GetVertex() public abstract method

public abstract GetVertex ( int index ) : Vector2
index int
return Vector2
Exemplo n.º 1
0
        internal unsafe void ReadCache(SimplexCache *cache, Shape shapeA, Transform TransformA, Shape shapeB, Transform TransformB)
        {
            Box2DXDebug.Assert(0 <= cache->Count && cache->Count <= 3);

            // Copy data from cache.
            _count = cache->Count;
            SimplexVertex **vertices = stackalloc SimplexVertex *[3];

            fixed(SimplexVertex *v1Ptr = &_v1, v2Ptr = &_v2, v3Ptr = &_v3)
            {
                vertices[0] = v1Ptr;
                vertices[1] = v2Ptr;
                vertices[2] = v3Ptr;
                for (int i = 0; i < _count; ++i)
                {
                    SimplexVertex *v = vertices[i];
                    v->indexA = cache->IndexA[i];
                    v->indexB = cache->IndexB[i];
                    Vector2 wALocal = shapeA.GetVertex(v->indexA);
                    Vector2 wBLocal = shapeB.GetVertex(v->indexB);
                    v->wA = TransformA.TransformPoint(wALocal);
                    v->wB = TransformB.TransformPoint(wBLocal);
                    v->w  = v->wB - v->wA;
                    v->a  = 0.0f;
                }

                // Compute the new simplex metric, if it is substantially different than
                // old metric then flush the simplex.
                if (_count > 1)
                {
                    float metric1 = cache->Metric;
                    float metric2 = GetMetric();
                    if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Common.Settings.FLT_EPSILON)
                    {
                        // Reset the simplex.
                        _count = 0;
                    }
                }

                // If the cache is empty or invalid ...
                if (_count == 0)
                {
                    SimplexVertex *v = vertices[0];
                    v->indexA = 0;
                    v->indexB = 0;
                    Vector2 wALocal = shapeA.GetVertex(0);
                    Vector2 wBLocal = shapeB.GetVertex(0);
                    v->wA  = TransformA.TransformPoint(wALocal);
                    v->wB  = TransformB.TransformPoint(wBLocal);
                    v->w   = v->wB - v->wA;
                    _count = 1;
                }
            }
        }
Exemplo n.º 2
0
        internal void ReadCache(SimplexCache cache, Shape shapeA, Transform transformA, Shape shapeB, Transform transformB)
        {
            Box2DXDebug.Assert(0 <= cache.Count && cache.Count <= 3);

            // Copy data from cache.
            _count = cache.Count;
            SimplexVertex[] vertices = new SimplexVertex[] { _v1, _v2, _v3 };
            for (int i = 0; i < _count; ++i)
            {
                SimplexVertex v = vertices[i];
                v.indexA = cache.IndexA[i];
                v.indexB = cache.IndexB[i];
                Vector2 wALocal = shapeA.GetVertex(v.indexA);
                Vector2 wBLocal = shapeB.GetVertex(v.indexB);
                v.wA = transformA.TransformPoint(wALocal);
                v.wB = transformB.TransformPoint(wBLocal);
                v.w  = v.wB - v.wA;
                v.a  = 0.0f;
            }

            // Compute the new simplex metric, if it is substantially different than
            // old metric then flush the simplex.
            if (_count > 1)
            {
                float metric1 = cache.Metric;
                float metric2 = GetMetric();
                if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Common.Settings.FLT_EPSILON)
                {
                    // Reset the simplex.
                    _count = 0;
                }
            }

            // If the cache is empty or invalid ...
            if (_count == 0)
            {
                SimplexVertex v = vertices[0];
                v.indexA = 0;
                v.indexB = 0;
                Vector2 wALocal = shapeA.GetVertex(0);
                Vector2 wBLocal = shapeB.GetVertex(0);
                v.wA   = transformA.TransformPoint(wALocal);
                v.wB   = transformB.TransformPoint(wBLocal);
                v.w    = v.wB - v.wA;
                _count = 1;
            }
        }
		static void Distance(out DistanceOutput output, ref SimplexCache cache, ref DistanceInput input, Shape shapeA, Shape shapeB)
		{
			output = new DistanceOutput();

