Example #1
0
        /// <summary>
        /// find the squared distance from a global point in space, to the closest point on a given edge of the body.
        /// </summary>
        /// <param name="pt">global point</param>
        /// <param name="edgeNum">edge to check against.  0 = edge from pt[0] to pt[1], etc.</param>
        /// <param name="hitPt">returned point on edge in global space</param>
        /// <param name="normal">returned normal on edge in global space</param>
        /// <param name="edgeD">returned distance along edge from ptA to ptB [0,1]</param>
        /// <returns>distance</returns>
        public float getClosestPointOnEdgeSquared(Vector2 pt, int edgeNum, out Vector2 hitPt, out Vector2 normal, out float edgeD)
        {
            hitPt   = new Vector2();
            hitPt.x = 0f;
            hitPt.y = 0f;

            normal   = new Vector2();
            normal.x = 0f;
            normal.y = 0f;

            edgeD = 0f;
            float dist = 0f;

            Vector2 ptA = mPointMasses [edgeNum].Position;
            Vector2 ptB = new Vector2();

            if (edgeNum < (mPointMasses.Count - 1))
            {
                ptB = mPointMasses [edgeNum + 1].Position;
            }
            else
            {
                ptB = mPointMasses [0].Position;
            }

            Vector2 toP = new Vector2();

            toP.x = pt.x - ptA.x;
            toP.y = pt.y - ptA.y;

            Vector2 E = new Vector2();

            E.x = ptB.x - ptA.x;
            E.y = ptB.y - ptA.y;

            // get the length of the edge, and use that to normalize the vector.
            float edgeLength = (float)Math.Sqrt((E.x * E.x) + (E.y * E.y));

            if (edgeLength > 0.00001f)
            {
                E.x /= edgeLength;
                E.y /= edgeLength;
            }

            // normal
            Vector2 n = new Vector2();

            VectorTools.getPerpendicular(ref E, ref n);

            // calculate the distance!
            float x;

//            Vector2.Dot(ref toP, ref E, out x);
            x = Vector2.Dot(toP, E);
            if (x <= 0.0f)
            {
                // x is outside the line segment, distance is from pt to ptA.
                //dist = (pt - ptA).Length();
//                Vector2.DistanceSquared(ref pt, ref ptA, out dist);
                dist   = Vector2.Distance(pt, ptA);
                dist   = dist * dist;
                hitPt  = ptA;
                edgeD  = 0f;
                normal = n;
            }
            else if (x >= edgeLength)
            {
                // x is outside of the line segment, distance is from pt to ptB.
                //dist = (pt - ptB).Length();
//                Vector2.DistanceSquared(ref pt, ref ptB, out dist);
                dist   = Vector2.Distance(pt, ptB);
                dist   = dist * dist;
                hitPt  = ptB;
                edgeD  = 1f;
                normal = n;
            }
            else
            {
                // point lies somewhere on the line segment.
                Vector3 toP3 = new Vector3();
                toP3.x = toP.x;
                toP3.y = toP.y;

                Vector3 E3 = new Vector3();
                E3.x = E.x;
                E3.y = E.y;

                //dist = Math.Abs(Vector3.Cross(toP3, E3).z);
//                Vector3.Cross(ref toP3, ref E3, out E3);
                E3      = Vector3.Cross(toP3, E3);
                dist    = Mathf.Abs(E3.z * E3.z);
                hitPt.x = ptA.x + (E.x * x);
                hitPt.y = ptA.y + (E.y * x);
                edgeD   = x / edgeLength;
                normal  = n;
            }

            return(dist);
        }
Example #2
0
        private void _handleCollisions()
        {
            // handle all collisions!
            for (int i = 0; i < mCollisionList.Count; i++)
            {
                BodyCollisionInfo info = mCollisionList[i];

                PointMass A  = info.bodyA.getPointMass(info.bodyApm);
                PointMass B1 = info.bodyB.getPointMass(info.bodyBpmA);
                PointMass B2 = info.bodyB.getPointMass(info.bodyBpmB);

                // velocity changes as a result of collision.
                Vector2 bVel = new Vector2();
                bVel.x = (B1.Velocity.x + B2.Velocity.x) * 0.5f;
                bVel.y = (B1.Velocity.y + B2.Velocity.y) * 0.5f;

                Vector2 relVel = new Vector2();
                relVel.x = A.Velocity.x - bVel.x;
                relVel.y = A.Velocity.y - bVel.y;

                float relDot;
//                Vector2.Dot(ref relVel, ref info.normal, out relDot);
                relDot = Vector2.Dot(relVel, info.normal);

