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authorJakob Odersky <jodersky@gmail.com>2009-11-29 16:15:03 +0000
committerJakob Odersky <jodersky@gmail.com>2009-11-29 16:15:03 +0000
commitbe2ee4dea92c5a4fc2329959d6e7272c50b221a6 (patch)
treeb2c98b44cbf732e6374d523cc397fa118457d4eb /src
parent5031df4b26afd515274b5ca34f0d5380a99e4223 (diff)
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Translated comments to english.
Diffstat (limited to 'src')
-rw-r--r--src/graphyx/tests/Friction2.scala2
-rw-r--r--src/graphyx/tests/General1.scala2
-rw-r--r--src/graphyx/tests/Spring.scala4
-rw-r--r--src/sims/collision/AABB.scala13
-rw-r--r--src/sims/collision/CircleCollision.scala2
-rw-r--r--src/sims/collision/Collision.scala12
-rw-r--r--src/sims/collision/Detector.scala6
-rw-r--r--src/sims/collision/GridDetector.scala38
-rw-r--r--src/sims/collision/Pair.scala2
-rw-r--r--src/sims/collision/PolyCircleCollision.scala4
-rw-r--r--src/sims/collision/PolyCollision.scala2
-rw-r--r--src/sims/dynamics/Body.scala104
-rw-r--r--src/sims/dynamics/Circle.scala11
-rw-r--r--src/sims/dynamics/Constraint.scala12
-rw-r--r--src/sims/dynamics/Rectangle.scala22
-rw-r--r--src/sims/dynamics/RegularPolygon.scala18
-rw-r--r--src/sims/dynamics/Shape.scala70
-rw-r--r--src/sims/dynamics/World.scala84
-rw-r--r--src/sims/dynamics/joints/DistanceJoint.scala36
-rw-r--r--src/sims/dynamics/joints/ForceJoint.scala4
-rw-r--r--src/sims/dynamics/joints/Joint.scala12
-rw-r--r--src/sims/dynamics/joints/RevoluteJoint.scala4
-rw-r--r--src/sims/dynamics/joints/SpringJoint.scala44
-rw-r--r--src/sims/dynamics/joints/test/PrismaticJoint.scala26
-rw-r--r--src/sims/geometry/ConvexPolygon.scala33
-rw-r--r--src/sims/geometry/Projection.scala19
-rw-r--r--src/sims/geometry/Ray.scala20
-rw-r--r--src/sims/geometry/Segment.scala28
-rw-r--r--src/sims/geometry/Vector2D.scala60
-rw-r--r--src/sims/materials/Steel.scala2
-rw-r--r--src/sims/math/Matrix22.scala26
-rw-r--r--src/sims/util/Polar.scala4
-rw-r--r--src/sims/util/Positioning.scala2
33 files changed, 352 insertions, 376 deletions
diff --git a/src/graphyx/tests/Friction2.scala b/src/graphyx/tests/Friction2.scala
index 6eb445b..f6731e2 100644
--- a/src/graphyx/tests/Friction2.scala
+++ b/src/graphyx/tests/Friction2.scala
@@ -26,7 +26,7 @@ object Friction2 extends Test{
ground.rotation = -0.2
world += ground
- val b: Body = (new Circle(0.1,10)) ^ (new Circle(0.1,10) {pos = Vector2D(0.2,0)}) ^ (new Circle(0.1,10) {pos = Vector2D(0.4,0)})
+ val b: Body = (new Circle(0.1,10)) ~ (new Circle(0.1,10) {pos = Vector2D(0.2,0)}) ~ (new Circle(0.1,10) {pos = Vector2D(0.4,0)})
b.pos = Vector2D(0.1,0.1)
world += b
}
diff --git a/src/graphyx/tests/General1.scala b/src/graphyx/tests/General1.scala
index 1a71c24..7d8703b 100644
--- a/src/graphyx/tests/General1.scala
+++ b/src/graphyx/tests/General1.scala
@@ -103,7 +103,7 @@ object General1 extends Test{
ground.fixed = true
world += ground
- world += (new Circle(0.1,1) {pos = Vector2D(2,2)}) ^ (new Circle(0.1,1) {pos = Vector2D(2,2.2)})
+ world += (new Circle(0.1,1) {pos = Vector2D(2,2)}) ~ (new Circle(0.1,1) {pos = Vector2D(2,2.2)})
}
override def fireEvent() = blastBomb
diff --git a/src/graphyx/tests/Spring.scala b/src/graphyx/tests/Spring.scala
index 4eec8de..439259f 100644
--- a/src/graphyx/tests/Spring.scala
+++ b/src/graphyx/tests/Spring.scala
@@ -7,8 +7,8 @@ import java.io._
object Spring extends Test{
val title = "Spring"
- val fout = new java.io.FileOutputStream("out.csv")
- val sout = new java.io.PrintStream(fout)
+ //val fout = new java.io.FileOutputStream("out.csv")
+ //val sout = new java.io.PrintStream(fout)
val world = new World {
override def postStep = {
//for (b <- bodies; if (b.monitor)) sout.println(monitors(0)._2(b))
diff --git a/src/sims/collision/AABB.scala b/src/sims/collision/AABB.scala
index 51b3e12..ea696f2 100644
--- a/src/sims/collision/AABB.scala
+++ b/src/sims/collision/AABB.scala
@@ -9,18 +9,17 @@ package sims.collision
import geometry._
/**
- * Axis Aligned Bounding Boxes, kurz AABBs, sind Rechtecke die eine bestimmte Form umhuellen.
- * Da AABBs nach den X- und Y-Achsen orientiert sind, ermoeglichen sie eine schnelle
- * und einfache Feststellung ob zwei AABBs sich ueberschneiden.
- * @param minVertex Ortsvektor der minimalen Ecke des AABBs
- * @param maxVertex Ortsvektor der maximalen Ecke des AABBs
+ * Axis Aligned Bounding Boxes (AABBs) are rectangles that frame a shape.
+ * Their X-Axis and Y-Axis orientation makes it easy to test two AABBs for overlap.
+ * @param minVertex Position vector of the bottom-left vertex
+ * @param maxVertex Position vector of the upper-right vertex
*/
case class AABB(val minVertex: Vector2D,
val maxVertex: Vector2D)
{
/**
- * Ueberprueft ob dieses AABB sich mit dem AABB <code>box</code> ueberschneidet.
- * @param box das mit diesem auf Ueberschneidung zu ueberpruefende AABB*/
+ * Checks this AABB with <code>box</code> for overlap.
+ * @param box AABB with which to check for overlap*/
def overlaps(box: AABB): Boolean = {
val d1 = box.minVertex - maxVertex
val d2 = minVertex - box.maxVertex
diff --git a/src/sims/collision/CircleCollision.scala b/src/sims/collision/CircleCollision.scala
index baf401a..e77c8e2 100644
--- a/src/sims/collision/CircleCollision.scala
+++ b/src/sims/collision/CircleCollision.scala
@@ -9,7 +9,7 @@ package sims.collision
import geometry._
import dynamics._
-/**Kollision zwischen zwei Kreisen.*/
+/**Collision between two circles.*/
case class CircleCollision(c1: Circle, c2: Circle) extends Collision {
val shape1 = c1
val shape2 = c2
diff --git a/src/sims/collision/Collision.scala b/src/sims/collision/Collision.scala
index d674b30..ce09ac2 100644
--- a/src/sims/collision/Collision.scala
+++ b/src/sims/collision/Collision.scala
@@ -9,19 +9,19 @@ package sims.collision
import dynamics._
import geometry._
-/**Kollisionen zwischen zwei Formen enthalten Methoden zur Berrechnen der Kollisionsreaktion.*/
+/**Collision between two shapes. Contains methods to compute the collision response.*/
abstract class Collision extends Constraint {
- /**Erste Kollisionsform (Referenz).*/
+ /**First colliding shape (reference shape).*/
val shape1: Shape
- /**Zweite Kollisionsform (eindringend).*/
+ /**Second colliding shape (incident shape).*/
val shape2: Shape
- /**Kollisionspunkte.*/
+ /**Collision points.*/
val points: Iterable[Vector2D]
- /**Normalenvektor zu der Kollisionsebene.*/
+ /**Normal vector to the collision face.*/
val normal: Vector2D
/* C = delta
@@ -103,6 +103,6 @@ abstract class Collision extends Constraint {
object Collision {
- /**Erlaubte Ueberlappung.*/
+ /**Tolerated overlap. Collision response will only be applied if the overlap of two shapes exceeds the tolerated overlap.*/
val ToleratedOverlap: Double = 0.01
}
diff --git a/src/sims/collision/Detector.scala b/src/sims/collision/Detector.scala
index e847235..0a3ad5b 100644
--- a/src/sims/collision/Detector.scala
+++ b/src/sims/collision/Detector.scala
@@ -12,12 +12,12 @@ import sims.dynamics._
import scala.collection._
import scala.collection.mutable._
-/**Eine Welt ermittelt ihre Kollisionen durch konkrete Implementierungen dieser Klasse.*/
+/**A world detects its collisions through concrete implementations of this class.*/
abstract class Detector {
- /**Die Welt dessen Formen auf Kollisionen ueberprueft werden sollen.*/
+ /**The world whose shapes are to be checked for collisions.*/
val world: World
- /**Ergibt alle Kollisionen zwischen Formen der Welt <code>world</code>.*/
+ /**Returns all collisions between shapes in the world <code>world</code>.*/
def collisions: Seq[Collision]
} \ No newline at end of file
diff --git a/src/sims/collision/GridDetector.scala b/src/sims/collision/GridDetector.scala
index 2c027a3..f5ed99a 100644
--- a/src/sims/collision/GridDetector.scala
+++ b/src/sims/collision/GridDetector.scala
@@ -11,11 +11,11 @@ import sims.geometry._
import scala.collection._
import scala.collection.mutable._
-/**Eine konkrete Implementierung von <code>Detector</code>. <code>GridDetector</code> ermittelt
- * alle Kollisionen mit einem Gittersystem.*/
+/**A conrete implementation of <code>Detector</code>. <code>GridDetector</code> divides the world into a grid
+ * for faster collision detection.*/
class GridDetector(override val world: World) extends Detector {
- /**Array von Kollisionserkennungsmethoden fuer Formenpaare.*/
+ /**Array of collision detection methods. These methods return <code>true</code> if two shapes are colliding.*/
val detectionMethods = new ArrayBuffer[PartialFunction[(Shape, Shape), Boolean]]
detectionMethods += {
case (c1: Circle, c2: Circle) => { //Kollision wenn Distanz <= Summe der Radien
@@ -41,7 +41,7 @@ class GridDetector(override val world: World) extends Detector {
}
}
- /**Array von Kollisionsmethoden fuer Formenpaare.*/
+ /**Array of methods returning collisions. It is assumed that both shapes are colliding.*/
val collisionMethods = new ArrayBuffer[PartialFunction[(Shape, Shape), Collision]]
collisionMethods += {
case (c1: Circle, c2: Circle) => CircleCollision(c1, c2)
@@ -50,34 +50,34 @@ class GridDetector(override val world: World) extends Detector {
case (c: Circle, p: ConvexPolygon) => PolyCircleCollision(p, c)
}
- /**Gibt an, ob das Formenpaar <code>p</code> kollidiert.
