本文整理汇总了C++中B2_NOT_USED函数的典型用法代码示例。如果您正苦于以下问题:C++ B2_NOT_USED函数的具体用法?C++ B2_NOT_USED怎么用?C++ B2_NOT_USED使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了B2_NOT_USED函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ProcessThree
// Possible regions:
// - points[2]
// - edge points[0]-points[2]
// - edge points[1]-points[2]
// - inside the triangle
static int32 ProcessThree(b2Vec2* x1, b2Vec2* x2, b2Vec2* p1s, b2Vec2* p2s, b2Vec2* points)
{
b2Vec2 a = points[0];
b2Vec2 b = points[1];
b2Vec2 c = points[2];
b2Vec2 ab = b - a;
b2Vec2 ac = c - a;
b2Vec2 bc = c - b;
float32 sn = -b2Dot(a, ab), sd = b2Dot(b, ab);
float32 tn = -b2Dot(a, ac), td = b2Dot(c, ac);
float32 un = -b2Dot(b, bc), ud = b2Dot(c, bc);
// In vertex c region?
if (td <= 0.0f && ud <= 0.0f)
{
// Single point
*x1 = p1s[2];
*x2 = p2s[2];
p1s[0] = p1s[2];
p2s[0] = p2s[2];
points[0] = points[2];
return 1;
}
// Should not be in vertex a or b region.
B2_NOT_USED(sd);
B2_NOT_USED(sn);
b2Assert(sn > 0.0f || tn > 0.0f);
b2Assert(sd > 0.0f || un > 0.0f);
float32 n = b2Cross(ab, ac);
#ifdef TARGET_FLOAT32_IS_FIXED
n = (n < 0.0)? -1.0 : ((n > 0.0)? 1.0 : 0.0);
#endif
// Should not be in edge ab region.
float32 vc = n * b2Cross(a, b);
b2Assert(vc > 0.0f || sn > 0.0f || sd > 0.0f);
// In edge bc region?
float32 va = n * b2Cross(b, c);
if (va <= 0.0f && un >= 0.0f && ud >= 0.0f && (un+ud) > 0.0f)
{
b2Assert(un + ud > 0.0f);
float32 lambda = un / (un + ud);
*x1 = p1s[1] + lambda * (p1s[2] - p1s[1]);
*x2 = p2s[1] + lambda * (p2s[2] - p2s[1]);
p1s[0] = p1s[2];
p2s[0] = p2s[2];
points[0] = points[2];
return 2;
}
// In edge ac region?
float32 vb = n * b2Cross(c, a);
if (vb <= 0.0f && tn >= 0.0f && td >= 0.0f && (tn+td) > 0.0f)
{
b2Assert(tn + td > 0.0f);
float32 lambda = tn / (tn + td);
*x1 = p1s[0] + lambda * (p1s[2] - p1s[0]);
*x2 = p2s[0] + lambda * (p2s[2] - p2s[0]);
p1s[1] = p1s[2];
p2s[1] = p2s[2];
points[1] = points[2];
return 2;
}
// Inside the triangle, compute barycentric coordinates
float32 denom = va + vb + vc;
b2Assert(denom > 0.0f);
denom = 1.0f / denom;
#ifdef TARGET_FLOAT32_IS_FIXED
*x1 = denom * (va * p1s[0] + vb * p1s[1] + vc * p1s[2]);
*x2 = denom * (va * p2s[0] + vb * p2s[1] + vc * p2s[2]);
#else
float32 u = va * denom;
float32 v = vb * denom;
float32 w = 1.0f - u - v;
*x1 = u * p1s[0] + v * p1s[1] + w * p1s[2];
*x2 = u * p2s[0] + v * p2s[1] + w * p2s[2];
#endif
return 3;
}
示例2: B2_NOT_USED
bool b2PulleyJoint::SolvePositionConstraints(float32 baumgarte)
{
B2_NOT_USED(baumgarte);
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 s1 = m_groundAnchor1;
b2Vec2 s2 = m_groundAnchor2;
b2Vec2 r1 = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 p1 = b1->m_sweep.c + r1;
b2Vec2 p2 = b2->m_sweep.c + r2;
// Get the pulley axes.
