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1648 lines
49 KiB
1648 lines
49 KiB
From 1e7275aa705cb9dfc18d0d55986423aec7cd038b Mon Sep 17 00:00:00 2001
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From: Julien Bernard <julien.bernard@univ-fcomte.fr>
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Date: Fri, 7 Aug 2020 21:08:04 +0200
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Subject: [PATCH 1/3] modify CMakeLists.txt to support shared libraries
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---
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CMakeLists.txt | 4 ++++
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src/CMakeLists.txt | 23 ++++++++++++++++++++++-
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2 files changed, 26 insertions(+), 1 deletion(-)
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diff --git a/CMakeLists.txt b/CMakeLists.txt
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index 92b2c00f9..924bbf5e0 100644
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--- a/CMakeLists.txt
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+++ b/CMakeLists.txt
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@@ -7,6 +7,10 @@ project(box2d VERSION 2.4.0)
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set_property(GLOBAL PROPERTY USE_FOLDERS ON)
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+set(CMAKE_CXX_VISIBILITY_PRESET hidden)
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+
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+option(BUILD_SHARED_LIBS "Build Box2D as a shared library" OFF)
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+
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add_subdirectory(src)
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option(BOX2D_BUILD_UNIT_TESTS "Build the Box2D unit tests" ON)
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diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
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index 6ef515f8c..429887359 100644
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--- a/src/CMakeLists.txt
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+++ b/src/CMakeLists.txt
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@@ -1,3 +1,5 @@
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+include(GenerateExportHeader)
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+
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set(BOX2D_SOURCE_FILES
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collision/b2_broad_phase.cpp
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collision/b2_chain_shape.cpp
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From f5b2c8e0aa92b0cd9641ce44725f11d1119dce80 Mon Sep 17 00:00:00 2001
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From: Julien Bernard <julien.bernard@univ-fcomte.fr>
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Date: Fri, 7 Aug 2020 22:13:55 +0200
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Subject: [PATCH 2/3] fully support Box2D as shared library
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- add B2_API where relevant
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- add missing variable declarations (mainly for testbed)
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- C++ify some included headers
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---
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include/box2d/b2_block_allocator.h | 5 ++--
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include/box2d/b2_body.h | 7 +++---
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include/box2d/b2_broad_phase.h | 5 ++--
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include/box2d/b2_chain_shape.h | 3 ++-
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include/box2d/b2_circle_shape.h | 3 ++-
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include/box2d/b2_collision.h | 38 ++++++++++++++--------------
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include/box2d/b2_contact.h | 10 +++++---
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include/box2d/b2_contact_manager.h | 5 ++--
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include/box2d/b2_distance.h | 24 ++++++++++--------
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include/box2d/b2_distance_joint.h | 5 ++--
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include/box2d/b2_draw.h | 11 ++++----
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include/box2d/b2_dynamic_tree.h | 5 ++--
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include/box2d/b2_edge_shape.h | 7 +++---
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include/box2d/b2_fixture.h | 9 ++++---
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include/box2d/b2_friction_joint.h | 5 ++--
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include/box2d/b2_gear_joint.h | 4 +--
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include/box2d/b2_growable_stack.h | 5 ++--
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include/box2d/b2_joint.h | 13 +++++-----
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include/box2d/b2_math.h | 40 ++++++++++++++++--------------
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include/box2d/b2_motor_joint.h | 7 +++---
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include/box2d/b2_mouse_joint.h | 7 +++---
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include/box2d/b2_polygon_shape.h | 3 ++-
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include/box2d/b2_prismatic_joint.h | 5 ++--
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include/box2d/b2_pulley_joint.h | 7 +++---
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include/box2d/b2_revolute_joint.h | 7 +++---
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include/box2d/b2_rope.h | 11 ++++----
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include/box2d/b2_rope_joint.h | 5 ++--
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include/box2d/b2_settings.h | 24 ++++++++++--------
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include/box2d/b2_shape.h | 7 +++---
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include/box2d/b2_stack_allocator.h | 5 ++--
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include/box2d/b2_time_of_impact.h | 14 ++++++++---
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include/box2d/b2_time_step.h | 11 ++++----
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include/box2d/b2_timer.h | 3 ++-
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include/box2d/b2_weld_joint.h | 7 +++---
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include/box2d/b2_wheel_joint.h | 5 ++--
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include/box2d/b2_world.h | 7 +++---
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include/box2d/b2_world_callbacks.h | 13 +++++-----
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src/CMakeLists.txt | 18 ++++++++++++--
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38 files changed, 218 insertions(+), 152 deletions(-)
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diff --git a/include/box2d/b2_block_allocator.h b/include/box2d/b2_block_allocator.h
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index 48957343e..95c12de89 100644
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--- a/include/box2d/b2_block_allocator.h
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+++ b/include/box2d/b2_block_allocator.h
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@@ -23,7 +23,8 @@
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#ifndef B2_BLOCK_ALLOCATOR_H
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#define B2_BLOCK_ALLOCATOR_H
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-#include "box2d/b2_settings.h"
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+#include "b2_api.h"
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+#include "b2_settings.h"
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const int32 b2_blockSizeCount = 14;
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@@ -33,7 +34,7 @@ struct b2Chunk;
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/// This is a small object allocator used for allocating small
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/// objects that persist for more than one time step.
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/// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
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-class b2BlockAllocator
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+class B2_API b2BlockAllocator
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{
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public:
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b2BlockAllocator();
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diff --git a/include/box2d/b2_body.h b/include/box2d/b2_body.h
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index 6ba8574de..81a791391 100644
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--- a/include/box2d/b2_body.h
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+++ b/include/box2d/b2_body.h
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@@ -23,6 +23,7 @@
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#ifndef B2_BODY_H
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#define B2_BODY_H
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+#include "b2_api.h"
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#include "b2_math.h"
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#include "b2_shape.h"
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@@ -51,7 +52,7 @@ enum b2BodyType
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/// A body definition holds all the data needed to construct a rigid body.
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/// You can safely re-use body definitions. Shapes are added to a body after construction.
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-struct b2BodyDef
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+struct B2_API b2BodyDef
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{
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/// This constructor sets the body definition default values.
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b2BodyDef()
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@@ -128,7 +129,7 @@ struct b2BodyDef
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};
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/// A rigid body. These are created via b2World::CreateBody.
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-class b2Body
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+class B2_API b2Body
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{
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public:
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/// Creates a fixture and attach it to this body. Use this function if you need
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@@ -398,7 +399,7 @@ class b2Body
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friend class b2ContactManager;
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friend class b2ContactSolver;
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friend class b2Contact;
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-
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+
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friend class b2DistanceJoint;
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friend class b2FrictionJoint;
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friend class b2GearJoint;
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diff --git a/include/box2d/b2_broad_phase.h b/include/box2d/b2_broad_phase.h
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index cf1cf6773..cc882ab47 100644
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--- a/include/box2d/b2_broad_phase.h
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+++ b/include/box2d/b2_broad_phase.h
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@@ -23,11 +23,12 @@
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#ifndef B2_BROAD_PHASE_H
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#define B2_BROAD_PHASE_H
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+#include "b2_api.h"
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#include "b2_settings.h"
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#include "b2_collision.h"
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#include "b2_dynamic_tree.h"
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-struct b2Pair
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+struct B2_API b2Pair
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{
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int32 proxyIdA;
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int32 proxyIdB;
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@@ -36,7 +37,7 @@ struct b2Pair
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/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
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/// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
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/// It is up to the client to consume the new pairs and to track subsequent overlap.
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-class b2BroadPhase
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+class B2_API b2BroadPhase
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{
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public:
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diff --git a/include/box2d/b2_chain_shape.h b/include/box2d/b2_chain_shape.h
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index 9ba0b8b1c..da2605d62 100644
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--- a/include/box2d/b2_chain_shape.h
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+++ b/include/box2d/b2_chain_shape.h
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@@ -23,6 +23,7 @@
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#ifndef B2_CHAIN_SHAPE_H
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#define B2_CHAIN_SHAPE_H
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+#include "b2_api.h"
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#include "b2_shape.h"
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class b2EdgeShape;
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@@ -32,7 +33,7 @@ class b2EdgeShape;
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/// This provides a counter-clockwise winding like the polygon shape.
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/// Connectivity information is used to create smooth collisions.
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/// @warning the chain will not collide properly if there are self-intersections.
