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CollisionB2ShapePolygon.go
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382 lines (305 loc) · 9.99 KB
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package box2d
// A solid convex polygon. It is assumed that the interior of the polygon is to
// the left of each edge.
// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
// In most cases you should not need many vertices for a convex polygon.
type B2PolygonShape struct {
B2Shape
M_centroid B2Vec2
M_vertices [B2_maxPolygonVertices]B2Vec2
M_normals [B2_maxPolygonVertices]B2Vec2
M_count int
}
func MakeB2PolygonShape() B2PolygonShape {
return B2PolygonShape{
B2Shape: B2Shape{
M_type: B2Shape_Type.E_polygon,
M_radius: B2_polygonRadius,
},
M_count: 0,
M_centroid: MakeB2Vec2(0, 0),
}
}
func NewB2PolygonShape() *B2PolygonShape {
res := MakeB2PolygonShape()
return &res
}
func (poly *B2PolygonShape) GetVertex(index int) *B2Vec2 {
B2Assert(0 <= index && index < poly.M_count)
return &poly.M_vertices[index]
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// B2PolygonShape.cpp
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
func (poly B2PolygonShape) Clone() B2ShapeInterface {
clone := NewB2PolygonShape()
clone.M_centroid = poly.M_centroid
clone.M_count = poly.M_count
for i, _ := range poly.M_vertices {
clone.M_vertices[i] = poly.M_vertices[i]
}
for i, _ := range poly.M_normals {
clone.M_normals[i] = poly.M_normals[i]
}
return clone
}
func (edge *B2PolygonShape) Destroy() {}
func (poly *B2PolygonShape) SetAsBox(hx float64, hy float64) {
poly.M_count = 4
poly.M_vertices[0].Set(-hx, -hy)
poly.M_vertices[1].Set(hx, -hy)
poly.M_vertices[2].Set(hx, hy)
poly.M_vertices[3].Set(-hx, hy)
poly.M_normals[0].Set(0.0, -1.0)
poly.M_normals[1].Set(1.0, 0.0)
poly.M_normals[2].Set(0.0, 1.0)
poly.M_normals[3].Set(-1.0, 0.0)
poly.M_centroid.SetZero()
}
func (poly *B2PolygonShape) SetAsBoxFromCenterAndAngle(hx float64, hy float64, center B2Vec2, angle float64) {
poly.M_count = 4
poly.M_vertices[0].Set(-hx, -hy)
poly.M_vertices[1].Set(hx, -hy)
poly.M_vertices[2].Set(hx, hy)
poly.M_vertices[3].Set(-hx, hy)
poly.M_normals[0].Set(0.0, -1.0)
poly.M_normals[1].Set(1.0, 0.0)
poly.M_normals[2].Set(0.0, 1.0)
poly.M_normals[3].Set(-1.0, 0.0)
poly.M_centroid = center
xf := MakeB2Transform()
xf.P = center
xf.Q.Set(angle)
// Transform vertices and normals.
for i := 0; i < poly.M_count; i++ {
poly.M_vertices[i] = B2TransformVec2Mul(xf, poly.M_vertices[i])
poly.M_normals[i] = B2RotVec2Mul(xf.Q, poly.M_normals[i])
}
}
func (poly B2PolygonShape) GetChildCount() int {
return 1
}
func ComputeCentroid(vs []B2Vec2, count int) B2Vec2 {
B2Assert(count >= 3)
c := MakeB2Vec2(0, 0)
area := 0.0
// Get a reference point for forming triangles.
// Use the first vertex to reduce round-off errors.
s := vs[0]
inv3 := 1.0 / 3.0
for i := 0; i < count; i++ {
// Triangle vertices.
p1 := B2Vec2Sub(vs[0], s)
p2 := B2Vec2Sub(vs[i], s)
p3 := MakeB2Vec2(0, 0)
if i+1 < count {
p3 = B2Vec2Sub(vs[i+1], s)
} else {
p3 = B2Vec2Sub(vs[0], s)
}
e1 := B2Vec2Sub(p2, p1)
e2 := B2Vec2Sub(p3, p1)
D := B2Vec2Cross(e1, e2)
triangleArea := 0.5 * D
area += triangleArea
// Area weighted centroid
c.OperatorPlusInplace(B2Vec2MulScalar(triangleArea*inv3, B2Vec2Add(B2Vec2Add(p1, p2), p3)))
}
// Centroid
B2Assert(area > B2_epsilon)
c = B2Vec2Add(B2Vec2MulScalar(1.0/area, c), s)
return c
}
// Create a convex hull from the given array of local points.
