Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels

This commit is contained in:
Regalis
2015-07-08 11:37:47 +03:00
parent 3af9b8183b
commit d56f7f3f77
155 changed files with 39772 additions and 261 deletions
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,794 @@
/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
using System;
using System.Diagnostics;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Common;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Collision
{
/// <summary>
/// A distance proxy is used by the GJK algorithm.
/// It encapsulates any shape.
/// </summary>
public class DistanceProxy
{
internal float Radius;
internal Vertices Vertices = new Vertices();
// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
/// <summary>
/// Initialize the proxy using the given shape. The shape
/// must remain in scope while the proxy is in use.
/// </summary>
/// <param name="shape">The shape.</param>
/// <param name="index">The index.</param>
public void Set(Shape shape, int index)
{
switch (shape.ShapeType)
{
case ShapeType.Circle:
{
CircleShape circle = (CircleShape)shape;
Vertices.Clear();
Vertices.Add(circle.Position);
Radius = circle.Radius;
}
break;
case ShapeType.Polygon:
{
PolygonShape polygon = (PolygonShape)shape;
Vertices.Clear();
for (int i = 0; i < polygon.Vertices.Count; i++)
{
Vertices.Add(polygon.Vertices[i]);
}
Radius = polygon.Radius;
}
break;
case ShapeType.Chain:
{
ChainShape chain = (ChainShape)shape;
Debug.Assert(0 <= index && index < chain.Vertices.Count);
Vertices.Clear();
Vertices.Add(chain.Vertices[index]);
Vertices.Add(index + 1 < chain.Vertices.Count ? chain.Vertices[index + 1] : chain.Vertices[0]);
Radius = chain.Radius;
}
break;
case ShapeType.Edge:
{
EdgeShape edge = (EdgeShape)shape;
Vertices.Clear();
Vertices.Add(edge.Vertex1);
Vertices.Add(edge.Vertex2);
Radius = edge.Radius;
}
break;
default:
Debug.Assert(false);
break;
}
}
/// <summary>
/// Get the supporting vertex index in the given direction.
/// </summary>
/// <param name="direction">The direction.</param>
/// <returns></returns>
public int GetSupport(Vector2 direction)
{
int bestIndex = 0;
float bestValue = Vector2.Dot(Vertices[0], direction);
for (int i = 1; i < Vertices.Count; ++i)
{
float value = Vector2.Dot(Vertices[i], direction);
if (value > bestValue)
{
bestIndex = i;
bestValue = value;
}
}
return bestIndex;
}
/// <summary>
/// Get the supporting vertex in the given direction.
/// </summary>
/// <param name="direction">The direction.</param>
/// <returns></returns>
public Vector2 GetSupportVertex(Vector2 direction)
{
int bestIndex = 0;
float bestValue = Vector2.Dot(Vertices[0], direction);
for (int i = 1; i < Vertices.Count; ++i)
{
float value = Vector2.Dot(Vertices[i], direction);
if (value > bestValue)
{
bestIndex = i;
bestValue = value;
}
}
return Vertices[bestIndex];
}
}
/// <summary>
/// Used to warm start ComputeDistance.
/// Set count to zero on first call.
/// </summary>
public struct SimplexCache
{
/// <summary>
/// Length or area
/// </summary>
public ushort Count;
/// <summary>
/// Vertices on shape A
/// </summary>
public FixedArray3<byte> IndexA;
/// <summary>
/// Vertices on shape B
/// </summary>
public FixedArray3<byte> IndexB;
public float Metric;
}
/// <summary>
/// Input for Distance.ComputeDistance().
/// You have to option to use the shape radii in the computation.
/// </summary>
public class DistanceInput
{
public DistanceProxy ProxyA = new DistanceProxy();
public DistanceProxy ProxyB = new DistanceProxy();
public Transform TransformA;
public Transform TransformB;
public bool UseRadii;
}
/// <summary>
/// Output for Distance.ComputeDistance().
/// </summary>
public struct DistanceOutput
{
public float Distance;
/// <summary>
/// Number of GJK iterations used
/// </summary>
public int Iterations;
/// <summary>
/// Closest point on shapeA
/// </summary>
public Vector2 PointA;
/// <summary>
/// Closest point on shapeB
/// </summary>
public Vector2 PointB;
}
internal struct SimplexVertex
{
/// <summary>
/// Barycentric coordinate for closest point
/// </summary>
public float A;
/// <summary>
/// wA index
/// </summary>
public int IndexA;
/// <summary>
/// wB index
/// </summary>
public int IndexB;
/// <summary>
/// wB - wA
/// </summary>
public Vector2 W;
/// <summary>
/// Support point in proxyA
/// </summary>
public Vector2 WA;
/// <summary>
/// Support point in proxyB
/// </summary>
public Vector2 WB;
}
internal struct Simplex
{
internal int Count;
internal FixedArray3<SimplexVertex> V;
internal void ReadCache(ref SimplexCache cache, DistanceProxy proxyA, ref Transform transformA, DistanceProxy proxyB, ref Transform transformB)
{
Debug.Assert(cache.Count <= 3);
// Copy data from cache.
Count = cache.Count;
for (int i = 0; i < Count; ++i)
{
SimplexVertex v = V[i];
v.IndexA = cache.IndexA[i];
v.IndexB = cache.IndexB[i];
Vector2 wALocal = proxyA.Vertices[v.IndexA];
Vector2 wBLocal = proxyB.Vertices[v.IndexB];
v.WA = MathUtils.Mul(ref transformA, wALocal);
v.WB = MathUtils.Mul(ref transformB, wBLocal);
v.W = v.WB - v.WA;
v.A = 0.0f;
V[i] = v;
}
// Compute the new simplex metric, if it is substantially different than
// old metric then flush the simplex.
if (Count > 1)
{
float metric1 = cache.Metric;
float metric2 = GetMetric();
if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Settings.Epsilon)
{
// Reset the simplex.
Count = 0;
}
}
// If the cache is empty or invalid ...
if (Count == 0)
{
SimplexVertex v = V[0];
v.IndexA = 0;
v.IndexB = 0;
Vector2 wALocal = proxyA.Vertices[0];
Vector2 wBLocal = proxyB.Vertices[0];
v.WA = MathUtils.Mul(ref transformA, wALocal);
v.WB = MathUtils.Mul(ref transformB, wBLocal);
v.W = v.WB - v.WA;
v.A = 1.0f;
V[0] = v;
Count = 1;
}
}
internal void WriteCache(ref SimplexCache cache)
{
cache.Metric = GetMetric();
cache.Count = (UInt16)Count;
for (int i = 0; i < Count; ++i)
{
cache.IndexA[i] = (byte)(V[i].IndexA);
cache.IndexB[i] = (byte)(V[i].IndexB);
}
}
internal Vector2 GetSearchDirection()
{
switch (Count)
{
case 1:
return -V[0].W;
case 2:
{
Vector2 e12 = V[1].W - V[0].W;
float sgn = MathUtils.Cross(e12, -V[0].W);
if (sgn > 0.0f)
{
// Origin is left of e12.
return new Vector2(-e12.Y, e12.X);
}
else
{
// Origin is right of e12.
return new Vector2(e12.Y, -e12.X);
}
}
default:
Debug.Assert(false);
return Vector2.Zero;
}
}
internal Vector2 GetClosestPoint()
{
switch (Count)
{
case 0:
Debug.Assert(false);
return Vector2.Zero;
case 1:
return V[0].W;
case 2:
return V[0].A * V[0].W + V[1].A * V[1].W;
case 3:
return Vector2.Zero;
default:
Debug.Assert(false);
return Vector2.Zero;
}
}
internal void GetWitnessPoints(out Vector2 pA, out Vector2 pB)
{
switch (Count)
{
case 0:
pA = Vector2.Zero;
pB = Vector2.Zero;
Debug.Assert(false);
break;
case 1:
pA = V[0].WA;
pB = V[0].WB;
break;
case 2:
pA = V[0].A * V[0].WA + V[1].A * V[1].WA;
pB = V[0].A * V[0].WB + V[1].A * V[1].WB;
break;
case 3:
pA = V[0].A * V[0].WA + V[1].A * V[1].WA + V[2].A * V[2].WA;
pB = pA;
break;
default:
throw new Exception();
}
}
internal float GetMetric()
{
switch (Count)
{
case 0:
Debug.Assert(false);
return 0.0f;
case 1:
return 0.0f;
case 2:
return (V[0].W - V[1].W).Length();
case 3:
return MathUtils.Cross(V[1].W - V[0].W, V[2].W - V[0].W);
default:
Debug.Assert(false);
return 0.0f;
}
}
// Solve a line segment using barycentric coordinates.
//
// p = a1 * w1 + a2 * w2
// a1 + a2 = 1
//
// The vector from the origin to the closest point on the line is
// perpendicular to the line.