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-class b2ChainShape : public b2Shape
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+class B2_API b2ChainShape : public b2Shape
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{
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public:
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b2ChainShape();
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diff --git a/include/box2d/b2_circle_shape.h b/include/box2d/b2_circle_shape.h
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index 009d77db5..5e330f5a7 100644
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--- a/include/box2d/b2_circle_shape.h
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+++ b/include/box2d/b2_circle_shape.h
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@@ -23,10 +23,11 @@
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#ifndef B2_CIRCLE_SHAPE_H
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#define B2_CIRCLE_SHAPE_H
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+#include "b2_api.h"
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#include "b2_shape.h"
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/// A solid circle shape
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-class b2CircleShape : public b2Shape
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+class B2_API b2CircleShape : public b2Shape
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{
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public:
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b2CircleShape();
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diff --git a/include/box2d/b2_collision.h b/include/box2d/b2_collision.h
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index aaa207b35..a6a5472cb 100644
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--- a/include/box2d/b2_collision.h
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+++ b/include/box2d/b2_collision.h
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@@ -23,8 +23,10 @@
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#ifndef B2_COLLISION_H
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#define B2_COLLISION_H
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+#include <climits>
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+
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+#include "b2_api.h"
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#include "b2_math.h"
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-#include <limits.h>
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/// @file
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/// Structures and functions used for computing contact points, distance
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@@ -39,7 +41,7 @@ const uint8 b2_nullFeature = UCHAR_MAX;
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/// The features that intersect to form the contact point
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/// This must be 4 bytes or less.
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-struct b2ContactFeature
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+struct B2_API b2ContactFeature
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{
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enum Type
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{
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@@ -54,7 +56,7 @@ struct b2ContactFeature
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};
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/// Contact ids to facilitate warm starting.
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-union b2ContactID
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+union B2_API b2ContactID
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{
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b2ContactFeature cf;
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uint32 key; ///< Used to quickly compare contact ids.
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@@ -70,7 +72,7 @@ union b2ContactID
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/// This structure is stored across time steps, so we keep it small.
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/// Note: the impulses are used for internal caching and may not
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/// provide reliable contact forces, especially for high speed collisions.
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-struct b2ManifoldPoint
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+struct B2_API b2ManifoldPoint
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{
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b2Vec2 localPoint; ///< usage depends on manifold type
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float normalImpulse; ///< the non-penetration impulse
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@@ -94,7 +96,7 @@ struct b2ManifoldPoint
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/// account for movement, which is critical for continuous physics.
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/// All contact scenarios must be expressed in one of these types.
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/// This structure is stored across time steps, so we keep it small.
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-struct b2Manifold
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+struct B2_API b2Manifold
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{
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enum Type
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{
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@@ -111,7 +113,7 @@ struct b2Manifold
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};
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/// This is used to compute the current state of a contact manifold.
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-struct b2WorldManifold
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+struct B2_API b2WorldManifold
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{
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/// Evaluate the manifold with supplied transforms. This assumes
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/// modest motion from the original state. This does not change the
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@@ -137,18 +139,18 @@ enum b2PointState
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/// Compute the point states given two manifolds. The states pertain to the transition from manifold1
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/// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
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-void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
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+B2_API void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
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const b2Manifold* manifold1, const b2Manifold* manifold2);
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/// Used for computing contact manifolds.
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-struct b2ClipVertex
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+struct B2_API b2ClipVertex
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{
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b2Vec2 v;
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b2ContactID id;
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};
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/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
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-struct b2RayCastInput
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+struct B2_API b2RayCastInput
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{
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b2Vec2 p1, p2;
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float maxFraction;
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@@ -156,14 +158,14 @@ struct b2RayCastInput
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/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
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/// come from b2RayCastInput.
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-struct b2RayCastOutput
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+struct B2_API b2RayCastOutput
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{
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b2Vec2 normal;
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float fraction;
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};
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/// An axis aligned bounding box.
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-struct b2AABB
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+struct B2_API b2AABB
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{
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/// Verify that the bounds are sorted.
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bool IsValid() const;
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@@ -220,36 +222,36 @@ struct b2AABB
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};
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/// Compute the collision manifold between two circles.
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-void b2CollideCircles(b2Manifold* manifold,
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+B2_API void b2CollideCircles(b2Manifold* manifold,
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const b2CircleShape* circleA, const b2Transform& xfA,
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const b2CircleShape* circleB, const b2Transform& xfB);
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/// Compute the collision manifold between a polygon and a circle.
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-void b2CollidePolygonAndCircle(b2Manifold* manifold,
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+B2_API void b2CollidePolygonAndCircle(b2Manifold* manifold,
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const b2PolygonShape* polygonA, const b2Transform& xfA,
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const b2CircleShape* circleB, const b2Transform& xfB);
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/// Compute the collision manifold between two polygons.
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-void b2CollidePolygons(b2Manifold* manifold,
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+B2_API void b2CollidePolygons(b2Manifold* manifold,
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const b2PolygonShape* polygonA, const b2Transform& xfA,
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const b2PolygonShape* polygonB, const b2Transform& xfB);
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/// Compute the collision manifold between an edge and a circle.
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-void b2CollideEdgeAndCircle(b2Manifold* manifold,
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+B2_API void b2CollideEdgeAndCircle(b2Manifold* manifold,
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const b2EdgeShape* polygonA, const b2Transform& xfA,
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const b2CircleShape* circleB, const b2Transform& xfB);
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/// Compute the collision manifold between an edge and a polygon.
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-void b2CollideEdgeAndPolygon(b2Manifold* manifold,
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+B2_API void b2CollideEdgeAndPolygon(b2Manifold* manifold,
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const b2EdgeShape* edgeA, const b2Transform& xfA,
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const b2PolygonShape* circleB, const b2Transform& xfB);
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/// Clipping for contact manifolds.
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-int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
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+B2_API int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
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const b2Vec2& normal, float offset, int32 vertexIndexA);
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/// Determine if two generic shapes overlap.
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-bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
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+B2_API bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
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const b2Shape* shapeB, int32 indexB,
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const b2Transform& xfA, const b2Transform& xfB);
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diff --git a/include/box2d/b2_contact.h b/include/box2d/b2_contact.h
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index d4c59c620..eef7b3b6a 100644
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--- a/include/box2d/b2_contact.h
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+++ b/include/box2d/b2_contact.h
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@@ -23,6 +23,7 @@
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#ifndef B2_CONTACT_H
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#define B2_CONTACT_H
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+#include "b2_api.h"
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#include "b2_collision.h"
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#include "b2_fixture.h"
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#include "b2_math.h"
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@@ -55,7 +56,7 @@ typedef b2Contact* b2ContactCreateFcn( b2Fixture* fixtureA, int32 indexA,
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b2BlockAllocator* allocator);
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typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
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-struct b2ContactRegister
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+struct B2_API b2ContactRegister
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{
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b2ContactCreateFcn* createFcn;
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b2ContactDestroyFcn* destroyFcn;
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@@ -67,7 +68,7 @@ struct b2ContactRegister
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/// is an edge. A contact edge belongs to a doubly linked list
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/// maintained in each attached body. Each contact has two contact
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/// nodes, one for each attached body.
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-struct b2ContactEdge
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+struct B2_API b2ContactEdge
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{
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b2Body* other; ///< provides quick access to the other body attached.
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b2Contact* contact; ///< the contact
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@@ -78,7 +79,7 @@ struct b2ContactEdge
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/// The class manages contact between two shapes. A contact exists for each overlapping
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/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
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/// that has no contact points.
