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2024-12-11 13:26:13 +02:00

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C#

/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
/*
* 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 System.Runtime.InteropServices;
using Microsoft.Xna.Framework;
using FarseerPhysics.Common.Maths;
namespace FarseerPhysics.Common
{
public static class MathUtils
{
public static float Cross(ref Vector2 a, ref Vector2 b)
{
return a.X * b.Y - a.Y * b.X;
}
public static float Cross(Vector2 a, Vector2 b)
{
return Cross(ref a, ref b);
}
/// Perform the cross product on two vectors.
public static Vector3 Cross(ref Vector3 a, ref Vector3 b)
{
return new Vector3( a.Y * b.Z - a.Z * b.Y,
a.Z * b.X - a.X * b.Z,
a.X * b.Y - a.Y * b.X);
}
public static Vector2 Cross(Vector2 a, float s)
{
return new Vector2(s * a.Y, -s * a.X);
}
public static Vector2 Rot270(ref Vector2 a)
{
return new Vector2(a.Y, -a.X);
}
public static Vector2 Cross(float s, ref Vector2 a)
{
return new Vector2(-s * a.Y, s * a.X);
}
public static Vector2 Rot90(ref Vector2 a)
{
return new Vector2(-a.Y, a.X);
}
public static Vector2 Abs(Vector2 v)
{
return new Vector2(Math.Abs(v.X), Math.Abs(v.Y));
}
public static Vector2 Mul(ref Mat22 A, Vector2 v)
{
return Mul(ref A, ref v);
}
public static Vector2 Mul(ref Mat22 A, ref Vector2 v)
{
return new Vector2(A.ex.X * v.X + A.ey.X * v.Y, A.ex.Y * v.X + A.ey.Y * v.Y);
}
public static Vector2 MulT(ref Mat22 A, Vector2 v)
{
return MulT(ref A, ref v);
}
public static Vector2 MulT(ref Mat22 A, ref Vector2 v)
{
return new Vector2(v.X * A.ex.X + v.Y * A.ex.Y, v.X * A.ey.X + v.Y * A.ey.Y);
}
// A^T * B
public static void MulT(ref Mat22 A, ref Mat22 B, out Mat22 C)
{
C = new Mat22();
C.ex.X = A.ex.X * B.ex.X + A.ex.Y * B.ex.Y;
C.ex.Y = A.ey.X * B.ex.X + A.ey.Y * B.ex.Y;
C.ey.X = A.ex.X * B.ey.X + A.ex.Y * B.ey.Y;
C.ey.Y = A.ey.X * B.ey.X + A.ey.Y * B.ey.Y;
}
/// Multiply a matrix times a vector.
public static Vector3 Mul(Mat33 A, Vector3 v)
{
return v.X * A.ex + v.Y * A.ey + v.Z * A.ez;
}
public static void Swap<T>(ref T a, ref T b)
{
T tmp = a;
a = b;
b = tmp;
}
/// Multiply a matrix times a vector.
public static Vector2 Mul22(Mat33 A, Vector2 v)
{
return new Vector2(A.ex.X * v.X + A.ey.X * v.Y, A.ex.Y * v.X + A.ey.Y * v.Y);
}
/// Get the skew vector such that dot(skew_vec, other) == cross(vec, other)
public static Vector2 Skew(Vector2 input)
{
return new Vector2(-input.Y, input.X);
}
/// <summary>
/// This function is used to ensure that a floating point number is
/// not a NaN or infinity.
/// </summary>
/// <param name="x">The x.</param>
/// <returns>
/// <c>true</c> if the specified x is valid; otherwise, <c>false</c>.
/// </returns>
public static bool IsValid(float x)
{
if (float.IsNaN(x))
{
// NaN.
return false;
}
return !float.IsInfinity(x);
}
public static bool IsValid(this Vector2 x)
{
return IsValid(x.X) && IsValid(x.Y);
}
/// <summary>
/// This is a approximate yet fast inverse square-root.
