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:
514
modules/juce_box2d/box2d/Dynamics/b2Body.cpp
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514
modules/juce_box2d/box2d/Dynamics/b2Body.cpp
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@ -0,0 +1,514 @@
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/*
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* Copyright (c) 2006-2007 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 "b2Body.h"
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#include "b2Fixture.h"
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#include "b2World.h"
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#include "Contacts/b2Contact.h"
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#include "Joints/b2Joint.h"
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b2Body::b2Body(const b2BodyDef* bd, b2World* world)
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{
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b2Assert(bd->position.IsValid());
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b2Assert(bd->linearVelocity.IsValid());
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b2Assert(b2IsValid(bd->angle));
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b2Assert(b2IsValid(bd->angularVelocity));
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b2Assert(b2IsValid(bd->angularDamping) && bd->angularDamping >= 0.0f);
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b2Assert(b2IsValid(bd->linearDamping) && bd->linearDamping >= 0.0f);
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m_flags = 0;
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if (bd->bullet)
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{
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m_flags |= e_bulletFlag;
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}
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if (bd->fixedRotation)
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{
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m_flags |= e_fixedRotationFlag;
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}
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if (bd->allowSleep)
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{
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m_flags |= e_autoSleepFlag;
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}
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if (bd->awake)
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{
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m_flags |= e_awakeFlag;
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}
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if (bd->active)
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{
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m_flags |= e_activeFlag;
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}
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m_world = world;
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m_xf.p = bd->position;
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m_xf.q.Set(bd->angle);
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m_sweep.localCenter.SetZero();
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m_sweep.c0 = m_xf.p;
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m_sweep.c = m_xf.p;
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m_sweep.a0 = bd->angle;
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m_sweep.a = bd->angle;
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m_sweep.alpha0 = 0.0f;
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m_jointList = NULL;
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m_contactList = NULL;
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m_prev = NULL;
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m_next = NULL;
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m_linearVelocity = bd->linearVelocity;
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m_angularVelocity = bd->angularVelocity;
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m_linearDamping = bd->linearDamping;
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m_angularDamping = bd->angularDamping;
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m_gravityScale = bd->gravityScale;
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m_force.SetZero();
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m_torque = 0.0f;
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m_sleepTime = 0.0f;
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m_type = bd->type;
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if (m_type == b2_dynamicBody)
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{
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m_mass = 1.0f;
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m_invMass = 1.0f;
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}
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else
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{
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m_mass = 0.0f;
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m_invMass = 0.0f;
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}
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m_I = 0.0f;
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m_invI = 0.0f;
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m_userData = bd->userData;
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m_fixtureList = NULL;
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m_fixtureCount = 0;
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}
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b2Body::~b2Body()
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{
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// shapes and joints are destroyed in b2World::Destroy
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}
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void b2Body::SetType(b2BodyType type)
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{
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b2Assert(m_world->IsLocked() == false);
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if (m_world->IsLocked() == true)
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{
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return;
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}
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if (m_type == type)
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{
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return;
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}
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m_type = type;
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ResetMassData();
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if (m_type == b2_staticBody)
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{
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m_linearVelocity.SetZero();
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m_angularVelocity = 0.0f;
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m_sweep.a0 = m_sweep.a;
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m_sweep.c0 = m_sweep.c;
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SynchronizeFixtures();
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}
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SetAwake(true);
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m_force.SetZero();
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m_torque = 0.0f;
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// Since the body type changed, we need to flag contacts for filtering.
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for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
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{
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f->Refilter();
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}
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}
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b2Fixture* b2Body::CreateFixture(const b2FixtureDef* def)
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{
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b2Assert(m_world->IsLocked() == false);
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if (m_world->IsLocked() == true)
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{
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return NULL;
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}
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b2BlockAllocator* allocator = &m_world->m_blockAllocator;
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void* memory = allocator->Allocate(sizeof(b2Fixture));
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b2Fixture* fixture = new (memory) b2Fixture;
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fixture->Create(allocator, this, def);
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if (m_flags & e_activeFlag)
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{
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b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
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fixture->CreateProxies(broadPhase, m_xf);
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}
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fixture->m_next = m_fixtureList;
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m_fixtureList = fixture;
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++m_fixtureCount;
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fixture->m_body = this;
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// Adjust mass properties if needed.
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if (fixture->m_density > 0.0f)
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{
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ResetMassData();
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}
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// Let the world know we have a new fixture. This will cause new contacts
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// to be created at the beginning of the next time step.
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m_world->m_flags |= b2World::e_newFixture;
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return fixture;
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}
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b2Fixture* b2Body::CreateFixture(const b2Shape* shape, float32 density)
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{
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b2FixtureDef def;
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def.shape = shape;
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def.density = density;
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return CreateFixture(&def);
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}
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void b2Body::DestroyFixture(b2Fixture* fixture)
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{
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b2Assert(m_world->IsLocked() == false);
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if (m_world->IsLocked() == true)
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{
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return;
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}
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b2Assert(fixture->m_body == this);
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// Remove the fixture from this body's singly linked list.
