/******************************************************************************* * Copyright (c) 2011, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the <organization> nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * 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 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL DANIEL MURPHY BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ /* * JBox2D - A Java Port of Erin Catto's Box2D * * JBox2D homepage: http://jbox2d.sourceforge.net/ * Box2D homepage: http://www.box2d.org * * 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 org.jbox2d.collision.shapes; import org.jbox2d.collision.AABB; 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; import org.jbox2d.structs.collision.RayCastInput; import org.jbox2d.structs.collision.RayCastOutput; //Updated to rev 100 /** * A circle shape. */ public class CircleShape extends Shape { public final Vec2 m_p; private final Vec2 pool1 = new Vec2(); private final Vec2 pool2 = new Vec2(); private final Vec2 pool3 = new Vec2(); /** * this is used internally, instead use {@link Body#createShape(ShapeDef)} with a * {@link CircleDef} * * @see Body#createShape(ShapeDef) * @see CircleDef * @param def */ public CircleShape() { m_type = ShapeType.CIRCLE; m_p = new Vec2(); m_radius = 0; } public final Shape clone() { CircleShape shape = new CircleShape(); shape.m_p.set(m_p); shape.m_radius = m_radius; return shape; } /** * Get the supporting vertex index in the given direction. * * @param d * @return */ public final int getSupport(final Vec2 d) { return 0; } /** * Get the supporting vertex in the given direction. * * @param d * @return */ public final Vec2 getSupportVertex(final Vec2 d) { return m_p; } /** * Get the vertex count. * * @return */ public final int getVertexCount() { return 1; } /** * Get a vertex by index. * * @param index * @return */ public final Vec2 getVertex(final int index) { assert (index == 0); return m_p; } /** * @see Shape#testPoint(Transform, Vec2) */ @Override public final boolean testPoint(final Transform transform, final Vec2 p) { final Vec2 center = pool1; Mat22.mulToOut(transform.R, m_p, center); center.addLocal(transform.position); final Vec2 d = center.subLocal(p).negateLocal(); return Vec2.dot(d, d) <= m_radius * m_radius; } // Collision Detection in Interactive 3D Environments by Gino van den Bergen // From Section 3.1.2 // x = s + a * r // norm(x) = radius /** * @see Shape#raycast(org.jbox2d.structs.collision.RayCastOutput, * org.jbox2d.structs.collision.RayCastInput, org.jbox2d.common.Transform, int) */ @Override public final boolean raycast(RayCastOutput argOutput, RayCastInput argInput, Transform argTransform) { final Vec2 position = pool1; final Vec2 s = pool2; final Vec2 r = pool3; Mat22.mulToOut(argTransform.R, m_p, position); position.addLocal(argTransform.position); s.set(argInput.p1).subLocal(position); final float b = Vec2.dot(s, s) - m_radius * m_radius; // Solve quadratic equation. r.set(argInput.p2).subLocal(argInput.p1); final float c = Vec2.dot(s, r); final float rr = Vec2.dot(r, r); final float sigma = c * c - rr * b; // Check for negative discriminant and short segment. if (sigma < 0.0f || rr < Settings.EPSILON) { return false; } // Find the point of intersection of the line with the circle. float a = -(c + MathUtils.sqrt(sigma)); // Is the intersection point on the segment? if (0.0f <= a && a <= argInput.maxFraction * rr) { a /= rr; argOutput.fraction = a; argOutput.normal.set(r).mulLocal(a); argOutput.normal.addLocal(s); argOutput.normal.normalize(); return true; } return false; } /** * @see org.jbox2d.collision.shapes.Shape#computeAABB(org.jbox2d.collision.AABB, * org.jbox2d.common.Transform, int) */ @Override public final void computeAABB(final AABB argAabb, final Transform argTransform) { final Vec2 p = pool1; Mat22.mulToOut(argTransform.R, m_p, p); p.addLocal(argTransform.position); argAabb.lowerBound.x = p.x - m_radius; argAabb.lowerBound.y = p.y - m_radius; argAabb.upperBound.x = p.x + m_radius; argAabb.upperBound.y = p.y + m_radius; } /** * @see Shape#computeMass(MassData, float) */ @Override public final void computeMass(final MassData massData, final float density) { massData.mass = density * Settings.PI * m_radius * m_radius; massData.center.set(m_p); // inertia about the local origin massData.I = massData.mass * (0.5f * m_radius * m_radius + Vec2.dot(m_p, m_p)); } // djm pooled from above /* * @see Shape#computeSubmergedArea(Vec2, float, Vec2, Vec2) * @Override * public final float computeSubmergedArea( final Vec2 normal, final float offset, * final Transform xf, final Vec2 c) { * final Vec2 p = tlp.get(); * Transform.mulToOut(xf,m_p, p); * final float l = -( Vec2.dot(normal,p) - offset); * if( l < -m_radius + Settings.EPSILON){ * //Completely dry * return 0; * } * if(l > m_radius){ * //Completely wet * c.set(p); * return (float)Math.PI*m_radius*m_radius; * } * //Magic * final float r2 = m_radius*m_radius; * final float l2 = l*l; * //Erin TODO: write Sqrt to handle fixed point case. * final float area = (float) (r2 * (Math.asin(l/m_radius) + Math.PI/2)+ l * * Math.sqrt(r2 - l2)); * final float com = (float) (-2.0/3.0* Math.pow(r2-l2,1.5f)/area); * c.x = p.x + normal.x * com; * c.y = p.y + normal.y * com; * return area; * } */ }