b2CircleShape.cpp 3.0 KB

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  1. /*
  2. * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
  3. *
  4. * This software is provided 'as-is', without any express or implied
  5. * warranty. In no event will the authors be held liable for any damages
  6. * arising from the use of this software.
  7. * Permission is granted to anyone to use this software for any purpose,
  8. * including commercial applications, and to alter it and redistribute it
  9. * freely, subject to the following restrictions:
  10. * 1. The origin of this software must not be misrepresented; you must not
  11. * claim that you wrote the original software. If you use this software
  12. * in a product, an acknowledgment in the product documentation would be
  13. * appreciated but is not required.
  14. * 2. Altered source versions must be plainly marked as such, and must not be
  15. * misrepresented as being the original software.
  16. * 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #include <Box2D/Collision/Shapes/b2CircleShape.h>
  19. #include <new>
  20. b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
  21. {
  22. void* mem = allocator->Allocate(sizeof(b2CircleShape));
  23. b2CircleShape* clone = new (mem) b2CircleShape;
  24. *clone = *this;
  25. return clone;
  26. }
  27. int32 b2CircleShape::GetChildCount() const
  28. {
  29. return 1;
  30. }
  31. bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) const
  32. {
  33. b2Vec2 center = transform.p + b2Mul(transform.q, m_p);
  34. b2Vec2 d = p - center;
  35. return b2Dot(d, d) <= m_radius * m_radius;
  36. }
  37. // Collision Detection in Interactive 3D Environments by Gino van den Bergen
  38. // From Section 3.1.2
  39. // x = s + a * r
  40. // norm(x) = radius
  41. bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
  42. const b2Transform& transform, int32 childIndex) const
  43. {
  44. B2_NOT_USED(childIndex);
  45. b2Vec2 position = transform.p + b2Mul(transform.q, m_p);
  46. b2Vec2 s = input.p1 - position;
  47. float32 b = b2Dot(s, s) - m_radius * m_radius;
  48. // Solve quadratic equation.
  49. b2Vec2 r = input.p2 - input.p1;
  50. float32 c = b2Dot(s, r);
  51. float32 rr = b2Dot(r, r);
  52. float32 sigma = c * c - rr * b;
  53. // Check for negative discriminant and short segment.
  54. if (sigma < 0.0f || rr < b2_epsilon)
  55. {
  56. return false;
  57. }
  58. // Find the point of intersection of the line with the circle.
  59. float32 a = -(c + b2Sqrt(sigma));
  60. // Is the intersection point on the segment?
  61. if (0.0f <= a && a <= input.maxFraction * rr)
  62. {
  63. a /= rr;
  64. output->fraction = a;
  65. output->normal = s + a * r;
  66. output->normal.Normalize();
  67. return true;
  68. }
  69. return false;
  70. }
  71. void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const
  72. {
  73. B2_NOT_USED(childIndex);
  74. b2Vec2 p = transform.p + b2Mul(transform.q, m_p);
  75. aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);
  76. aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);
  77. }
  78. void b2CircleShape::ComputeMass(b2MassData* massData, float32 density) const
  79. {
  80. massData->mass = density * b2_pi * m_radius * m_radius;
  81. massData->center = m_p;
  82. // inertia about the local origin
  83. massData->I = massData->mass * (0.5f * m_radius * m_radius + b2Dot(m_p, m_p));
  84. }