- * @param p Formenpaar.*/
+ /**Checks the pair of shapes <code>p</code> for collision.
+ * @param p Pair of shapes.*/
def colliding(p: Pair) = {
if (detectionMethods.exists(_.isDefinedAt(p)))
detectionMethods.find(_.isDefinedAt(p)).get.apply(p)
else throw new IllegalArgumentException("No collision method for colliding pair!")
}
- /**Gibt die Kollision des Formenpaares <code>p</code> zurueck.
- * @param p Formenpaar.*/
+ /**Returns the collision between both shapes of the pair <code>p</code>.
+ * @param p Pair of shapes.*/
def collision(p: Pair): Collision = {
if (collisionMethods.exists(_.isDefinedAt(p)))
collisionMethods.find(_.isDefinedAt(p)).get.apply(p)
else throw new IllegalArgumentException("No collision found in colliding pair!")
}
- /**Breite und Hoehe einer Gitterzelle.*/
+ /**Width and height of a grid cell.*/
var gridSide: Double = 2
- /**Ergibt potenzielle Kollisionspaare der Welt <code>world</code>.
+ /**Returns potential colliding pairs of shapes of the world <code>world</code>.
* <p>
- * Ein Kollisionspaar ist ein Paar aus zwei verschiedenen Formen, das folgenden Bedingungen unterliegt:
+ * A potential colliding pair is a pair of two shapes that comply with the following criteria:
* <ul>
- * <li>Die Formen muessen sich in der gleichen Gitterzelle befinden.</li>
- * <li>Ihre AABBs muessen sich ueberlappen.</li>
- * <li>Die Formen duerfen nicht von dem gleichen Koerper sein.</li>
- * <li>Mindestens eine Form darf nicht Fixiert sein.</li>
- * <li>Beide muessen {@link dynamics.Shape#collidable collidierbar} sein.</li>
+ * <li>The shapes are situated in the same grid cell.</li>
+ * <li>Their AABBs overlap.</li>
+ * <li>The shapes do not belong to the same body.</li>
+ * <li>At least one shape is not fixed.</li>
+ * <li>Both shapes are {@link dynamics.Shape#collidable}.</li>
* </ul>*/
def getPairs = {
val grid = new HashMap[(Int, Int), List[Shape]]
@@ -110,13 +110,13 @@ class GridDetector(override val world: World) extends Detector {
private var cache = (world.time, getPairs)
- /**Alle potentiellen Kollisionspaare der Welt.
+ /**All potential colliding pairs of the world.
* @see getPairs*/
def pairs = {if (world.time != cache._1) cache = (world.time, getPairs); cache._2}
- /**Ergibt alle kollidierenden Paare.*/
+ /**Returns all colliding pairs.*/
def collidingPairs: Seq[Pair] = for(p <- pairs; if (colliding(p))) yield p
- /**Ergibt alle Kollisionen.*/
+ /**Returns all collisions.*/
def collisions: Seq[Collision] = for(p <- pairs; if (colliding(p))) yield collision(p)
}
diff --git a/src/sims/collision/Pair.scala b/src/sims/collision/Pair.scala
index 048748d..e4ae947 100644
--- a/src/sims/collision/Pair.scala
+++ b/src/sims/collision/Pair.scala
@@ -8,7 +8,7 @@ package sims.collision
import sims.dynamics._
-/**Formenpaar.*/
+/**Pair of shapes.*/
case class Pair(s1: Shape, s2: Shape) extends Tuple2(s1, s2){
def this(t: Tuple2[Shape, Shape]) = this(t._1, t._2)
diff --git a/src/sims/collision/PolyCircleCollision.scala b/src/sims/collision/PolyCircleCollision.scala
index 1bf982e..20f1d49 100644
--- a/src/sims/collision/PolyCircleCollision.scala
+++ b/src/sims/collision/PolyCircleCollision.scala
@@ -9,7 +9,7 @@ package sims.collision
import sims.dynamics._
import sims.geometry._
-/**Kollision zwischen einem konvexen Polygon und einem Kreis.*/
+/**Collision between a convex polygon and a circle.*/
case class PolyCircleCollision(p: ConvexPolygon, c: Circle) extends Collision {
require(p.isInstanceOf[Shape])
val shape1 = p.asInstanceOf[Shape]
@@ -33,6 +33,4 @@ case class PolyCircleCollision(p: ConvexPolygon, c: Circle) extends Collision {
val points = List(
c.pos - normal * c.radius
)
-
-
}
diff --git a/src/sims/collision/PolyCollision.scala b/src/sims/collision/PolyCollision.scala
index 3eeb7ca..b4fa917 100644
--- a/src/sims/collision/PolyCollision.scala
+++ b/src/sims/collision/PolyCollision.scala
@@ -11,7 +11,7 @@ import sims.dynamics._
import scala.collection.mutable.Map
import scala.collection.mutable._
-/**Kollision zwischen zwei konvexen Polygonen.*/
+/**Collision between two convex polygons.*/
case class PolyCollision(p1: ConvexPolygon, p2: ConvexPolygon) extends Collision {
require(p1.isInstanceOf[Shape])
require(p2.isInstanceOf[Shape])
diff --git a/src/sims/dynamics/Body.scala b/src/sims/dynamics/Body.scala
index d5b2a0e..8c0e2ee 100644
--- a/src/sims/dynamics/Body.scala
+++ b/src/sims/dynamics/Body.scala
@@ -1,3 +1,4 @@
+
/*
* Simple Mechanics Simulator (SiMS)
* copyright (c) 2009 Jakob Odersky
@@ -9,17 +10,17 @@ package sims.dynamics
import sims.geometry._
import sims.dynamics.joints._
-/**Ein 2-Dimensionaler Koerper besteht aus mehreren Formen. Im gegensatz zu letzteren, enthaelt ein Koerper dynamische Informationen (v, F, etc...).
- * @param shps zu dem Koerper gehoerende Formen.*/
+/**A two dimensional rigid body is made out of shapes.
+ * @param shps shapes that belong to this body.*/
class Body(shps: Shape*){
- /**Einzigartige Identifikationsnummer dieses Koerpers.*/
+ /**Unique identification number.*/
val uid = Body.nextUid
- /**Formen aus denen dieser Koerper besteht.*/
+ /**Shapes that belong to this body.*/
val shapes: List[Shape] = shps.toList
- //Formen werden bei Initialisierung eingefuegt
+ //Shapes are added during initialisation.
for (s <- shapes) {
s.body = this
s.refLocalPos = s.pos - pos
@@ -28,41 +29,40 @@ class Body(shps: Shape*){
private var isFixed: Boolean = false
- /**Gibt an ob dieser Koerper fixiert ist.*/
+ /**Returns whether this body is fixed or not.*/
def fixed = isFixed
- /**Fixiert oder unfixiert diesen Koerper.*/
+ /**Fixes or frees this body. By fixing, linear and angular velocities are set to zero.*/
def fixed_=(value: Boolean) = {
if (value) {linearVelocity = Vector2D.Null; angularVelocity = 0.0}
isFixed = value
}
- /**Gibt an ob die Eigenschaften dieses Koerpers ueberwacht werden sollen.
+ /**Flag for a world to monitor the properties of this body.
* @see World#monitors*/
var monitor: Boolean = false
- /**Ermittelt die Position dieses Koerpers. Die Position entspricht dem Schwerpunkt.
- * @return Position dieses Koerpers*/
- def pos: Vector2D = // Shwerpunkt = sum(pos*mass)/M
+ /**Returns the position of this body. The position is equivalent to the center of mass.
+ * @return position of this body*/
+ def pos: Vector2D = // COM = sum(pos*mass)/M
(Vector2D.Null /: shapes)((v: Vector2D, s: Shape) => v + s.pos * s.mass) /
(0.0 /: shapes)((i: Double, s: Shape) => i + s.mass)
- /**Setzt die Position dieses Koerpers und verschiebt dadurch die Positionen seiner Formen.
- * @param newPos neue Position*/
+ /**Sets the position of this body. By doing so all its shapes are translated.
+ * @param newPos new position*/
def pos_=(newPos: Vector2D) = {
val stepPos = pos
shapes.foreach((s: Shape) => s.pos = s.pos - stepPos + newPos)
}
- /**Enthaelt die aktuelle Rotation dieses Koerpers.*/
- private var _rotation: Double = 0.0 //shapes(0).rotation
+ /**Contains the current rotation of this body.*/
+ private var _rotation: Double = 0.0
- /**Ergibt die aktuelle Rotation dieses Koerpers.
- * @return aktuelle Rotation dieses Koerpers*/
+ /**Returns the current rotation of this body.*/
def rotation: Double = _rotation
- /**Setzt die Rotation dieses Koerpers. Dazu werden auch die Positionen und Rotationen seiner Formen entsprechend veraendert.
