Adding initial files
This commit is contained in:
207
axios/Collision/Shapes/CircleShape.cs
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207
axios/Collision/Shapes/CircleShape.cs
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/*
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* Farseer Physics Engine based on Box2D.XNA port:
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* Copyright (c) 2010 Ian Qvist
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*
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* Box2D.XNA port of Box2D:
|
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* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
|
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*
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* Original source Box2D:
|
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
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using System;
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using FarseerPhysics.Common;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Collision.Shapes
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{
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public class CircleShape : Shape
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{
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internal Vector2 _position;
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public CircleShape(float radius, float density)
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: base(density)
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{
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ShapeType = ShapeType.Circle;
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_radius = radius;
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_position = Vector2.Zero;
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ComputeProperties();
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}
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internal CircleShape()
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: base(0)
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{
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ShapeType = ShapeType.Circle;
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_radius = 0.0f;
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_position = Vector2.Zero;
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}
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public override int ChildCount
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{
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get { return 1; }
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}
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public Vector2 Position
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{
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get { return _position; }
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set
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{
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_position = value;
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ComputeProperties();
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}
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}
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public override Shape Clone()
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{
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CircleShape shape = new CircleShape();
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shape._radius = Radius;
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shape._density = _density;
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shape._position = _position;
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shape.ShapeType = ShapeType;
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shape.MassData = MassData;
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return shape;
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}
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/// <summary>
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/// Test a point for containment in this shape. This only works for convex shapes.
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/// </summary>
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/// <param name="transform">The shape world transform.</param>
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/// <param name="point">a point in world coordinates.</param>
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/// <returns>True if the point is inside the shape</returns>
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public override bool TestPoint(ref Transform transform, ref Vector2 point)
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{
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Vector2 center = transform.Position + MathUtils.Multiply(ref transform.R, Position);
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Vector2 d = point - center;
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return Vector2.Dot(d, d) <= Radius * Radius;
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}
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/// <summary>
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/// Cast a ray against a child shape.
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/// </summary>
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/// <param name="output">The ray-cast results.</param>
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/// <param name="input">The ray-cast input parameters.</param>
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/// <param name="transform">The transform to be applied to the shape.</param>
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/// <param name="childIndex">The child shape index.</param>
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/// <returns>True if the ray-cast hits the shape</returns>
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public override bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform,
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int childIndex)
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{
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// Collision Detection in Interactive 3D Environments by Gino van den Bergen
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// From Section 3.1.2
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// x = s + a * r
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// norm(x) = radius
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output = new RayCastOutput();
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Vector2 position = transform.Position + MathUtils.Multiply(ref transform.R, Position);
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Vector2 s = input.Point1 - position;
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float b = Vector2.Dot(s, s) - Radius * Radius;
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// Solve quadratic equation.
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Vector2 r = input.Point2 - input.Point1;
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float c = Vector2.Dot(s, r);
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float rr = Vector2.Dot(r, r);
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float sigma = c * c - rr * b;
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// Check for negative discriminant and short segment.
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if (sigma < 0.0f || rr < Settings.Epsilon)
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{
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return false;
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}
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// Find the point of intersection of the line with the circle.
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float a = -(c + (float)Math.Sqrt(sigma));
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// Is the intersection point on the segment?
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if (0.0f <= a && a <= input.MaxFraction * rr)
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{
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a /= rr;
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output.Fraction = a;
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Vector2 norm = (s + a * r);
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norm.Normalize();
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output.Normal = norm;
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return true;
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}
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return false;
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}
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/// <summary>
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/// Given a transform, compute the associated axis aligned bounding box for a child shape.
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/// </summary>
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/// <param name="aabb">The aabb results.</param>
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/// <param name="transform">The world transform of the shape.</param>
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/// <param name="childIndex">The child shape index.</param>
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public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex)
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{
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Vector2 p = transform.Position + MathUtils.Multiply(ref transform.R, Position);
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aabb.LowerBound = new Vector2(p.X - Radius, p.Y - Radius);
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aabb.UpperBound = new Vector2(p.X + Radius, p.Y + Radius);
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}
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/// <summary>
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/// Compute the mass properties of this shape using its dimensions and density.
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/// The inertia tensor is computed about the local origin, not the centroid.
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/// </summary>
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public override sealed void ComputeProperties()
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{
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float area = Settings.Pi * Radius * Radius;
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MassData.Area = area;
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MassData.Mass = Density * area;
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MassData.Centroid = Position;
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// inertia about the local origin
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MassData.Inertia = MassData.Mass * (0.5f * Radius * Radius + Vector2.Dot(Position, Position));
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}
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public bool CompareTo(CircleShape shape)
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{
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return (Radius == shape.Radius &&
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Position == shape.Position);
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}
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public override float ComputeSubmergedArea(Vector2 normal, float offset, Transform xf, out Vector2 sc)
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{
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sc = Vector2.Zero;
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Vector2 p = MathUtils.Multiply(ref xf, Position);
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float l = -(Vector2.Dot(normal, p) - offset);
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if (l < -Radius + Settings.Epsilon)
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{
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//Completely dry
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return 0;
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}
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if (l > Radius)
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{
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//Completely wet
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sc = p;
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return Settings.Pi * Radius * Radius;
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}
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//Magic
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float r2 = Radius * Radius;
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float l2 = l * l;
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float area = r2 * (float)((Math.Asin(l / Radius) + Settings.Pi / 2) + l * Math.Sqrt(r2 - l2));
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float com = -2.0f / 3.0f * (float)Math.Pow(r2 - l2, 1.5f) / area;
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sc.X = p.X + normal.X * com;
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sc.Y = p.Y + normal.Y * com;
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return area;
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}
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}
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}
|
266
axios/Collision/Shapes/EdgeShape.cs
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266
axios/Collision/Shapes/EdgeShape.cs
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@@ -0,0 +1,266 @@
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/*
|
||||
* Farseer Physics Engine based on Box2D.XNA port:
|
||||
* Copyright (c) 2010 Ian Qvist
|
||||
*
|
||||
* Box2D.XNA port of Box2D:
|
||||
* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
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using FarseerPhysics.Common;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Collision.Shapes
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{
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/// <summary>
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/// A line segment (edge) Shape. These can be connected in chains or loops
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/// to other edge Shapes. The connectivity information is used to ensure
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/// correct contact normals.
