GetLocalPosition() public method

Get the local position of this circle in its parent body.
public GetLocalPosition ( ) : Vec2
return Box2DX.Common.Vec2
        // GJK is more robust with polygon-vs-point than polygon-vs-circle.
        // So we convert polygon-vs-circle to polygon-vs-point.
        public static float DistancePC(out Vec2 x1, out Vec2 x2,
                                       PolygonShape polygon, XForm xf1, CircleShape circle, XForm xf2)
        {
            Point point = new Point();

            point.p = Common.Math.Mul(xf2, circle.GetLocalPosition());

            float distance = DistanceGeneric <PolygonShape, Point>(out x1, out x2, polygon, xf1, point, XForm.Identity);

            float r = circle.GetRadius() - Settings.ToiSlop;

            if (distance > r)
            {
                distance -= r;
                Vec2 d = x2 - x1;
                d.Normalize();
                x2 -= r * d;
            }
            else
            {
                distance = 0.0f;
                x2       = x1;
            }

            return(distance);
        }
        public static float DistanceCC(out Vec2 x1, out Vec2 x2,
                                       CircleShape circle1, XForm xf1, CircleShape circle2, XForm xf2)
        {
            Vec2 p1 = Common.Math.Mul(xf1, circle1.GetLocalPosition());
            Vec2 p2 = Common.Math.Mul(xf2, circle2.GetLocalPosition());

            Vec2  d    = p2 - p1;
            float dSqr = Vec2.Dot(d, d);
            float r1   = circle1.GetRadius() - Settings.ToiSlop;
            float r2   = circle2.GetRadius() - Settings.ToiSlop;
            float r    = r1 + r2;

            if (dSqr > r * r)
            {
                float dLen     = d.Normalize();
                float distance = dLen - r;
                x1 = p1 + r1 * d;
                x2 = p2 - r2 * d;
                return(distance);
            }
            else if (dSqr > Common.Settings.FLT_EPSILON * Common.Settings.FLT_EPSILON)
            {
                d.Normalize();
                x1 = p1 + r1 * d;
                x2 = x1;
                return(0.0f);
            }

            x1 = p1;
            x2 = x1;
            return(0.0f);
        }
        public static void CollideCircles(ref Manifold manifold,
                                          CircleShape circle1, XForm xf1, CircleShape circle2, XForm xf2)
        {
            manifold.PointCount = 0;

            Vec2 p1 = Common.Math.Mul(xf1, circle1.GetLocalPosition());
            Vec2 p2 = Common.Math.Mul(xf2, circle2.GetLocalPosition());

            Vec2  d         = p2 - p1;
            float distSqr   = Vec2.Dot(d, d);
            float r1        = circle1.GetRadius();
            float r2        = circle2.GetRadius();
            float radiusSum = r1 + r2;

            if (distSqr > radiusSum * radiusSum)
            {
                return;
            }

            float separation;

            if (distSqr < Common.Settings.FLT_EPSILON)
            {
                separation = -radiusSum;
                manifold.Normal.Set(0.0f, 1.0f);
            }
            else
            {
                float dist = Common.Math.Sqrt(distSqr);
                separation = dist - radiusSum;
                float a = 1.0f / dist;
                manifold.Normal.X = a * d.X;
                manifold.Normal.Y = a * d.Y;
            }

            manifold.PointCount           = 1;
            manifold.Points[0].ID.Key     = 0;
            manifold.Points[0].Separation = separation;

            p1 += r1 * manifold.Normal;
            p2 -= r2 * manifold.Normal;

            Vec2 p = 0.5f * (p1 + p2);

            manifold.Points[0].LocalPoint1 = Common.Math.MulT(xf1, p);
            manifold.Points[0].LocalPoint2 = Common.Math.MulT(xf2, p);
        }
		public static void CollideCircles(ref Manifold manifold,
			CircleShape circle1, XForm xf1, CircleShape circle2, XForm xf2)
		{
			manifold.PointCount = 0;

			Vec2 p1 = Common.Math.Mul(xf1, circle1.GetLocalPosition());
			Vec2 p2 = Common.Math.Mul(xf2, circle2.GetLocalPosition());