// The count must be in the range [3, b2_maxPolygonVertices].
// @warning the points may be re-ordered, even if they form a convex polygon
// @warning collinear points are handled but not removed. Collinear points
// may lead to poor stacking behavior.
func (poly *B2PolygonShape) Set(vertices []B2Vec2, count int) bool {
hull := B2ComputeHull(vertices, count)
if hull.Count < 3 {
return false
}
poly.SetAsHull(hull)
return true
}
// Create a polygon from a given convex hull (see b2ComputeHull).
// @warning the hull must be valid or this will crash or have unexpected behavior
func (poly *B2PolygonShape) SetAsHull(hull B2Hull) {
B2Assert(hull.Count >= 3)
poly.M_count = hull.Count
// Copy vertices
for i := 0; i < hull.Count; i++ {
poly.M_vertices[i] = hull.Points[i]
}
// Compute normals. Ensure the edges have non-zero length.
for i := 0; i < poly.M_count; i++ {
i1 := i
var i2 int
if i+1 < poly.M_count {
i2 = i + 1
} else {
i2 = 0
}
edge := B2Vec2Sub(poly.M_vertices[i2], poly.M_vertices[i1])
B2Assert(edge.LengthSquared() > B2_epsilon*B2_epsilon)
poly.M_normals[i] = B2Vec2CrossVectorScalar(edge, 1.0)
poly.M_normals[i].Normalize()
}
// Compute the polygon centroid.
poly.M_centroid = ComputeCentroid(poly.M_vertices[:], poly.M_count)
}
func (poly B2PolygonShape) TestPoint(xf B2Transform, p B2Vec2) bool {
pLocal := B2RotVec2MulT(xf.Q, B2Vec2Sub(p, xf.P))
for i := 0; i < poly.M_count; i++ {
dot := B2Vec2Dot(poly.M_normals[i], B2Vec2Sub(pLocal, poly.M_vertices[i]))
if dot > 0.0 {
return false
}
}
return true
}
// @note because the polygon is solid, rays that start inside do not hit because the normal is
// not defined.
func (poly B2PolygonShape) RayCast(output *B2RayCastOutput, input B2RayCastInput, xf B2Transform, childIndex int) bool {
// Put the ray into the polygon's frame of reference.
p1 := B2RotVec2MulT(xf.Q, B2Vec2Sub(input.P1, xf.P))
p2 := B2RotVec2MulT(xf.Q, B2Vec2Sub(input.P2, xf.P))
d := B2Vec2Sub(p2, p1)
lower := 0.0
upper := input.MaxFraction
index := -1
for i := 0; i < poly.M_count; i++ {
// p = p1 + a * d
// dot(normal, p - v) = 0
// dot(normal, p1 - v) + a * dot(normal, d) = 0
numerator := B2Vec2Dot(poly.M_normals[i], B2Vec2Sub(poly.M_vertices[i], p1))
denominator := B2Vec2Dot(poly.M_normals[i], d)
if denominator == 0.0 {
if numerator < 0.0 {
return false
}
} else {
// Note: we want this predicate without division:
// lower < numerator / denominator, where denominator < 0
// Since denominator < 0, we have to flip the inequality:
// lower < numerator / denominator <==> denominator * lower > numerator.
if denominator < 0.0 && numerator < lower*denominator {
// Increase lower.
// The segment enters this half-space.
lower = numerator / denominator
index = i
} else if denominator > 0.0 && numerator < upper*denominator {
// Decrease upper.
// The segment exits this half-space.
upper = numerator / denominator
}
}
// The use of epsilon here causes the assert on lower to trip
// in some cases. Apparently the use of epsilon was to make edge
// shapes work, but now those are handled separately.
