Package net.phys2d.math

Examples of net.phys2d.math.Vector2f.lengthSquared()


    }
   
    Vector2f normal = endB; // reuse of vector object
    normal.set(startB);
    normal.sub(position);
    float distSquared = normal.lengthSquared();
    float radiusSquared = circle.getRadius() * circle.getRadius();
   
    if ( distSquared < radiusSquared ) {
      contacts[0].setPosition(position);
      contacts[0].setFeature(new FeaturePair());
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        startA.x + uA * (endA.x - startA.x),
        startA.y + uA * (endA.y - startA.y));
   
    Vector2f dist = new Vector2f(position);
    dist.sub(startA);
    float distFromVertA = dist.lengthSquared();
    dist = new Vector2f(position);
    dist.sub(startB);
    float distFromVertB = dist.lengthSquared();
   
    // z axis of 3d cross product
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    Vector2f dist = new Vector2f(position);
    dist.sub(startA);
    float distFromVertA = dist.lengthSquared();
    dist = new Vector2f(position);
    dist.sub(startB);
    float distFromVertB = dist.lengthSquared();
   
    // z axis of 3d cross product
    float sA = (startA.x - startB.x) * (endB.y - startB.y) - (endB.x - startB.x) * (startA.y - startB.y);
   
    if ( sA > 0 ) {
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    dv.sub(body1.getVelocity());
    dv.sub(MathUtil.cross(body1.getAngularVelocity(),r1));
      dv.scale(-1);
      dv.add(bias); // TODO: is this baumgarte stabilization?
     
      if (dv.lengthSquared() == 0) {
        return;
      }
     
    Vector2f impulse = MathUtil.mul(M, dv);
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    dv.sub(body1.getVelocity());
    dv.sub(MathUtil.cross(body1.getAngularVelocity(),r1));
      dv.scale(-1);
      dv.add(bias);
     
      if (dv.lengthSquared() == 0) {
        return;
      }
     
    Vector2f impulse = MathUtil.mul(M, dv);
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    else
      localVector2f4 = new Vector2f(localVector2f1.x + f2 * (localVector2f2.x - localVector2f1.x), localVector2f1.y + f2 * (localVector2f2.y - localVector2f1.y));
    Vector2f localVector2f5 = localVector2f3;
    localVector2f5.set(localROVector2f);
    localVector2f5.sub(localVector2f4);
    float f3 = localVector2f5.lengthSquared();
    float f4 = localCircle.getRadius() * localCircle.getRadius();
    if (f3 < f4)
    {
      paramArrayOfContact[0].setPosition(localVector2f4);
      paramArrayOfContact[0].setFeature(new FeaturePair());
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    if ((f2 < 0.0F) || (f2 > 1.0F) || (f3 < 0.0F) || (f3 > 1.0F))
      return;
    Vector2f localVector2f5 = new Vector2f(localVector2f1.x + f2 * (localVector2f2.x - localVector2f1.x), localVector2f1.y + f2 * (localVector2f2.y - localVector2f1.y));
    Vector2f localVector2f6 = new Vector2f(localVector2f5);
    localVector2f6.sub(localVector2f1);
    float f4 = localVector2f6.lengthSquared();
    localVector2f6 = new Vector2f(localVector2f5);
    localVector2f6.sub(localVector2f3);
    float f5 = localVector2f6.lengthSquared();
    float f6 = (localVector2f1.x - localVector2f3.x) * (localVector2f4.y - localVector2f3.y) - (localVector2f4.x - localVector2f3.x) * (localVector2f1.y - localVector2f3.y);
    if (f6 > 0.0F)
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    Vector2f localVector2f6 = new Vector2f(localVector2f5);
    localVector2f6.sub(localVector2f1);
    float f4 = localVector2f6.lengthSquared();
    localVector2f6 = new Vector2f(localVector2f5);
    localVector2f6.sub(localVector2f3);
    float f5 = localVector2f6.lengthSquared();
    float f6 = (localVector2f1.x - localVector2f3.x) * (localVector2f4.y - localVector2f3.y) - (localVector2f4.x - localVector2f3.x) * (localVector2f1.y - localVector2f3.y);
    if (f6 > 0.0F)
      this.intersections[this.noIntersections] = new SortableIntersection(paramInt1, paramInt2, localVector2f5, true, f4, f5);
    else
      this.intersections[this.noIntersections] = new SortableIntersection(paramInt1, paramInt2, localVector2f5, false, f4, f5);
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