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/// </summary>
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public class EdgeShape : Shape
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{
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public bool HasVertex0, HasVertex3;
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/// <summary>
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/// Optional adjacent vertices. These are used for smooth collision.
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/// </summary>
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public Vector2 Vertex0;
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/// <summary>
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/// Optional adjacent vertices. These are used for smooth collision.
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/// </summary>
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public Vector2 Vertex3;
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/// <summary>
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/// Edge start vertex
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/// </summary>
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private Vector2 _vertex1;
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/// <summary>
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/// Edge end vertex
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/// </summary>
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private Vector2 _vertex2;
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internal EdgeShape()
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: base(0)
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{
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ShapeType = ShapeType.Edge;
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_radius = Settings.PolygonRadius;
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}
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public EdgeShape(Vector2 start, Vector2 end)
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: base(0)
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{
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ShapeType = ShapeType.Edge;
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_radius = Settings.PolygonRadius;
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Set(start, end);
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}
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public override int ChildCount
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{
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get { return 1; }
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}
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/// <summary>
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/// These are the edge vertices
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/// </summary>
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public Vector2 Vertex1
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{
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get { return _vertex1; }
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set
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{
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_vertex1 = value;
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ComputeProperties();
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}
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}
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/// <summary>
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/// These are the edge vertices
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/// </summary>
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public Vector2 Vertex2
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{
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get { return _vertex2; }
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set
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{
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_vertex2 = value;
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ComputeProperties();
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}
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}
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/// <summary>
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/// Set this as an isolated edge.
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/// </summary>
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/// <param name="start">The start.</param>
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/// <param name="end">The end.</param>
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public void Set(Vector2 start, Vector2 end)
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{
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_vertex1 = start;
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_vertex2 = end;
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HasVertex0 = false;
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HasVertex3 = false;
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ComputeProperties();
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}
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public override Shape Clone()
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{
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EdgeShape edge = new EdgeShape();
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edge._radius = _radius;
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edge._density = _density;
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edge.HasVertex0 = HasVertex0;
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edge.HasVertex3 = HasVertex3;
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edge.Vertex0 = Vertex0;
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edge._vertex1 = _vertex1;
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edge._vertex2 = _vertex2;
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edge.Vertex3 = Vertex3;
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edge.MassData = MassData;
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return edge;
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}
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/// <summary>
|
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/// Test a point for containment in this shape. This only works for convex shapes.
|
||||
/// </summary>
|
||||
/// <param name="transform">The shape world transform.</param>
|
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/// <param name="point">a point in world coordinates.</param>
|
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/// <returns>True if the point is inside the shape</returns>
|
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public override bool TestPoint(ref Transform transform, ref Vector2 point)
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{
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return false;
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||||
}
|
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/// <summary>
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||||
/// Cast a ray against a child shape.
|
||||
/// </summary>
|
||||
/// <param name="output">The ray-cast results.</param>
|
||||
/// <param name="input">The ray-cast input parameters.</param>
|
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/// <param name="transform">The transform to be applied to the shape.</param>
|
||||
/// <param name="childIndex">The child shape index.</param>
|
||||
/// <returns>True if the ray-cast hits the shape</returns>
|
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public override bool RayCast(out RayCastOutput output, ref RayCastInput input,
|
||||
ref Transform transform, int childIndex)
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||||
{
|
||||
// p = p1 + t * d
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||||
// v = v1 + s * e
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||||
// p1 + t * d = v1 + s * e
|
||||
// s * e - t * d = p1 - v1
|
||||
|
||||
output = new RayCastOutput();
|
||||
|
||||
// Put the ray into the edge's frame of reference.
|
||||
Vector2 p1 = MathUtils.MultiplyT(ref transform.R, input.Point1 - transform.Position);
|
||||
Vector2 p2 = MathUtils.MultiplyT(ref transform.R, input.Point2 - transform.Position);
|
||||
Vector2 d = p2 - p1;
|
||||
|
||||
Vector2 v1 = _vertex1;
|
||||
Vector2 v2 = _vertex2;
|
||||
Vector2 e = v2 - v1;
|
||||
Vector2 normal = new Vector2(e.Y, -e.X);
|
||||
normal.Normalize();
|
||||
|
||||
// q = p1 + t * d
|
||||
// dot(normal, q - v1) = 0
|
||||
// dot(normal, p1 - v1) + t * dot(normal, d) = 0
|
||||
float numerator = Vector2.Dot(normal, v1 - p1);
|
||||
float denominator = Vector2.Dot(normal, d);
|
||||
|
||||
if (denominator == 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float t = numerator / denominator;
|
||||
if (t < 0.0f || 1.0f < t)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector2 q = p1 + t * d;
|
||||
|
||||
// q = v1 + s * r
|
||||
// s = dot(q - v1, r) / dot(r, r)
|
||||
Vector2 r = v2 - v1;
|
||||
float rr = Vector2.Dot(r, r);
|
||||
if (rr == 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float s = Vector2.Dot(q - v1, r) / rr;
|
||||
if (s < 0.0f || 1.0f < s)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
output.Fraction = t;
|
||||
if (numerator > 0.0f)
|
||||
{
|
||||
output.Normal = -normal;
|
||||
}
|
||||
else
|
||||
{
|
||||
output.Normal = normal;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Given a transform, compute the associated axis aligned bounding box for a child shape.
