Browse Source

CRLF to LF

Bart van Strien 13 years ago
parent
commit
7793e7f02f
100 changed files with 16493 additions and 16493 deletions
  1. 58 58
      src/common/Data.h
  2. 100 100
      src/common/EnumMap.h
  3. 65 65
      src/common/Exception.cpp
  4. 67 67
      src/common/Exception.h
  5. 198 198
      src/common/Matrix.cpp
  6. 167 167
      src/common/Matrix.h
  7. 45 45
      src/common/Memoizer.cpp
  8. 46 46
      src/common/Memoizer.h
  9. 55 55
      src/common/Module.h
  10. 52 52
      src/common/Object.cpp
  11. 76 76
      src/common/Object.h
  12. 82 82
      src/common/Reference.cpp
  13. 88 88
      src/common/Reference.h
  14. 168 168
      src/common/StringMap.h
  15. 175 175
      src/common/Variant.cpp
  16. 76 76
      src/common/Variant.h
  17. 25 25
      src/common/Vector.cpp
  18. 311 311
      src/common/Vector.h
  19. 80 80
      src/common/b64.cpp
  20. 40 40
      src/common/b64.h
  21. 93 93
      src/common/config.h
  22. 42 42
      src/common/delay.cpp
  23. 33 33
      src/common/delay.h
  24. 65 65
      src/common/int.h
  25. 85 85
      src/common/math.h
  26. 481 481
      src/common/runtime.cpp
  27. 384 384
      src/common/runtime.h
  28. 174 174
      src/common/types.h
  29. 61 61
      src/common/utf8.cpp
  30. 47 47
      src/common/utf8.h
  31. 37 37
      src/common/version.h
  32. 58 58
      src/common/wrap_Data.cpp
  33. 38 38
      src/common/wrap_Data.h
  34. 67 67
      src/libraries/Box2D/Box2D.h
  35. 171 171
      src/libraries/Box2D/Collision/Shapes/b2ChainShape.cpp
  36. 102 102
      src/libraries/Box2D/Collision/Shapes/b2ChainShape.h
  37. 100 100
      src/libraries/Box2D/Collision/Shapes/b2CircleShape.cpp
  38. 91 91
      src/libraries/Box2D/Collision/Shapes/b2CircleShape.h
  39. 139 139
      src/libraries/Box2D/Collision/Shapes/b2EdgeShape.cpp
  40. 74 74
      src/libraries/Box2D/Collision/Shapes/b2EdgeShape.h
  41. 361 361
      src/libraries/Box2D/Collision/Shapes/b2PolygonShape.cpp
  42. 95 95
      src/libraries/Box2D/Collision/Shapes/b2PolygonShape.h
  43. 101 101
      src/libraries/Box2D/Collision/Shapes/b2Shape.h
  44. 122 122
      src/libraries/Box2D/Collision/b2BroadPhase.cpp
  45. 248 248
      src/libraries/Box2D/Collision/b2BroadPhase.h
  46. 154 154
      src/libraries/Box2D/Collision/b2CollideCircle.cpp
  47. 698 698
      src/libraries/Box2D/Collision/b2CollideEdge.cpp
  48. 317 317
      src/libraries/Box2D/Collision/b2CollidePolygon.cpp
  49. 249 249
      src/libraries/Box2D/Collision/b2Collision.cpp
  50. 276 276
      src/libraries/Box2D/Collision/b2Collision.h
  51. 603 603
      src/libraries/Box2D/Collision/b2Distance.cpp
  52. 141 141
      src/libraries/Box2D/Collision/b2Distance.h
  53. 771 771
      src/libraries/Box2D/Collision/b2DynamicTree.cpp
  54. 284 284
      src/libraries/Box2D/Collision/b2DynamicTree.h
  55. 483 483
      src/libraries/Box2D/Collision/b2TimeOfImpact.cpp
  56. 58 58
      src/libraries/Box2D/Collision/b2TimeOfImpact.h
  57. 217 217
      src/libraries/Box2D/Common/b2BlockAllocator.cpp
  58. 62 62
      src/libraries/Box2D/Common/b2BlockAllocator.h
  59. 44 44
      src/libraries/Box2D/Common/b2Draw.cpp
  60. 81 81
      src/libraries/Box2D/Common/b2Draw.h
  61. 85 85
      src/libraries/Box2D/Common/b2GrowableStack.h
  62. 94 94
      src/libraries/Box2D/Common/b2Math.cpp
  63. 731 731
      src/libraries/Box2D/Common/b2Math.h
  64. 52 52
      src/libraries/Box2D/Common/b2Settings.cpp
  65. 153 153
      src/libraries/Box2D/Common/b2Settings.h
  66. 83 83
      src/libraries/Box2D/Common/b2StackAllocator.cpp
  67. 60 60
      src/libraries/Box2D/Common/b2StackAllocator.h
  68. 100 100
      src/libraries/Box2D/Common/b2Timer.cpp
  69. 45 45
      src/libraries/Box2D/Common/b2Timer.h
  70. 54 54
      src/libraries/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp
  71. 39 39
      src/libraries/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h
  72. 54 54
      src/libraries/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp
  73. 39 39
      src/libraries/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h
  74. 53 53
      src/libraries/Box2D/Dynamics/Contacts/b2CircleContact.cpp
  75. 39 39
      src/libraries/Box2D/Dynamics/Contacts/b2CircleContact.h
  76. 240 240
      src/libraries/Box2D/Dynamics/Contacts/b2Contact.cpp
  77. 331 331
      src/libraries/Box2D/Dynamics/Contacts/b2Contact.h
  78. 832 832
      src/libraries/Box2D/Dynamics/Contacts/b2ContactSolver.cpp
  79. 94 94
      src/libraries/Box2D/Dynamics/Contacts/b2ContactSolver.h
  80. 50 50
      src/libraries/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp
  81. 39 39
      src/libraries/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h
  82. 50 50
      src/libraries/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp
  83. 39 39
      src/libraries/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h
  84. 50 50
      src/libraries/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp
  85. 38 38
      src/libraries/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h
  86. 53 53
      src/libraries/Box2D/Dynamics/Contacts/b2PolygonContact.cpp
  87. 39 39
      src/libraries/Box2D/Dynamics/Contacts/b2PolygonContact.h
  88. 260 260
      src/libraries/Box2D/Dynamics/Joints/b2DistanceJoint.cpp
  89. 169 169
      src/libraries/Box2D/Dynamics/Joints/b2DistanceJoint.h
  90. 251 251
      src/libraries/Box2D/Dynamics/Joints/b2FrictionJoint.cpp
  91. 119 119
      src/libraries/Box2D/Dynamics/Joints/b2FrictionJoint.h
  92. 423 423
      src/libraries/Box2D/Dynamics/Joints/b2GearJoint.cpp
  93. 125 125
      src/libraries/Box2D/Dynamics/Joints/b2GearJoint.h
  94. 199 199
      src/libraries/Box2D/Dynamics/Joints/b2Joint.cpp
  95. 222 222
      src/libraries/Box2D/Dynamics/Joints/b2Joint.h
  96. 217 217
      src/libraries/Box2D/Dynamics/Joints/b2MouseJoint.cpp
  97. 126 126
      src/libraries/Box2D/Dynamics/Joints/b2MouseJoint.h
  98. 637 637
      src/libraries/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp
  99. 196 196
      src/libraries/Box2D/Dynamics/Joints/b2PrismaticJoint.h
  100. 332 332
      src/libraries/Box2D/Dynamics/Joints/b2PulleyJoint.cpp

+ 58 - 58
src/common/Data.h

@@ -1,58 +1,58 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_DATA_H
-#define LOVE_DATA_H
-
-// LOVE
-#include "config.h"
-#include "Object.h"
-
-namespace love
-{
-
-/**
- * This class is a simple abstraction over all objects which contain data.
- **/
-class Data : public Object
-{
-public:
-
-	/**
-	 * Destructor.
-	 **/
-	virtual ~Data() {};
-
-	/**
-	 * Gets a pointer to the data. This pointer will obviously not
-	 * be valid if the Data object is destroyed.
-	 **/
-	virtual void *getData() const = 0 ;
-
-	/**
-	 * Gets the size of the Data in bytes.
-	 **/
-	virtual int getSize() const = 0;
-
-}; // Data
-
-} // love
-
-#endif // LOVE_DATA_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_DATA_H
+#define LOVE_DATA_H
+
+// LOVE
+#include "config.h"
+#include "Object.h"
+
+namespace love
+{
+
+/**
+ * This class is a simple abstraction over all objects which contain data.
+ **/
+class Data : public Object
+{
+public:
+
+	/**
+	 * Destructor.
+	 **/
+	virtual ~Data() {};
+
+	/**
+	 * Gets a pointer to the data. This pointer will obviously not
+	 * be valid if the Data object is destroyed.
+	 **/
+	virtual void *getData() const = 0 ;
+
+	/**
+	 * Gets the size of the Data in bytes.
+	 **/
+	virtual int getSize() const = 0;
+
+}; // Data
+
+} // love
+
+#endif // LOVE_DATA_H

+ 100 - 100
src/common/EnumMap.h

@@ -1,100 +1,100 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_ENUM_MAP_H
-#define LOVE_ENUM_MAP_H
-
-#include "Exception.h"
-
-namespace love
-{
-
-template<typename T, typename U, unsigned PEAK>
-class EnumMap
-{
-public:
-
-	struct Entry
-	{
-		T t;
-		U u;
-	};
-
-	EnumMap(Entry *entries, unsigned size)
-	{
-		unsigned n = size/sizeof(Entry);
-
-		for (unsigned i = 0; i<n; ++i)
-		{
-			unsigned e_t = (unsigned)entries[i].t;
-			unsigned e_u = (unsigned)entries[i].u;
-
-			if (e_t < PEAK)
-			{
-				values_u[e_t].v = e_u;
-				values_u[e_t].set = true;
-			}
-			if (e_u < PEAK)
-			{
-				values_t[e_u].v = e_t;
-				values_t[e_u].set = true;
-			}
-		}
-	}
-
-	bool find(T t, U &u)
-	{
-		if ((unsigned)t < PEAK && values_u[(unsigned)t].set)
-		{
-			u = (U)values_u[(unsigned)t].v;
-			return true;
-		}
-
-		return false;
-	}
-
-	bool find(U u, T &t)
-	{
-		if ((unsigned)u < PEAK && values_t[(unsigned)u].set)
-		{
-			t = (T)values_t[(unsigned)u].v;
-			return true;
-		}
-
-		return false;
-	}
-
-private:
-
-	struct Value
-	{
-		unsigned v;
-		bool set;
-		Value() : set(false) {}
-	};
-
-	Value values_t[PEAK];
-	Value values_u[PEAK];
-
-}; // EnumMap
-
-} // love
-
-#endif // LOVE_ENUM_MAP_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_ENUM_MAP_H
+#define LOVE_ENUM_MAP_H
+
+#include "Exception.h"
+
+namespace love
+{
+
+template<typename T, typename U, unsigned PEAK>
+class EnumMap
+{
+public:
+
+	struct Entry
+	{
+		T t;
+		U u;
+	};
+
+	EnumMap(Entry *entries, unsigned size)
+	{
+		unsigned n = size/sizeof(Entry);
+
+		for (unsigned i = 0; i<n; ++i)
+		{
+			unsigned e_t = (unsigned)entries[i].t;
+			unsigned e_u = (unsigned)entries[i].u;
+
+			if (e_t < PEAK)
+			{
+				values_u[e_t].v = e_u;
+				values_u[e_t].set = true;
+			}
+			if (e_u < PEAK)
+			{
+				values_t[e_u].v = e_t;
+				values_t[e_u].set = true;
+			}
+		}
+	}
+
+	bool find(T t, U &u)
+	{
+		if ((unsigned)t < PEAK && values_u[(unsigned)t].set)
+		{
+			u = (U)values_u[(unsigned)t].v;
+			return true;
+		}
+
+		return false;
+	}
+
+	bool find(U u, T &t)
+	{
+		if ((unsigned)u < PEAK && values_t[(unsigned)u].set)
+		{
+			t = (T)values_t[(unsigned)u].v;
+			return true;
+		}
+
+		return false;
+	}
+
+private:
+
+	struct Value
+	{
+		unsigned v;
+		bool set;
+		Value() : set(false) {}
+	};
+
+	Value values_t[PEAK];
+	Value values_u[PEAK];
+
+}; // EnumMap
+
+} // love
+
+#endif // LOVE_ENUM_MAP_H

+ 65 - 65
src/common/Exception.cpp

@@ -1,65 +1,65 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "Exception.h"
-#include "common/config.h"
-
-#include <iostream>
-
-using namespace std;
-
-namespace love
-{
-
-Exception::Exception(const char *fmt, ...)
-{
-	va_list args;
-	int size_buffer = 256, size_out;
-	char *buffer;
-	while (true)
-	{
-		buffer = new char[size_buffer];
-		memset(buffer, 0, size_buffer);
-
-		va_start(args, fmt);
-		size_out = vsnprintf(buffer, size_buffer, fmt, args);
-		va_end(args);
-
-		// see http://perfec.to/vsnprintf/pasprintf.c
-		// if size_out ...
-		//      == -1             --> output was truncated
-		//      == size_buffer    --> output was truncated
-		//      == size_buffer-1  --> ambiguous, /may/ have been truncated
-		//       > size_buffer    --> output was truncated, and size_out
-		//                            bytes would have been written
-		if (size_out == size_buffer || size_out == -1 || size_out == size_buffer-1)
-			size_buffer *= 2;
-		else if (size_out > size_buffer)
-			size_buffer = size_out + 2; // to avoid the ambiguous case
-		else
-			break;
-
-		delete[] buffer;
-	}
-	message = std::string(buffer);
-	delete[] buffer;
-}
-
-}
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "Exception.h"
+#include "common/config.h"
+
+#include <iostream>
+
+using namespace std;
+
+namespace love
+{
+
+Exception::Exception(const char *fmt, ...)
+{
+	va_list args;
+	int size_buffer = 256, size_out;
+	char *buffer;
+	while (true)
+	{
+		buffer = new char[size_buffer];
+		memset(buffer, 0, size_buffer);
+
+		va_start(args, fmt);
+		size_out = vsnprintf(buffer, size_buffer, fmt, args);
+		va_end(args);
+
+		// see http://perfec.to/vsnprintf/pasprintf.c
+		// if size_out ...
+		//      == -1             --> output was truncated
+		//      == size_buffer    --> output was truncated
+		//      == size_buffer-1  --> ambiguous, /may/ have been truncated
+		//       > size_buffer    --> output was truncated, and size_out
+		//                            bytes would have been written
+		if (size_out == size_buffer || size_out == -1 || size_out == size_buffer-1)
+			size_buffer *= 2;
+		else if (size_out > size_buffer)
+			size_buffer = size_out + 2; // to avoid the ambiguous case
+		else
+			break;
+
+		delete[] buffer;
+	}
+	message = std::string(buffer);
+	delete[] buffer;
+}
+
+}

+ 67 - 67
src/common/Exception.h

@@ -1,67 +1,67 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_EXCEPTION_H
-#define LOVE_EXCEPTION_H
-
-#include <exception>
-#include <cstdarg> // vararg
-#include <cstdio> // vsnprintf
-#include <cstring> // strncpy
-#include <string>
-
-namespace love
-{
-
-/**
- * A convenient vararg-enabled exception class.
- **/
-class Exception : public std::exception
-{
-public:
-
-	/**
-	 * Creates a new Exception according to printf-rules.
-	 *
-	 * See: http://www.cplusplus.com/reference/clibrary/cstdio/printf/
-	 *
-	 * @param fmt The format string (see printf).
-	 **/
-	Exception(const char *fmt, ...);
-	virtual ~Exception() throw() {}
-
-	/**
-	 * Returns a string containing reason for the exception.
-	 * @return A description of the exception.
-	 **/
-	inline virtual const char *what() const throw()
-	{
-		return message.c_str();
-	}
-
-private:
-
-	std::string message;
-
-}; // Exception
-
-} // love
-
-#endif // LOVE_EXCEPTION_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_EXCEPTION_H
+#define LOVE_EXCEPTION_H
+
+#include <exception>
+#include <cstdarg> // vararg
+#include <cstdio> // vsnprintf
+#include <cstring> // strncpy
+#include <string>
+
+namespace love
+{
+
+/**
+ * A convenient vararg-enabled exception class.
+ **/
+class Exception : public std::exception
+{
+public:
+
+	/**
+	 * Creates a new Exception according to printf-rules.
+	 *
+	 * See: http://www.cplusplus.com/reference/clibrary/cstdio/printf/
+	 *
+	 * @param fmt The format string (see printf).
+	 **/
+	Exception(const char *fmt, ...);
+	virtual ~Exception() throw() {}
+
+	/**
+	 * Returns a string containing reason for the exception.
+	 * @return A description of the exception.
+	 **/
+	inline virtual const char *what() const throw()
+	{
+		return message.c_str();
+	}
+
+private:
+
+	std::string message;
+
+}; // Exception
+
+} // love
+
+#endif // LOVE_EXCEPTION_H

+ 198 - 198
src/common/Matrix.cpp

@@ -1,198 +1,198 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "Matrix.h"
-
-// STD
-#include <cstring> // memcpy
-#include <cmath>
-
-namespace love
-{
-
-// | e0 e4 e8  e12 |
-// | e1 e5 e9  e13 |
-// | e2 e6 e10 e14 |
-// | e3 e7 e11 e15 |
-
-Matrix::Matrix()
-{
-	setIdentity();
-}
-
-Matrix::~Matrix()
-{
-}
-
-//                 | e0 e4 e8  e12 |
-//                 | e1 e5 e9  e13 |
-//                 | e2 e6 e10 e14 |
-//                 | e3 e7 e11 e15 |
-// | e0 e4 e8  e12 |
-// | e1 e5 e9  e13 |
-// | e2 e6 e10 e14 |
-// | e3 e7 e11 e15 |
-
-Matrix Matrix::operator * (const Matrix &m) const
-{
-	Matrix t;
-
-	t.e[0] = (e[0]*m.e[0]) + (e[4]*m.e[1]) + (e[8]*m.e[2]) + (e[12]*m.e[3]);
-	t.e[4] = (e[0]*m.e[4]) + (e[4]*m.e[5]) + (e[8]*m.e[6]) + (e[12]*m.e[7]);
-	t.e[8] = (e[0]*m.e[8]) + (e[4]*m.e[9]) + (e[8]*m.e[10]) + (e[12]*m.e[11]);
-	t.e[12] = (e[0]*m.e[12]) + (e[4]*m.e[13]) + (e[8]*m.e[14]) + (e[12]*m.e[15]);
-
-	t.e[1] = (e[1]*m.e[0]) + (e[5]*m.e[1]) + (e[9]*m.e[2]) + (e[13]*m.e[3]);
-	t.e[5] = (e[1]*m.e[4]) + (e[5]*m.e[5]) + (e[9]*m.e[6]) + (e[13]*m.e[7]);
-	t.e[9] = (e[1]*m.e[8]) + (e[5]*m.e[9]) + (e[9]*m.e[10]) + (e[13]*m.e[11]);
-	t.e[13] = (e[1]*m.e[12]) + (e[5]*m.e[13]) + (e[9]*m.e[14]) + (e[13]*m.e[15]);
-
-	t.e[2] = (e[2]*m.e[0]) + (e[6]*m.e[1]) + (e[10]*m.e[2]) + (e[14]*m.e[3]);
-	t.e[6] = (e[2]*m.e[4]) + (e[6]*m.e[5]) + (e[10]*m.e[6]) + (e[14]*m.e[7]);
-	t.e[10] = (e[2]*m.e[8]) + (e[6]*m.e[9]) + (e[10]*m.e[10]) + (e[14]*m.e[11]);
-	t.e[14] = (e[2]*m.e[12]) + (e[6]*m.e[13]) + (e[10]*m.e[14]) + (e[14]*m.e[15]);
-
-	t.e[3] = (e[3]*m.e[0]) + (e[7]*m.e[1]) + (e[11]*m.e[2]) + (e[15]*m.e[3]);
-	t.e[7] = (e[3]*m.e[4]) + (e[7]*m.e[5]) + (e[11]*m.e[6]) + (e[15]*m.e[7]);
-	t.e[11] = (e[3]*m.e[8]) + (e[7]*m.e[9]) + (e[11]*m.e[10]) + (e[15]*m.e[11]);
-	t.e[15] = (e[3]*m.e[12]) + (e[7]*m.e[13]) + (e[11]*m.e[14]) + (e[15]*m.e[15]);
-
-	return t;
-}
-
-void Matrix::operator *= (const Matrix &m)
-{
-	Matrix t = (*this) * m;
-	memcpy((void *)this->e, (void *)t.e, sizeof(float)*16);
-}
-
-const float *Matrix::getElements() const
-{
-	return e;
-}
-
-void Matrix::setIdentity()
-{
-	memset(e, 0, sizeof(float)*16);
-	e[0] = e[5] = e[10] = e[15] = 1;
-}
-
-void Matrix::setTranslation(float x, float y)
-{
-	setIdentity();
-	e[12] = x;
-	e[13] = y;
-}
-
-void Matrix::setRotation(float rad)
-{
-	setIdentity();
-	float c = cos(rad), s = sin(rad);
-	e[0] = c;
-	e[4] = -s;
-	e[1] = s;
-	e[5] = c;
-}
-
-void Matrix::setScale(float sx, float sy)
-{
-	setIdentity();
-	e[0] = sx;
-	e[5] = sy;
-}
-
-void Matrix::setShear(float kx, float ky)
-{
-	setIdentity();
-	e[1] = ky;
-	e[4] = kx;
-}
-
-void Matrix::setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
-{
-	memset(e, 0, sizeof(float)*16); // zero out matrix
-	float c = cos(angle), s = sin(angle);
-	// matrix multiplication carried out on paper:
-	// |1     x| |c -s    | |sx       | | 1 ky    | |1     -ox|
-	// |  1   y| |s  c    | |   sy    | |kx  1    | |  1   -oy|
-	// |    1  | |     1  | |      1  | |      1  | |    1    |
-	// |      1| |       1| |        1| |        1| |       1 |
-	//   move      rotate      scale       skew       origin
-	e[10] = e[15] = 1.0f;
-	e[0]  = c * sx - ky * s * sy; // = a
-	e[1]  = s * sx + ky * c * sy; // = b
-	e[4]  = kx * c * sx - s * sy; // = c
-	e[5]  = kx * s * sx + c * sy; // = d
-	e[12] = x - ox * e[0] - oy * e[4];
-	e[13] = y - ox * e[1] - oy * e[5];
-}
-
-void Matrix::translate(float x, float y)
-{
-	Matrix t;
-	t.setTranslation(x, y);
-	this->operator *=(t);
-}
-
-void Matrix::rotate(float rad)
-{
-	Matrix t;
-	t.setRotation(rad);
-	this->operator *=(t);
-}
-
-void Matrix::scale(float sx, float sy)
-{
-	Matrix t;
-	t.setScale(sx, sy);
-	this->operator *=(t);
-}
-
-void Matrix::shear(float kx, float ky)
-{
-	Matrix t;
-	t.setShear(kx,ky);
-	this->operator *=(t);
-}
-
-//                 | x |
-//                 | y |
-//                 | 0 |
-//                 | 1 |
-// | e0 e4 e8  e12 |
-// | e1 e5 e9  e13 |
-// | e2 e6 e10 e14 |
-// | e3 e7 e11 e15 |
-
-void Matrix::transform(vertex *dst, const vertex *src, int size) const
-{
-	for (int i = 0; i<size; i++)
-	{
-		// Store in temp variables in case src = dst
-		float x = (e[0]*src[i].x) + (e[4]*src[i].y) + (0) + (e[12]);
-		float y = (e[1]*src[i].x) + (e[5]*src[i].y) + (0) + (e[13]);
-
-		dst[i].x = x;
-		dst[i].y = y;
-	}
-}
-
-
-} // love
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "Matrix.h"
+
+// STD
+#include <cstring> // memcpy
+#include <cmath>
+
+namespace love
+{
+
+// | e0 e4 e8  e12 |
+// | e1 e5 e9  e13 |
+// | e2 e6 e10 e14 |
+// | e3 e7 e11 e15 |
+
+Matrix::Matrix()
+{
+	setIdentity();
+}
+
+Matrix::~Matrix()
+{
+}
+
+//                 | e0 e4 e8  e12 |
+//                 | e1 e5 e9  e13 |
+//                 | e2 e6 e10 e14 |
+//                 | e3 e7 e11 e15 |
+// | e0 e4 e8  e12 |
+// | e1 e5 e9  e13 |
+// | e2 e6 e10 e14 |
+// | e3 e7 e11 e15 |
+
+Matrix Matrix::operator * (const Matrix &m) const
+{
+	Matrix t;
+
+	t.e[0] = (e[0]*m.e[0]) + (e[4]*m.e[1]) + (e[8]*m.e[2]) + (e[12]*m.e[3]);
+	t.e[4] = (e[0]*m.e[4]) + (e[4]*m.e[5]) + (e[8]*m.e[6]) + (e[12]*m.e[7]);
+	t.e[8] = (e[0]*m.e[8]) + (e[4]*m.e[9]) + (e[8]*m.e[10]) + (e[12]*m.e[11]);
+	t.e[12] = (e[0]*m.e[12]) + (e[4]*m.e[13]) + (e[8]*m.e[14]) + (e[12]*m.e[15]);
+
+	t.e[1] = (e[1]*m.e[0]) + (e[5]*m.e[1]) + (e[9]*m.e[2]) + (e[13]*m.e[3]);
+	t.e[5] = (e[1]*m.e[4]) + (e[5]*m.e[5]) + (e[9]*m.e[6]) + (e[13]*m.e[7]);
+	t.e[9] = (e[1]*m.e[8]) + (e[5]*m.e[9]) + (e[9]*m.e[10]) + (e[13]*m.e[11]);
+	t.e[13] = (e[1]*m.e[12]) + (e[5]*m.e[13]) + (e[9]*m.e[14]) + (e[13]*m.e[15]);
+
+	t.e[2] = (e[2]*m.e[0]) + (e[6]*m.e[1]) + (e[10]*m.e[2]) + (e[14]*m.e[3]);
+	t.e[6] = (e[2]*m.e[4]) + (e[6]*m.e[5]) + (e[10]*m.e[6]) + (e[14]*m.e[7]);
+	t.e[10] = (e[2]*m.e[8]) + (e[6]*m.e[9]) + (e[10]*m.e[10]) + (e[14]*m.e[11]);
+	t.e[14] = (e[2]*m.e[12]) + (e[6]*m.e[13]) + (e[10]*m.e[14]) + (e[14]*m.e[15]);
+
+	t.e[3] = (e[3]*m.e[0]) + (e[7]*m.e[1]) + (e[11]*m.e[2]) + (e[15]*m.e[3]);
+	t.e[7] = (e[3]*m.e[4]) + (e[7]*m.e[5]) + (e[11]*m.e[6]) + (e[15]*m.e[7]);
+	t.e[11] = (e[3]*m.e[8]) + (e[7]*m.e[9]) + (e[11]*m.e[10]) + (e[15]*m.e[11]);
+	t.e[15] = (e[3]*m.e[12]) + (e[7]*m.e[13]) + (e[11]*m.e[14]) + (e[15]*m.e[15]);
+
+	return t;
+}
+
+void Matrix::operator *= (const Matrix &m)
+{
+	Matrix t = (*this) * m;
+	memcpy((void *)this->e, (void *)t.e, sizeof(float)*16);
+}
+
+const float *Matrix::getElements() const
+{
+	return e;
+}
+
+void Matrix::setIdentity()
+{
+	memset(e, 0, sizeof(float)*16);
+	e[0] = e[5] = e[10] = e[15] = 1;
+}
+
+void Matrix::setTranslation(float x, float y)
+{
+	setIdentity();
+	e[12] = x;
+	e[13] = y;
+}
+
+void Matrix::setRotation(float rad)
+{
+	setIdentity();
+	float c = cos(rad), s = sin(rad);
+	e[0] = c;
+	e[4] = -s;
+	e[1] = s;
+	e[5] = c;
+}
+
+void Matrix::setScale(float sx, float sy)
+{
+	setIdentity();
+	e[0] = sx;
+	e[5] = sy;
+}
+
+void Matrix::setShear(float kx, float ky)
+{
+	setIdentity();
+	e[1] = ky;
+	e[4] = kx;
+}
+
+void Matrix::setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
+{
+	memset(e, 0, sizeof(float)*16); // zero out matrix
+	float c = cos(angle), s = sin(angle);
+	// matrix multiplication carried out on paper:
+	// |1     x| |c -s    | |sx       | | 1 ky    | |1     -ox|
+	// |  1   y| |s  c    | |   sy    | |kx  1    | |  1   -oy|
+	// |    1  | |     1  | |      1  | |      1  | |    1    |
+	// |      1| |       1| |        1| |        1| |       1 |
+	//   move      rotate      scale       skew       origin
+	e[10] = e[15] = 1.0f;
+	e[0]  = c * sx - ky * s * sy; // = a
+	e[1]  = s * sx + ky * c * sy; // = b
+	e[4]  = kx * c * sx - s * sy; // = c
+	e[5]  = kx * s * sx + c * sy; // = d
+	e[12] = x - ox * e[0] - oy * e[4];
+	e[13] = y - ox * e[1] - oy * e[5];
+}
+
+void Matrix::translate(float x, float y)
+{
+	Matrix t;
+	t.setTranslation(x, y);
+	this->operator *=(t);
+}
+
+void Matrix::rotate(float rad)
+{
+	Matrix t;
+	t.setRotation(rad);
+	this->operator *=(t);
+}
+
+void Matrix::scale(float sx, float sy)
+{
+	Matrix t;
+	t.setScale(sx, sy);
+	this->operator *=(t);
+}
+
+void Matrix::shear(float kx, float ky)
+{
+	Matrix t;
+	t.setShear(kx,ky);
+	this->operator *=(t);
+}
+
+//                 | x |
+//                 | y |
+//                 | 0 |
+//                 | 1 |
+// | e0 e4 e8  e12 |
+// | e1 e5 e9  e13 |
+// | e2 e6 e10 e14 |
+// | e3 e7 e11 e15 |
+
+void Matrix::transform(vertex *dst, const vertex *src, int size) const
+{
+	for (int i = 0; i<size; i++)
+	{
+		// Store in temp variables in case src = dst
+		float x = (e[0]*src[i].x) + (e[4]*src[i].y) + (0) + (e[12]);
+		float y = (e[1]*src[i].x) + (e[5]*src[i].y) + (0) + (e[13]);
+
+		dst[i].x = x;
+		dst[i].y = y;
+	}
+}
+
+
+} // love

+ 167 - 167
src/common/Matrix.h

@@ -1,167 +1,167 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_MATRIX_H
-#define LOVE_MATRIX_H
-
-// LOVE
-#include "math.h"
-
-namespace love
-{
-
-/**
- * This class is the basis for all transformations in LOVE. Althought not
- * really needed for 2D, it contains 4x4 elements to be compatible with
- * OpenGL without conversions.
- **/
-class Matrix
-{
-public:
-
-	/**
-	 * Creates a new identity matrix.
-	 **/
-	Matrix();
-
-	/**
-	 * Destructor.
-	 **/
-	~Matrix();
-
-	/**
-	 * Multiplies this Matrix with another Matrix, changing neither.
-	 * @param m The Matrix to multiply with this Matrix.
-	 * @return The combined matrix.
-	 **/
-	Matrix operator * (const Matrix &m) const;
-
-	/**
-	 * Multiplies a Matrix into this Matrix.
-	 * @param m The Matrix to combine into this Matrix.
-	 **/
-	void operator *= (const Matrix &m);
-
-	/**
-	 * Gets a pointer to the 16 array elements.
-	 * @return The array elements.
-	 **/
-	const float *getElements() const;
-
-	/**
-	 * Resets this Matrix to the identity matrix.
-	 **/
-	void setIdentity();
-
-	/**
-	 * Resets this Matrix to a translation.
-	 * @param x Translation along x-axis.
-	 * @param y Translation along y-axis.
-	 **/
-	void setTranslation(float x, float y);
-
-	/**
-	 * Resets this Matrix to a rotation.
-	 * @param r The angle in radians.
-	 **/
-	void setRotation(float r);
-
-	/**
-	 * Resets this Matrix to a scale transformation.
-	 * @param sx Scale factor along the x-axis.
-	 * @param sy Scale factor along the y-axis.
-	 **/
-	void setScale(float sx, float sy);
-
-	/**
-	 * Resets this Matrix to a shear transformation.
-	 * @param kx Shear along x-axis.
-	 * @param ky Shear along y-axis.
-	 **/
-	void setShear(float kx, float ky);
-
-	/**
-	 * Creates a transformation with a certain position, orientation, scale
-	 * and offset. Perfect for Drawables -- what a coincidence!
-	 *
-	 * @param x The translation along the x-axis.
-	 * @param y The translation along the y-axis.
-	 * @param angle The rotation (rad) around the center with offset (ox,oy).
-	 * @param sx Scale along x-axis.
-	 * @param sy Scale along y-axis.
-	 * @param ox The offset for rotation along the x-axis.
-	 * @param oy The offset for rotation along the y-axis.
-	 * @param kx Shear along x-axis
-	 * @param ky Shear along y-axis
-	 **/
-	void setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky);
-
-	/**
-	 * Multiplies this Matrix with a translation.
-	 * @param x Translation along x-axis.
-	 * @param y Translation along y-axis.
-	 **/
-	void translate(float x, float y);
-
-	/**
-	 * Multiplies this Matrix with a rotation.
-	 * @param r Angle in radians.
-	 **/
-	void rotate(float r);
-
-	/**
-	 * Multiplies this Matrix with a scale transformation.
-	 * @param sx Scale factor along the x-axis.
-	 * @param sy Scale factor along the y-axis.
-	 **/
-	void scale(float sx, float sy);
-
-	/**
-	 * Multiplies this Matrix with a shear transformation.
-	 * @param kx Shear along the x-axis.
-	 * @param ky Shear along the y-axis.
-	 **/
-	void shear(float kx, float ky);
-
-	/**
-	 * Transforms an array of vertices by this Matrix. The sources and
-	 * destination arrays may be the same.
-	 *
-	 * @param dst Storage for the transformed vertices.
-	 * @param src The source vertices.
-	 * @param size The number of vertices.
-	 **/
-	void transform(vertex *dst, const vertex *src, int size) const;
-
-private:
-
-	/**
-	 * | e0 e4 e8  e12 |
-	 * | e1 e5 e9  e13 |
-	 * | e2 e6 e10 e14 |
-	 * | e3 e7 e11 e15 |
-	 **/
-	float e[16];
-
-}; // Matrix
-
-} //love
-
-#endif// LOVE_MATRIX_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_MATRIX_H
+#define LOVE_MATRIX_H
+
+// LOVE
+#include "math.h"
+
+namespace love
+{
+
+/**
+ * This class is the basis for all transformations in LOVE. Althought not
+ * really needed for 2D, it contains 4x4 elements to be compatible with
+ * OpenGL without conversions.
+ **/
+class Matrix
+{
+public:
+
+	/**
+	 * Creates a new identity matrix.
+	 **/
+	Matrix();
+
+	/**
+	 * Destructor.
+	 **/
+	~Matrix();
+
+	/**
+	 * Multiplies this Matrix with another Matrix, changing neither.
+	 * @param m The Matrix to multiply with this Matrix.
+	 * @return The combined matrix.
+	 **/
+	Matrix operator * (const Matrix &m) const;
+
+	/**
+	 * Multiplies a Matrix into this Matrix.
+	 * @param m The Matrix to combine into this Matrix.
+	 **/
+	void operator *= (const Matrix &m);
+
+	/**
+	 * Gets a pointer to the 16 array elements.
+	 * @return The array elements.
+	 **/
+	const float *getElements() const;
+
+	/**
+	 * Resets this Matrix to the identity matrix.
+	 **/
+	void setIdentity();
+
+	/**
+	 * Resets this Matrix to a translation.
+	 * @param x Translation along x-axis.
+	 * @param y Translation along y-axis.
+	 **/
+	void setTranslation(float x, float y);
+
+	/**
+	 * Resets this Matrix to a rotation.
+	 * @param r The angle in radians.
+	 **/
+	void setRotation(float r);
+
+	/**
+	 * Resets this Matrix to a scale transformation.
+	 * @param sx Scale factor along the x-axis.
+	 * @param sy Scale factor along the y-axis.
+	 **/
+	void setScale(float sx, float sy);
+
+	/**
+	 * Resets this Matrix to a shear transformation.
+	 * @param kx Shear along x-axis.
+	 * @param ky Shear along y-axis.
+	 **/
+	void setShear(float kx, float ky);
+
+	/**
+	 * Creates a transformation with a certain position, orientation, scale
+	 * and offset. Perfect for Drawables -- what a coincidence!
+	 *
+	 * @param x The translation along the x-axis.
+	 * @param y The translation along the y-axis.
+	 * @param angle The rotation (rad) around the center with offset (ox,oy).
+	 * @param sx Scale along x-axis.
+	 * @param sy Scale along y-axis.
+	 * @param ox The offset for rotation along the x-axis.
+	 * @param oy The offset for rotation along the y-axis.
+	 * @param kx Shear along x-axis
+	 * @param ky Shear along y-axis
+	 **/
+	void setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky);
+
+	/**
+	 * Multiplies this Matrix with a translation.
+	 * @param x Translation along x-axis.
+	 * @param y Translation along y-axis.
+	 **/
+	void translate(float x, float y);
+
+	/**
+	 * Multiplies this Matrix with a rotation.
+	 * @param r Angle in radians.
+	 **/
+	void rotate(float r);
+
+	/**
+	 * Multiplies this Matrix with a scale transformation.
+	 * @param sx Scale factor along the x-axis.
+	 * @param sy Scale factor along the y-axis.
+	 **/
+	void scale(float sx, float sy);
+
+	/**
+	 * Multiplies this Matrix with a shear transformation.
+	 * @param kx Shear along the x-axis.
+	 * @param ky Shear along the y-axis.
+	 **/
+	void shear(float kx, float ky);
+
+	/**
+	 * Transforms an array of vertices by this Matrix. The sources and
+	 * destination arrays may be the same.
+	 *
+	 * @param dst Storage for the transformed vertices.
+	 * @param src The source vertices.
+	 * @param size The number of vertices.
+	 **/
+	void transform(vertex *dst, const vertex *src, int size) const;
+
+private:
+
+	/**
+	 * | e0 e4 e8  e12 |
+	 * | e1 e5 e9  e13 |
+	 * | e2 e6 e10 e14 |
+	 * | e3 e7 e11 e15 |
+	 **/
+	float e[16];
+
+}; // Matrix
+
+} //love
+
+#endif// LOVE_MATRIX_H

+ 45 - 45
src/common/Memoizer.cpp

@@ -1,45 +1,45 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
- 
-#include "Memoizer.h"
-#include <cstddef>
-
-namespace love
-{
-
-std::map<void *, void *> Memoizer::objectMap;
-
-void Memoizer::add(void *key, void *val)
-{
-	objectMap[key] = val;
-}
-
-void Memoizer::remove(void *key)
-{
-	objectMap.erase(key);
-}
-
-void *Memoizer::find(void *key)
-{
-	if (objectMap.count(key)) return objectMap[key];
-	return NULL;
-}
-
-} // love
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+ 
+#include "Memoizer.h"
+#include <cstddef>
+
+namespace love
+{
+
+std::map<void *, void *> Memoizer::objectMap;
+
+void Memoizer::add(void *key, void *val)
+{
+	objectMap[key] = val;
+}
+
+void Memoizer::remove(void *key)
+{
+	objectMap.erase(key);
+}
+
+void *Memoizer::find(void *key)
+{
+	if (objectMap.count(key)) return objectMap[key];
+	return NULL;
+}
+
+} // love

+ 46 - 46
src/common/Memoizer.h

@@ -1,46 +1,46 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_MEMOIZER_H
-#define LOVE_MEMOIZER_H
-
-#include <map>
-
-namespace love
-{
-
-class Memoizer
-{
-public:
-
-	static void add(void *key, void *val);
-
-	static void remove(void *key);
-
-	static void *find(void *key);
-
-private:
-
-	static std::map<void *, void *> objectMap;
-}; // Memoizer
-
-} // love
-
-#endif // LOVE_MEMOIZER_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_MEMOIZER_H
+#define LOVE_MEMOIZER_H
+
+#include <map>
+
+namespace love
+{
+
+class Memoizer
+{
+public:
+
+	static void add(void *key, void *val);
+
+	static void remove(void *key);
+
+	static void *find(void *key);
+
+private:
+
+	static std::map<void *, void *> objectMap;
+}; // Memoizer
+
+} // love
+
+#endif // LOVE_MEMOIZER_H

+ 55 - 55
src/common/Module.h

@@ -1,55 +1,55 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_MODULE_H
-#define LOVE_MODULE_H
-
-// LOVE
-#include "runtime.h"
-#include "Exception.h"
-#include "Object.h"
-
-namespace love
-{
-/**
- * Abstract superclass for all modules.
- **/
-class Module : public Object
-{
-public:
-
-	/**
-	 * Destructor.
-	 **/
-	virtual ~Module() {};
-
-	/**
-	 * Gets the name of the module. This is used in case of errors
-	 * and other messages.
-	 *
-	 * @return The full name of the module, eg. love.graphics.opengl.
-	 **/
-	virtual const char *getName() const = 0;
-
-}; // Module
-
-} // love
-
-#endif // LOVE_MODULE_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_MODULE_H
+#define LOVE_MODULE_H
+
+// LOVE
+#include "runtime.h"
+#include "Exception.h"
+#include "Object.h"
+
+namespace love
+{
+/**
+ * Abstract superclass for all modules.
+ **/
+class Module : public Object
+{
+public:
+
+	/**
+	 * Destructor.
+	 **/
+	virtual ~Module() {};
+
+	/**
+	 * Gets the name of the module. This is used in case of errors
+	 * and other messages.
+	 *
+	 * @return The full name of the module, eg. love.graphics.opengl.
+	 **/
+	virtual const char *getName() const = 0;
+
+}; // Module
+
+} // love
+
+#endif // LOVE_MODULE_H

+ 52 - 52
src/common/Object.cpp

@@ -1,52 +1,52 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-// LOVE
-#include "Object.h"
-
-namespace love
-{
-
-Object::Object()
-	: count(1)
-{
-}
-
-Object::~Object()
-{
-}
-
-int Object::getReferenceCount() const
-{
-	return count;
-}
-
-void Object::retain()
-{
-	++count;
-}
-
-void Object::release()
-{
-	if (--count <= 0)
-		delete this;
-}
-
-} // love
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+// LOVE
+#include "Object.h"
+
+namespace love
+{
+
+Object::Object()
+	: count(1)
+{
+}
+
+Object::~Object()
+{
+}
+
+int Object::getReferenceCount() const
+{
+	return count;
+}
+
+void Object::retain()
+{
+	++count;
+}
+
+void Object::release()
+{
+	if (--count <= 0)
+		delete this;
+}
+
+} // love

+ 76 - 76
src/common/Object.h

@@ -1,76 +1,76 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_OBJECT_H
-#define LOVE_OBJECT_H
-
-namespace love
-{
-
-/**
- * Superclass for all object that should be able to  cross the Lua/C border
- * (this pertains to most objects).
- *
- * This class is an alternative to using smart pointers; it contains retain/release
- * methods, and will delete itself with the reference count hits zero. The wrapper
- * code assumes that all userdata inherits from this class.
- **/
-class Object
-{
-public:
-
-	/**
-	 * Constructor. Sets reference count to one.
-	 **/
-	Object();
-
-	/**
-	 * Destructor.
-	 **/
-	virtual ~Object() = 0;
-
-	/**
-	 * Gets the reference count of this Object.
-	 * @returns The reference count.
-	 **/
-	int getReferenceCount() const;
-
-	/**
-	 * Retains the Object, i.e. increases the
-	 * reference count by one.
-	 **/
-	void retain();
-
-	/**
-	 * Releases one reference to the Object, i.e. decrements the
-	 * reference count by one, and potentially deletes the Object
-	 * if there are no more references.
-	 **/
-	void release();
-
-private:
-
-	// The reference count.
-	int count;
-}; // Object
-
-} // love
-
-#endif // LOVE_OBJECT_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_OBJECT_H
+#define LOVE_OBJECT_H
+
+namespace love
+{
+
+/**
+ * Superclass for all object that should be able to  cross the Lua/C border
+ * (this pertains to most objects).
+ *
+ * This class is an alternative to using smart pointers; it contains retain/release
+ * methods, and will delete itself with the reference count hits zero. The wrapper
+ * code assumes that all userdata inherits from this class.
+ **/
+class Object
+{
+public:
+
+	/**
+	 * Constructor. Sets reference count to one.
+	 **/
+	Object();
+
+	/**
+	 * Destructor.
+	 **/
+	virtual ~Object() = 0;
+
+	/**
+	 * Gets the reference count of this Object.
+	 * @returns The reference count.
+	 **/
+	int getReferenceCount() const;
+
+	/**
+	 * Retains the Object, i.e. increases the
+	 * reference count by one.
+	 **/
+	void retain();
+
+	/**
+	 * Releases one reference to the Object, i.e. decrements the
+	 * reference count by one, and potentially deletes the Object
+	 * if there are no more references.
+	 **/
+	void release();
+
+private:
+
+	// The reference count.
+	int count;
+}; // Object
+
+} // love
+
+#endif // LOVE_OBJECT_H

+ 82 - 82
src/common/Reference.cpp

@@ -1,82 +1,82 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "Reference.h"
-
-namespace love
-{
-
-const char REFERENCE_TABLE_NAME[] = "love-references";
-
-Reference::Reference()
-	: L(0), idx(LUA_REFNIL)
-{
-}
-
-Reference::Reference(lua_State *L)
-	: L(0), idx(LUA_REFNIL)
-{
-	ref(L);
-}
-
-Reference::~Reference()
-{
-	unref();
-}
-
-void Reference::ref(lua_State *L)
-{
-	unref(); // Just to be safe.
-	this->L = L;
-	luax_insist(L, LUA_REGISTRYINDEX, REFERENCE_TABLE_NAME);
-	lua_insert(L, -2); // Move reference table behind value.
-	idx = luaL_ref(L, -2);
-	lua_pop(L, 1);
-}
-
-void Reference::unref()
-{
-	if (idx != LUA_REFNIL)
-	{
-		luax_insist(L, LUA_REGISTRYINDEX, REFERENCE_TABLE_NAME);
-		luaL_unref(L, -1, idx);
-		lua_pop(L, 1);
-		idx = LUA_REFNIL;
-	}
-}
-
-void Reference::push()
-{
-	if (idx != LUA_REFNIL)
-	{
-		luax_insist(L, LUA_REGISTRYINDEX, REFERENCE_TABLE_NAME);
-		lua_rawgeti(L, -1, idx);
-		lua_remove(L, -2);
-	}
-	else
-		lua_pushnil(L);
-}
-
-lua_State *Reference::getL()
-{
-	return L;
-}
-
-} // love
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "Reference.h"
+
+namespace love
+{
+
+const char REFERENCE_TABLE_NAME[] = "love-references";
+
+Reference::Reference()
+	: L(0), idx(LUA_REFNIL)
+{
+}
+
+Reference::Reference(lua_State *L)
+	: L(0), idx(LUA_REFNIL)
+{
+	ref(L);
+}
+
+Reference::~Reference()
+{
+	unref();
+}
+
+void Reference::ref(lua_State *L)
+{
+	unref(); // Just to be safe.
+	this->L = L;
+	luax_insist(L, LUA_REGISTRYINDEX, REFERENCE_TABLE_NAME);
+	lua_insert(L, -2); // Move reference table behind value.
+	idx = luaL_ref(L, -2);
+	lua_pop(L, 1);
+}
+
+void Reference::unref()
+{
+	if (idx != LUA_REFNIL)
+	{
+		luax_insist(L, LUA_REGISTRYINDEX, REFERENCE_TABLE_NAME);
+		luaL_unref(L, -1, idx);
+		lua_pop(L, 1);
+		idx = LUA_REFNIL;
+	}
+}
+
+void Reference::push()
+{
+	if (idx != LUA_REFNIL)
+	{
+		luax_insist(L, LUA_REGISTRYINDEX, REFERENCE_TABLE_NAME);
+		lua_rawgeti(L, -1, idx);
+		lua_remove(L, -2);
+	}
+	else
+		lua_pushnil(L);
+}
+
+lua_State *Reference::getL()
+{
+	return L;
+}
+
+} // love

+ 88 - 88
src/common/Reference.h

@@ -1,88 +1,88 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_REFERENCE_H
-#define LOVE_REFERENCE_H
-
-// LOVE
-#include "runtime.h"
-
-namespace love
-{
-
-/**
- * This class wraps the reference functionality built into
- * Lua, which allows C++ code to refer to Lua variables.
- **/
-class Reference
-{
-public:
-
-	/**
-	 * Creates the reference object, but does not create
-	 * the actual reference.
-	 **/
-	Reference();
-
-	/**
-	 * Creates the object and a reference to the value
-	 * on the top of the stack.
-	 **/
-	Reference(lua_State *L);
-
-	/**
-	 * Deletes the reference, if any.
-	 **/
-	virtual ~Reference();
-
-	/**
-	 * Creates a reference to the value on the
-	 * top of the stack.
-	 **/
-	void ref(lua_State *L);
-
-	/**
-	 * Unrefs the reference, if any.
-	 **/
-	void unref();
-
-	/**
-	 * Pushes the referred value onto the stack.
-	 **/
-	void push();
-
-	/**
-	 * Gets the Lua state associated with this
-	 * reference.
-	 **/
-	lua_State *getL();
-
-private:
-
-	// The Lua state in which the reference resides.
-	lua_State *L;
-
-	// Index to the Lua reference.
-	int idx;
-};
-
-} // love
-
-#endif // LOVE_REFERENCE_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_REFERENCE_H
+#define LOVE_REFERENCE_H
+
+// LOVE
+#include "runtime.h"
+
+namespace love
+{
+
+/**
+ * This class wraps the reference functionality built into
+ * Lua, which allows C++ code to refer to Lua variables.
+ **/
+class Reference
+{
+public:
+
+	/**
+	 * Creates the reference object, but does not create
+	 * the actual reference.
+	 **/
+	Reference();
+
+	/**
+	 * Creates the object and a reference to the value
+	 * on the top of the stack.
+	 **/
+	Reference(lua_State *L);
+
+	/**
+	 * Deletes the reference, if any.
+	 **/
+	virtual ~Reference();
+
+	/**
+	 * Creates a reference to the value on the
+	 * top of the stack.
+	 **/
+	void ref(lua_State *L);
+
+	/**
+	 * Unrefs the reference, if any.
+	 **/
+	void unref();
+
+	/**
+	 * Pushes the referred value onto the stack.
+	 **/
+	void push();
+
+	/**
+	 * Gets the Lua state associated with this
+	 * reference.
+	 **/
+	lua_State *getL();
+
+private:
+
+	// The Lua state in which the reference resides.
+	lua_State *L;
+
+	// Index to the Lua reference.
+	int idx;
+};
+
+} // love
+
+#endif // LOVE_REFERENCE_H

+ 168 - 168
src/common/StringMap.h

@@ -1,168 +1,168 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_STRING_MAP_H
-#define LOVE_STRING_MAP_H
-
-#include "Exception.h"
-
-namespace love
-{
-
-template<typename T, unsigned SIZE>
-class StringMap
-{
-public:
-
-	struct Entry
-	{
-		const char *key;
-		T value;
-	};
-
-	StringMap(Entry *entries, unsigned num)
-	{
-
-		for (unsigned i = 0; i < SIZE; ++i)
-			reverse[i] = 0;
-
-		unsigned n = num/sizeof(Entry);
-
-		for (unsigned i = 0; i < n; ++i)
-		{
-			add(entries[i].key, entries[i].value);
-		}
-	}
-
-	bool streq(const char *a, const char *b)
-	{
-		while (*a != 0 && *b != 0)
-		{
-			if (*a != *b)
-				return false;
-			++a;
-			++b;
-		}
-
-		return (*a == 0 && *b == 0);
-	}
-
-	bool find(const char *key, T &t)
-	{
-		unsigned str_hash = djb2(key);
-
-		for (unsigned i = 0; i < MAX; ++i)
-		{
-			unsigned str_i = (str_hash + i) % MAX; //this isn't used, is this intentional?
-
-			if (!records[str_i].set)
-				return false;
-
-			if (streq(records[str_i].key, key))
-			{
-				t = records[str_i].value;
-				return true;
-			}
-		}
-
-		return false;
-	}
-
-	bool find(T key, const char  *&str)
-	{
-		unsigned index = (unsigned)key;
-
-		if (index >= SIZE)
-			return false;
-
-		if (reverse[index] != 0)
-		{
-			str = reverse[index];
-			return true;
-		}
-		else
-		{
-			return false;
-		}
-	}
-
-	bool add(const char *key, T value)
-	{
-		unsigned str_hash = djb2(key);
-		bool inserted = false;
-
-		for (unsigned i = 0; i < MAX; ++i)
-		{
-			unsigned str_i = (str_hash + i) % MAX;
-
-			if (!records[str_i].set)
-			{
-				inserted = true;
-				records[str_i].set = true;
-				records[str_i].key = key;
-				records[str_i].value = value;
-				break;
-			}
-		}
-
-		unsigned index = (unsigned)value;
-
-		if (index >= SIZE)
-		{
-			printf("\nConstant %s out of bounds with %i!\n", key, index);
-			return false;
-		}
-
-		reverse[index] = key;
-
-		return inserted;
-	}
-
-	unsigned djb2(const char *key)
-	{
-		unsigned hash = 5381;
-		int c;
-
-		while ((c = *key++))
-			hash = ((hash << 5) + hash) + c;
-
-		return hash;
-	}
-
-private:
-
-	struct Record
-	{
-		const char *key;
-		T value;
-		bool set;
-		Record() : set(false) {}
-	};
-
-	const static unsigned MAX = SIZE*2;
-
-	Record records[MAX];
-	const char *reverse[SIZE];
-
-}; // StringMap
-
-} // love
-
-#endif // LOVE_STRING_MAP_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_STRING_MAP_H
+#define LOVE_STRING_MAP_H
+
+#include "Exception.h"
+
+namespace love
+{
+
+template<typename T, unsigned SIZE>
+class StringMap
+{
+public:
+
+	struct Entry
+	{
+		const char *key;
+		T value;
+	};
+
+	StringMap(Entry *entries, unsigned num)
+	{
+
+		for (unsigned i = 0; i < SIZE; ++i)
+			reverse[i] = 0;
+
+		unsigned n = num/sizeof(Entry);
+
+		for (unsigned i = 0; i < n; ++i)
+		{
+			add(entries[i].key, entries[i].value);
+		}
+	}
+
+	bool streq(const char *a, const char *b)
+	{
+		while (*a != 0 && *b != 0)
+		{
+			if (*a != *b)
+				return false;
+			++a;
+			++b;
+		}
+
+		return (*a == 0 && *b == 0);
+	}
+
+	bool find(const char *key, T &t)
+	{
+		unsigned str_hash = djb2(key);
+
+		for (unsigned i = 0; i < MAX; ++i)
+		{
+			unsigned str_i = (str_hash + i) % MAX; //this isn't used, is this intentional?
+
+			if (!records[str_i].set)
+				return false;
+
+			if (streq(records[str_i].key, key))
+			{
+				t = records[str_i].value;
+				return true;
+			}
+		}
+
+		return false;
+	}
+
+	bool find(T key, const char  *&str)
+	{
+		unsigned index = (unsigned)key;
+
+		if (index >= SIZE)
+			return false;
+
+		if (reverse[index] != 0)
+		{
+			str = reverse[index];
+			return true;
+		}
+		else
+		{
+			return false;
+		}
+	}
+
+	bool add(const char *key, T value)
+	{
+		unsigned str_hash = djb2(key);
+		bool inserted = false;
+
+		for (unsigned i = 0; i < MAX; ++i)
+		{
+			unsigned str_i = (str_hash + i) % MAX;
+
+			if (!records[str_i].set)
+			{
+				inserted = true;
+				records[str_i].set = true;
+				records[str_i].key = key;
+				records[str_i].value = value;
+				break;
+			}
+		}
+
+		unsigned index = (unsigned)value;
+
+		if (index >= SIZE)
+		{
+			printf("\nConstant %s out of bounds with %i!\n", key, index);
+			return false;
+		}
+
+		reverse[index] = key;
+
+		return inserted;
+	}
+
+	unsigned djb2(const char *key)
+	{
+		unsigned hash = 5381;
+		int c;
+
+		while ((c = *key++))
+			hash = ((hash << 5) + hash) + c;
+
+		return hash;
+	}
+
+private:
+
+	struct Record
+	{
+		const char *key;
+		T value;
+		bool set;
+		Record() : set(false) {}
+	};
+
+	const static unsigned MAX = SIZE*2;
+
+	Record records[MAX];
+	const char *reverse[SIZE];
+
+}; // StringMap
+
+} // love
+
+#endif // LOVE_STRING_MAP_H

+ 175 - 175
src/common/Variant.cpp

@@ -1,175 +1,175 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "Variant.h"
-#include "common/StringMap.h"
-
-namespace love
-{
-
-extern StringMap<Type, TYPE_MAX_ENUM> types;
-
-love::Type extractudatatype(lua_State *L, int idx)
-{
-	Type t = INVALID_ID;
-	if (!lua_isuserdata(L, idx))
-		return t;
-	if (luaL_getmetafield(L, idx, "__tostring") == 0)
-		return t;
-	lua_pushvalue(L, idx);
-	int result = lua_pcall(L, 1, 1, 0);
-	if (result == 0)
-		types.find(lua_tostring(L, -1), t);
-	if (result == 0 || result == LUA_ERRRUN)
-		lua_pop(L, 1);
-	return t;
-}
-
-Variant::Variant(bool boolean)
-{
-	type = BOOLEAN;
-	data.boolean = boolean;
-}
-
-Variant::Variant(double number)
-{
-	type = NUMBER;
-	data.number = number;
-}
-
-Variant::Variant(const char *string, size_t len)
-{
-	type = STRING;
-	char *buf = new char[len+1];
-	memset(buf, 0, len+1);
-	memcpy(buf, string, len);
-	data.string.str = buf;
-	data.string.len = len;
-}
-
-Variant::Variant(char c)
-{
-	type = CHARACTER;
-	data.character = c;
-}
-
-Variant::Variant(void *userdata)
-{
-	type = LUSERDATA;
-	data.userdata = userdata;
-}
-
-Variant::Variant(love::Type udatatype, void *userdata)
-{
-	type = FUSERDATA;
-	this->udatatype = udatatype;
-	if (udatatype != INVALID_ID)
-	{
-		Proxy *p = (Proxy *) userdata;
-		flags = p->flags;
-		data.userdata = p->data;
-		((love::Object *) data.userdata)->retain();
-	}
-	else
-		data.userdata = userdata;
-}
-
-Variant::~Variant()
-{
-	switch (type)
-	{
-	case STRING:
-		delete[] data.string.str;
-		break;
-	case FUSERDATA:
-		((love::Object *) data.userdata)->release();
-		break;
-	default:
-		break;
-	}
-}
-
-Variant *Variant::fromLua(lua_State *L, int n)
-{
-	Variant *v = NULL;
-	size_t len;
-	const char *str;
-	switch (lua_type(L, n))
-	{
-	case LUA_TBOOLEAN:
-		v = new Variant(luax_toboolean(L, n));
-		break;
-	case LUA_TNUMBER:
-		v = new Variant(lua_tonumber(L, n));
-		break;
-	case LUA_TSTRING:
-		str = lua_tolstring(L, n, &len);
-		v = new Variant(str, len);
-		break;
-	case LUA_TLIGHTUSERDATA:
-		v = new Variant(lua_touserdata(L, n));
-		break;
-	case LUA_TUSERDATA:
-		v = new Variant(extractudatatype(L, n), lua_touserdata(L, n));
-		break;
-	}
-	return v;
-}
-
-void Variant::toLua(lua_State *L)
-{
-	switch (type)
-	{
-	case BOOLEAN:
-		lua_pushboolean(L, data.boolean);
-		break;
-	case CHARACTER:
-		lua_pushlstring(L, &data.character, 1);
-		break;
-	case NUMBER:
-		lua_pushnumber(L, data.number);
-		break;
-	case STRING:
-		lua_pushlstring(L, data.string.str, data.string.len);
-		break;
-	case LUSERDATA:
-		lua_pushlightuserdata(L, data.userdata);
-		break;
-	case FUSERDATA:
-		if (udatatype != INVALID_ID)
-		{
-			const char *name = NULL;
-			love::types.find(udatatype, name);
-			((love::Object *) data.userdata)->retain();
-			luax_newtype(L, name, flags, data.userdata);
-		}
-		else
-			lua_pushlightuserdata(L, data.userdata);
-		// I know this is not the same
-		// sadly, however, it's the most
-		// I can do (at the moment).
-		break;
-	default:
-		lua_pushnil(L);
-		break;
-	}
-}
-
-} // love
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "Variant.h"
+#include "common/StringMap.h"
+
+namespace love
+{
+
+extern StringMap<Type, TYPE_MAX_ENUM> types;
+
+love::Type extractudatatype(lua_State *L, int idx)
+{
+	Type t = INVALID_ID;
+	if (!lua_isuserdata(L, idx))
+		return t;
+	if (luaL_getmetafield(L, idx, "__tostring") == 0)
+		return t;
+	lua_pushvalue(L, idx);
+	int result = lua_pcall(L, 1, 1, 0);
+	if (result == 0)
+		types.find(lua_tostring(L, -1), t);
+	if (result == 0 || result == LUA_ERRRUN)
+		lua_pop(L, 1);
+	return t;
+}
+
+Variant::Variant(bool boolean)
+{
+	type = BOOLEAN;
+	data.boolean = boolean;
+}
+
+Variant::Variant(double number)
+{
+	type = NUMBER;
+	data.number = number;
+}
+
+Variant::Variant(const char *string, size_t len)
+{
+	type = STRING;
+	char *buf = new char[len+1];
+	memset(buf, 0, len+1);
+	memcpy(buf, string, len);
+	data.string.str = buf;
+	data.string.len = len;
+}
+
+Variant::Variant(char c)
+{
+	type = CHARACTER;
+	data.character = c;
+}
+
+Variant::Variant(void *userdata)
+{
+	type = LUSERDATA;
+	data.userdata = userdata;
+}
+
+Variant::Variant(love::Type udatatype, void *userdata)
+{
+	type = FUSERDATA;
+	this->udatatype = udatatype;
+	if (udatatype != INVALID_ID)
+	{
+		Proxy *p = (Proxy *) userdata;
+		flags = p->flags;
+		data.userdata = p->data;
+		((love::Object *) data.userdata)->retain();
+	}
+	else
+		data.userdata = userdata;
+}
+
+Variant::~Variant()
+{
+	switch (type)
+	{
+	case STRING:
+		delete[] data.string.str;
+		break;
+	case FUSERDATA:
+		((love::Object *) data.userdata)->release();
+		break;
+	default:
+		break;
+	}
+}
+
+Variant *Variant::fromLua(lua_State *L, int n)
+{
+	Variant *v = NULL;
+	size_t len;
+	const char *str;
+	switch (lua_type(L, n))
+	{
+	case LUA_TBOOLEAN:
+		v = new Variant(luax_toboolean(L, n));
+		break;
+	case LUA_TNUMBER:
+		v = new Variant(lua_tonumber(L, n));
+		break;
+	case LUA_TSTRING:
+		str = lua_tolstring(L, n, &len);
+		v = new Variant(str, len);
+		break;
+	case LUA_TLIGHTUSERDATA:
+		v = new Variant(lua_touserdata(L, n));
+		break;
+	case LUA_TUSERDATA:
+		v = new Variant(extractudatatype(L, n), lua_touserdata(L, n));
+		break;
+	}
+	return v;
+}
+
+void Variant::toLua(lua_State *L)
+{
+	switch (type)
+	{
+	case BOOLEAN:
+		lua_pushboolean(L, data.boolean);
+		break;
+	case CHARACTER:
+		lua_pushlstring(L, &data.character, 1);
+		break;
+	case NUMBER:
+		lua_pushnumber(L, data.number);
+		break;
+	case STRING:
+		lua_pushlstring(L, data.string.str, data.string.len);
+		break;
+	case LUSERDATA:
+		lua_pushlightuserdata(L, data.userdata);
+		break;
+	case FUSERDATA:
+		if (udatatype != INVALID_ID)
+		{
+			const char *name = NULL;
+			love::types.find(udatatype, name);
+			((love::Object *) data.userdata)->retain();
+			luax_newtype(L, name, flags, data.userdata);
+		}
+		else
+			lua_pushlightuserdata(L, data.userdata);
+		// I know this is not the same
+		// sadly, however, it's the most
+		// I can do (at the moment).
+		break;
+	default:
+		lua_pushnil(L);
+		break;
+	}
+}
+
+} // love

+ 76 - 76
src/common/Variant.h

@@ -1,76 +1,76 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_VARIANT_H
-#define LOVE_VARIANT_H
-
-#include "common/runtime.h"
-#include "common/Object.h"
-
-#include <cstring>
-
-namespace love
-{
-
-class Variant : public love::Object
-{
-public:
-
-	Variant(bool boolean);
-	Variant(double number);
-	Variant(const char *string, size_t len);
-	Variant(char c);
-	Variant(void *userdata);
-	Variant(love::Type udatatype, void *userdata);
-	virtual ~Variant();
-
-	static Variant *fromLua(lua_State *L, int n);
-	void toLua(lua_State *L);
-
-private:
-	enum Type
-	{
-		UNKNOWN = 0,
-		BOOLEAN,
-		NUMBER,
-		CHARACTER,
-		STRING,
-		LUSERDATA,
-		FUSERDATA
-	} type;
-	union
-	{
-		bool boolean;
-		char character;
-		double number;
-		struct
-		{
-			const char *str;
-			size_t len;
-		} string;
-		void *userdata;
-	} data;
-	love::Type udatatype;
-	bits flags;
-
-}; // Variant
-} // love
-
-#endif // LOVE_VARIANT_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_VARIANT_H
+#define LOVE_VARIANT_H
+
+#include "common/runtime.h"
+#include "common/Object.h"
+
+#include <cstring>
+
+namespace love
+{
+
+class Variant : public love::Object
+{
+public:
+
+	Variant(bool boolean);
+	Variant(double number);
+	Variant(const char *string, size_t len);
+	Variant(char c);
+	Variant(void *userdata);
+	Variant(love::Type udatatype, void *userdata);
+	virtual ~Variant();
+
+	static Variant *fromLua(lua_State *L, int n);
+	void toLua(lua_State *L);
+
+private:
+	enum Type
+	{
+		UNKNOWN = 0,
+		BOOLEAN,
+		NUMBER,
+		CHARACTER,
+		STRING,
+		LUSERDATA,
+		FUSERDATA
+	} type;
+	union
+	{
+		bool boolean;
+		char character;
+		double number;
+		struct
+		{
+			const char *str;
+			size_t len;
+		} string;
+		void *userdata;
+	} data;
+	love::Type udatatype;
+	bits flags;
+
+}; // Variant
+} // love
+
+#endif // LOVE_VARIANT_H

+ 25 - 25
src/common/Vector.cpp

@@ -1,26 +1,26 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "Vector.h"
-
-namespace love
-{
-// Implementation in header.
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "Vector.h"
+
+namespace love
+{
+// Implementation in header.
 }

+ 311 - 311
src/common/Vector.h

@@ -1,311 +1,311 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_VECTOR_H
-#define LOVE_VECTOR_H
-
-// STD
-#include <cmath>
-
-// LOVE
-#include "Matrix.h"
-
-namespace love
-{
-
-/**
- * 2D Vector class.
- *
- * @author Anders Ruud
- * @date 2006-05-13
- **/
-class Vector
-{
-public:
-
-	// The components.
-	float x, y;
-
-	/**
-	 * Creates a new (1,1) Vector.
-	 **/
-	Vector();
-
-	/**
-	 * Creates a new Vector.
-	 * @param x The x position/dimension.
-	 * @param y The y position/dimension.
-	 **/
-	Vector(float x, float y);
-
-	/**
-	 * Gets the length of the Vector.
-	 * @return The length of the Vector.
-	 *
-	 * This method requires sqrt() and should be used
-	 * carefully.
-	 **/
-	float getLength() const;
-
-	/**
-	 * Normalizes the Vector.
-	 * @return The old length of the Vector.
-	 **/
-	float normalize();
-
-	/**
-	 * Gets a normal to the Vector.
-	 * @return A normal to the Vector.
-	 **/
-
-	Vector getNormal() const;
-
-	/**
-	 * Adds a Vector to this Vector.
-	 * @param v The Vector we want to add to this Vector.
-	 * @return The resulting Vector.
-	 **/
-	Vector operator + (const Vector &v) const;
-
-	/**
-	 * Substracts a Vector to this Vector.
-	 * @param v The Vector we want to subtract to this Vector.
-	 * @return The resulting Vector.
-	 **/
-	Vector operator - (const Vector &v) const;
-
-	/**
-	 * Resizes a Vector by a scalar.
-	 * @param s The scalar with which to resize the Vector.
-	 * @return The resulting Vector.
-	 **/
-	Vector operator * (float s) const;
-
-	/**
-	 * Resizes a Vector by a scalar.
-	 * @param s The scalar with which to resize the Vector.
-	 * @return The resulting Vector.
-	 **/
-	Vector operator / (float s) const;
-
-	/**
-	 * Reverses the Vector.
-	 * @return The reversed Vector.
-	 **/
-	Vector operator - () const;
-
-	/**
-	 * Adds a Vector to this Vector, and also saves changes in the first Vector.
-	 * @param v The Vector we want to add to this Vector.
-	 **/
-	void operator += (const Vector &v);
-
-	/**
-	 * Subtracts a Vector to this Vector, and also saves changes in the first Vector.
-	 * @param v The Vector we want to subtract to this Vector.
-	 **/
-	void operator -= (const Vector &v);
-
-	/**
-	 * Resizes the Vector, and also saves changes in the first Vector.
-	 * @param s The scalar by which we want to resize the Vector.
-	 **/
-	void operator *= (float s);
-
-	/**
-	 * Resizes the Vector, and also saves changes in the first Vector.
-	 * @param s The scalar by which we want to resize the Vector.
-	 **/
-	void operator /= (float s);
-
-	/**
-	 * Calculates the dot product of two Vectors.
-	 * @return The dot product of the two Vectors.
-	 **/
-	float operator * (const Vector &v) const;
-
-	/**
-	 * Calculates the cross product of two Vectors.
-	 * @return The cross product of the two Vectors.
-	 **/
-	float operator ^ (const Vector &v) const;
-
-	bool operator == (const Vector &v) const;
-
-	bool operator < (const Vector &v) const;
-	/**
-	 * Gets the x value of the Vector.
-	 * @return The x value of the Vector.
-	 **/
-	float getX() const;
-
-	/**
-	 * Gets the x value of the Vector.
-	 * @return The x value of the Vector.
-	 **/
-	float getY() const;
-
-	/**
-	 * Sets the x value of the Vector.
-	 * @param The x value of the Vector.
-	 **/
-	void setX(float x);
-
-	/**
-	 * Sets the x value of the Vector.
-	 * @param The x value of the Vector.
-	 **/
-	void setY(float y);
-
-};
-
-inline float Vector::getLength() const
-{
-	return sqrt(x*x + y*y);
-}
-
-inline Vector Vector::getNormal() const
-{
-	return Vector(-y, x);
-}
-
-inline float Vector::normalize()
-{
-
-	float len = getLength();
-
-	if (len > 0)
-		(*this) /= len;
-
-	return len;
-}
-
-/**
- * Inline methods must have body in header.
- **/
-
-inline Vector::Vector()
-{
-	x = 1;
-	y = 1;
-}
-
-inline Vector::Vector(float x, float y)
-{
-	this->x = x;
-	this->y = y;
-}
-
-inline Vector Vector::operator + (const Vector &v) const
-{
-	return Vector(x + v.x, y + v.y);
-}
-
-inline Vector Vector::operator - (const Vector &v) const
-{
-	return Vector(x - v.getX(), y - v.getY());
-}
-
-inline Vector Vector::operator * (float s) const
-{
-	return Vector(x*s, y*s);
-}
-
-inline Vector Vector::operator / (float s) const
-{
-	return Vector(x/s, y/s);
-}
-
-inline Vector Vector::operator - () const
-{
-	return Vector(-x, -y);
-}
-
-inline void Vector::operator += (const Vector &v)
-{
-	x += v.getX();
-	y += v.getY();
-}
-
-inline void Vector::operator -= (const Vector &v)
-{
-	x -= v.getX();
-	y -= v.getY();
-}
-
-inline void Vector::operator *= (float s)
-{
-	x *= s;
-	y *= s;
-}
-
-inline void Vector::operator /= (float s)
-{
-	x /= s;
-	y /= s;
-}
-
-inline float Vector::operator * (const Vector &v) const
-{
-	return x * v.getX() + y * v.getY();
-}
-
-inline float Vector::operator ^ (const Vector &v) const
-{
-	return x * v.getY() - y * v.getX();
-}
-
-inline bool Vector::operator == (const Vector &v) const
-{
-	return getLength() == v.getLength();
-}
-
-inline bool Vector::operator < (const Vector &v) const
-{
-	return getLength() < v.getLength();
-}
-
-/**
- * Accessor methods
- **/
-
-inline float Vector::getX() const
-{
-	return x;
-}
-
-inline float Vector::getY() const
-{
-	return y;
-}
-
-inline void Vector::setX(float x)
-{
-	this->x = x;
-}
-
-inline void Vector::setY(float y)
-{
-	this->y = y;
-}
-
-} //love
-
-#endif// LOVE_VECTOR_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_VECTOR_H
+#define LOVE_VECTOR_H
+
+// STD
+#include <cmath>
+
+// LOVE
+#include "Matrix.h"
+
+namespace love
+{
+
+/**
+ * 2D Vector class.
+ *
+ * @author Anders Ruud
+ * @date 2006-05-13
+ **/
+class Vector
+{
+public:
+
+	// The components.
+	float x, y;
+
+	/**
+	 * Creates a new (1,1) Vector.
+	 **/
+	Vector();
+
+	/**
+	 * Creates a new Vector.
+	 * @param x The x position/dimension.
+	 * @param y The y position/dimension.
+	 **/
+	Vector(float x, float y);
+
+	/**
+	 * Gets the length of the Vector.
+	 * @return The length of the Vector.
+	 *
+	 * This method requires sqrt() and should be used
+	 * carefully.
+	 **/
+	float getLength() const;
+
+	/**
+	 * Normalizes the Vector.
+	 * @return The old length of the Vector.
+	 **/
+	float normalize();
+
+	/**
+	 * Gets a normal to the Vector.
+	 * @return A normal to the Vector.
+	 **/
+
+	Vector getNormal() const;
+
+	/**
+	 * Adds a Vector to this Vector.
+	 * @param v The Vector we want to add to this Vector.
+	 * @return The resulting Vector.
+	 **/
+	Vector operator + (const Vector &v) const;
+
+	/**
+	 * Substracts a Vector to this Vector.
+	 * @param v The Vector we want to subtract to this Vector.
+	 * @return The resulting Vector.
+	 **/
+	Vector operator - (const Vector &v) const;
+
+	/**
+	 * Resizes a Vector by a scalar.
+	 * @param s The scalar with which to resize the Vector.
+	 * @return The resulting Vector.
+	 **/
+	Vector operator * (float s) const;
+
+	/**
+	 * Resizes a Vector by a scalar.
+	 * @param s The scalar with which to resize the Vector.
+	 * @return The resulting Vector.
+	 **/
+	Vector operator / (float s) const;
+
+	/**
+	 * Reverses the Vector.
+	 * @return The reversed Vector.
+	 **/
+	Vector operator - () const;
+
+	/**
+	 * Adds a Vector to this Vector, and also saves changes in the first Vector.
+	 * @param v The Vector we want to add to this Vector.
+	 **/
+	void operator += (const Vector &v);
+
+	/**
+	 * Subtracts a Vector to this Vector, and also saves changes in the first Vector.
+	 * @param v The Vector we want to subtract to this Vector.
+	 **/
+	void operator -= (const Vector &v);
+
+	/**
+	 * Resizes the Vector, and also saves changes in the first Vector.
+	 * @param s The scalar by which we want to resize the Vector.
+	 **/
+	void operator *= (float s);
+
+	/**
+	 * Resizes the Vector, and also saves changes in the first Vector.
+	 * @param s The scalar by which we want to resize the Vector.
+	 **/
+	void operator /= (float s);
+
+	/**
+	 * Calculates the dot product of two Vectors.
+	 * @return The dot product of the two Vectors.
+	 **/
+	float operator * (const Vector &v) const;
+
+	/**
+	 * Calculates the cross product of two Vectors.
+	 * @return The cross product of the two Vectors.
+	 **/
+	float operator ^ (const Vector &v) const;
+
+	bool operator == (const Vector &v) const;
+
+	bool operator < (const Vector &v) const;
+	/**
+	 * Gets the x value of the Vector.
+	 * @return The x value of the Vector.
+	 **/
+	float getX() const;
+
+	/**
+	 * Gets the x value of the Vector.
+	 * @return The x value of the Vector.
+	 **/
+	float getY() const;
+
+	/**
+	 * Sets the x value of the Vector.
+	 * @param The x value of the Vector.
+	 **/
+	void setX(float x);
+
+	/**
+	 * Sets the x value of the Vector.
+	 * @param The x value of the Vector.
+	 **/
+	void setY(float y);
+
+};
+
+inline float Vector::getLength() const
+{
+	return sqrt(x*x + y*y);
+}
+
+inline Vector Vector::getNormal() const
+{
+	return Vector(-y, x);
+}
+
+inline float Vector::normalize()
+{
+
+	float len = getLength();
+
+	if (len > 0)
+		(*this) /= len;
+
+	return len;
+}
+
+/**
+ * Inline methods must have body in header.
+ **/
+
+inline Vector::Vector()
+{
+	x = 1;
+	y = 1;
+}
+
+inline Vector::Vector(float x, float y)
+{
+	this->x = x;
+	this->y = y;
+}
+
+inline Vector Vector::operator + (const Vector &v) const
+{
+	return Vector(x + v.x, y + v.y);
+}
+
+inline Vector Vector::operator - (const Vector &v) const
+{
+	return Vector(x - v.getX(), y - v.getY());
+}
+
+inline Vector Vector::operator * (float s) const
+{
+	return Vector(x*s, y*s);
+}
+
+inline Vector Vector::operator / (float s) const
+{
+	return Vector(x/s, y/s);
+}
+
+inline Vector Vector::operator - () const
+{
+	return Vector(-x, -y);
+}
+
+inline void Vector::operator += (const Vector &v)
+{
+	x += v.getX();
+	y += v.getY();
+}
+
+inline void Vector::operator -= (const Vector &v)
+{
+	x -= v.getX();
+	y -= v.getY();
+}
+
+inline void Vector::operator *= (float s)
+{
+	x *= s;
+	y *= s;
+}
+
+inline void Vector::operator /= (float s)
+{
+	x /= s;
+	y /= s;
+}
+
+inline float Vector::operator * (const Vector &v) const
+{
+	return x * v.getX() + y * v.getY();
+}
+
+inline float Vector::operator ^ (const Vector &v) const
+{
+	return x * v.getY() - y * v.getX();
+}
+
+inline bool Vector::operator == (const Vector &v) const
+{
+	return getLength() == v.getLength();
+}
+
+inline bool Vector::operator < (const Vector &v) const
+{
+	return getLength() < v.getLength();
+}
+
+/**
+ * Accessor methods
+ **/
+
+inline float Vector::getX() const
+{
+	return x;
+}
+
+inline float Vector::getY() const
+{
+	return y;
+}
+
+inline void Vector::setX(float x)
+{
+	this->x = x;
+}
+
+inline void Vector::setY(float y)
+{
+	this->y = y;
+}
+
+} //love
+
+#endif// LOVE_VECTOR_H

+ 80 - 80
src/common/b64.cpp

@@ -1,80 +1,80 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "b64.h"
-
-namespace love
-{
-
-static const char cd64[]="|$$$}rstuvwxyz{$$$$$$$>?@ABCDEFGHIJKLMNOPQRSTUVW$$$$$$XYZ[\\]^_`abcdefghijklmnopq";
-
-void b64_decode_block(char in[4], char out[3])
-{
-	out[0] = (char)(in[0] << 2 | in[1] >> 4);
-	out[1] = (char)(in[1] << 4 | in[2] >> 2);
-	out[2] = (char)(((in[2] << 6) & 0xc0) | in[3]);
-}
-
-char *b64_decode(const char *src, int slen, int &size)
-{
-	size = (slen / 4) * 3;
-
-	char *dst = new char[size];
-	char *d = dst;
-
-	char in[4], out[3], v;
-	int i, len, pos = 0;
-
-	while (pos <= slen)
-	{
-		for (len = 0, i = 0; i < 4 && pos <= slen; i++)
-		{
-			v = 0;
-
-			while (pos <= slen && v == 0)
-			{
-				v = src[pos++];
-				v = (char)((v < 43 || v > 122) ? 0 : cd64[v - 43]);
-				if (v)
-					v = (char)((v == '$') ? 0 : v - 61);
-			}
-
-			if (pos <= slen)
-			{
-				len++;
-				if (v)
-					in[i] = (char)(v - 1);
-			}
-			else
-				in[i] = 0;
-		}
-
-		if (len)
-		{
-			b64_decode_block(in, out);
-			for (i = 0; i < len - 1; i++)
-				 *(d++) = out[i];
-		}
-	}
-
-	return dst;
-}
-
-} // love
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "b64.h"
+
+namespace love
+{
+
+static const char cd64[]="|$$$}rstuvwxyz{$$$$$$$>?@ABCDEFGHIJKLMNOPQRSTUVW$$$$$$XYZ[\\]^_`abcdefghijklmnopq";
+
+void b64_decode_block(char in[4], char out[3])
+{
+	out[0] = (char)(in[0] << 2 | in[1] >> 4);
+	out[1] = (char)(in[1] << 4 | in[2] >> 2);
+	out[2] = (char)(((in[2] << 6) & 0xc0) | in[3]);
+}
+
+char *b64_decode(const char *src, int slen, int &size)
+{
+	size = (slen / 4) * 3;
+
+	char *dst = new char[size];
+	char *d = dst;
+
+	char in[4], out[3], v;
+	int i, len, pos = 0;
+
+	while (pos <= slen)
+	{
+		for (len = 0, i = 0; i < 4 && pos <= slen; i++)
+		{
+			v = 0;
+
+			while (pos <= slen && v == 0)
+			{
+				v = src[pos++];
+				v = (char)((v < 43 || v > 122) ? 0 : cd64[v - 43]);
+				if (v)
+					v = (char)((v == '$') ? 0 : v - 61);
+			}
+
+			if (pos <= slen)
+			{
+				len++;
+				if (v)
+					in[i] = (char)(v - 1);
+			}
+			else
+				in[i] = 0;
+		}
+
+		if (len)
+		{
+			b64_decode_block(in, out);
+			for (i = 0; i < len - 1; i++)
+				 *(d++) = out[i];
+		}
+	}
+
+	return dst;
+}
+
+} // love

+ 40 - 40
src/common/b64.h

@@ -1,41 +1,41 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "config.h"
-
-#ifndef LOVE_B64_H
-#define LOVE_B64_H
-
-namespace love
-{
-
-/**
- * Decode base64 encoded data.
- *
- * @param src The string containing the base64 data.
- * @param slen The length of the string.
- * @param size The size of the binary data is stored here.
- * @return A chunk of memory containing the binary data (allocated with new[]).
- */
-char *b64_decode(const char *src, int slen, int &size);
-
-} // love
-
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "config.h"
+
+#ifndef LOVE_B64_H
+#define LOVE_B64_H
+
+namespace love
+{
+
+/**
+ * Decode base64 encoded data.
+ *
+ * @param src The string containing the base64 data.
+ * @param slen The length of the string.
+ * @param size The size of the binary data is stored here.
+ * @return A chunk of memory containing the binary data (allocated with new[]).
+ */
+char *b64_decode(const char *src, int slen, int &size);
+
+} // love
+
 #endif // LOVE_B64_H

+ 93 - 93
src/common/config.h

@@ -1,93 +1,93 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_CONFIG_H
-#define LOVE_CONFIG_H
-
-// Platform stuff.
-#if defined(WIN32) || defined(_WIN32)
-#	define LOVE_WINDOWS 1
-#endif
-#if defined(linux) || defined(__linux) || defined(__linux__)
-#	define LOVE_LINUX 1
-#endif
-#if defined(__APPLE__)
-#	define LOVE_MACOSX 1
-#endif
-#if defined(macintosh)
-#	define LOVE_MACOS 1
-#endif
-
-// Endianness.
-#if defined(__i386__) || defined(__i386)
-#	define LOVE_LITTLE_ENDIAN 1
-#endif
-#if defined(__ppc__) || defined(__ppc) || defined(__powerpc__) || defined(__powerpc)
-#	define LOVE_BIG_ENDIAN 1
-#endif
-
-// Warnings.
-#ifndef _CRT_SECURE_NO_WARNINGS
-#	define _CRT_SECURE_NO_WARNINGS
-#endif
-
-// Preferably, and ironically, this macro should go unused.
-#ifndef LOVE_UNUSED
-#	define LOVE_UNUSED(x) (void)sizeof(x)
-#endif
-
-#ifndef LOVE_BUILD
-#	define LOVE_BUILD
-#	define LOVE_BUILD_STANDALONE
-#	define LOVE_BUILD_EXE
-//#	define LOVE_BUILD_DLL
-#endif
-
-// DLL-stuff.
-#ifdef LOVE_WINDOWS
-#	define LOVE_EXPORT __declspec(dllexport)
-#else
-#	define LOVE_EXPORT
-#endif
-
-#if defined(LOVE_WINDOWS)
-#	define LOVE_LEGENDARY_UTF8_ARGV_HACK
-#	define LOVE_LEGENDARY_CONSOLE_IO_HACK
-#	define NOMINMAX
-#endif
-
-#if defined(LOVE_MACOSX)
-#	define LOVE_LEGENDARY_LIBSTDCXX_HACK
-#endif
-
-// Autotools config.h
-#ifdef HAVE_CONFIG_H
-#	include <../config.h>
-#	undef VERSION
-#	ifdef WORDS_BIGENDIAN
-#		undef LOVE_LITTLE_ENDIAN
-#		define LOVE_BIG_ENDIAN 1
-#	else
-#		undef LOVE_BIG_ENDIAN
-#		define LOVE_LITTLE_ENDIAN 1
-#	endif
-#endif
-
-#endif // LOVE_CONFIG_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_CONFIG_H
+#define LOVE_CONFIG_H
+
+// Platform stuff.
+#if defined(WIN32) || defined(_WIN32)
+#	define LOVE_WINDOWS 1
+#endif
+#if defined(linux) || defined(__linux) || defined(__linux__)
+#	define LOVE_LINUX 1
+#endif
+#if defined(__APPLE__)
+#	define LOVE_MACOSX 1
+#endif
+#if defined(macintosh)
+#	define LOVE_MACOS 1
+#endif
+
+// Endianness.
+#if defined(__i386__) || defined(__i386)
+#	define LOVE_LITTLE_ENDIAN 1
+#endif
+#if defined(__ppc__) || defined(__ppc) || defined(__powerpc__) || defined(__powerpc)
+#	define LOVE_BIG_ENDIAN 1
+#endif
+
+// Warnings.
+#ifndef _CRT_SECURE_NO_WARNINGS
+#	define _CRT_SECURE_NO_WARNINGS
+#endif
+
+// Preferably, and ironically, this macro should go unused.
+#ifndef LOVE_UNUSED
+#	define LOVE_UNUSED(x) (void)sizeof(x)
+#endif
+
+#ifndef LOVE_BUILD
+#	define LOVE_BUILD
+#	define LOVE_BUILD_STANDALONE
+#	define LOVE_BUILD_EXE
+//#	define LOVE_BUILD_DLL
+#endif
+
+// DLL-stuff.
+#ifdef LOVE_WINDOWS
+#	define LOVE_EXPORT __declspec(dllexport)
+#else
+#	define LOVE_EXPORT
+#endif
+
+#if defined(LOVE_WINDOWS)
+#	define LOVE_LEGENDARY_UTF8_ARGV_HACK
+#	define LOVE_LEGENDARY_CONSOLE_IO_HACK
+#	define NOMINMAX
+#endif
+
+#if defined(LOVE_MACOSX)
+#	define LOVE_LEGENDARY_LIBSTDCXX_HACK
+#endif
+
+// Autotools config.h
+#ifdef HAVE_CONFIG_H
+#	include <../config.h>
+#	undef VERSION
+#	ifdef WORDS_BIGENDIAN
+#		undef LOVE_LITTLE_ENDIAN
+#		define LOVE_BIG_ENDIAN 1
+#	else
+#		undef LOVE_BIG_ENDIAN
+#		define LOVE_LITTLE_ENDIAN 1
+#	endif
+#endif
+
+#endif // LOVE_CONFIG_H

+ 42 - 42
src/common/delay.cpp

@@ -1,42 +1,42 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "delay.h"
-
-namespace love
-{
-
-void delay(unsigned int ms)
-{
-#if LOVE_THREADS == LOVE_THREADS_POSIX
-	struct timespec ts1, ts2;
-
-	ts1.tv_sec = ms / 1000;
-	ts1.tv_nsec = (ms % 1000) * 1000000;
-	// FIXME: handle signals
-	nanosleep(&ts1, &ts2);
-#elif LOVE_THREADS == LOVE_THREADS_WIN32
-	Sleep(ms);
-#elif LOVE_THREADS == LOVE_THREADS_SDL
-	SDL_Delay(ms);
-#endif
-}
-
-} // love
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "delay.h"
+
+namespace love
+{
+
+void delay(unsigned int ms)
+{
+#if LOVE_THREADS == LOVE_THREADS_POSIX
+	struct timespec ts1, ts2;
+
+	ts1.tv_sec = ms / 1000;
+	ts1.tv_nsec = (ms % 1000) * 1000000;
+	// FIXME: handle signals
+	nanosleep(&ts1, &ts2);
+#elif LOVE_THREADS == LOVE_THREADS_WIN32
+	Sleep(ms);
+#elif LOVE_THREADS == LOVE_THREADS_SDL
+	SDL_Delay(ms);
+#endif
+}
+
+} // love

+ 33 - 33
src/common/delay.h

@@ -1,33 +1,33 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef DELAY_H_
-#define DELAY_H_
-
-#include <thread/threads.h>
-
-namespace love
-{
-
-void delay(unsigned int ms);
-
-}; // namespace love
-
-#endif // DELAY_H_
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef DELAY_H_
+#define DELAY_H_
+
+#include <thread/threads.h>
+
+namespace love
+{
+
+void delay(unsigned int ms);
+
+}; // namespace love
+
+#endif // DELAY_H_

+ 65 - 65
src/common/int.h

@@ -1,65 +1,65 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_INT_H
-#define LOVE_INT_H
-
-#include "common/config.h"
-
-#ifndef LOVE_WINDOWS
-#include <stdint.h>
-#endif
-
-#define LOVE_INT8_MAX   0x7F
-#define LOVE_UINT8_MAX  0xFF
-#define LOVE_INT16_MAX  0x7FFF
-#define LOVE_UINT16_MAX 0xFFFF
-#define LOVE_INT32_MAX  0x7FFFFFFF
-#define LOVE_UINT32_MAX 0xFFFFFFFF
-#define LOVE_INT64_MAX  0x7FFFFFFFFFFFFFFF
-#define LOVE_UINT64_MAX 0xFFFFFFFFFFFFFFFF
-
-namespace love
-{
-
-// Blame Microsoft
-#ifdef LOVE_WINDOWS
-	typedef __int8 int8;
-	typedef unsigned __int8 uint8;
-	typedef __int16 int16;
-	typedef unsigned __int16 uint16;
-	typedef __int32 int32;
-	typedef unsigned __int32 uint32;
-	typedef __int64 int64;
-	typedef unsigned __int64 uint64;
-#else // LOVE_WINDOWS
-	typedef int8_t int8;
-	typedef uint8_t uint8;
-	typedef int16_t int16;
-	typedef uint16_t uint16;
-	typedef int32_t int32;
-	typedef uint32_t uint32;
-	typedef int64_t int64;
-	typedef uint64_t uint64;
-#endif // LOVE_WINDOWS
-
-} // love
-
-#endif // LOVE_INT_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_INT_H
+#define LOVE_INT_H
+
+#include "common/config.h"
+
+#ifndef LOVE_WINDOWS
+#include <stdint.h>
+#endif
+
+#define LOVE_INT8_MAX   0x7F
+#define LOVE_UINT8_MAX  0xFF
+#define LOVE_INT16_MAX  0x7FFF
+#define LOVE_UINT16_MAX 0xFFFF
+#define LOVE_INT32_MAX  0x7FFFFFFF
+#define LOVE_UINT32_MAX 0xFFFFFFFF
+#define LOVE_INT64_MAX  0x7FFFFFFFFFFFFFFF
+#define LOVE_UINT64_MAX 0xFFFFFFFFFFFFFFFF
+
+namespace love
+{
+
+// Blame Microsoft
+#ifdef LOVE_WINDOWS
+	typedef __int8 int8;
+	typedef unsigned __int8 uint8;
+	typedef __int16 int16;
+	typedef unsigned __int16 uint16;
+	typedef __int32 int32;
+	typedef unsigned __int32 uint32;
+	typedef __int64 int64;
+	typedef unsigned __int64 uint64;
+#else // LOVE_WINDOWS
+	typedef int8_t int8;
+	typedef uint8_t uint8;
+	typedef int16_t int16;
+	typedef uint16_t uint16;
+	typedef int32_t int32;
+	typedef uint32_t uint32;
+	typedef int64_t int64;
+	typedef uint64_t uint64;
+#endif // LOVE_WINDOWS
+
+} // love
+
+#endif // LOVE_INT_H

+ 85 - 85
src/common/math.h

@@ -1,85 +1,85 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_MATH_H
-#define LOVE_MATH_H
-
-#include <climits> // for CHAR_BIT
-
-/* Definitions of useful mathematical constants
- * M_E        - e
- * M_LOG2E    - log2(e)
- * M_LOG10E   - log10(e)
- * M_LN2      - ln(2)
- * M_LN10     - ln(10)
- * M_PI       - pi
- * M_PI_2     - pi/2
- * M_PI_4     - pi/4
- * M_1_PI     - 1/pi
- * M_2_PI     - 2/pi
- * M_2_SQRTPI - 2/sqrt(pi)
- * M_SQRT2    - sqrt(2)
- * M_SQRT1_2  - 1/sqrt(2)
- */
-
-#define LOVE_M_E        2.71828182845904523536
-#define LOVE_M_LOG2E    1.44269504088896340736
-#define LOVE_M_LOG10E   0.434294481903251827651
-#define LOVE_M_LN2      0.693147180559945309417
-#define LOVE_M_LN10     2.30258509299404568402
-#define LOVE_M_PI       3.14159265358979323846
-#define LOVE_M_PI_2     1.57079632679489661923
-#define LOVE_M_PI_4     0.785398163397448309616
-#define LOVE_M_1_PI     0.318309886183790671538
-#define LOVE_M_2_PI     0.636619772367581343076
-#define LOVE_M_2_SQRTPI 1.12837916709551257390
-#define LOVE_M_SQRT2    1.41421356237309504880
-#define LOVE_M_SQRT1_2  0.707106781186547524401
-#define LOVE_M_TORAD	(float)(LOVE_M_PI/180.0)
-#define LOVE_M_TODEG    (float)(180.0/LOVE_M_PI)
-#define LOVE_TORAD(x)	(float)(x*LOVE_M_TORAD)
-#define LOVE_TODEG(x)	(float)(x*LOVE_M_TODEG)
-
-namespace love
-{
-
-struct vertex
-{
-	unsigned char r, g, b, a;
-	float x, y;
-	float s, t;
-};
-
-inline int next_p2(int x)
-{
-	x += (x == 0);
-	x--;
-	for (unsigned int i = 1; i < sizeof(int)*CHAR_BIT; i <<= 1) x |= x >> i;
-	return ++x;
-}
-
-inline float next_p2(float x)
-{
-	return static_cast<float>(next_p2(static_cast<int>(x)));
-}
-
-} // love
-
-#endif // LOVE_MATH_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_MATH_H
+#define LOVE_MATH_H
+
+#include <climits> // for CHAR_BIT
+
+/* Definitions of useful mathematical constants
+ * M_E        - e
+ * M_LOG2E    - log2(e)
+ * M_LOG10E   - log10(e)
+ * M_LN2      - ln(2)
+ * M_LN10     - ln(10)
+ * M_PI       - pi
+ * M_PI_2     - pi/2
+ * M_PI_4     - pi/4
+ * M_1_PI     - 1/pi
+ * M_2_PI     - 2/pi
+ * M_2_SQRTPI - 2/sqrt(pi)
+ * M_SQRT2    - sqrt(2)
+ * M_SQRT1_2  - 1/sqrt(2)
+ */
+
+#define LOVE_M_E        2.71828182845904523536
+#define LOVE_M_LOG2E    1.44269504088896340736
+#define LOVE_M_LOG10E   0.434294481903251827651
+#define LOVE_M_LN2      0.693147180559945309417
+#define LOVE_M_LN10     2.30258509299404568402
+#define LOVE_M_PI       3.14159265358979323846
+#define LOVE_M_PI_2     1.57079632679489661923
+#define LOVE_M_PI_4     0.785398163397448309616
+#define LOVE_M_1_PI     0.318309886183790671538
+#define LOVE_M_2_PI     0.636619772367581343076
+#define LOVE_M_2_SQRTPI 1.12837916709551257390
+#define LOVE_M_SQRT2    1.41421356237309504880
+#define LOVE_M_SQRT1_2  0.707106781186547524401
+#define LOVE_M_TORAD	(float)(LOVE_M_PI/180.0)
+#define LOVE_M_TODEG    (float)(180.0/LOVE_M_PI)
+#define LOVE_TORAD(x)	(float)(x*LOVE_M_TORAD)
+#define LOVE_TODEG(x)	(float)(x*LOVE_M_TODEG)
+
+namespace love
+{
+
+struct vertex
+{
+	unsigned char r, g, b, a;
+	float x, y;
+	float s, t;
+};
+
+inline int next_p2(int x)
+{
+	x += (x == 0);
+	x--;
+	for (unsigned int i = 1; i < sizeof(int)*CHAR_BIT; i <<= 1) x |= x >> i;
+	return ++x;
+}
+
+inline float next_p2(float x)
+{
+	return static_cast<float>(next_p2(static_cast<int>(x)));
+}
+
+} // love
+
+#endif // LOVE_MATH_H

