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/*

* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com


*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

package Box2D.Collision.Shapes{

import Box2D.Common.Math.*;
import Box2D.Common.*;
import Box2D.Collision.Shapes.*;
import Box2D.Dynamics.*;
import Box2D.Collision.*;

import Box2D.Common.b2internal;
use namespace b2internal;

/**
* An edge shape.
* @private
* @see b2EdgeChainDef
*/
public class b2EdgeShape extends b2Shape
{
/**
* Returns false. Edges cannot contain points.
*/
public override function TestPoint(transform:b2Transform, p:b2Vec2) :
Boolean{
return false;
}

/**
* @inheritDoc
*/
public override function RayCast(output:b2RayCastOutput,
input:b2RayCastInput, transform:b2Transform):Boolean
{
var tMat:b2Mat22;
var rX: Number = input.p2.x - input.p1.x;
var rY: Number = input.p2.y - input.p1.y;

//b2Vec2 v1 = b2Mul(transform, m_v1);


tMat = transform.R;
var v1X: Number = transform.position.x + (tMat.col1.x * m_v1.x +
tMat.col2.x * m_v1.y);
var v1Y: Number = transform.position.y + (tMat.col1.y * m_v1.x +
tMat.col2.y * m_v1.y);

//b2Vec2 n = b2Cross(d, 1.0);


var nX: Number = transform.position.y + (tMat.col1.y * m_v2.x +
tMat.col2.y * m_v2.y) - v1Y;
var nY: Number = -(transform.position.x + (tMat.col1.x * m_v2.x +
tMat.col2.x * m_v2.y) - v1X);

var k_slop: Number = 100.0 * Number.MIN_VALUE;


var denom: Number = -(rX * nX + rY * nY);

// Cull back facing collision and ignore parallel segments.


if (denom > k_slop)
{
// Does the segment intersect the infinite line associated with
this segment?
var bX: Number = input.p1.x - v1X;
var bY: Number = input.p1.y - v1Y;
var a: Number = (bX * nX + bY * nY);

if (0.0 <= a && a <= input.maxFraction * denom)


{
var mu2: Number = -rX * bY + rY * bX;

// Does the segment intersect this segment?


if (-k_slop * denom <= mu2 && mu2 <= denom * (1.0 +
k_slop))
{
a /= denom;
output.fraction = a;
var nLen: Number = Math.sqrt(nX * nX + nY * nY);
output.normal.x = nX / nLen;
output.normal.y = nY / nLen;
return true;
}
}
}

return false;
}

/**
* @inheritDoc
*/
public override function ComputeAABB(aabb:b2AABB, transform:b2Transform) :
void{
var tMat:b2Mat22 = transform.R;
//b2Vec2 v1 = b2Mul(transform, m_v1);
var v1X:Number = transform.position.x + (tMat.col1.x * m_v1.x +
tMat.col2.x * m_v1.y);
var v1Y:Number = transform.position.y + (tMat.col1.y * m_v1.x +
tMat.col2.y * m_v1.y);
//b2Vec2 v2 = b2Mul(transform, m_v2);
var v2X:Number = transform.position.x + (tMat.col1.x * m_v2.x +
tMat.col2.x * m_v2.y);
var v2Y:Number = transform.position.y + (tMat.col1.y * m_v2.x +
tMat.col2.y * m_v2.y);
if (v1X < v2X) {
aabb.lowerBound.x = v1X;
aabb.upperBound.x = v2X;
} else {
aabb.lowerBound.x = v2X;
aabb.upperBound.x = v1X;
}
if (v1Y < v2Y) {
aabb.lowerBound.y = v1Y;
aabb.upperBound.y = v2Y;
} else {
aabb.lowerBound.y = v2Y;
aabb.upperBound.y = v1Y;
}
}

/**
* @inheritDoc
*/
public override function ComputeMass(massData:b2MassData, density:Number) :
void{
massData.mass = 0;
massData.center.SetV(m_v1);
massData.I = 0;
}

