Example #1
0
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
}
Example #2
0
func apply_impulses(a, b *Body, r1, r2, j vect.Vect) {
	j1 := vect.Vect{-j.X, -j.Y}

	a.v.Add(vect.Mult(j1, a.m_inv))
	a.w += a.i_inv * vect.Cross(r1, j1)

	b.v.Add(vect.Mult(j, b.m_inv))
	b.w += b.i_inv * vect.Cross(r2, j)
}
Example #3
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

}
Example #4
0
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}))

	}
}
Example #5
0
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
}
Example #6
0
func (arb *Arbiter) applyCachedImpulse2(dt_coef vect.Float) {
	if arb.state == arbiterStateFirstColl && arb.NumContacts > 0 {
		return
	}
	//println("asd")
	a := arb.ShapeA.Body
	b := arb.ShapeB.Body
	for _, con := range arb.Contacts {
		j := transform.RotateVect(con.n, transform.Rotation{con.jnAcc, con.jtAcc})
		apply_impulses(a, b, con.r1, con.r2, vect.Mult(j, dt_coef))
	}
}
Example #7
0
func circle2polyFunc(contacts []*Contact, circle *CircleShape, poly *PolygonShape) int {

	axes := poly.TAxes

	mini := 0
	min := vect.Dot(axes[0].N, circle.Tc) - axes[0].D - circle.Radius
	for i, axis := range axes {
		dist := vect.Dot(axis.N, circle.Tc) - axis.D - circle.Radius
		if dist > 0.0 {
			return 0
		} else if dist > min {
			min = dist
			mini = i
		}
	}

	n := axes[mini].N
	a := poly.TVerts[mini]
	b := poly.TVerts[(mini+1)%poly.NumVerts]
	dta := vect.Cross(n, a)
	dtb := vect.Cross(n, b)
	dt := vect.Cross(n, circle.Tc)

	if dt < dtb {
		return circle2circleQuery(circle.Tc, b, circle.Radius, 0.0, contacts[0])
	} else if dt < dta {
		contacts[0].reset(
			vect.Sub(circle.Tc, vect.Mult(n, circle.Radius+min/2.0)),
			vect.Mult(n, -1),
			min,
			0,
		)
		return 1
	} else {
		return circle2circleQuery(circle.Tc, a, circle.Radius, 0.0, contacts[0])
	}
	panic("Never reached")
}
Example #8
0
func (spring *DampedSpring) PreStep(dt vect.Float) {
	a := spring.BodyA
	b := spring.BodyB

	spring.r1 = transform.RotateVect(spring.Anchor1, transform.Rotation{a.rot.X, a.rot.Y})
	spring.r2 = transform.RotateVect(spring.Anchor2, transform.Rotation{a.rot.X, a.rot.Y})

	delta := vect.Sub(vect.Add(b.p, spring.r2), vect.Add(a.p, spring.r1))
	dist := vect.Length(delta)
	if dist == 0 {
		dist = vect.Float(math.Inf(1))
	}
	spring.n = vect.Mult(delta, 1.0/dist)

	k := k_scalar(a, b, spring.r1, spring.r2, spring.n)
	spring.nMass = 1.0 / k

	spring.targetVRN = 0.0
	spring.vCoef = vect.Float(1.0 - math.Exp(float64(-spring.Damping*dt*k)))

	fSpring := spring.SpringForceFunc(spring, dist)
	apply_impulses(a, b, spring.r1, spring.r2, vect.Mult(spring.n, fSpring*dt))
}
Example #9
0
func findPoinsBehindSeg(contacts []*Contact, num *int, seg *SegmentShape, poly *PolygonShape, pDist, coef vect.Float) {
	dta := vect.Cross(seg.Tn, seg.Ta)
	dtb := vect.Cross(seg.Tn, seg.Tb)
	n := vect.Mult(seg.Tn, coef)

