reflexion 0.1.12 → 0.1.17

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Files changed (333) hide show
  1. checksums.yaml +5 -5
  2. data/.doc/ext/reflex/application.cpp +9 -5
  3. data/.doc/ext/reflex/capture_event.cpp +4 -9
  4. data/.doc/ext/reflex/contact_event.cpp +17 -13
  5. data/.doc/ext/reflex/draw_event.cpp +3 -8
  6. data/.doc/ext/reflex/ellipse_shape.cpp +51 -24
  7. data/.doc/ext/reflex/event.cpp +0 -4
  8. data/.doc/ext/reflex/filter.cpp +81 -0
  9. data/.doc/ext/reflex/focus_event.cpp +9 -13
  10. data/.doc/ext/reflex/frame_event.cpp +47 -14
  11. data/.doc/ext/reflex/image_view.cpp +1 -10
  12. data/.doc/ext/reflex/key_event.cpp +9 -14
  13. data/.doc/ext/reflex/line_shape.cpp +99 -0
  14. data/.doc/ext/reflex/motion_event.cpp +73 -0
  15. data/.doc/ext/reflex/native.cpp +18 -18
  16. data/.doc/ext/reflex/pointer_event.cpp +27 -25
  17. data/.doc/ext/reflex/polygon_shape.cpp +65 -0
  18. data/.doc/ext/reflex/rect_shape.cpp +102 -23
  19. data/.doc/ext/reflex/reflex.cpp +24 -3
  20. data/.doc/ext/reflex/scroll_event.cpp +8 -15
  21. data/.doc/ext/reflex/selector.cpp +43 -15
  22. data/.doc/ext/reflex/shape.cpp +211 -0
  23. data/.doc/ext/reflex/style.cpp +359 -185
  24. data/.doc/ext/reflex/style_length.cpp +163 -35
  25. data/.doc/ext/reflex/timer.cpp +101 -0
  26. data/.doc/ext/reflex/timer_event.cpp +123 -0
  27. data/.doc/ext/reflex/update_event.cpp +12 -8
  28. data/.doc/ext/reflex/view.cpp +548 -144
  29. data/.doc/ext/reflex/wheel_event.cpp +5 -28
  30. data/.doc/ext/reflex/window.cpp +7 -15
  31. data/LICENSE +21 -0
  32. data/README.md +1 -1
  33. data/Rakefile +14 -12
  34. data/VERSION +1 -1
  35. data/ext/reflex/application.cpp +10 -5
  36. data/ext/reflex/capture_event.cpp +4 -9
  37. data/ext/reflex/contact_event.cpp +18 -13
  38. data/ext/reflex/defs.h +5 -2
  39. data/ext/reflex/draw_event.cpp +3 -8
  40. data/ext/reflex/ellipse_shape.cpp +56 -25
  41. data/ext/reflex/event.cpp +0 -4
  42. data/ext/reflex/extconf.rb +1 -2
  43. data/ext/reflex/filter.cpp +86 -0
  44. data/ext/reflex/focus_event.cpp +11 -15
  45. data/ext/reflex/frame_event.cpp +52 -14
  46. data/ext/reflex/image_view.cpp +1 -10
  47. data/ext/reflex/key_event.cpp +9 -14
  48. data/ext/reflex/line_shape.cpp +104 -0
  49. data/ext/reflex/motion_event.cpp +77 -0
  50. data/ext/reflex/native.cpp +18 -18
  51. data/ext/reflex/pointer_event.cpp +27 -25
  52. data/ext/reflex/polygon_shape.cpp +68 -0
  53. data/ext/reflex/rect_shape.cpp +113 -24
  54. data/ext/reflex/reflex.cpp +24 -3
  55. data/ext/reflex/scroll_event.cpp +8 -15
  56. data/ext/reflex/selector.cpp +46 -16
  57. data/ext/reflex/selector.h +130 -0
  58. data/ext/reflex/shape.cpp +231 -0
  59. data/ext/reflex/style.cpp +363 -192
  60. data/ext/reflex/style_length.cpp +164 -37
  61. data/ext/reflex/timer.cpp +108 -0
  62. data/ext/reflex/timer_event.cpp +133 -0
  63. data/ext/reflex/update_event.cpp +13 -8
  64. data/ext/reflex/view.cpp +594 -150
  65. data/ext/reflex/wheel_event.cpp +5 -30
  66. data/ext/reflex/window.cpp +7 -15
  67. data/include/reflex.h +5 -4
  68. data/include/reflex/application.h +2 -0
  69. data/include/reflex/debug.h +22 -0
  70. data/include/reflex/defs.h +45 -2
  71. data/include/reflex/event.h +55 -11
  72. data/include/reflex/exception.h +17 -2
  73. data/include/reflex/filter.h +56 -0
  74. data/include/reflex/image_view.h +1 -1
  75. data/include/reflex/ruby.h +6 -4
  76. data/include/reflex/ruby/application.h +17 -9
  77. data/include/reflex/ruby/event.h +22 -0
  78. data/include/reflex/ruby/filter.h +69 -0
  79. data/include/reflex/ruby/reflex.h +1 -0
  80. data/include/reflex/ruby/selector.h +1 -1
  81. data/include/reflex/ruby/shape.h +140 -0
  82. data/include/reflex/ruby/style.h +1 -1
  83. data/include/reflex/ruby/timer.h +69 -0
  84. data/include/reflex/ruby/view.h +43 -76
  85. data/include/reflex/ruby/window.h +17 -32
  86. data/include/reflex/selector.h +54 -2
  87. data/include/reflex/shape.h +211 -0
  88. data/include/reflex/style.h +136 -76
  89. data/include/reflex/timer.h +73 -0
  90. data/include/reflex/view.h +181 -59
  91. data/include/reflex/window.h +4 -3
  92. data/lib/reflex.rb +13 -6
  93. data/lib/reflex/application.rb +6 -3
  94. data/lib/reflex/button.rb +2 -2
  95. data/lib/reflex/{texture.rb → camera.rb} +2 -2
  96. data/lib/reflex/capture_event.rb +7 -6
  97. data/lib/reflex/contact_event.rb +10 -12
  98. data/lib/reflex/draw_event.rb +6 -1
  99. data/lib/reflex/ellipse_shape.rb +27 -0
  100. data/lib/reflex/filter.rb +18 -0
  101. data/lib/reflex/fixture.rb +4 -0
  102. data/lib/reflex/focus_event.rb +10 -12
  103. data/lib/reflex/frame_event.rb +1 -1
  104. data/lib/reflex/helper.rb +17 -29
  105. data/lib/reflex/key_event.rb +13 -11
  106. data/lib/reflex/line_shape.rb +18 -0
  107. data/lib/reflex/matrix.rb +13 -0
  108. data/lib/reflex/module.rb +4 -19
  109. data/lib/reflex/pointer_event.rb +28 -35
  110. data/lib/reflex/polygon.rb +14 -0
  111. data/lib/reflex/polygon_shape.rb +23 -0
  112. data/lib/reflex/polyline.rb +13 -0
  113. data/lib/reflex/rect_shape.rb +20 -0
  114. data/lib/reflex/reflex.rb +1 -3
  115. data/lib/reflex/scroll_event.rb +1 -1
  116. data/lib/reflex/selector.rb +2 -2
  117. data/lib/reflex/shape.rb +62 -0
  118. data/lib/reflex/style.rb +78 -11
  119. data/lib/reflex/style_length.rb +0 -11
  120. data/lib/reflex/text_view.rb +7 -24
  121. data/lib/reflex/timer.rb +30 -0
  122. data/lib/reflex/timer_event.rb +29 -0
  123. data/lib/reflex/update_event.rb +1 -1
  124. data/lib/reflex/view.rb +127 -32
  125. data/lib/reflex/wheel_event.rb +9 -1
  126. data/lib/reflex/window.rb +29 -9
