use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class WorldManifold method initialize.
@SuppressWarnings("PMD.UselessParentheses")
public void initialize(final Manifold manifold, final Transform xfA, float radiusA, final Transform xfB, float radiusB) {
if (manifold.pointCount == 0) {
return;
}
switch(manifold.type) {
case CIRCLES:
{
final Vec2 pointA = pool3;
final Vec2 pointB = pool4;
normal.x = 1;
normal.y = 0;
Vec2 v = manifold.localPoint;
// Transform.mulToOutUnsafe(xfA, manifold.localPoint, pointA);
// Transform.mulToOutUnsafe(xfB, manifold.points[0].localPoint, pointB);
pointA.x = (xfA.q.c * v.x - xfA.q.s * v.y) + xfA.p.x;
pointA.y = (xfA.q.s * v.x + xfA.q.c * v.y) + xfA.p.y;
Vec2 mp0p = manifold.points[0].localPoint;
pointB.x = (xfB.q.c * mp0p.x - xfB.q.s * mp0p.y) + xfB.p.x;
pointB.y = (xfB.q.s * mp0p.x + xfB.q.c * mp0p.y) + xfB.p.y;
if (pointA.distanceSquared(pointB) > JBoxSettings.EPSILON * JBoxSettings.EPSILON) {
normal.x = pointB.x - pointA.x;
normal.y = pointB.y - pointA.y;
normal.getLengthAndNormalize();
}
final float cAx = normal.x * radiusA + pointA.x;
final float cAy = normal.y * radiusA + pointA.y;
final float cBx = -normal.x * radiusB + pointB.x;
final float cBy = -normal.y * radiusB + pointB.y;
points[0].x = (cAx + cBx) * .5f;
points[0].y = (cAy + cBy) * .5f;
}
break;
case FACE_A:
{
final Vec2 planePoint = pool3;
Rotation.mulToOutUnsafe(xfA.q, manifold.localNormal, normal);
Transform.mulToOut(xfA, manifold.localPoint, planePoint);
final Vec2 clipPoint = pool4;
for (int i = 0; i < manifold.pointCount; i++) {
// b2Vec2 clipPoint = b2Mul(xfB, manifold->points[i].localPoint);
// b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint,
// normal)) * normal;
// b2Vec2 cB = clipPoint - radiusB * normal;
// points[i] = 0.5f * (cA + cB);
Transform.mulToOut(xfB, manifold.points[i].localPoint, clipPoint);
// use cA as temporary for now
// cA.set(clipPoint).subLocal(planePoint);
// float scalar = radiusA - Vec2.dot(cA, normal);
// cA.set(normal).mulLocal(scalar).addLocal(clipPoint);
// cB.set(normal).mulLocal(radiusB).subLocal(clipPoint).negateLocal();
// points[i].set(cA).addLocal(cB).mulLocal(0.5f);
final float scalar = radiusA - ((clipPoint.x - planePoint.x) * normal.x + (clipPoint.y - planePoint.y) * normal.y);
final float cAx = normal.x * scalar + clipPoint.x;
final float cAy = normal.y * scalar + clipPoint.y;
final float cBx = -normal.x * radiusB + clipPoint.x;
final float cBy = -normal.y * radiusB + clipPoint.y;
points[i].x = (cAx + cBx) * .5f;
points[i].y = (cAy + cBy) * .5f;
}
}
break;
case FACE_B:
final Vec2 planePoint = pool3;
Rotation.mulToOutUnsafe(xfB.q, manifold.localNormal, normal);
Transform.mulToOut(xfB, manifold.localPoint, planePoint);
// final Mat22 R = xfB.q;
// normal.x = R.ex.x * manifold.localNormal.x + R.ey.x * manifold.localNormal.y;
// normal.y = R.ex.y * manifold.localNormal.x + R.ey.y * manifold.localNormal.y;
// final Vec2 v = manifold.localPoint;
// planePoint.x = xfB.p.x + xfB.q.ex.x * v.x + xfB.q.ey.x * v.y;
// planePoint.y = xfB.p.y + xfB.q.ex.y * v.x + xfB.q.ey.y * v.y;