|
||||
/// </summary>
|
||||
/// <param name="aabb">The aabb results.</param>
|
||||
/// <param name="transform">The world transform of the shape.</param>
|
||||
/// <param name="childIndex">The child shape index.</param>
|
||||
public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex)
|
||||
{
|
||||
Vector2 v1 = MathUtils.Multiply(ref transform, _vertex1);
|
||||
Vector2 v2 = MathUtils.Multiply(ref transform, _vertex2);
|
||||
|
||||
Vector2 lower = Vector2.Min(v1, v2);
|
||||
Vector2 upper = Vector2.Max(v1, v2);
|
||||
|
||||
Vector2 r = new Vector2(Radius, Radius);
|
||||
aabb.LowerBound = lower - r;
|
||||
aabb.UpperBound = upper + r;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compute the mass properties of this shape using its dimensions and density.
|
||||
/// The inertia tensor is computed about the local origin, not the centroid.
|
||||
/// </summary>
|
||||
public override void ComputeProperties()
|
||||
{
|
||||
MassData.Centroid = 0.5f * (_vertex1 + _vertex2);
|
||||
}
|
||||
|
||||
public override float ComputeSubmergedArea(Vector2 normal, float offset, Transform xf, out Vector2 sc)
|
||||
{
|
||||
sc = Vector2.Zero;
|
||||
return 0;
|
||||
}
|
||||
|
||||
public bool CompareTo(EdgeShape shape)
|
||||
{
|
||||
return (HasVertex0 == shape.HasVertex0 &&
|
||||
HasVertex3 == shape.HasVertex3 &&
|
||||
Vertex0 == shape.Vertex0 &&
|
||||
Vertex1 == shape.Vertex1 &&
|
||||
Vertex2 == shape.Vertex2 &&
|
||||
Vertex3 == shape.Vertex3);
|
||||
}
|
||||
}
|
||||
}
|
188
axios/Collision/Shapes/LoopShape.cs
Normal file
188
axios/Collision/Shapes/LoopShape.cs
Normal file
@@ -0,0 +1,188 @@
|
||||
/*
|
||||
* Farseer Physics Engine based on Box2D.XNA port:
|
||||
* Copyright (c) 2010 Ian Qvist
|
||||
*
|
||||
* Box2D.XNA port of Box2D:
|
||||
* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
using System.Diagnostics;
|
||||
using FarseerPhysics.Common;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Collision.Shapes
|
||||
{
|
||||
/// <summary>
|
||||
/// A loop Shape is a free form sequence of line segments that form a circular list.
|
||||
/// The loop may cross upon itself, but this is not recommended for smooth collision.
|
||||
/// The loop has double sided collision, so you can use inside and outside collision.
|
||||
/// Therefore, you may use any winding order.
|
||||
/// </summary>
|
||||
public class LoopShape : Shape
|
||||
{
|
||||
private static EdgeShape _edgeShape = new EdgeShape();
|
||||
|
||||
/// <summary>
|
||||
/// The vertices. These are not owned/freed by the loop Shape.
|
||||
/// </summary>
|
||||
public Vertices Vertices;
|
||||
|
||||
private LoopShape()
|
||||
: base(0)
|
||||
{
|
||||
ShapeType = ShapeType.Loop;
|
||||
_radius = Settings.PolygonRadius;
|
||||
}
|
||||
|
||||
public LoopShape(Vertices vertices)
|
||||
: base(0)
|
||||
{
|
||||
ShapeType = ShapeType.Loop;
|
||||
_radius = Settings.PolygonRadius;
|
||||
|
||||
#pragma warning disable 162
|
||||
if (Settings.ConserveMemory)
|
||||
Vertices = vertices;
|
||||
else
|
||||
// Copy vertices.
|
||||
Vertices = new Vertices(vertices);
|
||||
#pragma warning restore 162
|
||||
}
|
||||
|
||||
public override int ChildCount
|
||||
{
|
||||
get { return Vertices.Count; }
|
||||
}
|
||||
|
||||
public override Shape Clone()
|
||||
{
|
||||
LoopShape loop = new LoopShape();
|
||||
loop._density = _density;
|
||||
loop._radius = _radius;
|
||||
loop.Vertices = Vertices;
|
||||
loop.MassData = MassData;
|
||||
return loop;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a child edge.
|
||||
/// </summary>
|
||||
/// <param name="edge">The edge.</param>
|
||||
/// <param name="index">The index.</param>
|
||||
public void GetChildEdge(ref EdgeShape edge, int index)
|
||||
{
|
||||
Debug.Assert(2 <= Vertices.Count);
|
||||
Debug.Assert(0 <= index && index < Vertices.Count);
|
||||
edge.ShapeType = ShapeType.Edge;
|
||||
edge._radius = _radius;
|
||||
edge.HasVertex0 = true;
|
||||
edge.HasVertex3 = true;
|
||||
|
||||
int i0 = index - 1 >= 0 ? index - 1 : Vertices.Count - 1;
|
||||
int i1 = index;
|
||||
int i2 = index + 1 < Vertices.Count ? index + 1 : 0;
|
||||
int i3 = index + 2;
|
||||
while (i3 >= Vertices.Count)
|
||||
{
|
||||
i3 -= Vertices.Count;
|
||||
}
|
||||
|
||||
edge.Vertex0 = Vertices[i0];
|
||||
edge.Vertex1 = Vertices[i1];
|
||||
edge.Vertex2 = Vertices[i2];
|
||||
edge.Vertex3 = Vertices[i3];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test a point for containment in this shape. This only works for convex shapes.