- * @param r neue Rotation*/
+ /**Sets the rotation of this body. Position and rotation of shapes are modified accordingly.
+ * @param r new rotation*/
def rotation_=(newRotation: Double) = {
_rotation = newRotation
val stepPos = pos
@@ -72,69 +72,67 @@ class Body(shps: Shape*){
}
}
- /**Lineargeschwindigkeit dieses Koerpers.*/
+ /**Linear velocity of this body.*/
var linearVelocity: Vector2D = Vector2D.Null
- /**Winkelgeschwindigkeit dieses Koerpers.*/
+ /**Angular velocity of this body.*/
var angularVelocity: Double = 0
- /**Lineargeschwindigkeit des gegebenen Punktes auf diesem Koerper. In Weltkoordinaten.*/
+ /**Linear velocity of the given point on this body (in world coordinates).*/
def velocityOfPoint(point: Vector2D) = linearVelocity + ((point - pos).leftNormal * angularVelocity)
- /**Resultierende Kraft auf den Schwerpunkt dieses Koerpers.*/
+ /**Resulting force on the COM of this body.*/
var force: Vector2D = Vector2D.Null
- /**Resultierender Drehmoment zu dem Schwerpunkt dieses Koerpers.*/
+ /**Resulting torque on this body.*/
var torque: Double = 0
- /**Ergibt die Masse dieses Koerpers. Die Masse ist gleich die Summe aller Massen seiner Formen.
- * @return Masse des Koerpers*/
+ /**Returns the mass of this body. If the body is free, its mass is the sum of the masses of its shapes.
+ * If the body is fixed, its mass is infinite (<code>Double.PositiveInfinity</code>).
+ * @return this body's mass*/
def mass: Double = if (fixed) Double.PositiveInfinity else (0.0 /: shapes)((i: Double, s: Shape) => i + s.mass)
- /**Ergibt den Traegheitsmoment zu dem Schwerpunkt dieses Koerpers. Der Traegheitsmoment wird mit Hilfe des Steinerschen Satzes errechnet.
- * @return Traegheitsmoment relativ zu dem Schwerpunkt dieses Koerpers*/
+ /**Returns the moment of inertia for rotations about the COM of this body.
+ * It is calculated using the moments of inertia of this body's shapes and the parallel axis theorem.
+ * If the body is fixed, its moment of inertia is infinite (<code>Double.PositiveInfinity</code>).
+ * @return moment of inertia for rotations about the COM of this body*/
def I: Double = if (fixed) Double.PositiveInfinity else
(0.0 /: (for (s <- shapes) yield (s.I + s.mass * ((s.pos - pos) dot (s.pos - pos)))))(_+_)
- /**Wendet eine Kraft auf den Schwerpunkt dieses Koerpers an.
- * @param force anzuwendender Kraftvektor*/
+ /**Applies a force to the COM of this body.
+ * @param force applied force*/
def applyForce(force: Vector2D) = if (!fixed) this.force += force
- /**Wendet eine Kraft auf einen Punkt dieses Koerpers an. Achtung: der gegebene Punkt wird nicht auf angehoerigkeit dieses
- * Koerpers ueberprueft.
- * @param force anzuwendender Kraftvektor
- * @param point Ortsvektor des Punktes auf den die Kraft wirken soll (gegeben in Weltkoordinaten).*/
+ /**Applies a force to a point on this body. Warning: the point is considered to be contained within this body.
+ * @param force applied force
+ * @param point position vector of the point (in world coordinates)*/
def applyForce(force: Vector2D, point: Vector2D) = if (!fixed) {this.force += force; torque += (point - pos) cross force}
- /**Wendet einen Impuls auf den Schwerpunkt dieses Koerpers an.
- * @param impulse anzuwendender Impulsvektor*/
+ /**Applies an impulse to the COM of this body.
+ * @param impulse applied impulse*/
def applyImpulse(impulse: Vector2D) = if (!fixed) linearVelocity += impulse / mass
- /**Wendet einen Impuls auf einen Punkt dieses Koerpers an. Achtung: der gegebene Punkt wird nicht auf angehoerigkeit dieses
- * Koerpers ueberprueft.
- * @param impulse anzuwendender Impulsvektor
- * @param point Ortsvektor des Punktes auf den der Impuls wirken soll (gegeben in Weltkoordinaten).*/
+ /**Applies an impulse to a point on this body. Warning: the point is considered to be contained within this body.
+ * @param impulse applied impulse
+ * @param point position vector of the point (in world coordinates)*/
def applyImpulse(impulse: Vector2D, point: Vector2D) = if (!fixed) {linearVelocity += impulse / mass; angularVelocity += ((point - pos) cross impulse) / I}
- /**Ueberprueft ob der gegebene Punkt <code>point</code> sich in diesem Koerper befindet.*/
+ /**Checks if the point <code>point</code> is contained in this body.*/
def contains(point: Vector2D) = shapes.exists(_.contains(point))
override def toString: String = {
"Body" + uid + " " + shapes + " fixed=" + fixed + " m=" + mass + " I=" + I + " pos=" + pos + " rot=" + rotation + " v=" + linearVelocity + " w=" + angularVelocity + " F=" + force + " tau=" + torque
}
- /**Erstellt einen neuen Koerper der zusaetzlich die Form <code>s</code> enthaelt.
- * @param s zusaetzliche Form
- * @return neuer Koerper*/
- def ^(s: Shape) = new Body((s :: shapes): _*)
-
- /**Erstellt einen neuen Koerper der zusaetzlich die Formen von dem Koerper <code>b</code> enthaelt.
- * @param b Koerper mit zusaetzlichen Formen
- * @return neuer Koerper*/
- def ^(b: Body) = {
- val shapes = this.shapes ::: b.shapes
- new Body(shapes: _*)
- }
+ /**Creates a new body containing this body's shapes and the shape <code>s</code>.
+ * @param s new shape
+ * @return new body*/
+ def ~(s: Shape) = new Body((s :: shapes): _*)
+
+ /**Creates a new body containing this body's shapes and the shapes of another body <code>b</code>.
+ * @param b body with extra shapes
+ * @return new body*/
+ def ~(b: Body) = new Body((this.shapes ::: b.shapes): _*)
}
object Body {
diff --git a/src/sims/dynamics/Circle.scala b/src/sims/dynamics/Circle.scala
index 26f3ad4..b1d3703 100644
--- a/src/sims/dynamics/Circle.scala
+++ b/src/sims/dynamics/Circle.scala
@@ -10,18 +10,16 @@ import sims.geometry._
import sims.collision._
/**
- * Circle ist die Definition eines Kreises.
- * @param radius Radius dieses Kreises
- * @param density Dichte dieses Kreises
+ * A circle.
+ * @param radius radius of this circle
+ * @param density density of this circle
*/
-case class Circle(radius: Double, // Radius
- density: Double) extends Shape{ // Dichte
+case class Circle(radius: Double, density: Double) extends Shape{
val volume = Math.Pi * radius * radius
val I = mass * radius * radius / 2
- // AABB(Zentrum - Radius, Zentrum + Radius)
def AABB = new AABB(pos - Vector2D(radius,radius),
pos + Vector2D(radius,radius))
@@ -32,6 +30,5 @@ case class Circle(radius: Double, // Radius
(pos.project(axis).y / axis.y) - radius,
(pos.project(axis).y / axis.y) + radius)
- //Ist der gegebene punkt im Radius dieses kreises?
def contains(point: Vector2D) = (point - pos).length <= radius
}
diff --git a/src/sims/dynamics/Constraint.scala b/src/sims/dynamics/Constraint.scala
index 74c2af3..eaa6952 100644
--- a/src/sims/dynamics/Constraint.scala
+++ b/src/sims/dynamics/Constraint.scala
@@ -6,14 +6,16 @@
package sims.dynamics
-/**Randbedingungen erben von dem Trait <code>Constraint</code>.
- * Fuer jeden Constraint koennen Position und Geschwindigkeit korrigiert werden.
- * Ihre Implementierung wurde von Erin Catto's box2d inspiriert.*/
+/**All constraints in SiMS implement this trait.
+ * Position and velocity can be corrected for each constraint.
+ * The implementation of constraints was inspired by Erin Catto's box2d.*/
trait Constraint {
- /**Korrigiert die Geschwindigkeit der Koerper damit diese den Randbedingungen entsprechen.*/
+ /**Corrects the velocities of bodies according to this constraint.
+ * @param h a time interval, used for converting forces and impulses*/
def correctVelocity(h: Double): Unit
- /**Korrigiert die Position der Koerper damit diese den Randbedingungen entsprechen.*/
+ /**Corrects the positions of bodies according to this constraint.
+ * @param h a time interval, used for converting forces and impulses*/
def correctPosition(h: Double): Unit
}
diff --git a/src/sims/dynamics/Rectangle.scala b/src/sims/dynamics/Rectangle.scala
index adaa634..89ab4c0 100644
--- a/src/sims/dynamics/Rectangle.scala
+++ b/src/sims/dynamics/Rectangle.scala
@@ -9,10 +9,10 @@ package sims.dynamics
import sims.geometry._
import sims.collision._
-/**Rechteck ist eine Art Polygon.
- * @param halfWidth halbe Breite dieses Rechtecks
- * @param halfHeight halbe Hoehe dieses Rechtecks
- * @param density dichte dieses Rechtecks
+/**A rectangle is a polygon.
+ * @param halfWidth this rectangle's half width
+ * @param halfHeight this rectangle's half height
+ * @param density density of this rectangle
*/
case class Rectangle(halfWidth: Double,
halfHeight : Double,
@@ -22,19 +22,17 @@ case class Rectangle(halfWidth: Double,
val I = 1.0 / 12.0 * mass * ((2 * halfWidth) * (2 * halfWidth) + (2 * halfHeight) * (2 * halfHeight))
- /**Ergibt Vektoren vom Zentrum dieses Rectecks bis zu den Ecken.