//if (upper < lower - b2_epsilon)
if upper < lower {
return false
}
}
B2Assert(0.0 <= lower && lower <= input.MaxFraction)
if index >= 0 {
output.Fraction = lower
output.Normal = B2RotVec2Mul(xf.Q, poly.M_normals[index])
return true
}
return false
}
func (poly B2PolygonShape) ComputeAABB(aabb *B2AABB, xf B2Transform, childIndex int) {
lower := B2TransformVec2Mul(xf, poly.M_vertices[0])
upper := lower
for i := 1; i < poly.M_count; i++ {
v := B2TransformVec2Mul(xf, poly.M_vertices[i])
lower = B2Vec2Min(lower, v)
upper = B2Vec2Max(upper, v)
}
r := MakeB2Vec2(poly.M_radius, poly.M_radius)
aabb.LowerBound = B2Vec2Sub(lower, r)
aabb.UpperBound = B2Vec2Sub(upper, r)
}
func (poly B2PolygonShape) ComputeMass(massData *B2MassData, density float64) {
// Polygon mass, centroid, and inertia.
// Let rho be the polygon density in mass per unit area.
// Then:
// mass = rho * int(dA)
// centroid.x = (1/mass) * rho * int(x * dA)
// centroid.y = (1/mass) * rho * int(y * dA)
// I = rho * int((x*x + y*y) * dA)
//
// We can compute these integrals by summing all the integrals
// for each triangle of the polygon. To evaluate the integral
// for a single triangle, we make a change of variables to
// the (u,v) coordinates of the triangle:
// x = x0 + e1x * u + e2x * v
// y = y0 + e1y * u + e2y * v
// where 0 <= u && 0 <= v && u + v <= 1.
//
// We integrate u from [0,1-v] and then v from [0,1].
// We also need to use the Jacobian of the transformation:
// D = cross(e1, e2)
//
// Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
//
// The rest of the derivation is handled by computer algebra.
B2Assert(poly.M_count >= 3)
center := MakeB2Vec2(0, 0)
area := 0.0
I := 0.0
// Get a reference point for forming triangles.
// Use the first vertex to reduce round-off errors.
s := poly.M_vertices[0]
k_inv3 := 1.0 / 3.0
for i := 0; i < poly.M_count; i++ {
// Triangle vertices.
e1 := B2Vec2Sub(poly.M_vertices[i], s)
e2 := MakeB2Vec2(0, 0)
if i+1 < poly.M_count {
e2 = B2Vec2Sub(poly.M_vertices[i+1], s)
} else {
e2 = B2Vec2Sub(poly.M_vertices[0], s)
}
D := B2Vec2Cross(e1, e2)
triangleArea := 0.5 * D
area += triangleArea
// Area weighted centroid
center.OperatorPlusInplace(B2Vec2MulScalar(triangleArea*k_inv3, B2Vec2Add(e1, e2)))
ex1 := e1.X
ey1 := e1.Y
ex2 := e2.X
ey2 := e2.Y
intx2 := ex1*ex1 + ex2*ex1 + ex2*ex2
inty2 := ey1*ey1 + ey2*ey1 + ey2*ey2
I += (0.25 * k_inv3 * D) * (intx2 + inty2)
}
// Total mass
massData.Mass = density * area
// Center of mass
B2Assert(area > B2_epsilon)
center.OperatorScalarMulInplace(1.0 / area)
massData.Center = B2Vec2Add(center, s)
// Inertia tensor relative to the local origin (point s).
massData.I = density * I
// Shift to center of mass then to original body origin.
massData.I += massData.Mass * (B2Vec2Dot(massData.Center, massData.Center) - B2Vec2Dot(center, center))
}
func (poly B2PolygonShape) Validate() bool {
if poly.M_count < 3 || B2_maxPolygonVertices < poly.M_count {
return false
}
var hull B2Hull
for i := 0; i < poly.M_count; i++ {
hull.Points[i] = poly.M_vertices[i]
}
hull.Count = poly.M_count
return B2ValidateHull(&hull)
}