// e12 = w2 - w1
// dot(p, e) = 0
// a1 * dot(w1, e) + a2 * dot(w2, e) = 0
//
// 2-by-2 linear system
// [1 1 ][a1] = [1]
// [w1.e12 w2.e12][a2] = [0]
//
// Define
// d12_1 = dot(w2, e12)
// d12_2 = -dot(w1, e12)
// d12 = d12_1 + d12_2
//
// Solution
// a1 = d12_1 / d12
// a2 = d12_2 / d12
internal void Solve2()
{
Vector2 w1 = V[0].W;
Vector2 w2 = V[1].W;
Vector2 e12 = w2 - w1;
// w1 region
float d12_2 = -Vector2.Dot(w1, e12);
if (d12_2 <= 0.0f)
{
// a2 <= 0, so we clamp it to 0
SimplexVertex v0 = V[0];
v0.A = 1.0f;
V[0] = v0;
Count = 1;
return;
}
// w2 region
float d12_1 = Vector2.Dot(w2, e12);
if (d12_1 <= 0.0f)
{
// a1 <= 0, so we clamp it to 0
SimplexVertex v1 = V[1];
v1.A = 1.0f;
V[1] = v1;
Count = 1;
V[0] = V[1];
return;
}
// Must be in e12 region.
float inv_d12 = 1.0f / (d12_1 + d12_2);
SimplexVertex v0_2 = V[0];
SimplexVertex v1_2 = V[1];
v0_2.A = d12_1 * inv_d12;
v1_2.A = d12_2 * inv_d12;
V[0] = v0_2;
V[1] = v1_2;
Count = 2;
}
// Possible regions:
// - points[2]
// - edge points[0]-points[2]
// - edge points[1]-points[2]
// - inside the triangle
internal void Solve3()
{
Vector2 w1 = V[0].W;
Vector2 w2 = V[1].W;
Vector2 w3 = V[2].W;
// Edge12
// [1 1 ][a1] = [1]
// [w1.e12 w2.e12][a2] = [0]
// a3 = 0
Vector2 e12 = w2 - w1;
float w1e12 = Vector2.Dot(w1, e12);
float w2e12 = Vector2.Dot(w2, e12);
float d12_1 = w2e12;
float d12_2 = -w1e12;
// Edge13
// [1 1 ][a1] = [1]
// [w1.e13 w3.e13][a3] = [0]
// a2 = 0
Vector2 e13 = w3 - w1;
float w1e13 = Vector2.Dot(w1, e13);
float w3e13 = Vector2.Dot(w3, e13);
float d13_1 = w3e13;
float d13_2 = -w1e13;
// Edge23
// [1 1 ][a2] = [1]
// [w2.e23 w3.e23][a3] = [0]
// a1 = 0
Vector2 e23 = w3 - w2;
float w2e23 = Vector2.Dot(w2, e23);
float w3e23 = Vector2.Dot(w3, e23);
float d23_1 = w3e23;
float d23_2 = -w2e23;
// Triangle123
float n123 = MathUtils.Cross(e12, e13);
float d123_1 = n123 * MathUtils.Cross(w2, w3);
float d123_2 = n123 * MathUtils.Cross(w3, w1);
float d123_3 = n123 * MathUtils.Cross(w1, w2);
// w1 region
if (d12_2 <= 0.0f && d13_2 <= 0.0f)
{
SimplexVertex v0_1 = V[0];
v0_1.A = 1.0f;
V[0] = v0_1;
Count = 1;
return;
}
// e12
if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f)
{
float inv_d12 = 1.0f / (d12_1 + d12_2);
SimplexVertex v0_2 = V[0];
SimplexVertex v1_2 = V[1];
v0_2.A = d12_1 * inv_d12;
v1_2.A = d12_2 * inv_d12;
V[0] = v0_2;
V[1] = v1_2;
Count = 2;
return;
}
// e13
if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f)
{
float inv_d13 = 1.0f / (d13_1 + d13_2);
SimplexVertex v0_3 = V[0];
SimplexVertex v2_3 = V[2];
v0_3.A = d13_1 * inv_d13;
v2_3.A = d13_2 * inv_d13;
V[0] = v0_3;
V[2] = v2_3;
Count = 2;
V[1] = V[2];
return;
}
// w2 region
if (d12_1 <= 0.0f && d23_2 <= 0.0f)
{
SimplexVertex v1_4 = V[1];
v1_4.A = 1.0f;
V[1] = v1_4;
Count = 1;
V[0] = V[1];
return;
}
// w3 region
if (d13_1 <= 0.0f && d23_1 <= 0.0f)
{
SimplexVertex v2_5 = V[2];
v2_5.A = 1.0f;
V[2] = v2_5;
Count = 1;
V[0] = V[2];
return;
}
// e23
if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f)
{
float inv_d23 = 1.0f / (d23_1 + d23_2);
SimplexVertex v1_6 = V[1];
SimplexVertex v2_6 = V[2];
v1_6.A = d23_1 * inv_d23;
v2_6.A = d23_2 * inv_d23;
V[1] = v1_6;
V[2] = v2_6;
Count = 2;
V[0] = V[2];
return;
}
// Must be in triangle123
float inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3);
SimplexVertex v0_7 = V[0];
SimplexVertex v1_7 = V[1];
SimplexVertex v2_7 = V[2];
v0_7.A = d123_1 * inv_d123;
v1_7.A = d123_2 * inv_d123;
v2_7.A = d123_3 * inv_d123;
V[0] = v0_7;
V[1] = v1_7;
V[2] = v2_7;
Count = 3;
}
}
/// <summary>
/// The GilbertJohnsonKeerthi distance algorithm that provides the distance between shapes.
/// </summary>
public static class Distance
{
/// <summary>
/// The number of calls made to the ComputeDistance() function.
/// Note: This is only activated when Settings.EnableDiagnostics = true
/// </summary>
[ThreadStatic]
public static int GJKCalls;
/// <summary>
/// The number of iterations that was made on the last call to ComputeDistance().
/// Note: This is only activated when Settings.EnableDiagnostics = true
/// </summary>
[ThreadStatic]
public static int GJKIters;
/// <summary>
/// The maximum numer of iterations ever mae with calls to the CompteDistance() funtion.
/// Note: This is only activated when Settings.EnableDiagnostics = true
/// </summary>
[ThreadStatic]
public static int GJKMaxIters;
public static void ComputeDistance(out DistanceOutput output, out SimplexCache cache, DistanceInput input)
{
cache = new SimplexCache();
if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
++GJKCalls;
// Initialize the simplex.
Simplex simplex = new Simplex();
simplex.ReadCache(ref cache, input.ProxyA, ref input.TransformA, input.ProxyB, ref input.TransformB);
// These store the vertices of the last simplex so that we
// can check for duplicates and prevent cycling.
FixedArray3<int> saveA = new FixedArray3<int>();
FixedArray3<int> saveB = new FixedArray3<int>();
//float distanceSqr1 = Settings.MaxFloat;
// Main iteration loop.
int iter = 0;
while (iter < Settings.MaxGJKIterations)
{
// Copy simplex so we can identify duplicates.
int saveCount = simplex.Count;
for (int i = 0; i < saveCount; ++i)
{
saveA[i] = simplex.V[i].IndexA;
saveB[i] = simplex.V[i].IndexB;
}
switch (simplex.Count)
{
case 1:
break;
case 2:
simplex.Solve2();
break;
case 3:
simplex.Solve3();
break;
default:
Debug.Assert(false);
break;
}
// If we have 3 points, then the origin is in the corresponding triangle.
if (simplex.Count == 3)
{
break;
}
//FPE: This code was not used anyway.
// Compute closest point.
//Vector2 p = simplex.GetClosestPoint();
//float distanceSqr2 = p.LengthSquared();
// Ensure progress
//if (distanceSqr2 >= distanceSqr1)
//{
//break;
//}
//distanceSqr1 = distanceSqr2;
// Get search direction.
Vector2 d = simplex.GetSearchDirection();
// Ensure the search direction is numerically fit.
if (d.LengthSquared() < Settings.Epsilon * Settings.Epsilon)
{
// The origin is probably contained by a line segment
// or triangle. Thus the shapes are overlapped.
// We can't return zero here even though there may be overlap.
// In case the simplex is a point, segment, or triangle it is difficult
// to determine if the origin is contained in the CSO or very close to it.
break;
}
// Compute a tentative new simplex vertex using support points.
SimplexVertex vertex = simplex.V[simplex.Count];
vertex.IndexA = input.ProxyA.GetSupport(MathUtils.MulT(input.TransformA.q, -d));
vertex.WA = MathUtils.Mul(ref input.TransformA, input.ProxyA.Vertices[vertex.IndexA]);
vertex.IndexB = input.ProxyB.GetSupport(MathUtils.MulT(input.TransformB.q, d));
vertex.WB = MathUtils.Mul(ref input.TransformB, input.ProxyB.Vertices[vertex.IndexB]);
vertex.W = vertex.WB - vertex.WA;
simplex.V[simplex.Count] = vertex;
// Iteration count is equated to the number of support point calls.
++iter;
if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
++GJKIters;
// Check for duplicate support points. This is the main termination criteria.
bool duplicate = false;
for (int i = 0; i < saveCount; ++i)
{
if (vertex.IndexA == saveA[i] && vertex.IndexB == saveB[i])
{
duplicate = true;
break;
}
}
// If we found a duplicate support point we must exit to avoid cycling.
if (duplicate)
{
break;
}
// New vertex is ok and needed.
++simplex.Count;
}
if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
GJKMaxIters = Math.Max(GJKMaxIters, iter);
// Prepare output.
simplex.GetWitnessPoints(out output.PointA, out output.PointB);
output.Distance = (output.PointA - output.PointB).Length();
output.Iterations = iter;
// Cache the simplex.
simplex.WriteCache(ref cache);
// Apply radii if requested.
if (input.UseRadii)
{
float rA = input.ProxyA.Radius;
float rB = input.ProxyB.Radius;
if (output.Distance > rA + rB && output.Distance > Settings.Epsilon)
{
// Shapes are still no overlapped.
// Move the witness points to the outer surface.
output.Distance -= rA + rB;
Vector2 normal = output.PointB - output.PointA;
normal.Normalize();
output.PointA += rA * normal;
output.PointB -= rB * normal;
}
else
{
// Shapes are overlapped when radii are considered.
// Move the witness points to the middle.