  127. data/lib/reflexion.rb +23 -7
  128. data/reflex.gemspec +8 -10
  129. data/samples/bats.rb +4 -4
  130. data/samples/camera.rb +45 -0
  131. data/samples/fans.rb +1 -1
  132. data/samples/fps.rb +5 -3
  133. data/samples/hello.rb +4 -6
  134. data/samples/image.rb +5 -4
  135. data/samples/ios/hello/hello.xcodeproj/project.pbxproj +0 -2
  136. data/samples/layout.rb +16 -7
  137. data/samples/model.rb +10 -7
  138. data/samples/physics.rb +22 -20
  139. data/samples/reflexion/breakout.rb +4 -5
  140. data/samples/reflexion/hello.rb +2 -2
  141. data/samples/reflexion/jump_action.rb +191 -0
  142. data/samples/reflexion/noise.rb +23 -0
  143. data/samples/reflexion/paint.rb +7 -6
  144. data/samples/reflexion/physics.rb +15 -8
  145. data/samples/reflexion/pulse.rb +24 -10
  146. data/samples/shader.rb +8 -6
  147. data/samples/shapes.rb +79 -14
  148. data/samples/tree.rb +9 -10
  149. data/samples/views.rb +3 -3
  150. data/samples/visuals.rb +2 -5
  151. data/src/body.cpp +146 -345
  152. data/src/body.h +91 -0
  153. data/src/event.cpp +65 -15
  154. data/src/exception.cpp +13 -3
  155. data/src/filter.cpp +76 -0
  156. data/src/fixture.cpp +164 -39
  157. data/src/fixture.h +85 -0
  158. data/src/image_view.cpp +4 -4
  159. data/src/ios/app_delegate.h +5 -10
  160. data/src/ios/app_delegate.mm +79 -41
  161. data/src/ios/application.h +32 -0
  162. data/src/ios/application.mm +35 -25
  163. data/src/ios/event.mm +8 -4
  164. data/src/ios/reflex.mm +0 -7
  165. data/src/ios/view_controller.h +37 -0
  166. data/src/ios/view_controller.mm +424 -0
  167. data/src/ios/window.h +40 -0
  168. data/src/ios/window.mm +59 -250
  169. data/src/osx/app_delegate.h +5 -10
  170. data/src/osx/app_delegate.mm +52 -55
  171. data/src/osx/application.h +32 -0
  172. data/src/osx/application.mm +44 -39
  173. data/src/osx/native_window.h +0 -15
  174. data/src/osx/native_window.mm +127 -127
  175. data/src/osx/opengl_view.h +0 -2
  176. data/src/osx/opengl_view.mm +12 -3
  177. data/src/osx/reflex.mm +0 -9
  178. data/src/osx/window.h +42 -0
  179. data/src/osx/window.mm +45 -252
  180. data/src/selector.cpp +232 -7
  181. data/src/selector.h +52 -0
  182. data/src/shape.cpp +1191 -0
  183. data/src/shape.h +61 -0
  184. data/src/style.cpp +573 -376
  185. data/src/style.h +39 -0
  186. data/src/timer.cpp +288 -0
  187. data/src/timer.h +55 -0
  188. data/src/view.cpp +1624 -984
  189. data/src/view.h +56 -0
  190. data/src/win32/window.cpp +3 -4
  191. data/src/window.cpp +302 -20
  192. data/src/window.h +94 -0
  193. data/src/world.cpp +112 -111
  194. data/src/world.h +34 -53
  195. data/task/box2d.rake +31 -10
  196. data/test/test_capture_event.rb +8 -6
  197. data/test/test_pointer_event.rb +130 -0
  198. data/test/test_selector.rb +1 -1
  199. data/test/test_shape.rb +71 -0
  200. data/test/test_style.rb +77 -11
  201. data/test/test_style_length.rb +42 -13
  202. data/test/test_view.rb +138 -14
  203. metadata +115 -213
  204. data/.doc/ext/reflex/arc_shape.cpp +0 -89
  205. data/.doc/ext/reflex/body.cpp +0 -299
  206. data/.doc/ext/reflex/fixture.cpp +0 -101
  207. data/.doc/ext/reflex/shape_view.cpp +0 -153
  208. data/ext/reflex/arc_shape.cpp +0 -94
  209. data/ext/reflex/body.cpp +0 -328
  210. data/ext/reflex/fixture.cpp +0 -108
  211. data/ext/reflex/shape_view.cpp +0 -161
  212. data/include/reflex/bitmap.h +0 -20
  213. data/include/reflex/body.h +0 -128
  214. data/include/reflex/bounds.h +0 -20
  215. data/include/reflex/color.h +0 -20
  216. data/include/reflex/color_space.h +0 -20
  217. data/include/reflex/fixture.h +0 -117
  218. data/include/reflex/font.h +0 -20
  219. data/include/reflex/image.h +0 -20
  220. data/include/reflex/matrix.h +0 -20
  221. data/include/reflex/painter.h +0 -20
  222. data/include/reflex/point.h +0 -24
  223. data/include/reflex/ruby/body.h +0 -41
  224. data/include/reflex/ruby/fixture.h +0 -41
  225. data/include/reflex/ruby/shape_view.h +0 -96
  226. data/include/reflex/shader.h +0 -20
  227. data/include/reflex/shape_view.h +0 -146
  228. data/include/reflex/texture.h +0 -20
  229. data/lib/reflex/body.rb +0 -22
  230. data/lib/reflex/flags.rb +0 -18
  231. data/lib/reflex/shape_view.rb +0 -25
  232. data/src/ios/application_data.h +0 -45
  233. data/src/ios/native_window.h +0 -39
  234. data/src/ios/native_window.mm +0 -224
  235. data/src/ios/opengl_view.h +0 -13
  236. data/src/ios/opengl_view.mm +0 -139
  237. data/src/ios/window_data.h +0 -75
  238. data/src/osx/application_data.h +0 -45
  239. data/src/osx/window_data.h +0 -75
  240. data/src/physics/Box2D/Box2D.h +0 -68
  241. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.cpp +0 -193
  242. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.h +0 -105
  243. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.cpp +0 -99
  244. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.h +0 -91
  245. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.cpp +0 -138
  246. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.h +0 -74
  247. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.cpp +0 -467
  248. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.h +0 -101
  249. data/src/physics/Box2D/Collision/Shapes/b2Shape.h +0 -101
  250. data/src/physics/Box2D/Collision/b2BroadPhase.cpp +0 -119
  251. data/src/physics/Box2D/Collision/b2BroadPhase.h +0 -257
  252. data/src/physics/Box2D/Collision/b2CollideCircle.cpp +0 -154
  253. data/src/physics/Box2D/Collision/b2CollideEdge.cpp +0 -698
  254. data/src/physics/Box2D/Collision/b2CollidePolygon.cpp +0 -239
  255. data/src/physics/Box2D/Collision/b2Collision.cpp +0 -252
