Files
RobustToolbox/Robust.Shared/Physics/Transform.cs
metalgearsloth d45ce7742e Entitylookup approx / shape changes (#4842)
* Entitylookup approx / shape changes

- Make the shape queries respect the approx flag.
- Make everything use shape queries.
- Hopefully reduce some of the internal cruft.
- Add some new methods I need for trade station.

* Bunch of deduplication

* Remove some more duplication abuse

* Remove intersection duplication

* Bunch more cleanup

* MapManager rejig

* Fix some stuff

* More fixes

* Release notes

* Fix TryFindGrid

* Sensor check

* Fix query

* Fix map queries

* More cleanup

* Fix whatever this is.

* also dis

* Fix entity query

* Smol optimisations

* Also this
2024-01-19 13:02:22 +11:00

188 lines
6.0 KiB
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 System.Numerics;
using System.Runtime.CompilerServices;
using JetBrains.Annotations;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Robust.Shared.Physics
{
// TODO: Probably replace this internally with just the Vector2 and radians but I'd need to re-learn trig so yeah....
public struct Transform
{
public static readonly Transform Empty = new Transform(0f);
public Vector2 Position;
public Quaternion2D Quaternion2D;
public Transform(Vector2 position, float angle)
{
Position = position;
Quaternion2D = new Quaternion2D(angle);
}
public Transform(float angle)
{
Position = Vector2.Zero;
Quaternion2D = new Quaternion2D(angle);
}
public Transform(Vector2 position, Angle angle)
{
Position = position;
Quaternion2D = new Quaternion2D(angle);
}
public static Vector2 Mul(in Transform transform, in Vector2 vector)
{
float x = (transform.Quaternion2D.C * vector.X - transform.Quaternion2D.S * vector.Y) + transform.Position.X;
float y = (transform.Quaternion2D.S * vector.X + transform.Quaternion2D.C * vector.Y) + transform.Position.Y;
return new Vector2(x, y);
}
public static Vector2 MulT(in Vector2[] A, in Vector2 v)
{
DebugTools.Assert(A.Length == 2);
return new Vector2(v.X * A[0].X + v.Y * A[0].Y, v.X * A[1].X + v.Y * A[1].Y);
}
public static Vector2 MulT(in Transform T, in Vector2 v)
{
float px = v.X - T.Position.X;
float py = v.Y - T.Position.Y;
float x = (T.Quaternion2D.C * px + T.Quaternion2D.S * py);
float y = (-T.Quaternion2D.S * px + T.Quaternion2D.C * py);
return new Vector2(x, y);
}
/// Transpose multiply two rotations: qT * r
public static Quaternion2D MulT(in Quaternion2D q, in Quaternion2D r)
{
// [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc]
// [-qs qc] [rs rc] [-qs*rc+qc*rs qs*rs+qc*rc]
// s = qc * rs - qs * rc
// c = qc * rc + qs * rs
Quaternion2D qr;
qr.S = q.C * r.S - q.S * r.C;
qr.C = q.C * r.C + q.S * r.S;
return qr;
}
// v2 = A.q' * (B.q * v1 + B.p - A.p)
// = A.q' * B.q * v1 + A.q' * (B.p - A.p)
public static Transform MulT(in Transform A, in Transform B)
{
Transform C = new Transform
{
Quaternion2D = MulT(A.Quaternion2D, B.Quaternion2D),
Position = MulT(A.Quaternion2D, B.Position - A.Position)
};
return C;
}
/// <summary>
/// Inverse rotate a vector
/// </summary>
/// <param name="q"></param>
/// <param name="v"></param>
/// <returns></returns>
public static Vector2 MulT(Quaternion2D q, Vector2 v)
{
return new(q.C * v.X + q.S * v.Y, -q.S * v.X + q.C * v.Y);
}
/// <summary>
/// Rotate a vector
/// </summary>
/// <param name="quaternion2D"></param>
/// <param name="vector"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 Mul(in Quaternion2D quaternion2D, in Vector2 vector)
{
return new(quaternion2D.C * vector.X - quaternion2D.S * vector.Y, quaternion2D.S * vector.X + quaternion2D.C * vector.Y);
}
public static Vector2 Mul(System.Numerics.Vector4 A, Vector2 v)
{
return new Vector2(A.X * v.X + A.Y * v.Y, A.Z * v.X + A.W * v.Y);
}
public static Vector2 Mul(in Vector2[] A, in Vector2 v)
{
// A needing to be a 2 x 2 matrix
DebugTools.Assert(A.Length == 2);
return new Vector2(A[0].X * v.X + A[1].X * v.Y, A[0].Y * v.X + A[1].Y * v.Y);
}
public static Vector2 Mul(Matrix22 A, Vector2 v)
{
return new Vector2(A.EX.X * v.X + A.EY.X * v.Y, A.EX.Y * v.X + A.EY.Y * v.Y);
}
}
public struct Quaternion2D
{
public float C;
public float S;
public float Angle => MathF.Atan2(S, C);
public Quaternion2D(float cos, float sin)
{
C = cos;
S = sin;
}
public Quaternion2D(float angle)
{
C = MathF.Cos(angle);
S = MathF.Sin(angle);
}
public Quaternion2D(Angle angle)
{
var radians = (float) angle.Theta;
C = MathF.Cos(radians);
S = MathF.Sin(radians);
}
public Quaternion2D Set(float angle)
{
//FPE: Optimization
if (angle == 0.0f)
{
return new Quaternion2D(1.0f, 0.0f);
}
// TODO_ERIN optimize
return new Quaternion2D(MathF.Cos(angle), MathF.Sin(angle));
}
}
}