initial commit. includes PhsyicsBox2dExtension
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231
AndEngine/jni/Box2D/Dynamics/Contacts/b2TOISolver.cpp
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231
AndEngine/jni/Box2D/Dynamics/Contacts/b2TOISolver.cpp
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/*
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* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "Box2D/Dynamics/Contacts/b2TOISolver.h"
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#include "Box2D/Dynamics/Contacts/b2Contact.h"
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#include "Box2D/Dynamics/b2Body.h"
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#include "Box2D/Dynamics/b2Fixture.h"
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#include "Box2D/Common/b2StackAllocator.h"
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struct b2TOIConstraint
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{
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b2Vec2 localPoints[b2_maxManifoldPoints];
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b2Vec2 localNormal;
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b2Vec2 localPoint;
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b2Manifold::Type type;
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float32 radius;
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int32 pointCount;
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b2Body* bodyA;
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b2Body* bodyB;
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};
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b2TOISolver::b2TOISolver(b2StackAllocator* allocator)
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{
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m_allocator = allocator;
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m_constraints = NULL;
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m_count = NULL;
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m_toiBody = NULL;
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}
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b2TOISolver::~b2TOISolver()
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{
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Clear();
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}
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void b2TOISolver::Clear()
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{
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if (m_allocator && m_constraints)
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{
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m_allocator->Free(m_constraints);
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m_constraints = NULL;
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}
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}
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void b2TOISolver::Initialize(b2Contact** contacts, int32 count, b2Body* toiBody)
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{
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Clear();
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m_count = count;
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m_toiBody = toiBody;
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m_constraints = (b2TOIConstraint*) m_allocator->Allocate(m_count * sizeof(b2TOIConstraint));
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for (int32 i = 0; i < m_count; ++i)
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{
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b2Contact* contact = contacts[i];
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b2Fixture* fixtureA = contact->GetFixtureA();
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b2Fixture* fixtureB = contact->GetFixtureB();
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b2Shape* shapeA = fixtureA->GetShape();
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b2Shape* shapeB = fixtureB->GetShape();
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float32 radiusA = shapeA->m_radius;
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float32 radiusB = shapeB->m_radius;
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b2Body* bodyA = fixtureA->GetBody();
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b2Body* bodyB = fixtureB->GetBody();
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b2Manifold* manifold = contact->GetManifold();
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b2Assert(manifold->pointCount > 0);
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b2TOIConstraint* constraint = m_constraints + i;
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constraint->bodyA = bodyA;
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constraint->bodyB = bodyB;
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constraint->localNormal = manifold->localNormal;
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constraint->localPoint = manifold->localPoint;
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constraint->type = manifold->type;
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constraint->pointCount = manifold->pointCount;
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constraint->radius = radiusA + radiusB;
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for (int32 j = 0; j < constraint->pointCount; ++j)
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{
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b2ManifoldPoint* cp = manifold->points + j;
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constraint->localPoints[j] = cp->localPoint;
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}
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}
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}
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struct b2TOISolverManifold
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{
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void Initialize(b2TOIConstraint* cc, int32 index)
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{
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b2Assert(cc->pointCount > 0);
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switch (cc->type)
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{
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case b2Manifold::e_circles:
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{
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b2Vec2 pointA = cc->bodyA->GetWorldPoint(cc->localPoint);
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b2Vec2 pointB = cc->bodyB->GetWorldPoint(cc->localPoints[0]);
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if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)
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{
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normal = pointB - pointA;
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normal.Normalize();
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}
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else
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{
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normal.Set(1.0f, 0.0f);
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}
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point = 0.5f * (pointA + pointB);
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separation = b2Dot(pointB - pointA, normal) - cc->radius;
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}
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break;
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case b2Manifold::e_faceA:
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{
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normal = cc->bodyA->GetWorldVector(cc->localNormal);
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b2Vec2 planePoint = cc->bodyA->GetWorldPoint(cc->localPoint);
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b2Vec2 clipPoint = cc->bodyB->GetWorldPoint(cc->localPoints[index]);
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separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;
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point = clipPoint;
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}
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break;
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case b2Manifold::e_faceB:
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{
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normal = cc->bodyB->GetWorldVector(cc->localNormal);
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b2Vec2 planePoint = cc->bodyB->GetWorldPoint(cc->localPoint);
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b2Vec2 clipPoint = cc->bodyA->GetWorldPoint(cc->localPoints[index]);
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separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;
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point = clipPoint;
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// Ensure normal points from A to B
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normal = -normal;
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}
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break;
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}
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}
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b2Vec2 normal;
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b2Vec2 point;
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float32 separation;
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};
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// Push out the toi body to provide clearance for further simulation.
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bool b2TOISolver::Solve(float32 baumgarte)
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{
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float32 minSeparation = 0.0f;
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for (int32 i = 0; i < m_count; ++i)
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{
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b2TOIConstraint* c = m_constraints + i;
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b2Body* bodyA = c->bodyA;
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b2Body* bodyB = c->bodyB;
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float32 massA = bodyA->m_mass;
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float32 massB = bodyB->m_mass;
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// Only the TOI body should move.
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if (bodyA == m_toiBody)
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{
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massB = 0.0f;
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}
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else
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{
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massA = 0.0f;
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}
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float32 invMassA = massA * bodyA->m_invMass;
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float32 invIA = massA * bodyA->m_invI;
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float32 invMassB = massB * bodyB->m_invMass;
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float32 invIB = massB * bodyB->m_invI;
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// Solve normal constraints
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for (int32 j = 0; j < c->pointCount; ++j)
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{
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b2TOISolverManifold psm;
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psm.Initialize(c, j);
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b2Vec2 normal = psm.normal;
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b2Vec2 point = psm.point;
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float32 separation = psm.separation;
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b2Vec2 rA = point - bodyA->m_sweep.c;
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b2Vec2 rB = point - bodyB->m_sweep.c;
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// Track max constraint error.
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minSeparation = b2Min(minSeparation, separation);
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// Prevent large corrections and allow slop.
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float32 C = b2Clamp(baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
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// Compute the effective mass.
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float32 rnA = b2Cross(rA, normal);
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float32 rnB = b2Cross(rB, normal);
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float32 K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB;
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// Compute normal impulse
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float32 impulse = K > 0.0f ? - C / K : 0.0f;
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b2Vec2 P = impulse * normal;
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bodyA->m_sweep.c -= invMassA * P;
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bodyA->m_sweep.a -= invIA * b2Cross(rA, P);
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bodyA->SynchronizeTransform();
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bodyB->m_sweep.c += invMassB * P;
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bodyB->m_sweep.a += invIB * b2Cross(rB, P);
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bodyB->SynchronizeTransform();
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}
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}
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// We can't expect minSpeparation >= -b2_linearSlop because we don't
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// push the separation above -b2_linearSlop.
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return minSeparation >= -1.5f * b2_linearSlop;
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}
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