initial commit. includes PhsyicsBox2dExtension
This commit is contained in:
205
AndEngine/jni/Box2D/Common/b2BlockAllocator.cpp
Normal file
205
AndEngine/jni/Box2D/Common/b2BlockAllocator.cpp
Normal file
@@ -0,0 +1,205 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
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#include "Box2D/Common/b2BlockAllocator.h"
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#include <stdlib.h>
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#include <limits.h>
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#include <string.h>
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#include <memory.h>
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int32 b2BlockAllocator::s_blockSizes[b2_blockSizes] =
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{
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16, // 0
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32, // 1
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64, // 2
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96, // 3
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128, // 4
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160, // 5
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192, // 6
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224, // 7
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256, // 8
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||||
320, // 9
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||||
384, // 10
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448, // 11
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512, // 12
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640, // 13
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||||
};
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uint8 b2BlockAllocator::s_blockSizeLookup[b2_maxBlockSize + 1];
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bool b2BlockAllocator::s_blockSizeLookupInitialized;
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struct b2Chunk
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||||
{
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int32 blockSize;
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||||
b2Block* blocks;
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||||
};
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||||
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struct b2Block
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||||
{
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b2Block* next;
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||||
};
|
||||
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b2BlockAllocator::b2BlockAllocator()
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{
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b2Assert(b2_blockSizes < UCHAR_MAX);
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m_chunkSpace = b2_chunkArrayIncrement;
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m_chunkCount = 0;
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m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
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memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
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memset(m_freeLists, 0, sizeof(m_freeLists));
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if (s_blockSizeLookupInitialized == false)
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{
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int32 j = 0;
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for (int32 i = 1; i <= b2_maxBlockSize; ++i)
|
||||
{
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b2Assert(j < b2_blockSizes);
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if (i <= s_blockSizes[j])
|
||||
{
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s_blockSizeLookup[i] = (uint8)j;
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||||
}
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||||
else
|
||||
{
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++j;
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s_blockSizeLookup[i] = (uint8)j;
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||||
}
|
||||
}
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||||
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s_blockSizeLookupInitialized = true;
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||||
}
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||||
}
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||||
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b2BlockAllocator::~b2BlockAllocator()
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{
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for (int32 i = 0; i < m_chunkCount; ++i)
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{
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b2Free(m_chunks[i].blocks);
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}
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b2Free(m_chunks);
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}
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void* b2BlockAllocator::Allocate(int32 size)
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{
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if (size == 0)
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return NULL;
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b2Assert(0 < size && size <= b2_maxBlockSize);
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int32 index = s_blockSizeLookup[size];
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b2Assert(0 <= index && index < b2_blockSizes);
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if (m_freeLists[index])
|
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{
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b2Block* block = m_freeLists[index];
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m_freeLists[index] = block->next;
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return block;
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||||
}
|
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else
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||||
{
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if (m_chunkCount == m_chunkSpace)
|
||||
{
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b2Chunk* oldChunks = m_chunks;
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m_chunkSpace += b2_chunkArrayIncrement;
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m_chunks = (b2Chunk*)b2Alloc(m_chunkSpace * sizeof(b2Chunk));
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memcpy(m_chunks, oldChunks, m_chunkCount * sizeof(b2Chunk));
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memset(m_chunks + m_chunkCount, 0, b2_chunkArrayIncrement * sizeof(b2Chunk));
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b2Free(oldChunks);
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}
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b2Chunk* chunk = m_chunks + m_chunkCount;
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chunk->blocks = (b2Block*)b2Alloc(b2_chunkSize);
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#if defined(_DEBUG)
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memset(chunk->blocks, 0xcd, b2_chunkSize);
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#endif
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int32 blockSize = s_blockSizes[index];
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chunk->blockSize = blockSize;
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int32 blockCount = b2_chunkSize / blockSize;
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b2Assert(blockCount * blockSize <= b2_chunkSize);
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for (int32 i = 0; i < blockCount - 1; ++i)
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{
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||||
b2Block* block = (b2Block*)((int8*)chunk->blocks + blockSize * i);
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b2Block* next = (b2Block*)((int8*)chunk->blocks + blockSize * (i + 1));
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block->next = next;
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}
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b2Block* last = (b2Block*)((int8*)chunk->blocks + blockSize * (blockCount - 1));
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last->next = NULL;
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m_freeLists[index] = chunk->blocks->next;
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++m_chunkCount;
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return chunk->blocks;
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||||
}
|
||||
}
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||||
|
||||
void b2BlockAllocator::Free(void* p, int32 size)
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||||
{
|
||||
if (size == 0)
|
||||
{
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return;
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||||
}
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b2Assert(0 < size && size <= b2_maxBlockSize);
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int32 index = s_blockSizeLookup[size];
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b2Assert(0 <= index && index < b2_blockSizes);
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#ifdef _DEBUG
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// Verify the memory address and size is valid.