Vector2 p = 0.5f * (output.PointA + output.PointB);
output.PointA = p;
output.PointB = p;
output.Distance = 0.0f;
}
}
}
}
}
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/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
using System;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Collision
{
internal struct Pair : IComparable<Pair>
{
public int ProxyIdA;
public int ProxyIdB;
#region IComparable<Pair> Members
public int CompareTo(Pair other)
{
if (ProxyIdA < other.ProxyIdA)
{
return -1;
}
if (ProxyIdA == other.ProxyIdA)
{
if (ProxyIdB < other.ProxyIdB)
{
return -1;
}
if (ProxyIdB == other.ProxyIdB)
{
return 0;
}
}
return 1;
}
#endregion
}
/// <summary>
/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
/// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
/// It is up to the client to consume the new pairs and to track subsequent overlap.
/// </summary>
public class DynamicTreeBroadPhase : IBroadPhase
{
private const int NullProxy = -1;
private int[] _moveBuffer;
private int _moveCapacity;
private int _moveCount;
private Pair[] _pairBuffer;
private int _pairCapacity;
private int _pairCount;
private int _proxyCount;
private Func<int, bool> _queryCallback;
private int _queryProxyId;
private DynamicTree<FixtureProxy> _tree = new DynamicTree<FixtureProxy>();
/// <summary>
/// Constructs a new broad phase based on the dynamic tree implementation
/// </summary>
public DynamicTreeBroadPhase()
{
_queryCallback = QueryCallback;
_proxyCount = 0;
_pairCapacity = 16;
_pairCount = 0;
_pairBuffer = new Pair[_pairCapacity];
_moveCapacity = 16;
_moveCount = 0;
_moveBuffer = new int[_moveCapacity];
}
/// <summary>
/// Get the number of proxies.
/// </summary>
/// <value>The proxy count.</value>
public int ProxyCount
{
get { return _proxyCount; }
}
/// <summary>
/// Create a proxy with an initial AABB. Pairs are not reported until
/// UpdatePairs is called.
/// </summary>
/// <param name="proxy">The user data.</param>
/// <returns></returns>
public int AddProxy(ref FixtureProxy proxy)
{
int proxyId = _tree.AddProxy(ref proxy.AABB, proxy);
++_proxyCount;
BufferMove(proxyId);
return proxyId;
}
/// <summary>
/// Destroy a proxy. It is up to the client to remove any pairs.
/// </summary>
/// <param name="proxyId">The proxy id.</param>
public void RemoveProxy(int proxyId)
{
UnBufferMove(proxyId);
--_proxyCount;
_tree.RemoveProxy(proxyId);
}
public void MoveProxy(int proxyId, ref AABB aabb, Vector2 displacement)
{
bool buffer = _tree.MoveProxy(proxyId, ref aabb, displacement);
if (buffer)
{
BufferMove(proxyId);
}
}
public void TouchProxy(int proxyId)
{
BufferMove(proxyId);
}
private void BufferMove(int proxyId)
{
if (_moveCount == _moveCapacity)
{
int[] oldBuffer = _moveBuffer;
_moveCapacity *= 2;
_moveBuffer = new int[_moveCapacity];
Array.Copy(oldBuffer, _moveBuffer, _moveCount);
}
_moveBuffer[_moveCount] = proxyId;
++_moveCount;
}
private void UnBufferMove(int proxyId)
{
for (int i = 0; i < _moveCount; ++i)
{
if (_moveBuffer[i] == proxyId)
{
_moveBuffer[i] = NullProxy;
}
}
}
/// <summary>
/// This is called from DynamicTree.Query when we are gathering pairs.
/// </summary>
/// <param name="proxyId"></param>
/// <returns></returns>
private bool QueryCallback(int proxyId)
{
// A proxy cannot form a pair with itself.
if (proxyId == _queryProxyId)
{
return true;
}
// Grow the pair buffer as needed.
if (_pairCount == _pairCapacity)
{
Pair[] oldBuffer = _pairBuffer;
_pairCapacity *= 2;
_pairBuffer = new Pair[_pairCapacity];
Array.Copy(oldBuffer, _pairBuffer, _pairCount);
}
_pairBuffer[_pairCount].ProxyIdA = Math.Min(proxyId, _queryProxyId);
_pairBuffer[_pairCount].ProxyIdB = Math.Max(proxyId, _queryProxyId);
++_pairCount;
return true;
}
/// <summary>
/// Get the AABB for a proxy.
/// </summary>
/// <param name="proxyId">The proxy id.</param>
/// <param name="aabb">The aabb.</param>
public void GetFatAABB(int proxyId, out AABB aabb)
{
_tree.GetFatAABB(proxyId, out aabb);
}
/// <summary>
/// Get user data from a proxy. Returns null if the id is invalid.
/// </summary>
/// <param name="proxyId">The proxy id.</param>
/// <returns></returns>
public FixtureProxy GetProxy(int proxyId)
{
return _tree.GetUserData(proxyId);
}
/// <summary>
/// Test overlap of fat AABBs.
/// </summary>
/// <param name="proxyIdA">The proxy id A.</param>
/// <param name="proxyIdB">The proxy id B.</param>
/// <returns></returns>
public bool TestOverlap(int proxyIdA, int proxyIdB)
{
AABB aabbA, aabbB;
_tree.GetFatAABB(proxyIdA, out aabbA);
_tree.GetFatAABB(proxyIdB, out aabbB);
return AABB.TestOverlap(ref aabbA, ref aabbB);
}
/// <summary>
/// Update the pairs. This results in pair callbacks. This can only add pairs.
/// </summary>
/// <param name="callback">The callback.</param>
public void UpdatePairs(BroadphaseDelegate callback)
{
// Reset pair buffer
_pairCount = 0;
// Perform tree queries for all moving proxies.
for (int j = 0; j < _moveCount; ++j)
{
_queryProxyId = _moveBuffer[j];
if (_queryProxyId == NullProxy)
{
continue;
}
// We have to query the tree with the fat AABB so that
// we don't fail to create a pair that may touch later.
AABB fatAABB;
_tree.GetFatAABB(_queryProxyId, out fatAABB);
// Query tree, create pairs and add them pair buffer.
_tree.Query(_queryCallback, ref fatAABB);
}
// Reset move buffer
_moveCount = 0;
// Sort the pair buffer to expose duplicates.
Array.Sort(_pairBuffer, 0, _pairCount);
// Send the pairs back to the client.
int i = 0;
while (i < _pairCount)
{
Pair primaryPair = _pairBuffer[i];
FixtureProxy userDataA = _tree.GetUserData(primaryPair.ProxyIdA);
FixtureProxy userDataB = _tree.GetUserData(primaryPair.ProxyIdB);
callback(ref userDataA, ref userDataB);
++i;
// Skip any duplicate pairs.
while (i < _pairCount)
{
Pair pair = _pairBuffer[i];
if (pair.ProxyIdA != primaryPair.ProxyIdA || pair.ProxyIdB != primaryPair.ProxyIdB)
{
break;
}
++i;
}
}
// Try to keep the tree balanced.
//_tree.Rebalance(4);
}
/// <summary>
/// Query an AABB for overlapping proxies. The callback class
/// is called for each proxy that overlaps the supplied AABB.
/// </summary>
/// <param name="callback">The callback.</param>
/// <param name="aabb">The aabb.</param>
public void Query(Func<int, bool> callback, ref AABB aabb)
{
_tree.Query(callback, ref aabb);
}
/// <summary>
/// Ray-cast against the proxies in the tree. This relies on the callback
/// to perform a exact ray-cast in the case were the proxy contains a shape.
/// The callback also performs the any collision filtering. This has performance
/// roughly equal to k * log(n), where k is the number of collisions and n is the
/// number of proxies in the tree.
/// </summary>
/// <param name="callback">A callback class that is called for each proxy that is hit by the ray.</param>
/// <param name="input">The ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).</param>
public void RayCast(Func<RayCastInput, int, float> callback, ref RayCastInput input)
{
_tree.RayCast(callback, ref input);
}
public void ShiftOrigin(Vector2 newOrigin)
{
_tree.ShiftOrigin(newOrigin);
}
/// <summary>
/// Get the tree quality based on the area of the tree.
/// </summary>
public float TreeQuality
{
get { return _tree.AreaRatio; }
}
/// <summary>
/// Gets the balance of the tree.
/// </summary>
public int TreeBalance
{
get { return _tree.MaxBalance; }
}
/// <summary>
/// Gets the height of the tree.
/// </summary>
public int TreeHeight
{
get { return _tree.Height; }
}
}
}
@@ -0,0 +1,32 @@
using System;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Collision
{
public interface IBroadPhase
{
int ProxyCount { get; }
void UpdatePairs(BroadphaseDelegate callback);
bool TestOverlap(int proxyIdA, int proxyIdB);
int AddProxy(ref FixtureProxy proxy);
void RemoveProxy(int proxyId);
void MoveProxy(int proxyId, ref AABB aabb, Vector2 displacement);
FixtureProxy GetProxy(int proxyId);
void TouchProxy(int proxyId);
void GetFatAABB(int proxyId, out AABB aabb);
void Query(Func<int, bool> callback, ref AABB aabb);
void RayCast(Func<RayCastInput, int, float> callback, ref RayCastInput input);
void ShiftOrigin(Vector2 newOrigin);
}
}
@@ -0,0 +1,273 @@
/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
using System.Diagnostics;
using FarseerPhysics.Common;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Collision.Shapes
{
/// <summary>
/// A chain shape is a free form sequence of line segments.
/// The chain has two-sided collision, so you can use inside and outside collision.
/// Therefore, you may use any winding order.
/// Connectivity information is used to create smooth collisions.