			Transform transformA = input.TransformA;
			Transform transformB = input.TransformB;

			// Initialize the simplex.
			Simplex simplex = new Simplex();
#if ALLOWUNSAFE
			fixed (SimplexCache* sPtr = &cache)
			{
				simplex.ReadCache(sPtr, shapeA, transformA, shapeB, transformB);
			}
#else
			simplex.ReadCache(cache, shapeA, transformA, shapeB, transformB);
#endif

			// Get simplex vertices as an array.
#if ALLOWUNSAFE
			SimplexVertex* vertices = &simplex._v1;
#else
			SimplexVertex[] vertices = new SimplexVertex[] { simplex._v1, simplex._v2, simplex._v3 };
#endif 

			// These store the vertices of the last simplex so that we
			// can check for duplicates and prevent cycling.
#if ALLOWUNSAFE
			int* lastA = stackalloc int[4], lastB = stackalloc int[4];
#else
			int[] lastA = new int[4];
			int[] lastB = new int[4];
#endif // ALLOWUNSAFE
			int lastCount;

			// Main iteration loop.
			int iter = 0;
			const int k_maxIterationCount = 20;
			while (iter < k_maxIterationCount)
			{
				// Copy simplex so we can identify duplicates.
				lastCount = simplex._count;
				int i;
				for (i = 0; i < lastCount; ++i)
				{
					lastA[i] = vertices[i].indexA;
					lastB[i] = vertices[i].indexB;
				}

				switch (simplex._count)
				{
					case 1:
						break;

					case 2:
						simplex.Solve2();
						break;

					case 3:
						simplex.Solve3();
						break;

					default:
#if DEBUG
						Box2DXDebug.Assert(false);
#endif
						break;
				}

				// If we have 3 points, then the origin is in the corresponding triangle.
				if (simplex._count == 3)
				{
					break;
				}

				// Compute closest point.
				Vector2 p = simplex.GetClosestPoint();
				float distanceSqr = p.sqrMagnitude;

				// Ensure the search direction is numerically fit.
				if (distanceSqr < Common.Settings.FLT_EPSILON_SQUARED)
				{
					// The origin is probably contained by a line segment
					// or triangle. Thus the shapes are overlapped.

					// We can't return zero here even though there may be overlap.
					// In case the simplex is a point, segment, or triangle it is difficult
					// to determine if the origin is contained in the CSO or very close to it.
					break;
				}

				// Compute a tentative new simplex vertex using support points.
#if ALLOWUNSAFE
				SimplexVertex* vertex = vertices + simplex._count;
				vertex->indexA = shapeA.GetSupport(transformA.InverseTransformDirection(p));
				vertex->wA = transformA.TransformPoint(shapeA.GetVertex(vertex->indexA));
				//Vec2 wBLocal;
				vertex->indexB = shapeB.GetSupport(transformB.InverseTransformDirection(-p));
				vertex->wB = transformB.TransformPoint(shapeB.GetVertex(vertex->indexB));
				vertex->w = vertex->wB - vertex->wA;
#else
				SimplexVertex vertex = vertices[simplex._count - 1];
				vertex.indexA = shapeA.GetSupport(transformA.InverseTransformDirection(p));
				vertex.wA = transformA.TransformPoint(shapeA.GetVertex(vertex.indexA));
				//Vec2 wBLocal;
				vertex.indexB = shapeB.GetSupport(transformB.InverseTransformDirection(-p));
				vertex.wB = transformB.TransformPoint(shapeB.GetVertex(vertex.indexB));
				vertex.w = vertex.wB - vertex.wA;	
#endif // ALLOWUNSAFE

				// Iteration count is equated to the number of support point calls.
				++iter;