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-class b2Contact
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+class B2_API b2Contact
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{
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public:
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|
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@@ -350,4 +351,7 @@ inline float b2Contact::GetTangentSpeed() const
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return m_tangentSpeed;
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}
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+/// internal for testbed, do not use
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+extern B2_API bool g_blockSolve;
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+
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#endif
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diff --git a/include/box2d/b2_contact_manager.h b/include/box2d/b2_contact_manager.h
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index efa156847..fbd3b4d40 100644
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--- a/include/box2d/b2_contact_manager.h
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+++ b/include/box2d/b2_contact_manager.h
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@@ -23,6 +23,7 @@
|
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#ifndef B2_CONTACT_MANAGER_H
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#define B2_CONTACT_MANAGER_H
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+#include "b2_api.h"
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#include "b2_broad_phase.h"
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class b2Contact;
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@@ -31,7 +32,7 @@ class b2ContactListener;
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class b2BlockAllocator;
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// Delegate of b2World.
|
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-class b2ContactManager
|
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+class B2_API b2ContactManager
|
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{
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public:
|
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b2ContactManager();
|
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@@ -44,7 +45,7 @@ class b2ContactManager
|
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void Destroy(b2Contact* c);
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|
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void Collide();
|
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-
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+
|
|
b2BroadPhase m_broadPhase;
|
|
b2Contact* m_contactList;
|
|
int32 m_contactCount;
|
|
diff --git a/include/box2d/b2_distance.h b/include/box2d/b2_distance.h
|
|
index 3fcefc413..12e993fe6 100644
|
|
--- a/include/box2d/b2_distance.h
|
|
+++ b/include/box2d/b2_distance.h
|
|
@@ -23,13 +23,14 @@
|
|
#ifndef B2_DISTANCE_H
|
|
#define B2_DISTANCE_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_math.h"
|
|
|
|
class b2Shape;
|
|
|
|
/// A distance proxy is used by the GJK algorithm.
|
|
/// It encapsulates any shape.
|
|
-struct b2DistanceProxy
|
|
+struct B2_API b2DistanceProxy
|
|
{
|
|
b2DistanceProxy() : m_vertices(nullptr), m_count(0), m_radius(0.0f) {}
|
|
|
|
@@ -61,7 +62,7 @@ struct b2DistanceProxy
|
|
|
|
/// Used to warm start b2Distance.
|
|
/// Set count to zero on first call.
|
|
-struct b2SimplexCache
|
|
+struct B2_API b2SimplexCache
|
|
{
|
|
float metric; ///< length or area
|
|
uint16 count;
|
|
@@ -71,8 +72,8 @@ struct b2SimplexCache
|
|
|
|
/// Input for b2Distance.
|
|
/// You have to option to use the shape radii
|
|
-/// in the computation. Even
|
|
-struct b2DistanceInput
|
|
+/// in the computation. Even
|
|
+struct B2_API b2DistanceInput
|
|
{
|
|
b2DistanceProxy proxyA;
|
|
b2DistanceProxy proxyB;
|
|
@@ -82,7 +83,7 @@ struct b2DistanceInput
|
|
};
|
|
|
|
/// Output for b2Distance.
|
|
-struct b2DistanceOutput
|
|
+struct B2_API b2DistanceOutput
|
|
{
|
|
b2Vec2 pointA; ///< closest point on shapeA
|
|
b2Vec2 pointB; ///< closest point on shapeB
|
|
@@ -93,12 +94,12 @@ struct b2DistanceOutput
|
|
/// Compute the closest points between two shapes. Supports any combination of:
|
|
/// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
|
|
/// On the first call set b2SimplexCache.count to zero.
|
|
-void b2Distance(b2DistanceOutput* output,
|
|
- b2SimplexCache* cache,
|
|
+B2_API void b2Distance(b2DistanceOutput* output,
|
|
+ b2SimplexCache* cache,
|
|
const b2DistanceInput* input);
|
|
|
|
/// Input parameters for b2ShapeCast
|
|
-struct b2ShapeCastInput
|
|
+struct B2_API b2ShapeCastInput
|
|
{
|
|
b2DistanceProxy proxyA;
|
|
b2DistanceProxy proxyB;
|
|
@@ -108,7 +109,7 @@ struct b2ShapeCastInput
|
|
};
|
|
|
|
/// Output results for b2ShapeCast
|
|
-struct b2ShapeCastOutput
|
|
+struct B2_API b2ShapeCastOutput
|
|
{
|
|
b2Vec2 point;
|
|
b2Vec2 normal;
|
|
@@ -167,4 +168,7 @@ inline const b2Vec2& b2DistanceProxy::GetSupportVertex(const b2Vec2& d) const
|
|
return m_vertices[bestIndex];
|
|
}
|
|
|
|
+/// internal for testbed, do not use
|
|
+extern B2_API int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
|
|
+
|
|
#endif
|
|
diff --git a/include/box2d/b2_distance_joint.h b/include/box2d/b2_distance_joint.h
|
|
index b339e9239..51793fbac 100644
|
|
--- a/include/box2d/b2_distance_joint.h
|
|
+++ b/include/box2d/b2_distance_joint.h
|
|
@@ -23,6 +23,7 @@
|
|
#ifndef B2_DISTANCE_JOINT_H
|
|
#define B2_DISTANCE_JOINT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_joint.h"
|
|
|
|
/// Distance joint definition. This requires defining an anchor point on both
|
|
@@ -30,7 +31,7 @@
|
|
/// so that the initial configuration can violate the constraint
|
|
/// slightly. This helps when saving and loading a game.
|
|
/// @warning Do not use a zero or short length.
|
|
-struct b2DistanceJointDef : public b2JointDef
|
|
+struct B2_API b2DistanceJointDef : public b2JointDef
|
|
{
|
|
b2DistanceJointDef()
|
|
{
|
|
@@ -65,7 +66,7 @@ struct b2DistanceJointDef : public b2JointDef
|
|
|
|
/// A distance joint constrains two points on two bodies to remain at a fixed
|
|
/// distance from each other. You can view this as a massless, rigid rod.
|
|
-class b2DistanceJoint : public b2Joint
|
|
+class B2_API b2DistanceJoint : public b2Joint
|
|
{
|
|
public:
|
|
|
|
diff --git a/include/box2d/b2_draw.h b/include/box2d/b2_draw.h
|
|
index 10cbf866f..a4d171187 100644
|
|
--- a/include/box2d/b2_draw.h
|
|
+++ b/include/box2d/b2_draw.h
|
|
@@ -23,10 +23,11 @@
|
|
#ifndef B2_DRAW_H
|
|
#define B2_DRAW_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_math.h"
|
|
|
|
/// Color for debug drawing. Each value has the range [0,1].
|
|
-struct b2Color
|
|
+struct B2_API b2Color
|
|
{
|
|
b2Color() {}
|
|
b2Color(float rIn, float gIn, float bIn, float aIn = 1.0f)
|
|
@@ -44,7 +45,7 @@ struct b2Color
|
|
|
|
/// Implement and register this class with a b2World to provide debug drawing of physics
|
|
/// entities in your game.
|
|
-class b2Draw
|
|
+class B2_API b2Draw
|
|
{
|
|
public:
|
|
b2Draw();
|
|
@@ -65,7 +66,7 @@ class b2Draw
|
|
|
|
/// Get the drawing flags.
|
|
uint32 GetFlags() const;
|
|
-
|
|
+
|
|
/// Append flags to the current flags.
|
|
void AppendFlags(uint32 flags);
|
|
|
|
@@ -80,10 +81,10 @@ class b2Draw
|
|
|
|
/// Draw a circle.
|
|
virtual void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) = 0;
|
|
-
|
|
+
|
|
/// Draw a solid circle.
|
|
virtual void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) = 0;
|
|
-
|
|
+
|
|
/// Draw a line segment.
|
|
virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
|
|
|
|
diff --git a/include/box2d/b2_dynamic_tree.h b/include/box2d/b2_dynamic_tree.h
|
|
index b3ddb97ca..a3df1175d 100644
|
|
--- a/include/box2d/b2_dynamic_tree.h
|
|
+++ b/include/box2d/b2_dynamic_tree.h
|
|
@@ -23,13 +23,14 @@
|
|
#ifndef B2_DYNAMIC_TREE_H
|
|
#define B2_DYNAMIC_TREE_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_collision.h"
|
|
#include "b2_growable_stack.h"
|
|
|
|
#define b2_nullNode (-1)
|
|
|
|
/// A node in the dynamic tree. The client does not interact with this directly.
|
|
-struct b2TreeNode
|
|
+struct B2_API b2TreeNode
|
|
{
|
|
bool IsLeaf() const
|
|
{
|
|
@@ -64,7 +65,7 @@ struct b2TreeNode
|
|
/// object to move by small amounts without triggering a tree update.
|
|
///
|
|
/// Nodes are pooled and relocatable, so we use node indices rather than pointers.
|
|
-class b2DynamicTree
|
|
+class B2_API b2DynamicTree
|
|
{
|
|
public:
|
|
/// Constructing the tree initializes the node pool.
|
|
diff --git a/include/box2d/b2_edge_shape.h b/include/box2d/b2_edge_shape.h
|
|
index ed79b43e2..b930ee872 100644
|
|
--- a/include/box2d/b2_edge_shape.h
|
|
+++ b/include/box2d/b2_edge_shape.h
|
|
@@ -23,12 +23,13 @@
|
|
#ifndef B2_EDGE_SHAPE_H
|
|
#define B2_EDGE_SHAPE_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_shape.h"
|
|
|
|
/// A line segment (edge) shape. These can be connected in chains or loops
|
|
/// to other edge shapes. Edges created independently are two-sided and do
|
|
-/// no provide smooth movement across junctions.