/// WARNING: The chain will not collide properly if there are self-intersections.
/// </summary>
public class ChainShape : Shape
{
/// <summary>
/// The vertices. These are not owned/freed by the chain Shape.
/// </summary>
public Vertices Vertices;
private Vector2 _prevVertex, _nextVertex;
private bool _hasPrevVertex, _hasNextVertex;
private static EdgeShape _edgeShape = new EdgeShape();
/// <summary>
/// Constructor for ChainShape. By default have 0 in density.
/// </summary>
public ChainShape()
: base(0)
{
ShapeType = ShapeType.Chain;
_radius = Settings.PolygonRadius;
}
/// <summary>
/// Create a new chainshape from the vertices.
/// </summary>
/// <param name="vertices">The vertices to use. Must contain 2 or more vertices.</param>
/// <param name="createLoop">Set to true to create a closed loop. It connects the first vertice to the last, and automatically adjusts connectivity to create smooth collisions along the chain.</param>
public ChainShape(Vertices vertices, bool createLoop = false)
: base(0)
{
ShapeType = ShapeType.Chain;
_radius = Settings.PolygonRadius;
if (!(vertices != null && vertices.Count >= 2))
{
int lkmsdgkldf = 1;
}
Debug.Assert(vertices != null && vertices.Count >= 2);
Debug.Assert(vertices[0] != vertices[vertices.Count - 1]); // FPE. See http://www.box2d.org/forum/viewtopic.php?f=4&t=7973&p=35363
for (int i = 1; i < vertices.Count; ++i)
{
Vector2 v1 = vertices[i - 1];
Vector2 v2 = vertices[i];
// If the code crashes here, it means your vertices are too close together.
if (Vector2.DistanceSquared(v1, v2) < Settings.LinearSlop * Settings.LinearSlop)
{
int asldmfk = 1;
}
Debug.Assert(Vector2.DistanceSquared(v1, v2) > Settings.LinearSlop * Settings.LinearSlop);
}
Vertices = new Vertices(vertices);
if (createLoop)
{
Vertices.Add(vertices[0]);
PrevVertex = Vertices[Vertices.Count - 2]; //FPE: We use the properties instead of the private fields here.
NextVertex = Vertices[1]; //FPE: We use the properties instead of the private fields here.
}
}
public override int ChildCount
{
// edge count = vertex count - 1
get { return Vertices.Count - 1; }
}
/// <summary>
/// Establish connectivity to a vertex that precedes the first vertex.
/// Don't call this for loops.
/// </summary>
public Vector2 PrevVertex
{
get { return _prevVertex; }
set
{
Debug.Assert(value != null);
_prevVertex = value;
_hasPrevVertex = true;
}
}
/// <summary>
/// Establish connectivity to a vertex that follows the last vertex.
/// Don't call this for loops.
/// </summary>
public Vector2 NextVertex
{
get { return _nextVertex; }
set
{
Debug.Assert(value != null);
_nextVertex = value;
_hasNextVertex = true;
}
}
/// <summary>
/// This method has been optimized to reduce garbage.
/// </summary>
/// <param name="edge">The cached edge to set properties on.</param>
/// <param name="index">The index.</param>
internal void GetChildEdge(EdgeShape edge, int index)
{
Debug.Assert(0 <= index && index < Vertices.Count - 1);
Debug.Assert(edge != null);
edge.ShapeType = ShapeType.Edge;
edge._radius = _radius;
edge.Vertex1 = Vertices[index + 0];
edge.Vertex2 = Vertices[index + 1];
if (index > 0)
{
edge.Vertex0 = Vertices[index - 1];
edge.HasVertex0 = true;
}
else
{
edge.Vertex0 = _prevVertex;
edge.HasVertex0 = _hasPrevVertex;
}
if (index < Vertices.Count - 2)
{
edge.Vertex3 = Vertices[index + 2];
edge.HasVertex3 = true;
}
else
{
edge.Vertex3 = _nextVertex;
edge.HasVertex3 = _hasNextVertex;
}
}
/// <summary>
/// Get a child edge.
/// </summary>
/// <param name="index">The index.</param>
public EdgeShape GetChildEdge(int index)
{
EdgeShape edgeShape = new EdgeShape();
GetChildEdge(edgeShape, index);
return edgeShape;
}
public override bool TestPoint(ref Transform transform, ref Vector2 point)
{
return false;
}
public override bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform, int childIndex)
{
Debug.Assert(childIndex < Vertices.Count);
int i1 = childIndex;
int i2 = childIndex + 1;
if (i2 == Vertices.Count)
{
i2 = 0;
}
_edgeShape.Vertex1 = Vertices[i1];
_edgeShape.Vertex2 = Vertices[i2];
return _edgeShape.RayCast(out output, ref input, ref transform, 0);
}
public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex)
{
Debug.Assert(childIndex < Vertices.Count);
int i1 = childIndex;
int i2 = childIndex + 1;
if (i2 == Vertices.Count)
{
i2 = 0;
}
Vector2 v1 = MathUtils.Mul(ref transform, Vertices[i1]);
Vector2 v2 = MathUtils.Mul(ref transform, Vertices[i2]);
aabb.LowerBound = Vector2.Min(v1, v2);
aabb.UpperBound = Vector2.Max(v1, v2);
}
protected override void ComputeProperties()
{
//Does nothing. Chain shapes don't have properties.
}
public override float ComputeSubmergedArea(ref Vector2 normal, float offset, ref Transform xf, out Vector2 sc)
{
sc = Vector2.Zero;
return 0;
}
/// <summary>
/// Compare the chain to another chain
/// </summary>
/// <param name="shape">The other chain</param>
/// <returns>True if the two chain shapes are the same</returns>
public bool CompareTo(ChainShape shape)
{
if (Vertices.Count != shape.Vertices.Count)
return false;
for (int i = 0; i < Vertices.Count; i++)
{
if (Vertices[i] != shape.Vertices[i])
return false;
}
return PrevVertex == shape.PrevVertex && NextVertex == shape.NextVertex;
}
public override Shape Clone()
{
ChainShape clone = new ChainShape();
clone.ShapeType = ShapeType;
clone._density = _density;
clone._radius = _radius;
clone.PrevVertex = _prevVertex;
clone.NextVertex = _nextVertex;
clone._hasNextVertex = _hasNextVertex;
clone._hasPrevVertex = _hasPrevVertex;
clone.Vertices = new Vertices(Vertices);
clone.MassData = MassData;
return clone;
}
}
}
@@ -0,0 +1,198 @@
/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
using System;
using System.Diagnostics;
using FarseerPhysics.Common;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Collision.Shapes
{
/// <summary>
/// A circle shape.
/// </summary>
public class CircleShape : Shape
{
internal Vector2 _position;
/// <summary>
/// Create a new circle with the desired radius and density.
/// </summary>
/// <param name="radius">The radius of the circle.</param>
/// <param name="density">The density of the circle.</param>
public CircleShape(float radius, float density)
: base(density)
{
Debug.Assert(radius >= 0);
Debug.Assert(density >= 0);
ShapeType = ShapeType.Circle;
_position = Vector2.Zero;
Radius = radius; // The Radius property cache 2radius and calls ComputeProperties(). So no need to call ComputeProperties() here.
}
internal CircleShape()
: base(0)
{
ShapeType = ShapeType.Circle;
_radius = 0.0f;
_position = Vector2.Zero;
}
public override int ChildCount
{
get { return 1; }
}
/// <summary>
/// Get or set the position of the circle
/// </summary>
public Vector2 Position
{
get { return _position; }
set
{
_position = value;
ComputeProperties(); //TODO: Optimize here
}
}
public override bool TestPoint(ref Transform transform, ref Vector2 point)
{
Vector2 center = transform.p + MathUtils.Mul(transform.q, Position);
Vector2 d = point - center;
return Vector2.Dot(d, d) <= _2radius;
}
public override bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform, int childIndex)
{
// Collision Detection in Interactive 3D Environments by Gino van den Bergen
// From Section 3.1.2
// x = s + a * r
// norm(x) = radius
output = new RayCastOutput();
Vector2 position = transform.p + MathUtils.Mul(transform.q, Position);
Vector2 s = input.Point1 - position;
float b = Vector2.Dot(s, s) - _2radius;
// Solve quadratic equation.