				// Check for convergence.
#if ALLOWUNSAFE
				float lowerBound = Vector2.Dot(p, vertex->w);
#else
				float lowerBound = Vector2.Dot(p, vertex.w);
#endif
				float upperBound = distanceSqr;
				const float k_relativeTolSqr = 0.01f * 0.01f;	// 1:100
				if (upperBound - lowerBound <= k_relativeTolSqr * upperBound)
				{
					// Converged!
					break;
				}

				// Check for duplicate support points.
				bool duplicate = false;
				for (i = 0; i < lastCount; ++i)
				{
#if ALLOWUNSAFE
					if (vertex->indexA == lastA[i] && vertex->indexB == lastB[i])
#else
					if (vertex.indexA == lastA[i] && vertex.indexB == lastB[i])
#endif
					{
						duplicate = true;
						break;
					}
				}

				// If we found a duplicate support point we must exit to avoid cycling.
				if (duplicate)
				{
					break;
				}

				// New vertex is ok and needed.
				++simplex._count;
			}

			
#if ALLOWUNSAFE
			fixed (DistanceOutput* doPtr = &output)
			{
				// Prepare output.
				simplex.GetWitnessPoints(&doPtr->PointA, &doPtr->PointB);
				doPtr->Distance = Vector2.Distance(doPtr->PointA, doPtr->PointB);
				doPtr->Iterations = iter;
			}

			fixed (SimplexCache* sPtr = &cache)
			{
				// Cache the simplex.
				simplex.WriteCache(sPtr);
			}
#else
			// Prepare output.
			simplex.GetWitnessPoints(out output.PointA, out output.PointB);
			output.Distance = Vector2.Distance(output.PointA, output.PointB);
			output.Iterations = iter;
			
			// Cache the simplex.
			simplex.WriteCache(cache);
#endif

			// Apply radii if requested.
			if (input.UseRadii)
			{
				float rA = shapeA._radius;
				float rB = shapeB._radius;

				if (output.Distance > rA + rB && output.Distance > Common.Settings.FLT_EPSILON)
				{
					// Shapes are still no overlapped.
					// Move the witness points to the outer surface.
					output.Distance -= rA + rB;
					Vector2 normal = output.PointB - output.PointA;
					normal.Normalize();
					output.PointA += rA * normal;
					output.PointB -= rB * normal;
				}
				else
				{
					// Shapes are overlapped when radii are considered.
					// Move the witness points to the middle.
					Vector2 p = 0.5f * (output.PointA + output.PointB);
					output.PointA = p;
					output.PointB = p;
					output.Distance = 0.0f;
				}
			}
		}
		internal void ReadCache(SimplexCache cache, Shape shapeA, Transform transformA, Shape shapeB, Transform transformB)
		{
			Box2DXDebug.Assert(0 <= cache.Count && cache.Count <= 3);

			// Copy data from cache.
			_count = cache.Count;
			SimplexVertex[] vertices = new SimplexVertex[] { _v1, _v2, _v3 };
			for (int i = 0; i < _count; ++i)
			{
				SimplexVertex v = vertices[i];
				v.indexA = cache.IndexA[i];
				v.indexB = cache.IndexB[i];
				Vector2 wALocal = shapeA.GetVertex(v.indexA);
				Vector2 wBLocal = shapeB.GetVertex(v.indexB);
				v.wA = transformA.TransformPoint(wALocal);
				v.wB = transformB.TransformPoint(wBLocal);
				v.w = v.wB - v.wA;
				v.a = 0.0f;
			}

			// Compute the new simplex metric, if it is substantially different than
			// old metric then flush the simplex.
			if (_count > 1)
			{
				float metric1 = cache.Metric;
				float metric2 = GetMetric();
				if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Common.Settings.FLT_EPSILON)
				{
					// Reset the simplex.
					_count = 0;
				}
			}

