Beispiel #1
0
        public static bool IsPointOnLineSegment(Vector2 p, Vector2 v0, Vector2 v1)
        {
            var vp = p - v0;
            var l  = v1 - v0;

            if (Vector2Ext.Equality(vp, Vector2Ext.Zero))
            {
                return(true); //p == v0
            }

            var vpNormal = vp.Normal();
            var lNormal  = l.Normal();

            if ((float)Math.Abs((double)Vector2Ext.Dot(vpNormal, lNormal)) < OneMinusEps)
            {
                return(false);
            }

            //Lines are the same, are they within the length
            if (vp.Length() <= l.Length())
            {
                return(true);
            }
            return(false);
        }
Beispiel #2
0
        public static LineIntersectionResult RobustLineIntersectAndResult(Vector2 a0, Vector2 a1, Vector2 b0, Vector2 b1, bool fireOnOverlap = true)
        {
            //Fail on zero length lines
            if (Vector2Ext.Equality(a0, a1) || Vector2Ext.Equality(b0, b1))
            {
                return new LineIntersectionResult()
                       {
                           Intersecting   = false,
                           CoLinear       = false,
                           IntersectPoint = Vector2.Zero
                       }
            }
            ;

            var   r     = a1 - a0;
            var   s     = b1 - b0;
            var   qMp   = b0 - a0;
            float rXs   = Vector2Ext.Cross(r, s);
            float qMpXr = Vector2Ext.Cross(qMp, r);

            //1. Colinear Check
            if (IsFuzzyZero(rXs) && IsFuzzyZero(qMpXr))
            {
                //They are colinear
                if (fireOnOverlap)
                {
                    float qMpDOTr = Vector2Ext.Dot(qMp, r);
                    float rDOTr   = Vector2Ext.Dot(r, r);
                    var   pMq     = a0 - b0;
                    float pMqDOTs = Vector2Ext.Dot(pMq, s);
                    float sDOTs   = Vector2Ext.Dot(s, s);
                    if ((qMpDOTr >= 0.0f && qMpDOTr <= rDOTr) || (pMqDOTs >= 0.0f && pMqDOTs <= sDOTs))
                    {
                        //You do not get provided a valid intersect point as the lines lie on top of each other
                        return(new LineIntersectionResult()
                        {
                            Intersecting = true,
                            CoLinear = true,
                            IntersectPoint = Vector2.Zero
                        });
                    }
                }
                //Not classifying overlap as intersection
                return(new LineIntersectionResult()
                {
                    Intersecting = false,
                    CoLinear = true,
                    IntersectPoint = Vector2.Zero
                });
            }

            //2. Paralell - Do not intersect
            if (IsFuzzyZero(rXs) && !IsFuzzyZero(qMpXr))
            {
                return(new LineIntersectionResult()
                {
                    Intersecting = false,
                    CoLinear = false,
                    IntersectPoint = Vector2.Zero
                });
            }

            //3.Intersect at Single Point
            float t = Vector2Ext.Cross(qMp, s) / rXs;
            float u = Vector2Ext.Cross(qMp, r) / rXs;

            if (!IsFuzzyZero(rXs) && t >= 0.0f && t <= 1.0f && u >= 0.0f && u <= 1.0f)
            {
                return(new LineIntersectionResult()
                {
                    Intersecting = true,
                    CoLinear = false,
                    IntersectPoint = a0 + (r * t)
                });
            }

            //4. Do not intersect
            return(new LineIntersectionResult()
            {
                Intersecting = false,
                CoLinear = false,
                IntersectPoint = Vector2.Zero
            });
        }
Beispiel #3
0
 public static float DotWith(this Vector2 v0, Vector2 v1)
 {
     return(Vector2Ext.Dot(v0, v1));
 }