|
|
-class b2EdgeShape : public b2Shape
|
|
+/// no provide smooth movement across junctions.
|
|
+class B2_API b2EdgeShape : public b2Shape
|
|
{
|
|
public:
|
|
b2EdgeShape();
|
|
@@ -60,7 +61,7 @@ class b2EdgeShape : public b2Shape
|
|
|
|
/// @see b2Shape::ComputeMass
|
|
void ComputeMass(b2MassData* massData, float density) const override;
|
|
-
|
|
+
|
|
/// These are the edge vertices
|
|
b2Vec2 m_vertex1, m_vertex2;
|
|
|
|
diff --git a/include/box2d/b2_fixture.h b/include/box2d/b2_fixture.h
|
|
index 4cdde74d8..3c8aa27a1 100644
|
|
--- a/include/box2d/b2_fixture.h
|
|
+++ b/include/box2d/b2_fixture.h
|
|
@@ -23,6 +23,7 @@
|
|
#ifndef B2_FIXTURE_H
|
|
#define B2_FIXTURE_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_body.h"
|
|
#include "b2_collision.h"
|
|
#include "b2_shape.h"
|
|
@@ -33,7 +34,7 @@ class b2BroadPhase;
|
|
class b2Fixture;
|
|
|
|
/// This holds contact filtering data.
|
|
-struct b2Filter
|
|
+struct B2_API b2Filter
|
|
{
|
|
b2Filter()
|
|
{
|
|
@@ -57,7 +58,7 @@ struct b2Filter
|
|
|
|
/// A fixture definition is used to create a fixture. This class defines an
|
|
/// abstract fixture definition. You can reuse fixture definitions safely.
|
|
-struct b2FixtureDef
|
|
+struct B2_API b2FixtureDef
|
|
{
|
|
/// The constructor sets the default fixture definition values.
|
|
b2FixtureDef()
|
|
@@ -95,7 +96,7 @@ struct b2FixtureDef
|
|
};
|
|
|
|
/// This proxy is used internally to connect fixtures to the broad-phase.
|
|
-struct b2FixtureProxy
|
|
+struct B2_API b2FixtureProxy
|
|
{
|
|
b2AABB aabb;
|
|
b2Fixture* fixture;
|
|
@@ -108,7 +109,7 @@ struct b2FixtureProxy
|
|
/// such as friction, collision filters, etc.
|
|
/// Fixtures are created via b2Body::CreateFixture.
|
|
/// @warning you cannot reuse fixtures.
|
|
-class b2Fixture
|
|
+class B2_API b2Fixture
|
|
{
|
|
public:
|
|
/// Get the type of the child shape. You can use this to down cast to the concrete shape.
|
|
diff --git a/include/box2d/b2_friction_joint.h b/include/box2d/b2_friction_joint.h
|
|
index d7b88245e..99922c3a3 100644
|
|
--- a/include/box2d/b2_friction_joint.h
|
|
+++ b/include/box2d/b2_friction_joint.h
|
|
@@ -23,10 +23,11 @@
|
|
#ifndef B2_FRICTION_JOINT_H
|
|
#define B2_FRICTION_JOINT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_joint.h"
|
|
|
|
/// Friction joint definition.
|
|
-struct b2FrictionJointDef : public b2JointDef
|
|
+struct B2_API b2FrictionJointDef : public b2JointDef
|
|
{
|
|
b2FrictionJointDef()
|
|
{
|
|
@@ -56,7 +57,7 @@ struct b2FrictionJointDef : public b2JointDef
|
|
|
|
/// Friction joint. This is used for top-down friction.
|
|
/// It provides 2D translational friction and angular friction.
|
|
-class b2FrictionJoint : public b2Joint
|
|
+class B2_API b2FrictionJoint : public b2Joint
|
|
{
|
|
public:
|
|
b2Vec2 GetAnchorA() const override;
|
|
diff --git a/include/box2d/b2_gear_joint.h b/include/box2d/b2_gear_joint.h
|
|
index 69e67a199..18237a142 100644
|
|
--- a/include/box2d/b2_gear_joint.h
|
|
+++ b/include/box2d/b2_gear_joint.h
|
|
@@ -27,7 +27,7 @@
|
|
|
|
/// Gear joint definition. This definition requires two existing
|
|
/// revolute or prismatic joints (any combination will work).
|
|
-struct b2GearJointDef : public b2JointDef
|
|
+struct B2_API b2GearJointDef : public b2JointDef
|
|
{
|
|
b2GearJointDef()
|
|
{
|
|
@@ -57,7 +57,7 @@ struct b2GearJointDef : public b2JointDef
|
|
/// of length or units of 1/length.
|
|
/// @warning You have to manually destroy the gear joint if joint1 or joint2
|
|
/// is destroyed.
|
|
-class b2GearJoint : public b2Joint
|
|
+class B2_API b2GearJoint : public b2Joint
|
|
{
|
|
public:
|
|
b2Vec2 GetAnchorA() const override;
|
|
diff --git a/include/box2d/b2_growable_stack.h b/include/box2d/b2_growable_stack.h
|
|
index a24984f0c..ae39db9d5 100644
|
|
--- a/include/box2d/b2_growable_stack.h
|
|
+++ b/include/box2d/b2_growable_stack.h
|
|
@@ -23,8 +23,9 @@
|
|
#ifndef B2_GROWABLE_STACK_H
|
|
#define B2_GROWABLE_STACK_H
|
|
|
|
+#include <cstring>
|
|
+
|
|
#include "b2_settings.h"
|
|
-#include <string.h>
|
|
|
|
/// This is a growable LIFO stack with an initial capacity of N.
|
|
/// If the stack size exceeds the initial capacity, the heap is used
|
|
@@ -56,7 +57,7 @@ class b2GrowableStack
|
|
T* old = m_stack;
|
|
m_capacity *= 2;
|
|
m_stack = (T*)b2Alloc(m_capacity * sizeof(T));
|
|
- memcpy(m_stack, old, m_count * sizeof(T));
|
|
+ std::memcpy(m_stack, old, m_count * sizeof(T));
|
|
if (old != m_array)
|
|
{
|
|
b2Free(old);
|
|
diff --git a/include/box2d/b2_joint.h b/include/box2d/b2_joint.h
|
|
index c33ec90af..73ead3f90 100644
|
|
--- a/include/box2d/b2_joint.h
|
|
+++ b/include/box2d/b2_joint.h
|
|
@@ -23,6 +23,7 @@
|
|
#ifndef B2_JOINT_H
|
|
#define B2_JOINT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_math.h"
|
|
|
|
class b2Body;
|
|
@@ -47,7 +48,7 @@ enum b2JointType
|
|
e_motorJoint
|
|
};
|
|
|
|
-struct b2Jacobian
|
|
+struct B2_API b2Jacobian
|
|
{
|
|
b2Vec2 linear;
|
|
float angularA;
|
|
@@ -59,7 +60,7 @@ struct b2Jacobian
|
|
/// is an edge. A joint edge belongs to a doubly linked list
|
|
/// maintained in each attached body. Each joint has two joint
|
|
/// nodes, one for each attached body.
|
|
-struct b2JointEdge
|
|
+struct B2_API b2JointEdge
|
|
{
|
|
b2Body* other; ///< provides quick access to the other body attached.
|
|
b2Joint* joint; ///< the joint
|
|
@@ -68,7 +69,7 @@ struct b2JointEdge
|
|
};
|
|
|
|
/// Joint definitions are used to construct joints.
|
|
-struct b2JointDef
|
|
+struct B2_API b2JointDef
|
|
{
|
|
b2JointDef()
|
|
{
|
|
@@ -96,18 +97,18 @@ struct b2JointDef
|
|
};
|
|
|
|
/// Utility to compute linear stiffness values from frequency and damping ratio
|
|
-void b2LinearStiffness(float& stiffness, float& damping,
|
|
+B2_API void b2LinearStiffness(float& stiffness, float& damping,
|
|
float frequencyHertz, float dampingRatio,
|
|
const b2Body* bodyA, const b2Body* bodyB);
|
|
|
|
/// Utility to compute rotational stiffness values frequency and damping ratio
|
|
-void b2AngularStiffness(float& stiffness, float& damping,
|
|
+B2_API void b2AngularStiffness(float& stiffness, float& damping,
|
|
float frequencyHertz, float dampingRatio,
|
|
const b2Body* bodyA, const b2Body* bodyB);
|
|
|
|
/// The base joint class. Joints are used to constraint two bodies together in
|
|
/// various fashions. Some joints also feature limits and motors.
