linux fixes, bugfixes, comments

This commit is contained in:
Irlan Robson
2016-12-21 19:15:43 -02:00
parent 1672673839
commit 81f744b805
149 changed files with 2371 additions and 3413 deletions

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<ClInclude Include="..\..\include\testbed\tests\quadrics.h" />
<ClInclude Include="..\..\include\testbed\tests\quickhull_test.h" />
<ClInclude Include="..\..\include\testbed\tests\ragdoll.h" />
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View File

@ -1,123 +0,0 @@
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View File

@ -1,14 +1,35 @@
Bounce uses premake for generating project files in a platform agnostic manner.
Grab premake from http://industriousone.com/premake.
Put premake.exe into bounce/.
Put premake into bounce/.
Visual Studio 2015
Open bounce/bat.
Open premake_vs2015.bat. This will run a premake script and open bounce/build/vs2015/bounce.sln.
Say { premake5 vs2015 } on a command line.
Open build/vs2015/bounce.sln.
Set testbed as the startup project.
Press F5 or Ctrl-F5 to run.
Press F5 to run.
premake files for building on Mac will be available later because I don't run Mac currently and
therefore can't test the build system in this platform.
Linux
On a clean Ubuntu 16.04 install these packages first:
mesa-common-dev
libgl1-mesa-dev
libglu1-mesa-dev
x32
Say { premake5 gmake } on a terminal.
From build/gmake say { make config="debug_x32" }.
Open testbed from /bin/x32/testbed/.
x64
Say { premake5 gmake } on a terminal.
From build/gmake say { make config="debug_x64" }.
Open testbed from /bin/x64/testbed/.
Mac
I don't run Mac currently and therefore can't test the build system in this platform.

View File

@ -636,7 +636,7 @@ GLAPI int gladLoadGL(void);
GLAPI int gladLoadGLLoader(GLADloadproc);
#include <stddef.h>
//#include <KHR\khrplatform.h>
//#include <KHR/khrplatform.h>
#include <glad/khrplatform.h>
#ifndef GLEXT_64_TYPES_DEFINED
/* This code block is duplicated in glxext.h, so must be protected */

312
external/glad/glad_glx.c vendored Normal file
View File

@ -0,0 +1,312 @@
/*
GLX loader generated by glad 0.1.12a0 on Tue Dec 20 17:04:11 2016.
Language/Generator: C/C++
Specification: glx
APIs: glx=1.4
Profile: -
Extensions:
Loader: True
Local files: False
Omit khrplatform: False
Commandline:
--api="glx=1.4" --generator="c" --spec="glx" --extensions=""
Online:
http://glad.dav1d.de/#language=c&specification=glx&loader=on&api=glx%3D1.4
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <glad/glad_glx.h>
static void* get_proc(const char *namez);
#ifdef _WIN32
#include <windows.h>
static HMODULE libGL;
typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*);
PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr;
static
int open_gl(void) {
libGL = LoadLibraryW(L"opengl32.dll");
if(libGL != NULL) {
gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE)GetProcAddress(
libGL, "wglGetProcAddress");
return gladGetProcAddressPtr != NULL;
}
return 0;
}
static
void close_gl(void) {
if(libGL != NULL) {
FreeLibrary(libGL);
libGL = NULL;
}
}
#else
#include <dlfcn.h>
static void* libGL;
#ifndef __APPLE__
typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*);
PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr;
#endif
static
int open_gl(void) {
#ifdef __APPLE__
static const char *NAMES[] = {
"../Frameworks/OpenGL.framework/OpenGL",
"/Library/Frameworks/OpenGL.framework/OpenGL",
"/System/Library/Frameworks/OpenGL.framework/OpenGL",
"/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL"
};
#else
static const char *NAMES[] = {"libGL.so.1", "libGL.so"};
#endif
unsigned int index = 0;
for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) {
libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL);
if(libGL != NULL) {
#ifdef __APPLE__
return 1;
#else
gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL,
"glXGetProcAddressARB");
return gladGetProcAddressPtr != NULL;
#endif
}
}
return 0;
}
static
void close_gl() {
if(libGL != NULL) {
dlclose(libGL);
libGL = NULL;
}
}
#endif
static
void* get_proc(const char *namez) {
void* result = NULL;
if(libGL == NULL) return NULL;
#ifndef __APPLE__
if(gladGetProcAddressPtr != NULL) {
result = gladGetProcAddressPtr(namez);
}
#endif
if(result == NULL) {
#ifdef _WIN32
result = (void*)GetProcAddress(libGL, namez);
#else
result = dlsym(libGL, namez);
#endif
}
return result;
}
int gladLoadGLX(Display *dpy, int screen) {
int status = 0;
if(open_gl()) {
status = gladLoadGLXLoader((GLADloadproc)get_proc, dpy, screen);
close_gl();
}
return status;
}
static Display *GLADGLXDisplay = 0;
static int GLADGLXscreen = 0;
static int get_exts(void) {
return 1;
}
static void free_exts(void) {
return;
}
static int has_ext(const char *ext) {
const char *terminator;
const char *loc;
const char *extensions;
if(!GLAD_GLX_VERSION_1_1)
return 0;
extensions = glXQueryExtensionsString(GLADGLXDisplay, GLADGLXscreen);
if(extensions == NULL || ext == NULL)
return 0;
while(1) {
loc = strstr(extensions, ext);
if(loc == NULL)
break;
terminator = loc + strlen(ext);
if((loc == extensions || *(loc - 1) == ' ') &&
(*terminator == ' ' || *terminator == '\0'))
{
return 1;
}
extensions = terminator;
}
return 0;
}
int GLAD_GLX_VERSION_1_0;
int GLAD_GLX_VERSION_1_1;
int GLAD_GLX_VERSION_1_2;
int GLAD_GLX_VERSION_1_3;
int GLAD_GLX_VERSION_1_4;
PFNGLXGETSELECTEDEVENTPROC glad_glXGetSelectedEvent;
PFNGLXQUERYEXTENSIONPROC glad_glXQueryExtension;
PFNGLXMAKECURRENTPROC glad_glXMakeCurrent;
PFNGLXSELECTEVENTPROC glad_glXSelectEvent;
PFNGLXCREATECONTEXTPROC glad_glXCreateContext;
PFNGLXCREATEGLXPIXMAPPROC glad_glXCreateGLXPixmap;
PFNGLXQUERYVERSIONPROC glad_glXQueryVersion;
PFNGLXGETCURRENTREADDRAWABLEPROC glad_glXGetCurrentReadDrawable;
PFNGLXDESTROYPIXMAPPROC glad_glXDestroyPixmap;
PFNGLXGETCURRENTCONTEXTPROC glad_glXGetCurrentContext;
PFNGLXGETPROCADDRESSPROC glad_glXGetProcAddress;
PFNGLXWAITGLPROC glad_glXWaitGL;
PFNGLXISDIRECTPROC glad_glXIsDirect;
PFNGLXDESTROYWINDOWPROC glad_glXDestroyWindow;
PFNGLXCREATEWINDOWPROC glad_glXCreateWindow;
PFNGLXCOPYCONTEXTPROC glad_glXCopyContext;
PFNGLXCREATEPBUFFERPROC glad_glXCreatePbuffer;
PFNGLXSWAPBUFFERSPROC glad_glXSwapBuffers;
PFNGLXGETCURRENTDISPLAYPROC glad_glXGetCurrentDisplay;
PFNGLXGETCURRENTDRAWABLEPROC glad_glXGetCurrentDrawable;
PFNGLXQUERYCONTEXTPROC glad_glXQueryContext;
PFNGLXCHOOSEVISUALPROC glad_glXChooseVisual;
PFNGLXQUERYSERVERSTRINGPROC glad_glXQueryServerString;
PFNGLXDESTROYCONTEXTPROC glad_glXDestroyContext;
PFNGLXDESTROYGLXPIXMAPPROC glad_glXDestroyGLXPixmap;
PFNGLXGETFBCONFIGATTRIBPROC glad_glXGetFBConfigAttrib;
PFNGLXUSEXFONTPROC glad_glXUseXFont;
PFNGLXDESTROYPBUFFERPROC glad_glXDestroyPbuffer;
PFNGLXCHOOSEFBCONFIGPROC glad_glXChooseFBConfig;
PFNGLXCREATENEWCONTEXTPROC glad_glXCreateNewContext;
PFNGLXMAKECONTEXTCURRENTPROC glad_glXMakeContextCurrent;
PFNGLXGETCONFIGPROC glad_glXGetConfig;
PFNGLXGETFBCONFIGSPROC glad_glXGetFBConfigs;
PFNGLXCREATEPIXMAPPROC glad_glXCreatePixmap;
PFNGLXWAITXPROC glad_glXWaitX;
PFNGLXGETVISUALFROMFBCONFIGPROC glad_glXGetVisualFromFBConfig;
PFNGLXQUERYDRAWABLEPROC glad_glXQueryDrawable;
PFNGLXQUERYEXTENSIONSSTRINGPROC glad_glXQueryExtensionsString;
PFNGLXGETCLIENTSTRINGPROC glad_glXGetClientString;
static void load_GLX_VERSION_1_0(GLADloadproc load) {
if(!GLAD_GLX_VERSION_1_0) return;
glad_glXChooseVisual = (PFNGLXCHOOSEVISUALPROC)load("glXChooseVisual");
glad_glXCreateContext = (PFNGLXCREATECONTEXTPROC)load("glXCreateContext");
glad_glXDestroyContext = (PFNGLXDESTROYCONTEXTPROC)load("glXDestroyContext");
glad_glXMakeCurrent = (PFNGLXMAKECURRENTPROC)load("glXMakeCurrent");
glad_glXCopyContext = (PFNGLXCOPYCONTEXTPROC)load("glXCopyContext");
glad_glXSwapBuffers = (PFNGLXSWAPBUFFERSPROC)load("glXSwapBuffers");
glad_glXCreateGLXPixmap = (PFNGLXCREATEGLXPIXMAPPROC)load("glXCreateGLXPixmap");
glad_glXDestroyGLXPixmap = (PFNGLXDESTROYGLXPIXMAPPROC)load("glXDestroyGLXPixmap");
glad_glXQueryExtension = (PFNGLXQUERYEXTENSIONPROC)load("glXQueryExtension");
glad_glXQueryVersion = (PFNGLXQUERYVERSIONPROC)load("glXQueryVersion");
glad_glXIsDirect = (PFNGLXISDIRECTPROC)load("glXIsDirect");
glad_glXGetConfig = (PFNGLXGETCONFIGPROC)load("glXGetConfig");
glad_glXGetCurrentContext = (PFNGLXGETCURRENTCONTEXTPROC)load("glXGetCurrentContext");
glad_glXGetCurrentDrawable = (PFNGLXGETCURRENTDRAWABLEPROC)load("glXGetCurrentDrawable");
glad_glXWaitGL = (PFNGLXWAITGLPROC)load("glXWaitGL");
glad_glXWaitX = (PFNGLXWAITXPROC)load("glXWaitX");
glad_glXUseXFont = (PFNGLXUSEXFONTPROC)load("glXUseXFont");
}
static void load_GLX_VERSION_1_1(GLADloadproc load) {
if(!GLAD_GLX_VERSION_1_1) return;
glad_glXQueryExtensionsString = (PFNGLXQUERYEXTENSIONSSTRINGPROC)load("glXQueryExtensionsString");
glad_glXQueryServerString = (PFNGLXQUERYSERVERSTRINGPROC)load("glXQueryServerString");
glad_glXGetClientString = (PFNGLXGETCLIENTSTRINGPROC)load("glXGetClientString");
}
static void load_GLX_VERSION_1_2(GLADloadproc load) {
if(!GLAD_GLX_VERSION_1_2) return;
glad_glXGetCurrentDisplay = (PFNGLXGETCURRENTDISPLAYPROC)load("glXGetCurrentDisplay");
}
static void load_GLX_VERSION_1_3(GLADloadproc load) {
if(!GLAD_GLX_VERSION_1_3) return;
glad_glXGetFBConfigs = (PFNGLXGETFBCONFIGSPROC)load("glXGetFBConfigs");
glad_glXChooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC)load("glXChooseFBConfig");
glad_glXGetFBConfigAttrib = (PFNGLXGETFBCONFIGATTRIBPROC)load("glXGetFBConfigAttrib");
glad_glXGetVisualFromFBConfig = (PFNGLXGETVISUALFROMFBCONFIGPROC)load("glXGetVisualFromFBConfig");
glad_glXCreateWindow = (PFNGLXCREATEWINDOWPROC)load("glXCreateWindow");
glad_glXDestroyWindow = (PFNGLXDESTROYWINDOWPROC)load("glXDestroyWindow");
glad_glXCreatePixmap = (PFNGLXCREATEPIXMAPPROC)load("glXCreatePixmap");
glad_glXDestroyPixmap = (PFNGLXDESTROYPIXMAPPROC)load("glXDestroyPixmap");
glad_glXCreatePbuffer = (PFNGLXCREATEPBUFFERPROC)load("glXCreatePbuffer");
glad_glXDestroyPbuffer = (PFNGLXDESTROYPBUFFERPROC)load("glXDestroyPbuffer");
glad_glXQueryDrawable = (PFNGLXQUERYDRAWABLEPROC)load("glXQueryDrawable");
glad_glXCreateNewContext = (PFNGLXCREATENEWCONTEXTPROC)load("glXCreateNewContext");
glad_glXMakeContextCurrent = (PFNGLXMAKECONTEXTCURRENTPROC)load("glXMakeContextCurrent");
glad_glXGetCurrentReadDrawable = (PFNGLXGETCURRENTREADDRAWABLEPROC)load("glXGetCurrentReadDrawable");
glad_glXQueryContext = (PFNGLXQUERYCONTEXTPROC)load("glXQueryContext");
glad_glXSelectEvent = (PFNGLXSELECTEVENTPROC)load("glXSelectEvent");
glad_glXGetSelectedEvent = (PFNGLXGETSELECTEDEVENTPROC)load("glXGetSelectedEvent");
}
static void load_GLX_VERSION_1_4(GLADloadproc load) {
if(!GLAD_GLX_VERSION_1_4) return;
glad_glXGetProcAddress = (PFNGLXGETPROCADDRESSPROC)load("glXGetProcAddress");
}
static int find_extensionsGLX(void) {
if (!get_exts()) return 0;
free_exts();
return 1;
}
static void find_coreGLX(Display *dpy, int screen) {
int major = 0, minor = 0;
if(dpy == 0 && GLADGLXDisplay == 0) {
dpy = XOpenDisplay(0);
screen = XScreenNumberOfScreen(XDefaultScreenOfDisplay(dpy));
} else if(dpy == 0) {
dpy = GLADGLXDisplay;
screen = GLADGLXscreen;
}
glXQueryVersion(dpy, &major, &minor);
GLADGLXDisplay = dpy;
GLADGLXscreen = screen;
GLAD_GLX_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1;
GLAD_GLX_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1;
GLAD_GLX_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1;
GLAD_GLX_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1;
GLAD_GLX_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1;
}
int gladLoadGLXLoader(GLADloadproc load, Display *dpy, int screen) {
glXQueryVersion = (PFNGLXQUERYVERSIONPROC)load("glXQueryVersion");
if(glXQueryVersion == NULL) return 0;
find_coreGLX(dpy, screen);
load_GLX_VERSION_1_0(load);
load_GLX_VERSION_1_1(load);
load_GLX_VERSION_1_2(load);
load_GLX_VERSION_1_3(load);
load_GLX_VERSION_1_4(load);
if (!find_extensionsGLX()) return 0;
return 1;
}

