This holds the mass data computed for a shape.
 /// <summary>
 /// Compute the mass properties of this shape using its dimensions and density.
 /// The inertia tensor is computed about the local origin, not the centroid.
 /// </summary>
 /// <param name="massData">Returns the mass data for this shape.</param>
 /// <param name="density">The density in kilograms per meter squared.</param>
 public abstract void ComputeMass(out MassData massData, float density);
 /// <summary>
 /// Chains have zero mass.
 /// </summary>
 /// <param name="massData">Returns the mass data for this shape.</param>
 /// <param name="density">The density in kilograms per meter squared.</param>
 public override void ComputeMass(out MassData massData, float density)
 {
     massData = new MassData();
     massData.Mass = 0.0f;
     massData.Center = Vector2.Zero;
     massData.Inertia = 0.0f;
 }
Example #3
0
        /// <summary>
        /// Compute the mass properties of this shape using its dimensions and density.
        /// The inertia tensor is computed about the local origin, not the centroid.
        /// </summary>
        /// <param name="massData">Returns the mass data for this shape.</param>
        /// <param name="density">The density in kilograms per meter squared.</param>
        public override void ComputeMass(out MassData massData, float density)
        {
            massData.Mass = density * Settings.Pi * Radius * Radius;
            massData.Center = Position;

            // inertia about the local origin
            massData.Inertia = massData.Mass * (0.5f * Radius * Radius + Vector2.Dot(Position, Position));
        }
Example #4
0
        /// <summary>
        /// Compute the mass properties of this shape using its dimensions and density.
        /// The inertia tensor is computed about the local origin, not the centroid.
        /// </summary>
        /// <param name="massData">Returns the mass data for this shape.</param>
        /// <param name="density">The density in kilograms per meter squared.</param>
        public override void ComputeMass(out MassData massData, float density)
        {
            // Polygon mass, centroid, and inertia.
            // Let rho be the polygon density in mass per unit area.
            // Then:
            // mass = rho * int(dA)
            // centroid.X = (1/mass) * rho * int(x * dA)
            // centroid.Y = (1/mass) * rho * int(y * dA)
            // I = rho * int((x*x + y*y) * dA)
            //
            // We can compute these integrals by summing all the integrals
            // for each triangle of the polygon. To evaluate the integral
            // for a single triangle, we make a change of variables to
            // the (u,v) coordinates of the triangle:
            // x = x0 + e1x * u + e2x * v
            // y = y0 + e1y * u + e2y * v
            // where 0 <= u && 0 <= v && u + v <= 1.
            //
            // We integrate u from [0,1-v] and then v from [0,1].
            // We also need to use the Jacobian of the transformation:
            // D = cross(e1, e2)
            //
            // Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
            //
            // The rest of the derivation is handled by computer algebra.

            Debug.Assert(Vertices.Count >= 2);

            // A line segment has zero mass.
            if (Vertices.Count == 2)
            {
                massData.Center = 0.5f * (Vertices[0] + Vertices[1]);
                massData.Mass = 0.0f;
                massData.Inertia = 0.0f;
                return;
            }

            Vector2 center = new Vector2(0.0f, 0.0f);
            float area = 0.0f;
            float I = 0.0f;

            // pRef is the reference point for forming triangles.
            // It's location doesn't change the result (except for rounding error).
            Vector2 pRef = new Vector2(0.0f, 0.0f);

            const float inv3 = 1.0f / 3.0f;

            for (int i = 0; i < Vertices.Count; ++i)
            {
                // Triangle vertices.
                Vector2 p1 = pRef;
                Vector2 p2 = Vertices[i];
                Vector2 p3 = i + 1 < Vertices.Count ? Vertices[i + 1] : Vertices[0];

                Vector2 e1 = p2 - p1;
                Vector2 e2 = p3 - p1;

                float d;
                MathUtils.Cross(ref e1, ref e2, out d);

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

                // Area weighted centroid
                center += triangleArea * inv3 * (p1 + p2 + p3);

                float px = p1.X, py = p1.Y;
                float ex1 = e1.X, ey1 = e1.Y;
                float ex2 = e2.X, ey2 = e2.Y;

                float intx2 = inv3 * (0.25f * (ex1 * ex1 + ex2 * ex1 + ex2 * ex2) + (px * ex1 + px * ex2)) +
                              0.5f * px * px;
                float inty2 = inv3 * (0.25f * (ey1 * ey1 + ey2 * ey1 + ey2 * ey2) + (py * ey1 + py * ey2)) +
                              0.5f * py * py;

                I += d * (intx2 + inty2);
            }

            // Total mass
            massData.Mass = density * area;

            // Center of mass
            Debug.Assert(area > Settings.Epsilon);
            center *= 1.0f / area;
            massData.Center = center;

