func (body *Body) UpdatePosition(dt vect.Float) { if body.UpdatePositionFunc != nil { body.UpdatePositionFunc(body, dt) return } body.p = vect.Add(body.p, vect.Mult(vect.Add(body.v, body.v_bias), dt)) body.setAngle(body.a + (body.w+body.w_bias)*dt) body.v_bias = vect.Vector_Zero body.w_bias = 0.0 }
func (body *Body) UpdateVelocity(gravity vect.Vect, damping, dt vect.Float) { if body.UpdateVelocityFunc != nil { body.UpdateVelocityFunc(body, gravity, damping, dt) return } body.v = vect.Add(vect.Mult(body.v, damping), vect.Mult(vect.Add(gravity, vect.Mult(body.f, body.m_inv)), dt)) body.w = (body.w * damping) + (body.t * body.i_inv * dt) body.f = vect.Vector_Zero }
func circle2circleQuery(p1, p2 vect.Vect, r1, r2 vect.Float, con *Contact) int { minDist := r1 + r2 delta := vect.Sub(p2, p1) distSqr := delta.LengthSqr() if distSqr >= minDist*minDist { return 0 } dist := vect.Float(math.Sqrt(float64(distSqr))) pDist := dist if dist == 0.0 { pDist = vect.Float(math.Inf(1)) } pos := vect.Add(p1, vect.Mult(delta, 0.5+(r1-0.5*minDist)/pDist)) norm := vect.Vect{1, 0} if dist != 0.0 { norm = vect.Mult(delta, 1.0/dist) } con.reset(pos, norm, dist-minDist, 0) return 1 }
func (this *PivotJoint) PreStep(dt vect.Float) { a, b := this.BodyA, this.BodyB this.r1 = transform.RotateVect(this.Anchor1, transform.Rotation{a.rot.X, a.rot.Y}) this.r2 = transform.RotateVect(this.Anchor2, transform.Rotation{b.rot.X, b.rot.Y}) // Calculate mass tensor k_tensor(a, b, this.r1, this.r2, &this.k1, &this.k2) // compute max impulse this.jMaxLen = this.MaxForce * dt // calculate bias velocity delta := vect.Sub(vect.Add(b.p, this.r2), vect.Add(a.p, this.r1)) this.bias = vect.Clamp(vect.Mult(delta, -bias_coef(this.ErrorBias, dt)/dt), this.MaxBias) }
func (arb *Arbiter) applyImpulse3() { a := arb.ShapeA.Body b := arb.ShapeB.Body for i := 0; i < arb.NumContacts; i++ { con := arb.Contacts[i] n := con.n r1 := con.r1 r2 := con.r2 // Calculate the relative bias velocities. vb1 := vect.Add(a.v_bias, vect.Mult(vect.Perp(r1), a.w_bias)) vb2 := vect.Add(b.v_bias, vect.Mult(vect.Perp(r2), b.w_bias)) vbn := vect.Dot(vect.Sub(vb2, vb1), n) // Calculate the relative velocity. vr := relative_velocity(a, b, r1, r2) vrn := vect.Dot(vr, n) // Calculate the relative tangent velocity. vrt := vect.Dot(vect.Add(vr, arb.Surface_vr), vect.Perp(n)) // Calculate and clamp the bias impulse. jbn := (con.bias - vbn) * con.nMass jbnOld := con.jBias con.jBias = vect.FMax(jbnOld+jbn, 0.0) // Calculate and clamp the normal impulse. jn := -(con.bounce + vrn) * con.nMass jnOld := con.jnAcc con.jnAcc = vect.FMax(jnOld+jn, 0.0) // Calculate and clamp the friction impulse. jtMax := arb.u * con.jnAcc jt := -vrt * con.tMass jtOld := con.jtAcc con.jtAcc = vect.FClamp(jtOld+jt, -jtMax, jtMax) // Apply the bias impulse. apply_bias_impulses(a, b, r1, r2, vect.Mult(n, con.jBias-jbnOld)) // Apply the final impulse. apply_impulses(a, b, r1, r2, transform.RotateVect(n, transform.Rotation{con.jnAcc - jnOld, con.jtAcc - jtOld})) } }
