private void ApplyCone(Vector3d center3d, Vector2d forward, long radius, long angle)
        {
            Vector2d center    = center3d.ToVector2d();
            long     fastRange = radius * radius;

            Scan(center, radius);
            for (int i = 0; i < ScanOutput.Count; i++)
            {
                RTSAgent agent      = ScanOutput [i];
                Vector2d agentPos   = agent.Body._position;
                Vector2d difference = agentPos - center;

                if (difference.FastMagnitude() > fastRange)
                {
                    continue;
                }
                if (forward.Dot(difference) < 0)
                {
                    continue;
                }
                difference.Normalize();

                long cross = forward.Cross(difference).Abs();
                if (cross > angle)
                {
                    continue;
                }
                HitAgent(agent);
            }
        }
Beispiel #2
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        public static void PrepareAxisCheck(Vector2d p1, Vector2d p2, bool calculateIntersectionPoints = true)
        {
            cacheP1   = p1;
            cacheP2   = p2;
            cacheAxis = p2 - p1;
            cacheAxis.Normalize();
            cacheAxisNormal = cacheAxis.rotatedLeft;

            axisMin       = p1.Dot(cacheAxis.x, cacheAxis.y);
            axisMax       = p2.Dot(cacheAxis.x, cacheAxis.y);
            cacheProj     = cacheP1.Dot(cacheAxis.x, cacheAxis.y);
            cacheProjPerp = cacheP1.Dot(cacheAxisNormal.x, cacheAxisNormal.y);
            perpVector    = cacheAxisNormal * cacheProjPerp;

            calculateIntersections = calculateIntersectionPoints;
        }
Beispiel #3
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        public bool IsPositionCovered(Vector2d position)
        {
            //Checks if this body covers a position

            //Different techniques for different shapes
            switch (this.Shape)
            {
            case ColliderType.Circle:
                long maxDistance = this.Radius + FixedMath.Half;
                maxDistance *= maxDistance;
                if ((this._position - position).FastMagnitude() > maxDistance)
                {
                    return(false);
                }
                goto case ColliderType.AABox;

            case ColliderType.AABox:
                return(position.x + FixedMath.Half > this.XMin && position.x - FixedMath.Half < this.XMax &&
                       position.y + FixedMath.Half > this.YMin && position.y - FixedMath.Half < this.YMax);

            //break;
            case ColliderType.Polygon:
                for (int i = this.EdgeNorms.Length - 1; i >= 0; i--)
                {
                    Vector2d norm = this.EdgeNorms[i];
                    long     posProj = norm.Dot(position);
                    long     polyMin, polyMax;
                    CollisionPair.ProjectPolygon(norm.x, norm.y, this, out polyMin, out polyMax);
                    if (posProj >= polyMin && posProj <= polyMax)
                    {
                    }
                    else
                    {
                        return(false);
                    }
                }
                return(true);
                //break;
            }


            return(false);
        }
Beispiel #4
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        public bool Overlaps(FastList <Vector2d> outputIntersectionPoints)
        {
            outputIntersectionPoints.FastClear();
            //Checks if this object overlaps the line formed by p1 and p2
            switch (this.Shape)
            {
            case ColliderType.Circle:
            {
                bool overlaps = false;
                //Check if the circle completely fits between the line
                long projPos = this._position.Dot(cacheAxis.x, cacheAxis.y);
                //Circle withing bounds?
                if (projPos >= axisMin && projPos <= axisMax)
                {
                    long projPerp = this._position.Dot(cacheAxisNormal.x, cacheAxisNormal.y);
                    long perpDif  = (cacheProjPerp - projPerp);
                    long perpDist = perpDif.Abs();
                    if (perpDist <= _radius)
                    {
                        overlaps = true;
                    }
                    if (overlaps)
                    {
                        long sin = (perpDif);
                        long cos = FixedMath.Sqrt(_radius.Mul(_radius) - sin.Mul(sin));
                        if (cos == 0)
                        {
                            outputIntersectionPoints.Add((cacheAxis * projPos) + perpVector);
                        }
                        else
                        {
                            outputIntersectionPoints.Add(cacheAxis * (projPos - cos) + perpVector);
                            outputIntersectionPoints.Add(cacheAxis * (projPos + cos) + perpVector);
                        }
                    }
                }
                else
                {
                    //If not, check distances to points
                    long p1Dist = _position.FastDistance(cacheP1.x, cacheP2.y);
                    if (p1Dist <= this.FastRadius)
                    {
                        outputIntersectionPoints.Add(cacheP1);
                        overlaps = true;
                    }
                    long p2Dist = _position.FastDistance(cacheP2.x, cacheP2.y);
                    if (p2Dist <= this.FastRadius)
                    {
                        outputIntersectionPoints.Add(cacheP2);
                        overlaps = true;
                    }
                }
                return(overlaps);
            }

