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f2ba3da895
Currently missing lib binaries
758 lines
27 KiB
Odin
758 lines
27 KiB
Odin
package vendor_box2d
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foreign import lib {
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"box2d.lib", // dummy
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}
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import "core:c"
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// The maximum number of vertices on a convex polygon. Changing this affects performance even if you
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// don't use more vertices.
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maxPolygonVertices :: 8
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// Low level ray-cast input data
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RayCastInput :: struct {
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// Start point of the ray cast
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origin: Vec2,
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// Translation of the ray cast
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translation: Vec2,
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// The maximum fraction of the translation to consider, typically 1
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maxFraction: f32,
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}
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// Low level shape cast input in generic form. This allows casting an arbitrary point
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// cloud wrap with a radius. For example, a circle is a single point with a non-zero radius.
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// A capsule is two points with a non-zero radius. A box is four points with a zero radius.
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ShapeCastInput :: struct {
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// A point cloud to cast
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points: [maxPolygonVertices]Vec2 `fmt:"v,count"`,
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// The number of points
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count: i32,
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// The radius around the point cloud
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radius: f32,
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// The translation of the shape cast
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translation: Vec2,
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// The maximum fraction of the translation to consider, typically 1
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maxFraction: f32,
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}
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// Low level ray-cast or shape-cast output data
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CastOutput :: struct {
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// The surface normal at the hit point
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normal: Vec2,
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// The surface hit point
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point: Vec2,
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// The fraction of the input translation at collision
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fraction: f32,
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// The number of iterations used
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iterations: i32,
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// Did the cast hit?
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hit: bool,
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}
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// This holds the mass data computed for a shape.
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MassData :: struct {
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// The mass of the shape, usually in kilograms.
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mass: f32,
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// The position of the shape's centroid relative to the shape's origin.
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center: Vec2,
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// The rotational inertia of the shape about the local origin.
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rotationalInertia: f32,
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}
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// A solid circle
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Circle :: struct {
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// The local center
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center: Vec2,
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// The radius
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radius: f32,
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}
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// A solid capsule can be viewed as two semicircles connected
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// by a rectangle.
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Capsule :: struct {
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// Local center of the first semicircle
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center1: Vec2,
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// Local center of the second semicircle
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center2: Vec2,
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// The radius of the semicircles
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radius: f32,
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}
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// A solid convex polygon. It is assumed that the interior of the polygon is to
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// the left of each edge.
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// Polygons have a maximum number of vertices equal to maxPolygonVertices.
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// In most cases you should not need many vertices for a convex polygon.
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// @warning DO NOT fill this out manually, instead use a helper function like
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// b2MakePolygon or b2MakeBox.
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Polygon :: struct {
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// The polygon vertices
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vertices: [maxPolygonVertices]Vec2 `fmt:"v,count"`,
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// The outward normal vectors of the polygon sides
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normals: [maxPolygonVertices]Vec2 `fmt:"v,count"`,
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// The centroid of the polygon
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centroid: Vec2,
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// The external radius for rounded polygons
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radius: f32,
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// The number of polygon vertices
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count: i32,
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}
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// A line segment with two-sided collision.
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Segment :: struct {
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// The first point
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point1: Vec2,
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// The second point
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point2: Vec2,
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}
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// A smooth line segment with one-sided collision. Only collides on the right side.
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// Several of these are generated for a chain shape.
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// ghost1 -> point1 -> point2 -> ghost2
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SmoothSegment :: struct {
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// The tail ghost vertex
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ghost1: Vec2,
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// The line segment
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segment: Segment,
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// The head ghost vertex
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ghost2: Vec2,
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// The owning chain shape index (internal usage only)
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chainId: i32,
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}
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@(link_prefix="b2", default_calling_convention="c")
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foreign lib {
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// Validate ray cast input data (NaN, etc)
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IsValidRay :: proc(#by_ptr input: RayCastInput) -> bool ---
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// Make a convex polygon from a convex hull. This will assert if the hull is not valid.
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// @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
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MakePolygon :: proc(#by_ptr hull: Hull, radius: f32) -> Polygon ---
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// Make an offset convex polygon from a convex hull. This will assert if the hull is not valid.
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// @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
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MakeOffsetPolygon :: proc(#by_ptr hull: Hull, radius: f32, transform: Transform) -> Polygon ---
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// Make a square polygon, bypassing the need for a convex hull.
