Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
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/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*
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* Original source Box2D:
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using System.Diagnostics;
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using FarseerPhysics.Collision.Shapes;
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using FarseerPhysics.Common;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Collision
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{
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/// <summary>
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/// A distance proxy is used by the GJK algorithm.
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/// It encapsulates any shape.
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/// </summary>
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public class DistanceProxy
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{
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internal float Radius;
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internal Vertices Vertices = new Vertices();
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// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
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/// <summary>
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/// Initialize the proxy using the given shape. The shape
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/// must remain in scope while the proxy is in use.
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/// </summary>
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/// <param name="shape">The shape.</param>
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/// <param name="index">The index.</param>
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public void Set(Shape shape, int index)
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{
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switch (shape.ShapeType)
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{
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case ShapeType.Circle:
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{
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CircleShape circle = (CircleShape)shape;
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Vertices.Clear();
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Vertices.Add(circle.Position);
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Radius = circle.Radius;
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}
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break;
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case ShapeType.Polygon:
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{
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PolygonShape polygon = (PolygonShape)shape;
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Vertices.Clear();
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for (int i = 0; i < polygon.Vertices.Count; i++)
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{
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Vertices.Add(polygon.Vertices[i]);
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}
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Radius = polygon.Radius;
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}
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break;
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case ShapeType.Chain:
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{
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ChainShape chain = (ChainShape)shape;
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Debug.Assert(0 <= index && index < chain.Vertices.Count);
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Vertices.Clear();
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Vertices.Add(chain.Vertices[index]);
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Vertices.Add(index + 1 < chain.Vertices.Count ? chain.Vertices[index + 1] : chain.Vertices[0]);
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Radius = chain.Radius;
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}
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break;
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case ShapeType.Edge:
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{
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EdgeShape edge = (EdgeShape)shape;
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Vertices.Clear();
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Vertices.Add(edge.Vertex1);
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Vertices.Add(edge.Vertex2);
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Radius = edge.Radius;
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}
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break;
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default:
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Debug.Assert(false);
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break;
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}
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}
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/// <summary>
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/// Get the supporting vertex index in the given direction.
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/// </summary>
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/// <param name="direction">The direction.</param>
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/// <returns></returns>
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public int GetSupport(Vector2 direction)
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{
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int bestIndex = 0;
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float bestValue = Vector2.Dot(Vertices[0], direction);
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for (int i = 1; i < Vertices.Count; ++i)
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{
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float value = Vector2.Dot(Vertices[i], direction);
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if (value > bestValue)
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{
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bestIndex = i;
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bestValue = value;
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}
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}
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return bestIndex;
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}
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/// <summary>
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/// Get the supporting vertex in the given direction.
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/// </summary>
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/// <param name="direction">The direction.</param>
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/// <returns></returns>
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public Vector2 GetSupportVertex(Vector2 direction)
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{
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int bestIndex = 0;
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float bestValue = Vector2.Dot(Vertices[0], direction);
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for (int i = 1; i < Vertices.Count; ++i)
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{
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float value = Vector2.Dot(Vertices[i], direction);
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if (value > bestValue)
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{
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bestIndex = i;
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bestValue = value;
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}
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}
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return Vertices[bestIndex];
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}
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}
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/// <summary>
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/// Used to warm start ComputeDistance.
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/// Set count to zero on first call.
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/// </summary>
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public struct SimplexCache
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{
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/// <summary>
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/// Length or area
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/// </summary>
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public ushort Count;
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/// <summary>
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/// Vertices on shape A
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/// </summary>
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public FixedArray3<byte> IndexA;
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/// <summary>
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/// Vertices on shape B
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/// </summary>
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public FixedArray3<byte> IndexB;
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public float Metric;
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}
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/// <summary>
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/// Input for Distance.ComputeDistance().
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/// You have to option to use the shape radii in the computation.
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/// </summary>
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public class DistanceInput
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{
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public DistanceProxy ProxyA = new DistanceProxy();
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public DistanceProxy ProxyB = new DistanceProxy();
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public Transform TransformA;
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public Transform TransformB;
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public bool UseRadii;
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}
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/// <summary>
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/// Output for Distance.ComputeDistance().
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/// </summary>
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public struct DistanceOutput
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{
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public float Distance;
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/// <summary>
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/// Number of GJK iterations used
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/// </summary>
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public int Iterations;
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/// <summary>
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/// Closest point on shapeA
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/// </summary>
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public Vector2 PointA;
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/// <summary>
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/// Closest point on shapeB
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/// </summary>
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public Vector2 PointB;
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}
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internal struct SimplexVertex
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{
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/// <summary>
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/// Barycentric coordinate for closest point
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/// </summary>
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public float A;
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/// <summary>
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/// wA index
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/// </summary>
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public int IndexA;
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/// <summary>
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/// wB index
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/// </summary>
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public int IndexB;
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/// <summary>
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/// wB - wA
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/// </summary>
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public Vector2 W;
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/// <summary>
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/// Support point in proxyA
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/// </summary>
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public Vector2 WA;
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/// <summary>
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/// Support point in proxyB
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/// </summary>
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public Vector2 WB;
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}
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internal struct Simplex
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{
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internal int Count;
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internal FixedArray3<SimplexVertex> V;
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internal void ReadCache(ref SimplexCache cache, DistanceProxy proxyA, ref Transform transformA, DistanceProxy proxyB, ref Transform transformB)
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{
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Debug.Assert(cache.Count <= 3);
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// Copy data from cache.
