Procházet zdrojové kódy

remove `box2d` module

blueloveTH před 2 roky
rodič
revize
9cea32fe31
100 změnil soubory, kde provedl 1 přidání a 21372 odebrání
  1. 1 1
      .github/workflows/main.yml
  2. 0 60
      3rd/box2d/CHANGELOG.md
  3. 0 30
      3rd/box2d/CMakeLists.txt
  4. 0 21
      3rd/box2d/LICENSE
  5. 0 109
      3rd/box2d/README.md
  6. 0 52
      3rd/box2d/include/box2d/b2_api.h
  7. 0 60
      3rd/box2d/include/box2d/b2_block_allocator.h
  8. 0 885
      3rd/box2d/include/box2d/b2_body.h
  9. 0 238
      3rd/box2d/include/box2d/b2_broad_phase.h
  10. 0 101
      3rd/box2d/include/box2d/b2_chain_shape.h
  11. 0 67
      3rd/box2d/include/box2d/b2_circle_shape.h
  12. 0 306
      3rd/box2d/include/box2d/b2_collision.h
  13. 0 138
      3rd/box2d/include/box2d/b2_common.h
  14. 0 386
      3rd/box2d/include/box2d/b2_contact.h
  15. 0 57
      3rd/box2d/include/box2d/b2_contact_manager.h
  16. 0 171
      3rd/box2d/include/box2d/b2_distance.h
  17. 0 176
      3rd/box2d/include/box2d/b2_distance_joint.h
  18. 0 102
      3rd/box2d/include/box2d/b2_draw.h
  19. 0 308
      3rd/box2d/include/box2d/b2_dynamic_tree.h
  20. 0 86
      3rd/box2d/include/box2d/b2_edge_shape.h
  21. 0 371
      3rd/box2d/include/box2d/b2_fixture.h
  22. 0 124
      3rd/box2d/include/box2d/b2_friction_joint.h
  23. 0 131
      3rd/box2d/include/box2d/b2_gear_joint.h
  24. 0 91
      3rd/box2d/include/box2d/b2_growable_stack.h
  25. 0 233
      3rd/box2d/include/box2d/b2_joint.h
  26. 0 717
      3rd/box2d/include/box2d/b2_math.h
  27. 0 138
      3rd/box2d/include/box2d/b2_motor_joint.h
  28. 0 134
      3rd/box2d/include/box2d/b2_mouse_joint.h
  29. 0 93
      3rd/box2d/include/box2d/b2_polygon_shape.h
  30. 0 205
      3rd/box2d/include/box2d/b2_prismatic_joint.h
  31. 0 157
      3rd/box2d/include/box2d/b2_pulley_joint.h
  32. 0 211
      3rd/box2d/include/box2d/b2_revolute_joint.h
  33. 0 155
      3rd/box2d/include/box2d/b2_rope.h
  34. 0 127
      3rd/box2d/include/box2d/b2_settings.h
  35. 0 110
      3rd/box2d/include/box2d/b2_shape.h
  36. 0 65
      3rd/box2d/include/box2d/b2_stack_allocator.h
  37. 0 63
      3rd/box2d/include/box2d/b2_time_of_impact.h
  38. 0 74
      3rd/box2d/include/box2d/b2_time_step.h
  39. 0 55
      3rd/box2d/include/box2d/b2_timer.h
  40. 0 33
      3rd/box2d/include/box2d/b2_types.h
  41. 0 133
      3rd/box2d/include/box2d/b2_weld_joint.h
  42. 0 240
      3rd/box2d/include/box2d/b2_wheel_joint.h
  43. 0 348
      3rd/box2d/include/box2d/b2_world.h
  44. 0 161
      3rd/box2d/include/box2d/b2_world_callbacks.h
  45. 0 58
      3rd/box2d/include/box2d/box2d.h
  46. 0 144
      3rd/box2d/include/box2dw.hpp
  47. 0 136
      3rd/box2d/src/box2d_Body.cpp
  48. 0 62
      3rd/box2d/src/box2d_DebugDraw.cpp
  49. 0 183
      3rd/box2d/src/box2d_World.cpp
  50. 0 131
      3rd/box2d/src/collision/b2_broad_phase.cpp
  51. 0 185
      3rd/box2d/src/collision/b2_chain_shape.cpp
  52. 0 105
      3rd/box2d/src/collision/b2_circle_shape.cpp
  53. 0 158
      3rd/box2d/src/collision/b2_collide_circle.cpp
  54. 0 524
      3rd/box2d/src/collision/b2_collide_edge.cpp
  55. 0 243
      3rd/box2d/src/collision/b2_collide_polygon.cpp
  56. 0 580
      3rd/box2d/src/collision/b2_collision.cpp
  57. 0 744
      3rd/box2d/src/collision/b2_distance.cpp
  58. 0 801
      3rd/box2d/src/collision/b2_dynamic_tree.cpp
  59. 0 158
      3rd/box2d/src/collision/b2_edge_shape.cpp
  60. 0 366
      3rd/box2d/src/collision/b2_polygon_shape.cpp
  61. 0 490
      3rd/box2d/src/collision/b2_time_of_impact.cpp
  62. 0 230
      3rd/box2d/src/common/b2_block_allocator.cpp
  63. 0 47
      3rd/box2d/src/common/b2_draw.cpp
  64. 0 98
      3rd/box2d/src/common/b2_math.cpp
  65. 0 74
      3rd/box2d/src/common/b2_settings.cpp
  66. 0 87
      3rd/box2d/src/common/b2_stack_allocator.cpp
  67. 0 125
      3rd/box2d/src/common/b2_timer.cpp
  68. 0 570
      3rd/box2d/src/dynamics/b2_body.cpp
  69. 0 57
      3rd/box2d/src/dynamics/b2_chain_circle_contact.cpp
  70. 0 43
      3rd/box2d/src/dynamics/b2_chain_circle_contact.h
  71. 0 57
      3rd/box2d/src/dynamics/b2_chain_polygon_contact.cpp
  72. 0 43
      3rd/box2d/src/dynamics/b2_chain_polygon_contact.h
  73. 0 56
      3rd/box2d/src/dynamics/b2_circle_contact.cpp
  74. 0 43
      3rd/box2d/src/dynamics/b2_circle_contact.h
  75. 0 252
      3rd/box2d/src/dynamics/b2_contact.cpp
  76. 0 293
      3rd/box2d/src/dynamics/b2_contact_manager.cpp
  77. 0 843
      3rd/box2d/src/dynamics/b2_contact_solver.cpp
  78. 0 100
      3rd/box2d/src/dynamics/b2_contact_solver.h
  79. 0 421
      3rd/box2d/src/dynamics/b2_distance_joint.cpp
  80. 0 54
      3rd/box2d/src/dynamics/b2_edge_circle_contact.cpp
  81. 0 43
      3rd/box2d/src/dynamics/b2_edge_circle_contact.h
  82. 0 54
      3rd/box2d/src/dynamics/b2_edge_polygon_contact.cpp
  83. 0 43
      3rd/box2d/src/dynamics/b2_edge_polygon_contact.h
  84. 0 305
      3rd/box2d/src/dynamics/b2_fixture.cpp
  85. 0 255
      3rd/box2d/src/dynamics/b2_friction_joint.cpp
  86. 0 437
      3rd/box2d/src/dynamics/b2_gear_joint.cpp
  87. 0 544
      3rd/box2d/src/dynamics/b2_island.cpp
  88. 0 97
      3rd/box2d/src/dynamics/b2_island.h
  89. 0 301
      3rd/box2d/src/dynamics/b2_joint.cpp
  90. 0 311
      3rd/box2d/src/dynamics/b2_motor_joint.cpp
  91. 0 190
      3rd/box2d/src/dynamics/b2_mouse_joint.cpp
  92. 0 54
      3rd/box2d/src/dynamics/b2_polygon_circle_contact.cpp
  93. 0 42
      3rd/box2d/src/dynamics/b2_polygon_circle_contact.h
  94. 0 57
      3rd/box2d/src/dynamics/b2_polygon_contact.cpp
  95. 0 43
      3rd/box2d/src/dynamics/b2_polygon_contact.h
  96. 0 643
      3rd/box2d/src/dynamics/b2_prismatic_joint.cpp
  97. 0 352
      3rd/box2d/src/dynamics/b2_pulley_joint.cpp
  98. 0 501
      3rd/box2d/src/dynamics/b2_revolute_joint.cpp
  99. 0 344
      3rd/box2d/src/dynamics/b2_weld_joint.cpp
  100. 0 672
      3rd/box2d/src/dynamics/b2_wheel_joint.cpp

+ 1 - 1
.github/workflows/main.yml

@@ -138,7 +138,7 @@ jobs:
           git clone https://github.com/leetal/ios-cmake --depth 1
           mkdir build
           cd build
-          cmake -G Xcode -DCMAKE_TOOLCHAIN_FILE=../ios-cmake/ios.toolchain.cmake -DPLATFORM=OS64 .. -DPK_BUILD_STATIC_LIB=ON -DPK_USE_CJSON=ON -DPK_USE_BOX2D=ON -DCMAKE_BUILD_TYPE=Release
+          cmake -G Xcode -DCMAKE_TOOLCHAIN_FILE=../ios-cmake/ios.toolchain.cmake -DPLATFORM=OS64 .. -DPK_BUILD_STATIC_LIB=ON -DPK_USE_CJSON=ON -DCMAKE_BUILD_TYPE=Release
           cmake --build . --config Release
           cd ..
           mkdir -p output/ios

+ 0 - 60
3rd/box2d/CHANGELOG.md

@@ -1,60 +0,0 @@
-# Changes for version 2.4.1
-
-## API Changes
-- Extended distance joint to have a minimum and maximum limit.
-- Removed rope joint. Use the distance joint instead.
-- B2_USER_SETTINGS and b2_user_settings.h can control user data, length units, and maximum polygon vertices.
-- Default user data is now uintptr_t instead of void*
-- b2FixtureDef::restitutionThreshold lets you set the restitution velocity threshold per fixture.
-
-## BREAKING Changes
-- BREAKING: distance joint 0 stiffness now means the spring is turned off rather than making the joint rigid.
-- BREAKING: distance joint minimum and maximum must be set correctly to get old behavior.
-
-## Infrastructure
-- Library installation function available in CMake.
-- Shared library (DLL) option available.
-- Bug fixes
-
-# Changes for version 2.4.0
-
-## Infrastructure
-- Documentation in Doxygen format
-- CMake build system
-- Unit test support
-- Continuous integration testing using Travis CI
-- Limited use of C++11 (nullptr and override)
-- Restructured folders and renamed files to better match open-source standards
-- MIT License
-- Removed float32 and float64
-- Linked the Box2D project to GitHub Sponsors
-
-## Collision
-- Chain and edge shape must now be one-sided to eliminate ghost collisions
-- Broad-phase optimizations
-- Added b2ShapeCast for linear shape casting
-
-## Dynamics
-- Joint limits are now predictive and not stateful
-- Experimental 2D cloth (rope)
-- b2Body::SetActive -> b2Body::SetEnabled
-- Better support for running multiple worlds
-- Handle zero density better
-  - The body behaves like a static body
-  - The body is drawn with a red color
-- Added translation limit to wheel joint
-- World dump now writes to box2d_dump.inl
-- Static bodies are never awake
-- All joints with spring-dampers now use stiffness and damping
-- Added utility functions to convert frequency and damping ratio to stiffness and damping
-
-## Testbed
-- Testbed uses dear imgui
-- glad OpenGL loader
-- OpenGL 3.3 required
-
-# Changes for version 2.3.0
-- Polygon creation now computes the convex hull. Vertices no longer need to be ordered.
-- The convex hull code will merge vertices closer than dm_linearSlop. This may lead to failure on very small polygons.
-- Added b2MotorJoint.
-- Bug fixes.

+ 0 - 30
3rd/box2d/CMakeLists.txt

@@ -1,30 +0,0 @@
-cmake_minimum_required(VERSION 3.10)
-
-project(box2d)
-
-set(CMAKE_CXX_STANDARD 17)
-
-include_directories(${CMAKE_CURRENT_LIST_DIR}/include)
-include_directories(${CMAKE_CURRENT_LIST_DIR}/../../pocketpy/include)
-
-aux_source_directory(${CMAKE_CURRENT_LIST_DIR}/src/collision BOX2D_SRC_0)
-aux_source_directory(${CMAKE_CURRENT_LIST_DIR}/src/common BOX2D_SRC_1)
-aux_source_directory(${CMAKE_CURRENT_LIST_DIR}/src/dynamics BOX2D_SRC_2)
-aux_source_directory(${CMAKE_CURRENT_LIST_DIR}/src/rope BOX2D_SRC_3)
-
-aux_source_directory(${CMAKE_CURRENT_LIST_DIR}/src BOX2D_BINDINGS_SRC)
-
-if(MSVC)
-    set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /EHsc /utf-8 /O2")
-else()
-    set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fexceptions -O2")
-endif()
-
-set(CMAKE_POSITION_INDEPENDENT_CODE ON)
-
-add_library(
-    box2d
-    STATIC
-    ${BOX2D_SRC_0} ${BOX2D_SRC_1} ${BOX2D_SRC_2} ${BOX2D_SRC_3}
-    ${BOX2D_BINDINGS_SRC}
-)

+ 0 - 21
3rd/box2d/LICENSE

@@ -1,21 +0,0 @@
-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.

+ 0 - 109
3rd/box2d/README.md

@@ -1,109 +0,0 @@
-![Box2D Logo](https://box2d.org/images/logo.svg)
-
-# Build Status
-[![Build Status](https://github.com/erincatto/box2d/actions/workflows/build.yml/badge.svg)](https://github.com/erincatto/box2d/actions)
-
-# Box2D 
-
-Box2D is a 2D physics engine for games.
-
-## Contributing
-
-Please do not submit pull requests with new features or core library changes. Instead, please file an issue first for discussion. For bugs, I prefer detailed bug reports over pull requests.
-
-## Features
-
-### Collision
-- Continuous collision detection
-- Contact callbacks: begin, end, pre-solve, post-solve
-- Convex polygons and circles
-- Multiple shapes per body
-- One-shot contact manifolds
-- Dynamic tree broadphase
-- Efficient pair management
-- Fast broadphase AABB queries
-- Collision groups and categories
-
-### Physics
-- Continuous physics with time of impact solver
-- Persistent body-joint-contact graph
-- Island solution and sleep management
-- Contact, friction, and restitution
-- Stable stacking with a linear-time solver
-- Revolute, prismatic, distance, pulley, gear, mouse joint, and other joint types
-- Joint limits, motors, and friction
-- Momentum decoupled position correction
-- Fairly accurate reaction forces/impulses
-
-### System
-- Small block and stack allocators
-- Centralized tuning parameters
-- Highly portable C++ with no use of STL containers
-
-### Testbed
-- OpenGL with GLFW
-- Graphical user interface with imgui
-- Extensible test framework
-- Support for loading world dumps
-
-## Building
-- Install [CMake](https://cmake.org/)
-- Ensure CMake is in the user `PATH`
-- Visual Studio: run `build.bat` from the command prompt
-- Otherwise: run `build.sh` from a bash shell
-- Results are in the build sub-folder
-- On Windows you can open box2d.sln
-
-## Building Box2D - Using vcpkg
-You can download and install Box2D using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager:
-
-- git clone https://github.com/Microsoft/vcpkg.git
-- cd vcpkg
-- ./bootstrap-vcpkg.sh
-- ./vcpkg integrate install
-- ./vcpkg install box2d
-
-The Box2D port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.
-
-Note: vcpkg support is not provided by the Box2D project
-
-## Building for Xcode
-- Install [CMake](https://cmake.org)
-- Add Cmake to the path in .zprofile (the default Terminal shell is zsh)
-    - export PATH="/Applications/CMake.app/Contents/bin:$PATH"
-- mkdir build
-- cd build
-- cmake -G Xcode ..
-- open box2d.xcodeproj
-- Select the testbed scheme
-- Edit the scheme to set a custom working directory, make this be in box2d/testbed
-- You can now build and run the testbed
-
-## Installing using CMake
-You can build and install the library and docs using this command sequence (requires Doxygen):
-```
-mkdir build
-cd build
-cmake -DBOX2D_BUILD_DOCS=ON ..
-cmake --build .
-cmake --build . --target INSTALL
-```
-On Windows this tries to install in `Program Files` and thus requires admin privileges. Alternatively you can target another directory using something like this:
-```
-mkdir build
-cd build
-cmake -DBOX2D_BUILD_DOCS=ON -DCMAKE_INSTALL_PREFIX="C:/packages" ..
-cmake --build .
-cmake --build . --target INSTALL
-```
-
-## Documentation
-- [Manual](https://box2d.org/documentation/)
-- [reddit](https://www.reddit.com/r/box2d/)
-- [Discord](https://discord.gg/NKYgCBP)
-
-## License
-Box2D is developed by Erin Catto, and uses the [MIT license](https://en.wikipedia.org/wiki/MIT_License).
-
-## Sponsorship
-Support development of Box2D through [Github Sponsors](https://github.com/sponsors/erincatto)

+ 0 - 52
3rd/box2d/include/box2d/b2_api.h

@@ -1,52 +0,0 @@
-// 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_API_H
-#define B2_API_H
-
-#ifdef B2_SHARED
-  #if defined _WIN32 || defined __CYGWIN__
-    #ifdef box2d_EXPORTS
-      #ifdef __GNUC__
-        #define B2_API __attribute__ ((dllexport))
-      #else
-        #define B2_API __declspec(dllexport)
-      #endif
-    #else
-      #ifdef __GNUC__
-        #define B2_API __attribute__ ((dllimport))
-      #else
-        #define B2_API __declspec(dllimport)
-      #endif
-    #endif
-  #else
-    #if __GNUC__ >= 4
-      #define B2_API __attribute__ ((visibility ("default")))
-    #else
-      #define B2_API
-    #endif
-  #endif
-#else
-  #define B2_API
-#endif
-
-#endif

+ 0 - 60
3rd/box2d/include/box2d/b2_block_allocator.h

@@ -1,60 +0,0 @@
-// 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_BLOCK_ALLOCATOR_H
-#define B2_BLOCK_ALLOCATOR_H
-
-#include "b2_api.h"
-#include "b2_settings.h"
-
-const int32 b2_blockSizeCount = 14;
-
-struct b2Block;
-struct b2Chunk;
-
-/// This is a small object allocator used for allocating small
-/// objects that persist for more than one time step.
-/// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
-class B2_API b2BlockAllocator
-{
-public:
-	b2BlockAllocator();
-	~b2BlockAllocator();
-
-	/// Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize.
-	void* Allocate(int32 size);
-
-	/// Free memory. This will use b2Free if the size is larger than b2_maxBlockSize.
-	void Free(void* p, int32 size);
-
-	void Clear();
-
-private:
-
-	b2Chunk* m_chunks;
-	int32 m_chunkCount;
-	int32 m_chunkSpace;
-
-	b2Block* m_freeLists[b2_blockSizeCount];
-};
-
-#endif

+ 0 - 885
3rd/box2d/include/box2d/b2_body.h

@@ -1,885 +0,0 @@
-// 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_BODY_H
-#define B2_BODY_H
-
-#include "b2_api.h"
-#include "b2_math.h"
-#include "b2_shape.h"
-
-class b2Fixture;
-class b2Joint;
-class b2Contact;
-class b2Controller;
-class b2World;
-struct b2FixtureDef;
-struct b2JointEdge;
-struct b2ContactEdge;
-
-/// The body type.
-/// static: zero mass, zero velocity, may be manually moved
-/// kinematic: zero mass, non-zero velocity set by user, moved by solver
-/// dynamic: positive mass, non-zero velocity determined by forces, moved by solver
-enum b2BodyType
-{
-	b2_staticBody = 0,
-	b2_kinematicBody,
-	b2_dynamicBody
-};
-
-/// A body definition holds all the data needed to construct a rigid body.
-/// You can safely re-use body definitions. Shapes are added to a body after construction.
-struct B2_API b2BodyDef
-{
-	/// This constructor sets the body definition default values.
-	b2BodyDef()
-	{
-		position.Set(0.0f, 0.0f);
-		angle = 0.0f;
-		linearVelocity.Set(0.0f, 0.0f);
-		angularVelocity = 0.0f;
-		linearDamping = 0.0f;
-		angularDamping = 0.0f;
-		allowSleep = true;
-		awake = true;
-		fixedRotation = false;
-		bullet = false;
-		type = b2_staticBody;
-		enabled = true;
-		gravityScale = 1.0f;
-	}
-
-	/// The body type: static, kinematic, or dynamic.
-	/// Note: if a dynamic body would have zero mass, the mass is set to one.
-	b2BodyType type;
-
-	/// The world position of the body. Avoid creating bodies at the origin
-	/// since this can lead to many overlapping shapes.
-	b2Vec2 position;
-
-	/// The world angle of the body in radians.
-	float angle;
-
-	/// The linear velocity of the body's origin in world co-ordinates.
-	b2Vec2 linearVelocity;
-
-	/// The angular velocity of the body.
-	float angularVelocity;
-
-	/// Linear damping is use to reduce the linear velocity. The damping parameter
-	/// can be larger than 1.0f but the damping effect becomes sensitive to the
-	/// time step when the damping parameter is large.
-	/// Units are 1/time
-	float linearDamping;
-
-	/// Angular damping is use to reduce the angular velocity. The damping parameter
-	/// can be larger than 1.0f but the damping effect becomes sensitive to the
-	/// time step when the damping parameter is large.
-	/// Units are 1/time
-	float angularDamping;
-
-	/// Set this flag to false if this body should never fall asleep. Note that
-	/// this increases CPU usage.
-	bool allowSleep;
-
-	/// Is this body initially awake or sleeping?
-	bool awake;
-
-	/// Should this body be prevented from rotating? Useful for characters.
-	bool fixedRotation;
-
-	/// Is this a fast moving body that should be prevented from tunneling through
-	/// other moving bodies? Note that all bodies are prevented from tunneling through
-	/// kinematic and static bodies. This setting is only considered on dynamic bodies.
-	/// @warning You should use this flag sparingly since it increases processing time.
-	bool bullet;
-
-	/// Does this body start out enabled?
-	bool enabled;
-
-	/// Use this to store application specific body data.
-	b2BodyUserData userData;
-
-	/// Scale the gravity applied to this body.
-	float gravityScale;
-};
-
-/// A rigid body. These are created via b2World::CreateBody.
-class B2_API b2Body
-{
-public:
-	/// Creates a fixture and attach it to this body. Use this function if you need
-	/// to set some fixture parameters, like friction. Otherwise you can create the
-	/// fixture directly from a shape.
-	/// If the density is non-zero, this function automatically updates the mass of the body.
-	/// Contacts are not created until the next time step.
-	/// @param def the fixture definition.
-	/// @warning This function is locked during callbacks.
-	b2Fixture* CreateFixture(const b2FixtureDef* def);
-
-	/// Creates a fixture from a shape and attach it to this body.
-	/// This is a convenience function. Use b2FixtureDef if you need to set parameters
-	/// like friction, restitution, user data, or filtering.
-	/// If the density is non-zero, this function automatically updates the mass of the body.
-	/// @param shape the shape to be cloned.
-	/// @param density the shape density (set to zero for static bodies).
-	/// @warning This function is locked during callbacks.
-	b2Fixture* CreateFixture(const b2Shape* shape, float density);
-
-	/// Destroy a fixture. This removes the fixture from the broad-phase and
-	/// destroys all contacts associated with this fixture. This will
-	/// automatically adjust the mass of the body if the body is dynamic and the
-	/// fixture has positive density.
-	/// All fixtures attached to a body are implicitly destroyed when the body is destroyed.
-	/// @param fixture the fixture to be removed.
-	/// @warning This function is locked during callbacks.
-	void DestroyFixture(b2Fixture* fixture);
-
-	/// Set the position of the body's origin and rotation.
-	/// Manipulating a body's transform may cause non-physical behavior.
-	/// Note: contacts are updated on the next call to b2World::Step.
-	/// @param position the world position of the body's local origin.
-	/// @param angle the world rotation in radians.
-	void SetTransform(const b2Vec2& position, float angle);
-
-	/// Get the body transform for the body's origin.
-	/// @return the world transform of the body's origin.
-	const b2Transform& GetTransform() const;
-
-	/// Get the world body origin position.
-	/// @return the world position of the body's origin.
-	const b2Vec2& GetPosition() const;
-
-	/// Get the angle in radians.
-	/// @return the current world rotation angle in radians.
-	float GetAngle() const;
-
-	/// Get the world position of the center of mass.
-	const b2Vec2& GetWorldCenter() const;
-
-	/// Get the local position of the center of mass.
-	const b2Vec2& GetLocalCenter() const;
-
-	/// Set the linear velocity of the center of mass.
-	/// @param v the new linear velocity of the center of mass.
-	void SetLinearVelocity(const b2Vec2& v);
-
-	/// Get the linear velocity of the center of mass.
-	/// @return the linear velocity of the center of mass.
-	const b2Vec2& GetLinearVelocity() const;
-
-	/// Set the angular velocity.
-	/// @param omega the new angular velocity in radians/second.
-	void SetAngularVelocity(float omega);
-
-	/// Get the angular velocity.
-	/// @return the angular velocity in radians/second.
-	float GetAngularVelocity() const;
-
-	/// Apply a force at a world point. If the force is not
-	/// applied at the center of mass, it will generate a torque and
-	/// affect the angular velocity. This wakes up the body.
-	/// @param force the world force vector, usually in Newtons (N).
-	/// @param point the world position of the point of application.
-	/// @param wake also wake up the body
-	void ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake);
-
-	/// Apply a force to the center of mass. This wakes up the body.
-	/// @param force the world force vector, usually in Newtons (N).
-	/// @param wake also wake up the body
-	void ApplyForceToCenter(const b2Vec2& force, bool wake);
-
-	/// Apply a torque. This affects the angular velocity
-	/// without affecting the linear velocity of the center of mass.
-	/// @param torque about the z-axis (out of the screen), usually in N-m.
-	/// @param wake also wake up the body
-	void ApplyTorque(float torque, bool wake);
-
-	/// Apply an impulse at a point. This immediately modifies the velocity.
-	/// It also modifies the angular velocity if the point of application
-	/// is not at the center of mass. This wakes up the body.
-	/// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
-	/// @param point the world position of the point of application.
-	/// @param wake also wake up the body
-	void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake);
-
-	/// Apply an impulse to the center of mass. This immediately modifies the velocity.
-	/// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
-	/// @param wake also wake up the body
-	void ApplyLinearImpulseToCenter(const b2Vec2& impulse, bool wake);
-
-	/// Apply an angular impulse.
-	/// @param impulse the angular impulse in units of kg*m*m/s
-	/// @param wake also wake up the body
-	void ApplyAngularImpulse(float impulse, bool wake);
-
-	/// Get the total mass of the body.
-	/// @return the mass, usually in kilograms (kg).
-	float GetMass() const;
-
-	/// Get the rotational inertia of the body about the local origin.
-	/// @return the rotational inertia, usually in kg-m^2.
-	float GetInertia() const;
-
-	/// Get the mass data of the body.
-	/// @return a struct containing the mass, inertia and center of the body.
-	b2MassData GetMassData() const;
-
-	/// Set the mass properties to override the mass properties of the fixtures.
-	/// Note that this changes the center of mass position.
-	/// Note that creating or destroying fixtures can also alter the mass.
-	/// This function has no effect if the body isn't dynamic.
-	/// @param data the mass properties.
-	void SetMassData(const b2MassData* data);
-
-	/// This resets the mass properties to the sum of the mass properties of the fixtures.
-	/// This normally does not need to be called unless you called SetMassData to override
-	/// the mass and you later want to reset the mass.
-	void ResetMassData();
-
-	/// Get the world coordinates of a point given the local coordinates.
-	/// @param localPoint a point on the body measured relative the the body's origin.
-	/// @return the same point expressed in world coordinates.
-	b2Vec2 GetWorldPoint(const b2Vec2& localPoint) const;
-
-	/// Get the world coordinates of a vector given the local coordinates.
-	/// @param localVector a vector fixed in the body.
-	/// @return the same vector expressed in world coordinates.
-	b2Vec2 GetWorldVector(const b2Vec2& localVector) const;
-
-	/// Gets a local point relative to the body's origin given a world point.
-	/// @param worldPoint a point in world coordinates.
-	/// @return the corresponding local point relative to the body's origin.
-	b2Vec2 GetLocalPoint(const b2Vec2& worldPoint) const;
-
-	/// Gets a local vector given a world vector.
-	/// @param worldVector a vector in world coordinates.
-	/// @return the corresponding local vector.
-	b2Vec2 GetLocalVector(const b2Vec2& worldVector) const;
-
-	/// Get the world linear velocity of a world point attached to this body.
-	/// @param worldPoint a point in world coordinates.
-	/// @return the world velocity of a point.
-	b2Vec2 GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const;
-
-	/// Get the world velocity of a local point.
-	/// @param localPoint a point in local coordinates.
-	/// @return the world velocity of a point.
-	b2Vec2 GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const;
-
-	/// Get the linear damping of the body.
-	float GetLinearDamping() const;
-
-	/// Set the linear damping of the body.
-	void SetLinearDamping(float linearDamping);
-
-	/// Get the angular damping of the body.
-	float GetAngularDamping() const;
-
-	/// Set the angular damping of the body.
-	void SetAngularDamping(float angularDamping);
-
-	/// Get the gravity scale of the body.
-	float GetGravityScale() const;
-
-	/// Set the gravity scale of the body.
-	void SetGravityScale(float scale);
-
-	/// Set the type of this body. This may alter the mass and velocity.
-	void SetType(b2BodyType type);
-
-	/// Get the type of this body.
-	b2BodyType GetType() const;
-
-	/// Should this body be treated like a bullet for continuous collision detection?
-	void SetBullet(bool flag);
-
-	/// Is this body treated like a bullet for continuous collision detection?
-	bool IsBullet() const;
-
-	/// You can disable sleeping on this body. If you disable sleeping, the
-	/// body will be woken.
-	void SetSleepingAllowed(bool flag);
-
-	/// Is this body allowed to sleep
-	bool IsSleepingAllowed() const;
-
-	/// Set the sleep state of the body. A sleeping body has very
-	/// low CPU cost.
-	/// @param flag set to true to wake the body, false to put it to sleep.
-	void SetAwake(bool flag);
-
-	/// Get the sleeping state of this body.
-	/// @return true if the body is awake.
-	bool IsAwake() const;
-
-	/// Allow a body to be disabled. A disabled body is not simulated and cannot
-	/// be collided with or woken up.
-	/// If you pass a flag of true, all fixtures will be added to the broad-phase.
-	/// If you pass a flag of false, all fixtures will be removed from the
-	/// broad-phase and all contacts will be destroyed.
-	/// Fixtures and joints are otherwise unaffected. You may continue
-	/// to create/destroy fixtures and joints on disabled bodies.
-	/// Fixtures on a disabled body are implicitly disabled and will
-	/// not participate in collisions, ray-casts, or queries.
-	/// Joints connected to a disabled body are implicitly disabled.
-	/// An diabled body is still owned by a b2World object and remains
-	/// in the body list.
-	void SetEnabled(bool flag);
-
-	/// Get the active state of the body.
-	bool IsEnabled() const;
-
-	/// Set this body to have fixed rotation. This causes the mass
-	/// to be reset.
-	void SetFixedRotation(bool flag);
-
-	/// Does this body have fixed rotation?
-	bool IsFixedRotation() const;
-
-	/// Get the list of all fixtures attached to this body.
-	b2Fixture* GetFixtureList();
-	const b2Fixture* GetFixtureList() const;
-
-	/// Get the list of all joints attached to this body.
-	b2JointEdge* GetJointList();
-	const b2JointEdge* GetJointList() const;
-
-	/// Get the list of all contacts attached to this body.
-	/// @warning this list changes during the time step and you may
-	/// miss some collisions if you don't use b2ContactListener.
-	b2ContactEdge* GetContactList();
-	const b2ContactEdge* GetContactList() const;
-
-	/// Get the next body in the world's body list.
-	b2Body* GetNext();
-	const b2Body* GetNext() const;
-
-	/// Get the user data pointer that was provided in the body definition.
-	b2BodyUserData& GetUserData();
-	const b2BodyUserData& GetUserData() const;
-
-	/// Get the parent world of this body.
-	b2World* GetWorld();
-	const b2World* GetWorld() const;
-
-	/// Dump this body to a file
-	void Dump();
-
-private:
-
-	friend class b2World;
-	friend class b2Island;
-	friend class b2ContactManager;
-	friend class b2ContactSolver;
-	friend class b2Contact;
-
-	friend class b2DistanceJoint;
-	friend class b2FrictionJoint;
-	friend class b2GearJoint;
-	friend class b2MotorJoint;
-	friend class b2MouseJoint;
-	friend class b2PrismaticJoint;
-	friend class b2PulleyJoint;
-	friend class b2RevoluteJoint;
-	friend class b2WeldJoint;
-	friend class b2WheelJoint;
-
-	// m_flags
-	enum
-	{
-		e_islandFlag		= 0x0001,
-		e_awakeFlag			= 0x0002,
-		e_autoSleepFlag		= 0x0004,
-		e_bulletFlag		= 0x0008,
-		e_fixedRotationFlag	= 0x0010,
-		e_enabledFlag		= 0x0020,
-		e_toiFlag			= 0x0040
-	};
-
-	b2Body(const b2BodyDef* bd, b2World* world);
-	~b2Body();
-
-	void SynchronizeFixtures();
-	void SynchronizeTransform();
-
-	// This is used to prevent connected bodies from colliding.
-	// It may lie, depending on the collideConnected flag.
-	bool ShouldCollide(const b2Body* other) const;
-
-	void Advance(float t);
-
-	b2BodyType m_type;
-
-	uint16 m_flags;
-
-	int32 m_islandIndex;
-
-	b2Transform m_xf;		// the body origin transform
-	b2Sweep m_sweep;		// the swept motion for CCD
-
-	b2Vec2 m_linearVelocity;
-	float m_angularVelocity;
-
-	b2Vec2 m_force;
-	float m_torque;
-
-	b2World* m_world;
-	b2Body* m_prev;
-	b2Body* m_next;
-
-	b2Fixture* m_fixtureList;
-	int32 m_fixtureCount;
-
-	b2JointEdge* m_jointList;
-	b2ContactEdge* m_contactList;
-
-	float m_mass, m_invMass;
-
-	// Rotational inertia about the center of mass.
-	float m_I, m_invI;
-
-	float m_linearDamping;
-	float m_angularDamping;
-	float m_gravityScale;
-
-	float m_sleepTime;
-
-	b2BodyUserData m_userData;
-};
-
-inline b2BodyType b2Body::GetType() const
-{
-	return m_type;
-}
-
-inline const b2Transform& b2Body::GetTransform() const
-{
-	return m_xf;
-}
-
-inline const b2Vec2& b2Body::GetPosition() const
-{
-	return m_xf.p;
-}
-
-inline float b2Body::GetAngle() const
-{
-	return m_sweep.a;
-}
-
-inline const b2Vec2& b2Body::GetWorldCenter() const
-{
-	return m_sweep.c;
-}
-
-inline const b2Vec2& b2Body::GetLocalCenter() const
-{
-	return m_sweep.localCenter;
-}
-
-inline void b2Body::SetLinearVelocity(const b2Vec2& v)
-{
-	if (m_type == b2_staticBody)
-	{
-		return;
-	}
-
-	if (b2Dot(v,v) > 0.0f)
-	{
-		SetAwake(true);
-	}
-
-	m_linearVelocity = v;
-}
-
-inline const b2Vec2& b2Body::GetLinearVelocity() const
-{
-	return m_linearVelocity;
-}
-
-inline void b2Body::SetAngularVelocity(float w)
-{
-	if (m_type == b2_staticBody)
-	{
-		return;
-	}
-
-	if (w * w > 0.0f)
-	{
-		SetAwake(true);
-	}
-
-	m_angularVelocity = w;
-}
-
-inline float b2Body::GetAngularVelocity() const
-{
-	return m_angularVelocity;
-}
-
-inline float b2Body::GetMass() const
-{
-	return m_mass;
-}
-
-inline float b2Body::GetInertia() const
-{
-	return m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
-}
-
-inline b2MassData b2Body::GetMassData() const
-{
-	b2MassData data;
-	data.mass = m_mass;
-	data.I = m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
-	data.center = m_sweep.localCenter;
-	return data;
-}
-
-inline b2Vec2 b2Body::GetWorldPoint(const b2Vec2& localPoint) const
-{
-	return b2Mul(m_xf, localPoint);
-}
-
-inline b2Vec2 b2Body::GetWorldVector(const b2Vec2& localVector) const
-{
-	return b2Mul(m_xf.q, localVector);
-}
-
-inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const
-{
-	return b2MulT(m_xf, worldPoint);
-}
-
-inline b2Vec2 b2Body::GetLocalVector(const b2Vec2& worldVector) const
-{
-	return b2MulT(m_xf.q, worldVector);
-}
-
-inline b2Vec2 b2Body::GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const
-{
-	return m_linearVelocity + b2Cross(m_angularVelocity, worldPoint - m_sweep.c);
-}
-
-inline b2Vec2 b2Body::GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const
-{
-	return GetLinearVelocityFromWorldPoint(GetWorldPoint(localPoint));
-}
-
-inline float b2Body::GetLinearDamping() const
-{
-	return m_linearDamping;
-}
-
-inline void b2Body::SetLinearDamping(float linearDamping)
-{
-	m_linearDamping = linearDamping;
-}
-
-inline float b2Body::GetAngularDamping() const
-{
-	return m_angularDamping;
-}
-
-inline void b2Body::SetAngularDamping(float angularDamping)
-{
-	m_angularDamping = angularDamping;
-}
-
-inline float b2Body::GetGravityScale() const
-{
-	return m_gravityScale;
-}
-
-inline void b2Body::SetGravityScale(float scale)
-{
-	m_gravityScale = scale;
-}
-
-inline void b2Body::SetBullet(bool flag)
-{
-	if (flag)
-	{
-		m_flags |= e_bulletFlag;
-	}
-	else
-	{
-		m_flags &= ~e_bulletFlag;
-	}
-}
-
-inline bool b2Body::IsBullet() const
-{
-	return (m_flags & e_bulletFlag) == e_bulletFlag;
-}
-
-inline void b2Body::SetAwake(bool flag)
-{
-	if (m_type == b2_staticBody)
-	{
-		return;
-	}
-
-	if (flag)
-	{
-		m_flags |= e_awakeFlag;
-		m_sleepTime = 0.0f;
-	}
-	else
-	{
-		m_flags &= ~e_awakeFlag;
-		m_sleepTime = 0.0f;
-		m_linearVelocity.SetZero();
-		m_angularVelocity = 0.0f;
-		m_force.SetZero();
-		m_torque = 0.0f;
-	}
-}
-
-inline bool b2Body::IsAwake() const
-{
-	return (m_flags & e_awakeFlag) == e_awakeFlag;
-}
-
-inline bool b2Body::IsEnabled() const
-{
-	return (m_flags & e_enabledFlag) == e_enabledFlag;
-}
-
-inline bool b2Body::IsFixedRotation() const
-{
-	return (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
-}
-
-inline void b2Body::SetSleepingAllowed(bool flag)
-{
-	if (flag)
-	{
-		m_flags |= e_autoSleepFlag;
-	}
-	else
-	{
-		m_flags &= ~e_autoSleepFlag;
-		SetAwake(true);
-	}
-}
-
-inline bool b2Body::IsSleepingAllowed() const
-{
-	return (m_flags & e_autoSleepFlag) == e_autoSleepFlag;
-}
-
-inline b2Fixture* b2Body::GetFixtureList()
-{
-	return m_fixtureList;
-}
-
-inline const b2Fixture* b2Body::GetFixtureList() const
-{
-	return m_fixtureList;
-}
-
-inline b2JointEdge* b2Body::GetJointList()
-{
-	return m_jointList;
-}
-
-inline const b2JointEdge* b2Body::GetJointList() const
-{
-	return m_jointList;
-}
-
-inline b2ContactEdge* b2Body::GetContactList()
-{
-	return m_contactList;
-}
-
-inline const b2ContactEdge* b2Body::GetContactList() const
-{
-	return m_contactList;
-}
-
-inline b2Body* b2Body::GetNext()
-{
-	return m_next;
-}
-
-inline const b2Body* b2Body::GetNext() const
-{
-	return m_next;
-}
-
-inline b2BodyUserData& b2Body::GetUserData()
-{
-	return m_userData;
-}
-
-inline const b2BodyUserData& b2Body::GetUserData() const
-{
-	return m_userData;
-}
-
-inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake)
-{
-	if (m_type != b2_dynamicBody)
-	{
-		return;
-	}
-
-	if (wake && (m_flags & e_awakeFlag) == 0)
-	{
-		SetAwake(true);
-	}
-
-	// Don't accumulate a force if the body is sleeping.
-	if (m_flags & e_awakeFlag)
-	{
-		m_force += force;
-		m_torque += b2Cross(point - m_sweep.c, force);
-	}
-}
-
-inline void b2Body::ApplyForceToCenter(const b2Vec2& force, bool wake)
-{
-	if (m_type != b2_dynamicBody)
-	{
-		return;
-	}
-
-	if (wake && (m_flags & e_awakeFlag) == 0)
-	{
-		SetAwake(true);
-	}
-
-	// Don't accumulate a force if the body is sleeping
-	if (m_flags & e_awakeFlag)
-	{
-		m_force += force;
-	}
-}
-
-inline void b2Body::ApplyTorque(float torque, bool wake)
-{
-	if (m_type != b2_dynamicBody)
-	{
-		return;
-	}
-
-	if (wake && (m_flags & e_awakeFlag) == 0)
-	{
-		SetAwake(true);
-	}
-
-	// Don't accumulate a force if the body is sleeping
-	if (m_flags & e_awakeFlag)
-	{
-		m_torque += torque;
-	}
-}
-
-inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake)
-{
-	if (m_type != b2_dynamicBody)
-	{
-		return;
-	}
-
-	if (wake && (m_flags & e_awakeFlag) == 0)
-	{
-		SetAwake(true);
-	}
-
-	// Don't accumulate velocity if the body is sleeping
-	if (m_flags & e_awakeFlag)
-	{
-		m_linearVelocity += m_invMass * impulse;
-		m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, impulse);
-	}
-}
-
-inline void b2Body::ApplyLinearImpulseToCenter(const b2Vec2& impulse, bool wake)
-{
-	if (m_type != b2_dynamicBody)
-	{
-		return;
-	}
-
-	if (wake && (m_flags & e_awakeFlag) == 0)
-	{
-		SetAwake(true);
-	}
-
-	// Don't accumulate velocity if the body is sleeping
-	if (m_flags & e_awakeFlag)
-	{
-		m_linearVelocity += m_invMass * impulse;
-	}
-}
-
-inline void b2Body::ApplyAngularImpulse(float impulse, bool wake)
-{
-	if (m_type != b2_dynamicBody)
-	{
-		return;
-	}
-
-	if (wake && (m_flags & e_awakeFlag) == 0)
-	{
-		SetAwake(true);
-	}
-
-	// Don't accumulate velocity if the body is sleeping
-	if (m_flags & e_awakeFlag)
-	{
-		m_angularVelocity += m_invI * impulse;
-	}
-}
-
-inline void b2Body::SynchronizeTransform()
-{
-	m_xf.q.Set(m_sweep.a);
-	m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
-}
-
-inline void b2Body::Advance(float alpha)
-{
-	// Advance to the new safe time. This doesn't sync the broad-phase.
-	m_sweep.Advance(alpha);
-	m_sweep.c = m_sweep.c0;
-	m_sweep.a = m_sweep.a0;
-	m_xf.q.Set(m_sweep.a);
-	m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
-}
-
-inline b2World* b2Body::GetWorld()
-{
-	return m_world;
-}
-
-inline const b2World* b2Body::GetWorld() const
-{
-	return m_world;
-}
-
-#endif

