示例#1
0
        public static FP DistanceBetweenPointAndLineSegment(ref TSVector2 point, ref TSVector2 start, ref TSVector2 end)
        {
            if (start == end)
            {
                return(TSVector2.Distance(point, start));
            }

            TSVector2 v = TSVector2.Subtract(end, start);
            TSVector2 w = TSVector2.Subtract(point, start);

            FP c1 = TSVector2.Dot(w, v);

            if (c1 <= 0)
            {
                return(TSVector2.Distance(point, start));
            }

            FP c2 = TSVector2.Dot(v, v);

            if (c2 <= c1)
            {
                return(TSVector2.Distance(point, end));
            }

            FP        b           = c1 / c2;
            TSVector2 pointOnLine = TSVector2.Add(start, TSVector2.Multiply(v, b));

            return(TSVector2.Distance(point, pointOnLine));
        }
示例#2
0
        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            TSVector2 tSVector  = data.velocities[this._indexA].v;
            FP        fP        = data.velocities[this._indexA].w;
            TSVector2 tSVector2 = data.velocities[this._indexB].v;
            FP        fP2       = data.velocities[this._indexB].w;
            TSVector2 tSVector3 = data.velocities[this._indexC].v;
            FP        fP3       = data.velocities[this._indexC].w;
            TSVector2 tSVector4 = data.velocities[this._indexD].v;
            FP        fP4       = data.velocities[this._indexD].w;
            FP        fP5       = TSVector2.Dot(this._JvAC, tSVector - tSVector3) + TSVector2.Dot(this._JvBD, tSVector2 - tSVector4);

            fP5 += this._JwA * fP - this._JwC * fP3 + (this._JwB * fP2 - this._JwD * fP4);
            FP y = -this._mass * fP5;

            this._impulse += y;
            tSVector      += this._mA * y * this._JvAC;
            fP            += this._iA * y * this._JwA;
            tSVector2     += this._mB * y * this._JvBD;
            fP2           += this._iB * y * this._JwB;
            tSVector3     -= this._mC * y * this._JvAC;
            fP3           -= this._iC * y * this._JwC;
            tSVector4     -= this._mD * y * this._JvBD;
            fP4           -= this._iD * y * this._JwD;
            data.velocities[this._indexA].v = tSVector;
            data.velocities[this._indexA].w = fP;
            data.velocities[this._indexB].v = tSVector2;
            data.velocities[this._indexB].w = fP2;
            data.velocities[this._indexC].v = tSVector3;
            data.velocities[this._indexC].w = fP3;
            data.velocities[this._indexD].v = tSVector4;
            data.velocities[this._indexD].w = fP4;
        }
        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            TSVector2 vA = data.velocities[_indexA].v;
            FP        wA = data.velocities[_indexA].w;
            TSVector2 vB = data.velocities[_indexB].v;
            FP        wB = data.velocities[_indexB].w;

            TSVector2 vpA = vA + MathUtils.Cross(wA, _rA);
            TSVector2 vpB = vB + MathUtils.Cross(wB, _rB);

            FP Cdot    = -TSVector2.Dot(_uA, vpA) - Ratio * TSVector2.Dot(_uB, vpB);
            FP impulse = -_mass * Cdot;

            _impulse += impulse;

            TSVector2 PA = -impulse * _uA;
            TSVector2 PB = -Ratio * impulse * _uB;

            vA += _invMassA * PA;
            wA += _invIA * MathUtils.Cross(_rA, PA);
            vB += _invMassB * PB;
            wB += _invIB * MathUtils.Cross(_rB, PB);

            data.velocities[_indexA].v = vA;
            data.velocities[_indexA].w = wA;
            data.velocities[_indexB].v = vB;
            data.velocities[_indexB].w = wB;
        }
示例#4
0
        public override FP ComputeSubmergedArea(ref TSVector2 normal, FP offset, ref Transform xf, out TSVector2 sc)
        {
            sc = TSVector2.zero;

            TSVector2 p = MathUtils.Mul(ref xf, Position);
            FP        l = -(TSVector2.Dot(normal, p) - offset);

            if (l < -Radius + Settings.Epsilon)
            {
                //Completely dry
                return(0);
            }
            if (l > Radius)
            {
                //Completely wet
                sc = p;
                return(Settings.Pi * _2radius);
            }

