/* * 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.Common.Math{ import Box2D.Common.*; /// 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. public class b2Sweep { /// Get the interpolated transform at a specific time. /// @param t the normalized time in [0,1]. public function GetXForm(xf:b2XForm, t:Number) : void{ // center = p + R * localCenter if (1.0 - t0 > Number.MIN_VALUE) { var alpha:Number = (t - t0) / (1.0 - t0); xf.position.x = (1.0 - alpha) * c0.x + alpha * c.x; xf.position.y = (1.0 - alpha) * c0.y + alpha * c.y; var angle:Number = (1.0 - alpha) * a0 + alpha * a; xf.R.Set(angle); } else { xf.position.SetV(c); xf.R.Set(a); } // Shift to origin //xf->position -= b2Mul(xf->R, localCenter); var tMat:b2Mat22 = xf.R; xf.position.x -= (tMat.col1.x * localCenter.x + tMat.col2.x * localCenter.y); xf.position.y -= (tMat.col1.y * localCenter.x + tMat.col2.y * localCenter.y); } /// Advance the sweep forward, yielding a new initial state. /// @param t the new initial time. public function Advance(t:Number) : void{ if (t0 < t && 1.0 - t0 > Number.MIN_VALUE) { var alpha:Number = (t - t0) / (1.0 - t0); //c0 = (1.0f - alpha) * c0 + alpha * c; c0.x = (1.0 - alpha) * c0.x + alpha * c.x; c0.y = (1.0 - alpha) * c0.y + alpha * c.y; a0 = (1.0 - alpha) * a0 + alpha * a; t0 = t; } } public var localCenter:b2Vec2 = new b2Vec2(); ///< local center of mass position public var c0:b2Vec2 = new b2Vec2; ///< center world positions public var c:b2Vec2 = new b2Vec2(); public var a0:Number, a:Number; ///< world angles public var t0:Number; ///< time interval = [t0,1], where t0 is in [0,1] }; }