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- // MIT License
- // Copyright (c) 2019 Erin Catto
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- // The above copyright notice and this permission notice shall be included in all
- // copies or substantial portions of the Software.
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- // SOFTWARE.
- #include "box2d/b2_polygon_shape.h"
- #include "box2d/b2_block_allocator.h"
- #include <new>
- b2PolygonShape::b2PolygonShape()
- {
- m_type = e_polygon;
- m_radius = b2_polygonRadius;
- m_count = 0;
- m_centroid.SetZero();
- }
- b2Shape* b2PolygonShape::Clone(b2BlockAllocator* allocator) const
- {
- void* mem = allocator->Allocate(sizeof(b2PolygonShape));
- b2PolygonShape* clone = new (mem) b2PolygonShape;
- *clone = *this;
- return clone;
- }
- void b2PolygonShape::SetAsBox(float hx, float hy)
- {
- m_count = 4;
- m_vertices[0].Set(-hx, -hy);
- m_vertices[1].Set( hx, -hy);
- m_vertices[2].Set( hx, hy);
- m_vertices[3].Set(-hx, hy);
- m_normals[0].Set(0.0f, -1.0f);
- m_normals[1].Set(1.0f, 0.0f);
- m_normals[2].Set(0.0f, 1.0f);
- m_normals[3].Set(-1.0f, 0.0f);
- m_centroid.SetZero();
- }
- void b2PolygonShape::SetAsBox(float hx, float hy, const b2Vec2& center, float angle)
- {
- m_count = 4;
- m_vertices[0].Set(-hx, -hy);
- m_vertices[1].Set( hx, -hy);
- m_vertices[2].Set( hx, hy);
- m_vertices[3].Set(-hx, hy);
- m_normals[0].Set(0.0f, -1.0f);
- m_normals[1].Set(1.0f, 0.0f);
- m_normals[2].Set(0.0f, 1.0f);
- m_normals[3].Set(-1.0f, 0.0f);
- m_centroid = center;
- b2Transform xf;
- xf.p = center;
- xf.q.Set(angle);
- // Transform vertices and normals.
- for (int32 i = 0; i < m_count; ++i)
- {
- m_vertices[i] = b2Mul(xf, m_vertices[i]);
- m_normals[i] = b2Mul(xf.q, m_normals[i]);
- }
- }
- int32 b2PolygonShape::GetChildCount() const
- {
- return 1;
- }
- static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
- {
- b2Assert(count >= 3);
- b2Vec2 c(0.0f, 0.0f);
- float area = 0.0f;
- // Get a reference point for forming triangles.
- // Use the first vertex to reduce round-off errors.
- b2Vec2 s = vs[0];
- const float inv3 = 1.0f / 3.0f;
- for (int32 i = 0; i < count; ++i)
- {
- // Triangle vertices.
- b2Vec2 p1 = vs[0] - s;
- b2Vec2 p2 = vs[i] - s;
- b2Vec2 p3 = i + 1 < count ? vs[i+1] - s : vs[0] - s;
- b2Vec2 e1 = p2 - p1;
- b2Vec2 e2 = p3 - p1;
- float D = b2Cross(e1, e2);
- float triangleArea = 0.5f * D;
- area += triangleArea;
- // Area weighted centroid
- c += triangleArea * inv3 * (p1 + p2 + p3);
- }
- // Centroid
- b2Assert(area > b2_epsilon);
- c = (1.0f / area) * c + s;
- return c;
- }
- bool b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
- {
- b2Hull hull = b2ComputeHull(vertices, count);
- if (hull.count < 3)
- {
- return false;
- }
- Set(hull);
- return true;
- }
- void b2PolygonShape::Set(const b2Hull& hull)
- {
- b2Assert(hull.count >= 3);
- m_count = hull.count;
- // Copy vertices
- for (int32 i = 0; i < hull.count; ++i)
- {
- m_vertices[i] = hull.points[i];
- }
- // Compute normals. Ensure the edges have non-zero length.
