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/* | ||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org | ||
* | ||
* This software is provided 'as-is', without any express or implied | ||
* warranty. In no event will the authors be held liable for any damages | ||
* arising from the use of this software. | ||
* Permission is granted to anyone to use this software for any purpose, | ||
* including commercial applications, and to alter it and redistribute it | ||
* freely, subject to the following restrictions: | ||
* 1. The origin of this software must not be misrepresented; you must not | ||
* claim that you wrote the original software. If you use this software | ||
* in a product, an acknowledgment in the product documentation would be | ||
* appreciated but is not required. | ||
* 2. Altered source versions must be plainly marked as such, and must not be | ||
* misrepresented as being the original software. | ||
* 3. This notice may not be removed or altered from any source distribution. | ||
*/ | ||
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#ifndef B2_COLLISION_H | ||
#define B2_COLLISION_H | ||
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org | ||
* | ||
* This software is provided 'as-is', without any express or implied | ||
* warranty. In no event will the authors be held liable for any damages | ||
* arising from the use of this software. | ||
* Permission is granted to anyone to use this software for any purpose, | ||
* including commercial applications, and to alter it and redistribute it | ||
* freely, subject to the following restrictions: | ||
* 1. The origin of this software must not be misrepresented; you must not | ||
* claim that you wrote the original software. If you use this software | ||
* in a product, an acknowledgment in the product documentation would be | ||
* appreciated but is not required. | ||
* 2. Altered source versions must be plainly marked as such, and must not be | ||
* misrepresented as being the original software. | ||
* 3. This notice may not be removed or altered from any source distribution. | ||
*/ | ||
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#pragma once | ||
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#include "b2Math.h" | ||
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/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1). | ||
struct b2RayCastInputAABB | ||
{ | ||
b2Vec2 p1, p2; | ||
float32 maxFraction; | ||
namespace daabbcc { | ||
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/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - | ||
/// p1). | ||
struct b2RayCastInputAABB { | ||
b2Vec2 p1, p2; | ||
float32 maxFraction; | ||
}; | ||
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/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2 | ||
/// come from b2RayCastInputAABB. | ||
struct b2RayCastOutputAABB | ||
{ | ||
b2Vec2 normal; | ||
float32 fraction; | ||
/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 | ||
/// and p2 come from b2RayCastInputAABB. | ||
struct b2RayCastOutputAABB { | ||
b2Vec2 normal; | ||
float32 fraction; | ||
}; | ||
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/// An axis aligned bounding box. | ||
struct b2AABB | ||
{ | ||
/// Verify that the bounds are sorted. | ||
bool IsValid() const; | ||
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/// Get the center of the AABB. | ||
b2Vec2 GetCenter() const | ||
{ | ||
return 0.5f * (lowerBound + upperBound); | ||
} | ||
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/// Get the extents of the AABB (half-widths). | ||
b2Vec2 GetExtents() const | ||
{ | ||
return 0.5f * (upperBound - lowerBound); | ||
} | ||
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/// Get the perimeter length | ||
float32 GetPerimeter() const | ||
{ | ||
float32 wx = upperBound.x - lowerBound.x; | ||
float32 wy = upperBound.y - lowerBound.y; | ||
return 2.0f * (wx + wy); | ||
} | ||
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/// Combine an AABB into this one. | ||
void Combine(const b2AABB& aabb) | ||
{ | ||
lowerBound = b2Min(lowerBound, aabb.lowerBound); | ||
upperBound = b2Max(upperBound, aabb.upperBound); | ||
} | ||
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/// 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); | ||
} | ||
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/// 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; | ||
} | ||
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bool RayCast(b2RayCastOutputAABB* output, const b2RayCastInputAABB& input) const; | ||
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b2Vec2 lowerBound; ///< the lower vertex | ||
b2Vec2 upperBound; ///< the upper vertex | ||
struct b2AABB { | ||
/// Verify that the bounds are sorted. | ||
bool IsValid() const; | ||
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/// Get the center of the AABB. | ||
b2Vec2 GetCenter() const { return 0.5f * (lowerBound + upperBound); } | ||
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/// Get the extents of the AABB (half-widths). | ||
b2Vec2 GetExtents() const { return 0.5f * (upperBound - lowerBound); } | ||
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/// Get the perimeter length | ||
float32 GetPerimeter() const { | ||
float32 wx = upperBound.x - lowerBound.x; | ||
float32 wy = upperBound.y - lowerBound.y; | ||
return 2.0f * (wx + wy); | ||
} | ||
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/// Combine an AABB into this one. | ||
void Combine(const b2AABB &aabb) { | ||
lowerBound = b2Min(lowerBound, aabb.lowerBound); | ||
upperBound = b2Max(upperBound, aabb.upperBound); | ||
} | ||
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/// 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); | ||
} | ||
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/// 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; | ||
} | ||
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bool RayCast(b2RayCastOutputAABB *output, | ||
const b2RayCastInputAABB &input) const; | ||
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b2Vec2 lowerBound; ///< the lower vertex | ||
b2Vec2 upperBound; ///< the upper vertex | ||
}; | ||
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// ---------------- Inline Functions ------------------------------------------ | ||
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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 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; | ||
} | ||
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inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b) | ||
{ | ||
b2Vec2 d1, d2; | ||
d1 = b.lowerBound - a.upperBound; | ||
d2 = a.lowerBound - b.upperBound; | ||
inline bool b2TestOverlap(const b2AABB &a, const b2AABB &b) { | ||
b2Vec2 d1, d2; | ||
d1 = b.lowerBound - a.upperBound; | ||
d2 = a.lowerBound - b.upperBound; | ||
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if (d1.x > 0.0f || d1.y > 0.0f) | ||
return false; | ||
if (d1.x > 0.0f || d1.y > 0.0f) | ||
return false; | ||
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if (d2.x > 0.0f || d2.y > 0.0f) | ||
return false; | ||
if (d2.x > 0.0f || d2.y > 0.0f) | ||
return false; | ||
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return true; | ||
return true; | ||
} | ||
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#endif | ||
} // namespace daabbcc |
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