			Vec2 d = p2 - p1;
			float distSqr = Vec2.Dot(d, d);
			float r1 = circle1.GetRadius();
			float r2 = circle2.GetRadius();
			float radiusSum = r1 + r2;
			if (distSqr > radiusSum * radiusSum)
			{
				return;
			}

			float separation;
			if (distSqr < Common.Settings.FLT_EPSILON)
			{
				separation = -radiusSum;
				manifold.Normal.Set(0.0f, 1.0f);
			}
			else
			{
				float dist = Common.Math.Sqrt(distSqr);
				separation = dist - radiusSum;
				float a = 1.0f / dist;
				manifold.Normal.X = a * d.X;
				manifold.Normal.Y = a * d.Y;
			}

			manifold.PointCount = 1;
			manifold.Points[0].ID.Key = 0;
			manifold.Points[0].Separation = separation;

			p1 += r1 * manifold.Normal;
			p2 -= r2 * manifold.Normal;

			Vec2 p = 0.5f * (p1 + p2);

			manifold.Points[0].LocalPoint1 = Common.Math.MulT(xf1, p);
			manifold.Points[0].LocalPoint2 = Common.Math.MulT(xf2, p);
		}
		public static void CollidePolygonAndCircle(ref Manifold manifold,
			PolygonShape polygon, XForm xf1, CircleShape circle, XForm xf2)
		{
			manifold.PointCount = 0;

			// Compute circle position in the frame of the polygon.
			Vec2 c = Common.Math.Mul(xf2, circle.GetLocalPosition());
			Vec2 cLocal = Common.Math.MulT(xf1, c);

			// Find the min separating edge.
			int normalIndex = 0;
			float separation = -Settings.FLT_MAX;
			float radius = circle.GetRadius();
			int vertexCount = polygon.VertexCount;
			Vec2[] vertices = polygon.GetVertices();
			Vec2[] normals = polygon.Normals;

			for (int i = 0; i < vertexCount; ++i)
			{
				float s = Vec2.Dot(normals[i], cLocal - vertices[i]);
				if (s > radius)
				{
					// Early out.
					return;
				}

				if (s > separation)
				{
					separation = s;
					normalIndex = i;
				}
			}

			// If the center is inside the polygon ...
			if (separation < Common.Settings.FLT_EPSILON)
			{
				manifold.PointCount = 1;
				manifold.Normal = Common.Math.Mul(xf1.R, normals[normalIndex]);
				manifold.Points[0].ID.Features.IncidentEdge = (byte)normalIndex;
				manifold.Points[0].ID.Features.IncidentVertex = Collision.NullFeature;
				manifold.Points[0].ID.Features.ReferenceEdge = 0;
				manifold.Points[0].ID.Features.Flip = 0;
				Vec2 position = c - radius * manifold.Normal;
				manifold.Points[0].LocalPoint1 = Common.Math.MulT(xf1, position);
				manifold.Points[0].LocalPoint2 = Common.Math.MulT(xf2, position);
				manifold.Points[0].Separation = separation - radius;
				return;
			}

			// Project the circle center onto the edge segment.
			int vertIndex1 = normalIndex;
			int vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
			Vec2 e = vertices[vertIndex2] - vertices[vertIndex1];

			float length = e.Normalize();
			Box2DXDebug.Assert(length > Settings.FLT_EPSILON);

			// Project the center onto the edge.
			float u = Vec2.Dot(cLocal - vertices[vertIndex1], e);
			Vec2 p;
			if (u <= 0.0f)
			{
				p = vertices[vertIndex1];
				manifold.Points[0].ID.Features.IncidentEdge = Collision.NullFeature;
				manifold.Points[0].ID.Features.IncidentVertex = (byte)vertIndex1;
			}
			else if (u >= length)
			{
				p = vertices[vertIndex2];
				manifold.Points[0].ID.Features.IncidentEdge = Collision.NullFeature;
				manifold.Points[0].ID.Features.IncidentVertex = (byte)vertIndex2;
			}
			else
			{
				p = vertices[vertIndex1] + u * e;
				manifold.Points[0].ID.Features.IncidentEdge = (byte)normalIndex;
				manifold.Points[0].ID.Features.IncidentVertex = Collision.NullFeature;
			}

