示例#1
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 public Manifold()
 {
     for (int i = 0; i < Settings.MaxManifoldPoints; i++)
     {
         Points[i] = new ManifoldPoint();
     }
 }
示例#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);
        }
示例#3
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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);
        }
示例#4
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        // 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;
            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
            XForm        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;

            Vec2[] vertices1 = poly1._vertices;

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

            Vec2 dv = v12 - v11;

            Vec2 localNormal = Vec2.Cross(dv, 1.0f);

            localNormal.Normalize();
            Vec2 planePoint = 0.5f * (v11 + v12);

            Vec2 sideNormal = Common.MathB2.Mul(xf1.R, v12 - v11);

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

            v11 = Common.MathB2.Mul(xf1, v11);
            v12 = Common.MathB2.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;

            // Clip to box side 1
            var 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 = Vec2.Dot(frontNormal, clipPoints2[i].V) - frontOffset;

                if (separation <= totalRadius)
                {
                    ManifoldPoint cp = manifold.Points[pointCount];
                    cp.LocalPoint       = Common.MathB2.MulT(xf2, clipPoints2[i].V);
                    cp.ID               = clipPoints2[i].ID;
                    cp.ID.Features.Flip = flip;
                    ++pointCount;
                }
            }

            manifold.PointCount = pointCount;
        }