	for i := 0; i < poly.NumVerts; i++ {
		v := poly.TVerts[i]
		if vect.Dot(v, n) < vect.Dot(seg.Tn, seg.Ta)*coef+seg.Radius {
			dt := vect.Cross(seg.Tn, v)
			if dta >= dt && dt >= dtb {
				nextContact(contacts, num).reset(v, n, pDist, hashPair(poly.Shape.Hash(), HashValue(i)))
			}
		}
	}
}
Example #10
0
func (spring *DampedSpring) ApplyImpulse() {
	a := spring.BodyA
	b := spring.BodyB

	n := spring.n
	r1 := spring.r1
	r2 := spring.r2

	vrn := normal_relative_velocity(a, b, r1, r2, n)

	vDamp := (spring.targetVRN - vrn) * spring.vCoef
	spring.targetVRN = vrn + vDamp

	apply_impulses(a, b, spring.r1, spring.r2, vect.Mult(spring.n, vDamp*spring.nMass))
}
Example #11
0
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)
}
Example #12
0
func findVertsFallback(contacts []*Contact, poly1, poly2 *PolygonShape, n vect.Vect, dist vect.Float) int {
	num := 0

	for i, v := range poly1.TVerts {
		if poly2.ContainsVertPartial(v, vect.Mult(n, -1)) {
			c := nextContact(contacts, &num)
			c.reset(v, n, dist, hashPair(poly1.Shape.Hash(), HashValue(i)))
		}
	}

	for i, v := range poly2.TVerts {
		if poly1.ContainsVertPartial(v, n) {
			nextContact(contacts, &num).reset(v, n, dist, hashPair(poly2.Shape.Hash(), HashValue(i)))
		}
	}

	return num
}
Example #13
0
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")
}
Example #14
0
func poly2polyFunc(contacts []*Contact, poly1, poly2 *PolygonShape) int {
	min1, mini1 := findMSA(poly2, poly1.TAxes, poly1.NumVerts)
	if mini1 == -1 {
		return 0
	}

	min2, mini2 := findMSA(poly1, poly2.TAxes, poly2.NumVerts)
	if mini2 == -1 {
		return 0
	}

	// There is overlap, find the penetrating verts
	if min1 > min2 {
		return findVerts(contacts, poly1, poly2, poly1.TAxes[mini1].N, min1)
	} else {
		return findVerts(contacts, poly1, poly2, vect.Mult(poly2.TAxes[mini2].N, -1), min2)
	}

	panic("Never reached")
}
Example #15
0
func (tree *BBTree) GetBB(obj Indexable) AABB {
	v, ok := obj.Velocity()
	if ok {
		bb := obj.AABB()
		coef := vect.Float(0.1)

		l := bb.Lower.X
		b := bb.Lower.Y
		r := bb.Upper.X
		t := bb.Upper.Y

		x := (r - l) * coef
		y := (t - b) * coef

		v = vect.Mult(v, 0.1)

		return NewAABB(l+vect.FMin(-x, v.X), b+vect.FMin(-y, v.Y), r+vect.FMax(x, v.X), t+vect.FMax(y, v.Y))
	}

	return obj.AABB()
}
Example #16
0
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)
}
Example #17
0
func (this *PivotJoint) ApplyCachedImpulse(dt_coef vect.Float) {
	a, b := this.BodyA, this.BodyB
	apply_impulses(a, b, this.r1, this.r2, vect.Mult(this.jAcc, dt_coef))
}
Example #18
0
func (xf *Transform) TransformVectInv(v vect.Vect) vect.Vect {
	return vect.Add(vect.Mult(xf.Position, -1), xf.RotateVectInv(v))
}
Example #19
0
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
}
Example #20
0
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))
}
Example #21
0
//returns the center of the aabb
func (aabb *AABB) Center() vect.Vect {
	return vect.Mult(vect.Add(aabb.Lower, aabb.Upper), 0.5)
}
Example #22
0
func (aabb *AABB) Extents() vect.Vect {
	return vect.Mult(vect.Sub(aabb.Upper, aabb.Lower), .5)
}