Unstable 1.8.4.0

This commit is contained in:
Markus Isberg
2025-03-12 12:56:27 +00:00
parent a4c3e868e4
commit a4a3427e4e
627 changed files with 29860 additions and 10018 deletions
@@ -150,7 +150,7 @@ namespace FarseerPhysics.Common.Decomposition.Seidel
{
Point a = (p.Next - p);
Point b = (p.Prev - p);
return (float)Math.Atan2(a.Cross(b), a.Dot(b));
return MathF.Atan2(a.Cross(b), a.Dot(b));
}
private bool AngleSign()
@@ -709,7 +709,7 @@ namespace FarseerPhysics.Common
/// </summary>
public void Normalize()
{
float d = MathHelper.TwoPi * (float)Math.Floor(A0 / MathHelper.TwoPi);
float d = MathHelper.TwoPi * MathF.Floor(A0 / MathHelper.TwoPi);
A0 -= d;
A -= d;
}
@@ -18,7 +18,7 @@ namespace FarseerPhysics.Common.Maths
public float Phase
{
get { return (float)Math.Atan2(Imaginary, Real); }
get { return MathF.Atan2(Imaginary, Real); }
set
{
if (value == 0)
@@ -26,14 +26,14 @@ namespace FarseerPhysics.Common.Maths
this = Complex.One;
return;
}
this.Real = (float)Math.Cos(value);
this.Imaginary = (float)Math.Sin(value);
this.Real = MathF.Cos(value);
this.Imaginary = MathF.Sin(value);
}
}
public float Magnitude
{
get { return (float)Math.Round(Math.Sqrt(MagnitudeSquared())); }
get { return MathF.Round(MathF.Sqrt(MagnitudeSquared())); }
}
@@ -49,8 +49,8 @@ namespace FarseerPhysics.Common.Maths
return Complex.One;
return new Complex(
(float)Math.Cos(angle),
(float)Math.Sin(angle));
MathF.Cos(angle),
MathF.Sin(angle));
}
public void Conjugate()
@@ -315,7 +315,7 @@ namespace FarseerPhysics.Common
for (int i = 1; i < divisions; i++)
{
Vector2 normal = GetPositionNormal(t);
float angle = (float)Math.Atan2(normal.Y, normal.X);
float angle = MathF.Atan2(normal.Y, normal.X);
verts.Add(new Vector3(end, angle));
@@ -1,4 +1,4 @@
/* Original source Farseer Physics Engine:
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
@@ -14,7 +14,7 @@ using FarseerPhysics.Dynamics;
namespace FarseerPhysics.Common.PhysicsLogic
{
// Original Code by Steven Lu - see http://www.box2d.org/forum/viewtopic.php?f=3&t=1688
// Ported to Farseer 3.0 by Nicolás Hormazábal
// Ported to Farseer 3.0 by Nicolás Hormazábal
internal struct ShapeData
{
@@ -185,7 +185,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
if ((shapes[i].Body.BodyType == BodyType.Dynamic) && ps != null)
{
Vector2 toCentroid = shapes[i].Body.GetWorldPoint(ps.MassData.Centroid) - pos;
float angleToCentroid = (float)Math.Atan2(toCentroid.Y, toCentroid.X);
float angleToCentroid = MathF.Atan2(toCentroid.Y, toCentroid.X);
float min = float.MaxValue;
float max = float.MinValue;
float minAbsolute = 0.0f;
@@ -194,7 +194,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
for (int j = 0; j < ps.Vertices.Count; ++j)
{
Vector2 toVertex = (shapes[i].Body.GetWorldPoint(ps.Vertices[j]) - pos);
float newAngle = (float)Math.Atan2(toVertex.Y, toVertex.X);
float newAngle = MathF.Atan2(toVertex.Y, toVertex.X);
float diff = (newAngle - angleToCentroid);
diff = (diff - MathHelper.Pi) % (2 * MathHelper.Pi);
@@ -253,7 +253,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
midpt = midpt / 2;
Vector2 p1 = pos;
Vector2 p2 = radius * new Vector2((float)Math.Cos(midpt), (float)Math.Sin(midpt)) + pos;
Vector2 p2 = radius * new Vector2(MathF.Cos(midpt), MathF.Sin(midpt)) + pos;
// RaycastOne
bool hitClosest = false;
@@ -343,7 +343,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
j += offset)
{
Vector2 p1 = pos;
Vector2 p2 = pos + radius * new Vector2((float)Math.Cos(j), (float)Math.Sin(j));
Vector2 p2 = pos + radius * new Vector2(MathF.Cos(j), MathF.Sin(j));
Vector2 hitpoint = Vector2.Zero;
float minlambda = float.MaxValue;
@@ -371,7 +371,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
float impulse = (arclen / (MinRays + insertedRays)) * maxForce * 180.0f / MathHelper.Pi * (1.0f - Math.Min(1.0f, minlambda));
// We Apply the impulse!!!
