/* * 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 { /// /// A circle shape. /// public class CircleShape : Shape { internal Vector2 _position; /// /// Create a new circle with the desired radius and density. /// /// The radius of the circle. /// The density of the circle. 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; } } /// /// Get or set the position of the circle /// 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; } /// /// Compare the circle to another circle /// /// The other circle /// True if the two circles are the same size and have the same position 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; } } }