/*␍␊ |
* 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 System.Diagnostics;␍␊ |
using System.Runtime.InteropServices;␍␊ |
using FarseerPhysics.Collision.Shapes;␍␊ |
using FarseerPhysics.Common;␍␊ |
using Microsoft.Xna.Framework;␍␊ |
␍␊ |
namespace FarseerPhysics.Collision␍␊ |
{␍␊ |
internal enum ContactFeatureType : byte␍␊ |
{␍␊ |
Vertex = 0,␍␊ |
Face = 1,␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// The features that intersect to form the contact point␍␊ |
/// This must be 4 bytes or less.␍␊ |
/// </summary>␍␊ |
public struct ContactFeature␍␊ |
{␍␊ |
/// <summary>␍␊ |
/// Feature index on ShapeA␍␊ |
/// </summary>␍␊ |
public byte IndexA;␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Feature index on ShapeB␍␊ |
/// </summary>␍␊ |
public byte IndexB;␍␊ |
␍␊ |
/// <summary>␍␊ |
/// The feature type on ShapeA␍␊ |
/// </summary>␍␊ |
public byte TypeA;␍␊ |
␍␊ |
/// <summary>␍␊ |
/// The feature type on ShapeB␍␊ |
/// </summary>␍␊ |
public byte TypeB;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Contact ids to facilitate warm starting.␍␊ |
/// </summary>␍␊ |
[StructLayout(LayoutKind.Explicit)]␍␊ |
public struct ContactID␍␊ |
{␍␊ |
/// <summary>␍␊ |
/// The features that intersect to form the contact point␍␊ |
/// </summary>␍␊ |
[FieldOffset(0)]␍␊ |
public ContactFeature Features;␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Used to quickly compare contact ids.␍␊ |
/// </summary>␍␊ |
[FieldOffset(0)]␍␊ |
public uint Key;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// A manifold point is a contact point belonging to a contact␍␊ |
/// manifold. It holds details related to the geometry and dynamics␍␊ |
/// of the contact points.␍␊ |
/// The local point usage depends on the manifold type:␍␊ |
/// -ShapeType.Circles: the local center of circleB␍␊ |
/// -SeparationFunction.FaceA: the local center of cirlceB or the clip point of polygonB␍␊ |
/// -SeparationFunction.FaceB: the clip point of polygonA␍␊ |
/// This structure is stored across time steps, so we keep it small.␍␊ |
/// Note: the impulses are used for internal caching and may not␍␊ |
/// provide reliable contact forces, especially for high speed collisions.␍␊ |
/// </summary>␍␊ |
public struct ManifoldPoint␍␊ |
{␍␊ |
/// <summary>␍␊ |
/// Uniquely identifies a contact point between two Shapes␍␊ |
/// </summary>␍␊ |
public ContactID Id;␍␊ |
␍␊ |
public Vector2 LocalPoint;␍␊ |
␍␊ |
public float NormalImpulse;␍␊ |
␍␊ |
public float TangentImpulse;␍␊ |
}␍␊ |
␍␊ |
public enum ManifoldType␍␊ |
{␍␊ |
Circles,␍␊ |
FaceA,␍␊ |
FaceB␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// A manifold for two touching convex Shapes.␍␊ |
/// Box2D supports multiple types of contact:␍␊ |
/// - clip point versus plane with radius␍␊ |
/// - point versus point with radius (circles)␍␊ |
/// The local point usage depends on the manifold type:␍␊ |
/// -ShapeType.Circles: the local center of circleA␍␊ |
/// -SeparationFunction.FaceA: the center of faceA␍␊ |
/// -SeparationFunction.FaceB: the center of faceB␍␊ |
/// Similarly the local normal usage:␍␊ |
/// -ShapeType.Circles: not used␍␊ |
/// -SeparationFunction.FaceA: the normal on polygonA␍␊ |
/// -SeparationFunction.FaceB: the normal on polygonB␍␊ |
/// We store contacts in this way so that position correction can␍␊ |
/// account for movement, which is critical for continuous physics.␍␊ |
/// All contact scenarios must be expressed in one of these types.␍␊ |
/// This structure is stored across time steps, so we keep it small.␍␊ |
/// </summary>␍␊ |
public struct Manifold␍␊ |
{␍␊ |
/// <summary>␍␊ |
/// Not use for Type.SeparationFunction.Points␍␊ |
/// </summary>␍␊ |
public Vector2 LocalNormal;␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Usage depends on manifold type␍␊ |
/// </summary>␍␊ |
public Vector2 LocalPoint;␍␊ |
␍␊ |
/// <summary>␍␊ |
/// The number of manifold points␍␊ |
/// </summary>␍␊ |
public int PointCount;␍␊ |
␍␊ |
/// <summary>␍␊ |
/// The points of contact␍␊ |
/// </summary>␍␊ |
public FixedArray2<ManifoldPoint> Points;␍␊ |
␍␊ |
public ManifoldType Type;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// This is used for determining the state of contact points.␍␊ |
/// </summary>␍␊ |
public enum PointState␍␊ |
{␍␊ |
/// <summary>␍␊ |
/// Point does not exist␍␊ |
/// </summary>␍␊ |
Null,␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Point was added in the update␍␊ |
/// </summary>␍␊ |
Add,␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Point persisted across the update␍␊ |
/// </summary>␍␊ |
Persist,␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Point was removed in the update␍␊ |
/// </summary>␍␊ |
Remove,␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Used for computing contact manifolds.␍␊ |
/// </summary>␍␊ |
public struct ClipVertex␍␊ |
{␍␊ |
public ContactID ID;␍␊ |
public Vector2 V;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).␍␊ |
/// </summary>␍␊ |
public struct RayCastInput␍␊ |
{␍␊ |
public float MaxFraction;␍␊ |
public Vector2 Point1, Point2;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2␍␊ |
/// come from RayCastInput. ␍␊ |
/// </summary>␍␊ |
public struct RayCastOutput␍␊ |
{␍␊ |
public float Fraction;␍␊ |
public Vector2 Normal;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// An axis aligned bounding box.␍␊ |
/// </summary>␍␊ |
public struct AABB␍␊ |
{␍␊ |
private static DistanceInput _input = new DistanceInput();␍␊ |
␍␊ |
/// <summary>␍␊ |
/// The lower vertex␍␊ |
/// </summary>␍␊ |
public Vector2 LowerBound;␍␊ |
␍␊ |
/// <summary>␍␊ |
/// The upper vertex␍␊ |
/// </summary>␍␊ |
public Vector2 UpperBound;␍␊ |
␍␊ |
public AABB(Vector2 min, Vector2 max)␍␊ |
: this(ref min, ref max)␍␊ |
{␍␊ |
}␍␊ |
␍␊ |
public AABB(ref Vector2 min, ref Vector2 max)␍␊ |
{␍␊ |
LowerBound = min;␍␊ |
UpperBound = max;␍␊ |
}␍␊ |
␍␊ |
public AABB(Vector2 center, float width, float height)␍␊ |
{␍␊ |
LowerBound = center - new Vector2(width / 2, height / 2);␍␊ |
UpperBound = center + new Vector2(width / 2, height / 2);␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Get the center of the AABB.␍␊ |
/// </summary>␍␊ |
/// <value></value>␍␊ |
public Vector2 Center␍␊ |
{␍␊ |
get { return 0.5f * (LowerBound + UpperBound); }␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Get the extents of the AABB (half-widths).␍␊ |
/// </summary>␍␊ |
/// <value></value>␍␊ |
public Vector2 Extents␍␊ |
{␍␊ |
get { return 0.5f * (UpperBound - LowerBound); }␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Get the perimeter length␍␊ |
/// </summary>␍␊ |
/// <value></value>␍␊ |
public float Perimeter␍␊ |
{␍␊ |
get␍␊ |
{␍␊ |
float wx = UpperBound.X - LowerBound.X;␍␊ |
float wy = UpperBound.Y - LowerBound.Y;␍␊ |
return 2.0f * (wx + wy);␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Gets the vertices of the AABB.␍␊ |
/// </summary>␍␊ |
/// <value>The corners of the AABB</value>␍␊ |
public Vertices Vertices␍␊ |
{␍␊ |
get␍␊ |
{␍␊ |
Vertices vertices = new Vertices();␍␊ |
vertices.Add(LowerBound);␍␊ |