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MakeSquare :: proc(h: f32) -> Polygon ---
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// Make a box (rectangle) polygon, bypassing the need for a convex hull.
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MakeBox :: proc(hx, hy: f32) -> Polygon ---
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// Make a rounded box, bypassing the need for a convex hull.
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MakeRoundedBox :: proc(hx, hy: f32, radius: f32) -> Polygon ---
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// Make an offset box, bypassing the need for a convex hull.
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MakeOffsetBox :: proc(hx, hy: f32, center: Vec2, angle: f32) -> Polygon ---
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// Transform a polygon. This is useful for transferring a shape from one body to another.
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TransformPolygon :: proc(transform: Transform, #by_ptr polygon: Polygon) -> Polygon ---
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// Compute mass properties of a circle
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ComputeCircleMass :: proc(#by_ptr shape: Circle, density: f32) -> MassData ---
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// Compute mass properties of a capsule
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ComputeCapsuleMass :: proc(#by_ptr shape: Capsule, density: f32) -> MassData ---
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// Compute mass properties of a polygon
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ComputePolygonMass :: proc(#by_ptr shape: Polygon, density: f32) -> MassData ---
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// Compute the bounding box of a transformed circle
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ComputeCircleAABB :: proc(#by_ptr shape: Circle, transform: Transform) -> AABB ---
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// Compute the bounding box of a transformed capsule
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ComputeCapsuleAABB :: proc(#by_ptr shape: Capsule, transform: Transform) -> AABB ---
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// Compute the bounding box of a transformed polygon
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ComputePolygonAABB :: proc(#by_ptr shape: Polygon, transform: Transform) -> AABB ---
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// Compute the bounding box of a transformed line segment
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ComputeSegmentAABB :: proc(#by_ptr shape: Segment, transform: Transform) -> AABB ---
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// Test a point for overlap with a circle in local space
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PointInCircle :: proc(point: Vec2, #by_ptr shape: Circle) -> bool ---
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// Test a point for overlap with a capsule in local space
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PointInCapsule :: proc(point: Vec2, #by_ptr shape: Capsule) -> bool ---
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// Test a point for overlap with a convex polygon in local space
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PointInPolygon :: proc(point: Vec2, #by_ptr shape: Polygon) -> bool ---
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// Ray cast versus circle in shape local space. Initial overlap is treated as a miss.
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RayCastCircle :: proc(#by_ptr input: RayCastInput, #by_ptr shape: Circle) -> CastOutput ---
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// Ray cast versus capsule in shape local space. Initial overlap is treated as a miss.
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RayCastCapsule :: proc(#by_ptr input: RayCastInput, #by_ptr shape: Capsule) -> CastOutput ---
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// Ray cast versus segment in shape local space. Optionally treat the segment as one-sided with hits from
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// the left side being treated as a miss.
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RayCastSegment :: proc(#by_ptr input: RayCastInput, #by_ptr shape: Segment, oneSided: bool) -> CastOutput ---
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// Ray cast versus polygon in shape local space. Initial overlap is treated as a miss.
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RayCastPolygon :: proc(#by_ptr input: RayCastInput, #by_ptr shape: Polygon) -> CastOutput ---
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// Shape cast versus a circle. Initial overlap is treated as a miss.
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ShapeCastCircle :: proc(#by_ptr input: ShapeCastInput, #by_ptr shape: Circle) -> CastOutput ---
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// Shape cast versus a capsule. Initial overlap is treated as a miss.
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ShapeCastCapsule :: proc(#by_ptr input: ShapeCastInput, #by_ptr shape: Capsule) -> CastOutput ---
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// Shape cast versus a line segment. Initial overlap is treated as a miss.
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ShapeCastSegment :: proc(#by_ptr input: ShapeCastInput, #by_ptr shape: Segment) -> CastOutput ---
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// Shape cast versus a convex polygon. Initial overlap is treated as a miss.
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ShapeCastPolygon :: proc(#by_ptr input: ShapeCastInput, #by_ptr shape: Polygon) -> CastOutput ---
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}
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// A convex hull. Used to create convex polygons.
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// @warning Do not modify these values directly, instead use b2ComputeHull()
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Hull :: struct {
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// The final points of the hull
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points: [maxPolygonVertices]Vec2 `fmt:"v,count"`,
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// The number of points
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count: i32,
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}
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// Compute the convex hull of a set of points. Returns an empty hull if it fails.