            //Magic
            FP l2   = l * l;
            FP area = _2radius * (FP)((TSMath.Asin((l / Radius)) + TSMath.PiOver2) + l * TSMath.Sqrt(_2radius - l2));
            // TODO - PORT
            //FP com = -2.0f / 3.0f * (FP)Math.Pow(_2radius - l2, 1.5f) / area;
            FP com = new FP(-2) / new FP(3) * (FP)Math.Pow((_2radius - l2).AsFloat(), 1.5f) / area;

            sc.x = p.x + normal.x * com;
            sc.y = p.y + normal.y * com;

            return(area);
        }
示例#5
0
    /// <summary>
    /// 获取指定方向移动的最佳距离
    /// </summary>
    /// <param name="sdf"></param>
    /// <param name="pos">起始位置</param>
    /// <param name="dir">方向</param>
    /// <param name="speed">速度</param>
    /// <param name="radius">碰撞半径</param>
    /// <returns></returns>
    public static TSVector2 GetVaildPositionBySDF(this SDFRawData sdf, TSVector2 pos, TSVector2 dir, FP speed, FP radius)
    {
        TSVector2 newPos = pos + dir * speed;
        FP        sd     = Sample(sdf, newPos);

        //距离障碍物太近,不可行走
        if (sd < radius)
        {
            TSVector2 gradient  = Gradient(sdf, newPos);
            TSVector2 asjustDir = dir - gradient * TSVector2.Dot(gradient, dir);
            newPos = pos + asjustDir.normalized * speed;
            //多次迭代
            for (int i = 0; i < 3; ++i)
            {
                sd = Sample(sdf, newPos);
                if (sd >= radius)
                {
                    break;
                }
                newPos += Gradient(sdf, newPos) * (radius - sd);
            }
            //避免往返
            if (TSVector2.Dot(newPos - pos, dir) < FP.Zero)
            {
                newPos = pos;
            }
        }
        return(newPos);
    }
示例#6
0
        public override bool TestPoint(ref Transform transform, ref TSVector2 point)
        {
            TSVector2 center = transform.p + MathUtils.Mul(transform.q, Position);
            TSVector2 d      = point - center;

            return(TSVector2.Dot(d, d) <= _2radius);
        }
示例#7
0
        public override bool TestPoint(ref Transform transform, ref TSVector2 point)
        {
            TSVector2 value    = transform.p + MathUtils.Mul(transform.q, this.Position);
            TSVector2 tSVector = point - value;

            return(TSVector2.Dot(tSVector, tSVector) <= this._2radius);
        }
示例#8
0
        public override FP ComputeSubmergedArea(ref TSVector2 normal, FP offset, ref Transform xf, out TSVector2 sc)
        {
            sc = TSVector2.zero;
            TSVector2 tSVector = MathUtils.Mul(ref xf, this.Position);
            FP        fP       = -(TSVector2.Dot(normal, tSVector) - offset);
            bool      flag     = fP < -base.Radius + Settings.Epsilon;
            FP        result;

            if (flag)
            {
                result = 0;
            }
            else
            {
                bool flag2 = fP > base.Radius;
                if (flag2)
                {
                    sc     = tSVector;
                    result = Settings.Pi * this._2radius;
                }
                else
                {
                    FP y   = fP * fP;
                    FP fP2 = this._2radius * (TSMath.Asin(fP / base.Radius) + TSMath.PiOver2 + fP * TSMath.Sqrt(this._2radius - y));
                    FP y2  = new FP(-2) / new FP(3) * Math.Pow((double)(this._2radius - y).AsFloat(), 1.5) / fP2;
                    sc.x   = tSVector.x + normal.x * y2;
                    sc.y   = tSVector.y + normal.y * y2;
                    result = fP2;
                }
            }
            return(result);
        }
示例#9
0
        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            TSVector2 tSVector  = data.velocities[this._indexA].v;
            FP        fP        = data.velocities[this._indexA].w;
            TSVector2 tSVector2 = data.velocities[this._indexB].v;
            FP        fP2       = data.velocities[this._indexB].w;
            TSVector2 value     = tSVector + MathUtils.Cross(fP, this._rA);
            TSVector2 value2    = tSVector2 + MathUtils.Cross(fP2, this._rB);
            FP        fP3       = this._length - this.MaxLength;
            FP        fP4       = TSVector2.Dot(this._u, value2 - value);
            bool      flag      = fP3 < 0f;

            if (flag)
            {
                fP4 += data.step.inv_dt * fP3;
            }
            FP fP5     = -this._mass * fP4;
            FP impulse = this._impulse;