  256. data/src/physics/Box2D/Collision/b2Collision.h +0 -277
  257. data/src/physics/Box2D/Collision/b2Distance.cpp +0 -603
  258. data/src/physics/Box2D/Collision/b2Distance.h +0 -141
  259. data/src/physics/Box2D/Collision/b2DynamicTree.cpp +0 -778
  260. data/src/physics/Box2D/Collision/b2DynamicTree.h +0 -289
  261. data/src/physics/Box2D/Collision/b2TimeOfImpact.cpp +0 -486
  262. data/src/physics/Box2D/Collision/b2TimeOfImpact.h +0 -58
  263. data/src/physics/Box2D/Common/b2BlockAllocator.cpp +0 -215
  264. data/src/physics/Box2D/Common/b2BlockAllocator.h +0 -62
  265. data/src/physics/Box2D/Common/b2Draw.cpp +0 -44
  266. data/src/physics/Box2D/Common/b2Draw.h +0 -86
  267. data/src/physics/Box2D/Common/b2GrowableStack.h +0 -85
  268. data/src/physics/Box2D/Common/b2Math.cpp +0 -94
  269. data/src/physics/Box2D/Common/b2Math.h +0 -720
  270. data/src/physics/Box2D/Common/b2Settings.cpp +0 -44
  271. data/src/physics/Box2D/Common/b2Settings.h +0 -151
  272. data/src/physics/Box2D/Common/b2StackAllocator.cpp +0 -83
  273. data/src/physics/Box2D/Common/b2StackAllocator.h +0 -60
  274. data/src/physics/Box2D/Common/b2Timer.cpp +0 -101
  275. data/src/physics/Box2D/Common/b2Timer.h +0 -50
  276. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp +0 -53
  277. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h +0 -39
  278. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp +0 -53
  279. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h +0 -39
  280. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.cpp +0 -52
  281. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.h +0 -39
  282. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.cpp +0 -247
  283. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.h +0 -349
  284. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.cpp +0 -838
  285. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.h +0 -95
  286. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp +0 -49
  287. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h +0 -39
  288. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp +0 -49
  289. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h +0 -39
  290. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp +0 -49
  291. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h +0 -38
  292. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.cpp +0 -52
  293. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.h +0 -39
  294. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.cpp +0 -260
  295. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.h +0 -169
  296. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.cpp +0 -251
  297. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.h +0 -119
  298. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.cpp +0 -419
  299. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.h +0 -125
  300. data/src/physics/Box2D/Dynamics/Joints/b2Joint.cpp +0 -211
  301. data/src/physics/Box2D/Dynamics/Joints/b2Joint.h +0 -226
  302. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.cpp +0 -304
  303. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.h +0 -133
  304. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.cpp +0 -222
  305. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.h +0 -129
  306. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp +0 -629
  307. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.h +0 -196
  308. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.cpp +0 -348
  309. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.h +0 -152
  310. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp +0 -502
  311. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.h +0 -204
  312. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.cpp +0 -241
  313. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.h +0 -114
  314. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.cpp +0 -344
  315. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.h +0 -126
  316. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.cpp +0 -419
  317. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.h +0 -210
  318. data/src/physics/Box2D/Dynamics/b2Body.cpp +0 -549
  319. data/src/physics/Box2D/Dynamics/b2Body.h +0 -860
  320. data/src/physics/Box2D/Dynamics/b2ContactManager.cpp +0 -296
  321. data/src/physics/Box2D/Dynamics/b2ContactManager.h +0 -52
  322. data/src/physics/Box2D/Dynamics/b2Fixture.cpp +0 -303
  323. data/src/physics/Box2D/Dynamics/b2Fixture.h +0 -345
  324. data/src/physics/Box2D/Dynamics/b2Island.cpp +0 -539
  325. data/src/physics/Box2D/Dynamics/b2Island.h +0 -93
  326. data/src/physics/Box2D/Dynamics/b2TimeStep.h +0 -70
  327. data/src/physics/Box2D/Dynamics/b2World.cpp +0 -1339
  328. data/src/physics/Box2D/Dynamics/b2World.h +0 -354
  329. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.cpp +0 -36
  330. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.h +0 -155
  331. data/src/physics/Box2D/Rope/b2Rope.cpp +0 -259
  332. data/src/physics/Box2D/Rope/b2Rope.h +0 -115
  333. data/src/shape_view.cpp +0 -306
@@ -1,345 +0,0 @@
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- /*
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- * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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- *
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- * This software is provided 'as-is', without any express or implied
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- * warranty. In no event will the authors be held liable for any damages
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- * arising from the use of this software.
