The Edge starts at vertex1 (given in body
coordinates) proceeding along a circular arc with given center to the ending
vertex2. The direction of the arc is given by the clockwise parameter.
When the outsideIsOut variable is true, the outside of the circle is considered
the outside of the RigidBody. Both Vertexes must be equidistant from the
center, otherwise an exception is thrown.
Edge will be added to this RigidBody
Edge starts at this Vertex, given in body coordinates
Edge finishes at this Vertex, given in body coordinates
center of the circular arc, in body coordinates
direction of the arc
true means the region outside of the circle is
considered the outside of the RigidBody, so the edge is convex.
False indicates a concave edge.
Optional opt_spacing: numberthe distance between 'decorated' mid-point Vertexes.
if the Vertexes are not equidistant from the center within
CircularEdge.TINY_POSITIVE tolerance
if vertex1 is already connected to a 'next' Edge
if vertex2 is already connected to a 'previous' Edge
Private angle_Any point on the arc falls between angle_low and angle_high, where angle_low < angle_high. Note that angle_low might be startAngle or finishAngle (modulo 2 pi), same with angle_high. In math convention, angle_high is between angle_low and 3 pi.
Private angle_Any point on the arc falls between angle_low and angle_high, where angle_low < angle_high. Note that angle_low might be startAngle or finishAngle (modulo 2 pi), same with angle_high. In math convention, angle_low is between -pi and pi.
Protected body_the RigidBody that this edge is a part of
Private center_position of the center, in body coords
Protected centroidthe maximum distance from centroid to any point on this edge
Protected centroid_the 'center' of this edge, an arbitrary point selected to minimize the centroid radius of this edge
Private clockwise_when true, arc goes clockwise from startAngle to finishAngle.
Private completetrue when this is a complete circle
Private decoratedthe angle between decorated Vertexes
Private depth_depth is used to limit how far a penetration is regarded as a collision. 'depth of arc' is thickest distance between arc and line connecting arc ends.
Private finishfinish angle, in mathematical body coords (in radians, 0 = 3 o'clock, increase counter-clockwise) startAngle and finishAngle are same in body or edge coords
Protected index_index of this edge in the body's list of edges
Private outsidewhen true, the outside of the circle is outside of the object.
Private radius_radius of the edge; NOTE: radius is positive, but getCurvature() returns negative for concave edge
Private startstarting angle, in mathematical body coords (in radians, 0 = 3 o'clock, increase counter-clockwise) startAngle and finishAngle are same in body or edge coords
Protected v1_the previous vertex, in body coords; matches the next (second) vertex of the previous edge
Protected v2_the next vertex, in body coords
Returns the maximum distance between this Edge and any chord between Vertexes on this Edge (including decorated mid-point Vertexes). A chord is the straight line between two adjacent Vertexes.
Here is a picture of a curved Edge, the chord between two Vertexes, V1, V2, and the chord error is the maximum distance between the chord and curved Edge.
Note that having more decorated mid-point Vertexes results in a smaller chord error, because the chords are closer to the curve.
See Vertex for more about decorated mid-point Vertexes
the maximum distance between this Edge and a chord between any Vertexes on this Edge
Returns smallest distance between this Edge and the given Edge. Returns NaN in
cases where the calculation can't be done. One of the Edges must be curved.
TO DO distanceToEdge is not used currently... delete it? or use it in places like
CircleStraight.testCollision and CircleCircle.testCollision?
the Edge to measure distance to
smallest distance between this Edge and the given Edge, or NaN
when the calculation cannot be done
if both Edges are StraightEdges.
Returns distance from the given point (in body coordinates) to the extended line of this Edge, where the extensions continue beyond the endpoints of this Edge. For a CircularEdge the extended line is taken to be the full circle. Positive distance means the point is outside of this Edge, negative means inside.
the point to find distance from, in body coords
distance from the given point to the extended line of this Edge
Returns signed distance of the given point (in body coordinates) to this Edge along a line that is normal to this Edge, or infinity if beyond an endpoint of this Edge. Distance is positive if it is on the side of the line that the normal points towards, otherwise negative.
the point to find distance from, in body coords
signed distance from the given point to this Edge (positive if point is on side the normal points towards) or infinity if beyond the endpoint of this Edge
Returns a RigidBodyCollision representing the contact point if the given Vertex is close to this Edge. Closeness is specified by the given distance tolerance. Note that this does not consider velocity tests for a contact. If the point does not lie along any normal to this Edge, then it is not close; this occurs when the point is past the endpoints of this Edge.
If the point is near, then the returned RigidBodyCollision will have the following information set:
body is set to the RigidBody of the VertexnormalBody is set to the RigidBody of this Edger2 is based on current position of this Edge's RigidBodyAdditionally, if this Edge is curved, the following are also set:
ballNormal, radius2, u2.
a RigidBodyCollision representing the contact point,
or null if not close enough.
