--- /dev/null
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
+*
+* This software is provided 'as-is', without any express or implied
+* warranty. In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include "b2CircleShape.h"
+
+b2CircleShape::b2CircleShape(const b2ShapeDef* def)
+: b2Shape(def)
+{
+ b2Assert(def->type == e_circleShape);
+ const b2CircleDef* circleDef = (const b2CircleDef*)def;
+
+ m_type = e_circleShape;
+ m_localPosition = circleDef->localPosition;
+ m_radius = circleDef->radius;
+}
+
+void b2CircleShape::UpdateSweepRadius(const b2Vec2& center)
+{
+ // Update the sweep radius (maximum radius) as measured from
+ // a local center point.
+ b2Vec2 d = m_localPosition - center;
+ m_sweepRadius = d.Length() + m_radius - b2_toiSlop;
+}
+
+bool b2CircleShape::TestPoint(const b2XForm& transform, const b2Vec2& p) const
+{
+ b2Vec2 center = transform.position + b2Mul(transform.R, m_localPosition);
+ b2Vec2 d = p - center;
+ return b2Dot(d, d) <= m_radius * m_radius;
+}
+
+// Collision Detection in Interactive 3D Environments by Gino van den Bergen
+// From Section 3.1.2
+// x = s + a * r
+// norm(x) = radius
+bool b2CircleShape::TestSegment(const b2XForm& transform,
+ float32* lambda,
+ b2Vec2* normal,
+ const b2Segment& segment,
+ float32 maxLambda) const
+{
+ b2Vec2 position = transform.position + b2Mul(transform.R, m_localPosition);
+ b2Vec2 s = segment.p1 - position;
+ float32 b = b2Dot(s, s) - m_radius * m_radius;
+
+ // Does the segment start inside the circle?
+ if (b < 0.0f)
+ {
+ return false;
+ }
+
+ // Solve quadratic equation.
+ b2Vec2 r = segment.p2 - segment.p1;
+ float32 c = b2Dot(s, r);
+ float32 rr = b2Dot(r, r);
+ float32 sigma = c * c - rr * b;
+
+ // Check for negative discriminant and short segment.
+ if (sigma < 0.0f || rr < B2_FLT_EPSILON)
+ {
+ return false;
+ }
+
+ // Find the point of intersection of the line with the circle.
+ float32 a = -(c + b2Sqrt(sigma));
+
+ // Is the intersection point on the segment?
+ if (0.0f <= a && a <= maxLambda * rr)
+ {
+ a /= rr;
+ *lambda = a;
+ *normal = s + a * r;
+ normal->Normalize();
+ return true;
+ }
+
+ return false;
+}
+
+void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2XForm& transform) const
+{
+ b2Vec2 p = transform.position + b2Mul(transform.R, m_localPosition);
+ aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);
+ aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);
+}
+
+void b2CircleShape::ComputeSweptAABB(b2AABB* aabb, const b2XForm& transform1, const b2XForm& transform2) const
+{
+ b2Vec2 p1 = transform1.position + b2Mul(transform1.R, m_localPosition);
+ b2Vec2 p2 = transform2.position + b2Mul(transform2.R, m_localPosition);
+ b2Vec2 lower = b2Min(p1, p2);
+ b2Vec2 upper = b2Max(p1, p2);
+
+ aabb->lowerBound.Set(lower.x - m_radius, lower.y - m_radius);
+ aabb->upperBound.Set(upper.x + m_radius, upper.y + m_radius);
+}
+
+void b2CircleShape::ComputeMass(b2MassData* massData) const
+{
+ massData->mass = m_density * b2_pi * m_radius * m_radius;
+ massData->center = m_localPosition;
+
+ // inertia about the local origin
+ massData->I = massData->mass * (0.5f * m_radius * m_radius + b2Dot(m_localPosition, m_localPosition));
+}