            this._impulse = TSMath.Min(0f, this._impulse + fP5);
            fP5           = this._impulse - impulse;
            TSVector2 tSVector3 = fP5 * this._u;

            tSVector  -= this._invMassA * tSVector3;
            fP        -= this._invIA * MathUtils.Cross(this._rA, tSVector3);
            tSVector2 += this._invMassB * tSVector3;
            fP2       += this._invIB * MathUtils.Cross(this._rB, tSVector3);
            data.velocities[this._indexA].v = tSVector;
            data.velocities[this._indexA].w = fP;
            data.velocities[this._indexB].v = tSVector2;
            data.velocities[this._indexB].w = fP2;
        }
        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            TSVector2 vA = data.velocities[_indexA].v;
            FP        wA = data.velocities[_indexA].w;
            TSVector2 vB = data.velocities[_indexB].v;
            FP        wB = data.velocities[_indexB].w;

            // Cdot = dot(u, v + cross(w, r))
            TSVector2 vpA  = vA + MathUtils.Cross(wA, _rA);
            TSVector2 vpB  = vB + MathUtils.Cross(wB, _rB);
            FP        Cdot = TSVector2.Dot(_u, vpB - vpA);

            FP impulse = -_mass * (Cdot + _bias + _gamma * _impulse);

            _impulse += impulse;

            TSVector2 P = impulse * _u;

            vA -= _invMassA * P;
            wA -= _invIA * MathUtils.Cross(_rA, P);
            vB += _invMassB * P;
            wB += _invIB * MathUtils.Cross(_rB, P);

            data.velocities[_indexA].v = vA;
            data.velocities[_indexA].w = wA;
            data.velocities[_indexB].v = vB;
            data.velocities[_indexB].w = wB;
        }
示例#11
0
        /// <summary>
        /// Tests if a point lies on a line segment.
        /// </summary>
        /// <remarks>Used by method <c>CalculateBeta()</c>.</remarks>
        private static bool PointOnLineSegment(TSVector2 start, TSVector2 end, TSVector2 point)
        {
            TSVector2 segment = end - start;

            return(MathUtils.Area(ref start, ref end, ref point) == 0f &&
                   TSVector2.Dot(point - start, segment) >= 0f &&
                   TSVector2.Dot(point - end, segment) <= 0f);
        }
示例#12
0
            public static void Initialize(ref Manifold manifold, ref Transform xfA, FP radiusA, ref Transform xfB, FP radiusB, out TSVector2 normal, out FixedArray2 <TSVector2> points)
            {
                normal = TSVector2.zero;
                points = default(FixedArray2 <TSVector2>);
                bool flag = manifold.PointCount == 0;

                if (!flag)
                {
                    switch (manifold.Type)
                    {
                    case ManifoldType.Circles:
                    {
                        normal = new TSVector2(1f, 0f);
                        TSVector2 tSVector  = MathUtils.Mul(ref xfA, manifold.LocalPoint);
                        TSVector2 tSVector2 = MathUtils.Mul(ref xfB, manifold.Points[0].LocalPoint);
                        bool      flag2     = TSVector2.DistanceSquared(tSVector, tSVector2) > Settings.EpsilonSqr;
                        if (flag2)
                        {
                            normal = tSVector2 - tSVector;
                            normal.Normalize();
                        }
                        TSVector2 value  = tSVector + radiusA * normal;
                        TSVector2 value2 = tSVector2 - radiusB * normal;
                        points[0] = 0.5f * (value + value2);
                        break;
                    }

                    case ManifoldType.FaceA:
                    {
                        normal = MathUtils.Mul(xfA.q, manifold.LocalNormal);
                        TSVector2 value3 = MathUtils.Mul(ref xfA, manifold.LocalPoint);
                        for (int i = 0; i < manifold.PointCount; i++)
                        {
                            TSVector2 value4 = MathUtils.Mul(ref xfB, manifold.Points[i].LocalPoint);
                            TSVector2 value5 = value4 + (radiusA - TSVector2.Dot(value4 - value3, normal)) * normal;
                            TSVector2 value6 = value4 - radiusB * normal;
                            points[i] = 0.5f * (value5 + value6);
                        }
                        break;
                    }