+ 0 - 238
3rd/box2d/include/box2d/b2_broad_phase.h

@@ -1,238 +0,0 @@
-// 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_BROAD_PHASE_H
-#define B2_BROAD_PHASE_H
-
-#include "b2_api.h"
-#include "b2_settings.h"
-#include "b2_collision.h"
-#include "b2_dynamic_tree.h"
-
-struct B2_API b2Pair
-{
-	int32 proxyIdA;
-	int32 proxyIdB;
-};
-
-/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
-/// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
-/// It is up to the client to consume the new pairs and to track subsequent overlap.
-class B2_API b2BroadPhase
-{
-public:
-
-	enum
-	{
-		e_nullProxy = -1
-	};
-
-	b2BroadPhase();
-	~b2BroadPhase();
-
-	/// Create a proxy with an initial AABB. Pairs are not reported until
-	/// UpdatePairs is called.
-	int32 CreateProxy(const b2AABB& aabb, void* userData);
-
-	/// Destroy a proxy. It is up to the client to remove any pairs.
-	void DestroyProxy(int32 proxyId);
-
-	/// Call MoveProxy as many times as you like, then when you are done
-	/// call UpdatePairs to finalized the proxy pairs (for your time step).
-	void MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement);
-
-	/// Call to trigger a re-processing of it's pairs on the next call to UpdatePairs.
-	void TouchProxy(int32 proxyId);
-
-	/// Get the fat AABB for a proxy.
-	const b2AABB& GetFatAABB(int32 proxyId) const;
-
-	/// Get user data from a proxy. Returns nullptr if the id is invalid.
-	void* GetUserData(int32 proxyId) const;
-
-	/// Test overlap of fat AABBs.
-	bool TestOverlap(int32 proxyIdA, int32 proxyIdB) const;
-
-	/// Get the number of proxies.
-	int32 GetProxyCount() const;
-
-	/// Update the pairs. This results in pair callbacks. This can only add pairs.
-	template <typename T>
-	void UpdatePairs(T* callback);
-
-	/// Query an AABB for overlapping proxies. The callback class
-	/// is called for each proxy that overlaps the supplied AABB.
-	template <typename T>
-	void Query(T* callback, const b2AABB& aabb) const;
-
-	/// Ray-cast against the proxies in the tree. This relies on the callback
-	/// to perform a exact ray-cast in the case were the proxy contains a shape.
-	/// The callback also performs the any collision filtering. This has performance
-	/// roughly equal to k * log(n), where k is the number of collisions and n is the
-	/// number of proxies in the tree.
-	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
-	/// @param callback a callback class that is called for each proxy that is hit by the ray.
-	template <typename T>
-	void RayCast(T* callback, const b2RayCastInput& input) const;
-
-	/// Get the height of the embedded tree.
-	int32 GetTreeHeight() const;
-
-	/// Get the balance of the embedded tree.
-	int32 GetTreeBalance() const;
-
-	/// Get the quality metric of the embedded tree.
-	float GetTreeQuality() const;
-
-	/// Shift the world origin. Useful for large worlds.
-	/// The shift formula is: position -= newOrigin
-	/// @param newOrigin the new origin with respect to the old origin
-	void ShiftOrigin(const b2Vec2& newOrigin);
-
-private:
-
-	friend class b2DynamicTree;
-
-	void BufferMove(int32 proxyId);
-	void UnBufferMove(int32 proxyId);
-
-	bool QueryCallback(int32 proxyId);
-
-	b2DynamicTree m_tree;
-
-	int32 m_proxyCount;
-
-	int32* m_moveBuffer;
-	int32 m_moveCapacity;
-	int32 m_moveCount;
-
-	b2Pair* m_pairBuffer;
-	int32 m_pairCapacity;
-	int32 m_pairCount;
-
-	int32 m_queryProxyId;
-};
-
-inline void* b2BroadPhase::GetUserData(int32 proxyId) const
-{
-	return m_tree.GetUserData(proxyId);
-}
-
-inline bool b2BroadPhase::TestOverlap(int32 proxyIdA, int32 proxyIdB) const
-{
-	const b2AABB& aabbA = m_tree.GetFatAABB(proxyIdA);
-	const b2AABB& aabbB = m_tree.GetFatAABB(proxyIdB);
-	return b2TestOverlap(aabbA, aabbB);
-}
-
-inline const b2AABB& b2BroadPhase::GetFatAABB(int32 proxyId) const
-{
-	return m_tree.GetFatAABB(proxyId);
-}
-
-inline int32 b2BroadPhase::GetProxyCount() const
-{
-	return m_proxyCount;
-}
-
-inline int32 b2BroadPhase::GetTreeHeight() const
-{
-	return m_tree.GetHeight();
-}
-
-inline int32 b2BroadPhase::GetTreeBalance() const
-{
-	return m_tree.GetMaxBalance();
-}
-
-inline float b2BroadPhase::GetTreeQuality() const
-{
-	return m_tree.GetAreaRatio();
-}
-
-template <typename T>
-void b2BroadPhase::UpdatePairs(T* callback)
-{
-	// Reset pair buffer
-	m_pairCount = 0;
-
-	// Perform tree queries for all moving proxies.
-	for (int32 i = 0; i < m_moveCount; ++i)
-	{
-		m_queryProxyId = m_moveBuffer[i];
-		if (m_queryProxyId == e_nullProxy)
-		{
-			continue;
-		}
-
-		// We have to query the tree with the fat AABB so that
-		// we don't fail to create a pair that may touch later.
-		const b2AABB& fatAABB = m_tree.GetFatAABB(m_queryProxyId);
-
-		// Query tree, create pairs and add them pair buffer.
-		m_tree.Query(this, fatAABB);
-	}
-
-	// Send pairs to caller
-	for (int32 i = 0; i < m_pairCount; ++i)
-	{
-		b2Pair* primaryPair = m_pairBuffer + i;
-		void* userDataA = m_tree.GetUserData(primaryPair->proxyIdA);
-		void* userDataB = m_tree.GetUserData(primaryPair->proxyIdB);
-
-		callback->AddPair(userDataA, userDataB);
-	}
-
-	// Clear move flags
-	for (int32 i = 0; i < m_moveCount; ++i)
-	{
-		int32 proxyId = m_moveBuffer[i];
-		if (proxyId == e_nullProxy)
-		{
-			continue;
-		}
-
-		m_tree.ClearMoved(proxyId);
-	}
-
-	// Reset move buffer
-	m_moveCount = 0;
-}
-
-template <typename T>
-inline void b2BroadPhase::Query(T* callback, const b2AABB& aabb) const
-{
-	m_tree.Query(callback, aabb);
-}
-
-template <typename T>
-inline void b2BroadPhase::RayCast(T* callback, const b2RayCastInput& input) const
-{
-	m_tree.RayCast(callback, input);
-}
-
-inline void b2BroadPhase::ShiftOrigin(const b2Vec2& newOrigin)
-{
-	m_tree.ShiftOrigin(newOrigin);
-}
-
-#endif

+ 0 - 101
3rd/box2d/include/box2d/b2_chain_shape.h

@@ -1,101 +0,0 @@
-// 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_SHAPE_H
-#define B2_CHAIN_SHAPE_H
-
-#include "b2_api.h"
-#include "b2_shape.h"
-
-class b2EdgeShape;
-
-/// A chain shape is a free form sequence of line segments.
-/// The chain has one-sided collision, with the surface normal pointing to the right of the edge.
-/// This provides a counter-clockwise winding like the polygon shape.
-/// Connectivity information is used to create smooth collisions.
-/// @warning the chain will not collide properly if there are self-intersections.
-class B2_API b2ChainShape : public b2Shape
-{
-public:
-	b2ChainShape();
-
-	/// The destructor frees the vertices using b2Free.
-	~b2ChainShape();
-
-	/// Clear all data.
-	void Clear();
-
-	/// Create a loop. This automatically adjusts connectivity.
-	/// @param vertices an array of vertices, these are copied
-	/// @param count the vertex count
-	void CreateLoop(const b2Vec2* vertices, int32 count);
-
-	/// Create a chain with ghost vertices to connect multiple chains together.
-	/// @param vertices an array of vertices, these are copied
-	/// @param count the vertex count
-	/// @param prevVertex previous vertex from chain that connects to the start
-	/// @param nextVertex next vertex from chain that connects to the end
-	void CreateChain(const b2Vec2* vertices, int32 count,
-		const b2Vec2& prevVertex, const b2Vec2& nextVertex);
-
-	/// Implement b2Shape. Vertices are cloned using b2Alloc.
-	b2Shape* Clone(b2BlockAllocator* allocator) const override;
-
-	/// @see b2Shape::GetChildCount
-	int32 GetChildCount() const override;
-
-	/// Get a child edge.
-	void GetChildEdge(b2EdgeShape* edge, int32 index) const;
-
-	/// This always return false.
-	/// @see b2Shape::TestPoint
-	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
-
-	/// Implement b2Shape.
-	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-					const b2Transform& transform, int32 childIndex) const override;
-
-	/// @see b2Shape::ComputeAABB
-	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
-
-	/// Chains have zero mass.
-	/// @see b2Shape::ComputeMass
-	void ComputeMass(b2MassData* massData, float density) const override;
-
-	/// The vertices. Owned by this class.
-	b2Vec2* m_vertices;
-
-	/// The vertex count.
-	int32 m_count;
-
-	b2Vec2 m_prevVertex, m_nextVertex;
-};
-
-inline b2ChainShape::b2ChainShape()
-{
-	m_type = e_chain;
-	m_radius = b2_polygonRadius;
-	m_vertices = nullptr;
-	m_count = 0;
-}
-
-#endif

+ 0 - 67
3rd/box2d/include/box2d/b2_circle_shape.h

@@ -1,67 +0,0 @@
-// 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_SHAPE_H
-#define B2_CIRCLE_SHAPE_H
-
-#include "b2_api.h"
-#include "b2_shape.h"
-
-/// A solid circle shape
-class B2_API b2CircleShape : public b2Shape
-{
-public:
-	b2CircleShape();
-
-	/// Implement b2Shape.
-	b2Shape* Clone(b2BlockAllocator* allocator) const override;
-
-	/// @see b2Shape::GetChildCount
-	int32 GetChildCount() const override;
-
-	/// Implement b2Shape.
-	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
-
-	/// Implement b2Shape.
-	/// @note because the circle is solid, rays that start inside do not hit because the normal is
-	/// not defined.
-	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-				const b2Transform& transform, int32 childIndex) const override;
-
-	/// @see b2Shape::ComputeAABB
-	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
-
-	/// @see b2Shape::ComputeMass
-	void ComputeMass(b2MassData* massData, float density) const override;
-
-	/// Position
-	b2Vec2 m_p;
-};
-
-inline b2CircleShape::b2CircleShape()
-{
-	m_type = e_circle;
-	m_radius = 0.0f;
-	m_p.SetZero();
-}
-
-#endif

+ 0 - 306
3rd/box2d/include/box2d/b2_collision.h

@@ -1,306 +0,0 @@
-// 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_COLLISION_H
-#define B2_COLLISION_H
-
-#include <limits.h>
-
-#include "b2_api.h"
-#include "b2_math.h"
-
-/// @file
-/// Structures and functions used for computing contact points, distance
-/// queries, and TOI queries.
-
-class b2Shape;
-class b2CircleShape;
-class b2EdgeShape;
-class b2PolygonShape;
-
-const uint8 b2_nullFeature = UCHAR_MAX;
-
-/// The features that intersect to form the contact point
-/// This must be 4 bytes or less.
-struct B2_API b2ContactFeature
-{
-	enum Type
-	{
-		e_vertex = 0,
-		e_face = 1
-	};
-
-	uint8 indexA;		///< Feature index on shapeA
-	uint8 indexB;		///< Feature index on shapeB
-	uint8 typeA;		///< The feature type on shapeA
-	uint8 typeB;		///< The feature type on shapeB
-};
-
-/// Contact ids to facilitate warm starting.
-union B2_API b2ContactID
-{
-	b2ContactFeature cf;
-	uint32 key;					///< Used to quickly compare contact ids.
-};
-
-/// A manifold point is a contact point belonging to a contact
-/// manifold. It holds details related to the geometry and dynamics
-/// of the contact points.
-/// The local point usage depends on the manifold type:
-/// -e_circles: the local center of circleB
-/// -e_faceA: the local center of cirlceB or the clip point of polygonB
-/// -e_faceB: the clip point of polygonA
-/// This structure is stored across time steps, so we keep it small.
-/// Note: the impulses are used for internal caching and may not
-/// provide reliable contact forces, especially for high speed collisions.
-struct B2_API b2ManifoldPoint
-{
-	b2Vec2 localPoint;		///< usage depends on manifold type
-	float normalImpulse;	///< the non-penetration impulse
-	float tangentImpulse;	///< the friction impulse
-	b2ContactID id;			///< uniquely identifies a contact point between two shapes
-};
-
-/// A manifold for two touching convex shapes.
-/// Box2D supports multiple types of contact:
-/// - clip point versus plane with radius
-/// - point versus point with radius (circles)
-/// The local point usage depends on the manifold type:
-/// -e_circles: the local center of circleA
-/// -e_faceA: the center of faceA
-/// -e_faceB: the center of faceB
-/// Similarly the local normal usage:
-/// -e_circles: not used
-/// -e_faceA: the normal on polygonA
-/// -e_faceB: the normal on polygonB
-/// We store contacts in this way so that position correction can
-/// account for movement, which is critical for continuous physics.
-/// All contact scenarios must be expressed in one of these types.
-/// This structure is stored across time steps, so we keep it small.
-struct B2_API b2Manifold
-{
-	enum Type
-	{
-		e_circles,
-		e_faceA,
-		e_faceB
-	};
-
-	b2ManifoldPoint points[b2_maxManifoldPoints];	///< the points of contact
-	b2Vec2 localNormal;								///< not use for Type::e_points
-	b2Vec2 localPoint;								///< usage depends on manifold type
-	Type type;
-	int32 pointCount;								///< the number of manifold points
-};
-
-/// This is used to compute the current state of a contact manifold.
-struct B2_API b2WorldManifold
-{
-	/// Evaluate the manifold with supplied transforms. This assumes
-	/// modest motion from the original state. This does not change the
-	/// point count, impulses, etc. The radii must come from the shapes
-	/// that generated the manifold.
-	void Initialize(const b2Manifold* manifold,
-					const b2Transform& xfA, float radiusA,
-					const b2Transform& xfB, float radiusB);
-
-	b2Vec2 normal;								///< world vector pointing from A to B
-	b2Vec2 points[b2_maxManifoldPoints];		///< world contact point (point of intersection)
-	float separations[b2_maxManifoldPoints];	///< a negative value indicates overlap, in meters
-};
-
-/// This is used for determining the state of contact points.
-enum b2PointState
-{
-	b2_nullState,		///< point does not exist
-	b2_addState,		///< point was added in the update
-	b2_persistState,	///< point persisted across the update
-	b2_removeState		///< point was removed in the update
-};
-
-/// Compute the point states given two manifolds. The states pertain to the transition from manifold1
-/// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
-B2_API void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
-					  const b2Manifold* manifold1, const b2Manifold* manifold2);
-
-/// Used for computing contact manifolds.
-struct B2_API b2ClipVertex
-{
-	b2Vec2 v;
-	b2ContactID id;
-};
-
-/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
-struct B2_API b2RayCastInput
-{
-	b2Vec2 p1, p2;
-	float maxFraction;
-};
-
-/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
-/// come from b2RayCastInput.
-struct B2_API b2RayCastOutput
-{
-	b2Vec2 normal;
-	float fraction;
-};
-
-/// An axis aligned bounding box.
-struct B2_API b2AABB
-{
-	/// Verify that the bounds are sorted.
-	bool IsValid() const;
-
-	/// Get the center of the AABB.
-	b2Vec2 GetCenter() const
-	{
-		return 0.5f * (lowerBound + upperBound);
-	}
-
-	/// Get the extents of the AABB (half-widths).
-	b2Vec2 GetExtents() const
-	{
-		return 0.5f * (upperBound - lowerBound);
-	}
-
-	/// Get the perimeter length
-	float GetPerimeter() const
-	{
-		float wx = upperBound.x - lowerBound.x;
-		float wy = upperBound.y - lowerBound.y;
-		return 2.0f * (wx + wy);
-	}
-
-	/// Combine an AABB into this one.
-	void Combine(const b2AABB& aabb)
-	{
-		lowerBound = b2Min(lowerBound, aabb.lowerBound);
-		upperBound = b2Max(upperBound, aabb.upperBound);
-	}
-
-	/// Combine two AABBs into this one.
-	void Combine(const b2AABB& aabb1, const b2AABB& aabb2)
-	{
-		lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound);
-		upperBound = b2Max(aabb1.upperBound, aabb2.upperBound);
-	}
-
-	/// Does this aabb contain the provided AABB.
-	bool Contains(const b2AABB& aabb) const
-	{
-		bool result = true;
-		result = result && lowerBound.x <= aabb.lowerBound.x;
-		result = result && lowerBound.y <= aabb.lowerBound.y;
-		result = result && aabb.upperBound.x <= upperBound.x;
-		result = result && aabb.upperBound.y <= upperBound.y;
-		return result;
-	}
-
-	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
-
-	b2Vec2 lowerBound;	///< the lower vertex
-	b2Vec2 upperBound;	///< the upper vertex
-};
-
-/// Compute the collision manifold between two circles.
-B2_API void b2CollideCircles(b2Manifold* manifold,
-					  const b2CircleShape* circleA, const b2Transform& xfA,
-					  const b2CircleShape* circleB, const b2Transform& xfB);
-
-/// Compute the collision manifold between a polygon and a circle.
-B2_API void b2CollidePolygonAndCircle(b2Manifold* manifold,
-							   const b2PolygonShape* polygonA, const b2Transform& xfA,
-							   const b2CircleShape* circleB, const b2Transform& xfB);
-
-/// Compute the collision manifold between two polygons.
-B2_API void b2CollidePolygons(b2Manifold* manifold,
-					   const b2PolygonShape* polygonA, const b2Transform& xfA,
-					   const b2PolygonShape* polygonB, const b2Transform& xfB);
-
-/// Compute the collision manifold between an edge and a circle.
-B2_API void b2CollideEdgeAndCircle(b2Manifold* manifold,
-							   const b2EdgeShape* polygonA, const b2Transform& xfA,
-							   const b2CircleShape* circleB, const b2Transform& xfB);
-
-/// Compute the collision manifold between an edge and a polygon.
-B2_API void b2CollideEdgeAndPolygon(b2Manifold* manifold,
-							   const b2EdgeShape* edgeA, const b2Transform& xfA,
-							   const b2PolygonShape* polygonB, const b2Transform& xfB);
-
-/// Clipping for contact manifolds.
-B2_API int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
-							const b2Vec2& normal, float offset, int32 vertexIndexA);
-
-/// Determine if two generic shapes overlap.
-B2_API bool b2TestOverlap(	const b2Shape* shapeA, int32 indexA,
-					const b2Shape* shapeB, int32 indexB,
-					const b2Transform& xfA, const b2Transform& xfB);
-
-/// Convex hull used for polygon collision
-struct b2Hull
-{
-	b2Vec2 points[b2_maxPolygonVertices];
-	int32 count;
-};
-
-/// Compute the convex hull of a set of points. Returns an empty hull if it fails.
-/// Some failure cases:
-/// - all points very close together
-/// - all points on a line
-/// - less than 3 points
-/// - more than b2_maxPolygonVertices points
-/// This welds close points and removes collinear points.
-b2Hull b2ComputeHull(const b2Vec2* points, int32 count);
-
-/// This determines if a hull is valid. Checks for:
-/// - convexity
-/// - collinear points
-/// This is expensive and should not be called at runtime.
-bool b2ValidateHull(const b2Hull& hull);
-
-
-// ---------------- Inline Functions ------------------------------------------
-
-inline bool b2AABB::IsValid() const
-{
-	b2Vec2 d = upperBound - lowerBound;
-	bool valid = d.x >= 0.0f && d.y >= 0.0f;
-	valid = valid && lowerBound.IsValid() && upperBound.IsValid();
-	return valid;
-}
-
-inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b)
-{
-	b2Vec2 d1, d2;
-	d1 = b.lowerBound - a.upperBound;
-	d2 = a.lowerBound - b.upperBound;
-
-	if (d1.x > 0.0f || d1.y > 0.0f)
-		return false;
-
-	if (d2.x > 0.0f || d2.y > 0.0f)
-		return false;
-
-	return true;
-}
-
-#endif

