Perpendicular() public method

public Perpendicular ( PointD point ) : Line
point PointD
return Line
Beispiel #1
1
 public double DistanceTo(Line line)
 {
     Line perpendicular = line.Perpendicular(this);
     PointD intersection = line.IntersectionWith(perpendicular);
     return DistanceTo(intersection);
 }
Beispiel #2
0
        public double DistanceTo(Line line)
        {
            Line   perpendicular = line.Perpendicular(this);
            PointD intersection  = line.IntersectionWith(perpendicular);

            return(DistanceTo(intersection));
        }
Beispiel #3
0
        public static Line ProjectionLine(Puck p, Line reference)
        {
            PointD ij    = reference.IntersectionWith(reference.Perpendicular(p.Location));
            double dist  = p.Location.DistanceTo(ij);
            double scale = p.Radius / dist;
            PointD projection_line_point = ij.Offset((p.Location.X - ij.X) * scale, (p.Location.Y - ij.Y) * scale);

            return(reference.Parallel(projection_line_point));
        }
Beispiel #4
0
        public static CollisionData GetClosestCollisionData(Puck p, double offset, PointD ghost_puck_location, Puck c, Table table)
        {
            List<Line> collision_lines = new List<Line>();
            collision_lines.AddRange(table.Walls);

            for (int j = 0; j < table.Arcs.Count; ++j)
            {
                PointD[] center_point_collisions = p.Path.IntersectionWith(table.Arcs[j]);
                if (center_point_collisions != null)
                {
                    for (int i = 0; i < center_point_collisions.Length; ++i)
                    {
                        if (center_point_collisions[i] != null)
                        {
                            Line line_thru_center = new Line(table.Arcs[j].Point, (double?)((center_point_collisions[i].Y - table.Arcs[j].Point.Y) / (center_point_collisions[i].X - table.Arcs[j].Point.X)));
                            Line projection_line = line_thru_center.Perpendicular(center_point_collisions[i]);
                            collision_lines.Add(projection_line);
                        }
                    }
                }
            }

            List<CollisionData> potential_collision_points = new List<CollisionData>();
            for (int j = 0; j < collision_lines.Count; ++j) {
                PointD center_point_collision = p.Path.IntersectionWith(collision_lines[j]);
                if (center_point_collision != null) {
                    double sc = p.Location.DistanceTo(center_point_collision);
                    double fc = ghost_puck_location.DistanceTo(center_point_collision);
                    if (!(fc > sc && fc > offset)) {
                        Line projection_line = ProjectionLine(p, collision_lines[j]);
                        PointD projection_collision = p.Path.IntersectionWith(projection_line);
                        if (offset > projection_collision.DistanceTo(p.Location)) {
                            potential_collision_points.Add(new CollisionData(projection_collision, projection_line));
                        }
                    }
                }
            }

            //TODO: check for collision with computer puck, add result to potential collision points right here
            //for (int j = 0; j < table.Arcs.Count; ++j)
            //{
            //    Arc projection_arc = p.Location.DistanceTo(table.Arcs[j].Point) < table.Arcs[j].Radius
            //        ? new Arc(table.Arcs[j].Point, table.Arcs[j].Radius - p.Radius)
            //        : new Arc(table.Arcs[j].Point, table.Arcs[j].Radius + p.Radius);
            //
            //    PointD[] center_point_collisions = p.Path.IntersectionWith(table.Arcs[j]);
            //    if (center_point_collisions != null)
            //    {
            //        for (int i = 0; i < center_point_collisions.Length; ++i)
            //        {
            //            if (center_point_collisions[i] != null)
            //            {
            //                double sc = p.Location.DistanceTo(center_point_collisions[i]);
            //                double fc = ghost_puck_location.DistanceTo(center_point_collisions[i]);
            //                if (!(fc > sc && fc > offset))
            //                {
            //                    PointD[] projection_collisions = p.Path.IntersectionWith(projection_arc);
            //                    foreach (var projection_collision in projection_collisions)
            //                    {
            //                        Line line_thru_center = new Line(table.Arcs[j].Point, (double?)((projection_collision.Y - projection_arc.Point.Y) / (projection_collision.X - projection_arc.Point.X)));
            //                        Line projection_line = line_thru_center.Perpendicular(projection_collision);
            //                        if (offset > projection_collision.DistanceTo(p.Location)) {
            //                            potential_collision_points.Add(new CollisionData(projection_collision, projection_line));
            //                        }
            //                    }
            //                }
            //            }
            //        }
            //    }
            //}