Vector2 r = input.Point2 - input.Point1;
float c = Vector2.Dot(s, r);
float rr = Vector2.Dot(r, r);
float sigma = c * c - rr * b;
// Check for negative discriminant and short segment.
if (sigma < 0.0f || rr < Settings.Epsilon)
{
return false;
}
// Find the point of intersection of the line with the circle.
float a = -(c + (float)Math.Sqrt(sigma));
// Is the intersection point on the segment?
if (0.0f <= a && a <= input.MaxFraction * rr)
{
a /= rr;
output.Fraction = a;
//TODO: Check results here
output.Normal = s + a * r;
output.Normal.Normalize();
return true;
}
return false;
}
public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex)
{
Vector2 p = transform.p + MathUtils.Mul(transform.q, Position);
aabb.LowerBound = new Vector2(p.X - Radius, p.Y - Radius);
aabb.UpperBound = new Vector2(p.X + Radius, p.Y + Radius);
}
protected override sealed void ComputeProperties()
{
float area = Settings.Pi * _2radius;
MassData.Area = area;
MassData.Mass = Density * area;
MassData.Centroid = Position;
// inertia about the local origin
MassData.Inertia = MassData.Mass * (0.5f * _2radius + Vector2.Dot(Position, Position));
}
public override float ComputeSubmergedArea(ref Vector2 normal, float offset, ref Transform xf, out Vector2 sc)
{
sc = Vector2.Zero;
Vector2 p = MathUtils.Mul(ref xf, Position);
float l = -(Vector2.Dot(normal, p) - offset);
if (l < -Radius + Settings.Epsilon)
{
//Completely dry
return 0;
}
if (l > Radius)
{
//Completely wet
sc = p;
return Settings.Pi * _2radius;
}
//Magic
float l2 = l * l;
float area = _2radius * (float)((Math.Asin(l / Radius) + Settings.Pi / 2) + l * Math.Sqrt(_2radius - l2));
float com = -2.0f / 3.0f * (float)Math.Pow(_2radius - l2, 1.5f) / area;
sc.X = p.X + normal.X * com;
sc.Y = p.Y + normal.Y * com;
return area;
}
/// <summary>
/// Compare the circle to another circle
/// </summary>
/// <param name="shape">The other circle</param>
/// <returns>True if the two circles are the same size and have the same position</returns>
public bool CompareTo(CircleShape shape)
{
return (Radius == shape.Radius && Position == shape.Position);
}
public override Shape Clone()
{
CircleShape clone = new CircleShape();
clone.ShapeType = ShapeType;
clone._radius = Radius;
clone._2radius = _2radius; //FPE note: We also copy the cache
clone._density = _density;
clone._position = _position;
clone.MassData = MassData;
return clone;
}
}
}
@@ -0,0 +1,252 @@
/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
using FarseerPhysics.Common;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Collision.Shapes
{
/// <summary>
/// A line segment (edge) shape. These can be connected in chains or loops
/// to other edge shapes.
/// The connectivity information is used to ensure correct contact normals.
/// </summary>
public class EdgeShape : Shape
{
/// <summary>
/// Edge start vertex
/// </summary>
internal Vector2 _vertex1;
/// <summary>
/// Edge end vertex
/// </summary>
internal Vector2 _vertex2;
internal EdgeShape()
: base(0)
{
ShapeType = ShapeType.Edge;
_radius = Settings.PolygonRadius;
}
/// <summary>
/// Create a new EdgeShape with the specified start and end.
/// </summary>
/// <param name="start">The start of the edge.</param>
/// <param name="end">The end of the edge.</param>
public EdgeShape(Vector2 start, Vector2 end)
: base(0)
{
ShapeType = ShapeType.Edge;
_radius = Settings.PolygonRadius;
Set(start, end);
}
public override int ChildCount
{
get { return 1; }
}
/// <summary>
/// Is true if the edge is connected to an adjacent vertex before vertex 1.
/// </summary>
public bool HasVertex0 { get; set; }
/// <summary>
/// Is true if the edge is connected to an adjacent vertex after vertex2.
/// </summary>
public bool HasVertex3 { get; set; }
/// <summary>
/// Optional adjacent vertices. These are used for smooth collision.
/// </summary>
public Vector2 Vertex0 { get; set; }
/// <summary>
/// Optional adjacent vertices. These are used for smooth collision.
/// </summary>
public Vector2 Vertex3 { get; set; }
/// <summary>
/// These are the edge vertices
/// </summary>
public Vector2 Vertex1
{
get { return _vertex1; }
set
{
_vertex1 = value;
ComputeProperties();
}
}
/// <summary>
/// These are the edge vertices
/// </summary>
public Vector2 Vertex2
{
get { return _vertex2; }
set
{
_vertex2 = value;
ComputeProperties();
}
}
/// <summary>
/// Set this as an isolated edge.
/// </summary>
/// <param name="start">The start.</param>
/// <param name="end">The end.</param>
public void Set(Vector2 start, Vector2 end)
{
_vertex1 = start;
_vertex2 = end;
HasVertex0 = false;
HasVertex3 = false;
ComputeProperties();
}
public override bool TestPoint(ref Transform transform, ref Vector2 point)
{
return false;
}
public override bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform, int childIndex)
{
// p = p1 + t * d
// v = v1 + s * e
// p1 + t * d = v1 + s * e
// s * e - t * d = p1 - v1
output = new RayCastOutput();
// Put the ray into the edge's frame of reference.
Vector2 p1 = MathUtils.MulT(transform.q, input.Point1 - transform.p);
Vector2 p2 = MathUtils.MulT(transform.q, input.Point2 - transform.p);
Vector2 d = p2 - p1;
Vector2 v1 = _vertex1;
Vector2 v2 = _vertex2;
Vector2 e = v2 - v1;
Vector2 normal = new Vector2(e.Y, -e.X); //TODO: Could possibly cache the normal.
normal.Normalize();
// q = p1 + t * d
// dot(normal, q - v1) = 0
// dot(normal, p1 - v1) + t * dot(normal, d) = 0
float numerator = Vector2.Dot(normal, v1 - p1);
float denominator = Vector2.Dot(normal, d);
if (denominator == 0.0f)
{
return false;
}
float t = numerator / denominator;
if (t < 0.0f || input.MaxFraction < t)
{
return false;
}
Vector2 q = p1 + t * d;
// q = v1 + s * r
// s = dot(q - v1, r) / dot(r, r)
Vector2 r = v2 - v1;
float rr = Vector2.Dot(r, r);
if (rr == 0.0f)
{
return false;
}
float s = Vector2.Dot(q - v1, r) / rr;
if (s < 0.0f || 1.0f < s)
{
return false;
}
output.Fraction = t;
if (numerator > 0.0f)
{
output.Normal = -normal;
}
else
{
output.Normal = normal;
}
return true;
}
public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex)
{
Vector2 v1 = MathUtils.Mul(ref transform, _vertex1);
Vector2 v2 = MathUtils.Mul(ref transform, _vertex2);
Vector2 lower = Vector2.Min(v1, v2);
Vector2 upper = Vector2.Max(v1, v2);
Vector2 r = new Vector2(Radius, Radius);
aabb.LowerBound = lower - r;
aabb.UpperBound = upper + r;
}
protected override void ComputeProperties()
{
MassData.Centroid = 0.5f * (_vertex1 + _vertex2);
}
public override float ComputeSubmergedArea(ref Vector2 normal, float offset, ref Transform xf, out Vector2 sc)
{
sc = Vector2.Zero;
return 0;
}
public bool CompareTo(EdgeShape shape)
{
return (HasVertex0 == shape.HasVertex0 &&
HasVertex3 == shape.HasVertex3 &&
Vertex0 == shape.Vertex0 &&
Vertex1 == shape.Vertex1 &&
Vertex2 == shape.Vertex2 &&
Vertex3 == shape.Vertex3);
}
public override Shape Clone()
{
EdgeShape clone = new EdgeShape();
clone.ShapeType = ShapeType;
clone._radius = _radius;
clone._density = _density;
clone.HasVertex0 = HasVertex0;
clone.HasVertex3 = HasVertex3;
clone.Vertex0 = Vertex0;
clone._vertex1 = _vertex1;
clone._vertex2 = _vertex2;
clone.Vertex3 = Vertex3;
clone.MassData = MassData;
return clone;
}
}
}
@@ -0,0 +1,471 @@
/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
using System.Diagnostics;
using FarseerPhysics.Common;
using FarseerPhysics.Common.ConvexHull;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Collision.Shapes
{
/// <summary>
/// Represents a simple non-selfintersecting convex polygon.
/// Create a convex hull from the given array of points.
/// </summary>
public class PolygonShape : Shape
{
private Vertices _vertices;
private Vertices _normals;
/// <summary>
/// Initializes a new instance of the <see cref="PolygonShape"/> class.
/// </summary>
/// <param name="vertices">The vertices.</param>
/// <param name="density">The density.</param>
public PolygonShape(Vertices vertices, float density)
: base(density)
{
ShapeType = ShapeType.Polygon;
_radius = Settings.PolygonRadius;
Vertices = vertices;
}
/// <summary>
/// Create a new PolygonShape with the specified density.
/// </summary>
/// <param name="density">The density.</param>
public PolygonShape(float density)
: base(density)
{
Debug.Assert(density >= 0f);
ShapeType = ShapeType.Polygon;
_radius = Settings.PolygonRadius;
_vertices = new Vertices(Settings.MaxPolygonVertices);
_normals = new Vertices(Settings.MaxPolygonVertices);
}
internal PolygonShape()
: base(0)
{
ShapeType = ShapeType.Polygon;
_radius = Settings.PolygonRadius;
_vertices = new Vertices(Settings.MaxPolygonVertices);
_normals = new Vertices(Settings.MaxPolygonVertices);
}
/// <summary>
/// Create a convex hull from the given array of local points.
/// The number of vertices must be in the range [3, Settings.MaxPolygonVertices].
/// Warning: the points may be re-ordered, even if they form a convex polygon
/// Warning: collinear points are handled but not removed. Collinear points may lead to poor stacking behavior.
/// </summary>
public Vertices Vertices
{
get { return _vertices; }
set
{
_vertices = new Vertices(value);
//Debug.Assert(_vertices.Count >= 3 && _vertices.Count <= Settings.MaxPolygonVertices);
if (Settings.UseConvexHullPolygons)
{
//FPE note: This check is required as the GiftWrap algorithm early exits on triangles
//So instead of giftwrapping a triangle, we just force it to be clock wise.
if (_vertices.Count <= 3)
_vertices.ForceCounterClockWise();
else
_vertices = GiftWrap.GetConvexHull(_vertices);
}
_normals = new Vertices(_vertices.Count);
// Compute normals. Ensure the edges have non-zero length.
for (int i = 0; i < _vertices.Count; ++i)
{
int next = i + 1 < _vertices.Count ? i + 1 : 0;
Vector2 edge = _vertices[next] - _vertices[i];
Debug.Assert(edge.LengthSquared() > Settings.Epsilon * Settings.Epsilon);
//FPE optimization: Normals.Add(MathHelper.Cross(edge, 1.0f));
Vector2 temp = new Vector2(edge.Y, -edge.X);
temp.Normalize();
_normals.Add(temp);
}
// Compute the polygon mass data
ComputeProperties();
}
}
public Vertices Normals { get { return _normals; } }
public override int ChildCount { get { return 1; } }
protected override void ComputeProperties()
{
// Polygon mass, centroid, and inertia.