b2Vec2 u1 = p1 - s1;
b2Vec2 u2 = p2 - s2;
float32 length1 = u1.Length();
float32 length2 = u2.Length();
if (length1 > 10.0f * b2_linearSlop)
{
u1 *= 1.0f / length1;
}
else
{
u1.SetZero();
}
if (length2 > 10.0f * b2_linearSlop)
{
u2 *= 1.0f / length2;
}
else
{
u2.SetZero();
}
// Compute effective mass.
float32 cr1u1 = b2Cross(r1, u1);
float32 cr2u2 = b2Cross(r2, u2);
float32 m1 = b1->m_invMass + b1->m_invI * cr1u1 * cr1u1;
float32 m2 = b2->m_invMass + b2->m_invI * cr2u2 * cr2u2;
float32 mass = m1 + m_ratio * m_ratio * m2;
if (mass > 0.0f)
{
mass = 1.0f / mass;
}
float32 C = m_constant - length1 - m_ratio * length2;
float32 linearError = b2Abs(C);
float32 impulse = -mass * C;
b2Vec2 P1 = -impulse * u1;
b2Vec2 P2 = -m_ratio * impulse * u2;
b1->m_sweep.c += b1->m_invMass * P1;
b1->m_sweep.a += b1->m_invI * b2Cross(r1, P1);
b2->m_sweep.c += b2->m_invMass * P2;
b2->m_sweep.a += b2->m_invI * b2Cross(r2, P2);
b1->SynchronizeTransform();
b2->SynchronizeTransform();
return linearError < b2_linearSlop;
}
示例3: b2AllocDefault
// Default implementation of b2AllocFunction.
static void* b2AllocDefault(int32 size, void* callbackData)
{
B2_NOT_USED(callbackData);
return malloc(size);
}
示例4: post_solve
virtual void post_solve(const b2Contact* contact, const b2ContactImpulse* impulse)
{
B2_NOT_USED(contact);
B2_NOT_USED(impulse);
}
示例5: B2_NOT_USED
bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
{
B2_NOT_USED(xf);
B2_NOT_USED(p);
return false;
}
示例6: mouse_move
void mouse_move(const b2Vec2& p) { B2_NOT_USED(p); }
示例7: begin_contact
// Callbacks for derived classes.
virtual void begin_contact(b2Contact* contact) { B2_NOT_USED(contact); }
示例8: B2_NOT_USED
float32 b2ElasticRopeJoint::GetReactionTorque(float32 inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
示例9: main
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
// Set up the scene
QGraphicsScene scene;
QRect sceneRect(0,0,740,540);
scene.setSceneRect(sceneRect);
scene.setItemIndexMethod(QGraphicsScene::NoIndex);
Team A(5,QColor(0,0,255));
Team B(5,QColor(255,255,0),50);
A.addToScene(scene);
B.addToScene(scene);
// Set up the view port
MyGraphicsView v;
v.setRenderHint(QPainter::Antialiasing);
v.setCacheMode(QGraphicsView::CacheBackground);
v.setViewportUpdateMode(QGraphicsView::BoundingRectViewportUpdate);
v.setDragMode(QGraphicsView::ScrollHandDrag);
v.setScene(&scene);
v.show();
// Call circle advance for every time interval of 1000/33
QTimer timer;
QObject::connect(&timer, SIGNAL(timeout()), &scene, SLOT(advance()));
timer.start(1000 / 33);
a.exec();
#ifndef __NO_BOX2D__
B2_NOT_USED(argc);
B2_NOT_USED(argv);
// Define the ground body.
b2BodyDef groundBodyDef[4];
groundBodyDef[0].position.Set(0.0f, 2.7f); //top
groundBodyDef[1].position.Set(0.0f, -2.7f); //bottom
groundBodyDef[2].position.Set(-3.7f, 0.0f); //left
groundBodyDef[3].position.Set(3.7f, 0.0f); //right
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
b2Body* groundBody[4];
for(unsigned int i = 0; i < 4; i += 1){
groundBody[i] = m_world->CreateBody(&groundBodyDef[i]);
}
// Define the ground box shape.
b2PolygonShape groundBox[4];
// The extents are the half-widths of the box.
groundBox[0].SetAsBox(3.7f, 0.003f);
groundBox[1].SetAsBox(3.7f, 0.003f);
groundBox[2].SetAsBox(0.003f, 2.7f);
groundBox[3].SetAsBox(0.003f, 2.7f);
// Add the ground fixture to the ground body.