+ 481 - 481
src/common/runtime.cpp

@@ -1,481 +1,481 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "runtime.h"
-
-// LOVE
-#include "Module.h"
-#include "Object.h"
-#include "Reference.h"
-#include "StringMap.h"
-#include "thread/threads.h"
-
-// STD
-#include <iostream>
-
-namespace love
-{
-
-static thread::Mutex *gcmutex = 0;
-void *_gcmutex = 0;
-unsigned int _gcthread = 0;
-/**
- * Called when an object is collected. The object is released
- * once in this function, possibly deleting it.
- **/
-static int w__gc(lua_State *L)
-{
-	if (!gcmutex)
-	{
-		gcmutex = new thread::Mutex();
-		_gcmutex = (void *) gcmutex;
-	}
-	Proxy *p = (Proxy *)lua_touserdata(L, 1);
-	Object *t = (Object *)p->data;
-	if (p->own)
-	{
-		thread::Lock lock(gcmutex);
-		_gcthread = thread::ThreadBase::threadId();
-		t->release();
-	}
-	return 0;
-}
-
-static int w__tostring(lua_State *L)
-{
-	lua_pushvalue(L, lua_upvalueindex(1));
-	return 1;
-}
-
-static int w__typeOf(lua_State *L)
-{
-	Proxy *p = (Proxy *)lua_touserdata(L, 1);
-	Type t = luax_type(L, 2);
-	luax_pushboolean(L, p->flags[t]);
-	return 1;
-}
-
-static int w__eq(lua_State *L)
-{
-	Proxy *p1 = (Proxy *)lua_touserdata(L, 1);
-	Proxy *p2 = (Proxy *)lua_touserdata(L, 2);
-	luax_pushboolean(L, p1->data == p2->data);
-	return 1;
-}
-
-Reference *luax_refif (lua_State *L, int type)
-{
-	Reference *r = 0;
-
-	// Create a reference only if the test succeeds.
-	if (lua_type(L, -1) == type)
-		r = new Reference(L);
-	else // Pop the value even if it fails (but also if it succeeds).
-		lua_pop(L, 1);
-
-	return r;
-}
-
-void luax_printstack(lua_State *L)
-{
-	for (int i = 1; i<=lua_gettop(L); i++)
-	{
-		std::cout << i << " - " << luaL_typename(L, i) << std::endl;
-	}
-}
-
-bool luax_toboolean(lua_State *L, int idx)
-{
-	return (lua_toboolean(L, idx) != 0);
-}
-
-void luax_pushboolean(lua_State *L, bool b)
-{
-	lua_pushboolean(L, b ? 1 : 0);
-}
-
-bool luax_optboolean(lua_State *L, int idx, bool b)
-{
-	if (lua_isboolean(L, idx) == 1)
-		return (lua_toboolean(L, idx) == 1 ? true : false);
-	return b;
-}
-
-std::string luax_checkstring(lua_State *L, int idx)
-{
-	size_t len;
-	const char *str = luaL_checklstring(L, idx, &len);
-	return std::string(str, len);
-}
-
-void luax_pushstring(lua_State *L, std::string str)
-{
-	lua_pushlstring(L, str.data(), str.size());
-}
-
-int luax_assert_argc(lua_State *L, int min)
-{
-	int argc = lua_gettop(L);
-	if (argc < min)
-		return luaL_error(L, "Incorrect number of arguments. Got [%d], expected at least [%d]", argc, min);
-	return 0;
-}
-
-int luax_assert_argc(lua_State *L, int min, int max)
-{
-	int argc = lua_gettop(L);
-	if (argc < min || argc > max)
-		return luaL_error(L, "Incorrect number of arguments. Got [%d], expected [%d-%d]", argc, min, max);
-	return 0;
-}
-
-int luax_assert_function(lua_State *L, int n)
-{
-	if (!lua_isfunction(L, n))
-		return luaL_error(L, "Argument must be of type \"function\".");
-	return 0;
-}
-
-int luax_register_module(lua_State *L, const WrappedModule &m)
-{
-	// Put a reference to the C++ module in Lua.
-	luax_getregistry(L, REGISTRY_MODULES);
-
-	Proxy *p = (Proxy *)lua_newuserdata(L, sizeof(Proxy));
-	p->own = true;
-	p->data = m.module;
-	p->flags = m.flags;
-
-	luaL_newmetatable(L, m.module->getName());
-	lua_pushvalue(L, -1);
-	lua_setfield(L, -2, "__index");
-	lua_pushcfunction(L, w__gc);
-	lua_setfield(L, -2, "__gc");
-
-	lua_setmetatable(L, -2);
-	lua_setfield(L, -2, m.name); // _modules[name] = proxy
-	lua_pop(L, 1);
-
-	// Gets the love table.
-	luax_insistglobal(L, "love");
-
-	// Create new table for module.
-	lua_newtable(L);
-
-	// Register all the functions.
-	luaL_register(L, 0, m.functions);
-
-	// Register types.
-	if (m.types != 0)
-		for (const lua_CFunction *t = m.types; *t != 0; t++)
-			(*t)(L);
-
-	lua_pushvalue(L, -1);
-	lua_setfield(L, -3, m.name); // love.graphics = table
-	lua_remove(L, -2); // love
-
-	return 1;
-}
-
-int luax_preload(lua_State *L, lua_CFunction f, const char *name)
-{
-	lua_getglobal(L, "package");
-	lua_getfield(L, -1, "preload");
-	lua_pushcfunction(L, f);
-	lua_setfield(L, -2, name);
-	lua_pop(L, 2);
-	return 0;
-}
-
-int luax_register_type(lua_State *L, const char *tname, const luaL_Reg *f)
-{
-	luaL_newmetatable(L, tname);
-
-	// m.__index = m
-	lua_pushvalue(L, -1);
-	lua_setfield(L, -2, "__index");
-
-	// setup gc
-	lua_pushcfunction(L, w__gc);
-	lua_setfield(L, -2, "__gc");
-
-	// Add equality
-	lua_pushcfunction(L, w__eq);
-	lua_setfield(L, -2, "__eq");
-
-	// Add tostring function.
-	lua_pushstring(L, tname);
-	lua_pushcclosure(L, w__tostring, 1);
-	lua_setfield(L, -2, "__tostring");
-
-	// Add tostring to as type() as well.
-	lua_pushstring(L, tname);
-	lua_pushcclosure(L, w__tostring, 1);
-	lua_setfield(L, -2, "type");
-
-	// Add typeOf
-	lua_pushcfunction(L, w__typeOf);
-	lua_setfield(L, -2, "typeOf");
-
-	if (f != 0)
-		luaL_register(L, 0, f);
-
-	lua_pop(L, 1); // Pops metatable.
-	return 0;
-}
-
-int luax_table_insert(lua_State *L, int tindex, int vindex, int pos)
-{
-	if (tindex < 0)
-		tindex = lua_gettop(L)+1+tindex;
-	if (vindex < 0)
-		vindex = lua_gettop(L)+1+vindex;
-	if (pos == -1)
-	{
-		lua_pushvalue(L, vindex);
-		lua_rawseti(L, tindex, lua_objlen(L, tindex)+1);
-		return 0;
-	}
-	else if (pos < 0)
-		pos = lua_objlen(L, tindex)+1+pos;
-	for (int i = lua_objlen(L, tindex)+1; i > pos; i--)
-	{
-		lua_rawgeti(L, tindex, i-1);
-		lua_rawseti(L, tindex, i);
-	}
-	lua_pushvalue(L, vindex);
-	lua_rawseti(L, tindex, pos);
-	return 0;
-}
-
-int luax_register_searcher(lua_State *L, lua_CFunction f, int pos)
-{
-	// Add the package loader to the package.loaders table.
-	lua_getglobal(L, "package");
-
-	if (lua_isnil(L, -1))
-		return luaL_error(L, "Can't register searcher: package table does not exist.");
-
-	lua_getfield(L, -1, "loaders");
-
-	if (lua_isnil(L, -1))
-		return luaL_error(L, "Can't register searcher: package.loaders table does not exist.");
-
-	lua_pushcfunction(L, f);
-	luax_table_insert(L, -2, -1, pos);
-	lua_pop(L, 3);
-	return 0;
-}
-
-void luax_newtype(lua_State *L, const char *name, bits flags, void *data, bool own)
-{
-	Proxy *u = (Proxy *)lua_newuserdata(L, sizeof(Proxy));
-
-	u->data = data;
-	u->flags = flags;
-	u->own = own;
-
-	luaL_newmetatable(L, name);
-	lua_setmetatable(L, -2);
-}
-
-bool luax_istype(lua_State *L, int idx, love::bits type)
-{
-	if (lua_isuserdata(L, idx) == 0)
-		return false;
-
-	return ((((Proxy *)lua_touserdata(L, idx))->flags & type) == type);
-}
-
-int luax_getfunction(lua_State *L, const char *mod, const char *fn)
-{
-	lua_getglobal(L, "love");
-	if (lua_isnil(L, -1)) return luaL_error(L, "Could not find global love!");
-	lua_getfield(L, -1, mod);
-	if (lua_isnil(L, -1)) return luaL_error(L, "Could not find love.%s!", mod);
-	lua_getfield(L, -1, fn);
-	if (lua_isnil(L, -1)) return luaL_error(L, "Could not find love.%s.%s!", mod, fn);
-
-	lua_remove(L, -2); // remove mod
-	lua_remove(L, -2); // remove fn
-	return 0;
-}
-
-int luax_convobj(lua_State *L, int idx, const char *mod, const char *fn)
-{
-	// Convert string to a file.
-	luax_getfunction(L, mod, fn);
-	lua_pushvalue(L, idx); // The initial argument.
-	lua_call(L, 1, 1); // Call the function, one arg, one return value.
-	lua_replace(L, idx); // Replace the initial argument with the new object.
-	return 0;
-}
-
-int luax_convobj(lua_State *L, int idxs[], int n, const char *mod, const char *fn)
-{
-	luax_getfunction(L, mod, fn);
-	for (int i = 0; i < n; i++)
-	{
-		lua_pushvalue(L, idxs[i]); // The arguments.
-	}
-	lua_call(L, n, 1); // Call the function, n args, one return value.
-	lua_replace(L, idxs[0]); // Replace the initial argument with the new object.
-	return 0;
-}
-
-int luax_strtofile(lua_State *L, int idx)
-{
-	return luax_convobj(L, idx, "filesystem", "newFile");
-}
-
-int luax_filetodata(lua_State *L, int idx)
-{
-	return luax_convobj(L, idx, "filesystem", "read");
-}
-
-int luax_insist(lua_State *L, int idx, const char *k)
-{
-	// Convert to absolute index if necessary.
-	if (idx < 0 && idx > LUA_REGISTRYINDEX)
-		idx = lua_gettop(L) + ++idx;
-
-	lua_getfield(L, idx, k);
-
-	// Create if necessary.
-	if (!lua_istable(L, -1))
-	{
-		lua_pop(L, 1); // Pop the non-table.
-		lua_newtable(L);
-		lua_pushvalue(L, -1); // Duplicate the table to leave on top.
-		lua_setfield(L, idx, k); // lua_stack[idx][k] = lua_stack[-1] (table)
-	}
-
-	return 1;
-}
-
-int luax_insistglobal(lua_State *L, const char *k)
-{
-	lua_getglobal(L, k);
-
-	if (!lua_istable(L, -1))
-	{
-		lua_pop(L, 1); // Pop the non-table.
-		lua_newtable(L);
-		lua_pushvalue(L, -1);
-		lua_setglobal(L, k);
-	}
-
-	return 1;
-}
-
-int luax_insistlove(lua_State *L, const char *k)
-{
-	luax_insistglobal(L, "love");
-	luax_insist(L, -1, k);
-
-	// The love table should be replaced with the top stack
-	// item. Only the reqested table should remain on the stack.
-	lua_replace(L, -2);
-
-	return 1;
-}
-
-int luax_getregistry(lua_State *L, Registry r)
-{
-	switch (r)
-	{
-	case REGISTRY_GC:
-		return luax_insistlove(L, "_gc");
-	case REGISTRY_MODULES:
-		return luax_insistlove(L, "_modules");
-	default:
-		return luaL_error(L, "Attempted to use invalid registry.");
-	}
-}
-
-StringMap<Type, TYPE_MAX_ENUM>::Entry typeEntries[] =
-{
-	{"Invalid", INVALID_ID},
-
-	{"Object", OBJECT_ID},
-	{"Data", DATA_ID},
-	{"Module", MODULE_ID},
-
-	// Filesystem
-	{"File", FILESYSTEM_FILE_ID},
-	{"FileData", FILESYSTEM_FILE_DATA_ID},
-
-	// Font
-	{"GlyphData", FONT_GLYPH_DATA_ID},
-	{"Rasterizer", FONT_RASTERIZER_ID},
-
-	// Graphics
-	{"Drawable", GRAPHICS_DRAWABLE_ID},
-	{"Image", GRAPHICS_IMAGE_ID},
-	{"Quad", GRAPHICS_QUAD_ID},
-	{"Font", GRAPHICS_FONT_ID},
-	{"ParticleSystem", GRAPHICS_PARTICLE_SYSTEM_ID},
-	{"SpriteBatch", GRAPHICS_SPRITE_BATCH_ID},
-	{"Canvas", GRAPHICS_CANVAS_ID},
-
-	// Image
-	{"ImageData", IMAGE_IMAGE_DATA_ID},
-
-	// Audio
-	{"Source", AUDIO_SOURCE_ID},
-
-	// Sound
-	{"SoundData", SOUND_SOUND_DATA_ID},
-	{"Decoder", SOUND_DECODER_ID},
-
-	// Physics
-	{"World", PHYSICS_WORLD_ID},
-	{"Contact", PHYSICS_CONTACT_ID},
-	{"Body", PHYSICS_BODY_ID},
-	{"Shape", PHYSICS_SHAPE_ID},
-	{"CircleShape", PHYSICS_CIRCLE_SHAPE_ID},
-	{"PolygonShape", PHYSICS_POLYGON_SHAPE_ID},
-	{"Joint", PHYSICS_JOINT_ID},
-	{"MouseJoint", PHYSICS_MOUSE_JOINT_ID},
-	{"DistanceJoint", PHYSICS_DISTANCE_JOINT_ID},
-	{"PrismaticJoint", PHYSICS_PRISMATIC_JOINT_ID},
-	{"RevoluteJoint", PHYSICS_REVOLUTE_JOINT_ID},
-	{"PulleyJoint", PHYSICS_PULLEY_JOINT_ID},
-	{"GearJoint", PHYSICS_GEAR_JOINT_ID},
-
-	// Thread
-	{"Thread", THREAD_THREAD_ID},
-
-	// The modules themselves. Only add abstracted modules here.
-	{"filesystem", MODULE_FILESYSTEM_ID},
-	{"image", MODULE_IMAGE_ID},
-	{"sound", MODULE_SOUND_ID},
-};
-
-StringMap<Type, TYPE_MAX_ENUM> types(typeEntries, sizeof(typeEntries));
-
-Type luax_type(lua_State *L, int idx)
-{
-	Type t = INVALID_ID;
-	types.find(luaL_checkstring(L, idx), t);
-	return t;
-}
-
-} // love
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "runtime.h"
+
+// LOVE
+#include "Module.h"
+#include "Object.h"
+#include "Reference.h"
+#include "StringMap.h"
+#include "thread/threads.h"
+
+// STD
+#include <iostream>
+
+namespace love
+{
+
+static thread::Mutex *gcmutex = 0;
+void *_gcmutex = 0;
+unsigned int _gcthread = 0;
+/**
+ * Called when an object is collected. The object is released
+ * once in this function, possibly deleting it.
+ **/
+static int w__gc(lua_State *L)
+{
+	if (!gcmutex)
+	{
+		gcmutex = new thread::Mutex();
+		_gcmutex = (void *) gcmutex;
+	}
+	Proxy *p = (Proxy *)lua_touserdata(L, 1);
+	Object *t = (Object *)p->data;
+	if (p->own)
+	{
+		thread::Lock lock(gcmutex);
+		_gcthread = thread::ThreadBase::threadId();
+		t->release();
+	}
+	return 0;
+}
+
+static int w__tostring(lua_State *L)
+{
+	lua_pushvalue(L, lua_upvalueindex(1));
+	return 1;
+}
+
+static int w__typeOf(lua_State *L)
+{
+	Proxy *p = (Proxy *)lua_touserdata(L, 1);
+	Type t = luax_type(L, 2);
+	luax_pushboolean(L, p->flags[t]);
+	return 1;
+}
+
+static int w__eq(lua_State *L)
+{
+	Proxy *p1 = (Proxy *)lua_touserdata(L, 1);
+	Proxy *p2 = (Proxy *)lua_touserdata(L, 2);
+	luax_pushboolean(L, p1->data == p2->data);
+	return 1;
+}
+
+Reference *luax_refif (lua_State *L, int type)
+{
+	Reference *r = 0;
+
+	// Create a reference only if the test succeeds.
+	if (lua_type(L, -1) == type)
+		r = new Reference(L);
+	else // Pop the value even if it fails (but also if it succeeds).
+		lua_pop(L, 1);
+
+	return r;
+}
+
+void luax_printstack(lua_State *L)
+{
+	for (int i = 1; i<=lua_gettop(L); i++)
+	{
+		std::cout << i << " - " << luaL_typename(L, i) << std::endl;
+	}
+}
+
+bool luax_toboolean(lua_State *L, int idx)
+{
+	return (lua_toboolean(L, idx) != 0);
+}
+
+void luax_pushboolean(lua_State *L, bool b)
+{
+	lua_pushboolean(L, b ? 1 : 0);
+}
+
+bool luax_optboolean(lua_State *L, int idx, bool b)
+{
+	if (lua_isboolean(L, idx) == 1)
+		return (lua_toboolean(L, idx) == 1 ? true : false);
+	return b;
+}
+
+std::string luax_checkstring(lua_State *L, int idx)
+{
+	size_t len;
+	const char *str = luaL_checklstring(L, idx, &len);
+	return std::string(str, len);
+}
+
+void luax_pushstring(lua_State *L, std::string str)
+{
+	lua_pushlstring(L, str.data(), str.size());
+}
+
+int luax_assert_argc(lua_State *L, int min)
+{
+	int argc = lua_gettop(L);
+	if (argc < min)
+		return luaL_error(L, "Incorrect number of arguments. Got [%d], expected at least [%d]", argc, min);
+	return 0;
+}
+
+int luax_assert_argc(lua_State *L, int min, int max)
+{
+	int argc = lua_gettop(L);
+	if (argc < min || argc > max)
+		return luaL_error(L, "Incorrect number of arguments. Got [%d], expected [%d-%d]", argc, min, max);
+	return 0;
+}
+
+int luax_assert_function(lua_State *L, int n)
+{
+	if (!lua_isfunction(L, n))
+		return luaL_error(L, "Argument must be of type \"function\".");
+	return 0;
+}
+
+int luax_register_module(lua_State *L, const WrappedModule &m)
+{
+	// Put a reference to the C++ module in Lua.
+	luax_getregistry(L, REGISTRY_MODULES);
+
+	Proxy *p = (Proxy *)lua_newuserdata(L, sizeof(Proxy));
+	p->own = true;
+	p->data = m.module;
+	p->flags = m.flags;
+
+	luaL_newmetatable(L, m.module->getName());
+	lua_pushvalue(L, -1);
+	lua_setfield(L, -2, "__index");
+	lua_pushcfunction(L, w__gc);
+	lua_setfield(L, -2, "__gc");
+
+	lua_setmetatable(L, -2);
+	lua_setfield(L, -2, m.name); // _modules[name] = proxy
+	lua_pop(L, 1);
+
+	// Gets the love table.
+	luax_insistglobal(L, "love");
+
+	// Create new table for module.
+	lua_newtable(L);
+
+	// Register all the functions.
+	luaL_register(L, 0, m.functions);
+
+	// Register types.
+	if (m.types != 0)
+		for (const lua_CFunction *t = m.types; *t != 0; t++)
+			(*t)(L);
+
+	lua_pushvalue(L, -1);
+	lua_setfield(L, -3, m.name); // love.graphics = table
+	lua_remove(L, -2); // love
+
+	return 1;
+}
+
+int luax_preload(lua_State *L, lua_CFunction f, const char *name)
+{
+	lua_getglobal(L, "package");
+	lua_getfield(L, -1, "preload");
+	lua_pushcfunction(L, f);
+	lua_setfield(L, -2, name);
+	lua_pop(L, 2);
+	return 0;
+}
+
+int luax_register_type(lua_State *L, const char *tname, const luaL_Reg *f)
+{
+	luaL_newmetatable(L, tname);
+
+	// m.__index = m
+	lua_pushvalue(L, -1);
+	lua_setfield(L, -2, "__index");
+
+	// setup gc
+	lua_pushcfunction(L, w__gc);
+	lua_setfield(L, -2, "__gc");
+
+	// Add equality
+	lua_pushcfunction(L, w__eq);
+	lua_setfield(L, -2, "__eq");
+
+	// Add tostring function.
+	lua_pushstring(L, tname);
+	lua_pushcclosure(L, w__tostring, 1);
+	lua_setfield(L, -2, "__tostring");
+
+	// Add tostring to as type() as well.
+	lua_pushstring(L, tname);
+	lua_pushcclosure(L, w__tostring, 1);
+	lua_setfield(L, -2, "type");
+
+	// Add typeOf
+	lua_pushcfunction(L, w__typeOf);
+	lua_setfield(L, -2, "typeOf");
+
+	if (f != 0)
+		luaL_register(L, 0, f);
+
+	lua_pop(L, 1); // Pops metatable.
+	return 0;
+}
+
+int luax_table_insert(lua_State *L, int tindex, int vindex, int pos)
+{
+	if (tindex < 0)
+		tindex = lua_gettop(L)+1+tindex;
+	if (vindex < 0)
+		vindex = lua_gettop(L)+1+vindex;
+	if (pos == -1)
+	{
+		lua_pushvalue(L, vindex);
+		lua_rawseti(L, tindex, lua_objlen(L, tindex)+1);
+		return 0;
+	}
+	else if (pos < 0)
+		pos = lua_objlen(L, tindex)+1+pos;
+	for (int i = lua_objlen(L, tindex)+1; i > pos; i--)
+	{
+		lua_rawgeti(L, tindex, i-1);
+		lua_rawseti(L, tindex, i);
+	}
+	lua_pushvalue(L, vindex);
+	lua_rawseti(L, tindex, pos);
+	return 0;
+}
+
+int luax_register_searcher(lua_State *L, lua_CFunction f, int pos)
+{
+	// Add the package loader to the package.loaders table.
+	lua_getglobal(L, "package");
+
+	if (lua_isnil(L, -1))
+		return luaL_error(L, "Can't register searcher: package table does not exist.");
+
+	lua_getfield(L, -1, "loaders");
+
+	if (lua_isnil(L, -1))
+		return luaL_error(L, "Can't register searcher: package.loaders table does not exist.");
+
+	lua_pushcfunction(L, f);
+	luax_table_insert(L, -2, -1, pos);
+	lua_pop(L, 3);
+	return 0;
+}
+
+void luax_newtype(lua_State *L, const char *name, bits flags, void *data, bool own)
+{
+	Proxy *u = (Proxy *)lua_newuserdata(L, sizeof(Proxy));
+
+	u->data = data;
+	u->flags = flags;
+	u->own = own;
+
+	luaL_newmetatable(L, name);
+	lua_setmetatable(L, -2);
+}
+
+bool luax_istype(lua_State *L, int idx, love::bits type)
+{
+	if (lua_isuserdata(L, idx) == 0)
+		return false;
+
+	return ((((Proxy *)lua_touserdata(L, idx))->flags & type) == type);
+}
+
+int luax_getfunction(lua_State *L, const char *mod, const char *fn)
+{
+	lua_getglobal(L, "love");
+	if (lua_isnil(L, -1)) return luaL_error(L, "Could not find global love!");
+	lua_getfield(L, -1, mod);
+	if (lua_isnil(L, -1)) return luaL_error(L, "Could not find love.%s!", mod);
+	lua_getfield(L, -1, fn);
+	if (lua_isnil(L, -1)) return luaL_error(L, "Could not find love.%s.%s!", mod, fn);
+
+	lua_remove(L, -2); // remove mod
+	lua_remove(L, -2); // remove fn
+	return 0;
+}
+
+int luax_convobj(lua_State *L, int idx, const char *mod, const char *fn)
+{
+	// Convert string to a file.
+	luax_getfunction(L, mod, fn);
+	lua_pushvalue(L, idx); // The initial argument.
+	lua_call(L, 1, 1); // Call the function, one arg, one return value.
+	lua_replace(L, idx); // Replace the initial argument with the new object.
+	return 0;
+}
+
+int luax_convobj(lua_State *L, int idxs[], int n, const char *mod, const char *fn)
+{
+	luax_getfunction(L, mod, fn);
+	for (int i = 0; i < n; i++)
+	{
+		lua_pushvalue(L, idxs[i]); // The arguments.
+	}
+	lua_call(L, n, 1); // Call the function, n args, one return value.
+	lua_replace(L, idxs[0]); // Replace the initial argument with the new object.
+	return 0;
+}
+
+int luax_strtofile(lua_State *L, int idx)
+{
+	return luax_convobj(L, idx, "filesystem", "newFile");
+}
+
+int luax_filetodata(lua_State *L, int idx)
+{
+	return luax_convobj(L, idx, "filesystem", "read");
+}
+
+int luax_insist(lua_State *L, int idx, const char *k)
+{
+	// Convert to absolute index if necessary.
+	if (idx < 0 && idx > LUA_REGISTRYINDEX)
+		idx = lua_gettop(L) + ++idx;
+
+	lua_getfield(L, idx, k);
+
+	// Create if necessary.
+	if (!lua_istable(L, -1))
+	{
+		lua_pop(L, 1); // Pop the non-table.
+		lua_newtable(L);
+		lua_pushvalue(L, -1); // Duplicate the table to leave on top.
+		lua_setfield(L, idx, k); // lua_stack[idx][k] = lua_stack[-1] (table)
+	}
+
+	return 1;
+}
+
+int luax_insistglobal(lua_State *L, const char *k)
+{
+	lua_getglobal(L, k);
+
+	if (!lua_istable(L, -1))
+	{
+		lua_pop(L, 1); // Pop the non-table.
+		lua_newtable(L);
+		lua_pushvalue(L, -1);
+		lua_setglobal(L, k);
+	}
+
+	return 1;
+}
+
+int luax_insistlove(lua_State *L, const char *k)
+{
+	luax_insistglobal(L, "love");
+	luax_insist(L, -1, k);
+
+	// The love table should be replaced with the top stack
+	// item. Only the reqested table should remain on the stack.
+	lua_replace(L, -2);
+
+	return 1;
+}
+
+int luax_getregistry(lua_State *L, Registry r)
+{
+	switch (r)
+	{
+	case REGISTRY_GC:
+		return luax_insistlove(L, "_gc");
+	case REGISTRY_MODULES:
+		return luax_insistlove(L, "_modules");
+	default:
+		return luaL_error(L, "Attempted to use invalid registry.");
+	}
+}
+
+StringMap<Type, TYPE_MAX_ENUM>::Entry typeEntries[] =
+{
+	{"Invalid", INVALID_ID},
+
+	{"Object", OBJECT_ID},
+	{"Data", DATA_ID},
+	{"Module", MODULE_ID},
+
+	// Filesystem
+	{"File", FILESYSTEM_FILE_ID},
+	{"FileData", FILESYSTEM_FILE_DATA_ID},
+
+	// Font
+	{"GlyphData", FONT_GLYPH_DATA_ID},
+	{"Rasterizer", FONT_RASTERIZER_ID},
+
+	// Graphics
+	{"Drawable", GRAPHICS_DRAWABLE_ID},
+	{"Image", GRAPHICS_IMAGE_ID},
+	{"Quad", GRAPHICS_QUAD_ID},
+	{"Font", GRAPHICS_FONT_ID},
+	{"ParticleSystem", GRAPHICS_PARTICLE_SYSTEM_ID},
+	{"SpriteBatch", GRAPHICS_SPRITE_BATCH_ID},
+	{"Canvas", GRAPHICS_CANVAS_ID},
+
+	// Image
+	{"ImageData", IMAGE_IMAGE_DATA_ID},
+
+	// Audio
+	{"Source", AUDIO_SOURCE_ID},
+
+	// Sound
+	{"SoundData", SOUND_SOUND_DATA_ID},
+	{"Decoder", SOUND_DECODER_ID},
+
+	// Physics
+	{"World", PHYSICS_WORLD_ID},
+	{"Contact", PHYSICS_CONTACT_ID},
+	{"Body", PHYSICS_BODY_ID},
+	{"Shape", PHYSICS_SHAPE_ID},
+	{"CircleShape", PHYSICS_CIRCLE_SHAPE_ID},
+	{"PolygonShape", PHYSICS_POLYGON_SHAPE_ID},
+	{"Joint", PHYSICS_JOINT_ID},
+	{"MouseJoint", PHYSICS_MOUSE_JOINT_ID},
+	{"DistanceJoint", PHYSICS_DISTANCE_JOINT_ID},
+	{"PrismaticJoint", PHYSICS_PRISMATIC_JOINT_ID},
+	{"RevoluteJoint", PHYSICS_REVOLUTE_JOINT_ID},
+	{"PulleyJoint", PHYSICS_PULLEY_JOINT_ID},
+	{"GearJoint", PHYSICS_GEAR_JOINT_ID},
+
+	// Thread
+	{"Thread", THREAD_THREAD_ID},
+
+	// The modules themselves. Only add abstracted modules here.
+	{"filesystem", MODULE_FILESYSTEM_ID},
+	{"image", MODULE_IMAGE_ID},
+	{"sound", MODULE_SOUND_ID},
+};
+
+StringMap<Type, TYPE_MAX_ENUM> types(typeEntries, sizeof(typeEntries));
+
+Type luax_type(lua_State *L, int idx)
+{
+	Type t = INVALID_ID;
+	types.find(luaL_checkstring(L, idx), t);
+	return t;
+}
+
+} // love

+ 384 - 384
src/common/runtime.h

@@ -1,384 +1,384 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_RUNTIME_H
-#define LOVE_RUNTIME_H
-
-// LOVE
-#include "types.h"
-
-// Lua
-extern "C" {
-	#include <lua.h>
-	#include <lualib.h>
-	#include <lauxlib.h>
-}
-
-namespace love
-{
-
-// Forward declarations.
-class Module;
-class Reference;
-
-// Exposed mutex of the GC
-extern void *_gcmutex;
-extern unsigned int _gcthread;
-
-/**
- * Registries represent special tables which can be accessed with
- * luax_getregistry.
- **/
-enum Registry
-{
-	REGISTRY_GC = 1,
-	REGISTRY_MODULES,
-};
-
-/**
- * This structure wraps all Lua-exposed objects. It exists in the
- * Lua state as a full userdata (so we can catch __gc "events"),
- * though the Object it refers to is light userdata in the sense
- * that it is not allocated by the Lua VM.
- **/
-struct Proxy
-{
-	// Holds type information (see types.h).
-	bits flags;
-
-	// The light userdata.
-	void *data;
-
-	// True if Lua should delete on GC.
-	bool own;
-};
-
-/**
- * A Module with Lua wrapper functions and other data.
- **/
-struct WrappedModule
-{
-	// The module containing the functions.
-	Module *module;
-
-	// The name for the table to put the functions in, without the 'love'-prefix.
-	const char *name;
-
-	// The type flags of this module.
-	love::bits flags;
-
-	// The functions of the module (last element {0,0}).
-	const luaL_Reg *functions;
-
-	// A list of functions which expose the types of the modules (last element 0).
-	const lua_CFunction *types;
-
-};
-
-/**
- * Returns a reference to the top stack element (-1) if the value
- * is of the specified type. If the value is incorrect, zero is returned.
- *
- * In any case, the top stack element is popped, regardless of its type.
- **/
-Reference *luax_refif (lua_State *L, int type);
-
-/**
- * Prints the current contents of the stack. Only useful for debugging.
- * @param L The Lua state.
- **/
-void luax_printstack(lua_State *L);
-
-/**
- * Converts the value at idx to a bool. It follow the same rules
- * as lua_toboolean, but returns a bool instead of an int.
- * @param L The Lua state.
- * @param idx The index on the Lua stack.
- * @return True if the value evaluates to true, false otherwise.
- **/
-bool luax_toboolean(lua_State *L, int idx);
-
-/**
- * Pushes a bool onto the stack. It's the same as lua_pushboolean,
- * but with bool instead of int.
- * @param L The Lua state.
- * @param b The bool to push.
- **/
-void luax_pushboolean(lua_State *L, bool b);
-
-/**
- * Converts the value at idx to a bool, or if not present, b is returned.
- * @param L The Lua state.
- * @param idx The index of the Lua stack.
- * @param b The value to return if no value exist at the specified index.
- * @return True if the value evaluates to true, false otherwise.
- **/
-bool luax_optboolean(lua_State *L, int idx, bool b);
-
-/**
- * Converts the value at idx to a std::string. It takes care of the string
- * size and possible embedded nulls.
- * @param L The Lua state.
- * @param idx The index on the Lua stack.
- * @return Copy of the string at the specified index.
- **/
-std::string luax_checkstring(lua_State *L, int idx);
-
-/**
- * Pushes a std::string onto the stack. It uses the length of the string
- * for lua_pushlstring's len argument.
- * @param L The Lua state.
- * @param str The string to push.
- **/
-void luax_pushstring(lua_State *L, std::string str);
-
-/**
- * Require at least 'min' number of items on the stack.
- * @param L The Lua state.
- * @param min The minimum number of items on the stack.
- * @return Zero if conditions are met, otherwise a Lua error (longjmp).
- **/
-int luax_assert_argc(lua_State *L, int min);
-
-/**
- * Require at least 'min', but more than 'max' items on the stack.
- * @param L The Lua state.
- * @param min The minimum number of items on the stack.
- * @param max The maximum number of items on the stack.
- * @return Zero if conditions are met, otherwise a Lua error (longjmp).
- **/
-int luax_assert_argc(lua_State *L, int min, int max);
-
-/**
- * Require that the value at idx is a function.
- * @param L The Lua state.
- *@param idx The index on the stack.
- **/
-int luax_assert_function(lua_State *L, int idx);
-
-/**
- * Register a module in the love table. The love table will be created if it does not exist.
- * @param L The Lua state.
- **/
-int luax_register_module(lua_State *L, const WrappedModule &m);
-
-/**
- * Inserts a module with 'name' into the package.preloaded table.
- * @param f The function to be called when the module is opened.
- * @param name The name of the module, with 'love'-prefix, for instance 'love.graphics'.
- **/
-int luax_preload(lua_State *L, lua_CFunction f, const char *name);
-
-/**
- * Register a new type.
- * @param tname The name of the type. This must not conflict with other type names,
- * even from other modules.
- * @param f The list of member functions for the type.
- **/
-int luax_register_type(lua_State *L, const char *tname, const luaL_Reg *f = 0);
-
-/**
- * Do a table.insert from C
- * @param L the state
- * @param tindex the stack index of the table
- * @param vindex the stack index of the value
- * @param pos the position to insert it in
- **/
-int luax_table_insert(lua_State *L, int tindex, int vindex, int pos = -1);
-
-/**
- * Register a new searcher function for package.loaders. This can for instance enable
- * loading of files through love.filesystem using standard require.
- * @param L The Lua state.
- * @param f The searcher function.
- * @param pos The position to insert the loader in.
- **/
-int luax_register_searcher(lua_State *L, lua_CFunction f, int pos = -1);
-
-/**
- * Creates a new Lua-accessible object of the given type, and put it on the stack.
- * @param L The Lua state.
- * @param name The name of the type. This must match the used earlier with luax_register_type.
- * @param flags The type information.
- * @param data The pointer to the actual object.
- * @own Set this to true (default) if the object should be released upon garbage collection.
- **/
-void luax_newtype(lua_State *L, const char *name, bits flags, void *data, bool own = true);
-
-/**
- * Checks whether the value at idx is a certain type.
- * @param L The Lua state.
- * @param idx The index on the stack.
- * @param type The type to check for.
- * @return True if the value is Proxy of the specified type, false otherwise.
- **/
-bool luax_istype(lua_State *L, int idx, love::bits type);
-
-/**
- * Gets the function love.module.function and puts it on top of the stack (alone). If the
- * love table, the module, or the function does not exist, an error is returned.
- * @return An error if nonexistent, or 1 if successful.
- **/
-int luax_getfunction(lua_State *L, const char *module, const char *function);
-
-/**
- * Converts an object into another object by the specified function love.module.function.
- * The conversion function must accept a single object of the relevant type as a parameter,
- * and returnone value. If the function does not exist (see luax_getfunction), an error is returned.
- *
- * Note that the initial object at idx is replaced by the new object.
- *
- * @param L The Lua state.
- * @param idx The index on the stack.
- * @param module The module in the love table.
- * @param function The function in the module.
- **/
-int luax_convobj(lua_State *L, int idx, const char *module, const char *function);
-
-/**
- * Converts an object into another object by the specified function love.module.function.
- * The conversion function must accept a single object of the relevant type as its first parameter,
- * and return one value. If the function does not exist (see luax_getfunction), an error is returned.
- *
- * Note that the initial object at idx is replaced by the new object.
- *
- * @param L The Lua state.
- * @param idxs An array of indices on the stack.
- * @param n How many arguments are being passed.
- * @param module The module in the love table.
- * @param function The function in the module.
- **/
-int luax_convobj(lua_State *L, int idxs[], int n, const char *module, const char *function);
-
-/**
- * 'Insist' that a table 'k' exists in the table at idx. Insistence involves that the
- * table (k) is created if it does not exist in the table at idx. The table at idx must
- * pre-exist, however. Also note that if the a non-table value exists at the specified
- * location, it will be overwritten with a new table. The insisted table, and only the
- * insisted table, will be placed on top of the stack.
- *
- * @param idx The index on the stack containing a table.
- * @param k The name of the table we are insisting exist.
- **/
-int luax_insist(lua_State *L, int idx, const char *k);
-
-/**
- * Insist that a global table 'k' exists. See luax_insist.
- * @param k The name of the table we are insisting exist.
- **/
-int luax_insistglobal(lua_State *L, const char *k);
-
-/**
- * Insists that a table 'k' exists inside the 'love' table. See luax_insist.
- * @param k The name of the table we are insisting exist.
- **/
-int luax_insistlove(lua_State *L, const char *k);
-
-/**
- * Gets (creates if needed) the specified Registry, and puts it on top
- * of the stack.
- * @param L The Lua state.
- * @param r The Registry to get.
- **/
-int luax_getregistry(lua_State *L, Registry r);
-
-Type luax_type(lua_State *L, int idx);
-
-/**
- * Convert the value at the specified index to an Lua number, and then
- * convert to a float.
- *
- * @param L The Lua state.
- * @param idx The index on the stack.
- */
-inline float luax_tofloat(lua_State *L, int idx)
-{
-	return static_cast<float>(lua_tonumber(L, idx));
-}
-
-/**
- * Like luax_tofloat, but checks that the value is a number.
- *
- * @see luax_tofloat
- */
-inline float luax_checkfloat(lua_State *L, int idx)
-{
-	return static_cast<float>(luaL_checknumber(L, idx));
-}
-
-/**
- * Converts the value at idx to the specified type without checking that
- * this conversion is valid. If the type has been previously verified with
- * luax_istype, then this can be safely used. Otherwise, use luax_checktype.
- * @param L The Lua state.
- * @param idx The index on the stack.
- * @param name The name of the type.
- * @param type The type bit.
- **/
-template <typename T>
-T *luax_totype(lua_State *L, int idx, const char *, love::bits)
-{
-	return (T *)(((Proxy *)lua_touserdata(L, idx))->data);
-}
-
-/**
- * Like luax_totype, but causes an error if the value at idx is not Proxy,
- * or is not the specified type.
- * @param L The Lua state.
- * @param idx The index on the stack.
- * @param name The name of the type.
- * @param type The type bit.
- **/
-template <typename T>
-T *luax_checktype(lua_State *L, int idx, const char *name, love::bits type)
-{
-	if (lua_isuserdata(L, idx) == 0)
-		luaL_error(L, "Incorrect parameter type: expected userdata.");
-
-	Proxy *u = (Proxy *)lua_touserdata(L, idx);
-
-	if ((u->flags & type) != type)
-		luaL_error(L, "Incorrect parameter type: expected %s", name);
-
-	return (T *)u->data;
-}
-
-template <typename T>
-T *luax_getmodule(lua_State *L, const char *k, love::bits type)
-{
-	luax_getregistry(L, REGISTRY_MODULES);
-	lua_getfield(L, -1, k);
-
-	if (!lua_isuserdata(L, -1))
-		luaL_error(L, "Tried to get nonexisting module %s.", k);
-
-	Proxy *u = (Proxy *)lua_touserdata(L, -1);
-
-	if ((u->flags & type) != type)
-		luaL_error(L, "Incorrect module %s", k);
-
-	lua_pop(L, 2);
-
-	return (T *)u->data;
-}
-
-} // love
-
-#endif // LOVE_RUNTIME_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_RUNTIME_H
+#define LOVE_RUNTIME_H
+
+// LOVE
+#include "types.h"
+
+// Lua
+extern "C" {
+	#include <lua.h>
+	#include <lualib.h>
+	#include <lauxlib.h>
+}
+
+namespace love
+{
+
+// Forward declarations.
+class Module;
+class Reference;
+
+// Exposed mutex of the GC
+extern void *_gcmutex;
+extern unsigned int _gcthread;
+
+/**
+ * Registries represent special tables which can be accessed with
+ * luax_getregistry.
+ **/
+enum Registry
+{
+	REGISTRY_GC = 1,
+	REGISTRY_MODULES,
+};
+
+/**
+ * This structure wraps all Lua-exposed objects. It exists in the
+ * Lua state as a full userdata (so we can catch __gc "events"),
+ * though the Object it refers to is light userdata in the sense
+ * that it is not allocated by the Lua VM.
+ **/
+struct Proxy
+{
+	// Holds type information (see types.h).
+	bits flags;
+
+	// The light userdata.
+	void *data;
+
+	// True if Lua should delete on GC.
+	bool own;
+};
+
+/**
+ * A Module with Lua wrapper functions and other data.
+ **/
+struct WrappedModule
+{
+	// The module containing the functions.
+	Module *module;
+
+	// The name for the table to put the functions in, without the 'love'-prefix.
+	const char *name;
+
+	// The type flags of this module.
+	love::bits flags;
+
+	// The functions of the module (last element {0,0}).
+	const luaL_Reg *functions;
+
+	// A list of functions which expose the types of the modules (last element 0).
+	const lua_CFunction *types;
+
+};
+
+/**
+ * Returns a reference to the top stack element (-1) if the value
+ * is of the specified type. If the value is incorrect, zero is returned.
+ *
+ * In any case, the top stack element is popped, regardless of its type.
+ **/
+Reference *luax_refif (lua_State *L, int type);
+
+/**
+ * Prints the current contents of the stack. Only useful for debugging.
+ * @param L The Lua state.
+ **/
+void luax_printstack(lua_State *L);
+
+/**
+ * Converts the value at idx to a bool. It follow the same rules
+ * as lua_toboolean, but returns a bool instead of an int.
+ * @param L The Lua state.
+ * @param idx The index on the Lua stack.
+ * @return True if the value evaluates to true, false otherwise.
+ **/
+bool luax_toboolean(lua_State *L, int idx);
+
+/**
+ * Pushes a bool onto the stack. It's the same as lua_pushboolean,
+ * but with bool instead of int.
+ * @param L The Lua state.
+ * @param b The bool to push.
+ **/
+void luax_pushboolean(lua_State *L, bool b);
+
+/**
+ * Converts the value at idx to a bool, or if not present, b is returned.
+ * @param L The Lua state.
+ * @param idx The index of the Lua stack.
+ * @param b The value to return if no value exist at the specified index.
+ * @return True if the value evaluates to true, false otherwise.
+ **/
+bool luax_optboolean(lua_State *L, int idx, bool b);
+
+/**
+ * Converts the value at idx to a std::string. It takes care of the string
+ * size and possible embedded nulls.
+ * @param L The Lua state.
+ * @param idx The index on the Lua stack.
+ * @return Copy of the string at the specified index.
+ **/
+std::string luax_checkstring(lua_State *L, int idx);
+
+/**
+ * Pushes a std::string onto the stack. It uses the length of the string
+ * for lua_pushlstring's len argument.
+ * @param L The Lua state.
+ * @param str The string to push.
+ **/
+void luax_pushstring(lua_State *L, std::string str);
+
+/**
+ * Require at least 'min' number of items on the stack.
+ * @param L The Lua state.
+ * @param min The minimum number of items on the stack.
+ * @return Zero if conditions are met, otherwise a Lua error (longjmp).
+ **/
+int luax_assert_argc(lua_State *L, int min);
+
+/**
+ * Require at least 'min', but more than 'max' items on the stack.
+ * @param L The Lua state.
+ * @param min The minimum number of items on the stack.
+ * @param max The maximum number of items on the stack.
+ * @return Zero if conditions are met, otherwise a Lua error (longjmp).
+ **/
+int luax_assert_argc(lua_State *L, int min, int max);
+
+/**
+ * Require that the value at idx is a function.
+ * @param L The Lua state.
+ *@param idx The index on the stack.
+ **/
+int luax_assert_function(lua_State *L, int idx);
+
+/**
+ * Register a module in the love table. The love table will be created if it does not exist.
+ * @param L The Lua state.
+ **/
+int luax_register_module(lua_State *L, const WrappedModule &m);
+
+/**
+ * Inserts a module with 'name' into the package.preloaded table.
+ * @param f The function to be called when the module is opened.
+ * @param name The name of the module, with 'love'-prefix, for instance 'love.graphics'.
+ **/
+int luax_preload(lua_State *L, lua_CFunction f, const char *name);
+
+/**
+ * Register a new type.
+ * @param tname The name of the type. This must not conflict with other type names,
+ * even from other modules.
+ * @param f The list of member functions for the type.
+ **/
+int luax_register_type(lua_State *L, const char *tname, const luaL_Reg *f = 0);
+
+/**
+ * Do a table.insert from C
+ * @param L the state
+ * @param tindex the stack index of the table
+ * @param vindex the stack index of the value
+ * @param pos the position to insert it in
+ **/
+int luax_table_insert(lua_State *L, int tindex, int vindex, int pos = -1);
+
+/**
+ * Register a new searcher function for package.loaders. This can for instance enable
+ * loading of files through love.filesystem using standard require.
+ * @param L The Lua state.
+ * @param f The searcher function.
+ * @param pos The position to insert the loader in.
+ **/
+int luax_register_searcher(lua_State *L, lua_CFunction f, int pos = -1);
+
+/**
+ * Creates a new Lua-accessible object of the given type, and put it on the stack.
+ * @param L The Lua state.
+ * @param name The name of the type. This must match the used earlier with luax_register_type.
+ * @param flags The type information.
+ * @param data The pointer to the actual object.
+ * @own Set this to true (default) if the object should be released upon garbage collection.
+ **/
+void luax_newtype(lua_State *L, const char *name, bits flags, void *data, bool own = true);
+
+/**
+ * Checks whether the value at idx is a certain type.
+ * @param L The Lua state.
+ * @param idx The index on the stack.
+ * @param type The type to check for.
+ * @return True if the value is Proxy of the specified type, false otherwise.
+ **/
+bool luax_istype(lua_State *L, int idx, love::bits type);
+
+/**
+ * Gets the function love.module.function and puts it on top of the stack (alone). If the
+ * love table, the module, or the function does not exist, an error is returned.
+ * @return An error if nonexistent, or 1 if successful.
+ **/
+int luax_getfunction(lua_State *L, const char *module, const char *function);
+
+/**
+ * Converts an object into another object by the specified function love.module.function.
+ * The conversion function must accept a single object of the relevant type as a parameter,
+ * and returnone value. If the function does not exist (see luax_getfunction), an error is returned.
+ *
+ * Note that the initial object at idx is replaced by the new object.
+ *
+ * @param L The Lua state.
+ * @param idx The index on the stack.
+ * @param module The module in the love table.
+ * @param function The function in the module.
+ **/
+int luax_convobj(lua_State *L, int idx, const char *module, const char *function);
+
+/**
+ * Converts an object into another object by the specified function love.module.function.
+ * The conversion function must accept a single object of the relevant type as its first parameter,
+ * and return one value. If the function does not exist (see luax_getfunction), an error is returned.
+ *
+ * Note that the initial object at idx is replaced by the new object.
+ *
+ * @param L The Lua state.
+ * @param idxs An array of indices on the stack.
+ * @param n How many arguments are being passed.
+ * @param module The module in the love table.
+ * @param function The function in the module.
+ **/
+int luax_convobj(lua_State *L, int idxs[], int n, const char *module, const char *function);
+
+/**
+ * 'Insist' that a table 'k' exists in the table at idx. Insistence involves that the
+ * table (k) is created if it does not exist in the table at idx. The table at idx must
+ * pre-exist, however. Also note that if the a non-table value exists at the specified
+ * location, it will be overwritten with a new table. The insisted table, and only the
+ * insisted table, will be placed on top of the stack.
+ *
+ * @param idx The index on the stack containing a table.
+ * @param k The name of the table we are insisting exist.
+ **/
+int luax_insist(lua_State *L, int idx, const char *k);
+
+/**
+ * Insist that a global table 'k' exists. See luax_insist.
+ * @param k The name of the table we are insisting exist.
+ **/
+int luax_insistglobal(lua_State *L, const char *k);
+
+/**
+ * Insists that a table 'k' exists inside the 'love' table. See luax_insist.
+ * @param k The name of the table we are insisting exist.
+ **/
+int luax_insistlove(lua_State *L, const char *k);
+
+/**
+ * Gets (creates if needed) the specified Registry, and puts it on top
+ * of the stack.
+ * @param L The Lua state.
+ * @param r The Registry to get.
+ **/
+int luax_getregistry(lua_State *L, Registry r);
+
+Type luax_type(lua_State *L, int idx);
+
+/**
+ * Convert the value at the specified index to an Lua number, and then
+ * convert to a float.
+ *
+ * @param L The Lua state.
+ * @param idx The index on the stack.
+ */
+inline float luax_tofloat(lua_State *L, int idx)
+{
+	return static_cast<float>(lua_tonumber(L, idx));
+}
+
+/**
+ * Like luax_tofloat, but checks that the value is a number.
+ *
+ * @see luax_tofloat
+ */
+inline float luax_checkfloat(lua_State *L, int idx)
+{
+	return static_cast<float>(luaL_checknumber(L, idx));
+}
+
+/**
+ * Converts the value at idx to the specified type without checking that
+ * this conversion is valid. If the type has been previously verified with
+ * luax_istype, then this can be safely used. Otherwise, use luax_checktype.
+ * @param L The Lua state.
+ * @param idx The index on the stack.
+ * @param name The name of the type.
+ * @param type The type bit.
+ **/
+template <typename T>
+T *luax_totype(lua_State *L, int idx, const char *, love::bits)
+{
+	return (T *)(((Proxy *)lua_touserdata(L, idx))->data);
+}
+
+/**
+ * Like luax_totype, but causes an error if the value at idx is not Proxy,
+ * or is not the specified type.
+ * @param L The Lua state.
+ * @param idx The index on the stack.
+ * @param name The name of the type.
+ * @param type The type bit.
+ **/
+template <typename T>
+T *luax_checktype(lua_State *L, int idx, const char *name, love::bits type)
+{
+	if (lua_isuserdata(L, idx) == 0)
+		luaL_error(L, "Incorrect parameter type: expected userdata.");
+
+	Proxy *u = (Proxy *)lua_touserdata(L, idx);
+
+	if ((u->flags & type) != type)
+		luaL_error(L, "Incorrect parameter type: expected %s", name);
+
+	return (T *)u->data;
+}
+
+template <typename T>
+T *luax_getmodule(lua_State *L, const char *k, love::bits type)
+{
+	luax_getregistry(L, REGISTRY_MODULES);
+	lua_getfield(L, -1, k);
+
+	if (!lua_isuserdata(L, -1))
+		luaL_error(L, "Tried to get nonexisting module %s.", k);
+
+	Proxy *u = (Proxy *)lua_touserdata(L, -1);
+
+	if ((u->flags & type) != type)
+		luaL_error(L, "Incorrect module %s", k);
+
+	lua_pop(L, 2);
+
+	return (T *)u->data;
+}
+
+} // love
+
+#endif // LOVE_RUNTIME_H

+ 174 - 174
src/common/types.h

@@ -1,174 +1,174 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_TYPES_H
-#define LOVE_TYPES_H
-
-// STD
-#include <bitset>
-
-namespace love
-{
-
-enum Type
-{
-	INVALID_ID = 0,
-	// Cross-module types.
-	OBJECT_ID,
-	DATA_ID,
-	MODULE_ID,
-
-	// Filesystem.
-	FILESYSTEM_FILE_ID,
-	FILESYSTEM_FILE_DATA_ID,
-
-	// Font
-	FONT_GLYPH_DATA_ID,
-	FONT_RASTERIZER_ID,
-
-	// Graphics
-	GRAPHICS_DRAWABLE_ID,
-	GRAPHICS_DRAWQABLE_ID,
-	GRAPHICS_IMAGE_ID,
-	GRAPHICS_QUAD_ID,
-	GRAPHICS_FONT_ID,
-	GRAPHICS_PARTICLE_SYSTEM_ID,
-	GRAPHICS_SPRITE_BATCH_ID,
-	GRAPHICS_CANVAS_ID,
-	GRAPHICS_PIXELEFFECT_ID,
-
-	// Image
-	IMAGE_IMAGE_DATA_ID,
-	IMAGE_ENCODED_IMAGE_DATA_ID,
-
-	// Audio
-	AUDIO_SOURCE_ID,
-
-	// Sound
-	SOUND_SOUND_DATA_ID,
-	SOUND_DECODER_ID,
-
-	// Physics
-	PHYSICS_WORLD_ID,
-	PHYSICS_CONTACT_ID,
-	PHYSICS_BODY_ID,
-	PHYSICS_FIXTURE_ID,
-	PHYSICS_SHAPE_ID,
-	PHYSICS_CIRCLE_SHAPE_ID,
-	PHYSICS_POLYGON_SHAPE_ID,
-	PHYSICS_EDGE_SHAPE_ID,
-	PHYSICS_CHAIN_SHAPE_ID,
-	PHYSICS_JOINT_ID,
-	PHYSICS_MOUSE_JOINT_ID,
-	PHYSICS_DISTANCE_JOINT_ID,
-	PHYSICS_PRISMATIC_JOINT_ID,
-	PHYSICS_REVOLUTE_JOINT_ID,
-	PHYSICS_PULLEY_JOINT_ID,
-	PHYSICS_GEAR_JOINT_ID,
-	PHYSICS_FRICTION_JOINT_ID,
-	PHYSICS_WELD_JOINT_ID,
-	PHYSICS_ROPE_JOINT_ID,
-	PHYSICS_WHEEL_JOINT_ID,
-
-	// Thread
-	THREAD_THREAD_ID,
-
-	// The modules themselves. Only add abstracted modules here.
-	MODULE_FILESYSTEM_ID,
-	MODULE_IMAGE_ID,
-	MODULE_SOUND_ID,
-
-	// Count the number of bits needed.
-	TYPE_MAX_ENUM
-};
-
-typedef std::bitset<TYPE_MAX_ENUM> bits;
-
-const bits INVALID_T = bits(1) << INVALID_ID;
-
-const bits OBJECT_T = bits(1) << OBJECT_ID;
-const bits DATA_T = (bits(1) << DATA_ID) | OBJECT_T;
-const bits MODULE_T = (bits(1) << MODULE_ID) | OBJECT_T;
-
-// Filesystem.
-const bits FILESYSTEM_FILE_T = (bits(1) << FILESYSTEM_FILE_ID) | OBJECT_T;
-const bits FILESYSTEM_FILE_DATA_T = (bits(1) << FILESYSTEM_FILE_DATA_ID) | DATA_T;
-
-const bits FONT_GLYPH_DATA_T = (bits(1) << FONT_GLYPH_DATA_ID) | DATA_T;
-const bits FONT_RASTERIZER_T = (bits(1) << FONT_RASTERIZER_ID) | OBJECT_T;
-
-// Graphics.
-const bits GRAPHICS_DRAWABLE_T = (bits(1) << GRAPHICS_DRAWABLE_ID) | OBJECT_T;
-const bits GRAPHICS_DRAWQABLE_T = (bits(1) << GRAPHICS_DRAWQABLE_ID) | GRAPHICS_DRAWABLE_T;
-const bits GRAPHICS_IMAGE_T = (bits(1) << GRAPHICS_IMAGE_ID) | GRAPHICS_DRAWQABLE_T;
-const bits GRAPHICS_QUAD_T = (bits(1) << GRAPHICS_QUAD_ID) | OBJECT_T;
-const bits GRAPHICS_FONT_T = (bits(1) << GRAPHICS_FONT_ID) | OBJECT_T;
-const bits GRAPHICS_PARTICLE_SYSTEM_T = (bits(1) << GRAPHICS_PARTICLE_SYSTEM_ID) | GRAPHICS_DRAWABLE_T;
-const bits GRAPHICS_SPRITE_BATCH_T = (bits(1) << GRAPHICS_SPRITE_BATCH_ID) | GRAPHICS_DRAWABLE_T;
-const bits GRAPHICS_CANVAS_T = (bits(1) << GRAPHICS_CANVAS_ID) | GRAPHICS_DRAWQABLE_T;
-const bits GRAPHICS_PIXELEFFECT_T = (bits(1) << GRAPHICS_PIXELEFFECT_ID) | OBJECT_T;
-
-// Image.
-const bits IMAGE_IMAGE_DATA_T = (bits(1) << IMAGE_IMAGE_DATA_ID) | DATA_T;
-const bits IMAGE_ENCODED_IMAGE_DATA_T = (bits(1) << IMAGE_ENCODED_IMAGE_DATA_ID) | DATA_T;
-
-// Audio.
-const bits AUDIO_SOURCE_T = (bits(1) << AUDIO_SOURCE_ID) | OBJECT_T;
-
-// Sound.
-const bits SOUND_SOUND_DATA_T = (bits(1) << SOUND_SOUND_DATA_ID) | DATA_T;
-const bits SOUND_DECODER_T = bits(1) << SOUND_DECODER_ID;
-
-// Physics.
-const bits PHYSICS_WORLD_T = (bits(1) << PHYSICS_WORLD_ID) | OBJECT_T;
-const bits PHYSICS_CONTACT_T = (bits(1) << PHYSICS_CONTACT_ID) | OBJECT_T;
-const bits PHYSICS_BODY_T = (bits(1) << PHYSICS_BODY_ID) | OBJECT_T;
-const bits PHYSICS_FIXTURE_T = (bits(1) << PHYSICS_FIXTURE_ID) | OBJECT_T;
-const bits PHYSICS_SHAPE_T = (bits(1) << PHYSICS_SHAPE_ID) | OBJECT_T;
-const bits PHYSICS_CIRCLE_SHAPE_T = (bits(1) << PHYSICS_CIRCLE_SHAPE_ID) | PHYSICS_SHAPE_T;
-const bits PHYSICS_POLYGON_SHAPE_T = (bits(1) << PHYSICS_POLYGON_SHAPE_ID) | PHYSICS_SHAPE_T;
-const bits PHYSICS_EDGE_SHAPE_T = (bits(1) << PHYSICS_EDGE_SHAPE_ID) | PHYSICS_SHAPE_T;
-const bits PHYSICS_CHAIN_SHAPE_T = (bits(1) << PHYSICS_CHAIN_SHAPE_ID) | PHYSICS_SHAPE_T;
-const bits PHYSICS_JOINT_T = (bits(1) << PHYSICS_JOINT_ID) | OBJECT_T;
-const bits PHYSICS_MOUSE_JOINT_T = (bits(1) << PHYSICS_MOUSE_JOINT_ID) | PHYSICS_JOINT_T;
-const bits PHYSICS_DISTANCE_JOINT_T = (bits(1) << PHYSICS_DISTANCE_JOINT_ID) | PHYSICS_JOINT_T;
-const bits PHYSICS_PRISMATIC_JOINT_T = (bits(1) << PHYSICS_PRISMATIC_JOINT_ID) | PHYSICS_JOINT_T;
-const bits PHYSICS_REVOLUTE_JOINT_T = (bits(1) << PHYSICS_REVOLUTE_JOINT_ID) | PHYSICS_JOINT_T;
-const bits PHYSICS_PULLEY_JOINT_T = (bits(1) << PHYSICS_PULLEY_JOINT_ID) | PHYSICS_JOINT_T;
-const bits PHYSICS_GEAR_JOINT_T = (bits(1) << PHYSICS_GEAR_JOINT_ID) | PHYSICS_JOINT_T;
-const bits PHYSICS_FRICTION_JOINT_T = (bits(1) << PHYSICS_FRICTION_JOINT_ID) | PHYSICS_JOINT_T;
-const bits PHYSICS_WELD_JOINT_T = (bits(1) << PHYSICS_WELD_JOINT_ID) | PHYSICS_JOINT_T;
-const bits PHYSICS_ROPE_JOINT_T = (bits(1) << PHYSICS_ROPE_JOINT_ID) | PHYSICS_JOINT_T;
-const bits PHYSICS_WHEEL_JOINT_T = (bits(1) << PHYSICS_WHEEL_JOINT_ID) | PHYSICS_JOINT_T;
-
-// Thread.
-const bits THREAD_THREAD_T = (bits(1) << THREAD_THREAD_ID) | OBJECT_T;
-
-// Modules.
-const bits MODULE_FILESYSTEM_T = (bits(1) << MODULE_FILESYSTEM_ID) | MODULE_T;
-const bits MODULE_IMAGE_T = (bits(1) << MODULE_IMAGE_ID) | MODULE_T;
-const bits MODULE_SOUND_T = (bits(1) << MODULE_SOUND_ID) | MODULE_T;
-
-bool getType(const char *in, Type &out);
-bool getType(Type in, const char  *&out);
-
-} // love
-
-#endif // LOVE_TYPES_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_TYPES_H
+#define LOVE_TYPES_H
+
+// STD
+#include <bitset>
+
+namespace love
+{
+
+enum Type
+{
+	INVALID_ID = 0,
+	// Cross-module types.
+	OBJECT_ID,
+	DATA_ID,
+	MODULE_ID,
+
+	// Filesystem.
+	FILESYSTEM_FILE_ID,
+	FILESYSTEM_FILE_DATA_ID,
+
+	// Font
+	FONT_GLYPH_DATA_ID,
+	FONT_RASTERIZER_ID,
+
+	// Graphics
+	GRAPHICS_DRAWABLE_ID,
+	GRAPHICS_DRAWQABLE_ID,
+	GRAPHICS_IMAGE_ID,
+	GRAPHICS_QUAD_ID,
+	GRAPHICS_FONT_ID,
+	GRAPHICS_PARTICLE_SYSTEM_ID,
+	GRAPHICS_SPRITE_BATCH_ID,
+	GRAPHICS_CANVAS_ID,
+	GRAPHICS_PIXELEFFECT_ID,
+
+	// Image
+	IMAGE_IMAGE_DATA_ID,
+	IMAGE_ENCODED_IMAGE_DATA_ID,
+
+	// Audio
+	AUDIO_SOURCE_ID,
+
+	// Sound
+	SOUND_SOUND_DATA_ID,
+	SOUND_DECODER_ID,
+
+	// Physics
+	PHYSICS_WORLD_ID,
+	PHYSICS_CONTACT_ID,
+	PHYSICS_BODY_ID,
+	PHYSICS_FIXTURE_ID,
+	PHYSICS_SHAPE_ID,
+	PHYSICS_CIRCLE_SHAPE_ID,
+	PHYSICS_POLYGON_SHAPE_ID,
+	PHYSICS_EDGE_SHAPE_ID,
+	PHYSICS_CHAIN_SHAPE_ID,
+	PHYSICS_JOINT_ID,
+	PHYSICS_MOUSE_JOINT_ID,
+	PHYSICS_DISTANCE_JOINT_ID,
+	PHYSICS_PRISMATIC_JOINT_ID,
+	PHYSICS_REVOLUTE_JOINT_ID,
+	PHYSICS_PULLEY_JOINT_ID,
+	PHYSICS_GEAR_JOINT_ID,
+	PHYSICS_FRICTION_JOINT_ID,
+	PHYSICS_WELD_JOINT_ID,
+	PHYSICS_ROPE_JOINT_ID,
+	PHYSICS_WHEEL_JOINT_ID,
+
+	// Thread
+	THREAD_THREAD_ID,
+
+	// The modules themselves. Only add abstracted modules here.
+	MODULE_FILESYSTEM_ID,
+	MODULE_IMAGE_ID,
+	MODULE_SOUND_ID,
+
+	// Count the number of bits needed.
+	TYPE_MAX_ENUM
+};
+
+typedef std::bitset<TYPE_MAX_ENUM> bits;
+
+const bits INVALID_T = bits(1) << INVALID_ID;
+
+const bits OBJECT_T = bits(1) << OBJECT_ID;
+const bits DATA_T = (bits(1) << DATA_ID) | OBJECT_T;
+const bits MODULE_T = (bits(1) << MODULE_ID) | OBJECT_T;
+
+// Filesystem.
+const bits FILESYSTEM_FILE_T = (bits(1) << FILESYSTEM_FILE_ID) | OBJECT_T;
+const bits FILESYSTEM_FILE_DATA_T = (bits(1) << FILESYSTEM_FILE_DATA_ID) | DATA_T;
+
+const bits FONT_GLYPH_DATA_T = (bits(1) << FONT_GLYPH_DATA_ID) | DATA_T;
+const bits FONT_RASTERIZER_T = (bits(1) << FONT_RASTERIZER_ID) | OBJECT_T;
+
+// Graphics.
+const bits GRAPHICS_DRAWABLE_T = (bits(1) << GRAPHICS_DRAWABLE_ID) | OBJECT_T;
+const bits GRAPHICS_DRAWQABLE_T = (bits(1) << GRAPHICS_DRAWQABLE_ID) | GRAPHICS_DRAWABLE_T;
+const bits GRAPHICS_IMAGE_T = (bits(1) << GRAPHICS_IMAGE_ID) | GRAPHICS_DRAWQABLE_T;
+const bits GRAPHICS_QUAD_T = (bits(1) << GRAPHICS_QUAD_ID) | OBJECT_T;
+const bits GRAPHICS_FONT_T = (bits(1) << GRAPHICS_FONT_ID) | OBJECT_T;
+const bits GRAPHICS_PARTICLE_SYSTEM_T = (bits(1) << GRAPHICS_PARTICLE_SYSTEM_ID) | GRAPHICS_DRAWABLE_T;
+const bits GRAPHICS_SPRITE_BATCH_T = (bits(1) << GRAPHICS_SPRITE_BATCH_ID) | GRAPHICS_DRAWABLE_T;
+const bits GRAPHICS_CANVAS_T = (bits(1) << GRAPHICS_CANVAS_ID) | GRAPHICS_DRAWQABLE_T;
+const bits GRAPHICS_PIXELEFFECT_T = (bits(1) << GRAPHICS_PIXELEFFECT_ID) | OBJECT_T;
+
+// Image.
+const bits IMAGE_IMAGE_DATA_T = (bits(1) << IMAGE_IMAGE_DATA_ID) | DATA_T;
+const bits IMAGE_ENCODED_IMAGE_DATA_T = (bits(1) << IMAGE_ENCODED_IMAGE_DATA_ID) | DATA_T;
+
+// Audio.
+const bits AUDIO_SOURCE_T = (bits(1) << AUDIO_SOURCE_ID) | OBJECT_T;
+
+// Sound.
+const bits SOUND_SOUND_DATA_T = (bits(1) << SOUND_SOUND_DATA_ID) | DATA_T;
+const bits SOUND_DECODER_T = bits(1) << SOUND_DECODER_ID;
+
+// Physics.
+const bits PHYSICS_WORLD_T = (bits(1) << PHYSICS_WORLD_ID) | OBJECT_T;
+const bits PHYSICS_CONTACT_T = (bits(1) << PHYSICS_CONTACT_ID) | OBJECT_T;
+const bits PHYSICS_BODY_T = (bits(1) << PHYSICS_BODY_ID) | OBJECT_T;
+const bits PHYSICS_FIXTURE_T = (bits(1) << PHYSICS_FIXTURE_ID) | OBJECT_T;
+const bits PHYSICS_SHAPE_T = (bits(1) << PHYSICS_SHAPE_ID) | OBJECT_T;
+const bits PHYSICS_CIRCLE_SHAPE_T = (bits(1) << PHYSICS_CIRCLE_SHAPE_ID) | PHYSICS_SHAPE_T;
+const bits PHYSICS_POLYGON_SHAPE_T = (bits(1) << PHYSICS_POLYGON_SHAPE_ID) | PHYSICS_SHAPE_T;
+const bits PHYSICS_EDGE_SHAPE_T = (bits(1) << PHYSICS_EDGE_SHAPE_ID) | PHYSICS_SHAPE_T;
+const bits PHYSICS_CHAIN_SHAPE_T = (bits(1) << PHYSICS_CHAIN_SHAPE_ID) | PHYSICS_SHAPE_T;
+const bits PHYSICS_JOINT_T = (bits(1) << PHYSICS_JOINT_ID) | OBJECT_T;
+const bits PHYSICS_MOUSE_JOINT_T = (bits(1) << PHYSICS_MOUSE_JOINT_ID) | PHYSICS_JOINT_T;
+const bits PHYSICS_DISTANCE_JOINT_T = (bits(1) << PHYSICS_DISTANCE_JOINT_ID) | PHYSICS_JOINT_T;
+const bits PHYSICS_PRISMATIC_JOINT_T = (bits(1) << PHYSICS_PRISMATIC_JOINT_ID) | PHYSICS_JOINT_T;
+const bits PHYSICS_REVOLUTE_JOINT_T = (bits(1) << PHYSICS_REVOLUTE_JOINT_ID) | PHYSICS_JOINT_T;
+const bits PHYSICS_PULLEY_JOINT_T = (bits(1) << PHYSICS_PULLEY_JOINT_ID) | PHYSICS_JOINT_T;
+const bits PHYSICS_GEAR_JOINT_T = (bits(1) << PHYSICS_GEAR_JOINT_ID) | PHYSICS_JOINT_T;
+const bits PHYSICS_FRICTION_JOINT_T = (bits(1) << PHYSICS_FRICTION_JOINT_ID) | PHYSICS_JOINT_T;
+const bits PHYSICS_WELD_JOINT_T = (bits(1) << PHYSICS_WELD_JOINT_ID) | PHYSICS_JOINT_T;
+const bits PHYSICS_ROPE_JOINT_T = (bits(1) << PHYSICS_ROPE_JOINT_ID) | PHYSICS_JOINT_T;
+const bits PHYSICS_WHEEL_JOINT_T = (bits(1) << PHYSICS_WHEEL_JOINT_ID) | PHYSICS_JOINT_T;
+
+// Thread.
+const bits THREAD_THREAD_T = (bits(1) << THREAD_THREAD_ID) | OBJECT_T;
+
+// Modules.
+const bits MODULE_FILESYSTEM_T = (bits(1) << MODULE_FILESYSTEM_ID) | MODULE_T;
+const bits MODULE_IMAGE_T = (bits(1) << MODULE_IMAGE_ID) | MODULE_T;
+const bits MODULE_SOUND_T = (bits(1) << MODULE_SOUND_ID) | MODULE_T;
+
+bool getType(const char *in, Type &out);
+bool getType(Type in, const char  *&out);
+
+} // love
+
+#endif // LOVE_TYPES_H

+ 61 - 61
src/common/utf8.cpp

@@ -1,61 +1,61 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "utf8.h"
-
-#ifdef LOVE_WINDOWS
-
-namespace love
-{
-
-std::string to_utf8(LPCWSTR wstr)
-{
-	size_t wide_len = wcslen(wstr)+1;
-
-	// Get size in UTF-8.
-	int utf8_size = WideCharToMultiByte(CP_UTF8, 0, wstr, wide_len, 0, 0, 0, 0);
-
-	char *utf8_str = new char[utf8_size];
-
-	// Convert to UTF-8.
-	int ok = WideCharToMultiByte(CP_UTF8, 0, wstr, wide_len, utf8_str, utf8_size, 0, 0);
-
-	std::string ret;
-	if (ok)
-		ret = utf8_str;
-
-	delete[] utf8_str;
-	return ret;
-}
-
-void replace_char(std::string &str, char find, char replace)
-{
-	int length = str.length();
-
-	for (int i = 0; i<length; i++)
-	{
-		if (str[i] == find)
-			str[i] = replace;
-	}
-}
-
-} // love
-
-#endif // LOVE_WINDOWS
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "utf8.h"
+
+#ifdef LOVE_WINDOWS
+
+namespace love
+{
+
+std::string to_utf8(LPCWSTR wstr)
+{
+	size_t wide_len = wcslen(wstr)+1;
+
+	// Get size in UTF-8.
+	int utf8_size = WideCharToMultiByte(CP_UTF8, 0, wstr, wide_len, 0, 0, 0, 0);
+
+	char *utf8_str = new char[utf8_size];
+
+	// Convert to UTF-8.
+	int ok = WideCharToMultiByte(CP_UTF8, 0, wstr, wide_len, utf8_str, utf8_size, 0, 0);
+
+	std::string ret;
+	if (ok)
+		ret = utf8_str;
+
+	delete[] utf8_str;
+	return ret;
+}
+
+void replace_char(std::string &str, char find, char replace)
+{
+	int length = str.length();
+
+	for (int i = 0; i<length; i++)
+	{
+		if (str[i] == find)
+			str[i] = replace;
+	}
+}
+
+} // love
+
+#endif // LOVE_WINDOWS

+ 47 - 47
src/common/utf8.h

@@ -1,48 +1,48 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "config.h"
-
-#ifdef LOVE_WINDOWS
-
-#include <string>
-#include <windows.h>
-
-namespace love
-{
-
-/**
- * Convert the wide string to a UTF-8 encoded string.
- * @param wstr The wide-char string.
- * @return A UTF-8 string.
- **/
-std::string to_utf8(LPCWSTR wstr);
-
-/**
- * Replace all occurences of 'find' with 'replace' in a string.
- * @param str The string to modify.
- * @param find The character to match.
- * @param replace The character to replace matches.
- **/
-void replace_char(std::string &str, char find, char replace);
-
-} // love
-
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "config.h"
+
+#ifdef LOVE_WINDOWS
+
+#include <string>
+#include <windows.h>
+
+namespace love
+{
+
+/**
+ * Convert the wide string to a UTF-8 encoded string.
+ * @param wstr The wide-char string.
+ * @return A UTF-8 string.
+ **/
+std::string to_utf8(LPCWSTR wstr);
+
+/**
+ * Replace all occurences of 'find' with 'replace' in a string.
+ * @param str The string to modify.
+ * @param find The character to match.
+ * @param replace The character to replace matches.
+ **/
+void replace_char(std::string &str, char find, char replace);
+
+} // love
+
 #endif // LOVE_WINDOWS

+ 37 - 37
src/common/version.h

@@ -1,37 +1,37 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_VERSION_H
-#define LOVE_VERSION_H
-
-namespace love
-{
-
-// Version stuff.
-const int VERSION_MAJOR = 0;
-const int VERSION_MINOR = 8;
-const int VERSION_REV = 0;
-const char *VERSION = "0.8.0";
-const char *VERSION_COMPATIBILITY[] =  { VERSION, 0 };
-const char *VERSION_CODENAME = "Rubber Piggy";
-
-} // love
-
-#endif // LOVE_VERSION_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_VERSION_H
+#define LOVE_VERSION_H
+
+namespace love
+{
+
+// Version stuff.
+const int VERSION_MAJOR = 0;
+const int VERSION_MINOR = 8;
+const int VERSION_REV = 0;
+const char *VERSION = "0.8.0";
+const char *VERSION_COMPATIBILITY[] =  { VERSION, 0 };
+const char *VERSION_CODENAME = "Rubber Piggy";
+
+} // love
+
+#endif // LOVE_VERSION_H

+ 58 - 58
src/common/wrap_Data.cpp

@@ -1,58 +1,58 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#include "wrap_Data.h"
-
-namespace love
-{
-
-Data *luax_checkdata(lua_State *L, int idx)
-{
-	return luax_checktype<Data>(L, idx, "Data", DATA_T);
-}
-
-int w_Data_getPointer(lua_State *L)
-{
-	Data *t = luax_checkdata(L, 1);
-	lua_pushlightuserdata(L, t->getData());
-	return 1;
-}
-
-int w_Data_getSize(lua_State *L)
-{
-	Data *t = luax_checkdata(L, 1);
-	lua_pushinteger(L, t->getSize());
-	return 1;
-}
-
-const luaL_Reg w_Data_functions[] =
-{
-	{ "getPointer", w_Data_getPointer },
-	{ "getSize", w_Data_getSize },
-	{ 0, 0 }
-};
-
-int w_Data_open(lua_State *L)
-{
-	luax_register_type(L, "Data", w_Data_functions);
-	return 0;
-}
-
-} // love
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#include "wrap_Data.h"
+
+namespace love
+{
+
+Data *luax_checkdata(lua_State *L, int idx)
+{
+	return luax_checktype<Data>(L, idx, "Data", DATA_T);
+}
+
+int w_Data_getPointer(lua_State *L)
+{
+	Data *t = luax_checkdata(L, 1);
+	lua_pushlightuserdata(L, t->getData());
+	return 1;
+}
+
+int w_Data_getSize(lua_State *L)
+{
+	Data *t = luax_checkdata(L, 1);
+	lua_pushinteger(L, t->getSize());
+	return 1;
+}
+
+const luaL_Reg w_Data_functions[] =
+{
+	{ "getPointer", w_Data_getPointer },
+	{ "getSize", w_Data_getSize },
+	{ 0, 0 }
+};
+
+int w_Data_open(lua_State *L)
+{
+	luax_register_type(L, "Data", w_Data_functions);
+	return 0;
+}
+
+} // love

+ 38 - 38
src/common/wrap_Data.h

@@ -1,38 +1,38 @@
-/**
- * Copyright (c) 2006-2012 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- *    claim that you wrote the original software. If you use this software
- *    in a product, an acknowledgment in the product documentation would be
- *    appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- *    misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
-
-#ifndef LOVE_WRAP_DATA_H
-#define LOVE_WRAP_DATA_H
-
-// LOVE
-#include "runtime.h"
-#include "Data.h"
-
-namespace love
-{
-
-Data *luax_checkdata(lua_State *L, int idx);
-int w_Data_getPointer(lua_State *L);
-int w_Data_getSize(lua_State *L);
-int w_Data_open(lua_State *L);
-
-} // love
-
-#endif // LOVE_WRAP_DATA_H
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ *    claim that you wrote the original software. If you use this software
+ *    in a product, an acknowledgment in the product documentation would be
+ *    appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ *    misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ **/
+
+#ifndef LOVE_WRAP_DATA_H
+#define LOVE_WRAP_DATA_H
+
+// LOVE
+#include "runtime.h"
+#include "Data.h"
+
+namespace love
+{
+
+Data *luax_checkdata(lua_State *L, int idx);
+int w_Data_getPointer(lua_State *L);
+int w_Data_getSize(lua_State *L);
+int w_Data_open(lua_State *L);
+
+} // love
+
+#endif // LOVE_WRAP_DATA_H

+ 67 - 67
src/libraries/Box2D/Box2D.h

@@ -1,67 +1,67 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef BOX2D_H
-#define BOX2D_H
-
-/**
-\mainpage Box2D API Documentation
-
-\section intro_sec Getting Started
-
-For documentation please see http://box2d.org/documentation.html
-
-For discussion please visit http://box2d.org/forum
-*/
-
-// These include files constitute the main Box2D API
-
-#include <Box2D/Common/b2Settings.h>
-#include <Box2D/Common/b2Draw.h>
-#include <Box2D/Common/b2Timer.h>
-
-#include <Box2D/Collision/Shapes/b2CircleShape.h>
-#include <Box2D/Collision/Shapes/b2EdgeShape.h>
-#include <Box2D/Collision/Shapes/b2ChainShape.h>
-#include <Box2D/Collision/Shapes/b2PolygonShape.h>
-
-#include <Box2D/Collision/b2BroadPhase.h>
-#include <Box2D/Collision/b2Distance.h>
-#include <Box2D/Collision/b2DynamicTree.h>
-#include <Box2D/Collision/b2TimeOfImpact.h>
-
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2Fixture.h>
-#include <Box2D/Dynamics/b2WorldCallbacks.h>
-#include <Box2D/Dynamics/b2TimeStep.h>
-#include <Box2D/Dynamics/b2World.h>
-
-#include <Box2D/Dynamics/Contacts/b2Contact.h>
-
-#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
-#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
-#include <Box2D/Dynamics/Joints/b2GearJoint.h>
-#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
-#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
-#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
-#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
-#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
-#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
-#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef BOX2D_H
+#define BOX2D_H
+
+/**
+\mainpage Box2D API Documentation
+
+\section intro_sec Getting Started
+
+For documentation please see http://box2d.org/documentation.html
+
+For discussion please visit http://box2d.org/forum
+*/
+
+// These include files constitute the main Box2D API
+
+#include <Box2D/Common/b2Settings.h>
+#include <Box2D/Common/b2Draw.h>
+#include <Box2D/Common/b2Timer.h>
+
+#include <Box2D/Collision/Shapes/b2CircleShape.h>
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>
+#include <Box2D/Collision/Shapes/b2ChainShape.h>
+#include <Box2D/Collision/Shapes/b2PolygonShape.h>
+
+#include <Box2D/Collision/b2BroadPhase.h>
+#include <Box2D/Collision/b2Distance.h>
+#include <Box2D/Collision/b2DynamicTree.h>
+#include <Box2D/Collision/b2TimeOfImpact.h>
+
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2Fixture.h>
+#include <Box2D/Dynamics/b2WorldCallbacks.h>
+#include <Box2D/Dynamics/b2TimeStep.h>
+#include <Box2D/Dynamics/b2World.h>
+
+#include <Box2D/Dynamics/Contacts/b2Contact.h>
+
+#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
+#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
+#include <Box2D/Dynamics/Joints/b2GearJoint.h>
+#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
+#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
+#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
+#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
+#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
+#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
+#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
+
+#endif

+ 171 - 171
src/libraries/Box2D/Collision/Shapes/b2ChainShape.cpp

@@ -1,171 +1,171 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Collision/Shapes/b2ChainShape.h>
-#include <Box2D/Collision/Shapes/b2EdgeShape.h>
-#include <new>
-#include <cstring>
-using namespace std;
-
-b2ChainShape::~b2ChainShape()
-{
-	b2Free(m_vertices);
-	m_vertices = NULL;
-	m_count = 0;
-}
-
-void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count)
-{
-	b2Assert(m_vertices == NULL && m_count == 0);
-	b2Assert(count >= 3);
-	m_count = count + 1;
-	m_vertices = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
-	memcpy(m_vertices, vertices, count * sizeof(b2Vec2));
-	m_vertices[count] = m_vertices[0];
-	m_prevVertex = m_vertices[m_count - 2];
-	m_nextVertex = m_vertices[1];
-	m_hasPrevVertex = true;
-	m_hasNextVertex = true;
-}
-
-void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count)
-{
-	b2Assert(m_vertices == NULL && m_count == 0);
-	b2Assert(count >= 2);
-	m_count = count;
-	m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));
-	memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));
-	m_hasPrevVertex = false;
-	m_hasNextVertex = false;
-}
-
-void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex)
-{
-	m_prevVertex = prevVertex;
-	m_hasPrevVertex = true;
-}
-
-void b2ChainShape::SetNextVertex(const b2Vec2& nextVertex)
-{
-	m_nextVertex = nextVertex;
-	m_hasNextVertex = true;
-}
-
-b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
-{
-	void* mem = allocator->Allocate(sizeof(b2ChainShape));
-	b2ChainShape* clone = new (mem) b2ChainShape;
-	clone->CreateChain(m_vertices, m_count);
-	clone->m_prevVertex = m_prevVertex;
-	clone->m_nextVertex = m_nextVertex;
-	clone->m_hasPrevVertex = m_hasPrevVertex;
-	clone->m_hasNextVertex = m_hasNextVertex;
-	return clone;
-}
-
-int32 b2ChainShape::GetChildCount() const
-{
-	// edge count = vertex count - 1
-	return m_count - 1;
-}
-
-void b2ChainShape::GetChildEdge(b2EdgeShape* edge, int32 index) const
-{
-	b2Assert(0 <= index && index < m_count - 1);
-	edge->m_type = b2Shape::e_edge;
-	edge->m_radius = m_radius;
-
-	edge->m_vertex1 = m_vertices[index + 0];
-	edge->m_vertex2 = m_vertices[index + 1];
-
-	if (index > 0)
-	{
-		edge->m_vertex0 = m_vertices[index - 1];
-		edge->m_hasVertex0 = true;
-	}
-	else
-	{
-		edge->m_vertex0 = m_prevVertex;
-		edge->m_hasVertex0 = m_hasPrevVertex;
-	}
-
-	if (index < m_count - 2)
-	{
-		edge->m_vertex3 = m_vertices[index + 2];
-		edge->m_hasVertex3 = true;
-	}
-	else
-	{
-		edge->m_vertex3 = m_nextVertex;
-		edge->m_hasVertex3 = m_hasNextVertex;
-	}
-}
-
-bool b2ChainShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
-{
-	B2_NOT_USED(xf);
-	B2_NOT_USED(p);
-	return false;
-}
-
-bool b2ChainShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-							const b2Transform& xf, int32 childIndex) const
-{
-	b2Assert(childIndex < m_count);
-
-	b2EdgeShape edgeShape;
-
-	int32 i1 = childIndex;
-	int32 i2 = childIndex + 1;
-	if (i2 == m_count)
-	{
-		i2 = 0;
-	}
-
-	edgeShape.m_vertex1 = m_vertices[i1];
-	edgeShape.m_vertex2 = m_vertices[i2];
-
-	return edgeShape.RayCast(output, input, xf, 0);
-}
-
-void b2ChainShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
-{
-	b2Assert(childIndex < m_count);
-
-	int32 i1 = childIndex;
-	int32 i2 = childIndex + 1;
-	if (i2 == m_count)
-	{
-		i2 = 0;
-	}
-
-	b2Vec2 v1 = b2Mul(xf, m_vertices[i1]);
-	b2Vec2 v2 = b2Mul(xf, m_vertices[i2]);
-
-	aabb->lowerBound = b2Min(v1, v2);
-	aabb->upperBound = b2Max(v1, v2);
-}
-
-void b2ChainShape::ComputeMass(b2MassData* massData, float32 density) const
-{
-	B2_NOT_USED(density);
-
-	massData->mass = 0.0f;
-	massData->center.SetZero();
-	massData->I = 0.0f;
-}
+/*
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Collision/Shapes/b2ChainShape.h>
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>
+#include <new>
+#include <cstring>
+using namespace std;
+
+b2ChainShape::~b2ChainShape()
+{
+	b2Free(m_vertices);
+	m_vertices = NULL;
+	m_count = 0;
+}
+
+void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count)
+{
+	b2Assert(m_vertices == NULL && m_count == 0);
+	b2Assert(count >= 3);
+	m_count = count + 1;
+	m_vertices = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
+	memcpy(m_vertices, vertices, count * sizeof(b2Vec2));
+	m_vertices[count] = m_vertices[0];
+	m_prevVertex = m_vertices[m_count - 2];
+	m_nextVertex = m_vertices[1];
+	m_hasPrevVertex = true;
+	m_hasNextVertex = true;
+}
+
+void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count)
+{
+	b2Assert(m_vertices == NULL && m_count == 0);
+	b2Assert(count >= 2);
+	m_count = count;
+	m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));
+	memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));
+	m_hasPrevVertex = false;
+	m_hasNextVertex = false;
+}
+
+void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex)
+{
+	m_prevVertex = prevVertex;
+	m_hasPrevVertex = true;
+}
+
+void b2ChainShape::SetNextVertex(const b2Vec2& nextVertex)
+{
+	m_nextVertex = nextVertex;
+	m_hasNextVertex = true;
+}
+
+b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
+{
+	void* mem = allocator->Allocate(sizeof(b2ChainShape));
+	b2ChainShape* clone = new (mem) b2ChainShape;
+	clone->CreateChain(m_vertices, m_count);
+	clone->m_prevVertex = m_prevVertex;
+	clone->m_nextVertex = m_nextVertex;
+	clone->m_hasPrevVertex = m_hasPrevVertex;
+	clone->m_hasNextVertex = m_hasNextVertex;
+	return clone;
+}
+
+int32 b2ChainShape::GetChildCount() const
+{
+	// edge count = vertex count - 1
+	return m_count - 1;
+}
+
+void b2ChainShape::GetChildEdge(b2EdgeShape* edge, int32 index) const
+{
+	b2Assert(0 <= index && index < m_count - 1);
+	edge->m_type = b2Shape::e_edge;
+	edge->m_radius = m_radius;
+
+	edge->m_vertex1 = m_vertices[index + 0];
+	edge->m_vertex2 = m_vertices[index + 1];
+
+	if (index > 0)
+	{
+		edge->m_vertex0 = m_vertices[index - 1];
+		edge->m_hasVertex0 = true;
+	}
+	else
+	{
+		edge->m_vertex0 = m_prevVertex;
+		edge->m_hasVertex0 = m_hasPrevVertex;
+	}
+
+	if (index < m_count - 2)
+	{
+		edge->m_vertex3 = m_vertices[index + 2];
+		edge->m_hasVertex3 = true;
+	}
+	else
+	{
+		edge->m_vertex3 = m_nextVertex;
+		edge->m_hasVertex3 = m_hasNextVertex;
+	}
+}
+
+bool b2ChainShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
+{
+	B2_NOT_USED(xf);
+	B2_NOT_USED(p);
+	return false;
+}
+
+bool b2ChainShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+							const b2Transform& xf, int32 childIndex) const
+{
+	b2Assert(childIndex < m_count);
+
+	b2EdgeShape edgeShape;
+
+	int32 i1 = childIndex;
+	int32 i2 = childIndex + 1;
+	if (i2 == m_count)
+	{
+		i2 = 0;
+	}
+
+	edgeShape.m_vertex1 = m_vertices[i1];
+	edgeShape.m_vertex2 = m_vertices[i2];
+
+	return edgeShape.RayCast(output, input, xf, 0);
+}
+
+void b2ChainShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
+{
+	b2Assert(childIndex < m_count);
+
+	int32 i1 = childIndex;
+	int32 i2 = childIndex + 1;
+	if (i2 == m_count)
+	{
+		i2 = 0;
+	}
+
+	b2Vec2 v1 = b2Mul(xf, m_vertices[i1]);
+	b2Vec2 v2 = b2Mul(xf, m_vertices[i2]);
+
+	aabb->lowerBound = b2Min(v1, v2);
+	aabb->upperBound = b2Max(v1, v2);
+}
+
+void b2ChainShape::ComputeMass(b2MassData* massData, float32 density) const
+{
+	B2_NOT_USED(density);
+
+	massData->mass = 0.0f;
+	massData->center.SetZero();
+	massData->I = 0.0f;
+}

+ 102 - 102
src/libraries/Box2D/Collision/Shapes/b2ChainShape.h

@@ -1,102 +1,102 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CHAIN_SHAPE_H
-#define B2_CHAIN_SHAPE_H
-
-#include <Box2D/Collision/Shapes/b2Shape.h>
-
-class b2EdgeShape;
-
-/// A chain shape is a free form sequence of line segments.
-/// The chain has two-sided collision, so you can use inside and outside collision.
-/// Therefore, you may use any winding order.
-/// Since there may be many vertices, they are allocated using b2Alloc.
-/// Connectivity information is used to create smooth collisions.
-/// WARNING: The chain will not collide properly if there are self-intersections.
-class b2ChainShape : public b2Shape
-{
-public:
-	b2ChainShape();
-
-	/// The destructor frees the vertices using b2Free.
-	~b2ChainShape();
-
-	/// Create a loop. This automatically adjusts connectivity.
-	/// @param vertices an array of vertices, these are copied
-	/// @param count the vertex count
-	void CreateLoop(const b2Vec2* vertices, int32 count);
-
-	/// Create a chain with isolated end vertices.
-	/// @param vertices an array of vertices, these are copied
-	/// @param count the vertex count
-	void CreateChain(const b2Vec2* vertices, int32 count);
-
-	/// Establish connectivity to a vertex that precedes the first vertex.
-	/// Don't call this for loops.
-	void SetPrevVertex(const b2Vec2& prevVertex);
-
-	/// Establish connectivity to a vertex that follows the last vertex.
-	/// Don't call this for loops.
-	void SetNextVertex(const b2Vec2& nextVertex);
-
-	/// Implement b2Shape. Vertices are cloned using b2Alloc.
-	b2Shape* Clone(b2BlockAllocator* allocator) const;
-
-	/// @see b2Shape::GetChildCount
-	int32 GetChildCount() const;
-
-	/// Get a child edge.
-	void GetChildEdge(b2EdgeShape* edge, int32 index) const;
-
-	/// This always return false.
-	/// @see b2Shape::TestPoint
-	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
-
-	/// Implement b2Shape.
-	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-					const b2Transform& transform, int32 childIndex) const;
-
-	/// @see b2Shape::ComputeAABB
-	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
-
-	/// Chains have zero mass.
-	/// @see b2Shape::ComputeMass
-	void ComputeMass(b2MassData* massData, float32 density) const;
-
-	/// The vertices. Owned by this class.
-	b2Vec2* m_vertices;
-
-	/// The vertex count.
-	int32 m_count;
-
-	b2Vec2 m_prevVertex, m_nextVertex;
-	bool m_hasPrevVertex, m_hasNextVertex;
-};
-
-inline b2ChainShape::b2ChainShape()
-{
-	m_type = e_chain;
-	m_radius = b2_polygonRadius;
-	m_vertices = NULL;
-	m_count = 0;
-	m_hasPrevVertex = NULL;
-	m_hasNextVertex = NULL;
-}
-
-#endif
+/*
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_CHAIN_SHAPE_H
+#define B2_CHAIN_SHAPE_H
+
+#include <Box2D/Collision/Shapes/b2Shape.h>
+
+class b2EdgeShape;
+
+/// A chain shape is a free form sequence of line segments.
+/// The chain has two-sided collision, so you can use inside and outside collision.
+/// Therefore, you may use any winding order.
+/// Since there may be many vertices, they are allocated using b2Alloc.
+/// Connectivity information is used to create smooth collisions.
+/// WARNING: The chain will not collide properly if there are self-intersections.
+class b2ChainShape : public b2Shape
+{
+public:
+	b2ChainShape();
+
+	/// The destructor frees the vertices using b2Free.
+	~b2ChainShape();
+
+	/// Create a loop. This automatically adjusts connectivity.
+	/// @param vertices an array of vertices, these are copied
+	/// @param count the vertex count
+	void CreateLoop(const b2Vec2* vertices, int32 count);
+
+	/// Create a chain with isolated end vertices.
+	/// @param vertices an array of vertices, these are copied
+	/// @param count the vertex count
+	void CreateChain(const b2Vec2* vertices, int32 count);
+
+	/// Establish connectivity to a vertex that precedes the first vertex.
+	/// Don't call this for loops.
+	void SetPrevVertex(const b2Vec2& prevVertex);
+
+	/// Establish connectivity to a vertex that follows the last vertex.
+	/// Don't call this for loops.
+	void SetNextVertex(const b2Vec2& nextVertex);
+
+	/// Implement b2Shape. Vertices are cloned using b2Alloc.
+	b2Shape* Clone(b2BlockAllocator* allocator) const;
+
+	/// @see b2Shape::GetChildCount
+	int32 GetChildCount() const;
+
+	/// Get a child edge.
+	void GetChildEdge(b2EdgeShape* edge, int32 index) const;
+
+	/// This always return false.
+	/// @see b2Shape::TestPoint
+	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
+
+	/// Implement b2Shape.
+	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+					const b2Transform& transform, int32 childIndex) const;
+
+	/// @see b2Shape::ComputeAABB
+	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
+
+	/// Chains have zero mass.
+	/// @see b2Shape::ComputeMass
+	void ComputeMass(b2MassData* massData, float32 density) const;
+
+	/// The vertices. Owned by this class.
+	b2Vec2* m_vertices;
+
+	/// The vertex count.
+	int32 m_count;
+
+	b2Vec2 m_prevVertex, m_nextVertex;
+	bool m_hasPrevVertex, m_hasNextVertex;
+};
+
+inline b2ChainShape::b2ChainShape()
+{
+	m_type = e_chain;
+	m_radius = b2_polygonRadius;
+	m_vertices = NULL;
+	m_count = 0;
+	m_hasPrevVertex = NULL;
+	m_hasNextVertex = NULL;
+}
+
+#endif

+ 100 - 100
src/libraries/Box2D/Collision/Shapes/b2CircleShape.cpp

@@ -1,100 +1,100 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Collision/Shapes/b2CircleShape.h>
-#include <new>
-using namespace std;
-
-b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
-{
-	void* mem = allocator->Allocate(sizeof(b2CircleShape));
-	b2CircleShape* clone = new (mem) b2CircleShape;
-	*clone = *this;
-	return clone;
-}
-
-int32 b2CircleShape::GetChildCount() const
-{
-	return 1;
-}
-
-bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) const
-{
-	b2Vec2 center = transform.p + b2Mul(transform.q, m_p);
-	b2Vec2 d = p - center;
-	return b2Dot(d, d) <= m_radius * m_radius;
-}
-
-// Collision Detection in Interactive 3D Environments by Gino van den Bergen
-// From Section 3.1.2
-// x = s + a * r
-// norm(x) = radius
-bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-							const b2Transform& transform, int32 childIndex) const
-{
-	B2_NOT_USED(childIndex);
-
-	b2Vec2 position = transform.p + b2Mul(transform.q, m_p);
-	b2Vec2 s = input.p1 - position;
-	float32 b = b2Dot(s, s) - m_radius * m_radius;
-
-	// Solve quadratic equation.
-	b2Vec2 r = input.p2 - input.p1;
-	float32 c =  b2Dot(s, r);
-	float32 rr = b2Dot(r, r);
-	float32 sigma = c * c - rr * b;
-
-	// Check for negative discriminant and short segment.
-	if (sigma < 0.0f || rr < b2_epsilon)
-	{
-		return false;
-	}
-
-	// Find the point of intersection of the line with the circle.
-	float32 a = -(c + b2Sqrt(sigma));
-
-	// Is the intersection point on the segment?
-	if (0.0f <= a && a <= input.maxFraction * rr)
-	{
-		a /= rr;
-		output->fraction = a;
-		output->normal = s + a * r;
-		output->normal.Normalize();
-		return true;
-	}
-
-	return false;
-}
-
-void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const
-{
-	B2_NOT_USED(childIndex);
-
-	b2Vec2 p = transform.p + b2Mul(transform.q, m_p);
-	aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);
-	aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);
-}
-
-void b2CircleShape::ComputeMass(b2MassData* massData, float32 density) const
-{
-	massData->mass = density * b2_pi * m_radius * m_radius;
-	massData->center = m_p;
-
-	// inertia about the local origin
-	massData->I = massData->mass * (0.5f * m_radius * m_radius + b2Dot(m_p, m_p));
-}
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Collision/Shapes/b2CircleShape.h>
+#include <new>
+using namespace std;
+
+b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
+{
+	void* mem = allocator->Allocate(sizeof(b2CircleShape));
+	b2CircleShape* clone = new (mem) b2CircleShape;
+	*clone = *this;
+	return clone;
+}
+
+int32 b2CircleShape::GetChildCount() const
+{
+	return 1;
+}
+
+bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) const
+{
+	b2Vec2 center = transform.p + b2Mul(transform.q, m_p);
+	b2Vec2 d = p - center;
+	return b2Dot(d, d) <= m_radius * m_radius;
+}
+
+// Collision Detection in Interactive 3D Environments by Gino van den Bergen
+// From Section 3.1.2
+// x = s + a * r
+// norm(x) = radius
+bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+							const b2Transform& transform, int32 childIndex) const
+{
+	B2_NOT_USED(childIndex);
+
+	b2Vec2 position = transform.p + b2Mul(transform.q, m_p);
+	b2Vec2 s = input.p1 - position;
+	float32 b = b2Dot(s, s) - m_radius * m_radius;
+
+	// Solve quadratic equation.
+	b2Vec2 r = input.p2 - input.p1;
+	float32 c =  b2Dot(s, r);
+	float32 rr = b2Dot(r, r);
+	float32 sigma = c * c - rr * b;
+
+	// Check for negative discriminant and short segment.
+	if (sigma < 0.0f || rr < b2_epsilon)
+	{
+		return false;
+	}
+
+	// Find the point of intersection of the line with the circle.
+	float32 a = -(c + b2Sqrt(sigma));
+
+	// Is the intersection point on the segment?
+	if (0.0f <= a && a <= input.maxFraction * rr)
+	{
+		a /= rr;
+		output->fraction = a;
+		output->normal = s + a * r;
+		output->normal.Normalize();
+		return true;
+	}
+
+	return false;
+}
+
+void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const
+{
+	B2_NOT_USED(childIndex);
+
+	b2Vec2 p = transform.p + b2Mul(transform.q, m_p);
+	aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);
+	aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);
+}
+
+void b2CircleShape::ComputeMass(b2MassData* massData, float32 density) const
+{
+	massData->mass = density * b2_pi * m_radius * m_radius;
+	massData->center = m_p;
+
+	// inertia about the local origin
+	massData->I = massData->mass * (0.5f * m_radius * m_radius + b2Dot(m_p, m_p));
+}

+ 91 - 91
src/libraries/Box2D/Collision/Shapes/b2CircleShape.h

@@ -1,91 +1,91 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CIRCLE_SHAPE_H
-#define B2_CIRCLE_SHAPE_H
-
-#include <Box2D/Collision/Shapes/b2Shape.h>
-
-/// A circle shape.
-class b2CircleShape : public b2Shape
-{
-public:
-	b2CircleShape();
-
-	/// Implement b2Shape.
-	b2Shape* Clone(b2BlockAllocator* allocator) const;
-
-	/// @see b2Shape::GetChildCount
-	int32 GetChildCount() const;
-
-	/// Implement b2Shape.
-	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
-
-	/// Implement b2Shape.
-	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-				const b2Transform& transform, int32 childIndex) const;
-
-	/// @see b2Shape::ComputeAABB
-	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
-
-	/// @see b2Shape::ComputeMass
-	void ComputeMass(b2MassData* massData, float32 density) const;
-
-	/// Get the supporting vertex index in the given direction.
-	int32 GetSupport(const b2Vec2& d) const;
-
-	/// Get the supporting vertex in the given direction.
-	const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
-
-	/// Get the vertex count.
-	int32 GetVertexCount() const { return 1; }
-
-	/// Get a vertex by index. Used by b2Distance.
-	const b2Vec2& GetVertex(int32 index) const;
-
-	/// Position
-	b2Vec2 m_p;
-};
-
-inline b2CircleShape::b2CircleShape()
-{
-	m_type = e_circle;
-	m_radius = 0.0f;
-	m_p.SetZero();
-}
-
-inline int32 b2CircleShape::GetSupport(const b2Vec2 &d) const
-{
-	B2_NOT_USED(d);
-	return 0;
-}
-
-inline const b2Vec2& b2CircleShape::GetSupportVertex(const b2Vec2 &d) const
-{
-	B2_NOT_USED(d);
-	return m_p;
-}
-
-inline const b2Vec2& b2CircleShape::GetVertex(int32 index) const
-{
-	B2_NOT_USED(index);
-	b2Assert(index == 0);
-	return m_p;
-}
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_CIRCLE_SHAPE_H
+#define B2_CIRCLE_SHAPE_H
+
+#include <Box2D/Collision/Shapes/b2Shape.h>
+
+/// A circle shape.
+class b2CircleShape : public b2Shape
+{
+public:
+	b2CircleShape();
+
+	/// Implement b2Shape.
+	b2Shape* Clone(b2BlockAllocator* allocator) const;
+
+	/// @see b2Shape::GetChildCount
+	int32 GetChildCount() const;
+
+	/// Implement b2Shape.
+	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
+
+	/// Implement b2Shape.
+	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+				const b2Transform& transform, int32 childIndex) const;
+
+	/// @see b2Shape::ComputeAABB
+	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
+
+	/// @see b2Shape::ComputeMass
+	void ComputeMass(b2MassData* massData, float32 density) const;
+
+	/// Get the supporting vertex index in the given direction.
+	int32 GetSupport(const b2Vec2& d) const;
+
+	/// Get the supporting vertex in the given direction.
+	const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
+
+	/// Get the vertex count.
+	int32 GetVertexCount() const { return 1; }
+
+	/// Get a vertex by index. Used by b2Distance.
+	const b2Vec2& GetVertex(int32 index) const;
+
+	/// Position
+	b2Vec2 m_p;
+};
+
+inline b2CircleShape::b2CircleShape()
+{
+	m_type = e_circle;
+	m_radius = 0.0f;
+	m_p.SetZero();
+}
+
+inline int32 b2CircleShape::GetSupport(const b2Vec2 &d) const
+{
+	B2_NOT_USED(d);
+	return 0;
+}
+
+inline const b2Vec2& b2CircleShape::GetSupportVertex(const b2Vec2 &d) const
+{
+	B2_NOT_USED(d);
+	return m_p;
+}
+
+inline const b2Vec2& b2CircleShape::GetVertex(int32 index) const
+{
+	B2_NOT_USED(index);
+	b2Assert(index == 0);
+	return m_p;
+}
+
+#endif

+ 139 - 139
src/libraries/Box2D/Collision/Shapes/b2EdgeShape.cpp

@@ -1,139 +1,139 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Collision/Shapes/b2EdgeShape.h>
-#include <new>
-using namespace std;
-
-void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)
-{
-	m_vertex1 = v1;
-	m_vertex2 = v2;
-	m_hasVertex0 = false;
-	m_hasVertex3 = false;
-}
-
-b2Shape* b2EdgeShape::Clone(b2BlockAllocator* allocator) const
-{
-	void* mem = allocator->Allocate(sizeof(b2EdgeShape));
-	b2EdgeShape* clone = new (mem) b2EdgeShape;
-	*clone = *this;
-	return clone;
-}
-
-int32 b2EdgeShape::GetChildCount() const
-{
-	return 1;
-}
-
-bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
-{
-	B2_NOT_USED(xf);
-	B2_NOT_USED(p);
-	return false;
-}
-
-// p = p1 + t * d
-// v = v1 + s * e
-// p1 + t * d = v1 + s * e
-// s * e - t * d = p1 - v1
-bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-							const b2Transform& xf, int32 childIndex) const
-{
-	B2_NOT_USED(childIndex);
-
-	// Put the ray into the edge's frame of reference.
-	b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
-	b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
-	b2Vec2 d = p2 - p1;
-
-	b2Vec2 v1 = m_vertex1;
-	b2Vec2 v2 = m_vertex2;
-	b2Vec2 e = v2 - v1;
-	b2Vec2 normal(e.y, -e.x);
-	normal.Normalize();
-
-	// q = p1 + t * d
-	// dot(normal, q - v1) = 0
-	// dot(normal, p1 - v1) + t * dot(normal, d) = 0
-	float32 numerator = b2Dot(normal, v1 - p1);
-	float32 denominator = b2Dot(normal, d);
-
-	if (denominator == 0.0f)
-	{
-		return false;
-	}
-
-	float32 t = numerator / denominator;
-	if (t < 0.0f || input.maxFraction < t)
-	{
-		return false;
-	}
-
-	b2Vec2 q = p1 + t * d;
-
-	// q = v1 + s * r
-	// s = dot(q - v1, r) / dot(r, r)
-	b2Vec2 r = v2 - v1;
-	float32 rr = b2Dot(r, r);
-	if (rr == 0.0f)
-	{
-		return false;
-	}
-
-	float32 s = b2Dot(q - v1, r) / rr;
-	if (s < 0.0f || 1.0f < s)
-	{
-		return false;
-	}
-
-	output->fraction = t;
-	if (numerator > 0.0f)
-	{
-		output->normal = -normal;
-	}
-	else
-	{
-		output->normal = normal;
-	}
-	return true;
-}
-
-void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
-{
-	B2_NOT_USED(childIndex);
-
-	b2Vec2 v1 = b2Mul(xf, m_vertex1);
-	b2Vec2 v2 = b2Mul(xf, m_vertex2);
-
-	b2Vec2 lower = b2Min(v1, v2);
-	b2Vec2 upper = b2Max(v1, v2);
-
-	b2Vec2 r(m_radius, m_radius);
-	aabb->lowerBound = lower - r;
-	aabb->upperBound = upper + r;
-}
-
-void b2EdgeShape::ComputeMass(b2MassData* massData, float32 density) const
-{
-	B2_NOT_USED(density);
-
-	massData->mass = 0.0f;
-	massData->center = 0.5f * (m_vertex1 + m_vertex2);
-	massData->I = 0.0f;
-}
+/*
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>
+#include <new>
+using namespace std;
+
+void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)
+{
+	m_vertex1 = v1;
+	m_vertex2 = v2;
+	m_hasVertex0 = false;
+	m_hasVertex3 = false;
+}
+
+b2Shape* b2EdgeShape::Clone(b2BlockAllocator* allocator) const
+{
+	void* mem = allocator->Allocate(sizeof(b2EdgeShape));
+	b2EdgeShape* clone = new (mem) b2EdgeShape;
+	*clone = *this;
+	return clone;
+}
+
+int32 b2EdgeShape::GetChildCount() const
+{
+	return 1;
+}
+
+bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
+{
+	B2_NOT_USED(xf);
+	B2_NOT_USED(p);
+	return false;
+}
+
+// p = p1 + t * d
+// v = v1 + s * e
+// p1 + t * d = v1 + s * e
+// s * e - t * d = p1 - v1
+bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+							const b2Transform& xf, int32 childIndex) const
+{
+	B2_NOT_USED(childIndex);
+
+	// Put the ray into the edge's frame of reference.
+	b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
+	b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
+	b2Vec2 d = p2 - p1;
+
+	b2Vec2 v1 = m_vertex1;
+	b2Vec2 v2 = m_vertex2;
+	b2Vec2 e = v2 - v1;
+	b2Vec2 normal(e.y, -e.x);
+	normal.Normalize();
+
+	// q = p1 + t * d
+	// dot(normal, q - v1) = 0
+	// dot(normal, p1 - v1) + t * dot(normal, d) = 0
+	float32 numerator = b2Dot(normal, v1 - p1);
+	float32 denominator = b2Dot(normal, d);
+
+	if (denominator == 0.0f)
+	{
+		return false;
+	}
+
+	float32 t = numerator / denominator;
+	if (t < 0.0f || input.maxFraction < t)
+	{
+		return false;
+	}
+
+	b2Vec2 q = p1 + t * d;
+
+	// q = v1 + s * r
+	// s = dot(q - v1, r) / dot(r, r)
+	b2Vec2 r = v2 - v1;
+	float32 rr = b2Dot(r, r);
+	if (rr == 0.0f)
+	{
+		return false;
+	}
+
+	float32 s = b2Dot(q - v1, r) / rr;
+	if (s < 0.0f || 1.0f < s)
+	{
+		return false;
+	}
+
+	output->fraction = t;
+	if (numerator > 0.0f)
+	{
+		output->normal = -normal;
+	}
+	else
+	{
+		output->normal = normal;
+	}
+	return true;
+}
+
+void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
+{
+	B2_NOT_USED(childIndex);
+
+	b2Vec2 v1 = b2Mul(xf, m_vertex1);
+	b2Vec2 v2 = b2Mul(xf, m_vertex2);
+
+	b2Vec2 lower = b2Min(v1, v2);
+	b2Vec2 upper = b2Max(v1, v2);
+
+	b2Vec2 r(m_radius, m_radius);
+	aabb->lowerBound = lower - r;
+	aabb->upperBound = upper + r;
+}
+
+void b2EdgeShape::ComputeMass(b2MassData* massData, float32 density) const
+{
+	B2_NOT_USED(density);
+
+	massData->mass = 0.0f;
+	massData->center = 0.5f * (m_vertex1 + m_vertex2);
+	massData->I = 0.0f;
+}

+ 74 - 74
src/libraries/Box2D/Collision/Shapes/b2EdgeShape.h

@@ -1,74 +1,74 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_EDGE_SHAPE_H
-#define B2_EDGE_SHAPE_H
-
-#include <Box2D/Collision/Shapes/b2Shape.h>
-
-/// A line segment (edge) shape. These can be connected in chains or loops
-/// to other edge shapes. The connectivity information is used to ensure
-/// correct contact normals.
-class b2EdgeShape : public b2Shape
-{
-public:
-	b2EdgeShape();
-
-	/// Set this as an isolated edge.
-	void Set(const b2Vec2& v1, const b2Vec2& v2);
-
-	/// Implement b2Shape.
-	b2Shape* Clone(b2BlockAllocator* allocator) const;
-
-	/// @see b2Shape::GetChildCount
-	int32 GetChildCount() const;
-
-	/// @see b2Shape::TestPoint
-	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
-
-	/// Implement b2Shape.
-	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-				const b2Transform& transform, int32 childIndex) const;
-
-	/// @see b2Shape::ComputeAABB
-	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
-
-	/// @see b2Shape::ComputeMass
-	void ComputeMass(b2MassData* massData, float32 density) const;
-	
-	/// These are the edge vertices
-	b2Vec2 m_vertex1, m_vertex2;
-
-	/// Optional adjacent vertices. These are used for smooth collision.
-	b2Vec2 m_vertex0, m_vertex3;
-	bool m_hasVertex0, m_hasVertex3;
-};
-
-inline b2EdgeShape::b2EdgeShape()
-{
-	m_type = e_edge;
-	m_radius = b2_polygonRadius;
-	m_vertex0.x = 0.0f;
-	m_vertex0.y = 0.0f;
-	m_vertex3.x = 0.0f;
-	m_vertex3.y = 0.0f;
-	m_hasVertex0 = false;
-	m_hasVertex3 = false;
-}
-
-#endif
+/*
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_EDGE_SHAPE_H
+#define B2_EDGE_SHAPE_H
+
+#include <Box2D/Collision/Shapes/b2Shape.h>
+
+/// A line segment (edge) shape. These can be connected in chains or loops
+/// to other edge shapes. The connectivity information is used to ensure
+/// correct contact normals.
+class b2EdgeShape : public b2Shape
+{
+public:
+	b2EdgeShape();
+
+	/// Set this as an isolated edge.
+	void Set(const b2Vec2& v1, const b2Vec2& v2);
+
+	/// Implement b2Shape.
+	b2Shape* Clone(b2BlockAllocator* allocator) const;
+
+	/// @see b2Shape::GetChildCount
+	int32 GetChildCount() const;
+
+	/// @see b2Shape::TestPoint
+	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
+
+	/// Implement b2Shape.
+	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+				const b2Transform& transform, int32 childIndex) const;
+
+	/// @see b2Shape::ComputeAABB
+	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
+
+	/// @see b2Shape::ComputeMass
+	void ComputeMass(b2MassData* massData, float32 density) const;
+	
+	/// These are the edge vertices
+	b2Vec2 m_vertex1, m_vertex2;
+
+	/// Optional adjacent vertices. These are used for smooth collision.
+	b2Vec2 m_vertex0, m_vertex3;
+	bool m_hasVertex0, m_hasVertex3;
+};
+
+inline b2EdgeShape::b2EdgeShape()
+{
+	m_type = e_edge;
+	m_radius = b2_polygonRadius;
+	m_vertex0.x = 0.0f;
+	m_vertex0.y = 0.0f;
+	m_vertex3.x = 0.0f;
+	m_vertex3.y = 0.0f;
+	m_hasVertex0 = false;
+	m_hasVertex3 = false;
+}
+
+#endif