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// Some failure cases:
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// - all points very close together
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// - all points on a line
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// - less than 3 points
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// - more than maxPolygonVertices points
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// This welds close points and removes collinear points.
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// @warning Do not modify a hull once it has been computed
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ComputeHull :: proc "c" (points: []Vec2) -> Hull {
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foreign lib {
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b2ComputeHull :: proc "c" (points: [^]Vec2, count: i32) -> Hull ---
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}
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return b2ComputeHull(raw_data(points), i32(len(points)))
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}
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@(link_prefix="b2", default_calling_convention="c")
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foreign lib {
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// This determines if a hull is valid. Checks for:
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// - convexity
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// - collinear points
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// This is expensive and should not be called at runtime.
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ValidateHull :: proc(#by_ptr hull: Hull) -> bool ---
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}
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/**
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* @defgroup distance Distance
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* Functions for computing the distance between shapes.
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*
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* These are advanced functions you can use to perform distance calculations. There
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* are functions for computing the closest points between shapes, doing linear shape casts,
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* and doing rotational shape casts. The latter is called time of impact (TOI).
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*/
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// Result of computing the distance between two line segments
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SegmentDistanceResult :: struct {
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// The closest point on the first segment
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closest1: Vec2,
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// The closest point on the second segment
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closest2: Vec2,
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// The barycentric coordinate on the first segment
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fraction1: f32,
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// The barycentric coordinate on the second segment
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fraction2: f32,
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// The squared distance between the closest points
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distanceSquared: f32,
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}
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@(link_prefix="b2", default_calling_convention="c")
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foreign lib {
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// Compute the distance between two line segments, clamping at the end points if needed.
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SegmentDistance :: proc(p1, q1: Vec2, p2, q2: Vec2) -> SegmentDistanceResult ---
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}
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// A distance proxy is used by the GJK algorithm. It encapsulates any shape.
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DistanceProxy :: struct {
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// The point cloud
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points: [maxPolygonVertices]Vec2 `fmt:"v,count"`,
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// The number of points
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count: i32,
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// The external radius of the point cloud
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radius: f32,
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}
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// Used to warm start b2Distance. Set count to zero on first call or
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// use zero initialization.
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DistanceCache :: struct {
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// The number of stored simplex points
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count: u16,
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// The cached simplex indices on shape A
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indexA: [3]u8 `fmt:"v,count"`,
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// The cached simplex indices on shape B
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indexB: [3]u8 `fmt:"v,count"`,
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}
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emptyDistanceCache :: DistanceCache{}
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// Input for b2ShapeDistance
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DistanceInput :: struct {
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// The proxy for shape A
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proxyA: DistanceProxy,
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// The proxy for shape B
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proxyB: DistanceProxy,
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// The world transform for shape A
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transformA: Transform,
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// The world transform for shape B
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transformB: Transform,
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// Should the proxy radius be considered?
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useRadii: bool,
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}
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// Output for b2ShapeDistance
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DistanceOutput :: struct {
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pointA: Vec2, // Closest point on shapeA
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pointB: Vec2, // Closest point on shapeB
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distance: f32, // The final distance, zero if overlapped
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iterations: i32, // Number of GJK iterations used
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simplexCount: i32, // The number of simplexes stored in the simplex array
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}
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// Simplex vertex for debugging the GJK algorithm
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SimplexVertex :: struct {
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wA: Vec2, // support point in proxyA
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wB: Vec2, // support point in proxyB
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w: Vec2, // wB - wA
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a: f32, // barycentric coordinate for closest point
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indexA: i32, // wA index
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indexB: i32, // wB index
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}
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// Simplex from the GJK algorithm
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Simplex :: struct {
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v1, v2, v3: SimplexVertex `fmt:"v,count"`, // vertices
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count: i32, // number of valid vertices
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}
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// Input parameters for b2ShapeCast
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ShapeCastPairInput :: struct {
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proxyA: DistanceProxy, // The proxy for shape A
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proxyB: DistanceProxy, // The proxy for shape B
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transformA: Transform, // The world transform for shape A
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transformB: Transform, // The world transform for shape B
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translationB: Vec2, // The translation of shape B
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maxFraction: f32, // The fraction of the translation to consider, typically 1
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}
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// This describes the motion of a body/shape for TOI computation. Shapes are defined with respect to the body origin,
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// which may not coincide with the center of mass. However, to support dynamics we must interpolate the center of mass
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// position.
