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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 FarseerPhysics.Common;
- using Microsoft.Xna.Framework;
- namespace FarseerPhysics.Collision.Shapes
- {
- /// <summary>
- /// A line segment (edge) Shape. These can be connected in chains or loops
- /// to other edge Shapes. The connectivity information is used to ensure
- /// correct contact normals.
- /// </summary>
- public class EdgeShape : Shape
- {
- public bool HasVertex0, HasVertex3;
- /// <summary>
- /// Optional adjacent vertices. These are used for smooth collision.
- /// </summary>
- public Vector2 Vertex0;
- /// <summary>
- /// Optional adjacent vertices. These are used for smooth collision.
- /// </summary>
- public Vector2 Vertex3;
- /// <summary>
- /// Edge start vertex
- /// </summary>
- private Vector2 _vertex1;
- /// <summary>
- /// Edge end vertex
- /// </summary>
- private Vector2 _vertex2;
- internal EdgeShape()
- : base(0)
- {
- ShapeType = ShapeType.Edge;
- _radius = Settings.PolygonRadius;
- }
- public EdgeShape(Vector2 start, Vector2 end)
- : base(0)
- {
- ShapeType = ShapeType.Edge;
- _radius = Settings.PolygonRadius;
- Set(start, end);
- }
- public override int ChildCount
- {
- get { return 1; }
- }
- /// <summary>
- /// These are the edge vertices
- /// </summary>
- public Vector2 Vertex1
- {
- get { return _vertex1; }
- set
- {
- _vertex1 = value;
- ComputeProperties();
- }
- }
- /// <summary>
- /// These are the edge vertices
- /// </summary>
- public Vector2 Vertex2
- {
- get { return _vertex2; }
- set
- {
- _vertex2 = value;
- ComputeProperties();
- }
- }
- /// <summary>
- /// Set this as an isolated edge.
- /// </summary>
- /// <param name="start">The start.</param>
- /// <param name="end">The end.</param>
- public void Set(Vector2 start, Vector2 end)
- {
- _vertex1 = start;
- _vertex2 = end;
- HasVertex0 = false;
- HasVertex3 = false;
- ComputeProperties();
- }
- public override Shape Clone()
- {
- EdgeShape edge = new EdgeShape();
- edge._radius = _radius;
- edge._density = _density;
- edge.HasVertex0 = HasVertex0;
- edge.HasVertex3 = HasVertex3;
- edge.Vertex0 = Vertex0;
- edge._vertex1 = _vertex1;
- edge._vertex2 = _vertex2;
- edge.Vertex3 = Vertex3;
- edge.MassData = MassData;
- return edge;
- }
- /// <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)
- {
- return false;
- }
- /// <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)
- {
- // p = p1 + t * d
- // v = v1 + s * e
- // p1 + t * d = v1 + s * e
- // s * e - t * d = p1 - v1
- output = new RayCastOutput();
- // Put the ray into the edge's frame of reference.
- Vector2 p1 = MathUtils.MultiplyT(ref transform.R, input.Point1 - transform.Position);
- Vector2 p2 = MathUtils.MultiplyT(ref transform.R, input.Point2 - transform.Position);
- Vector2 d = p2 - p1;
- Vector2 v1 = _vertex1;
- Vector2 v2 = _vertex2;
- Vector2 e = v2 - v1;
- Vector2 normal = new Vector2(e.Y, -e.X);
- normal.Normalize();
- // q = p1 + t * d
- // dot(normal, q - v1) = 0
- // dot(normal, p1 - v1) + t * dot(normal, d) = 0
- float numerator = Vector2.Dot(normal, v1 - p1);
- float denominator = Vector2.Dot(normal, d);
- if (denominator == 0.0f)
- {
- return false;
- }
- float t = numerator / denominator;
- if (t < 0.0f || 1.0f < t)
- {
- return false;
- }
- Vector2 q = p1 + t * d;
- // q = v1 + s * r
- // s = dot(q - v1, r) / dot(r, r)
- Vector2 r = v2 - v1;
- float rr = Vector2.Dot(r, r);
- if (rr == 0.0f)
- {
- return false;
- }
- float s = Vector2.Dot(q - v1, r) / rr;
- if (s < 0.0f || 1.0f < s)
- {
- return false;
- }
- output.Fraction = t;
- if (numerator > 0.0f)
- {
- output.Normal = -normal;
- }
- else
- {
- output.Normal = normal;
- }
- return true;
- }
- /// <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 v1 = MathUtils.Multiply(ref transform, _vertex1);
- Vector2 v2 = MathUtils.Multiply(ref transform, _vertex2);
- Vector2 lower = Vector2.Min(v1, v2);
- Vector2 upper = Vector2.Max(v1, v2);
- Vector2 r = new Vector2(Radius, Radius);
- aabb.LowerBound = lower - r;
- aabb.UpperBound = upper + r;
- }
- /// <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 void ComputeProperties()
- {
- MassData.Centroid = 0.5f * (_vertex1 + _vertex2);
- }
- public override float ComputeSubmergedArea(Vector2 normal, float offset, Transform xf, out Vector2 sc)
- {
- sc = Vector2.Zero;
- return 0;
- }
- public bool CompareTo(EdgeShape shape)
- {
- return (HasVertex0 == shape.HasVertex0 &&
- HasVertex3 == shape.HasVertex3 &&
- Vertex0 == shape.Vertex0 &&
- Vertex1 == shape.Vertex1 &&
- Vertex2 == shape.Vertex2 &&
- Vertex3 == shape.Vertex3);
- }
- }
- }
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