433
external/glad/glad_glx.h vendored Normal file
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@ -0,0 +1,433 @@
/*
GLX loader generated by glad 0.1.12a0 on Tue Dec 20 17:04:11 2016.
Language/Generator: C/C++
Specification: glx
APIs: glx=1.4
Profile: -
Extensions:
Loader: True
Local files: False
Omit khrplatform: False
Commandline:
--api="glx=1.4" --generator="c" --spec="glx" --extensions=""
Online:
http://glad.dav1d.de/#language=c&specification=glx&loader=on&api=glx%3D1.4
*/
#include <X11/X.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <glad/glad.h>
#ifndef __glad_glxext_h_
#ifdef __glxext_h_
#error GLX header already included, remove this include, glad already provides it
#endif
#define __glad_glxext_h_
#define __glxext_h_
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef void* (* GLADloadproc)(const char *name);
#ifndef GLAPI
# if defined(GLAD_GLAPI_EXPORT)
# if defined(WIN32) || defined(__CYGWIN__)
# if defined(GLAD_GLAPI_EXPORT_BUILD)
# if defined(__GNUC__)
# define GLAPI __attribute__ ((dllexport)) extern
# else
# define GLAPI __declspec(dllexport) extern
# endif
# else
# if defined(__GNUC__)
# define GLAPI __attribute__ ((dllimport)) extern
# else
# define GLAPI __declspec(dllimport) extern
# endif
# endif
# elif defined(__GNUC__) && defined(GLAD_GLAPI_EXPORT_BUILD)
# define GLAPI __attribute__ ((visibility ("default"))) extern
# else
# define GLAPI extern
# endif
# else
# define GLAPI extern
# endif
#endif
GLAPI int gladLoadGLX(Display *dpy, int screen);
GLAPI int gladLoadGLXLoader(GLADloadproc, Display *dpy, int screen);
#ifndef GLEXT_64_TYPES_DEFINED
/* This code block is duplicated in glext.h, so must be protected */
#define GLEXT_64_TYPES_DEFINED
/* Define int32_t, int64_t, and uint64_t types for UST/MSC */
/* (as used in the GLX_OML_sync_control extension). */
#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
#include <inttypes.h>
#elif defined(__sun__) || defined(__digital__)
#include <inttypes.h>
#if defined(__STDC__)
#if defined(__arch64__) || defined(_LP64)
typedef long int int64_t;
typedef unsigned long int uint64_t;
#else
typedef long long int int64_t;
typedef unsigned long long int uint64_t;
#endif /* __arch64__ */
#endif /* __STDC__ */
#elif defined( __VMS ) || defined(__sgi)
#include <inttypes.h>
#elif defined(__SCO__) || defined(__USLC__)
#include <stdint.h>
#elif defined(__UNIXOS2__) || defined(__SOL64__)
typedef long int int32_t;
typedef long long int int64_t;
typedef unsigned long long int uint64_t;
#elif defined(_WIN32) && defined(__GNUC__)
#include <stdint.h>
#elif defined(_WIN32)
typedef __int32 int32_t;
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
#else
/* Fallback if nothing above works */
#include <inttypes.h>
#endif
#endif
typedef XID GLXFBConfigID;
typedef struct __GLXFBConfigRec *GLXFBConfig;
typedef XID GLXContextID;
typedef struct __GLXcontextRec *GLXContext;
typedef XID GLXPixmap;
typedef XID GLXDrawable;
typedef XID GLXWindow;
typedef XID GLXPbuffer;
typedef void (APIENTRY *__GLXextFuncPtr)(void);
typedef XID GLXVideoCaptureDeviceNV;
typedef unsigned int GLXVideoDeviceNV;
typedef XID GLXVideoSourceSGIX;
typedef XID GLXFBConfigIDSGIX;
typedef struct __GLXFBConfigRec *GLXFBConfigSGIX;
typedef XID GLXPbufferSGIX;
typedef struct {
int event_type; /* GLX_DAMAGED or GLX_SAVED */
int draw_type; /* GLX_WINDOW or GLX_PBUFFER */
unsigned long serial; /* # of last request processed by server */
Bool send_event; /* true if this came for SendEvent request */
Display *display; /* display the event was read from */
GLXDrawable drawable; /* XID of Drawable */
unsigned int buffer_mask; /* mask indicating which buffers are affected */
unsigned int aux_buffer; /* which aux buffer was affected */
int x, y;
int width, height;
int count; /* if nonzero, at least this many more */
} GLXPbufferClobberEvent;
typedef struct {
int type;
unsigned long serial; /* # of last request processed by server */
Bool send_event; /* true if this came from a SendEvent request */
Display *display; /* Display the event was read from */
GLXDrawable drawable; /* drawable on which event was requested in event mask */
int event_type;
int64_t ust;
int64_t msc;
int64_t sbc;
} GLXBufferSwapComplete;
typedef union __GLXEvent {
GLXPbufferClobberEvent glxpbufferclobber;
GLXBufferSwapComplete glxbufferswapcomplete;
long pad[24];
} GLXEvent;
typedef struct {
int type;
unsigned long serial;
Bool send_event;
Display *display;
int extension;
int evtype;
GLXDrawable window;
Bool stereo_tree;
} GLXStereoNotifyEventEXT;
typedef struct {
int type;
unsigned long serial; /* # of last request processed by server */
Bool send_event; /* true if this came for SendEvent request */
Display *display; /* display the event was read from */
GLXDrawable drawable; /* i.d. of Drawable */
int event_type; /* GLX_DAMAGED_SGIX or GLX_SAVED_SGIX */
int draw_type; /* GLX_WINDOW_SGIX or GLX_PBUFFER_SGIX */
unsigned int mask; /* mask indicating which buffers are affected*/
int x, y;
int width, height;
int count; /* if nonzero, at least this many more */
} GLXBufferClobberEventSGIX;
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int networkId;
} GLXHyperpipeNetworkSGIX;
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int channel;
unsigned int participationType;
int timeSlice;
} GLXHyperpipeConfigSGIX;
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int srcXOrigin, srcYOrigin, srcWidth, srcHeight;
int destXOrigin, destYOrigin, destWidth, destHeight;
} GLXPipeRect;
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int XOrigin, YOrigin, maxHeight, maxWidth;
} GLXPipeRectLimits;
#define GLX_EXTENSION_NAME "GLX"
#define GLX_PbufferClobber 0
#define GLX_BufferSwapComplete 1
#define __GLX_NUMBER_EVENTS 17
#define GLX_BAD_SCREEN 1
#define GLX_BAD_ATTRIBUTE 2
#define GLX_NO_EXTENSION 3
#define GLX_BAD_VISUAL 4
#define GLX_BAD_CONTEXT 5
#define GLX_BAD_VALUE 6
#define GLX_BAD_ENUM 7
#define GLX_USE_GL 1
#define GLX_BUFFER_SIZE 2
#define GLX_LEVEL 3
#define GLX_RGBA 4
#define GLX_DOUBLEBUFFER 5
#define GLX_STEREO 6
#define GLX_AUX_BUFFERS 7
#define GLX_RED_SIZE 8
#define GLX_GREEN_SIZE 9
#define GLX_BLUE_SIZE 10
#define GLX_ALPHA_SIZE 11
#define GLX_DEPTH_SIZE 12
#define GLX_STENCIL_SIZE 13
#define GLX_ACCUM_RED_SIZE 14
#define GLX_ACCUM_GREEN_SIZE 15
#define GLX_ACCUM_BLUE_SIZE 16
#define GLX_ACCUM_ALPHA_SIZE 17
#define GLX_VENDOR 0x1
#define GLX_VERSION 0x2
#define GLX_EXTENSIONS 0x3
#define GLX_WINDOW_BIT 0x00000001
#define GLX_PIXMAP_BIT 0x00000002
#define GLX_PBUFFER_BIT 0x00000004
#define GLX_RGBA_BIT 0x00000001
#define GLX_COLOR_INDEX_BIT 0x00000002
#define GLX_PBUFFER_CLOBBER_MASK 0x08000000
#define GLX_FRONT_LEFT_BUFFER_BIT 0x00000001
#define GLX_FRONT_RIGHT_BUFFER_BIT 0x00000002
#define GLX_BACK_LEFT_BUFFER_BIT 0x00000004
#define GLX_BACK_RIGHT_BUFFER_BIT 0x00000008
#define GLX_AUX_BUFFERS_BIT 0x00000010
#define GLX_DEPTH_BUFFER_BIT 0x00000020
#define GLX_STENCIL_BUFFER_BIT 0x00000040
#define GLX_ACCUM_BUFFER_BIT 0x00000080
#define GLX_CONFIG_CAVEAT 0x20
#define GLX_X_VISUAL_TYPE 0x22
#define GLX_TRANSPARENT_TYPE 0x23
#define GLX_TRANSPARENT_INDEX_VALUE 0x24
#define GLX_TRANSPARENT_RED_VALUE 0x25
#define GLX_TRANSPARENT_GREEN_VALUE 0x26
#define GLX_TRANSPARENT_BLUE_VALUE 0x27
#define GLX_TRANSPARENT_ALPHA_VALUE 0x28
#define GLX_DONT_CARE 0xFFFFFFFF
#define GLX_NONE 0x8000
#define GLX_SLOW_CONFIG 0x8001
#define GLX_TRUE_COLOR 0x8002
#define GLX_DIRECT_COLOR 0x8003
#define GLX_PSEUDO_COLOR 0x8004
#define GLX_STATIC_COLOR 0x8005
#define GLX_GRAY_SCALE 0x8006
#define GLX_STATIC_GRAY 0x8007
#define GLX_TRANSPARENT_RGB 0x8008
#define GLX_TRANSPARENT_INDEX 0x8009
#define GLX_VISUAL_ID 0x800B
#define GLX_SCREEN 0x800C
#define GLX_NON_CONFORMANT_CONFIG 0x800D
#define GLX_DRAWABLE_TYPE 0x8010
#define GLX_RENDER_TYPE 0x8011
#define GLX_X_RENDERABLE 0x8012
#define GLX_FBCONFIG_ID 0x8013
#define GLX_RGBA_TYPE 0x8014
#define GLX_COLOR_INDEX_TYPE 0x8015
#define GLX_MAX_PBUFFER_WIDTH 0x8016
#define GLX_MAX_PBUFFER_HEIGHT 0x8017
#define GLX_MAX_PBUFFER_PIXELS 0x8018
#define GLX_PRESERVED_CONTENTS 0x801B
#define GLX_LARGEST_PBUFFER 0x801C
#define GLX_WIDTH 0x801D
#define GLX_HEIGHT 0x801E
#define GLX_EVENT_MASK 0x801F
#define GLX_DAMAGED 0x8020
#define GLX_SAVED 0x8021
#define GLX_WINDOW 0x8022
#define GLX_PBUFFER 0x8023
#define GLX_PBUFFER_HEIGHT 0x8040
#define GLX_PBUFFER_WIDTH 0x8041
#define GLX_SAMPLE_BUFFERS 100000
#define GLX_SAMPLES 100001
#ifndef GLX_VERSION_1_0
#define GLX_VERSION_1_0 1
GLAPI int GLAD_GLX_VERSION_1_0;
typedef XVisualInfo * (APIENTRYP PFNGLXCHOOSEVISUALPROC)(Display *dpy, int screen, int *attribList);
GLAPI PFNGLXCHOOSEVISUALPROC glad_glXChooseVisual;
#define glXChooseVisual glad_glXChooseVisual
typedef GLXContext (APIENTRYP PFNGLXCREATECONTEXTPROC)(Display *dpy, XVisualInfo *vis, GLXContext shareList, Bool direct);
GLAPI PFNGLXCREATECONTEXTPROC glad_glXCreateContext;
#define glXCreateContext glad_glXCreateContext
typedef void (APIENTRYP PFNGLXDESTROYCONTEXTPROC)(Display *dpy, GLXContext ctx);
GLAPI PFNGLXDESTROYCONTEXTPROC glad_glXDestroyContext;
#define glXDestroyContext glad_glXDestroyContext
typedef Bool (APIENTRYP PFNGLXMAKECURRENTPROC)(Display *dpy, GLXDrawable drawable, GLXContext ctx);
GLAPI PFNGLXMAKECURRENTPROC glad_glXMakeCurrent;
#define glXMakeCurrent glad_glXMakeCurrent
typedef void (APIENTRYP PFNGLXCOPYCONTEXTPROC)(Display *dpy, GLXContext src, GLXContext dst, unsigned long mask);
GLAPI PFNGLXCOPYCONTEXTPROC glad_glXCopyContext;
#define glXCopyContext glad_glXCopyContext
typedef void (APIENTRYP PFNGLXSWAPBUFFERSPROC)(Display *dpy, GLXDrawable drawable);
GLAPI PFNGLXSWAPBUFFERSPROC glad_glXSwapBuffers;
#define glXSwapBuffers glad_glXSwapBuffers
typedef GLXPixmap (APIENTRYP PFNGLXCREATEGLXPIXMAPPROC)(Display *dpy, XVisualInfo *visual, Pixmap pixmap);
GLAPI PFNGLXCREATEGLXPIXMAPPROC glad_glXCreateGLXPixmap;
#define glXCreateGLXPixmap glad_glXCreateGLXPixmap
typedef void (APIENTRYP PFNGLXDESTROYGLXPIXMAPPROC)(Display *dpy, GLXPixmap pixmap);
GLAPI PFNGLXDESTROYGLXPIXMAPPROC glad_glXDestroyGLXPixmap;
#define glXDestroyGLXPixmap glad_glXDestroyGLXPixmap
typedef Bool (APIENTRYP PFNGLXQUERYEXTENSIONPROC)(Display *dpy, int *errorb, int *event);
GLAPI PFNGLXQUERYEXTENSIONPROC glad_glXQueryExtension;
#define glXQueryExtension glad_glXQueryExtension
typedef Bool (APIENTRYP PFNGLXQUERYVERSIONPROC)(Display *dpy, int *maj, int *min);
GLAPI PFNGLXQUERYVERSIONPROC glad_glXQueryVersion;
#define glXQueryVersion glad_glXQueryVersion
typedef Bool (APIENTRYP PFNGLXISDIRECTPROC)(Display *dpy, GLXContext ctx);
GLAPI PFNGLXISDIRECTPROC glad_glXIsDirect;
#define glXIsDirect glad_glXIsDirect
typedef int (APIENTRYP PFNGLXGETCONFIGPROC)(Display *dpy, XVisualInfo *visual, int attrib, int *value);
GLAPI PFNGLXGETCONFIGPROC glad_glXGetConfig;
#define glXGetConfig glad_glXGetConfig
typedef GLXContext (APIENTRYP PFNGLXGETCURRENTCONTEXTPROC)();
GLAPI PFNGLXGETCURRENTCONTEXTPROC glad_glXGetCurrentContext;
#define glXGetCurrentContext glad_glXGetCurrentContext
typedef GLXDrawable (APIENTRYP PFNGLXGETCURRENTDRAWABLEPROC)();
GLAPI PFNGLXGETCURRENTDRAWABLEPROC glad_glXGetCurrentDrawable;
#define glXGetCurrentDrawable glad_glXGetCurrentDrawable
typedef void (APIENTRYP PFNGLXWAITGLPROC)();
GLAPI PFNGLXWAITGLPROC glad_glXWaitGL;
#define glXWaitGL glad_glXWaitGL
typedef void (APIENTRYP PFNGLXWAITXPROC)();
GLAPI PFNGLXWAITXPROC glad_glXWaitX;
#define glXWaitX glad_glXWaitX
typedef void (APIENTRYP PFNGLXUSEXFONTPROC)(Font font, int first, int count, int list);
GLAPI PFNGLXUSEXFONTPROC glad_glXUseXFont;
#define glXUseXFont glad_glXUseXFont
#endif
#ifndef GLX_VERSION_1_1
#define GLX_VERSION_1_1 1
GLAPI int GLAD_GLX_VERSION_1_1;
typedef const char * (APIENTRYP PFNGLXQUERYEXTENSIONSSTRINGPROC)(Display *dpy, int screen);
GLAPI PFNGLXQUERYEXTENSIONSSTRINGPROC glad_glXQueryExtensionsString;
#define glXQueryExtensionsString glad_glXQueryExtensionsString
typedef const char * (APIENTRYP PFNGLXQUERYSERVERSTRINGPROC)(Display *dpy, int screen, int name);
GLAPI PFNGLXQUERYSERVERSTRINGPROC glad_glXQueryServerString;
#define glXQueryServerString glad_glXQueryServerString
typedef const char * (APIENTRYP PFNGLXGETCLIENTSTRINGPROC)(Display *dpy, int name);
GLAPI PFNGLXGETCLIENTSTRINGPROC glad_glXGetClientString;
#define glXGetClientString glad_glXGetClientString
#endif
#ifndef GLX_VERSION_1_2
#define GLX_VERSION_1_2 1
GLAPI int GLAD_GLX_VERSION_1_2;
typedef Display * (APIENTRYP PFNGLXGETCURRENTDISPLAYPROC)();
GLAPI PFNGLXGETCURRENTDISPLAYPROC glad_glXGetCurrentDisplay;
#define glXGetCurrentDisplay glad_glXGetCurrentDisplay
#endif
#ifndef GLX_VERSION_1_3
#define GLX_VERSION_1_3 1
GLAPI int GLAD_GLX_VERSION_1_3;
typedef GLXFBConfig * (APIENTRYP PFNGLXGETFBCONFIGSPROC)(Display *dpy, int screen, int *nelements);
GLAPI PFNGLXGETFBCONFIGSPROC glad_glXGetFBConfigs;
#define glXGetFBConfigs glad_glXGetFBConfigs
typedef GLXFBConfig * (APIENTRYP PFNGLXCHOOSEFBCONFIGPROC)(Display *dpy, int screen, const int *attrib_list, int *nelements);
GLAPI PFNGLXCHOOSEFBCONFIGPROC glad_glXChooseFBConfig;
#define glXChooseFBConfig glad_glXChooseFBConfig
typedef int (APIENTRYP PFNGLXGETFBCONFIGATTRIBPROC)(Display *dpy, GLXFBConfig config, int attribute, int *value);
GLAPI PFNGLXGETFBCONFIGATTRIBPROC glad_glXGetFBConfigAttrib;
#define glXGetFBConfigAttrib glad_glXGetFBConfigAttrib
typedef XVisualInfo * (APIENTRYP PFNGLXGETVISUALFROMFBCONFIGPROC)(Display *dpy, GLXFBConfig config);
GLAPI PFNGLXGETVISUALFROMFBCONFIGPROC glad_glXGetVisualFromFBConfig;
#define glXGetVisualFromFBConfig glad_glXGetVisualFromFBConfig
typedef GLXWindow (APIENTRYP PFNGLXCREATEWINDOWPROC)(Display *dpy, GLXFBConfig config, Window win, const int *attrib_list);
GLAPI PFNGLXCREATEWINDOWPROC glad_glXCreateWindow;
#define glXCreateWindow glad_glXCreateWindow
typedef void (APIENTRYP PFNGLXDESTROYWINDOWPROC)(Display *dpy, GLXWindow win);
GLAPI PFNGLXDESTROYWINDOWPROC glad_glXDestroyWindow;
#define glXDestroyWindow glad_glXDestroyWindow
typedef GLXPixmap (APIENTRYP PFNGLXCREATEPIXMAPPROC)(Display *dpy, GLXFBConfig config, Pixmap pixmap, const int *attrib_list);
GLAPI PFNGLXCREATEPIXMAPPROC glad_glXCreatePixmap;
#define glXCreatePixmap glad_glXCreatePixmap
typedef void (APIENTRYP PFNGLXDESTROYPIXMAPPROC)(Display *dpy, GLXPixmap pixmap);
GLAPI PFNGLXDESTROYPIXMAPPROC glad_glXDestroyPixmap;
#define glXDestroyPixmap glad_glXDestroyPixmap
typedef GLXPbuffer (APIENTRYP PFNGLXCREATEPBUFFERPROC)(Display *dpy, GLXFBConfig config, const int *attrib_list);
GLAPI PFNGLXCREATEPBUFFERPROC glad_glXCreatePbuffer;
#define glXCreatePbuffer glad_glXCreatePbuffer
typedef void (APIENTRYP PFNGLXDESTROYPBUFFERPROC)(Display *dpy, GLXPbuffer pbuf);
GLAPI PFNGLXDESTROYPBUFFERPROC glad_glXDestroyPbuffer;
#define glXDestroyPbuffer glad_glXDestroyPbuffer
typedef void (APIENTRYP PFNGLXQUERYDRAWABLEPROC)(Display *dpy, GLXDrawable draw, int attribute, unsigned int *value);
GLAPI PFNGLXQUERYDRAWABLEPROC glad_glXQueryDrawable;
#define glXQueryDrawable glad_glXQueryDrawable
typedef GLXContext (APIENTRYP PFNGLXCREATENEWCONTEXTPROC)(Display *dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct);
GLAPI PFNGLXCREATENEWCONTEXTPROC glad_glXCreateNewContext;
#define glXCreateNewContext glad_glXCreateNewContext
typedef Bool (APIENTRYP PFNGLXMAKECONTEXTCURRENTPROC)(Display *dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);
GLAPI PFNGLXMAKECONTEXTCURRENTPROC glad_glXMakeContextCurrent;
#define glXMakeContextCurrent glad_glXMakeContextCurrent
typedef GLXDrawable (APIENTRYP PFNGLXGETCURRENTREADDRAWABLEPROC)();
GLAPI PFNGLXGETCURRENTREADDRAWABLEPROC glad_glXGetCurrentReadDrawable;
#define glXGetCurrentReadDrawable glad_glXGetCurrentReadDrawable
typedef int (APIENTRYP PFNGLXQUERYCONTEXTPROC)(Display *dpy, GLXContext ctx, int attribute, int *value);
GLAPI PFNGLXQUERYCONTEXTPROC glad_glXQueryContext;
#define glXQueryContext glad_glXQueryContext
typedef void (APIENTRYP PFNGLXSELECTEVENTPROC)(Display *dpy, GLXDrawable draw, unsigned long event_mask);
GLAPI PFNGLXSELECTEVENTPROC glad_glXSelectEvent;
#define glXSelectEvent glad_glXSelectEvent
typedef void (APIENTRYP PFNGLXGETSELECTEDEVENTPROC)(Display *dpy, GLXDrawable draw, unsigned long *event_mask);
GLAPI PFNGLXGETSELECTEDEVENTPROC glad_glXGetSelectedEvent;
#define glXGetSelectedEvent glad_glXGetSelectedEvent
#endif
#ifndef GLX_VERSION_1_4
#define GLX_VERSION_1_4 1
GLAPI int GLAD_GLX_VERSION_1_4;
typedef __GLXextFuncPtr (APIENTRYP PFNGLXGETPROCADDRESSPROC)(const GLubyte *procName);
GLAPI PFNGLXGETPROCADDRESSPROC glad_glXGetProcAddress;
#define glXGetProcAddress glad_glXGetProcAddress
#endif
#ifdef __cplusplus
}
#endif
#endif

