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- // 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));
- }
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