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- * Permission is granted to anyone to use this software for any purpose,
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- * including commercial applications, and to alter it and redistribute it
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- * freely, subject to the following restrictions:
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- * 1. The origin of this software must not be misrepresented; you must not
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- * claim that you wrote the original software. If you use this software
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- * in a product, an acknowledgment in the product documentation would be
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- * appreciated but is not required.
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- * 2. Altered source versions must be plainly marked as such, and must not be
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- * misrepresented as being the original software.
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- * 3. This notice may not be removed or altered from any source distribution.
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- */
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-
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- #ifndef B2_FIXTURE_H
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- #define B2_FIXTURE_H
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-
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- #include <Box2D/Dynamics/b2Body.h>
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- #include <Box2D/Collision/b2Collision.h>
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- #include <Box2D/Collision/Shapes/b2Shape.h>
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-
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- class b2BlockAllocator;
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- class b2Body;
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- class b2BroadPhase;
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- class b2Fixture;
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-
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- /// This holds contact filtering data.
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- struct b2Filter
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- {
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- b2Filter()
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- {
36
- categoryBits = 0x0001;
37
- maskBits = 0xFFFF;
38
- groupIndex = 0;
39
- }
40
-
41
- /// The collision category bits. Normally you would just set one bit.
42
- uint16 categoryBits;
43
-
44
- /// The collision mask bits. This states the categories that this
45
- /// shape would accept for collision.
46
- uint16 maskBits;
47
-
48
- /// Collision groups allow a certain group of objects to never collide (negative)
49
- /// or always collide (positive). Zero means no collision group. Non-zero group
50
- /// filtering always wins against the mask bits.
51
- int16 groupIndex;
52
- };
53
-
54
- /// A fixture definition is used to create a fixture. This class defines an
55
- /// abstract fixture definition. You can reuse fixture definitions safely.
56
- struct b2FixtureDef
57
- {
58
- /// The constructor sets the default fixture definition values.
59
- b2FixtureDef()
60
- {
61
- shape = NULL;
62
- userData = NULL;
63
- friction = 0.2f;
64
- restitution = 0.0f;
65
- density = 0.0f;
66
- isSensor = false;
67
- }
68
-
69
- /// The shape, this must be set. The shape will be cloned, so you
70
- /// can create the shape on the stack.
71
- const b2Shape* shape;
72
-
73
- /// Use this to store application specific fixture data.
74
- void* userData;
75
-
76
- /// The friction coefficient, usually in the range [0,1].
77
- float32 friction;
78
-
79
- /// The restitution (elasticity) usually in the range [0,1].
80
- float32 restitution;
81
-
82
- /// The density, usually in kg/m^2.
83
- float32 density;
84
-
85
- /// A sensor shape collects contact information but never generates a collision
86
- /// response.
87
- bool isSensor;
88
-
89
- /// Contact filtering data.
90
- b2Filter filter;
91
- };
92
-
93
- /// This proxy is used internally to connect fixtures to the broad-phase.
94
- struct b2FixtureProxy
95
- {
96
- b2AABB aabb;
97
- b2Fixture* fixture;
98
- int32 childIndex;
99
- int32 proxyId;
100
- };
101
-
102
- /// A fixture is used to attach a shape to a body for collision detection. A fixture
103
- /// inherits its transform from its parent. Fixtures hold additional non-geometric data
104
- /// such as friction, collision filters, etc.
105
- /// Fixtures are created via b2Body::CreateFixture.
106
- /// @warning you cannot reuse fixtures.
107
- class b2Fixture
108
- {
109
- public:
110
- /// Get the type of the child shape. You can use this to down cast to the concrete shape.
111
- /// @return the shape type.
112
- b2Shape::Type GetType() const;
113
-
114
- /// Get the child shape. You can modify the child shape, however you should not change the
115
- /// number of vertices because this will crash some collision caching mechanisms.
116
- /// Manipulating the shape may lead to non-physical behavior.
117
- b2Shape* GetShape();
118
- const b2Shape* GetShape() const;
119
-
120
- /// Set if this fixture is a sensor.
121
- void SetSensor(bool sensor);
122
-
123
- /// Is this fixture a sensor (non-solid)?
124
- /// @return the true if the shape is a sensor.
125
- bool IsSensor() const;
126
-
127
- /// Set the contact filtering data. This will not update contacts until the next time
128
- /// step when either parent body is active and awake.
129
- /// This automatically calls Refilter.
130
- void SetFilterData(const b2Filter& filter);
131
-
132
- /// Get the contact filtering data.
133
- const b2Filter& GetFilterData() const;
134
-
135
- /// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
136
- void Refilter();
137
-
138
- /// Get the parent body of this fixture. This is NULL if the fixture is not attached.
139
- /// @return the parent body.
140
- b2Body* GetBody();
141
- const b2Body* GetBody() const;
142
-
143
- /// Get the next fixture in the parent body's fixture list.
144
- /// @return the next shape.
145
- b2Fixture* GetNext();
146
- const b2Fixture* GetNext() const;
147
-
148
- /// Get the user data that was assigned in the fixture definition. Use this to
149
- /// store your application specific data.
150
- void* GetUserData() const;
151
-
152
- /// Set the user data. Use this to store your application specific data.
153
- void SetUserData(void* data);
154
-
155
- /// Test a point for containment in this fixture.
156
- /// @param p a point in world coordinates.
157
- bool TestPoint(const b2Vec2& p) const;
158
-
159
- /// Cast a ray against this shape.
160
- /// @param output the ray-cast results.
161
- /// @param input the ray-cast input parameters.
162
- bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const;
163
-
164
- /// Get the mass data for this fixture. The mass data is based on the density and
165
- /// the shape. The rotational inertia is about the shape's origin. This operation
166
- /// may be expensive.
167
- void GetMassData(b2MassData* massData) const;
168
-
169
- /// Set the density of this fixture. This will _not_ automatically adjust the mass
170
- /// of the body. You must call b2Body::ResetMassData to update the body's mass.
171
- void SetDensity(float32 density);
172
-
173
- /// Get the density of this fixture.
174
- float32 GetDensity() const;
175
-
176
- /// Get the coefficient of friction.
177
- float32 GetFriction() const;
178
-
179
- /// Set the coefficient of friction. This will _not_ change the friction of
180
- /// existing contacts.
181
- void SetFriction(float32 friction);
182
-
183
- /// Get the coefficient of restitution.
184
- float32 GetRestitution() const;
185
-
186
- /// Set the coefficient of restitution. This will _not_ change the restitution of
187
- /// existing contacts.