vertices.Add(new Vector2(LowerBound.X, UpperBound.Y));␍␊ |
vertices.Add(UpperBound);␍␊ |
vertices.Add(new Vector2(UpperBound.X, LowerBound.Y));␍␊ |
return vertices;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// first quadrant␍␊ |
/// </summary>␍␊ |
public AABB Q1␍␊ |
{␍␊ |
get { return new AABB(Center, UpperBound); }␍␊ |
}␍␊ |
␍␊ |
public AABB Q2␍␊ |
{␍␊ |
get␍␊ |
{␍␊ |
return new AABB(new Vector2(LowerBound.X, Center.Y), new Vector2(Center.X, UpperBound.Y));␍␊ |
;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
public AABB Q3␍␊ |
{␍␊ |
get { return new AABB(LowerBound, Center); }␍␊ |
}␍␊ |
␍␊ |
public AABB Q4␍␊ |
{␍␊ |
get { return new AABB(new Vector2(Center.X, LowerBound.Y), new Vector2(UpperBound.X, Center.Y)); }␍␊ |
}␍␊ |
␍␊ |
public Vector2[] GetVertices()␍␊ |
{␍␊ |
Vector2 p1 = UpperBound;␍␊ |
Vector2 p2 = new Vector2(UpperBound.X, LowerBound.Y);␍␊ |
Vector2 p3 = LowerBound;␍␊ |
Vector2 p4 = new Vector2(LowerBound.X, UpperBound.Y);␍␊ |
return new[] { p1, p2, p3, p4 };␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Verify that the bounds are sorted.␍␊ |
/// </summary>␍␊ |
/// <returns>␍␊ |
/// ␉<c>true</c> if this instance is valid; otherwise, <c>false</c>.␍␊ |
/// </returns>␍␊ |
public bool IsValid()␍␊ |
{␍␊ |
Vector2 d = UpperBound - LowerBound;␍␊ |
bool valid = d.X >= 0.0f && d.Y >= 0.0f;␍␊ |
valid = valid && LowerBound.IsValid() && UpperBound.IsValid();␍␊ |
return valid;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Combine an AABB into this one.␍␊ |
/// </summary>␍␊ |
/// <param name="aabb">The aabb.</param>␍␊ |
public void Combine(ref AABB aabb)␍␊ |
{␍␊ |
LowerBound = Vector2.Min(LowerBound, aabb.LowerBound);␍␊ |
UpperBound = Vector2.Max(UpperBound, aabb.UpperBound);␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Combine two AABBs into this one.␍␊ |
/// </summary>␍␊ |
/// <param name="aabb1">The aabb1.</param>␍␊ |
/// <param name="aabb2">The aabb2.</param>␍␊ |
public void Combine(ref AABB aabb1, ref AABB aabb2)␍␊ |
{␍␊ |
LowerBound = Vector2.Min(aabb1.LowerBound, aabb2.LowerBound);␍␊ |
UpperBound = Vector2.Max(aabb1.UpperBound, aabb2.UpperBound);␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Does this aabb contain the provided AABB.␍␊ |
/// </summary>␍␊ |
/// <param name="aabb">The aabb.</param>␍␊ |
/// <returns>␍␊ |
/// ␉<c>true</c> if it contains the specified aabb; otherwise, <c>false</c>.␍␊ |
/// </returns>␍␊ |
public bool Contains(ref AABB aabb)␍␊ |
{␍␊ |
bool result = true;␍␊ |
result = result && LowerBound.X <= aabb.LowerBound.X;␍␊ |
result = result && LowerBound.Y <= aabb.LowerBound.Y;␍␊ |
result = result && aabb.UpperBound.X <= UpperBound.X;␍␊ |
result = result && aabb.UpperBound.Y <= UpperBound.Y;␍␊ |
return result;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Determines whether the AAABB contains the specified point.␍␊ |
/// </summary>␍␊ |
/// <param name="point">The point.</param>␍␊ |
/// <returns>␍␊ |
/// ␉<c>true</c> if it contains the specified point; otherwise, <c>false</c>.␍␊ |
/// </returns>␍␊ |
public bool Contains(ref Vector2 point)␍␊ |
{␍␊ |
//using epsilon to try and gaurd against float rounding errors.␍␊ |
if ((point.X > (LowerBound.X + Settings.Epsilon) && point.X < (UpperBound.X - Settings.Epsilon) &&␍␊ |
(point.Y > (LowerBound.Y + Settings.Epsilon) && point.Y < (UpperBound.Y - Settings.Epsilon))))␍␊ |
{␍␊ |
return true;␍␊ |
}␍␊ |
return false;␍␊ |
}␍␊ |
␍␊ |
public static bool TestOverlap(AABB a, AABB b)␍␊ |
{␍␊ |
return TestOverlap(ref a, ref b);␍␊ |
}␍␊ |
␍␊ |
public static bool TestOverlap(ref AABB a, ref AABB b)␍␊ |
{␍␊ |
Vector2 d1 = b.LowerBound - a.UpperBound;␍␊ |
Vector2 d2 = a.LowerBound - b.UpperBound;␍␊ |
␍␊ |
if (d1.X > 0.0f || d1.Y > 0.0f)␍␊ |
return false;␍␊ |
␍␊ |
if (d2.X > 0.0f || d2.Y > 0.0f)␍␊ |
return false;␍␊ |
␍␊ |
return true;␍␊ |
}␍␊ |
␍␊ |
public static bool TestOverlap(Shape shapeA, int indexA,␍␊ |
Shape shapeB, int indexB,␍␊ |
ref Transform xfA, ref Transform xfB)␍␊ |
{␍␊ |
_input.ProxyA.Set(shapeA, indexA);␍␊ |
_input.ProxyB.Set(shapeB, indexB);␍␊ |
_input.TransformA = xfA;␍␊ |
_input.TransformB = xfB;␍␊ |
_input.UseRadii = true;␍␊ |
␍␊ |
SimplexCache cache;␍␊ |
DistanceOutput output;␍␊ |
Distance.ComputeDistance(out output, out cache, _input);␍␊ |
␍␊ |
return output.Distance < 10.0f * Settings.Epsilon;␍␊ |
}␍␊ |
␍␊ |
␍␊ |
// From Real-time Collision Detection, p179.␍␊ |
public bool RayCast(out RayCastOutput output, ref RayCastInput input)␍␊ |
{␍␊ |
output = new RayCastOutput();␍␊ |
␍␊ |
float tmin = -Settings.MaxFloat;␍␊ |
float tmax = Settings.MaxFloat;␍␊ |
␍␊ |
Vector2 p = input.Point1;␍␊ |
Vector2 d = input.Point2 - input.Point1;␍␊ |
Vector2 absD = MathUtils.Abs(d);␍␊ |
␍␊ |
Vector2 normal = Vector2.Zero;␍␊ |
␍␊ |
for (int i = 0; i < 2; ++i)␍␊ |
{␍␊ |
float absD_i = i == 0 ? absD.X : absD.Y;␍␊ |
float lowerBound_i = i == 0 ? LowerBound.X : LowerBound.Y;␍␊ |
float upperBound_i = i == 0 ? UpperBound.X : UpperBound.Y;␍␊ |
float p_i = i == 0 ? p.X : p.Y;␍␊ |
␍␊ |
if (absD_i < Settings.Epsilon)␍␊ |
{␍␊ |
// Parallel.␍␊ |
if (p_i < lowerBound_i || upperBound_i < p_i)␍␊ |
{␍␊ |
return false;␍␊ |
}␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
float d_i = i == 0 ? d.X : d.Y;␍␊ |
␍␊ |
float inv_d = 1.0f / d_i;␍␊ |
float t1 = (lowerBound_i - p_i) * inv_d;␍␊ |
float t2 = (upperBound_i - p_i) * inv_d;␍␊ |
␍␊ |
// Sign of the normal vector.␍␊ |
float s = -1.0f;␍␊ |
␍␊ |
if (t1 > t2)␍␊ |
{␍␊ |
MathUtils.Swap(ref t1, ref t2);␍␊ |
s = 1.0f;␍␊ |
}␍␊ |
␍␊ |
// Push the min up␍␊ |
if (t1 > tmin)␍␊ |
{␍␊ |
if (i == 0)␍␊ |
{␍␊ |
normal.X = s;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
normal.Y = s;␍␊ |
}␍␊ |
␍␊ |
tmin = t1;␍␊ |
}␍␊ |
␍␊ |
// Pull the max down␍␊ |
tmax = Math.Min(tmax, t2);␍␊ |
␍␊ |
if (tmin > tmax)␍␊ |
{␍␊ |
return false;␍␊ |
}␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
// Does the ray start inside the box?␍␊ |
// Does the ray intersect beyond the max fraction?␍␊ |
if (tmin < 0.0f || input.MaxFraction < tmin)␍␊ |
{␍␊ |
return false;␍␊ |
}␍␊ |
␍␊ |
// Intersection.␍␊ |
output.Fraction = tmin;␍␊ |
output.Normal = normal;␍␊ |
return true;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Edge shape plus more stuff.␍␊ |
/// </summary>␍␊ |
public struct FatEdge␍␊ |
{␍␊ |
public bool HasVertex0, HasVertex3;␍␊ |
public Vector2 Normal;␍␊ |
public Vector2 V0, V1, V2, V3;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// This lets us treate and edge shape and a polygon in the same␍␊ |
/// way in the SAT collider.␍␊ |
/// </summary>␍␊ |
public class EPProxy␍␊ |
{␍␊ |
public Vector2 Centroid;␍␊ |
public int Count;␍␊ |
public Vector2[] Normals = new Vector2[Settings.MaxPolygonVertices];␍␊ |
public Vector2[] Vertices = new Vector2[Settings.MaxPolygonVertices];␍␊ |
}␍␊ |
␍␊ |
public struct EPAxis␍␊ |
{␍␊ |
public int Index;␍␊ |
public float Separation;␍␊ |
public EPAxisType Type;␍␊ |
}␍␊ |
␍␊ |
public enum EPAxisType␍␊ |
{␍␊ |
Unknown,␍␊ |
EdgeA,␍␊ |
EdgeB,␍␊ |
}␍␊ |
␍␊ |
public static class Collision␍␊ |
{␍␊ |
