feat(physics): added area & inertia calculations for the shape and circles

This commit is contained in:
2026-04-04 18:49:27 +03:00
parent 6db427f39b
commit af2eed2200
6 changed files with 107 additions and 2 deletions

View File

@@ -34,6 +34,16 @@ public readonly struct Circle(Vector2D center, float radius) : IEquatable<Circle
/// </summary>
public readonly float Diameter => 2f * Radius;
/// <summary>
/// Gets the area of the <see cref="Circle"/>.
/// </summary>
public readonly float Area => Math.Pi * RadiusSquared;
/// <summary>
/// Gets the geometric interia of the <see cref="Circle"/>.
/// </summary>
public readonly float GeometricInertia => .5f * RadiusSquared;
/// <summary>
/// A predefined unit <see cref="Circle"/> with a center at the origin and a radius of 1.
/// </summary>

View File

@@ -22,6 +22,31 @@ public class Shape2D(List<Vector2D> vertices) : IEnumerable<Vector2D>
private readonly List<Vector2D> _vertices = vertices;
/// <summary>
/// Gets the area of the <see cref="Shape2D"/>.
/// </summary>
public float Area
{
get
{
float area = 0f;
for (int i = 0; i < _vertices.Count; i++)
{
Vector2D a = _vertices[i];
Vector2D b = _vertices[(i + 1) % _vertices.Count];
area += a.Cross(b);
}
return area.Abs() * .5f;
}
}
/// <summary>
/// Gets the geometric interia of the <see cref="Shape2D"/>.
/// </summary>
public float GeometricInertia => GetGeometricInertia(this, Vector2D.Zero);
/// <summary>
/// Gets the vertices of the <see cref="Shape2D"/>.
/// </summary>
@@ -112,6 +137,40 @@ public class Shape2D(List<Vector2D> vertices) : IEnumerable<Vector2D>
return new Triangle(p1, p2, p3);
}
/// <summary>
/// Gets the geometric interia of the <see cref="Shape2D"/>.
/// </summary>
/// <param name="shape">The shape to get the geometrical interia of.</param>
/// <param name="centerOfMass">The point in space to calculate the geometrical interia from.</param>
/// <returns>The geometrical interia of the <see cref="Shape2D"/>.</returns>
public static float GetGeometricInertia(Shape2D shape, Vector2D centerOfMass)
{
float geometricInertia = 0f;
for (int i = 0; i < shape._vertices.Count; i++)
{
Vector2D p1 = centerOfMass.FromTo(shape._vertices[i]);
Vector2D p2 = centerOfMass.FromTo(shape._vertices[(i + 1) % shape._vertices.Count]);
float cross = p1.Cross(p2);
float dot = p1.Dot(p1) + p1.Dot(p2) + p2.Dot(p2);
geometricInertia += cross * dot;
}
return geometricInertia.Abs() / 12f;
}
/// <summary>
/// Gets the interia of the <see cref="Shape2D"/>.
/// </summary>
/// <param name="shape">The shape to get the interia of.</param>
/// <param name="centerOfMass">The point in space to calculate the geometrical interia from.</param>
/// <param name="mass">Mass of the shape.</param>
/// <returns>The interia of the <see cref="Shape2D"/>.</returns>
public static float GetInertia(Shape2D shape, Vector2D centerOfMass, float mass)
=> GetGeometricInertia(shape, centerOfMass) * mass;
/// <summary>
/// Triangulates the given convex <see cref="Shape2D"/>.
/// </summary>
@@ -297,6 +356,12 @@ public static class Shape2DExtensions
/// <inheritdoc cref="Shape2D.GetSuperTriangle(Shape2D)" />
public static Triangle ToSuperTriangle(this Shape2D shape) => Shape2D.GetSuperTriangle(shape);
/// <inheritdoc cref="Shape2D.GetGeometricInertia(Shape2D, Vector2D)" />
public static float GetGeometricInertia(this Shape2D shape, Vector2D centerOfMass) => Shape2D.GetGeometricInertia(shape, centerOfMass);
/// <inheritdoc cref="Shape2D.GetInertia(Shape2D, Vector2D, float)" />
public static float GetInertia(this Shape2D shape, Vector2D centerOfMass, float mass) => Shape2D.GetInertia(shape, centerOfMass, mass);
/// <inheritdoc cref="Shape2D.TriangulateConvex(Shape2D, IList{Triangle})" />
public static void ToTrianglesConvex(this Shape2D shape, IList<Triangle> triangles) => Shape2D.TriangulateConvex(shape, triangles);