188
- void SetRestitution(float32 restitution);
189
-
190
- /// Get the fixture's AABB. This AABB may be enlarge and/or stale.
191
- /// If you need a more accurate AABB, compute it using the shape and
192
- /// the body transform.
193
- const b2AABB& GetAABB(int32 childIndex) const;
194
-
195
- /// Dump this fixture to the log file.
196
- void Dump(int32 bodyIndex);
197
-
198
- protected:
199
-
200
- friend class b2Body;
201
- friend class b2World;
202
- friend class b2Contact;
203
- friend class b2ContactManager;
204
-
205
- b2Fixture();
206
-
207
- // We need separation create/destroy functions from the constructor/destructor because
208
- // the destructor cannot access the allocator (no destructor arguments allowed by C++).
209
- void Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def);
210
- void Destroy(b2BlockAllocator* allocator);
211
-
212
- // These support body activation/deactivation.
213
- void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
214
- void DestroyProxies(b2BroadPhase* broadPhase);
215
-
216
- void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);
217
-
218
- float32 m_density;
219
-
220
- b2Fixture* m_next;
221
- b2Body* m_body;
222
-
223
- b2Shape* m_shape;
224
-
225
- float32 m_friction;
226
- float32 m_restitution;
227
-
228
- b2FixtureProxy* m_proxies;
229
- int32 m_proxyCount;
230
-
231
- b2Filter m_filter;
232
-
233
- bool m_isSensor;
234
-
235
- void* m_userData;
236
- };
237
-
238
- inline b2Shape::Type b2Fixture::GetType() const
239
- {
240
- return m_shape->GetType();
241
- }
242
-
243
- inline b2Shape* b2Fixture::GetShape()
244
- {
245
- return m_shape;
246
- }
247
-
248
- inline const b2Shape* b2Fixture::GetShape() const
249
- {
250
- return m_shape;
251
- }
252
-
253
- inline bool b2Fixture::IsSensor() const
254
- {
255
- return m_isSensor;
256
- }
257
-
258
- inline const b2Filter& b2Fixture::GetFilterData() const
259
- {
260
- return m_filter;
261
- }
262
-
263
- inline void* b2Fixture::GetUserData() const
264
- {
265
- return m_userData;
266
- }
267
-
268
- inline void b2Fixture::SetUserData(void* data)
269
- {
270
- m_userData = data;
271
- }
272
-
273
- inline b2Body* b2Fixture::GetBody()
274
- {
275
- return m_body;
276
- }
277
-
278
- inline const b2Body* b2Fixture::GetBody() const
279
- {
280
- return m_body;
281
- }
282
-
283
- inline b2Fixture* b2Fixture::GetNext()
284
- {
285
- return m_next;
286
- }
287
-
288
- inline const b2Fixture* b2Fixture::GetNext() const
289
- {
290
- return m_next;
291
- }
292
-
293
- inline void b2Fixture::SetDensity(float32 density)
294
- {
295
- b2Assert(b2IsValid(density) && density >= 0.0f);
296
- m_density = density;
297
- }
298
-
299
- inline float32 b2Fixture::GetDensity() const
300
- {
301
- return m_density;
302
- }
303
-
304
- inline float32 b2Fixture::GetFriction() const
305
- {
306
- return m_friction;
307
- }
308
-
309
- inline void b2Fixture::SetFriction(float32 friction)
310
- {
311
- m_friction = friction;
312
- }
313
-
314
- inline float32 b2Fixture::GetRestitution() const
315
- {
316
- return m_restitution;
317
- }
318
-
319
- inline void b2Fixture::SetRestitution(float32 restitution)
320
- {
321
- m_restitution = restitution;
322
- }
323
-
324
- inline bool b2Fixture::TestPoint(const b2Vec2& p) const
325
- {
326
- return m_shape->TestPoint(m_body->GetTransform(), p);
327
- }
328
-
329
- inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const
330
- {
331
- return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
332
- }
333
-
334
- inline void b2Fixture::GetMassData(b2MassData* massData) const
335
- {
336
- m_shape->ComputeMass(massData, m_density);
337
- }
338
-
339
- inline const b2AABB& b2Fixture::GetAABB(int32 childIndex) const
340
- {
341
- b2Assert(0 <= childIndex && childIndex < m_proxyCount);
342
- return m_proxies[childIndex].aabb;
343
- }
344
-
345
- #endif
@@ -1,539 +0,0 @@
1
- /*
2
- * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
3
- *
4
- * This software is provided 'as-is', without any express or implied
5
- * warranty. In no event will the authors be held liable for any damages
6
- * arising from the use of this software.
7
- * Permission is granted to anyone to use this software for any purpose,
8
- * including commercial applications, and to alter it and redistribute it
9
- * freely, subject to the following restrictions:
10
- * 1. The origin of this software must not be misrepresented; you must not
11
- * claim that you wrote the original software. If you use this software
12
- * in a product, an acknowledgment in the product documentation would be
13
- * appreciated but is not required.
14
- * 2. Altered source versions must be plainly marked as such, and must not be
15
- * misrepresented as being the original software.
16
- * 3. This notice may not be removed or altered from any source distribution.
17
- */
18
-
19
- #include <Box2D/Collision/b2Distance.h>
20
- #include <Box2D/Dynamics/b2Island.h>
21
- #include <Box2D/Dynamics/b2Body.h>
22
- #include <Box2D/Dynamics/b2Fixture.h>
23
- #include <Box2D/Dynamics/b2World.h>
24
- #include <Box2D/Dynamics/Contacts/b2Contact.h>
25
- #include <Box2D/Dynamics/Contacts/b2ContactSolver.h>
26
- #include <Box2D/Dynamics/Joints/b2Joint.h>
27
- #include <Box2D/Common/b2StackAllocator.h>
28
- #include <Box2D/Common/b2Timer.h>
29
-
30
- /*
31
- Position Correction Notes
32
- =========================
33
- I tried the several algorithms for position correction of the 2D revolute joint.
34
- I looked at these systems:
35
- - simple pendulum (1m diameter sphere on massless 5m stick) with initial angular velocity of 100 rad/s.
36
- - suspension bridge with 30 1m long planks of length 1m.
37
- - multi-link chain with 30 1m long links.
38
-
39
- Here are the algorithms:
40
-
41
- Baumgarte - A fraction of the position error is added to the velocity error. There is no
42
- separate position solver.