// Recalculates the global center of the circle and the the bounding box. func (circle *CircleShape) update(xf transform.Transform) AABB { //global center of the circle center := xf.TransformVect(circle.Position) circle.Tc = center rv := vect.Vect{circle.Radius, circle.Radius} return AABB{ vect.Sub(center, rv), vect.Add(center, rv), } }
// Sets the vertices offset by the offset and calculates the PolygonAxes. func (poly *PolygonShape) SetVerts(verts Vertices, offset vect.Vect) { if verts == nil { log.Printf("Error: no vertices passed!") return } if verts.ValidatePolygon() == false { log.Printf("Warning: vertices not valid") } numVerts := len(verts) oldnumVerts := len(poly.Verts) poly.NumVerts = numVerts if oldnumVerts < numVerts { //create new slices poly.Verts = make(Vertices, numVerts) poly.TVerts = make(Vertices, numVerts) poly.Axes = make([]PolygonAxis, numVerts) poly.TAxes = make([]PolygonAxis, numVerts) } else { //reuse old slices poly.Verts = poly.Verts[:numVerts] poly.TVerts = poly.TVerts[:numVerts] poly.Axes = poly.Axes[:numVerts] poly.TAxes = poly.TAxes[:numVerts] } for i := 0; i < numVerts; i++ { a := vect.Add(offset, verts[i]) b := vect.Add(offset, verts[(i+1)%numVerts]) n := vect.Normalize(vect.Perp(vect.Sub(b, a))) poly.Verts[i] = a poly.Axes[i].N = n poly.Axes[i].D = vect.Dot(n, a) } }
func (poly *PolygonShape) Moment(mass float32) vect.Float { sum1 := vect.Float(0) sum2 := vect.Float(0) println("using bad Moment calculation") offset := vect.Vect{0, 0} for i := 0; i < poly.NumVerts; i++ { v1 := vect.Add(poly.Verts[i], offset) v2 := vect.Add(poly.Verts[(i+1)%poly.NumVerts], offset) a := vect.Cross(v2, v1) b := vect.Dot(v1, v1) + vect.Dot(v1, v2) + vect.Dot(v2, v2) sum1 += a * b sum2 += a } return (vect.Float(mass) * sum1) / (6.0 * sum2) }
func (this *PivotJoint) ApplyImpulse() { a, b := this.BodyA, this.BodyB r1, r2 := this.r1, this.r2 // compute relative velocity vr := relative_velocity2(a, b, r1, r2) // compute normal impulse j := mult_k(vect.Sub(this.bias, vr), this.k1, this.k2) jOld := this.jAcc this.jAcc = vect.Clamp(vect.Add(this.jAcc, j), this.jMaxLen) j = vect.Sub(this.jAcc, jOld) // apply impulse apply_impulses(a, b, this.r1, this.r2, j) }
func circle2segmentFunc(contacts []*Contact, circle *CircleShape, segment *SegmentShape) int { rsum := circle.Radius + segment.Radius //Calculate normal distance from segment dn := vect.Dot(segment.Tn, circle.Tc) - vect.Dot(segment.Ta, segment.Tn) dist := vect.FAbs(dn) - rsum if dist > 0.0 { return 0 } //Calculate tangential distance along segment dt := -vect.Cross(segment.Tn, circle.Tc) dtMin := -vect.Cross(segment.Tn, segment.Ta) dtMax := -vect.Cross(segment.Tn, segment.Tb) // Decision tree to decide which feature of the segment to collide with. if dt < dtMin { if dt < (dtMin - rsum) { return 0 } else { return segmentEncapQuery(circle.Tc, segment.Ta, circle.Radius, segment.Radius, contacts[0], segment.A_tangent) } } else { if dt < dtMax { n := segment.Tn if dn >= 0.0 { n.Mult(-1) } con := &contacts[0] pos := vect.Add(circle.Tc, vect.Mult(n, circle.Radius+dist*0.5)) con.reset(pos, n, dist, 0) return 1 } else { if dt < (dtMax + rsum) { return segmentEncapQuery(circle.Tc, segment.Tb, circle.Radius, segment.Radius, contacts[0], segment.B_tangent) } else { return 0 } } } panic("Never reached") }
