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) }
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))) } } } }
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 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") }
// Checks if verts forms a valid polygon. // The vertices must be convex and winded clockwise. func (verts Vertices) ValidatePolygon() bool { numVerts := len(verts) for i := 0; i < numVerts; i++ { a := verts[i] b := verts[(i+1)%numVerts] c := verts[(i+2)%numVerts] if vect.Cross(vect.Sub(b, a), vect.Sub(c, b)) > 0.0 { return false } } return true }
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 k_scalar_body(body *Body, r, n vect.Vect) vect.Float { rcn := vect.Cross(r, n) return body.m_inv + (body.i_inv * rcn * rcn) }