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/*

* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com


*
* 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 Box2D.Collision.Shapes{

import Box2D.Common.Math.*;
import Box2D.Common.*;
import Box2D.Collision.Shapes.*;
import Box2D.Dynamics.*;
import Box2D.Collision.*;

import Box2D.Common.b2internal;
use namespace b2internal;

/**
* Convex polygon. The vertices must be in CCW order for a right-handed
* coordinate system with the z-axis coming out of the screen.
* @see b2PolygonDef
*/

public class b2PolygonShape extends b2Shape


{
public override function Copy():b2Shape
{
var s:b2PolygonShape = new b2PolygonShape();
s.Set(this);
return s;
}

public override function Set(other:b2Shape):void


{
super.Set(other);
if (other is b2PolygonShape)
{
var other2:b2PolygonShape = other as b2PolygonShape;
m_centroid.SetV(other2.m_centroid);
m_vertexCount = other2.m_vertexCount;
Reserve(m_vertexCount);
for (var i:int = 0; i < m_vertexCount; i++)
{
m_vertices[i].SetV(other2.m_vertices[i]);
m_normals[i].SetV(other2.m_normals[i]);
}
}
}

/**
* Copy vertices. This assumes the vertices define a convex polygon.
* It is assumed that the exterior is the the right of each edge.
*/
public function SetAsArray(vertices:Array, vertexCount:Number = 0):void
{
var v:Vector.<b2Vec2> = new Vector.<b2Vec2>();
for each(var tVec:b2Vec2 in vertices)
{
v.push(tVec);
}
SetAsVector(v, vertexCount);
}

public static function AsArray(vertices:Array,


vertexCount:Number):b2PolygonShape
{
var polygonShape:b2PolygonShape = new b2PolygonShape();
polygonShape.SetAsArray(vertices, vertexCount);
return polygonShape;
}

/**
* Copy vertices. This assumes the vertices define a convex polygon.
* It is assumed that the exterior is the the right of each edge.
*/
public function SetAsVector(vertices:Vector.<b2Vec2>, vertexCount:Number =
0):void
{
if (vertexCount == 0)
vertexCount = vertices.length;

b2Settings.b2Assert(2 <= vertexCount);


m_vertexCount = vertexCount;

Reserve(vertexCount);

var i:int;

// Copy vertices
for (i = 0; i < m_vertexCount; i++)
{
m_vertices[i].SetV(vertices[i]);
}

// Compute normals. Ensure the edges have non-zero length.


for (i = 0; i < m_vertexCount; ++i)
{
var i1:int = i;
var i2:int = i + 1 < m_vertexCount ? i + 1 : 0;
var edge:b2Vec2 = b2Math.SubtractVV(m_vertices[i2],
m_vertices[i1]);
b2Settings.b2Assert(edge.LengthSquared() > Number.MIN_VALUE /* *
Number.MIN_VALUE*/);
m_normals[i].SetV(b2Math.CrossVF(edge, 1.0));
m_normals[i].Normalize();
}
//#ifdef _DEBUG
// Ensure the polygon is convex and the interior
// is to the left of each edge.
//for (int32 i = 0; i < m_vertexCount; ++i)
//{
//int32 i1 = i;
//int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
//b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
//for (int32 j = 0; j < m_vertexCount; ++j)
//{
// Don't check vertices on the current edge.
//if (j == i1 || j == i2)
//{
//continue;
//}
//
//b2Vec2 r = m_vertices[j] - m_vertices[i1];
// Your polygon is non-convex (it has an indentation) or
// has colinear edges.
//float32 s = b2Cross(edge, r);
//b2Assert(s > 0.0f);
//}
//}
//#endif

// Compute the polygon centroid


m_centroid = ComputeCentroid(m_vertices, m_vertexCount);
}

public static function AsVector(vertices:Vector.<b2Vec2>,


vertexCount:Number):b2PolygonShape
{
var polygonShape:b2PolygonShape = new b2PolygonShape();
polygonShape.SetAsVector(vertices, vertexCount);
return polygonShape;
}