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b2Assert(m_fixtureCount > 0);
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b2Fixture** node = &m_fixtureList;
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bool found = false;
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while (*node != NULL)
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{
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if (*node == fixture)
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{
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*node = fixture->m_next;
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found = true;
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break;
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}
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node = &(*node)->m_next;
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}
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// You tried to remove a shape that is not attached to this body.
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b2Assert(found);
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// Destroy any contacts associated with the fixture.
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b2ContactEdge* edge = m_contactList;
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while (edge)
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{
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b2Contact* c = edge->contact;
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edge = edge->next;
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b2Fixture* fixtureA = c->GetFixtureA();
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b2Fixture* fixtureB = c->GetFixtureB();
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if (fixture == fixtureA || fixture == fixtureB)
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{
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// This destroys the contact and removes it from
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// this body's contact list.
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m_world->m_contactManager.Destroy(c);
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}
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}
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b2BlockAllocator* allocator = &m_world->m_blockAllocator;
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if (m_flags & e_activeFlag)
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{
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b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
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fixture->DestroyProxies(broadPhase);
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}
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fixture->Destroy(allocator);
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fixture->m_body = NULL;
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fixture->m_next = NULL;
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fixture->~b2Fixture();
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allocator->Free(fixture, sizeof(b2Fixture));
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--m_fixtureCount;
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// Reset the mass data.
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ResetMassData();
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}
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void b2Body::ResetMassData()
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{
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// Compute mass data from shapes. Each shape has its own density.
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m_mass = 0.0f;
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m_invMass = 0.0f;
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m_I = 0.0f;
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m_invI = 0.0f;
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m_sweep.localCenter.SetZero();
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// Static and kinematic bodies have zero mass.
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if (m_type == b2_staticBody || m_type == b2_kinematicBody)
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{
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m_sweep.c0 = m_xf.p;
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m_sweep.c = m_xf.p;
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m_sweep.a0 = m_sweep.a;
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return;
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}
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b2Assert(m_type == b2_dynamicBody);
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// Accumulate mass over all fixtures.
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b2Vec2 localCenter = b2Vec2_zero;
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for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
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{
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if (f->m_density == 0.0f)
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{
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continue;
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}
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b2MassData massData;
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f->GetMassData(&massData);
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m_mass += massData.mass;
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localCenter += massData.mass * massData.center;
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m_I += massData.I;
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}
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// Compute center of mass.
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if (m_mass > 0.0f)
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{
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m_invMass = 1.0f / m_mass;
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localCenter *= m_invMass;
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}
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else
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{
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// Force all dynamic bodies to have a positive mass.
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m_mass = 1.0f;
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m_invMass = 1.0f;
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}
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if (m_I > 0.0f && (m_flags & e_fixedRotationFlag) == 0)
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{
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// Center the inertia about the center of mass.
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m_I -= m_mass * b2Dot(localCenter, localCenter);
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b2Assert(m_I > 0.0f);
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m_invI = 1.0f / m_I;
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}
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else
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{
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m_I = 0.0f;
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m_invI = 0.0f;
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}
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// Move center of mass.
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b2Vec2 oldCenter = m_sweep.c;
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m_sweep.localCenter = localCenter;
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m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
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// Update center of mass velocity.
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m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
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}
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void b2Body::SetMassData(const b2MassData* massData)
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{
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b2Assert(m_world->IsLocked() == false);
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if (m_world->IsLocked() == true)
|
||||
{
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return;
|
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}
|
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|
||||
if (m_type != b2_dynamicBody)
|
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{
|
||||
return;
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||||
}
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|
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m_invMass = 0.0f;
|
||||
m_I = 0.0f;
|
||||
m_invI = 0.0f;
|
||||
|
||||
m_mass = massData->mass;
|
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if (m_mass <= 0.0f)
|
||||
{
|
||||
m_mass = 1.0f;
|
||||
}
|
||||
|
||||
m_invMass = 1.0f / m_mass;
|
||||
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||||
if (massData->I > 0.0f && (m_flags & b2Body::e_fixedRotationFlag) == 0)
|
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{
|
||||
m_I = massData->I - m_mass * b2Dot(massData->center, massData->center);
|
||||
b2Assert(m_I > 0.0f);
|
||||
m_invI = 1.0f / m_I;
|
||||
}
|
||||
|
||||
// Move center of mass.
|
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b2Vec2 oldCenter = m_sweep.c;
|
||||
m_sweep.localCenter = massData->center;
|
||||
m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
|
||||
|
||||
// Update center of mass velocity.