			// If the cache is empty or invalid ...
			if (_count == 0)
			{
				SimplexVertex v = vertices[0];
				v.indexA = 0;
				v.indexB = 0;
				Vector2 wALocal = shapeA.GetVertex(0);
				Vector2 wBLocal = shapeB.GetVertex(0);
				v.wA = transformA.TransformPoint(wALocal);
				v.wB = transformB.TransformPoint(wBLocal);
				v.w = v.wB - v.wA;
				_count = 1;
			}
		}
		internal unsafe void ReadCache(SimplexCache* cache, Shape shapeA, Transform TransformA, Shape shapeB, Transform TransformB)
		{
			Box2DXDebug.Assert(0 <= cache->Count && cache->Count <= 3);

			// Copy data from cache.
			_count = cache->Count;
			SimplexVertex** vertices = stackalloc SimplexVertex*[3];
			fixed (SimplexVertex* v1Ptr = &_v1, v2Ptr = &_v2, v3Ptr = &_v3)
			{
				vertices[0] = v1Ptr;
				vertices[1] = v2Ptr;
				vertices[2] = v3Ptr;
				for (int i = 0; i < _count; ++i)
				{
					SimplexVertex* v = vertices[i];
					v->indexA = cache->IndexA[i];
					v->indexB = cache->IndexB[i];
					Vector2 wALocal = shapeA.GetVertex(v->indexA);
					Vector2 wBLocal = shapeB.GetVertex(v->indexB);
					v->wA = TransformA.TransformPoint(wALocal);
					v->wB = TransformB.TransformPoint(wBLocal);
					v->w = v->wB - v->wA;
					v->a = 0.0f;
				}

				// Compute the new simplex metric, if it is substantially different than
				// old metric then flush the simplex.
				if (_count > 1)
				{
					float metric1 = cache->Metric;
					float metric2 = GetMetric();
					if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Common.Settings.FLT_EPSILON)
					{
						// Reset the simplex.
						_count = 0;
					}
				}

				// If the cache is empty or invalid ...
				if (_count == 0)
				{
					SimplexVertex* v = vertices[0];
					v->indexA = 0;
					v->indexB = 0;
					Vector2 wALocal = shapeA.GetVertex(0);
					Vector2 wBLocal = shapeB.GetVertex(0);
					v->wA = TransformA.TransformPoint(wALocal);
					v->wB = TransformB.TransformPoint(wBLocal);
					v->w = v->wB - v->wA;
					_count = 1;
				}
			}
		}
Exemplo n.º 6
0
        static void Distance(out DistanceOutput output, ref SimplexCache cache, ref DistanceInput input, Shape shapeA, Shape shapeB)
        {
            output = new DistanceOutput();

            Transform transformA = input.TransformA;
            Transform transformB = input.TransformB;

            // Initialize the simplex.
            Simplex simplex = new Simplex();

#if ALLOWUNSAFE
            fixed(SimplexCache *sPtr = &cache)
            {
                simplex.ReadCache(sPtr, shapeA, transformA, shapeB, transformB);
            }
#else
            simplex.ReadCache(cache, shapeA, transformA, shapeB, transformB);
#endif

            // Get simplex vertices as an array.
#if ALLOWUNSAFE
            SimplexVertex *vertices = &simplex._v1;
#else
            SimplexVertex[] vertices = new SimplexVertex[] { simplex._v1, simplex._v2, simplex._v3 };
#endif

            // These store the vertices of the last simplex so that we
            // can check for duplicates and prevent cycling.
#if ALLOWUNSAFE
            int *lastA = stackalloc int[4], lastB = stackalloc int[4];
#else
            int[] lastA = new int[4];
            int[] lastB = new int[4];
#endif // ALLOWUNSAFE
            int lastCount;

            // Main iteration loop.
            int       iter = 0;
            const int k_maxIterationCount = 20;
            while (iter < k_maxIterationCount)
            {
                // Copy simplex so we can identify duplicates.
                lastCount = simplex._count;
                int i;
                for (i = 0; i < lastCount; ++i)
                {
                    lastA[i] = vertices[i].indexA;
                    lastB[i] = vertices[i].indexB;
                }

                switch (simplex._count)
                {
                case 1:
                    break;

                case 2:
                    simplex.Solve2();
                    break;

                case 3:
                    simplex.Solve3();
                    break;

                default:
#if DEBUG
                    Box2DXDebug.Assert(false);
#endif
                    break;
                }