+ 0 - 138
3rd/box2d/include/box2d/b2_common.h

@@ -1,138 +0,0 @@
-// 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_COMMON_H
-#define B2_COMMON_H
-
-#include "b2_settings.h"
-
-#include <stddef.h>
-#include <assert.h>
-#include <float.h>
-
-#if !defined(NDEBUG)
-	#define b2DEBUG
-#endif
-
-#define B2_NOT_USED(x) ((void)(x))
-#define b2Assert(A) assert(A)
-
-#define	b2_maxFloat		FLT_MAX
-#define	b2_epsilon		FLT_EPSILON
-#define b2_pi			3.14159265359f
-
-/// @file
-/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
-///
-
-// Collision
-
-/// The maximum number of contact points between two convex shapes. Do
-/// not change this value.
-#define b2_maxManifoldPoints	2
-
-/// This is used to fatten AABBs in the dynamic tree. This allows proxies
-/// to move by a small amount without triggering a tree adjustment.
-/// This is in meters.
-#define b2_aabbExtension		(0.1f * b2_lengthUnitsPerMeter)
-
-/// This is used to fatten AABBs in the dynamic tree. This is used to predict
-/// the future position based on the current displacement.
-/// This is a dimensionless multiplier.
-#define b2_aabbMultiplier		4.0f
-
-/// A small length used as a collision and constraint tolerance. Usually it is
-/// chosen to be numerically significant, but visually insignificant. In meters.
-#define b2_linearSlop			(0.005f * b2_lengthUnitsPerMeter)
-
-/// A small angle used as a collision and constraint tolerance. Usually it is
-/// chosen to be numerically significant, but visually insignificant.
-#define b2_angularSlop			(2.0f / 180.0f * b2_pi)
-
-/// The radius of the polygon/edge shape skin. This should not be modified. Making
-/// this smaller means polygons will have an insufficient buffer for continuous collision.
-/// Making it larger may create artifacts for vertex collision.
-#define b2_polygonRadius		(2.0f * b2_linearSlop)
-
-/// Maximum number of sub-steps per contact in continuous physics simulation.
-#define b2_maxSubSteps			8
-
-
-// Dynamics
-
-/// Maximum number of contacts to be handled to solve a TOI impact.
-#define b2_maxTOIContacts			32
-
-/// The maximum linear position correction used when solving constraints. This helps to
-/// prevent overshoot. Meters.
-#define b2_maxLinearCorrection		(0.2f * b2_lengthUnitsPerMeter)
-
-/// The maximum angular position correction used when solving constraints. This helps to
-/// prevent overshoot.
-#define b2_maxAngularCorrection		(8.0f / 180.0f * b2_pi)
-
-/// The maximum linear translation of a body per step. This limit is very large and is used
-/// to prevent numerical problems. You shouldn't need to adjust this. Meters.
-#define b2_maxTranslation			(2.0f * b2_lengthUnitsPerMeter)
-#define b2_maxTranslationSquared	(b2_maxTranslation * b2_maxTranslation)
-
-/// The maximum angular velocity of a body. This limit is very large and is used
-/// to prevent numerical problems. You shouldn't need to adjust this.
-#define b2_maxRotation				(0.5f * b2_pi)
-#define b2_maxRotationSquared		(b2_maxRotation * b2_maxRotation)
-
-/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
-/// that overlap is removed in one time step. However using values close to 1 often lead
-/// to overshoot.
-#define b2_baumgarte				0.2f
-#define b2_toiBaumgarte				0.75f
-
-
-// Sleep
-
-/// The time that a body must be still before it will go to sleep.
-#define b2_timeToSleep				0.5f
-
-/// A body cannot sleep if its linear velocity is above this tolerance.
-#define b2_linearSleepTolerance		(0.01f * b2_lengthUnitsPerMeter)
-
-/// A body cannot sleep if its angular velocity is above this tolerance.
-#define b2_angularSleepTolerance	(2.0f / 180.0f * b2_pi)
-
-/// Dump to a file. Only one dump file allowed at a time.
-void b2OpenDump(const char* fileName);
-void b2Dump(const char* string, ...);
-void b2CloseDump();
-
-/// Version numbering scheme.
-/// See http://en.wikipedia.org/wiki/Software_versioning
-struct b2Version
-{
-	int32 major;		///< significant changes
-	int32 minor;		///< incremental changes
-	int32 revision;		///< bug fixes
-};
-
-/// Current version.
-extern B2_API b2Version b2_version;
-
-#endif

+ 0 - 386
3rd/box2d/include/box2d/b2_contact.h

@@ -1,386 +0,0 @@
-// 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_H
-#define B2_CONTACT_H
-
-#include "b2_api.h"
-#include "b2_collision.h"
-#include "b2_fixture.h"
-#include "b2_math.h"
-#include "b2_shape.h"
-
-class b2Body;
-class b2Contact;
-class b2Fixture;
-class b2World;
-class b2BlockAllocator;
-class b2StackAllocator;
-class b2ContactListener;
-
-/// Friction mixing law. The idea is to allow either fixture to drive the friction to zero.
-/// For example, anything slides on ice.
-inline float b2MixFriction(float friction1, float friction2)
-{
-	return b2Sqrt(friction1 * friction2);
-}
-
-/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
-/// For example, a superball bounces on anything.
-inline float b2MixRestitution(float restitution1, float restitution2)
-{
-	return restitution1 > restitution2 ? restitution1 : restitution2;
-}
-
-/// Restitution mixing law. This picks the lowest value.
-inline float b2MixRestitutionThreshold(float threshold1, float threshold2)
-{
-	return threshold1 < threshold2 ? threshold1 : threshold2;
-}
-
-typedef b2Contact* b2ContactCreateFcn(	b2Fixture* fixtureA, int32 indexA,
-										b2Fixture* fixtureB, int32 indexB,
-										b2BlockAllocator* allocator);
-typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
-
-struct B2_API b2ContactRegister
-{
-	b2ContactCreateFcn* createFcn;
-	b2ContactDestroyFcn* destroyFcn;
-	bool primary;
-};
-
-/// A contact edge is used to connect bodies and contacts together
-/// in a contact graph where each body is a node and each contact
-/// is an edge. A contact edge belongs to a doubly linked list
-/// maintained in each attached body. Each contact has two contact
-/// nodes, one for each attached body.
-struct B2_API b2ContactEdge
-{
-	b2Body* other;			///< provides quick access to the other body attached.
-	b2Contact* contact;		///< the contact
-	b2ContactEdge* prev;	///< the previous contact edge in the body's contact list
-	b2ContactEdge* next;	///< the next contact edge in the body's contact list
-};
-
-/// The class manages contact between two shapes. A contact exists for each overlapping
-/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
-/// that has no contact points.
-class B2_API b2Contact
-{
-public:
-
-	/// Get the contact manifold. Do not modify the manifold unless you understand the
-	/// internals of Box2D.
-	b2Manifold* GetManifold();
-	const b2Manifold* GetManifold() const;
-
-	/// Get the world manifold.
-	void GetWorldManifold(b2WorldManifold* worldManifold) const;
-
-	/// Is this contact touching?
-	bool IsTouching() const;
-
-	/// Enable/disable this contact. This can be used inside the pre-solve
-	/// contact listener. The contact is only disabled for the current
-	/// time step (or sub-step in continuous collisions).
-	void SetEnabled(bool flag);
-
-	/// Has this contact been disabled?
-	bool IsEnabled() const;
-
-	/// Get the next contact in the world's contact list.
-	b2Contact* GetNext();
-	const b2Contact* GetNext() const;
-
-	/// Get fixture A in this contact.
-	b2Fixture* GetFixtureA();
-	const b2Fixture* GetFixtureA() const;
-
-	/// Get the child primitive index for fixture A.
-	int32 GetChildIndexA() const;
-
-	/// Get fixture B in this contact.
-	b2Fixture* GetFixtureB();
-	const b2Fixture* GetFixtureB() const;
-
-	/// Get the child primitive index for fixture B.
-	int32 GetChildIndexB() const;
-
-	/// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
-	/// This value persists until set or reset.
-	void SetFriction(float friction);
-
-	/// Get the friction.
-	float GetFriction() const;
-
-	/// Reset the friction mixture to the default value.
-	void ResetFriction();
-
-	/// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
-	/// The value persists until you set or reset.
-	void SetRestitution(float restitution);
-
-	/// Get the restitution.
-	float GetRestitution() const;
-
-	/// Reset the restitution to the default value.
-	void ResetRestitution();
-
-	/// Override the default restitution velocity threshold mixture. You can call this in b2ContactListener::PreSolve.
-	/// The value persists until you set or reset.
-	void SetRestitutionThreshold(float threshold);
-
-	/// Get the restitution threshold.
-	float GetRestitutionThreshold() const;
-
-	/// Reset the restitution threshold to the default value.
-	void ResetRestitutionThreshold();
-
-	/// Set the desired tangent speed for a conveyor belt behavior. In meters per second.
-	void SetTangentSpeed(float speed);
-
-	/// Get the desired tangent speed. In meters per second.
-	float GetTangentSpeed() const;
-
-	/// Evaluate this contact with your own manifold and transforms.
-	virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
-
-protected:
-	friend class b2ContactManager;
-	friend class b2World;
-	friend class b2ContactSolver;
-	friend class b2Body;
-	friend class b2Fixture;
-
-	// Flags stored in m_flags
-	enum
-	{
-		// Used when crawling contact graph when forming islands.
-		e_islandFlag		= 0x0001,
-
-		// Set when the shapes are touching.
-		e_touchingFlag		= 0x0002,
-
-		// This contact can be disabled (by user)
-		e_enabledFlag		= 0x0004,
-
-		// This contact needs filtering because a fixture filter was changed.
-		e_filterFlag		= 0x0008,
-
-		// This bullet contact had a TOI event
-		e_bulletHitFlag		= 0x0010,
-
-		// This contact has a valid TOI in m_toi
-		e_toiFlag			= 0x0020
-	};
-
-	/// Flag this contact for filtering. Filtering will occur the next time step.
-	void FlagForFiltering();
-
-	static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
-						b2Shape::Type typeA, b2Shape::Type typeB);
-	static void InitializeRegisters();
-	static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
-	static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
-	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
-	b2Contact() : m_fixtureA(nullptr), m_fixtureB(nullptr) {}
-	b2Contact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
-	virtual ~b2Contact() {}
-
-	void Update(b2ContactListener* listener);
-
-	static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
-	static bool s_initialized;
-
-	uint32 m_flags;
-
-	// World pool and list pointers.
-	b2Contact* m_prev;
-	b2Contact* m_next;
-
-	// Nodes for connecting bodies.
-	b2ContactEdge m_nodeA;
-	b2ContactEdge m_nodeB;
-
-	b2Fixture* m_fixtureA;
-	b2Fixture* m_fixtureB;
-
-	int32 m_indexA;
-	int32 m_indexB;
-
-	b2Manifold m_manifold;
-
-	int32 m_toiCount;
-	float m_toi;
-
-	float m_friction;
-	float m_restitution;
-	float m_restitutionThreshold;
-
-	float m_tangentSpeed;
-};
-
-inline b2Manifold* b2Contact::GetManifold()
-{
-	return &m_manifold;
-}
-
-inline const b2Manifold* b2Contact::GetManifold() const
-{
-	return &m_manifold;
-}
-
-inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const
-{
-	const b2Body* bodyA = m_fixtureA->GetBody();
-	const b2Body* bodyB = m_fixtureB->GetBody();
-	const b2Shape* shapeA = m_fixtureA->GetShape();
-	const b2Shape* shapeB = m_fixtureB->GetShape();
-
-	worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius);
-}
-
-inline void b2Contact::SetEnabled(bool flag)
-{
-	if (flag)
-	{
-		m_flags |= e_enabledFlag;
-	}
-	else
-	{
-		m_flags &= ~e_enabledFlag;
-	}
-}
-
-inline bool b2Contact::IsEnabled() const
-{
-	return (m_flags & e_enabledFlag) == e_enabledFlag;
-}
-
-inline bool b2Contact::IsTouching() const
-{
-	return (m_flags & e_touchingFlag) == e_touchingFlag;
-}
-
-inline b2Contact* b2Contact::GetNext()
-{
-	return m_next;
-}
-
-inline const b2Contact* b2Contact::GetNext() const
-{
-	return m_next;
-}
-
-inline b2Fixture* b2Contact::GetFixtureA()
-{
-	return m_fixtureA;
-}
-
-inline const b2Fixture* b2Contact::GetFixtureA() const
-{
-	return m_fixtureA;
-}
-
-inline b2Fixture* b2Contact::GetFixtureB()
-{
-	return m_fixtureB;
-}
-
-inline int32 b2Contact::GetChildIndexA() const
-{
-	return m_indexA;
-}
-
-inline const b2Fixture* b2Contact::GetFixtureB() const
-{
-	return m_fixtureB;
-}
-
-inline int32 b2Contact::GetChildIndexB() const
-{
-	return m_indexB;
-}
-
-inline void b2Contact::FlagForFiltering()
-{
-	m_flags |= e_filterFlag;
-}
-
-inline void b2Contact::SetFriction(float friction)
-{
-	m_friction = friction;
-}
-
-inline float b2Contact::GetFriction() const
-{
-	return m_friction;
-}
-
-inline void b2Contact::ResetFriction()
-{
-	m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
-}
-
-inline void b2Contact::SetRestitution(float restitution)
-{
-	m_restitution = restitution;
-}
-
-inline float b2Contact::GetRestitution() const
-{
-	return m_restitution;
-}
-
-inline void b2Contact::ResetRestitution()
-{
-	m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
-}
-
-inline void b2Contact::SetRestitutionThreshold(float threshold)
-{
-	m_restitutionThreshold = threshold;
-}
-
-inline float b2Contact::GetRestitutionThreshold() const
-{
-	return m_restitutionThreshold;
-}
-
-inline void b2Contact::ResetRestitutionThreshold()
-{
-	m_restitutionThreshold = b2MixRestitutionThreshold(m_fixtureA->m_restitutionThreshold, m_fixtureB->m_restitutionThreshold);
-}
-
-inline void b2Contact::SetTangentSpeed(float speed)
-{
-	m_tangentSpeed = speed;
-}
-
-inline float b2Contact::GetTangentSpeed() const
-{
-	return m_tangentSpeed;
-}
-
-#endif

+ 0 - 57
3rd/box2d/include/box2d/b2_contact_manager.h

@@ -1,57 +0,0 @@
-// 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_MANAGER_H
-#define B2_CONTACT_MANAGER_H
-
-#include "b2_api.h"
-#include "b2_broad_phase.h"
-
-class b2Contact;
-class b2ContactFilter;
-class b2ContactListener;
-class b2BlockAllocator;
-
-// Delegate of b2World.
-class B2_API b2ContactManager
-{
-public:
-	b2ContactManager();
-
-	// Broad-phase callback.
-	void AddPair(void* proxyUserDataA, void* proxyUserDataB);
-
-	void FindNewContacts();
-
-	void Destroy(b2Contact* c);
-
-	void Collide();
-
-	b2BroadPhase m_broadPhase;
-	b2Contact* m_contactList;
-	int32 m_contactCount;
-	b2ContactFilter* m_contactFilter;
-	b2ContactListener* m_contactListener;
-	b2BlockAllocator* m_allocator;
-};
-
-#endif

+ 0 - 171
3rd/box2d/include/box2d/b2_distance.h

@@ -1,171 +0,0 @@
-// 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_DISTANCE_H
-#define B2_DISTANCE_H
-
-#include "b2_api.h"
-#include "b2_math.h"
-
-class b2Shape;
-
-/// A distance proxy is used by the GJK algorithm.
-/// It encapsulates any shape.
-struct B2_API b2DistanceProxy
-{
-	b2DistanceProxy() : m_vertices(nullptr), m_count(0), m_radius(0.0f) {}
-
-	/// Initialize the proxy using the given shape. The shape
-	/// must remain in scope while the proxy is in use.
-	void Set(const b2Shape* shape, int32 index);
-
-    /// Initialize the proxy using a vertex cloud and radius. The vertices
-    /// must remain in scope while the proxy is in use.
-    void Set(const b2Vec2* vertices, int32 count, float radius);
-
-	/// Get the supporting vertex index in the given direction.
-	int32 GetSupport(const b2Vec2& d) const;
-
-	/// Get the supporting vertex in the given direction.
-	const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
-
-	/// Get the vertex count.
-	int32 GetVertexCount() const;
-
-	/// Get a vertex by index. Used by b2Distance.
-	const b2Vec2& GetVertex(int32 index) const;
-
-	b2Vec2 m_buffer[2];
-	const b2Vec2* m_vertices;
-	int32 m_count;
-	float m_radius;
-};
-
-/// Used to warm start b2Distance.
-/// Set count to zero on first call.
-struct B2_API b2SimplexCache
-{
-	float metric;		///< length or area
-	uint16 count;
-	uint8 indexA[3];	///< vertices on shape A
-	uint8 indexB[3];	///< vertices on shape B
-};
-
-/// Input for b2Distance.
-/// You have to option to use the shape radii
-/// in the computation. Even
-struct B2_API b2DistanceInput
-{
-	b2DistanceProxy proxyA;
-	b2DistanceProxy proxyB;
-	b2Transform transformA;
-	b2Transform transformB;
-	bool useRadii;
-};
-
-/// Output for b2Distance.
-struct B2_API b2DistanceOutput
-{
-	b2Vec2 pointA;		///< closest point on shapeA
-	b2Vec2 pointB;		///< closest point on shapeB
-	float distance;
-	int32 iterations;	///< number of GJK iterations used
-};
-
-/// Compute the closest points between two shapes. Supports any combination of:
-/// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
-/// On the first call set b2SimplexCache.count to zero.
-B2_API void b2Distance(b2DistanceOutput* output,
-				b2SimplexCache* cache,
-				const b2DistanceInput* input);
-
-/// Input parameters for b2ShapeCast
-struct B2_API b2ShapeCastInput
-{
-	b2DistanceProxy proxyA;
-	b2DistanceProxy proxyB;
-	b2Transform transformA;
-	b2Transform transformB;
-	b2Vec2 translationB;
-};
-
-/// Output results for b2ShapeCast
-struct B2_API b2ShapeCastOutput
-{
-	b2Vec2 point;
-	b2Vec2 normal;
-	float lambda;
-	int32 iterations;
-};
-
-/// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
-/// @returns true if hit, false if there is no hit or an initial overlap
-B2_API bool b2ShapeCast(b2ShapeCastOutput* output, const b2ShapeCastInput* input);
-
-//////////////////////////////////////////////////////////////////////////
-
-inline int32 b2DistanceProxy::GetVertexCount() const
-{
-	return m_count;
-}
-
-inline const b2Vec2& b2DistanceProxy::GetVertex(int32 index) const
-{
-	b2Assert(0 <= index && index < m_count);
-	return m_vertices[index];
-}
-
-inline int32 b2DistanceProxy::GetSupport(const b2Vec2& d) const
-{
-	int32 bestIndex = 0;
-	float bestValue = b2Dot(m_vertices[0], d);
-	for (int32 i = 1; i < m_count; ++i)
-	{
-		float value = b2Dot(m_vertices[i], d);
-		if (value > bestValue)
-		{
-			bestIndex = i;
-			bestValue = value;
-		}
-	}
-
-	return bestIndex;
-}
-
-inline const b2Vec2& b2DistanceProxy::GetSupportVertex(const b2Vec2& d) const
-{
-	int32 bestIndex = 0;
-	float bestValue = b2Dot(m_vertices[0], d);
-	for (int32 i = 1; i < m_count; ++i)
-	{
-		float value = b2Dot(m_vertices[i], d);
-		if (value > bestValue)
-		{
-			bestIndex = i;
-			bestValue = value;
-		}
-	}
-
-	return m_vertices[bestIndex];
-}
-
-#endif

+ 0 - 176
3rd/box2d/include/box2d/b2_distance_joint.h

@@ -1,176 +0,0 @@
-// 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_DISTANCE_JOINT_H
-#define B2_DISTANCE_JOINT_H
-
-#include "b2_api.h"
-#include "b2_joint.h"
-
-/// Distance joint definition. This requires defining an anchor point on both
-/// bodies and the non-zero distance of the distance joint. The definition uses
-/// local anchor points so that the initial configuration can violate the
-/// constraint slightly. This helps when saving and loading a game.
-struct B2_API b2DistanceJointDef : public b2JointDef
-{
-	b2DistanceJointDef()
-	{
-		type = e_distanceJoint;
-		localAnchorA.Set(0.0f, 0.0f);
-		localAnchorB.Set(0.0f, 0.0f);
-		length = 1.0f;
-		minLength = 0.0f;
-		maxLength = FLT_MAX;
-		stiffness = 0.0f;
-		damping = 0.0f;
-	}
-
-	/// Initialize the bodies, anchors, and rest length using world space anchors.
-	/// The minimum and maximum lengths are set to the rest length.
-	void Initialize(b2Body* bodyA, b2Body* bodyB,
-					const b2Vec2& anchorA, const b2Vec2& anchorB);
-
-	/// The local anchor point relative to bodyA's origin.
-	b2Vec2 localAnchorA;
-
-	/// The local anchor point relative to bodyB's origin.
-	b2Vec2 localAnchorB;
-
-	/// The rest length of this joint. Clamped to a stable minimum value.
-	float length;
-
-	/// Minimum length. Clamped to a stable minimum value.
-	float minLength;
-
-	/// Maximum length. Must be greater than or equal to the minimum length.
-	float maxLength;
-
-	/// The linear stiffness in N/m.
-	float stiffness;
-
-	/// The linear damping in N*s/m.
-	float damping;
-};
-
-/// A distance joint constrains two points on two bodies to remain at a fixed
-/// distance from each other. You can view this as a massless, rigid rod.
-class B2_API b2DistanceJoint : public b2Joint
-{
-public:
-
-	b2Vec2 GetAnchorA() const override;
-	b2Vec2 GetAnchorB() const override;
-
-	/// Get the reaction force given the inverse time step.
-	/// Unit is N.
-	b2Vec2 GetReactionForce(float inv_dt) const override;
-
-	/// Get the reaction torque given the inverse time step.
-	/// Unit is N*m. This is always zero for a distance joint.
-	float GetReactionTorque(float inv_dt) const override;
-
-	/// The local anchor point relative to bodyA's origin.
-	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
-	/// The local anchor point relative to bodyB's origin.
-	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
-
-	/// Get the rest length
-	float GetLength() const { return m_length; }
-
-	/// Set the rest length
-	/// @returns clamped rest length
-	float SetLength(float length);
-
-	/// Get the minimum length
-	float GetMinLength() const { return m_minLength; }
-
-	/// Set the minimum length
-	/// @returns the clamped minimum length
-	float SetMinLength(float minLength);
-
-	/// Get the maximum length
-	float GetMaxLength() const { return m_maxLength; }
-
-	/// Set the maximum length
-	/// @returns the clamped maximum length
-	float SetMaxLength(float maxLength);
-
-	/// Get the current length
-	float GetCurrentLength() const;
-
-	/// Set/get the linear stiffness in N/m
-	void SetStiffness(float stiffness) { m_stiffness = stiffness; }
-	float GetStiffness() const { return m_stiffness; }
-
-	/// Set/get linear damping in N*s/m
-	void SetDamping(float damping) { m_damping = damping; }
-	float GetDamping() const { return m_damping; }
-
-	/// Dump joint to dmLog
-	void Dump() override;
-
-	///
-	void Draw(b2Draw* draw) const override;
-
-protected:
-
-	friend class b2Joint;
-	b2DistanceJoint(const b2DistanceJointDef* data);
-
-	void InitVelocityConstraints(const b2SolverData& data) override;
-	void SolveVelocityConstraints(const b2SolverData& data) override;
-	bool SolvePositionConstraints(const b2SolverData& data) override;
-
-	float m_stiffness;
-	float m_damping;
-	float m_bias;
-	float m_length;
-	float m_minLength;
-	float m_maxLength;
-
-	// Solver shared
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-	float m_gamma;
-	float m_impulse;
-	float m_lowerImpulse;
-	float m_upperImpulse;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_u;
-	b2Vec2 m_rA;
-	b2Vec2 m_rB;
-	b2Vec2 m_localCenterA;
-	b2Vec2 m_localCenterB;
-	float m_currentLength;
-	float m_invMassA;
-	float m_invMassB;
-	float m_invIA;
-	float m_invIB;
-	float m_softMass;
-	float m_mass;
-};
-
-#endif

+ 0 - 102
3rd/box2d/include/box2d/b2_draw.h

@@ -1,102 +0,0 @@
-// 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_DRAW_H
-#define B2_DRAW_H
-
-#include "b2_api.h"
-#include "b2_math.h"
-
-/// Color for debug drawing. Each value has the range [0,1].
-struct B2_API b2Color
-{
-	b2Color() {}
-	b2Color(float rIn, float gIn, float bIn, float aIn = 1.0f)
-	{
-		r = rIn; g = gIn; b = bIn; a = aIn;
-	}
-
-	void Set(float rIn, float gIn, float bIn, float aIn = 1.0f)
-	{
-		r = rIn; g = gIn; b = bIn; a = aIn;
-	}
-
-	float r, g, b, a;
-};
-
-/// Implement and register this class with a b2World to provide debug drawing of physics
-/// entities in your game.
-class B2_API b2Draw
-{
-public:
-	b2Draw();
-
-	virtual ~b2Draw() {}
-
-	enum
-	{
-		e_shapeBit				= 0x0001,	///< draw shapes
-		e_jointBit				= 0x0002,	///< draw joint connections
-		e_aabbBit				= 0x0004,	///< draw axis aligned bounding boxes
-		e_pairBit				= 0x0008,	///< draw broad-phase pairs
-		e_centerOfMassBit		= 0x0010	///< draw center of mass frame
-	};
-
-	/// Set the drawing flags.
-	void SetFlags(uint32 flags);
-
-	/// Get the drawing flags.
-	uint32 GetFlags() const;
-
-	/// Append flags to the current flags.
-	void AppendFlags(uint32 flags);
-
-	/// Clear flags from the current flags.
-	void ClearFlags(uint32 flags);
-
-	/// Draw a closed polygon provided in CCW order.
-	virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
-
-	/// Draw a solid closed polygon provided in CCW order.
-	virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
-
-	/// Draw a circle.
-	virtual void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) = 0;
-
-	/// Draw a solid circle.
-	virtual void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) = 0;
-
-	/// Draw a line segment.
-	virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
-
-	/// Draw a transform. Choose your own length scale.
-	/// @param xf a transform.
-	virtual void DrawTransform(const b2Transform& xf) = 0;
-
-	/// Draw a point.
-	virtual void DrawPoint(const b2Vec2& p, float size, const b2Color& color) = 0;
-
-protected:
-	uint32 m_drawFlags;
-};
-
-#endif

