Пример #1
0
 public Manifold()
 {
     for (int i = 0; i < Settings.MaxManifoldPoints; i++)
     {
         Points[i] = new ManifoldPoint();
     }
 }
Пример #2
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        public ManifoldPoint Clone()
        {
            ManifoldPoint newPoint = new ManifoldPoint();

            newPoint.LocalPoint     = this.LocalPoint;
            newPoint.NormalImpulse  = this.NormalImpulse;
            newPoint.TangentImpulse = this.TangentImpulse;
            newPoint.ID             = this.ID;
            return(newPoint);
        }
Пример #3
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        public ManifoldPoint Clone()
        {
            ManifoldPoint newPoint = new ManifoldPoint();

            newPoint.LocalPoint1    = this.LocalPoint1;
            newPoint.LocalPoint2    = this.LocalPoint2;
            newPoint.Separation     = this.Separation;
            newPoint.NormalImpulse  = this.NormalImpulse;
            newPoint.TangentImpulse = this.TangentImpulse;
            newPoint.ID             = this.ID;
            return(newPoint);
        }
Пример #4
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 public Manifold Clone()
 {
     Manifold manifold = new Manifold();
     manifold.Normal = this.Normal;
     manifold.PointCount = this.PointCount;
     int num = this.Points.Length;
     ManifoldPoint[] array = new ManifoldPoint[num];
     for (int i = 0; i < num; i++)
     {
         array[i] = this.Points[i].Clone();
     }
     manifold.Points = array;
     return manifold;
 }
Пример #5
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        public Manifold Clone()
        {
            Manifold newManifold = new Manifold();

            newManifold.Normal     = this.Normal;
            newManifold.PointCount = this.PointCount;
            int pointCount = this.Points.Length;

            ManifoldPoint[] tmp = new ManifoldPoint[pointCount];
            for (int i = 0; i < pointCount; i++)
            {
                tmp[i] = this.Points[i].Clone();
            }
            newManifold.Points = tmp;
            return(newManifold);
        }
Пример #6
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        public Manifold Clone()
        {
            Manifold manifold = new Manifold();

            manifold.Normal     = this.Normal;
            manifold.PointCount = this.PointCount;
            int num = this.Points.Length;

            ManifoldPoint[] array = new ManifoldPoint[num];
            for (int i = 0; i < num; i++)
            {
                array[i] = this.Points[i].Clone();
            }
            manifold.Points = array;
            return(manifold);
        }
Пример #7
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 public Manifold()
 {
     for (int i = 0; i < Settings.MaxManifoldPoints; i++)
         Points[i] = new ManifoldPoint();
 }
Пример #8
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		public Manifold Clone()
		{
			Manifold newManifold = new Manifold();
			newManifold.LocalPlaneNormal = this.LocalPlaneNormal;
			newManifold.LocalPoint = this.LocalPoint;
			newManifold.Type = this.Type;
			newManifold.PointCount = this.PointCount;
			int pointCount = this.Points.Length;
			ManifoldPoint[] tmp = new ManifoldPoint[pointCount];
			for (int i = 0; i < pointCount; i++)
			{
				tmp[i] = this.Points[i].Clone();
			}
			newManifold.Points = tmp;
			return newManifold;
		}
Пример #9
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		public ManifoldPoint Clone()
		{
			ManifoldPoint newPoint = new ManifoldPoint();
			newPoint.LocalPoint = this.LocalPoint;
			newPoint.NormalImpulse = this.NormalImpulse;
			newPoint.TangentImpulse = this.TangentImpulse;
			newPoint.ID = this.ID;
			return newPoint;
		}
Пример #10
0
        // Find edge normal of max separation on A - return if separating axis is found
        // Find edge normal of max separation on B - return if separation axis is found
        // Choose reference edge as min(minA, minB)
        // Find incident edge
        // Clip
        // The normal points from 1 to 2
        public static void CollidePolygons(ref Manifold manifold,
                                           PolygonShape polyA, Transform xfA, PolygonShape polyB, Transform xfB)
        {
            manifold.PointCount = 0;
            float totalRadius = polyA._radius + polyB._radius;

            int   edgeA       = 0;
            float separationA = Collision.FindMaxSeparation(ref edgeA, polyA, xfA, polyB, xfB);

            if (separationA > totalRadius)
            {
                return;
            }

            int   edgeB       = 0;
            float separationB = Collision.FindMaxSeparation(ref edgeB, polyB, xfB, polyA, xfA);

            if (separationB > totalRadius)
            {
                return;
            }