                // If we have 3 points, then the origin is in the corresponding triangle.
                if (simplex._count == 3)
                {
                    break;
                }

                // Compute closest point.
                Vector2 p           = simplex.GetClosestPoint();
                float   distanceSqr = p.sqrMagnitude;

                // Ensure the search direction is numerically fit.
                if (distanceSqr < Common.Settings.FLT_EPSILON_SQUARED)
                {
                    // The origin is probably contained by a line segment
                    // or triangle. Thus the shapes are overlapped.

                    // We can't return zero here even though there may be overlap.
                    // In case the simplex is a point, segment, or triangle it is difficult
                    // to determine if the origin is contained in the CSO or very close to it.
                    break;
                }

                // Compute a tentative new simplex vertex using support points.
#if ALLOWUNSAFE
                SimplexVertex *vertex = vertices + simplex._count;
                vertex->indexA = shapeA.GetSupport(transformA.InverseTransformDirection(p));
                vertex->wA     = transformA.TransformPoint(shapeA.GetVertex(vertex->indexA));
                //Vec2 wBLocal;
                vertex->indexB = shapeB.GetSupport(transformB.InverseTransformDirection(-p));
                vertex->wB     = transformB.TransformPoint(shapeB.GetVertex(vertex->indexB));
                vertex->w      = vertex->wB - vertex->wA;
#else
                SimplexVertex vertex = vertices[simplex._count - 1];
                vertex.indexA = shapeA.GetSupport(transformA.InverseTransformDirection(p));
                vertex.wA     = transformA.TransformPoint(shapeA.GetVertex(vertex.indexA));
                //Vec2 wBLocal;
                vertex.indexB = shapeB.GetSupport(transformB.InverseTransformDirection(-p));
                vertex.wB     = transformB.TransformPoint(shapeB.GetVertex(vertex.indexB));
                vertex.w      = vertex.wB - vertex.wA;
#endif // ALLOWUNSAFE

                // Iteration count is equated to the number of support point calls.
                ++iter;

                // Check for convergence.
#if ALLOWUNSAFE
                float lowerBound = Vector2.Dot(p, vertex->w);
#else
                float lowerBound = Vector2.Dot(p, vertex.w);
#endif
                float       upperBound       = distanceSqr;
                const float k_relativeTolSqr = 0.01f * 0.01f;                   // 1:100
                if (upperBound - lowerBound <= k_relativeTolSqr * upperBound)
                {
                    // Converged!
                    break;
                }

                // Check for duplicate support points.
                bool duplicate = false;
                for (i = 0; i < lastCount; ++i)
                {
#if ALLOWUNSAFE
                    if (vertex->indexA == lastA[i] && vertex->indexB == lastB[i])
#else
                    if (vertex.indexA == lastA[i] && vertex.indexB == lastB[i])
#endif
                    {
                        duplicate = true;
                        break;
                    }
                }

                // If we found a duplicate support point we must exit to avoid cycling.
                if (duplicate)
                {
                    break;
                }

                // New vertex is ok and needed.
                ++simplex._count;
            }


#if ALLOWUNSAFE
            fixed(DistanceOutput *doPtr = &output)
            {
                // Prepare output.
                simplex.GetWitnessPoints(&doPtr->PointA, &doPtr->PointB);
                doPtr->Distance   = Vector2.Distance(doPtr->PointA, doPtr->PointB);
                doPtr->Iterations = iter;
            }

            fixed(SimplexCache *sPtr = &cache)
            {
                // Cache the simplex.
                simplex.WriteCache(sPtr);
            }
#else
            // Prepare output.
            simplex.GetWitnessPoints(out output.PointA, out output.PointB);
            output.Distance   = Vector2.Distance(output.PointA, output.PointB);
            output.Iterations = iter;