private static FatEdge _edgeA;␍␊ |
␍␊ |
private static EPProxy _proxyA = new EPProxy();␍␊ |
private static EPProxy _proxyB = new EPProxy();␍␊ |
␍␊ |
private static Transform _xf;␍␊ |
private static Vector2 _limit11, _limit12;␍␊ |
private static Vector2 _limit21, _limit22;␍␊ |
private static float _radius;␍␊ |
private static Vector2[] _tmpNormals = new Vector2[2];␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Evaluate the manifold with supplied transforms. This assumes␍␊ |
/// modest motion from the original state. This does not change the␍␊ |
/// point count, impulses, etc. The radii must come from the Shapes␍␊ |
/// that generated the manifold.␍␊ |
/// </summary>␍␊ |
/// <param name="manifold">The manifold.</param>␍␊ |
/// <param name="transformA">The transform for A.</param>␍␊ |
/// <param name="radiusA">The radius for A.</param>␍␊ |
/// <param name="transformB">The transform for B.</param>␍␊ |
/// <param name="radiusB">The radius for B.</param>␍␊ |
/// <param name="normal">World vector pointing from A to B</param>␍␊ |
/// <param name="points">Torld contact point (point of intersection).</param>␍␊ |
public static void GetWorldManifold(ref Manifold manifold,␍␊ |
ref Transform transformA, float radiusA,␍␊ |
ref Transform transformB, float radiusB, out Vector2 normal,␍␊ |
out FixedArray2<Vector2> points)␍␊ |
{␍␊ |
points = new FixedArray2<Vector2>();␍␊ |
normal = Vector2.Zero;␍␊ |
␍␊ |
if (manifold.PointCount == 0)␍␊ |
{␍␊ |
normal = Vector2.UnitY;␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
switch (manifold.Type)␍␊ |
{␍␊ |
case ManifoldType.Circles:␍␊ |
{␍␊ |
Vector2 tmp = manifold.Points[0].LocalPoint;␍␊ |
float pointAx = transformA.Position.X + transformA.R.Col1.X * manifold.LocalPoint.X +␍␊ |
transformA.R.Col2.X * manifold.LocalPoint.Y;␍␊ |
␍␊ |
float pointAy = transformA.Position.Y + transformA.R.Col1.Y * manifold.LocalPoint.X +␍␊ |
transformA.R.Col2.Y * manifold.LocalPoint.Y;␍␊ |
␍␊ |
float pointBx = transformB.Position.X + transformB.R.Col1.X * tmp.X +␍␊ |
transformB.R.Col2.X * tmp.Y;␍␊ |
␍␊ |
float pointBy = transformB.Position.Y + transformB.R.Col1.Y * tmp.X +␍␊ |
transformB.R.Col2.Y * tmp.Y;␍␊ |
␍␊ |
normal.X = 1;␍␊ |
normal.Y = 0;␍␊ |
␍␊ |
float result = (pointAx - pointBx) * (pointAx - pointBx) +␍␊ |
(pointAy - pointBy) * (pointAy - pointBy);␍␊ |
if (result > Settings.Epsilon * Settings.Epsilon)␍␊ |
{␍␊ |
float tmpNormalx = pointBx - pointAx;␍␊ |
float tmpNormaly = pointBy - pointAy;␍␊ |
float factor = 1f / (float)Math.Sqrt(tmpNormalx * tmpNormalx + tmpNormaly * tmpNormaly);␍␊ |
normal.X = tmpNormalx * factor;␍␊ |
normal.Y = tmpNormaly * factor;␍␊ |
}␍␊ |
␍␊ |
Vector2 c = Vector2.Zero;␍␊ |
c.X = (pointAx + radiusA * normal.X) + (pointBx - radiusB * normal.X);␍␊ |
c.Y = (pointAy + radiusA * normal.Y) + (pointBy - radiusB * normal.Y);␍␊ |
␍␊ |
points[0] = 0.5f * c;␍␊ |
}␍␊ |
break;␍␊ |
␍␊ |
case ManifoldType.FaceA:␍␊ |
{␍␊ |
normal.X = transformA.R.Col1.X * manifold.LocalNormal.X +␍␊ |
transformA.R.Col2.X * manifold.LocalNormal.Y;␍␊ |
normal.Y = transformA.R.Col1.Y * manifold.LocalNormal.X +␍␊ |
transformA.R.Col2.Y * manifold.LocalNormal.Y;␍␊ |
␍␊ |
float planePointx = transformA.Position.X + transformA.R.Col1.X * manifold.LocalPoint.X +␍␊ |
transformA.R.Col2.X * manifold.LocalPoint.Y;␍␊ |
␍␊ |
float planePointy = transformA.Position.Y + transformA.R.Col1.Y * manifold.LocalPoint.X +␍␊ |
transformA.R.Col2.Y * manifold.LocalPoint.Y;␍␊ |
␍␊ |
for (int i = 0; i < manifold.PointCount; ++i)␍␊ |
{␍␊ |
Vector2 tmp = manifold.Points[i].LocalPoint;␍␊ |
␍␊ |
float clipPointx = transformB.Position.X + transformB.R.Col1.X * tmp.X +␍␊ |
transformB.R.Col2.X * tmp.Y;␍␊ |
␍␊ |
float clipPointy = transformB.Position.Y + transformB.R.Col1.Y * tmp.X +␍␊ |
transformB.R.Col2.Y * tmp.Y;␍␊ |
␍␊ |
float value = (clipPointx - planePointx) * normal.X + (clipPointy - planePointy) * normal.Y;␍␊ |
␍␊ |
Vector2 c = Vector2.Zero;␍␊ |
c.X = (clipPointx + (radiusA - value) * normal.X) + (clipPointx - radiusB * normal.X);␍␊ |
c.Y = (clipPointy + (radiusA - value) * normal.Y) + (clipPointy - radiusB * normal.Y);␍␊ |
␍␊ |
points[i] = 0.5f * c;␍␊ |
}␍␊ |
}␍␊ |
break;␍␊ |
␍␊ |
case ManifoldType.FaceB:␍␊ |
{␍␊ |
normal.X = transformB.R.Col1.X * manifold.LocalNormal.X +␍␊ |
transformB.R.Col2.X * manifold.LocalNormal.Y;␍␊ |
normal.Y = transformB.R.Col1.Y * manifold.LocalNormal.X +␍␊ |
transformB.R.Col2.Y * manifold.LocalNormal.Y;␍␊ |
␍␊ |
float planePointx = transformB.Position.X + transformB.R.Col1.X * manifold.LocalPoint.X +␍␊ |
transformB.R.Col2.X * manifold.LocalPoint.Y;␍␊ |
␍␊ |
float planePointy = transformB.Position.Y + transformB.R.Col1.Y * manifold.LocalPoint.X +␍␊ |
transformB.R.Col2.Y * manifold.LocalPoint.Y;␍␊ |
␍␊ |
for (int i = 0; i < manifold.PointCount; ++i)␍␊ |
{␍␊ |
Vector2 tmp = manifold.Points[i].LocalPoint;␍␊ |
␍␊ |
float clipPointx = transformA.Position.X + transformA.R.Col1.X * tmp.X +␍␊ |
transformA.R.Col2.X * tmp.Y;␍␊ |
␍␊ |
float clipPointy = transformA.Position.Y + transformA.R.Col1.Y * tmp.X +␍␊ |
transformA.R.Col2.Y * tmp.Y;␍␊ |
␍␊ |
float value = (clipPointx - planePointx) * normal.X + (clipPointy - planePointy) * normal.Y;␍␊ |
␍␊ |
Vector2 c = Vector2.Zero;␍␊ |
c.X = (clipPointx - radiusA * normal.X) + (clipPointx + (radiusB - value) * normal.X);␍␊ |
c.Y = (clipPointy - radiusA * normal.Y) + (clipPointy + (radiusB - value) * normal.Y);␍␊ |
␍␊ |
points[i] = 0.5f * c;␍␊ |
}␍␊ |
// Ensure normal points from A to B.␍␊ |
normal *= -1;␍␊ |
}␍␊ |
break;␍␊ |
default:␍␊ |
normal = Vector2.UnitY;␍␊ |
break;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
public static void GetPointStates(out FixedArray2<PointState> state1, out FixedArray2<PointState> state2,␍␊ |
ref Manifold manifold1, ref Manifold manifold2)␍␊ |
{␍␊ |
state1 = new FixedArray2<PointState>();␍␊ |
state2 = new FixedArray2<PointState>();␍␊ |
␍␊ |
// Detect persists and removes.␍␊ |
for (int i = 0; i < manifold1.PointCount; ++i)␍␊ |
{␍␊ |
ContactID id = manifold1.Points[i].Id;␍␊ |
␍␊ |
state1[i] = PointState.Remove;␍␊ |
␍␊ |
for (int j = 0; j < manifold2.PointCount; ++j)␍␊ |
{␍␊ |
if (manifold2.Points[j].Id.Key == id.Key)␍␊ |
{␍␊ |
state1[i] = PointState.Persist;␍␊ |
break;␍␊ |
}␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
// Detect persists and adds.␍␊ |
for (int i = 0; i < manifold2.PointCount; ++i)␍␊ |
{␍␊ |
ContactID id = manifold2.Points[i].Id;␍␊ |
␍␊ |
state2[i] = PointState.Add;␍␊ |
␍␊ |
for (int j = 0; j < manifold1.PointCount; ++j)␍␊ |
{␍␊ |
if (manifold1.Points[j].Id.Key == id.Key)␍␊ |
{␍␊ |
state2[i] = PointState.Persist;␍␊ |
break;␍␊ |
}␍␊ |
}␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
␍␊ |
/// Compute the collision manifold between two circles.␍␊ |
public static void CollideCircles(ref Manifold manifold,␍␊ |
CircleShape circleA, ref Transform xfA,␍␊ |
CircleShape circleB, ref Transform xfB)␍␊ |
{␍␊ |
manifold.PointCount = 0;␍␊ |
␍␊ |
float pAx = xfA.Position.X + xfA.R.Col1.X * circleA.Position.X + xfA.R.Col2.X * circleA.Position.Y;␍␊ |
