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C#

/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto 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.
*/
using System;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Robust.Shared.Physics.Dynamics
{
/// This describes the motion of a body/shape for TOI computation.
/// Shapes are defined with respect to the body origin, which may
/// no coincide with the center of mass. However, to support dynamics
/// we must interpolate the center of mass position.
internal struct Sweep
{
/// <summary>
/// Local center of mass position
/// </summary>
public Vector2 LocalCenter;
// AKA A in box2d
public float Angle;
// AKA A0 in box2d
/// <summary>
/// Fraction of the current time step in the range [0,1]
/// c0 and a0 are the positions at alpha0.
/// </summary>
public float Angle0;
public float Alpha0;
// AKA C in box2d
public Vector2 Center;
// AKA C0 in box2d
public Vector2 Center0;
/// <summary>
/// Get the interpolated transform at a specific time.
/// </summary>
/// <param name="beta">beta is a factor in [0,1], where 0 indicates alpha0.</param>
/// <returns>the output transform</returns>
public Transform GetTransform(float beta)
{
var xf = new Transform(Center0 * (1.0f - beta) + Center * beta, (1.0f - beta) * Angle0 + beta * Angle);
// Shift to origin
xf.Position -= Transform.Mul(xf.Quaternion2D, LocalCenter);
return xf;
}
/// <summary>
/// Advance the sweep forward, yielding a new initial state.
/// </summary>
/// <param name="alpha">the new initial time.</param>
public void Advance(float alpha)
{
DebugTools.Assert(Alpha0 < 1.0f);
float beta = (alpha - Alpha0) / (1.0f - Alpha0);
Center0 += (Center - Center0) * beta;
Angle0 += beta * (Angle - Angle0);
Alpha0 = alpha;
}
/// <summary>
/// Normalize the angles.
/// </summary>
public void Normalize()
{
float twoPi = 2.0f * MathF.PI;
float d = twoPi * MathF.Floor(Angle0 / twoPi);
Angle0 -= d;
Angle -= d;
}
}
}