43
-
44
- Pseudo Velocities - After the velocity solver and position integration,
45
- the position error, Jacobian, and effective mass are recomputed. Then
46
- the velocity constraints are solved with pseudo velocities and a fraction
47
- of the position error is added to the pseudo velocity error. The pseudo
48
- velocities are initialized to zero and there is no warm-starting. After
49
- the position solver, the pseudo velocities are added to the positions.
50
- This is also called the First Order World method or the Position LCP method.
51
-
52
- Modified Nonlinear Gauss-Seidel (NGS) - Like Pseudo Velocities except the
53
- position error is re-computed for each constraint and the positions are updated
54
- after the constraint is solved. The radius vectors (aka Jacobians) are
55
- re-computed too (otherwise the algorithm has horrible instability). The pseudo
56
- velocity states are not needed because they are effectively zero at the beginning
57
- of each iteration. Since we have the current position error, we allow the
58
- iterations to terminate early if the error becomes smaller than b2_linearSlop.
59
-
60
- Full NGS or just NGS - Like Modified NGS except the effective mass are re-computed
61
- each time a constraint is solved.
62
-
63
- Here are the results:
64
- Baumgarte - this is the cheapest algorithm but it has some stability problems,
65
- especially with the bridge. The chain links separate easily close to the root
66
- and they jitter as they struggle to pull together. This is one of the most common
67
- methods in the field. The big drawback is that the position correction artificially
68
- affects the momentum, thus leading to instabilities and false bounce. I used a
69
- bias factor of 0.2. A larger bias factor makes the bridge less stable, a smaller
70
- factor makes joints and contacts more spongy.
71
-
72
- Pseudo Velocities - the is more stable than the Baumgarte method. The bridge is
73
- stable. However, joints still separate with large angular velocities. Drag the
74
- simple pendulum in a circle quickly and the joint will separate. The chain separates
75
- easily and does not recover. I used a bias factor of 0.2. A larger value lead to
76
- the bridge collapsing when a heavy cube drops on it.
77
-
78
- Modified NGS - this algorithm is better in some ways than Baumgarte and Pseudo
79
- Velocities, but in other ways it is worse. The bridge and chain are much more
80
- stable, but the simple pendulum goes unstable at high angular velocities.
81
-
82
- Full NGS - stable in all tests. The joints display good stiffness. The bridge
83
- still sags, but this is better than infinite forces.
84
-
85
- Recommendations
86
- Pseudo Velocities are not really worthwhile because the bridge and chain cannot
87
- recover from joint separation. In other cases the benefit over Baumgarte is small.
88
-
89
- Modified NGS is not a robust method for the revolute joint due to the violent
90
- instability seen in the simple pendulum. Perhaps it is viable with other constraint
91
- types, especially scalar constraints where the effective mass is a scalar.
92
-
93
- This leaves Baumgarte and Full NGS. Baumgarte has small, but manageable instabilities
94
- and is very fast. I don't think we can escape Baumgarte, especially in highly
95
- demanding cases where high constraint fidelity is not needed.
96
-
97
- Full NGS is robust and easy on the eyes. I recommend this as an option for
98
- higher fidelity simulation and certainly for suspension bridges and long chains.
99
- Full NGS might be a good choice for ragdolls, especially motorized ragdolls where
100
- joint separation can be problematic. The number of NGS iterations can be reduced
101
- for better performance without harming robustness much.
102
-
103
- Each joint in a can be handled differently in the position solver. So I recommend
104
- a system where the user can select the algorithm on a per joint basis. I would
105
- probably default to the slower Full NGS and let the user select the faster
106
- Baumgarte method in performance critical scenarios.
107
- */
108
-
109
- /*
110
- Cache Performance
111
-
112
- The Box2D solvers are dominated by cache misses. Data structures are designed
113
- to increase the number of cache hits. Much of misses are due to random access
114
- to body data. The constraint structures are iterated over linearly, which leads
115
- to few cache misses.
116
-
117
- The bodies are not accessed during iteration. Instead read only data, such as
118
- the mass values are stored with the constraints. The mutable data are the constraint
119
- impulses and the bodies velocities/positions. The impulses are held inside the
120
- constraint structures. The body velocities/positions are held in compact, temporary
121
- arrays to increase the number of cache hits. Linear and angular velocity are
122
- stored in a single array since multiple arrays lead to multiple misses.
123
- */
124
-
125
- /*
126
- 2D Rotation
127
-
128
- R = [cos(theta) -sin(theta)]
129
- [sin(theta) cos(theta) ]
130
-
131
- thetaDot = omega
132
-
133
- Let q1 = cos(theta), q2 = sin(theta).
134
- R = [q1 -q2]
135
- [q2 q1]
136
-
137
- q1Dot = -thetaDot * q2
138
- q2Dot = thetaDot * q1
139
-
140
- q1_new = q1_old - dt * w * q2
141
- q2_new = q2_old + dt * w * q1
142
- then normalize.
143
-
144
- This might be faster than computing sin+cos.
145
- However, we can compute sin+cos of the same angle fast.
146
- */
147
-
148
- b2Island::b2Island(
149
- int32 bodyCapacity,
150
- int32 contactCapacity,
151
- int32 jointCapacity,
152
- b2StackAllocator* allocator,
153
- b2ContactListener* listener)
154
- {
155
- m_bodyCapacity = bodyCapacity;
156
- m_contactCapacity = contactCapacity;
157
- m_jointCapacity = jointCapacity;
158
- m_bodyCount = 0;
159
- m_contactCount = 0;
160
- m_jointCount = 0;
161
-
162
- m_allocator = allocator;
163
- m_listener = listener;
164
-
165
- m_bodies = (b2Body**)m_allocator->Allocate(bodyCapacity * sizeof(b2Body*));
166
- m_contacts = (b2Contact**)m_allocator->Allocate(contactCapacity * sizeof(b2Contact*));
167
- m_joints = (b2Joint**)m_allocator->Allocate(jointCapacity * sizeof(b2Joint*));
168
-
169
- m_velocities = (b2Velocity*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Velocity));
170
- m_positions = (b2Position*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Position));
171
- }
172
-
173
- b2Island::~b2Island()
174
- {
175
- // Warning: the order should reverse the constructor order.
176
- m_allocator->Free(m_positions);
177
- m_allocator->Free(m_velocities);
178
- m_allocator->Free(m_joints);
179
- m_allocator->Free(m_contacts);
180
- m_allocator->Free(m_bodies);
181
- }
182
-
183
- void b2Island::Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep)
184
- {
185
- b2Timer timer;
186
-
187
- float32 h = step.dt;
188
-
189
- // Integrate velocities and apply damping. Initialize the body state.