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@ -1,121 +0,0 @@
add_definitions(-D_GLFW_USE_CONFIG_H)
set(common_HEADERS internal.h
"${GLFW_BINARY_DIR}/src/glfw_config.h"
"${GLFW_SOURCE_DIR}/include/GLFW/glfw3.h"
"${GLFW_SOURCE_DIR}/include/GLFW/glfw3native.h")
set(common_SOURCES context.c init.c input.c monitor.c vulkan.c window.c)
if (_GLFW_COCOA)
set(glfw_HEADERS ${common_HEADERS} cocoa_platform.h cocoa_joystick.h
posix_tls.h nsgl_context.h)
set(glfw_SOURCES ${common_SOURCES} cocoa_init.m cocoa_joystick.m
cocoa_monitor.m cocoa_window.m cocoa_time.c posix_tls.c
nsgl_context.m)
elseif (_GLFW_WIN32)
set(glfw_HEADERS ${common_HEADERS} win32_platform.h win32_joystick.h
wgl_context.h egl_context.h)
set(glfw_SOURCES ${common_SOURCES} win32_init.c win32_joystick.c
win32_monitor.c win32_time.c win32_tls.c win32_window.c
wgl_context.c egl_context.c)
elseif (_GLFW_X11)
set(glfw_HEADERS ${common_HEADERS} x11_platform.h xkb_unicode.h
linux_joystick.h posix_time.h posix_tls.h glx_context.h
egl_context.h)
set(glfw_SOURCES ${common_SOURCES} x11_init.c x11_monitor.c x11_window.c
xkb_unicode.c linux_joystick.c posix_time.c posix_tls.c
glx_context.c egl_context.c)
elseif (_GLFW_WAYLAND)
set(glfw_HEADERS ${common_HEADERS} wl_platform.h linux_joystick.h
posix_time.h posix_tls.h xkb_unicode.h egl_context.h)
set(glfw_SOURCES ${common_SOURCES} wl_init.c wl_monitor.c wl_window.c
linux_joystick.c posix_time.c posix_tls.c xkb_unicode.c
egl_context.c)
ecm_add_wayland_client_protocol(glfw_SOURCES
PROTOCOL
${WAYLAND_PROTOCOLS_PKGDATADIR}/unstable/relative-pointer/relative-pointer-unstable-v1.xml
BASENAME relative-pointer-unstable-v1)
ecm_add_wayland_client_protocol(glfw_SOURCES
PROTOCOL
${WAYLAND_PROTOCOLS_PKGDATADIR}/unstable/pointer-constraints/pointer-constraints-unstable-v1.xml
BASENAME pointer-constraints-unstable-v1)
elseif (_GLFW_MIR)
set(glfw_HEADERS ${common_HEADERS} mir_platform.h linux_joystick.h
posix_time.h posix_tls.h xkb_unicode.h egl_context.h)
set(glfw_SOURCES ${common_SOURCES} mir_init.c mir_monitor.c mir_window.c
linux_joystick.c posix_time.c posix_tls.c xkb_unicode.c
egl_context.c)
endif()
if (APPLE)
# For some reason, CMake doesn't know about .m
set_source_files_properties(${glfw_SOURCES} PROPERTIES LANGUAGE C)
endif()
add_library(glfw ${glfw_SOURCES} ${glfw_HEADERS})
set_target_properties(glfw PROPERTIES
OUTPUT_NAME ${GLFW_LIB_NAME}
VERSION ${GLFW_VERSION}
SOVERSION ${GLFW_VERSION_MAJOR}
POSITION_INDEPENDENT_CODE ON
FOLDER "GLFW3")
target_compile_definitions(glfw PRIVATE -D_GLFW_USE_CONFIG_H)
target_include_directories(glfw PUBLIC
$<BUILD_INTERFACE:${GLFW_SOURCE_DIR}/include>
$<INSTALL_INTERFACE:$<INSTALL_PREFIX>/include>)
target_include_directories(glfw PRIVATE
"${GLFW_SOURCE_DIR}/src"
"${GLFW_BINARY_DIR}/src"
${glfw_INCLUDE_DIRS})
# HACK: When building on MinGW, WINVER and UNICODE need to be defined before
# the inclusion of stddef.h (by glfw3.h), which is itself included before
# win32_platform.h. We define them here until a saner solution can be found
# NOTE: MinGW-w64 and Visual C++ do /not/ need this hack.
target_compile_definitions(glfw PRIVATE
"$<$<BOOL:${MINGW}>:UNICODE;WINVER=0x0501>")
# Enable a reasonable set of warnings (no, -Wextra is not reasonable)
target_compile_options(glfw PRIVATE
"$<$<C_COMPILER_ID:Clang>:-Wall>"
"$<$<C_COMPILER_ID:GNU>:-Wall>")
if (BUILD_SHARED_LIBS)
if (WIN32)
if (MINGW)
# Remove the lib prefix on the DLL (but not the import library
set_target_properties(glfw PROPERTIES PREFIX "")
# Add a suffix to the import library to avoid naming conflicts
set_target_properties(glfw PROPERTIES IMPORT_SUFFIX "dll.a")
else()
# Add a suffix to the import library to avoid naming conflicts
set_target_properties(glfw PROPERTIES IMPORT_SUFFIX "dll.lib")
endif()
elseif (APPLE)
# Add -fno-common to work around a bug in Apple's GCC
target_compile_options(glfw PRIVATE "-fno-common")
set_target_properties(glfw PROPERTIES
INSTALL_NAME_DIR "lib${LIB_SUFFIX}")
elseif (UNIX)
# Hide symbols not explicitly tagged for export from the shared library
target_compile_options(glfw PRIVATE "-fvisibility=hidden")
endif()
target_compile_definitions(glfw INTERFACE -DGLFW_DLL)
target_link_libraries(glfw PRIVATE ${glfw_LIBRARIES})
else()
target_link_libraries(glfw INTERFACE ${glfw_LIBRARIES})
endif()
if (MSVC)
target_compile_definitions(glfw PRIVATE _CRT_SECURE_NO_WARNINGS)
endif()
if (GLFW_INSTALL)
install(TARGETS glfw EXPORT glfwTargets DESTINATION lib${LIB_SUFFIX})
endif()

View File

@ -37,7 +37,7 @@
// Define this to 1 if building GLFW for X11
/* #undef _GLFW_X11 */
// Define this to 1 if building GLFW for Win32
#define _GLFW_WIN32
//#define _GLFW_WIN32
// Define this to 1 if building GLFW for Cocoa
/* #undef _GLFW_COCOA */
// Define this to 1 if building GLFW for Wayland
@ -63,3 +63,16 @@
// Define this to 1 if windows should use full resolution on Retina displays
/* #undef _GLFW_USE_RETINA */
#if defined ( _WIN32 )
#define _GLFW_WIN32
#define _GLFW_WGL
#elif defined ( __APPLE__ )
#define _GLFW_COCOA
#define _GLFW_NSGL
#else
#define _GLFW_X11
#define _GLFW_GLX
#endif
#define _GLFW_USE_MENUBAR
#define _GLFW_USE_OPENGL

View File

@ -1,18 +0,0 @@
set(imgui_HEADERS
imconfig.h
imgui.h
imgui_internal.h
imgui_impl_glfw_gl3.h
stb_rect_pack.h
stb_textedit.h
stb_truetype.h
)
set(imgui_SOURCES
imgui.cpp
imgui_draw.cpp
imgui_impl_glfw_gl3.cpp
)
include_directories(../)
add_library(imgui STATIC ${imgui_HEADERS} ${imgui_SOURCES})

View File

@ -6,21 +6,23 @@
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#include "imgui.h"
#include <imgui/imgui.h>
#include "imgui_impl_glfw_gl3.h"
// GL3W/GLFW
#if defined(__APPLE_CC__)
#include <OpenGL/gl3.h>
#include <OpenGL/gl3.h>
#else
#include <glad/glad.h>
// GLEW/GL3W/GLAD/...
#include <glad/glad.h>
#endif
#include <glfw/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <glfw/glfw3native.h>
#if defined ( _WIN32 )
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <glfw/glfw3native.h>
#endif
// Data
@ -208,7 +210,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
const GLchar *vertex_shader =
"#version 330\n"
"#version 130\n"
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
@ -223,7 +225,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
"}\n";
const GLchar* fragment_shader =
"#version 330\n"
"#version 130\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"

View File

@ -21,40 +21,40 @@
// Include this file header in your project to directly access Bounce objects.
#include <bounce\common\settings.h>
#include <bounce\common\math\math.h>
#include <bounce\common\time.h>
#include <bounce\common\draw.h>
#include <bounce/common/settings.h>
#include <bounce/common/math/math.h>
#include <bounce/common/time.h>
#include <bounce/common/draw.h>
#include <bounce\collision\broad_phase.h>
#include <bounce\collision\gjk\gjk.h>
#include <bounce\collision\gjk\gjk_cache.h>
#include <bounce\collision\sat\sat.h>
#include <bounce/collision/gjk/gjk.h>
#include <bounce/collision/gjk/gjk_cache.h>
#include <bounce/collision/sat/sat.h>
#include <bounce/collision/distance.h>
#include <bounce/collision/broad_phase.h>
#include <bounce\collision\shapes\sphere.h>
#include <bounce\collision\shapes\capsule.h>
#include <bounce\collision\shapes\hull.h>
#include <bounce\collision\shapes\triangle_hull.h>
#include <bounce\collision\shapes\box_hull.h>
#include <bounce\collision\shapes\mesh.h>
#include <bounce/collision/shapes/sphere.h>
#include <bounce/collision/shapes/capsule.h>
#include <bounce/collision/shapes/hull.h>
#include <bounce/collision/shapes/box_hull.h>
#include <bounce/collision/shapes/mesh.h>
#include <bounce\dynamics\joints\mouse_joint.h>
#include <bounce\dynamics\joints\spring_joint.h>
#include <bounce\dynamics\joints\sphere_joint.h>
#include <bounce\dynamics\joints\revolute_joint.h>
#include <bounce\dynamics\joints\cone_joint.h>
#include <bounce/dynamics/joints/mouse_joint.h>
#include <bounce/dynamics/joints/spring_joint.h>
#include <bounce/dynamics/joints/sphere_joint.h>
#include <bounce/dynamics/joints/revolute_joint.h>
#include <bounce/dynamics/joints/cone_joint.h>
#include <bounce\dynamics\shapes\sphere_shape.h>
#include <bounce\dynamics\shapes\capsule_shape.h>
#include <bounce\dynamics\shapes\hull_shape.h>
#include <bounce\dynamics\shapes\mesh_shape.h>
#include <bounce/dynamics/shapes/sphere_shape.h>
#include <bounce/dynamics/shapes/capsule_shape.h>
#include <bounce/dynamics/shapes/hull_shape.h>
#include <bounce/dynamics/shapes/mesh_shape.h>
#include <bounce\dynamics\contacts\contact.h>
#include <bounce\dynamics\contacts\convex_contact.h>
#include <bounce\dynamics\contacts\mesh_contact.h>
#include <bounce/dynamics/contacts/contact.h>
#include <bounce/dynamics/contacts/convex_contact.h>
#include <bounce/dynamics/contacts/mesh_contact.h>
#include <bounce\dynamics\body.h>
#include <bounce\dynamics\world.h>
#include <bounce\dynamics\world_listeners.h>
#include <bounce/dynamics/body.h>
#include <bounce/dynamics/world.h>
#include <bounce/dynamics/world_listeners.h>
#endif

View File

@ -19,7 +19,7 @@
#ifndef B3_BROAD_PHASE_H
#define B3_BROAD_PHASE_H
#include <bounce\collision\trees\dynamic_tree.h>
#include <bounce/collision/trees/dynamic_tree.h>
#include <algorithm>
// A pair of broad-phase proxies.
@ -29,8 +29,8 @@ struct b3Pair
i32 proxy2;
};
// The broad-phase collision interface.
// It is used to perform ray, AABB, and overlapping-pair queries
// The broad-phase interface.
// It is used to perform ray casts, volume queries, and overlapping queries
// against AABBs.
class b3BroadPhase
{
@ -38,14 +38,14 @@ public:
b3BroadPhase();
~b3BroadPhase();
// Create a broad-phase proxy and return a proxy.
// Create a proxy and return a index to it.
i32 CreateProxy(const b3AABB3& aabb, void* userData);
// Destroy an existing proxy.
// Destroy a given proxy and remove it from the broadphase.
void DestroyProxy(i32 proxyId);
// Update an existing proxy with a given AABB and a displacement.
// displacement = int[a, b](dv/dt) dt = F(b) - F(a) = x(b) - x(a) ~= v * dt
// Update an existing proxy AABB with a given AABB and a displacement.
// displacement = dt * velocity
// Return true if the proxy has moved.
bool MoveProxy(i32 proxyId, const b3AABB3& aabb, const b3Vec3& displacement);
@ -65,15 +65,15 @@ public:
// Notify the client callback the AABBs that are overlapping the
// passed ray.
template<class T>
void QueryRay(T* callback, const b3RayCastInput& input) const;
void RayCast(T* callback, const b3RayCastInput& input) const;
// Notify the client callback the AABB pairs that are overlapping.
// The client must store the notified pairs.
template<class T>
void FindNewPairs(T* callback);
// Debug b3Draw the AABB proxies.
void Draw(b3Draw* b3Draw) const;
// Draw the proxy AABBs.
void Draw(b3Draw* draw) const;
private :
friend class b3DynamicTree;
@ -81,18 +81,18 @@ private :
// Only moved proxies will be used as an AABB query reference object.
void BufferMove(i32 proxyId);
// The client callback used to add a overlapping pair
// The client callback used to add an overlapping pair
// to the overlapping pair buffer.
bool Report(i32 proxyId);
// The dynamic tree.
b3DynamicTree m_tree;
// The current proxy being queried for
// overlap witha another proxies. Is used to avoid a proxy overlap with itself.
// The current proxy being queried for overlap with another proxies.
// It is used to avoid a proxy overlap with itself.
i32 m_queryProxyId;
// Keep a buffer of the objects that have moved in a step.
// The objects that have moved in a step.
i32* m_moveBuffer;
u32 m_moveBufferCount;
u32 m_moveBufferCapacity;
@ -120,9 +120,9 @@ inline void b3BroadPhase::QueryAABB(T* callback, const b3AABB3& aabb) const
}
template<class T>
inline void b3BroadPhase::QueryRay(T* callback, const b3RayCastInput& input) const
inline void b3BroadPhase::RayCast(T* callback, const b3RayCastInput& input) const
{
return m_tree.QueryRay(callback, input);
return m_tree.RayCast(callback, input);
}
inline bool operator<(const b3Pair& pair1, const b3Pair& pair2)
@ -189,9 +189,9 @@ inline void b3BroadPhase::FindNewPairs(T* callback)
}
}
inline void b3BroadPhase::Draw(b3Draw* b3Draw) const
inline void b3BroadPhase::Draw(b3Draw* draw) const
{
m_tree.Draw(b3Draw);
m_tree.Draw(draw);
}
#endif

View File

@ -16,27 +16,13 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_COLLISION_H
#define B3_COLLISION_H
#ifndef B3_DISTANCE_H
#define B3_DISTANCE_H
#include <bounce\common\geometry.h>
#include <bounce\collision\shapes\aabb3.h>
#include <bounce\collision\shapes\capsule.h>
#include <bounce/common/geometry.h>
#include <bounce/collision/shapes/aabb3.h>
// Input for a ray cast query.
struct b3RayCastInput
{
b3Vec3 p1; // first point on segment
b3Vec3 p2; // second point on segment
float32 maxFraction; // maximum intersection
};
// Output of ray cast query.
struct b3RayCastOutput
{
float32 fraction; // time of intersection
b3Vec3 normal; // surface normal of intersection
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// Find the closest point for a point P to a normalized plane.
b3Vec3 b3ClosestPointOnPlane(const b3Vec3& P, const b3Plane& plane);
@ -59,9 +45,26 @@ void b3ClosestPointsOnNormalizedLines(b3Vec3* C1, b3Vec3* C2,
const b3Vec3& P1, const b3Vec3& N1,
const b3Vec3& P2, const b3Vec3& N2);
// Find the closest points of two segments P1-Q1 to a segment P2-Q2.
// Find the closest points of two segments.
void b3ClosestPointsOnSegments(b3Vec3* C1, b3Vec3* C2,
const b3Vec3& P1, const b3Vec3& Q1,
const b3Vec3& P2, const b3Vec3& Q2);
///////////////////////////////////////////////////////////////////////////////////////////////////
// Input for a ray cast.
struct b3RayCastInput
{
b3Vec3 p1; // first point on segment
b3Vec3 p2; // second point on segment
float32 maxFraction; // maximum intersection
};
// Output of a ray cast.
struct b3RayCastOutput
{
float32 fraction; // time of intersection on ray-segment
b3Vec3 normal; // surface normal of intersection
};
#endif

View File

@ -19,7 +19,7 @@
#ifndef B3_GJK_H
#define B3_GJK_H
#include <bounce\common\geometry.h>
#include <bounce/common/geometry.h>
class b3GJKProxy;
struct b3SimplexCache;
@ -30,8 +30,8 @@ struct b3SimplexVertex
b3Vec3 pointB; // support vertex on proxy B
b3Vec3 point; // minkowski vertex
float32 weight; // barycentric coordinate for point
u32 indexA; // support A index
u32 indexB; // support B index
u32 indexA; // support A vertex index
u32 indexB; // support B vertex index
};
struct b3Simplex
@ -58,7 +58,8 @@ struct b3Simplex
// The output of the GJK algorithm.
// It contains the closest points between two proxies
// and their euclidean distance.
struct b3GJKOutput
// If the distance is zero then the proxies are overlapping.
struct b3GJKOutput
{
b3Vec3 pointA; // closest point on proxy A
b3Vec3 pointB; // closest point on proxy B
@ -67,8 +68,7 @@ struct b3GJKOutput
};
// Find the closest points and distance between two proxies.
// If the distance is zero then the proxies are overlapping.
b3GJKOutput b3GJK(const b3Transform& xfA, const b3GJKProxy& proxyA,
const b3Transform& xfB, const b3GJKProxy& proxyB);
#endif
#endif

View File

@ -19,15 +19,16 @@
#ifndef B3_GJK_CACHE_H
#define B3_GJK_CACHE_H
#include <bounce\collision\gjk\gjk.h>
#include <bounce/collision/gjk/gjk.h>
// A simplex used to improve the performance
// A cached simplex is used to improve the performance
// of the GJK when called more than once.
// Make sure to set cache.count to zero before
// calling the GJK for the first time.
// passing this structure as an argument to GJK when called
// for the first time.
struct b3SimplexCache
{
float32 metric; // length or area or volume
float32 metric; // distance or area or volume
u32 iterations; // number of GJK iterations
u16 count; // number of support vertices
u8 indexA[4]; // support vertices on proxy A
@ -36,11 +37,13 @@ struct b3SimplexCache
// Find the closest points and distance between two proxies.
// Assumes a simplex is given for increasing the performance of
// the GJK when called more than once.
// the algorithm when called more than once.
b3GJKOutput b3GJK(const b3Transform& xfA, const b3GJKProxy& proxyA,
const b3Transform& xfB, const b3GJKProxy& proxyB,
bool applyRadius, b3SimplexCache* cache);
// A feature pair contains the vertices of the features associated
// with the closest points.
struct b3GJKFeaturePair
{
enum Type
@ -57,10 +60,10 @@ struct b3GJKFeaturePair
u32 indexB[3]; // vertices on proxy B
};
// Get the vertices of the features that the closest points between two
// Identify the vertices of the features that the closest points between two
// GJK proxies are contained on given a cached simplex.
// The GJK must have been called using the pair of proxies and
// cache.count must be < 4, that is, the proxies must not be overlapping.
b3GJKFeaturePair b3GetFeaturePair(const b3SimplexCache& cache);
#endif
#endif

