use unsigned integers instead of integers in some collision code
This commit is contained in:
@ -25,8 +25,8 @@
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// A pair of broad-phase proxies.
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struct b3Pair
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{
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i32 proxy1;
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i32 proxy2;
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u32 proxy1;
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u32 proxy2;
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};
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// The broad-phase interface.
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@ -39,28 +39,28 @@ public:
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~b3BroadPhase();
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// Create a proxy and return a index to it.
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i32 CreateProxy(const b3AABB3& aabb, void* userData);
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u32 CreateProxy(const b3AABB3& aabb, void* userData);
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// Destroy a given proxy and remove it from the broadphase.
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void DestroyProxy(i32 proxyId);
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void DestroyProxy(u32 proxyId);
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// Update an existing proxy AABB with a given AABB and a displacement.
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// displacement = dt * velocity
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// Return true if the proxy has moved.
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bool MoveProxy(i32 proxyId, const b3AABB3& aabb, const b3Vec3& displacement);
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bool MoveProxy(u32 proxyId, const b3AABB3& aabb, const b3Vec3& displacement);
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// Add a proxy to the list of moved proxies.
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// Only moved proxies will be used internally as an AABB query reference object.
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void BufferMove(i32 proxyId);
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void BufferMove(u32 proxyId);
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// Get the AABB of a given proxy.
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const b3AABB3& GetAABB(i32 proxyId) const;
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const b3AABB3& GetAABB(u32 proxyId) const;
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// Get the user data attached to a proxy.
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void* GetUserData(i32 proxyId) const;
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void* GetUserData(u32 proxyId) const;
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// Test if two proxy AABBs are overlapping.
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bool TestOverlap(i32 proxy1, i32 proxy2) const;
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bool TestOverlap(u32 proxy1, u32 proxy2) const;
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// Notify the client callback the AABBs that are overlapping with the passed AABB.
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template<class T>
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@ -71,10 +71,11 @@ public:
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template<class T>
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void RayCast(T* callback, const b3RayCastInput& input) const;
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// Find and store overlapping AABB pairs.
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// Notify the client callback the AABB pairs that are overlapping.
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// The client must store the notified pairs.
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template<class T>
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void FindNewPairs(T* callback);
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void FindPairs(T* callback);
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// Draw the proxy AABBs.
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void Draw() const;
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@ -83,17 +84,17 @@ private :
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// The client callback used to add an overlapping pair
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// to the overlapping pair buffer.
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bool Report(i32 proxyId);
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bool Report(u32 proxyId);
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// The dynamic tree.
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b3DynamicTree m_tree;
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// The current proxy being queried for overlap with another proxies.
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// It is used to avoid a proxy overlap with itself.
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i32 m_queryProxyId;
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u32 m_queryProxyId;
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// The objects that have moved in a step.
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i32* m_moveBuffer;
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u32* m_moveBuffer;
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u32 m_moveBufferCount;
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u32 m_moveBufferCapacity;
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@ -103,12 +104,12 @@ private :
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u32 m_pairCount;
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};
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inline const b3AABB3& b3BroadPhase::GetAABB(i32 proxyId) const
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inline const b3AABB3& b3BroadPhase::GetAABB(u32 proxyId) const
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{
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return m_tree.GetAABB(proxyId);
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}
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inline void* b3BroadPhase::GetUserData(i32 proxyId) const
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inline void* b3BroadPhase::GetUserData(u32 proxyId) const
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{
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return m_tree.GetUserData(proxyId);
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}
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@ -125,7 +126,7 @@ inline void b3BroadPhase::RayCast(T* callback, const b3RayCastInput& input) cons
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return m_tree.RayCast(callback, input);
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}
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inline bool operator<(const b3Pair& pair1, const b3Pair& pair2)
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static B3_FORCE_INLINE bool operator<(const b3Pair& pair1, const b3Pair& pair2)
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{
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if (pair1.proxy1 < pair2.proxy1)
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{
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@ -141,7 +142,7 @@ inline bool operator<(const b3Pair& pair1, const b3Pair& pair2)
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}
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template<class T>
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inline void b3BroadPhase::FindNewPairs(T* callback)
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inline void b3BroadPhase::FindPairs(T* callback)
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{
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// Reset the overlapping pairs buffer count for the current step.
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m_pairCount = 0;
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@ -151,7 +152,7 @@ inline void b3BroadPhase::FindNewPairs(T* callback)
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{
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// Keep the current queried proxy ID to avoid self overlapping.
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m_queryProxyId = m_moveBuffer[i];
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if (m_queryProxyId == NULL_NODE)
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if (m_queryProxyId == B3_NULL_NODE_D)
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{
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continue;
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}
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@ -23,7 +23,7 @@
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#include <bounce/collision/shapes/aabb3.h>
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#include <bounce/collision/collision.h>
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#define NULL_NODE (-1)
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#define B3_NULL_NODE_D (0xFFFFFFFF)
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// AABB tree for dynamic AABBs.