- * Erste Ecke entspricht der Ecke oben rechts bei einer Rotation von 0.
- * Folgende Ecken sind gegen den Uhrzeigersinn geordnet.
- * @return Vektoren vom Zentrum dieses Rectecks bis zu den Ecken*/
+ /**Returns the vectors from the center to the vertices of this rectangle.
+ * The first vertex is the upper-right vertex at a rotation of 0.
+ * Vertices are ordered counter-clockwise.*/
def halfDiags: Array[Vector2D] = Array(Vector2D(halfWidth, halfHeight),
Vector2D(-halfWidth, halfHeight),
Vector2D(-halfWidth, -halfHeight),
Vector2D(halfWidth, -halfHeight)) map (_ rotate rotation)
- /**Ergibt die Ortsvektoren der Ecken dieses Rechtecks.
- * Erste Ecke entspricht der Ecke oben rechts bei einer Rotation von 0.
- * Folgende Ecken sind gegen den Uhrzeigersinn geordnet.
- * @return Ortsvektoren der Ecken dieses Rechtecks*/
+ /**Returns the position vectors of this rectangle's vertices.
+ * The first vertex is the upper-right vertex at a rotation of 0.
+ * Vertices are ordered counter-clockwise.*/
def vertices = for (h <- halfDiags) yield pos + h
} \ No newline at end of file
diff --git a/src/sims/dynamics/RegularPolygon.scala b/src/sims/dynamics/RegularPolygon.scala
index c5b8a13..b49d100 100644
--- a/src/sims/dynamics/RegularPolygon.scala
+++ b/src/sims/dynamics/RegularPolygon.scala
@@ -9,17 +9,17 @@ package sims.dynamics
import Math._
import sims.geometry._
-/**Ein regelmaessiges Polygon mit <code>n</code> Seiten, dass der Kreis mit radius <code>radius</code> umschreibt.
- * @param n Anzahl der Seiten.
- * @param radius Radius des umschreibenden Kreises.
- * @param density Dichte.
- */
+/**A regular polygon with <code>n</code> sides whose excircle has a radius <code>radius</code>.
+ * @param n nmber of sides.
+ * @param radius radius of the excircle
+ * @param density density of this regular polygon
+ * @throws IllegalArgumentException if <code>n</code> is smaller than 3 */
case class RegularPolygon(n: Int, radius: Double, density: Double) extends Shape with ConvexPolygon{
- require(n >= 3, "Polygon must have at least 3 sides.")
+ require(n >= 3, "A polygon must have at least 3 sides.")
- /**Hoehe eines der konstituierneden Dreiecke des Polygons.*/
+ /**Height of one of the constituting triangles.*/
private val h: Double = radius * cos(Pi / n)
- /**Halbe Breite eines der konstituierneden Dreiecke des Polygons.*/
+ /**Half width of one of the constituting triangles.*/
private val b: Double = radius * sin(Pi / n)
def halfDiags = (for (i: Int <- (0 until n).toArray) yield (Vector2D(0, radius) rotate (2 * Pi * i / n))) map (_ rotate rotation)
@@ -28,7 +28,7 @@ case class RegularPolygon(n: Int, radius: Double, density: Double) extends Shape
val volume = n * h * b
- /**Traegheitsmoment eines der konstituierneden Dreiecke im Zentrum des Polygons.*/
+ /**Moment of inertia of one of the constituting triangles about the center of this polygon.*/
private val Ic: Double = density * b * (3 * b + 16) * h * h * h * h / 54
val I = n * Ic
diff --git a/src/sims/dynamics/Shape.scala b/src/sims/dynamics/Shape.scala
index f57bbc6..47a4199 100644
--- a/src/sims/dynamics/Shape.scala
+++ b/src/sims/dynamics/Shape.scala
@@ -10,78 +10,82 @@ import sims.geometry._
import sims.collision._
/**
-* Eine abstrakte Form.
+* An abstract shape.
*/
abstract class Shape{
- /**Einzigartige Identifikationsnummer.*/
+ /**Unique identification number.*/
val uid: Int = Shape.nextUid
- /**Kollisionsfaehigkeit.*/
+ /**Flag determining this shapes ability to collide with other shapes.*/
var collidable: Boolean = true
- /**Teil der Stosszahl bei einer Kollision zwischen dieser Form und einer anderen.
- * Die Stosszahl wird aus dem Produkt der beiden Teile der Formen errechnet.*/
+ /**Part of the coefficient of restitution for a collision between this shape and another.
+ * The coefficient of restitution is calculated out of the product of this part and the other shape's part.*/
var restitution: Double = 0.7
- /**Teil des Reibungskoeffizienten bei einer Kollision zwischen dieser Form und einer anderen.
- * Der Reibungskoeffizient wird aus dem Produkt der beiden Teile der Formen errechnet.*/
+ /**Part of the coefficient of friction for a collision between this shape and another.
+ * The coefficient of friction is calculated out of the product of this part and the other shape's part.*/
var friction: Double = 0.707
- /**Position des Schwerpunktes in Welt.*/
+ /**Position of this shape's COM (in world coordinates).*/
var pos: Vector2D = Vector2D.Null
- /**Rotation. Entspricht Laenge des Rotationsvektors.*/
+ /**Rotation of this shape about its COM.*/
var rotation: Double = 0
- /**Initiale Rotation. (Rotation ohne Koerper)*/
+ /**Initial rotation. Rotation of this shape before it was added to a body.*/
var rotation0 = 0.0
- /**Referenzposition in Koerper. Wird zur Rotation von Formen in Koerpern verwendet.*/
+ /**Local position of this shape's body COM to its COM at a body rotation of zero.*/
var refLocalPos: Vector2D = Vector2D.Null
- /**Dichte. (Masse pro Flaeche)*/
+ /**Density. (Mass per area)*/
val density: Double
- /**Volumen. Entspricht eigentlich der Flaeche dieser Form (in 2D) wird aber zum Errechnen der Masse verwendet.*/
+ /**Volume. The volume is actually equivalent to this shape's area (SiMS is in 2D)
+ * and is used with this shape's density to calculate its mass.*/
val volume: Double
- /**Errechnet die Masse dieser Form. Masse ist gleich Volumen mal Dichte.
- @return Masse der Form*/
+ /**Returns the mass of this shape. The mass is given by volume times density.
+ @return mass of this shape*/
def mass = volume * density
- /**Errechnet Traegheitsmoment zum Schwerpunkt dieser Form.
- @return Traegheitsmoment zum Schwerpunkt*/
+ /**Moment of inertia for a rotation about this shape's COM.*/
val I: Double
- /**Beinhaltender Koerper. Sollte nicht selbst bei Initialisierung definiert werden.*/
- var body: Body = _
+ /**Containing body.*/
+ private var _body: Body = _
- /**Gibt das umfassende AABB dieser Form zurueck.
- @return umfassendes AABB*/
+ /**Returns this shape's containing body.*/
+ def body = _body
+
+ /**Sets this shape's containing body.*/
+ private[dynamics] def body_=(b: Body) = _body = b
+
+ /**Returns this shape's axis aligned bounding box.*/
def AABB: AABB
- /**Ergibt die Projektion dieser Form auf eine Gerade gegeben durch den
- * Richtungsvektor <code>axis</code>.
- * @param axis Richtungsvektor der Geraden
- * @return Projektion dieser Form*/
+ /**Returns the projection of this shape onto the line given by the directional vector <code>axis</code>.
+ * @param axis directional vector of the line
+ * @return projection of this shape*/
def project(axis: Vector2D): Projection
- /**Ermittelt ob der gebene Punkt <code>point</code> in dieser Form enthalten ist.*/
+ /**Checks if the point <code>point</code> is contained in this shape.*/
def contains(point: Vector2D): Boolean
- /**Baut einen Koerper aus dieser Form.
- @return ein Koerper bestehend aus dieser Form. */
+ /**Creates a new body made out of tis shape.
+ @return a body made out of tis shape*/
def asBody = new Body(this)
- /**Formen mit denen diese Form nicht Kollidiert.*/
+ /**Shapes with which this shape cannot collide.*/
val transientShapes: collection.mutable.Set[Shape] = collection.mutable.Set()
- /**Erstellt einen Koerper aus dieser Form und der Form <code>s</code>.*/
- def ^(s: Shape) = new Body(this, s)
+ /**Creates a new body out of this shape and the shape <code>s</code>.*/
+ def ~(s: Shape) = new Body(this, s)
- /**Erstellt einen Koerper aus dieser Form und den Formen des Koerpers <code>b</code>.*/
- def ^(b: Body) = {
+ /**Creates a new body out of this shape and the shapes of body <code>b</code>.*/
+ def ~(b: Body) = {
val shapes = this :: b.shapes
new Body(shapes: _*)
}
diff --git a/src/sims/dynamics/World.scala b/src/sims/dynamics/World.scala
index 7b165f5..0230a50 100644
--- a/src/sims/dynamics/World.scala
+++ b/src/sims/dynamics/World.scala
@@ -11,104 +11,107 @@ import sims.collision._
import sims.dynamics.joints._
import scala.collection.mutable._
-/**Eine Welt enthaelt und Simuliert ein System aus Koerpern und Verbindungen.*/
+/**A world contains and simulates a system of rigid bodies and joints.*/
class World {
- /**Zeitschritt in dem diese Welt die Simulation vorranschreiten laesst.*/
+ /**Time intervals in which this world simulates.*/
var timeStep: Double = 1.0 / 60
- /**Anzahl der Constraint-Korrekturen pro Zeitschritt.*/
+ /**Number of constraint corrections per time step.*/
var iterations: Int = 10
- /**Schwerkraft die in dieser Welt herrscht.*/
+ /**Gravity in this world.*/
var gravity = Vector2D(0, -9.81)
- /**Alle Koerper die diese Welt simuliert.*/
+ /**Bodies contained in this world.*/
val bodies = new ArrayBuffer[Body]
- /**Alle Verbindungen die diese Welt simuliert.*/
+ /**Joints contained in this world.*/
val joints = new ArrayBuffer[Joint]
- /**Ueberwachungsfunktionen fuer Koerper.
