Beispiel #1
0
        /// <summary>
        ///     Finds the incident edge using the specified c
        /// </summary>
        /// <param name="c">The </param>
        /// <param name="poly1">The poly</param>
        /// <param name="xf1">The xf</param>
        /// <param name="edge1">The edge</param>
        /// <param name="poly2">The poly</param>
        /// <param name="xf2">The xf</param>
        public static void FindIncidentEdge(out ClipVertex[] c,
                                            PolygonShape poly1, XForm xf1, int edge1, PolygonShape poly2, XForm xf2)
        {
            int count1 = poly1.VertexCount;

            Vec2[] normals1 = poly1.Normals;

            int count2 = poly2.VertexCount;

            Vec2[] vertices2 = poly2.Vertices;
            Vec2[] normals2  = poly2.Normals;

            Box2DxDebug.Assert(0 <= edge1 && edge1 < count1);

            // Get the normal of the reference edge in poly2's frame.
            Vec2 normal1 = Math.MulT(xf2.R, Math.Mul(xf1.R, normals1[edge1]));

            // Find the incident edge on poly2.
            int   index  = 0;
            float minDot = Settings.FltMax;

            for (int i = 0; i < count2; ++i)
            {
                float dot = Vec2.Dot(normal1, normals2[i]);
                if (dot < minDot)
                {
                    minDot = dot;
                    index  = i;
                }
            }

            // Build the clip vertices for the incident edge.
            int i1 = index;
            int i2 = i1 + 1 < count2 ? i1 + 1 : 0;

            c = new ClipVertex[2];

            c[0].V = Math.Mul(xf2, vertices2[i1]);
            c[0].Id.Features.ReferenceEdge  = (byte)edge1;
            c[0].Id.Features.IncidentEdge   = (byte)i1;
            c[0].Id.Features.IncidentVertex = 0;

            c[1].V = Math.Mul(xf2, vertices2[i2]);
            c[1].Id.Features.ReferenceEdge  = (byte)edge1;
            c[1].Id.Features.IncidentEdge   = (byte)i2;
            c[1].Id.Features.IncidentVertex = 1;
        }
Beispiel #2
0
        // Sutherland-Hodgman clipping.
        /// <summary>
        ///     Clips the segment to line using the specified v out
        /// </summary>
        /// <param name="vOut">The out</param>
        /// <param name="vIn">The in</param>
        /// <param name="normal">The normal</param>
        /// <param name="offset">The offset</param>
        /// <returns>The num out</returns>
        public static int ClipSegmentToLine(out ClipVertex[] /*2*/ vOut, ClipVertex[] /*2*/ vIn, Vec2 normal,
                                            float offset)
        {
            vOut = new ClipVertex[2];

            // Start with no output points
            int numOut = 0;

            // Calculate the distance of end points to the line
            float distance0 = Vec2.Dot(normal, vIn[0].V) - offset;
            float distance1 = Vec2.Dot(normal, vIn[1].V) - offset;

            // If the points are behind the plane
            if (distance0 <= 0.0f)
            {
                vOut[numOut++] = vIn[0];
            }

            if (distance1 <= 0.0f)
            {
                vOut[numOut++] = vIn[1];
            }

            // If the points are on different sides of the plane
            if (distance0 * distance1 < 0.0f)
            {
                // Find intersection point of edge and plane
                float interp = distance0 / (distance0 - distance1);
                vOut[numOut].V = vIn[0].V + interp * (vIn[1].V - vIn[0].V);
                if (distance0 > 0.0f)
                {
                    vOut[numOut].Id = vIn[0].Id;
                }
                else
                {
                    vOut[numOut].Id = vIn[1].Id;
                }

                ++numOut;
            }

            return(numOut);
        }