final Vec2 clipPoint = pool4;
for (int i = 0; i < manifold.pointCount; i++) {
// b2Vec2 clipPoint = b2Mul(xfA, manifold->points[i].localPoint);
// b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint,
// normal)) * normal;
// b2Vec2 cA = clipPoint - radiusA * normal;
// points[i] = 0.5f * (cA + cB);
Transform.mulToOut(xfA, manifold.points[i].localPoint, clipPoint);
// cB.set(clipPoint).subLocal(planePoint);
// float scalar = radiusB - Vec2.dot(cB, normal);
// cB.set(normal).mulLocal(scalar).addLocal(clipPoint);
// cA.set(normal).mulLocal(radiusA).subLocal(clipPoint).negateLocal();
// points[i].set(cA).addLocal(cB).mulLocal(0.5f);
// points[i] = 0.5f * (cA + cB);
//
// clipPoint.x = xfA.p.x + xfA.q.ex.x * manifold.points[i].localPoint.x + xfA.q.ey.x *
// manifold.points[i].localPoint.y;
// clipPoint.y = xfA.p.y + xfA.q.ex.y * manifold.points[i].localPoint.x + xfA.q.ey.y *
// manifold.points[i].localPoint.y;
final float scalar = radiusB - ((clipPoint.x - planePoint.x) * normal.x + (clipPoint.y - planePoint.y) * normal.y);
final float cBx = normal.x * scalar + clipPoint.x;
final float cBy = normal.y * scalar + clipPoint.y;
final float cAx = -normal.x * radiusA + clipPoint.x;
final float cAy = -normal.y * radiusA + clipPoint.y;
points[i].x = (cAx + cBx) * .5f;
points[i].y = (cAy + cBy) * .5f;
}
// Ensure normal points from A to B.
normal.x = -normal.x;
normal.y = -normal.y;
break;
}
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class DynamicTree method raycast.
@Override
public void raycast(TreeRayCastCallback callback, RayCastInput input) {
final Vec2 p1 = input.p1;
final Vec2 p2 = input.p2;
float p1x = p1.x, p2x = p2.x, p1y = p1.y, p2y = p2.y;
float vx, vy;
float rx, ry;
float absVx, absVy;
float cx, cy;
float hx, hy;
float tempx, tempy;
r.x = p2x - p1x;
r.y = p2y - p1y;
assert (r.x * r.x + r.y * r.y) > 0f;
r.getLengthAndNormalize();
rx = r.x;
ry = r.y;
// v is perpendicular to the segment.
vx = -1f * ry;
vy = 1f * rx;
absVx = FXGLMath.abs(vx);
absVy = FXGLMath.abs(vy);
// Separating axis for segment (Gino, p80).
// |dot(v, p1 - c)| > dot(|v|, h)
float maxFraction = input.maxFraction;
// Build a bounding box for the segment.
final AABB segAABB = aabb;
// Vec2 t = p1 + maxFraction * (p2 - p1);
// before inline
// temp.set(p2).subLocal(p1).mulLocal(maxFraction).addLocal(p1);
// Vec2.minToOut(p1, temp, segAABB.lowerBound);
// Vec2.maxToOut(p1, temp, segAABB.upperBound);
tempx = (p2x - p1x) * maxFraction + p1x;
tempy = (p2y - p1y) * maxFraction + p1y;
segAABB.lowerBound.x = p1x < tempx ? p1x : tempx;
segAABB.lowerBound.y = p1y < tempy ? p1y : tempy;
segAABB.upperBound.x = p1x > tempx ? p1x : tempx;
segAABB.upperBound.y = p1y > tempy ? p1y : tempy;
// end inline
nodeStackIndex = 0;
nodeStack[nodeStackIndex++] = root;
while (nodeStackIndex > 0) {
final DynamicTreeNode node = nodeStack[--nodeStackIndex];
if (node == null) {
continue;
}
final AABB nodeAABB = node.aabb;
if (!AABB.testOverlap(nodeAABB, segAABB)) {
continue;
}
// Separating axis for segment (Gino, p80).