View File

@ -19,31 +19,31 @@
#ifndef B3_GJK_PROXY_H
#define B3_GJK_PROXY_H
#include <bounce\common\math\vec3.h>
#include <bounce/common/math/vec3.h>
// A GJK proxy encapsulates any convex hull to be used by the GJK.
class b3GJKProxy
{
public:
b3GJKProxy() : m_vertices(nullptr), m_count(0), m_radius(0.0f) { }
b3GJKProxy() : m_vertices(NULL), m_count(0), m_radius(0.0f) { }
// Get the number of vertices of this proxy.
// Get the number of vertices in this proxy.
u32 GetVertexCount() const;
// Read an indexed vertex from this proxy.
const b3Vec3& GetVertex(u32 index) const;
// Get the support vertex index in a given direction.
u32 GetSupportIndex(const b3Vec3& d) const;
u32 GetSupportIndex(const b3Vec3& direction) const;
// Convenience function.
// Get the support vertex in a given direction.
const b3Vec3& GetSupportVertex(const b3Vec3& d) const;
const b3Vec3& GetSupportVertex(const b3Vec3& direction) const;
b3Vec3 m_buffer[3]; // for childs
const b3Vec3* m_vertices;
u32 m_count;
float32 m_radius;
const b3Vec3* m_vertices; // vertices in this proxy
u32 m_count; // number of vertices
float32 m_radius; // shape radius
b3Vec3 m_buffer[3]; // vertices from a child shape
};
inline u32 b3GJKProxy::GetVertexCount() const
@ -79,4 +79,4 @@ inline const b3Vec3& b3GJKProxy::GetSupportVertex(const b3Vec3& d) const
return m_vertices[index];
}
#endif
#endif

View File

@ -19,7 +19,7 @@
#ifndef B3_SAT_H
#define B3_SAT_H
#include <bounce\common\geometry.h>
#include <bounce/common/geometry.h>
struct b3Hull;

View File

@ -16,10 +16,10 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_EDGE_SAT_H
#define B3_EDGE_SAT_H
#ifndef B3_EDGE_HULL_SAT_H
#define B3_EDGE_HULL_SAT_H
#include <bounce\collision\sat\sat.h>
#include <bounce/collision/sat/sat.h>
struct b3Capsule;
@ -37,4 +37,4 @@ float32 b3ProjectEdge(const b3Vec3& P1, const b3Vec3& E1, const b3Vec3& P2, cons
b3EdgeQuery b3QueryEdgeSeparation(const b3Transform& xfA, const b3Capsule* hullA,
const b3Transform& xfB, const b3Hull* hullB);
#endif
#endif

View File

@ -16,10 +16,10 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_VERTEX_SAT_H
#define B3_VERTEX_SAT_H
#ifndef B3_VERTEX_HULL_SAT_H
#define B3_VERTEX_HULL_SAT_H
#include <bounce\collision\sat\sat.h>
#include <bounce/collision/sat/sat.h>
struct b3Sphere;

View File

@ -19,11 +19,15 @@
#ifndef B3_AABB_3_H
#define B3_AABB_3_H
#include <bounce\common\math\transform.h>
#include <bounce/common/math/transform.h>
// A min-max representation of a three-dimensional AABB.
struct b3AABB3
{
b3Vec3 m_lower; // lower vertex
b3Vec3 m_upper; // upper vertex
// Get the support vertex in a given direction.
b3Vec3 GetSupportVertex(const b3Vec3& direction) const
{
b3Vec3 support;
@ -128,7 +132,7 @@ struct b3AABB3
}
// Test if this AABB contains a point.
bool TestPoint(const b3Vec3& point) const
bool Contains(const b3Vec3& point) const
{
return m_lower.x <= point.x && point.x <= m_upper.x &&
m_lower.y <= point.y && point.y <= m_upper.y &&
@ -138,11 +142,11 @@ struct b3AABB3
// Test if this AABB contains another AABB.
bool Contains(const b3AABB3& aabb) const
{
return TestPoint(aabb.m_lower) && TestPoint(aabb.m_upper);
return Contains(aabb.m_lower) && Contains(aabb.m_upper);
}
// Test if a ray intersect this AABB.
// Output the minimum fraction to derive the intersection point.
// Test if a ray intersects this AABB.
// Output the minimum and maximum intersection fractions to derive the minimum and maximum intersection points.
bool TestRay(const b3Vec3& p1, const b3Vec3& p2, float32 maxFraction, float32& minFraction) const
{
// Solve segment to slab plane.
@ -159,9 +163,10 @@ struct b3AABB3
for (u32 i = 0; i < 3; ++i)
{
float32 numerators[2], denominators[2];
//numerators[0] = (-m_lower[i]) - (-p1[i]);
numerators[0] = p1[i] - m_lower[i];
numerators[1] = m_upper[i] - p1[i];
denominators[0] = -d[i];
denominators[1] = d[i];
@ -215,9 +220,6 @@ struct b3AABB3
minFraction = lower;
return true;
}
b3Vec3 m_lower; // lower vertex
b3Vec3 m_upper; // upper vertex
};
// Compute an AABB that encloses two AABBs.
@ -236,4 +238,4 @@ inline bool b3TestOverlap(const b3AABB3& a, const b3AABB3& b)
(a.m_upper.x >= b.m_lower.x) && (a.m_upper.y >= b.m_lower.y) && (a.m_upper.z >= b.m_lower.z);
}
#endif
#endif

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@ -19,7 +19,7 @@
#ifndef B3_BOX_HULL_H
#define B3_BOX_HULL_H
#include <bounce\collision\shapes\hull.h>
#include <bounce/collision/shapes/hull.h>
struct b3BoxHull : public b3Hull
{
@ -28,9 +28,10 @@ struct b3BoxHull : public b3Hull
b3Face boxFaces[6];
b3Plane boxPlanes[6];
// Does nothing for performance.
b3BoxHull() { }
// Set this box to the unit box.
// Set this box to the unit box centered at the origin.
void SetIdentity()
{
boxVertices[0] = b3Vec3(1.0f, 1.0f, -1.0f);
@ -90,9 +91,18 @@ struct b3BoxHull : public b3Hull
planes = boxPlanes;
faceCount = 6;
}
// Set this box from three extents and centered at the origin.
void Set(float32 ex, float32 ey, float32 ez)
{
b3Transform xf;
xf.position.SetZero();
xf.rotation = b3Diagonal(ex, ey, ez);
SetTransform(xf);
}
// Set this box to the unit box and transform
// it. The transform must not contain non-uniform
// Set this box to the unit box and transform it.
// Warning: The transform must not contain non-uniform
// scaling!
void SetTransform(const b3Transform& T)
{
@ -162,4 +172,4 @@ struct b3BoxHull : public b3Hull
}
};
#endif
#endif

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@ -19,7 +19,7 @@
#ifndef B3_CAPSULE_H
#define B3_CAPSULE_H
#include <bounce\common\math\vec3.h>
#include <bounce/common/math/vec3.h>
struct b3Capsule
{
@ -27,7 +27,6 @@ struct b3Capsule
float32 radius;
const b3Vec3& GetVertex(u32 index) const;
u32 GetSupportVertex(const b3Vec3& direction) const;
};
@ -36,13 +35,13 @@ inline const b3Vec3& b3Capsule::GetVertex(u32 index) const
return vertices[index];
}
inline u32 b3Capsule::GetSupportVertex(const b3Vec3& direction) const
inline u32 b3Capsule::GetSupportVertex(const b3Vec3& d) const
{
if (b3Dot(direction, vertices[0]) > b3Dot(direction, vertices[1]))
if (b3Dot(d, vertices[0]) > b3Dot(d, vertices[1]))
{
return 0;
}
return 1;
}
#endif
#endif

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@ -19,7 +19,7 @@
#ifndef B3_HULL_H
#define B3_HULL_H
#include <bounce\common\geometry.h>
#include <bounce/common/geometry.h>
struct b3Face
{
@ -52,14 +52,14 @@ struct b3Hull
u32 GetSupportVertex(const b3Vec3& direction) const;
u32 GetSupportFace(const b3Vec3& direction) const;
b3Plane GetEdgeSidePlane(u32 index) const;
u32 GetSize() const;
void Validate() const;
void Validate(const b3Face* face) const;
void Validate(const b3HalfEdge* edge) const;
};
#include <bounce\collision\shapes\hull.inl>
#include <bounce/collision/shapes/hull.inl>
#endif

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@ -19,8 +19,8 @@
#ifndef B3_MESH_H
#define B3_MESH_H
#include <bounce\common\geometry.h>
#include <bounce\collision\trees\static_tree.h>
#include <bounce/common/geometry.h>
#include <bounce/collision/trees/static_tree.h>
struct b3Mesh
{

View File

@ -19,7 +19,7 @@
#ifndef B3_SPHERE_H
#define B3_SPHERE_H
#include <bounce\common\math\vec3.h>
#include <bounce/common/math/vec3.h>
struct b3Sphere
{
@ -27,7 +27,6 @@ struct b3Sphere
float32 radius;
const b3Vec3& GetVertex(u32 index) const;
u32 GetSupportVertex(const b3Vec3& direction) const;
};

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@ -19,7 +19,7 @@
#ifndef B3_TRIANGLE_HULL_H
#define B3_TRIANGLE_HULL_H
#include <bounce\collision\shapes\hull.h>
#include <bounce/collision/shapes/hull.h>
struct b3TriangleHull : public b3Hull
{
@ -37,9 +37,7 @@ struct b3TriangleHull : public b3Hull
void Set(const b3Vec3& A, const b3Vec3& B, const b3Vec3& C)
{
const float32 kInv3 = 1.0f / 3.0f;
centroid = kInv3 * (A + B + C);
centroid = (A + B + C) / 3.0f;
triangleVertices[0] = A;
triangleVertices[1] = B;
@ -73,4 +71,4 @@ struct b3TriangleHull : public b3Hull
}
};
#endif
#endif

View File

@ -19,21 +19,21 @@
#ifndef B3_DYNAMIC_TREE_H
#define B3_DYNAMIC_TREE_H
#include <bounce\common\draw.h>
#include <bounce\common\template\stack.h>
#include <bounce\collision\shapes\aabb3.h>
#include <bounce\collision\distance.h>
#include <bounce/common/draw.h>
#include <bounce/common/template/stack.h>
#include <bounce/collision/shapes/aabb3.h>
#include <bounce/collision/distance.h>
#define NULL_NODE (-1)
// An AABB tree for dynamic AABBs.
// AABB tree for dynamic AABBs.
class b3DynamicTree
{
public :
b3DynamicTree();
~b3DynamicTree();
// Insert a node to the tree and return its ID.
// Insert a node into the tree and return its ID.
i32 InsertNode(const b3AABB3& aabb, void* userData);
// Remove a node from the tree.
@ -48,7 +48,7 @@ public :
// Get the data associated with a given proxy.
void* GetUserData(i32 proxyId) const;
// Check if two aabbs of this tree are overlapping.
// Check if two aabbs in this tree are overlapping.
bool TestOverlap(i32 proxy1, i32 proxy2) const;
// Keep reporting the client callback the AABBs that are overlapping with
@ -61,22 +61,24 @@ public :
// the given ray. The client callback must return the new intersection fraction.
// If the fraction == 0 then the query is cancelled immediately.
template<class T>
void QueryRay(T* callback, const b3RayCastInput& input) const;
void RayCast(T* callback, const b3RayCastInput& input) const;
// Validate a given node of this tree.
void Validate(i32 node) const;
// Draw this tree.
void Draw(b3Draw* b3Draw) const;
void Draw(b3Draw* draw) const;
private :
struct b3Node
{
// Is this node a leaf?
bool IsLeaf() const
{
return child1 == NULL_NODE; //or child 2 == NULL_NODE, or height == 0.
//A node is a leaf if child 2 == NULL_NODE or height == 0.
return child1 == NULL_NODE;
}
// The (enlarged) AABB of this node.
// The fattened node AABB.
b3AABB3 aabb;
// The associated user data.
@ -91,31 +93,30 @@ private :
i32 child1;
i32 child2;
// leaf = 0, free node = -1
// leaf if 0, free node if -1
i32 height;
};
// Insert a allocated (leaf) node into the tree.
// Insert a node into the tree.
void InsertLeaf(i32 node);
// Remove a allocated node from the tree.
// Remove a node from the tree.
void RemoveLeaf(i32 node);
// Rebuild the tree hierarchy starting from the given node.
// Rebuild the hierarchy starting from the given node.
void WalkBackNodeAndCombineVolumes(i32 node);
// Perform a basic surface area heuristic search to find the best
// node that can be merged with a given AABB.
i32 HeuristicSearch(const b3AABB3& leafAABB) const;
// Find the best node that can be merged with a given AABB.
i32 FindBest(const b3AABB3& aabb) const;
// Peel a node from the free list and insert into the node array.
// Allocate a new node if necessary. The function returns the new node index.
i32 AllocateNode();
// Free a node (not destroy) from the node pool and add it to the free list.
// Free a node from the node pool and add it to the free list.
void FreeNode(i32 node);
// Make a node available for the next allocation request.
// Make a node available for the next allocation.
void AddToFreeList(i32 node);
// The root of this tree.
@ -128,25 +129,25 @@ private :
i32 m_freeList;
};
inline bool b3DynamicTree::TestOverlap(i32 proxy1, i32 proxy2) const
{
B3_ASSERT(proxy1 < m_nodeCount);
B3_ASSERT(proxy2 < m_nodeCount);
return b3TestOverlap(m_nodes[proxy1].aabb, m_nodes[proxy2].aabb);
}
inline const b3AABB3& b3DynamicTree::GetAABB(i32 proxyId) const
inline const b3AABB3& b3DynamicTree::GetAABB(i32 proxyId) const
{
B3_ASSERT(proxyId < m_nodeCount);
return m_nodes[proxyId].aabb;
}
inline void* b3DynamicTree::GetUserData(i32 proxyId) const
inline void* b3DynamicTree::GetUserData(i32 proxyId) const
{
B3_ASSERT(proxyId < m_nodeCount);
return m_nodes[proxyId].userData;
}
inline bool b3DynamicTree::TestOverlap(i32 proxy1, i32 proxy2) const
{
B3_ASSERT(proxy1 < m_nodeCount);
B3_ASSERT(proxy2 < m_nodeCount);
return b3TestOverlap(m_nodes[proxy1].aabb, m_nodes[proxy2].aabb);
}
template<class T>
inline void b3DynamicTree::QueryAABB(T* callback, const b3AABB3& aabb) const
{
@ -184,14 +185,14 @@ inline void b3DynamicTree::QueryAABB(T* callback, const b3AABB3& aabb) const
}
template<class T>
inline void b3DynamicTree::QueryRay(T* callback, const b3RayCastInput& input) const
inline void b3DynamicTree::RayCast(T* callback, const b3RayCastInput& input) const
{
b3Vec3 p1 = input.p1;
b3Vec3 p2 = input.p2;
b3Vec3 d = p2 - p1;
float32 maxFraction = input.maxFraction;
// Ensure non-degeneracy.
// Ensure non-degenerate segment.
B3_ASSERT(b3Dot(d, d) > B3_EPSILON * B3_EPSILON);
b3Stack<i32, 256> stack;
@ -237,4 +238,4 @@ inline void b3DynamicTree::QueryRay(T* callback, const b3RayCastInput& input) co
}
}
#endif
#endif

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@ -19,28 +19,28 @@
#ifndef B3_STATIC_TREE_H
#define B3_STATIC_TREE_H
#include <bounce\common\draw.h>
#include <bounce\common\template\stack.h>
#include <bounce\collision\shapes\aabb3.h>
#include <bounce\collision\distance.h>
#include <bounce/common/draw.h>
#include <bounce/common/template/stack.h>
#include <bounce/collision/shapes/aabb3.h>
#include <bounce/collision/distance.h>
#define NULL_NODE_S (0xFFFFFFFF)
// An AABB tree for static AABBs.
// AABB tree for static AABBs.
class b3StaticTree
{
public:
b3StaticTree();
~b3StaticTree();
// Build the tree.
// Output a sorted index array.
// Build this tree from a list of AABBs and the list
// of indices to the AABBs.
void Build(u32* indices, const b3AABB3* aabbs, u32 count);
// Get the AABB of a given proxy.
const b3AABB3& GetAABB(u32 proxyId) const;
// Get the index associated of a given proxy.
// Get the user data associated with a given proxy.
u32 GetUserData(u32 proxyId) const;
// Report the client callback all AABBs that are overlapping with
@ -53,10 +53,10 @@ public:
// the given ray. The client callback must return the new intersection fraction
// (real). If the fraction == 0 then the query is cancelled immediatly.
template<class T>
void QueryRay(T* callback, const b3RayCastInput& input) const;
void RayCast(T* callback, const b3RayCastInput& input) const;
// Draw the hierarchy.
void Draw(b3Draw* b3Draw) const;
// Draw this tree.
void Draw(b3Draw* draw) const;
private :
// A node in a static tree.
struct b3Node
@ -69,13 +69,14 @@ private :
u32 index;
};
// Check if a node is a leaf node
// Is this node a leaf?
bool IsLeaf() const
{
return child1 == NULL_NODE_S;
}
};
// The nodes of this tree stored in an array.
u32 m_nodeCount;
b3Node* m_nodes;
};
@ -109,7 +110,12 @@ inline void b3StaticTree::QueryAABB(T* callback, const b3AABB3& aabb) const
while (stack.IsEmpty() == false)
{
u32 nodeIndex = stack.Top();
if (nodeIndex == NULL_NODE_S)
{
continue;
}
stack.Pop();
const b3Node* node = m_nodes + nodeIndex;
@ -133,7 +139,7 @@ inline void b3StaticTree::QueryAABB(T* callback, const b3AABB3& aabb) const
}
template<class T>
inline void b3StaticTree::QueryRay(T* callback, const b3RayCastInput& input) const
inline void b3StaticTree::RayCast(T* callback, const b3RayCastInput& input) const
{
if (m_nodeCount == 0)
{
@ -145,7 +151,7 @@ inline void b3StaticTree::QueryRay(T* callback, const b3RayCastInput& input) con
b3Vec3 d = p2 - p1;
float32 maxFraction = input.maxFraction;
// Ensure non-degeneracy.
// Ensure non-degenerate segment.
B3_ASSERT(b3Dot(d, d) > B3_EPSILON * B3_EPSILON);
u32 root = 0;

View File

@ -19,10 +19,10 @@
#ifndef B3_DRAW_H
#define B3_DRAW_H
#include <bounce\common\math\math.h>
#include <bounce\collision\shapes\aabb3.h>
#include <bounce/common/math/math.h>
#include <bounce/collision/shapes/aabb3.h>
// Color channels used by the debug b3Draw interface.
// Color channels used by the debug draw interface.
struct b3Color
{
b3Color() { }
@ -32,11 +32,11 @@ struct b3Color
float32 r, g, b, a;
};
// Implement this interface and set to a world so it can b3Draw the physics entities.
// Implement this interface and set to a world so it can draw the physics entities.
class b3Draw
{
public :
// Bit flags to tell the world what needs to be b3Draw.
// Bit flags to tell the world what needs to be draw.
enum b3Flags
{
e_shapesFlag = 0x0001,
@ -88,10 +88,10 @@ public :
// Draw a AABB.
virtual void DrawAABB(const b3AABB3& aabb, const b3Color& color) = 0;
// Draw a b3Transform.
// Draw a transform.
virtual void DrawTransform(const b3Transform& xf) = 0;
// Debug b3Draw flags.
// Debug draw flags.
u32 m_flags;
};

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@ -19,8 +19,8 @@
#ifndef B3_GEOMETRY_H
#define B3_GEOMETRY_H
#include <bounce\common\math\math.h>
#include <bounce\common\math\transform.h>
#include <bounce/common/math/math.h>
#include <bounce/common/math/transform.h>
// A triangle in indexed form.
struct b3Triangle
@ -106,13 +106,13 @@ inline b3Plane b3Mul(const b3Transform& T, const b3Plane& plane)
return b3Plane(normal, plane.offset + b3Dot(normal, T.position));
}
// Compute the distance between a point and a plane.
inline float32 b3Distance(const b3Vec3& P, const b3Plane& plane)
{
return b3Dot(plane.normal, P) - plane.offset;
}
// Project a point onto a plane.
// The plane must be normalized.
// Project a point onto a normal plane.
inline b3Vec3 b3Project(const b3Vec3& P, const b3Plane& plane)
{
float32 fraction = b3Distance(P, plane);

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@ -19,7 +19,7 @@
#ifndef B3_MAT_H
#define B3_MAT_H
#include <bounce\common\math\math.h>
#include <bounce/common/math/math.h>
// A vector stored in column-major order.
template<u32 n>
@ -79,7 +79,10 @@ struct b3Mat
};
// Solve Ax = b.
// Warning: Make sure to pass a copy of A to the function. It will be invalidated.
// It doesn't compute the inverse.
// Therefore, is more efficient.
// Returns false if the matrix is singular.
// Warning: Make sure to pass a copy of the original matrix to the function. A will be invalidated.
bool b3Solve(float32* b, float32* A, u32 n);
#endif
#endif

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@ -19,7 +19,7 @@
#ifndef B3_MAT_22_H
#define B3_MAT_22_H
#include <bounce\common\math\vec2.h>
#include <bounce/common/math/vec2.h>
// A 2-by-2 matrix stored in column-major order.
struct b3Mat22
@ -27,7 +27,7 @@ struct b3Mat22
// Does nothing for performance.
b3Mat22() { }
// Set this matrix from two vector elements.
// Set this matrix from two vectors.
b3Mat22(const b3Vec2& _x, const b3Vec2& _y) : x(_x), y(_y) { }
// Solve Ax = b.

