mirror of
https://github.com/space-wizards/RobustToolbox.git
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* 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
188 lines
6.0 KiB
C#
188 lines
6.0 KiB
C#
/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*
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* Original source Box2D:
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using JetBrains.Annotations;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Robust.Shared.Physics
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{
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// TODO: Probably replace this internally with just the Vector2 and radians but I'd need to re-learn trig so yeah....
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public struct Transform
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{
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public static readonly Transform Empty = new Transform(0f);
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public Vector2 Position;
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public Quaternion2D Quaternion2D;
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public Transform(Vector2 position, float angle)
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{
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Position = position;
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Quaternion2D = new Quaternion2D(angle);
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}
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public Transform(float angle)
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{
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Position = Vector2.Zero;
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Quaternion2D = new Quaternion2D(angle);
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}
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public Transform(Vector2 position, Angle angle)
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{
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Position = position;
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Quaternion2D = new Quaternion2D(angle);
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}
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public static Vector2 Mul(in Transform transform, in Vector2 vector)
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{
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float x = (transform.Quaternion2D.C * vector.X - transform.Quaternion2D.S * vector.Y) + transform.Position.X;
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float y = (transform.Quaternion2D.S * vector.X + transform.Quaternion2D.C * vector.Y) + transform.Position.Y;
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return new Vector2(x, y);
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}
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public static Vector2 MulT(in Vector2[] A, in Vector2 v)
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{
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DebugTools.Assert(A.Length == 2);
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return new Vector2(v.X * A[0].X + v.Y * A[0].Y, v.X * A[1].X + v.Y * A[1].Y);
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}
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public static Vector2 MulT(in Transform T, in Vector2 v)
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{
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float px = v.X - T.Position.X;
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float py = v.Y - T.Position.Y;
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float x = (T.Quaternion2D.C * px + T.Quaternion2D.S * py);
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float y = (-T.Quaternion2D.S * px + T.Quaternion2D.C * py);
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return new Vector2(x, y);
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}
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/// Transpose multiply two rotations: qT * r
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public static Quaternion2D MulT(in Quaternion2D q, in Quaternion2D r)
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{
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// [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc]
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// [-qs qc] [rs rc] [-qs*rc+qc*rs qs*rs+qc*rc]
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// s = qc * rs - qs * rc
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// c = qc * rc + qs * rs
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Quaternion2D qr;
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qr.S = q.C * r.S - q.S * r.C;
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qr.C = q.C * r.C + q.S * r.S;
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return qr;
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}
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// v2 = A.q' * (B.q * v1 + B.p - A.p)
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// = A.q' * B.q * v1 + A.q' * (B.p - A.p)
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public static Transform MulT(in Transform A, in Transform B)
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{
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Transform C = new Transform
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{
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Quaternion2D = MulT(A.Quaternion2D, B.Quaternion2D),
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Position = MulT(A.Quaternion2D, B.Position - A.Position)
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};
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return C;
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}
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/// <summary>
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/// Inverse rotate a vector
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/// </summary>
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/// <param name="q"></param>
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/// <param name="v"></param>
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/// <returns></returns>
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public static Vector2 MulT(Quaternion2D q, Vector2 v)
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{
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return new(q.C * v.X + q.S * v.Y, -q.S * v.X + q.C * v.Y);
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}
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/// <summary>
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/// Rotate a vector
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/// </summary>
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/// <param name="quaternion2D"></param>
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/// <param name="vector"></param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2 Mul(in Quaternion2D quaternion2D, in Vector2 vector)
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{
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return new(quaternion2D.C * vector.X - quaternion2D.S * vector.Y, quaternion2D.S * vector.X + quaternion2D.C * vector.Y);
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}
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public static Vector2 Mul(System.Numerics.Vector4 A, Vector2 v)
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{
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return new Vector2(A.X * v.X + A.Y * v.Y, A.Z * v.X + A.W * v.Y);
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}
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public static Vector2 Mul(in Vector2[] A, in Vector2 v)
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{
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// A needing to be a 2 x 2 matrix
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DebugTools.Assert(A.Length == 2);
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return new Vector2(A[0].X * v.X + A[1].X * v.Y, A[0].Y * v.X + A[1].Y * v.Y);
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}
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public static Vector2 Mul(Matrix22 A, Vector2 v)
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{
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return new Vector2(A.EX.X * v.X + A.EY.X * v.Y, A.EX.Y * v.X + A.EY.Y * v.Y);
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}
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}
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public struct Quaternion2D
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{
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public float C;
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public float S;
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public float Angle => MathF.Atan2(S, C);
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public Quaternion2D(float cos, float sin)
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{
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C = cos;
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S = sin;
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}
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public Quaternion2D(float angle)
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{
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C = MathF.Cos(angle);
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S = MathF.Sin(angle);
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}
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public Quaternion2D(Angle angle)
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{
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var radians = (float) angle.Theta;
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C = MathF.Cos(radians);
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S = MathF.Sin(radians);
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}
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public Quaternion2D Set(float angle)
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{
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//FPE: Optimization
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if (angle == 0.0f)
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{
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return new Quaternion2D(1.0f, 0.0f);
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}
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// TODO_ERIN optimize
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return new Quaternion2D(MathF.Cos(angle), MathF.Sin(angle));
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}
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}
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}
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