/// <summary>
    /// 算法来自 game physics cookbook
    /// </summary>
    /// <param name="line"></param>
    /// <param name="circle"></param>
    /// <returns></returns>
    public static bool Line2dWithCircle2d(Line2d line, Circle2d circle)
    {
        Vector2L ab           = line.m_point2 - line.m_point1;
        FloatL   t            = Vector2L.Dot(circle.m_pos - line.m_point1, ab) / Vector2L.Dot(ab, ab);
        Vector2L closestPoint = line.m_point1 + ab * t;

        return((circle.m_pos - closestPoint).sqrMagnitude < circle.m_radius * circle.m_radius);
    }
    static bool linesCross(Vector2L v0, Vector2L v1, Vector2L t0, Vector2L t1, ref Vector2L intersectionPoint)
    {
        if (v1 == t0 ||
            v0 == t0 ||
            v1 == t1 ||
            v0 == t1)
        {
            return(false);
        }

        Vector2L vnormal = v1 - v0;

        vnormal = b2Cross(1.0f, vnormal);
        FloatL v0d = Vector2L.Dot(vnormal, v0);
        FloatL t0d = Vector2L.Dot(vnormal, t0);
        FloatL t1d = Vector2L.Dot(vnormal, t1);

        if (t0d > v0d && t1d > v0d)
        {
            return(false);
        }
        if (t0d < v0d && t1d < v0d)
        {
            return(false);
        }

        Vector2L tnormal = t1 - t0;

        tnormal = b2Cross(1.0f, tnormal);
        t0d     = Vector2L.Dot(tnormal, t0);
        v0d     = Vector2L.Dot(tnormal, v0);
        FloatL v1d = Vector2L.Dot(tnormal, v1);

        if (v0d > t0d && v1d > t0d)
        {
            return(false);
        }
        if (v0d < t0d && v1d < t0d)
        {
            return(false);
        }

        intersectionPoint = v0 + ((t0d - v0d) / (v1d - v0d)) * (v1 - v0);

        return(true);
    }
Beispiel #3
0
 public static FloatL Angle(Vector2L from, Vector2L to)
 {
     return(FixPointMath.Acos(FixPointMath.Clamp(Vector2L.Dot(from.normalized, to.normalized), -1, 1)) * 57.29578d);
 }
    /// <summary>
    /// 根据Separating Axis Theorem理论实现
    /// https://www.sevenson.com.au/actionscript/sat/
    /// https://github.com/sevdanski/SAT_AS3
    /// </summary>
    /// <param name="convex1"></param>
    /// <param name="convex2"></param>
    /// <returns></returns>
    public static CollisionInfo Circle2dWithConvex2d(Circle2d circleA, Convex2d polygonA, bool flip, bool docalc)
    {
        CollisionInfo result = new CollisionInfo();

        if (flip)
        {
            result.shapeA = polygonA;
            result.shapeB = circleA;
        }
        else
        {
            result.shapeA = circleA;
            result.shapeB = polygonA;
        }
        result.shapeAContained = true;
        result.shapeBContained = true;

        // get the offset
        Vector2L vOffset = new Vector2L(polygonA.m_pos.x - circleA.m_pos.x, polygonA.m_pos.y - circleA.m_pos.y);

        // get the vertices
        List <Vector2L> p1 = polygonA.GetRotateList();

        // find the closest point
        Vector2L closestPoint = new Vector2L();
        FloatL   minDist      = FloatL.MaxValue;

        foreach (var iter in p1)
        {
            FloatL currentDist = (circleA.m_pos - (polygonA.m_pos + iter)).sqrMagnitude;
            if (currentDist < minDist)
            {
                minDist      = currentDist;
                closestPoint = polygonA.m_pos + iter;
            }
        }

        // make a normal of this vector
        Vector2L vAxis = closestPoint - circleA.m_pos;

        vAxis.Normalize();

        // project polygon A
        FloatL min0 = Vector2L.Dot(vAxis, p1[0]);
        FloatL max0 = min0;

        for (int j = 1; j < p1.Count; ++j)
        {
            FloatL t = Vector2L.Dot(vAxis, p1[j]);
            if (t < min0)
            {
                min0 = t;
            }
            if (t > max0)
            {
                max0 = t;
            }
        }

        // project circle A
        FloatL min1 = Vector2L.Dot(vAxis, Vector2L.zero);
        FloatL max1 = min1 + circleA.m_radius;

        min1 -= circleA.m_radius;

        // shift polygonA's projected points
        FloatL sOffset = Vector2L.Dot(vAxis, vOffset);

        min0 += sOffset;
        max0 += sOffset;

        // test for intersections
        FloatL d0 = min0 - max1;
        FloatL d1 = min1 - max0;

        if (d0 > 0 || d1 > 0)
        {
            // gap found
            return(null);
        }

        FloatL shortestDist = FloatL.MaxValue;

        if (docalc)
        {
            FloatL distmin = (max1 - min0) * -1;              //Math.min(dist0, dist1);
            if (flip)
            {
                distmin *= -1;
            }
            FloatL distminAbs = (distmin < 0) ? distmin * -1 : distmin;

            // check for containment
            if (!flip)
            {
                if (max0 > max1 || min0 < min1)
                {
                    result.shapeAContained = false;
                }
                if (max1 > max0 || min1 < min0)
                {
                    result.shapeBContained = false;
                }
            }
            else
            {
                if (max0 < max1 || min0 > min1)
                {
                    result.shapeAContained = false;
                }
                if (max1 < max0 || min1 > min0)
                {
                    result.shapeBContained = false;
                }
            }