|
||||
/// </summary>
|
||||
/// <param name="transform">The shape world transform.</param>
|
||||
/// <param name="point">a point in world coordinates.</param>
|
||||
/// <returns>True if the point is inside the shape</returns>
|
||||
public override bool TestPoint(ref Transform transform, ref Vector2 point)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cast a ray against a child shape.
|
||||
/// </summary>
|
||||
/// <param name="output">The ray-cast results.</param>
|
||||
/// <param name="input">The ray-cast input parameters.</param>
|
||||
/// <param name="transform">The transform to be applied to the shape.</param>
|
||||
/// <param name="childIndex">The child shape index.</param>
|
||||
/// <returns>True if the ray-cast hits the shape</returns>
|
||||
public override bool RayCast(out RayCastOutput output, ref RayCastInput input,
|
||||
ref Transform transform, int childIndex)
|
||||
{
|
||||
Debug.Assert(childIndex < Vertices.Count);
|
||||
|
||||
int i1 = childIndex;
|
||||
int i2 = childIndex + 1;
|
||||
if (i2 == Vertices.Count)
|
||||
{
|
||||
i2 = 0;
|
||||
}
|
||||
|
||||
_edgeShape.Vertex1 = Vertices[i1];
|
||||
_edgeShape.Vertex2 = Vertices[i2];
|
||||
|
||||
return _edgeShape.RayCast(out output, ref input, ref transform, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Given a transform, compute the associated axis aligned bounding box for a child shape.
|
||||
/// </summary>
|
||||
/// <param name="aabb">The aabb results.</param>
|
||||
/// <param name="transform">The world transform of the shape.</param>
|
||||
/// <param name="childIndex">The child shape index.</param>
|
||||
public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex)
|
||||
{
|
||||
Debug.Assert(childIndex < Vertices.Count);
|
||||
|
||||
int i1 = childIndex;
|
||||
int i2 = childIndex + 1;
|
||||
if (i2 == Vertices.Count)
|
||||
{
|
||||
i2 = 0;
|
||||
}
|
||||
|
||||
Vector2 v1 = MathUtils.Multiply(ref transform, Vertices[i1]);
|
||||
Vector2 v2 = MathUtils.Multiply(ref transform, Vertices[i2]);
|
||||
|
||||
aabb.LowerBound = Vector2.Min(v1, v2);
|
||||
aabb.UpperBound = Vector2.Max(v1, v2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Chains have zero mass.
|
||||
/// </summary>
|
||||
public override void ComputeProperties()
|
||||
{
|
||||
//Does nothing. Loop shapes don't have properties.
|
||||
}
|
||||
|
||||
public override float ComputeSubmergedArea(Vector2 normal, float offset, Transform xf, out Vector2 sc)
|
||||
{
|
||||
sc = Vector2.Zero;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
556
axios/Collision/Shapes/PolygonShape.cs
Normal file
556
axios/Collision/Shapes/PolygonShape.cs
Normal file
@@ -0,0 +1,556 @@
|
||||
/*
|
||||
* Farseer Physics Engine based on Box2D.XNA port:
|
||||
* Copyright (c) 2010 Ian Qvist
|
||||
*
|
||||
* Box2D.XNA port of Box2D:
|
||||
* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
using System.Diagnostics;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Common.Decomposition;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Collision.Shapes
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a simple non-selfintersecting convex polygon.
|
||||
/// If you want to have concave polygons, you will have to use the <see cref="BayazitDecomposer"/> or the <see cref="EarclipDecomposer"/>
|
||||
/// to decompose the concave polygon into 2 or more convex polygons.
|
||||
/// </summary>
|
||||
public class PolygonShape : Shape
|
||||
{
|
||||
public Vertices Normals;
|
||||
public Vertices Vertices;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="PolygonShape"/> class.
|
||||
/// </summary>
|
||||
/// <param name="vertices">The vertices.</param>
|
||||
/// <param name="density">The density.</param>
|
||||
public PolygonShape(Vertices vertices, float density)
|
||||
: base(density)
|
||||
{
|
||||
ShapeType = ShapeType.Polygon;
|
||||
_radius = Settings.PolygonRadius;
|
||||
|
||||
Set(vertices);
|
||||
}
|
||||
|
||||
public PolygonShape(float density)
|
||||
: base(density)
|
||||
{
|
||||
ShapeType = ShapeType.Polygon;
|
||||
_radius = Settings.PolygonRadius;
|
||||
Normals = new Vertices();
|
||||
Vertices = new Vertices();
|
||||
}
|
||||
|
||||
internal PolygonShape()
|
||||
: base(0)
|
||||
{
|
||||
ShapeType = ShapeType.Polygon;
|
||||
_radius = Settings.PolygonRadius;
|
||||
Normals = new Vertices();
|
||||
Vertices = new Vertices();
|
||||
}
|
||||
|
||||
public override int ChildCount
|
||||
{
|
||||
get { return 1; }
|
||||
}
|
||||
|
||||
public override Shape Clone()
|
||||
{
|
||||
PolygonShape clone = new PolygonShape();
|
||||
clone.ShapeType = ShapeType;
|
||||
clone._radius = _radius;
|
||||
clone._density = _density;
|
||||
|
||||
if (Settings.ConserveMemory)
|
||||
{
|
||||
#pragma warning disable 162
|
||||
clone.Vertices = Vertices;
|
||||
clone.Normals = Normals;
|
||||
#pragma warning restore 162
|
||||
}
|
||||
else
|
||||
{
|
||||
clone.Vertices = new Vertices(Vertices);
|
||||
clone.Normals = new Vertices(Normals);
|
||||
}
|
||||
|
||||
clone.MassData = MassData;
|
||||
return clone;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copy vertices. This assumes the vertices define a convex polygon.
