// 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 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)); }