/// </summary>
/// <param name="x">The x.</param>
/// <returns></returns>
public static float InvSqrt(float x)
{
FloatConverter convert = new FloatConverter();
convert.x = x;
float xhalf = 0.5f * x;
convert.i = 0x5f3759df - (convert.i >> 1);
x = convert.x;
x = x * (1.5f - xhalf * x * x);
return x;
}
public static int Clamp(int a, int low, int high)
{
return Math.Max(low, Math.Min(a, high));
}
public static float Clamp(float a, float low, float high)
{
return Math.Max(low, Math.Min(a, high));
}
public static Vector2 Clamp(Vector2 a, Vector2 low, Vector2 high)
{
return Vector2.Max(low, Vector2.Min(a, high));
}
public static void Cross(ref Vector2 a, ref Vector2 b, out float c)
{
c = a.X * b.Y - a.Y * b.X;
}
/// <summary>
/// Return the angle between two vectors on a plane
/// The angle is from vector 1 to vector 2, positive anticlockwise
/// The result is between -pi -> pi
/// </summary>
public static double VectorAngle(ref Vector2 p1, ref Vector2 p2)
{
double theta1 = Math.Atan2(p1.Y, p1.X);
double theta2 = Math.Atan2(p2.Y, p2.X);
double dtheta = theta2 - theta1;
while (dtheta > Math.PI)
dtheta -= (2 * Math.PI);
while (dtheta < -Math.PI)
dtheta += (2 * Math.PI);
return (dtheta);
}
/// Perform the dot product on two vectors.
public static float Dot(Vector3 a, Vector3 b)
{
return a.X * b.X + a.Y * b.Y + a.Z * b.Z;
}
/// Perform the dot product on two vectors.
public static float Dot(Vector2 a, ref Vector2 b)
{
return a.X * b.X + a.Y * b.Y;
}
public static double VectorAngle(Vector2 p1, Vector2 p2)
{
return VectorAngle(ref p1, ref p2);
}
/// <summary>
/// Returns a positive number if c is to the left of the line going from a to b.
/// </summary>
/// <returns>Positive number if point is left, negative if point is right,
/// and 0 if points are collinear.</returns>
public static float Area(Vector2 a, Vector2 b, Vector2 c)
{
return Area(ref a, ref b, ref c);
}
/// <summary>
/// Returns a positive number if c is to the left of the line going from a to b.
/// </summary>
/// <returns>Positive number if point is left, negative if point is right,
/// and 0 if points are collinear.</returns>
public static float Area(ref Vector2 a, ref Vector2 b, ref Vector2 c)
{
return a.X * (b.Y - c.Y) + b.X * (c.Y - a.Y) + c.X * (a.Y - b.Y);
}
/// <summary>
/// Determines if three vertices are collinear (ie. on a straight line)
/// </summary>
/// <param name="a">First vertex</param>
/// <param name="b">Second vertex</param>
/// <param name="c">Third vertex</param>
/// <param name="tolerance">The tolerance</param>
/// <returns></returns>
public static bool IsCollinear(ref Vector2 a, ref Vector2 b, ref Vector2 c, float tolerance = 0)
{
return FloatInRange(Area(ref a, ref b, ref c), -tolerance, tolerance);
}
public static void Cross(float s, ref Vector2 a, out Vector2 b)
{
b = new Vector2(-s * a.Y, s * a.X);
}
public static bool FloatEquals(float value1, float value2)
{
return Math.Abs(value1 - value2) <= Settings.Epsilon;
}
/// <summary>
/// Checks if a floating point Value is equal to another,
/// within a certain tolerance.
/// </summary>
/// <param name="value1">The first floating point Value.</param>
/// <param name="value2">The second floating point Value.</param>
/// <param name="delta">The floating point tolerance.</param>
/// <returns>True if the values are "equal", false otherwise.</returns>
public static bool FloatEquals(float value1, float value2, float delta)
{
return FloatInRange(value1, value2 - delta, value2 + delta);
}
/// <summary>
/// Checks if a floating point Value is within a specified
/// range of values (inclusive).
