summaryrefslogtreecommitdiff
path: root/Box2d/Assets/Program/Box2d/Collision/Collision.CollideCircle.cs
diff options
context:
space:
mode:
Diffstat (limited to 'Box2d/Assets/Program/Box2d/Collision/Collision.CollideCircle.cs')
-rw-r--r--Box2d/Assets/Program/Box2d/Collision/Collision.CollideCircle.cs155
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;
+ }
+ }
+ }
+} \ No newline at end of file