            // Cache the simplex.
            simplex.WriteCache(cache);
#endif

            // Apply radii if requested.
            if (input.UseRadii)
            {
                float rA = shapeA._radius;
                float rB = shapeB._radius;

                if (output.Distance > rA + rB && output.Distance > Common.Settings.FLT_EPSILON)
                {
                    // Shapes are still no overlapped.
                    // Move the witness points to the outer surface.
                    output.Distance -= rA + rB;
                    Vector2 normal = output.PointB - output.PointA;
                    normal.Normalize();
                    output.PointA += rA * normal;
                    output.PointB -= rB * normal;
                }
                else
                {
                    // Shapes are overlapped when radii are considered.
                    // Move the witness points to the middle.
                    Vector2 p = 0.5f * (output.PointA + output.PointB);
                    output.PointA   = p;
                    output.PointB   = p;
                    output.Distance = 0.0f;
                }
            }
        }
Exemplo n.º 7
0
        internal unsafe void Initialize(SimplexCache *cache,
                                        Shape shapeA, Transform TransformA,
                                        Shape shapeB, Transform TransformB)
        {
            ShapeA = shapeA;
            ShapeB = shapeB;
            int count = cache->Count;

            Box2DXDebug.Assert(0 < count && count < 3);

            if (count == 1)
            {
                FaceType = Type.Points;
                Vector2 localPointA = ShapeA.GetVertex(cache->IndexA[0]);
                Vector2 localPointB = ShapeB.GetVertex(cache->IndexB[0]);
                Vector2 pointA      = TransformA.TransformPoint(localPointA);
                Vector2 pointB      = TransformB.TransformPoint(localPointB);
                Axis = pointB - pointA;
                Axis.Normalize();
            }
            else if (cache->IndexB[0] == cache->IndexB[1])
            {
                // Two points on A and one on B
                FaceType = Type.FaceA;
                Vector2 localPointA1 = ShapeA.GetVertex(cache->IndexA[0]);
                Vector2 localPointA2 = ShapeA.GetVertex(cache->IndexA[1]);
                Vector2 localPointB  = ShapeB.GetVertex(cache->IndexB[0]);
                LocalPoint = 0.5f * (localPointA1 + localPointA2);
                Axis       = (localPointA2 - localPointA1).CrossScalarPostMultiply(1.0f);
                Axis.Normalize();

                Vector2 normal = TransformA.TransformDirection(Axis);
                Vector2 pointA = TransformA.TransformPoint(LocalPoint);
                Vector2 pointB = TransformB.TransformPoint(localPointB);

                float s = Vector2.Dot(pointB - pointA, normal);
                if (s < 0.0f)
                {
                    Axis = -Axis;
                }
            }
            else
            {
                // Two points on B and one or two points on A.
                // We ignore the second point on A.
                FaceType = Type.FaceB;
                Vector2 localPointA  = shapeA.GetVertex(cache->IndexA[0]);
                Vector2 localPointB1 = shapeB.GetVertex(cache->IndexB[0]);
                Vector2 localPointB2 = shapeB.GetVertex(cache->IndexB[1]);
                LocalPoint = 0.5f * (localPointB1 + localPointB2);
                Axis       = (localPointB2 - localPointB1).CrossScalarPostMultiply(1.0f);
                Axis.Normalize();

                Vector2 normal = TransformB.TransformDirection(Axis);
                Vector2 pointB = TransformB.TransformPoint(LocalPoint);
                Vector2 pointA = TransformA.TransformPoint(localPointA);

                float s = Vector2.Dot(pointA - pointB, normal);
                if (s < 0.0f)
                {
                    Axis = -Axis;
                }
            }
        }
        internal unsafe void Initialize(SimplexCache* cache,
			Shape shapeA, Transform TransformA,
			Shape shapeB, Transform TransformB)
        {
            ShapeA = shapeA;
            ShapeB = shapeB;
            int count = cache->Count;
            Box2DXDebug.Assert(0 < count && count < 3);

