File indexing completed on 2025-08-03 03:49:54

0001 /*
0002 * Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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/b2CircleShape.h>
0020 #include <new>
0021 using namespace std;
0022 
0023 b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
0024 {
0025     void* mem = allocator->Allocate(sizeof(b2CircleShape));
0026     b2CircleShape* clone = new (mem) b2CircleShape;
0027     *clone = *this;
0028     return clone;
0029 }
0030 
0031 int32 b2CircleShape::GetChildCount() const
0032 {
0033     return 1;
0034 }
0035 
0036 bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) const
0037 {
0038     b2Vec2 center = transform.position + b2Mul(transform.R, m_p);
0039     b2Vec2 d = p - center;
0040     return b2Dot(d, d) <= m_radius * m_radius;
0041 }
0042 
0043 // Collision Detection in Interactive 3D Environments by Gino van den Bergen
0044 // From Section 3.1.2
0045 // x = s + a * r
0046 // norm(x) = radius
0047 bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
0048                             const b2Transform& transform, int32 childIndex) const
0049 {
0050     B2_NOT_USED(childIndex);
0051 
0052     b2Vec2 position = transform.position + b2Mul(transform.R, m_p);
0053     b2Vec2 s = input.p1 - position;
0054     qreal b = b2Dot(s, s) - m_radius * m_radius;
0055 
0056     // Solve quadratic equation.
0057     b2Vec2 r = input.p2 - input.p1;
0058     qreal c =  b2Dot(s, r);
0059     qreal rr = b2Dot(r, r);
0060     qreal sigma = c * c - rr * b;
0061 
0062     // Check for negative discriminant and short segment.
0063     if (sigma < 0.0f || rr < b2_epsilon)
0064     {
0065         return false;
0066     }
0067 
0068     // Find the point of intersection of the line with the circle.
0069     qreal a = -(c + b2Sqrt(sigma));
0070 
0071     // Is the intersection point on the segment?
0072     if (0.0f <= a && a <= input.maxFraction * rr)
0073     {
0074         a /= rr;
0075         output->fraction = a;
0076         output->normal = s + a * r;
0077         output->normal.Normalize();
0078         return true;
0079     }
0080 
0081     return false;
0082 }
0083 
0084 void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const
0085 {
0086     B2_NOT_USED(childIndex);
0087 
0088     b2Vec2 p = transform.position + b2Mul(transform.R, m_p);
0089     aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);
0090     aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);
0091 }
0092 
0093 void b2CircleShape::ComputeMass(b2MassData* massData, qreal density) const
0094 {
0095     massData->mass = density * b2_pi * m_radius * m_radius;
0096     massData->center = m_p;
0097 
0098     // inertia about the local origin
0099     massData->I = massData->mass * (0.5f * m_radius * m_radius + b2Dot(m_p, m_p));
0100 }