use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
the class ParticleSystem method createParticleGroup.
public ParticleGroup createParticleGroup(ParticleGroupDef groupDef) {
float stride = getParticleStride();
final Transform identity = tempTransform;
identity.setIdentity();
Transform transform = tempTransform2;
transform.setIdentity();
int firstIndex = m_count;
if (groupDef.shape != null) {
final ParticleDef particleDef = tempParticleDef;
particleDef.flags = groupDef.flags;
particleDef.color = groupDef.color;
particleDef.userData = groupDef.userData;
Shape shape = groupDef.shape;
transform.set(groupDef.position, groupDef.angle);
AABB aabb = temp;
int childCount = shape.getChildCount();
for (int childIndex = 0; childIndex < childCount; childIndex++) {
if (childIndex == 0) {
shape.computeAABB(aabb, identity, childIndex);
} else {
AABB childAABB = temp2;
shape.computeAABB(childAABB, identity, childIndex);
aabb.combine(childAABB);
}
}
final float upperBoundY = aabb.upperBound.y;
final float upperBoundX = aabb.upperBound.x;
for (float y = MathUtils.floor(aabb.lowerBound.y / stride) * stride; y < upperBoundY; y += stride) {
for (float x = MathUtils.floor(aabb.lowerBound.x / stride) * stride; x < upperBoundX; x += stride) {
Vec2 p = tempVec;
p.x = x;
p.y = y;
if (shape.testPoint(identity, p)) {
Transform.mulToOut(transform, p, p);
particleDef.position.x = p.x;
particleDef.position.y = p.y;
p.subLocal(groupDef.position);
Vec2.crossToOutUnsafe(groupDef.angularVelocity, p, particleDef.velocity);
particleDef.velocity.addLocal(groupDef.linearVelocity);
createParticle(particleDef);
}
}
}
}
int lastIndex = m_count;
ParticleGroup group = new ParticleGroup();
group.m_system = this;
group.m_firstIndex = firstIndex;
group.m_lastIndex = lastIndex;
group.m_groupFlags = groupDef.groupFlags;
group.m_strength = groupDef.strength;
group.m_userData = groupDef.userData;
group.m_transform.set(transform);
group.m_destroyAutomatically = groupDef.destroyAutomatically;
group.m_prev = null;
group.m_next = m_groupList;
if (m_groupList != null) {
m_groupList.m_prev = group;
}
m_groupList = group;
++m_groupCount;
for (int i = firstIndex; i < lastIndex; i++) {
m_groupBuffer[i] = group;
}
updateContacts(true);
if ((groupDef.flags & k_pairFlags) != 0) {
for (int k = 0; k < m_contactCount; k++) {
ParticleContact contact = m_contactBuffer[k];
int a = contact.indexA;
int b = contact.indexB;
if (a > b) {
int temp = a;
a = b;
b = temp;
}
if (firstIndex <= a && b < lastIndex) {
if (m_pairCount >= m_pairCapacity) {
int oldCapacity = m_pairCapacity;
int newCapacity = m_pairCount != 0 ? 2 * m_pairCount : Settings.minParticleBufferCapacity;
m_pairBuffer = BufferUtils.reallocateBuffer(Pair.class, m_pairBuffer, oldCapacity, newCapacity);
m_pairCapacity = newCapacity;
}
Pair pair = m_pairBuffer[m_pairCount];
pair.indexA = a;
pair.indexB = b;
pair.flags = contact.flags;
pair.strength = groupDef.strength;
pair.distance = MathUtils.distance(m_positionBuffer.data[a], m_positionBuffer.data[b]);
m_pairCount++;
}
}
}
if ((groupDef.flags & k_triadFlags) != 0) {
VoronoiDiagram diagram = new VoronoiDiagram(lastIndex - firstIndex);
for (int i = firstIndex; i < lastIndex; i++) {
diagram.addGenerator(m_positionBuffer.data[i], i);
}
diagram.generate(stride / 2);
createParticleGroupCallback.system = this;
createParticleGroupCallback.def = groupDef;
createParticleGroupCallback.firstIndex = firstIndex;
diagram.getNodes(createParticleGroupCallback);
}
if ((groupDef.groupFlags & ParticleGroupType.b2_solidParticleGroup) != 0) {
computeDepthForGroup(group);
}
return group;
}
use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
the class ParticleSystem method solvePressure.
