(xfB, proxyB->GetVertex(indexB));
+ b2Vec2 v = wA - wB;
+
+ // Sigma is the target distance between polygons
+ float sigma = b2Max(b2_polygonRadius, radius - b2_polygonRadius);
+ const float tolerance = 0.5f * b2_linearSlop;
+
+ // Main iteration loop.
+ const int32 k_maxIters = 20;
+ int32 iter = 0;
+ while (iter < k_maxIters && v.Length() - sigma > tolerance)
+ {
+ b2Assert(simplex.m_count < 3);
+
+ output->iterations += 1;
+
+ // Support in direction -v (A - B)
+ indexA = proxyA->GetSupport(b2MulT(xfA.q, -v));
+ wA = b2Mul(xfA, proxyA->GetVertex(indexA));
+ indexB = proxyB->GetSupport(b2MulT(xfB.q, v));
+ wB = b2Mul(xfB, proxyB->GetVertex(indexB));
+ b2Vec2 p = wA - wB;
+
+ // -v is a normal at p
+ v.Normalize();
+
+ // Intersect ray with plane
+ float vp = b2Dot(v, p);
+ float vr = b2Dot(v, r);
+ if (vp - sigma > lambda * vr)
+ {
+ if (vr <= 0.0f)
+ {
+ return false;
+ }
+
+ lambda = (vp - sigma) / vr;
+ if (lambda > 1.0f)
+ {
+ return false;
+ }
+
+ n = -v;
+ simplex.m_count = 0;
+ }
+
+ // Reverse simplex since it works with B - A.
+ // Shift by lambda * r because we want the closest point to the current clip point.
+ // Note that the support point p is not shifted because we want the plane equation
+ // to be formed in unshifted space.
+ b2SimplexVertex* vertex = vertices + simplex.m_count;
+ vertex->indexA = indexB;
+ vertex->wA = wB + lambda * r;
+ vertex->indexB = indexA;
+ vertex->wB = wA;
+ vertex->w = vertex->wB - vertex->wA;
+ vertex->a = 1.0f;
+ simplex.m_count += 1;
+
+ switch (simplex.m_count)
+ {
+ case 1:
+ break;
+
+ case 2:
+ simplex.Solve2();
+ break;
+
+ case 3:
+ simplex.Solve3();
+ break;
+
+ default:
+ b2Assert(false);
+ }
+
+ // If we have 3 points, then the origin is in the corresponding triangle.
+ if (simplex.m_count == 3)
+ {
+ // Overlap
+ return false;
+ }
+
+ // Get search direction.
+ v = simplex.GetClosestPoint();
+
+ // Iteration count is equated to the number of support point calls.
+ ++iter;
+ }
+
+ if (iter == 0)
+ {
+ // Initial overlap
+ return false;
+ }
+
+ // Prepare output.
+ b2Vec2 pointA, pointB;
+ simplex.GetWitnessPoints(&pointB, &pointA);
+
+ if (v.LengthSquared() > 0.0f)
+ {
+ n = -v;
+ n.Normalize();
+ }
+
+ output->point = pointA + radiusA * n;
+ output->normal = n;
+ output->lambda = lambda;
+ output->iterations = iter;
+ return true;
+}
diff --git a/Client/ThirdParty/Box2D/src/collision/b2_dynamic_tree.cpp b/Client/ThirdParty/Box2D/src/collision/b2_dynamic_tree.cpp
new file mode 100644
index 0000000..55a9d32
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_dynamic_tree.cpp
@@ -0,0 +1,801 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+#include "box2d/b2_dynamic_tree.h"
+#include <string.h>
+
+b2DynamicTree::b2DynamicTree()
+{
+ m_root = b2_nullNode;
+
+ m_nodeCapacity = 16;
+ m_nodeCount = 0;
+ m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));
+ memset(m_nodes, 0, m_nodeCapacity * sizeof(b2TreeNode));
+
+ // Build a linked list for the free list.
+ for (int32 i = 0; i < m_nodeCapacity - 1; ++i)
+ {
+ m_nodes[i].next = i + 1;
+ m_nodes[i].height = -1;
+ }
+ m_nodes[m_nodeCapacity-1].next = b2_nullNode;
+ m_nodes[m_nodeCapacity-1].height = -1;
+ m_freeList = 0;
+
+ m_insertionCount = 0;
+}
+
+b2DynamicTree::~b2DynamicTree()
+{
+ // This frees the entire tree in one shot.
+ b2Free(m_nodes);
+}
+
+// Allocate a node from the pool. Grow the pool if necessary.
+int32 b2DynamicTree::AllocateNode()
+{
+ // Expand the node pool as needed.
+ if (m_freeList == b2_nullNode)
+ {
+ b2Assert(m_nodeCount == m_nodeCapacity);
+
+ // The free list is empty. Rebuild a bigger pool.
+ b2TreeNode* oldNodes = m_nodes;
+ m_nodeCapacity *= 2;
+ m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));
+ memcpy(m_nodes, oldNodes, m_nodeCount * sizeof(b2TreeNode));
+ b2Free(oldNodes);
+
+ // Build a linked list for the free list. The parent
+ // pointer becomes the "next" pointer.
+ for (int32 i = m_nodeCount; i < m_nodeCapacity - 1; ++i)
+ {
+ m_nodes[i].next = i + 1;
+ m_nodes[i].height = -1;
+ }
+ m_nodes[m_nodeCapacity-1].next = b2_nullNode;
+ m_nodes[m_nodeCapacity-1].height = -1;
+ m_freeList = m_nodeCount;
+ }
+
+ // Peel a node off the free list.
+ int32 nodeId = m_freeList;
+ m_freeList = m_nodes[nodeId].next;
+ m_nodes[nodeId].parent = b2_nullNode;
+ m_nodes[nodeId].child1 = b2_nullNode;
+ m_nodes[nodeId].child2 = b2_nullNode;
+ m_nodes[nodeId].height = 0;
+ m_nodes[nodeId].userData = nullptr;
+ m_nodes[nodeId].moved = false;
+ ++m_nodeCount;
+ return nodeId;
+}
+
+// Return a node to the pool.
+void b2DynamicTree::FreeNode(int32 nodeId)
+{
+ b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
+ b2Assert(0 < m_nodeCount);
+ m_nodes[nodeId].next = m_freeList;
+ m_nodes[nodeId].height = -1;
+ m_freeList = nodeId;
+ --m_nodeCount;
+}
+
+// Create a proxy in the tree as a leaf node. We return the index
+// of the node instead of a pointer so that we can grow
+// the node pool.
+int32 b2DynamicTree::CreateProxy(const b2AABB& aabb, void* userData)
+{
+ int32 proxyId = AllocateNode();
+
+ // Fatten the aabb.
+ b2Vec2 r(b2_aabbExtension, b2_aabbExtension);
+ m_nodes[proxyId].aabb.lowerBound = aabb.lowerBound - r;
+ m_nodes[proxyId].aabb.upperBound = aabb.upperBound + r;
+ m_nodes[proxyId].userData = userData;
+ m_nodes[proxyId].height = 0;
+ m_nodes[proxyId].moved = true;
+
+ InsertLeaf(proxyId);
+
+ return proxyId;
+}
+
+void b2DynamicTree::DestroyProxy(int32 proxyId)
+{
+ b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
+ b2Assert(m_nodes[proxyId].IsLeaf());
+
+ RemoveLeaf(proxyId);
+ FreeNode(proxyId);
+}
+
+bool b2DynamicTree::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
+{
+ b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
+
+ b2Assert(m_nodes[proxyId].IsLeaf());
+
+ // Extend AABB
+ b2AABB fatAABB;
+ b2Vec2 r(b2_aabbExtension, b2_aabbExtension);
+ fatAABB.lowerBound = aabb.lowerBound - r;
+ fatAABB.upperBound = aabb.upperBound + r;
+
+ // Predict AABB movement
+ b2Vec2 d = b2_aabbMultiplier * displacement;
+
+ if (d.x < 0.0f)
+ {
+ fatAABB.lowerBound.x += d.x;
+ }
+ else
+ {
+ fatAABB.upperBound.x += d.x;
+ }
+
+ if (d.y < 0.0f)
+ {
+ fatAABB.lowerBound.y += d.y;
+ }
+ else
+ {
+ fatAABB.upperBound.y += d.y;
+ }
+
+ const b2AABB& treeAABB = m_nodes[proxyId].aabb;
+ if (treeAABB.Contains(aabb))
+ {
+ // The tree AABB still contains the object, but it might be too large.
+ // Perhaps the object was moving fast but has since gone to sleep.
+ // The huge AABB is larger than the new fat AABB.
+ b2AABB hugeAABB;
+ hugeAABB.lowerBound = fatAABB.lowerBound - 4.0f * r;
+ hugeAABB.upperBound = fatAABB.upperBound + 4.0f * r;
+
+ if (hugeAABB.Contains(treeAABB))
+ {
+ // The tree AABB contains the object AABB and the tree AABB is
+ // not too large. No tree update needed.
+ return false;
+ }
+
+ // Otherwise the tree AABB is huge and needs to be shrunk
+ }
+
+ RemoveLeaf(proxyId);
+
+ m_nodes[proxyId].aabb = fatAABB;
+
+ InsertLeaf(proxyId);
+
+ m_nodes[proxyId].moved = true;
+
+ return true;
+}
+
+void b2DynamicTree::InsertLeaf(int32 leaf)
+{
+ ++m_insertionCount;
+
+ if (m_root == b2_nullNode)
+ {
+ m_root = leaf;
+ m_nodes[m_root].parent = b2_nullNode;
+ return;
+ }
+
+ // Find the best sibling for this node
+ b2AABB leafAABB = m_nodes[leaf].aabb;
+ int32 index = m_root;
+ while (m_nodes[index].IsLeaf() == false)
+ {
+ int32 child1 = m_nodes[index].child1;
+ int32 child2 = m_nodes[index].child2;
+
+ float area = m_nodes[index].aabb.GetPerimeter();
+
+ b2AABB combinedAABB;
+ combinedAABB.Combine(m_nodes[index].aabb, leafAABB);
+ float combinedArea = combinedAABB.GetPerimeter();
+
+ // Cost of creating a new parent for this node and the new leaf
+ float cost = 2.0f * combinedArea;
+
+ // Minimum cost of pushing the leaf further down the tree
+ float inheritanceCost = 2.0f * (combinedArea - area);
+
+ // Cost of descending into child1
+ float cost1;
+ if (m_nodes[child1].IsLeaf())
+ {
+ b2AABB aabb;
+ aabb.Combine(leafAABB, m_nodes[child1].aabb);
+ cost1 = aabb.GetPerimeter() + inheritanceCost;
+ }
+ else
+ {
+ b2AABB aabb;
+ aabb.Combine(leafAABB, m_nodes[child1].aabb);
+ float oldArea = m_nodes[child1].aabb.GetPerimeter();
+ float newArea = aabb.GetPerimeter();
+ cost1 = (newArea - oldArea) + inheritanceCost;
+ }
+
+ // Cost of descending into child2
+ float cost2;
+ if (m_nodes[child2].IsLeaf())
+ {
+ b2AABB aabb;
+ aabb.Combine(leafAABB, m_nodes[child2].aabb);
+ cost2 = aabb.GetPerimeter() + inheritanceCost;
+ }
+ else
+ {
+ b2AABB aabb;
+ aabb.Combine(leafAABB, m_nodes[child2].aabb);
+ float oldArea = m_nodes[child2].aabb.GetPerimeter();
+ float newArea = aabb.GetPerimeter();
+ cost2 = newArea - oldArea + inheritanceCost;
+ }
+
+ // Descend according to the minimum cost.
+ if (cost < cost1 && cost < cost2)
+ {
+ break;
+ }
+
+ // Descend
+ if (cost1 < cost2)
+ {
+ index = child1;
+ }
+ else
+ {
+ index = child2;
+ }
+ }
+
+ int32 sibling = index;
+
+ // Create a new parent.
+ int32 oldParent = m_nodes[sibling].parent;
+ int32 newParent = AllocateNode();
+ m_nodes[newParent].parent = oldParent;
+ m_nodes[newParent].userData = nullptr;
+ m_nodes[newParent].aabb.Combine(leafAABB, m_nodes[sibling].aabb);
+ m_nodes[newParent].height = m_nodes[sibling].height + 1;
+
+ if (oldParent != b2_nullNode)
+ {
+ // The sibling was not the root.
+ if (m_nodes[oldParent].child1 == sibling)
+ {
+ m_nodes[oldParent].child1 = newParent;
+ }
+ else
+ {
+ m_nodes[oldParent].child2 = newParent;
+ }
+
+ m_nodes[newParent].child1 = sibling;
+ m_nodes[newParent].child2 = leaf;
+ m_nodes[sibling].parent = newParent;
+ m_nodes[leaf].parent = newParent;
+ }
+ else
+ {
+ // The sibling was the root.
+ m_nodes[newParent].child1 = sibling;
+ m_nodes[newParent].child2 = leaf;
+ m_nodes[sibling].parent = newParent;
+ m_nodes[leaf].parent = newParent;
+ m_root = newParent;
+ }
+
+ // Walk back up the tree fixing heights and AABBs
+ index = m_nodes[leaf].parent;
+ while (index != b2_nullNode)
+ {
+ index = Balance(index);
+
+ int32 child1 = m_nodes[index].child1;
+ int32 child2 = m_nodes[index].child2;
+
+ b2Assert(child1 != b2_nullNode);
+ b2Assert(child2 != b2_nullNode);
+
+ m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);
+ m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
+
+ index = m_nodes[index].parent;
+ }
+
+ //Validate();
+}
+
+void b2DynamicTree::RemoveLeaf(int32 leaf)
+{
+ if (leaf == m_root)
+ {
+ m_root = b2_nullNode;
+ return;
+ }
+
+ int32 parent = m_nodes[leaf].parent;
+ int32 grandParent = m_nodes[parent].parent;
+ int32 sibling;
+ if (m_nodes[parent].child1 == leaf)
+ {
+ sibling = m_nodes[parent].child2;
+ }
+ else
+ {
+ sibling = m_nodes[parent].child1;
+ }
+
+ if (grandParent != b2_nullNode)
+ {
+ // Destroy parent and connect sibling to grandParent.
+ if (m_nodes[grandParent].child1 == parent)
+ {
+ m_nodes[grandParent].child1 = sibling;
+ }
+ else
+ {
+ m_nodes[grandParent].child2 = sibling;
+ }
+ m_nodes[sibling].parent = grandParent;
+ FreeNode(parent);
+
+ // Adjust ancestor bounds.
+ int32 index = grandParent;
+ while (index != b2_nullNode)
+ {
+ index = Balance(index);
+
+ int32 child1 = m_nodes[index].child1;
+ int32 child2 = m_nodes[index].child2;
+
+ m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
+ m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);
+
+ index = m_nodes[index].parent;
+ }
+ }
+ else
+ {
+ m_root = sibling;
+ m_nodes[sibling].parent = b2_nullNode;
+ FreeNode(parent);
+ }
+
+ //Validate();
+}
+
+// Perform a left or right rotation if node A is imbalanced.
+// Returns the new root index.
+int32 b2DynamicTree::Balance(int32 iA)
+{
+ b2Assert(iA != b2_nullNode);
+
+ b2TreeNode* A = m_nodes + iA;
+ if (A->IsLeaf() || A->height < 2)
+ {
+ return iA;
+ }
+
+ int32 iB = A->child1;
+ int32 iC = A->child2;
+ b2Assert(0 <= iB && iB < m_nodeCapacity);
+ b2Assert(0 <= iC && iC < m_nodeCapacity);
+
+ b2TreeNode* B = m_nodes + iB;
+ b2TreeNode* C = m_nodes + iC;
+
+ int32 balance = C->height - B->height;
+
+ // Rotate C up
+ if (balance > 1)
+ {
+ int32 iF = C->child1;
+ int32 iG = C->child2;
+ b2TreeNode* F = m_nodes + iF;
+ b2TreeNode* G = m_nodes + iG;
+ b2Assert(0 <= iF && iF < m_nodeCapacity);
+ b2Assert(0 <= iG && iG < m_nodeCapacity);
+
+ // Swap A and C
+ C->child1 = iA;
+ C->parent = A->parent;
+ A->parent = iC;
+
+ // A's old parent should point to C
+ if (C->parent != b2_nullNode)
+ {
+ if (m_nodes[C->parent].child1 == iA)
+ {
+ m_nodes[C->parent].child1 = iC;
+ }
+ else
+ {
+ b2Assert(m_nodes[C->parent].child2 == iA);
+ m_nodes[C->parent].child2 = iC;
+ }
+ }
+ else
+ {
+ m_root = iC;
+ }
+
+ // Rotate
+ if (F->height > G->height)
+ {
+ C->child2 = iF;
+ A->child2 = iG;
+ G->parent = iA;
+ A->aabb.Combine(B->aabb, G->aabb);
+ C->aabb.Combine(A->aabb, F->aabb);
+
+ A->height = 1 + b2Max(B->height, G->height);
+ C->height = 1 + b2Max(A->height, F->height);
+ }
+ else
+ {
+ C->child2 = iG;
+ A->child2 = iF;
+ F->parent = iA;
+ A->aabb.Combine(B->aabb, F->aabb);
+ C->aabb.Combine(A->aabb, G->aabb);
+
+ A->height = 1 + b2Max(B->height, F->height);
+ C->height = 1 + b2Max(A->height, G->height);
+ }
+
+ return iC;
+ }
+
+ // Rotate B up
+ if (balance < -1)
+ {
+ int32 iD = B->child1;
+ int32 iE = B->child2;
+ b2TreeNode* D = m_nodes + iD;
+ b2TreeNode* E = m_nodes + iE;
+ b2Assert(0 <= iD && iD < m_nodeCapacity);
+ b2Assert(0 <= iE && iE < m_nodeCapacity);
+
+ // Swap A and B
+ B->child1 = iA;
+ B->parent = A->parent;
+ A->parent = iB;
+
+ // A's old parent should point to B
+ if (B->parent != b2_nullNode)
+ {
+ if (m_nodes[B->parent].child1 == iA)
+ {
+ m_nodes[B->parent].child1 = iB;
+ }
+ else
+ {
+ b2Assert(m_nodes[B->parent].child2 == iA);
+ m_nodes[B->parent].child2 = iB;
+ }
+ }
+ else
+ {
+ m_root = iB;
+ }
+
+ // Rotate
+ if (D->height > E->height)
+ {
+ B->child2 = iD;
+ A->child1 = iE;
+ E->parent = iA;
+ A->aabb.Combine(C->aabb, E->aabb);
+ B->aabb.Combine(A->aabb, D->aabb);
+
+ A->height = 1 + b2Max(C->height, E->height);
+ B->height = 1 + b2Max(A->height, D->height);
+ }
+ else
+ {
+ B->child2 = iE;
+ A->child1 = iD;
+ D->parent = iA;
+ A->aabb.Combine(C->aabb, D->aabb);
+ B->aabb.Combine(A->aabb, E->aabb);
+
+ A->height = 1 + b2Max(C->height, D->height);
+ B->height = 1 + b2Max(A->height, E->height);
+ }
+
+ return iB;
+ }
+
+ return iA;
+}
+
+int32 b2DynamicTree::GetHeight() const
+{
+ if (m_root == b2_nullNode)
+ {
+ return 0;
+ }
+
+ return m_nodes[m_root].height;
+}
+
+//
+float b2DynamicTree::GetAreaRatio() const
+{
+ if (m_root == b2_nullNode)
+ {
+ return 0.0f;
+ }
+
+ const b2TreeNode* root = m_nodes + m_root;
+ float rootArea = root->aabb.GetPerimeter();
+
+ float totalArea = 0.0f;
+ for (int32 i = 0; i < m_nodeCapacity; ++i)
+ {
+ const b2TreeNode* node = m_nodes + i;
+ if (node->height < 0)
+ {
+ // Free node in pool
+ continue;
+ }
+
+ totalArea += node->aabb.GetPerimeter();
+ }
+
+ return totalArea / rootArea;
+}
+
+// Compute the height of a sub-tree.
+int32 b2DynamicTree::ComputeHeight(int32 nodeId) const
+{
+ b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
+ b2TreeNode* node = m_nodes + nodeId;
+
+ if (node->IsLeaf())
+ {
+ return 0;
+ }
+
+ int32 height1 = ComputeHeight(node->child1);
+ int32 height2 = ComputeHeight(node->child2);
+ return 1 + b2Max(height1, height2);
+}
+
+int32 b2DynamicTree::ComputeHeight() const
+{
+ int32 height = ComputeHeight(m_root);
+ return height;
+}
+
+void b2DynamicTree::ValidateStructure(int32 index) const
+{
+ if (index == b2_nullNode)
+ {
+ return;
+ }
+
+ if (index == m_root)
+ {
+ b2Assert(m_nodes[index].parent == b2_nullNode);
+ }
+
+ const b2TreeNode* node = m_nodes + index;
+
+ int32 child1 = node->child1;
+ int32 child2 = node->child2;
+
+ if (node->IsLeaf())
+ {
+ b2Assert(child1 == b2_nullNode);
+ b2Assert(child2 == b2_nullNode);
+ b2Assert(node->height == 0);
+ return;
+ }
+
+ b2Assert(0 <= child1 && child1 < m_nodeCapacity);
+ b2Assert(0 <= child2 && child2 < m_nodeCapacity);
+
+ b2Assert(m_nodes[child1].parent == index);
+ b2Assert(m_nodes[child2].parent == index);
+
+ ValidateStructure(child1);
+ ValidateStructure(child2);
+}
+
+void b2DynamicTree::ValidateMetrics(int32 index) const
+{
+ if (index == b2_nullNode)
+ {
+ return;
+ }
+
+ const b2TreeNode* node = m_nodes + index;
+
+ int32 child1 = node->child1;
+ int32 child2 = node->child2;
+
+ if (node->IsLeaf())
+ {
+ b2Assert(child1 == b2_nullNode);
+ b2Assert(child2 == b2_nullNode);
+ b2Assert(node->height == 0);
+ return;
+ }
+
+ b2Assert(0 <= child1 && child1 < m_nodeCapacity);
+ b2Assert(0 <= child2 && child2 < m_nodeCapacity);
+
+ int32 height1 = m_nodes[child1].height;
+ int32 height2 = m_nodes[child2].height;
+ int32 height;
+ height = 1 + b2Max(height1, height2);
+ b2Assert(node->height == height);
+
+ b2AABB aabb;
+ aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
+
+ b2Assert(aabb.lowerBound == node->aabb.lowerBound);
+ b2Assert(aabb.upperBound == node->aabb.upperBound);
+
+ ValidateMetrics(child1);
+ ValidateMetrics(child2);
+}
+
+void b2DynamicTree::Validate() const
+{
+#if defined(b2DEBUG)
+ ValidateStructure(m_root);
+ ValidateMetrics(m_root);
+
+ int32 freeCount = 0;
+ int32 freeIndex = m_freeList;
+ while (freeIndex != b2_nullNode)
+ {
+ b2Assert(0 <= freeIndex && freeIndex < m_nodeCapacity);
+ freeIndex = m_nodes[freeIndex].next;
+ ++freeCount;
+ }
+
+ b2Assert(GetHeight() == ComputeHeight());
+
+ b2Assert(m_nodeCount + freeCount == m_nodeCapacity);
+#endif
+}
+
+int32 b2DynamicTree::GetMaxBalance() const
+{
+ int32 maxBalance = 0;
+ for (int32 i = 0; i < m_nodeCapacity; ++i)
+ {
+ const b2TreeNode* node = m_nodes + i;
+ if (node->height <= 1)
+ {
+ continue;
+ }
+
+ b2Assert(node->IsLeaf() == false);
+
+ int32 child1 = node->child1;
+ int32 child2 = node->child2;
+ int32 balance = b2Abs(m_nodes[child2].height - m_nodes[child1].height);
+ maxBalance = b2Max(maxBalance, balance);
+ }
+
+ return maxBalance;
+}
+
+void b2DynamicTree::RebuildBottomUp()
+{
+ int32* nodes = (int32*)b2Alloc(m_nodeCount * sizeof(int32));
+ int32 count = 0;
+
+ // Build array of leaves. Free the rest.
+ for (int32 i = 0; i < m_nodeCapacity; ++i)
+ {
+ if (m_nodes[i].height < 0)
+ {
+ // free node in pool
+ continue;
+ }
+
+ if (m_nodes[i].IsLeaf())
+ {
+ m_nodes[i].parent = b2_nullNode;
+ nodes[count] = i;
+ ++count;
+ }
+ else
+ {
+ FreeNode(i);
+ }
+ }
+
+ while (count > 1)
+ {
+ float minCost = b2_maxFloat;
+ int32 iMin = -1, jMin = -1;
+ for (int32 i = 0; i < count; ++i)
+ {
+ b2AABB aabbi = m_nodes[nodes[i]].aabb;
+
+ for (int32 j = i + 1; j < count; ++j)
+ {
+ b2AABB aabbj = m_nodes[nodes[j]].aabb;
+ b2AABB b;
+ b.Combine(aabbi, aabbj);
+ float cost = b.GetPerimeter();
+ if (cost < minCost)
+ {
+ iMin = i;
+ jMin = j;
+ minCost = cost;
+ }
+ }
+ }
+
+ int32 index1 = nodes[iMin];
+ int32 index2 = nodes[jMin];
+ b2TreeNode* child1 = m_nodes + index1;
+ b2TreeNode* child2 = m_nodes + index2;
+
+ int32 parentIndex = AllocateNode();
+ b2TreeNode* parent = m_nodes + parentIndex;
+ parent->child1 = index1;
+ parent->child2 = index2;
+ parent->height = 1 + b2Max(child1->height, child2->height);
+ parent->aabb.Combine(child1->aabb, child2->aabb);
+ parent->parent = b2_nullNode;
+
+ child1->parent = parentIndex;
+ child2->parent = parentIndex;
+
+ nodes[jMin] = nodes[count-1];
+ nodes[iMin] = parentIndex;
+ --count;
+ }
+
+ m_root = nodes[0];
+ b2Free(nodes);
+
+ Validate();
+}
+
+void b2DynamicTree::ShiftOrigin(const b2Vec2& newOrigin)
+{
+ // Build array of leaves. Free the rest.
+ for (int32 i = 0; i < m_nodeCapacity; ++i)
+ {
+ m_nodes[i].aabb.lowerBound -= newOrigin;
+ m_nodes[i].aabb.upperBound -= newOrigin;
+ }
+}
diff --git a/Client/ThirdParty/Box2D/src/collision/b2_edge_shape.cpp b/Client/ThirdParty/Box2D/src/collision/b2_edge_shape.cpp
new file mode 100644
index 0000000..65f0606
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_edge_shape.cpp
@@ -0,0 +1,158 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_edge_shape.h"
+#include "box2d/b2_block_allocator.h"
+#include <new>
+
+void b2EdgeShape::SetOneSided(const b2Vec2& v0, const b2Vec2& v1, const b2Vec2& v2, const b2Vec2& v3)
+{
+ m_vertex0 = v0;
+ m_vertex1 = v1;
+ m_vertex2 = v2;
+ m_vertex3 = v3;
+ m_oneSided = true;
+}
+
+void b2EdgeShape::SetTwoSided(const b2Vec2& v1, const b2Vec2& v2)
+{
+ m_vertex1 = v1;
+ m_vertex2 = v2;
+ m_oneSided = 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;
+
+ // Normal points to the right, looking from v1 at v2
+ 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
+ float numerator = b2Dot(normal, v1 - p1);
+ if (m_oneSided && numerator > 0.0f)
+ {
+ return false;
+ }
+
+ float denominator = b2Dot(normal, d);
+
+ if (denominator == 0.0f)
+ {
+ return false;
+ }
+
+ float 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;
+ float rr = b2Dot(r, r);
+ if (rr == 0.0f)
+ {
+ return false;
+ }
+
+ float 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, float 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/Client/ThirdParty/Box2D/src/collision/b2_polygon_shape.cpp b/Client/ThirdParty/Box2D/src/collision/b2_polygon_shape.cpp
new file mode 100644
index 0000000..368fb80
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_polygon_shape.cpp
@@ -0,0 +1,459 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_polygon_shape.h"
+#include "box2d/b2_block_allocator.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(float hx, float 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(float hx, float hy, const b2Vec2& center, float 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(0.0f, 0.0f);
+ float area = 0.0f;
+
+ // Get a reference point for forming triangles.
+ // Use the first vertex to reduce round-off errors.
+ b2Vec2 s = vs[0];
+
+ const float inv3 = 1.0f / 3.0f;
+
+ for (int32 i = 0; i < count; ++i)
+ {
+ // Triangle vertices.
+ b2Vec2 p1 = vs[0] - s;
+ b2Vec2 p2 = vs[i] - s;
+ b2Vec2 p3 = i + 1 < count ? vs[i+1] - s : vs[0] - s;
+
+ b2Vec2 e1 = p2 - p1;
+ b2Vec2 e2 = p3 - p1;
+
+ float D = b2Cross(e1, e2);
+
+ float triangleArea = 0.5f * D;
+ area += triangleArea;
+
+ // Area weighted centroid
+ c += triangleArea * inv3 * (p1 + p2 + p3);
+ }
+
+ // Centroid
+ b2Assert(area > b2_epsilon);
+ c = (1.0f / area) * c + s;
+ 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;
+ float x0 = ps[0].x;
+ for (int32 i = 1; i < n; ++i)
+ {
+ float 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]];
+ float 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)
+ {
+ float 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;
+
+ float 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
+ float numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
+ float 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, float 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(0.0f, 0.0f);
+ float area = 0.0f;
+ float I = 0.0f;
+
+ // Get a reference point for forming triangles.
+ // Use the first vertex to reduce round-off errors.
+ b2Vec2 s = m_vertices[0];
+
+ const float 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;
+
+ float D = b2Cross(e1, e2);
+
+ float triangleArea = 0.5f * D;
+ area += triangleArea;
+
+ // Area weighted centroid
+ center += triangleArea * k_inv3 * (e1 + e2);
+
+ float ex1 = e1.x, ey1 = e1.y;
+ float ex2 = e2.x, ey2 = e2.y;
+
+ float intx2 = ex1*ex1 + ex2*ex1 + ex2*ex2;
+ float 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;
+ float c = b2Cross(e, v);
+ if (c < 0.0f)
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
diff --git a/Client/ThirdParty/Box2D/src/collision/b2_time_of_impact.cpp b/Client/ThirdParty/Box2D/src/collision/b2_time_of_impact.cpp
new file mode 100644
index 0000000..7a1011b
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/collision/b2_time_of_impact.cpp
@@ -0,0 +1,490 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_collision.h"
+#include "box2d/b2_distance.h"
+#include "box2d/b2_circle_shape.h"
+#include "box2d/b2_polygon_shape.h"
+#include "box2d/b2_time_of_impact.h"
+#include "box2d/b2_timer.h"
+
+#include <stdio.h>
+
+B2_API float b2_toiTime, b2_toiMaxTime;
+B2_API int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
+B2_API int32 b2_toiRootIters, b2_toiMaxRootIters;
+
+//
+struct b2SeparationFunction
+{
+ enum Type
+ {
+ e_points,
+ e_faceA,
+ e_faceB
+ };
+
+ // TODO_ERIN might not need to return the separation
+
+ float Initialize(const b2SimplexCache* cache,
+ const b2DistanceProxy* proxyA, const b2Sweep& sweepA,
+ const b2DistanceProxy* proxyB, const b2Sweep& sweepB,
+ float t1)
+ {
+ m_proxyA = proxyA;
+ m_proxyB = proxyB;
+ int32 count = cache->count;
+ b2Assert(0 < count && count < 3);
+
+ m_sweepA = sweepA;
+ m_sweepB = sweepB;
+
+ b2Transform xfA, xfB;
+ m_sweepA.GetTransform(&xfA, t1);
+ m_sweepB.GetTransform(&xfB, t1);
+
+ if (count == 1)
+ {
+ m_type = e_points;
+ b2Vec2 localPointA = m_proxyA->GetVertex(cache->indexA[0]);
+ b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
+ b2Vec2 pointA = b2Mul(xfA, localPointA);
+ b2Vec2 pointB = b2Mul(xfB, localPointB);
+ m_axis = pointB - pointA;
+ float s = m_axis.Normalize();
+ return s;
+ }
+ else if (cache->indexA[0] == cache->indexA[1])
+ {
+ // Two points on B and one on A.
+ m_type = e_faceB;
+ b2Vec2 localPointB1 = proxyB->GetVertex(cache->indexB[0]);
+ b2Vec2 localPointB2 = proxyB->GetVertex(cache->indexB[1]);
+
+ m_axis = b2Cross(localPointB2 - localPointB1, 1.0f);
+ m_axis.Normalize();
+ b2Vec2 normal = b2Mul(xfB.q, m_axis);
+
+ m_localPoint = 0.5f * (localPointB1 + localPointB2);
+ b2Vec2 pointB = b2Mul(xfB, m_localPoint);
+
+ b2Vec2 localPointA = proxyA->GetVertex(cache->indexA[0]);
+ b2Vec2 pointA = b2Mul(xfA, localPointA);
+
+ float s = b2Dot(pointA - pointB, normal);
+ if (s < 0.0f)
+ {
+ m_axis = -m_axis;
+ s = -s;
+ }
+ return s;
+ }
+ else
+ {
+ // Two points on A and one or two points on B.
+ m_type = e_faceA;
+ b2Vec2 localPointA1 = m_proxyA->GetVertex(cache->indexA[0]);
+ b2Vec2 localPointA2 = m_proxyA->GetVertex(cache->indexA[1]);
+
+ m_axis = b2Cross(localPointA2 - localPointA1, 1.0f);
+ m_axis.Normalize();
+ b2Vec2 normal = b2Mul(xfA.q, m_axis);
+
+ m_localPoint = 0.5f * (localPointA1 + localPointA2);
+ b2Vec2 pointA = b2Mul(xfA, m_localPoint);
+
+ b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
+ b2Vec2 pointB = b2Mul(xfB, localPointB);
+
+ float s = b2Dot(pointB - pointA, normal);
+ if (s < 0.0f)
+ {
+ m_axis = -m_axis;
+ s = -s;
+ }
+ return s;
+ }
+ }
+
+ //
+ float FindMinSeparation(int32* indexA, int32* indexB, float t) const
+ {
+ b2Transform xfA, xfB;
+ m_sweepA.GetTransform(&xfA, t);
+ m_sweepB.GetTransform(&xfB, t);
+
+ switch (m_type)
+ {
+ case e_points:
+ {
+ b2Vec2 axisA = b2MulT(xfA.q, m_axis);
+ b2Vec2 axisB = b2MulT(xfB.q, -m_axis);
+
+ *indexA = m_proxyA->GetSupport(axisA);
+ *indexB = m_proxyB->GetSupport(axisB);
+
+ b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
+ b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
+
+ b2Vec2 pointA = b2Mul(xfA, localPointA);
+ b2Vec2 pointB = b2Mul(xfB, localPointB);
+
+ float separation = b2Dot(pointB - pointA, m_axis);
+ return separation;
+ }
+
+ case e_faceA:
+ {
+ b2Vec2 normal = b2Mul(xfA.q, m_axis);
+ b2Vec2 pointA = b2Mul(xfA, m_localPoint);
+
+ b2Vec2 axisB = b2MulT(xfB.q, -normal);
+
+ *indexA = -1;
+ *indexB = m_proxyB->GetSupport(axisB);
+
+ b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
+ b2Vec2 pointB = b2Mul(xfB, localPointB);
+
+ float separation = b2Dot(pointB - pointA, normal);
+ return separation;
+ }
+
+ case e_faceB:
+ {
+ b2Vec2 normal = b2Mul(xfB.q, m_axis);
+ b2Vec2 pointB = b2Mul(xfB, m_localPoint);
+
+ b2Vec2 axisA = b2MulT(xfA.q, -normal);
+
+ *indexB = -1;
+ *indexA = m_proxyA->GetSupport(axisA);
+
+ b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
+ b2Vec2 pointA = b2Mul(xfA, localPointA);
+
+ float separation = b2Dot(pointA - pointB, normal);
+ return separation;
+ }
+
+ default:
+ b2Assert(false);
+ *indexA = -1;
+ *indexB = -1;
+ return 0.0f;
+ }
+ }
+
+ //
+ float Evaluate(int32 indexA, int32 indexB, float t) const
+ {
+ b2Transform xfA, xfB;
+ m_sweepA.GetTransform(&xfA, t);
+ m_sweepB.GetTransform(&xfB, t);
+
+ switch (m_type)
+ {
+ case e_points:
+ {
+ b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
+ b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
+
+ b2Vec2 pointA = b2Mul(xfA, localPointA);
+ b2Vec2 pointB = b2Mul(xfB, localPointB);
+ float separation = b2Dot(pointB - pointA, m_axis);
+
+ return separation;
+ }
+
+ case e_faceA:
+ {
+ b2Vec2 normal = b2Mul(xfA.q, m_axis);
+ b2Vec2 pointA = b2Mul(xfA, m_localPoint);
+
+ b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
+ b2Vec2 pointB = b2Mul(xfB, localPointB);
+
+ float separation = b2Dot(pointB - pointA, normal);
+ return separation;
+ }
+
+ case e_faceB:
+ {
+ b2Vec2 normal = b2Mul(xfB.q, m_axis);
+ b2Vec2 pointB = b2Mul(xfB, m_localPoint);
+
+ b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
+ b2Vec2 pointA = b2Mul(xfA, localPointA);
+
+ float separation = b2Dot(pointA - pointB, normal);
+ return separation;
+ }
+
+ default:
+ b2Assert(false);
+ return 0.0f;
+ }
+ }
+
+ const b2DistanceProxy* m_proxyA;
+ const b2DistanceProxy* m_proxyB;
+ b2Sweep m_sweepA, m_sweepB;
+ Type m_type;
+ b2Vec2 m_localPoint;
+ b2Vec2 m_axis;
+};
+
+// CCD via the local separating axis method. This seeks progression
+// by computing the largest time at which separation is maintained.
+void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
+{
+ b2Timer timer;
+
+ ++b2_toiCalls;
+
+ output->state = b2TOIOutput::e_unknown;
+ output->t = input->tMax;
+
+ const b2DistanceProxy* proxyA = &input->proxyA;
+ const b2DistanceProxy* proxyB = &input->proxyB;
+
+ b2Sweep sweepA = input->sweepA;
+ b2Sweep sweepB = input->sweepB;
+
+ // Large rotations can make the root finder fail, so we normalize the
+ // sweep angles.
+ sweepA.Normalize();
+ sweepB.Normalize();
+
+ float tMax = input->tMax;
+
+ float totalRadius = proxyA->m_radius + proxyB->m_radius;
+ float target = b2Max(b2_linearSlop, totalRadius - 3.0f * b2_linearSlop);
+ float tolerance = 0.25f * b2_linearSlop;
+ b2Assert(target > tolerance);
+
+ float t1 = 0.0f;
+ const int32 k_maxIterations = 20; // TODO_ERIN b2Settings
+ int32 iter = 0;
+
+ // Prepare input for distance query.
+ b2SimplexCache cache;
+ cache.count = 0;
+ b2DistanceInput distanceInput;
+ distanceInput.proxyA = input->proxyA;
+ distanceInput.proxyB = input->proxyB;
+ distanceInput.useRadii = false;
+
+ // The outer loop progressively attempts to compute new separating axes.
+ // This loop terminates when an axis is repeated (no progress is made).
+ for(;;)
+ {
+ b2Transform xfA, xfB;
+ sweepA.GetTransform(&xfA, t1);
+ sweepB.GetTransform(&xfB, t1);
+
+ // Get the distance between shapes. We can also use the results
+ // to get a separating axis.
+ distanceInput.transformA = xfA;
+ distanceInput.transformB = xfB;
+ b2DistanceOutput distanceOutput;
+ b2Distance(&distanceOutput, &cache, &distanceInput);
+
+ // If the shapes are overlapped, we give up on continuous collision.
+ if (distanceOutput.distance <= 0.0f)
+ {
+ // Failure!
+ output->state = b2TOIOutput::e_overlapped;
+ output->t = 0.0f;
+ break;
+ }
+
+ if (distanceOutput.distance < target + tolerance)
+ {
+ // Victory!
+ output->state = b2TOIOutput::e_touching;
+ output->t = t1;
+ break;
+ }
+
+ // Initialize the separating axis.
+ b2SeparationFunction fcn;
+ fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1);
+#if 0
+ // Dump the curve seen by the root finder
+ {
+ const int32 N = 100;
+ float dx = 1.0f / N;
+ float xs[N+1];
+ float fs[N+1];
+
+ float x = 0.0f;
+
+ for (int32 i = 0; i <= N; ++i)
+ {
+ sweepA.GetTransform(&xfA, x);
+ sweepB.GetTransform(&xfB, x);
+ float f = fcn.Evaluate(xfA, xfB) - target;
+
+ printf("%g %g\n", x, f);
+
+ xs[i] = x;
+ fs[i] = f;
+
+ x += dx;
+ }
+ }
+#endif
+
+ // Compute the TOI on the separating axis. We do this by successively
+ // resolving the deepest point. This loop is bounded by the number of vertices.
+ bool done = false;
+ float t2 = tMax;
+ int32 pushBackIter = 0;
+ for (;;)
+ {
+ // Find the deepest point at t2. Store the witness point indices.
+ int32 indexA, indexB;
+ float s2 = fcn.FindMinSeparation(&indexA, &indexB, t2);
+
+ // Is the final configuration separated?
+ if (s2 > target + tolerance)
+ {
+ // Victory!
+ output->state = b2TOIOutput::e_separated;
+ output->t = tMax;
+ done = true;
+ break;
+ }
+
+ // Has the separation reached tolerance?
+ if (s2 > target - tolerance)
+ {
+ // Advance the sweeps
+ t1 = t2;
+ break;
+ }
+
+ // Compute the initial separation of the witness points.
+ float s1 = fcn.Evaluate(indexA, indexB, t1);
+
+ // Check for initial overlap. This might happen if the root finder
+ // runs out of iterations.
+ if (s1 < target - tolerance)
+ {
+ output->state = b2TOIOutput::e_failed;
+ output->t = t1;
+ done = true;
+ break;
+ }
+
+ // Check for touching
+ if (s1 <= target + tolerance)
+ {
+ // Victory! t1 should hold the TOI (could be 0.0).
+ output->state = b2TOIOutput::e_touching;
+ output->t = t1;
+ done = true;
+ break;
+ }
+
+ // Compute 1D root of: f(x) - target = 0
+ int32 rootIterCount = 0;
+ float a1 = t1, a2 = t2;
+ for (;;)
+ {
+ // Use a mix of the secant rule and bisection.
+ float t;
+ if (rootIterCount & 1)
+ {
+ // Secant rule to improve convergence.
+ t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
+ }
+ else
+ {
+ // Bisection to guarantee progress.
