use of spacegraph.space2d.phys.common.Rot in project narchy by automenta.
the class Collision method collidePolygonAndCircle.
// djm pooling, and from above
/**
* Compute the collision manifold between a polygon and a circle.
*
* @param manifold
* @param polygon
* @param xfA
* @param circle
* @param xfB
*/
public static void collidePolygonAndCircle(Manifold manifold, final PolygonShape polygon, final Transform xfA, final CircleShape circle, final Transform xfB) {
manifold.pointCount = 0;
// Vec2 v = circle.m_p;
// Compute circle position in the frame of the polygon.
// before inline:
// Transform.mulToOutUnsafe(xfB, circle.m_p, c);
// Transform.mulTransToOut(xfA, c, cLocal);
// final float cLocalx = cLocal.x;
// final float cLocaly = cLocal.y;
// after inline:
final Tuple2f circlep = circle.center;
final Rot xfBq = xfB;
final Rot xfAq = xfA;
final float cx = (xfBq.c * circlep.x - xfBq.s * circlep.y) + xfB.pos.x;
final float cy = (xfBq.s * circlep.x + xfBq.c * circlep.y) + xfB.pos.y;
final float px = cx - xfA.pos.x;
final float py = cy - xfA.pos.y;
final float cLocalx = (xfAq.c * px + xfAq.s * py);
final float cLocaly = (-xfAq.s * px + xfAq.c * py);
// end inline
// Find the min separating edge.
int normalIndex = 0;
float separation = -Float.MAX_VALUE;
final float radius = polygon.radius + circle.radius;
final int vertexCount = polygon.vertices;
float s;
final Tuple2f[] vertices = polygon.vertex;
final Tuple2f[] normals = polygon.normals;
for (int i = 0; i < vertexCount; i++) {
// before inline
// temp.set(cLocal).subLocal(vertices[i]);
// float s = Vec2.dot(normals[i], temp);
// after inline
final Tuple2f vertex = vertices[i];
final float tempx = cLocalx - vertex.x;
final float tempy = cLocaly - vertex.y;
s = normals[i].x * tempx + normals[i].y * tempy;
if (s > radius) {
// early out
return;
}
if (s > separation) {
separation = s;
normalIndex = i;
}
}
// Vertices that subtend the incident face.
final int vertIndex1 = normalIndex;
final int vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
final Tuple2f v1 = vertices[vertIndex1];
final Tuple2f v2 = vertices[vertIndex2];
// If the center is inside the polygon ...
if (separation < Settings.EPSILON) {
manifold.pointCount = 1;
manifold.type = ManifoldType.FACE_A;
// before inline:
// manifold.localNormal.set(normals[normalIndex]);
// manifold.localPoint.set(v1).addLocal(v2).mulLocal(.5f);
// manifold.points[0].localPoint.set(circle.m_p);
// after inline:
final Tuple2f normal = normals[normalIndex];
manifold.localNormal.x = normal.x;
manifold.localNormal.y = normal.y;
manifold.localPoint.x = (v1.x + v2.x) * .5f;
manifold.localPoint.y = (v1.y + v2.y) * .5f;
final ManifoldPoint mpoint = manifold.points[0];
mpoint.localPoint.x = circlep.x;
mpoint.localPoint.y = circlep.y;
mpoint.id.zero();
return;
}
// Compute barycentric coordinates
// before inline:
// temp.set(cLocal).subLocal(v1);
// temp2.set(v2).subLocal(v1);
// float u1 = Vec2.dot(temp, temp2);
// temp.set(cLocal).subLocal(v2);
// temp2.set(v1).subLocal(v2);
// float u2 = Vec2.dot(temp, temp2);
// after inline:
final float tempX = cLocalx - v1.x;
final float tempY = cLocaly - v1.y;
final float temp2X = v2.x - v1.x;
final float temp2Y = v2.y - v1.y;
final float u1 = tempX * temp2X + tempY * temp2Y;
final float temp3X = cLocalx - v2.x;
final float temp3Y = cLocaly - v2.y;
final float temp4X = v1.x - v2.x;
final float temp4Y = v1.y - v2.y;
final float u2 = temp3X * temp4X + temp3Y * temp4Y;
if (u1 <= 0f) {
// inlined
final float dx = cLocalx - v1.x;
final float dy = cLocaly - v1.y;
if (dx * dx + dy * dy > radius * radius) {
return;
}
manifold.pointCount = 1;
manifold.type = ManifoldType.FACE_A;
// before inline:
// manifold.localNormal.set(cLocal).subLocal(v1);
// after inline:
manifold.localNormal.x = cLocalx - v1.x;
manifold.localNormal.y = cLocaly - v1.y;