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Sweep :: struct {
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localCenter: Vec2, // Local center of mass position
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c1: Vec2, // Starting center of mass world position
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c2: Vec2, // Ending center of mass world position
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q1: Rot, // Starting world rotation
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q2: Rot, // Ending world rotation
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}
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// Input parameters for b2TimeOfImpact
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TOIInput :: struct {
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proxyA: DistanceProxy, // The proxy for shape A
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proxyB: DistanceProxy, // The proxy for shape B
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sweepA: Sweep, // The movement of shape A
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sweepB: Sweep, // The movement of shape B
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tMax: f32, // Defines the sweep interval [0, tMax]
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}
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// Describes the TOI output
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TOIState :: enum c.int {
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Unknown,
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Failed,
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Overlapped,
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Hit,
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Separated,
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}
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// Output parameters for b2TimeOfImpact.
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TOIOutput :: struct {
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state: TOIState, // The type of result
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t: f32, // The time of the collision
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}
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// Compute the closest points between two shapes represented as point clouds.
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// DistanceCache cache is input/output. On the first call set DistanceCache.count to zero.
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// The underlying GJK algorithm may be debugged by passing in debug simplexes and capacity. You may pass in NULL and 0 for these.
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ShapeDistance :: proc "c" (cache: ^DistanceCache, #by_ptr input: DistanceInput, simplexes: []Simplex) -> DistanceOutput {
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foreign lib {
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b2ShapeDistance :: proc "c" (cache: ^DistanceCache, #by_ptr input: DistanceInput, simplexes: [^]Simplex, simplexCapacity: c.int) -> DistanceOutput ---
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}
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return b2ShapeDistance(cache, input, raw_data(simplexes), i32(len(simplexes)))
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}
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// Make a proxy for use in GJK and related functions.
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MakeProxy :: proc "c" (vertices: []Vec2, radius: f32) -> DistanceProxy {
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foreign lib {
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b2MakeProxy :: proc "c" (vertices: [^]Vec2, count: i32, radius: f32) -> DistanceProxy ---
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}
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return b2MakeProxy(raw_data(vertices), i32(len(vertices)), radius)
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}
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@(link_prefix="b2", default_calling_convention="c")
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foreign lib {
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// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
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ShapeCast :: proc(#by_ptr input: ShapeCastPairInput) -> CastOutput ---
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// Evaluate the transform sweep at a specific time.
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GetSweepTransform :: proc(#by_ptr sweep: Sweep, time: f32) -> Transform ---
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// Compute the upper bound on time before two shapes penetrate. Time is represented as
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// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
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// non-tunneling collisions. If you change the time interval, you should call this function
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// again.
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TimeOfImpact :: proc(#by_ptr input: TOIInput) -> TOIOutput ---
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}
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/**
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* @defgroup collision Collision
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* @brief Functions for colliding pairs of shapes
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*/
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// A manifold point is a contact point belonging to a contact
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// manifold. It holds details related to the geometry and dynamics
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// of the contact points.
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ManifoldPoint :: struct {
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// Location of the contact point in world space. Subject to precision loss at large coordinates.
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// @note Should only be used for debugging.
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point: Vec2,
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// Location of the contact point relative to bodyA's origin in world space
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// @note When used internally to the Box2D solver, these are relative to the center of mass.
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anchorA: Vec2,
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// Location of the contact point relative to bodyB's origin in world space
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anchorB: Vec2,
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// The separation of the contact point, negative if penetrating
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separation: f32,
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// The impulse along the manifold normal vector.
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normalImpulse: f32,
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// The friction impulse
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tangentImpulse: f32,
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// The maximum normal impulse applied during sub-stepping
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// todo not sure this is needed
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maxNormalImpulse: f32,
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// Relative normal velocity pre-solve. Used for hit events. If the normal impulse is
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// zero then there was no hit. Negative means shapes are approaching.
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normalVelocity: f32,
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// Uniquely identifies a contact point between two shapes
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id: u16,
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// Did this contact point exist the previous step?