+ 361 - 361
src/libraries/Box2D/Collision/Shapes/b2PolygonShape.cpp

@@ -1,361 +1,361 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Collision/Shapes/b2PolygonShape.h>
-#include <new>
-
-b2Shape* b2PolygonShape::Clone(b2BlockAllocator* allocator) const
-{
-	void* mem = allocator->Allocate(sizeof(b2PolygonShape));
-	b2PolygonShape* clone = new (mem) b2PolygonShape;
-	*clone = *this;
-	return clone;
-}
-
-void b2PolygonShape::SetAsBox(float32 hx, float32 hy)
-{
-	m_vertexCount = 4;
-	m_vertices[0].Set(-hx, -hy);
-	m_vertices[1].Set( hx, -hy);
-	m_vertices[2].Set( hx,  hy);
-	m_vertices[3].Set(-hx,  hy);
-	m_normals[0].Set(0.0f, -1.0f);
-	m_normals[1].Set(1.0f, 0.0f);
-	m_normals[2].Set(0.0f, 1.0f);
-	m_normals[3].Set(-1.0f, 0.0f);
-	m_centroid.SetZero();
-}
-
-void b2PolygonShape::SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle)
-{
-	m_vertexCount = 4;
-	m_vertices[0].Set(-hx, -hy);
-	m_vertices[1].Set( hx, -hy);
-	m_vertices[2].Set( hx,  hy);
-	m_vertices[3].Set(-hx,  hy);
-	m_normals[0].Set(0.0f, -1.0f);
-	m_normals[1].Set(1.0f, 0.0f);
-	m_normals[2].Set(0.0f, 1.0f);
-	m_normals[3].Set(-1.0f, 0.0f);
-	m_centroid = center;
-
-	b2Transform xf;
-	xf.p = center;
-	xf.q.Set(angle);
-
-	// Transform vertices and normals.
-	for (int32 i = 0; i < m_vertexCount; ++i)
-	{
-		m_vertices[i] = b2Mul(xf, m_vertices[i]);
-		m_normals[i] = b2Mul(xf.q, m_normals[i]);
-	}
-}
-
-int32 b2PolygonShape::GetChildCount() const
-{
-	return 1;
-}
-
-static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
-{
-	b2Assert(count >= 3);
-
-	b2Vec2 c; c.Set(0.0f, 0.0f);
-	float32 area = 0.0f;
-
-	// pRef is the reference point for forming triangles.
-	// It's location doesn't change the result (except for rounding error).
-	b2Vec2 pRef(0.0f, 0.0f);
-#if 0
-	// This code would put the reference point inside the polygon.
-	for (int32 i = 0; i < count; ++i)
-	{
-		pRef += vs[i];
-	}
-	pRef *= 1.0f / count;
-#endif
-
-	const float32 inv3 = 1.0f / 3.0f;
-
-	for (int32 i = 0; i < count; ++i)
-	{
-		// Triangle vertices.
-		b2Vec2 p1 = pRef;
-		b2Vec2 p2 = vs[i];
-		b2Vec2 p3 = i + 1 < count ? vs[i+1] : vs[0];
-
-		b2Vec2 e1 = p2 - p1;
-		b2Vec2 e2 = p3 - p1;
-
-		float32 D = b2Cross(e1, e2);
-
-		float32 triangleArea = 0.5f * D;
-		area += triangleArea;
-
-		// Area weighted centroid
-		c += triangleArea * inv3 * (p1 + p2 + p3);
-	}
-
-	// Centroid
-	b2Assert(area > b2_epsilon);
-	c *= 1.0f / area;
-	return c;
-}
-
-void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
-{
-	b2Assert(3 <= count && count <= b2_maxPolygonVertices);
-	m_vertexCount = count;
-
-	// Copy vertices.
-	for (int32 i = 0; i < m_vertexCount; ++i)
-	{
-		m_vertices[i] = vertices[i];
-	}
-
-	// Compute normals. Ensure the edges have non-zero length.
-	for (int32 i = 0; i < m_vertexCount; ++i)
-	{
-		int32 i1 = i;
-		int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
-		b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
-		b2Assert(edge.LengthSquared() > b2_epsilon * b2_epsilon);
-		m_normals[i] = b2Cross(edge, 1.0f);
-		m_normals[i].Normalize();
-	}
-
-#ifdef _DEBUG
-	// Ensure the polygon is convex and the interior
-	// is to the left of each edge.
-	for (int32 i = 0; i < m_vertexCount; ++i)
-	{
-		int32 i1 = i;
-		int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
-		b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
-
-		for (int32 j = 0; j < m_vertexCount; ++j)
-		{
-			// Don't check vertices on the current edge.
-			if (j == i1 || j == i2)
-			{
-				continue;
-			}
-			
-			b2Vec2 r = m_vertices[j] - m_vertices[i1];
-
-			// If this crashes, your polygon is non-convex, has colinear edges,
-			// or the winding order is wrong.
-			float32 s = b2Cross(edge, r);
-			b2Assert(s > 0.0f && "ERROR: Please ensure your polygon is convex and has a CCW winding order");
-		}
-	}
-#endif
-
-	// Compute the polygon centroid.
-	m_centroid = ComputeCentroid(m_vertices, m_vertexCount);
-}
-
-bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
-{
-	b2Vec2 pLocal = b2MulT(xf.q, p - xf.p);
-
-	for (int32 i = 0; i < m_vertexCount; ++i)
-	{
-		float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
-		if (dot > 0.0f)
-		{
-			return false;
-		}
-	}
-
-	return true;
-}
-
-bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-								const b2Transform& xf, int32 childIndex) const
-{
-	B2_NOT_USED(childIndex);
-
-	// Put the ray into the polygon's frame of reference.
-	b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
-	b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
-	b2Vec2 d = p2 - p1;
-
-	float32 lower = 0.0f, upper = input.maxFraction;
-
-	int32 index = -1;
-
-	for (int32 i = 0; i < m_vertexCount; ++i)
-	{
-		// p = p1 + a * d
-		// dot(normal, p - v) = 0
-		// dot(normal, p1 - v) + a * dot(normal, d) = 0
-		float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
-		float32 denominator = b2Dot(m_normals[i], d);
-
-		if (denominator == 0.0f)
-		{	
-			if (numerator < 0.0f)
-			{
-				return false;
-			}
-		}
-		else
-		{
-			// Note: we want this predicate without division:
-			// lower < numerator / denominator, where denominator < 0
-			// Since denominator < 0, we have to flip the inequality:
-			// lower < numerator / denominator <==> denominator * lower > numerator.
-			if (denominator < 0.0f && numerator < lower * denominator)
-			{
-				// Increase lower.
-				// The segment enters this half-space.
-				lower = numerator / denominator;
-				index = i;
-			}
-			else if (denominator > 0.0f && numerator < upper * denominator)
-			{
-				// Decrease upper.
-				// The segment exits this half-space.
-				upper = numerator / denominator;
-			}
-		}
-
-		// The use of epsilon here causes the assert on lower to trip
-		// in some cases. Apparently the use of epsilon was to make edge
-		// shapes work, but now those are handled separately.
-		//if (upper < lower - b2_epsilon)
-		if (upper < lower)
-		{
-			return false;
-		}
-	}
-
-	b2Assert(0.0f <= lower && lower <= input.maxFraction);
-
-	if (index >= 0)
-	{
-		output->fraction = lower;
-		output->normal = b2Mul(xf.q, m_normals[index]);
-		return true;
-	}
-
-	return false;
-}
-
-void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
-{
-	B2_NOT_USED(childIndex);
-
-	b2Vec2 lower = b2Mul(xf, m_vertices[0]);
-	b2Vec2 upper = lower;
-
-	for (int32 i = 1; i < m_vertexCount; ++i)
-	{
-		b2Vec2 v = b2Mul(xf, m_vertices[i]);
-		lower = b2Min(lower, v);
-		upper = b2Max(upper, v);
-	}
-
-	b2Vec2 r(m_radius, m_radius);
-	aabb->lowerBound = lower - r;
-	aabb->upperBound = upper + r;
-}
-
-void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
-{
-	// Polygon mass, centroid, and inertia.
-	// Let rho be the polygon density in mass per unit area.
-	// Then:
-	// mass = rho * int(dA)
-	// centroid.x = (1/mass) * rho * int(x * dA)
-	// centroid.y = (1/mass) * rho * int(y * dA)
-	// I = rho * int((x*x + y*y) * dA)
-	//
-	// We can compute these integrals by summing all the integrals
-	// for each triangle of the polygon. To evaluate the integral
-	// for a single triangle, we make a change of variables to
-	// the (u,v) coordinates of the triangle:
-	// x = x0 + e1x * u + e2x * v
-	// y = y0 + e1y * u + e2y * v
-	// where 0 <= u && 0 <= v && u + v <= 1.
-	//
-	// We integrate u from [0,1-v] and then v from [0,1].
-	// We also need to use the Jacobian of the transformation:
-	// D = cross(e1, e2)
-	//
-	// Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
-	//
-	// The rest of the derivation is handled by computer algebra.
-
-	b2Assert(m_vertexCount >= 3);
-
-	b2Vec2 center; center.Set(0.0f, 0.0f);
-	float32 area = 0.0f;
-	float32 I = 0.0f;
-
-	// s is the reference point for forming triangles.
-	// It's location doesn't change the result (except for rounding error).
-	b2Vec2 s(0.0f, 0.0f);
-
-	// This code would put the reference point inside the polygon.
-	for (int32 i = 0; i < m_vertexCount; ++i)
-	{
-		s += m_vertices[i];
-	}
-	s *= 1.0f / m_vertexCount;
-
-	const float32 k_inv3 = 1.0f / 3.0f;
-
-	for (int32 i = 0; i < m_vertexCount; ++i)
-	{
-		// Triangle vertices.
-		b2Vec2 e1 = m_vertices[i] - s;
-		b2Vec2 e2 = i + 1 < m_vertexCount ? m_vertices[i+1] - s : m_vertices[0] - s;
-
-		float32 D = b2Cross(e1, e2);
-
-		float32 triangleArea = 0.5f * D;
-		area += triangleArea;
-
-		// Area weighted centroid
-		center += triangleArea * k_inv3 * (e1 + e2);
-
-		float32 ex1 = e1.x, ey1 = e1.y;
-		float32 ex2 = e2.x, ey2 = e2.y;
-
-		float32 intx2 = ex1*ex1 + ex2*ex1 + ex2*ex2;
-		float32 inty2 = ey1*ey1 + ey2*ey1 + ey2*ey2;
-
-		I += (0.25f * k_inv3 * D) * (intx2 + inty2);
-	}
-
-	// Total mass
-	massData->mass = density * area;
-
-	// Center of mass
-	b2Assert(area > b2_epsilon);
-	center *= 1.0f / area;
-	massData->center = center + s;
-
-	// Inertia tensor relative to the local origin (point s).
-	massData->I = density * I;
-	
-	// Shift to center of mass then to original body origin.
-	massData->I += massData->mass * (b2Dot(massData->center, massData->center) - b2Dot(center, center));
-}
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Collision/Shapes/b2PolygonShape.h>
+#include <new>
+
+b2Shape* b2PolygonShape::Clone(b2BlockAllocator* allocator) const
+{
+	void* mem = allocator->Allocate(sizeof(b2PolygonShape));
+	b2PolygonShape* clone = new (mem) b2PolygonShape;
+	*clone = *this;
+	return clone;
+}
+
+void b2PolygonShape::SetAsBox(float32 hx, float32 hy)
+{
+	m_vertexCount = 4;
+	m_vertices[0].Set(-hx, -hy);
+	m_vertices[1].Set( hx, -hy);
+	m_vertices[2].Set( hx,  hy);
+	m_vertices[3].Set(-hx,  hy);
+	m_normals[0].Set(0.0f, -1.0f);
+	m_normals[1].Set(1.0f, 0.0f);
+	m_normals[2].Set(0.0f, 1.0f);
+	m_normals[3].Set(-1.0f, 0.0f);
+	m_centroid.SetZero();
+}
+
+void b2PolygonShape::SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle)
+{
+	m_vertexCount = 4;
+	m_vertices[0].Set(-hx, -hy);
+	m_vertices[1].Set( hx, -hy);
+	m_vertices[2].Set( hx,  hy);
+	m_vertices[3].Set(-hx,  hy);
+	m_normals[0].Set(0.0f, -1.0f);
+	m_normals[1].Set(1.0f, 0.0f);
+	m_normals[2].Set(0.0f, 1.0f);
+	m_normals[3].Set(-1.0f, 0.0f);
+	m_centroid = center;
+
+	b2Transform xf;
+	xf.p = center;
+	xf.q.Set(angle);
+
+	// Transform vertices and normals.
+	for (int32 i = 0; i < m_vertexCount; ++i)
+	{
+		m_vertices[i] = b2Mul(xf, m_vertices[i]);
+		m_normals[i] = b2Mul(xf.q, m_normals[i]);
+	}
+}
+
+int32 b2PolygonShape::GetChildCount() const
+{
+	return 1;
+}
+
+static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
+{
+	b2Assert(count >= 3);
+
+	b2Vec2 c; c.Set(0.0f, 0.0f);
+	float32 area = 0.0f;
+
+	// pRef is the reference point for forming triangles.
+	// It's location doesn't change the result (except for rounding error).
+	b2Vec2 pRef(0.0f, 0.0f);
+#if 0
+	// This code would put the reference point inside the polygon.
+	for (int32 i = 0; i < count; ++i)
+	{
+		pRef += vs[i];
+	}
+	pRef *= 1.0f / count;
+#endif
+
+	const float32 inv3 = 1.0f / 3.0f;
+
+	for (int32 i = 0; i < count; ++i)
+	{
+		// Triangle vertices.
+		b2Vec2 p1 = pRef;
+		b2Vec2 p2 = vs[i];
+		b2Vec2 p3 = i + 1 < count ? vs[i+1] : vs[0];
+
+		b2Vec2 e1 = p2 - p1;
+		b2Vec2 e2 = p3 - p1;
+
+		float32 D = b2Cross(e1, e2);
+
+		float32 triangleArea = 0.5f * D;
+		area += triangleArea;
+
+		// Area weighted centroid
+		c += triangleArea * inv3 * (p1 + p2 + p3);
+	}
+
+	// Centroid
+	b2Assert(area > b2_epsilon);
+	c *= 1.0f / area;
+	return c;
+}
+
+void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
+{
+	b2Assert(3 <= count && count <= b2_maxPolygonVertices);
+	m_vertexCount = count;
+
+	// Copy vertices.
+	for (int32 i = 0; i < m_vertexCount; ++i)
+	{
+		m_vertices[i] = vertices[i];
+	}
+
+	// Compute normals. Ensure the edges have non-zero length.
+	for (int32 i = 0; i < m_vertexCount; ++i)
+	{
+		int32 i1 = i;
+		int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
+		b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
+		b2Assert(edge.LengthSquared() > b2_epsilon * b2_epsilon);
+		m_normals[i] = b2Cross(edge, 1.0f);
+		m_normals[i].Normalize();
+	}
+
+#ifdef _DEBUG
+	// Ensure the polygon is convex and the interior
+	// is to the left of each edge.
+	for (int32 i = 0; i < m_vertexCount; ++i)
+	{
+		int32 i1 = i;
+		int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
+		b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
+
+		for (int32 j = 0; j < m_vertexCount; ++j)
+		{
+			// Don't check vertices on the current edge.
+			if (j == i1 || j == i2)
+			{
+				continue;
+			}
+			
+			b2Vec2 r = m_vertices[j] - m_vertices[i1];
+
+			// If this crashes, your polygon is non-convex, has colinear edges,
+			// or the winding order is wrong.
+			float32 s = b2Cross(edge, r);
+			b2Assert(s > 0.0f && "ERROR: Please ensure your polygon is convex and has a CCW winding order");
+		}
+	}
+#endif
+
+	// Compute the polygon centroid.
+	m_centroid = ComputeCentroid(m_vertices, m_vertexCount);
+}
+
+bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
+{
+	b2Vec2 pLocal = b2MulT(xf.q, p - xf.p);
+
+	for (int32 i = 0; i < m_vertexCount; ++i)
+	{
+		float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
+		if (dot > 0.0f)
+		{
+			return false;
+		}
+	}
+
+	return true;
+}
+
+bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+								const b2Transform& xf, int32 childIndex) const
+{
+	B2_NOT_USED(childIndex);
+
+	// Put the ray into the polygon's frame of reference.
+	b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
+	b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
+	b2Vec2 d = p2 - p1;
+
+	float32 lower = 0.0f, upper = input.maxFraction;
+
+	int32 index = -1;
+
+	for (int32 i = 0; i < m_vertexCount; ++i)
+	{
+		// p = p1 + a * d
+		// dot(normal, p - v) = 0
+		// dot(normal, p1 - v) + a * dot(normal, d) = 0
+		float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
+		float32 denominator = b2Dot(m_normals[i], d);
+
+		if (denominator == 0.0f)
+		{	
+			if (numerator < 0.0f)
+			{
+				return false;
+			}
+		}
+		else
+		{
+			// Note: we want this predicate without division:
+			// lower < numerator / denominator, where denominator < 0
+			// Since denominator < 0, we have to flip the inequality:
+			// lower < numerator / denominator <==> denominator * lower > numerator.
+			if (denominator < 0.0f && numerator < lower * denominator)
+			{
+				// Increase lower.
+				// The segment enters this half-space.
+				lower = numerator / denominator;
+				index = i;
+			}
+			else if (denominator > 0.0f && numerator < upper * denominator)
+			{
+				// Decrease upper.
+				// The segment exits this half-space.
+				upper = numerator / denominator;
+			}
+		}
+
+		// The use of epsilon here causes the assert on lower to trip
+		// in some cases. Apparently the use of epsilon was to make edge
+		// shapes work, but now those are handled separately.
+		//if (upper < lower - b2_epsilon)
+		if (upper < lower)
+		{
+			return false;
+		}
+	}
+
+	b2Assert(0.0f <= lower && lower <= input.maxFraction);
+
+	if (index >= 0)
+	{
+		output->fraction = lower;
+		output->normal = b2Mul(xf.q, m_normals[index]);
+		return true;
+	}
+
+	return false;
+}
+
+void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
+{
+	B2_NOT_USED(childIndex);
+
+	b2Vec2 lower = b2Mul(xf, m_vertices[0]);
+	b2Vec2 upper = lower;
+
+	for (int32 i = 1; i < m_vertexCount; ++i)
+	{
+		b2Vec2 v = b2Mul(xf, m_vertices[i]);
+		lower = b2Min(lower, v);
+		upper = b2Max(upper, v);
+	}
+
+	b2Vec2 r(m_radius, m_radius);
+	aabb->lowerBound = lower - r;
+	aabb->upperBound = upper + r;
+}
+
+void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
+{
+	// Polygon mass, centroid, and inertia.
+	// Let rho be the polygon density in mass per unit area.
+	// Then:
+	// mass = rho * int(dA)
+	// centroid.x = (1/mass) * rho * int(x * dA)
+	// centroid.y = (1/mass) * rho * int(y * dA)
+	// I = rho * int((x*x + y*y) * dA)
+	//
+	// We can compute these integrals by summing all the integrals
+	// for each triangle of the polygon. To evaluate the integral
+	// for a single triangle, we make a change of variables to
+	// the (u,v) coordinates of the triangle:
+	// x = x0 + e1x * u + e2x * v
+	// y = y0 + e1y * u + e2y * v
+	// where 0 <= u && 0 <= v && u + v <= 1.
+	//
+	// We integrate u from [0,1-v] and then v from [0,1].
+	// We also need to use the Jacobian of the transformation:
+	// D = cross(e1, e2)
+	//
+	// Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
+	//
+	// The rest of the derivation is handled by computer algebra.
+
+	b2Assert(m_vertexCount >= 3);
+
+	b2Vec2 center; center.Set(0.0f, 0.0f);
+	float32 area = 0.0f;
+	float32 I = 0.0f;
+
+	// s is the reference point for forming triangles.
+	// It's location doesn't change the result (except for rounding error).
+	b2Vec2 s(0.0f, 0.0f);
+
+	// This code would put the reference point inside the polygon.
+	for (int32 i = 0; i < m_vertexCount; ++i)
+	{
+		s += m_vertices[i];
+	}
+	s *= 1.0f / m_vertexCount;
+
+	const float32 k_inv3 = 1.0f / 3.0f;
+
+	for (int32 i = 0; i < m_vertexCount; ++i)
+	{
+		// Triangle vertices.
+		b2Vec2 e1 = m_vertices[i] - s;
+		b2Vec2 e2 = i + 1 < m_vertexCount ? m_vertices[i+1] - s : m_vertices[0] - s;
+
+		float32 D = b2Cross(e1, e2);
+
+		float32 triangleArea = 0.5f * D;
+		area += triangleArea;
+
+		// Area weighted centroid
+		center += triangleArea * k_inv3 * (e1 + e2);
+
+		float32 ex1 = e1.x, ey1 = e1.y;
+		float32 ex2 = e2.x, ey2 = e2.y;
+
+		float32 intx2 = ex1*ex1 + ex2*ex1 + ex2*ex2;
+		float32 inty2 = ey1*ey1 + ey2*ey1 + ey2*ey2;
+
+		I += (0.25f * k_inv3 * D) * (intx2 + inty2);
+	}
+
+	// Total mass
+	massData->mass = density * area;
+
+	// Center of mass
+	b2Assert(area > b2_epsilon);
+	center *= 1.0f / area;
+	massData->center = center + s;
+
+	// Inertia tensor relative to the local origin (point s).
+	massData->I = density * I;
+	
+	// Shift to center of mass then to original body origin.
+	massData->I += massData->mass * (b2Dot(massData->center, massData->center) - b2Dot(center, center));
+}

+ 95 - 95
src/libraries/Box2D/Collision/Shapes/b2PolygonShape.h

@@ -1,95 +1,95 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_POLYGON_SHAPE_H
-#define B2_POLYGON_SHAPE_H
-
-#include <Box2D/Collision/Shapes/b2Shape.h>
-
-/// A convex polygon. It is assumed that the interior of the polygon is to
-/// the left of each edge.
-/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
-/// In most cases you should not need many vertices for a convex polygon.
-class b2PolygonShape : public b2Shape
-{
-public:
-	b2PolygonShape();
-
-	/// Implement b2Shape.
-	b2Shape* Clone(b2BlockAllocator* allocator) const;
-
-	/// @see b2Shape::GetChildCount
-	int32 GetChildCount() const;
-
-	/// Copy vertices. This assumes the vertices define a convex polygon.
-	/// It is assumed that the exterior is the the right of each edge.
-	/// The count must be in the range [3, b2_maxPolygonVertices].
-	void Set(const b2Vec2* vertices, int32 vertexCount);
-
-	/// Build vertices to represent an axis-aligned box.
-	/// @param hx the half-width.
-	/// @param hy the half-height.
-	void SetAsBox(float32 hx, float32 hy);
-
-	/// Build vertices to represent an oriented box.
-	/// @param hx the half-width.
-	/// @param hy the half-height.
-	/// @param center the center of the box in local coordinates.
-	/// @param angle the rotation of the box in local coordinates.
-	void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
-
-	/// @see b2Shape::TestPoint
-	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
-
-	/// Implement b2Shape.
-	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-					const b2Transform& transform, int32 childIndex) const;
-
-	/// @see b2Shape::ComputeAABB
-	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
-
-	/// @see b2Shape::ComputeMass
-	void ComputeMass(b2MassData* massData, float32 density) const;
-
-	/// Get the vertex count.
-	int32 GetVertexCount() const { return m_vertexCount; }
-
-	/// Get a vertex by index.
-	const b2Vec2& GetVertex(int32 index) const;
-
-	b2Vec2 m_centroid;
-	b2Vec2 m_vertices[b2_maxPolygonVertices];
-	b2Vec2 m_normals[b2_maxPolygonVertices];
-	int32 m_vertexCount;
-};
-
-inline b2PolygonShape::b2PolygonShape()
-{
-	m_type = e_polygon;
-	m_radius = b2_polygonRadius;
-	m_vertexCount = 0;
-	m_centroid.SetZero();
-}
-
-inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const
-{
-	b2Assert(0 <= index && index < m_vertexCount);
-	return m_vertices[index];
-}
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_POLYGON_SHAPE_H
+#define B2_POLYGON_SHAPE_H
+
+#include <Box2D/Collision/Shapes/b2Shape.h>
+
+/// A convex polygon. It is assumed that the interior of the polygon is to
+/// the left of each edge.
+/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
+/// In most cases you should not need many vertices for a convex polygon.
+class b2PolygonShape : public b2Shape
+{
+public:
+	b2PolygonShape();
+
+	/// Implement b2Shape.
+	b2Shape* Clone(b2BlockAllocator* allocator) const;
+
+	/// @see b2Shape::GetChildCount
+	int32 GetChildCount() const;
+
+	/// Copy vertices. This assumes the vertices define a convex polygon.
+	/// It is assumed that the exterior is the the right of each edge.
+	/// The count must be in the range [3, b2_maxPolygonVertices].
+	void Set(const b2Vec2* vertices, int32 vertexCount);
+
+	/// Build vertices to represent an axis-aligned box.
+	/// @param hx the half-width.
+	/// @param hy the half-height.
+	void SetAsBox(float32 hx, float32 hy);
+
+	/// Build vertices to represent an oriented box.
+	/// @param hx the half-width.
+	/// @param hy the half-height.
+	/// @param center the center of the box in local coordinates.
+	/// @param angle the rotation of the box in local coordinates.
+	void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
+
+	/// @see b2Shape::TestPoint
+	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
+
+	/// Implement b2Shape.
+	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+					const b2Transform& transform, int32 childIndex) const;
+
+	/// @see b2Shape::ComputeAABB
+	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
+
+	/// @see b2Shape::ComputeMass
+	void ComputeMass(b2MassData* massData, float32 density) const;
+
+	/// Get the vertex count.
+	int32 GetVertexCount() const { return m_vertexCount; }
+
+	/// Get a vertex by index.
+	const b2Vec2& GetVertex(int32 index) const;
+
+	b2Vec2 m_centroid;
+	b2Vec2 m_vertices[b2_maxPolygonVertices];
+	b2Vec2 m_normals[b2_maxPolygonVertices];
+	int32 m_vertexCount;
+};
+
+inline b2PolygonShape::b2PolygonShape()
+{
+	m_type = e_polygon;
+	m_radius = b2_polygonRadius;
+	m_vertexCount = 0;
+	m_centroid.SetZero();
+}
+
+inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const
+{
+	b2Assert(0 <= index && index < m_vertexCount);
+	return m_vertices[index];
+}
+
+#endif

+ 101 - 101
src/libraries/Box2D/Collision/Shapes/b2Shape.h

@@ -1,101 +1,101 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_SHAPE_H
-#define B2_SHAPE_H
-
-#include <Box2D/Common/b2BlockAllocator.h>
-#include <Box2D/Common/b2Math.h>
-#include <Box2D/Collision/b2Collision.h>
-
-/// This holds the mass data computed for a shape.
-struct b2MassData
-{
-	/// The mass of the shape, usually in kilograms.
-	float32 mass;
-
-	/// The position of the shape's centroid relative to the shape's origin.
-	b2Vec2 center;
-
-	/// The rotational inertia of the shape about the local origin.
-	float32 I;
-};
-
-/// A shape is used for collision detection. You can create a shape however you like.
-/// Shapes used for simulation in b2World are created automatically when a b2Fixture
-/// is created. Shapes may encapsulate a one or more child shapes.
-class b2Shape
-{
-public:
-	
-	enum Type
-	{
-		e_circle = 0,
-		e_edge = 1,
-		e_polygon = 2,
-		e_chain = 3,
-		e_typeCount = 4
-	};
-
-	virtual ~b2Shape() {}
-
-	/// Clone the concrete shape using the provided allocator.
-	virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
-
-	/// Get the type of this shape. You can use this to down cast to the concrete shape.
-	/// @return the shape type.
-	Type GetType() const;
-
-	/// Get the number of child primitives.
-	virtual int32 GetChildCount() const = 0;
-
-	/// Test a point for containment in this shape. This only works for convex shapes.
-	/// @param xf the shape world transform.
-	/// @param p a point in world coordinates.
-	virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
-
-	/// Cast a ray against a child shape.
-	/// @param output the ray-cast results.
-	/// @param input the ray-cast input parameters.
-	/// @param transform the transform to be applied to the shape.
-	/// @param childIndex the child shape index
-	virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
-						const b2Transform& transform, int32 childIndex) const = 0;
-
-	/// Given a transform, compute the associated axis aligned bounding box for a child shape.
-	/// @param aabb returns the axis aligned box.
-	/// @param xf the world transform of the shape.
-	/// @param childIndex the child shape
-	virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0;
-
-	/// Compute the mass properties of this shape using its dimensions and density.
-	/// The inertia tensor is computed about the local origin.
-	/// @param massData returns the mass data for this shape.
-	/// @param density the density in kilograms per meter squared.
-	virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
-
-	Type m_type;
-	float32 m_radius;
-};
-
-inline b2Shape::Type b2Shape::GetType() const
-{
-	return m_type;
-}
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_SHAPE_H
+#define B2_SHAPE_H
+
+#include <Box2D/Common/b2BlockAllocator.h>
+#include <Box2D/Common/b2Math.h>
+#include <Box2D/Collision/b2Collision.h>
+
+/// This holds the mass data computed for a shape.
+struct b2MassData
+{
+	/// The mass of the shape, usually in kilograms.
+	float32 mass;
+
+	/// The position of the shape's centroid relative to the shape's origin.
+	b2Vec2 center;
+
+	/// The rotational inertia of the shape about the local origin.
+	float32 I;
+};
+
+/// A shape is used for collision detection. You can create a shape however you like.
+/// Shapes used for simulation in b2World are created automatically when a b2Fixture
+/// is created. Shapes may encapsulate a one or more child shapes.
+class b2Shape
+{
+public:
+	
+	enum Type
+	{
+		e_circle = 0,
+		e_edge = 1,
+		e_polygon = 2,
+		e_chain = 3,
+		e_typeCount = 4
+	};
+
+	virtual ~b2Shape() {}
+
+	/// Clone the concrete shape using the provided allocator.
+	virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
+
+	/// Get the type of this shape. You can use this to down cast to the concrete shape.
+	/// @return the shape type.
+	Type GetType() const;
+
+	/// Get the number of child primitives.
+	virtual int32 GetChildCount() const = 0;
+
+	/// Test a point for containment in this shape. This only works for convex shapes.
+	/// @param xf the shape world transform.
+	/// @param p a point in world coordinates.
+	virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
+
+	/// Cast a ray against a child shape.
+	/// @param output the ray-cast results.
+	/// @param input the ray-cast input parameters.
+	/// @param transform the transform to be applied to the shape.
+	/// @param childIndex the child shape index
+	virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
+						const b2Transform& transform, int32 childIndex) const = 0;
+
+	/// Given a transform, compute the associated axis aligned bounding box for a child shape.
+	/// @param aabb returns the axis aligned box.
+	/// @param xf the world transform of the shape.
+	/// @param childIndex the child shape
+	virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0;
+
+	/// Compute the mass properties of this shape using its dimensions and density.
+	/// The inertia tensor is computed about the local origin.
+	/// @param massData returns the mass data for this shape.
+	/// @param density the density in kilograms per meter squared.
+	virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
+
+	Type m_type;
+	float32 m_radius;
+};
+
+inline b2Shape::Type b2Shape::GetType() const
+{
+	return m_type;
+}
+
+#endif

+ 122 - 122
src/libraries/Box2D/Collision/b2BroadPhase.cpp

@@ -1,122 +1,122 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Collision/b2BroadPhase.h>
-#include <cstring>
-using namespace std;
-
-b2BroadPhase::b2BroadPhase()
-{
-	m_proxyCount = 0;
-
-	m_pairCapacity = 16;
-	m_pairCount = 0;
-	m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
-
-	m_moveCapacity = 16;
-	m_moveCount = 0;
-	m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
-}
-
-b2BroadPhase::~b2BroadPhase()
-{
-	b2Free(m_moveBuffer);
-	b2Free(m_pairBuffer);
-}
-
-int32 b2BroadPhase::CreateProxy(const b2AABB& aabb, void* userData)
-{
-	int32 proxyId = m_tree.CreateProxy(aabb, userData);
-	++m_proxyCount;
-	BufferMove(proxyId);
-	return proxyId;
-}
-
-void b2BroadPhase::DestroyProxy(int32 proxyId)
-{
-	UnBufferMove(proxyId);
-	--m_proxyCount;
-	m_tree.DestroyProxy(proxyId);
-}
-
-void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
-{
-	bool buffer = m_tree.MoveProxy(proxyId, aabb, displacement);
-	if (buffer)
-	{
-		BufferMove(proxyId);
-	}
-}
-
-void b2BroadPhase::TouchProxy(int32 proxyId)
-{
-	BufferMove(proxyId);
-}
-
-void b2BroadPhase::BufferMove(int32 proxyId)
-{
-	if (m_moveCount == m_moveCapacity)
-	{
-		int32* oldBuffer = m_moveBuffer;
-		m_moveCapacity *= 2;
-		m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
-		memcpy(m_moveBuffer, oldBuffer, m_moveCount * sizeof(int32));
-		b2Free(oldBuffer);
-	}
-
-	m_moveBuffer[m_moveCount] = proxyId;
-	++m_moveCount;
-}
-
-void b2BroadPhase::UnBufferMove(int32 proxyId)
-{
-	for (int32 i = 0; i < m_moveCount; ++i)
-	{
-		if (m_moveBuffer[i] == proxyId)
-		{
-			m_moveBuffer[i] = e_nullProxy;
-			return;
-		}
-	}
-}
-
-// This is called from b2DynamicTree::Query when we are gathering pairs.
-bool b2BroadPhase::QueryCallback(int32 proxyId)
-{
-	// A proxy cannot form a pair with itself.
-	if (proxyId == m_queryProxyId)
-	{
-		return true;
-	}
-
-	// Grow the pair buffer as needed.
-	if (m_pairCount == m_pairCapacity)
-	{
-		b2Pair* oldBuffer = m_pairBuffer;
-		m_pairCapacity *= 2;
-		m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
-		memcpy(m_pairBuffer, oldBuffer, m_pairCount * sizeof(b2Pair));
-		b2Free(oldBuffer);
-	}
-
-	m_pairBuffer[m_pairCount].proxyIdA = b2Min(proxyId, m_queryProxyId);
-	m_pairBuffer[m_pairCount].proxyIdB = b2Max(proxyId, m_queryProxyId);
-	++m_pairCount;
-
-	return true;
-}
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Collision/b2BroadPhase.h>
+#include <cstring>
+using namespace std;
+
+b2BroadPhase::b2BroadPhase()
+{
+	m_proxyCount = 0;
+
+	m_pairCapacity = 16;
+	m_pairCount = 0;
+	m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
+
+	m_moveCapacity = 16;
+	m_moveCount = 0;
+	m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
+}
+
+b2BroadPhase::~b2BroadPhase()
+{
+	b2Free(m_moveBuffer);
+	b2Free(m_pairBuffer);
+}
+
+int32 b2BroadPhase::CreateProxy(const b2AABB& aabb, void* userData)
+{
+	int32 proxyId = m_tree.CreateProxy(aabb, userData);
+	++m_proxyCount;
+	BufferMove(proxyId);
+	return proxyId;
+}
+
+void b2BroadPhase::DestroyProxy(int32 proxyId)
+{
+	UnBufferMove(proxyId);
+	--m_proxyCount;
+	m_tree.DestroyProxy(proxyId);
+}
+
+void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
+{
+	bool buffer = m_tree.MoveProxy(proxyId, aabb, displacement);
+	if (buffer)
+	{
+		BufferMove(proxyId);
+	}
+}
+
+void b2BroadPhase::TouchProxy(int32 proxyId)
+{
+	BufferMove(proxyId);
+}
+
+void b2BroadPhase::BufferMove(int32 proxyId)
+{
+	if (m_moveCount == m_moveCapacity)
+	{
+		int32* oldBuffer = m_moveBuffer;
+		m_moveCapacity *= 2;
+		m_moveBuffer = (int32*)b2Alloc(m_moveCapacity * sizeof(int32));
+		memcpy(m_moveBuffer, oldBuffer, m_moveCount * sizeof(int32));
+		b2Free(oldBuffer);
+	}
+
+	m_moveBuffer[m_moveCount] = proxyId;
+	++m_moveCount;
+}
+
+void b2BroadPhase::UnBufferMove(int32 proxyId)
+{
+	for (int32 i = 0; i < m_moveCount; ++i)
+	{
+		if (m_moveBuffer[i] == proxyId)
+		{
+			m_moveBuffer[i] = e_nullProxy;
+			return;
+		}
+	}
+}
+
+// This is called from b2DynamicTree::Query when we are gathering pairs.
+bool b2BroadPhase::QueryCallback(int32 proxyId)
+{
+	// A proxy cannot form a pair with itself.
+	if (proxyId == m_queryProxyId)
+	{
+		return true;
+	}
+
+	// Grow the pair buffer as needed.
+	if (m_pairCount == m_pairCapacity)
+	{
+		b2Pair* oldBuffer = m_pairBuffer;
+		m_pairCapacity *= 2;
+		m_pairBuffer = (b2Pair*)b2Alloc(m_pairCapacity * sizeof(b2Pair));
+		memcpy(m_pairBuffer, oldBuffer, m_pairCount * sizeof(b2Pair));
+		b2Free(oldBuffer);
+	}
+
+	m_pairBuffer[m_pairCount].proxyIdA = b2Min(proxyId, m_queryProxyId);
+	m_pairBuffer[m_pairCount].proxyIdB = b2Max(proxyId, m_queryProxyId);
+	++m_pairCount;
+
+	return true;
+}

+ 248 - 248
src/libraries/Box2D/Collision/b2BroadPhase.h

@@ -1,248 +1,248 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_BROAD_PHASE_H
-#define B2_BROAD_PHASE_H
-
-#include <Box2D/Common/b2Settings.h>
-#include <Box2D/Collision/b2Collision.h>
-#include <Box2D/Collision/b2DynamicTree.h>
-#include <algorithm>
-
-struct b2Pair
-{
-	int32 proxyIdA;
-	int32 proxyIdB;
-	int32 next;
-};
-
-/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
-/// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
-/// It is up to the client to consume the new pairs and to track subsequent overlap.
-class b2BroadPhase
-{
-public:
-
-	enum
-	{
-		e_nullProxy = -1
-	};
-
-	b2BroadPhase();
-	~b2BroadPhase();
-
-	/// Create a proxy with an initial AABB. Pairs are not reported until
-	/// UpdatePairs is called.
-	int32 CreateProxy(const b2AABB& aabb, void* userData);
-
-	/// Destroy a proxy. It is up to the client to remove any pairs.
-	void DestroyProxy(int32 proxyId);
-
-	/// Call MoveProxy as many times as you like, then when you are done
-	/// call UpdatePairs to finalized the proxy pairs (for your time step).
-	void MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement);
-
-	/// Call to trigger a re-processing of it's pairs on the next call to UpdatePairs.
-	void TouchProxy(int32 proxyId);
-
-	/// Get the fat AABB for a proxy.
-	const b2AABB& GetFatAABB(int32 proxyId) const;
-
-	/// Get user data from a proxy. Returns NULL if the id is invalid.
-	void* GetUserData(int32 proxyId) const;
-
-	/// Test overlap of fat AABBs.
-	bool TestOverlap(int32 proxyIdA, int32 proxyIdB) const;
-
-	/// Get the number of proxies.
-	int32 GetProxyCount() const;
-
-	/// Update the pairs. This results in pair callbacks. This can only add pairs.
-	template <typename T>
-	void UpdatePairs(T* callback);
-
-	/// Query an AABB for overlapping proxies. The callback class
-	/// is called for each proxy that overlaps the supplied AABB.
-	template <typename T>
-	void Query(T* callback, const b2AABB& aabb) const;
-
-	/// Ray-cast against the proxies in the tree. This relies on the callback
-	/// to perform a exact ray-cast in the case were the proxy contains a shape.
-	/// The callback also performs the any collision filtering. This has performance
-	/// roughly equal to k * log(n), where k is the number of collisions and n is the
-	/// number of proxies in the tree.
-	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
-	/// @param callback a callback class that is called for each proxy that is hit by the ray.
-	template <typename T>
-	void RayCast(T* callback, const b2RayCastInput& input) const;
-
-	/// Get the height of the embedded tree.
-	int32 GetTreeHeight() const;
-
-	/// Get the balance of the embedded tree.
-	int32 GetTreeBalance() const;
-
-	/// Get the quality metric of the embedded tree.
-	float32 GetTreeQuality() const;
-
-private:
-
-	friend class b2DynamicTree;
-
-	void BufferMove(int32 proxyId);
-	void UnBufferMove(int32 proxyId);
-
-	bool QueryCallback(int32 proxyId);
-
-	b2DynamicTree m_tree;
-
-	int32 m_proxyCount;
-
-	int32* m_moveBuffer;
-	int32 m_moveCapacity;
-	int32 m_moveCount;
-
-	b2Pair* m_pairBuffer;
-	int32 m_pairCapacity;
-	int32 m_pairCount;
-
-	int32 m_queryProxyId;
-};
-
-/// This is used to sort pairs.
-inline bool b2PairLessThan(const b2Pair& pair1, const b2Pair& pair2)
-{
-	if (pair1.proxyIdA < pair2.proxyIdA)
-	{
-		return true;
-	}
-
-	if (pair1.proxyIdA == pair2.proxyIdA)
-	{
-		return pair1.proxyIdB < pair2.proxyIdB;
-	}
-
-	return false;
-}
-
-inline void* b2BroadPhase::GetUserData(int32 proxyId) const
-{
-	return m_tree.GetUserData(proxyId);
-}
-
-inline bool b2BroadPhase::TestOverlap(int32 proxyIdA, int32 proxyIdB) const
-{
-	const b2AABB& aabbA = m_tree.GetFatAABB(proxyIdA);
-	const b2AABB& aabbB = m_tree.GetFatAABB(proxyIdB);
-	return b2TestOverlap(aabbA, aabbB);
-}
-
-inline const b2AABB& b2BroadPhase::GetFatAABB(int32 proxyId) const
-{
-	return m_tree.GetFatAABB(proxyId);
-}
-
-inline int32 b2BroadPhase::GetProxyCount() const
-{
-	return m_proxyCount;
-}
-
-inline int32 b2BroadPhase::GetTreeHeight() const
-{
-	return m_tree.GetHeight();
-}
-
-inline int32 b2BroadPhase::GetTreeBalance() const
-{
-	return m_tree.GetMaxBalance();
-}
-
-inline float32 b2BroadPhase::GetTreeQuality() const
-{
-	return m_tree.GetAreaRatio();
-}
-
-template <typename T>
-void b2BroadPhase::UpdatePairs(T* callback)
-{
-	// Reset pair buffer
-	m_pairCount = 0;
-
-	// Perform tree queries for all moving proxies.
-	for (int32 i = 0; i < m_moveCount; ++i)
-	{
-		m_queryProxyId = m_moveBuffer[i];
-		if (m_queryProxyId == e_nullProxy)
-		{
-			continue;
-		}
-
-		// We have to query the tree with the fat AABB so that
-		// we don't fail to create a pair that may touch later.
-		const b2AABB& fatAABB = m_tree.GetFatAABB(m_queryProxyId);
-
-		// Query tree, create pairs and add them pair buffer.
-		m_tree.Query(this, fatAABB);
-	}
-
-	// Reset move buffer
-	m_moveCount = 0;
-
-	// Sort the pair buffer to expose duplicates.
-	std::sort(m_pairBuffer, m_pairBuffer + m_pairCount, b2PairLessThan);
-
-	// Send the pairs back to the client.
-	int32 i = 0;
-	while (i < m_pairCount)
-	{
-		b2Pair* primaryPair = m_pairBuffer + i;
-		void* userDataA = m_tree.GetUserData(primaryPair->proxyIdA);
-		void* userDataB = m_tree.GetUserData(primaryPair->proxyIdB);
-
-		callback->AddPair(userDataA, userDataB);
-		++i;
-
-		// Skip any duplicate pairs.
-		while (i < m_pairCount)
-		{
-			b2Pair* pair = m_pairBuffer + i;
-			if (pair->proxyIdA != primaryPair->proxyIdA || pair->proxyIdB != primaryPair->proxyIdB)
-			{
-				break;
-			}
-			++i;
-		}
-	}
-
-	// Try to keep the tree balanced.
-	//m_tree.Rebalance(4);
-}
-
-template <typename T>
-inline void b2BroadPhase::Query(T* callback, const b2AABB& aabb) const
-{
-	m_tree.Query(callback, aabb);
-}
-
-template <typename T>
-inline void b2BroadPhase::RayCast(T* callback, const b2RayCastInput& input) const
-{
-	m_tree.RayCast(callback, input);
-}
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_BROAD_PHASE_H
+#define B2_BROAD_PHASE_H
+
+#include <Box2D/Common/b2Settings.h>
+#include <Box2D/Collision/b2Collision.h>
+#include <Box2D/Collision/b2DynamicTree.h>
+#include <algorithm>
+
+struct b2Pair
+{
+	int32 proxyIdA;
+	int32 proxyIdB;
+	int32 next;
+};
+
+/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
+/// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
+/// It is up to the client to consume the new pairs and to track subsequent overlap.
+class b2BroadPhase
+{
+public:
+
+	enum
+	{
+		e_nullProxy = -1
+	};
+
+	b2BroadPhase();
+	~b2BroadPhase();
+
+	/// Create a proxy with an initial AABB. Pairs are not reported until
+	/// UpdatePairs is called.
+	int32 CreateProxy(const b2AABB& aabb, void* userData);
+
+	/// Destroy a proxy. It is up to the client to remove any pairs.
+	void DestroyProxy(int32 proxyId);
+
+	/// Call MoveProxy as many times as you like, then when you are done
+	/// call UpdatePairs to finalized the proxy pairs (for your time step).
+	void MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement);
+
+	/// Call to trigger a re-processing of it's pairs on the next call to UpdatePairs.
+	void TouchProxy(int32 proxyId);
+
+	/// Get the fat AABB for a proxy.
+	const b2AABB& GetFatAABB(int32 proxyId) const;
+
+	/// Get user data from a proxy. Returns NULL if the id is invalid.
+	void* GetUserData(int32 proxyId) const;
+
+	/// Test overlap of fat AABBs.
+	bool TestOverlap(int32 proxyIdA, int32 proxyIdB) const;
+
+	/// Get the number of proxies.
+	int32 GetProxyCount() const;
+
+	/// Update the pairs. This results in pair callbacks. This can only add pairs.
+	template <typename T>
+	void UpdatePairs(T* callback);
+
+	/// Query an AABB for overlapping proxies. The callback class
+	/// is called for each proxy that overlaps the supplied AABB.
+	template <typename T>
+	void Query(T* callback, const b2AABB& aabb) const;
+
+	/// Ray-cast against the proxies in the tree. This relies on the callback
+	/// to perform a exact ray-cast in the case were the proxy contains a shape.
+	/// The callback also performs the any collision filtering. This has performance
+	/// roughly equal to k * log(n), where k is the number of collisions and n is the
+	/// number of proxies in the tree.
+	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
+	/// @param callback a callback class that is called for each proxy that is hit by the ray.
+	template <typename T>
+	void RayCast(T* callback, const b2RayCastInput& input) const;
+
+	/// Get the height of the embedded tree.
+	int32 GetTreeHeight() const;
+
+	/// Get the balance of the embedded tree.
+	int32 GetTreeBalance() const;
+
+	/// Get the quality metric of the embedded tree.
+	float32 GetTreeQuality() const;
+
+private:
+
+	friend class b2DynamicTree;
+
+	void BufferMove(int32 proxyId);
+	void UnBufferMove(int32 proxyId);
+
+	bool QueryCallback(int32 proxyId);
+
+	b2DynamicTree m_tree;
+
+	int32 m_proxyCount;
+
+	int32* m_moveBuffer;
+	int32 m_moveCapacity;
+	int32 m_moveCount;
+
+	b2Pair* m_pairBuffer;
+	int32 m_pairCapacity;
+	int32 m_pairCount;
+
+	int32 m_queryProxyId;
+};
+
+/// This is used to sort pairs.
+inline bool b2PairLessThan(const b2Pair& pair1, const b2Pair& pair2)
+{
+	if (pair1.proxyIdA < pair2.proxyIdA)
+	{
+		return true;
+	}
+
+	if (pair1.proxyIdA == pair2.proxyIdA)
+	{
+		return pair1.proxyIdB < pair2.proxyIdB;
+	}
+
+	return false;
+}
+
+inline void* b2BroadPhase::GetUserData(int32 proxyId) const
+{
+	return m_tree.GetUserData(proxyId);
+}
+
+inline bool b2BroadPhase::TestOverlap(int32 proxyIdA, int32 proxyIdB) const
+{
+	const b2AABB& aabbA = m_tree.GetFatAABB(proxyIdA);
+	const b2AABB& aabbB = m_tree.GetFatAABB(proxyIdB);
+	return b2TestOverlap(aabbA, aabbB);
+}
+
+inline const b2AABB& b2BroadPhase::GetFatAABB(int32 proxyId) const
+{
+	return m_tree.GetFatAABB(proxyId);
+}
+
+inline int32 b2BroadPhase::GetProxyCount() const
+{
+	return m_proxyCount;
+}
+
+inline int32 b2BroadPhase::GetTreeHeight() const
+{
+	return m_tree.GetHeight();
+}
+
+inline int32 b2BroadPhase::GetTreeBalance() const
+{
+	return m_tree.GetMaxBalance();
+}
+
+inline float32 b2BroadPhase::GetTreeQuality() const
+{
+	return m_tree.GetAreaRatio();
+}
+
+template <typename T>
+void b2BroadPhase::UpdatePairs(T* callback)
+{
+	// Reset pair buffer
+	m_pairCount = 0;
+
+	// Perform tree queries for all moving proxies.
+	for (int32 i = 0; i < m_moveCount; ++i)
+	{
+		m_queryProxyId = m_moveBuffer[i];
+		if (m_queryProxyId == e_nullProxy)
+		{
+			continue;
+		}
+
+		// We have to query the tree with the fat AABB so that
+		// we don't fail to create a pair that may touch later.
+		const b2AABB& fatAABB = m_tree.GetFatAABB(m_queryProxyId);
+
+		// Query tree, create pairs and add them pair buffer.
+		m_tree.Query(this, fatAABB);
+	}
+
+	// Reset move buffer
+	m_moveCount = 0;
+
+	// Sort the pair buffer to expose duplicates.
+	std::sort(m_pairBuffer, m_pairBuffer + m_pairCount, b2PairLessThan);
+
+	// Send the pairs back to the client.
+	int32 i = 0;
+	while (i < m_pairCount)
+	{
+		b2Pair* primaryPair = m_pairBuffer + i;
+		void* userDataA = m_tree.GetUserData(primaryPair->proxyIdA);
+		void* userDataB = m_tree.GetUserData(primaryPair->proxyIdB);
+
+		callback->AddPair(userDataA, userDataB);
+		++i;
+
+		// Skip any duplicate pairs.
+		while (i < m_pairCount)
+		{
+			b2Pair* pair = m_pairBuffer + i;
+			if (pair->proxyIdA != primaryPair->proxyIdA || pair->proxyIdB != primaryPair->proxyIdB)
+			{
+				break;
+			}
+			++i;
+		}
+	}
+
+	// Try to keep the tree balanced.
+	//m_tree.Rebalance(4);
+}
+
+template <typename T>
+inline void b2BroadPhase::Query(T* callback, const b2AABB& aabb) const
+{
+	m_tree.Query(callback, aabb);
+}
+
+template <typename T>
+inline void b2BroadPhase::RayCast(T* callback, const b2RayCastInput& input) const
+{
+	m_tree.RayCast(callback, input);
+}
+
+#endif

+ 154 - 154
src/libraries/Box2D/Collision/b2CollideCircle.cpp

@@ -1,154 +1,154 @@
-/*
-* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Collision/b2Collision.h>
-#include <Box2D/Collision/Shapes/b2CircleShape.h>
-#include <Box2D/Collision/Shapes/b2PolygonShape.h>
-
-void b2CollideCircles(
-	b2Manifold* manifold,
-	const b2CircleShape* circleA, const b2Transform& xfA,
-	const b2CircleShape* circleB, const b2Transform& xfB)
-{
-	manifold->pointCount = 0;
-
-	b2Vec2 pA = b2Mul(xfA, circleA->m_p);
-	b2Vec2 pB = b2Mul(xfB, circleB->m_p);
-
-	b2Vec2 d = pB - pA;
-	float32 distSqr = b2Dot(d, d);
-	float32 rA = circleA->m_radius, rB = circleB->m_radius;
-	float32 radius = rA + rB;
-	if (distSqr > radius * radius)
-	{
-		return;
-	}
-
-	manifold->type = b2Manifold::e_circles;
-	manifold->localPoint = circleA->m_p;
-	manifold->localNormal.SetZero();
-	manifold->pointCount = 1;
-
-	manifold->points[0].localPoint = circleB->m_p;
-	manifold->points[0].id.key = 0;
-}
-
-void b2CollidePolygonAndCircle(
-	b2Manifold* manifold,
-	const b2PolygonShape* polygonA, const b2Transform& xfA,
-	const b2CircleShape* circleB, const b2Transform& xfB)
-{
-	manifold->pointCount = 0;
-
-	// Compute circle position in the frame of the polygon.
-	b2Vec2 c = b2Mul(xfB, circleB->m_p);
-	b2Vec2 cLocal = b2MulT(xfA, c);
-
-	// Find the min separating edge.
-	int32 normalIndex = 0;
-	float32 separation = -b2_maxFloat;
-	float32 radius = polygonA->m_radius + circleB->m_radius;
-	int32 vertexCount = polygonA->m_vertexCount;
-	const b2Vec2* vertices = polygonA->m_vertices;
-	const b2Vec2* normals = polygonA->m_normals;
-
-	for (int32 i = 0; i < vertexCount; ++i)
-	{
-		float32 s = b2Dot(normals[i], cLocal - vertices[i]);
-
-		if (s > radius)
-		{
-			// Early out.
-			return;
-		}
-
-		if (s > separation)
-		{
-			separation = s;
-			normalIndex = i;
-		}
-	}
-
-	// Vertices that subtend the incident face.
-	int32 vertIndex1 = normalIndex;
-	int32 vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
-	b2Vec2 v1 = vertices[vertIndex1];
-	b2Vec2 v2 = vertices[vertIndex2];
-
-	// If the center is inside the polygon ...
-	if (separation < b2_epsilon)
-	{
-		manifold->pointCount = 1;
-		manifold->type = b2Manifold::e_faceA;
-		manifold->localNormal = normals[normalIndex];
-		manifold->localPoint = 0.5f * (v1 + v2);
-		manifold->points[0].localPoint = circleB->m_p;
-		manifold->points[0].id.key = 0;
-		return;
-	}
-
-	// Compute barycentric coordinates
-	float32 u1 = b2Dot(cLocal - v1, v2 - v1);
-	float32 u2 = b2Dot(cLocal - v2, v1 - v2);
-	if (u1 <= 0.0f)
-	{
-		if (b2DistanceSquared(cLocal, v1) > radius * radius)
-		{
-			return;
-		}
-
-		manifold->pointCount = 1;
-		manifold->type = b2Manifold::e_faceA;
-		manifold->localNormal = cLocal - v1;
-		manifold->localNormal.Normalize();
-		manifold->localPoint = v1;
-		manifold->points[0].localPoint = circleB->m_p;
-		manifold->points[0].id.key = 0;
-	}
-	else if (u2 <= 0.0f)
-	{
-		if (b2DistanceSquared(cLocal, v2) > radius * radius)
-		{
-			return;
-		}
-
-		manifold->pointCount = 1;
-		manifold->type = b2Manifold::e_faceA;
-		manifold->localNormal = cLocal - v2;
-		manifold->localNormal.Normalize();
-		manifold->localPoint = v2;
-		manifold->points[0].localPoint = circleB->m_p;
-		manifold->points[0].id.key = 0;
-	}
-	else
-	{
-		b2Vec2 faceCenter = 0.5f * (v1 + v2);
-		float32 separation = b2Dot(cLocal - faceCenter, normals[vertIndex1]);
-		if (separation > radius)
-		{
-			return;
-		}
-
-		manifold->pointCount = 1;
-		manifold->type = b2Manifold::e_faceA;
-		manifold->localNormal = normals[vertIndex1];
-		manifold->localPoint = faceCenter;
-		manifold->points[0].localPoint = circleB->m_p;
-		manifold->points[0].id.key = 0;
-	}
-}
+/*
+* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Collision/b2Collision.h>
+#include <Box2D/Collision/Shapes/b2CircleShape.h>
+#include <Box2D/Collision/Shapes/b2PolygonShape.h>
+
+void b2CollideCircles(
+	b2Manifold* manifold,
+	const b2CircleShape* circleA, const b2Transform& xfA,
+	const b2CircleShape* circleB, const b2Transform& xfB)
+{
+	manifold->pointCount = 0;
+
+	b2Vec2 pA = b2Mul(xfA, circleA->m_p);
+	b2Vec2 pB = b2Mul(xfB, circleB->m_p);
+
+	b2Vec2 d = pB - pA;
+	float32 distSqr = b2Dot(d, d);
+	float32 rA = circleA->m_radius, rB = circleB->m_radius;
+	float32 radius = rA + rB;
+	if (distSqr > radius * radius)
+	{
+		return;
+	}
+
+	manifold->type = b2Manifold::e_circles;
+	manifold->localPoint = circleA->m_p;
+	manifold->localNormal.SetZero();
+	manifold->pointCount = 1;
+
+	manifold->points[0].localPoint = circleB->m_p;
+	manifold->points[0].id.key = 0;
+}
+
+void b2CollidePolygonAndCircle(
+	b2Manifold* manifold,
+	const b2PolygonShape* polygonA, const b2Transform& xfA,
+	const b2CircleShape* circleB, const b2Transform& xfB)
+{
+	manifold->pointCount = 0;
+
+	// Compute circle position in the frame of the polygon.
+	b2Vec2 c = b2Mul(xfB, circleB->m_p);
+	b2Vec2 cLocal = b2MulT(xfA, c);
+
+	// Find the min separating edge.
+	int32 normalIndex = 0;
+	float32 separation = -b2_maxFloat;
+	float32 radius = polygonA->m_radius + circleB->m_radius;
+	int32 vertexCount = polygonA->m_vertexCount;
+	const b2Vec2* vertices = polygonA->m_vertices;
+	const b2Vec2* normals = polygonA->m_normals;
+
+	for (int32 i = 0; i < vertexCount; ++i)
+	{
+		float32 s = b2Dot(normals[i], cLocal - vertices[i]);
+
+		if (s > radius)
+		{
+			// Early out.
+			return;
+		}
+
+		if (s > separation)
+		{
+			separation = s;
+			normalIndex = i;
+		}
+	}
+
+	// Vertices that subtend the incident face.
+	int32 vertIndex1 = normalIndex;
+	int32 vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
+	b2Vec2 v1 = vertices[vertIndex1];
+	b2Vec2 v2 = vertices[vertIndex2];
+
+	// If the center is inside the polygon ...
+	if (separation < b2_epsilon)
+	{
+		manifold->pointCount = 1;
+		manifold->type = b2Manifold::e_faceA;
+		manifold->localNormal = normals[normalIndex];
+		manifold->localPoint = 0.5f * (v1 + v2);
+		manifold->points[0].localPoint = circleB->m_p;
+		manifold->points[0].id.key = 0;
+		return;
+	}
+
+	// Compute barycentric coordinates
+	float32 u1 = b2Dot(cLocal - v1, v2 - v1);
+	float32 u2 = b2Dot(cLocal - v2, v1 - v2);
+	if (u1 <= 0.0f)
+	{
+		if (b2DistanceSquared(cLocal, v1) > radius * radius)
+		{
+			return;
+		}
+
+		manifold->pointCount = 1;
+		manifold->type = b2Manifold::e_faceA;
+		manifold->localNormal = cLocal - v1;
+		manifold->localNormal.Normalize();
+		manifold->localPoint = v1;
+		manifold->points[0].localPoint = circleB->m_p;
+		manifold->points[0].id.key = 0;
+	}
+	else if (u2 <= 0.0f)
+	{
+		if (b2DistanceSquared(cLocal, v2) > radius * radius)
+		{
+			return;
+		}
+
+		manifold->pointCount = 1;
+		manifold->type = b2Manifold::e_faceA;
+		manifold->localNormal = cLocal - v2;
+		manifold->localNormal.Normalize();
+		manifold->localPoint = v2;
+		manifold->points[0].localPoint = circleB->m_p;
+		manifold->points[0].id.key = 0;
+	}
+	else
+	{
+		b2Vec2 faceCenter = 0.5f * (v1 + v2);
+		float32 separation = b2Dot(cLocal - faceCenter, normals[vertIndex1]);
+		if (separation > radius)
+		{
+			return;
+		}
+
+		manifold->pointCount = 1;
+		manifold->type = b2Manifold::e_faceA;
+		manifold->localNormal = normals[vertIndex1];
+		manifold->localPoint = faceCenter;
+		manifold->points[0].localPoint = circleB->m_p;
+		manifold->points[0].id.key = 0;
+	}
+}

+ 698 - 698
src/libraries/Box2D/Collision/b2CollideEdge.cpp

@@ -1,698 +1,698 @@
-/*
- * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
- *
- * This software is provided 'as-is', without any express or implied
- * warranty.  In no event will the authors be held liable for any damages
- * arising from the use of this software.
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
-
-#include <Box2D/Collision/b2Collision.h>
-#include <Box2D/Collision/Shapes/b2CircleShape.h>
-#include <Box2D/Collision/Shapes/b2EdgeShape.h>
-#include <Box2D/Collision/Shapes/b2PolygonShape.h>
-
-
-// Compute contact points for edge versus circle.
-// This accounts for edge connectivity.
-void b2CollideEdgeAndCircle(b2Manifold* manifold,
-							const b2EdgeShape* edgeA, const b2Transform& xfA,
-							const b2CircleShape* circleB, const b2Transform& xfB)
-{
-	manifold->pointCount = 0;
-	
-	// Compute circle in frame of edge
-	b2Vec2 Q = b2MulT(xfA, b2Mul(xfB, circleB->m_p));
-	
-	b2Vec2 A = edgeA->m_vertex1, B = edgeA->m_vertex2;
-	b2Vec2 e = B - A;
-	
-	// Barycentric coordinates
-	float32 u = b2Dot(e, B - Q);
-	float32 v = b2Dot(e, Q - A);
-	
-	float32 radius = edgeA->m_radius + circleB->m_radius;
-	
-	b2ContactFeature cf;
-	cf.indexB = 0;
-	cf.typeB = b2ContactFeature::e_vertex;
-	
-	// Region A
-	if (v <= 0.0f)
-	{
-		b2Vec2 P = A;
-		b2Vec2 d = Q - P;
-		float32 dd = b2Dot(d, d);
-		if (dd > radius * radius)
-		{
-			return;
-		}
-		
-		// Is there an edge connected to A?
-		if (edgeA->m_hasVertex0)
-		{
-			b2Vec2 A1 = edgeA->m_vertex0;
-			b2Vec2 B1 = A;
-			b2Vec2 e1 = B1 - A1;
-			float32 u1 = b2Dot(e1, B1 - Q);
-			
-			// Is the circle in Region AB of the previous edge?
-			if (u1 > 0.0f)
-			{
-				return;
-			}
-		}
-		
-		cf.indexA = 0;
-		cf.typeA = b2ContactFeature::e_vertex;
-		manifold->pointCount = 1;
-		manifold->type = b2Manifold::e_circles;
-		manifold->localNormal.SetZero();
-		manifold->localPoint = P;
-		manifold->points[0].id.key = 0;
-		manifold->points[0].id.cf = cf;
-		manifold->points[0].localPoint = circleB->m_p;
-		return;
-	}
-	
-	// Region B
-	if (u <= 0.0f)
-	{
-		b2Vec2 P = B;
-		b2Vec2 d = Q - P;
-		float32 dd = b2Dot(d, d);
-		if (dd > radius * radius)
-		{
-			return;
-		}
-		
-		// Is there an edge connected to B?
-		if (edgeA->m_hasVertex3)
-		{
-			b2Vec2 B2 = edgeA->m_vertex3;
-			b2Vec2 A2 = B;
-			b2Vec2 e2 = B2 - A2;
-			float32 v2 = b2Dot(e2, Q - A2);
-			
-			// Is the circle in Region AB of the next edge?
-			if (v2 > 0.0f)
-			{
-				return;
-			}
-		}
-		
-		cf.indexA = 1;
-		cf.typeA = b2ContactFeature::e_vertex;
-		manifold->pointCount = 1;
-		manifold->type = b2Manifold::e_circles;
-		manifold->localNormal.SetZero();
-		manifold->localPoint = P;
-		manifold->points[0].id.key = 0;
-		manifold->points[0].id.cf = cf;
-		manifold->points[0].localPoint = circleB->m_p;
-		return;
-	}
-	
-	// Region AB
-	float32 den = b2Dot(e, e);
-	b2Assert(den > 0.0f);
-	b2Vec2 P = (1.0f / den) * (u * A + v * B);
-	b2Vec2 d = Q - P;
-	float32 dd = b2Dot(d, d);
-	if (dd > radius * radius)
-	{
-		return;
-	}
-	
-	b2Vec2 n(-e.y, e.x);
-	if (b2Dot(n, Q - A) < 0.0f)
-	{
-		n.Set(-n.x, -n.y);
-	}
-	n.Normalize();
-	
-	cf.indexA = 0;
-	cf.typeA = b2ContactFeature::e_face;
-	manifold->pointCount = 1;
-	manifold->type = b2Manifold::e_faceA;
-	manifold->localNormal = n;
-	manifold->localPoint = A;
-	manifold->points[0].id.key = 0;
-	manifold->points[0].id.cf = cf;
-	manifold->points[0].localPoint = circleB->m_p;
-}
-
-// This structure is used to keep track of the best separating axis.
-struct b2EPAxis
-{
-	enum Type
-	{
-		e_unknown,
-		e_edgeA,
-		e_edgeB
-	};
-	
-	Type type;
-	int32 index;
-	float32 separation;
-};
-
-// This holds polygon B expressed in frame A.
-struct b2TempPolygon
-{
-	b2Vec2 vertices[b2_maxPolygonVertices];
-	b2Vec2 normals[b2_maxPolygonVertices];
-	int32 count;
-};
-
-// Reference face used for clipping
-struct b2ReferenceFace
-{
-	int32 i1, i2;
-	
-	b2Vec2 v1, v2;
-	
-	b2Vec2 normal;
-	
-	b2Vec2 sideNormal1;
-	float32 sideOffset1;
-	
-	b2Vec2 sideNormal2;
-	float32 sideOffset2;
-};
-
-// This class collides and edge and a polygon, taking into account edge adjacency.
-struct b2EPCollider
-{
-	void Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA,
-				 const b2PolygonShape* polygonB, const b2Transform& xfB);
-	b2EPAxis ComputeEdgeSeparation();
-	b2EPAxis ComputePolygonSeparation();
-	
-	enum VertexType
-	{
-		e_isolated,
-		e_concave,
-		e_convex
-	};
-	
-	b2TempPolygon m_polygonB;
-	
-	b2Transform m_xf;
-	b2Vec2 m_centroidB;
-	b2Vec2 m_v0, m_v1, m_v2, m_v3;
-	b2Vec2 m_normal0, m_normal1, m_normal2;
-	b2Vec2 m_normal;
-	VertexType m_type1, m_type2;
-	b2Vec2 m_lowerLimit, m_upperLimit;
-	float32 m_radius;
-	bool m_front;
-};
-
-// Algorithm:
-// 1. Classify v1 and v2
-// 2. Classify polygon centroid as front or back
-// 3. Flip normal if necessary
-// 4. Initialize normal range to [-pi, pi] about face normal
-// 5. Adjust normal range according to adjacent edges
-// 6. Visit each separating axes, only accept axes within the range
-// 7. Return if _any_ axis indicates separation
-// 8. Clip
-void b2EPCollider::Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA,
-						   const b2PolygonShape* polygonB, const b2Transform& xfB)
-{
-	m_xf = b2MulT(xfA, xfB);
-	
-	m_centroidB = b2Mul(m_xf, polygonB->m_centroid);
-	
-	m_v0 = edgeA->m_vertex0;
-	m_v1 = edgeA->m_vertex1;
-	m_v2 = edgeA->m_vertex2;
-	m_v3 = edgeA->m_vertex3;
-	
-	bool hasVertex0 = edgeA->m_hasVertex0;
-	bool hasVertex3 = edgeA->m_hasVertex3;
-	
-	b2Vec2 edge1 = m_v2 - m_v1;
-	edge1.Normalize();
-	m_normal1.Set(edge1.y, -edge1.x);
-	float32 offset1 = b2Dot(m_normal1, m_centroidB - m_v1);
-	float32 offset0 = 0.0f, offset2 = 0.0f;
-	bool convex1 = false, convex2 = false;
-	
-	// Is there a preceding edge?
-	if (hasVertex0)
-	{
-		b2Vec2 edge0 = m_v1 - m_v0;
-		edge0.Normalize();
-		m_normal0.Set(edge0.y, -edge0.x);
-		convex1 = b2Cross(edge0, edge1) >= 0.0f;
-		offset0 = b2Dot(m_normal0, m_centroidB - m_v0);
-	}
-	
-	// Is there a following edge?
-	if (hasVertex3)
-	{
-		b2Vec2 edge2 = m_v3 - m_v2;
-		edge2.Normalize();
-		m_normal2.Set(edge2.y, -edge2.x);
-		convex2 = b2Cross(edge1, edge2) > 0.0f;
-		offset2 = b2Dot(m_normal2, m_centroidB - m_v2);
-	}
-	
-	// Determine front or back collision. Determine collision normal limits.
-	if (hasVertex0 && hasVertex3)
-	{
-		if (convex1 && convex2)
-		{
-			m_front = offset0 >= 0.0f || offset1 >= 0.0f || offset2 >= 0.0f;
-			if (m_front)
-			{
-				m_normal = m_normal1;
-				m_lowerLimit = m_normal0;
-				m_upperLimit = m_normal2;
-			}
-			else
-			{
-				m_normal = -m_normal1;
-				m_lowerLimit = -m_normal1;
-				m_upperLimit = -m_normal1;
-			}
-		}
-		else if (convex1)
-		{
-			m_front = offset0 >= 0.0f || (offset1 >= 0.0f && offset2 >= 0.0f);
-			if (m_front)
-			{
-				m_normal = m_normal1;
-				m_lowerLimit = m_normal0;
-				m_upperLimit = m_normal1;
-			}
-			else
-			{
-				m_normal = -m_normal1;
-				m_lowerLimit = -m_normal2;
-				m_upperLimit = -m_normal1;
-			}
-		}
-		else if (convex2)
-		{
-			m_front = offset2 >= 0.0f || (offset0 >= 0.0f && offset1 >= 0.0f);
-			if (m_front)
-			{
-				m_normal = m_normal1;
-				m_lowerLimit = m_normal1;
-				m_upperLimit = m_normal2;
-			}
-			else
-			{
-				m_normal = -m_normal1;
-				m_lowerLimit = -m_normal1;
-				m_upperLimit = -m_normal0;
-			}
-		}
-		else
-		{
-			m_front = offset0 >= 0.0f && offset1 >= 0.0f && offset2 >= 0.0f;
-			if (m_front)
-			{
-				m_normal = m_normal1;
-				m_lowerLimit = m_normal1;
-				m_upperLimit = m_normal1;
-			}
-			else
-			{
-				m_normal = -m_normal1;
-				m_lowerLimit = -m_normal2;
-				m_upperLimit = -m_normal0;
-			}
-		}
-	}
-	else if (hasVertex0)
-	{
-		if (convex1)
-		{
-			m_front = offset0 >= 0.0f || offset1 >= 0.0f;
-			if (m_front)
-			{
-				m_normal = m_normal1;
-				m_lowerLimit = m_normal0;
-				m_upperLimit = -m_normal1;
-			}
-			else
-			{
-				m_normal = -m_normal1;
-				m_lowerLimit = m_normal1;
-				m_upperLimit = -m_normal1;
-			}
-		}
-		else
-		{
-			m_front = offset0 >= 0.0f && offset1 >= 0.0f;
-			if (m_front)
-			{
-				m_normal = m_normal1;
-				m_lowerLimit = m_normal1;
-				m_upperLimit = -m_normal1;
-			}
-			else
-			{
-				m_normal = -m_normal1;
-				m_lowerLimit = m_normal1;
-				m_upperLimit = -m_normal0;
-			}
-		}
-	}
-	else if (hasVertex3)
-	{
-		if (convex2)
-		{
-			m_front = offset1 >= 0.0f || offset2 >= 0.0f;
-			if (m_front)
-			{
-				m_normal = m_normal1;
-				m_lowerLimit = -m_normal1;
-				m_upperLimit = m_normal2;
-			}
-			else
-			{
-				m_normal = -m_normal1;
-				m_lowerLimit = -m_normal1;
-				m_upperLimit = m_normal1;
-			}
-		}
-		else
-		{
-			m_front = offset1 >= 0.0f && offset2 >= 0.0f;
-			if (m_front)
-			{
-				m_normal = m_normal1;
-				m_lowerLimit = -m_normal1;
-				m_upperLimit = m_normal1;
-			}
-			else
-			{
-				m_normal = -m_normal1;
-				m_lowerLimit = -m_normal2;
-				m_upperLimit = m_normal1;
-			}
-		}		
-	}
-	else
-	{
-		m_front = offset1 >= 0.0f;
-		if (m_front)
-		{
-			m_normal = m_normal1;
-			m_lowerLimit = -m_normal1;
-			m_upperLimit = -m_normal1;
-		}
-		else
-		{
-			m_normal = -m_normal1;
-			m_lowerLimit = m_normal1;
-			m_upperLimit = m_normal1;
-		}
-	}
-	
-	// Get polygonB in frameA
-	m_polygonB.count = polygonB->m_vertexCount;
-	for (int32 i = 0; i < polygonB->m_vertexCount; ++i)
-	{
-		m_polygonB.vertices[i] = b2Mul(m_xf, polygonB->m_vertices[i]);
-		m_polygonB.normals[i] = b2Mul(m_xf.q, polygonB->m_normals[i]);
-	}
-	
-	m_radius = 2.0f * b2_polygonRadius;
-	
-	manifold->pointCount = 0;
-	
-	b2EPAxis edgeAxis = ComputeEdgeSeparation();
-	
-	// If no valid normal can be found than this edge should not collide.
-	if (edgeAxis.type == b2EPAxis::e_unknown)
-	{
-		return;
-	}
-	
-	if (edgeAxis.separation > m_radius)
-	{
-		return;
-	}
-	
-	b2EPAxis polygonAxis = ComputePolygonSeparation();
-	if (polygonAxis.type != b2EPAxis::e_unknown && polygonAxis.separation > m_radius)
-	{
-		return;
-	}
-	
-	// Use hysteresis for jitter reduction.
-	const float32 k_relativeTol = 0.98f;
-	const float32 k_absoluteTol = 0.001f;
-	
-	b2EPAxis primaryAxis;
-	if (polygonAxis.type == b2EPAxis::e_unknown)
-	{
-		primaryAxis = edgeAxis;
-	}
-	else if (polygonAxis.separation > k_relativeTol * edgeAxis.separation + k_absoluteTol)
-	{
-		primaryAxis = polygonAxis;
-	}
-	else
-	{
-		primaryAxis = edgeAxis;
-	}
-	
-	b2ClipVertex ie[2];
-	b2ReferenceFace rf;
-	if (primaryAxis.type == b2EPAxis::e_edgeA)
-	{
-		manifold->type = b2Manifold::e_faceA;
-		
-		// Search for the polygon normal that is most anti-parallel to the edge normal.
-		int32 bestIndex = 0;
-		float32 bestValue = b2Dot(m_normal, m_polygonB.normals[0]);
-		for (int32 i = 1; i < m_polygonB.count; ++i)
-		{
-			float32 value = b2Dot(m_normal, m_polygonB.normals[i]);
-			if (value < bestValue)
-			{
-				bestValue = value;
-				bestIndex = i;
-			}
-		}
-		
-		int32 i1 = bestIndex;
-		int32 i2 = i1 + 1 < m_polygonB.count ? i1 + 1 : 0;
-		
-		ie[0].v = m_polygonB.vertices[i1];
-		ie[0].id.cf.indexA = 0;
-		ie[0].id.cf.indexB = i1;
-		ie[0].id.cf.typeA = b2ContactFeature::e_face;
-		ie[0].id.cf.typeB = b2ContactFeature::e_vertex;
-		
-		ie[1].v = m_polygonB.vertices[i2];
-		ie[1].id.cf.indexA = 0;
-		ie[1].id.cf.indexB = i2;
-		ie[1].id.cf.typeA = b2ContactFeature::e_face;
-		ie[1].id.cf.typeB = b2ContactFeature::e_vertex;
-		
-		if (m_front)
-		{
-			rf.i1 = 0;
-			rf.i2 = 1;
-			rf.v1 = m_v1;
-			rf.v2 = m_v2;
-			rf.normal = m_normal1;
-		}
-		else
-		{
-			rf.i1 = 1;
-			rf.i2 = 0;
-			rf.v1 = m_v2;
-			rf.v2 = m_v1;
-			rf.normal = -m_normal1;
-		}		
-	}
-	else
-	{
-		manifold->type = b2Manifold::e_faceB;
-		
-		ie[0].v = m_v1;
-		ie[0].id.cf.indexA = 0;
-		ie[0].id.cf.indexB = primaryAxis.index;
-		ie[0].id.cf.typeA = b2ContactFeature::e_vertex;
-		ie[0].id.cf.typeB = b2ContactFeature::e_face;
-		
-		ie[1].v = m_v2;
-		ie[1].id.cf.indexA = 0;
-		ie[1].id.cf.indexB = primaryAxis.index;		
-		ie[1].id.cf.typeA = b2ContactFeature::e_vertex;
-		ie[1].id.cf.typeB = b2ContactFeature::e_face;
-		
-		rf.i1 = primaryAxis.index;
-		rf.i2 = rf.i1 + 1 < m_polygonB.count ? rf.i1 + 1 : 0;
-		rf.v1 = m_polygonB.vertices[rf.i1];
-		rf.v2 = m_polygonB.vertices[rf.i2];
-		rf.normal = m_polygonB.normals[rf.i1];
-	}
-	
-	rf.sideNormal1.Set(rf.normal.y, -rf.normal.x);
-	rf.sideNormal2 = -rf.sideNormal1;
-	rf.sideOffset1 = b2Dot(rf.sideNormal1, rf.v1);
-	rf.sideOffset2 = b2Dot(rf.sideNormal2, rf.v2);
-	
-	// Clip incident edge against extruded edge1 side edges.
-	b2ClipVertex clipPoints1[2];
-	b2ClipVertex clipPoints2[2];
-	int32 np;
-	
-	// Clip to box side 1
-	np = b2ClipSegmentToLine(clipPoints1, ie, rf.sideNormal1, rf.sideOffset1, rf.i1);
-	
-	if (np < b2_maxManifoldPoints)
-	{
-		return;
-	}
-	
-	// Clip to negative box side 1
-	np = b2ClipSegmentToLine(clipPoints2, clipPoints1, rf.sideNormal2, rf.sideOffset2, rf.i2);
-	
-	if (np < b2_maxManifoldPoints)
-	{
-		return;
-	}
-	
-	// Now clipPoints2 contains the clipped points.
-	if (primaryAxis.type == b2EPAxis::e_edgeA)
-	{
-		manifold->localNormal = rf.normal;
-		manifold->localPoint = rf.v1;
-	}
-	else
-	{
-		manifold->localNormal = polygonB->m_normals[rf.i1];
-		manifold->localPoint = polygonB->m_vertices[rf.i1];
-	}
-	
-	int32 pointCount = 0;
-	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
-	{
-		float32 separation;
-		
-		separation = b2Dot(rf.normal, clipPoints2[i].v - rf.v1);
-		
-		if (separation <= m_radius)
-		{
-			b2ManifoldPoint* cp = manifold->points + pointCount;
-			
-			if (primaryAxis.type == b2EPAxis::e_edgeA)
-			{
-				cp->localPoint = b2MulT(m_xf, clipPoints2[i].v);
-				cp->id = clipPoints2[i].id;
-			}
-			else
-			{
-				cp->localPoint = clipPoints2[i].v;
-				cp->id.cf.typeA = clipPoints2[i].id.cf.typeB;
-				cp->id.cf.typeB = clipPoints2[i].id.cf.typeA;
-				cp->id.cf.indexA = clipPoints2[i].id.cf.indexB;
-				cp->id.cf.indexB = clipPoints2[i].id.cf.indexA;
-			}
-			
-			++pointCount;
-		}
-	}
-	
-	manifold->pointCount = pointCount;
-}
-
-b2EPAxis b2EPCollider::ComputeEdgeSeparation()
-{
-	b2EPAxis axis;
-	axis.type = b2EPAxis::e_edgeA;
-	axis.index = m_front ? 0 : 1;
-	axis.separation = FLT_MAX;
-	
-	for (int32 i = 0; i < m_polygonB.count; ++i)
-	{
-		float32 s = b2Dot(m_normal, m_polygonB.vertices[i] - m_v1);
-		if (s < axis.separation)
-		{
-			axis.separation = s;
-		}
-	}
-	
-	return axis;
-}
-
-b2EPAxis b2EPCollider::ComputePolygonSeparation()
-{
-	b2EPAxis axis;
-	axis.type = b2EPAxis::e_unknown;
-	axis.index = -1;
-	axis.separation = -FLT_MAX;
-
-	b2Vec2 perp(-m_normal.y, m_normal.x);
-
-	for (int32 i = 0; i < m_polygonB.count; ++i)
-	{
-		b2Vec2 n = -m_polygonB.normals[i];
-		
-		float32 s1 = b2Dot(n, m_polygonB.vertices[i] - m_v1);
-		float32 s2 = b2Dot(n, m_polygonB.vertices[i] - m_v2);
-		float32 s = b2Min(s1, s2);
-		
-		if (s > m_radius)
-		{
-			// No collision
-			axis.type = b2EPAxis::e_edgeB;
-			axis.index = i;
-			axis.separation = s;
-			return axis;
-		}
-		
-		// Adjacency
-		if (b2Dot(n, perp) >= 0.0f)
-		{
-			if (b2Dot(n - m_upperLimit, m_normal) < -b2_angularSlop)
-			{
-				continue;
-			}
-		}
-		else
-		{
-			if (b2Dot(n - m_lowerLimit, m_normal) < -b2_angularSlop)
-			{
-				continue;
-			}
-		}
-		
-		if (s > axis.separation)
-		{
-			axis.type = b2EPAxis::e_edgeB;
-			axis.index = i;
-			axis.separation = s;
-		}
-	}
-	
-	return axis;
-}
-
-void b2CollideEdgeAndPolygon(	b2Manifold* manifold,
-							 const b2EdgeShape* edgeA, const b2Transform& xfA,
-							 const b2PolygonShape* polygonB, const b2Transform& xfB)
-{
-	b2EPCollider collider;
-	collider.Collide(manifold, edgeA, xfA, polygonB, xfB);
-}
+/*
+ * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty.  In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ * 1. The origin of this software must not be misrepresented; you must not
+ * claim that you wrote the original software. If you use this software
+ * in a product, an acknowledgment in the product documentation would be
+ * appreciated but is not required.
+ * 2. Altered source versions must be plainly marked as such, and must not be
+ * misrepresented as being the original software.
+ * 3. This notice may not be removed or altered from any source distribution.
+ */
+
+#include <Box2D/Collision/b2Collision.h>
+#include <Box2D/Collision/Shapes/b2CircleShape.h>
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>
+#include <Box2D/Collision/Shapes/b2PolygonShape.h>
+
+
+// Compute contact points for edge versus circle.
+// This accounts for edge connectivity.
+void b2CollideEdgeAndCircle(b2Manifold* manifold,
+							const b2EdgeShape* edgeA, const b2Transform& xfA,
+							const b2CircleShape* circleB, const b2Transform& xfB)
+{
+	manifold->pointCount = 0;
+	
+	// Compute circle in frame of edge
+	b2Vec2 Q = b2MulT(xfA, b2Mul(xfB, circleB->m_p));
+	
+	b2Vec2 A = edgeA->m_vertex1, B = edgeA->m_vertex2;
+	b2Vec2 e = B - A;
+	
+	// Barycentric coordinates
+	float32 u = b2Dot(e, B - Q);
+	float32 v = b2Dot(e, Q - A);
+	
+	float32 radius = edgeA->m_radius + circleB->m_radius;
+	
+	b2ContactFeature cf;
+	cf.indexB = 0;
+	cf.typeB = b2ContactFeature::e_vertex;
+	
+	// Region A
+	if (v <= 0.0f)
+	{
+		b2Vec2 P = A;
+		b2Vec2 d = Q - P;
+		float32 dd = b2Dot(d, d);
+		if (dd > radius * radius)
+		{
+			return;
+		}
+		
+		// Is there an edge connected to A?
+		if (edgeA->m_hasVertex0)
+		{
+			b2Vec2 A1 = edgeA->m_vertex0;
+			b2Vec2 B1 = A;
+			b2Vec2 e1 = B1 - A1;
+			float32 u1 = b2Dot(e1, B1 - Q);
+			
+			// Is the circle in Region AB of the previous edge?
+			if (u1 > 0.0f)
+			{
+				return;
+			}
+		}
+		
+		cf.indexA = 0;
+		cf.typeA = b2ContactFeature::e_vertex;
+		manifold->pointCount = 1;
+		manifold->type = b2Manifold::e_circles;
+		manifold->localNormal.SetZero();
+		manifold->localPoint = P;
+		manifold->points[0].id.key = 0;
+		manifold->points[0].id.cf = cf;
+		manifold->points[0].localPoint = circleB->m_p;
+		return;
+	}
+	
+	// Region B
+	if (u <= 0.0f)
+	{
+		b2Vec2 P = B;
+		b2Vec2 d = Q - P;
+		float32 dd = b2Dot(d, d);
+		if (dd > radius * radius)
+		{
+			return;
+		}
+		
+		// Is there an edge connected to B?
+		if (edgeA->m_hasVertex3)
+		{
+			b2Vec2 B2 = edgeA->m_vertex3;
+			b2Vec2 A2 = B;
+			b2Vec2 e2 = B2 - A2;
+			float32 v2 = b2Dot(e2, Q - A2);
+			
+			// Is the circle in Region AB of the next edge?
+			if (v2 > 0.0f)
+			{
+				return;
+			}
+		}
+		
+		cf.indexA = 1;
+		cf.typeA = b2ContactFeature::e_vertex;
+		manifold->pointCount = 1;
+		manifold->type = b2Manifold::e_circles;
+		manifold->localNormal.SetZero();
+		manifold->localPoint = P;
+		manifold->points[0].id.key = 0;
+		manifold->points[0].id.cf = cf;
+		manifold->points[0].localPoint = circleB->m_p;
+		return;
+	}
+	
+	// Region AB
+	float32 den = b2Dot(e, e);
+	b2Assert(den > 0.0f);
+	b2Vec2 P = (1.0f / den) * (u * A + v * B);
+	b2Vec2 d = Q - P;
+	float32 dd = b2Dot(d, d);
+	if (dd > radius * radius)
+	{
+		return;
+	}
+	
+	b2Vec2 n(-e.y, e.x);
+	if (b2Dot(n, Q - A) < 0.0f)
+	{
+		n.Set(-n.x, -n.y);
+	}
+	n.Normalize();
+	
+	cf.indexA = 0;
+	cf.typeA = b2ContactFeature::e_face;
+	manifold->pointCount = 1;
+	manifold->type = b2Manifold::e_faceA;
+	manifold->localNormal = n;
+	manifold->localPoint = A;
+	manifold->points[0].id.key = 0;
+	manifold->points[0].id.cf = cf;
+	manifold->points[0].localPoint = circleB->m_p;
+}
+
+// This structure is used to keep track of the best separating axis.
+struct b2EPAxis
+{
+	enum Type
+	{
+		e_unknown,
+		e_edgeA,
+		e_edgeB
+	};
+	
+	Type type;
+	int32 index;
+	float32 separation;
+};
+
+// This holds polygon B expressed in frame A.
+struct b2TempPolygon
+{
+	b2Vec2 vertices[b2_maxPolygonVertices];
+	b2Vec2 normals[b2_maxPolygonVertices];
+	int32 count;
+};
+
+// Reference face used for clipping
+struct b2ReferenceFace
+{
+	int32 i1, i2;
+	
+	b2Vec2 v1, v2;
+	
+	b2Vec2 normal;
+	
+	b2Vec2 sideNormal1;
+	float32 sideOffset1;
+	
+	b2Vec2 sideNormal2;
+	float32 sideOffset2;
+};
+
+// This class collides and edge and a polygon, taking into account edge adjacency.
+struct b2EPCollider
+{
+	void Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA,
+				 const b2PolygonShape* polygonB, const b2Transform& xfB);
+	b2EPAxis ComputeEdgeSeparation();
+	b2EPAxis ComputePolygonSeparation();
+	
+	enum VertexType
+	{
+		e_isolated,
+		e_concave,
+		e_convex
+	};
+	
+	b2TempPolygon m_polygonB;
+	
+	b2Transform m_xf;
+	b2Vec2 m_centroidB;
+	b2Vec2 m_v0, m_v1, m_v2, m_v3;
+	b2Vec2 m_normal0, m_normal1, m_normal2;
+	b2Vec2 m_normal;
+	VertexType m_type1, m_type2;
+	b2Vec2 m_lowerLimit, m_upperLimit;
+	float32 m_radius;
+	bool m_front;
+};
+
+// Algorithm:
+// 1. Classify v1 and v2
+// 2. Classify polygon centroid as front or back
+// 3. Flip normal if necessary
+// 4. Initialize normal range to [-pi, pi] about face normal
+// 5. Adjust normal range according to adjacent edges
+// 6. Visit each separating axes, only accept axes within the range
+// 7. Return if _any_ axis indicates separation
+// 8. Clip
+void b2EPCollider::Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA,
+						   const b2PolygonShape* polygonB, const b2Transform& xfB)
+{
+	m_xf = b2MulT(xfA, xfB);
+	
+	m_centroidB = b2Mul(m_xf, polygonB->m_centroid);
+	
+	m_v0 = edgeA->m_vertex0;
+	m_v1 = edgeA->m_vertex1;
+	m_v2 = edgeA->m_vertex2;
+	m_v3 = edgeA->m_vertex3;
+	
+	bool hasVertex0 = edgeA->m_hasVertex0;
+	bool hasVertex3 = edgeA->m_hasVertex3;
+	
+	b2Vec2 edge1 = m_v2 - m_v1;
+	edge1.Normalize();
+	m_normal1.Set(edge1.y, -edge1.x);
+	float32 offset1 = b2Dot(m_normal1, m_centroidB - m_v1);
+	float32 offset0 = 0.0f, offset2 = 0.0f;
+	bool convex1 = false, convex2 = false;
+	
+	// Is there a preceding edge?
+	if (hasVertex0)
+	{
+		b2Vec2 edge0 = m_v1 - m_v0;
+		edge0.Normalize();
+		m_normal0.Set(edge0.y, -edge0.x);
+		convex1 = b2Cross(edge0, edge1) >= 0.0f;
+		offset0 = b2Dot(m_normal0, m_centroidB - m_v0);
+	}
+	
+	// Is there a following edge?
+	if (hasVertex3)
+	{
+		b2Vec2 edge2 = m_v3 - m_v2;
+		edge2.Normalize();
+		m_normal2.Set(edge2.y, -edge2.x);
+		convex2 = b2Cross(edge1, edge2) > 0.0f;
+		offset2 = b2Dot(m_normal2, m_centroidB - m_v2);
+	}
+	
+	// Determine front or back collision. Determine collision normal limits.
+	if (hasVertex0 && hasVertex3)
+	{
+		if (convex1 && convex2)
+		{
+			m_front = offset0 >= 0.0f || offset1 >= 0.0f || offset2 >= 0.0f;
+			if (m_front)
+			{
+				m_normal = m_normal1;
+				m_lowerLimit = m_normal0;
+				m_upperLimit = m_normal2;
+			}
+			else
+			{
+				m_normal = -m_normal1;
+				m_lowerLimit = -m_normal1;
+				m_upperLimit = -m_normal1;
+			}
+		}
+		else if (convex1)
+		{
+			m_front = offset0 >= 0.0f || (offset1 >= 0.0f && offset2 >= 0.0f);
+			if (m_front)
+			{
+				m_normal = m_normal1;
+				m_lowerLimit = m_normal0;
+				m_upperLimit = m_normal1;
+			}
+			else
+			{
+				m_normal = -m_normal1;
+				m_lowerLimit = -m_normal2;
+				m_upperLimit = -m_normal1;
+			}
+		}
+		else if (convex2)
+		{
+			m_front = offset2 >= 0.0f || (offset0 >= 0.0f && offset1 >= 0.0f);
+			if (m_front)
+			{
+				m_normal = m_normal1;
+				m_lowerLimit = m_normal1;
+				m_upperLimit = m_normal2;
+			}
+			else
+			{
+				m_normal = -m_normal1;
+				m_lowerLimit = -m_normal1;
+				m_upperLimit = -m_normal0;
+			}
+		}
+		else
+		{
+			m_front = offset0 >= 0.0f && offset1 >= 0.0f && offset2 >= 0.0f;
+			if (m_front)
+			{
+				m_normal = m_normal1;
+				m_lowerLimit = m_normal1;
+				m_upperLimit = m_normal1;
+			}
+			else
+			{
+				m_normal = -m_normal1;
+				m_lowerLimit = -m_normal2;
+				m_upperLimit = -m_normal0;
+			}
+		}
+	}
+	else if (hasVertex0)
+	{
+		if (convex1)
+		{
+			m_front = offset0 >= 0.0f || offset1 >= 0.0f;
+			if (m_front)
+			{
+				m_normal = m_normal1;
+				m_lowerLimit = m_normal0;
+				m_upperLimit = -m_normal1;
+			}
+			else
+			{
+				m_normal = -m_normal1;
+				m_lowerLimit = m_normal1;
+				m_upperLimit = -m_normal1;
+			}
+		}
+		else
+		{
+			m_front = offset0 >= 0.0f && offset1 >= 0.0f;
+			if (m_front)
+			{
+				m_normal = m_normal1;
+				m_lowerLimit = m_normal1;
+				m_upperLimit = -m_normal1;
+			}
+			else
+			{
+				m_normal = -m_normal1;
+				m_lowerLimit = m_normal1;
+				m_upperLimit = -m_normal0;
+			}
+		}
+	}
+	else if (hasVertex3)
+	{
+		if (convex2)
+		{
+			m_front = offset1 >= 0.0f || offset2 >= 0.0f;
+			if (m_front)
+			{
+				m_normal = m_normal1;
+				m_lowerLimit = -m_normal1;
+				m_upperLimit = m_normal2;
+			}
+			else
+			{
+				m_normal = -m_normal1;
+				m_lowerLimit = -m_normal1;
+				m_upperLimit = m_normal1;
+			}
+		}
+		else
+		{
+			m_front = offset1 >= 0.0f && offset2 >= 0.0f;
+			if (m_front)
+			{
+				m_normal = m_normal1;
+				m_lowerLimit = -m_normal1;
+				m_upperLimit = m_normal1;
+			}
+			else
+			{
+				m_normal = -m_normal1;
+				m_lowerLimit = -m_normal2;
+				m_upperLimit = m_normal1;
+			}
+		}		
+	}
+	else
+	{
+		m_front = offset1 >= 0.0f;
+		if (m_front)
+		{
+			m_normal = m_normal1;
+			m_lowerLimit = -m_normal1;
+			m_upperLimit = -m_normal1;
+		}
+		else
+		{
+			m_normal = -m_normal1;
+			m_lowerLimit = m_normal1;
+			m_upperLimit = m_normal1;
+		}
+	}
+	
+	// Get polygonB in frameA
+	m_polygonB.count = polygonB->m_vertexCount;
+	for (int32 i = 0; i < polygonB->m_vertexCount; ++i)
+	{
+		m_polygonB.vertices[i] = b2Mul(m_xf, polygonB->m_vertices[i]);
+		m_polygonB.normals[i] = b2Mul(m_xf.q, polygonB->m_normals[i]);
+	}
+	
+	m_radius = 2.0f * b2_polygonRadius;
+	
+	manifold->pointCount = 0;
+	
+	b2EPAxis edgeAxis = ComputeEdgeSeparation();
+	
+	// If no valid normal can be found than this edge should not collide.
+	if (edgeAxis.type == b2EPAxis::e_unknown)
+	{
+		return;
+	}
+	
+	if (edgeAxis.separation > m_radius)
+	{
+		return;
+	}
+	
+	b2EPAxis polygonAxis = ComputePolygonSeparation();
+	if (polygonAxis.type != b2EPAxis::e_unknown && polygonAxis.separation > m_radius)
+	{
+		return;
+	}
+	
+	// Use hysteresis for jitter reduction.
+	const float32 k_relativeTol = 0.98f;
+	const float32 k_absoluteTol = 0.001f;
+	
+	b2EPAxis primaryAxis;
+	if (polygonAxis.type == b2EPAxis::e_unknown)
+	{
+		primaryAxis = edgeAxis;
+	}
+	else if (polygonAxis.separation > k_relativeTol * edgeAxis.separation + k_absoluteTol)
+	{
+		primaryAxis = polygonAxis;
+	}
+	else
+	{
+		primaryAxis = edgeAxis;
+	}
+	
+	b2ClipVertex ie[2];
+	b2ReferenceFace rf;
+	if (primaryAxis.type == b2EPAxis::e_edgeA)
+	{
+		manifold->type = b2Manifold::e_faceA;
+		
+		// Search for the polygon normal that is most anti-parallel to the edge normal.
+		int32 bestIndex = 0;
+		float32 bestValue = b2Dot(m_normal, m_polygonB.normals[0]);
+		for (int32 i = 1; i < m_polygonB.count; ++i)
+		{
+			float32 value = b2Dot(m_normal, m_polygonB.normals[i]);
+			if (value < bestValue)
+			{
+				bestValue = value;
+				bestIndex = i;
+			}
+		}
+		
+		int32 i1 = bestIndex;
+		int32 i2 = i1 + 1 < m_polygonB.count ? i1 + 1 : 0;
+		
+		ie[0].v = m_polygonB.vertices[i1];
+		ie[0].id.cf.indexA = 0;
+		ie[0].id.cf.indexB = i1;
+		ie[0].id.cf.typeA = b2ContactFeature::e_face;
+		ie[0].id.cf.typeB = b2ContactFeature::e_vertex;
+		
+		ie[1].v = m_polygonB.vertices[i2];
+		ie[1].id.cf.indexA = 0;
+		ie[1].id.cf.indexB = i2;
+		ie[1].id.cf.typeA = b2ContactFeature::e_face;
+		ie[1].id.cf.typeB = b2ContactFeature::e_vertex;
+		
+		if (m_front)
+		{
+			rf.i1 = 0;
+			rf.i2 = 1;
+			rf.v1 = m_v1;
+			rf.v2 = m_v2;
+			rf.normal = m_normal1;
+		}
+		else
+		{
+			rf.i1 = 1;
+			rf.i2 = 0;
+			rf.v1 = m_v2;
+			rf.v2 = m_v1;
+			rf.normal = -m_normal1;
+		}		
+	}
+	else
+	{
+		manifold->type = b2Manifold::e_faceB;
+		
+		ie[0].v = m_v1;
+		ie[0].id.cf.indexA = 0;
+		ie[0].id.cf.indexB = primaryAxis.index;
+		ie[0].id.cf.typeA = b2ContactFeature::e_vertex;
+		ie[0].id.cf.typeB = b2ContactFeature::e_face;
+		
+		ie[1].v = m_v2;
+		ie[1].id.cf.indexA = 0;
+		ie[1].id.cf.indexB = primaryAxis.index;		
+		ie[1].id.cf.typeA = b2ContactFeature::e_vertex;
+		ie[1].id.cf.typeB = b2ContactFeature::e_face;
+		
+		rf.i1 = primaryAxis.index;
+		rf.i2 = rf.i1 + 1 < m_polygonB.count ? rf.i1 + 1 : 0;
+		rf.v1 = m_polygonB.vertices[rf.i1];
+		rf.v2 = m_polygonB.vertices[rf.i2];
+		rf.normal = m_polygonB.normals[rf.i1];
+	}
+	
+	rf.sideNormal1.Set(rf.normal.y, -rf.normal.x);
+	rf.sideNormal2 = -rf.sideNormal1;
+	rf.sideOffset1 = b2Dot(rf.sideNormal1, rf.v1);
+	rf.sideOffset2 = b2Dot(rf.sideNormal2, rf.v2);
+	
+	// Clip incident edge against extruded edge1 side edges.
+	b2ClipVertex clipPoints1[2];
+	b2ClipVertex clipPoints2[2];
+	int32 np;
+	
+	// Clip to box side 1
+	np = b2ClipSegmentToLine(clipPoints1, ie, rf.sideNormal1, rf.sideOffset1, rf.i1);
+	
+	if (np < b2_maxManifoldPoints)
+	{
+		return;
+	}
+	
+	// Clip to negative box side 1
+	np = b2ClipSegmentToLine(clipPoints2, clipPoints1, rf.sideNormal2, rf.sideOffset2, rf.i2);
+	
+	if (np < b2_maxManifoldPoints)
+	{
+		return;
+	}
+	
+	// Now clipPoints2 contains the clipped points.
+	if (primaryAxis.type == b2EPAxis::e_edgeA)
+	{
+		manifold->localNormal = rf.normal;
+		manifold->localPoint = rf.v1;
+	}
+	else
+	{
+		manifold->localNormal = polygonB->m_normals[rf.i1];
+		manifold->localPoint = polygonB->m_vertices[rf.i1];
+	}
+	
+	int32 pointCount = 0;
+	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
+	{
+		float32 separation;
+		
+		separation = b2Dot(rf.normal, clipPoints2[i].v - rf.v1);
+		
+		if (separation <= m_radius)
+		{
+			b2ManifoldPoint* cp = manifold->points + pointCount;
+			
+			if (primaryAxis.type == b2EPAxis::e_edgeA)
+			{
+				cp->localPoint = b2MulT(m_xf, clipPoints2[i].v);
+				cp->id = clipPoints2[i].id;
+			}
+			else
+			{
+				cp->localPoint = clipPoints2[i].v;
+				cp->id.cf.typeA = clipPoints2[i].id.cf.typeB;
+				cp->id.cf.typeB = clipPoints2[i].id.cf.typeA;
+				cp->id.cf.indexA = clipPoints2[i].id.cf.indexB;
+				cp->id.cf.indexB = clipPoints2[i].id.cf.indexA;
+			}
+			
+			++pointCount;
+		}
+	}
+	
+	manifold->pointCount = pointCount;
+}
+
+b2EPAxis b2EPCollider::ComputeEdgeSeparation()
+{
+	b2EPAxis axis;
+	axis.type = b2EPAxis::e_edgeA;
+	axis.index = m_front ? 0 : 1;
+	axis.separation = FLT_MAX;
+	
+	for (int32 i = 0; i < m_polygonB.count; ++i)
+	{
+		float32 s = b2Dot(m_normal, m_polygonB.vertices[i] - m_v1);
+		if (s < axis.separation)
+		{
+			axis.separation = s;
+		}
+	}
+	
+	return axis;
+}
+
+b2EPAxis b2EPCollider::ComputePolygonSeparation()
+{
+	b2EPAxis axis;
+	axis.type = b2EPAxis::e_unknown;
+	axis.index = -1;
+	axis.separation = -FLT_MAX;
+
+	b2Vec2 perp(-m_normal.y, m_normal.x);
+
+	for (int32 i = 0; i < m_polygonB.count; ++i)
+	{
+		b2Vec2 n = -m_polygonB.normals[i];
+		
+		float32 s1 = b2Dot(n, m_polygonB.vertices[i] - m_v1);
+		float32 s2 = b2Dot(n, m_polygonB.vertices[i] - m_v2);
+		float32 s = b2Min(s1, s2);
+		
+		if (s > m_radius)
+		{
+			// No collision
+			axis.type = b2EPAxis::e_edgeB;
+			axis.index = i;
+			axis.separation = s;
+			return axis;
+		}
+		
+		// Adjacency
+		if (b2Dot(n, perp) >= 0.0f)
+		{
+			if (b2Dot(n - m_upperLimit, m_normal) < -b2_angularSlop)
+			{
+				continue;
+			}
+		}
+		else
+		{
+			if (b2Dot(n - m_lowerLimit, m_normal) < -b2_angularSlop)
+			{
+				continue;
+			}
+		}
+		
+		if (s > axis.separation)
+		{
+			axis.type = b2EPAxis::e_edgeB;
+			axis.index = i;
+			axis.separation = s;
+		}
+	}
+	
+	return axis;
+}
+
+void b2CollideEdgeAndPolygon(	b2Manifold* manifold,
+							 const b2EdgeShape* edgeA, const b2Transform& xfA,
+							 const b2PolygonShape* polygonB, const b2Transform& xfB)
+{
+	b2EPCollider collider;
+	collider.Collide(manifold, edgeA, xfA, polygonB, xfB);
+}

+ 317 - 317
src/libraries/Box2D/Collision/b2CollidePolygon.cpp

@@ -1,317 +1,317 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Collision/b2Collision.h>
-#include <Box2D/Collision/Shapes/b2PolygonShape.h>
-
-// Find the separation between poly1 and poly2 for a give edge normal on poly1.
-static float32 b2EdgeSeparation(const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
-							  const b2PolygonShape* poly2, const b2Transform& xf2)
-{
-	const b2Vec2* vertices1 = poly1->m_vertices;
-	const b2Vec2* normals1 = poly1->m_normals;
-
-	int32 count2 = poly2->m_vertexCount;
-	const b2Vec2* vertices2 = poly2->m_vertices;
-
-	b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
-
-	// Convert normal from poly1's frame into poly2's frame.
-	b2Vec2 normal1World = b2Mul(xf1.q, normals1[edge1]);
-	b2Vec2 normal1 = b2MulT(xf2.q, normal1World);
-
-	// Find support vertex on poly2 for -normal.
-	int32 index = 0;
-	float32 minDot = b2_maxFloat;
-
-	for (int32 i = 0; i < count2; ++i)
-	{
-		float32 dot = b2Dot(vertices2[i], normal1);
-		if (dot < minDot)
-		{
-			minDot = dot;
-			index = i;
-		}
-	}
-
-	b2Vec2 v1 = b2Mul(xf1, vertices1[edge1]);
-	b2Vec2 v2 = b2Mul(xf2, vertices2[index]);
-	float32 separation = b2Dot(v2 - v1, normal1World);
-	return separation;
-}
-
-// Find the max separation between poly1 and poly2 using edge normals from poly1.
-static float32 b2FindMaxSeparation(int32* edgeIndex,
-								 const b2PolygonShape* poly1, const b2Transform& xf1,
-								 const b2PolygonShape* poly2, const b2Transform& xf2)
-{
-	int32 count1 = poly1->m_vertexCount;
-	const b2Vec2* normals1 = poly1->m_normals;
-
-	// Vector pointing from the centroid of poly1 to the centroid of poly2.
-	b2Vec2 d = b2Mul(xf2, poly2->m_centroid) - b2Mul(xf1, poly1->m_centroid);
-	b2Vec2 dLocal1 = b2MulT(xf1.q, d);
-
-	// Find edge normal on poly1 that has the largest projection onto d.
-	int32 edge = 0;
-	float32 maxDot = -b2_maxFloat;
-	for (int32 i = 0; i < count1; ++i)
-	{
-		float32 dot = b2Dot(normals1[i], dLocal1);
-		if (dot > maxDot)
-		{
-			maxDot = dot;
-			edge = i;
-		}
-	}
-
-	// Get the separation for the edge normal.
-	float32 s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
-
-	// Check the separation for the previous edge normal.
-	int32 prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
-	float32 sPrev = b2EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2);
-
-	// Check the separation for the next edge normal.
-	int32 nextEdge = edge + 1 < count1 ? edge + 1 : 0;
-	float32 sNext = b2EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2);
-
-	// Find the best edge and the search direction.
-	int32 bestEdge;
-	float32 bestSeparation;
-	int32 increment;
-	if (sPrev > s && sPrev > sNext)
-	{
-		increment = -1;
-		bestEdge = prevEdge;
-		bestSeparation = sPrev;
-	}
-	else if (sNext > s)
-	{
-		increment = 1;
-		bestEdge = nextEdge;
-		bestSeparation = sNext;
-	}
-	else
-	{
-		*edgeIndex = edge;
-		return s;
-	}
-
-	// Perform a local search for the best edge normal.
-	for ( ; ; )
-	{
-		if (increment == -1)
-			edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
-		else
-			edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;
-
-		s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
-
-		if (s > bestSeparation)
-		{
-			bestEdge = edge;
-			bestSeparation = s;
-		}
-		else
-		{
-			break;
-		}
-	}
-
-	*edgeIndex = bestEdge;
-	return bestSeparation;
-}
-
-static void b2FindIncidentEdge(b2ClipVertex c[2],
-							 const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
-							 const b2PolygonShape* poly2, const b2Transform& xf2)
-{
-	const b2Vec2* normals1 = poly1->m_normals;
-
-	int32 count2 = poly2->m_vertexCount;
-	const b2Vec2* vertices2 = poly2->m_vertices;
-	const b2Vec2* normals2 = poly2->m_normals;
-
-	b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
-
-	// Get the normal of the reference edge in poly2's frame.
-	b2Vec2 normal1 = b2MulT(xf2.q, b2Mul(xf1.q, normals1[edge1]));
-
-	// Find the incident edge on poly2.
-	int32 index = 0;
-	float32 minDot = b2_maxFloat;
-	for (int32 i = 0; i < count2; ++i)
-	{
-		float32 dot = b2Dot(normal1, normals2[i]);
-		if (dot < minDot)
-		{
-			minDot = dot;
-			index = i;
-		}
-	}
-
-	// Build the clip vertices for the incident edge.
-	int32 i1 = index;
-	int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0;
-
-	c[0].v = b2Mul(xf2, vertices2[i1]);
-	c[0].id.cf.indexA = (uint8)edge1;
-	c[0].id.cf.indexB = (uint8)i1;
-	c[0].id.cf.typeA = b2ContactFeature::e_face;
-	c[0].id.cf.typeB = b2ContactFeature::e_vertex;
-
-	c[1].v = b2Mul(xf2, vertices2[i2]);
-	c[1].id.cf.indexA = (uint8)edge1;
-	c[1].id.cf.indexB = (uint8)i2;
-	c[1].id.cf.typeA = b2ContactFeature::e_face;
-	c[1].id.cf.typeB = b2ContactFeature::e_vertex;
-}
-
-// Find edge normal of max separation on A - return if separating axis is found
-// Find edge normal of max separation on B - return if separation axis is found
-// Choose reference edge as min(minA, minB)
-// Find incident edge
-// Clip
-
-// The normal points from 1 to 2
-void b2CollidePolygons(b2Manifold* manifold,
-					  const b2PolygonShape* polyA, const b2Transform& xfA,
-					  const b2PolygonShape* polyB, const b2Transform& xfB)
-{
-	manifold->pointCount = 0;
-	float32 totalRadius = polyA->m_radius + polyB->m_radius;
-
-	int32 edgeA = 0;
-	float32 separationA = b2FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
-	if (separationA > totalRadius)
-		return;
-
-	int32 edgeB = 0;
-	float32 separationB = b2FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
-	if (separationB > totalRadius)
-		return;
-
-	const b2PolygonShape* poly1;	// reference polygon
-	const b2PolygonShape* poly2;	// incident polygon
-	b2Transform xf1, xf2;
-	int32 edge1;		// reference edge
-	uint8 flip;
-	const float32 k_relativeTol = 0.98f;
-	const float32 k_absoluteTol = 0.001f;
-
-	if (separationB > k_relativeTol * separationA + k_absoluteTol)
-	{
-		poly1 = polyB;
-		poly2 = polyA;
-		xf1 = xfB;
-		xf2 = xfA;
-		edge1 = edgeB;
-		manifold->type = b2Manifold::e_faceB;
-		flip = 1;
-	}
-	else
-	{
-		poly1 = polyA;
-		poly2 = polyB;
-		xf1 = xfA;
-		xf2 = xfB;
-		edge1 = edgeA;
-		manifold->type = b2Manifold::e_faceA;
-		flip = 0;
-	}
-
-	b2ClipVertex incidentEdge[2];
-	b2FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
-
-	int32 count1 = poly1->m_vertexCount;
-	const b2Vec2* vertices1 = poly1->m_vertices;
-
-	int32 iv1 = edge1;
-	int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;
-
-	b2Vec2 v11 = vertices1[iv1];
-	b2Vec2 v12 = vertices1[iv2];
-
-	b2Vec2 localTangent = v12 - v11;
-	localTangent.Normalize();
-	
-	b2Vec2 localNormal = b2Cross(localTangent, 1.0f);
-	b2Vec2 planePoint = 0.5f * (v11 + v12);
-
-	b2Vec2 tangent = b2Mul(xf1.q, localTangent);
-	b2Vec2 normal = b2Cross(tangent, 1.0f);
-	
-	v11 = b2Mul(xf1, v11);
-	v12 = b2Mul(xf1, v12);
-
-	// Face offset.
-	float32 frontOffset = b2Dot(normal, v11);
-
-	// Side offsets, extended by polytope skin thickness.
-	float32 sideOffset1 = -b2Dot(tangent, v11) + totalRadius;
-	float32 sideOffset2 = b2Dot(tangent, v12) + totalRadius;
-
-	// Clip incident edge against extruded edge1 side edges.
-	b2ClipVertex clipPoints1[2];
-	b2ClipVertex clipPoints2[2];
-	int np;
-
-	// Clip to box side 1
-	np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);
-
-	if (np < 2)
-		return;
-
-	// Clip to negative box side 1
-	np = b2ClipSegmentToLine(clipPoints2, clipPoints1,  tangent, sideOffset2, iv2);
-
-	if (np < 2)
-	{
-		return;
-	}
-
-	// Now clipPoints2 contains the clipped points.
-	manifold->localNormal = localNormal;
-	manifold->localPoint = planePoint;
-
-	int32 pointCount = 0;
-	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
-	{
-		float32 separation = b2Dot(normal, clipPoints2[i].v) - frontOffset;
-
-		if (separation <= totalRadius)
-		{
-			b2ManifoldPoint* cp = manifold->points + pointCount;
-			cp->localPoint = b2MulT(xf2, clipPoints2[i].v);
-			cp->id = clipPoints2[i].id;
-			if (flip)
-			{
-				// Swap features
-				b2ContactFeature cf = cp->id.cf;
-				cp->id.cf.indexA = cf.indexB;
-				cp->id.cf.indexB = cf.indexA;
-				cp->id.cf.typeA = cf.typeB;
-				cp->id.cf.typeB = cf.typeA;
-			}
-			++pointCount;
-		}
-	}
-
-	manifold->pointCount = pointCount;
-}
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Collision/b2Collision.h>
+#include <Box2D/Collision/Shapes/b2PolygonShape.h>
+
+// Find the separation between poly1 and poly2 for a give edge normal on poly1.
+static float32 b2EdgeSeparation(const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
+							  const b2PolygonShape* poly2, const b2Transform& xf2)
+{
+	const b2Vec2* vertices1 = poly1->m_vertices;
+	const b2Vec2* normals1 = poly1->m_normals;
+
+	int32 count2 = poly2->m_vertexCount;
+	const b2Vec2* vertices2 = poly2->m_vertices;
+
+	b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
+
+	// Convert normal from poly1's frame into poly2's frame.
+	b2Vec2 normal1World = b2Mul(xf1.q, normals1[edge1]);
+	b2Vec2 normal1 = b2MulT(xf2.q, normal1World);
+
+	// Find support vertex on poly2 for -normal.
+	int32 index = 0;
+	float32 minDot = b2_maxFloat;
+
+	for (int32 i = 0; i < count2; ++i)
+	{
+		float32 dot = b2Dot(vertices2[i], normal1);
+		if (dot < minDot)
+		{
+			minDot = dot;
+			index = i;
+		}
+	}
+
+	b2Vec2 v1 = b2Mul(xf1, vertices1[edge1]);
+	b2Vec2 v2 = b2Mul(xf2, vertices2[index]);
+	float32 separation = b2Dot(v2 - v1, normal1World);
+	return separation;
+}
+
+// Find the max separation between poly1 and poly2 using edge normals from poly1.
+static float32 b2FindMaxSeparation(int32* edgeIndex,
+								 const b2PolygonShape* poly1, const b2Transform& xf1,
+								 const b2PolygonShape* poly2, const b2Transform& xf2)
+{
+	int32 count1 = poly1->m_vertexCount;
+	const b2Vec2* normals1 = poly1->m_normals;
+
+	// Vector pointing from the centroid of poly1 to the centroid of poly2.
+	b2Vec2 d = b2Mul(xf2, poly2->m_centroid) - b2Mul(xf1, poly1->m_centroid);
+	b2Vec2 dLocal1 = b2MulT(xf1.q, d);
+
+	// Find edge normal on poly1 that has the largest projection onto d.
+	int32 edge = 0;
+	float32 maxDot = -b2_maxFloat;
+	for (int32 i = 0; i < count1; ++i)
+	{
+		float32 dot = b2Dot(normals1[i], dLocal1);
+		if (dot > maxDot)
+		{
+			maxDot = dot;
+			edge = i;
+		}
+	}
+
+	// Get the separation for the edge normal.
+	float32 s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
+
+	// Check the separation for the previous edge normal.
+	int32 prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
+	float32 sPrev = b2EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2);
+
+	// Check the separation for the next edge normal.
+	int32 nextEdge = edge + 1 < count1 ? edge + 1 : 0;
+	float32 sNext = b2EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2);
+
+	// Find the best edge and the search direction.
+	int32 bestEdge;
+	float32 bestSeparation;
+	int32 increment;
+	if (sPrev > s && sPrev > sNext)
+	{
+		increment = -1;
+		bestEdge = prevEdge;
+		bestSeparation = sPrev;
+	}
+	else if (sNext > s)
+	{
+		increment = 1;
+		bestEdge = nextEdge;
+		bestSeparation = sNext;
+	}
+	else
+	{
+		*edgeIndex = edge;
+		return s;
+	}
+
+	// Perform a local search for the best edge normal.
+	for ( ; ; )
+	{
+		if (increment == -1)
+			edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
+		else
+			edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;
+
+		s = b2EdgeSeparation(poly1, xf1, edge, poly2, xf2);
+
+		if (s > bestSeparation)
+		{
+			bestEdge = edge;
+			bestSeparation = s;
+		}
+		else
+		{
+			break;
+		}
+	}
+
+	*edgeIndex = bestEdge;
+	return bestSeparation;
+}
+
+static void b2FindIncidentEdge(b2ClipVertex c[2],
+							 const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
+							 const b2PolygonShape* poly2, const b2Transform& xf2)
+{
+	const b2Vec2* normals1 = poly1->m_normals;
+
+	int32 count2 = poly2->m_vertexCount;
+	const b2Vec2* vertices2 = poly2->m_vertices;
+	const b2Vec2* normals2 = poly2->m_normals;
+
+	b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
+
+	// Get the normal of the reference edge in poly2's frame.
+	b2Vec2 normal1 = b2MulT(xf2.q, b2Mul(xf1.q, normals1[edge1]));
+
+	// Find the incident edge on poly2.
+	int32 index = 0;
+	float32 minDot = b2_maxFloat;
+	for (int32 i = 0; i < count2; ++i)
+	{
+		float32 dot = b2Dot(normal1, normals2[i]);
+		if (dot < minDot)
+		{
+			minDot = dot;
+			index = i;
+		}
+	}
+
+	// Build the clip vertices for the incident edge.
+	int32 i1 = index;
+	int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0;
+
+	c[0].v = b2Mul(xf2, vertices2[i1]);
+	c[0].id.cf.indexA = (uint8)edge1;
+	c[0].id.cf.indexB = (uint8)i1;
+	c[0].id.cf.typeA = b2ContactFeature::e_face;
+	c[0].id.cf.typeB = b2ContactFeature::e_vertex;
+
+	c[1].v = b2Mul(xf2, vertices2[i2]);
+	c[1].id.cf.indexA = (uint8)edge1;
+	c[1].id.cf.indexB = (uint8)i2;
+	c[1].id.cf.typeA = b2ContactFeature::e_face;
+	c[1].id.cf.typeB = b2ContactFeature::e_vertex;
+}
+
+// Find edge normal of max separation on A - return if separating axis is found
+// Find edge normal of max separation on B - return if separation axis is found
+// Choose reference edge as min(minA, minB)
+// Find incident edge
+// Clip
+
+// The normal points from 1 to 2
+void b2CollidePolygons(b2Manifold* manifold,
+					  const b2PolygonShape* polyA, const b2Transform& xfA,
+					  const b2PolygonShape* polyB, const b2Transform& xfB)
+{
+	manifold->pointCount = 0;
+	float32 totalRadius = polyA->m_radius + polyB->m_radius;
+
+	int32 edgeA = 0;
+	float32 separationA = b2FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
+	if (separationA > totalRadius)
+		return;
+
+	int32 edgeB = 0;
+	float32 separationB = b2FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
+	if (separationB > totalRadius)
+		return;
+
+	const b2PolygonShape* poly1;	// reference polygon
+	const b2PolygonShape* poly2;	// incident polygon
+	b2Transform xf1, xf2;
+	int32 edge1;		// reference edge
+	uint8 flip;
+	const float32 k_relativeTol = 0.98f;
+	const float32 k_absoluteTol = 0.001f;
+
+	if (separationB > k_relativeTol * separationA + k_absoluteTol)
+	{
+		poly1 = polyB;
+		poly2 = polyA;
+		xf1 = xfB;
+		xf2 = xfA;
+		edge1 = edgeB;
+		manifold->type = b2Manifold::e_faceB;
+		flip = 1;
+	}
+	else
+	{
+		poly1 = polyA;
+		poly2 = polyB;
+		xf1 = xfA;
+		xf2 = xfB;
+		edge1 = edgeA;
+		manifold->type = b2Manifold::e_faceA;
+		flip = 0;
+	}
+
+	b2ClipVertex incidentEdge[2];
+	b2FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
+
+	int32 count1 = poly1->m_vertexCount;
+	const b2Vec2* vertices1 = poly1->m_vertices;
+
+	int32 iv1 = edge1;
+	int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;
+
+	b2Vec2 v11 = vertices1[iv1];
+	b2Vec2 v12 = vertices1[iv2];
+
+	b2Vec2 localTangent = v12 - v11;
+	localTangent.Normalize();
+	
+	b2Vec2 localNormal = b2Cross(localTangent, 1.0f);
+	b2Vec2 planePoint = 0.5f * (v11 + v12);
+
+	b2Vec2 tangent = b2Mul(xf1.q, localTangent);
+	b2Vec2 normal = b2Cross(tangent, 1.0f);
+	
+	v11 = b2Mul(xf1, v11);
+	v12 = b2Mul(xf1, v12);
+
+	// Face offset.
+	float32 frontOffset = b2Dot(normal, v11);
+
+	// Side offsets, extended by polytope skin thickness.
+	float32 sideOffset1 = -b2Dot(tangent, v11) + totalRadius;
+	float32 sideOffset2 = b2Dot(tangent, v12) + totalRadius;
+
+	// Clip incident edge against extruded edge1 side edges.
+	b2ClipVertex clipPoints1[2];
+	b2ClipVertex clipPoints2[2];
+	int np;
+
+	// Clip to box side 1
+	np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);
+
+	if (np < 2)
+		return;
+
+	// Clip to negative box side 1
+	np = b2ClipSegmentToLine(clipPoints2, clipPoints1,  tangent, sideOffset2, iv2);
+
+	if (np < 2)
+	{
+		return;
+	}
+
+	// Now clipPoints2 contains the clipped points.
+	manifold->localNormal = localNormal;
+	manifold->localPoint = planePoint;
+
+	int32 pointCount = 0;
+	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
+	{
+		float32 separation = b2Dot(normal, clipPoints2[i].v) - frontOffset;
+
+		if (separation <= totalRadius)
+		{
+			b2ManifoldPoint* cp = manifold->points + pointCount;
+			cp->localPoint = b2MulT(xf2, clipPoints2[i].v);
+			cp->id = clipPoints2[i].id;
+			if (flip)
+			{
+				// Swap features
+				b2ContactFeature cf = cp->id.cf;
+				cp->id.cf.indexA = cf.indexB;
+				cp->id.cf.indexB = cf.indexA;
+				cp->id.cf.typeA = cf.typeB;
+				cp->id.cf.typeB = cf.typeA;
+			}
+			++pointCount;
+		}
+	}
+
+	manifold->pointCount = pointCount;
+}