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int32 blockSize = s_blockSizes[index];
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bool found = false;
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for (int32 i = 0; i < m_chunkCount; ++i)
|
||||
{
|
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b2Chunk* chunk = m_chunks + i;
|
||||
if (chunk->blockSize != blockSize)
|
||||
{
|
||||
b2Assert( (int8*)p + blockSize <= (int8*)chunk->blocks ||
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||||
(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;
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||||
block->next = m_freeLists[index];
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m_freeLists[index] = block;
|
||||
}
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||||
|
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void b2BlockAllocator::Clear()
|
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{
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||||
for (int32 i = 0; i < m_chunkCount; ++i)
|
||||
{
|
||||
b2Free(m_chunks[i].blocks);
|
||||
}
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||||
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||||
m_chunkCount = 0;
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||||
memset(m_chunks, 0, m_chunkSpace * sizeof(b2Chunk));
|
||||
|
||||
memset(m_freeLists, 0, sizeof(m_freeLists));
|
||||
}
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||||
59
AndEngine/jni/Box2D/Common/b2BlockAllocator.h
Normal file
59
AndEngine/jni/Box2D/Common/b2BlockAllocator.h
Normal file
@@ -0,0 +1,59 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* 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
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#define B2_BLOCK_ALLOCATOR_H
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||||
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#include "Box2D/Common/b2Settings.h"
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const int32 b2_chunkSize = 4096;
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const int32 b2_maxBlockSize = 640;
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const int32 b2_blockSizes = 14;
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const int32 b2_chunkArrayIncrement = 128;
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struct b2Block;
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struct b2Chunk;
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||||
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// This is a small object allocator used for allocating small
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||||
// objects that persist for more than one time step.
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// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
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||||
class b2BlockAllocator
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||||
{
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||||
public:
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||||
b2BlockAllocator();
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||||
~b2BlockAllocator();
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||||
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||||
void* Allocate(int32 size);
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||||
void Free(void* p, int32 size);
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||||
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||||
void Clear();
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||||
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private:
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||||
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b2Chunk* m_chunks;
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||||
int32 m_chunkCount;
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||||
int32 m_chunkSpace;
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||||
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||||
b2Block* m_freeLists[b2_blockSizes];
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||||
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||||
static int32 s_blockSizes[b2_blockSizes];