+ /**Monitoring methods for bodies.
* <p>
- * Das erste Element des Tuples ist die Ueberschrift und das zweite Element, der Wert.*/
+ * The first element of the tuple is the method's title and the second the method.
+ * Example usage: monitors += ("Y-Position", _.pos.y.toString)
+ * This will calculate all bodies - whose <code>monitor</code> field is set to
+ * <code>true</code> - second position components.*/
val monitors = new ArrayBuffer[(String, Body => String)]
- /**Kollisionsdetektor dieser Welt.*/
+ /**Collsion detector who manages collision detection in this world.*/
val detector: Detector = new GridDetector(this)
- /**Warnung wenn Koerper schneller als Lichtgeschwindigkeit.*/
+ /**Warning if a body's velocity exceeds the speed of light.*/
var overCWarning = false
- /**Kollisionerkennung.*/
+ /**Flag to enable collision detection.*/
var enableCollisionDetection = true
- /**Positionskorrekturen.*/
+ /**Flag to enable position correction for constraints.*/
var enablePositionCorrection = true
- /**Die minimale, nicht als null geltende Geschwindigkeit.*/
+ /**Minimal, non-zero linear velocity.*/
var minLinearVelocity: Double = 0.0001
- /**Die minimale, nicht als null geltende Winkelgeschwindigkeit.*/
+ /**Minimal, non-zero angular velocity.*/
var minAngularVelocity: Double = 0.0001
- /**Ergibt alle Formen aus allen Koerpern in dieser Welt.*/
+ /**Returns all shapes of all bodies in this world.*/
def shapes = for (b <- bodies; s <- b.shapes) yield s
- /**Fuegt dieser Welt einen Koerper hinzu.*/
+ /**Adds the given body to this world.*/
def +=(body: Body) = bodies += body
- /**Fuegt dieser Welt eine Verbindung hinzu.*/
+ /**Adds the given joint to this world.*/
def +=(joint: Joint): Unit = joints += joint
- /**Fuegt dieser Welt ein vorangefertigtes System vaus Koerpern und Verbindungen hinzu.*/
+ /**Adds the given prefabricated system of bodies and joints to this world.*/
def +=(p: prefabs.Prefab): Unit = {
for (b <- p.bodies) this += b
for (j <- p.joints) this += j
}
+ /**Adds the given sequence of bodies to this world.*/
def ++=(bs: Seq[Body]): Unit = for(b <- bs) this += b
- /**Entfernt den gegebenen Koerper aus dieser Welt.*/
+ /**Removes the given body from this world.*/
def -=(body: Body): Unit = bodies -= body
- /**Entfernt die gegebene Verbindung aus dieser Welt.*/
+ /**Removes the given joint from this world.*/
def -=(joint: Joint): Unit = joints -= joint
- /**Entfernt das gegebene System aus Koerpern und Verbindungen aus dieser Welt.*/
+ /**Removes the given prefabricated system of bodies and joints from this world.*/
def -=(p: prefabs.Prefab): Unit = {
for (b <- p.bodies) this -= b
for (j <- p.joints) this -= j
}
+ /**Removes the given sequence of bodies from this world.*/
def --=(bs: Seq[Body]) = for(b <- bs) this -= b
- /**Entfernt alle Koerper, Verbindungen und Ueberwachungsfunktionen dieser Welt.*/
+ /**Removes all bodies, joints and monitoring methods from this world.*/
def clear() = {joints.clear(); bodies.clear(); monitors.clear()}
- /**Aktuelle Zeit in Sekunden dieser Welt. Nach jedem Zeitschritt wird die Zeit erhoeht.*/
+ /**Current time in this world.*/
var time: Double = 0.0
- /**Simuliert einen von <code>timeStep</code> angegebenen Zeitschritt.
- * Ihre Aufgabe ist es die Koerper dieser Welt so zu simulieren wie diese sich in einer Welt mit den gegebenen
- * Bedingungen verhalten wuerden.
+ /**Simulates a time step of the duration <code>timeStep</code>.
* <p>
- * Der Zeitschritt wird in folgenden Phasen ausgefuehrt:
+ * The time step is simulated in the following phases:
* <ol>
- * <li>Kraefte wirken auf die Koerper (z.B Schwerkraft, andere Kraftfaehige Objekte).</li>
- * <li>Beschleunigungen werden integriert.</li>
- * <li>Geschwindigkeiten werden korrigiert.</li>
- * <li>Geschwindigkeiten werden integriert.</li>
- * <li>Positionen werden korrigiert.</li>
- * <li>Die Methode <code>postStep()</code> wird ausgefuehrt.</li>
+ * <li>Forces are applied to bodies.</li>
+ * <li>Accelerations are integrated.</li>
+ * <li>Velocities are corrected.</li>
+ * <li>Velocities are integrated.</li>
+ * <li>Postions are corrected.</li>
+ * <li>The method <code>postStep()</code> is executed.</li>
* </ol>*/
def step() = {
time += timeStep
- //Kraftobjekte
+ //force applying objects
for (j <- joints) j match {case f: ForceJoint => f.applyForce; case _ => ()}
- //integriert v
+ //integration of acclerations, yields velocities
for (b <- bodies) {
val m = b.mass
b.applyForce(gravity * b.mass)
@@ -118,13 +121,13 @@ class World {
b.angularVelocity = b.angularVelocity + alpha * timeStep
}
- //korrigiert v
+ //correction of velocities
for (i <- 0 until iterations){
for(c <- joints) c.correctVelocity(timeStep)
if (enableCollisionDetection) for (c <- detector.collisions) c.correctVelocity(timeStep)
}
- //integriert pos
+ //integration of velocities, yields positions
for (b <- bodies) {
//warning when body gets faster than speed of light
if (b.linearVelocity.length >= 300000000) overCWarning = true
@@ -136,7 +139,7 @@ class World {
b.torque = 0.0
}
- //korrigiert pos
+ //correction of positions
if (enablePositionCorrection) for (i <- 0 until iterations){
for (c <- joints) c.correctPosition(timeStep)
if (enableCollisionDetection) for (c <- detector.collisions) c.correctPosition(timeStep)
@@ -145,10 +148,11 @@ class World {
postStep()
}
- /**Wird nach jedem Zeitschritt ausgefuehrt.*/
+ /**Initially empty method that is executed after each time step. This method
+ * may be overriden to create custom behaviour in a world.*/
def postStep() = {}
- /**Ergibt Informationen ueber diese Welt.*/
+ /**Returns information about this world.*/
def info = {
"Bodies = " + bodies.length + "\n" +
"Shapes = " + shapes.length + "\n" +
diff --git a/src/sims/dynamics/joints/DistanceJoint.scala b/src/sims/dynamics/joints/DistanceJoint.scala
index 2d5633f..efb49e5 100644
--- a/src/sims/dynamics/joints/DistanceJoint.scala
+++ b/src/sims/dynamics/joints/DistanceJoint.scala
@@ -8,15 +8,15 @@ package sims.dynamics.joints
import sims.geometry._
-/** DistanceJoints halten die Bindungspunkte auf ihren Bindungskoerpern bei einem konstanten Abstand.
- * @param node1 erster Koerper der Verbindung
- * @param anchor1 Bindungspunkt auf Koerper eins
- * @param node2 zweiter Koerper der Verbindung
- * @param anchor2 Bindungspunkt auf Koerper zwei*/
+/** DistanceJoints keep their connection points at a constant distance.
+ * @param node1 first associated body
+ * @param anchor1 first connection point
+ * @param node2 second associated body
+ * @param anchor2 second connection point*/
case class DistanceJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: Vector2D) extends Joint{
def this(node1: Body, node2: Body) = this(node1, node1.pos, node2, node2.pos)
- /**Abstand der beiden Bindungspunkte bei initialisierung (der gewollte Abstand).*/
+ /**Distance between the two connection points at initialisation (the desired distance).*/
val distance = (anchor2 - anchor1).length
private val a1 = anchor1 - node1.pos
@@ -24,16 +24,16 @@ case class DistanceJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: V
private val initRotation1 = node1.rotation
private val initRotation2 = node2.rotation
- /**Ergibt den Bindungspunkt auf Koerper eins.*/
+ /**Returns the connection point on body one (in world coordinates).*/
def connection1 = (a1 rotate (node1.rotation - initRotation1)) + node1.pos
- /**Ergibt den Bindungspunkt auf Koerper zwei.*/
+ /**Returns the connection point on body two (in world coordinates).*/
def connection2 = (a2 rotate (node2.rotation - initRotation2)) + node2.pos
- /**Relative Position der Bindungspunkte.*/
+ /**Relative position of the connection points.*/
def x = connection2 - connection1
- /**Relative Geschwindigkeit der Bindungspunkte.*/
+ /**Relative velocity of the connection points.*/
def v = node2.velocityOfPoint(connection2) - node1.velocityOfPoint(connection1)
/* x = connection2 - connection1
@@ -45,15 +45,15 @@ case class DistanceJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: V
* 1/m = J * M^-1 * JT
* = 1/m1 * u * u + 1/m2 * u * u + 1/I1 * (r1 cross u)^2 + 1/I2 * (r2 cross u)^2*/
override def correctVelocity(h: Double) = {
- val x = this.x //relativer Abstand
- val v = this.v //relative Geschwindigkeit
- val r1 = (connection1 - node1.pos) //Abstand Punkt-Schwerpunkt, Koerper 1
- val r2 = (connection2 - node2.pos) //Abstand Punkt-Schwerpunkt, Koerper 2
- val cr1 = r1 cross x.unit //Kreuzprodukt
- val cr2 = r2 cross x.unit //Kreuzprodukt
- val Cdot = x.unit dot v //Velocity-Constraint
+ val x = this.x //relative position
+ val v = this.v //relative velocity
+ val r1 = (connection1 - node1.pos)
+ val r2 = (connection2 - node2.pos)
+ val cr1 = r1 cross x.unit
+ val cr2 = r2 cross x.unit
+ val Cdot = x.unit dot v //velocity constraint
val invMass = 1/node1.mass + 1/node1.I * cr1 * cr1 + 1/node2.mass + 1/node2.I * cr2 * cr2 //=J M^-1 JT
- val m = if (invMass == 0.0) 0.0 else 1/invMass //Test um Nulldivision zu vermeiden
+ val m = if (invMass == 0.0) 0.0 else 1/invMass //avoid division by zero
val lambda = -m * Cdot //=-JV/JM^-1JT
val impulse = x.unit * lambda //P=J lambda
node1.applyImpulse(-impulse, connection1)
diff --git a/src/sims/dynamics/joints/ForceJoint.scala b/src/sims/dynamics/joints/ForceJoint.scala
index fa17eac..1eed850 100644
--- a/src/sims/dynamics/joints/ForceJoint.scala
+++ b/src/sims/dynamics/joints/ForceJoint.scala
@@ -6,9 +6,9 @@
package sims.dynamics.joints
-/**Eine Verbindung die Kraft auf ihre Bindungskoerper ausueben kann.*/
+/**A joint which can apply a force to its anchor bodies, thus adding or removing energy to the system.*/
trait ForceJoint {
- /**Uebt eine Kraft auf die Bindungskoerper aus.*/
+ /**Applies a force on the achor bodies.*/
def applyForce(): Unit
}
diff --git a/src/sims/dynamics/joints/Joint.scala b/src/sims/dynamics/joints/Joint.scala
index 9690af2..652df97 100644
--- a/src/sims/dynamics/joints/Joint.scala
+++ b/src/sims/dynamics/joints/Joint.scala
@@ -9,19 +9,19 @@ package sims.dynamics.joints
import sims.geometry._
import sims.dynamics._
-/**Joints sind Verbindungen die die Bewegung zwischen zwei Koerpern einschraenken.
