fix macOS build (following Projucer changes made in Windows, which removed /Applications/JUCE/modules from its headers). move JUCE headers under source control, so that Windows and macOS can both build against same version of JUCE. remove AUv3 target (I think it's an iOS thing, so it will never work with this macOS fluidsynth dylib).
This commit is contained in:
317
modules/juce_box2d/box2d/Collision/b2CollidePolygon.cpp
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317
modules/juce_box2d/box2d/Collision/b2CollidePolygon.cpp
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "b2Collision.h"
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#include "Shapes/b2PolygonShape.h"
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// Find the separation between poly1 and poly2 for a give edge normal on poly1.
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static float32 b2EdgeSeparation(const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
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const b2PolygonShape* poly2, const b2Transform& xf2)
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{
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const b2Vec2* vertices1 = poly1->m_vertices;
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const b2Vec2* normals1 = poly1->m_normals;
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int32 count2 = poly2->m_vertexCount;
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const b2Vec2* vertices2 = poly2->m_vertices;
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b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
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// Convert normal from poly1's frame into poly2's frame.
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b2Vec2 normal1World = b2Mul(xf1.q, normals1[edge1]);
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b2Vec2 normal1 = b2MulT(xf2.q, normal1World);
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// Find support vertex on poly2 for -normal.
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int32 index = 0;
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float32 minDot = b2_maxFloat;
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for (int32 i = 0; i < count2; ++i)
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{
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float32 dot = b2Dot(vertices2[i], normal1);
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if (dot < minDot)
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{
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minDot = dot;
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index = i;
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}
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}
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b2Vec2 v1 = b2Mul(xf1, vertices1[edge1]);
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b2Vec2 v2 = b2Mul(xf2, vertices2[index]);
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float32 separation = b2Dot(v2 - v1, normal1World);
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return separation;
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}
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// Find the max separation between poly1 and poly2 using edge normals from poly1.
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static float32 b2FindMaxSeparation(int32* edgeIndex,
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const b2PolygonShape* poly1, const b2Transform& xf1,
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const b2PolygonShape* poly2, const b2Transform& xf2)
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{
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int32 count1 = poly1->m_vertexCount;
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const b2Vec2* normals1 = poly1->m_normals;
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// Vector pointing from the centroid of poly1 to the centroid of poly2.
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b2Vec2 d = b2Mul(xf2, poly2->m_centroid) - b2Mul(xf1, poly1->m_centroid);
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b2Vec2 dLocal1 = b2MulT(xf1.q, d);
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// Find edge normal on poly1 that has the largest projection onto d.
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int32 edge = 0;
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float32 maxDot = -b2_maxFloat;
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for (int32 i = 0; i < count1; ++i)
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{
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float32 dot = b2Dot(normals1[i], dLocal1);
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if (dot > maxDot)
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{
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maxDot = dot;
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edge = i;
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}
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}
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// Get the separation for the edge normal.
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float32 s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
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// Check the separation for the previous edge normal.
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int32 prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
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float32 sPrev = b2EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2);
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// Check the separation for the next edge normal.
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int32 nextEdge = edge + 1 < count1 ? edge + 1 : 0;
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float32 sNext = b2EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2);
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// Find the best edge and the search direction.
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int32 bestEdge;
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float32 bestSeparation;
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int32 increment;
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if (sPrev > s && sPrev > sNext)
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{
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increment = -1;
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bestEdge = prevEdge;
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bestSeparation = sPrev;
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}
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else if (sNext > s)
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{
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increment = 1;
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bestEdge = nextEdge;
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bestSeparation = sNext;
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}
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else
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{
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*edgeIndex = edge;
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return s;
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}
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// Perform a local search for the best edge normal.
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for ( ; ; )
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{
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if (increment == -1)
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edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
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else
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edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;
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s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
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if (s > bestSeparation)
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{
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bestEdge = edge;
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bestSeparation = s;
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}
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else
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{
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break;
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}
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}
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*edgeIndex = bestEdge;
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return bestSeparation;
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}
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static void b2FindIncidentEdge(b2ClipVertex c[2],
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const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
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const b2PolygonShape* poly2, const b2Transform& xf2)
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{
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const b2Vec2* normals1 = poly1->m_normals;
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int32 count2 = poly2->m_vertexCount;
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const b2Vec2* vertices2 = poly2->m_vertices;
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const b2Vec2* normals2 = poly2->m_normals;
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b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
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// Get the normal of the reference edge in poly2's frame.
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b2Vec2 normal1 = b2MulT(xf2.q, b2Mul(xf1.q, normals1[edge1]));
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// Find the incident edge on poly2.
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int32 index = 0;
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float32 minDot = b2_maxFloat;
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for (int32 i = 0; i < count2; ++i)
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{
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float32 dot = b2Dot(normal1, normals2[i]);
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if (dot < minDot)
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{
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minDot = dot;
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index = i;
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}
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}
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// Build the clip vertices for the incident edge.
