mirror of https://github.com/axmolengine/axmol.git
392 lines
11 KiB
C
392 lines
11 KiB
C
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/* Copyright (c) 2007 Scott Lembcke
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <stdlib.h>
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#include <math.h>
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#include <stdio.h>
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#include "chipmunk.h"
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typedef int (*collisionFunc)(cpShape *, cpShape *, cpContact *);
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// Add contact points for circle to circle collisions.
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// Used by several collision tests.
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static int
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circle2circleQuery(cpVect p1, cpVect p2, cpFloat r1, cpFloat r2, cpContact *con)
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{
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cpFloat mindist = r1 + r2;
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cpVect delta = cpvsub(p2, p1);
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cpFloat distsq = cpvlengthsq(delta);
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if(distsq >= mindist*mindist) return 0;
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cpFloat dist = cpfsqrt(distsq);
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// To avoid singularities, do nothing in the case of dist = 0.
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cpFloat non_zero_dist = (dist ? dist : INFINITY);
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// Allocate and initialize the contact.
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cpContactInit(
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con,
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cpvadd(p1, cpvmult(delta, 0.5f + (r1 - 0.5f*mindist)/non_zero_dist)),
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cpvmult(delta, 1.0f/non_zero_dist),
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dist - mindist,
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0
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);
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return 1;
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}
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// Collide circle shapes.
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static int
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circle2circle(cpShape *shape1, cpShape *shape2, cpContact *arr)
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{
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cpCircleShape *circ1 = (cpCircleShape *)shape1;
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cpCircleShape *circ2 = (cpCircleShape *)shape2;
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return circle2circleQuery(circ1->tc, circ2->tc, circ1->r, circ2->r, arr);
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}
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// Collide circles to segment shapes.
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static int
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circle2segment(cpShape *circleShape, cpShape *segmentShape, cpContact *con)
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{
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cpCircleShape *circ = (cpCircleShape *)circleShape;
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cpSegmentShape *seg = (cpSegmentShape *)segmentShape;
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// Radius sum
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cpFloat rsum = circ->r + seg->r;
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// Calculate normal distance from segment.
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cpFloat dn = cpvdot(seg->tn, circ->tc) - cpvdot(seg->ta, seg->tn);
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cpFloat dist = cpfabs(dn) - rsum;
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if(dist > 0.0f) return 0;
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// Calculate tangential distance along segment.
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cpFloat dt = -cpvcross(seg->tn, circ->tc);
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cpFloat dtMin = -cpvcross(seg->tn, seg->ta);
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cpFloat dtMax = -cpvcross(seg->tn, seg->tb);
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// Decision tree to decide which feature of the segment to collide with.
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if(dt < dtMin){
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if(dt < (dtMin - rsum)){
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return 0;
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} else {
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return circle2circleQuery(circ->tc, seg->ta, circ->r, seg->r, con);
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}
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} else {
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if(dt < dtMax){
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cpVect n = (dn < 0.0f) ? seg->tn : cpvneg(seg->tn);
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cpContactInit(
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con,
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cpvadd(circ->tc, cpvmult(n, circ->r + dist*0.5f)),
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n,
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dist,
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0
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);
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return 1;
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} else {
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if(dt < (dtMax + rsum)) {
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return circle2circleQuery(circ->tc, seg->tb, circ->r, seg->r, con);
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} else {
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return 0;
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}
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}
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}
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return 1;
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}
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// Helper function for working with contact buffers
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// This used to malloc/realloc memory on the fly but was repurposed.
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static cpContact *
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nextContactPoint(cpContact *arr, int *numPtr)
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{
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int num = *numPtr;
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if(num <= CP_MAX_CONTACTS_PER_ARBITER)
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(*numPtr) = num + 1;
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return &arr[num];
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}
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// Find the minimum separating axis for the give poly and axis list.
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static inline int
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findMSA(cpPolyShape *poly, cpPolyShapeAxis *axes, int num, cpFloat *min_out)
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{
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int min_index = 0;
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cpFloat min = cpPolyShapeValueOnAxis(poly, axes->n, axes->d);
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if(min > 0.0f) return -1;
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for(int i=1; i<num; i++){
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cpFloat dist = cpPolyShapeValueOnAxis(poly, axes[i].n, axes[i].d);
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if(dist > 0.0f) {
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return -1;
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} else if(dist > min){
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min = dist;
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min_index = i;
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}
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}
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(*min_out) = min;
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return min_index;
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}
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// Add contacts for penetrating vertexes.