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@ -19,7 +19,7 @@
#ifndef B3_MAT_33_H
#define B3_MAT_33_H
#include <bounce\common\math\vec3.h>
#include <bounce/common/math/vec3.h>
// A 3-by-3 matrix stored in column-major order.
struct b3Mat33
@ -27,7 +27,7 @@ struct b3Mat33
// Does nothing for performance.
b3Mat33() { }
// Set this matrix from three elements.
// Set this matrix from three column vectors.
b3Mat33(const b3Vec3& _x, const b3Vec3& _y, const b3Vec3& _z) : x(_x), y(_y), z(_z) { }
// Read an indexed column vector from this matrix.
@ -42,6 +42,12 @@ struct b3Mat33
return (&x)[i];
}
// Read an indexed element from this matrix.
float32 operator()(u32 i, u32 j) const
{
return (&x.x)[i + 3 * j];
}
// Add a matrix to this matrix.
void operator+=(const b3Mat33& B)
{
@ -72,11 +78,6 @@ struct b3Mat33
// Returns the zero vector if the matrix is singular.
b3Vec3 Solve(const b3Vec3& b) const;
float32 operator()(u32 i, u32 j) const
{
return (&x.x)[i + 3 * j];
}
b3Vec3 x, y, z;
};
@ -134,7 +135,7 @@ inline b3Mat33 b3Mul(const b3Mat33& A, const b3Mat33& B)
// Multiply the transpose of a matrix times a vector. If
// the matrix represents a rotation frame this transforms the
// vector from one frame to another (inverse b3Transform).
// vector from one frame to another (inverse transform).
inline b3Vec3 b3MulT(const b3Mat33& A, const b3Vec3& v)
{
return b3Vec3(b3Dot(A.x, v), b3Dot(A.y, v), b3Dot(A.z, v));

View File

@ -20,7 +20,7 @@
#define B3_MATH_H
#include <cmath>
#include <bounce\common\settings.h>
#include <bounce/common/settings.h>
inline bool b3IsValid(float32 fx)
{
@ -30,13 +30,13 @@ inline bool b3IsValid(float32 fx)
inline float32 b3Sqrt(float32 x)
{
return sqrtf(x);
return std::sqrt(x);
}
template <class T>
inline T b3Abs(T x)
{
return abs(x);
return std::abs(x);
}
template <class T>

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@ -19,10 +19,10 @@
#ifndef B3_QUAT_H
#define B3_QUAT_H
#include <bounce\common\math\math.h>
#include <bounce\common\math\mat33.h>
#include <bounce/common/math/math.h>
#include <bounce/common/math/mat33.h>
// A quaternion represents an orientation with 4 real numbers.
// A quaternion can represent an orientation with 4 scalars.
struct b3Quat
{
// Default constructor does nothing for performance.
@ -157,13 +157,13 @@ inline b3Quat b3Normalize(const b3Quat& q)
return b3Quat(0.0f, 0.0f, 0.0f, 1.0f);
}
// Compute the dot poduct of two quaternions.
// Perform the dot poduct of two quaternions.
inline float b3Dot(const b3Quat& a, const b3Quat& b)
{
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
}
// Compute the conjugate of a quaternion.
// Conjugate of a quaternion.
inline b3Quat b3Conjugate(const b3Quat& q)
{
return b3Quat(-q.x, -q.y, -q.z, q.w);
@ -230,7 +230,6 @@ inline b3Quat b3Slerp(const b3Quat& a, const b3Quat& b, float32 fraction)
b3Quat q1 = sin(w1 * angle) * a;
b3Quat q2 = sin(w2 * angle) * b2;
float32 invSin = 1.0f / sine;
return invSin * (q1 + q2);
}

View File

@ -19,10 +19,10 @@
#ifndef B3_TRANSFORM_H
#define B3_TRANSFORM_H
#include <bounce\common\math\mat33.h>
#include <bounce\common\math\quat.h>
#include <bounce/common/math/mat33.h>
#include <bounce/common/math/quat.h>
// A b3Transform represents a rigid frame.
// A transform represents a rigid frame.
// It has a translation representing a position
// and a rotation representing an orientation.
struct b3Transform
@ -30,7 +30,7 @@ struct b3Transform
// Default ctor does nothing for performance.
b3Transform() { }
// Set this b3Transform from a translation vector and an orientation
// Set this transform from a translation vector and an orientation
// quaternion.
b3Transform(const b3Vec3& p, const b3Quat& q)
{
@ -38,7 +38,7 @@ struct b3Transform
rotation = b3ConvertQuatToRot(q);
}
// Set this b3Transform to the identity.
// Set this transform to the identity.
void SetIdentity()
{
position.SetZero();
@ -61,7 +61,7 @@ struct b3Sweep
b3Vec3 worldCenter; // world center
b3Quat orientation; // world orientation
// Get this sweep b3Transform at a given time between [0, 1]
// Get this sweep transform at a given time between [0, 1]
b3Transform GetTransform(float32 t) const;
// Advance to a new initial state.
@ -90,7 +90,7 @@ inline void b3Sweep::Advance(float32 t)
t0 = t;
}
// Multiply a b3Transform times a vector. If the b3Transform
// Multiply a transform times a vector. If the transform
// represents a frame this returns the vector in terms
// of the frame.
inline b3Vec3 operator*(const b3Transform& T, const b3Vec3& v)
@ -98,7 +98,7 @@ inline b3Vec3 operator*(const b3Transform& T, const b3Vec3& v)
return b3Mul(T.rotation, v) + T.position;
}
// Multiply a b3Transform times another b3Transform (composed b3Transform).
// Multiply a transform times another transform (composed transform).
// [A y][B x] = [AB Ax+y]
// [0 1][0 1] [0 1 ]
inline b3Transform operator*(const b3Transform& A, const b3Transform& B)
@ -109,13 +109,13 @@ inline b3Transform operator*(const b3Transform& A, const b3Transform& B)
return C;
}
// Multiply a b3Transform times a vector.
// Multiply a transform times a vector.
inline b3Vec3 b3Mul(const b3Transform& T, const b3Vec3& v)
{
return b3Mul(T.rotation, v) + T.position;
}
// Multiply a b3Transform times another b3Transform.
// Multiply a transform times another transform.
// [A y][B x] = [AB Ax+y]
// [0 1][0 1] [0 1 ]
inline b3Transform b3Mul(const b3Transform& A, const b3Transform& B)
@ -126,8 +126,8 @@ inline b3Transform b3Mul(const b3Transform& A, const b3Transform& B)
return C;
}
// Multiply the transpose of one b3Transform (inverse
// b3Transform) times another b3Transform (composed b3Transform).
// Multiply the transpose of one transform (inverse
// transform) times another transform (composed transform).
//[A^-1 -A^-1*y][B x] = [A^-1*B A^-1(x-y)]
//[0 1 ][0 1] [0 1 ]
inline b3Transform b3MulT(const b3Transform& A, const b3Transform& B)
@ -138,9 +138,9 @@ inline b3Transform b3MulT(const b3Transform& A, const b3Transform& B)
return C;
}
// Multiply the transpose of a b3Transform times a vector.
// If the b3Transform represents a frame then this transforms
// the vector from one frame to another (inverse b3Transform).
// Multiply the transpose of a transform times a vector.
// If the transform represents a frame then this transforms
// the vector from one frame to another (inverse transform).
//[A^-1 -A^-1*y][x] = A^-1*x - A^-1*y = A^-1 * (x - y)
//[0 1 ][1]
inline b3Vec3 b3MulT(const b3Transform& A, const b3Vec3& v)
@ -148,7 +148,7 @@ inline b3Vec3 b3MulT(const b3Transform& A, const b3Vec3& v)
return b3MulT(A.rotation, v - A.position);
}
// Inverse b3Transform.
// Inverse transform.
inline b3Transform b3Inverse(const b3Transform& T)
{
b3Transform B;

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@ -19,7 +19,7 @@
#ifndef B3_VEC2_H
#define B3_VEC2_H
#include <bounce\common\math\math.h>
#include <bounce/common/math/math.h>
// A 2D column vector.
struct b3Vec2

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@ -19,7 +19,7 @@
#ifndef B3_VEC_3_H
#define B3_VEC_3_H
#include <bounce\common\math\math.h>
#include <bounce/common/math/math.h>
// A 3D column vector.
struct b3Vec3

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@ -19,7 +19,7 @@
#ifndef B3_BLOCK_POOL_H
#define B3_BLOCK_POOL_H
#include <bounce\common\settings.h>
#include <bounce/common/settings.h>
// Number of blocks per chunk.
const u32 b3_blockCount = 32;

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@ -19,13 +19,13 @@
#ifndef B3_STACK_ALLOCATOR_H
#define B3_STACK_ALLOCATOR_H
#include <bounce\common\settings.h>
#include <bounce/common/settings.h>
// Allocate 10 MiB from the stack.
// Increase as you want.
const u32 b3_maxStackSize = B3_MiB(10);
// An stack allocator.
// A stack allocator.
class b3StackAllocator
{
public :

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@ -60,7 +60,7 @@ typedef float float32;
#define B3_AABB_MULTIPLIER (2.0f)
// Collision and constraint tolerance.
#define B3_LINEAR_SLOP (0.005f)
#define B3_LINEAR_SLOP (0.01f)
// Collision and constraint tolerance.
#define B3_ANGULAR_SLOP (2.0f / 180.0f * B3_PI)

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@ -19,7 +19,7 @@
#ifndef B3_ARRAY_POD_H
#define B3_ARRAY_POD_H
#include <bounce\common\settings.h>
#include <bounce/common/settings.h>
// An array for bytes (POD).
template <typename T>

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@ -19,7 +19,7 @@
#ifndef B3_LIST_H
#define B3_LIST_H
#include <bounce\common\settings.h>
#include <bounce/common/settings.h>
// A singly-linked list.
template<class T>
@ -28,7 +28,7 @@ class b3List1
public:
b3List1()
{
m_head = nullptr;
m_head = NULL;
m_count = 0;
}
@ -58,7 +58,7 @@ class b3List2
public:
b3List2()
{
m_head = nullptr;
m_head = NULL;
m_count = 0;
}
@ -66,7 +66,7 @@ public:
void PushFront(T* link)
{
link->m_prev = nullptr;
link->m_prev = NULL;
link->m_next = m_head;
if (m_head)
{

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@ -19,7 +19,7 @@
#ifndef B3_OBJECT_ARRAY_H
#define B3_OBJECT_ARRAY_H
#include <bounce\common\settings.h>
#include <bounce/common/settings.h>
// An array for objects.
template <typename T>

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@ -19,7 +19,7 @@
#ifndef B3_STACK_H
#define B3_STACK_H
#include <bounce\common\settings.h>
#include <bounce/common/settings.h>
// A growable stack for plain-old-data (POD).
template <typename T, u32 N>
@ -39,7 +39,7 @@ public:
{
b3Free(m_elements);
}
m_elements = nullptr;
m_elements = NULL;
}
const T& Top() const

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@ -19,45 +19,195 @@
#ifndef B3_TIME_H
#define B3_TIME_H
#include <bounce\common\settings.h>
#include <bounce/common/settings.h>
#define B3_WINDOWS 1
#define B3_MAC 2
#define B3_UNIX 3
#if defined (_WIN32)
#define B3_PLATFORM B3_WINDOWS
#elif defined( __APPLE__ )
#define B3_PLATFORM B3_MAC
#else
#define B3_PLATFORM B3_UNIX
#endif
#if B3_PLATFORM == B3_WINDOWS
#include <Windows.h>
// A timer class that accumulates time.
// Usefull for measuring elapsed times of
// sections of code.
// Usefull for measuring elapsed times between code sections.
class b3Time
{
public :
b3Time();
public:
b3Time()
{
LARGE_INTEGER c;
QueryPerformanceCounter(&c);
m_c0 = c.QuadPart;
m_t0 = 0.0;
m_t = 0.0;
}
// Get the accumulated time in miliseconds
// from this timer.
float64 GetCurMilis() const;
// Get the accumulated time in miliseconds from this timer.
float64 GetCurrentMilis() const
{
return m_t;
}
// Get the elapsed time since this timer was updated.
float64 GetElapsedMilis() const;
float64 GetElapsedMilis() const
{
return m_t - m_t0;
}
// Add the elapsed time since this function
// was called to this timer.
void Update();
// Add the elapsed time since this function was called to this timer.
void Update()
{
static float64 inv_frequency = 0.0;
if (inv_frequency == 0.0)
{
LARGE_INTEGER c;
QueryPerformanceFrequency(&c);
float64 cycles_per_s = float64(c.QuadPart);
float64 s_per_cycle = 1.0 / cycles_per_s;
float64 ms_per_cycle = 1000.0 * s_per_cycle;
inv_frequency = ms_per_cycle;
}
LARGE_INTEGER c;
QueryPerformanceCounter(&c);
float64 dt = inv_frequency * float64(c.QuadPart - m_c0);
m_c0 = c.QuadPart;
Add(dt);
}
// Add time to this timer.
void Add(float64 dt)
{
m_t0 = m_t;
m_t += dt;
}
// Add a given ammout of time to this timer.
void UpdateBy(float64 dt);
private:
static float64 m_invFrequency;
u64 m_lastRealTime;
float64 m_lastTime;
float64 m_curTime;
u64 m_c0;
float64 m_t0;
float64 m_t;
};
inline float64 b3Time::GetCurMilis() const
{
return m_curTime;
}
#elif B3_PLATFORM == B3_MAC
inline float64 b3Time::GetElapsedMilis() const
{
return m_curTime - m_lastTime;
}
#include <mach/mach_time.h>
// A timer class that accumulates time.
// Usefull for measuring elapsed times between code sections.
class b3Time
{
public:
b3Time()
{
m_c0 = mach_absolute_time();
m_t0 = 0.0;
m_t = 0.0;
}
// Get the accumulated time in miliseconds from this timer.
double GetCurrentMilis() const
{
return m_t;
}
// Get the elapsed time since this timer was updated.
double GetElapsedMilis() const
{
return m_t - m_t0;
}
// Add the elapsed time since this function was called to this timer.
void Update()
{
static double inv_frequency = 0.0;
if (inv_frequency == 0.0)
{
mach_timebase_info_data_t info;
mach_timebase_info(&info);
inv_frequency = double(info.numer) / (double(info.denom) * 1.0e6);
}
uint64_t c = mach_absolute_time();
double dt = inv_frequency * (double)(c - m_c0);
m_c0 = c;
Add(dt);
}
// Add time to this timer.
void Add(double dt)
{
m_t0 = m_t;
m_t += dt;
}
private:
uint64_t m_c0;
double m_t0;
double m_t;
};
#else
#include <time.h>
// A timer class that accumulates time.
// Usefull for measuring elapsed times between code sections.
class b3Time
{
public:
b3Time()
{
clock_gettime(CLOCK_MONOTONIC, &m_c0);
m_t0 = 0.0;
m_t = 0.0;
}
// Get the accumulated time in miliseconds from this timer.
double GetCurrentMilis() const
{
return m_t;
}
// Get the elapsed time since this timer was updated.
double GetElapsedMilis() const
{
return m_t - m_t0;
}
// Add the elapsed time since this function was called to this timer.
void Update()
{
struct timespec c;
clock_gettime(CLOCK_MONOTONIC, &c);
double dt = (double)(c.tv_nsec - m_c0.tv_nsec) * 1.0e-6;
m_c0 = c;
Add(dt);
}
// Add time to this timer.
void Add(double dt)
{
m_t0 = m_t;
m_t += dt;
}
private:
struct timespec m_c0;
double m_t0;
double m_t;
};
#endif // B3_PLATFORM
#endif

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@ -19,11 +19,11 @@
#ifndef B3_BODY_H
#define B3_BODY_H
#include <bounce\common\math\vec3.h>
#include <bounce\common\math\mat33.h>
#include <bounce\common\math\quat.h>
#include <bounce\common\math\transform.h>
#include <bounce\common\template\list.h>
#include <bounce/common/math/vec3.h>
#include <bounce/common/math/mat33.h>
#include <bounce/common/math/quat.h>
#include <bounce/common/math/transform.h>
#include <bounce/common/template/list.h>
class b3World;
class b3Shape;
@ -51,7 +51,7 @@ struct b3BodyDef
fixedRotationX = false;
fixedRotationY = false;
fixedRotationZ = false;
userData = nullptr;
userData = NULL;
position.SetZero();
orientation.SetIdentity();
linearVelocity.SetZero();
@ -81,6 +81,13 @@ public:
// A world manages the body destruction.
~b3Body() { }
// Get the type of the body.
b3BodyType GetType() const;
// Set the type of the body.
// This will reset the current body inertial properties.
void SetType(b3BodyType type);
// Create a new shape for the body given the shape definition and return a pointer to its clone.
// The shape passed to the definition it will be cloned and is not recommended modifying
// it inside simulation callbacks.
@ -90,36 +97,20 @@ public:
// Destroy a given shape from the body.
void DestroyShape(b3Shape* shape);
// Destroy all shapes associated with the body.
void DestroyShapes();
// Destroy all contacts associated with the body.
void DestroyContacts();
// Destroy all joints connected to the body.
void DestroyJoints();
// Get the shapes associated with the body.
const b3List1<b3Shape>& GetShapeList() const;
b3List1<b3Shape>& GetShapeList();
// Get the type of the body.
b3BodyType GetType() const;
// Set the type of the body.
// This will reset the current body inertial properties.
void SetType(b3BodyType type);
// Get the world the body belongs to.
const b3World* GetWorld() const;
b3World* GetWorld();
// Get the body world b3Transform.
// Get the body world transform.
const b3Transform& GetTransform() const;
// Set the body world b3Transform from a position, axis of rotation and an angle
// Set the body world transform from a position, axis of rotation and an angle
// of rotation about the axis.
// However, manipulating a body b3Transform during the simulation may cause non-physical behaviour.
// However, manipulating a body transform during the simulation may cause non-physical behaviour.
void SetTransform(const b3Vec3& position, const b3Vec3& axis, float32 angle);
// Get the gravity scale of the body. One is used by default.
@ -186,7 +177,7 @@ public:
// Get the rotational inertia of the body about the center of mass. Typically in kg/m^3.
const b3Mat33& GetInertia() const;
// Get the total kinetic energy of the body.
// Get the total kinetic energy of the body in Joules (kilogram-meters squared per second squared).
float32 GetKineticEnergy() const;
// Transform a vector to the local space of this body.
@ -242,18 +233,25 @@ private:
e_fixedRotationY = 0x0008,
e_fixedRotationZ = 0x0010,
};
// Destroy all shapes associated with the body.
void DestroyShapes();
// Destroy all contacts associated with the body.
void DestroyContacts();
// Destroy all joints connected to the body.
void DestroyJoints();
// Recalculate the mass of the body based on the shapes associated
// with it.
void ResetMass();
// Synchronize this body b3Transform with its world
// Synchronize this body transform with its world
// center of mass and orientation.
void SynchronizeTransform();
// Compute the body world inertial tensor.
// Compute the shapes world AABBs.
// Usually this is called after the body b3Transform is synchronized.
// Synchronize this body shape AABBs with the synchronized transform.
void SynchronizeShapes();
// Check if this body should collide with another.
@ -267,7 +265,7 @@ private:
// The shapes attached to this body.
b3List1<b3Shape> m_shapeList;
// Bidirectional joint edges for this body
// Joint edges for this body joint graph.
b3List2<b3JointEdge> m_jointEdges;
// User associated data (usually an entity).
@ -275,13 +273,16 @@ private:
// Body mass.
float32 m_mass;
// Inverse body mass.
float32 m_invMass;
// Inertia about the body local center of mass.
b3Mat33 m_I;
// Inverse inertia about the body local center of mass.
b3Mat33 m_invI;
// Inverse inertia about the body world center of mass.
b3Mat33 m_worldInvI;