+ t = 0.5f * (a1 + a2);
+ }
+
+ ++rootIterCount;
+ ++b2_toiRootIters;
+
+ float s = fcn.Evaluate(indexA, indexB, t);
+
+ if (b2Abs(s - target) < tolerance)
+ {
+ // t2 holds a tentative value for t1
+ t2 = t;
+ break;
+ }
+
+ // Ensure we continue to bracket the root.
+ if (s > target)
+ {
+ a1 = t;
+ s1 = s;
+ }
+ else
+ {
+ a2 = t;
+ s2 = s;
+ }
+
+ if (rootIterCount == 50)
+ {
+ break;
+ }
+ }
+
+ b2_toiMaxRootIters = b2Max(b2_toiMaxRootIters, rootIterCount);
+
+ ++pushBackIter;
+
+ if (pushBackIter == b2_maxPolygonVertices)
+ {
+ break;
+ }
+ }
+
+ ++iter;
+ ++b2_toiIters;
+
+ if (done)
+ {
+ break;
+ }
+
+ if (iter == k_maxIterations)
+ {
+ // Root finder got stuck. Semi-victory.
+ output->state = b2TOIOutput::e_failed;
+ output->t = t1;
+ break;
+ }
+ }
+
+ b2_toiMaxIters = b2Max(b2_toiMaxIters, iter);
+
+ float time = timer.GetMilliseconds();
+ b2_toiMaxTime = b2Max(b2_toiMaxTime, time);
+ b2_toiTime += time;
+}
diff --git a/Client/ThirdParty/Box2D/src/common/b2_block_allocator.cpp b/Client/ThirdParty/Box2D/src/common/b2_block_allocator.cpp
new file mode 100644
index 0000000..595f2ad
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/common/b2_block_allocator.cpp
@@ -0,0 +1,230 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_block_allocator.h"
+#include <limits.h>
+#include <string.h>
+#include <stddef.h>
+
+static const int32 b2_chunkSize = 16 * 1024;
+static const int32 b2_maxBlockSize = 640;
+static const int32 b2_chunkArrayIncrement = 128;
+
+// These are the supported object sizes. Actual allocations are rounded up the next size.
+static const int32 b2_blockSizes[b2_blockSizeCount] =
+{
+ 16, // 0
+ 32, // 1
+ 64, // 2
+ 96, // 3
+ 128, // 4
+ 160, // 5
+ 192, // 6
+ 224, // 7
+ 256, // 8
+ 320, // 9
+ 384, // 10
+ 448, // 11
+ 512, // 12
+ 640, // 13
+};
+
+// This maps an arbitrary allocation size to a suitable slot in b2_blockSizes.
+struct b2SizeMap
+{
+ b2SizeMap()
+ {
+ int32 j = 0;
+ values[0] = 0;
+ for (int32 i = 1; i <= b2_maxBlockSize; ++i)
+ {
+ b2Assert(j < b2_blockSizeCount);
+ if (i <= b2_blockSizes[j])
+ {
+ values[i] = (uint8)j;
+ }
+ else
+ {
+ ++j;
+ values[i] = (uint8)j;
+ }
+ }
+ }
+
+ uint8 values[b2_maxBlockSize + 1];
+};
+
+static const b2SizeMap b2_sizeMap;
+
+struct b2Chunk
+{
+ int32 blockSize;
+ b2Block* blocks;
+};
+
+struct b2Block
+{
+ b2Block* next;
+};
+
+b2BlockAllocator::b2BlockAllocator()
+{
+ b2Assert(b2_blockSizeCount < UCHAR_MAX);
+
+ m_chunkSpace = b2_chunkArrayIncrement;
+ m_chunkCount = 0;
+ m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
+
+ memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
+ memset(m_freeLists, 0, sizeof(m_freeLists));
+}
+
+b2BlockAllocator::~b2BlockAllocator()
+{
+ for (int32 i = 0; i < m_chunkCount; ++i)
+ {
+ b2Free(m_chunks[i].blocks);
+ }
+
+ b2Free(m_chunks);
+}
+
+void* b2BlockAllocator::Allocate(int32 size)
+{
+ if (size == 0)
+ {
+ return nullptr;
+ }
+
+ b2Assert(0 < size);
+
+ if (size > b2_maxBlockSize)
+ {
+ return b2Alloc(size);
+ }
+
+ int32 index = b2_sizeMap.values[size];
+ b2Assert(0 <= index && index < b2_blockSizeCount);
+
+ if (m_freeLists[index])
+ {
+ b2Block* block = m_freeLists[index];
+ m_freeLists[index] = block->next;
+ return block;
+ }
+ else
+ {
+ if (m_chunkCount == m_chunkSpace)
+ {
+ b2Chunk* oldChunks = m_chunks;
+ m_chunkSpace += b2_chunkArrayIncrement;
+ m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
+ memcpy(m_chunks, oldChunks, m_chunkCount * sizeof(b2Chunk));
+ memset(m_chunks + m_chunkCount, 0, b2_chunkArrayIncrement * sizeof(b2Chunk));
+ b2Free(oldChunks);
+ }
+
+ b2Chunk* chunk = m_chunks + m_chunkCount;
+ chunk->blocks = (b2Block*)b2Alloc(b2_chunkSize);
+#if defined(_DEBUG)
+ memset(chunk->blocks, 0xcd, b2_chunkSize);
+#endif
+ int32 blockSize = b2_blockSizes[index];
+ chunk->blockSize = blockSize;
+ int32 blockCount = b2_chunkSize / blockSize;
+ b2Assert(blockCount * blockSize <= b2_chunkSize);
+ for (int32 i = 0; i < blockCount - 1; ++i)
+ {
+ b2Block* block = (b2Block*)((int8*)chunk->blocks + blockSize * i);
+ b2Block* next = (b2Block*)((int8*)chunk->blocks + blockSize * (i + 1));
+ block->next = next;
+ }
+ b2Block* last = (b2Block*)((int8*)chunk->blocks + blockSize * (blockCount - 1));
+ last->next = nullptr;
+
+ m_freeLists[index] = chunk->blocks->next;
+ ++m_chunkCount;
+
+ return chunk->blocks;
+ }
+}
+
+void b2BlockAllocator::Free(void* p, int32 size)
+{
+ if (size == 0)
+ {
+ return;
+ }
+
+ b2Assert(0 < size);
+
+ if (size > b2_maxBlockSize)
+ {
+ b2Free(p);
+ return;
+ }
+
+ int32 index = b2_sizeMap.values[size];
+ b2Assert(0 <= index && index < b2_blockSizeCount);
+
+#if defined(_DEBUG)
+ // Verify the memory address and size is valid.
+ int32 blockSize = b2_blockSizes[index];
+ bool found = false;
+ for (int32 i = 0; i < m_chunkCount; ++i)
+ {
+ b2Chunk* chunk = m_chunks + i;
+ if (chunk->blockSize != blockSize)
+ {
+ b2Assert( (int8*)p + blockSize <= (int8*)chunk->blocks ||
+ (int8*)chunk->blocks + b2_chunkSize <= (int8*)p);
+ }
+ else
+ {
+ if ((int8*)chunk->blocks <= (int8*)p && (int8*)p + blockSize <= (int8*)chunk->blocks + b2_chunkSize)
+ {
+ found = true;
+ }
+ }
+ }
+
+ b2Assert(found);
+
+ memset(p, 0xfd, blockSize);
+#endif
+
+ b2Block* block = (b2Block*)p;
+ block->next = m_freeLists[index];
+ m_freeLists[index] = block;
+}
+
+void b2BlockAllocator::Clear()
+{
+ for (int32 i = 0; i < m_chunkCount; ++i)
+ {
+ b2Free(m_chunks[i].blocks);
+ }
+
+ m_chunkCount = 0;
+ memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
+ memset(m_freeLists, 0, sizeof(m_freeLists));
+}
diff --git a/Client/ThirdParty/Box2D/src/common/b2_draw.cpp b/Client/ThirdParty/Box2D/src/common/b2_draw.cpp
new file mode 100644
index 0000000..1ec11e5
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/common/b2_draw.cpp
@@ -0,0 +1,47 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+#include "box2d/b2_draw.h"
+
+b2Draw::b2Draw()
+{
+ m_drawFlags = 0;
+}
+
+void b2Draw::SetFlags(uint32 flags)
+{
+ m_drawFlags = flags;
+}
+
+uint32 b2Draw::GetFlags() const
+{
+ return m_drawFlags;
+}
+
+void b2Draw::AppendFlags(uint32 flags)
+{
+ m_drawFlags |= flags;
+}
+
+void b2Draw::ClearFlags(uint32 flags)
+{
+ m_drawFlags &= ~flags;
+}
diff --git a/Client/ThirdParty/Box2D/src/common/b2_math.cpp b/Client/ThirdParty/Box2D/src/common/b2_math.cpp
new file mode 100644
index 0000000..a14460c
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/common/b2_math.cpp
@@ -0,0 +1,98 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_math.h"
+
+const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
+
+/// Solve A * x = b, where b is a column vector. This is more efficient
+/// than computing the inverse in one-shot cases.
+b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
+{
+ float det = b2Dot(ex, b2Cross(ey, ez));
+ if (det != 0.0f)
+ {
+ det = 1.0f / det;
+ }
+ b2Vec3 x;
+ x.x = det * b2Dot(b, b2Cross(ey, ez));
+ x.y = det * b2Dot(ex, b2Cross(b, ez));
+ x.z = det * b2Dot(ex, b2Cross(ey, b));
+ return x;
+}
+
+/// Solve A * x = b, where b is a column vector. This is more efficient
+/// than computing the inverse in one-shot cases.
+b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
+{
+ float a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
+ float det = a11 * a22 - a12 * a21;
+ if (det != 0.0f)
+ {
+ det = 1.0f / det;
+ }
+ b2Vec2 x;
+ x.x = det * (a22 * b.x - a12 * b.y);
+ x.y = det * (a11 * b.y - a21 * b.x);
+ return x;
+}
+
+///
+void b2Mat33::GetInverse22(b2Mat33* M) const
+{
+ float a = ex.x, b = ey.x, c = ex.y, d = ey.y;
+ float det = a * d - b * c;
+ if (det != 0.0f)
+ {
+ det = 1.0f / det;
+ }
+
+ M->ex.x = det * d; M->ey.x = -det * b; M->ex.z = 0.0f;
+ M->ex.y = -det * c; M->ey.y = det * a; M->ey.z = 0.0f;
+ M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f;
+}
+
+/// Returns the zero matrix if singular.
+void b2Mat33::GetSymInverse33(b2Mat33* M) const
+{
+ float det = b2Dot(ex, b2Cross(ey, ez));
+ if (det != 0.0f)
+ {
+ det = 1.0f / det;
+ }
+
+ float a11 = ex.x, a12 = ey.x, a13 = ez.x;
+ float a22 = ey.y, a23 = ez.y;
+ float a33 = ez.z;
+
+ M->ex.x = det * (a22 * a33 - a23 * a23);
+ M->ex.y = det * (a13 * a23 - a12 * a33);
+ M->ex.z = det * (a12 * a23 - a13 * a22);
+
+ M->ey.x = M->ex.y;
+ M->ey.y = det * (a11 * a33 - a13 * a13);
+ M->ey.z = det * (a13 * a12 - a11 * a23);
+
+ M->ez.x = M->ex.z;
+ M->ez.y = M->ey.z;
+ M->ez.z = det * (a11 * a22 - a12 * a12);
+}
diff --git a/Client/ThirdParty/Box2D/src/common/b2_settings.cpp b/Client/ThirdParty/Box2D/src/common/b2_settings.cpp
new file mode 100644
index 0000000..9b66769
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/common/b2_settings.cpp
@@ -0,0 +1,74 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#define _CRT_SECURE_NO_WARNINGS
+
+#include "box2d/b2_settings.h"
+#include <stdio.h>
+#include <stdarg.h>
+#include <stdlib.h>
+
+b2Version b2_version = {2, 4, 0};
+
+// Memory allocators. Modify these to use your own allocator.
+void* b2Alloc_Default(int32 size)
+{
+ return malloc(size);
+}
+
+void b2Free_Default(void* mem)
+{
+ free(mem);
+}
+
+// You can modify this to use your logging facility.
+void b2Log_Default(const char* string, va_list args)
+{
+ vprintf(string, args);
+}
+
+FILE* b2_dumpFile = nullptr;
+
+void b2OpenDump(const char* fileName)
+{
+ b2Assert(b2_dumpFile == nullptr);
+ b2_dumpFile = fopen(fileName, "w");
+}
+
+void b2Dump(const char* string, ...)
+{
+ if (b2_dumpFile == nullptr)
+ {
+ return;
+ }
+
+ va_list args;
+ va_start(args, string);
+ vfprintf(b2_dumpFile, string, args);
+ va_end(args);
+}
+
+void b2CloseDump()
+{
+ fclose(b2_dumpFile);
+ b2_dumpFile = nullptr;
+}
diff --git a/Client/ThirdParty/Box2D/src/common/b2_stack_allocator.cpp b/Client/ThirdParty/Box2D/src/common/b2_stack_allocator.cpp
new file mode 100644
index 0000000..602db1a
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/common/b2_stack_allocator.cpp
@@ -0,0 +1,87 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_stack_allocator.h"
+#include "box2d/b2_math.h"
+
+b2StackAllocator::b2StackAllocator()
+{
+ m_index = 0;
+ m_allocation = 0;
+ m_maxAllocation = 0;
+ m_entryCount = 0;
+}
+
+b2StackAllocator::~b2StackAllocator()
+{
+ b2Assert(m_index == 0);
+ b2Assert(m_entryCount == 0);
+}
+
+void* b2StackAllocator::Allocate(int32 size)
+{
+ b2Assert(m_entryCount < b2_maxStackEntries);
+
+ b2StackEntry* entry = m_entries + m_entryCount;
+ entry->size = size;
+ if (m_index + size > b2_stackSize)
+ {
+ entry->data = (char*)b2Alloc(size);
+ entry->usedMalloc = true;
+ }
+ else
+ {
+ entry->data = m_data + m_index;
+ entry->usedMalloc = false;
+ m_index += size;
+ }
+
+ m_allocation += size;
+ m_maxAllocation = b2Max(m_maxAllocation, m_allocation);
+ ++m_entryCount;
+
+ return entry->data;
+}
+
+void b2StackAllocator::Free(void* p)
+{
+ b2Assert(m_entryCount > 0);
+ b2StackEntry* entry = m_entries + m_entryCount - 1;
+ b2Assert(p == entry->data);
+ if (entry->usedMalloc)
+ {
+ b2Free(p);
+ }
+ else
+ {
+ m_index -= entry->size;
+ }
+ m_allocation -= entry->size;
+ --m_entryCount;
+
+ p = nullptr;
+}
+
+int32 b2StackAllocator::GetMaxAllocation() const
+{
+ return m_maxAllocation;
+}
diff --git a/Client/ThirdParty/Box2D/src/common/b2_timer.cpp b/Client/ThirdParty/Box2D/src/common/b2_timer.cpp
new file mode 100644
index 0000000..dd7cde7
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/common/b2_timer.cpp
@@ -0,0 +1,125 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_timer.h"
+
+#if defined(_WIN32)
+
+double b2Timer::s_invFrequency = 0.0;
+
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+
+#include <windows.h>
+
+b2Timer::b2Timer()
+{
+ LARGE_INTEGER largeInteger;
+
+ if (s_invFrequency == 0.0)
+ {
+ QueryPerformanceFrequency(&largeInteger);
+ s_invFrequency = double(largeInteger.QuadPart);
+ if (s_invFrequency > 0.0)
+ {
+ s_invFrequency = 1000.0 / s_invFrequency;
+ }
+ }
+
+ QueryPerformanceCounter(&largeInteger);
+ m_start = double(largeInteger.QuadPart);
+}
+
+void b2Timer::Reset()
+{
+ LARGE_INTEGER largeInteger;
+ QueryPerformanceCounter(&largeInteger);
+ m_start = double(largeInteger.QuadPart);
+}
+
+float b2Timer::GetMilliseconds() const
+{
+ LARGE_INTEGER largeInteger;
+ QueryPerformanceCounter(&largeInteger);
+ double count = double(largeInteger.QuadPart);
+ float ms = float(s_invFrequency * (count - m_start));
+ return ms;
+}
+
+#elif defined(__linux__) || defined (__APPLE__)
+
+#include <sys/time.h>
+
+b2Timer::b2Timer()
+{
+ Reset();
+}
+
+void b2Timer::Reset()
+{
+ timeval t;
+ gettimeofday(&t, 0);
+ m_start_sec = t.tv_sec;
+ m_start_usec = t.tv_usec;
+}
+
+float b2Timer::GetMilliseconds() const
+{
+ timeval t;
+ gettimeofday(&t, 0);
+ time_t start_sec = m_start_sec;
+ suseconds_t start_usec = m_start_usec;
+
+ // http://www.gnu.org/software/libc/manual/html_node/Elapsed-Time.html
+ if (t.tv_usec < start_usec)
+ {
+ int nsec = (start_usec - t.tv_usec) / 1000000 + 1;
+ start_usec -= 1000000 * nsec;
+ start_sec += nsec;
+ }
+
+ if (t.tv_usec - start_usec > 1000000)
+ {
+ int nsec = (t.tv_usec - start_usec) / 1000000;
+ start_usec += 1000000 * nsec;
+ start_sec -= nsec;
+ }
+ return 1000.0f * (t.tv_sec - start_sec) + 0.001f * (t.tv_usec - start_usec);
+}
+
+#else
+
+b2Timer::b2Timer()
+{
+}
+
+void b2Timer::Reset()
+{
+}
+
+float b2Timer::GetMilliseconds() const
+{
+ return 0.0f;
+}
+
+#endif
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_body.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_body.cpp
new file mode 100644
index 0000000..5746664
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_body.cpp
@@ -0,0 +1,565 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_contact.h"
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_joint.h"
+#include "box2d/b2_world.h"
+
+#include <new>
+
+b2Body::b2Body(const b2BodyDef* bd, b2World* world)
+{
+ b2Assert(bd->position.IsValid());
+ b2Assert(bd->linearVelocity.IsValid());
+ b2Assert(b2IsValid(bd->angle));
+ b2Assert(b2IsValid(bd->angularVelocity));
+ b2Assert(b2IsValid(bd->angularDamping) && bd->angularDamping >= 0.0f);
+ b2Assert(b2IsValid(bd->linearDamping) && bd->linearDamping >= 0.0f);
+
+ m_flags = 0;
+
+ if (bd->bullet)
+ {
+ m_flags |= e_bulletFlag;
+ }
+ if (bd->fixedRotation)
+ {
+ m_flags |= e_fixedRotationFlag;
+ }
+ if (bd->allowSleep)
+ {
+ m_flags |= e_autoSleepFlag;
+ }
+ if (bd->awake && bd->type != b2_staticBody)
+ {
+ m_flags |= e_awakeFlag;
+ }
+ if (bd->enabled)
+ {
+ m_flags |= e_enabledFlag;
+ }
+
+ m_world = world;
+
+ m_xf.p = bd->position;
+ m_xf.q.Set(bd->angle);
+
+ m_sweep.localCenter.SetZero();
+ m_sweep.c0 = m_xf.p;
+ m_sweep.c = m_xf.p;
+ m_sweep.a0 = bd->angle;
+ m_sweep.a = bd->angle;
+ m_sweep.alpha0 = 0.0f;
+
+ m_jointList = nullptr;
+ m_contactList = nullptr;
+ m_prev = nullptr;
+ m_next = nullptr;
+
+ m_linearVelocity = bd->linearVelocity;
+ m_angularVelocity = bd->angularVelocity;
+
+ m_linearDamping = bd->linearDamping;
+ m_angularDamping = bd->angularDamping;
+ m_gravityScale = bd->gravityScale;
+
+ m_force.SetZero();
+ m_torque = 0.0f;
+
+ m_sleepTime = 0.0f;
+
+ m_type = bd->type;
+
+ m_mass = 0.0f;
+ m_invMass = 0.0f;
+
+ m_I = 0.0f;
+ m_invI = 0.0f;
+
+ m_userData = bd->userData;
+
+ m_fixtureList = nullptr;
+ m_fixtureCount = 0;
+}
+
+b2Body::~b2Body()
+{
+ // shapes and joints are destroyed in b2World::Destroy
+}
+
+void b2Body::SetType(b2BodyType type)
+{
+ b2Assert(m_world->IsLocked() == false);
+ if (m_world->IsLocked() == true)
+ {
+ return;
+ }
+
+ if (m_type == type)
+ {
+ return;
+ }
+
+ m_type = type;
+
+ ResetMassData();
+
+ if (m_type == b2_staticBody)
+ {
+ m_linearVelocity.SetZero();
+ m_angularVelocity = 0.0f;
+ m_sweep.a0 = m_sweep.a;
+ m_sweep.c0 = m_sweep.c;
+ m_flags &= ~e_awakeFlag;
+ SynchronizeFixtures();
+ }
+
+ SetAwake(true);
+
+ m_force.SetZero();
+ m_torque = 0.0f;
+
+ // Delete the attached contacts.
+ b2ContactEdge* ce = m_contactList;
+ while (ce)
+ {
+ b2ContactEdge* ce0 = ce;
+ ce = ce->next;
+ m_world->m_contactManager.Destroy(ce0->contact);
+ }
+ m_contactList = nullptr;
+
+ // Touch the proxies so that new contacts will be created (when appropriate)
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ int32 proxyCount = f->m_proxyCount;
+ for (int32 i = 0; i < proxyCount; ++i)
+ {
+ broadPhase->TouchProxy(f->m_proxies[i].proxyId);
+ }
+ }
+}
+
+b2Fixture* b2Body::CreateFixture(const b2FixtureDef* def)
+{
+ b2Assert(m_world->IsLocked() == false);
+ if (m_world->IsLocked() == true)
+ {
+ return nullptr;
+ }
+
+ b2BlockAllocator* allocator = &m_world->m_blockAllocator;
+
+ void* memory = allocator->Allocate(sizeof(b2Fixture));
+ b2Fixture* fixture = new (memory) b2Fixture;
+ fixture->Create(allocator, this, def);
+
+ if (m_flags & e_enabledFlag)
+ {
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ fixture->CreateProxies(broadPhase, m_xf);
+ }
+
+ fixture->m_next = m_fixtureList;
+ m_fixtureList = fixture;
+ ++m_fixtureCount;
+
+ fixture->m_body = this;
+
+ // Adjust mass properties if needed.
+ if (fixture->m_density > 0.0f)
+ {
+ ResetMassData();
+ }
+
+ // Let the world know we have a new fixture. This will cause new contacts
+ // to be created at the beginning of the next time step.
+ m_world->m_newContacts = true;
+
+ return fixture;
+}
+
+b2Fixture* b2Body::CreateFixture(const b2Shape* shape, float density)
+{
+ b2FixtureDef def;
+ def.shape = shape;
+ def.density = density;
+
+ return CreateFixture(&def);
+}
+
+void b2Body::DestroyFixture(b2Fixture* fixture)
+{
+ if (fixture == NULL)
+ {
+ return;
+ }
+
+ b2Assert(m_world->IsLocked() == false);
+ if (m_world->IsLocked() == true)
+ {
+ return;
+ }
+
+ b2Assert(fixture->m_body == this);
+
+ // Remove the fixture from this body's singly linked list.
+ b2Assert(m_fixtureCount > 0);
+ b2Fixture** node = &m_fixtureList;
+ bool found = false;
+ while (*node != nullptr)
+ {
+ if (*node == fixture)
+ {
+ *node = fixture->m_next;
+ found = true;
+ break;
+ }
+
+ node = &(*node)->m_next;
+ }
+
+ // You tried to remove a shape that is not attached to this body.
+ b2Assert(found);
+
+ // Destroy any contacts associated with the fixture.
+ b2ContactEdge* edge = m_contactList;
+ while (edge)
+ {
+ b2Contact* c = edge->contact;
+ edge = edge->next;
+
+ b2Fixture* fixtureA = c->GetFixtureA();
+ b2Fixture* fixtureB = c->GetFixtureB();
+
+ if (fixture == fixtureA || fixture == fixtureB)
+ {
+ // This destroys the contact and removes it from
+ // this body's contact list.
+ m_world->m_contactManager.Destroy(c);
+ }
+ }
+
+ b2BlockAllocator* allocator = &m_world->m_blockAllocator;
+
+ if (m_flags & e_enabledFlag)
+ {
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ fixture->DestroyProxies(broadPhase);
+ }
+
+ fixture->m_body = nullptr;
+ fixture->m_next = nullptr;
+ fixture->Destroy(allocator);
+ fixture->~b2Fixture();
+ allocator->Free(fixture, sizeof(b2Fixture));
+
+ --m_fixtureCount;
+
+ // Reset the mass data.
+ ResetMassData();
+}
+
+void b2Body::ResetMassData()
+{
+ // Compute mass data from shapes. Each shape has its own density.
+ m_mass = 0.0f;
+ m_invMass = 0.0f;
+ m_I = 0.0f;
+ m_invI = 0.0f;
+ m_sweep.localCenter.SetZero();
+
+ // Static and kinematic bodies have zero mass.
+ if (m_type == b2_staticBody || m_type == b2_kinematicBody)
+ {
+ m_sweep.c0 = m_xf.p;
+ m_sweep.c = m_xf.p;
+ m_sweep.a0 = m_sweep.a;
+ return;
+ }
+
+ b2Assert(m_type == b2_dynamicBody);
+
+ // Accumulate mass over all fixtures.
+ b2Vec2 localCenter = b2Vec2_zero;
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ if (f->m_density == 0.0f)
+ {
+ continue;
+ }
+
+ b2MassData massData;
+ f->GetMassData(&massData);
+ m_mass += massData.mass;
+ localCenter += massData.mass * massData.center;
+ m_I += massData.I;
+ }
+
+ // Compute center of mass.
+ if (m_mass > 0.0f)
+ {
+ m_invMass = 1.0f / m_mass;
+ localCenter *= m_invMass;
+ }
+
+ if (m_I > 0.0f && (m_flags & e_fixedRotationFlag) == 0)
+ {
+ // Center the inertia about the center of mass.
+ m_I -= m_mass * b2Dot(localCenter, localCenter);
+ b2Assert(m_I > 0.0f);
+ m_invI = 1.0f / m_I;
+
+ }
+ else
+ {
+ m_I = 0.0f;
+ m_invI = 0.0f;
+ }
+
+ // Move center of mass.
+ b2Vec2 oldCenter = m_sweep.c;
+ m_sweep.localCenter = localCenter;
+ m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
+
+ // Update center of mass velocity.
+ m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
+}
+
+void b2Body::SetMassData(const b2MassData* massData)
+{
+ b2Assert(m_world->IsLocked() == false);
+ if (m_world->IsLocked() == true)
+ {
+ return;
+ }
+
+ if (m_type != b2_dynamicBody)
+ {
+ return;
+ }
+
+ m_invMass = 0.0f;
+ m_I = 0.0f;
+ m_invI = 0.0f;
+
+ m_mass = massData->mass;
+ if (m_mass <= 0.0f)
+ {
+ m_mass = 1.0f;
+ }
+
+ m_invMass = 1.0f / m_mass;
+
+ if (massData->I > 0.0f && (m_flags & b2Body::e_fixedRotationFlag) == 0)
+ {
+ m_I = massData->I - m_mass * b2Dot(massData->center, massData->center);
+ b2Assert(m_I > 0.0f);
+ m_invI = 1.0f / m_I;
+ }
+
+ // Move center of mass.
+ b2Vec2 oldCenter = m_sweep.c;
+ m_sweep.localCenter = massData->center;
+ m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
+
+ // Update center of mass velocity.
+ m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
+}
+
+bool b2Body::ShouldCollide(const b2Body* other) const
+{
+ // At least one body should be dynamic.
+ if (m_type != b2_dynamicBody && other->m_type != b2_dynamicBody)
+ {
+ return false;
+ }
+
+ // Does a joint prevent collision?
+ for (b2JointEdge* jn = m_jointList; jn; jn = jn->next)
+ {
+ if (jn->other == other)
+ {
+ if (jn->joint->m_collideConnected == false)
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+void b2Body::SetTransform(const b2Vec2& position, float angle)
+{
+ b2Assert(m_world->IsLocked() == false);
+ if (m_world->IsLocked() == true)
+ {
+ return;
+ }
+
+ m_xf.q.Set(angle);
+ m_xf.p = position;
+
+ m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
+ m_sweep.a = angle;
+
+ m_sweep.c0 = m_sweep.c;
+ m_sweep.a0 = angle;
+
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ f->Synchronize(broadPhase, m_xf, m_xf);
+ }
+
+ // Check for new contacts the next step
+ m_world->m_newContacts = true;
+}
+
+void b2Body::SynchronizeFixtures()
+{
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+
+ if (m_flags & b2Body::e_awakeFlag)
+ {
+ b2Transform xf1;
+ xf1.q.Set(m_sweep.a0);
+ xf1.p = m_sweep.c0 - b2Mul(xf1.q, m_sweep.localCenter);
+
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ f->Synchronize(broadPhase, xf1, m_xf);
+ }
+ }
+ else
+ {
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ f->Synchronize(broadPhase, m_xf, m_xf);
+ }
+ }
+}
+
+void b2Body::SetEnabled(bool flag)
+{
+ b2Assert(m_world->IsLocked() == false);
+
+ if (flag == IsEnabled())
+ {
+ return;
+ }
+
+ if (flag)
+ {
+ m_flags |= e_enabledFlag;
+
+ // Create all proxies.
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ f->CreateProxies(broadPhase, m_xf);
+ }
+
+ // Contacts are created at the beginning of the next
+ m_world->m_newContacts = true;
+ }
+ else
+ {
+ m_flags &= ~e_enabledFlag;
+
+ // Destroy all proxies.
+ b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ f->DestroyProxies(broadPhase);
+ }
+
+ // Destroy the attached contacts.
+ b2ContactEdge* ce = m_contactList;
+ while (ce)
+ {
+ b2ContactEdge* ce0 = ce;
+ ce = ce->next;
+ m_world->m_contactManager.Destroy(ce0->contact);
+ }
+ m_contactList = nullptr;
+ }
+}
+
+void b2Body::SetFixedRotation(bool flag)
+{
+ bool status = (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
+ if (status == flag)
+ {
+ return;
+ }
+
+ if (flag)
+ {
+ m_flags |= e_fixedRotationFlag;
+ }
+ else
+ {
+ m_flags &= ~e_fixedRotationFlag;
+ }
+
+ m_angularVelocity = 0.0f;
+
+ ResetMassData();
+}
+
+void b2Body::Dump()
+{
+ int32 bodyIndex = m_islandIndex;
+
+ // %.9g is sufficient to save and load the same value using text
+ // FLT_DECIMAL_DIG == 9
+
+ b2Dump("{\n");
+ b2Dump(" b2BodyDef bd;\n");
+ b2Dump(" bd.type = b2BodyType(%d);\n", m_type);
+ b2Dump(" bd.position.Set(%.9g, %.9g);\n", m_xf.p.x, m_xf.p.y);
+ b2Dump(" bd.angle = %.9g;\n", m_sweep.a);
+ b2Dump(" bd.linearVelocity.Set(%.9g, %.9g);\n", m_linearVelocity.x, m_linearVelocity.y);
+ b2Dump(" bd.angularVelocity = %.9g;\n", m_angularVelocity);
+ b2Dump(" bd.linearDamping = %.9g;\n", m_linearDamping);
+ b2Dump(" bd.angularDamping = %.9g;\n", m_angularDamping);
+ b2Dump(" bd.allowSleep = bool(%d);\n", m_flags & e_autoSleepFlag);
+ b2Dump(" bd.awake = bool(%d);\n", m_flags & e_awakeFlag);
+ b2Dump(" bd.fixedRotation = bool(%d);\n", m_flags & e_fixedRotationFlag);
+ b2Dump(" bd.bullet = bool(%d);\n", m_flags & e_bulletFlag);
+ b2Dump(" bd.enabled = bool(%d);\n", m_flags & e_enabledFlag);
+ b2Dump(" bd.gravityScale = %.9g;\n", m_gravityScale);
+ b2Dump(" bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex);
+ b2Dump("\n");
+ for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
+ {
+ b2Dump(" {\n");
+ f->Dump(bodyIndex);
+ b2Dump(" }\n");
+ }
+ b2Dump("}\n");
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_chain_circle_contact.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_chain_circle_contact.cpp
new file mode 100644
index 0000000..8464fe8
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_chain_circle_contact.cpp
@@ -0,0 +1,57 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "b2_chain_circle_contact.h"
+#include "box2d/b2_block_allocator.h"
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_chain_shape.h"
+#include "box2d/b2_edge_shape.h"
+
+#include <new>
+
+b2Contact* b2ChainAndCircleContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
+{
+ void* mem = allocator->Allocate(sizeof(b2ChainAndCircleContact));
+ return new (mem) b2ChainAndCircleContact(fixtureA, indexA, fixtureB, indexB);
+}
+
+void b2ChainAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+ ((b2ChainAndCircleContact*)contact)->~b2ChainAndCircleContact();
+ allocator->Free(contact, sizeof(b2ChainAndCircleContact));
+}
+
+b2ChainAndCircleContact::b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
+: b2Contact(fixtureA, indexA, fixtureB, indexB)
+{
+ b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
+ b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
+}
+
+void b2ChainAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+ b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
+ b2EdgeShape edge;
+ chain->GetChildEdge(&edge, m_indexA);
+ b2CollideEdgeAndCircle( manifold, &edge, xfA,
+ (b2CircleShape*)m_fixtureB->GetShape(), xfB);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_chain_circle_contact.h b/Client/ThirdParty/Box2D/src/dynamics/b2_chain_circle_contact.h
new file mode 100644
index 0000000..33ced64
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_chain_circle_contact.h
@@ -0,0 +1,43 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#ifndef B2_CHAIN_AND_CIRCLE_CONTACT_H
+#define B2_CHAIN_AND_CIRCLE_CONTACT_H
+
+#include "box2d/b2_contact.h"
+
+class b2BlockAllocator;
+
+class b2ChainAndCircleContact : public b2Contact
+{
+public:
+ static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
+ b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+ static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+ b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
+ ~b2ChainAndCircleContact() {}
+
+ void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
+};
+
+#endif
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_chain_polygon_contact.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_chain_polygon_contact.cpp
new file mode 100644
index 0000000..b8257aa
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_chain_polygon_contact.cpp
@@ -0,0 +1,57 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "b2_chain_polygon_contact.h"
+#include "box2d/b2_block_allocator.h"
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_chain_shape.h"
+#include "box2d/b2_edge_shape.h"
+
+#include <new>
+
+b2Contact* b2ChainAndPolygonContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
+{
+ void* mem = allocator->Allocate(sizeof(b2ChainAndPolygonContact));
+ return new (mem) b2ChainAndPolygonContact(fixtureA, indexA, fixtureB, indexB);
+}
+
+void b2ChainAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+ ((b2ChainAndPolygonContact*)contact)->~b2ChainAndPolygonContact();
+ allocator->Free(contact, sizeof(b2ChainAndPolygonContact));
+}
+
+b2ChainAndPolygonContact::b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
+: b2Contact(fixtureA, indexA, fixtureB, indexB)
+{
+ b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
+ b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
+}
+
+void b2ChainAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+ b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
+ b2EdgeShape edge;
+ chain->GetChildEdge(&edge, m_indexA);
+ b2CollideEdgeAndPolygon( manifold, &edge, xfA,
+ (b2PolygonShape*)m_fixtureB->GetShape(), xfB);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_chain_polygon_contact.h b/Client/ThirdParty/Box2D/src/dynamics/b2_chain_polygon_contact.h
new file mode 100644
index 0000000..058154f
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_chain_polygon_contact.h
@@ -0,0 +1,43 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#ifndef B2_CHAIN_AND_POLYGON_CONTACT_H
+#define B2_CHAIN_AND_POLYGON_CONTACT_H
+
+#include "box2d/b2_contact.h"
+
+class b2BlockAllocator;
+
+class b2ChainAndPolygonContact : public b2Contact
+{
+public:
+ static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
+ b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+ static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+ b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
+ ~b2ChainAndPolygonContact() {}
+
+ void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
+};
+
+#endif
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_circle_contact.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_circle_contact.cpp
new file mode 100644
index 0000000..738aa84
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_circle_contact.cpp
@@ -0,0 +1,56 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "b2_circle_contact.h"
+#include "box2d/b2_block_allocator.h"
+#include "box2d/b2_body.h"
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_time_of_impact.h"
+#include "box2d/b2_world_callbacks.h"
+
+#include <new>
+
+b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
+{
+ void* mem = allocator->Allocate(sizeof(b2CircleContact));
+ return new (mem) b2CircleContact(fixtureA, fixtureB);
+}
+
+void b2CircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+ ((b2CircleContact*)contact)->~b2CircleContact();
+ allocator->Free(contact, sizeof(b2CircleContact));
+}
+
+b2CircleContact::b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
+ : b2Contact(fixtureA, 0, fixtureB, 0)
+{
+ b2Assert(m_fixtureA->GetType() == b2Shape::e_circle);
+ b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
+}
+
+void b2CircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+ b2CollideCircles(manifold,
+ (b2CircleShape*)m_fixtureA->GetShape(), xfA,
+ (b2CircleShape*)m_fixtureB->GetShape(), xfB);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_circle_contact.h b/Client/ThirdParty/Box2D/src/dynamics/b2_circle_contact.h
new file mode 100644
index 0000000..98e09ea
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_circle_contact.h
@@ -0,0 +1,43 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#ifndef B2_CIRCLE_CONTACT_H
+#define B2_CIRCLE_CONTACT_H
+
+#include "box2d/b2_contact.h"
+
+class b2BlockAllocator;
+
+class b2CircleContact : public b2Contact
+{
+public:
+ static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
+ b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+ static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+ b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+ ~b2CircleContact() {}
+
+ void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
+};
+
+#endif
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_contact.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_contact.cpp
new file mode 100644
index 0000000..1c65bc8
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_contact.cpp
@@ -0,0 +1,252 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "b2_chain_circle_contact.h"
+#include "b2_chain_polygon_contact.h"
+#include "b2_circle_contact.h"
+#include "b2_contact_solver.h"
+#include "b2_edge_circle_contact.h"
+#include "b2_edge_polygon_contact.h"
+#include "b2_polygon_circle_contact.h"
+#include "b2_polygon_contact.h"
+
+#include "box2d/b2_contact.h"
+#include "box2d/b2_block_allocator.h"
+#include "box2d/b2_body.h"
+#include "box2d/b2_collision.h"
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_shape.h"
+#include "box2d/b2_time_of_impact.h"
+#include "box2d/b2_world.h"
+
+b2ContactRegister b2Contact::s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
+bool b2Contact::s_initialized = false;
+
+void b2Contact::InitializeRegisters()
+{
+ AddType(b2CircleContact::Create, b2CircleContact::Destroy, b2Shape::e_circle, b2Shape::e_circle);
+ AddType(b2PolygonAndCircleContact::Create, b2PolygonAndCircleContact::Destroy, b2Shape::e_polygon, b2Shape::e_circle);
+ AddType(b2PolygonContact::Create, b2PolygonContact::Destroy, b2Shape::e_polygon, b2Shape::e_polygon);
+ AddType(b2EdgeAndCircleContact::Create, b2EdgeAndCircleContact::Destroy, b2Shape::e_edge, b2Shape::e_circle);
+ AddType(b2EdgeAndPolygonContact::Create, b2EdgeAndPolygonContact::Destroy, b2Shape::e_edge, b2Shape::e_polygon);
+ AddType(b2ChainAndCircleContact::Create, b2ChainAndCircleContact::Destroy, b2Shape::e_chain, b2Shape::e_circle);
+ AddType(b2ChainAndPolygonContact::Create, b2ChainAndPolygonContact::Destroy, b2Shape::e_chain, b2Shape::e_polygon);
+}
+
+void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destoryFcn,
+ b2Shape::Type type1, b2Shape::Type type2)
+{
+ b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
+ b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
+
+ s_registers[type1][type2].createFcn = createFcn;
+ s_registers[type1][type2].destroyFcn = destoryFcn;
+ s_registers[type1][type2].primary = true;
+
+ if (type1 != type2)
+ {
+ s_registers[type2][type1].createFcn = createFcn;
+ s_registers[type2][type1].destroyFcn = destoryFcn;
+ s_registers[type2][type1].primary = false;
+ }
+}
+
+b2Contact* b2Contact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
+{
+ if (s_initialized == false)
+ {
+ InitializeRegisters();
+ s_initialized = true;
+ }
+
+ b2Shape::Type type1 = fixtureA->GetType();
+ b2Shape::Type type2 = fixtureB->GetType();
+
+ b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
+ b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
+
+ b2ContactCreateFcn* createFcn = s_registers[type1][type2].createFcn;
+ if (createFcn)
+ {
+ if (s_registers[type1][type2].primary)
+ {
+ return createFcn(fixtureA, indexA, fixtureB, indexB, allocator);
+ }
+ else
+ {
+ return createFcn(fixtureB, indexB, fixtureA, indexA, allocator);
+ }
+ }
+ else
+ {
+ return nullptr;
+ }
+}
+
+void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+ b2Assert(s_initialized == true);
+
+ b2Fixture* fixtureA = contact->m_fixtureA;
+ b2Fixture* fixtureB = contact->m_fixtureB;
+
+ if (contact->m_manifold.pointCount > 0 &&
+ fixtureA->IsSensor() == false &&
+ fixtureB->IsSensor() == false)
+ {
+ fixtureA->GetBody()->SetAwake(true);
+ fixtureB->GetBody()->SetAwake(true);
+ }
+
+ b2Shape::Type typeA = fixtureA->GetType();
+ b2Shape::Type typeB = fixtureB->GetType();
+
+ b2Assert(0 <= typeA && typeA < b2Shape::e_typeCount);
+ b2Assert(0 <= typeB && typeB < b2Shape::e_typeCount);
+
+ b2ContactDestroyFcn* destroyFcn = s_registers[typeA][typeB].destroyFcn;
+ destroyFcn(contact, allocator);
+}
+
+b2Contact::b2Contact(b2Fixture* fA, int32 indexA, b2Fixture* fB, int32 indexB)
+{
+ m_flags = e_enabledFlag;
+
+ m_fixtureA = fA;
+ m_fixtureB = fB;
+
+ m_indexA = indexA;
+ m_indexB = indexB;
+
+ m_manifold.pointCount = 0;
+
+ m_prev = nullptr;
+ m_next = nullptr;
+
+ m_nodeA.contact = nullptr;
+ m_nodeA.prev = nullptr;
+ m_nodeA.next = nullptr;
+ m_nodeA.other = nullptr;
+
+ m_nodeB.contact = nullptr;
+ m_nodeB.prev = nullptr;
+ m_nodeB.next = nullptr;
+ m_nodeB.other = nullptr;
+
+ m_toiCount = 0;
+
+ m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
+ m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
+ m_restitutionThreshold = b2MixRestitutionThreshold(m_fixtureA->m_restitutionThreshold, m_fixtureB->m_restitutionThreshold);
+
+ m_tangentSpeed = 0.0f;
+}
+
+// Update the contact manifold and touching status.