// |dot(v, p1 - c)| > dot(|v|, h)
// node.aabb.getCenterToOut(c);
// node.aabb.getExtentsToOut(h);
cx = (nodeAABB.lowerBound.x + nodeAABB.upperBound.x) * .5f;
cy = (nodeAABB.lowerBound.y + nodeAABB.upperBound.y) * .5f;
hx = (nodeAABB.upperBound.x - nodeAABB.lowerBound.x) * .5f;
hy = (nodeAABB.upperBound.y - nodeAABB.lowerBound.y) * .5f;
tempx = p1x - cx;
tempy = p1y - cy;
float separation = FXGLMath.abs(vx * tempx + vy * tempy) - (absVx * hx + absVy * hy);
if (separation > 0.0f) {
continue;
}
if (node.child1 == null) {
subInput.p1.x = p1x;
subInput.p1.y = p1y;
subInput.p2.x = p2x;
subInput.p2.y = p2y;
subInput.maxFraction = maxFraction;
float value = callback.raycastCallback(subInput, node.id);
if (value == 0.0f) {
// The client has terminated the ray cast.
return;
}
if (value > 0.0f) {
// Update segment bounding box.
maxFraction = value;
// temp.set(p2).subLocal(p1).mulLocal(maxFraction).addLocal(p1);
// Vec2.minToOut(p1, temp, segAABB.lowerBound);
// Vec2.maxToOut(p1, temp, segAABB.upperBound);
tempx = (p2x - p1x) * maxFraction + p1x;
tempy = (p2y - p1y) * maxFraction + p1y;
segAABB.lowerBound.x = p1x < tempx ? p1x : tempx;
segAABB.lowerBound.y = p1y < tempy ? p1y : tempy;
segAABB.upperBound.x = p1x > tempx ? p1x : tempx;
segAABB.upperBound.y = p1y > tempy ? p1y : tempy;
}
} else {
if (nodeStack.length - nodeStackIndex - 2 <= 0) {
DynamicTreeNode[] newBuffer = new DynamicTreeNode[nodeStack.length * 2];
System.arraycopy(nodeStack, 0, newBuffer, 0, nodeStack.length);
nodeStack = newBuffer;
}
nodeStack[nodeStackIndex++] = node.child1;
nodeStack[nodeStackIndex++] = node.child2;
}
}
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class RopeJoint method initVelocityConstraints.
@Override
public void initVelocityConstraints(final SolverData data) {
m_indexA = m_bodyA.m_islandIndex;
m_indexB = m_bodyB.m_islandIndex;
m_localCenterA.set(m_bodyA.m_sweep.localCenter);
m_localCenterB.set(m_bodyB.m_sweep.localCenter);
m_invMassA = m_bodyA.m_invMass;
m_invMassB = m_bodyB.m_invMass;
m_invIA = m_bodyA.m_invI;
m_invIB = m_bodyB.m_invI;
Vec2 cA = data.positions[m_indexA].c;
float aA = data.positions[m_indexA].a;
Vec2 vA = data.velocities[m_indexA].v;
float wA = data.velocities[m_indexA].w;
Vec2 cB = data.positions[m_indexB].c;
float aB = data.positions[m_indexB].a;
Vec2 vB = data.velocities[m_indexB].v;
float wB = data.velocities[m_indexB].w;
final Rotation qA = pool.popRot();
final Rotation qB = pool.popRot();
final Vec2 temp = pool.popVec2();
qA.set(aA);
qB.set(aB);
// Compute the effective masses.
Rotation.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), m_rA);
Rotation.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), m_rB);
m_u.set(cB).addLocal(m_rB).subLocal(cA).subLocal(m_rA);
m_length = m_u.length();
float C = m_length - m_maxLength;
if (C > 0.0f) {
m_state = LimitState.AT_UPPER;
} else {
m_state = LimitState.INACTIVE;
}
if (m_length > JBoxSettings.linearSlop) {
m_u.mulLocal(1.0f / m_length);
} else {
m_u.setZero();
m_mass = 0.0f;
m_impulse = 0.0f;
return;
}
// Compute effective mass.
float crA = Vec2.cross(m_rA, m_u);
float crB = Vec2.cross(m_rB, m_u);
float invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB;
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
if (data.step.warmStarting) {
// Scale the impulse to support a variable time step.
m_impulse *= data.step.dtRatio;
float Px = m_impulse * m_u.x;
float Py = m_impulse * m_u.y;
vA.x -= m_invMassA * Px;
vA.y -= m_invMassA * Py;
wA -= m_invIA * (m_rA.x * Py - m_rA.y * Px);
vB.x += m_invMassB * Px;
vB.y += m_invMassB * Py;
wB += m_invIB * (m_rB.x * Py - m_rB.y * Px);
} else {
m_impulse = 0.0f;
}
pool.pushRot(2);
pool.pushVec2(1);
// data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
// data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class RopeJoint method solvePositionConstraints.