                    case ManifoldType.FaceB:
                    {
                        normal = MathUtils.Mul(xfB.q, manifold.LocalNormal);
                        TSVector2 value7 = MathUtils.Mul(ref xfB, manifold.LocalPoint);
                        for (int j = 0; j < manifold.PointCount; j++)
                        {
                            TSVector2 value8  = MathUtils.Mul(ref xfA, manifold.Points[j].LocalPoint);
                            TSVector2 value9  = value8 + (radiusB - TSVector2.Dot(value8 - value7, normal)) * normal;
                            TSVector2 value10 = value8 - radiusA * normal;
                            points[j] = 0.5f * (value10 + value9);
                        }
                        normal = -normal;
                        break;
                    }
                    }
                }
            }
示例#13
0
    public static TSVector2 Move(this SDFMap map, List <DynamicCircle> circles, FP radius, TSVector2 start, TSVector2 dir, FP len, int layerMask = -1)
    {
        start = map.SDF.WorldToLocal(start);
        TSVector2 end        = start + dir * len;
        RectInt   rect       = map.SDF.ToRect(start, end);
        int       externSize = (int)TSMath.Ceiling(radius / map.SDF.Grain);

        rect.max += new Vector2Int(externSize, externSize);
        moveFilterCache.Clear();
        map.FilterToList(moveFilterCache, rect, layerMask);

        FP        maxStepLen = radius * FP.Half;
        int       moveStep   = (int)TSMath.Ceiling(len / maxStepLen);
        TSVector2 result     = start;

        for (int i = 1; i <= moveStep; ++i)
        {
            FP moveLen = maxStepLen;
            if (i == moveStep)
            {
                moveLen = len - (moveStep - 1) * maxStepLen;
            }

            TSVector2 newPos = result + dir * moveLen;
            FP        sd     = map.Sample(newPos, moveFilterCache, circles);
            if (sd < radius)
            {
                TSVector2 gradient  = map.Gradient(moveFilterCache, circles, newPos);
                TSVector2 asjustDir = dir - gradient * TSVector2.Dot(gradient, dir);
                newPos = result + asjustDir.normalized * moveLen;
                //多次迭代
                for (int j = 0; j < 3; ++j)
                {
                    sd = map.Sample(newPos, moveFilterCache, circles);
                    if (sd >= radius)
                    {
                        break;
                    }
                    newPos += map.Gradient(moveFilterCache, circles, newPos) * (radius - sd);
                }
                //避免往返
                if (TSVector2.Dot(newPos - start, dir) < FP.Zero)
                {
                    return(result + map.SDF.Origin);
                }
                else
                {
                    result = newPos;
                }
                break;
            }
            else
            {
                result = newPos;
            }
        }
        return(result + map.SDF.Origin);
    }
示例#14
0
        protected sealed override void ComputeProperties()
        {
            FP fP = Settings.Pi * this._2radius;

            this.MassData.Area     = fP;
            this.MassData.Mass     = base.Density * fP;
            this.MassData.Centroid = this.Position;
            this.MassData.Inertia  = this.MassData.Mass * (0.5f * this._2radius + TSVector2.Dot(this.Position, this.Position));
        }
示例#15
0
    //旋转的box
    public static FP SDOrientedBox(TSVector2 x, TSVector2 c, TSVector2 rot, TSVector2 b)
    {
        TSVector2 v  = x - c;
        FP        px = TSMath.Abs(TSVector2.Dot(v, rot));                          //在box的x轴的投影长度
        FP        py = TSMath.Abs(TSVector2.Dot(v, new TSVector2(-rot.y, rot.x))); //在box的y轴的投影长度
        TSVector2 p  = new TSVector2(px, py);
        TSVector2 d  = p - b;

        return(TSVector2.Max(d, TSVector2.zero).sqrMagnitude + TSMath.Min(TSMath.Max(d.x, d.y), FP.Zero));
    }
示例#16
0
        /// <summary>
        /// 当球的运动矢量和边的法线点积小于零,证明和该边可能产生碰撞
        /// </summary>
        /// <param name="segement"></param>
        /// <param name="dir"></param>
        /// <returns></returns>
        public static bool CheckCloseSegement(tableEdge segement, TSVector2 dir)
        {
            FP result = TSVector2.Dot(dir, segement.normal);

            if (result < 0)
            {
                return(true);
            }
            return(false);
        }
示例#17
0
        protected override sealed void ComputeProperties()
        {
            FP area = Settings.Pi * _2radius;

            MassData.Area     = area;
            MassData.Mass     = Density * area;
            MassData.Centroid = Position;