+// Note: do not assume the fixture AABBs are overlapping or are valid.
+void b2Contact::Update(b2ContactListener* listener)
+{
+ b2Manifold oldManifold = m_manifold;
+
+ // Re-enable this contact.
+ m_flags |= e_enabledFlag;
+
+ bool touching = false;
+ bool wasTouching = (m_flags & e_touchingFlag) == e_touchingFlag;
+
+ bool sensorA = m_fixtureA->IsSensor();
+ bool sensorB = m_fixtureB->IsSensor();
+ bool sensor = sensorA || sensorB;
+
+ b2Body* bodyA = m_fixtureA->GetBody();
+ b2Body* bodyB = m_fixtureB->GetBody();
+ const b2Transform& xfA = bodyA->GetTransform();
+ const b2Transform& xfB = bodyB->GetTransform();
+
+ // Is this contact a sensor?
+ if (sensor)
+ {
+ const b2Shape* shapeA = m_fixtureA->GetShape();
+ const b2Shape* shapeB = m_fixtureB->GetShape();
+ touching = b2TestOverlap(shapeA, m_indexA, shapeB, m_indexB, xfA, xfB);
+
+ // Sensors don't generate manifolds.
+ m_manifold.pointCount = 0;
+ }
+ else
+ {
+ Evaluate(&m_manifold, xfA, xfB);
+ touching = m_manifold.pointCount > 0;
+
+ // Match old contact ids to new contact ids and copy the
+ // stored impulses to warm start the solver.
+ for (int32 i = 0; i < m_manifold.pointCount; ++i)
+ {
+ b2ManifoldPoint* mp2 = m_manifold.points + i;
+ mp2->normalImpulse = 0.0f;
+ mp2->tangentImpulse = 0.0f;
+ b2ContactID id2 = mp2->id;
+
+ for (int32 j = 0; j < oldManifold.pointCount; ++j)
+ {
+ b2ManifoldPoint* mp1 = oldManifold.points + j;
+
+ if (mp1->id.key == id2.key)
+ {
+ mp2->normalImpulse = mp1->normalImpulse;
+ mp2->tangentImpulse = mp1->tangentImpulse;
+ break;
+ }
+ }
+ }
+
+ if (touching != wasTouching)
+ {
+ bodyA->SetAwake(true);
+ bodyB->SetAwake(true);
+ }
+ }
+
+ if (touching)
+ {
+ m_flags |= e_touchingFlag;
+ }
+ else
+ {
+ m_flags &= ~e_touchingFlag;
+ }
+
+ if (wasTouching == false && touching == true && listener)
+ {
+ listener->BeginContact(this);
+ }
+
+ if (wasTouching == true && touching == false && listener)
+ {
+ listener->EndContact(this);
+ }
+
+ if (sensor == false && touching && listener)
+ {
+ listener->PreSolve(this, &oldManifold);
+ }
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_contact_manager.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_contact_manager.cpp
new file mode 100644
index 0000000..5666608
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_contact_manager.cpp
@@ -0,0 +1,293 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_contact.h"
+#include "box2d/b2_contact_manager.h"
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_world_callbacks.h"
+
+b2ContactFilter b2_defaultFilter;
+b2ContactListener b2_defaultListener;
+
+b2ContactManager::b2ContactManager()
+{
+ m_contactList = nullptr;
+ m_contactCount = 0;
+ m_contactFilter = &b2_defaultFilter;
+ m_contactListener = &b2_defaultListener;
+ m_allocator = nullptr;
+}
+
+void b2ContactManager::Destroy(b2Contact* c)
+{
+ b2Fixture* fixtureA = c->GetFixtureA();
+ b2Fixture* fixtureB = c->GetFixtureB();
+ b2Body* bodyA = fixtureA->GetBody();
+ b2Body* bodyB = fixtureB->GetBody();
+
+ if (m_contactListener && c->IsTouching())
+ {
+ m_contactListener->EndContact(c);
+ }
+
+ // Remove from the world.
+ if (c->m_prev)
+ {
+ c->m_prev->m_next = c->m_next;
+ }
+
+ if (c->m_next)
+ {
+ c->m_next->m_prev = c->m_prev;
+ }
+
+ if (c == m_contactList)
+ {
+ m_contactList = c->m_next;
+ }
+
+ // Remove from body 1
+ if (c->m_nodeA.prev)
+ {
+ c->m_nodeA.prev->next = c->m_nodeA.next;
+ }
+
+ if (c->m_nodeA.next)
+ {
+ c->m_nodeA.next->prev = c->m_nodeA.prev;
+ }
+
+ if (&c->m_nodeA == bodyA->m_contactList)
+ {
+ bodyA->m_contactList = c->m_nodeA.next;
+ }
+
+ // Remove from body 2
+ if (c->m_nodeB.prev)
+ {
+ c->m_nodeB.prev->next = c->m_nodeB.next;
+ }
+
+ if (c->m_nodeB.next)
+ {
+ c->m_nodeB.next->prev = c->m_nodeB.prev;
+ }
+
+ if (&c->m_nodeB == bodyB->m_contactList)
+ {
+ bodyB->m_contactList = c->m_nodeB.next;
+ }
+
+ // Call the factory.
+ b2Contact::Destroy(c, m_allocator);
+ --m_contactCount;
+}
+
+// This is the top level collision call for the time step. Here
+// all the narrow phase collision is processed for the world
+// contact list.
+void b2ContactManager::Collide()
+{
+ // Update awake contacts.
+ b2Contact* c = m_contactList;
+ while (c)
+ {
+ b2Fixture* fixtureA = c->GetFixtureA();
+ b2Fixture* fixtureB = c->GetFixtureB();
+ int32 indexA = c->GetChildIndexA();
+ int32 indexB = c->GetChildIndexB();
+ b2Body* bodyA = fixtureA->GetBody();
+ b2Body* bodyB = fixtureB->GetBody();
+
+ // Is this contact flagged for filtering?
+ if (c->m_flags & b2Contact::e_filterFlag)
+ {
+ // Should these bodies collide?
+ if (bodyB->ShouldCollide(bodyA) == false)
+ {
+ b2Contact* cNuke = c;
+ c = cNuke->GetNext();
+ Destroy(cNuke);
+ continue;
+ }
+
+ // Check user filtering.
+ if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
+ {
+ b2Contact* cNuke = c;
+ c = cNuke->GetNext();
+ Destroy(cNuke);
+ continue;
+ }
+
+ // Clear the filtering flag.
+ c->m_flags &= ~b2Contact::e_filterFlag;
+ }
+
+ bool activeA = bodyA->IsAwake() && bodyA->m_type != b2_staticBody;
+ bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody;
+
+ // At least one body must be awake and it must be dynamic or kinematic.
+ if (activeA == false && activeB == false)
+ {
+ c = c->GetNext();
+ continue;
+ }
+
+ int32 proxyIdA = fixtureA->m_proxies[indexA].proxyId;
+ int32 proxyIdB = fixtureB->m_proxies[indexB].proxyId;
+ bool overlap = m_broadPhase.TestOverlap(proxyIdA, proxyIdB);
+
+ // Here we destroy contacts that cease to overlap in the broad-phase.
+ if (overlap == false)
+ {
+ b2Contact* cNuke = c;
+ c = cNuke->GetNext();
+ Destroy(cNuke);
+ continue;
+ }
+
+ // The contact persists.
+ c->Update(m_contactListener);
+ c = c->GetNext();
+ }
+}
+
+void b2ContactManager::FindNewContacts()
+{
+ m_broadPhase.UpdatePairs(this);
+}
+
+void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
+{
+ b2FixtureProxy* proxyA = (b2FixtureProxy*)proxyUserDataA;
+ b2FixtureProxy* proxyB = (b2FixtureProxy*)proxyUserDataB;
+
+ b2Fixture* fixtureA = proxyA->fixture;
+ b2Fixture* fixtureB = proxyB->fixture;
+
+ int32 indexA = proxyA->childIndex;
+ int32 indexB = proxyB->childIndex;
+
+ b2Body* bodyA = fixtureA->GetBody();
+ b2Body* bodyB = fixtureB->GetBody();
+
+ // Are the fixtures on the same body?
+ if (bodyA == bodyB)
+ {
+ return;
+ }
+
+ // TODO_ERIN use a hash table to remove a potential bottleneck when both
+ // bodies have a lot of contacts.
+ // Does a contact already exist?
+ b2ContactEdge* edge = bodyB->GetContactList();
+ while (edge)
+ {
+ if (edge->other == bodyA)
+ {
+ b2Fixture* fA = edge->contact->GetFixtureA();
+ b2Fixture* fB = edge->contact->GetFixtureB();
+ int32 iA = edge->contact->GetChildIndexA();
+ int32 iB = edge->contact->GetChildIndexB();
+
+ if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
+ {
+ // A contact already exists.
+ return;
+ }
+
+ if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
+ {
+ // A contact already exists.
+ return;
+ }
+ }
+
+ edge = edge->next;
+ }
+
+ // Does a joint override collision? Is at least one body dynamic?
+ if (bodyB->ShouldCollide(bodyA) == false)
+ {
+ return;
+ }
+
+ // Check user filtering.
+ if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
+ {
+ return;
+ }
+
+ // Call the factory.
+ b2Contact* c = b2Contact::Create(fixtureA, indexA, fixtureB, indexB, m_allocator);
+ if (c == nullptr)
+ {
+ return;
+ }
+
+ // Contact creation may swap fixtures.
+ fixtureA = c->GetFixtureA();
+ fixtureB = c->GetFixtureB();
+ indexA = c->GetChildIndexA();
+ indexB = c->GetChildIndexB();
+ bodyA = fixtureA->GetBody();
+ bodyB = fixtureB->GetBody();
+
+ // Insert into the world.
+ c->m_prev = nullptr;
+ c->m_next = m_contactList;
+ if (m_contactList != nullptr)
+ {
+ m_contactList->m_prev = c;
+ }
+ m_contactList = c;
+
+ // Connect to island graph.
+
+ // Connect to body A
+ c->m_nodeA.contact = c;
+ c->m_nodeA.other = bodyB;
+
+ c->m_nodeA.prev = nullptr;
+ c->m_nodeA.next = bodyA->m_contactList;
+ if (bodyA->m_contactList != nullptr)
+ {
+ bodyA->m_contactList->prev = &c->m_nodeA;
+ }
+ bodyA->m_contactList = &c->m_nodeA;
+
+ // Connect to body B
+ c->m_nodeB.contact = c;
+ c->m_nodeB.other = bodyA;
+
+ c->m_nodeB.prev = nullptr;
+ c->m_nodeB.next = bodyB->m_contactList;
+ if (bodyB->m_contactList != nullptr)
+ {
+ bodyB->m_contactList->prev = &c->m_nodeB;
+ }
+ bodyB->m_contactList = &c->m_nodeB;
+
+ ++m_contactCount;
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_contact_solver.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_contact_solver.cpp
new file mode 100644
index 0000000..e6f432a
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_contact_solver.cpp
@@ -0,0 +1,843 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "b2_contact_solver.h"
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_contact.h"
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_stack_allocator.h"
+#include "box2d/b2_world.h"
+
+// Solver debugging is normally disabled because the block solver sometimes has to deal with a poorly conditioned effective mass matrix.
+#define B2_DEBUG_SOLVER 0
+
+B2_API bool g_blockSolve = true;
+
+struct b2ContactPositionConstraint
+{
+ b2Vec2 localPoints[b2_maxManifoldPoints];
+ b2Vec2 localNormal;
+ b2Vec2 localPoint;
+ int32 indexA;
+ int32 indexB;
+ float invMassA, invMassB;
+ b2Vec2 localCenterA, localCenterB;
+ float invIA, invIB;
+ b2Manifold::Type type;
+ float radiusA, radiusB;
+ int32 pointCount;
+};
+
+b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)
+{
+ m_step = def->step;
+ m_allocator = def->allocator;
+ m_count = def->count;
+ m_positionConstraints = (b2ContactPositionConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactPositionConstraint));
+ m_velocityConstraints = (b2ContactVelocityConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactVelocityConstraint));
+ m_positions = def->positions;
+ m_velocities = def->velocities;
+ m_contacts = def->contacts;
+
+ // Initialize position independent portions of the constraints.
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2Contact* contact = m_contacts[i];
+
+ b2Fixture* fixtureA = contact->m_fixtureA;
+ b2Fixture* fixtureB = contact->m_fixtureB;
+ b2Shape* shapeA = fixtureA->GetShape();
+ b2Shape* shapeB = fixtureB->GetShape();
+ float radiusA = shapeA->m_radius;
+ float radiusB = shapeB->m_radius;
+ b2Body* bodyA = fixtureA->GetBody();
+ b2Body* bodyB = fixtureB->GetBody();
+ b2Manifold* manifold = contact->GetManifold();
+
+ int32 pointCount = manifold->pointCount;
+ b2Assert(pointCount > 0);
+
+ b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+ vc->friction = contact->m_friction;
+ vc->restitution = contact->m_restitution;
+ vc->threshold = contact->m_restitutionThreshold;
+ vc->tangentSpeed = contact->m_tangentSpeed;
+ vc->indexA = bodyA->m_islandIndex;
+ vc->indexB = bodyB->m_islandIndex;
+ vc->invMassA = bodyA->m_invMass;
+ vc->invMassB = bodyB->m_invMass;
+ vc->invIA = bodyA->m_invI;
+ vc->invIB = bodyB->m_invI;
+ vc->contactIndex = i;
+ vc->pointCount = pointCount;
+ vc->K.SetZero();
+ vc->normalMass.SetZero();
+
+ b2ContactPositionConstraint* pc = m_positionConstraints + i;
+ pc->indexA = bodyA->m_islandIndex;
+ pc->indexB = bodyB->m_islandIndex;
+ pc->invMassA = bodyA->m_invMass;
+ pc->invMassB = bodyB->m_invMass;
+ pc->localCenterA = bodyA->m_sweep.localCenter;
+ pc->localCenterB = bodyB->m_sweep.localCenter;
+ pc->invIA = bodyA->m_invI;
+ pc->invIB = bodyB->m_invI;
+ pc->localNormal = manifold->localNormal;
+ pc->localPoint = manifold->localPoint;
+ pc->pointCount = pointCount;
+ pc->radiusA = radiusA;
+ pc->radiusB = radiusB;
+ pc->type = manifold->type;
+
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2ManifoldPoint* cp = manifold->points + j;
+ b2VelocityConstraintPoint* vcp = vc->points + j;
+
+ if (m_step.warmStarting)
+ {
+ vcp->normalImpulse = m_step.dtRatio * cp->normalImpulse;
+ vcp->tangentImpulse = m_step.dtRatio * cp->tangentImpulse;
+ }
+ else
+ {
+ vcp->normalImpulse = 0.0f;
+ vcp->tangentImpulse = 0.0f;
+ }
+
+ vcp->rA.SetZero();
+ vcp->rB.SetZero();
+ vcp->normalMass = 0.0f;
+ vcp->tangentMass = 0.0f;
+ vcp->velocityBias = 0.0f;
+
+ pc->localPoints[j] = cp->localPoint;
+ }
+ }
+}
+
+b2ContactSolver::~b2ContactSolver()
+{
+ m_allocator->Free(m_velocityConstraints);
+ m_allocator->Free(m_positionConstraints);
+}
+
+// Initialize position dependent portions of the velocity constraints.
+void b2ContactSolver::InitializeVelocityConstraints()
+{
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+ b2ContactPositionConstraint* pc = m_positionConstraints + i;
+
+ float radiusA = pc->radiusA;
+ float radiusB = pc->radiusB;
+ b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
+
+ int32 indexA = vc->indexA;
+ int32 indexB = vc->indexB;
+
+ float mA = vc->invMassA;
+ float mB = vc->invMassB;
+ float iA = vc->invIA;
+ float iB = vc->invIB;
+ b2Vec2 localCenterA = pc->localCenterA;
+ b2Vec2 localCenterB = pc->localCenterB;
+
+ b2Vec2 cA = m_positions[indexA].c;
+ float aA = m_positions[indexA].a;
+ b2Vec2 vA = m_velocities[indexA].v;
+ float wA = m_velocities[indexA].w;
+
+ b2Vec2 cB = m_positions[indexB].c;
+ float aB = m_positions[indexB].a;
+ b2Vec2 vB = m_velocities[indexB].v;
+ float wB = m_velocities[indexB].w;
+
+ b2Assert(manifold->pointCount > 0);
+
+ b2Transform xfA, xfB;
+ xfA.q.Set(aA);
+ xfB.q.Set(aB);
+ xfA.p = cA - b2Mul(xfA.q, localCenterA);
+ xfB.p = cB - b2Mul(xfB.q, localCenterB);
+
+ b2WorldManifold worldManifold;
+ worldManifold.Initialize(manifold, xfA, radiusA, xfB, radiusB);
+
+ vc->normal = worldManifold.normal;
+
+ int32 pointCount = vc->pointCount;
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2VelocityConstraintPoint* vcp = vc->points + j;
+
+ vcp->rA = worldManifold.points[j] - cA;
+ vcp->rB = worldManifold.points[j] - cB;
+
+ float rnA = b2Cross(vcp->rA, vc->normal);
+ float rnB = b2Cross(vcp->rB, vc->normal);
+
+ float kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
+
+ vcp->normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f;
+
+ b2Vec2 tangent = b2Cross(vc->normal, 1.0f);
+
+ float rtA = b2Cross(vcp->rA, tangent);
+ float rtB = b2Cross(vcp->rB, tangent);
+
+ float kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB;
+
+ vcp->tangentMass = kTangent > 0.0f ? 1.0f / kTangent : 0.0f;
+
+ // Setup a velocity bias for restitution.
+ vcp->velocityBias = 0.0f;
+ float vRel = b2Dot(vc->normal, vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA));
+ if (vRel < -vc->threshold)
+ {
+ vcp->velocityBias = -vc->restitution * vRel;
+ }
+ }
+
+ // If we have two points, then prepare the block solver.
+ if (vc->pointCount == 2 && g_blockSolve)
+ {
+ b2VelocityConstraintPoint* vcp1 = vc->points + 0;
+ b2VelocityConstraintPoint* vcp2 = vc->points + 1;
+
+ float rn1A = b2Cross(vcp1->rA, vc->normal);
+ float rn1B = b2Cross(vcp1->rB, vc->normal);
+ float rn2A = b2Cross(vcp2->rA, vc->normal);
+ float rn2B = b2Cross(vcp2->rB, vc->normal);
+
+ float k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B;
+ float k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B;
+ float k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B;
+
+ // Ensure a reasonable condition number.
+ const float k_maxConditionNumber = 1000.0f;
+ if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
+ {
+ // K is safe to invert.
+ vc->K.ex.Set(k11, k12);
+ vc->K.ey.Set(k12, k22);
+ vc->normalMass = vc->K.GetInverse();
+ }
+ else
+ {
+ // The constraints are redundant, just use one.
+ // TODO_ERIN use deepest?
+ vc->pointCount = 1;
+ }
+ }
+ }
+}
+
+void b2ContactSolver::WarmStart()
+{
+ // Warm start.
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+
+ int32 indexA = vc->indexA;
+ int32 indexB = vc->indexB;
+ float mA = vc->invMassA;
+ float iA = vc->invIA;
+ float mB = vc->invMassB;
+ float iB = vc->invIB;
+ int32 pointCount = vc->pointCount;
+
+ b2Vec2 vA = m_velocities[indexA].v;
+ float wA = m_velocities[indexA].w;
+ b2Vec2 vB = m_velocities[indexB].v;
+ float wB = m_velocities[indexB].w;
+
+ b2Vec2 normal = vc->normal;
+ b2Vec2 tangent = b2Cross(normal, 1.0f);
+
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2VelocityConstraintPoint* vcp = vc->points + j;
+ b2Vec2 P = vcp->normalImpulse * normal + vcp->tangentImpulse * tangent;
+ wA -= iA * b2Cross(vcp->rA, P);
+ vA -= mA * P;
+ wB += iB * b2Cross(vcp->rB, P);
+ vB += mB * P;
+ }
+
+ m_velocities[indexA].v = vA;
+ m_velocities[indexA].w = wA;
+ m_velocities[indexB].v = vB;
+ m_velocities[indexB].w = wB;
+ }
+}
+
+void b2ContactSolver::SolveVelocityConstraints()
+{
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+
+ int32 indexA = vc->indexA;
+ int32 indexB = vc->indexB;
+ float mA = vc->invMassA;
+ float iA = vc->invIA;
+ float mB = vc->invMassB;
+ float iB = vc->invIB;
+ int32 pointCount = vc->pointCount;
+
+ b2Vec2 vA = m_velocities[indexA].v;
+ float wA = m_velocities[indexA].w;
+ b2Vec2 vB = m_velocities[indexB].v;
+ float wB = m_velocities[indexB].w;
+
+ b2Vec2 normal = vc->normal;
+ b2Vec2 tangent = b2Cross(normal, 1.0f);
+ float friction = vc->friction;
+
+ b2Assert(pointCount == 1 || pointCount == 2);
+
+ // Solve tangent constraints first because non-penetration is more important
+ // than friction.
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2VelocityConstraintPoint* vcp = vc->points + j;
+
+ // Relative velocity at contact
+ b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
+
+ // Compute tangent force
+ float vt = b2Dot(dv, tangent) - vc->tangentSpeed;
+ float lambda = vcp->tangentMass * (-vt);
+
+ // b2Clamp the accumulated force
+ float maxFriction = friction * vcp->normalImpulse;
+ float newImpulse = b2Clamp(vcp->tangentImpulse + lambda, -maxFriction, maxFriction);
+ lambda = newImpulse - vcp->tangentImpulse;
+ vcp->tangentImpulse = newImpulse;
+
+ // Apply contact impulse
+ b2Vec2 P = lambda * tangent;
+
+ vA -= mA * P;
+ wA -= iA * b2Cross(vcp->rA, P);
+
+ vB += mB * P;
+ wB += iB * b2Cross(vcp->rB, P);
+ }
+
+ // Solve normal constraints
+ if (pointCount == 1 || g_blockSolve == false)
+ {
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2VelocityConstraintPoint* vcp = vc->points + j;
+
+ // Relative velocity at contact
+ b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
+
+ // Compute normal impulse
+ float vn = b2Dot(dv, normal);
+ float lambda = -vcp->normalMass * (vn - vcp->velocityBias);
+
+ // b2Clamp the accumulated impulse
+ float newImpulse = b2Max(vcp->normalImpulse + lambda, 0.0f);
+ lambda = newImpulse - vcp->normalImpulse;
+ vcp->normalImpulse = newImpulse;
+
+ // Apply contact impulse
+ b2Vec2 P = lambda * normal;
+ vA -= mA * P;
+ wA -= iA * b2Cross(vcp->rA, P);
+
+ vB += mB * P;
+ wB += iB * b2Cross(vcp->rB, P);
+ }
+ }
+ else
+ {
+ // Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
+ // Build the mini LCP for this contact patch
+ //
+ // vn = A * x + b, vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
+ //
+ // A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
+ // b = vn0 - velocityBias
+ //
+ // The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
+ // implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
+ // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
+ // solution that satisfies the problem is chosen.
+ //
+ // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
+ // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
+ //
+ // Substitute:
+ //
+ // x = a + d
+ //
+ // a := old total impulse
+ // x := new total impulse
+ // d := incremental impulse
+ //
+ // For the current iteration we extend the formula for the incremental impulse
+ // to compute the new total impulse:
+ //
+ // vn = A * d + b
+ // = A * (x - a) + b
+ // = A * x + b - A * a
+ // = A * x + b'
+ // b' = b - A * a;
+
+ b2VelocityConstraintPoint* cp1 = vc->points + 0;
+ b2VelocityConstraintPoint* cp2 = vc->points + 1;
+
+ b2Vec2 a(cp1->normalImpulse, cp2->normalImpulse);
+ b2Assert(a.x >= 0.0f && a.y >= 0.0f);
+
+ // Relative velocity at contact
+ b2Vec2 dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
+ b2Vec2 dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
+
+ // Compute normal velocity
+ float vn1 = b2Dot(dv1, normal);
+ float vn2 = b2Dot(dv2, normal);
+
+ b2Vec2 b;
+ b.x = vn1 - cp1->velocityBias;
+ b.y = vn2 - cp2->velocityBias;
+
+ // Compute b'
+ b -= b2Mul(vc->K, a);
+
+ const float k_errorTol = 1e-3f;
+ B2_NOT_USED(k_errorTol);
+
+ for (;;)
+ {
+ //
+ // Case 1: vn = 0
+ //
+ // 0 = A * x + b'
+ //
+ // Solve for x:
+ //
+ // x = - inv(A) * b'
+ //
+ b2Vec2 x = - b2Mul(vc->normalMass, b);
+
+ if (x.x >= 0.0f && x.y >= 0.0f)
+ {
+ // Get the incremental impulse
+ b2Vec2 d = x - a;
+
+ // Apply incremental impulse
+ b2Vec2 P1 = d.x * normal;
+ b2Vec2 P2 = d.y * normal;
+ vA -= mA * (P1 + P2);
+ wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+ vB += mB * (P1 + P2);
+ wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+ // Accumulate
+ cp1->normalImpulse = x.x;
+ cp2->normalImpulse = x.y;
+
+#if B2_DEBUG_SOLVER == 1
+ // Postconditions
+ dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
+ dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
+
+ // Compute normal velocity
+ vn1 = b2Dot(dv1, normal);
+ vn2 = b2Dot(dv2, normal);
+
+ b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
+ b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
+#endif
+ break;
+ }
+
+ //
+ // Case 2: vn1 = 0 and x2 = 0
+ //
+ // 0 = a11 * x1 + a12 * 0 + b1'
+ // vn2 = a21 * x1 + a22 * 0 + b2'
+ //
+ x.x = - cp1->normalMass * b.x;
+ x.y = 0.0f;
+ vn1 = 0.0f;
+ vn2 = vc->K.ex.y * x.x + b.y;
+ if (x.x >= 0.0f && vn2 >= 0.0f)
+ {
+ // Get the incremental impulse
+ b2Vec2 d = x - a;
+
+ // Apply incremental impulse
+ b2Vec2 P1 = d.x * normal;
+ b2Vec2 P2 = d.y * normal;
+ vA -= mA * (P1 + P2);
+ wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+ vB += mB * (P1 + P2);
+ wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+ // Accumulate
+ cp1->normalImpulse = x.x;
+ cp2->normalImpulse = x.y;
+
+#if B2_DEBUG_SOLVER == 1
+ // Postconditions
+ dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
+
+ // Compute normal velocity
+ vn1 = b2Dot(dv1, normal);
+
+ b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
+#endif
+ break;
+ }
+
+
+ //
+ // Case 3: vn2 = 0 and x1 = 0
+ //
+ // vn1 = a11 * 0 + a12 * x2 + b1'
+ // 0 = a21 * 0 + a22 * x2 + b2'
+ //
+ x.x = 0.0f;
+ x.y = - cp2->normalMass * b.y;
+ vn1 = vc->K.ey.x * x.y + b.x;
+ vn2 = 0.0f;
+
+ if (x.y >= 0.0f && vn1 >= 0.0f)
+ {
+ // Resubstitute for the incremental impulse
+ b2Vec2 d = x - a;
+
+ // Apply incremental impulse
+ b2Vec2 P1 = d.x * normal;
+ b2Vec2 P2 = d.y * normal;
+ vA -= mA * (P1 + P2);
+ wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+ vB += mB * (P1 + P2);
+ wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+ // Accumulate
+ cp1->normalImpulse = x.x;
+ cp2->normalImpulse = x.y;
+
+#if B2_DEBUG_SOLVER == 1
+ // Postconditions
+ dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
+
+ // Compute normal velocity
+ vn2 = b2Dot(dv2, normal);
+
+ b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
+#endif
+ break;
+ }
+
+ //
+ // Case 4: x1 = 0 and x2 = 0
+ //
+ // vn1 = b1
+ // vn2 = b2;
+ x.x = 0.0f;
+ x.y = 0.0f;
+ vn1 = b.x;
+ vn2 = b.y;
+
+ if (vn1 >= 0.0f && vn2 >= 0.0f )
+ {
+ // Resubstitute for the incremental impulse
+ b2Vec2 d = x - a;
+
+ // Apply incremental impulse
+ b2Vec2 P1 = d.x * normal;
+ b2Vec2 P2 = d.y * normal;
+ vA -= mA * (P1 + P2);
+ wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+ vB += mB * (P1 + P2);
+ wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+ // Accumulate
+ cp1->normalImpulse = x.x;
+ cp2->normalImpulse = x.y;
+
+ break;
+ }
+
+ // No solution, give up. This is hit sometimes, but it doesn't seem to matter.
+ break;
+ }
+ }
+
+ m_velocities[indexA].v = vA;
+ m_velocities[indexA].w = wA;
+ m_velocities[indexB].v = vB;
+ m_velocities[indexB].w = wB;
+ }
+}
+
+void b2ContactSolver::StoreImpulses()
+{
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+ b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
+
+ for (int32 j = 0; j < vc->pointCount; ++j)
+ {
+ manifold->points[j].normalImpulse = vc->points[j].normalImpulse;
+ manifold->points[j].tangentImpulse = vc->points[j].tangentImpulse;
+ }
+ }
+}
+
+struct b2PositionSolverManifold
+{
+ void Initialize(b2ContactPositionConstraint* pc, const b2Transform& xfA, const b2Transform& xfB, int32 index)
+ {
+ b2Assert(pc->pointCount > 0);
+
+ switch (pc->type)
+ {
+ case b2Manifold::e_circles:
+ {
+ b2Vec2 pointA = b2Mul(xfA, pc->localPoint);
+ b2Vec2 pointB = b2Mul(xfB, pc->localPoints[0]);
+ normal = pointB - pointA;
+ normal.Normalize();
+ point = 0.5f * (pointA + pointB);
+ separation = b2Dot(pointB - pointA, normal) - pc->radiusA - pc->radiusB;
+ }
+ break;
+
+ case b2Manifold::e_faceA:
+ {
+ normal = b2Mul(xfA.q, pc->localNormal);
+ b2Vec2 planePoint = b2Mul(xfA, pc->localPoint);
+
+ b2Vec2 clipPoint = b2Mul(xfB, pc->localPoints[index]);
+ separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
+ point = clipPoint;
+ }
+ break;
+
+ case b2Manifold::e_faceB:
+ {
+ normal = b2Mul(xfB.q, pc->localNormal);
+ b2Vec2 planePoint = b2Mul(xfB, pc->localPoint);
+
+ b2Vec2 clipPoint = b2Mul(xfA, pc->localPoints[index]);
+ separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
+ point = clipPoint;
+
+ // Ensure normal points from A to B
+ normal = -normal;
+ }
+ break;
+ }
+ }
+
+ b2Vec2 normal;
+ b2Vec2 point;
+ float separation;
+};
+
+// Sequential solver.
+bool b2ContactSolver::SolvePositionConstraints()
+{
+ float minSeparation = 0.0f;
+
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactPositionConstraint* pc = m_positionConstraints + i;
+
+ int32 indexA = pc->indexA;
+ int32 indexB = pc->indexB;
+ b2Vec2 localCenterA = pc->localCenterA;
+ float mA = pc->invMassA;
+ float iA = pc->invIA;
+ b2Vec2 localCenterB = pc->localCenterB;
+ float mB = pc->invMassB;
+ float iB = pc->invIB;
+ int32 pointCount = pc->pointCount;
+
+ b2Vec2 cA = m_positions[indexA].c;
+ float aA = m_positions[indexA].a;
+
+ b2Vec2 cB = m_positions[indexB].c;
+ float aB = m_positions[indexB].a;
+
+ // Solve normal constraints
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2Transform xfA, xfB;
+ xfA.q.Set(aA);
+ xfB.q.Set(aB);
+ xfA.p = cA - b2Mul(xfA.q, localCenterA);
+ xfB.p = cB - b2Mul(xfB.q, localCenterB);
+
+ b2PositionSolverManifold psm;
+ psm.Initialize(pc, xfA, xfB, j);
+ b2Vec2 normal = psm.normal;
+
+ b2Vec2 point = psm.point;
+ float separation = psm.separation;
+
+ b2Vec2 rA = point - cA;
+ b2Vec2 rB = point - cB;
+
+ // Track max constraint error.
+ minSeparation = b2Min(minSeparation, separation);
+
+ // Prevent large corrections and allow slop.
+ float C = b2Clamp(b2_baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
+
+ // Compute the effective mass.
+ float rnA = b2Cross(rA, normal);
+ float rnB = b2Cross(rB, normal);
+ float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
+
+ // Compute normal impulse
+ float impulse = K > 0.0f ? - C / K : 0.0f;
+
+ b2Vec2 P = impulse * normal;
+
+ cA -= mA * P;
+ aA -= iA * b2Cross(rA, P);
+
+ cB += mB * P;
+ aB += iB * b2Cross(rB, P);
+ }
+
+ m_positions[indexA].c = cA;
+ m_positions[indexA].a = aA;
+
+ m_positions[indexB].c = cB;
+ m_positions[indexB].a = aB;
+ }
+
+ // We can't expect minSpeparation >= -b2_linearSlop because we don't
+ // push the separation above -b2_linearSlop.
+ return minSeparation >= -3.0f * b2_linearSlop;
+}
+
+// Sequential position solver for position constraints.
+bool b2ContactSolver::SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB)
+{
+ float minSeparation = 0.0f;
+
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactPositionConstraint* pc = m_positionConstraints + i;
+
+ int32 indexA = pc->indexA;
+ int32 indexB = pc->indexB;
+ b2Vec2 localCenterA = pc->localCenterA;
+ b2Vec2 localCenterB = pc->localCenterB;
+ int32 pointCount = pc->pointCount;
+
+ float mA = 0.0f;
+ float iA = 0.0f;
+ if (indexA == toiIndexA || indexA == toiIndexB)
+ {
+ mA = pc->invMassA;
+ iA = pc->invIA;
+ }
+
+ float mB = 0.0f;
+ float iB = 0.;
+ if (indexB == toiIndexA || indexB == toiIndexB)
+ {
+ mB = pc->invMassB;
+ iB = pc->invIB;
+ }
+
+ b2Vec2 cA = m_positions[indexA].c;
+ float aA = m_positions[indexA].a;
+
+ b2Vec2 cB = m_positions[indexB].c;
+ float aB = m_positions[indexB].a;
+
+ // Solve normal constraints
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2Transform xfA, xfB;
+ xfA.q.Set(aA);
+ xfB.q.Set(aB);
+ xfA.p = cA - b2Mul(xfA.q, localCenterA);
+ xfB.p = cB - b2Mul(xfB.q, localCenterB);
+
+ b2PositionSolverManifold psm;
+ psm.Initialize(pc, xfA, xfB, j);
+ b2Vec2 normal = psm.normal;
+
+ b2Vec2 point = psm.point;
+ float separation = psm.separation;
+
+ b2Vec2 rA = point - cA;
+ b2Vec2 rB = point - cB;
+
+ // Track max constraint error.
+ minSeparation = b2Min(minSeparation, separation);
+
+ // Prevent large corrections and allow slop.
+ float C = b2Clamp(b2_toiBaumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
+
+ // Compute the effective mass.
+ float rnA = b2Cross(rA, normal);
+ float rnB = b2Cross(rB, normal);
+ float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
+
+ // Compute normal impulse
+ float impulse = K > 0.0f ? - C / K : 0.0f;
+
+ b2Vec2 P = impulse * normal;
+
+ cA -= mA * P;
+ aA -= iA * b2Cross(rA, P);
+
+ cB += mB * P;
+ aB += iB * b2Cross(rB, P);
+ }
+
+ m_positions[indexA].c = cA;
+ m_positions[indexA].a = aA;
+
+ m_positions[indexB].c = cB;
+ m_positions[indexB].a = aB;
+ }
+
+ // We can't expect minSpeparation >= -b2_linearSlop because we don't
+ // push the separation above -b2_linearSlop.
+ return minSeparation >= -1.5f * b2_linearSlop;
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_contact_solver.h b/Client/ThirdParty/Box2D/src/dynamics/b2_contact_solver.h
new file mode 100644
index 0000000..1064738
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_contact_solver.h
@@ -0,0 +1,100 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#ifndef B2_CONTACT_SOLVER_H
+#define B2_CONTACT_SOLVER_H
+
+#include "box2d/b2_collision.h"
+#include "box2d/b2_math.h"
+#include "box2d/b2_time_step.h"
+
+class b2Contact;
+class b2Body;
+class b2StackAllocator;
+struct b2ContactPositionConstraint;
+
+struct b2VelocityConstraintPoint
+{
+ b2Vec2 rA;
+ b2Vec2 rB;
+ float normalImpulse;
+ float tangentImpulse;
+ float normalMass;
+ float tangentMass;
+ float velocityBias;
+};
+
+struct b2ContactVelocityConstraint
+{
+ b2VelocityConstraintPoint points[b2_maxManifoldPoints];
+ b2Vec2 normal;
+ b2Mat22 normalMass;
+ b2Mat22 K;
+ int32 indexA;
+ int32 indexB;
+ float invMassA, invMassB;
+ float invIA, invIB;
+ float friction;
+ float restitution;
+ float threshold;
+ float tangentSpeed;
+ int32 pointCount;
+ int32 contactIndex;
+};
+
+struct b2ContactSolverDef
+{
+ b2TimeStep step;
+ b2Contact** contacts;
+ int32 count;
+ b2Position* positions;
+ b2Velocity* velocities;
+ b2StackAllocator* allocator;
+};
+
+class b2ContactSolver
+{
+public:
+ b2ContactSolver(b2ContactSolverDef* def);
+ ~b2ContactSolver();
+
+ void InitializeVelocityConstraints();
+
+ void WarmStart();
+ void SolveVelocityConstraints();
+ void StoreImpulses();
+
+ bool SolvePositionConstraints();
+ bool SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB);
+
+ b2TimeStep m_step;
+ b2Position* m_positions;
+ b2Velocity* m_velocities;
+ b2StackAllocator* m_allocator;
+ b2ContactPositionConstraint* m_positionConstraints;
+ b2ContactVelocityConstraint* m_velocityConstraints;
+ b2Contact** m_contacts;
+ int m_count;
+};
+
+#endif
+
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_distance_joint.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_distance_joint.cpp
new file mode 100644
index 0000000..e54dbaf
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_distance_joint.cpp
@@ -0,0 +1,421 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_draw.h"
+#include "box2d/b2_distance_joint.h"
+#include "box2d/b2_time_step.h"
+
+// 1-D constrained system
+// m (v2 - v1) = lambda
+// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
+// x2 = x1 + h * v2
+
+// 1-D mass-damper-spring system
+// m (v2 - v1) + h * d * v2 + h * k *
+
+// C = norm(p2 - p1) - L
+// u = (p2 - p1) / norm(p2 - p1)
+// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
+// J = [-u -cross(r1, u) u cross(r2, u)]
+// K = J * invM * JT
+// = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
+
+
+void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
+ const b2Vec2& anchor1, const b2Vec2& anchor2)
+{
+ bodyA = b1;
+ bodyB = b2;
+ localAnchorA = bodyA->GetLocalPoint(anchor1);
+ localAnchorB = bodyB->GetLocalPoint(anchor2);
+ b2Vec2 d = anchor2 - anchor1;
+ length = b2Max(d.Length(), b2_linearSlop);
+ minLength = length;
+ maxLength = length;
+}
+
+b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
+: b2Joint(def)
+{
+ m_localAnchorA = def->localAnchorA;
+ m_localAnchorB = def->localAnchorB;
+ m_length = b2Max(def->length, b2_linearSlop);
+ m_minLength = b2Max(def->minLength, b2_linearSlop);
+ m_maxLength = b2Max(def->maxLength, m_minLength);
+ m_stiffness = def->stiffness;
+ m_damping = def->damping;
+
+ m_gamma = 0.0f;
+ m_bias = 0.0f;
+ m_impulse = 0.0f;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ m_currentLength = 0.0f;
+}
+
+void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+ m_indexA = m_bodyA->m_islandIndex;
+ m_indexB = m_bodyB->m_islandIndex;
+ m_localCenterA = m_bodyA->m_sweep.localCenter;
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
+ m_invMassA = m_bodyA->m_invMass;
+ m_invMassB = m_bodyB->m_invMass;
+ m_invIA = m_bodyA->m_invI;
+ m_invIB = m_bodyB->m_invI;
+
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ b2Rot qA(aA), qB(aB);
+
+ m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+ m_u = cB + m_rB - cA - m_rA;
+
+ // Handle singularity.
+ m_currentLength = m_u.Length();
+ if (m_currentLength > b2_linearSlop)
+ {
+ m_u *= 1.0f / m_currentLength;
+ }
+ else
+ {
+ m_u.Set(0.0f, 0.0f);
+ m_mass = 0.0f;
+ m_impulse = 0.0f;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+
+ float crAu = b2Cross(m_rA, m_u);
+ float crBu = b2Cross(m_rB, m_u);
+ float invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
+ m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
+
+ if (m_stiffness > 0.0f && m_minLength < m_maxLength)
+ {
+ // soft
+ float C = m_currentLength - m_length;
+
+ float d = m_damping;
+ float k = m_stiffness;
+
+ // magic formulas
+ float h = data.step.dt;
+
+ // gamma = 1 / (h * (d + h * k))
+ // the extra factor of h in the denominator is since the lambda is an impulse, not a force
+ m_gamma = h * (d + h * k);
+ m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
+ m_bias = C * h * k * m_gamma;
+
+ invMass += m_gamma;
+ m_softMass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
+ }
+ else
+ {
+ // rigid
+ m_gamma = 0.0f;
+ m_bias = 0.0f;
+ m_softMass = m_mass;
+ }
+
+ if (data.step.warmStarting)
+ {
+ // Scale the impulse to support a variable time step.
