File indexing completed on 2025-02-16 03:29:32

0001 /*
0002 * Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
0003 *
0004 * This software is provided 'as-is', without any express or implied
0005 * warranty.  In no event will the authors be held liable for any damages
0006 * arising from the use of this software.
0007 * Permission is granted to anyone to use this software for any purpose,
0008 * including commercial applications, and to alter it and redistribute it
0009 * freely, subject to the following restrictions:
0010 * 1. The origin of this software must not be misrepresented; you must not
0011 * claim that you wrote the original software. If you use this software
0012 * in a product, an acknowledgment in the product documentation would be
0013 * appreciated but is not required.
0014 * 2. Altered source versions must be plainly marked as such, and must not be
0015 * misrepresented as being the original software.
0016 * 3. This notice may not be removed or altered from any source distribution.
0017 */
0018 
0019 #include <Box2D/Collision/Shapes/b2EdgeShape.h>
0020 #include <new>
0021 
0022 void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)
0023 {
0024     m_vertex1 = v1;
0025     m_vertex2 = v2;
0026     m_hasVertex0 = false;
0027     m_hasVertex3 = false;
0028 }
0029 
0030 b2Shape* b2EdgeShape::Clone(b2BlockAllocator* allocator) const
0031 {
0032     void* mem = allocator->Allocate(sizeof(b2EdgeShape));
0033     b2EdgeShape* clone = new (mem) b2EdgeShape;
0034     *clone = *this;
0035     return clone;
0036 }
0037 
0038 int32 b2EdgeShape::GetChildCount() const
0039 {
0040     return 1;
0041 }
0042 
0043 bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
0044 {
0045     B2_NOT_USED(xf);
0046     B2_NOT_USED(p);
0047     return false;
0048 }
0049 
0050 // p = p1 + t * d
0051 // v = v1 + s * e
0052 // p1 + t * d = v1 + s * e
0053 // s * e - t * d = p1 - v1
0054 bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
0055                             const b2Transform& xf, int32 childIndex) const
0056 {
0057     B2_NOT_USED(childIndex);
0058 
0059     // Put the ray into the edge's frame of reference.
0060     b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
0061     b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
0062     b2Vec2 d = p2 - p1;
0063 
0064     b2Vec2 v1 = m_vertex1;
0065     b2Vec2 v2 = m_vertex2;
0066     b2Vec2 e = v2 - v1;
0067     b2Vec2 normal(e.y, -e.x);
0068     normal.Normalize();
0069 
0070     // q = p1 + t * d
0071     // dot(normal, q - v1) = 0
0072     // dot(normal, p1 - v1) + t * dot(normal, d) = 0
0073     float32 numerator = b2Dot(normal, v1 - p1);
0074     float32 denominator = b2Dot(normal, d);
0075 
0076     if (denominator == 0.0f)
0077     {
0078         return false;
0079     }
0080 
0081     float32 t = numerator / denominator;
0082     if (t < 0.0f || input.maxFraction < t)
0083     {
0084         return false;
0085     }
0086 
0087     b2Vec2 q = p1 + t * d;
0088 
0089     // q = v1 + s * r
0090     // s = dot(q - v1, r) / dot(r, r)
0091     b2Vec2 r = v2 - v1;
0092     float32 rr = b2Dot(r, r);
0093     if (rr == 0.0f)
0094     {
0095         return false;
0096     }
0097 
0098     float32 s = b2Dot(q - v1, r) / rr;
0099     if (s < 0.0f || 1.0f < s)
0100     {
0101         return false;
0102     }
0103 
0104     output->fraction = t;
0105     if (numerator > 0.0f)
0106     {
0107         output->normal = -b2Mul(xf.q, normal);
0108     }
0109     else
0110     {
0111         output->normal = b2Mul(xf.q, normal);
0112     }
0113     return true;
0114 }
0115 
0116 void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
0117 {
0118     B2_NOT_USED(childIndex);
0119 
0120     b2Vec2 v1 = b2Mul(xf, m_vertex1);
0121     b2Vec2 v2 = b2Mul(xf, m_vertex2);
0122 
0123     b2Vec2 lower = b2Min(v1, v2);
0124     b2Vec2 upper = b2Max(v1, v2);
0125 
0126     b2Vec2 r(m_radius, m_radius);
0127     aabb->lowerBound = lower - r;
0128     aabb->upperBound = upper + r;
0129 }
0130 
0131 void b2EdgeShape::ComputeMass(b2MassData* massData, float32 density) const
0132 {
0133     B2_NOT_USED(density);
0134 
0135     massData->mass = 0.0f;
0136     massData->center = 0.5f * (m_vertex1 + m_vertex2);
0137     massData->I = 0.0f;
0138 }