            PolygonShape poly1;                 // reference poly
            PolygonShape poly2;                 // incident poly
            Transform    xf1, xf2;
            int          edge1;                 // reference edge
            byte         flip;
            const float  k_relativeTol = 0.98f;
            const float  k_absoluteTol = 0.001f;

            if (separationB > k_relativeTol * separationA + k_absoluteTol)
            {
                poly1         = polyB;
                poly2         = polyA;
                xf1           = xfB;
                xf2           = xfA;
                edge1         = edgeB;
                manifold.Type = ManifoldType.FaceB;
                flip          = 1;
            }
            else
            {
                poly1         = polyA;
                poly2         = polyB;
                xf1           = xfA;
                xf2           = xfB;
                edge1         = edgeA;
                manifold.Type = ManifoldType.FaceA;
                flip          = 0;
            }

            ClipVertex[] incidentEdge;
            Collision.FindIncidentEdge(out incidentEdge, poly1, xf1, edge1, poly2, xf2);

            int count1 = poly1._vertexCount;

            Vector2[] vertices1 = poly1._vertices;

            Vector2 v11 = vertices1[edge1];
            Vector2 v12 = edge1 + 1 < count1 ? vertices1[edge1 + 1] : vertices1[0];

            Vector2 dv = v12 - v11;

            Vector2 localNormal = dv.CrossScalarPostMultiply(1.0f);

            localNormal.Normalize();
            Vector2 planePoint = 0.5f * (v11 + v12);

            Vector2 sideNormal = xf1.TransformDirection(v12 - v11);

            sideNormal.Normalize();
            Vector2 frontNormal = sideNormal.CrossScalarPostMultiply(1.0f);

            v11 = Common.Math.Mul(xf1, v11);
            v12 = Common.Math.Mul(xf1, v12);

            float frontOffset = Vector2.Dot(frontNormal, v11);
            float sideOffset1 = -Vector2.Dot(sideNormal, v11);
            float sideOffset2 = Vector2.Dot(sideNormal, v12);

            // Clip incident edge against extruded edge1 side edges.
            ClipVertex[] clipPoints1;
            ClipVertex[] clipPoints2;
            int          np;

            // Clip to box side 1
            np = Collision.ClipSegmentToLine(out clipPoints1, incidentEdge, -sideNormal, sideOffset1);

            if (np < 2)
            {
                return;
            }

            // Clip to negative box side 1
            np = ClipSegmentToLine(out clipPoints2, clipPoints1, sideNormal, sideOffset2);

            if (np < 2)
            {
                return;
            }

            // Now clipPoints2 contains the clipped points.
            manifold.LocalPlaneNormal = localNormal;
            manifold.LocalPoint       = planePoint;

            int pointCount = 0;

            for (int i = 0; i < Settings.MaxManifoldPoints; ++i)
            {
                float separation = Vector2.Dot(frontNormal, clipPoints2[i].V) - frontOffset;

                if (separation <= totalRadius)
                {
                    ManifoldPoint cp = manifold.Points[pointCount];
                    cp.LocalPoint       = xf2.InverseTransformPoint(clipPoints2[i].V);
                    cp.ID               = clipPoints2[i].ID;
                    cp.ID.Features.Flip = flip;
                    ++pointCount;
                }
            }

            manifold.PointCount = pointCount;
        }
		public ManifoldPoint Clone()
		{
			ManifoldPoint newPoint = new ManifoldPoint();
			newPoint.LocalPoint1 = this.LocalPoint1;
			newPoint.LocalPoint2 = this.LocalPoint2;
			newPoint.Separation = this.Separation;
			newPoint.NormalImpulse = this.NormalImpulse;
			newPoint.TangentImpulse = this.TangentImpulse;
			newPoint.ID = this.ID;
			return newPoint;
		}
Пример #12
0
        // Find edge normal of max separation on A - return if separating axis is found
        // Find edge normal of max separation on B - return if separation axis is found
        // Choose reference edge as min(minA, minB)
        // Find incident edge
        // Clip
        // The normal points from 1 to 2
        public static void CollidePolygons(ref Manifold manifold,
                                           PolygonShape polyA, XForm xfA, PolygonShape polyB, XForm xfB)
        {
            manifold.PointCount = 0;

