initial commit. includes PhsyicsBox2dExtension
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186
AndEngine/jni/Box2D/Dynamics/Joints/b2Joint.cpp
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186
AndEngine/jni/Box2D/Dynamics/Joints/b2Joint.cpp
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/*
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* Copyright (c) 2006-2007 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/Joints/b2Joint.h"
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#include "Box2D/Dynamics/Joints/b2DistanceJoint.h"
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#include "Box2D/Dynamics/Joints/b2LineJoint.h"
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#include "Box2D/Dynamics/Joints/b2MouseJoint.h"
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#include "Box2D/Dynamics/Joints/b2RevoluteJoint.h"
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#include "Box2D/Dynamics/Joints/b2PrismaticJoint.h"
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#include "Box2D/Dynamics/Joints/b2PulleyJoint.h"
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#include "Box2D/Dynamics/Joints/b2GearJoint.h"
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#include "Box2D/Dynamics/Joints/b2WeldJoint.h"
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#include "Box2D/Dynamics/Joints/b2FrictionJoint.h"
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#include "Box2D/Dynamics/b2Body.h"
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#include "Box2D/Dynamics/b2World.h"
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#include "Box2D/Common/b2BlockAllocator.h"
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#include <new>
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b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
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{
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b2Joint* joint = NULL;
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switch (def->type)
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{
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case e_distanceJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
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joint = new (mem) b2DistanceJoint((b2DistanceJointDef*)def);
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}
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break;
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case e_mouseJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2MouseJoint));
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joint = new (mem) b2MouseJoint((b2MouseJointDef*)def);
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}
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break;
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case e_prismaticJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
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joint = new (mem) b2PrismaticJoint((b2PrismaticJointDef*)def);
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}
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break;
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case e_revoluteJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
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joint = new (mem) b2RevoluteJoint((b2RevoluteJointDef*)def);
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}
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break;
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case e_pulleyJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
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joint = new (mem) b2PulleyJoint((b2PulleyJointDef*)def);
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}
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break;
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case e_gearJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2GearJoint));
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joint = new (mem) b2GearJoint((b2GearJointDef*)def);
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}
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break;
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case e_lineJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2LineJoint));
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joint = new (mem) b2LineJoint((b2LineJointDef*)def);
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}
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break;
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case e_weldJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2WeldJoint));
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joint = new (mem) b2WeldJoint((b2WeldJointDef*)def);
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}
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break;
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case e_frictionJoint:
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{
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void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
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joint = new (mem) b2FrictionJoint((b2FrictionJointDef*)def);
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}
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break;
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default:
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b2Assert(false);
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break;
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}
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return joint;
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}
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void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
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{
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joint->~b2Joint();
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switch (joint->m_type)
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{
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case e_distanceJoint:
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allocator->Free(joint, sizeof(b2DistanceJoint));
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break;
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case e_mouseJoint:
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allocator->Free(joint, sizeof(b2MouseJoint));
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break;
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case e_prismaticJoint:
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allocator->Free(joint, sizeof(b2PrismaticJoint));
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break;
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case e_revoluteJoint:
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allocator->Free(joint, sizeof(b2RevoluteJoint));
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break;
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case e_pulleyJoint:
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allocator->Free(joint, sizeof(b2PulleyJoint));
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break;
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case e_gearJoint:
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allocator->Free(joint, sizeof(b2GearJoint));
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break;
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case e_lineJoint:
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allocator->Free(joint, sizeof(b2LineJoint));
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break;
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case e_weldJoint:
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allocator->Free(joint, sizeof(b2WeldJoint));
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break;
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case e_frictionJoint:
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allocator->Free(joint, sizeof(b2FrictionJoint));
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break;
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default:
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b2Assert(false);
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break;
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}
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}
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b2Joint::b2Joint(const b2JointDef* def)
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{
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b2Assert(def->bodyA != def->bodyB);
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m_type = def->type;
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m_prev = NULL;
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m_next = NULL;
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m_bodyA = def->bodyA;
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m_bodyB = def->bodyB;
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m_collideConnected = def->collideConnected;
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m_islandFlag = false;
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m_userData = def->userData;
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m_edgeA.joint = NULL;
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m_edgeA.other = NULL;
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m_edgeA.prev = NULL;
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m_edgeA.next = NULL;
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m_edgeB.joint = NULL;
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m_edgeB.other = NULL;
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m_edgeB.prev = NULL;
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m_edgeB.next = NULL;
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}
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bool b2Joint::IsActive() const
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{
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return m_bodyA->IsActive() && m_bodyB->IsActive();
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}
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