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class b3DynamicTree
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@ -33,22 +33,22 @@ public :
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~b3DynamicTree();
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// Insert a node into the tree and return its ID.
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i32 InsertNode(const b3AABB3& aabb, void* userData);
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u32 InsertNode(const b3AABB3& aabb, void* userData);
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// Remove a node from the tree.
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void RemoveNode(i32 proxyId);
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void RemoveNode(u32 proxyId);
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// Update a node AABB.
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void UpdateNode(i32 proxyId, const b3AABB3& aabb);
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void UpdateNode(u32 proxyId, const b3AABB3& aabb);
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// Get the (fat) AABB of a given proxy.
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const b3AABB3& GetAABB(i32 proxyId) const;
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const b3AABB3& GetAABB(u32 proxyId) const;
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// Get the data associated with a given proxy.
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void* GetUserData(i32 proxyId) const;
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void* GetUserData(u32 proxyId) const;
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// Check if two aabbs in this tree are overlapping.
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bool TestOverlap(i32 proxy1, i32 proxy2) const;
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bool TestOverlap(u32 proxy1, u32 proxy2) const;
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// Keep reporting the client callback the AABBs that are overlapping with
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// the given AABB. The client callback must return true if the query
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@ -63,7 +63,7 @@ public :
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void RayCast(T* callback, const b3RayCastInput& input) const;
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// Validate a given node of this tree.
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void Validate(i32 node) const;
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void Validate(u32 node) const;
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// Draw this tree.
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void Draw() const;
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@ -73,8 +73,8 @@ private :
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// Is this node a leaf?
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bool IsLeaf() const
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{
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//A node is a leaf if child 2 == NULL_NODE or height == 0.
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return child1 == NULL_NODE;
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//A node is a leaf if child 2 == B3_NULL_NODE_D or height == 0.
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return child1 == B3_NULL_NODE_D;
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}
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// The fattened node AABB.
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@ -85,80 +85,81 @@ private :
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union
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{
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i32 parent;
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i32 next;
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u32 parent;
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u32 next;
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};
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i32 child1;
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i32 child2;
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u32 child1;
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u32 child2;
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// Flag
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// leaf if 0, free node if -1
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i32 height;
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};
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// Insert a node into the tree.
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void InsertLeaf(i32 node);
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void InsertLeaf(u32 node);
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// Remove a node from the tree.
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void RemoveLeaf(i32 node);
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void RemoveLeaf(u32 node);
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// Rebuild the hierarchy starting from the given node.
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void WalkBackNodeAndCombineVolumes(i32 node);
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void WalkBackNodeAndCombineVolumes(u32 node);
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// Find the best node that can be merged with a given AABB.
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i32 FindBest(const b3AABB3& aabb) const;
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u32 FindBest(const b3AABB3& aabb) const;
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// Peel a node from the free list and insert into the node array.
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// Allocate a new node if necessary. The function returns the new node index.
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i32 AllocateNode();
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u32 AllocateNode();
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// Free a node from the node pool and add it to the free list.
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void FreeNode(i32 node);
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void FreeNode(u32 node);
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// Make a node available for the next allocation.
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void AddToFreeList(i32 node);
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void AddToFreeList(u32 node);
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// The root of this tree.
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i32 m_root;
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u32 m_root;
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// The nodes of this tree stored in an array.
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b3Node* m_nodes;
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i32 m_nodeCount;
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i32 m_nodeCapacity;
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i32 m_freeList;
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u32 m_nodeCount;
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u32 m_nodeCapacity;
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u32 m_freeList;
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};
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inline const b3AABB3& b3DynamicTree::GetAABB(i32 proxyId) const
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inline const b3AABB3& b3DynamicTree::GetAABB(u32 proxyId) const
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{
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B3_ASSERT(proxyId != NULL_NODE && proxyId < m_nodeCapacity);
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B3_ASSERT(proxyId != B3_NULL_NODE_D && proxyId < m_nodeCapacity);
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return m_nodes[proxyId].aabb;
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}
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inline void* b3DynamicTree::GetUserData(i32 proxyId) const
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inline void* b3DynamicTree::GetUserData(u32 proxyId) const
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{
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B3_ASSERT(proxyId != NULL_NODE && proxyId < m_nodeCapacity);
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B3_ASSERT(proxyId != B3_NULL_NODE_D && proxyId < m_nodeCapacity);
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return m_nodes[proxyId].userData;
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}
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inline bool b3DynamicTree::TestOverlap(i32 proxy1, i32 proxy2) const
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inline bool b3DynamicTree::TestOverlap(u32 proxy1, u32 proxy2) const
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{
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B3_ASSERT(proxy1 != NULL_NODE && proxy1 < m_nodeCapacity);
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B3_ASSERT(proxy2 != NULL_NODE && proxy2 < m_nodeCapacity);
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B3_ASSERT(proxy1 != B3_NULL_NODE_D && proxy1 < m_nodeCapacity);
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B3_ASSERT(proxy2 != B3_NULL_NODE_D && proxy2 < m_nodeCapacity);
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return b3TestOverlap(m_nodes[proxy1].aabb, m_nodes[proxy2].aabb);
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}
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template<class T>
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inline void b3DynamicTree::QueryAABB(T* callback, const b3AABB3& aabb) const
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{
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b3Stack<i32, 256> stack;
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b3Stack<u32, 256> stack;
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stack.Push(m_root);
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while (stack.IsEmpty() == false)
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{
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i32 nodeIndex = stack.Top();
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u32 nodeIndex = stack.Top();
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stack.Pop();
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if (nodeIndex == NULL_NODE)
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if (nodeIndex == B3_NULL_NODE_D)
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{
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continue;
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}
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@ -194,16 +195,16 @@ inline void b3DynamicTree::RayCast(T* callback, const b3RayCastInput& input) con
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// Ensure non-degenerate segment.
