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segment.go
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package cm
import "github.com/setanarut/vec"
// Segment is a segment Shape
type Segment struct {
*Shape
a, b, n vec.Vec2
transformA, transformB, transformN vec.Vec2
radius float64
aTangent, bTangent vec.Vec2
}
func (seg *Segment) CacheData(transform Transform) BB {
seg.transformA = transform.Apply(seg.a)
seg.transformB = transform.Apply(seg.b)
seg.transformN = transform.ApplyVector(seg.n)
var l, r, b, t float64
if seg.transformA.X < seg.transformB.X {
l = seg.transformA.X
r = seg.transformB.X
} else {
l = seg.transformB.X
r = seg.transformA.X
}
if seg.transformA.Y < seg.transformB.Y {
b = seg.transformA.Y
t = seg.transformB.Y
} else {
b = seg.transformB.Y
t = seg.transformA.Y
}
rad := seg.radius
return BB{l - rad, b - rad, r + rad, t + rad}
}
func (seg *Segment) PointQuery(p vec.Vec2, info *PointQueryInfo) {
closest := closestPointOnSegment(p, seg.transformA, seg.transformB)
delta := p.Sub(closest)
d := delta.Mag()
r := seg.radius
g := delta.Scale(1 / d)
info.Shape = seg.Shape
if d != 0 {
info.Point = closest.Add(g.Scale(r))
} else {
info.Point = closest
}
info.Distance = d - r
// Use the segment's normal if the distance is very small.
if d > magicEpsilon {
info.Gradient = g
} else {
info.Gradient = seg.n
}
}
func (seg *Segment) SegmentQuery(a, b vec.Vec2, r2 float64, info *SegmentQueryInfo) {
n := seg.transformN
d := seg.transformA.Sub(a).Dot(n)
r := seg.radius + r2
var flippedN vec.Vec2
if d > 0 {
flippedN = n.Neg()
} else {
flippedN = n
}
segOffset := flippedN.Scale(r).Sub(a)
// Make the endpoints relative to 'a' and move them by the thickness of the segment.
segA := seg.transformA.Add(segOffset)
segB := seg.transformB.Add(segOffset)
delta := b.Sub(a)
if delta.Cross(segA)*delta.Cross(segB) <= 0 {
dOffset := d
if d > 0 {
dOffset -= r
} else {
dOffset += r
}
ad := -dOffset
bd := delta.Dot(n) - dOffset
if ad*bd < 0 {
t := ad / (ad - bd)
info.Shape = seg.Shape
info.Point = a.Lerp(b, t).Sub(flippedN.Scale(r2))
info.Normal = flippedN
info.Alpha = t
}
} else if r != 0 {
info1 := SegmentQueryInfo{nil, b, vec.Vec2{}, 1}
info2 := SegmentQueryInfo{nil, b, vec.Vec2{}, 1}
CircleSegmentQuery(seg.Shape, seg.transformA, seg.radius, a, b, r2, &info1)
CircleSegmentQuery(seg.Shape, seg.transformB, seg.radius, a, b, r2, &info2)
if info1.Alpha < info2.Alpha {
*info = info1
} else {
*info = info2
}
}
}
func (seg *Segment) SetRadius(r float64) {
seg.radius = r
mass := seg.massInfo.m
seg.massInfo = NewSegmentMassInfo(seg.massInfo.m, seg.a, seg.b, seg.radius)
if mass > 0 {
seg.Body.AccumulateMassFromShapes()
}
}
func (seg *Segment) Radius() float64 {
return seg.radius
}
func (seg *Segment) TransformA() vec.Vec2 {
return seg.transformA
}
func (seg *Segment) TransformB() vec.Vec2 {
return seg.transformB
}
func (seg *Segment) SetEndpoints(a, b vec.Vec2) {
seg.a = a
seg.b = b
seg.n = b.Sub(a).Unit().Perp()
mass := seg.massInfo.m
seg.massInfo = NewSegmentMassInfo(seg.massInfo.m, seg.a, seg.b, seg.radius)
if mass > 0 {
seg.Body.AccumulateMassFromShapes()
}
}
func (seg *Segment) Normal() vec.Vec2 {
return seg.n
}
func (seg *Segment) A() vec.Vec2 {
return seg.a
}
func (seg *Segment) B() vec.Vec2 {
return seg.b
}
func NewSegmentMassInfo(mass float64, a, b vec.Vec2, r float64) *ShapeMassInfo {
return &ShapeMassInfo{
m: mass,
i: MomentForBox(1, a.Distance(b)+2*r, 2*r),
cog: a.Lerp(b, 0.5),
area: AreaForSegment(a, b, r),
}
}