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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.
- */
- 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;
- }
- /// <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 center = transform.Position + MathUtils.Multiply(ref transform.R, Position);
- Vector2 d = point - center;
- return Vector2.Dot(d, d) <= Radius * Radius;
- }
- /// <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)
- {
- // 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;
- }
- /// <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 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);
- }
- /// <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 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;
- }
- }
- }
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