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persisted: bool,
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}
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// A contact manifold describes the contact points between colliding shapes
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Manifold :: struct {
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// The manifold points, up to two are possible in 2D
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points: [2]ManifoldPoint,
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// The unit normal vector in world space, points from shape A to bodyB
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normal: Vec2,
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// The number of contacts points, will be 0, 1, or 2
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pointCount: i32,
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}
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@(link_prefix="b2", default_calling_convention="c")
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foreign lib {
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// Compute the contact manifold between two circles
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CollideCircles :: proc(#by_ptr circleA: Circle, xfA: Transform, #by_ptr circleB: Circle, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between a capsule and circle
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CollideCapsuleAndCircle :: proc(#by_ptr capsuleA: Capsule, xfA: Transform, #by_ptr circleB: Circle, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between an segment and a circle
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CollideSegmentAndCircle :: proc(#by_ptr segmentA: Segment, xfA: Transform, #by_ptr circleB: Circle, xfB: Transform) -> Manifold ---
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|
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// Compute the contact manifold between a polygon and a circle
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CollidePolygonAndCircle :: proc(#by_ptr polygonA: Polygon, xfA: Transform, #by_ptr circleB: Circle, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between a capsule and circle
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CollideCapsules :: proc(#by_ptr capsuleA: Capsule, xfA: Transform, #by_ptr capsuleB: Capsule, xfB: Transform) -> Manifold ---
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|
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// Compute the contact manifold between an segment and a capsule
|
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CollideSegmentAndCapsule :: proc(#by_ptr segmentA: Segment, xfA: Transform, #by_ptr capsuleB: Capsule, xfB: Transform) -> Manifold ---
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|
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// Compute the contact manifold between a polygon and capsule
|
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CollidePolygonAndCapsule :: proc(#by_ptr polygonA: Polygon, xfA: Transform, #by_ptr capsuleB: Capsule, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between two polygons
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CollidePolygons :: proc(#by_ptr polygonA: Polygon, xfA: Transform, #by_ptr polygonB: Polygon, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between an segment and a polygon
|
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CollideSegmentAndPolygon :: proc(#by_ptr segmentA: Segment, xfA: Transform, #by_ptr polygonB: Polygon, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between a smooth segment and a circle
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CollideSmoothSegmentAndCircle :: proc(#by_ptr smoothSegmentA: SmoothSegment, xfA: Transform, #by_ptr circleB: Circle, xfB: Transform) -> Manifold ---
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// Compute the contact manifold between an segment and a capsule
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CollideSmoothSegmentAndCapsule :: proc(#by_ptr smoothSegmentA: SmoothSegment, xfA: Transform, #by_ptr capsuleB: Capsule, xfB: Transform, cache: ^DistanceCache) -> Manifold ---
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// Compute the contact manifold between a smooth segment and a rounded polygon
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CollideSmoothSegmentAndPolygon :: proc(#by_ptr smoothSegmentA: SmoothSegment, xfA: Transform, #by_ptr polygonB: Polygon, xfB: Transform, cache: ^DistanceCache) -> Manifold ---
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}
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/**
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* @defgroup tree Dynamic Tree
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* The dynamic tree is a binary AABB tree to organize and query large numbers of geometric objects
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*
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* Box2D uses the dynamic tree internally to sort collision shapes into a binary bounding volume hierarchy.
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* This data structure may have uses in games for organizing other geometry data and may be used independently
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* of Box2D rigid body simulation.
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*
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* A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
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|
* A dynamic tree arranges data in a binary tree to accelerate
|
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* queries such as AABB queries and ray casts. Leaf nodes are proxies
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* with an AABB. These are used to hold a user collision object, such as a reference to a b2Shape.
|
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* Nodes are pooled and relocatable, so I use node indices rather than pointers.
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|
* The dynamic tree is made available for advanced users that would like to use it to organize
|
|
* spatial game data besides rigid bodies.
|
|
*
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|
* @note This is an advanced feature and normally not used by applications directly.
|
|
*/
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|
|
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// The default category bit for a tree proxy. Used for collision filtering.
