static void FindIncidentEdge(ClipVertex[] c, Box2dShape poly1, ref IndexedMatrix xf1, int edge1, Box2dShape poly2, ref IndexedMatrix xf2) { IndexedVector3[] normals1 = poly1.GetNormals(); int count2 = poly2.GetVertexCount(); IndexedVector3[] vertices2 = poly2.GetVertices(); IndexedVector3[] normals2 = poly2.GetNormals(); Debug.Assert(0 <= edge1 && edge1 < poly1.GetVertexCount()); // Get the normal of the reference edge in poly2's frame. IndexedVector3 normal1 = xf2._basis.Transpose() * (xf1._basis * normals1[edge1]); // Find the incident edge on poly2. int index = 0; float minDot = MathUtil.BT_LARGE_FLOAT; for (int i = 0; i < count2; ++i) { float dot = normal1.Dot(normals2[i]); if (dot < minDot) { minDot = dot; index = i; } } // Build the clip vertices for the incident edge. int i1 = index; int i2 = i1 + 1 < count2 ? i1 + 1 : 0; c[0].v = xf2 * vertices2[i1]; // c[0].id.features.referenceEdge = (unsigned char)edge1; // c[0].id.features.incidentEdge = (unsigned char)i1; // c[0].id.features.incidentVertex = 0; c[1].v = xf2 * vertices2[i2]; // c[1].id.features.referenceEdge = (unsigned char)edge1; // c[1].id.features.incidentEdge = (unsigned char)i2; // c[1].id.features.incidentVertex = 1; }
// Find the separation between poly1 and poly2 for a give edge normal on poly1. static float EdgeSeparation(Box2dShape poly1, ref IndexedMatrix xf1, int edge1, Box2dShape poly2, ref IndexedMatrix xf2) { IndexedVector3[] vertices1 = poly1.GetVertices(); IndexedVector3[] normals1 = poly1.GetNormals(); int count2 = poly2.GetVertexCount(); IndexedVector3[] vertices2 = poly2.GetVertices(); Debug.Assert(0 <= edge1 && edge1 < poly1.GetVertexCount()); // Convert normal from poly1's frame into poly2's frame. IndexedVector3 normal1World = xf1._basis * normals1[edge1]; IndexedVector3 normal1 = xf1._basis.Transpose() * normal1World; // Find support vertex on poly2 for -normal. int index = 0; float minDot = MathUtil.BT_LARGE_FLOAT; for (int i = 0; i < count2; ++i) { float dot = vertices2[i].Dot(normal1); if (dot < minDot) { minDot = dot; index = i; } } IndexedVector3 v1 = xf1 * vertices1[edge1]; IndexedVector3 v2 = xf2 * vertices2[index]; float separation = (v2 - v1).Dot(normal1World); return(separation); }
// Find the separation between poly1 and poly2 for a give edge normal on poly1. static float EdgeSeparation(Box2dShape poly1, ref IndexedMatrix xf1, int edge1, Box2dShape poly2, ref IndexedMatrix xf2) { IndexedVector3[] vertices1 = poly1.GetVertices(); IndexedVector3[] normals1 = poly1.GetNormals(); int count2 = poly2.GetVertexCount(); IndexedVector3[] vertices2 = poly2.GetVertices(); Debug.Assert(0 <= edge1 && edge1 < poly1.GetVertexCount()); // Convert normal from poly1's frame into poly2's frame. IndexedVector3 normal1World = xf1._basis * normals1[edge1]; IndexedVector3 normal1 = xf1._basis.Transpose() * normal1World; // Find support vertex on poly2 for -normal. int index = 0; float minDot = MathUtil.BT_LARGE_FLOAT; for (int i = 0; i < count2; ++i) { float dot = vertices2[i].Dot(normal1); if (dot < minDot) { minDot = dot; index = i; } } IndexedVector3 v1 = xf1 * vertices1[edge1]; IndexedVector3 v2 = xf2 * vertices2[index]; float separation = (v2 - v1).Dot(normal1World); return separation; }