// Let rho be the polygon density in mass per unit area.
// Then:
// mass = rho * int(dA)
// centroid.X = (1/mass) * rho * int(x * dA)
// centroid.Y = (1/mass) * rho * int(y * dA)
// I = rho * int((x*x + y*y) * dA)
//
// We can compute these integrals by summing all the integrals
// for each triangle of the polygon. To evaluate the integral
// for a single triangle, we make a change of variables to
// the (u,v) coordinates of the triangle:
// x = x0 + e1x * u + e2x * v
// y = y0 + e1y * u + e2y * v
// where 0 <= u && 0 <= v && u + v <= 1.
//
// We integrate u from [0,1-v] and then v from [0,1].
// We also need to use the Jacobian of the transformation:
// D = cross(e1, e2)
//
// Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
//
// The rest of the derivation is handled by computer algebra.
Debug.Assert(Vertices.Count >= 3);
//FPE optimization: Early exit as polygons with 0 density does not have any properties.
if (_density <= 0)
return;
//FPE optimization: Consolidated the calculate centroid and mass code to a single method.
Vector2 center = Vector2.Zero;
float area = 0.0f;
float I = 0.0f;
// pRef is the reference point for forming triangles.
// It's location doesn't change the result (except for rounding error).
Vector2 s = Vector2.Zero;
// This code would put the reference point inside the polygon.
for (int i = 0; i < Vertices.Count; ++i)
{
s += Vertices[i];
}
s *= 1.0f / Vertices.Count;
const float k_inv3 = 1.0f / 3.0f;
for (int i = 0; i < Vertices.Count; ++i)
{
// Triangle vertices.
Vector2 e1 = Vertices[i] - s;
Vector2 e2 = i + 1 < Vertices.Count ? Vertices[i + 1] - s : Vertices[0] - s;
float D = MathUtils.Cross(e1, e2);
float triangleArea = 0.5f * D;
area += triangleArea;
// Area weighted centroid
center += triangleArea * k_inv3 * (e1 + e2);
float ex1 = e1.X, ey1 = e1.Y;
float ex2 = e2.X, ey2 = e2.Y;
float intx2 = ex1 * ex1 + ex2 * ex1 + ex2 * ex2;
float inty2 = ey1 * ey1 + ey2 * ey1 + ey2 * ey2;
I += (0.25f * k_inv3 * D) * (intx2 + inty2);
}
//The area is too small for the engine to handle.
Debug.Assert(area > Settings.Epsilon);
// We save the area
MassData.Area = area;
// Total mass
MassData.Mass = _density * area;
// Center of mass
center *= 1.0f / area;
MassData.Centroid = center + s;
// Inertia tensor relative to the local origin (point s).
MassData.Inertia = _density * I;
// Shift to center of mass then to original body origin.
MassData.Inertia += MassData.Mass * (Vector2.Dot(MassData.Centroid, MassData.Centroid) - Vector2.Dot(center, center));
}
public override bool TestPoint(ref Transform transform, ref Vector2 point)
{
Vector2 pLocal = MathUtils.MulT(transform.q, point - transform.p);
for (int i = 0; i < Vertices.Count; ++i)
{
float dot = Vector2.Dot(Normals[i], pLocal - Vertices[i]);
if (dot > 0.0f)
{
return false;
}
}
return true;
}
public override bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform, int childIndex)
{
output = new RayCastOutput();
// Put the ray into the polygon's frame of reference.
Vector2 p1 = MathUtils.MulT(transform.q, input.Point1 - transform.p);
Vector2 p2 = MathUtils.MulT(transform.q, input.Point2 - transform.p);
Vector2 d = p2 - p1;
float lower = 0.0f, upper = input.MaxFraction;
int index = -1;
for (int i = 0; i < Vertices.Count; ++i)
{
// p = p1 + a * d
// dot(normal, p - v) = 0
// dot(normal, p1 - v) + a * dot(normal, d) = 0
float numerator = Vector2.Dot(Normals[i], Vertices[i] - p1);
float denominator = Vector2.Dot(Normals[i], d);
if (denominator == 0.0f)
{
if (numerator < 0.0f)
{
return false;
}
}
else
{
// Note: we want this predicate without division:
// lower < numerator / denominator, where denominator < 0
// Since denominator < 0, we have to flip the inequality:
// lower < numerator / denominator <==> denominator * lower > numerator.
if (denominator < 0.0f && numerator < lower * denominator)
{
// Increase lower.
// The segment enters this half-space.
lower = numerator / denominator;
index = i;
}
else if (denominator > 0.0f && numerator < upper * denominator)
{
// Decrease upper.
// The segment exits this half-space.
upper = numerator / denominator;
}
}
// The use of epsilon here causes the assert on lower to trip
// in some cases. Apparently the use of epsilon was to make edge
// shapes work, but now those are handled separately.
//if (upper < lower - b2_epsilon)
if (upper < lower)
{
return false;
}
}
Debug.Assert(0.0f <= lower && lower <= input.MaxFraction);
if (index >= 0)
{
output.Fraction = lower;
output.Normal = MathUtils.Mul(transform.q, Normals[index]);
return true;
}
return false;
}
/// <summary>
/// Given a transform, compute the associated axis aligned bounding box for a child shape.
/// </summary>
/// <param name="aabb">The aabb results.</param>
/// <param name="transform">The world transform of the shape.</param>
/// <param name="childIndex">The child shape index.</param>
public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex)
{
Vector2 lower = MathUtils.Mul(ref transform, Vertices[0]);
Vector2 upper = lower;
for (int i = 1; i < Vertices.Count; ++i)
{
Vector2 v = MathUtils.Mul(ref transform, Vertices[i]);
lower = Vector2.Min(lower, v);
upper = Vector2.Max(upper, v);
}
Vector2 r = new Vector2(Radius, Radius);
aabb.LowerBound = lower - r;
aabb.UpperBound = upper + r;
}
public override float ComputeSubmergedArea(ref Vector2 normal, float offset, ref Transform xf, out Vector2 sc)
{
sc = Vector2.Zero;
//Transform plane into shape co-ordinates
Vector2 normalL = MathUtils.MulT(xf.q, normal);
float offsetL = offset - Vector2.Dot(normal, xf.p);
float[] depths = new float[Settings.MaxPolygonVertices];
int diveCount = 0;
int intoIndex = -1;
int outoIndex = -1;
bool lastSubmerged = false;
int i;
for (i = 0; i < Vertices.Count; i++)
{
depths[i] = Vector2.Dot(normalL, Vertices[i]) - offsetL;
bool isSubmerged = depths[i] < -Settings.Epsilon;
if (i > 0)
{
if (isSubmerged)
{
if (!lastSubmerged)
{
intoIndex = i - 1;
diveCount++;
}
}
else
{
if (lastSubmerged)
{
outoIndex = i - 1;
diveCount++;
}
}
}
lastSubmerged = isSubmerged;
}
switch (diveCount)
{
case 0:
if (lastSubmerged)
{
//Completely submerged
sc = MathUtils.Mul(ref xf, MassData.Centroid);
return MassData.Mass / Density;
}
//Completely dry
return 0;
case 1:
if (intoIndex == -1)
{
intoIndex = Vertices.Count - 1;
}
else
{
outoIndex = Vertices.Count - 1;
}
break;
}
int intoIndex2 = (intoIndex + 1) % Vertices.Count;
int outoIndex2 = (outoIndex + 1) % Vertices.Count;
float intoLambda = (0 - depths[intoIndex]) / (depths[intoIndex2] - depths[intoIndex]);
float outoLambda = (0 - depths[outoIndex]) / (depths[outoIndex2] - depths[outoIndex]);
Vector2 intoVec = new Vector2(Vertices[intoIndex].X * (1 - intoLambda) + Vertices[intoIndex2].X * intoLambda, Vertices[intoIndex].Y * (1 - intoLambda) + Vertices[intoIndex2].Y * intoLambda);
Vector2 outoVec = new Vector2(Vertices[outoIndex].X * (1 - outoLambda) + Vertices[outoIndex2].X * outoLambda, Vertices[outoIndex].Y * (1 - outoLambda) + Vertices[outoIndex2].Y * outoLambda);
//Initialize accumulator
float area = 0;
Vector2 center = new Vector2(0, 0);
Vector2 p2 = Vertices[intoIndex2];
const float k_inv3 = 1.0f / 3.0f;
//An awkward loop from intoIndex2+1 to outIndex2
i = intoIndex2;
while (i != outoIndex2)
{
i = (i + 1) % Vertices.Count;
Vector2 p3;
if (i == outoIndex2)
p3 = outoVec;
else
p3 = Vertices[i];
//Add the triangle formed by intoVec,p2,p3
{
Vector2 e1 = p2 - intoVec;
Vector2 e2 = p3 - intoVec;
float D = MathUtils.Cross(e1, e2);
float triangleArea = 0.5f * D;
area += triangleArea;
// Area weighted centroid
center += triangleArea * k_inv3 * (intoVec + p2 + p3);
}
p2 = p3;
}
//Normalize and transform centroid
center *= 1.0f / area;
sc = MathUtils.Mul(ref xf, center);
return area;
}
public bool CompareTo(PolygonShape shape)
{
if (Vertices.Count != shape.Vertices.Count)
return false;
for (int i = 0; i < Vertices.Count; i++)
{
if (Vertices[i] != shape.Vertices[i])
return false;
}
return (Radius == shape.Radius && MassData == shape.MassData);
}
public override Shape Clone()
{
PolygonShape clone = new PolygonShape();
clone.ShapeType = ShapeType;
clone._radius = _radius;
clone._density = _density;
clone._vertices = new Vertices(_vertices);
clone._normals = new Vertices(_normals);
clone.MassData = MassData;
return clone;
}
}
}
@@ -0,0 +1,255 @@
/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
using System;
using System.Diagnostics;
using FarseerPhysics.Common;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Collision.Shapes
{
/// <summary>
/// This holds the mass data computed for a shape.
