/******************************************************************************* * Copyright (c) 2013, 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. * * 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 THE COPYRIGHT HOLDER OR CONTRIBUTORS 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. ******************************************************************************/ package org.jbox2d.collision; import org.jbox2d.common.Settings; import org.jbox2d.common.Vec2; /** * A manifold for two touching convex shapes. Box2D supports multiple types of contact: * <ul> * <li>clip point versus plane with radius</li> * <li>point versus point with radius (circles)</li> * </ul> * The local point usage depends on the manifold type: * <ul> * <li>e_circles: the local center of circleA</li> * <li>e_faceA: the center of faceA</li> * <li>e_faceB: the center of faceB</li> * </ul> * Similarly the local normal usage: * <ul> * <li>e_circles: not used</li> * <li>e_faceA: the normal on polygonA</li> * <li>e_faceB: the normal on polygonB</li> * </ul> * We store contacts in this way so that position correction can account for movement, which is * critical for continuous physics. All contact scenarios must be expressed in one of these types. * This structure is stored across time steps, so we keep it small. */ public class Manifold { public static enum ManifoldType { CIRCLES, FACE_A, FACE_B } /** The points of contact. */ public final ManifoldPoint[] points; /** not use for Type::e_points */ public final Vec2 localNormal; /** usage depends on manifold type */ public final Vec2 localPoint; public ManifoldType type; /** The number of manifold points. */ public int pointCount; /** * creates a manifold with 0 points, with it's points array full of instantiated ManifoldPoints. */ public Manifold() { points = new ManifoldPoint[Settings.maxManifoldPoints]; for (int i = 0; i < Settings.maxManifoldPoints; i++) { points[i] = new ManifoldPoint(); } localNormal = new Vec2(); localPoint = new Vec2(); pointCount = 0; } /** * Creates this manifold as a copy of the other * * @param other */ public Manifold(Manifold other) { points = new ManifoldPoint[Settings.maxManifoldPoints]; localNormal = other.localNormal.clone(); localPoint = other.localPoint.clone(); pointCount = other.pointCount; type = other.type; // djm: this is correct now for (int i = 0; i < Settings.maxManifoldPoints; i++) { points[i] = new ManifoldPoint(other.points[i]); } } /** * copies this manifold from the given one * * @param cp manifold to copy from */ public void set(Manifold cp) { for (int i = 0; i < cp.pointCount; i++) { points[i].set(cp.points[i]); } type = cp.type; localNormal.set(cp.localNormal); localPoint.set(cp.localPoint); pointCount = cp.pointCount; } }