            potential_collision_points = potential_collision_points.OrderBy(z => z.collision_point.DistanceTo(p.Location)).ToList();
            return potential_collision_points.Count > 0 ? potential_collision_points[0] : null;
        }
Beispiel #5
0
 public static Line ProjectionLine(Puck p, Line reference)
 {
     PointD ij = reference.IntersectionWith(reference.Perpendicular(p.Location));
     double dist = p.Location.DistanceTo(ij);
     double scale = p.Radius / dist;
     PointD projection_line_point = ij.Offset((p.Location.X - ij.X) * scale, (p.Location.Y - ij.Y) * scale);
     return reference.Parallel(projection_line_point);
 }
Beispiel #6
0
        public static CollisionData GetClosestCollisionData(Puck p, double offset, PointD ghost_puck_location, Puck c, Table table)
        {
            List <Line> collision_lines = new List <Line>();

            collision_lines.AddRange(table.Walls);

            for (int j = 0; j < table.Arcs.Count; ++j)
            {
                PointD[] center_point_collisions = p.Path.IntersectionWith(table.Arcs[j]);
                if (center_point_collisions != null)
                {
                    for (int i = 0; i < center_point_collisions.Length; ++i)
                    {
                        if (center_point_collisions[i] != null)
                        {
                            Line line_thru_center = new Line(table.Arcs[j].Point, (double?)((center_point_collisions[i].Y - table.Arcs[j].Point.Y) / (center_point_collisions[i].X - table.Arcs[j].Point.X)));
                            Line projection_line  = line_thru_center.Perpendicular(center_point_collisions[i]);
                            collision_lines.Add(projection_line);
                        }
                    }
                }
            }

            List <CollisionData> potential_collision_points = new List <CollisionData>();

            for (int j = 0; j < collision_lines.Count; ++j)
            {
                PointD center_point_collision = p.Path.IntersectionWith(collision_lines[j]);
                if (center_point_collision != null)
                {
                    double sc = p.Location.DistanceTo(center_point_collision);
                    double fc = ghost_puck_location.DistanceTo(center_point_collision);
                    if (!(fc > sc && fc > offset))
                    {
                        Line   projection_line      = ProjectionLine(p, collision_lines[j]);
                        PointD projection_collision = p.Path.IntersectionWith(projection_line);
                        if (offset > projection_collision.DistanceTo(p.Location))
                        {
                            potential_collision_points.Add(new CollisionData(projection_collision, projection_line));
                        }
                    }
                }
            }

            //TODO: check for collision with computer puck, add result to potential collision points right here
            //for (int j = 0; j < table.Arcs.Count; ++j)
            //{
            //    Arc projection_arc = p.Location.DistanceTo(table.Arcs[j].Point) < table.Arcs[j].Radius
            //        ? new Arc(table.Arcs[j].Point, table.Arcs[j].Radius - p.Radius)
            //        : new Arc(table.Arcs[j].Point, table.Arcs[j].Radius + p.Radius);
            //
            //    PointD[] center_point_collisions = p.Path.IntersectionWith(table.Arcs[j]);
            //    if (center_point_collisions != null)
            //    {
            //        for (int i = 0; i < center_point_collisions.Length; ++i)
            //        {
            //            if (center_point_collisions[i] != null)
            //            {
            //                double sc = p.Location.DistanceTo(center_point_collisions[i]);
            //                double fc = ghost_puck_location.DistanceTo(center_point_collisions[i]);
            //                if (!(fc > sc && fc > offset))
            //                {
            //                    PointD[] projection_collisions = p.Path.IntersectionWith(projection_arc);
            //                    foreach (var projection_collision in projection_collisions)
            //                    {
            //                        Line line_thru_center = new Line(table.Arcs[j].Point, (double?)((projection_collision.Y - projection_arc.Point.Y) / (projection_collision.X - projection_arc.Point.X)));
            //                        Line projection_line = line_thru_center.Perpendicular(projection_collision);
            //                        if (offset > projection_collision.DistanceTo(p.Location)) {
            //                            potential_collision_points.Add(new CollisionData(projection_collision, projection_line));
            //                        }
            //                    }
            //                }
            //            }
            //        }
            //    }
            //}

            potential_collision_points = potential_collision_points.OrderBy(z => z.collision_point.DistanceTo(p.Location)).ToList();
            return(potential_collision_points.Count > 0 ? potential_collision_points[0] : null);
        }