            if (count == 1)
            {
                FaceType = Type.Points;
                Vector2 localPointA = ShapeA.GetVertex(cache->IndexA[0]);
                Vector2 localPointB = ShapeB.GetVertex(cache->IndexB[0]);
                Vector2 pointA = TransformA.TransformPoint(localPointA);
                Vector2 pointB = TransformB.TransformPoint(localPointB);
                Axis = pointB - pointA;
                Axis.Normalize();
            }
            else if (cache->IndexB[0] == cache->IndexB[1])
            {
                // Two points on A and one on B
                FaceType = Type.FaceA;
                Vector2 localPointA1 = ShapeA.GetVertex(cache->IndexA[0]);
                Vector2 localPointA2 = ShapeA.GetVertex(cache->IndexA[1]);
                Vector2 localPointB = ShapeB.GetVertex(cache->IndexB[0]);
                LocalPoint = 0.5f * (localPointA1 + localPointA2);
                Axis = (localPointA2 - localPointA1).CrossScalarPostMultiply(1.0f);
                Axis.Normalize();

                Vector2 normal = TransformA.TransformDirection(Axis);
                Vector2 pointA = TransformA.TransformPoint(LocalPoint);
                Vector2 pointB = TransformB.TransformPoint(localPointB);

                float s = Vector2.Dot(pointB - pointA, normal);
                if (s < 0.0f)
                {
                    Axis = -Axis;
                }
            }
            else
            {
                // Two points on B and one or two points on A.
                // We ignore the second point on A.
                FaceType = Type.FaceB;
                Vector2 localPointA = shapeA.GetVertex(cache->IndexA[0]);
                Vector2 localPointB1 = shapeB.GetVertex(cache->IndexB[0]);
                Vector2 localPointB2 = shapeB.GetVertex(cache->IndexB[1]);
                LocalPoint = 0.5f * (localPointB1 + localPointB2);
                Axis = (localPointB2 - localPointB1).CrossScalarPostMultiply(1.0f);
                Axis.Normalize();

                Vector2 normal = TransformB.TransformDirection(Axis);
                Vector2 pointB = TransformB.TransformPoint(LocalPoint);
                Vector2 pointA = TransformA.TransformPoint(localPointA);

                float s = Vector2.Dot(pointA - pointB, normal);
                if (s < 0.0f)
                {
                    Axis = -Axis;
                }
            }
        }
Exemplo n.º 9
0
		internal unsafe void Initialize(SimplexCache* cache,
			Shape shapeA, XForm transformA,
			Shape shapeB, XForm transformB)
		{
			ShapeA = shapeA;
			ShapeB = shapeB;
			int count = cache->Count;
			Box2DXDebug.Assert(0 < count && count < 3);

			if (count == 1)
			{
				FaceType = Type.Points;
				Vec2 localPointA = ShapeA.GetVertex(cache->IndexA[0]);
				Vec2 localPointB = ShapeB.GetVertex(cache->IndexB[0]);
				Vec2 pointA = Common.Math.Mul(transformA, localPointA);
				Vec2 pointB = Common.Math.Mul(transformB, localPointB);
				Axis = pointB - pointA;
				Axis.Normalize();
			}
			else if (cache->IndexB[0] == cache->IndexB[1])
			{
				// Two points on A and one on B
				FaceType = Type.FaceA;
				Vec2 localPointA1 = ShapeA.GetVertex(cache->IndexA[0]);
				Vec2 localPointA2 = ShapeA.GetVertex(cache->IndexA[1]);
				Vec2 localPointB = ShapeB.GetVertex(cache->IndexB[0]);
				LocalPoint = 0.5f * (localPointA1 + localPointA2);
				Axis = Vec2.Cross(localPointA2 - localPointA1, 1.0f);
				Axis.Normalize();