+ 0 - 308
3rd/box2d/include/box2d/b2_dynamic_tree.h

@@ -1,308 +0,0 @@
-// 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_DYNAMIC_TREE_H
-#define B2_DYNAMIC_TREE_H
-
-#include "b2_api.h"
-#include "b2_collision.h"
-#include "b2_growable_stack.h"
-
-#define b2_nullNode (-1)
-
-/// A node in the dynamic tree. The client does not interact with this directly.
-struct B2_API b2TreeNode
-{
-	bool IsLeaf() const
-	{
-		return child1 == b2_nullNode;
-	}
-
-	/// Enlarged AABB
-	b2AABB aabb;
-
-	void* userData;
-
-	union
-	{
-		int32 parent;
-		int32 next;
-	};
-
-	int32 child1;
-	int32 child2;
-
-	// leaf = 0, free node = -1
-	int32 height;
-
-	bool moved;
-};
-
-/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
-/// A dynamic tree arranges data in a binary tree to accelerate
-/// queries such as volume queries and ray casts. Leafs are proxies
-/// with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor
-/// so that the proxy AABB is bigger than the client object. This allows the client
-/// object to move by small amounts without triggering a tree update.
-///
-/// Nodes are pooled and relocatable, so we use node indices rather than pointers.
-class B2_API b2DynamicTree
-{
-public:
-	/// Constructing the tree initializes the node pool.
-	b2DynamicTree();
-
-	/// Destroy the tree, freeing the node pool.
-	~b2DynamicTree();
-
-	/// Create a proxy. Provide a tight fitting AABB and a userData pointer.
-	int32 CreateProxy(const b2AABB& aabb, void* userData);
-
-	/// Destroy a proxy. This asserts if the id is invalid.
-	void DestroyProxy(int32 proxyId);
-
-	/// Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB,
-	/// then the proxy is removed from the tree and re-inserted. Otherwise
-	/// the function returns immediately.
-	/// @return true if the proxy was re-inserted.
-	bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement);
-
-	/// Get proxy user data.
-	/// @return the proxy user data or 0 if the id is invalid.
-	void* GetUserData(int32 proxyId) const;
-
-	bool WasMoved(int32 proxyId) const;
-	void ClearMoved(int32 proxyId);
-
-	/// Get the fat AABB for a proxy.
-	const b2AABB& GetFatAABB(int32 proxyId) const;
-
-	/// Query an AABB for overlapping proxies. The callback class
-	/// is called for each proxy that overlaps the supplied AABB.
-	template <typename T>
-	void Query(T* callback, const b2AABB& aabb) const;
-
-	/// Ray-cast against the proxies in the tree. This relies on the callback
-	/// to perform a exact ray-cast in the case were the proxy contains a shape.
-	/// The callback also performs the any collision filtering. This has performance
-	/// roughly equal to k * log(n), where k is the number of collisions and n is the
-	/// number of proxies in the tree.
-	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
-	/// @param callback a callback class that is called for each proxy that is hit by the ray.
-	template <typename T>
-	void RayCast(T* callback, const b2RayCastInput& input) const;
-
-	/// Validate this tree. For testing.
-	void Validate() const;
-
-	/// Compute the height of the binary tree in O(N) time. Should not be
-	/// called often.
-	int32 GetHeight() const;
-
-	/// Get the maximum balance of an node in the tree. The balance is the difference
-	/// in height of the two children of a node.
-	int32 GetMaxBalance() const;
-
-	/// Get the ratio of the sum of the node areas to the root area.
-	float GetAreaRatio() const;
-
-	/// Build an optimal tree. Very expensive. For testing.
-	void RebuildBottomUp();
-
-	/// Shift the world origin. Useful for large worlds.
-	/// The shift formula is: position -= newOrigin
-	/// @param newOrigin the new origin with respect to the old origin
-	void ShiftOrigin(const b2Vec2& newOrigin);
-
-private:
-
-	int32 AllocateNode();
-	void FreeNode(int32 node);
-
-	void InsertLeaf(int32 node);
-	void RemoveLeaf(int32 node);
-
-	int32 Balance(int32 index);
-
-	int32 ComputeHeight() const;
-	int32 ComputeHeight(int32 nodeId) const;
-
-	void ValidateStructure(int32 index) const;
-	void ValidateMetrics(int32 index) const;
-
-	int32 m_root;
-
-	b2TreeNode* m_nodes;
-	int32 m_nodeCount;
-	int32 m_nodeCapacity;
-
-	int32 m_freeList;
-
-	int32 m_insertionCount;
-};
-
-inline void* b2DynamicTree::GetUserData(int32 proxyId) const
-{
-	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
-	return m_nodes[proxyId].userData;
-}
-
-inline bool b2DynamicTree::WasMoved(int32 proxyId) const
-{
-	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
-	return m_nodes[proxyId].moved;
-}
-
-inline void b2DynamicTree::ClearMoved(int32 proxyId)
-{
-	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
-	m_nodes[proxyId].moved = false;
-}
-
-inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const
-{
-	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
-	return m_nodes[proxyId].aabb;
-}
-
-template <typename T>
-inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
-{
-	b2GrowableStack<int32, 256> stack;
-	stack.Push(m_root);
-
-	while (stack.GetCount() > 0)
-	{
-		int32 nodeId = stack.Pop();
-		if (nodeId == b2_nullNode)
-		{
-			continue;
-		}
-
-		const b2TreeNode* node = m_nodes + nodeId;
-
-		if (b2TestOverlap(node->aabb, aabb))
-		{
-			if (node->IsLeaf())
-			{
-				bool proceed = callback->QueryCallback(nodeId);
-				if (proceed == false)
-				{
-					return;
-				}
-			}
-			else
-			{
-				stack.Push(node->child1);
-				stack.Push(node->child2);
-			}
-		}
-	}
-}
-
-template <typename T>
-inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) const
-{
-	b2Vec2 p1 = input.p1;
-	b2Vec2 p2 = input.p2;
-	b2Vec2 r = p2 - p1;
-	b2Assert(r.LengthSquared() > 0.0f);
-	r.Normalize();
-
-	// v is perpendicular to the segment.
-	b2Vec2 v = b2Cross(1.0f, r);
-	b2Vec2 abs_v = b2Abs(v);
-
-	// Separating axis for segment (Gino, p80).
-	// |dot(v, p1 - c)| > dot(|v|, h)
-
-	float maxFraction = input.maxFraction;
-
-	// Build a bounding box for the segment.
-	b2AABB segmentAABB;
-	{
-		b2Vec2 t = p1 + maxFraction * (p2 - p1);
-		segmentAABB.lowerBound = b2Min(p1, t);
-		segmentAABB.upperBound = b2Max(p1, t);
-	}
-
-	b2GrowableStack<int32, 256> stack;
-	stack.Push(m_root);
-
-	while (stack.GetCount() > 0)
-	{
-		int32 nodeId = stack.Pop();
-		if (nodeId == b2_nullNode)
-		{
-			continue;
-		}
-
-		const b2TreeNode* node = m_nodes + nodeId;
-
-		if (b2TestOverlap(node->aabb, segmentAABB) == false)
-		{
-			continue;
-		}
-
-		// Separating axis for segment (Gino, p80).
-		// |dot(v, p1 - c)| > dot(|v|, h)
-		b2Vec2 c = node->aabb.GetCenter();
-		b2Vec2 h = node->aabb.GetExtents();
-		float separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h);
-		if (separation > 0.0f)
-		{
-			continue;
-		}
-
-		if (node->IsLeaf())
-		{
-			b2RayCastInput subInput;
-			subInput.p1 = input.p1;
-			subInput.p2 = input.p2;
-			subInput.maxFraction = maxFraction;
-
-			float value = callback->RayCastCallback(subInput, nodeId);
-
-			if (value == 0.0f)
-			{
-				// The client has terminated the ray cast.
-				return;
-			}
-
-			if (value > 0.0f)
-			{
-				// Update segment bounding box.
-				maxFraction = value;
-				b2Vec2 t = p1 + maxFraction * (p2 - p1);
-				segmentAABB.lowerBound = b2Min(p1, t);
-				segmentAABB.upperBound = b2Max(p1, t);
-			}
-		}
-		else
-		{
-			stack.Push(node->child1);
-			stack.Push(node->child2);
-		}
-	}
-}
-
-#endif

+ 0 - 86
3rd/box2d/include/box2d/b2_edge_shape.h

@@ -1,86 +0,0 @@
-// 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_SHAPE_H
-#define B2_EDGE_SHAPE_H
-
-#include "b2_api.h"
-#include "b2_shape.h"
-
-/// A line segment (edge) shape. These can be connected in chains or loops
-/// to other edge shapes. Edges created independently are two-sided and do
-/// no provide smooth movement across junctions.
-class B2_API b2EdgeShape : public b2Shape
-{
-public:
-	b2EdgeShape();
-
-	/// Set this as a part of a sequence. Vertex v0 precedes the edge and vertex v3
-	/// follows. These extra vertices are used to provide smooth movement
-	/// across junctions. This also makes the collision one-sided. The edge
-	/// normal points to the right looking from v1 to v2.
-	void SetOneSided(const b2Vec2& v0, const b2Vec2& v1,const b2Vec2& v2, const b2Vec2& v3);
-
-	/// Set this as an isolated edge. Collision is two-sided.
-	void SetTwoSided(const b2Vec2& v1, const b2Vec2& v2);
-
-	/// Implement b2Shape.
-	b2Shape* Clone(b2BlockAllocator* allocator) const override;
-
-	/// @see b2Shape::GetChildCount
-	int32 GetChildCount() const override;
-
-	/// @see b2Shape::TestPoint
-	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
-
-	/// Implement b2Shape.
-	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-				const b2Transform& transform, int32 childIndex) const override;
-
-	/// @see b2Shape::ComputeAABB
-	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
-
-	/// @see b2Shape::ComputeMass
-	void ComputeMass(b2MassData* massData, float density) const override;
-
-	/// These are the edge vertices
-	b2Vec2 m_vertex1, m_vertex2;
-
-	/// Optional adjacent vertices. These are used for smooth collision.
-	b2Vec2 m_vertex0, m_vertex3;
-
-	/// Uses m_vertex0 and m_vertex3 to create smooth collision.
-	bool m_oneSided;
-};
-
-inline b2EdgeShape::b2EdgeShape()
-{
-	m_type = e_edge;
-	m_radius = b2_polygonRadius;
-	m_vertex0.x = 0.0f;
-	m_vertex0.y = 0.0f;
-	m_vertex3.x = 0.0f;
-	m_vertex3.y = 0.0f;
-	m_oneSided = false;
-}
-
-#endif

+ 0 - 371
3rd/box2d/include/box2d/b2_fixture.h

@@ -1,371 +0,0 @@
-// 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_FIXTURE_H
-#define B2_FIXTURE_H
-
-#include "b2_api.h"
-#include "b2_body.h"
-#include "b2_collision.h"
-#include "b2_shape.h"
-
-class b2BlockAllocator;
-class b2Body;
-class b2BroadPhase;
-class b2Fixture;
-
-/// This holds contact filtering data.
-struct B2_API b2Filter
-{
-	b2Filter()
-	{
-		categoryBits = 0x0001;
-		maskBits = 0xFFFF;
-		groupIndex = 0;
-	}
-
-	/// The collision category bits. Normally you would just set one bit.
-	uint16 categoryBits;
-
-	/// The collision mask bits. This states the categories that this
-	/// shape would accept for collision.
-	uint16 maskBits;
-
-	/// Collision groups allow a certain group of objects to never collide (negative)
-	/// or always collide (positive). Zero means no collision group. Non-zero group
-	/// filtering always wins against the mask bits.
-	int16 groupIndex;
-};
-
-/// A fixture definition is used to create a fixture. This class defines an
-/// abstract fixture definition. You can reuse fixture definitions safely.
-struct B2_API b2FixtureDef
-{
-	/// The constructor sets the default fixture definition values.
-	b2FixtureDef()
-	{
-		shape = nullptr;
-		friction = 0.2f;
-		restitution = 0.0f;
-		restitutionThreshold = 1.0f * b2_lengthUnitsPerMeter;
-		density = 0.0f;
-		isSensor = false;
-	}
-
-	/// The shape, this must be set. The shape will be cloned, so you
-	/// can create the shape on the stack.
-	const b2Shape* shape;
-
-	/// Use this to store application specific fixture data.
-	b2FixtureUserData userData;
-
-	/// The friction coefficient, usually in the range [0,1].
-	float friction;
-
-	/// The restitution (elasticity) usually in the range [0,1].
-	float restitution;
-
-	/// Restitution velocity threshold, usually in m/s. Collisions above this
-	/// speed have restitution applied (will bounce).
-	float restitutionThreshold;
-
-	/// The density, usually in kg/m^2.
-	float density;
-
-	/// A sensor shape collects contact information but never generates a collision
-	/// response.
-	bool isSensor;
-
-	/// Contact filtering data.
-	b2Filter filter;
-};
-
-/// This proxy is used internally to connect fixtures to the broad-phase.
-struct B2_API b2FixtureProxy
-{
-	b2AABB aabb;
-	b2Fixture* fixture;
-	int32 childIndex;
-	int32 proxyId;
-};
-
-/// A fixture is used to attach a shape to a body for collision detection. A fixture
-/// inherits its transform from its parent. Fixtures hold additional non-geometric data
-/// such as friction, collision filters, etc.
-/// Fixtures are created via b2Body::CreateFixture.
-/// @warning you cannot reuse fixtures.
-class B2_API b2Fixture
-{
-public:
-	/// Get the type of the child shape. You can use this to down cast to the concrete shape.
-	/// @return the shape type.
-	b2Shape::Type GetType() const;
-
-	/// Get the child shape. You can modify the child shape, however you should not change the
-	/// number of vertices because this will crash some collision caching mechanisms.
-	/// Manipulating the shape may lead to non-physical behavior.
-	b2Shape* GetShape();
-	const b2Shape* GetShape() const;
-
-	/// Set if this fixture is a sensor.
-	void SetSensor(bool sensor);
-
-	/// Is this fixture a sensor (non-solid)?
-	/// @return the true if the shape is a sensor.
-	bool IsSensor() const;
-
-	/// Set the contact filtering data. This will not update contacts until the next time
-	/// step when either parent body is active and awake.
-	/// This automatically calls Refilter.
-	void SetFilterData(const b2Filter& filter);
-
-	/// Get the contact filtering data.
-	const b2Filter& GetFilterData() const;
-
-	/// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
-	void Refilter();
-
-	/// Get the parent body of this fixture. This is nullptr if the fixture is not attached.
-	/// @return the parent body.
-	b2Body* GetBody();
-	const b2Body* GetBody() const;
-
-	/// Get the next fixture in the parent body's fixture list.
-	/// @return the next shape.
-	b2Fixture* GetNext();
-	const b2Fixture* GetNext() const;
-
-	/// Get the user data that was assigned in the fixture definition. Use this to
-	/// store your application specific data.
-	b2FixtureUserData& GetUserData();
-	const b2FixtureUserData& GetUserData() const;
-
-	/// Test a point for containment in this fixture.
-	/// @param p a point in world coordinates.
-	bool TestPoint(const b2Vec2& p) const;
-
-	/// Cast a ray against this shape.
-	/// @param output the ray-cast results.
-	/// @param input the ray-cast input parameters.
-	/// @param childIndex the child shape index (e.g. edge index)
-	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const;
-
-	/// Get the mass data for this fixture. The mass data is based on the density and
-	/// the shape. The rotational inertia is about the shape's origin. This operation
-	/// may be expensive.
-	void GetMassData(b2MassData* massData) const;
-
-	/// Set the density of this fixture. This will _not_ automatically adjust the mass
-	/// of the body. You must call b2Body::ResetMassData to update the body's mass.
-	void SetDensity(float density);
-
-	/// Get the density of this fixture.
-	float GetDensity() const;
-
-	/// Get the coefficient of friction.
-	float GetFriction() const;
-
-	/// Set the coefficient of friction. This will _not_ change the friction of
-	/// existing contacts.
-	void SetFriction(float friction);
-
-	/// Get the coefficient of restitution.
-	float GetRestitution() const;
-
-	/// Set the coefficient of restitution. This will _not_ change the restitution of
-	/// existing contacts.
-	void SetRestitution(float restitution);
-
-	/// Get the restitution velocity threshold.
-	float GetRestitutionThreshold() const;
-
-	/// Set the restitution threshold. This will _not_ change the restitution threshold of
-	/// existing contacts.
-	void SetRestitutionThreshold(float threshold);
-
-	/// Get the fixture's AABB. This AABB may be enlarge and/or stale.
-	/// If you need a more accurate AABB, compute it using the shape and
-	/// the body transform.
-	const b2AABB& GetAABB(int32 childIndex) const;
-
-	/// Dump this fixture to the log file.
-	void Dump(int32 bodyIndex);
-
-protected:
-
-	friend class b2Body;
-	friend class b2World;
-	friend class b2Contact;
-	friend class b2ContactManager;
-
-	b2Fixture();
-
-	// We need separation create/destroy functions from the constructor/destructor because
-	// the destructor cannot access the allocator (no destructor arguments allowed by C++).
-	void Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def);
-	void Destroy(b2BlockAllocator* allocator);
-
-	// These support body activation/deactivation.
-	void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
-	void DestroyProxies(b2BroadPhase* broadPhase);
-
-	void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);
-
-	float m_density;
-
-	b2Fixture* m_next;
-	b2Body* m_body;
-
-	b2Shape* m_shape;
-
-	float m_friction;
-	float m_restitution;
-	float m_restitutionThreshold;
-
-	b2FixtureProxy* m_proxies;
-	int32 m_proxyCount;
-
-	b2Filter m_filter;
-
-	bool m_isSensor;
-
-	b2FixtureUserData m_userData;
-};
-
-inline b2Shape::Type b2Fixture::GetType() const
-{
-	return m_shape->GetType();
-}
-
-inline b2Shape* b2Fixture::GetShape()
-{
-	return m_shape;
-}
-
-inline const b2Shape* b2Fixture::GetShape() const
-{
-	return m_shape;
-}
-
-inline bool b2Fixture::IsSensor() const
-{
-	return m_isSensor;
-}
-
-inline const b2Filter& b2Fixture::GetFilterData() const
-{
-	return m_filter;
-}
-
-inline b2FixtureUserData& b2Fixture::GetUserData()
-{
-	return m_userData;
-}
-
-inline const b2FixtureUserData& b2Fixture::GetUserData() const
-{
-	return m_userData;
-}
-
-inline b2Body* b2Fixture::GetBody()
-{
-	return m_body;
-}
-
-inline const b2Body* b2Fixture::GetBody() const
-{
-	return m_body;
-}
-
-inline b2Fixture* b2Fixture::GetNext()
-{
-	return m_next;
-}
-
-inline const b2Fixture* b2Fixture::GetNext() const
-{
-	return m_next;
-}
-
-inline void b2Fixture::SetDensity(float density)
-{
-	b2Assert(b2IsValid(density) && density >= 0.0f);
-	m_density = density;
-}
-
-inline float b2Fixture::GetDensity() const
-{
-	return m_density;
-}
-
-inline float b2Fixture::GetFriction() const
-{
-	return m_friction;
-}
-
-inline void b2Fixture::SetFriction(float friction)
-{
-	m_friction = friction;
-}
-
-inline float b2Fixture::GetRestitution() const
-{
-	return m_restitution;
-}
-
-inline void b2Fixture::SetRestitution(float restitution)
-{
-	m_restitution = restitution;
-}
-
-inline float b2Fixture::GetRestitutionThreshold() const
-{
-	return m_restitutionThreshold;
-}
-
-inline void b2Fixture::SetRestitutionThreshold(float threshold)
-{
-	m_restitutionThreshold = threshold;
-}
-
-inline bool b2Fixture::TestPoint(const b2Vec2& p) const
-{
-	return m_shape->TestPoint(m_body->GetTransform(), p);
-}
-
-inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const
-{
-	return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
-}
-
-inline void b2Fixture::GetMassData(b2MassData* massData) const
-{
-	m_shape->ComputeMass(massData, m_density);
-}
-
-inline const b2AABB& b2Fixture::GetAABB(int32 childIndex) const
-{
-	b2Assert(0 <= childIndex && childIndex < m_proxyCount);
-	return m_proxies[childIndex].aabb;
-}
-
-#endif

+ 0 - 124
3rd/box2d/include/box2d/b2_friction_joint.h

@@ -1,124 +0,0 @@
-// 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_FRICTION_JOINT_H
-#define B2_FRICTION_JOINT_H
-
-#include "b2_api.h"
-#include "b2_joint.h"
-
-/// Friction joint definition.
-struct B2_API b2FrictionJointDef : public b2JointDef
-{
-	b2FrictionJointDef()
-	{
-		type = e_frictionJoint;
-		localAnchorA.SetZero();
-		localAnchorB.SetZero();
-		maxForce = 0.0f;
-		maxTorque = 0.0f;
-	}
-
-	/// Initialize the bodies, anchors, axis, and reference angle using the world
-	/// anchor and world axis.
-	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
-
-	/// The local anchor point relative to bodyA's origin.
-	b2Vec2 localAnchorA;
-
-	/// The local anchor point relative to bodyB's origin.
-	b2Vec2 localAnchorB;
-
-	/// The maximum friction force in N.
-	float maxForce;
-
-	/// The maximum friction torque in N-m.
-	float maxTorque;
-};
-
-/// Friction joint. This is used for top-down friction.
-/// It provides 2D translational friction and angular friction.
-class B2_API b2FrictionJoint : public b2Joint
-{
-public:
-	b2Vec2 GetAnchorA() const override;
-	b2Vec2 GetAnchorB() const override;
-
-	b2Vec2 GetReactionForce(float inv_dt) const override;
-	float GetReactionTorque(float inv_dt) const override;
-
-	/// The local anchor point relative to bodyA's origin.
-	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
-	/// The local anchor point relative to bodyB's origin.
-	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
-
-	/// Set the maximum friction force in N.
-	void SetMaxForce(float force);
-
-	/// Get the maximum friction force in N.
-	float GetMaxForce() const;
-
-	/// Set the maximum friction torque in N*m.
-	void SetMaxTorque(float torque);
-
-	/// Get the maximum friction torque in N*m.
-	float GetMaxTorque() const;
-
-	/// Dump joint to dmLog
-	void Dump() override;
-
-protected:
-
-	friend class b2Joint;
-
-	b2FrictionJoint(const b2FrictionJointDef* def);
-
-	void InitVelocityConstraints(const b2SolverData& data) override;
-	void SolveVelocityConstraints(const b2SolverData& data) override;
-	bool SolvePositionConstraints(const b2SolverData& data) override;
-
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-
-	// Solver shared
-	b2Vec2 m_linearImpulse;
-	float m_angularImpulse;
-	float m_maxForce;
-	float m_maxTorque;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_rA;
-	b2Vec2 m_rB;
-	b2Vec2 m_localCenterA;
-	b2Vec2 m_localCenterB;
-	float m_invMassA;
-	float m_invMassB;
-	float m_invIA;
-	float m_invIB;
-	b2Mat22 m_linearMass;
-	float m_angularMass;
-};
-
-#endif

+ 0 - 131
3rd/box2d/include/box2d/b2_gear_joint.h

@@ -1,131 +0,0 @@
-// 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_GEAR_JOINT_H
-#define B2_GEAR_JOINT_H
-
-#include "b2_joint.h"
-
-/// Gear joint definition. This definition requires two existing
-/// revolute or prismatic joints (any combination will work).
-/// @warning bodyB on the input joints must both be dynamic
-struct B2_API b2GearJointDef : public b2JointDef
-{
-	b2GearJointDef()
-	{
-		type = e_gearJoint;
-		joint1 = nullptr;
-		joint2 = nullptr;
-		ratio = 1.0f;
-	}
-
-	/// The first revolute/prismatic joint attached to the gear joint.
-	b2Joint* joint1;
-
-	/// The second revolute/prismatic joint attached to the gear joint.
-	b2Joint* joint2;
-
-	/// The gear ratio.
-	/// @see b2GearJoint for explanation.
-	float ratio;
-};
-
-/// A gear joint is used to connect two joints together. Either joint
-/// can be a revolute or prismatic joint. You specify a gear ratio
-/// to bind the motions together:
-/// coordinate1 + ratio * coordinate2 = constant
-/// The ratio can be negative or positive. If one joint is a revolute joint
-/// and the other joint is a prismatic joint, then the ratio will have units
-/// of length or units of 1/length.
-/// @warning You have to manually destroy the gear joint if joint1 or joint2
-/// is destroyed.
-class B2_API b2GearJoint : public b2Joint
-{
-public:
-	b2Vec2 GetAnchorA() const override;
-	b2Vec2 GetAnchorB() const override;
-
-	b2Vec2 GetReactionForce(float inv_dt) const override;
-	float GetReactionTorque(float inv_dt) const override;
-
-	/// Get the first joint.
-	b2Joint* GetJoint1() { return m_joint1; }
-
-	/// Get the second joint.
-	b2Joint* GetJoint2() { return m_joint2; }
-
-	/// Set/Get the gear ratio.
-	void SetRatio(float ratio);
-	float GetRatio() const;
-
-	/// Dump joint to dmLog
-	void Dump() override;
-
-protected:
-
-	friend class b2Joint;
-	b2GearJoint(const b2GearJointDef* data);
-
-	void InitVelocityConstraints(const b2SolverData& data) override;
-	void SolveVelocityConstraints(const b2SolverData& data) override;
-	bool SolvePositionConstraints(const b2SolverData& data) override;
-
-	b2Joint* m_joint1;
-	b2Joint* m_joint2;
-
-	b2JointType m_typeA;
-	b2JointType m_typeB;
-
-	// Body A is connected to body C
-	// Body B is connected to body D
-	b2Body* m_bodyC;
-	b2Body* m_bodyD;
-
-	// Solver shared
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-	b2Vec2 m_localAnchorC;
-	b2Vec2 m_localAnchorD;
-
-	b2Vec2 m_localAxisC;
-	b2Vec2 m_localAxisD;
-
-	float m_referenceAngleA;
-	float m_referenceAngleB;
-
-	float m_constant;
-	float m_ratio;
-	float m_tolerance;
-
-	float m_impulse;
-
-	// Solver temp
-	int32 m_indexA, m_indexB, m_indexC, m_indexD;
-	b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
-	float m_mA, m_mB, m_mC, m_mD;
-	float m_iA, m_iB, m_iC, m_iD;
-	b2Vec2 m_JvAC, m_JvBD;
-	float m_JwA, m_JwB, m_JwC, m_JwD;
-	float m_mass;
-};
-
-#endif

+ 0 - 91
3rd/box2d/include/box2d/b2_growable_stack.h

@@ -1,91 +0,0 @@
-// 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_GROWABLE_STACK_H
-#define B2_GROWABLE_STACK_H
-
-#include <string.h>
-
-#include "b2_settings.h"
-
-/// This is a growable LIFO stack with an initial capacity of N.
-/// If the stack size exceeds the initial capacity, the heap is used
-/// to increase the size of the stack.
-template <typename T, int32 N>
-class b2GrowableStack
-{
-public:
-	b2GrowableStack()
-	{
-		m_stack = m_array;
-		m_count = 0;
-		m_capacity = N;
-	}
-
-	~b2GrowableStack()
-	{
-		if (m_stack != m_array)
-		{
-			b2Free(m_stack);
-			m_stack = nullptr;
-		}
-	}
-
-	void Push(const T& element)
-	{
-		if (m_count == m_capacity)
-		{
-			T* old = m_stack;
-			m_capacity *= 2;
-			m_stack = (T*)b2Alloc(m_capacity * sizeof(T));
-			memcpy(m_stack, old, m_count * sizeof(T));
-			if (old != m_array)
-			{
-				b2Free(old);
-			}
-		}
-
-		m_stack[m_count] = element;
-		++m_count;
-	}
-
-	T Pop()
-	{
-		b2Assert(m_count > 0);
-		--m_count;
-		return m_stack[m_count];
-	}
-
-	int32 GetCount()
-	{
-		return m_count;
-	}
-
-private:
-	T* m_stack;
-	T m_array[N];
-	int32 m_count;
-	int32 m_capacity;
-};
-
-
-#endif

+ 0 - 233
3rd/box2d/include/box2d/b2_joint.h

@@ -1,233 +0,0 @@
-// 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_JOINT_H
-#define B2_JOINT_H
-
-#include "b2_api.h"
-#include "b2_math.h"
-
-class b2Body;
-class b2Draw;
-class b2Joint;
-struct b2SolverData;
-class b2BlockAllocator;
-
-enum b2JointType
-{
-	e_unknownJoint,
-	e_revoluteJoint,
-	e_prismaticJoint,
-	e_distanceJoint,
-	e_pulleyJoint,
-	e_mouseJoint,
-	e_gearJoint,
-	e_wheelJoint,
-    e_weldJoint,
-	e_frictionJoint,
-	e_motorJoint
-};
-
-struct B2_API b2Jacobian
-{
-	b2Vec2 linear;
-	float angularA;
-	float angularB;
-};
-
-/// A joint edge is used to connect bodies and joints together
-/// in a joint graph where each body is a node and each joint
-/// is an edge. A joint edge belongs to a doubly linked list
-/// maintained in each attached body. Each joint has two joint
-/// nodes, one for each attached body.
-struct B2_API b2JointEdge
-{
-	b2Body* other;			///< provides quick access to the other body attached.
-	b2Joint* joint;			///< the joint
-	b2JointEdge* prev;		///< the previous joint edge in the body's joint list
-	b2JointEdge* next;		///< the next joint edge in the body's joint list
-};
-
-/// Joint definitions are used to construct joints.
-struct B2_API b2JointDef
-{
-	b2JointDef()
-	{
-		type = e_unknownJoint;
-		bodyA = nullptr;
-		bodyB = nullptr;
-		collideConnected = false;
-	}
-
-	/// The joint type is set automatically for concrete joint types.
-	b2JointType type;
-
-	/// Use this to attach application specific data to your joints.
-	b2JointUserData userData;
-
-	/// The first attached body.
-	b2Body* bodyA;
-
-	/// The second attached body.
-	b2Body* bodyB;
-
-	/// Set this flag to true if the attached bodies should collide.
-	bool collideConnected;
-};
-
-/// Utility to compute linear stiffness values from frequency and damping ratio
-B2_API void b2LinearStiffness(float& stiffness, float& damping,
-	float frequencyHertz, float dampingRatio,
-	const b2Body* bodyA, const b2Body* bodyB);
-
-/// Utility to compute rotational stiffness values frequency and damping ratio
-B2_API void b2AngularStiffness(float& stiffness, float& damping,
-	float frequencyHertz, float dampingRatio,
-	const b2Body* bodyA, const b2Body* bodyB);
-
-/// The base joint class. Joints are used to constraint two bodies together in
-/// various fashions. Some joints also feature limits and motors.
-class B2_API b2Joint
-{
-public:
-
-	/// Get the type of the concrete joint.
-	b2JointType GetType() const;
-
-	/// Get the first body attached to this joint.
-	b2Body* GetBodyA();
-
-	/// Get the second body attached to this joint.
-	b2Body* GetBodyB();
-
-	/// Get the anchor point on bodyA in world coordinates.
-	virtual b2Vec2 GetAnchorA() const = 0;
-
-	/// Get the anchor point on bodyB in world coordinates.
-	virtual b2Vec2 GetAnchorB() const = 0;
-
-	/// Get the reaction force on bodyB at the joint anchor in Newtons.
-	virtual b2Vec2 GetReactionForce(float inv_dt) const = 0;
-
-	/// Get the reaction torque on bodyB in N*m.
-	virtual float GetReactionTorque(float inv_dt) const = 0;
-
-	/// Get the next joint the world joint list.
-	b2Joint* GetNext();
-	const b2Joint* GetNext() const;
-
-	/// Get the user data pointer.
-	b2JointUserData& GetUserData();
-	const b2JointUserData& GetUserData() const;
-
-	/// Short-cut function to determine if either body is enabled.
-	bool IsEnabled() const;
-
-	/// Get collide connected.
-	/// Note: modifying the collide connect flag won't work correctly because
-	/// the flag is only checked when fixture AABBs begin to overlap.
-	bool GetCollideConnected() const;
-
-	/// Dump this joint to the log file.
-	virtual void Dump() { b2Dump("// Dump is not supported for this joint type.\n"); }
-
-	/// Shift the origin for any points stored in world coordinates.
-	virtual void ShiftOrigin(const b2Vec2& newOrigin) { B2_NOT_USED(newOrigin);  }
-
-	/// Debug draw this joint
-	virtual void Draw(b2Draw* draw) const;
-
-protected:
-	friend class b2World;
-	friend class b2Body;
-	friend class b2Island;
-	friend class b2GearJoint;
-
-	static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
-	static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
-
-	b2Joint(const b2JointDef* def);
-	virtual ~b2Joint() {}
-
-	virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
-	virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
-
-	// This returns true if the position errors are within tolerance.
-	virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
-
-	b2JointType m_type;
-	b2Joint* m_prev;
-	b2Joint* m_next;
-	b2JointEdge m_edgeA;
-	b2JointEdge m_edgeB;
-	b2Body* m_bodyA;
-	b2Body* m_bodyB;
-
-	int32 m_index;
-
-	bool m_islandFlag;
-	bool m_collideConnected;
-
-	b2JointUserData m_userData;
-};
-
-inline b2JointType b2Joint::GetType() const
-{
-	return m_type;
-}
-
-inline b2Body* b2Joint::GetBodyA()
-{
-	return m_bodyA;
-}
-
-inline b2Body* b2Joint::GetBodyB()
-{
-	return m_bodyB;
-}
-
-inline b2Joint* b2Joint::GetNext()
-{
-	return m_next;
-}
-
-inline const b2Joint* b2Joint::GetNext() const
-{
-	return m_next;
-}
-
-inline b2JointUserData& b2Joint::GetUserData()
-{
-	return m_userData;
-}
-
-inline const b2JointUserData& b2Joint::GetUserData() const
-{
-	return m_userData;
-}
-
-inline bool b2Joint::GetCollideConnected() const
-{
-	return m_collideConnected;
-}
-
-#endif