            int   edgeA       = 0;
            float separationA = Collision.FindMaxSeparation(ref edgeA, polyA, xfA, polyB, xfB);

            if (separationA > 0.0f)
            {
                return;
            }

            int   edgeB       = 0;
            float separationB = Collision.FindMaxSeparation(ref edgeB, polyB, xfB, polyA, xfA);

            if (separationB > 0.0f)
            {
                return;
            }

            PolygonShape poly1;                 // reference poly
            PolygonShape poly2;                 // incident poly
            XForm        xf1, xf2;
            int          edge1;                 // reference edge
            byte         flip;
            float        k_relativeTol = 0.98f;
            float        k_absoluteTol = 0.001f;

            // TODO_ERIN use "radius" of poly for absolute tolerance.
            if (separationB > k_relativeTol * separationA + k_absoluteTol)
            {
                poly1 = polyB;
                poly2 = polyA;
                xf1   = xfB;
                xf2   = xfA;
                edge1 = edgeB;
                flip  = 1;
            }
            else
            {
                poly1 = polyA;
                poly2 = polyB;
                xf1   = xfA;
                xf2   = xfB;
                edge1 = edgeA;
                flip  = 0;
            }

            ClipVertex[] incidentEdge;
            Collision.FindIncidentEdge(out incidentEdge, poly1, xf1, edge1, poly2, xf2);

            int count1 = poly1.VertexCount;

            Vec2[] vertices1 = poly1.GetVertices();

            Vec2 v11 = vertices1[edge1];
            Vec2 v12 = edge1 + 1 < count1 ? vertices1[edge1 + 1] : vertices1[0];

            Vec2 dv         = v12 - v11;
            Vec2 sideNormal = Common.Math.Mul(xf1.R, v12 - v11);

            sideNormal.Normalize();
            Vec2 frontNormal = Vec2.Cross(sideNormal, 1.0f);

            v11 = Common.Math.Mul(xf1, v11);
            v12 = Common.Math.Mul(xf1, v12);

            float frontOffset = Vec2.Dot(frontNormal, v11);
            float sideOffset1 = -Vec2.Dot(sideNormal, v11);
            float sideOffset2 = Vec2.Dot(sideNormal, v12);

            // Clip incident edge against extruded edge1 side edges.
            ClipVertex[] clipPoints1;
            ClipVertex[] clipPoints2;
            int          np;

            // Clip to box side 1
            np = Collision.ClipSegmentToLine(out clipPoints1, incidentEdge, -sideNormal, sideOffset1);

            if (np < 2)
            {
                return;
            }

            // Clip to negative box side 1
            np = ClipSegmentToLine(out clipPoints2, clipPoints1, sideNormal, sideOffset2);

            if (np < 2)
            {
                return;
            }

            // Now clipPoints2 contains the clipped points.
            manifold.Normal = flip != 0 ? -frontNormal : frontNormal;

            int pointCount = 0;

            for (int i = 0; i < Settings.MaxManifoldPoints; ++i)
            {
                float separation = Vec2.Dot(frontNormal, clipPoints2[i].V) - frontOffset;

                if (separation <= 0.0f)
                {
                    ManifoldPoint cp = manifold.Points[pointCount];
                    cp.Separation       = separation;
                    cp.LocalPoint1      = Box2DX.Common.Math.MulT(xfA, clipPoints2[i].V);
                    cp.LocalPoint2      = Box2DX.Common.Math.MulT(xfB, clipPoints2[i].V);
                    cp.ID               = clipPoints2[i].ID;
                    cp.ID.Features.Flip = flip;
                    ++pointCount;
                }
            }