for(unsigned int i = 0; i < 4; i += 1){
groundBody[i]->CreateFixture(&groundBox[i], 0.0f);
}
// Define the dynamic body. We set its position and call the body factory.
b2BodyDef bodyDef[6];
for(unsigned int i = 0; i < 6; i += 1){
bodyDef[i].type = b2_dynamicBody;
}
bodyDef[0].position.Set(1.0f, 2.0f);
bodyDef[1].position.Set(1.0f, 0.0f);
bodyDef[2].position.Set(1.0f, -2.0f);
bodyDef[3].position.Set(2.0f, 1.0f);
bodyDef[4].position.Set(2.0f, -1.0f);
bodyDef[5].position.Set(3.0f, 0.0f);
b2Body* body[6];
for(unsigned int i = 0; i < 6; i += 1){
body[i] = m_world->CreateBody(&bodyDef[i]);
b2Vec2 pos = body[i]->GetPosition();
body[i]->SetTransform(pos, 90.0);
}
// Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(0.09f, 0.09f);
b2Vec2 vertices[19];
vertices[0].Set(-0.090000f, 0.000000f);
vertices[1].Set(-0.087385f, -0.021538f);
vertices[2].Set(-0.079691f, -0.041825f);
vertices[3].Set(-0.067366f, -0.059681f);
vertices[4].Set(-0.051126f, -0.074069f);
vertices[5].Set(-0.031914f, -0.084151f);
vertices[6].Set(-0.010848f, -0.089344f);
vertices[7].Set(0.010848f, -0.089344f);
vertices[8].Set(0.031914f, -0.084151f);
vertices[9].Set(0.051126f, -0.074069f);
//.........这里部分代码省略.........
示例10: B2_NOT_USED
qreal b2RopeJoint::GetReactionTorque(qreal inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
示例11: B2_NOT_USED
bool b2RevoluteJoint::SolvePositionConstraints(float32 baumgarte)
{
// TODO_ERIN block solve with limit.
B2_NOT_USED(baumgarte);
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
float32 angularError = 0.0f;
float32 positionError = 0.0f;
// Solve angular limit constraint.
if (m_enableLimit && m_limitState != e_inactiveLimit)
{
float32 angle = b2->m_sweep.a - b1->m_sweep.a - m_referenceAngle;
float32 limitImpulse = 0.0f;
if (m_limitState == e_equalLimits)
{
// Prevent large angular corrections
float32 C = b2Clamp(angle - m_lowerAngle, -b2_maxAngularCorrection, b2_maxAngularCorrection);
limitImpulse = -m_motorMass * C;
angularError = b2Abs(C);
}
else if (m_limitState == e_atLowerLimit)
{
float32 C = angle - m_lowerAngle;
angularError = -C;
// Prevent large angular corrections and allow some slop.
C = b2Clamp(C + b2_angularSlop, -b2_maxAngularCorrection, 0.0f);
limitImpulse = -m_motorMass * C;
}
else if (m_limitState == e_atUpperLimit)
{
float32 C = angle - m_upperAngle;
angularError = C;
// Prevent large angular corrections and allow some slop.
C = b2Clamp(C - b2_angularSlop, 0.0f, b2_maxAngularCorrection);
limitImpulse = -m_motorMass * C;
}
b1->m_sweep.a -= b1->m_invI * limitImpulse;
b2->m_sweep.a += b2->m_invI * limitImpulse;
b1->SynchronizeTransform();
b2->SynchronizeTransform();
}
// Solve point-to-point constraint.
{
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 C = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
positionError = C.Length();
float32 invMass1 = b1->m_invMass, invMass2 = b2->m_invMass;
float32 invI1 = b1->m_invI, invI2 = b2->m_invI;
// Handle large detachment.
const float32 k_allowedStretch = 10.0f * b2_linearSlop;
if (C.LengthSquared() > k_allowedStretch * k_allowedStretch)
{
// Use a particle solution (no rotation).