/**
* Build vertices to represent an axis-aligned box.
* @param hx the half-width.
* @param hy the half-height.
*/
public function SetAsBox(hx:Number, hy:Number) : void
{
m_vertexCount = 4;
Reserve(4);
m_vertices[0].Set(-hx, -hy);
m_vertices[1].Set( hx, -hy);
m_vertices[2].Set( hx, hy);
m_vertices[3].Set(-hx, hy);
m_normals[0].Set(0.0, -1.0);
m_normals[1].Set(1.0, 0.0);
m_normals[2].Set(0.0, 1.0);
m_normals[3].Set(-1.0, 0.0);
m_centroid.SetZero();
}

public static function AsBox(hx:Number, hy:Number):b2PolygonShape


{
var polygonShape:b2PolygonShape = new b2PolygonShape();
polygonShape.SetAsBox(hx, hy);
return polygonShape;
}

/**
* Build vertices to represent an oriented box.
* @param hx the half-width.
* @param hy the half-height.
* @param center the center of the box in local coordinates.
* @param angle the rotation of the box in local coordinates.
*/
static private var s_mat:b2Mat22 = new b2Mat22();
public function SetAsOrientedBox(hx:Number, hy:Number, center:b2Vec2 = null,
angle:Number = 0.0) : void
{
m_vertexCount = 4;
Reserve(4);
m_vertices[0].Set(-hx, -hy);
m_vertices[1].Set( hx, -hy);
m_vertices[2].Set( hx, hy);
m_vertices[3].Set(-hx, hy);
m_normals[0].Set(0.0, -1.0);
m_normals[1].Set(1.0, 0.0);
m_normals[2].Set(0.0, 1.0);
m_normals[3].Set(-1.0, 0.0);
m_centroid = center;

var xf:b2Transform = new b2Transform();


xf.position = center;
xf.R.Set(angle);

// Transform vertices and normals.


for (var i:int = 0; i < m_vertexCount; ++i)
{
m_vertices[i] = b2Math.MulX(xf, m_vertices[i]);
m_normals[i] = b2Math.MulMV(xf.R, m_normals[i]);
}
}

public static function AsOrientedBox(hx:Number, hy:Number, center:b2Vec2 =


null, angle:Number = 0.0):b2PolygonShape
{
var polygonShape:b2PolygonShape = new b2PolygonShape();
polygonShape.SetAsOrientedBox(hx, hy, center, angle);
return polygonShape;
}

/**
* Set this as a single edge.
*/
public function SetAsEdge(v1:b2Vec2, v2:b2Vec2):void
{
m_vertexCount = 2;
Reserve(2);
m_vertices[0].SetV(v1);
m_vertices[1].SetV(v2);
m_centroid.x = 0.5 * (v1.x + v2.x);
m_centroid.y = 0.5 * (v1.y + v2.y);
m_normals[0] = b2Math.CrossVF(b2Math.SubtractVV(v2, v1), 1.0);
m_normals[0].Normalize();
m_normals[1].x = -m_normals[0].x;
m_normals[1].y = -m_normals[0].y;
}

/**
* Set this as a single edge.
*/
static public function AsEdge(v1:b2Vec2, v2:b2Vec2):b2PolygonShape
{
var polygonShape:b2PolygonShape = new b2PolygonShape();
polygonShape.SetAsEdge(v1, v2);
return polygonShape;
}

/**
* @inheritDoc
*/
public override function TestPoint(xf:b2Transform, p:b2Vec2) : Boolean{
var tVec:b2Vec2;

//b2Vec2 pLocal = b2MulT(xf.R, p - xf.position);


var tMat:b2Mat22 = xf.R;
var tX:Number = p.x - xf.position.x;
var tY:Number = p.y - xf.position.y;
var pLocalX:Number = (tX*tMat.col1.x + tY*tMat.col1.y);
var pLocalY:Number = (tX*tMat.col2.x + tY*tMat.col2.y);

for (var i:int = 0; i < m_vertexCount; ++i)


{
//float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
tVec = m_vertices[i];
tX = pLocalX - tVec.x;
tY = pLocalY - tVec.y;
tVec = m_normals[i];
var dot:Number = (tVec.x * tX + tVec.y * tY);
if (dot > 0.0)
{
return false;
}
}

return true;
}

/**
* @inheritDoc
*/
public override function RayCast(output:b2RayCastOutput,
input:b2RayCastInput, transform:b2Transform):Boolean
{
var lower:Number = 0.0;
var upper:Number = input.maxFraction;

var tX:Number;
var tY:Number;
var tMat:b2Mat22;
var tVec:b2Vec2;