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Count = cache.Count;
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for (int i = 0; i < Count; ++i)
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{
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SimplexVertex v = V[i];
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v.IndexA = cache.IndexA[i];
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v.IndexB = cache.IndexB[i];
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Vector2 wALocal = proxyA.Vertices[v.IndexA];
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Vector2 wBLocal = proxyB.Vertices[v.IndexB];
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v.WA = MathUtils.Mul(ref transformA, wALocal);
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v.WB = MathUtils.Mul(ref transformB, wBLocal);
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v.W = v.WB - v.WA;
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v.A = 0.0f;
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V[i] = v;
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}
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// Compute the new simplex metric, if it is substantially different than
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// old metric then flush the simplex.
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if (Count > 1)
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{
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float metric1 = cache.Metric;
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float metric2 = GetMetric();
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if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Settings.Epsilon)
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{
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// Reset the simplex.
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Count = 0;
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}
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}
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// If the cache is empty or invalid ...
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if (Count == 0)
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{
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SimplexVertex v = V[0];
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v.IndexA = 0;
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v.IndexB = 0;
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Vector2 wALocal = proxyA.Vertices[0];
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Vector2 wBLocal = proxyB.Vertices[0];
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v.WA = MathUtils.Mul(ref transformA, wALocal);
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v.WB = MathUtils.Mul(ref transformB, wBLocal);
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v.W = v.WB - v.WA;
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v.A = 1.0f;
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V[0] = v;
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Count = 1;
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}
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}
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internal void WriteCache(ref SimplexCache cache)
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{
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cache.Metric = GetMetric();
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cache.Count = (UInt16)Count;
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for (int i = 0; i < Count; ++i)
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{
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cache.IndexA[i] = (byte)(V[i].IndexA);
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cache.IndexB[i] = (byte)(V[i].IndexB);
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}
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}
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internal Vector2 GetSearchDirection()
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{
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switch (Count)
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{
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case 1:
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return -V[0].W;
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case 2:
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{
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Vector2 e12 = V[1].W - V[0].W;
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float sgn = MathUtils.Cross(e12, -V[0].W);
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if (sgn > 0.0f)
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{
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// Origin is left of e12.
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return new Vector2(-e12.Y, e12.X);
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}
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else
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{
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// Origin is right of e12.
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return new Vector2(e12.Y, -e12.X);
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}
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}
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default:
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Debug.Assert(false);
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return Vector2.Zero;
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}
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}
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internal Vector2 GetClosestPoint()
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{
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switch (Count)
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{
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case 0:
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Debug.Assert(false);
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return Vector2.Zero;
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case 1:
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return V[0].W;
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case 2:
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return V[0].A * V[0].W + V[1].A * V[1].W;
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case 3:
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return Vector2.Zero;
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default:
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Debug.Assert(false);
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return Vector2.Zero;
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}
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}
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internal void GetWitnessPoints(out Vector2 pA, out Vector2 pB)
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{
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switch (Count)
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{
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case 0:
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pA = Vector2.Zero;
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pB = Vector2.Zero;
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Debug.Assert(false);
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break;
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case 1:
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pA = V[0].WA;
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pB = V[0].WB;
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break;
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case 2:
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pA = V[0].A * V[0].WA + V[1].A * V[1].WA;
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pB = V[0].A * V[0].WB + V[1].A * V[1].WB;
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break;
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case 3:
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pA = V[0].A * V[0].WA + V[1].A * V[1].WA + V[2].A * V[2].WA;
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pB = pA;
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break;
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default:
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throw new Exception();
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}
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}
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internal float GetMetric()
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{
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switch (Count)
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{
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case 0:
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Debug.Assert(false);
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return 0.0f;
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case 1:
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return 0.0f;
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case 2:
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return (V[0].W - V[1].W).Length();
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case 3:
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return MathUtils.Cross(V[1].W - V[0].W, V[2].W - V[0].W);
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default:
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Debug.Assert(false);
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return 0.0f;
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}
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}
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// Solve a line segment using barycentric coordinates.
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//
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// p = a1 * w1 + a2 * w2
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// a1 + a2 = 1
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//
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// The vector from the origin to the closest point on the line is
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// perpendicular to the line.
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// e12 = w2 - w1
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// dot(p, e) = 0
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// a1 * dot(w1, e) + a2 * dot(w2, e) = 0
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//
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// 2-by-2 linear system
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// [1 1 ][a1] = [1]
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// [w1.e12 w2.e12][a2] = [0]
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//
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// Define
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// d12_1 = dot(w2, e12)
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// d12_2 = -dot(w1, e12)
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// d12 = d12_1 + d12_2
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//
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// Solution
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// a1 = d12_1 / d12
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// a2 = d12_2 / d12
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internal void Solve2()
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{
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Vector2 w1 = V[0].W;
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Vector2 w2 = V[1].W;
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Vector2 e12 = w2 - w1;
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// w1 region
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float d12_2 = -Vector2.Dot(w1, e12);
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if (d12_2 <= 0.0f)
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{
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// a2 <= 0, so we clamp it to 0
|
||||
SimplexVertex v0 = V[0];
|
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v0.A = 1.0f;
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V[0] = v0;
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Count = 1;
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return;
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}
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// w2 region
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float d12_1 = Vector2.Dot(w2, e12);
|
||||
if (d12_1 <= 0.0f)
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||||
{
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||||
// 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];
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||||
return;
|
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}
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||||
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||||
// Must be in e12 region.
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||||
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;
|
||||
}
|
||||
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||||
// 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;
|
||||
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||||
// 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;
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// 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 Gilbert–Johnson–Keerthi 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,347 @@
|
||||
/*
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user