// end inline
manifold.localNormal.normalize();
manifold.localPoint.set(v1);
manifold.points[0].localPoint.set(circlep);
manifold.points[0].id.zero();
} else if (u2 <= 0.0f) {
// inlined
final float dx = cLocalx - v2.x;
final float dy = cLocaly - v2.y;
if (dx * dx + dy * dy > radius * radius) {
return;
}
manifold.pointCount = 1;
manifold.type = ManifoldType.FACE_A;
// before inline:
// manifold.localNormal.set(cLocal).subLocal(v2);
// after inline:
manifold.localNormal.x = cLocalx - v2.x;
manifold.localNormal.y = cLocaly - v2.y;
// end inline
manifold.localNormal.normalize();
manifold.localPoint.set(v2);
manifold.points[0].localPoint.set(circlep);
manifold.points[0].id.zero();
} else {
// Vec2 faceCenter = 0.5f * (v1 + v2);
// (temp is faceCenter)
// before inline:
// temp.set(v1).addLocal(v2).mulLocal(.5f);
//
// temp2.set(cLocal).subLocal(temp);
// separation = Vec2.dot(temp2, normals[vertIndex1]);
// if (separation > radius) {
// return;
// }
// after inline:
final float fcx = (v1.x + v2.x) * .5f;
final float fcy = (v1.y + v2.y) * .5f;
final float tx = cLocalx - fcx;
final float ty = cLocaly - fcy;
final Tuple2f normal = normals[vertIndex1];
separation = tx * normal.x + ty * normal.y;
if (separation > radius) {
return;
}
// end inline
manifold.pointCount = 1;
manifold.type = ManifoldType.FACE_A;
manifold.localNormal.set(normals[vertIndex1]);
// (faceCenter)
manifold.localPoint.x = fcx;
manifold.localPoint.y = fcy;
manifold.points[0].localPoint.set(circlep);
manifold.points[0].id.zero();
}
}
use of spacegraph.space2d.phys.common.Rot in project narchy by automenta.
the class Collision method findIncidentEdge.
public static void findIncidentEdge(final ClipVertex[] c, final PolygonShape poly1, final Transform xf1, int edge1, final PolygonShape poly2, final Transform xf2) {
int count1 = poly1.vertices;
final Tuple2f[] normals1 = poly1.normals;
int count2 = poly2.vertices;
final Tuple2f[] vertices2 = poly2.vertex;
final Tuple2f[] normals2 = poly2.normals;
assert (0 <= edge1 && edge1 < count1);
final ClipVertex c0 = c[0];
final ClipVertex c1 = c[1];
final Rot xf1q = xf1;
final Rot xf2q = xf2;
// Get the normal of the reference edge in poly2's frame.
// Vec2 normal1 = MulT(xf2.R, Mul(xf1.R, normals1[edge1]));
// before inline:
// Rot.mulToOutUnsafe(xf1.q, normals1[edge1], normal1); // temporary
// Rot.mulTrans(xf2.q, normal1, normal1);
// after inline:
final Tuple2f v = normals1[edge1];
final float tempx = xf1q.c * v.x - xf1q.s * v.y;
final float tempy = xf1q.s * v.x + xf1q.c * v.y;
final float normal1x = xf2q.c * tempx + xf2q.s * tempy;
final float normal1y = -xf2q.s * tempx + xf2q.c * tempy;
// end inline
// Find the incident edge on poly2.
int index = 0;
float minDot = Float.MAX_VALUE;
for (int i = 0; i < count2; ++i) {
Tuple2f b = normals2[i];
float dot = normal1x * b.x + normal1y * b.y;
if (dot < minDot) {
minDot = dot;
index = i;
}
}
// Build the clip vertices for the incident edge.
int i1 = index;
int i2 = i1 + 1 < count2 ? i1 + 1 : 0;
// c0.v = Mul(xf2, vertices2[i1]);
Tuple2f v1 = vertices2[i1];
Tuple2f out = c0.v;
out.x = (xf2q.c * v1.x - xf2q.s * v1.y) + xf2.pos.x;
out.y = (xf2q.s * v1.x + xf2q.c * v1.y) + xf2.pos.y;
c0.id.indexA = (byte) edge1;
c0.id.indexB = (byte) i1;
c0.id.typeA = (byte) ContactID.Type.FACE.ordinal();
c0.id.typeB = (byte) ContactID.Type.VERTEX.ordinal();
// c1.v = Mul(xf2, vertices2[i2]);
Tuple2f v2 = vertices2[i2];
Tuple2f out1 = c1.v;
out1.x = (xf2q.c * v2.x - xf2q.s * v2.y) + xf2.pos.x;
out1.y = (xf2q.s * v2.x + xf2q.c * v2.y) + xf2.pos.y;
c1.id.indexA = (byte) edge1;
c1.id.indexB = (byte) i2;
c1.id.typeA = (byte) ContactID.Type.FACE.ordinal();
c1.id.typeB = (byte) ContactID.Type.VERTEX.ordinal();
}
use of spacegraph.space2d.phys.common.Rot in project narchy by automenta.
the class EdgeShape method raycast.