// Put the ray into the polygon's frame of reference. (AS3 Port Manual
inlining follows)
//b2Vec2 p1 = b2MulT(transform.R, segment.p1 - transform.position);
tX = input.p1.x - transform.position.x;
tY = input.p1.y - transform.position.y;
tMat = transform.R;
var p1X:Number = (tX * tMat.col1.x + tY * tMat.col1.y);
var p1Y:Number = (tX * tMat.col2.x + tY * tMat.col2.y);
//b2Vec2 p2 = b2MulT(transform.R, segment.p2 - transform.position);
tX = input.p2.x - transform.position.x;
tY = input.p2.y - transform.position.y;
tMat = transform.R;
var p2X:Number = (tX * tMat.col1.x + tY * tMat.col1.y);
var p2Y:Number = (tX * tMat.col2.x + tY * tMat.col2.y);
//b2Vec2 d = p2 - p1;
var dX:Number = p2X - p1X;
var dY:Number = p2Y - p1Y;
var index:int = -1;

for (var i:int = 0; i < m_vertexCount; ++i)


{
// p = p1 + a * d
// dot(normal, p - v) = 0
// dot(normal, p1 - v) + a * dot(normal, d) = 0

//float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);


tVec = m_vertices[i];
tX = tVec.x - p1X;
tY = tVec.y - p1Y;
tVec = m_normals[i];
var numerator:Number = (tVec.x*tX + tVec.y*tY);
//float32 denominator = b2Dot(m_normals[i], d);
var denominator:Number = (tVec.x * dX + tVec.y * dY);

if (denominator == 0.0)
{
if (numerator < 0.0)
{
return false;
}
}
else
{
// Note: we want this predicate without division:
// lower < numerator / denominator, where denominator < 0
// Since denominator < 0, we have to flip the inequality:
// lower < numerator / denominator <==> denominator * lower
> numerator.
if (denominator < 0.0 && numerator < lower * denominator)
{
// Increase lower.
// The segment enters this half-space.
lower = numerator / denominator;
index = i;
}
else if (denominator > 0.0 && numerator < upper *
denominator)
{
// Decrease upper.
// The segment exits this half-space.
upper = numerator / denominator;
}
}

if (upper < lower - Number.MIN_VALUE)


{
return false;
}
}

//b2Settings.b2Assert(0.0 <= lower && lower <= input.maxLambda);

if (index >= 0)
{
output.fraction = lower;
//output.normal = b2Mul(transform.R, m_normals[index]);
tMat = transform.R;
tVec = m_normals[index];
output.normal.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
output.normal.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
return true;
}

return false;
}

/**
* @inheritDoc
*/
public override function ComputeAABB(aabb:b2AABB, xf:b2Transform) : void
{
//var lower:b2Vec2 = b2Math.MulX(xf, m_vertices[0]);
var tMat:b2Mat22 = xf.R;
var tVec:b2Vec2 = m_vertices[0];
var lowerX:Number = xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x
* tVec.y);
var lowerY:Number = xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y
* tVec.y);
var upperX:Number = lowerX;
var upperY:Number = lowerY;

for (var i:int = 1; i < m_vertexCount; ++i)


{
tVec = m_vertices[i];
var vX:Number = xf.position.x + (tMat.col1.x * tVec.x +
tMat.col2.x * tVec.y);
var vY:Number = xf.position.y + (tMat.col1.y * tVec.x +
tMat.col2.y * tVec.y);
lowerX = lowerX < vX ? lowerX : vX;
lowerY = lowerY < vY ? lowerY : vY;
upperX = upperX > vX ? upperX : vX;
upperY = upperY > vY ? upperY : vY;
}
aabb.lowerBound.x = lowerX - m_radius;
aabb.lowerBound.y = lowerY - m_radius;
aabb.upperBound.x = upperX + m_radius;
aabb.upperBound.y = upperY + m_radius;
}

