示例#1
0
        public static Vector2 MulT(Transform T, Vector2 v)
        {
#if USE_MATRIX_FOR_ROTATION
            return(Math.MulT(T.R, v - T.position));
#else
            return(T.InverseTransformDirection(v - T.position));
#endif
        }
示例#2
0
        public Vector2 InverseTransformDirection(Vector2 vector)
        {
#if USE_MATRIX_FOR_ROTATION
            return(Math.MulT(rotation, vector));
#else
            return(Quaternion.Invert(rotation).Xyz.ToVector2() * vector);
#endif
        }
示例#3
0
        public Vector2 InverseTransformPoint(Vector2 vector)
        {
#if USE_MATRIX_FOR_ROTATION
            return(Math.MulT(rotation, vector - position));
#else
            return(Quaternion.Inverse(rotation) * (vector - position));
#endif
        }
示例#4
0
        public override bool TestPoint(Transform xf, Vec2 p)
        {
            Vec2 pLocal = Math.MulT(xf.R, p - xf.Position);

            for (int i = 0; i < VertexCount; ++i)
            {
                float dot = Vec2.Dot(Normals[i], pLocal - Vertices[i]);
                if (dot > 0.0f)
                {
                    return(false);
                }
            }

            return(true);
        }
示例#5
0
 public static Vec2 MulT(XForm T, Vec2 v)
 {
     return(Math.MulT(T.R, v - T.Position));
 }
示例#6
0
 public Vector2 InverseTransformPoint(Vector2 vector)
 {
     return(Math.MulT(R, vector - position));
 }
示例#7
0
 public Vector2 InverseTransformDirection(Vector2 vector)
 {
     return(Math.MulT(R, vector));
 }
示例#8
0
        public override void RayCast(out RayCastOutput output, ref RayCastInput input, Transform xf)
        {
            output = new RayCastOutput();

            float lower = 0.0f, upper = input.MaxFraction;

            // Put the ray into the polygon's frame of reference.
            Vec2 p1    = Math.MulT(xf.R, input.P1 - xf.Position);
            Vec2 p2    = Math.MulT(xf.R, input.P2 - xf.Position);
            Vec2 d     = p2 - p1;
            int  index = -1;

            output.Hit = false;

            for (int i = 0; i < VertexCount; ++i)
            {
                // p = p1 + a * d
                // dot(normal, p - v) = 0
                // dot(normal, p1 - v) + a * dot(normal, d) = 0
                float numerator   = Vec2.Dot(Normals[i], Vertices[i] - p1);
                float denominator = Vec2.Dot(Normals[i], d);

                if (denominator == 0.0f)
                {
                    if (numerator < 0.0f)
                    {
                        return;
                    }
                }
                else
                {
                    // Note: we want this predicate without division:
                    // lower < numerator / denominator, where denominator < 0
                    // Since denominator < 0, we have to flip the inequality:
                    // lower < numerator / denominator <==> denominator * lower > numerator.
                    if (denominator < 0.0f && numerator < lower * denominator)
                    {
                        // Increase lower.
                        // The segment enters this half-space.
                        lower = numerator / denominator;
                        index = i;
                    }
                    else if (denominator > 0.0f && numerator < upper * denominator)
                    {
                        // Decrease upper.
                        // The segment exits this half-space.
                        upper = numerator / denominator;
                    }
                }

                if (upper < lower)
                {
                    return;
                }
            }

            Box2DXDebug.Assert(0.0f <= lower && lower <= input.MaxFraction);

            if (index >= 0)
            {
                output.Hit      = true;
                output.Fraction = lower;
                output.Normal   = Math.Mul(xf.R, Normals[index]);
                return;
            }
        }