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/*
 * FXGL - JavaFX Game Library. The MIT License (MIT).
 * Copyright (c) AlmasB ([email protected]).
 * See LICENSE for details.
 */
package com.almasb.fxgl.physics.box2d.collision;

import com.almasb.fxgl.core.math.Vec2;
import com.almasb.fxgl.physics.box2d.common.JBoxSettings;

/**
 * A manifold for two touching convex shapes. Box2D supports multiple types of contact:
 * 
    *
  • clip point versus plane with radius
  • *
  • point versus point with radius (circles)
  • *
* The local point usage depends on the manifold type: *
    *
  • e_circles: the local center of circleA
  • *
  • e_faceA: the center of faceA
  • *
  • e_faceB: the center of faceB
  • *
* Similarly the local normal usage: *
    *
  • e_circles: not used
  • *
  • e_faceA: the normal on polygonA
  • *
  • e_faceB: the normal on polygonB
  • *
* We store contacts in this way so that position correction can account for movement, which is * critical for continuous physics. All contact scenarios must be expressed in one of these types. * This structure is stored across time steps, so we keep it small. */ public class Manifold { public enum ManifoldType { CIRCLES, FACE_A, FACE_B } /** The points of contact. */ public final ManifoldPoint[] points = new ManifoldPoint[JBoxSettings.maxManifoldPoints]; /** not use for Type::e_points */ public final Vec2 localNormal = new Vec2(); /** usage depends on manifold type */ public final Vec2 localPoint = new Vec2(); public ManifoldType type; /** The number of manifold points. */ public int pointCount = 0; /** * creates a manifold with 0 points, with it's points array full of instantiated ManifoldPoints. */ public Manifold() { for (int i = 0; i < JBoxSettings.maxManifoldPoints; i++) { points[i] = new ManifoldPoint(); } } /** * copies this manifold from the given one * * @param cp manifold to copy from */ public void set(Manifold cp) { for (int i = 0; i < cp.pointCount; i++) { points[i].set(cp.points[i]); } type = cp.type; localNormal.set(cp.localNormal); localPoint.set(cp.localPoint); pointCount = cp.pointCount; } }




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