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@ -19,9 +19,9 @@
#ifndef B3_CONTACT_MANAGER_H
#define B3_CONTACT_MANAGER_H
#include <bounce\common\memory\block_pool.h>
#include <bounce\common\template\list.h>
#include <bounce\collision\broad_phase.h>
#include <bounce/common/memory/block_pool.h>
#include <bounce/common/template/list.h>
#include <bounce/collision/broad_phase.h>
class b3Shape;
class b3Contact;
@ -29,7 +29,7 @@ class b3ContactFilter;
class b3ContactListener;
struct b3MeshContactLink;
// This is used to avoid b3World pollution.
// Contact delegator for b3World.
class b3ContactManager
{
public:
@ -38,6 +38,8 @@ public:
// The broad-phase callback.
void AddPair(void* proxyDataA, void* proxyDataB);
// Reference AABBs in mesh contacts need to be synchronized with the
// synchronized body transforms.
void SynchronizeShapes();
void FindNewContacts();
@ -45,7 +47,6 @@ public:
void UpdateContacts();
b3Contact* Create(b3Shape* shapeA, b3Shape* shapeB);
void Destroy(b3Contact* c);
b3BlockPool m_convexBlocks;

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@ -19,8 +19,8 @@
#ifndef B3_CLIP_H
#define B3_CLIP_H
#include <bounce\common\template\array.h>
#include <bounce\common\geometry.h>
#include <bounce/common/template/array.h>
#include <bounce/common/geometry.h>
#define B3_NULL_EDGE (0xFF)

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@ -19,11 +19,11 @@
#ifndef B3_COLLIDE_H
#define B3_COLLIDE_H
#include <bounce\collision\gjk\gjk_proxy.h>
#include <bounce\collision\gjk\gjk_cache.h>
#include <bounce\collision\sat\sat.h>
#include <bounce\collision\sat\sat_edge_and_hull.h>
#include <bounce\collision\sat\sat_vertex_and_hull.h>
#include <bounce/collision/gjk/gjk_proxy.h>
#include <bounce/collision/gjk/gjk_cache.h>
#include <bounce/collision/sat/sat.h>
#include <bounce/collision/sat/sat_edge_and_hull.h>
#include <bounce/collision/sat/sat_vertex_and_hull.h>
class b3Shape;
class b3SphereShape;

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@ -19,9 +19,9 @@
#ifndef B3_CONTACT_H
#define B3_CONTACT_H
#include <bounce\common\math\math.h>
#include <bounce\common\template\list.h>
#include <bounce\common\template\array.h>
#include <bounce/common/math/math.h>
#include <bounce/common/template/list.h>
#include <bounce/common/template/array.h>
struct b3Manifold;
struct b3WorldManifold;
@ -58,7 +58,7 @@ struct b3OverlappingPair
// todo
struct b3TOIEvent
{
//float32 t;
float32 t;
};
enum b3ContactType

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@ -19,9 +19,9 @@
#ifndef B3_CONTACT_CLUSTER_H
#define B3_CONTACT_CLUSTER_H
#include <bounce\common\geometry.h>
#include <bounce\common\template\array.h>
#include <bounce\dynamics\contacts\manifold.h>
#include <bounce/common/geometry.h>
#include <bounce/common/template/array.h>
#include <bounce/dynamics/contacts/manifold.h>
#define B3_NULL_CLUSTER (-1)
@ -40,7 +40,7 @@ struct b3Observation
{
u32 manifold;
u32 manifoldPoint;
b3Vec3 point;
b3Vec3 point; // normal
i32 cluster; // normal
};

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@ -19,10 +19,10 @@
#ifndef B3_CONTACT_SOLVER_H
#define B3_CONTACT_SOLVER_H
#include <bounce\common\math\vec2.h>
#include <bounce\common\math\mat22.h>
#include <bounce\dynamics\time_step.h>
#include <bounce\dynamics\contacts\manifold.h>
#include <bounce/common/math/vec2.h>
#include <bounce/common/math/mat22.h>
#include <bounce/dynamics/time_step.h>
#include <bounce/dynamics/contacts/manifold.h>
class b3StackAllocator;
class b3Contact;

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@ -19,9 +19,9 @@
#ifndef B3_CONVEX_CONTACT_H
#define B3_CONVEX_CONTACT_H
#include <bounce\dynamics\contacts\contact.h>
#include <bounce\dynamics\contacts\manifold.h>
#include <bounce\dynamics\contacts\collide\collide.h>
#include <bounce/dynamics/contacts/contact.h>
#include <bounce/dynamics/contacts/manifold.h>
#include <bounce/dynamics/contacts/collide/collide.h>
class b3ConvexContact : public b3Contact
{
@ -36,8 +36,6 @@ private:
void Collide();
void SynchronizeShapes();
b3Manifold m_stackManifold;
b3ConvexCache m_cache;
};

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@ -19,8 +19,8 @@
#ifndef B3_MANIFOLD_H
#define B3_MANIFOLD_H
#include <bounce\common\math\vec2.h>
#include <bounce\common\geometry.h>
#include <bounce/common/math/vec2.h>
#include <bounce/common/geometry.h>
#define B3_NULL_TRIANGLE (0xFFFFFFFF)

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@ -19,19 +19,23 @@
#ifndef B3_MESH_CONTACT_H
#define B3_MESH_CONTACT_H
#include <bounce\collision\shapes\aabb3.h>
#include <bounce\dynamics\contacts\contact.h>
#include <bounce\dynamics\contacts\manifold.h>
#include <bounce\dynamics\contacts\collide\collide.h>
#include <bounce/dynamics/contacts/contact.h>
#include <bounce/dynamics/contacts/manifold.h>
#include <bounce/dynamics/contacts/collide/collide.h>
#include <bounce/collision/shapes/aabb3.h>
// This structure helps replicate the convex contact per convex-triangle pair scenario,
// but efficiently. There is no need to store a manifold here since they're reduced
// by the cluster algorithm.
struct b3TriangleCache
{
u32 index;
u32 index; // triangle index
b3ConvexCache cache;
};
class b3MeshContact;
// Links for the world mesh contact link list.
struct b3MeshContactLink
{
b3MeshContact* m_c;
@ -60,16 +64,16 @@ private:
void FindNewPairs();
// Static tree callback. There is no midphase.
bool Report(u32 proxyId);
// Did the AABB move significantly?
bool m_aabbMoved;
// The first shape AABB in the frame of the other shape.
// The AABB A relative to shape B's origin.
b3AABB3 m_aabbA;
// Child shapes potentially overlapping with
// the first shape.
// Triangles potentially overlapping with the first shape.
u32 m_triangleCapacity;
b3TriangleCache* m_triangles;
u32 m_triangleCount;
@ -77,8 +81,8 @@ private:
// Contact manifolds.
b3Manifold m_stackManifolds[B3_MAX_MANIFOLDS];
// Links to the world mesh contact list.
// Link to the world mesh contact list.
b3MeshContactLink m_link;
};
#endif
#endif

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@ -19,7 +19,7 @@
#ifndef B3_ISLAND_H
#define B3_ISLAND_H
#include <bounce\common\math\vec3.h>
#include <bounce/common/math/vec3.h>
class b3StackAllocator;
class b3Contact;
@ -90,4 +90,4 @@ private :
b3Velocity* m_velocities;
};
#endif
#endif

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@ -16,15 +16,15 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_JOINT_MAN_H
#define B3_JOINT_MAN_H
#ifndef B3_JOINT_MANAGER_H
#define B3_JOINT_MANAGER_H
#include <bounce\common\template\list.h>
#include <bounce/common/template/list.h>
struct b3JointDef;
class b3Joint;
// This is used to avoid b3World pollution.
// Joint delegator for b3World.
class b3JointManager
{
public:
@ -36,4 +36,4 @@ public:
b3List2<b3Joint> m_jointList;
};
#endif
#endif

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@ -19,7 +19,7 @@
#ifndef B3_CONE_JOINT_H
#define B3_CONE_JOINT_H
#include <bounce\dynamics\joints\joint.h>
#include <bounce/dynamics/joints/joint.h>
struct b3ConeJointDef : public b3JointDef
{
@ -32,36 +32,41 @@ struct b3ConeJointDef : public b3JointDef
coneAngle = 0.0f;
}
// Initialize this definition given an axis, anchor point, and cone angle limit in radians.
// Initialize this definition from bodies, cone axis, anchor point, and full cone angle in radians.
void Initialize(b3Body* bodyA, b3Body* bodyB, const b3Vec3& axis, const b3Vec3& anchor, float32 angle);
// The joint frame in the frame of body A.
// The joint frame relative to body A's frame.
b3Transform localFrameA;
// The joint frame in the frame of body B.
// The joint frame relative to body B's frame.
b3Transform localFrameB;
// Enable the joint limit.
// Enable cone angle limit.
bool enableLimit;
// The cone angle limit in radians.
// The full cone angle in radians.
float32 coneAngle;
};
// This joint constrains the bodies to share a common point (cone tip).
// The relative rotation about the shared axis is the joint angle.
// If the joint angle exceeds the half-cone angle then the axis is shared.
// You can limit the relative rotation with a lower angle limit.
// This joint can be used to create structures such as ragdolls.
class b3ConeJoint : public b3Joint
{
public:
// Get the joint frame in the frame of body A.
const b3Transform& GetFrameA() const;
// Get the joint frame on body A in world coordinates.
b3Transform GetFrameA() const;
// Set the joint frame in the frame of body A.
void SetFrameA(const b3Transform& xf);
// Get the joint frame on body B in world coordinates.
b3Transform GetFrameB() const;
// Get the joint frame in the frame of body B.
const b3Transform& GetFrameB() const;
// Set the joint frame in the frame of body B.
void SetFrameB(const b3Transform& xf);
// Get the joint frame relative to body A's frame.
const b3Transform& GetLocalFrameA() const;
// Get the joint frame relative to body B's frame.
const b3Transform& GetLocalFrameB() const;
// Is the joint limit enabled?
bool IsLimitEnabled() const;
@ -69,14 +74,14 @@ public:
// Set the joint limit enabled.
void SetEnableLimit(bool bit);
// Get the lower cone angle limit.
float32 GetLowerLimit() const;
// Get the cone angle in radians.
float32 GetConeAngle() const;
// Set the lower cone angle limit.
void SetLimit(float32 lowerAngle);
// Set the cone angle in radians.
void SetConeAngle(float32 angle);
// Draw this joint.
void Draw(b3Draw* b3Draw) const;
void Draw(b3Draw* draw) const;
private:
friend class b3Joint;
friend class b3Body;
@ -95,10 +100,9 @@ private:
// Solver shared
b3Transform m_localFrameA;
b3Transform m_localFrameB;
bool m_enableLimit;
float32 m_coneAngle;
bool m_enableLimit;
// Solver temp
u32 m_indexA;
u32 m_indexB;
@ -122,4 +126,4 @@ private:
b3LimitState m_limitState;
};
#endif
#endif

View File

@ -19,9 +19,9 @@
#ifndef B3_JOINT_H
#define B3_JOINT_H
#include <bounce\common\math\transform.h>
#include <bounce\common\template\list.h>
#include <bounce\dynamics\time_step.h>
#include <bounce/common/math/transform.h>
#include <bounce/common/template/list.h>
#include <bounce/dynamics/time_step.h>
class b3Draw;
class b3Body;
@ -44,9 +44,9 @@ struct b3JointDef
b3JointDef()
{
type = e_unknownJoint;
bodyA = nullptr;
bodyB = nullptr;
userData = nullptr;
bodyA = NULL;
bodyB = NULL;
userData = NULL;
collideLinked = false;
}
@ -57,6 +57,7 @@ struct b3JointDef
bool collideLinked;
};
// A joint edge to a joint graph, where a body is a vertex and a joint an edge.
struct b3JointEdge
{
b3Body* other;
@ -66,8 +67,7 @@ struct b3JointEdge
b3JointEdge* m_next;
};
// This goes inside a joint.
// It holds two bodies that are linked.
// This is stored in a joint. It stores two bodies that are linked by the joint.
struct b3LinkedPair
{
// To the body A joint edge list
@ -79,66 +79,54 @@ struct b3LinkedPair
b3JointEdge edgeB;
};
// @note All the data members of the joint structure they will be initialized
// by the world.
// Base joint class. For simplicity, a joint is unique per body pair.
// There are many joint types, some of them provide motors and limits.
class b3Joint
{
public :
// Get the joint type.
public:
// Get this joint type.
b3JointType GetType() const;
// Get the first body connected to the joint.
// Get the body A connected to this joint.
const b3Body* GetBodyA() const;
b3Body* GetBodyA();
// Set the body to be connected to the joint as the first body.
virtual void SetBodyA(b3Body* bodyA);
// Get the second body connected to the joint.
// Get the body B connected to this joint.
const b3Body* GetBodyB() const;
b3Body* GetBodyB();
// Set the body to be connected to the joint as the second body.
virtual void SetBodyB(b3Body* bodyB);
// Get the user specific data associated with the joint.
// Get the user data associated with this joint.
void* GetUserData();
const void* GetUserData() const;
// Set the user data to be associated with the joint.
void SetUserData(void* data);
// Tell the world if the bodies linked by this joint
// should collide with each other.
void SetCollideLinked(bool flag);
// Check if the bodies linked by this joint
// should collide with each other.
// Should the bodies linked by this joint collide with each other?
bool CollideLinked() const;
// Set if the bodies linked by this joint should collide with each other.
void SetCollideLinked(bool bit);
// Dump this joint to the log file.
virtual void Dump() const
{
b3Log("Dump not implemented for this joint type.\n");
b3Log("Dump feature not implemented for this joint type.\n");
}
// Get the next joint in the world joint list.
b3Joint* GetNext();
const b3Joint* GetNext() const;
// Create joint.
static b3Joint* Create(const b3JointDef* def);
// Destroy joint.
static void Destroy(b3Joint* j);
protected :
b3Joint* GetNext();
protected:
friend class b3Body;
friend class b3World;
friend class b3Island;
friend class b3JointManager;
friend class b3JointSolver;
friend class b3List2<b3Joint>;
static b3Joint* Create(const b3JointDef* def);
static void Destroy(b3Joint* j);
b3Joint() { }
virtual ~b3Joint() { }
@ -181,9 +169,9 @@ inline b3Body* b3Joint::GetBodyA()
return m_pair.bodyA;
}
inline void b3Joint::SetBodyA(b3Body* bodyA)
inline const b3Body* b3Joint::GetBodyB() const
{
m_pair.bodyA = bodyA;
return m_pair.bodyB;
}
inline b3Body* b3Joint::GetBodyB()
@ -191,21 +179,6 @@ inline b3Body* b3Joint::GetBodyB()
return m_pair.bodyB;
}
inline const b3Body* b3Joint::GetBodyB() const
{
return m_pair.bodyB;
}
inline void b3Joint::SetBodyB(b3Body* bodyB)
{
m_pair.bodyB = bodyB;
}
inline void b3Joint::SetUserData(void* data)
{
m_userData = data;
}
inline void* b3Joint::GetUserData()
{
return m_userData;
@ -216,6 +189,11 @@ inline const void* b3Joint::GetUserData() const
return m_userData;
}
inline void b3Joint::SetUserData(void* data)
{
m_userData = data;
}
inline void b3Joint::SetCollideLinked(bool bit)
{
m_collideLinked = bit;

View File

@ -19,7 +19,7 @@
#ifndef B3_JOINT_SOLVER_H
#define B3_JOINT_SOLVER_H
#include <bounce\dynamics\time_step.h>
#include <bounce/dynamics/time_step.h>
class b3Joint;
@ -32,18 +32,6 @@ struct b3Jacobian
b3Vec3 angularB;
};
// 1x3 times 3x3.
inline b3Vec3 b3Mul(const b3Vec3& v, const b3Mat33& A)
{
return b3Transpose(A) * v;
}
// 1x3 times 3x1.
inline float32 b3Mul(const b3Vec3& v, const b3Vec3& w)
{
return b3Dot(v, w);
}
struct b3JointSolverDef
{
float32 dt;

View File

@ -19,43 +19,46 @@
#ifndef B3_MOUSE_JOINT_H
#define B3_MOUSE_JOINT_H
#include <bounce\dynamics\joints\joint.h>
#include <bounce/dynamics/joints/joint.h>
// Mouse joint definition defines a world target
// point and tunable parameters.
struct b3MouseJointDef : public b3JointDef
{
b3MouseJointDef()
{
type = e_mouseJoint;
worldAnchorA.SetZero();
localAnchorB.SetZero();
target.SetZero();
maxForce = 0.0f;
}
b3Vec3 worldAnchorA;
b3Vec3 localAnchorB;
// The initial world target point. Initially is assumed
// to be coincident to the body anchor (satisfied constraint).
b3Vec3 target;
// Maximum joint reaction force in newtons.
float32 maxForce;
};
// A mouse joint is used to make a local point on a body
// follow a defined world point.
class b3MouseJoint : public b3Joint
{
public :
// Get the world space anchor point on the first body (usually the mouse world space position).
b3Vec3 GetWorldAnchorA() const;
public:
// Get the world anchor point on body A.
b3Vec3 GetAnchorA() const;
// Set the world space anchor position on the first body.
void SetWorldAnchorA(const b3Vec3& v);
// Get the world target point on body B.
b3Vec3 GetAnchorB() const;
// Get the world space anchor point on the first body (usually the mouse world space position).
b3Vec3 GetWorldAnchorB() const;
// Get the world target point.
const b3Vec3& GetTarget() const;
// Set the world target point.
void SetTarget(const b3Vec3& target);
// Get the local space anchor point on the second body (usually the ray cast intersection).
const b3Vec3& GetLocalAnchorB() const;
// Set the mouse position on the space of the second body (usually the ray cast intersection).
void SetLocalAnchorB(const b3Vec3& v);
// Implement b3Joint.
void Draw(b3Draw* b3Draw) const;
// Draw this joint.
void Draw(b3Draw* draw) const;
private:
friend class b3Joint;
friend class b3JointManager;
@ -68,14 +71,12 @@ private:
virtual void SolveVelocityConstraints(const b3SolverData* data);
virtual bool SolvePositionConstraints(const b3SolverData* data);
// The two anchor points on each body.
// The first body has infinite mass. Therefore,
// we store the world space anchor point.
b3Vec3 m_worldAnchorA;
// Solver shared
b3Vec3 m_worldTargetA;
b3Vec3 m_localAnchorB;
float32 m_maxForce; // maximum reaction force in Newtons
float32 m_maxForce;
// Constraint data for the solver.
// Solver temp
u32 m_indexB;
float32 m_mB;
b3Mat33 m_iB;
@ -85,24 +86,4 @@ private:
b3Vec3 m_C;
};
inline b3Vec3 b3MouseJoint::GetWorldAnchorA() const
{
return m_worldAnchorA;
}
inline void b3MouseJoint::SetWorldAnchorA(const b3Vec3& v)
{
m_worldAnchorA = v;
}
inline const b3Vec3& b3MouseJoint::GetLocalAnchorB() const
{
return m_localAnchorB;
}
inline void b3MouseJoint::SetLocalAnchorB(const b3Vec3& v)
{
m_localAnchorB = v;
}
#endif
#endif