+ 249 - 249
src/libraries/Box2D/Collision/b2Collision.cpp

@@ -1,249 +1,249 @@
-/*
-* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Collision/b2Collision.h>
-#include <Box2D/Collision/b2Distance.h>
-
-void b2WorldManifold::Initialize(const b2Manifold* manifold,
-						  const b2Transform& xfA, float32 radiusA,
-						  const b2Transform& xfB, float32 radiusB)
-{
-	if (manifold->pointCount == 0)
-	{
-		return;
-	}
-
-	switch (manifold->type)
-	{
-	case b2Manifold::e_circles:
-		{
-			normal.Set(1.0f, 0.0f);
-			b2Vec2 pointA = b2Mul(xfA, manifold->localPoint);
-			b2Vec2 pointB = b2Mul(xfB, manifold->points[0].localPoint);
-			if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)
-			{
-				normal = pointB - pointA;
-				normal.Normalize();
-			}
-
-			b2Vec2 cA = pointA + radiusA * normal;
-			b2Vec2 cB = pointB - radiusB * normal;
-			points[0] = 0.5f * (cA + cB);
-		}
-		break;
-
-	case b2Manifold::e_faceA:
-		{
-			normal = b2Mul(xfA.q, manifold->localNormal);
-			b2Vec2 planePoint = b2Mul(xfA, manifold->localPoint);
-			
-			for (int32 i = 0; i < manifold->pointCount; ++i)
-			{
-				b2Vec2 clipPoint = b2Mul(xfB, manifold->points[i].localPoint);
-				b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint, normal)) * normal;
-				b2Vec2 cB = clipPoint - radiusB * normal;
-				points[i] = 0.5f * (cA + cB);
-			}
-		}
-		break;
-
-	case b2Manifold::e_faceB:
-		{
-			normal = b2Mul(xfB.q, manifold->localNormal);
-			b2Vec2 planePoint = b2Mul(xfB, manifold->localPoint);
-
-			for (int32 i = 0; i < manifold->pointCount; ++i)
-			{
-				b2Vec2 clipPoint = b2Mul(xfA, manifold->points[i].localPoint);
-				b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint, normal)) * normal;
-				b2Vec2 cA = clipPoint - radiusA * normal;
-				points[i] = 0.5f * (cA + cB);
-			}
-
-			// Ensure normal points from A to B.
-			normal = -normal;
-		}
-		break;
-	}
-}
-
-void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
-					  const b2Manifold* manifold1, const b2Manifold* manifold2)
-{
-	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
-	{
-		state1[i] = b2_nullState;
-		state2[i] = b2_nullState;
-	}
-
-	// Detect persists and removes.
-	for (int32 i = 0; i < manifold1->pointCount; ++i)
-	{
-		b2ContactID id = manifold1->points[i].id;
-
-		state1[i] = b2_removeState;
-
-		for (int32 j = 0; j < manifold2->pointCount; ++j)
-		{
-			if (manifold2->points[j].id.key == id.key)
-			{
-				state1[i] = b2_persistState;
-				break;
-			}
-		}
-	}
-
-	// Detect persists and adds.
-	for (int32 i = 0; i < manifold2->pointCount; ++i)
-	{
-		b2ContactID id = manifold2->points[i].id;
-
-		state2[i] = b2_addState;
-
-		for (int32 j = 0; j < manifold1->pointCount; ++j)
-		{
-			if (manifold1->points[j].id.key == id.key)
-			{
-				state2[i] = b2_persistState;
-				break;
-			}
-		}
-	}
-}
-
-// From Real-time Collision Detection, p179.
-bool b2AABB::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const
-{
-	float32 tmin = -b2_maxFloat;
-	float32 tmax = b2_maxFloat;
-
-	b2Vec2 p = input.p1;
-	b2Vec2 d = input.p2 - input.p1;
-	b2Vec2 absD = b2Abs(d);
-
-	b2Vec2 normal;
-
-	for (int32 i = 0; i < 2; ++i)
-	{
-		if (absD(i) < b2_epsilon)
-		{
-			// Parallel.
-			if (p(i) < lowerBound(i) || upperBound(i) < p(i))
-			{
-				return false;
-			}
-		}
-		else
-		{
-			float32 inv_d = 1.0f / d(i);
-			float32 t1 = (lowerBound(i) - p(i)) * inv_d;
-			float32 t2 = (upperBound(i) - p(i)) * inv_d;
-
-			// Sign of the normal vector.
-			float32 s = -1.0f;
-
-			if (t1 > t2)
-			{
-				b2Swap(t1, t2);
-				s = 1.0f;
-			}
-
-			// Push the min up
-			if (t1 > tmin)
-			{
-				normal.SetZero();
-				normal(i) = s;
-				tmin = t1;
-			}
-
-			// Pull the max down
-			tmax = b2Min(tmax, t2);
-
-			if (tmin > tmax)
-			{
-				return false;
-			}
-		}
-	}
-
-	// Does the ray start inside the box?
-	// Does the ray intersect beyond the max fraction?
-	if (tmin < 0.0f || input.maxFraction < tmin)
-	{
-		return false;
-	}
-
-	// Intersection.
-	output->fraction = tmin;
-	output->normal = normal;
-	return true;
-}
-
-// Sutherland-Hodgman clipping.
-int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
-						const b2Vec2& normal, float32 offset, int32 vertexIndexA)
-{
-	// Start with no output points
-	int32 numOut = 0;
-
-	// Calculate the distance of end points to the line
-	float32 distance0 = b2Dot(normal, vIn[0].v) - offset;
-	float32 distance1 = b2Dot(normal, vIn[1].v) - offset;
-
-	// If the points are behind the plane
-	if (distance0 <= 0.0f) vOut[numOut++] = vIn[0];
-	if (distance1 <= 0.0f) vOut[numOut++] = vIn[1];
-
-	// If the points are on different sides of the plane
-	if (distance0 * distance1 < 0.0f)
-	{
-		// Find intersection point of edge and plane
-		float32 interp = distance0 / (distance0 - distance1);
-		vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);
-
-		// VertexA is hitting edgeB.
-		vOut[numOut].id.cf.indexA = vertexIndexA;
-		vOut[numOut].id.cf.indexB = vIn[0].id.cf.indexB;
-		vOut[numOut].id.cf.typeA = b2ContactFeature::e_vertex;
-		vOut[numOut].id.cf.typeB = b2ContactFeature::e_face;
-		++numOut;
-	}
-
-	return numOut;
-}
-
-bool b2TestOverlap(	const b2Shape* shapeA, int32 indexA,
-					const b2Shape* shapeB, int32 indexB,
-					const b2Transform& xfA, const b2Transform& xfB)
-{
-	b2DistanceInput input;
-	input.proxyA.Set(shapeA, indexA);
-	input.proxyB.Set(shapeB, indexB);
-	input.transformA = xfA;
-	input.transformB = xfB;
-	input.useRadii = true;
-
-	b2SimplexCache cache;
-	cache.count = 0;
-
-	b2DistanceOutput output;
-
-	b2Distance(&output, &cache, &input);
-
-	return output.distance < 10.0f * b2_epsilon;
-}
+/*
+* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Collision/b2Collision.h>
+#include <Box2D/Collision/b2Distance.h>
+
+void b2WorldManifold::Initialize(const b2Manifold* manifold,
+						  const b2Transform& xfA, float32 radiusA,
+						  const b2Transform& xfB, float32 radiusB)
+{
+	if (manifold->pointCount == 0)
+	{
+		return;
+	}
+
+	switch (manifold->type)
+	{
+	case b2Manifold::e_circles:
+		{
+			normal.Set(1.0f, 0.0f);
+			b2Vec2 pointA = b2Mul(xfA, manifold->localPoint);
+			b2Vec2 pointB = b2Mul(xfB, manifold->points[0].localPoint);
+			if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)
+			{
+				normal = pointB - pointA;
+				normal.Normalize();
+			}
+
+			b2Vec2 cA = pointA + radiusA * normal;
+			b2Vec2 cB = pointB - radiusB * normal;
+			points[0] = 0.5f * (cA + cB);
+		}
+		break;
+
+	case b2Manifold::e_faceA:
+		{
+			normal = b2Mul(xfA.q, manifold->localNormal);
+			b2Vec2 planePoint = b2Mul(xfA, manifold->localPoint);
+			
+			for (int32 i = 0; i < manifold->pointCount; ++i)
+			{
+				b2Vec2 clipPoint = b2Mul(xfB, manifold->points[i].localPoint);
+				b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint, normal)) * normal;
+				b2Vec2 cB = clipPoint - radiusB * normal;
+				points[i] = 0.5f * (cA + cB);
+			}
+		}
+		break;
+
+	case b2Manifold::e_faceB:
+		{
+			normal = b2Mul(xfB.q, manifold->localNormal);
+			b2Vec2 planePoint = b2Mul(xfB, manifold->localPoint);
+
+			for (int32 i = 0; i < manifold->pointCount; ++i)
+			{
+				b2Vec2 clipPoint = b2Mul(xfA, manifold->points[i].localPoint);
+				b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint, normal)) * normal;
+				b2Vec2 cA = clipPoint - radiusA * normal;
+				points[i] = 0.5f * (cA + cB);
+			}
+
+			// Ensure normal points from A to B.
+			normal = -normal;
+		}
+		break;
+	}
+}
+
+void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
+					  const b2Manifold* manifold1, const b2Manifold* manifold2)
+{
+	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
+	{
+		state1[i] = b2_nullState;
+		state2[i] = b2_nullState;
+	}
+
+	// Detect persists and removes.
+	for (int32 i = 0; i < manifold1->pointCount; ++i)
+	{
+		b2ContactID id = manifold1->points[i].id;
+
+		state1[i] = b2_removeState;
+
+		for (int32 j = 0; j < manifold2->pointCount; ++j)
+		{
+			if (manifold2->points[j].id.key == id.key)
+			{
+				state1[i] = b2_persistState;
+				break;
+			}
+		}
+	}
+
+	// Detect persists and adds.
+	for (int32 i = 0; i < manifold2->pointCount; ++i)
+	{
+		b2ContactID id = manifold2->points[i].id;
+
+		state2[i] = b2_addState;
+
+		for (int32 j = 0; j < manifold1->pointCount; ++j)
+		{
+			if (manifold1->points[j].id.key == id.key)
+			{
+				state2[i] = b2_persistState;
+				break;
+			}
+		}
+	}
+}
+
+// From Real-time Collision Detection, p179.
+bool b2AABB::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const
+{
+	float32 tmin = -b2_maxFloat;
+	float32 tmax = b2_maxFloat;
+
+	b2Vec2 p = input.p1;
+	b2Vec2 d = input.p2 - input.p1;
+	b2Vec2 absD = b2Abs(d);
+
+	b2Vec2 normal;
+
+	for (int32 i = 0; i < 2; ++i)
+	{
+		if (absD(i) < b2_epsilon)
+		{
+			// Parallel.
+			if (p(i) < lowerBound(i) || upperBound(i) < p(i))
+			{
+				return false;
+			}
+		}
+		else
+		{
+			float32 inv_d = 1.0f / d(i);
+			float32 t1 = (lowerBound(i) - p(i)) * inv_d;
+			float32 t2 = (upperBound(i) - p(i)) * inv_d;
+
+			// Sign of the normal vector.
+			float32 s = -1.0f;
+
+			if (t1 > t2)
+			{
+				b2Swap(t1, t2);
+				s = 1.0f;
+			}
+
+			// Push the min up
+			if (t1 > tmin)
+			{
+				normal.SetZero();
+				normal(i) = s;
+				tmin = t1;
+			}
+
+			// Pull the max down
+			tmax = b2Min(tmax, t2);
+
+			if (tmin > tmax)
+			{
+				return false;
+			}
+		}
+	}
+
+	// Does the ray start inside the box?
+	// Does the ray intersect beyond the max fraction?
+	if (tmin < 0.0f || input.maxFraction < tmin)
+	{
+		return false;
+	}
+
+	// Intersection.
+	output->fraction = tmin;
+	output->normal = normal;
+	return true;
+}
+
+// Sutherland-Hodgman clipping.
+int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
+						const b2Vec2& normal, float32 offset, int32 vertexIndexA)
+{
+	// Start with no output points
+	int32 numOut = 0;
+
+	// Calculate the distance of end points to the line
+	float32 distance0 = b2Dot(normal, vIn[0].v) - offset;
+	float32 distance1 = b2Dot(normal, vIn[1].v) - offset;
+
+	// If the points are behind the plane
+	if (distance0 <= 0.0f) vOut[numOut++] = vIn[0];
+	if (distance1 <= 0.0f) vOut[numOut++] = vIn[1];
+
+	// If the points are on different sides of the plane
+	if (distance0 * distance1 < 0.0f)
+	{
+		// Find intersection point of edge and plane
+		float32 interp = distance0 / (distance0 - distance1);
+		vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);
+
+		// VertexA is hitting edgeB.
+		vOut[numOut].id.cf.indexA = vertexIndexA;
+		vOut[numOut].id.cf.indexB = vIn[0].id.cf.indexB;
+		vOut[numOut].id.cf.typeA = b2ContactFeature::e_vertex;
+		vOut[numOut].id.cf.typeB = b2ContactFeature::e_face;
+		++numOut;
+	}
+
+	return numOut;
+}
+
+bool b2TestOverlap(	const b2Shape* shapeA, int32 indexA,
+					const b2Shape* shapeB, int32 indexB,
+					const b2Transform& xfA, const b2Transform& xfB)
+{
+	b2DistanceInput input;
+	input.proxyA.Set(shapeA, indexA);
+	input.proxyB.Set(shapeB, indexB);
+	input.transformA = xfA;
+	input.transformB = xfB;
+	input.useRadii = true;
+
+	b2SimplexCache cache;
+	cache.count = 0;
+
+	b2DistanceOutput output;
+
+	b2Distance(&output, &cache, &input);
+
+	return output.distance < 10.0f * b2_epsilon;
+}

+ 276 - 276
src/libraries/Box2D/Collision/b2Collision.h

@@ -1,276 +1,276 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_COLLISION_H
-#define B2_COLLISION_H
-
-#include <Box2D/Common/b2Math.h>
-#include <climits>
-
-/// @file
-/// Structures and functions used for computing contact points, distance
-/// queries, and TOI queries.
-
-class b2Shape;
-class b2CircleShape;
-class b2EdgeShape;
-class b2PolygonShape;
-
-const uint8 b2_nullFeature = UCHAR_MAX;
-
-/// The features that intersect to form the contact point
-/// This must be 4 bytes or less.
-struct b2ContactFeature
-{
-	enum Type
-	{
-		e_vertex = 0,
-		e_face = 1
-	};
-
-	uint8 indexA;		///< Feature index on shapeA
-	uint8 indexB;		///< Feature index on shapeB
-	uint8 typeA;		///< The feature type on shapeA
-	uint8 typeB;		///< The feature type on shapeB
-};
-
-/// Contact ids to facilitate warm starting.
-union b2ContactID
-{
-	b2ContactFeature cf;
-	uint32 key;					///< Used to quickly compare contact ids.
-};
-
-/// A manifold point is a contact point belonging to a contact
-/// manifold. It holds details related to the geometry and dynamics
-/// of the contact points.
-/// The local point usage depends on the manifold type:
-/// -e_circles: the local center of circleB
-/// -e_faceA: the local center of cirlceB or the clip point of polygonB
-/// -e_faceB: the clip point of polygonA
-/// This structure is stored across time steps, so we keep it small.
-/// Note: the impulses are used for internal caching and may not
-/// provide reliable contact forces, especially for high speed collisions.
-struct b2ManifoldPoint
-{
-	b2Vec2 localPoint;		///< usage depends on manifold type
-	float32 normalImpulse;	///< the non-penetration impulse
-	float32 tangentImpulse;	///< the friction impulse
-	b2ContactID id;			///< uniquely identifies a contact point between two shapes
-};
-
-/// A manifold for two touching convex shapes.
-/// Box2D supports multiple types of contact:
-/// - clip point versus plane with radius
-/// - point versus point with radius (circles)
-/// The local point usage depends on the manifold type:
-/// -e_circles: the local center of circleA
-/// -e_faceA: the center of faceA
-/// -e_faceB: the center of faceB
-/// Similarly the local normal usage:
-/// -e_circles: not used
-/// -e_faceA: the normal on polygonA
-/// -e_faceB: the normal on polygonB
-/// We store contacts in this way so that position correction can
-/// account for movement, which is critical for continuous physics.
-/// All contact scenarios must be expressed in one of these types.
-/// This structure is stored across time steps, so we keep it small.
-struct b2Manifold
-{
-	enum Type
-	{
-		e_circles,
-		e_faceA,
-		e_faceB
-	};
-
-	b2ManifoldPoint points[b2_maxManifoldPoints];	///< the points of contact
-	b2Vec2 localNormal;								///< not use for Type::e_points
-	b2Vec2 localPoint;								///< usage depends on manifold type
-	Type type;
-	int32 pointCount;								///< the number of manifold points
-};
-
-/// This is used to compute the current state of a contact manifold.
-struct b2WorldManifold
-{
-	/// Evaluate the manifold with supplied transforms. This assumes
-	/// modest motion from the original state. This does not change the
-	/// point count, impulses, etc. The radii must come from the shapes
-	/// that generated the manifold.
-	void Initialize(const b2Manifold* manifold,
-					const b2Transform& xfA, float32 radiusA,
-					const b2Transform& xfB, float32 radiusB);
-
-	b2Vec2 normal;							///< world vector pointing from A to B
-	b2Vec2 points[b2_maxManifoldPoints];	///< world contact point (point of intersection)
-};
-
-/// This is used for determining the state of contact points.
-enum b2PointState
-{
-	b2_nullState,		///< point does not exist
-	b2_addState,		///< point was added in the update
-	b2_persistState,	///< point persisted across the update
-	b2_removeState		///< point was removed in the update
-};
-
-/// Compute the point states given two manifolds. The states pertain to the transition from manifold1
-/// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
-void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
-					  const b2Manifold* manifold1, const b2Manifold* manifold2);
-
-/// Used for computing contact manifolds.
-struct b2ClipVertex
-{
-	b2Vec2 v;
-	b2ContactID id;
-};
-
-/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
-struct b2RayCastInput
-{
-	b2Vec2 p1, p2;
-	float32 maxFraction;
-};
-
-/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
-/// come from b2RayCastInput.
-struct b2RayCastOutput
-{
-	b2Vec2 normal;
-	float32 fraction;
-};
-
-/// An axis aligned bounding box.
-struct b2AABB
-{
-	/// Verify that the bounds are sorted.
-	bool IsValid() const;
-
-	/// Get the center of the AABB.
-	b2Vec2 GetCenter() const
-	{
-		return 0.5f * (lowerBound + upperBound);
-	}
-
-	/// Get the extents of the AABB (half-widths).
-	b2Vec2 GetExtents() const
-	{
-		return 0.5f * (upperBound - lowerBound);
-	}
-
-	/// Get the perimeter length
-	float32 GetPerimeter() const
-	{
-		float32 wx = upperBound.x - lowerBound.x;
-		float32 wy = upperBound.y - lowerBound.y;
-		return 2.0f * (wx + wy);
-	}
-
-	/// Combine an AABB into this one.
-	void Combine(const b2AABB& aabb)
-	{
-		lowerBound = b2Min(lowerBound, aabb.lowerBound);
-		upperBound = b2Max(upperBound, aabb.upperBound);
-	}
-
-	/// Combine two AABBs into this one.
-	void Combine(const b2AABB& aabb1, const b2AABB& aabb2)
-	{
-		lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound);
-		upperBound = b2Max(aabb1.upperBound, aabb2.upperBound);
-	}
-
-	/// Does this aabb contain the provided AABB.
-	bool Contains(const b2AABB& aabb) const
-	{
-		bool result = true;
-		result = result && lowerBound.x <= aabb.lowerBound.x;
-		result = result && lowerBound.y <= aabb.lowerBound.y;
-		result = result && aabb.upperBound.x <= upperBound.x;
-		result = result && aabb.upperBound.y <= upperBound.y;
-		return result;
-	}
-
-	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
-
-	b2Vec2 lowerBound;	///< the lower vertex
-	b2Vec2 upperBound;	///< the upper vertex
-};
-
-/// Compute the collision manifold between two circles.
-void b2CollideCircles(b2Manifold* manifold,
-					  const b2CircleShape* circleA, const b2Transform& xfA,
-					  const b2CircleShape* circleB, const b2Transform& xfB);
-
-/// Compute the collision manifold between a polygon and a circle.
-void b2CollidePolygonAndCircle(b2Manifold* manifold,
-							   const b2PolygonShape* polygonA, const b2Transform& xfA,
-							   const b2CircleShape* circleB, const b2Transform& xfB);
-
-/// Compute the collision manifold between two polygons.
-void b2CollidePolygons(b2Manifold* manifold,
-					   const b2PolygonShape* polygonA, const b2Transform& xfA,
-					   const b2PolygonShape* polygonB, const b2Transform& xfB);
-
-/// Compute the collision manifold between an edge and a circle.
-void b2CollideEdgeAndCircle(b2Manifold* manifold,
-							   const b2EdgeShape* polygonA, const b2Transform& xfA,
-							   const b2CircleShape* circleB, const b2Transform& xfB);
-
-/// Compute the collision manifold between an edge and a circle.
-void b2CollideEdgeAndPolygon(b2Manifold* manifold,
-							   const b2EdgeShape* edgeA, const b2Transform& xfA,
-							   const b2PolygonShape* circleB, const b2Transform& xfB);
-
-/// Clipping for contact manifolds.
-int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
-							const b2Vec2& normal, float32 offset, int32 vertexIndexA);
-
-/// Determine if two generic shapes overlap.
-bool b2TestOverlap(	const b2Shape* shapeA, int32 indexA,
-					const b2Shape* shapeB, int32 indexB,
-					const b2Transform& xfA, const b2Transform& xfB);
-
-// ---------------- Inline Functions ------------------------------------------
-
-inline bool b2AABB::IsValid() const
-{
-	b2Vec2 d = upperBound - lowerBound;
-	bool valid = d.x >= 0.0f && d.y >= 0.0f;
-	valid = valid && lowerBound.IsValid() && upperBound.IsValid();
-	return valid;
-}
-
-inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b)
-{
-	b2Vec2 d1, d2;
-	d1 = b.lowerBound - a.upperBound;
-	d2 = a.lowerBound - b.upperBound;
-
-	if (d1.x > 0.0f || d1.y > 0.0f)
-		return false;
-
-	if (d2.x > 0.0f || d2.y > 0.0f)
-		return false;
-
-	return true;
-}
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_COLLISION_H
+#define B2_COLLISION_H
+
+#include <Box2D/Common/b2Math.h>
+#include <climits>
+
+/// @file
+/// Structures and functions used for computing contact points, distance
+/// queries, and TOI queries.
+
+class b2Shape;
+class b2CircleShape;
+class b2EdgeShape;
+class b2PolygonShape;
+
+const uint8 b2_nullFeature = UCHAR_MAX;
+
+/// The features that intersect to form the contact point
+/// This must be 4 bytes or less.
+struct b2ContactFeature
+{
+	enum Type
+	{
+		e_vertex = 0,
+		e_face = 1
+	};
+
+	uint8 indexA;		///< Feature index on shapeA
+	uint8 indexB;		///< Feature index on shapeB
+	uint8 typeA;		///< The feature type on shapeA
+	uint8 typeB;		///< The feature type on shapeB
+};
+
+/// Contact ids to facilitate warm starting.
+union b2ContactID
+{
+	b2ContactFeature cf;
+	uint32 key;					///< Used to quickly compare contact ids.
+};
+
+/// A manifold point is a contact point belonging to a contact
+/// manifold. It holds details related to the geometry and dynamics
+/// of the contact points.
+/// The local point usage depends on the manifold type:
+/// -e_circles: the local center of circleB
+/// -e_faceA: the local center of cirlceB or the clip point of polygonB
+/// -e_faceB: the clip point of polygonA
+/// This structure is stored across time steps, so we keep it small.
+/// Note: the impulses are used for internal caching and may not
+/// provide reliable contact forces, especially for high speed collisions.
+struct b2ManifoldPoint
+{
+	b2Vec2 localPoint;		///< usage depends on manifold type
+	float32 normalImpulse;	///< the non-penetration impulse
+	float32 tangentImpulse;	///< the friction impulse
+	b2ContactID id;			///< uniquely identifies a contact point between two shapes
+};
+
+/// A manifold for two touching convex shapes.
+/// Box2D supports multiple types of contact:
+/// - clip point versus plane with radius
+/// - point versus point with radius (circles)
+/// The local point usage depends on the manifold type:
+/// -e_circles: the local center of circleA
+/// -e_faceA: the center of faceA
+/// -e_faceB: the center of faceB
+/// Similarly the local normal usage:
+/// -e_circles: not used
+/// -e_faceA: the normal on polygonA
+/// -e_faceB: the normal on polygonB
+/// We store contacts in this way so that position correction can
+/// account for movement, which is critical for continuous physics.
+/// All contact scenarios must be expressed in one of these types.
+/// This structure is stored across time steps, so we keep it small.
+struct b2Manifold
+{
+	enum Type
+	{
+		e_circles,
+		e_faceA,
+		e_faceB
+	};
+
+	b2ManifoldPoint points[b2_maxManifoldPoints];	///< the points of contact
+	b2Vec2 localNormal;								///< not use for Type::e_points
+	b2Vec2 localPoint;								///< usage depends on manifold type
+	Type type;
+	int32 pointCount;								///< the number of manifold points
+};
+
+/// This is used to compute the current state of a contact manifold.
+struct b2WorldManifold
+{
+	/// Evaluate the manifold with supplied transforms. This assumes
+	/// modest motion from the original state. This does not change the
+	/// point count, impulses, etc. The radii must come from the shapes
+	/// that generated the manifold.
+	void Initialize(const b2Manifold* manifold,
+					const b2Transform& xfA, float32 radiusA,
+					const b2Transform& xfB, float32 radiusB);
+
+	b2Vec2 normal;							///< world vector pointing from A to B
+	b2Vec2 points[b2_maxManifoldPoints];	///< world contact point (point of intersection)
+};
+
+/// This is used for determining the state of contact points.
+enum b2PointState
+{
+	b2_nullState,		///< point does not exist
+	b2_addState,		///< point was added in the update
+	b2_persistState,	///< point persisted across the update
+	b2_removeState		///< point was removed in the update
+};
+
+/// Compute the point states given two manifolds. The states pertain to the transition from manifold1
+/// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
+void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
+					  const b2Manifold* manifold1, const b2Manifold* manifold2);
+
+/// Used for computing contact manifolds.
+struct b2ClipVertex
+{
+	b2Vec2 v;
+	b2ContactID id;
+};
+
+/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
+struct b2RayCastInput
+{
+	b2Vec2 p1, p2;
+	float32 maxFraction;
+};
+
+/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
+/// come from b2RayCastInput.
+struct b2RayCastOutput
+{
+	b2Vec2 normal;
+	float32 fraction;
+};
+
+/// An axis aligned bounding box.
+struct b2AABB
+{
+	/// Verify that the bounds are sorted.
+	bool IsValid() const;
+
+	/// Get the center of the AABB.
+	b2Vec2 GetCenter() const
+	{
+		return 0.5f * (lowerBound + upperBound);
+	}
+
+	/// Get the extents of the AABB (half-widths).
+	b2Vec2 GetExtents() const
+	{
+		return 0.5f * (upperBound - lowerBound);
+	}
+
+	/// Get the perimeter length
+	float32 GetPerimeter() const
+	{
+		float32 wx = upperBound.x - lowerBound.x;
+		float32 wy = upperBound.y - lowerBound.y;
+		return 2.0f * (wx + wy);
+	}
+
+	/// Combine an AABB into this one.
+	void Combine(const b2AABB& aabb)
+	{
+		lowerBound = b2Min(lowerBound, aabb.lowerBound);
+		upperBound = b2Max(upperBound, aabb.upperBound);
+	}
+
+	/// Combine two AABBs into this one.
+	void Combine(const b2AABB& aabb1, const b2AABB& aabb2)
+	{
+		lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound);
+		upperBound = b2Max(aabb1.upperBound, aabb2.upperBound);
+	}
+
+	/// Does this aabb contain the provided AABB.
+	bool Contains(const b2AABB& aabb) const
+	{
+		bool result = true;
+		result = result && lowerBound.x <= aabb.lowerBound.x;
+		result = result && lowerBound.y <= aabb.lowerBound.y;
+		result = result && aabb.upperBound.x <= upperBound.x;
+		result = result && aabb.upperBound.y <= upperBound.y;
+		return result;
+	}
+
+	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
+
+	b2Vec2 lowerBound;	///< the lower vertex
+	b2Vec2 upperBound;	///< the upper vertex
+};
+
+/// Compute the collision manifold between two circles.
+void b2CollideCircles(b2Manifold* manifold,
+					  const b2CircleShape* circleA, const b2Transform& xfA,
+					  const b2CircleShape* circleB, const b2Transform& xfB);
+
+/// Compute the collision manifold between a polygon and a circle.
+void b2CollidePolygonAndCircle(b2Manifold* manifold,
+							   const b2PolygonShape* polygonA, const b2Transform& xfA,
+							   const b2CircleShape* circleB, const b2Transform& xfB);
+
+/// Compute the collision manifold between two polygons.
+void b2CollidePolygons(b2Manifold* manifold,
+					   const b2PolygonShape* polygonA, const b2Transform& xfA,
+					   const b2PolygonShape* polygonB, const b2Transform& xfB);
+
+/// Compute the collision manifold between an edge and a circle.
+void b2CollideEdgeAndCircle(b2Manifold* manifold,
+							   const b2EdgeShape* polygonA, const b2Transform& xfA,
+							   const b2CircleShape* circleB, const b2Transform& xfB);
+
+/// Compute the collision manifold between an edge and a circle.
+void b2CollideEdgeAndPolygon(b2Manifold* manifold,
+							   const b2EdgeShape* edgeA, const b2Transform& xfA,
+							   const b2PolygonShape* circleB, const b2Transform& xfB);
+
+/// Clipping for contact manifolds.
+int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
+							const b2Vec2& normal, float32 offset, int32 vertexIndexA);
+
+/// Determine if two generic shapes overlap.
+bool b2TestOverlap(	const b2Shape* shapeA, int32 indexA,
+					const b2Shape* shapeB, int32 indexB,
+					const b2Transform& xfA, const b2Transform& xfB);
+
+// ---------------- Inline Functions ------------------------------------------
+
+inline bool b2AABB::IsValid() const
+{
+	b2Vec2 d = upperBound - lowerBound;
+	bool valid = d.x >= 0.0f && d.y >= 0.0f;
+	valid = valid && lowerBound.IsValid() && upperBound.IsValid();
+	return valid;
+}
+
+inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b)
+{
+	b2Vec2 d1, d2;
+	d1 = b.lowerBound - a.upperBound;
+	d2 = a.lowerBound - b.upperBound;
+
+	if (d1.x > 0.0f || d1.y > 0.0f)
+		return false;
+
+	if (d2.x > 0.0f || d2.y > 0.0f)
+		return false;
+
+	return true;
+}
+
+#endif

+ 603 - 603
src/libraries/Box2D/Collision/b2Distance.cpp

@@ -1,603 +1,603 @@
-/*
-* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Collision/b2Distance.h>
-#include <Box2D/Collision/Shapes/b2CircleShape.h>
-#include <Box2D/Collision/Shapes/b2EdgeShape.h>
-#include <Box2D/Collision/Shapes/b2ChainShape.h>
-#include <Box2D/Collision/Shapes/b2PolygonShape.h>
-
-// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
-int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
-
-void b2DistanceProxy::Set(const b2Shape* shape, int32 index)
-{
-	switch (shape->GetType())
-	{
-	case b2Shape::e_circle:
-		{
-			const b2CircleShape* circle = (b2CircleShape*)shape;
-			m_vertices = &circle->m_p;
-			m_count = 1;
-			m_radius = circle->m_radius;
-		}
-		break;
-
-	case b2Shape::e_polygon:
-		{
-			const b2PolygonShape* polygon = (b2PolygonShape*)shape;
-			m_vertices = polygon->m_vertices;
-			m_count = polygon->m_vertexCount;
-			m_radius = polygon->m_radius;
-		}
-		break;
-
-	case b2Shape::e_chain:
-		{
-			const b2ChainShape* chain = (b2ChainShape*)shape;
-			b2Assert(0 <= index && index < chain->m_count);
-
-			m_buffer[0] = chain->m_vertices[index];
-			if (index + 1 < chain->m_count)
-			{
-				m_buffer[1] = chain->m_vertices[index + 1];
-			}
-			else
-			{
-				m_buffer[1] = chain->m_vertices[0];
-			}
-
-			m_vertices = m_buffer;
-			m_count = 2;
-			m_radius = chain->m_radius;
-		}
-		break;
-
-	case b2Shape::e_edge:
-		{
-			const b2EdgeShape* edge = (b2EdgeShape*)shape;
-			m_vertices = &edge->m_vertex1;
-			m_count = 2;
-			m_radius = edge->m_radius;
-		}
-		break;
-
-	default:
-		b2Assert(false);
-	}
-}
-
-
-struct b2SimplexVertex
-{
-	b2Vec2 wA;		// support point in proxyA
-	b2Vec2 wB;		// support point in proxyB
-	b2Vec2 w;		// wB - wA
-	float32 a;		// barycentric coordinate for closest point
-	int32 indexA;	// wA index
-	int32 indexB;	// wB index
-};
-
-struct b2Simplex
-{
-	void ReadCache(	const b2SimplexCache* cache,
-					const b2DistanceProxy* proxyA, const b2Transform& transformA,
-					const b2DistanceProxy* proxyB, const b2Transform& transformB)
-	{
-		b2Assert(cache->count <= 3);
-		
-		// Copy data from cache.
-		m_count = cache->count;
-		b2SimplexVertex* vertices = &m_v1;
-		for (int32 i = 0; i < m_count; ++i)
-		{
-			b2SimplexVertex* v = vertices + i;
-			v->indexA = cache->indexA[i];
-			v->indexB = cache->indexB[i];
-			b2Vec2 wALocal = proxyA->GetVertex(v->indexA);
-			b2Vec2 wBLocal = proxyB->GetVertex(v->indexB);
-			v->wA = b2Mul(transformA, wALocal);
-			v->wB = b2Mul(transformB, wBLocal);
-			v->w = v->wB - v->wA;
-			v->a = 0.0f;
-		}
-
-		// Compute the new simplex metric, if it is substantially different than
-		// old metric then flush the simplex.
-		if (m_count > 1)
-		{
-			float32 metric1 = cache->metric;
-			float32 metric2 = GetMetric();
-			if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < b2_epsilon)
-			{
-				// Reset the simplex.
-				m_count = 0;
-			}
-		}
-
-		// If the cache is empty or invalid ...
-		if (m_count == 0)
-		{
-			b2SimplexVertex* v = vertices + 0;
-			v->indexA = 0;
-			v->indexB = 0;
-			b2Vec2 wALocal = proxyA->GetVertex(0);
-			b2Vec2 wBLocal = proxyB->GetVertex(0);
-			v->wA = b2Mul(transformA, wALocal);
-			v->wB = b2Mul(transformB, wBLocal);
-			v->w = v->wB - v->wA;
-			m_count = 1;
-		}
-	}
-
-	void WriteCache(b2SimplexCache* cache) const
-	{
-		cache->metric = GetMetric();
-		cache->count = uint16(m_count);
-		const b2SimplexVertex* vertices = &m_v1;
-		for (int32 i = 0; i < m_count; ++i)
-		{
-			cache->indexA[i] = uint8(vertices[i].indexA);
-			cache->indexB[i] = uint8(vertices[i].indexB);
-		}
-	}
-
-	b2Vec2 GetSearchDirection() const
-	{
-		switch (m_count)
-		{
-		case 1:
-			return -m_v1.w;
-
-		case 2:
-			{
-				b2Vec2 e12 = m_v2.w - m_v1.w;
-				float32 sgn = b2Cross(e12, -m_v1.w);
-				if (sgn > 0.0f)
-				{
-					// Origin is left of e12.
-					return b2Cross(1.0f, e12);
-				}
-				else
-				{
-					// Origin is right of e12.
-					return b2Cross(e12, 1.0f);
-				}
-			}
-
-		default:
-			b2Assert(false);
-			return b2Vec2_zero;
-		}
-	}
-
-	b2Vec2 GetClosestPoint() const
-	{
-		switch (m_count)
-		{
-		case 0:
-			b2Assert(false);
-			return b2Vec2_zero;
-
-		case 1:
-			return m_v1.w;
-
-		case 2:
-			return m_v1.a * m_v1.w + m_v2.a * m_v2.w;
-
-		case 3:
-			return b2Vec2_zero;
-
-		default:
-			b2Assert(false);
-			return b2Vec2_zero;
-		}
-	}
-
-	void GetWitnessPoints(b2Vec2* pA, b2Vec2* pB) const
-	{
-		switch (m_count)
-		{
-		case 0:
-			b2Assert(false);
-			break;
-
-		case 1:
-			*pA = m_v1.wA;
-			*pB = m_v1.wB;
-			break;
-
-		case 2:
-			*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA;
-			*pB = m_v1.a * m_v1.wB + m_v2.a * m_v2.wB;
-			break;
-
-		case 3:
-			*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA + m_v3.a * m_v3.wA;
-			*pB = *pA;
-			break;
-
-		default:
-			b2Assert(false);
-			break;
-		}
-	}
-
-	float32 GetMetric() const
-	{
-		switch (m_count)
-		{
-		case 0:
-			b2Assert(false);
-			return 0.0;
-
-		case 1:
-			return 0.0f;
-
-		case 2:
-			return b2Distance(m_v1.w, m_v2.w);
-
-		case 3:
-			return b2Cross(m_v2.w - m_v1.w, m_v3.w - m_v1.w);
-
-		default:
-			b2Assert(false);
-			return 0.0f;
-		}
-	}
-
-	void Solve2();
-	void Solve3();
-
-	b2SimplexVertex m_v1, m_v2, m_v3;
-	int32 m_count;
-};
-
-
-// Solve a line segment using barycentric coordinates.
-//
-// p = a1 * w1 + a2 * w2
-// a1 + a2 = 1
-//
-// The vector from the origin to the closest point on the line is
-// perpendicular to the line.
-// e12 = w2 - w1
-// dot(p, e) = 0
-// a1 * dot(w1, e) + a2 * dot(w2, e) = 0
-//
-// 2-by-2 linear system
-// [1      1     ][a1] = [1]
-// [w1.e12 w2.e12][a2] = [0]
-//
-// Define
-// d12_1 =  dot(w2, e12)
-// d12_2 = -dot(w1, e12)
-// d12 = d12_1 + d12_2
-//
-// Solution
-// a1 = d12_1 / d12
-// a2 = d12_2 / d12
-void b2Simplex::Solve2()
-{
-	b2Vec2 w1 = m_v1.w;
-	b2Vec2 w2 = m_v2.w;
-	b2Vec2 e12 = w2 - w1;
-
-	// w1 region
-	float32 d12_2 = -b2Dot(w1, e12);
-	if (d12_2 <= 0.0f)
-	{
-		// a2 <= 0, so we clamp it to 0
-		m_v1.a = 1.0f;
-		m_count = 1;
-		return;
-	}
-
-	// w2 region
-	float32 d12_1 = b2Dot(w2, e12);
-	if (d12_1 <= 0.0f)
-	{
-		// a1 <= 0, so we clamp it to 0
-		m_v2.a = 1.0f;
-		m_count = 1;
-		m_v1 = m_v2;
-		return;
-	}
-
-	// Must be in e12 region.
-	float32 inv_d12 = 1.0f / (d12_1 + d12_2);
-	m_v1.a = d12_1 * inv_d12;
-	m_v2.a = d12_2 * inv_d12;
-	m_count = 2;
-}
-
-// Possible regions:
-// - points[2]
-// - edge points[0]-points[2]
-// - edge points[1]-points[2]
-// - inside the triangle
-void b2Simplex::Solve3()
-{
-	b2Vec2 w1 = m_v1.w;
-	b2Vec2 w2 = m_v2.w;
-	b2Vec2 w3 = m_v3.w;
-
-	// Edge12
-	// [1      1     ][a1] = [1]
-	// [w1.e12 w2.e12][a2] = [0]
-	// a3 = 0
-	b2Vec2 e12 = w2 - w1;
-	float32 w1e12 = b2Dot(w1, e12);
-	float32 w2e12 = b2Dot(w2, e12);
-	float32 d12_1 = w2e12;
-	float32 d12_2 = -w1e12;
-
-	// Edge13
-	// [1      1     ][a1] = [1]
-	// [w1.e13 w3.e13][a3] = [0]
-	// a2 = 0
-	b2Vec2 e13 = w3 - w1;
-	float32 w1e13 = b2Dot(w1, e13);
-	float32 w3e13 = b2Dot(w3, e13);
-	float32 d13_1 = w3e13;
-	float32 d13_2 = -w1e13;
-
-	// Edge23
-	// [1      1     ][a2] = [1]
-	// [w2.e23 w3.e23][a3] = [0]
-	// a1 = 0
-	b2Vec2 e23 = w3 - w2;
-	float32 w2e23 = b2Dot(w2, e23);
-	float32 w3e23 = b2Dot(w3, e23);
-	float32 d23_1 = w3e23;
-	float32 d23_2 = -w2e23;
-	
-	// Triangle123
-	float32 n123 = b2Cross(e12, e13);
-
-	float32 d123_1 = n123 * b2Cross(w2, w3);
-	float32 d123_2 = n123 * b2Cross(w3, w1);
-	float32 d123_3 = n123 * b2Cross(w1, w2);
-
-	// w1 region
-	if (d12_2 <= 0.0f && d13_2 <= 0.0f)
-	{
-		m_v1.a = 1.0f;
-		m_count = 1;
-		return;
-	}
-
-	// e12
-	if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f)
-	{
-		float32 inv_d12 = 1.0f / (d12_1 + d12_2);
-		m_v1.a = d12_1 * inv_d12;
-		m_v2.a = d12_2 * inv_d12;
-		m_count = 2;
-		return;
-	}
-
-	// e13
-	if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f)
-	{
-		float32 inv_d13 = 1.0f / (d13_1 + d13_2);
-		m_v1.a = d13_1 * inv_d13;
-		m_v3.a = d13_2 * inv_d13;
-		m_count = 2;
-		m_v2 = m_v3;
-		return;
-	}
-
-	// w2 region
-	if (d12_1 <= 0.0f && d23_2 <= 0.0f)
-	{
-		m_v2.a = 1.0f;
-		m_count = 1;
-		m_v1 = m_v2;
-		return;
-	}
-
-	// w3 region
-	if (d13_1 <= 0.0f && d23_1 <= 0.0f)
-	{
-		m_v3.a = 1.0f;
-		m_count = 1;
-		m_v1 = m_v3;
-		return;
-	}
-
-	// e23
-	if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f)
-	{
-		float32 inv_d23 = 1.0f / (d23_1 + d23_2);
-		m_v2.a = d23_1 * inv_d23;
-		m_v3.a = d23_2 * inv_d23;
-		m_count = 2;
-		m_v1 = m_v3;
-		return;
-	}
-
-	// Must be in triangle123
-	float32 inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3);
-	m_v1.a = d123_1 * inv_d123;
-	m_v2.a = d123_2 * inv_d123;
-	m_v3.a = d123_3 * inv_d123;
-	m_count = 3;
-}
-
-void b2Distance(b2DistanceOutput* output,
-				b2SimplexCache* cache,
-				const b2DistanceInput* input)
-{
-	++b2_gjkCalls;
-
-	const b2DistanceProxy* proxyA = &input->proxyA;
-	const b2DistanceProxy* proxyB = &input->proxyB;
-
-	b2Transform transformA = input->transformA;
-	b2Transform transformB = input->transformB;
-
-	// Initialize the simplex.
-	b2Simplex simplex;
-	simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB);
-
-	// Get simplex vertices as an array.
-	b2SimplexVertex* vertices = &simplex.m_v1;
-	const int32 k_maxIters = 20;
-
-	// These store the vertices of the last simplex so that we
-	// can check for duplicates and prevent cycling.
-	int32 saveA[3], saveB[3];
-	int32 saveCount = 0;
-
-	b2Vec2 closestPoint = simplex.GetClosestPoint();
-	float32 distanceSqr1 = closestPoint.LengthSquared();
-	float32 distanceSqr2 = distanceSqr1;
-
-	// Main iteration loop.
-	int32 iter = 0;
-	while (iter < k_maxIters)
-	{
-		// Copy simplex so we can identify duplicates.
-		saveCount = simplex.m_count;
-		for (int32 i = 0; i < saveCount; ++i)
-		{
-			saveA[i] = vertices[i].indexA;
-			saveB[i] = vertices[i].indexB;
-		}
-
-		switch (simplex.m_count)
-		{
-		case 1:
-			break;
-
-		case 2:
-			simplex.Solve2();
-			break;
-
-		case 3:
-			simplex.Solve3();
-			break;
-
-		default:
-			b2Assert(false);
-		}
-
-		// If we have 3 points, then the origin is in the corresponding triangle.
-		if (simplex.m_count == 3)
-		{
-			break;
-		}
-
-		// Compute closest point.
-		b2Vec2 p = simplex.GetClosestPoint();
-		distanceSqr2 = p.LengthSquared();
-
-		// Ensure progress
-		if (distanceSqr2 >= distanceSqr1)
-		{
-			//break;
-		}
-		distanceSqr1 = distanceSqr2;
-
-		// Get search direction.
-		b2Vec2 d = simplex.GetSearchDirection();
-
-		// Ensure the search direction is numerically fit.
-		if (d.LengthSquared() < b2_epsilon * b2_epsilon)
-		{
-			// The origin is probably contained by a line segment
-			// or triangle. Thus the shapes are overlapped.
-
-			// We can't return zero here even though there may be overlap.
-			// In case the simplex is a point, segment, or triangle it is difficult
-			// to determine if the origin is contained in the CSO or very close to it.
-			break;
-		}
-
-		// Compute a tentative new simplex vertex using support points.
-		b2SimplexVertex* vertex = vertices + simplex.m_count;
-		vertex->indexA = proxyA->GetSupport(b2MulT(transformA.q, -d));
-		vertex->wA = b2Mul(transformA, proxyA->GetVertex(vertex->indexA));
-		b2Vec2 wBLocal;
-		vertex->indexB = proxyB->GetSupport(b2MulT(transformB.q, d));
-		vertex->wB = b2Mul(transformB, proxyB->GetVertex(vertex->indexB));
-		vertex->w = vertex->wB - vertex->wA;
-
-		// Iteration count is equated to the number of support point calls.
-		++iter;
-		++b2_gjkIters;
-
-		// Check for duplicate support points. This is the main termination criteria.
-		bool duplicate = false;
-		for (int32 i = 0; i < saveCount; ++i)
-		{
-			if (vertex->indexA == saveA[i] && vertex->indexB == saveB[i])
-			{
-				duplicate = true;
-				break;
-			}
-		}
-
-		// If we found a duplicate support point we must exit to avoid cycling.
-		if (duplicate)
-		{
-			break;
-		}
-
-		// New vertex is ok and needed.
-		++simplex.m_count;
-	}
-
-	b2_gjkMaxIters = b2Max(b2_gjkMaxIters, iter);
-
-	// Prepare output.
-	simplex.GetWitnessPoints(&output->pointA, &output->pointB);
-	output->distance = b2Distance(output->pointA, output->pointB);
-	output->iterations = iter;
-
-	// Cache the simplex.
-	simplex.WriteCache(cache);
-
-	// Apply radii if requested.
-	if (input->useRadii)
-	{
-		float32 rA = proxyA->m_radius;
-		float32 rB = proxyB->m_radius;
-
-		if (output->distance > rA + rB && output->distance > b2_epsilon)
-		{
-			// Shapes are still no overlapped.
-			// Move the witness points to the outer surface.
-			output->distance -= rA + rB;
-			b2Vec2 normal = output->pointB - output->pointA;
-			normal.Normalize();
-			output->pointA += rA * normal;
-			output->pointB -= rB * normal;
-		}
-		else
-		{
-			// Shapes are overlapped when radii are considered.
-			// Move the witness points to the middle.
-			b2Vec2 p = 0.5f * (output->pointA + output->pointB);
-			output->pointA = p;
-			output->pointB = p;
-			output->distance = 0.0f;
-		}
-	}
-}
+/*
+* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Collision/b2Distance.h>
+#include <Box2D/Collision/Shapes/b2CircleShape.h>
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>
+#include <Box2D/Collision/Shapes/b2ChainShape.h>
+#include <Box2D/Collision/Shapes/b2PolygonShape.h>
+
+// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
+int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
+
+void b2DistanceProxy::Set(const b2Shape* shape, int32 index)
+{
+	switch (shape->GetType())
+	{
+	case b2Shape::e_circle:
+		{
+			const b2CircleShape* circle = (b2CircleShape*)shape;
+			m_vertices = &circle->m_p;
+			m_count = 1;
+			m_radius = circle->m_radius;
+		}
+		break;
+
+	case b2Shape::e_polygon:
+		{
+			const b2PolygonShape* polygon = (b2PolygonShape*)shape;
+			m_vertices = polygon->m_vertices;
+			m_count = polygon->m_vertexCount;
+			m_radius = polygon->m_radius;
+		}
+		break;
+
+	case b2Shape::e_chain:
+		{
+			const b2ChainShape* chain = (b2ChainShape*)shape;
+			b2Assert(0 <= index && index < chain->m_count);
+
+			m_buffer[0] = chain->m_vertices[index];
+			if (index + 1 < chain->m_count)
+			{
+				m_buffer[1] = chain->m_vertices[index + 1];
+			}
+			else
+			{
+				m_buffer[1] = chain->m_vertices[0];
+			}
+
+			m_vertices = m_buffer;
+			m_count = 2;
+			m_radius = chain->m_radius;
+		}
+		break;
+
+	case b2Shape::e_edge:
+		{
+			const b2EdgeShape* edge = (b2EdgeShape*)shape;
+			m_vertices = &edge->m_vertex1;
+			m_count = 2;
+			m_radius = edge->m_radius;
+		}
+		break;
+
+	default:
+		b2Assert(false);
+	}
+}
+
+
+struct b2SimplexVertex
+{
+	b2Vec2 wA;		// support point in proxyA
+	b2Vec2 wB;		// support point in proxyB
+	b2Vec2 w;		// wB - wA
+	float32 a;		// barycentric coordinate for closest point
+	int32 indexA;	// wA index
+	int32 indexB;	// wB index
+};
+
+struct b2Simplex
+{
+	void ReadCache(	const b2SimplexCache* cache,
+					const b2DistanceProxy* proxyA, const b2Transform& transformA,
+					const b2DistanceProxy* proxyB, const b2Transform& transformB)
+	{
+		b2Assert(cache->count <= 3);
+		
+		// Copy data from cache.
+		m_count = cache->count;
+		b2SimplexVertex* vertices = &m_v1;
+		for (int32 i = 0; i < m_count; ++i)
+		{
+			b2SimplexVertex* v = vertices + i;
+			v->indexA = cache->indexA[i];
+			v->indexB = cache->indexB[i];
+			b2Vec2 wALocal = proxyA->GetVertex(v->indexA);
+			b2Vec2 wBLocal = proxyB->GetVertex(v->indexB);
+			v->wA = b2Mul(transformA, wALocal);
+			v->wB = b2Mul(transformB, wBLocal);
+			v->w = v->wB - v->wA;
+			v->a = 0.0f;
+		}
+
+		// Compute the new simplex metric, if it is substantially different than
+		// old metric then flush the simplex.
+		if (m_count > 1)
+		{
+			float32 metric1 = cache->metric;
+			float32 metric2 = GetMetric();
+			if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < b2_epsilon)
+			{
+				// Reset the simplex.
+				m_count = 0;
+			}
+		}
+
+		// If the cache is empty or invalid ...
+		if (m_count == 0)
+		{
+			b2SimplexVertex* v = vertices + 0;
+			v->indexA = 0;
+			v->indexB = 0;
+			b2Vec2 wALocal = proxyA->GetVertex(0);
+			b2Vec2 wBLocal = proxyB->GetVertex(0);
+			v->wA = b2Mul(transformA, wALocal);
+			v->wB = b2Mul(transformB, wBLocal);
+			v->w = v->wB - v->wA;
+			m_count = 1;
+		}
+	}
+
+	void WriteCache(b2SimplexCache* cache) const
+	{
+		cache->metric = GetMetric();
+		cache->count = uint16(m_count);
+		const b2SimplexVertex* vertices = &m_v1;
+		for (int32 i = 0; i < m_count; ++i)
+		{
+			cache->indexA[i] = uint8(vertices[i].indexA);
+			cache->indexB[i] = uint8(vertices[i].indexB);
+		}
+	}
+
+	b2Vec2 GetSearchDirection() const
+	{
+		switch (m_count)
+		{
+		case 1:
+			return -m_v1.w;
+
+		case 2:
+			{
+				b2Vec2 e12 = m_v2.w - m_v1.w;
+				float32 sgn = b2Cross(e12, -m_v1.w);
+				if (sgn > 0.0f)
+				{
+					// Origin is left of e12.
+					return b2Cross(1.0f, e12);
+				}
+				else
+				{
+					// Origin is right of e12.
+					return b2Cross(e12, 1.0f);
+				}
+			}
+
+		default:
+			b2Assert(false);
+			return b2Vec2_zero;
+		}
+	}
+
+	b2Vec2 GetClosestPoint() const
+	{
+		switch (m_count)
+		{
+		case 0:
+			b2Assert(false);
+			return b2Vec2_zero;
+
+		case 1:
+			return m_v1.w;
+
+		case 2:
+			return m_v1.a * m_v1.w + m_v2.a * m_v2.w;
+
+		case 3:
+			return b2Vec2_zero;
+
+		default:
+			b2Assert(false);
+			return b2Vec2_zero;
+		}
+	}
+
+	void GetWitnessPoints(b2Vec2* pA, b2Vec2* pB) const
+	{
+		switch (m_count)
+		{
+		case 0:
+			b2Assert(false);
+			break;
+
+		case 1:
+			*pA = m_v1.wA;
+			*pB = m_v1.wB;
+			break;
+
+		case 2:
+			*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA;
+			*pB = m_v1.a * m_v1.wB + m_v2.a * m_v2.wB;
+			break;
+
+		case 3:
+			*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA + m_v3.a * m_v3.wA;
+			*pB = *pA;
+			break;
+
+		default:
+			b2Assert(false);
+			break;
+		}
+	}
+
+	float32 GetMetric() const
+	{
+		switch (m_count)
+		{
+		case 0:
+			b2Assert(false);
+			return 0.0;
+
+		case 1:
+			return 0.0f;
+
+		case 2:
+			return b2Distance(m_v1.w, m_v2.w);
+
+		case 3:
+			return b2Cross(m_v2.w - m_v1.w, m_v3.w - m_v1.w);
+
+		default:
+			b2Assert(false);
+			return 0.0f;
+		}
+	}
+
+	void Solve2();
+	void Solve3();
+
+	b2SimplexVertex m_v1, m_v2, m_v3;
+	int32 m_count;
+};
+
+
+// Solve a line segment using barycentric coordinates.
+//
+// p = a1 * w1 + a2 * w2
+// a1 + a2 = 1
+//
+// The vector from the origin to the closest point on the line is
+// perpendicular to the line.
+// e12 = w2 - w1
+// dot(p, e) = 0
+// a1 * dot(w1, e) + a2 * dot(w2, e) = 0
+//
+// 2-by-2 linear system
+// [1      1     ][a1] = [1]
+// [w1.e12 w2.e12][a2] = [0]
+//
+// Define
+// d12_1 =  dot(w2, e12)
+// d12_2 = -dot(w1, e12)
+// d12 = d12_1 + d12_2
+//
+// Solution
+// a1 = d12_1 / d12
+// a2 = d12_2 / d12
+void b2Simplex::Solve2()
+{
+	b2Vec2 w1 = m_v1.w;
+	b2Vec2 w2 = m_v2.w;
+	b2Vec2 e12 = w2 - w1;
+
+	// w1 region
+	float32 d12_2 = -b2Dot(w1, e12);
+	if (d12_2 <= 0.0f)
+	{
+		// a2 <= 0, so we clamp it to 0
+		m_v1.a = 1.0f;
+		m_count = 1;
+		return;
+	}
+
+	// w2 region
+	float32 d12_1 = b2Dot(w2, e12);
+	if (d12_1 <= 0.0f)
+	{
+		// a1 <= 0, so we clamp it to 0
+		m_v2.a = 1.0f;
+		m_count = 1;
+		m_v1 = m_v2;
+		return;
+	}
+
+	// Must be in e12 region.
+	float32 inv_d12 = 1.0f / (d12_1 + d12_2);
+	m_v1.a = d12_1 * inv_d12;
+	m_v2.a = d12_2 * inv_d12;
+	m_count = 2;
+}
+
+// Possible regions:
+// - points[2]
+// - edge points[0]-points[2]
+// - edge points[1]-points[2]
+// - inside the triangle
+void b2Simplex::Solve3()
+{
+	b2Vec2 w1 = m_v1.w;
+	b2Vec2 w2 = m_v2.w;
+	b2Vec2 w3 = m_v3.w;
+
+	// Edge12
+	// [1      1     ][a1] = [1]
+	// [w1.e12 w2.e12][a2] = [0]
+	// a3 = 0
+	b2Vec2 e12 = w2 - w1;
+	float32 w1e12 = b2Dot(w1, e12);
+	float32 w2e12 = b2Dot(w2, e12);
+	float32 d12_1 = w2e12;
+	float32 d12_2 = -w1e12;
+
+	// Edge13
+	// [1      1     ][a1] = [1]
+	// [w1.e13 w3.e13][a3] = [0]
+	// a2 = 0
+	b2Vec2 e13 = w3 - w1;
+	float32 w1e13 = b2Dot(w1, e13);
+	float32 w3e13 = b2Dot(w3, e13);
+	float32 d13_1 = w3e13;
+	float32 d13_2 = -w1e13;
+
+	// Edge23
+	// [1      1     ][a2] = [1]
+	// [w2.e23 w3.e23][a3] = [0]
+	// a1 = 0
+	b2Vec2 e23 = w3 - w2;
+	float32 w2e23 = b2Dot(w2, e23);
+	float32 w3e23 = b2Dot(w3, e23);
+	float32 d23_1 = w3e23;
+	float32 d23_2 = -w2e23;
+	
+	// Triangle123
+	float32 n123 = b2Cross(e12, e13);
+
+	float32 d123_1 = n123 * b2Cross(w2, w3);
+	float32 d123_2 = n123 * b2Cross(w3, w1);
+	float32 d123_3 = n123 * b2Cross(w1, w2);
+
+	// w1 region
+	if (d12_2 <= 0.0f && d13_2 <= 0.0f)
+	{
+		m_v1.a = 1.0f;
+		m_count = 1;
+		return;
+	}
+
+	// e12
+	if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f)
+	{
+		float32 inv_d12 = 1.0f / (d12_1 + d12_2);
+		m_v1.a = d12_1 * inv_d12;
+		m_v2.a = d12_2 * inv_d12;
+		m_count = 2;
+		return;
+	}
+
+	// e13
+	if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f)
+	{
+		float32 inv_d13 = 1.0f / (d13_1 + d13_2);
+		m_v1.a = d13_1 * inv_d13;
+		m_v3.a = d13_2 * inv_d13;
+		m_count = 2;
+		m_v2 = m_v3;
+		return;
+	}
+
+	// w2 region
+	if (d12_1 <= 0.0f && d23_2 <= 0.0f)
+	{
+		m_v2.a = 1.0f;
+		m_count = 1;
+		m_v1 = m_v2;
+		return;
+	}
+
+	// w3 region
+	if (d13_1 <= 0.0f && d23_1 <= 0.0f)
+	{
+		m_v3.a = 1.0f;
+		m_count = 1;
+		m_v1 = m_v3;
+		return;
+	}
+
+	// e23
+	if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f)
+	{
+		float32 inv_d23 = 1.0f / (d23_1 + d23_2);
+		m_v2.a = d23_1 * inv_d23;
+		m_v3.a = d23_2 * inv_d23;
+		m_count = 2;
+		m_v1 = m_v3;
+		return;
+	}
+
+	// Must be in triangle123
+	float32 inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3);
+	m_v1.a = d123_1 * inv_d123;
+	m_v2.a = d123_2 * inv_d123;
+	m_v3.a = d123_3 * inv_d123;
+	m_count = 3;
+}
+
+void b2Distance(b2DistanceOutput* output,
+				b2SimplexCache* cache,
+				const b2DistanceInput* input)
+{
+	++b2_gjkCalls;
+
+	const b2DistanceProxy* proxyA = &input->proxyA;
+	const b2DistanceProxy* proxyB = &input->proxyB;
+
+	b2Transform transformA = input->transformA;
+	b2Transform transformB = input->transformB;
+
+	// Initialize the simplex.
+	b2Simplex simplex;
+	simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB);
+
+	// Get simplex vertices as an array.
+	b2SimplexVertex* vertices = &simplex.m_v1;
+	const int32 k_maxIters = 20;
+
+	// These store the vertices of the last simplex so that we
+	// can check for duplicates and prevent cycling.
+	int32 saveA[3], saveB[3];
+	int32 saveCount = 0;
+
+	b2Vec2 closestPoint = simplex.GetClosestPoint();
+	float32 distanceSqr1 = closestPoint.LengthSquared();
+	float32 distanceSqr2 = distanceSqr1;
+
+	// Main iteration loop.
+	int32 iter = 0;
+	while (iter < k_maxIters)
+	{
+		// Copy simplex so we can identify duplicates.
+		saveCount = simplex.m_count;
+		for (int32 i = 0; i < saveCount; ++i)
+		{
+			saveA[i] = vertices[i].indexA;
+			saveB[i] = vertices[i].indexB;
+		}
+
+		switch (simplex.m_count)
+		{
+		case 1:
+			break;
+
+		case 2:
+			simplex.Solve2();
+			break;
+
+		case 3:
+			simplex.Solve3();
+			break;
+
+		default:
+			b2Assert(false);
+		}
+
+		// If we have 3 points, then the origin is in the corresponding triangle.
+		if (simplex.m_count == 3)
+		{
+			break;
+		}
+
+		// Compute closest point.
+		b2Vec2 p = simplex.GetClosestPoint();
+		distanceSqr2 = p.LengthSquared();
+
+		// Ensure progress
+		if (distanceSqr2 >= distanceSqr1)
+		{
+			//break;
+		}
+		distanceSqr1 = distanceSqr2;
+
+		// Get search direction.
+		b2Vec2 d = simplex.GetSearchDirection();
+
+		// Ensure the search direction is numerically fit.
+		if (d.LengthSquared() < b2_epsilon * b2_epsilon)
+		{
+			// The origin is probably contained by a line segment
+			// or triangle. Thus the shapes are overlapped.
+
+			// We can't return zero here even though there may be overlap.
+			// In case the simplex is a point, segment, or triangle it is difficult
+			// to determine if the origin is contained in the CSO or very close to it.
+			break;
+		}
+
+		// Compute a tentative new simplex vertex using support points.
+		b2SimplexVertex* vertex = vertices + simplex.m_count;
+		vertex->indexA = proxyA->GetSupport(b2MulT(transformA.q, -d));
+		vertex->wA = b2Mul(transformA, proxyA->GetVertex(vertex->indexA));
+		b2Vec2 wBLocal;
+		vertex->indexB = proxyB->GetSupport(b2MulT(transformB.q, d));
+		vertex->wB = b2Mul(transformB, proxyB->GetVertex(vertex->indexB));
+		vertex->w = vertex->wB - vertex->wA;
+
+		// Iteration count is equated to the number of support point calls.
+		++iter;
+		++b2_gjkIters;
+
+		// Check for duplicate support points. This is the main termination criteria.
+		bool duplicate = false;
+		for (int32 i = 0; i < saveCount; ++i)
+		{
+			if (vertex->indexA == saveA[i] && vertex->indexB == saveB[i])
+			{
+				duplicate = true;
+				break;
+			}
+		}
+
+		// If we found a duplicate support point we must exit to avoid cycling.
+		if (duplicate)
+		{
+			break;
+		}
+
+		// New vertex is ok and needed.
+		++simplex.m_count;
+	}
+
+	b2_gjkMaxIters = b2Max(b2_gjkMaxIters, iter);
+
+	// Prepare output.
+	simplex.GetWitnessPoints(&output->pointA, &output->pointB);
+	output->distance = b2Distance(output->pointA, output->pointB);
+	output->iterations = iter;
+
+	// Cache the simplex.
+	simplex.WriteCache(cache);
+
+	// Apply radii if requested.
+	if (input->useRadii)
+	{
+		float32 rA = proxyA->m_radius;
+		float32 rB = proxyB->m_radius;
+
+		if (output->distance > rA + rB && output->distance > b2_epsilon)
+		{
+			// Shapes are still no overlapped.
+			// Move the witness points to the outer surface.
+			output->distance -= rA + rB;
+			b2Vec2 normal = output->pointB - output->pointA;
+			normal.Normalize();
+			output->pointA += rA * normal;
+			output->pointB -= rB * normal;
+		}
+		else
+		{
+			// Shapes are overlapped when radii are considered.
+			// Move the witness points to the middle.
+			b2Vec2 p = 0.5f * (output->pointA + output->pointB);
+			output->pointA = p;
+			output->pointB = p;
+			output->distance = 0.0f;
+		}
+	}
+}

+ 141 - 141
src/libraries/Box2D/Collision/b2Distance.h

@@ -1,141 +1,141 @@
-
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_DISTANCE_H
-#define B2_DISTANCE_H
-
-#include <Box2D/Common/b2Math.h>
-
-class b2Shape;
-
-/// A distance proxy is used by the GJK algorithm.
-/// It encapsulates any shape.
-struct b2DistanceProxy
-{
-	b2DistanceProxy() : m_vertices(NULL), m_count(0), m_radius(0.0f) {}
-
-	/// Initialize the proxy using the given shape. The shape
-	/// must remain in scope while the proxy is in use.
-	void Set(const b2Shape* shape, int32 index);
-
-	/// Get the supporting vertex index in the given direction.
-	int32 GetSupport(const b2Vec2& d) const;
-
-	/// Get the supporting vertex in the given direction.
-	const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
-
-	/// Get the vertex count.
-	int32 GetVertexCount() const;
-
-	/// Get a vertex by index. Used by b2Distance.
-	const b2Vec2& GetVertex(int32 index) const;
-
-	b2Vec2 m_buffer[2];
-	const b2Vec2* m_vertices;
-	int32 m_count;
-	float32 m_radius;
-};
-
-/// Used to warm start b2Distance.
-/// Set count to zero on first call.
-struct b2SimplexCache
-{
-	float32 metric;		///< length or area
-	uint16 count;
-	uint8 indexA[3];	///< vertices on shape A
-	uint8 indexB[3];	///< vertices on shape B
-};
-
-/// Input for b2Distance.
-/// You have to option to use the shape radii
-/// in the computation. Even 
-struct b2DistanceInput
-{
-	b2DistanceProxy proxyA;
-	b2DistanceProxy proxyB;
-	b2Transform transformA;
-	b2Transform transformB;
-	bool useRadii;
-};
-
-/// Output for b2Distance.
-struct b2DistanceOutput
-{
-	b2Vec2 pointA;		///< closest point on shapeA
-	b2Vec2 pointB;		///< closest point on shapeB
-	float32 distance;
-	int32 iterations;	///< number of GJK iterations used
-};
-
-/// Compute the closest points between two shapes. Supports any combination of:
-/// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
-/// On the first call set b2SimplexCache.count to zero.
-void b2Distance(b2DistanceOutput* output,
-				b2SimplexCache* cache, 
-				const b2DistanceInput* input);
-
-
-//////////////////////////////////////////////////////////////////////////
-
-inline int32 b2DistanceProxy::GetVertexCount() const
-{
-	return m_count;
-}
-
-inline const b2Vec2& b2DistanceProxy::GetVertex(int32 index) const
-{
-	b2Assert(0 <= index && index < m_count);
-	return m_vertices[index];
-}
-
-inline int32 b2DistanceProxy::GetSupport(const b2Vec2& d) const
-{
-	int32 bestIndex = 0;
-	float32 bestValue = b2Dot(m_vertices[0], d);
-	for (int32 i = 1; i < m_count; ++i)
-	{
-		float32 value = b2Dot(m_vertices[i], d);
-		if (value > bestValue)
-		{
-			bestIndex = i;
-			bestValue = value;
-		}
-	}
-
-	return bestIndex;
-}
-
-inline const b2Vec2& b2DistanceProxy::GetSupportVertex(const b2Vec2& d) const
-{
-	int32 bestIndex = 0;
-	float32 bestValue = b2Dot(m_vertices[0], d);
-	for (int32 i = 1; i < m_count; ++i)
-	{
-		float32 value = b2Dot(m_vertices[i], d);
-		if (value > bestValue)
-		{
-			bestIndex = i;
-			bestValue = value;
-		}
-	}
-
-	return m_vertices[bestIndex];
-}
-
-#endif
+
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_DISTANCE_H
+#define B2_DISTANCE_H
+
+#include <Box2D/Common/b2Math.h>
+
+class b2Shape;
+
+/// A distance proxy is used by the GJK algorithm.
+/// It encapsulates any shape.
+struct b2DistanceProxy
+{
+	b2DistanceProxy() : m_vertices(NULL), m_count(0), m_radius(0.0f) {}
+
+	/// Initialize the proxy using the given shape. The shape
+	/// must remain in scope while the proxy is in use.
+	void Set(const b2Shape* shape, int32 index);
+
+	/// Get the supporting vertex index in the given direction.
+	int32 GetSupport(const b2Vec2& d) const;
+
+	/// Get the supporting vertex in the given direction.
+	const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
+
+	/// Get the vertex count.
+	int32 GetVertexCount() const;
+
+	/// Get a vertex by index. Used by b2Distance.
+	const b2Vec2& GetVertex(int32 index) const;
+
+	b2Vec2 m_buffer[2];
+	const b2Vec2* m_vertices;
+	int32 m_count;
+	float32 m_radius;
+};
+
+/// Used to warm start b2Distance.
+/// Set count to zero on first call.
+struct b2SimplexCache
+{
+	float32 metric;		///< length or area
+	uint16 count;
+	uint8 indexA[3];	///< vertices on shape A
+	uint8 indexB[3];	///< vertices on shape B
+};
+
+/// Input for b2Distance.
+/// You have to option to use the shape radii
+/// in the computation. Even 
+struct b2DistanceInput
+{
+	b2DistanceProxy proxyA;
+	b2DistanceProxy proxyB;
+	b2Transform transformA;
+	b2Transform transformB;
+	bool useRadii;
+};
+
+/// Output for b2Distance.
+struct b2DistanceOutput
+{
+	b2Vec2 pointA;		///< closest point on shapeA
+	b2Vec2 pointB;		///< closest point on shapeB
+	float32 distance;
+	int32 iterations;	///< number of GJK iterations used
+};
+
+/// Compute the closest points between two shapes. Supports any combination of:
+/// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
+/// On the first call set b2SimplexCache.count to zero.
+void b2Distance(b2DistanceOutput* output,
+				b2SimplexCache* cache, 
+				const b2DistanceInput* input);
+
+
+//////////////////////////////////////////////////////////////////////////
+
+inline int32 b2DistanceProxy::GetVertexCount() const
+{
+	return m_count;
+}
+
+inline const b2Vec2& b2DistanceProxy::GetVertex(int32 index) const
+{
+	b2Assert(0 <= index && index < m_count);
+	return m_vertices[index];
+}
+
+inline int32 b2DistanceProxy::GetSupport(const b2Vec2& d) const
+{
+	int32 bestIndex = 0;
+	float32 bestValue = b2Dot(m_vertices[0], d);
+	for (int32 i = 1; i < m_count; ++i)
+	{
+		float32 value = b2Dot(m_vertices[i], d);
+		if (value > bestValue)
+		{
+			bestIndex = i;
+			bestValue = value;
+		}
+	}
+
+	return bestIndex;
+}
+
+inline const b2Vec2& b2DistanceProxy::GetSupportVertex(const b2Vec2& d) const
+{
+	int32 bestIndex = 0;
+	float32 bestValue = b2Dot(m_vertices[0], d);
+	for (int32 i = 1; i < m_count; ++i)
+	{
+		float32 value = b2Dot(m_vertices[i], d);
+		if (value > bestValue)
+		{
+			bestIndex = i;
+			bestValue = value;
+		}
+	}
+
+	return m_vertices[bestIndex];
+}
+
+#endif

+ 771 - 771
src/libraries/Box2D/Collision/b2DynamicTree.cpp

@@ -1,771 +1,771 @@
-/*
-* Copyright (c) 2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Collision/b2DynamicTree.h>
-#include <cstring>
-#include <cfloat>
-using namespace std;
-
-
-b2DynamicTree::b2DynamicTree()
-{
-	m_root = b2_nullNode;
-
-	m_nodeCapacity = 16;
-	m_nodeCount = 0;
-	m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));
-	memset(m_nodes, 0, m_nodeCapacity * sizeof(b2TreeNode));
-
-	// Build a linked list for the free list.
-	for (int32 i = 0; i < m_nodeCapacity - 1; ++i)
-	{
-		m_nodes[i].next = i + 1;
-		m_nodes[i].height = -1;
-	}
-	m_nodes[m_nodeCapacity-1].next = b2_nullNode;
-	m_nodes[m_nodeCapacity-1].height = -1;
-	m_freeList = 0;
-
-	m_path = 0;
-
-	m_insertionCount = 0;
-}
-
-b2DynamicTree::~b2DynamicTree()
-{
-	// This frees the entire tree in one shot.
-	b2Free(m_nodes);
-}
-
-// Allocate a node from the pool. Grow the pool if necessary.
-int32 b2DynamicTree::AllocateNode()
-{
-	// Expand the node pool as needed.
-	if (m_freeList == b2_nullNode)
-	{
-		b2Assert(m_nodeCount == m_nodeCapacity);
-
-		// The free list is empty. Rebuild a bigger pool.
-		b2TreeNode* oldNodes = m_nodes;
-		m_nodeCapacity *= 2;
-		m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));
-		memcpy(m_nodes, oldNodes, m_nodeCount * sizeof(b2TreeNode));
-		b2Free(oldNodes);
-
-		// Build a linked list for the free list. The parent
-		// pointer becomes the "next" pointer.
-		for (int32 i = m_nodeCount; i < m_nodeCapacity - 1; ++i)
-		{
-			m_nodes[i].next = i + 1;
-			m_nodes[i].height = -1;
-		}
-		m_nodes[m_nodeCapacity-1].next = b2_nullNode;
-		m_nodes[m_nodeCapacity-1].height = -1;
-		m_freeList = m_nodeCount;
-	}
-
-	// Peel a node off the free list.
-	int32 nodeId = m_freeList;
-	m_freeList = m_nodes[nodeId].next;
-	m_nodes[nodeId].parent = b2_nullNode;
-	m_nodes[nodeId].child1 = b2_nullNode;
-	m_nodes[nodeId].child2 = b2_nullNode;
-	m_nodes[nodeId].height = 0;
-	m_nodes[nodeId].userData = NULL;
-	++m_nodeCount;
-	return nodeId;
-}
-
-// Return a node to the pool.
-void b2DynamicTree::FreeNode(int32 nodeId)
-{
-	b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
-	b2Assert(0 < m_nodeCount);
-	m_nodes[nodeId].next = m_freeList;
-	m_nodes[nodeId].height = -1;
-	m_freeList = nodeId;
-	--m_nodeCount;
-}
-
-// Create a proxy in the tree as a leaf node. We return the index
-// of the node instead of a pointer so that we can grow
-// the node pool.
-int32 b2DynamicTree::CreateProxy(const b2AABB& aabb, void* userData)
-{
-	int32 proxyId = AllocateNode();
-
-	// Fatten the aabb.
-	b2Vec2 r(b2_aabbExtension, b2_aabbExtension);
-	m_nodes[proxyId].aabb.lowerBound = aabb.lowerBound - r;
-	m_nodes[proxyId].aabb.upperBound = aabb.upperBound + r;
-	m_nodes[proxyId].userData = userData;
-	m_nodes[proxyId].height = 0;
-
-	InsertLeaf(proxyId);
-
-	return proxyId;
-}
-
-void b2DynamicTree::DestroyProxy(int32 proxyId)
-{
-	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
-	b2Assert(m_nodes[proxyId].IsLeaf());
-
-	RemoveLeaf(proxyId);
-	FreeNode(proxyId);
-}
-
-bool b2DynamicTree::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
-{
-	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
-
-	b2Assert(m_nodes[proxyId].IsLeaf());
-
-	if (m_nodes[proxyId].aabb.Contains(aabb))
-	{
-		return false;
-	}
-
-	RemoveLeaf(proxyId);
-
-	// Extend AABB.
-	b2AABB b = aabb;
-	b2Vec2 r(b2_aabbExtension, b2_aabbExtension);
-	b.lowerBound = b.lowerBound - r;
-	b.upperBound = b.upperBound + r;
-
-	// Predict AABB displacement.
-	b2Vec2 d = b2_aabbMultiplier * displacement;
-
-	if (d.x < 0.0f)
-	{
-		b.lowerBound.x += d.x;
-	}
-	else
-	{
-		b.upperBound.x += d.x;
-	}
-
-	if (d.y < 0.0f)
-	{
-		b.lowerBound.y += d.y;
-	}
-	else
-	{
-		b.upperBound.y += d.y;
-	}
-
-	m_nodes[proxyId].aabb = b;
-
-	InsertLeaf(proxyId);
-	return true;
-}
-
-void b2DynamicTree::InsertLeaf(int32 leaf)
-{
-	++m_insertionCount;
-
-	if (m_root == b2_nullNode)
-	{
-		m_root = leaf;
-		m_nodes[m_root].parent = b2_nullNode;
-		return;
-	}
-
-	// Find the best sibling for this node
-	b2AABB leafAABB = m_nodes[leaf].aabb;
-	int32 index = m_root;
-	while (m_nodes[index].IsLeaf() == false)
-	{
-		int32 child1 = m_nodes[index].child1;
-		int32 child2 = m_nodes[index].child2;
-
-		float32 area = m_nodes[index].aabb.GetPerimeter();
-
-		b2AABB combinedAABB;
-		combinedAABB.Combine(m_nodes[index].aabb, leafAABB);
-		float32 combinedArea = combinedAABB.GetPerimeter();
-
-		// Cost of creating a new parent for this node and the new leaf
-		float32 cost = 2.0f * combinedArea;
-
-		// Minimum cost of pushing the leaf further down the tree
-		float32 inheritanceCost = 2.0f * (combinedArea - area);
-
-		// Cost of descending into child1
-		float32 cost1;
-		if (m_nodes[child1].IsLeaf())
-		{
-			b2AABB aabb;
-			aabb.Combine(leafAABB, m_nodes[child1].aabb);
-			cost1 = aabb.GetPerimeter() + inheritanceCost;
-		}
-		else
-		{
-			b2AABB aabb;
-			aabb.Combine(leafAABB, m_nodes[child1].aabb);
-			float32 oldArea = m_nodes[child1].aabb.GetPerimeter();
-			float32 newArea = aabb.GetPerimeter();
-			cost1 = (newArea - oldArea) + inheritanceCost;
-		}
-
-		// Cost of descending into child2
-		float32 cost2;
-		if (m_nodes[child2].IsLeaf())
-		{
-			b2AABB aabb;
-			aabb.Combine(leafAABB, m_nodes[child2].aabb);
-			cost2 = aabb.GetPerimeter() + inheritanceCost;
-		}
-		else
-		{
-			b2AABB aabb;
-			aabb.Combine(leafAABB, m_nodes[child2].aabb);
-			float32 oldArea = m_nodes[child2].aabb.GetPerimeter();
-			float32 newArea = aabb.GetPerimeter();
-			cost2 = newArea - oldArea + inheritanceCost;
-		}
-
-		// Descend according to the minimum cost.
-		if (cost < cost1 && cost < cost2)
-		{
-			break;
-		}
-
-		// Descend
-		if (cost1 < cost2)
-		{
-			index = child1;
-		}
-		else
-		{
-			index = child2;
-		}
-	}
-
-	int32 sibling = index;
-
-	// Create a new parent.
-	int32 oldParent = m_nodes[sibling].parent;
-	int32 newParent = AllocateNode();
-	m_nodes[newParent].parent = oldParent;
-	m_nodes[newParent].userData = NULL;
-	m_nodes[newParent].aabb.Combine(leafAABB, m_nodes[sibling].aabb);
-	m_nodes[newParent].height = m_nodes[sibling].height + 1;
-
-	if (oldParent != b2_nullNode)
-	{
-		// The sibling was not the root.
-		if (m_nodes[oldParent].child1 == sibling)
-		{
-			m_nodes[oldParent].child1 = newParent;
-		}
-		else
-		{
-			m_nodes[oldParent].child2 = newParent;
-		}
-
-		m_nodes[newParent].child1 = sibling;
-		m_nodes[newParent].child2 = leaf;
-		m_nodes[sibling].parent = newParent;
-		m_nodes[leaf].parent = newParent;
-	}
-	else
-	{
-		// The sibling was the root.
-		m_nodes[newParent].child1 = sibling;
-		m_nodes[newParent].child2 = leaf;
-		m_nodes[sibling].parent = newParent;
-		m_nodes[leaf].parent = newParent;
-		m_root = newParent;
-	}
-
-	// Walk back up the tree fixing heights and AABBs
-	index = m_nodes[leaf].parent;
-	while (index != b2_nullNode)
-	{
-		index = Balance(index);
-
-		int32 child1 = m_nodes[index].child1;
-		int32 child2 = m_nodes[index].child2;
-
-		b2Assert(child1 != b2_nullNode);
-		b2Assert(child2 != b2_nullNode);
-
-		m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);
-		m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
-
-		index = m_nodes[index].parent;
-	}
-
-	//Validate();
-}
-
-void b2DynamicTree::RemoveLeaf(int32 leaf)
-{
-	if (leaf == m_root)
-	{
-		m_root = b2_nullNode;
-		return;
-	}
-
-	int32 parent = m_nodes[leaf].parent;
-	int32 grandParent = m_nodes[parent].parent;
-	int32 sibling;
-	if (m_nodes[parent].child1 == leaf)
-	{
-		sibling = m_nodes[parent].child2;
-	}
-	else
-	{
-		sibling = m_nodes[parent].child1;
-	}
-
-	if (grandParent != b2_nullNode)
-	{
-		// Destroy parent and connect sibling to grandParent.
-		if (m_nodes[grandParent].child1 == parent)
-		{
-			m_nodes[grandParent].child1 = sibling;
-		}
-		else
-		{
-			m_nodes[grandParent].child2 = sibling;
-		}
-		m_nodes[sibling].parent = grandParent;
-		FreeNode(parent);
-
-		// Adjust ancestor bounds.
-		int32 index = grandParent;
-		while (index != b2_nullNode)
-		{
-			index = Balance(index);
-
-			int32 child1 = m_nodes[index].child1;
-			int32 child2 = m_nodes[index].child2;
-
-			m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
-			m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);
-
-			index = m_nodes[index].parent;
-		}
-	}
-	else
-	{
-		m_root = sibling;
-		m_nodes[sibling].parent = b2_nullNode;
-		FreeNode(parent);
-	}
-
-	//Validate();
-}
-
-// Perform a left or right rotation if node A is imbalanced.
-// Returns the new root index.
-int32 b2DynamicTree::Balance(int32 iA)
-{
-	b2Assert(iA != b2_nullNode);
-
-	b2TreeNode* A = m_nodes + iA;
-	if (A->IsLeaf() || A->height < 2)
-	{
-		return iA;
-	}
-
-	int32 iB = A->child1;
-	int32 iC = A->child2;
-	b2Assert(0 <= iB && iB < m_nodeCapacity);
-	b2Assert(0 <= iC && iC < m_nodeCapacity);
-
-	b2TreeNode* B = m_nodes + iB;
-	b2TreeNode* C = m_nodes + iC;
-
-	int32 balance = C->height - B->height;
-
-	// Rotate C up
-	if (balance > 1)
-	{
-		int32 iF = C->child1;
-		int32 iG = C->child2;
-		b2TreeNode* F = m_nodes + iF;
-		b2TreeNode* G = m_nodes + iG;
-		b2Assert(0 <= iF && iF < m_nodeCapacity);
-		b2Assert(0 <= iG && iG < m_nodeCapacity);
-
-		// Swap A and C
-		C->child1 = iA;
-		C->parent = A->parent;
-		A->parent = iC;
-
-		// A's old parent should point to C
-		if (C->parent != b2_nullNode)
-		{
-			if (m_nodes[C->parent].child1 == iA)
-			{
-				m_nodes[C->parent].child1 = iC;
-			}
-			else
-			{
-				b2Assert(m_nodes[C->parent].child2 == iA);
-				m_nodes[C->parent].child2 = iC;
-			}
-		}
-		else
-		{
-			m_root = iC;
-		}
-
-		// Rotate
-		if (F->height > G->height)
-		{
-			C->child2 = iF;
-			A->child2 = iG;
-			G->parent = iA;
-			A->aabb.Combine(B->aabb, G->aabb);
-			C->aabb.Combine(A->aabb, F->aabb);
-
-			A->height = 1 + b2Max(B->height, G->height);
-			C->height = 1 + b2Max(A->height, F->height);
-		}
-		else
-		{
-			C->child2 = iG;
-			A->child2 = iF;
-			F->parent = iA;
-			A->aabb.Combine(B->aabb, F->aabb);
-			C->aabb.Combine(A->aabb, G->aabb);
-
-			A->height = 1 + b2Max(B->height, F->height);
-			C->height = 1 + b2Max(A->height, G->height);
-		}
-
-		return iC;
-	}
-	
-	// Rotate B up
-	if (balance < -1)
-	{
-		int32 iD = B->child1;
-		int32 iE = B->child2;
-		b2TreeNode* D = m_nodes + iD;
-		b2TreeNode* E = m_nodes + iE;
-		b2Assert(0 <= iD && iD < m_nodeCapacity);
-		b2Assert(0 <= iE && iE < m_nodeCapacity);
-
-		// Swap A and B
-		B->child1 = iA;
-		B->parent = A->parent;
-		A->parent = iB;
-
-		// A's old parent should point to B
-		if (B->parent != b2_nullNode)
-		{
-			if (m_nodes[B->parent].child1 == iA)
-			{
-				m_nodes[B->parent].child1 = iB;
-			}
-			else
-			{
-				b2Assert(m_nodes[B->parent].child2 == iA);
-				m_nodes[B->parent].child2 = iB;
-			}
-		}
-		else
-		{
-			m_root = iB;
-		}
-
-		// Rotate
-		if (D->height > E->height)
-		{
-			B->child2 = iD;
-			A->child1 = iE;
-			E->parent = iA;
-			A->aabb.Combine(C->aabb, E->aabb);
-			B->aabb.Combine(A->aabb, D->aabb);
-
-			A->height = 1 + b2Max(C->height, E->height);
-			B->height = 1 + b2Max(A->height, D->height);
-		}
-		else
-		{
-			B->child2 = iE;
-			A->child1 = iD;
-			D->parent = iA;
-			A->aabb.Combine(C->aabb, D->aabb);
-			B->aabb.Combine(A->aabb, E->aabb);
-
-			A->height = 1 + b2Max(C->height, D->height);
-			B->height = 1 + b2Max(A->height, E->height);
-		}
-
-		return iB;
-	}
-
-	return iA;
-}
-
-int32 b2DynamicTree::GetHeight() const
-{
-	if (m_root == b2_nullNode)
-	{
-		return 0;
-	}
-
-	return m_nodes[m_root].height;
-}
-
-//
-float32 b2DynamicTree::GetAreaRatio() const
-{
-	if (m_root == b2_nullNode)
-	{
-		return 0.0f;
-	}
-
-	const b2TreeNode* root = m_nodes + m_root;
-	float32 rootArea = root->aabb.GetPerimeter();
-
-	float32 totalArea = 0.0f;
-	for (int32 i = 0; i < m_nodeCapacity; ++i)
-	{
-		const b2TreeNode* node = m_nodes + i;
-		if (node->height < 0)
-		{
-			// Free node in pool
-			continue;
-		}
-
-		totalArea += node->aabb.GetPerimeter();
-	}
-
-	return totalArea / rootArea;
-}
-
-// Compute the height of a sub-tree.
-int32 b2DynamicTree::ComputeHeight(int32 nodeId) const
-{
-	b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
-	b2TreeNode* node = m_nodes + nodeId;
-
-	if (node->IsLeaf())
-	{
-		return 0;
-	}
-
-	int32 height1 = ComputeHeight(node->child1);
-	int32 height2 = ComputeHeight(node->child2);
-	return 1 + b2Max(height1, height2);
-}
-
-int32 b2DynamicTree::ComputeHeight() const
-{
-	int32 height = ComputeHeight(m_root);
-	return height;
-}
-
-void b2DynamicTree::ValidateStructure(int32 index) const
-{
-	if (index == b2_nullNode)
-	{
-		return;
-	}
-
-	if (index == m_root)
-	{
-		b2Assert(m_nodes[index].parent == b2_nullNode);
-	}
-
-	const b2TreeNode* node = m_nodes + index;
-
-	int32 child1 = node->child1;
-	int32 child2 = node->child2;
-
-	if (node->IsLeaf())
-	{
-		b2Assert(child1 == b2_nullNode);
-		b2Assert(child2 == b2_nullNode);
-		b2Assert(node->height == 0);
-		return;
-	}
-
-	b2Assert(0 <= child1 && child1 < m_nodeCapacity);
-	b2Assert(0 <= child2 && child2 < m_nodeCapacity);
-
-	b2Assert(m_nodes[child1].parent == index);
-	b2Assert(m_nodes[child2].parent == index);
-
-	ValidateStructure(child1);
-	ValidateStructure(child2);
-}
-
-void b2DynamicTree::ValidateMetrics(int32 index) const
-{
-	if (index == b2_nullNode)
-	{
-		return;
-	}
-
-	const b2TreeNode* node = m_nodes + index;
-
-	int32 child1 = node->child1;
-	int32 child2 = node->child2;
-
-	if (node->IsLeaf())
-	{
-		b2Assert(child1 == b2_nullNode);
-		b2Assert(child2 == b2_nullNode);
-		b2Assert(node->height == 0);
-		return;
-	}
-
-	b2Assert(0 <= child1 && child1 < m_nodeCapacity);
-	b2Assert(0 <= child2 && child2 < m_nodeCapacity);
-
-	int32 height1 = m_nodes[child1].height;
-	int32 height2 = m_nodes[child2].height;
-	int32 height;
-	height = 1 + b2Max(height1, height2);
-	b2Assert(node->height == height);
-
-	b2AABB aabb;
-	aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
-
-	b2Assert(aabb.lowerBound == node->aabb.lowerBound);
-	b2Assert(aabb.upperBound == node->aabb.upperBound);
-
-	ValidateMetrics(child1);
-	ValidateMetrics(child2);
-}
-
-void b2DynamicTree::Validate() const
-{
-	ValidateStructure(m_root);
-	ValidateMetrics(m_root);
-
-	int32 freeCount = 0;
-	int32 freeIndex = m_freeList;
-	while (freeIndex != b2_nullNode)
-	{
-		b2Assert(0 <= freeIndex && freeIndex < m_nodeCapacity);
-		freeIndex = m_nodes[freeIndex].next;
-		++freeCount;
-	}
-
-	b2Assert(GetHeight() == ComputeHeight());
-
-	b2Assert(m_nodeCount + freeCount == m_nodeCapacity);
-}
-
-int32 b2DynamicTree::GetMaxBalance() const
-{
-	int32 maxBalance = 0;
-	for (int32 i = 0; i < m_nodeCapacity; ++i)
-	{
-		const b2TreeNode* node = m_nodes + i;
-		if (node->height <= 1)
-		{
-			continue;
-		}
-
-		b2Assert(node->IsLeaf() == false);
-
-		int32 child1 = node->child1;
-		int32 child2 = node->child2;
-		int32 balance = b2Abs(m_nodes[child2].height - m_nodes[child1].height);
-		maxBalance = b2Max(maxBalance, balance);
-	}
-
-	return maxBalance;
-}
-
-void b2DynamicTree::RebuildBottomUp()
-{
-	int32* nodes = (int32*)b2Alloc(m_nodeCount * sizeof(int32));
-	int32 count = 0;
-
-	// Build array of leaves. Free the rest.
-	for (int32 i = 0; i < m_nodeCapacity; ++i)
-	{
-		if (m_nodes[i].height < 0)
-		{
-			// free node in pool
-			continue;
-		}
-
-		if (m_nodes[i].IsLeaf())
-		{
-			m_nodes[i].parent = b2_nullNode;
-			nodes[count] = i;
-			++count;
-		}
-		else
-		{
-			FreeNode(i);
-		}
-	}
-
-	while (count > 1)
-	{
-		float32 minCost = b2_maxFloat;
-		int32 iMin = -1, jMin = -1;
-		for (int32 i = 0; i < count; ++i)
-		{
-			b2AABB aabbi = m_nodes[nodes[i]].aabb;
-
-			for (int32 j = i + 1; j < count; ++j)
-			{
-				b2AABB aabbj = m_nodes[nodes[j]].aabb;
-				b2AABB b;
-				b.Combine(aabbi, aabbj);
-				float32 cost = b.GetPerimeter();
-				if (cost < minCost)
-				{
-					iMin = i;
-					jMin = j;
-					minCost = cost;
-				}
-			}
-		}
-
-		int32 index1 = nodes[iMin];
-		int32 index2 = nodes[jMin];
-		b2TreeNode* child1 = m_nodes + index1;
-		b2TreeNode* child2 = m_nodes + index2;
-
-		int32 parentIndex = AllocateNode();
-		b2TreeNode* parent = m_nodes + parentIndex;
-		parent->child1 = index1;
-		parent->child2 = index2;
-		parent->height = 1 + b2Max(child1->height, child2->height);
-		parent->aabb.Combine(child1->aabb, child2->aabb);
-		parent->parent = b2_nullNode;
-
-		child1->parent = parentIndex;
-		child2->parent = parentIndex;
-
-		nodes[jMin] = nodes[count-1];
-		nodes[iMin] = parentIndex;
-		--count;
-	}
-
-	m_root = nodes[0];
-	b2Free(nodes);
-
-	Validate();
-}
+/*
+* Copyright (c) 2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Collision/b2DynamicTree.h>
+#include <cstring>
+#include <cfloat>
+using namespace std;
+
+
+b2DynamicTree::b2DynamicTree()
+{
+	m_root = b2_nullNode;
+
+	m_nodeCapacity = 16;
+	m_nodeCount = 0;
+	m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));
+	memset(m_nodes, 0, m_nodeCapacity * sizeof(b2TreeNode));
+
+	// Build a linked list for the free list.
+	for (int32 i = 0; i < m_nodeCapacity - 1; ++i)
+	{
+		m_nodes[i].next = i + 1;
+		m_nodes[i].height = -1;
+	}
+	m_nodes[m_nodeCapacity-1].next = b2_nullNode;
+	m_nodes[m_nodeCapacity-1].height = -1;
+	m_freeList = 0;
+
+	m_path = 0;
+
+	m_insertionCount = 0;
+}
+
+b2DynamicTree::~b2DynamicTree()
+{
+	// This frees the entire tree in one shot.
+	b2Free(m_nodes);
+}
+
+// Allocate a node from the pool. Grow the pool if necessary.
+int32 b2DynamicTree::AllocateNode()
+{
+	// Expand the node pool as needed.
+	if (m_freeList == b2_nullNode)
+	{
+		b2Assert(m_nodeCount == m_nodeCapacity);
+
+		// The free list is empty. Rebuild a bigger pool.
+		b2TreeNode* oldNodes = m_nodes;
+		m_nodeCapacity *= 2;
+		m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));
+		memcpy(m_nodes, oldNodes, m_nodeCount * sizeof(b2TreeNode));
+		b2Free(oldNodes);
+
+		// Build a linked list for the free list. The parent
+		// pointer becomes the "next" pointer.
+		for (int32 i = m_nodeCount; i < m_nodeCapacity - 1; ++i)
+		{
+			m_nodes[i].next = i + 1;
+			m_nodes[i].height = -1;
+		}
+		m_nodes[m_nodeCapacity-1].next = b2_nullNode;
+		m_nodes[m_nodeCapacity-1].height = -1;
+		m_freeList = m_nodeCount;
+	}
+
+	// Peel a node off the free list.
+	int32 nodeId = m_freeList;
+	m_freeList = m_nodes[nodeId].next;
+	m_nodes[nodeId].parent = b2_nullNode;
+	m_nodes[nodeId].child1 = b2_nullNode;
+	m_nodes[nodeId].child2 = b2_nullNode;
+	m_nodes[nodeId].height = 0;
+	m_nodes[nodeId].userData = NULL;
+	++m_nodeCount;
+	return nodeId;
+}
+
+// Return a node to the pool.
+void b2DynamicTree::FreeNode(int32 nodeId)
+{
+	b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
+	b2Assert(0 < m_nodeCount);
+	m_nodes[nodeId].next = m_freeList;
+	m_nodes[nodeId].height = -1;
+	m_freeList = nodeId;
+	--m_nodeCount;
+}
+
+// Create a proxy in the tree as a leaf node. We return the index
+// of the node instead of a pointer so that we can grow
+// the node pool.
+int32 b2DynamicTree::CreateProxy(const b2AABB& aabb, void* userData)
+{
+	int32 proxyId = AllocateNode();
+
+	// Fatten the aabb.
+	b2Vec2 r(b2_aabbExtension, b2_aabbExtension);
+	m_nodes[proxyId].aabb.lowerBound = aabb.lowerBound - r;
+	m_nodes[proxyId].aabb.upperBound = aabb.upperBound + r;
+	m_nodes[proxyId].userData = userData;
+	m_nodes[proxyId].height = 0;
+
+	InsertLeaf(proxyId);
+
+	return proxyId;
+}
+
+void b2DynamicTree::DestroyProxy(int32 proxyId)
+{
+	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
+	b2Assert(m_nodes[proxyId].IsLeaf());
+
+	RemoveLeaf(proxyId);
+	FreeNode(proxyId);
+}
+
+bool b2DynamicTree::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
+{
+	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
+
+	b2Assert(m_nodes[proxyId].IsLeaf());
+
+	if (m_nodes[proxyId].aabb.Contains(aabb))
+	{
+		return false;
+	}
+
+	RemoveLeaf(proxyId);
+
+	// Extend AABB.
+	b2AABB b = aabb;
+	b2Vec2 r(b2_aabbExtension, b2_aabbExtension);
+	b.lowerBound = b.lowerBound - r;
+	b.upperBound = b.upperBound + r;
+
+	// Predict AABB displacement.
+	b2Vec2 d = b2_aabbMultiplier * displacement;
+
+	if (d.x < 0.0f)
+	{
+		b.lowerBound.x += d.x;
+	}
+	else
+	{
+		b.upperBound.x += d.x;
+	}
+
+	if (d.y < 0.0f)
+	{
+		b.lowerBound.y += d.y;
+	}
+	else
+	{
+		b.upperBound.y += d.y;
+	}
+
+	m_nodes[proxyId].aabb = b;
+
+	InsertLeaf(proxyId);
+	return true;
+}
+
+void b2DynamicTree::InsertLeaf(int32 leaf)
+{
+	++m_insertionCount;
+
+	if (m_root == b2_nullNode)
+	{
+		m_root = leaf;
+		m_nodes[m_root].parent = b2_nullNode;
+		return;
+	}
+
+	// Find the best sibling for this node
+	b2AABB leafAABB = m_nodes[leaf].aabb;
+	int32 index = m_root;
+	while (m_nodes[index].IsLeaf() == false)
+	{
+		int32 child1 = m_nodes[index].child1;
+		int32 child2 = m_nodes[index].child2;
+
+		float32 area = m_nodes[index].aabb.GetPerimeter();
+
+		b2AABB combinedAABB;
+		combinedAABB.Combine(m_nodes[index].aabb, leafAABB);
+		float32 combinedArea = combinedAABB.GetPerimeter();
+
+		// Cost of creating a new parent for this node and the new leaf
+		float32 cost = 2.0f * combinedArea;
+
+		// Minimum cost of pushing the leaf further down the tree
+		float32 inheritanceCost = 2.0f * (combinedArea - area);
+
+		// Cost of descending into child1
+		float32 cost1;
+		if (m_nodes[child1].IsLeaf())
+		{
+			b2AABB aabb;
+			aabb.Combine(leafAABB, m_nodes[child1].aabb);
+			cost1 = aabb.GetPerimeter() + inheritanceCost;
+		}
+		else
+		{
+			b2AABB aabb;
+			aabb.Combine(leafAABB, m_nodes[child1].aabb);
+			float32 oldArea = m_nodes[child1].aabb.GetPerimeter();
+			float32 newArea = aabb.GetPerimeter();
+			cost1 = (newArea - oldArea) + inheritanceCost;
+		}
+
+		// Cost of descending into child2
+		float32 cost2;
+		if (m_nodes[child2].IsLeaf())
+		{
+			b2AABB aabb;
+			aabb.Combine(leafAABB, m_nodes[child2].aabb);
+			cost2 = aabb.GetPerimeter() + inheritanceCost;
+		}
+		else
+		{
+			b2AABB aabb;
+			aabb.Combine(leafAABB, m_nodes[child2].aabb);
+			float32 oldArea = m_nodes[child2].aabb.GetPerimeter();
+			float32 newArea = aabb.GetPerimeter();
+			cost2 = newArea - oldArea + inheritanceCost;
+		}
+
+		// Descend according to the minimum cost.
+		if (cost < cost1 && cost < cost2)
+		{
+			break;
+		}
+
+		// Descend
+		if (cost1 < cost2)
+		{
+			index = child1;
+		}
+		else
+		{
+			index = child2;
+		}
+	}
+
+	int32 sibling = index;
+
+	// Create a new parent.
+	int32 oldParent = m_nodes[sibling].parent;
+	int32 newParent = AllocateNode();
+	m_nodes[newParent].parent = oldParent;
+	m_nodes[newParent].userData = NULL;
+	m_nodes[newParent].aabb.Combine(leafAABB, m_nodes[sibling].aabb);
+	m_nodes[newParent].height = m_nodes[sibling].height + 1;
+
+	if (oldParent != b2_nullNode)
+	{
+		// The sibling was not the root.
+		if (m_nodes[oldParent].child1 == sibling)
+		{
+			m_nodes[oldParent].child1 = newParent;
+		}
+		else
+		{
+			m_nodes[oldParent].child2 = newParent;
+		}
+
+		m_nodes[newParent].child1 = sibling;
+		m_nodes[newParent].child2 = leaf;
+		m_nodes[sibling].parent = newParent;
+		m_nodes[leaf].parent = newParent;
+	}
+	else
+	{
+		// The sibling was the root.
+		m_nodes[newParent].child1 = sibling;
+		m_nodes[newParent].child2 = leaf;
+		m_nodes[sibling].parent = newParent;
+		m_nodes[leaf].parent = newParent;
+		m_root = newParent;
+	}
+
+	// Walk back up the tree fixing heights and AABBs
+	index = m_nodes[leaf].parent;
+	while (index != b2_nullNode)
+	{
+		index = Balance(index);
+
+		int32 child1 = m_nodes[index].child1;
+		int32 child2 = m_nodes[index].child2;
+
+		b2Assert(child1 != b2_nullNode);
+		b2Assert(child2 != b2_nullNode);
+
+		m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);
+		m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
+
+		index = m_nodes[index].parent;
+	}
+
+	//Validate();
+}
+
+void b2DynamicTree::RemoveLeaf(int32 leaf)
+{
+	if (leaf == m_root)
+	{
+		m_root = b2_nullNode;
+		return;
+	}
+
+	int32 parent = m_nodes[leaf].parent;
+	int32 grandParent = m_nodes[parent].parent;
+	int32 sibling;
+	if (m_nodes[parent].child1 == leaf)
+	{
+		sibling = m_nodes[parent].child2;
+	}
+	else
+	{
+		sibling = m_nodes[parent].child1;
+	}
+
+	if (grandParent != b2_nullNode)
+	{
+		// Destroy parent and connect sibling to grandParent.
+		if (m_nodes[grandParent].child1 == parent)
+		{
+			m_nodes[grandParent].child1 = sibling;
+		}
+		else
+		{
+			m_nodes[grandParent].child2 = sibling;
+		}
+		m_nodes[sibling].parent = grandParent;
+		FreeNode(parent);
+
+		// Adjust ancestor bounds.
+		int32 index = grandParent;
+		while (index != b2_nullNode)
+		{
+			index = Balance(index);
+
+			int32 child1 = m_nodes[index].child1;
+			int32 child2 = m_nodes[index].child2;
+
+			m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
+			m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);
+
+			index = m_nodes[index].parent;
+		}
+	}
+	else
+	{
+		m_root = sibling;
+		m_nodes[sibling].parent = b2_nullNode;
+		FreeNode(parent);
+	}
+
+	//Validate();
+}
+
+// Perform a left or right rotation if node A is imbalanced.
+// Returns the new root index.
+int32 b2DynamicTree::Balance(int32 iA)
+{
+	b2Assert(iA != b2_nullNode);
+
+	b2TreeNode* A = m_nodes + iA;
+	if (A->IsLeaf() || A->height < 2)
+	{
+		return iA;
+	}
+
+	int32 iB = A->child1;
+	int32 iC = A->child2;
+	b2Assert(0 <= iB && iB < m_nodeCapacity);
+	b2Assert(0 <= iC && iC < m_nodeCapacity);
+
+	b2TreeNode* B = m_nodes + iB;
+	b2TreeNode* C = m_nodes + iC;
+
+	int32 balance = C->height - B->height;
+
+	// Rotate C up
+	if (balance > 1)
+	{
+		int32 iF = C->child1;
+		int32 iG = C->child2;
+		b2TreeNode* F = m_nodes + iF;
+		b2TreeNode* G = m_nodes + iG;
+		b2Assert(0 <= iF && iF < m_nodeCapacity);
+		b2Assert(0 <= iG && iG < m_nodeCapacity);
+
+		// Swap A and C
+		C->child1 = iA;
+		C->parent = A->parent;
+		A->parent = iC;
+
+		// A's old parent should point to C
+		if (C->parent != b2_nullNode)
+		{
+			if (m_nodes[C->parent].child1 == iA)
+			{
+				m_nodes[C->parent].child1 = iC;
+			}
+			else
+			{
+				b2Assert(m_nodes[C->parent].child2 == iA);
+				m_nodes[C->parent].child2 = iC;
+			}
+		}
+		else
+		{
+			m_root = iC;
+		}
+
+		// Rotate
+		if (F->height > G->height)
+		{
+			C->child2 = iF;
+			A->child2 = iG;
+			G->parent = iA;
+			A->aabb.Combine(B->aabb, G->aabb);
+			C->aabb.Combine(A->aabb, F->aabb);
+
+			A->height = 1 + b2Max(B->height, G->height);
+			C->height = 1 + b2Max(A->height, F->height);
+		}
+		else
+		{
+			C->child2 = iG;
+			A->child2 = iF;
+			F->parent = iA;
+			A->aabb.Combine(B->aabb, F->aabb);
+			C->aabb.Combine(A->aabb, G->aabb);
+
+			A->height = 1 + b2Max(B->height, F->height);
+			C->height = 1 + b2Max(A->height, G->height);
+		}
+
+		return iC;
+	}
+	
+	// Rotate B up
+	if (balance < -1)
+	{
+		int32 iD = B->child1;
+		int32 iE = B->child2;
+		b2TreeNode* D = m_nodes + iD;
+		b2TreeNode* E = m_nodes + iE;
+		b2Assert(0 <= iD && iD < m_nodeCapacity);
+		b2Assert(0 <= iE && iE < m_nodeCapacity);
+
+		// Swap A and B
+		B->child1 = iA;
+		B->parent = A->parent;
+		A->parent = iB;
+
+		// A's old parent should point to B
+		if (B->parent != b2_nullNode)
+		{
+			if (m_nodes[B->parent].child1 == iA)
+			{
+				m_nodes[B->parent].child1 = iB;
+			}
+			else
+			{
+				b2Assert(m_nodes[B->parent].child2 == iA);
+				m_nodes[B->parent].child2 = iB;
+			}
+		}
+		else
+		{
+			m_root = iB;
+		}
+
+		// Rotate
+		if (D->height > E->height)
+		{
+			B->child2 = iD;
+			A->child1 = iE;
+			E->parent = iA;
+			A->aabb.Combine(C->aabb, E->aabb);
+			B->aabb.Combine(A->aabb, D->aabb);
+
+			A->height = 1 + b2Max(C->height, E->height);
+			B->height = 1 + b2Max(A->height, D->height);
+		}
+		else
+		{
+			B->child2 = iE;
+			A->child1 = iD;
+			D->parent = iA;
+			A->aabb.Combine(C->aabb, D->aabb);
+			B->aabb.Combine(A->aabb, E->aabb);
+
+			A->height = 1 + b2Max(C->height, D->height);
+			B->height = 1 + b2Max(A->height, E->height);
+		}
+
+		return iB;
+	}
+
+	return iA;
+}
+
+int32 b2DynamicTree::GetHeight() const
+{
+	if (m_root == b2_nullNode)
+	{
+		return 0;
+	}
+
+	return m_nodes[m_root].height;
+}
+
+//
+float32 b2DynamicTree::GetAreaRatio() const
+{
+	if (m_root == b2_nullNode)
+	{
+		return 0.0f;
+	}
+
+	const b2TreeNode* root = m_nodes + m_root;
+	float32 rootArea = root->aabb.GetPerimeter();
+
+	float32 totalArea = 0.0f;
+	for (int32 i = 0; i < m_nodeCapacity; ++i)
+	{
+		const b2TreeNode* node = m_nodes + i;
+		if (node->height < 0)
+		{
+			// Free node in pool
+			continue;
+		}
+
+		totalArea += node->aabb.GetPerimeter();
+	}
+
+	return totalArea / rootArea;
+}
+
+// Compute the height of a sub-tree.
+int32 b2DynamicTree::ComputeHeight(int32 nodeId) const
+{
+	b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
+	b2TreeNode* node = m_nodes + nodeId;
+
+	if (node->IsLeaf())
+	{
+		return 0;
+	}
+
+	int32 height1 = ComputeHeight(node->child1);
+	int32 height2 = ComputeHeight(node->child2);
+	return 1 + b2Max(height1, height2);
+}
+
+int32 b2DynamicTree::ComputeHeight() const
+{
+	int32 height = ComputeHeight(m_root);
+	return height;
+}
+
+void b2DynamicTree::ValidateStructure(int32 index) const
+{
+	if (index == b2_nullNode)
+	{
+		return;
+	}
+
+	if (index == m_root)
+	{
+		b2Assert(m_nodes[index].parent == b2_nullNode);
+	}
+
+	const b2TreeNode* node = m_nodes + index;
+
+	int32 child1 = node->child1;
+	int32 child2 = node->child2;
+
+	if (node->IsLeaf())
+	{
+		b2Assert(child1 == b2_nullNode);
+		b2Assert(child2 == b2_nullNode);
+		b2Assert(node->height == 0);
+		return;
+	}
+
+	b2Assert(0 <= child1 && child1 < m_nodeCapacity);
+	b2Assert(0 <= child2 && child2 < m_nodeCapacity);
+
+	b2Assert(m_nodes[child1].parent == index);
+	b2Assert(m_nodes[child2].parent == index);
+
+	ValidateStructure(child1);
+	ValidateStructure(child2);
+}
+
+void b2DynamicTree::ValidateMetrics(int32 index) const
+{
+	if (index == b2_nullNode)
+	{
+		return;
+	}
+
+	const b2TreeNode* node = m_nodes + index;
+
+	int32 child1 = node->child1;
+	int32 child2 = node->child2;
+
+	if (node->IsLeaf())
+	{
+		b2Assert(child1 == b2_nullNode);
+		b2Assert(child2 == b2_nullNode);
+		b2Assert(node->height == 0);
+		return;
+	}
+
+	b2Assert(0 <= child1 && child1 < m_nodeCapacity);
+	b2Assert(0 <= child2 && child2 < m_nodeCapacity);
+
+	int32 height1 = m_nodes[child1].height;
+	int32 height2 = m_nodes[child2].height;
+	int32 height;
+	height = 1 + b2Max(height1, height2);
+	b2Assert(node->height == height);
+
+	b2AABB aabb;
+	aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
+
+	b2Assert(aabb.lowerBound == node->aabb.lowerBound);
+	b2Assert(aabb.upperBound == node->aabb.upperBound);
+
+	ValidateMetrics(child1);
+	ValidateMetrics(child2);
+}
+
+void b2DynamicTree::Validate() const
+{
+	ValidateStructure(m_root);
+	ValidateMetrics(m_root);
+
+	int32 freeCount = 0;
+	int32 freeIndex = m_freeList;
+	while (freeIndex != b2_nullNode)
+	{
+		b2Assert(0 <= freeIndex && freeIndex < m_nodeCapacity);
+		freeIndex = m_nodes[freeIndex].next;
+		++freeCount;
+	}
+
+	b2Assert(GetHeight() == ComputeHeight());
+
+	b2Assert(m_nodeCount + freeCount == m_nodeCapacity);
+}
+
+int32 b2DynamicTree::GetMaxBalance() const
+{
+	int32 maxBalance = 0;
+	for (int32 i = 0; i < m_nodeCapacity; ++i)
+	{
+		const b2TreeNode* node = m_nodes + i;
+		if (node->height <= 1)
+		{
+			continue;
+		}
+
+		b2Assert(node->IsLeaf() == false);
+
+		int32 child1 = node->child1;
+		int32 child2 = node->child2;
+		int32 balance = b2Abs(m_nodes[child2].height - m_nodes[child1].height);
+		maxBalance = b2Max(maxBalance, balance);
+	}
+
+	return maxBalance;
+}
+
+void b2DynamicTree::RebuildBottomUp()
+{
+	int32* nodes = (int32*)b2Alloc(m_nodeCount * sizeof(int32));
+	int32 count = 0;
+
+	// Build array of leaves. Free the rest.
+	for (int32 i = 0; i < m_nodeCapacity; ++i)
+	{
+		if (m_nodes[i].height < 0)
+		{
+			// free node in pool
+			continue;
+		}
+
+		if (m_nodes[i].IsLeaf())
+		{
+			m_nodes[i].parent = b2_nullNode;
+			nodes[count] = i;
+			++count;
+		}
+		else
+		{
+			FreeNode(i);
+		}
+	}
+
+	while (count > 1)
+	{
+		float32 minCost = b2_maxFloat;
+		int32 iMin = -1, jMin = -1;
+		for (int32 i = 0; i < count; ++i)
+		{
+			b2AABB aabbi = m_nodes[nodes[i]].aabb;
+
+			for (int32 j = i + 1; j < count; ++j)
+			{
+				b2AABB aabbj = m_nodes[nodes[j]].aabb;
+				b2AABB b;
+				b.Combine(aabbi, aabbj);
+				float32 cost = b.GetPerimeter();
+				if (cost < minCost)
+				{
+					iMin = i;
+					jMin = j;
+					minCost = cost;
+				}
+			}
+		}
+
+		int32 index1 = nodes[iMin];
+		int32 index2 = nodes[jMin];
+		b2TreeNode* child1 = m_nodes + index1;
+		b2TreeNode* child2 = m_nodes + index2;
+
+		int32 parentIndex = AllocateNode();
+		b2TreeNode* parent = m_nodes + parentIndex;
+		parent->child1 = index1;
+		parent->child2 = index2;
+		parent->height = 1 + b2Max(child1->height, child2->height);
+		parent->aabb.Combine(child1->aabb, child2->aabb);
+		parent->parent = b2_nullNode;
+
+		child1->parent = parentIndex;
+		child2->parent = parentIndex;
+
+		nodes[jMin] = nodes[count-1];
+		nodes[iMin] = parentIndex;
+		--count;
+	}
+
+	m_root = nodes[0];
+	b2Free(nodes);
+
+	Validate();
+}