|
||||
/// It is assumed that the exterior is the the right of each edge.
|
||||
/// </summary>
|
||||
/// <param name="vertices">The vertices.</param>
|
||||
public void Set(Vertices vertices)
|
||||
{
|
||||
Debug.Assert(vertices.Count >= 3 && vertices.Count <= Settings.MaxPolygonVertices);
|
||||
|
||||
#pragma warning disable 162
|
||||
if (Settings.ConserveMemory)
|
||||
Vertices = vertices;
|
||||
else
|
||||
// Copy vertices.
|
||||
Vertices = new Vertices(vertices);
|
||||
#pragma warning restore 162
|
||||
|
||||
Normals = new Vertices(vertices.Count);
|
||||
|
||||
// Compute normals. Ensure the edges have non-zero length.
|
||||
for (int i = 0; i < vertices.Count; ++i)
|
||||
{
|
||||
int i1 = i;
|
||||
int i2 = i + 1 < vertices.Count ? i + 1 : 0;
|
||||
Vector2 edge = Vertices[i2] - Vertices[i1];
|
||||
Debug.Assert(edge.LengthSquared() > Settings.Epsilon * Settings.Epsilon);
|
||||
|
||||
Vector2 temp = new Vector2(edge.Y, -edge.X);
|
||||
temp.Normalize();
|
||||
Normals.Add(temp);
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
// Ensure the polygon is convex and the interior
|
||||
// is to the left of each edge.
|
||||
for (int i = 0; i < Vertices.Count; ++i)
|
||||
{
|
||||
int i1 = i;
|
||||
int i2 = i + 1 < Vertices.Count ? i + 1 : 0;
|
||||
Vector2 edge = Vertices[i2] - Vertices[i1];
|
||||
|
||||
for (int j = 0; j < vertices.Count; ++j)
|
||||
{
|
||||
// Don't check vertices on the current edge.
|
||||
if (j == i1 || j == i2)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Vector2 r = Vertices[j] - Vertices[i1];
|
||||
|
||||
// Your polygon is non-convex (it has an indentation) or
|
||||
// has colinear edges.
|
||||
float s = edge.X * r.Y - edge.Y * r.X;
|
||||
|
||||
Debug.Assert(s > 0.0f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Compute the polygon mass data
|
||||
ComputeProperties();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compute the mass properties of this shape using its dimensions and density.
|
||||
/// The inertia tensor is computed about the local origin, not the centroid.
|
||||
/// </summary>
|
||||
public override void ComputeProperties()
|
||||
{
|
||||
// Polygon mass, centroid, and inertia.
|
||||
// Let rho be the polygon density in mass per unit area.
|
||||
// Then:
|
||||
// mass = rho * int(dA)
|
||||
// centroid.X = (1/mass) * rho * int(x * dA)
|
||||
// centroid.Y = (1/mass) * rho * int(y * dA)
|
||||
// I = rho * int((x*x + y*y) * dA)
|
||||
//
|
||||
// We can compute these integrals by summing all the integrals
|
||||
// for each triangle of the polygon. To evaluate the integral
|
||||
// for a single triangle, we make a change of variables to
|
||||
// the (u,v) coordinates of the triangle:
|
||||
// x = x0 + e1x * u + e2x * v
|
||||
// y = y0 + e1y * u + e2y * v
|
||||
// where 0 <= u && 0 <= v && u + v <= 1.
|
||||
//
|
||||
// We integrate u from [0,1-v] and then v from [0,1].
|
||||
// We also need to use the Jacobian of the transformation:
|
||||
// D = cross(e1, e2)
|
||||
//
|
||||
// Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
|
||||
//
|
||||
// The rest of the derivation is handled by computer algebra.
|
||||
|
||||
Debug.Assert(Vertices.Count >= 3);
|
||||
|
||||
if (_density <= 0)
|
||||
return;
|
||||
|
||||
Vector2 center = Vector2.Zero;
|
||||
float area = 0.0f;
|
||||
float I = 0.0f;
|
||||
|
||||
// pRef is the reference point for forming triangles.
|
||||
// It's location doesn't change the result (except for rounding error).
|
||||
Vector2 pRef = Vector2.Zero;
|
||||
|
||||
#if false
|
||||
// This code would put the reference point inside the polygon.
|
||||
for (int i = 0; i < count; ++i)
|
||||
{
|
||||
pRef += vs[i];
|
||||
}
|
||||
pRef *= 1.0f / count;
|
||||
#endif
|
||||
|
||||
const float inv3 = 1.0f / 3.0f;
|
||||
|
||||
for (int i = 0; i < Vertices.Count; ++i)
|
||||
{
|
||||
// Triangle vertices.
|
||||
Vector2 p1 = pRef;
|
||||
Vector2 p2 = Vertices[i];
|
||||
Vector2 p3 = i + 1 < Vertices.Count ? Vertices[i + 1] : Vertices[0];
|
||||
|
||||
Vector2 e1 = p2 - p1;
|
||||
Vector2 e2 = p3 - p1;
|
||||
|
||||
float d;
|
||||
MathUtils.Cross(ref e1, ref e2, out d);
|
||||
|
||||
float triangleArea = 0.5f * d;
|
||||
area += triangleArea;
|
||||
|
||||
// Area weighted centroid
|
||||
center += triangleArea * inv3 * (p1 + p2 + p3);
|
||||
|
||||
float px = p1.X, py = p1.Y;
|
||||
float ex1 = e1.X, ey1 = e1.Y;
|
||||
float ex2 = e2.X, ey2 = e2.Y;
|
||||
|
||||
float intx2 = inv3 * (0.25f * (ex1 * ex1 + ex2 * ex1 + ex2 * ex2) + (px * ex1 + px * ex2)) +
|
||||
0.5f * px * px;
|
||||
float inty2 = inv3 * (0.25f * (ey1 * ey1 + ey2 * ey1 + ey2 * ey2) + (py * ey1 + py * ey2)) +
|
||||
0.5f * py * py;
|
||||
|
||||
I += d * (intx2 + inty2);
|
||||
}
|
||||
|
||||
//The area is too small for the engine to handle.