+ m_impulse *= data.step.dtRatio;
+ m_lowerImpulse *= data.step.dtRatio;
+ m_upperImpulse *= data.step.dtRatio;
+
+ b2Vec2 P = (m_impulse + m_lowerImpulse - m_upperImpulse) * m_u;
+ vA -= m_invMassA * P;
+ wA -= m_invIA * b2Cross(m_rA, P);
+ vB += m_invMassB * P;
+ wB += m_invIB * b2Cross(m_rB, P);
+ }
+ else
+ {
+ m_impulse = 0.0f;
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ if (m_minLength < m_maxLength)
+ {
+ if (m_stiffness > 0.0f)
+ {
+ // Cdot = dot(u, v + cross(w, r))
+ b2Vec2 vpA = vA + b2Cross(wA, m_rA);
+ b2Vec2 vpB = vB + b2Cross(wB, m_rB);
+ float Cdot = b2Dot(m_u, vpB - vpA);
+
+ float impulse = -m_softMass * (Cdot + m_bias + m_gamma * m_impulse);
+ m_impulse += impulse;
+
+ b2Vec2 P = impulse * m_u;
+ vA -= m_invMassA * P;
+ wA -= m_invIA * b2Cross(m_rA, P);
+ vB += m_invMassB * P;
+ wB += m_invIB * b2Cross(m_rB, P);
+ }
+
+ // lower
+ {
+ float C = m_currentLength - m_minLength;
+ float bias = b2Max(0.0f, C) * data.step.inv_dt;
+
+ b2Vec2 vpA = vA + b2Cross(wA, m_rA);
+ b2Vec2 vpB = vB + b2Cross(wB, m_rB);
+ float Cdot = b2Dot(m_u, vpB - vpA);
+
+ float impulse = -m_mass * (Cdot + bias);
+ float oldImpulse = m_lowerImpulse;
+ m_lowerImpulse = b2Max(0.0f, m_lowerImpulse + impulse);
+ impulse = m_lowerImpulse - oldImpulse;
+ b2Vec2 P = impulse * m_u;
+
+ vA -= m_invMassA * P;
+ wA -= m_invIA * b2Cross(m_rA, P);
+ vB += m_invMassB * P;
+ wB += m_invIB * b2Cross(m_rB, P);
+ }
+
+ // upper
+ {
+ float C = m_maxLength - m_currentLength;
+ float bias = b2Max(0.0f, C) * data.step.inv_dt;
+
+ b2Vec2 vpA = vA + b2Cross(wA, m_rA);
+ b2Vec2 vpB = vB + b2Cross(wB, m_rB);
+ float Cdot = b2Dot(m_u, vpA - vpB);
+
+ float impulse = -m_mass * (Cdot + bias);
+ float oldImpulse = m_upperImpulse;
+ m_upperImpulse = b2Max(0.0f, m_upperImpulse + impulse);
+ impulse = m_upperImpulse - oldImpulse;
+ b2Vec2 P = -impulse * m_u;
+
+ vA -= m_invMassA * P;
+ wA -= m_invIA * b2Cross(m_rA, P);
+ vB += m_invMassB * P;
+ wB += m_invIB * b2Cross(m_rB, P);
+ }
+ }
+ else
+ {
+ // Equal limits
+
+ // Cdot = dot(u, v + cross(w, r))
+ b2Vec2 vpA = vA + b2Cross(wA, m_rA);
+ b2Vec2 vpB = vB + b2Cross(wB, m_rB);
+ float Cdot = b2Dot(m_u, vpB - vpA);
+
+ float impulse = -m_mass * Cdot;
+ m_impulse += impulse;
+
+ b2Vec2 P = impulse * m_u;
+ vA -= m_invMassA * P;
+ wA -= m_invIA * b2Cross(m_rA, P);
+ vB += m_invMassB * P;
+ wB += m_invIB * b2Cross(m_rB, P);
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+
+ b2Rot qA(aA), qB(aB);
+
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+ b2Vec2 u = cB + rB - cA - rA;
+
+ float length = u.Normalize();
+ float C;
+ if (m_minLength == m_maxLength)
+ {
+ C = length - m_minLength;
+ }
+ else if (length < m_minLength)
+ {
+ C = length - m_minLength;
+ }
+ else if (m_maxLength < length)
+ {
+ C = length - m_maxLength;
+ }
+ else
+ {
+ return true;
+ }
+
+ float impulse = -m_mass * C;
+ b2Vec2 P = impulse * u;
+
+ cA -= m_invMassA * P;
+ aA -= m_invIA * b2Cross(rA, P);
+ cB += m_invMassB * P;
+ aB += m_invIB * b2Cross(rB, P);
+
+ data.positions[m_indexA].c = cA;
+ data.positions[m_indexA].a = aA;
+ data.positions[m_indexB].c = cB;
+ data.positions[m_indexB].a = aB;
+
+ return b2Abs(C) < b2_linearSlop;
+}
+
+b2Vec2 b2DistanceJoint::GetAnchorA() const
+{
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2DistanceJoint::GetAnchorB() const
+{
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2DistanceJoint::GetReactionForce(float inv_dt) const
+{
+ b2Vec2 F = inv_dt * (m_impulse + m_lowerImpulse - m_upperImpulse) * m_u;
+ return F;
+}
+
+float b2DistanceJoint::GetReactionTorque(float inv_dt) const
+{
+ B2_NOT_USED(inv_dt);
+ return 0.0f;
+}
+
+float b2DistanceJoint::SetLength(float length)
+{
+ m_impulse = 0.0f;
+ m_length = b2Max(b2_linearSlop, length);
+ return m_length;
+}
+
+float b2DistanceJoint::SetMinLength(float minLength)
+{
+ m_lowerImpulse = 0.0f;
+ m_minLength = b2Clamp(minLength, b2_linearSlop, m_maxLength);
+ return m_minLength;
+}
+
+float b2DistanceJoint::SetMaxLength(float maxLength)
+{
+ m_upperImpulse = 0.0f;
+ m_maxLength = b2Max(maxLength, m_minLength);
+ return m_maxLength;
+}
+
+float b2DistanceJoint::GetCurrentLength() const
+{
+ b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA);
+ b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB);
+ b2Vec2 d = pB - pA;
+ float length = d.Length();
+ return length;
+}
+
+void b2DistanceJoint::Dump()
+{
+ int32 indexA = m_bodyA->m_islandIndex;
+ int32 indexB = m_bodyB->m_islandIndex;
+
+ b2Dump(" b2DistanceJointDef jd;\n");
+ b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
+ b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
+ b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
+ b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
+ b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
+ b2Dump(" jd.length = %.9g;\n", m_length);
+ b2Dump(" jd.minLength = %.9g;\n", m_minLength);
+ b2Dump(" jd.maxLength = %.9g;\n", m_maxLength);
+ b2Dump(" jd.stiffness = %.9g;\n", m_stiffness);
+ b2Dump(" jd.damping = %.9g;\n", m_damping);
+ b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}
+
+void b2DistanceJoint::Draw(b2Draw* draw) const
+{
+ const b2Transform& xfA = m_bodyA->GetTransform();
+ const b2Transform& xfB = m_bodyB->GetTransform();
+ b2Vec2 pA = b2Mul(xfA, m_localAnchorA);
+ b2Vec2 pB = b2Mul(xfB, m_localAnchorB);
+
+ b2Vec2 axis = pB - pA;
+ float length = axis.Normalize();
+
+ b2Color c1(0.7f, 0.7f, 0.7f);
+ b2Color c2(0.3f, 0.9f, 0.3f);
+ b2Color c3(0.9f, 0.3f, 0.3f);
+ b2Color c4(0.4f, 0.4f, 0.4f);
+
+ draw->DrawSegment(pA, pB, c4);
+
+ b2Vec2 pRest = pA + m_length * axis;
+ draw->DrawPoint(pRest, 8.0f, c1);
+
+ if (m_minLength != m_maxLength)
+ {
+ if (m_minLength > b2_linearSlop)
+ {
+ b2Vec2 pMin = pA + m_minLength * axis;
+ draw->DrawPoint(pMin, 4.0f, c2);
+ }
+
+ if (m_maxLength < FLT_MAX)
+ {
+ b2Vec2 pMax = pA + m_maxLength * axis;
+ draw->DrawPoint(pMax, 4.0f, c3);
+ }
+ }
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_edge_circle_contact.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_edge_circle_contact.cpp
new file mode 100644
index 0000000..8a126de
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_edge_circle_contact.cpp
@@ -0,0 +1,54 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "b2_edge_circle_contact.h"
+
+#include "box2d/b2_block_allocator.h"
+#include "box2d/b2_fixture.h"
+
+#include <new>
+
+b2Contact* b2EdgeAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
+{
+ void* mem = allocator->Allocate(sizeof(b2EdgeAndCircleContact));
+ return new (mem) b2EdgeAndCircleContact(fixtureA, fixtureB);
+}
+
+void b2EdgeAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+ ((b2EdgeAndCircleContact*)contact)->~b2EdgeAndCircleContact();
+ allocator->Free(contact, sizeof(b2EdgeAndCircleContact));
+}
+
+b2EdgeAndCircleContact::b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
+: b2Contact(fixtureA, 0, fixtureB, 0)
+{
+ b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
+ b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
+}
+
+void b2EdgeAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+ b2CollideEdgeAndCircle( manifold,
+ (b2EdgeShape*)m_fixtureA->GetShape(), xfA,
+ (b2CircleShape*)m_fixtureB->GetShape(), xfB);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_edge_circle_contact.h b/Client/ThirdParty/Box2D/src/dynamics/b2_edge_circle_contact.h
new file mode 100644
index 0000000..3efc88e
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_edge_circle_contact.h
@@ -0,0 +1,43 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#ifndef B2_EDGE_AND_CIRCLE_CONTACT_H
+#define B2_EDGE_AND_CIRCLE_CONTACT_H
+
+#include "box2d/b2_contact.h"
+
+class b2BlockAllocator;
+
+class b2EdgeAndCircleContact : public b2Contact
+{
+public:
+ static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
+ b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+ static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+ b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+ ~b2EdgeAndCircleContact() {}
+
+ void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
+};
+
+#endif
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_edge_polygon_contact.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_edge_polygon_contact.cpp
new file mode 100644
index 0000000..e617e35
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_edge_polygon_contact.cpp
@@ -0,0 +1,54 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "b2_edge_polygon_contact.h"
+
+#include "box2d/b2_block_allocator.h"
+#include "box2d/b2_fixture.h"
+
+#include <new>
+
+b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
+{
+ void* mem = allocator->Allocate(sizeof(b2EdgeAndPolygonContact));
+ return new (mem) b2EdgeAndPolygonContact(fixtureA, fixtureB);
+}
+
+void b2EdgeAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+ ((b2EdgeAndPolygonContact*)contact)->~b2EdgeAndPolygonContact();
+ allocator->Free(contact, sizeof(b2EdgeAndPolygonContact));
+}
+
+b2EdgeAndPolygonContact::b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
+: b2Contact(fixtureA, 0, fixtureB, 0)
+{
+ b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
+ b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
+}
+
+void b2EdgeAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+ b2CollideEdgeAndPolygon( manifold,
+ (b2EdgeShape*)m_fixtureA->GetShape(), xfA,
+ (b2PolygonShape*)m_fixtureB->GetShape(), xfB);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_edge_polygon_contact.h b/Client/ThirdParty/Box2D/src/dynamics/b2_edge_polygon_contact.h
new file mode 100644
index 0000000..e6616b5
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_edge_polygon_contact.h
@@ -0,0 +1,43 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#ifndef B2_EDGE_AND_POLYGON_CONTACT_H
+#define B2_EDGE_AND_POLYGON_CONTACT_H
+
+#include "box2d/b2_contact.h"
+
+class b2BlockAllocator;
+
+class b2EdgeAndPolygonContact : public b2Contact
+{
+public:
+ static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
+ b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+ static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+ b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+ ~b2EdgeAndPolygonContact() {}
+
+ void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
+};
+
+#endif
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_fixture.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_fixture.cpp
new file mode 100644
index 0000000..9fd700a
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_fixture.cpp
@@ -0,0 +1,305 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_block_allocator.h"
+#include "box2d/b2_broad_phase.h"
+#include "box2d/b2_chain_shape.h"
+#include "box2d/b2_circle_shape.h"
+#include "box2d/b2_collision.h"
+#include "box2d/b2_contact.h"
+#include "box2d/b2_edge_shape.h"
+#include "box2d/b2_polygon_shape.h"
+#include "box2d/b2_world.h"
+
+b2Fixture::b2Fixture()
+{
+ m_body = nullptr;
+ m_next = nullptr;
+ m_proxies = nullptr;
+ m_proxyCount = 0;
+ m_shape = nullptr;
+ m_density = 0.0f;
+}
+
+void b2Fixture::Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def)
+{
+ m_userData = def->userData;
+ m_friction = def->friction;
+ m_restitution = def->restitution;
+ m_restitutionThreshold = def->restitutionThreshold;
+
+ m_body = body;
+ m_next = nullptr;
+
+ m_filter = def->filter;
+
+ m_isSensor = def->isSensor;
+
+ m_shape = def->shape->Clone(allocator);
+
+ // Reserve proxy space
+ int32 childCount = m_shape->GetChildCount();
+ m_proxies = (b2FixtureProxy*)allocator->Allocate(childCount * sizeof(b2FixtureProxy));
+ for (int32 i = 0; i < childCount; ++i)
+ {
+ m_proxies[i].fixture = nullptr;
+ m_proxies[i].proxyId = b2BroadPhase::e_nullProxy;
+ }
+ m_proxyCount = 0;
+
+ m_density = def->density;
+}
+
+void b2Fixture::Destroy(b2BlockAllocator* allocator)
+{
+ // The proxies must be destroyed before calling this.
+ b2Assert(m_proxyCount == 0);
+
+ // Free the proxy array.
+ int32 childCount = m_shape->GetChildCount();
+ allocator->Free(m_proxies, childCount * sizeof(b2FixtureProxy));
+ m_proxies = nullptr;
+
+ // Free the child shape.
+ switch (m_shape->m_type)
+ {
+ case b2Shape::e_circle:
+ {
+ b2CircleShape* s = (b2CircleShape*)m_shape;
+ s->~b2CircleShape();
+ allocator->Free(s, sizeof(b2CircleShape));
+ }
+ break;
+
+ case b2Shape::e_edge:
+ {
+ b2EdgeShape* s = (b2EdgeShape*)m_shape;
+ s->~b2EdgeShape();
+ allocator->Free(s, sizeof(b2EdgeShape));
+ }
+ break;
+
+ case b2Shape::e_polygon:
+ {
+ b2PolygonShape* s = (b2PolygonShape*)m_shape;
+ s->~b2PolygonShape();
+ allocator->Free(s, sizeof(b2PolygonShape));
+ }
+ break;
+
+ case b2Shape::e_chain:
+ {
+ b2ChainShape* s = (b2ChainShape*)m_shape;
+ s->~b2ChainShape();
+ allocator->Free(s, sizeof(b2ChainShape));
+ }
+ break;
+
+ default:
+ b2Assert(false);
+ break;
+ }
+
+ m_shape = nullptr;
+}
+
+void b2Fixture::CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf)
+{
+ b2Assert(m_proxyCount == 0);
+
+ // Create proxies in the broad-phase.
+ m_proxyCount = m_shape->GetChildCount();
+
+ for (int32 i = 0; i < m_proxyCount; ++i)
+ {
+ b2FixtureProxy* proxy = m_proxies + i;
+ m_shape->ComputeAABB(&proxy->aabb, xf, i);
+ proxy->proxyId = broadPhase->CreateProxy(proxy->aabb, proxy);
+ proxy->fixture = this;
+ proxy->childIndex = i;
+ }
+}
+
+void b2Fixture::DestroyProxies(b2BroadPhase* broadPhase)
+{
+ // Destroy proxies in the broad-phase.
+ for (int32 i = 0; i < m_proxyCount; ++i)
+ {
+ b2FixtureProxy* proxy = m_proxies + i;
+ broadPhase->DestroyProxy(proxy->proxyId);
+ proxy->proxyId = b2BroadPhase::e_nullProxy;
+ }
+
+ m_proxyCount = 0;
+}
+
+void b2Fixture::Synchronize(b2BroadPhase* broadPhase, const b2Transform& transform1, const b2Transform& transform2)
+{
+ if (m_proxyCount == 0)
+ {
+ return;
+ }
+
+ for (int32 i = 0; i < m_proxyCount; ++i)
+ {
+ b2FixtureProxy* proxy = m_proxies + i;
+
+ // Compute an AABB that covers the swept shape (may miss some rotation effect).
+ b2AABB aabb1, aabb2;
+ m_shape->ComputeAABB(&aabb1, transform1, proxy->childIndex);
+ m_shape->ComputeAABB(&aabb2, transform2, proxy->childIndex);
+
+ proxy->aabb.Combine(aabb1, aabb2);
+
+ b2Vec2 displacement = aabb2.GetCenter() - aabb1.GetCenter();
+
+ broadPhase->MoveProxy(proxy->proxyId, proxy->aabb, displacement);
+ }
+}
+
+void b2Fixture::SetFilterData(const b2Filter& filter)
+{
+ m_filter = filter;
+
+ Refilter();
+}
+
+void b2Fixture::Refilter()
+{
+ if (m_body == nullptr)
+ {
+ return;
+ }
+
+ // Flag associated contacts for filtering.
+ b2ContactEdge* edge = m_body->GetContactList();
+ while (edge)
+ {
+ b2Contact* contact = edge->contact;
+ b2Fixture* fixtureA = contact->GetFixtureA();
+ b2Fixture* fixtureB = contact->GetFixtureB();
+ if (fixtureA == this || fixtureB == this)
+ {
+ contact->FlagForFiltering();
+ }
+
+ edge = edge->next;
+ }
+
+ b2World* world = m_body->GetWorld();
+
+ if (world == nullptr)
+ {
+ return;
+ }
+
+ // Touch each proxy so that new pairs may be created
+ b2BroadPhase* broadPhase = &world->m_contactManager.m_broadPhase;
+ for (int32 i = 0; i < m_proxyCount; ++i)
+ {
+ broadPhase->TouchProxy(m_proxies[i].proxyId);
+ }
+}
+
+void b2Fixture::SetSensor(bool sensor)
+{
+ if (sensor != m_isSensor)
+ {
+ m_body->SetAwake(true);
+ m_isSensor = sensor;
+ }
+}
+
+void b2Fixture::Dump(int32 bodyIndex)
+{
+ b2Dump(" b2FixtureDef fd;\n");
+ b2Dump(" fd.friction = %.9g;\n", m_friction);
+ b2Dump(" fd.restitution = %.9g;\n", m_restitution);
+ b2Dump(" fd.restitutionThreshold = %.9g;\n", m_restitutionThreshold);
+ b2Dump(" fd.density = %.9g;\n", m_density);
+ b2Dump(" fd.isSensor = bool(%d);\n", m_isSensor);
+ b2Dump(" fd.filter.categoryBits = uint16(%d);\n", m_filter.categoryBits);
+ b2Dump(" fd.filter.maskBits = uint16(%d);\n", m_filter.maskBits);
+ b2Dump(" fd.filter.groupIndex = int16(%d);\n", m_filter.groupIndex);
+
+ switch (m_shape->m_type)
+ {
+ case b2Shape::e_circle:
+ {
+ b2CircleShape* s = (b2CircleShape*)m_shape;
+ b2Dump(" b2CircleShape shape;\n");
+ b2Dump(" shape.m_radius = %.9g;\n", s->m_radius);
+ b2Dump(" shape.m_p.Set(%.9g, %.9g);\n", s->m_p.x, s->m_p.y);
+ }
+ break;
+
+ case b2Shape::e_edge:
+ {
+ b2EdgeShape* s = (b2EdgeShape*)m_shape;
+ b2Dump(" b2EdgeShape shape;\n");
+ b2Dump(" shape.m_radius = %.9g;\n", s->m_radius);
+ b2Dump(" shape.m_vertex0.Set(%.9g, %.9g);\n", s->m_vertex0.x, s->m_vertex0.y);
+ b2Dump(" shape.m_vertex1.Set(%.9g, %.9g);\n", s->m_vertex1.x, s->m_vertex1.y);
+ b2Dump(" shape.m_vertex2.Set(%.9g, %.9g);\n", s->m_vertex2.x, s->m_vertex2.y);
+ b2Dump(" shape.m_vertex3.Set(%.9g, %.9g);\n", s->m_vertex3.x, s->m_vertex3.y);
+ b2Dump(" shape.m_oneSided = bool(%d);\n", s->m_oneSided);
+ }
+ break;
+
+ case b2Shape::e_polygon:
+ {
+ b2PolygonShape* s = (b2PolygonShape*)m_shape;
+ b2Dump(" b2PolygonShape shape;\n");
+ b2Dump(" b2Vec2 vs[%d];\n", b2_maxPolygonVertices);
+ for (int32 i = 0; i < s->m_count; ++i)
+ {
+ b2Dump(" vs[%d].Set(%.9g, %.9g);\n", i, s->m_vertices[i].x, s->m_vertices[i].y);
+ }
+ b2Dump(" shape.Set(vs, %d);\n", s->m_count);
+ }
+ break;
+
+ case b2Shape::e_chain:
+ {
+ b2ChainShape* s = (b2ChainShape*)m_shape;
+ b2Dump(" b2ChainShape shape;\n");
+ b2Dump(" b2Vec2 vs[%d];\n", s->m_count);
+ for (int32 i = 0; i < s->m_count; ++i)
+ {
+ b2Dump(" vs[%d].Set(%.9g, %.9g);\n", i, s->m_vertices[i].x, s->m_vertices[i].y);
+ }
+ b2Dump(" shape.CreateChain(vs, %d);\n", s->m_count);
+ b2Dump(" shape.m_prevVertex.Set(%.9g, %.9g);\n", s->m_prevVertex.x, s->m_prevVertex.y);
+ b2Dump(" shape.m_nextVertex.Set(%.9g, %.9g);\n", s->m_nextVertex.x, s->m_nextVertex.y);
+ }
+ break;
+
+ default:
+ return;
+ }
+
+ b2Dump("\n");
+ b2Dump(" fd.shape = &shape;\n");
+ b2Dump("\n");
+ b2Dump(" bodies[%d]->CreateFixture(&fd);\n", bodyIndex);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_friction_joint.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_friction_joint.cpp
new file mode 100644
index 0000000..d9d893a
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_friction_joint.cpp
@@ -0,0 +1,255 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_friction_joint.h"
+#include "box2d/b2_body.h"
+#include "box2d/b2_time_step.h"
+
+// Point-to-point constraint
+// Cdot = v2 - v1
+// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
+// J = [-I -r1_skew I r2_skew ]
+// Identity used:
+// w k % (rx i + ry j) = w * (-ry i + rx j)
+
+// Angle constraint
+// Cdot = w2 - w1
+// J = [0 0 -1 0 0 1]
+// K = invI1 + invI2
+
+void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
+{
+ bodyA = bA;
+ bodyB = bB;
+ localAnchorA = bodyA->GetLocalPoint(anchor);
+ localAnchorB = bodyB->GetLocalPoint(anchor);
+}
+
+b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
+: b2Joint(def)
+{
+ m_localAnchorA = def->localAnchorA;
+ m_localAnchorB = def->localAnchorB;
+
+ m_linearImpulse.SetZero();
+ m_angularImpulse = 0.0f;
+
+ m_maxForce = def->maxForce;
+ m_maxTorque = def->maxTorque;
+}
+
+void b2FrictionJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+ m_indexA = m_bodyA->m_islandIndex;
+ m_indexB = m_bodyB->m_islandIndex;
+ m_localCenterA = m_bodyA->m_sweep.localCenter;
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
+ m_invMassA = m_bodyA->m_invMass;
+ m_invMassB = m_bodyB->m_invMass;
+ m_invIA = m_bodyA->m_invI;
+ m_invIB = m_bodyB->m_invI;
+
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+
+ float aB = data.positions[m_indexB].a;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ b2Rot qA(aA), qB(aB);
+
+ // Compute the effective mass matrix.
+ m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+ // J = [-I -r1_skew I r2_skew]
+ // [ 0 -1 0 1]
+ // r_skew = [-ry; rx]
+
+ // Matlab
+ // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
+ // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
+ // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ b2Mat22 K;
+ K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
+ K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
+ K.ey.x = K.ex.y;
+ K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
+
+ m_linearMass = K.GetInverse();
+
+ m_angularMass = iA + iB;
+ if (m_angularMass > 0.0f)
+ {
+ m_angularMass = 1.0f / m_angularMass;
+ }
+
+ if (data.step.warmStarting)
+ {
+ // Scale impulses to support a variable time step.
+ m_linearImpulse *= data.step.dtRatio;
+ m_angularImpulse *= data.step.dtRatio;
+
+ b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
+ vA -= mA * P;
+ wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
+ vB += mB * P;
+ wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
+ }
+ else
+ {
+ m_linearImpulse.SetZero();
+ m_angularImpulse = 0.0f;
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+void b2FrictionJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ float h = data.step.dt;
+
+ // Solve angular friction
+ {
+ float Cdot = wB - wA;
+ float impulse = -m_angularMass * Cdot;
+
+ float oldImpulse = m_angularImpulse;
+ float maxImpulse = h * m_maxTorque;
+ m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
+ impulse = m_angularImpulse - oldImpulse;
+
+ wA -= iA * impulse;
+ wB += iB * impulse;
+ }
+
+ // Solve linear friction
+ {
+ b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
+
+ b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
+ b2Vec2 oldImpulse = m_linearImpulse;
+ m_linearImpulse += impulse;
+
+ float maxImpulse = h * m_maxForce;
+
+ if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
+ {
+ m_linearImpulse.Normalize();
+ m_linearImpulse *= maxImpulse;
+ }
+
+ impulse = m_linearImpulse - oldImpulse;
+
+ vA -= mA * impulse;
+ wA -= iA * b2Cross(m_rA, impulse);
+
+ vB += mB * impulse;
+ wB += iB * b2Cross(m_rB, impulse);
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+bool b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+ B2_NOT_USED(data);
+
+ return true;
+}
+
+b2Vec2 b2FrictionJoint::GetAnchorA() const
+{
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2FrictionJoint::GetAnchorB() const
+{
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2FrictionJoint::GetReactionForce(float inv_dt) const
+{
+ return inv_dt * m_linearImpulse;
+}
+
+float b2FrictionJoint::GetReactionTorque(float inv_dt) const
+{
+ return inv_dt * m_angularImpulse;
+}
+
+void b2FrictionJoint::SetMaxForce(float force)
+{
+ b2Assert(b2IsValid(force) && force >= 0.0f);
+ m_maxForce = force;
+}
+
+float b2FrictionJoint::GetMaxForce() const
+{
+ return m_maxForce;
+}
+
+void b2FrictionJoint::SetMaxTorque(float torque)
+{
+ b2Assert(b2IsValid(torque) && torque >= 0.0f);
+ m_maxTorque = torque;
+}
+
+float b2FrictionJoint::GetMaxTorque() const
+{
+ return m_maxTorque;
+}
+
+void b2FrictionJoint::Dump()
+{
+ int32 indexA = m_bodyA->m_islandIndex;
+ int32 indexB = m_bodyB->m_islandIndex;
+
+ b2Dump(" b2FrictionJointDef jd;\n");
+ b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
+ b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
+ b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
+ b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
+ b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
+ b2Dump(" jd.maxForce = %.9g;\n", m_maxForce);
+ b2Dump(" jd.maxTorque = %.9g;\n", m_maxTorque);
+ b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_gear_joint.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_gear_joint.cpp
new file mode 100644
index 0000000..ff36d3e
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_gear_joint.cpp
@@ -0,0 +1,429 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_gear_joint.h"
+#include "box2d/b2_revolute_joint.h"
+#include "box2d/b2_prismatic_joint.h"
+#include "box2d/b2_body.h"
+#include "box2d/b2_time_step.h"
+
+// Gear Joint:
+// C0 = (coordinate1 + ratio * coordinate2)_initial
+// C = (coordinate1 + ratio * coordinate2) - C0 = 0
+// J = [J1 ratio * J2]
+// K = J * invM * JT
+// = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
+//
+// Revolute:
+// coordinate = rotation
+// Cdot = angularVelocity
+// J = [0 0 1]
+// K = J * invM * JT = invI
+//
+// Prismatic:
+// coordinate = dot(p - pg, ug)
+// Cdot = dot(v + cross(w, r), ug)
+// J = [ug cross(r, ug)]
+// K = J * invM * JT = invMass + invI * cross(r, ug)^2
+
+b2GearJoint::b2GearJoint(const b2GearJointDef* def)
+: b2Joint(def)
+{
+ m_joint1 = def->joint1;
+ m_joint2 = def->joint2;
+
+ m_typeA = m_joint1->GetType();
+ m_typeB = m_joint2->GetType();
+
+ b2Assert(m_typeA == e_revoluteJoint || m_typeA == e_prismaticJoint);
+ b2Assert(m_typeB == e_revoluteJoint || m_typeB == e_prismaticJoint);
+
+ float coordinateA, coordinateB;
+
+ // TODO_ERIN there might be some problem with the joint edges in b2Joint.
+
+ m_bodyC = m_joint1->GetBodyA();
+ m_bodyA = m_joint1->GetBodyB();
+
+ // Body B on joint1 must be dynamic
+ b2Assert(m_bodyA->m_type == b2_dynamicBody);
+
+ // Get geometry of joint1
+ b2Transform xfA = m_bodyA->m_xf;
+ float aA = m_bodyA->m_sweep.a;
+ b2Transform xfC = m_bodyC->m_xf;
+ float aC = m_bodyC->m_sweep.a;
+
+ if (m_typeA == e_revoluteJoint)
+ {
+ b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint1;
+ m_localAnchorC = revolute->m_localAnchorA;
+ m_localAnchorA = revolute->m_localAnchorB;
+ m_referenceAngleA = revolute->m_referenceAngle;
+ m_localAxisC.SetZero();
+
+ coordinateA = aA - aC - m_referenceAngleA;
+ }
+ else
+ {
+ b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint1;
+ m_localAnchorC = prismatic->m_localAnchorA;
+ m_localAnchorA = prismatic->m_localAnchorB;
+ m_referenceAngleA = prismatic->m_referenceAngle;
+ m_localAxisC = prismatic->m_localXAxisA;
+
+ b2Vec2 pC = m_localAnchorC;
+ b2Vec2 pA = b2MulT(xfC.q, b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
+ coordinateA = b2Dot(pA - pC, m_localAxisC);
+ }
+
+ m_bodyD = m_joint2->GetBodyA();
+ m_bodyB = m_joint2->GetBodyB();
+
+ // Body B on joint2 must be dynamic
+ b2Assert(m_bodyB->m_type == b2_dynamicBody);
+
+ // Get geometry of joint2
+ b2Transform xfB = m_bodyB->m_xf;
+ float aB = m_bodyB->m_sweep.a;
+ b2Transform xfD = m_bodyD->m_xf;
+ float aD = m_bodyD->m_sweep.a;
+
+ if (m_typeB == e_revoluteJoint)
+ {
+ b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint2;
+ m_localAnchorD = revolute->m_localAnchorA;
+ m_localAnchorB = revolute->m_localAnchorB;
+ m_referenceAngleB = revolute->m_referenceAngle;
+ m_localAxisD.SetZero();
+
+ coordinateB = aB - aD - m_referenceAngleB;
+ }
+ else
+ {
+ b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint2;
+ m_localAnchorD = prismatic->m_localAnchorA;
+ m_localAnchorB = prismatic->m_localAnchorB;
+ m_referenceAngleB = prismatic->m_referenceAngle;
+ m_localAxisD = prismatic->m_localXAxisA;
+
+ b2Vec2 pD = m_localAnchorD;
+ b2Vec2 pB = b2MulT(xfD.q, b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
+ coordinateB = b2Dot(pB - pD, m_localAxisD);
+ }
+
+ m_ratio = def->ratio;
+
+ m_constant = coordinateA + m_ratio * coordinateB;
+
+ m_impulse = 0.0f;
+}
+
+void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+ m_indexA = m_bodyA->m_islandIndex;
+ m_indexB = m_bodyB->m_islandIndex;
+ m_indexC = m_bodyC->m_islandIndex;
+ m_indexD = m_bodyD->m_islandIndex;
+ m_lcA = m_bodyA->m_sweep.localCenter;
+ m_lcB = m_bodyB->m_sweep.localCenter;
+ m_lcC = m_bodyC->m_sweep.localCenter;
+ m_lcD = m_bodyD->m_sweep.localCenter;
+ m_mA = m_bodyA->m_invMass;
+ m_mB = m_bodyB->m_invMass;
+ m_mC = m_bodyC->m_invMass;
+ m_mD = m_bodyD->m_invMass;
+ m_iA = m_bodyA->m_invI;
+ m_iB = m_bodyB->m_invI;
+ m_iC = m_bodyC->m_invI;
+ m_iD = m_bodyD->m_invI;
+
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+
+ float aB = data.positions[m_indexB].a;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ float aC = data.positions[m_indexC].a;
+ b2Vec2 vC = data.velocities[m_indexC].v;
+ float wC = data.velocities[m_indexC].w;
+
+ float aD = data.positions[m_indexD].a;
+ b2Vec2 vD = data.velocities[m_indexD].v;
+ float wD = data.velocities[m_indexD].w;
+
+ b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
+
+ m_mass = 0.0f;
+
+ if (m_typeA == e_revoluteJoint)
+ {
+ m_JvAC.SetZero();
+ m_JwA = 1.0f;
+ m_JwC = 1.0f;
+ m_mass += m_iA + m_iC;
+ }
+ else
+ {
+ b2Vec2 u = b2Mul(qC, m_localAxisC);
+ b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
+ m_JvAC = u;
+ m_JwC = b2Cross(rC, u);
+ m_JwA = b2Cross(rA, u);
+ m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA;
+ }
+
+ if (m_typeB == e_revoluteJoint)
+ {
+ m_JvBD.SetZero();
+ m_JwB = m_ratio;
+ m_JwD = m_ratio;
+ m_mass += m_ratio * m_ratio * (m_iB + m_iD);
+ }
+ else
+ {
+ b2Vec2 u = b2Mul(qD, m_localAxisD);
+ b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
+ m_JvBD = m_ratio * u;
+ m_JwD = m_ratio * b2Cross(rD, u);
+ m_JwB = m_ratio * b2Cross(rB, u);
+ m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB;
+ }
+
+ // Compute effective mass.
+ m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f;
+
+ if (data.step.warmStarting)
+ {
+ vA += (m_mA * m_impulse) * m_JvAC;
+ wA += m_iA * m_impulse * m_JwA;
+ vB += (m_mB * m_impulse) * m_JvBD;
+ wB += m_iB * m_impulse * m_JwB;
+ vC -= (m_mC * m_impulse) * m_JvAC;
+ wC -= m_iC * m_impulse * m_JwC;
+ vD -= (m_mD * m_impulse) * m_JvBD;
+ wD -= m_iD * m_impulse * m_JwD;
+ }
+ else
+ {
+ m_impulse = 0.0f;
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+ data.velocities[m_indexC].v = vC;
+ data.velocities[m_indexC].w = wC;
+ data.velocities[m_indexD].v = vD;
+ data.velocities[m_indexD].w = wD;
+}
+
+void b2GearJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+ b2Vec2 vC = data.velocities[m_indexC].v;
+ float wC = data.velocities[m_indexC].w;
+ b2Vec2 vD = data.velocities[m_indexD].v;
+ float wD = data.velocities[m_indexD].w;
+
+ float Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD);
+ Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);
+
+ float impulse = -m_mass * Cdot;
+ m_impulse += impulse;
+
+ vA += (m_mA * impulse) * m_JvAC;
+ wA += m_iA * impulse * m_JwA;
+ vB += (m_mB * impulse) * m_JvBD;
+ wB += m_iB * impulse * m_JwB;
+ vC -= (m_mC * impulse) * m_JvAC;
+ wC -= m_iC * impulse * m_JwC;
+ vD -= (m_mD * impulse) * m_JvBD;
+ wD -= m_iD * impulse * m_JwD;
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+ data.velocities[m_indexC].v = vC;
+ data.velocities[m_indexC].w = wC;
+ data.velocities[m_indexD].v = vD;
+ data.velocities[m_indexD].w = wD;
+}
+
+bool b2GearJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+ b2Vec2 cC = data.positions[m_indexC].c;
+ float aC = data.positions[m_indexC].a;
+ b2Vec2 cD = data.positions[m_indexD].c;
+ float aD = data.positions[m_indexD].a;
+
+ b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
+
+ float linearError = 0.0f;
+
+ float coordinateA, coordinateB;
+
+ b2Vec2 JvAC, JvBD;
+ float JwA, JwB, JwC, JwD;
+ float mass = 0.0f;
+
+ if (m_typeA == e_revoluteJoint)
+ {
+ JvAC.SetZero();
+ JwA = 1.0f;
+ JwC = 1.0f;
+ mass += m_iA + m_iC;
+
+ coordinateA = aA - aC - m_referenceAngleA;
+ }
+ else
+ {
+ b2Vec2 u = b2Mul(qC, m_localAxisC);
+ b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
+ JvAC = u;
+ JwC = b2Cross(rC, u);
+ JwA = b2Cross(rA, u);
+ mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA;
+
+ b2Vec2 pC = m_localAnchorC - m_lcC;
+ b2Vec2 pA = b2MulT(qC, rA + (cA - cC));
+ coordinateA = b2Dot(pA - pC, m_localAxisC);
+ }
+
+ if (m_typeB == e_revoluteJoint)
+ {
+ JvBD.SetZero();
+ JwB = m_ratio;
+ JwD = m_ratio;
+ mass += m_ratio * m_ratio * (m_iB + m_iD);
+
+ coordinateB = aB - aD - m_referenceAngleB;
+ }
+ else
+ {
+ b2Vec2 u = b2Mul(qD, m_localAxisD);
+ b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
+ JvBD = m_ratio * u;
+ JwD = m_ratio * b2Cross(rD, u);
+ JwB = m_ratio * b2Cross(rB, u);
+ mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB;
+
+ b2Vec2 pD = m_localAnchorD - m_lcD;
+ b2Vec2 pB = b2MulT(qD, rB + (cB - cD));
+ coordinateB = b2Dot(pB - pD, m_localAxisD);
+ }
+
+ float C = (coordinateA + m_ratio * coordinateB) - m_constant;
+
+ float impulse = 0.0f;
+ if (mass > 0.0f)
+ {
+ impulse = -C / mass;
+ }
+
+ cA += m_mA * impulse * JvAC;
+ aA += m_iA * impulse * JwA;
+ cB += m_mB * impulse * JvBD;
+ aB += m_iB * impulse * JwB;
+ cC -= m_mC * impulse * JvAC;
+ aC -= m_iC * impulse * JwC;
+ cD -= m_mD * impulse * JvBD;
+ aD -= m_iD * impulse * JwD;
+
+ data.positions[m_indexA].c = cA;
+ data.positions[m_indexA].a = aA;
+ data.positions[m_indexB].c = cB;
+ data.positions[m_indexB].a = aB;
+ data.positions[m_indexC].c = cC;
+ data.positions[m_indexC].a = aC;
+ data.positions[m_indexD].c = cD;
+ data.positions[m_indexD].a = aD;
+
+ // TODO_ERIN not implemented
+ return linearError < b2_linearSlop;
+}
+
+b2Vec2 b2GearJoint::GetAnchorA() const
+{
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2GearJoint::GetAnchorB() const
+{
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2GearJoint::GetReactionForce(float inv_dt) const
+{
+ b2Vec2 P = m_impulse * m_JvAC;
+ return inv_dt * P;
+}
+
+float b2GearJoint::GetReactionTorque(float inv_dt) const
+{
+ float L = m_impulse * m_JwA;
+ return inv_dt * L;
+}
+
+void b2GearJoint::SetRatio(float ratio)
+{
+ b2Assert(b2IsValid(ratio));
+ m_ratio = ratio;
+}
+
+float b2GearJoint::GetRatio() const
+{
+ return m_ratio;
+}
+
+void b2GearJoint::Dump()
+{
+ int32 indexA = m_bodyA->m_islandIndex;
+ int32 indexB = m_bodyB->m_islandIndex;
+
+ int32 index1 = m_joint1->m_index;
+ int32 index2 = m_joint2->m_index;
+
+ b2Dump(" b2GearJointDef jd;\n");
+ b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
+ b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
+ b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
+ b2Dump(" jd.joint1 = joints[%d];\n", index1);
+ b2Dump(" jd.joint2 = joints[%d];\n", index2);
+ b2Dump(" jd.ratio = %.9g;\n", m_ratio);
+ b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_island.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_island.cpp
new file mode 100644
index 0000000..48d89a8
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_island.cpp
@@ -0,0 +1,544 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_contact.h"
+#include "box2d/b2_distance.h"
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_joint.h"
+#include "box2d/b2_stack_allocator.h"
+#include "box2d/b2_timer.h"
+#include "box2d/b2_world.h"
+
+#include "b2_island.h"
+#include "dynamics/b2_contact_solver.h"
+
+/*
+Position Correction Notes
+=========================
+I tried the several algorithms for position correction of the 2D revolute joint.
+I looked at these systems:
+- simple pendulum (1m diameter sphere on massless 5m stick) with initial angular velocity of 100 rad/s.
+- suspension bridge with 30 1m long planks of length 1m.
+- multi-link chain with 30 1m long links.
+
+Here are the algorithms:
+
+Baumgarte - A fraction of the position error is added to the velocity error. There is no
+separate position solver.
+
+Pseudo Velocities - After the velocity solver and position integration,
+the position error, Jacobian, and effective mass are recomputed. Then
+the velocity constraints are solved with pseudo velocities and a fraction
+of the position error is added to the pseudo velocity error. The pseudo
+velocities are initialized to zero and there is no warm-starting. After
+the position solver, the pseudo velocities are added to the positions.
+This is also called the First Order World method or the Position LCP method.
+
+Modified Nonlinear Gauss-Seidel (NGS) - Like Pseudo Velocities except the
+position error is re-computed for each constraint and the positions are updated
+after the constraint is solved. The radius vectors (aka Jacobians) are
+re-computed too (otherwise the algorithm has horrible instability). The pseudo
+velocity states are not needed because they are effectively zero at the beginning
+of each iteration. Since we have the current position error, we allow the
+iterations to terminate early if the error becomes smaller than b2_linearSlop.
+
+Full NGS or just NGS - Like Modified NGS except the effective mass are re-computed
+each time a constraint is solved.
+
+Here are the results:
+Baumgarte - this is the cheapest algorithm but it has some stability problems,
+especially with the bridge. The chain links separate easily close to the root
+and they jitter as they struggle to pull together. This is one of the most common
+methods in the field. The big drawback is that the position correction artificially
+affects the momentum, thus leading to instabilities and false bounce. I used a
+bias factor of 0.2. A larger bias factor makes the bridge less stable, a smaller
+factor makes joints and contacts more spongy.
+
+Pseudo Velocities - the is more stable than the Baumgarte method. The bridge is
+stable. However, joints still separate with large angular velocities. Drag the
+simple pendulum in a circle quickly and the joint will separate. The chain separates
+easily and does not recover. I used a bias factor of 0.2. A larger value lead to
+the bridge collapsing when a heavy cube drops on it.
+
+Modified NGS - this algorithm is better in some ways than Baumgarte and Pseudo
+Velocities, but in other ways it is worse. The bridge and chain are much more
+stable, but the simple pendulum goes unstable at high angular velocities.
+
+Full NGS - stable in all tests. The joints display good stiffness. The bridge
+still sags, but this is better than infinite forces.
