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							- /*
 - * 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 "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));
 - }
 
 
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