            manifold.PointCount = pointCount;
        }
Пример #13
0
        // Find edge normal of max separation on A - return if separating axis is found
        // Find edge normal of max separation on B - return if separation axis is found
        // Choose reference edge as min(minA, minB)
        // Find incident edge
        // Clip
        // The normal points from 1 to 2
        public static void CollidePolygons(out Manifold manifold,
                                           PolygonShape polyA, Transform xfA,
                                           PolygonShape polyB, Transform xfB)
        {
            manifold            = new Manifold();
            manifold.PointCount = 0;
            float totalRadius = polyA._radius + polyB._radius;

            int   edgeA       = 0;
            float separationA = FindMaxSeparation(out edgeA, polyA, xfA, polyB, xfB);

            if (separationA > totalRadius)
            {
                return;
            }

            int   edgeB       = 0;
            float separationB = FindMaxSeparation(out edgeB, polyB, xfB, polyA, xfA);

            if (separationB > totalRadius)
            {
                return;
            }

            PolygonShape poly1; // reference poly
            PolygonShape poly2; // incident poly
            Transform    xf1, xf2;
            int          edge1; // reference edge
            byte         flip;
            const float  k_relativeTol = 0.98f;
            const float  k_absoluteTol = 0.001f;

            if (separationB > k_relativeTol * separationA + k_absoluteTol)
            {
                poly1         = polyB;
                poly2         = polyA;
                xf1           = xfB;
                xf2           = xfA;
                edge1         = edgeB;
                manifold.Type = Manifold.ManifoldType.FaceB;
                flip          = 1;
            }
            else
            {
                poly1         = polyA;
                poly2         = polyB;
                xf1           = xfA;
                xf2           = xfB;
                edge1         = edgeA;
                manifold.Type = Manifold.ManifoldType.FaceA;
                flip          = 0;
            }

            ClipVertex[] incidentEdge;
            FindIncidentEdge(out incidentEdge, poly1, xf1, edge1, poly2, xf2);

            int count1 = poly1.VertexCount;

            Vec2[] vertices1 = poly1.Vertices;

            Vec2 v11 = vertices1[edge1];
            Vec2 v12 = edge1 + 1 < count1 ? vertices1[edge1 + 1] : vertices1[0];

            Vec2 localTangent = v12 - v11;

            localTangent.Normalize();

            Vec2 localNormal = Vec2.Cross(localTangent, 1.0f);
            Vec2 planePoint  = 0.5f * (v11 + v12);

            Vec2 tangent = Math.Mul(xf1.R, localTangent);
            Vec2 normal  = Vec2.Cross(tangent, 1.0f);

            v11 = Math.Mul(xf1, v11);
            v12 = Math.Mul(xf1, v12);

            // Face offset.
            float frontOffset = Vec2.Dot(normal, v11);

            // Side offsets, extended by polytope skin thickness.
            float sideOffset1 = -Vec2.Dot(tangent, v11) + totalRadius;
            float sideOffset2 = Vec2.Dot(tangent, v12) + totalRadius;

            // Clip incident edge against extruded edge1 side edges.
            ClipVertex[] clipPoints1;
            ClipVertex[] clipPoints2;
            int          np;

            // Clip to box side 1
            np = ClipSegmentToLine(out clipPoints1, ref incidentEdge, -tangent, sideOffset1);

            if (np < 2)
            {
                return;
            }

            // Clip to negative box side 1
            np = ClipSegmentToLine(out clipPoints2, ref clipPoints1, tangent, sideOffset2);

            if (np < 2)
            {
                return;
            }

            // Now clipPoints2 contains the clipped points.
            manifold.LocalPlaneNormal = localNormal;
            manifold.LocalPoint       = planePoint;

            int pointCount = 0;

            for (int i = 0; i < Settings.MaxManifoldPoints; ++i)
            {
                float separation = Vec2.Dot(normal, clipPoints2[i].V) - frontOffset;

                if (separation <= totalRadius)
                {
                    ManifoldPoint cp = manifold.Points[pointCount];
                    cp.LocalPoint       = Math.MulT(xf2, clipPoints2[i].V);
                    cp.ID               = clipPoints2[i].ID;
                    cp.ID.Features.Flip = flip;
                    ++pointCount;
                }
            }

            manifold.PointCount = pointCount;
        }