- * Ihre Implementierung wurde von Erin Catto's box2d inspiriert.*/
+/**Joints constrain the movement of two bodies.
+ * Their implementation was inspired by Erin Catto's box2d.*/
abstract class Joint extends Constraint{
- /**Erster Koerper der Verbindung.*/
+ /**First body of the joint.*/
val node1: Body
- /**Zweiter Koerper der Verbindung.*/
+ /**Second body of the joint.*/
val node2: Body
- /**Korrigiert die Geschwindigkeit der Koerper damit diese den Randbedingungen der Verbindung entsprechen.*/
+ /**Corrects the velocities of this joint's associated bodies.*/
def correctVelocity(h: Double): Unit
- /**Korrigiert die Position der Koerper damit diese den Randbedingungen der Verbindung entsprechen.*/
+ /**Corrects the positions of this joint's associated bodies.*/
def correctPosition(h: Double): Unit
} \ No newline at end of file
diff --git a/src/sims/dynamics/joints/RevoluteJoint.scala b/src/sims/dynamics/joints/RevoluteJoint.scala
index 7a7ae1c..66a4c06 100644
--- a/src/sims/dynamics/joints/RevoluteJoint.scala
+++ b/src/sims/dynamics/joints/RevoluteJoint.scala
@@ -11,7 +11,9 @@ import sims.math._
import sims.dynamics._
import Math._
-/**Ein Gelenk, dass zwei Koerper an einem Punkt verbindet. Inspiriert von JBox2D.*/
+/**A revolute joint that connects two bodies at a singe point. Inspired from JBox2D.
+ * <b>Warning:</b> there are still several bugs with revolute joints, if they are between two free
+ * bodies and not connected at their respective COMs.*/
case class RevoluteJoint(node1: Body, node2: Body, anchor: Vector2D) extends Joint{
private val a1 = anchor - node1.pos
private val a2 = anchor - node2.pos
diff --git a/src/sims/dynamics/joints/SpringJoint.scala b/src/sims/dynamics/joints/SpringJoint.scala
index 67ea57f..1267ccf 100644
--- a/src/sims/dynamics/joints/SpringJoint.scala
+++ b/src/sims/dynamics/joints/SpringJoint.scala
@@ -8,13 +8,13 @@ package sims.dynamics.joints
import sims.geometry._
-/**Eine Hooksche Feder.
- * @param node1 erster Koerper der Verbindung
- * @param anchor1 Bindungspunkt auf Koerper eins
- * @param node2 zweiter Koerper der Verbindung
- * @param anchor2 Bindungspunkt auf Koerper zwei
- * @param springConstant Federkonstante
- * @param initialLength Initiallaenge
+/**A spring obeying Hooke's law.
+ * @param node1 first associated body
+ * @param anchor1 first connection point
+ * @param node2 second associated body
+ * @param anchor2 second connection point
+ * @param springConstant spring constant
+ * @param initialLength initial length
*/
case class SpringJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: Vector2D, springConstant: Double, initialLength: Double) extends Joint with ForceJoint{
@@ -34,25 +34,25 @@ case class SpringJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: Vec
private val initRotation1 = node1.rotation
private val initRotation2 = node2.rotation
- /**Ergibt den Bindungspunkt auf Koerper eins.*/
+ /**Returns the connection point on body one (in world coordinates).*/
def connection1 = (a1 rotate (node1.rotation - initRotation1)) + node1.pos
- /**Ergibt den Bindungspunkt auf Koerper zwei.*/
+ /**Returns the connection point on body two (in world coordinates).*/
def connection2 = (a2 rotate (node2.rotation - initRotation2)) + node2.pos
- /**Daempfung.*/
+ /**Damping.*/
var damping = 0.0
- /**Relative Position der Bindungspunkte.*/
+ /**Relative position of the connection points.*/
def x = connection2 - connection1
- /**Relative Geschwindigkeit der Bindungspunkte.*/
+ /**Relative velocity of the connection points.*/
def v = node2.velocityOfPoint(connection2) - node1.velocityOfPoint(connection1)
- /**Ergibt die Federkraft nach dem Hookschen Gesetz.*/
+ /**Returns the spring force.*/
def force = (x.length - initialLength) * springConstant
- /**Uebt die Federkraft auf die Bindungspunkte aus.*/
+ /**Applies the spring force to the connection points.*/
def applyForce() = {
node1.applyForce(x.unit * force - (v * damping) project x, connection1)
node2.applyForce(-x.unit * force - (v * damping) project x, connection2)
@@ -61,15 +61,15 @@ case class SpringJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: Vec
def correctVelocity(h: Double) = {
/*
- val x = this.x //relativer Abstand
- val v = this.v //relative Geschwindigkeit
- val r1 = (connection1 - node1.pos) //Abstand Punkt-Schwerpunkt, Koerper 1
- val r2 = (connection2 - node2.pos) //Abstand Punkt-Schwerpunkt, Koerper 2
- val cr1 = r1 cross x.unit //Kreuzprodukt
- val cr2 = r2 cross x.unit //Kreuzprodukt
- val Cdot = x.unit dot v //Velocity-Constraint
+ val x = this.x
+ val v = this.v
+ val r1 = (connection1 - node1.pos)
+ val r2 = (connection2 - node2.pos)
+ val cr1 = r1 cross x.unit
+ val cr2 = r2 cross x.unit
+ val Cdot = x.unit dot v
val invMass = 1/node1.mass + 1/node1.I * cr1 * cr1 + 1/node2.mass + 1/node2.I * cr2 * cr2 //=J M^-1 JT
- val m = if (invMass == 0.0) 0.0 else 1/invMass //Test um Nulldivision zu vermeiden
+ val m = if (invMass == 0.0) 0.0 else 1/invMass
val lambda = Math.min(Math.max(-this.force * h, (-m * Cdot)), this.force * h)
println (force * h, -m * Cdot)
val impulse = x.unit * lambda
diff --git a/src/sims/dynamics/joints/test/PrismaticJoint.scala b/src/sims/dynamics/joints/test/PrismaticJoint.scala
index f163261..d4b43b2 100644
--- a/src/sims/dynamics/joints/test/PrismaticJoint.scala
+++ b/src/sims/dynamics/joints/test/PrismaticJoint.scala
@@ -15,10 +15,8 @@ case class PrismaticJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2:
def connection1 = (a1 rotate (node1.rotation - initRotation1)) + node1.pos
def connection2 = (a2 rotate (node2.rotation - initRotation2)) + node2.pos
- /**Relative Position der Bindungspunkte.*/
def x = connection2 - connection1
- /**Relative Geschwindigkeit der Bindungspunkte.*/
def v = node2.velocityOfPoint(connection2) - node1.velocityOfPoint(connection1)
@@ -28,13 +26,13 @@ case class PrismaticJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2:
}
def correctLinear(h: Double) = {
- val x = this.x.unit //relativer Abstand
+ val x = this.x.unit
val n0 = x.leftNormal
- val v = this.v //relative Geschwindigkeit
- val r1 = (connection1 - node1.pos) //Abstand Punkt-Schwerpunkt, Koerper 1
- val r2 = (connection2 - node2.pos) //Abstand Punkt-Schwerpunkt, Koerper 2
- val cr1 = r1 cross n0 //Kreuzprodukt
- val cr2 = r2 cross n0 //Kreuzprodukt
+ val v = this.v
+ val r1 = (connection1 - node1.pos)
+ val r2 = (connection2 - node2.pos)
+ val cr1 = r1 cross n0
+ val cr2 = r2 cross n0
val Cdot = n0 dot v
val invMass = 1/node1.mass + 1/node1.I * cr1 * cr1 + 1/node2.mass + 1/node2.I * cr2 * cr2
val m = if (invMass == 0.0) 0.0 else 1/invMass
@@ -57,13 +55,13 @@ case class PrismaticJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2:
def correctPosition(h: Double) = {
/*
- val x = this.x.unit //relativer Abstand
+ val x = this.x.unit
val n0 = x.leftNormal
- val v = this.v //relative Geschwindigkeit
- val r1 = (connection1 - node1.pos) //Abstand Punkt-Schwerpunkt, Koerper 1
- val r2 = (connection2 - node2.pos) //Abstand Punkt-Schwerpunkt, Koerper 2
- val cr1 = r1 cross n0 //Kreuzprodukt
- val cr2 = r2 cross n0 //Kreuzprodukt
+ val v = this.v
+ val r1 = (connection1 - node1.pos)
+ val r2 = (connection2 - node2.pos)
+ val cr1 = r1 cross n0
+ val cr2 = r2 cross n0
val C = n0 dot x
val invMass = 1/node1.mass + 1/node1.I * cr1 * cr1 + 1/node2.mass + 1/node2.I * cr2 * cr2
val m = if (invMass == 0.0) 0.0 else 1/invMass
diff --git a/src/sims/geometry/ConvexPolygon.scala b/src/sims/geometry/ConvexPolygon.scala
index 7bf881c..cb4a429 100644
--- a/src/sims/geometry/ConvexPolygon.scala
+++ b/src/sims/geometry/ConvexPolygon.scala
@@ -9,21 +9,20 @@ package sims.geometry
import sims.collision._
import sims.geometry._
-/**Gemeinsame Eigenschaften aller konvexen Polygone.*/
+/**Common properties of all convex polygons.*/
trait ConvexPolygon {
- /**Ergibt Position aller Ecken dieses Polygons. Die Ecken sind gegen den Uhrzeigersinn folgend.