/// </summary>
public struct MassData : IEquatable<MassData>
{
/// <summary>
/// The area of the shape
/// </summary>
public float Area { get; internal set; }
/// <summary>
/// The position of the shape's centroid relative to the shape's origin.
/// </summary>
public Vector2 Centroid { get; internal set; }
/// <summary>
/// The rotational inertia of the shape about the local origin.
/// </summary>
public float Inertia { get; internal set; }
/// <summary>
/// The mass of the shape, usually in kilograms.
/// </summary>
public float Mass { get; internal set; }
/// <summary>
/// The equal operator
/// </summary>
/// <param name="left"></param>
/// <param name="right"></param>
/// <returns></returns>
public static bool operator ==(MassData left, MassData right)
{
return (left.Area == right.Area && left.Mass == right.Mass && left.Centroid == right.Centroid && left.Inertia == right.Inertia);
}
/// <summary>
/// The not equal operator
/// </summary>
/// <param name="left"></param>
/// <param name="right"></param>
/// <returns></returns>
public static bool operator !=(MassData left, MassData right)
{
return !(left == right);
}
public bool Equals(MassData other)
{
return this == other;
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj))
return false;
if (obj.GetType() != typeof(MassData))
return false;
return Equals((MassData)obj);
}
public override int GetHashCode()
{
unchecked
{
int result = Area.GetHashCode();
result = (result * 397) ^ Centroid.GetHashCode();
result = (result * 397) ^ Inertia.GetHashCode();
result = (result * 397) ^ Mass.GetHashCode();
return result;
}
}
}
public enum ShapeType
{
Unknown = -1,
Circle = 0,
Edge = 1,
Polygon = 2,
Chain = 3,
TypeCount = 4,
}
/// <summary>
/// A shape is used for collision detection. You can create a shape however you like.
/// Shapes used for simulation in World are created automatically when a Fixture
/// is created. Shapes may encapsulate a one or more child shapes.
/// </summary>
public abstract class Shape
{
internal float _density;
internal float _radius;
internal float _2radius;
protected Shape(float density)
{
_density = density;
ShapeType = ShapeType.Unknown;
}
/// <summary>
/// Contains the properties of the shape such as:
/// - Area of the shape
/// - Centroid
/// - Inertia
/// - Mass
/// </summary>
public MassData MassData;
/// <summary>
/// Get the type of this shape.
/// </summary>
/// <value>The type of the shape.</value>
public ShapeType ShapeType { get; internal set; }
/// <summary>
/// Get the number of child primitives.
/// </summary>
/// <value></value>
public abstract int ChildCount { get; }
/// <summary>
/// Gets or sets the density.
/// Changing the density causes a recalculation of shape properties.
/// </summary>
/// <value>The density.</value>
public float Density
{
get { return _density; }
set
{
Debug.Assert(value >= 0);
_density = value;
ComputeProperties();
}
}
/// <summary>
/// Radius of the Shape
/// Changing the radius causes a recalculation of shape properties.
/// </summary>
public float Radius
{
get { return _radius; }
set
{
Debug.Assert(value >= 0);
_radius = value;
_2radius = _radius * _radius;
ComputeProperties();
}
}
/// <summary>
/// Clone the concrete shape
/// </summary>
/// <returns>A clone of the shape</returns>
public abstract Shape Clone();
/// <summary>
/// Test a point for containment in this shape.
/// Note: This only works for convex shapes.
/// </summary>
/// <param name="transform">The shape world transform.</param>
/// <param name="point">A point in world coordinates.</param>
/// <returns>True if the point is inside the shape</returns>
public abstract bool TestPoint(ref Transform transform, ref Vector2 point);
/// <summary>
/// Cast a ray against a child shape.
/// </summary>
/// <param name="output">The ray-cast results.</param>
/// <param name="input">The ray-cast input parameters.</param>
/// <param name="transform">The transform to be applied to the shape.</param>
/// <param name="childIndex">The child shape index.</param>
/// <returns>True if the ray-cast hits the shape</returns>
public abstract bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform, int childIndex);
/// <summary>
/// Given a transform, compute the associated axis aligned bounding box for a child shape.
/// </summary>
/// <param name="aabb">The aabb results.</param>
/// <param name="transform">The world transform of the shape.</param>
/// <param name="childIndex">The child shape index.</param>
public abstract void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex);
/// <summary>
/// Compute the mass properties of this shape using its dimensions and density.
/// The inertia tensor is computed about the local origin, not the centroid.
/// </summary>
protected abstract void ComputeProperties();
/// <summary>
/// Compare this shape to another shape based on type and properties.
/// </summary>
/// <param name="shape">The other shape</param>
/// <returns>True if the two shapes are the same.</returns>
public bool CompareTo(Shape shape)
{
if (shape is PolygonShape && this is PolygonShape)
return ((PolygonShape)this).CompareTo((PolygonShape)shape);
if (shape is CircleShape && this is CircleShape)
return ((CircleShape)this).CompareTo((CircleShape)shape);
if (shape is EdgeShape && this is EdgeShape)
return ((EdgeShape)this).CompareTo((EdgeShape)shape);
if (shape is ChainShape && this is ChainShape)
return ((ChainShape)this).CompareTo((ChainShape)shape);
return false;
}
/// <summary>
/// Used for the buoyancy controller
/// </summary>
public abstract float ComputeSubmergedArea(ref Vector2 normal, float offset, ref Transform xf, out Vector2 sc);
}
}
@@ -0,0 +1,498 @@
/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
using System;
using System.Diagnostics;
using FarseerPhysics.Common;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Collision
{
/// <summary>
/// Input parameters for CalculateTimeOfImpact
/// </summary>
public class TOIInput
{
public DistanceProxy ProxyA = new DistanceProxy();
public DistanceProxy ProxyB = new DistanceProxy();
public Sweep SweepA;
public Sweep SweepB;
public float TMax; // defines sweep interval [0, tMax]
}
public enum TOIOutputState
{
Unknown,
Failed,
Overlapped,
Touching,
Seperated,
}
public struct TOIOutput
{
public TOIOutputState State;
public float T;
}
public enum SeparationFunctionType
{
Points,
FaceA,
FaceB
}
public static class SeparationFunction
{
[ThreadStatic]
private static Vector2 _axis;
[ThreadStatic]
private static Vector2 _localPoint;
[ThreadStatic]
private static DistanceProxy _proxyA;
[ThreadStatic]
private static DistanceProxy _proxyB;
[ThreadStatic]
private static Sweep _sweepA, _sweepB;
[ThreadStatic]
private static SeparationFunctionType _type;
public static void Set(ref SimplexCache cache, DistanceProxy proxyA, ref Sweep sweepA, DistanceProxy proxyB, ref Sweep sweepB, float t1)
{
_localPoint = Vector2.Zero;
_proxyA = proxyA;
_proxyB = proxyB;
int count = cache.Count;
Debug.Assert(0 < count && count < 3);
_sweepA = sweepA;
_sweepB = sweepB;
Transform xfA, xfB;
_sweepA.GetTransform(out xfA, t1);
_sweepB.GetTransform(out xfB, t1);
if (count == 1)
{
_type = SeparationFunctionType.Points;
Vector2 localPointA = _proxyA.Vertices[cache.IndexA[0]];
Vector2 localPointB = _proxyB.Vertices[cache.IndexB[0]];
Vector2 pointA = MathUtils.Mul(ref xfA, localPointA);
Vector2 pointB = MathUtils.Mul(ref xfB, localPointB);
_axis = pointB - pointA;
_axis.Normalize();
}
else if (cache.IndexA[0] == cache.IndexA[1])
{
// Two points on B and one on A.
_type = SeparationFunctionType.FaceB;
Vector2 localPointB1 = proxyB.Vertices[cache.IndexB[0]];
Vector2 localPointB2 = proxyB.Vertices[cache.IndexB[1]];
Vector2 a = localPointB2 - localPointB1;
_axis = new Vector2(a.Y, -a.X);
_axis.Normalize();
Vector2 normal = MathUtils.Mul(ref xfB.q, _axis);
_localPoint = 0.5f * (localPointB1 + localPointB2);
Vector2 pointB = MathUtils.Mul(ref xfB, _localPoint);
Vector2 localPointA = proxyA.Vertices[cache.IndexA[0]];
Vector2 pointA = MathUtils.Mul(ref xfA, localPointA);
float s = Vector2.Dot(pointA - pointB, normal);
if (s < 0.0f)
{
_axis = -_axis;
}
}
else
{
// Two points on A and one or two points on B.