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B3_ASSERT(b3Dot(d, d) > B3_EPSILON * B3_EPSILON);
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b3Stack<i32, 256> stack;
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b3Stack<u32, 256> stack;
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stack.Push(m_root);
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while (stack.IsEmpty() == false)
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{
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i32 nodeIndex = stack.Top();
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u32 nodeIndex = stack.Top();
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stack.Pop();
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if (nodeIndex == NULL_NODE)
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if (nodeIndex == B3_NULL_NODE_D)
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{
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continue;
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}
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@ -23,7 +23,7 @@
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#include <bounce/collision/shapes/aabb3.h>
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#include <bounce/collision/collision.h>
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#define NULL_NODE_S (0xFFFFFFFF)
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#define B3_NULL_NODE_S (0xFFFFFFFF)
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// AABB tree for static AABBs.
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class b3StaticTree
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@ -72,7 +72,7 @@ private :
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// Is this node a leaf?
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bool IsLeaf() const
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{
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return child1 == NULL_NODE_S;
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return child1 == B3_NULL_NODE_S;
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}
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};
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@ -114,7 +114,7 @@ inline void b3StaticTree::QueryAABB(T* callback, const b3AABB3& aabb) const
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{
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u32 nodeIndex = stack.Top();
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if (nodeIndex == NULL_NODE_S)
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if (nodeIndex == B3_NULL_NODE_S)
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{
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continue;
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}
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@ -164,10 +164,10 @@ inline void b3StaticTree::RayCast(T* callback, const b3RayCastInput& input) cons
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while (stack.IsEmpty() == false)
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{
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i32 nodeIndex = stack.Top();
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u32 nodeIndex = stack.Top();
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stack.Pop();
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if (nodeIndex == NULL_NODE_S)
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if (nodeIndex == B3_NULL_NODE_S)
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{
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continue;
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}
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@ -258,9 +258,9 @@ inline b3Quat b3Mat33Quat(const b3Mat33& m)
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}
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// Diagonal is negative.
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const i32 next[3] = { 1, 2, 0 };
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const u32 next[3] = { 1, 2, 0 };
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i32 i = 0;
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u32 i = 0;
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if (m[1][1] > m[0][0])
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{
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@ -272,8 +272,8 @@ inline b3Quat b3Mat33Quat(const b3Mat33& m)
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i = 2;
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}
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i32 j = next[i];
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i32 k = next[j];
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u32 j = next[i];
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u32 k = next[j];
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float32 s = sqrt((m[i][i] - (m[j][j] + m[k][k])) + 1.0f);
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@ -41,6 +41,8 @@ typedef float float32;
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#define B3_MAX_FLOAT (FLT_MAX)
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#define B3_EPSILON (FLT_EPSILON)
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#define B3_MAX_U32 (0xFFFFFFFF)
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// Collision
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// How much an AABB in the broad-phase should be extended by
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@ -325,7 +325,7 @@ private:
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bool ShouldCollide(const b3Body* other) const;
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b3BodyType m_type;
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i32 m_islandID;
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u32 m_islandID;
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u32 m_flags;
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float32 m_sleepTime;
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|
@ -140,7 +140,7 @@ public:
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void SetUserData(void* data);
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// Dump this shape to the log file.
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void Dump(i32 bodyIndex) const;
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void Dump(u32 bodyIndex) const;
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// Get the next shape in the body shape list.
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const b3Shape* GetNext() const;
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@ -169,7 +169,7 @@ protected:
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float32 m_density;
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float32 m_restitution;
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float32 m_friction;
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i32 m_broadPhaseID;
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u32 m_broadPhaseID;
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// Contact edges for this shape contact graph.
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b3List2<b3ContactEdge> m_contactEdges;
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Block a user