+ 284 - 284
src/libraries/Box2D/Collision/b2DynamicTree.h

@@ -1,284 +1,284 @@
-/*
-* Copyright (c) 2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_DYNAMIC_TREE_H
-#define B2_DYNAMIC_TREE_H
-
-#include <Box2D/Collision/b2Collision.h>
-#include <Box2D/Common/b2GrowableStack.h>
-
-#define b2_nullNode (-1)
-
-/// A node in the dynamic tree. The client does not interact with this directly.
-struct b2TreeNode
-{
-	bool IsLeaf() const
-	{
-		return child1 == b2_nullNode;
-	}
-
-	/// Enlarged AABB
-	b2AABB aabb;
-
-	void* userData;
-
-	union
-	{
-		int32 parent;
-		int32 next;
-	};
-
-	int32 child1;
-	int32 child2;
-
-	// leaf = 0, free node = -1
-	int32 height;
-};
-
-/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
-/// A dynamic tree arranges data in a binary tree to accelerate
-/// queries such as volume queries and ray casts. Leafs are proxies
-/// with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor
-/// so that the proxy AABB is bigger than the client object. This allows the client
-/// object to move by small amounts without triggering a tree update.
-///
-/// Nodes are pooled and relocatable, so we use node indices rather than pointers.
-class b2DynamicTree
-{
-public:
-	/// Constructing the tree initializes the node pool.
-	b2DynamicTree();
-
-	/// Destroy the tree, freeing the node pool.
-	~b2DynamicTree();
-
-	/// Create a proxy. Provide a tight fitting AABB and a userData pointer.
-	int32 CreateProxy(const b2AABB& aabb, void* userData);
-
-	/// Destroy a proxy. This asserts if the id is invalid.
-	void DestroyProxy(int32 proxyId);
-
-	/// Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB,
-	/// then the proxy is removed from the tree and re-inserted. Otherwise
-	/// the function returns immediately.
-	/// @return true if the proxy was re-inserted.
-	bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement);
-
-	/// Get proxy user data.
-	/// @return the proxy user data or 0 if the id is invalid.
-	void* GetUserData(int32 proxyId) const;
-
-	/// Get the fat AABB for a proxy.
-	const b2AABB& GetFatAABB(int32 proxyId) const;
-
-	/// Query an AABB for overlapping proxies. The callback class
-	/// is called for each proxy that overlaps the supplied AABB.
-	template <typename T>
-	void Query(T* callback, const b2AABB& aabb) const;
-
-	/// Ray-cast against the proxies in the tree. This relies on the callback
-	/// to perform a exact ray-cast in the case were the proxy contains a shape.
-	/// The callback also performs the any collision filtering. This has performance
-	/// roughly equal to k * log(n), where k is the number of collisions and n is the
-	/// number of proxies in the tree.
-	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
-	/// @param callback a callback class that is called for each proxy that is hit by the ray.
-	template <typename T>
-	void RayCast(T* callback, const b2RayCastInput& input) const;
-
-	/// Validate this tree. For testing.
-	void Validate() const;
-
-	/// Compute the height of the binary tree in O(N) time. Should not be
-	/// called often.
-	int32 GetHeight() const;
-
-	/// Get the maximum balance of an node in the tree. The balance is the difference
-	/// in height of the two children of a node.
-	int32 GetMaxBalance() const;
-
-	/// Get the ratio of the sum of the node areas to the root area.
-	float32 GetAreaRatio() const;
-
-	/// Build an optimal tree. Very expensive. For testing.
-	void RebuildBottomUp();
-
-private:
-
-	int32 AllocateNode();
-	void FreeNode(int32 node);
-
-	void InsertLeaf(int32 node);
-	void RemoveLeaf(int32 node);
-
-	int32 Balance(int32 index);
-
-	int32 ComputeHeight() const;
-	int32 ComputeHeight(int32 nodeId) const;
-
-	void ValidateStructure(int32 index) const;
-	void ValidateMetrics(int32 index) const;
-
-	int32 m_root;
-
-	b2TreeNode* m_nodes;
-	int32 m_nodeCount;
-	int32 m_nodeCapacity;
-
-	int32 m_freeList;
-
-	/// This is used to incrementally traverse the tree for re-balancing.
-	uint32 m_path;
-
-	int32 m_insertionCount;
-};
-
-inline void* b2DynamicTree::GetUserData(int32 proxyId) const
-{
-	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
-	return m_nodes[proxyId].userData;
-}
-
-inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const
-{
-	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
-	return m_nodes[proxyId].aabb;
-}
-
-template <typename T>
-inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
-{
-	b2GrowableStack<int32, 256> stack;
-	stack.Push(m_root);
-
-	while (stack.GetCount() > 0)
-	{
-		int32 nodeId = stack.Pop();
-		if (nodeId == b2_nullNode)
-		{
-			continue;
-		}
-
-		const b2TreeNode* node = m_nodes + nodeId;
-
-		if (b2TestOverlap(node->aabb, aabb))
-		{
-			if (node->IsLeaf())
-			{
-				bool proceed = callback->QueryCallback(nodeId);
-				if (proceed == false)
-				{
-					return;
-				}
-			}
-			else
-			{
-				stack.Push(node->child1);
-				stack.Push(node->child2);
-			}
-		}
-	}
-}
-
-template <typename T>
-inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) const
-{
-	b2Vec2 p1 = input.p1;
-	b2Vec2 p2 = input.p2;
-	b2Vec2 r = p2 - p1;
-	b2Assert(r.LengthSquared() > 0.0f);
-	r.Normalize();
-
-	// v is perpendicular to the segment.
-	b2Vec2 v = b2Cross(1.0f, r);
-	b2Vec2 abs_v = b2Abs(v);
-
-	// Separating axis for segment (Gino, p80).
-	// |dot(v, p1 - c)| > dot(|v|, h)
-
-	float32 maxFraction = input.maxFraction;
-
-	// Build a bounding box for the segment.
-	b2AABB segmentAABB;
-	{
-		b2Vec2 t = p1 + maxFraction * (p2 - p1);
-		segmentAABB.lowerBound = b2Min(p1, t);
-		segmentAABB.upperBound = b2Max(p1, t);
-	}
-
-	b2GrowableStack<int32, 256> stack;
-	stack.Push(m_root);
-
-	while (stack.GetCount() > 0)
-	{
-		int32 nodeId = stack.Pop();
-		if (nodeId == b2_nullNode)
-		{
-			continue;
-		}
-
-		const b2TreeNode* node = m_nodes + nodeId;
-
-		if (b2TestOverlap(node->aabb, segmentAABB) == false)
-		{
-			continue;
-		}
-
-		// Separating axis for segment (Gino, p80).
-		// |dot(v, p1 - c)| > dot(|v|, h)
-		b2Vec2 c = node->aabb.GetCenter();
-		b2Vec2 h = node->aabb.GetExtents();
-		float32 separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h);
-		if (separation > 0.0f)
-		{
-			continue;
-		}
-
-		if (node->IsLeaf())
-		{
-			b2RayCastInput subInput;
-			subInput.p1 = input.p1;
-			subInput.p2 = input.p2;
-			subInput.maxFraction = maxFraction;
-
-			float32 value = callback->RayCastCallback(subInput, nodeId);
-
-			if (value == 0.0f)
-			{
-				// The client has terminated the ray cast.
-				return;
-			}
-
-			if (value > 0.0f)
-			{
-				// Update segment bounding box.
-				maxFraction = value;
-				b2Vec2 t = p1 + maxFraction * (p2 - p1);
-				segmentAABB.lowerBound = b2Min(p1, t);
-				segmentAABB.upperBound = b2Max(p1, t);
-			}
-		}
-		else
-		{
-			stack.Push(node->child1);
-			stack.Push(node->child2);
-		}
-	}
-}
-
-#endif
+/*
+* Copyright (c) 2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_DYNAMIC_TREE_H
+#define B2_DYNAMIC_TREE_H
+
+#include <Box2D/Collision/b2Collision.h>
+#include <Box2D/Common/b2GrowableStack.h>
+
+#define b2_nullNode (-1)
+
+/// A node in the dynamic tree. The client does not interact with this directly.
+struct b2TreeNode
+{
+	bool IsLeaf() const
+	{
+		return child1 == b2_nullNode;
+	}
+
+	/// Enlarged AABB
+	b2AABB aabb;
+
+	void* userData;
+
+	union
+	{
+		int32 parent;
+		int32 next;
+	};
+
+	int32 child1;
+	int32 child2;
+
+	// leaf = 0, free node = -1
+	int32 height;
+};
+
+/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
+/// A dynamic tree arranges data in a binary tree to accelerate
+/// queries such as volume queries and ray casts. Leafs are proxies
+/// with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor
+/// so that the proxy AABB is bigger than the client object. This allows the client
+/// object to move by small amounts without triggering a tree update.
+///
+/// Nodes are pooled and relocatable, so we use node indices rather than pointers.
+class b2DynamicTree
+{
+public:
+	/// Constructing the tree initializes the node pool.
+	b2DynamicTree();
+
+	/// Destroy the tree, freeing the node pool.
+	~b2DynamicTree();
+
+	/// Create a proxy. Provide a tight fitting AABB and a userData pointer.
+	int32 CreateProxy(const b2AABB& aabb, void* userData);
+
+	/// Destroy a proxy. This asserts if the id is invalid.
+	void DestroyProxy(int32 proxyId);
+
+	/// Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB,
+	/// then the proxy is removed from the tree and re-inserted. Otherwise
+	/// the function returns immediately.
+	/// @return true if the proxy was re-inserted.
+	bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement);
+
+	/// Get proxy user data.
+	/// @return the proxy user data or 0 if the id is invalid.
+	void* GetUserData(int32 proxyId) const;
+
+	/// Get the fat AABB for a proxy.
+	const b2AABB& GetFatAABB(int32 proxyId) const;
+
+	/// Query an AABB for overlapping proxies. The callback class
+	/// is called for each proxy that overlaps the supplied AABB.
+	template <typename T>
+	void Query(T* callback, const b2AABB& aabb) const;
+
+	/// Ray-cast against the proxies in the tree. This relies on the callback
+	/// to perform a exact ray-cast in the case were the proxy contains a shape.
+	/// The callback also performs the any collision filtering. This has performance
+	/// roughly equal to k * log(n), where k is the number of collisions and n is the
+	/// number of proxies in the tree.
+	/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
+	/// @param callback a callback class that is called for each proxy that is hit by the ray.
+	template <typename T>
+	void RayCast(T* callback, const b2RayCastInput& input) const;
+
+	/// Validate this tree. For testing.
+	void Validate() const;
+
+	/// Compute the height of the binary tree in O(N) time. Should not be
+	/// called often.
+	int32 GetHeight() const;
+
+	/// Get the maximum balance of an node in the tree. The balance is the difference
+	/// in height of the two children of a node.
+	int32 GetMaxBalance() const;
+
+	/// Get the ratio of the sum of the node areas to the root area.
+	float32 GetAreaRatio() const;
+
+	/// Build an optimal tree. Very expensive. For testing.
+	void RebuildBottomUp();
+
+private:
+
+	int32 AllocateNode();
+	void FreeNode(int32 node);
+
+	void InsertLeaf(int32 node);
+	void RemoveLeaf(int32 node);
+
+	int32 Balance(int32 index);
+
+	int32 ComputeHeight() const;
+	int32 ComputeHeight(int32 nodeId) const;
+
+	void ValidateStructure(int32 index) const;
+	void ValidateMetrics(int32 index) const;
+
+	int32 m_root;
+
+	b2TreeNode* m_nodes;
+	int32 m_nodeCount;
+	int32 m_nodeCapacity;
+
+	int32 m_freeList;
+
+	/// This is used to incrementally traverse the tree for re-balancing.
+	uint32 m_path;
+
+	int32 m_insertionCount;
+};
+
+inline void* b2DynamicTree::GetUserData(int32 proxyId) const
+{
+	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
+	return m_nodes[proxyId].userData;
+}
+
+inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const
+{
+	b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
+	return m_nodes[proxyId].aabb;
+}
+
+template <typename T>
+inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
+{
+	b2GrowableStack<int32, 256> stack;
+	stack.Push(m_root);
+
+	while (stack.GetCount() > 0)
+	{
+		int32 nodeId = stack.Pop();
+		if (nodeId == b2_nullNode)
+		{
+			continue;
+		}
+
+		const b2TreeNode* node = m_nodes + nodeId;
+
+		if (b2TestOverlap(node->aabb, aabb))
+		{
+			if (node->IsLeaf())
+			{
+				bool proceed = callback->QueryCallback(nodeId);
+				if (proceed == false)
+				{
+					return;
+				}
+			}
+			else
+			{
+				stack.Push(node->child1);
+				stack.Push(node->child2);
+			}
+		}
+	}
+}
+
+template <typename T>
+inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) const
+{
+	b2Vec2 p1 = input.p1;
+	b2Vec2 p2 = input.p2;
+	b2Vec2 r = p2 - p1;
+	b2Assert(r.LengthSquared() > 0.0f);
+	r.Normalize();
+
+	// v is perpendicular to the segment.
+	b2Vec2 v = b2Cross(1.0f, r);
+	b2Vec2 abs_v = b2Abs(v);
+
+	// Separating axis for segment (Gino, p80).
+	// |dot(v, p1 - c)| > dot(|v|, h)
+
+	float32 maxFraction = input.maxFraction;
+
+	// Build a bounding box for the segment.
+	b2AABB segmentAABB;
+	{
+		b2Vec2 t = p1 + maxFraction * (p2 - p1);
+		segmentAABB.lowerBound = b2Min(p1, t);
+		segmentAABB.upperBound = b2Max(p1, t);
+	}
+
+	b2GrowableStack<int32, 256> stack;
+	stack.Push(m_root);
+
+	while (stack.GetCount() > 0)
+	{
+		int32 nodeId = stack.Pop();
+		if (nodeId == b2_nullNode)
+		{
+			continue;
+		}
+
+		const b2TreeNode* node = m_nodes + nodeId;
+
+		if (b2TestOverlap(node->aabb, segmentAABB) == false)
+		{
+			continue;
+		}
+
+		// Separating axis for segment (Gino, p80).
+		// |dot(v, p1 - c)| > dot(|v|, h)
+		b2Vec2 c = node->aabb.GetCenter();
+		b2Vec2 h = node->aabb.GetExtents();
+		float32 separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h);
+		if (separation > 0.0f)
+		{
+			continue;
+		}
+
+		if (node->IsLeaf())
+		{
+			b2RayCastInput subInput;
+			subInput.p1 = input.p1;
+			subInput.p2 = input.p2;
+			subInput.maxFraction = maxFraction;
+
+			float32 value = callback->RayCastCallback(subInput, nodeId);
+
+			if (value == 0.0f)
+			{
+				// The client has terminated the ray cast.
+				return;
+			}
+
+			if (value > 0.0f)
+			{
+				// Update segment bounding box.
+				maxFraction = value;
+				b2Vec2 t = p1 + maxFraction * (p2 - p1);
+				segmentAABB.lowerBound = b2Min(p1, t);
+				segmentAABB.upperBound = b2Max(p1, t);
+			}
+		}
+		else
+		{
+			stack.Push(node->child1);
+			stack.Push(node->child2);
+		}
+	}
+}
+
+#endif

+ 483 - 483
src/libraries/Box2D/Collision/b2TimeOfImpact.cpp

@@ -1,483 +1,483 @@
-/*
-* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Collision/b2Collision.h>
-#include <Box2D/Collision/b2Distance.h>
-#include <Box2D/Collision/b2TimeOfImpact.h>
-#include <Box2D/Collision/Shapes/b2CircleShape.h>
-#include <Box2D/Collision/Shapes/b2PolygonShape.h>
-
-#include <cstdio>
-using namespace std;
-
-int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
-int32 b2_toiRootIters, b2_toiMaxRootIters;
-
-struct b2SeparationFunction
-{
-	enum Type
-	{
-		e_points,
-		e_faceA,
-		e_faceB
-	};
-
-	// TODO_ERIN might not need to return the separation
-
-	float32 Initialize(const b2SimplexCache* cache,
-		const b2DistanceProxy* proxyA, const b2Sweep& sweepA,
-		const b2DistanceProxy* proxyB, const b2Sweep& sweepB,
-		float32 t1)
-	{
-		m_proxyA = proxyA;
-		m_proxyB = proxyB;
-		int32 count = cache->count;
-		b2Assert(0 < count && count < 3);
-
-		m_sweepA = sweepA;
-		m_sweepB = sweepB;
-
-		b2Transform xfA, xfB;
-		m_sweepA.GetTransform(&xfA, t1);
-		m_sweepB.GetTransform(&xfB, t1);
-
-		if (count == 1)
-		{
-			m_type = e_points;
-			b2Vec2 localPointA = m_proxyA->GetVertex(cache->indexA[0]);
-			b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
-			b2Vec2 pointA = b2Mul(xfA, localPointA);
-			b2Vec2 pointB = b2Mul(xfB, localPointB);
-			m_axis = pointB - pointA;
-			float32 s = m_axis.Normalize();
-			return s;
-		}
-		else if (cache->indexA[0] == cache->indexA[1])
-		{
-			// Two points on B and one on A.
-			m_type = e_faceB;
-			b2Vec2 localPointB1 = proxyB->GetVertex(cache->indexB[0]);
-			b2Vec2 localPointB2 = proxyB->GetVertex(cache->indexB[1]);
-
-			m_axis = b2Cross(localPointB2 - localPointB1, 1.0f);
-			m_axis.Normalize();
-			b2Vec2 normal = b2Mul(xfB.q, m_axis);
-
-			m_localPoint = 0.5f * (localPointB1 + localPointB2);
-			b2Vec2 pointB = b2Mul(xfB, m_localPoint);
-
-			b2Vec2 localPointA = proxyA->GetVertex(cache->indexA[0]);
-			b2Vec2 pointA = b2Mul(xfA, localPointA);
-
-			float32 s = b2Dot(pointA - pointB, normal);
-			if (s < 0.0f)
-			{
-				m_axis = -m_axis;
-				s = -s;
-			}
-			return s;
-		}
-		else
-		{
-			// Two points on A and one or two points on B.
-			m_type = e_faceA;
-			b2Vec2 localPointA1 = m_proxyA->GetVertex(cache->indexA[0]);
-			b2Vec2 localPointA2 = m_proxyA->GetVertex(cache->indexA[1]);
-			
-			m_axis = b2Cross(localPointA2 - localPointA1, 1.0f);
-			m_axis.Normalize();
-			b2Vec2 normal = b2Mul(xfA.q, m_axis);
-
-			m_localPoint = 0.5f * (localPointA1 + localPointA2);
-			b2Vec2 pointA = b2Mul(xfA, m_localPoint);
-
-			b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
-			b2Vec2 pointB = b2Mul(xfB, localPointB);
-
-			float32 s = b2Dot(pointB - pointA, normal);
-			if (s < 0.0f)
-			{
-				m_axis = -m_axis;
-				s = -s;
-			}
-			return s;
-		}
-	}
-
-	float32 FindMinSeparation(int32* indexA, int32* indexB, float32 t) const
-	{
-		b2Transform xfA, xfB;
-		m_sweepA.GetTransform(&xfA, t);
-		m_sweepB.GetTransform(&xfB, t);
-
-		switch (m_type)
-		{
-		case e_points:
-			{
-				b2Vec2 axisA = b2MulT(xfA.q,  m_axis);
-				b2Vec2 axisB = b2MulT(xfB.q, -m_axis);
-
-				*indexA = m_proxyA->GetSupport(axisA);
-				*indexB = m_proxyB->GetSupport(axisB);
-
-				b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
-				b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
-				
-				b2Vec2 pointA = b2Mul(xfA, localPointA);
-				b2Vec2 pointB = b2Mul(xfB, localPointB);
-
-				float32 separation = b2Dot(pointB - pointA, m_axis);
-				return separation;
-			}
-
-		case e_faceA:
-			{
-				b2Vec2 normal = b2Mul(xfA.q, m_axis);
-				b2Vec2 pointA = b2Mul(xfA, m_localPoint);
-
-				b2Vec2 axisB = b2MulT(xfB.q, -normal);
-				
-				*indexA = -1;
-				*indexB = m_proxyB->GetSupport(axisB);
-
-				b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
-				b2Vec2 pointB = b2Mul(xfB, localPointB);
-
-				float32 separation = b2Dot(pointB - pointA, normal);
-				return separation;
-			}
-
-		case e_faceB:
-			{
-				b2Vec2 normal = b2Mul(xfB.q, m_axis);
-				b2Vec2 pointB = b2Mul(xfB, m_localPoint);
-
-				b2Vec2 axisA = b2MulT(xfA.q, -normal);
-
-				*indexB = -1;
-				*indexA = m_proxyA->GetSupport(axisA);
-
-				b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
-				b2Vec2 pointA = b2Mul(xfA, localPointA);
-
-				float32 separation = b2Dot(pointA - pointB, normal);
-				return separation;
-			}
-
-		default:
-			b2Assert(false);
-			*indexA = -1;
-			*indexB = -1;
-			return 0.0f;
-		}
-	}
-
-	float32 Evaluate(int32 indexA, int32 indexB, float32 t) const
-	{
-		b2Transform xfA, xfB;
-		m_sweepA.GetTransform(&xfA, t);
-		m_sweepB.GetTransform(&xfB, t);
-
-		switch (m_type)
-		{
-		case e_points:
-			{
-				b2Vec2 axisA = b2MulT(xfA.q,  m_axis);
-				b2Vec2 axisB = b2MulT(xfB.q, -m_axis);
-
-				b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
-				b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
-
-				b2Vec2 pointA = b2Mul(xfA, localPointA);
-				b2Vec2 pointB = b2Mul(xfB, localPointB);
-				float32 separation = b2Dot(pointB - pointA, m_axis);
-
-				return separation;
-			}
-
-		case e_faceA:
-			{
-				b2Vec2 normal = b2Mul(xfA.q, m_axis);
-				b2Vec2 pointA = b2Mul(xfA, m_localPoint);
-
-				b2Vec2 axisB = b2MulT(xfB.q, -normal);
-
-				b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
-				b2Vec2 pointB = b2Mul(xfB, localPointB);
-
-				float32 separation = b2Dot(pointB - pointA, normal);
-				return separation;
-			}
-
-		case e_faceB:
-			{
-				b2Vec2 normal = b2Mul(xfB.q, m_axis);
-				b2Vec2 pointB = b2Mul(xfB, m_localPoint);
-
-				b2Vec2 axisA = b2MulT(xfA.q, -normal);
-
-				b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
-				b2Vec2 pointA = b2Mul(xfA, localPointA);
-
-				float32 separation = b2Dot(pointA - pointB, normal);
-				return separation;
-			}
-
-		default:
-			b2Assert(false);
-			return 0.0f;
-		}
-	}
-
-	const b2DistanceProxy* m_proxyA;
-	const b2DistanceProxy* m_proxyB;
-	b2Sweep m_sweepA, m_sweepB;
-	Type m_type;
-	b2Vec2 m_localPoint;
-	b2Vec2 m_axis;
-};
-
-// CCD via the local separating axis method. This seeks progression
-// by computing the largest time at which separation is maintained.
-void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
-{
-	++b2_toiCalls;
-
-	output->state = b2TOIOutput::e_unknown;
-	output->t = input->tMax;
-
-	const b2DistanceProxy* proxyA = &input->proxyA;
-	const b2DistanceProxy* proxyB = &input->proxyB;
-
-	b2Sweep sweepA = input->sweepA;
-	b2Sweep sweepB = input->sweepB;
-
-	// Large rotations can make the root finder fail, so we normalize the
-	// sweep angles.
-	sweepA.Normalize();
-	sweepB.Normalize();
-
-	float32 tMax = input->tMax;
-
-	float32 totalRadius = proxyA->m_radius + proxyB->m_radius;
-	float32 target = b2Max(b2_linearSlop, totalRadius - 3.0f * b2_linearSlop);
-	float32 tolerance = 0.25f * b2_linearSlop;
-	b2Assert(target > tolerance);
-
-	float32 t1 = 0.0f;
-	const int32 k_maxIterations = 20;	// TODO_ERIN b2Settings
-	int32 iter = 0;
-
-	// Prepare input for distance query.
-	b2SimplexCache cache;
-	cache.count = 0;
-	b2DistanceInput distanceInput;
-	distanceInput.proxyA = input->proxyA;
-	distanceInput.proxyB = input->proxyB;
-	distanceInput.useRadii = false;
-
-	// The outer loop progressively attempts to compute new separating axes.
-	// This loop terminates when an axis is repeated (no progress is made).
-	for(;;)
-	{
-		b2Transform xfA, xfB;
-		sweepA.GetTransform(&xfA, t1);
-		sweepB.GetTransform(&xfB, t1);
-
-		// Get the distance between shapes. We can also use the results
-		// to get a separating axis.
-		distanceInput.transformA = xfA;
-		distanceInput.transformB = xfB;
-		b2DistanceOutput distanceOutput;
-		b2Distance(&distanceOutput, &cache, &distanceInput);
-
-		// If the shapes are overlapped, we give up on continuous collision.
-		if (distanceOutput.distance <= 0.0f)
-		{
-			// Failure!
-			output->state = b2TOIOutput::e_overlapped;
-			output->t = 0.0f;
-			break;
-		}
-
-		if (distanceOutput.distance < target + tolerance)
-		{
-			// Victory!
-			output->state = b2TOIOutput::e_touching;
-			output->t = t1;
-			break;
-		}
-
-		// Initialize the separating axis.
-		b2SeparationFunction fcn;
-		fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1);
-#if 0
-		// Dump the curve seen by the root finder
-		{
-			const int32 N = 100;
-			float32 dx = 1.0f / N;
-			float32 xs[N+1];
-			float32 fs[N+1];
-
-			float32 x = 0.0f;
-
-			for (int32 i = 0; i <= N; ++i)
-			{
-				sweepA.GetTransform(&xfA, x);
-				sweepB.GetTransform(&xfB, x);
-				float32 f = fcn.Evaluate(xfA, xfB) - target;
-
-				printf("%g %g\n", x, f);
-
-				xs[i] = x;
-				fs[i] = f;
-
-				x += dx;
-			}
-		}
-#endif
-
-		// Compute the TOI on the separating axis. We do this by successively
-		// resolving the deepest point. This loop is bounded by the number of vertices.
-		bool done = false;
-		float32 t2 = tMax;
-		int32 pushBackIter = 0;
-		for (;;)
-		{
-			// Find the deepest point at t2. Store the witness point indices.
-			int32 indexA, indexB;
-			float32 s2 = fcn.FindMinSeparation(&indexA, &indexB, t2);
-
-			// Is the final configuration separated?
-			if (s2 > target + tolerance)
-			{
-				// Victory!
-				output->state = b2TOIOutput::e_separated;
-				output->t = tMax;
-				done = true;
-				break;
-			}
-
-			// Has the separation reached tolerance?
-			if (s2 > target - tolerance)
-			{
-				// Advance the sweeps
-				t1 = t2;
-				break;
-			}
-
-			// Compute the initial separation of the witness points.
-			float32 s1 = fcn.Evaluate(indexA, indexB, t1);
-
-			// Check for initial overlap. This might happen if the root finder
-			// runs out of iterations.
-			if (s1 < target - tolerance)
-			{
-				output->state = b2TOIOutput::e_failed;
-				output->t = t1;
-				done = true;
-				break;
-			}
-
-			// Check for touching
-			if (s1 <= target + tolerance)
-			{
-				// Victory! t1 should hold the TOI (could be 0.0).
-				output->state = b2TOIOutput::e_touching;
-				output->t = t1;
-				done = true;
-				break;
-			}
-
-			// Compute 1D root of: f(x) - target = 0
-			int32 rootIterCount = 0;
-			float32 a1 = t1, a2 = t2;
-			for (;;)
-			{
-				// Use a mix of the secant rule and bisection.
-				float32 t;
-				if (rootIterCount & 1)
-				{
-					// Secant rule to improve convergence.
-					t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
-				}
-				else
-				{
-					// Bisection to guarantee progress.
-					t = 0.5f * (a1 + a2);
-				}
-
-				float32 s = fcn.Evaluate(indexA, indexB, t);
-
-				if (b2Abs(s - target) < tolerance)
-				{
-					// t2 holds a tentative value for t1
-					t2 = t;
-					break;
-				}
-
-				// Ensure we continue to bracket the root.
-				if (s > target)
-				{
-					a1 = t;
-					s1 = s;
-				}
-				else
-				{
-					a2 = t;
-					s2 = s;
-				}
-
-				++rootIterCount;
-				++b2_toiRootIters;
-
-				if (rootIterCount == 50)
-				{
-					break;
-				}
-			}
-
-			b2_toiMaxRootIters = b2Max(b2_toiMaxRootIters, rootIterCount);
-
-			++pushBackIter;
-
-			if (pushBackIter == b2_maxPolygonVertices)
-			{
-				break;
-			}
-		}
-
-		++iter;
-		++b2_toiIters;
-
-		if (done)
-		{
-			break;
-		}
-
-		if (iter == k_maxIterations)
-		{
-			// Root finder got stuck. Semi-victory.
-			output->state = b2TOIOutput::e_failed;
-			output->t = t1;
-			break;
-		}
-	}
-
-	b2_toiMaxIters = b2Max(b2_toiMaxIters, iter);
-}
+/*
+* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Collision/b2Collision.h>
+#include <Box2D/Collision/b2Distance.h>
+#include <Box2D/Collision/b2TimeOfImpact.h>
+#include <Box2D/Collision/Shapes/b2CircleShape.h>
+#include <Box2D/Collision/Shapes/b2PolygonShape.h>
+
+#include <cstdio>
+using namespace std;
+
+int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
+int32 b2_toiRootIters, b2_toiMaxRootIters;
+
+struct b2SeparationFunction
+{
+	enum Type
+	{
+		e_points,
+		e_faceA,
+		e_faceB
+	};
+
+	// TODO_ERIN might not need to return the separation
+
+	float32 Initialize(const b2SimplexCache* cache,
+		const b2DistanceProxy* proxyA, const b2Sweep& sweepA,
+		const b2DistanceProxy* proxyB, const b2Sweep& sweepB,
+		float32 t1)
+	{
+		m_proxyA = proxyA;
+		m_proxyB = proxyB;
+		int32 count = cache->count;
+		b2Assert(0 < count && count < 3);
+
+		m_sweepA = sweepA;
+		m_sweepB = sweepB;
+
+		b2Transform xfA, xfB;
+		m_sweepA.GetTransform(&xfA, t1);
+		m_sweepB.GetTransform(&xfB, t1);
+
+		if (count == 1)
+		{
+			m_type = e_points;
+			b2Vec2 localPointA = m_proxyA->GetVertex(cache->indexA[0]);
+			b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
+			b2Vec2 pointA = b2Mul(xfA, localPointA);
+			b2Vec2 pointB = b2Mul(xfB, localPointB);
+			m_axis = pointB - pointA;
+			float32 s = m_axis.Normalize();
+			return s;
+		}
+		else if (cache->indexA[0] == cache->indexA[1])
+		{
+			// Two points on B and one on A.
+			m_type = e_faceB;
+			b2Vec2 localPointB1 = proxyB->GetVertex(cache->indexB[0]);
+			b2Vec2 localPointB2 = proxyB->GetVertex(cache->indexB[1]);
+
+			m_axis = b2Cross(localPointB2 - localPointB1, 1.0f);
+			m_axis.Normalize();
+			b2Vec2 normal = b2Mul(xfB.q, m_axis);
+
+			m_localPoint = 0.5f * (localPointB1 + localPointB2);
+			b2Vec2 pointB = b2Mul(xfB, m_localPoint);
+
+			b2Vec2 localPointA = proxyA->GetVertex(cache->indexA[0]);
+			b2Vec2 pointA = b2Mul(xfA, localPointA);
+
+			float32 s = b2Dot(pointA - pointB, normal);
+			if (s < 0.0f)
+			{
+				m_axis = -m_axis;
+				s = -s;
+			}
+			return s;
+		}
+		else
+		{
+			// Two points on A and one or two points on B.
+			m_type = e_faceA;
+			b2Vec2 localPointA1 = m_proxyA->GetVertex(cache->indexA[0]);
+			b2Vec2 localPointA2 = m_proxyA->GetVertex(cache->indexA[1]);
+			
+			m_axis = b2Cross(localPointA2 - localPointA1, 1.0f);
+			m_axis.Normalize();
+			b2Vec2 normal = b2Mul(xfA.q, m_axis);
+
+			m_localPoint = 0.5f * (localPointA1 + localPointA2);
+			b2Vec2 pointA = b2Mul(xfA, m_localPoint);
+
+			b2Vec2 localPointB = m_proxyB->GetVertex(cache->indexB[0]);
+			b2Vec2 pointB = b2Mul(xfB, localPointB);
+
+			float32 s = b2Dot(pointB - pointA, normal);
+			if (s < 0.0f)
+			{
+				m_axis = -m_axis;
+				s = -s;
+			}
+			return s;
+		}
+	}
+
+	float32 FindMinSeparation(int32* indexA, int32* indexB, float32 t) const
+	{
+		b2Transform xfA, xfB;
+		m_sweepA.GetTransform(&xfA, t);
+		m_sweepB.GetTransform(&xfB, t);
+
+		switch (m_type)
+		{
+		case e_points:
+			{
+				b2Vec2 axisA = b2MulT(xfA.q,  m_axis);
+				b2Vec2 axisB = b2MulT(xfB.q, -m_axis);
+
+				*indexA = m_proxyA->GetSupport(axisA);
+				*indexB = m_proxyB->GetSupport(axisB);
+
+				b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
+				b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
+				
+				b2Vec2 pointA = b2Mul(xfA, localPointA);
+				b2Vec2 pointB = b2Mul(xfB, localPointB);
+
+				float32 separation = b2Dot(pointB - pointA, m_axis);
+				return separation;
+			}
+
+		case e_faceA:
+			{
+				b2Vec2 normal = b2Mul(xfA.q, m_axis);
+				b2Vec2 pointA = b2Mul(xfA, m_localPoint);
+
+				b2Vec2 axisB = b2MulT(xfB.q, -normal);
+				
+				*indexA = -1;
+				*indexB = m_proxyB->GetSupport(axisB);
+
+				b2Vec2 localPointB = m_proxyB->GetVertex(*indexB);
+				b2Vec2 pointB = b2Mul(xfB, localPointB);
+
+				float32 separation = b2Dot(pointB - pointA, normal);
+				return separation;
+			}
+
+		case e_faceB:
+			{
+				b2Vec2 normal = b2Mul(xfB.q, m_axis);
+				b2Vec2 pointB = b2Mul(xfB, m_localPoint);
+
+				b2Vec2 axisA = b2MulT(xfA.q, -normal);
+
+				*indexB = -1;
+				*indexA = m_proxyA->GetSupport(axisA);
+
+				b2Vec2 localPointA = m_proxyA->GetVertex(*indexA);
+				b2Vec2 pointA = b2Mul(xfA, localPointA);
+
+				float32 separation = b2Dot(pointA - pointB, normal);
+				return separation;
+			}
+
+		default:
+			b2Assert(false);
+			*indexA = -1;
+			*indexB = -1;
+			return 0.0f;
+		}
+	}
+
+	float32 Evaluate(int32 indexA, int32 indexB, float32 t) const
+	{
+		b2Transform xfA, xfB;
+		m_sweepA.GetTransform(&xfA, t);
+		m_sweepB.GetTransform(&xfB, t);
+
+		switch (m_type)
+		{
+		case e_points:
+			{
+				b2Vec2 axisA = b2MulT(xfA.q,  m_axis);
+				b2Vec2 axisB = b2MulT(xfB.q, -m_axis);
+
+				b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
+				b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
+
+				b2Vec2 pointA = b2Mul(xfA, localPointA);
+				b2Vec2 pointB = b2Mul(xfB, localPointB);
+				float32 separation = b2Dot(pointB - pointA, m_axis);
+
+				return separation;
+			}
+
+		case e_faceA:
+			{
+				b2Vec2 normal = b2Mul(xfA.q, m_axis);
+				b2Vec2 pointA = b2Mul(xfA, m_localPoint);
+
+				b2Vec2 axisB = b2MulT(xfB.q, -normal);
+
+				b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
+				b2Vec2 pointB = b2Mul(xfB, localPointB);
+
+				float32 separation = b2Dot(pointB - pointA, normal);
+				return separation;
+			}
+
+		case e_faceB:
+			{
+				b2Vec2 normal = b2Mul(xfB.q, m_axis);
+				b2Vec2 pointB = b2Mul(xfB, m_localPoint);
+
+				b2Vec2 axisA = b2MulT(xfA.q, -normal);
+
+				b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
+				b2Vec2 pointA = b2Mul(xfA, localPointA);
+
+				float32 separation = b2Dot(pointA - pointB, normal);
+				return separation;
+			}
+
+		default:
+			b2Assert(false);
+			return 0.0f;
+		}
+	}
+
+	const b2DistanceProxy* m_proxyA;
+	const b2DistanceProxy* m_proxyB;
+	b2Sweep m_sweepA, m_sweepB;
+	Type m_type;
+	b2Vec2 m_localPoint;
+	b2Vec2 m_axis;
+};
+
+// CCD via the local separating axis method. This seeks progression
+// by computing the largest time at which separation is maintained.
+void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
+{
+	++b2_toiCalls;
+
+	output->state = b2TOIOutput::e_unknown;
+	output->t = input->tMax;
+
+	const b2DistanceProxy* proxyA = &input->proxyA;
+	const b2DistanceProxy* proxyB = &input->proxyB;
+
+	b2Sweep sweepA = input->sweepA;
+	b2Sweep sweepB = input->sweepB;
+
+	// Large rotations can make the root finder fail, so we normalize the
+	// sweep angles.
+	sweepA.Normalize();
+	sweepB.Normalize();
+
+	float32 tMax = input->tMax;
+
+	float32 totalRadius = proxyA->m_radius + proxyB->m_radius;
+	float32 target = b2Max(b2_linearSlop, totalRadius - 3.0f * b2_linearSlop);
+	float32 tolerance = 0.25f * b2_linearSlop;
+	b2Assert(target > tolerance);
+
+	float32 t1 = 0.0f;
+	const int32 k_maxIterations = 20;	// TODO_ERIN b2Settings
+	int32 iter = 0;
+
+	// Prepare input for distance query.
+	b2SimplexCache cache;
+	cache.count = 0;
+	b2DistanceInput distanceInput;
+	distanceInput.proxyA = input->proxyA;
+	distanceInput.proxyB = input->proxyB;
+	distanceInput.useRadii = false;
+
+	// The outer loop progressively attempts to compute new separating axes.
+	// This loop terminates when an axis is repeated (no progress is made).
+	for(;;)
+	{
+		b2Transform xfA, xfB;
+		sweepA.GetTransform(&xfA, t1);
+		sweepB.GetTransform(&xfB, t1);
+
+		// Get the distance between shapes. We can also use the results
+		// to get a separating axis.
+		distanceInput.transformA = xfA;
+		distanceInput.transformB = xfB;
+		b2DistanceOutput distanceOutput;
+		b2Distance(&distanceOutput, &cache, &distanceInput);
+
+		// If the shapes are overlapped, we give up on continuous collision.
+		if (distanceOutput.distance <= 0.0f)
+		{
+			// Failure!
+			output->state = b2TOIOutput::e_overlapped;
+			output->t = 0.0f;
+			break;
+		}
+
+		if (distanceOutput.distance < target + tolerance)
+		{
+			// Victory!
+			output->state = b2TOIOutput::e_touching;
+			output->t = t1;
+			break;
+		}
+
+		// Initialize the separating axis.
+		b2SeparationFunction fcn;
+		fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1);
+#if 0
+		// Dump the curve seen by the root finder
+		{
+			const int32 N = 100;
+			float32 dx = 1.0f / N;
+			float32 xs[N+1];
+			float32 fs[N+1];
+
+			float32 x = 0.0f;
+
+			for (int32 i = 0; i <= N; ++i)
+			{
+				sweepA.GetTransform(&xfA, x);
+				sweepB.GetTransform(&xfB, x);
+				float32 f = fcn.Evaluate(xfA, xfB) - target;
+
+				printf("%g %g\n", x, f);
+
+				xs[i] = x;
+				fs[i] = f;
+
+				x += dx;
+			}
+		}
+#endif
+
+		// Compute the TOI on the separating axis. We do this by successively
+		// resolving the deepest point. This loop is bounded by the number of vertices.
+		bool done = false;
+		float32 t2 = tMax;
+		int32 pushBackIter = 0;
+		for (;;)
+		{
+			// Find the deepest point at t2. Store the witness point indices.
+			int32 indexA, indexB;
+			float32 s2 = fcn.FindMinSeparation(&indexA, &indexB, t2);
+
+			// Is the final configuration separated?
+			if (s2 > target + tolerance)
+			{
+				// Victory!
+				output->state = b2TOIOutput::e_separated;
+				output->t = tMax;
+				done = true;
+				break;
+			}
+
+			// Has the separation reached tolerance?
+			if (s2 > target - tolerance)
+			{
+				// Advance the sweeps
+				t1 = t2;
+				break;
+			}
+
+			// Compute the initial separation of the witness points.
+			float32 s1 = fcn.Evaluate(indexA, indexB, t1);
+
+			// Check for initial overlap. This might happen if the root finder
+			// runs out of iterations.
+			if (s1 < target - tolerance)
+			{
+				output->state = b2TOIOutput::e_failed;
+				output->t = t1;
+				done = true;
+				break;
+			}
+
+			// Check for touching
+			if (s1 <= target + tolerance)
+			{
+				// Victory! t1 should hold the TOI (could be 0.0).
+				output->state = b2TOIOutput::e_touching;
+				output->t = t1;
+				done = true;
+				break;
+			}
+
+			// Compute 1D root of: f(x) - target = 0
+			int32 rootIterCount = 0;
+			float32 a1 = t1, a2 = t2;
+			for (;;)
+			{
+				// Use a mix of the secant rule and bisection.
+				float32 t;
+				if (rootIterCount & 1)
+				{
+					// Secant rule to improve convergence.
+					t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
+				}
+				else
+				{
+					// Bisection to guarantee progress.
+					t = 0.5f * (a1 + a2);
+				}
+
+				float32 s = fcn.Evaluate(indexA, indexB, t);
+
+				if (b2Abs(s - target) < tolerance)
+				{
+					// t2 holds a tentative value for t1
+					t2 = t;
+					break;
+				}
+
+				// Ensure we continue to bracket the root.
+				if (s > target)
+				{
+					a1 = t;
+					s1 = s;
+				}
+				else
+				{
+					a2 = t;
+					s2 = s;
+				}
+
+				++rootIterCount;
+				++b2_toiRootIters;
+
+				if (rootIterCount == 50)
+				{
+					break;
+				}
+			}
+
+			b2_toiMaxRootIters = b2Max(b2_toiMaxRootIters, rootIterCount);
+
+			++pushBackIter;
+
+			if (pushBackIter == b2_maxPolygonVertices)
+			{
+				break;
+			}
+		}
+
+		++iter;
+		++b2_toiIters;
+
+		if (done)
+		{
+			break;
+		}
+
+		if (iter == k_maxIterations)
+		{
+			// Root finder got stuck. Semi-victory.
+			output->state = b2TOIOutput::e_failed;
+			output->t = t1;
+			break;
+		}
+	}
+
+	b2_toiMaxIters = b2Max(b2_toiMaxIters, iter);
+}

+ 58 - 58
src/libraries/Box2D/Collision/b2TimeOfImpact.h

@@ -1,58 +1,58 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_TIME_OF_IMPACT_H
-#define B2_TIME_OF_IMPACT_H
-
-#include <Box2D/Common/b2Math.h>
-#include <Box2D/Collision/b2Distance.h>
-
-/// Input parameters for b2TimeOfImpact
-struct b2TOIInput
-{
-	b2DistanceProxy proxyA;
-	b2DistanceProxy proxyB;
-	b2Sweep sweepA;
-	b2Sweep sweepB;
-	float32 tMax;		// defines sweep interval [0, tMax]
-};
-
-// Output parameters for b2TimeOfImpact.
-struct b2TOIOutput
-{
-	enum State
-	{
-		e_unknown,
-		e_failed,
-		e_overlapped,
-		e_touching,
-		e_separated
-	};
-
-	State state;
-	float32 t;
-};
-
-/// Compute the upper bound on time before two shapes penetrate. Time is represented as
-/// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
-/// non-tunneling collision. If you change the time interval, you should call this function
-/// again.
-/// Note: use b2Distance to compute the contact point and normal at the time of impact.
-void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_TIME_OF_IMPACT_H
+#define B2_TIME_OF_IMPACT_H
+
+#include <Box2D/Common/b2Math.h>
+#include <Box2D/Collision/b2Distance.h>
+
+/// Input parameters for b2TimeOfImpact
+struct b2TOIInput
+{
+	b2DistanceProxy proxyA;
+	b2DistanceProxy proxyB;
+	b2Sweep sweepA;
+	b2Sweep sweepB;
+	float32 tMax;		// defines sweep interval [0, tMax]
+};
+
+// Output parameters for b2TimeOfImpact.
+struct b2TOIOutput
+{
+	enum State
+	{
+		e_unknown,
+		e_failed,
+		e_overlapped,
+		e_touching,
+		e_separated
+	};
+
+	State state;
+	float32 t;
+};
+
+/// Compute the upper bound on time before two shapes penetrate. Time is represented as
+/// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
+/// non-tunneling collision. If you change the time interval, you should call this function
+/// again.
+/// Note: use b2Distance to compute the contact point and normal at the time of impact.
+void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
+
+#endif

+ 217 - 217
src/libraries/Box2D/Common/b2BlockAllocator.cpp

@@ -1,217 +1,217 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Common/b2BlockAllocator.h>
-#include <cstdlib>
-#include <climits>
-#include <cstring>
-#include <memory>
-using namespace std;
-
-int32 b2BlockAllocator::s_blockSizes[b2_blockSizes] = 
-{
-	16,		// 0
-	32,		// 1
-	64,		// 2
-	96,		// 3
-	128,	// 4
-	160,	// 5
-	192,	// 6
-	224,	// 7
-	256,	// 8
-	320,	// 9
-	384,	// 10
-	448,	// 11
-	512,	// 12
-	640,	// 13
-};
-uint8 b2BlockAllocator::s_blockSizeLookup[b2_maxBlockSize + 1];
-bool b2BlockAllocator::s_blockSizeLookupInitialized;
-
-struct b2Chunk
-{
-	int32 blockSize;
-	b2Block* blocks;
-};
-
-struct b2Block
-{
-	b2Block* next;
-};
-
-b2BlockAllocator::b2BlockAllocator()
-{
-	b2Assert(b2_blockSizes < UCHAR_MAX);
-
-	m_chunkSpace = b2_chunkArrayIncrement;
-	m_chunkCount = 0;
-	m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
-	
-	memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
-	memset(m_freeLists, 0, sizeof(m_freeLists));
-
-	if (s_blockSizeLookupInitialized == false)
-	{
-		int32 j = 0;
-		for (int32 i = 1; i <= b2_maxBlockSize; ++i)
-		{
-			b2Assert(j < b2_blockSizes);
-			if (i <= s_blockSizes[j])
-			{
-				s_blockSizeLookup[i] = (uint8)j;
-			}
-			else
-			{
-				++j;
-				s_blockSizeLookup[i] = (uint8)j;
-			}
-		}
-
-		s_blockSizeLookupInitialized = true;
-	}
-}
-
-b2BlockAllocator::~b2BlockAllocator()
-{
-	for (int32 i = 0; i < m_chunkCount; ++i)
-	{
-		b2Free(m_chunks[i].blocks);
-	}
-
-	b2Free(m_chunks);
-}
-
-void* b2BlockAllocator::Allocate(int32 size)
-{
-	if (size == 0)
-		return NULL;
-
-	b2Assert(0 < size);
-
-	if (size > b2_maxBlockSize)
-	{
-		return b2Alloc(size);
-	}
-
-	int32 index = s_blockSizeLookup[size];
-	b2Assert(0 <= index && index < b2_blockSizes);
-
-	if (m_freeLists[index])
-	{
-		b2Block* block = m_freeLists[index];
-		m_freeLists[index] = block->next;
-		return block;
-	}
-	else
-	{
-		if (m_chunkCount == m_chunkSpace)
-		{
-			b2Chunk* oldChunks = m_chunks;
-			m_chunkSpace += b2_chunkArrayIncrement;
-			m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
-			memcpy(m_chunks, oldChunks, m_chunkCount * sizeof(b2Chunk));
-			memset(m_chunks + m_chunkCount, 0, b2_chunkArrayIncrement * sizeof(b2Chunk));
-			b2Free(oldChunks);
-		}
-
-		b2Chunk* chunk = m_chunks + m_chunkCount;
-		chunk->blocks = (b2Block*)b2Alloc(b2_chunkSize);
-#if defined(_DEBUG)
-		memset(chunk->blocks, 0xcd, b2_chunkSize);
-#endif
-		int32 blockSize = s_blockSizes[index];
-		chunk->blockSize = blockSize;
-		int32 blockCount = b2_chunkSize / blockSize;
-		b2Assert(blockCount * blockSize <= b2_chunkSize);
-		for (int32 i = 0; i < blockCount - 1; ++i)
-		{
-			b2Block* block = (b2Block*)((int8*)chunk->blocks + blockSize * i);
-			b2Block* next = (b2Block*)((int8*)chunk->blocks + blockSize * (i + 1));
-			block->next = next;
-		}
-		b2Block* last = (b2Block*)((int8*)chunk->blocks + blockSize * (blockCount - 1));
-		last->next = NULL;
-
-		m_freeLists[index] = chunk->blocks->next;
-		++m_chunkCount;
-
-		return chunk->blocks;
-	}
-}
-
-void b2BlockAllocator::Free(void* p, int32 size)
-{
-	if (size == 0)
-	{
-		return;
-	}
-
-	b2Assert(0 < size);
-
-	if (size > b2_maxBlockSize)
-	{
-		b2Free(p);
-		return;
-	}
-
-	int32 index = s_blockSizeLookup[size];
-	b2Assert(0 <= index && index < b2_blockSizes);
-
-#ifdef _DEBUG
-	// Verify the memory address and size is valid.
-	int32 blockSize = s_blockSizes[index];
-	bool found = false;
-	for (int32 i = 0; i < m_chunkCount; ++i)
-	{
-		b2Chunk* chunk = m_chunks + i;
-		if (chunk->blockSize != blockSize)
-		{
-			b2Assert(	(int8*)p + blockSize <= (int8*)chunk->blocks ||
-						(int8*)chunk->blocks + b2_chunkSize <= (int8*)p);
-		}
-		else
-		{
-			if ((int8*)chunk->blocks <= (int8*)p && (int8*)p + blockSize <= (int8*)chunk->blocks + b2_chunkSize)
-			{
-				found = true;
-			}
-		}
-	}
-
-	b2Assert(found);
-
-	memset(p, 0xfd, blockSize);
-#endif
-
-	b2Block* block = (b2Block*)p;
-	block->next = m_freeLists[index];
-	m_freeLists[index] = block;
-}
-
-void b2BlockAllocator::Clear()
-{
-	for (int32 i = 0; i < m_chunkCount; ++i)
-	{
-		b2Free(m_chunks[i].blocks);
-	}
-
-	m_chunkCount = 0;
-	memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
-
-	memset(m_freeLists, 0, sizeof(m_freeLists));
-}
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Common/b2BlockAllocator.h>
+#include <cstdlib>
+#include <climits>
+#include <cstring>
+#include <memory>
+using namespace std;
+
+int32 b2BlockAllocator::s_blockSizes[b2_blockSizes] = 
+{
+	16,		// 0
+	32,		// 1
+	64,		// 2
+	96,		// 3
+	128,	// 4
+	160,	// 5
+	192,	// 6
+	224,	// 7
+	256,	// 8
+	320,	// 9
+	384,	// 10
+	448,	// 11
+	512,	// 12
+	640,	// 13
+};
+uint8 b2BlockAllocator::s_blockSizeLookup[b2_maxBlockSize + 1];
+bool b2BlockAllocator::s_blockSizeLookupInitialized;
+
+struct b2Chunk
+{
+	int32 blockSize;
+	b2Block* blocks;
+};
+
+struct b2Block
+{
+	b2Block* next;
+};
+
+b2BlockAllocator::b2BlockAllocator()
+{
+	b2Assert(b2_blockSizes < UCHAR_MAX);
+
+	m_chunkSpace = b2_chunkArrayIncrement;
+	m_chunkCount = 0;
+	m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
+	
+	memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
+	memset(m_freeLists, 0, sizeof(m_freeLists));
+
+	if (s_blockSizeLookupInitialized == false)
+	{
+		int32 j = 0;
+		for (int32 i = 1; i <= b2_maxBlockSize; ++i)
+		{
+			b2Assert(j < b2_blockSizes);
+			if (i <= s_blockSizes[j])
+			{
+				s_blockSizeLookup[i] = (uint8)j;
+			}
+			else
+			{
+				++j;
+				s_blockSizeLookup[i] = (uint8)j;
+			}
+		}
+
+		s_blockSizeLookupInitialized = true;
+	}
+}
+
+b2BlockAllocator::~b2BlockAllocator()
+{
+	for (int32 i = 0; i < m_chunkCount; ++i)
+	{
+		b2Free(m_chunks[i].blocks);
+	}
+
+	b2Free(m_chunks);
+}
+
+void* b2BlockAllocator::Allocate(int32 size)
+{
+	if (size == 0)
+		return NULL;
+
+	b2Assert(0 < size);
+
+	if (size > b2_maxBlockSize)
+	{
+		return b2Alloc(size);
+	}
+
+	int32 index = s_blockSizeLookup[size];
+	b2Assert(0 <= index && index < b2_blockSizes);
+
+	if (m_freeLists[index])
+	{
+		b2Block* block = m_freeLists[index];
+		m_freeLists[index] = block->next;
+		return block;
+	}
+	else
+	{
+		if (m_chunkCount == m_chunkSpace)
+		{
+			b2Chunk* oldChunks = m_chunks;
+			m_chunkSpace += b2_chunkArrayIncrement;
+			m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
+			memcpy(m_chunks, oldChunks, m_chunkCount * sizeof(b2Chunk));
+			memset(m_chunks + m_chunkCount, 0, b2_chunkArrayIncrement * sizeof(b2Chunk));
+			b2Free(oldChunks);
+		}
+
+		b2Chunk* chunk = m_chunks + m_chunkCount;
+		chunk->blocks = (b2Block*)b2Alloc(b2_chunkSize);
+#if defined(_DEBUG)
+		memset(chunk->blocks, 0xcd, b2_chunkSize);
+#endif
+		int32 blockSize = s_blockSizes[index];
+		chunk->blockSize = blockSize;
+		int32 blockCount = b2_chunkSize / blockSize;
+		b2Assert(blockCount * blockSize <= b2_chunkSize);
+		for (int32 i = 0; i < blockCount - 1; ++i)
+		{
+			b2Block* block = (b2Block*)((int8*)chunk->blocks + blockSize * i);
+			b2Block* next = (b2Block*)((int8*)chunk->blocks + blockSize * (i + 1));
+			block->next = next;
+		}
+		b2Block* last = (b2Block*)((int8*)chunk->blocks + blockSize * (blockCount - 1));
+		last->next = NULL;
+
+		m_freeLists[index] = chunk->blocks->next;
+		++m_chunkCount;
+
+		return chunk->blocks;
+	}
+}
+
+void b2BlockAllocator::Free(void* p, int32 size)
+{
+	if (size == 0)
+	{
+		return;
+	}
+
+	b2Assert(0 < size);
+
+	if (size > b2_maxBlockSize)
+	{
+		b2Free(p);
+		return;
+	}
+
+	int32 index = s_blockSizeLookup[size];
+	b2Assert(0 <= index && index < b2_blockSizes);
+
+#ifdef _DEBUG
+	// Verify the memory address and size is valid.
+	int32 blockSize = s_blockSizes[index];
+	bool found = false;
+	for (int32 i = 0; i < m_chunkCount; ++i)
+	{
+		b2Chunk* chunk = m_chunks + i;
+		if (chunk->blockSize != blockSize)
+		{
+			b2Assert(	(int8*)p + blockSize <= (int8*)chunk->blocks ||
+						(int8*)chunk->blocks + b2_chunkSize <= (int8*)p);
+		}
+		else
+		{
+			if ((int8*)chunk->blocks <= (int8*)p && (int8*)p + blockSize <= (int8*)chunk->blocks + b2_chunkSize)
+			{
+				found = true;
+			}
+		}
+	}
+
+	b2Assert(found);
+
+	memset(p, 0xfd, blockSize);
+#endif
+
+	b2Block* block = (b2Block*)p;
+	block->next = m_freeLists[index];
+	m_freeLists[index] = block;
+}
+
+void b2BlockAllocator::Clear()
+{
+	for (int32 i = 0; i < m_chunkCount; ++i)
+	{
+		b2Free(m_chunks[i].blocks);
+	}
+
+	m_chunkCount = 0;
+	memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
+
+	memset(m_freeLists, 0, sizeof(m_freeLists));
+}

+ 62 - 62
src/libraries/Box2D/Common/b2BlockAllocator.h

@@ -1,62 +1,62 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_BLOCK_ALLOCATOR_H
-#define B2_BLOCK_ALLOCATOR_H
-
-#include <Box2D/Common/b2Settings.h>
-
-const int32 b2_chunkSize = 16 * 1024;
-const int32 b2_maxBlockSize = 640;
-const int32 b2_blockSizes = 14;
-const int32 b2_chunkArrayIncrement = 128;
-
-struct b2Block;
-struct b2Chunk;
-
-/// This is a small object allocator used for allocating small
-/// objects that persist for more than one time step.
-/// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
-class b2BlockAllocator
-{
-public:
-	b2BlockAllocator();
-	~b2BlockAllocator();
-
-	/// Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize.
-	void* Allocate(int32 size);
-
-	/// Free memory. This will use b2Free if the size is larger than b2_maxBlockSize.
-	void Free(void* p, int32 size);
-
-	void Clear();
-
-private:
-
-	b2Chunk* m_chunks;
-	int32 m_chunkCount;
-	int32 m_chunkSpace;
-
-	b2Block* m_freeLists[b2_blockSizes];
-
-	static int32 s_blockSizes[b2_blockSizes];
-	static uint8 s_blockSizeLookup[b2_maxBlockSize + 1];
-	static bool s_blockSizeLookupInitialized;
-};
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_BLOCK_ALLOCATOR_H
+#define B2_BLOCK_ALLOCATOR_H
+
+#include <Box2D/Common/b2Settings.h>
+
+const int32 b2_chunkSize = 16 * 1024;
+const int32 b2_maxBlockSize = 640;
+const int32 b2_blockSizes = 14;
+const int32 b2_chunkArrayIncrement = 128;
+
+struct b2Block;
+struct b2Chunk;
+
+/// This is a small object allocator used for allocating small
+/// objects that persist for more than one time step.
+/// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
+class b2BlockAllocator
+{
+public:
+	b2BlockAllocator();
+	~b2BlockAllocator();
+
+	/// Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize.
+	void* Allocate(int32 size);
+
+	/// Free memory. This will use b2Free if the size is larger than b2_maxBlockSize.
+	void Free(void* p, int32 size);
+
+	void Clear();
+
+private:
+
+	b2Chunk* m_chunks;
+	int32 m_chunkCount;
+	int32 m_chunkSpace;
+
+	b2Block* m_freeLists[b2_blockSizes];
+
+	static int32 s_blockSizes[b2_blockSizes];
+	static uint8 s_blockSizeLookup[b2_maxBlockSize + 1];
+	static bool s_blockSizeLookupInitialized;
+};
+
+#endif

+ 44 - 44
src/libraries/Box2D/Common/b2Draw.cpp

@@ -1,44 +1,44 @@
-/*
-* Copyright (c) 2011 Erin Catto http://box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Common/b2Draw.h>
-
-b2Draw::b2Draw()
-{
-	m_drawFlags = 0;
-}
-
-void b2Draw::SetFlags(uint32 flags)
-{
-	m_drawFlags = flags;
-}
-
-uint32 b2Draw::GetFlags() const
-{
-	return m_drawFlags;
-}
-
-void b2Draw::AppendFlags(uint32 flags)
-{
-	m_drawFlags |= flags;
-}
-
-void b2Draw::ClearFlags(uint32 flags)
-{
-	m_drawFlags &= ~flags;
-}
+/*
+* Copyright (c) 2011 Erin Catto http://box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Common/b2Draw.h>
+
+b2Draw::b2Draw()
+{
+	m_drawFlags = 0;
+}
+
+void b2Draw::SetFlags(uint32 flags)
+{
+	m_drawFlags = flags;
+}
+
+uint32 b2Draw::GetFlags() const
+{
+	return m_drawFlags;
+}
+
+void b2Draw::AppendFlags(uint32 flags)
+{
+	m_drawFlags |= flags;
+}
+
+void b2Draw::ClearFlags(uint32 flags)
+{
+	m_drawFlags &= ~flags;
+}

+ 81 - 81
src/libraries/Box2D/Common/b2Draw.h

@@ -1,81 +1,81 @@
-/*
-* Copyright (c) 2011 Erin Catto http://box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Common/b2Math.h>
-
-/// Color for debug drawing. Each value has the range [0,1].
-struct b2Color
-{
-	b2Color() {}
-	b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {}
-	void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
-	float32 r, g, b;
-};
-
-/// Implement and register this class with a b2World to provide debug drawing of physics
-/// entities in your game.
-class b2Draw
-{
-public:
-	b2Draw();
-
-	virtual ~b2Draw() {}
-
-	enum
-	{
-		e_shapeBit				= 0x0001,	///< draw shapes
-		e_jointBit				= 0x0002,	///< draw joint connections
-		e_aabbBit				= 0x0004,	///< draw axis aligned bounding boxes
-		e_pairBit				= 0x0008,	///< draw broad-phase pairs
-		e_centerOfMassBit		= 0x0010	///< draw center of mass frame
-	};
-
-	/// Set the drawing flags.
-	void SetFlags(uint32 flags);
-
-	/// Get the drawing flags.
-	uint32 GetFlags() const;
-	
-	/// Append flags to the current flags.
-	void AppendFlags(uint32 flags);
-
-	/// Clear flags from the current flags.
-	void ClearFlags(uint32 flags);
-
-	/// Draw a closed polygon provided in CCW order.
-	virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
-
-	/// Draw a solid closed polygon provided in CCW order.
-	virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
-
-	/// Draw a circle.
-	virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0;
-	
-	/// Draw a solid circle.
-	virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0;
-	
-	/// Draw a line segment.
-	virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
-
-	/// Draw a transform. Choose your own length scale.
-	/// @param xf a transform.
-	virtual void DrawTransform(const b2Transform& xf) = 0;
-
-protected:
-	uint32 m_drawFlags;
-};
+/*
+* Copyright (c) 2011 Erin Catto http://box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Common/b2Math.h>
+
+/// Color for debug drawing. Each value has the range [0,1].
+struct b2Color
+{
+	b2Color() {}
+	b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {}
+	void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
+	float32 r, g, b;
+};
+
+/// Implement and register this class with a b2World to provide debug drawing of physics
+/// entities in your game.
+class b2Draw
+{
+public:
+	b2Draw();
+
+	virtual ~b2Draw() {}
+
+	enum
+	{
+		e_shapeBit				= 0x0001,	///< draw shapes
+		e_jointBit				= 0x0002,	///< draw joint connections
+		e_aabbBit				= 0x0004,	///< draw axis aligned bounding boxes
+		e_pairBit				= 0x0008,	///< draw broad-phase pairs
+		e_centerOfMassBit		= 0x0010	///< draw center of mass frame
+	};
+
+	/// Set the drawing flags.
+	void SetFlags(uint32 flags);
+
+	/// Get the drawing flags.
+	uint32 GetFlags() const;
+	
+	/// Append flags to the current flags.
+	void AppendFlags(uint32 flags);
+
+	/// Clear flags from the current flags.
+	void ClearFlags(uint32 flags);
+
+	/// Draw a closed polygon provided in CCW order.
+	virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
+
+	/// Draw a solid closed polygon provided in CCW order.
+	virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
+
+	/// Draw a circle.
+	virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0;
+	
+	/// Draw a solid circle.
+	virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0;
+	
+	/// Draw a line segment.
+	virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
+
+	/// Draw a transform. Choose your own length scale.
+	/// @param xf a transform.
+	virtual void DrawTransform(const b2Transform& xf) = 0;
+
+protected:
+	uint32 m_drawFlags;
+};

+ 85 - 85
src/libraries/Box2D/Common/b2GrowableStack.h

@@ -1,85 +1,85 @@
-/*
-* Copyright (c) 2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_GROWABLE_STACK_H
-#define B2_GROWABLE_STACK_H
-#include <Box2D/Common/b2Settings.h>
-#include <cstring>
-
-/// This is a growable LIFO stack with an initial capacity of N.
-/// If the stack size exceeds the initial capacity, the heap is used
-/// to increase the size of the stack.
-template <typename T, int32 N>
-class b2GrowableStack
-{
-public:
-	b2GrowableStack()
-	{
-		m_stack = m_array;
-		m_count = 0;
-		m_capacity = N;
-	}
-
-	~b2GrowableStack()
-	{
-		if (m_stack != m_array)
-		{
-			b2Free(m_stack);
-			m_stack = NULL;
-		}
-	}
-
-	void Push(const T& element)
-	{
-		if (m_count == m_capacity)
-		{
-			T* old = m_stack;
-			m_capacity *= 2;
-			m_stack = (T*)b2Alloc(m_capacity * sizeof(T));
-			std::memcpy(m_stack, old, m_count * sizeof(T));
-			if (old != m_array)
-			{
-				b2Free(old);
-			}
-		}
-
-		m_stack[m_count] = element;
-		++m_count;
-	}
-
-	T Pop()
-	{
-		b2Assert(m_count > 0);
-		--m_count;
-		return m_stack[m_count];
-	}
-
-	int32 GetCount()
-	{
-		return m_count;
-	}
-
-private:
-	T* m_stack;
-	T m_array[N];
-	int32 m_count;
-	int32 m_capacity;
-};
-
-
-#endif
+/*
+* Copyright (c) 2010 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_GROWABLE_STACK_H
+#define B2_GROWABLE_STACK_H
+#include <Box2D/Common/b2Settings.h>
+#include <cstring>
+
+/// This is a growable LIFO stack with an initial capacity of N.
+/// If the stack size exceeds the initial capacity, the heap is used
+/// to increase the size of the stack.
+template <typename T, int32 N>
+class b2GrowableStack
+{
+public:
+	b2GrowableStack()
+	{
+		m_stack = m_array;
+		m_count = 0;
+		m_capacity = N;
+	}
+
+	~b2GrowableStack()
+	{
+		if (m_stack != m_array)
+		{
+			b2Free(m_stack);
+			m_stack = NULL;
+		}
+	}
+
+	void Push(const T& element)
+	{
+		if (m_count == m_capacity)
+		{
+			T* old = m_stack;
+			m_capacity *= 2;
+			m_stack = (T*)b2Alloc(m_capacity * sizeof(T));
+			std::memcpy(m_stack, old, m_count * sizeof(T));
+			if (old != m_array)
+			{
+				b2Free(old);
+			}
+		}
+
+		m_stack[m_count] = element;
+		++m_count;
+	}
+
+	T Pop()
+	{
+		b2Assert(m_count > 0);
+		--m_count;
+		return m_stack[m_count];
+	}
+
+	int32 GetCount()
+	{
+		return m_count;
+	}
+
+private:
+	T* m_stack;
+	T m_array[N];
+	int32 m_count;
+	int32 m_capacity;
+};
+
+
+#endif

+ 94 - 94
src/libraries/Box2D/Common/b2Math.cpp

@@ -1,94 +1,94 @@
-/*
-* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Common/b2Math.h>
-
-const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
-
-/// Solve A * x = b, where b is a column vector. This is more efficient
-/// than computing the inverse in one-shot cases.
-b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
-{
-	float32 det = b2Dot(ex, b2Cross(ey, ez));
-	if (det != 0.0f)
-	{
-		det = 1.0f / det;
-	}
-	b2Vec3 x;
-	x.x = det * b2Dot(b, b2Cross(ey, ez));
-	x.y = det * b2Dot(ex, b2Cross(b, ez));
-	x.z = det * b2Dot(ex, b2Cross(ey, b));
-	return x;
-}
-
-/// Solve A * x = b, where b is a column vector. This is more efficient
-/// than computing the inverse in one-shot cases.
-b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
-{
-	float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
-	float32 det = a11 * a22 - a12 * a21;
-	if (det != 0.0f)
-	{
-		det = 1.0f / det;
-	}
-	b2Vec2 x;
-	x.x = det * (a22 * b.x - a12 * b.y);
-	x.y = det * (a11 * b.y - a21 * b.x);
-	return x;
-}
-
-///
-void b2Mat33::GetInverse22(b2Mat33* M) const
-{
-	float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
-	float32 det = a * d - b * c;
-	if (det != 0.0f)
-	{
-		det = 1.0f / det;
-	}
-
-	M->ex.x =  det * d;	M->ey.x = -det * b; M->ex.z = 0.0f;
-	M->ex.y = -det * c;	M->ey.y =  det * a; M->ey.z = 0.0f;
-	M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f;
-}
-
-/// Returns the zero matrix if singular.
-void b2Mat33::GetSymInverse33(b2Mat33* M) const
-{
-	float32 det = b2Dot(ex, b2Cross(ey, ez));
-	if (det != 0.0f)
-	{
-		det = 1.0f / det;
-	}
-
-	float32 a11 = ex.x, a12 = ey.x, a13 = ez.x;
-	float32 a22 = ey.y, a23 = ez.y;
-	float32 a33 = ez.z;
-
-	M->ex.x = det * (a22 * a33 - a23 * a23);
-	M->ex.y = det * (a13 * a23 - a12 * a33);
-	M->ex.z = det * (a12 * a23 - a13 * a22);
-
-	M->ey.x = M->ex.y;
-	M->ey.y = det * (a11 * a33 - a13 * a13);
-	M->ey.z = det * (a13 * a12 - a11 * a23);
-
-	M->ez.x = M->ex.z;
-	M->ez.y = M->ey.z;
-	M->ez.z = det * (a11 * a22 - a12 * a12);
-}
+/*
+* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Common/b2Math.h>
+
+const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
+
+/// Solve A * x = b, where b is a column vector. This is more efficient
+/// than computing the inverse in one-shot cases.
+b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
+{
+	float32 det = b2Dot(ex, b2Cross(ey, ez));
+	if (det != 0.0f)
+	{
+		det = 1.0f / det;
+	}
+	b2Vec3 x;
+	x.x = det * b2Dot(b, b2Cross(ey, ez));
+	x.y = det * b2Dot(ex, b2Cross(b, ez));
+	x.z = det * b2Dot(ex, b2Cross(ey, b));
+	return x;
+}
+
+/// Solve A * x = b, where b is a column vector. This is more efficient
+/// than computing the inverse in one-shot cases.
+b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
+{
+	float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
+	float32 det = a11 * a22 - a12 * a21;
+	if (det != 0.0f)
+	{
+		det = 1.0f / det;
+	}
+	b2Vec2 x;
+	x.x = det * (a22 * b.x - a12 * b.y);
+	x.y = det * (a11 * b.y - a21 * b.x);
+	return x;
+}
+
+///
+void b2Mat33::GetInverse22(b2Mat33* M) const
+{
+	float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
+	float32 det = a * d - b * c;
+	if (det != 0.0f)
+	{
+		det = 1.0f / det;
+	}
+
+	M->ex.x =  det * d;	M->ey.x = -det * b; M->ex.z = 0.0f;
+	M->ex.y = -det * c;	M->ey.y =  det * a; M->ey.z = 0.0f;
+	M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f;
+}
+
+/// Returns the zero matrix if singular.
+void b2Mat33::GetSymInverse33(b2Mat33* M) const
+{
+	float32 det = b2Dot(ex, b2Cross(ey, ez));
+	if (det != 0.0f)
+	{
+		det = 1.0f / det;
+	}
+
+	float32 a11 = ex.x, a12 = ey.x, a13 = ez.x;
+	float32 a22 = ey.y, a23 = ez.y;
+	float32 a33 = ez.z;
+
+	M->ex.x = det * (a22 * a33 - a23 * a23);
+	M->ex.y = det * (a13 * a23 - a12 * a33);
+	M->ex.z = det * (a12 * a23 - a13 * a22);
+
+	M->ey.x = M->ex.y;
+	M->ey.y = det * (a11 * a33 - a13 * a13);
+	M->ey.z = det * (a13 * a12 - a11 * a23);
+
+	M->ez.x = M->ex.z;
+	M->ez.y = M->ey.z;
+	M->ez.z = det * (a11 * a22 - a12 * a12);
+}

+ 731 - 731
src/libraries/Box2D/Common/b2Math.h

@@ -1,731 +1,731 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_MATH_H
-#define B2_MATH_H
-
-#include <Box2D/Common/b2Settings.h>
-
-#include <cmath>
-#include <cfloat>
-#include <cstddef>
-#include <limits>
-
-/// This function is used to ensure that a floating point number is
-/// not a NaN or infinity.
-inline bool b2IsValid(float32 x)
-{
-	if (x != x)
-	{
-		// NaN.
-		return false;
-	}
-
-	float32 infinity = std::numeric_limits<float32>::infinity();
-	return -infinity < x && x < infinity;
-}
-
-/// This is a approximate yet fast inverse square-root.
-inline float32 b2InvSqrt(float32 x)
-{
-	union
-	{
-		float32 x;
-		int32 i;
-	} convert;
-
-	convert.x = x;
-	float32 xhalf = 0.5f * x;
-	convert.i = 0x5f3759df - (convert.i >> 1);
-	x = convert.x;
-	x = x * (1.5f - xhalf * x * x);
-	return x;
-}
-
-#define	b2Sqrt(x)	std::sqrt(x)
-#define	b2Atan2(y, x)	std::atan2(y, x)
-
-/// A 2D column vector.
-struct b2Vec2
-{
-	/// Default constructor does nothing (for performance).
-	b2Vec2() {}
-
-	/// Construct using coordinates.
-	b2Vec2(float32 x, float32 y) : x(x), y(y) {}
-
-	/// Set this vector to all zeros.
-	void SetZero() { x = 0.0f; y = 0.0f; }
-
-	/// Set this vector to some specified coordinates.
-	void Set(float32 x_, float32 y_) { x = x_; y = y_; }
-
-	/// Negate this vector.
-	b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; }
-	
-	/// Read from and indexed element.
-	float32 operator () (int32 i) const
-	{
-		return (&x)[i];
-	}
-
-	/// Write to an indexed element.
-	float32& operator () (int32 i)
-	{
-		return (&x)[i];
-	}
-
-	/// Add a vector to this vector.
-	void operator += (const b2Vec2& v)
-	{
-		x += v.x; y += v.y;
-	}
-	
-	/// Subtract a vector from this vector.
-	void operator -= (const b2Vec2& v)
-	{
-		x -= v.x; y -= v.y;
-	}
-
-	/// Multiply this vector by a scalar.
-	void operator *= (float32 a)
-	{
-		x *= a; y *= a;
-	}
-
-	/// Get the length of this vector (the norm).
-	float32 Length() const
-	{
-		return b2Sqrt(x * x + y * y);
-	}
-
-	/// Get the length squared. For performance, use this instead of
-	/// b2Vec2::Length (if possible).
-	float32 LengthSquared() const
-	{
-		return x * x + y * y;
-	}
-
-	/// Convert this vector into a unit vector. Returns the length.
-	float32 Normalize()
-	{
-		float32 length = Length();
-		if (length < b2_epsilon)
-		{
-			return 0.0f;
-		}
-		float32 invLength = 1.0f / length;
-		x *= invLength;
-		y *= invLength;
-
-		return length;
-	}
-
-	/// Does this vector contain finite coordinates?
-	bool IsValid() const
-	{
-		return b2IsValid(x) && b2IsValid(y);
-	}
-
-	/// Get the skew vector such that dot(skew_vec, other) == cross(vec, other)
-	b2Vec2 Skew() const
-	{
-		return b2Vec2(-y, x);
-	}
-
-	float32 x, y;
-};
-
-/// A 2D column vector with 3 elements.
-struct b2Vec3
-{
-	/// Default constructor does nothing (for performance).
-	b2Vec3() {}
-
-	/// Construct using coordinates.
-	b2Vec3(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {}
-
-	/// Set this vector to all zeros.
-	void SetZero() { x = 0.0f; y = 0.0f; z = 0.0f; }
-
-	/// Set this vector to some specified coordinates.
-	void Set(float32 x_, float32 y_, float32 z_) { x = x_; y = y_; z = z_; }
-
-	/// Negate this vector.
-	b2Vec3 operator -() const { b2Vec3 v; v.Set(-x, -y, -z); return v; }
-
-	/// Add a vector to this vector.
-	void operator += (const b2Vec3& v)
-	{
-		x += v.x; y += v.y; z += v.z;
-	}
-
-	/// Subtract a vector from this vector.
-	void operator -= (const b2Vec3& v)
-	{
-		x -= v.x; y -= v.y; z -= v.z;
-	}
-
-	/// Multiply this vector by a scalar.
-	void operator *= (float32 s)
-	{
-		x *= s; y *= s; z *= s;
-	}
-
-	float32 x, y, z;
-};
-
-/// A 2-by-2 matrix. Stored in column-major order.
-struct b2Mat22
-{
-	/// The default constructor does nothing (for performance).
-	b2Mat22() {}
-
-	/// Construct this matrix using columns.
-	b2Mat22(const b2Vec2& c1, const b2Vec2& c2)
-	{
-		ex = c1;
-		ey = c2;
-	}
-
-	/// Construct this matrix using scalars.
-	b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22)
-	{
-		ex.x = a11; ex.y = a21;
-		ey.x = a12; ey.y = a22;
-	}
-
-	/// Initialize this matrix using columns.
-	void Set(const b2Vec2& c1, const b2Vec2& c2)
-	{
-		ex = c1;
-		ey = c2;
-	}
-
-	/// Set this to the identity matrix.
-	void SetIdentity()
-	{
-		ex.x = 1.0f; ey.x = 0.0f;
-		ex.y = 0.0f; ey.y = 1.0f;
-	}
-
-	/// Set this matrix to all zeros.
-	void SetZero()
-	{
-		ex.x = 0.0f; ey.x = 0.0f;
-		ex.y = 0.0f; ey.y = 0.0f;
-	}
-
-	b2Mat22 GetInverse() const
-	{
-		float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
-		b2Mat22 B;
-		float32 det = a * d - b * c;
-		if (det != 0.0f)
-		{
-			det = 1.0f / det;
-		}
-		B.ex.x =  det * d;	B.ey.x = -det * b;
-		B.ex.y = -det * c;	B.ey.y =  det * a;
-		return B;
-	}
-
-	/// Solve A * x = b, where b is a column vector. This is more efficient
-	/// than computing the inverse in one-shot cases.
-	b2Vec2 Solve(const b2Vec2& b) const
-	{
-		float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
-		float32 det = a11 * a22 - a12 * a21;
-		if (det != 0.0f)
-		{
-			det = 1.0f / det;
-		}
-		b2Vec2 x;
-		x.x = det * (a22 * b.x - a12 * b.y);
-		x.y = det * (a11 * b.y - a21 * b.x);
-		return x;
-	}
-
-	b2Vec2 ex, ey;
-};
-
-/// A 3-by-3 matrix. Stored in column-major order.
-struct b2Mat33
-{
-	/// The default constructor does nothing (for performance).
-	b2Mat33() {}
-
-	/// Construct this matrix using columns.
-	b2Mat33(const b2Vec3& c1, const b2Vec3& c2, const b2Vec3& c3)
-	{
-		ex = c1;
-		ey = c2;
-		ez = c3;
-	}
-
-	/// Set this matrix to all zeros.
-	void SetZero()
-	{
-		ex.SetZero();
-		ey.SetZero();
-		ez.SetZero();
-	}
-
-	/// Solve A * x = b, where b is a column vector. This is more efficient
-	/// than computing the inverse in one-shot cases.
-	b2Vec3 Solve33(const b2Vec3& b) const;
-
-	/// Solve A * x = b, where b is a column vector. This is more efficient
-	/// than computing the inverse in one-shot cases. Solve only the upper
-	/// 2-by-2 matrix equation.
-	b2Vec2 Solve22(const b2Vec2& b) const;
-
-	/// Get the inverse of this matrix as a 2-by-2.
-	/// Returns the zero matrix if singular.
-	void GetInverse22(b2Mat33* M) const;
-
-	/// Get the symmetric inverse of this matrix as a 3-by-3.
-	/// Returns the zero matrix if singular.
-	void GetSymInverse33(b2Mat33* M) const;
-
-	b2Vec3 ex, ey, ez;
-};
-
-/// Rotation
-struct b2Rot
-{
-	b2Rot() {}
-
-	/// Initialize from an angle in radians
-	explicit b2Rot(float32 angle)
-	{
-		/// TODO_ERIN optimize
-		s = sinf(angle);
-		c = cosf(angle);
-	}
-
-	/// Set using an angle in radians.
-	void Set(float32 angle)
-	{
-		/// TODO_ERIN optimize
-		s = sinf(angle);
-		c = cosf(angle);
-	}
-
-	/// Set to the identity rotation
-	void SetIdentity()
-	{
-		s = 0.0f;
-		c = 1.0f;
-	}
-
-	/// Get the angle in radians
-	float32 GetAngle() const
-	{
-		return b2Atan2(s, c);
-	}
-
-	/// Get the x-axis
-	b2Vec2 GetXAxis() const
-	{
-		return b2Vec2(c, s);
-	}
-
-	/// Get the u-axis
-	b2Vec2 GetYAxis() const
-	{
-		return b2Vec2(-s, c);
-	}
-
-	/// Sine and cosine
-	float32 s, c;
-};
-
-/// A transform contains translation and rotation. It is used to represent
-/// the position and orientation of rigid frames.
-struct b2Transform
-{
-	/// The default constructor does nothing.
-	b2Transform() {}
-
-	/// Initialize using a position vector and a rotation.
-	b2Transform(const b2Vec2& position, const b2Rot& rotation) : p(position), q(rotation) {}
-
-	/// Set this to the identity transform.
-	void SetIdentity()
-	{
-		p.SetZero();
-		q.SetIdentity();
-	}
-
-	/// Set this based on the position and angle.
-	void Set(const b2Vec2& position, float32 angle)
-	{
-		p = position;
-		q.Set(angle);
-	}
-
-	b2Vec2 p;
-	b2Rot q;
-};
-
-/// This describes the motion of a body/shape for TOI computation.
-/// Shapes are defined with respect to the body origin, which may
-/// no coincide with the center of mass. However, to support dynamics
-/// we must interpolate the center of mass position.
-struct b2Sweep
-{
-	/// Get the interpolated transform at a specific time.
-	/// @param beta is a factor in [0,1], where 0 indicates alpha0.
-	void GetTransform(b2Transform* xfb, float32 beta) const;
-
-	/// Advance the sweep forward, yielding a new initial state.
-	/// @param alpha the new initial time.
-	void Advance(float32 alpha);
-
-	/// Normalize the angles.
-	void Normalize();
-
-	b2Vec2 localCenter;	///< local center of mass position
-	b2Vec2 c0, c;		///< center world positions
-	float32 a0, a;		///< world angles
-
-	/// Fraction of the current time step in the range [0,1]
-	/// c0 and a0 are the positions at alpha0.
-	float32 alpha0;
-};
-
-/// Useful constant
-extern const b2Vec2 b2Vec2_zero;
-
-/// Perform the dot product on two vectors.
-inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b)
-{
-	return a.x * b.x + a.y * b.y;
-}
-
-/// Perform the cross product on two vectors. In 2D this produces a scalar.
-inline float32 b2Cross(const b2Vec2& a, const b2Vec2& b)
-{
-	return a.x * b.y - a.y * b.x;
-}
-
-/// Perform the cross product on a vector and a scalar. In 2D this produces
-/// a vector.
-inline b2Vec2 b2Cross(const b2Vec2& a, float32 s)
-{
-	return b2Vec2(s * a.y, -s * a.x);
-}
-
-/// Perform the cross product on a scalar and a vector. In 2D this produces
-/// a vector.
-inline b2Vec2 b2Cross(float32 s, const b2Vec2& a)
-{
-	return b2Vec2(-s * a.y, s * a.x);
-}
-
-/// Multiply a matrix times a vector. If a rotation matrix is provided,
-/// then this transforms the vector from one frame to another.
-inline b2Vec2 b2Mul(const b2Mat22& A, const b2Vec2& v)
-{
-	return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
-}
-
-/// Multiply a matrix transpose times a vector. If a rotation matrix is provided,
-/// then this transforms the vector from one frame to another (inverse transform).
-inline b2Vec2 b2MulT(const b2Mat22& A, const b2Vec2& v)
-{
-	return b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey));
-}
-
-/// Add two vectors component-wise.
-inline b2Vec2 operator + (const b2Vec2& a, const b2Vec2& b)
-{
-	return b2Vec2(a.x + b.x, a.y + b.y);
-}
-
-/// Subtract two vectors component-wise.
-inline b2Vec2 operator - (const b2Vec2& a, const b2Vec2& b)
-{
-	return b2Vec2(a.x - b.x, a.y - b.y);
-}
-
-inline b2Vec2 operator * (float32 s, const b2Vec2& a)
-{
-	return b2Vec2(s * a.x, s * a.y);
-}
-
-inline bool operator == (const b2Vec2& a, const b2Vec2& b)
-{
-	return a.x == b.x && a.y == b.y;
-}
-
-inline float32 b2Distance(const b2Vec2& a, const b2Vec2& b)
-{
-	b2Vec2 c = a - b;
-	return c.Length();
-}
-
-inline float32 b2DistanceSquared(const b2Vec2& a, const b2Vec2& b)
-{
-	b2Vec2 c = a - b;
-	return b2Dot(c, c);
-}
-
-inline b2Vec3 operator * (float32 s, const b2Vec3& a)
-{
-	return b2Vec3(s * a.x, s * a.y, s * a.z);
-}
-
-/// Add two vectors component-wise.
-inline b2Vec3 operator + (const b2Vec3& a, const b2Vec3& b)
-{
-	return b2Vec3(a.x + b.x, a.y + b.y, a.z + b.z);
-}
-
-/// Subtract two vectors component-wise.
-inline b2Vec3 operator - (const b2Vec3& a, const b2Vec3& b)
-{
-	return b2Vec3(a.x - b.x, a.y - b.y, a.z - b.z);
-}
-
-/// Perform the dot product on two vectors.
-inline float32 b2Dot(const b2Vec3& a, const b2Vec3& b)
-{
-	return a.x * b.x + a.y * b.y + a.z * b.z;
-}
-
-/// Perform the cross product on two vectors.
-inline b2Vec3 b2Cross(const b2Vec3& a, const b2Vec3& b)
-{
-	return b2Vec3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
-}
-
-inline b2Mat22 operator + (const b2Mat22& A, const b2Mat22& B)
-{
-	return b2Mat22(A.ex + B.ex, A.ey + B.ey);
-}
-
-// A * B
-inline b2Mat22 b2Mul(const b2Mat22& A, const b2Mat22& B)
-{
-	return b2Mat22(b2Mul(A, B.ex), b2Mul(A, B.ey));
-}
-
-// A^T * B
-inline b2Mat22 b2MulT(const b2Mat22& A, const b2Mat22& B)
-{
-	b2Vec2 c1(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex));
-	b2Vec2 c2(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey));
-	return b2Mat22(c1, c2);
-}
-
-/// Multiply a matrix times a vector.
-inline b2Vec3 b2Mul(const b2Mat33& A, const b2Vec3& v)
-{
-	return v.x * A.ex + v.y * A.ey + v.z * A.ez;
-}
-
-/// Multiply a matrix times a vector.
-inline b2Vec2 b2Mul22(const b2Mat33& A, const b2Vec2& v)
-{
-	return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
-}
-
-/// Multiply two rotations: q * r
-inline b2Rot b2Mul(const b2Rot& q, const b2Rot& r)
-{
-	// [qc -qs] * [rc -rs] = [qc*rc-qs*rs -qc*rs-qs*rc]
-	// [qs  qc]   [rs  rc]   [qs*rc+qc*rs -qs*rs+qc*rc]
-	// s = qs * rc + qc * rs
-	// c = qc * rc - qs * rs
-	b2Rot qr;
-	qr.s = q.s * r.c + q.c * r.s;
-	qr.c = q.c * r.c - q.s * r.s;
-	return qr;
-}
-
-/// Transpose multiply two rotations: qT * r
-inline b2Rot b2MulT(const b2Rot& q, const b2Rot& r)
-{
-	// [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc]
-	// [-qs qc]   [rs  rc]   [-qs*rc+qc*rs qs*rs+qc*rc]
-	// s = qc * rs - qs * rc
-	// c = qc * rc + qs * rs
-	b2Rot qr;
-	qr.s = q.c * r.s - q.s * r.c;
-	qr.c = q.c * r.c + q.s * r.s;
-	return qr;
-}
-
-/// Rotate a vector
-inline b2Vec2 b2Mul(const b2Rot& q, const b2Vec2& v)
-{
-	return b2Vec2(q.c * v.x - q.s * v.y, q.s * v.x + q.c * v.y);
-}
-
-/// Inverse rotate a vector
-inline b2Vec2 b2MulT(const b2Rot& q, const b2Vec2& v)
-{
-	return b2Vec2(q.c * v.x + q.s * v.y, -q.s * v.x + q.c * v.y);
-}
-
-inline b2Vec2 b2Mul(const b2Transform& T, const b2Vec2& v)
-{
-	float32 x = (T.q.c * v.x - T.q.s * v.y) + T.p.x;
-	float32 y = (T.q.s * v.x + T.q.c * v.y) + T.p.y;
-
-	return b2Vec2(x, y);
-}
-
-inline b2Vec2 b2MulT(const b2Transform& T, const b2Vec2& v)
-{
-	float32 px = v.x - T.p.x;
-	float32 py = v.y - T.p.y;
-	float32 x = (T.q.c * px + T.q.s * py);
-	float32 y = (-T.q.s * px + T.q.c * py);
-
-	return b2Vec2(x, y);
-}
-
-// v2 = A.q.Rot(B.q.Rot(v1) + B.p) + A.p
-//    = (A.q * B.q).Rot(v1) + A.q.Rot(B.p) + A.p
-inline b2Transform b2Mul(const b2Transform& A, const b2Transform& B)
-{
-	b2Transform C;
-	C.q = b2Mul(A.q, B.q);
-	C.p = b2Mul(A.q, B.p) + A.p;
-	return C;
-}
-
-// v2 = A.q' * (B.q * v1 + B.p - A.p)
-//    = A.q' * B.q * v1 + A.q' * (B.p - A.p)
-inline b2Transform b2MulT(const b2Transform& A, const b2Transform& B)
-{
-	b2Transform C;
-	C.q = b2MulT(A.q, B.q);
-	C.p = b2MulT(A.q, B.p - A.p);
-	return C;
-}
-
-template <typename T>
-inline T b2Abs(T a)
-{
-	return a > T(0) ? a : -a;
-}
-
-inline b2Vec2 b2Abs(const b2Vec2& a)
-{
-	return b2Vec2(b2Abs(a.x), b2Abs(a.y));
-}
-
-inline b2Mat22 b2Abs(const b2Mat22& A)
-{
-	return b2Mat22(b2Abs(A.ex), b2Abs(A.ey));
-}
-
-template <typename T>
-inline T b2Min(T a, T b)
-{
-	return a < b ? a : b;
-}
-
-inline b2Vec2 b2Min(const b2Vec2& a, const b2Vec2& b)
-{
-	return b2Vec2(b2Min(a.x, b.x), b2Min(a.y, b.y));
-}
-
-template <typename T>
-inline T b2Max(T a, T b)
-{
-	return a > b ? a : b;
-}
-
-inline b2Vec2 b2Max(const b2Vec2& a, const b2Vec2& b)
-{
-	return b2Vec2(b2Max(a.x, b.x), b2Max(a.y, b.y));
-}
-
-template <typename T>
-inline T b2Clamp(T a, T low, T high)
-{
-	return b2Max(low, b2Min(a, high));
-}
-
-inline b2Vec2 b2Clamp(const b2Vec2& a, const b2Vec2& low, const b2Vec2& high)
-{
-	return b2Max(low, b2Min(a, high));
-}
-
-template<typename T> inline void b2Swap(T& a, T& b)
-{
-	T tmp = a;
-	a = b;
-	b = tmp;
-}
-
-/// "Next Largest Power of 2
-/// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
-/// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
-/// the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next
-/// largest power of 2. For a 32-bit value:"
-inline uint32 b2NextPowerOfTwo(uint32 x)
-{
-	x |= (x >> 1);
-	x |= (x >> 2);
-	x |= (x >> 4);
-	x |= (x >> 8);
-	x |= (x >> 16);
-	return x + 1;
-}
-
-inline bool b2IsPowerOfTwo(uint32 x)
-{
-	bool result = x > 0 && (x & (x - 1)) == 0;
-	return result;
-}
-
-inline void b2Sweep::GetTransform(b2Transform* xf, float32 beta) const
-{
-	xf->p = (1.0f - beta) * c0 + beta * c;
-	float32 angle = (1.0f - beta) * a0 + beta * a;
-	xf->q.Set(angle);
-
-	// Shift to origin
-	xf->p -= b2Mul(xf->q, localCenter);
-}
-
-inline void b2Sweep::Advance(float32 alpha)
-{
-	b2Assert(alpha0 < 1.0f);
-	float32 beta = (alpha - alpha0) / (1.0f - alpha0);
-	c0 = (1.0f - beta) * c0 + beta * c;
-	a0 = (1.0f - beta) * a0 + beta * a;
-	alpha0 = alpha;
-}
-
-/// Normalize an angle in radians to be between -pi and pi
-inline void b2Sweep::Normalize()
-{
-	float32 twoPi = 2.0f * b2_pi;
-	float32 d =  twoPi * floorf(a0 / twoPi);
-	a0 -= d;
-	a -= d;
-}
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_MATH_H
+#define B2_MATH_H
+
+#include <Box2D/Common/b2Settings.h>
+
+#include <cmath>
+#include <cfloat>
+#include <cstddef>
+#include <limits>
+
+/// This function is used to ensure that a floating point number is
+/// not a NaN or infinity.
+inline bool b2IsValid(float32 x)
+{
+	if (x != x)
+	{
+		// NaN.
+		return false;
+	}
+
+	float32 infinity = std::numeric_limits<float32>::infinity();
+	return -infinity < x && x < infinity;
+}
+
+/// This is a approximate yet fast inverse square-root.
+inline float32 b2InvSqrt(float32 x)
+{
+	union
+	{
+		float32 x;
+		int32 i;
+	} convert;
+
+	convert.x = x;
+	float32 xhalf = 0.5f * x;
+	convert.i = 0x5f3759df - (convert.i >> 1);
+	x = convert.x;
+	x = x * (1.5f - xhalf * x * x);
+	return x;
+}
+
+#define	b2Sqrt(x)	std::sqrt(x)
+#define	b2Atan2(y, x)	std::atan2(y, x)
+
+/// A 2D column vector.
+struct b2Vec2
+{
+	/// Default constructor does nothing (for performance).
+	b2Vec2() {}
+
+	/// Construct using coordinates.
+	b2Vec2(float32 x, float32 y) : x(x), y(y) {}
+
+	/// Set this vector to all zeros.
+	void SetZero() { x = 0.0f; y = 0.0f; }
+
+	/// Set this vector to some specified coordinates.
+	void Set(float32 x_, float32 y_) { x = x_; y = y_; }
+
+	/// Negate this vector.
+	b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; }
+	
+	/// Read from and indexed element.
+	float32 operator () (int32 i) const
+	{
+		return (&x)[i];
+	}
+
+	/// Write to an indexed element.
+	float32& operator () (int32 i)
+	{
+		return (&x)[i];
+	}
+
+	/// Add a vector to this vector.
+	void operator += (const b2Vec2& v)
+	{
+		x += v.x; y += v.y;
+	}
+	
+	/// Subtract a vector from this vector.
+	void operator -= (const b2Vec2& v)
+	{
+		x -= v.x; y -= v.y;
+	}
+
+	/// Multiply this vector by a scalar.
+	void operator *= (float32 a)
+	{
+		x *= a; y *= a;
+	}
+
+	/// Get the length of this vector (the norm).
+	float32 Length() const
+	{
+		return b2Sqrt(x * x + y * y);
+	}
+
+	/// Get the length squared. For performance, use this instead of
+	/// b2Vec2::Length (if possible).
+	float32 LengthSquared() const
+	{
+		return x * x + y * y;
+	}
+
+	/// Convert this vector into a unit vector. Returns the length.
+	float32 Normalize()
+	{
+		float32 length = Length();
+		if (length < b2_epsilon)
+		{
+			return 0.0f;
+		}
+		float32 invLength = 1.0f / length;
+		x *= invLength;
+		y *= invLength;
+
+		return length;
+	}
+
+	/// Does this vector contain finite coordinates?
+	bool IsValid() const
+	{
+		return b2IsValid(x) && b2IsValid(y);
+	}
+
+	/// Get the skew vector such that dot(skew_vec, other) == cross(vec, other)
+	b2Vec2 Skew() const
+	{
+		return b2Vec2(-y, x);
+	}
+
+	float32 x, y;
+};
+
+/// A 2D column vector with 3 elements.
+struct b2Vec3
+{
+	/// Default constructor does nothing (for performance).
+	b2Vec3() {}
+
+	/// Construct using coordinates.
+	b2Vec3(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {}
+
+	/// Set this vector to all zeros.
+	void SetZero() { x = 0.0f; y = 0.0f; z = 0.0f; }
+
+	/// Set this vector to some specified coordinates.
+	void Set(float32 x_, float32 y_, float32 z_) { x = x_; y = y_; z = z_; }
+
+	/// Negate this vector.
+	b2Vec3 operator -() const { b2Vec3 v; v.Set(-x, -y, -z); return v; }
+
+	/// Add a vector to this vector.
+	void operator += (const b2Vec3& v)
+	{
+		x += v.x; y += v.y; z += v.z;
+	}
+
+	/// Subtract a vector from this vector.
+	void operator -= (const b2Vec3& v)
+	{
+		x -= v.x; y -= v.y; z -= v.z;
+	}
+
+	/// Multiply this vector by a scalar.
+	void operator *= (float32 s)
+	{
+		x *= s; y *= s; z *= s;
+	}
+
+	float32 x, y, z;
+};
+
+/// A 2-by-2 matrix. Stored in column-major order.
+struct b2Mat22
+{
+	/// The default constructor does nothing (for performance).
+	b2Mat22() {}
+
+	/// Construct this matrix using columns.
+	b2Mat22(const b2Vec2& c1, const b2Vec2& c2)
+	{
+		ex = c1;
+		ey = c2;
+	}
+
+	/// Construct this matrix using scalars.
+	b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22)
+	{
+		ex.x = a11; ex.y = a21;
+		ey.x = a12; ey.y = a22;
+	}
+
+	/// Initialize this matrix using columns.
+	void Set(const b2Vec2& c1, const b2Vec2& c2)
+	{
+		ex = c1;
+		ey = c2;
+	}
+
+	/// Set this to the identity matrix.
+	void SetIdentity()
+	{
+		ex.x = 1.0f; ey.x = 0.0f;
+		ex.y = 0.0f; ey.y = 1.0f;
+	}
+
+	/// Set this matrix to all zeros.
+	void SetZero()
+	{
+		ex.x = 0.0f; ey.x = 0.0f;
+		ex.y = 0.0f; ey.y = 0.0f;
+	}
+
+	b2Mat22 GetInverse() const
+	{
+		float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
+		b2Mat22 B;
+		float32 det = a * d - b * c;
+		if (det != 0.0f)
+		{
+			det = 1.0f / det;
+		}
+		B.ex.x =  det * d;	B.ey.x = -det * b;
+		B.ex.y = -det * c;	B.ey.y =  det * a;
+		return B;
+	}
+
+	/// Solve A * x = b, where b is a column vector. This is more efficient
+	/// than computing the inverse in one-shot cases.
+	b2Vec2 Solve(const b2Vec2& b) const
+	{
+		float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
+		float32 det = a11 * a22 - a12 * a21;
+		if (det != 0.0f)
+		{
+			det = 1.0f / det;
+		}
+		b2Vec2 x;
+		x.x = det * (a22 * b.x - a12 * b.y);
+		x.y = det * (a11 * b.y - a21 * b.x);
+		return x;
+	}
+
+	b2Vec2 ex, ey;
+};
+
+/// A 3-by-3 matrix. Stored in column-major order.
+struct b2Mat33
+{
+	/// The default constructor does nothing (for performance).
+	b2Mat33() {}
+
+	/// Construct this matrix using columns.
+	b2Mat33(const b2Vec3& c1, const b2Vec3& c2, const b2Vec3& c3)
+	{
+		ex = c1;
+		ey = c2;
+		ez = c3;
+	}
+
+	/// Set this matrix to all zeros.
+	void SetZero()
+	{
+		ex.SetZero();
+		ey.SetZero();
+		ez.SetZero();
+	}
+
+	/// Solve A * x = b, where b is a column vector. This is more efficient
+	/// than computing the inverse in one-shot cases.
+	b2Vec3 Solve33(const b2Vec3& b) const;
+
+	/// Solve A * x = b, where b is a column vector. This is more efficient
+	/// than computing the inverse in one-shot cases. Solve only the upper
+	/// 2-by-2 matrix equation.
+	b2Vec2 Solve22(const b2Vec2& b) const;
+
+	/// Get the inverse of this matrix as a 2-by-2.
+	/// Returns the zero matrix if singular.
+	void GetInverse22(b2Mat33* M) const;
+
+	/// Get the symmetric inverse of this matrix as a 3-by-3.
+	/// Returns the zero matrix if singular.
+	void GetSymInverse33(b2Mat33* M) const;
+
+	b2Vec3 ex, ey, ez;
+};
+
+/// Rotation
+struct b2Rot
+{
+	b2Rot() {}
+
+	/// Initialize from an angle in radians
+	explicit b2Rot(float32 angle)
+	{
+		/// TODO_ERIN optimize
+		s = sinf(angle);
+		c = cosf(angle);
+	}
+
+	/// Set using an angle in radians.
+	void Set(float32 angle)
+	{
+		/// TODO_ERIN optimize
+		s = sinf(angle);
+		c = cosf(angle);
+	}
+
+	/// Set to the identity rotation
+	void SetIdentity()
+	{
+		s = 0.0f;
+		c = 1.0f;
+	}
+
+	/// Get the angle in radians
+	float32 GetAngle() const
+	{
+		return b2Atan2(s, c);
+	}
+
+	/// Get the x-axis
+	b2Vec2 GetXAxis() const
+	{
+		return b2Vec2(c, s);
+	}
+
+	/// Get the u-axis
+	b2Vec2 GetYAxis() const
+	{
+		return b2Vec2(-s, c);
+	}
+
+	/// Sine and cosine
+	float32 s, c;
+};
+
+/// A transform contains translation and rotation. It is used to represent
+/// the position and orientation of rigid frames.
+struct b2Transform
+{
+	/// The default constructor does nothing.
+	b2Transform() {}
+
+	/// Initialize using a position vector and a rotation.
+	b2Transform(const b2Vec2& position, const b2Rot& rotation) : p(position), q(rotation) {}
+
+	/// Set this to the identity transform.
+	void SetIdentity()
+	{
+		p.SetZero();
+		q.SetIdentity();
+	}
+
+	/// Set this based on the position and angle.
+	void Set(const b2Vec2& position, float32 angle)
+	{
+		p = position;
+		q.Set(angle);
+	}
+
+	b2Vec2 p;
+	b2Rot q;
+};
+
+/// This describes the motion of a body/shape for TOI computation.
+/// Shapes are defined with respect to the body origin, which may
+/// no coincide with the center of mass. However, to support dynamics
+/// we must interpolate the center of mass position.
+struct b2Sweep
+{
+	/// Get the interpolated transform at a specific time.
+	/// @param beta is a factor in [0,1], where 0 indicates alpha0.
+	void GetTransform(b2Transform* xfb, float32 beta) const;
+
+	/// Advance the sweep forward, yielding a new initial state.
+	/// @param alpha the new initial time.
+	void Advance(float32 alpha);
+
+	/// Normalize the angles.
+	void Normalize();
+
+	b2Vec2 localCenter;	///< local center of mass position
+	b2Vec2 c0, c;		///< center world positions
+	float32 a0, a;		///< world angles
+
+	/// Fraction of the current time step in the range [0,1]
+	/// c0 and a0 are the positions at alpha0.
+	float32 alpha0;
+};
+
+/// Useful constant
+extern const b2Vec2 b2Vec2_zero;
+
+/// Perform the dot product on two vectors.
+inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b)
+{
+	return a.x * b.x + a.y * b.y;
+}
+
+/// Perform the cross product on two vectors. In 2D this produces a scalar.
+inline float32 b2Cross(const b2Vec2& a, const b2Vec2& b)
+{
+	return a.x * b.y - a.y * b.x;
+}
+
+/// Perform the cross product on a vector and a scalar. In 2D this produces
+/// a vector.
+inline b2Vec2 b2Cross(const b2Vec2& a, float32 s)
+{
+	return b2Vec2(s * a.y, -s * a.x);
+}
+
+/// Perform the cross product on a scalar and a vector. In 2D this produces
+/// a vector.
+inline b2Vec2 b2Cross(float32 s, const b2Vec2& a)
+{
+	return b2Vec2(-s * a.y, s * a.x);
+}
+
+/// Multiply a matrix times a vector. If a rotation matrix is provided,
+/// then this transforms the vector from one frame to another.
+inline b2Vec2 b2Mul(const b2Mat22& A, const b2Vec2& v)
+{
+	return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
+}
+
+/// Multiply a matrix transpose times a vector. If a rotation matrix is provided,
+/// then this transforms the vector from one frame to another (inverse transform).
+inline b2Vec2 b2MulT(const b2Mat22& A, const b2Vec2& v)
+{
+	return b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey));
+}
+
+/// Add two vectors component-wise.
+inline b2Vec2 operator + (const b2Vec2& a, const b2Vec2& b)
+{
+	return b2Vec2(a.x + b.x, a.y + b.y);
+}
+
+/// Subtract two vectors component-wise.
+inline b2Vec2 operator - (const b2Vec2& a, const b2Vec2& b)
+{
+	return b2Vec2(a.x - b.x, a.y - b.y);
+}
+
+inline b2Vec2 operator * (float32 s, const b2Vec2& a)
+{
+	return b2Vec2(s * a.x, s * a.y);
+}
+
+inline bool operator == (const b2Vec2& a, const b2Vec2& b)
+{
+	return a.x == b.x && a.y == b.y;
+}
+
+inline float32 b2Distance(const b2Vec2& a, const b2Vec2& b)
+{
+	b2Vec2 c = a - b;
+	return c.Length();
+}
+
+inline float32 b2DistanceSquared(const b2Vec2& a, const b2Vec2& b)
+{
+	b2Vec2 c = a - b;
+	return b2Dot(c, c);
+}
+
+inline b2Vec3 operator * (float32 s, const b2Vec3& a)
+{
+	return b2Vec3(s * a.x, s * a.y, s * a.z);
+}
+
+/// Add two vectors component-wise.
+inline b2Vec3 operator + (const b2Vec3& a, const b2Vec3& b)
+{
+	return b2Vec3(a.x + b.x, a.y + b.y, a.z + b.z);
+}
+
+/// Subtract two vectors component-wise.
+inline b2Vec3 operator - (const b2Vec3& a, const b2Vec3& b)
+{
+	return b2Vec3(a.x - b.x, a.y - b.y, a.z - b.z);
+}
+
+/// Perform the dot product on two vectors.
+inline float32 b2Dot(const b2Vec3& a, const b2Vec3& b)
+{
+	return a.x * b.x + a.y * b.y + a.z * b.z;
+}
+
+/// Perform the cross product on two vectors.
+inline b2Vec3 b2Cross(const b2Vec3& a, const b2Vec3& b)
+{
+	return b2Vec3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
+}
+
+inline b2Mat22 operator + (const b2Mat22& A, const b2Mat22& B)
+{
+	return b2Mat22(A.ex + B.ex, A.ey + B.ey);
+}
+
+// A * B
+inline b2Mat22 b2Mul(const b2Mat22& A, const b2Mat22& B)
+{
+	return b2Mat22(b2Mul(A, B.ex), b2Mul(A, B.ey));
+}
+
+// A^T * B
+inline b2Mat22 b2MulT(const b2Mat22& A, const b2Mat22& B)
+{
+	b2Vec2 c1(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex));
+	b2Vec2 c2(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey));
+	return b2Mat22(c1, c2);
+}
+
+/// Multiply a matrix times a vector.
+inline b2Vec3 b2Mul(const b2Mat33& A, const b2Vec3& v)
+{
+	return v.x * A.ex + v.y * A.ey + v.z * A.ez;
+}
+
+/// Multiply a matrix times a vector.
+inline b2Vec2 b2Mul22(const b2Mat33& A, const b2Vec2& v)
+{
+	return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
+}
+
+/// Multiply two rotations: q * r
+inline b2Rot b2Mul(const b2Rot& q, const b2Rot& r)
+{
+	// [qc -qs] * [rc -rs] = [qc*rc-qs*rs -qc*rs-qs*rc]
+	// [qs  qc]   [rs  rc]   [qs*rc+qc*rs -qs*rs+qc*rc]
+	// s = qs * rc + qc * rs
+	// c = qc * rc - qs * rs
+	b2Rot qr;
+	qr.s = q.s * r.c + q.c * r.s;
+	qr.c = q.c * r.c - q.s * r.s;
+	return qr;
+}
+
+/// Transpose multiply two rotations: qT * r
+inline b2Rot b2MulT(const b2Rot& q, const b2Rot& r)
+{
+	// [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc]
+	// [-qs qc]   [rs  rc]   [-qs*rc+qc*rs qs*rs+qc*rc]
+	// s = qc * rs - qs * rc
+	// c = qc * rc + qs * rs
+	b2Rot qr;
+	qr.s = q.c * r.s - q.s * r.c;
+	qr.c = q.c * r.c + q.s * r.s;
+	return qr;
+}
+
+/// Rotate a vector
+inline b2Vec2 b2Mul(const b2Rot& q, const b2Vec2& v)
+{
+	return b2Vec2(q.c * v.x - q.s * v.y, q.s * v.x + q.c * v.y);
+}
+
+/// Inverse rotate a vector
+inline b2Vec2 b2MulT(const b2Rot& q, const b2Vec2& v)
+{
+	return b2Vec2(q.c * v.x + q.s * v.y, -q.s * v.x + q.c * v.y);
+}
+
+inline b2Vec2 b2Mul(const b2Transform& T, const b2Vec2& v)
+{
+	float32 x = (T.q.c * v.x - T.q.s * v.y) + T.p.x;
+	float32 y = (T.q.s * v.x + T.q.c * v.y) + T.p.y;
+
+	return b2Vec2(x, y);
+}
+
+inline b2Vec2 b2MulT(const b2Transform& T, const b2Vec2& v)
+{
+	float32 px = v.x - T.p.x;
+	float32 py = v.y - T.p.y;
+	float32 x = (T.q.c * px + T.q.s * py);
+	float32 y = (-T.q.s * px + T.q.c * py);
+
+	return b2Vec2(x, y);
+}
+
+// v2 = A.q.Rot(B.q.Rot(v1) + B.p) + A.p
+//    = (A.q * B.q).Rot(v1) + A.q.Rot(B.p) + A.p
+inline b2Transform b2Mul(const b2Transform& A, const b2Transform& B)
+{
+	b2Transform C;
+	C.q = b2Mul(A.q, B.q);
+	C.p = b2Mul(A.q, B.p) + A.p;
+	return C;
+}
+
+// v2 = A.q' * (B.q * v1 + B.p - A.p)
+//    = A.q' * B.q * v1 + A.q' * (B.p - A.p)
+inline b2Transform b2MulT(const b2Transform& A, const b2Transform& B)
+{
+	b2Transform C;
+	C.q = b2MulT(A.q, B.q);
+	C.p = b2MulT(A.q, B.p - A.p);
+	return C;
+}
+
+template <typename T>
+inline T b2Abs(T a)
+{
+	return a > T(0) ? a : -a;
+}
+
+inline b2Vec2 b2Abs(const b2Vec2& a)
+{
+	return b2Vec2(b2Abs(a.x), b2Abs(a.y));
+}
+
+inline b2Mat22 b2Abs(const b2Mat22& A)
+{
+	return b2Mat22(b2Abs(A.ex), b2Abs(A.ey));
+}
+
+template <typename T>
+inline T b2Min(T a, T b)
+{
+	return a < b ? a : b;
+}
+
+inline b2Vec2 b2Min(const b2Vec2& a, const b2Vec2& b)
+{
+	return b2Vec2(b2Min(a.x, b.x), b2Min(a.y, b.y));
+}
+
+template <typename T>
+inline T b2Max(T a, T b)
+{
+	return a > b ? a : b;
+}
+
+inline b2Vec2 b2Max(const b2Vec2& a, const b2Vec2& b)
+{
+	return b2Vec2(b2Max(a.x, b.x), b2Max(a.y, b.y));
+}
+
+template <typename T>
+inline T b2Clamp(T a, T low, T high)
+{
+	return b2Max(low, b2Min(a, high));
+}
+
+inline b2Vec2 b2Clamp(const b2Vec2& a, const b2Vec2& low, const b2Vec2& high)
+{
+	return b2Max(low, b2Min(a, high));
+}
+
+template<typename T> inline void b2Swap(T& a, T& b)
+{
+	T tmp = a;
+	a = b;
+	b = tmp;
+}
+
+/// "Next Largest Power of 2
+/// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
+/// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
+/// the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next
+/// largest power of 2. For a 32-bit value:"
+inline uint32 b2NextPowerOfTwo(uint32 x)
+{
+	x |= (x >> 1);
+	x |= (x >> 2);
+	x |= (x >> 4);
+	x |= (x >> 8);
+	x |= (x >> 16);
+	return x + 1;
+}
+
+inline bool b2IsPowerOfTwo(uint32 x)
+{
+	bool result = x > 0 && (x & (x - 1)) == 0;
+	return result;
+}
+
+inline void b2Sweep::GetTransform(b2Transform* xf, float32 beta) const
+{
+	xf->p = (1.0f - beta) * c0 + beta * c;
+	float32 angle = (1.0f - beta) * a0 + beta * a;
+	xf->q.Set(angle);
+
+	// Shift to origin
+	xf->p -= b2Mul(xf->q, localCenter);
+}
+
+inline void b2Sweep::Advance(float32 alpha)
+{
+	b2Assert(alpha0 < 1.0f);
+	float32 beta = (alpha - alpha0) / (1.0f - alpha0);
+	c0 = (1.0f - beta) * c0 + beta * c;
+	a0 = (1.0f - beta) * a0 + beta * a;
+	alpha0 = alpha;
+}
+
+/// Normalize an angle in radians to be between -pi and pi
+inline void b2Sweep::Normalize()
+{
+	float32 twoPi = 2.0f * b2_pi;
+	float32 d =  twoPi * floorf(a0 / twoPi);
+	a0 -= d;
+	a -= d;
+}
+
+#endif