/// </summary>
/// <param name="value">The Value to check.</param>
/// <param name="min">The minimum Value.</param>
/// <param name="max">The maximum Value.</param>
/// <returns>True if the Value is within the range specified,
/// false otherwise.</returns>
public static bool FloatInRange(float value, float min, float max)
{
return (value >= min && value <= max);
}
#region Nested type: FloatConverter
[StructLayout(LayoutKind.Explicit)]
private struct FloatConverter
{
[FieldOffset(0)]
public float x;
[FieldOffset(0)]
public int i;
}
#endregion
}
/// <summary>
/// A 2-by-2 matrix. Stored in column-major order.
/// </summary>
public struct Mat22
{
public Vector2 ex, ey;
/// <summary>
/// Construct this matrix using columns.
/// </summary>
/// <param name="c1">The c1.</param>
/// <param name="c2">The c2.</param>
public Mat22(Vector2 c1, Vector2 c2)
{
ex = c1;
ey = c2;
}
/// <summary>
/// Construct this matrix using scalars.
/// </summary>
/// <param name="a11">The a11.</param>
/// <param name="a12">The a12.</param>
/// <param name="a21">The a21.</param>
/// <param name="a22">The a22.</param>
public Mat22(float a11, float a12, float a21, float a22)
{
ex = new Vector2(a11, a21);
ey = new Vector2(a12, a22);
}
public Mat22 Inverse
{
get
{
float a = ex.X, b = ey.X, c = ex.Y, d = ey.Y;
float det = a * d - b * c;
if (det != 0.0f)
{
det = 1.0f / det;
}
Mat22 result = new Mat22();
result.ex.X = det * d;
result.ex.Y = -det * c;
result.ey.X = -det * b;
result.ey.Y = det * a;
return result;
}
}
/// <summary>
/// Initialize this matrix using columns.
/// </summary>
/// <param name="c1">The c1.</param>
/// <param name="c2">The c2.</param>
public void Set(Vector2 c1, Vector2 c2)
{
ex = c1;
ey = c2;
}
/// <summary>
/// Set this to the identity matrix.
/// </summary>
public void SetIdentity()
{
ex.X = 1.0f;
ey.X = 0.0f;
ex.Y = 0.0f;
ey.Y = 1.0f;
}
/// <summary>
/// Set this matrix to all zeros.
/// </summary>
public void SetZero()
{
ex.X = 0.0f;
ey.X = 0.0f;
ex.Y = 0.0f;
ey.Y = 0.0f;
}
/// <summary>
/// Solve A * x = b, where b is a column vector. This is more efficient
/// than computing the inverse in one-shot cases.
/// </summary>
/// <param name="b">The b.</param>
/// <returns></returns>
public Vector2 Solve(Vector2 b)
{
float a11 = ex.X, a12 = ey.X, a21 = ex.Y, a22 = ey.Y;
float det = a11 * a22 - a12 * a21;
if (det != 0.0f)
{
det = 1.0f / det;
}
return new Vector2(det * (a22 * b.X - a12 * b.Y), det * (a11 * b.Y - a21 * b.X));
}
public static void Add(ref Mat22 A, ref Mat22 B, out Mat22 R)
{
R.ex = A.ex + B.ex;
R.ey = A.ey + B.ey;
}
}
/// <summary>
/// A 3-by-3 matrix. Stored in column-major order.
/// </summary>
public struct Mat33
{
public Vector3 ex, ey, ez;
/// <summary>
/// Construct this matrix using columns.
/// </summary>
/// <param name="c1">The c1.</param>
/// <param name="c2">The c2.</param>
/// <param name="c3">The c3.</param>
public Mat33(Vector3 c1, Vector3 c2, Vector3 c3)
{
ex = c1;
ey = c2;
ez = c3;
}
/// <summary>
/// Set this matrix to all zeros.
/// </summary>
public void SetZero()
{
ex = Vector3.Zero;
ey = Vector3.Zero;
ez = Vector3.Zero;
}
/// <summary>
/// Solve A * x = b, where b is a column vector. This is more efficient
/// than computing the inverse in one-shot cases.