			Vec2 d = cLocal - p;
			float dist = d.Normalize();
			if (dist > radius)
			{
				return;
			}

			manifold.PointCount = 1;
			manifold.Normal = Common.Math.Mul(xf1.R, d);
			Vec2 position_ = c - radius * manifold.Normal;
			manifold.Points[0].LocalPoint1 = Common.Math.MulT(xf1, position_);
			manifold.Points[0].LocalPoint2 = Common.Math.MulT(xf2, position_);
			manifold.Points[0].Separation = dist - radius;
			manifold.Points[0].ID.Features.ReferenceEdge = 0;
			manifold.Points[0].ID.Features.Flip = 0;
		}
        public static void CollidePolygonAndCircle(ref Manifold manifold,
                                                   PolygonShape polygon, XForm xf1, CircleShape circle, XForm xf2)
        {
            manifold.PointCount = 0;

            // Compute circle position in the frame of the polygon.
            Vec2 c      = Common.Math.Mul(xf2, circle.GetLocalPosition());
            Vec2 cLocal = Common.Math.MulT(xf1, c);

            // Find the min separating edge.
            int   normalIndex = 0;
            float separation  = -Settings.FLT_MAX;
            float radius      = circle.GetRadius();
            int   vertexCount = polygon.VertexCount;

            Vec2[] vertices = polygon.GetVertices();
            Vec2[] normals  = polygon.Normals;

            for (int i = 0; i < vertexCount; ++i)
            {
                float s = Vec2.Dot(normals[i], cLocal - vertices[i]);
                if (s > radius)
                {
                    // Early out.
                    return;
                }

                if (s > separation)
                {
                    separation  = s;
                    normalIndex = i;
                }
            }

            // If the center is inside the polygon ...
            if (separation < Common.Settings.FLT_EPSILON)
            {
                manifold.PointCount = 1;
                manifold.Normal     = Common.Math.Mul(xf1.R, normals[normalIndex]);
                manifold.Points[0].ID.Features.IncidentEdge   = (byte)normalIndex;
                manifold.Points[0].ID.Features.IncidentVertex = Collision.NullFeature;
                manifold.Points[0].ID.Features.ReferenceEdge  = 0;
                manifold.Points[0].ID.Features.Flip           = 0;
                Vec2 position = c - radius * manifold.Normal;
                manifold.Points[0].LocalPoint1 = Common.Math.MulT(xf1, position);
                manifold.Points[0].LocalPoint2 = Common.Math.MulT(xf2, position);
                manifold.Points[0].Separation  = separation - radius;
                return;
            }

            // Project the circle center onto the edge segment.
            int  vertIndex1 = normalIndex;
            int  vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
            Vec2 e          = vertices[vertIndex2] - vertices[vertIndex1];

            float length = e.Normalize();

            Box2DXDebug.Assert(length > Settings.FLT_EPSILON);

            // Project the center onto the edge.
            float u = Vec2.Dot(cLocal - vertices[vertIndex1], e);
            Vec2  p;

            if (u <= 0.0f)
            {
                p = vertices[vertIndex1];
                manifold.Points[0].ID.Features.IncidentEdge   = Collision.NullFeature;
                manifold.Points[0].ID.Features.IncidentVertex = (byte)vertIndex1;
            }
            else if (u >= length)
            {
                p = vertices[vertIndex2];
                manifold.Points[0].ID.Features.IncidentEdge   = Collision.NullFeature;
                manifold.Points[0].ID.Features.IncidentVertex = (byte)vertIndex2;
            }
            else
            {
                p = vertices[vertIndex1] + u * e;
                manifold.Points[0].ID.Features.IncidentEdge   = (byte)normalIndex;
                manifold.Points[0].ID.Features.IncidentVertex = Collision.NullFeature;
            }

            Vec2  d    = cLocal - p;
            float dist = d.Normalize();

            if (dist > radius)
            {
                return;
            }

            manifold.PointCount = 1;
            manifold.Normal     = Common.Math.Mul(xf1.R, d);
            Vec2 position_ = c - radius * manifold.Normal;

            manifold.Points[0].LocalPoint1 = Common.Math.MulT(xf1, position_);
            manifold.Points[0].LocalPoint2 = Common.Math.MulT(xf2, position_);
            manifold.Points[0].Separation  = dist - radius;
            manifold.Points[0].ID.Features.ReferenceEdge = 0;
            manifold.Points[0].ID.Features.Flip          = 0;
        }