|
||||
Debug.Assert(area > Settings.Epsilon);
|
||||
|
||||
// We save the area
|
||||
MassData.Area = area;
|
||||
|
||||
// Total mass
|
||||
MassData.Mass = _density * area;
|
||||
|
||||
// Center of mass
|
||||
center *= 1.0f / area;
|
||||
MassData.Centroid = center;
|
||||
|
||||
// Inertia tensor relative to the local origin.
|
||||
MassData.Inertia = _density * I;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build vertices to represent an axis-aligned box.
|
||||
/// </summary>
|
||||
/// <param name="halfWidth">The half-width.</param>
|
||||
/// <param name="halfHeight">The half-height.</param>
|
||||
public void SetAsBox(float halfWidth, float halfHeight)
|
||||
{
|
||||
Set(PolygonTools.CreateRectangle(halfWidth, halfHeight));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build vertices to represent an oriented box.
|
||||
/// </summary>
|
||||
/// <param name="halfWidth">The half-width..</param>
|
||||
/// <param name="halfHeight">The half-height.</param>
|
||||
/// <param name="center">The center of the box in local coordinates.</param>
|
||||
/// <param name="angle">The rotation of the box in local coordinates.</param>
|
||||
public void SetAsBox(float halfWidth, float halfHeight, Vector2 center, float angle)
|
||||
{
|
||||
Set(PolygonTools.CreateRectangle(halfWidth, halfHeight, center, angle));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test a point for containment in this shape. This only works for convex shapes.
|
||||
/// </summary>
|
||||
/// <param name="transform">The shape world transform.</param>
|
||||
/// <param name="point">a point in world coordinates.</param>
|
||||
/// <returns>True if the point is inside the shape</returns>
|
||||
public override bool TestPoint(ref Transform transform, ref Vector2 point)
|
||||
{
|
||||
Vector2 pLocal = MathUtils.MultiplyT(ref transform.R, point - transform.Position);
|
||||
|
||||
for (int i = 0; i < Vertices.Count; ++i)
|
||||
{
|
||||
float dot = Vector2.Dot(Normals[i], pLocal - Vertices[i]);
|
||||
if (dot > 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cast a ray against a child shape.
|
||||
/// </summary>
|
||||
/// <param name="output">The ray-cast results.</param>
|
||||
/// <param name="input">The ray-cast input parameters.</param>
|
||||
/// <param name="transform">The transform to be applied to the shape.</param>
|
||||
/// <param name="childIndex">The child shape index.</param>
|
||||
/// <returns>True if the ray-cast hits the shape</returns>
|
||||
public override bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform,
|
||||
int childIndex)
|
||||
{
|
||||
output = new RayCastOutput();
|
||||
|
||||
// Put the ray into the polygon's frame of reference.
|
||||
Vector2 p1 = MathUtils.MultiplyT(ref transform.R, input.Point1 - transform.Position);
|
||||
Vector2 p2 = MathUtils.MultiplyT(ref transform.R, input.Point2 - transform.Position);
|
||||
Vector2 d = p2 - p1;
|
||||
|
||||
float lower = 0.0f, upper = input.MaxFraction;
|
||||
|
||||
int index = -1;
|
||||
|
||||
for (int i = 0; i < Vertices.Count; ++i)
|
||||
{
|
||||
// p = p1 + a * d
|
||||
// dot(normal, p - v) = 0
|
||||
// dot(normal, p1 - v) + a * dot(normal, d) = 0
|
||||
float numerator = Vector2.Dot(Normals[i], Vertices[i] - p1);
|
||||
float denominator = Vector2.Dot(Normals[i], d);
|
||||
|
||||
if (denominator == 0.0f)
|
||||
{
|
||||
if (numerator < 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// The use of epsilon here causes the assert on lower to trip
|
||||
// in some cases. Apparently the use of epsilon was to make edge
|
||||
// shapes work, but now those are handled separately.
|
||||
//if (upper < lower - b2_epsilon)
|
||||
if (upper < lower)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Assert(0.0f <= lower && lower <= input.MaxFraction);
|
||||
|
||||
if (index >= 0)
|
||||
{
|
||||
output.Fraction = lower;
|
||||
output.Normal = MathUtils.Multiply(ref transform.R, Normals[index]);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Given a transform, compute the associated axis aligned bounding box for a child shape.