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|
defaultCategoryBits :: 0x00000001
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|
|
// Convenience mask bits to use when you don't need collision filtering and just want
|
|
// all results.
|
|
defaultMaskBits :: 0xFFFFFFFF
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|
|
|
// A node in the dynamic tree. This is private data placed here for performance reasons.
|
|
// 16 + 16 + 8 + pad(8)
|
|
TreeNode :: struct {
|
|
// The node bounding box
|
|
aabb: AABB, // 16
|
|
|
|
// Category bits for collision filtering
|
|
categoryBits: u32, // 4
|
|
|
|
using _: struct #raw_union {
|
|
// The node parent index
|
|
parent: i32,
|
|
|
|
// The node freelist next index
|
|
next: i32,
|
|
}, // 4
|
|
|
|
// Child 1 index
|
|
child1: i32, // 4
|
|
|
|
// Child 2 index
|
|
child2: i32, // 4
|
|
|
|
// User data
|
|
// todo could be union with child index
|
|
userData: i32, // 4
|
|
|
|
// Leaf = 0, free node = -1
|
|
height: i16, // 2
|
|
|
|
// Has the AABB been enlarged?
|
|
enlarged: bool, // 1
|
|
|
|
// Padding for clarity
|
|
pad: [9]byte,
|
|
}
|
|
|
|
// The dynamic tree structure. This should be considered private data.
|
|
// It is placed here for performance reasons.
|
|
DynamicTree :: struct {
|
|
// The tree nodes
|
|
nodes: [^]TreeNode `fmt"v,nodeCount"`,
|
|
|
|
// The root index
|
|
root: i32,
|
|
|
|
// The number of nodes
|
|
nodeCount: i32,
|
|
|
|
// The allocated node space
|
|
nodeCapacity: i32,
|
|
|
|
// Node free list
|
|
freeList: i32,
|
|
|
|
// Number of proxies created
|
|
proxyCount: i32,
|
|
|
|
// Leaf indices for rebuild
|
|
leafIndices: [^]i32,
|
|
|
|
// Leaf bounding boxes for rebuild
|
|
leafBoxes: [^]AABB,
|
|
|
|
// Leaf bounding box centers for rebuild
|
|
leafCenters: [^]Vec2,
|
|
|
|
// Bins for sorting during rebuild
|
|
binIndices: [^]i32,
|
|
|
|
// Allocated space for rebuilding
|
|
rebuildCapacity: i32,
|
|
}
|
|
|
|
// This function receives proxies found in the AABB query.
|
|
// @return true if the query should continue
|
|
TreeQueryCallbackFcn :: #type proc "c" (proxyId: i32, userData: i32, ctx: rawptr) -> bool
|
|
|
|
// This function receives clipped ray-cast input for a proxy. The function
|
|
// returns the new ray fraction.
|
|
// - return a value of 0 to terminate the ray-cast
|
|
// - return a value less than input->maxFraction to clip the ray
|
|
// - return a value of input->maxFraction to continue the ray cast without clipping
|
|
TreeShapeCastCallbackFcn :: #type proc "c" (#by_ptr input: ShapeCastInput, proxyId: i32, userData: i32, ctx: rawptr) -> f32
|
|
|
|
|
|
// This function receives clipped raycast input for a proxy. The function
|
|
// returns the new ray fraction.
|
|
// - return a value of 0 to terminate the ray cast
|
|
// - return a value less than input->maxFraction to clip the ray
|
|
// - return a value of input->maxFraction to continue the ray cast without clipping
|
|
TreeRayCastCallbackFcn :: #type proc "c" (#by_ptr input: RayCastInput, proxyId: i32, userData: i32, ctx: rawptr) -> f32
|
|
|
|
@(link_prefix="b2", default_calling_convention="c")
|
|
foreign lib {
|
|
// Constructing the tree initializes the node pool.
|
|
DynamicTree_Create :: proc() -> DynamicTree ---
|
|
|
|
// Destroy the tree, freeing the node pool.
|
|
DynamicTree_Destroy :: proc(tree: ^DynamicTree) ---
|
|
|
|
// Create a proxy. Provide an AABB and a userData value.
|
|
DynamicTree_CreateProxy :: proc(tree: ^DynamicTree, aabb: AABB, categoryBits: u32, userData: i32) -> i32 ---
|
|
|
|
// Destroy a proxy. This asserts if the id is invalid.
|
|
DynamicTree_DestroyProxy :: proc(tree: ^DynamicTree, proxyId: i32) ---
|
|
|
|
// Move a proxy to a new AABB by removing and reinserting into the tree.