View File

@ -19,8 +19,8 @@
#ifndef B3_REVOLUTE_JOINT_H
#define B3_REVOLUTE_JOINT_H
#include <bounce\dynamics\joints\joint.h>
#include <bounce\common\math\mat.h>
#include <bounce/dynamics/joints/joint.h>
#include <bounce/common/math/mat.h>
struct b3RevoluteJointDef : public b3JointDef
{
@ -37,13 +37,13 @@ struct b3RevoluteJointDef : public b3JointDef
maxMotorTorque = 0.0f;
}
// Initialize this definition given an axis, anchor point, and the lower and upper angle limits in radians.
// Initialize this definition from hinge axis, anchor point, and the lower and upper angle limits in radians.
void Initialize(b3Body* bodyA, b3Body* bodyB, const b3Vec3& axis, const b3Vec3& anchor, float32 lowerAngle, float32 upperAngle);
// The joint frame relative to the frame of body A.
// The joint frame relative body A's frame.
b3Transform localFrameA;
// The joint frame relative to the frame of body B.
// The joint frame relative body B's frame.
b3Transform localFrameB;
// Enable the joint limit.
@ -65,27 +65,27 @@ struct b3RevoluteJointDef : public b3JointDef
float32 maxMotorTorque;
};
// A revolute joint constrains two bodies to share a common point while they
// are free to rotate about the point and a given axis.
// The relative rotation about the shared axis
// is the joint angle. You can limit the relative rotation with
// a lower and upper angle limit. Also, you can use a motor
// to drive the relative rotation about the shared axis.
// A revolute joint constrains two bodies to share a point and an axis while
// they are free to rotate about the point and the axis.
// The relative rotation about the shared axis is the joint angle.
// You can limit the relative rotation with a lower and upper angle limit.
// You can use a motor to drive the relative rotation about the shared axis.
// A maximum motor torque is provided so that infinite forces are not generated.
// This joint can be used to create structures such as doors.
class b3RevoluteJoint : public b3Joint
{
public:
// Get the joint frame relative to the frame of body A.
const b3Transform& GetFrameA() const;
// Get the joint frame on body A in world coordinates.
b3Transform GetFrameA() const;
// Set the joint frame relative to the frame of body A.
void SetFrameA(const b3Transform& xf);
// Get the joint frame on body B in world coordinates.
b3Transform GetFrameB() const;
// Get the joint frame relative to the frame of body B.
const b3Transform& GetFrameB() const;
// Set the joint frame relative to the frame of body B.
void SetFrameB(const b3Transform& xf);
// Get the joint frame relative body A's frame.
const b3Transform& GetLocalFrameA() const;
// Get the joint frame relative body B's frame.
const b3Transform& GetLocalFrameB() const;
// Is the joint limit enabled?
bool IsLimitEnabled() const;
@ -96,7 +96,7 @@ public:
// Get the lower angle limit.
float32 GetLowerLimit() const;
// Get the upper limit.
// Get the upper angle limit.
float32 GetUpperLimit() const;
// Set the angle limits.
@ -108,20 +108,20 @@ public:
// Set the joint motor enabled.
void SetEnableMotor(bool bit);
// Get the desired motor speed (radians per second).
// Get the desired motor speed in radians per second.
float32 GetMotorSpeed() const;
// Set the desired motor speed (radians per second).
// Set the desired motor speed in radians per second.
void SetMotorSpeed(float32 speed);
// Get the maximum motor torque (Newton per meter).
// Get the maximum motor torque in Newton per meter.
float32 GetMaxMotorTorque() const;
// Set the maximum motor torque (Newton per meter).
// Set the maximum motor torque in Newton per meter.
void SetMaxMotorTorque(float32 torque);
// Draw this joint.
void Draw(b3Draw* b3Draw) const;
void Draw(b3Draw* draw) const;
private:
friend class b3Joint;
friend class b3JointManager;
@ -171,8 +171,8 @@ private:
b3Vec3 m_rB;
b3Vec3 m_nA;
b3Vec3 m_nB;
b3Mat<5, 5> m_mass;
b3Vec<5> m_impulse;
b3Mat<5, 5> m_mass; // block solver
b3Vec<5> m_impulse; // block solver
};
#endif
#endif

View File

@ -19,7 +19,7 @@
#ifndef B3_SPHERE_JOINT_H
#define B3_SPHERE_JOINT_H
#include <bounce\dynamics\joints\joint.h>
#include <bounce/dynamics/joints/joint.h>
struct b3SphereJointDef : public b3JointDef
{
@ -30,31 +30,29 @@ struct b3SphereJointDef : public b3JointDef
localAnchorB.SetZero();
}
// Initialize this definition.
// Initialize this definition from bodies and world anchor point.
void Initialize(b3Body* bodyA, b3Body* bodyB, const b3Vec3& anchor);
// The anchor point relative to body A's origin
b3Vec3 localAnchorA;
// The anchor point relative to body B's origin
b3Vec3 localAnchorB;
};
// A ball-in-socket joint.
// A sphere joint constrains the bodies to rotate relative to each
// other about a specified anchor point.
class b3SphereJoint : public b3Joint
{
public:
// Get the local anchor point on body A.
const b3Vec3& GetLocalAnchorA() const;
// Get the anchor point on body A in world coordinates.
b3Vec3 GetAnchorA() const;
// Set the local anchor point on body A.
void SetLocalAnchorA(const b3Vec3& point);
// Get the local anchor point on body B.
const b3Vec3& GetLocalAnchorB() const;
// Get the anchor point on body B in world coordinates.
b3Vec3 GetAnchorB() const;
// Set the local anchor point on body B.
void SetLocalAnchorB(const b3Vec3& point);
// Implement b3Joint
void Draw(b3Draw* b3Draw) const;
// Draw this joint.
void Draw(b3Draw* draw) const;
private:
friend class b3Joint;
friend class b3JointManager;
@ -67,12 +65,11 @@ private:
virtual void SolveVelocityConstraints(const b3SolverData* data);
virtual bool SolvePositionConstraints(const b3SolverData* data);
// The local joint frames on each body.
// Solver shared
b3Vec3 m_localAnchorA;
b3Vec3 m_localAnchorB;
// Temporary data copied from the joint solver
// to reduce cache misses.
// Solver temp
u32 m_indexA;
u32 m_indexB;
float32 m_mA;
@ -80,7 +77,6 @@ private:
b3Mat33 m_iA;
b3Mat33 m_iB;
// Constraint data.
b3Vec3 m_localCenterA;
b3Vec3 m_localCenterB;
b3Vec3 m_rA;
@ -89,24 +85,4 @@ private:
b3Vec3 m_impulse;
};
inline const b3Vec3& b3SphereJoint::GetLocalAnchorA() const
{
return m_localAnchorA;
}
inline void b3SphereJoint::SetLocalAnchorA(const b3Vec3& point)
{
m_localAnchorA = point;
}
inline const b3Vec3& b3SphereJoint::GetLocalAnchorB() const
{
return m_localAnchorB;
}
inline void b3SphereJoint::SetLocalAnchorB(const b3Vec3& point)
{
m_localAnchorB = point;
}
#endif
#endif

View File

@ -19,7 +19,7 @@
#ifndef B3_SPRING_JOINT_H
#define B3_SPRING_JOINT_H
#include <bounce\dynamics\joints\joint.h>
#include <bounce/dynamics/joints/joint.h>
struct b3SpringJointDef : public b3JointDef
{
@ -36,35 +36,65 @@ struct b3SpringJointDef : public b3JointDef
// Initialize this definition from bodies and world anchors.
void Initialize(b3Body* bodyA, b3Body* bodyB, const b3Vec3& anchorA, const b3Vec3& anchorB);
// The joint anchor point relative to the frame of body A
// The anchor point relative to body A's origin
b3Vec3 localAnchorA;
// The joint anchor point relative to the frame of body B
// The anchor point relative to body B's origin
b3Vec3 localAnchorB;
// The spring rest length
// The spring rest length.
float32 length;
// The mass-spring-damper frequency in units of hertz
// 0 = disable spring softness
// The mass-spring-damper frequency in Hz
// 0 = disable softness
float32 frequencyHz;
// The damping ration in the interval [0, 1].
// The damping ration in the interval [0, 1]
// 0 = undamped spring
// 1 = critical damping
float32 dampingRatio;
};
// A spring joint constrains the bodies to rotate relative to each
// other about a specified spring position.
// The tunable soft parameters control how much/fast the bodies should translate
// relative to each other about the spring position.
// This joint can be used to create behaviours such as a car suspension.
class b3SpringJoint : public b3Joint
{
public :
// Get the local anchor point in the local space of the first body.
public:
// Get the anchor point on body A in world coordinates.
b3Vec3 GetAnchorA() const;
// Get the anchor point on body B in world coordinates.
b3Vec3 GetAnchorB() const;
// Get the anchor point relative to body A's origin.
const b3Vec3& GetLocalAnchorA() const;
// Get the local anchor point in the local space of the second body.
// Get the anchor point relative to body B's origin.
const b3Vec3& GetLocalAnchorB() const;
void Draw(b3Draw* b3Draw) const;
// Get the natural spring length.
float32 GetLength() const;
// Set the natural spring length.
void SetLength(float32 length);
// Get the damper frequency in Hz.
float32 GetFrequency() const;
// Set the damper frequency in Hz.
void SetFrequency(float32 frequency);
// Get the damping ratio.
float32 GetDampingRatio() const;
// Set the damping ratio.
void SetDampingRatio(float32 ratio);
// Draw this joint.
void Draw(b3Draw* draw) const;
private:
friend class b3Joint;
friend class b3JointManager;
@ -103,14 +133,4 @@ private:
float32 m_impulse;
};
inline const b3Vec3& b3SpringJoint::GetLocalAnchorA() const
{
return m_localAnchorA;
}
inline const b3Vec3& b3SpringJoint::GetLocalAnchorB() const
{
return m_localAnchorB;
}
#endif
#endif

View File

@ -19,7 +19,7 @@
#ifndef B3_CAPSULE_SHAPE_H
#define B3_CAPSULE_SHAPE_H
#include <bounce\dynamics\shapes\shape.h>
#include <bounce/dynamics/shapes/shape.h>
// A capsule defined along the up-axis.
class b3CapsuleShape : public b3Shape

View File

@ -19,7 +19,7 @@
#ifndef B3_HULL_SHAPE_H
#define B3_HULL_SHAPE_H
#include <bounce\dynamics\shapes\shape.h>
#include <bounce/dynamics/shapes/shape.h>
struct b3Hull;

View File

@ -19,7 +19,7 @@
#ifndef B3_MESH_SHAPE_H
#define B3_MESH_SHAPE_H
#include <bounce\dynamics\shapes\shape.h>
#include <bounce/dynamics/shapes/shape.h>
struct b3Mesh;

View File

@ -19,9 +19,9 @@
#ifndef B3_SHAPE_H
#define B3_SHAPE_H
#include <bounce\common\math\transform.h>
#include <bounce\common\template\list.h>
#include <bounce\collision\distance.h>
#include <bounce/common/math/transform.h>
#include <bounce/common/template/list.h>
#include <bounce/collision/distance.h>
struct b3ContactEdge;
@ -41,8 +41,8 @@ struct b3ShapeDef
{
b3ShapeDef()
{
shape = nullptr;
userData = nullptr;
shape = NULL;
userData = NULL;
isSensor = false;
density = 0.0f;
friction = 0.3f;
@ -59,15 +59,19 @@ struct b3ShapeDef
struct b3MassData
{
// The mass of the shape in kilograms.
float32 mass;
// The shape center of mass relative to the shape's origin.
b3Vec3 center;
// The rotational inertia of the shape about the shape's center of mass.
b3Mat33 I;
};
class b3Shape
{
public:
// A shape is created and initialized by an user and a body.
b3Shape() { }
virtual ~b3Shape() { }
@ -78,11 +82,7 @@ public:
const b3Body* GetBody() const;
b3Body* GetBody();
// Get the frame of the shape relative to the world.
b3Transform GetTransform() const;
// Calculate the mass data for this shape given the shape density, that is,
// the mass per unit volume.
// Calculate the mass data for this shape given the shape density.
virtual void ComputeMass(b3MassData* data, float32 density) const = 0;
// Compute the shape world AABB.
@ -91,26 +91,40 @@ public:
// Test if a point is contained inside this shape.
virtual bool TestPoint(const b3Vec3& point, const b3Transform& xf) const = 0;
// Compute the ray intersection point, normal, and fraction.
// Compute the ray intersection point, normal of surface, and fraction.
virtual bool RayCast(b3RayCastOutput* output, const b3RayCastInput& input, const b3Transform& xf) const = 0;
bool IsSensor() const;
void SetSensor(bool flag);
// Set if this shape is a sensor.
void SetSensor(bool bit);
// Is this shape a sensor?
bool IsSensor() const;
// Get the shape density.
float32 GetDensity() const;
// Set the shape density.
void SetDensity(float32 density);
// Get the shape coefficient of restitution.
float32 GetRestitution() const;
// Set the shape coefficient of restitution.
// This is a value in the range [0, 1].
void SetRestitution(float32 restitution);
// Get the shape coefficient of friction.
float32 GetFriction() const;
// Set the shape coefficient of friction.
// This is a value in the range [0, 1].
void SetFriction(float32 friction);
// Get the user data associated with this shape.
void* GetUserData() const;
void SetUserData(void* data);
// Destroy the contacts associated with this shape.
void DestroyContacts();
// Set the user data associated with this shape.
void SetUserData(void* data);
// Dump this shape to the log file.
void Dump(i32 bodyIndex) const;
@ -119,23 +133,31 @@ public:
const b3Shape* GetNext() const;
b3Shape* GetNext();
// Create a shape.
float32 m_radius;
protected:
friend class b3World;
friend class b3Body;
friend class b3Contact;
friend class b3ContactManager;
friend class b3ContactSolver;
friend class b3List1<b3Shape>;
static b3Shape* Create(const b3ShapeDef& def);
// Destroy a shape.
static void Destroy(b3Shape* shape);
// Convenience function.
// Destroy the contacts associated with this shape.
void DestroyContacts();
b3ShapeType m_type;
bool m_isSensor;
void* m_userData;
i32 m_broadPhaseID;
float32 m_radius;
float32 m_density;
float32 m_restitution;
float32 m_friction;
// Contact edges for this shape.
i32 m_broadPhaseID;
// Contact edges for this shape contact graph.
b3List2<b3ContactEdge> m_contactEdges;
// The parent body of this shape.

View File

@ -19,7 +19,7 @@
#ifndef B3_SPHERE_SHAPE_H
#define B3_SPHERE_SHAPE_H
#include <bounce\dynamics\shapes\shape.h>
#include <bounce/dynamics/shapes/shape.h>
class b3SphereShape : public b3Shape
{

View File

@ -19,9 +19,9 @@
#ifndef B3_TIME_STEP_H
#define B3_TIME_STEP_H
#include <bounce\common\math\vec3.h>
#include <bounce\common\math\mat33.h>
#include <bounce\common\math\quat.h>
#include <bounce/common/math/vec3.h>
#include <bounce/common/math/mat33.h>
#include <bounce/common/math/quat.h>
struct b3Position
{

View File

@ -19,12 +19,12 @@
#ifndef B3_WORLD_H
#define B3_WORLD_H
#include <bounce\common\memory\stack_allocator.h>
#include <bounce\common\memory\block_pool.h>
#include <bounce\common\template\list.h>
#include <bounce\dynamics\time_step.h>
#include <bounce\dynamics\joint_manager.h>
#include <bounce\dynamics\contact_manager.h>
#include <bounce/common/memory/stack_allocator.h>
#include <bounce/common/memory/block_pool.h>
#include <bounce/common/template/list.h>
#include <bounce/dynamics/time_step.h>
#include <bounce/dynamics/joint_manager.h>
#include <bounce/dynamics/contact_manager.h>
struct b3BodyDef;
class b3Body;
@ -34,18 +34,19 @@ class b3ContactListener;
class b3ContactFilter;
class b3Draw;
// Use a physics world to create/destroy rigid bodies, execute ray cast and AABB queries.
// Use a physics world to create/destroy rigid bodies, execute ray cast and volume queries.
class b3World
{
public:
b3World();
~b3World();
// Set the debug b3Draw interface.
// Set the debug draw interface.
// The user must implement this interface to tell the world to
// b3Draw the physics entities.
void SetDebugDraw(b3Draw* b3Draw);
// draw the physics entities.
void SetDebugDraw(b3Draw* draw);
// Get the debug draw interface.
b3Draw* GetDebugDraw();
// The filter passed can tell the world to disallow the contact creation between
@ -77,9 +78,9 @@ public:
// Remove a joint from the world and deallocate it from the memory.
void DestroyJoint(b3Joint* joint);
// Call the function below to simulate a physics step.
// Simulate a physics step.
// The function parameters are the ammount of time to simulate,
// and the number of contact solver iterations.
// and the number of constraint solver iterations.
void Step(float32 dt, u32 velocityIterations, u32 positionIterations);
// Perform a ray cast with the world.
@ -87,13 +88,13 @@ public:
// in the world. The ray cast output is the intercepted shape, the intersection
// point in world space, the face normal on the shape associated with the point,
// and the intersection fraction.
void CastRay(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const;
void RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const;
// Perform a AABB cast with the world.
// The query listener will be notified when two shape AABBs are overlapping.
// If the listener returns false then the query is stopped immediately.
// Otherwise, it continues searching for new overlapping shape AABBs.
void CastAABB(b3QueryListener* listener, const b3AABB3& aabb) const;
void QueryAABB(b3QueryListener* listener, const b3AABB3& aabb) const;
// Get the list of bodies in this world.
const b3List2<b3Body>& GetBodyList() const;
@ -110,7 +111,7 @@ public:
// Get the time spent to finish executing each simulation module of the last physics step.
const b3Profile& GetProfile() const;
// Tell the world to b3Draw the entities that belong to this world.
// Tell the world to draw the entities that belong to this world.
void DebugDraw() const;
void DrawShape(const b3Transform& xf, const b3Shape* shape) const;
void DrawJoint(const b3Joint* joint) const;

View File

@ -19,7 +19,7 @@
#ifndef B3_WORLD_LISTENERS_H
#define B3_WORLD_LISTENERS_H
#include <bounce\common\math\math.h>
#include <bounce/common/math/math.h>
class b3Shape;
class b3Contact;

View File

@ -19,8 +19,8 @@
#ifndef QH_HULL_H
#define QH_HULL_H
#include <bounce\common\geometry.h>
#include <bounce\common\template\array.h>
#include <bounce/common/geometry.h>
#include <bounce/common/template/array.h>
template<class T>
struct qhList

