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-/*
-* Copyright (c) 2006-2009 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 B2GLUE_H
-#define B2GLUE_H
-
-#include "core/math/vector2.h"
-
-#include <limits.h>
-
-namespace b2ConvexDecomp {
-
-typedef real_t float32;
-typedef int32_t int32;
-
-static inline float32 b2Sqrt(float32 val) { return Math::sqrt(val); }
-#define b2_maxFloat FLT_MAX
-#define b2_epsilon CMP_EPSILON
-#define b2_pi 3.14159265359f
-#define b2_maxPolygonVertices 16
-#define b2Max MAX
-#define b2Min MIN
-#define b2Clamp CLAMP
-#define b2Abs ABS
-/// A small length used as a collision and constraint tolerance. Usually it is
-/// chosen to be numerically significant, but visually insignificant.
-#define b2_linearSlop 0.005f
-
-/// A small angle used as a collision and constraint tolerance. Usually it is
-/// chosen to be numerically significant, but visually insignificant.
-#define b2_angularSlop (2.0f / 180.0f * b2_pi)
-
-/// A 2D column vector.
-struct b2Vec2
-{
- /// Default constructor does nothing (for performance).
- b2Vec2() {}
-
- /// Construct using coordinates.
- b2Vec2(float32 x, float32 y) : x(x), y(y) {}
-
- /// Set this vector to all zeros.
- void SetZero() { x = 0.0f; y = 0.0f; }
-
- /// Set this vector to some specified coordinates.
- void Set(float32 x_, float32 y_) { x = x_; y = y_; }
-
- /// Negate this vector.
- b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; }
-
- /// Read from and indexed element.
- float32 operator () (int32 i) const
- {
- return (&x)[i];
- }
-
- /// Write to an indexed element.
- float32& operator () (int32 i)
- {
- return (&x)[i];
- }
-
- /// Add a vector to this vector.
- void operator += (const b2Vec2& v)
- {
- x += v.x; y += v.y;
- }
-
- /// Subtract a vector from this vector.
- void operator -= (const b2Vec2& v)
- {
- x -= v.x; y -= v.y;
- }
-
- /// Multiply this vector by a scalar.
- void operator *= (float32 a)
- {
- x *= a; y *= a;
- }
-
- /// Get the length of this vector (the norm).
- float32 Length() const
- {
- return b2Sqrt(x * x + y * y);
- }
-
- /// Get the length squared. For performance, use this instead of
- /// b2Vec2::Length (if possible).
- float32 LengthSquared() const
- {
- return x * x + y * y;
- }
-
- bool operator==(const b2Vec2& p_v) const {
- return x==p_v.x && y==p_v.y;
- }
- b2Vec2 operator+(const b2Vec2& p_v) const {
- return b2Vec2(x+p_v.x,y+p_v.y);
- }
- b2Vec2 operator-(const b2Vec2& p_v) const {
- return b2Vec2(x-p_v.x,y-p_v.y);
- }
-
- b2Vec2 operator*(float32 f) const {
- return b2Vec2(f*x,f*y);
- }
-
- /// Convert this vector into a unit vector. Returns the length.
- float32 Normalize()
- {
- float32 length = Length();
- if (length < b2_epsilon)
- {
- return 0.0f;
- }
- float32 invLength = 1.0f / length;
- x *= invLength;
- y *= invLength;
-
- return length;
- }
-
- /*
- /// Does this vector contain finite coordinates?
- bool IsValid() const
- {
- return b2IsValid(x) && b2IsValid(y);
- }
- */
-
- float32 x, y;
-};
-
-inline b2Vec2 operator*(float32 f,const b2Vec2& p_v) {
- return b2Vec2(f*p_v.x,f*p_v.y);
-}
-
-/// Perform the dot product on two vectors.
-inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b)
-{
- return a.x * b.x + a.y * b.y;
-}
-
-/// Perform the cross product on two vectors. In 2D this produces a scalar.
-inline float32 b2Cross(const b2Vec2& a, const b2Vec2& b)
-{
- return a.x * b.y - a.y * b.x;
-}
-
-/// Perform the cross product on a vector and a scalar. In 2D this produces
-/// a vector.
-inline b2Vec2 b2Cross(const b2Vec2& a, float32 s)
-{
- return b2Vec2(s * a.y, -s * a.x);
-}
-
-}
-
-#endif