188 lines
6.7 KiB
C#
188 lines
6.7 KiB
C#
/*
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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
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System.Diagnostics;
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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 loop Shape is a free form sequence of line segments that form a circular list.
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/// The loop may cross upon itself, but this is not recommended for smooth collision.
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/// The loop has double sided collision, so you can use inside and outside collision.
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/// Therefore, you may use any winding order.
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/// </summary>
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public class LoopShape : Shape
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{
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private static EdgeShape _edgeShape = new EdgeShape();
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/// <summary>
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/// The vertices. These are not owned/freed by the loop Shape.
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/// </summary>
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public Vertices Vertices;
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private LoopShape()
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: base(0)
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{
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ShapeType = ShapeType.Loop;
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_radius = Settings.PolygonRadius;
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}
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public LoopShape(Vertices vertices)
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: base(0)
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{
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ShapeType = ShapeType.Loop;
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_radius = Settings.PolygonRadius;
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#pragma warning disable 162
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if (Settings.ConserveMemory)
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Vertices = vertices;
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else
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// Copy vertices.
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Vertices = new Vertices(vertices);
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#pragma warning restore 162
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}
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public override int ChildCount
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{
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get { return Vertices.Count; }
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}
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public override Shape Clone()
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{
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LoopShape loop = new LoopShape();
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loop._density = _density;
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loop._radius = _radius;
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loop.Vertices = Vertices;
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loop.MassData = MassData;
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return loop;
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}
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/// <summary>
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/// Get a child edge.
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/// </summary>
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/// <param name="edge">The edge.</param>
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/// <param name="index">The index.</param>
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public void GetChildEdge(ref EdgeShape edge, int index)
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{
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Debug.Assert(2 <= Vertices.Count);
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Debug.Assert(0 <= index && index < Vertices.Count);
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edge.ShapeType = ShapeType.Edge;
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edge._radius = _radius;
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edge.HasVertex0 = true;
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edge.HasVertex3 = true;
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int i0 = index - 1 >= 0 ? index - 1 : Vertices.Count - 1;
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int i1 = index;
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int i2 = index + 1 < Vertices.Count ? index + 1 : 0;
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int i3 = index + 2;
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while (i3 >= Vertices.Count)
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{
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i3 -= Vertices.Count;
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}
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edge.Vertex0 = Vertices[i0];
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edge.Vertex1 = Vertices[i1];
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edge.Vertex2 = Vertices[i2];
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edge.Vertex3 = Vertices[i3];
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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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return false;
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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,
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ref Transform transform, int childIndex)
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{
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Debug.Assert(childIndex < Vertices.Count);
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int i1 = childIndex;
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int i2 = childIndex + 1;
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if (i2 == Vertices.Count)
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{
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i2 = 0;
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}
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_edgeShape.Vertex1 = Vertices[i1];
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_edgeShape.Vertex2 = Vertices[i2];
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return _edgeShape.RayCast(out output, ref input, ref transform, 0);
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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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Debug.Assert(childIndex < Vertices.Count);
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int i1 = childIndex;
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int i2 = childIndex + 1;
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if (i2 == Vertices.Count)
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{
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i2 = 0;
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}
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Vector2 v1 = MathUtils.Multiply(ref transform, Vertices[i1]);
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Vector2 v2 = MathUtils.Multiply(ref transform, Vertices[i2]);
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aabb.LowerBound = Vector2.Min(v1, v2);
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aabb.UpperBound = Vector2.Max(v1, v2);
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}
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/// <summary>
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/// Chains have zero mass.
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/// </summary>
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public override void ComputeProperties()
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{
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//Does nothing. Loop shapes don't have properties.
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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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return 0;
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}
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}
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} |