+ 0 - 717
3rd/box2d/include/box2d/b2_math.h

@@ -1,717 +0,0 @@
-// 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_MATH_H
-#define B2_MATH_H
-
-#include <math.h>
-
-#include "b2_api.h"
-#include "b2_settings.h"
-
-/// This function is used to ensure that a floating point number is not a NaN or infinity.
-inline bool b2IsValid(float x)
-{
-	return isfinite(x);
-}
-
-#define	b2Sqrt(x)	sqrtf(x)
-#define	b2Atan2(y, x)	atan2f(y, x)
-
-/// A 2D column vector.
-struct B2_API b2Vec2
-{
-	/// Default constructor does nothing (for performance).
-	b2Vec2() = default;
-
-	/// Construct using coordinates.
-	b2Vec2(float xIn, float yIn) : x(xIn), y(yIn) {}
-
-	/// Set this vector to all zeros.
-	void SetZero() { x = 0.0f; y = 0.0f; }
-
-	/// Set this vector to some specified coordinates.
-	void Set(float x_, float y_) { x = x_; y = y_; }
-
-	/// Negate this vector.
-	b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; }
-
-	/// Read from and indexed element.
-	float operator () (int32 i) const
-	{
-		return (&x)[i];
-	}
-
-	/// Write to an indexed element.
-	float& operator () (int32 i)
-	{
-		return (&x)[i];
-	}
-
-	/// Add a vector to this vector.
-	void operator += (const b2Vec2& v)
-	{
-		x += v.x; y += v.y;
-	}
-
-	/// Subtract a vector from this vector.
-	void operator -= (const b2Vec2& v)
-	{
-		x -= v.x; y -= v.y;
-	}
-
-	/// Multiply this vector by a scalar.
-	void operator *= (float a)
-	{
-		x *= a; y *= a;
-	}
-
-	/// Get the length of this vector (the norm).
-	float Length() const
-	{
-		return b2Sqrt(x * x + y * y);
-	}
-
-	/// Get the length squared. For performance, use this instead of
-	/// b2Vec2::Length (if possible).
-	float LengthSquared() const
-	{
-		return x * x + y * y;
-	}
-
-	/// Convert this vector into a unit vector. Returns the length.
-	float Normalize()
-	{
-		float length = Length();
-		if (length < b2_epsilon)
-		{
-			return 0.0f;
-		}
-		float invLength = 1.0f / length;
-		x *= invLength;
-		y *= invLength;
-
-		return length;
-	}
-
-	/// Does this vector contain finite coordinates?
-	bool IsValid() const
-	{
-		return b2IsValid(x) && b2IsValid(y);
-	}
-
-	/// Get the skew vector such that dot(skew_vec, other) == cross(vec, other)
-	b2Vec2 Skew() const
-	{
-		return b2Vec2(-y, x);
-	}
-
-	float x, y;
-};
-
-/// A 2D column vector with 3 elements.
-struct B2_API b2Vec3
-{
-	/// Default constructor does nothing (for performance).
-	b2Vec3() = default;
-
-	/// Construct using coordinates.
-	b2Vec3(float xIn, float yIn, float zIn) : x(xIn), y(yIn), z(zIn) {}
-
-	/// Set this vector to all zeros.
-	void SetZero() { x = 0.0f; y = 0.0f; z = 0.0f; }
-
-	/// Set this vector to some specified coordinates.
-	void Set(float x_, float y_, float z_) { x = x_; y = y_; z = z_; }
-
-	/// Negate this vector.
-	b2Vec3 operator -() const { b2Vec3 v; v.Set(-x, -y, -z); return v; }
-
-	/// Add a vector to this vector.
-	void operator += (const b2Vec3& v)
-	{
-		x += v.x; y += v.y; z += v.z;
-	}
-
-	/// Subtract a vector from this vector.
-	void operator -= (const b2Vec3& v)
-	{
-		x -= v.x; y -= v.y; z -= v.z;
-	}
-
-	/// Multiply this vector by a scalar.
-	void operator *= (float s)
-	{
-		x *= s; y *= s; z *= s;
-	}
-
-	float x, y, z;
-};
-
-/// A 2-by-2 matrix. Stored in column-major order.
-struct B2_API b2Mat22
-{
-	/// The default constructor does nothing (for performance).
-	b2Mat22() = default;
-
-	/// Construct this matrix using columns.
-	b2Mat22(const b2Vec2& c1, const b2Vec2& c2)
-	{
-		ex = c1;
-		ey = c2;
-	}
-
-	/// Construct this matrix using scalars.
-	b2Mat22(float a11, float a12, float a21, float a22)
-	{
-		ex.x = a11; ex.y = a21;
-		ey.x = a12; ey.y = a22;
-	}
-
-	/// Initialize this matrix using columns.
-	void Set(const b2Vec2& c1, const b2Vec2& c2)
-	{
-		ex = c1;
-		ey = c2;
-	}
-
-	/// Set this to the identity matrix.
-	void SetIdentity()
-	{
-		ex.x = 1.0f; ey.x = 0.0f;
-		ex.y = 0.0f; ey.y = 1.0f;
-	}
-
-	/// Set this matrix to all zeros.
-	void SetZero()
-	{
-		ex.x = 0.0f; ey.x = 0.0f;
-		ex.y = 0.0f; ey.y = 0.0f;
-	}
-
-	b2Mat22 GetInverse() const
-	{
-		float a = ex.x, b = ey.x, c = ex.y, d = ey.y;
-		b2Mat22 B;
-		float det = a * d - b * c;
-		if (det != 0.0f)
-		{
-			det = 1.0f / det;
-		}
-		B.ex.x =  det * d;	B.ey.x = -det * b;
-		B.ex.y = -det * c;	B.ey.y =  det * a;
-		return B;
-	}
-
-	/// Solve A * x = b, where b is a column vector. This is more efficient
-	/// than computing the inverse in one-shot cases.
-	b2Vec2 Solve(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;
-	}
-
-	b2Vec2 ex, ey;
-};
-
-/// A 3-by-3 matrix. Stored in column-major order.
-struct B2_API b2Mat33
-{
-	/// The default constructor does nothing (for performance).
-	b2Mat33() = default;
-
-	/// Construct this matrix using columns.
-	b2Mat33(const b2Vec3& c1, const b2Vec3& c2, const b2Vec3& c3)
-	{
-		ex = c1;
-		ey = c2;
-		ez = c3;
-	}
-
-	/// Set this matrix to all zeros.
-	void SetZero()
-	{
-		ex.SetZero();
-		ey.SetZero();
-		ez.SetZero();
-	}
-
-	/// Solve A * x = b, where b is a column vector. This is more efficient
-	/// than computing the inverse in one-shot cases.
-	b2Vec3 Solve33(const b2Vec3& b) const;
-
-	/// Solve A * x = b, where b is a column vector. This is more efficient
-	/// than computing the inverse in one-shot cases. Solve only the upper
-	/// 2-by-2 matrix equation.
-	b2Vec2 Solve22(const b2Vec2& b) const;
-
-	/// Get the inverse of this matrix as a 2-by-2.
-	/// Returns the zero matrix if singular.
-	void GetInverse22(b2Mat33* M) const;
-
-	/// Get the symmetric inverse of this matrix as a 3-by-3.
-	/// Returns the zero matrix if singular.
-	void GetSymInverse33(b2Mat33* M) const;
-
-	b2Vec3 ex, ey, ez;
-};
-
-/// Rotation
-struct B2_API b2Rot
-{
-	b2Rot() = default;
-
-	/// Initialize from an angle in radians
-	explicit b2Rot(float angle)
-	{
-		/// TODO_ERIN optimize
-		s = sinf(angle);
-		c = cosf(angle);
-	}
-
-	/// Set using an angle in radians.
-	void Set(float angle)
-	{
-		/// TODO_ERIN optimize
-		s = sinf(angle);
-		c = cosf(angle);
-	}
-
-	/// Set to the identity rotation
-	void SetIdentity()
-	{
-		s = 0.0f;
-		c = 1.0f;
-	}
-
-	/// Get the angle in radians
-	float GetAngle() const
-	{
-		return b2Atan2(s, c);
-	}
-
-	/// Get the x-axis
-	b2Vec2 GetXAxis() const
-	{
-		return b2Vec2(c, s);
-	}
-
-	/// Get the u-axis
-	b2Vec2 GetYAxis() const
-	{
-		return b2Vec2(-s, c);
-	}
-
-	/// Sine and cosine
-	float s, c;
-};
-
-/// A transform contains translation and rotation. It is used to represent
-/// the position and orientation of rigid frames.
-struct B2_API b2Transform
-{
-	/// The default constructor does nothing.
-	b2Transform() = default;
-
-	/// Initialize using a position vector and a rotation.
-	b2Transform(const b2Vec2& position, const b2Rot& rotation) : p(position), q(rotation) {}
-
-	/// Set this to the identity transform.
-	void SetIdentity()
-	{
-		p.SetZero();
-		q.SetIdentity();
-	}
-
-	/// Set this based on the position and angle.
-	void Set(const b2Vec2& position, float angle)
-	{
-		p = position;
-		q.Set(angle);
-	}
-
-	b2Vec2 p;
-	b2Rot q;
-};
-
-/// This describes the motion of a body/shape for TOI computation.
-/// Shapes are defined with respect to the body origin, which may
-/// no coincide with the center of mass. However, to support dynamics
-/// we must interpolate the center of mass position.
-struct B2_API b2Sweep
-{
-	b2Sweep() = default;
-
-	/// Get the interpolated transform at a specific time.
-	/// @param transform the output transform
-	/// @param beta is a factor in [0,1], where 0 indicates alpha0.
-	void GetTransform(b2Transform* transform, float beta) const;
-
-	/// Advance the sweep forward, yielding a new initial state.
-	/// @param alpha the new initial time.
-	void Advance(float alpha);
-
-	/// Normalize the angles.
-	void Normalize();
-
-	b2Vec2 localCenter;	///< local center of mass position
-	b2Vec2 c0, c;		///< center world positions
-	float a0, a;		///< world angles
-
-	/// Fraction of the current time step in the range [0,1]
-	/// c0 and a0 are the positions at alpha0.
-	float alpha0;
-};
-
-/// Useful constant
-extern B2_API const b2Vec2 b2Vec2_zero;
-
-/// Perform the dot product on two vectors.
-inline float b2Dot(const b2Vec2& a, const b2Vec2& b)
-{
-	return a.x * b.x + a.y * b.y;
-}
-
-/// Perform the cross product on two vectors. In 2D this produces a scalar.
-inline float b2Cross(const b2Vec2& a, const b2Vec2& b)
-{
-	return a.x * b.y - a.y * b.x;
-}
-
-/// Perform the cross product on a vector and a scalar. In 2D this produces
-/// a vector.
-inline b2Vec2 b2Cross(const b2Vec2& a, float s)
-{
-	return b2Vec2(s * a.y, -s * a.x);
-}
-
-/// Perform the cross product on a scalar and a vector. In 2D this produces
-/// a vector.
-inline b2Vec2 b2Cross(float s, const b2Vec2& a)
-{
-	return b2Vec2(-s * a.y, s * a.x);
-}
-
-/// Multiply a matrix times a vector. If a rotation matrix is provided,
-/// then this transforms the vector from one frame to another.
-inline b2Vec2 b2Mul(const b2Mat22& A, const b2Vec2& v)
-{
-	return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
-}
-
-/// Multiply a matrix transpose times a vector. If a rotation matrix is provided,
-/// then this transforms the vector from one frame to another (inverse transform).
-inline b2Vec2 b2MulT(const b2Mat22& A, const b2Vec2& v)
-{
-	return b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey));
-}
-
-/// Add two vectors component-wise.
-inline b2Vec2 operator + (const b2Vec2& a, const b2Vec2& b)
-{
-	return b2Vec2(a.x + b.x, a.y + b.y);
-}
-
-/// Subtract two vectors component-wise.
-inline b2Vec2 operator - (const b2Vec2& a, const b2Vec2& b)
-{
-	return b2Vec2(a.x - b.x, a.y - b.y);
-}
-
-inline b2Vec2 operator * (float s, const b2Vec2& a)
-{
-	return b2Vec2(s * a.x, s * a.y);
-}
-
-inline bool operator == (const b2Vec2& a, const b2Vec2& b)
-{
-	return a.x == b.x && a.y == b.y;
-}
-
-inline bool operator != (const b2Vec2& a, const b2Vec2& b)
-{
-	return a.x != b.x || a.y != b.y;
-}
-
-inline float b2Distance(const b2Vec2& a, const b2Vec2& b)
-{
-	b2Vec2 c = a - b;
-	return c.Length();
-}
-
-inline float b2DistanceSquared(const b2Vec2& a, const b2Vec2& b)
-{
-	b2Vec2 c = a - b;
-	return b2Dot(c, c);
-}
-
-inline b2Vec3 operator * (float s, const b2Vec3& a)
-{
-	return b2Vec3(s * a.x, s * a.y, s * a.z);
-}
-
-/// Add two vectors component-wise.
-inline b2Vec3 operator + (const b2Vec3& a, const b2Vec3& b)
-{
-	return b2Vec3(a.x + b.x, a.y + b.y, a.z + b.z);
-}
-
-/// Subtract two vectors component-wise.
-inline b2Vec3 operator - (const b2Vec3& a, const b2Vec3& b)
-{
-	return b2Vec3(a.x - b.x, a.y - b.y, a.z - b.z);
-}
-
-/// Perform the dot product on two vectors.
-inline float b2Dot(const b2Vec3& a, const b2Vec3& b)
-{
-	return a.x * b.x + a.y * b.y + a.z * b.z;
-}
-
-/// Perform the cross product on two vectors.
-inline b2Vec3 b2Cross(const b2Vec3& a, const b2Vec3& b)
-{
-	return b2Vec3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
-}
-
-inline b2Mat22 operator + (const b2Mat22& A, const b2Mat22& B)
-{
-	return b2Mat22(A.ex + B.ex, A.ey + B.ey);
-}
-
-// A * B
-inline b2Mat22 b2Mul(const b2Mat22& A, const b2Mat22& B)
-{
-	return b2Mat22(b2Mul(A, B.ex), b2Mul(A, B.ey));
-}
-
-// A^T * B
-inline b2Mat22 b2MulT(const b2Mat22& A, const b2Mat22& B)
-{
-	b2Vec2 c1(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex));
-	b2Vec2 c2(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey));
-	return b2Mat22(c1, c2);
-}
-
-/// Multiply a matrix times a vector.
-inline b2Vec3 b2Mul(const b2Mat33& A, const b2Vec3& v)
-{
-	return v.x * A.ex + v.y * A.ey + v.z * A.ez;
-}
-
-/// Multiply a matrix times a vector.
-inline b2Vec2 b2Mul22(const b2Mat33& A, const b2Vec2& v)
-{
-	return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
-}
-
-/// Multiply two rotations: q * r
-inline b2Rot b2Mul(const b2Rot& q, const b2Rot& r)
-{
-	// [qc -qs] * [rc -rs] = [qc*rc-qs*rs -qc*rs-qs*rc]
-	// [qs  qc]   [rs  rc]   [qs*rc+qc*rs -qs*rs+qc*rc]
-	// s = qs * rc + qc * rs
-	// c = qc * rc - qs * rs
-	b2Rot qr;
-	qr.s = q.s * r.c + q.c * r.s;
-	qr.c = q.c * r.c - q.s * r.s;
-	return qr;
-}
-
-/// Transpose multiply two rotations: qT * r
-inline b2Rot b2MulT(const b2Rot& q, const b2Rot& r)
-{
-	// [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc]
-	// [-qs qc]   [rs  rc]   [-qs*rc+qc*rs qs*rs+qc*rc]
-	// s = qc * rs - qs * rc
-	// c = qc * rc + qs * rs
-	b2Rot qr;
-	qr.s = q.c * r.s - q.s * r.c;
-	qr.c = q.c * r.c + q.s * r.s;
-	return qr;
-}
-
-/// Rotate a vector
-inline b2Vec2 b2Mul(const b2Rot& q, const b2Vec2& v)
-{
-	return b2Vec2(q.c * v.x - q.s * v.y, q.s * v.x + q.c * v.y);
-}
-
-/// Inverse rotate a vector
-inline b2Vec2 b2MulT(const b2Rot& q, const b2Vec2& v)
-{
-	return b2Vec2(q.c * v.x + q.s * v.y, -q.s * v.x + q.c * v.y);
-}
-
-inline b2Vec2 b2Mul(const b2Transform& T, const b2Vec2& v)
-{
-	float x = (T.q.c * v.x - T.q.s * v.y) + T.p.x;
-	float y = (T.q.s * v.x + T.q.c * v.y) + T.p.y;
-
-	return b2Vec2(x, y);
-}
-
-inline b2Vec2 b2MulT(const b2Transform& T, const b2Vec2& v)
-{
-	float px = v.x - T.p.x;
-	float py = v.y - T.p.y;
-	float x = (T.q.c * px + T.q.s * py);
-	float y = (-T.q.s * px + T.q.c * py);
-
-	return b2Vec2(x, y);
-}
-
-// v2 = A.q.Rot(B.q.Rot(v1) + B.p) + A.p
-//    = (A.q * B.q).Rot(v1) + A.q.Rot(B.p) + A.p
-inline b2Transform b2Mul(const b2Transform& A, const b2Transform& B)
-{
-	b2Transform C;
-	C.q = b2Mul(A.q, B.q);
-	C.p = b2Mul(A.q, B.p) + A.p;
-	return C;
-}
-
-// v2 = A.q' * (B.q * v1 + B.p - A.p)
-//    = A.q' * B.q * v1 + A.q' * (B.p - A.p)
-inline b2Transform b2MulT(const b2Transform& A, const b2Transform& B)
-{
-	b2Transform C;
-	C.q = b2MulT(A.q, B.q);
-	C.p = b2MulT(A.q, B.p - A.p);
-	return C;
-}
-
-template <typename T>
-inline T b2Abs(T a)
-{
-	return a > T(0) ? a : -a;
-}
-
-inline b2Vec2 b2Abs(const b2Vec2& a)
-{
-	return b2Vec2(b2Abs(a.x), b2Abs(a.y));
-}
-
-inline b2Mat22 b2Abs(const b2Mat22& A)
-{
-	return b2Mat22(b2Abs(A.ex), b2Abs(A.ey));
-}
-
-template <typename T>
-inline T b2Min(T a, T b)
-{
-	return a < b ? a : b;
-}
-
-inline b2Vec2 b2Min(const b2Vec2& a, const b2Vec2& b)
-{
-	return b2Vec2(b2Min(a.x, b.x), b2Min(a.y, b.y));
-}
-
-template <typename T>
-inline T b2Max(T a, T b)
-{
-	return a > b ? a : b;
-}
-
-inline b2Vec2 b2Max(const b2Vec2& a, const b2Vec2& b)
-{
-	return b2Vec2(b2Max(a.x, b.x), b2Max(a.y, b.y));
-}
-
-template <typename T>
-inline T b2Clamp(T a, T low, T high)
-{
-	return b2Max(low, b2Min(a, high));
-}
-
-inline b2Vec2 b2Clamp(const b2Vec2& a, const b2Vec2& low, const b2Vec2& high)
-{
-	return b2Max(low, b2Min(a, high));
-}
-
-template<typename T> inline void b2Swap(T& a, T& b)
-{
-	T tmp = a;
-	a = b;
-	b = tmp;
-}
-
-/// "Next Largest Power of 2
-/// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
-/// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
-/// the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next
-/// largest power of 2. For a 32-bit value:"
-inline uint32 b2NextPowerOfTwo(uint32 x)
-{
-	x |= (x >> 1);
-	x |= (x >> 2);
-	x |= (x >> 4);
-	x |= (x >> 8);
-	x |= (x >> 16);
-	return x + 1;
-}
-
-inline bool b2IsPowerOfTwo(uint32 x)
-{
-	bool result = x > 0 && (x & (x - 1)) == 0;
-	return result;
-}
-
-// https://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
-inline void b2Sweep::GetTransform(b2Transform* xf, float beta) const
-{
-	xf->p = (1.0f - beta) * c0 + beta * c;
-	float angle = (1.0f - beta) * a0 + beta * a;
-	xf->q.Set(angle);
-
-	// Shift to origin
-	xf->p -= b2Mul(xf->q, localCenter);
-}
-
-inline void b2Sweep::Advance(float alpha)
-{
-	b2Assert(alpha0 < 1.0f);
-	float beta = (alpha - alpha0) / (1.0f - alpha0);
-	c0 += beta * (c - c0);
-	a0 += beta * (a - a0);
-	alpha0 = alpha;
-}
-
-/// Normalize an angle in radians to be between -pi and pi
-inline void b2Sweep::Normalize()
-{
-	float twoPi = 2.0f * b2_pi;
-	float d =  twoPi * floorf(a0 / twoPi);
-	a0 -= d;
-	a -= d;
-}
-
-#endif

+ 0 - 138
3rd/box2d/include/box2d/b2_motor_joint.h

@@ -1,138 +0,0 @@
-// 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_MOTOR_JOINT_H
-#define B2_MOTOR_JOINT_H
-
-#include "b2_api.h"
-#include "b2_joint.h"
-
-/// Motor joint definition.
-struct B2_API b2MotorJointDef : public b2JointDef
-{
-	b2MotorJointDef()
-	{
-		type = e_motorJoint;
-		linearOffset.SetZero();
-		angularOffset = 0.0f;
-		maxForce = 1.0f;
-		maxTorque = 1.0f;
-		correctionFactor = 0.3f;
-	}
-
-	/// Initialize the bodies and offsets using the current transforms.
-	void Initialize(b2Body* bodyA, b2Body* bodyB);
-
-	/// Position of bodyB minus the position of bodyA, in bodyA's frame, in meters.
-	b2Vec2 linearOffset;
-
-	/// The bodyB angle minus bodyA angle in radians.
-	float angularOffset;
-
-	/// The maximum motor force in N.
-	float maxForce;
-
-	/// The maximum motor torque in N-m.
-	float maxTorque;
-
-	/// Position correction factor in the range [0,1].
-	float correctionFactor;
-};
-
-/// A motor joint is used to control the relative motion
-/// between two bodies. A typical usage is to control the movement
-/// of a dynamic body with respect to the ground.
-class B2_API b2MotorJoint : public b2Joint
-{
-public:
-	b2Vec2 GetAnchorA() const override;
-	b2Vec2 GetAnchorB() const override;
-
-	b2Vec2 GetReactionForce(float inv_dt) const override;
-	float GetReactionTorque(float inv_dt) const override;
-
-	/// Set/get the target linear offset, in frame A, in meters.
-	void SetLinearOffset(const b2Vec2& linearOffset);
-	const b2Vec2& GetLinearOffset() const;
-
-	/// Set/get the target angular offset, in radians.
-	void SetAngularOffset(float angularOffset);
-	float GetAngularOffset() const;
-
-	/// Set the maximum friction force in N.
-	void SetMaxForce(float force);
-
-	/// Get the maximum friction force in N.
-	float GetMaxForce() const;
-
-	/// Set the maximum friction torque in N*m.
-	void SetMaxTorque(float torque);
-
-	/// Get the maximum friction torque in N*m.
-	float GetMaxTorque() const;
-
-	/// Set the position correction factor in the range [0,1].
-	void SetCorrectionFactor(float factor);
-
-	/// Get the position correction factor in the range [0,1].
-	float GetCorrectionFactor() const;
-
-	/// Dump to b2Log
-	void Dump() override;
-
-protected:
-
-	friend class b2Joint;
-
-	b2MotorJoint(const b2MotorJointDef* def);
-
-	void InitVelocityConstraints(const b2SolverData& data) override;
-	void SolveVelocityConstraints(const b2SolverData& data) override;
-	bool SolvePositionConstraints(const b2SolverData& data) override;
-
-	// Solver shared
-	b2Vec2 m_linearOffset;
-	float m_angularOffset;
-	b2Vec2 m_linearImpulse;
-	float m_angularImpulse;
-	float m_maxForce;
-	float m_maxTorque;
-	float m_correctionFactor;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_rA;
-	b2Vec2 m_rB;
-	b2Vec2 m_localCenterA;
-	b2Vec2 m_localCenterB;
-	b2Vec2 m_linearError;
-	float m_angularError;
-	float m_invMassA;
-	float m_invMassB;
-	float m_invIA;
-	float m_invIB;
-	b2Mat22 m_linearMass;
-	float m_angularMass;
-};
-
-#endif

+ 0 - 134
3rd/box2d/include/box2d/b2_mouse_joint.h

@@ -1,134 +0,0 @@
-// 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_MOUSE_JOINT_H
-#define B2_MOUSE_JOINT_H
-
-#include "b2_api.h"
-#include "b2_joint.h"
-
-/// Mouse joint definition. This requires a world target point,
-/// tuning parameters, and the time step.
-struct B2_API b2MouseJointDef : public b2JointDef
-{
-	b2MouseJointDef()
-	{
-		type = e_mouseJoint;
-		target.Set(0.0f, 0.0f);
-		maxForce = 0.0f;
-		stiffness = 0.0f;
-		damping = 0.0f;
-	}
-
-	/// The initial world target point. This is assumed
-	/// to coincide with the body anchor initially.
-	b2Vec2 target;
-
-	/// The maximum constraint force that can be exerted
-	/// to move the candidate body. Usually you will express
-	/// as some multiple of the weight (multiplier * mass * gravity).
-	float maxForce;
-
-	/// The linear stiffness in N/m
-	float stiffness;
-
-	/// The linear damping in N*s/m
-	float damping;
-};
-
-/// A mouse joint is used to make a point on a body track a
-/// specified world point. This a soft constraint with a maximum
-/// force. This allows the constraint to stretch and without
-/// applying huge forces.
-/// NOTE: this joint is not documented in the manual because it was
-/// developed to be used in the testbed. If you want to learn how to
-/// use the mouse joint, look at the testbed.
-class B2_API b2MouseJoint : public b2Joint
-{
-public:
-
-	/// Implements b2Joint.
-	b2Vec2 GetAnchorA() const override;
-
-	/// Implements b2Joint.
-	b2Vec2 GetAnchorB() const override;
-
-	/// Implements b2Joint.
-	b2Vec2 GetReactionForce(float inv_dt) const override;
-
-	/// Implements b2Joint.
-	float GetReactionTorque(float inv_dt) const override;
-
-	/// Use this to update the target point.
-	void SetTarget(const b2Vec2& target);
-	const b2Vec2& GetTarget() const;
-
-	/// Set/get the maximum force in Newtons.
-	void SetMaxForce(float force);
-	float GetMaxForce() const;
-
-	/// Set/get the linear stiffness in N/m
-	void SetStiffness(float stiffness) { m_stiffness = stiffness; }
-	float GetStiffness() const { return m_stiffness; }
-
-	/// Set/get linear damping in N*s/m
-	void SetDamping(float damping) { m_damping = damping; }
-	float GetDamping() const { return m_damping; }
-
-	/// The mouse joint does not support dumping.
-	void Dump() override { b2Log("Mouse joint dumping is not supported.\n"); }
-
-	/// Implement b2Joint::ShiftOrigin
-	void ShiftOrigin(const b2Vec2& newOrigin) override;
-
-protected:
-	friend class b2Joint;
-
-	b2MouseJoint(const b2MouseJointDef* def);
-
-	void InitVelocityConstraints(const b2SolverData& data) override;
-	void SolveVelocityConstraints(const b2SolverData& data) override;
-	bool SolvePositionConstraints(const b2SolverData& data) override;
-
-	b2Vec2 m_localAnchorB;
-	b2Vec2 m_targetA;
-	float m_stiffness;
-	float m_damping;
-	float m_beta;
-
-	// Solver shared
-	b2Vec2 m_impulse;
-	float m_maxForce;
-	float m_gamma;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_rB;
-	b2Vec2 m_localCenterB;
-	float m_invMassB;
-	float m_invIB;
-	b2Mat22 m_mass;
-	b2Vec2 m_C;
-};
-
-#endif

+ 0 - 93
3rd/box2d/include/box2d/b2_polygon_shape.h

@@ -1,93 +0,0 @@
-// 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_SHAPE_H
-#define B2_POLYGON_SHAPE_H
-
-#include "b2_api.h"
-#include "b2_shape.h"
-
-struct b2Hull;
-
-/// A solid convex polygon. It is assumed that the interior of the polygon is to
-/// the left of each edge.
-/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
-/// In most cases you should not need many vertices for a convex polygon.
-class B2_API b2PolygonShape : public b2Shape
-{
-public:
-	b2PolygonShape();
-
-	/// Implement b2Shape.
-	b2Shape* Clone(b2BlockAllocator* allocator) const override;
-
-	/// @see b2Shape::GetChildCount
-	int32 GetChildCount() const override;
-
-	/// Create a convex hull from the given array of local points.
-	/// The count must be in the range [3, b2_maxPolygonVertices].
-	/// @warning the points may be re-ordered, even if they form a convex polygon
-	/// @warning if this fails then the polygon is invalid
-	/// @returns true if valid
-	bool Set(const b2Vec2* points, int32 count);
-
-	/// Create a polygon from a given convex hull (see b2ComputeHull).
-	/// @warning the hull must be valid or this will crash or have unexpected behavior
-	void Set(const b2Hull& hull);
-
-	/// Build vertices to represent an axis-aligned box centered on the local origin.
-	/// @param hx the half-width.
-	/// @param hy the half-height.
-	void SetAsBox(float hx, float hy);
-
-	/// Build vertices to represent an oriented box.
-	/// @param hx the half-width.
-	/// @param hy the half-height.
-	/// @param center the center of the box in local coordinates.
-	/// @param angle the rotation of the box in local coordinates.
-	void SetAsBox(float hx, float hy, const b2Vec2& center, float angle);
-
-	/// @see b2Shape::TestPoint
-	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
-
-	/// Implement b2Shape.
-	/// @note because the polygon is solid, rays that start inside do not hit because the normal is
-	/// not defined.
-	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-					const b2Transform& transform, int32 childIndex) const override;
-
-	/// @see b2Shape::ComputeAABB
-	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
-
-	/// @see b2Shape::ComputeMass
-	void ComputeMass(b2MassData* massData, float density) const override;
-
-	/// Validate convexity. This is a very time consuming operation.
-	/// @returns true if valid
-	bool Validate() const;
-
-	b2Vec2 m_centroid;
-	b2Vec2 m_vertices[b2_maxPolygonVertices];
-	b2Vec2 m_normals[b2_maxPolygonVertices];
-	int32 m_count;
-};
-
-#endif

+ 0 - 205
3rd/box2d/include/box2d/b2_prismatic_joint.h

@@ -1,205 +0,0 @@
-// 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_PRISMATIC_JOINT_H
-#define B2_PRISMATIC_JOINT_H
-
-#include "b2_api.h"
-#include "b2_joint.h"
-
-/// Prismatic joint definition. This requires defining a line of
-/// motion using an axis and an anchor point. The definition uses local
-/// anchor points and a local axis so that the initial configuration
-/// can violate the constraint slightly. The joint translation is zero
-/// when the local anchor points coincide in world space. Using local
-/// anchors and a local axis helps when saving and loading a game.
-struct B2_API b2PrismaticJointDef : public b2JointDef
-{
-	b2PrismaticJointDef()
-	{
-		type = e_prismaticJoint;
-		localAnchorA.SetZero();
-		localAnchorB.SetZero();
-		localAxisA.Set(1.0f, 0.0f);
-		referenceAngle = 0.0f;
-		enableLimit = false;
-		lowerTranslation = 0.0f;
-		upperTranslation = 0.0f;
-		enableMotor = false;
-		maxMotorForce = 0.0f;
-		motorSpeed = 0.0f;
-	}
-
-	/// Initialize the bodies, anchors, axis, and reference angle using the world
-	/// anchor and unit world axis.
-	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
-
-	/// The local anchor point relative to bodyA's origin.
-	b2Vec2 localAnchorA;
-
-	/// The local anchor point relative to bodyB's origin.
-	b2Vec2 localAnchorB;
-
-	/// The local translation unit axis in bodyA.
-	b2Vec2 localAxisA;
-
-	/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
-	float referenceAngle;
-
-	/// Enable/disable the joint limit.
-	bool enableLimit;
-
-	/// The lower translation limit, usually in meters.
-	float lowerTranslation;
-
-	/// The upper translation limit, usually in meters.
-	float upperTranslation;
-
-	/// Enable/disable the joint motor.
-	bool enableMotor;
-
-	/// The maximum motor torque, usually in N-m.
-	float maxMotorForce;
-
-	/// The desired motor speed in radians per second.
-	float motorSpeed;
-};
-
-/// A prismatic joint. This joint provides one degree of freedom: translation
-/// along an axis fixed in bodyA. Relative rotation is prevented. You can
-/// use a joint limit to restrict the range of motion and a joint motor to
-/// drive the motion or to model joint friction.
-class B2_API b2PrismaticJoint : public b2Joint
-{
-public:
-	b2Vec2 GetAnchorA() const override;
-	b2Vec2 GetAnchorB() const override;
-
-	b2Vec2 GetReactionForce(float inv_dt) const override;
-	float GetReactionTorque(float inv_dt) const override;
-
-	/// The local anchor point relative to bodyA's origin.
-	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
-	/// The local anchor point relative to bodyB's origin.
-	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
-
-	/// The local joint axis relative to bodyA.
-	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
-
-	/// Get the reference angle.
-	float GetReferenceAngle() const { return m_referenceAngle; }
-
-	/// Get the current joint translation, usually in meters.
-	float GetJointTranslation() const;
-
-	/// Get the current joint translation speed, usually in meters per second.
-	float GetJointSpeed() const;
-
-	/// Is the joint limit enabled?
-	bool IsLimitEnabled() const;
-
-	/// Enable/disable the joint limit.
-	void EnableLimit(bool flag);
-
-	/// Get the lower joint limit, usually in meters.
-	float GetLowerLimit() const;
-
-	/// Get the upper joint limit, usually in meters.
-	float GetUpperLimit() const;
-
-	/// Set the joint limits, usually in meters.
-	void SetLimits(float lower, float upper);
-
-	/// Is the joint motor enabled?
-	bool IsMotorEnabled() const;
-
-	/// Enable/disable the joint motor.
-	void EnableMotor(bool flag);
-
-	/// Set the motor speed, usually in meters per second.
-	void SetMotorSpeed(float speed);
-
-	/// Get the motor speed, usually in meters per second.
-	float GetMotorSpeed() const;
-
-	/// Set the maximum motor force, usually in N.
-	void SetMaxMotorForce(float force);
-	float GetMaxMotorForce() const { return m_maxMotorForce; }
-
-	/// Get the current motor force given the inverse time step, usually in N.
-	float GetMotorForce(float inv_dt) const;
-
-	/// Dump to b2Log
-	void Dump() override;
-
-	///
-	void Draw(b2Draw* draw) const override;
-
-protected:
-	friend class b2Joint;
-	friend class b2GearJoint;
-	b2PrismaticJoint(const b2PrismaticJointDef* def);
-
-	void InitVelocityConstraints(const b2SolverData& data) override;
-	void SolveVelocityConstraints(const b2SolverData& data) override;
-	bool SolvePositionConstraints(const b2SolverData& data) override;
-
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-	b2Vec2 m_localXAxisA;
-	b2Vec2 m_localYAxisA;
-	float m_referenceAngle;
-	b2Vec2 m_impulse;
-	float m_motorImpulse;
-	float m_lowerImpulse;
-	float m_upperImpulse;
-	float m_lowerTranslation;
-	float m_upperTranslation;
-	float m_maxMotorForce;
-	float m_motorSpeed;
-	bool m_enableLimit;
-	bool m_enableMotor;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_localCenterA;
-	b2Vec2 m_localCenterB;
-	float m_invMassA;
-	float m_invMassB;
-	float m_invIA;
-	float m_invIB;
-	b2Vec2 m_axis, m_perp;
-	float m_s1, m_s2;
-	float m_a1, m_a2;
-	b2Mat22 m_K;
-	float m_translation;
-	float m_axialMass;
-};
-
-inline float b2PrismaticJoint::GetMotorSpeed() const
-{
-	return m_motorSpeed;
-}
-
-#endif