|
|
-class b2Joint
|
|
+class B2_API b2Joint
|
|
{
|
|
public:
|
|
|
|
diff --git a/include/box2d/b2_math.h b/include/box2d/b2_math.h
|
|
index afe421ba8..08d130841 100644
|
|
--- a/include/box2d/b2_math.h
|
|
+++ b/include/box2d/b2_math.h
|
|
@@ -23,20 +23,22 @@
|
|
#ifndef B2_MATH_H
|
|
#define B2_MATH_H
|
|
|
|
+#include <cmath>
|
|
+
|
|
+#include "b2_api.h"
|
|
#include "b2_settings.h"
|
|
-#include <math.h>
|
|
|
|
/// This function is used to ensure that a floating point number is not a NaN or infinity.
|
|
inline bool b2IsValid(float x)
|
|
{
|
|
- return isfinite(x);
|
|
+ return std::isfinite(x);
|
|
}
|
|
|
|
-#define b2Sqrt(x) sqrtf(x)
|
|
-#define b2Atan2(y, x) atan2f(y, x)
|
|
+#define b2Sqrt(x) std::sqrt(x)
|
|
+#define b2Atan2(y, x) std::atan2(y, x)
|
|
|
|
/// A 2D column vector.
|
|
-struct b2Vec2
|
|
+struct B2_API b2Vec2
|
|
{
|
|
/// Default constructor does nothing (for performance).
|
|
b2Vec2() {}
|
|
@@ -52,7 +54,7 @@ struct b2Vec2
|
|
|
|
/// Negate this vector.
|
|
b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; }
|
|
-
|
|
+
|
|
/// Read from and indexed element.
|
|
float operator () (int32 i) const
|
|
{
|
|
@@ -70,7 +72,7 @@ struct b2Vec2
|
|
{
|
|
x += v.x; y += v.y;
|
|
}
|
|
-
|
|
+
|
|
/// Subtract a vector from this vector.
|
|
void operator -= (const b2Vec2& v)
|
|
{
|
|
@@ -127,7 +129,7 @@ struct b2Vec2
|
|
};
|
|
|
|
/// A 2D column vector with 3 elements.
|
|
-struct b2Vec3
|
|
+struct B2_API b2Vec3
|
|
{
|
|
/// Default constructor does nothing (for performance).
|
|
b2Vec3() {}
|
|
@@ -166,7 +168,7 @@ struct b2Vec3
|
|
};
|
|
|
|
/// A 2-by-2 matrix. Stored in column-major order.
|
|
-struct b2Mat22
|
|
+struct B2_API b2Mat22
|
|
{
|
|
/// The default constructor does nothing (for performance).
|
|
b2Mat22() {}
|
|
@@ -240,7 +242,7 @@ struct b2Mat22
|
|
};
|
|
|
|
/// A 3-by-3 matrix. Stored in column-major order.
|
|
-struct b2Mat33
|
|
+struct B2_API b2Mat33
|
|
{
|
|
/// The default constructor does nothing (for performance).
|
|
b2Mat33() {}
|
|
@@ -282,7 +284,7 @@ struct b2Mat33
|
|
};
|
|
|
|
/// Rotation
|
|
-struct b2Rot
|
|
+struct B2_API b2Rot
|
|
{
|
|
b2Rot() {}
|
|
|
|
@@ -290,16 +292,16 @@ struct b2Rot
|
|
explicit b2Rot(float angle)
|
|
{
|
|
/// TODO_ERIN optimize
|
|
- s = sinf(angle);
|
|
- c = cosf(angle);
|
|
+ s = std::sin(angle);
|
|
+ c = std::cos(angle);
|
|
}
|
|
|
|
/// Set using an angle in radians.
|
|
void Set(float angle)
|
|
{
|
|
/// TODO_ERIN optimize
|
|
- s = sinf(angle);
|
|
- c = cosf(angle);
|
|
+ s = std::sin(angle);
|
|
+ c = std::cos(angle);
|
|
}
|
|
|
|
/// Set to the identity rotation
|
|
@@ -333,7 +335,7 @@ struct b2Rot
|
|
|
|
/// A transform contains translation and rotation. It is used to represent
|
|
/// the position and orientation of rigid frames.
|
|
-struct b2Transform
|
|
+struct B2_API b2Transform
|
|
{
|
|
/// The default constructor does nothing.
|
|
b2Transform() {}
|
|
@@ -363,7 +365,7 @@ struct b2Transform
|
|
/// Shapes are defined with respect to the body origin, which may
|
|
/// no coincide with the center of mass. However, to support dynamics
|
|
/// we must interpolate the center of mass position.
|
|
-struct b2Sweep
|
|
+struct B2_API b2Sweep
|
|
{
|
|
/// Get the interpolated transform at a specific time.
|
|
/// @param transform the output transform
|
|
@@ -387,7 +389,7 @@ struct b2Sweep
|
|
};
|
|
|
|
/// Useful constant
|
|
-extern const b2Vec2 b2Vec2_zero;
|
|
+extern B2_API const b2Vec2 b2Vec2_zero;
|
|
|
|
/// Perform the dot product on two vectors.
|
|
inline float b2Dot(const b2Vec2& a, const b2Vec2& b)
|
|
@@ -704,7 +706,7 @@ inline void b2Sweep::Advance(float alpha)
|
|
inline void b2Sweep::Normalize()
|
|
{
|
|
float twoPi = 2.0f * b2_pi;
|
|
- float d = twoPi * floorf(a0 / twoPi);
|
|
+ float d = twoPi * std::floor(a0 / twoPi);
|
|
a0 -= d;
|
|
a -= d;
|
|
}
|
|
diff --git a/include/box2d/b2_motor_joint.h b/include/box2d/b2_motor_joint.h
|
|
index c3f1adcbb..c88115f20 100644
|
|
--- a/include/box2d/b2_motor_joint.h
|
|
+++ b/include/box2d/b2_motor_joint.h
|
|
@@ -23,10 +23,11 @@
|
|
#ifndef B2_MOTOR_JOINT_H
|
|
#define B2_MOTOR_JOINT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_joint.h"
|
|
|
|
/// Motor joint definition.
|
|
-struct b2MotorJointDef : public b2JointDef
|
|
+struct B2_API b2MotorJointDef : public b2JointDef
|
|
{
|
|
b2MotorJointDef()
|
|
{
|
|
@@ -46,7 +47,7 @@ struct b2MotorJointDef : public b2JointDef
|
|
|
|
/// The bodyB angle minus bodyA angle in radians.
|
|
float angularOffset;
|
|
-
|
|
+
|
|
/// The maximum motor force in N.
|
|
float maxForce;
|
|
|
|
@@ -60,7 +61,7 @@ struct b2MotorJointDef : public b2JointDef
|
|
/// A motor joint is used to control the relative motion
|
|
/// between two bodies. A typical usage is to control the movement
|
|
/// of a dynamic body with respect to the ground.
|
|
-class b2MotorJoint : public b2Joint
|
|
+class B2_API b2MotorJoint : public b2Joint
|
|
{
|
|
public:
|
|
b2Vec2 GetAnchorA() const override;
|
|
diff --git a/include/box2d/b2_mouse_joint.h b/include/box2d/b2_mouse_joint.h
|
|
index ebaa02592..fcbc56a70 100644
|
|
--- a/include/box2d/b2_mouse_joint.h
|
|
+++ b/include/box2d/b2_mouse_joint.h
|
|
@@ -23,11 +23,12 @@
|
|
#ifndef B2_MOUSE_JOINT_H
|
|
#define B2_MOUSE_JOINT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_joint.h"
|
|
|
|
/// Mouse joint definition. This requires a world target point,
|
|
/// tuning parameters, and the time step.
|
|
-struct b2MouseJointDef : public b2JointDef
|
|
+struct B2_API b2MouseJointDef : public b2JointDef
|
|
{
|
|
b2MouseJointDef()
|
|
{
|
|
@@ -61,7 +62,7 @@ struct b2MouseJointDef : public b2JointDef
|
|
/// NOTE: this joint is not documented in the manual because it was
|
|
/// developed to be used in the testbed. If you want to learn how to
|
|
/// use the mouse joint, look at the testbed.
|
|
-class b2MouseJoint : public b2Joint
|
|
+class B2_API b2MouseJoint : public b2Joint
|
|
{
|
|
public:
|
|
|
|
diff --git a/include/box2d/b2_polygon_shape.h b/include/box2d/b2_polygon_shape.h
|
|
index 52f4cc0ec..5a4e563f8 100644
|
|
--- a/include/box2d/b2_polygon_shape.h
|
|
+++ b/include/box2d/b2_polygon_shape.h
|
|
@@ -22,13 +22,14 @@
|
|
#ifndef B2_POLYGON_SHAPE_H
|
|
#define B2_POLYGON_SHAPE_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_shape.h"
|
|
|
|
/// A solid convex polygon. It is assumed that the interior of the polygon is to
|
|
/// the left of each edge.