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||||
static uint8 s_blockSizeLookup[b2_maxBlockSize + 1];
|
||||
static bool s_blockSizeLookupInitialized;
|
||||
};
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||||
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||||
#endif
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||||
55
AndEngine/jni/Box2D/Common/b2Math.cpp
Normal file
55
AndEngine/jni/Box2D/Common/b2Math.cpp
Normal file
@@ -0,0 +1,55 @@
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||||
/*
|
||||
* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* 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);
|
||||
const b2Mat22 b2Mat22_identity(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
const b2Transform b2Transform_identity(b2Vec2_zero, b2Mat22_identity);
|
||||
|
||||
/// 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(col1, b2Cross(col2, col3));
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
b2Vec3 x;
|
||||
x.x = det * b2Dot(b, b2Cross(col2, col3));
|
||||
x.y = det * b2Dot(col1, b2Cross(b, col3));
|
||||
x.z = det * b2Dot(col1, b2Cross(col2, 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 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.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;
|
||||
}
|
||||
623
AndEngine/jni/Box2D/Common/b2Math.h
Normal file
623
AndEngine/jni/Box2D/Common/b2Math.h
Normal file
@@ -0,0 +1,623 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* 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 <math.h>
|
||||
#include <float.h>
|
||||
#include <stddef.h>
|
||||
#include <limits.h>
|
||||
|
||||
/// 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;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// 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) sqrtf(x)
|
||||
#define b2Atan2(y, x) atan2f(y, x)
|
||||
|
||||
inline float32 b2Abs(float32 a)
|
||||
{
|
||||
return a > 0.0f ? a : -a;
|
||||
}
|
||||
|
||||
/// 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);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
col1 = c1;
|
||||
col2 = c2;
|
||||
}
|
||||
|
||||
/// Construct this matrix using scalars.
|
||||
b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22)
|
||||
{
|
||||
col1.x = a11; col1.y = a21;
|
||||
col2.x = a12; col2.y = a22;
|
||||
}
|
||||
|
||||
/// Construct this matrix using an angle. This matrix becomes
|
||||
/// an orthonormal rotation matrix.
|
||||
explicit b2Mat22(float32 angle)
|
||||
{
|
||||
// TODO_ERIN compute sin+cos together.
|
||||
float32 c = cosf(angle), s = sinf(angle);
|
||||
col1.x = c; col2.x = -s;
|
||||
col1.y = s; col2.y = c;
|
||||
}
|
||||
|
||||
/// Initialize this matrix using columns.
|
||||
void Set(const b2Vec2& c1, const b2Vec2& c2)
|
||||
{
|
||||
col1 = c1;
|
||||
col2 = c2;
|
||||
}
|
||||
|
||||
/// Initialize this matrix using an angle. This matrix becomes
|
||||
/// an orthonormal rotation matrix.
|
||||
void Set(float32 angle)
|
||||
{
|
||||
float32 c = cosf(angle), s = sinf(angle);
|
||||
col1.x = c; col2.x = -s;
|
||||
col1.y = s; col2.y = c;
|
||||
}
|
||||
|
||||
/// Set this to the identity matrix.
|
||||
void SetIdentity()
|
||||
{
|
||||
col1.x = 1.0f; col2.x = 0.0f;
|
||||
col1.y = 0.0f; col2.y = 1.0f;
|
||||
}
|
||||
|
||||
/// Set this matrix to all zeros.
|
||||
void SetZero()
|
||||
{
|
||||
col1.x = 0.0f; col2.x = 0.0f;
|
||||
col1.y = 0.0f; col2.y = 0.0f;
|
||||
}
|
||||
|
||||
/// Extract the angle from this matrix (assumed to be
|
||||
/// a rotation matrix).
|
||||
float32 GetAngle() const
|
||||
{
|
||||
return b2Atan2(col1.y, col1.x);
|
||||
}
|
||||
|
||||
b2Mat22 GetInverse() const
|
||||
{
|
||||
float32 a = col1.x, b = col2.x, c = col1.y, d = col2.y;
|
||||
b2Mat22 B;
|
||||
float32 det = a * d - b * c;
|
||||
if (det != 0.0f)
|
||||
{
|
||||
det = 1.0f / det;
|
||||
}
|
||||
B.col1.x = det * d; B.col2.x = -det * b;
|
||||
B.col1.y = -det * c; B.col2.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 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.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 col1, col2;
|
||||
};
|
||||
|
||||
/// 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)
|
||||
{
|
||||
col1 = c1;
|
||||
col2 = c2;
|
||||
col3 = c3;
|
||||
}
|
||||
|
||||
/// Set this matrix to all zeros.
