axiosengine/axios/Collision/Shapes/Shape.cs

222 lines
7.5 KiB
C#

/*
* 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);
}
}