/**
* @inheritDoc
*/
public override function ComputeMass(massData:b2MassData, density:Number) :
void{
// Polygon mass, centroid, and inertia.
// Let rho be the polygon density in mass per unit area.
// Then:
// mass = rho * int(dA)
// centroid.x = (1/mass) * rho * int(x * dA)
// centroid.y = (1/mass) * rho * int(y * dA)
// I = rho * int((x*x + y*y) * dA)
//
// We can compute these integrals by summing all the integrals
// for each triangle of the polygon. To evaluate the integral
// for a single triangle, we make a change of variables to
// the (u,v) coordinates of the triangle:
// x = x0 + e1x * u + e2x * v
// y = y0 + e1y * u + e2y * v
// where 0 <= u && 0 <= v && u + v <= 1.
//
// We integrate u from [0,1-v] and then v from [0,1].
// We also need to use the Jacobian of the transformation:
// D = cross(e1, e2)
//
// Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
//
// The rest of the derivation is handled by computer algebra.

//b2Settings.b2Assert(m_vertexCount >= 2);

// A line segment has zero mass.


if (m_vertexCount == 2)
{
massData.center.x = 0.5 * (m_vertices[0].x + m_vertices[1].x);
massData.center.y = 0.5 * (m_vertices[0].y + m_vertices[1].y);
massData.mass = 0.0;
massData.I = 0.0;
return;
}

//b2Vec2 center; center.Set(0.0f, 0.0f);


var centerX:Number = 0.0;
var centerY:Number = 0.0;
var area:Number = 0.0;
var I:Number = 0.0;

// pRef is the reference point for forming triangles.


// It's location doesn't change the result (except for rounding error).
//b2Vec2 pRef(0.0f, 0.0f);
var p1X:Number = 0.0;
var p1Y:Number = 0.0;
/*#if 0
// This code would put the reference point inside the polygon.
for (int32 i = 0; i < m_vertexCount; ++i)
{
pRef += m_vertices[i];
}
pRef *= 1.0f / count;
#endif*/

var k_inv3:Number = 1.0 / 3.0;

for (var i:int = 0; i < m_vertexCount; ++i)


{
// Triangle vertices.
//b2Vec2 p1 = pRef;
//
//b2Vec2 p2 = m_vertices[i];
var p2:b2Vec2 = m_vertices[i];
//b2Vec2 p3 = i + 1 < m_vertexCount ? m_vertices[i+1] :
m_vertices[0];
var p3:b2Vec2 = i + 1 < m_vertexCount ? m_vertices[int(i+1)] :
m_vertices[0];

//b2Vec2 e1 = p2 - p1;
var e1X:Number = p2.x - p1X;
var e1Y:Number = p2.y - p1Y;
//b2Vec2 e2 = p3 - p1;
var e2X:Number = p3.x - p1X;
var e2Y:Number = p3.y - p1Y;

//float32 D = b2Cross(e1, e2);


var D:Number = e1X * e2Y - e1Y * e2X;

//float32 triangleArea = 0.5f * D;


var triangleArea:Number = 0.5 * D;
area += triangleArea;

// Area weighted centroid


//center += triangleArea * k_inv3 * (p1 + p2 + p3);
centerX += triangleArea * k_inv3 * (p1X + p2.x + p3.x);
centerY += triangleArea * k_inv3 * (p1Y + p2.y + p3.y);

//float32 px = p1.x, py = p1.y;


var px:Number = p1X;
var py:Number = p1Y;
//float32 ex1 = e1.x, ey1 = e1.y;
var ex1:Number = e1X;
var ey1:Number = e1Y;
//float32 ex2 = e2.x, ey2 = e2.y;
var ex2:Number = e2X;
var ey2:Number = e2Y;

//float32 intx2 = k_inv3 * (0.25f * (ex1*ex1 + ex2*ex1 + ex2*ex2)


+ (px*ex1 + px*ex2)) + 0.5f*px*px;
var intx2:Number = k_inv3 * (0.25 * (ex1*ex1 + ex2*ex1 + ex2*ex2)
+ (px*ex1 + px*ex2)) + 0.5*px*px;
//float32 inty2 = k_inv3 * (0.25f * (ey1*ey1 + ey2*ey1 + ey2*ey2)
+ (py*ey1 + py*ey2)) + 0.5f*py*py;
var inty2:Number = k_inv3 * (0.25 * (ey1*ey1 + ey2*ey1 + ey2*ey2)
+ (py*ey1 + py*ey2)) + 0.5*py*py;

I += D * (intx2 + inty2);
}

// Total mass
massData.mass = density * area;