+ 0 - 157
3rd/box2d/include/box2d/b2_pulley_joint.h

@@ -1,157 +0,0 @@
-// 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_PULLEY_JOINT_H
-#define B2_PULLEY_JOINT_H
-
-#include "b2_api.h"
-#include "b2_joint.h"
-
-const float b2_minPulleyLength = 2.0f;
-
-/// Pulley joint definition. This requires two ground anchors,
-/// two dynamic body anchor points, and a pulley ratio.
-struct B2_API b2PulleyJointDef : public b2JointDef
-{
-	b2PulleyJointDef()
-	{
-		type = e_pulleyJoint;
-		groundAnchorA.Set(-1.0f, 1.0f);
-		groundAnchorB.Set(1.0f, 1.0f);
-		localAnchorA.Set(-1.0f, 0.0f);
-		localAnchorB.Set(1.0f, 0.0f);
-		lengthA = 0.0f;
-		lengthB = 0.0f;
-		ratio = 1.0f;
-		collideConnected = true;
-	}
-
-	/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
-	void Initialize(b2Body* bodyA, b2Body* bodyB,
-					const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
-					const b2Vec2& anchorA, const b2Vec2& anchorB,
-					float ratio);
-
-	/// The first ground anchor in world coordinates. This point never moves.
-	b2Vec2 groundAnchorA;
-
-	/// The second ground anchor in world coordinates. This point never moves.
-	b2Vec2 groundAnchorB;
-
-	/// The local anchor point relative to bodyA's origin.
-	b2Vec2 localAnchorA;
-
-	/// The local anchor point relative to bodyB's origin.
-	b2Vec2 localAnchorB;
-
-	/// The a reference length for the segment attached to bodyA.
-	float lengthA;
-
-	/// The a reference length for the segment attached to bodyB.
-	float lengthB;
-
-	/// The pulley ratio, used to simulate a block-and-tackle.
-	float ratio;
-};
-
-/// The pulley joint is connected to two bodies and two fixed ground points.
-/// The pulley supports a ratio such that:
-/// length1 + ratio * length2 <= constant
-/// Yes, the force transmitted is scaled by the ratio.
-/// Warning: the pulley joint can get a bit squirrelly by itself. They often
-/// work better when combined with prismatic joints. You should also cover the
-/// the anchor points with static shapes to prevent one side from going to
-/// zero length.
-class B2_API b2PulleyJoint : public b2Joint
-{
-public:
-	b2Vec2 GetAnchorA() const override;
-	b2Vec2 GetAnchorB() const override;
-
-	b2Vec2 GetReactionForce(float inv_dt) const override;
-	float GetReactionTorque(float inv_dt) const override;
-
-	/// Get the first ground anchor.
-	b2Vec2 GetGroundAnchorA() const;
-
-	/// Get the second ground anchor.
-	b2Vec2 GetGroundAnchorB() const;
-
-	/// Get the current length of the segment attached to bodyA.
-	float GetLengthA() const;
-
-	/// Get the current length of the segment attached to bodyB.
-	float GetLengthB() const;
-
-	/// Get the pulley ratio.
-	float GetRatio() const;
-
-	/// Get the current length of the segment attached to bodyA.
-	float GetCurrentLengthA() const;
-
-	/// Get the current length of the segment attached to bodyB.
-	float GetCurrentLengthB() const;
-
-	/// Dump joint to dmLog
-	void Dump() override;
-
-	/// Implement b2Joint::ShiftOrigin
-	void ShiftOrigin(const b2Vec2& newOrigin) override;
-
-protected:
-
-	friend class b2Joint;
-	b2PulleyJoint(const b2PulleyJointDef* data);
-
-	void InitVelocityConstraints(const b2SolverData& data) override;
-	void SolveVelocityConstraints(const b2SolverData& data) override;
-	bool SolvePositionConstraints(const b2SolverData& data) override;
-
-	b2Vec2 m_groundAnchorA;
-	b2Vec2 m_groundAnchorB;
-	float m_lengthA;
-	float m_lengthB;
-
-	// Solver shared
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-	float m_constant;
-	float m_ratio;
-	float m_impulse;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_uA;
-	b2Vec2 m_uB;
-	b2Vec2 m_rA;
-	b2Vec2 m_rB;
-	b2Vec2 m_localCenterA;
-	b2Vec2 m_localCenterB;
-	float m_invMassA;
-	float m_invMassB;
-	float m_invIA;
-	float m_invIB;
-	float m_mass;
-};
-
-#endif

+ 0 - 211
3rd/box2d/include/box2d/b2_revolute_joint.h

@@ -1,211 +0,0 @@
-// 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_REVOLUTE_JOINT_H
-#define B2_REVOLUTE_JOINT_H
-
-#include "b2_api.h"
-#include "b2_joint.h"
-
-/// Revolute joint definition. This requires defining an anchor point where the
-/// bodies are joined. The definition uses local anchor points so that the
-/// initial configuration can violate the constraint slightly. You also need to
-/// specify the initial relative angle for joint limits. This helps when saving
-/// and loading a game.
-/// The local anchor points are measured from the body's origin
-/// rather than the center of mass because:
-/// 1. you might not know where the center of mass will be.
-/// 2. if you add/remove shapes from a body and recompute the mass,
-///    the joints will be broken.
-struct B2_API b2RevoluteJointDef : public b2JointDef
-{
-	b2RevoluteJointDef()
-	{
-		type = e_revoluteJoint;
-		localAnchorA.Set(0.0f, 0.0f);
-		localAnchorB.Set(0.0f, 0.0f);
-		referenceAngle = 0.0f;
-		lowerAngle = 0.0f;
-		upperAngle = 0.0f;
-		maxMotorTorque = 0.0f;
-		motorSpeed = 0.0f;
-		enableLimit = false;
-		enableMotor = false;
-	}
-
-	/// Initialize the bodies, anchors, and reference angle using a world
-	/// anchor point.
-	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
-
-	/// The local anchor point relative to bodyA's origin.
-	b2Vec2 localAnchorA;
-
-	/// The local anchor point relative to bodyB's origin.
-	b2Vec2 localAnchorB;
-
-	/// The bodyB angle minus bodyA angle in the reference state (radians).
-	float referenceAngle;
-
-	/// A flag to enable joint limits.
-	bool enableLimit;
-
-	/// The lower angle for the joint limit (radians).
-	float lowerAngle;
-
-	/// The upper angle for the joint limit (radians).
-	float upperAngle;
-
-	/// A flag to enable the joint motor.
-	bool enableMotor;
-
-	/// The desired motor speed. Usually in radians per second.
-	float motorSpeed;
-
-	/// The maximum motor torque used to achieve the desired motor speed.
-	/// Usually in N-m.
-	float maxMotorTorque;
-};
-
-/// A revolute joint constrains two bodies to share a common point while they
-/// are free to rotate about the point. The relative rotation about the shared
-/// point is the joint angle. You can limit the relative rotation with
-/// a joint limit that specifies a lower and upper angle. You can use a motor
-/// to drive the relative rotation about the shared point. A maximum motor torque
-/// is provided so that infinite forces are not generated.
-class B2_API b2RevoluteJoint : public b2Joint
-{
-public:
-	b2Vec2 GetAnchorA() const override;
-	b2Vec2 GetAnchorB() const override;
-
-	/// The local anchor point relative to bodyA's origin.
-	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
-	/// The local anchor point relative to bodyB's origin.
-	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
-
-	/// Get the reference angle.
-	float GetReferenceAngle() const { return m_referenceAngle; }
-
-	/// Get the current joint angle in radians.
-	float GetJointAngle() const;
-
-	/// Get the current joint angle speed in radians per second.
-	float GetJointSpeed() const;
-
-	/// Is the joint limit enabled?
-	bool IsLimitEnabled() const;
-
-	/// Enable/disable the joint limit.
-	void EnableLimit(bool flag);
-
-	/// Get the lower joint limit in radians.
-	float GetLowerLimit() const;
-
-	/// Get the upper joint limit in radians.
-	float GetUpperLimit() const;
-
-	/// Set the joint limits in radians.
-	void SetLimits(float lower, float upper);
-
-	/// Is the joint motor enabled?
-	bool IsMotorEnabled() const;
-
-	/// Enable/disable the joint motor.
-	void EnableMotor(bool flag);
-
-	/// Set the motor speed in radians per second.
-	void SetMotorSpeed(float speed);
-
-	/// Get the motor speed in radians per second.
-	float GetMotorSpeed() const;
-
-	/// Set the maximum motor torque, usually in N-m.
-	void SetMaxMotorTorque(float torque);
-	float GetMaxMotorTorque() const { return m_maxMotorTorque; }
-
-	/// Get the reaction force given the inverse time step.
-	/// Unit is N.
-	b2Vec2 GetReactionForce(float inv_dt) const override;
-
-	/// Get the reaction torque due to the joint limit given the inverse time step.
-	/// Unit is N*m.
-	float GetReactionTorque(float inv_dt) const override;
-
-	/// Get the current motor torque given the inverse time step.
-	/// Unit is N*m.
-	float GetMotorTorque(float inv_dt) const;
-
-	/// Dump to b2Log.
-	void Dump() override;
-
-	///
-	void Draw(b2Draw* draw) const override;
-
-protected:
-
-	friend class b2Joint;
-	friend class b2GearJoint;
-
-	b2RevoluteJoint(const b2RevoluteJointDef* def);
-
-	void InitVelocityConstraints(const b2SolverData& data) override;
-	void SolveVelocityConstraints(const b2SolverData& data) override;
-	bool SolvePositionConstraints(const b2SolverData& data) override;
-
-	// Solver shared
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-	b2Vec2 m_impulse;
-	float m_motorImpulse;
-	float m_lowerImpulse;
-	float m_upperImpulse;
-	bool m_enableMotor;
-	float m_maxMotorTorque;
-	float m_motorSpeed;
-	bool m_enableLimit;
-	float m_referenceAngle;
-	float m_lowerAngle;
-	float m_upperAngle;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_rA;
-	b2Vec2 m_rB;
-	b2Vec2 m_localCenterA;
-	b2Vec2 m_localCenterB;
-	float m_invMassA;
-	float m_invMassB;
-	float m_invIA;
-	float m_invIB;
-	b2Mat22 m_K;
-	float m_angle;
-	float m_axialMass;
-};
-
-inline float b2RevoluteJoint::GetMotorSpeed() const
-{
-	return m_motorSpeed;
-}
-
-#endif

+ 0 - 155
3rd/box2d/include/box2d/b2_rope.h

@@ -1,155 +0,0 @@
-// 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_ROPE_H
-#define B2_ROPE_H
-
-#include "b2_api.h"
-#include "b2_math.h"
-
-class b2Draw;
-struct b2RopeStretch;
-struct b2RopeBend;
-
-enum b2StretchingModel
-{
-	b2_pbdStretchingModel,
-	b2_xpbdStretchingModel
-};
-
-enum b2BendingModel
-{
-	b2_springAngleBendingModel = 0,
-	b2_pbdAngleBendingModel,
-	b2_xpbdAngleBendingModel,
-	b2_pbdDistanceBendingModel,
-	b2_pbdHeightBendingModel,
-	b2_pbdTriangleBendingModel
-};
-
-///
-struct B2_API b2RopeTuning
-{
-	b2RopeTuning()
-	{
-		stretchingModel = b2_pbdStretchingModel;
-		bendingModel = b2_pbdAngleBendingModel;
-		damping = 0.0f;
-		stretchStiffness = 1.0f;
-		stretchHertz = 1.0f;
-		stretchDamping = 0.0f;
-		bendStiffness = 0.5f;
-		bendHertz = 1.0f;
-		bendDamping = 0.0f;
-		isometric = false;
-		fixedEffectiveMass = false;
-		warmStart = false;
-	}
-
-	b2StretchingModel stretchingModel;
-	b2BendingModel bendingModel;
-	float damping;
-	float stretchStiffness;
-	float stretchHertz;
-	float stretchDamping;
-	float bendStiffness;
-	float bendHertz;
-	float bendDamping;
-	bool isometric;
-	bool fixedEffectiveMass;
-	bool warmStart;
-};
-
-///
-struct B2_API b2RopeDef
-{
-	b2RopeDef()
-	{
-		position.SetZero();
-		vertices = nullptr;
-		count = 0;
-		masses = nullptr;
-		gravity.SetZero();
-	}
-
-	b2Vec2 position;
-	b2Vec2* vertices;
-	int32 count;
-	float* masses;
-	b2Vec2 gravity;
-	b2RopeTuning tuning;
-};
-
-///
-class B2_API b2Rope
-{
-public:
-	b2Rope();
-	~b2Rope();
-
-	///
-	void Create(const b2RopeDef& def);
-
-	///
-	void SetTuning(const b2RopeTuning& tuning);
-
-	///
-	void Step(float timeStep, int32 iterations, const b2Vec2& position);
-
-	///
-	void Reset(const b2Vec2& position);
-
-	///
-	void Draw(b2Draw* draw) const;
-
-private:
-
-	void SolveStretch_PBD();
-	void SolveStretch_XPBD(float dt);
-	void SolveBend_PBD_Angle();
-	void SolveBend_XPBD_Angle(float dt);
-	void SolveBend_PBD_Distance();
-	void SolveBend_PBD_Height();
-	void SolveBend_PBD_Triangle();
-	void ApplyBendForces(float dt);
-
-	b2Vec2 m_position;
-
-	int32 m_count;
-	int32 m_stretchCount;
-	int32 m_bendCount;
-
-	b2RopeStretch* m_stretchConstraints;
-	b2RopeBend* m_bendConstraints;
-
-	b2Vec2* m_bindPositions;
-	b2Vec2* m_ps;
-	b2Vec2* m_p0s;
-	b2Vec2* m_vs;
-
-	float* m_invMasses;
-	b2Vec2 m_gravity;
-
-	b2RopeTuning m_tuning;
-};
-
-#endif

+ 0 - 127
3rd/box2d/include/box2d/b2_settings.h

@@ -1,127 +0,0 @@
-// 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_SETTINGS_H
-#define B2_SETTINGS_H
-
-#include "b2_types.h"
-#include "b2_api.h"
-
-/// @file
-/// Settings that can be overriden for your application
-///
-
-/// Define this macro in your build if you want to override settings
-#ifdef B2_USER_SETTINGS
-
-/// This is a user file that includes custom definitions of the macros, structs, and functions
-/// defined below.
-#include "b2_user_settings.h"
-
-#else
-
-#include <stdarg.h>
-#include <stdint.h>
-
-// Tunable Constants
-
-/// You can use this to change the length scale used by your game.
-/// For example for inches you could use 39.4.
-#define b2_lengthUnitsPerMeter 1.0f
-
-/// The maximum number of vertices on a convex polygon. You cannot increase
-/// this too much because b2BlockAllocator has a maximum object size.
-#define b2_maxPolygonVertices	8
-
-// User data
-
-/// You can define this to inject whatever data you want in b2Body
-struct B2_API b2BodyUserData
-{
-	b2BodyUserData()
-	{
-		pointer = 0;
-	}
-
-	/// For legacy compatibility
-	uintptr_t pointer;
-};
-
-/// You can define this to inject whatever data you want in b2Fixture
-struct B2_API b2FixtureUserData
-{
-	b2FixtureUserData()
-	{
-		pointer = 0;
-	}
-
-	/// For legacy compatibility
-	uintptr_t pointer;
-};
-
-/// You can define this to inject whatever data you want in b2Joint
-struct B2_API b2JointUserData
-{
-	b2JointUserData()
-	{
-		pointer = 0;
-	}
-
-	/// For legacy compatibility
-	uintptr_t pointer;
-};
-
-// Memory Allocation
-
-/// Default allocation functions
-B2_API void* b2Alloc_Default(int32 size);
-B2_API void b2Free_Default(void* mem);
-
-/// Implement this function to use your own memory allocator.
-inline void* b2Alloc(int32 size)
-{
-	return b2Alloc_Default(size);
-}
-
-/// If you implement b2Alloc, you should also implement this function.
-inline void b2Free(void* mem)
-{
-	b2Free_Default(mem);
-}
-
-/// Default logging function
-B2_API void b2Log_Default(const char* string, va_list args);
-
-/// Implement this to use your own logging.
-inline void b2Log(const char* string, ...)
-{
-	va_list args;
-	va_start(args, string);
-	b2Log_Default(string, args);
-	va_end(args);
-}
-
-#endif // B2_USER_SETTINGS
-
-#include "b2_common.h"
-
-#endif

+ 0 - 110
3rd/box2d/include/box2d/b2_shape.h

@@ -1,110 +0,0 @@
-// 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_SHAPE_H
-#define B2_SHAPE_H
-
-#include "b2_api.h"
-#include "b2_math.h"
-#include "b2_collision.h"
-
-class b2BlockAllocator;
-
-/// This holds the mass data computed for a shape.
-struct B2_API b2MassData
-{
-	/// The mass of the shape, usually in kilograms.
-	float mass;
-
-	/// The position of the shape's centroid relative to the shape's origin.
-	b2Vec2 center;
-
-	/// The rotational inertia of the shape about the local origin.
-	float I;
-};
-
-/// A shape is used for collision detection. You can create a shape however you like.
-/// Shapes used for simulation in b2World are created automatically when a b2Fixture
-/// is created. Shapes may encapsulate a one or more child shapes.
-class B2_API b2Shape
-{
-public:
-
-	enum Type
-	{
-		e_circle = 0,
-		e_edge = 1,
-		e_polygon = 2,
-		e_chain = 3,
-		e_typeCount = 4
-	};
-
-	virtual ~b2Shape() {}
-
-	/// Clone the concrete shape using the provided allocator.
-	virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
-
-	/// Get the type of this shape. You can use this to down cast to the concrete shape.
-	/// @return the shape type.
-	Type GetType() const;
-
-	/// Get the number of child primitives.
-	virtual int32 GetChildCount() const = 0;
-
-	/// Test a point for containment in this shape. This only works for convex shapes.
-	/// @param xf the shape world transform.
-	/// @param p a point in world coordinates.
-	virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
-
-	/// Cast a ray against a child shape.
-	/// @param output the ray-cast results.
-	/// @param input the ray-cast input parameters.
-	/// @param transform the transform to be applied to the shape.
-	/// @param childIndex the child shape index
-	virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-						const b2Transform& transform, int32 childIndex) const = 0;
-
-	/// Given a transform, compute the associated axis aligned bounding box for a child shape.
-	/// @param aabb returns the axis aligned box.
-	/// @param xf the world transform of the shape.
-	/// @param childIndex the child shape
-	virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0;
-
-	/// Compute the mass properties of this shape using its dimensions and density.
-	/// The inertia tensor is computed about the local origin.
-	/// @param massData returns the mass data for this shape.
-	/// @param density the density in kilograms per meter squared.
-	virtual void ComputeMass(b2MassData* massData, float density) const = 0;
-
-	Type m_type;
-
-	/// Radius of a shape. For polygonal shapes this must be b2_polygonRadius. There is no support for
-	/// making rounded polygons.
-	float m_radius;
-};
-
-inline b2Shape::Type b2Shape::GetType() const
-{
-	return m_type;
-}
-
-#endif

+ 0 - 65
3rd/box2d/include/box2d/b2_stack_allocator.h

@@ -1,65 +0,0 @@
-// 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_STACK_ALLOCATOR_H
-#define B2_STACK_ALLOCATOR_H
-
-#include "b2_api.h"
-#include "b2_settings.h"
-
-const int32 b2_stackSize = 100 * 1024;	// 100k
-const int32 b2_maxStackEntries = 32;
-
-struct B2_API b2StackEntry
-{
-	char* data;
-	int32 size;
-	bool usedMalloc;
-};
-
-// This is a stack allocator used for fast per step allocations.
-// You must nest allocate/free pairs. The code will assert
-// if you try to interleave multiple allocate/free pairs.
-class B2_API b2StackAllocator
-{
-public:
-	b2StackAllocator();
-	~b2StackAllocator();
-
-	void* Allocate(int32 size);
-	void Free(void* p);
-
-	int32 GetMaxAllocation() const;
-
-private:
-
-	char m_data[b2_stackSize];
-	int32 m_index;
-
-	int32 m_allocation;
-	int32 m_maxAllocation;
-
-	b2StackEntry m_entries[b2_maxStackEntries];
-	int32 m_entryCount;
-};
-
-#endif

+ 0 - 63
3rd/box2d/include/box2d/b2_time_of_impact.h

@@ -1,63 +0,0 @@
-// 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_TIME_OF_IMPACT_H
-#define B2_TIME_OF_IMPACT_H
-
-#include "b2_api.h"
-#include "b2_math.h"
-#include "b2_distance.h"
-
-/// Input parameters for b2TimeOfImpact
-struct B2_API b2TOIInput
-{
-	b2DistanceProxy proxyA;
-	b2DistanceProxy proxyB;
-	b2Sweep sweepA;
-	b2Sweep sweepB;
-	float tMax;		// defines sweep interval [0, tMax]
-};
-
-/// Output parameters for b2TimeOfImpact.
-struct B2_API b2TOIOutput
-{
-	enum State
-	{
-		e_unknown,
-		e_failed,
-		e_overlapped,
-		e_touching,
-		e_separated
-	};
-
-	State state;
-	float t;
-};
-
-/// Compute the upper bound on time before two shapes penetrate. Time is represented as
-/// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
-/// non-tunneling collisions. If you change the time interval, you should call this function
-/// again.
-/// Note: use b2Distance to compute the contact point and normal at the time of impact.
-B2_API void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
-
-#endif

+ 0 - 74
3rd/box2d/include/box2d/b2_time_step.h

@@ -1,74 +0,0 @@
-// 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_TIME_STEP_H
-#define B2_TIME_STEP_H
-
-#include "b2_api.h"
-#include "b2_math.h"
-
-/// Profiling data. Times are in milliseconds.
-struct B2_API b2Profile
-{
-	float step;
-	float collide;
-	float solve;
-	float solveInit;
-	float solveVelocity;
-	float solvePosition;
-	float broadphase;
-	float solveTOI;
-};
-
-/// This is an internal structure.
-struct B2_API b2TimeStep
-{
-	float dt;			// time step
-	float inv_dt;		// inverse time step (0 if dt == 0).
-	float dtRatio;	// dt * inv_dt0
-	int32 velocityIterations;
-	int32 positionIterations;
-	bool warmStarting;
-};
-
-/// This is an internal structure.
-struct B2_API b2Position
-{
-	b2Vec2 c;
-	float a;
-};
-
-/// This is an internal structure.
-struct B2_API b2Velocity
-{
-	b2Vec2 v;
-	float w;
-};
-
-/// Solver Data
-struct B2_API b2SolverData
-{
-	b2TimeStep step;
-	b2Position* positions;
-	b2Velocity* velocities;
-};
-
-#endif

+ 0 - 55
3rd/box2d/include/box2d/b2_timer.h

@@ -1,55 +0,0 @@
-// 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_TIMER_H
-#define B2_TIMER_H
-
-#include "b2_api.h"
-#include "b2_settings.h"
-
-/// Timer for profiling. This has platform specific code and may
-/// not work on every platform.
-class B2_API b2Timer
-{
-public:
-
-	/// Constructor
-	b2Timer();
-
-	/// Reset the timer.
-	void Reset();
-
-	/// Get the time since construction or the last reset.
-	float GetMilliseconds() const;
-
-private:
-
-#if defined(_WIN32)
-	double m_start;
-	static double s_invFrequency;
-#elif defined(__linux__) || defined (__APPLE__)
-	unsigned long long m_start_sec;
-	unsigned long long m_start_usec;
-#endif
-};
-
-#endif

+ 0 - 33
3rd/box2d/include/box2d/b2_types.h

@@ -1,33 +0,0 @@
-// MIT License
-
-// Copyright (c) 2020 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_TYPES_H
-#define B2_TYPES_H
-
-typedef signed char	int8;
-typedef signed short int16;
-typedef signed int int32;
-typedef unsigned char uint8;
-typedef unsigned short uint16;
-typedef unsigned int uint32;
-
-#endif

+ 0 - 133
3rd/box2d/include/box2d/b2_weld_joint.h

@@ -1,133 +0,0 @@
-// 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_WELD_JOINT_H
-#define B2_WELD_JOINT_H
-
-#include "b2_api.h"
-#include "b2_joint.h"
-
-/// Weld joint definition. You need to specify local anchor points
-/// where they are attached and the relative body angle. The position
-/// of the anchor points is important for computing the reaction torque.
-struct B2_API b2WeldJointDef : public b2JointDef
-{
-	b2WeldJointDef()
-	{
-		type = e_weldJoint;
-		localAnchorA.Set(0.0f, 0.0f);
-		localAnchorB.Set(0.0f, 0.0f);
-		referenceAngle = 0.0f;
-		stiffness = 0.0f;
-		damping = 0.0f;
-	}
-
-	/// Initialize the bodies, anchors, reference angle, stiffness, and damping.
-	/// @param bodyA the first body connected by this joint
-	/// @param bodyB the second body connected by this joint
-	/// @param anchor the point of connection in world coordinates
-	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
-
-	/// The local anchor point relative to bodyA's origin.
-	b2Vec2 localAnchorA;
-
-	/// The local anchor point relative to bodyB's origin.
-	b2Vec2 localAnchorB;
-
-	/// The bodyB angle minus bodyA angle in the reference state (radians).
-	float referenceAngle;
-
-	/// The rotational stiffness in N*m
-	/// Disable softness with a value of 0
-	float stiffness;
-
-	/// The rotational damping in N*m*s
-	float damping;
-};
-
-/// A weld joint essentially glues two bodies together. A weld joint may
-/// distort somewhat because the island constraint solver is approximate.
-class B2_API b2WeldJoint : public b2Joint
-{
-public:
-	b2Vec2 GetAnchorA() const override;
-	b2Vec2 GetAnchorB() const override;
-
-	b2Vec2 GetReactionForce(float inv_dt) const override;
-	float GetReactionTorque(float inv_dt) const override;
-
-	/// The local anchor point relative to bodyA's origin.
-	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
-	/// The local anchor point relative to bodyB's origin.
-	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
-
-	/// Get the reference angle.
-	float GetReferenceAngle() const { return m_referenceAngle; }
-
-	/// Set/get stiffness in N*m
-	void SetStiffness(float stiffness) { m_stiffness = stiffness; }
-	float GetStiffness() const { return m_stiffness; }
-
-	/// Set/get damping in N*m*s
-	void SetDamping(float damping) { m_damping = damping; }
-	float GetDamping() const { return m_damping; }
-
-	/// Dump to b2Log
-	void Dump() override;
-
-protected:
-
-	friend class b2Joint;
-
-	b2WeldJoint(const b2WeldJointDef* def);
-
-	void InitVelocityConstraints(const b2SolverData& data) override;
-	void SolveVelocityConstraints(const b2SolverData& data) override;
-	bool SolvePositionConstraints(const b2SolverData& data) override;
-
-	float m_stiffness;
-	float m_damping;
-	float m_bias;
-
-	// Solver shared
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-	float m_referenceAngle;
-	float m_gamma;
-	b2Vec3 m_impulse;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_rA;
-	b2Vec2 m_rB;
-	b2Vec2 m_localCenterA;
-	b2Vec2 m_localCenterB;
-	float m_invMassA;
-	float m_invMassB;
-	float m_invIA;
-	float m_invIB;
-	b2Mat33 m_mass;
-};
-
-#endif