/// </summary>
/// <param name="b">The b.</param>
/// <returns></returns>
public Vector3 Solve33(Vector3 b)
{
float det = Vector3.Dot(ex, Vector3.Cross(ey, ez));
if (det != 0.0f)
{
det = 1.0f / det;
}
return new Vector3(det * Vector3.Dot(b, Vector3.Cross(ey, ez)), det * Vector3.Dot(ex, Vector3.Cross(b, ez)), det * Vector3.Dot(ex, Vector3.Cross(ey, b)));
}
/// <summary>
/// Solve A * x = b, where b is a column vector. This is more efficient
/// than computing the inverse in one-shot cases. Solve only the upper
/// 2-by-2 matrix equation.
/// </summary>
/// <param name="b">The b.</param>
/// <returns></returns>
public Vector2 Solve22(Vector2 b)
{
float a11 = ex.X, a12 = ey.X, a21 = ex.Y, a22 = ey.Y;
float det = a11 * a22 - a12 * a21;
if (det != 0.0f)
{
det = 1.0f / det;
}
return new Vector2(det * (a22 * b.X - a12 * b.Y), det * (a11 * b.Y - a21 * b.X));
}
/// Get the inverse of this matrix as a 2-by-2.
/// Returns the zero matrix if singular.
public void GetInverse22(ref Mat33 M)
{
float a = ex.X, b = ey.X, c = ex.Y, d = ey.Y;
float det = a * d - b * c;
if (det != 0.0f)
{
det = 1.0f / det;
}
M.ex.X = det * d; M.ey.X = -det * b; M.ex.Z = 0.0f;
M.ex.Y = -det * c; M.ey.Y = det * a; M.ey.Z = 0.0f;
M.ez.X = 0.0f; M.ez.Y = 0.0f; M.ez.Z = 0.0f;
}
/// Get the symmetric inverse of this matrix as a 3-by-3.
/// Returns the zero matrix if singular.
public void GetSymInverse33(ref Mat33 M)
{
float det = MathUtils.Dot(ex, MathUtils.Cross(ref ey, ref ez));
if (det != 0.0f)
{
det = 1.0f / det;
}
float a11 = ex.X, a12 = ey.X, a13 = ez.X;
float a22 = ey.Y, a23 = ez.Y;
float a33 = ez.Z;
M.ex.X = det * (a22 * a33 - a23 * a23);
M.ex.Y = det * (a13 * a23 - a12 * a33);
M.ex.Z = det * (a12 * a23 - a13 * a22);
M.ey.X = M.ex.Y;
M.ey.Y = det * (a11 * a33 - a13 * a13);
M.ey.Z = det * (a13 * a12 - a11 * a23);
M.ez.X = M.ex.Z;
M.ez.Y = M.ey.Z;
M.ez.Z = det * (a11 * a22 - a12 * a12);
}
}
/// <summary>
/// A transform contains translation and rotation. It is used to represent
/// the position and orientation of rigid frames.
/// </summary>
public struct Transform
{
private static readonly Transform _identity = new Transform(Vector2.Zero, Complex.One);
public Complex q;
public Vector2 p;
public static Transform Identity { get { return _identity; } }
/// <summary>
/// Initialize using a position vector and a Complex rotation.
/// </summary>
/// <param name="position">The position.</param>
/// <param name="rotation">The rotation</param>
public Transform(Vector2 position, Complex rotation)
{
q = rotation;
p = position;
}
/// <summary>
/// Initialize using a position vector and a rotation.