                // collision filter!
                if (!mMaterialPairs[info.bodyA.Material, info.bodyB.Material].CollisionFilter(info.bodyA, info.bodyApm, info.bodyB, info.bodyBpmA, info.bodyBpmB, info.hitPt, relDot))
                {
                    continue;
                }

                if (info.penetration > mPenetrationThreshold)
                {
                    //Console.WriteLine("penetration above Penetration Threshold!!  penetration={0}  threshold={1} difference={2}",
                    //    info.penetration, mPenetrationThreshold, info.penetration-mPenetrationThreshold);

                    mPenetrationCount++;
                    continue;
                }

                float b1inf = 1.0f - info.edgeD;
                float b2inf = info.edgeD;

                float b2MassSum = ((float.IsPositiveInfinity(B1.Mass)) || (float.IsPositiveInfinity(B2.Mass))) ? float.PositiveInfinity : (B1.Mass + B2.Mass);

                float massSum = A.Mass + b2MassSum;

                float Amove;
                float Bmove;
                if (float.IsPositiveInfinity(A.Mass))
                {
                    Amove = 0f;
                    Bmove = (info.penetration) + 0.001f;
                }
                else if (float.IsPositiveInfinity(b2MassSum))
                {
                    Amove = (info.penetration) + 0.001f;
                    Bmove = 0f;
                }
                else
                {
                    Amove = (info.penetration * (b2MassSum / massSum));
                    Bmove = (info.penetration * (A.Mass / massSum));
                }

                float B1move = Bmove * b1inf;
                float B2move = Bmove * b2inf;

                float AinvMass = (float.IsPositiveInfinity(A.Mass)) ? 0f : 1f / A.Mass;
                float BinvMass = (float.IsPositiveInfinity(b2MassSum)) ? 0f : 1f / b2MassSum;

                float   jDenom = AinvMass + BinvMass;
                Vector2 numV   = new Vector2();
                float   elas   = 1f + mMaterialPairs[info.bodyA.Material, info.bodyB.Material].Elasticity;
                numV.x = relVel.x * elas;
                numV.y = relVel.y * elas;

                float jNumerator;
//                Vector2.Dot(ref numV, ref info.normal, out jNumerator);
                jNumerator = Vector2.Dot(numV, info.normal);
                jNumerator = -jNumerator;

                float j = jNumerator / jDenom;

                if (!float.IsPositiveInfinity(A.Mass))
                {
                    A.Position.x += info.normal.x * Amove;
                    A.Position.y += info.normal.y * Amove;
                }

                if (!float.IsPositiveInfinity(B1.Mass))
                {
                    B1.Position.x -= info.normal.x * B1move;
                    B1.Position.y -= info.normal.y * B1move;
                }

                if (!float.IsPositiveInfinity(B2.Mass))
                {
                    B2.Position.x -= info.normal.x * B2move;
                    B2.Position.y -= info.normal.y * B2move;
                }

                Vector2 tangent = new Vector2();
                VectorTools.getPerpendicular(ref info.normal, ref tangent);
                float friction = mMaterialPairs[info.bodyA.Material, info.bodyB.Material].Friction;
                float fNumerator;
//                Vector2.Dot(ref relVel, ref tangent, out fNumerator);
                fNumerator  = Vector2.Dot(relVel, tangent);
                fNumerator *= friction;
                float f = fNumerator / jDenom;

                // adjust velocity if relative velocity is moving toward each other.
                if (relDot <= 0.0001f)
                {
                    if (!float.IsPositiveInfinity(A.Mass))
                    {
                        A.Velocity.x += (info.normal.x * (j / A.Mass)) - (tangent.x * (f / A.Mass));
                        A.Velocity.y += (info.normal.y * (j / A.Mass)) - (tangent.y * (f / A.Mass));
                    }

                    if (!float.IsPositiveInfinity(b2MassSum))
                    {
                        B1.Velocity.x -= (info.normal.x * (j / b2MassSum) * b1inf) - (tangent.x * (f / b2MassSum) * b1inf);
                        B1.Velocity.y -= (info.normal.y * (j / b2MassSum) * b1inf) - (tangent.y * (f / b2MassSum) * b1inf);
                    }

                    if (!float.IsPositiveInfinity(b2MassSum))
                    {
                        B2.Velocity.x -= (info.normal.x * (j / b2MassSum) * b2inf) - (tangent.x * (f / b2MassSum) * b2inf);
                        B2.Velocity.y -= (info.normal.y * (j / b2MassSum) * b2inf) - (tangent.y * (f / b2MassSum) * b2inf);
                    }
                }
            }
            mCollisionList.Clear();
        }