func seg2polyFunc(contacts []*Contact, seg *SegmentShape, poly *PolygonShape) int { axes := poly.TAxes segD := vect.Dot(seg.Tn, seg.Ta) minNorm := poly.ValueOnAxis(seg.Tn, segD) - seg.Radius minNeg := poly.ValueOnAxis(vect.Mult(seg.Tn, -1), -segD) - seg.Radius if minNeg > 0.0 || minNorm > 0.0 { return 0 } mini := 0 poly_min := segValueOnAxis(seg, axes[0].N, axes[0].D) if poly_min > 0.0 { return 0 } for i := 0; i < poly.NumVerts; i++ { dist := segValueOnAxis(seg, axes[i].N, axes[i].D) if dist > 0.0 { return 0 } else if dist > poly_min { poly_min = dist mini = i } } num := 0 poly_n := vect.Mult(axes[mini].N, -1) va := vect.Add(seg.Ta, vect.Mult(poly_n, seg.Radius)) vb := vect.Add(seg.Tb, vect.Mult(poly_n, seg.Radius)) if poly.ContainsVert(va) { nextContact(contacts, &num).reset(va, poly_n, poly_min, hashPair(seg.Shape.Hash(), 0)) } if poly.ContainsVert(vb) { nextContact(contacts, &num).reset(vb, poly_n, poly_min, hashPair(seg.Shape.Hash(), 1)) } if minNorm >= poly_min || minNeg >= poly_min { if minNorm > minNeg { findPoinsBehindSeg(contacts, &num, seg, poly, minNorm, 1.0) } else { findPoinsBehindSeg(contacts, &num, seg, poly, minNeg, -1.0) } } // If no other collision points are found, try colliding endpoints. if num == 0 { poly_a := poly.TVerts[mini] poly_b := poly.TVerts[(mini+1)%poly.NumVerts] if segmentEncapQuery(seg.Ta, poly_a, seg.Radius, 0.0, contacts[0], vect.Mult(seg.A_tangent, -1)) != 0 { return 1 } if segmentEncapQuery(seg.Tb, poly_a, seg.Radius, 0.0, contacts[0], vect.Mult(seg.B_tangent, -1)) != 0 { return 1 } if segmentEncapQuery(seg.Ta, poly_b, seg.Radius, 0.0, contacts[0], vect.Mult(seg.A_tangent, -1)) != 0 { return 1 } if segmentEncapQuery(seg.Tb, poly_b, seg.Radius, 0.0, contacts[0], vect.Mult(seg.B_tangent, -1)) != 0 { return 1 } } return num }
func (segment *SegmentShape) Moment(mass float32) vect.Float { offset := vect.Mult(vect.Add(segment.A, segment.B), 0.5) return vect.Float(mass) * (vect.DistSqr(segment.B, segment.A)/12.0 + vect.LengthSqr(offset)) }
func relative_velocity2(a, b *Body, r1, r2 vect.Vect) vect.Vect { v1 := vect.Add(b.v, vect.Mult(vect.Perp(r2), b.w)) v2 := vect.Add(a.v, vect.Mult(vect.Perp(r1), a.w)) return vect.Sub(v1, v2) }
//returns the center of the aabb func (aabb *AABB) Center() vect.Vect { return vect.Mult(vect.Add(aabb.Lower, aabb.Upper), 0.5) }
//moves and roates the input vector. func (xf *Transform) TransformVect(v vect.Vect) vect.Vect { return vect.Add(xf.Position, xf.RotateVect(v)) }
func (xf *Transform) TransformVectInv(v vect.Vect) vect.Vect { return vect.Add(vect.Mult(xf.Position, -1), xf.RotateVectInv(v)) }