/**
* @inheritDoc
*/
public override function ComputeSubmergedArea(
normal:b2Vec2,
offset:Number,
xf:b2Transform,
c:b2Vec2):Number
{
// Note that v0 is independant of any details of the specific edge
// We are relying on v0 being consistent between multiple edges of the
same body
//b2Vec2 v0 = offset * normal;
var v0:b2Vec2 = new b2Vec2(normal.x * offset, normal.y * offset);

var v1:b2Vec2 = b2Math.MulX(xf, m_v1);


var v2:b2Vec2 = b2Math.MulX(xf, m_v2);

var d1:Number = b2Math.Dot(normal, v1) - offset;


var d2:Number = b2Math.Dot(normal, v2) - offset;
if (d1 > 0)
{
if (d2 > 0)
{
return 0;
}
else
{
//v1 = -d2 / (d1 - d2) * v1 + d1 / (d1 - d2) * v2;
v1.x = -d2 / (d1 - d2) * v1.x + d1 / (d1 - d2) * v2.x;
v1.y = -d2 / (d1 - d2) * v1.y + d1 / (d1 - d2) * v2.y;
}
}
else
{
if (d2 > 0)
{
//v2 = -d2 / (d1 - d2) * v1 + d1 / (d1 - d2) * v2;
v2.x = -d2 / (d1 - d2) * v1.x + d1 / (d1 - d2) * v2.x;
v2.y = -d2 / (d1 - d2) * v1.y + d1 / (d1 - d2) * v2.y;
}
else
{
// Nothing
}
}
// v0,v1,v2 represents a fully submerged triangle
// Area weighted centroid
c.x = (v0.x + v1.x + v2.x) / 3;
c.y = (v0.y + v1.y + v2.y) / 3;

//b2Vec2 e1 = v1 - v0;
//b2Vec2 e2 = v2 - v0;
//return 0.5f * b2Cross(e1, e2);
return 0.5 * ( (v1.x - v0.x) * (v2.y - v0.y) - (v1.y - v0.y) * (v2.x -
v0.x) );
}

/**
* Get the distance from vertex1 to vertex2.
*/
public function GetLength(): Number
{
return m_length;
}

/**
* Get the local position of vertex1 in parent body.
*/
public function GetVertex1(): b2Vec2
{
return m_v1;
}

/**
* Get the local position of vertex2 in parent body.
*/
public function GetVertex2(): b2Vec2
{
return m_v2;
}

/**
* Get a core vertex in local coordinates. These vertices
* represent a smaller edge that is used for time of impact
* computations.
*/
public function GetCoreVertex1(): b2Vec2
{
return m_coreV1;
}

/**
* Get a core vertex in local coordinates. These vertices
* represent a smaller edge that is used for time of impact
* computations.
*/
public function GetCoreVertex2(): b2Vec2
{
return m_coreV2;
}

/**
* Get a perpendicular unit vector, pointing
* from the solid side to the empty side.
*/
public function GetNormalVector(): b2Vec2
{
return m_normal;
}

/**
* Get a parallel unit vector, pointing
* from vertex1 to vertex2.
*/
public function GetDirectionVector(): b2Vec2
{
return m_direction;
}

/**
* Returns a unit vector halfway between
* m_direction and m_prevEdge.m_direction.
*/
public function GetCorner1Vector(): b2Vec2
{
return m_cornerDir1;
}

/**
* Returns a unit vector halfway between
* m_direction and m_nextEdge.m_direction.
*/
public function GetCorner2Vector(): b2Vec2
{
return m_cornerDir2;
}

/**
* Returns true if the first corner of this edge
* bends towards the solid side.
*/
public function Corner1IsConvex(): Boolean
{
return m_cornerConvex1;
}

/**
* Returns true if the second corner of this edge
* bends towards the solid side.
*/
public function Corner2IsConvex(): Boolean
{
return m_cornerConvex2;
}

/**
* Get the first vertex and apply the supplied transform.
*/
public function GetFirstVertex(xf: b2Transform): b2Vec2
{
//return b2Mul(xf, m_coreV1);
var tMat:b2Mat22 = xf.R;
return new b2Vec2(xf.position.x + (tMat.col1.x * m_coreV1.x +
tMat.col2.x * m_coreV1.y),
xf.position.y + (tMat.col1.y * m_coreV1.x +
tMat.col2.y * m_coreV1.y));
}