+ 52 - 52
src/libraries/Box2D/Common/b2Settings.cpp

@@ -1,52 +1,52 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Common/b2Settings.h>
-#include <cstdlib>
-#include <cstdio>
-#include <cstdarg>
-
-#include "common/Exception.h"
-
-b2Version b2_version = {2, 2, 1};
-
-// Memory allocators. Modify these to use your own allocator.
-void* b2Alloc(int32 size)
-{
-	return malloc(size);
-}
-
-void b2Free(void* mem)
-{
-	free(mem);
-}
-
-// You can modify this to use your logging facility.
-void b2Log(const char* string, ...)
-{
-	va_list args;
-	va_start(args, string);
-	vprintf(string, args);
-	va_end(args);
-}
-
-void loveAssert(bool test, const char *teststr)
-{
-	if (!test)
-		throw love::Exception("Box2D error: %s", teststr);
-}
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Common/b2Settings.h>
+#include <cstdlib>
+#include <cstdio>
+#include <cstdarg>
+
+#include "common/Exception.h"
+
+b2Version b2_version = {2, 2, 1};
+
+// Memory allocators. Modify these to use your own allocator.
+void* b2Alloc(int32 size)
+{
+	return malloc(size);
+}
+
+void b2Free(void* mem)
+{
+	free(mem);
+}
+
+// You can modify this to use your logging facility.
+void b2Log(const char* string, ...)
+{
+	va_list args;
+	va_start(args, string);
+	vprintf(string, args);
+	va_end(args);
+}
+
+void loveAssert(bool test, const char *teststr)
+{
+	if (!test)
+		throw love::Exception("Box2D error: %s", teststr);
+}

+ 153 - 153
src/libraries/Box2D/Common/b2Settings.h

@@ -1,153 +1,153 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_SETTINGS_H
-#define B2_SETTINGS_H
-
-#include <cassert>
-#include <cmath>
-
-void loveAssert(bool test, const char *teststr);
-
-#define B2_NOT_USED(x) ((void)(x))
-//#define b2Assert(A) assert(A)
-#define b2Assert(A) loveAssert((A), #A)
-
-typedef signed char	int8;
-typedef signed short int16;
-typedef signed int int32;
-typedef unsigned char uint8;
-typedef unsigned short uint16;
-typedef unsigned int uint32;
-typedef float float32;
-typedef double float64;
-
-#define	b2_maxFloat		FLT_MAX
-#define	b2_epsilon		FLT_EPSILON
-#define b2_pi			3.14159265359f
-
-/// @file
-/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
-///
-
-// Collision
-
-/// The maximum number of contact points between two convex shapes. Do
-/// not change this value.
-#define b2_maxManifoldPoints	2
-
-/// The maximum number of vertices on a convex polygon. You cannot increase
-/// this too much because b2BlockAllocator has a maximum object size.
-#define b2_maxPolygonVertices	8
-
-/// This is used to fatten AABBs in the dynamic tree. This allows proxies
-/// to move by a small amount without triggering a tree adjustment.
-/// This is in meters.
-#define b2_aabbExtension		0.1f
-
-/// This is used to fatten AABBs in the dynamic tree. This is used to predict
-/// the future position based on the current displacement.
-/// This is a dimensionless multiplier.
-#define b2_aabbMultiplier		2.0f
-
-/// A small length used as a collision and constraint tolerance. Usually it is
-/// chosen to be numerically significant, but visually insignificant.
-#define b2_linearSlop			0.005f
-
-/// A small angle used as a collision and constraint tolerance. Usually it is
-/// chosen to be numerically significant, but visually insignificant.
-#define b2_angularSlop			(2.0f / 180.0f * b2_pi)
-
-/// The radius of the polygon/edge shape skin. This should not be modified. Making
-/// this smaller means polygons will have an insufficient buffer for continuous collision.
-/// Making it larger may create artifacts for vertex collision.
-#define b2_polygonRadius		(2.0f * b2_linearSlop)
-
-/// Maximum number of sub-steps per contact in continuous physics simulation.
-#define b2_maxSubSteps			8
-
-
-// Dynamics
-
-/// Maximum number of contacts to be handled to solve a TOI impact.
-#define b2_maxTOIContacts			32
-
-/// A velocity threshold for elastic collisions. Any collision with a relative linear
-/// velocity below this threshold will be treated as inelastic.
-#define b2_velocityThreshold		1.0f
-
-/// The maximum linear position correction used when solving constraints. This helps to
-/// prevent overshoot.
-#define b2_maxLinearCorrection		0.2f
-
-/// The maximum angular position correction used when solving constraints. This helps to
-/// prevent overshoot.
-#define b2_maxAngularCorrection		(8.0f / 180.0f * b2_pi)
-
-/// The maximum linear velocity of a body. This limit is very large and is used
-/// to prevent numerical problems. You shouldn't need to adjust this.
-#define b2_maxTranslation			2.0f
-#define b2_maxTranslationSquared	(b2_maxTranslation * b2_maxTranslation)
-
-/// The maximum angular velocity of a body. This limit is very large and is used
-/// to prevent numerical problems. You shouldn't need to adjust this.
-#define b2_maxRotation				(0.5f * b2_pi)
-#define b2_maxRotationSquared		(b2_maxRotation * b2_maxRotation)
-
-/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
-/// that overlap is removed in one time step. However using values close to 1 often lead
-/// to overshoot.
-#define b2_baumgarte				0.2f
-#define b2_toiBaugarte				0.75f
-
-
-// Sleep
-
-/// The time that a body must be still before it will go to sleep.
-#define b2_timeToSleep				0.5f
-
-/// A body cannot sleep if its linear velocity is above this tolerance.
-#define b2_linearSleepTolerance		0.01f
-
-/// A body cannot sleep if its angular velocity is above this tolerance.
-#define b2_angularSleepTolerance	(2.0f / 180.0f * b2_pi)
-
-// Memory Allocation
-
-/// Implement this function to use your own memory allocator.
-void* b2Alloc(int32 size);
-
-/// If you implement b2Alloc, you should also implement this function.
-void b2Free(void* mem);
-
-/// Logging function.
-void b2Log(const char* string, ...);
-
-/// Version numbering scheme.
-/// See http://en.wikipedia.org/wiki/Software_versioning
-struct b2Version
-{
-	int32 major;		///< significant changes
-	int32 minor;		///< incremental changes
-	int32 revision;		///< bug fixes
-};
-
-/// Current version.
-extern b2Version b2_version;
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_SETTINGS_H
+#define B2_SETTINGS_H
+
+#include <cassert>
+#include <cmath>
+
+void loveAssert(bool test, const char *teststr);
+
+#define B2_NOT_USED(x) ((void)(x))
+//#define b2Assert(A) assert(A)
+#define b2Assert(A) loveAssert((A), #A)
+
+typedef signed char	int8;
+typedef signed short int16;
+typedef signed int int32;
+typedef unsigned char uint8;
+typedef unsigned short uint16;
+typedef unsigned int uint32;
+typedef float float32;
+typedef double float64;
+
+#define	b2_maxFloat		FLT_MAX
+#define	b2_epsilon		FLT_EPSILON
+#define b2_pi			3.14159265359f
+
+/// @file
+/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
+///
+
+// Collision
+
+/// The maximum number of contact points between two convex shapes. Do
+/// not change this value.
+#define b2_maxManifoldPoints	2
+
+/// The maximum number of vertices on a convex polygon. You cannot increase
+/// this too much because b2BlockAllocator has a maximum object size.
+#define b2_maxPolygonVertices	8
+
+/// This is used to fatten AABBs in the dynamic tree. This allows proxies
+/// to move by a small amount without triggering a tree adjustment.
+/// This is in meters.
+#define b2_aabbExtension		0.1f
+
+/// This is used to fatten AABBs in the dynamic tree. This is used to predict
+/// the future position based on the current displacement.
+/// This is a dimensionless multiplier.
+#define b2_aabbMultiplier		2.0f
+
+/// A small length used as a collision and constraint tolerance. Usually it is
+/// chosen to be numerically significant, but visually insignificant.
+#define b2_linearSlop			0.005f
+
+/// A small angle used as a collision and constraint tolerance. Usually it is
+/// chosen to be numerically significant, but visually insignificant.
+#define b2_angularSlop			(2.0f / 180.0f * b2_pi)
+
+/// The radius of the polygon/edge shape skin. This should not be modified. Making
+/// this smaller means polygons will have an insufficient buffer for continuous collision.
+/// Making it larger may create artifacts for vertex collision.
+#define b2_polygonRadius		(2.0f * b2_linearSlop)
+
+/// Maximum number of sub-steps per contact in continuous physics simulation.
+#define b2_maxSubSteps			8
+
+
+// Dynamics
+
+/// Maximum number of contacts to be handled to solve a TOI impact.
+#define b2_maxTOIContacts			32
+
+/// A velocity threshold for elastic collisions. Any collision with a relative linear
+/// velocity below this threshold will be treated as inelastic.
+#define b2_velocityThreshold		1.0f
+
+/// The maximum linear position correction used when solving constraints. This helps to
+/// prevent overshoot.
+#define b2_maxLinearCorrection		0.2f
+
+/// The maximum angular position correction used when solving constraints. This helps to
+/// prevent overshoot.
+#define b2_maxAngularCorrection		(8.0f / 180.0f * b2_pi)
+
+/// The maximum linear velocity of a body. This limit is very large and is used
+/// to prevent numerical problems. You shouldn't need to adjust this.
+#define b2_maxTranslation			2.0f
+#define b2_maxTranslationSquared	(b2_maxTranslation * b2_maxTranslation)
+
+/// The maximum angular velocity of a body. This limit is very large and is used
+/// to prevent numerical problems. You shouldn't need to adjust this.
+#define b2_maxRotation				(0.5f * b2_pi)
+#define b2_maxRotationSquared		(b2_maxRotation * b2_maxRotation)
+
+/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
+/// that overlap is removed in one time step. However using values close to 1 often lead
+/// to overshoot.
+#define b2_baumgarte				0.2f
+#define b2_toiBaugarte				0.75f
+
+
+// Sleep
+
+/// The time that a body must be still before it will go to sleep.
+#define b2_timeToSleep				0.5f
+
+/// A body cannot sleep if its linear velocity is above this tolerance.
+#define b2_linearSleepTolerance		0.01f
+
+/// A body cannot sleep if its angular velocity is above this tolerance.
+#define b2_angularSleepTolerance	(2.0f / 180.0f * b2_pi)
+
+// Memory Allocation
+
+/// Implement this function to use your own memory allocator.
+void* b2Alloc(int32 size);
+
+/// If you implement b2Alloc, you should also implement this function.
+void b2Free(void* mem);
+
+/// Logging function.
+void b2Log(const char* string, ...);
+
+/// Version numbering scheme.
+/// See http://en.wikipedia.org/wiki/Software_versioning
+struct b2Version
+{
+	int32 major;		///< significant changes
+	int32 minor;		///< incremental changes
+	int32 revision;		///< bug fixes
+};
+
+/// Current version.
+extern b2Version b2_version;
+
+#endif

+ 83 - 83
src/libraries/Box2D/Common/b2StackAllocator.cpp

@@ -1,83 +1,83 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Common/b2StackAllocator.h>
-#include <Box2D/Common/b2Math.h>
-
-b2StackAllocator::b2StackAllocator()
-{
-	m_index = 0;
-	m_allocation = 0;
-	m_maxAllocation = 0;
-	m_entryCount = 0;
-}
-
-b2StackAllocator::~b2StackAllocator()
-{
-	b2Assert(m_index == 0);
-	b2Assert(m_entryCount == 0);
-}
-
-void* b2StackAllocator::Allocate(int32 size)
-{
-	b2Assert(m_entryCount < b2_maxStackEntries);
-
-	b2StackEntry* entry = m_entries + m_entryCount;
-	entry->size = size;
-	if (m_index + size > b2_stackSize)
-	{
-		entry->data = (char*)b2Alloc(size);
-		entry->usedMalloc = true;
-	}
-	else
-	{
-		entry->data = m_data + m_index;
-		entry->usedMalloc = false;
-		m_index += size;
-	}
-
-	m_allocation += size;
-	m_maxAllocation = b2Max(m_maxAllocation, m_allocation);
-	++m_entryCount;
-
-	return entry->data;
-}
-
-void b2StackAllocator::Free(void* p)
-{
-	b2Assert(m_entryCount > 0);
-	b2StackEntry* entry = m_entries + m_entryCount - 1;
-	b2Assert(p == entry->data);
-	if (entry->usedMalloc)
-	{
-		b2Free(p);
-	}
-	else
-	{
-		m_index -= entry->size;
-	}
-	m_allocation -= entry->size;
-	--m_entryCount;
-
-	p = NULL;
-}
-
-int32 b2StackAllocator::GetMaxAllocation() const
-{
-	return m_maxAllocation;
-}
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Common/b2StackAllocator.h>
+#include <Box2D/Common/b2Math.h>
+
+b2StackAllocator::b2StackAllocator()
+{
+	m_index = 0;
+	m_allocation = 0;
+	m_maxAllocation = 0;
+	m_entryCount = 0;
+}
+
+b2StackAllocator::~b2StackAllocator()
+{
+	b2Assert(m_index == 0);
+	b2Assert(m_entryCount == 0);
+}
+
+void* b2StackAllocator::Allocate(int32 size)
+{
+	b2Assert(m_entryCount < b2_maxStackEntries);
+
+	b2StackEntry* entry = m_entries + m_entryCount;
+	entry->size = size;
+	if (m_index + size > b2_stackSize)
+	{
+		entry->data = (char*)b2Alloc(size);
+		entry->usedMalloc = true;
+	}
+	else
+	{
+		entry->data = m_data + m_index;
+		entry->usedMalloc = false;
+		m_index += size;
+	}
+
+	m_allocation += size;
+	m_maxAllocation = b2Max(m_maxAllocation, m_allocation);
+	++m_entryCount;
+
+	return entry->data;
+}
+
+void b2StackAllocator::Free(void* p)
+{
+	b2Assert(m_entryCount > 0);
+	b2StackEntry* entry = m_entries + m_entryCount - 1;
+	b2Assert(p == entry->data);
+	if (entry->usedMalloc)
+	{
+		b2Free(p);
+	}
+	else
+	{
+		m_index -= entry->size;
+	}
+	m_allocation -= entry->size;
+	--m_entryCount;
+
+	p = NULL;
+}
+
+int32 b2StackAllocator::GetMaxAllocation() const
+{
+	return m_maxAllocation;
+}

+ 60 - 60
src/libraries/Box2D/Common/b2StackAllocator.h

@@ -1,60 +1,60 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_STACK_ALLOCATOR_H
-#define B2_STACK_ALLOCATOR_H
-
-#include <Box2D/Common/b2Settings.h>
-
-const int32 b2_stackSize = 100 * 1024;	// 100k
-const int32 b2_maxStackEntries = 32;
-
-struct b2StackEntry
-{
-	char* data;
-	int32 size;
-	bool usedMalloc;
-};
-
-// This is a stack allocator used for fast per step allocations.
-// You must nest allocate/free pairs. The code will assert
-// if you try to interleave multiple allocate/free pairs.
-class b2StackAllocator
-{
-public:
-	b2StackAllocator();
-	~b2StackAllocator();
-
-	void* Allocate(int32 size);
-	void Free(void* p);
-
-	int32 GetMaxAllocation() const;
-
-private:
-
-	char m_data[b2_stackSize];
-	int32 m_index;
-
-	int32 m_allocation;
-	int32 m_maxAllocation;
-
-	b2StackEntry m_entries[b2_maxStackEntries];
-	int32 m_entryCount;
-};
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_STACK_ALLOCATOR_H
+#define B2_STACK_ALLOCATOR_H
+
+#include <Box2D/Common/b2Settings.h>
+
+const int32 b2_stackSize = 100 * 1024;	// 100k
+const int32 b2_maxStackEntries = 32;
+
+struct b2StackEntry
+{
+	char* data;
+	int32 size;
+	bool usedMalloc;
+};
+
+// This is a stack allocator used for fast per step allocations.
+// You must nest allocate/free pairs. The code will assert
+// if you try to interleave multiple allocate/free pairs.
+class b2StackAllocator
+{
+public:
+	b2StackAllocator();
+	~b2StackAllocator();
+
+	void* Allocate(int32 size);
+	void Free(void* p);
+
+	int32 GetMaxAllocation() const;
+
+private:
+
+	char m_data[b2_stackSize];
+	int32 m_index;
+
+	int32 m_allocation;
+	int32 m_maxAllocation;
+
+	b2StackEntry m_entries[b2_maxStackEntries];
+	int32 m_entryCount;
+};
+
+#endif

+ 100 - 100
src/libraries/Box2D/Common/b2Timer.cpp

@@ -1,100 +1,100 @@
-/*
-* Copyright (c) 2011 Erin Catto http://box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Common/b2Timer.h>
-
-#if defined(_WIN32)
-
-float64 b2Timer::s_invFrequency = 0.0f;
-
-#include <windows.h>
-
-b2Timer::b2Timer()
-{
-	LARGE_INTEGER largeInteger;
-
-	if (s_invFrequency == 0.0f)
-	{
-		QueryPerformanceFrequency(&largeInteger);
-		s_invFrequency = float64(largeInteger.QuadPart);
-		if (s_invFrequency > 0.0f)
-		{
-			s_invFrequency = 1000.0f / s_invFrequency;
-		}
-	}
-
-	QueryPerformanceCounter(&largeInteger);
-	m_start = float64(largeInteger.QuadPart);
-}
-
-void b2Timer::Reset()
-{
-	LARGE_INTEGER largeInteger;
-	QueryPerformanceCounter(&largeInteger);
-	m_start = float64(largeInteger.QuadPart);
-}
-
-float32 b2Timer::GetMilliseconds() const
-{
-	LARGE_INTEGER largeInteger;
-	QueryPerformanceCounter(&largeInteger);
-	float64 count = float64(largeInteger.QuadPart);
-	float32 ms = float32(s_invFrequency * (count - m_start));
-	return ms;
-}
-
-#elif defined(__linux__) || defined (__APPLE__)
-
-#include <sys/time.h>
-
-b2Timer::b2Timer()
-{
-    Reset();
-}
-
-void b2Timer::Reset()
-{
-    timeval t;
-    gettimeofday(&t, 0);
-    m_start_sec = t.tv_sec;
-    m_start_msec = t.tv_usec * 0.001f;
-}
-
-float32 b2Timer::GetMilliseconds() const
-{
-    timeval t;
-    gettimeofday(&t, 0);
-    return (t.tv_sec - m_start_sec) * 1000 + t.tv_usec * 0.001f - m_start_msec;
-}
-
-#else
-
-b2Timer::b2Timer()
-{
-}
-
-void b2Timer::Reset()
-{
-}
-
-float32 b2Timer::GetMilliseconds() const
-{
-	return 0.0f;
-}
-
-#endif
+/*
+* Copyright (c) 2011 Erin Catto http://box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Common/b2Timer.h>
+
+#if defined(_WIN32)
+
+float64 b2Timer::s_invFrequency = 0.0f;
+
+#include <windows.h>
+
+b2Timer::b2Timer()
+{
+	LARGE_INTEGER largeInteger;
+
+	if (s_invFrequency == 0.0f)
+	{
+		QueryPerformanceFrequency(&largeInteger);
+		s_invFrequency = float64(largeInteger.QuadPart);
+		if (s_invFrequency > 0.0f)
+		{
+			s_invFrequency = 1000.0f / s_invFrequency;
+		}
+	}
+
+	QueryPerformanceCounter(&largeInteger);
+	m_start = float64(largeInteger.QuadPart);
+}
+
+void b2Timer::Reset()
+{
+	LARGE_INTEGER largeInteger;
+	QueryPerformanceCounter(&largeInteger);
+	m_start = float64(largeInteger.QuadPart);
+}
+
+float32 b2Timer::GetMilliseconds() const
+{
+	LARGE_INTEGER largeInteger;
+	QueryPerformanceCounter(&largeInteger);
+	float64 count = float64(largeInteger.QuadPart);
+	float32 ms = float32(s_invFrequency * (count - m_start));
+	return ms;
+}
+
+#elif defined(__linux__) || defined (__APPLE__)
+
+#include <sys/time.h>
+
+b2Timer::b2Timer()
+{
+    Reset();
+}
+
+void b2Timer::Reset()
+{
+    timeval t;
+    gettimeofday(&t, 0);
+    m_start_sec = t.tv_sec;
+    m_start_msec = t.tv_usec * 0.001f;
+}
+
+float32 b2Timer::GetMilliseconds() const
+{
+    timeval t;
+    gettimeofday(&t, 0);
+    return (t.tv_sec - m_start_sec) * 1000 + t.tv_usec * 0.001f - m_start_msec;
+}
+
+#else
+
+b2Timer::b2Timer()
+{
+}
+
+void b2Timer::Reset()
+{
+}
+
+float32 b2Timer::GetMilliseconds() const
+{
+	return 0.0f;
+}
+
+#endif

+ 45 - 45
src/libraries/Box2D/Common/b2Timer.h

@@ -1,45 +1,45 @@
-/*
-* Copyright (c) 2011 Erin Catto http://box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Common/b2Settings.h>
-
-/// Timer for profiling. This has platform specific code and may
-/// not work on every platform.
-class b2Timer
-{
-public:
-
-	/// Constructor
-	b2Timer();
-
-	/// Reset the timer.
-	void Reset();
-
-	/// Get the time since construction or the last reset.
-	float32 GetMilliseconds() const;
-
-private:
-
-#if defined(_WIN32)
-	float64 m_start;
-	static float64 s_invFrequency;
-#elif defined(__linux__) || defined (__APPLE__)
-	unsigned long m_start_sec;
-	unsigned long m_start_msec;
-#endif
-};
+/*
+* Copyright (c) 2011 Erin Catto http://box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Common/b2Settings.h>
+
+/// Timer for profiling. This has platform specific code and may
+/// not work on every platform.
+class b2Timer
+{
+public:
+
+	/// Constructor
+	b2Timer();
+
+	/// Reset the timer.
+	void Reset();
+
+	/// Get the time since construction or the last reset.
+	float32 GetMilliseconds() const;
+
+private:
+
+#if defined(_WIN32)
+	float64 m_start;
+	static float64 s_invFrequency;
+#elif defined(__linux__) || defined (__APPLE__)
+	unsigned long m_start_sec;
+	unsigned long m_start_msec;
+#endif
+};

+ 54 - 54
src/libraries/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp

@@ -1,54 +1,54 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h>
-#include <Box2D/Common/b2BlockAllocator.h>
-#include <Box2D/Dynamics/b2Fixture.h>
-#include <Box2D/Collision/Shapes/b2ChainShape.h>
-#include <Box2D/Collision/Shapes/b2EdgeShape.h>
-
-#include <new>
-using namespace std;
-
-b2Contact* b2ChainAndCircleContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
-{
-	void* mem = allocator->Allocate(sizeof(b2ChainAndCircleContact));
-	return new (mem) b2ChainAndCircleContact(fixtureA, indexA, fixtureB, indexB);
-}
-
-void b2ChainAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
-	((b2ChainAndCircleContact*)contact)->~b2ChainAndCircleContact();
-	allocator->Free(contact, sizeof(b2ChainAndCircleContact));
-}
-
-b2ChainAndCircleContact::b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
-: b2Contact(fixtureA, indexA, fixtureB, indexB)
-{
-	b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
-	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
-}
-
-void b2ChainAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
-	b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
-	b2EdgeShape edge;
-	chain->GetChildEdge(&edge, m_indexA);
-	b2CollideEdgeAndCircle(	manifold, &edge, xfA,
-							(b2CircleShape*)m_fixtureB->GetShape(), xfB);
-}
+/*
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h>
+#include <Box2D/Common/b2BlockAllocator.h>
+#include <Box2D/Dynamics/b2Fixture.h>
+#include <Box2D/Collision/Shapes/b2ChainShape.h>
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>
+
+#include <new>
+using namespace std;
+
+b2Contact* b2ChainAndCircleContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
+{
+	void* mem = allocator->Allocate(sizeof(b2ChainAndCircleContact));
+	return new (mem) b2ChainAndCircleContact(fixtureA, indexA, fixtureB, indexB);
+}
+
+void b2ChainAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+	((b2ChainAndCircleContact*)contact)->~b2ChainAndCircleContact();
+	allocator->Free(contact, sizeof(b2ChainAndCircleContact));
+}
+
+b2ChainAndCircleContact::b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
+: b2Contact(fixtureA, indexA, fixtureB, indexB)
+{
+	b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
+	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
+}
+
+void b2ChainAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+	b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
+	b2EdgeShape edge;
+	chain->GetChildEdge(&edge, m_indexA);
+	b2CollideEdgeAndCircle(	manifold, &edge, xfA,
+							(b2CircleShape*)m_fixtureB->GetShape(), xfB);
+}

+ 39 - 39
src/libraries/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h

@@ -1,39 +1,39 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CHAIN_AND_CIRCLE_CONTACT_H
-#define B2_CHAIN_AND_CIRCLE_CONTACT_H
-
-#include <Box2D/Dynamics/Contacts/b2Contact.h>
-
-class b2BlockAllocator;
-
-class b2ChainAndCircleContact : public b2Contact
-{
-public:
-	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
-								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
-	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
-	b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
-	~b2ChainAndCircleContact() {}
-
-	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
-};
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_CHAIN_AND_CIRCLE_CONTACT_H
+#define B2_CHAIN_AND_CIRCLE_CONTACT_H
+
+#include <Box2D/Dynamics/Contacts/b2Contact.h>
+
+class b2BlockAllocator;
+
+class b2ChainAndCircleContact : public b2Contact
+{
+public:
+	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
+								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+	b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
+	~b2ChainAndCircleContact() {}
+
+	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
+};
+
+#endif

+ 54 - 54
src/libraries/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp

@@ -1,54 +1,54 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h>
-#include <Box2D/Common/b2BlockAllocator.h>
-#include <Box2D/Dynamics/b2Fixture.h>
-#include <Box2D/Collision/Shapes/b2ChainShape.h>
-#include <Box2D/Collision/Shapes/b2EdgeShape.h>
-
-#include <new>
-using namespace std;
-
-b2Contact* b2ChainAndPolygonContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
-{
-	void* mem = allocator->Allocate(sizeof(b2ChainAndPolygonContact));
-	return new (mem) b2ChainAndPolygonContact(fixtureA, indexA, fixtureB, indexB);
-}
-
-void b2ChainAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
-	((b2ChainAndPolygonContact*)contact)->~b2ChainAndPolygonContact();
-	allocator->Free(contact, sizeof(b2ChainAndPolygonContact));
-}
-
-b2ChainAndPolygonContact::b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
-: b2Contact(fixtureA, indexA, fixtureB, indexB)
-{
-	b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
-	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
-}
-
-void b2ChainAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
-	b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
-	b2EdgeShape edge;
-	chain->GetChildEdge(&edge, m_indexA);
-	b2CollideEdgeAndPolygon(	manifold, &edge, xfA,
-								(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
-}
+/*
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h>
+#include <Box2D/Common/b2BlockAllocator.h>
+#include <Box2D/Dynamics/b2Fixture.h>
+#include <Box2D/Collision/Shapes/b2ChainShape.h>
+#include <Box2D/Collision/Shapes/b2EdgeShape.h>
+
+#include <new>
+using namespace std;
+
+b2Contact* b2ChainAndPolygonContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
+{
+	void* mem = allocator->Allocate(sizeof(b2ChainAndPolygonContact));
+	return new (mem) b2ChainAndPolygonContact(fixtureA, indexA, fixtureB, indexB);
+}
+
+void b2ChainAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+	((b2ChainAndPolygonContact*)contact)->~b2ChainAndPolygonContact();
+	allocator->Free(contact, sizeof(b2ChainAndPolygonContact));
+}
+
+b2ChainAndPolygonContact::b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
+: b2Contact(fixtureA, indexA, fixtureB, indexB)
+{
+	b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
+	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
+}
+
+void b2ChainAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+	b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
+	b2EdgeShape edge;
+	chain->GetChildEdge(&edge, m_indexA);
+	b2CollideEdgeAndPolygon(	manifold, &edge, xfA,
+								(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
+}

+ 39 - 39
src/libraries/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h

@@ -1,39 +1,39 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CHAIN_AND_POLYGON_CONTACT_H
-#define B2_CHAIN_AND_POLYGON_CONTACT_H
-
-#include <Box2D/Dynamics/Contacts/b2Contact.h>
-
-class b2BlockAllocator;
-
-class b2ChainAndPolygonContact : public b2Contact
-{
-public:
-	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
-								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
-	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
-	b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
-	~b2ChainAndPolygonContact() {}
-
-	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
-};
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_CHAIN_AND_POLYGON_CONTACT_H
+#define B2_CHAIN_AND_POLYGON_CONTACT_H
+
+#include <Box2D/Dynamics/Contacts/b2Contact.h>
+
+class b2BlockAllocator;
+
+class b2ChainAndPolygonContact : public b2Contact
+{
+public:
+	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
+								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+	b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
+	~b2ChainAndPolygonContact() {}
+
+	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
+};
+
+#endif

+ 53 - 53
src/libraries/Box2D/Dynamics/Contacts/b2CircleContact.cpp

@@ -1,53 +1,53 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Contacts/b2CircleContact.h>
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2Fixture.h>
-#include <Box2D/Dynamics/b2WorldCallbacks.h>
-#include <Box2D/Common/b2BlockAllocator.h>
-#include <Box2D/Collision/b2TimeOfImpact.h>
-
-#include <new>
-using namespace std;
-
-b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
-{
-	void* mem = allocator->Allocate(sizeof(b2CircleContact));
-	return new (mem) b2CircleContact(fixtureA, fixtureB);
-}
-
-void b2CircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
-	((b2CircleContact*)contact)->~b2CircleContact();
-	allocator->Free(contact, sizeof(b2CircleContact));
-}
-
-b2CircleContact::b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
-	: b2Contact(fixtureA, 0, fixtureB, 0)
-{
-	b2Assert(m_fixtureA->GetType() == b2Shape::e_circle);
-	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
-}
-
-void b2CircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
-	b2CollideCircles(manifold,
-					(b2CircleShape*)m_fixtureA->GetShape(), xfA,
-					(b2CircleShape*)m_fixtureB->GetShape(), xfB);
-}
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Contacts/b2CircleContact.h>
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2Fixture.h>
+#include <Box2D/Dynamics/b2WorldCallbacks.h>
+#include <Box2D/Common/b2BlockAllocator.h>
+#include <Box2D/Collision/b2TimeOfImpact.h>
+
+#include <new>
+using namespace std;
+
+b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
+{
+	void* mem = allocator->Allocate(sizeof(b2CircleContact));
+	return new (mem) b2CircleContact(fixtureA, fixtureB);
+}
+
+void b2CircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+	((b2CircleContact*)contact)->~b2CircleContact();
+	allocator->Free(contact, sizeof(b2CircleContact));
+}
+
+b2CircleContact::b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
+	: b2Contact(fixtureA, 0, fixtureB, 0)
+{
+	b2Assert(m_fixtureA->GetType() == b2Shape::e_circle);
+	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
+}
+
+void b2CircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+	b2CollideCircles(manifold,
+					(b2CircleShape*)m_fixtureA->GetShape(), xfA,
+					(b2CircleShape*)m_fixtureB->GetShape(), xfB);
+}

+ 39 - 39
src/libraries/Box2D/Dynamics/Contacts/b2CircleContact.h

@@ -1,39 +1,39 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CIRCLE_CONTACT_H
-#define B2_CIRCLE_CONTACT_H
-
-#include <Box2D/Dynamics/Contacts/b2Contact.h>
-
-class b2BlockAllocator;
-
-class b2CircleContact : public b2Contact
-{
-public:
-	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
-								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
-	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
-	b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
-	~b2CircleContact() {}
-
-	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
-};
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_CIRCLE_CONTACT_H
+#define B2_CIRCLE_CONTACT_H
+
+#include <Box2D/Dynamics/Contacts/b2Contact.h>
+
+class b2BlockAllocator;
+
+class b2CircleContact : public b2Contact
+{
+public:
+	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
+								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+	b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+	~b2CircleContact() {}
+
+	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
+};
+
+#endif

+ 240 - 240
src/libraries/Box2D/Dynamics/Contacts/b2Contact.cpp

@@ -1,240 +1,240 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Contacts/b2Contact.h>
-#include <Box2D/Dynamics/Contacts/b2CircleContact.h>
-#include <Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h>
-#include <Box2D/Dynamics/Contacts/b2PolygonContact.h>
-#include <Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h>
-#include <Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h>
-#include <Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h>
-#include <Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h>
-#include <Box2D/Dynamics/Contacts/b2ContactSolver.h>
-
-#include <Box2D/Collision/b2Collision.h>
-#include <Box2D/Collision/b2TimeOfImpact.h>
-#include <Box2D/Collision/Shapes/b2Shape.h>
-#include <Box2D/Common/b2BlockAllocator.h>
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2Fixture.h>
-#include <Box2D/Dynamics/b2World.h>
-
-b2ContactRegister b2Contact::s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
-bool b2Contact::s_initialized = false;
-
-void b2Contact::InitializeRegisters()
-{
-	AddType(b2CircleContact::Create, b2CircleContact::Destroy, b2Shape::e_circle, b2Shape::e_circle);
-	AddType(b2PolygonAndCircleContact::Create, b2PolygonAndCircleContact::Destroy, b2Shape::e_polygon, b2Shape::e_circle);
-	AddType(b2PolygonContact::Create, b2PolygonContact::Destroy, b2Shape::e_polygon, b2Shape::e_polygon);
-	AddType(b2EdgeAndCircleContact::Create, b2EdgeAndCircleContact::Destroy, b2Shape::e_edge, b2Shape::e_circle);
-	AddType(b2EdgeAndPolygonContact::Create, b2EdgeAndPolygonContact::Destroy, b2Shape::e_edge, b2Shape::e_polygon);
-	AddType(b2ChainAndCircleContact::Create, b2ChainAndCircleContact::Destroy, b2Shape::e_chain, b2Shape::e_circle);
-	AddType(b2ChainAndPolygonContact::Create, b2ChainAndPolygonContact::Destroy, b2Shape::e_chain, b2Shape::e_polygon);
-}
-
-void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destoryFcn,
-						b2Shape::Type type1, b2Shape::Type type2)
-{
-	b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
-	b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
-	
-	s_registers[type1][type2].createFcn = createFcn;
-	s_registers[type1][type2].destroyFcn = destoryFcn;
-	s_registers[type1][type2].primary = true;
-
-	if (type1 != type2)
-	{
-		s_registers[type2][type1].createFcn = createFcn;
-		s_registers[type2][type1].destroyFcn = destoryFcn;
-		s_registers[type2][type1].primary = false;
-	}
-}
-
-b2Contact* b2Contact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
-{
-	if (s_initialized == false)
-	{
-		InitializeRegisters();
-		s_initialized = true;
-	}
-
-	b2Shape::Type type1 = fixtureA->GetType();
-	b2Shape::Type type2 = fixtureB->GetType();
-
-	b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
-	b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
-	
-	b2ContactCreateFcn* createFcn = s_registers[type1][type2].createFcn;
-	if (createFcn)
-	{
-		if (s_registers[type1][type2].primary)
-		{
-			return createFcn(fixtureA, indexA, fixtureB, indexB, allocator);
-		}
-		else
-		{
-			return createFcn(fixtureB, indexB, fixtureA, indexA, allocator);
-		}
-	}
-	else
-	{
-		return NULL;
-	}
-}
-
-void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
-	b2Assert(s_initialized == true);
-
-	if (contact->m_manifold.pointCount > 0)
-	{
-		contact->GetFixtureA()->GetBody()->SetAwake(true);
-		contact->GetFixtureB()->GetBody()->SetAwake(true);
-	}
-
-	b2Shape::Type typeA = contact->GetFixtureA()->GetType();
-	b2Shape::Type typeB = contact->GetFixtureB()->GetType();
-
-	b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
-	b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
-
-	b2ContactDestroyFcn* destroyFcn = s_registers[typeA][typeB].destroyFcn;
-	destroyFcn(contact, allocator);
-}
-
-b2Contact::b2Contact(b2Fixture* fA, int32 indexA, b2Fixture* fB, int32 indexB)
-{
-	m_flags = e_enabledFlag;
-
-	m_fixtureA = fA;
-	m_fixtureB = fB;
-
-	m_indexA = indexA;
-	m_indexB = indexB;
-
-	m_manifold.pointCount = 0;
-
-	m_prev = NULL;
-	m_next = NULL;
-
-	m_nodeA.contact = NULL;
-	m_nodeA.prev = NULL;
-	m_nodeA.next = NULL;
-	m_nodeA.other = NULL;
-
-	m_nodeB.contact = NULL;
-	m_nodeB.prev = NULL;
-	m_nodeB.next = NULL;
-	m_nodeB.other = NULL;
-
-	m_toiCount = 0;
-
-	m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
-	m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
-}
-
-// Update the contact manifold and touching status.
-// Note: do not assume the fixture AABBs are overlapping or are valid.
-void b2Contact::Update(b2ContactListener* listener)
-{
-	b2Manifold oldManifold = m_manifold;
-
-	// Re-enable this contact.
-	m_flags |= e_enabledFlag;
-
-	bool touching = false;
-	bool wasTouching = (m_flags & e_touchingFlag) == e_touchingFlag;
-
-	bool sensorA = m_fixtureA->IsSensor();
-	bool sensorB = m_fixtureB->IsSensor();
-	bool sensor = sensorA || sensorB;
-
-	b2Body* bodyA = m_fixtureA->GetBody();
-	b2Body* bodyB = m_fixtureB->GetBody();
-	const b2Transform& xfA = bodyA->GetTransform();
-	const b2Transform& xfB = bodyB->GetTransform();
-
-	// Is this contact a sensor?
-	if (sensor)
-	{
-		const b2Shape* shapeA = m_fixtureA->GetShape();
-		const b2Shape* shapeB = m_fixtureB->GetShape();
-		touching = b2TestOverlap(shapeA, m_indexA, shapeB, m_indexB, xfA, xfB);
-
-		// Sensors don't generate manifolds.
-		m_manifold.pointCount = 0;
-	}
-	else
-	{
-		Evaluate(&m_manifold, xfA, xfB);
-		touching = m_manifold.pointCount > 0;
-
-		// Match old contact ids to new contact ids and copy the
-		// stored impulses to warm start the solver.
-		for (int32 i = 0; i < m_manifold.pointCount; ++i)
-		{
-			b2ManifoldPoint* mp2 = m_manifold.points + i;
-			mp2->normalImpulse = 0.0f;
-			mp2->tangentImpulse = 0.0f;
-			b2ContactID id2 = mp2->id;
-
-			for (int32 j = 0; j < oldManifold.pointCount; ++j)
-			{
-				b2ManifoldPoint* mp1 = oldManifold.points + j;
-
-				if (mp1->id.key == id2.key)
-				{
-					mp2->normalImpulse = mp1->normalImpulse;
-					mp2->tangentImpulse = mp1->tangentImpulse;
-					break;
-				}
-			}
-		}
-
-		if (touching != wasTouching)
-		{
-			bodyA->SetAwake(true);
-			bodyB->SetAwake(true);
-		}
-	}
-
-	if (touching)
-	{
-		m_flags |= e_touchingFlag;
-	}
-	else
-	{
-		m_flags &= ~e_touchingFlag;
-	}
-
-	if (wasTouching == false && touching == true && listener)
-	{
-		listener->BeginContact(this);
-	}
-
-	if (wasTouching == true && touching == false && listener)
-	{
-		listener->EndContact(this);
-	}
-
-	if (sensor == false && touching && listener)
-	{
-		listener->PreSolve(this, &oldManifold);
-	}
-}
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Contacts/b2Contact.h>
+#include <Box2D/Dynamics/Contacts/b2CircleContact.h>
+#include <Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h>
+#include <Box2D/Dynamics/Contacts/b2PolygonContact.h>
+#include <Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h>
+#include <Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h>
+#include <Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h>
+#include <Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h>
+#include <Box2D/Dynamics/Contacts/b2ContactSolver.h>
+
+#include <Box2D/Collision/b2Collision.h>
+#include <Box2D/Collision/b2TimeOfImpact.h>
+#include <Box2D/Collision/Shapes/b2Shape.h>
+#include <Box2D/Common/b2BlockAllocator.h>
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2Fixture.h>
+#include <Box2D/Dynamics/b2World.h>
+
+b2ContactRegister b2Contact::s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
+bool b2Contact::s_initialized = false;
+
+void b2Contact::InitializeRegisters()
+{
+	AddType(b2CircleContact::Create, b2CircleContact::Destroy, b2Shape::e_circle, b2Shape::e_circle);
+	AddType(b2PolygonAndCircleContact::Create, b2PolygonAndCircleContact::Destroy, b2Shape::e_polygon, b2Shape::e_circle);
+	AddType(b2PolygonContact::Create, b2PolygonContact::Destroy, b2Shape::e_polygon, b2Shape::e_polygon);
+	AddType(b2EdgeAndCircleContact::Create, b2EdgeAndCircleContact::Destroy, b2Shape::e_edge, b2Shape::e_circle);
+	AddType(b2EdgeAndPolygonContact::Create, b2EdgeAndPolygonContact::Destroy, b2Shape::e_edge, b2Shape::e_polygon);
+	AddType(b2ChainAndCircleContact::Create, b2ChainAndCircleContact::Destroy, b2Shape::e_chain, b2Shape::e_circle);
+	AddType(b2ChainAndPolygonContact::Create, b2ChainAndPolygonContact::Destroy, b2Shape::e_chain, b2Shape::e_polygon);
+}
+
+void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destoryFcn,
+						b2Shape::Type type1, b2Shape::Type type2)
+{
+	b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
+	b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
+	
+	s_registers[type1][type2].createFcn = createFcn;
+	s_registers[type1][type2].destroyFcn = destoryFcn;
+	s_registers[type1][type2].primary = true;
+
+	if (type1 != type2)
+	{
+		s_registers[type2][type1].createFcn = createFcn;
+		s_registers[type2][type1].destroyFcn = destoryFcn;
+		s_registers[type2][type1].primary = false;
+	}
+}
+
+b2Contact* b2Contact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
+{
+	if (s_initialized == false)
+	{
+		InitializeRegisters();
+		s_initialized = true;
+	}
+
+	b2Shape::Type type1 = fixtureA->GetType();
+	b2Shape::Type type2 = fixtureB->GetType();
+
+	b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
+	b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
+	
+	b2ContactCreateFcn* createFcn = s_registers[type1][type2].createFcn;
+	if (createFcn)
+	{
+		if (s_registers[type1][type2].primary)
+		{
+			return createFcn(fixtureA, indexA, fixtureB, indexB, allocator);
+		}
+		else
+		{
+			return createFcn(fixtureB, indexB, fixtureA, indexA, allocator);
+		}
+	}
+	else
+	{
+		return NULL;
+	}
+}
+
+void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+	b2Assert(s_initialized == true);
+
+	if (contact->m_manifold.pointCount > 0)
+	{
+		contact->GetFixtureA()->GetBody()->SetAwake(true);
+		contact->GetFixtureB()->GetBody()->SetAwake(true);
+	}
+
+	b2Shape::Type typeA = contact->GetFixtureA()->GetType();
+	b2Shape::Type typeB = contact->GetFixtureB()->GetType();
+
+	b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
+	b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
+
+	b2ContactDestroyFcn* destroyFcn = s_registers[typeA][typeB].destroyFcn;
+	destroyFcn(contact, allocator);
+}
+
+b2Contact::b2Contact(b2Fixture* fA, int32 indexA, b2Fixture* fB, int32 indexB)
+{
+	m_flags = e_enabledFlag;
+
+	m_fixtureA = fA;
+	m_fixtureB = fB;
+
+	m_indexA = indexA;
+	m_indexB = indexB;
+
+	m_manifold.pointCount = 0;
+
+	m_prev = NULL;
+	m_next = NULL;
+
+	m_nodeA.contact = NULL;
+	m_nodeA.prev = NULL;
+	m_nodeA.next = NULL;
+	m_nodeA.other = NULL;
+
+	m_nodeB.contact = NULL;
+	m_nodeB.prev = NULL;
+	m_nodeB.next = NULL;
+	m_nodeB.other = NULL;
+
+	m_toiCount = 0;
+
+	m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
+	m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
+}
+
+// Update the contact manifold and touching status.
+// Note: do not assume the fixture AABBs are overlapping or are valid.
+void b2Contact::Update(b2ContactListener* listener)
+{
+	b2Manifold oldManifold = m_manifold;
+
+	// Re-enable this contact.
+	m_flags |= e_enabledFlag;
+
+	bool touching = false;
+	bool wasTouching = (m_flags & e_touchingFlag) == e_touchingFlag;
+
+	bool sensorA = m_fixtureA->IsSensor();
+	bool sensorB = m_fixtureB->IsSensor();
+	bool sensor = sensorA || sensorB;
+
+	b2Body* bodyA = m_fixtureA->GetBody();
+	b2Body* bodyB = m_fixtureB->GetBody();
+	const b2Transform& xfA = bodyA->GetTransform();
+	const b2Transform& xfB = bodyB->GetTransform();
+
+	// Is this contact a sensor?
+	if (sensor)
+	{
+		const b2Shape* shapeA = m_fixtureA->GetShape();
+		const b2Shape* shapeB = m_fixtureB->GetShape();
+		touching = b2TestOverlap(shapeA, m_indexA, shapeB, m_indexB, xfA, xfB);
+
+		// Sensors don't generate manifolds.
+		m_manifold.pointCount = 0;
+	}
+	else
+	{
+		Evaluate(&m_manifold, xfA, xfB);
+		touching = m_manifold.pointCount > 0;
+
+		// Match old contact ids to new contact ids and copy the
+		// stored impulses to warm start the solver.
+		for (int32 i = 0; i < m_manifold.pointCount; ++i)
+		{
+			b2ManifoldPoint* mp2 = m_manifold.points + i;
+			mp2->normalImpulse = 0.0f;
+			mp2->tangentImpulse = 0.0f;
+			b2ContactID id2 = mp2->id;
+
+			for (int32 j = 0; j < oldManifold.pointCount; ++j)
+			{
+				b2ManifoldPoint* mp1 = oldManifold.points + j;
+
+				if (mp1->id.key == id2.key)
+				{
+					mp2->normalImpulse = mp1->normalImpulse;
+					mp2->tangentImpulse = mp1->tangentImpulse;
+					break;
+				}
+			}
+		}
+
+		if (touching != wasTouching)
+		{
+			bodyA->SetAwake(true);
+			bodyB->SetAwake(true);
+		}
+	}
+
+	if (touching)
+	{
+		m_flags |= e_touchingFlag;
+	}
+	else
+	{
+		m_flags &= ~e_touchingFlag;
+	}
+
+	if (wasTouching == false && touching == true && listener)
+	{
+		listener->BeginContact(this);
+	}
+
+	if (wasTouching == true && touching == false && listener)
+	{
+		listener->EndContact(this);
+	}
+
+	if (sensor == false && touching && listener)
+	{
+		listener->PreSolve(this, &oldManifold);
+	}
+}

+ 331 - 331
src/libraries/Box2D/Dynamics/Contacts/b2Contact.h

@@ -1,331 +1,331 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CONTACT_H
-#define B2_CONTACT_H
-
-#include <Box2D/Common/b2Math.h>
-#include <Box2D/Collision/b2Collision.h>
-#include <Box2D/Collision/Shapes/b2Shape.h>
-#include <Box2D/Dynamics/b2Fixture.h>
-
-class b2Body;
-class b2Contact;
-class b2Fixture;
-class b2World;
-class b2BlockAllocator;
-class b2StackAllocator;
-class b2ContactListener;
-
-/// Friction mixing law. The idea is to allow either fixture to drive the restitution to zero.
-/// For example, anything slides on ice.
-inline float32 b2MixFriction(float32 friction1, float32 friction2)
-{
-	return std::sqrt(friction1 * friction2);
-}
-
-/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
-/// For example, a superball bounces on anything.
-inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
-{
-	return restitution1 > restitution2 ? restitution1 : restitution2;
-}
-
-typedef b2Contact* b2ContactCreateFcn(	b2Fixture* fixtureA, int32 indexA,
-										b2Fixture* fixtureB, int32 indexB,
-										b2BlockAllocator* allocator);
-typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
-
-struct b2ContactRegister
-{
-	b2ContactCreateFcn* createFcn;
-	b2ContactDestroyFcn* destroyFcn;
-	bool primary;
-};
-
-/// A contact edge is used to connect bodies and contacts together
-/// in a contact graph where each body is a node and each contact
-/// is an edge. A contact edge belongs to a doubly linked list
-/// maintained in each attached body. Each contact has two contact
-/// nodes, one for each attached body.
-struct b2ContactEdge
-{
-	b2Body* other;			///< provides quick access to the other body attached.
-	b2Contact* contact;		///< the contact
-	b2ContactEdge* prev;	///< the previous contact edge in the body's contact list
-	b2ContactEdge* next;	///< the next contact edge in the body's contact list
-};
-
-/// The class manages contact between two shapes. A contact exists for each overlapping
-/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
-/// that has no contact points.
-class b2Contact
-{
-public:
-
-	/// Get the contact manifold. Do not modify the manifold unless you understand the
-	/// internals of Box2D.
-	b2Manifold* GetManifold();
-	const b2Manifold* GetManifold() const;
-
-	/// Get the world manifold.
-	void GetWorldManifold(b2WorldManifold* worldManifold) const;
-
-	/// Is this contact touching?
-	bool IsTouching() const;
-
-	/// Enable/disable this contact. This can be used inside the pre-solve
-	/// contact listener. The contact is only disabled for the current
-	/// time step (or sub-step in continuous collisions).
-	void SetEnabled(bool flag);
-
-	/// Has this contact been disabled?
-	bool IsEnabled() const;
-
-	/// Get the next contact in the world's contact list.
-	b2Contact* GetNext();
-	const b2Contact* GetNext() const;
-
-	/// Get fixture A in this contact.
-	b2Fixture* GetFixtureA();
-	const b2Fixture* GetFixtureA() const;
-
-	/// Get the child primitive index for fixture A.
-	int32 GetChildIndexA() const;
-
-	/// Get fixture B in this contact.
-	b2Fixture* GetFixtureB();
-	const b2Fixture* GetFixtureB() const;
-
-	/// Get the child primitive index for fixture B.
-	int32 GetChildIndexB() const;
-
-	/// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
-	/// This value persists until set or reset.
-	void SetFriction(float32 friction);
-
-	/// Get the friction.
-	float32 GetFriction() const;
-
-	/// Reset the friction mixture to the default value.
-	void ResetFriction();
-
-	/// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
-	/// The value persists until you set or reset.
-	void SetRestitution(float32 restitution);
-
-	/// Get the restitution.
-	float32 GetRestitution() const;
-
-	/// Reset the restitution to the default value.
-	void ResetRestitution();
-
-	/// Evaluate this contact with your own manifold and transforms.
-	virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
-
-protected:
-	friend class b2ContactManager;
-	friend class b2World;
-	friend class b2ContactSolver;
-	friend class b2Body;
-	friend class b2Fixture;
-
-	// Flags stored in m_flags
-	enum
-	{
-		// Used when crawling contact graph when forming islands.
-		e_islandFlag		= 0x0001,
-
-        // Set when the shapes are touching.
-		e_touchingFlag		= 0x0002,
-
-		// This contact can be disabled (by user)
-		e_enabledFlag		= 0x0004,
-
-		// This contact needs filtering because a fixture filter was changed.
-		e_filterFlag		= 0x0008,
-
-		// This bullet contact had a TOI event
-		e_bulletHitFlag		= 0x0010,
-
-		// This contact has a valid TOI in m_toi
-		e_toiFlag			= 0x0020
-	};
-
-	/// Flag this contact for filtering. Filtering will occur the next time step.
-	void FlagForFiltering();
-
-	static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
-						b2Shape::Type typeA, b2Shape::Type typeB);
-	static void InitializeRegisters();
-	static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
-	static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
-	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
-	b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}
-	b2Contact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
-	virtual ~b2Contact() {}
-
-	void Update(b2ContactListener* listener);
-
-	static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
-	static bool s_initialized;
-
-	uint32 m_flags;
-
-	// World pool and list pointers.
-	b2Contact* m_prev;
-	b2Contact* m_next;
-
-	// Nodes for connecting bodies.
-	b2ContactEdge m_nodeA;
-	b2ContactEdge m_nodeB;
-
-	b2Fixture* m_fixtureA;
-	b2Fixture* m_fixtureB;
-
-	int32 m_indexA;
-	int32 m_indexB;
-
-	b2Manifold m_manifold;
-
-	int32 m_toiCount;
-	float32 m_toi;
-
-	float32 m_friction;
-	float32 m_restitution;
-};
-
-inline b2Manifold* b2Contact::GetManifold()
-{
-	return &m_manifold;
-}
-
-inline const b2Manifold* b2Contact::GetManifold() const
-{
-	return &m_manifold;
-}
-
-inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const
-{
-	const b2Body* bodyA = m_fixtureA->GetBody();
-	const b2Body* bodyB = m_fixtureB->GetBody();
-	const b2Shape* shapeA = m_fixtureA->GetShape();
-	const b2Shape* shapeB = m_fixtureB->GetShape();
-
-	worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius);
-}
-
-inline void b2Contact::SetEnabled(bool flag)
-{
-	if (flag)
-	{
-		m_flags |= e_enabledFlag;
-	}
-	else
-	{
-		m_flags &= ~e_enabledFlag;
-	}
-}
-
-inline bool b2Contact::IsEnabled() const
-{
-	return (m_flags & e_enabledFlag) == e_enabledFlag;
-}
-
-inline bool b2Contact::IsTouching() const
-{
-	return (m_flags & e_touchingFlag) == e_touchingFlag;
-}
-
-inline b2Contact* b2Contact::GetNext()
-{
-	return m_next;
-}
-
-inline const b2Contact* b2Contact::GetNext() const
-{
-	return m_next;
-}
-
-inline b2Fixture* b2Contact::GetFixtureA()
-{
-	return m_fixtureA;
-}
-
-inline const b2Fixture* b2Contact::GetFixtureA() const
-{
-	return m_fixtureA;
-}
-
-inline b2Fixture* b2Contact::GetFixtureB()
-{
-	return m_fixtureB;
-}
-
-inline int32 b2Contact::GetChildIndexA() const
-{
-	return m_indexA;
-}
-
-inline const b2Fixture* b2Contact::GetFixtureB() const
-{
-	return m_fixtureB;
-}
-
-inline int32 b2Contact::GetChildIndexB() const
-{
-	return m_indexB;
-}
-
-inline void b2Contact::FlagForFiltering()
-{
-	m_flags |= e_filterFlag;
-}
-
-inline void b2Contact::SetFriction(float32 friction)
-{
-	m_friction = friction;
-}
-
-inline float32 b2Contact::GetFriction() const
-{
-	return m_friction;
-}
-
-inline void b2Contact::ResetFriction()
-{
-	m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
-}
-
-inline void b2Contact::SetRestitution(float32 restitution)
-{
-	m_restitution = restitution;
-}
-
-inline float32 b2Contact::GetRestitution() const
-{
-	return m_restitution;
-}
-
-inline void b2Contact::ResetRestitution()
-{
-	m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
-}
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_CONTACT_H
+#define B2_CONTACT_H
+
+#include <Box2D/Common/b2Math.h>
+#include <Box2D/Collision/b2Collision.h>
+#include <Box2D/Collision/Shapes/b2Shape.h>
+#include <Box2D/Dynamics/b2Fixture.h>
+
+class b2Body;
+class b2Contact;
+class b2Fixture;
+class b2World;
+class b2BlockAllocator;
+class b2StackAllocator;
+class b2ContactListener;
+
+/// Friction mixing law. The idea is to allow either fixture to drive the restitution to zero.
+/// For example, anything slides on ice.
+inline float32 b2MixFriction(float32 friction1, float32 friction2)
+{
+	return std::sqrt(friction1 * friction2);
+}
+
+/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
+/// For example, a superball bounces on anything.
+inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
+{
+	return restitution1 > restitution2 ? restitution1 : restitution2;
+}
+
+typedef b2Contact* b2ContactCreateFcn(	b2Fixture* fixtureA, int32 indexA,
+										b2Fixture* fixtureB, int32 indexB,
+										b2BlockAllocator* allocator);
+typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
+
+struct b2ContactRegister
+{
+	b2ContactCreateFcn* createFcn;
+	b2ContactDestroyFcn* destroyFcn;
+	bool primary;
+};
+
+/// A contact edge is used to connect bodies and contacts together
+/// in a contact graph where each body is a node and each contact
+/// is an edge. A contact edge belongs to a doubly linked list
+/// maintained in each attached body. Each contact has two contact
+/// nodes, one for each attached body.
+struct b2ContactEdge
+{
+	b2Body* other;			///< provides quick access to the other body attached.
+	b2Contact* contact;		///< the contact
+	b2ContactEdge* prev;	///< the previous contact edge in the body's contact list
+	b2ContactEdge* next;	///< the next contact edge in the body's contact list
+};
+
+/// The class manages contact between two shapes. A contact exists for each overlapping
+/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
+/// that has no contact points.
+class b2Contact
+{
+public:
+
+	/// Get the contact manifold. Do not modify the manifold unless you understand the
+	/// internals of Box2D.
+	b2Manifold* GetManifold();
+	const b2Manifold* GetManifold() const;
+
+	/// Get the world manifold.
+	void GetWorldManifold(b2WorldManifold* worldManifold) const;
+
+	/// Is this contact touching?
+	bool IsTouching() const;
+
+	/// Enable/disable this contact. This can be used inside the pre-solve
+	/// contact listener. The contact is only disabled for the current
+	/// time step (or sub-step in continuous collisions).
+	void SetEnabled(bool flag);
+
+	/// Has this contact been disabled?
+	bool IsEnabled() const;
+
+	/// Get the next contact in the world's contact list.
+	b2Contact* GetNext();
+	const b2Contact* GetNext() const;
+
+	/// Get fixture A in this contact.
+	b2Fixture* GetFixtureA();
+	const b2Fixture* GetFixtureA() const;
+
+	/// Get the child primitive index for fixture A.
+	int32 GetChildIndexA() const;
+
+	/// Get fixture B in this contact.
+	b2Fixture* GetFixtureB();
+	const b2Fixture* GetFixtureB() const;
+
+	/// Get the child primitive index for fixture B.
+	int32 GetChildIndexB() const;
+
+	/// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
+	/// This value persists until set or reset.
+	void SetFriction(float32 friction);
+
+	/// Get the friction.
+	float32 GetFriction() const;
+
+	/// Reset the friction mixture to the default value.
+	void ResetFriction();
+
+	/// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
+	/// The value persists until you set or reset.
+	void SetRestitution(float32 restitution);
+
+	/// Get the restitution.
+	float32 GetRestitution() const;
+
+	/// Reset the restitution to the default value.
+	void ResetRestitution();
+
+	/// Evaluate this contact with your own manifold and transforms.
+	virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
+
+protected:
+	friend class b2ContactManager;
+	friend class b2World;
+	friend class b2ContactSolver;
+	friend class b2Body;
+	friend class b2Fixture;
+
+	// Flags stored in m_flags
+	enum
+	{
+		// Used when crawling contact graph when forming islands.
+		e_islandFlag		= 0x0001,
+
+        // Set when the shapes are touching.
+		e_touchingFlag		= 0x0002,
+
+		// This contact can be disabled (by user)
+		e_enabledFlag		= 0x0004,
+
+		// This contact needs filtering because a fixture filter was changed.
+		e_filterFlag		= 0x0008,
+
+		// This bullet contact had a TOI event
+		e_bulletHitFlag		= 0x0010,
+
+		// This contact has a valid TOI in m_toi
+		e_toiFlag			= 0x0020
+	};
+
+	/// Flag this contact for filtering. Filtering will occur the next time step.
+	void FlagForFiltering();
+
+	static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
+						b2Shape::Type typeA, b2Shape::Type typeB);
+	static void InitializeRegisters();
+	static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+	static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
+	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+	b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}
+	b2Contact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
+	virtual ~b2Contact() {}
+
+	void Update(b2ContactListener* listener);
+
+	static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
+	static bool s_initialized;
+
+	uint32 m_flags;
+
+	// World pool and list pointers.
+	b2Contact* m_prev;
+	b2Contact* m_next;
+
+	// Nodes for connecting bodies.
+	b2ContactEdge m_nodeA;
+	b2ContactEdge m_nodeB;
+
+	b2Fixture* m_fixtureA;
+	b2Fixture* m_fixtureB;
+
+	int32 m_indexA;
+	int32 m_indexB;
+
+	b2Manifold m_manifold;
+
+	int32 m_toiCount;
+	float32 m_toi;
+
+	float32 m_friction;
+	float32 m_restitution;
+};
+
+inline b2Manifold* b2Contact::GetManifold()
+{
+	return &m_manifold;
+}
+
+inline const b2Manifold* b2Contact::GetManifold() const
+{
+	return &m_manifold;
+}
+
+inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const
+{
+	const b2Body* bodyA = m_fixtureA->GetBody();
+	const b2Body* bodyB = m_fixtureB->GetBody();
+	const b2Shape* shapeA = m_fixtureA->GetShape();
+	const b2Shape* shapeB = m_fixtureB->GetShape();
+
+	worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius);
+}
+
+inline void b2Contact::SetEnabled(bool flag)
+{
+	if (flag)
+	{
+		m_flags |= e_enabledFlag;
+	}
+	else
+	{
+		m_flags &= ~e_enabledFlag;
+	}
+}
+
+inline bool b2Contact::IsEnabled() const
+{
+	return (m_flags & e_enabledFlag) == e_enabledFlag;
+}
+
+inline bool b2Contact::IsTouching() const
+{
+	return (m_flags & e_touchingFlag) == e_touchingFlag;
+}
+
+inline b2Contact* b2Contact::GetNext()
+{
+	return m_next;
+}
+
+inline const b2Contact* b2Contact::GetNext() const
+{
+	return m_next;
+}
+
+inline b2Fixture* b2Contact::GetFixtureA()
+{
+	return m_fixtureA;
+}
+
+inline const b2Fixture* b2Contact::GetFixtureA() const
+{
+	return m_fixtureA;
+}
+
+inline b2Fixture* b2Contact::GetFixtureB()
+{
+	return m_fixtureB;
+}
+
+inline int32 b2Contact::GetChildIndexA() const
+{
+	return m_indexA;
+}
+
+inline const b2Fixture* b2Contact::GetFixtureB() const
+{
+	return m_fixtureB;
+}
+
+inline int32 b2Contact::GetChildIndexB() const
+{
+	return m_indexB;
+}
+
+inline void b2Contact::FlagForFiltering()
+{
+	m_flags |= e_filterFlag;
+}
+
+inline void b2Contact::SetFriction(float32 friction)
+{
+	m_friction = friction;
+}
+
+inline float32 b2Contact::GetFriction() const
+{
+	return m_friction;
+}
+
+inline void b2Contact::ResetFriction()
+{
+	m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
+}
+
+inline void b2Contact::SetRestitution(float32 restitution)
+{
+	m_restitution = restitution;
+}
+
+inline float32 b2Contact::GetRestitution() const
+{
+	return m_restitution;
+}
+
+inline void b2Contact::ResetRestitution()
+{
+	m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
+}
+
+#endif

+ 832 - 832
src/libraries/Box2D/Dynamics/Contacts/b2ContactSolver.cpp

@@ -1,832 +1,832 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Contacts/b2ContactSolver.h>
-
-#include <Box2D/Dynamics/Contacts/b2Contact.h>
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2Fixture.h>
-#include <Box2D/Dynamics/b2World.h>
-#include <Box2D/Common/b2StackAllocator.h>
-
-#define B2_DEBUG_SOLVER 0
-
-struct b2ContactPositionConstraint
-{
-	b2Vec2 localPoints[b2_maxManifoldPoints];
-	b2Vec2 localNormal;
-	b2Vec2 localPoint;
-	int32 indexA;
-	int32 indexB;
-	float32 invMassA, invMassB;
-	b2Vec2 localCenterA, localCenterB;
-	float32 invIA, invIB;
-	b2Manifold::Type type;
-	float32 radiusA, radiusB;
-	int32 pointCount;
-};
-
-b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)
-{
-	m_step = def->step;
-	m_allocator = def->allocator;
-	m_count = def->count;
-	m_positionConstraints = (b2ContactPositionConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactPositionConstraint));
-	m_velocityConstraints = (b2ContactVelocityConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactVelocityConstraint));
-	m_positions = def->positions;
-	m_velocities = def->velocities;
-	m_contacts = def->contacts;
-
-	// Initialize position independent portions of the constraints.
-	for (int32 i = 0; i < m_count; ++i)
-	{
-		b2Contact* contact = m_contacts[i];
-
-		b2Fixture* fixtureA = contact->m_fixtureA;
-		b2Fixture* fixtureB = contact->m_fixtureB;
-		b2Shape* shapeA = fixtureA->GetShape();
-		b2Shape* shapeB = fixtureB->GetShape();
-		float32 radiusA = shapeA->m_radius;
-		float32 radiusB = shapeB->m_radius;
-		b2Body* bodyA = fixtureA->GetBody();
-		b2Body* bodyB = fixtureB->GetBody();
-		b2Manifold* manifold = contact->GetManifold();
-
-		int32 pointCount = manifold->pointCount;
-		b2Assert(pointCount > 0);
-
-		b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
-		vc->friction = contact->m_friction;
-		vc->restitution = contact->m_restitution;
-		vc->indexA = bodyA->m_islandIndex;
-		vc->indexB = bodyB->m_islandIndex;
-		vc->invMassA = bodyA->m_invMass;
-		vc->invMassB = bodyB->m_invMass;
-		vc->invIA = bodyA->m_invI;
-		vc->invIB = bodyB->m_invI;
-		vc->contactIndex = i;
-		vc->pointCount = pointCount;
-		vc->K.SetZero();
-		vc->normalMass.SetZero();
-
-		b2ContactPositionConstraint* pc = m_positionConstraints + i;
-		pc->indexA = bodyA->m_islandIndex;
-		pc->indexB = bodyB->m_islandIndex;
-		pc->invMassA = bodyA->m_invMass;
-		pc->invMassB = bodyB->m_invMass;
-		pc->localCenterA = bodyA->m_sweep.localCenter;
-		pc->localCenterB = bodyB->m_sweep.localCenter;
-		pc->invIA = bodyA->m_invI;
-		pc->invIB = bodyB->m_invI;
-		pc->localNormal = manifold->localNormal;
-		pc->localPoint = manifold->localPoint;
-		pc->pointCount = pointCount;
-		pc->radiusA = radiusA;
-		pc->radiusB = radiusB;
-		pc->type = manifold->type;
-
-		for (int32 j = 0; j < pointCount; ++j)
-		{
-			b2ManifoldPoint* cp = manifold->points + j;
-			b2VelocityConstraintPoint* vcp = vc->points + j;
-	
-			if (m_step.warmStarting)
-			{
-				vcp->normalImpulse = m_step.dtRatio * cp->normalImpulse;
-				vcp->tangentImpulse = m_step.dtRatio * cp->tangentImpulse;
-			}
-			else
-			{
-				vcp->normalImpulse = 0.0f;
-				vcp->tangentImpulse = 0.0f;
-			}
-
-			vcp->rA.SetZero();
-			vcp->rB.SetZero();
-			vcp->normalMass = 0.0f;
-			vcp->tangentMass = 0.0f;
-			vcp->velocityBias = 0.0f;
-
-			pc->localPoints[j] = cp->localPoint;
-		}
-	}
-}
-
-b2ContactSolver::~b2ContactSolver()
-{
-	m_allocator->Free(m_velocityConstraints);
-	m_allocator->Free(m_positionConstraints);
-}
-
-// Initialize position dependent portions of the velocity constraints.
-void b2ContactSolver::InitializeVelocityConstraints()
-{
-	for (int32 i = 0; i < m_count; ++i)
-	{
-		b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
-		b2ContactPositionConstraint* pc = m_positionConstraints + i;
-
-		float32 radiusA = pc->radiusA;
-		float32 radiusB = pc->radiusB;
-		b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
-
-		int32 indexA = vc->indexA;
-		int32 indexB = vc->indexB;
-
-		float32 mA = vc->invMassA;
-		float32 mB = vc->invMassB;
-		float32 iA = vc->invIA;
-		float32 iB = vc->invIB;
-		b2Vec2 localCenterA = pc->localCenterA;
-		b2Vec2 localCenterB = pc->localCenterB;
-
-		b2Vec2 cA = m_positions[indexA].c;
-		float32 aA = m_positions[indexA].a;
-		b2Vec2 vA = m_velocities[indexA].v;
-		float32 wA = m_velocities[indexA].w;
-
-		b2Vec2 cB = m_positions[indexB].c;
-		float32 aB = m_positions[indexB].a;
-		b2Vec2 vB = m_velocities[indexB].v;
-		float32 wB = m_velocities[indexB].w;
-
-		b2Assert(manifold->pointCount > 0);
-
-		b2Transform xfA, xfB;
-		xfA.q.Set(aA);
-		xfB.q.Set(aB);
-		xfA.p = cA - b2Mul(xfA.q, localCenterA);
-		xfB.p = cB - b2Mul(xfB.q, localCenterB);
-
-		b2WorldManifold worldManifold;
-		worldManifold.Initialize(manifold, xfA, radiusA, xfB, radiusB);
-
-		vc->normal = worldManifold.normal;
-
-		int32 pointCount = vc->pointCount;
-		for (int32 j = 0; j < pointCount; ++j)
-		{
-			b2VelocityConstraintPoint* vcp = vc->points + j;
-
-			vcp->rA = worldManifold.points[j] - cA;
-			vcp->rB = worldManifold.points[j] - cB;
-
-			float32 rnA = b2Cross(vcp->rA, vc->normal);
-			float32 rnB = b2Cross(vcp->rB, vc->normal);
-
-			float32 kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
-
-			vcp->normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f;
-
-			b2Vec2 tangent = b2Cross(vc->normal, 1.0f);
-
-			float32 rtA = b2Cross(vcp->rA, tangent);
-			float32 rtB = b2Cross(vcp->rB, tangent);
-
-			float32 kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB;
-
-			vcp->tangentMass = kTangent > 0.0f ? 1.0f /  kTangent : 0.0f;
-
-			// Setup a velocity bias for restitution.
-			vcp->velocityBias = 0.0f;
-			float32 vRel = b2Dot(vc->normal, vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA));
-			if (vRel < -b2_velocityThreshold)
-			{
-				vcp->velocityBias = -vc->restitution * vRel;
-			}
-		}
-
-		// If we have two points, then prepare the block solver.
-		if (vc->pointCount == 2)
-		{
-			b2VelocityConstraintPoint* vcp1 = vc->points + 0;
-			b2VelocityConstraintPoint* vcp2 = vc->points + 1;
-
-			float32 rn1A = b2Cross(vcp1->rA, vc->normal);
-			float32 rn1B = b2Cross(vcp1->rB, vc->normal);
-			float32 rn2A = b2Cross(vcp2->rA, vc->normal);
-			float32 rn2B = b2Cross(vcp2->rB, vc->normal);
-
-			float32 k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B;
-			float32 k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B;
-			float32 k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B;
-
-			// Ensure a reasonable condition number.
-			const float32 k_maxConditionNumber = 1000.0f;
-			if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
-			{
-				// K is safe to invert.
-				vc->K.ex.Set(k11, k12);
-				vc->K.ey.Set(k12, k22);
-				vc->normalMass = vc->K.GetInverse();
-			}
-			else
-			{
-				// The constraints are redundant, just use one.
-				// TODO_ERIN use deepest?
-				vc->pointCount = 1;
-			}
-		}
-	}
-}
-
-void b2ContactSolver::WarmStart()
-{
-	// Warm start.
-	for (int32 i = 0; i < m_count; ++i)
-	{
-		b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
-
-		int32 indexA = vc->indexA;
-		int32 indexB = vc->indexB;
-		float32 mA = vc->invMassA;
-		float32 iA = vc->invIA;
-		float32 mB = vc->invMassB;
-		float32 iB = vc->invIB;
-		int32 pointCount = vc->pointCount;
-
-		b2Vec2 vA = m_velocities[indexA].v;
-		float32 wA = m_velocities[indexA].w;
-		b2Vec2 vB = m_velocities[indexB].v;
-		float32 wB = m_velocities[indexB].w;
-
-		b2Vec2 normal = vc->normal;
-		b2Vec2 tangent = b2Cross(normal, 1.0f);
-
-		for (int32 j = 0; j < pointCount; ++j)
-		{
-			b2VelocityConstraintPoint* vcp = vc->points + j;
-			b2Vec2 P = vcp->normalImpulse * normal + vcp->tangentImpulse * tangent;
-			wA -= iA * b2Cross(vcp->rA, P);
-			vA -= mA * P;
-			wB += iB * b2Cross(vcp->rB, P);
-			vB += mB * P;
-		}
-
-		m_velocities[indexA].v = vA;
-		m_velocities[indexA].w = wA;
-		m_velocities[indexB].v = vB;
-		m_velocities[indexB].w = wB;
-	}
-}
-
-void b2ContactSolver::SolveVelocityConstraints()
-{
-	for (int32 i = 0; i < m_count; ++i)
-	{
-		b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
-
-		int32 indexA = vc->indexA;
-		int32 indexB = vc->indexB;
-		float32 mA = vc->invMassA;
-		float32 iA = vc->invIA;
-		float32 mB = vc->invMassB;
-		float32 iB = vc->invIB;
-		int32 pointCount = vc->pointCount;
-
-		b2Vec2 vA = m_velocities[indexA].v;
-		float32 wA = m_velocities[indexA].w;
-		b2Vec2 vB = m_velocities[indexB].v;
-		float32 wB = m_velocities[indexB].w;
-
-		b2Vec2 normal = vc->normal;
-		b2Vec2 tangent = b2Cross(normal, 1.0f);
-		float32 friction = vc->friction;
-
-		b2Assert(pointCount == 1 || pointCount == 2);
-
-		// Solve tangent constraints first because non-penetration is more important
-		// than friction.
-		for (int32 j = 0; j < pointCount; ++j)
-		{
-			b2VelocityConstraintPoint* vcp = vc->points + j;
-
-			// Relative velocity at contact
-			b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
-
-			// Compute tangent force
-			float32 vt = b2Dot(dv, tangent);
-			float32 lambda = vcp->tangentMass * (-vt);
-
-			// b2Clamp the accumulated force
-			float32 maxFriction = friction * vcp->normalImpulse;
-			float32 newImpulse = b2Clamp(vcp->tangentImpulse + lambda, -maxFriction, maxFriction);
-			lambda = newImpulse - vcp->tangentImpulse;
-			vcp->tangentImpulse = newImpulse;
-
-			// Apply contact impulse
-			b2Vec2 P = lambda * tangent;
-
-			vA -= mA * P;
-			wA -= iA * b2Cross(vcp->rA, P);
-
-			vB += mB * P;
-			wB += iB * b2Cross(vcp->rB, P);
-		}
-
-		// Solve normal constraints
-		if (vc->pointCount == 1)
-		{
-			b2VelocityConstraintPoint* vcp = vc->points + 0;
-
-			// Relative velocity at contact
-			b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
-
-			// Compute normal impulse
-			float32 vn = b2Dot(dv, normal);
-			float32 lambda = -vcp->normalMass * (vn - vcp->velocityBias);
-
-			// b2Clamp the accumulated impulse
-			float32 newImpulse = b2Max(vcp->normalImpulse + lambda, 0.0f);
-			lambda = newImpulse - vcp->normalImpulse;
-			vcp->normalImpulse = newImpulse;
-
-			// Apply contact impulse
-			b2Vec2 P = lambda * normal;
-			vA -= mA * P;
-			wA -= iA * b2Cross(vcp->rA, P);
-
-			vB += mB * P;
-			wB += iB * b2Cross(vcp->rB, P);
-		}
-		else
-		{
-			// Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
-			// Build the mini LCP for this contact patch
-			//
-			// vn = A * x + b, vn >= 0, , vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
-			//
-			// A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
-			// b = vn0 - velocityBias
-			//
-			// The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
-			// implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
-			// vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
-			// solution that satisfies the problem is chosen.
-			// 
-			// In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
-			// that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
-			//
-			// Substitute:
-			// 
-			// x = a + d
-			// 
-			// a := old total impulse
-			// x := new total impulse
-			// d := incremental impulse 
-			//
-			// For the current iteration we extend the formula for the incremental impulse
-			// to compute the new total impulse:
-			//
-			// vn = A * d + b
-			//    = A * (x - a) + b
-			//    = A * x + b - A * a
-			//    = A * x + b'
-			// b' = b - A * a;
-
-			b2VelocityConstraintPoint* cp1 = vc->points + 0;
-			b2VelocityConstraintPoint* cp2 = vc->points + 1;
-
-			b2Vec2 a(cp1->normalImpulse, cp2->normalImpulse);
-			b2Assert(a.x >= 0.0f && a.y >= 0.0f);
-
-			// Relative velocity at contact
-			b2Vec2 dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
-			b2Vec2 dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
-
-			// Compute normal velocity
-			float32 vn1 = b2Dot(dv1, normal);
-			float32 vn2 = b2Dot(dv2, normal);
-
-			b2Vec2 b;
-			b.x = vn1 - cp1->velocityBias;
-			b.y = vn2 - cp2->velocityBias;
-
-			// Compute b'
-			b -= b2Mul(vc->K, a);
-
-			const float32 k_errorTol = 1e-3f;
-			B2_NOT_USED(k_errorTol);
-
-			for (;;)
-			{
-				//
-				// Case 1: vn = 0
-				//
-				// 0 = A * x + b'
-				//
-				// Solve for x:
-				//
-				// x = - inv(A) * b'
-				//
-				b2Vec2 x = - b2Mul(vc->normalMass, b);
-
-				if (x.x >= 0.0f && x.y >= 0.0f)
-				{
-					// Get the incremental impulse
-					b2Vec2 d = x - a;
-
-					// Apply incremental impulse
-					b2Vec2 P1 = d.x * normal;
-					b2Vec2 P2 = d.y * normal;
-					vA -= mA * (P1 + P2);
-					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
-
-					vB += mB * (P1 + P2);
-					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
-
-					// Accumulate
-					cp1->normalImpulse = x.x;
-					cp2->normalImpulse = x.y;
-
-#if B2_DEBUG_SOLVER == 1
-					// Postconditions
-					dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
-					dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
-
-					// Compute normal velocity
-					vn1 = b2Dot(dv1, normal);
-					vn2 = b2Dot(dv2, normal);
-
-					b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
-					b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
-#endif
-					break;
-				}
-
-				//
-				// Case 2: vn1 = 0 and x2 = 0
-				//
-				//   0 = a11 * x1 + a12 * 0 + b1' 
-				// vn2 = a21 * x1 + a22 * 0 + b2'
-				//
-				x.x = - cp1->normalMass * b.x;
-				x.y = 0.0f;
-				vn1 = 0.0f;
-				vn2 = vc->K.ex.y * x.x + b.y;
-
-				if (x.x >= 0.0f && vn2 >= 0.0f)
-				{
-					// Get the incremental impulse
-					b2Vec2 d = x - a;
-
-					// Apply incremental impulse
-					b2Vec2 P1 = d.x * normal;
-					b2Vec2 P2 = d.y * normal;
-					vA -= mA * (P1 + P2);
-					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
-
-					vB += mB * (P1 + P2);
-					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
-
-					// Accumulate
-					cp1->normalImpulse = x.x;
-					cp2->normalImpulse = x.y;
-
-#if B2_DEBUG_SOLVER == 1
-					// Postconditions
-					dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
-
-					// Compute normal velocity
-					vn1 = b2Dot(dv1, normal);
-
-					b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
-#endif
-					break;
-				}
-
-
-				//
-				// Case 3: vn2 = 0 and x1 = 0
-				//
-				// vn1 = a11 * 0 + a12 * x2 + b1' 
-				//   0 = a21 * 0 + a22 * x2 + b2'
-				//
-				x.x = 0.0f;
-				x.y = - cp2->normalMass * b.y;
-				vn1 = vc->K.ey.x * x.y + b.x;
-				vn2 = 0.0f;
-
-				if (x.y >= 0.0f && vn1 >= 0.0f)
-				{
-					// Resubstitute for the incremental impulse
-					b2Vec2 d = x - a;
-
-					// Apply incremental impulse
-					b2Vec2 P1 = d.x * normal;
-					b2Vec2 P2 = d.y * normal;
-					vA -= mA * (P1 + P2);
-					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
-
-					vB += mB * (P1 + P2);
-					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
-
-					// Accumulate
-					cp1->normalImpulse = x.x;
-					cp2->normalImpulse = x.y;
-
-#if B2_DEBUG_SOLVER == 1
-					// Postconditions
-					dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
-
-					// Compute normal velocity
-					vn2 = b2Dot(dv2, normal);
-
-					b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
-#endif
-					break;
-				}
-
-				//
-				// Case 4: x1 = 0 and x2 = 0
-				// 
-				// vn1 = b1
-				// vn2 = b2;
-				x.x = 0.0f;
-				x.y = 0.0f;
-				vn1 = b.x;
-				vn2 = b.y;
-
-				if (vn1 >= 0.0f && vn2 >= 0.0f )
-				{
-					// Resubstitute for the incremental impulse
-					b2Vec2 d = x - a;
-
-					// Apply incremental impulse
-					b2Vec2 P1 = d.x * normal;
-					b2Vec2 P2 = d.y * normal;
-					vA -= mA * (P1 + P2);
-					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
-
-					vB += mB * (P1 + P2);
-					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
-
-					// Accumulate
-					cp1->normalImpulse = x.x;
-					cp2->normalImpulse = x.y;
-
-					break;
-				}
-
-				// No solution, give up. This is hit sometimes, but it doesn't seem to matter.
-				break;
-			}
-		}
-
-		m_velocities[indexA].v = vA;
-		m_velocities[indexA].w = wA;
-		m_velocities[indexB].v = vB;
-		m_velocities[indexB].w = wB;
-	}
-}
-
-void b2ContactSolver::StoreImpulses()
-{
-	for (int32 i = 0; i < m_count; ++i)
-	{
-		b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
-		b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
-
-		for (int32 j = 0; j < vc->pointCount; ++j)
-		{
-			manifold->points[j].normalImpulse = vc->points[j].normalImpulse;
-			manifold->points[j].tangentImpulse = vc->points[j].tangentImpulse;
-		}
-	}
-}
-
-struct b2PositionSolverManifold
-{
-	void Initialize(b2ContactPositionConstraint* pc, const b2Transform& xfA, const b2Transform& xfB, int32 index)
-	{
-		b2Assert(pc->pointCount > 0);
-
-		switch (pc->type)
-		{
-		case b2Manifold::e_circles:
-			{
-				b2Vec2 pointA = b2Mul(xfA, pc->localPoint);
-				b2Vec2 pointB = b2Mul(xfB, pc->localPoints[0]);
-				normal = pointB - pointA;
-				normal.Normalize();
-				point = 0.5f * (pointA + pointB);
-				separation = b2Dot(pointB - pointA, normal) - pc->radiusA - pc->radiusB;
-			}
-			break;
-
-		case b2Manifold::e_faceA:
-			{
-				normal = b2Mul(xfA.q, pc->localNormal);
-				b2Vec2 planePoint = b2Mul(xfA, pc->localPoint);
-
-				b2Vec2 clipPoint = b2Mul(xfB, pc->localPoints[index]);
-				separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
-				point = clipPoint;
-			}
-			break;
-
-		case b2Manifold::e_faceB:
-			{
-				normal = b2Mul(xfB.q, pc->localNormal);
-				b2Vec2 planePoint = b2Mul(xfB, pc->localPoint);
-
-				b2Vec2 clipPoint = b2Mul(xfA, pc->localPoints[index]);
-				separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
-				point = clipPoint;
-
-				// Ensure normal points from A to B
-				normal = -normal;
-			}
-			break;
-		}
-	}
-
-	b2Vec2 normal;
-	b2Vec2 point;
-	float32 separation;
-};
-
-// Sequential solver.
-bool b2ContactSolver::SolvePositionConstraints()
-{
-	float32 minSeparation = 0.0f;
-
-	for (int32 i = 0; i < m_count; ++i)
-	{
-		b2ContactPositionConstraint* pc = m_positionConstraints + i;
-
-		int32 indexA = pc->indexA;
-		int32 indexB = pc->indexB;
-		b2Vec2 localCenterA = pc->localCenterA;
-		float32 mA = pc->invMassA;
-		float32 iA = pc->invIA;
-		b2Vec2 localCenterB = pc->localCenterB;
-		float32 mB = pc->invMassB;
-		float32 iB = pc->invIB;
-		int32 pointCount = pc->pointCount;
-
-		b2Vec2 cA = m_positions[indexA].c;
-		float32 aA = m_positions[indexA].a;
-
-		b2Vec2 cB = m_positions[indexB].c;
-		float32 aB = m_positions[indexB].a;
-
-		// Solve normal constraints
-		for (int32 j = 0; j < pointCount; ++j)
-		{
-			b2Transform xfA, xfB;
-			xfA.q.Set(aA);
-			xfB.q.Set(aB);
-			xfA.p = cA - b2Mul(xfA.q, localCenterA);
-			xfB.p = cB - b2Mul(xfB.q, localCenterB);
-
-			b2PositionSolverManifold psm;
-			psm.Initialize(pc, xfA, xfB, j);
-			b2Vec2 normal = psm.normal;
-
-			b2Vec2 point = psm.point;
-			float32 separation = psm.separation;
-
-			b2Vec2 rA = point - cA;
-			b2Vec2 rB = point - cB;
-
-			// Track max constraint error.
-			minSeparation = b2Min(minSeparation, separation);
-
-			// Prevent large corrections and allow slop.
-			float32 C = b2Clamp(b2_baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
-
-			// Compute the effective mass.
-			float32 rnA = b2Cross(rA, normal);
-			float32 rnB = b2Cross(rB, normal);
-			float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
-
-			// Compute normal impulse
-			float32 impulse = K > 0.0f ? - C / K : 0.0f;
-
-			b2Vec2 P = impulse * normal;
-
-			cA -= mA * P;
-			aA -= iA * b2Cross(rA, P);
-
-			cB += mB * P;
-			aB += iB * b2Cross(rB, P);
-		}
-
-		m_positions[indexA].c = cA;
-		m_positions[indexA].a = aA;
-
-		m_positions[indexB].c = cB;
-		m_positions[indexB].a = aB;
-	}
-
-	// We can't expect minSpeparation >= -b2_linearSlop because we don't
-	// push the separation above -b2_linearSlop.
-	return minSeparation >= -3.0f * b2_linearSlop;
-}
-
-// Sequential position solver for position constraints.
-bool b2ContactSolver::SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB)
-{
-	float32 minSeparation = 0.0f;
-
-	for (int32 i = 0; i < m_count; ++i)
-	{
-		b2ContactPositionConstraint* pc = m_positionConstraints + i;
-
-		int32 indexA = pc->indexA;
-		int32 indexB = pc->indexB;
-		b2Vec2 localCenterA = pc->localCenterA;
-		b2Vec2 localCenterB = pc->localCenterB;
-		int32 pointCount = pc->pointCount;
-
-		float32 mA = 0.0f;
-		float32 iA = 0.0f;
-		if (indexA == toiIndexA || indexA == toiIndexB)
-		{
-			mA = pc->invMassA;
-			iA = pc->invIA;
-		}
-
-		float32 mB = pc->invMassB;
-		float32 iB = pc->invIB;
-		if (indexB == toiIndexA || indexB == toiIndexB)
-		{
-			mB = pc->invMassB;
-			iB = pc->invIB;
-		}
-
-		b2Vec2 cA = m_positions[indexA].c;
-		float32 aA = m_positions[indexA].a;
-
-		b2Vec2 cB = m_positions[indexB].c;
-		float32 aB = m_positions[indexB].a;
-
-		// Solve normal constraints
-		for (int32 j = 0; j < pointCount; ++j)
-		{
-			b2Transform xfA, xfB;
-			xfA.q.Set(aA);
-			xfB.q.Set(aB);
-			xfA.p = cA - b2Mul(xfA.q, localCenterA);
-			xfB.p = cB - b2Mul(xfB.q, localCenterB);
-
-			b2PositionSolverManifold psm;
-			psm.Initialize(pc, xfA, xfB, j);
-			b2Vec2 normal = psm.normal;
-
-			b2Vec2 point = psm.point;
-			float32 separation = psm.separation;
-
-			b2Vec2 rA = point - cA;
-			b2Vec2 rB = point - cB;
-
-			// Track max constraint error.
-			minSeparation = b2Min(minSeparation, separation);
-
-			// Prevent large corrections and allow slop.
-			float32 C = b2Clamp(b2_toiBaugarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
-
-			// Compute the effective mass.
-			float32 rnA = b2Cross(rA, normal);
-			float32 rnB = b2Cross(rB, normal);
-			float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
-
-			// Compute normal impulse
-			float32 impulse = K > 0.0f ? - C / K : 0.0f;
-
-			b2Vec2 P = impulse * normal;
-
-			cA -= mA * P;
-			aA -= iA * b2Cross(rA, P);
-
-			cB += mB * P;
-			aB += iB * b2Cross(rB, P);
-		}
-
-		m_positions[indexA].c = cA;
-		m_positions[indexA].a = aA;
-
-		m_positions[indexB].c = cB;
-		m_positions[indexB].a = aB;
-	}
-
-	// We can't expect minSpeparation >= -b2_linearSlop because we don't
-	// push the separation above -b2_linearSlop.
-	return minSeparation >= -1.5f * b2_linearSlop;
-}
+/*
+* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Contacts/b2ContactSolver.h>
+
+#include <Box2D/Dynamics/Contacts/b2Contact.h>
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2Fixture.h>
+#include <Box2D/Dynamics/b2World.h>
+#include <Box2D/Common/b2StackAllocator.h>
+
+#define B2_DEBUG_SOLVER 0
+
+struct b2ContactPositionConstraint
+{
+	b2Vec2 localPoints[b2_maxManifoldPoints];
+	b2Vec2 localNormal;
+	b2Vec2 localPoint;
+	int32 indexA;
+	int32 indexB;
+	float32 invMassA, invMassB;
+	b2Vec2 localCenterA, localCenterB;
+	float32 invIA, invIB;
+	b2Manifold::Type type;
+	float32 radiusA, radiusB;
+	int32 pointCount;
+};
+
+b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)
+{
+	m_step = def->step;
+	m_allocator = def->allocator;
+	m_count = def->count;
+	m_positionConstraints = (b2ContactPositionConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactPositionConstraint));
+	m_velocityConstraints = (b2ContactVelocityConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactVelocityConstraint));
+	m_positions = def->positions;
+	m_velocities = def->velocities;
+	m_contacts = def->contacts;
+
+	// Initialize position independent portions of the constraints.
+	for (int32 i = 0; i < m_count; ++i)
+	{
+		b2Contact* contact = m_contacts[i];
+
+		b2Fixture* fixtureA = contact->m_fixtureA;
+		b2Fixture* fixtureB = contact->m_fixtureB;
+		b2Shape* shapeA = fixtureA->GetShape();
+		b2Shape* shapeB = fixtureB->GetShape();
+		float32 radiusA = shapeA->m_radius;
+		float32 radiusB = shapeB->m_radius;
+		b2Body* bodyA = fixtureA->GetBody();
+		b2Body* bodyB = fixtureB->GetBody();
+		b2Manifold* manifold = contact->GetManifold();
+
+		int32 pointCount = manifold->pointCount;
+		b2Assert(pointCount > 0);
+
+		b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+		vc->friction = contact->m_friction;
+		vc->restitution = contact->m_restitution;
+		vc->indexA = bodyA->m_islandIndex;
+		vc->indexB = bodyB->m_islandIndex;
+		vc->invMassA = bodyA->m_invMass;
+		vc->invMassB = bodyB->m_invMass;
+		vc->invIA = bodyA->m_invI;
+		vc->invIB = bodyB->m_invI;
+		vc->contactIndex = i;
+		vc->pointCount = pointCount;
+		vc->K.SetZero();
+		vc->normalMass.SetZero();
+
+		b2ContactPositionConstraint* pc = m_positionConstraints + i;
+		pc->indexA = bodyA->m_islandIndex;
+		pc->indexB = bodyB->m_islandIndex;
+		pc->invMassA = bodyA->m_invMass;
+		pc->invMassB = bodyB->m_invMass;
+		pc->localCenterA = bodyA->m_sweep.localCenter;
+		pc->localCenterB = bodyB->m_sweep.localCenter;
+		pc->invIA = bodyA->m_invI;
+		pc->invIB = bodyB->m_invI;
+		pc->localNormal = manifold->localNormal;
+		pc->localPoint = manifold->localPoint;
+		pc->pointCount = pointCount;
+		pc->radiusA = radiusA;
+		pc->radiusB = radiusB;
+		pc->type = manifold->type;
+
+		for (int32 j = 0; j < pointCount; ++j)
+		{
+			b2ManifoldPoint* cp = manifold->points + j;
+			b2VelocityConstraintPoint* vcp = vc->points + j;
+	
+			if (m_step.warmStarting)
+			{
+				vcp->normalImpulse = m_step.dtRatio * cp->normalImpulse;
+				vcp->tangentImpulse = m_step.dtRatio * cp->tangentImpulse;
+			}
+			else
+			{
+				vcp->normalImpulse = 0.0f;
+				vcp->tangentImpulse = 0.0f;
+			}
+
+			vcp->rA.SetZero();
+			vcp->rB.SetZero();
+			vcp->normalMass = 0.0f;
+			vcp->tangentMass = 0.0f;
+			vcp->velocityBias = 0.0f;
+
+			pc->localPoints[j] = cp->localPoint;
+		}
+	}
+}
+
+b2ContactSolver::~b2ContactSolver()
+{
+	m_allocator->Free(m_velocityConstraints);
+	m_allocator->Free(m_positionConstraints);
+}
+
+// Initialize position dependent portions of the velocity constraints.
+void b2ContactSolver::InitializeVelocityConstraints()
+{
+	for (int32 i = 0; i < m_count; ++i)
+	{
+		b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+		b2ContactPositionConstraint* pc = m_positionConstraints + i;
+
+		float32 radiusA = pc->radiusA;
+		float32 radiusB = pc->radiusB;
+		b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
+
+		int32 indexA = vc->indexA;
+		int32 indexB = vc->indexB;
+
+		float32 mA = vc->invMassA;
+		float32 mB = vc->invMassB;
+		float32 iA = vc->invIA;
+		float32 iB = vc->invIB;
+		b2Vec2 localCenterA = pc->localCenterA;
+		b2Vec2 localCenterB = pc->localCenterB;
+
+		b2Vec2 cA = m_positions[indexA].c;
+		float32 aA = m_positions[indexA].a;
+		b2Vec2 vA = m_velocities[indexA].v;
+		float32 wA = m_velocities[indexA].w;
+
+		b2Vec2 cB = m_positions[indexB].c;
+		float32 aB = m_positions[indexB].a;
+		b2Vec2 vB = m_velocities[indexB].v;
+		float32 wB = m_velocities[indexB].w;
+
+		b2Assert(manifold->pointCount > 0);
+
+		b2Transform xfA, xfB;
+		xfA.q.Set(aA);
+		xfB.q.Set(aB);
+		xfA.p = cA - b2Mul(xfA.q, localCenterA);
+		xfB.p = cB - b2Mul(xfB.q, localCenterB);
+
+		b2WorldManifold worldManifold;
+		worldManifold.Initialize(manifold, xfA, radiusA, xfB, radiusB);
+
+		vc->normal = worldManifold.normal;
+
+		int32 pointCount = vc->pointCount;
+		for (int32 j = 0; j < pointCount; ++j)
+		{
+			b2VelocityConstraintPoint* vcp = vc->points + j;
+
+			vcp->rA = worldManifold.points[j] - cA;
+			vcp->rB = worldManifold.points[j] - cB;
+
+			float32 rnA = b2Cross(vcp->rA, vc->normal);
+			float32 rnB = b2Cross(vcp->rB, vc->normal);
+
+			float32 kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
+
+			vcp->normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f;
+
+			b2Vec2 tangent = b2Cross(vc->normal, 1.0f);
+
+			float32 rtA = b2Cross(vcp->rA, tangent);
+			float32 rtB = b2Cross(vcp->rB, tangent);
+
+			float32 kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB;
+
+			vcp->tangentMass = kTangent > 0.0f ? 1.0f /  kTangent : 0.0f;
+
+			// Setup a velocity bias for restitution.
+			vcp->velocityBias = 0.0f;
+			float32 vRel = b2Dot(vc->normal, vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA));
+			if (vRel < -b2_velocityThreshold)
+			{
+				vcp->velocityBias = -vc->restitution * vRel;
+			}
+		}
+
+		// If we have two points, then prepare the block solver.
+		if (vc->pointCount == 2)
+		{
+			b2VelocityConstraintPoint* vcp1 = vc->points + 0;
+			b2VelocityConstraintPoint* vcp2 = vc->points + 1;
+
+			float32 rn1A = b2Cross(vcp1->rA, vc->normal);
+			float32 rn1B = b2Cross(vcp1->rB, vc->normal);
+			float32 rn2A = b2Cross(vcp2->rA, vc->normal);
+			float32 rn2B = b2Cross(vcp2->rB, vc->normal);
+
+			float32 k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B;
+			float32 k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B;
+			float32 k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B;
+
+			// Ensure a reasonable condition number.
+			const float32 k_maxConditionNumber = 1000.0f;
+			if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
+			{
+				// K is safe to invert.
+				vc->K.ex.Set(k11, k12);
+				vc->K.ey.Set(k12, k22);
+				vc->normalMass = vc->K.GetInverse();
+			}
+			else
+			{
+				// The constraints are redundant, just use one.
+				// TODO_ERIN use deepest?
+				vc->pointCount = 1;
+			}
+		}
+	}
+}
+
+void b2ContactSolver::WarmStart()
+{
+	// Warm start.
+	for (int32 i = 0; i < m_count; ++i)
+	{
+		b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+
+		int32 indexA = vc->indexA;
+		int32 indexB = vc->indexB;
+		float32 mA = vc->invMassA;
+		float32 iA = vc->invIA;
+		float32 mB = vc->invMassB;
+		float32 iB = vc->invIB;
+		int32 pointCount = vc->pointCount;
+
+		b2Vec2 vA = m_velocities[indexA].v;
+		float32 wA = m_velocities[indexA].w;
+		b2Vec2 vB = m_velocities[indexB].v;
+		float32 wB = m_velocities[indexB].w;
+
+		b2Vec2 normal = vc->normal;
+		b2Vec2 tangent = b2Cross(normal, 1.0f);
+
+		for (int32 j = 0; j < pointCount; ++j)
+		{
+			b2VelocityConstraintPoint* vcp = vc->points + j;
+			b2Vec2 P = vcp->normalImpulse * normal + vcp->tangentImpulse * tangent;
+			wA -= iA * b2Cross(vcp->rA, P);
+			vA -= mA * P;
+			wB += iB * b2Cross(vcp->rB, P);
+			vB += mB * P;
+		}
+
+		m_velocities[indexA].v = vA;
+		m_velocities[indexA].w = wA;
+		m_velocities[indexB].v = vB;
+		m_velocities[indexB].w = wB;
+	}
+}
+
+void b2ContactSolver::SolveVelocityConstraints()
+{
+	for (int32 i = 0; i < m_count; ++i)
+	{
+		b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+
+		int32 indexA = vc->indexA;
+		int32 indexB = vc->indexB;
+		float32 mA = vc->invMassA;
+		float32 iA = vc->invIA;
+		float32 mB = vc->invMassB;
+		float32 iB = vc->invIB;
+		int32 pointCount = vc->pointCount;
+
+		b2Vec2 vA = m_velocities[indexA].v;
+		float32 wA = m_velocities[indexA].w;
+		b2Vec2 vB = m_velocities[indexB].v;
+		float32 wB = m_velocities[indexB].w;
+
+		b2Vec2 normal = vc->normal;
+		b2Vec2 tangent = b2Cross(normal, 1.0f);
+		float32 friction = vc->friction;
+
+		b2Assert(pointCount == 1 || pointCount == 2);
+
+		// Solve tangent constraints first because non-penetration is more important
+		// than friction.
+		for (int32 j = 0; j < pointCount; ++j)
+		{
+			b2VelocityConstraintPoint* vcp = vc->points + j;
+
+			// Relative velocity at contact
+			b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
+
+			// Compute tangent force
+			float32 vt = b2Dot(dv, tangent);
+			float32 lambda = vcp->tangentMass * (-vt);
+
+			// b2Clamp the accumulated force
+			float32 maxFriction = friction * vcp->normalImpulse;
+			float32 newImpulse = b2Clamp(vcp->tangentImpulse + lambda, -maxFriction, maxFriction);
+			lambda = newImpulse - vcp->tangentImpulse;
+			vcp->tangentImpulse = newImpulse;
+
+			// Apply contact impulse
+			b2Vec2 P = lambda * tangent;
+
+			vA -= mA * P;
+			wA -= iA * b2Cross(vcp->rA, P);
+
+			vB += mB * P;
+			wB += iB * b2Cross(vcp->rB, P);
+		}
+
+		// Solve normal constraints
+		if (vc->pointCount == 1)
+		{
+			b2VelocityConstraintPoint* vcp = vc->points + 0;
+
+			// Relative velocity at contact
+			b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
+
+			// Compute normal impulse
+			float32 vn = b2Dot(dv, normal);
+			float32 lambda = -vcp->normalMass * (vn - vcp->velocityBias);
+
+			// b2Clamp the accumulated impulse
+			float32 newImpulse = b2Max(vcp->normalImpulse + lambda, 0.0f);
+			lambda = newImpulse - vcp->normalImpulse;
+			vcp->normalImpulse = newImpulse;
+
+			// Apply contact impulse
+			b2Vec2 P = lambda * normal;
+			vA -= mA * P;
+			wA -= iA * b2Cross(vcp->rA, P);
+
+			vB += mB * P;
+			wB += iB * b2Cross(vcp->rB, P);
+		}
+		else
+		{
+			// Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
+			// Build the mini LCP for this contact patch
+			//
+			// vn = A * x + b, vn >= 0, , vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
+			//
+			// A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
+			// b = vn0 - velocityBias
+			//
+			// The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
+			// implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
+			// vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
+			// solution that satisfies the problem is chosen.
+			// 
+			// In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
+			// that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
+			//
+			// Substitute:
+			// 
+			// x = a + d
+			// 
+			// a := old total impulse
+			// x := new total impulse
+			// d := incremental impulse 
+			//
+			// For the current iteration we extend the formula for the incremental impulse
+			// to compute the new total impulse:
+			//
+			// vn = A * d + b
+			//    = A * (x - a) + b
+			//    = A * x + b - A * a
+			//    = A * x + b'
+			// b' = b - A * a;
+
+			b2VelocityConstraintPoint* cp1 = vc->points + 0;
+			b2VelocityConstraintPoint* cp2 = vc->points + 1;
+
+			b2Vec2 a(cp1->normalImpulse, cp2->normalImpulse);
+			b2Assert(a.x >= 0.0f && a.y >= 0.0f);
+
+			// Relative velocity at contact
+			b2Vec2 dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
+			b2Vec2 dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
+
+			// Compute normal velocity
+			float32 vn1 = b2Dot(dv1, normal);
+			float32 vn2 = b2Dot(dv2, normal);
+
+			b2Vec2 b;
+			b.x = vn1 - cp1->velocityBias;
+			b.y = vn2 - cp2->velocityBias;
+
+			// Compute b'
+			b -= b2Mul(vc->K, a);
+
+			const float32 k_errorTol = 1e-3f;
+			B2_NOT_USED(k_errorTol);
+
+			for (;;)
+			{
+				//
+				// Case 1: vn = 0
+				//
+				// 0 = A * x + b'
+				//
+				// Solve for x:
+				//
+				// x = - inv(A) * b'
+				//
+				b2Vec2 x = - b2Mul(vc->normalMass, b);
+
+				if (x.x >= 0.0f && x.y >= 0.0f)
+				{
+					// Get the incremental impulse
+					b2Vec2 d = x - a;
+
+					// Apply incremental impulse
+					b2Vec2 P1 = d.x * normal;
+					b2Vec2 P2 = d.y * normal;
+					vA -= mA * (P1 + P2);
+					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+					vB += mB * (P1 + P2);
+					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+					// Accumulate
+					cp1->normalImpulse = x.x;
+					cp2->normalImpulse = x.y;
+
+#if B2_DEBUG_SOLVER == 1
+					// Postconditions
+					dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
+					dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
+
+					// Compute normal velocity
+					vn1 = b2Dot(dv1, normal);
+					vn2 = b2Dot(dv2, normal);
+
+					b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
+					b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
+#endif
+					break;
+				}
+
+				//
+				// Case 2: vn1 = 0 and x2 = 0
+				//
+				//   0 = a11 * x1 + a12 * 0 + b1' 
+				// vn2 = a21 * x1 + a22 * 0 + b2'
+				//
+				x.x = - cp1->normalMass * b.x;
+				x.y = 0.0f;
+				vn1 = 0.0f;
+				vn2 = vc->K.ex.y * x.x + b.y;
+
+				if (x.x >= 0.0f && vn2 >= 0.0f)
+				{
+					// Get the incremental impulse
+					b2Vec2 d = x - a;
+
+					// Apply incremental impulse
+					b2Vec2 P1 = d.x * normal;
+					b2Vec2 P2 = d.y * normal;
+					vA -= mA * (P1 + P2);
+					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+					vB += mB * (P1 + P2);
+					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+					// Accumulate
+					cp1->normalImpulse = x.x;
+					cp2->normalImpulse = x.y;
+
+#if B2_DEBUG_SOLVER == 1
+					// Postconditions
+					dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
+
+					// Compute normal velocity
+					vn1 = b2Dot(dv1, normal);
+
+					b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
+#endif
+					break;
+				}
+
+
+				//
+				// Case 3: vn2 = 0 and x1 = 0
+				//
+				// vn1 = a11 * 0 + a12 * x2 + b1' 
+				//   0 = a21 * 0 + a22 * x2 + b2'
+				//
+				x.x = 0.0f;
+				x.y = - cp2->normalMass * b.y;
+				vn1 = vc->K.ey.x * x.y + b.x;
+				vn2 = 0.0f;
+
+				if (x.y >= 0.0f && vn1 >= 0.0f)
+				{
+					// Resubstitute for the incremental impulse
+					b2Vec2 d = x - a;
+
+					// Apply incremental impulse
+					b2Vec2 P1 = d.x * normal;
+					b2Vec2 P2 = d.y * normal;
+					vA -= mA * (P1 + P2);
+					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+					vB += mB * (P1 + P2);
+					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+					// Accumulate
+					cp1->normalImpulse = x.x;
+					cp2->normalImpulse = x.y;
+
+#if B2_DEBUG_SOLVER == 1
+					// Postconditions
+					dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
+
+					// Compute normal velocity
+					vn2 = b2Dot(dv2, normal);
+
+					b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
+#endif
+					break;
+				}
+
+				//
+				// Case 4: x1 = 0 and x2 = 0
+				// 
+				// vn1 = b1
+				// vn2 = b2;
+				x.x = 0.0f;
+				x.y = 0.0f;
+				vn1 = b.x;
+				vn2 = b.y;
+
+				if (vn1 >= 0.0f && vn2 >= 0.0f )
+				{
+					// Resubstitute for the incremental impulse
+					b2Vec2 d = x - a;
+
+					// Apply incremental impulse
+					b2Vec2 P1 = d.x * normal;
+					b2Vec2 P2 = d.y * normal;
+					vA -= mA * (P1 + P2);
+					wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+					vB += mB * (P1 + P2);
+					wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+					// Accumulate
+					cp1->normalImpulse = x.x;
+					cp2->normalImpulse = x.y;
+
+					break;
+				}
+
+				// No solution, give up. This is hit sometimes, but it doesn't seem to matter.
+				break;
+			}
+		}
+
+		m_velocities[indexA].v = vA;
+		m_velocities[indexA].w = wA;
+		m_velocities[indexB].v = vB;
+		m_velocities[indexB].w = wB;
+	}
+}
+
+void b2ContactSolver::StoreImpulses()
+{
+	for (int32 i = 0; i < m_count; ++i)
+	{
+		b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+		b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
+
+		for (int32 j = 0; j < vc->pointCount; ++j)
+		{
+			manifold->points[j].normalImpulse = vc->points[j].normalImpulse;
+			manifold->points[j].tangentImpulse = vc->points[j].tangentImpulse;
+		}
+	}
+}
+
+struct b2PositionSolverManifold
+{
+	void Initialize(b2ContactPositionConstraint* pc, const b2Transform& xfA, const b2Transform& xfB, int32 index)
+	{
+		b2Assert(pc->pointCount > 0);
+
+		switch (pc->type)
+		{
+		case b2Manifold::e_circles:
+			{
+				b2Vec2 pointA = b2Mul(xfA, pc->localPoint);
+				b2Vec2 pointB = b2Mul(xfB, pc->localPoints[0]);
+				normal = pointB - pointA;
+				normal.Normalize();
+				point = 0.5f * (pointA + pointB);
+				separation = b2Dot(pointB - pointA, normal) - pc->radiusA - pc->radiusB;
+			}
+			break;
+
+		case b2Manifold::e_faceA:
+			{
+				normal = b2Mul(xfA.q, pc->localNormal);
+				b2Vec2 planePoint = b2Mul(xfA, pc->localPoint);
+
+				b2Vec2 clipPoint = b2Mul(xfB, pc->localPoints[index]);
+				separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
+				point = clipPoint;
+			}
+			break;
+
+		case b2Manifold::e_faceB:
+			{
+				normal = b2Mul(xfB.q, pc->localNormal);
+				b2Vec2 planePoint = b2Mul(xfB, pc->localPoint);
+
+				b2Vec2 clipPoint = b2Mul(xfA, pc->localPoints[index]);
+				separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
+				point = clipPoint;
+
+				// Ensure normal points from A to B
+				normal = -normal;
+			}
+			break;
+		}
+	}
+
+	b2Vec2 normal;
+	b2Vec2 point;
+	float32 separation;
+};
+
+// Sequential solver.
+bool b2ContactSolver::SolvePositionConstraints()
+{
+	float32 minSeparation = 0.0f;
+
+	for (int32 i = 0; i < m_count; ++i)
+	{
+		b2ContactPositionConstraint* pc = m_positionConstraints + i;
+
+		int32 indexA = pc->indexA;
+		int32 indexB = pc->indexB;
+		b2Vec2 localCenterA = pc->localCenterA;
+		float32 mA = pc->invMassA;
+		float32 iA = pc->invIA;
+		b2Vec2 localCenterB = pc->localCenterB;
+		float32 mB = pc->invMassB;
+		float32 iB = pc->invIB;
+		int32 pointCount = pc->pointCount;
+
+		b2Vec2 cA = m_positions[indexA].c;
+		float32 aA = m_positions[indexA].a;
+
+		b2Vec2 cB = m_positions[indexB].c;
+		float32 aB = m_positions[indexB].a;
+
+		// Solve normal constraints
+		for (int32 j = 0; j < pointCount; ++j)
+		{
+			b2Transform xfA, xfB;
+			xfA.q.Set(aA);
+			xfB.q.Set(aB);
+			xfA.p = cA - b2Mul(xfA.q, localCenterA);
+			xfB.p = cB - b2Mul(xfB.q, localCenterB);
+
+			b2PositionSolverManifold psm;
+			psm.Initialize(pc, xfA, xfB, j);
+			b2Vec2 normal = psm.normal;
+
+			b2Vec2 point = psm.point;
+			float32 separation = psm.separation;
+
+			b2Vec2 rA = point - cA;
+			b2Vec2 rB = point - cB;
+
+			// Track max constraint error.
+			minSeparation = b2Min(minSeparation, separation);
+
+			// Prevent large corrections and allow slop.
+			float32 C = b2Clamp(b2_baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
+
+			// Compute the effective mass.
+			float32 rnA = b2Cross(rA, normal);
+			float32 rnB = b2Cross(rB, normal);
+			float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
+
+			// Compute normal impulse
+			float32 impulse = K > 0.0f ? - C / K : 0.0f;
+
+			b2Vec2 P = impulse * normal;
+
+			cA -= mA * P;
+			aA -= iA * b2Cross(rA, P);
+
+			cB += mB * P;
+			aB += iB * b2Cross(rB, P);
+		}
+
+		m_positions[indexA].c = cA;
+		m_positions[indexA].a = aA;
+
+		m_positions[indexB].c = cB;
+		m_positions[indexB].a = aB;
+	}
+
+	// We can't expect minSpeparation >= -b2_linearSlop because we don't
+	// push the separation above -b2_linearSlop.
+	return minSeparation >= -3.0f * b2_linearSlop;
+}
+
+// Sequential position solver for position constraints.
+bool b2ContactSolver::SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB)
+{
+	float32 minSeparation = 0.0f;
+
+	for (int32 i = 0; i < m_count; ++i)
+	{
+		b2ContactPositionConstraint* pc = m_positionConstraints + i;
+
+		int32 indexA = pc->indexA;
+		int32 indexB = pc->indexB;
+		b2Vec2 localCenterA = pc->localCenterA;
+		b2Vec2 localCenterB = pc->localCenterB;
+		int32 pointCount = pc->pointCount;
+
+		float32 mA = 0.0f;
+		float32 iA = 0.0f;
+		if (indexA == toiIndexA || indexA == toiIndexB)
+		{
+			mA = pc->invMassA;
+			iA = pc->invIA;
+		}
+
+		float32 mB = pc->invMassB;
+		float32 iB = pc->invIB;
+		if (indexB == toiIndexA || indexB == toiIndexB)
+		{
+			mB = pc->invMassB;
+			iB = pc->invIB;
+		}
+
+		b2Vec2 cA = m_positions[indexA].c;
+		float32 aA = m_positions[indexA].a;
+
+		b2Vec2 cB = m_positions[indexB].c;
+		float32 aB = m_positions[indexB].a;
+
+		// Solve normal constraints
+		for (int32 j = 0; j < pointCount; ++j)
+		{
+			b2Transform xfA, xfB;
+			xfA.q.Set(aA);
+			xfB.q.Set(aB);
+			xfA.p = cA - b2Mul(xfA.q, localCenterA);
+			xfB.p = cB - b2Mul(xfB.q, localCenterB);
+
+			b2PositionSolverManifold psm;
+			psm.Initialize(pc, xfA, xfB, j);
+			b2Vec2 normal = psm.normal;
+
+			b2Vec2 point = psm.point;
+			float32 separation = psm.separation;
+
+			b2Vec2 rA = point - cA;
+			b2Vec2 rB = point - cB;
+
+			// Track max constraint error.
+			minSeparation = b2Min(minSeparation, separation);
+
+			// Prevent large corrections and allow slop.
+			float32 C = b2Clamp(b2_toiBaugarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
+
+			// Compute the effective mass.
+			float32 rnA = b2Cross(rA, normal);
+			float32 rnB = b2Cross(rB, normal);
+			float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
+
+			// Compute normal impulse
+			float32 impulse = K > 0.0f ? - C / K : 0.0f;
+
+			b2Vec2 P = impulse * normal;
+
+			cA -= mA * P;
+			aA -= iA * b2Cross(rA, P);
+
+			cB += mB * P;
+			aB += iB * b2Cross(rB, P);
+		}
+
+		m_positions[indexA].c = cA;
+		m_positions[indexA].a = aA;
+
+		m_positions[indexB].c = cB;
+		m_positions[indexB].a = aB;
+	}
+
+	// We can't expect minSpeparation >= -b2_linearSlop because we don't
+	// push the separation above -b2_linearSlop.
+	return minSeparation >= -1.5f * b2_linearSlop;
+}