|
|
/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
|
|
/// In most cases you should not need many vertices for a convex polygon.
|
|
-class b2PolygonShape : public b2Shape
|
|
+class B2_API b2PolygonShape : public b2Shape
|
|
{
|
|
public:
|
|
b2PolygonShape();
|
|
diff --git a/include/box2d/b2_prismatic_joint.h b/include/box2d/b2_prismatic_joint.h
|
|
index 09cbad540..9d12d2126 100644
|
|
--- a/include/box2d/b2_prismatic_joint.h
|
|
+++ b/include/box2d/b2_prismatic_joint.h
|
|
@@ -23,6 +23,7 @@
|
|
#ifndef B2_PRISMATIC_JOINT_H
|
|
#define B2_PRISMATIC_JOINT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_joint.h"
|
|
|
|
/// Prismatic joint definition. This requires defining a line of
|
|
@@ -31,7 +32,7 @@
|
|
/// can violate the constraint slightly. The joint translation is zero
|
|
/// when the local anchor points coincide in world space. Using local
|
|
/// anchors and a local axis helps when saving and loading a game.
|
|
-struct b2PrismaticJointDef : public b2JointDef
|
|
+struct B2_API b2PrismaticJointDef : public b2JointDef
|
|
{
|
|
b2PrismaticJointDef()
|
|
{
|
|
@@ -87,7 +88,7 @@ struct b2PrismaticJointDef : public b2JointDef
|
|
/// along an axis fixed in bodyA. Relative rotation is prevented. You can
|
|
/// use a joint limit to restrict the range of motion and a joint motor to
|
|
/// drive the motion or to model joint friction.
|
|
-class b2PrismaticJoint : public b2Joint
|
|
+class B2_API b2PrismaticJoint : public b2Joint
|
|
{
|
|
public:
|
|
b2Vec2 GetAnchorA() const override;
|
|
diff --git a/include/box2d/b2_pulley_joint.h b/include/box2d/b2_pulley_joint.h
|
|
index 14f12c41f..6b1445641 100644
|
|
--- a/include/box2d/b2_pulley_joint.h
|
|
+++ b/include/box2d/b2_pulley_joint.h
|
|
@@ -23,13 +23,14 @@
|
|
#ifndef B2_PULLEY_JOINT_H
|
|
#define B2_PULLEY_JOINT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_joint.h"
|
|
|
|
const float b2_minPulleyLength = 2.0f;
|
|
|
|
/// Pulley joint definition. This requires two ground anchors,
|
|
/// two dynamic body anchor points, and a pulley ratio.
|
|
-struct b2PulleyJointDef : public b2JointDef
|
|
+struct B2_API b2PulleyJointDef : public b2JointDef
|
|
{
|
|
b2PulleyJointDef()
|
|
{
|
|
@@ -80,7 +81,7 @@ struct b2PulleyJointDef : public b2JointDef
|
|
/// work better when combined with prismatic joints. You should also cover the
|
|
/// the anchor points with static shapes to prevent one side from going to
|
|
/// zero length.
|
|
-class b2PulleyJoint : public b2Joint
|
|
+class B2_API b2PulleyJoint : public b2Joint
|
|
{
|
|
public:
|
|
b2Vec2 GetAnchorA() const override;
|
|
@@ -129,7 +130,7 @@ class b2PulleyJoint : public b2Joint
|
|
b2Vec2 m_groundAnchorB;
|
|
float m_lengthA;
|
|
float m_lengthB;
|
|
-
|
|
+
|
|
// Solver shared
|
|
b2Vec2 m_localAnchorA;
|
|
b2Vec2 m_localAnchorB;
|
|
diff --git a/include/box2d/b2_revolute_joint.h b/include/box2d/b2_revolute_joint.h
|
|
index f202e3551..36ad5314e 100644
|
|
--- a/include/box2d/b2_revolute_joint.h
|
|
+++ b/include/box2d/b2_revolute_joint.h
|
|
@@ -23,6 +23,7 @@
|
|
#ifndef B2_REVOLUTE_JOINT_H
|
|
#define B2_REVOLUTE_JOINT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_joint.h"
|
|
|
|
/// Revolute joint definition. This requires defining an anchor point where the
|
|
@@ -35,7 +36,7 @@
|
|
/// 1. you might not know where the center of mass will be.
|
|
/// 2. if you add/remove shapes from a body and recompute the mass,
|
|
/// the joints will be broken.
|
|
-struct b2RevoluteJointDef : public b2JointDef
|
|
+struct B2_API b2RevoluteJointDef : public b2JointDef
|
|
{
|
|
b2RevoluteJointDef()
|
|
{
|
|
@@ -90,7 +91,7 @@ struct b2RevoluteJointDef : public b2JointDef
|
|
/// a joint limit that specifies a lower and upper angle. You can use a motor
|
|
/// to drive the relative rotation about the shared point. A maximum motor torque
|
|
/// is provided so that infinite forces are not generated.
|
|
-class b2RevoluteJoint : public b2Joint
|
|
+class B2_API b2RevoluteJoint : public b2Joint
|
|
{
|
|
public:
|
|
b2Vec2 GetAnchorA() const override;
|
|
@@ -161,7 +162,7 @@ class b2RevoluteJoint : public b2Joint
|
|
void Draw(b2Draw* draw) const override;
|
|
|
|
protected:
|
|
-
|
|
+
|
|
friend class b2Joint;
|
|
friend class b2GearJoint;
|
|
|
|
diff --git a/include/box2d/b2_rope.h b/include/box2d/b2_rope.h
|
|
index 5f1cc4073..920e0a454 100644
|
|
--- a/include/box2d/b2_rope.h
|
|
+++ b/include/box2d/b2_rope.h
|
|
@@ -23,6 +23,7 @@
|
|
#ifndef B2_ROPE_H
|
|
#define B2_ROPE_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_math.h"
|
|
|
|
class b2Draw;
|
|
@@ -45,7 +46,7 @@ enum b2BendingModel
|
|
};
|
|
|
|
///
|
|
-struct b2RopeTuning
|
|
+struct B2_API b2RopeTuning
|
|
{
|
|
b2RopeTuning()
|
|
{
|
|
@@ -75,8 +76,8 @@ struct b2RopeTuning
|
|
bool warmStart;
|
|
};
|
|
|
|
-///
|
|
-struct b2RopeDef
|
|
+///
|
|
+struct B2_API b2RopeDef
|
|
{
|
|
b2RopeDef()
|
|
{
|
|
@@ -95,8 +96,8 @@ struct b2RopeDef
|
|
b2RopeTuning tuning;
|
|
};
|
|
|
|
-///
|
|
-class b2Rope
|
|
+///
|
|
+class B2_API b2Rope
|
|
{
|
|
public:
|
|
b2Rope();
|
|
diff --git a/include/box2d/b2_rope_joint.h b/include/box2d/b2_rope_joint.h
|
|
index b254b3a22..9d3ead211 100644
|
|
--- a/include/box2d/b2_rope_joint.h
|
|
+++ b/include/box2d/b2_rope_joint.h
|
|
@@ -23,13 +23,14 @@
|
|
#ifndef B2_ROPE_JOINT_H
|
|
#define B2_ROPE_JOINT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_joint.h"
|
|
|
|
/// Rope joint definition. This requires two body anchor points and
|
|
/// a maximum lengths.
|
|
/// Note: by default the connected objects will not collide.
|
|
/// see collideConnected in b2JointDef.
|
|
-struct b2RopeJointDef : public b2JointDef
|
|
+struct B2_API b2RopeJointDef : public b2JointDef
|
|
{
|
|
b2RopeJointDef()
|
|
{
|
|
@@ -59,7 +60,7 @@ struct b2RopeJointDef : public b2JointDef
|
|
/// would have some sponginess, so I chose not to implement it
|
|
/// that way. See b2DistanceJoint if you want to dynamically
|
|
/// control length.
