Beispiel #1
0
        // Update the segment's position and compute a smoothed velocity for the circle or the
        // endpoints of the segment based on  the time it took it to move from the last position
        // to the current one.  The velocity is in pixels per second.
        public void UpdateSegment(Segment s)
        {
            this.LastSegment = this.Segment;
            this.Segment = s;

            DateTime cur = DateTime.Now;
            double fMs = cur.Subtract(this.TimeLastUpdated).TotalMilliseconds;
            if (fMs < 10.0)
            {
                fMs = 10.0;
            }

            double fps = 1000.0 / fMs;
            this.TimeLastUpdated = cur;

            if (this.Segment.IsCircle())
            {
                this.XVelocity = (this.XVelocity * Smoothing) + ((1.0 - Smoothing) * (this.Segment.X1 - this.LastSegment.X1) * fps);
                this.YVelocity = (this.YVelocity * Smoothing) + ((1.0 - Smoothing) * (this.Segment.Y1 - this.LastSegment.Y1) * fps);
            }
            else
            {
                this.XVelocity = (this.XVelocity * Smoothing) + ((1.0 - Smoothing) * (this.Segment.X1 - this.LastSegment.X1) * fps);
                this.YVelocity = (this.YVelocity * Smoothing) + ((1.0 - Smoothing) * (this.Segment.Y1 - this.LastSegment.Y1) * fps);
                this.XVelocity2 = (this.XVelocity2 * Smoothing) + ((1.0 - Smoothing) * (this.Segment.X2 - this.LastSegment.X2) * fps);
                this.YVelocity2 = (this.YVelocity2 * Smoothing) + ((1.0 - Smoothing) * (this.Segment.Y2 - this.LastSegment.Y2) * fps);
            }
        }
Beispiel #2
0
            // Hit testing between this thing and a single segment.  If hit, the center point on
            // the segment being hit is returned, along with the spot on the line from 0 to 1 if
            // a line segment was hit.
            public bool Hit(Segment seg, ref System.Windows.Point hitCenter, ref double lineHitLocation)
            {
                double minDxSquared = this.Size + seg.Radius;
                minDxSquared *= minDxSquared;

                // See if falling thing hit this body segment
                if (seg.IsCircle())
                {
                    if (SquaredDistance(this.Center.X, this.Center.Y, seg.X1, seg.Y1) <= minDxSquared)
                    {
                        hitCenter.X = seg.X1;
                        hitCenter.Y = seg.Y1;
                        lineHitLocation = 0;
                        return true;
                    }
                }
                else
                {
                    double sqrLineSize = SquaredDistance(seg.X1, seg.Y1, seg.X2, seg.Y2);
                    if (sqrLineSize < 0.5)
                    {
                        // if less than 1/2 pixel apart, just check dx to an endpoint
                        return SquaredDistance(this.Center.X, this.Center.Y, seg.X1, seg.Y1) < minDxSquared;
                    }

                    // Find dx from center to line
                    double u = ((this.Center.X - seg.X1) * (seg.X2 - seg.X1)) + (((this.Center.Y - seg.Y1) * (seg.Y2 - seg.Y1)) / sqrLineSize);
                    if ((u >= 0) && (u <= 1.0))
                    {   // Tangent within line endpoints, see if we're close enough
                        double intersectX = seg.X1 + ((seg.X2 - seg.X1) * u);
                        double intersectY = seg.Y1 + ((seg.Y2 - seg.Y1) * u);

                        if (SquaredDistance(this.Center.X, this.Center.Y, intersectX, intersectY) < minDxSquared)
                        {
                            lineHitLocation = u;
                            hitCenter.X = intersectX;
                            hitCenter.Y = intersectY;
                            return true;
                        }
                    }
                    else
                    {
                        // See how close we are to an endpoint
                        if (u < 0)
                        {
                            if (SquaredDistance(this.Center.X, this.Center.Y, seg.X1, seg.Y1) < minDxSquared)
                            {
                                lineHitLocation = 0;
                                hitCenter.X = seg.X1;
                                hitCenter.Y = seg.Y1;
                                return true;
                            }
                        }
                        else
                        {
                            if (SquaredDistance(this.Center.X, this.Center.Y, seg.X2, seg.Y2) < minDxSquared)
                            {
                                lineHitLocation = 1;
                                hitCenter.X = seg.X2;
                                hitCenter.Y = seg.Y2;
                                return true;
                            }
                        }
                    }

                    return false;
                }

                return false;
            }
Beispiel #3
0
 public BoneData(Segment s)
 {
     this.Segment = this.LastSegment = s;
     this.XVelocity = this.YVelocity = 0;
     this.XVelocity2 = this.YVelocity2 = 0;
     this.TimeLastUpdated = DateTime.Now;
 }