View File

@ -3,7 +3,7 @@
template<class T>
inline void qhList<T>::PushFront(T* link)
{
link->prev = nullptr;
link->prev = NULL;
link->next = head;
if (head)
{
@ -31,8 +31,8 @@ inline T* qhList<T>::Remove(T* link)
head = link->next;
}
link->prev = nullptr;
link->next = nullptr;
link->prev = NULL;
link->next = NULL;
--count;
return next;
@ -78,7 +78,7 @@ inline qhHalfEdge* qhFace::FindTwin(const qhVertex* tail, const qhVertex* head)
e = e->next;
} while (e != edge);
return nullptr;
return NULL;
}
inline b3Vec3 b3Newell(const b3Vec3& a, const b3Vec3& b)
@ -128,7 +128,7 @@ inline qhHalfEdge* qhHull::FindTwin(const qhVertex* tail, const qhVertex* head)
}
face = face->next;
}
return nullptr;
return NULL;
}
inline u32 qhGetMemorySize(u32 V)

View File

@ -19,7 +19,7 @@
#ifndef DEBUG_DRAW_H
#define DEBUG_DRAW_H
#include <bounce\bounce.h>
#include <bounce/bounce.h>
#include "mat44.h"
struct DrawPoints;

View File

@ -19,7 +19,7 @@
#ifndef MAT44_H
#define MAT44_H
#include <bounce\bounce.h>
#include <bounce/bounce.h>
struct Vec4
{

View File

@ -45,7 +45,7 @@ public:
b3ShapeDef sdef;
sdef.shape = &hs;
sdef.userData = nullptr;
sdef.userData = NULL;
sdef.friction = 1.0f;
b3Shape* shape = body->CreateShape(sdef);
@ -80,7 +80,7 @@ public:
sdef.density = 0.5f;
sdef.friction = 0.3f;
sdef.shape = &hs;
sdef.userData = nullptr;
sdef.userData = NULL;
b3Shape* shape = body->CreateShape(sdef);
}

View File

@ -19,7 +19,7 @@
#ifndef CLUSTER_H
#define CLUSTER_H
#include <bounce\dynamics\contacts\contact_cluster.h>
#include <bounce/dynamics/contacts/contact_cluster.h>
extern DebugDraw* g_debugDraw;
extern Camera g_camera;

View File

@ -19,7 +19,7 @@
#ifndef QUADRIC_H
#define QUADRIC_H
#include <testbed\tests\quickhull_test.h>
#include <testbed/tests/quickhull_test.h>
extern DebugDraw* g_debugDraw;
extern Camera g_camera;
@ -113,6 +113,19 @@ public:
~Quadric()
{
{
b3Free(m_coneHull.vertices);
b3Free(m_coneHull.edges);
b3Free(m_coneHull.faces);
b3Free(m_coneHull.planes);
}
{
b3Free(m_cylinderHull.vertices);
b3Free(m_cylinderHull.edges);
b3Free(m_cylinderHull.faces);
b3Free(m_cylinderHull.planes);
}
}
static Test* Create()

View File

@ -19,7 +19,7 @@
#ifndef QHULL_H
#define QHULL_H
#include <bounce\quickhull\qh_hull.h>
#include <bounce/quickhull/qh_hull.h>
extern DebugDraw* g_debugDraw;
extern Camera g_camera;
@ -48,7 +48,7 @@ struct Map
return pair;
}
}
return nullptr;
return NULL;
}
b3StackArray<Pair, 256> m_pairs;

View File

@ -89,7 +89,7 @@ public:
sdef.density = 0.0f;
sdef.friction = 0.0f;
sdef.shape = &hs;
sdef.userData = nullptr;
sdef.userData = NULL;
b3Shape* shape = body->CreateShape(sdef);
}
@ -109,7 +109,7 @@ public:
sdef.density = 0.0f;
sdef.friction = 0.0f;
sdef.shape = &hs;
sdef.userData = nullptr;
sdef.userData = NULL;
b3Shape* shape = body->CreateShape(sdef);
}
@ -129,7 +129,7 @@ public:
sdef.density = 0.0f;
sdef.friction = 0.0f;
sdef.shape = &hs;
sdef.userData = nullptr;
sdef.userData = NULL;
b3Shape* shape = body->CreateShape(sdef);
}
@ -149,7 +149,7 @@ public:
sdef.density = 0.0f;
sdef.friction = 0.0f;
sdef.shape = &hs;
sdef.userData = nullptr;
sdef.userData = NULL;
b3Shape* shape = body->CreateShape(sdef);
}
@ -169,7 +169,7 @@ public:
sdef.density = 0.0f;
sdef.friction = 0.0f;
sdef.shape = &hs;
sdef.userData = nullptr;
sdef.userData = NULL;
b3Shape* shape = body->CreateShape(sdef);
}
@ -190,7 +190,7 @@ public:
sdef.density = 0.0f;
sdef.friction = 0.0f;
sdef.shape = &hs;
sdef.userData = nullptr;
sdef.userData = NULL;
b3Shape* shape = body->CreateShape(sdef);
}
@ -206,35 +206,16 @@ public:
{
// Perform the ray cast
RayCastListener listener;
m_world.CastRay(&listener, p1, p2);
int hitId = listener.FindClosestHit();
m_world.RayCast(&listener, p1, p2);
i32 hitId = listener.FindClosestHit();
if (hitId >= 0)
{
// Hit
// Replace current hit
RayCastHit rayHit = listener.m_hits[hitId];
b3Shape* shape = rayHit.m_shape;
b3Body* bodyA = m_groundBody;
b3Body* bodyB = shape->GetBody();
// Ray hit point in world space
b3Vec3 worldPointA = rayHit.m_point;
// xf from world space to the local space of the shape
b3Transform xf = shape->GetTransform();
// lp = xf^-1 * wp
b3Vec3 localPointA = b3MulT(xf, worldPointA);
extern DebugDraw* g_debugDraw;
g_debugDraw->DrawSegment(p1, worldPointA, b3Color(0.0f, 1.0f, 0.0f));
g_debugDraw->DrawPoint(worldPointA, b3Color(1.0f, 0.0f, 0.0f));
g_debugDraw->DrawSegment(worldPointA, worldPointA + rayHit.m_normal, b3Color(1.0f, 1.0f, 1.0f));
RayCastHit hit = listener.m_hits[hitId];
g_debugDraw->DrawSegment(p1, hit.m_point, b3Color(0.0f, 1.0f, 0.0f));
g_debugDraw->DrawPoint(hit.m_point, b3Color(1.0f, 0.0f, 0.0f));
g_debugDraw->DrawSegment(hit.m_point, hit.m_point + hit.m_normal, b3Color(1.0f, 1.0f, 1.0f));
}
else
{

View File

@ -19,10 +19,10 @@
#ifndef TEST_H
#define TEST_H
#include <glfw\glfw3.h>
#include <imgui\imgui.h>
#include "..\framework\debug_draw.h"
#include <bounce\bounce.h>
#include <glfw/glfw3.h>
#include <imgui/imgui.h>
#include "../framework/debug_draw.h"
#include <bounce/bounce.h>
struct Settings
{
@ -199,7 +199,6 @@ public:
b3Profile m_maxProfile;
RayCastHit m_rayHit;
b3Body* m_groundBody;
b3BoxHull m_groundHull;
b3BoxHull m_boxHull;
b3BoxHull m_tallHull;

BIN
premake5 Normal file

Binary file not shown.

View File

@ -2,7 +2,7 @@
-- Bounce premake script
-- http://industriousone.com/premake
-- paths as variables in the case files are moved
-- variable paths for the case files are moved
solution_name = "bounce"
working_dir = "."
solution_dir = "build/"
@ -12,7 +12,8 @@ src_dir = "src/"
obj_dir = "/obj/"
bin_dir = "/bin/"
action = _ACTION
-- or "" to make --help work
action = _ACTION or ""
-- premake main
solution (solution_name)
@ -20,14 +21,6 @@ solution (solution_name)
configurations { "debug", "release" }
platforms { "x32", "x64" }
filter { "platforms:x32" }
system "windows"
architecture "x32"
filter { "platforms:x64" }
system "windows"
architecture "x64"
-- note the use of "!" before objdir to force the specified path
configuration "debug"
targetdir ( solution_dir .. action .. bin_dir .. "%{cfg.platform}/%{cfg.buildcfg}/%{prj.name}" )
@ -37,125 +30,187 @@ solution (solution_name)
rtti "Off"
flags { "FloatFast" }
configuration "release"
configuration "release"
targetdir ( solution_dir .. action .. bin_dir .. "%{cfg.platform}/%{cfg.buildcfg}/%{prj.name}" )
objdir ( "!" .. solution_dir .. action .. obj_dir .. "%{cfg.platform}/%{cfg.buildcfg}/%{prj.name}" )
defines { "NDEBUG" }
optimize "On"
rtti "Off"
flags { "FloatFast" }
configuration "windows"
defines { "WIN32", "_WINDOWS" }
configuration { "vs*" }
defines { "_CRT_SECURE_NO_WARNINGS" }
configuration { "windows" }
defines { "_WIN32", "WIN32", "_WINDOWS" }
project "bounce"
kind "StaticLib"
language "C++"
location ( solution_dir .. action )
includedirs { inc_dir }
vpaths { [""] = "bounce" }
buildoptions { "-std=c++11" } -- require C++11
files
{
inc_dir .. "/bounce/**.h",
inc_dir .. "/bounce/**.inl",
src_dir .. "/bounce/**.cpp"
}
includedirs { inc_dir }
vpaths { [""] = "bounce" }
project "glad"
kind "StaticLib"
language "C"
location ( solution_dir .. action )
includedirs { external_dir }
vpaths { ["Headers"] = "**.h", ["Sources"] = "**.c" }
files
{
external_dir .. "/glad/**.h",
external_dir .. "/glad/**.c"
external_dir .. "/glad/khrplatform.h",
external_dir .. "/glad/glad.h",
external_dir .. "/glad/glad.c"
}
includedirs { external_dir }
defines { "_CRT_SECURE_NO_WARNINGS" }
vpaths { ["Headers"] = "**.h", ["Sources"] = "**.c" }
configuration { "not windows", "not macosx" }
files
{
external_dir .. "/glad/glad_glx.h",
external_dir .. "/glad/glad_glx.c"
}
project "glfw"
kind "StaticLib"
language "C"
location ( solution_dir .. action )
includedirs { external_dir .. "/glfw" }
defines { "_GLFW_USE_CONFIG_H" } -- see glfw_config.h
vpaths { ["Headers"] = "**.h", ["Sources"] = "**.c" }
-- files
-- windows headers and sources
-- common
files
{
external_dir .. "/glfw/glfw_config.h",
external_dir .. "/glfw/glfw3.h",
external_dir .. "/glfw/glfw3native.h",
external_dir .. "/glfw/context.c",
external_dir .. "/glfw/init.c",
external_dir .. "/glfw/input.c",
external_dir .. "/glfw/monitor.c",
external_dir .. "/glfw/vulkan.c",
external_dir .. "/glfw/window.c",
}
-- windows
configuration { "windows" }
files
{
external_dir .. "/glfw/egl_context.h",
external_dir .. "/glfw/glfw3.h",
external_dir .. "/glfw/glfw3native.h",
external_dir .. "/glfw/glfw_config.h",
external_dir .. "/glfw/wgl_context.h",
external_dir .. "/glfw/win32_joystick.h",
external_dir .. "/glfw/win32_platform.h",
external_dir .. "/glfw/context.c",
external_dir .. "/glfw/egl_context.c",
external_dir .. "/glfw/init.c",
external_dir .. "/glfw/input.c",
external_dir .. "/glfw/monitor.c",
external_dir .. "/glfw/vulkan.c",
external_dir .. "/glfw/wgl_context.c",
external_dir .. "/glfw/win32_joystick.h",
external_dir .. "/glfw/wgl_context.h",
external_dir .. "/glfw/egl_context.h",
external_dir .. "/glfw/win32_init.c",
external_dir .. "/glfw/win32_joystick.c",
external_dir .. "/glfw/win32_monitor.c",
external_dir .. "/glfw/win32_time.c",
external_dir .. "/glfw/win32_tls.c",
external_dir .. "/glfw/win32_window.c",
external_dir .. "/glfw/window.c"
external_dir .. "/glfw/wgl_context.c",
external_dir .. "/glfw/egl_context.c",
}
includedirs { external_dir .. "/glfw" }
defines { "_GLFW_USE_CONFIG_H", "_CRT_SECURE_NO_WARNINGS" }
vpaths { ["Headers"] = "**.h", ["Sources"] = "**.c" }
-- linux
configuration { "not windows", "not macosx" }
buildoptions { "-pthread" }
files
{
external_dir .. "/glfw/x11_platform.h",
external_dir .. "/glfw/xkb_unicode.h",
external_dir .. "/glfw/linux_joystick.h",
external_dir .. "/glfw/posix_time.h",
external_dir .. "/glfw/posix_tls.h",
external_dir .. "/glfw/glx_context.h",
external_dir .. "/glfw/egl_context.h",
external_dir .. "/glfw/x11_init.c",
external_dir .. "/glfw/x11_monitor.c",
external_dir .. "/glfw/x11_window.c",
external_dir .. "/glfw/xkb_unicode.c",
external_dir .. "/glfw/linux_joystick.c",
external_dir .. "/glfw/posix_time.c",
external_dir .. "/glfw/posix_tls.c",
external_dir .. "/glfw/egl_context.c",
external_dir .. "/glfw/glx_context.c",
}
project "imgui"
kind "StaticLib"
language "C++"
location ( solution_dir .. action )
includedirs { external_dir }
vpaths { ["Headers"] = "**.h", ["Sources"] = "**.cpp" }
buildoptions { "-std=c++11" } -- require C++11
files
{
external_dir .. "/imgui/**.h",
external_dir .. "/imgui/**.cpp"
}
includedirs { external_dir }
defines { "_CRT_SECURE_NO_WARNINGS" }
vpaths { ["Headers"] = "**.h", ["Sources"] = "**.cpp" }
project "testbed"
kind "ConsoleApp"
language "C++"
location ( solution_dir .. action )
includedirs { external_dir, inc_dir }
vpaths { ["Headers"] = "**.h", ["Sources"] = "**.cpp" }
buildoptions { "-std=c++11" } -- require C++11
--common
files
{
inc_dir .. "/testbed/**.h",
src_dir .. "/testbed/**.cpp"
}
includedirs { external_dir, inc_dir }
-- dependencies
links { "bounce", "glad", "glfw", "imgui" }
-- windows dependencies
links { "glfw", "glad", "imgui", "bounce" }
configuration { "windows" }
links { "glu32", "opengl32", "winmm" }
vpaths { ["Headers"] = "**.h", ["Sources"] = "**.cpp" }
configuration { "not windows", "not macosx" }
links
{
"GL", "GLU", "rt", "Xrandr", "Xinerama", "Xi", "Xcursor",
"m", "dl", "Xrender", "drm", "Xdamage", "X11-xcb", "xcb-glx",
"xcb-dri2", "xcb-dri3", "xcb-present", "xcb-sync", "xshmfence",
"Xxf86vm", "Xfixes", "Xext", "X11", "pthread", "xcb", "Xau", "Xdmcp"
}
-- build
if os.is "windows" then
newaction
{
{
trigger = "solution",
description = "Make and open solution",
description = "Build solution",
execute = function ()
os.execute ( "premake5 clean" )
os.execute ( "premake5 clean" )
os.execute ( "premake5 vs2015" )
os.execute ( "start " .. solution_dir .. "vs2015/bounce.sln" )
end
}
newaction
{
trigger = "doc",
description = "Build documentation",
execute = function ()
os.execute ( "doxygen doxyfile" )
os.execute ( "start doc\\api\\html\\index.html" )
end
}
end
-- clean
@ -164,6 +219,7 @@ newaction
trigger = "clean",
description = "Clean solution",
execute = function ()
os.rmdir( solution_dir )
os.rmdir( "doc" )
os.rmdir( solution_dir )
end
}
}

View File

@ -7,14 +7,14 @@ Here is how to control the Testbed. The Testbed is a collection of tests and exa
Camera (as in Maya):
<ul>
<li>Rotate the scene holding ALT + LMB</li>
<li>Translate the scene holding ALT + RMB</li>
<li>Zoom in/out the scene using ALT + Mouse Wheel</li>
<li>Rotate the scene holding LSHIFT + LMB</li>
<li>Translate the scene holding LSHIFT + RMB</li>
<li>Zoom in/out the scene using LSHIFT + Mouse Wheel</li>
</ul>
Bounce is released under the <b>zlib</b> license.
[Irlan Robson](http://irlan.net)
Irlan Robson
<h3>Features</h3>
@ -32,15 +32,14 @@ Bounce is released under the <b>zlib</b> license.
<li>Static tree "midphase"</li>
<li>SAT</li>
<li>GJK</li>
<li>Spheres, capsules, hulls</li>
<li>Spheres, capsules, hulls, triangle meshes</li>
<li>Optimized pair management</li>
<h4>Dynamics</h4>
<li>Spheres, capsules, hulls, triangle meshes</li>
<li>Distance, spring, sphere, cone, revolute joint types</li>
<li>Joint motors, limits</li>
<li>Contact, friction, restitution</li>
<li>Mouse, spring, sphere, cone, revolute joint types</li>
<li>Joint motors, limits</li>
<li>Constraint graphs</li>
<li>Simulation islands and sleep management</li>
<li>Linear time solver</li>
@ -60,4 +59,4 @@ Bounce is released under the <b>zlib</b> license.
<h4>Documentation</h4>
<li>Doxygen API documentation</li>
</ul>
</ul>

View File

@ -16,18 +16,18 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce\collision\broad_phase.h>
#include <bounce/collision/broad_phase.h>
b3BroadPhase::b3BroadPhase()
{
m_moveBufferCapacity = 16;
m_moveBuffer = (i32*)b3Alloc(m_moveBufferCapacity * sizeof(i32));
memset(m_moveBuffer, NULL, m_moveBufferCapacity * sizeof(i32));
memset(m_moveBuffer, 0, m_moveBufferCapacity * sizeof(i32));
m_moveBufferCount = 0;
m_pairBufferCapacity = 16;
m_pairBuffer = (b3Pair*)b3Alloc(m_pairBufferCapacity * sizeof(b3Pair));
memset(m_pairBuffer, NULL, m_pairBufferCapacity * sizeof(b3Pair));
memset(m_pairBuffer, 0, m_pairBufferCapacity * sizeof(b3Pair));
m_pairBufferCount = 0;
}

View File

@ -16,10 +16,10 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce\collision\distance.h>
#include <bounce\common\math\vec2.h>
#include <bounce\common\math\vec3.h>
#include <bounce\common\math\mat22.h>
#include <bounce/collision/distance.h>
#include <bounce/common/math/vec2.h>
#include <bounce/common/math/vec3.h>
#include <bounce/common/math/mat22.h>
b3Vec3 b3ClosestPointOnPlane(const b3Vec3& P, const b3Plane& plane)
{

View File

@ -16,8 +16,8 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce\collision\gjk\gjk.h>
#include <bounce\collision\gjk\gjk_proxy.h>
#include <bounce/collision/gjk/gjk.h>
#include <bounce/collision/gjk/gjk_proxy.h>
// Implementation of the GJK (Gilbert-Johnson-Keerthi) algorithm
// using Voronoi regions and Barycentric coordinates.

View File

@ -16,8 +16,8 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce\collision\gjk\gjk_cache.h>
#include <bounce\collision\gjk\gjk_proxy.h>
#include <bounce/collision/gjk/gjk_cache.h>
#include <bounce/collision/gjk/gjk_proxy.h>
extern u32 b3_gjkCalls, b3_gjkIters, b3_gjkMaxIters;
u32 b3_gjkCacheHits;

View File

@ -16,7 +16,7 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce\collision\gjk\gjk_cache.h>
#include <bounce/collision/gjk/gjk_cache.h>
b3GJKFeaturePair b3GetFeaturePair(const b3SimplexCache& cache)
{

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