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Diffstat (limited to 'Box2d/Assets/Program/Box2d/Collision/Collision.CollideCircle.cs')
-rw-r--r-- | Box2d/Assets/Program/Box2d/Collision/Collision.CollideCircle.cs | 155 |
1 files changed, 155 insertions, 0 deletions
diff --git a/Box2d/Assets/Program/Box2d/Collision/Collision.CollideCircle.cs b/Box2d/Assets/Program/Box2d/Collision/Collision.CollideCircle.cs new file mode 100644 index 0000000..fa10a9e --- /dev/null +++ b/Box2d/Assets/Program/Box2d/Collision/Collision.CollideCircle.cs @@ -0,0 +1,155 @@ +/* + Box2DX Copyright (c) 2009 Ihar Kalasouski http://code.google.com/p/box2dx + Box2D original C++ version 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 Box2DX.Common; + +namespace Box2DX.Collision +{ + public partial class Collision + { + public static void CollideCircles(ref Manifold manifold, + CircleShape circle1, XForm xf1, CircleShape circle2, XForm xf2) + { + manifold.PointCount = 0; + + Vec2 p1 = Common.Math.Mul(xf1, circle1._position); + Vec2 p2 = Common.Math.Mul(xf2, circle2._position); + + Vec2 d = p2 - p1; + float distSqr = Vec2.Dot(d, d); + float radius = circle1._radius + circle2._radius; + if (distSqr > radius * radius) + { + return; + } + + manifold.Type = ManifoldType.Circles; + manifold.LocalPoint = circle1._position; + manifold.LocalPlaneNormal.SetZero(); + manifold.PointCount = 1; + + manifold.Points[0].LocalPoint = circle2._position; + manifold.Points[0].ID.Key = 0; + } + + public static void CollidePolygonAndCircle(ref Manifold manifold, + PolygonShape polygon, XForm xf1, CircleShape circle, XForm xf2) + { + manifold.PointCount = 0; + + // Compute circle position in the frame of the polygon. + Vec2 c = Common.Math.Mul(xf2, circle._position); + Vec2 cLocal = Common.Math.MulT(xf1, c); + + // Find the min separating edge. + int normalIndex = 0; + float separation = -Settings.FLT_MAX; + float radius = polygon._radius + circle._radius; + int vertexCount = polygon._vertexCount; + Vec2[] vertices = polygon._vertices; + Vec2[] normals = polygon._normals; + + for (int i = 0; i < vertexCount; ++i) + { + float s = Vec2.Dot(normals[i], cLocal - vertices[i]); + 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; + Vec2 v1 = vertices[vertIndex1]; + Vec2 v2 = vertices[vertIndex2]; + + // If the center is inside the polygon ... + if (separation < Common.Settings.FLT_EPSILON) + { + manifold.PointCount = 1; + manifold.Type = ManifoldType.FaceA; + manifold.LocalPlaneNormal = normals[normalIndex]; + manifold.LocalPoint = 0.5f * (v1 + v2); + manifold.Points[0].LocalPoint = circle._position; + manifold.Points[0].ID.Key = 0; + return; + } + + // Compute barycentric coordinates + float u1 = Vec2.Dot(cLocal - v1, v2 - v1); + float u2 = Vec2.Dot(cLocal - v2, v1 - v2); + if (u1 <= 0.0f) + { + if (Vec2.DistanceSquared(cLocal, v1) > radius * radius) + { + return; + } + + manifold.PointCount = 1; + manifold.Type = ManifoldType.FaceA; + manifold.LocalPlaneNormal = cLocal - v1; + manifold.LocalPlaneNormal.Normalize(); + manifold.LocalPoint = v1; + manifold.Points[0].LocalPoint = circle._position; + manifold.Points[0].ID.Key = 0; + } + else if (u2 <= 0.0f) + { + if (Vec2.DistanceSquared(cLocal, v2) > radius * radius) + { + return; + } + + manifold.PointCount = 1; + manifold.Type = ManifoldType.FaceA; + manifold.LocalPlaneNormal = cLocal - v2; + manifold.LocalPlaneNormal.Normalize(); + manifold.LocalPoint = v2; + manifold.Points[0].LocalPoint = circle._position; + manifold.Points[0].ID.Key = 0; + } + else + { + Vec2 faceCenter = 0.5f * (v1 + v2); + float separation_ = Vec2.Dot(cLocal - faceCenter, normals[vertIndex1]); + if (separation_ > radius) + { + return; + } + + manifold.PointCount = 1; + manifold.Type = ManifoldType.FaceA; + manifold.LocalPlaneNormal = normals[vertIndex1]; + manifold.LocalPoint = faceCenter; + manifold.Points[0].LocalPoint = circle._position; + manifold.Points[0].ID.Key = 0; + } + } + } +}
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