/* * 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; import org.jbox2d.common.RaycastResult; import org.jbox2d.common.Settings; import org.jbox2d.common.Vec2; import org.jbox2d.pooling.TLVec2; //See b2Collision.h/.cpp // djm: is this used? public class Segment { public String toString() { return "p1: "+p1+"; p2: " + p2; } /** * The starting point */ public final Vec2 p1 = new Vec2(); /** * The ending point */ public final Vec2 p2 = new Vec2(); /* // Collision Detection in Interactive 3D Environments by Gino van den Bergen // From Section 3.4.1 // x = mu1 * p1 + mu2 * p2 // mu1 + mu2 = 1 && mu1 >= 0 && mu2 >= 0 // mu1 = 1 - mu2; // x = (1 - mu2) * p1 + mu2 * p2 // = p1 + mu2 * (p2 - p1) // x = s + a * r (s := start, r := end - start) // s + a * r = p1 + mu2 * d (d := p2 - p1) // -a * r + mu2 * d = b (b := s - p1) // [-r d] * [a; mu2] = b // Cramer's rule: // denom = det[-r d] // a = det[b d] / denom // mu2 = det[-r b] / denom*/ // djm pooling private static final TLVec2 tlR = new TLVec2(); private static final TLVec2 tlD = new TLVec2(); private static final TLVec2 tlN = new TLVec2(); private static final TLVec2 tlB = new TLVec2(); public boolean testSegment(RaycastResult out, Segment segment, float maxLambda) { Vec2 s = segment.p1; Vec2 r = tlR.get().set(segment.p2); r.subLocal(s); Vec2 d = tlD.get().set(p2); d.subLocal(p1); Vec2 n = tlN.get(); Vec2.crossToOut(d, 1.0f, n); Vec2 b = tlB.get(); float k_slop = 100.0f * Settings.EPSILON; float denom = -Vec2.dot(r, n); // Cull back facing collision and ignore parallel segments. if (denom > k_slop){ // Does the segment intersect the infinite line associated with this segment? b.set(s); b.subLocal(p1); float a = Vec2.dot(b, n); if (0.0f <= a && a <= maxLambda * denom){ float mu2 = -r.x * b.y + r.y * b.x; // Does the segment intersect this segment? if (-k_slop * denom <= mu2 && mu2 <= denom * (1.0f + k_slop)){ a /= denom; n.normalize(); out.lambda = a; out.normal.set(n); return true; } } } return false; } }