// p = p1 + t * d
// v = v1 + s * e
// p1 + t * d = v1 + s * e
// s * e - t * d = p1 - v1
@Override
public boolean raycast(RayCastOutput output, RayCastInput input, Transform xf, int childIndex) {
float tempx, tempy;
final Tuple2f v1 = m_vertex1;
final Tuple2f v2 = m_vertex2;
final Rot xfq = xf;
final Tuple2f xfp = xf.pos;
// Put the ray into the edge's frame of reference.
// b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
// b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
tempx = input.p1.x - xfp.x;
tempy = input.p1.y - xfp.y;
final float p1x = xfq.c * tempx + xfq.s * tempy;
final float p1y = -xfq.s * tempx + xfq.c * tempy;
tempx = input.p2.x - xfp.x;
tempy = input.p2.y - xfp.y;
final float p2x = xfq.c * tempx + xfq.s * tempy;
final float p2y = -xfq.s * tempx + xfq.c * tempy;
final float dx = p2x - p1x;
final float dy = p2y - p1y;
// final Vec2 normal = pool2.set(v2).subLocal(v1);
// normal.set(normal.y, -normal.x);
normal.x = v2.y - v1.y;
normal.y = v1.x - v2.x;
normal.normalize();
final float normalx = normal.x;
final float normaly = normal.y;
// q = p1 + t * d
// dot(normal, q - v1) = 0
// dot(normal, p1 - v1) + t * dot(normal, d) = 0
tempx = v1.x - p1x;
tempy = v1.y - p1y;
float numerator = normalx * tempx + normaly * tempy;
float denominator = normalx * dx + normaly * dy;
if (denominator == 0.0f) {
return false;
}
float t = numerator / denominator;
if (t < 0.0f || 1.0f < t) {
return false;
}
// Vec2 q = p1 + t * d;
final float qx = p1x + t * dx;
final float qy = p1y + t * dy;
// q = v1 + s * r
// s = dot(q - v1, r) / dot(r, r)
// Vec2 r = v2 - v1;
final float rx = v2.x - v1.x;
final float ry = v2.y - v1.y;
final float rr = rx * rx + ry * ry;
if (rr == 0.0f) {
return false;
}
tempx = qx - v1.x;
tempy = qy - v1.y;
// float s = Vec2.dot(pool5, r) / rr;
float s = (tempx * rx + tempy * ry) / rr;
if (s < 0.0f || 1.0f < s) {
return false;
}
output.fraction = t;
if (numerator > 0.0f) {
// output.normal = -b2Mul(xf.q, normal);
output.normal.x = -xfq.c * normal.x + xfq.s * normal.y;
output.normal.y = -xfq.s * normal.x - xfq.c * normal.y;
} else {
// output->normal = b2Mul(xf.q, normal);
output.normal.x = xfq.c * normal.x - xfq.s * normal.y;
output.normal.y = xfq.s * normal.x + xfq.c * normal.y;
}
return true;
}
use of spacegraph.space2d.phys.common.Rot in project narchy by automenta.
the class PolygonShape method testPoint.
@Override
public final boolean testPoint(final Transform xf, final Tuple2f p) {
float tempx, tempy;
final Rot xfq = xf;
tempx = p.x - xf.pos.x;
tempy = p.y - xf.pos.y;
final float pLocalx = xfq.c * tempx + xfq.s * tempy;
final float pLocaly = -xfq.s * tempx + xfq.c * tempy;
if (m_debug) {
System.out.println("--testPoint debug--");
System.out.println("Vertices: ");
for (int i = 0; i < vertices; ++i) {
System.out.println(vertex[i]);
}
System.out.println("pLocal: " + pLocalx + ", " + pLocaly);
}
for (int i = 0; i < vertices; ++i) {
Tuple2f vertex = this.vertex[i];
Tuple2f normal = normals[i];
tempx = pLocalx - vertex.x;
tempy = pLocaly - vertex.y;
final float dot = normal.x * tempx + normal.y * tempy;
if (dot > 0.0f) {
return false;
}
}
return true;
}
use of spacegraph.space2d.phys.common.Rot in project narchy by automenta.
the class Body2D method synchronizeFixtures.
protected void synchronizeFixtures() {
final Transform xf1 = pxf;
// xf1.position = m_sweep.c0 - Mul(xf1.R, m_sweep.localCenter);
// xf1.q.set(m_sweep.a0);
// Rot.mulToOutUnsafe(xf1.q, m_sweep.localCenter, xf1.p);
// xf1.p.mulLocal(-1).addLocal(m_sweep.c0);
// inlined:
Rot r = xf1;
r.s = (float) Math.sin(sweep.a0);
r.c = (float) Math.cos(sweep.a0);
xf1.pos.x = sweep.c0.x - r.c * sweep.localCenter.x + r.s * sweep.localCenter.y;
xf1.pos.y = sweep.c0.y - r.s * sweep.localCenter.x - r.c * sweep.localCenter.y;
for (Fixture f = fixtures; f != null; f = f.next) {
f.synchronize(W.contactManager.broadPhase, xf1, this);
}
}
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