float pAy = xfA.Position.Y + xfA.R.Col1.Y * circleA.Position.X + xfA.R.Col2.Y * circleA.Position.Y;␍␊ |
float pBx = xfB.Position.X + xfB.R.Col1.X * circleB.Position.X + xfB.R.Col2.X * circleB.Position.Y;␍␊ |
float pBy = xfB.Position.Y + xfB.R.Col1.Y * circleB.Position.X + xfB.R.Col2.Y * circleB.Position.Y;␍␊ |
␍␊ |
float distSqr = (pBx - pAx) * (pBx - pAx) + (pBy - pAy) * (pBy - pAy);␍␊ |
float radius = circleA.Radius + circleB.Radius;␍␊ |
if (distSqr > radius * radius)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
manifold.Type = ManifoldType.Circles;␍␊ |
manifold.LocalPoint = circleA.Position;␍␊ |
manifold.LocalNormal = Vector2.Zero;␍␊ |
manifold.PointCount = 1;␍␊ |
␍␊ |
ManifoldPoint p0 = manifold.Points[0];␍␊ |
␍␊ |
p0.LocalPoint = circleB.Position;␍␊ |
p0.Id.Key = 0;␍␊ |
␍␊ |
manifold.Points[0] = p0;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Compute the collision manifold between a polygon and a circle.␍␊ |
/// </summary>␍␊ |
/// <param name="manifold">The manifold.</param>␍␊ |
/// <param name="polygonA">The polygon A.</param>␍␊ |
/// <param name="transformA">The transform of A.</param>␍␊ |
/// <param name="circleB">The circle B.</param>␍␊ |
/// <param name="transformB">The transform of B.</param>␍␊ |
public static void CollidePolygonAndCircle(ref Manifold manifold,␍␊ |
PolygonShape polygonA, ref Transform transformA,␍␊ |
CircleShape circleB, ref Transform transformB)␍␊ |
{␍␊ |
manifold.PointCount = 0;␍␊ |
␍␊ |
// Compute circle position in the frame of the polygon.␍␊ |
Vector2 c =␍␊ |
new Vector2(␍␊ |
transformB.Position.X + transformB.R.Col1.X * circleB.Position.X +␍␊ |
transformB.R.Col2.X * circleB.Position.Y,␍␊ |
transformB.Position.Y + transformB.R.Col1.Y * circleB.Position.X +␍␊ |
transformB.R.Col2.Y * circleB.Position.Y);␍␊ |
Vector2 cLocal =␍␊ |
new Vector2(␍␊ |
(c.X - transformA.Position.X) * transformA.R.Col1.X +␍␊ |
(c.Y - transformA.Position.Y) * transformA.R.Col1.Y,␍␊ |
(c.X - transformA.Position.X) * transformA.R.Col2.X +␍␊ |
(c.Y - transformA.Position.Y) * transformA.R.Col2.Y);␍␊ |
␍␊ |
// Find the min separating edge.␍␊ |
int normalIndex = 0;␍␊ |
float separation = -Settings.MaxFloat;␍␊ |
float radius = polygonA.Radius + circleB.Radius;␍␊ |
int vertexCount = polygonA.Vertices.Count;␍␊ |
␍␊ |
for (int i = 0; i < vertexCount; ++i)␍␊ |
{␍␊ |
Vector2 value1 = polygonA.Normals[i];␍␊ |
Vector2 value2 = cLocal - polygonA.Vertices[i];␍␊ |
float s = value1.X * value2.X + value1.Y * value2.Y;␍␊ |
␍␊ |
if (s > radius)␍␊ |
{␍␊ |
// Early out.␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
if (s > separation)␍␊ |
{␍␊ |
separation = s;␍␊ |
normalIndex = i;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
// Vertices that subtend the incident face.␍␊ |
int vertIndex1 = normalIndex;␍␊ |
int vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;␍␊ |
Vector2 v1 = polygonA.Vertices[vertIndex1];␍␊ |
Vector2 v2 = polygonA.Vertices[vertIndex2];␍␊ |
␍␊ |
// If the center is inside the polygon ...␍␊ |
if (separation < Settings.Epsilon)␍␊ |
{␍␊ |
manifold.PointCount = 1;␍␊ |
manifold.Type = ManifoldType.FaceA;␍␊ |
manifold.LocalNormal = polygonA.Normals[normalIndex];␍␊ |
manifold.LocalPoint = 0.5f * (v1 + v2);␍␊ |
␍␊ |
ManifoldPoint p0 = manifold.Points[0];␍␊ |
␍␊ |
p0.LocalPoint = circleB.Position;␍␊ |
p0.Id.Key = 0;␍␊ |
␍␊ |
manifold.Points[0] = p0;␍␊ |
␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
// Compute barycentric coordinates␍␊ |
float u1 = (cLocal.X - v1.X) * (v2.X - v1.X) + (cLocal.Y - v1.Y) * (v2.Y - v1.Y);␍␊ |
float u2 = (cLocal.X - v2.X) * (v1.X - v2.X) + (cLocal.Y - v2.Y) * (v1.Y - v2.Y);␍␊ |
␍␊ |
if (u1 <= 0.0f)␍␊ |
{␍␊ |
float r = (cLocal.X - v1.X) * (cLocal.X - v1.X) + (cLocal.Y - v1.Y) * (cLocal.Y - v1.Y);␍␊ |
if (r > radius * radius)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
manifold.PointCount = 1;␍␊ |
manifold.Type = ManifoldType.FaceA;␍␊ |
manifold.LocalNormal = cLocal - v1;␍␊ |
float factor = 1f /␍␊ |
(float)␍␊ |
Math.Sqrt(manifold.LocalNormal.X * manifold.LocalNormal.X +␍␊ |
manifold.LocalNormal.Y * manifold.LocalNormal.Y);␍␊ |
manifold.LocalNormal.X = manifold.LocalNormal.X * factor;␍␊ |
manifold.LocalNormal.Y = manifold.LocalNormal.Y * factor;␍␊ |
manifold.LocalPoint = v1;␍␊ |
␍␊ |
ManifoldPoint p0b = manifold.Points[0];␍␊ |
␍␊ |
p0b.LocalPoint = circleB.Position;␍␊ |
p0b.Id.Key = 0;␍␊ |
␍␊ |
manifold.Points[0] = p0b;␍␊ |
}␍␊ |
else if (u2 <= 0.0f)␍␊ |
{␍␊ |
float r = (cLocal.X - v2.X) * (cLocal.X - v2.X) + (cLocal.Y - v2.Y) * (cLocal.Y - v2.Y);␍␊ |
if (r > radius * radius)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
manifold.PointCount = 1;␍␊ |
manifold.Type = ManifoldType.FaceA;␍␊ |
manifold.LocalNormal = cLocal - v2;␍␊ |
float factor = 1f /␍␊ |
(float)␍␊ |
Math.Sqrt(manifold.LocalNormal.X * manifold.LocalNormal.X +␍␊ |
manifold.LocalNormal.Y * manifold.LocalNormal.Y);␍␊ |
manifold.LocalNormal.X = manifold.LocalNormal.X * factor;␍␊ |
manifold.LocalNormal.Y = manifold.LocalNormal.Y * factor;␍␊ |
manifold.LocalPoint = v2;␍␊ |
␍␊ |
ManifoldPoint p0c = manifold.Points[0];␍␊ |
␍␊ |
p0c.LocalPoint = circleB.Position;␍␊ |
p0c.Id.Key = 0;␍␊ |
␍␊ |
manifold.Points[0] = p0c;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
Vector2 faceCenter = 0.5f * (v1 + v2);␍␊ |
Vector2 value1 = cLocal - faceCenter;␍␊ |
Vector2 value2 = polygonA.Normals[vertIndex1];␍␊ |
float separation2 = value1.X * value2.X + value1.Y * value2.Y;␍␊ |
if (separation2 > radius)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
manifold.PointCount = 1;␍␊ |
manifold.Type = ManifoldType.FaceA;␍␊ |
manifold.LocalNormal = polygonA.Normals[vertIndex1];␍␊ |
manifold.LocalPoint = faceCenter;␍␊ |
␍␊ |
ManifoldPoint p0d = manifold.Points[0];␍␊ |
␍␊ |
p0d.LocalPoint = circleB.Position;␍␊ |
p0d.Id.Key = 0;␍␊ |
␍␊ |
manifold.Points[0] = p0d;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Compute the collision manifold between two polygons.␍␊ |
/// </summary>␍␊ |
/// <param name="manifold">The manifold.</param>␍␊ |
/// <param name="polyA">The poly A.</param>␍␊ |
/// <param name="transformA">The transform A.</param>␍␊ |
/// <param name="polyB">The poly B.</param>␍␊ |
/// <param name="transformB">The transform B.</param>␍␊ |
public static void CollidePolygons(ref Manifold manifold,␍␊ |
PolygonShape polyA, ref Transform transformA,␍␊ |
PolygonShape polyB, ref Transform transformB)␍␊ |
{␍␊ |
manifold.PointCount = 0;␍␊ |
float totalRadius = polyA.Radius + polyB.Radius;␍␊ |
␍␊ |
int edgeA = 0;␍␊ |
float separationA = FindMaxSeparation(out edgeA, polyA, ref transformA, polyB, ref transformB);␍␊ |
if (separationA > totalRadius)␍␊ |
return;␍␊ |
␍␊ |
int edgeB = 0;␍␊ |
float separationB = FindMaxSeparation(out edgeB, polyB, ref transformB, polyA, ref transformA);␍␊ |
if (separationB > totalRadius)␍␊ |
return;␍␊ |
␍␊ |
PolygonShape poly1; // reference polygon␍␊ |
PolygonShape poly2; // incident polygon␍␊ |
Transform xf1, xf2;␍␊ |
int edge1; // reference edge␍␊ |
bool flip;␍␊ |
const float k_relativeTol = 0.98f;␍␊ |
const float k_absoluteTol = 0.001f;␍␊ |
␍␊ |