/// </summary>
/// <param name="position">The position.</param>
/// <param name="angle">The rotation angle</param>
public Transform(Vector2 position, float angle)
: this(position, Complex.FromAngle(angle))
{
}
public static Vector2 Multiply(Vector2 left, ref Transform right)
{
return Multiply(ref left, ref right);
}
public static Vector2 Multiply(ref Vector2 left, ref Transform right)
{
// Opt: var result = Complex.Multiply(left, right.q) + right.p;
return new Vector2(
(left.X * right.q.Real - left.Y * right.q.Imaginary) + right.p.X,
(left.Y * right.q.Real + left.X * right.q.Imaginary) + right.p.Y);
}
public static Vector2 Divide(Vector2 left, ref Transform right)
{
return Divide(ref left, ref right);
}
public static Vector2 Divide(ref Vector2 left, ref Transform right)
{
// Opt: var result = Complex.Divide(left - right.p, right);
float px = left.X - right.p.X;
float py = left.Y - right.p.Y;
return new Vector2(
(px * right.q.Real + py * right.q.Imaginary),
(py * right.q.Real - px * right.q.Imaginary));
}
public static void Divide(Vector2 left, ref Transform right, out Vector2 result)
{
// Opt: var result = Complex.Divide(left - right.p, right);
float px = left.X - right.p.X;
float py = left.Y - right.p.Y;
result.X = (px * right.q.Real + py * right.q.Imaginary);
result.Y = (py * right.q.Real - px * right.q.Imaginary);
}
public static Transform Multiply(ref Transform left, ref Transform right)
{
return new Transform(
Complex.Multiply(ref left.p, ref right.q) + right.p,
Complex.Multiply(ref left.q, ref right.q));
}
public static Transform Divide(ref Transform left, ref Transform right)
{
return new Transform(
Complex.Divide(left.p - right.p, ref right.q),
Complex.Divide(ref left.q, ref right.q));
}
public static void Divide(ref Transform left, ref Transform right, out Transform result)
{
Complex.Divide(left.p - right.p, ref right.q, out result.p);
Complex.Divide(ref left.q, ref right.q, out result.q);
}
public static void Multiply(ref Transform left, Complex right, out Transform result)
{
result.p = Complex.Multiply(ref left.p, ref right);
result.q = Complex.Multiply(ref left.q, ref right);
}
public static void Divide(ref Transform left, Complex right, out Transform result)
{
result.p = Complex.Divide(ref left.p, ref right);
result.q = Complex.Divide(ref left.q, ref right);
}
}
/// <summary>
/// This describes the motion of a body/shape for TOI computation.
/// Shapes are defined with respect to the body origin, which may
/// no coincide with the center of mass. However, to support dynamics
/// we must interpolate the center of mass position.
/// </summary>
public struct Sweep
{
/// <summary>
/// World angles
/// </summary>
public float A;
public float A0;
/// <summary>
/// Fraction of the current time step in the range [0,1]
/// c0 and a0 are the positions at alpha0.
/// </summary>
public float Alpha0;
/// <summary>
/// Center world positions
/// </summary>
public Vector2 C;
public Vector2 C0;
/// <summary>
/// Local center of mass position
/// </summary>
public Vector2 LocalCenter;
/// <summary>
/// Get the interpolated transform at a specific time.
/// </summary>
/// <param name="xfb">The transform.</param>
/// <param name="beta">beta is a factor in [0,1], where 0 indicates alpha0.</param>
public void GetTransform(out Transform xfb, float beta)
{
xfb = new Transform();
xfb.p.X = (1.0f - beta) * C0.X + beta * C.X;
xfb.p.Y = (1.0f - beta) * C0.Y + beta * C.Y;
float angle = (1.0f - beta) * A0 + beta * A;
xfb.q.Phase = angle;
// Shift to origin
xfb.p -= Complex.Multiply(ref LocalCenter, ref xfb.q);
}
/// <summary>
/// Advance the sweep forward, yielding a new initial state.
/// </summary>
/// <param name="alpha">new initial time..</param>
public void Advance(float alpha)
{
Debug.Assert(Alpha0 < 1.0f);
float beta = (alpha - Alpha0) / (1.0f - Alpha0);
C0 += beta * (C - C0);
A0 += beta * (A - A0);
Alpha0 = alpha;
}
/// <summary>
/// Normalize the angles.
/// </summary>
public void Normalize()
{
float d = MathHelper.TwoPi * MathF.Floor(A0 / MathHelper.TwoPi);
A0 -= d;
A -= d;
}
}
}