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int32 i1 = index;
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int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0;
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c[0].v = b2Mul(xf2, vertices2[i1]);
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c[0].id.cf.indexA = (uint8)edge1;
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c[0].id.cf.indexB = (uint8)i1;
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c[0].id.cf.typeA = b2ContactFeature::e_face;
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c[0].id.cf.typeB = b2ContactFeature::e_vertex;
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c[1].v = b2Mul(xf2, vertices2[i2]);
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c[1].id.cf.indexA = (uint8)edge1;
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c[1].id.cf.indexB = (uint8)i2;
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c[1].id.cf.typeA = b2ContactFeature::e_face;
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c[1].id.cf.typeB = b2ContactFeature::e_vertex;
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}
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// Find edge normal of max separation on A - return if separating axis is found
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// Find edge normal of max separation on B - return if separation axis is found
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// Choose reference edge as min(minA, minB)
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// Find incident edge
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// Clip
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// The normal points from 1 to 2
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void b2CollidePolygons(b2Manifold* manifold,
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const b2PolygonShape* polyA, const b2Transform& xfA,
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const b2PolygonShape* polyB, const b2Transform& xfB)
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{
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manifold->pointCount = 0;
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float32 totalRadius = polyA->m_radius + polyB->m_radius;
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int32 edgeA = 0;
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float32 separationA = b2FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
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if (separationA > totalRadius)
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return;
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int32 edgeB = 0;
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float32 separationB = b2FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
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if (separationB > totalRadius)
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return;
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const b2PolygonShape* poly1; // reference polygon
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const b2PolygonShape* poly2; // incident polygon
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b2Transform xf1, xf2;
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int32 edge1; // reference edge
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uint8 flip;
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const float32 k_relativeTol = 0.98f;
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const float32 k_absoluteTol = 0.001f;
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if (separationB > k_relativeTol * separationA + k_absoluteTol)
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{
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poly1 = polyB;
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poly2 = polyA;
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xf1 = xfB;
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xf2 = xfA;
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edge1 = edgeB;
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manifold->type = b2Manifold::e_faceB;
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flip = 1;
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}
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else
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{
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poly1 = polyA;
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poly2 = polyB;
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xf1 = xfA;
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xf2 = xfB;
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edge1 = edgeA;
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manifold->type = b2Manifold::e_faceA;
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flip = 0;
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}
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b2ClipVertex incidentEdge[2];
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b2FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
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int32 count1 = poly1->m_vertexCount;
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const b2Vec2* vertices1 = poly1->m_vertices;
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int32 iv1 = edge1;
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int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;
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b2Vec2 v11 = vertices1[iv1];
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b2Vec2 v12 = vertices1[iv2];
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b2Vec2 localTangent = v12 - v11;
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localTangent.Normalize();
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b2Vec2 localNormal = b2Cross(localTangent, 1.0f);
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b2Vec2 planePoint = 0.5f * (v11 + v12);
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b2Vec2 tangent = b2Mul(xf1.q, localTangent);
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b2Vec2 normal = b2Cross(tangent, 1.0f);
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v11 = b2Mul(xf1, v11);
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v12 = b2Mul(xf1, v12);
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// Face offset.
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float32 frontOffset = b2Dot(normal, v11);
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// Side offsets, extended by polytope skin thickness.
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float32 sideOffset1 = -b2Dot(tangent, v11) + totalRadius;
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float32 sideOffset2 = b2Dot(tangent, v12) + totalRadius;
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// Clip incident edge against extruded edge1 side edges.
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b2ClipVertex clipPoints1[2];
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b2ClipVertex clipPoints2[2];
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int np;
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// Clip to box side 1
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np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);
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if (np < 2)
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return;
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// Clip to negative box side 1
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np = b2ClipSegmentToLine(clipPoints2, clipPoints1, tangent, sideOffset2, iv2);
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if (np < 2)
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{
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return;
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}
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// Now clipPoints2 contains the clipped points.
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manifold->localNormal = localNormal;
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manifold->localPoint = planePoint;
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int32 pointCount = 0;
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for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
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{
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float32 separation = b2Dot(normal, clipPoints2[i].v) - frontOffset;
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if (separation <= totalRadius)
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{
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b2ManifoldPoint* cp = manifold->points + pointCount;
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cp->localPoint = b2MulT(xf2, clipPoints2[i].v);
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cp->id = clipPoints2[i].id;
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if (flip)
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{
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// Swap features
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b2ContactFeature cf = cp->id.cf;
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cp->id.cf.indexA = cf.indexB;
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cp->id.cf.indexB = cf.indexA;
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cp->id.cf.typeA = cf.typeB;
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cp->id.cf.typeB = cf.typeA;
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}
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++pointCount;
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}
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}
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manifold->pointCount = pointCount;
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}
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