if (separationB > k_relativeTol * separationA + k_absoluteTol)␍␊ |
{␍␊ |
poly1 = polyB;␍␊ |
poly2 = polyA;␍␊ |
xf1 = transformB;␍␊ |
xf2 = transformA;␍␊ |
edge1 = edgeB;␍␊ |
manifold.Type = ManifoldType.FaceB;␍␊ |
flip = true;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
poly1 = polyA;␍␊ |
poly2 = polyB;␍␊ |
xf1 = transformA;␍␊ |
xf2 = transformB;␍␊ |
edge1 = edgeA;␍␊ |
manifold.Type = ManifoldType.FaceA;␍␊ |
flip = false;␍␊ |
}␍␊ |
␍␊ |
FixedArray2<ClipVertex> incidentEdge;␍␊ |
FindIncidentEdge(out incidentEdge, poly1, ref xf1, edge1, poly2, ref xf2);␍␊ |
␍␊ |
int count1 = poly1.Vertices.Count;␍␊ |
␍␊ |
int iv1 = edge1;␍␊ |
int iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;␍␊ |
␍␊ |
Vector2 v11 = poly1.Vertices[iv1];␍␊ |
Vector2 v12 = poly1.Vertices[iv2];␍␊ |
␍␊ |
float localTangentX = v12.X - v11.X;␍␊ |
float localTangentY = v12.Y - v11.Y;␍␊ |
␍␊ |
float factor = 1f / (float)Math.Sqrt(localTangentX * localTangentX + localTangentY * localTangentY);␍␊ |
localTangentX = localTangentX * factor;␍␊ |
localTangentY = localTangentY * factor;␍␊ |
␍␊ |
Vector2 localNormal = new Vector2(localTangentY, -localTangentX);␍␊ |
Vector2 planePoint = 0.5f * (v11 + v12);␍␊ |
␍␊ |
Vector2 tangent = new Vector2(xf1.R.Col1.X * localTangentX + xf1.R.Col2.X * localTangentY,␍␊ |
xf1.R.Col1.Y * localTangentX + xf1.R.Col2.Y * localTangentY);␍␊ |
float normalx = tangent.Y;␍␊ |
float normaly = -tangent.X;␍␊ |
␍␊ |
v11 = new Vector2(xf1.Position.X + xf1.R.Col1.X * v11.X + xf1.R.Col2.X * v11.Y,␍␊ |
xf1.Position.Y + xf1.R.Col1.Y * v11.X + xf1.R.Col2.Y * v11.Y);␍␊ |
v12 = new Vector2(xf1.Position.X + xf1.R.Col1.X * v12.X + xf1.R.Col2.X * v12.Y,␍␊ |
xf1.Position.Y + xf1.R.Col1.Y * v12.X + xf1.R.Col2.Y * v12.Y);␍␊ |
␍␊ |
// Face offset.␍␊ |
float frontOffset = normalx * v11.X + normaly * v11.Y;␍␊ |
␍␊ |
// Side offsets, extended by polytope skin thickness.␍␊ |
float sideOffset1 = -(tangent.X * v11.X + tangent.Y * v11.Y) + totalRadius;␍␊ |
float sideOffset2 = tangent.X * v12.X + tangent.Y * v12.Y + totalRadius;␍␊ |
␍␊ |
// Clip incident edge against extruded edge1 side edges.␍␊ |
FixedArray2<ClipVertex> clipPoints1;␍␊ |
FixedArray2<ClipVertex> clipPoints2;␍␊ |
␍␊ |
// Clip to box side 1␍␊ |
int np = ClipSegmentToLine(out clipPoints1, ref incidentEdge, -tangent, sideOffset1, iv1);␍␊ |
␍␊ |
if (np < 2)␍␊ |
return;␍␊ |
␍␊ |
// Clip to negative box side 1␍␊ |
np = ClipSegmentToLine(out clipPoints2, ref clipPoints1, tangent, sideOffset2, iv2);␍␊ |
␍␊ |
if (np < 2)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
// Now clipPoints2 contains the clipped points.␍␊ |
manifold.LocalNormal = localNormal;␍␊ |
manifold.LocalPoint = planePoint;␍␊ |
␍␊ |
int pointCount = 0;␍␊ |
for (int i = 0; i < Settings.MaxManifoldPoints; ++i)␍␊ |
{␍␊ |
Vector2 value = clipPoints2[i].V;␍␊ |
float separation = normalx * value.X + normaly * value.Y - frontOffset;␍␊ |
␍␊ |
if (separation <= totalRadius)␍␊ |
{␍␊ |
ManifoldPoint cp = manifold.Points[pointCount];␍␊ |
Vector2 tmp = clipPoints2[i].V;␍␊ |
float tmp1X = tmp.X - xf2.Position.X;␍␊ |
float tmp1Y = tmp.Y - xf2.Position.Y;␍␊ |
cp.LocalPoint.X = tmp1X * xf2.R.Col1.X + tmp1Y * xf2.R.Col1.Y;␍␊ |
cp.LocalPoint.Y = tmp1X * xf2.R.Col2.X + tmp1Y * xf2.R.Col2.Y;␍␊ |
cp.Id = clipPoints2[i].ID;␍␊ |
␍␊ |
if (flip)␍␊ |
{␍␊ |
// Swap features␍␊ |
ContactFeature cf = cp.Id.Features;␍␊ |
cp.Id.Features.IndexA = cf.IndexB;␍␊ |
cp.Id.Features.IndexB = cf.IndexA;␍␊ |
cp.Id.Features.TypeA = cf.TypeB;␍␊ |
cp.Id.Features.TypeB = cf.TypeA;␍␊ |
}␍␊ |
␍␊ |
manifold.Points[pointCount] = cp;␍␊ |
␍␊ |
++pointCount;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
manifold.PointCount = pointCount;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Compute contact points for edge versus circle.␍␊ |
/// This accounts for edge connectivity.␍␊ |
/// </summary>␍␊ |
/// <param name="manifold">The manifold.</param>␍␊ |
/// <param name="edgeA">The edge A.</param>␍␊ |
/// <param name="transformA">The transform A.</param>␍␊ |
/// <param name="circleB">The circle B.</param>␍␊ |
/// <param name="transformB">The transform B.</param>␍␊ |
public static void CollideEdgeAndCircle(ref Manifold manifold,␍␊ |
EdgeShape edgeA, ref Transform transformA,␍␊ |
CircleShape circleB, ref Transform transformB)␍␊ |
{␍␊ |
manifold.PointCount = 0;␍␊ |
␍␊ |
// Compute circle in frame of edge␍␊ |
Vector2 Q = MathUtils.MultiplyT(ref transformA, MathUtils.Multiply(ref transformB, ref circleB._position));␍␊ |
␍␊ |
Vector2 A = edgeA.Vertex1, B = edgeA.Vertex2;␍␊ |
Vector2 e = B - A;␍␊ |
␍␊ |
// Barycentric coordinates␍␊ |
float u = Vector2.Dot(e, B - Q);␍␊ |
float v = Vector2.Dot(e, Q - A);␍␊ |
␍␊ |
float radius = edgeA.Radius + circleB.Radius;␍␊ |
␍␊ |
ContactFeature cf;␍␊ |
cf.IndexB = 0;␍␊ |
cf.TypeB = (byte)ContactFeatureType.Vertex;␍␊ |
␍␊ |
Vector2 P, d;␍␊ |
␍␊ |
// Region A␍␊ |
if (v <= 0.0f)␍␊ |
{␍␊ |
P = A;␍␊ |
d = Q - P;␍␊ |
float dd;␍␊ |
Vector2.Dot(ref d, ref d, out dd);␍␊ |
if (dd > radius * radius)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
// Is there an edge connected to A?␍␊ |
if (edgeA.HasVertex0)␍␊ |
{␍␊ |
Vector2 A1 = edgeA.Vertex0;␍␊ |
Vector2 B1 = A;␍␊ |
Vector2 e1 = B1 - A1;␍␊ |
float u1 = Vector2.Dot(e1, B1 - Q);␍␊ |
␍␊ |
// Is the circle in Region AB of the previous edge?␍␊ |
if (u1 > 0.0f)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
cf.IndexA = 0;␍␊ |
cf.TypeA = (byte)ContactFeatureType.Vertex;␍␊ |
manifold.PointCount = 1;␍␊ |
manifold.Type = ManifoldType.Circles;␍␊ |
manifold.LocalNormal = Vector2.Zero;␍␊ |
manifold.LocalPoint = P;␍␊ |
ManifoldPoint mp = new ManifoldPoint();␍␊ |
mp.Id.Key = 0;␍␊ |
mp.Id.Features = cf;␍␊ |
mp.LocalPoint = circleB.Position;␍␊ |
manifold.Points[0] = mp;␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
// Region B␍␊ |
if (u <= 0.0f)␍␊ |
{␍␊ |
P = B;␍␊ |
d = Q - P;␍␊ |
float dd;␍␊ |
Vector2.Dot(ref d, ref d, out dd);␍␊ |
if (dd > radius * radius)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
// Is there an edge connected to B?␍␊ |
if (edgeA.HasVertex3)␍␊ |
{␍␊ |
Vector2 B2 = edgeA.Vertex3;␍␊ |
Vector2 A2 = B;␍␊ |
Vector2 e2 = B2 - A2;␍␊ |
float v2 = Vector2.Dot(e2, Q - A2);␍␊ |
␍␊ |
// Is the circle in Region AB of the next edge?␍␊ |
if (v2 > 0.0f)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
cf.IndexA = 1;␍␊ |
cf.TypeA = (byte)ContactFeatureType.Vertex;␍␊ |
manifold.PointCount = 1;␍␊ |
manifold.Type = ManifoldType.Circles;␍␊ |
manifold.LocalNormal = Vector2.Zero;␍␊ |
manifold.LocalPoint = P;␍␊ |
ManifoldPoint mp = new ManifoldPoint();␍␊ |
mp.Id.Key = 0;␍␊ |
mp.Id.Features = cf;␍␊ |
mp.LocalPoint = circleB.Position;␍␊ |
manifold.Points[0] = mp;␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
// Region AB␍␊ |
float den;␍␊ |
Vector2.Dot(ref e, ref e, out den);␍␊ |
Debug.Assert(den > 0.0f);␍␊ |
P = (1.0f / den) * (u * A + v * B);␍␊ |
d = Q - P;␍␊ |
float dd2;␍␊ |
Vector2.Dot(ref d, ref d, out dd2);␍␊ |
if (dd2 > radius * radius)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
Vector2 n = new Vector2(-e.Y, e.X);␍␊ |