|
|
-class b2RopeJoint : public b2Joint
|
|
+class B2_API b2RopeJoint : public b2Joint
|
|
{
|
|
public:
|
|
b2Vec2 GetAnchorA() const override;
|
|
diff --git a/include/box2d/b2_settings.h b/include/box2d/b2_settings.h
|
|
index 3b17e12fb..e2f8f2ebe 100644
|
|
--- a/include/box2d/b2_settings.h
|
|
+++ b/include/box2d/b2_settings.h
|
|
@@ -23,9 +23,11 @@
|
|
#ifndef B2_SETTINGS_H
|
|
#define B2_SETTINGS_H
|
|
|
|
-#include <stddef.h>
|
|
-#include <assert.h>
|
|
-#include <float.h>
|
|
+#include <cstddef>
|
|
+#include <cassert>
|
|
+#include <cfloat>
|
|
+
|
|
+#include "b2_api.h"
|
|
|
|
#if !defined(NDEBUG)
|
|
#define b2DEBUG
|
|
@@ -134,22 +136,22 @@ typedef unsigned int uint32;
|
|
// Memory Allocation
|
|
|
|
/// Implement this function to use your own memory allocator.
|
|
-void* b2Alloc(int32 size);
|
|
+B2_API void* b2Alloc(int32 size);
|
|
|
|
/// If you implement b2Alloc, you should also implement this function.
|
|
-void b2Free(void* mem);
|
|
+B2_API void b2Free(void* mem);
|
|
|
|
/// Logging function.
|
|
-void b2Log(const char* string, ...);
|
|
+B2_API void b2Log(const char* string, ...);
|
|
|
|
/// Dump to a file. Only one dump file allowed at a time.
|
|
-void b2OpenDump(const char* fileName);
|
|
-void b2Dump(const char* string, ...);
|
|
-void b2CloseDump();
|
|
+B2_API void b2OpenDump(const char* fileName);
|
|
+B2_API void b2Dump(const char* string, ...);
|
|
+B2_API void b2CloseDump();
|
|
|
|
/// Version numbering scheme.
|
|
/// See http://en.wikipedia.org/wiki/Software_versioning
|
|
-struct b2Version
|
|
+struct B2_API b2Version
|
|
{
|
|
int32 major; ///< significant changes
|
|
int32 minor; ///< incremental changes
|
|
@@ -157,6 +159,6 @@ struct b2Version
|
|
};
|
|
|
|
/// Current version.
|
|
-extern b2Version b2_version;
|
|
+extern B2_API b2Version b2_version;
|
|
|
|
#endif
|
|
diff --git a/include/box2d/b2_shape.h b/include/box2d/b2_shape.h
|
|
index 27e3d14bc..cbed2b863 100644
|
|
--- a/include/box2d/b2_shape.h
|
|
+++ b/include/box2d/b2_shape.h
|
|
@@ -23,13 +23,14 @@
|
|
#ifndef B2_SHAPE_H
|
|
#define B2_SHAPE_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_math.h"
|
|
#include "b2_collision.h"
|
|
|
|
class b2BlockAllocator;
|
|
|
|
/// This holds the mass data computed for a shape.
|
|
-struct b2MassData
|
|
+struct B2_API b2MassData
|
|
{
|
|
/// The mass of the shape, usually in kilograms.
|
|
float mass;
|
|
@@ -44,10 +45,10 @@ struct b2MassData
|
|
/// A shape is used for collision detection. You can create a shape however you like.
|
|
/// Shapes used for simulation in b2World are created automatically when a b2Fixture
|
|
/// is created. Shapes may encapsulate a one or more child shapes.
|
|
-class b2Shape
|
|
+class B2_API b2Shape
|
|
{
|
|
public:
|
|
-
|
|
+
|
|
enum Type
|
|
{
|
|
e_circle = 0,
|
|
diff --git a/include/box2d/b2_stack_allocator.h b/include/box2d/b2_stack_allocator.h
|
|
index 780ab7945..1db2af5d9 100644
|
|
--- a/include/box2d/b2_stack_allocator.h
|
|
+++ b/include/box2d/b2_stack_allocator.h
|
|
@@ -23,12 +23,13 @@
|
|
#ifndef B2_STACK_ALLOCATOR_H
|
|
#define B2_STACK_ALLOCATOR_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_settings.h"
|
|
|
|
const int32 b2_stackSize = 100 * 1024; // 100k
|
|
const int32 b2_maxStackEntries = 32;
|
|
|
|
-struct b2StackEntry
|
|
+struct B2_API b2StackEntry
|
|
{
|
|
char* data;
|
|
int32 size;
|
|
@@ -38,7 +39,7 @@ struct b2StackEntry
|
|
// This is a stack allocator used for fast per step allocations.
|
|
// You must nest allocate/free pairs. The code will assert
|
|
// if you try to interleave multiple allocate/free pairs.
|
|
-class b2StackAllocator
|
|
+class B2_API b2StackAllocator
|
|
{
|
|
public:
|
|
b2StackAllocator();
|
|
diff --git a/include/box2d/b2_time_of_impact.h b/include/box2d/b2_time_of_impact.h
|
|
index bb3031fcb..14d4b7a90 100644
|
|
--- a/include/box2d/b2_time_of_impact.h
|
|
+++ b/include/box2d/b2_time_of_impact.h
|
|
@@ -23,11 +23,12 @@
|
|
#ifndef B2_TIME_OF_IMPACT_H
|
|
#define B2_TIME_OF_IMPACT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_math.h"
|
|
#include "b2_distance.h"
|
|
|
|
/// Input parameters for b2TimeOfImpact
|
|
-struct b2TOIInput
|
|
+struct B2_API b2TOIInput
|
|
{
|
|
b2DistanceProxy proxyA;
|
|
b2DistanceProxy proxyB;
|
|
@@ -37,7 +38,7 @@ struct b2TOIInput
|
|
};
|
|
|
|
/// Output parameters for b2TimeOfImpact.
|
|
-struct b2TOIOutput
|
|
+struct B2_API b2TOIOutput
|
|
{
|
|
enum State
|
|
{
|
|
@@ -57,6 +58,13 @@ struct b2TOIOutput
|
|
/// non-tunneling collisions. If you change the time interval, you should call this function
|
|
/// again.
|
|
/// Note: use b2Distance to compute the contact point and normal at the time of impact.
|
|
-void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
|
|
+B2_API void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
|
|
+
|
|
+/// internal for testbed, do not use
|
|
+extern B2_API int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
|
|
+/// internal for testbed, do not use
|
|
+extern B2_API int32 b2_toiRootIters, b2_toiMaxRootIters;
|
|
+/// internal for testbed, do not use
|
|
+extern B2_API float b2_toiTime, b2_toiMaxTime;
|
|
|
|
#endif
|
|
diff --git a/include/box2d/b2_time_step.h b/include/box2d/b2_time_step.h
|
|
index f0304a300..13d6292ec 100644
|
|
--- a/include/box2d/b2_time_step.h
|
|
+++ b/include/box2d/b2_time_step.h
|
|
@@ -22,10 +22,11 @@
|
|
#ifndef B2_TIME_STEP_H
|
|
#define B2_TIME_STEP_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_math.h"
|
|
|
|
/// Profiling data. Times are in milliseconds.
|
|
-struct b2Profile
|
|
+struct B2_API b2Profile
|
|
{
|
|
float step;
|
|
float collide;
|
|
@@ -38,7 +39,7 @@ struct b2Profile
|
|
};
|
|
|
|
/// This is an internal structure.
|
|
-struct b2TimeStep
|
|
+struct B2_API b2TimeStep
|
|
{
|
|
float dt; // time step
|
|
float inv_dt; // inverse time step (0 if dt == 0).
|
|
@@ -49,21 +50,21 @@ struct b2TimeStep
|
|
};
|
|
|
|
/// This is an internal structure.
|
|
-struct b2Position
|
|
+struct B2_API b2Position
|
|
{
|
|
b2Vec2 c;
|
|
float a;
|
|
};
|
|
|
|
/// This is an internal structure.
|
|
-struct b2Velocity
|
|
+struct B2_API b2Velocity
|
|
{
|
|
b2Vec2 v;
|
|
float w;
|
|
};
|
|
|
|
/// Solver Data
|
|
-struct b2SolverData
|
|
+struct B2_API b2SolverData
|
|
{
|
|
b2TimeStep step;
|
|
b2Position* positions;
|
|
diff --git a/include/box2d/b2_timer.h b/include/box2d/b2_timer.h
|
|
index a664de833..7893c3270 100644
|
|
--- a/include/box2d/b2_timer.h
|
|
+++ b/include/box2d/b2_timer.h
|
|
@@ -23,11 +23,12 @@
|
|
#ifndef B2_TIMER_H
|
|
#define B2_TIMER_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_settings.h"
|
|
|
|
/// Timer for profiling. This has platform specific code and may
|
|
/// not work on every platform.