b2Vec2 u = C; u.Normalize();
float32 k = invMass1 + invMass2;
b2Assert(k > B2_FLT_EPSILON);
float32 m = 1.0f / k;
b2Vec2 impulse = m * (-C);
const float32 k_beta = 0.5f;
b1->m_sweep.c -= k_beta * invMass1 * impulse;
b2->m_sweep.c += k_beta * invMass2 * impulse;
C = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
}
b2Mat22 K1;
K1.col1.x = invMass1 + invMass2; K1.col2.x = 0.0f;
K1.col1.y = 0.0f; K1.col2.y = invMass1 + invMass2;
b2Mat22 K2;
K2.col1.x = invI1 * r1.y * r1.y; K2.col2.x = -invI1 * r1.x * r1.y;
K2.col1.y = -invI1 * r1.x * r1.y; K2.col2.y = invI1 * r1.x * r1.x;
b2Mat22 K3;
K3.col1.x = invI2 * r2.y * r2.y; K3.col2.x = -invI2 * r2.x * r2.y;
K3.col1.y = -invI2 * r2.x * r2.y; K3.col2.y = invI2 * r2.x * r2.x;
b2Mat22 K = K1 + K2 + K3;
b2Vec2 impulse = K.Solve(-C);
b1->m_sweep.c -= b1->m_invMass * impulse;
b1->m_sweep.a -= b1->m_invI * b2Cross(r1, impulse);
b2->m_sweep.c += b2->m_invMass * impulse;
b2->m_sweep.a += b2->m_invI * b2Cross(r2, impulse);
//.........这里部分代码省略.........
示例12: PreSolve
virtual void PreSolve(b2Contact *contact, const b2Manifold *oldManifold)
{
B2_NOT_USED(contact);
B2_NOT_USED(oldManifold);
}
示例13: EndContact
virtual void EndContact(b2Contact *contact)
{
//! clear list at end
contact_list.clear();
B2_NOT_USED(contact);
}
示例14: main
// This is a simple example of building and running a simulation
// using Box2D. Here we create a large ground box and a small dynamic
// box.
int main(int argc, char** argv)
{
B2_NOT_USED(argc);
B2_NOT_USED(argv);
// Define the size of the world. Simulation will still work
// if bodies reach the end of the world, but it will be slower.
b2AABB worldAABB;
worldAABB.lowerBound.Set(-100.0f, -100.0f);
worldAABB.upperBound.Set(100.0f, 100.0f);
// Define the gravity vector.
b2Vec2 gravity(0.0f, -10.0f);
// Do we want to let bodies sleep?
bool doSleep = true;
// Construct a world object, which will hold and simulate the rigid bodies.
b2World world(worldAABB, gravity, doSleep);
// Define the ground body.
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0.0f, -10.0f);
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
b2Body* groundBody = world.CreateBody(&groundBodyDef);
// Define the ground box shape.
b2PolygonDef groundShapeDef;
// The extents are the half-widths of the box.
groundShapeDef.SetAsBox(50.0f, 10.0f);
// Add the ground shape to the ground body.
groundBody->CreateFixture(&groundShapeDef);
// Define the dynamic body. We set its position and call the body factory.
b2BodyDef bodyDef;
bodyDef.position.Set(0.0f, 4.0f);
b2Body* body = world.CreateBody(&bodyDef);
// Define another box shape for our dynamic body.
b2PolygonDef shapeDef;
shapeDef.SetAsBox(1.0f, 1.0f);
// Set the box density to be non-zero, so it will be dynamic.
shapeDef.density = 1.0f;
// Override the default friction.
shapeDef.friction = 0.3f;
// Add the shape to the body.
body->CreateFixture(&shapeDef);
// Now tell the dynamic body to compute it's mass properties base
// on its shape.
body->SetMassFromShapes();
// Prepare for simulation. Typically we use a time step of 1/60 of a
// second (60Hz) and 10 iterations. This provides a high quality simulation
// in most game scenarios.
float32 timeStep = 1.0f / 60.0f;
int32 velocityIterations = 8;
int32 positionIterations = 1;
// This is our little game loop.
for (int32 i = 0; i < 60; ++i)
{
// Instruct the world to perform a single step of simulation. It is
// generally best to keep the time step and iterations fixed.
world.Step(timeStep, velocityIterations, positionIterations);
// Now print the position and angle of the body.
b2Vec2 position = body->GetPosition();
float32 angle = body->GetAngle();
printf("%4.2f %4.2f %4.2f\n", position.x, position.y, angle);
}
// When the world destructor is called, all bodies and joints are freed. This can
// create orphaned pointers, so be careful about your world management.
return 0;
}
示例15: shift_mouse_down
void shift_mouse_down(const b2Vec2& p) { B2_NOT_USED(p); }