            // inertia about the local origin
            MassData.Inertia = MassData.Mass * (0.5f * _2radius + TSVector2.Dot(Position, Position));
        }
示例#18
0
        /** Reads public properties and stores them in internal fields.
         * This is required because multithreading is used and if another script
         * updated the fields at the same time as this class used them in another thread
         * weird things could happen.
         *
         * Will also set CalculatedTargetPoint and CalculatedSpeed to the result
         * which was last calculated.
         */
        public void BufferSwitch()
        {
            // <== Read public properties
            radius              = Radius;
            height              = Height;
            maxSpeed            = nextMaxSpeed;
            desiredSpeed        = nextDesiredSpeed;
            agentTimeHorizon    = AgentTimeHorizon;
            obstacleTimeHorizon = ObstacleTimeHorizon;
            maxNeighbours       = MaxNeighbours;
            // Manually controlled overrides the agent being locked
            // (if one for some reason uses them at the same time)
            locked              = Locked && !manuallyControlled;
            position            = Position;
            elevationCoordinate = ElevationCoordinate;
            collidesWith        = CollidesWith;
            layer = Layer;

            if (locked)
            {
                // Locked agents do not move at all
                desiredTargetPointInVelocitySpace = position;
                desiredVelocity = currentVelocity = TSVector2.zero;
            }
            else
            {
                desiredTargetPointInVelocitySpace = nextTargetPoint - position;

                // Estimate our current velocity
                // This is necessary because other agents need to know
                // how this agent is moving to be able to avoid it
                currentVelocity = (CalculatedTargetPoint - position).normalized * CalculatedSpeed;

                // Calculate the desired velocity from the point we want to reach
                desiredVelocity = desiredTargetPointInVelocitySpace.normalized * desiredSpeed;

                if (collisionNormal != TSVector2.zero)
                {
                    collisionNormal.Normalize();
                    var dot = TSVector2.Dot(currentVelocity, collisionNormal);

                    // Check if the velocity is going into the wall
                    if (dot < 0)
                    {
                        // If so: remove that component from the velocity
                        currentVelocity -= collisionNormal * dot;
                    }

                    // Clear the normal
                    collisionNormal = TSVector2.zero;
                }
            }
        }
示例#19
0
        /// <summary>
        /// 检查圆是否靠近某一边
        /// </summary>
        /// <param name="E1"></param>
        /// <param name="E2"></param>
        /// <param name="cur_pos"></param>
        /// <param name="next_pos"></param>
        /// <returns></returns>
        public static bool CheckCloseEdge(TSVector2 E1, TSVector2 E2, TSVector2 cur_pos, TSVector2 next_pos)
        {
            var perpendicular_cur_pos   = PointToLineDir(E1, E2, cur_pos);
            var perpendicularA_next_pos = PointToLineDir(E1, E2, next_pos);
            var dotResult = TSVector2.Dot(perpendicular_cur_pos, perpendicularA_next_pos);

            if (perpendicularA_next_pos.magnitude < perpendicular_cur_pos.magnitude || dotResult < 0)//靠近边的条件
            {
                return(true);
            }
            return(false);
        }
示例#20
0
        /// <summary>
        /// 圆和边的平面动态相交检测(注意是边的平面 并不是线段)
        /// </summary>
        /// <param name="tedge"></param>
        /// <param name="crd"></param>
        /// <returns>是否在该段时间内相交</returns>
        public static bool CheckCircle_LineContact(tableEdge tedge, CircleRunData crd, ref FP t_percent)
        {
            //Sc
            TSVector2 Sc = PointToLineDir(tedge.start, tedge.end, crd.cur_pos);
            //Se
            TSVector2 Se = PointToLineDir(tedge.start, tedge.end, crd.next_pos);

            TSVector2 Scnormal = Sc.normalized;
            TSVector2 Senormal = Se.normalized;
            //TSVector2 Scnormal = Sc.normalized;
            //TSVector2 Senormal = Se.normalized;
            //只有两种结果 同向和 反向
            FP result = TSVector2.Dot(Scnormal, Senormal);              //1同向,0垂直,-1反向

            FP Scnorm = TSMath.Sqrt(TSMath.Abs(TSVector2.Dot(Sc, Sc))); //Sc模
            FP Senorm = TSMath.Sqrt(TSMath.Abs(TSVector2.Dot(Se, Se))); //Se模