+ 94 - 94
src/libraries/Box2D/Dynamics/Contacts/b2ContactSolver.h

@@ -1,94 +1,94 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_CONTACT_SOLVER_H
-#define B2_CONTACT_SOLVER_H
-
-#include <Box2D/Common/b2Math.h>
-#include <Box2D/Collision/b2Collision.h>
-#include <Box2D/Dynamics/b2TimeStep.h>
-
-class b2Contact;
-class b2Body;
-class b2StackAllocator;
-struct b2ContactPositionConstraint;
-
-struct b2VelocityConstraintPoint
-{
-	b2Vec2 rA;
-	b2Vec2 rB;
-	float32 normalImpulse;
-	float32 tangentImpulse;
-	float32 normalMass;
-	float32 tangentMass;
-	float32 velocityBias;
-};
-
-struct b2ContactVelocityConstraint
-{
-	b2VelocityConstraintPoint points[b2_maxManifoldPoints];
-	b2Vec2 normal;
-	b2Mat22 normalMass;
-	b2Mat22 K;
-	int32 indexA;
-	int32 indexB;
-	float32 invMassA, invMassB;
-	float32 invIA, invIB;
-	float32 friction;
-	float32 restitution;
-	int32 pointCount;
-	int32 contactIndex;
-};
-
-struct b2ContactSolverDef
-{
-	b2TimeStep step;
-	b2Contact** contacts;
-	int32 count;
-	b2Position* positions;
-	b2Velocity* velocities;
-	b2StackAllocator* allocator;
-};
-
-class b2ContactSolver
-{
-public:
-	b2ContactSolver(b2ContactSolverDef* def);
-	~b2ContactSolver();
-
-	void InitializeVelocityConstraints();
-
-	void WarmStart();
-	void SolveVelocityConstraints();
-	void StoreImpulses();
-
-	bool SolvePositionConstraints();
-	bool SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB);
-
-	b2TimeStep m_step;
-	b2Position* m_positions;
-	b2Velocity* m_velocities;
-	b2StackAllocator* m_allocator;
-	b2ContactPositionConstraint* m_positionConstraints;
-	b2ContactVelocityConstraint* m_velocityConstraints;
-	b2Contact** m_contacts;
-	int m_count;
-};
-
-#endif
-
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_CONTACT_SOLVER_H
+#define B2_CONTACT_SOLVER_H
+
+#include <Box2D/Common/b2Math.h>
+#include <Box2D/Collision/b2Collision.h>
+#include <Box2D/Dynamics/b2TimeStep.h>
+
+class b2Contact;
+class b2Body;
+class b2StackAllocator;
+struct b2ContactPositionConstraint;
+
+struct b2VelocityConstraintPoint
+{
+	b2Vec2 rA;
+	b2Vec2 rB;
+	float32 normalImpulse;
+	float32 tangentImpulse;
+	float32 normalMass;
+	float32 tangentMass;
+	float32 velocityBias;
+};
+
+struct b2ContactVelocityConstraint
+{
+	b2VelocityConstraintPoint points[b2_maxManifoldPoints];
+	b2Vec2 normal;
+	b2Mat22 normalMass;
+	b2Mat22 K;
+	int32 indexA;
+	int32 indexB;
+	float32 invMassA, invMassB;
+	float32 invIA, invIB;
+	float32 friction;
+	float32 restitution;
+	int32 pointCount;
+	int32 contactIndex;
+};
+
+struct b2ContactSolverDef
+{
+	b2TimeStep step;
+	b2Contact** contacts;
+	int32 count;
+	b2Position* positions;
+	b2Velocity* velocities;
+	b2StackAllocator* allocator;
+};
+
+class b2ContactSolver
+{
+public:
+	b2ContactSolver(b2ContactSolverDef* def);
+	~b2ContactSolver();
+
+	void InitializeVelocityConstraints();
+
+	void WarmStart();
+	void SolveVelocityConstraints();
+	void StoreImpulses();
+
+	bool SolvePositionConstraints();
+	bool SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB);
+
+	b2TimeStep m_step;
+	b2Position* m_positions;
+	b2Velocity* m_velocities;
+	b2StackAllocator* m_allocator;
+	b2ContactPositionConstraint* m_positionConstraints;
+	b2ContactVelocityConstraint* m_velocityConstraints;
+	b2Contact** m_contacts;
+	int m_count;
+};
+
+#endif
+

+ 50 - 50
src/libraries/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp

@@ -1,50 +1,50 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h>
-#include <Box2D/Common/b2BlockAllocator.h>
-#include <Box2D/Dynamics/b2Fixture.h>
-
-#include <new>
-using namespace std;
-
-b2Contact* b2EdgeAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
-{
-	void* mem = allocator->Allocate(sizeof(b2EdgeAndCircleContact));
-	return new (mem) b2EdgeAndCircleContact(fixtureA, fixtureB);
-}
-
-void b2EdgeAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
-	((b2EdgeAndCircleContact*)contact)->~b2EdgeAndCircleContact();
-	allocator->Free(contact, sizeof(b2EdgeAndCircleContact));
-}
-
-b2EdgeAndCircleContact::b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
-: b2Contact(fixtureA, 0, fixtureB, 0)
-{
-	b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
-	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
-}
-
-void b2EdgeAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
-	b2CollideEdgeAndCircle(	manifold,
-								(b2EdgeShape*)m_fixtureA->GetShape(), xfA,
-								(b2CircleShape*)m_fixtureB->GetShape(), xfB);
-}
+/*
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h>
+#include <Box2D/Common/b2BlockAllocator.h>
+#include <Box2D/Dynamics/b2Fixture.h>
+
+#include <new>
+using namespace std;
+
+b2Contact* b2EdgeAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
+{
+	void* mem = allocator->Allocate(sizeof(b2EdgeAndCircleContact));
+	return new (mem) b2EdgeAndCircleContact(fixtureA, fixtureB);
+}
+
+void b2EdgeAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+	((b2EdgeAndCircleContact*)contact)->~b2EdgeAndCircleContact();
+	allocator->Free(contact, sizeof(b2EdgeAndCircleContact));
+}
+
+b2EdgeAndCircleContact::b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
+: b2Contact(fixtureA, 0, fixtureB, 0)
+{
+	b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
+	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
+}
+
+void b2EdgeAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+	b2CollideEdgeAndCircle(	manifold,
+								(b2EdgeShape*)m_fixtureA->GetShape(), xfA,
+								(b2CircleShape*)m_fixtureB->GetShape(), xfB);
+}

+ 39 - 39
src/libraries/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h

@@ -1,39 +1,39 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_EDGE_AND_CIRCLE_CONTACT_H
-#define B2_EDGE_AND_CIRCLE_CONTACT_H
-
-#include <Box2D/Dynamics/Contacts/b2Contact.h>
-
-class b2BlockAllocator;
-
-class b2EdgeAndCircleContact : public b2Contact
-{
-public:
-	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
-								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
-	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
-	b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
-	~b2EdgeAndCircleContact() {}
-
-	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
-};
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_EDGE_AND_CIRCLE_CONTACT_H
+#define B2_EDGE_AND_CIRCLE_CONTACT_H
+
+#include <Box2D/Dynamics/Contacts/b2Contact.h>
+
+class b2BlockAllocator;
+
+class b2EdgeAndCircleContact : public b2Contact
+{
+public:
+	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
+								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+	b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+	~b2EdgeAndCircleContact() {}
+
+	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
+};
+
+#endif

+ 50 - 50
src/libraries/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp

@@ -1,50 +1,50 @@
-/*
-* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h>
-#include <Box2D/Common/b2BlockAllocator.h>
-#include <Box2D/Dynamics/b2Fixture.h>
-
-#include <new>
-using namespace std;
-
-b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
-{
-	void* mem = allocator->Allocate(sizeof(b2EdgeAndPolygonContact));
-	return new (mem) b2EdgeAndPolygonContact(fixtureA, fixtureB);
-}
-
-void b2EdgeAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
-	((b2EdgeAndPolygonContact*)contact)->~b2EdgeAndPolygonContact();
-	allocator->Free(contact, sizeof(b2EdgeAndPolygonContact));
-}
-
-b2EdgeAndPolygonContact::b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
-: b2Contact(fixtureA, 0, fixtureB, 0)
-{
-	b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
-	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
-}
-
-void b2EdgeAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
-	b2CollideEdgeAndPolygon(	manifold,
-								(b2EdgeShape*)m_fixtureA->GetShape(), xfA,
-								(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
-}
+/*
+* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h>
+#include <Box2D/Common/b2BlockAllocator.h>
+#include <Box2D/Dynamics/b2Fixture.h>
+
+#include <new>
+using namespace std;
+
+b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
+{
+	void* mem = allocator->Allocate(sizeof(b2EdgeAndPolygonContact));
+	return new (mem) b2EdgeAndPolygonContact(fixtureA, fixtureB);
+}
+
+void b2EdgeAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+	((b2EdgeAndPolygonContact*)contact)->~b2EdgeAndPolygonContact();
+	allocator->Free(contact, sizeof(b2EdgeAndPolygonContact));
+}
+
+b2EdgeAndPolygonContact::b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
+: b2Contact(fixtureA, 0, fixtureB, 0)
+{
+	b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
+	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
+}
+
+void b2EdgeAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+	b2CollideEdgeAndPolygon(	manifold,
+								(b2EdgeShape*)m_fixtureA->GetShape(), xfA,
+								(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
+}

+ 39 - 39
src/libraries/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h

@@ -1,39 +1,39 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_EDGE_AND_POLYGON_CONTACT_H
-#define B2_EDGE_AND_POLYGON_CONTACT_H
-
-#include <Box2D/Dynamics/Contacts/b2Contact.h>
-
-class b2BlockAllocator;
-
-class b2EdgeAndPolygonContact : public b2Contact
-{
-public:
-	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
-								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
-	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
-	b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
-	~b2EdgeAndPolygonContact() {}
-
-	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
-};
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_EDGE_AND_POLYGON_CONTACT_H
+#define B2_EDGE_AND_POLYGON_CONTACT_H
+
+#include <Box2D/Dynamics/Contacts/b2Contact.h>
+
+class b2BlockAllocator;
+
+class b2EdgeAndPolygonContact : public b2Contact
+{
+public:
+	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
+								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+	b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+	~b2EdgeAndPolygonContact() {}
+
+	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
+};
+
+#endif

+ 50 - 50
src/libraries/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp

@@ -1,50 +1,50 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h>
-#include <Box2D/Common/b2BlockAllocator.h>
-#include <Box2D/Dynamics/b2Fixture.h>
-
-#include <new>
-using namespace std;
-
-b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
-{
-	void* mem = allocator->Allocate(sizeof(b2PolygonAndCircleContact));
-	return new (mem) b2PolygonAndCircleContact(fixtureA, fixtureB);
-}
-
-void b2PolygonAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
-	((b2PolygonAndCircleContact*)contact)->~b2PolygonAndCircleContact();
-	allocator->Free(contact, sizeof(b2PolygonAndCircleContact));
-}
-
-b2PolygonAndCircleContact::b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
-: b2Contact(fixtureA, 0, fixtureB, 0)
-{
-	b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
-	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
-}
-
-void b2PolygonAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
-	b2CollidePolygonAndCircle(	manifold,
-								(b2PolygonShape*)m_fixtureA->GetShape(), xfA,
-								(b2CircleShape*)m_fixtureB->GetShape(), xfB);
-}
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h>
+#include <Box2D/Common/b2BlockAllocator.h>
+#include <Box2D/Dynamics/b2Fixture.h>
+
+#include <new>
+using namespace std;
+
+b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
+{
+	void* mem = allocator->Allocate(sizeof(b2PolygonAndCircleContact));
+	return new (mem) b2PolygonAndCircleContact(fixtureA, fixtureB);
+}
+
+void b2PolygonAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+	((b2PolygonAndCircleContact*)contact)->~b2PolygonAndCircleContact();
+	allocator->Free(contact, sizeof(b2PolygonAndCircleContact));
+}
+
+b2PolygonAndCircleContact::b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
+: b2Contact(fixtureA, 0, fixtureB, 0)
+{
+	b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
+	b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
+}
+
+void b2PolygonAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+	b2CollidePolygonAndCircle(	manifold,
+								(b2PolygonShape*)m_fixtureA->GetShape(), xfA,
+								(b2CircleShape*)m_fixtureB->GetShape(), xfB);
+}

+ 38 - 38
src/libraries/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h

@@ -1,38 +1,38 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_POLYGON_AND_CIRCLE_CONTACT_H
-#define B2_POLYGON_AND_CIRCLE_CONTACT_H
-
-#include <Box2D/Dynamics/Contacts/b2Contact.h>
-
-class b2BlockAllocator;
-
-class b2PolygonAndCircleContact : public b2Contact
-{
-public:
-	static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
-	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
-	b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
-	~b2PolygonAndCircleContact() {}
-
-	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
-};
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_POLYGON_AND_CIRCLE_CONTACT_H
+#define B2_POLYGON_AND_CIRCLE_CONTACT_H
+
+#include <Box2D/Dynamics/Contacts/b2Contact.h>
+
+class b2BlockAllocator;
+
+class b2PolygonAndCircleContact : public b2Contact
+{
+public:
+	static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+	b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+	~b2PolygonAndCircleContact() {}
+
+	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
+};
+
+#endif

+ 53 - 53
src/libraries/Box2D/Dynamics/Contacts/b2PolygonContact.cpp

@@ -1,53 +1,53 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Contacts/b2PolygonContact.h>
-#include <Box2D/Common/b2BlockAllocator.h>
-#include <Box2D/Collision/b2TimeOfImpact.h>
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2Fixture.h>
-#include <Box2D/Dynamics/b2WorldCallbacks.h>
-
-#include <new>
-using namespace std;
-
-b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
-{
-	void* mem = allocator->Allocate(sizeof(b2PolygonContact));
-	return new (mem) b2PolygonContact(fixtureA, fixtureB);
-}
-
-void b2PolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
-{
-	((b2PolygonContact*)contact)->~b2PolygonContact();
-	allocator->Free(contact, sizeof(b2PolygonContact));
-}
-
-b2PolygonContact::b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
-	: b2Contact(fixtureA, 0, fixtureB, 0)
-{
-	b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
-	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
-}
-
-void b2PolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
-{
-	b2CollidePolygons(	manifold,
-						(b2PolygonShape*)m_fixtureA->GetShape(), xfA,
-						(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
-}
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Contacts/b2PolygonContact.h>
+#include <Box2D/Common/b2BlockAllocator.h>
+#include <Box2D/Collision/b2TimeOfImpact.h>
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2Fixture.h>
+#include <Box2D/Dynamics/b2WorldCallbacks.h>
+
+#include <new>
+using namespace std;
+
+b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
+{
+	void* mem = allocator->Allocate(sizeof(b2PolygonContact));
+	return new (mem) b2PolygonContact(fixtureA, fixtureB);
+}
+
+void b2PolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
+{
+	((b2PolygonContact*)contact)->~b2PolygonContact();
+	allocator->Free(contact, sizeof(b2PolygonContact));
+}
+
+b2PolygonContact::b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
+	: b2Contact(fixtureA, 0, fixtureB, 0)
+{
+	b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
+	b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
+}
+
+void b2PolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
+{
+	b2CollidePolygons(	manifold,
+						(b2PolygonShape*)m_fixtureA->GetShape(), xfA,
+						(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
+}

+ 39 - 39
src/libraries/Box2D/Dynamics/Contacts/b2PolygonContact.h

@@ -1,39 +1,39 @@
-/*
-* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_POLYGON_CONTACT_H
-#define B2_POLYGON_CONTACT_H
-
-#include <Box2D/Dynamics/Contacts/b2Contact.h>
-
-class b2BlockAllocator;
-
-class b2PolygonContact : public b2Contact
-{
-public:
-	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
-								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
-	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
-
-	b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
-	~b2PolygonContact() {}
-
-	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
-};
-
-#endif
+/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_POLYGON_CONTACT_H
+#define B2_POLYGON_CONTACT_H
+
+#include <Box2D/Dynamics/Contacts/b2Contact.h>
+
+class b2BlockAllocator;
+
+class b2PolygonContact : public b2Contact
+{
+public:
+	static b2Contact* Create(	b2Fixture* fixtureA, int32 indexA,
+								b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
+	static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
+
+	b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+	~b2PolygonContact() {}
+
+	void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
+};
+
+#endif

+ 260 - 260
src/libraries/Box2D/Dynamics/Joints/b2DistanceJoint.cpp

@@ -1,260 +1,260 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2TimeStep.h>
-
-// 1-D constrained system
-// m (v2 - v1) = lambda
-// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
-// x2 = x1 + h * v2
-
-// 1-D mass-damper-spring system
-// m (v2 - v1) + h * d * v2 + h * k * 
-
-// C = norm(p2 - p1) - L
-// u = (p2 - p1) / norm(p2 - p1)
-// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
-// J = [-u -cross(r1, u) u cross(r2, u)]
-// K = J * invM * JT
-//   = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
-
-void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
-									const b2Vec2& anchor1, const b2Vec2& anchor2)
-{
-	bodyA = b1;
-	bodyB = b2;
-	localAnchorA = bodyA->GetLocalPoint(anchor1);
-	localAnchorB = bodyB->GetLocalPoint(anchor2);
-	b2Vec2 d = anchor2 - anchor1;
-	length = d.Length();
-}
-
-b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
-: b2Joint(def)
-{
-	m_localAnchorA = def->localAnchorA;
-	m_localAnchorB = def->localAnchorB;
-	m_length = def->length;
-	m_frequencyHz = def->frequencyHz;
-	m_dampingRatio = def->dampingRatio;
-	m_impulse = 0.0f;
-	m_gamma = 0.0f;
-	m_bias = 0.0f;
-}
-
-void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
-{
-	m_indexA = m_bodyA->m_islandIndex;
-	m_indexB = m_bodyB->m_islandIndex;
-	m_localCenterA = m_bodyA->m_sweep.localCenter;
-	m_localCenterB = m_bodyB->m_sweep.localCenter;
-	m_invMassA = m_bodyA->m_invMass;
-	m_invMassB = m_bodyB->m_invMass;
-	m_invIA = m_bodyA->m_invI;
-	m_invIB = m_bodyB->m_invI;
-
-	b2Vec2 cA = data.positions[m_indexA].c;
-	float32 aA = data.positions[m_indexA].a;
-	b2Vec2 vA = data.velocities[m_indexA].v;
-	float32 wA = data.velocities[m_indexA].w;
-
-	b2Vec2 cB = data.positions[m_indexB].c;
-	float32 aB = data.positions[m_indexB].a;
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-
-	b2Rot qA(aA), qB(aB);
-
-	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
-	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-	m_u = cB + m_rB - cA - m_rA;
-
-	// Handle singularity.
-	float32 length = m_u.Length();
-	if (length > b2_linearSlop)
-	{
-		m_u *= 1.0f / length;
-	}
-	else
-	{
-		m_u.Set(0.0f, 0.0f);
-	}
-
-	float32 crAu = b2Cross(m_rA, m_u);
-	float32 crBu = b2Cross(m_rB, m_u);
-	float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
-
-	// Compute the effective mass matrix.
-	m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
-
-	if (m_frequencyHz > 0.0f)
-	{
-		float32 C = length - m_length;
-
-		// Frequency
-		float32 omega = 2.0f * b2_pi * m_frequencyHz;
-
-		// Damping coefficient
-		float32 d = 2.0f * m_mass * m_dampingRatio * omega;
-
-		// Spring stiffness
-		float32 k = m_mass * omega * omega;
-
-		// magic formulas
-		float32 h = data.step.dt;
-		m_gamma = h * (d + h * k);
-		m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
-		m_bias = C * h * k * m_gamma;
-
-		invMass += m_gamma;
-		m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
-	}
-	else
-	{
-		m_gamma = 0.0f;
-		m_bias = 0.0f;
-	}
-
-	if (data.step.warmStarting)
-	{
-		// Scale the impulse to support a variable time step.
-		m_impulse *= data.step.dtRatio;
-
-		b2Vec2 P = m_impulse * m_u;
-		vA -= m_invMassA * P;
-		wA -= m_invIA * b2Cross(m_rA, P);
-		vB += m_invMassB * P;
-		wB += m_invIB * b2Cross(m_rB, P);
-	}
-	else
-	{
-		m_impulse = 0.0f;
-	}
-
-	data.velocities[m_indexA].v = vA;
-	data.velocities[m_indexA].w = wA;
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-}
-
-void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
-	b2Vec2 vA = data.velocities[m_indexA].v;
-	float32 wA = data.velocities[m_indexA].w;
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-
-	// Cdot = dot(u, v + cross(w, r))
-	b2Vec2 vpA = vA + b2Cross(wA, m_rA);
-	b2Vec2 vpB = vB + b2Cross(wB, m_rB);
-	float32 Cdot = b2Dot(m_u, vpB - vpA);
-
-	float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
-	m_impulse += impulse;
-
-	b2Vec2 P = impulse * m_u;
-	vA -= m_invMassA * P;
-	wA -= m_invIA * b2Cross(m_rA, P);
-	vB += m_invMassB * P;
-	wB += m_invIB * b2Cross(m_rB, P);
-
-	data.velocities[m_indexA].v = vA;
-	data.velocities[m_indexA].w = wA;
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-}
-
-bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
-{
-	if (m_frequencyHz > 0.0f)
-	{
-		// There is no position correction for soft distance constraints.
-		return true;
-	}
-
-	b2Vec2 cA = data.positions[m_indexA].c;
-	float32 aA = data.positions[m_indexA].a;
-	b2Vec2 cB = data.positions[m_indexB].c;
-	float32 aB = data.positions[m_indexB].a;
-
-	b2Rot qA(aA), qB(aB);
-
-	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
-	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-	b2Vec2 u = cB + rB - cA - rA;
-
-	float32 length = u.Normalize();
-	float32 C = length - m_length;
-	C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection);
-
-	float32 impulse = -m_mass * C;
-	b2Vec2 P = impulse * u;
-
-	cA -= m_invMassA * P;
-	aA -= m_invIA * b2Cross(rA, P);
-	cB += m_invMassB * P;
-	aB += m_invIB * b2Cross(rB, P);
-
-	data.positions[m_indexA].c = cA;
-	data.positions[m_indexA].a = aA;
-	data.positions[m_indexB].c = cB;
-	data.positions[m_indexB].a = aB;
-
-	return b2Abs(C) < b2_linearSlop;
-}
-
-b2Vec2 b2DistanceJoint::GetAnchorA() const
-{
-	return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2DistanceJoint::GetAnchorB() const
-{
-	return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2DistanceJoint::GetReactionForce(float32 inv_dt) const
-{
-	b2Vec2 F = (inv_dt * m_impulse) * m_u;
-	return F;
-}
-
-float32 b2DistanceJoint::GetReactionTorque(float32 inv_dt) const
-{
-	B2_NOT_USED(inv_dt);
-	return 0.0f;
-}
-
-void b2DistanceJoint::Dump()
-{
-	int32 indexA = m_bodyA->m_islandIndex;
-	int32 indexB = m_bodyB->m_islandIndex;
-
-	b2Log("  b2DistanceJointDef jd;\n");
-	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
-	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
-	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
-	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
-	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
-	b2Log("  jd.length = %.15lef;\n", m_length);
-	b2Log("  jd.frequencyHz = %.15lef;\n", m_frequencyHz);
-	b2Log("  jd.dampingRatio = %.15lef;\n", m_dampingRatio);
-	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
+/*
+* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2TimeStep.h>
+
+// 1-D constrained system
+// m (v2 - v1) = lambda
+// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
+// x2 = x1 + h * v2
+
+// 1-D mass-damper-spring system
+// m (v2 - v1) + h * d * v2 + h * k * 
+
+// C = norm(p2 - p1) - L
+// u = (p2 - p1) / norm(p2 - p1)
+// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
+// J = [-u -cross(r1, u) u cross(r2, u)]
+// K = J * invM * JT
+//   = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
+
+void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
+									const b2Vec2& anchor1, const b2Vec2& anchor2)
+{
+	bodyA = b1;
+	bodyB = b2;
+	localAnchorA = bodyA->GetLocalPoint(anchor1);
+	localAnchorB = bodyB->GetLocalPoint(anchor2);
+	b2Vec2 d = anchor2 - anchor1;
+	length = d.Length();
+}
+
+b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
+: b2Joint(def)
+{
+	m_localAnchorA = def->localAnchorA;
+	m_localAnchorB = def->localAnchorB;
+	m_length = def->length;
+	m_frequencyHz = def->frequencyHz;
+	m_dampingRatio = def->dampingRatio;
+	m_impulse = 0.0f;
+	m_gamma = 0.0f;
+	m_bias = 0.0f;
+}
+
+void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+	m_indexA = m_bodyA->m_islandIndex;
+	m_indexB = m_bodyB->m_islandIndex;
+	m_localCenterA = m_bodyA->m_sweep.localCenter;
+	m_localCenterB = m_bodyB->m_sweep.localCenter;
+	m_invMassA = m_bodyA->m_invMass;
+	m_invMassB = m_bodyB->m_invMass;
+	m_invIA = m_bodyA->m_invI;
+	m_invIB = m_bodyB->m_invI;
+
+	b2Vec2 cA = data.positions[m_indexA].c;
+	float32 aA = data.positions[m_indexA].a;
+	b2Vec2 vA = data.velocities[m_indexA].v;
+	float32 wA = data.velocities[m_indexA].w;
+
+	b2Vec2 cB = data.positions[m_indexB].c;
+	float32 aB = data.positions[m_indexB].a;
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+
+	b2Rot qA(aA), qB(aB);
+
+	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+	m_u = cB + m_rB - cA - m_rA;
+
+	// Handle singularity.
+	float32 length = m_u.Length();
+	if (length > b2_linearSlop)
+	{
+		m_u *= 1.0f / length;
+	}
+	else
+	{
+		m_u.Set(0.0f, 0.0f);
+	}
+
+	float32 crAu = b2Cross(m_rA, m_u);
+	float32 crBu = b2Cross(m_rB, m_u);
+	float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
+
+	// Compute the effective mass matrix.
+	m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
+
+	if (m_frequencyHz > 0.0f)
+	{
+		float32 C = length - m_length;
+
+		// Frequency
+		float32 omega = 2.0f * b2_pi * m_frequencyHz;
+
+		// Damping coefficient
+		float32 d = 2.0f * m_mass * m_dampingRatio * omega;
+
+		// Spring stiffness
+		float32 k = m_mass * omega * omega;
+
+		// magic formulas
+		float32 h = data.step.dt;
+		m_gamma = h * (d + h * k);
+		m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
+		m_bias = C * h * k * m_gamma;
+
+		invMass += m_gamma;
+		m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
+	}
+	else
+	{
+		m_gamma = 0.0f;
+		m_bias = 0.0f;
+	}
+
+	if (data.step.warmStarting)
+	{
+		// Scale the impulse to support a variable time step.
+		m_impulse *= data.step.dtRatio;
+
+		b2Vec2 P = m_impulse * m_u;
+		vA -= m_invMassA * P;
+		wA -= m_invIA * b2Cross(m_rA, P);
+		vB += m_invMassB * P;
+		wB += m_invIB * b2Cross(m_rB, P);
+	}
+	else
+	{
+		m_impulse = 0.0f;
+	}
+
+	data.velocities[m_indexA].v = vA;
+	data.velocities[m_indexA].w = wA;
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+}
+
+void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+	b2Vec2 vA = data.velocities[m_indexA].v;
+	float32 wA = data.velocities[m_indexA].w;
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+
+	// Cdot = dot(u, v + cross(w, r))
+	b2Vec2 vpA = vA + b2Cross(wA, m_rA);
+	b2Vec2 vpB = vB + b2Cross(wB, m_rB);
+	float32 Cdot = b2Dot(m_u, vpB - vpA);
+
+	float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
+	m_impulse += impulse;
+
+	b2Vec2 P = impulse * m_u;
+	vA -= m_invMassA * P;
+	wA -= m_invIA * b2Cross(m_rA, P);
+	vB += m_invMassB * P;
+	wB += m_invIB * b2Cross(m_rB, P);
+
+	data.velocities[m_indexA].v = vA;
+	data.velocities[m_indexA].w = wA;
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+}
+
+bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+	if (m_frequencyHz > 0.0f)
+	{
+		// There is no position correction for soft distance constraints.
+		return true;
+	}
+
+	b2Vec2 cA = data.positions[m_indexA].c;
+	float32 aA = data.positions[m_indexA].a;
+	b2Vec2 cB = data.positions[m_indexB].c;
+	float32 aB = data.positions[m_indexB].a;
+
+	b2Rot qA(aA), qB(aB);
+
+	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+	b2Vec2 u = cB + rB - cA - rA;
+
+	float32 length = u.Normalize();
+	float32 C = length - m_length;
+	C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection);
+
+	float32 impulse = -m_mass * C;
+	b2Vec2 P = impulse * u;
+
+	cA -= m_invMassA * P;
+	aA -= m_invIA * b2Cross(rA, P);
+	cB += m_invMassB * P;
+	aB += m_invIB * b2Cross(rB, P);
+
+	data.positions[m_indexA].c = cA;
+	data.positions[m_indexA].a = aA;
+	data.positions[m_indexB].c = cB;
+	data.positions[m_indexB].a = aB;
+
+	return b2Abs(C) < b2_linearSlop;
+}
+
+b2Vec2 b2DistanceJoint::GetAnchorA() const
+{
+	return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2DistanceJoint::GetAnchorB() const
+{
+	return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2DistanceJoint::GetReactionForce(float32 inv_dt) const
+{
+	b2Vec2 F = (inv_dt * m_impulse) * m_u;
+	return F;
+}
+
+float32 b2DistanceJoint::GetReactionTorque(float32 inv_dt) const
+{
+	B2_NOT_USED(inv_dt);
+	return 0.0f;
+}
+
+void b2DistanceJoint::Dump()
+{
+	int32 indexA = m_bodyA->m_islandIndex;
+	int32 indexB = m_bodyB->m_islandIndex;
+
+	b2Log("  b2DistanceJointDef jd;\n");
+	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
+	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
+	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
+	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
+	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
+	b2Log("  jd.length = %.15lef;\n", m_length);
+	b2Log("  jd.frequencyHz = %.15lef;\n", m_frequencyHz);
+	b2Log("  jd.dampingRatio = %.15lef;\n", m_dampingRatio);
+	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}

+ 169 - 169
src/libraries/Box2D/Dynamics/Joints/b2DistanceJoint.h

@@ -1,169 +1,169 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_DISTANCE_JOINT_H
-#define B2_DISTANCE_JOINT_H
-
-#include <Box2D/Dynamics/Joints/b2Joint.h>
-
-/// Distance joint definition. This requires defining an
-/// anchor point on both bodies and the non-zero length of the
-/// distance joint. The definition uses local anchor points
-/// so that the initial configuration can violate the constraint
-/// slightly. This helps when saving and loading a game.
-/// @warning Do not use a zero or short length.
-struct b2DistanceJointDef : public b2JointDef
-{
-	b2DistanceJointDef()
-	{
-		type = e_distanceJoint;
-		localAnchorA.Set(0.0f, 0.0f);
-		localAnchorB.Set(0.0f, 0.0f);
-		length = 1.0f;
-		frequencyHz = 0.0f;
-		dampingRatio = 0.0f;
-	}
-
-	/// Initialize the bodies, anchors, and length using the world
-	/// anchors.
-	void Initialize(b2Body* bodyA, b2Body* bodyB,
-					const b2Vec2& anchorA, const b2Vec2& anchorB);
-
-	/// The local anchor point relative to bodyA's origin.
-	b2Vec2 localAnchorA;
-
-	/// The local anchor point relative to bodyB's origin.
-	b2Vec2 localAnchorB;
-
-	/// The natural length between the anchor points.
-	float32 length;
-
-	/// The mass-spring-damper frequency in Hertz. A value of 0
-	/// disables softness.
-	float32 frequencyHz;
-
-	/// The damping ratio. 0 = no damping, 1 = critical damping.
-	float32 dampingRatio;
-};
-
-/// A distance joint constrains two points on two bodies
-/// to remain at a fixed distance from each other. You can view
-/// this as a massless, rigid rod.
-class b2DistanceJoint : public b2Joint
-{
-public:
-
-	b2Vec2 GetAnchorA() const;
-	b2Vec2 GetAnchorB() const;
-
-	/// Get the reaction force given the inverse time step.
-	/// Unit is N.
-	b2Vec2 GetReactionForce(float32 inv_dt) const;
-
-	/// Get the reaction torque given the inverse time step.
-	/// Unit is N*m. This is always zero for a distance joint.
-	float32 GetReactionTorque(float32 inv_dt) const;
-
-	/// The local anchor point relative to bodyA's origin.
-	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
-	/// The local anchor point relative to bodyB's origin.
-	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
-
-	/// Set/get the natural length.
-	/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
-	void SetLength(float32 length);
-	float32 GetLength() const;
-
-	/// Set/get frequency in Hz.
-	void SetFrequency(float32 hz);
-	float32 GetFrequency() const;
-
-	/// Set/get damping ratio.
-	void SetDampingRatio(float32 ratio);
-	float32 GetDampingRatio() const;
-
-	/// Dump joint to dmLog
-	void Dump();
-
-protected:
-
-	friend class b2Joint;
-	b2DistanceJoint(const b2DistanceJointDef* data);
-
-	void InitVelocityConstraints(const b2SolverData& data);
-	void SolveVelocityConstraints(const b2SolverData& data);
-	bool SolvePositionConstraints(const b2SolverData& data);
-
-	float32 m_frequencyHz;
-	float32 m_dampingRatio;
-	float32 m_bias;
-
-	// Solver shared
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-	float32 m_gamma;
-	float32 m_impulse;
-	float32 m_length;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_u;
-	b2Vec2 m_rA;
-	b2Vec2 m_rB;
-	b2Vec2 m_localCenterA;
-	b2Vec2 m_localCenterB;
-	float32 m_invMassA;
-	float32 m_invMassB;
-	float32 m_invIA;
-	float32 m_invIB;
-	float32 m_mass;
-};
-
-inline void b2DistanceJoint::SetLength(float32 length)
-{
-	m_length = length;
-}
-
-inline float32 b2DistanceJoint::GetLength() const
-{
-	return m_length;
-}
-
-inline void b2DistanceJoint::SetFrequency(float32 hz)
-{
-	m_frequencyHz = hz;
-}
-
-inline float32 b2DistanceJoint::GetFrequency() const
-{
-	return m_frequencyHz;
-}
-
-inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
-{
-	m_dampingRatio = ratio;
-}
-
-inline float32 b2DistanceJoint::GetDampingRatio() const
-{
-	return m_dampingRatio;
-}
-
-#endif
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_DISTANCE_JOINT_H
+#define B2_DISTANCE_JOINT_H
+
+#include <Box2D/Dynamics/Joints/b2Joint.h>
+
+/// Distance joint definition. This requires defining an
+/// anchor point on both bodies and the non-zero length of the
+/// distance joint. The definition uses local anchor points
+/// so that the initial configuration can violate the constraint
+/// slightly. This helps when saving and loading a game.
+/// @warning Do not use a zero or short length.
+struct b2DistanceJointDef : public b2JointDef
+{
+	b2DistanceJointDef()
+	{
+		type = e_distanceJoint;
+		localAnchorA.Set(0.0f, 0.0f);
+		localAnchorB.Set(0.0f, 0.0f);
+		length = 1.0f;
+		frequencyHz = 0.0f;
+		dampingRatio = 0.0f;
+	}
+
+	/// Initialize the bodies, anchors, and length using the world
+	/// anchors.
+	void Initialize(b2Body* bodyA, b2Body* bodyB,
+					const b2Vec2& anchorA, const b2Vec2& anchorB);
+
+	/// The local anchor point relative to bodyA's origin.
+	b2Vec2 localAnchorA;
+
+	/// The local anchor point relative to bodyB's origin.
+	b2Vec2 localAnchorB;
+
+	/// The natural length between the anchor points.
+	float32 length;
+
+	/// The mass-spring-damper frequency in Hertz. A value of 0
+	/// disables softness.
+	float32 frequencyHz;
+
+	/// The damping ratio. 0 = no damping, 1 = critical damping.
+	float32 dampingRatio;
+};
+
+/// A distance joint constrains two points on two bodies
+/// to remain at a fixed distance from each other. You can view
+/// this as a massless, rigid rod.
+class b2DistanceJoint : public b2Joint
+{
+public:
+
+	b2Vec2 GetAnchorA() const;
+	b2Vec2 GetAnchorB() const;
+
+	/// Get the reaction force given the inverse time step.
+	/// Unit is N.
+	b2Vec2 GetReactionForce(float32 inv_dt) const;
+
+	/// Get the reaction torque given the inverse time step.
+	/// Unit is N*m. This is always zero for a distance joint.
+	float32 GetReactionTorque(float32 inv_dt) const;
+
+	/// The local anchor point relative to bodyA's origin.
+	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
+
+	/// The local anchor point relative to bodyB's origin.
+	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
+
+	/// Set/get the natural length.
+	/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
+	void SetLength(float32 length);
+	float32 GetLength() const;
+
+	/// Set/get frequency in Hz.
+	void SetFrequency(float32 hz);
+	float32 GetFrequency() const;
+
+	/// Set/get damping ratio.
+	void SetDampingRatio(float32 ratio);
+	float32 GetDampingRatio() const;
+
+	/// Dump joint to dmLog
+	void Dump();
+
+protected:
+
+	friend class b2Joint;
+	b2DistanceJoint(const b2DistanceJointDef* data);
+
+	void InitVelocityConstraints(const b2SolverData& data);
+	void SolveVelocityConstraints(const b2SolverData& data);
+	bool SolvePositionConstraints(const b2SolverData& data);
+
+	float32 m_frequencyHz;
+	float32 m_dampingRatio;
+	float32 m_bias;
+
+	// Solver shared
+	b2Vec2 m_localAnchorA;
+	b2Vec2 m_localAnchorB;
+	float32 m_gamma;
+	float32 m_impulse;
+	float32 m_length;
+
+	// Solver temp
+	int32 m_indexA;
+	int32 m_indexB;
+	b2Vec2 m_u;
+	b2Vec2 m_rA;
+	b2Vec2 m_rB;
+	b2Vec2 m_localCenterA;
+	b2Vec2 m_localCenterB;
+	float32 m_invMassA;
+	float32 m_invMassB;
+	float32 m_invIA;
+	float32 m_invIB;
+	float32 m_mass;
+};
+
+inline void b2DistanceJoint::SetLength(float32 length)
+{
+	m_length = length;
+}
+
+inline float32 b2DistanceJoint::GetLength() const
+{
+	return m_length;
+}
+
+inline void b2DistanceJoint::SetFrequency(float32 hz)
+{
+	m_frequencyHz = hz;
+}
+
+inline float32 b2DistanceJoint::GetFrequency() const
+{
+	return m_frequencyHz;
+}
+
+inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
+{
+	m_dampingRatio = ratio;
+}
+
+inline float32 b2DistanceJoint::GetDampingRatio() const
+{
+	return m_dampingRatio;
+}
+
+#endif

+ 251 - 251
src/libraries/Box2D/Dynamics/Joints/b2FrictionJoint.cpp

@@ -1,251 +1,251 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2TimeStep.h>
-
-// Point-to-point constraint
-// Cdot = v2 - v1
-//      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
-// J = [-I -r1_skew I r2_skew ]
-// Identity used:
-// w k % (rx i + ry j) = w * (-ry i + rx j)
-
-// Angle constraint
-// Cdot = w2 - w1
-// J = [0 0 -1 0 0 1]
-// K = invI1 + invI2
-
-void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
-{
-	bodyA = bA;
-	bodyB = bB;
-	localAnchorA = bodyA->GetLocalPoint(anchor);
-	localAnchorB = bodyB->GetLocalPoint(anchor);
-}
-
-b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
-: b2Joint(def)
-{
-	m_localAnchorA = def->localAnchorA;
-	m_localAnchorB = def->localAnchorB;
-
-	m_linearImpulse.SetZero();
-	m_angularImpulse = 0.0f;
-
-	m_maxForce = def->maxForce;
-	m_maxTorque = def->maxTorque;
-}
-
-void b2FrictionJoint::InitVelocityConstraints(const b2SolverData& data)
-{
-	m_indexA = m_bodyA->m_islandIndex;
-	m_indexB = m_bodyB->m_islandIndex;
-	m_localCenterA = m_bodyA->m_sweep.localCenter;
-	m_localCenterB = m_bodyB->m_sweep.localCenter;
-	m_invMassA = m_bodyA->m_invMass;
-	m_invMassB = m_bodyB->m_invMass;
-	m_invIA = m_bodyA->m_invI;
-	m_invIB = m_bodyB->m_invI;
-
-	float32 aA = data.positions[m_indexA].a;
-	b2Vec2 vA = data.velocities[m_indexA].v;
-	float32 wA = data.velocities[m_indexA].w;
-
-	float32 aB = data.positions[m_indexB].a;
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-
-	b2Rot qA(aA), qB(aB);
-
-	// Compute the effective mass matrix.
-	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
-	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
-	// J = [-I -r1_skew I r2_skew]
-	//     [ 0       -1 0       1]
-	// r_skew = [-ry; rx]
-
-	// Matlab
-	// K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
-	//     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
-	//     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]
-
-	float32 mA = m_invMassA, mB = m_invMassB;
-	float32 iA = m_invIA, iB = m_invIB;
-
-	b2Mat22 K;
-	K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
-	K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
-	K.ey.x = K.ex.y;
-	K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
-
-	m_linearMass = K.GetInverse();
-
-	m_angularMass = iA + iB;
-	if (m_angularMass > 0.0f)
-	{
-		m_angularMass = 1.0f / m_angularMass;
-	}
-
-	if (data.step.warmStarting)
-	{
-		// Scale impulses to support a variable time step.
-		m_linearImpulse *= data.step.dtRatio;
-		m_angularImpulse *= data.step.dtRatio;
-
-		b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
-		vA -= mA * P;
-		wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
-		vB += mB * P;
-		wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
-	}
-	else
-	{
-		m_linearImpulse.SetZero();
-		m_angularImpulse = 0.0f;
-	}
-
-	data.velocities[m_indexA].v = vA;
-	data.velocities[m_indexA].w = wA;
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-}
-
-void b2FrictionJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
-	b2Vec2 vA = data.velocities[m_indexA].v;
-	float32 wA = data.velocities[m_indexA].w;
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-
-	float32 mA = m_invMassA, mB = m_invMassB;
-	float32 iA = m_invIA, iB = m_invIB;
-
-	float32 h = data.step.dt;
-
-	// Solve angular friction
-	{
-		float32 Cdot = wB - wA;
-		float32 impulse = -m_angularMass * Cdot;
-
-		float32 oldImpulse = m_angularImpulse;
-		float32 maxImpulse = h * m_maxTorque;
-		m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
-		impulse = m_angularImpulse - oldImpulse;
-
-		wA -= iA * impulse;
-		wB += iB * impulse;
-	}
-
-	// Solve linear friction
-	{
-		b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
-
-		b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
-		b2Vec2 oldImpulse = m_linearImpulse;
-		m_linearImpulse += impulse;
-
-		float32 maxImpulse = h * m_maxForce;
-
-		if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
-		{
-			m_linearImpulse.Normalize();
-			m_linearImpulse *= maxImpulse;
-		}
-
-		impulse = m_linearImpulse - oldImpulse;
-
-		vA -= mA * impulse;
-		wA -= iA * b2Cross(m_rA, impulse);
-
-		vB += mB * impulse;
-		wB += iB * b2Cross(m_rB, impulse);
-	}
-
-	data.velocities[m_indexA].v = vA;
-	data.velocities[m_indexA].w = wA;
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-}
-
-bool b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data)
-{
-	B2_NOT_USED(data);
-
-	return true;
-}
-
-b2Vec2 b2FrictionJoint::GetAnchorA() const
-{
-	return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2FrictionJoint::GetAnchorB() const
-{
-	return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2FrictionJoint::GetReactionForce(float32 inv_dt) const
-{
-	return inv_dt * m_linearImpulse;
-}
-
-float32 b2FrictionJoint::GetReactionTorque(float32 inv_dt) const
-{
-	return inv_dt * m_angularImpulse;
-}
-
-void b2FrictionJoint::SetMaxForce(float32 force)
-{
-	b2Assert(b2IsValid(force) && force >= 0.0f);
-	m_maxForce = force;
-}
-
-float32 b2FrictionJoint::GetMaxForce() const
-{
-	return m_maxForce;
-}
-
-void b2FrictionJoint::SetMaxTorque(float32 torque)
-{
-	b2Assert(b2IsValid(torque) && torque >= 0.0f);
-	m_maxTorque = torque;
-}
-
-float32 b2FrictionJoint::GetMaxTorque() const
-{
-	return m_maxTorque;
-}
-
-void b2FrictionJoint::Dump()
-{
-	int32 indexA = m_bodyA->m_islandIndex;
-	int32 indexB = m_bodyB->m_islandIndex;
-
-	b2Log("  b2FrictionJointDef jd;\n");
-	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
-	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
-	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
-	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
-	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
-	b2Log("  jd.maxForce = %.15lef;\n", m_maxForce);
-	b2Log("  jd.maxTorque = %.15lef;\n", m_maxTorque);
-	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
+/*
+* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2TimeStep.h>
+
+// Point-to-point constraint
+// Cdot = v2 - v1
+//      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
+// J = [-I -r1_skew I r2_skew ]
+// Identity used:
+// w k % (rx i + ry j) = w * (-ry i + rx j)
+
+// Angle constraint
+// Cdot = w2 - w1
+// J = [0 0 -1 0 0 1]
+// K = invI1 + invI2
+
+void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
+{
+	bodyA = bA;
+	bodyB = bB;
+	localAnchorA = bodyA->GetLocalPoint(anchor);
+	localAnchorB = bodyB->GetLocalPoint(anchor);
+}
+
+b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
+: b2Joint(def)
+{
+	m_localAnchorA = def->localAnchorA;
+	m_localAnchorB = def->localAnchorB;
+
+	m_linearImpulse.SetZero();
+	m_angularImpulse = 0.0f;
+
+	m_maxForce = def->maxForce;
+	m_maxTorque = def->maxTorque;
+}
+
+void b2FrictionJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+	m_indexA = m_bodyA->m_islandIndex;
+	m_indexB = m_bodyB->m_islandIndex;
+	m_localCenterA = m_bodyA->m_sweep.localCenter;
+	m_localCenterB = m_bodyB->m_sweep.localCenter;
+	m_invMassA = m_bodyA->m_invMass;
+	m_invMassB = m_bodyB->m_invMass;
+	m_invIA = m_bodyA->m_invI;
+	m_invIB = m_bodyB->m_invI;
+
+	float32 aA = data.positions[m_indexA].a;
+	b2Vec2 vA = data.velocities[m_indexA].v;
+	float32 wA = data.velocities[m_indexA].w;
+
+	float32 aB = data.positions[m_indexB].a;
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+
+	b2Rot qA(aA), qB(aB);
+
+	// Compute the effective mass matrix.
+	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+	// J = [-I -r1_skew I r2_skew]
+	//     [ 0       -1 0       1]
+	// r_skew = [-ry; rx]
+
+	// Matlab
+	// K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
+	//     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
+	//     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]
+
+	float32 mA = m_invMassA, mB = m_invMassB;
+	float32 iA = m_invIA, iB = m_invIB;
+
+	b2Mat22 K;
+	K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
+	K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
+	K.ey.x = K.ex.y;
+	K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
+
+	m_linearMass = K.GetInverse();
+
+	m_angularMass = iA + iB;
+	if (m_angularMass > 0.0f)
+	{
+		m_angularMass = 1.0f / m_angularMass;
+	}
+
+	if (data.step.warmStarting)
+	{
+		// Scale impulses to support a variable time step.
+		m_linearImpulse *= data.step.dtRatio;
+		m_angularImpulse *= data.step.dtRatio;
+
+		b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
+		vA -= mA * P;
+		wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
+		vB += mB * P;
+		wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
+	}
+	else
+	{
+		m_linearImpulse.SetZero();
+		m_angularImpulse = 0.0f;
+	}
+
+	data.velocities[m_indexA].v = vA;
+	data.velocities[m_indexA].w = wA;
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+}
+
+void b2FrictionJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+	b2Vec2 vA = data.velocities[m_indexA].v;
+	float32 wA = data.velocities[m_indexA].w;
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+
+	float32 mA = m_invMassA, mB = m_invMassB;
+	float32 iA = m_invIA, iB = m_invIB;
+
+	float32 h = data.step.dt;
+
+	// Solve angular friction
+	{
+		float32 Cdot = wB - wA;
+		float32 impulse = -m_angularMass * Cdot;
+
+		float32 oldImpulse = m_angularImpulse;
+		float32 maxImpulse = h * m_maxTorque;
+		m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
+		impulse = m_angularImpulse - oldImpulse;
+
+		wA -= iA * impulse;
+		wB += iB * impulse;
+	}
+
+	// Solve linear friction
+	{
+		b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
+
+		b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
+		b2Vec2 oldImpulse = m_linearImpulse;
+		m_linearImpulse += impulse;
+
+		float32 maxImpulse = h * m_maxForce;
+
+		if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
+		{
+			m_linearImpulse.Normalize();
+			m_linearImpulse *= maxImpulse;
+		}
+
+		impulse = m_linearImpulse - oldImpulse;
+
+		vA -= mA * impulse;
+		wA -= iA * b2Cross(m_rA, impulse);
+
+		vB += mB * impulse;
+		wB += iB * b2Cross(m_rB, impulse);
+	}
+
+	data.velocities[m_indexA].v = vA;
+	data.velocities[m_indexA].w = wA;
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+}
+
+bool b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+	B2_NOT_USED(data);
+
+	return true;
+}
+
+b2Vec2 b2FrictionJoint::GetAnchorA() const
+{
+	return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2FrictionJoint::GetAnchorB() const
+{
+	return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2FrictionJoint::GetReactionForce(float32 inv_dt) const
+{
+	return inv_dt * m_linearImpulse;
+}
+
+float32 b2FrictionJoint::GetReactionTorque(float32 inv_dt) const
+{
+	return inv_dt * m_angularImpulse;
+}
+
+void b2FrictionJoint::SetMaxForce(float32 force)
+{
+	b2Assert(b2IsValid(force) && force >= 0.0f);
+	m_maxForce = force;
+}
+
+float32 b2FrictionJoint::GetMaxForce() const
+{
+	return m_maxForce;
+}
+
+void b2FrictionJoint::SetMaxTorque(float32 torque)
+{
+	b2Assert(b2IsValid(torque) && torque >= 0.0f);
+	m_maxTorque = torque;
+}
+
+float32 b2FrictionJoint::GetMaxTorque() const
+{
+	return m_maxTorque;
+}
+
+void b2FrictionJoint::Dump()
+{
+	int32 indexA = m_bodyA->m_islandIndex;
+	int32 indexB = m_bodyB->m_islandIndex;
+
+	b2Log("  b2FrictionJointDef jd;\n");
+	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
+	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
+	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
+	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
+	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
+	b2Log("  jd.maxForce = %.15lef;\n", m_maxForce);
+	b2Log("  jd.maxTorque = %.15lef;\n", m_maxTorque);
+	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}

+ 119 - 119
src/libraries/Box2D/Dynamics/Joints/b2FrictionJoint.h

@@ -1,119 +1,119 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_FRICTION_JOINT_H
-#define B2_FRICTION_JOINT_H
-
-#include <Box2D/Dynamics/Joints/b2Joint.h>
-
-/// Friction joint definition.
-struct b2FrictionJointDef : public b2JointDef
-{
-	b2FrictionJointDef()
-	{
-		type = e_frictionJoint;
-		localAnchorA.SetZero();
-		localAnchorB.SetZero();
-		maxForce = 0.0f;
-		maxTorque = 0.0f;
-	}
-
-	/// Initialize the bodies, anchors, axis, and reference angle using the world
-	/// anchor and world axis.
-	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
-
-	/// The local anchor point relative to bodyA's origin.
-	b2Vec2 localAnchorA;
-
-	/// The local anchor point relative to bodyB's origin.
-	b2Vec2 localAnchorB;
-
-	/// The maximum friction force in N.
-	float32 maxForce;
-
-	/// The maximum friction torque in N-m.
-	float32 maxTorque;
-};
-
-/// Friction joint. This is used for top-down friction.
-/// It provides 2D translational friction and angular friction.
-class b2FrictionJoint : public b2Joint
-{
-public:
-	b2Vec2 GetAnchorA() const;
-	b2Vec2 GetAnchorB() const;
-
-	b2Vec2 GetReactionForce(float32 inv_dt) const;
-	float32 GetReactionTorque(float32 inv_dt) const;
-
-	/// The local anchor point relative to bodyA's origin.
-	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
-	/// The local anchor point relative to bodyB's origin.
-	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
-
-	/// Set the maximum friction force in N.
-	void SetMaxForce(float32 force);
-
-	/// Get the maximum friction force in N.
-	float32 GetMaxForce() const;
-
-	/// Set the maximum friction torque in N*m.
-	void SetMaxTorque(float32 torque);
-
-	/// Get the maximum friction torque in N*m.
-	float32 GetMaxTorque() const;
-
-	/// Dump joint to dmLog
-	void Dump();
-
-protected:
-
-	friend class b2Joint;
-
-	b2FrictionJoint(const b2FrictionJointDef* def);
-
-	void InitVelocityConstraints(const b2SolverData& data);
-	void SolveVelocityConstraints(const b2SolverData& data);
-	bool SolvePositionConstraints(const b2SolverData& data);
-
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-
-	// Solver shared
-	b2Vec2 m_linearImpulse;
-	float32 m_angularImpulse;
-	float32 m_maxForce;
-	float32 m_maxTorque;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_rA;
-	b2Vec2 m_rB;
-	b2Vec2 m_localCenterA;
-	b2Vec2 m_localCenterB;
-	float32 m_invMassA;
-	float32 m_invMassB;
-	float32 m_invIA;
-	float32 m_invIB;
-	b2Mat22 m_linearMass;
-	float32 m_angularMass;
-};
-
-#endif
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_FRICTION_JOINT_H
+#define B2_FRICTION_JOINT_H
+
+#include <Box2D/Dynamics/Joints/b2Joint.h>
+
+/// Friction joint definition.
+struct b2FrictionJointDef : public b2JointDef
+{
+	b2FrictionJointDef()
+	{
+		type = e_frictionJoint;
+		localAnchorA.SetZero();
+		localAnchorB.SetZero();
+		maxForce = 0.0f;
+		maxTorque = 0.0f;
+	}
+
+	/// Initialize the bodies, anchors, axis, and reference angle using the world
+	/// anchor and world axis.
+	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
+
+	/// The local anchor point relative to bodyA's origin.
+	b2Vec2 localAnchorA;
+
+	/// The local anchor point relative to bodyB's origin.
+	b2Vec2 localAnchorB;
+
+	/// The maximum friction force in N.
+	float32 maxForce;
+
+	/// The maximum friction torque in N-m.
+	float32 maxTorque;
+};
+
+/// Friction joint. This is used for top-down friction.
+/// It provides 2D translational friction and angular friction.
+class b2FrictionJoint : public b2Joint
+{
+public:
+	b2Vec2 GetAnchorA() const;
+	b2Vec2 GetAnchorB() const;
+
+	b2Vec2 GetReactionForce(float32 inv_dt) const;
+	float32 GetReactionTorque(float32 inv_dt) const;
+
+	/// The local anchor point relative to bodyA's origin.
+	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
+
+	/// The local anchor point relative to bodyB's origin.
+	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
+
+	/// Set the maximum friction force in N.
+	void SetMaxForce(float32 force);
+
+	/// Get the maximum friction force in N.
+	float32 GetMaxForce() const;
+
+	/// Set the maximum friction torque in N*m.
+	void SetMaxTorque(float32 torque);
+
+	/// Get the maximum friction torque in N*m.
+	float32 GetMaxTorque() const;
+
+	/// Dump joint to dmLog
+	void Dump();
+
+protected:
+
+	friend class b2Joint;
+
+	b2FrictionJoint(const b2FrictionJointDef* def);
+
+	void InitVelocityConstraints(const b2SolverData& data);
+	void SolveVelocityConstraints(const b2SolverData& data);
+	bool SolvePositionConstraints(const b2SolverData& data);
+
+	b2Vec2 m_localAnchorA;
+	b2Vec2 m_localAnchorB;
+
+	// Solver shared
+	b2Vec2 m_linearImpulse;
+	float32 m_angularImpulse;
+	float32 m_maxForce;
+	float32 m_maxTorque;
+
+	// Solver temp
+	int32 m_indexA;
+	int32 m_indexB;
+	b2Vec2 m_rA;
+	b2Vec2 m_rB;
+	b2Vec2 m_localCenterA;
+	b2Vec2 m_localCenterB;
+	float32 m_invMassA;
+	float32 m_invMassB;
+	float32 m_invIA;
+	float32 m_invIB;
+	b2Mat22 m_linearMass;
+	float32 m_angularMass;
+};
+
+#endif

+ 423 - 423
src/libraries/Box2D/Dynamics/Joints/b2GearJoint.cpp

@@ -1,423 +1,423 @@
-/*
-* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Joints/b2GearJoint.h>
-#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
-#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2TimeStep.h>
-
-// Gear Joint:
-// C0 = (coordinate1 + ratio * coordinate2)_initial
-// C = (coordinate1 + ratio * coordinate2) - C0 = 0
-// J = [J1 ratio * J2]
-// K = J * invM * JT
-//   = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
-//
-// Revolute:
-// coordinate = rotation
-// Cdot = angularVelocity
-// J = [0 0 1]
-// K = J * invM * JT = invI
-//
-// Prismatic:
-// coordinate = dot(p - pg, ug)
-// Cdot = dot(v + cross(w, r), ug)
-// J = [ug cross(r, ug)]
-// K = J * invM * JT = invMass + invI * cross(r, ug)^2
-
-b2GearJoint::b2GearJoint(const b2GearJointDef* def)
-: b2Joint(def)
-{
-	m_joint1 = def->joint1;
-	m_joint2 = def->joint2;
-
-	m_typeA = m_joint1->GetType();
-	m_typeB = m_joint2->GetType();
-
-	b2Assert(m_typeA == e_revoluteJoint || m_typeA == e_prismaticJoint);
-	b2Assert(m_typeB == e_revoluteJoint || m_typeB == e_prismaticJoint);
-
-	float32 coordinateA, coordinateB;
-
-	// TODO_ERIN there might be some problem with the joint edges in b2Joint.
-
-	m_bodyC = m_joint1->GetBodyA();
-	m_bodyA = m_joint1->GetBodyB();
-
-	// Get geometry of joint1
-	b2Transform xfA = m_bodyA->m_xf;
-	float32 aA = m_bodyA->m_sweep.a;
-	b2Transform xfC = m_bodyC->m_xf;
-	float32 aC = m_bodyC->m_sweep.a;
-
-	if (m_typeA == e_revoluteJoint)
-	{
-		b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint1;
-		m_localAnchorC = revolute->m_localAnchorA;
-		m_localAnchorA = revolute->m_localAnchorB;
-		m_referenceAngleA = revolute->m_referenceAngle;
-		m_localAxisC.SetZero();
-
-		coordinateA = aA - aC - m_referenceAngleA;
-	}
-	else
-	{
-		b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint1;
-		m_localAnchorC = prismatic->m_localAnchorA;
-		m_localAnchorA = prismatic->m_localAnchorB;
-		m_referenceAngleA = prismatic->m_referenceAngle;
-		m_localAxisC = prismatic->m_localXAxisA;
-
-		b2Vec2 pC = m_localAnchorC;
-		b2Vec2 pA = b2MulT(xfC.q, b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
-		coordinateA = b2Dot(pA - pC, m_localAxisC);
-	}
-
-	m_bodyD = m_joint2->GetBodyA();
-	m_bodyB = m_joint2->GetBodyB();
-
-	// Get geometry of joint2
-	b2Transform xfB = m_bodyB->m_xf;
-	float32 aB = m_bodyB->m_sweep.a;
-	b2Transform xfD = m_bodyD->m_xf;
-	float32 aD = m_bodyD->m_sweep.a;
-
-	if (m_typeB == e_revoluteJoint)
-	{
-		b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint2;
-		m_localAnchorD = revolute->m_localAnchorA;
-		m_localAnchorB = revolute->m_localAnchorB;
-		m_referenceAngleB = revolute->m_referenceAngle;
-		m_localAxisD.SetZero();
-
-		coordinateB = aB - aD - m_referenceAngleB;
-	}
-	else
-	{
-		b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint2;
-		m_localAnchorD = prismatic->m_localAnchorA;
-		m_localAnchorB = prismatic->m_localAnchorB;
-		m_referenceAngleB = prismatic->m_referenceAngle;
-		m_localAxisD = prismatic->m_localXAxisA;
-
-		b2Vec2 pD = m_localAnchorD;
-		b2Vec2 pB = b2MulT(xfD.q, b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
-		coordinateB = b2Dot(pB - pD, m_localAxisD);
-	}
-
-	m_ratio = def->ratio;
-
-	m_constant = coordinateA + m_ratio * coordinateB;
-
-	m_impulse = 0.0f;
-}
-
-void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
-{
-	m_indexA = m_bodyA->m_islandIndex;
-	m_indexB = m_bodyB->m_islandIndex;
-	m_indexC = m_bodyC->m_islandIndex;
-	m_indexD = m_bodyD->m_islandIndex;
-	m_lcA = m_bodyA->m_sweep.localCenter;
-	m_lcB = m_bodyB->m_sweep.localCenter;
-	m_lcC = m_bodyC->m_sweep.localCenter;
-	m_lcD = m_bodyD->m_sweep.localCenter;
-	m_mA = m_bodyA->m_invMass;
-	m_mB = m_bodyB->m_invMass;
-	m_mC = m_bodyC->m_invMass;
-	m_mD = m_bodyD->m_invMass;
-	m_iA = m_bodyA->m_invI;
-	m_iB = m_bodyB->m_invI;
-	m_iC = m_bodyC->m_invI;
-	m_iD = m_bodyD->m_invI;
-
-	b2Vec2 cA = data.positions[m_indexA].c;
-	float32 aA = data.positions[m_indexA].a;
-	b2Vec2 vA = data.velocities[m_indexA].v;
-	float32 wA = data.velocities[m_indexA].w;
-
-	b2Vec2 cB = data.positions[m_indexB].c;
-	float32 aB = data.positions[m_indexB].a;
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-
-	b2Vec2 cC = data.positions[m_indexC].c;
-	float32 aC = data.positions[m_indexC].a;
-	b2Vec2 vC = data.velocities[m_indexC].v;
-	float32 wC = data.velocities[m_indexC].w;
-
-	b2Vec2 cD = data.positions[m_indexD].c;
-	float32 aD = data.positions[m_indexD].a;
-	b2Vec2 vD = data.velocities[m_indexD].v;
-	float32 wD = data.velocities[m_indexD].w;
-
-	b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
-
-	m_mass = 0.0f;
-
-	if (m_typeA == e_revoluteJoint)
-	{
-		m_JvAC.SetZero();
-		m_JwA = 1.0f;
-		m_JwC = 1.0f;
-		m_mass += m_iA + m_iC;
-	}
-	else
-	{
-		b2Vec2 u = b2Mul(qC, m_localAxisC);
-		b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
-		b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
-		m_JvAC = u;
-		m_JwC = b2Cross(rC, u);
-		m_JwA = b2Cross(rA, u);
-		m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA;
-	}
-
-	if (m_typeB == e_revoluteJoint)
-	{
-		m_JvBD.SetZero();
-		m_JwB = m_ratio;
-		m_JwD = m_ratio;
-		m_mass += m_ratio * m_ratio * (m_iB + m_iD);
-	}
-	else
-	{
-		b2Vec2 u = b2Mul(qD, m_localAxisD);
-		b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
-		b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
-		m_JvBD = m_ratio * u;
-		m_JwD = m_ratio * b2Cross(rD, u);
-		m_JwB = m_ratio * b2Cross(rB, u);
-		m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB;
-	}
-
-	// Compute effective mass.
-	m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f;
-
-	if (data.step.warmStarting)
-	{
-		vA += (m_mA * m_impulse) * m_JvAC;
-		wA += m_iA * m_impulse * m_JwA;
-		vB += (m_mB * m_impulse) * m_JvBD;
-		wB += m_iB * m_impulse * m_JwB;
-		vC -= (m_mC * m_impulse) * m_JvAC;
-		wC -= m_iC * m_impulse * m_JwC;
-		vD -= (m_mD * m_impulse) * m_JvBD;
-		wD -= m_iD * m_impulse * m_JwD;
-	}
-	else
-	{
-		m_impulse = 0.0f;
-	}
-
-	data.velocities[m_indexA].v = vA;
-	data.velocities[m_indexA].w = wA;
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-	data.velocities[m_indexC].v = vC;
-	data.velocities[m_indexC].w = wC;
-	data.velocities[m_indexD].v = vD;
-	data.velocities[m_indexD].w = wD;
-}
-
-void b2GearJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
-	b2Vec2 vA = data.velocities[m_indexA].v;
-	float32 wA = data.velocities[m_indexA].w;
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-	b2Vec2 vC = data.velocities[m_indexC].v;
-	float32 wC = data.velocities[m_indexC].w;
-	b2Vec2 vD = data.velocities[m_indexD].v;
-	float32 wD = data.velocities[m_indexD].w;
-
-	float32 Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD);
-	Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);
-
-	float32 impulse = -m_mass * Cdot;
-	m_impulse += impulse;
-
-	vA += (m_mA * impulse) * m_JvAC;
-	wA += m_iA * impulse * m_JwA;
-	vB += (m_mB * impulse) * m_JvBD;
-	wB += m_iB * impulse * m_JwB;
-	vC -= (m_mC * impulse) * m_JvAC;
-	wC -= m_iC * impulse * m_JwC;
-	vD -= (m_mD * impulse) * m_JvBD;
-	wD -= m_iD * impulse * m_JwD;
-
-	data.velocities[m_indexA].v = vA;
-	data.velocities[m_indexA].w = wA;
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-	data.velocities[m_indexC].v = vC;
-	data.velocities[m_indexC].w = wC;
-	data.velocities[m_indexD].v = vD;
-	data.velocities[m_indexD].w = wD;
-}
-
-bool b2GearJoint::SolvePositionConstraints(const b2SolverData& data)
-{
-	b2Vec2 cA = data.positions[m_indexA].c;
-	float32 aA = data.positions[m_indexA].a;
-	b2Vec2 cB = data.positions[m_indexB].c;
-	float32 aB = data.positions[m_indexB].a;
-	b2Vec2 cC = data.positions[m_indexC].c;
-	float32 aC = data.positions[m_indexC].a;
-	b2Vec2 cD = data.positions[m_indexD].c;
-	float32 aD = data.positions[m_indexD].a;
-
-	b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
-
-	float32 linearError = 0.0f;
-
-	float32 coordinateA, coordinateB;
-
-	b2Vec2 JvAC, JvBD;
-	float32 JwA, JwB, JwC, JwD;
-	float32 mass = 0.0f;
-
-	if (m_typeA == e_revoluteJoint)
-	{
-		JvAC.SetZero();
-		JwA = 1.0f;
-		JwC = 1.0f;
-		mass += m_iA + m_iC;
-
-		coordinateA = aA - aC - m_referenceAngleA;
-	}
-	else
-	{
-		b2Vec2 u = b2Mul(qC, m_localAxisC);
-		b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
-		b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
-		JvAC = u;
-		JwC = b2Cross(rC, u);
-		JwA = b2Cross(rA, u);
-		mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA;
-
-		b2Vec2 pC = m_localAnchorC - m_lcC;
-		b2Vec2 pA = b2MulT(qC, rA + (cA - cC));
-		coordinateA = b2Dot(pA - pC, m_localAxisC);
-	}
-
-	if (m_typeB == e_revoluteJoint)
-	{
-		JvBD.SetZero();
-		JwB = m_ratio;
-		JwD = m_ratio;
-		mass += m_ratio * m_ratio * (m_iB + m_iD);
-
-		coordinateB = aB - aD - m_referenceAngleB;
-	}
-	else
-	{
-		b2Vec2 u = b2Mul(qD, m_localAxisD);
-		b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
-		b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
-		JvBD = m_ratio * u;
-		JwD = m_ratio * b2Cross(rD, u);
-		JwB = m_ratio * b2Cross(rB, u);
-		mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB;
-
-		b2Vec2 pD = m_localAnchorD - m_lcD;
-		b2Vec2 pB = b2MulT(qD, rB + (cB - cD));
-		coordinateB = b2Dot(pB - pD, m_localAxisD);
-	}
-
-	float32 C = (coordinateA + m_ratio * coordinateB) - m_constant;
-
-	float32 impulse = 0.0f;
-	if (mass > 0.0f)
-	{
-		impulse = -C / mass;
-	}
-
-	cA += m_mA * impulse * JvAC;
-	aA += m_iA * impulse * JwA;
-	cB += m_mB * impulse * JvBD;
-	aB += m_iB * impulse * JwB;
-	cC -= m_mC * impulse * JvAC;
-	aC -= m_iC * impulse * JwC;
-	cD -= m_mD * impulse * JvBD;
-	aD -= m_iD * impulse * JwD;
-
-	data.positions[m_indexA].c = cA;
-	data.positions[m_indexA].a = aA;
-	data.positions[m_indexB].c = cB;
-	data.positions[m_indexB].a = aB;
-	data.positions[m_indexC].c = cC;
-	data.positions[m_indexC].a = aC;
-	data.positions[m_indexD].c = cD;
-	data.positions[m_indexD].a = aD;
-
-	// TODO_ERIN not implemented
-	return linearError < b2_linearSlop;
-}
-
-b2Vec2 b2GearJoint::GetAnchorA() const
-{
-	return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2GearJoint::GetAnchorB() const
-{
-	return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2GearJoint::GetReactionForce(float32 inv_dt) const
-{
-	b2Vec2 P = m_impulse * m_JvAC;
-	return inv_dt * P;
-}
-
-float32 b2GearJoint::GetReactionTorque(float32 inv_dt) const
-{
-	float32 L = m_impulse * m_JwA;
-	return inv_dt * L;
-}
-
-void b2GearJoint::SetRatio(float32 ratio)
-{
-	b2Assert(b2IsValid(ratio));
-	m_ratio = ratio;
-}
-
-float32 b2GearJoint::GetRatio() const
-{
-	return m_ratio;
-}
-
-void b2GearJoint::Dump()
-{
-	int32 indexA = m_bodyA->m_islandIndex;
-	int32 indexB = m_bodyB->m_islandIndex;
-
-	int32 index1 = m_joint1->m_index;
-	int32 index2 = m_joint2->m_index;
-
-	b2Log("  b2GearJointDef jd;\n");
-	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
-	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
-	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
-	b2Log("  jd.joint1 = joints[%d];\n", index1);
-	b2Log("  jd.joint2 = joints[%d];\n", index2);
-	b2Log("  jd.ratio = %.15lef;\n", m_ratio);
-	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
+/*
+* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Joints/b2GearJoint.h>
+#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
+#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2TimeStep.h>
+
+// Gear Joint:
+// C0 = (coordinate1 + ratio * coordinate2)_initial
+// C = (coordinate1 + ratio * coordinate2) - C0 = 0
+// J = [J1 ratio * J2]
+// K = J * invM * JT
+//   = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
+//
+// Revolute:
+// coordinate = rotation
+// Cdot = angularVelocity
+// J = [0 0 1]
+// K = J * invM * JT = invI
+//
+// Prismatic:
+// coordinate = dot(p - pg, ug)
+// Cdot = dot(v + cross(w, r), ug)
+// J = [ug cross(r, ug)]
+// K = J * invM * JT = invMass + invI * cross(r, ug)^2
+
+b2GearJoint::b2GearJoint(const b2GearJointDef* def)
+: b2Joint(def)
+{
+	m_joint1 = def->joint1;
+	m_joint2 = def->joint2;
+
+	m_typeA = m_joint1->GetType();
+	m_typeB = m_joint2->GetType();
+
+	b2Assert(m_typeA == e_revoluteJoint || m_typeA == e_prismaticJoint);
+	b2Assert(m_typeB == e_revoluteJoint || m_typeB == e_prismaticJoint);
+
+	float32 coordinateA, coordinateB;
+
+	// TODO_ERIN there might be some problem with the joint edges in b2Joint.
+
+	m_bodyC = m_joint1->GetBodyA();
+	m_bodyA = m_joint1->GetBodyB();
+
+	// Get geometry of joint1
+	b2Transform xfA = m_bodyA->m_xf;
+	float32 aA = m_bodyA->m_sweep.a;
+	b2Transform xfC = m_bodyC->m_xf;
+	float32 aC = m_bodyC->m_sweep.a;
+
+	if (m_typeA == e_revoluteJoint)
+	{
+		b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint1;
+		m_localAnchorC = revolute->m_localAnchorA;
+		m_localAnchorA = revolute->m_localAnchorB;
+		m_referenceAngleA = revolute->m_referenceAngle;
+		m_localAxisC.SetZero();
+
+		coordinateA = aA - aC - m_referenceAngleA;
+	}
+	else
+	{
+		b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint1;
+		m_localAnchorC = prismatic->m_localAnchorA;
+		m_localAnchorA = prismatic->m_localAnchorB;
+		m_referenceAngleA = prismatic->m_referenceAngle;
+		m_localAxisC = prismatic->m_localXAxisA;
+
+		b2Vec2 pC = m_localAnchorC;
+		b2Vec2 pA = b2MulT(xfC.q, b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
+		coordinateA = b2Dot(pA - pC, m_localAxisC);
+	}
+
+	m_bodyD = m_joint2->GetBodyA();
+	m_bodyB = m_joint2->GetBodyB();
+
+	// Get geometry of joint2
+	b2Transform xfB = m_bodyB->m_xf;
+	float32 aB = m_bodyB->m_sweep.a;
+	b2Transform xfD = m_bodyD->m_xf;
+	float32 aD = m_bodyD->m_sweep.a;
+
+	if (m_typeB == e_revoluteJoint)
+	{
+		b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint2;
+		m_localAnchorD = revolute->m_localAnchorA;
+		m_localAnchorB = revolute->m_localAnchorB;
+		m_referenceAngleB = revolute->m_referenceAngle;
+		m_localAxisD.SetZero();
+
+		coordinateB = aB - aD - m_referenceAngleB;
+	}
+	else
+	{
+		b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint2;
+		m_localAnchorD = prismatic->m_localAnchorA;
+		m_localAnchorB = prismatic->m_localAnchorB;
+		m_referenceAngleB = prismatic->m_referenceAngle;
+		m_localAxisD = prismatic->m_localXAxisA;
+
+		b2Vec2 pD = m_localAnchorD;
+		b2Vec2 pB = b2MulT(xfD.q, b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
+		coordinateB = b2Dot(pB - pD, m_localAxisD);
+	}
+
+	m_ratio = def->ratio;
+
+	m_constant = coordinateA + m_ratio * coordinateB;
+
+	m_impulse = 0.0f;
+}
+
+void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+	m_indexA = m_bodyA->m_islandIndex;
+	m_indexB = m_bodyB->m_islandIndex;
+	m_indexC = m_bodyC->m_islandIndex;
+	m_indexD = m_bodyD->m_islandIndex;
+	m_lcA = m_bodyA->m_sweep.localCenter;
+	m_lcB = m_bodyB->m_sweep.localCenter;
+	m_lcC = m_bodyC->m_sweep.localCenter;
+	m_lcD = m_bodyD->m_sweep.localCenter;
+	m_mA = m_bodyA->m_invMass;
+	m_mB = m_bodyB->m_invMass;
+	m_mC = m_bodyC->m_invMass;
+	m_mD = m_bodyD->m_invMass;
+	m_iA = m_bodyA->m_invI;
+	m_iB = m_bodyB->m_invI;
+	m_iC = m_bodyC->m_invI;
+	m_iD = m_bodyD->m_invI;
+
+	b2Vec2 cA = data.positions[m_indexA].c;
+	float32 aA = data.positions[m_indexA].a;
+	b2Vec2 vA = data.velocities[m_indexA].v;
+	float32 wA = data.velocities[m_indexA].w;
+
+	b2Vec2 cB = data.positions[m_indexB].c;
+	float32 aB = data.positions[m_indexB].a;
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+
+	b2Vec2 cC = data.positions[m_indexC].c;
+	float32 aC = data.positions[m_indexC].a;
+	b2Vec2 vC = data.velocities[m_indexC].v;
+	float32 wC = data.velocities[m_indexC].w;
+
+	b2Vec2 cD = data.positions[m_indexD].c;
+	float32 aD = data.positions[m_indexD].a;
+	b2Vec2 vD = data.velocities[m_indexD].v;
+	float32 wD = data.velocities[m_indexD].w;
+
+	b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
+
+	m_mass = 0.0f;
+
+	if (m_typeA == e_revoluteJoint)
+	{
+		m_JvAC.SetZero();
+		m_JwA = 1.0f;
+		m_JwC = 1.0f;
+		m_mass += m_iA + m_iC;
+	}
+	else
+	{
+		b2Vec2 u = b2Mul(qC, m_localAxisC);
+		b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
+		b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
+		m_JvAC = u;
+		m_JwC = b2Cross(rC, u);
+		m_JwA = b2Cross(rA, u);
+		m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA;
+	}
+
+	if (m_typeB == e_revoluteJoint)
+	{
+		m_JvBD.SetZero();
+		m_JwB = m_ratio;
+		m_JwD = m_ratio;
+		m_mass += m_ratio * m_ratio * (m_iB + m_iD);
+	}
+	else
+	{
+		b2Vec2 u = b2Mul(qD, m_localAxisD);
+		b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
+		b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
+		m_JvBD = m_ratio * u;
+		m_JwD = m_ratio * b2Cross(rD, u);
+		m_JwB = m_ratio * b2Cross(rB, u);
+		m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB;
+	}
+
+	// Compute effective mass.
+	m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f;
+
+	if (data.step.warmStarting)
+	{
+		vA += (m_mA * m_impulse) * m_JvAC;
+		wA += m_iA * m_impulse * m_JwA;
+		vB += (m_mB * m_impulse) * m_JvBD;
+		wB += m_iB * m_impulse * m_JwB;
+		vC -= (m_mC * m_impulse) * m_JvAC;
+		wC -= m_iC * m_impulse * m_JwC;
+		vD -= (m_mD * m_impulse) * m_JvBD;
+		wD -= m_iD * m_impulse * m_JwD;
+	}
+	else
+	{
+		m_impulse = 0.0f;
+	}
+
+	data.velocities[m_indexA].v = vA;
+	data.velocities[m_indexA].w = wA;
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+	data.velocities[m_indexC].v = vC;
+	data.velocities[m_indexC].w = wC;
+	data.velocities[m_indexD].v = vD;
+	data.velocities[m_indexD].w = wD;
+}
+
+void b2GearJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+	b2Vec2 vA = data.velocities[m_indexA].v;
+	float32 wA = data.velocities[m_indexA].w;
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+	b2Vec2 vC = data.velocities[m_indexC].v;
+	float32 wC = data.velocities[m_indexC].w;
+	b2Vec2 vD = data.velocities[m_indexD].v;
+	float32 wD = data.velocities[m_indexD].w;
+
+	float32 Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD);
+	Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);
+
+	float32 impulse = -m_mass * Cdot;
+	m_impulse += impulse;
+
+	vA += (m_mA * impulse) * m_JvAC;
+	wA += m_iA * impulse * m_JwA;
+	vB += (m_mB * impulse) * m_JvBD;
+	wB += m_iB * impulse * m_JwB;
+	vC -= (m_mC * impulse) * m_JvAC;
+	wC -= m_iC * impulse * m_JwC;
+	vD -= (m_mD * impulse) * m_JvBD;
+	wD -= m_iD * impulse * m_JwD;
+
+	data.velocities[m_indexA].v = vA;
+	data.velocities[m_indexA].w = wA;
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+	data.velocities[m_indexC].v = vC;
+	data.velocities[m_indexC].w = wC;
+	data.velocities[m_indexD].v = vD;
+	data.velocities[m_indexD].w = wD;
+}
+
+bool b2GearJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+	b2Vec2 cA = data.positions[m_indexA].c;
+	float32 aA = data.positions[m_indexA].a;
+	b2Vec2 cB = data.positions[m_indexB].c;
+	float32 aB = data.positions[m_indexB].a;
+	b2Vec2 cC = data.positions[m_indexC].c;
+	float32 aC = data.positions[m_indexC].a;
+	b2Vec2 cD = data.positions[m_indexD].c;
+	float32 aD = data.positions[m_indexD].a;
+
+	b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
+
+	float32 linearError = 0.0f;
+
+	float32 coordinateA, coordinateB;
+
+	b2Vec2 JvAC, JvBD;
+	float32 JwA, JwB, JwC, JwD;
+	float32 mass = 0.0f;
+
+	if (m_typeA == e_revoluteJoint)
+	{
+		JvAC.SetZero();
+		JwA = 1.0f;
+		JwC = 1.0f;
+		mass += m_iA + m_iC;
+
+		coordinateA = aA - aC - m_referenceAngleA;
+	}
+	else
+	{
+		b2Vec2 u = b2Mul(qC, m_localAxisC);
+		b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
+		b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
+		JvAC = u;
+		JwC = b2Cross(rC, u);
+		JwA = b2Cross(rA, u);
+		mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA;
+
+		b2Vec2 pC = m_localAnchorC - m_lcC;
+		b2Vec2 pA = b2MulT(qC, rA + (cA - cC));
+		coordinateA = b2Dot(pA - pC, m_localAxisC);
+	}
+
+	if (m_typeB == e_revoluteJoint)
+	{
+		JvBD.SetZero();
+		JwB = m_ratio;
+		JwD = m_ratio;
+		mass += m_ratio * m_ratio * (m_iB + m_iD);
+
+		coordinateB = aB - aD - m_referenceAngleB;
+	}
+	else
+	{
+		b2Vec2 u = b2Mul(qD, m_localAxisD);
+		b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
+		b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
+		JvBD = m_ratio * u;
+		JwD = m_ratio * b2Cross(rD, u);
+		JwB = m_ratio * b2Cross(rB, u);
+		mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB;
+
+		b2Vec2 pD = m_localAnchorD - m_lcD;
+		b2Vec2 pB = b2MulT(qD, rB + (cB - cD));
+		coordinateB = b2Dot(pB - pD, m_localAxisD);
+	}
+
+	float32 C = (coordinateA + m_ratio * coordinateB) - m_constant;
+
+	float32 impulse = 0.0f;
+	if (mass > 0.0f)
+	{
+		impulse = -C / mass;
+	}
+
+	cA += m_mA * impulse * JvAC;
+	aA += m_iA * impulse * JwA;
+	cB += m_mB * impulse * JvBD;
+	aB += m_iB * impulse * JwB;
+	cC -= m_mC * impulse * JvAC;
+	aC -= m_iC * impulse * JwC;
+	cD -= m_mD * impulse * JvBD;
+	aD -= m_iD * impulse * JwD;
+
+	data.positions[m_indexA].c = cA;
+	data.positions[m_indexA].a = aA;
+	data.positions[m_indexB].c = cB;
+	data.positions[m_indexB].a = aB;
+	data.positions[m_indexC].c = cC;
+	data.positions[m_indexC].a = aC;
+	data.positions[m_indexD].c = cD;
+	data.positions[m_indexD].a = aD;
+
+	// TODO_ERIN not implemented
+	return linearError < b2_linearSlop;
+}
+
+b2Vec2 b2GearJoint::GetAnchorA() const
+{
+	return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2GearJoint::GetAnchorB() const
+{
+	return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2GearJoint::GetReactionForce(float32 inv_dt) const
+{
+	b2Vec2 P = m_impulse * m_JvAC;
+	return inv_dt * P;
+}
+
+float32 b2GearJoint::GetReactionTorque(float32 inv_dt) const
+{
+	float32 L = m_impulse * m_JwA;
+	return inv_dt * L;
+}
+
+void b2GearJoint::SetRatio(float32 ratio)
+{
+	b2Assert(b2IsValid(ratio));
+	m_ratio = ratio;
+}
+
+float32 b2GearJoint::GetRatio() const
+{
+	return m_ratio;
+}
+
+void b2GearJoint::Dump()
+{
+	int32 indexA = m_bodyA->m_islandIndex;
+	int32 indexB = m_bodyB->m_islandIndex;
+
+	int32 index1 = m_joint1->m_index;
+	int32 index2 = m_joint2->m_index;
+
+	b2Log("  b2GearJointDef jd;\n");
+	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
+	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
+	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
+	b2Log("  jd.joint1 = joints[%d];\n", index1);
+	b2Log("  jd.joint2 = joints[%d];\n", index2);
+	b2Log("  jd.ratio = %.15lef;\n", m_ratio);
+	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}

+ 125 - 125
src/libraries/Box2D/Dynamics/Joints/b2GearJoint.h

@@ -1,125 +1,125 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_GEAR_JOINT_H
-#define B2_GEAR_JOINT_H
-
-#include <Box2D/Dynamics/Joints/b2Joint.h>
-
-/// Gear joint definition. This definition requires two existing
-/// revolute or prismatic joints (any combination will work).
-struct b2GearJointDef : public b2JointDef
-{
-	b2GearJointDef()
-	{
-		type = e_gearJoint;
-		joint1 = NULL;
-		joint2 = NULL;
-		ratio = 1.0f;
-	}
-
-	/// The first revolute/prismatic joint attached to the gear joint.
-	b2Joint* joint1;
-
-	/// The second revolute/prismatic joint attached to the gear joint.
-	b2Joint* joint2;
-
-	/// The gear ratio.
-	/// @see b2GearJoint for explanation.
-	float32 ratio;
-};
-
-/// A gear joint is used to connect two joints together. Either joint
-/// can be a revolute or prismatic joint. You specify a gear ratio
-/// to bind the motions together:
-/// coordinate1 + ratio * coordinate2 = constant
-/// The ratio can be negative or positive. If one joint is a revolute joint
-/// and the other joint is a prismatic joint, then the ratio will have units
-/// of length or units of 1/length.
-/// @warning You have to manually destroy the gear joint if joint1 or joint2
-/// is destroyed.
-class b2GearJoint : public b2Joint
-{
-public:
-	b2Vec2 GetAnchorA() const;
-	b2Vec2 GetAnchorB() const;
-
-	b2Vec2 GetReactionForce(float32 inv_dt) const;
-	float32 GetReactionTorque(float32 inv_dt) const;
-
-	/// Get the first joint.
-	b2Joint* GetJoint1() { return m_joint1; }
-
-	/// Get the second joint.
-	b2Joint* GetJoint2() { return m_joint2; }
-
-	/// Set/Get the gear ratio.
-	void SetRatio(float32 ratio);
-	float32 GetRatio() const;
-
-	/// Dump joint to dmLog
-	void Dump();
-
-protected:
-
-	friend class b2Joint;
-	b2GearJoint(const b2GearJointDef* data);
-
-	void InitVelocityConstraints(const b2SolverData& data);
-	void SolveVelocityConstraints(const b2SolverData& data);
-	bool SolvePositionConstraints(const b2SolverData& data);
-
-	b2Joint* m_joint1;
-	b2Joint* m_joint2;
-
-	b2JointType m_typeA;
-	b2JointType m_typeB;
-
-	// Body A is connected to body C
-	// Body B is connected to body D
-	b2Body* m_bodyC;
-	b2Body* m_bodyD;
-
-	// Solver shared
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-	b2Vec2 m_localAnchorC;
-	b2Vec2 m_localAnchorD;
-
-	b2Vec2 m_localAxisC;
-	b2Vec2 m_localAxisD;
-
-	float32 m_referenceAngleA;
-	float32 m_referenceAngleB;
-
-	float32 m_constant;
-	float32 m_ratio;
-
-	float32 m_impulse;
-
-	// Solver temp
-	int32 m_indexA, m_indexB, m_indexC, m_indexD;
-	b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
-	float32 m_mA, m_mB, m_mC, m_mD;
-	float32 m_iA, m_iB, m_iC, m_iD;
-	b2Vec2 m_JvAC, m_JvBD;
-	float32 m_JwA, m_JwB, m_JwC, m_JwD;
-	float32 m_mass;
-};
-
-#endif
+/*
+* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_GEAR_JOINT_H
+#define B2_GEAR_JOINT_H
+
+#include <Box2D/Dynamics/Joints/b2Joint.h>
+
+/// Gear joint definition. This definition requires two existing
+/// revolute or prismatic joints (any combination will work).
+struct b2GearJointDef : public b2JointDef
+{
+	b2GearJointDef()
+	{
+		type = e_gearJoint;
+		joint1 = NULL;
+		joint2 = NULL;
+		ratio = 1.0f;
+	}
+
+	/// The first revolute/prismatic joint attached to the gear joint.
+	b2Joint* joint1;
+
+	/// The second revolute/prismatic joint attached to the gear joint.
+	b2Joint* joint2;
+
+	/// The gear ratio.
+	/// @see b2GearJoint for explanation.
+	float32 ratio;
+};
+
+/// A gear joint is used to connect two joints together. Either joint
+/// can be a revolute or prismatic joint. You specify a gear ratio
+/// to bind the motions together:
+/// coordinate1 + ratio * coordinate2 = constant
+/// The ratio can be negative or positive. If one joint is a revolute joint
+/// and the other joint is a prismatic joint, then the ratio will have units
+/// of length or units of 1/length.
+/// @warning You have to manually destroy the gear joint if joint1 or joint2
+/// is destroyed.
+class b2GearJoint : public b2Joint
+{
+public:
+	b2Vec2 GetAnchorA() const;
+	b2Vec2 GetAnchorB() const;
+
+	b2Vec2 GetReactionForce(float32 inv_dt) const;
+	float32 GetReactionTorque(float32 inv_dt) const;
+
+	/// Get the first joint.
+	b2Joint* GetJoint1() { return m_joint1; }
+
+	/// Get the second joint.
+	b2Joint* GetJoint2() { return m_joint2; }
+
+	/// Set/Get the gear ratio.
+	void SetRatio(float32 ratio);
+	float32 GetRatio() const;
+
+	/// Dump joint to dmLog
+	void Dump();
+
+protected:
+
+	friend class b2Joint;
+	b2GearJoint(const b2GearJointDef* data);
+
+	void InitVelocityConstraints(const b2SolverData& data);
+	void SolveVelocityConstraints(const b2SolverData& data);
+	bool SolvePositionConstraints(const b2SolverData& data);
+
+	b2Joint* m_joint1;
+	b2Joint* m_joint2;
+
+	b2JointType m_typeA;
+	b2JointType m_typeB;
+
+	// Body A is connected to body C
+	// Body B is connected to body D
+	b2Body* m_bodyC;
+	b2Body* m_bodyD;
+
+	// Solver shared
+	b2Vec2 m_localAnchorA;
+	b2Vec2 m_localAnchorB;
+	b2Vec2 m_localAnchorC;
+	b2Vec2 m_localAnchorD;
+
+	b2Vec2 m_localAxisC;
+	b2Vec2 m_localAxisD;
+
+	float32 m_referenceAngleA;
+	float32 m_referenceAngleB;
+
+	float32 m_constant;
+	float32 m_ratio;
+
+	float32 m_impulse;
+
+	// Solver temp
+	int32 m_indexA, m_indexB, m_indexC, m_indexD;
+	b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
+	float32 m_mA, m_mB, m_mC, m_mD;
+	float32 m_iA, m_iB, m_iC, m_iD;
+	b2Vec2 m_JvAC, m_JvBD;
+	float32 m_JwA, m_JwB, m_JwC, m_JwD;
+	float32 m_mass;
+};
+
+#endif