// Center of mass
//b2Settings.b2Assert(area > Number.MIN_VALUE);
//center *= 1.0f / area;
centerX *= 1.0 / area;
centerY *= 1.0 / area;
//massData->center = center;
massData.center.Set(centerX, centerY);

// Inertia tensor relative to the local origin.


massData.I = density * I;
}

/**
* @inheritDoc
*/
public override function ComputeSubmergedArea(
normal:b2Vec2,
offset:Number,
xf:b2Transform,
c:b2Vec2):Number
{
// Transform plane into shape co-ordinates
var normalL:b2Vec2 = b2Math.MulTMV(xf.R, normal);
var offsetL:Number = offset - b2Math.Dot(normal, xf.position);

var depths:Vector.<Number> = new Vector.<Number>();


var diveCount:int = 0;
var intoIndex:int = -1;
var outoIndex:int = -1;

var lastSubmerged:Boolean = false;


var i:int;
for (i = 0; i < m_vertexCount;++i)
{
depths[i] = b2Math.Dot(normalL, m_vertices[i]) - offsetL;
var isSubmerged:Boolean = depths[i] < -Number.MIN_VALUE;
if (i > 0)
{
if (isSubmerged)
{
if (!lastSubmerged)
{
intoIndex = i - 1;
diveCount++;
}
}
else
{
if (lastSubmerged)
{
outoIndex = i - 1;
diveCount++;
}
}
}
lastSubmerged = isSubmerged;
}
switch(diveCount)
{
case 0:
if (lastSubmerged )
{
// Completely submerged
var md:b2MassData = new b2MassData();
ComputeMass(md, 1);
c.SetV(b2Math.MulX(xf, md.center));
return md.mass;
}
else
{
//Completely dry
return 0;
}
break;
case 1:
if (intoIndex == -1)
{
intoIndex = m_vertexCount - 1;
}
else
{
outoIndex = m_vertexCount - 1;
}
break;
}
var intoIndex2:int = (intoIndex + 1) % m_vertexCount;
var outoIndex2:int = (outoIndex + 1) % m_vertexCount;
var intoLamdda:Number = (0 - depths[intoIndex]) / (depths[intoIndex2] -
depths[intoIndex]);
var outoLamdda:Number = (0 - depths[outoIndex]) / (depths[outoIndex2] -
depths[outoIndex]);

var intoVec:b2Vec2 = new b2Vec2(m_vertices[intoIndex].x * (1 -


intoLamdda) + m_vertices[intoIndex2].x * intoLamdda,
m_vertices[intoIndex].y
* (1 - intoLamdda) + m_vertices[intoIndex2].y * intoLamdda);
var outoVec:b2Vec2 = new b2Vec2(m_vertices[outoIndex].x * (1 -
outoLamdda) + m_vertices[outoIndex2].x * outoLamdda,
m_vertices[outoIndex].y
* (1 - outoLamdda) + m_vertices[outoIndex2].y * outoLamdda);

// Initialize accumulator
var area:Number = 0;
var center:b2Vec2 = new b2Vec2();
var p2:b2Vec2 = m_vertices[intoIndex2];
var p3:b2Vec2;

// An awkward loop from intoIndex2+1 to outIndex2


i = intoIndex2;
while (i != outoIndex2)
{
i = (i + 1) % m_vertexCount;
if(i == outoIndex2)
p3 = outoVec
else
p3 = m_vertices[i];

var triangleArea:Number = 0.5 * ( (p2.x - intoVec.x) * (p3.y -


intoVec.y) - (p2.y - intoVec.y) * (p3.x - intoVec.x) );
area += triangleArea;
// Area weighted centroid
center.x += triangleArea * (intoVec.x + p2.x + p3.x) / 3;
center.y += triangleArea * (intoVec.y + p2.y + p3.y) / 3;

p2 = p3;
}

//Normalize and transform centroid


center.Multiply(1 / area);
c.SetV(b2Math.MulX(xf, center));

return area;
}

/**
* Get the vertex count.
*/
public function GetVertexCount() : int{
return m_vertexCount;
}

/**
* Get the vertices in local coordinates.
*/
public function GetVertices() : Vector.<b2Vec2>{
return m_vertices;
}

/**
* Get the edge normal vectors. There is one for each vertex.
*/
public function GetNormals() : Vector.<b2Vec2>
{
return m_normals;
}