190
- for (int32 i = 0; i < m_bodyCount; ++i)
191
- {
192
- b2Body* b = m_bodies[i];
193
-
194
- b2Vec2 c = b->m_sweep.c;
195
- float32 a = b->m_sweep.a;
196
- b2Vec2 v = b->m_linearVelocity;
197
- float32 w = b->m_angularVelocity;
198
-
199
- // Store positions for continuous collision.
200
- b->m_sweep.c0 = b->m_sweep.c;
201
- b->m_sweep.a0 = b->m_sweep.a;
202
-
203
- if (b->m_type == b2_dynamicBody)
204
- {
205
- // Integrate velocities.
206
- v += h * (b->m_gravityScale * gravity + b->m_invMass * b->m_force);
207
- w += h * b->m_invI * b->m_torque;
208
-
209
- // Apply damping.
210
- // ODE: dv/dt + c * v = 0
211
- // Solution: v(t) = v0 * exp(-c * t)
212
- // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
213
- // v2 = exp(-c * dt) * v1
214
- // Pade approximation:
215
- // v2 = v1 * 1 / (1 + c * dt)
216
- v *= 1.0f / (1.0f + h * b->m_linearDamping);
217
- w *= 1.0f / (1.0f + h * b->m_angularDamping);
218
- }
219
-
220
- m_positions[i].c = c;
221
- m_positions[i].a = a;
222
- m_velocities[i].v = v;
223
- m_velocities[i].w = w;
224
- }
225
-
226
- timer.Reset();
227
-
228
- // Solver data
229
- b2SolverData solverData;
230
- solverData.step = step;
231
- solverData.positions = m_positions;
232
- solverData.velocities = m_velocities;
233
-
234
- // Initialize velocity constraints.
235
- b2ContactSolverDef contactSolverDef;
236
- contactSolverDef.step = step;
237
- contactSolverDef.contacts = m_contacts;
238
- contactSolverDef.count = m_contactCount;
239
- contactSolverDef.positions = m_positions;
240
- contactSolverDef.velocities = m_velocities;
241
- contactSolverDef.allocator = m_allocator;
242
-
243
- b2ContactSolver contactSolver(&contactSolverDef);
244
- contactSolver.InitializeVelocityConstraints();
245
-
246
- if (step.warmStarting)
247
- {
248
- contactSolver.WarmStart();
249
- }
250
-
251
- for (int32 i = 0; i < m_jointCount; ++i)
252
- {
253
- m_joints[i]->InitVelocityConstraints(solverData);
254
- }
255
-
256
- profile->solveInit = timer.GetMilliseconds();
257
-
258
- // Solve velocity constraints
259
- timer.Reset();
260
- for (int32 i = 0; i < step.velocityIterations; ++i)
261
- {
262
- for (int32 j = 0; j < m_jointCount; ++j)
263
- {
264
- m_joints[j]->SolveVelocityConstraints(solverData);
265
- }
266
-
267
- contactSolver.SolveVelocityConstraints();
268
- }
269
-
270
- // Store impulses for warm starting
271
- contactSolver.StoreImpulses();
272
- profile->solveVelocity = timer.GetMilliseconds();
273
-
274
- // Integrate positions
275
- for (int32 i = 0; i < m_bodyCount; ++i)
276
- {
277
- b2Vec2 c = m_positions[i].c;
278
- float32 a = m_positions[i].a;
279
- b2Vec2 v = m_velocities[i].v;
280
- float32 w = m_velocities[i].w;
281
-
282
- // Check for large velocities
283
- b2Vec2 translation = h * v;
284
- if (b2Dot(translation, translation) > b2_maxTranslationSquared)
285
- {
286
- float32 ratio = b2_maxTranslation / translation.Length();
287
- v *= ratio;
288
- }
289
-
290
- float32 rotation = h * w;
291
- if (rotation * rotation > b2_maxRotationSquared)
292
- {
293
- float32 ratio = b2_maxRotation / b2Abs(rotation);
294
- w *= ratio;
295
- }
296
-
297
- // Integrate
298
- c += h * v;
299
- a += h * w;
300
-
301
- m_positions[i].c = c;
302
- m_positions[i].a = a;
303
- m_velocities[i].v = v;
304
- m_velocities[i].w = w;
305
- }
306
-
307
- // Solve position constraints
308
- timer.Reset();
309
- bool positionSolved = false;
310
- for (int32 i = 0; i < step.positionIterations; ++i)
311
- {
312
- bool contactsOkay = contactSolver.SolvePositionConstraints();
313
-
314
- bool jointsOkay = true;
315
- for (int32 i = 0; i < m_jointCount; ++i)
316
- {
317
- bool jointOkay = m_joints[i]->SolvePositionConstraints(solverData);
318
- jointsOkay = jointsOkay && jointOkay;
319
- }
320
-
321
- if (contactsOkay && jointsOkay)
322
- {
323
- // Exit early if the position errors are small.
324
- positionSolved = true;
325
- break;
326
- }
327
- }
328
-
329
- // Copy state buffers back to the bodies
330
- for (int32 i = 0; i < m_bodyCount; ++i)
331
- {
332
- b2Body* body = m_bodies[i];
333
- body->m_sweep.c = m_positions[i].c;
334
- body->m_sweep.a = m_positions[i].a;
335
- body->m_linearVelocity = m_velocities[i].v;
336
- body->m_angularVelocity = m_velocities[i].w;
337
- body->SynchronizeTransform();
338
- }
339
-
340
- profile->solvePosition = timer.GetMilliseconds();
341
-
342
- Report(contactSolver.m_velocityConstraints);
343
-
344
- if (allowSleep)
345
- {
346
- float32 minSleepTime = b2_maxFloat;
347
-
348
- const float32 linTolSqr = b2_linearSleepTolerance * b2_linearSleepTolerance;
349
- const float32 angTolSqr = b2_angularSleepTolerance * b2_angularSleepTolerance;
350
-
351
- for (int32 i = 0; i < m_bodyCount; ++i)
352
- {
353
- b2Body* b = m_bodies[i];
354
- if (b->GetType() == b2_staticBody)
355
- {
356
- continue;
357
- }
358
-
359
- if ((b->m_flags & b2Body::e_autoSleepFlag) == 0 ||
360
- b->m_angularVelocity * b->m_angularVelocity > angTolSqr ||
361
- b2Dot(b->m_linearVelocity, b->m_linearVelocity) > linTolSqr)
362
- {
363
- b->m_sleepTime = 0.0f;
364
- minSleepTime = 0.0f;
365
- }
366
- else
367
- {
368
- b->m_sleepTime += h;
369
- minSleepTime = b2Min(minSleepTime, b->m_sleepTime);
370
- }
371
- }
372
-
373
- if (minSleepTime >= b2_timeToSleep && positionSolved)
374
- {
375
- for (int32 i = 0; i < m_bodyCount; ++i)
376
- {
377
- b2Body* b = m_bodies[i];
378
- b->SetAwake(false);
379
- }
380
- }
381
- }
382
- }
383
-
384
- void b2Island::SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB)
385
- {
386
- b2Assert(toiIndexA < m_bodyCount);
387
- b2Assert(toiIndexB < m_bodyCount);
388
-
389
- // Initialize the body state.