+ 199 - 199
src/libraries/Box2D/Dynamics/Joints/b2Joint.cpp

@@ -1,199 +1,199 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Joints/b2Joint.h>
-#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
-#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
-#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
-#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
-#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
-#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
-#include <Box2D/Dynamics/Joints/b2GearJoint.h>
-#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
-#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
-#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2World.h>
-#include <Box2D/Common/b2BlockAllocator.h>
-
-#include <new>
-
-b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
-{
-	b2Joint* joint = NULL;
-
-	switch (def->type)
-	{
-	case e_distanceJoint:
-		{
-			void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
-			joint = new (mem) b2DistanceJoint((b2DistanceJointDef*)def);
-		}
-		break;
-
-	case e_mouseJoint:
-		{
-			void* mem = allocator->Allocate(sizeof(b2MouseJoint));
-			joint = new (mem) b2MouseJoint((b2MouseJointDef*)def);
-		}
-		break;
-
-	case e_prismaticJoint:
-		{
-			void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
-			joint = new (mem) b2PrismaticJoint((b2PrismaticJointDef*)def);
-		}
-		break;
-
-	case e_revoluteJoint:
-		{
-			void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
-			joint = new (mem) b2RevoluteJoint((b2RevoluteJointDef*)def);
-		}
-		break;
-
-	case e_pulleyJoint:
-		{
-			void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
-			joint = new (mem) b2PulleyJoint((b2PulleyJointDef*)def);
-		}
-		break;
-
-	case e_gearJoint:
-		{
-			void* mem = allocator->Allocate(sizeof(b2GearJoint));
-			joint = new (mem) b2GearJoint((b2GearJointDef*)def);
-		}
-		break;
-
-	case e_wheelJoint:
-		{
-			void* mem = allocator->Allocate(sizeof(b2WheelJoint));
-			joint = new (mem) b2WheelJoint((b2WheelJointDef*)def);
-		}
-		break;
-
-	case e_weldJoint:
-		{
-			void* mem = allocator->Allocate(sizeof(b2WeldJoint));
-			joint = new (mem) b2WeldJoint((b2WeldJointDef*)def);
-		}
-		break;
-        
-	case e_frictionJoint:
-		{
-			void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
-			joint = new (mem) b2FrictionJoint((b2FrictionJointDef*)def);
-		}
-		break;
-
-	case e_ropeJoint:
-		{
-			void* mem = allocator->Allocate(sizeof(b2RopeJoint));
-			joint = new (mem) b2RopeJoint((b2RopeJointDef*)def);
-		}
-		break;
-
-	default:
-		b2Assert(false);
-		break;
-	}
-
-	return joint;
-}
-
-void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
-{
-	joint->~b2Joint();
-	switch (joint->m_type)
-	{
-	case e_distanceJoint:
-		allocator->Free(joint, sizeof(b2DistanceJoint));
-		break;
-
-	case e_mouseJoint:
-		allocator->Free(joint, sizeof(b2MouseJoint));
-		break;
-
-	case e_prismaticJoint:
-		allocator->Free(joint, sizeof(b2PrismaticJoint));
-		break;
-
-	case e_revoluteJoint:
-		allocator->Free(joint, sizeof(b2RevoluteJoint));
-		break;
-
-	case e_pulleyJoint:
-		allocator->Free(joint, sizeof(b2PulleyJoint));
-		break;
-
-	case e_gearJoint:
-		allocator->Free(joint, sizeof(b2GearJoint));
-		break;
-
-	case e_wheelJoint:
-		allocator->Free(joint, sizeof(b2WheelJoint));
-		break;
-    
-	case e_weldJoint:
-		allocator->Free(joint, sizeof(b2WeldJoint));
-		break;
-
-	case e_frictionJoint:
-		allocator->Free(joint, sizeof(b2FrictionJoint));
-		break;
-
-	case e_ropeJoint:
-		allocator->Free(joint, sizeof(b2RopeJoint));
-		break;
-
-	default:
-		b2Assert(false);
-		break;
-	}
-}
-
-b2Joint::b2Joint(const b2JointDef* def)
-{
-	b2Assert(def->bodyA != def->bodyB);
-
-	m_type = def->type;
-	m_prev = NULL;
-	m_next = NULL;
-	m_bodyA = def->bodyA;
-	m_bodyB = def->bodyB;
-	m_index = 0;
-	m_collideConnected = def->collideConnected;
-	m_islandFlag = false;
-	m_userData = def->userData;
-
-	m_edgeA.joint = NULL;
-	m_edgeA.other = NULL;
-	m_edgeA.prev = NULL;
-	m_edgeA.next = NULL;
-
-	m_edgeB.joint = NULL;
-	m_edgeB.other = NULL;
-	m_edgeB.prev = NULL;
-	m_edgeB.next = NULL;
-}
-
-bool b2Joint::IsActive() const
-{
-	return m_bodyA->IsActive() && m_bodyB->IsActive();
-}
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Joints/b2Joint.h>
+#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
+#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
+#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
+#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
+#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
+#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
+#include <Box2D/Dynamics/Joints/b2GearJoint.h>
+#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
+#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
+#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2World.h>
+#include <Box2D/Common/b2BlockAllocator.h>
+
+#include <new>
+
+b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
+{
+	b2Joint* joint = NULL;
+
+	switch (def->type)
+	{
+	case e_distanceJoint:
+		{
+			void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
+			joint = new (mem) b2DistanceJoint((b2DistanceJointDef*)def);
+		}
+		break;
+
+	case e_mouseJoint:
+		{
+			void* mem = allocator->Allocate(sizeof(b2MouseJoint));
+			joint = new (mem) b2MouseJoint((b2MouseJointDef*)def);
+		}
+		break;
+
+	case e_prismaticJoint:
+		{
+			void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
+			joint = new (mem) b2PrismaticJoint((b2PrismaticJointDef*)def);
+		}
+		break;
+
+	case e_revoluteJoint:
+		{
+			void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
+			joint = new (mem) b2RevoluteJoint((b2RevoluteJointDef*)def);
+		}
+		break;
+
+	case e_pulleyJoint:
+		{
+			void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
+			joint = new (mem) b2PulleyJoint((b2PulleyJointDef*)def);
+		}
+		break;
+
+	case e_gearJoint:
+		{
+			void* mem = allocator->Allocate(sizeof(b2GearJoint));
+			joint = new (mem) b2GearJoint((b2GearJointDef*)def);
+		}
+		break;
+
+	case e_wheelJoint:
+		{
+			void* mem = allocator->Allocate(sizeof(b2WheelJoint));
+			joint = new (mem) b2WheelJoint((b2WheelJointDef*)def);
+		}
+		break;
+
+	case e_weldJoint:
+		{
+			void* mem = allocator->Allocate(sizeof(b2WeldJoint));
+			joint = new (mem) b2WeldJoint((b2WeldJointDef*)def);
+		}
+		break;
+        
+	case e_frictionJoint:
+		{
+			void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
+			joint = new (mem) b2FrictionJoint((b2FrictionJointDef*)def);
+		}
+		break;
+
+	case e_ropeJoint:
+		{
+			void* mem = allocator->Allocate(sizeof(b2RopeJoint));
+			joint = new (mem) b2RopeJoint((b2RopeJointDef*)def);
+		}
+		break;
+
+	default:
+		b2Assert(false);
+		break;
+	}
+
+	return joint;
+}
+
+void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
+{
+	joint->~b2Joint();
+	switch (joint->m_type)
+	{
+	case e_distanceJoint:
+		allocator->Free(joint, sizeof(b2DistanceJoint));
+		break;
+
+	case e_mouseJoint:
+		allocator->Free(joint, sizeof(b2MouseJoint));
+		break;
+
+	case e_prismaticJoint:
+		allocator->Free(joint, sizeof(b2PrismaticJoint));
+		break;
+
+	case e_revoluteJoint:
+		allocator->Free(joint, sizeof(b2RevoluteJoint));
+		break;
+
+	case e_pulleyJoint:
+		allocator->Free(joint, sizeof(b2PulleyJoint));
+		break;
+
+	case e_gearJoint:
+		allocator->Free(joint, sizeof(b2GearJoint));
+		break;
+
+	case e_wheelJoint:
+		allocator->Free(joint, sizeof(b2WheelJoint));
+		break;
+    
+	case e_weldJoint:
+		allocator->Free(joint, sizeof(b2WeldJoint));
+		break;
+
+	case e_frictionJoint:
+		allocator->Free(joint, sizeof(b2FrictionJoint));
+		break;
+
+	case e_ropeJoint:
+		allocator->Free(joint, sizeof(b2RopeJoint));
+		break;
+
+	default:
+		b2Assert(false);
+		break;
+	}
+}
+
+b2Joint::b2Joint(const b2JointDef* def)
+{
+	b2Assert(def->bodyA != def->bodyB);
+
+	m_type = def->type;
+	m_prev = NULL;
+	m_next = NULL;
+	m_bodyA = def->bodyA;
+	m_bodyB = def->bodyB;
+	m_index = 0;
+	m_collideConnected = def->collideConnected;
+	m_islandFlag = false;
+	m_userData = def->userData;
+
+	m_edgeA.joint = NULL;
+	m_edgeA.other = NULL;
+	m_edgeA.prev = NULL;
+	m_edgeA.next = NULL;
+
+	m_edgeB.joint = NULL;
+	m_edgeB.other = NULL;
+	m_edgeB.prev = NULL;
+	m_edgeB.next = NULL;
+}
+
+bool b2Joint::IsActive() const
+{
+	return m_bodyA->IsActive() && m_bodyB->IsActive();
+}

+ 222 - 222
src/libraries/Box2D/Dynamics/Joints/b2Joint.h

@@ -1,222 +1,222 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_JOINT_H
-#define B2_JOINT_H
-
-#include <Box2D/Common/b2Math.h>
-
-class b2Body;
-class b2Joint;
-struct b2SolverData;
-class b2BlockAllocator;
-
-enum b2JointType
-{
-	e_unknownJoint,
-	e_revoluteJoint,
-	e_prismaticJoint,
-	e_distanceJoint,
-	e_pulleyJoint,
-	e_mouseJoint,
-	e_gearJoint,
-	e_wheelJoint,
-    e_weldJoint,
-	e_frictionJoint,
-	e_ropeJoint
-};
-
-enum b2LimitState
-{
-	e_inactiveLimit,
-	e_atLowerLimit,
-	e_atUpperLimit,
-	e_equalLimits
-};
-
-struct b2Jacobian
-{
-	b2Vec2 linear;
-	float32 angularA;
-	float32 angularB;
-};
-
-/// A joint edge is used to connect bodies and joints together
-/// in a joint graph where each body is a node and each joint
-/// is an edge. A joint edge belongs to a doubly linked list
-/// maintained in each attached body. Each joint has two joint
-/// nodes, one for each attached body.
-struct b2JointEdge
-{
-	b2Body* other;			///< provides quick access to the other body attached.
-	b2Joint* joint;			///< the joint
-	b2JointEdge* prev;		///< the previous joint edge in the body's joint list
-	b2JointEdge* next;		///< the next joint edge in the body's joint list
-};
-
-/// Joint definitions are used to construct joints.
-struct b2JointDef
-{
-	b2JointDef()
-	{
-		type = e_unknownJoint;
-		userData = NULL;
-		bodyA = NULL;
-		bodyB = NULL;
-		collideConnected = false;
-	}
-
-	/// The joint type is set automatically for concrete joint types.
-	b2JointType type;
-
-	/// Use this to attach application specific data to your joints.
-	void* userData;
-
-	/// The first attached body.
-	b2Body* bodyA;
-
-	/// The second attached body.
-	b2Body* bodyB;
-
-	/// Set this flag to true if the attached bodies should collide.
-	bool collideConnected;
-};
-
-/// The base joint class. Joints are used to constraint two bodies together in
-/// various fashions. Some joints also feature limits and motors.
-class b2Joint
-{
-public:
-
-	/// Get the type of the concrete joint.
-	b2JointType GetType() const;
-
-	/// Get the first body attached to this joint.
-	b2Body* GetBodyA();
-
-	/// Get the second body attached to this joint.
-	b2Body* GetBodyB();
-
-	/// Get the anchor point on bodyA in world coordinates.
-	virtual b2Vec2 GetAnchorA() const = 0;
-
-	/// Get the anchor point on bodyB in world coordinates.
-	virtual b2Vec2 GetAnchorB() const = 0;
-
-	/// Get the reaction force on bodyB at the joint anchor in Newtons.
-	virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
-
-	/// Get the reaction torque on bodyB in N*m.
-	virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
-
-	/// Get the next joint the world joint list.
-	b2Joint* GetNext();
-	const b2Joint* GetNext() const;
-
-	/// Get the user data pointer.
-	void* GetUserData() const;
-
-	/// Set the user data pointer.
-	void SetUserData(void* data);
-
-	/// Short-cut function to determine if either body is inactive.
-	bool IsActive() const;
-
-	/// Get collide connected.
-	/// Note: modifying the collide connect flag won't work correctly because
-	/// the flag is only checked when fixture AABBs begin to overlap.
-	bool GetCollideConnected() const;
-
-	/// Dump this joint to the log file.
-	virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
-
-protected:
-	friend class b2World;
-	friend class b2Body;
-	friend class b2Island;
-	friend class b2GearJoint;
-
-	static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
-	static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
-
-	b2Joint(const b2JointDef* def);
-	virtual ~b2Joint() {}
-
-	virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
-	virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
-
-	// This returns true if the position errors are within tolerance.
-	virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
-
-	b2JointType m_type;
-	b2Joint* m_prev;
-	b2Joint* m_next;
-	b2JointEdge m_edgeA;
-	b2JointEdge m_edgeB;
-	b2Body* m_bodyA;
-	b2Body* m_bodyB;
-
-	int32 m_index;
-
-	bool m_islandFlag;
-	bool m_collideConnected;
-
-	void* m_userData;
-};
-
-inline b2JointType b2Joint::GetType() const
-{
-	return m_type;
-}
-
-inline b2Body* b2Joint::GetBodyA()
-{
-	return m_bodyA;
-}
-
-inline b2Body* b2Joint::GetBodyB()
-{
-	return m_bodyB;
-}
-
-inline b2Joint* b2Joint::GetNext()
-{
-	return m_next;
-}
-
-inline const b2Joint* b2Joint::GetNext() const
-{
-	return m_next;
-}
-
-inline void* b2Joint::GetUserData() const
-{
-	return m_userData;
-}
-
-inline void b2Joint::SetUserData(void* data)
-{
-	m_userData = data;
-}
-
-inline bool b2Joint::GetCollideConnected() const
-{
-	return m_collideConnected;
-}
-
-#endif
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_JOINT_H
+#define B2_JOINT_H
+
+#include <Box2D/Common/b2Math.h>
+
+class b2Body;
+class b2Joint;
+struct b2SolverData;
+class b2BlockAllocator;
+
+enum b2JointType
+{
+	e_unknownJoint,
+	e_revoluteJoint,
+	e_prismaticJoint,
+	e_distanceJoint,
+	e_pulleyJoint,
+	e_mouseJoint,
+	e_gearJoint,
+	e_wheelJoint,
+    e_weldJoint,
+	e_frictionJoint,
+	e_ropeJoint
+};
+
+enum b2LimitState
+{
+	e_inactiveLimit,
+	e_atLowerLimit,
+	e_atUpperLimit,
+	e_equalLimits
+};
+
+struct b2Jacobian
+{
+	b2Vec2 linear;
+	float32 angularA;
+	float32 angularB;
+};
+
+/// A joint edge is used to connect bodies and joints together
+/// in a joint graph where each body is a node and each joint
+/// is an edge. A joint edge belongs to a doubly linked list
+/// maintained in each attached body. Each joint has two joint
+/// nodes, one for each attached body.
+struct b2JointEdge
+{
+	b2Body* other;			///< provides quick access to the other body attached.
+	b2Joint* joint;			///< the joint
+	b2JointEdge* prev;		///< the previous joint edge in the body's joint list
+	b2JointEdge* next;		///< the next joint edge in the body's joint list
+};
+
+/// Joint definitions are used to construct joints.
+struct b2JointDef
+{
+	b2JointDef()
+	{
+		type = e_unknownJoint;
+		userData = NULL;
+		bodyA = NULL;
+		bodyB = NULL;
+		collideConnected = false;
+	}
+
+	/// The joint type is set automatically for concrete joint types.
+	b2JointType type;
+
+	/// Use this to attach application specific data to your joints.
+	void* userData;
+
+	/// The first attached body.
+	b2Body* bodyA;
+
+	/// The second attached body.
+	b2Body* bodyB;
+
+	/// Set this flag to true if the attached bodies should collide.
+	bool collideConnected;
+};
+
+/// The base joint class. Joints are used to constraint two bodies together in
+/// various fashions. Some joints also feature limits and motors.
+class b2Joint
+{
+public:
+
+	/// Get the type of the concrete joint.
+	b2JointType GetType() const;
+
+	/// Get the first body attached to this joint.
+	b2Body* GetBodyA();
+
+	/// Get the second body attached to this joint.
+	b2Body* GetBodyB();
+
+	/// Get the anchor point on bodyA in world coordinates.
+	virtual b2Vec2 GetAnchorA() const = 0;
+
+	/// Get the anchor point on bodyB in world coordinates.
+	virtual b2Vec2 GetAnchorB() const = 0;
+
+	/// Get the reaction force on bodyB at the joint anchor in Newtons.
+	virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
+
+	/// Get the reaction torque on bodyB in N*m.
+	virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
+
+	/// Get the next joint the world joint list.
+	b2Joint* GetNext();
+	const b2Joint* GetNext() const;
+
+	/// Get the user data pointer.
+	void* GetUserData() const;
+
+	/// Set the user data pointer.
+	void SetUserData(void* data);
+
+	/// Short-cut function to determine if either body is inactive.
+	bool IsActive() const;
+
+	/// Get collide connected.
+	/// Note: modifying the collide connect flag won't work correctly because
+	/// the flag is only checked when fixture AABBs begin to overlap.
+	bool GetCollideConnected() const;
+
+	/// Dump this joint to the log file.
+	virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
+
+protected:
+	friend class b2World;
+	friend class b2Body;
+	friend class b2Island;
+	friend class b2GearJoint;
+
+	static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
+	static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
+
+	b2Joint(const b2JointDef* def);
+	virtual ~b2Joint() {}
+
+	virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
+	virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
+
+	// This returns true if the position errors are within tolerance.
+	virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
+
+	b2JointType m_type;
+	b2Joint* m_prev;
+	b2Joint* m_next;
+	b2JointEdge m_edgeA;
+	b2JointEdge m_edgeB;
+	b2Body* m_bodyA;
+	b2Body* m_bodyB;
+
+	int32 m_index;
+
+	bool m_islandFlag;
+	bool m_collideConnected;
+
+	void* m_userData;
+};
+
+inline b2JointType b2Joint::GetType() const
+{
+	return m_type;
+}
+
+inline b2Body* b2Joint::GetBodyA()
+{
+	return m_bodyA;
+}
+
+inline b2Body* b2Joint::GetBodyB()
+{
+	return m_bodyB;
+}
+
+inline b2Joint* b2Joint::GetNext()
+{
+	return m_next;
+}
+
+inline const b2Joint* b2Joint::GetNext() const
+{
+	return m_next;
+}
+
+inline void* b2Joint::GetUserData() const
+{
+	return m_userData;
+}
+
+inline void b2Joint::SetUserData(void* data)
+{
+	m_userData = data;
+}
+
+inline bool b2Joint::GetCollideConnected() const
+{
+	return m_collideConnected;
+}
+
+#endif

+ 217 - 217
src/libraries/Box2D/Dynamics/Joints/b2MouseJoint.cpp

@@ -1,217 +1,217 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2TimeStep.h>
-
-// p = attached point, m = mouse point
-// C = p - m
-// Cdot = v
-//      = v + cross(w, r)
-// J = [I r_skew]
-// Identity used:
-// w k % (rx i + ry j) = w * (-ry i + rx j)
-
-b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
-: b2Joint(def)
-{
-	b2Assert(def->target.IsValid());
-	b2Assert(b2IsValid(def->maxForce) && def->maxForce >= 0.0f);
-	b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f);
-	b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f);
-
-	m_targetA = def->target;
-	m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA);
-
-	m_maxForce = def->maxForce;
-	m_impulse.SetZero();
-
-	m_frequencyHz = def->frequencyHz;
-	m_dampingRatio = def->dampingRatio;
-
-	m_beta = 0.0f;
-	m_gamma = 0.0f;
-}
-
-void b2MouseJoint::SetTarget(const b2Vec2& target)
-{
-	if (m_bodyB->IsAwake() == false)
-	{
-		m_bodyB->SetAwake(true);
-	}
-	m_targetA = target;
-}
-
-const b2Vec2& b2MouseJoint::GetTarget() const
-{
-	return m_targetA;
-}
-
-void b2MouseJoint::SetMaxForce(float32 force)
-{
-	m_maxForce = force;
-}
-
-float32 b2MouseJoint::GetMaxForce() const
-{
-	return m_maxForce;
-}
-
-void b2MouseJoint::SetFrequency(float32 hz)
-{
-	m_frequencyHz = hz;
-}
-
-float32 b2MouseJoint::GetFrequency() const
-{
-	return m_frequencyHz;
-}
-
-void b2MouseJoint::SetDampingRatio(float32 ratio)
-{
-	m_dampingRatio = ratio;
-}
-
-float32 b2MouseJoint::GetDampingRatio() const
-{
-	return m_dampingRatio;
-}
-
-void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data)
-{
-	m_indexB = m_bodyB->m_islandIndex;
-	m_localCenterB = m_bodyB->m_sweep.localCenter;
-	m_invMassB = m_bodyB->m_invMass;
-	m_invIB = m_bodyB->m_invI;
-
-	b2Vec2 cB = data.positions[m_indexB].c;
-	float32 aB = data.positions[m_indexB].a;
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-
-	b2Rot qB(aB);
-
-	float32 mass = m_bodyB->GetMass();
-
-	// Frequency
-	float32 omega = 2.0f * b2_pi * m_frequencyHz;
-
-	// Damping coefficient
-	float32 d = 2.0f * mass * m_dampingRatio * omega;
-
-	// Spring stiffness
-	float32 k = mass * (omega * omega);
-
-	// magic formulas
-	// gamma has units of inverse mass.
-	// beta has units of inverse time.
-	float32 h = data.step.dt;
-	b2Assert(d + h * k > b2_epsilon);
-	m_gamma = h * (d + h * k);
-	if (m_gamma != 0.0f)
-	{
-		m_gamma = 1.0f / m_gamma;
-	}
-	m_beta = h * k * m_gamma;
-
-	// Compute the effective mass matrix.
-	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
-	// K    = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
-	//      = [1/m1+1/m2     0    ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
-	//        [    0     1/m1+1/m2]           [-r1.x*r1.y r1.x*r1.x]           [-r1.x*r1.y r1.x*r1.x]
-	b2Mat22 K;
-	K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
-	K.ex.y = -m_invIB * m_rB.x * m_rB.y;
-	K.ey.x = K.ex.y;
-	K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;
-
-	m_mass = K.GetInverse();
-
-	m_C = cB + m_rB - m_targetA;
-	m_C *= m_beta;
-
-	// Cheat with some damping
-	wB *= 0.98f;
-
-	if (data.step.warmStarting)
-	{
-		m_impulse *= data.step.dtRatio;
-		vB += m_invMassB * m_impulse;
-		wB += m_invIB * b2Cross(m_rB, m_impulse);
-	}
-	else
-	{
-		m_impulse.SetZero();
-	}
-
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-}
-
-void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-
-	// Cdot = v + cross(w, r)
-	b2Vec2 Cdot = vB + b2Cross(wB, m_rB);
-	b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse));
-
-	b2Vec2 oldImpulse = m_impulse;
-	m_impulse += impulse;
-	float32 maxImpulse = data.step.dt * m_maxForce;
-	if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
-	{
-		m_impulse *= maxImpulse / m_impulse.Length();
-	}
-	impulse = m_impulse - oldImpulse;
-
-	vB += m_invMassB * impulse;
-	wB += m_invIB * b2Cross(m_rB, impulse);
-
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-}
-
-bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data)
-{
-	B2_NOT_USED(data);
-	return true;
-}
-
-b2Vec2 b2MouseJoint::GetAnchorA() const
-{
-	return m_targetA;
-}
-
-b2Vec2 b2MouseJoint::GetAnchorB() const
-{
-	return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const
-{
-	return inv_dt * m_impulse;
-}
-
-float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const
-{
-	return inv_dt * 0.0f;
-}
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2TimeStep.h>
+
+// p = attached point, m = mouse point
+// C = p - m
+// Cdot = v
+//      = v + cross(w, r)
+// J = [I r_skew]
+// Identity used:
+// w k % (rx i + ry j) = w * (-ry i + rx j)
+
+b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
+: b2Joint(def)
+{
+	b2Assert(def->target.IsValid());
+	b2Assert(b2IsValid(def->maxForce) && def->maxForce >= 0.0f);
+	b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f);
+	b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f);
+
+	m_targetA = def->target;
+	m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA);
+
+	m_maxForce = def->maxForce;
+	m_impulse.SetZero();
+
+	m_frequencyHz = def->frequencyHz;
+	m_dampingRatio = def->dampingRatio;
+
+	m_beta = 0.0f;
+	m_gamma = 0.0f;
+}
+
+void b2MouseJoint::SetTarget(const b2Vec2& target)
+{
+	if (m_bodyB->IsAwake() == false)
+	{
+		m_bodyB->SetAwake(true);
+	}
+	m_targetA = target;
+}
+
+const b2Vec2& b2MouseJoint::GetTarget() const
+{
+	return m_targetA;
+}
+
+void b2MouseJoint::SetMaxForce(float32 force)
+{
+	m_maxForce = force;
+}
+
+float32 b2MouseJoint::GetMaxForce() const
+{
+	return m_maxForce;
+}
+
+void b2MouseJoint::SetFrequency(float32 hz)
+{
+	m_frequencyHz = hz;
+}
+
+float32 b2MouseJoint::GetFrequency() const
+{
+	return m_frequencyHz;
+}
+
+void b2MouseJoint::SetDampingRatio(float32 ratio)
+{
+	m_dampingRatio = ratio;
+}
+
+float32 b2MouseJoint::GetDampingRatio() const
+{
+	return m_dampingRatio;
+}
+
+void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+	m_indexB = m_bodyB->m_islandIndex;
+	m_localCenterB = m_bodyB->m_sweep.localCenter;
+	m_invMassB = m_bodyB->m_invMass;
+	m_invIB = m_bodyB->m_invI;
+
+	b2Vec2 cB = data.positions[m_indexB].c;
+	float32 aB = data.positions[m_indexB].a;
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+
+	b2Rot qB(aB);
+
+	float32 mass = m_bodyB->GetMass();
+
+	// Frequency
+	float32 omega = 2.0f * b2_pi * m_frequencyHz;
+
+	// Damping coefficient
+	float32 d = 2.0f * mass * m_dampingRatio * omega;
+
+	// Spring stiffness
+	float32 k = mass * (omega * omega);
+
+	// magic formulas
+	// gamma has units of inverse mass.
+	// beta has units of inverse time.
+	float32 h = data.step.dt;
+	b2Assert(d + h * k > b2_epsilon);
+	m_gamma = h * (d + h * k);
+	if (m_gamma != 0.0f)
+	{
+		m_gamma = 1.0f / m_gamma;
+	}
+	m_beta = h * k * m_gamma;
+
+	// Compute the effective mass matrix.
+	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+	// K    = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
+	//      = [1/m1+1/m2     0    ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
+	//        [    0     1/m1+1/m2]           [-r1.x*r1.y r1.x*r1.x]           [-r1.x*r1.y r1.x*r1.x]
+	b2Mat22 K;
+	K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
+	K.ex.y = -m_invIB * m_rB.x * m_rB.y;
+	K.ey.x = K.ex.y;
+	K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;
+
+	m_mass = K.GetInverse();
+
+	m_C = cB + m_rB - m_targetA;
+	m_C *= m_beta;
+
+	// Cheat with some damping
+	wB *= 0.98f;
+
+	if (data.step.warmStarting)
+	{
+		m_impulse *= data.step.dtRatio;
+		vB += m_invMassB * m_impulse;
+		wB += m_invIB * b2Cross(m_rB, m_impulse);
+	}
+	else
+	{
+		m_impulse.SetZero();
+	}
+
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+}
+
+void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+
+	// Cdot = v + cross(w, r)
+	b2Vec2 Cdot = vB + b2Cross(wB, m_rB);
+	b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse));
+
+	b2Vec2 oldImpulse = m_impulse;
+	m_impulse += impulse;
+	float32 maxImpulse = data.step.dt * m_maxForce;
+	if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
+	{
+		m_impulse *= maxImpulse / m_impulse.Length();
+	}
+	impulse = m_impulse - oldImpulse;
+
+	vB += m_invMassB * impulse;
+	wB += m_invIB * b2Cross(m_rB, impulse);
+
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+}
+
+bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+	B2_NOT_USED(data);
+	return true;
+}
+
+b2Vec2 b2MouseJoint::GetAnchorA() const
+{
+	return m_targetA;
+}
+
+b2Vec2 b2MouseJoint::GetAnchorB() const
+{
+	return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const
+{
+	return inv_dt * m_impulse;
+}
+
+float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const
+{
+	return inv_dt * 0.0f;
+}

+ 126 - 126
src/libraries/Box2D/Dynamics/Joints/b2MouseJoint.h

@@ -1,126 +1,126 @@
-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_MOUSE_JOINT_H
-#define B2_MOUSE_JOINT_H
-
-#include <Box2D/Dynamics/Joints/b2Joint.h>
-
-/// Mouse joint definition. This requires a world target point,
-/// tuning parameters, and the time step.
-struct b2MouseJointDef : public b2JointDef
-{
-	b2MouseJointDef()
-	{
-		type = e_mouseJoint;
-		target.Set(0.0f, 0.0f);
-		maxForce = 0.0f;
-		frequencyHz = 5.0f;
-		dampingRatio = 0.7f;
-	}
-
-	/// The initial world target point. This is assumed
-	/// to coincide with the body anchor initially.
-	b2Vec2 target;
-
-	/// The maximum constraint force that can be exerted
-	/// to move the candidate body. Usually you will express
-	/// as some multiple of the weight (multiplier * mass * gravity).
-	float32 maxForce;
-
-	/// The response speed.
-	float32 frequencyHz;
-
-	/// The damping ratio. 0 = no damping, 1 = critical damping.
-	float32 dampingRatio;
-};
-
-/// A mouse joint is used to make a point on a body track a
-/// specified world point. This a soft constraint with a maximum
-/// force. This allows the constraint to stretch and without
-/// applying huge forces.
-/// NOTE: this joint is not documented in the manual because it was
-/// developed to be used in the testbed. If you want to learn how to
-/// use the mouse joint, look at the testbed.
-class b2MouseJoint : public b2Joint
-{
-public:
-
-	/// Implements b2Joint.
-	b2Vec2 GetAnchorA() const;
-
-	/// Implements b2Joint.
-	b2Vec2 GetAnchorB() const;
-
-	/// Implements b2Joint.
-	b2Vec2 GetReactionForce(float32 inv_dt) const;
-
-	/// Implements b2Joint.
-	float32 GetReactionTorque(float32 inv_dt) const;
-
-	/// Use this to update the target point.
-	void SetTarget(const b2Vec2& target);
-	const b2Vec2& GetTarget() const;
-
-	/// Set/get the maximum force in Newtons.
-	void SetMaxForce(float32 force);
-	float32 GetMaxForce() const;
-
-	/// Set/get the frequency in Hertz.
-	void SetFrequency(float32 hz);
-	float32 GetFrequency() const;
-
-	/// Set/get the damping ratio (dimensionless).
-	void SetDampingRatio(float32 ratio);
-	float32 GetDampingRatio() const;
-
-	/// The mouse joint does not support dumping.
-	void Dump() { b2Log("Mouse joint dumping is not supported.\n"); }
-
-protected:
-	friend class b2Joint;
-
-	b2MouseJoint(const b2MouseJointDef* def);
-
-	void InitVelocityConstraints(const b2SolverData& data);
-	void SolveVelocityConstraints(const b2SolverData& data);
-	bool SolvePositionConstraints(const b2SolverData& data);
-
-	b2Vec2 m_localAnchorB;
-	b2Vec2 m_targetA;
-	float32 m_frequencyHz;
-	float32 m_dampingRatio;
-	float32 m_beta;
-	
-	// Solver shared
-	b2Vec2 m_impulse;
-	float32 m_maxForce;
-	float32 m_gamma;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_rB;
-	b2Vec2 m_localCenterB;
-	float32 m_invMassB;
-	float32 m_invIB;
-	b2Mat22 m_mass;
-	b2Vec2 m_C;
-};
-
-#endif
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_MOUSE_JOINT_H
+#define B2_MOUSE_JOINT_H
+
+#include <Box2D/Dynamics/Joints/b2Joint.h>
+
+/// Mouse joint definition. This requires a world target point,
+/// tuning parameters, and the time step.
+struct b2MouseJointDef : public b2JointDef
+{
+	b2MouseJointDef()
+	{
+		type = e_mouseJoint;
+		target.Set(0.0f, 0.0f);
+		maxForce = 0.0f;
+		frequencyHz = 5.0f;
+		dampingRatio = 0.7f;
+	}
+
+	/// The initial world target point. This is assumed
+	/// to coincide with the body anchor initially.
+	b2Vec2 target;
+
+	/// The maximum constraint force that can be exerted
+	/// to move the candidate body. Usually you will express
+	/// as some multiple of the weight (multiplier * mass * gravity).
+	float32 maxForce;
+
+	/// The response speed.
+	float32 frequencyHz;
+
+	/// The damping ratio. 0 = no damping, 1 = critical damping.
+	float32 dampingRatio;
+};
+
+/// A mouse joint is used to make a point on a body track a
+/// specified world point. This a soft constraint with a maximum
+/// force. This allows the constraint to stretch and without
+/// applying huge forces.
+/// NOTE: this joint is not documented in the manual because it was
+/// developed to be used in the testbed. If you want to learn how to
+/// use the mouse joint, look at the testbed.
+class b2MouseJoint : public b2Joint
+{
+public:
+
+	/// Implements b2Joint.
+	b2Vec2 GetAnchorA() const;
+
+	/// Implements b2Joint.
+	b2Vec2 GetAnchorB() const;
+
+	/// Implements b2Joint.
+	b2Vec2 GetReactionForce(float32 inv_dt) const;
+
+	/// Implements b2Joint.
+	float32 GetReactionTorque(float32 inv_dt) const;
+
+	/// Use this to update the target point.
+	void SetTarget(const b2Vec2& target);
+	const b2Vec2& GetTarget() const;
+
+	/// Set/get the maximum force in Newtons.
+	void SetMaxForce(float32 force);
+	float32 GetMaxForce() const;
+
+	/// Set/get the frequency in Hertz.
+	void SetFrequency(float32 hz);
+	float32 GetFrequency() const;
+
+	/// Set/get the damping ratio (dimensionless).
+	void SetDampingRatio(float32 ratio);
+	float32 GetDampingRatio() const;
+
+	/// The mouse joint does not support dumping.
+	void Dump() { b2Log("Mouse joint dumping is not supported.\n"); }
+
+protected:
+	friend class b2Joint;
+
+	b2MouseJoint(const b2MouseJointDef* def);
+
+	void InitVelocityConstraints(const b2SolverData& data);
+	void SolveVelocityConstraints(const b2SolverData& data);
+	bool SolvePositionConstraints(const b2SolverData& data);
+
+	b2Vec2 m_localAnchorB;
+	b2Vec2 m_targetA;
+	float32 m_frequencyHz;
+	float32 m_dampingRatio;
+	float32 m_beta;
+	
+	// Solver shared
+	b2Vec2 m_impulse;
+	float32 m_maxForce;
+	float32 m_gamma;
+
+	// Solver temp
+	int32 m_indexA;
+	int32 m_indexB;
+	b2Vec2 m_rB;
+	b2Vec2 m_localCenterB;
+	float32 m_invMassB;
+	float32 m_invIB;
+	b2Mat22 m_mass;
+	b2Vec2 m_C;
+};
+
+#endif

+ 637 - 637
src/libraries/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp

@@ -1,637 +1,637 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2TimeStep.h>
-
-// Linear constraint (point-to-line)
-// d = p2 - p1 = x2 + r2 - x1 - r1
-// C = dot(perp, d)
-// Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))
-//      = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)
-// J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]
-//
-// Angular constraint
-// C = a2 - a1 + a_initial
-// Cdot = w2 - w1
-// J = [0 0 -1 0 0 1]
-//
-// K = J * invM * JT
-//
-// J = [-a -s1 a s2]
-//     [0  -1  0  1]
-// a = perp
-// s1 = cross(d + r1, a) = cross(p2 - x1, a)
-// s2 = cross(r2, a) = cross(p2 - x2, a)
-
-
-// Motor/Limit linear constraint
-// C = dot(ax1, d)
-// Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
-// J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
-
-// Block Solver
-// We develop a block solver that includes the joint limit. This makes the limit stiff (inelastic) even
-// when the mass has poor distribution (leading to large torques about the joint anchor points).
-//
-// The Jacobian has 3 rows:
-// J = [-uT -s1 uT s2] // linear
-//     [0   -1   0  1] // angular
-//     [-vT -a1 vT a2] // limit
-//
-// u = perp
-// v = axis
-// s1 = cross(d + r1, u), s2 = cross(r2, u)
-// a1 = cross(d + r1, v), a2 = cross(r2, v)
-
-// M * (v2 - v1) = JT * df
-// J * v2 = bias
-//
-// v2 = v1 + invM * JT * df
-// J * (v1 + invM * JT * df) = bias
-// K * df = bias - J * v1 = -Cdot
-// K = J * invM * JT
-// Cdot = J * v1 - bias
-//
-// Now solve for f2.
-// df = f2 - f1
-// K * (f2 - f1) = -Cdot
-// f2 = invK * (-Cdot) + f1
-//
-// Clamp accumulated limit impulse.
-// lower: f2(3) = max(f2(3), 0)
-// upper: f2(3) = min(f2(3), 0)
-//
-// Solve for correct f2(1:2)
-// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:3) * f1
-//                       = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:2) * f1(1:2) + K(1:2,3) * f1(3)
-// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3)) + K(1:2,1:2) * f1(1:2)
-// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
-//
-// Now compute impulse to be applied:
-// df = f2 - f1
-
-void b2PrismaticJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
-{
-	bodyA = bA;
-	bodyB = bB;
-	localAnchorA = bodyA->GetLocalPoint(anchor);
-	localAnchorB = bodyB->GetLocalPoint(anchor);
-	localAxisA = bodyA->GetLocalVector(axis);
-	referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
-}
-
-b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* def)
-: b2Joint(def)
-{
-	m_localAnchorA = def->localAnchorA;
-	m_localAnchorB = def->localAnchorB;
-	m_localXAxisA = def->localAxisA;
-	m_localXAxisA.Normalize();
-	m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
-	m_referenceAngle = def->referenceAngle;
-
-	m_impulse.SetZero();
-	m_motorMass = 0.0;
-	m_motorImpulse = 0.0f;
-
-	m_lowerTranslation = def->lowerTranslation;
-	m_upperTranslation = def->upperTranslation;
-	m_maxMotorForce = def->maxMotorForce;
-	m_motorSpeed = def->motorSpeed;
-	m_enableLimit = def->enableLimit;
-	m_enableMotor = def->enableMotor;
-	m_limitState = e_inactiveLimit;
-
-	m_axis.SetZero();
-	m_perp.SetZero();
-}
-
-void b2PrismaticJoint::InitVelocityConstraints(const b2SolverData& data)
-{
-	m_indexA = m_bodyA->m_islandIndex;
-	m_indexB = m_bodyB->m_islandIndex;
-	m_localCenterA = m_bodyA->m_sweep.localCenter;
-	m_localCenterB = m_bodyB->m_sweep.localCenter;
-	m_invMassA = m_bodyA->m_invMass;
-	m_invMassB = m_bodyB->m_invMass;
-	m_invIA = m_bodyA->m_invI;
-	m_invIB = m_bodyB->m_invI;
-
-	b2Vec2 cA = data.positions[m_indexA].c;
-	float32 aA = data.positions[m_indexA].a;
-	b2Vec2 vA = data.velocities[m_indexA].v;
-	float32 wA = data.velocities[m_indexA].w;
-
-	b2Vec2 cB = data.positions[m_indexB].c;
-	float32 aB = data.positions[m_indexB].a;
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-
-	b2Rot qA(aA), qB(aB);
-
-	// Compute the effective masses.
-	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
-	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-	b2Vec2 d = (cB - cA) + rB - rA;
-
-	float32 mA = m_invMassA, mB = m_invMassB;
-	float32 iA = m_invIA, iB = m_invIB;
-
-	// Compute motor Jacobian and effective mass.
-	{
-		m_axis = b2Mul(qA, m_localXAxisA);
-		m_a1 = b2Cross(d + rA, m_axis);
-		m_a2 = b2Cross(rB, m_axis);
-
-		m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
-		if (m_motorMass > 0.0f)
-		{
-			m_motorMass = 1.0f / m_motorMass;
-		}
-	}
-
-	// Prismatic constraint.
-	{
-		m_perp = b2Mul(qA, m_localYAxisA);
-
-		m_s1 = b2Cross(d + rA, m_perp);
-		m_s2 = b2Cross(rB, m_perp);
-
-		float32 k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
-		float32 k12 = iA * m_s1 + iB * m_s2;
-		float32 k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2;
-		float32 k22 = iA + iB;
-		if (k22 == 0.0f)
-		{
-			// For bodies with fixed rotation.
-			k22 = 1.0f;
-		}
-		float32 k23 = iA * m_a1 + iB * m_a2;
-		float32 k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
-
-		m_K.ex.Set(k11, k12, k13);
-		m_K.ey.Set(k12, k22, k23);
-		m_K.ez.Set(k13, k23, k33);
-	}
-
-	// Compute motor and limit terms.
-	if (m_enableLimit)
-	{
-		float32 jointTranslation = b2Dot(m_axis, d);
-		if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
-		{
-			m_limitState = e_equalLimits;
-		}
-		else if (jointTranslation <= m_lowerTranslation)
-		{
-			if (m_limitState != e_atLowerLimit)
-			{
-				m_limitState = e_atLowerLimit;
-				m_impulse.z = 0.0f;
-			}
-		}
-		else if (jointTranslation >= m_upperTranslation)
-		{
-			if (m_limitState != e_atUpperLimit)
-			{
-				m_limitState = e_atUpperLimit;
-				m_impulse.z = 0.0f;
-			}
-		}
-		else
-		{
-			m_limitState = e_inactiveLimit;
-			m_impulse.z = 0.0f;
-		}
-	}
-	else
-	{
-		m_limitState = e_inactiveLimit;
-		m_impulse.z = 0.0f;
-	}
-
-	if (m_enableMotor == false)
-	{
-		m_motorImpulse = 0.0f;
-	}
-
-	if (data.step.warmStarting)
-	{
-		// Account for variable time step.
-		m_impulse *= data.step.dtRatio;
-		m_motorImpulse *= data.step.dtRatio;
-
-		b2Vec2 P = m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis;
-		float32 LA = m_impulse.x * m_s1 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a1;
-		float32 LB = m_impulse.x * m_s2 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a2;
-
-		vA -= mA * P;
-		wA -= iA * LA;
-
-		vB += mB * P;
-		wB += iB * LB;
-	}
-	else
-	{
-		m_impulse.SetZero();
-		m_motorImpulse = 0.0f;
-	}
-
-	data.velocities[m_indexA].v = vA;
-	data.velocities[m_indexA].w = wA;
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-}
-
-void b2PrismaticJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
-	b2Vec2 vA = data.velocities[m_indexA].v;
-	float32 wA = data.velocities[m_indexA].w;
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-
-	float32 mA = m_invMassA, mB = m_invMassB;
-	float32 iA = m_invIA, iB = m_invIB;
-
-	// Solve linear motor constraint.
-	if (m_enableMotor && m_limitState != e_equalLimits)
-	{
-		float32 Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
-		float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
-		float32 oldImpulse = m_motorImpulse;
-		float32 maxImpulse = data.step.dt * m_maxMotorForce;
-		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
-		impulse = m_motorImpulse - oldImpulse;
-
-		b2Vec2 P = impulse * m_axis;
-		float32 LA = impulse * m_a1;
-		float32 LB = impulse * m_a2;
-
-		vA -= mA * P;
-		wA -= iA * LA;
-
-		vB += mB * P;
-		wB += iB * LB;
-	}
-
-	b2Vec2 Cdot1;
-	Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
-	Cdot1.y = wB - wA;
-
-	if (m_enableLimit && m_limitState != e_inactiveLimit)
-	{
-		// Solve prismatic and limit constraint in block form.
-		float32 Cdot2;
-		Cdot2 = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
-		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
-
-		b2Vec3 f1 = m_impulse;
-		b2Vec3 df =  m_K.Solve33(-Cdot);
-		m_impulse += df;
-
-		if (m_limitState == e_atLowerLimit)
-		{
-			m_impulse.z = b2Max(m_impulse.z, 0.0f);
-		}
-		else if (m_limitState == e_atUpperLimit)
-		{
-			m_impulse.z = b2Min(m_impulse.z, 0.0f);
-		}
-
-		// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
-		b2Vec2 b = -Cdot1 - (m_impulse.z - f1.z) * b2Vec2(m_K.ez.x, m_K.ez.y);
-		b2Vec2 f2r = m_K.Solve22(b) + b2Vec2(f1.x, f1.y);
-		m_impulse.x = f2r.x;
-		m_impulse.y = f2r.y;
-
-		df = m_impulse - f1;
-
-		b2Vec2 P = df.x * m_perp + df.z * m_axis;
-		float32 LA = df.x * m_s1 + df.y + df.z * m_a1;
-		float32 LB = df.x * m_s2 + df.y + df.z * m_a2;
-
-		vA -= mA * P;
-		wA -= iA * LA;
-
-		vB += mB * P;
-		wB += iB * LB;
-	}
-	else
-	{
-		// Limit is inactive, just solve the prismatic constraint in block form.
-		b2Vec2 df = m_K.Solve22(-Cdot1);
-		m_impulse.x += df.x;
-		m_impulse.y += df.y;
-
-		b2Vec2 P = df.x * m_perp;
-		float32 LA = df.x * m_s1 + df.y;
-		float32 LB = df.x * m_s2 + df.y;
-
-		vA -= mA * P;
-		wA -= iA * LA;
-
-		vB += mB * P;
-		wB += iB * LB;
-
-		b2Vec2 Cdot10 = Cdot1;
-
-		Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
-		Cdot1.y = wB - wA;
-
-		if (b2Abs(Cdot1.x) > 0.01f || b2Abs(Cdot1.y) > 0.01f)
-		{
-			b2Vec2 test = b2Mul22(m_K, df);
-			Cdot1.x += 0.0f;
-		}
-	}
-
-	data.velocities[m_indexA].v = vA;
-	data.velocities[m_indexA].w = wA;
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-}
-
-bool b2PrismaticJoint::SolvePositionConstraints(const b2SolverData& data)
-{
-	b2Vec2 cA = data.positions[m_indexA].c;
-	float32 aA = data.positions[m_indexA].a;
-	b2Vec2 cB = data.positions[m_indexB].c;
-	float32 aB = data.positions[m_indexB].a;
-
-	b2Rot qA(aA), qB(aB);
-
-	float32 mA = m_invMassA, mB = m_invMassB;
-	float32 iA = m_invIA, iB = m_invIB;
-
-	// Compute fresh Jacobians
-	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
-	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-	b2Vec2 d = cB + rB - cA - rA;
-
-	b2Vec2 axis = b2Mul(qA, m_localXAxisA);
-	float32 a1 = b2Cross(d + rA, axis);
-	float32 a2 = b2Cross(rB, axis);
-	b2Vec2 perp = b2Mul(qA, m_localYAxisA);
-
-	float32 s1 = b2Cross(d + rA, perp);
-	float32 s2 = b2Cross(rB, perp);
-
-	b2Vec3 impulse;
-	b2Vec2 C1;
-	C1.x = b2Dot(perp, d);
-	C1.y = aB - aA - m_referenceAngle;
-
-	float32 linearError = b2Abs(C1.x);
-	float32 angularError = b2Abs(C1.y);
-
-	bool active = false;
-	float32 C2 = 0.0f;
-	if (m_enableLimit)
-	{
-		float32 translation = b2Dot(axis, d);
-		if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
-		{
-			// Prevent large angular corrections
-			C2 = b2Clamp(translation, -b2_maxLinearCorrection, b2_maxLinearCorrection);
-			linearError = b2Max(linearError, b2Abs(translation));
-			active = true;
-		}
-		else if (translation <= m_lowerTranslation)
-		{
-			// Prevent large linear corrections and allow some slop.
-			C2 = b2Clamp(translation - m_lowerTranslation + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
-			linearError = b2Max(linearError, m_lowerTranslation - translation);
-			active = true;
-		}
-		else if (translation >= m_upperTranslation)
-		{
-			// Prevent large linear corrections and allow some slop.
-			C2 = b2Clamp(translation - m_upperTranslation - b2_linearSlop, 0.0f, b2_maxLinearCorrection);
-			linearError = b2Max(linearError, translation - m_upperTranslation);
-			active = true;
-		}
-	}
-
-	if (active)
-	{
-		float32 k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
-		float32 k12 = iA * s1 + iB * s2;
-		float32 k13 = iA * s1 * a1 + iB * s2 * a2;
-		float32 k22 = iA + iB;
-		if (k22 == 0.0f)
-		{
-			// For fixed rotation
-			k22 = 1.0f;
-		}
-		float32 k23 = iA * a1 + iB * a2;
-		float32 k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;
-
-		b2Mat33 K;
-		K.ex.Set(k11, k12, k13);
-		K.ey.Set(k12, k22, k23);
-		K.ez.Set(k13, k23, k33);
-
-		b2Vec3 C;
-		C.x = C1.x;
-		C.y = C1.y;
-		C.z = C2;
-
-		impulse = K.Solve33(-C);
-	}
-	else
-	{
-		float32 k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
-		float32 k12 = iA * s1 + iB * s2;
-		float32 k22 = iA + iB;
-		if (k22 == 0.0f)
-		{
-			k22 = 1.0f;
-		}
-
-		b2Mat22 K;
-		K.ex.Set(k11, k12);
-		K.ey.Set(k12, k22);
-
-		b2Vec2 impulse1 = K.Solve(-C1);
-		impulse.x = impulse1.x;
-		impulse.y = impulse1.y;
-		impulse.z = 0.0f;
-	}
-
-	b2Vec2 P = impulse.x * perp + impulse.z * axis;
-	float32 LA = impulse.x * s1 + impulse.y + impulse.z * a1;
-	float32 LB = impulse.x * s2 + impulse.y + impulse.z * a2;
-
-	cA -= mA * P;
-	aA -= iA * LA;
-	cB += mB * P;
-	aB += iB * LB;
-
-	data.positions[m_indexA].c = cA;
-	data.positions[m_indexA].a = aA;
-	data.positions[m_indexB].c = cB;
-	data.positions[m_indexB].a = aB;
-
-	return linearError <= b2_linearSlop && angularError <= b2_angularSlop;
-}
-
-b2Vec2 b2PrismaticJoint::GetAnchorA() const
-{
-	return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2PrismaticJoint::GetAnchorB() const
-{
-	return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2PrismaticJoint::GetReactionForce(float32 inv_dt) const
-{
-	return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis);
-}
-
-float32 b2PrismaticJoint::GetReactionTorque(float32 inv_dt) const
-{
-	return inv_dt * m_impulse.y;
-}
-
-float32 b2PrismaticJoint::GetJointTranslation() const
-{
-	b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA);
-	b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB);
-	b2Vec2 d = pB - pA;
-	b2Vec2 axis = m_bodyA->GetWorldVector(m_localXAxisA);
-
-	float32 translation = b2Dot(d, axis);
-	return translation;
-}
-
-float32 b2PrismaticJoint::GetJointSpeed() const
-{
-	b2Body* bA = m_bodyA;
-	b2Body* bB = m_bodyB;
-
-	b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter);
-	b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter);
-	b2Vec2 p1 = bA->m_sweep.c + rA;
-	b2Vec2 p2 = bB->m_sweep.c + rB;
-	b2Vec2 d = p2 - p1;
-	b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA);
-
-	b2Vec2 vA = bA->m_linearVelocity;
-	b2Vec2 vB = bB->m_linearVelocity;
-	float32 wA = bA->m_angularVelocity;
-	float32 wB = bB->m_angularVelocity;
-
-	float32 speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA));
-	return speed;
-}
-
-bool b2PrismaticJoint::IsLimitEnabled() const
-{
-	return m_enableLimit;
-}
-
-void b2PrismaticJoint::EnableLimit(bool flag)
-{
-	if (flag != m_enableLimit)
-	{
-		m_bodyA->SetAwake(true);
-		m_bodyB->SetAwake(true);
-		m_enableLimit = flag;
-		m_impulse.z = 0.0f;
-	}
-}
-
-float32 b2PrismaticJoint::GetLowerLimit() const
-{
-	return m_lowerTranslation;
-}
-
-float32 b2PrismaticJoint::GetUpperLimit() const
-{
-	return m_upperTranslation;
-}
-
-void b2PrismaticJoint::SetLimits(float32 lower, float32 upper)
-{
-	b2Assert(lower <= upper);
-	if (lower != m_lowerTranslation || upper != m_upperTranslation)
-	{
-		m_bodyA->SetAwake(true);
-		m_bodyB->SetAwake(true);
-		m_lowerTranslation = lower;
-		m_upperTranslation = upper;
-		m_impulse.z = 0.0f;
-	}
-}
-
-bool b2PrismaticJoint::IsMotorEnabled() const
-{
-	return m_enableMotor;
-}
-
-void b2PrismaticJoint::EnableMotor(bool flag)
-{
-	m_bodyA->SetAwake(true);
-	m_bodyB->SetAwake(true);
-	m_enableMotor = flag;
-}
-
-void b2PrismaticJoint::SetMotorSpeed(float32 speed)
-{
-	m_bodyA->SetAwake(true);
-	m_bodyB->SetAwake(true);
-	m_motorSpeed = speed;
-}
-
-void b2PrismaticJoint::SetMaxMotorForce(float32 force)
-{
-	m_bodyA->SetAwake(true);
-	m_bodyB->SetAwake(true);
-	m_maxMotorForce = force;
-}
-
-float32 b2PrismaticJoint::GetMotorForce(float32 inv_dt) const
-{
-	return inv_dt * m_motorImpulse;
-}
-
-void b2PrismaticJoint::Dump()
-{
-	int32 indexA = m_bodyA->m_islandIndex;
-	int32 indexB = m_bodyB->m_islandIndex;
-
-	b2Log("  b2PrismaticJointDef jd;\n");
-	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
-	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
-	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
-	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
-	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
-	b2Log("  jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y);
-	b2Log("  jd.referenceAngle = %.15lef;\n", m_referenceAngle);
-	b2Log("  jd.enableLimit = bool(%d);\n", m_enableLimit);
-	b2Log("  jd.lowerTranslation = %.15lef;\n", m_lowerTranslation);
-	b2Log("  jd.upperTranslation = %.15lef;\n", m_upperTranslation);
-	b2Log("  jd.enableMotor = bool(%d);\n", m_enableMotor);
-	b2Log("  jd.motorSpeed = %.15lef;\n", m_motorSpeed);
-	b2Log("  jd.maxMotorForce = %.15lef;\n", m_maxMotorForce);
-	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
+/*
+* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2TimeStep.h>
+
+// Linear constraint (point-to-line)
+// d = p2 - p1 = x2 + r2 - x1 - r1
+// C = dot(perp, d)
+// Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))
+//      = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)
+// J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]
+//
+// Angular constraint
+// C = a2 - a1 + a_initial
+// Cdot = w2 - w1
+// J = [0 0 -1 0 0 1]
+//
+// K = J * invM * JT
+//
+// J = [-a -s1 a s2]
+//     [0  -1  0  1]
+// a = perp
+// s1 = cross(d + r1, a) = cross(p2 - x1, a)
+// s2 = cross(r2, a) = cross(p2 - x2, a)
+
+
+// Motor/Limit linear constraint
+// C = dot(ax1, d)
+// Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
+// J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
+
+// Block Solver
+// We develop a block solver that includes the joint limit. This makes the limit stiff (inelastic) even
+// when the mass has poor distribution (leading to large torques about the joint anchor points).
+//
+// The Jacobian has 3 rows:
+// J = [-uT -s1 uT s2] // linear
+//     [0   -1   0  1] // angular
+//     [-vT -a1 vT a2] // limit
+//
+// u = perp
+// v = axis
+// s1 = cross(d + r1, u), s2 = cross(r2, u)
+// a1 = cross(d + r1, v), a2 = cross(r2, v)
+
+// M * (v2 - v1) = JT * df
+// J * v2 = bias
+//
+// v2 = v1 + invM * JT * df
+// J * (v1 + invM * JT * df) = bias
+// K * df = bias - J * v1 = -Cdot
+// K = J * invM * JT
+// Cdot = J * v1 - bias
+//
+// Now solve for f2.
+// df = f2 - f1
+// K * (f2 - f1) = -Cdot
+// f2 = invK * (-Cdot) + f1
+//
+// Clamp accumulated limit impulse.
+// lower: f2(3) = max(f2(3), 0)
+// upper: f2(3) = min(f2(3), 0)
+//
+// Solve for correct f2(1:2)
+// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:3) * f1
+//                       = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:2) * f1(1:2) + K(1:2,3) * f1(3)
+// K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3)) + K(1:2,1:2) * f1(1:2)
+// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
+//
+// Now compute impulse to be applied:
+// df = f2 - f1
+
+void b2PrismaticJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
+{
+	bodyA = bA;
+	bodyB = bB;
+	localAnchorA = bodyA->GetLocalPoint(anchor);
+	localAnchorB = bodyB->GetLocalPoint(anchor);
+	localAxisA = bodyA->GetLocalVector(axis);
+	referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
+}
+
+b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* def)
+: b2Joint(def)
+{
+	m_localAnchorA = def->localAnchorA;
+	m_localAnchorB = def->localAnchorB;
+	m_localXAxisA = def->localAxisA;
+	m_localXAxisA.Normalize();
+	m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
+	m_referenceAngle = def->referenceAngle;
+
+	m_impulse.SetZero();
+	m_motorMass = 0.0;
+	m_motorImpulse = 0.0f;
+
+	m_lowerTranslation = def->lowerTranslation;
+	m_upperTranslation = def->upperTranslation;
+	m_maxMotorForce = def->maxMotorForce;
+	m_motorSpeed = def->motorSpeed;
+	m_enableLimit = def->enableLimit;
+	m_enableMotor = def->enableMotor;
+	m_limitState = e_inactiveLimit;
+
+	m_axis.SetZero();
+	m_perp.SetZero();
+}
+
+void b2PrismaticJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+	m_indexA = m_bodyA->m_islandIndex;
+	m_indexB = m_bodyB->m_islandIndex;
+	m_localCenterA = m_bodyA->m_sweep.localCenter;
+	m_localCenterB = m_bodyB->m_sweep.localCenter;
+	m_invMassA = m_bodyA->m_invMass;
+	m_invMassB = m_bodyB->m_invMass;
+	m_invIA = m_bodyA->m_invI;
+	m_invIB = m_bodyB->m_invI;
+
+	b2Vec2 cA = data.positions[m_indexA].c;
+	float32 aA = data.positions[m_indexA].a;
+	b2Vec2 vA = data.velocities[m_indexA].v;
+	float32 wA = data.velocities[m_indexA].w;
+
+	b2Vec2 cB = data.positions[m_indexB].c;
+	float32 aB = data.positions[m_indexB].a;
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+
+	b2Rot qA(aA), qB(aB);
+
+	// Compute the effective masses.
+	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+	b2Vec2 d = (cB - cA) + rB - rA;
+
+	float32 mA = m_invMassA, mB = m_invMassB;
+	float32 iA = m_invIA, iB = m_invIB;
+
+	// Compute motor Jacobian and effective mass.
+	{
+		m_axis = b2Mul(qA, m_localXAxisA);
+		m_a1 = b2Cross(d + rA, m_axis);
+		m_a2 = b2Cross(rB, m_axis);
+
+		m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
+		if (m_motorMass > 0.0f)
+		{
+			m_motorMass = 1.0f / m_motorMass;
+		}
+	}
+
+	// Prismatic constraint.
+	{
+		m_perp = b2Mul(qA, m_localYAxisA);
+
+		m_s1 = b2Cross(d + rA, m_perp);
+		m_s2 = b2Cross(rB, m_perp);
+
+		float32 k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
+		float32 k12 = iA * m_s1 + iB * m_s2;
+		float32 k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2;
+		float32 k22 = iA + iB;
+		if (k22 == 0.0f)
+		{
+			// For bodies with fixed rotation.
+			k22 = 1.0f;
+		}
+		float32 k23 = iA * m_a1 + iB * m_a2;
+		float32 k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
+
+		m_K.ex.Set(k11, k12, k13);
+		m_K.ey.Set(k12, k22, k23);
+		m_K.ez.Set(k13, k23, k33);
+	}
+
+	// Compute motor and limit terms.
+	if (m_enableLimit)
+	{
+		float32 jointTranslation = b2Dot(m_axis, d);
+		if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
+		{
+			m_limitState = e_equalLimits;
+		}
+		else if (jointTranslation <= m_lowerTranslation)
+		{
+			if (m_limitState != e_atLowerLimit)
+			{
+				m_limitState = e_atLowerLimit;
+				m_impulse.z = 0.0f;
+			}
+		}
+		else if (jointTranslation >= m_upperTranslation)
+		{
+			if (m_limitState != e_atUpperLimit)
+			{
+				m_limitState = e_atUpperLimit;
+				m_impulse.z = 0.0f;
+			}
+		}
+		else
+		{
+			m_limitState = e_inactiveLimit;
+			m_impulse.z = 0.0f;
+		}
+	}
+	else
+	{
+		m_limitState = e_inactiveLimit;
+		m_impulse.z = 0.0f;
+	}
+
+	if (m_enableMotor == false)
+	{
+		m_motorImpulse = 0.0f;
+	}
+
+	if (data.step.warmStarting)
+	{
+		// Account for variable time step.
+		m_impulse *= data.step.dtRatio;
+		m_motorImpulse *= data.step.dtRatio;
+
+		b2Vec2 P = m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis;
+		float32 LA = m_impulse.x * m_s1 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a1;
+		float32 LB = m_impulse.x * m_s2 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a2;
+
+		vA -= mA * P;
+		wA -= iA * LA;
+
+		vB += mB * P;
+		wB += iB * LB;
+	}
+	else
+	{
+		m_impulse.SetZero();
+		m_motorImpulse = 0.0f;
+	}
+
+	data.velocities[m_indexA].v = vA;
+	data.velocities[m_indexA].w = wA;
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+}
+
+void b2PrismaticJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+	b2Vec2 vA = data.velocities[m_indexA].v;
+	float32 wA = data.velocities[m_indexA].w;
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+
+	float32 mA = m_invMassA, mB = m_invMassB;
+	float32 iA = m_invIA, iB = m_invIB;
+
+	// Solve linear motor constraint.
+	if (m_enableMotor && m_limitState != e_equalLimits)
+	{
+		float32 Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
+		float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
+		float32 oldImpulse = m_motorImpulse;
+		float32 maxImpulse = data.step.dt * m_maxMotorForce;
+		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
+		impulse = m_motorImpulse - oldImpulse;
+
+		b2Vec2 P = impulse * m_axis;
+		float32 LA = impulse * m_a1;
+		float32 LB = impulse * m_a2;
+
+		vA -= mA * P;
+		wA -= iA * LA;
+
+		vB += mB * P;
+		wB += iB * LB;
+	}
+
+	b2Vec2 Cdot1;
+	Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
+	Cdot1.y = wB - wA;
+
+	if (m_enableLimit && m_limitState != e_inactiveLimit)
+	{
+		// Solve prismatic and limit constraint in block form.
+		float32 Cdot2;
+		Cdot2 = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
+		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
+
+		b2Vec3 f1 = m_impulse;
+		b2Vec3 df =  m_K.Solve33(-Cdot);
+		m_impulse += df;
+
+		if (m_limitState == e_atLowerLimit)
+		{
+			m_impulse.z = b2Max(m_impulse.z, 0.0f);
+		}
+		else if (m_limitState == e_atUpperLimit)
+		{
+			m_impulse.z = b2Min(m_impulse.z, 0.0f);
+		}
+
+		// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
+		b2Vec2 b = -Cdot1 - (m_impulse.z - f1.z) * b2Vec2(m_K.ez.x, m_K.ez.y);
+		b2Vec2 f2r = m_K.Solve22(b) + b2Vec2(f1.x, f1.y);
+		m_impulse.x = f2r.x;
+		m_impulse.y = f2r.y;
+
+		df = m_impulse - f1;
+
+		b2Vec2 P = df.x * m_perp + df.z * m_axis;
+		float32 LA = df.x * m_s1 + df.y + df.z * m_a1;
+		float32 LB = df.x * m_s2 + df.y + df.z * m_a2;
+
+		vA -= mA * P;
+		wA -= iA * LA;
+
+		vB += mB * P;
+		wB += iB * LB;
+	}
+	else
+	{
+		// Limit is inactive, just solve the prismatic constraint in block form.
+		b2Vec2 df = m_K.Solve22(-Cdot1);
+		m_impulse.x += df.x;
+		m_impulse.y += df.y;
+
+		b2Vec2 P = df.x * m_perp;
+		float32 LA = df.x * m_s1 + df.y;
+		float32 LB = df.x * m_s2 + df.y;
+
+		vA -= mA * P;
+		wA -= iA * LA;
+
+		vB += mB * P;
+		wB += iB * LB;
+
+		b2Vec2 Cdot10 = Cdot1;
+
+		Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
+		Cdot1.y = wB - wA;
+
+		if (b2Abs(Cdot1.x) > 0.01f || b2Abs(Cdot1.y) > 0.01f)
+		{
+			b2Vec2 test = b2Mul22(m_K, df);
+			Cdot1.x += 0.0f;
+		}
+	}
+
+	data.velocities[m_indexA].v = vA;
+	data.velocities[m_indexA].w = wA;
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+}
+
+bool b2PrismaticJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+	b2Vec2 cA = data.positions[m_indexA].c;
+	float32 aA = data.positions[m_indexA].a;
+	b2Vec2 cB = data.positions[m_indexB].c;
+	float32 aB = data.positions[m_indexB].a;
+
+	b2Rot qA(aA), qB(aB);
+
+	float32 mA = m_invMassA, mB = m_invMassB;
+	float32 iA = m_invIA, iB = m_invIB;
+
+	// Compute fresh Jacobians
+	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+	b2Vec2 d = cB + rB - cA - rA;
+
+	b2Vec2 axis = b2Mul(qA, m_localXAxisA);
+	float32 a1 = b2Cross(d + rA, axis);
+	float32 a2 = b2Cross(rB, axis);
+	b2Vec2 perp = b2Mul(qA, m_localYAxisA);
+
+	float32 s1 = b2Cross(d + rA, perp);
+	float32 s2 = b2Cross(rB, perp);
+
+	b2Vec3 impulse;
+	b2Vec2 C1;
+	C1.x = b2Dot(perp, d);
+	C1.y = aB - aA - m_referenceAngle;
+
+	float32 linearError = b2Abs(C1.x);
+	float32 angularError = b2Abs(C1.y);
+
+	bool active = false;
+	float32 C2 = 0.0f;
+	if (m_enableLimit)
+	{
+		float32 translation = b2Dot(axis, d);
+		if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
+		{
+			// Prevent large angular corrections
+			C2 = b2Clamp(translation, -b2_maxLinearCorrection, b2_maxLinearCorrection);
+			linearError = b2Max(linearError, b2Abs(translation));
+			active = true;
+		}
+		else if (translation <= m_lowerTranslation)
+		{
+			// Prevent large linear corrections and allow some slop.
+			C2 = b2Clamp(translation - m_lowerTranslation + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
+			linearError = b2Max(linearError, m_lowerTranslation - translation);
+			active = true;
+		}
+		else if (translation >= m_upperTranslation)
+		{
+			// Prevent large linear corrections and allow some slop.
+			C2 = b2Clamp(translation - m_upperTranslation - b2_linearSlop, 0.0f, b2_maxLinearCorrection);
+			linearError = b2Max(linearError, translation - m_upperTranslation);
+			active = true;
+		}
+	}
+
+	if (active)
+	{
+		float32 k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
+		float32 k12 = iA * s1 + iB * s2;
+		float32 k13 = iA * s1 * a1 + iB * s2 * a2;
+		float32 k22 = iA + iB;
+		if (k22 == 0.0f)
+		{
+			// For fixed rotation
+			k22 = 1.0f;
+		}
+		float32 k23 = iA * a1 + iB * a2;
+		float32 k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;
+
+		b2Mat33 K;
+		K.ex.Set(k11, k12, k13);
+		K.ey.Set(k12, k22, k23);
+		K.ez.Set(k13, k23, k33);
+
+		b2Vec3 C;
+		C.x = C1.x;
+		C.y = C1.y;
+		C.z = C2;
+
+		impulse = K.Solve33(-C);
+	}
+	else
+	{
+		float32 k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
+		float32 k12 = iA * s1 + iB * s2;
+		float32 k22 = iA + iB;
+		if (k22 == 0.0f)
+		{
+			k22 = 1.0f;
+		}
+
+		b2Mat22 K;
+		K.ex.Set(k11, k12);
+		K.ey.Set(k12, k22);
+
+		b2Vec2 impulse1 = K.Solve(-C1);
+		impulse.x = impulse1.x;
+		impulse.y = impulse1.y;
+		impulse.z = 0.0f;
+	}
+
+	b2Vec2 P = impulse.x * perp + impulse.z * axis;
+	float32 LA = impulse.x * s1 + impulse.y + impulse.z * a1;
+	float32 LB = impulse.x * s2 + impulse.y + impulse.z * a2;
+
+	cA -= mA * P;
+	aA -= iA * LA;
+	cB += mB * P;
+	aB += iB * LB;
+
+	data.positions[m_indexA].c = cA;
+	data.positions[m_indexA].a = aA;
+	data.positions[m_indexB].c = cB;
+	data.positions[m_indexB].a = aB;
+
+	return linearError <= b2_linearSlop && angularError <= b2_angularSlop;
+}
+
+b2Vec2 b2PrismaticJoint::GetAnchorA() const
+{
+	return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2PrismaticJoint::GetAnchorB() const
+{
+	return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2PrismaticJoint::GetReactionForce(float32 inv_dt) const
+{
+	return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis);
+}
+
+float32 b2PrismaticJoint::GetReactionTorque(float32 inv_dt) const
+{
+	return inv_dt * m_impulse.y;
+}
+
+float32 b2PrismaticJoint::GetJointTranslation() const
+{
+	b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA);
+	b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB);
+	b2Vec2 d = pB - pA;
+	b2Vec2 axis = m_bodyA->GetWorldVector(m_localXAxisA);
+
+	float32 translation = b2Dot(d, axis);
+	return translation;
+}
+
+float32 b2PrismaticJoint::GetJointSpeed() const
+{
+	b2Body* bA = m_bodyA;
+	b2Body* bB = m_bodyB;
+
+	b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter);
+	b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter);
+	b2Vec2 p1 = bA->m_sweep.c + rA;
+	b2Vec2 p2 = bB->m_sweep.c + rB;
+	b2Vec2 d = p2 - p1;
+	b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA);
+
+	b2Vec2 vA = bA->m_linearVelocity;
+	b2Vec2 vB = bB->m_linearVelocity;
+	float32 wA = bA->m_angularVelocity;
+	float32 wB = bB->m_angularVelocity;
+
+	float32 speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA));
+	return speed;
+}
+
+bool b2PrismaticJoint::IsLimitEnabled() const
+{
+	return m_enableLimit;
+}
+
+void b2PrismaticJoint::EnableLimit(bool flag)
+{
+	if (flag != m_enableLimit)
+	{
+		m_bodyA->SetAwake(true);
+		m_bodyB->SetAwake(true);
+		m_enableLimit = flag;
+		m_impulse.z = 0.0f;
+	}
+}
+
+float32 b2PrismaticJoint::GetLowerLimit() const
+{
+	return m_lowerTranslation;
+}
+
+float32 b2PrismaticJoint::GetUpperLimit() const
+{
+	return m_upperTranslation;
+}
+
+void b2PrismaticJoint::SetLimits(float32 lower, float32 upper)
+{
+	b2Assert(lower <= upper);
+	if (lower != m_lowerTranslation || upper != m_upperTranslation)
+	{
+		m_bodyA->SetAwake(true);
+		m_bodyB->SetAwake(true);
+		m_lowerTranslation = lower;
+		m_upperTranslation = upper;
+		m_impulse.z = 0.0f;
+	}
+}
+
+bool b2PrismaticJoint::IsMotorEnabled() const
+{
+	return m_enableMotor;
+}
+
+void b2PrismaticJoint::EnableMotor(bool flag)
+{
+	m_bodyA->SetAwake(true);
+	m_bodyB->SetAwake(true);
+	m_enableMotor = flag;
+}
+
+void b2PrismaticJoint::SetMotorSpeed(float32 speed)
+{
+	m_bodyA->SetAwake(true);
+	m_bodyB->SetAwake(true);
+	m_motorSpeed = speed;
+}
+
+void b2PrismaticJoint::SetMaxMotorForce(float32 force)
+{
+	m_bodyA->SetAwake(true);
+	m_bodyB->SetAwake(true);
+	m_maxMotorForce = force;
+}
+
+float32 b2PrismaticJoint::GetMotorForce(float32 inv_dt) const
+{
+	return inv_dt * m_motorImpulse;
+}
+
+void b2PrismaticJoint::Dump()
+{
+	int32 indexA = m_bodyA->m_islandIndex;
+	int32 indexB = m_bodyB->m_islandIndex;
+
+	b2Log("  b2PrismaticJointDef jd;\n");
+	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
+	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
+	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
+	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
+	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
+	b2Log("  jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y);
+	b2Log("  jd.referenceAngle = %.15lef;\n", m_referenceAngle);
+	b2Log("  jd.enableLimit = bool(%d);\n", m_enableLimit);
+	b2Log("  jd.lowerTranslation = %.15lef;\n", m_lowerTranslation);
+	b2Log("  jd.upperTranslation = %.15lef;\n", m_upperTranslation);
+	b2Log("  jd.enableMotor = bool(%d);\n", m_enableMotor);
+	b2Log("  jd.motorSpeed = %.15lef;\n", m_motorSpeed);
+	b2Log("  jd.maxMotorForce = %.15lef;\n", m_maxMotorForce);
+	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}

+ 196 - 196
src/libraries/Box2D/Dynamics/Joints/b2PrismaticJoint.h

@@ -1,196 +1,196 @@
-/*
-* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_PRISMATIC_JOINT_H
-#define B2_PRISMATIC_JOINT_H
-
-#include <Box2D/Dynamics/Joints/b2Joint.h>
-
-/// Prismatic joint definition. This requires defining a line of
-/// motion using an axis and an anchor point. The definition uses local
-/// anchor points and a local axis so that the initial configuration
-/// can violate the constraint slightly. The joint translation is zero
-/// when the local anchor points coincide in world space. Using local
-/// anchors and a local axis helps when saving and loading a game.
-struct b2PrismaticJointDef : public b2JointDef
-{
-	b2PrismaticJointDef()
-	{
-		type = e_prismaticJoint;
-		localAnchorA.SetZero();
-		localAnchorB.SetZero();
-		localAxisA.Set(1.0f, 0.0f);
-		referenceAngle = 0.0f;
-		enableLimit = false;
-		lowerTranslation = 0.0f;
-		upperTranslation = 0.0f;
-		enableMotor = false;
-		maxMotorForce = 0.0f;
-		motorSpeed = 0.0f;
-	}
-
-	/// Initialize the bodies, anchors, axis, and reference angle using the world
-	/// anchor and unit world axis.
-	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
-
-	/// The local anchor point relative to bodyA's origin.
-	b2Vec2 localAnchorA;
-
-	/// The local anchor point relative to bodyB's origin.
-	b2Vec2 localAnchorB;
-
-	/// The local translation unit axis in bodyA.
-	b2Vec2 localAxisA;
-
-	/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
-	float32 referenceAngle;
-
-	/// Enable/disable the joint limit.
-	bool enableLimit;
-
-	/// The lower translation limit, usually in meters.
-	float32 lowerTranslation;
-
-	/// The upper translation limit, usually in meters.
-	float32 upperTranslation;
-
-	/// Enable/disable the joint motor.
-	bool enableMotor;
-
-	/// The maximum motor torque, usually in N-m.
-	float32 maxMotorForce;
-
-	/// The desired motor speed in radians per second.
-	float32 motorSpeed;
-};
-
-/// A prismatic joint. This joint provides one degree of freedom: translation
-/// along an axis fixed in bodyA. Relative rotation is prevented. You can
-/// use a joint limit to restrict the range of motion and a joint motor to
-/// drive the motion or to model joint friction.
-class b2PrismaticJoint : public b2Joint
-{
-public:
-	b2Vec2 GetAnchorA() const;
-	b2Vec2 GetAnchorB() const;
-
-	b2Vec2 GetReactionForce(float32 inv_dt) const;
-	float32 GetReactionTorque(float32 inv_dt) const;
-
-	/// The local anchor point relative to bodyA's origin.
-	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
-	/// The local anchor point relative to bodyB's origin.
-	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
-
-	/// The local joint axis relative to bodyA.
-	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
-
-	/// Get the reference angle.
-	float32 GetReferenceAngle() const { return m_referenceAngle; }
-
-	/// Get the current joint translation, usually in meters.
-	float32 GetJointTranslation() const;
-
-	/// Get the current joint translation speed, usually in meters per second.
-	float32 GetJointSpeed() const;
-
-	/// Is the joint limit enabled?
-	bool IsLimitEnabled() const;
-
-	/// Enable/disable the joint limit.
-	void EnableLimit(bool flag);
-
-	/// Get the lower joint limit, usually in meters.
-	float32 GetLowerLimit() const;
-
-	/// Get the upper joint limit, usually in meters.
-	float32 GetUpperLimit() const;
-
-	/// Set the joint limits, usually in meters.
-	void SetLimits(float32 lower, float32 upper);
-
-	/// Is the joint motor enabled?
-	bool IsMotorEnabled() const;
-
-	/// Enable/disable the joint motor.
-	void EnableMotor(bool flag);
-
-	/// Set the motor speed, usually in meters per second.
-	void SetMotorSpeed(float32 speed);
-
-	/// Get the motor speed, usually in meters per second.
-	float32 GetMotorSpeed() const;
-
-	/// Set the maximum motor force, usually in N.
-	void SetMaxMotorForce(float32 force);
-	float32 GetMaxMotorForce() const { return m_maxMotorForce; }
-
-	/// Get the current motor force given the inverse time step, usually in N.
-	float32 GetMotorForce(float32 inv_dt) const;
-
-	/// Dump to b2Log
-	void Dump();
-
-protected:
-	friend class b2Joint;
-	friend class b2GearJoint;
-	b2PrismaticJoint(const b2PrismaticJointDef* def);
-
-	void InitVelocityConstraints(const b2SolverData& data);
-	void SolveVelocityConstraints(const b2SolverData& data);
-	bool SolvePositionConstraints(const b2SolverData& data);
-
-	// Solver shared
-	b2Vec2 m_localAnchorA;
-	b2Vec2 m_localAnchorB;
-	b2Vec2 m_localXAxisA;
-	b2Vec2 m_localYAxisA;
-	float32 m_referenceAngle;
-	b2Vec3 m_impulse;
-	float32 m_motorImpulse;
-	float32 m_lowerTranslation;
-	float32 m_upperTranslation;
-	float32 m_maxMotorForce;
-	float32 m_motorSpeed;
-	bool m_enableLimit;
-	bool m_enableMotor;
-	b2LimitState m_limitState;
-
-	// Solver temp
-	int32 m_indexA;
-	int32 m_indexB;
-	b2Vec2 m_localCenterA;
-	b2Vec2 m_localCenterB;
-	float32 m_invMassA;
-	float32 m_invMassB;
-	float32 m_invIA;
-	float32 m_invIB;
-	b2Vec2 m_axis, m_perp;
-	float32 m_s1, m_s2;
-	float32 m_a1, m_a2;
-	b2Mat33 m_K;
-	float32 m_motorMass;
-};
-
-inline float32 b2PrismaticJoint::GetMotorSpeed() const
-{
-	return m_motorSpeed;
-}
-
-#endif
+/*
+* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef B2_PRISMATIC_JOINT_H
+#define B2_PRISMATIC_JOINT_H
+
+#include <Box2D/Dynamics/Joints/b2Joint.h>
+
+/// Prismatic joint definition. This requires defining a line of
+/// motion using an axis and an anchor point. The definition uses local
+/// anchor points and a local axis so that the initial configuration
+/// can violate the constraint slightly. The joint translation is zero
+/// when the local anchor points coincide in world space. Using local
+/// anchors and a local axis helps when saving and loading a game.
+struct b2PrismaticJointDef : public b2JointDef
+{
+	b2PrismaticJointDef()
+	{
+		type = e_prismaticJoint;
+		localAnchorA.SetZero();
+		localAnchorB.SetZero();
+		localAxisA.Set(1.0f, 0.0f);
+		referenceAngle = 0.0f;
+		enableLimit = false;
+		lowerTranslation = 0.0f;
+		upperTranslation = 0.0f;
+		enableMotor = false;
+		maxMotorForce = 0.0f;
+		motorSpeed = 0.0f;
+	}
+
+	/// Initialize the bodies, anchors, axis, and reference angle using the world
+	/// anchor and unit world axis.
+	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
+
+	/// The local anchor point relative to bodyA's origin.
+	b2Vec2 localAnchorA;
+
+	/// The local anchor point relative to bodyB's origin.
+	b2Vec2 localAnchorB;
+
+	/// The local translation unit axis in bodyA.
+	b2Vec2 localAxisA;
+
+	/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
+	float32 referenceAngle;
+
+	/// Enable/disable the joint limit.
+	bool enableLimit;
+
+	/// The lower translation limit, usually in meters.
+	float32 lowerTranslation;
+
+	/// The upper translation limit, usually in meters.
+	float32 upperTranslation;
+
+	/// Enable/disable the joint motor.
+	bool enableMotor;
+
+	/// The maximum motor torque, usually in N-m.
+	float32 maxMotorForce;
+
+	/// The desired motor speed in radians per second.
+	float32 motorSpeed;
+};
+
+/// A prismatic joint. This joint provides one degree of freedom: translation
+/// along an axis fixed in bodyA. Relative rotation is prevented. You can
+/// use a joint limit to restrict the range of motion and a joint motor to
+/// drive the motion or to model joint friction.
+class b2PrismaticJoint : public b2Joint
+{
+public:
+	b2Vec2 GetAnchorA() const;
+	b2Vec2 GetAnchorB() const;
+
+	b2Vec2 GetReactionForce(float32 inv_dt) const;
+	float32 GetReactionTorque(float32 inv_dt) const;
+
+	/// The local anchor point relative to bodyA's origin.
+	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
+
+	/// The local anchor point relative to bodyB's origin.
+	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
+
+	/// The local joint axis relative to bodyA.
+	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
+
+	/// Get the reference angle.
+	float32 GetReferenceAngle() const { return m_referenceAngle; }
+
+	/// Get the current joint translation, usually in meters.
+	float32 GetJointTranslation() const;
+
+	/// Get the current joint translation speed, usually in meters per second.
+	float32 GetJointSpeed() const;
+
+	/// Is the joint limit enabled?
+	bool IsLimitEnabled() const;
+
+	/// Enable/disable the joint limit.
+	void EnableLimit(bool flag);
+
+	/// Get the lower joint limit, usually in meters.
+	float32 GetLowerLimit() const;
+
+	/// Get the upper joint limit, usually in meters.
+	float32 GetUpperLimit() const;
+
+	/// Set the joint limits, usually in meters.
+	void SetLimits(float32 lower, float32 upper);
+
+	/// Is the joint motor enabled?
+	bool IsMotorEnabled() const;
+
+	/// Enable/disable the joint motor.
+	void EnableMotor(bool flag);
+
+	/// Set the motor speed, usually in meters per second.
+	void SetMotorSpeed(float32 speed);
+
+	/// Get the motor speed, usually in meters per second.
+	float32 GetMotorSpeed() const;
+
+	/// Set the maximum motor force, usually in N.
+	void SetMaxMotorForce(float32 force);
+	float32 GetMaxMotorForce() const { return m_maxMotorForce; }
+
+	/// Get the current motor force given the inverse time step, usually in N.
+	float32 GetMotorForce(float32 inv_dt) const;
+
+	/// Dump to b2Log
+	void Dump();
+
+protected:
+	friend class b2Joint;
+	friend class b2GearJoint;
+	b2PrismaticJoint(const b2PrismaticJointDef* def);
+
+	void InitVelocityConstraints(const b2SolverData& data);
+	void SolveVelocityConstraints(const b2SolverData& data);
+	bool SolvePositionConstraints(const b2SolverData& data);
+
+	// Solver shared
+	b2Vec2 m_localAnchorA;
+	b2Vec2 m_localAnchorB;
+	b2Vec2 m_localXAxisA;
+	b2Vec2 m_localYAxisA;
+	float32 m_referenceAngle;
+	b2Vec3 m_impulse;
+	float32 m_motorImpulse;
+	float32 m_lowerTranslation;
+	float32 m_upperTranslation;
+	float32 m_maxMotorForce;
+	float32 m_motorSpeed;
+	bool m_enableLimit;
+	bool m_enableMotor;
+	b2LimitState m_limitState;
+
+	// Solver temp
+	int32 m_indexA;
+	int32 m_indexB;
+	b2Vec2 m_localCenterA;
+	b2Vec2 m_localCenterB;
+	float32 m_invMassA;
+	float32 m_invMassB;
+	float32 m_invIA;
+	float32 m_invIB;
+	b2Vec2 m_axis, m_perp;
+	float32 m_s1, m_s2;
+	float32 m_a1, m_a2;
+	b2Mat33 m_K;
+	float32 m_motorMass;
+};
+
+inline float32 b2PrismaticJoint::GetMotorSpeed() const
+{
+	return m_motorSpeed;
+}
+
+#endif

+ 332 - 332
src/libraries/Box2D/Dynamics/Joints/b2PulleyJoint.cpp

@@ -1,332 +1,332 @@
-/*
-* Copyright (c) 2007 Erin Catto http://www.box2d.org
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
-#include <Box2D/Dynamics/b2Body.h>
-#include <Box2D/Dynamics/b2TimeStep.h>
-
-// Pulley:
-// length1 = norm(p1 - s1)
-// length2 = norm(p2 - s2)
-// C0 = (length1 + ratio * length2)_initial
-// C = C0 - (length1 + ratio * length2)
-// u1 = (p1 - s1) / norm(p1 - s1)
-// u2 = (p2 - s2) / norm(p2 - s2)
-// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
-// J = -[u1 cross(r1, u1) ratio * u2  ratio * cross(r2, u2)]
-// K = J * invM * JT
-//   = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
-
-void b2PulleyJointDef::Initialize(b2Body* bA, b2Body* bB,
-				const b2Vec2& groundA, const b2Vec2& groundB,
-				const b2Vec2& anchorA, const b2Vec2& anchorB,
-				float32 r)
-{
-	bodyA = bA;
-	bodyB = bB;
-	groundAnchorA = groundA;
-	groundAnchorB = groundB;
-	localAnchorA = bodyA->GetLocalPoint(anchorA);
-	localAnchorB = bodyB->GetLocalPoint(anchorB);
-	b2Vec2 dA = anchorA - groundA;
-	lengthA = dA.Length();
-	b2Vec2 dB = anchorB - groundB;
-	lengthB = dB.Length();
-	ratio = r;
-	b2Assert(ratio > b2_epsilon);
-}
-
-b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
-: b2Joint(def)
-{
-	m_groundAnchorA = def->groundAnchorA;
-	m_groundAnchorB = def->groundAnchorB;
-	m_localAnchorA = def->localAnchorA;
-	m_localAnchorB = def->localAnchorB;
-
-	m_lengthA = def->lengthA;
-	m_lengthB = def->lengthB;
-
-	b2Assert(def->ratio != 0.0f);
-	m_ratio = def->ratio;
-
-	m_constant = def->lengthA + m_ratio * def->lengthB;
-
-	m_impulse = 0.0f;
-}
-
-void b2PulleyJoint::InitVelocityConstraints(const b2SolverData& data)
-{
-	m_indexA = m_bodyA->m_islandIndex;
-	m_indexB = m_bodyB->m_islandIndex;
-	m_localCenterA = m_bodyA->m_sweep.localCenter;
-	m_localCenterB = m_bodyB->m_sweep.localCenter;
-	m_invMassA = m_bodyA->m_invMass;
-	m_invMassB = m_bodyB->m_invMass;
-	m_invIA = m_bodyA->m_invI;
-	m_invIB = m_bodyB->m_invI;
-
-	b2Vec2 cA = data.positions[m_indexA].c;
-	float32 aA = data.positions[m_indexA].a;
-	b2Vec2 vA = data.velocities[m_indexA].v;
-	float32 wA = data.velocities[m_indexA].w;
-
-	b2Vec2 cB = data.positions[m_indexB].c;
-	float32 aB = data.positions[m_indexB].a;
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-
-	b2Rot qA(aA), qB(aB);
-
-	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
-	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
-	// Get the pulley axes.
-	m_uA = cA + m_rA - m_groundAnchorA;
-	m_uB = cB + m_rB - m_groundAnchorB;
-
-	float32 lengthA = m_uA.Length();
-	float32 lengthB = m_uB.Length();
-
-	if (lengthA > 10.0f * b2_linearSlop)
-	{
-		m_uA *= 1.0f / lengthA;
-	}
-	else
-	{
-		m_uA.SetZero();
-	}
-
-	if (lengthB > 10.0f * b2_linearSlop)
-	{
-		m_uB *= 1.0f / lengthB;
-	}
-	else
-	{
-		m_uB.SetZero();
-	}
-
-	// Compute effective mass.
-	float32 ruA = b2Cross(m_rA, m_uA);
-	float32 ruB = b2Cross(m_rB, m_uB);
-
-	float32 mA = m_invMassA + m_invIA * ruA * ruA;
-	float32 mB = m_invMassB + m_invIB * ruB * ruB;
-
-	m_mass = mA + m_ratio * m_ratio * mB;
-
-	if (m_mass > 0.0f)
-	{
-		m_mass = 1.0f / m_mass;
-	}
-
-	if (data.step.warmStarting)
-	{
-		// Scale impulses to support variable time steps.
-		m_impulse *= data.step.dtRatio;
-
-		// Warm starting.
-		b2Vec2 PA = -(m_impulse) * m_uA;
-		b2Vec2 PB = (-m_ratio * m_impulse) * m_uB;
-
-		vA += m_invMassA * PA;
-		wA += m_invIA * b2Cross(m_rA, PA);
-		vB += m_invMassB * PB;
-		wB += m_invIB * b2Cross(m_rB, PB);
-	}
-	else
-	{
-		m_impulse = 0.0f;
-	}
-
-	data.velocities[m_indexA].v = vA;
-	data.velocities[m_indexA].w = wA;
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-}
-
-void b2PulleyJoint::SolveVelocityConstraints(const b2SolverData& data)
-{
-	b2Vec2 vA = data.velocities[m_indexA].v;
-	float32 wA = data.velocities[m_indexA].w;
-	b2Vec2 vB = data.velocities[m_indexB].v;
-	float32 wB = data.velocities[m_indexB].w;
-
-	b2Vec2 vpA = vA + b2Cross(wA, m_rA);
-	b2Vec2 vpB = vB + b2Cross(wB, m_rB);
-
-	float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
-	float32 impulse = -m_mass * Cdot;
-	m_impulse += impulse;
-
-	b2Vec2 PA = -impulse * m_uA;
-	b2Vec2 PB = -m_ratio * impulse * m_uB;
-	vA += m_invMassA * PA;
-	wA += m_invIA * b2Cross(m_rA, PA);
-	vB += m_invMassB * PB;
-	wB += m_invIB * b2Cross(m_rB, PB);
-
-	data.velocities[m_indexA].v = vA;
-	data.velocities[m_indexA].w = wA;
-	data.velocities[m_indexB].v = vB;
-	data.velocities[m_indexB].w = wB;
-}
-
-bool b2PulleyJoint::SolvePositionConstraints(const b2SolverData& data)
-{
-	b2Vec2 cA = data.positions[m_indexA].c;
-	float32 aA = data.positions[m_indexA].a;
-	b2Vec2 cB = data.positions[m_indexB].c;
-	float32 aB = data.positions[m_indexB].a;
-
-	b2Rot qA(aA), qB(aB);
-
-	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
-	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
-
-	// Get the pulley axes.
-	b2Vec2 uA = cA + rA - m_groundAnchorA;
-	b2Vec2 uB = cB + rB - m_groundAnchorB;
-
-	float32 lengthA = uA.Length();
-	float32 lengthB = uB.Length();
-
-	if (lengthA > 10.0f * b2_linearSlop)
-	{
-		uA *= 1.0f / lengthA;
-	}
-	else
-	{
-		uA.SetZero();
-	}
-
-	if (lengthB > 10.0f * b2_linearSlop)
-	{
-		uB *= 1.0f / lengthB;
-	}
-	else
-	{
-		uB.SetZero();
-	}
-
-	// Compute effective mass.
-	float32 ruA = b2Cross(rA, uA);
-	float32 ruB = b2Cross(rB, uB);
-
-	float32 mA = m_invMassA + m_invIA * ruA * ruA;
-	float32 mB = m_invMassB + m_invIB * ruB * ruB;
-
-	float32 mass = mA + m_ratio * m_ratio * mB;
-
-	if (mass > 0.0f)
-	{
-		mass = 1.0f / mass;
-	}
-
-	float32 C = m_constant - lengthA - m_ratio * lengthB;
-	float32 linearError = b2Abs(C);
-
-	float32 impulse = -mass * C;
-
-	b2Vec2 PA = -impulse * uA;
-	b2Vec2 PB = -m_ratio * impulse * uB;
-
-	cA += m_invMassA * PA;
-	aA += m_invIA * b2Cross(rA, PA);
-	cB += m_invMassB * PB;
-	aB += m_invIB * b2Cross(rB, PB);
-
-	data.positions[m_indexA].c = cA;
-	data.positions[m_indexA].a = aA;
-	data.positions[m_indexB].c = cB;
-	data.positions[m_indexB].a = aB;
-
-	return linearError < b2_linearSlop;
-}
-
-b2Vec2 b2PulleyJoint::GetAnchorA() const
-{
-	return m_bodyA->GetWorldPoint(m_localAnchorA);
-}
-
-b2Vec2 b2PulleyJoint::GetAnchorB() const
-{
-	return m_bodyB->GetWorldPoint(m_localAnchorB);
-}
-
-b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const
-{
-	b2Vec2 P = m_impulse * m_uB;
-	return inv_dt * P;
-}
-
-float32 b2PulleyJoint::GetReactionTorque(float32 inv_dt) const
-{
-	B2_NOT_USED(inv_dt);
-	return 0.0f;
-}
-
-b2Vec2 b2PulleyJoint::GetGroundAnchorA() const
-{
-	return m_groundAnchorA;
-}
-
-b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
-{
-	return m_groundAnchorB;
-}
-
-float32 b2PulleyJoint::GetLengthA() const
-{
-	b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA);
-	b2Vec2 s = m_groundAnchorA;
-	b2Vec2 d = p - s;
-	return d.Length();
-}
-
-float32 b2PulleyJoint::GetLengthB() const
-{
-	b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB);
-	b2Vec2 s = m_groundAnchorB;
-	b2Vec2 d = p - s;
-	return d.Length();
-}
-
-float32 b2PulleyJoint::GetRatio() const
-{
-	return m_ratio;
-}
-
-void b2PulleyJoint::Dump()
-{
-	int32 indexA = m_bodyA->m_islandIndex;
-	int32 indexB = m_bodyB->m_islandIndex;
-
-	b2Log("  b2PulleyJointDef jd;\n");
-	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
-	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
-	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
-	b2Log("  jd.groundAnchorA.Set(%.15lef, %.15lef);\n", m_groundAnchorA.x, m_groundAnchorA.y);
-	b2Log("  jd.groundAnchorB.Set(%.15lef, %.15lef);\n", m_groundAnchorB.x, m_groundAnchorB.y);
-	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
-	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
-	b2Log("  jd.lengthA = %.15lef;\n", m_lengthA);
-	b2Log("  jd.lengthB = %.15lef;\n", m_lengthB);
-	b2Log("  jd.ratio = %.15lef;\n", m_ratio);
-	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
-}
+/*
+* Copyright (c) 2007 Erin Catto http://www.box2d.org
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
+#include <Box2D/Dynamics/b2Body.h>
+#include <Box2D/Dynamics/b2TimeStep.h>
+
+// Pulley:
+// length1 = norm(p1 - s1)
+// length2 = norm(p2 - s2)
+// C0 = (length1 + ratio * length2)_initial
+// C = C0 - (length1 + ratio * length2)
+// u1 = (p1 - s1) / norm(p1 - s1)
+// u2 = (p2 - s2) / norm(p2 - s2)
+// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
+// J = -[u1 cross(r1, u1) ratio * u2  ratio * cross(r2, u2)]
+// K = J * invM * JT
+//   = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
+
+void b2PulleyJointDef::Initialize(b2Body* bA, b2Body* bB,
+				const b2Vec2& groundA, const b2Vec2& groundB,
+				const b2Vec2& anchorA, const b2Vec2& anchorB,
+				float32 r)
+{
+	bodyA = bA;
+	bodyB = bB;
+	groundAnchorA = groundA;
+	groundAnchorB = groundB;
+	localAnchorA = bodyA->GetLocalPoint(anchorA);
+	localAnchorB = bodyB->GetLocalPoint(anchorB);
+	b2Vec2 dA = anchorA - groundA;
+	lengthA = dA.Length();
+	b2Vec2 dB = anchorB - groundB;
+	lengthB = dB.Length();
+	ratio = r;
+	b2Assert(ratio > b2_epsilon);
+}
+
+b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
+: b2Joint(def)
+{
+	m_groundAnchorA = def->groundAnchorA;
+	m_groundAnchorB = def->groundAnchorB;
+	m_localAnchorA = def->localAnchorA;
+	m_localAnchorB = def->localAnchorB;
+
+	m_lengthA = def->lengthA;
+	m_lengthB = def->lengthB;
+
+	b2Assert(def->ratio != 0.0f);
+	m_ratio = def->ratio;
+
+	m_constant = def->lengthA + m_ratio * def->lengthB;
+
+	m_impulse = 0.0f;
+}
+
+void b2PulleyJoint::InitVelocityConstraints(const b2SolverData& data)
+{
+	m_indexA = m_bodyA->m_islandIndex;
+	m_indexB = m_bodyB->m_islandIndex;
+	m_localCenterA = m_bodyA->m_sweep.localCenter;
+	m_localCenterB = m_bodyB->m_sweep.localCenter;
+	m_invMassA = m_bodyA->m_invMass;
+	m_invMassB = m_bodyB->m_invMass;
+	m_invIA = m_bodyA->m_invI;
+	m_invIB = m_bodyB->m_invI;
+
+	b2Vec2 cA = data.positions[m_indexA].c;
+	float32 aA = data.positions[m_indexA].a;
+	b2Vec2 vA = data.velocities[m_indexA].v;
+	float32 wA = data.velocities[m_indexA].w;
+
+	b2Vec2 cB = data.positions[m_indexB].c;
+	float32 aB = data.positions[m_indexB].a;
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+
+	b2Rot qA(aA), qB(aB);
+
+	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+	// Get the pulley axes.
+	m_uA = cA + m_rA - m_groundAnchorA;
+	m_uB = cB + m_rB - m_groundAnchorB;
+
+	float32 lengthA = m_uA.Length();
+	float32 lengthB = m_uB.Length();
+
+	if (lengthA > 10.0f * b2_linearSlop)
+	{
+		m_uA *= 1.0f / lengthA;
+	}
+	else
+	{
+		m_uA.SetZero();
+	}
+
+	if (lengthB > 10.0f * b2_linearSlop)
+	{
+		m_uB *= 1.0f / lengthB;
+	}
+	else
+	{
+		m_uB.SetZero();
+	}
+
+	// Compute effective mass.
+	float32 ruA = b2Cross(m_rA, m_uA);
+	float32 ruB = b2Cross(m_rB, m_uB);
+
+	float32 mA = m_invMassA + m_invIA * ruA * ruA;
+	float32 mB = m_invMassB + m_invIB * ruB * ruB;
+
+	m_mass = mA + m_ratio * m_ratio * mB;
+
+	if (m_mass > 0.0f)
+	{
+		m_mass = 1.0f / m_mass;
+	}
+
+	if (data.step.warmStarting)
+	{
+		// Scale impulses to support variable time steps.
+		m_impulse *= data.step.dtRatio;
+
+		// Warm starting.
+		b2Vec2 PA = -(m_impulse) * m_uA;
+		b2Vec2 PB = (-m_ratio * m_impulse) * m_uB;
+
+		vA += m_invMassA * PA;
+		wA += m_invIA * b2Cross(m_rA, PA);
+		vB += m_invMassB * PB;
+		wB += m_invIB * b2Cross(m_rB, PB);
+	}
+	else
+	{
+		m_impulse = 0.0f;
+	}
+
+	data.velocities[m_indexA].v = vA;
+	data.velocities[m_indexA].w = wA;
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+}
+
+void b2PulleyJoint::SolveVelocityConstraints(const b2SolverData& data)
+{
+	b2Vec2 vA = data.velocities[m_indexA].v;
+	float32 wA = data.velocities[m_indexA].w;
+	b2Vec2 vB = data.velocities[m_indexB].v;
+	float32 wB = data.velocities[m_indexB].w;
+
+	b2Vec2 vpA = vA + b2Cross(wA, m_rA);
+	b2Vec2 vpB = vB + b2Cross(wB, m_rB);
+
+	float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
+	float32 impulse = -m_mass * Cdot;
+	m_impulse += impulse;
+
+	b2Vec2 PA = -impulse * m_uA;
+	b2Vec2 PB = -m_ratio * impulse * m_uB;
+	vA += m_invMassA * PA;
+	wA += m_invIA * b2Cross(m_rA, PA);
+	vB += m_invMassB * PB;
+	wB += m_invIB * b2Cross(m_rB, PB);
+
+	data.velocities[m_indexA].v = vA;
+	data.velocities[m_indexA].w = wA;
+	data.velocities[m_indexB].v = vB;
+	data.velocities[m_indexB].w = wB;
+}
+
+bool b2PulleyJoint::SolvePositionConstraints(const b2SolverData& data)
+{
+	b2Vec2 cA = data.positions[m_indexA].c;
+	float32 aA = data.positions[m_indexA].a;
+	b2Vec2 cB = data.positions[m_indexB].c;
+	float32 aB = data.positions[m_indexB].a;
+
+	b2Rot qA(aA), qB(aB);
+
+	b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
+	b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
+
+	// Get the pulley axes.
+	b2Vec2 uA = cA + rA - m_groundAnchorA;
+	b2Vec2 uB = cB + rB - m_groundAnchorB;
+
+	float32 lengthA = uA.Length();
+	float32 lengthB = uB.Length();
+
+	if (lengthA > 10.0f * b2_linearSlop)
+	{
+		uA *= 1.0f / lengthA;
+	}
+	else
+	{
+		uA.SetZero();
+	}
+
+	if (lengthB > 10.0f * b2_linearSlop)
+	{
+		uB *= 1.0f / lengthB;
+	}
+	else
+	{
+		uB.SetZero();
+	}
+
+	// Compute effective mass.
+	float32 ruA = b2Cross(rA, uA);
+	float32 ruB = b2Cross(rB, uB);
+
+	float32 mA = m_invMassA + m_invIA * ruA * ruA;
+	float32 mB = m_invMassB + m_invIB * ruB * ruB;
+
+	float32 mass = mA + m_ratio * m_ratio * mB;
+
+	if (mass > 0.0f)
+	{
+		mass = 1.0f / mass;
+	}
+
+	float32 C = m_constant - lengthA - m_ratio * lengthB;
+	float32 linearError = b2Abs(C);
+
+	float32 impulse = -mass * C;
+
+	b2Vec2 PA = -impulse * uA;
+	b2Vec2 PB = -m_ratio * impulse * uB;
+
+	cA += m_invMassA * PA;
+	aA += m_invIA * b2Cross(rA, PA);
+	cB += m_invMassB * PB;
+	aB += m_invIB * b2Cross(rB, PB);
+
+	data.positions[m_indexA].c = cA;
+	data.positions[m_indexA].a = aA;
+	data.positions[m_indexB].c = cB;
+	data.positions[m_indexB].a = aB;
+
+	return linearError < b2_linearSlop;
+}
+
+b2Vec2 b2PulleyJoint::GetAnchorA() const
+{
+	return m_bodyA->GetWorldPoint(m_localAnchorA);
+}
+
+b2Vec2 b2PulleyJoint::GetAnchorB() const
+{
+	return m_bodyB->GetWorldPoint(m_localAnchorB);
+}
+
+b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const
+{
+	b2Vec2 P = m_impulse * m_uB;
+	return inv_dt * P;
+}
+
+float32 b2PulleyJoint::GetReactionTorque(float32 inv_dt) const
+{
+	B2_NOT_USED(inv_dt);
+	return 0.0f;
+}
+
+b2Vec2 b2PulleyJoint::GetGroundAnchorA() const
+{
+	return m_groundAnchorA;
+}
+
+b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
+{
+	return m_groundAnchorB;
+}
+
+float32 b2PulleyJoint::GetLengthA() const
+{
+	b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA);
+	b2Vec2 s = m_groundAnchorA;
+	b2Vec2 d = p - s;
+	return d.Length();
+}
+
+float32 b2PulleyJoint::GetLengthB() const
+{
+	b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB);
+	b2Vec2 s = m_groundAnchorB;
+	b2Vec2 d = p - s;
+	return d.Length();
+}
+
+float32 b2PulleyJoint::GetRatio() const
+{
+	return m_ratio;
+}
+
+void b2PulleyJoint::Dump()
+{
+	int32 indexA = m_bodyA->m_islandIndex;
+	int32 indexB = m_bodyB->m_islandIndex;
+
+	b2Log("  b2PulleyJointDef jd;\n");
+	b2Log("  jd.bodyA = bodies[%d];\n", indexA);
+	b2Log("  jd.bodyB = bodies[%d];\n", indexB);
+	b2Log("  jd.collideConnected = bool(%d);\n", m_collideConnected);
+	b2Log("  jd.groundAnchorA.Set(%.15lef, %.15lef);\n", m_groundAnchorA.x, m_groundAnchorA.y);
+	b2Log("  jd.groundAnchorB.Set(%.15lef, %.15lef);\n", m_groundAnchorB.x, m_groundAnchorB.y);
+	b2Log("  jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
+	b2Log("  jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
+	b2Log("  jd.lengthA = %.15lef;\n", m_lengthA);
+	b2Log("  jd.lengthB = %.15lef;\n", m_lengthB);
+	b2Log("  jd.ratio = %.15lef;\n", m_ratio);
+	b2Log("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
+}

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