            // Inertia tensor relative to the local origin.
            massData.Inertia = density * I;
        }
Example #5
0
 /// <summary>
 /// Compute the mass properties of this shape using its dimensions and density.
 /// The inertia tensor is computed about the local origin, not the centroid.
 /// </summary>
 /// <param name="massData">Returns the mass data for this shape.</param>
 /// <param name="density">The density in kilograms per meter squared.</param>
 public override void ComputeMass(out MassData massData, float density)
 {
     massData = new MassData();
     massData.Mass = 0.0f;
     massData.Center = 0.5f * (Vertex1 + Vertex2);
     massData.Inertia = 0.0f;
 }
 /// <summary>
 /// Get the mass data for this fixture. The mass data is based on the density and
 /// the Shape. The rotational inertia is about the Shape's origin.
 /// </summary>
 /// <param name="massData">The mass data.</param>
 public void GetMassData(out MassData massData)
 {
     Shape.ComputeMass(out massData, Density);
 }
Example #7
0
 /// <summary>
 /// Compute the mass properties of this shape using its dimensions and density.
 /// The inertia tensor is computed about the local origin, not the centroid.
 /// </summary>
 /// <param name="massData">Returns the mass data for this shape.</param>
 /// <param name="density">The density in kilograms per meter squared.</param>
 public abstract void ComputeMass(out MassData massData, float density);
Example #8
0
        /// <summary>
        /// Compute the mass properties of this shape using its dimensions and density.
        /// The inertia tensor is computed about the local origin, not the centroid.
        /// </summary>
        /// <param name="massData">Returns the mass data for this shape.</param>
        /// <param name="density">The density in kilograms per meter squared.</param>
        public override void ComputeMass(out MassData massData, float density)
        {
            // Polygon mass, centroid, and inertia.
            // Let rho be the polygon density in mass per unit area.
            // Then:
            // mass = rho * int(dA)
            // centroid.X = (1/mass) * rho * int(x * dA)
            // centroid.Y = (1/mass) * rho * int(y * dA)
            // I = rho * int((x*x + y*y) * dA)
            //
            // We can compute these integrals by summing all the integrals
            // for each triangle of the polygon. To evaluate the integral
            // for a single triangle, we make a change of variables to
            // the (u,v) coordinates of the triangle:
            // x = x0 + e1x * u + e2x * v
            // y = y0 + e1y * u + e2y * v
            // where 0 <= u && 0 <= v && u + v <= 1.
            //
            // We integrate u from [0,1-v] and then v from [0,1].
            // We also need to use the Jacobian of the transformation:
            // D = cross(e1, e2)
            //
            // Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
            //
            // The rest of the derivation is handled by computer algebra.

            Debug.Assert(Vertices.Count >= 2);

            // A line segment has zero mass.
            if (Vertices.Count == 2)
            {
                massData.Center  = 0.5f * (Vertices[0] + Vertices[1]);
                massData.Mass    = 0.0f;
                massData.Inertia = 0.0f;
                return;
            }

            Vector2 center = new Vector2(0.0f, 0.0f);
            float   area   = 0.0f;
            float   I      = 0.0f;

            // pRef is the reference point for forming triangles.
            // It's location doesn't change the result (except for rounding error).
            Vector2 pRef = new Vector2(0.0f, 0.0f);

            const float inv3 = 1.0f / 3.0f;

            for (int i = 0; i < Vertices.Count; ++i)
            {
                // Triangle vertices.
                Vector2 p1 = pRef;
                Vector2 p2 = Vertices[i];
                Vector2 p3 = i + 1 < Vertices.Count ? Vertices[i + 1] : Vertices[0];

                Vector2 e1 = p2 - p1;
                Vector2 e2 = p3 - p1;

                float d;
                MathUtils.Cross(ref e1, ref e2, out d);

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

                // Area weighted centroid
                center += triangleArea * inv3 * (p1 + p2 + p3);

                float px = p1.X, py = p1.Y;
                float ex1 = e1.X, ey1 = e1.Y;
                float ex2 = e2.X, ey2 = e2.Y;

                float intx2 = inv3 * (0.25f * (ex1 * ex1 + ex2 * ex1 + ex2 * ex2) + (px * ex1 + px * ex2)) +
                              0.5f * px * px;
                float inty2 = inv3 * (0.25f * (ey1 * ey1 + ey2 * ey1 + ey2 * ey2) + (py * ey1 + py * ey2)) +
                              0.5f * py * py;

                I += d * (intx2 + inty2);
            }

            // Total mass
            massData.Mass = density * area;

            // Center of mass
            Debug.Assert(area > Settings.Epsilon);
            center         *= 1.0f / area;
            massData.Center = center;

            // Inertia tensor relative to the local origin.
            massData.Inertia = density * I;
        }