|
||||
/// </summary>
|
||||
/// <param name="aabb">The aabb results.</param>
|
||||
/// <param name="transform">The world transform of the shape.</param>
|
||||
/// <param name="childIndex">The child shape index.</param>
|
||||
public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex)
|
||||
{
|
||||
Vector2 lower = MathUtils.Multiply(ref transform, Vertices[0]);
|
||||
Vector2 upper = lower;
|
||||
|
||||
for (int i = 1; i < Vertices.Count; ++i)
|
||||
{
|
||||
Vector2 v = MathUtils.Multiply(ref transform, Vertices[i]);
|
||||
lower = Vector2.Min(lower, v);
|
||||
upper = Vector2.Max(upper, v);
|
||||
}
|
||||
|
||||
Vector2 r = new Vector2(Radius, Radius);
|
||||
aabb.LowerBound = lower - r;
|
||||
aabb.UpperBound = upper + r;
|
||||
}
|
||||
|
||||
public bool CompareTo(PolygonShape shape)
|
||||
{
|
||||
if (Vertices.Count != shape.Vertices.Count)
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < Vertices.Count; i++)
|
||||
{
|
||||
if (Vertices[i] != shape.Vertices[i])
|
||||
return false;
|
||||
}
|
||||
|
||||
return (Radius == shape.Radius &&
|
||||
MassData == shape.MassData);
|
||||
}
|
||||
|
||||
public override float ComputeSubmergedArea(Vector2 normal, float offset, Transform xf, out Vector2 sc)
|
||||
{
|
||||
sc = Vector2.Zero;
|
||||
|
||||
//Transform plane into shape co-ordinates
|
||||
Vector2 normalL = MathUtils.MultiplyT(ref xf.R, normal);
|
||||
float offsetL = offset - Vector2.Dot(normal, xf.Position);
|
||||
|
||||
float[] depths = new float[Settings.MaxPolygonVertices];
|
||||
int diveCount = 0;
|
||||
int intoIndex = -1;
|
||||
int outoIndex = -1;
|
||||
|
||||
bool lastSubmerged = false;
|
||||
int i;
|
||||
for (i = 0; i < Vertices.Count; i++)
|
||||
{
|
||||
depths[i] = Vector2.Dot(normalL, Vertices[i]) - offsetL;
|
||||
bool isSubmerged = depths[i] < -Settings.Epsilon;
|
||||
if (i > 0)
|
||||
{
|
||||
if (isSubmerged)
|
||||
{
|
||||
if (!lastSubmerged)
|
||||
{
|
||||
intoIndex = i - 1;
|
||||
diveCount++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (lastSubmerged)
|
||||
{
|
||||
outoIndex = i - 1;
|
||||
diveCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
lastSubmerged = isSubmerged;
|
||||
}
|
||||
switch (diveCount)
|
||||
{
|
||||
case 0:
|
||||
if (lastSubmerged)
|
||||
{
|
||||
//Completely submerged
|
||||
sc = MathUtils.Multiply(ref xf, MassData.Centroid);
|
||||
return MassData.Mass / Density;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Completely dry
|
||||
return 0;
|
||||
}
|
||||
#pragma warning disable 162
|
||||
break;
|
||||
#pragma warning restore 162
|
||||
case 1:
|
||||
if (intoIndex == -1)
|
||||
{
|
||||
intoIndex = Vertices.Count - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
outoIndex = Vertices.Count - 1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
int intoIndex2 = (intoIndex + 1) % Vertices.Count;
|
||||
int outoIndex2 = (outoIndex + 1) % Vertices.Count;
|
||||
|
||||
float intoLambda = (0 - depths[intoIndex]) / (depths[intoIndex2] - depths[intoIndex]);
|
||||
float outoLambda = (0 - depths[outoIndex]) / (depths[outoIndex2] - depths[outoIndex]);
|
||||
|
||||
Vector2 intoVec = new Vector2(
|
||||
Vertices[intoIndex].X * (1 - intoLambda) + Vertices[intoIndex2].X * intoLambda,
|
||||
Vertices[intoIndex].Y * (1 - intoLambda) + Vertices[intoIndex2].Y * intoLambda);
|
||||
Vector2 outoVec = new Vector2(
|
||||
Vertices[outoIndex].X * (1 - outoLambda) + Vertices[outoIndex2].X * outoLambda,
|
||||
Vertices[outoIndex].Y * (1 - outoLambda) + Vertices[outoIndex2].Y * outoLambda);
|
||||
|
||||
//Initialize accumulator
|
||||
float area = 0;
|
||||
Vector2 center = new Vector2(0, 0);
|
||||
Vector2 p2 = Vertices[intoIndex2];
|
||||
Vector2 p3;
|
||||
|
||||
float k_inv3 = 1.0f / 3.0f;
|
||||
|
||||
//An awkward loop from intoIndex2+1 to outIndex2
|
||||
i = intoIndex2;
|
||||
while (i != outoIndex2)
|
||||
{
|
||||
i = (i + 1) % Vertices.Count;
|
||||
if (i == outoIndex2)
|
||||
p3 = outoVec;
|
||||
else
|
||||
p3 = Vertices[i];
|
||||
//Add the triangle formed by intoVec,p2,p3
|
||||
{
|
||||
Vector2 e1 = p2 - intoVec;
|
||||
Vector2 e2 = p3 - intoVec;
|
||||
|
||||
float D = MathUtils.Cross(e1, e2);
|
||||
|
||||
float triangleArea = 0.5f * D;
|
||||
|
||||
area += triangleArea;
|
||||
|
||||
// Area weighted centroid
|
||||
center += triangleArea * k_inv3 * (intoVec + p2 + p3);
|
||||
}
|
||||
//
|
||||
p2 = p3;
|
||||
}
|
||||
|
||||
//Normalize and transform centroid
|
||||
center *= 1.0f / area;
|
||||
|
||||
sc = MathUtils.Multiply(ref xf, center);
|
||||
|
||||
return area;
|
||||
}
|
||||
}
|
||||
}
|
222
axios/Collision/Shapes/Shape.cs
Normal file
222
axios/Collision/Shapes/Shape.cs
Normal file
@@ -0,0 +1,222 @@
|
||||
/*
|
||||
* Farseer Physics Engine based on Box2D.XNA port:
|
||||
* Copyright (c) 2010 Ian Qvist
|
||||
*
|
||||
* Box2D.XNA port of Box2D:
|
||||
* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using FarseerPhysics.Common;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Collision.Shapes
|
||||
{
|
||||
/// <summary>
|
||||
/// This holds the mass data computed for a shape.