            //FP radius_square = crd.radius * crd.radius;

            if (result > 0 && Scnorm > crd.radius && Senorm > crd.radius)//Sc,Se同向,俩圆圆半径大于到直线距离,不相交
            {
                return(false);
            }
            else//相交 求t
            {
                FP S = 0;
                if (result > 0)
                {
                    S = Scnorm - Senorm;
                }
                else
                {
                    S = Scnorm + Senorm;
                }
                //TSVector2 sce = Sc - Se;
                //FP S = TSMath.Sqrt( TSVector2.Dot(sce, sce));
                t_percent = (Scnorm - crd.radius) / S;//圆心到达撞击点的距离/圆心经过的总距离 来求出时间占比
                if (t_percent > 1)
                {
                    return(false);

                    Debug.Log("路程百分比大于1,注意!");
                }
                //if (t_percent < 0)
                //{
                //    if (Detection.CheckCircle_tableEdgeEndContact(crd, tedge, ref t_percent))
                //    {
                //        Debug.Log("修正");
                //    }
                //}
                return(t_percent >= 0?true:false);
            }
        }
示例#21
0
        public static FP Evaluate(int indexA, int indexB, FP t)
        {
            Transform transform;

            SeparationFunction._sweepA.GetTransform(out transform, t);
            Transform transform2;

            SeparationFunction._sweepB.GetTransform(out transform2, t);
            FP result;

            switch (SeparationFunction._type)
            {
            case SeparationFunctionType.Points:
            {
                TSVector2 v      = SeparationFunction._proxyA.Vertices[indexA];
                TSVector2 v2     = SeparationFunction._proxyB.Vertices[indexB];
                TSVector2 value  = MathUtils.Mul(ref transform, v);
                TSVector2 value2 = MathUtils.Mul(ref transform2, v2);
                FP        fP     = TSVector2.Dot(value2 - value, SeparationFunction._axis);
                result = fP;
                break;
            }

            case SeparationFunctionType.FaceA:
            {
                TSVector2 value3 = MathUtils.Mul(ref transform.q, SeparationFunction._axis);
                TSVector2 value4 = MathUtils.Mul(ref transform, SeparationFunction._localPoint);
                TSVector2 v3     = SeparationFunction._proxyB.Vertices[indexB];
                TSVector2 value5 = MathUtils.Mul(ref transform2, v3);
                FP        fP2    = TSVector2.Dot(value5 - value4, value3);
                result = fP2;
                break;
            }

            case SeparationFunctionType.FaceB:
            {
                TSVector2 value6 = MathUtils.Mul(ref transform2.q, SeparationFunction._axis);
                TSVector2 value7 = MathUtils.Mul(ref transform2, SeparationFunction._localPoint);
                TSVector2 v4     = SeparationFunction._proxyA.Vertices[indexA];
                TSVector2 value8 = MathUtils.Mul(ref transform, v4);
                FP        fP3    = TSVector2.Dot(value8 - value7, value6);
                result = fP3;
                break;
            }

            default:
                Debug.Assert(false);
                result = 0f;
                break;
            }
            return(result);
        }
示例#22
0
        /// <summary>
        /// 求圆心到线段的有向距离
        /// </summary>
        /// <param name="start">线段起点</param>
        /// <param name="end">线段终点</param>
        /// <param name="circlePos">圆心位置</param>
        /// <returns></returns>
        public static TSVector2 PointToLineDir(TSVector2 start, TSVector2 end, TSVector2 circlePos)
        {
            TSVector2 C        = circlePos;
            TSVector2 A        = start;
            TSVector2 B        = end;
            TSVector2 CA       = A - C;
            TSVector2 AC       = C - A;
            TSVector2 AB       = B - A;
            TSVector2 ABnormal = TSVector2.Normalize(AB);
            TSVector2 AO       = TSVector2.Dot(AC, ABnormal) * ABnormal;
            TSVector2 CO       = CA + AO;

            return(CO);
        }
示例#23
0
        public static FP Evaluate(int indexA, int indexB, FP t)
        {
            Transform xfA, xfB;

            _sweepA.GetTransform(out xfA, t);
            _sweepB.GetTransform(out xfB, t);

            switch (_type)
            {
            case SeparationFunctionType.Points:
            {
                TSVector2 localPointA = _proxyA.Vertices[indexA];
                TSVector2 localPointB = _proxyB.Vertices[indexB];