/**
* Get the next edge in the chain.
*/
public function GetNextEdge(): b2EdgeShape
{
return m_nextEdge;
}

/**
* Get the previous edge in the chain.
*/
public function GetPrevEdge(): b2EdgeShape
{
return m_prevEdge;
}

private var s_supportVec:b2Vec2 = new b2Vec2();


/**
* Get the support point in the given world direction.
* Use the supplied transform.
*/
public function Support(xf:b2Transform, dX:Number, dY:Number) : b2Vec2{
var tMat:b2Mat22 = xf.R;
//b2Vec2 v1 = b2Mul(xf, m_coreV1);
var v1X:Number = xf.position.x + (tMat.col1.x * m_coreV1.x +
tMat.col2.x * m_coreV1.y);
var v1Y:Number = xf.position.y + (tMat.col1.y * m_coreV1.x +
tMat.col2.y * m_coreV1.y);

//b2Vec2 v2 = b2Mul(xf, m_coreV2);


var v2X:Number = xf.position.x + (tMat.col1.x * m_coreV2.x +
tMat.col2.x * m_coreV2.y);
var v2Y:Number = xf.position.y + (tMat.col1.y * m_coreV2.x +
tMat.col2.y * m_coreV2.y);

if ((v1X * dX + v1Y * dY) > (v2X * dX + v2Y * dY)) {


s_supportVec.x = v1X;
s_supportVec.y = v1Y;
} else {
s_supportVec.x = v2X;
s_supportVec.y = v2Y;
}
return s_supportVec;
}

//--------------- Internals Below -------------------

/**
* @private
*/
public function b2EdgeShape(v1: b2Vec2, v2: b2Vec2){
super();
m_type = e_edgeShape;

m_prevEdge = null;
m_nextEdge = null;

m_v1 = v1;
m_v2 = v2;

m_direction.Set(m_v2.x - m_v1.x, m_v2.y - m_v1.y);


m_length = m_direction.Normalize();
m_normal.Set(m_direction.y, -m_direction.x);

m_coreV1.Set(-b2Settings.b2_toiSlop * (m_normal.x - m_direction.x) +


m_v1.x,
-b2Settings.b2_toiSlop * (m_normal.y - m_direction.y) +
m_v1.y)
m_coreV2.Set(-b2Settings.b2_toiSlop * (m_normal.x + m_direction.x) +
m_v2.x,
-b2Settings.b2_toiSlop * (m_normal.y + m_direction.y) +
m_v2.y)

m_cornerDir1 = m_normal;
m_cornerDir2.Set(-m_normal.x, -m_normal.y);
}

/**
* @private
*/
b2internal function SetPrevEdge(edge: b2EdgeShape, core: b2Vec2, cornerDir:
b2Vec2, convex: Boolean): void
{
m_prevEdge = edge;
m_coreV1 = core;
m_cornerDir1 = cornerDir;
m_cornerConvex1 = convex;
}

/**
* @private
*/
b2internal function SetNextEdge(edge: b2EdgeShape, core: b2Vec2, cornerDir:
b2Vec2, convex: Boolean): void
{
m_nextEdge = edge;
m_coreV2 = core;
m_cornerDir2 = cornerDir;
m_cornerConvex2 = convex;
}

b2internal var m_v1:b2Vec2 = new b2Vec2();


b2internal var m_v2:b2Vec2 = new b2Vec2();

b2internal var m_coreV1:b2Vec2 = new b2Vec2();


b2internal var m_coreV2:b2Vec2 = new b2Vec2();

b2internal var m_length:Number;

b2internal var m_normal:b2Vec2 = new b2Vec2();

b2internal var m_direction:b2Vec2 = new b2Vec2();

b2internal var m_cornerDir1:b2Vec2 = new b2Vec2();

b2internal var m_cornerDir2:b2Vec2 = new b2Vec2();

b2internal var m_cornerConvex1:Boolean;


b2internal var m_cornerConvex2:Boolean;

b2internal var m_nextEdge:b2EdgeShape;


b2internal var m_prevEdge:b2EdgeShape;

};

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