|
||||
void SetZero()
|
||||
{
|
||||
col1.SetZero();
|
||||
col2.SetZero();
|
||||
col3.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;
|
||||
|
||||
b2Vec3 col1, col2, col3;
|
||||
};
|
||||
|
||||
/// 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 (for performance).
|
||||
b2Transform() {}
|
||||
|
||||
/// Initialize using a position vector and a rotation matrix.
|
||||
b2Transform(const b2Vec2& position, const b2Mat22& R) : position(position), R(R) {}
|
||||
|
||||
/// Set this to the identity transform.
|
||||
void SetIdentity()
|
||||
{
|
||||
position.SetZero();
|
||||
R.SetIdentity();
|
||||
}
|
||||
|
||||
/// Set this based on the position and angle.
|
||||
void Set(const b2Vec2& p, float32 angle)
|
||||
{
|
||||
position = p;
|
||||
R.Set(angle);
|
||||
}
|
||||
|
||||
/// Calculate the angle that the rotation matrix represents.
|
||||
float32 GetAngle() const
|
||||
{
|
||||
return b2Atan2(R.col1.y, R.col1.x);
|
||||
}
|
||||
|
||||
b2Vec2 position;
|
||||
b2Mat22 R;
|
||||
};
|
||||
|
||||
/// 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 alpha is a factor in [0,1], where 0 indicates t0.
|
||||
void GetTransform(b2Transform* xf, float32 alpha) const;
|
||||
|
||||
/// Advance the sweep forward, yielding a new initial state.
|
||||
/// @param t the new initial time.
|
||||
void Advance(float32 t);
|
||||
|
||||
/// Normalize the angles.
|
||||
void Normalize();
|
||||
|
||||
b2Vec2 localCenter; ///< local center of mass position
|
||||
b2Vec2 c0, c; ///< center world positions
|
||||
float32 a0, a; ///< world angles
|
||||
};
|
||||
|
||||
|
||||
extern const b2Vec2 b2Vec2_zero;
|
||||
extern const b2Mat22 b2Mat22_identity;
|
||||
extern const b2Transform b2Transform_identity;
|
||||
|
||||
/// 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.col1.x * v.x + A.col2.x * v.y, A.col1.y * v.x + A.col2.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.col1), b2Dot(v, A.col2));
|
||||
}
|
||||
|
||||
/// 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.col1 + B.col1, A.col2 + B.col2);
|
||||
}
|
||||
|
||||
// A * B
|
||||
inline b2Mat22 b2Mul(const b2Mat22& A, const b2Mat22& B)
|
||||
{
|
||||
return b2Mat22(b2Mul(A, B.col1), b2Mul(A, B.col2));
|
||||
}
|
||||
|
||||
// A^T * B
|
||||
inline b2Mat22 b2MulT(const b2Mat22& A, const b2Mat22& B)
|
||||
{
|
||||
b2Vec2 c1(b2Dot(A.col1, B.col1), b2Dot(A.col2, B.col1));
|
||||
b2Vec2 c2(b2Dot(A.col1, B.col2), b2Dot(A.col2, B.col2));
|
||||
return b2Mat22(c1, c2);
|
||||
}
|
||||
|
||||
/// Multiply a matrix times a vector.