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static inline int
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findVerts(cpContact *arr, cpPolyShape *poly1, cpPolyShape *poly2, cpVect n, cpFloat dist)
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{
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int num = 0;
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for(int i=0; i<poly1->numVerts; i++){
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cpVect v = poly1->tVerts[i];
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if(cpPolyShapeContainsVertPartial(poly2, v, cpvneg(n)))
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cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly1->shape.hashid, i));
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}
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for(int i=0; i<poly2->numVerts; i++){
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cpVect v = poly2->tVerts[i];
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if(cpPolyShapeContainsVertPartial(poly1, v, n))
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cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly2->shape.hashid, i));
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}
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// if(!num)
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// addContactPoint(arr, &size, &num, cpContactNew(shape1->body->p, n, dist, 0));
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return num;
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}
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// Collide poly shapes together.
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static int
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poly2poly(cpShape *shape1, cpShape *shape2, cpContact *arr)
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{
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cpPolyShape *poly1 = (cpPolyShape *)shape1;
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cpPolyShape *poly2 = (cpPolyShape *)shape2;
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cpFloat min1;
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int mini1 = findMSA(poly2, poly1->tAxes, poly1->numVerts, &min1);
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if(mini1 == -1) return 0;
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cpFloat min2;
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int mini2 = findMSA(poly1, poly2->tAxes, poly2->numVerts, &min2);
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if(mini2 == -1) return 0;
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// There is overlap, find the penetrating verts
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if(min1 > min2)
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return findVerts(arr, poly1, poly2, poly1->tAxes[mini1].n, min1);
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else
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return findVerts(arr, poly1, poly2, cpvneg(poly2->tAxes[mini2].n), min2);
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}
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// Like cpPolyValueOnAxis(), but for segments.
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static inline cpFloat
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segValueOnAxis(cpSegmentShape *seg, cpVect n, cpFloat d)
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{
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cpFloat a = cpvdot(n, seg->ta) - seg->r;
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cpFloat b = cpvdot(n, seg->tb) - seg->r;
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return cpfmin(a, b) - d;
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}
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// Identify vertexes that have penetrated the segment.
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static inline void
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findPointsBehindSeg(cpContact *arr, int *num, cpSegmentShape *seg, cpPolyShape *poly, cpFloat pDist, cpFloat coef)
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{
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cpFloat dta = cpvcross(seg->tn, seg->ta);
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cpFloat dtb = cpvcross(seg->tn, seg->tb);
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cpVect n = cpvmult(seg->tn, coef);
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for(int i=0; i<poly->numVerts; i++){
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cpVect v = poly->tVerts[i];
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if(cpvdot(v, n) < cpvdot(seg->tn, seg->ta)*coef + seg->r){
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cpFloat dt = cpvcross(seg->tn, v);
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if(dta >= dt && dt >= dtb){
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cpContactInit(nextContactPoint(arr, num), v, n, pDist, CP_HASH_PAIR(poly->shape.hashid, i));
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}
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}
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}
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}
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// This one is complicated and gross. Just don't go there...
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// TODO: Comment me!
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static int
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seg2poly(cpShape *shape1, cpShape *shape2, cpContact *arr)
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{
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cpSegmentShape *seg = (cpSegmentShape *)shape1;
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cpPolyShape *poly = (cpPolyShape *)shape2;
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cpPolyShapeAxis *axes = poly->tAxes;
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cpFloat segD = cpvdot(seg->tn, seg->ta);
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cpFloat minNorm = cpPolyShapeValueOnAxis(poly, seg->tn, segD) - seg->r;
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cpFloat minNeg = cpPolyShapeValueOnAxis(poly, cpvneg(seg->tn), -segD) - seg->r;
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if(minNeg > 0.0f || minNorm > 0.0f) return 0;
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int mini = 0;
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cpFloat poly_min = segValueOnAxis(seg, axes->n, axes->d);
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if(poly_min > 0.0f) return 0;
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for(int i=0; i<poly->numVerts; i++){
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cpFloat dist = segValueOnAxis(seg, axes[i].n, axes[i].d);
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if(dist > 0.0f){
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return 0;
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} else if(dist > poly_min){
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poly_min = dist;
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mini = i;
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}
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}
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int num = 0;
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cpVect poly_n = cpvneg(axes[mini].n);
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cpVect va = cpvadd(seg->ta, cpvmult(poly_n, seg->r));
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cpVect vb = cpvadd(seg->tb, cpvmult(poly_n, seg->r));
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if(cpPolyShapeContainsVert(poly, va))
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cpContactInit(nextContactPoint(arr, &num), va, poly_n, poly_min, CP_HASH_PAIR(seg->shape.hashid, 0));
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if(cpPolyShapeContainsVert(poly, vb))
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cpContactInit(nextContactPoint(arr, &num), vb, poly_n, poly_min, CP_HASH_PAIR(seg->shape.hashid, 1));
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// Floating point precision problems here.