+
+Recommendations
+Pseudo Velocities are not really worthwhile because the bridge and chain cannot
+recover from joint separation. In other cases the benefit over Baumgarte is small.
+
+Modified NGS is not a robust method for the revolute joint due to the violent
+instability seen in the simple pendulum. Perhaps it is viable with other constraint
+types, especially scalar constraints where the effective mass is a scalar.
+
+This leaves Baumgarte and Full NGS. Baumgarte has small, but manageable instabilities
+and is very fast. I don't think we can escape Baumgarte, especially in highly
+demanding cases where high constraint fidelity is not needed.
+
+Full NGS is robust and easy on the eyes. I recommend this as an option for
+higher fidelity simulation and certainly for suspension bridges and long chains.
+Full NGS might be a good choice for ragdolls, especially motorized ragdolls where
+joint separation can be problematic. The number of NGS iterations can be reduced
+for better performance without harming robustness much.
+
+Each joint in a can be handled differently in the position solver. So I recommend
+a system where the user can select the algorithm on a per joint basis. I would
+probably default to the slower Full NGS and let the user select the faster
+Baumgarte method in performance critical scenarios.
+*/
+
+/*
+Cache Performance
+
+The Box2D solvers are dominated by cache misses. Data structures are designed
+to increase the number of cache hits. Much of misses are due to random access
+to body data. The constraint structures are iterated over linearly, which leads
+to few cache misses.
+
+The bodies are not accessed during iteration. Instead read only data, such as
+the mass values are stored with the constraints. The mutable data are the constraint
+impulses and the bodies velocities/positions. The impulses are held inside the
+constraint structures. The body velocities/positions are held in compact, temporary
+arrays to increase the number of cache hits. Linear and angular velocity are
+stored in a single array since multiple arrays lead to multiple misses.
+*/
+
+/*
+2D Rotation
+
+R = [cos(theta) -sin(theta)]
+ [sin(theta) cos(theta) ]
+
+thetaDot = omega
+
+Let q1 = cos(theta), q2 = sin(theta).
+R = [q1 -q2]
+ [q2 q1]
+
+q1Dot = -thetaDot * q2
+q2Dot = thetaDot * q1
+
+q1_new = q1_old - dt * w * q2
+q2_new = q2_old + dt * w * q1
+then normalize.
+
+This might be faster than computing sin+cos.
+However, we can compute sin+cos of the same angle fast.
+*/
+
+b2Island::b2Island(
+ int32 bodyCapacity,
+ int32 contactCapacity,
+ int32 jointCapacity,
+ b2StackAllocator* allocator,
+ b2ContactListener* listener)
+{
+ m_bodyCapacity = bodyCapacity;
+ m_contactCapacity = contactCapacity;
+ m_jointCapacity = jointCapacity;
+ m_bodyCount = 0;
+ m_contactCount = 0;
+ m_jointCount = 0;
+
+ m_allocator = allocator;
+ m_listener = listener;
+
+ m_bodies = (b2Body**)m_allocator->Allocate(bodyCapacity * sizeof(b2Body*));
+ m_contacts = (b2Contact**)m_allocator->Allocate(contactCapacity * sizeof(b2Contact*));
+ m_joints = (b2Joint**)m_allocator->Allocate(jointCapacity * sizeof(b2Joint*));
+
+ m_velocities = (b2Velocity*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Velocity));
+ m_positions = (b2Position*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Position));
+}
+
+b2Island::~b2Island()
+{
+ // Warning: the order should reverse the constructor order.
+ m_allocator->Free(m_positions);
+ m_allocator->Free(m_velocities);
+ m_allocator->Free(m_joints);
+ m_allocator->Free(m_contacts);
+ m_allocator->Free(m_bodies);
+}
+
+void b2Island::Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep)
+{
+ b2Timer timer;
+
+ float h = step.dt;
+
+ // Integrate velocities and apply damping. Initialize the body state.
+ for (int32 i = 0; i < m_bodyCount; ++i)
+ {
+ b2Body* b = m_bodies[i];
+
+ b2Vec2 c = b->m_sweep.c;
+ float a = b->m_sweep.a;
+ b2Vec2 v = b->m_linearVelocity;
+ float w = b->m_angularVelocity;
+
+ // Store positions for continuous collision.
+ b->m_sweep.c0 = b->m_sweep.c;
+ b->m_sweep.a0 = b->m_sweep.a;
+
+ if (b->m_type == b2_dynamicBody)
+ {
+ // Integrate velocities.
+ v += h * b->m_invMass * (b->m_gravityScale * b->m_mass * gravity + b->m_force);
+ w += h * b->m_invI * b->m_torque;
+
+ // Apply damping.
+ // ODE: dv/dt + c * v = 0
+ // Solution: v(t) = v0 * exp(-c * t)
+ // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
+ // v2 = exp(-c * dt) * v1
+ // Pade approximation:
+ // v2 = v1 * 1 / (1 + c * dt)
+ v *= 1.0f / (1.0f + h * b->m_linearDamping);
+ w *= 1.0f / (1.0f + h * b->m_angularDamping);
+ }
+
+ m_positions[i].c = c;
+ m_positions[i].a = a;
+ m_velocities[i].v = v;
+ m_velocities[i].w = w;
+ }
+
+ timer.Reset();
+
+ // Solver data
+ b2SolverData solverData;
+ solverData.step = step;
+ solverData.positions = m_positions;
+ solverData.velocities = m_velocities;
+
+ // Initialize velocity constraints.
+ b2ContactSolverDef contactSolverDef;
+ contactSolverDef.step = step;
+ contactSolverDef.contacts = m_contacts;
+ contactSolverDef.count = m_contactCount;
+ contactSolverDef.positions = m_positions;
+ contactSolverDef.velocities = m_velocities;
+ contactSolverDef.allocator = m_allocator;
+
+ b2ContactSolver contactSolver(&contactSolverDef);
+ contactSolver.InitializeVelocityConstraints();
+
+ if (step.warmStarting)
+ {
+ contactSolver.WarmStart();
+ }
+
+ for (int32 i = 0; i < m_jointCount; ++i)
+ {
+ m_joints[i]->InitVelocityConstraints(solverData);
+ }
+
+ profile->solveInit = timer.GetMilliseconds();
+
+ // Solve velocity constraints
+ timer.Reset();
+ for (int32 i = 0; i < step.velocityIterations; ++i)
+ {
+ for (int32 j = 0; j < m_jointCount; ++j)
+ {
+ m_joints[j]->SolveVelocityConstraints(solverData);
+ }
+
+ contactSolver.SolveVelocityConstraints();
+ }
+
+ // Store impulses for warm starting
+ contactSolver.StoreImpulses();
+ profile->solveVelocity = timer.GetMilliseconds();
+
+ // Integrate positions
+ for (int32 i = 0; i < m_bodyCount; ++i)
+ {
+ b2Vec2 c = m_positions[i].c;
+ float a = m_positions[i].a;
+ b2Vec2 v = m_velocities[i].v;
+ float w = m_velocities[i].w;
+
+ // Check for large velocities
+ b2Vec2 translation = h * v;
+ if (b2Dot(translation, translation) > b2_maxTranslationSquared)
+ {
+ float ratio = b2_maxTranslation / translation.Length();
+ v *= ratio;
+ }
+
+ float rotation = h * w;
+ if (rotation * rotation > b2_maxRotationSquared)
+ {
+ float ratio = b2_maxRotation / b2Abs(rotation);
+ w *= ratio;
+ }
+
+ // Integrate
+ c += h * v;
+ a += h * w;
+
+ m_positions[i].c = c;
+ m_positions[i].a = a;
+ m_velocities[i].v = v;
+ m_velocities[i].w = w;
+ }
+
+ // Solve position constraints
+ timer.Reset();
+ bool positionSolved = false;
+ for (int32 i = 0; i < step.positionIterations; ++i)
+ {
+ bool contactsOkay = contactSolver.SolvePositionConstraints();
+
+ bool jointsOkay = true;
+ for (int32 j = 0; j < m_jointCount; ++j)
+ {
+ bool jointOkay = m_joints[j]->SolvePositionConstraints(solverData);
+ jointsOkay = jointsOkay && jointOkay;
+ }
+
+ if (contactsOkay && jointsOkay)
+ {
+ // Exit early if the position errors are small.
+ positionSolved = true;
+ break;
+ }
+ }
+
+ // Copy state buffers back to the bodies
+ for (int32 i = 0; i < m_bodyCount; ++i)
+ {
+ b2Body* body = m_bodies[i];
+ body->m_sweep.c = m_positions[i].c;
+ body->m_sweep.a = m_positions[i].a;
+ body->m_linearVelocity = m_velocities[i].v;
+ body->m_angularVelocity = m_velocities[i].w;
+ body->SynchronizeTransform();
+ }
+
+ profile->solvePosition = timer.GetMilliseconds();
+
+ Report(contactSolver.m_velocityConstraints);
+
+ if (allowSleep)
+ {
+ float minSleepTime = b2_maxFloat;
+
+ const float linTolSqr = b2_linearSleepTolerance * b2_linearSleepTolerance;
+ const float angTolSqr = b2_angularSleepTolerance * b2_angularSleepTolerance;
+
+ for (int32 i = 0; i < m_bodyCount; ++i)
+ {
+ b2Body* b = m_bodies[i];
+ if (b->GetType() == b2_staticBody)
+ {
+ continue;
+ }
+
+ if ((b->m_flags & b2Body::e_autoSleepFlag) == 0 ||
+ b->m_angularVelocity * b->m_angularVelocity > angTolSqr ||
+ b2Dot(b->m_linearVelocity, b->m_linearVelocity) > linTolSqr)
+ {
+ b->m_sleepTime = 0.0f;
+ minSleepTime = 0.0f;
+ }
+ else
+ {
+ b->m_sleepTime += h;
+ minSleepTime = b2Min(minSleepTime, b->m_sleepTime);
+ }
+ }
+
+ if (minSleepTime >= b2_timeToSleep && positionSolved)
+ {
+ for (int32 i = 0; i < m_bodyCount; ++i)
+ {
+ b2Body* b = m_bodies[i];
+ b->SetAwake(false);
+ }
+ }
+ }
+}
+
+void b2Island::SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB)
+{
+ b2Assert(toiIndexA < m_bodyCount);
+ b2Assert(toiIndexB < m_bodyCount);
+
+ // Initialize the body state.
+ for (int32 i = 0; i < m_bodyCount; ++i)
+ {
+ b2Body* b = m_bodies[i];
+ m_positions[i].c = b->m_sweep.c;
+ m_positions[i].a = b->m_sweep.a;
+ m_velocities[i].v = b->m_linearVelocity;
+ m_velocities[i].w = b->m_angularVelocity;
+ }
+
+ b2ContactSolverDef contactSolverDef;
+ contactSolverDef.contacts = m_contacts;
+ contactSolverDef.count = m_contactCount;
+ contactSolverDef.allocator = m_allocator;
+ contactSolverDef.step = subStep;
+ contactSolverDef.positions = m_positions;
+ contactSolverDef.velocities = m_velocities;
+ b2ContactSolver contactSolver(&contactSolverDef);
+
+ // Solve position constraints.
+ for (int32 i = 0; i < subStep.positionIterations; ++i)
+ {
+ bool contactsOkay = contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB);
+ if (contactsOkay)
+ {
+ break;
+ }
+ }
+
+#if 0
+ // Is the new position really safe?
+ for (int32 i = 0; i < m_contactCount; ++i)
+ {
+ b2Contact* c = m_contacts[i];
+ b2Fixture* fA = c->GetFixtureA();
+ b2Fixture* fB = c->GetFixtureB();
+
+ b2Body* bA = fA->GetBody();
+ b2Body* bB = fB->GetBody();
+
+ int32 indexA = c->GetChildIndexA();
+ int32 indexB = c->GetChildIndexB();
+
+ b2DistanceInput input;
+ input.proxyA.Set(fA->GetShape(), indexA);
+ input.proxyB.Set(fB->GetShape(), indexB);
+ input.transformA = bA->GetTransform();
+ input.transformB = bB->GetTransform();
+ input.useRadii = false;
+
+ b2DistanceOutput output;
+ b2SimplexCache cache;
+ cache.count = 0;
+ b2Distance(&output, &cache, &input);
+
+ if (output.distance == 0 || cache.count == 3)
+ {
+ cache.count += 0;
+ }
+ }
+#endif
+
+ // Leap of faith to new safe state.
+ m_bodies[toiIndexA]->m_sweep.c0 = m_positions[toiIndexA].c;
+ m_bodies[toiIndexA]->m_sweep.a0 = m_positions[toiIndexA].a;
+ m_bodies[toiIndexB]->m_sweep.c0 = m_positions[toiIndexB].c;
+ m_bodies[toiIndexB]->m_sweep.a0 = m_positions[toiIndexB].a;
+
+ // No warm starting is needed for TOI events because warm
+ // starting impulses were applied in the discrete solver.
+ contactSolver.InitializeVelocityConstraints();
+
+ // Solve velocity constraints.
+ for (int32 i = 0; i < subStep.velocityIterations; ++i)
+ {
+ contactSolver.SolveVelocityConstraints();
+ }
+
+ // Don't store the TOI contact forces for warm starting
+ // because they can be quite large.
+
+ float h = subStep.dt;
+
+ // Integrate positions
+ for (int32 i = 0; i < m_bodyCount; ++i)
+ {
+ b2Vec2 c = m_positions[i].c;
+ float a = m_positions[i].a;
+ b2Vec2 v = m_velocities[i].v;
+ float w = m_velocities[i].w;
+
+ // Check for large velocities
+ b2Vec2 translation = h * v;
+ if (b2Dot(translation, translation) > b2_maxTranslationSquared)
+ {
+ float ratio = b2_maxTranslation / translation.Length();
+ v *= ratio;
+ }
+
+ float rotation = h * w;
+ if (rotation * rotation > b2_maxRotationSquared)
+ {
+ float ratio = b2_maxRotation / b2Abs(rotation);
+ w *= ratio;
+ }
+
+ // Integrate
+ c += h * v;
+ a += h * w;
+
+ m_positions[i].c = c;
+ m_positions[i].a = a;
+ m_velocities[i].v = v;
+ m_velocities[i].w = w;
+
+ // Sync bodies
+ b2Body* body = m_bodies[i];
+ body->m_sweep.c = c;
+ body->m_sweep.a = a;
+ body->m_linearVelocity = v;
+ body->m_angularVelocity = w;
+ body->SynchronizeTransform();
+ }
+
+ Report(contactSolver.m_velocityConstraints);
+}
+
+void b2Island::Report(const b2ContactVelocityConstraint* constraints)
+{
+ if (m_listener == nullptr)
+ {
+ return;
+ }
+
+ for (int32 i = 0; i < m_contactCount; ++i)
+ {
+ b2Contact* c = m_contacts[i];
+
+ const b2ContactVelocityConstraint* vc = constraints + i;
+
+ b2ContactImpulse impulse;
+ impulse.count = vc->pointCount;
+ for (int32 j = 0; j < vc->pointCount; ++j)
+ {
+ impulse.normalImpulses[j] = vc->points[j].normalImpulse;
+ impulse.tangentImpulses[j] = vc->points[j].tangentImpulse;
+ }
+
+ m_listener->PostSolve(c, &impulse);
+ }
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_island.h b/Client/ThirdParty/Box2D/src/dynamics/b2_island.h
new file mode 100644
index 0000000..2e28a35
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_island.h
@@ -0,0 +1,97 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#ifndef B2_ISLAND_H
+#define B2_ISLAND_H
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_math.h"
+#include "box2d/b2_time_step.h"
+
+class b2Contact;
+class b2Joint;
+class b2StackAllocator;
+class b2ContactListener;
+struct b2ContactVelocityConstraint;
+struct b2Profile;
+
+/// This is an internal class.
+class b2Island
+{
+public:
+ b2Island(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity,
+ b2StackAllocator* allocator, b2ContactListener* listener);
+ ~b2Island();
+
+ void Clear()
+ {
+ m_bodyCount = 0;
+ m_contactCount = 0;
+ m_jointCount = 0;
+ }
+
+ void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
+
+ void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB);
+
+ void Add(b2Body* body)
+ {
+ b2Assert(m_bodyCount < m_bodyCapacity);
+ body->m_islandIndex = m_bodyCount;
+ m_bodies[m_bodyCount] = body;
+ ++m_bodyCount;
+ }
+
+ void Add(b2Contact* contact)
+ {
+ b2Assert(m_contactCount < m_contactCapacity);
+ m_contacts[m_contactCount++] = contact;
+ }
+
+ void Add(b2Joint* joint)
+ {
+ b2Assert(m_jointCount < m_jointCapacity);
+ m_joints[m_jointCount++] = joint;
+ }
+
+ void Report(const b2ContactVelocityConstraint* constraints);
+
+ b2StackAllocator* m_allocator;
+ b2ContactListener* m_listener;
+
+ b2Body** m_bodies;
+ b2Contact** m_contacts;
+ b2Joint** m_joints;
+
+ b2Position* m_positions;
+ b2Velocity* m_velocities;
+
+ int32 m_bodyCount;
+ int32 m_jointCount;
+ int32 m_contactCount;
+
+ int32 m_bodyCapacity;
+ int32 m_contactCapacity;
+ int32 m_jointCapacity;
+};
+
+#endif
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_joint.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_joint.cpp
new file mode 100644
index 0000000..41addbb
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_joint.cpp
@@ -0,0 +1,301 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_block_allocator.h"
+#include "box2d/b2_body.h"
+#include "box2d/b2_distance_joint.h"
+#include "box2d/b2_draw.h"
+#include "box2d/b2_friction_joint.h"
+#include "box2d/b2_gear_joint.h"
+#include "box2d/b2_motor_joint.h"
+#include "box2d/b2_mouse_joint.h"
+#include "box2d/b2_prismatic_joint.h"
+#include "box2d/b2_pulley_joint.h"
+#include "box2d/b2_revolute_joint.h"
+#include "box2d/b2_weld_joint.h"
+#include "box2d/b2_wheel_joint.h"
+#include "box2d/b2_world.h"
+
+#include <new>
+
+void b2LinearStiffness(float& stiffness, float& damping,
+ float frequencyHertz, float dampingRatio,
+ const b2Body* bodyA, const b2Body* bodyB)
+{
+ float massA = bodyA->GetMass();
+ float massB = bodyB->GetMass();
+ float mass;
+ if (massA > 0.0f && massB > 0.0f)
+ {
+ mass = massA * massB / (massA + massB);
+ }
+ else if (massA > 0.0f)
+ {
+ mass = massA;
+ }
+ else
+ {
+ mass = massB;
+ }
+
+ float omega = 2.0f * b2_pi * frequencyHertz;
+ stiffness = mass * omega * omega;
+ damping = 2.0f * mass * dampingRatio * omega;
+}
+
+void b2AngularStiffness(float& stiffness, float& damping,
+ float frequencyHertz, float dampingRatio,
+ const b2Body* bodyA, const b2Body* bodyB)
+{
+ float IA = bodyA->GetInertia();
+ float IB = bodyB->GetInertia();
+ float I;
+ if (IA > 0.0f && IB > 0.0f)
+ {
+ I = IA * IB / (IA + IB);
+ }
+ else if (IA > 0.0f)
+ {
+ I = IA;
+ }
+ else
+ {
+ I = IB;
+ }
+
+ float omega = 2.0f * b2_pi * frequencyHertz;
+ stiffness = I * omega * omega;
+ damping = 2.0f * I * dampingRatio * omega;
+}
+
+b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
+{
+ b2Joint* joint = nullptr;
+
+ switch (def->type)
+ {
+ case e_distanceJoint:
+ {
+ void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
+ joint = new (mem) b2DistanceJoint(static_cast<const b2DistanceJointDef*>(def));
+ }
+ break;
+
+ case e_mouseJoint:
+ {
+ void* mem = allocator->Allocate(sizeof(b2MouseJoint));
+ joint = new (mem) b2MouseJoint(static_cast<const b2MouseJointDef*>(def));
+ }
+ break;
+
+ case e_prismaticJoint:
+ {
+ void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
+ joint = new (mem) b2PrismaticJoint(static_cast<const b2PrismaticJointDef*>(def));
+ }
+ break;
+
+ case e_revoluteJoint:
+ {
+ void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
+ joint = new (mem) b2RevoluteJoint(static_cast<const b2RevoluteJointDef*>(def));
+ }
+ break;
+
+ case e_pulleyJoint:
+ {
+ void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
+ joint = new (mem) b2PulleyJoint(static_cast<const b2PulleyJointDef*>(def));
+ }
+ break;
+
+ case e_gearJoint:
+ {
+ void* mem = allocator->Allocate(sizeof(b2GearJoint));
+ joint = new (mem) b2GearJoint(static_cast<const b2GearJointDef*>(def));
+ }
+ break;
+
+ case e_wheelJoint:
+ {
+ void* mem = allocator->Allocate(sizeof(b2WheelJoint));
+ joint = new (mem) b2WheelJoint(static_cast<const b2WheelJointDef*>(def));
+ }
+ break;
+
+ case e_weldJoint:
+ {
+ void* mem = allocator->Allocate(sizeof(b2WeldJoint));
+ joint = new (mem) b2WeldJoint(static_cast<const b2WeldJointDef*>(def));
+ }
+ break;
+
+ case e_frictionJoint:
+ {
+ void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
+ joint = new (mem) b2FrictionJoint(static_cast<const b2FrictionJointDef*>(def));
+ }
+ break;
+
+ case e_motorJoint:
+ {
+ void* mem = allocator->Allocate(sizeof(b2MotorJoint));
+ joint = new (mem) b2MotorJoint(static_cast<const b2MotorJointDef*>(def));
+ }
+ break;
+
+ default:
+ b2Assert(false);
+ break;
+ }
+
+ return joint;
+}
+
+void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
+{
+ joint->~b2Joint();
+ switch (joint->m_type)
+ {
+ case e_distanceJoint:
+ allocator->Free(joint, sizeof(b2DistanceJoint));
+ break;
+
+ case e_mouseJoint:
+ allocator->Free(joint, sizeof(b2MouseJoint));
+ break;
+
+ case e_prismaticJoint:
+ allocator->Free(joint, sizeof(b2PrismaticJoint));
+ break;
+
+ case e_revoluteJoint:
+ allocator->Free(joint, sizeof(b2RevoluteJoint));
+ break;
+
+ case e_pulleyJoint:
+ allocator->Free(joint, sizeof(b2PulleyJoint));
+ break;
+
+ case e_gearJoint:
+ allocator->Free(joint, sizeof(b2GearJoint));
+ break;
+
+ case e_wheelJoint:
+ allocator->Free(joint, sizeof(b2WheelJoint));
+ break;
+
+ case e_weldJoint:
+ allocator->Free(joint, sizeof(b2WeldJoint));
+ break;
+
+ case e_frictionJoint:
+ allocator->Free(joint, sizeof(b2FrictionJoint));
+ break;
+
+ case e_motorJoint:
+ allocator->Free(joint, sizeof(b2MotorJoint));
+ break;
+
+ default:
+ b2Assert(false);
+ break;
+ }
+}
+
+b2Joint::b2Joint(const b2JointDef* def)
+{
+ b2Assert(def->bodyA != def->bodyB);
+
+ m_type = def->type;
+ m_prev = nullptr;
+ m_next = nullptr;
+ m_bodyA = def->bodyA;
+ m_bodyB = def->bodyB;
+ m_index = 0;
+ m_collideConnected = def->collideConnected;
+ m_islandFlag = false;
+ m_userData = def->userData;
+
+ m_edgeA.joint = nullptr;
+ m_edgeA.other = nullptr;
+ m_edgeA.prev = nullptr;
+ m_edgeA.next = nullptr;
+
+ m_edgeB.joint = nullptr;
+ m_edgeB.other = nullptr;
+ m_edgeB.prev = nullptr;
+ m_edgeB.next = nullptr;
+}
+
+bool b2Joint::IsEnabled() const
+{
+ return m_bodyA->IsEnabled() && m_bodyB->IsEnabled();
+}
+
+void b2Joint::Draw(b2Draw* draw) const
+{
+ const b2Transform& xf1 = m_bodyA->GetTransform();
+ const b2Transform& xf2 = m_bodyB->GetTransform();
+ b2Vec2 x1 = xf1.p;
+ b2Vec2 x2 = xf2.p;
+ b2Vec2 p1 = GetAnchorA();
+ b2Vec2 p2 = GetAnchorB();
+
+ b2Color color(0.5f, 0.8f, 0.8f);
+
+ switch (m_type)
+ {
+ case e_distanceJoint:
+ draw->DrawSegment(p1, p2, color);
+ break;
+
+ case e_pulleyJoint:
+ {
+ b2PulleyJoint* pulley = (b2PulleyJoint*)this;
+ b2Vec2 s1 = pulley->GetGroundAnchorA();
+ b2Vec2 s2 = pulley->GetGroundAnchorB();
+ draw->DrawSegment(s1, p1, color);
+ draw->DrawSegment(s2, p2, color);
+ draw->DrawSegment(s1, s2, color);
+ }
+ break;
+
+ case e_mouseJoint:
+ {
+ b2Color c;
+ c.Set(0.0f, 1.0f, 0.0f);
+ draw->DrawPoint(p1, 4.0f, c);
+ draw->DrawPoint(p2, 4.0f, c);
+
+ c.Set(0.8f, 0.8f, 0.8f);
+ draw->DrawSegment(p1, p2, c);
+
+ }
+ break;
+
+ default:
+ draw->DrawSegment(x1, p1, color);
+ draw->DrawSegment(p1, p2, color);
+ draw->DrawSegment(x2, p2, color);
+ }
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_motor_joint.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_motor_joint.cpp
new file mode 100644
index 0000000..6e0b075
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_motor_joint.cpp
@@ -0,0 +1,311 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_motor_joint.h"
+#include "box2d/b2_time_step.h"
+
+// Point-to-point constraint
+// Cdot = v2 - v1
+// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
+// J = [-I -r1_skew I r2_skew ]
+// Identity used:
+// w k % (rx i + ry j) = w * (-ry i + rx j)
+//
+// r1 = offset - c1
+// r2 = -c2
+
+// Angle constraint
+// Cdot = w2 - w1
+// J = [0 0 -1 0 0 1]
+// K = invI1 + invI2
+
+void b2MotorJointDef::Initialize(b2Body* bA, b2Body* bB)
+{
+ bodyA = bA;
+ bodyB = bB;
+ b2Vec2 xB = bodyB->GetPosition();
+ linearOffset = bodyA->GetLocalPoint(xB);
+
+ float angleA = bodyA->GetAngle();
+ float angleB = bodyB->GetAngle();
+ angularOffset = angleB - angleA;
+}
+
+b2MotorJoint::b2MotorJoint(const b2MotorJointDef* def)
+: b2Joint(def)
+{
+ m_linearOffset = def->linearOffset;
+ m_angularOffset = def->angularOffset;
+
+ m_linearImpulse.SetZero();
+ m_angularImpulse = 0.0f;
+
+ m_maxForce = def->maxForce;
+ m_maxTorque = def->maxTorque;
+ m_correctionFactor = def->correctionFactor;
+}
+
+void b2MotorJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+ m_indexA = m_bodyA->m_islandIndex;
+ m_indexB = m_bodyB->m_islandIndex;
+ m_localCenterA = m_bodyA->m_sweep.localCenter;
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
+ m_invMassA = m_bodyA->m_invMass;
+ m_invMassB = m_bodyB->m_invMass;
+ m_invIA = m_bodyA->m_invI;
+ m_invIB = m_bodyB->m_invI;
+
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ b2Rot qA(aA), qB(aB);
+
+ // Compute the effective mass matrix.
+ m_rA = b2Mul(qA, m_linearOffset - m_localCenterA);
+ m_rB = b2Mul(qB, -m_localCenterB);
+
+ // J = [-I -r1_skew I r2_skew]
+ // r_skew = [-ry; rx]
+
+ // Matlab
+ // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
+ // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
+ // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ // Upper 2 by 2 of K for point to point
+ b2Mat22 K;
+ K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
+ K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
+ K.ey.x = K.ex.y;
+ K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
+
+ m_linearMass = K.GetInverse();
+
+ m_angularMass = iA + iB;
+ if (m_angularMass > 0.0f)
+ {
+ m_angularMass = 1.0f / m_angularMass;
+ }
+
+ m_linearError = cB + m_rB - cA - m_rA;
+ m_angularError = aB - aA - m_angularOffset;
+
+ if (data.step.warmStarting)
+ {
+ // Scale impulses to support a variable time step.
+ m_linearImpulse *= data.step.dtRatio;
+ m_angularImpulse *= data.step.dtRatio;
+
+ b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
+ vA -= mA * P;
+ wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
+ vB += mB * P;
+ wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
+ }
+ else
+ {
+ m_linearImpulse.SetZero();
+ m_angularImpulse = 0.0f;
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+void b2MotorJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ float h = data.step.dt;
+ float inv_h = data.step.inv_dt;
+
+ // Solve angular friction
+ {
+ float Cdot = wB - wA + inv_h * m_correctionFactor * m_angularError;
+ float impulse = -m_angularMass * Cdot;
+
+ float oldImpulse = m_angularImpulse;
+ float maxImpulse = h * m_maxTorque;
+ m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
+ impulse = m_angularImpulse - oldImpulse;
+
+ wA -= iA * impulse;
+ wB += iB * impulse;
+ }
+
+ // Solve linear friction
+ {
+ b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA) + inv_h * m_correctionFactor * m_linearError;
+
+ b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
+ b2Vec2 oldImpulse = m_linearImpulse;
+ m_linearImpulse += impulse;
+
+ float maxImpulse = h * m_maxForce;
+
+ if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
+ {
+ m_linearImpulse.Normalize();
+ m_linearImpulse *= maxImpulse;
+ }
+
+ impulse = m_linearImpulse - oldImpulse;
+
+ vA -= mA * impulse;
+ wA -= iA * b2Cross(m_rA, impulse);
+
+ vB += mB * impulse;
+ wB += iB * b2Cross(m_rB, impulse);
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+bool b2MotorJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+ B2_NOT_USED(data);
+
+ return true;
+}
+
+b2Vec2 b2MotorJoint::GetAnchorA() const
+{
+ return m_bodyA->GetPosition();
+}
+
+b2Vec2 b2MotorJoint::GetAnchorB() const
+{
+ return m_bodyB->GetPosition();
+}
+
+b2Vec2 b2MotorJoint::GetReactionForce(float inv_dt) const
+{
+ return inv_dt * m_linearImpulse;
+}
+
+float b2MotorJoint::GetReactionTorque(float inv_dt) const
+{
+ return inv_dt * m_angularImpulse;
+}
+
+void b2MotorJoint::SetMaxForce(float force)
+{
+ b2Assert(b2IsValid(force) && force >= 0.0f);
+ m_maxForce = force;
+}
+
+float b2MotorJoint::GetMaxForce() const
+{
+ return m_maxForce;
+}
+
+void b2MotorJoint::SetMaxTorque(float torque)
+{
+ b2Assert(b2IsValid(torque) && torque >= 0.0f);
+ m_maxTorque = torque;
+}
+
+float b2MotorJoint::GetMaxTorque() const
+{
+ return m_maxTorque;
+}
+
+void b2MotorJoint::SetCorrectionFactor(float factor)
+{
+ b2Assert(b2IsValid(factor) && 0.0f <= factor && factor <= 1.0f);
+ m_correctionFactor = factor;
+}
+
+float b2MotorJoint::GetCorrectionFactor() const
+{
+ return m_correctionFactor;
+}
+
+void b2MotorJoint::SetLinearOffset(const b2Vec2& linearOffset)
+{
+ if (linearOffset.x != m_linearOffset.x || linearOffset.y != m_linearOffset.y)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_linearOffset = linearOffset;
+ }
+}
+
+const b2Vec2& b2MotorJoint::GetLinearOffset() const
+{
+ return m_linearOffset;
+}
+
+void b2MotorJoint::SetAngularOffset(float angularOffset)
+{
+ if (angularOffset != m_angularOffset)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_angularOffset = angularOffset;
+ }
+}
+
+float b2MotorJoint::GetAngularOffset() const
+{
+ return m_angularOffset;
+}
+
+void b2MotorJoint::Dump()
+{
+ int32 indexA = m_bodyA->m_islandIndex;
+ int32 indexB = m_bodyB->m_islandIndex;
+
+ b2Dump(" b2MotorJointDef jd;\n");
+ b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
+ b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
+ b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
+ b2Dump(" jd.linearOffset.Set(%.9g, %.9g);\n", m_linearOffset.x, m_linearOffset.y);
+ b2Dump(" jd.angularOffset = %.9g;\n", m_angularOffset);
+ b2Dump(" jd.maxForce = %.9g;\n", m_maxForce);
+ b2Dump(" jd.maxTorque = %.9g;\n", m_maxTorque);
+ b2Dump(" jd.correctionFactor = %.9g;\n", m_correctionFactor);
+ b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_mouse_joint.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_mouse_joint.cpp
new file mode 100644
index 0000000..1ea6dd4
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_mouse_joint.cpp
@@ -0,0 +1,192 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_mouse_joint.h"
+#include "box2d/b2_time_step.h"
+
+// p = attached point, m = mouse point
+// C = p - m
+// Cdot = v
+// = v + cross(w, r)
+// J = [I r_skew]
+// Identity used:
+// w k % (rx i + ry j) = w * (-ry i + rx j)
+
+b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
+: b2Joint(def)
+{
+ m_targetA = def->target;
+ m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA);
+ m_maxForce = def->maxForce;
+ m_stiffness = def->stiffness;
+ m_damping = def->damping;
+
+ m_impulse.SetZero();
+ m_beta = 0.0f;
+ m_gamma = 0.0f;
+}
+
+void b2MouseJoint::SetTarget(const b2Vec2& target)
+{
+ if (target != m_targetA)
+ {
+ m_bodyB->SetAwake(true);
+ m_targetA = target;
+ }
+}
+
+const b2Vec2& b2MouseJoint::GetTarget() const
+{
+ return m_targetA;
+}
+
+void b2MouseJoint::SetMaxForce(float force)
+{
+ m_maxForce = force;
+}
+
+float b2MouseJoint::GetMaxForce() const
+{
+ return m_maxForce;
+}
+
+void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+ m_indexB = m_bodyB->m_islandIndex;
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
+ m_invMassB = m_bodyB->m_invMass;
+ m_invIB = m_bodyB->m_invI;
+
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ b2Rot qB(aB);
+
+ float mass = m_bodyB->GetMass();
+
+ float d = m_damping;
+ float k = m_stiffness;
+
+ // magic formulas
+ // gamma has units of inverse mass.
+ // beta has units of inverse time.
+ float h = data.step.dt;
+ m_gamma = h * (d + h * k);
+ if (m_gamma != 0.0f)
+ {
+ m_gamma = 1.0f / m_gamma;
+ }
+ m_beta = h * k * m_gamma;
+
+ // Compute the effective mass matrix.
+ m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+ // K = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
+ // = [1/m1+1/m2 0 ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
+ // [ 0 1/m1+1/m2] [-r1.x*r1.y r1.x*r1.x] [-r1.x*r1.y r1.x*r1.x]
+ b2Mat22 K;
+ K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
+ K.ex.y = -m_invIB * m_rB.x * m_rB.y;
+ K.ey.x = K.ex.y;
+ K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;
+
+ m_mass = K.GetInverse();
+
+ m_C = cB + m_rB - m_targetA;
+ m_C *= m_beta;
+
+ // Cheat with some damping
+ wB *= 0.98f;
+
+ if (data.step.warmStarting)
+ {
+ m_impulse *= data.step.dtRatio;
+ vB += m_invMassB * m_impulse;
+ wB += m_invIB * b2Cross(m_rB, m_impulse);
+ }
+ else
+ {
+ m_impulse.SetZero();
+ }
+
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ // Cdot = v + cross(w, r)
+ b2Vec2 Cdot = vB + b2Cross(wB, m_rB);
+ b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse));
+
+ b2Vec2 oldImpulse = m_impulse;
+ m_impulse += impulse;
+ float maxImpulse = data.step.dt * m_maxForce;
+ if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
+ {
+ m_impulse *= maxImpulse / m_impulse.Length();
+ }
+ impulse = m_impulse - oldImpulse;
+
+ vB += m_invMassB * impulse;
+ wB += m_invIB * b2Cross(m_rB, impulse);
+
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+ B2_NOT_USED(data);
+ return true;
+}
+
+b2Vec2 b2MouseJoint::GetAnchorA() const
+{
+ return m_targetA;
+}
+
+b2Vec2 b2MouseJoint::GetAnchorB() const
+{
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2MouseJoint::GetReactionForce(float inv_dt) const
+{
+ return inv_dt * m_impulse;
+}
+
+float b2MouseJoint::GetReactionTorque(float inv_dt) const
+{
+ return inv_dt * 0.0f;
+}
+
+void b2MouseJoint::ShiftOrigin(const b2Vec2& newOrigin)
+{
+ m_targetA -= newOrigin;
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_circle_contact.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_circle_contact.cpp
new file mode 100644
index 0000000..e4f34f5
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_circle_contact.cpp
@@ -0,0 +1,54 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "b2_polygon_circle_contact.h"
+
+#include "box2d/b2_block_allocator.h"
+#include "box2d/b2_fixture.h"
+
+#include <new>
+
+b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
+{
+ void* mem = allocator->Allocate(sizeof(b2PolygonAndCircleContact));
+ return new (mem) b2PolygonAndCircleContact(fixtureA, fixtureB);
+}
+
+void b2PolygonAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+ ((b2PolygonAndCircleContact*)contact)->~b2PolygonAndCircleContact();
+ allocator->Free(contact, sizeof(b2PolygonAndCircleContact));
+}
+
+b2PolygonAndCircleContact::b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
+: b2Contact(fixtureA, 0, fixtureB, 0)
+{
+ b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
+ b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
+}
+
+void b2PolygonAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+ b2CollidePolygonAndCircle( manifold,
+ (b2PolygonShape*)m_fixtureA->GetShape(), xfA,
+ (b2CircleShape*)m_fixtureB->GetShape(), xfB);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_circle_contact.h b/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_circle_contact.h
new file mode 100644
index 0000000..6ae5425
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_circle_contact.h
@@ -0,0 +1,42 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#ifndef B2_POLYGON_AND_CIRCLE_CONTACT_H
+#define B2_POLYGON_AND_CIRCLE_CONTACT_H
+
+#include "box2d/b2_contact.h"
+
+class b2BlockAllocator;
+
+class b2PolygonAndCircleContact : public b2Contact
+{
+public:
+ static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+ static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+ b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+ ~b2PolygonAndCircleContact() {}
+
+ void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
+};
+
+#endif
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_contact.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_contact.cpp
new file mode 100644
index 0000000..e92a9e8
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_contact.cpp
@@ -0,0 +1,57 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "b2_polygon_contact.h"
+
+#include "box2d/b2_block_allocator.h"
+#include "box2d/b2_body.h"
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_time_of_impact.h"
+#include "box2d/b2_world_callbacks.h"
+
+#include <new>
+
+b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
+{
+ void* mem = allocator->Allocate(sizeof(b2PolygonContact));
+ return new (mem) b2PolygonContact(fixtureA, fixtureB);
+}
+
+void b2PolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+ ((b2PolygonContact*)contact)->~b2PolygonContact();
+ allocator->Free(contact, sizeof(b2PolygonContact));
+}
+
+b2PolygonContact::b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
+ : b2Contact(fixtureA, 0, fixtureB, 0)
+{
+ b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
+ b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
+}
+
+void b2PolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+ b2CollidePolygons( manifold,
+ (b2PolygonShape*)m_fixtureA->GetShape(), xfA,
+ (b2PolygonShape*)m_fixtureB->GetShape(), xfB);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_contact.h b/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_contact.h
new file mode 100644
index 0000000..0516cb0
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_polygon_contact.h
@@ -0,0 +1,43 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#ifndef B2_POLYGON_CONTACT_H
+#define B2_POLYGON_CONTACT_H
+
+#include "box2d/b2_contact.h"
+
+class b2BlockAllocator;
+
+class b2PolygonContact : public b2Contact
+{
+public:
+ static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
+ b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+ static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+ b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+ ~b2PolygonContact() {}
+
+ void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) override;
+};
+
+#endif
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_prismatic_joint.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_prismatic_joint.cpp
new file mode 100644
index 0000000..00e7769
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_prismatic_joint.cpp
@@ -0,0 +1,643 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_draw.h"
+#include "box2d/b2_prismatic_joint.h"
+#include "box2d/b2_time_step.h"
+
+// Linear constraint (point-to-line)
+// d = p2 - p1 = x2 + r2 - x1 - r1
+// C = dot(perp, d)
+// Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))
+// = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)
+// J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]
+//
+// Angular constraint
+// C = a2 - a1 + a_initial
+// Cdot = w2 - w1
+// J = [0 0 -1 0 0 1]
+//
+// K = J * invM * JT
+//
+// J = [-a -s1 a s2]
+// [0 -1 0 1]
+// a = perp
+// s1 = cross(d + r1, a) = cross(p2 - x1, a)
+// s2 = cross(r2, a) = cross(p2 - x2, a)
+
+// Motor/Limit linear constraint
+// C = dot(ax1, d)
+// Cdot = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
+// J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
+
+// Predictive limit is applied even when the limit is not active.
+// Prevents a constraint speed that can lead to a constraint error in one time step.
+// Want C2 = C1 + h * Cdot >= 0
+// Or:
+// Cdot + C1/h >= 0
+// I do not apply a negative constraint error because that is handled in position correction.
+// So:
+// Cdot + max(C1, 0)/h >= 0
+
+// Block Solver
+// We develop a block solver that includes the angular and linear constraints. This makes the limit stiffer.
+//
+// The Jacobian has 2 rows:
+// J = [-uT -s1 uT s2] // linear
+// [0 -1 0 1] // angular
+//
+// u = perp
+// s1 = cross(d + r1, u), s2 = cross(r2, u)
+// a1 = cross(d + r1, v), a2 = cross(r2, v)
+
+void b2PrismaticJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
+{
+ bodyA = bA;
+ bodyB = bB;
+ localAnchorA = bodyA->GetLocalPoint(anchor);
+ localAnchorB = bodyB->GetLocalPoint(anchor);
+ localAxisA = bodyA->GetLocalVector(axis);
+ referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
+}
+
+b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* def)
+: b2Joint(def)
+{
+ m_localAnchorA = def->localAnchorA;
+ m_localAnchorB = def->localAnchorB;
+ m_localXAxisA = def->localAxisA;
+ m_localXAxisA.Normalize();
+ m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
+ m_referenceAngle = def->referenceAngle;
+
+ m_impulse.SetZero();
+ m_axialMass = 0.0f;
+ m_motorImpulse = 0.0f;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+
+ m_lowerTranslation = def->lowerTranslation;
+ m_upperTranslation = def->upperTranslation;
+
+ b2Assert(m_lowerTranslation <= m_upperTranslation);
+
+ m_maxMotorForce = def->maxMotorForce;
+ m_motorSpeed = def->motorSpeed;
+ m_enableLimit = def->enableLimit;
+ m_enableMotor = def->enableMotor;
+
+ m_translation = 0.0f;
+ m_axis.SetZero();
+ m_perp.SetZero();
+}
+
+void b2PrismaticJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+ m_indexA = m_bodyA->m_islandIndex;
+ m_indexB = m_bodyB->m_islandIndex;
+ m_localCenterA = m_bodyA->m_sweep.localCenter;
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
+ m_invMassA = m_bodyA->m_invMass;
+ m_invMassB = m_bodyB->m_invMass;
+ m_invIA = m_bodyA->m_invI;
+ m_invIB = m_bodyB->m_invI;
+
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ b2Rot qA(aA), qB(aB);
+
+ // Compute the effective masses.