@Override
public boolean solvePositionConstraints(final SolverData data) {
Vec2 cA = data.positions[m_indexA].c;
float aA = data.positions[m_indexA].a;
Vec2 cB = data.positions[m_indexB].c;
float aB = data.positions[m_indexB].a;
final Rotation qA = pool.popRot();
final Rotation qB = pool.popRot();
final Vec2 u = pool.popVec2();
final Vec2 rA = pool.popVec2();
final Vec2 rB = pool.popVec2();
final Vec2 temp = pool.popVec2();
qA.set(aA);
qB.set(aB);
// Compute the effective masses.
Rotation.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA);
Rotation.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB);
u.set(cB).addLocal(rB).subLocal(cA).subLocal(rA);
float length = u.getLengthAndNormalize();
float C = length - m_maxLength;
C = FXGLMath.clamp(C, 0.0f, JBoxSettings.maxLinearCorrection);
float impulse = -m_mass * C;
float Px = impulse * u.x;
float Py = impulse * u.y;
cA.x -= m_invMassA * Px;
cA.y -= m_invMassA * Py;
aA -= m_invIA * (rA.x * Py - rA.y * Px);
cB.x += m_invMassB * Px;
cB.y += m_invMassB * Py;
aB += m_invIB * (rB.x * Py - rB.y * Px);
pool.pushRot(2);
pool.pushVec2(4);
// data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
// data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return length - m_maxLength < JBoxSettings.linearSlop;
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class WeldJoint method solveVelocityConstraints.
@Override
public void solveVelocityConstraints(final SolverData data) {
Vec2 vA = data.velocities[m_indexA].v;
float wA = data.velocities[m_indexA].w;
Vec2 vB = data.velocities[m_indexB].v;
float wB = data.velocities[m_indexB].w;
float mA = m_invMassA, mB = m_invMassB;
float iA = m_invIA, iB = m_invIB;
final Vec2 Cdot1 = pool.popVec2();
final Vec2 P = pool.popVec2();
final Vec2 temp = pool.popVec2();
if (m_frequencyHz > 0.0f) {
float Cdot2 = wB - wA;
float impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
m_impulse.z += impulse2;
wA -= iA * impulse2;
wB += iB * impulse2;
Vec2.crossToOutUnsafe(wB, m_rB, Cdot1);
Vec2.crossToOutUnsafe(wA, m_rA, temp);
Cdot1.addLocal(vB).subLocal(vA).subLocal(temp);
final Vec2 impulse1 = P;
Mat33.mul22ToOutUnsafe(m_mass, Cdot1, impulse1);
impulse1.negateLocal();
m_impulse.x += impulse1.x;
m_impulse.y += impulse1.y;
vA.x -= mA * P.x;
vA.y -= mA * P.y;
wA -= iA * Vec2.cross(m_rA, P);
vB.x += mB * P.x;
vB.y += mB * P.y;
wB += iB * Vec2.cross(m_rB, P);
} else {
Vec2.crossToOutUnsafe(wA, m_rA, temp);
Vec2.crossToOutUnsafe(wB, m_rB, Cdot1);
Cdot1.addLocal(vB).subLocal(vA).subLocal(temp);
float Cdot2 = wB - wA;
final Vec3 Cdot = pool.popVec3();
Cdot.set(Cdot1.x, Cdot1.y, Cdot2);
final Vec3 impulse = pool.popVec3();
Mat33.mulToOutUnsafe(m_mass, Cdot, impulse);
impulse.negateLocal();
m_impulse.addLocal(impulse);
P.set(impulse.x, impulse.y);
vA.x -= mA * P.x;
vA.y -= mA * P.y;
wA -= iA * (Vec2.cross(m_rA, P) + impulse.z);
vB.x += mB * P.x;
vB.y += mB * P.y;
wB += iB * (Vec2.cross(m_rB, P) + impulse.z);
pool.pushVec3(2);
}
// data.velocities[m_indexA].v.set(vA);
data.velocities[m_indexA].w = wA;
// data.velocities[m_indexB].v.set(vB);
data.velocities[m_indexB].w = wB;
pool.pushVec2(3);
}
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