if (Vector2.Dot(n, Q - A) < 0.0f)␍␊ |
{␍␊ |
n = new Vector2(-n.X, -n.Y);␍␊ |
}␍␊ |
n.Normalize();␍␊ |
␍␊ |
cf.IndexA = 0;␍␊ |
cf.TypeA = (byte)ContactFeatureType.Face;␍␊ |
manifold.PointCount = 1;␍␊ |
manifold.Type = ManifoldType.FaceA;␍␊ |
manifold.LocalNormal = n;␍␊ |
manifold.LocalPoint = A;␍␊ |
ManifoldPoint mp2 = new ManifoldPoint();␍␊ |
mp2.Id.Key = 0;␍␊ |
mp2.Id.Features = cf;␍␊ |
mp2.LocalPoint = circleB.Position;␍␊ |
manifold.Points[0] = mp2;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Collides and edge and a polygon, taking into account edge adjacency.␍␊ |
/// </summary>␍␊ |
/// <param name="manifold">The manifold.</param>␍␊ |
/// <param name="edgeA">The edge A.</param>␍␊ |
/// <param name="xfA">The xf A.</param>␍␊ |
/// <param name="polygonB">The polygon B.</param>␍␊ |
/// <param name="xfB">The xf B.</param>␍␊ |
public static void CollideEdgeAndPolygon(ref Manifold manifold,␍␊ |
EdgeShape edgeA, ref Transform xfA,␍␊ |
PolygonShape polygonB, ref Transform xfB)␍␊ |
{␍␊ |
MathUtils.MultiplyT(ref xfA, ref xfB, out _xf);␍␊ |
␍␊ |
// Edge geometry␍␊ |
_edgeA.V0 = edgeA.Vertex0;␍␊ |
_edgeA.V1 = edgeA.Vertex1;␍␊ |
_edgeA.V2 = edgeA.Vertex2;␍␊ |
_edgeA.V3 = edgeA.Vertex3;␍␊ |
Vector2 e = _edgeA.V2 - _edgeA.V1;␍␊ |
␍␊ |
// Normal points outwards in CCW order.␍␊ |
_edgeA.Normal = new Vector2(e.Y, -e.X);␍␊ |
_edgeA.Normal.Normalize();␍␊ |
_edgeA.HasVertex0 = edgeA.HasVertex0;␍␊ |
_edgeA.HasVertex3 = edgeA.HasVertex3;␍␊ |
␍␊ |
// Proxy for edge␍␊ |
_proxyA.Vertices[0] = _edgeA.V1;␍␊ |
_proxyA.Vertices[1] = _edgeA.V2;␍␊ |
_proxyA.Normals[0] = _edgeA.Normal;␍␊ |
_proxyA.Normals[1] = -_edgeA.Normal;␍␊ |
_proxyA.Centroid = 0.5f * (_edgeA.V1 + _edgeA.V2);␍␊ |
_proxyA.Count = 2;␍␊ |
␍␊ |
// Proxy for polygon␍␊ |
_proxyB.Count = polygonB.Vertices.Count;␍␊ |
_proxyB.Centroid = MathUtils.Multiply(ref _xf, ref polygonB.MassData.Centroid);␍␊ |
for (int i = 0; i < polygonB.Vertices.Count; ++i)␍␊ |
{␍␊ |
_proxyB.Vertices[i] = MathUtils.Multiply(ref _xf, polygonB.Vertices[i]);␍␊ |
_proxyB.Normals[i] = MathUtils.Multiply(ref _xf.R, polygonB.Normals[i]);␍␊ |
}␍␊ |
␍␊ |
_radius = 2.0f * Settings.PolygonRadius;␍␊ |
␍␊ |
_limit11 = Vector2.Zero;␍␊ |
_limit12 = Vector2.Zero;␍␊ |
_limit21 = Vector2.Zero;␍␊ |
_limit22 = Vector2.Zero;␍␊ |
␍␊ |
//Collide(ref manifold); inline start␍␊ |
manifold.PointCount = 0;␍␊ |
␍␊ |
//ComputeAdjacency(); inline start␍␊ |
Vector2 v0 = _edgeA.V0;␍␊ |
Vector2 v1 = _edgeA.V1;␍␊ |
Vector2 v2 = _edgeA.V2;␍␊ |
Vector2 v3 = _edgeA.V3;␍␊ |
␍␊ |
// Determine allowable the normal regions based on adjacency.␍␊ |
// Note: it may be possible that no normal is admissable.␍␊ |
Vector2 centerB = _proxyB.Centroid;␍␊ |
if (_edgeA.HasVertex0)␍␊ |
{␍␊ |
Vector2 e0 = v1 - v0;␍␊ |
Vector2 e1 = v2 - v1;␍␊ |
Vector2 n0 = new Vector2(e0.Y, -e0.X);␍␊ |
Vector2 n1 = new Vector2(e1.Y, -e1.X);␍␊ |
n0.Normalize();␍␊ |
n1.Normalize();␍␊ |
␍␊ |
bool convex = MathUtils.Cross(n0, n1) >= 0.0f;␍␊ |
bool front0 = Vector2.Dot(n0, centerB - v0) >= 0.0f;␍␊ |
bool front1 = Vector2.Dot(n1, centerB - v1) >= 0.0f;␍␊ |
␍␊ |
if (convex)␍␊ |
{␍␊ |
if (front0 || front1)␍␊ |
{␍␊ |
_limit11 = n1;␍␊ |
_limit12 = n0;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
_limit11 = -n1;␍␊ |
_limit12 = -n0;␍␊ |
}␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
if (front0 && front1)␍␊ |
{␍␊ |
_limit11 = n0;␍␊ |
_limit12 = n1;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
_limit11 = -n0;␍␊ |
_limit12 = -n1;␍␊ |
}␍␊ |
}␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
_limit11 = Vector2.Zero;␍␊ |
_limit12 = Vector2.Zero;␍␊ |
}␍␊ |
␍␊ |
if (_edgeA.HasVertex3)␍␊ |
{␍␊ |
Vector2 e1 = v2 - v1;␍␊ |
Vector2 e2 = v3 - v2;␍␊ |
Vector2 n1 = new Vector2(e1.Y, -e1.X);␍␊ |
Vector2 n2 = new Vector2(e2.Y, -e2.X);␍␊ |
n1.Normalize();␍␊ |
n2.Normalize();␍␊ |
␍␊ |
bool convex = MathUtils.Cross(n1, n2) >= 0.0f;␍␊ |
bool front1 = Vector2.Dot(n1, centerB - v1) >= 0.0f;␍␊ |
bool front2 = Vector2.Dot(n2, centerB - v2) >= 0.0f;␍␊ |
␍␊ |
if (convex)␍␊ |
{␍␊ |
if (front1 || front2)␍␊ |
{␍␊ |
_limit21 = n2;␍␊ |
_limit22 = n1;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
_limit21 = -n2;␍␊ |
_limit22 = -n1;␍␊ |
}␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
if (front1 && front2)␍␊ |
{␍␊ |
_limit21 = n1;␍␊ |
_limit22 = n2;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
_limit21 = -n1;␍␊ |
_limit22 = -n2;␍␊ |
}␍␊ |
}␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
_limit21 = Vector2.Zero;␍␊ |
_limit22 = Vector2.Zero;␍␊ |
}␍␊ |
␍␊ |
//ComputeAdjacency(); inline end␍␊ |
␍␊ |
//EPAxis edgeAxis = ComputeEdgeSeparation(); inline start␍␊ |
EPAxis edgeAxis = ComputeEdgeSeparation();␍␊ |
␍␊ |
// If no valid normal can be found than this edge should not collide.␍␊ |
// This can happen on the middle edge of a 3-edge zig-zag chain.␍␊ |
if (edgeAxis.Type == EPAxisType.Unknown)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
if (edgeAxis.Separation > _radius)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
EPAxis polygonAxis = ComputePolygonSeparation();␍␊ |
if (polygonAxis.Type != EPAxisType.Unknown && polygonAxis.Separation > _radius)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
// Use hysteresis for jitter reduction.␍␊ |
const float k_relativeTol = 0.98f;␍␊ |
const float k_absoluteTol = 0.001f;␍␊ |
␍␊ |
EPAxis primaryAxis;␍␊ |
if (polygonAxis.Type == EPAxisType.Unknown)␍␊ |
{␍␊ |
primaryAxis = edgeAxis;␍␊ |
}␍␊ |
else if (polygonAxis.Separation > k_relativeTol * edgeAxis.Separation + k_absoluteTol)␍␊ |
{␍␊ |
primaryAxis = polygonAxis;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
primaryAxis = edgeAxis;␍␊ |
}␍␊ |
␍␊ |
EPProxy proxy1;␍␊ |
EPProxy proxy2;␍␊ |
FixedArray2<ClipVertex> incidentEdge = new FixedArray2<ClipVertex>();␍␊ |
if (primaryAxis.Type == EPAxisType.EdgeA)␍␊ |
{␍␊ |
proxy1 = _proxyA;␍␊ |
proxy2 = _proxyB;␍␊ |
manifold.Type = ManifoldType.FaceA;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
proxy1 = _proxyB;␍␊ |
proxy2 = _proxyA;␍␊ |
manifold.Type = ManifoldType.FaceB;␍␊ |
}␍␊ |
␍␊ |
int edge1 = primaryAxis.Index;␍␊ |
␍␊ |
FindIncidentEdge(ref incidentEdge, proxy1, primaryAxis.Index, proxy2);␍␊ |
int count1 = proxy1.Count;␍␊ |
␍␊ |
int iv1 = edge1;␍␊ |
int iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;␍␊ |
␍␊ |
Vector2 v11 = proxy1.Vertices[iv1];␍␊ |
Vector2 v12 = proxy1.Vertices[iv2];␍␊ |
␍␊ |
Vector2 tangent = v12 - v11;␍␊ |
tangent.Normalize();␍␊ |
␍␊ |
Vector2 normal = MathUtils.Cross(tangent, 1.0f);␍␊ |
Vector2 planePoint = 0.5f * (v11 + v12);␍␊ |
␍␊ |
// Face offset.␍␊ |
float frontOffset = Vector2.Dot(normal, v11);␍␊ |
␍␊ |
// Side offsets, extended by polytope skin thickness.␍␊ |
float sideOffset1 = -Vector2.Dot(tangent, v11) + _radius;␍␊ |
float sideOffset2 = Vector2.Dot(tangent, v12) + _radius;␍␊ |
␍␊ |
// Clip incident edge against extruded edge1 side edges.␍␊ |
FixedArray2<ClipVertex> clipPoints1;␍␊ |
FixedArray2<ClipVertex> clipPoints2;␍␊ |
int np;␍␊ |
␍␊ |
// Clip to box side 1␍␊ |
np = ClipSegmentToLine(out clipPoints1, ref incidentEdge, -tangent, sideOffset1, iv1);␍␊ |