            //break;
            case ColliderType.AABox:
            {
            }
            break;

            case ColliderType.Polygon:
            {
                bool intersected = false;


                for (int i = 0; i < this.Vertices.Length; i++)
                {
                    int      edgeIndex = i;
                    Vector2d pivot     = this.RealPoints [edgeIndex];
                    Vector2d edge      = this.Edges [edgeIndex];
                    long     proj1     = 0;
                    int      nextIndex = edgeIndex + 1 < this.RealPoints.Length ? edgeIndex + 1 : 0;
                    Vector2d nextPoint = RealPoints [nextIndex];
                    long     proj2     = (nextPoint - pivot).Dot(edge);

                    long min;
                    long max;
                    if (proj1 < proj2)
                    {
                        min = proj1;
                        max = proj2;
                    }
                    else
                    {
                        min = proj2;
                        max = proj1;
                    }

                    long lineProj1 = (cacheP1 - pivot).Dot(edge);
                    long lineProj2 = (cacheP2 - pivot).Dot(edge);

                    long lineMin;
                    long lineMax;
                    if (lineProj1 < lineProj2)
                    {
                        lineMin = lineProj1;
                        lineMax = lineProj2;
                    }
                    else
                    {
                        lineMin = lineProj2;
                        lineMax = lineProj1;
                    }
                    if (CollisionPair.CheckOverlap(min, max, lineMin, lineMax))
                    {
                        Vector2d edgeNorm      = this.EdgeNorms [edgeIndex];
                        long     normProj      = 0;
                        long     normLineProj1 = (cacheP1 - pivot).Dot(edgeNorm);
                        long     normLineProj2 = (cacheP2 - pivot).Dot(edgeNorm);

                        long normLineMin;
                        long normLineMax;

                        if (normLineProj1 < normLineProj2)
                        {
                            normLineMin = normLineProj1;
                            normLineMax = normLineProj2;
                        }
                        else
                        {
                            normLineMin = normLineProj2;
                            normLineMax = normLineProj1;
                        }

                        if (normProj >= normLineMin && normProj <= normLineMax)
                        {
                            long revProj1 = pivot.Dot(LSBody.cacheAxisNormal);
                            long revProj2 = nextPoint.Dot(cacheAxisNormal);

                            long revMin;
                            long revMax;
                            if (revProj1 < revProj2)
                            {
                                revMin = revProj1;
                                revMax = revProj2;
                            }
                            else
                            {
                                revMin = revProj2;
                                revMax = revProj1;
                            }

                            if (LSBody.cacheProjPerp >= revMin && LSBody.cacheProjPerp <= revMax)
                            {
                                intersected = true;
                                if (LSBody.calculateIntersections)
                                {
                                    long fraction         = normLineProj1.Abs().Div(normLineMax - normLineMin);
                                    long intersectionProj = FixedMath.Lerp(lineProj1, lineProj2, fraction);
                                    outputIntersectionPoints.Add(edge * intersectionProj + pivot);

                                    if (outputIntersectionPoints.Count == 2)
                                    {
                                        break;
                                    }
                                }
                            }
                        }
                    }
                }
                return(intersected);
            }
                //break;
            }
            return(false);
        }