				Vec2 normal = Common.Math.Mul(transformA.R, Axis);
				Vec2 pointA = Common.Math.Mul(transformA, LocalPoint);
				Vec2 pointB = Common.Math.Mul(transformB, localPointB);

				float s = Vec2.Dot(pointB - pointA, normal);
				if (s < 0.0f)
				{
					Axis = -Axis;
				}
			}
			else
			{
				// Two points on B and one or two points on A.
				// We ignore the second point on A.
				FaceType = Type.FaceB;
				Vec2 localPointA = shapeA.GetVertex(cache->IndexA[0]);
				Vec2 localPointB1 = shapeB.GetVertex(cache->IndexB[0]);
				Vec2 localPointB2 = shapeB.GetVertex(cache->IndexB[1]);
				LocalPoint = 0.5f * (localPointB1 + localPointB2);
				Axis = Vec2.Cross(localPointB2 - localPointB1, 1.0f);
				Axis.Normalize();

				Vec2 normal = Common.Math.Mul(transformB.R, Axis);
				Vec2 pointB = Common.Math.Mul(transformB, LocalPoint);
				Vec2 pointA = Common.Math.Mul(transformA, localPointA);

				float s = Vec2.Dot(pointA - pointB, normal);
				if (s < 0.0f)
				{
					Axis = -Axis;
				}
			}
		}
Exemplo n.º 10
0
        internal unsafe void Initialize(SimplexCache *cache,
                                        Shape shapeA, XForm transformA,
                                        Shape shapeB, XForm transformB)
        {
            ShapeA = shapeA;
            ShapeB = shapeB;
            int count = cache->Count;

            Box2DXDebug.Assert(0 < count && count < 3);

            if (count == 1)
            {
                FaceType = Type.Points;
                Vec2 localPointA = ShapeA.GetVertex(cache->IndexA[0]);
                Vec2 localPointB = ShapeB.GetVertex(cache->IndexB[0]);
                Vec2 pointA      = Common.Math.Mul(transformA, localPointA);
                Vec2 pointB      = Common.Math.Mul(transformB, localPointB);
                Axis = pointB - pointA;
                Axis.Normalize();
            }
            else if (cache->IndexB[0] == cache->IndexB[1])
            {
                // Two points on A and one on B
                FaceType = Type.FaceA;
                Vec2 localPointA1 = ShapeA.GetVertex(cache->IndexA[0]);
                Vec2 localPointA2 = ShapeA.GetVertex(cache->IndexA[1]);
                Vec2 localPointB  = ShapeB.GetVertex(cache->IndexB[0]);
                LocalPoint = 0.5f * (localPointA1 + localPointA2);
                Axis       = Vec2.Cross(localPointA2 - localPointA1, 1.0f);
                Axis.Normalize();

                Vec2 normal = Common.Math.Mul(transformA.R, Axis);
                Vec2 pointA = Common.Math.Mul(transformA, LocalPoint);
                Vec2 pointB = Common.Math.Mul(transformB, localPointB);

                float s = Vec2.Dot(pointB - pointA, normal);
                if (s < 0.0f)
                {
                    Axis = -Axis;
                }
            }
            else
            {
                // Two points on B and one or two points on A.
                // We ignore the second point on A.
                FaceType = Type.FaceB;
                Vec2 localPointA  = shapeA.GetVertex(cache->IndexA[0]);
                Vec2 localPointB1 = shapeB.GetVertex(cache->IndexB[0]);
                Vec2 localPointB2 = shapeB.GetVertex(cache->IndexB[1]);
                LocalPoint = 0.5f * (localPointB1 + localPointB2);
                Axis       = Vec2.Cross(localPointB2 - localPointB1, 1.0f);
                Axis.Normalize();

                Vec2 normal = Common.Math.Mul(transformB.R, Axis);
                Vec2 pointB = Common.Math.Mul(transformB, LocalPoint);
                Vec2 pointA = Common.Math.Mul(transformA, localPointA);

                float s = Vec2.Dot(pointA - pointB, normal);
                if (s < 0.0f)
                {
                    Axis = -Axis;
                }
            }
        }