|
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m_linearVelocity += b2Cross(m_angularVelocity, m_sweep.c - oldCenter);
|
||||
}
|
||||
|
||||
bool b2Body::ShouldCollide(const b2Body* other) const
|
||||
{
|
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// At least one body should be dynamic.
|
||||
if (m_type != b2_dynamicBody && other->m_type != b2_dynamicBody)
|
||||
{
|
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return false;
|
||||
}
|
||||
|
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// Does a joint prevent collision?
|
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for (b2JointEdge* jn = m_jointList; jn; jn = jn->next)
|
||||
{
|
||||
if (jn->other == other)
|
||||
{
|
||||
if (jn->joint->m_collideConnected == false)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void b2Body::SetTransform(const b2Vec2& position, float32 angle)
|
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{
|
||||
b2Assert(m_world->IsLocked() == false);
|
||||
if (m_world->IsLocked() == true)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_xf.q.Set(angle);
|
||||
m_xf.p = position;
|
||||
|
||||
m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
|
||||
m_sweep.a = angle;
|
||||
|
||||
m_sweep.c0 = m_sweep.c;
|
||||
m_sweep.a0 = angle;
|
||||
|
||||
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
|
||||
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
|
||||
{
|
||||
f->Synchronize(broadPhase, m_xf, m_xf);
|
||||
}
|
||||
|
||||
m_world->m_contactManager.FindNewContacts();
|
||||
}
|
||||
|
||||
void b2Body::SynchronizeFixtures()
|
||||
{
|
||||
b2Transform xf1;
|
||||
xf1.q.Set(m_sweep.a0);
|
||||
xf1.p = m_sweep.c0 - b2Mul(xf1.q, m_sweep.localCenter);
|
||||
|
||||
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
|
||||
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
|
||||
{
|
||||
f->Synchronize(broadPhase, xf1, m_xf);
|
||||
}
|
||||
}
|
||||
|
||||
void b2Body::SetActive(bool flag)
|
||||
{
|
||||
b2Assert(m_world->IsLocked() == false);
|
||||
|
||||
if (flag == IsActive())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (flag)
|
||||
{
|
||||
m_flags |= e_activeFlag;
|
||||
|
||||
// Create all proxies.
|
||||
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
|
||||
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
|
||||
{
|
||||
f->CreateProxies(broadPhase, m_xf);
|
||||
}
|
||||
|
||||
// Contacts are created the next time step.
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flags &= ~e_activeFlag;
|
||||
|
||||
// Destroy all proxies.
|
||||
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
|
||||
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
|
||||
{
|
||||
f->DestroyProxies(broadPhase);
|
||||
}
|
||||
|
||||
// Destroy the attached contacts.
|
||||
b2ContactEdge* ce = m_contactList;
|
||||
while (ce)
|
||||
{
|
||||
b2ContactEdge* ce0 = ce;
|
||||
ce = ce->next;
|
||||
m_world->m_contactManager.Destroy(ce0->contact);
|
||||
}
|
||||
m_contactList = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void b2Body::Dump()
|
||||
{
|
||||
int32 bodyIndex = m_islandIndex;
|
||||
|
||||
b2Log("{\n");
|
||||
b2Log(" b2BodyDef bd;\n");
|
||||
b2Log(" bd.type = b2BodyType(%d);\n", m_type);
|
||||
b2Log(" bd.position.Set(%.15lef, %.15lef);\n", m_xf.p.x, m_xf.p.y);
|
||||
b2Log(" bd.angle = %.15lef;\n", m_sweep.a);
|
||||
b2Log(" bd.linearVelocity.Set(%.15lef, %.15lef);\n", m_linearVelocity.x, m_linearVelocity.y);
|
||||
b2Log(" bd.angularVelocity = %.15lef;\n", m_angularVelocity);
|
||||
b2Log(" bd.linearDamping = %.15lef;\n", m_linearDamping);
|
||||
b2Log(" bd.angularDamping = %.15lef;\n", m_angularDamping);
|
||||
b2Log(" bd.allowSleep = bool(%d);\n", m_flags & e_autoSleepFlag);
|
||||
b2Log(" bd.awake = bool(%d);\n", m_flags & e_awakeFlag);
|
||||
b2Log(" bd.fixedRotation = bool(%d);\n", m_flags & e_fixedRotationFlag);
|
||||
b2Log(" bd.bullet = bool(%d);\n", m_flags & e_bulletFlag);
|
||||
b2Log(" bd.active = bool(%d);\n", m_flags & e_activeFlag);
|
||||
b2Log(" bd.gravityScale = %.15lef;\n", m_gravityScale);
|
||||
b2Log(" bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex);
|
||||
b2Log("\n");
|
||||
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
|
||||
{
|
||||
b2Log(" {\n");
|
||||
f->Dump(bodyIndex);
|
||||
b2Log(" }\n");
|
||||
}
|
||||
b2Log("}\n");
|
||||
}
|
Reference in New Issue
Block a user