|
||||
/// </summary>
|
||||
public struct MassData : IEquatable<MassData>
|
||||
{
|
||||
/// <summary>
|
||||
/// The area of the shape
|
||||
/// </summary>
|
||||
public float Area;
|
||||
|
||||
/// <summary>
|
||||
/// The position of the shape's centroid relative to the shape's origin.
|
||||
/// </summary>
|
||||
public Vector2 Centroid;
|
||||
|
||||
/// <summary>
|
||||
/// The rotational inertia of the shape about the local origin.
|
||||
/// </summary>
|
||||
public float Inertia;
|
||||
|
||||
/// <summary>
|
||||
/// The mass of the shape, usually in kilograms.
|
||||
/// </summary>
|
||||
public float Mass;
|
||||
|
||||
#region IEquatable<MassData> Members
|
||||
|
||||
public bool Equals(MassData other)
|
||||
{
|
||||
return this == other;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public static bool operator ==(MassData left, MassData right)
|
||||
{
|
||||
return (left.Area == right.Area && left.Mass == right.Mass && left.Centroid == right.Centroid &&
|
||||
left.Inertia == right.Inertia);
|
||||
}
|
||||
|
||||
public static bool operator !=(MassData left, MassData right)
|
||||
{
|
||||
return !(left == right);
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj)) return false;
|
||||
if (obj.GetType() != typeof(MassData)) return false;
|
||||
return Equals((MassData)obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
unchecked
|
||||
{
|
||||
int result = Area.GetHashCode();
|
||||
result = (result * 397) ^ Centroid.GetHashCode();
|
||||
result = (result * 397) ^ Inertia.GetHashCode();
|
||||
result = (result * 397) ^ Mass.GetHashCode();
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum ShapeType
|
||||
{
|
||||
Unknown = -1,
|
||||
Circle = 0,
|
||||
Edge = 1,
|
||||
Polygon = 2,
|
||||
Loop = 3,
|
||||
TypeCount = 4,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A shape is used for collision detection. You can create a shape however you like.
|
||||
/// Shapes used for simulation in World are created automatically when a Fixture
|
||||
/// is created. Shapes may encapsulate a one or more child shapes.
|
||||
/// </summary>
|
||||
public abstract class Shape
|
||||
{
|
||||
private static int _shapeIdCounter;
|
||||
public MassData MassData;
|
||||
public int ShapeId;
|
||||
|
||||
internal float _density;
|
||||
internal float _radius;
|
||||
|
||||
protected Shape(float density)
|
||||
{
|
||||
_density = density;
|
||||
ShapeType = ShapeType.Unknown;
|
||||
ShapeId = _shapeIdCounter++;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the type of this shape.
|
||||
/// </summary>
|
||||
/// <value>The type of the shape.</value>
|
||||
public ShapeType ShapeType { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the number of child primitives.
|
||||
/// </summary>
|
||||
/// <value></value>
|
||||
public abstract int ChildCount { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the density.
|
||||
/// </summary>
|
||||
/// <value>The density.</value>
|
||||
public float Density
|
||||
{
|
||||
get { return _density; }
|
||||
set
|
||||
{
|
||||
_density = value;
|
||||
ComputeProperties();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Radius of the Shape
|
||||
/// </summary>
|
||||
public float Radius
|
||||
{
|
||||
get { return _radius; }
|
||||
set
|
||||
{
|
||||
_radius = value;
|
||||
ComputeProperties();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clone the concrete shape
|
||||
/// </summary>
|
||||
/// <returns>A clone of the shape</returns>
|
||||
public abstract Shape Clone();
|
||||
|
||||
/// <summary>
|
||||
/// Test a point for containment in this shape. This only works for convex shapes.
|
||||
/// </summary>
|
||||
/// <param name="transform">The shape world transform.</param>
|
||||
/// <param name="point">a point in world coordinates.</param>
|
||||
/// <returns>True if the point is inside the shape</returns>
|
||||
public abstract bool TestPoint(ref Transform transform, ref Vector2 point);
|
||||
|
||||
/// <summary>
|
||||
/// Cast a ray against a child shape.
|
||||
/// </summary>
|
||||
/// <param name="output">The ray-cast results.</param>
|
||||
/// <param name="input">The ray-cast input parameters.</param>
|
||||
/// <param name="transform">The transform to be applied to the shape.</param>
|
||||
/// <param name="childIndex">The child shape index.</param>
|
||||
/// <returns>True if the ray-cast hits the shape</returns>
|
||||
public abstract bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform,
|
||||
int childIndex);
|
||||
|
||||
/// <summary>
|
||||
/// Given a transform, compute the associated axis aligned bounding box for a child shape.
|
||||
/// </summary>
|
||||
/// <param name="aabb">The aabb results.</param>
|
||||
/// <param name="transform">The world transform of the shape.</param>
|
||||
/// <param name="childIndex">The child shape index.</param>
|
||||
public abstract void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex);
|
||||
|
||||
/// <summary>
|
||||
/// Compute the mass properties of this shape using its dimensions and density.
|
||||
/// The inertia tensor is computed about the local origin, not the centroid.
|
||||
/// </summary>
|
||||
public abstract void ComputeProperties();
|
||||
|
||||
public bool CompareTo(Shape shape)
|
||||
{
|
||||
if (shape is PolygonShape && this is PolygonShape)
|
||||
return ((PolygonShape)this).CompareTo((PolygonShape)shape);
|
||||
|
||||
if (shape is CircleShape && this is CircleShape)
|
||||
return ((CircleShape)this).CompareTo((CircleShape)shape);
|
||||
|
||||
if (shape is EdgeShape && this is EdgeShape)
|
||||
return ((EdgeShape)this).CompareTo((EdgeShape)shape);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public abstract float ComputeSubmergedArea(Vector2 normal, float offset, Transform xf, out Vector2 sc);
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user