libliquidfun-sys 0.4.0

A thin Rust ffi wrapper on top of Box2D and LiquidFun. Built using autocxx.
Documentation
/*
* Copyright (c) 2013 Google, Inc.
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include "box2d/b2_particle_group.h"
#include "box2d/b2_particle_system.h"
#include "box2d/b2_world.h"

#if LIQUIDFUN_EXTERNAL_LANGUAGE_API
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#endif //LIQUIDFUN_EXTERNAL_LANGUAGE_API

b2ParticleGroup::b2ParticleGroup()
{

	m_system = nullptr;
	m_firstIndex = 0;
	m_lastIndex = 0;
	m_groupFlags = 0;
	m_strength = 1.0f;
	m_prev = nullptr;
	m_next = nullptr;

	m_timestamp = -1;
	m_mass = 0;
	m_inertia = 0;
	m_center = b2Vec2_zero;
	m_linearVelocity = b2Vec2_zero;
	m_angularVelocity = 0;
	m_transform.SetIdentity();

	m_userData = nullptr;

}

uint32 b2ParticleGroup::GetAllParticleFlags() const
{
	uint32 flags = 0;
	for (int32 i = m_firstIndex; i < m_lastIndex; i++)
	{
		flags |= m_system->m_flagsBuffer.data[i];
	}
	return flags;
}

void b2ParticleGroup::SetGroupFlags(uint32 flags)
{
	b2Assert((flags & b2_particleGroupInternalMask) == 0);
	flags |= m_groupFlags & b2_particleGroupInternalMask;
	m_system->SetGroupFlags(this, flags);
}

void b2ParticleGroup::UpdateStatistics() const
{
	if (m_timestamp != m_system->m_timestamp)
	{
		float m = m_system->GetParticleMass();
		m_mass = 0;
		m_center.SetZero();
		m_linearVelocity.SetZero();
		for (int32 i = m_firstIndex; i < m_lastIndex; i++)
		{
			m_mass += m;
			m_center += m * m_system->m_positionBuffer.data[i];
			m_linearVelocity += m * m_system->m_velocityBuffer.data[i];
		}
		if (m_mass > 0)
		{
			m_center *= 1 / m_mass;
			m_linearVelocity *= 1 / m_mass;
		}
		m_inertia = 0;
		m_angularVelocity = 0;
		for (int32 i = m_firstIndex; i < m_lastIndex; i++)
		{
			b2Vec2 p = m_system->m_positionBuffer.data[i] - m_center;
			b2Vec2 v = m_system->m_velocityBuffer.data[i] - m_linearVelocity;
			m_inertia += m * b2Dot(p, p);
			m_angularVelocity += m * b2Cross(p, v);
		}
		if (m_inertia > 0)
		{
			m_angularVelocity *= 1 / m_inertia;
		}
		m_timestamp = m_system->m_timestamp;
	}
}

void b2ParticleGroup::ApplyForce(const b2Vec2& force)
{
	m_system->ApplyForce(m_firstIndex, m_lastIndex, force);
}

void b2ParticleGroup::ApplyLinearImpulse(const b2Vec2& impulse)
{
	m_system->ApplyLinearImpulse(m_firstIndex, m_lastIndex, impulse);
}

void b2ParticleGroup::DestroyParticles(bool callDestructionListener)
{
	b2Assert(m_system->m_world->IsLocked() == false);
	if (m_system->m_world->IsLocked())
	{
		return;
	}

	for (int32 i = m_firstIndex; i < m_lastIndex; i++) {
		m_system->DestroyParticle(i, callDestructionListener);
	}
}

#if LIQUIDFUN_EXTERNAL_LANGUAGE_API
void b2ParticleGroupDef::FreeShapesMemory() {
	if (circleShapes)
	{
		delete[] circleShapes;
		circleShapes = nullptr;
	}
	if (ownShapesArray && shapes)
	{
		delete[] shapes;
		shapes = nullptr;
		ownShapesArray = false;
	}
}

void b2ParticleGroupDef::SetCircleShapesFromVertexList(void* inBuf,
													   int numShapes,
													   float radius)
{
	float* points = (float*) inBuf;
	// Create circle shapes from vertex list and radius
	b2CircleShape* pCircleShapes = new b2CircleShape[numShapes];
	b2Shape** pShapes = new b2Shape*[numShapes];
	for (int i = 0; i < numShapes; ++i) {
		pCircleShapes[i].m_radius = radius;
		pCircleShapes[i].m_p = b2Vec2(points[i*2], points[i*2+1]);
		pShapes[i] = &pCircleShapes[i];
	}

	// Clean up existing buffers
	FreeShapesMemory();

	// Assign to newly created buffers
	ownShapesArray = true;
	circleShapes = pCircleShapes;
	shapes = pShapes;
	shapeCount = numShapes;
}
#endif // LIQUIDFUN_EXTERNAL_LANGUAGE_API