                TSVector2 pointA     = MathUtils.Mul(ref xfA, localPointA);
                TSVector2 pointB     = MathUtils.Mul(ref xfB, localPointB);
                FP        separation = TSVector2.Dot(pointB - pointA, _axis);

                return(separation);
            }

            case SeparationFunctionType.FaceA:
            {
                TSVector2 normal = MathUtils.Mul(ref xfA.q, _axis);
                TSVector2 pointA = MathUtils.Mul(ref xfA, _localPoint);

                TSVector2 localPointB = _proxyB.Vertices[indexB];
                TSVector2 pointB      = MathUtils.Mul(ref xfB, localPointB);

                FP separation = TSVector2.Dot(pointB - pointA, normal);
                return(separation);
            }

            case SeparationFunctionType.FaceB:
            {
                TSVector2 normal = MathUtils.Mul(ref xfB.q, _axis);
                TSVector2 pointB = MathUtils.Mul(ref xfB, _localPoint);

                TSVector2 localPointA = _proxyA.Vertices[indexA];
                TSVector2 pointA      = MathUtils.Mul(ref xfA, localPointA);

                FP separation = TSVector2.Dot(pointA - pointB, normal);
                return(separation);
            }

            default:
                Debug.Assert(false);
                return(0.0f);
            }
        }
            public static void Initialize(ContactPositionConstraint pc, Transform xfA, Transform xfB, int index, out TSVector2 normal, out TSVector2 point, out FP separation)
            {
                Debug.Assert(pc.pointCount > 0);


                switch (pc.type)
                {
                case ManifoldType.Circles:
                {
                    TSVector2 pointA = MathUtils.Mul(ref xfA, pc.localPoint);
                    TSVector2 pointB = MathUtils.Mul(ref xfB, pc.localPoints[0]);
                    normal = pointB - pointA;
                    normal.Normalize();
                    point      = 0.5f * (pointA + pointB);
                    separation = TSVector2.Dot(pointB - pointA, normal) - pc.radiusA - pc.radiusB;
                }
                break;

                case ManifoldType.FaceA:
                {
                    normal = MathUtils.Mul(xfA.q, pc.localNormal);
                    TSVector2 planePoint = MathUtils.Mul(ref xfA, pc.localPoint);

                    TSVector2 clipPoint = MathUtils.Mul(ref xfB, pc.localPoints[index]);
                    separation = TSVector2.Dot(clipPoint - planePoint, normal) - pc.radiusA - pc.radiusB;
                    point      = clipPoint;
                }
                break;

                case ManifoldType.FaceB:
                {
                    normal = MathUtils.Mul(xfB.q, pc.localNormal);
                    TSVector2 planePoint = MathUtils.Mul(ref xfB, pc.localPoint);

                    TSVector2 clipPoint = MathUtils.Mul(ref xfA, pc.localPoints[index]);
                    separation = TSVector2.Dot(clipPoint - planePoint, normal) - pc.radiusA - pc.radiusB;
                    point      = clipPoint;

                    // Ensure normal points from A to B
                    normal = -normal;
                }
                break;

                default:
                    normal     = TSVector2.zero;
                    point      = TSVector2.zero;
                    separation = 0;
                    break;
                }
            }
        internal override bool SolvePositionConstraints(ref SolverData data)
        {
            TSVector2 cA = data.positions[_indexA].c;
            FP        aA = data.positions[_indexA].a;
            TSVector2 cB = data.positions[_indexB].c;
            FP        aB = data.positions[_indexB].a;

            Rot qA = new Rot(aA), qB = new Rot(aB);

            TSVector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
            TSVector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
            TSVector2 d  = (cB - cA) + rB - rA;

            TSVector2 ay = MathUtils.Mul(qA, _localYAxis);

            FP sAy = MathUtils.Cross(d + rA, ay);
            FP sBy = MathUtils.Cross(rB, ay);

            FP C = TSVector2.Dot(d, ay);

            FP k = _invMassA + _invMassB + _invIA * _sAy * _sAy + _invIB * _sBy * _sBy;

            FP impulse;

            if (k != 0.0f)
            {
                impulse = -C / k;
            }
            else
            {
                impulse = 0.0f;
            }