- * @return Ortsvektoren der Ecken*/
+ /**Returns positions of all vertices of this Polygon. Vertices are ordered counter-clockwise.
+ * @return position vectors of the vertices*/
def vertices: Seq[Vector2D]
- /**Ergibt alle Seiten dieses Polygons.
- * @return Seiten dieses Polygons*/
+ /**Returns all sides of this polygon. The sides are ordered counter-clockwise, the first vertex of the side
+ * giving the side index.*/
def sides = (for (i <- 0 until vertices.length) yield (new Segment(vertices(i), vertices((i + 1) % vertices.length)))).toArray
- /**Ergibt die Projektion dieses Polygons auf eine Gerade gegeben durch den
- * Richtungsvektor <code>axis</code>
- * @param axis Richtungsvektor der Geraden
- * @return Projektion dieses Polygons*/
+ /**Returns the projection of this polygon onto the line given by the directional vector <code>axis</code>.
+ * @param axis directional vector of the line
+ * @return projection of this polygon*/
def project(axis: Vector2D) = {
val points = for (v <- vertices) yield {v project axis}
val bounds = for (p <- points) yield {if (axis.x != 0) p.x / axis.x else p.y / axis.y}
@@ -32,8 +31,7 @@ trait ConvexPolygon {
(bounds(0) /: bounds)(Math.max(_,_)))
}
- /**Errechnet das AABB dieses Polygons
- * @return umfassendes AABB
+ /**Returns this polygon's axis aligned bounding box.
* @see collision.AABB*/
def AABB = {
val xs = vertices map (_.x)
@@ -42,15 +40,12 @@ trait ConvexPolygon {
Vector2D(Iterable.max(xs), Iterable.max(ys)))
}
- /**Ueberprueft ob sich der gegebene Punkt <code>point</code> in diesem Polygon befindet.
+ /**Checks if the point <code>point</code> is contained in this polygon.
* <p>
- * Hierzu wird eine Halbgerade von dem Punkt in Richtung der X-Achse gezogen (koennte aber auch beliebig sein).
- * Dann wird die Anzahl der Ueberschneidungen der Halbgeraden mit den Seiten und Ecken des Polygons ermittelt.
- * Ist die Anzahl der Ueberschneidungen ungerade, so befindet sich der Punkt in dem Polygon.
- * Es gibt jedoch Ausnahmen, und zwar wenn die Halbgerade eine Ecke ueberschneidet, ueberschneidet sie sowohl auch zwei Seiten.
- * Daher wird eine generelle Anzahl von Uerberschneidungen errechnet, gegeben durch die Anzahl der Ueberschneidungen mit den Seiten minus
- * die mit den Ecken.
- * Diese Zahl wird dann wie oben geschildert geprueft.*/
+ * A ray is created, originating from the point and following an arbitrary direction (X-Axis was chosen).
+ * The number of intersections between the ray and this polygon's sides (including vertices) is counted.
+ * The amount of intersections with vertices is substracted form the previuos number.
+ * If the latter number is odd, the point is contained in the polygon.*/
def contains(point: Vector2D) = {
val r = new Ray(point, Vector2D.i)
var intersections = 0
diff --git a/src/sims/geometry/Projection.scala b/src/sims/geometry/Projection.scala
index 5f2d0f0..0c340f0 100644
--- a/src/sims/geometry/Projection.scala
+++ b/src/sims/geometry/Projection.scala
@@ -8,25 +8,26 @@ package sims.geometry
import sims.math._
-/**Projektion auf eine Achse.
+/**Projection on an axis.
* <p>
- * Ueblicherweise werden Projektionen in SiMS fuer Kollisionserkennung benutzt.
- * @param axis Achse der Projektion
- * @param lower unterer Wert der Projektion
- * @param upper oberer Wert der Projektion*/
+ * Projections are commonly used in SiMS for collision detection.
+ * @param axis directional vector of the axis of the projection
+ * @param lower lower value of the projection
+ * @param upper upper value of the projection*/
case class Projection(axis: Vector2D,
lower: Double,
upper: Double) {
- require(axis != Vector2D.Null)
+ require(axis != Vector2D.Null, "A projection's axis cannot be given by a null vector!")
- /**Ueberprueft ob sich diese Projektion mit der Projektion <code>other</code> ueberschneidet.*/
+ /**Checks this projection for overlap with another projection <code>other</code>.
+ * @throws IllegalArgumentExcepion if both projections axes aren't the same*/
def overlaps(other: Projection): Boolean = {
require(axis == other.axis, "Cannot compare two projections on different axes!")
!((other.lower - this.upper) > 0 || (this.lower - other.upper) > 0)
}
-
- /**Ergibt die Ueberlappung dieser Projektion und der Projektion <code>other</code>.*/
+ /**Returns the overlap between this projection and another projection <code>other</code>.
+ * @throws IllegalArgumentExcepion if both projections axes aren't the same*/
def overlap(other: Projection): Double = {
require(axis == other.axis, "Cannot compare two projections on different axes!")
(Math.max(lower, other.lower) - Math.min(upper, other.upper)).abs
diff --git a/src/sims/geometry/Ray.scala b/src/sims/geometry/Ray.scala
index c898e03..feb18a9 100644
--- a/src/sims/geometry/Ray.scala
+++ b/src/sims/geometry/Ray.scala
@@ -9,16 +9,16 @@ package sims.geometry
import sims.math._
import Math._
-/**Eine Halbgerade wird definiert durch:
- * @param point ein Aufpunkt
- * @param direction ein Richtungsvektor*/
+/**A ray.
+ * @param point a point on the ray
+ * @param direction this ray's directional vector
+ * @throws IllegalArgumentException if the directional vector is the null vector*/
case class Ray(point: Vector2D, direction: Vector2D) {
- //Ein Nullvektor hat keine Richtung
- require(direction != Vector2D.Null)
+ require(direction != Vector2D.Null, "A ray's direction cannot be given by a null vector!")
- /**Ueberprueft ob diese Halbgerade das gegebene Segment ueberschneidet.
- * @param das auf Ueberschneidung zu uerberpruefende Segment*/
+ /**Checks this ray and the given segment for intersection.
+ * @param s the segment to test for intersection*/
def intersects(s: Segment) = {
val p1 = point
val p2 = point + direction
@@ -38,11 +38,7 @@ case class Ray(point: Vector2D, direction: Vector2D) {
}
}
- /**Ueberprueft ob diese Halbgerade den gegebenen Punkt enthaelt.
- * <br>
- * Hierzu wird der Vektor von dem Ursprungspunkt zu dem zu ueberpruefenden Punkt gebildet. Dieser wird dann mit dem Richtungsvektor
- * auf Kolinearitaet geprueft.
- * @param p Ortsvektor des oben genannten Punkt*/
+ /**Checks if this ray contains the point <code>p</code>.*/
def contains(p: Vector2D) = {
val v = p - point
p == point ||
diff --git a/src/sims/geometry/Segment.scala b/src/sims/geometry/Segment.scala
index 8700979..4aaec21 100644
--- a/src/sims/geometry/Segment.scala
+++ b/src/sims/geometry/Segment.scala
@@ -6,37 +6,39 @@
package sims.geometry
-/**Ein Segment wird durch seine beiden Extrempunkte gegeben.
- * @param vertex1 Ortsvektor des 1. Extrempunkts
- * @param vertex2 Ortsvektor des 2. Extrempunkts*/
+/**A segment is given by its vertices.
+ * @param vertex1 position vector of the first vertex
+ * @param vertex2 position vector of the second vertex
+ * @throws IllegalArgumentException if both vertices are equal
+ */
case class Segment(vertex1: Vector2D, vertex2: Vector2D){
require(vertex1 != vertex2, "A segment must have 2 distinct vertices!")