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// This will have to do for now.
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poly_min -= cp_collision_slop;
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if(minNorm >= poly_min || minNeg >= poly_min) {
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if(minNorm > minNeg)
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findPointsBehindSeg(arr, &num, seg, poly, minNorm, 1.0f);
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else
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findPointsBehindSeg(arr, &num, seg, poly, minNeg, -1.0f);
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}
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// If no other collision points are found, try colliding endpoints.
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if(num == 0){
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cpVect poly_a = poly->tVerts[mini];
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cpVect poly_b = poly->tVerts[(mini + 1)%poly->numVerts];
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if(circle2circleQuery(seg->ta, poly_a, seg->r, 0.0f, arr))
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return 1;
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if(circle2circleQuery(seg->tb, poly_a, seg->r, 0.0f, arr))
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return 1;
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if(circle2circleQuery(seg->ta, poly_b, seg->r, 0.0f, arr))
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return 1;
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if(circle2circleQuery(seg->tb, poly_b, seg->r, 0.0f, arr))
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return 1;
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}
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return num;
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}
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// This one is less gross, but still gross.
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// TODO: Comment me!
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static int
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circle2poly(cpShape *shape1, cpShape *shape2, cpContact *con)
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{
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cpCircleShape *circ = (cpCircleShape *)shape1;
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cpPolyShape *poly = (cpPolyShape *)shape2;
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cpPolyShapeAxis *axes = poly->tAxes;
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int mini = 0;
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cpFloat min = cpvdot(axes->n, circ->tc) - axes->d - circ->r;
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for(int i=0; i<poly->numVerts; i++){
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cpFloat dist = cpvdot(axes[i].n, circ->tc) - axes[i].d - circ->r;
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if(dist > 0.0f){
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return 0;
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} else if(dist > min) {
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min = dist;
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mini = i;
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}
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}
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cpVect n = axes[mini].n;
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cpVect a = poly->tVerts[mini];
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cpVect b = poly->tVerts[(mini + 1)%poly->numVerts];
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cpFloat dta = cpvcross(n, a);
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cpFloat dtb = cpvcross(n, b);
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cpFloat dt = cpvcross(n, circ->tc);
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if(dt < dtb){
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return circle2circleQuery(circ->tc, b, circ->r, 0.0f, con);
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} else if(dt < dta) {
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cpContactInit(
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con,
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cpvsub(circ->tc, cpvmult(n, circ->r + min/2.0f)),
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cpvneg(n),
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min,
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0
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);
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return 1;
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} else {
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return circle2circleQuery(circ->tc, a, circ->r, 0.0f, con);
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}
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}
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//static const collisionFunc builtinCollisionFuncs[9] = {
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// circle2circle,
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// NULL,
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// NULL,
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// circle2segment,
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// NULL,
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// NULL,
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// circle2poly,
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// seg2poly,
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// poly2poly,
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//};
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//static const collisionFunc *colfuncs = builtinCollisionFuncs;
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static collisionFunc *colfuncs = NULL;
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static void
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addColFunc(cpShapeType a, cpShapeType b, collisionFunc func)
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{
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colfuncs[a + b*CP_NUM_SHAPES] = func;
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}
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#ifdef __cplusplus
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extern "C" {
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#endif
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void cpInitCollisionFuncs(void);
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// Initializes the array of collision functions.
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// Called by cpInitChipmunk().
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void
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cpInitCollisionFuncs(void)
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{
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if(!colfuncs)
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colfuncs = (collisionFunc *)cpcalloc(CP_NUM_SHAPES*CP_NUM_SHAPES, sizeof(collisionFunc));
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addColFunc(CP_CIRCLE_SHAPE, CP_CIRCLE_SHAPE, circle2circle);
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addColFunc(CP_CIRCLE_SHAPE, CP_SEGMENT_SHAPE, circle2segment);
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addColFunc(CP_SEGMENT_SHAPE, CP_POLY_SHAPE, seg2poly);
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addColFunc(CP_CIRCLE_SHAPE, CP_POLY_SHAPE, circle2poly);
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addColFunc(CP_POLY_SHAPE, CP_POLY_SHAPE, poly2poly);
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}
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#ifdef __cplusplus
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}
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#endif
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int
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cpCollideShapes(cpShape *a, cpShape *b, cpContact *arr)
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{
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// Their shape types must be in order.
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cpAssert(a->klass->type <= b->klass->type, "Collision shapes passed to cpCollideShapes() are not sorted.");
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collisionFunc cfunc = colfuncs[a->klass->type + b->klass->type*CP_NUM_SHAPES];
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return (cfunc) ? cfunc(a, b, arr) : 0;
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}
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