- for (int32 i = 0; i < m_count; ++i)
- {
- int32 i1 = i;
- int32 i2 = i + 1 < m_count ? i + 1 : 0;
- b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
- b2Assert(edge.LengthSquared() > b2_epsilon * b2_epsilon);
- m_normals[i] = b2Cross(edge, 1.0f);
- m_normals[i].Normalize();
- }
- // Compute the polygon centroid.
- m_centroid = ComputeCentroid(m_vertices, m_count);
- }
- bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
- {
- b2Vec2 pLocal = b2MulT(xf.q, p - xf.p);
- for (int32 i = 0; i < m_count; ++i)
- {
- float dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
- if (dot > 0.0f)
- {
- return false;
- }
- }
- return true;
- }
- bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
- const b2Transform& xf, int32 childIndex) const
- {
- B2_NOT_USED(childIndex);
- // Put the ray into the polygon's frame of reference.
- b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
- b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
- b2Vec2 d = p2 - p1;
- float lower = 0.0f, upper = input.maxFraction;
- int32 index = -1;
- for (int32 i = 0; i < m_count; ++i)
- {
- // p = p1 + a * d
- // dot(normal, p - v) = 0
- // dot(normal, p1 - v) + a * dot(normal, d) = 0
- float numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
- float denominator = b2Dot(m_normals[i], d);
- if (denominator == 0.0f)
- {
- if (numerator < 0.0f)
- {
- 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 < 0.0f && numerator < lower * denominator)
- {
- // Increase lower.
- // The segment enters this half-space.
- lower = numerator / denominator;
- index = i;
- }
- else if (denominator > 0.0f && 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(0.0f <= lower && lower <= input.maxFraction);
- if (index >= 0)
- {
- output->fraction = lower;
- output->normal = b2Mul(xf.q, m_normals[index]);
- return true;
- }
- return false;
- }
- void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
- {
- B2_NOT_USED(childIndex);
- b2Vec2 lower = b2Mul(xf, m_vertices[0]);
- b2Vec2 upper = lower;
- for (int32 i = 1; i < m_count; ++i)
- {
- b2Vec2 v = b2Mul(xf, m_vertices[i]);
- lower = b2Min(lower, v);
- upper = b2Max(upper, v);
- }
- b2Vec2 r(m_radius, m_radius);
- aabb->lowerBound = lower - r;
- aabb->upperBound = upper + r;
- }
- void b2PolygonShape::ComputeMass(b2MassData* massData, float density) const
- {
- // 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(m_count >= 3);
- b2Vec2 center(0.0f, 0.0f);
- float area = 0.0f;
- float I = 0.0f;
- // Get a reference point for forming triangles.
- // Use the first vertex to reduce round-off errors.
- b2Vec2 s = m_vertices[0];
- const float k_inv3 = 1.0f / 3.0f;
- for (int32 i = 0; i < m_count; ++i)
- {
- // Triangle vertices.
- b2Vec2 e1 = m_vertices[i] - s;
- b2Vec2 e2 = i + 1 < m_count ? m_vertices[i+1] - s : m_vertices[0] - s;
- float D = b2Cross(e1, e2);
- float triangleArea = 0.5f * D;
- area += triangleArea;
- // Area weighted centroid
- center += triangleArea * k_inv3 * (e1 + e2);
- float ex1 = e1.x, ey1 = e1.y;
- float ex2 = e2.x, ey2 = e2.y;
- float intx2 = ex1*ex1 + ex2*ex1 + ex2*ex2;
- float inty2 = ey1*ey1 + ey2*ey1 + ey2*ey2;
- I += (0.25f * k_inv3 * D) * (intx2 + inty2);
- }
- // Total mass
- massData->mass = density * area;
- // Center of mass
- b2Assert(area > b2_epsilon);
- center *= 1.0f / area;
- massData->center = 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 * (b2Dot(massData->center, massData->center) - b2Dot(center, center));
- }
- bool b2PolygonShape::Validate() const
- {
- if (m_count < 3 || b2_maxPolygonVertices < m_count)
- {
- return false;
- }
- b2Hull hull;
- for (int32 i = 0; i < m_count; ++i)
- {
- hull.points[i] = m_vertices[i];
- }
- hull.count = m_count;
- return b2ValidateHull(hull);
- }
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