GetVertices() public method

Get the vertices in local coordinates.
public GetVertices ( ) : Box2DX.Common.Vec2[]
return Box2DX.Common.Vec2[]
Exemplo n.º 1
0
        public static void FindIncidentEdge(out ClipVertex[] c,
                                            PolygonShape poly1, XForm xf1, int edge1, PolygonShape poly2, XForm xf2)
        {
            int count1 = poly1.VertexCount;

            Vec2[] normals1 = poly1.Normals;

            int count2 = poly2.VertexCount;

            Vec2[] vertices2 = poly2.GetVertices();
            Vec2[] normals2  = poly2.Normals;

            Box2DXDebug.Assert(0 <= edge1 && edge1 < count1);

            // Get the normal of the reference edge in poly2's frame.
            Vec2 normal1 = Common.Math.MulT(xf2.R, Common.Math.Mul(xf1.R, normals1[edge1]));

            // Find the incident edge on poly2.
            int   index  = 0;
            float minDot = Settings.FLT_MAX;

            for (int i = 0; i < count2; ++i)
            {
                float dot = Vec2.Dot(normal1, 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 = new ClipVertex[2];

            c[0].V = Common.Math.Mul(xf2, vertices2[i1]);
            c[0].ID.Features.ReferenceEdge  = (byte)edge1;
            c[0].ID.Features.IncidentEdge   = (byte)i1;
            c[0].ID.Features.IncidentVertex = 0;

            c[1].V = Common.Math.Mul(xf2, vertices2[i2]);
            c[1].ID.Features.ReferenceEdge  = (byte)edge1;
            c[1].ID.Features.IncidentEdge   = (byte)i2;
            c[1].ID.Features.IncidentVertex = 1;
        }
Exemplo n.º 2
0
        /// <summary>
        /// Find the separation between poly1 and poly2 for a give edge normal on poly1.
        /// </summary>
        /// <param name="poly1"></param>
        /// <param name="xf1"></param>
        /// <param name="edge1"></param>
        /// <param name="poly2"></param>
        /// <param name="xf2"></param>
        /// <returns></returns>
        public static float EdgeSeparation(PolygonShape poly1, XForm xf1, int edge1,
                                           PolygonShape poly2, XForm xf2)
        {
            int count1 = poly1.VertexCount;

            Vec2[] vertices1 = poly1.GetVertices();
            Vec2[] normals1  = poly1.Normals;

            int count2 = poly2.VertexCount;

            Vec2[] vertices2 = poly2.GetVertices();

            Box2DXDebug.Assert(0 <= edge1 && edge1 < count1);

            // Convert normal from poly1's frame into poly2's frame.
            Vec2 normal1World = Common.Math.Mul(xf1.R, normals1[edge1]);
            Vec2 normal1      = Common.Math.MulT(xf2.R, normal1World);

            // Find support vertex on poly2 for -normal.
            int   index  = 0;
            float minDot = Common.Settings.FLT_MAX;

            for (int i = 0; i < count2; ++i)
            {
                float dot = Vec2.Dot(vertices2[i], normal1);
                if (dot < minDot)
                {
                    minDot = dot;
                    index  = i;
                }
            }

            Vec2  v1         = Common.Math.Mul(xf1, vertices1[edge1]);
            Vec2  v2         = Common.Math.Mul(xf2, vertices2[index]);
            float separation = Vec2.Dot(v2 - v1, normal1World);

            return(separation);
        }
        public static void FindIncidentEdge(out ClipVertex[] c,
			PolygonShape poly1, XForm xf1, int edge1, PolygonShape poly2, XForm xf2)
        {
            int count1 = poly1.VertexCount;
            Vec2[] normals1 = poly1.Normals;

            int count2 = poly2.VertexCount;
            Vec2[] vertices2 = poly2.GetVertices();
            Vec2[] normals2 = poly2.Normals;

            Box2DXDebug.Assert(0 <= edge1 && edge1 < count1);

            // Get the normal of the reference edge in poly2's frame.
            Vec2 normal1 = Common.Math.MulT(xf2.R, Common.Math.Mul(xf1.R, normals1[edge1]));

            // Find the incident edge on poly2.
            int index = 0;
            float minDot = Settings.FLT_MAX;
            for (int i = 0; i < count2; ++i)
            {
                float dot = Vec2.Dot(normal1, 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 = new ClipVertex[2];

            c[0].V = Common.Math.Mul(xf2, vertices2[i1]);
            c[0].ID.Features.ReferenceEdge = (byte)edge1;
            c[0].ID.Features.IncidentEdge = (byte)i1;
            c[0].ID.Features.IncidentVertex = 0;

            c[1].V = Common.Math.Mul(xf2, vertices2[i2]);
            c[1].ID.Features.ReferenceEdge = (byte)edge1;
            c[1].ID.Features.IncidentEdge = (byte)i2;
            c[1].ID.Features.IncidentVertex = 1;
        }
        /// <summary>
        /// Find the separation between poly1 and poly2 for a give edge normal on poly1.
        /// </summary>
        /// <param name="poly1"></param>
        /// <param name="xf1"></param>
        /// <param name="edge1"></param>
        /// <param name="poly2"></param>
        /// <param name="xf2"></param>
        /// <returns></returns>
        public static float EdgeSeparation(PolygonShape poly1, XForm xf1, int edge1,
			PolygonShape poly2, XForm xf2)
        {
            int count1 = poly1.VertexCount;
            Vec2[] vertices1 = poly1.GetVertices();
            Vec2[] normals1 = poly1.Normals;

            int count2 = poly2.VertexCount;
            Vec2[] vertices2 = poly2.GetVertices();

            Box2DXDebug.Assert(0 <= edge1 && edge1 < count1);

            // Convert normal from poly1's frame into poly2's frame.
            Vec2 normal1World = Common.Math.Mul(xf1.R, normals1[edge1]);
            Vec2 normal1 = Common.Math.MulT(xf2.R, normal1World);

            // Find support vertex on poly2 for -normal.
            int index = 0;
            float minDot = Common.Settings.FLT_MAX;
            for (int i = 0; i < count2; ++i)
            {
                float dot = Vec2.Dot(vertices2[i], normal1);
                if (dot < minDot)
                {
                    minDot = dot;
                    index = i;
                }
            }

            Vec2 v1 = Common.Math.Mul(xf1, vertices1[edge1]);
            Vec2 v2 = Common.Math.Mul(xf2, vertices2[index]);
            float separation = Vec2.Dot(v2 - v1, normal1World);
            return separation;
        }
Exemplo n.º 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.
			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;
        }