Returns center of curvature of this Edge. For an oval shape, this calculates the curvature at the given point on the Edge. For a circle or straight line, the curvature is the same at any point on the Edge.
Optional _p_body: Vectorthe point on this Edge, in body coordinates (optional)
center of curvature at the given point on this Edge in body coordinates
for an oval shape, when p_body is undefined
Returns the center of the circle to use for proximity testing, in body coordinates.
A circle centered at this centroid with radius getCentroidRadius() should encompass
this Edge. See getCentroidRadius and getCentroidWorld.
the center of the circle to use for proximity testing, in body coordinates
Returns the radius of the circle to use for proximity testing. A circle centered at
getCentroidWorld() with this radius should encompass this Edge. See
setCentroidRadius, getCentroidRadius and getCentroidWorld.
the radius of the circle to use for proximity testing
Returns the center of the circle to use for proximity testing, in world coordinates.
A circle centered at this point with radius getCentroidRadius() should encompass
this Edge. See getCentroidRadius and getCentroidBody.
the center of the circle to use for proximity testing, in world coordinates
Returns radius of curvature at the given point on this Edge. Radius of curvature is the radius of a circle that would give equivalent curvature at a given point on an Edge. Negative curvature means the Edge is concave at that point.
For a circle, every point on the circle has the same center and radius of curvature. But for any other curve (an oval for instance), each point on the edge can have a different center and radius of curvature.
the point on this Edge, in body coordinates
the radius of curvature; negative means concave; returns positive infinity if this is a straight edge
if the point is not close to this Edge
Returns unit normal vector in body coordinates, at the given body coordinates point. Normal points outwards from the RigidBody. TO DO what if the point is not on this Edge?
the point on this Edge in body coordinates
the outwards pointing unit normal vector at the given point, in body coordinates
Finds the nearest point on this Edge to the given point, returns that nearest point
and the unit normal vector there. Returns null if the given point lies beyond the end
point of this Edge, meaning that there is no perpendicular line to this Edge passing
thru the given point.
a point near this Edge, in body coordinates
a pair of Vectors: the nearest point
on this Edge, and the unit normal vector at that point both in body coords; or
null if there is no nearest point on this Edge.
Returns radius of the edge. Radius is always positive, but getCurvature returns negative for concave edge.
radius of the edge
Updates the EdgeEdgeCollision to have more accurate information based on current positions and velocities of the RigidBodys.
the EdgeEdgeCollision to update
the other Edge involved in the collision
Returns points on this Edge intersecting the straight line segment between the two
given points (in body coordinates), or null if there is no intersection. There can be
more than one point of intersection.
array of intersection points, in body
coords, or null if no intersection.
Rough proximity test that returns true if an intersection is possible between this
Edge and the specified Edge. This is intended to do a quick rough test to eliminate
obvious cases where no intersection is possible. Swellage is a fudge factor which is
added to the max radius of the Edges, to make the test easier to succeed.
the other Edge
a fudge factor which is added to the max radius of the Edges
whether an intersection between the Edges is possible
Returns true if the angle of the given point is within this arc. Looks at the angle from the origin to the point, compares this angle to the angle range of this arc.
the point of interest, in edge coordinates.
true if the given point is within this arc.
Returns true if the angle of the given point is within this arc. Looks at the angle from the origin to the point, compares this angle to the angle range of this arc.
the point of interest, in world coordinates.
true if the given point is within this arc.
Returns true if the angle of the given point is within the reflection of this arc through the center. Looks at the angle from the origin to the point, compares this angle to the angle range of the reflected arc.
Examples of reflected arcs:
the point of interest, in edge coordinates.
true if the given point is within the reflected arc.
Returns true if the angle of the given point is within the reflection of this arc through the center. Same as isWithinReflectedArc but accepts a point in world coordinates.
the point of interest, in world coordinates.
true if the given point is within the reflected arc.
Returns the maximum distance from the given point (in body coordinates) to any point on this Edge.
a point in body coordinates
the maximum distance from the given point (in body coordinates) to any point on this Edge
Finds the 'nearest' point (by angle) on this arc to the given point p_body.
the point of interest, in body coordinates
the nearest point (by angle) on this arc to the given point, in body coordinates
Returns the point offset in the direction of this Edge's normal. The normal is taken at the point on this Edge that is closest to the given point. The point is given and returned in body coordinates. Note that the returned point might be closer to this Edge when the starting point is on the inside of the RigidBody, because the normal points outwards.
the point near this Edge, in body coordinates
the distance to move the point
the point offset in the direction of this Edge's normal, in body coordinates
Sets the radius of the circle to use for proximity testing. A circle
centered at getCentroidWorld() with this radius should encompass this Edge.