Vector2 vectImp = Vector2.Dot(impulse * new Vector2((float)Math.Cos(j), (float)Math.Sin(j)), -ro.Normal) * new Vector2((float)Math.Cos(j), (float)Math.Sin(j));
Vector2 vectImp = Vector2.Dot(impulse * new Vector2(MathF.Cos(j), MathF.Sin(j)), -ro.Normal) * new Vector2(MathF.Cos(j), MathF.Sin(j));
_data[i].Body.ApplyLinearImpulse(ref vectImp, ref hitpoint);
// We gather the fixtures for returning them
@@ -70,7 +70,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
float forcePercent = GetPercent(distance, radius);
Vector2 forceVector = pos - overlappingBody.Position;
forceVector *= 1f / (float)Math.Sqrt(forceVector.X * forceVector.X + forceVector.Y * forceVector.Y);
forceVector *= 1f / MathF.Sqrt(forceVector.X * forceVector.X + forceVector.Y * forceVector.Y);
forceVector *= MathHelper.Min(force * forcePercent, maxForce);
forceVector *= -1;
@@ -85,7 +85,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
private float GetPercent(float distance, float radius)
{
//(1-(distance/radius))^power-1
float percent = (float)Math.Pow(1 - ((distance - radius) / radius), Power) - 1;
float percent = MathF.Pow(1 - ((distance - radius) / radius), Power) - 1;
if (float.IsNaN(percent))
return 0f;
@@ -137,8 +137,8 @@ namespace FarseerPhysics.Common.PolygonManipulation
float dy0 = vertices[middle].Y - vertices[lower].Y;
float dx1 = vertices[upper].Y - vertices[middle].X;
float dy1 = vertices[upper].Y - vertices[middle].Y;
float norm0 = (float)Math.Sqrt(dx0 * dx0 + dy0 * dy0);
float norm1 = (float)Math.Sqrt(dx1 * dx1 + dy1 * dy1);
float norm0 = MathF.Sqrt(dx0 * dx0 + dy0 * dy0);
float norm1 = MathF.Sqrt(dx1 * dx1 + dy1 * dy1);
if (!(norm0 > 0.0f && norm1 > 0.0f) && newNVertices > 3)
{
@@ -112,8 +112,8 @@ namespace FarseerPhysics.Common
phase--;
}
vertices.Add(posOffset + new Vector2(xRadius * (float)Math.Cos(stepSize * -(i + phase)),
-yRadius * (float)Math.Sin(stepSize * -(i + phase))));
vertices.Add(posOffset + new Vector2(xRadius * MathF.Cos(stepSize * -(i + phase)),
-yRadius * MathF.Sin(stepSize * -(i + phase))));
}
}
@@ -160,8 +160,8 @@ namespace FarseerPhysics.Common
vertices.Add(new Vector2(xRadius, 0));
for (int i = numberOfEdges - 1; i > 0; --i)
vertices.Add(new Vector2(xRadius * (float)Math.Cos(stepSize * i),
-yRadius * (float)Math.Sin(stepSize * i)));
vertices.Add(new Vector2(xRadius * MathF.Cos(stepSize * i),
-yRadius * MathF.Sin(stepSize * i)));
return vertices;
}
@@ -177,8 +177,8 @@ namespace FarseerPhysics.Common
float stepSize = radians / sides;
for (int i = sides - 1; i > 0; i--)
{
vertices.Add(new Vector2(radius * (float)Math.Cos(stepSize * i),