/**
* Get the supporting vertex index in the given direction.
*/
public function GetSupport(d:b2Vec2):int
{
var bestIndex:int = 0;
var bestValue:Number = m_vertices[0].x * d.x + m_vertices[0].y * d.y;
for (var i:int= 1; i < m_vertexCount; ++i)
{
var value:Number = m_vertices[i].x * d.x + m_vertices[i].y * d.y;
if (value > bestValue)
{
bestIndex = i;
bestValue = value;
}
}
return bestIndex;
}

public function GetSupportVertex(d:b2Vec2):b2Vec2


{
var bestIndex:int = 0;
var bestValue:Number = m_vertices[0].x * d.x + m_vertices[0].y * d.y;
for (var i:int= 1; i < m_vertexCount; ++i)
{
var value:Number = m_vertices[i].x * d.x + m_vertices[i].y * d.y;
if (value > bestValue)
{
bestIndex = i;
bestValue = value;
}
}
return m_vertices[bestIndex];
}

// TODO: Expose this


private function Validate():Boolean
{
/*
// Ensure the polygon is convex.
for (int32 i = 0; i < m_vertexCount; ++i)
{
for (int32 j = 0; j < m_vertexCount; ++j)
{
// Don't check vertices on the current edge.
if (j == i || j == (i + 1) % m_vertexCount)
{
continue;
}

// Your polygon is non-convex (it has an indentation).


// Or your polygon is too skinny.
float32 s = b2Dot(m_normals[i], m_vertices[j] -
m_vertices[i]);
b2Assert(s < -b2_linearSlop);
}
}

// Ensure the polygon is counter-clockwise.


for (i = 1; i < m_vertexCount; ++i)
{
var cross:Number = b2Math.b2CrossVV(m_normals[int(i-1)],
m_normals[i]);

// Keep asinf happy.


cross = b2Math.b2Clamp(cross, -1.0, 1.0);

// You have consecutive edges that are almost parallel on your


polygon.
var angle:Number = Math.asin(cross);
//b2Assert(angle > b2_angularSlop);
trace(angle > b2Settings.b2_angularSlop);
}
*/
return false;
}
//--------------- Internals Below -------------------

/**
* @private
*/
public function b2PolygonShape(){

//b2Settings.b2Assert(def.type == e_polygonShape);
m_type = e_polygonShape;

m_centroid = new b2Vec2();


m_vertices = new Vector.<b2Vec2>();
m_normals = new Vector.<b2Vec2>();
}

private function Reserve(count:int):void


{
for (var i:int = m_vertices.length; i < count; i++)
{
m_vertices[i] = new b2Vec2();
m_normals[i] = new b2Vec2();
}
}

// Local position of the polygon centroid.


b2internal var m_centroid:b2Vec2;

b2internal var m_vertices:Vector.<b2Vec2>;


b2internal var m_normals:Vector.<b2Vec2>;

b2internal var m_vertexCount:int;

/**
* Computes the centroid of the given polygon
* @param vs vector of b2Vec specifying a polygon
* @param count length of vs
* @return the polygon centroid
*/
static public function ComputeCentroid(vs:Vector.<b2Vec2>, count:uint) :
b2Vec2
{
//b2Settings.b2Assert(count >= 3);

//b2Vec2 c; c.Set(0.0f, 0.0f);


var c:b2Vec2 = new b2Vec2();
var area:Number = 0.0;

// pRef is the reference point for forming triangles.


// It's location doesn't change the result (except for rounding error).
//b2Vec2 pRef(0.0f, 0.0f);
var p1X:Number = 0.0;
var p1Y:Number = 0.0;
/*#if 0
// This code would put the reference point inside the polygon.
for (int32 i = 0; i < count; ++i)
{
pRef += vs[i];
}
pRef *= 1.0f / count;
#endif*/

var inv3:Number = 1.0 / 3.0;

for (var i:int = 0; i < count; ++i)


{
// Triangle vertices.
//b2Vec2 p1 = pRef;
// 0.0, 0.0
//b2Vec2 p2 = vs[i];
var p2:b2Vec2 = vs[i];
//b2Vec2 p3 = i + 1 < count ? vs[i+1] : vs[0];
var p3:b2Vec2 = i + 1 < count ? vs[int(i+1)] : vs[0];