+ 0 - 240
3rd/box2d/include/box2d/b2_wheel_joint.h

@@ -1,240 +0,0 @@
-// 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_WHEEL_JOINT_H
-#define B2_WHEEL_JOINT_H
-
-#include "b2_api.h"
-#include "b2_joint.h"
-
-/// Wheel joint definition. This requires defining a line of
-/// motion using an axis and an anchor point. The definition uses local
-/// anchor points and a local axis so that the initial configuration
-/// can violate the constraint slightly. The joint translation is zero
-/// when the local anchor points coincide in world space. Using local
-/// anchors and a local axis helps when saving and loading a game.
-struct B2_API b2WheelJointDef : public b2JointDef
-{
-	b2WheelJointDef()
-	{
-		type = e_wheelJoint;
-		localAnchorA.SetZero();
-		localAnchorB.SetZero();
-		localAxisA.Set(1.0f, 0.0f);
-		enableLimit = false;
-		lowerTranslation = 0.0f;
-		upperTranslation = 0.0f;
-		enableMotor = false;
-		maxMotorTorque = 0.0f;
-		motorSpeed = 0.0f;
-		stiffness = 0.0f;
-		damping = 0.0f;
-	}
-
-	/// Initialize the bodies, anchors, axis, and reference angle using the world
-	/// anchor and world axis.
-	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
-
-	/// The local anchor point relative to bodyA's origin.
-	b2Vec2 localAnchorA;
-
-	/// The local anchor point relative to bodyB's origin.
-	b2Vec2 localAnchorB;
-
-	/// The local translation axis in bodyA.
-	b2Vec2 localAxisA;
-
-	/// Enable/disable the joint limit.
-	bool enableLimit;
-
-	/// The lower translation limit, usually in meters.
-	float lowerTranslation;
-
-	/// The upper translation limit, usually in meters.
-	float upperTranslation;
-
-	/// Enable/disable the joint motor.
-	bool enableMotor;
-
-	/// The maximum motor torque, usually in N-m.
-	float maxMotorTorque;
-
-	/// The desired motor speed in radians per second.
-	float motorSpeed;
-
-	/// Suspension stiffness. Typically in units N/m.
-	float stiffness;
-
-	/// Suspension damping. Typically in units of N*s/m.
-	float damping;
-};
-
-/// A wheel joint. This joint provides two degrees of freedom: translation
-/// along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to
-/// line constraint with a rotational motor and a linear spring/damper. The spring/damper is
-/// initialized upon creation. This joint is designed for vehicle suspensions.
-class B2_API b2WheelJoint : public b2Joint
-{
-public:
-	b2Vec2 GetAnchorA() const override;
-	b2Vec2 GetAnchorB() const override;
-
-	b2Vec2 GetReactionForce(float inv_dt) const override;
-	float GetReactionTorque(float inv_dt) const override;
-
-	/// The local anchor point relative to bodyA's origin.
-	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
-	/// The local anchor point relative to bodyB's origin.
-	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
-
-	/// The local joint axis relative to bodyA.
-	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
-
-	/// Get the current joint translation, usually in meters.
-	float GetJointTranslation() const;
-
-	/// Get the current joint linear speed, usually in meters per second.
-	float GetJointLinearSpeed() const;
-
-	/// Get the current joint angle in radians.
-	float GetJointAngle() const;
-
-	/// Get the current joint angular speed in radians per second.
-	float GetJointAngularSpeed() const;
-
-	/// Is the joint limit enabled?
-	bool IsLimitEnabled() const;
-
-	/// Enable/disable the joint translation limit.
-	void EnableLimit(bool flag);
-
-	/// Get the lower joint translation limit, usually in meters.
-	float GetLowerLimit() const;
-
-	/// Get the upper joint translation limit, usually in meters.
-	float GetUpperLimit() const;
-
-	/// Set the joint translation limits, usually in meters.
-	void SetLimits(float lower, float upper);
-
-	/// Is the joint motor enabled?
-	bool IsMotorEnabled() const;
-
-	/// Enable/disable the joint motor.
-	void EnableMotor(bool flag);
-
-	/// Set the motor speed, usually in radians per second.
-	void SetMotorSpeed(float speed);
-
-	/// Get the motor speed, usually in radians per second.
-	float GetMotorSpeed() const;
-
-	/// Set/Get the maximum motor force, usually in N-m.
-	void SetMaxMotorTorque(float torque);
-	float GetMaxMotorTorque() const;
-
-	/// Get the current motor torque given the inverse time step, usually in N-m.
-	float GetMotorTorque(float inv_dt) const;
-
-	/// Access spring stiffness
-	void SetStiffness(float stiffness);
-	float GetStiffness() const;
-
-	/// Access damping
-	void SetDamping(float damping);
-	float GetDamping() const;
-
-	/// Dump to b2Log
-	void Dump() override;
-
-	///
-	void Draw(b2Draw* draw) const override;
-
-protected:
-
-	friend class b2Joint;
-	b2WheelJoint(const b2WheelJointDef* def);
-
-	void InitVelocityConstraints(const b2SolverData& data) override;
-	void SolveVelocityConstraints(const b2SolverData& data) override;
-	bool SolvePositionConstraints(const b2SolverData& data) override;
-
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-	b2Vec2 m_localXAxisA;
-	b2Vec2 m_localYAxisA;
-
-	float m_impulse;
-	float m_motorImpulse;
-	float m_springImpulse;
-
-	float m_lowerImpulse;
-	float m_upperImpulse;
-	float m_translation;
-	float m_lowerTranslation;
-	float m_upperTranslation;
-
-	float m_maxMotorTorque;
-	float m_motorSpeed;
-
-	bool m_enableLimit;
-	bool m_enableMotor;
-
-	float m_stiffness;
-	float m_damping;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_localCenterA;
-	b2Vec2 m_localCenterB;
-	float m_invMassA;
-	float m_invMassB;
-	float m_invIA;
-	float m_invIB;
-
-	b2Vec2 m_ax, m_ay;
-	float m_sAx, m_sBx;
-	float m_sAy, m_sBy;
-
-	float m_mass;
-	float m_motorMass;
-	float m_axialMass;
-	float m_springMass;
-
-	float m_bias;
-	float m_gamma;
-
-};
-
-inline float b2WheelJoint::GetMotorSpeed() const
-{
-	return m_motorSpeed;
-}
-
-inline float b2WheelJoint::GetMaxMotorTorque() const
-{
-	return m_maxMotorTorque;
-}
-
-#endif

+ 0 - 348
3rd/box2d/include/box2d/b2_world.h

@@ -1,348 +0,0 @@
-// 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_WORLD_H
-#define B2_WORLD_H
-
-#include "b2_api.h"
-#include "b2_block_allocator.h"
-#include "b2_contact_manager.h"
-#include "b2_math.h"
-#include "b2_stack_allocator.h"
-#include "b2_time_step.h"
-#include "b2_world_callbacks.h"
-
-struct b2AABB;
-struct b2BodyDef;
-struct b2Color;
-struct b2JointDef;
-class b2Body;
-class b2Draw;
-class b2Fixture;
-class b2Joint;
-
-/// The world class manages all physics entities, dynamic simulation,
-/// and asynchronous queries. The world also contains efficient memory
-/// management facilities.
-class B2_API b2World
-{
-public:
-	/// Construct a world object.
-	/// @param gravity the world gravity vector.
-	b2World(const b2Vec2& gravity);
-
-	/// Destruct the world. All physics entities are destroyed and all heap memory is released.
-	~b2World();
-
-	/// Register a destruction listener. The listener is owned by you and must
-	/// remain in scope.
-	void SetDestructionListener(b2DestructionListener* listener);
-
-	/// Register a contact filter to provide specific control over collision.
-	/// Otherwise the default filter is used (b2_defaultFilter). The listener is
-	/// owned by you and must remain in scope.
-	void SetContactFilter(b2ContactFilter* filter);
-
-	/// Register a contact event listener. The listener is owned by you and must
-	/// remain in scope.
-	void SetContactListener(b2ContactListener* listener);
-
-	/// Register a routine for debug drawing. The debug draw functions are called
-	/// inside with b2World::DebugDraw method. The debug draw object is owned
-	/// by you and must remain in scope.
-	void SetDebugDraw(b2Draw* debugDraw);
-
-	/// Create a rigid body given a definition. No reference to the definition
-	/// is retained.
-	/// @warning This function is locked during callbacks.
-	b2Body* CreateBody(const b2BodyDef* def);
-
-	/// Destroy a rigid body given a definition. No reference to the definition
-	/// is retained. This function is locked during callbacks.
-	/// @warning This automatically deletes all associated shapes and joints.
-	/// @warning This function is locked during callbacks.
-	void DestroyBody(b2Body* body);
-
-	/// Create a joint to constrain bodies together. No reference to the definition
-	/// is retained. This may cause the connected bodies to cease colliding.
-	/// @warning This function is locked during callbacks.
-	b2Joint* CreateJoint(const b2JointDef* def);
-
-	/// Destroy a joint. This may cause the connected bodies to begin colliding.
-	/// @warning This function is locked during callbacks.
-	void DestroyJoint(b2Joint* joint);
-
-	/// Take a time step. This performs collision detection, integration,
-	/// and constraint solution.
-	/// @param timeStep the amount of time to simulate, this should not vary.
-	/// @param velocityIterations for the velocity constraint solver.
-	/// @param positionIterations for the position constraint solver.
-	void Step(	float timeStep,
-				int32 velocityIterations,
-				int32 positionIterations);
-
-	/// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
-	/// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
-	/// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
-	/// a fixed sized time step under a variable frame-rate.
-	/// When you perform sub-stepping you will disable auto clearing of forces and instead call
-	/// ClearForces after all sub-steps are complete in one pass of your game loop.
-	/// @see SetAutoClearForces
-	void ClearForces();
-
-	/// Call this to draw shapes and other debug draw data. This is intentionally non-const.
-	void DebugDraw();
-
-	/// Query the world for all fixtures that potentially overlap the
-	/// provided AABB.
-	/// @param callback a user implemented callback class.
-	/// @param aabb the query box.
-	void QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const;
-
-	/// Ray-cast the world for all fixtures in the path of the ray. Your callback
-	/// controls whether you get the closest point, any point, or n-points.
-	/// The ray-cast ignores shapes that contain the starting point.
-	/// @param callback a user implemented callback class.
-	/// @param point1 the ray starting point
-	/// @param point2 the ray ending point
-	void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const;
-
-	/// Get the world body list. With the returned body, use b2Body::GetNext to get
-	/// the next body in the world list. A nullptr body indicates the end of the list.
-	/// @return the head of the world body list.
-	b2Body* GetBodyList();
-	const b2Body* GetBodyList() const;
-
-	/// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
-	/// the next joint in the world list. A nullptr joint indicates the end of the list.
-	/// @return the head of the world joint list.
-	b2Joint* GetJointList();
-	const b2Joint* GetJointList() const;
-
-	/// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
-	/// the next contact in the world list. A nullptr contact indicates the end of the list.
-	/// @return the head of the world contact list.
-	/// @warning contacts are created and destroyed in the middle of a time step.
-	/// Use b2ContactListener to avoid missing contacts.
-	b2Contact* GetContactList();
-	const b2Contact* GetContactList() const;
-
-	/// Enable/disable sleep.
-	void SetAllowSleeping(bool flag);
-	bool GetAllowSleeping() const { return m_allowSleep; }
-
-	/// Enable/disable warm starting. For testing.
-	void SetWarmStarting(bool flag) { m_warmStarting = flag; }
-	bool GetWarmStarting() const { return m_warmStarting; }
-
-	/// Enable/disable continuous physics. For testing.
-	void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
-	bool GetContinuousPhysics() const { return m_continuousPhysics; }
-
-	/// Enable/disable single stepped continuous physics. For testing.
-	void SetSubStepping(bool flag) { m_subStepping = flag; }
-	bool GetSubStepping() const { return m_subStepping; }
-
-	/// Get the number of broad-phase proxies.
-	int32 GetProxyCount() const;
-
-	/// Get the number of bodies.
-	int32 GetBodyCount() const;
-
-	/// Get the number of joints.
-	int32 GetJointCount() const;
-
-	/// Get the number of contacts (each may have 0 or more contact points).
-	int32 GetContactCount() const;
-
-	/// Get the height of the dynamic tree.
-	int32 GetTreeHeight() const;
-
-	/// Get the balance of the dynamic tree.
-	int32 GetTreeBalance() const;
-
-	/// Get the quality metric of the dynamic tree. The smaller the better.
-	/// The minimum is 1.
-	float GetTreeQuality() const;
-
-	/// Change the global gravity vector.
-	void SetGravity(const b2Vec2& gravity);
-
-	/// Get the global gravity vector.
-	b2Vec2 GetGravity() const;
-
-	/// Is the world locked (in the middle of a time step).
-	bool IsLocked() const;
-
-	/// Set flag to control automatic clearing of forces after each time step.
-	void SetAutoClearForces(bool flag);
-
-	/// Get the flag that controls automatic clearing of forces after each time step.
-	bool GetAutoClearForces() const;
-
-	/// Shift the world origin. Useful for large worlds.
-	/// The body shift formula is: position -= newOrigin
-	/// @param newOrigin the new origin with respect to the old origin
-	void ShiftOrigin(const b2Vec2& newOrigin);
-
-	/// Get the contact manager for testing.
-	const b2ContactManager& GetContactManager() const;
-
-	/// Get the current profile.
-	const b2Profile& GetProfile() const;
-
-	/// Dump the world into the log file.
-	/// @warning this should be called outside of a time step.
-	void Dump();
-
-private:
-
-	friend class b2Body;
-	friend class b2Fixture;
-	friend class b2ContactManager;
-	friend class b2Controller;
-
-	b2World(const b2World&) = delete;
-	void operator=(const b2World&) = delete;
-
-	void Solve(const b2TimeStep& step);
-	void SolveTOI(const b2TimeStep& step);
-
-	void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color);
-
-	b2BlockAllocator m_blockAllocator;
-	b2StackAllocator m_stackAllocator;
-
-	b2ContactManager m_contactManager;
-
-	b2Body* m_bodyList;
-	b2Joint* m_jointList;
-
-	int32 m_bodyCount;
-	int32 m_jointCount;
-
-	b2Vec2 m_gravity;
-	bool m_allowSleep;
-
-	b2DestructionListener* m_destructionListener;
-	b2Draw* m_debugDraw;
-
-	// This is used to compute the time step ratio to
-	// support a variable time step.
-	float m_inv_dt0;
-
-	bool m_newContacts;
-	bool m_locked;
-	bool m_clearForces;
-
-	// These are for debugging the solver.
-	bool m_warmStarting;
-	bool m_continuousPhysics;
-	bool m_subStepping;
-
-	bool m_stepComplete;
-
-	b2Profile m_profile;
-};
-
-inline b2Body* b2World::GetBodyList()
-{
-	return m_bodyList;
-}
-
-inline const b2Body* b2World::GetBodyList() const
-{
-	return m_bodyList;
-}
-
-inline b2Joint* b2World::GetJointList()
-{
-	return m_jointList;
-}
-
-inline const b2Joint* b2World::GetJointList() const
-{
-	return m_jointList;
-}
-
-inline b2Contact* b2World::GetContactList()
-{
-	return m_contactManager.m_contactList;
-}
-
-inline const b2Contact* b2World::GetContactList() const
-{
-	return m_contactManager.m_contactList;
-}
-
-inline int32 b2World::GetBodyCount() const
-{
-	return m_bodyCount;
-}
-
-inline int32 b2World::GetJointCount() const
-{
-	return m_jointCount;
-}
-
-inline int32 b2World::GetContactCount() const
-{
-	return m_contactManager.m_contactCount;
-}
-
-inline void b2World::SetGravity(const b2Vec2& gravity)
-{
-	m_gravity = gravity;
-}
-
-inline b2Vec2 b2World::GetGravity() const
-{
-	return m_gravity;
-}
-
-inline bool b2World::IsLocked() const
-{
-	return m_locked;
-}
-
-inline void b2World::SetAutoClearForces(bool flag)
-{
-	m_clearForces = flag;
-}
-
-/// Get the flag that controls automatic clearing of forces after each time step.
-inline bool b2World::GetAutoClearForces() const
-{
-	return m_clearForces;
-}
-
-inline const b2ContactManager& b2World::GetContactManager() const
-{
-	return m_contactManager;
-}
-
-inline const b2Profile& b2World::GetProfile() const
-{
-	return m_profile;
-}
-
-#endif

+ 0 - 161
3rd/box2d/include/box2d/b2_world_callbacks.h

@@ -1,161 +0,0 @@
-// 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_WORLD_CALLBACKS_H
-#define B2_WORLD_CALLBACKS_H
-
-#include "b2_api.h"
-#include "b2_settings.h"
-
-struct b2Vec2;
-struct b2Transform;
-class b2Fixture;
-class b2Body;
-class b2Joint;
-class b2Contact;
-struct b2ContactResult;
-struct b2Manifold;
-
-/// Joints and fixtures are destroyed when their associated
-/// body is destroyed. Implement this listener so that you
-/// may nullify references to these joints and shapes.
-class B2_API b2DestructionListener
-{
-public:
-	virtual ~b2DestructionListener() {}
-
-	/// Called when any joint is about to be destroyed due
-	/// to the destruction of one of its attached bodies.
-	virtual void SayGoodbye(b2Joint* joint) = 0;
-
-	/// Called when any fixture is about to be destroyed due
-	/// to the destruction of its parent body.
-	virtual void SayGoodbye(b2Fixture* fixture) = 0;
-};
-
-/// Implement this class to provide collision filtering. In other words, you can implement
-/// this class if you want finer control over contact creation.
-class B2_API b2ContactFilter
-{
-public:
-	virtual ~b2ContactFilter() {}
-
-	/// Return true if contact calculations should be performed between these two shapes.
-	/// @warning for performance reasons this is only called when the AABBs begin to overlap.
-	virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB);
-};
-
-/// Contact impulses for reporting. Impulses are used instead of forces because
-/// sub-step forces may approach infinity for rigid body collisions. These
-/// match up one-to-one with the contact points in b2Manifold.
-struct B2_API b2ContactImpulse
-{
-	float normalImpulses[b2_maxManifoldPoints];
-	float tangentImpulses[b2_maxManifoldPoints];
-	int32 count;
-};
-
-/// Implement this class to get contact information. You can use these results for
-/// things like sounds and game logic. You can also get contact results by
-/// traversing the contact lists after the time step. However, you might miss
-/// some contacts because continuous physics leads to sub-stepping.
-/// Additionally you may receive multiple callbacks for the same contact in a
-/// single time step.
-/// You should strive to make your callbacks efficient because there may be
-/// many callbacks per time step.
-/// @warning You cannot create/destroy Box2D entities inside these callbacks.
-class B2_API b2ContactListener
-{
-public:
-	virtual ~b2ContactListener() {}
-
-	/// Called when two fixtures begin to touch.
-	virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
-
-	/// Called when two fixtures cease to touch.
-	virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
-
-	/// This is called after a contact is updated. This allows you to inspect a
-	/// contact before it goes to the solver. If you are careful, you can modify the
-	/// contact manifold (e.g. disable contact).
-	/// A copy of the old manifold is provided so that you can detect changes.
-	/// Note: this is called only for awake bodies.
-	/// Note: this is called even when the number of contact points is zero.
-	/// Note: this is not called for sensors.
-	/// Note: if you set the number of contact points to zero, you will not
-	/// get an EndContact callback. However, you may get a BeginContact callback
-	/// the next step.
-	virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
-	{
-		B2_NOT_USED(contact);
-		B2_NOT_USED(oldManifold);
-	}
-
-	/// This lets you inspect a contact after the solver is finished. This is useful
-	/// for inspecting impulses.
-	/// Note: the contact manifold does not include time of impact impulses, which can be
-	/// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
-	/// in a separate data structure.
-	/// Note: this is only called for contacts that are touching, solid, and awake.
-	virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
-	{
-		B2_NOT_USED(contact);
-		B2_NOT_USED(impulse);
-	}
-};
-
-/// Callback class for AABB queries.
-/// See b2World::Query
-class B2_API b2QueryCallback
-{
-public:
-	virtual ~b2QueryCallback() {}
-
-	/// Called for each fixture found in the query AABB.
-	/// @return false to terminate the query.
-	virtual bool ReportFixture(b2Fixture* fixture) = 0;
-};
-
-/// Callback class for ray casts.
-/// See b2World::RayCast
-class B2_API b2RayCastCallback
-{
-public:
-	virtual ~b2RayCastCallback() {}
-
-	/// Called for each fixture found in the query. You control how the ray cast
-	/// proceeds by returning a float:
-	/// return -1: ignore this fixture and continue
-	/// return 0: terminate the ray cast
-	/// return fraction: clip the ray to this point
-	/// return 1: don't clip the ray and continue
-	/// @param fixture the fixture hit by the ray
-	/// @param point the point of initial intersection
-	/// @param normal the normal vector at the point of intersection
-	/// @param fraction the fraction along the ray at the point of intersection
-	/// @return -1 to filter, 0 to terminate, fraction to clip the ray for
-	/// closest hit, 1 to continue
-	virtual float ReportFixture(	b2Fixture* fixture, const b2Vec2& point,
-									const b2Vec2& normal, float fraction) = 0;
-};
-
-#endif

+ 0 - 58
3rd/box2d/include/box2d/box2d.h

@@ -1,58 +0,0 @@
-// 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 BOX2D_H
-#define BOX2D_H
-
-// These include files constitute the main Box2D API
-
-#include "b2_settings.h"
-#include "b2_draw.h"
-#include "b2_timer.h"
-
-#include "b2_chain_shape.h"
-#include "b2_circle_shape.h"
-#include "b2_edge_shape.h"
-#include "b2_polygon_shape.h"
-
-#include "b2_broad_phase.h"
-#include "b2_dynamic_tree.h"
-
-#include "b2_body.h"
-#include "b2_contact.h"
-#include "b2_fixture.h"
-#include "b2_time_step.h"
-#include "b2_world.h"
-#include "b2_world_callbacks.h"
-
-#include "b2_distance_joint.h"
-#include "b2_friction_joint.h"
-#include "b2_gear_joint.h"
-#include "b2_motor_joint.h"
-#include "b2_mouse_joint.h"
-#include "b2_prismatic_joint.h"
-#include "b2_pulley_joint.h"
-#include "b2_revolute_joint.h"
-#include "b2_weld_joint.h"
-#include "b2_wheel_joint.h"
-
-#endif

+ 0 - 144
3rd/box2d/include/box2dw.hpp

@@ -1,144 +0,0 @@
-#pragma once
-
-#include "box2d/box2d.h"
-#include "pocketpy/pocketpy.h"
-
-namespace pkpy{
-
-template<>
-inline b2Vec2 py_cast<b2Vec2>(VM* vm, PyObject* obj){
-    Vec2 v = py_cast<Vec2>(vm, obj);
-    return b2Vec2(v.x, v.y);
-}
-
-template<>
-inline b2Vec2 _py_cast<b2Vec2>(VM* vm, PyObject* obj){
-    Vec2 v = _py_cast<Vec2>(vm, obj);
-    return b2Vec2(v.x, v.y);
-}
-
-inline PyObject* py_var(VM* vm, b2Vec2 v){
-    return py_var(vm, Vec2(v.x, v.y));
-}
-
-inline PyObject* get_body_object(b2Body* p){
-    auto userdata = p->GetUserData().pointer;
-    return reinterpret_cast<PyObject*>(userdata);
-}
-
-// maybe we will use this class later
-struct PyDebugDraw: b2Draw{
-    PK_ALWAYS_PASS_BY_POINTER(PyDebugDraw)
-
-    VM* vm;
-    PyObject* draw_like;    // world will mark this
-
-    PyDebugDraw(VM* vm): vm(vm){}
-
-    void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) override;
-    void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) override;
-    void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) override;
-    void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) override;
-    void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) override;
-    void DrawTransform(const b2Transform& xf) override;
-    void DrawPoint(const b2Vec2& p, float size, const b2Color& color) override;
-};
-
-struct PyContactListener: b2ContactListener{
-    PK_ALWAYS_PASS_BY_POINTER(PyContactListener)
-    VM* vm;
-    PyContactListener(VM* vm): vm(vm){}
-
-    void _contact_f(b2Contact* contact, StrName name);
-
-	void BeginContact(b2Contact* contact) override {
-        DEF_SNAME(on_box2d_contact_begin);
-        _contact_f(contact, on_box2d_contact_begin);
-    }
-
-    void EndContact(b2Contact* contact) override {
-        DEF_SNAME(on_box2d_contact_end);
-        _contact_f(contact, on_box2d_contact_end);
-    }
-};
-
-struct PyBody{
-    PY_CLASS(PyBody, box2d, Body)
-    PK_ALWAYS_PASS_BY_POINTER(PyBody)
-
-    b2Body* body;
-    b2Fixture* _fixture;
-    PyObject* node_like;
-
-    bool _is_destroyed;
-    PyBody(): body(nullptr), _fixture(nullptr), node_like(nullptr), _is_destroyed(false){}
-
-    void _gc_mark() {
-        if(node_like != nullptr){
-            PK_OBJ_MARK(node_like);
-        }
-    }
-
-    PyBody* _() { return this; }
-    b2Body* _b2Body() { return body; }
-
-    b2Fixture* _b2Fixture() {
-        if(_fixture == nullptr) throw std::runtime_error("`_fixture == nullptr` in PyBody::_b2Fixture()");
-        return _fixture;
-    }
-
-    void _set_b2Fixture(b2Fixture* fixture){
-        if(_fixture != nullptr){
-            body->DestroyFixture(_fixture);
-        }
-        _fixture = fixture;
-    }
-
-    static void _register(VM* vm, PyObject* mod, PyObject* type);
-
-    // methods
-    b2Vec2 get_position() const { return body->GetPosition(); }
-    void set_position(b2Vec2 v){ body->SetTransform(v, body->GetAngle()); }
-    float get_rotation() const { return body->GetAngle(); }
-    void set_rotation(float v){ body->SetTransform(body->GetPosition(), v); }
-    b2Vec2 get_velocity() const { return body->GetLinearVelocity(); }
-    void set_velocity(b2Vec2 v){ body->SetLinearVelocity(v); }
-
-    void apply_force(b2Vec2 force, b2Vec2 point){ body->ApplyForce(force, point, true); }
-    void apply_force_to_center(b2Vec2 force){ body->ApplyForceToCenter(force, true); }
-    void apply_torque(float torque){ body->ApplyTorque(torque, true); }
-    void apply_impulse(b2Vec2 impulse, b2Vec2 point){
-        body->ApplyLinearImpulse(impulse, point, true);
-    }
-    void apply_impulse_to_center(b2Vec2 impulse){
-        body->ApplyLinearImpulseToCenter(impulse, true);
-    }
-    void apply_angular_impulse(float impulse){
-        body->ApplyAngularImpulse(impulse, true);
-    }
-};
-
-struct PyWorld {
-    PY_CLASS(PyWorld, box2d, World)
-    PK_ALWAYS_PASS_BY_POINTER(PyWorld)
-
-    b2World world;
-    PyContactListener _contact_listener;
-    PyDebugDraw _debug_draw;
-
-    PyWorld(VM* vm);
-
-    void _gc_mark(){
-        PK_OBJ_MARK(_debug_draw.draw_like);
-    }
-
-    static void _register(VM* vm, PyObject* mod, PyObject* type);
-};
-
-inline void add_module_box2d(VM* vm){
-    PyObject* mod = vm->new_module("box2d");
-    PyBody::register_class(vm, mod);
-    PyWorld::register_class(vm, mod);
-}
-
-}   // namespace pkpy

+ 0 - 136
3rd/box2d/src/box2d_Body.cpp

@@ -1,136 +0,0 @@
-#include "box2dw.hpp"
-
-namespace pkpy{
-
-void PyBody::_register(VM* vm, PyObject* mod, PyObject* type){
-    vm->bind(type, "__new__(cls, world: World, node: _NodeLike = None)",
-        [](VM* vm, ArgsView args){
-            PyWorld& world = CAST(PyWorld&, args[1]);
-            PyObject* node = args[2];
-            PyObject* obj = vm->heap.gcnew<PyBody>(PyBody::_type(vm));
-            PyBody& body = _CAST(PyBody&, obj);
-            b2BodyDef def;
-            def.type = b2_dynamicBody;
-            // a weak reference to this object
-            def.userData.pointer = reinterpret_cast<uintptr_t>(obj);
-            body.body = world.world.CreateBody(&def);
-            body.node_like = node;
-            return obj;
-        });
-
-    PY_PROPERTY(PyBody, "type: int", _b2Body, GetType, SetType)
-    PY_PROPERTY(PyBody, "gravity_scale: float", _b2Body, GetGravityScale, SetGravityScale)
-    PY_PROPERTY(PyBody, "fixed_rotation: bool", _b2Body, IsFixedRotation, SetFixedRotation)
-    PY_PROPERTY(PyBody, "enabled: bool", _b2Body, IsEnabled, SetEnabled)
-    PY_PROPERTY(PyBody, "bullet: bool", _b2Body, IsBullet, SetBullet)
-    
-    PY_READONLY_PROPERTY(PyBody, "mass: float", _b2Body, GetMass)
-    PY_READONLY_PROPERTY(PyBody, "inertia: float", _b2Body, GetInertia)
-
-    PY_PROPERTY(PyBody, "position: vec2", _, get_position, set_position)
-    PY_PROPERTY(PyBody, "rotation: float", _, get_rotation, set_rotation)
-    PY_PROPERTY(PyBody, "velocity: vec2", _, get_velocity, set_velocity)
-    PY_PROPERTY(PyBody, "angular_velocity: float", _b2Body, GetAngularVelocity, SetAngularVelocity)
-    PY_PROPERTY(PyBody, "damping: float", _b2Body, GetLinearDamping, SetLinearDamping)
-    PY_PROPERTY(PyBody, "angular_damping: float", _b2Body, GetAngularDamping, SetAngularDamping)
-
-    PY_PROPERTY(PyBody, "density: float", _b2Fixture, GetDensity, SetDensity)
-    PY_PROPERTY(PyBody, "friction: float", _b2Fixture, GetFriction, SetFriction)
-    PY_PROPERTY(PyBody, "restitution: float", _b2Fixture, GetRestitution, SetRestitution)
-    PY_PROPERTY(PyBody, "restitution_threshold: float", _b2Fixture, GetRestitutionThreshold, SetRestitutionThreshold)
-    PY_PROPERTY(PyBody, "is_sensor: bool", _b2Fixture, IsSensor, SetSensor)
-
-    vm->bind(type, "set_box_shape(self, hx: float, hy: float)",
-        [](VM* vm, ArgsView args){
-            PyBody& body = CAST(PyBody&, args[0]);
-            float hx = CAST(float, args[1]);
-            float hy = CAST(float, args[2]);
-            b2PolygonShape shape;
-            shape.SetAsBox(hx, hy);
-            body._set_b2Fixture(body.body->CreateFixture(&shape, 1.0f));
-            return vm->None;
-        });
-
-    vm->bind(type, "set_circle_shape(self, radius: float)",
-        [](VM* vm, ArgsView args){
-            PyBody& body = CAST(PyBody&, args[0]);
-            float radius = CAST(float, args[1]);
-            b2CircleShape shape;
-            shape.m_radius = radius;
-            body._set_b2Fixture(body.body->CreateFixture(&shape, 1.0f));
-            return vm->None;
-        });
-
-    vm->bind(type, "set_polygon_shape(self, points: list[vec2])",
-        [](VM* vm, ArgsView args){
-            PyBody& body = CAST(PyBody&, args[0]);
-            List& points = CAST(List&, args[1]);
-            if(points.size() < 3 || points.size() > b2_maxPolygonVertices){
-                vm->ValueError("invalid vertices count");
-            }
-            b2PolygonShape shape;
-            std::vector<b2Vec2> vertices;
-            for(auto& point : points){
-                Vec2 vec = CAST(Vec2, point);
-                vertices.push_back(b2Vec2(vec.x, vec.y));
-            }
-            shape.Set(vertices.data(), vertices.size());
-            body._set_b2Fixture(body.body->CreateFixture(&shape, 1.0f));
-            return vm->None;
-        });
-
-    vm->bind(type, "set_chain_shape(self, points: list[vec2])",
-        [](VM* vm, ArgsView args){
-            PyBody& body = CAST(PyBody&, args[0]);
-            List& points = CAST(List&, args[1]);
-            if(points.size() < 3){
-                vm->ValueError("invalid vertices count");
-            }
-            b2ChainShape shape;
-            std::vector<b2Vec2> vertices;
-            for(auto& point : points){
-                Vec2 vec = CAST(Vec2, point);
-                vertices.push_back(b2Vec2(vec.x, vec.y));
-            }
-            shape.CreateLoop(vertices.data(), vertices.size());
-            body._set_b2Fixture(body.body->CreateFixture(&shape, 1.0f));
-            return vm->None;
-        });
-
-    // methods
-    _bind(vm, type, "apply_force(self, force: vec2, point: vec2)", &PyBody::apply_force);
-    _bind(vm, type, "apply_force_to_center(self, force: vec2)", &PyBody::apply_force_to_center);
-    _bind(vm, type, "apply_torque(self, torque: float)", &PyBody::apply_torque);
-    _bind(vm, type, "apply_impulse(self, impulse: vec2, point: vec2)", &PyBody::apply_impulse);
-    _bind(vm, type, "apply_impulse_to_center(self, impulse: vec2)", &PyBody::apply_impulse_to_center);
-    _bind(vm, type, "apply_angular_impulse(self, impulse: float)", &PyBody::apply_angular_impulse);
-
-    // get_node
-    vm->bind(type, "get_node(self)", [](VM* vm, ArgsView args){
-        PyBody& body = CAST(PyBody&, args[0]);
-        return body.node_like;
-    });
-
-    // get_contacts
-    vm->bind(type, "get_contacts(self) -> list[Body]", [](VM* vm, ArgsView args){
-        PyBody& self = _CAST(PyBody&, args[0]);
-        b2ContactEdge* edge = self.body->GetContactList();
-        List list;
-        while(edge){
-            b2Fixture* fixtureB = edge->contact->GetFixtureB();
-            b2Body* bodyB = fixtureB->GetBody();
-            list.push_back(get_body_object(bodyB));
-            edge = edge->next;
-        }
-        return VAR(std::move(list));
-    });
-
-    // destroy
-    vm->bind(type, "destroy(self)", [](VM* vm, ArgsView args){
-        PyBody& body = CAST(PyBody&, args[0]);
-        body._is_destroyed = true;  // mark as destroyed
-        return vm->None;
-    });
-}
-
-}   // namespace pkpy