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+ b2Vec2 d = (cB - cA) + rB - rA;
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ // Compute motor Jacobian and effective mass.
+ {
+ m_axis = b2Mul(qA, m_localXAxisA);
+ m_a1 = b2Cross(d + rA, m_axis);
+ m_a2 = b2Cross(rB, m_axis);
+
+ m_axialMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
+ if (m_axialMass > 0.0f)
+ {
+ m_axialMass = 1.0f / m_axialMass;
+ }
+ }
+
+ // Prismatic constraint.
+ {
+ m_perp = b2Mul(qA, m_localYAxisA);
+
+ m_s1 = b2Cross(d + rA, m_perp);
+ m_s2 = b2Cross(rB, m_perp);
+
+ float k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
+ float k12 = iA * m_s1 + iB * m_s2;
+ float k22 = iA + iB;
+ if (k22 == 0.0f)
+ {
+ // For bodies with fixed rotation.
+ k22 = 1.0f;
+ }
+
+ m_K.ex.Set(k11, k12);
+ m_K.ey.Set(k12, k22);
+ }
+
+ if (m_enableLimit)
+ {
+ m_translation = b2Dot(m_axis, d);
+ }
+ else
+ {
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+
+ if (m_enableMotor == false)
+ {
+ m_motorImpulse = 0.0f;
+ }
+
+ if (data.step.warmStarting)
+ {
+ // Account for variable time step.
+ m_impulse *= data.step.dtRatio;
+ m_motorImpulse *= data.step.dtRatio;
+ m_lowerImpulse *= data.step.dtRatio;
+ m_upperImpulse *= data.step.dtRatio;
+
+ float axialImpulse = m_motorImpulse + m_lowerImpulse - m_upperImpulse;
+ b2Vec2 P = m_impulse.x * m_perp + axialImpulse * m_axis;
+ float LA = m_impulse.x * m_s1 + m_impulse.y + axialImpulse * m_a1;
+ float LB = m_impulse.x * m_s2 + m_impulse.y + axialImpulse * m_a2;
+
+ vA -= mA * P;
+ wA -= iA * LA;
+
+ vB += mB * P;
+ wB += iB * LB;
+ }
+ else
+ {
+ m_impulse.SetZero();
+ m_motorImpulse = 0.0f;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+void b2PrismaticJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ // Solve linear motor constraint
+ if (m_enableMotor)
+ {
+ float Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
+ float impulse = m_axialMass * (m_motorSpeed - Cdot);
+ float oldImpulse = m_motorImpulse;
+ float maxImpulse = data.step.dt * m_maxMotorForce;
+ m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
+ impulse = m_motorImpulse - oldImpulse;
+
+ b2Vec2 P = impulse * m_axis;
+ float LA = impulse * m_a1;
+ float LB = impulse * m_a2;
+
+ vA -= mA * P;
+ wA -= iA * LA;
+ vB += mB * P;
+ wB += iB * LB;
+ }
+
+ if (m_enableLimit)
+ {
+ // Lower limit
+ {
+ float C = m_translation - m_lowerTranslation;
+ float Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
+ float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt);
+ float oldImpulse = m_lowerImpulse;
+ m_lowerImpulse = b2Max(m_lowerImpulse + impulse, 0.0f);
+ impulse = m_lowerImpulse - oldImpulse;
+
+ b2Vec2 P = impulse * m_axis;
+ float LA = impulse * m_a1;
+ float LB = impulse * m_a2;
+
+ vA -= mA * P;
+ wA -= iA * LA;
+ vB += mB * P;
+ wB += iB * LB;
+ }
+
+ // Upper limit
+ // Note: signs are flipped to keep C positive when the constraint is satisfied.
+ // This also keeps the impulse positive when the limit is active.
+ {
+ float C = m_upperTranslation - m_translation;
+ float Cdot = b2Dot(m_axis, vA - vB) + m_a1 * wA - m_a2 * wB;
+ float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt);
+ float oldImpulse = m_upperImpulse;
+ m_upperImpulse = b2Max(m_upperImpulse + impulse, 0.0f);
+ impulse = m_upperImpulse - oldImpulse;
+
+ b2Vec2 P = impulse * m_axis;
+ float LA = impulse * m_a1;
+ float LB = impulse * m_a2;
+
+ vA += mA * P;
+ wA += iA * LA;
+ vB -= mB * P;
+ wB -= iB * LB;
+ }
+ }
+
+ // Solve the prismatic constraint in block form.
+ {
+ b2Vec2 Cdot;
+ Cdot.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
+ Cdot.y = wB - wA;
+
+ b2Vec2 df = m_K.Solve(-Cdot);
+ m_impulse += df;
+
+ b2Vec2 P = df.x * m_perp;
+ float LA = df.x * m_s1 + df.y;
+ float LB = df.x * m_s2 + df.y;
+
+ vA -= mA * P;
+ wA -= iA * LA;
+
+ vB += mB * P;
+ wB += iB * LB;
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+// A velocity based solver computes reaction forces(impulses) using the velocity constraint solver.Under this context,
+// the position solver is not there to resolve forces.It is only there to cope with integration error.
+//
+// Therefore, the pseudo impulses in the position solver do not have any physical meaning.Thus it is okay if they suck.
+//
+// We could take the active state from the velocity solver.However, the joint might push past the limit when the velocity
+// solver indicates the limit is inactive.
+bool b2PrismaticJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+
+ b2Rot qA(aA), qB(aB);
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ // Compute fresh Jacobians
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+ b2Vec2 d = cB + rB - cA - rA;
+
+ b2Vec2 axis = b2Mul(qA, m_localXAxisA);
+ float a1 = b2Cross(d + rA, axis);
+ float a2 = b2Cross(rB, axis);
+ b2Vec2 perp = b2Mul(qA, m_localYAxisA);
+
+ float s1 = b2Cross(d + rA, perp);
+ float s2 = b2Cross(rB, perp);
+
+ b2Vec3 impulse;
+ b2Vec2 C1;
+ C1.x = b2Dot(perp, d);
+ C1.y = aB - aA - m_referenceAngle;
+
+ float linearError = b2Abs(C1.x);
+ float angularError = b2Abs(C1.y);
+
+ bool active = false;
+ float C2 = 0.0f;
+ if (m_enableLimit)
+ {
+ float translation = b2Dot(axis, d);
+ if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
+ {
+ C2 = translation;
+ linearError = b2Max(linearError, b2Abs(translation));
+ active = true;
+ }
+ else if (translation <= m_lowerTranslation)
+ {
+ C2 = b2Min(translation - m_lowerTranslation, 0.0f);
+ linearError = b2Max(linearError, m_lowerTranslation - translation);
+ active = true;
+ }
+ else if (translation >= m_upperTranslation)
+ {
+ C2 = b2Max(translation - m_upperTranslation, 0.0f);
+ linearError = b2Max(linearError, translation - m_upperTranslation);
+ active = true;
+ }
+ }
+
+ if (active)
+ {
+ float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
+ float k12 = iA * s1 + iB * s2;
+ float k13 = iA * s1 * a1 + iB * s2 * a2;
+ float k22 = iA + iB;
+ if (k22 == 0.0f)
+ {
+ // For fixed rotation
+ k22 = 1.0f;
+ }
+ float k23 = iA * a1 + iB * a2;
+ float k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;
+
+ b2Mat33 K;
+ K.ex.Set(k11, k12, k13);
+ K.ey.Set(k12, k22, k23);
+ K.ez.Set(k13, k23, k33);
+
+ b2Vec3 C;
+ C.x = C1.x;
+ C.y = C1.y;
+ C.z = C2;
+
+ impulse = K.Solve33(-C);
+ }
+ else
+ {
+ float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
+ float k12 = iA * s1 + iB * s2;
+ float k22 = iA + iB;
+ if (k22 == 0.0f)
+ {
+ k22 = 1.0f;
+ }
+
+ b2Mat22 K;
+ K.ex.Set(k11, k12);
+ K.ey.Set(k12, k22);
+
+ b2Vec2 impulse1 = K.Solve(-C1);
+ impulse.x = impulse1.x;
+ impulse.y = impulse1.y;
+ impulse.z = 0.0f;
+ }
+
+ b2Vec2 P = impulse.x * perp + impulse.z * axis;
+ float LA = impulse.x * s1 + impulse.y + impulse.z * a1;
+ float LB = impulse.x * s2 + impulse.y + impulse.z * a2;
+
+ cA -= mA * P;
+ aA -= iA * LA;
+ cB += mB * P;
+ aB += iB * LB;
+
+ data.positions[m_indexA].c = cA;
+ data.positions[m_indexA].a = aA;
+ data.positions[m_indexB].c = cB;
+ data.positions[m_indexB].a = aB;
+
+ return linearError <= b2_linearSlop && angularError <= b2_angularSlop;
+}
+
+b2Vec2 b2PrismaticJoint::GetAnchorA() const
+{
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2PrismaticJoint::GetAnchorB() const
+{
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2PrismaticJoint::GetReactionForce(float inv_dt) const
+{
+ return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_lowerImpulse - m_upperImpulse) * m_axis);
+}
+
+float b2PrismaticJoint::GetReactionTorque(float inv_dt) const
+{
+ return inv_dt * m_impulse.y;
+}
+
+float b2PrismaticJoint::GetJointTranslation() const
+{
+ b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA);
+ b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB);
+ b2Vec2 d = pB - pA;
+ b2Vec2 axis = m_bodyA->GetWorldVector(m_localXAxisA);
+
+ float translation = b2Dot(d, axis);
+ return translation;
+}
+
+float b2PrismaticJoint::GetJointSpeed() const
+{
+ b2Body* bA = m_bodyA;
+ b2Body* bB = m_bodyB;
+
+ b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter);
+ b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter);
+ b2Vec2 p1 = bA->m_sweep.c + rA;
+ b2Vec2 p2 = bB->m_sweep.c + rB;
+ b2Vec2 d = p2 - p1;
+ b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA);
+
+ b2Vec2 vA = bA->m_linearVelocity;
+ b2Vec2 vB = bB->m_linearVelocity;
+ float wA = bA->m_angularVelocity;
+ float wB = bB->m_angularVelocity;
+
+ float speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA));
+ return speed;
+}
+
+bool b2PrismaticJoint::IsLimitEnabled() const
+{
+ return m_enableLimit;
+}
+
+void b2PrismaticJoint::EnableLimit(bool flag)
+{
+ if (flag != m_enableLimit)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_enableLimit = flag;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+}
+
+float b2PrismaticJoint::GetLowerLimit() const
+{
+ return m_lowerTranslation;
+}
+
+float b2PrismaticJoint::GetUpperLimit() const
+{
+ return m_upperTranslation;
+}
+
+void b2PrismaticJoint::SetLimits(float lower, float upper)
+{
+ b2Assert(lower <= upper);
+ if (lower != m_lowerTranslation || upper != m_upperTranslation)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_lowerTranslation = lower;
+ m_upperTranslation = upper;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+}
+
+bool b2PrismaticJoint::IsMotorEnabled() const
+{
+ return m_enableMotor;
+}
+
+void b2PrismaticJoint::EnableMotor(bool flag)
+{
+ if (flag != m_enableMotor)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_enableMotor = flag;
+ }
+}
+
+void b2PrismaticJoint::SetMotorSpeed(float speed)
+{
+ if (speed != m_motorSpeed)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_motorSpeed = speed;
+ }
+}
+
+void b2PrismaticJoint::SetMaxMotorForce(float force)
+{
+ if (force != m_maxMotorForce)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_maxMotorForce = force;
+ }
+}
+
+float b2PrismaticJoint::GetMotorForce(float inv_dt) const
+{
+ return inv_dt * m_motorImpulse;
+}
+
+void b2PrismaticJoint::Dump()
+{
+ // FLT_DECIMAL_DIG == 9
+
+ int32 indexA = m_bodyA->m_islandIndex;
+ int32 indexB = m_bodyB->m_islandIndex;
+
+ b2Dump(" b2PrismaticJointDef jd;\n");
+ b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
+ b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
+ b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
+ b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
+ b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
+ b2Dump(" jd.localAxisA.Set(%.9g, %.9g);\n", m_localXAxisA.x, m_localXAxisA.y);
+ b2Dump(" jd.referenceAngle = %.9g;\n", m_referenceAngle);
+ b2Dump(" jd.enableLimit = bool(%d);\n", m_enableLimit);
+ b2Dump(" jd.lowerTranslation = %.9g;\n", m_lowerTranslation);
+ b2Dump(" jd.upperTranslation = %.9g;\n", m_upperTranslation);
+ b2Dump(" jd.enableMotor = bool(%d);\n", m_enableMotor);
+ b2Dump(" jd.motorSpeed = %.9g;\n", m_motorSpeed);
+ b2Dump(" jd.maxMotorForce = %.9g;\n", m_maxMotorForce);
+ b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}
+
+void b2PrismaticJoint::Draw(b2Draw* draw) const
+{
+ const b2Transform& xfA = m_bodyA->GetTransform();
+ const b2Transform& xfB = m_bodyB->GetTransform();
+ b2Vec2 pA = b2Mul(xfA, m_localAnchorA);
+ b2Vec2 pB = b2Mul(xfB, m_localAnchorB);
+
+ b2Vec2 axis = b2Mul(xfA.q, m_localXAxisA);
+
+ b2Color c1(0.7f, 0.7f, 0.7f);
+ b2Color c2(0.3f, 0.9f, 0.3f);
+ b2Color c3(0.9f, 0.3f, 0.3f);
+ b2Color c4(0.3f, 0.3f, 0.9f);
+ b2Color c5(0.4f, 0.4f, 0.4f);
+
+ draw->DrawSegment(pA, pB, c5);
+
+ if (m_enableLimit)
+ {
+ b2Vec2 lower = pA + m_lowerTranslation * axis;
+ b2Vec2 upper = pA + m_upperTranslation * axis;
+ b2Vec2 perp = b2Mul(xfA.q, m_localYAxisA);
+ draw->DrawSegment(lower, upper, c1);
+ draw->DrawSegment(lower - 0.5f * perp, lower + 0.5f * perp, c2);
+ draw->DrawSegment(upper - 0.5f * perp, upper + 0.5f * perp, c3);
+ }
+ else
+ {
+ draw->DrawSegment(pA - 1.0f * axis, pA + 1.0f * axis, c1);
+ }
+
+ draw->DrawPoint(pA, 5.0f, c1);
+ draw->DrawPoint(pB, 5.0f, c4);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_pulley_joint.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_pulley_joint.cpp
new file mode 100644
index 0000000..099e57e
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_pulley_joint.cpp
@@ -0,0 +1,352 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_pulley_joint.h"
+#include "box2d/b2_time_step.h"
+
+// Pulley:
+// length1 = norm(p1 - s1)
+// length2 = norm(p2 - s2)
+// C0 = (length1 + ratio * length2)_initial
+// C = C0 - (length1 + ratio * length2)
+// u1 = (p1 - s1) / norm(p1 - s1)
+// u2 = (p2 - s2) / norm(p2 - s2)
+// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
+// J = -[u1 cross(r1, u1) ratio * u2 ratio * cross(r2, u2)]
+// K = J * invM * JT
+// = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
+
+void b2PulleyJointDef::Initialize(b2Body* bA, b2Body* bB,
+ const b2Vec2& groundA, const b2Vec2& groundB,
+ const b2Vec2& anchorA, const b2Vec2& anchorB,
+ float r)
+{
+ bodyA = bA;
+ bodyB = bB;
+ groundAnchorA = groundA;
+ groundAnchorB = groundB;
+ localAnchorA = bodyA->GetLocalPoint(anchorA);
+ localAnchorB = bodyB->GetLocalPoint(anchorB);
+ b2Vec2 dA = anchorA - groundA;
+ lengthA = dA.Length();
+ b2Vec2 dB = anchorB - groundB;
+ lengthB = dB.Length();
+ ratio = r;
+ b2Assert(ratio > b2_epsilon);
+}
+
+b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
+: b2Joint(def)
+{
+ m_groundAnchorA = def->groundAnchorA;
+ m_groundAnchorB = def->groundAnchorB;
+ m_localAnchorA = def->localAnchorA;
+ m_localAnchorB = def->localAnchorB;
+
+ m_lengthA = def->lengthA;
+ m_lengthB = def->lengthB;
+
+ b2Assert(def->ratio != 0.0f);
+ m_ratio = def->ratio;
+
+ m_constant = def->lengthA + m_ratio * def->lengthB;
+
+ m_impulse = 0.0f;
+}
+
+void b2PulleyJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+ m_indexA = m_bodyA->m_islandIndex;
+ m_indexB = m_bodyB->m_islandIndex;
+ m_localCenterA = m_bodyA->m_sweep.localCenter;
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
+ m_invMassA = m_bodyA->m_invMass;
+ m_invMassB = m_bodyB->m_invMass;
+ m_invIA = m_bodyA->m_invI;
+ m_invIB = m_bodyB->m_invI;
+
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ b2Rot qA(aA), qB(aB);
+
+ m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+ // Get the pulley axes.
+ m_uA = cA + m_rA - m_groundAnchorA;
+ m_uB = cB + m_rB - m_groundAnchorB;
+
+ float lengthA = m_uA.Length();
+ float lengthB = m_uB.Length();
+
+ if (lengthA > 10.0f * b2_linearSlop)
+ {
+ m_uA *= 1.0f / lengthA;
+ }
+ else
+ {
+ m_uA.SetZero();
+ }
+
+ if (lengthB > 10.0f * b2_linearSlop)
+ {
+ m_uB *= 1.0f / lengthB;
+ }
+ else
+ {
+ m_uB.SetZero();
+ }
+
+ // Compute effective mass.
+ float ruA = b2Cross(m_rA, m_uA);
+ float ruB = b2Cross(m_rB, m_uB);
+
+ float mA = m_invMassA + m_invIA * ruA * ruA;
+ float mB = m_invMassB + m_invIB * ruB * ruB;
+
+ m_mass = mA + m_ratio * m_ratio * mB;
+
+ if (m_mass > 0.0f)
+ {
+ m_mass = 1.0f / m_mass;
+ }
+
+ if (data.step.warmStarting)
+ {
+ // Scale impulses to support variable time steps.
+ m_impulse *= data.step.dtRatio;
+
+ // Warm starting.
+ b2Vec2 PA = -(m_impulse) * m_uA;
+ b2Vec2 PB = (-m_ratio * m_impulse) * m_uB;
+
+ vA += m_invMassA * PA;
+ wA += m_invIA * b2Cross(m_rA, PA);
+ vB += m_invMassB * PB;
+ wB += m_invIB * b2Cross(m_rB, PB);
+ }
+ else
+ {
+ m_impulse = 0.0f;
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+void b2PulleyJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ b2Vec2 vpA = vA + b2Cross(wA, m_rA);
+ b2Vec2 vpB = vB + b2Cross(wB, m_rB);
+
+ float Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
+ float impulse = -m_mass * Cdot;
+ m_impulse += impulse;
+
+ b2Vec2 PA = -impulse * m_uA;
+ b2Vec2 PB = -m_ratio * impulse * m_uB;
+ vA += m_invMassA * PA;
+ wA += m_invIA * b2Cross(m_rA, PA);
+ vB += m_invMassB * PB;
+ wB += m_invIB * b2Cross(m_rB, PB);
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+bool b2PulleyJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+
+ b2Rot qA(aA), qB(aB);
+
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+ // Get the pulley axes.
+ b2Vec2 uA = cA + rA - m_groundAnchorA;
+ b2Vec2 uB = cB + rB - m_groundAnchorB;
+
+ float lengthA = uA.Length();
+ float lengthB = uB.Length();
+
+ if (lengthA > 10.0f * b2_linearSlop)
+ {
+ uA *= 1.0f / lengthA;
+ }
+ else
+ {
+ uA.SetZero();
+ }
+
+ if (lengthB > 10.0f * b2_linearSlop)
+ {
+ uB *= 1.0f / lengthB;
+ }
+ else
+ {
+ uB.SetZero();
+ }
+
+ // Compute effective mass.
+ float ruA = b2Cross(rA, uA);
+ float ruB = b2Cross(rB, uB);
+
+ float mA = m_invMassA + m_invIA * ruA * ruA;
+ float mB = m_invMassB + m_invIB * ruB * ruB;
+
+ float mass = mA + m_ratio * m_ratio * mB;
+
+ if (mass > 0.0f)
+ {
+ mass = 1.0f / mass;
+ }
+
+ float C = m_constant - lengthA - m_ratio * lengthB;
+ float linearError = b2Abs(C);
+
+ float impulse = -mass * C;
+
+ b2Vec2 PA = -impulse * uA;
+ b2Vec2 PB = -m_ratio * impulse * uB;
+
+ cA += m_invMassA * PA;
+ aA += m_invIA * b2Cross(rA, PA);
+ cB += m_invMassB * PB;
+ aB += m_invIB * b2Cross(rB, PB);
+
+ data.positions[m_indexA].c = cA;
+ data.positions[m_indexA].a = aA;
+ data.positions[m_indexB].c = cB;
+ data.positions[m_indexB].a = aB;
+
+ return linearError < b2_linearSlop;
+}
+
+b2Vec2 b2PulleyJoint::GetAnchorA() const
+{
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2PulleyJoint::GetAnchorB() const
+{
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2PulleyJoint::GetReactionForce(float inv_dt) const
+{
+ b2Vec2 P = m_impulse * m_uB;
+ return inv_dt * P;
+}
+
+float b2PulleyJoint::GetReactionTorque(float inv_dt) const
+{
+ B2_NOT_USED(inv_dt);
+ return 0.0f;
+}
+
+b2Vec2 b2PulleyJoint::GetGroundAnchorA() const
+{
+ return m_groundAnchorA;
+}
+
+b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
+{
+ return m_groundAnchorB;
+}
+
+float b2PulleyJoint::GetLengthA() const
+{
+ return m_lengthA;
+}
+
+float b2PulleyJoint::GetLengthB() const
+{
+ return m_lengthB;
+}
+
+float b2PulleyJoint::GetRatio() const
+{
+ return m_ratio;
+}
+
+float b2PulleyJoint::GetCurrentLengthA() const
+{
+ b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA);
+ b2Vec2 s = m_groundAnchorA;
+ b2Vec2 d = p - s;
+ return d.Length();
+}
+
+float b2PulleyJoint::GetCurrentLengthB() const
+{
+ b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB);
+ b2Vec2 s = m_groundAnchorB;
+ b2Vec2 d = p - s;
+ return d.Length();
+}
+
+void b2PulleyJoint::Dump()
+{
+ int32 indexA = m_bodyA->m_islandIndex;
+ int32 indexB = m_bodyB->m_islandIndex;
+
+ b2Dump(" b2PulleyJointDef jd;\n");
+ b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
+ b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
+ b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
+ b2Dump(" jd.groundAnchorA.Set(%.9g, %.9g);\n", m_groundAnchorA.x, m_groundAnchorA.y);
+ b2Dump(" jd.groundAnchorB.Set(%.9g, %.9g);\n", m_groundAnchorB.x, m_groundAnchorB.y);
+ b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
+ b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
+ b2Dump(" jd.lengthA = %.9g;\n", m_lengthA);
+ b2Dump(" jd.lengthB = %.9g;\n", m_lengthB);
+ b2Dump(" jd.ratio = %.9g;\n", m_ratio);
+ b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}
+
+void b2PulleyJoint::ShiftOrigin(const b2Vec2& newOrigin)
+{
+ m_groundAnchorA -= newOrigin;
+ m_groundAnchorB -= newOrigin;
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_revolute_joint.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_revolute_joint.cpp
new file mode 100644
index 0000000..f7cc4cc
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_revolute_joint.cpp
@@ -0,0 +1,501 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_draw.h"
+#include "box2d/b2_revolute_joint.h"
+#include "box2d/b2_time_step.h"
+
+// Point-to-point constraint
+// C = p2 - p1
+// Cdot = v2 - v1
+// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
+// J = [-I -r1_skew I r2_skew ]
+// Identity used:
+// w k % (rx i + ry j) = w * (-ry i + rx j)
+
+// Motor constraint
+// Cdot = w2 - w1
+// J = [0 0 -1 0 0 1]
+// K = invI1 + invI2
+
+void b2RevoluteJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
+{
+ bodyA = bA;
+ bodyB = bB;
+ localAnchorA = bodyA->GetLocalPoint(anchor);
+ localAnchorB = bodyB->GetLocalPoint(anchor);
+ referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
+}
+
+b2RevoluteJoint::b2RevoluteJoint(const b2RevoluteJointDef* def)
+: b2Joint(def)
+{
+ m_localAnchorA = def->localAnchorA;
+ m_localAnchorB = def->localAnchorB;
+ m_referenceAngle = def->referenceAngle;
+
+ m_impulse.SetZero();
+ m_axialMass = 0.0f;
+ m_motorImpulse = 0.0f;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+
+ m_lowerAngle = def->lowerAngle;
+ m_upperAngle = def->upperAngle;
+ m_maxMotorTorque = def->maxMotorTorque;
+ m_motorSpeed = def->motorSpeed;
+ m_enableLimit = def->enableLimit;
+ m_enableMotor = def->enableMotor;
+
+ m_angle = 0.0f;
+}
+
+void b2RevoluteJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+ m_indexA = m_bodyA->m_islandIndex;
+ m_indexB = m_bodyB->m_islandIndex;
+ m_localCenterA = m_bodyA->m_sweep.localCenter;
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
+ m_invMassA = m_bodyA->m_invMass;
+ m_invMassB = m_bodyB->m_invMass;
+ m_invIA = m_bodyA->m_invI;
+ m_invIB = m_bodyB->m_invI;
+
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+
+ float aB = data.positions[m_indexB].a;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ b2Rot qA(aA), qB(aB);
+
+ m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+ // J = [-I -r1_skew I r2_skew]
+ // r_skew = [-ry; rx]
+
+ // Matlab
+ // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x]
+ // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB]
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ m_K.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
+ m_K.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
+ m_K.ex.y = m_K.ey.x;
+ m_K.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
+
+ m_axialMass = iA + iB;
+ bool fixedRotation;
+ if (m_axialMass > 0.0f)
+ {
+ m_axialMass = 1.0f / m_axialMass;
+ fixedRotation = false;
+ }
+ else
+ {
+ fixedRotation = true;
+ }
+
+ m_angle = aB - aA - m_referenceAngle;
+ if (m_enableLimit == false || fixedRotation)
+ {
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+
+ if (m_enableMotor == false || fixedRotation)
+ {
+ m_motorImpulse = 0.0f;
+ }
+
+ if (data.step.warmStarting)
+ {
+ // Scale impulses to support a variable time step.
+ m_impulse *= data.step.dtRatio;
+ m_motorImpulse *= data.step.dtRatio;
+ m_lowerImpulse *= data.step.dtRatio;
+ m_upperImpulse *= data.step.dtRatio;
+
+ float axialImpulse = m_motorImpulse + m_lowerImpulse - m_upperImpulse;
+ b2Vec2 P(m_impulse.x, m_impulse.y);
+
+ vA -= mA * P;
+ wA -= iA * (b2Cross(m_rA, P) + axialImpulse);
+
+ vB += mB * P;
+ wB += iB * (b2Cross(m_rB, P) + axialImpulse);
+ }
+ else
+ {
+ m_impulse.SetZero();
+ m_motorImpulse = 0.0f;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+void b2RevoluteJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ bool fixedRotation = (iA + iB == 0.0f);
+
+ // Solve motor constraint.
+ if (m_enableMotor && fixedRotation == false)
+ {
+ float Cdot = wB - wA - m_motorSpeed;
+ float impulse = -m_axialMass * Cdot;
+ float oldImpulse = m_motorImpulse;
+ float maxImpulse = data.step.dt * m_maxMotorTorque;
+ m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
+ impulse = m_motorImpulse - oldImpulse;
+
+ wA -= iA * impulse;
+ wB += iB * impulse;
+ }
+
+ if (m_enableLimit && fixedRotation == false)
+ {
+ // Lower limit
+ {
+ float C = m_angle - m_lowerAngle;
+ float Cdot = wB - wA;
+ float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt);
+ float oldImpulse = m_lowerImpulse;
+ m_lowerImpulse = b2Max(m_lowerImpulse + impulse, 0.0f);
+ impulse = m_lowerImpulse - oldImpulse;
+
+ wA -= iA * impulse;
+ wB += iB * impulse;
+ }
+
+ // Upper limit
+ // Note: signs are flipped to keep C positive when the constraint is satisfied.
+ // This also keeps the impulse positive when the limit is active.
+ {
+ float C = m_upperAngle - m_angle;
+ float Cdot = wA - wB;
+ float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt);
+ float oldImpulse = m_upperImpulse;
+ m_upperImpulse = b2Max(m_upperImpulse + impulse, 0.0f);
+ impulse = m_upperImpulse - oldImpulse;
+
+ wA += iA * impulse;
+ wB -= iB * impulse;
+ }
+ }
+
+ // Solve point-to-point constraint
+ {
+ b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
+ b2Vec2 impulse = m_K.Solve(-Cdot);
+
+ m_impulse.x += impulse.x;
+ m_impulse.y += impulse.y;
+
+ vA -= mA * impulse;
+ wA -= iA * b2Cross(m_rA, impulse);
+
+ vB += mB * impulse;
+ wB += iB * b2Cross(m_rB, impulse);
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+bool b2RevoluteJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+
+ b2Rot qA(aA), qB(aB);
+
+ float angularError = 0.0f;
+ float positionError = 0.0f;
+
+ bool fixedRotation = (m_invIA + m_invIB == 0.0f);
+
+ // Solve angular limit constraint
+ if (m_enableLimit && fixedRotation == false)
+ {
+ float angle = aB - aA - m_referenceAngle;
+ float C = 0.0f;
+
+ if (b2Abs(m_upperAngle - m_lowerAngle) < 2.0f * b2_angularSlop)
+ {
+ // Prevent large angular corrections
+ C = b2Clamp(angle - m_lowerAngle, -b2_maxAngularCorrection, b2_maxAngularCorrection);
+ }
+ else if (angle <= m_lowerAngle)
+ {
+ // Prevent large angular corrections and allow some slop.
+ C = b2Clamp(angle - m_lowerAngle + b2_angularSlop, -b2_maxAngularCorrection, 0.0f);
+ }
+ else if (angle >= m_upperAngle)
+ {
+ // Prevent large angular corrections and allow some slop.
+ C = b2Clamp(angle - m_upperAngle - b2_angularSlop, 0.0f, b2_maxAngularCorrection);
+ }
+
+ float limitImpulse = -m_axialMass * C;
+ aA -= m_invIA * limitImpulse;
+ aB += m_invIB * limitImpulse;
+ angularError = b2Abs(C);
+ }
+
+ // Solve point-to-point constraint.
+ {
+ qA.Set(aA);
+ qB.Set(aB);
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+ b2Vec2 C = cB + rB - cA - rA;
+ positionError = C.Length();
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ b2Mat22 K;
+ K.ex.x = mA + mB + iA * rA.y * rA.y + iB * rB.y * rB.y;
+ K.ex.y = -iA * rA.x * rA.y - iB * rB.x * rB.y;
+ K.ey.x = K.ex.y;
+ K.ey.y = mA + mB + iA * rA.x * rA.x + iB * rB.x * rB.x;
+
+ b2Vec2 impulse = -K.Solve(C);
+
+ cA -= mA * impulse;
+ aA -= iA * b2Cross(rA, impulse);
+
+ cB += mB * impulse;
+ aB += iB * b2Cross(rB, impulse);
+ }
+
+ data.positions[m_indexA].c = cA;
+ data.positions[m_indexA].a = aA;
+ data.positions[m_indexB].c = cB;
+ data.positions[m_indexB].a = aB;
+
+ return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
+}
+
+b2Vec2 b2RevoluteJoint::GetAnchorA() const
+{
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2RevoluteJoint::GetAnchorB() const
+{
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2RevoluteJoint::GetReactionForce(float inv_dt) const
+{
+ b2Vec2 P(m_impulse.x, m_impulse.y);
+ return inv_dt * P;
+}
+
+float b2RevoluteJoint::GetReactionTorque(float inv_dt) const
+{
+ return inv_dt * (m_motorImpulse + m_lowerImpulse - m_upperImpulse);
+}
+
+float b2RevoluteJoint::GetJointAngle() const
+{
+ b2Body* bA = m_bodyA;
+ b2Body* bB = m_bodyB;
+ return bB->m_sweep.a - bA->m_sweep.a - m_referenceAngle;
+}
+
+float b2RevoluteJoint::GetJointSpeed() const
+{
+ b2Body* bA = m_bodyA;
+ b2Body* bB = m_bodyB;
+ return bB->m_angularVelocity - bA->m_angularVelocity;
+}
+
+bool b2RevoluteJoint::IsMotorEnabled() const
+{
+ return m_enableMotor;
+}
+
+void b2RevoluteJoint::EnableMotor(bool flag)
+{
+ if (flag != m_enableMotor)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_enableMotor = flag;
+ }
+}
+
+float b2RevoluteJoint::GetMotorTorque(float inv_dt) const
+{
+ return inv_dt * m_motorImpulse;
+}
+
+void b2RevoluteJoint::SetMotorSpeed(float speed)
+{
+ if (speed != m_motorSpeed)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_motorSpeed = speed;
+ }
+}
+
+void b2RevoluteJoint::SetMaxMotorTorque(float torque)
+{
+ if (torque != m_maxMotorTorque)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_maxMotorTorque = torque;
+ }
+}
+
+bool b2RevoluteJoint::IsLimitEnabled() const
+{
+ return m_enableLimit;
+}
+
+void b2RevoluteJoint::EnableLimit(bool flag)
+{
+ if (flag != m_enableLimit)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_enableLimit = flag;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+}
+
+float b2RevoluteJoint::GetLowerLimit() const
+{
+ return m_lowerAngle;
+}
+
+float b2RevoluteJoint::GetUpperLimit() const
+{
+ return m_upperAngle;
+}
+
+void b2RevoluteJoint::SetLimits(float lower, float upper)
+{
+ b2Assert(lower <= upper);
+
+ if (lower != m_lowerAngle || upper != m_upperAngle)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ m_lowerAngle = lower;
+ m_upperAngle = upper;
+ }
+}
+
+void b2RevoluteJoint::Dump()
+{
+ int32 indexA = m_bodyA->m_islandIndex;
+ int32 indexB = m_bodyB->m_islandIndex;
+
+ b2Dump(" b2RevoluteJointDef jd;\n");
+ b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
+ b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
+ b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
+ b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
+ b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
+ b2Dump(" jd.referenceAngle = %.9g;\n", m_referenceAngle);
+ b2Dump(" jd.enableLimit = bool(%d);\n", m_enableLimit);
+ b2Dump(" jd.lowerAngle = %.9g;\n", m_lowerAngle);
+ b2Dump(" jd.upperAngle = %.9g;\n", m_upperAngle);
+ b2Dump(" jd.enableMotor = bool(%d);\n", m_enableMotor);
+ b2Dump(" jd.motorSpeed = %.9g;\n", m_motorSpeed);
+ b2Dump(" jd.maxMotorTorque = %.9g;\n", m_maxMotorTorque);
+ b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}
+
+///
+void b2RevoluteJoint::Draw(b2Draw* draw) const
+{
+ const b2Transform& xfA = m_bodyA->GetTransform();
+ const b2Transform& xfB = m_bodyB->GetTransform();
+ b2Vec2 pA = b2Mul(xfA, m_localAnchorA);
+ b2Vec2 pB = b2Mul(xfB, m_localAnchorB);
+
+ b2Color c1(0.7f, 0.7f, 0.7f);
+ b2Color c2(0.3f, 0.9f, 0.3f);
+ b2Color c3(0.9f, 0.3f, 0.3f);
+ b2Color c4(0.3f, 0.3f, 0.9f);
+ b2Color c5(0.4f, 0.4f, 0.4f);
+
+ draw->DrawPoint(pA, 5.0f, c4);
+ draw->DrawPoint(pB, 5.0f, c5);
+
+ float aA = m_bodyA->GetAngle();
+ float aB = m_bodyB->GetAngle();
+ float angle = aB - aA - m_referenceAngle;
+
+ const float L = 0.5f;
+
+ b2Vec2 r = L * b2Vec2(cosf(angle), sinf(angle));
+ draw->DrawSegment(pB, pB + r, c1);
+ draw->DrawCircle(pB, L, c1);
+
+ if (m_enableLimit)
+ {
+ b2Vec2 rlo = L * b2Vec2(cosf(m_lowerAngle), sinf(m_lowerAngle));
+ b2Vec2 rhi = L * b2Vec2(cosf(m_upperAngle), sinf(m_upperAngle));
+
+ draw->DrawSegment(pB, pB + rlo, c2);
+ draw->DrawSegment(pB, pB + rhi, c3);
+ }
+
+ b2Color color(0.5f, 0.8f, 0.8f);
+ draw->DrawSegment(xfA.p, pA, color);
+ draw->DrawSegment(pA, pB, color);
+ draw->DrawSegment(xfB.p, pB, color);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_weld_joint.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_weld_joint.cpp
new file mode 100644
index 0000000..df3ee0a
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_weld_joint.cpp
@@ -0,0 +1,344 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_time_step.h"
+#include "box2d/b2_weld_joint.h"
+
+// Point-to-point constraint
+// C = p2 - p1
+// Cdot = v2 - v1
+// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
+// J = [-I -r1_skew I r2_skew ]
+// Identity used:
+// w k % (rx i + ry j) = w * (-ry i + rx j)
+
+// Angle constraint
+// C = angle2 - angle1 - referenceAngle
+// Cdot = w2 - w1
+// J = [0 0 -1 0 0 1]
+// K = invI1 + invI2
+
+void b2WeldJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
+{
+ bodyA = bA;
+ bodyB = bB;
+ localAnchorA = bodyA->GetLocalPoint(anchor);
+ localAnchorB = bodyB->GetLocalPoint(anchor);
+ referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
+}
+
+b2WeldJoint::b2WeldJoint(const b2WeldJointDef* def)
+: b2Joint(def)
+{
+ m_localAnchorA = def->localAnchorA;
+ m_localAnchorB = def->localAnchorB;
+ m_referenceAngle = def->referenceAngle;
+ m_stiffness = def->stiffness;
+ m_damping = def->damping;
+
+ m_impulse.SetZero();
+}
+
+void b2WeldJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+ m_indexA = m_bodyA->m_islandIndex;
+ m_indexB = m_bodyB->m_islandIndex;
+ m_localCenterA = m_bodyA->m_sweep.localCenter;
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
+ m_invMassA = m_bodyA->m_invMass;
+ m_invMassB = m_bodyB->m_invMass;
+ m_invIA = m_bodyA->m_invI;
+ m_invIB = m_bodyB->m_invI;
+
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+
+ float aB = data.positions[m_indexB].a;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ b2Rot qA(aA), qB(aB);
+
+ m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+ // J = [-I -r1_skew I r2_skew]
+ // [ 0 -1 0 1]
+ // r_skew = [-ry; rx]
+
+ // Matlab
+ // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
+ // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
+ // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ b2Mat33 K;
+ K.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
+ K.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
+ K.ez.x = -m_rA.y * iA - m_rB.y * iB;
+ K.ex.y = K.ey.x;
+ K.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
+ K.ez.y = m_rA.x * iA + m_rB.x * iB;
+ K.ex.z = K.ez.x;
+ K.ey.z = K.ez.y;
+ K.ez.z = iA + iB;
+
+ if (m_stiffness > 0.0f)
+ {
+ K.GetInverse22(&m_mass);
+
+ float invM = iA + iB;
+
+ float C = aB - aA - m_referenceAngle;
+
+ // Damping coefficient
+ float d = m_damping;
+
+ // Spring stiffness
+ float k = m_stiffness;
+
+ // magic formulas
+ float h = data.step.dt;
+ m_gamma = h * (d + h * k);
+ m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
+ m_bias = C * h * k * m_gamma;
+
+ invM += m_gamma;
+ m_mass.ez.z = invM != 0.0f ? 1.0f / invM : 0.0f;
+ }
+ else if (K.ez.z == 0.0f)
+ {
+ K.GetInverse22(&m_mass);
+ m_gamma = 0.0f;
+ m_bias = 0.0f;
+ }
+ else
+ {
+ K.GetSymInverse33(&m_mass);
+ m_gamma = 0.0f;
+ m_bias = 0.0f;
+ }
+
+ if (data.step.warmStarting)
+ {
+ // Scale impulses to support a variable time step.
