コード例 #1
0
        // This is used for polygon-vs-circle distance.

        // 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 Vector2 x1, out Vector2 x2, PolygonShape polygon, XForm xf1, CircleShape circle, XForm xf2)
        {
            Point point = new Point();

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

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

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

            if (distance > r)
            {
                distance -= r;
                Vector2 d = x2 - x1;
                d.Normalize();
                x2 -= r * d;
            }
            else
            {
                distance = 0.0f;
                x2       = x1;
            }

            return(distance);
        }
コード例 #2
0
        public static float DistanceCC(out Vector2 x1, out Vector2 x2, CircleShape circle1, XForm xf1, CircleShape circle2, XForm xf2)
        {
            Vector2 p1 = CommonMath.Mul(xf1, circle1.GetLocalPosition());
            Vector2 p2 = CommonMath.Mul(xf2, circle2.GetLocalPosition());

            Vector2 d    = p2 - p1;
            float   dSqr = Vector2.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     = CommonMath.Normalize(ref d);
                float distance = dLen - r;
                x1 = p1 + r1 * d;
                x2 = p2 - r2 * d;
                return(distance);
            }
            else if (dSqr > Settings.FLT_EPSILON * Settings.FLT_EPSILON)
            {
                d.Normalize();
                x1 = p1 + r1 * d;
                x2 = x1;
                return(0.0f);
            }

            x1 = p1;
            x2 = x1;
            return(0.0f);
        }
コード例 #3
0
        public override void Step(Settings settings)
        {
            base.Step(settings);
            // Traverse the contact results. Apply a force on shapes
            // that overlap the sensor.
            for (int i = 0; i < _pointCount; ++i)
            {
                MyContactPoint point = _points[i];

                if ((int)point.state == 2)
                {
                    continue;
                }

                Shape shape1 = point.shape1;
                Shape shape2 = point.shape2;
                Body  other;

                if (shape1 == _sensor)
                {
                    other = shape2.GetBody();
                }
                else if (shape2 == _sensor)
                {
                    other = shape1.GetBody();
                }
                else
                {
                    continue;
                }

                Body ground = _sensor.GetBody();

                CircleShape circle = (CircleShape)_sensor;
                Vec2        center = ground.GetWorldPoint(circle.GetLocalPosition());

                Vec2 d = center - point.position;
                if (d.LengthSquared() < Box2DX.Common.Settings.FLT_EPSILON * Box2DX.Common.Settings.FLT_EPSILON)
                {
                    continue;
                }

                d.Normalize();
                Vec2 F = 100.0f * d;
                other.ApplyForce(F, point.position);
            }
        }
コード例 #4
0
        public static void CollideCircles(ref Manifold manifold, CircleShape circle1, XForm xf1, CircleShape circle2, XForm xf2)
        {
            manifold.PointCount = 0;

            Vector2 p1 = CommonMath.Mul(xf1, circle1.GetLocalPosition());
            Vector2 p2 = CommonMath.Mul(xf2, circle2.GetLocalPosition());

            Vector2 d         = p2 - p1;
            float   distSqr   = Vector2.Dot(d, d);
            float   r1        = circle1.GetRadius();
            float   r2        = circle2.GetRadius();
            float   radiusSum = r1 + r2;

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

            float separation;

            if (distSqr < Settings.FLT_EPSILON)
            {
                separation      = -radiusSum;
                manifold.Normal = new Vector2(0.0f, 1.0f);
            }
            else
            {
                float dist = CommonMath.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;

            Vector2 p = 0.5f * (p1 + p2);

            manifold.Points[0].LocalPoint1 = CommonMath.MulT(xf1, p);
            manifold.Points[0].LocalPoint2 = CommonMath.MulT(xf2, p);
        }
コード例 #5
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.
            Vector2 c      = CommonMath.Mul(xf2, circle.GetLocalPosition());
            Vector2 cLocal = CommonMath.MulT(xf1, c);

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

            Vector2[] vertices = polygon.GetVertices();
            Vector2[] normals  = polygon.Normals;

            for (int i = 0; i < vertexCount; ++i)
            {
                float s = Vector2.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 < Settings.FLT_EPSILON)
            {
                manifold.PointCount = 1;
                manifold.Normal     = CommonMath.Mul(xf1.R, normals[normalIndex]);
                manifold.Points[0].ID.Features.IncidentEdge   = (byte)normalIndex;
                manifold.Points[0].ID.Features.IncidentVertex = NullFeature;
                manifold.Points[0].ID.Features.ReferenceEdge  = 0;
                manifold.Points[0].ID.Features.Flip           = 0;
                Vector2 position = c - radius * manifold.Normal;
                manifold.Points[0].LocalPoint1 = CommonMath.MulT(xf1, position);
                manifold.Points[0].LocalPoint2 = CommonMath.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;
            Vector2 e          = vertices[vertIndex2] - vertices[vertIndex1];

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

            // Project the center onto the edge.
            float   u = Vector2.Dot(cLocal - vertices[vertIndex1], e);
            Vector2 p;

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

            Vector2 d    = cLocal - p;
            float   dist = CommonMath.Normalize(ref d);

            if (dist > radius)
            {
                return;
            }

            manifold.PointCount = 1;
            manifold.Normal     = CommonMath.Mul(xf1.R, d);
            Vector2 position_ = c - radius * manifold.Normal;

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