            TSVector2 P  = impulse * ay;
            FP        LA = impulse * sAy;
            FP        LB = impulse * sBy;

            cA -= _invMassA * P;
            aA -= _invIA * LA;
            cB += _invMassB * P;
            aB += _invIB * LB;

            data.positions[_indexA].c = cA;
            data.positions[_indexA].a = aA;
            data.positions[_indexB].c = cB;
            data.positions[_indexB].a = aB;

            return(FP.Abs(C) <= Settings.LinearSlop);
        }
示例#26
0
        public override bool TestPoint(ref Transform transform, ref TSVector2 point)
        {
            TSVector2 pLocal = MathUtils.MulT(transform.q, point - transform.p);

            for (int i = 0; i < Vertices.Count; ++i)
            {
                FP dot = TSVector2.Dot(Normals[i], pLocal - Vertices[i]);
                if (dot > 0.0f)
                {
                    return(false);
                }
            }

            return(true);
        }
示例#27
0
        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            FP        invMassA  = this._invMassA;
            FP        invMassB  = this._invMassB;
            FP        invIA     = this._invIA;
            FP        invIB     = this._invIB;
            TSVector2 tSVector  = data.velocities[this._indexA].v;
            FP        fP        = data.velocities[this._indexA].w;
            TSVector2 tSVector2 = data.velocities[this._indexB].v;
            FP        fP2       = data.velocities[this._indexB].w;
            FP        x         = TSVector2.Dot(this._ax, tSVector2 - tSVector) + this._sBx * fP2 - this._sAx * fP;
            FP        fP3       = -this._springMass * (x + this._bias + this._gamma * this._springImpulse);

            this._springImpulse += fP3;
            TSVector2 value = fP3 * this._ax;
            FP        y     = fP3 * this._sAx;
            FP        y2    = fP3 * this._sBx;

            tSVector  -= invMassA * value;
            fP        -= invIA * y;
            tSVector2 += invMassB * value;
            fP2       += invIB * y2;
            FP y3           = fP2 - fP - this._motorSpeed;
            FP y4           = -this._motorMass * y3;
            FP motorImpulse = this._motorImpulse;
            FP fP4          = data.step.dt * this._maxMotorTorque;

            this._motorImpulse = MathUtils.Clamp(this._motorImpulse + y4, -fP4, fP4);
            y4   = this._motorImpulse - motorImpulse;
            fP  -= invIA * y4;
            fP2 += invIB * y4;
            FP y5  = TSVector2.Dot(this._ay, tSVector2 - tSVector) + this._sBy * fP2 - this._sAy * fP;
            FP fP5 = -this._mass * y5;

            this._impulse += fP5;
            TSVector2 value2 = fP5 * this._ay;
            FP        y6     = fP5 * this._sAy;
            FP        y7     = fP5 * this._sBy;

            tSVector  -= invMassA * value2;
            fP        -= invIA * y6;
            tSVector2 += invMassB * value2;
            fP2       += invIB * y7;
            data.velocities[this._indexA].v = tSVector;
            data.velocities[this._indexA].w = fP;
            data.velocities[this._indexB].v = tSVector2;
            data.velocities[this._indexB].w = fP2;
        }
示例#28
0
        public TSVector2 GetSupportVertex(TSVector2 direction)
        {
            int index = 0;
            FP  y     = TSVector2.Dot(this.Vertices[0], direction);

            for (int i = 1; i < this.Vertices.Count; i++)
            {
                FP   fP   = TSVector2.Dot(this.Vertices[i], direction);
                bool flag = fP > y;
                if (flag)
                {
                    index = i;
                    y     = fP;
                }
            }
            return(this.Vertices[index]);
        }
示例#29
0
        /// <summary>
        /// Get the supporting vertex in the given direction.
        /// </summary>
        /// <param name="direction">The direction.</param>
        /// <returns></returns>
        public TSVector2 GetSupportVertex(TSVector2 direction)
        {
            int bestIndex = 0;
            FP  bestValue = TSVector2.Dot(Vertices[0], direction);

            for (int i = 1; i < Vertices.Count; ++i)
            {
                FP value = TSVector2.Dot(Vertices[i], direction);
                if (value > bestValue)
                {
                    bestIndex = i;
                    bestValue = value;
                }
            }

            return(Vertices[bestIndex]);
        }
示例#30
0
        public int GetSupport(TSVector2 direction)
        {
            int result = 0;
            FP  y      = TSVector2.Dot(this.Vertices[0], direction);

            for (int i = 1; i < this.Vertices.Count; i++)
            {
                FP   fP   = TSVector2.Dot(this.Vertices[i], direction);
                bool flag = fP > y;
                if (flag)
                {
                    result = i;
                    y      = fP;
                }
            }
            return(result);
        }