+ m_impulse *= data.step.dtRatio;
+
+ b2Vec2 P(m_impulse.x, m_impulse.y);
+
+ vA -= mA * P;
+ wA -= iA * (b2Cross(m_rA, P) + m_impulse.z);
+
+ vB += mB * P;
+ wB += iB * (b2Cross(m_rB, P) + m_impulse.z);
+ }
+ else
+ {
+ m_impulse.SetZero();
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ if (m_stiffness > 0.0f)
+ {
+ float Cdot2 = wB - wA;
+
+ float impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
+ m_impulse.z += impulse2;
+
+ wA -= iA * impulse2;
+ wB += iB * impulse2;
+
+ b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
+
+ b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1);
+ m_impulse.x += impulse1.x;
+ m_impulse.y += impulse1.y;
+
+ b2Vec2 P = impulse1;
+
+ vA -= mA * P;
+ wA -= iA * b2Cross(m_rA, P);
+
+ vB += mB * P;
+ wB += iB * b2Cross(m_rB, P);
+ }
+ else
+ {
+ b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
+ float Cdot2 = wB - wA;
+ b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
+
+ b2Vec3 impulse = -b2Mul(m_mass, Cdot);
+ m_impulse += impulse;
+
+ b2Vec2 P(impulse.x, impulse.y);
+
+ vA -= mA * P;
+ wA -= iA * (b2Cross(m_rA, P) + impulse.z);
+
+ vB += mB * P;
+ wB += iB * (b2Cross(m_rB, P) + impulse.z);
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+bool b2WeldJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+
+ b2Rot qA(aA), qB(aB);
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+ float positionError, angularError;
+
+ b2Mat33 K;
+ K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
+ K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
+ K.ez.x = -rA.y * iA - rB.y * iB;
+ K.ex.y = K.ey.x;
+ K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
+ K.ez.y = rA.x * iA + rB.x * iB;
+ K.ex.z = K.ez.x;
+ K.ey.z = K.ez.y;
+ K.ez.z = iA + iB;
+
+ if (m_stiffness > 0.0f)
+ {
+ b2Vec2 C1 = cB + rB - cA - rA;
+
+ positionError = C1.Length();
+ angularError = 0.0f;
+
+ b2Vec2 P = -K.Solve22(C1);
+
+ cA -= mA * P;
+ aA -= iA * b2Cross(rA, P);
+
+ cB += mB * P;
+ aB += iB * b2Cross(rB, P);
+ }
+ else
+ {
+ b2Vec2 C1 = cB + rB - cA - rA;
+ float C2 = aB - aA - m_referenceAngle;
+
+ positionError = C1.Length();
+ angularError = b2Abs(C2);
+
+ b2Vec3 C(C1.x, C1.y, C2);
+
+ b2Vec3 impulse;
+ if (K.ez.z > 0.0f)
+ {
+ impulse = -K.Solve33(C);
+ }
+ else
+ {
+ b2Vec2 impulse2 = -K.Solve22(C1);
+ impulse.Set(impulse2.x, impulse2.y, 0.0f);
+ }
+
+ b2Vec2 P(impulse.x, impulse.y);
+
+ cA -= mA * P;
+ aA -= iA * (b2Cross(rA, P) + impulse.z);
+
+ cB += mB * P;
+ aB += iB * (b2Cross(rB, P) + impulse.z);
+ }
+
+ data.positions[m_indexA].c = cA;
+ data.positions[m_indexA].a = aA;
+ data.positions[m_indexB].c = cB;
+ data.positions[m_indexB].a = aB;
+
+ return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
+}
+
+b2Vec2 b2WeldJoint::GetAnchorA() const
+{
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2WeldJoint::GetAnchorB() const
+{
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2WeldJoint::GetReactionForce(float inv_dt) const
+{
+ b2Vec2 P(m_impulse.x, m_impulse.y);
+ return inv_dt * P;
+}
+
+float b2WeldJoint::GetReactionTorque(float inv_dt) const
+{
+ return inv_dt * m_impulse.z;
+}
+
+void b2WeldJoint::Dump()
+{
+ int32 indexA = m_bodyA->m_islandIndex;
+ int32 indexB = m_bodyB->m_islandIndex;
+
+ b2Dump(" b2WeldJointDef jd;\n");
+ b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
+ b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
+ b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
+ b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
+ b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
+ b2Dump(" jd.referenceAngle = %.9g;\n", m_referenceAngle);
+ b2Dump(" jd.stiffness = %.9g;\n", m_stiffness);
+ b2Dump(" jd.damping = %.9g;\n", m_damping);
+ b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_wheel_joint.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_wheel_joint.cpp
new file mode 100644
index 0000000..c23b984
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_wheel_joint.cpp
@@ -0,0 +1,672 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_draw.h"
+#include "box2d/b2_wheel_joint.h"
+#include "box2d/b2_time_step.h"
+
+// Linear constraint (point-to-line)
+// d = pB - pA = xB + rB - xA - rA
+// C = dot(ay, d)
+// Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
+// = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
+// J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
+
+// Spring linear constraint
+// C = dot(ax, d)
+// Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
+// J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
+
+// Motor rotational constraint
+// Cdot = wB - wA
+// J = [0 0 -1 0 0 1]
+
+void b2WheelJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
+{
+ bodyA = bA;
+ bodyB = bB;
+ localAnchorA = bodyA->GetLocalPoint(anchor);
+ localAnchorB = bodyB->GetLocalPoint(anchor);
+ localAxisA = bodyA->GetLocalVector(axis);
+}
+
+b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def)
+: b2Joint(def)
+{
+ m_localAnchorA = def->localAnchorA;
+ m_localAnchorB = def->localAnchorB;
+ m_localXAxisA = def->localAxisA;
+ m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
+
+ m_mass = 0.0f;
+ m_impulse = 0.0f;
+ m_motorMass = 0.0f;
+ m_motorImpulse = 0.0f;
+ m_springMass = 0.0f;
+ m_springImpulse = 0.0f;
+
+ m_axialMass = 0.0f;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ m_lowerTranslation = def->lowerTranslation;
+ m_upperTranslation = def->upperTranslation;
+ m_enableLimit = def->enableLimit;
+
+ m_maxMotorTorque = def->maxMotorTorque;
+ m_motorSpeed = def->motorSpeed;
+ m_enableMotor = def->enableMotor;
+
+ m_bias = 0.0f;
+ m_gamma = 0.0f;
+
+ m_ax.SetZero();
+ m_ay.SetZero();
+
+ m_stiffness = def->stiffness;
+ m_damping = def->damping;
+}
+
+void b2WheelJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+ m_indexA = m_bodyA->m_islandIndex;
+ m_indexB = m_bodyB->m_islandIndex;
+ m_localCenterA = m_bodyA->m_sweep.localCenter;
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
+ m_invMassA = m_bodyA->m_invMass;
+ m_invMassB = m_bodyB->m_invMass;
+ m_invIA = m_bodyA->m_invI;
+ m_invIB = m_bodyB->m_invI;
+
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ b2Rot qA(aA), qB(aB);
+
+ // Compute the effective masses.
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+ b2Vec2 d = cB + rB - cA - rA;
+
+ // Point to line constraint
+ {
+ m_ay = b2Mul(qA, m_localYAxisA);
+ m_sAy = b2Cross(d + rA, m_ay);
+ m_sBy = b2Cross(rB, m_ay);
+
+ m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy;
+
+ if (m_mass > 0.0f)
+ {
+ m_mass = 1.0f / m_mass;
+ }
+ }
+
+ // Spring constraint
+ m_ax = b2Mul(qA, m_localXAxisA);
+ m_sAx = b2Cross(d + rA, m_ax);
+ m_sBx = b2Cross(rB, m_ax);
+
+ const float invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx;
+ if (invMass > 0.0f)
+ {
+ m_axialMass = 1.0f / invMass;
+ }
+ else
+ {
+ m_axialMass = 0.0f;
+ }
+
+ m_springMass = 0.0f;
+ m_bias = 0.0f;
+ m_gamma = 0.0f;
+
+ if (m_stiffness > 0.0f && invMass > 0.0f)
+ {
+ m_springMass = 1.0f / invMass;
+
+ float C = b2Dot(d, m_ax);
+
+ // magic formulas
+ float h = data.step.dt;
+ m_gamma = h * (m_damping + h * m_stiffness);
+ if (m_gamma > 0.0f)
+ {
+ m_gamma = 1.0f / m_gamma;
+ }
+
+ m_bias = C * h * m_stiffness * m_gamma;
+
+ m_springMass = invMass + m_gamma;
+ if (m_springMass > 0.0f)
+ {
+ m_springMass = 1.0f / m_springMass;
+ }
+ }
+ else
+ {
+ m_springImpulse = 0.0f;
+ }
+
+ if (m_enableLimit)
+ {
+ m_translation = b2Dot(m_ax, d);
+ }
+ else
+ {
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+
+ if (m_enableMotor)
+ {
+ m_motorMass = iA + iB;
+ if (m_motorMass > 0.0f)
+ {
+ m_motorMass = 1.0f / m_motorMass;
+ }
+ }
+ else
+ {
+ m_motorMass = 0.0f;
+ m_motorImpulse = 0.0f;
+ }
+
+ if (data.step.warmStarting)
+ {
+ // Account for variable time step.
+ m_impulse *= data.step.dtRatio;
+ m_springImpulse *= data.step.dtRatio;
+ m_motorImpulse *= data.step.dtRatio;
+
+ float axialImpulse = m_springImpulse + m_lowerImpulse - m_upperImpulse;
+ b2Vec2 P = m_impulse * m_ay + axialImpulse * m_ax;
+ float LA = m_impulse * m_sAy + axialImpulse * m_sAx + m_motorImpulse;
+ float LB = m_impulse * m_sBy + axialImpulse * m_sBx + m_motorImpulse;
+
+ vA -= m_invMassA * P;
+ wA -= m_invIA * LA;
+
+ vB += m_invMassB * P;
+ wB += m_invIB * LB;
+ }
+ else
+ {
+ m_impulse = 0.0f;
+ m_springImpulse = 0.0f;
+ m_motorImpulse = 0.0f;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+void b2WheelJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+ float mA = m_invMassA, mB = m_invMassB;
+ float iA = m_invIA, iB = m_invIB;
+
+ b2Vec2 vA = data.velocities[m_indexA].v;
+ float wA = data.velocities[m_indexA].w;
+ b2Vec2 vB = data.velocities[m_indexB].v;
+ float wB = data.velocities[m_indexB].w;
+
+ // Solve spring constraint
+ {
+ float Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
+ float impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse);
+ m_springImpulse += impulse;
+
+ b2Vec2 P = impulse * m_ax;
+ float LA = impulse * m_sAx;
+ float LB = impulse * m_sBx;
+
+ vA -= mA * P;
+ wA -= iA * LA;
+
+ vB += mB * P;
+ wB += iB * LB;
+ }
+
+ // Solve rotational motor constraint
+ {
+ float Cdot = wB - wA - m_motorSpeed;
+ float impulse = -m_motorMass * Cdot;
+
+ float oldImpulse = m_motorImpulse;
+ float maxImpulse = data.step.dt * m_maxMotorTorque;
+ m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
+ impulse = m_motorImpulse - oldImpulse;
+
+ wA -= iA * impulse;
+ wB += iB * impulse;
+ }
+
+ if (m_enableLimit)
+ {
+ // Lower limit
+ {
+ float C = m_translation - m_lowerTranslation;
+ float Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
+ float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt);
+ float oldImpulse = m_lowerImpulse;
+ m_lowerImpulse = b2Max(m_lowerImpulse + impulse, 0.0f);
+ impulse = m_lowerImpulse - oldImpulse;
+
+ b2Vec2 P = impulse * m_ax;
+ float LA = impulse * m_sAx;
+ float LB = impulse * m_sBx;
+
+ vA -= mA * P;
+ wA -= iA * LA;
+ vB += mB * P;
+ wB += iB * LB;
+ }
+
+ // Upper limit
+ // Note: signs are flipped to keep C positive when the constraint is satisfied.
+ // This also keeps the impulse positive when the limit is active.
+ {
+ float C = m_upperTranslation - m_translation;
+ float Cdot = b2Dot(m_ax, vA - vB) + m_sAx * wA - m_sBx * wB;
+ float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt);
+ float oldImpulse = m_upperImpulse;
+ m_upperImpulse = b2Max(m_upperImpulse + impulse, 0.0f);
+ impulse = m_upperImpulse - oldImpulse;
+
+ b2Vec2 P = impulse * m_ax;
+ float LA = impulse * m_sAx;
+ float LB = impulse * m_sBx;
+
+ vA += mA * P;
+ wA += iA * LA;
+ vB -= mB * P;
+ wB -= iB * LB;
+ }
+ }
+
+ // Solve point to line constraint
+ {
+ float Cdot = b2Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA;
+ float impulse = -m_mass * Cdot;
+ m_impulse += impulse;
+
+ b2Vec2 P = impulse * m_ay;
+ float LA = impulse * m_sAy;
+ float LB = impulse * m_sBy;
+
+ vA -= mA * P;
+ wA -= iA * LA;
+
+ vB += mB * P;
+ wB += iB * LB;
+ }
+
+ data.velocities[m_indexA].v = vA;
+ data.velocities[m_indexA].w = wA;
+ data.velocities[m_indexB].v = vB;
+ data.velocities[m_indexB].w = wB;
+}
+
+bool b2WheelJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+ b2Vec2 cA = data.positions[m_indexA].c;
+ float aA = data.positions[m_indexA].a;
+ b2Vec2 cB = data.positions[m_indexB].c;
+ float aB = data.positions[m_indexB].a;
+
+ float linearError = 0.0f;
+
+ if (m_enableLimit)
+ {
+ b2Rot qA(aA), qB(aB);
+
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+ b2Vec2 d = (cB - cA) + rB - rA;
+
+ b2Vec2 ax = b2Mul(qA, m_localXAxisA);
+ float sAx = b2Cross(d + rA, m_ax);
+ float sBx = b2Cross(rB, m_ax);
+
+ float C = 0.0f;
+ float translation = b2Dot(ax, d);
+ if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
+ {
+ C = translation;
+ }
+ else if (translation <= m_lowerTranslation)
+ {
+ C = b2Min(translation - m_lowerTranslation, 0.0f);
+ }
+ else if (translation >= m_upperTranslation)
+ {
+ C = b2Max(translation - m_upperTranslation, 0.0f);
+ }
+
+ if (C != 0.0f)
+ {
+
+ float invMass = m_invMassA + m_invMassB + m_invIA * sAx * sAx + m_invIB * sBx * sBx;
+ float impulse = 0.0f;
+ if (invMass != 0.0f)
+ {
+ impulse = -C / invMass;
+ }
+
+ b2Vec2 P = impulse * ax;
+ float LA = impulse * sAx;
+ float LB = impulse * sBx;
+
+ cA -= m_invMassA * P;
+ aA -= m_invIA * LA;
+ cB += m_invMassB * P;
+ aB += m_invIB * LB;
+
+ linearError = b2Abs(C);
+ }
+ }
+
+ // Solve perpendicular constraint
+ {
+ b2Rot qA(aA), qB(aB);
+
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+ b2Vec2 d = (cB - cA) + rB - rA;
+
+ b2Vec2 ay = b2Mul(qA, m_localYAxisA);
+
+ float sAy = b2Cross(d + rA, ay);
+ float sBy = b2Cross(rB, ay);
+
+ float C = b2Dot(d, ay);
+
+ float invMass = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy;
+
+ float impulse = 0.0f;
+ if (invMass != 0.0f)
+ {
+ impulse = - C / invMass;
+ }
+
+ b2Vec2 P = impulse * ay;
+ float LA = impulse * sAy;
+ float LB = impulse * sBy;
+
+ cA -= m_invMassA * P;
+ aA -= m_invIA * LA;
+ cB += m_invMassB * P;
+ aB += m_invIB * LB;
+
+ linearError = b2Max(linearError, b2Abs(C));
+ }
+
+ data.positions[m_indexA].c = cA;
+ data.positions[m_indexA].a = aA;
+ data.positions[m_indexB].c = cB;
+ data.positions[m_indexB].a = aB;
+
+ return linearError <= b2_linearSlop;
+}
+
+b2Vec2 b2WheelJoint::GetAnchorA() const
+{
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2WheelJoint::GetAnchorB() const
+{
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2WheelJoint::GetReactionForce(float inv_dt) const
+{
+ return inv_dt * (m_impulse * m_ay + (m_springImpulse + m_lowerImpulse - m_upperImpulse) * m_ax);
+}
+
+float b2WheelJoint::GetReactionTorque(float inv_dt) const
+{
+ return inv_dt * m_motorImpulse;
+}
+
+float b2WheelJoint::GetJointTranslation() const
+{
+ b2Body* bA = m_bodyA;
+ b2Body* bB = m_bodyB;
+
+ b2Vec2 pA = bA->GetWorldPoint(m_localAnchorA);
+ b2Vec2 pB = bB->GetWorldPoint(m_localAnchorB);
+ b2Vec2 d = pB - pA;
+ b2Vec2 axis = bA->GetWorldVector(m_localXAxisA);
+
+ float translation = b2Dot(d, axis);
+ return translation;
+}
+
+float b2WheelJoint::GetJointLinearSpeed() const
+{
+ b2Body* bA = m_bodyA;
+ b2Body* bB = m_bodyB;
+
+ b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter);
+ b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter);
+ b2Vec2 p1 = bA->m_sweep.c + rA;
+ b2Vec2 p2 = bB->m_sweep.c + rB;
+ b2Vec2 d = p2 - p1;
+ b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA);
+
+ b2Vec2 vA = bA->m_linearVelocity;
+ b2Vec2 vB = bB->m_linearVelocity;
+ float wA = bA->m_angularVelocity;
+ float wB = bB->m_angularVelocity;
+
+ float speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA));
+ return speed;
+}
+
+float b2WheelJoint::GetJointAngle() const
+{
+ b2Body* bA = m_bodyA;
+ b2Body* bB = m_bodyB;
+ return bB->m_sweep.a - bA->m_sweep.a;
+}
+
+float b2WheelJoint::GetJointAngularSpeed() const
+{
+ float wA = m_bodyA->m_angularVelocity;
+ float wB = m_bodyB->m_angularVelocity;
+ return wB - wA;
+}
+
+bool b2WheelJoint::IsLimitEnabled() const
+{
+ return m_enableLimit;
+}
+
+void b2WheelJoint::EnableLimit(bool flag)
+{
+ if (flag != m_enableLimit)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_enableLimit = flag;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+}
+
+float b2WheelJoint::GetLowerLimit() const
+{
+ return m_lowerTranslation;
+}
+
+float b2WheelJoint::GetUpperLimit() const
+{
+ return m_upperTranslation;
+}
+
+void b2WheelJoint::SetLimits(float lower, float upper)
+{
+ b2Assert(lower <= upper);
+ if (lower != m_lowerTranslation || upper != m_upperTranslation)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_lowerTranslation = lower;
+ m_upperTranslation = upper;
+ m_lowerImpulse = 0.0f;
+ m_upperImpulse = 0.0f;
+ }
+}
+
+bool b2WheelJoint::IsMotorEnabled() const
+{
+ return m_enableMotor;
+}
+
+void b2WheelJoint::EnableMotor(bool flag)
+{
+ if (flag != m_enableMotor)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_enableMotor = flag;
+ }
+}
+
+void b2WheelJoint::SetMotorSpeed(float speed)
+{
+ if (speed != m_motorSpeed)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_motorSpeed = speed;
+ }
+}
+
+void b2WheelJoint::SetMaxMotorTorque(float torque)
+{
+ if (torque != m_maxMotorTorque)
+ {
+ m_bodyA->SetAwake(true);
+ m_bodyB->SetAwake(true);
+ m_maxMotorTorque = torque;
+ }
+}
+
+float b2WheelJoint::GetMotorTorque(float inv_dt) const
+{
+ return inv_dt * m_motorImpulse;
+}
+
+void b2WheelJoint::SetStiffness(float stiffness)
+{
+ m_stiffness = stiffness;
+}
+
+float b2WheelJoint::GetStiffness() const
+{
+ return m_stiffness;
+}
+
+void b2WheelJoint::SetDamping(float damping)
+{
+ m_damping = damping;
+}
+
+float b2WheelJoint::GetDamping() const
+{
+ return m_damping;
+}
+
+void b2WheelJoint::Dump()
+{
+ // FLT_DECIMAL_DIG == 9
+
+ int32 indexA = m_bodyA->m_islandIndex;
+ int32 indexB = m_bodyB->m_islandIndex;
+
+ b2Dump(" b2WheelJointDef jd;\n");
+ b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
+ b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
+ b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
+ b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
+ b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
+ b2Dump(" jd.localAxisA.Set(%.9g, %.9g);\n", m_localXAxisA.x, m_localXAxisA.y);
+ b2Dump(" jd.enableMotor = bool(%d);\n", m_enableMotor);
+ b2Dump(" jd.motorSpeed = %.9g;\n", m_motorSpeed);
+ b2Dump(" jd.maxMotorTorque = %.9g;\n", m_maxMotorTorque);
+ b2Dump(" jd.stiffness = %.9g;\n", m_stiffness);
+ b2Dump(" jd.damping = %.9g;\n", m_damping);
+ b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}
+
+///
+void b2WheelJoint::Draw(b2Draw* draw) const
+{
+ const b2Transform& xfA = m_bodyA->GetTransform();
+ const b2Transform& xfB = m_bodyB->GetTransform();
+ b2Vec2 pA = b2Mul(xfA, m_localAnchorA);
+ b2Vec2 pB = b2Mul(xfB, m_localAnchorB);
+
+ b2Vec2 axis = b2Mul(xfA.q, m_localXAxisA);
+
+ b2Color c1(0.7f, 0.7f, 0.7f);
+ b2Color c2(0.3f, 0.9f, 0.3f);
+ b2Color c3(0.9f, 0.3f, 0.3f);
+ b2Color c4(0.3f, 0.3f, 0.9f);
+ b2Color c5(0.4f, 0.4f, 0.4f);
+
+ draw->DrawSegment(pA, pB, c5);
+
+ if (m_enableLimit)
+ {
+ b2Vec2 lower = pA + m_lowerTranslation * axis;
+ b2Vec2 upper = pA + m_upperTranslation * axis;
+ b2Vec2 perp = b2Mul(xfA.q, m_localYAxisA);
+ draw->DrawSegment(lower, upper, c1);
+ draw->DrawSegment(lower - 0.5f * perp, lower + 0.5f * perp, c2);
+ draw->DrawSegment(upper - 0.5f * perp, upper + 0.5f * perp, c3);
+ }
+ else
+ {
+ draw->DrawSegment(pA - 1.0f * axis, pA + 1.0f * axis, c1);
+ }
+
+ draw->DrawPoint(pA, 5.0f, c1);
+ draw->DrawPoint(pB, 5.0f, c4);
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_world.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_world.cpp
new file mode 100644
index 0000000..78ec084
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_world.cpp
@@ -0,0 +1,1322 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "b2_contact_solver.h"
+#include "b2_island.h"
+
+#include "box2d/b2_body.h"
+#include "box2d/b2_broad_phase.h"
+#include "box2d/b2_chain_shape.h"
+#include "box2d/b2_circle_shape.h"
+#include "box2d/b2_collision.h"
+#include "box2d/b2_contact.h"
+#include "box2d/b2_draw.h"
+#include "box2d/b2_edge_shape.h"
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_polygon_shape.h"
+#include "box2d/b2_pulley_joint.h"
+#include "box2d/b2_time_of_impact.h"
+#include "box2d/b2_timer.h"
+#include "box2d/b2_world.h"
+
+#include <new>
+
+b2World::b2World(const b2Vec2& gravity)
+{
+ m_destructionListener = nullptr;
+ m_debugDraw = nullptr;
+
+ m_bodyList = nullptr;
+ m_jointList = nullptr;
+
+ m_bodyCount = 0;
+ m_jointCount = 0;
+
+ m_warmStarting = true;
+ m_continuousPhysics = true;
+ m_subStepping = false;
+
+ m_stepComplete = true;
+
+ m_allowSleep = true;
+ m_gravity = gravity;
+
+ m_newContacts = false;
+ m_locked = false;
+ m_clearForces = true;
+
+ m_inv_dt0 = 0.0f;
+
+ m_contactManager.m_allocator = &m_blockAllocator;
+
+ memset(&m_profile, 0, sizeof(b2Profile));
+}
+
+b2World::~b2World()
+{
+ // Some shapes allocate using b2Alloc.
+ b2Body* b = m_bodyList;
+ while (b)
+ {
+ b2Body* bNext = b->m_next;
+
+ b2Fixture* f = b->m_fixtureList;
+ while (f)
+ {
+ b2Fixture* fNext = f->m_next;
+ f->m_proxyCount = 0;
+ f->Destroy(&m_blockAllocator);
+ f = fNext;
+ }
+
+ b = bNext;
+ }
+}
+
+void b2World::SetDestructionListener(b2DestructionListener* listener)
+{
+ m_destructionListener = listener;
+}
+
+void b2World::SetContactFilter(b2ContactFilter* filter)
+{
+ m_contactManager.m_contactFilter = filter;
+}
+
+void b2World::SetContactListener(b2ContactListener* listener)
+{
+ m_contactManager.m_contactListener = listener;
+}
+
+void b2World::SetDebugDraw(b2Draw* debugDraw)
+{
+ m_debugDraw = debugDraw;
+}
+
+b2Body* b2World::CreateBody(const b2BodyDef* def)
+{
+ b2Assert(IsLocked() == false);
+ if (IsLocked())
+ {
+ return nullptr;
+ }
+
+ void* mem = m_blockAllocator.Allocate(sizeof(b2Body));
+ b2Body* b = new (mem) b2Body(def, this);
+
+ // Add to world doubly linked list.
+ b->m_prev = nullptr;
+ b->m_next = m_bodyList;
+ if (m_bodyList)
+ {
+ m_bodyList->m_prev = b;
+ }
+ m_bodyList = b;
+ ++m_bodyCount;
+
+ return b;
+}
+
+void b2World::DestroyBody(b2Body* b)
+{
+ b2Assert(m_bodyCount > 0);
+ b2Assert(IsLocked() == false);
+ if (IsLocked())
+ {
+ return;
+ }
+
+ // Delete the attached joints.
+ b2JointEdge* je = b->m_jointList;
+ while (je)
+ {
+ b2JointEdge* je0 = je;
+ je = je->next;
+
+ if (m_destructionListener)
+ {
+ m_destructionListener->SayGoodbye(je0->joint);
+ }
+
+ DestroyJoint(je0->joint);
+
+ b->m_jointList = je;
+ }
+ b->m_jointList = nullptr;
+
+ // Delete the attached contacts.
+ b2ContactEdge* ce = b->m_contactList;
+ while (ce)
+ {
+ b2ContactEdge* ce0 = ce;
+ ce = ce->next;
+ m_contactManager.Destroy(ce0->contact);
+ }
+ b->m_contactList = nullptr;
+
+ // Delete the attached fixtures. This destroys broad-phase proxies.
+ b2Fixture* f = b->m_fixtureList;
+ while (f)
+ {
+ b2Fixture* f0 = f;
+ f = f->m_next;
+
+ if (m_destructionListener)
+ {
+ m_destructionListener->SayGoodbye(f0);
+ }
+
+ f0->DestroyProxies(&m_contactManager.m_broadPhase);
+ f0->Destroy(&m_blockAllocator);
+ f0->~b2Fixture();
+ m_blockAllocator.Free(f0, sizeof(b2Fixture));
+
+ b->m_fixtureList = f;
+ b->m_fixtureCount -= 1;
+ }
+ b->m_fixtureList = nullptr;
+ b->m_fixtureCount = 0;
+
+ // Remove world body list.
+ if (b->m_prev)
+ {
+ b->m_prev->m_next = b->m_next;
+ }
+
+ if (b->m_next)
+ {
+ b->m_next->m_prev = b->m_prev;
+ }
+
+ if (b == m_bodyList)
+ {
+ m_bodyList = b->m_next;
+ }
+
+ --m_bodyCount;
+ b->~b2Body();
+ m_blockAllocator.Free(b, sizeof(b2Body));
+}
+
+b2Joint* b2World::CreateJoint(const b2JointDef* def)
+{
+ b2Assert(IsLocked() == false);
+ if (IsLocked())
+ {
+ return nullptr;
+ }
+
+ b2Joint* j = b2Joint::Create(def, &m_blockAllocator);
+
+ // Connect to the world list.
+ j->m_prev = nullptr;
+ j->m_next = m_jointList;
+ if (m_jointList)
+ {
+ m_jointList->m_prev = j;
+ }
+ m_jointList = j;
+ ++m_jointCount;
+
+ // Connect to the bodies' doubly linked lists.
+ j->m_edgeA.joint = j;
+ j->m_edgeA.other = j->m_bodyB;
+ j->m_edgeA.prev = nullptr;
+ j->m_edgeA.next = j->m_bodyA->m_jointList;
+ if (j->m_bodyA->m_jointList) j->m_bodyA->m_jointList->prev = &j->m_edgeA;
+ j->m_bodyA->m_jointList = &j->m_edgeA;
+
+ j->m_edgeB.joint = j;
+ j->m_edgeB.other = j->m_bodyA;
+ j->m_edgeB.prev = nullptr;
+ j->m_edgeB.next = j->m_bodyB->m_jointList;
+ if (j->m_bodyB->m_jointList) j->m_bodyB->m_jointList->prev = &j->m_edgeB;
+ j->m_bodyB->m_jointList = &j->m_edgeB;
+
+ b2Body* bodyA = def->bodyA;
+ b2Body* bodyB = def->bodyB;
+
+ // If the joint prevents collisions, then flag any contacts for filtering.
+ if (def->collideConnected == false)
+ {
+ b2ContactEdge* edge = bodyB->GetContactList();
+ while (edge)
+ {
+ if (edge->other == bodyA)
+ {
+ // Flag the contact for filtering at the next time step (where either
+ // body is awake).
+ edge->contact->FlagForFiltering();
+ }
+
+ edge = edge->next;
+ }
+ }
+
+ // Note: creating a joint doesn't wake the bodies.
+
+ return j;
+}
+
+void b2World::DestroyJoint(b2Joint* j)
+{
+ b2Assert(IsLocked() == false);
+ if (IsLocked())
+ {
+ return;
+ }
+
+ bool collideConnected = j->m_collideConnected;
+
+ // Remove from the doubly linked list.
+ if (j->m_prev)
+ {
+ j->m_prev->m_next = j->m_next;
+ }
+
+ if (j->m_next)
+ {
+ j->m_next->m_prev = j->m_prev;
+ }
+
+ if (j == m_jointList)
+ {
+ m_jointList = j->m_next;
+ }
+
+ // Disconnect from island graph.
+ b2Body* bodyA = j->m_bodyA;
+ b2Body* bodyB = j->m_bodyB;
+
+ // Wake up connected bodies.
+ bodyA->SetAwake(true);
+ bodyB->SetAwake(true);
+
+ // Remove from body 1.
+ if (j->m_edgeA.prev)
+ {
+ j->m_edgeA.prev->next = j->m_edgeA.next;
+ }
+
+ if (j->m_edgeA.next)
+ {
+ j->m_edgeA.next->prev = j->m_edgeA.prev;
+ }
+
+ if (&j->m_edgeA == bodyA->m_jointList)
+ {
+ bodyA->m_jointList = j->m_edgeA.next;
+ }
+
+ j->m_edgeA.prev = nullptr;
+ j->m_edgeA.next = nullptr;
+
+ // Remove from body 2
+ if (j->m_edgeB.prev)
+ {
+ j->m_edgeB.prev->next = j->m_edgeB.next;
+ }
+
+ if (j->m_edgeB.next)
+ {
+ j->m_edgeB.next->prev = j->m_edgeB.prev;
+ }
+
+ if (&j->m_edgeB == bodyB->m_jointList)
+ {
+ bodyB->m_jointList = j->m_edgeB.next;
+ }
+
+ j->m_edgeB.prev = nullptr;
+ j->m_edgeB.next = nullptr;
+
+ b2Joint::Destroy(j, &m_blockAllocator);
+
+ b2Assert(m_jointCount > 0);
+ --m_jointCount;
+
+ // If the joint prevents collisions, then flag any contacts for filtering.
+ if (collideConnected == false)
+ {
+ b2ContactEdge* edge = bodyB->GetContactList();
+ while (edge)
+ {
+ if (edge->other == bodyA)
+ {
+ // Flag the contact for filtering at the next time step (where either
+ // body is awake).
+ edge->contact->FlagForFiltering();
+ }
+
+ edge = edge->next;
+ }
+ }
+}
+
+//
+void b2World::SetAllowSleeping(bool flag)
+{
+ if (flag == m_allowSleep)
+ {
+ return;
+ }
+
+ m_allowSleep = flag;
+ if (m_allowSleep == false)
+ {
+ for (b2Body* b = m_bodyList; b; b = b->m_next)
+ {
+ b->SetAwake(true);
+ }
+ }
+}
+
+// Find islands, integrate and solve constraints, solve position constraints
+void b2World::Solve(const b2TimeStep& step)
+{
+ m_profile.solveInit = 0.0f;
+ m_profile.solveVelocity = 0.0f;
+ m_profile.solvePosition = 0.0f;
+
+ // Size the island for the worst case.
+ b2Island island(m_bodyCount,
+ m_contactManager.m_contactCount,
+ m_jointCount,
+ &m_stackAllocator,
+ m_contactManager.m_contactListener);
+
+ // Clear all the island flags.
+ for (b2Body* b = m_bodyList; b; b = b->m_next)
+ {
+ b->m_flags &= ~b2Body::e_islandFlag;
+ }
+ for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next)
+ {
+ c->m_flags &= ~b2Contact::e_islandFlag;
+ }
+ for (b2Joint* j = m_jointList; j; j = j->m_next)
+ {
+ j->m_islandFlag = false;
+ }
+
+ // Build and simulate all awake islands.
+ int32 stackSize = m_bodyCount;
+ b2Body** stack = (b2Body**)m_stackAllocator.Allocate(stackSize * sizeof(b2Body*));
+ for (b2Body* seed = m_bodyList; seed; seed = seed->m_next)
+ {
+ if (seed->m_flags & b2Body::e_islandFlag)
+ {
+ continue;
+ }
+
+ if (seed->IsAwake() == false || seed->IsEnabled() == false)
+ {
+ continue;
+ }
+
+ // The seed can be dynamic or kinematic.
+ if (seed->GetType() == b2_staticBody)
+ {
+ continue;
+ }
+
+ // Reset island and stack.
+ island.Clear();
+ int32 stackCount = 0;
+ stack[stackCount++] = seed;
+ seed->m_flags |= b2Body::e_islandFlag;
+
+ // Perform a depth first search (DFS) on the constraint graph.
+ while (stackCount > 0)
+ {
+ // Grab the next body off the stack and add it to the island.
+ b2Body* b = stack[--stackCount];
+ b2Assert(b->IsEnabled() == true);
+ island.Add(b);
+
+ // To keep islands as small as possible, we don't
+ // propagate islands across static bodies.
+ if (b->GetType() == b2_staticBody)
+ {
+ continue;
+ }
+
+ // Make sure the body is awake (without resetting sleep timer).
+ b->m_flags |= b2Body::e_awakeFlag;
+
+ // Search all contacts connected to this body.
+ for (b2ContactEdge* ce = b->m_contactList; ce; ce = ce->next)
+ {
+ b2Contact* contact = ce->contact;
+
+ // Has this contact already been added to an island?
+ if (contact->m_flags & b2Contact::e_islandFlag)
+ {
+ continue;
+ }
+
+ // Is this contact solid and touching?
+ if (contact->IsEnabled() == false ||
+ contact->IsTouching() == false)
+ {
+ continue;
+ }
+
+ // Skip sensors.
+ bool sensorA = contact->m_fixtureA->m_isSensor;
+ bool sensorB = contact->m_fixtureB->m_isSensor;
+ if (sensorA || sensorB)
+ {
+ continue;
+ }
+
+ island.Add(contact);
+ contact->m_flags |= b2Contact::e_islandFlag;
+
+ b2Body* other = ce->other;
+
+ // Was the other body already added to this island?
+ if (other->m_flags & b2Body::e_islandFlag)
+ {
+ continue;
+ }
+
+ b2Assert(stackCount < stackSize);
+ stack[stackCount++] = other;
+ other->m_flags |= b2Body::e_islandFlag;
+ }
+
+ // Search all joints connect to this body.
+ for (b2JointEdge* je = b->m_jointList; je; je = je->next)
+ {
+ if (je->joint->m_islandFlag == true)
+ {
+ continue;
+ }
+
+ b2Body* other = je->other;
+
+ // Don't simulate joints connected to disabled bodies.
+ if (other->IsEnabled() == false)
+ {
+ continue;
+ }
+
+ island.Add(je->joint);
+ je->joint->m_islandFlag = true;
+
+ if (other->m_flags & b2Body::e_islandFlag)
+ {
+ continue;
+ }
+
+ b2Assert(stackCount < stackSize);
+ stack[stackCount++] = other;
+ other->m_flags |= b2Body::e_islandFlag;
+ }
+ }
+
+ b2Profile profile;
+ island.Solve(&profile, step, m_gravity, m_allowSleep);
+ m_profile.solveInit += profile.solveInit;
+ m_profile.solveVelocity += profile.solveVelocity;
+ m_profile.solvePosition += profile.solvePosition;
+
+ // Post solve cleanup.
+ for (int32 i = 0; i < island.m_bodyCount; ++i)
+ {
+ // Allow static bodies to participate in other islands.
+ b2Body* b = island.m_bodies[i];
+ if (b->GetType() == b2_staticBody)
+ {
+ b->m_flags &= ~b2Body::e_islandFlag;
+ }
+ }
+ }
+
+ m_stackAllocator.Free(stack);
+
+ {
+ b2Timer timer;
+ // Synchronize fixtures, check for out of range bodies.
+ for (b2Body* b = m_bodyList; b; b = b->GetNext())
+ {
+ // If a body was not in an island then it did not move.
+ if ((b->m_flags & b2Body::e_islandFlag) == 0)
+ {
+ continue;
+ }
+
+ if (b->GetType() == b2_staticBody)
+ {
+ continue;
+ }
+
+ // Update fixtures (for broad-phase).
+ b->SynchronizeFixtures();
+ }
+
+ // Look for new contacts.
+ m_contactManager.FindNewContacts();
+ m_profile.broadphase = timer.GetMilliseconds();
+ }
+}
+
+// Find TOI contacts and solve them.
+void b2World::SolveTOI(const b2TimeStep& step)
+{
+ b2Island island(2 * b2_maxTOIContacts, b2_maxTOIContacts, 0, &m_stackAllocator, m_contactManager.m_contactListener);
+
+ if (m_stepComplete)
+ {
+ for (b2Body* b = m_bodyList; b; b = b->m_next)
+ {
+ b->m_flags &= ~b2Body::e_islandFlag;
+ b->m_sweep.alpha0 = 0.0f;
+ }
+
+ for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next)
+ {
+ // Invalidate TOI
+ c->m_flags &= ~(b2Contact::e_toiFlag | b2Contact::e_islandFlag);
+ c->m_toiCount = 0;
+ c->m_toi = 1.0f;
+ }
+ }
+
+ // Find TOI events and solve them.
+ for (;;)
+ {
+ // Find the first TOI.
+ b2Contact* minContact = nullptr;
+ float minAlpha = 1.0f;
+
+ for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next)
+ {
+ // Is this contact disabled?
+ if (c->IsEnabled() == false)
+ {
+ continue;
+ }
+
+ // Prevent excessive sub-stepping.
+ if (c->m_toiCount > b2_maxSubSteps)
+ {
+ continue;
+ }
+
+ float alpha = 1.0f;
+ if (c->m_flags & b2Contact::e_toiFlag)
+ {
+ // This contact has a valid cached TOI.
+ alpha = c->m_toi;
+ }
+ else
+ {
+ b2Fixture* fA = c->GetFixtureA();
+ b2Fixture* fB = c->GetFixtureB();
+
+ // Is there a sensor?
+ if (fA->IsSensor() || fB->IsSensor())
+ {
+ continue;
+ }
+
+ b2Body* bA = fA->GetBody();
+ b2Body* bB = fB->GetBody();
+
+ b2BodyType typeA = bA->m_type;
+ b2BodyType typeB = bB->m_type;
+ b2Assert(typeA == b2_dynamicBody || typeB == b2_dynamicBody);
+
+ bool activeA = bA->IsAwake() && typeA != b2_staticBody;
+ bool activeB = bB->IsAwake() && typeB != b2_staticBody;
+
+ // Is at least one body active (awake and dynamic or kinematic)?
+ if (activeA == false && activeB == false)
+ {
+ continue;
+ }
+
+ bool collideA = bA->IsBullet() || typeA != b2_dynamicBody;
+ bool collideB = bB->IsBullet() || typeB != b2_dynamicBody;
+
+ // Are these two non-bullet dynamic bodies?
+ if (collideA == false && collideB == false)
+ {
+ continue;
+ }
+
+ // Compute the TOI for this contact.
+ // Put the sweeps onto the same time interval.
+ float alpha0 = bA->m_sweep.alpha0;
+
+ if (bA->m_sweep.alpha0 < bB->m_sweep.alpha0)
+ {
+ alpha0 = bB->m_sweep.alpha0;
+ bA->m_sweep.Advance(alpha0);
+ }
+ else if (bB->m_sweep.alpha0 < bA->m_sweep.alpha0)
+ {
+ alpha0 = bA->m_sweep.alpha0;
+ bB->m_sweep.Advance(alpha0);
+ }
+
+ b2Assert(alpha0 < 1.0f);
+
+ int32 indexA = c->GetChildIndexA();
+ int32 indexB = c->GetChildIndexB();
+
+ // Compute the time of impact in interval [0, minTOI]
+ b2TOIInput input;
+ input.proxyA.Set(fA->GetShape(), indexA);
+ input.proxyB.Set(fB->GetShape(), indexB);
+ input.sweepA = bA->m_sweep;
+ input.sweepB = bB->m_sweep;
+ input.tMax = 1.0f;
+
+ b2TOIOutput output;
+ b2TimeOfImpact(&output, &input);
+
+ // Beta is the fraction of the remaining portion of the .
+ float beta = output.t;
+ if (output.state == b2TOIOutput::e_touching)
+ {
+ alpha = b2Min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
+ }
+ else
+ {
+ alpha = 1.0f;
+ }
+
+ c->m_toi = alpha;
+ c->m_flags |= b2Contact::e_toiFlag;
+ }
+
+ if (alpha < minAlpha)
+ {
+ // This is the minimum TOI found so far.
+ minContact = c;
+ minAlpha = alpha;
+ }
+ }
+
+ if (minContact == nullptr || 1.0f - 10.0f * b2_epsilon < minAlpha)
+ {
+ // No more TOI events. Done!
+ m_stepComplete = true;
+ break;
+ }
+
+ // Advance the bodies to the TOI.
+ b2Fixture* fA = minContact->GetFixtureA();
+ b2Fixture* fB = minContact->GetFixtureB();
+ b2Body* bA = fA->GetBody();
+ b2Body* bB = fB->GetBody();
+
+ b2Sweep backup1 = bA->m_sweep;
+ b2Sweep backup2 = bB->m_sweep;
+
+ bA->Advance(minAlpha);
+ bB->Advance(minAlpha);
+
+ // The TOI contact likely has some new contact points.
+ minContact->Update(m_contactManager.m_contactListener);
+ minContact->m_flags &= ~b2Contact::e_toiFlag;
+ ++minContact->m_toiCount;
+
+ // Is the contact solid?
+ if (minContact->IsEnabled() == false || minContact->IsTouching() == false)
+ {
+ // Restore the sweeps.
+ minContact->SetEnabled(false);
+ bA->m_sweep = backup1;
+ bB->m_sweep = backup2;
+ bA->SynchronizeTransform();
+ bB->SynchronizeTransform();
+ continue;
+ }
+
+ bA->SetAwake(true);
+ bB->SetAwake(true);
+
+ // Build the island
+ island.Clear();
+ island.Add(bA);
+ island.Add(bB);
+ island.Add(minContact);
+
+ bA->m_flags |= b2Body::e_islandFlag;
+ bB->m_flags |= b2Body::e_islandFlag;
+ minContact->m_flags |= b2Contact::e_islandFlag;
+
+ // Get contacts on bodyA and bodyB.