␍␊ |
if (np < Settings.MaxManifoldPoints)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
// Clip to negative box side 1␍␊ |
np = ClipSegmentToLine(out clipPoints2, ref clipPoints1, tangent, sideOffset2, iv2);␍␊ |
␍␊ |
if (np < Settings.MaxManifoldPoints)␍␊ |
{␍␊ |
return;␍␊ |
}␍␊ |
␍␊ |
// Now clipPoints2 contains the clipped points.␍␊ |
if (primaryAxis.Type == EPAxisType.EdgeA)␍␊ |
{␍␊ |
manifold.LocalNormal = normal;␍␊ |
manifold.LocalPoint = planePoint;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
manifold.LocalNormal = MathUtils.MultiplyT(ref _xf.R, ref normal);␍␊ |
manifold.LocalPoint = MathUtils.MultiplyT(ref _xf, ref planePoint);␍␊ |
}␍␊ |
␍␊ |
int pointCount = 0;␍␊ |
for (int i1 = 0; i1 < Settings.MaxManifoldPoints; ++i1)␍␊ |
{␍␊ |
float separation = Vector2.Dot(normal, clipPoints2[i1].V) - frontOffset;␍␊ |
␍␊ |
if (separation <= _radius)␍␊ |
{␍␊ |
ManifoldPoint cp = manifold.Points[pointCount];␍␊ |
␍␊ |
if (primaryAxis.Type == EPAxisType.EdgeA)␍␊ |
{␍␊ |
cp.LocalPoint = MathUtils.MultiplyT(ref _xf, clipPoints2[i1].V);␍␊ |
cp.Id = clipPoints2[i1].ID;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
cp.LocalPoint = clipPoints2[i1].V;␍␊ |
cp.Id.Features.TypeA = clipPoints2[i1].ID.Features.TypeB;␍␊ |
cp.Id.Features.TypeB = clipPoints2[i1].ID.Features.TypeA;␍␊ |
cp.Id.Features.IndexA = clipPoints2[i1].ID.Features.IndexB;␍␊ |
cp.Id.Features.IndexB = clipPoints2[i1].ID.Features.IndexA;␍␊ |
}␍␊ |
␍␊ |
manifold.Points[pointCount] = cp;␍␊ |
␍␊ |
++pointCount;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
manifold.PointCount = pointCount;␍␊ |
␍␊ |
//Collide(ref manifold); inline end␍␊ |
}␍␊ |
␍␊ |
private static EPAxis ComputeEdgeSeparation()␍␊ |
{␍␊ |
// EdgeA separation␍␊ |
EPAxis bestAxis;␍␊ |
bestAxis.Type = EPAxisType.Unknown;␍␊ |
bestAxis.Index = -1;␍␊ |
bestAxis.Separation = -Settings.MaxFloat;␍␊ |
_tmpNormals[0] = _edgeA.Normal;␍␊ |
_tmpNormals[1] = -_edgeA.Normal;␍␊ |
␍␊ |
for (int i = 0; i < 2; ++i)␍␊ |
{␍␊ |
Vector2 n = _tmpNormals[i];␍␊ |
␍␊ |
// Adjacency␍␊ |
bool valid1 = MathUtils.Cross(n, _limit11) >= -Settings.AngularSlop &&␍␊ |
MathUtils.Cross(_limit12, n) >= -Settings.AngularSlop;␍␊ |
bool valid2 = MathUtils.Cross(n, _limit21) >= -Settings.AngularSlop &&␍␊ |
MathUtils.Cross(_limit22, n) >= -Settings.AngularSlop;␍␊ |
␍␊ |
if (valid1 == false || valid2 == false)␍␊ |
{␍␊ |
continue;␍␊ |
}␍␊ |
␍␊ |
EPAxis axis;␍␊ |
axis.Type = EPAxisType.EdgeA;␍␊ |
axis.Index = i;␍␊ |
axis.Separation = Settings.MaxFloat;␍␊ |
␍␊ |
for (int j = 0; j < _proxyB.Count; ++j)␍␊ |
{␍␊ |
float s = Vector2.Dot(n, _proxyB.Vertices[j] - _edgeA.V1);␍␊ |
if (s < axis.Separation)␍␊ |
{␍␊ |
axis.Separation = s;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
if (axis.Separation > _radius)␍␊ |
{␍␊ |
return axis;␍␊ |
}␍␊ |
␍␊ |
if (axis.Separation > bestAxis.Separation)␍␊ |
{␍␊ |
bestAxis = axis;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
return bestAxis;␍␊ |
}␍␊ |
␍␊ |
private static EPAxis ComputePolygonSeparation()␍␊ |
{␍␊ |
EPAxis axis;␍␊ |
axis.Type = EPAxisType.Unknown;␍␊ |
axis.Index = -1;␍␊ |
axis.Separation = -Settings.MaxFloat;␍␊ |
for (int i = 0; i < _proxyB.Count; ++i)␍␊ |
{␍␊ |
Vector2 n = -_proxyB.Normals[i];␍␊ |
␍␊ |
// Adjacency␍␊ |
bool valid1 = MathUtils.Cross(n, _limit11) >= -Settings.AngularSlop &&␍␊ |
MathUtils.Cross(_limit12, n) >= -Settings.AngularSlop;␍␊ |
bool valid2 = MathUtils.Cross(n, _limit21) >= -Settings.AngularSlop &&␍␊ |
MathUtils.Cross(_limit22, n) >= -Settings.AngularSlop;␍␊ |
␍␊ |
if (valid1 == false && valid2 == false)␍␊ |
{␍␊ |
continue;␍␊ |
}␍␊ |
␍␊ |
float s1 = Vector2.Dot(n, _proxyB.Vertices[i] - _edgeA.V1);␍␊ |
float s2 = Vector2.Dot(n, _proxyB.Vertices[i] - _edgeA.V2);␍␊ |
float s = Math.Min(s1, s2);␍␊ |
␍␊ |
if (s > _radius)␍␊ |
{␍␊ |
axis.Type = EPAxisType.EdgeB;␍␊ |
axis.Index = i;␍␊ |
axis.Separation = s;␍␊ |
}␍␊ |
␍␊ |
if (s > axis.Separation)␍␊ |
{␍␊ |
axis.Type = EPAxisType.EdgeB;␍␊ |
axis.Index = i;␍␊ |
axis.Separation = s;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
return axis;␍␊ |
}␍␊ |
␍␊ |
private static void FindIncidentEdge(ref FixedArray2<ClipVertex> c, EPProxy proxy1, int edge1, EPProxy proxy2)␍␊ |
{␍␊ |
int count2 = proxy2.Count;␍␊ |
␍␊ |
Debug.Assert(0 <= edge1 && edge1 < proxy1.Count);␍␊ |
␍␊ |
// Get the normal of the reference edge in proxy2's frame.␍␊ |
Vector2 normal1 = proxy1.Normals[edge1];␍␊ |
␍␊ |
// Find the incident edge on proxy2.␍␊ |
int index = 0;␍␊ |
float minDot = float.MaxValue;␍␊ |
for (int i = 0; i < count2; ++i)␍␊ |
{␍␊ |
float dot = Vector2.Dot(normal1, proxy2.Normals[i]);␍␊ |
if (dot < minDot)␍␊ |
{␍␊ |
minDot = dot;␍␊ |
index = i;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
// Build the clip vertices for the incident edge.␍␊ |
int i1 = index;␍␊ |
int i2 = i1 + 1 < count2 ? i1 + 1 : 0;␍␊ |
␍␊ |
ClipVertex cTemp = new ClipVertex();␍␊ |
cTemp.V = proxy2.Vertices[i1];␍␊ |
cTemp.ID.Features.IndexA = (byte)edge1;␍␊ |
cTemp.ID.Features.IndexB = (byte)i1;␍␊ |
cTemp.ID.Features.TypeA = (byte)ContactFeatureType.Face;␍␊ |
cTemp.ID.Features.TypeB = (byte)ContactFeatureType.Vertex;␍␊ |
c[0] = cTemp;␍␊ |
␍␊ |
cTemp.V = proxy2.Vertices[i2];␍␊ |
cTemp.ID.Features.IndexA = (byte)edge1;␍␊ |
cTemp.ID.Features.IndexB = (byte)i2;␍␊ |
cTemp.ID.Features.TypeA = (byte)ContactFeatureType.Face;␍␊ |
cTemp.ID.Features.TypeB = (byte)ContactFeatureType.Vertex;␍␊ |
c[1] = cTemp;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Clipping for contact manifolds.␍␊ |
/// </summary>␍␊ |
/// <param name="vOut">The v out.</param>␍␊ |
/// <param name="vIn">The v in.</param>␍␊ |
/// <param name="normal">The normal.</param>␍␊ |
/// <param name="offset">The offset.</param>␍␊ |
/// <param name="vertexIndexA">The vertex index A.</param>␍␊ |
/// <returns></returns>␍␊ |
private static int ClipSegmentToLine(out FixedArray2<ClipVertex> vOut, ref FixedArray2<ClipVertex> vIn,␍␊ |
Vector2 normal, float offset, int vertexIndexA)␍␊ |
{␍␊ |
vOut = new FixedArray2<ClipVertex>();␍␊ |
␍␊ |
ClipVertex v0 = vIn[0];␍␊ |
ClipVertex v1 = vIn[1];␍␊ |
␍␊ |
// Start with no output points␍␊ |
int numOut = 0;␍␊ |
␍␊ |
// Calculate the distance of end points to the line␍␊ |
float distance0 = normal.X * v0.V.X + normal.Y * v0.V.Y - offset;␍␊ |
float distance1 = normal.X * v1.V.X + normal.Y * v1.V.Y - offset;␍␊ |
␍␊ |
// If the points are behind the plane␍␊ |
if (distance0 <= 0.0f) vOut[numOut++] = v0;␍␊ |
if (distance1 <= 0.0f) vOut[numOut++] = v1;␍␊ |
␍␊ |
// If the points are on different sides of the plane␍␊ |
if (distance0 * distance1 < 0.0f)␍␊ |
{␍␊ |
// Find intersection point of edge and plane␍␊ |
float interp = distance0 / (distance0 - distance1);␍␊ |
␍␊ |
ClipVertex cv = vOut[numOut];␍␊ |
␍␊ |
cv.V.X = v0.V.X + interp * (v1.V.X - v0.V.X);␍␊ |
cv.V.Y = v0.V.Y + interp * (v1.V.Y - v0.V.Y);␍␊ |
␍␊ |
// VertexA is hitting edgeB.␍␊ |
cv.ID.Features.IndexA = (byte)vertexIndexA;␍␊ |
cv.ID.Features.IndexB = v0.ID.Features.IndexB;␍␊ |
cv.ID.Features.TypeA = (byte)ContactFeatureType.Vertex;␍␊ |
