b2EdgeShape.cpp
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1 /*
2 * Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
3 *
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8 * including commercial applications, and to alter it and redistribute it
9 * freely, subject to the following restrictions:
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15 * misrepresented as being the original software.
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17 */
18 
20 #include <new>
21 
22 void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)
23 {
24  m_vertex1 = v1;
25  m_vertex2 = v2;
26  m_hasVertex0 = false;
27  m_hasVertex3 = false;
28 }
29 
31 {
32  void* mem = allocator->Allocate(sizeof(b2EdgeShape));
33  b2EdgeShape* clone = new (mem) b2EdgeShape;
34  *clone = *this;
35  return clone;
36 }
37 
39 {
40  return 1;
41 }
42 
43 bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
44 {
45  B2_NOT_USED(xf);
46  B2_NOT_USED(p);
47  return false;
48 }
49 
50 // p = p1 + t * d
51 // v = v1 + s * e
52 // p1 + t * d = v1 + s * e
53 // s * e - t * d = p1 - v1
55  const b2Transform& xf, int32 childIndex) const
56 {
57  B2_NOT_USED(childIndex);
58 
59  // Put the ray into the edge's frame of reference.
60  b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
61  b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
62  b2Vec2 d = p2 - p1;
63 
64  b2Vec2 v1 = m_vertex1;
65  b2Vec2 v2 = m_vertex2;
66  b2Vec2 e = v2 - v1;
67  b2Vec2 normal(e.y, -e.x);
68  normal.Normalize();
69 
70  // q = p1 + t * d
71  // dot(normal, q - v1) = 0
72  // dot(normal, p1 - v1) + t * dot(normal, d) = 0
73  float32 numerator = b2Dot(normal, v1 - p1);
74  float32 denominator = b2Dot(normal, d);
75 
76  if (denominator == 0.0f)
77  {
78  return false;
79  }
80 
81  float32 t = numerator / denominator;
82  if (t < 0.0f || input.maxFraction < t)
83  {
84  return false;
85  }
86 
87  b2Vec2 q = p1 + t * d;
88 
89  // q = v1 + s * r
90  // s = dot(q - v1, r) / dot(r, r)
91  b2Vec2 r = v2 - v1;
92  float32 rr = b2Dot(r, r);
93  if (rr == 0.0f)
94  {
95  return false;
96  }
97 
98  float32 s = b2Dot(q - v1, r) / rr;
99  if (s < 0.0f || 1.0f < s)
100  {
101  return false;
102  }
103 
104  output->fraction = t;
105  if (numerator > 0.0f)
106  {
107  output->normal = -b2Mul(xf.q, normal);
108  }
109  else
110  {
111  output->normal = b2Mul(xf.q, normal);
112  }
113  return true;
114 }
115 
116 void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
117 {
118  B2_NOT_USED(childIndex);
119 
120  b2Vec2 v1 = b2Mul(xf, m_vertex1);
121  b2Vec2 v2 = b2Mul(xf, m_vertex2);
122 
123  b2Vec2 lower = b2Min(v1, v2);
124  b2Vec2 upper = b2Max(v1, v2);
125 
127  aabb->lowerBound = lower - r;
128  aabb->upperBound = upper + r;
129 }
130 
131 void b2EdgeShape::ComputeMass(b2MassData* massData, float32 density) const
132 {
133  B2_NOT_USED(density);
134 
135  massData->mass = 0.0f;
136  massData->center = 0.5f * (m_vertex1 + m_vertex2);
137  massData->I = 0.0f;
138 }
void ComputeMass(b2MassData *massData, float32 density) const
d
float32 b2Dot(const b2Vec2 &a, const b2Vec2 &b)
Perform the dot product on two vectors.
Definition: b2Math.h:406
b2Vec2 b2Mul(const b2Mat22 &A, const b2Vec2 &v)
Definition: b2Math.h:433
b2Vec2 p
Definition: b2Math.h:372
bool RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const
Implement b2Shape.
Definition: b2EdgeShape.cpp:54
b2Vec2 lowerBound
the lower vertex
Definition: b2Collision.h:214
b2Rot q
Definition: b2Math.h:373
bool TestPoint(const b2Transform &transform, const b2Vec2 &p) const
Definition: b2EdgeShape.cpp:43
f
float32 I
The rotational inertia of the shape about the local origin.
Definition: b2Shape.h:36
XmlRpcServer s
int32 GetChildCount() const
Definition: b2EdgeShape.cpp:38
Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
Definition: b2Collision.h:147
#define B2_NOT_USED(x)
Definition: b2Settings.h:26
T b2Max(T a, T b)
Definition: b2Math.h:643
b2Vec2 center
The position of the shape&#39;s centroid relative to the shape&#39;s origin.
Definition: b2Shape.h:33
float32 m_radius
Definition: b2Shape.h:93
A 2D column vector.
Definition: b2Math.h:53
signed int int32
Definition: b2Settings.h:31
float32 fraction
Definition: b2Collision.h:158
float32 mass
The mass of the shape, usually in kilograms.
Definition: b2Shape.h:30
void * Allocate(int32 size)
Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize.
bool m_hasVertex0
Definition: b2EdgeShape.h:59
float32 maxFraction
Definition: b2Collision.h:150
b2Shape * Clone(b2BlockAllocator *allocator) const
Implement b2Shape.
Definition: b2EdgeShape.cpp:30
b2Vec2 b2MulT(const b2Mat22 &A, const b2Vec2 &v)
Definition: b2Math.h:440
float32 y
Definition: b2Math.h:140
An axis aligned bounding box.
Definition: b2Collision.h:162
b2Vec2 m_vertex1
These are the edge vertices.
Definition: b2EdgeShape.h:55
b2Vec2 m_vertex2
Definition: b2EdgeShape.h:55
void ComputeAABB(b2AABB *aabb, const b2Transform &transform, int32 childIndex) const
void Set(const b2Vec2 &v1, const b2Vec2 &v2)
Set this as an isolated edge.
Definition: b2EdgeShape.cpp:22
T b2Min(T a, T b)
Definition: b2Math.h:632
float32 x
Definition: b2Math.h:140
float32 Normalize()
Convert this vector into a unit vector. Returns the length.
Definition: b2Math.h:114
This holds the mass data computed for a shape.
Definition: b2Shape.h:27
float float32
Definition: b2Settings.h:35
b2Vec2 upperBound
the upper vertex
Definition: b2Collision.h:215
bool m_hasVertex3
Definition: b2EdgeShape.h:59


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autogenerated on Thu Jun 6 2019 19:36:40