+ b2Body* bodies[2] = {bA, bB};
+ for (int32 i = 0; i < 2; ++i)
+ {
+ b2Body* body = bodies[i];
+ if (body->m_type == b2_dynamicBody)
+ {
+ for (b2ContactEdge* ce = body->m_contactList; ce; ce = ce->next)
+ {
+ if (island.m_bodyCount == island.m_bodyCapacity)
+ {
+ break;
+ }
+
+ if (island.m_contactCount == island.m_contactCapacity)
+ {
+ break;
+ }
+
+ b2Contact* contact = ce->contact;
+
+ // Has this contact already been added to the island?
+ if (contact->m_flags & b2Contact::e_islandFlag)
+ {
+ continue;
+ }
+
+ // Only add static, kinematic, or bullet bodies.
+ b2Body* other = ce->other;
+ if (other->m_type == b2_dynamicBody &&
+ body->IsBullet() == false && other->IsBullet() == false)
+ {
+ continue;
+ }
+
+ // Skip sensors.
+ bool sensorA = contact->m_fixtureA->m_isSensor;
+ bool sensorB = contact->m_fixtureB->m_isSensor;
+ if (sensorA || sensorB)
+ {
+ continue;
+ }
+
+ // Tentatively advance the body to the TOI.
+ b2Sweep backup = other->m_sweep;
+ if ((other->m_flags & b2Body::e_islandFlag) == 0)
+ {
+ other->Advance(minAlpha);
+ }
+
+ // Update the contact points
+ contact->Update(m_contactManager.m_contactListener);
+
+ // Was the contact disabled by the user?
+ if (contact->IsEnabled() == false)
+ {
+ other->m_sweep = backup;
+ other->SynchronizeTransform();
+ continue;
+ }
+
+ // Are there contact points?
+ if (contact->IsTouching() == false)
+ {
+ other->m_sweep = backup;
+ other->SynchronizeTransform();
+ continue;
+ }
+
+ // Add the contact to the island
+ contact->m_flags |= b2Contact::e_islandFlag;
+ island.Add(contact);
+
+ // Has the other body already been added to the island?
+ if (other->m_flags & b2Body::e_islandFlag)
+ {
+ continue;
+ }
+
+ // Add the other body to the island.
+ other->m_flags |= b2Body::e_islandFlag;
+
+ if (other->m_type != b2_staticBody)
+ {
+ other->SetAwake(true);
+ }
+
+ island.Add(other);
+ }
+ }
+ }
+
+ b2TimeStep subStep;
+ subStep.dt = (1.0f - minAlpha) * step.dt;
+ subStep.inv_dt = 1.0f / subStep.dt;
+ subStep.dtRatio = 1.0f;
+ subStep.positionIterations = 20;
+ subStep.velocityIterations = step.velocityIterations;
+ subStep.warmStarting = false;
+ island.SolveTOI(subStep, bA->m_islandIndex, bB->m_islandIndex);
+
+ // Reset island flags and synchronize broad-phase proxies.
+ for (int32 i = 0; i < island.m_bodyCount; ++i)
+ {
+ b2Body* body = island.m_bodies[i];
+ body->m_flags &= ~b2Body::e_islandFlag;
+
+ if (body->m_type != b2_dynamicBody)
+ {
+ continue;
+ }
+
+ body->SynchronizeFixtures();
+
+ // Invalidate all contact TOIs on this displaced body.
+ for (b2ContactEdge* ce = body->m_contactList; ce; ce = ce->next)
+ {
+ ce->contact->m_flags &= ~(b2Contact::e_toiFlag | b2Contact::e_islandFlag);
+ }
+ }
+
+ // Commit fixture proxy movements to the broad-phase so that new contacts are created.
+ // Also, some contacts can be destroyed.
+ m_contactManager.FindNewContacts();
+
+ if (m_subStepping)
+ {
+ m_stepComplete = false;
+ break;
+ }
+ }
+}
+
+void b2World::Step(float dt, int32 velocityIterations, int32 positionIterations)
+{
+ b2Timer stepTimer;
+
+ // If new fixtures were added, we need to find the new contacts.
+ if (m_newContacts)
+ {
+ m_contactManager.FindNewContacts();
+ m_newContacts = false;
+ }
+
+ m_locked = true;
+
+ b2TimeStep step;
+ step.dt = dt;
+ step.velocityIterations = velocityIterations;
+ step.positionIterations = positionIterations;
+ if (dt > 0.0f)
+ {
+ step.inv_dt = 1.0f / dt;
+ }
+ else
+ {
+ step.inv_dt = 0.0f;
+ }
+
+ step.dtRatio = m_inv_dt0 * dt;
+
+ step.warmStarting = m_warmStarting;
+
+ // Update contacts. This is where some contacts are destroyed.
+ {
+ b2Timer timer;
+ m_contactManager.Collide();
+ m_profile.collide = timer.GetMilliseconds();
+ }
+
+ // Integrate velocities, solve velocity constraints, and integrate positions.
+ if (m_stepComplete && step.dt > 0.0f)
+ {
+ b2Timer timer;
+ Solve(step);
+ m_profile.solve = timer.GetMilliseconds();
+ }
+
+ // Handle TOI events.
+ if (m_continuousPhysics && step.dt > 0.0f)
+ {
+ b2Timer timer;
+ SolveTOI(step);
+ m_profile.solveTOI = timer.GetMilliseconds();
+ }
+
+ if (step.dt > 0.0f)
+ {
+ m_inv_dt0 = step.inv_dt;
+ }
+
+ if (m_clearForces)
+ {
+ ClearForces();
+ }
+
+ m_locked = false;
+
+ m_profile.step = stepTimer.GetMilliseconds();
+}
+
+void b2World::ClearForces()
+{
+ for (b2Body* body = m_bodyList; body; body = body->GetNext())
+ {
+ body->m_force.SetZero();
+ body->m_torque = 0.0f;
+ }
+}
+
+struct b2WorldQueryWrapper
+{
+ bool QueryCallback(int32 proxyId)
+ {
+ b2FixtureProxy* proxy = (b2FixtureProxy*)broadPhase->GetUserData(proxyId);
+ return callback->ReportFixture(proxy->fixture);
+ }
+
+ const b2BroadPhase* broadPhase;
+ b2QueryCallback* callback;
+};
+
+void b2World::QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const
+{
+ b2WorldQueryWrapper wrapper;
+ wrapper.broadPhase = &m_contactManager.m_broadPhase;
+ wrapper.callback = callback;
+ m_contactManager.m_broadPhase.Query(&wrapper, aabb);
+}
+
+struct b2WorldRayCastWrapper
+{
+ float RayCastCallback(const b2RayCastInput& input, int32 proxyId)
+ {
+ void* userData = broadPhase->GetUserData(proxyId);
+ b2FixtureProxy* proxy = (b2FixtureProxy*)userData;
+ b2Fixture* fixture = proxy->fixture;
+ int32 index = proxy->childIndex;
+ b2RayCastOutput output;
+ bool hit = fixture->RayCast(&output, input, index);
+
+ if (hit)
+ {
+ float fraction = output.fraction;
+ b2Vec2 point = (1.0f - fraction) * input.p1 + fraction * input.p2;
+ return callback->ReportFixture(fixture, point, output.normal, fraction);
+ }
+
+ return input.maxFraction;
+ }
+
+ const b2BroadPhase* broadPhase;
+ b2RayCastCallback* callback;
+};
+
+void b2World::RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const
+{
+ b2WorldRayCastWrapper wrapper;
+ wrapper.broadPhase = &m_contactManager.m_broadPhase;
+ wrapper.callback = callback;
+ b2RayCastInput input;
+ input.maxFraction = 1.0f;
+ input.p1 = point1;
+ input.p2 = point2;
+ m_contactManager.m_broadPhase.RayCast(&wrapper, input);
+}
+
+void b2World::DrawShape(b2Fixture* fixture, const b2Transform& xf, const b2Color& color)
+{
+ switch (fixture->GetType())
+ {
+ case b2Shape::e_circle:
+ {
+ b2CircleShape* circle = (b2CircleShape*)fixture->GetShape();
+
+ b2Vec2 center = b2Mul(xf, circle->m_p);
+ float radius = circle->m_radius;
+ b2Vec2 axis = b2Mul(xf.q, b2Vec2(1.0f, 0.0f));
+
+ m_debugDraw->DrawSolidCircle(center, radius, axis, color);
+ }
+ break;
+
+ case b2Shape::e_edge:
+ {
+ b2EdgeShape* edge = (b2EdgeShape*)fixture->GetShape();
+ b2Vec2 v1 = b2Mul(xf, edge->m_vertex1);
+ b2Vec2 v2 = b2Mul(xf, edge->m_vertex2);
+ m_debugDraw->DrawSegment(v1, v2, color);
+
+ if (edge->m_oneSided == false)
+ {
+ m_debugDraw->DrawPoint(v1, 4.0f, color);
+ m_debugDraw->DrawPoint(v2, 4.0f, color);
+ }
+ }
+ break;
+
+ case b2Shape::e_chain:
+ {
+ b2ChainShape* chain = (b2ChainShape*)fixture->GetShape();
+ int32 count = chain->m_count;
+ const b2Vec2* vertices = chain->m_vertices;
+
+ b2Vec2 v1 = b2Mul(xf, vertices[0]);
+ for (int32 i = 1; i < count; ++i)
+ {
+ b2Vec2 v2 = b2Mul(xf, vertices[i]);
+ m_debugDraw->DrawSegment(v1, v2, color);
+ v1 = v2;
+ }
+ }
+ break;
+
+ case b2Shape::e_polygon:
+ {
+ b2PolygonShape* poly = (b2PolygonShape*)fixture->GetShape();
+ int32 vertexCount = poly->m_count;
+ b2Assert(vertexCount <= b2_maxPolygonVertices);
+ b2Vec2 vertices[b2_maxPolygonVertices];
+
+ for (int32 i = 0; i < vertexCount; ++i)
+ {
+ vertices[i] = b2Mul(xf, poly->m_vertices[i]);
+ }
+
+ m_debugDraw->DrawSolidPolygon(vertices, vertexCount, color);
+ }
+ break;
+
+ default:
+ break;
+ }
+}
+
+void b2World::DebugDraw()
+{
+ if (m_debugDraw == nullptr)
+ {
+ return;
+ }
+
+ uint32 flags = m_debugDraw->GetFlags();
+
+ if (flags & b2Draw::e_shapeBit)
+ {
+ for (b2Body* b = m_bodyList; b; b = b->GetNext())
+ {
+ const b2Transform& xf = b->GetTransform();
+ for (b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext())
+ {
+ if (b->GetType() == b2_dynamicBody && b->m_mass == 0.0f)
+ {
+ // Bad body
+ DrawShape(f, xf, b2Color(1.0f, 0.0f, 0.0f));
+ }
+ else if (b->IsEnabled() == false)
+ {
+ DrawShape(f, xf, b2Color(0.5f, 0.5f, 0.3f));
+ }
+ else if (b->GetType() == b2_staticBody)
+ {
+ DrawShape(f, xf, b2Color(0.5f, 0.9f, 0.5f));
+ }
+ else if (b->GetType() == b2_kinematicBody)
+ {
+ DrawShape(f, xf, b2Color(0.5f, 0.5f, 0.9f));
+ }
+ else if (b->IsAwake() == false)
+ {
+ DrawShape(f, xf, b2Color(0.6f, 0.6f, 0.6f));
+ }
+ else
+ {
+ DrawShape(f, xf, b2Color(0.9f, 0.7f, 0.7f));
+ }
+ }
+ }
+ }
+
+ if (flags & b2Draw::e_jointBit)
+ {
+ for (b2Joint* j = m_jointList; j; j = j->GetNext())
+ {
+ j->Draw(m_debugDraw);
+ }
+ }
+
+ if (flags & b2Draw::e_pairBit)
+ {
+ b2Color color(0.3f, 0.9f, 0.9f);
+ for (b2Contact* c = m_contactManager.m_contactList; c; c = c->GetNext())
+ {
+ b2Fixture* fixtureA = c->GetFixtureA();
+ b2Fixture* fixtureB = c->GetFixtureB();
+ int32 indexA = c->GetChildIndexA();
+ int32 indexB = c->GetChildIndexB();
+ b2Vec2 cA = fixtureA->GetAABB(indexA).GetCenter();
+ b2Vec2 cB = fixtureB->GetAABB(indexB).GetCenter();
+
+ m_debugDraw->DrawSegment(cA, cB, color);
+ }
+ }
+
+ if (flags & b2Draw::e_aabbBit)
+ {
+ b2Color color(0.9f, 0.3f, 0.9f);
+ b2BroadPhase* bp = &m_contactManager.m_broadPhase;
+
+ for (b2Body* b = m_bodyList; b; b = b->GetNext())
+ {
+ if (b->IsEnabled() == false)
+ {
+ continue;
+ }
+
+ for (b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext())
+ {
+ for (int32 i = 0; i < f->m_proxyCount; ++i)
+ {
+ b2FixtureProxy* proxy = f->m_proxies + i;
+ b2AABB aabb = bp->GetFatAABB(proxy->proxyId);
+ b2Vec2 vs[4];
+ vs[0].Set(aabb.lowerBound.x, aabb.lowerBound.y);
+ vs[1].Set(aabb.upperBound.x, aabb.lowerBound.y);
+ vs[2].Set(aabb.upperBound.x, aabb.upperBound.y);
+ vs[3].Set(aabb.lowerBound.x, aabb.upperBound.y);
+
+ m_debugDraw->DrawPolygon(vs, 4, color);
+ }
+ }
+ }
+ }
+
+ if (flags & b2Draw::e_centerOfMassBit)
+ {
+ for (b2Body* b = m_bodyList; b; b = b->GetNext())
+ {
+ b2Transform xf = b->GetTransform();
+ xf.p = b->GetWorldCenter();
+ m_debugDraw->DrawTransform(xf);
+ }
+ }
+}
+
+int32 b2World::GetProxyCount() const
+{
+ return m_contactManager.m_broadPhase.GetProxyCount();
+}
+
+int32 b2World::GetTreeHeight() const
+{
+ return m_contactManager.m_broadPhase.GetTreeHeight();
+}
+
+int32 b2World::GetTreeBalance() const
+{
+ return m_contactManager.m_broadPhase.GetTreeBalance();
+}
+
+float b2World::GetTreeQuality() const
+{
+ return m_contactManager.m_broadPhase.GetTreeQuality();
+}
+
+void b2World::ShiftOrigin(const b2Vec2& newOrigin)
+{
+ b2Assert(m_locked == false);
+ if (m_locked)
+ {
+ return;
+ }
+
+ for (b2Body* b = m_bodyList; b; b = b->m_next)
+ {
+ b->m_xf.p -= newOrigin;
+ b->m_sweep.c0 -= newOrigin;
+ b->m_sweep.c -= newOrigin;
+ }
+
+ for (b2Joint* j = m_jointList; j; j = j->m_next)
+ {
+ j->ShiftOrigin(newOrigin);
+ }
+
+ m_contactManager.m_broadPhase.ShiftOrigin(newOrigin);
+}
+
+void b2World::Dump()
+{
+ if (m_locked)
+ {
+ return;
+ }
+
+ b2OpenDump("box2d_dump.inl");
+
+ b2Dump("b2Vec2 g(%.9g, %.9g);\n", m_gravity.x, m_gravity.y);
+ b2Dump("m_world->SetGravity(g);\n");
+
+ b2Dump("b2Body** bodies = (b2Body**)b2Alloc(%d * sizeof(b2Body*));\n", m_bodyCount);
+ b2Dump("b2Joint** joints = (b2Joint**)b2Alloc(%d * sizeof(b2Joint*));\n", m_jointCount);
+
+ int32 i = 0;
+ for (b2Body* b = m_bodyList; b; b = b->m_next)
+ {
+ b->m_islandIndex = i;
+ b->Dump();
+ ++i;
+ }
+
+ i = 0;
+ for (b2Joint* j = m_jointList; j; j = j->m_next)
+ {
+ j->m_index = i;
+ ++i;
+ }
+
+ // First pass on joints, skip gear joints.
+ for (b2Joint* j = m_jointList; j; j = j->m_next)
+ {
+ if (j->m_type == e_gearJoint)
+ {
+ continue;
+ }
+
+ b2Dump("{\n");
+ j->Dump();
+ b2Dump("}\n");
+ }
+
+ // Second pass on joints, only gear joints.
+ for (b2Joint* j = m_jointList; j; j = j->m_next)
+ {
+ if (j->m_type != e_gearJoint)
+ {
+ continue;
+ }
+
+ b2Dump("{\n");
+ j->Dump();
+ b2Dump("}\n");
+ }
+
+ b2Dump("b2Free(joints);\n");
+ b2Dump("b2Free(bodies);\n");
+ b2Dump("joints = nullptr;\n");
+ b2Dump("bodies = nullptr;\n");
+
+ b2CloseDump();
+}
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_world_callbacks.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_world_callbacks.cpp
new file mode 100644
index 0000000..e1583e2
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/dynamics/b2_world_callbacks.cpp
@@ -0,0 +1,40 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_world_callbacks.h"
+
+// Return true if contact calculations should be performed between these two shapes.
+// If you implement your own collision filter you may want to build from this implementation.
+bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
+{
+ const b2Filter& filterA = fixtureA->GetFilterData();
+ const b2Filter& filterB = fixtureB->GetFilterData();
+
+ if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0)
+ {
+ return filterA.groupIndex > 0;
+ }
+
+ bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
+ return collide;
+}
diff --git a/Client/ThirdParty/Box2D/src/rope/b2_rope.cpp b/Client/ThirdParty/Box2D/src/rope/b2_rope.cpp
new file mode 100644
index 0000000..d2425a2
--- /dev/null
+++ b/Client/ThirdParty/Box2D/src/rope/b2_rope.cpp
@@ -0,0 +1,809 @@
+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_draw.h"
+#include "box2d/b2_rope.h"
+
+#include <stdio.h>
+
+struct b2RopeStretch
+{
+ int32 i1, i2;
+ float invMass1, invMass2;
+ float L;
+ float lambda;
+ float spring;
+ float damper;
+};
+
+struct b2RopeBend
+{
+ int32 i1, i2, i3;
+ float invMass1, invMass2, invMass3;
+ float invEffectiveMass;
+ float lambda;
+ float L1, L2;
+ float alpha1, alpha2;
+ float spring;
+ float damper;
+};
+
+b2Rope::b2Rope()
+{
+ m_position.SetZero();
+ m_count = 0;
+ m_stretchCount = 0;
+ m_bendCount = 0;
+ m_stretchConstraints = nullptr;
+ m_bendConstraints = nullptr;
+ m_bindPositions = nullptr;
+ m_ps = nullptr;
+ m_p0s = nullptr;
+ m_vs = nullptr;
+ m_invMasses = nullptr;
+ m_gravity.SetZero();
+}
+
+b2Rope::~b2Rope()
+{
+ b2Free(m_stretchConstraints);
+ b2Free(m_bendConstraints);
+ b2Free(m_bindPositions);
+ b2Free(m_ps);
+ b2Free(m_p0s);
+ b2Free(m_vs);
+ b2Free(m_invMasses);
+}
+
+void b2Rope::Create(const b2RopeDef& def)
+{
+ b2Assert(def.count >= 3);
+ m_position = def.position;
+ m_count = def.count;
+ m_bindPositions = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
+ m_ps = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
+ m_p0s = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
+ m_vs = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
+ m_invMasses = (float*)b2Alloc(m_count * sizeof(float));
+
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ m_bindPositions[i] = def.vertices[i];
+ m_ps[i] = def.vertices[i] + m_position;
+ m_p0s[i] = def.vertices[i] + m_position;
+ m_vs[i].SetZero();
+
+ float m = def.masses[i];
+ if (m > 0.0f)
+ {
+ m_invMasses[i] = 1.0f / m;
+ }
+ else
+ {
+ m_invMasses[i] = 0.0f;
+ }
+ }
+
+ m_stretchCount = m_count - 1;
+ m_bendCount = m_count - 2;
+
+ m_stretchConstraints = (b2RopeStretch*)b2Alloc(m_stretchCount * sizeof(b2RopeStretch));
+ m_bendConstraints = (b2RopeBend*)b2Alloc(m_bendCount * sizeof(b2RopeBend));
+
+ for (int32 i = 0; i < m_stretchCount; ++i)
+ {
+ b2RopeStretch& c = m_stretchConstraints[i];
+
+ b2Vec2 p1 = m_ps[i];
+ b2Vec2 p2 = m_ps[i+1];
+
+ c.i1 = i;
+ c.i2 = i + 1;
+ c.L = b2Distance(p1, p2);
+ c.invMass1 = m_invMasses[i];
+ c.invMass2 = m_invMasses[i + 1];
+ c.lambda = 0.0f;
+ c.damper = 0.0f;
+ c.spring = 0.0f;
+ }
+
+ for (int32 i = 0; i < m_bendCount; ++i)
+ {
+ b2RopeBend& c = m_bendConstraints[i];
+
+ b2Vec2 p1 = m_ps[i];
+ b2Vec2 p2 = m_ps[i + 1];
+ b2Vec2 p3 = m_ps[i + 2];
+
+ c.i1 = i;
+ c.i2 = i + 1;
+ c.i3 = i + 2;
+ c.invMass1 = m_invMasses[i];
+ c.invMass2 = m_invMasses[i + 1];
+ c.invMass3 = m_invMasses[i + 2];
+ c.invEffectiveMass = 0.0f;
+ c.L1 = b2Distance(p1, p2);
+ c.L2 = b2Distance(p2, p3);
+ c.lambda = 0.0f;
+
+ // Pre-compute effective mass (TODO use flattened config)
+ b2Vec2 e1 = p2 - p1;
+ b2Vec2 e2 = p3 - p2;
+ float L1sqr = e1.LengthSquared();
+ float L2sqr = e2.LengthSquared();
+
+ if (L1sqr * L2sqr == 0.0f)
+ {
+ continue;
+ }
+
+ b2Vec2 Jd1 = (-1.0f / L1sqr) * e1.Skew();
+ b2Vec2 Jd2 = (1.0f / L2sqr) * e2.Skew();
+
+ b2Vec2 J1 = -Jd1;
+ b2Vec2 J2 = Jd1 - Jd2;
+ b2Vec2 J3 = Jd2;
+
+ c.invEffectiveMass = c.invMass1 * b2Dot(J1, J1) + c.invMass2 * b2Dot(J2, J2) + c.invMass3 * b2Dot(J3, J3);
+
+ b2Vec2 r = p3 - p1;
+
+ float rr = r.LengthSquared();
+ if (rr == 0.0f)
+ {
+ continue;
+ }
+
+ // a1 = h2 / (h1 + h2)
+ // a2 = h1 / (h1 + h2)
+ c.alpha1 = b2Dot(e2, r) / rr;
+ c.alpha2 = b2Dot(e1, r) / rr;
+ }
+
+ m_gravity = def.gravity;
+
+ SetTuning(def.tuning);
+}
+
+void b2Rope::SetTuning(const b2RopeTuning& tuning)
+{
+ m_tuning = tuning;
+
+ // Pre-compute spring and damper values based on tuning
+
+ const float bendOmega = 2.0f * b2_pi * m_tuning.bendHertz;
+
+ for (int32 i = 0; i < m_bendCount; ++i)
+ {
+ b2RopeBend& c = m_bendConstraints[i];
+
+ float L1sqr = c.L1 * c.L1;
+ float L2sqr = c.L2 * c.L2;
+
+ if (L1sqr * L2sqr == 0.0f)
+ {
+ c.spring = 0.0f;
+ c.damper = 0.0f;
+ continue;
+ }
+
+ // Flatten the triangle formed by the two edges
+ float J2 = 1.0f / c.L1 + 1.0f / c.L2;
+ float sum = c.invMass1 / L1sqr + c.invMass2 * J2 * J2 + c.invMass3 / L2sqr;
+ if (sum == 0.0f)
+ {
+ c.spring = 0.0f;
+ c.damper = 0.0f;
+ continue;
+ }
+
+ float mass = 1.0f / sum;
+
+ c.spring = mass * bendOmega * bendOmega;
+ c.damper = 2.0f * mass * m_tuning.bendDamping * bendOmega;
+ }
+
+ const float stretchOmega = 2.0f * b2_pi * m_tuning.stretchHertz;
+
+ for (int32 i = 0; i < m_stretchCount; ++i)
+ {
+ b2RopeStretch& c = m_stretchConstraints[i];
+
+ float sum = c.invMass1 + c.invMass2;
+ if (sum == 0.0f)
+ {
+ continue;
+ }
+
+ float mass = 1.0f / sum;
+
+ c.spring = mass * stretchOmega * stretchOmega;
+ c.damper = 2.0f * mass * m_tuning.stretchDamping * stretchOmega;
+ }
+}
+
+void b2Rope::Step(float dt, int32 iterations, const b2Vec2& position)
+{
+ if (dt == 0.0)
+ {
+ return;
+ }
+
+ const float inv_dt = 1.0f / dt;
+ float d = expf(- dt * m_tuning.damping);
+
+ // Apply gravity and damping
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ if (m_invMasses[i] > 0.0f)
+ {
+ m_vs[i] *= d;
+ m_vs[i] += dt * m_gravity;
+ }
+ else
+ {
+ m_vs[i] = inv_dt * (m_bindPositions[i] + position - m_p0s[i]);
+ }
+ }
+
+ // Apply bending spring
+ if (m_tuning.bendingModel == b2_springAngleBendingModel)
+ {
+ ApplyBendForces(dt);
+ }
+
+ for (int32 i = 0; i < m_bendCount; ++i)
+ {
+ m_bendConstraints[i].lambda = 0.0f;
+ }
+
+ for (int32 i = 0; i < m_stretchCount; ++i)
+ {
+ m_stretchConstraints[i].lambda = 0.0f;
+ }
+
+ // Update position
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ m_ps[i] += dt * m_vs[i];
+ }
+
+ // Solve constraints
+ for (int32 i = 0; i < iterations; ++i)
+ {
+ if (m_tuning.bendingModel == b2_pbdAngleBendingModel)
+ {
+ SolveBend_PBD_Angle();
+ }
+ else if (m_tuning.bendingModel == b2_xpbdAngleBendingModel)
+ {
+ SolveBend_XPBD_Angle(dt);
+ }
+ else if (m_tuning.bendingModel == b2_pbdDistanceBendingModel)
+ {
+ SolveBend_PBD_Distance();
+ }
+ else if (m_tuning.bendingModel == b2_pbdHeightBendingModel)
+ {
+ SolveBend_PBD_Height();
+ }
+ else if (m_tuning.bendingModel == b2_pbdTriangleBendingModel)
+ {
+ SolveBend_PBD_Triangle();
+ }
+
+ if (m_tuning.stretchingModel == b2_pbdStretchingModel)
+ {
+ SolveStretch_PBD();
+ }
+ else if (m_tuning.stretchingModel == b2_xpbdStretchingModel)
+ {
+ SolveStretch_XPBD(dt);
+ }
+ }
+
+ // Constrain velocity
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ m_vs[i] = inv_dt * (m_ps[i] - m_p0s[i]);
+ m_p0s[i] = m_ps[i];
+ }
+}
+
+void b2Rope::Reset(const b2Vec2& position)
+{
+ m_position = position;
+
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ m_ps[i] = m_bindPositions[i] + m_position;
+ m_p0s[i] = m_bindPositions[i] + m_position;
+ m_vs[i].SetZero();
+ }
+
+ for (int32 i = 0; i < m_bendCount; ++i)
+ {
+ m_bendConstraints[i].lambda = 0.0f;
+ }
+
+ for (int32 i = 0; i < m_stretchCount; ++i)
+ {
+ m_stretchConstraints[i].lambda = 0.0f;
+ }
+}
+
+void b2Rope::SolveStretch_PBD()
+{
+ const float stiffness = m_tuning.stretchStiffness;
+
+ for (int32 i = 0; i < m_stretchCount; ++i)
+ {
+ const b2RopeStretch& c = m_stretchConstraints[i];
+
+ b2Vec2 p1 = m_ps[c.i1];
+ b2Vec2 p2 = m_ps[c.i2];
+
+ b2Vec2 d = p2 - p1;
+ float L = d.Normalize();
+
+ float sum = c.invMass1 + c.invMass2;
+ if (sum == 0.0f)
+ {
+ continue;
+ }
+
+ float s1 = c.invMass1 / sum;
+ float s2 = c.invMass2 / sum;
+
+ p1 -= stiffness * s1 * (c.L - L) * d;
+ p2 += stiffness * s2 * (c.L - L) * d;
+
+ m_ps[c.i1] = p1;
+ m_ps[c.i2] = p2;
+ }
+}
+
+void b2Rope::SolveStretch_XPBD(float dt)
+{
+ b2Assert(dt > 0.0f);
+
+ for (int32 i = 0; i < m_stretchCount; ++i)
+ {
+ b2RopeStretch& c = m_stretchConstraints[i];
+
+ b2Vec2 p1 = m_ps[c.i1];
+ b2Vec2 p2 = m_ps[c.i2];
+
+ b2Vec2 dp1 = p1 - m_p0s[c.i1];
+ b2Vec2 dp2 = p2 - m_p0s[c.i2];
+
+ b2Vec2 u = p2 - p1;
+ float L = u.Normalize();
+
+ b2Vec2 J1 = -u;
+ b2Vec2 J2 = u;
+
+ float sum = c.invMass1 + c.invMass2;
+ if (sum == 0.0f)
+ {
+ continue;
+ }
+
+ const float alpha = 1.0f / (c.spring * dt * dt); // 1 / kg
+ const float beta = dt * dt * c.damper; // kg * s
+ const float sigma = alpha * beta / dt; // non-dimensional
+ float C = L - c.L;
+
+ // This is using the initial velocities
+ float Cdot = b2Dot(J1, dp1) + b2Dot(J2, dp2);
+
+ float B = C + alpha * c.lambda + sigma * Cdot;
+ float sum2 = (1.0f + sigma) * sum + alpha;
+
+ float impulse = -B / sum2;
+
+ p1 += (c.invMass1 * impulse) * J1;
+ p2 += (c.invMass2 * impulse) * J2;
+
+ m_ps[c.i1] = p1;
+ m_ps[c.i2] = p2;
+ c.lambda += impulse;
+ }
+}
+
+void b2Rope::SolveBend_PBD_Angle()
+{
+ const float stiffness = m_tuning.bendStiffness;
+
+ for (int32 i = 0; i < m_bendCount; ++i)
+ {
+ const b2RopeBend& c = m_bendConstraints[i];
+
+ b2Vec2 p1 = m_ps[c.i1];
+ b2Vec2 p2 = m_ps[c.i2];
+ b2Vec2 p3 = m_ps[c.i3];
+
+ b2Vec2 d1 = p2 - p1;
+ b2Vec2 d2 = p3 - p2;
+ float a = b2Cross(d1, d2);
+ float b = b2Dot(d1, d2);
+
+ float angle = b2Atan2(a, b);
+
+ float L1sqr, L2sqr;
+
+ if (m_tuning.isometric)
+ {
+ L1sqr = c.L1 * c.L1;
+ L2sqr = c.L2 * c.L2;
+ }
+ else
+ {
+ L1sqr = d1.LengthSquared();
+ L2sqr = d2.LengthSquared();
+ }
+
+ if (L1sqr * L2sqr == 0.0f)
+ {
+ continue;
+ }
+
+ b2Vec2 Jd1 = (-1.0f / L1sqr) * d1.Skew();
+ b2Vec2 Jd2 = (1.0f / L2sqr) * d2.Skew();
+
+ b2Vec2 J1 = -Jd1;
+ b2Vec2 J2 = Jd1 - Jd2;
+ b2Vec2 J3 = Jd2;
+
+ float sum;
+ if (m_tuning.fixedEffectiveMass)
+ {
+ sum = c.invEffectiveMass;
+ }
+ else
+ {
+ sum = c.invMass1 * b2Dot(J1, J1) + c.invMass2 * b2Dot(J2, J2) + c.invMass3 * b2Dot(J3, J3);
+ }
+
+ if (sum == 0.0f)
+ {
+ sum = c.invEffectiveMass;
+ }
+
+ float impulse = -stiffness * angle / sum;
+
+ p1 += (c.invMass1 * impulse) * J1;
+ p2 += (c.invMass2 * impulse) * J2;
+ p3 += (c.invMass3 * impulse) * J3;
+
+ m_ps[c.i1] = p1;
+ m_ps[c.i2] = p2;
+ m_ps[c.i3] = p3;
+ }
+}
+
+void b2Rope::SolveBend_XPBD_Angle(float dt)
+{
+ b2Assert(dt > 0.0f);
+
+ for (int32 i = 0; i < m_bendCount; ++i)
+ {
+ b2RopeBend& c = m_bendConstraints[i];
+
+ b2Vec2 p1 = m_ps[c.i1];
+ b2Vec2 p2 = m_ps[c.i2];
+ b2Vec2 p3 = m_ps[c.i3];
+
+ b2Vec2 dp1 = p1 - m_p0s[c.i1];
+ b2Vec2 dp2 = p2 - m_p0s[c.i2];
+ b2Vec2 dp3 = p3 - m_p0s[c.i3];
+
+ b2Vec2 d1 = p2 - p1;
+ b2Vec2 d2 = p3 - p2;
+
+ float L1sqr, L2sqr;
+
+ if (m_tuning.isometric)
+ {
+ L1sqr = c.L1 * c.L1;
+ L2sqr = c.L2 * c.L2;
+ }
+ else
+ {
+ L1sqr = d1.LengthSquared();
+ L2sqr = d2.LengthSquared();
+ }
+
+ if (L1sqr * L2sqr == 0.0f)
+ {
+ continue;
+ }
+
+ float a = b2Cross(d1, d2);
+ float b = b2Dot(d1, d2);
+
+ float angle = b2Atan2(a, b);
+
+ b2Vec2 Jd1 = (-1.0f / L1sqr) * d1.Skew();
+ b2Vec2 Jd2 = (1.0f / L2sqr) * d2.Skew();
+
+ b2Vec2 J1 = -Jd1;
+ b2Vec2 J2 = Jd1 - Jd2;
+ b2Vec2 J3 = Jd2;
+
+ float sum;
+ if (m_tuning.fixedEffectiveMass)
+ {
+ sum = c.invEffectiveMass;
+ }
+ else
+ {
+ sum = c.invMass1 * b2Dot(J1, J1) + c.invMass2 * b2Dot(J2, J2) + c.invMass3 * b2Dot(J3, J3);
+ }
+
+ if (sum == 0.0f)
+ {
+ continue;
+ }
+
+ const float alpha = 1.0f / (c.spring * dt * dt);
+ const float beta = dt * dt * c.damper;
+ const float sigma = alpha * beta / dt;
+ float C = angle;
+
+ // This is using the initial velocities
+ float Cdot = b2Dot(J1, dp1) + b2Dot(J2, dp2) + b2Dot(J3, dp3);
+
+ float B = C + alpha * c.lambda + sigma * Cdot;
+ float sum2 = (1.0f + sigma) * sum + alpha;
+
+ float impulse = -B / sum2;
+
+ p1 += (c.invMass1 * impulse) * J1;
+ p2 += (c.invMass2 * impulse) * J2;
+ p3 += (c.invMass3 * impulse) * J3;
+
+ m_ps[c.i1] = p1;
+ m_ps[c.i2] = p2;
+ m_ps[c.i3] = p3;
+ c.lambda += impulse;
+ }
+}
+
+void b2Rope::ApplyBendForces(float dt)
+{
+ // omega = 2 * pi * hz
+ const float omega = 2.0f * b2_pi * m_tuning.bendHertz;
+
+ for (int32 i = 0; i < m_bendCount; ++i)
+ {
+ const b2RopeBend& c = m_bendConstraints[i];
+
+ b2Vec2 p1 = m_ps[c.i1];
+ b2Vec2 p2 = m_ps[c.i2];
+ b2Vec2 p3 = m_ps[c.i3];
+
+ b2Vec2 v1 = m_vs[c.i1];
+ b2Vec2 v2 = m_vs[c.i2];
+ b2Vec2 v3 = m_vs[c.i3];
+
+ b2Vec2 d1 = p2 - p1;
+ b2Vec2 d2 = p3 - p2;
+
+ float L1sqr, L2sqr;
+
+ if (m_tuning.isometric)
+ {
+ L1sqr = c.L1 * c.L1;
+ L2sqr = c.L2 * c.L2;
+ }
+ else
+ {
+ L1sqr = d1.LengthSquared();
+ L2sqr = d2.LengthSquared();
+ }
+
+ if (L1sqr * L2sqr == 0.0f)
+ {
+ continue;
+ }
+
+ float a = b2Cross(d1, d2);
+ float b = b2Dot(d1, d2);
+
+ float angle = b2Atan2(a, b);
+
+ b2Vec2 Jd1 = (-1.0f / L1sqr) * d1.Skew();
+ b2Vec2 Jd2 = (1.0f / L2sqr) * d2.Skew();
+
+ b2Vec2 J1 = -Jd1;
+ b2Vec2 J2 = Jd1 - Jd2;
+ b2Vec2 J3 = Jd2;
+
+ float sum;
+ if (m_tuning.fixedEffectiveMass)
+ {
+ sum = c.invEffectiveMass;
+ }
+ else
+ {
+ sum = c.invMass1 * b2Dot(J1, J1) + c.invMass2 * b2Dot(J2, J2) + c.invMass3 * b2Dot(J3, J3);
+ }
+
+ if (sum == 0.0f)
+ {
+ continue;
+ }
+
+ float mass = 1.0f / sum;
+
+ const float spring = mass * omega * omega;
+ const float damper = 2.0f * mass * m_tuning.bendDamping * omega;
+
+ float C = angle;
+ float Cdot = b2Dot(J1, v1) + b2Dot(J2, v2) + b2Dot(J3, v3);
+
+ float impulse = -dt * (spring * C + damper * Cdot);
+
+ m_vs[c.i1] += (c.invMass1 * impulse) * J1;
+ m_vs[c.i2] += (c.invMass2 * impulse) * J2;
+ m_vs[c.i3] += (c.invMass3 * impulse) * J3;
+ }
+}
+
+void b2Rope::SolveBend_PBD_Distance()
+{
+ const float stiffness = m_tuning.bendStiffness;
+
+ for (int32 i = 0; i < m_bendCount; ++i)
+ {
+ const b2RopeBend& c = m_bendConstraints[i];
+
+ int32 i1 = c.i1;
+ int32 i2 = c.i3;
+
+ b2Vec2 p1 = m_ps[i1];
+ b2Vec2 p2 = m_ps[i2];
+
+ b2Vec2 d = p2 - p1;
+ float L = d.Normalize();
+
+ float sum = c.invMass1 + c.invMass3;
+ if (sum == 0.0f)
+ {
+ continue;
+ }
+
+ float s1 = c.invMass1 / sum;
+ float s2 = c.invMass3 / sum;
+
+ p1 -= stiffness * s1 * (c.L1 + c.L2 - L) * d;
+ p2 += stiffness * s2 * (c.L1 + c.L2 - L) * d;
+
+ m_ps[i1] = p1;
+ m_ps[i2] = p2;
+ }
+}
+
+// Constraint based implementation of:
+// P. Volino: Simple Linear Bending Stiffness in Particle Systems
+void b2Rope::SolveBend_PBD_Height()
+{
+ const float stiffness = m_tuning.bendStiffness;
+
+ for (int32 i = 0; i < m_bendCount; ++i)
+ {
+ const b2RopeBend& c = m_bendConstraints[i];
+
+ b2Vec2 p1 = m_ps[c.i1];
+ b2Vec2 p2 = m_ps[c.i2];
+ b2Vec2 p3 = m_ps[c.i3];
+
+ // Barycentric coordinates are held constant
+ b2Vec2 d = c.alpha1 * p1 + c.alpha2 * p3 - p2;
+ float dLen = d.Length();
+
+ if (dLen == 0.0f)
+ {
+ continue;
+ }
+
+ b2Vec2 dHat = (1.0f / dLen) * d;
+
+ b2Vec2 J1 = c.alpha1 * dHat;
+ b2Vec2 J2 = -dHat;
+ b2Vec2 J3 = c.alpha2 * dHat;
+
+ float sum = c.invMass1 * c.alpha1 * c.alpha1 + c.invMass2 + c.invMass3 * c.alpha2 * c.alpha2;
+
+ if (sum == 0.0f)
+ {
+ continue;
+ }
+
+ float C = dLen;
+ float mass = 1.0f / sum;
+ float impulse = -stiffness * mass * C;
+
+ p1 += (c.invMass1 * impulse) * J1;
+ p2 += (c.invMass2 * impulse) * J2;
+ p3 += (c.invMass3 * impulse) * J3;
+
+ m_ps[c.i1] = p1;
+ m_ps[c.i2] = p2;
+ m_ps[c.i3] = p3;
+ }
+}
+
+// M. Kelager: A Triangle Bending Constraint Model for PBD
+void b2Rope::SolveBend_PBD_Triangle()
+{
+ const float stiffness = m_tuning.bendStiffness;
+
+ for (int32 i = 0; i < m_bendCount; ++i)
+ {
+ const b2RopeBend& c = m_bendConstraints[i];
+
+ b2Vec2 b0 = m_ps[c.i1];
+ b2Vec2 v = m_ps[c.i2];
+ b2Vec2 b1 = m_ps[c.i3];
+
+ float wb0 = c.invMass1;
+ float wv = c.invMass2;
+ float wb1 = c.invMass3;
+
+ float W = wb0 + wb1 + 2.0f * wv;
+ float invW = stiffness / W;
+
+ b2Vec2 d = v - (1.0f / 3.0f) * (b0 + v + b1);
+
+ b2Vec2 db0 = 2.0f * wb0 * invW * d;
+ b2Vec2 dv = -4.0f * wv * invW * d;
+ b2Vec2 db1 = 2.0f * wb1 * invW * d;
+
+ b0 += db0;
+ v += dv;
+ b1 += db1;
+
+ m_ps[c.i1] = b0;
+ m_ps[c.i2] = v;
+ m_ps[c.i3] = b1;
+ }
+}
+
+void b2Rope::Draw(b2Draw* draw) const
+{
+ b2Color c(0.4f, 0.5f, 0.7f);
+ b2Color pg(0.1f, 0.8f, 0.1f);
+ b2Color pd(0.7f, 0.2f, 0.4f);
+
+ for (int32 i = 0; i < m_count - 1; ++i)
+ {
+ draw->DrawSegment(m_ps[i], m_ps[i+1], c);
+
+ const b2Color& pc = m_invMasses[i] > 0.0f ? pd : pg;
+ draw->DrawPoint(m_ps[i], 5.0f, pc);
+ }
+
+ const b2Color& pc = m_invMasses[m_count - 1] > 0.0f ? pd : pg;
+ draw->DrawPoint(m_ps[m_count - 1], 5.0f, pc);
+}