|
||||
inline b2Vec3 b2Mul(const b2Mat33& A, const b2Vec3& v)
|
||||
{
|
||||
return v.x * A.col1 + v.y * A.col2 + v.z * A.col3;
|
||||
}
|
||||
|
||||
inline b2Vec2 b2Mul(const b2Transform& T, const b2Vec2& v)
|
||||
{
|
||||
float32 x = T.position.x + T.R.col1.x * v.x + T.R.col2.x * v.y;
|
||||
float32 y = T.position.y + T.R.col1.y * v.x + T.R.col2.y * v.y;
|
||||
|
||||
return b2Vec2(x, y);
|
||||
}
|
||||
|
||||
inline b2Vec2 b2MulT(const b2Transform& T, const b2Vec2& v)
|
||||
{
|
||||
return b2MulT(T.R, v - T.position);
|
||||
}
|
||||
|
||||
inline b2Vec2 b2Abs(const b2Vec2& a)
|
||||
{
|
||||
return b2Vec2(b2Abs(a.x), b2Abs(a.y));
|
||||
}
|
||||
|
||||
inline b2Mat22 b2Abs(const b2Mat22& A)
|
||||
{
|
||||
return b2Mat22(b2Abs(A.col1), b2Abs(A.col2));
|
||||
}
|
||||
|
||||
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 alpha) const
|
||||
{
|
||||
xf->position = (1.0f - alpha) * c0 + alpha * c;
|
||||
float32 angle = (1.0f - alpha) * a0 + alpha * a;
|
||||
xf->R.Set(angle);
|
||||
|
||||
// Shift to origin
|
||||
xf->position -= b2Mul(xf->R, localCenter);
|
||||
}
|
||||
|
||||
inline void b2Sweep::Advance(float32 t)
|
||||
{
|
||||
c0 = (1.0f - t) * c0 + t * c;
|
||||
a0 = (1.0f - t) * a0 + t * a;
|
||||
}
|
||||
|
||||
/// 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
|
||||
33
AndEngine/jni/Box2D/Common/b2Settings.cpp
Normal file
33
AndEngine/jni/Box2D/Common/b2Settings.cpp
Normal file
@@ -0,0 +1,33 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* 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 <stdlib.h>
|
||||
|
||||
b2Version b2_version = {2, 1, 2};
|
||||
|
||||
// Memory allocators. Modify these to use your own allocator.
|
||||
void* b2Alloc(int32 size)
|
||||
{
|
||||
return malloc(size);
|
||||
}
|
||||
|
||||
void b2Free(void* mem)
|
||||
{
|
||||
free(mem);
|
||||
}
|
||||
151
AndEngine/jni/Box2D/Common/b2Settings.h
Normal file
151
AndEngine/jni/Box2D/Common/b2Settings.h
Normal file
@@ -0,0 +1,151 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* 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 <assert.h>
|
||||
#include <math.h>
|
||||
|
||||
#define B2_NOT_USED(x) ((void)(x))
|
||||
#define b2Assert(A) assert(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;
|
||||
|
||||
#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.
|
||||
#define b2_maxManifoldPoints 2
|
||||
|
||||
/// The maximum number of vertices on a convex polygon.
|
||||
#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)
|
||||
|
||||
|
||||
// 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_contactBaumgarte 0.2f
|
||||
|
||||
// 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);
|
||||
|
||||
/// 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;
|
||||
|
||||
/// Friction mixing law. Feel free to customize this.
|
||||
inline float32 b2MixFriction(float32 friction1, float32 friction2)
|
||||
{
|
||||
return sqrtf(friction1 * friction2);
|
||||
}
|
||||
|
||||
/// Restitution mixing law. Feel free to customize this.
|
||||
inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
|
||||
{
|
||||
return restitution1 > restitution2 ? restitution1 : restitution2;
|
||||
}
|
||||
|
||||
#endif
|
||||
83
AndEngine/jni/Box2D/Common/b2StackAllocator.cpp
Normal file
83
AndEngine/jni/Box2D/Common/b2StackAllocator.cpp
Normal file
@@ -0,0 +1,83 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* 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
AndEngine/jni/Box2D/Common/b2StackAllocator.h
Normal file
60
AndEngine/jni/Box2D/Common/b2StackAllocator.h
Normal file
@@ -0,0 +1,60 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* 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
|
||||
Reference in New Issue
Block a user