|
|
DynamicTree_MoveProxy :: proc(tree: ^DynamicTree, proxyId: i32, aabb: AABB) ---
|
|
|
|
// Enlarge a proxy and enlarge ancestors as necessary.
|
|
DynamicTree_EnlargeProxy :: proc(tree: ^DynamicTree, proxyId: i32, aabb: AABB) ---
|
|
|
|
// Query an AABB for overlapping proxies. The callback class
|
|
// is called for each proxy that overlaps the supplied AABB.
|
|
DynamicTree_Query :: proc(#by_ptr tree: DynamicTree, aabb: AABB, maskBits: u32, callback: TreeQueryCallbackFcn, ctx: rawptr) ---
|
|
|
|
// 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.
|
|
// Bit-wise filtering using mask bits can greatly improve performance in some scenarios.
|
|
// @param tree the dynamic tree to ray cast
|
|
// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1)
|
|
// @param maskBits filter bits: `bool accept = (maskBits & node->categoryBits) != 0 ---`
|
|
// @param callback a callback class that is called for each proxy that is hit by the ray
|
|
// @param context user context that is passed to the callback
|
|
DynamicTree_RayCast :: proc(#by_ptr tree: DynamicTree, #by_ptr input: RayCastInput, maskBits: u32, callback: TreeRayCastCallbackFcn, ctx: rawptr) ---
|
|
|
|
// 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 tree the dynamic tree to ray cast
|
|
// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
|
|
// @param maskBits filter bits: `bool accept = (maskBits & node->categoryBits) != 0 ---`
|
|
// @param callback a callback class that is called for each proxy that is hit by the shape
|
|
// @param context user context that is passed to the callback
|
|
DynamicTree_ShapeCast :: proc(#by_ptr tree: DynamicTree, #by_ptr input: ShapeCastInput, maskBits: u32, callback: TreeShapeCastCallbackFcn, ctx: rawptr) ---
|
|
|
|
// Validate this tree. For testing.
|
|
DynamicTree_Validate :: proc(#by_ptr tree: DynamicTree) ---
|
|
|
|
// Compute the height of the binary tree in O(N) time. Should not be
|
|
// called often.
|
|
DynamicTree_GetHeight :: proc(#by_ptr tree: DynamicTree) -> c.int ---
|
|
|
|
// Get the maximum balance of the tree. The balance is the difference in height of the two children of a node.
|
|
DynamicTree_GetMaxBalance :: proc(#by_ptr tree: DynamicTree) -> c.int ---
|
|
|
|
// Get the ratio of the sum of the node areas to the root area.
|
|
DynamicTree_GetAreaRatio :: proc(#by_ptr tree: DynamicTree) -> f32 ---
|
|
|
|
// Build an optimal tree. Very expensive. For testing.
|
|
DynamicTree_RebuildBottomUp :: proc(tree: ^DynamicTree) ---
|
|
|
|
// Get the number of proxies created
|
|
DynamicTree_GetProxyCount :: proc(#by_ptr tree: DynamicTree) -> c.int ---
|
|
|
|
// Rebuild the tree while retaining subtrees that haven't changed. Returns the number of boxes sorted.
|
|
DynamicTree_Rebuild :: proc(tree: ^DynamicTree, fullBuild: bool) -> c.int ---
|
|
|
|
// Shift the world origin. Useful for large worlds.
|
|
// The shift formula is: position -= newOrigin
|
|
// @param tree the tree to shift
|
|
// @param newOrigin the new origin with respect to the old origin
|
|
DynamicTree_ShiftOrigin :: proc(tree: ^DynamicTree, newOrigin: Vec2) ---
|
|
|
|
// Get the number of bytes used by this tree
|
|
DynamicTree_GetByteCount :: proc(#by_ptr tree: DynamicTree) -> c.int ---
|
|
}
|
|
|
|
// Get proxy user data
|
|
// @return the proxy user data or 0 if the id is invalid
|
|
DynamicTree_GetUserData :: proc "contextless" (tree: DynamicTree, proxyId: i32) -> i32 {
|
|
return tree.nodes[proxyId].userData
|
|
}
|
|
|
|
// Get the AABB of a proxy
|
|
DynamicTree_GetAABB :: proc "contextless" (tree: DynamicTree, proxyId: i32) -> AABB {
|
|
return tree.nodes[proxyId].aabb
|
|
}
|