- /**Laenge dieses Segments.*/
+ /**Length of this segment.*/
val length = (vertex2 - vertex1).length
- /**Vektor von EP1 zu EP2.*/
+ /**Vector from <code>vertex1</code> to <code>vertex2</code>.*/
val d = vertex2 - vertex1
- /**Einheitsrichtungsvektor.*/
+ /**Unit directional vector.*/
val d0 = d.unit
- /**Normalenvektor. Richtung: 90 Grad rechts zu d.*/
+ /**Right normal vector.*/
val n = d.rightNormal
- /**Normaleneinheitsvektor. Richtung: 90 Grad rechts zu d.*/
+ /**Right normal unit vector.*/
val n0 = n.unit
- /**Kleinster Abstand zwischen diesem Segment und dem Punkt <code>p</code>.*/
+ /**Smallest distance between this segment and the point <code>point</code>.*/
def distance(point: Vector2D): Double = {
- val v = point - vertex1 //Vektor von EP1 zu point
+ val v = point - vertex1 //vector from vertex1 to point
val projection = v project d
val alpha = if (d.x != 0) d.x / projection.x else d.y / projection.y
- if (alpha >= 0 && projection.length <= length) //Punkt ist naeher zu der Geraden zwischen EP1 und EP2
+ if (alpha >= 0 && projection.length <= length) //point is closer to line between vertex1 and vertex2
(v project n0).length
- else if (alpha < 0) //Punkt ist naeher zu EP1
+ else if (alpha < 0) //point is closer to vertex1
(point - vertex1).length
- else if (alpha > 0) //Punkt ist naeher zu EP2
+ else if (alpha > 0) //point is closer to vertex2
(point - vertex2).length
else
throw new IllegalArgumentException("Error occured trying to compute distance between segment and point.")
diff --git a/src/sims/geometry/Vector2D.scala b/src/sims/geometry/Vector2D.scala
index 03d1ea4..4468a90 100644
--- a/src/sims/geometry/Vector2D.scala
+++ b/src/sims/geometry/Vector2D.scala
@@ -8,54 +8,40 @@ package sims.geometry
import scala.Math._
-/**Ein 2-dimensionaler Vektor.
- * @param x 1. Komponente
- * @param y 2. Komponente*/
+/**A 2D vector.
+ * @param x 1st component
+ * @param y 2nd component*/
case class Vector2D(x: Double, y: Double) {
- /**Vektoraddition.
- * @param v zu addierender Vektor
- * @return dieser Vektor addiert mit <code>v</code>*/
+ /**Vector addition.*/
def +(v: Vector2D): Vector2D = Vector2D(x + v.x, y + v.y)
- /**Vektorsubstraktion.
- * @param v zu substrahierender Vektor
- * @return dieser Vektor substrahiert mit <code>v</code>*/
+ /**Vector substraction.*/
def -(v: Vector2D): Vector2D = this + (v * -1)
- /**Multiplikation mit einem Skalar.
- * @param n Faktor
- * @return dieser Vektor multipliziert mit <code>n</code>*/
+ /**Scalar multiplication.*/
def *(n: Double): Vector2D = Vector2D(x * n, y * n)
- /**Division durch ein Skalar.
- * @param n Nenner
- * @return dieser Vektor dividiert durch <code>n</code>*/
+ /**Scalar division.*/
def /(n: Double): Vector2D = this * (1/n)
- /**Minusvorzeichen.*/
+ /**Unary minus.*/
def unary_- : Vector2D = Vector2D(-x, -y)
- /**Skalarprodukt.
- * @param v ein anderer Vektor
- * @return Skalarprodukt von diesem Vektor mit <code>v</code>*/
+ /**Dot product.*/
def dot(v: Vector2D): Double = x * v.x + y * v.y
- /**Kreuzprodukt. (Norm des Kreuzproduktes)
- * @param v ein anderer Vektor
- * @return Norm des Kreuzproduktes dieses Vektors mit <code>v</code>. Die Richtung wuerde der x3-Achse entsprechen.*/
+ /**Cross product. Length only because in 2D. The direction would be given by the x3-axis.*/
def cross(v: Vector2D): Double = x * v.y - y * v.x
- /**Norm dieses Vektors.*/
+ /**Norm or length of this vector.*/
val length: Double = Math.sqrt(x * x + y * y)
- /**Einheitsvektor dieses Vektors.*/
+ /**Unit vector.*/
def unit: Vector2D = if (!(x == 0.0 && y == 0.0)) Vector2D(x / length, y / length)
else throw new IllegalArgumentException("Null vector does not have a unit vector.")
- /**Errechnet die Projektion dieses- auf einen anderen Vektor.
- * @param v oben gennanter Vektor
- * @return Projektion dieses Vektors auf <code>v</code>*/
+ /**Returns the projection of this vector onto the vector <code>v</code>.*/
def project(v: Vector2D): Vector2D = {
if (v != Vector2D.Null)
v * ((this dot v) / (v dot v))
@@ -63,37 +49,35 @@ case class Vector2D(x: Double, y: Double) {
Vector2D.Null
}
- /**Errechnet eine Rotation dieses Vektors.
- * @param angle Winkel in Radian
- * @return der um <code>angle</code> rad rotierte Vektor*/
+ /**Returns a rotation of this vector by <code>angle</code> radian.*/
def rotate(angle: Double): Vector2D = {
Vector2D(cos(angle) * x - sin(angle) * y,
cos(angle) * y + sin(angle) * x)
}
- /**Linker Normalenvektor. (-y, x)*/
+ /**Left normal vector. (-y, x)*/
def leftNormal: Vector2D = Vector2D(-y, x)
- /**Rechter Normalenvektor. (y, -x)*/
+ /**Right normal vector. (y, -x)*/
def rightNormal: Vector2D = Vector2D(y, -x)
- /**Ueberprueft, ob die Komponenten dieses Vektors gleich Null sind.*/
+ /**Checks if this vector is the null vector.*/
def isNull: Boolean = this == Vector2D.Null
- /**Ergibt eine Liste der Komponenten dieses Vektors.*/
+ /**Returns a list of this vector's components.*/
def components = List(x, y)
}
-/**Dieses Objekt enthaelt spezielle Vektoren.*/
+/**Contains special vectors.*/
object Vector2D {
- /**Nullvektor.*/
+ /**Null vector.*/
val Null = Vector2D(0,0)
- /**Ein horizontaler Einheitsvektor mit den Komponenten (1;0).*/
+ /**Horizontal unit vector. (1,0)*/
val i = Vector2D(1,0)
- /**Ein vertikaler Einheitsvektor mit den Komponenten (0;1).*/
+ /**Vertical unit vector. (0,1)*/
val j = Vector2D(0,1)
}
diff --git a/src/sims/materials/Steel.scala b/src/sims/materials/Steel.scala
index 71594b8..1d14563 100644
--- a/src/sims/materials/Steel.scala
+++ b/src/sims/materials/Steel.scala
@@ -2,4 +2,4 @@ package sims.materials
object Steel {
-}
+} \ No newline at end of file
diff --git a/src/sims/math/Matrix22.scala b/src/sims/math/Matrix22.scala
index b10e02a..54d24c7 100644
--- a/src/sims/math/Matrix22.scala
+++ b/src/sims/math/Matrix22.scala
@@ -8,22 +8,20 @@ package sims.math
import sims.geometry._
-/**Eine 2x2, quadratische Matrix.
- * @param c11 Komponente 1,1
- * @param c12 Komponente 1,2
- * @param c21 Komponente 2,1
- * @param c22 Komponente 2,2
+/**A 2x2 matrix.
+ * @param c11 component 1,1
+ * @param c12 component 1,2
+ * @param c21 component 2,1
+ * @param c22 component 2,2
*/
case class Matrix22(c11: Double, c12: Double, c21: Double, c22: Double) {
- /**Eine 2x2-dimensionale, quadratische Matrix kann auch mit zwei 2-dimensionalen
- * Vektoren erstellt werden. In diesem Fall repraesentiert jeder Vektor eine Spalte.
- * @param c1 erste Spalte
- * @param c2 zweite Spalte*/
+ /**A 2x2 matrix can be created with two 2D vectors. In this case, each column is represented by a vector.
+ * @param c1 first column
+ * @param c2 second column*/
def this(c1: Vector2D, c2: Vector2D) = this(c1.x, c2.x, c1.y, c2.y)
- /**Ergibt die Determinante dieser Matrix.
- * @return Determinante dieser Matrix*/
+ /**Determinant of this matrix.*/
def det = c11 * c22 - c21 * c12
/**Addition.*/
@@ -31,17 +29,17 @@ case class Matrix22(c11: Double, c12: Double, c21: Double, c22: Double) {
new Matrix22(c11 + m.c11, c12 + m.c12,
c21 + m.c21, c22 + m.c22)
- /**Multiplikation mit einem Skalar.*/
+ /**Scalar multiplication.*/
def *(n: Double) =
new Matrix22(c11 * n, c12 * n,
c21 * n, c22 * n)
- /**Multiplikation mit einer anderen 2x2-Matrix.*/
+ /**Matrix multiplication.*/
def *(m: Matrix22) =
new Matrix22(c11 * m.c11 + c12 * m.c21, c11 * m.c12 + c12 * m.c22,
c21 * m.c11 + c22 * m.c21, c21 * m.c12 + c22 * m.c22)
- /**Multiplikation mit einer 2x1-Matrix (2-dimensionaler Vektor).*/
+ /**Multiplikation with a 2D vector.*/
def *(v: Vector2D) =
new Vector2D(c11 * v.x + c12 * v.y,
c21 * v.x + c22 * v.y)
diff --git a/src/sims/util/Polar.scala b/src/sims/util/Polar.scala
index 931be08..c4009b5 100644
--- a/src/sims/util/Polar.scala
+++ b/src/sims/util/Polar.scala
@@ -9,9 +9,9 @@ package sims.util
import sims.geometry._
import scala.Math._
-/**Polare Koordinaten.*/
+/**Polar coordinates.*/
case class Polar(distance: Double, angle: Double) {
- /**Ergibt die Vektorrepraesantation dieser polaren Koordinaten.*/
+ /**Returns the vector representation of these polar coordinates.*/
def toCarthesian = Vector2D(distance * sin(angle), distance * cos(angle))
}
diff --git a/src/sims/util/Positioning.scala b/src/sims/util/Positioning.scala
index 433feaf..cf72276 100644
--- a/src/sims/util/Positioning.scala
+++ b/src/sims/util/Positioning.scala
@@ -9,7 +9,7 @@ package sims.util
import sims.geometry._
import sims.dynamics._
-/**Objekt mit Hiflsfunktionen fuer komfortables Positionieren von Koerpern.*/
+/**Utility functions for comfortable positioning of bodies.*/
object Positioning {
implicit def int2RelativeVector(x: Int): RelativeVector = new RelativeVector(x, 0)