//b2Vec2 e1 = p2 - p1;
var e1X:Number = p2.x - p1X;
var e1Y:Number = p2.y - p1Y;
//b2Vec2 e2 = p3 - p1;
var e2X:Number = p3.x - p1X;
var e2Y:Number = p3.y - p1Y;

//float32 D = b2Cross(e1, e2);


var D:Number = (e1X * e2Y - e1Y * e2X);

//float32 triangleArea = 0.5f * D;


var triangleArea:Number = 0.5 * D;
area += triangleArea;

// Area weighted centroid


//c += triangleArea * inv3 * (p1 + p2 + p3);
c.x += triangleArea * inv3 * (p1X + p2.x + p3.x);
c.y += triangleArea * inv3 * (p1Y + p2.y + p3.y);
}

// Centroid
//beSettings.b2Assert(area > Number.MIN_VALUE);
//c *= 1.0 / area;
c.x *= 1.0 / area;
c.y *= 1.0 / area;
return c;
}

/**
* Computes a polygon's OBB
* @see http://www.geometrictools.com/Documentation/MinimumAreaRectangle.pdf
*/
static b2internal function ComputeOBB(obb:b2OBB, vs:Vector.<b2Vec2>,
count:int) : void
{
var i:int;
var p:Vector.<b2Vec2> = new Vector.<b2Vec2>(count + 1);
for (i = 0; i < count; ++i)
{
p[i] = vs[i];
}
p[count] = p[0];

var minArea:Number = Number.MAX_VALUE;

for (i = 1; i <= count; ++i)


{
var root:b2Vec2 = p[int(i-1)];
//b2Vec2 ux = p[i] - root;
var uxX:Number = p[i].x - root.x;
var uxY:Number = p[i].y - root.y;
//var length:Number = ux.Normalize();
var length:Number = Math.sqrt(uxX*uxX + uxY*uxY);
uxX /= length;
uxY /= length;
//b2Settings.b2Assert(length > Number.MIN_VALUE);
//b2Vec2 uy(-ux.y, ux.x);
var uyX:Number = -uxY;
var uyY:Number = uxX;
//b2Vec2 lower(FLT_MAX, FLT_MAX);
var lowerX:Number = Number.MAX_VALUE;
var lowerY:Number = Number.MAX_VALUE;
//b2Vec2 upper(-FLT_MAX, -FLT_MAX);
var upperX:Number = -Number.MAX_VALUE;
var upperY:Number = -Number.MAX_VALUE;

for (var j:int = 0; j < count; ++j)


{
//b2Vec2 d = p[j] - root;
var dX:Number = p[j].x - root.x;
var dY:Number = p[j].y - root.y;
//b2Vec2 r;
//var rX:Number = b2Dot(ux, d);
var rX:Number = (uxX*dX + uxY*dY);
//var rY:Number = b2Dot(uy, d);
var rY:Number = (uyX*dX + uyY*dY);
//lower = b2Min(lower, r);
if (rX < lowerX) lowerX = rX;
if (rY < lowerY) lowerY = rY;
//upper = b2Max(upper, r);
if (rX > upperX) upperX = rX;
if (rY > upperY) upperY = rY;
}

var area:Number = (upperX - lowerX) * (upperY - lowerY);


if (area < 0.95 * minArea)
{
minArea = area;
//obb->R.col1 = ux;
obb.R.col1.x = uxX;
obb.R.col1.y = uxY;
//obb->R.col2 = uy;
obb.R.col2.x = uyX;
obb.R.col2.y = uyY;
//b2Vec2 center = 0.5f * (lower + upper);
var centerX:Number = 0.5 * (lowerX + upperX);
var centerY:Number = 0.5 * (lowerY + upperY);
//obb->center = root + b2Mul(obb->R, center);
var tMat:b2Mat22 = obb.R;
obb.center.x = root.x + (tMat.col1.x * centerX +
tMat.col2.x * centerY);
obb.center.y = root.y + (tMat.col1.y * centerX +
tMat.col2.y * centerY);
//obb->extents = 0.5f * (upper - lower);
obb.extents.x = 0.5 * (upperX - lowerX);
obb.extents.y = 0.5 * (upperY - lowerY);
}
}

//b2Settings.b2Assert(minArea < Number.MAX_VALUE);


}

};

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