/* * 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 { public class CircleShape : Shape { internal Vector2 _position; public CircleShape(float radius, float density) : base(density) { ShapeType = ShapeType.Circle; _radius = radius; _position = Vector2.Zero; ComputeProperties(); } internal CircleShape() : base(0) { ShapeType = ShapeType.Circle; _radius = 0.0f; _position = Vector2.Zero; } public override int ChildCount { get { return 1; } } public Vector2 Position { get { return _position; } set { _position = value; ComputeProperties(); } } public override Shape Clone() { CircleShape shape = new CircleShape(); shape._radius = Radius; shape._density = _density; shape._position = _position; shape.ShapeType = ShapeType; shape.MassData = MassData; return shape; } /// /// Test a point for containment in this shape. This only works for convex shapes. /// /// The shape world transform. /// a point in world coordinates. /// True if the point is inside the shape public override bool TestPoint(ref Transform transform, ref Vector2 point) { Vector2 center = transform.Position + MathUtils.Multiply(ref transform.R, Position); Vector2 d = point - center; return Vector2.Dot(d, d) <= Radius * Radius; } /// /// Cast a ray against a child shape. /// /// The ray-cast results. /// The ray-cast input parameters. /// The transform to be applied to the shape. /// The child shape index. /// True if the ray-cast hits the shape public override bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform, int childIndex) { // Collision Detection in Interactive 3D Environments by Gino van den Bergen // From Section 3.1.2 // x = s + a * r // norm(x) = radius output = new RayCastOutput(); Vector2 position = transform.Position + MathUtils.Multiply(ref transform.R, Position); Vector2 s = input.Point1 - position; float b = Vector2.Dot(s, s) - Radius * Radius; // Solve quadratic equation. Vector2 r = input.Point2 - input.Point1; float c = Vector2.Dot(s, r); float rr = Vector2.Dot(r, r); float sigma = c * c - rr * b; // Check for negative discriminant and short segment. if (sigma < 0.0f || rr < Settings.Epsilon) { return false; } // Find the point of intersection of the line with the circle. float a = -(c + (float)Math.Sqrt(sigma)); // Is the intersection point on the segment? if (0.0f <= a && a <= input.MaxFraction * rr) { a /= rr; output.Fraction = a; Vector2 norm = (s + a * r); norm.Normalize(); output.Normal = norm; return true; } return false; } /// /// Given a transform, compute the associated axis aligned bounding box for a child shape. /// /// The aabb results. /// The world transform of the shape. /// The child shape index. public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex) { Vector2 p = transform.Position + MathUtils.Multiply(ref transform.R, Position); aabb.LowerBound = new Vector2(p.X - Radius, p.Y - Radius); aabb.UpperBound = new Vector2(p.X + Radius, p.Y + Radius); } /// /// Compute the mass properties of this shape using its dimensions and density. /// The inertia tensor is computed about the local origin, not the centroid. /// public override sealed void ComputeProperties() { float area = Settings.Pi * Radius * Radius; MassData.Area = area; MassData.Mass = Density * area; MassData.Centroid = Position; // inertia about the local origin MassData.Inertia = MassData.Mass * (0.5f * Radius * Radius + Vector2.Dot(Position, Position)); } public bool CompareTo(CircleShape shape) { return (Radius == shape.Radius && Position == shape.Position); } public override float ComputeSubmergedArea(Vector2 normal, float offset, Transform xf, out Vector2 sc) { sc = Vector2.Zero; Vector2 p = MathUtils.Multiply(ref xf, Position); float l = -(Vector2.Dot(normal, p) - offset); if (l < -Radius + Settings.Epsilon) { //Completely dry return 0; } if (l > Radius) { //Completely wet sc = p; return Settings.Pi * Radius * Radius; } //Magic float r2 = Radius * Radius; float l2 = l * l; float area = r2 * (float)((Math.Asin(l / Radius) + Settings.Pi / 2) + l * Math.Sqrt(r2 - l2)); float com = -2.0f / 3.0f * (float)Math.Pow(r2 - l2, 1.5f) / area; sc.X = p.X + normal.X * com; sc.Y = p.Y + normal.Y * com; return area; } } }