Added Box2D
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119
external/Box2D-2.3.1/Contributions/Enhancements/Controllers/b2BuoyancyController.cpp
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119
external/Box2D-2.3.1/Contributions/Enhancements/Controllers/b2BuoyancyController.cpp
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "b2BuoyancyController.h"
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#include "../b2Fixture.h"
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b2BuoyancyController::b2BuoyancyController(const b2BuoyancyControllerDef* def) : b2Controller(def)
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{
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normal = def->normal;
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offset = def->offset;
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density = def->density;
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velocity = def->velocity;
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linearDrag = def->linearDrag;
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angularDrag = def->angularDrag;
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useDensity = def->useDensity;
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useWorldGravity = def->useWorldGravity;
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gravity = def->gravity;
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}
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void b2BuoyancyController::Step(const b2TimeStep& step)
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{
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B2_NOT_USED(step);
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if(!m_bodyList)
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return;
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if(useWorldGravity)
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{
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gravity = m_world->GetGravity();
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}
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for(b2ControllerEdge *i=m_bodyList;i;i=i->nextBody)
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{
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b2Body* body = i->body;
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if(body->IsSleeping())
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{
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//Buoyancy force is just a function of position,
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//so unlike most forces, it is safe to ignore sleeping bodes
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continue;
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}
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b2Vec2 areac(0,0);
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b2Vec2 massc(0,0);
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float32 area = 0;
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float32 mass = 0;
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for(b2Fixture* shape=body->GetFixtureList();shape;shape=shape->GetNext())
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{
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b2Vec2 sc(0,0);
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float32 sarea = shape->ComputeSubmergedArea(normal, offset, &sc);
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area += sarea;
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areac.x += sarea * sc.x;
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areac.y += sarea * sc.y;
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float shapeDensity = 0;
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if(useDensity)
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{
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//TODO: Expose density publicly
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shapeDensity=shape->GetDensity();
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}
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else
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{
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shapeDensity = 1;
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}
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mass += sarea*shapeDensity;
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massc.x += sarea * sc.x * shapeDensity;
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massc.y += sarea * sc.y * shapeDensity;
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}
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areac.x/=area;
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areac.y/=area;
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b2Vec2 localCentroid = b2MulT(body->GetXForm(),areac);
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massc.x/=mass;
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massc.y/=mass;
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if(area<B2_FLT_EPSILON)
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continue;
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//Buoyancy
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b2Vec2 buoyancyForce = -density*area*gravity;
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body->ApplyForce(buoyancyForce,massc);
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//Linear drag
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b2Vec2 dragForce = body->GetLinearVelocityFromWorldPoint(areac) - velocity;
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dragForce *= -linearDrag*area;
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body->ApplyForce(dragForce,areac);
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//Angular drag
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//TODO: Something that makes more physical sense?
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body->ApplyTorque(-body->GetInertia()/body->GetMass()*area*body->GetAngularVelocity()*angularDrag);
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}
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}
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void b2BuoyancyController::Draw(b2DebugDraw *debugDraw)
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{
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float32 r = 1000;
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b2Vec2 p1 = offset * normal + b2Cross(normal, r);
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b2Vec2 p2 = offset * normal - b2Cross(normal, r);
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b2Color color(0,0,0.8f);
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debugDraw->DrawSegment(p1, p2, color);
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}
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void b2BuoyancyController::Destroy(b2BlockAllocator* allocator)
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{
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allocator->Free(this, sizeof(b2BuoyancyController));
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}
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b2BuoyancyController* b2BuoyancyControllerDef::Create(b2BlockAllocator* allocator) const
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{
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void* mem = allocator->Allocate(sizeof(b2BuoyancyController));
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return new (mem) b2BuoyancyController(this);
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}
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