            // this distance is shorter so use it...
            result.distance = distmin;
            result.vector   = vAxis;
            //
            shortestDist = distminAbs;
        }

        // loop through all of the axis on the first polygon
        for (int i = 0; i < p1.Count; i++)
        {
            // find the axis that we will project onto
            vAxis = GetAxisNormal(p1, i);

            // project polygon A
            min0 = Vector2L.Dot(vAxis, p1[0]);
            max0 = min0;

            //
            for (int j = 1; j < p1.Count; j++)
            {
                FloatL t = Vector2L.Dot(vAxis, p1[j]);
                if (t < min0)
                {
                    min0 = t;
                }
                if (t > max0)
                {
                    max0 = t;
                }
            }

            // project circle A
            min1  = Vector2L.Dot(vAxis, new Vector2L(0, 0));
            max1  = min1 + circleA.m_radius;
            min1 -= circleA.m_radius;

            // shift polygonA's projected points
            sOffset = Vector2L.Dot(vAxis, vOffset);
            min0   += sOffset;
            max0   += sOffset;

            // test for intersections
            d0 = min0 - max1;
            d1 = min1 - max0;

            if (d0 > 0 || d1 > 0)
            {
                // gap found
                return(null);
            }

            if (docalc)
            {
                // check for containment
                if (!flip)
                {
                    if (max0 > max1 || min0 < min1)
                    {
                        result.shapeAContained = false;
                    }
                    if (max1 > max0 || min1 < min0)
                    {
                        result.shapeBContained = false;
                    }
                }
                else
                {
                    if (max0 < max1 || min0 > min1)
                    {
                        result.shapeAContained = false;
                    }
                    if (max1 < max0 || min1 > min0)
                    {
                        result.shapeBContained = false;
                    }
                }

                FloatL distmin = (max1 - min0) * -1;
                if (flip)
                {
                    distmin *= -1;
                }
                FloatL distminAbs = (distmin < 0) ? distmin * -1 : distmin;
                if (distminAbs < shortestDist)
                {
                    // this distance is shorter so use it...
                    result.distance = distmin;
                    result.vector   = vAxis;
                    //
                    shortestDist = distminAbs;
                }
            }
        }

        // if you are here then no gap was found
        return(result);
    }
    /// <summary>
    /// 根据Separating Axis Theorem理论实现
    /// https://www.sevenson.com.au/actionscript/sat/
    /// https://github.com/sevdanski/SAT_AS3
    /// </summary>
    /// <param name="convex1"></param>
    /// <param name="convex2"></param>
    /// <returns></returns>
    public static CollisionInfo Convex2dWithConvex2d(Convex2d polygonA, Convex2d polygonB, bool flip, bool docalc)
    {
        CollisionInfo result = new CollisionInfo();

        result.shapeA          = (flip) ? polygonB : polygonA;
        result.shapeB          = (flip) ? polygonA : polygonB;
        result.shapeAContained = true;
        result.shapeBContained = true;

        // get the vertices
        List <Vector2L> p1 = polygonA.GetRotateList();
        List <Vector2L> p2 = polygonB.GetRotateList();

        // get the offset
        Vector2L vOffset = new Vector2L(polygonA.m_pos.x - polygonB.m_pos.x, polygonA.m_pos.y - polygonB.m_pos.y);

        FloatL shortestDist = FloatL.MaxValue;

        // loop through all of the axis on the first polygon
        for (int i = 0; i < p1.Count; ++i)
        {
            // find the axis that we will project onto
            Vector2L vAxis = GetAxisNormal(p1, i);

            // project polygon A
            FloatL min0 = Vector2L.Dot(vAxis, p1[0]);
            FloatL max0 = min0;

            for (int j = 1; j < p1.Count; ++j)
            {
                FloatL t = Vector2L.Dot(vAxis, p1[j]);
                if (t < min0)
                {
                    min0 = t;
                }
                if (t > max0)
                {
                    max0 = t;
                }
            }

            // project polygon B
            FloatL min1 = Vector2L.Dot(vAxis, p2[0]);
            FloatL max1 = min1;
            for (int j = 1; j < p2.Count; ++j)
            {
                FloatL t = Vector2L.Dot(vAxis, p2[j]);
                if (t < min1)
                {
                    min1 = t;
                }
                if (t > max1)
                {
                    max1 = t;
                }
            }

            // shift polygonA's projected points
            FloatL sOffset = Vector2L.Dot(vAxis, vOffset);
            min0 += sOffset;
            max0 += sOffset;

            // test for intersections
            FloatL d0 = min0 - max1;
            FloatL d1 = min1 - max0;
            if (d0 > 0 || d1 > 0)
            {
                // gap found
                return(null);
            }

            if (docalc)
            {
                // check for containment
                if (!flip)
                {
                    if (max0 > max1 || min0 < min1)
                    {
                        result.shapeAContained = false;
                    }
                    if (max1 > max0 || min1 < min0)
                    {
                        result.shapeBContained = false;
                    }
                }
                else
                {
                    if (max0 < max1 || min0 > min1)
                    {
                        result.shapeAContained = false;
                    }
                    if (max1 < max0 || min1 > min0)
                    {
                        result.shapeBContained = false;
                    }
                }

                FloatL distmin = (max1 - min0) * -1;
                if (flip)
                {
                    distmin *= -1;
                }
                FloatL distminAbs = (distmin < 0) ? distmin * -1 : distmin;
                if (distminAbs < shortestDist)
                {
                    // this distance is shorter so use it...
                    result.distance = distmin;
                    result.vector   = vAxis;

                    shortestDist = distminAbs;
                }
            }
        }

        // if you are here then no gap was found
        return(result);
    }