+ 0 - 62
3rd/box2d/src/box2d_DebugDraw.cpp

@@ -1,62 +0,0 @@
-#include "box2dw.hpp"
-
-namespace pkpy{
-
-// def draw_polygon(self, vertices: list[vec2], color: vec4): ...
-// def draw_solid_polygon(self, vertices: list[vec2], color: vec4): ...
-// def draw_circle(self, center: vec2, radius: float, color: vec4): ...
-// def draw_solid_circle(self, center: vec2, radius: float, axis: vec2, color: vec4): ...
-// def draw_segment(self, p1: vec2, p2: vec2, color: vec4): ...
-// def draw_transform(self, position: vec2, rotation: float): ...
-// def draw_point(self, p: vec2, size: float, color: vec4): ...
-
-static Vec4 color_to_vec4(const b2Color& color){
-    return Vec4(color.r, color.g, color.b, color.a);
-}
-
-void PyDebugDraw::DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color){
-    DEF_SNAME(draw_polygon);
-    List v(vertexCount);
-    for(int i = 0; i < vertexCount; i++) v[i] = VAR(vertices[i]);
-    PyObject* col = VAR(color_to_vec4(color));
-    vm->call_method(draw_like, draw_polygon, VAR(std::move(v)), col);
-}
-
-void PyDebugDraw::DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color){
-    DEF_SNAME(draw_solid_polygon);
-    List v(vertexCount);
-    for(int i = 0; i < vertexCount; i++) v[i] = VAR(vertices[i]);
-    PyObject* col = VAR(color_to_vec4(color));
-    vm->call_method(draw_like, draw_solid_polygon, VAR(std::move(v)), col);
-}
-
-void PyDebugDraw::DrawCircle(const b2Vec2& center, float radius, const b2Color& color){
-    DEF_SNAME(draw_circle);
-    PyObject* col = VAR(color_to_vec4(color));
-    vm->call_method(draw_like, draw_circle, VAR(center), VAR(radius), col);
-}
-
-void PyDebugDraw::DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color){
-    DEF_SNAME(draw_solid_circle);
-    PyObject* col = VAR(color_to_vec4(color));
-    vm->call_method(draw_like, draw_solid_circle, VAR(center), VAR(radius), VAR(axis), col);
-}
-
-void PyDebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color){
-    DEF_SNAME(draw_segment);
-    PyObject* col = VAR(color_to_vec4(color));
-    vm->call_method(draw_like, draw_segment, VAR(p1), VAR(p2), col);
-}
-
-void PyDebugDraw::DrawTransform(const b2Transform& xf){
-    DEF_SNAME(draw_transform);
-    vm->call_method(draw_like, draw_transform, VAR(xf.p), VAR(xf.q.GetAngle()));
-}
-
-void PyDebugDraw::DrawPoint(const b2Vec2& p, float size, const b2Color& color){
-    DEF_SNAME(draw_point);
-    PyObject* col = VAR(color_to_vec4(color));
-    vm->call_method(draw_like, draw_point, VAR(p), VAR(size), col);
-}
-
-}

+ 0 - 183
3rd/box2d/src/box2d_World.cpp

@@ -1,183 +0,0 @@
-#include "box2dw.hpp"
-
-namespace pkpy{
-
-struct MyRayCastCallback: b2RayCastCallback{
-    PK_ALWAYS_PASS_BY_POINTER(MyRayCastCallback)
-
-    VM* vm;
-    List result;
-    MyRayCastCallback(VM* vm): vm(vm) {}
- 
-    float ReportFixture(b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float fraction){
-        result.push_back(get_body_object(fixture->GetBody()));
-        // if(only_one) return 0;
-        return fraction;
-    }
-};
-
-struct MyBoxCastCallback: b2QueryCallback{
-    PK_ALWAYS_PASS_BY_POINTER(MyBoxCastCallback)
-
-    VM* vm;
-    List result;
-    MyBoxCastCallback(VM* vm): vm(vm) {}
-
-    bool ReportFixture(b2Fixture* fixture) override{
-        result.push_back(get_body_object(fixture->GetBody()));
-        return true;
-    }
-};
-
-void PyContactListener::_contact_f(b2Contact* contact, StrName name){
-    PyObject* a = get_body_object(contact->GetFixtureA()->GetBody());
-    PyObject* b = get_body_object(contact->GetFixtureB()->GetBody());
-    PyBody& bodyA = PK_OBJ_GET(PyBody, a);
-    PyBody& bodyB = PK_OBJ_GET(PyBody, b);
-    PyObject* self;
-    PyObject* f;
-    f = vm->get_unbound_method(bodyA.node_like, name, &self, false);
-    if(f != nullptr) vm->call_method(self, f, b);
-    f = vm->get_unbound_method(bodyB.node_like, name, &self, false);
-    if(f != nullptr) vm->call_method(self, f, a);
-}
-
-/****************** PyWorld ******************/
-PyWorld::PyWorld(VM* vm): world(b2Vec2(0, 0)), _contact_listener(vm), _debug_draw(vm){
-    _debug_draw.draw_like = vm->None;
-    world.SetAllowSleeping(true);
-    world.SetAutoClearForces(true);
-    world.SetContactListener(&_contact_listener);
-    world.SetDebugDraw(&_debug_draw);
-}
-
-void PyWorld::_register(VM* vm, PyObject* mod, PyObject* type){
-    vm->bind(type, "__new__(cls)", [](VM* vm, ArgsView args){
-        return vm->heap.gcnew<PyWorld>(PyWorld::_type(vm), vm);
-    });
-
-    // gravity
-    vm->bind_property(type, "gravity: vec2", [](VM* vm, ArgsView args){
-        PyWorld& self = _CAST(PyWorld&, args[0]);
-        return VAR(self.world.GetGravity());
-    }, [](VM* vm, ArgsView args){
-        PyWorld& self = _CAST(PyWorld&, args[0]);
-        self.world.SetGravity(CAST(b2Vec2, args[1]));
-        return vm->None;
-    });
-
-    vm->bind(type, "get_bodies(self) -> list[Body]", [](VM* vm, ArgsView args){
-        PyWorld& self = _CAST(PyWorld&, args[0]);
-        List list;
-        b2Body* p = self.world.GetBodyList();
-        while(p != nullptr){
-            list.push_back(get_body_object(p));
-            p = p->GetNext();
-        }
-        return VAR(std::move(list));
-    });
-
-    vm->bind(type, "ray_cast(self, start: vec2, end: vec2) -> list[Body]", [](VM* vm, ArgsView args){
-        auto _lock = vm->heap.gc_scope_lock();
-        PyWorld& self = _CAST(PyWorld&, args[0]);
-        b2Vec2 start = CAST(b2Vec2, args[1]);
-        b2Vec2 end = CAST(b2Vec2, args[2]);
-        MyRayCastCallback callback(vm);
-        self.world.RayCast(&callback, start, end);
-        return VAR(std::move(callback.result));
-    });
-
-    vm->bind(type, "box_cast(self, lower: vec2, upper: vec2) -> list[Body]", [](VM* vm, ArgsView args){
-        auto _lock = vm->heap.gc_scope_lock();
-        PyWorld& self = _CAST(PyWorld&, args[0]);
-        b2AABB aabb;
-        aabb.lowerBound = CAST(b2Vec2, args[1]);
-        aabb.upperBound = CAST(b2Vec2, args[2]);
-        MyBoxCastCallback callback(vm);
-        self.world.QueryAABB(&callback, aabb);
-        return VAR(std::move(callback.result));
-    });
-
-    vm->bind(type, "point_cast(self, point: vec2) -> list[Body]", [](VM* vm, ArgsView args){
-        auto _lock = vm->heap.gc_scope_lock();
-        PyWorld& self = _CAST(PyWorld&, args[0]);
-        b2AABB aabb;
-        aabb.lowerBound = CAST(b2Vec2, args[1]);
-        aabb.upperBound = CAST(b2Vec2, args[1]);
-        MyBoxCastCallback callback(vm);
-        self.world.QueryAABB(&callback, aabb);
-        return VAR(std::move(callback.result));
-    });
-
-    vm->bind(type, "step(self, dt: float, velocity_iterations: int, position_iterations: int)",
-        [](VM* vm, ArgsView args){
-            // disable gc during step for safety
-            auto _lock = vm->heap.gc_scope_lock();
-
-            PyWorld& self = _CAST(PyWorld&, args[0]);
-            float dt = CAST(float, args[1]);
-            int velocity_iterations = CAST(int, args[2]);
-            int position_iterations = CAST(int, args[3]);
-
-            auto f = [](VM* vm, b2Body* p, StrName name){
-                while(p != nullptr){
-                    PyObject* body_obj = get_body_object(p);
-                    PyBody& body = _CAST(PyBody&, body_obj);
-                    if(!body._is_destroyed){
-                        if(body.node_like != vm->None){
-                            vm->call_method(body.node_like, name);
-                        }
-                    }
-                    p = p->GetNext();
-                }
-            };
-
-            DEF_SNAME(on_box2d_pre_step);
-            DEF_SNAME(on_box2d_post_step);
-            f(vm, self.world.GetBodyList(), on_box2d_pre_step);
-            self.world.Step(dt, velocity_iterations, position_iterations);
-            f(vm, self.world.GetBodyList(), on_box2d_post_step);
-
-            // destroy bodies which are marked as destroyed
-            b2Body* p = self.world.GetBodyList();
-            while(p != nullptr){
-                b2Body* next = p->GetNext();
-                PyBody& body = _CAST(PyBody&, get_body_object(p));
-                if(body._is_destroyed){
-                    body.body->GetWorld()->DestroyBody(body.body);
-                    body.body = nullptr;
-                    body._fixture = nullptr;
-                    body.node_like = nullptr;
-                }
-                p = next;
-            }
-            return vm->None;
-        });
-
-    vm->bind(type, "debug_draw(self, flags: int)", [](VM* vm, ArgsView args){
-        PyWorld& self = _CAST(PyWorld&, args[0]);
-        int flags = CAST(int, args[1]);
-        self._debug_draw.SetFlags(flags);
-        self.world.DebugDraw();
-        return vm->None;
-    });
-
-    vm->bind(type, "set_debug_draw(self, draw: _DrawLike)", [](VM* vm, ArgsView args){
-        PyWorld& self = _CAST(PyWorld&, args[0]);
-        self._debug_draw.draw_like = args[1];
-        return vm->None;
-    });
-
-    // joints
-    vm->bind(type, "create_weld_joint(self, a, b)", [](VM* vm, ArgsView args){
-        PyWorld& self = _CAST(PyWorld&, args[0]);
-        PyBody& bodyA = CAST(PyBody&, args[1]);
-        PyBody& bodyB = CAST(PyBody&, args[2]);
-        b2WeldJointDef def;
-        def.Initialize(bodyA.body, bodyB.body, bodyA.body->GetWorldCenter());
-        b2Joint* p = self.world.CreateJoint(&def);
-        return VAR(p);      // void_p
-    });
-}
-
-}   // namespace pkpy

+ 0 - 131
3rd/box2d/src/collision/b2_broad_phase.cpp

@@ -1,131 +0,0 @@
-// 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;
-}

+ 0 - 185
3rd/box2d/src/collision/b2_chain_shape.cpp

@@ -1,185 +0,0 @@
-// 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;
-}

+ 0 - 105
3rd/box2d/src/collision/b2_circle_shape.cpp

@@ -1,105 +0,0 @@
-// 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));
-}

+ 0 - 158
3rd/box2d/src/collision/b2_collide_circle.cpp

@@ -1,158 +0,0 @@
-// 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;
-	}
-}

+ 0 - 524
3rd/box2d/src/collision/b2_collide_edge.cpp

@@ -1,524 +0,0 @@
-// 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;
-}

+ 0 - 243
3rd/box2d/src/collision/b2_collide_polygon.cpp

@@ -1,243 +0,0 @@
-// 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;
-}

+ 0 - 580
3rd/box2d/src/collision/b2_collision.cpp

@@ -1,580 +0,0 @@
-// 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;
-}
-
-// quickhull recursion
-static b2Hull b2RecurseHull(b2Vec2 p1, b2Vec2 p2, b2Vec2* ps, int32 count)
-{
-	b2Hull hull;
-	hull.count = 0;
-
-	if (count == 0)
-	{
-		return hull;
-	}
-
-	// create an edge vector pointing from p1 to p2
-	b2Vec2 e = p2 - p1;
-	e.Normalize();
-
-	// discard points left of e and find point furthest to the right of e
-	b2Vec2 rightPoints[b2_maxPolygonVertices]{};
-	int32 rightCount = 0;
-
-	int32 bestIndex = 0;
-	float bestDistance = b2Cross(ps[bestIndex] - p1, e);
-	if (bestDistance > 0.0f)
-	{
-		rightPoints[rightCount++] = ps[bestIndex];
-	}
-
-	for (int32 i = 1; i < count; ++i)
-	{
-		float distance = b2Cross(ps[i] - p1, e);
-		if (distance > bestDistance)
-		{
-			bestIndex = i;
-			bestDistance = distance;
-		}
-
-		if (distance > 0.0f)
-		{
-			rightPoints[rightCount++] = ps[i];
-		}
-	}
-
-	if (bestDistance < 2.0f * b2_linearSlop)
-	{
-		return hull;
-	}
-
-	b2Vec2 bestPoint = ps[bestIndex];
-
-	// compute hull to the right of p1-bestPoint
-	b2Hull hull1 = b2RecurseHull(p1, bestPoint, rightPoints, rightCount);
-
-	// compute hull to the right of bestPoint-p2
-	b2Hull hull2 = b2RecurseHull(bestPoint, p2, rightPoints, rightCount);
-
-	// stich together hulls
-	for (int32 i = 0; i < hull1.count; ++i)
-	{
-		hull.points[hull.count++] = hull1.points[i];
-	}
-
-	hull.points[hull.count++] = bestPoint;
-
-	for (int32 i = 0; i < hull2.count; ++i)
-	{
-		hull.points[hull.count++] = hull2.points[i];
-	}
-
-	b2Assert(hull.count < b2_maxPolygonVertices);
-
-	return hull;
-}
-
-// quickhull algorithm
-// - merges vertices based on b2_linearSlop
-// - removes collinear points using b2_linearSlop
-// - returns an empty hull if it fails
-b2Hull b2ComputeHull(const b2Vec2* points, int32 count)
-{
-	b2Hull hull;
-	hull.count = 0;
-
-	if (count < 3 || count > b2_maxPolygonVertices)
-	{
-		// check your data
-		return hull;
-	}
-
-	count = b2Min(count, b2_maxPolygonVertices);
-
-	b2AABB aabb = { {b2_maxFloat, b2_maxFloat}, {-b2_maxFloat, -b2_maxFloat} };
-
-	// Perform aggressive point welding. First point always remains.
-	// Also compute the bounding box for later.
-	b2Vec2 ps[b2_maxPolygonVertices];
-	int32 n = 0;
-	const float tolSqr = 16.0f * b2_linearSlop * b2_linearSlop;
-	for (int32 i = 0; i < count; ++i)
-	{
-		aabb.lowerBound = b2Min(aabb.lowerBound, points[i]);
-		aabb.upperBound = b2Max(aabb.upperBound, points[i]);
-
-		b2Vec2 vi = points[i];
-
-		bool unique = true;
-		for (int32 j = 0; j < i; ++j)
-		{
-			b2Vec2 vj = points[j];
-
-			float distSqr = b2DistanceSquared(vi, vj);
-			if (distSqr < tolSqr)
-			{
-				unique = false;
-				break;
-			}
-		}
-
-		if (unique)
-		{
-			ps[n++] = vi;
-		}
-	}
-
-	if (n < 3)
-	{
-		// all points very close together, check your data and check your scale
-		return hull;
-	}
-
-	// Find an extreme point as the first point on the hull
-	b2Vec2 c = aabb.GetCenter();
-	int32 i1 = 0;
-	float dsq1 = b2DistanceSquared(c, ps[i1]);
-	for (int32 i = 1; i < n; ++i)
-	{
-		float dsq = b2DistanceSquared(c, ps[i]);
-		if (dsq > dsq1)
-		{
-			i1 = i;
-			dsq1 = dsq;
-		}
-	}
-
-	// remove p1 from working set
-	b2Vec2 p1 = ps[i1];
-	ps[i1] = ps[n - 1];
-	n = n - 1;
-
-	int32 i2 = 0;
-	float dsq2 = b2DistanceSquared(p1, ps[i2]);
-	for (int32 i = 1; i < n; ++i)
-	{
-		float dsq = b2DistanceSquared(p1, ps[i]);
-		if (dsq > dsq2)
-		{
-			i2 = i;
-			dsq2 = dsq;
-		}
-	}
-
-	// remove p2 from working set
-	b2Vec2 p2 = ps[i2];
-	ps[i2] = ps[n - 1];
-	n = n - 1;
-
-	// split the points into points that are left and right of the line p1-p2.
-	b2Vec2 rightPoints[b2_maxPolygonVertices - 2];
-	int32 rightCount = 0;
-
-	b2Vec2 leftPoints[b2_maxPolygonVertices - 2];
-	int32 leftCount = 0;
-
-	b2Vec2 e = p2 - p1;
-	e.Normalize();
-
-	for (int32 i = 0; i < n; ++i)
-	{
-		float d = b2Cross(ps[i] - p1, e);
-
-		// slop used here to skip points that are very close to the line p1-p2
-		if (d >= 2.0f * b2_linearSlop)
-		{
-			rightPoints[rightCount++] = ps[i];
-		}
-		else if (d <= -2.0f * b2_linearSlop)
-		{
-			leftPoints[leftCount++] = ps[i];
-		}
-	}
-
-	// compute hulls on right and left
-	b2Hull hull1 = b2RecurseHull(p1, p2, rightPoints, rightCount);
-	b2Hull hull2 = b2RecurseHull(p2, p1, leftPoints, leftCount);
-
-	if (hull1.count == 0 && hull2.count == 0)
-	{
-		// all points collinear
-		return hull;
-	}
-
-	// stitch hulls together, preserving CCW winding order
-	hull.points[hull.count++] = p1;
-
-	for (int32 i = 0; i < hull1.count; ++i)
-	{
-		hull.points[hull.count++] = hull1.points[i];
-	}
-
-	hull.points[hull.count++] = p2;
-
-	for (int32 i = 0; i < hull2.count; ++i)
-	{
-		hull.points[hull.count++] = hull2.points[i];
-	}
-
-	b2Assert(hull.count <= b2_maxPolygonVertices);
-
-	// merge collinear
-	bool searching = true;
-	while (searching && hull.count > 2)
-	{
-		searching = false;
-
-		for (int32 i = 0; i < hull.count; ++i)
-		{
-			int32 i1 = i;
-			int32 i2 = (i + 1) % hull.count;
-			int32 i3 = (i + 2) % hull.count;
-
-			b2Vec2 p1 = hull.points[i1];
-			b2Vec2 p2 = hull.points[i2];
-			b2Vec2 p3 = hull.points[i3];
-
-			b2Vec2 e = p3 - p1;
-			e.Normalize();
-
-			b2Vec2 v = p2 - p1;
-			float distance = b2Cross(p2 - p1, e);
-			if (distance <= 2.0f * b2_linearSlop)
-			{
-				// remove midpoint from hull
-				for (int32 j = i2; j < hull.count - 1; ++j)
-				{
-					hull.points[j] = hull.points[j + 1];
-				}
-				hull.count -= 1;
-
-				// continue searching for collinear points
-				searching = true;
-
-				break;
-			}
-		}
-	}
-
-	if (hull.count < 3)
-	{
-		// all points collinear, shouldn't be reached since this was validated above
-		hull.count = 0;
-	}
-
-	return hull;
-}
-
-bool b2ValidateHull(const b2Hull& hull)
-{
-	if (hull.count < 3 || b2_maxPolygonVertices < hull.count)
-	{
-		return false;
-	}
-
-	// test that every point is behind every edge
-	for (int32 i = 0; i < hull.count; ++i)
-	{
-		// create an edge vector
-		int32 i1 = i;
-		int32 i2 = i < hull.count - 1 ? i1 + 1 : 0;
-		b2Vec2 p = hull.points[i1];
-		b2Vec2 e = hull.points[i2] - p;
-		e.Normalize();
-
-		for (int32 j = 0; j < hull.count; ++j)
-		{
-			// skip points that subtend the current edge
-			if (j == i1 || j == i2)
-			{
-				continue;
-			}
-
-			float distance = b2Cross(hull.points[j] - p, e);
-			if (distance >= 0.0f)
-			{
-				return false;
-			}
-		}
-	}
-
-	// test for collinear points
-	for (int32 i = 0; i < hull.count; ++i)
-	{
-		int32 i1 = i;
-		int32 i2 = (i + 1) % hull.count;
-		int32 i3 = (i + 2) % hull.count;
-
-		b2Vec2 p1 = hull.points[i1];
-		b2Vec2 p2 = hull.points[i2];
-		b2Vec2 p3 = hull.points[i3];
-
-		b2Vec2 e = p3 - p1;
-		e.Normalize();
-
-		b2Vec2 v = p2 - p1;
-		float distance = b2Cross(p2 - p1, e);
-		if (distance <= b2_linearSlop)
-		{
-			// p1-p2-p3 are collinear
-			return false;
-		}
-	}
-
-	return true;
-}

+ 0 - 744
3rd/box2d/src/collision/b2_distance.cpp

@@ -1,744 +0,0 @@
-// 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)
-	{
-		if (output->distance < b2_epsilon)
-		{
-			// Shapes are too close to safely compute normal
-			b2Vec2 p = 0.5f * (output->pointA + output->pointB);
-			output->pointA = p;
-			output->pointB = p;
-			output->distance = 0.0f;
-		}
-		else
-		{
-			// Keep closest points on perimeter even if overlapped, this way
-			// the points move smoothly.
-			float rA = proxyA->m_radius;
-			float rB = proxyB->m_radius;
-			b2Vec2 normal = output->pointB - output->pointA;
-			normal.Normalize();
-			output->distance = b2Max(0.0f, output->distance - rA - rB);
-			output->pointA += rA * normal;
-			output->pointB -= rB * normal;
-		}
-	}
-}
-
-// 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;
-}

+ 0 - 801
3rd/box2d/src/collision/b2_dynamic_tree.cpp

@@ -1,801 +0,0 @@
-// 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;
-	}
-}

+ 0 - 158
3rd/box2d/src/collision/b2_edge_shape.cpp

@@ -1,158 +0,0 @@
-// 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;
-}

+ 0 - 366
3rd/box2d/src/collision/b2_polygon_shape.cpp

@@ -1,366 +0,0 @@
-// 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>
-
-b2PolygonShape::b2PolygonShape()
-{
-	m_type = e_polygon;
-	m_radius = b2_polygonRadius;
-	m_count = 0;
-	m_centroid.SetZero();
-}
-
-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;
-}
-
-bool b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
-{
-	b2Hull hull = b2ComputeHull(vertices, count);
-
-	if (hull.count < 3)
-	{
-		return false;
-	}
-
-	Set(hull);
-
-	return true;
-}
-
-void b2PolygonShape::Set(const b2Hull& hull)
-{
-	b2Assert(hull.count >= 3);
-
-	m_count = hull.count;
-
-	// Copy vertices
-	for (int32 i = 0; i < hull.count; ++i)
-	{
-		m_vertices[i] = hull.points[i];
-	}
-
-	// Compute normals. Ensure the edges have non-zero length.
-	for (int32 i = 0; i < m_count; ++i)
-	{
-		int32 i1 = i;
-		int32 i2 = i + 1 < m_count ? 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_count);
-}
-
-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
-{
-	if (m_count < 3 || b2_maxPolygonVertices < m_count)
-	{
-		return false;
-	}
-
-	b2Hull hull;
-	for (int32 i = 0; i < m_count; ++i)
-	{
-		hull.points[i] = m_vertices[i];
-	}
-
-	hull.count = m_count;
-
-	return b2ValidateHull(hull);
-}

+ 0 - 490
3rd/box2d/src/collision/b2_time_of_impact.cpp

@@ -1,490 +0,0 @@
-// 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;
-}

+ 0 - 230
3rd/box2d/src/common/b2_block_allocator.cpp

@@ -1,230 +0,0 @@
-// 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));
-}

+ 0 - 47
3rd/box2d/src/common/b2_draw.cpp

@@ -1,47 +0,0 @@
-// 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;
-}

+ 0 - 98
3rd/box2d/src/common/b2_math.cpp

@@ -1,98 +0,0 @@
-// 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);
-}

+ 0 - 74
3rd/box2d/src/common/b2_settings.cpp

@@ -1,74 +0,0 @@
-// 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, 1};
-
-// 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;
-}

+ 0 - 87
3rd/box2d/src/common/b2_stack_allocator.cpp

@@ -1,87 +0,0 @@
-// 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;
-}

+ 0 - 125
3rd/box2d/src/common/b2_timer.cpp

@@ -1,125 +0,0 @@
-// 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

+ 0 - 570
3rd/box2d/src/dynamics/b2_body.cpp

@@ -1,570 +0,0 @@
-// 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);
-
-	const float density = fixture->m_density;
-
-	// 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
-	if (density > 0.0f)
-	{
-		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");
-}

+ 0 - 57
3rd/box2d/src/dynamics/b2_chain_circle_contact.cpp

@@ -1,57 +0,0 @@
-// 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);
-}

+ 0 - 43
3rd/box2d/src/dynamics/b2_chain_circle_contact.h

@@ -1,43 +0,0 @@
-// 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

+ 0 - 57
3rd/box2d/src/dynamics/b2_chain_polygon_contact.cpp

@@ -1,57 +0,0 @@
-// 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);
-}

+ 0 - 43
3rd/box2d/src/dynamics/b2_chain_polygon_contact.h

@@ -1,43 +0,0 @@
-// 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

+ 0 - 56
3rd/box2d/src/dynamics/b2_circle_contact.cpp

@@ -1,56 +0,0 @@
-// 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);
-}

+ 0 - 43
3rd/box2d/src/dynamics/b2_circle_contact.h

@@ -1,43 +0,0 @@
-// 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

+ 0 - 252
3rd/box2d/src/dynamics/b2_contact.cpp

@@ -1,252 +0,0 @@
-// 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);
-	}
-}

+ 0 - 293
3rd/box2d/src/dynamics/b2_contact_manager.cpp

@@ -1,293 +0,0 @@
-// 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;
-}

+ 0 - 843
3rd/box2d/src/dynamics/b2_contact_solver.cpp

@@ -1,843 +0,0 @@
-// 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 = 0.0f;
-		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;
-}

+ 0 - 100
3rd/box2d/src/dynamics/b2_contact_solver.h

@@ -1,100 +0,0 @@
-// 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
-

+ 0 - 421
3rd/box2d/src/dynamics/b2_distance_joint.cpp

@@ -1,421 +0,0 @@
-// 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;
-	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);
-		}
-	}
-}

+ 0 - 54
3rd/box2d/src/dynamics/b2_edge_circle_contact.cpp

@@ -1,54 +0,0 @@
-// 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);
-}

+ 0 - 43
3rd/box2d/src/dynamics/b2_edge_circle_contact.h

@@ -1,43 +0,0 @@
-// 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

+ 0 - 54
3rd/box2d/src/dynamics/b2_edge_polygon_contact.cpp

@@ -1,54 +0,0 @@
-// 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);
-}

+ 0 - 43
3rd/box2d/src/dynamics/b2_edge_polygon_contact.h

@@ -1,43 +0,0 @@
-// 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

+ 0 - 305
3rd/box2d/src/dynamics/b2_fixture.cpp

@@ -1,305 +0,0 @@
-// 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);
-}

+ 0 - 255
3rd/box2d/src/dynamics/b2_friction_joint.cpp

@@ -1,255 +0,0 @@
-// 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);
-}

+ 0 - 437
3rd/box2d/src/dynamics/b2_gear_joint.cpp

@@ -1,437 +0,0 @@
-// 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;
-
-		// position error is measured in radians
-		m_tolerance = b2_angularSlop;
-	}
-	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);
-
-		// position error is measured in meters
-		m_tolerance = b2_linearSlop;
-	}
-
-	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 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;
-
-	if (b2Abs(C) < m_tolerance)
-	{
-		return true;
-	}
-
-	return false;
-}
-
-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);
-}

+ 0 - 544
3rd/box2d/src/dynamics/b2_island.cpp

@@ -1,544 +0,0 @@
-// 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_contact_solver.h"
-#include "b2_island.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);
-	}
-}

+ 0 - 97
3rd/box2d/src/dynamics/b2_island.h

@@ -1,97 +0,0 @@
-// 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

+ 0 - 301
3rd/box2d/src/dynamics/b2_joint.cpp

@@ -1,301 +0,0 @@
-// 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);
-	}
-}

+ 0 - 311
3rd/box2d/src/dynamics/b2_motor_joint.cpp

@@ -1,311 +0,0 @@
-// 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);
-}

+ 0 - 190
3rd/box2d/src/dynamics/b2_mouse_joint.cpp

@@ -1,190 +0,0 @@
-// 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 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 *= b2Max(0.0f, 1.0f - 0.02f * (60.0f * data.step.dt));
-
-	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;
-}

+ 0 - 54
3rd/box2d/src/dynamics/b2_polygon_circle_contact.cpp

@@ -1,54 +0,0 @@
-// 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);
-}

+ 0 - 42
3rd/box2d/src/dynamics/b2_polygon_circle_contact.h

@@ -1,42 +0,0 @@
-// 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

+ 0 - 57
3rd/box2d/src/dynamics/b2_polygon_contact.cpp

@@ -1,57 +0,0 @@
-// 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);
-}

+ 0 - 43
3rd/box2d/src/dynamics/b2_polygon_contact.h

@@ -1,43 +0,0 @@
-// 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

+ 0 - 643
3rd/box2d/src/dynamics/b2_prismatic_joint.cpp

@@ -1,643 +0,0 @@
-// 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);
-}

+ 0 - 352
3rd/box2d/src/dynamics/b2_pulley_joint.cpp

@@ -1,352 +0,0 @@
-// 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;
-}

+ 0 - 501
3rd/box2d/src/dynamics/b2_revolute_joint.cpp

@@ -1,501 +0,0 @@
-// 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);
-}

+ 0 - 344
3rd/box2d/src/dynamics/b2_weld_joint.cpp

@@ -1,344 +0,0 @@
-// 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);
-}

+ 0 - 672
3rd/box2d/src/dynamics/b2_wheel_joint.cpp

@@ -1,672 +0,0 @@
-// 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);
-}

Některé soubory nejsou zobrazeny, neboť je v těchto rozdílových datech změněno mnoho souborů