cv.ID.Features.TypeB = (byte)ContactFeatureType.Face;␍␊ |
␍␊ |
vOut[numOut] = cv;␍␊ |
␍␊ |
++numOut;␍␊ |
}␍␊ |
␍␊ |
return numOut;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Find the separation between poly1 and poly2 for a give edge normal on poly1.␍␊ |
/// </summary>␍␊ |
/// <param name="poly1">The poly1.</param>␍␊ |
/// <param name="xf1">The XF1.</param>␍␊ |
/// <param name="edge1">The edge1.</param>␍␊ |
/// <param name="poly2">The poly2.</param>␍␊ |
/// <param name="xf2">The XF2.</param>␍␊ |
/// <returns></returns>␍␊ |
private static float EdgeSeparation(PolygonShape poly1, ref Transform xf1, int edge1,␍␊ |
PolygonShape poly2, ref Transform xf2)␍␊ |
{␍␊ |
int count2 = poly2.Vertices.Count;␍␊ |
␍␊ |
Debug.Assert(0 <= edge1 && edge1 < poly1.Vertices.Count);␍␊ |
␍␊ |
// Convert normal from poly1's frame into poly2's frame.␍␊ |
Vector2 p1n = poly1.Normals[edge1];␍␊ |
␍␊ |
float normalWorldx = xf1.R.Col1.X * p1n.X + xf1.R.Col2.X * p1n.Y;␍␊ |
float normalWorldy = xf1.R.Col1.Y * p1n.X + xf1.R.Col2.Y * p1n.Y;␍␊ |
␍␊ |
Vector2 normal = new Vector2(normalWorldx * xf2.R.Col1.X + normalWorldy * xf2.R.Col1.Y,␍␊ |
normalWorldx * xf2.R.Col2.X + normalWorldy * xf2.R.Col2.Y);␍␊ |
␍␊ |
// Find support vertex on poly2 for -normal.␍␊ |
int index = 0;␍␊ |
float minDot = Settings.MaxFloat;␍␊ |
␍␊ |
for (int i = 0; i < count2; ++i)␍␊ |
{␍␊ |
float dot = Vector2.Dot(poly2.Vertices[i], normal);␍␊ |
␍␊ |
if (dot < minDot)␍␊ |
{␍␊ |
minDot = dot;␍␊ |
index = i;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
Vector2 p1ve = poly1.Vertices[edge1];␍␊ |
Vector2 p2vi = poly2.Vertices[index];␍␊ |
␍␊ |
return ((xf2.Position.X + xf2.R.Col1.X * p2vi.X + xf2.R.Col2.X * p2vi.Y) -␍␊ |
(xf1.Position.X + xf1.R.Col1.X * p1ve.X + xf1.R.Col2.X * p1ve.Y)) * normalWorldx +␍␊ |
((xf2.Position.Y + xf2.R.Col1.Y * p2vi.X + xf2.R.Col2.Y * p2vi.Y) -␍␊ |
(xf1.Position.Y + xf1.R.Col1.Y * p1ve.X + xf1.R.Col2.Y * p1ve.Y)) * normalWorldy;␍␊ |
}␍␊ |
␍␊ |
/// <summary>␍␊ |
/// Find the max separation between poly1 and poly2 using edge normals from poly1.␍␊ |
/// </summary>␍␊ |
/// <param name="edgeIndex">Index of the edge.</param>␍␊ |
/// <param name="poly1">The poly1.</param>␍␊ |
/// <param name="xf1">The XF1.</param>␍␊ |
/// <param name="poly2">The poly2.</param>␍␊ |
/// <param name="xf2">The XF2.</param>␍␊ |
/// <returns></returns>␍␊ |
private static float FindMaxSeparation(out int edgeIndex,␍␊ |
PolygonShape poly1, ref Transform xf1,␍␊ |
PolygonShape poly2, ref Transform xf2)␍␊ |
{␍␊ |
int count1 = poly1.Vertices.Count;␍␊ |
␍␊ |
// Vector pointing from the centroid of poly1 to the centroid of poly2.␍␊ |
float dx = (xf2.Position.X + xf2.R.Col1.X * poly2.MassData.Centroid.X +␍␊ |
xf2.R.Col2.X * poly2.MassData.Centroid.Y) -␍␊ |
(xf1.Position.X + xf1.R.Col1.X * poly1.MassData.Centroid.X +␍␊ |
xf1.R.Col2.X * poly1.MassData.Centroid.Y);␍␊ |
float dy = (xf2.Position.Y + xf2.R.Col1.Y * poly2.MassData.Centroid.X +␍␊ |
xf2.R.Col2.Y * poly2.MassData.Centroid.Y) -␍␊ |
(xf1.Position.Y + xf1.R.Col1.Y * poly1.MassData.Centroid.X +␍␊ |
xf1.R.Col2.Y * poly1.MassData.Centroid.Y);␍␊ |
Vector2 dLocal1 = new Vector2(dx * xf1.R.Col1.X + dy * xf1.R.Col1.Y, dx * xf1.R.Col2.X + dy * xf1.R.Col2.Y);␍␊ |
␍␊ |
// Find edge normal on poly1 that has the largest projection onto d.␍␊ |
int edge = 0;␍␊ |
float maxDot = -Settings.MaxFloat;␍␊ |
for (int i = 0; i < count1; ++i)␍␊ |
{␍␊ |
float dot = Vector2.Dot(poly1.Normals[i], dLocal1);␍␊ |
if (dot > maxDot)␍␊ |
{␍␊ |
maxDot = dot;␍␊ |
edge = i;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
// Get the separation for the edge normal.␍␊ |
float s = EdgeSeparation(poly1, ref xf1, edge, poly2, ref xf2);␍␊ |
␍␊ |
// Check the separation for the previous edge normal.␍␊ |
int prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;␍␊ |
float sPrev = EdgeSeparation(poly1, ref xf1, prevEdge, poly2, ref xf2);␍␊ |
␍␊ |
// Check the separation for the next edge normal.␍␊ |
int nextEdge = edge + 1 < count1 ? edge + 1 : 0;␍␊ |
float sNext = EdgeSeparation(poly1, ref xf1, nextEdge, poly2, ref xf2);␍␊ |
␍␊ |
// Find the best edge and the search direction.␍␊ |
int bestEdge;␍␊ |
float bestSeparation;␍␊ |
int increment;␍␊ |
if (sPrev > s && sPrev > sNext)␍␊ |
{␍␊ |
increment = -1;␍␊ |
bestEdge = prevEdge;␍␊ |
bestSeparation = sPrev;␍␊ |
}␍␊ |
else if (sNext > s)␍␊ |
{␍␊ |
increment = 1;␍␊ |
bestEdge = nextEdge;␍␊ |
bestSeparation = sNext;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
edgeIndex = edge;␍␊ |
return s;␍␊ |
}␍␊ |
␍␊ |
// Perform a local search for the best edge normal.␍␊ |
for (; ; )␍␊ |
{␍␊ |
if (increment == -1)␍␊ |
edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;␍␊ |
else␍␊ |
edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;␍␊ |
␍␊ |
s = EdgeSeparation(poly1, ref xf1, edge, poly2, ref xf2);␍␊ |
␍␊ |
if (s > bestSeparation)␍␊ |
{␍␊ |
bestEdge = edge;␍␊ |
bestSeparation = s;␍␊ |
}␍␊ |
else␍␊ |
{␍␊ |
break;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
edgeIndex = bestEdge;␍␊ |
return bestSeparation;␍␊ |
}␍␊ |
␍␊ |
private static void FindIncidentEdge(out FixedArray2<ClipVertex> c,␍␊ |
PolygonShape poly1, ref Transform xf1, int edge1,␍␊ |
PolygonShape poly2, ref Transform xf2)␍␊ |
{␍␊ |
c = new FixedArray2<ClipVertex>();␍␊ |
␍␊ |
int count2 = poly2.Vertices.Count;␍␊ |
␍␊ |
Debug.Assert(0 <= edge1 && edge1 < poly1.Vertices.Count);␍␊ |
␍␊ |
// Get the normal of the reference edge in poly2's frame.␍␊ |
Vector2 v = poly1.Normals[edge1];␍␊ |
float tmpx = xf1.R.Col1.X * v.X + xf1.R.Col2.X * v.Y;␍␊ |
float tmpy = xf1.R.Col1.Y * v.X + xf1.R.Col2.Y * v.Y;␍␊ |
Vector2 normal1 = new Vector2(tmpx * xf2.R.Col1.X + tmpy * xf2.R.Col1.Y,␍␊ |
tmpx * xf2.R.Col2.X + tmpy * xf2.R.Col2.Y);␍␊ |
␍␊ |
// Find the incident edge on poly2.␍␊ |
int index = 0;␍␊ |
float minDot = Settings.MaxFloat;␍␊ |
for (int i = 0; i < count2; ++i)␍␊ |
{␍␊ |
float dot = Vector2.Dot(normal1, poly2.Normals[i]);␍␊ |
if (dot < minDot)␍␊ |
{␍␊ |
minDot = dot;␍␊ |
index = i;␍␊ |
}␍␊ |
}␍␊ |
␍␊ |
// Build the clip vertices for the incident edge.␍␊ |
int i1 = index;␍␊ |
int i2 = i1 + 1 < count2 ? i1 + 1 : 0;␍␊ |
␍␊ |
ClipVertex cv0 = c[0];␍␊ |
␍␊ |
Vector2 v1 = poly2.Vertices[i1];␍␊ |
cv0.V.X = xf2.Position.X + xf2.R.Col1.X * v1.X + xf2.R.Col2.X * v1.Y;␍␊ |
cv0.V.Y = xf2.Position.Y + xf2.R.Col1.Y * v1.X + xf2.R.Col2.Y * v1.Y;␍␊ |
cv0.ID.Features.IndexA = (byte)edge1;␍␊ |
cv0.ID.Features.IndexB = (byte)i1;␍␊ |
cv0.ID.Features.TypeA = (byte)ContactFeatureType.Face;␍␊ |
cv0.ID.Features.TypeB = (byte)ContactFeatureType.Vertex;␍␊ |
␍␊ |
c[0] = cv0;␍␊ |
␍␊ |
ClipVertex cv1 = c[1];␍␊ |
Vector2 v2 = poly2.Vertices[i2];␍␊ |
cv1.V.X = xf2.Position.X + xf2.R.Col1.X * v2.X + xf2.R.Col2.X * v2.Y;␍␊ |
cv1.V.Y = xf2.Position.Y + xf2.R.Col1.Y * v2.X + xf2.R.Col2.Y * v2.Y;␍␊ |
cv1.ID.Features.IndexA = (byte)edge1;␍␊ |
cv1.ID.Features.IndexB = (byte)i2;␍␊ |
cv1.ID.Features.TypeA = (byte)ContactFeatureType.Face;␍␊ |
cv1.ID.Features.TypeB = (byte)ContactFeatureType.Vertex;␍␊ |
␍␊ |
c[1] = cv1;␍␊ |
}␍␊ |
}␍␊ |
} |