See getCentroidRadius, getCentroidBody and getCentroidWorld.
the radius of the circle to use for proximity testing
Sets the finish Vertex of this Edge. Should match the start Vertex of the next Edge in the RigidBody.
the finish Vertex of this Edge
If there is a collision between this Edge and the given Edge, adds a RigidBodyCollision to the list. This ignores collisions with Vertexes.
list of collisions to add to
the other Edge
current simulation time
Static Private findConverts the start and finish angles of an arc to a pair of angles such that all of the arc is within that pair of angles.
starting angle, math convention
finish angle, math convention
true means arc goes clockwise in math convention
pair of angles, low and high, such that all of the arc is within that pair of angles.
Static Private findReturns 'depth of arc' which is maximum distance between arc and line connecting arc ends.
Derivation:
On unit circle, let arc start at
A = [1, 0]
and extend counter clockwise along circle to
B = [cos theta, sin theta].
Draw a line between those two points, A and B.
Let C be the midpoint of that line. C is at:
C = [(1 + cos theta)/2, sin theta / 2 ].
Distance between C and (cos theta/2, sin theta/2) is the depth.
angle of arc, in radians
radius of circle that arc is part of
maximum distance between arc and line connecting arc ends
Static Private isthe point of interest, in edge coordinates.
true if the given point is within this arc.
Static makeCreates a CircularEdge between the given Vertexes with the given radius, calculating the position of the center, and adds the edge to the given RigidBody.
Calculates the center to be at the vertex of an isoceles triangle with the given
Vertexes, where the center is radius distance from each Vertex.
There are two choices for where to put the center in relation to the line connecting
the two given Vertexes: either above or below the line. The aboveRight parameter
specifies which choice to make. For a vertical connecting line, the choice is right or
left of the line.
edge will be added to this RigidBody
edge starts at this Vertex, given in body coordinates
edge finishes at this Vertex, given in body coordinates
the radius of the circular arc
if true, then the center of CircularEdge is located
above or right of the line connecting vertex1 and vertex2; if false,
then center is located below or left of the connecting line.
direction of the arc
true means the outside of the circle is considered the outside of the RigidBody.
the CircularEdge that is created
if absolute value of radius is too small; must be greater than half
the distance between the two Vertexes
if vertex1 is already connected to a 'next' Edge
if vertex2 is already connected to a 'previous' Edge
Generated using TypeDoc
A circular arc Edge belonging to a RigidBody.
Making a CircularEdge
If you know the center of the circle use the constructor:
If you know the radius but not the center, use the static method CircularEdge.make.
Use Polygon.addCircularEdge
Use Polygon.addCircularEdge2
Full Circle
A full circle is a special case detected by the constructor. When
vertex1andvertex2are at the same location, then we assume a full circle is desired. The two Vertexes need not be identical, just very close together. In this case, only one of the Vertexes is kept and there is a single Vertex and single Edge forming the circle.Mid-Point Vertexes
See Vertex for information about why mid-point Vertexes are created on a CircularEdge and how they are used for collision checking.
Edge Coordinates
In addition to world and body coordinates, CircularEdge also has 'edge coordinates' which takes body coordinates but shifts the origin to be the center of the circle that defines this Edge. For CircularEdge there is no change in angle between edge and body coords (unlike with an oval edge).
About Coordinates and Angles
To avoid confusion, be clear about which of these conventions you are dealing with:
In myPhysicsLab, simulation coordinates uses y increases up coordinates and angle increases counter-clockwise. Also called world coordinates.
Javascript's screen coordinates uses y increases down coordinates and angle increases clockwise in
canvas.arc().The transformation between these coordinate systems is handled by CoordMap.
The table below summarizes the conventions used for angles. CircularEdge uses the math convention for angles shown in this table.
Details About Coordinates and Drawing
The 'y increases up' convention interacts with drawing in Javascript via CircularEdge.addPath, and DisplayShape. In DisplayShape we use the AffineTransform from the CoordMap which applies a negative factor to the vertical scale as seen in this line of code from CoordMap's constructor:
The result is that all drawing happens upside down -- if you were to draw text or an image with that AffineTransform it will appear upside down.
The two conventions, simulation coords vs. screen coords, cancel out as a "double negative" when specifying
startAngle,finishAngleandantiClockwisearguments to JavaScript'scanvas.arc()function.Note that for
canvas.arc(), an increase in angle moves in a clockwise direction. However, because we use 'y increases up' coordinates, the drawing is flipped vertically, both of these cancel, and we can use regular 'math' angles withcanvas.arc().In contrast to
canvas.arc(), the JavascriptMath.atan2()function uses standard math coordinates.