Beispiel #1
0
            public virtual void getWitnessPoints(Vec2 pA, Vec2 pB)
            {
                switch (m_count)
                {

                    case 0:
                        Debug.Assert(false);
                        break;

                    case 1:
                        pA.set_Renamed(m_v1.wA);
                        pB.set_Renamed(m_v1.wB);
                        break;

                    case 2:
                        case2.set_Renamed(m_v1.wA).mulLocal(m_v1.a);
                        pA.set_Renamed(m_v2.wA).mulLocal(m_v2.a).addLocal(case2);
                        // m_v1.a * m_v1.wA + m_v2.a * m_v2.wA;
                        // *pB = m_v1.a * m_v1.wB + m_v2.a * m_v2.wB;
                        case2.set_Renamed(m_v1.wB).mulLocal(m_v1.a);
                        pB.set_Renamed(m_v2.wB).mulLocal(m_v2.a).addLocal(case2);

                        break;

                    case 3:
                        pA.set_Renamed(m_v1.wA).mulLocal(m_v1.a);
                        case3.set_Renamed(m_v2.wA).mulLocal(m_v2.a);
                        case33.set_Renamed(m_v3.wA).mulLocal(m_v3.a);
                        pA.addLocal(case3).addLocal(case33);
                        pB.set_Renamed(pA);
                        // *pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA + m_v3.a * m_v3.wA;
                        // *pB = *pA;
                        break;

                    default:
                        Debug.Assert(false);
                        break;

                }
            }
Beispiel #2
0
 public void getLinearVelocityFromWorldPointToOut(Vec2 worldPoint, Vec2 out_Renamed)
 {
     out_Renamed.set_Renamed(worldPoint).subLocal(m_sweep.c);
     Vec2.crossToOut(m_angularVelocity, out_Renamed, out_Renamed);
     out_Renamed.addLocal(m_linearVelocity);
 }
Beispiel #3
0
        public void computeCentroidToOut(Vec2[] vs, int count, Vec2 out_Renamed)
        {
            Debug.Assert(count >= 3);

            out_Renamed.set_Renamed(0.0f, 0.0f);
            float area = 0.0f;

            // pRef is the reference point for forming triangles.
            // It's location doesn't change the result (except for rounding error).
            Vec2 pRef = pool1;
            pRef.setZero();

            Vec2 e1 = pool2;
            Vec2 e2 = pool3;

            float inv3 = 1.0f / 3.0f;

            for (int i = 0; i < count; ++i)
            {
                // Triangle vertices.
                Vec2 p1 = pRef;
                Vec2 p2 = vs[i];
                Vec2 p3 = i + 1 < count ? vs[i + 1] : vs[0];

                e1.set_Renamed(p2).subLocal(p1);
                e2.set_Renamed(p3).subLocal(p1);

                float D = Vec2.cross(e1, e2);

                float triangleArea = 0.5f * D;
                area += triangleArea;

                // Area weighted centroid
                e1.set_Renamed(p1).addLocal(p2).addLocal(p3).mulLocal(triangleArea * inv3);
                out_Renamed.addLocal(e1);
            }

            // Centroid
            Debug.Assert(area > Settings.EPSILON);
            out_Renamed.mulLocal(1.0f / area);
        }