radius * (float)Math.Sin(stepSize * i)));
vertices.Add(new Vector2(radius * MathF.Cos(stepSize * i),
radius * MathF.Sin(stepSize * i)));
}
return vertices;
@@ -252,8 +252,8 @@ namespace FarseerPhysics.Common
float stepSize = MathHelper.Pi / topEdges;
for (int i = 1; i < topEdges; i++)
{
vertices.Add(new Vector2(topRadius * (float)Math.Cos(stepSize * i),
topRadius * (float)Math.Sin(stepSize * i) + newHeight));
vertices.Add(new Vector2(topRadius * MathF.Cos(stepSize * i),
topRadius * MathF.Sin(stepSize * i) + newHeight));
}
vertices.Add(new Vector2(-topRadius, newHeight));
@@ -264,8 +264,8 @@ namespace FarseerPhysics.Common
stepSize = MathHelper.Pi / bottomEdges;
for (int i = 1; i < bottomEdges; i++)
{
vertices.Add(new Vector2(-bottomRadius * (float)Math.Cos(stepSize * i),
-bottomRadius * (float)Math.Sin(stepSize * i) - newHeight));
vertices.Add(new Vector2(-bottomRadius * MathF.Cos(stepSize * i),
-bottomRadius * MathF.Sin(stepSize * i) - newHeight));
}
vertices.Add(new Vector2(bottomRadius, -newHeight));
@@ -298,24 +298,24 @@ namespace FarseerPhysics.Common
{
vertices.Add(
new Vector2(radius *
(float)Math.Cos(stepSize * i + toothAngleStepSize * 2f + toothTipStepSize),
MathF.Cos(stepSize * i + toothAngleStepSize * 2f + toothTipStepSize),
-radius *
(float)Math.Sin(stepSize * i + toothAngleStepSize * 2f + toothTipStepSize)));
MathF.Sin(stepSize * i + toothAngleStepSize * 2f + toothTipStepSize)));
vertices.Add(
new Vector2((radius + toothHeight) *
(float)Math.Cos(stepSize * i + toothAngleStepSize + toothTipStepSize),
MathF.Cos(stepSize * i + toothAngleStepSize + toothTipStepSize),
-(radius + toothHeight) *
(float)Math.Sin(stepSize * i + toothAngleStepSize + toothTipStepSize)));
MathF.Sin(stepSize * i + toothAngleStepSize + toothTipStepSize)));
}
vertices.Add(new Vector2((radius + toothHeight) *
(float)Math.Cos(stepSize * i + toothAngleStepSize),
MathF.Cos(stepSize * i + toothAngleStepSize),
-(radius + toothHeight) *
(float)Math.Sin(stepSize * i + toothAngleStepSize)));
MathF.Sin(stepSize * i + toothAngleStepSize)));
vertices.Add(new Vector2(radius * (float)Math.Cos(stepSize * i),
-radius * (float)Math.Sin(stepSize * i)));
vertices.Add(new Vector2(radius * MathF.Cos(stepSize * i),
-radius * MathF.Sin(stepSize * i)));
}
return vertices;
@@ -287,8 +287,8 @@ namespace FarseerPhysics.Common
{
Debug.Assert(!AttachedToBody, "Rotating vertices that are used by a Body can result in unstable behavior.");
float num1 = (float)Math.Cos(value);
float num2 = (float)Math.Sin(value);
float num1 = MathF.Cos(value);
float num2 = MathF.Sin(value);
for (int i = 0; i < Count; i++)
{