_type = SeparationFunctionType.FaceA;
Vector2 localPointA1 = _proxyA.Vertices[cache.IndexA[0]];
Vector2 localPointA2 = _proxyA.Vertices[cache.IndexA[1]];
Vector2 a = localPointA2 - localPointA1;
_axis = new Vector2(a.Y, -a.X);
_axis.Normalize();
Vector2 normal = MathUtils.Mul(ref xfA.q, _axis);
_localPoint = 0.5f * (localPointA1 + localPointA2);
Vector2 pointA = MathUtils.Mul(ref xfA, _localPoint);
Vector2 localPointB = _proxyB.Vertices[cache.IndexB[0]];
Vector2 pointB = MathUtils.Mul(ref xfB, localPointB);
float s = Vector2.Dot(pointB - pointA, normal);
if (s < 0.0f)
{
_axis = -_axis;
}
}
//FPE note: the returned value that used to be here has been removed, as it was not used.
}
public static float FindMinSeparation(out int indexA, out int indexB, float t)
{
Transform xfA, xfB;
_sweepA.GetTransform(out xfA, t);
_sweepB.GetTransform(out xfB, t);
switch (_type)
{
case SeparationFunctionType.Points:
{
Vector2 axisA = MathUtils.MulT(ref xfA.q, _axis);
Vector2 axisB = MathUtils.MulT(ref xfB.q, -_axis);
indexA = _proxyA.GetSupport(axisA);
indexB = _proxyB.GetSupport(axisB);
Vector2 localPointA = _proxyA.Vertices[indexA];
Vector2 localPointB = _proxyB.Vertices[indexB];
Vector2 pointA = MathUtils.Mul(ref xfA, localPointA);
Vector2 pointB = MathUtils.Mul(ref xfB, localPointB);
float separation = Vector2.Dot(pointB - pointA, _axis);
return separation;
}
case SeparationFunctionType.FaceA:
{
Vector2 normal = MathUtils.Mul(ref xfA.q, _axis);
Vector2 pointA = MathUtils.Mul(ref xfA, _localPoint);
Vector2 axisB = MathUtils.MulT(ref xfB.q, -normal);
indexA = -1;
indexB = _proxyB.GetSupport(axisB);
Vector2 localPointB = _proxyB.Vertices[indexB];
Vector2 pointB = MathUtils.Mul(ref xfB, localPointB);
float separation = Vector2.Dot(pointB - pointA, normal);
return separation;
}
case SeparationFunctionType.FaceB:
{
Vector2 normal = MathUtils.Mul(ref xfB.q, _axis);
Vector2 pointB = MathUtils.Mul(ref xfB, _localPoint);
Vector2 axisA = MathUtils.MulT(ref xfA.q, -normal);
indexB = -1;
indexA = _proxyA.GetSupport(axisA);
Vector2 localPointA = _proxyA.Vertices[indexA];
Vector2 pointA = MathUtils.Mul(ref xfA, localPointA);
float separation = Vector2.Dot(pointA - pointB, normal);
return separation;
}
default:
Debug.Assert(false);
indexA = -1;
indexB = -1;
return 0.0f;
}
}
public static float Evaluate(int indexA, int indexB, float t)
{
Transform xfA, xfB;
_sweepA.GetTransform(out xfA, t);
_sweepB.GetTransform(out xfB, t);
switch (_type)
{
case SeparationFunctionType.Points:
{
Vector2 localPointA = _proxyA.Vertices[indexA];
Vector2 localPointB = _proxyB.Vertices[indexB];
Vector2 pointA = MathUtils.Mul(ref xfA, localPointA);
Vector2 pointB = MathUtils.Mul(ref xfB, localPointB);
float separation = Vector2.Dot(pointB - pointA, _axis);
return separation;
}
case SeparationFunctionType.FaceA:
{
Vector2 normal = MathUtils.Mul(ref xfA.q, _axis);
Vector2 pointA = MathUtils.Mul(ref xfA, _localPoint);
Vector2 localPointB = _proxyB.Vertices[indexB];
Vector2 pointB = MathUtils.Mul(ref xfB, localPointB);
float separation = Vector2.Dot(pointB - pointA, normal);
return separation;
}
case SeparationFunctionType.FaceB:
{
Vector2 normal = MathUtils.Mul(ref xfB.q, _axis);
Vector2 pointB = MathUtils.Mul(ref xfB, _localPoint);
Vector2 localPointA = _proxyA.Vertices[indexA];
Vector2 pointA = MathUtils.Mul(ref xfA, localPointA);
float separation = Vector2.Dot(pointA - pointB, normal);
return separation;
}
default:
Debug.Assert(false);
return 0.0f;
}
}
}
public static class TimeOfImpact
{
// CCD via the local separating axis method. This seeks progression
// by computing the largest time at which separation is maintained.
[ThreadStatic]
public static int TOICalls, TOIIters, TOIMaxIters;
[ThreadStatic]
public static int TOIRootIters, TOIMaxRootIters;
[ThreadStatic]
private static DistanceInput _distanceInput;
/// <summary>
/// Compute the upper bound on time before two shapes penetrate. Time is represented as
/// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
/// non-tunneling collision. If you change the time interval, you should call this function
/// again.
/// Note: use Distance() to compute the contact point and normal at the time of impact.
/// </summary>
/// <param name="output">The output.</param>
/// <param name="input">The input.</param>
public static void CalculateTimeOfImpact(out TOIOutput output, TOIInput input)
{
if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
++TOICalls;
output = new TOIOutput();
output.State = TOIOutputState.Unknown;
output.T = input.TMax;
Sweep sweepA = input.SweepA;
Sweep sweepB = input.SweepB;
// Large rotations can make the root finder fail, so we normalize the
// sweep angles.
sweepA.Normalize();
sweepB.Normalize();
float tMax = input.TMax;
float totalRadius = input.ProxyA.Radius + input.ProxyB.Radius;
float target = Math.Max(Settings.LinearSlop, totalRadius - 3.0f * Settings.LinearSlop);
const float tolerance = 0.25f * Settings.LinearSlop;
Debug.Assert(target > tolerance);
float t1 = 0.0f;
const int k_maxIterations = 20;
int iter = 0;
// Prepare input for distance query.
_distanceInput = _distanceInput ?? new DistanceInput();
_distanceInput.ProxyA = input.ProxyA;
_distanceInput.ProxyB = input.ProxyB;
_distanceInput.UseRadii = false;
// The outer loop progressively attempts to compute new separating axes.
// This loop terminates when an axis is repeated (no progress is made).
for (; ; )
{
Transform xfA, xfB;
sweepA.GetTransform(out xfA, t1);
sweepB.GetTransform(out xfB, t1);
// Get the distance between shapes. We can also use the results
// to get a separating axis.
_distanceInput.TransformA = xfA;
_distanceInput.TransformB = xfB;
DistanceOutput distanceOutput;
SimplexCache cache;
Distance.ComputeDistance(out distanceOutput, out cache, _distanceInput);
// If the shapes are overlapped, we give up on continuous collision.
if (distanceOutput.Distance <= 0.0f)
{
// Failure!
output.State = TOIOutputState.Overlapped;
output.T = 0.0f;
break;
}
if (distanceOutput.Distance < target + tolerance)
{
// Victory!
output.State = TOIOutputState.Touching;
output.T = t1;
break;
}
SeparationFunction.Set(ref cache, input.ProxyA, ref sweepA, input.ProxyB, ref sweepB, t1);
// Compute the TOI on the separating axis. We do this by successively
// resolving the deepest point. This loop is bounded by the number of vertices.
bool done = false;
float t2 = tMax;
int pushBackIter = 0;
for (; ; )
{
// Find the deepest point at t2. Store the witness point indices.
int indexA, indexB;
float s2 = SeparationFunction.FindMinSeparation(out indexA, out indexB, t2);
// Is the final configuration separated?
if (s2 > target + tolerance)
{
// Victory!
output.State = TOIOutputState.Seperated;
output.T = tMax;
done = true;
break;
}
// Has the separation reached tolerance?
if (s2 > target - tolerance)
{
// Advance the sweeps
t1 = t2;
break;
}
// Compute the initial separation of the witness points.
float s1 = SeparationFunction.Evaluate(indexA, indexB, t1);
// Check for initial overlap. This might happen if the root finder
// runs out of iterations.
if (s1 < target - tolerance)
{
output.State = TOIOutputState.Failed;
output.T = t1;
done = true;
break;
}
// Check for touching
if (s1 <= target + tolerance)
{
// Victory! t1 should hold the TOI (could be 0.0).
output.State = TOIOutputState.Touching;
output.T = t1;
done = true;
break;
}
// Compute 1D root of: f(x) - target = 0
int rootIterCount = 0;
float a1 = t1, a2 = t2;
for (; ; )
{
// Use a mix of the secant rule and bisection.
float t;
if ((rootIterCount & 1) != 0)
{
// Secant rule to improve convergence.
t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
}
else
{
// Bisection to guarantee progress.
t = 0.5f * (a1 + a2);
}
++rootIterCount;
if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
++TOIRootIters;
float s = SeparationFunction.Evaluate(indexA, indexB, t);
if (Math.Abs(s - target) < tolerance)
{
// t2 holds a tentative value for t1
t2 = t;
break;
}
// Ensure we continue to bracket the root.
if (s > target)
{
a1 = t;
s1 = s;
}
else
{
a2 = t;
s2 = s;
}
if (rootIterCount == 50)
{
break;
}
}
if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
TOIMaxRootIters = Math.Max(TOIMaxRootIters, rootIterCount);
++pushBackIter;
if (pushBackIter == Settings.MaxPolygonVertices)
{
break;
}
}
++iter;
if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
++TOIIters;
if (done)
{
break;
}
if (iter == k_maxIterations)
{
// Root finder got stuck. Semi-victory.
output.State = TOIOutputState.Failed;
output.T = t1;
break;
}
}
if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
TOIMaxIters = Math.Max(TOIMaxIters, iter);
}
}
}