void solvePressure(TimeStep step) {
// that means dimensionless density
for (int i = 0; i < m_count; i++) {
m_accumulationBuffer[i] = 0;
}
for (int k = 0; k < m_bodyContactCount; k++) {
ParticleBodyContact contact = m_bodyContactBuffer[k];
int a = contact.index;
float w = contact.weight;
m_accumulationBuffer[a] += w;
}
for (int k = 0; k < m_contactCount; k++) {
ParticleContact contact = m_contactBuffer[k];
int a = contact.indexA;
int b = contact.indexB;
float w = contact.weight;
m_accumulationBuffer[a] += w;
m_accumulationBuffer[b] += w;
}
// ignores powder particles
if ((m_allParticleFlags & k_noPressureFlags) != 0) {
for (int i = 0; i < m_count; i++) {
if ((m_flagsBuffer.data[i] & k_noPressureFlags) != 0) {
m_accumulationBuffer[i] = 0;
}
}
}
// calculates pressure as a linear function of density
float pressurePerWeight = m_pressureStrength * getCriticalPressure(step);
for (int i = 0; i < m_count; i++) {
float w = m_accumulationBuffer[i];
float h = pressurePerWeight * MathUtils.max(0.0f, MathUtils.min(w, Settings.maxParticleWeight) - Settings.minParticleWeight);
m_accumulationBuffer[i] = h;
}
// applies pressure between each particles in contact
float velocityPerPressure = step.dt / (m_density * m_particleDiameter);
for (int k = 0; k < m_bodyContactCount; k++) {
ParticleBodyContact contact = m_bodyContactBuffer[k];
int a = contact.index;
Body b = contact.body;
float w = contact.weight;
float m = contact.mass;
Vec2 n = contact.normal;
Vec2 p = m_positionBuffer.data[a];
float h = m_accumulationBuffer[a] + pressurePerWeight * w;
final Vec2 f = tempVec;
final float coef = velocityPerPressure * w * m * h;
f.x = coef * n.x;
f.y = coef * n.y;
final Vec2 velData = m_velocityBuffer.data[a];
final float particleInvMass = getParticleInvMass();
velData.x -= particleInvMass * f.x;
velData.y -= particleInvMass * f.y;
b.applyLinearImpulse(f, p, true);
}
for (int k = 0; k < m_contactCount; k++) {
ParticleContact contact = m_contactBuffer[k];
int a = contact.indexA;
int b = contact.indexB;
float w = contact.weight;
Vec2 n = contact.normal;
float h = m_accumulationBuffer[a] + m_accumulationBuffer[b];
final float fx = velocityPerPressure * w * h * n.x;
final float fy = velocityPerPressure * w * h * n.y;
final Vec2 velDataA = m_velocityBuffer.data[a];
final Vec2 velDataB = m_velocityBuffer.data[b];
velDataA.x -= fx;
velDataA.y -= fy;
velDataB.x += fx;
velDataB.y += fy;
}
}
use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
the class ParticleSystem method solveWall.
public void solveWall(TimeStep step) {
for (int i = 0; i < m_count; i++) {
if ((m_flagsBuffer.data[i] & ParticleType.b2_wallParticle) != 0) {
final Vec2 r = m_velocityBuffer.data[i];
r.x = 0.0f;
r.y = 0.0f;
}
}
}
use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
the class DefaultWorldPool method getVec2Array.
public final Vec2[] getVec2Array(int argLength) {
if (!avecs.containsKey(argLength)) {
Vec2[] ray = new Vec2[argLength];
for (int i = 0; i < argLength; i++) {
ray[i] = new Vec2();
}
avecs.put(argLength, ray);
}
assert (avecs.get(argLength).length == argLength) : "Array not built with correct length";
return avecs.get(argLength);
}
use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
the class DistanceJoint 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;
final Vec2 vpA = pool.popVec2();
final Vec2 vpB = pool.popVec2();
// Cdot = dot(u, v + cross(w, r))
Vec2.crossToOutUnsafe(wA, m_rA, vpA);
vpA.addLocal(vA);
Vec2.crossToOutUnsafe(wB, m_rB, vpB);
vpB.addLocal(vB);
float Cdot = Vec2.dot(m_u, vpB.subLocal(vpA));
float impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
m_impulse += impulse;
float Px = impulse * m_u.x;
float Py = 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);
// 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(2);
}
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