--- /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.
+*/
+
+#ifndef B2_COLLISION_H
+#define B2_COLLISION_H
+
+#include "../Common/b2Math.h"
+#include <climits>
+
+/// @file
+/// Structures and functions used for computing contact points, distance
+/// queries, and TOI queries.
+
+class b2Shape;
+class b2CircleShape;
+class b2PolygonShape;
+
+const uint8 b2_nullFeature = UCHAR_MAX;
+
+/// Contact ids to facilitate warm starting.
+union b2ContactID
+{
+ /// The features that intersect to form the contact point
+ struct Features
+ {
+ uint8 referenceEdge; ///< The edge that defines the outward contact normal.
+ uint8 incidentEdge; ///< The edge most anti-parallel to the reference edge.
+ uint8 incidentVertex; ///< The vertex (0 or 1) on the incident edge that was clipped.
+ uint8 flip; ///< A value of 1 indicates that the reference edge is on shape2.
+ } features;
+ uint32 key; ///< Used to quickly compare contact ids.
+};
+
+/// A manifold point is a contact point belonging to a contact
+/// manifold. It holds details related to the geometry and dynamics
+/// of the contact points.
+/// The point is stored in local coordinates because CCD
+/// requires sub-stepping in which the separation is stale.
+struct b2ManifoldPoint
+{
+ b2Vec2 localPoint1; ///< local position of the contact point in body1
+ b2Vec2 localPoint2; ///< local position of the contact point in body2
+ float32 separation; ///< the separation of the shapes along the normal vector
+ float32 normalImpulse; ///< the non-penetration impulse
+ float32 tangentImpulse; ///< the friction impulse
+ b2ContactID id; ///< uniquely identifies a contact point between two shapes
+};
+
+/// A manifold for two touching convex shapes.
+struct b2Manifold
+{
+ b2ManifoldPoint points[b2_maxManifoldPoints]; ///< the points of contact
+ b2Vec2 normal; ///< the shared unit normal vector
+ int32 pointCount; ///< the number of manifold points
+};
+
+/// A line segment.
+struct b2Segment
+{
+ /// Ray cast against this segment with another segment.
+ bool TestSegment(float32* lambda, b2Vec2* normal, const b2Segment& segment, float32 maxLambda) const;
+
+ b2Vec2 p1; ///< the starting point
+ b2Vec2 p2; ///< the ending point
+};
+
+/// An axis aligned bounding box.
+struct b2AABB
+{
+ /// Verify that the bounds are sorted.
+ bool IsValid() const;
+
+ b2Vec2 lowerBound; ///< the lower vertex
+ b2Vec2 upperBound; ///< the upper vertex
+};
+
+/// An oriented bounding box.
+struct b2OBB
+{
+ b2Mat22 R; ///< the rotation matrix
+ b2Vec2 center; ///< the local centroid
+ b2Vec2 extents; ///< the half-widths
+};
+
+/// Compute the collision manifold between two circles.
+void b2CollideCircles(b2Manifold* manifold,
+ const b2CircleShape* circle1, const b2XForm& xf1,
+ const b2CircleShape* circle2, const b2XForm& xf2);
+
+/// Compute the collision manifold between a polygon and a circle.
+void b2CollidePolygonAndCircle(b2Manifold* manifold,
+ const b2PolygonShape* polygon, const b2XForm& xf1,
+ const b2CircleShape* circle, const b2XForm& xf2);
+
+/// Compute the collision manifold between two circles.
+void b2CollidePolygons(b2Manifold* manifold,
+ const b2PolygonShape* polygon1, const b2XForm& xf1,
+ const b2PolygonShape* polygon2, const b2XForm& xf2);
+
+/// Compute the distance between two shapes and the closest points.
+/// @return the distance between the shapes or zero if they are overlapped/touching.
+float32 b2Distance(b2Vec2* x1, b2Vec2* x2,
+ const b2Shape* shape1, const b2XForm& xf1,
+ const b2Shape* shape2, const b2XForm& xf2);
+
+/// Compute the time when two shapes begin to touch or touch at a closer distance.
+/// @warning the sweeps must have the same time interval.
+/// @return the fraction between [0,1] in which the shapes first touch.
+/// fraction=0 means the shapes begin touching/overlapped, and fraction=1 means the shapes don't touch.
+float32 b2TimeOfImpact(const b2Shape* shape1, const b2Sweep& sweep1,
+ const b2Shape* shape2, const b2Sweep& sweep2);
+
+
+// ---------------- Inline Functions ------------------------------------------
+
+inline bool b2AABB::IsValid() const
+{
+ b2Vec2 d = upperBound - lowerBound;
+ bool valid = d.x >= 0.0f && d.y >= 0.0f;
+ valid = valid && lowerBound.IsValid() && upperBound.IsValid();
+ return valid;
+}
+
+inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b)
+{
+ b2Vec2 d1, d2;
+ d1 = b.lowerBound - a.upperBound;
+ d2 = a.lowerBound - b.upperBound;
+
+ if (d1.x > 0.0f || d1.y > 0.0f)
+ return false;
+
+ if (d2.x > 0.0f || d2.y > 0.0f)
+ return false;
+
+ return true;
+}
+
+#endif