Package org.jbox2d.collision

Source Code of org.jbox2d.collision.WorldManifold

/*******************************************************************************
* Copyright (c) 2011, Daniel Murphy
* All rights reserved.
*
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* modification, are permitted provided that the following conditions are met:
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*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* DISCLAIMED. IN NO EVENT SHALL DANIEL MURPHY BE LIABLE FOR ANY
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package org.jbox2d.collision;

import org.jbox2d.common.Mat22;
import org.jbox2d.common.MathUtils;
import org.jbox2d.common.Settings;
import org.jbox2d.common.Transform;
import org.jbox2d.common.Vec2;

// updated to rev 100
/**
* This is used to compute the current state of a contact manifold.
*
* @author daniel
*/
public class WorldManifold {
  /**
   * World vector pointing from A to B
   */
  public final Vec2 normal;
 
  /**
   * World contact point (point of intersection)
   */
  public final Vec2[] points;
 
  public WorldManifold() {
    normal = new Vec2();
    points = new Vec2[Settings.maxManifoldPoints];
    for (int i = 0; i < Settings.maxManifoldPoints; i++) {
      points[i] = new Vec2();
    }
  }

  private final Vec2 pool3 = new Vec2();
  private final Vec2 pool4 = new Vec2();
 
  public final 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.set(1, 0);
//        Transform.mulToOut(xfA, manifold.localPoint, pointA);
//        Transform.mulToOut(xfB, manifold.points[0].localPoint, pointB);
//       
//        if (MathUtils.distanceSquared(pointA, pointB) > Settings.EPSILON * Settings.EPSILON) {
//          normal.set(pointB).subLocal(pointA);
//          normal.normalize();
//        }
//       
//        cA.set(normal).mulLocal(radiusA).addLocal(pointA);
//        cB.set(normal).mulLocal(radiusB).subLocal(pointB).negateLocal();
//        points[0].set(cA).addLocal(cB).mulLocal(0.5f);
        final Vec2 pointA = pool3;
        final Vec2 pointB = pool4;
       
        normal.x = 1;
        normal.y = 0;
        pointA.x = xfA.position.x + xfA.R.m11 * manifold.localPoint.x + xfA.R.m21 * manifold.localPoint.y;
        pointA.y = xfA.position.y + xfA.R.m12 * manifold.localPoint.x + xfA.R.m22 * manifold.localPoint.y;
        pointB.x = xfB.position.x + xfB.R.m11 * manifold.points[0].localPoint.x + xfB.R.m21 * manifold.points[0].localPoint.y;
        pointB.y = xfB.position.y + xfB.R.m12 * manifold.points[0].localPoint.x + xfB.R.m22 * manifold.points[0].localPoint.y;
       
        if (MathUtils.distanceSquared(pointA, pointB) > Settings.EPSILON * Settings.EPSILON) {
          normal.x = pointB.x - pointA.x;
          normal.y = pointB.y - pointA.y;
          normal.normalize();
        }
       
        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;
//       
//        Mat22.mulToOut(xfA.R, 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 Vec2 planePoint = pool3;
       
        normal.x = xfA.R.m11 * manifold.localNormal.x + xfA.R.m21 * manifold.localNormal.y;
        normal.y = xfA.R.m12 * manifold.localNormal.x + xfA.R.m22 * manifold.localNormal.y;
        planePoint.x = xfA.position.x + xfA.R.m11 * manifold.localPoint.x + xfA.R.m21 * manifold.localPoint.y;
        planePoint.y = xfA.position.y + xfA.R.m12 * manifold.localPoint.x + xfA.R.m22 * manifold.localPoint.y;
       
        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);
         

          clipPoint.x = xfB.position.x + xfB.R.m11 * manifold.points[i].localPoint.x + xfB.R.m21 * manifold.points[i].localPoint.y;
          clipPoint.y = xfB.position.y + xfB.R.m12 * manifold.points[i].localPoint.x + xfB.R.m22 * manifold.points[i].localPoint.y;
         
          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;
       
        final Mat22 R = xfB.R;
        normal.x = R.m11 * manifold.localNormal.x + R.m21 * manifold.localNormal.y;
        normal.y = R.m12 * manifold.localNormal.x + R.m22 * manifold.localNormal.y;
        final Vec2 v = manifold.localPoint;
        planePoint.x = xfB.position.x + xfB.R.m11 * v.x + xfB.R.m21 * v.y;
        planePoint.y = xfB.position.y + xfB.R.m12 * v.x + xfB.R.m22 * 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.position.x + xfA.R.m11 * manifold.points[i].localPoint.x + xfA.R.m21 * manifold.points[i].localPoint.y;
          clipPoint.y = xfA.position.y + xfA.R.m12 * manifold.points[i].localPoint.x + xfA.R.m22 * 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;
    }
  }
}
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