|
|
-class b2Timer
|
|
+class B2_API b2Timer
|
|
{
|
|
public:
|
|
|
|
diff --git a/include/box2d/b2_weld_joint.h b/include/box2d/b2_weld_joint.h
|
|
index fd5537f34..f226c8a46 100644
|
|
--- a/include/box2d/b2_weld_joint.h
|
|
+++ b/include/box2d/b2_weld_joint.h
|
|
@@ -23,12 +23,13 @@
|
|
#ifndef B2_WELD_JOINT_H
|
|
#define B2_WELD_JOINT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_joint.h"
|
|
|
|
/// Weld joint definition. You need to specify local anchor points
|
|
/// where they are attached and the relative body angle. The position
|
|
/// of the anchor points is important for computing the reaction torque.
|
|
-struct b2WeldJointDef : public b2JointDef
|
|
+struct B2_API b2WeldJointDef : public b2JointDef
|
|
{
|
|
b2WeldJointDef()
|
|
{
|
|
@@ -54,7 +55,7 @@ struct b2WeldJointDef : public b2JointDef
|
|
|
|
/// The bodyB angle minus bodyA angle in the reference state (radians).
|
|
float referenceAngle;
|
|
-
|
|
+
|
|
/// The rotational stiffness in N*m
|
|
/// Disable softness with a value of 0
|
|
float stiffness;
|
|
@@ -65,7 +66,7 @@ struct b2WeldJointDef : public b2JointDef
|
|
|
|
/// A weld joint essentially glues two bodies together. A weld joint may
|
|
/// distort somewhat because the island constraint solver is approximate.
|
|
-class b2WeldJoint : public b2Joint
|
|
+class B2_API b2WeldJoint : public b2Joint
|
|
{
|
|
public:
|
|
b2Vec2 GetAnchorA() const override;
|
|
diff --git a/include/box2d/b2_wheel_joint.h b/include/box2d/b2_wheel_joint.h
|
|
index 1b8f43739..8576adbd2 100644
|
|
--- a/include/box2d/b2_wheel_joint.h
|
|
+++ b/include/box2d/b2_wheel_joint.h
|
|
@@ -23,6 +23,7 @@
|
|
#ifndef B2_WHEEL_JOINT_H
|
|
#define B2_WHEEL_JOINT_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_joint.h"
|
|
|
|
/// Wheel joint definition. This requires defining a line of
|
|
@@ -31,7 +32,7 @@
|
|
/// can violate the constraint slightly. The joint translation is zero
|
|
/// when the local anchor points coincide in world space. Using local
|
|
/// anchors and a local axis helps when saving and loading a game.
|
|
-struct b2WheelJointDef : public b2JointDef
|
|
+struct B2_API b2WheelJointDef : public b2JointDef
|
|
{
|
|
b2WheelJointDef()
|
|
{
|
|
@@ -91,7 +92,7 @@ struct b2WheelJointDef : public b2JointDef
|
|
/// along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to
|
|
/// line constraint with a rotational motor and a linear spring/damper. The spring/damper is
|
|
/// initialized upon creation. This joint is designed for vehicle suspensions.
|
|
-class b2WheelJoint : public b2Joint
|
|
+class B2_API b2WheelJoint : public b2Joint
|
|
{
|
|
public:
|
|
b2Vec2 GetAnchorA() const override;
|
|
diff --git a/include/box2d/b2_world.h b/include/box2d/b2_world.h
|
|
index 3ddc136e3..57d37096c 100644
|
|
--- a/include/box2d/b2_world.h
|
|
+++ b/include/box2d/b2_world.h
|
|
@@ -23,6 +23,7 @@
|
|
#ifndef B2_WORLD_H
|
|
#define B2_WORLD_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_block_allocator.h"
|
|
#include "b2_contact_manager.h"
|
|
#include "b2_math.h"
|
|
@@ -42,7 +43,7 @@ class b2Joint;
|
|
/// The world class manages all physics entities, dynamic simulation,
|
|
/// and asynchronous queries. The world also contains efficient memory
|
|
/// management facilities.
|
|
-class b2World
|
|
+class B2_API b2World
|
|
{
|
|
public:
|
|
/// Construct a world object.
|
|
@@ -58,7 +59,7 @@ class b2World
|
|
|
|
/// Register a contact filter to provide specific control over collision.
|
|
/// Otherwise the default filter is used (b2_defaultFilter). The listener is
|
|
- /// owned by you and must remain in scope.
|
|
+ /// owned by you and must remain in scope.
|
|
void SetContactFilter(b2ContactFilter* filter);
|
|
|
|
/// Register a contact event listener. The listener is owned by you and must
|
|
@@ -185,7 +186,7 @@ class b2World
|
|
|
|
/// Change the global gravity vector.
|
|
void SetGravity(const b2Vec2& gravity);
|
|
-
|
|
+
|
|
/// Get the global gravity vector.
|
|
b2Vec2 GetGravity() const;
|
|
|
|
diff --git a/include/box2d/b2_world_callbacks.h b/include/box2d/b2_world_callbacks.h
|
|
index e1e75c9e9..da45640e2 100644
|
|
--- a/include/box2d/b2_world_callbacks.h
|
|
+++ b/include/box2d/b2_world_callbacks.h
|
|
@@ -23,6 +23,7 @@
|
|
#ifndef B2_WORLD_CALLBACKS_H
|
|
#define B2_WORLD_CALLBACKS_H
|
|
|
|
+#include "b2_api.h"
|
|
#include "b2_settings.h"
|
|
|
|
struct b2Vec2;
|
|
@@ -37,7 +38,7 @@ struct b2Manifold;
|
|
/// Joints and fixtures are destroyed when their associated
|
|
/// body is destroyed. Implement this listener so that you
|
|
/// may nullify references to these joints and shapes.
|
|
-class b2DestructionListener
|
|
+class B2_API b2DestructionListener
|
|
{
|
|
public:
|
|
virtual ~b2DestructionListener() {}
|
|
@@ -53,7 +54,7 @@ class b2DestructionListener
|
|
|
|
/// Implement this class to provide collision filtering. In other words, you can implement
|
|
/// this class if you want finer control over contact creation.
|
|
-class b2ContactFilter
|
|
+class B2_API b2ContactFilter
|
|
{
|
|
public:
|
|
virtual ~b2ContactFilter() {}
|
|
@@ -66,7 +67,7 @@ class b2ContactFilter
|
|
/// Contact impulses for reporting. Impulses are used instead of forces because
|
|
/// sub-step forces may approach infinity for rigid body collisions. These
|
|
/// match up one-to-one with the contact points in b2Manifold.
|
|
-struct b2ContactImpulse
|
|
+struct B2_API b2ContactImpulse
|
|
{
|
|
float normalImpulses[b2_maxManifoldPoints];
|
|
float tangentImpulses[b2_maxManifoldPoints];
|
|
@@ -82,7 +83,7 @@ struct b2ContactImpulse
|
|
/// You should strive to make your callbacks efficient because there may be
|
|
/// many callbacks per time step.
|
|
/// @warning You cannot create/destroy Box2D entities inside these callbacks.
|
|
-class b2ContactListener
|
|
+class B2_API b2ContactListener
|
|
{
|
|
public:
|
|
virtual ~b2ContactListener() {}
|
|
@@ -124,7 +125,7 @@ class b2ContactListener
|
|
|
|
/// Callback class for AABB queries.
|
|
/// See b2World::Query
|
|
-class b2QueryCallback
|
|
+class B2_API b2QueryCallback
|
|
{
|
|
public:
|
|
virtual ~b2QueryCallback() {}
|
|
@@ -136,7 +137,7 @@ class b2QueryCallback
|
|
|
|
/// Callback class for ray casts.
|
|
/// See b2World::RayCast
|
|
-class b2RayCastCallback
|
|
+class B2_API b2RayCastCallback
|
|
{
|
|
public:
|
|
virtual ~b2RayCastCallback() {}
|
|
--- a/include/box2d/b2_distance.h~ 2020-08-10 09:42:32.000000000 -0500
|
|
+++ b/include/box2d/b2_distance.h 2020-08-10 09:44:56.966717299 -0500
|
|
@@ -118,7 +118,7 @@
|
|
};
|
|
|
|
/// Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction.
|
|
-bool b2ShapeCast(b2ShapeCastOutput* output, const b2ShapeCastInput* input);
|
|
+B2_API bool b2ShapeCast(b2ShapeCastOutput* output, const b2ShapeCastInput* input);
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|