390
- for (int32 i = 0; i < m_bodyCount; ++i)
391
- {
392
- b2Body* b = m_bodies[i];
393
- m_positions[i].c = b->m_sweep.c;
394
- m_positions[i].a = b->m_sweep.a;
395
- m_velocities[i].v = b->m_linearVelocity;
396
- m_velocities[i].w = b->m_angularVelocity;
397
- }
398
-
399
- b2ContactSolverDef contactSolverDef;
400
- contactSolverDef.contacts = m_contacts;
401
- contactSolverDef.count = m_contactCount;
402
- contactSolverDef.allocator = m_allocator;
403
- contactSolverDef.step = subStep;
404
- contactSolverDef.positions = m_positions;
405
- contactSolverDef.velocities = m_velocities;
406
- b2ContactSolver contactSolver(&contactSolverDef);
407
-
408
- // Solve position constraints.
409
- for (int32 i = 0; i < subStep.positionIterations; ++i)
410
- {
411
- bool contactsOkay = contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB);
412
- if (contactsOkay)
413
- {
414
- break;
415
- }
416
- }
417
-
418
- #if 0
419
- // Is the new position really safe?
420
- for (int32 i = 0; i < m_contactCount; ++i)
421
- {
422
- b2Contact* c = m_contacts[i];
423
- b2Fixture* fA = c->GetFixtureA();
424
- b2Fixture* fB = c->GetFixtureB();
425
-
426
- b2Body* bA = fA->GetBody();
427
- b2Body* bB = fB->GetBody();
428
-
429
- int32 indexA = c->GetChildIndexA();
430
- int32 indexB = c->GetChildIndexB();
431
-
432
- b2DistanceInput input;
433
- input.proxyA.Set(fA->GetShape(), indexA);
434
- input.proxyB.Set(fB->GetShape(), indexB);
435
- input.transformA = bA->GetTransform();
436
- input.transformB = bB->GetTransform();
437
- input.useRadii = false;
438
-
439
- b2DistanceOutput output;
440
- b2SimplexCache cache;
441
- cache.count = 0;
442
- b2Distance(&output, &cache, &input);
443
-
444
- if (output.distance == 0 || cache.count == 3)
445
- {
446
- cache.count += 0;
447
- }
448
- }
449
- #endif
450
-
451
- // Leap of faith to new safe state.
452
- m_bodies[toiIndexA]->m_sweep.c0 = m_positions[toiIndexA].c;
453
- m_bodies[toiIndexA]->m_sweep.a0 = m_positions[toiIndexA].a;
454
- m_bodies[toiIndexB]->m_sweep.c0 = m_positions[toiIndexB].c;
455
- m_bodies[toiIndexB]->m_sweep.a0 = m_positions[toiIndexB].a;
456
-
457
- // No warm starting is needed for TOI events because warm
458
- // starting impulses were applied in the discrete solver.
459
- contactSolver.InitializeVelocityConstraints();
460
-
461
- // Solve velocity constraints.
462
- for (int32 i = 0; i < subStep.velocityIterations; ++i)
463
- {
464
- contactSolver.SolveVelocityConstraints();
465
- }
466
-
467
- // Don't store the TOI contact forces for warm starting
468
- // because they can be quite large.
469
-
470
- float32 h = subStep.dt;
471
-
472
- // Integrate positions
473
- for (int32 i = 0; i < m_bodyCount; ++i)
474
- {
475
- b2Vec2 c = m_positions[i].c;
476
- float32 a = m_positions[i].a;
477
- b2Vec2 v = m_velocities[i].v;
478
- float32 w = m_velocities[i].w;
479
-
480
- // Check for large velocities
481
- b2Vec2 translation = h * v;
482
- if (b2Dot(translation, translation) > b2_maxTranslationSquared)
483
- {
484
- float32 ratio = b2_maxTranslation / translation.Length();
485
- v *= ratio;
486
- }
487
-
488
- float32 rotation = h * w;
489
- if (rotation * rotation > b2_maxRotationSquared)
490
- {
491
- float32 ratio = b2_maxRotation / b2Abs(rotation);
492
- w *= ratio;
493
- }
494
-
495
- // Integrate
496
- c += h * v;
497
- a += h * w;
498
-
499
- m_positions[i].c = c;
500
- m_positions[i].a = a;
501
- m_velocities[i].v = v;
502
- m_velocities[i].w = w;
503
-
504
- // Sync bodies
505
- b2Body* body = m_bodies[i];
506
- body->m_sweep.c = c;
507
- body->m_sweep.a = a;
508
- body->m_linearVelocity = v;
509
- body->m_angularVelocity = w;
510
- body->SynchronizeTransform();
511
- }
512
-
513
- Report(contactSolver.m_velocityConstraints);
514
- }
515
-
516
- void b2Island::Report(const b2ContactVelocityConstraint* constraints)
517
- {
518
- if (m_listener == NULL)
519
- {
520
- return;
521
- }
522
-
523
- for (int32 i = 0; i < m_contactCount; ++i)
524
- {
525
- b2Contact* c = m_contacts[i];
526
-
527
- const b2ContactVelocityConstraint* vc = constraints + i;
528
-
529
- b2ContactImpulse impulse;
530
- impulse.count = vc->pointCount;
531
- for (int32 j = 0; j < vc->pointCount; ++j)
532
- {
533
- impulse.normalImpulses[j] = vc->points[j].normalImpulse;
534
- impulse.tangentImpulses[j] = vc->points[j].tangentImpulse;
535
- }
536
-
537
- m_listener->PostSolve(c, &impulse);
538
- }
539
- }